Академический Документы
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Jay Fitzloff
Project manager: Chris Davis Editing: Chris Davis Layout/Graphic Design: David Jarvis
Copyright Notice
This PDF utilizes and expands upon open game content found in the system reference document and other third All of the text of this PDF is presented as open game content. party supplements. RPGObjects and Heroes and Villians If you are not a game publisher, this in no way effects you or your campaign. If you are a game publisher, the previous are product identity of RPGObjects.
statement gives you and other publishers permission to use this material as long as you follow the open game license (see the end of this PDF).
Chapter One
ORIGINS
Powers and abilities are what will dene your hero most, but running a close second is his beginnings. As your hero goes on adventures, saves lives, and ghts super-villains, hell learn new things, develop new uses for his powers, and gain entirely new super abilities. However, theres one thing your hero cant change about himself (not even with Time Travel), and thats his origin.
In comics, a heros origin is a full explanation of how he or she came to be the costumed crusader that lls the panels youre perusing. In Heroes & Villains, a heros origin not only refers to this titillating tale and going through the standard d20 Modern character creation process, but also choosing an archetype and adding the super template.
Alien
The alien archetype encompasses not only beings from other worlds, but also creatures from other dimensions, planes of existence, and hidden locations on Earth where no normal human could survive (such as Atlantis). However, despite their interesting birth places, aliens are often humanoid. Those that arent would be of the mutant archetype. Alien Archetype Traits - +2 Intelligence, -2 Wisdom. Aliens are often very smart, but lack native understanding of the world around them. - +2 archetype bonus on all Will saving throws. The alien mind is difcult for natives to penetrate. - Aliens may select Unique Item as a general or power feat. This represents the strange and advanced technology of their native home. Extra feats can be spent to improve and already owned Unique Item, or to gain new ones. - Aliens may use a general or power feat to gain the ability to shift to their home planet or dimension. There are no prerequisites for this ability. This power acts exactly like Dimension Shift, with the limitation that the alien can only travel between Earth (or the setting of the campaign) and his native home. - Aliens begin the game only able to speak their native tongue, and must use skill points on Speak Language to communicate with other beings. - +2 archetype bonus on all Knowledge (Cosmology) and Survival checks. Aliens travels give them insight into other cultures and worlds.
Archetypes
Not every super-hero is a normal-looking person underneath their mask. Archetype is a way to classify the physical makeup of your hero, and one must be selected while creating your character. Just as your choice of character class gives only a vague denition of personality and ability, archetype is but a general idea of what your character might look and act like. The specics are left to you.
Ability Adjustments
Find your chosen archetype on Table 1-A: Archetype Ability Adjustments and apply the adjustments you see there to your characters ability scores. If the changes raise your score above 18 or lower it below 3, thats okay.
Human
Assuming your campaign takes place on planet Earth, humans are the most common archetype amongst super-powered beings, and also the most versatile. They do not suffer the culture clash that aliens experience, the difculties associated with being a construct, the social stigma of mutants, or the reliance on machinery of mechanicals. Humans heroes have the luxury of taking off their costume at the end of the day and blending easily into the society they seek to save. Human Archetype Traits
Construct
Constructs are often robots or androids, but they are also
Mutant
Theres denitely something different about a hero of the mutant archetype. Be it an extra arm, a tail, a pair of wings, or a huge horn protruding out of the forehead, a mutant always bears some type of physical aberration. Any powers a mutant has are likely derived from their unusual appearance, which is of some compensation for being socially ostracized. Mutant Archetype Traits - +2 Dexterity, -4 Charisma. The physical changes a mutant suffers usually result in heightened reexes and fear from the general populace. - At 1st level, mutants must select either Extra Appendage, Natural Armor, or Natural Weaponry as one of their general feats, which must result in an overt physical change. This abnormality cannot be retracted nor hidden without great
Mechanical
Mechanical heroes represent the ultimate union of man and machine. Whether the character is a cyborg, a person in an armored suit, or someone who went through a secret government experiment that gave them a metal skeleton,
* = A failed Swing check in this instance would mean taking falling damage equal to how far the opening was, if the opening is surrounded by a hard surface. A failed Swing check results in no progress being made, which usually indicates swinging back to your starting point, if possible. If it isnt possible to swing back to your starting point, you are considered to be dangling with no means of swinging again. All other penalties, risks and modiers for climbing such as movement rates, falling with a failure by 5 or more, being at-footed, and potentially falling when taking damage while moving in this fashion apply to Swinging.
Climb (Str)
Armor Penalty Though normally climbing a perfectly smooth, at, vertical surface is impossible, the powers and raw tenacity that superheroes possess often allow them to do the impossible. In Heroes & Villains, the Climb DC for ascending or descending a perfectly smooth, at, vertical surface is 40. The Climb DC for a perfectly smooth, at ceiling is 50. Swing (New Use): Whether it be by using vines, ropes, grapple guns or other similar dangling means, you can attempt to swing where you need to be. The difculty varies with whats being attempted, as follows: DC 5 10 15 Task Swing to a relatively at surface thats at least 5 feet wide and long. Swing to a relatively at surface thats at least 2 feet wide and long. Swing to a relatively at surface thats less than 2 feet wide and long.
Concentration (Con)
For heroes with multiple powers that require full-round activation or that have concentration for their duration, the Concentration skill is of utmost importance. In Heroes & Villains, Concentration works for heroes and their powers in a manner similar to how it would function for a spellcaster and their spells using the FX abilities presented in D20 Modern. Concentration checks are required whenever a hero is distracted while activating or maintaining a power, with failure resulting in the powers being deactivated. Unlike a spellcaster, however, heroes can divide their concentration amongst different powers and activities, although doing so is progressively more difcult. When a Concentration check is called for, the hero doesnt make a check for the power being activated and all the powers currently active. Rather, a single check is made, with the result determining the maintaining or canceling of all powers the hero is activating and/or concentrating upon. Failing a Concentration check results in the power a hero is attempting to activate and all the powers that have a duration of concentration being cancelled. A hero can willfully cancel any power he is concentrating upon without disrupting any other powers that his concentration is maintaining.
Take Another Attack Action: It is possible for a hero The world of super-heroes are often populated with superto give up his move action to gain an attack action while inventors who are capable of making items and weapons that actively maintaining a power that requires concentration with go far beyond what even advanced technology is capable of, a Concentration check (DC 20). Doing so means the hero can and theyre able to create these create these incredible gadgets only take a 5-foot step during the round, successful or not. No at amazing speeds. Given the heights which powers allow more than one attack action per round can be gained though characters Intelligence and Craft skills to reach, it wont be this Concentration check. The attack action the hero takes long before players begin asking their GMs what it would can involve activating another power, but doing so invokes take to create things of science ction caliber. In almost all the multiple power activation penalty described below. If the cases, these questions can be answered with the chart below: hero fails the Concentration check when attempting to take an attack Invention Type Purchase DC Craft DC Time action, any powers the hero was Beyond Current Technology +5* +5 or 35** +50%*** attempting to activate are lost and Duplicates Power +10* +10 or 35** +100%*** any powers requiring concentration Increase Hardness +1 are cancelled. Increase Durability +1 Multiple Powers Activated: Since Reduce Time**** +1 -1 hr. its possible for a hero to take another attack action with Concentration, it is * = Add this modier to the items normal purchase DC. also possible for him to activate a power while concentrating, ** = Use whichever would be higher, the items Craft DC and have multiple powers that require concentration (or the with the modier or 35. same power multiple times) active simultaneously. Activating a power while concentrating on another power adds a +5 to *** = The creation time is increased by this percent. the DC of Concentration checks. In addition, every power **** = This modier can also be used with the Repair beyond one that requires concentration to maintain adds skill. another +5 to the DC of all Concentration checks. Maintaining Beyond Current Technology: If an item is a slightly concentration for multiple powers is an attack action that improved or modied version of an existing item or is doesnt provoke attacks of opportunity. something that could feasibly exist in the next 25 years, it falls As an extended example of this, lets say Mindwinder into this category. Examples of items that would fall within successfully uses Domination to make an escaping bank this range could include an explosive that deals damage only robber lie face down on the ground with his hands behind his to living organisms, a cell phone able to make calls to other back. Needing a way to subdue the criminal until the police planets in the solar system, a car faster than anything on the arrive, Mindwinder attempts to take an attack action so he can market, a drug that treats a disease from another galaxy, or a move over to the criminal and use the rope he has to tie him secret headquarters at the bottom of the ocean. GMs should up (Concentration DC 20). Before he can tie the last knot, a never allow creations within this category to do more damage car comes careening around the corner and speeds down the or have bonuses to attack rolls. These items should, at best, street towards the bank. Mindwinder notices that the driver make the unique difculties that come with being a hero a is brandishing a submachine gun! Mindwinder attempts to little easier. activate Sensory Deprivation while maintaining Domination
Craft (Int)
Disguise (Cha)
A character attempting to disguise himself as a different archetype (such as a mutant attempting to look like a human) incurs a -2 penalty to Disguise checks. Disguise Voice (New Use): When a character can be heard but not seen (when using the telephone, for example), they
Knowledge (Int)
Trained Only Listed here are some additional categories of Knowledge common to comic book campaigns. Cosmology: What creatures from other planets look like, their common abilities and mannerisms, what their home planet is like and where its located in the universe. Multiverse: Understanding how multiple universes and dimensions connect to one another, the differences between them, how to survive in them, and the creatures native to them. Supers: The costumes, group afliation, powers, abilities, weaknesses and quirks of heroes and villains, both past and present.
Profession (Wis)
Often in comics, heroes crime-ghting lives interfere with their day jobs, yet they manage to still make ends meet. GMs should only use secret identities as a role-playing hindrance, and not penalize characters Wealth scores for their time spent saving the universe. Only in extreme cases, where a hero purposefully and perpetually ignores his vocation, should a GM call for a penalty of -1 or -2 to their Profession checks for increasing Wealth when they go up a level. In the case where the heroes are a part of a privately or publicly funded super-group, characters would have to take ranks in Profession: Hero to gain Wealth. The Hero Profession encompasses knowing how to handle press, manage personal image, and recognize merchandising opportunities.
Brute
Some people are big and some people are scary. You happen to be both, and shrug off attacks with ease. Prerequisite: Str 13+, Intimidate 5 ranks. Benet: You gain a competence modier to your Defense equal to your Strength modier. Any circumstance that causes you to lose your Dexterity modier also causes you to lose this modier. Special: You do not gain the Defense bonus from this feat while wearing heavy armor. Competence bonuses do not stack.
Analytical Combat
By studying your opponents, you are able to predict their attack patterns and better defend yourself. Prerequisite: Int 13+, Knowledge (tactics) 5 ranks. Benet: You gain a competence modier to your Defense equal to your Intelligence modier. Any circumstance that causes you to lose your Dexterity modier also causes you to lose this modier. Special: You do not gain the Defense bonus from this feat while wearing heavy armor. Competence bonuses do not stack.
Catch Projectiles
You can catch arrows and thrown weapons aimed at you. Prerequisites: Dex 15+, Dodge, Deect Projectiles Benet: You must have at least one free hand holding nothing to use this feat. Once per round when you would normally be hit by a simple or archaic ranged weapon, or any thrown weapon, you may catch the projectile and take no damage. In addition, caught thrown weapons (such as knives, spears and grenades) may be immediately thrown by you as a free action. You must be aware of the attack and not at-footed. Using this feat doesnt count as an action. This feat is useless against bullets and unusually massive projectiles (such as a thrown car).
Banter
You have mastered the art of witty/annoying repartee in combat which distracts your opponents. Prerequisite: Cha 13+, Bluff 5 ranks. Benet: You gain a competence modier to your Defense equal to your Charisma modier. Any circumstance that causes you to lose your Dexterity modier also causes you to lose this modier. Special: You do not gain the Defense bonus from this feat while wearing heavy armor. Competence bonuses do not stack.
Clinch Hitter
You do better when the chips are down. Prerequisite: Character level 8+ Benet: When you use an action point to improve a d20 roll, you apply the results of your two highest d6 rolls to the d20 roll. Normal: Only the highest single d6 roll is applied to the d20.
Clobber
Your mighty blows can bowl people over. Prerequisites: Str 15+, Power Attack Benet: Whenever you make an attack roll that is 5 or higher
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Ground Fighting
You have adept at ghting while prone. Prerequisite: Balance 4 ranks. Benet: You suffer no penalties to Defense while prone.
Combat Catchphrase
You have a clever saying that you charge into battle with. Prerequisites: Cha 13+, Heroic Surge Benet: By yelling out an inspirational, short saying, you and all of your allies within earshot gain an extra move action or attack action for the round, either before or after their regular actions. Combat catchphrase can only be used before combat is initiated, or if you are the rst to act in a combat. Yelling the catchphrase is a free action, and uses up one of your Heroic Surges for the day.
Deflect Projectiles
You can swat aside arrows and thrown weapons aimed at you. Prerequisites: Dex 13+, Dodge Benet: Once per round when you would normally be hit by a simple or archaic ranged weapon, or any thrown weapon, you may deect it and take no damage. You must be aware of the attack and not at-footed. Using this feat doesnt count as an action. This feat is useless against bullets, unusually massive projectiles (such as a thrown car), and explosive weapons. Using this feat against splash weapons allows you to take splash damage rather than direct hit damage.
Instant Stand
You can instantly recover from a fall or trip. Prerequisite: Tumble 8 ranks. Benet: Once per round, as a free action, you may move from prone to standing. This action does not provoke an attack of opportunity. Normal: Moving from a prone to standing position is normally a move-equivalent action that provokes an attack of opportunity.
Double Team
You know how to team up to take foes down. Benet: If you are anking an opponent, you get a +4 bonus on your attack roll. Normal: The standard anking attack roll bonus is +2.
Merciful Strike
You know how to lessen the blow from lethal weapons. Benet: You may deal nonlethal damage with any melee weapon without penalty to the attack roll. You may deal nonlethal damage with any ranged weapon, but you take a -4 penalty on attack rolls. Normal: Dealing nonlethal damage with a melee weapon not intended for such use gives the attacker a 4 penalty to attack rolls. Dealing nonlethal damage with ranged weapons that deal lethal damage is impossible.
Good Karma
You survive and succeed despite the odds. Prerequisites: Character level 8+, Clinch Hitter Benet: You may declare the use of 1 action point to alter a d20 roll after the GM reveals the result of that roll.
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Poise
Your composure and condence in combat make you a formidable opponent. Prerequisite: Wis 13+, Sense Motive 5 ranks. Benet: You gain a competence modier to your Defenseequal to your Wisdom modier. Any circumstance that causes you to lose your Dexterity modier also causes you to lose this modier. Special: You do not gain the Defense bonus from this feat while wearing heavy armor. Competence bonuses do not stack.
Sidekick
You have a cohort that assists you in your endeavors. Prerequisite: Must be at least a 3rd-level hero Benet: You attracts a cohort, usually of a younger age, that comes to you seeking training for a future in vigilantism. The sidekick is an utterly loyal NPC that may question you at times, but almost always does whatever you want. Sidekicks are usually of the same archetype as you are, possess the super template, and earn an equal share of experience points when they take part in any adventure with you. To determine the beginning level of your sidekick, consult the table below. Leadership Score is equal to your character level plus your Charisma modier. Regardless of your Leadership tally, you cannot recruit a sidekick of equal level or higher. At best, sidekicks arrive 1 level lower than you. A sidekicks level does not automatically increase if your Leadership score improves, nor does your Leadership limit the sidekicks level.
When a sidekick departs under good terms (goes to join a junior super group, moves to another city, etc.), you automatically attract another sidekick within a month using your current Leadership score to determine the new trainees starting level. Should a sidekick die while under your tutelage, the lost comrade cannot be replaced for at least a year. In addition, if you have more than one sidekick, you must make a Charisma check (DC equal to the deceased sidekicks level) to keep the others from abandoning you. Sidekicks lost through abandonment (regardless of who dismissed who) cannot be replaced for 1d4 months. Special: As an option, GMs can allow heroes to have an animal companion as a sidekick. You befriend an animal with a challenge rating equal to the sidekick level attracted. The animal is unusually loyal and intelligent, possesses the super template, and earns a full share of experience when with you but is still an animal and must be trained and taught tricks using the Handle Animal skill (although the creature does arrive already domesticated). You can take this feat multiple times. Each time it is taken, you attract a new sidekick.
Slam
Your powerful blows can send people ying. Prerequisites: Str 17+, Power Attack, Clobber, Improved Bull Rush Benet: Whenever you make an attack roll that is 10 or
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Trademark Weapon
Theres a specic weapon that is associated with you. Prerequisites: Procient with weapon, base attack bonus +6, Weapon Focus in weapon Benet: Select a specic weapon (not a kind of weapon, a one-of-a-kind weapon). You get a +2 bonus on damage rolls with that weapon. Special: The damage bonus from Trademark Weapon stack with the damage bonus for Weapon Specialization. This feat cannot be taken multiple times. A hero can only have one Trademark Weapon.
Ventriloquism
You can throw your voice. Prerequisite: Bluff 5+ Benet: You can make your voice (or any other sound you could normally make) seem as if it is emanating from somewhere or someone else. Ventriloquism is always opposed by the Listen checks of those within earshot. Targets who lose the opposed check believe that the sound is coming from the false source. Targets who win the opposed check know the sound is coming from somewhere else other than the false source. Targets who win the opposed check by 5 or better know you are the source of the sound. The same modiers that apply to Bluff apply to using this feat. In addition, the ventriloquist suffers a 2 penalty to his Bluff check for every 5 feet his voice is thrown. Special: When trying to sound like someone else, the character must make a Disguise Voice check as well.
Trademark Armor
Theres a specic armor that is associated with you. Prerequisites: Procient with armor, base attack bonus +6 Benet: Select one specic armor or shield (not a kind of armor, a one-of-a-kind armor). While using that armor, you gain a +2 dodge bonus to Defense. Also, the Maximum Dex Bonus for that armor is increased by +2. You may cosmetically change and mechanically alter your Trademark Armor. As long as it remains the same basic type, this bonus will remain in effect. Special: For mechanical archetypes that gain their abilities and powers through an armored suit, this feat may be associated with that armor. This feat cannot be taken multiple times. A hero can only have one Trademark Armor.
Trademark Vehicle
Theres a specic vehicle that is associated with you. Prerequisites: Pilot or Drive 9 ranks, Vehicle Expert Benet: Select one specic vehicle (not a kind of vehicle, a one-of-a-kind vehicle).When you are driving or piloting that vehicle, you gain a +2 competence bonus to your initiative modier, and a +4 bonus on all Drive or Pilot checks (this bonus stacks with the Vehicle Expert feat). You also gain a +1 competence bonus on attacks made with the vehicles weapons. You may cosmetically change and mechanically alter your Trademark Vehicle. As long as it remains the same basic type, this bonus will remain in effect. Special: This feat cannot be taken multiple times. A hero can only have one Trademark Vehicle.
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Using Powers
Unless described otherwise, powers are FX abilities that do not provoke attacks of opportunity in combat. Heroes can use their powers as often as they like and, unless their power has a limitation attached to it, need never fear depleting themselves by using their powers.
Power Descriptions
Here is the format for power feat descriptions:
Power Name
Prerequisites: A hero must have the listed ability score, feat, skill, or base attack bonus in order to select or use this feat. If a hero in some way loses any of a powers prerequisites, he cannot use that power until the prerequisite is somehow regained. Activation Time: How long it takes to activate the power feat. Attack: Activating the power uses the heros attack action for the round. The power takes effect immediately. The hero can move either before or after activating the power. Constant: The power does not take any type of action to activate, and is always on even if the hero might wish otherwise. This doesnt mean that the hero has to constantly use the power (a character with Burrowing, for example, doesnt always have to be digging), it simply means that the power is there for the hero whenever he might need it. Free: Activating the power is a free action. The power can only be activated on the characters turn, and not as a reaction to anothers turn. Full-round: Activating this power uses all the heros effort for the round. The only movement he can take is a 5-foot step before, during, or after the action. The power takes effect
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Powers
Adhesion
Prerequisite: Matter Activation Time: Attack Base Range: Short (25 ft. + 5 ft./2 levels) Target: One non-living object or area no bigger than a 5-ft cube Base Duration: 1 round/level Saving Throw: Fortitude negates (object) Description: You are able to make things stick together. When used on an object, Adhesion causes the item to instantly bond with anything it is currently touching. If the object is in the possession of another person, that creature gets a Fortitude saving throw to avoid this powers effects. Unattended objects receive no saving throw. Affected objects cannot be moved from whatever they are adhered to without breaking them off. This can either be done by attacking the item in question until it is reduced to 0 hit points, or attempting a Strength check to snap it off (the DC of such a check is equal to the Constitution of the person who used Adhesion). When an object is torn off with a Strength check, the adhered item with the lowest hardness takes 1d6 damage in the process (hardness does not reduce this damage), with the torn off item taking the damage in case of a hardness tie. Living beings are normally considered to have 0 hardness. You can affect an area rather than a specic object with Adhesion. In this case, all things within the target area become super-sticky for the duration of the power. Anything or anyone that crosses or comes in contact with a space so affected must make a Fortitude saving throw or become stuck to the target area. Once per round, as a free action, another saving throw is allowed to pull oneself free. No damage is taken for escaping Adhesion in this way. Limitations: Class 1: You actually shoot a glue-like substance from your body when using this power, and must make ranged touch attack rolls to hit targets. Class 2: You can adhere objects or cause areas to become sticky, but not both. Class 3: The range of this power is touch. If you use Adhesion on an area, you must make a saving throw to avoid
Age
Prerequisites: Life, Decay Activation Time: Attack Base Range: Touch Target: One living creature Base Duration: Permanent Saving Throw: Fortitude negates Description: You cause instant aging to living targets. If you succeed in a melee touch attack roll, and the target fails a Fortitude saving throw, the target instantly grows 1d6 years older. If the targets new age puts it 100 years old, it dies. Those that are immortal (via the Constitution power, Long Lived) are immune to Age. Limitations: Class 1: You only age targets by 1d4 years. Class 2: Victims of this power suffer no physical signs until it puts them over 100 years old, at which point they die. Class 3: At most, this power can only ever be used once per target. Special: The effects of aging can be found on page 35 of the D20 Modern Core Rulebook. A victim of this power never incurs any changes to Intelligence, Wisdom, or Charisma since they are mentally the same age. Stacking: You age people by an additional 1d6 years (to a maximum of 10d6), or range may be added. The rst time range is selected, Age can reach 5 feet per level of the hero, and a ranged touch attack is now required to affect people with Age. Further range stacking adds a multiplier to the heros level for determining the range of this power.
Air Blast
Prerequisites: Geoforce, Elemental Control: Air Activation Time: Attack Base Range: Short (25 ft. + 5 ft./2 levels) Target: One creature Base Duration: Instantaneous Saving Throw: Special (see text)
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Analyze Weakness
Prerequisites: Int 17+, Intelligence Activation Time: Full-round Base Range: Anything you can visually observe for one round Target: One creature or object Base Duration: Instantaneous Saving Throw: None Description: By studying an object, person, or power, you can tell if the subject has any weak points. You observe the person or thing for one full round, then make a Search (for objects) or Spot (for creatures) check against DC 15. A failed check means you discern nothing, but may continue to try. If successful, you nd one aw in the subjects design. In the case of objects, Analyze Weakness allows you to see one defect, soon to be forthcoming defect, place where the material is weaker, or any other thing the GM considers a aw. At the very least, a successful use of Analyze Weakness against an object allows you to ignore 1 hardness if you try to damage the object, or lowers the items break DC by 1 should you try to break it. Against living creatures, Analyze Weakness reveals limitations or weaknesses that might not otherwise be apparent. You declare whether you are studying the creature or one of the creatures powers. Successful use of Analyze Weakness reveals the lowest-ranked limitation (if studying powers) or weakness (if studying the creature) that you arent already aware of. You may continue to observe the subject, and glean further limitations and weaknesses with successful checks until there is no more to know. Limitations: Class 1: The hero can analyze objects or creatures, but not both. Class 2: It takes the hero 1d6 rounds to analyze a subject. Class 3: At most, the hero can only gain knowledge of a single limitation or weakness a target has. Special: This power can be used effectively by watching recordings of creatures in action. Stacking: You detect an additional limitation and weakness per successful use of this power.
All-Around Sight
Prerequisites: Wisdom Activation Time: Constant Base Range: Personal Effect: You can simultaneously see in all directions Base Duration: Permanent Saving Throw: None Description: Through possible explanations such as sonar, radar, or actually possessing eyes in the back of his head, you are able to see in all directions simultaneously. Due to your 360 degree sight, you cannot be snuck up on from behind nor anked in combat by visible foes. This enhanced vision does not confuse you in any way, and your brain is able to disseminate this high amount of ocular information as easily as a person with normal vision could. If theres something you do not wish to look at, you can avert your sight and choose not to see in a certain direction. Limitations: Class 1: Your circular vision is a form of radar or sonar, and you cannot discern colors nor read print with it. Class 2: Your eyes are always open. You cannot choose to look away from things.
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Animate Objects
Prerequisite: Matter Activation Time: Full-round Base Range: Touch cube Target: One non-living object no bigger than a 5-ft Base Duration: Concentration Saving Throw: Fortitude negates (object) Description: Through concentration, you can make objects spring to life. Items affected by this power gain mobility, a measure of elasticity, and the ability to attack others. If the object is in the possession of another person, that object gets its bearers Fortitude saving throw to avoid this powers effects. Unattended objects receive no saving throw. Animated Objects are considered constructs, gaining all the benets and penalties of that archetype. No matter the items shape, objects affected by this power are able to move at a speed of 20 feet per round. If the object in question has legs or similar appendages that would grant mobility, its movement is 30 feet per round. If the object in question is normally mobile anyway (such as a car) it moves at its normal speed or 60 feet per round, whichever is faster. Animated Objects may be commanded to attack once per round. The objects attack bonus is equal to yours plus the
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Astral Projection
Prerequisite: Travel Activation Time: 1 minute Base Range: Distant (100 miles + 10 miles/level) Effect: You can separate your astral body from your physical body Base Duration: Permanent until astral body rejoins material body Saving Throw: None Description: After a minutes meditation, you are able to release your astral body from your material body. The astral body has all your clothes and equipment, and is invisible, silent, scentless, and insubstantial to those in the material world. Only creatures with the ability to see the invisible, who are also astral, or that can sense others in nonstandard ways can detect an astral body. You can see and hear with all the senses he normally possesses. While astral, you can travel your base movement rate in miles per hour (30 mph for a person that moves 30 feet per round), and can travel away from your body up to the powers range. You can travel in any direction (including up) and can pass through any object. You cannot affect, harm, or interact with anything in the material world, and the same applies to things in the material world affecting you. While your astral form is out exploring, your physical body remains perfectly still and in a state of suspended animation. The astral body and the physical body are connected by an astral, weightless silver cord that helps guide you back to your body. Should this cord be somehow severed, the hero must make a Navigate check (DC 25) or become hopelessly lost, leaving your material body forevermore in a coma-like state. If your physical body has been substantially moved from where the astral body departed, the DC is 35.
Armored
Prerequisites: Self Activation Time: Move Base Range: Personal Effect: You can cause armor to appear on your body Base Duration: Permanent (C) Saving Throw: None Description: Be it that your skin turns to metal, that you have thick armadillo-like plates that cover you, or that your are suddenly wearing a knights full plate, you can cause armor in some form or another to surround you. Making this armor appear and disappear is a move action that does not provoke attacks of opportunity. When active, this armor provides you a +2 equipment bonus to Defense, but also causes you to suffer a 1 armor penalty to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, and Tumble. Having the armor active adds 10 pounds of weight that counts against your carrying capacity. You are considered procient in the armor generated from this power. Limitations: Class 1: This power is always active, making it impossible for the hero to have a secret identity or disguise who he is.
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Atmospheric Control
Prerequisites: Geoforce, Elemental Control: Air, Wis 13+ Activation Time: Full-round Base Range: Wis modier mile radius Area: Wis modier mile radius around you Base Duration: 1 minute/level (C) Saving Throw: Special (see text) Description: This power gives you some general control over the prevailing weather conditions. You can change the weather in a radius equal to your Wisdom modier in miles, centered on yourself. When using this power, you select the atmospheric conditions you wish to create, and all the weather factors begin to simultaneously shift toward your desires. These changes begin immediately after the power is activated (and this transitional time is counted as part of the powers duration). Assuming you havent created contradictory conditions (heavy fog in high winds, for example), the weather will stay as you desire for the powers duration, then gradually shift back to the original conditions in a similar manner. If you want to change the conditions again, or maintain the current conditions you have created, the power must be used once more. The weather conditions youcan affect are detailed below: Temperature: Increase or decrease by 1 degree per
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Burrowing
Prerequisite: Travel Activation Time: Constant Base Range: Personal Effect: You can dig at exceptional speeds Base Duration: Permanent Saving Throw: None Description: You can dig through dirt (and clay, loam, sand, and the like) at your base speed without needing any kind of special tools. Burrowing requires as much effort as moving on foot, and any modiers normally applied to land movement are applied to a character using Burrowing. For example, you can run or charge, and are hindered by heavy armor.
Call Lightning
Prerequisites: Geoforce, Elemental Control: Air, Wis 13+, Atmospheric Control Activation Time: Attack Base Range: Medium (100 ft. + 10 ft./level) Area: 5-foot radius around striking point Base Duration: Instantaneous Saving Throw: Reex half Description: This power can only be used if the weather conditions are right for lightning (storm clouds and high humidity). When used, this power causes lightning to strike in a 5-foot area designated by you. Those in the area,
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Charm
Prerequisites: Charisma Activation Time: Attack Base Range: Short (25 ft. + 5 ft./2 levels) Target: One living creature Base Duration: 1 minute/level (C) Saving Throw: Will negates Description: Through words, actions, a gaze, or even an emitted scent (your choice), your are able to convince other people that you can be implicitly trusted. If the target of this power has already been attacked by you or your allies, he gets a +5 bonus to his save. A charmed person will not automatically do anything you say, but will treat you as a trusted friend and take any suggestions from you under serious consideration. Should you ask the target to do something he normally wouldnt, you must succeed in an opposed Charisma check to convince him to do it. If you ask the charmed person to do something obviously harmful or suicidal, or if the person is put in a threatening situation, the target shakes off the effects of the power immediately, and receives a +5 bonus to his save against being charmed again. A person wise to the workings of this power could easily make himself immune to its effects by closing his eyes, or plugging his ears or nose (depending on how the power is transmitted). Limitations: Class 1: You must be within 5 feet of, or touch, the target. Class 2: You can only use this power a number of times per day equal to your Charisma ability score. Class 3: You can only have one person charmed at a time. Special: Charm does not work on constructs, animals, or creatures with an Intelligence of 3 or less. To request actions of the target, you must be able to speak the appropriate language. Stacking: You can increase range by one increment (to medium), or duration by one increment (to permanent). Regardless of the powers range, you still needs to be able to meet the eyes, ears, or nose of the target (depending on the way the power is transmitted).
Charisma
Prerequisite: None Activation Time: Constant Base Range: Personal Effect: You may choose powers with this as a prerequisite Base Duration: Permanent Saving Throw: None Description: This feat is a prerequisite for all powers in the Charisma category. Selecting this feat gives you a +2 power bonus on all saving throws against Charisma powers, and adds +2 to the Difculty Class for all saving throws made against your Charisma powers. The base save DC against all Charisma powers is equal to 10 + half your character level + your Charisma ability modier. Should this feat somehow be lost or disabled, you are rendered unable to perform any Charisma powers until it is regained. Limitations: Class 1: You never gain increased power DC bonuses when selecting this power. Class 2: You never gain increased power DC and saving throw bonuses when selecting this power. Class 3: You can never choose powers with this as a prerequisite.
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Control Animals
Prerequisite: Life Activation Time: Attack Base Range: Medium (100 ft. + 10 ft./level) Target: 1 HD/level of animals Base Duration: Concentration Saving Throw: Will negates Description: You are able to have animals do as you wish. This isnt a form of mental domination, rather you have a special bond with animals that makes them very willing to perform tasks for you. Animals under the sway of this power will do as commanded unless there is an obviously high level of danger, if it is something the animal would never do normally, or if it is reduced to half its hit points or less (at which point, it ees). You can attempt to control a number of hit dice of animals equal to your level with each use of this power. Unless you also have the Speak With Animals power, you can only give out simple commands such as Attack, Come, or Run!
Constitution
Prerequisite: None Activation Time: Constant
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Cool Headed
Prerequisites: Intelligence Activation Time: As skill Base Range: Personal Effect: You can take 10 on any skill check Base Duration: As skill Saving Throw: None Description: You remain calm in even the most daunting situations. Rather than rolling a skill check, you may take 10 in any situation. Doing so takes only as much time as performing the skill normally would. You cannot use this power in conjunction with skills that never allow characters to take 10. Limitations: Class 1: You can only use this power with skill checks that require 1 round or less. Class 2: You can only use this power in conjunction with a number of skills equal to your Intelligence modier. Class 3: Instead of taking 10, you take 1d6+4 when this power is used. Stacking: Add +2 to any skill used in conjunction with this power (effectively causing you to take 12, then take 14, 16, and so on with each stacking).
Cure
Prerequisites: Life, Heal Activation Time: Attack Base Range: Touch Target: One living target Base Duration: Instantaneous Saving Throw: Fortitude negates (harmless) Description: Every use of Cure removes 1d6 points of temporary or permanent damage from a single ability score. Cure will not bring an ability score higher than it originally had been, nor will Cure recover penalties from aging. Once the target is healed of all his ability score damage, it is considered cured of the disease, poison, or malady that had aficted it. Limitations: Class 1: Targets with ability scores lowered to 3 or less are considered too far gone for this power to be effective.
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Curious Mind
Prerequisites: Intelligence Activation Time: Constant Base Range: Personal Effect: You gain more class skills Base Duration: Permanent Saving Throw: None Description: You may designate any ve cross-class skills as class skills. Should you somehow lose this feat or the Intelligence power feat, your ranks in the skills chosen through Curious Mind are lowered to the maximum ranks allowed for a cross-class skill (unless they are already lower than that). Limitations: Class 1: You may only gain ranks equal to your character level (rather than your level +3) in class skills acquired through this power. Class 2: Your improved ability with Curious Mind skills only lasts for a number of hours per day equal to your Intelligence modier. Class 3: You designate only one cross-class skill as a class skill with this power. Stacking: The hero may designate ve more crossclass skills as class skills.
Dampen
Prerequisite: Energy Activation Time: Attack Base Range: Short (50 feet + 10 ft/level) Target: One energy source within a 5-ft cube Base Duration: Concentration Saving Throw: Fortitude negates (object) Description: You have the ability to diminish energy of the types you have mastery over and are aware
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Darkvision
Prerequisites: Wisdom Activation Time: Constant Base Range: Personal Effect: You can see despite absolute lack of light Base Duration: Permanent Saving Throw: None Description: You can see just as well in dim, dark, and pitch black environments as he could in well-lit ones. You suffer no penalties for moving or acting in dark environments. Limitations: Class 1: You lose the ability to distinguish color in dark conditions. Class 2: This power is actually more of a low-light vision. You can see just ne at night and in situations of poor illumination, but are effectively blind in total darkness. Class 3: It takes time for your eyes to adjust. When changing from lit to dark conditions, or dark to lit, you suffer a -4 circumstance penalty on all attack rolls, saves and skill checks that require vision. This penalty is reduced by 1 per round until it reaches 0. Stacking: There is no benet to taking this power a second time.
Danger Sense
Prerequisites: Wis 15+, Wisdom Activation Time: Constant Base Range: Personal Target: You Base Duration: Permanent Saving Throw: None Description: You have a sort of sixth sense that alerts you of personal danger a split-second before it occurs. Due to this early warning system, you retain your Dexterity bonus to Defense regardless of being caught at-footed or struck by an
Death
Prerequisites: Life, Decay, Disease, Age Activation Time: Attack
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Deflection Shield
Prerequisite: Geoforce Activation Time: Attack Base Range: Personal Effect: A eld around you helps block incoming Base Duration: Concentration Saving Throw: None Description: You create a eld about yourself that knocks aside incoming attacks, giving you a +2 deection bonus to your Defense. The Deection Shield surrounds you, and moves with you. Deection bonuses do not stack, thus continually activating this power does not increase your deection bonus to Defense. Limitations: Class 1: You cannot attempt another attack action with the Deection Shield on (but may activate other powers). Class 2: The power is ineffective against a broad kind of attack form (energy, physical, etc.). Class 3: You may not move when Deection Shield is activated. Stacking: You add a multiplier to the deection bonus provided by this power, or range may be added to allow you to protect others with Deection Shields. The rst time range is selected, the power a range of short. Further range stacking increases this powers range by one increment (to a maximum of long). You may make successive Concentration checks to protect multiple people with Deection Shields.
Decay
Prerequisite: Life Activation Time: Attack Base Range: Touch Target: One living creature Base Duration: Instantaneous Saving Throw: Fortitude half Description: With but a touch, you can bring a living thing nearer to death. Decay causes the instantaneous breakdown of living matter. You must make a melee touch attack roll against targets. If successful, living creatures take 1d6 lethal damage per character level you possess. Limitations: Class 1: You cannot move during any round you attempt to use this power. Class 2: You cannot shut this power off, and must wear heavy clothing all over your body to avoid accidentally harming those around you. Class 3: Victims receive a Fortitude saving throw to negate damage. Special: Decay does nothing to non-living creatures or materials. You cannot deal nonlethal damage with this
Delicate Operations
Prerequisites: Geoforce, Magnetic Control or Intelligence, Telekinesis Activation Time: Constant Base Range: As power used in conjunction with Target: As power used in conjunction with Base Duration: As power used in conjunction with
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Destroy
Prerequisites: Str 13+, Strength Activation Time: Constant Base Range: Personal Effect: You ignore hardness Base Duration: Permanent Saving Throw: None Description: You are particularly adept at tearing down structures and puncturing tough materials. You ignore 2 points of hardness when making melee attacks. Limitations: Class 1: This power is linked to a specic melee weapon (or to Natural Weaponry). If you arent using that weapon, you cannot use this power.
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Detect Energy
Prerequisite: Energy Activation Time: Full-round Base Range: Medium (500 ft + 50 ft/level) Target: One energy source within range Base Duration: Concentration Saving Throw: Will negates (harmless) Description: You can detect all the specic forms of energy you have mastery over. You decide either the general intensity of the energy (a forest re) or specically what kind of energy (a super-villain shooting radiation )you are trying to detect, then concentrate for one round. At the end of the round, you will know the direction and distance to the energy you seek if its within range. If theres more than one energy that ts your description, you will hone in on the one closest to you. There are a few things for GMs to keep in mind when players are using this power. First, it only detects energy actively being used. A hero could say hes trying to detect a radiation-shooting villain, but if the villain isnt shooting radiation at that particular moment, he cant be detected. All beings with the Energy power feat are considered to be inert unless they are actively using an Energy power (or are constructs made of energy). Secondly, the power only gives the hero the knowledge of what direction the energy is and how far away it is. It does not tell the hero the best way to get to the energy, nor does it keep tabs on the energy source if it is moving (although the hero could continue to concentrate to keep better track of the energy). If you are trying to detect a person using an energy power, that person gets a Will saving throw to avoid being detected. The person does not become aware that you are trying to detect him regardless of the saving throws result, and there is nothing to prevent you from trying to detect the person again. Limitations: Class 1: You cannot detect energy using beings with the power. Class 2: You must be very exacting in naming the energy
Detect Life
Prerequisite: Life Activation Time: Full-round Base Range: Short (25 ft. + 5 ft./2 levels) Target: All living creatures within range Base Duration: Concentration Saving Throw: Will negates (harmless) Description: By concentrating, you are able to detect all living things within range. You can perform either a general sweep or a specic search. With a general sweep, you learn the direction, distance, archetype and size of all living beings within range. You can lower your range to a tighter radius if so desired. With a specic search, you choose to look for a type of life form (for example, dogs) or a particular life form (your dog). After a rounds concentration, you will know the direction and distance to the creature if its within range. If theres more than one creature that ts what youre looking for, you detect the one closest to you. Targets of a specic search receive a Will saving throw to avoid being detected. The creature does not become aware that you are trying to detect him regardless of the saving throws result, and there is nothing to prevent you from trying to detect the creature again. Limitations: Class 1: You can only detect specic people. Class 2: You can only do broad sweeps. Class 3: This power is a sort of telepathy, and searching through all surrounding life forms overwhelms your brain with others thoughts. It takes you an hour to use this power to avoid going insane. Special: Specic individuals cannot be picked out with a broad sweep. Using this power in this way gives only a vague impression of surrounding life. To nd a particular life form, the hero must at least have seen or met the creature in the past.
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Detect Magic
Prerequisite: Magic Activation Time: Full-round Base Range: Medium (500 ft + 50 ft/level) Target: All magical items and creatures within range Base Duration: Concentration Saving Throw: None Description: By concentrating, you are able to detect all magic within range. You can perform either a general sweep or a specic search. With a general sweep, you learn the direction, distance, and nature (creature or object) of all magical emanations within range. You can lower your range to a tighter radius if so desired. With a specic search, you choose to look for a specic type of magical emanation, or a certain magical creature. After a rounds concentration, you will know the direction and distance to the target if its within range. If theres more than one thing that ts what youre looking for, you detect the one closest to you. This power is also required to discern functions of magical items. Successful Knowledge (arcane lore) skill checks against DC 20 combined with this power will allow you to gure out a magic items functions. Limitations: Class 1: You cannot use this power to discern functions of magic items. Class 2: You must sit motionless in a trance while using this power. Class 3: This power is linked only to a specic magic item, and can be used only to detect this item. Stacking: Range may be increased one increment (to innite).
Detect Powers
Prerequisite: Power Activation Time: Full-round Base Range: Medium (100 ft. + 10 ft./level) Target: One creature Base Duration: Instantaneous Saving Throw: Will negates Description: By concentrating upon a target within range, you can learn what powers, if any, the creature possesses. If the target fails its Will saving throw, you learn one of the power feats the creature possesses (rolled randomly). If the target has taken the same power multiple times, you also knows how many times the power has been stacked, but not how the stacking has been applied. You may continue to use Detect Powers on the same target
Detect Minerals
Prerequisite: Matter Activation Time: Full-round Base Range: Medium (500 ft + 50 ft/level)
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Dimension Shift
Prerequisites: Travel, Knowledge (multiverse) 8 ranks Activation Time: Full-round Base Range: Personal Effect: You can travel to other dimensions Base Duration: Instantaneous Saving Throw: None Description: You can travel between alternate dimensions, other planes of existence, and all other strange places that cannot be reached by any other method of travel. In addition to yourself, you can bring along an amount weight determined by your Intelligence. Count your Intelligence as Strength for the carrying capacity of your Dimension Shifts. You can transport up to a heavy load. Unwilling creatures arent affected by this power. Creatures shifting with the hero must be within 5 feet of him. Dimension Shift does not provide knowledge of all the places you could travel, nor does it provide any kind of protection from the natural hazards of these alternate planes. Studiousness is encouraged when it comes to this power. The point at which you appear when using this power is often distant from what you seek, and is usually dictated by the adventure at hand or general storyline. For example, if you were after a despot from another dimension, using this power wouldnt transport you right to him, but perhaps it would put you a few miles outside his castle. This prevents Dimension Shift from being used as a poor mans Teleport. Limitations: Class 1: You can only travel to a number of planes equal to the ranks you have in Knowledge (multiverse). Class 2: You cannot bring along other creatures. Class 3: You cannot bring along any weight other than yourself and normal clothing. Special: The usefulness of this power depends largely on the style of campaign the GM is running. Stacking: You can add a multiplier to your Intelligence for determining carrying capacity when traveling between dimensions.
Dexterity
Prerequisite: None Activation Time: Constant Base Range: Personal Effect: You may choose powers with this as a prerequisite Base Duration: Permanent Saving Throw: None Description: This feat is a prerequisite for all powers in the Dexterity category. Selecting this feat gives you a +2 power bonus on all Reex saving throws (this bonus stacks with Lightning Reexes). Dexterity powers normally only affect the hero and not other people, but if a saving throw is called for against a Dexterity power, the save DC is equal to 10 + half your character level + your Dexterity ability modier. Should this feat somehow be lost or disabled, you are rendered unable to perform any Dexterity powers until it is regained. Limitations: Class 1: You gain only a +1 power bonus to Reex saves every time you select this power. Class 2: You gain no bonuses to your Reex save every time you select this power. Class 3: You can never choose powers with this as a prerequisite. Stacking: You gain another +2 power bonus on all
Disease
Prerequisites: Life, Decay Activation Time: Attack
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Dispel Magic
Prerequisite: Magic Activation Time: Attack Base Range: Medium (100 ft. + 10 ft./level) Target: One magical creature, object, or spell effect Base Duration: 1 round/level Saving Throw: None Description: This power is only effective against items, creatures, powers, and effects that are magical in nature. It does nothing against powers and effects that do not derive their energy from a magical source. When using this power, you select a single target, and then make a dispel check against any magical ability or effect the target bears. A dispel check is 1d20 +1 per character level you possess against a DC of 11 + the character level of target or the character level of the target who created the magical effect. For example, if Dr. Weird, a 5th-level magic-using hero, were to use Dispel Magic on an item made bigger via 7th-level magic-using characters Enlarge Object power, he would roll 1d20+5 against a DC of 18. If he succeeded, the item in question would return to its normal size. If the target has more than one magical effect in place upon it (which would include all of a magic characters power feats), one use of this power allows you to make a dispel
Disintegration
Prerequisite: Matter Activation Time: Attack Base Range: Touch Target: One non-living object or area no bigger than a 5-ft cube Base Duration: Instantaneous Saving Throw: Fortitude negates (see text) Description: You are able to turn non-living objects into nothing more than dust. Unattended objects receive a saving throw bonus equal to their hardness rating. Items in
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Dodge Rays
Prerequisites: Dex 19+, Dexterity, Dodge, Deect Projectiles, Catch Projectiles, Dodge Bullets Activation Time: Constant Base Range: Personal Effect: You can dodge rays and similar attacks Base Duration: Instantaneous Saving Throw: None Description: This power functions exactly as the Dodge Bullets power feat except that you can dodge ray attacks from powers or weapons. This power is not effective against area effect energy attacks. If the attack against you is made with a ranged touch attack, or if it is a ranged weapon that has an energy for a damage type (and doesnt have a saving throw to avoid or lessen damage), Dodge Rays can be used to avoid the attack. Limitations: Class 1: You must make a Reex save (DC 25) to use this power. Class 2: You can dodge rays emitted from weapons or powers, but not both. Class 3: You can only Dodge Rays, and cannot attempt to deect, catch, or dodge bullets, arrows, or other projectiles. Special: This power stacks with and provides retroactive benet to the Dodge Bullets feat. Meaning, upon rst taking this power, the hero may attempt to dodge, catch or deect three projectiles that would otherwise hit him per round. Limitations taken with this power are retroactive as well. Stacking: You may attempt to dodge, catch or deect one more projectile that would otherwise strike you per round.
Dodge Bullets
Prerequisites: Dex 17+, Dexterity, Dodge, Deect Projectiles, Catch Projectiles Activation Time: Constant Base Range: Personal Effect: You can dodge fast-moving projectiles Base Duration: Instantaneous Saving Throw: None Description: This power functions exactly as the Deect Projectiles general feat except that you can deect or dodge bullets and similarly fast-paced objects, as well as projectiles of slower speed. This power can be used to avoid any ranged attack that has Ballistic as its damage type, and can dodge an attack using the Burst Fire feat. It can also be used to dodge unusually massive projectiles (such as a thrown car). Damage from an autore attack is still avoided in the standard manner. Limitations: Class 1: Deecting a bullet still hurts. Regardless of any invulnerabilities or damage reduction, you still takes 1 damage from every bullet deected or dodged. Class 2: Items with less velocity than bullets are actually too slow for you to perceive, making this power (and the general feats Deect Projectiles and Catch Projectiles) useless against them. Class 3: You can only catch or dodge one projectile per round, no matter how many similar feats you have. Special: This power stacks with and provides retroactive benet to the Catch Projectile feat. Meaning, upon rst taking this power, you may attempt to catch, deect or
Domination
Prerequisites: Cha 13+, Charisma, Telepathy
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Duplicate Powers
Prerequisite: Power, Int 13+ Activation Time: Full-round Base Range: Short (25 ft. + 5 ft./2 levels) Effect: You take on anothers power Base Duration: Permanent (C) Saving Throw: None Description: You are able to take on previously unpossessed power feats by observing others using them. To be able to duplicate the power of another, you must see the power being used while the person using the power is within range. Whether or not you can observe a power will sometimes be a GM judgment call. You could most certainly
Earth Wall
Prerequisites: Geoforce, Elemental Control: Earth Activation Time: Attack Base Range: Short (25 ft. + 5 ft./2 levels) Area: A rough, earth structure equal to one 5-ft cube Base Duration: Permanent Saving Throw: None Description: You can cause the ground to shift and
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Earth Wave
Prerequisites: Geoforce, Elemental Control: Earth
Eat Energy
Prerequisites: Energy, Con 15+, Resist Energy
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Eat Indigestibles
Prerequisites: Con 15+, Constitution Activation Time: Constant Base Range: Personal eaten Effect: You can eat matter that normally cannot be Base Duration: Permanent Saving Throw: None Description: When a hero with Eat Indigestibles says, I eat punks like you for breakfast! He may be speaking literally. This power allows you to bite through, chew, swallow, and digest materials that would normally be considered inedible and/or toxic. When biting objects, you ignore 1 hardness and do lethal unarmed damage (even if your unarmed attacks would normally be nonlethal) to the item. Moving or living objects require an unarmed melee attack roll to hit. GMs may deem certain objects impossible for you to get your teeth around. In general, if a person couldnt bite the item in question in real life, then you cant either. For example, a at brick wall couldnt be bitten, but the corner of a brick building could. Once the material is in your mouth, you are able to chew it, swallow it, and digest it just as a normal person would food. In fact, you are able to sustain yourself off these normally non-nutritious materials. However, just because you can eat almost anything, the rest of your body does not become immune to these materials effects. Were your to drink a container of caustic acid, your lips, mouth, teeth, and digestive tract would be ne, but you would still get hurt and blinded if acid were thrown in your face. Biting explosives is an unwise practice. Limitations: Class 1: There is a certain, common material (steel, wood,
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Elongation
Prerequisite: Self Activation Time: Constant Base Range: See text Target: You Base Duration: Permanent Saving Throw: None Description: You can stretch all parts of your body to an unnatural degree. In combat situations, this power adds a multiplier to your reach. Thus, an otherwise normal, Medium-sized person with Elongation would have a 10-foot reach in combat. In non-combat situations, you can stretch any part of your body by an extra length equal to the reach you would have in combat. You can elongate multiple parts of yourself
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Energy
Prerequisite: None Activation Time: Constant Base Range: Personal Effect: You may choose powers with this as a prerequisite Base Duration: Permanent Saving Throw: None Description: This feat is a prerequisite for all powers in the Energy category. The Energy feat is somewhat unique in that upon selecting it, you must choose an energy type to master. Once an energy type is chosen, all the powers you select with Energy as a prerequisite will use this chosen energy as its basis. The recommended choices are acid, cold, electricity, re/heat, radiation, and sonic/concussion. Other raw energy types can be selected, but GMs are encouraged to t specic energy
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Energy Blast
Prerequisite: Energy Activation Time: Attack Base Range: Varies Target: Varies Base Duration: Instantaneous Saving Throw: Varies Description: You can re blasts of damaging energy from your body. No matter what type of energies you have mastery over, even if it is normally harmless in nature, Energy Blast always causes lethal damage. When this power is selected, you must also select the form in which your blasts are emitted in: ray, bolt, or cone. Rays target only one person or object, and have a low risk of causing collateral damage. You make a ranged touch attack to determine if you hit the target. If successful, the target takes 1d6 damage per character level you possess with no Reex saving throw to reduce damage. The power feat Dodge Rays can be used to avoid such attacks. Energy rays have a base range of short (25 ft. + 5 ft./level) Bolts hit everything in a 5-foot wide straight path stretching from you to the range limit. Everything caught in the path takes 1d6 damage per character level you possess. Targets get a Reex saving throw for half damage. Energy bolts have a base range of 5 feet per character level. Cones originate from you and widen as they go out to the range limit. The cones width at any given distance is equal to its distance from you. Thus, a cone is 5 feet wide when 5 feet from you, and 25 feet wide when 25 feet from the hero. Everything in the cones path takes 1d4 damage per level of the hero. Targets get a Reex saving throw for half damage. Energy cones have a base range of 5 feet per 2 character levels. Any unattended objects or barriers in the path of an energy bolt or cone take damage as well. If the damage would break an interposing object or barrier, then the energy continues through to its full range. If the object or barrier withstands the damage, then the energys path ends there.
Energy Burst
Prerequisites: Energy, Con 13+, Energy Blast Activation Time: Full-round Base Range: 5-ft radius/level centered on you Target: All caught within the blast radius Base Duration: Instantaneous Saving Throw: Reex half Description: Sometimes referred to as going nova, this power allows you to create an enormous burst of energy, but at personal risk to yourself. By using this power, you release a great torrent of power in all directions around you. All within the blast radius take 1d6 lethal damage per character level you possess. Those caught in the burst get a Reex saving throw for half damage. Unattended objects take damage as from Energy Blast. You take the full amount of damage you caused with no saving throw and no reductions due to Invulnerability, Resist Energy, damage reduction, or similar powers or abilities. Half of the damage is lethal, the other half is nonlethal (constructs using this power take all lethal damage). Even if you survive and remain conscious, you temporarily loses your Energy power feat (and thereby any feats that have Energy as a prerequisite) for 1d6 rounds.
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Energy Duplicate
Prerequisites: Energy, Con 15+, Int 13+, Resist Energy, Shape Energy, Solidify Energy, Store Energy Activation Time: Full-round Base Range: 5 feet Effect: You bring forth an energy construct Base Duration: Permanent (see text) Saving Throw: None Description: You carry an energy construct within yourself. When you activate this power, an energy being steps out of your body, appearing in a space next to you. The Energy Duplicate is has all the Energy power feats you have except this one, as well as a base attack bonus, saving throws, hit points, and ability scores identical to yours. If you have powers that increase any of these, the duplicate does not get the benet of these powers. The duplicate does have its ability scores adjusted as outlined for the construct archetype, and has all the resistances and vulnerabilities that come with that archetype. The duplicate has no ranks in any skill (though it may make untrained skill checks) and no general feats. The duplicate has no equipment of any kind, but it is solid and could certainly be given and use anything. You and the duplicate do not share any kind of telepathy, and must communicate by normal methods. If you want your Energy Duplicate to have powers, skills, or feats beyond what it begins with, you must sacrice those gained from increasing a level and give them to the duplicate. The Energy Duplicate is subject to all the normal requirements and prerequisites for gaining skills and feats. For example, if Double Dark wanted his Energy Duplicate to be able to y, he would have to give two of his power feats one to get the Travel feat for the duplicate, and one for the Fly feat. Having done this, Double Darks duplicate could y, but Double Dark could not. If your Energy Duplicate is destroyed (killed), it cannot be summoned forth any longer potentially making this power useless.
Energy Field
Prerequisites: Energy, Energy Blast, Shape Energy Activation Time: Attack Base Range: Personal Target: You Base Duration: 1 round/level (C) Saving Throw: See text Description: You are able to surround your body with an energy type you have mastery over. The Energy Field harms those that attack you. The Energy Field does 1 lethal damage per character level you possess to any creature that hits you with a melee attack. If you attack someone with a melee attack while your Energy Field is on, the target takes extra damage from the Energy Field if you hit them. However, the target gets a Reex saving throw to completely avoid damage from the Energy Field. If you grapple someone while your Energy Field is on, the defender gets a save every round to avoid damage from the Energy Field. Limitations: Class 1: All objects in your possession (other than clothing) take damage every round from the Energy Field.
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Energy Transformation
Prerequisites: Energy, Shape Energy, Resist Energy Activation Time: Attack Base Range: Personal Effect: You become an energy construct Base Duration: Permanent (C) Saving Throw: None Description: You are able to transform yourself into a construct of an energy type you have mastery over. Your abilities remain the same, but you gain all the resistances and susceptibilities that come with being a construct. In construct form you can only be healed by the passage of time and are killed when you reach 0 hit points, but are free to return to your original state at any time. Limitations: Class 1: You have to transform yourself to use any Energy powers. Class 2: You cannot carry or hold anything while using Energy Transformation. Class 3: Transforming actually reduces your mental state. You lose all skill ranks and general feats while using Energy Transformation. Special: If you are already an energy construct to begin with, GMs might allow this power to turn you into a living being. However, you do not gain an extra power feat for transforming to the human archetype. Stacking: There is no benet in taking this power a second time.
Enhanced Blind-Fight
Prerequisites: Wisdom, Blind-Fight Activation Time: Constant Base Range: Personal Effect: You are adept at ghting while visually impaired Base Duration: Permanent Saving Throw: None Description: In ranged combat, every time you miss because of concealment, you can reroll your miss chance one time to see if you actually hit. In addition, you suffer no penalties to speed for being unable to see. Limitations: Limitations cannot be levied against this power. Stacking: You may reroll your miss chance (both in melee and ranged combat) one additional time to see if you actually hit.
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Enhanced Dodge
Prerequisites: Dex 17+, Dexterity, Dodge Activation Time: Constant Base Range: Personal Effect: You can better dodge blows Base Duration: Permanent Saving Throw: None Description: You gain a +1 dodge bonus to your Defense. Limitations: Limitations cannot be levied against this power. Stacking: You gain an additional +1 dodge bonus to your Defense.
Enhanced Cleave
Prerequisites: Str 13+, Strength, Power Attack, Cleave, Great Cleave, base attack bonus +4 Activation Time: As Great Cleave Base Range: As Great Cleave Effect: As Great Cleave Base Duration: As Great Cleave Saving Throw: None Description: You are able to take a single 5-foot step before making a Cleave or Great Cleave attack. This movement does not prevent you from taking a full attack action, and does not provoke attacks of opportunity. Limitations: Limitations cannot be levied against this power. Stacking: You can take another 5-foot step between Cleave and Great Cleave attempts. These steps cannot be used consecutively. You could Great Cleave, take a 5-foot step, Great Cleave again, take another 5-foot step, and Great Cleave once more. You could not take two 5-foot steps and Great Cleave. This power may be stacked many times, but you can take no more 5-foot steps than your movement would normally allow. Thus, the most 5-foot steps a person with a movement rate of 30 could take in a round would be 6.
Enhanced Endurance
Prerequisites: Con 13+, Constitution, Endurance Activation Time: Constant Base Range: Personal Effect: You rarely become exhausted Base Duration: Permanent Saving Throw: None Description: When a check is called for where the Endurance general feat could be applied, you add a multiplier to either your Swim check, Constitution check or Fortitude save (the check or save is rolled, and then multiplied by two). Limitations: Limitations cannot be levied against this power. Stacking: Another multiplier is added to your Endurance-based checks.
Enhanced Initiative
Prerequisites: Dex 13+, Dexterity, Improved Initiative Activation Time: Constant Base Range: Personal Effect: You act quickly in combat Base Duration: Permanent Saving Throw: None Description: You gain a +4 power bonus to initiative checks. This feat stacks the Improved Initiative general feat. Limitations: Limitations cannot be levied against this power.
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Enhanced Operations
Prerequisites: Int 13+, Intelligence, Drive 4 ranks, Pilot 4 ranks, Aircraft Operation, Surface Vehicle Operation Activation Time: Constant Base Range: Personal Effect: You are considered procient in operating all vehicles Base Duration: Permanent Saving Throw: None Description: You instinctively knows how to use all classes of aircraft, spacecraft, and surface vehicle, and suffer no penalty to Drive checks, Pilot checks or attack rolls when operating them. Limitations: Limitations cannot be levied against this power. Stacking: There is no benet in taking this power a second time.
Enhanced Trip
Prerequisites: Int Expertise, Improved Trip Base Range: Personal attacks Effect: You are adept performing and resisting trip Base Duration: Permanent Saving Throw: None Description: Add your Intelligence modier to any opposed trip rolls (both attacking and defending). Limitations: Limitations cannot be levied against this power. Stacking: A multiplier is added to you Intelligence modier when making opposed trip rolls. 13+, Intelligence, Combat
Enhanced Track
Prerequisites: Wis 15+, Wisdom, Track Activation Time: As Track general feat Base Range: As Track general feat Target: As Track general feat Base Duration: As Track general feat Saving Throw: None Description: A multiplier is added to your Survival rolls (roll 1d20, add all your ranks and modiers, then multiply the result by two) when used in conjunction with the Track feat. In addition, the distance at which you need to make Survival checks to continue following tracks is doubled (from every mile to every 2 miles). Perhaps the most amazing function of this power, though, is that you can stay on your quarrys trail no matter where they go. Flying, boarding a vehicle, teleporting, swimming through the ocean even traveling through space will not automatically shake you. Consider any surface (or lack thereof) deemed more difcult than hard ground to have a Track DC of 30. All other condition DC modiers listed under the Track general feat still apply. Limitations: Limitations cannot be levied against this power.
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Enlarge Others
Prerequisite: Life Activation Time: Attack Base Range: Touch Target: One living creature Base Duration: Concentration Saving Throw: Fortitude negates (harmless) Description: Targets affected by this power (along with all their clothing and personal equipment) grow to the next larger size category doubling in size and increasing their weight by eight times. The effects of becoming a different size are summarized in the D20 Modern Core Rulebook. This power cannot be used multiple times on a target to make them grow even larger, but it can be used multiple times to affect multiple targets. If a creature is enlarged to a size bigger than available space allows, it may make a Strength check against the bond or enclosures break DC. If the Strength check is successful, it bursts through the item in question. If the Strength check fails, it does not grow any further and is constrained by the item. The creature does not take any damage from being so constrained. Limitations: Class 1: The hero may only affect one living thing at a time. Class 2: Affected creatures grow only 50% bigger. Class 3: This power only works on plants. Stacking: Range can be increased one increment (to medium), or an additional creature may be affected with each use of this power, or you can increase targets by an additional size category (to 8 times their size and 16 times their weight, 16 times their size and 32 times their weight, and so on).
Enlarge Object
Prerequisite: Matter Activation Time: Attack Base Range: Short (25 ft. + 5 ft./2 levels) cube Target: One non-living object no bigger than a 5-ft Base Duration: 1 round/level (C) Saving Throw: Fortitude negates (object) Description: Targets affected by this power double in size, and their weight increases by eight times. This power cannot be used multiple times on an object to make it grow even larger, but it can be used multiple times to affect multiple targets. If an item is made to grow larger than space allows, it breaks through the surrounding material if it has a higher hardness rating, or ceases to grow if it has a hardness equal to or less than the surrounding material. If enlarging an object would trap or crush another creature, they are allowed a Reex saving throw to escape entrapment or damage. The damage from being crushed is 1d6 per hardness of the lowest hardness item they are trapped between Limitations: Class 1: Affected objects grow larger, but do not gain any weight. Class 2: The largest you can make an item is 50% bigger. Class 3: The duration of this power is concentration. Special: Using this power against constructs acts exactly as Enlarge Others. You dont have to enlarge items to your maximum ability, and can only partially enlarge things if you so desire. Stacking: Range may be increased one increment (to long), or duration may be increased one increment (to permanent), or the target area may be doubled (one object no bigger than a 10-ft cube, no bigger than a 20-ft cube, and so on), or the size and weight increase of enlarged objects can be doubled (4 times the size and 16 times the weight, 8 times the size and 32 times the weight, and so on).
Enlarge Self
Prerequisite: Self Activation Time: Attack Base Range: Personal Effect: The hero grows bigger Base Duration: Permanent (C) Saving Throw: None Description: You, as well as his clothing and personal equipment, grow to the next larger size category doubling in size and increasing your weight by eight times. The effects of becoming a different size are summarized in the Modern System Reference Document.
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Evasion
Prerequisites: Dexterity Activation Time: Constant Base Range: Personal Effect: You can completely avoid damage with Reex saves Base Duration: Permanent Saving Throw: None Description: If you are exposed to any effect that allows a Reex saving throw for reduced damage (such as an explosion or a super-being shooting energy), you take no damage with a successful saving throw. Limitations: No limitations can be levied against this power. Special: Evasion can only be used when wearing light or no armor. If this ability is gained through the Fast heros talent trees, you are not considered to have the Dexterity power feat for other abilitys prerequisites. Stacking: There is no benet to taking this power a second time.
Environmental Adaptation
Prerequisites: Con 15+, Constitution Activation Time: Constant Base Range: Personal Effect: You can survive hostile environments Base Duration: 1 hour/level (see text) Saving Throw: None Description: You are able to survive in surroundings that would normally be considered hostile to human life for one hour per character level you possess. If you are still in the hostile environment once this duration ends, the environment affects you normally. Examples of hostile environments include being underwater, in outer space, or on another planet. This power does not protect you from hazards or penalties in the new environment, so you would still be susceptible to being attacked by sea life, being hit by a meteor, or falling into a pit. Limitations: Class 1: There is one environment that you cannot adapt to. Class 2: You can only adapt to one environment. Class 3: It takes 1d10 minutes for you to adapt to an environment, putting you at risk until your body grows accustom to the new surroundings. Stacking: Duration can be increased one increment (to permanent).
Exceptional Balance
Prerequisites: Dexterity, Balance 4 ranks Activation Time: See Balance skill Base Range: Personal Target: You Base Duration: Permanent Saving Throw: None Description: You are especially sure footed, and add a multiplier to all Balance checks (roll 1d20, add all your skill modiers, then multiply the result by two). All the rules and modiers described in the Balance skill apply. Limitations: No limitations can be levied against this power. Stacking: Another multiplier is added to all Balance checks you make.
Exceptional Bluff
Prerequisites: Charisma, Bluff 4 ranks Activation Time: See Bluff skill Base Range: Personal Target: See Bluff skill
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Exceptional Concentration
Prerequisites: Constitution, Concentration 4 ranks Activation Time: See Concentration skill Base Range: Personal Target: The hero Base Duration: Permanent Saving Throw: See Concentration skill Description: You stay cool in even the most precarious situations, and add a multiplier to all Concentration checks (roll 1d20, add all your skill modiers, then multiply the result by two). All the rules and modiers described in the Concentration skill apply. Limitations: No limitations can be levied against this power. Stacking: Another multiplier is added to all Concentration checks you make.
Exceptional Climb
Prerequisites: Strength, Climb 4 ranks Activation Time: See Climb skill Base Range: Personal Target: The hero Base Duration: Permanent Saving Throw: None Description: You are able to climb like a spider. You add a multiplier to all Climb checks (roll 1d20, add all your skill modiers, then multiply the result by two). You are not considered at-footed while climbing, and do not suffer a -4 penalty on Climb checks without climbing gear. All the other rules and modiers described in the Climb skill apply. Limitations: No limitations can be levied against this power. Stacking: Another multiplier is added to all Climb checks you make.
Exceptional Craft
Prerequisites: Intelligence, Craft (any) 4 ranks Activation Time: See Craft skill Base Range: Personal Target: See Craft skill Base Duration: Permanent Saving Throw: See Craft skill Description: Inventing things comes naturally to you, and you add a multiplier to all Craft checks (roll 1d20, add all your skill modiers, then multiply the result by two). In addition, the time it takes for you to create items is half of what it would normally be. All other rules and modiers described in the Craft skill apply. Limitations: No limitations can be levied against this power. Stacking: Another multiplier is added to all Craft checks you make, or you can cut the time it takes for you to create items in half again (to , 1/8, 1/16, and then the maximum limit of 1/32nd the normal time).
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Exceptional Demoltions
Prerequisites: Intelligence, Demolitions 4 ranks Activation Time: See Demolitions skill Base Range: Personal Target: See Demolitions skill Base Duration: Permanent Saving Throw: See Demolitions skill Description: You have an innate knowledge of explosives, and add a multiplier to all Demolitions checks (roll 1d20, add all your skill modiers, then multiply the result by two). You do not suffer a -4 penalty to Demolitions without a demolitions kit. All the other rules and modiers described in the Demolitions skill apply. Limitations: No limitations can be levied against this power. Stacking: Another multiplier is added to all Demolitions checks you make.
Exceptional Disguise
Prerequisites: Charisma, Disguise 4 ranks Activation Time: See text Base Range: Personal Target: See Disguise skill Base Duration: Permanent Saving Throw: See Disguise skill Description: You are able to change your appearance physically, and add a multiplier to all Disguise checks (roll 1d20, add all your skill modiers, then multiply the result by two). With this power, you are considered to be actually transforming to look like someone else, not simply putting on a disguise. This transformation includes everything from clothing to toe nail polish. Others may know you arent who youre pretending to be, but may not be able to prove it. You
Exceptional Diplomacy
Prerequisites: Charisma, Diplomacy 4 ranks Activation Time: See Diplomacy skill Base Range: Personal Target: See Diplomacy skill Base Duration: Permanent
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Exceptional Forgery
Prerequisites: Intelligence, Forgery 4 ranks Activation Time: See Forgery skill Base Range: Personal Target: See Forgery skill Base Duration: Permanent Saving Throw: See Forgery skill Description: You copy others writings easily, and add a multiplier to all Forgery checks (roll 1d20, add all your skill modiers, then multiply the result by two). All the rules and modiers described in the Forgery skill apply. Limitations: No limitations can be levied against this power. Stacking: Another multiplier is added to all Forgery checks you make.
Exceptional Drive
Prerequisites: Dexterity, Drive 4 ranks Activation Time: See Drive skill Base Range: Personal Target: See Drive skill Base Duration: Permanent Saving Throw: See Drive skill Description: You have natural instinct behind the wheel, and add a multiplier to all Drive checks (roll 1d20, add all your skill modiers, then multiply the result by two). All the rules and modiers described in the Drive skill apply. Limitations: No limitations can be levied against this power. Stacking: Another multiplier is added to all Drive checks you make.
Exceptional Gamble
Prerequisites: Wisdom, Gamble 4 ranks Activation Time: See Gamble skill Base Range: Personal Target: See Gamble skill Base Duration: Permanent Saving Throw: See Gamble skill Description: Luck is always on your side. You add a multiplier to all Gamble checks (roll 1d20, add all your skill modiers, then multiply the result by two). All the rules and modiers described in the Gamble skill apply. Limitations: No limitations can be levied against this power. Stacking: Another multiplier is added to all Gamble checks you make.
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Exceptional Intimidate
Prerequisites: Charisma, Intimidate 4 ranks Activation Time: See Intimidate skill Base Range: Personal Target: See Intimidate skill Base Duration: Permanent Saving Throw: See Intimidate skill Description: Your presence strikes fear into others. Add a multiplier to all Intimidate checks (roll 1d20, add all your skill modiers, then multiply the result by two). All the rules and modiers described in the Intimidate skill apply. Limitations: No limitations can be levied against this power. Stacking: Another multiplier is added to all Intimidate checks you make.
Exceptional Investigate
Prerequisites: Intelligence, Investigate 4 ranks Activation Time: See Investigate skill Base Range: Personal Target: See Investigate skill Base Duration: Permanent Saving Throw: See Investigate skill Description: You can analyze a crime scene better than anyone. You add a multiplier to all Investigate checks (roll 1d20, add all your skill modiers, then multiply the result by two). All the rules and modiers described in the Investigate skill apply. Limitations: No limitations can be levied against this power. Stacking: Another multiplier is added to all Investigate checks you make.
Exceptional Hide
Prerequisites: Dexterity, Hide 4 ranks Activation Time: See Hide skill Base Range: Personal Target: See Hide skill Base Duration: Permanent Saving Throw: See Hide skill
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Exceptional Listen
Prerequisites: Wisdom, Listen 4 ranks Activation Time: See Listen skill Base Range: Personal Target: See Listen skill Base Duration: Permanent Saving Throw: See Listen skill Description: Your ears are incredibly keen. You add a multiplier to all Listen checks (roll 1d20, add all your skill modiers, then multiply the result by two). All the rules and modiers described in the Listen skill apply. Limitations: No limitations can be levied against this power. Stacking: Another multiplier is added to all Listen checks you make.
Exceptional Knowledge
ranks Prerequisites: Intelligence, Knowledge (any) 4 Activation Time: See Knowledge skill Base Range: Personal Target: See Knowledge skill Base Duration: Permanent Saving Throw: See Knowledge skill Description: You are a walking library, and add a multiplier to all Knowledge checks (roll 1d20, add all your skill modiers, then multiply the result by two). You can make any Knowledge check untrained. All the other rules and modiers described in the Knowledge skill apply. Limitations: No limitations can be levied against this power. Stacking: Another multiplier is added to all Knowledge checks you make.
Exceptional Navigate
Prerequisites: Intelligence, Navigate 4 ranks Activation Time: See Navigate skill Base Range: Personal Target: See Navigate skill Base Duration: Permanent Saving Throw: See Navigate skill Description: Its nearly impossible for you to become lost. You add a multiplier to all Navigate checks (roll 1d20, add all your skill modiers, then multiply the result by two).
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Exceptional Perform
Prerequisites: Charisma, Perform (any) 4 ranks Activation Time: See Perform skill Base Range: Personal Target: See Perform skill Base Duration: Permanent Saving Throw: See Perform skill Description: Youre a natural in front of an audience, and add a multiplier to all Perform checks (roll 1d20, add all your skill modiers, then multiply the result by two). All the rules and modiers described in the Perform skill apply. Limitations: No limitations can be levied against this power. Stacking: Another multiplier is added to all Perform checks you make.
Exceptional Repair
Prerequisites: Intelligence, Repair 4 ranks Activation Time: See Repair skill Base Range: Personal Target: See Repair skill Base Duration: Permanent Saving Throw: See Repair skill Description: You have an innate sense for xing things, and add a multiplier to all Repair checks (roll 1d20, add all your skill modiers, then multiply the result by two). All the rules and modiers described in the Repair skill apply. Limitations: No limitations can be levied against this power. Stacking: Another multiplier is added to all Repair checks you make.
Exceptional Pilot
Prerequisites: Dexterity, Pilot 4 ranks Activation Time: See Pilot skill Base Range: Personal Target: See Pilot skill Base Duration: Permanent Saving Throw: See Pilot skill Description: Youre ease with aircraft and spacecraft allows you to add a multiplier to all Pilot checks (roll 1d20, add all your skill modiers, then multiply the result by two). All the rules and modiers described in the Pilot skill apply. Limitations: No limitations can be levied against this power. Stacking: Another multiplier is added to all Pilot checks you make.
Exceptional Research
Prerequisites: Intelligence, Research 4 ranks Activation Time: See Research skill Base Range: Personal Target: See Research skill Base Duration: Permanent Saving Throw: See Research skill Description: If you dont know it, you know just how to nd out about it. Add a multiplier to all Research checks (roll 1d20, add all your skill modiers, then multiply the result by two). Additionally, you are able to perform Research in half the time it would normally take. All the other rules and modiers described in the Research skill apply.
Exceptional Profession
Prerequisites: Wisdom, Profession 4 ranks Activation Time: See Profession skill Base Range: Personal
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Exceptional Ride
Prerequisites: Dexterity, Ride 4 ranks Activation Time: See Ride skill Base Range: Personal Target: See Ride skill Base Duration: Permanent Saving Throw: See Ride skill Description: Animals tend to do as you wish. You add a multiplier to all Ride checks (roll 1d20, add all your skill modiers, then multiply the result by two). All the rules and modiers described in the Ride skill apply. Limitations: No limitations can be levied against this power. Stacking: Another multiplier is added to all Ride checks you make.
Exceptional Search
Prerequisites: Intelligence, Search 4 ranks Activation Time: See Search skill Base Range: Personal Target: See Search skill Base Duration: Permanent Saving Throw: See Search skill Description: Little escapes your scrutiny. You add a multiplier to all Search checks (roll 1d20, add all your skill modiers, then multiply the result by two). All the rules and modiers described in the Search skill apply. Limitations: No limitations can be levied against this power. Stacking: Another multiplier is added to all Search checks you make.
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Exceptional Spot
Prerequisites: Wisdom, Spot 4 ranks Activation Time: See Spot skill Base Range: Personal Target: See Spot skill Base Duration: Permanent Saving Throw: See Spot skill Description: Your heightened senses allow you to add a multiplier to all Spot checks (roll 1d20, add all your skill modiers, then multiply the result by two). All the rules and modiers described in the Spot skill apply. Limitations: No limitations can be levied against this power. Stacking: Another multiplier is added to all Spot checks you make.
Description: You move through water as easily as others walk on land. Add a multiplier to all Swim checks (roll 1d20, add all your skill modiers, then multiply the result by two). A successful Swim check allows you to move at your full speed as a move action. You may also make double move and run actions in water as a full-round action with a successful Swim check. All the other rules and modiers described in the Swim skill apply. Limitations: No limitations can be levied against this power. Stacking: Another multiplier is added to all Swim checks you make.
Exceptional Survival
Prerequisites: Wisdom, Survival 4 ranks Activation Time: See Survival skill Base Range: Personal Target: See Survival skill Base Duration: Permanent Saving Throw: See Survival skill Description: Your near-animal instincts allow you to add a multiplier to all Survival checks (roll 1d20, add all your skill modiers, then multiply the result by two). All the rules and modiers described in the Survival skill apply. Limitations: No limitations can be levied against this power. Stacking: Another multiplier is added to all Survival checks you make.
Exceptional Tumble
Prerequisites: Dexterity, Tumble 4 ranks Activation Time: See Tumble skill Base Range: Personal Target: See Tumble skill Base Duration: Permanent Saving Throw: See Tumble skill Description: Your unsurpassed acrobatics add a multiplier to all Tumble checks (roll 1d20, add all your skill modiers, then multiply the result by two). All the rules and modiers described in the Tumble skill apply.
Exceptional Swim
Prerequisites: Strength, Swim 4 ranks Activation Time: See Swim skill Base Range: Personal Target: See Swim skill Base Duration: Permanent Saving Throw: See Swim skill
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Extra Appendage
Prerequisite: Self Activation Time: Move (see text) Base Range: Personal Effect: You have unusual or extra appendages Base Duration: Permanent Saving Throw: None Description: You have one more appendage than normal, a part of you that functions in a different way, or some kind of additional body part not normally associated with his species. Examples of Extra Appendages include arms, legs, heads, prehensile hair or feet, fangs, tails, tentacles, and wings. This additional piece of the anatomy is assumed to be somehow retractable. Revealing and retracting an Extra Appendage acts exactly like drawing and sheathing a weapon, except withdrawing an Extra Appendage does not provoke an attack of opportunity. Doing so is a move action, and those with the Quick Draw general feat may do so as a free action. Regardless of what form this extra personal accessory takes, the result is the same. Extra Appendage gives you the ability to perform one additional off-hand attack per round. All the penalties for attacking with more than one weapon apply, and the attack does either the same damage as your unarmed attack or according to the weapon it is holding (if possible). Extra Appendage does not impart any other abilities or powers, no matter how feasible it might seem. A character with wings, for example, is not automatically able to y. He must select the appropriate power feats to do so. Limitations: Class 1: You cannot retract your Extra Appendage (mutants cannot select this weakness if the power was gained with a general feat). Class 2: The Extra Appendage unbalances you when its out, causing a 1 penalty to all attack rolls. Class 3: You do not gain an extra off-hand attack from the Extra Appendage. Special: Mutant archetypes may not have a choice as to whether they can retract their body anomalies. Any Extra Appendages chosen with general feats cannot be withdrawn and must be at least fairly obvious. If a mutant selects Extra
Flight
Prerequisite: Travel Activation Time: Constant Base Range: Personal Effect: You can y Base Duration: Permanent (C) Saving Throw: None Description: You can y at speed equal to your base movement rate. Flying requires as much effort as moving on foot, and any modiers applied to land movement are applied to a person in the air. A ying character can therefore walk, charge, double move, or run at x3 and x4 speed. A hero with Flight can also be hindered by armor and carrying capacity, and can take subdual damage from ying for extended periods. Unlike land movement, however, you must always take a move action while ying, and must move at least 10 feet in a single direction with each move action (unless you have the Hover power feat). Limitations: Class 1: You must always move at least half your movement rate while ying, and can only turn up to 90 degrees in a round. Class 2: You actually glide, and can never ascend, only descend. Class 3: You can only move up and down with this power, making it a form of levitation. Special: The carrying capacity of a ying character is still determined by Strength. Stacking: A multiplier is added to your ying speed. Thus, the rst stacking would increase your movement while ying to your base speed x2, the second stacking would increase this to your base speed x3, then base speed x4, and so on.
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Geoforce
Prerequisite: None Activation Time: Constant Base Range: Personal Effect: You may choose powers with this as a prerequisite Base Duration: Permanent Saving Throw: None Description: This feat is a prerequisite for all powers in the Geoforce category. Selecting this feat gives you a +2 power bonus on all saving throws against Geoforce powers, and adds +2 to the Difculty Class for all saving throws made against your Geoforce powers. Unless listed otherwise, the base saving throw DC to against Geoforce powers is 10 + half your character level + your Wisdom modier. Should this feat somehow be lost or disabled, you are rendered unable to perform any Geoforce powers until it is regained. Limitations: Class 1: You never gain increased power DC bonuses when selecting this power. Class 2: You never gain increased power DC and saving throw bonuses when selecting this power. Class 3: You can never choose powers with this as a prerequisite. Special: Many of the abilities under Geoforce have prerequisites that can be met with different power feats. Stacking: You gain another +2 power bonus on all saving throws against Geoforce powers, and add another +2 to the DC for all saving throws made against your Geoforce powers.
Gravity Control
Prerequisite: Geoforce Activation Time: Attack Base Range: 5 ft.radius/level centered on you Base Duration: Concentration Saving Throw: None Description: You can cause the space around you to have low gravity, zero gravity, or normal gravity (in environments that are already low or no gravity). If so desired, the space the youre in can maintain the normal gravity of the environment, creating a kind of 5-foot dead zone. The dead zone and the changed gravity radius moves with you.
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Haste
Prerequisites: Geoforce, and one of the following powers: Kinetic Control, Time Control Activation Time: Attack Base Range: Medium (100 ft. + 10 ft./level) Target: One creature Base Duration: Concentration Saving Throw: Fortitude negates (harmless) Description: You can increase a targets speed, causing it to move and act more quickly. Targets gain either one extra move or attack action each round while this power is in effect. Targets of this power choose which kind of extra action theyll make, and may switch what kind of extra action theyll take from round to round. Using this power multiple times on the same target is ineffective. You can use this power on yourself. Limitations: Class 1: You can only use this power on others. Class 2: You can only use this power on yourself. Class 3: This power has the side effect of aging its targets. Living creatures age 1 month for every round this power is used on them. Unwilling targets automatically resist the power. power. Stacking: You can affect another target per use of the
Hallucination
Prerequisites: Depravation Charisma, Telepathy, Sensory
Activation Time: Attack Base Range: Short (25 ft. + 5 ft./2 levels) Target: One creature Base Duration: Concentration Saving Throw: Will negates Description: Those who fail their saving throw against this power see, hear, smell, and taste whatever you want them to, even if its not really there. Hallucination is similar to Illusion in that it creates false images, but different in that it potentially affects only a single creature rather a group, and is more powerful since you are in complete control of everything the target senses. You can make the victim sense whatever you like, with the only limitation being your imagination. Even if victims know their mind is being manipulated, they cannot shake off the effects of this power for their grip on what is real is lost. The only thing you cannot mask from a victim is their sense of pain. Nothing in the Hallucination can harm the victim, but it is certainly easy to have them be put in harms way. Victims of this power could be made to believe that armed guards were attacking demons, causing the victim to recklessly attack. Whenever a person takes damage, either lethal or subdual, while suffering from Hallucination, they receive another Will saving throw to immediately shake off the powers effects.
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Hover
Prerequisites: Travel, Flight Activation Time: Constant Base Range: Personal Effect: You dont have to take a move action while Base Duration: Permanent Saving Throw: None Description: You do not have to take a move action while ying, and may stay perfectly still while in the air. Limitations: No limitations can be levied against this power. Special: This power cannot be selected if a maneuverability-related limitation was selected with Flight. Stacking: There is no benet to taking this power a second time.
Hold
Prerequisites: Geoforce, Slow, and one of the following powers: Kinetic Control, Time Control Activation Time: Attack Base Range: Short (25 ft. + 5 ft./2 levels) Target: One creature or object Base Duration: Concentration Saving Throw: Fortitude negates Description: You can stop a target from moving or acting entirely. While under the effects of Hold, targets are completely frozen and can perform no actions. If a target is ying, jumping, or somehow airborne when affected by this power, it does not fall, it simply stays suspended. The target may still be moved by others or other forces. Living creatures receive a Fortitude saving throw to avoid being held. Non-living, unattended, moving objects do not receive a saving throw, but the hero must make a ranged touch attack against the object to stop it. If the object in question is a vehicle, the driver is considered in the possession of the
Hypnotize
Prerequisites: Charisma Activation Time: Attack Base Range: Short (25 ft. + 5 ft./2 levels) Target: Living creatures facing you within range Base Duration: Concentration Saving Throw: Will negates Description: Through words and a focus item (such as a silver pocket watch or a swirling dial), you can cause all people that can see and hear you to stop whatever they are doing and simply stare at you. While hypnotized, targets tend to ignore things going on around them, and suffer a 4 penalty to Listen, Search, and Spot checks. You can attempt to hypnotize a number of hit dice of creatures equal to your character level per use of the power.
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Illusion
Prerequisites: Int 13+, Intelligence, Wis 13+, Cha 13+ Activation Time: Full-round Base Range: Short (25 ft. + 5 ft./2 levels) Effect: You create one illusionary creature or object no bigger than a 5-ft cube Base Duration: Concentration Saving Throw: Will negates (see text) Description: You are able to mentally project images that are believed to be utterly real by all those who fail their Will saving throw. Not only do those who fail their saving throw against Illusion see your fabrication, they hear, smell, feel, and even taste it. Illusion has the following limits: -Any Illusion created by you must remain within your visual range or it will immediately disappear. -You must create something overtly visual. Although those failing their save will implicitly believe an Illusion with all their senses, unless a person sees it in the rst place they dont have to make a saving throw. This power is useless in darkness, against the blind, or versus those looking in another
Indomitable Mind
Prerequisites: Wis 17+, Wisdom Activation Time: Free Base Range: Personal Target: You Base Duration: Instantaneous
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Induce Fear
Prerequisites: Cha 15+, Charisma Activation Time: Attack Base Range: Short (25 ft. + 5 ft./2 levels) Target: One living creature Base Duration: 1 round/level Saving Throw: Will negates Description: You can choose to bring out an extreme fear in a living creature. If the target fails its Will saving throw it becomes panicked. Limitations: Class 1: Those affected by this power become frightened rather than panicked. Class 2: This power does not work against humans, or another suitably large group of creatures common to the campaign. Class 3: You must be within 5 feet of a target, and must stare into their eyes for a full round to activate this power. Special: This power is effective on creatures unable to understand you. Stacking: Range can be increased one increment (to long), or duration can be increased one increment (to hours), or the number of targets potentially affected with each use of this power can be increased by one.
Induce Desire
Prerequisites: Cha 15+, Charisma Activation Time: Attack Base Range: Short (25 ft. + 5 ft./2 levels) Target: One living creature Base Duration: 1 round/level Saving Throw: Will negates Description: With this power, you instill a strong, covetous desire for something into a single creature. You select a visible target within range, and a creature or object within range (which can be you) for the person to desire. If the target fails its saving throw, it will do whatever it takes to get within a few feet of the chosen person or object. Once the target succeeds in getting close to the creature of desire, it will praise, follow, and be in rapt attention of everything the person has to say. If it is an object the target desires, it will pick up the item, stare at it, and try to prevent anyone else from getting near it. The target automatically makes its save if the object of desire is something that will obviously do it harm, such as a ticking time bomb or a wolverine. However, dangers in the path to an object of desire do not concern the target. Thus, if you made a person on the other side a mineeld complete with warning signs and craters from previous explosions desire you, the target would gladly run across the eld to get into your awaiting arms. Every time the target takes damage en route to or while in the presence of its desired thing, it gets
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Intensify
Prerequisite: Energy Activation Time: Attack Base Range: Short (50 feet + 10 ft/level) Target: One energy source within a 5-ft cube Base Duration: Concentration Saving Throw: Fortitude negates (object) Description: You have the ability to increase energy of the types you have mastery over and are aware of. Using this power doubles an energys power. The energy stays at this level until you cease concentrating. Through successive Concentration checks, you may continue to intensify an energy by double again (x4, x8, x16, etc.). Harmless energies cannot be intensied to become harmful. Once the energy is no longer under your sway, it returns to its normal levels if possible. For example, a re increased to double intensity would likely continue burning at the higher rate until all available fuel was consumed. On the other hand, if light in a room were intensied, normal brightness would return instantaneously once the hero ceased concentrating.
Intelligence
Prerequisite: None Activation Time: Constant Base Range: Personal Effect: You may choose powers with this as a prerequisite
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Intensify Gravity
Prerequisites: Geoforce, Gravity Control Activation Time: Attack Base Range: Short (25 ft. + 5 ft./2 levels) Target: A single creature or object no bigger than one 5-foot cube Base Duration: Concentration Saving Throw: Fortitude negates Description: You can cause any creature or object to become twice as heavy. Things can be made suddenly too hard to lift, too heavy to take off, or twice as deadly while falling. Unattended objects are automatically affected by this power. Creatures get a Fortitude saving throw to avoid this power. Those affected nd their weight doubled. Consider victims of this power used to carrying only their own weight, but not the extra weight. Thus, increased pounds count against them for encumbrance and Swim checks. Any creature affected by this power takes double the damage dice from falling (or twice the damage from a falling object affected by Intensify Gravity), but never more than 20d6. You can use this power multiple times on the same target, doubling again the weight with successive Concentration checks. Creatures get a saving throw each time the power is used on them, but succeeding in one does not negate previous
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Invisibility Others
Prerequisite: Life Activation Time: Attack Base Range: Short (25 ft. + 5 ft./2 levels) Target: One living creature Base Duration: Concentration Saving Throw: Fortitude negates (harmless) Description: Aside from the changes noted above, this power functions exactly like Invisibility Self. The only limit to how many creatures you can turn invisible is successive Concentration checks. You cannot use this power on yourself. Limitations: See Invisibility Self Stacking: Range may be increased by one increment (to long, though you must be aware of creatures to affect them), or you can affect one additional creature per use of this power.
Invisibility Object
Prerequisite: Matter Activation Time: Attack Base Range: Short (25 ft. + 5 ft./2 levels) Target: Objects in an area no bigger than a 5-ft cube Base Duration: Concentration Saving Throw: Fortitude negates (object) Description: You can cause non-living matter within the target area to become invisible. Objects affected by this power are still present and functioning, but cannot be seen through normal means. When used on especially large things, Invisibility Object may only render a part of the target invisible. Limitations: Class 1: This power can only be used on one object at a time. Class 2: Items cannot be made partially invisible. If you cannot affect the entire item, you cannot use this power on it. Class 3: You actually turn items transparent, giving them an appearance not unlike glass. Items affected are considered only nine-tenths concealed, and can be easily spotted through scrutiny. Special: Using this power against constructs acts exactly as the Invisibility Others power. Stacking: Range may be increased one increment (to far, though you must somehow be aware of an object to render it invisible), or the area you can affect with each use of this power may be doubled (a 10-foot cube, a 20-foot cube, and so on).
Invisibility Self
Prerequisite: Self Activation Time: Attack Base Range: Personal Effect: You turn invisible Base Duration: Concentration Saving Throw: None Description: Quite simply, you are able to vanish from sight, becoming undetectable to all manner of mundane vision. Your clothing and up to 1 pound per character level of carried equipment becomes invisible as well. Items dropped by you become visible, and items picked up by you become invisible as long as youre still under your weight limit. If an item possessed by you is somehow more than 5 feet away from you (such as a grappling rope you are swinging on), it becomes visible. The effects of being invisible can be found in the D20 Modern Core Rulebook. Being invisible does not equate to being undetectable, however. You can still be heard, touched, smelled, and tasted. (Faced with an invisible attacker, Tongue Lasher began licking all around the room.) If while invisible you are carrying a light source, others can see the light. Also, the old trick of throwing our around the room can negate invisibilitys bonuses from your body outline being apparent in the cloud.
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Kinetic Control
Prerequisite: Geoforce Activation Time: Attack Base Range: Short (25 ft. + 5 ft./2 levels) Target: One moving creature or object Base Duration: Instantaneous Saving Throw: Fortitude negates Description: This power gives you control over the energy of movement. You can change the course of any moving creature or item. To use this power effectively, you must often ready an action against a person. For example, using Kinetic Control after a bullet had been red would be useless since it would potentially strike its target before you could act. To divert the bullet, you would have to announce that you are readying an action to use Kinetic Control when the thug res his gun. Unattended objects receive no saving throw and are automatically affected. This includes thrown weapons or loosed projectiles (such as throwing knives, arrows, and bullets). You simply choose the target and the direction you wish the item to go. Creatures receive a Fortitude saving throw to avoid being affected. If you change the course of a creatures movement, you can only have it move in a straight line in a direction of your choosing, and only on the targets turn through readying an action (the target moves the full amount it intended to move that round). If you force a ying creature to the ground with this power, they are considered to have fallen from the height they lost control of their own movement at. If you use this power to divert an attack onto someone else (having a bullet turn around and hit the person that red it, or having a person punch someone else), you use your base attack roll at a 4 penalty to determine if the redirected attack hits. Note, since using this power is a standard action, only one attack per round can be redirected. A person with a high base attack and performing the full attack action would be able to pull off some of their physical assaults unhindered by the effects of this power. Kinetic Control does not impart movement to a stationary object, nor does it increase or decrease the speed at which the object was moving. Something or someone that sits still is immune to this power. Likewise, a person falling couldnt be saved by this power alone since they would maintain current speed, and would have to come down sometime. Limitations: Class 1: You can only use this power on people or unattended objects, but not both.
Invulnerability
Prerequisites: Con 17+, Constitution, Superhuman Constitution Activation Time: Constant Base Range: Personal Effect: You resist all damage Base Duration: Permanent Saving Throw: None Description: You gain a damage reduction of 1 against all forms of attack. This reduction applies against all varieties of harm, including physical, energy, subdual, or any other attack that deals hit point damage. Limitations: Class 1: There is a somewhat rare form of attack or material that ignores your damage reduction. Class 2: There is a common form of attack or material that ignores your damage reduction. Class 3: Your damage reduction only functions against a specic form of attack (blunt attacks, slashing attacks, piercing attacks, or a specic energy type). Special: The damage reduction from Invulnerability is applied before any other types of applicable damage resistances you might possess. Stacking: Your damage reduction is increased by 1.
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Lessen Gravity
Prerequisites: Geoforce, Gravity Control Activation Time: Attack Base Range: Short (25 ft. + 5 ft./2 levels) Target: A single creature or object no bigger than a 5-foot cube Base Duration: Concentration Saving Throw: Fortitude negates Description: You can cause any creature or object to weigh half as much. Unattended objects are automatically affected by this power. Normally heavy things can be made easy to lift, be thrown farther, or not as dangerous while falling. Creatures get a Fortitude saving throw to avoid this power. Those affected nd themselves half as heavy. Creatures affected by this power are considered in low gravity, and suffer a 2 penalty to all attack rolls, melee damage rolls and Reex saving throws. Creatures also move half as much in low gravity unless some power gives them an alternate form of conveyance, such as Flight. Weighing half as much also has some benets for the victims as well. They can jump twice as far. They also take half the dice in damage from falling. If the reduced falling damage is lowered below 1d6, the creature takes no damage from falling. You can continue to use this power on the same target, halving again the weight with successive Concentration checks. Creatures get a saving throw each time the power is used on them, but succeeding in one does not negate previous weight-loss failures nor make them immune to further attacks from this power. Having weight reduced further than half causes no further combat penalties, but does allow victims to jump farther (4x as far, 8x as far, and so on) and take even less damage from falling (1/4 the damage, 1/8 the damage, and so on). Limitations: Class 1: You can only affect objects or creatures, but not both. Class 2: The range of the power is touch. Class 3: You cannot decrease a targets weight to less than half. Special: At a certain point (at 5 successive uses, or 1/32 of normal weight), GMs may consider target creatures to be effectively weightless, and thus suffering the penalties for being in a zero gravity environment. See Gravity Control for the effects of being in a zero gravity zone. Stacking: Range can be increased one increment (to long), or this powers target area can be doubled (to a 10-foot cube, a 20-foot cube, and so on).
Kinetic Ray
Prerequisites: Geoforce, Kinetic Control Activation Time: Attack Base Range: Short (25 ft. + 5 ft./2 levels) Target: One creature or object Base Duration: Instantaneous Saving Throw: See text Description: You can re visible rays of kinetic energy. This is a physical attack, and essentially the equivalent of a ranged unarmed attack. You must make a ranged touch attack roll against the targets Defense. A hit delivers blunt damage equal to 1d6 + your Wisdom modier. You may deal either lethal or subdual damage. Rather than do damage, you can perform the following special attacks against a target (with this power acting as a Medium-size creature) using your Wisdom as the ability score for any checks or opposed rolls: break item, bull rush, disarm, grapple, and trip. In the case of disarm, you may pull the item towards yourself if successful. Since its a distance attack, the defender does not get an attack of opportunity or any kind of counterattack. Limitations: Class 1: You can only deal subdual damage with this power, but can still attempt the special combat maneuvers. Class 2: You cannot use any special combat maneuvers with this power. Class 3: All targets get a Reex saving throw to completely dodge your Kinetic Rays. Stacking: Range may be increased by one increment (to long), or the size your Kinetic Ray is considered when making a special attack may be increased one step (to Large, Huge, and so on).
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Luck Manipulation
Prerequisites: Wis 13+, Wisdom Activation Time: See text Base Range: Short (25 ft. + 5 ft./2 levels) Target: One creature Base Duration: Instantaneous Saving Throw: None Description: Once per game session, you can have any character (including yourself) reroll any ability check, skill check, attack roll, or saving throw. The second result must be used, regardless of whether it is better or worse than the rst. You may use this power at any time, even if it is not your turn, as a free action. Limitations: Class 1: You can cause only good luck or bad luck. You can only call for rerolls of failures or successes, but not both. Class 2: You can only use this power on yourself or on others, but not both. Class 3: You can only alter the luck of skill checks. Stacking: You can call for one additional reroll per game session. If desired, you can have a character continue rerolling the same check until the desired result comes about (or you can use this power no longer).
Long Lived
Prerequisites: Con 13+, Constitution Activation Time: Constant Base Range: Personal Effect: Your aging process is slowed Base Duration: Permanent Saving Throw: None Description: You will live twice as long as normal, and it will take twice as long for the effects of aging (penalties for reaching middle age, old, and venerable) to take their toll. Limitations: Class 1: The effects of aging still happen at their normal pace.
Magic
Prerequisite: Must be selected at 1st level Activation Time: Constant Base Range: Personal Effect: You are considered a magic-using hero, and may choose powers with this as a prerequisite Base Duration: Permanent Saving Throw: None
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Magnetic Control
Prerequisite: Geoforce Activation Time: Attack Base Range: Short (25 ft. + 5 ft./2 levels) Target: All ferrous metal objects that t within one 5-ft cube Base Duration: Concentration Saving Throw: Fortitude negates Description: You can alter and generate magnetic elds to move objects you can see that contain ferrous metals. Essentially, Magnetic Control is a slightly more powerful form of Telekinesis that is only effective against metallic things. You can use Magnetic Control to lift, push, pull, or move any metal object within range as if your Wisdom were your Strength score. For example, a hero with 16 Wisdom could use Magnetic Control to lift as much as a person with 16 Strength could. How quickly the object can be moved and what kind of manipulation can be performed depends on how big an encumbrance load it is for you. Light and medium loads can be moved at 30 feet per round through the air. Heavy loads can be moved at 20 feet per round through the air. Loads of up to twice the your Magnetic
Magic Resistance
Prerequisite: Magic Activation Time: Constant Base Range: Personal Target: You
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Magnify Powers
Prerequisite: Power Activation Time: Full-round Base Range: Short (25 ft. + 5 ft./2 levels) Target: One creature Base Duration: Concentration Saving Throw: Fortitude negates (harmless) Description: By concentrating, you are able to increase the strength of one power feat possessed by the target (the target can be you). To effectively use Magnify Powers, you must somehow be aware of the power you wish to magnify. This can be either a visual cue, such as seeing ames shoot out of the targets hands, or having simply been told that the target has the power in question. If you should somehow try to magnify a power that a person does not have, this power fails to work. When used successfully, the target effectively gains the power again, and may stack it. The target of this power decides exactly how to use the stacking. This stacking bonus remains for as long as you continue to concentrate, and as long as the target is within range. Limitations: Class 1: You can only magnify the powers of a specic archetype. Class 2: Only a specic category of powers can by magnied by you. Class 3: The range of this power is touch. Stacking: Range may be increased one increment (to long), or you may magnify an additional power feat with each activation of this power. In this case, you could magnify multiple powers once or the same power multiple times (giving additional stacking bonuses).
Magnetic Ray
Prerequisite: Geoforce, Magnetic Control Activation Time: Attack Base Range: Short (25 ft. + 5 ft./2 levels) Target: One metallic creature or object Base Duration: Instantaneous Saving Throw: As Kinetic Ray
Matter
Prerequisite: None Activation Time: Constant Base Range: Personal Effect: You may choose powers with this as a prerequisite Base Duration: Permanent Saving Throw: None
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Metamorphose Object
Prerequisites: Matter x2 (the Matter feat must be taken twice) Activation Time: Full-round Base Range: Touch Target: 1 pound of matter/level Base Duration: Permanent Saving Throw: Fortitude negates (object) Description: You can turn any kind of non-living matter into any other kind of non-living matter, be it metal to glass, water to wine, or lead to gold. This power does not reshape objects, it only changes the material theyre made of. For example, you could transform a pistol into a gunsized cloud of chlorine gas that would begin dissipating immediately. However, you could not turn a cloud of chlorine gas into a pistol. Other than the weight and dimension limitations, the only other thing that might keep this power from being used to its fullest potential is the hero himself. Although the player might know the chemical composition of the strongest acid known to man, the players character may not. Taking into account the heros background, GMs should call for an appropriate skill or Intelligence check (DC 15) whenever especially complex matter transformations are attempted, which in all cases should include turning innate matter into a harmful material and vice versa. Failure indicates that nothing happens other than the hero wasting his round.
Matter Summoning
Prerequisite: Matter Activation Time: Full-round Base Range: Touch Target: 1 pound of matter/level Base Duration: Permanent Saving Throw: See text Description: This power is similar to Metamorphose Object. Instead of turning one thing into another, however, you cause the material to appear from an unknown source. Summoned matter never arrives in any particular form or shape. Thus, a hero with this power could not summon chairs, but could cause a large block of wood to appear. Other than the weight limitations, the only other thing that might keep this power from being used to its fullest potential is the hero himself. Although the player might know the chemical composition of the strongest acid known to man, the players character may not. Taking into account the heros background, GMs should call for an appropriate skill or Intelligence check (DC 15) whenever especially complex matter summonings are attempted, which in all cases should include creating inherently harmful materials. Failure indicates that nothing happens other than the character wasting his round.
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Metamorphose Self
Prerequisites: Self, Matter Activation Time: Attack Base Range: Personal Effect: You transform into a construct Base Duration: Permanent (C) Saving Throw: None Description: You have the ability to transform yourself (or a part of yourself) into a single kind of normally non-living matter. Common choices include stone, ice, water, metal, smoke, or sand. Regardless of what type of matter you become, you still retain your shape for the most part, but your weight changes depending on the kind of matter you transform into. Metamorphosing into a solid or liquid causes you to weigh four times as much. Metamorphosing into a gas causes you to weigh one-fourth as much. Equipment other than clothing does not transform with you. While in this metamorphosed state, your abilities and powers remain the same, but you are considered a construct archetype, gaining all the resistances and susceptibilities thereof. Metamorphose Self does not impart any other abilities or powers no matter how likely they might seem. For example, a hero thats able to Metamorphose Self into a gas would not be able to y unless he also had that appropriate power. Likewise, a hero able to turn into liquid would still have to make an Escape Artist check to pass through a small space.
Metamorphose Others
Prerequisites: Life, Matter Activation Time: Attack Base Range: Touch Target: One living creature Base Duration: 1 round/level (C) Saving Throw: Fortitude negates Description: You are able to turn living things into inert, non-living matter by making a melee touch attack. Common choices include stone, ice, water, smoke, and gold. Regardless of the material targets are transformed into, victims become helpless but they do not die. Instead they are put into a kind of suspended animation, and return to life in the same state they were in when this powers duration ends or when you cancel the power. Even if the target is transformed into a type of matter that would normally disperse, an affected creature will remain close enough together so that it can regain its normal form when this powers duration ends. For
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Mind Blast
Prerequisites: Cha 13+, Charisma, Telepathy Activation Time: Attack Base Range: Short (25 ft. + 5 ft./2 levels) Target: One living creature Base Duration: Instantaneous Saving Throw: Will negates Description: You can do damage to sentient beings by directly attacking their minds. No hit roll is needed for Mind Blast, and those targeted take 1d6 damage per character level you possess unless they succeed in a Will saving throw. This damage may be subdual if desired. Physical barriers and most forms of protection (Mind Block being a notable exception) are irrelevant against Mind Blast, but you must still be able to see or otherwise know the exact location of an intended target to affect it with this power. Constructs, as well as creatures with less than 3 Intelligence, are immune to this power. Limitations: Class 1: You may only do subdual damage with this power. Class 2: Using this power causes a psychic backlash that does 1d6 points of lethal damage to you. Class 3: Those who resist your Mind Blasts are ever after immune to its effects. Stacking: Range may be increased by one increment (to innite).
Multidexterity
Prerequisites: Self, Extra Appendage, Dex 15+, Ambidexterity Activation Time: Constant Base Range: Personal Effect: You can use all his appendages equally well Base Duration: Permanent Saving Throw: None Description: This is Ambidexterity for those with one or more Extra Appendage. You ignore all off-hand penalties for your Extra Appendages. Limitations: No limitations can be levied against this power. Stacking: There is no benet to taking this power a second time.
Multiweapon Fighting
Prerequisites: Self, Extra Appendage, Two-Weapon Fighting Activation Time: Constant Base Range: Personal Effect: The off-hand penalties for Extra Appendages is reduced Base Duration: Constant Saving Throw: None
Mind Block
Prerequisites: Wis 13+, Wisdom Activation Time: Attack Base Range: Short (25 ft. + 5 ft./2 levels)
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Natural Armor
Prerequisites: Self Activation Time: Constant Base Range: Personal Effect: You have a natural armor bonus Base Duration: Permanent Saving Throw: None Description: You have thick skin that provides a +1 natural armor bonus. This power does not cause you to appear unusual in any way, unless you are of the mutant archetype, in which case this power denitely causes you to appear unusual. Limitations: Class 1: The Natural Armor comes from scales, armored plates, or some other obvious change to your skin social problems (mutants may not select this limitation). Class 2: This power isnt permanent, and you may only use it for 1 minute/level per day. This time need not be consecutive. Activating and deactivating this power is a move action. Class 3: The thick skin slows you, causing a 5 foot reduction in his base movement speed (for all forms of travel). Special: If a mutant selects this power with a bonus feat rather than a general feat, the natural armor neednt be obvious. Stacking: You gain another +1 natural armor bonus.
Non-Lethal Blast
Prerequisites: Energy, Energy Blast Activation Time: Varies Base Range: Varies Target: Varies Base Duration: Varies Saving Throw: Varies Description: You may opt to do subdual damage with any harmful energy power rather than lethal damage. Choosing to do so does not increase the time it takes for you to activate the power, nor does it change any other aspect of the power besides damage type. If the duration of the power is longer than instantaneous, you must declare that you are performing a non-lethal version of the power. That power will do only subdual damage for as long as it remains in effect. power. Limitations: No limitation may be levied against this
Natural Weaponry
Prerequisite: Self Activation Time: Move (see text) Base Range: Personal body Effect: You have the equivalent of a weapon on your Base Duration: Permanent Saving Throw: None Description: Be it claws, fangs, spikes, or whatever, you have some kind of retractable melee armament on your
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Object Summoning
Prerequisites: Matter, Matter Summoning Activation Time: Attack Base Range: Touch Effect: An object of up to 1 pound/level appears in your possession Base Duration: 1 round/level Saving Throw: None Description: Rather than only being able to call forth copious amounts of raw matter, with this power you can also summon specic objects. You do not teleport items away from people, rather the objects are somehow instantly formed in your hand or on your body from an unknown source. As long as the item in question ts within this powers weight limit, you can gate in anything from an equipment list or whatever you can think up, be it a weapon, a suit of armor, a diamond ring, or issue 55 of Super Amazo Man. Even if the item you want is beyond your weight limit, its possible to summon the item in parts and assemble it (although doing so would require a Craft or Repair check). The only limitation on what you can create is imagination. Taking into account the heros background, GMs should call for an Intelligence check (DC 10) whenever the summoning of an especially complicated or intricate object is attempted. Failure indicates that nothing happens other than the hero wasting his turn. This power costs the hero 1 XP per pound of equipment summoned. Limitations: Class 1: You can only summon your Constitution modier times 10 in pounds per day. Class 2: The items you summon can never be larger than 1 cubic foot. Class 3: You can summon only one specic object to yourself. Special: GMs may want to disallow the summoning of unique and specic items. For example, you could summon comic books but would have no control over what titles arrived. Likewise, you could summon a .45 caliber pistol, but couldnt summon a specic model or an exceptional gun. Stacking: Range can be increased one increment (to medium, but at best you can only make items appear at a persons feet, not on them), a multiplier may be added to your character level for determining the maximum weight that can be summoned, or duration may be increased one increment (to permanent). The XP cost of summoning objects does not decrease with stacking.
Nullify Powers
Prerequisite: Power Activation Time: Attack Base Range: Short (25 ft. + 5 ft./2 levels) Target: One creature Base Duration: Concentration Saving Throw: Fortitude negates Description: If the target of Nullify Powers fails its Fortitude saving throw, it loses one of its power feats (chosen by you), and any powers that had the lost power as a prerequisite. You must declare what power feat you are trying to cancel before using this power, and in some cases may have to guess what powers would be most benecial to cancel. Attempting to nullify a power the target does not possess causes this power to fail automatically, but you become aware that the target doesnt have the power feat in question. Nullication lasts for as long as you continue concentrating, and as long as the target is within range. Limitations: Class 1: Powers with a certain prex (Enhanced, Exceptional, or Superhuman) cant be nullied by you. The powers remain regardless of the absence of their appropriate prerequisites. Class 2: Only a power feat can by nullied by you. Class 3: The range of this power is touch. Special: Powers that didnt require an access feat to gain, such as a mechanicals Armored and a mutants Extra Appendages, cannot be nullied. Nor can any abilities that players have declared are specically associated with such powers. For example, if a mutant character with wings has Flight that can only be used if his wings are free, then Nullify Powers would not take away the mutants ability to y. This ability is useless against those without any power feats. Stacking: Range may be increased (to long), or you can attempt to nullify an additional power feat with each use of this power. These can be on the same target, or multiple targets within range. Each target receives but a single saving throw per use of this power, even if failure would result in the loss of multiple power feats.
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Personal Projectile
Prerequisites: Matter, Matter Summoning Activation Time: Attack Base Range: Short (25 ft. + 5 ft./2 levels) Target: Varies Base Duration: Instantaneous Saving Throw: See text Description: In some form or another, you are able to bring forth matter that hurls itself at a target. Examples from comics include bullets, acid, and spider webs. When selecting this power, you choose exactly what it is that you project, and thereby whether it is a solid, liquid, or gas. Solids target only one person or object, and have a low risk of causing collateral damage. You make a ranged touch attack to determine if you hit. If successful, the target takes 1d6 damage per character level you possess with no Reex saving throw to reduce damage. Targets with the Dodge Bullets power feat can attempt to dodge solid projectiles. Liquids hit everything in a 5-foot wide straight path stretching from you to the range limit, or in a 10-foot wide straight path stretching from you to half the range limit. Everything caught in the path takes 1d6 damage per character level you possess. Targets get a Reex saving throw for half damage. Gases form a cone originating from you and widening as it goes out to the range limit. The gas cones width at any given distance is equal to its distance from you. Thus, a cone is 5 feet wide when 5 feet from you, and 25 feet wide when 25 feet from you. Everything in the cones path takes 1d4 damage per character level you possess. Targets get a Reex saving throw for half damage.
Patience
Prerequisites: Int 17+, Intelligence Activation Time: See Text Base Range: Personal Effect: You can delay in combat, then later return to your original initiative Base Duration: See text Saving Throw: None Description: You have analyzed the essence of combat, and have learned to strike at the most advantageous time. With Patience, you may delay in combat as normal, but may return to your original initiative in any following round
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Postcognition
Prerequisites: Wis 19+, Wisdom Activation Time: 1 minute Base Range: Touch Target: One person, place, or thing Base Duration: Instantaneous Saving Throw: See text Description: Through handling an object, touching a person, or being present in a place, you can see into the targets past. When using Postcognition, you should give the GM an idea of what it is youre trying to see in the targets past. This must be an event of some type, and it must involve the target specically. For example, if you were in a room where a person was murdered, you could attempt to see the crime as it happened. You could not, however, ask to see everything thats happened in the room in the last two weeks. Once the GM has a clear idea of what it is youre trying to see in the past, he secretly rolls a Postcognition check. The DC of the check is equal to the number of days in the past the event occurred. You get a bonus to the check equal to your character level plus your Wisdom modier. If the Postcognition check is a success, the GM should accurately describe a scene to the best of his ability that pertains to what you are peering into the past for. If the check fails, the past is too hazy for you to see. Multiple Postcognition attempts regarding the same occurrence may be made, but every look into the same past beyond the rst adds a +5 to the DC of the check, regardless of success or failure.
Possession
Prerequisites: Cha 13+, Charisma, Telepathy, Domination Activation Time: Full-round Base Range: Touch Target: One living creature Base Duration: Permanent (C) Saving Throw: Will negates Description: This power is similar to Domination, except that you actually transfer your psyche into the target. Your original body falls into a coma-like state, and the mind of the target is completely suppressed while Possession is in effect. Possession is permanent. Unlike Domination, if the target fails its saving throw against this power, it receives no further saves to shake off its effects. Only when you choose to (or are somehow forced to) depart the body, does Possession end. In the new body, your retain your Intelligence, Wisdom, and Charisma scores, as well as your skills, general feats, and any power feats within the Charisma, Intelligence, and Wisdom categories. Your level, base attack bonus, base save bonuses, and hit points remain the same. By the same token, you use the Strength, Dexterity, and Constitution scores of your new body, and gains any power feats within the Constitution, Dexterity, Self, Strength, and Travel categories that the target has.
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Post-Hypnotic Suggestion
Prerequisites: Cha 13+, Charisma, Hypnotize Activation Time: Attack Base Range: 5 feet Target: One creature affected by Hypnotize Base Duration: 1 day/level Saving Throw: Will negates Description: You can select one person amongst those you have successfully used the power Hypnotize on, and suggest the person do a certain action at a later time. You must be within 5 feet of the target, must speak the same language as the target, and must succeed in a Concentration check to activate this power while maintaining Hypnotize. If all of the above criteria are met, you may tell the target to do a specic action either immediately or when a certain trigger occurs. Examples of Post-Hypnotic Suggestions include telling the target to Tell me your secret plan, Open the combination lock on your briefcase, or Attack the rst person you see wearing yellow. The target makes a Will saving throw to resist the Post-Hypnotic Suggestion when it performs the requested action. Once the action is performed, the power ends, although you could certainly implant multiple Post-Hypnotic Suggestions in a single target. If you implant a suggestion with a trigger, the target may be released from Hypnotize to go about its usual business and will not seem hypnotized at all. If the target fails the saving throw when the trigger occurs, however, it will perform the action by any means necessary. If the trigger does not occur within the powers duration, the target is freed from having to perform the action. Targets of Post-Hypnotic Suggestion cannot be forced to do anything suicidal or completely against their morals, but
Power
Prerequisite: None Activation Time: Constant Base Range: Personal Effect: You may choose powers with this as a prerequisite Base Duration: Permanent Saving Throw: None Description: This feat is a prerequisite for all powers in the Power category. Selecting this feat gives you a +2 power bonus on all saving throws against Power powers, and adds +2 to the Difculty Class for all saving throws made against your Power powers. Unless listed otherwise, the base saving throw DC to against Power powers is 10 + half your character level + your Wisdom modier. Should this feat somehow be lost or disabled, you are rendered unable to perform any Power powers until it is regained. Limitations: Class 1: You never gain increased power DC bonuses when selecting this power.
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Precognition
Prerequisites: Wis 19+, Wisdom Activation Time: 1 minute Base Range: Varies Target: Varies Base Duration: Instantaneous Saving Throw: See text Description: Precognition has the potential to be the most useful power of all. Unfortunately, it also has the potential to make the GMs life a living hell. With Precognition, you can see or predict future events pertaining to any creature or item you are aware of. A handy ability indeed. However, its one that relies not only on GM preparedness, but also his ability to predict the outcome of future events which is practically an impossibility in a roleplaying game. (Unless your GM is precognitive. Hmm) When using Precognition, you ask the GM a question pertaining to the future. This question must name a person, place, or thing, and must not relate to the present or the past. For example, a fair question would be, Where will Iron Lung land the military jet he just stole? An unfair question would be, How did Iron Lung steal the military jet? The more vague your question, the more vague the GMs answer should be. With the question asked, the GM then secretly rolls a Precognition check for you. The DC of the check is equal to the number of hours (to the best of the GMs estimation) in the future the event asked about will occur. You get a bonus to the check equal to your level plus his Wisdom modier. If the Precognition check is a success, the GM should answer your question to the best of his ability, perhaps in the form of a vision. (You see a deserted, tropical island with a volcano at the center. A secret hatch in the side of the volcano opens, and the military jet ies in.) If the check fails, the only response you get is something to the effect of, The future is hazy. You may attempt to use Precognition to answer the same question again, but every question regarding the same event beyond the rst adds a +5 to the DC of the check, regardless of success or failure.
Probe
Prerequisites: Cha 13+, Charisma, Telepathy Activation Time: Attack Base Range: Short (25 ft. + 5 ft./2 levels) Target: One living creature Base Duration: Concentration Saving Throw: Will negates Description: By means of this power, you can extract information from a target that they might otherwise be unwilling to give. Targets receive a Will saving throw against this power every round it is used against them. If the save is failed, you may ask one question, and will instantly receive a telepathic answer from the persons mind that is truthful and detailed to the best of the targets knowledge. If the target doesnt know the answer, you will receive a simple, I dont know, in response. If you do not speak the language of the target, you may only ask questions through mental pictures, and answers will only be received in a similar fashion. For example, the hero might picture an important document as the question, and receive a visual image of the targets top desk drawer in his ofce as an answer. Limitations: Class 1: The range of this power is touch. Class 2: Those that become aware that their mind is being searched gain a +4 bonus against all future Probe attempts by you.
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Psychic Surgery
Prerequisites: Cha 13+, Charisma, Telepathy, Probe Activation Time: 1 minute Base Range: Touch Target: One living creature Base Duration: Permanent Saving Throw: Will negates Description: You can make permanent alterations to a persons mind. To even attempt Psychic Surgery, you must have the target within range for one full minute. During the activation of this power, you are considered to be concentrating. If the target leaves your range, or your concentration is broken before the power is activated, the Psychic Surgery attempt automatically fails. Once Psychic Surgery is activated, the target immediately gets a Will saving throw to resist the power. Success means the target has mentally resisted the attack, and you cannot attempt Psychic Surgery on the target for another 24 hours. Failure means you may immediately attempt one of the following: implant memory, alter memory, erase memory, or mind wipe. In all cases, you must make a Psychic Surgery check to succeed. You get a bonus equal to your character level plus your Charisma modier to this check. To implant, alter, or erase a memory, you must make a Psychic Surgery check with a DC equal to the targets Intelligence plus the number of years in the past that the event occurred (or that you want the target to believe it occurred). If successful, you may implant, alter, or erase up to one hours worth of the targets memory. The target will vividly recall implanted and altered memories, and utterly forget erased memories. Even if presented with thorough proof to the contrary, the target will not recall the actual events or lack thereof. If you wish to implant, alter, or erase more than an hours worth of a targets memory, the power must be activated again, the target must fail another saving throw, and you must succeed in another Psychic Surgery check.
Rage
Prerequisites: Str 13+, Con 13+, Strength Activation Time: Free Base Range: Personal Effect: You become frenzied Base Duration: 1 round/level (C) Saving Throw: None Description: Once per day, you can y into a frenzy that makes you stronger and tougher to fell, but also more reckless and easier to attack. You gain a +2 rage bonus to your Strength, Constitution, and Will saving throw. Conversely, you also suffer a 1 rage penalty to your Intelligence and Charisma, and suffers a 1 penalty to your Defense. While in this state, you cannot use skills, abilities, or powers that require patience or concentration. You may also be unable to use certain feats and powers due to decreased Intelligence and Charisma. At the cessation of this power, you are fatigued until you rest for twice as long as his Rage lasted. You may choose to
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Rapid Attack
Prerequisites: Travel, Superhuman Running or Travel, Spinning or Geoforce, Time Control Activation Time: See text Base Range: Personal Effect: You can make an extra attack Base Duration: See text Saving Throw: None Description: Your increased speed allows you to make a urry of attacks at the expense of accuracy. When using this ability, you may make one extra attack per round at your highest base attack, but this attack and every other attack made that round each suffer a 2 penalty. You must be performing the full attack action to use Rapid Attack. Limitations: Class 1: This power can be used with either missile or melee attacks, but not both. Class 2: All attacks made with Rapid Attack must be against the same opponent. Class 3: This power is tied to a specic weapon that you must be using to benet from this power. Special: Some weapons, most notably fully automatic guns, cannot be used in conjunction with this power since their rate of re is predetermined. GMs should decide on a case by case basis whether Rapid Attack can be used with a weapon.
Raise/Lower Water
Prerequisites: Geoforce, Elemental Control: Water Activation Time: Attack Base Range: 5 ft radius/level centered on you Effect: Water rises or sinks by 1 foot/level Base Duration: 1 round/level Saving Throw: None Description: With Raise/Lower Water you can cause existing water (or similar liquids) around you to rise or lower. Water around you swells up or sinks away by a number of feet equal to your character level. This altered water depth is centered on you but does not move with you. Surrounding water is displaced by an appropriate amount if in an enclosed area (such as a swimming pool). Water will act against gravity and its natural movement when this power is used. You will often nd himself standing in a cylinder of water surrounded by air, or a cylinder of air surrounded by water. Raise/Lower Water does not impart any ability to breathe water. If you desire, you may raise and lower water in a more slow and controlled manner. Using the power in this way could help irrigate an area, or gently lower ood victims to the ground. Of course, this power is only effective when there is a water source around. You cannot cause water to spring up from the dry ground below you, but you could certainly cause the sewers of a city to ood.
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Reclaim Past
Prerequisites: Int 13+, Intelligence Activation Time: Constant Base Range: Personal lost Effect: You gain skill points that would otherwise be Base Duration: Permanent Saving Throw: None Description: With the Reclaim Past power, you retroactively receive any skill points for increases to Intelligence. In other words, if your Intelligence modier changes due to ability increases through such things as going up levels or Superhuman Intelligence, you receive the appropriate bonus skill points for past levels (just as someone who increased their Constitution would for hit points). Limitations: Class 1: You do not receive any bonus skill points due upon rst taking this power, only on future increases in Intelligence. Class 2: You only receives bonus skill points due upon rst taking this power, not on any future increases in Intelligence. Class 3: You can only call upon bonus skill points received through this power for an hour a day. Stacking: There is no benet to taking this power more than once.
Remote Teleport
Prerequisites: Travel, Con 15+, Teleport Activation Time: Full-round Base Range: Long (500 ft. + 50 ft./level) Target: See text Base Duration: Instantaneous Saving Throw: Fortitude negates Description: You can teleport other creatures and objects without yourself having to travel along. The maximum amount of weight you can transport with Remote Teleport is 50 pounds/level. The creatures and objects to be teleported must all be within 5 feet of one another. This powers range shows not only how far you can teleport targets, but also how far away targets can be. Thus, even if by using Clairvoyance you could see your companions drowning in a lake 100 miles away, you wouldnt be able to save them with Remote Teleport unless your range allowed.
Regeneration
Prerequisites: Con 17+, Constitution, Endurance, Enhanced Endurance Activation Time: Constant Base Range: Personal Effect: You heal fast Base Duration: Permanent Saving Throw: None Description: You recover from lethal damage and temporary ability damage every hour rather than every day.
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Resist Energy
Prerequisite: Energy Activation Time: Constant Base Range: Personal Effect: You ignore energy damage Base Duration: Permanent Saving Throw: None Description: Every time you are accosted by an energy type you have mastery of, you may ignore the rst 10 damage from that energy every round. For example, if the heroine Icy Hot had the power feats Energy (re), Energy (cold), and Resist Energy, she would ignore the rst 10 cold damage and the rst 10 re damage she took every round. Limitations: Class 1: There is a maximum amount of energy you can resist. Each day you can resist damage equal to your Intelligence times 10 from all energies you are resistant to. Class 2: You must be aware of the attack to resist it. If youre surprised or at-footed, you cant use Resist Energy. Class 3: Any energy damage over your resistance limit is doubled. Heros with this limitation may not become immune to energy damage.
Resurrection
Prerequisites: Life, Heal, Cure, Revivify Activation Time: Attack Base Range: Touch Target: One formerly living creature Base Duration: Instantaneous Saving Throw: None
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Revivify
Prerequisites: Life, Heal Activation Time: Attack Base Range: Touch Target: One living target Base Duration: Instantaneous Saving Throw: Fortitude negates Description: You are a walking fountain of youth, able to erase years of aging from living things. Every time you touch a target, it grows 1d6 years younger. Unwilling targets must be hit by a touch attack roll, and the target gets a Fortitude saving throw to avoid being made youthful. You can keep using this power on targets to make them continually younger. If the targets new age puts it below 0 years old, it is utterly destroyed. Characters that are immortal (via the Long Lived power, for example) are immune to this power, though they may be made to look somewhat more youthful. Limitations: Class 1: Even willing targets must make a Fortitude saving throw to resist this power. Of course, if they succeed in the save, you may try again. Class 2: You cannot use this power on yourself. Class 3: This power only works against unnatural aging, such as that caused by the power Age. Special: A victim of this power never incurs any changes to Intelligence, Wisdom, or Charisma since they are mentally the same age.
Revival
Prerequisites: Con 19+, Constitution, Endurance, Enhanced Endurance, Regeneration Activation Time: Constant Base Range: Personal Effect: You can return from the dead Base Duration: Permanent Saving Throw: None Description: Death is not a permanent state for you. Whether you are killed by damage, poison, or complete dismemberment, you will return to life. When your hit points are dropped to 10 or lower (the point at which a person would be dead), your Regeneration power continues functioning. Once your hit points are brought up to 1, you awaken. Damage to your body may need to be calculated beyond 10 to know when you will live again the more hurt you are, the longer it takes for you to rise. Any poison, disease, or ailment that caused you to die in the rst place are eliminated, but you do not escape from the clutches of death entirely unscathed. You lose 1 level upon coming back to life, or 2 Constitution points if youre 1st level.
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Scramble
Prerequisites: Geoforce, Magnetic Control Activation Time: Attack Base Range: Medium (100 ft. + 10 ft./level) Target: One electrically powered creature or object Base Duration: Instantaneous Saving Throw: Reex half Description: You can cause immense damage to any machine powered through electricity, doing 1d6 damage per character level you possess against electronic devices. You can choose to do nonlethal (temporarily knock out the machine) or lethal (permanently short out the machine) damage. Stationary, unattended objects are automatically affected by this power. Moving objects require a ranged touch attack to hit, and receive a Reex saving throw to reduce damage by half only if they are being actively piloted and are capable of evasive maneuvers. In these cases, the objects Reex saving throw is equal to the pilots. Mechanical being (which includes all mechanical archetypes, robots, and constructs made of mechanics) must be hit by a ranged touch attack, and receive a Reex saving throw to reduce damage by half. Limitations: Class 1: You can deal nonlethal or lethal damage, but not both. Class 2: The range of the power is touch. Class 3: The power can only be used against stationary, unattended objects. Special: You can choose to lessen the damage dice you deal with each attack, to a minimum of 1d6. Stacking: Range may be increased (to far, although you must still be aware of the target to affect it).
Ride Energy
Prerequisites: Travel, Energy, Energy Blast Activation Time: Attack Base Range: Personal Effect: You travel on your own energy emissions Base Duration: Concentration Saving Throw: None Description: Youre able to step onto and ride the energy you emit from your body, achieving a makeshift form of Flight. Since Energy Blast is constantly being used for this power, you must concentrate to Ride Energy. However, much greater speeds can be attained than with Flight. The speed of Ride Energy is 120 feet per round, with perfect maneuverability and the ability to stop and hover instantly. This movement rate is the powers top speed, and a double move or run action cannot be taken with Ride Energy. However, through successive Concentration checks, you can accelerate by another 120 feet. If your concentration is broken, either through distraction, injury, or a failed acceleration check, Ride Energy ceases and you fall. Limitations: Class 1: You still must move forward each round as described in the Flight power feat. Class 2: You cannot accelerate beyond the base speed. Class 3: You cannot ride the energy you emit, and must rely upon energy occurring in the environment. For example, a person with Ride Energy (electricity) might only be able to use this power to travel along suspended electrical and phone lines. Special: You cannot carry more than your maximum carrying capacity while using this power. Stacking: Ride Energys base speed is doubled, as is the acceleration achieved with successive Concentration checks.
See Invisible
Prerequisites: Wis 13+, Wisdom Activation Time: Constant Base Range: Personal Effect: You can sense invisible and astral creatures Base Duration: Permanent Saving Throw: None Description: You can see all objects and creatures that are invisible or astral. This power does not enable you to see through illusions, nor does it reveal those that are simply hiding, concealed, or otherwise difcult to see.
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Seize Opportunity
Prerequisites: Int 13+, Intelligence Activation Time: See text Base Range: Personal his turn Effect: You can ready an action without fear of losing Base Duration: Instantaneous Saving Throw: None Description: With Seize Opportunity you can ready an action in combat and, if the readied action isnt performed by the end of the round, take another action at the end of the round instead. Essentially, this power keeps you from possibly losing a turn by readying an action. Limitations: Class 1: You cannot use this power in the rst round of combat. Class 2: You must declare the action he will take at the end of the round with this power whenever he readies an action. Class 3: You can only use this power once per combat. Special: If the hero also has the Patience power feat, he may return to his original initiative after performing a readied action or using Seize Opportunity to avoid losing a readied action. Stacking: There is no benet to taking this power more than once.
Self-Duplication
Prerequisites: Self x2 (the Self power feat must be taken twice), Con 19+ Activation Time: Full-round Base Range: 5 feet Effect: You create a duplicate of yourself Base Duration: 1 round/level (see text) Saving Throw: None Description: You are able to make one exact clone of yourself. The duplicate appears in a space next to you, and is exactly like you in all ways. It has identical memories, ability scores, skills, feats, saving throws, base attack bonus, powers, and is the same level. The only thing the duplicate does not possess is this power nor any equipment you carry other than identical clothing. The duplicate is an entirely separate being that acts on its own, although it almost always does what you wish since, after all, you do think alike. Unless mind control powers or other similar factors come into play, you dictate the actions of your duplicate. Should a duplicate die, you (and all other duplicates if this power is stacked) immediately lose 1 level of experience, and may nevermore create that duplicate potentially making this power useless.
Self
Prerequisite: None Activation Time: Constant Base Range: Personal Effect: You may choose powers with this as a prerequisite Base Duration: Permanent Saving Throw: None
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Sensory Depravation
Prerequisites: Cha 13+, Charisma, Telepathy Activation Time: Attack Base Range: Short (25 ft. + 5 ft./2 levels) Target: One living creature Base Duration: Concentration Saving Throw: Will negates Description: You can alter the input the target receives from one of his senses (sight, smell, taste, touch, or hearing). Using this power only affects one sense in one way on one target. To alter more than one sense on the same target, or to alter the senses of multiple targets, successive Concentration checks must be made. Sensory Depravation cannot create a sensation where none would normally exist, nor can it intensify any existing sensation, but it can negate a sensation where one should exist. You couldnt, for example, make an object the target was holding seem incredibly hot. You could, however, cause the target to ignore the pain of handling an incredibly hot object. You can also cause a target to selectively ignore certain sensory input. Targets affected by this power could be made
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Shape Energy
Prerequisite: Energy Activation Time: See text Base Range: Short (25 ft. + 5 ft./2 levels) Target: Energy in an area equal to one 10-ft cube Base Duration: Concentration Saving Throw: Fortitude negates (object) Description: You are able to alter the dimensions of energies you have mastery over as if they were malleable. This power has two main functions: rst, it gives you the option to prolong the presence of energies that normally have an instantaneous effect and, secondly, it allows you to form energies into whatever shape you can imagine. Using this power against unattended energy sources requires a standard action. You can change the shape of the energy within your allowed target area into any other shape that ts within the target area. The energy is still just as dangerous, but will not spread, move, or return to its previous shape until you cease concentrating. Shaped energy either returns to its normal form or disappears (your choice) the instant you cease concentrating. Anyone coming into contact with maintained shaped energy takes damage appropriate to the energy source. Using this power to put others in instantly precarious situations (such as being trapped in a cage of re) always grants the target a Reex saving throws to completely avoid the effect. If its your own Energy Blast thats being shaped, changing your powers shape does not take an extra action, and requires only as much time as it would take to Energy Blast in the rst place. You can have your own Energy Blast take the form of walls, rings, cages, boxing gloves, or anything you can imagine that will t into your target limit, and you may maintain the shaped energy through concentration. Changing the form of anothers Energy Blast is a standard action. You must have an action readied against the use of the power, and the target gets a Fortitude saving throw to avoid the effects. This power can also be used to effectively nullify another persons Energy Field by creating many open and unprotected spaces. Doing so is a standard action, and keeping the eld in a useless form required concentration. The target gets a Fortitude saving throw to avoid his Energy Field being tampered with.
Shockwave
Prerequisites: Str 15+, Strength Activation Time: Attack Base Range: Short (25 ft. + 5 ft./2 levels) Target: One creature Base Duration: Instantaneous Saving Throw: See text Description: By stomping the ground or clapping your hands, you are able to send out a wave of force. This allows you to make an unarmed attack at a distance. You must still make a melee attack roll to hit the target. Shockwave does as much damage as one of your unarmed attacks. Any other feats or powers you have that modify or enhance your unarmed attacks, such as Power Attack, can be used in conjunction with Shockwave. Limitations: Class 1: Other feats and powers that modify your unarmed attacks cannot be used in conjunction with this power. Class 2: Shockwave can only be used against opponents standing on the ground. Class 3: Your Strength bonus is not added to Shockwaves attack or damage rolls. Special: Shockwave is a standard action, making it impossible for a character to perform the full attack action with it. Stacking: A multiplier may be added to your level for purposes of determining this powers range.
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Shrink Others
Prerequisite: Life Activation Time: Attack Base Range: Touch
Shrink Self
Prerequisite: Self Activation Time: Attack Base Range: Personal
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Slam
Prerequisites: Str 15+, Strength, Power Attack, Clobber, base attack bonus +4 or higher Activation Time: See text Base Range: See text Target: One melee opponent Base Duration: Instantaneous Saving Throw: See text Description: Your powerful blows can send opponents ying through the air. Whenever you deal 20 or more damage
Sinkhole
Prerequisites: Geoforce, Elemental Control: Earth Activation Time: Attack Base Range: Short (25 ft. + 5 ft./2 levels) Area: A 10-foot by 10-foot patch of land
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Solidify Energy
Prerequisites: Energy, Int 13+ Activation Time: Attack Base Range: Short (25 ft. + 5 ft./2 levels) Target: Energy in an area equal to one 5-ft cube Base Duration: 1 round/level (C) Saving Throw: Fortitude negates (object) Description: You can transform energies you have mastery over into inert solids and back again. Regardless of its form, solidied energy has 1 hardness, hit points per inch equal to your Intelligence modier, and weighs 1 pound per cubic foot. Solidied energy does not harm anyone that touches it, but damaging energy returned to its normal state is still damaging. For example, with Solidify Energy (re) you could turn a campre into a red, anged lump. You could then have your friend pick it up and carry it to a new re pit without harm. However, if the duration were to run out while your friend was carrying the re, he would get burned. It is assumed that any normal environment has enough residual energy of any type for you to solidify. Thus, in a normal outdoor environment, walls of ice, light, sound, etc. can be formed. If you have Energy Blast, you can create enough energy on your own to use with Solidify Energy if the environment lacks it. This power cannot be used to cause damage to others (such as by forming a solid energy block over someones head). It can, however, be used to trap someone (say, by encasing them in a cage of solidied energy). Any target put in such a precarious situation receives a Reex saving throw to avoid being so entrapped. With this power alone, you can only cause energy to solidify in the simplest of forms: walls, boxes, and so on. If you have both this power and Shape Energy, you can create any item lacking moving parts you can imagine. More complicated items can be made with this power conjunction, but you must make each piece separately and assemble them with the Repair skill, which could be a problem given the powers duration.
Stacking: A multiplier is added to your Strength for purposes of determining the success and distance achieved with bull rushes initiated through this power.
Slow
Prerequisites: Geoforce, and one of the following powers: Kinetic Control, Time Control Activation Time: Attack Base Range: Medium (100 ft. + 10 ft./level) Target: One creature or object Base Duration: Concentration Saving Throw: Fortitude negates Description: You can decrease a targets speed. On falling objects and creatures, this has the effect of halving the damage taken from plummeting. Vehicles affected by this power have their top speed reduced to half. Creatures affected by this power have their base speed and the speeds of all their Travel powers reduced by half, and can take only a single move action or attack action each round (but not both). This power cannot be used multiple times to continually slow the same target. It can be activated multiple times through successive Concentration checks to Slow multiple targets.
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Spinning
Prerequisite: Travel Activation Time: Move Base Range: Personal Effect: You twirl at an incredible rate Base Duration: Permanent (C) Saving Throw: See text Description: You can spin yourself at such an unbelievable rate that you take on the appearance of a small tornado. The distortion of your outline is such that those trying to attack him to have a 10% concealment chance to miss. The blurring from Spinning is not illusionary in any way, and cannot be countered or cancelled by any kind of sensory power. Despite the rate of your twirling, your senses are not hindered in the least and you dont risk becoming dizzy. The same, however, cannot be said for those that travel along. Anyone being held by you, either willingly or as the result of a grapple or similar attack, must make a Fortitude saving throw (DC 10 + half your character level + your Dexterity modier) every round they are in constant contact with you or become off balance. Off balance characters lose any Dexterity bonuses to Defense, while attackers gain a +2 bonus on attack rolls against them. A person made off balance by you remains in this state until they are released or they escape your grasp. Once free, the off balance creature may make a Fortitude saving throw every round (same DC as above, but with the DC becoming 1 less each round they are free) to regain their balance. Limitations: Class 1: Only your lower half becomes tornado-like, raising your other half off the ground substantially. You are considered one size category larger when this power is on. The concealment miss chance applies only against melee attacks from creatures smaller than you, or otherwise only able to attack your lower half. Class 2: The sensory safeguards you possess extend to anyone you are holding, preventing you from making others dizzy.
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Store Energy
Prerequisites: Energy, Con 15+, Resist Energy Activation Time: Constant (see text) Base Range: Personal Effect: You are a living battery Base Duration: See text Saving Throw: None Description: Any damage you ignore through Resist Energy may be stored instead. You are a living battery that can hold an amount of energy damage within yourself equal to your character level. If you have master over multiple energy types, you can still only absorb the same damage total, but should keep track of how much damage from each type of energy they are maintaining. For example, if Icy Hot could Resist Energy (re) and Resist Energy (cold), she could still only use Store Energy to maintain an amount of damage equal to her level. Whenever Icy Hot decides to use Store Energy, she keeps track of how much of her stored energy is cold and how much is re. You can use the stored energy to sustain yourself. Every 1 damage point of energy used for sustenance gives you the nutritional equivalent of a meal. Thus, a person of average weight with this power could function at normal capacity for a full day by processing 3 energy damage points. You can also release stored energy harmlessly into the environment at a rate of 1 damage per hour. If you also have Energy Blast, you may use stored energy to form your blasts. Doing this functions exactly as the Energy Blast power, except damage is determined by your energy reserve rather than your normal Energy Blast damage. You simply choose a single energy you have stored, and declare how much of that damage you will expel. Targets still receive saving throws as normal. Like Eat Energy, since this power absorbs the energy in question, it can be used to diminish or douse environmental energy hazards. See the Eat Energy description for an example of this. Limitations: Class 1: You cannot digest food and water, and must absorb energy to survive. Class 2: You leak energy at a rate of 1 damage per hour whether you want to or not. Energy released in this way is harmless to the environment.
Stop Time
Prerequisites: Geoforce, Time Control, Haste, Slow, Hold, at least 5th level Activation Time: Full-round Base Range: Innite Target: Everything except you Base Duration: 1 round/5 levels (C) Saving Throw: None Description: You have achieved such chronological mastery, you are able to stop the ow of time itself. When used, this power stops time for 1 round for every 5 character levels you possess. Only you and your equipment are not frozen in time. Other creatures are invulnerable to your attacks while Stop Time is in effect, and only unattended, non-living objects can be moved by you. However, you can line up attacks that would take place immediately when this power ceased. For example, you could life a piano over someones head while time was frozen. The piano would hang suspended until Stop Time ceased, then would fall on the target. Attacks made against enemies while Stop Time is in effect gain a +4 circumstance bonus since the targets arent moving and you can line things up easily. This power cannot be used again while it is already in effect. Each use of this power costs 1 action point. Limitations: Class 1: You cannot manipulate objects you arent already holding when Stop Time is activated. Class 2: You can only move while this power is activated. Class 3: The longest you can Stop Time is 1 round. Special: Any hazards in the area will still hurt you while Stop Time is in effect. Say, for example, an enemys ame blast was frozen in time. Were you to walk into it while this power was on, you would still take the appropriate damage immediately.
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Strength
Prerequisite: None Activation Time: Constant Base Range: Personal Effect: You may choose powers with this as a prerequisite Base Duration: Permanent Saving Throw: None Description: This feat is a prerequisite for all powers in the Strength category. Selecting this feat gives you a +1 power bonus on all melee damage. Strength powers normally dont allow saving throws, but if a save is called for against a Strength power, the DC is equal to 10 + half your character level + your Strength ability modier. Should this feat somehow be lost or disabled, you are rendered unable to perform any Strength powers until it is regained. Limitations: Class 1: You never gain a bonus to melee damage when selecting this power. Class 2: Once this power is selected you may never increase your Strength attribute. Class 3: Your physique inhibits you, making you permanently lose 1 Dexterity every time this power is selected. Stacking: You gain another +1 melee damage bonus.
Superhuman Charisma
Prerequisites: Cha 13+, Charisma Activation Time: Constant Base Range: Personal Effect: Your Charisma increases Base Duration: Permanent Saving Throw: None by +1. Description: Your Charisma ability score increases Limitations: Class 1: You are so attractive and distinctive that using the Disguise skill is impossible. Class 2: The heightened Charisma only lasts so long. You can only be superhumanly charming for an hour a day. Class 3: Another ability score of your choice is lowered by the same amount Charisma is raised.
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Superhuman Intelligence
Prerequisites: Int 13+, Intelligence Activation Time: Constant Base Range: Personal Target: Your Intelligence increases Base Duration: Permanent Saving Throw: None by +1. Description: Your Intelligence ability score increases Limitations: Class 1: The increased brain capacity gained from this power causes your head to grow to a noticeably large size. Class 2: The heightened Intelligence only lasts so long. You can only be superhumanly smart for an hour a day. Class 3: Intelligence gained through this power has no effect on the amount of skill points gained per level. Stacking: Your Intelligence ability score increases by an additional +1.
Superhuman Constitution
Prerequisites: Con 13+, Constitution Activation Time: Constant Base Range: Personal Effect: Your Constitution increases Base Duration: Permanent Saving Throw: None by +1. Description: Your Constitution ability score increases Limitations: Class 1: The increased Constitution from this power does not increase your Fortitude saving throw against a common toxin. Class 2: This power causes your sense of pain to be deadened. You hit points are secretly kept track of by the GM, although you do have a very rough idea of how hurt you are. Class 3: The increased Constitution modier does not retroactively increase your hit points for hit dice already rolled. Stacking: Your Constitution ability score increases by an additional +1.
Superhuman Lift
Prerequisites: Str 13+, Strength Activation Time: Constant Base Range: Personal Effect: Your carrying capacity increases Base Duration: Permanent Saving Throw: None Description: A multiplier is added to your Strength ability score for purposes of lifting and carrying capacity. As an example, a person with 15 Strength can lift a maximum of 200 pounds over their head. A person with 15 Strength and this power could lift 1,600 pounds over their head as much weight as a person with 30 Strength could. Limitations: Class 1: Your amazing lifting powers are in short supply, and can only be used a number of minutes per day equal to your Strength modier. This time need not be spent consecutively. Class 2: Hefting large amounts of weight requires preparation and concentration, similar to a weightlifter in competition. Lifting anything more than a light load is a fullround action for you. Class 3: The multiplier isnt added to your Strength, but to how much you can lift. A person with 15 Strength, Superhuman Lift, and this limitation would be able to put 400 pounds over their head.
Superhuman Dexterity
Prerequisites: Dex 13+, Dexterity Activation Time: Constant Base Range: Personal Effect: Your Dexterity increases Base Duration: Permanent Saving Throw: None by +1. Description: Your Dexterity ability score increases Limitations: Class 1: Your increased exibility now will cost you later in life. All the penalties associated with aging are doubled for you. Class 2: Your heightened Dexterity has no effect on your Reex saving throw. Class 3: Your heightened Dexterity has no effect on your Defense. Stacking: Your Dexterity ability score increases by an additional +1.
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Superhuman Running
Prerequisite: Travel Activation Time: Constant Base Range: Personal Effect: Your land movement rate increases Base Duration: Permanent Saving Throw: None Description: Your base speed for movement on land is doubled. All the modiers and options for land movement still apply. Limitations: Class 1: You take 1 subdual damage every round Superhuman Running is used from excessive fatigue. Class 2: This power only applies when you are actually using the run action (moving at x3 base speed or higher). Class 3: You have no resistance to windburn, and are effectively blind while this power is in use. Special: This power can be used in conjunction with the Run general feat. Your increased movement will also affect the distance you can cover with the Jump skill. Your movement for other methods of moving, such as swimming, are not doubled with this power. Stacking: Your land speed is doubled again.
Superhuman Olfactory
Prerequisites: Wis 13+, Wisdom Activation Time: Constant Base Range: Personal Effect: Your sense of smell and taste are greatly increased Base Duration: Permanent Saving Throw: None Description: Your sense of smell and taste are incredibly acute, giving you abilities most others do not have. You can identify familiar odors and tastes as easily as others do familiar sights. Scents can be recognized at a distance of up to 30 feet, giving you the ability to know if someone youve met before is near (though you cant pinpoint their exact location simply through using this power). If you succeed in a Wisdom check (DC 10), you can identify all the familiar ingredients of something you taste. If you succeed in a DC 20 Wisdom check, you can accurately gauge the ingredient amounts in what you taste. This power also gives you a +2 power bonus to any skill check or saving throw where scent or taste are involved. Examples of this could include a Spot check to notice a house is lled with natural gas before entering or a Fortitude saving throw against an ingested poison. Limitations: Class 1: You dont have an improved sense of taste. Class 2: You dont have an improved sense of smell. Class 3: This power actually makes you more vulnerable to scents and tastes, giving you a 2 penalty to any skill check or saving throw involving these senses. Special: This power also allows you to lter out unpleasant odors and tastes, so you neednt worry about constantly being overpowered by surrounding stenches. Stacking: A multiplier is added to the range at which you can recognize scents, and to your Wisdom modier for identifying tastes, and to the bonus you receive to skill checks and saving throws involving scent or taste.
Superhuman Strength
Prerequisites: Str 13+, Strength Activation Time: Constant Base Range: Personal Effect: Your Strength increases Base Duration: Permanent Saving Throw: None Description: Your Strength ability score increases by +1. Limitations: Class 1: This power does not increase your carrying capacity (and the power Superhuman Lift may not be selected). Class 2: Heightened Strength comes at the cost of exibility. You permanently lose 1 Dexterity every time this power is selected. Class 3: You are so strong you have difculty handling anything with a delicate touch. Every time you handle an object or creature, you make an unintentional unarmed attack or break attempt against it every round. Stacking: Your Strength ability score increases by an additional +1.
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Superhuman Touch
Prerequisites: Wis 13+, Wisdom Activation Time: Constant Base Range: Personal Effect: You have increased tactile senses Base Duration: Permanent Saving Throw: None Description: Your tactile senses are far beyond that of normal people. You can identify familiar textures as easily as others do familiar sights. By handling objects, you can easily discern the most miniscule of structural imperfections, sense even a minute change in temperature, feel the slightest of vibrations, and recognize even the smallest alteration. This power will function through clothing. This heightened sensitivity gives you a +4 power bonus to any skill check or saving throw where touch plays an important role. Examples of this could include a Fortitude saving throw against contact poison, a Disable Device check to feel when a vault doors tumblers fall into place, or noticing the small seam of a secret door in a wall with the Search skill. Limitations: Class 1: The power doesnt function through clothing. Class 2: A heightened sense of pain comes with this power, causing you to make a Fortitude saving throw every time you are hit (DC equal to the damage taken) or be stunned for 1 round. You do not get the +4 bonus from this power to the saving throw. Class 3: This power provides no bonus to skill checks or saving throws, allowing you only to recognize familiar textures. Stacking: A multiplier is added to the bonus you receive for skill checks and saving throws involving touch.
Superhuman Throw
Prerequisites: Str 15+, Strength, Dex 13+ Activation Time: Constant Base Range: See text Effect: You are adept at tossing heavy, improvised projectiles Base Duration: Permanent Saving Throw: None Description: You can throw anything that would be a light load for you, regardless of its size. The range increment of these improvised projectile weapons is 30 feet, you are considered procient in their use, and they deal twice as much damage as normal (with your Strength modier added after the multiplier). Limitations: Class 1: You can only throw in a catapult-like fashion, making it impossible to strike anyone within 20 feet with an improvised projectile.
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Superhuman Wisdom
Prerequisites: Wis 13+, Wisdom Activation Time: Constant Base Range: Personal Effect: Your Wisdom increases Base Duration: Permanent Saving Throw: None Description: Your Wisdom ability score increases by +1. Limitations: Class 1: You become overly contemplative, and spend all your spare time simply thinking. Class 2: Increased Wisdom through this power does not modify your Will saving throw. Class 3: The insights you gain are overwhelmingly distracting. For every Wisdom point you gain with this power, you subtract an equal amount from all initiative rolls. Stacking: Your Wisdom ability score increases by an additional +1.
Superhuman Vision
Prerequisites: Wis 13+, Wisdom Activation Time: Constant Base Range: Personal Effect: You can see both very far and very close Base Duration: Permanent Saving Throw: None Description: In a sense, Superhuman Vision gives you two powers: telescopic vision and microscopic vision. You can see things both up to twice as far and twice as close as a normal human. Your vision is crystal clear within your range. This power aids you with both Search and Spot checks. Any distance modiers or limits for these powers are doubled. In the case of Search, you can use the skill when within 20 feet of the object or surface to be examined, rather than 10 feet. For Spot, the penalty for distance is 1 per 20 feet, rather than 10 feet. Limitations: Class 1: You have only telescopic vision.
Superior Evasion
Prerequisites: Dex 19+, Dexterity, Evasion Activation Time: Constant Base Range: Personal Effect: You always avoids damage on Reex saves Base Duration: Permanent Saving Throw: None Description: This power functions like Evasion, except that you take half damage on a failed Reex saving throw, and none on a successful saving throw.
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Telekinesis
Prerequisites: Int 13+, Intelligence Activation Time: Attack Base Range: Short (25 ft. + 5 ft./2 levels) ft cube Target: One creature or object no bigger than one 5Base Duration: Concentration Saving Throw: Fortitude negates Description: Distant objects can be moved through force of will with Telekinesis. You can lift, push, pull, or move anything within range and target limitation as if your Intelligence were a Strength score. For example, a hero with 18 Intelligence could use Telekinesis to lift as much as a person with 18 Strength could.
Telekinetic Ray
Prerequisites: Int 13+, Intelligence, Telekinesis Activation Time: Attack Base Range: Short (25 ft. + 5 ft./2 levels)
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Teleport
Prerequisites: Travel, Con 15+ Activation Time: Move-equivalent Base Range: Long (500 ft. + 50 ft./level) Target: You Base Duration: Instantaneous Saving Throw: Fortitude negates (harmless) Description: You can instantly transport yourself to another place within range. In addition to yourself, you can bring along anything you are touching, up to a light load as determined by your carrying capacity. Sentient creatures not wanting to Teleport with you receive a Fortitude saving throw to avoid traveling with you. Teleporting always works if the destination is a place you can see at the time the power is activated. Using this power in any other situation requires a Navigate skill check, with the DC dependant on your familiarity with where youre teleporting to. Familiarity Like home Visited often Seen before Accurate description Totally Unknown False destination Navigate DC 10 15 25 35 50 50*
Telepathy
Prerequisites: Cha 13+, Charisma Activation Time: Attack Base Range: Far (25 miles + 5 miles 2/levels) Target: One known creature Base Duration: Concentration Saving Throw: Will negates (harmless) Description: Telepathy allows you to communicate with other sentient beings through mental contact. More or less, you can talk to someone within range without actually speaking. You do not read the other persons mind, and the only way to extract information with Telepathy is in the same manner one would through conversation. To contact someone telepathically that is not in visual range, you must somehow be familiar with the target. This can be as simple as having seen the person on television, or having met the person at a party. Targets are innately aware that they are being contacted telepathically, and may choose to fail their saving throw to allow communication. Doing so does not make them any more vulnerable to other psychic powers. Telepathy does not give you the ability to speak any language you normally would not be able to. However, you may transmit mental pictures to get your point across. Successfully communicating in this fashion would require a Decipher Script or untrained Intelligence check (DC 15). Its worth noting that communications through Telepathy are directionless, and the voice in the targets head seemingly comes from all sides. Thus, telepathically telling someone to Look over here, or Follow my voice, is fruitless. Limitations: Class 1: You can only contact close friends and those you know very well. Class 2: You can only telepathically communicate through pictures. Class 3: You are empathic, and can only send and receive emotional states. Special: To contact more than one person simultaneously requires successive Concentration checks. Doing so does not set up a kind of telepathic conference call. Rather, you can speak to and receive messages from multiple
Like home is a place where you have been often and would feel at home. Visited often is a place you know well, either because youve been there many times or you have used other means (such as Clairvoyance) to study it. Seen before is a place that you have personally seen at least once. Accurate description is a place that you know only through someone elses description, a photograph, or by having seen it on television. Totally Unknown is a place that you have never seen before or had described to you. False destination is a place that doesnt exist. If you attempt to Teleport to a place thats beyond your range, you roll as if going to a false destination. If you fail the Navigate check, the power doesnt function. If you fail the Navigate check by 5 or more, you and everyone with you disappear for the round and take 1d10 points of
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Time Control
Prerequisite: Geoforce Activation Time: Attack Base Range: Innite Target: Everything Base Duration: Instantaneous Saving Throw: None Description: You are able to manipulate the ow of time, and rewind the world. When activated, time shifts back 1 round (6 seconds). All the things that happened in the last round are negated, and combat resumes after your initiative in the previous round. Essentially, this power allows a do over in combat. Time Control can be used again and again to keep rewinding time, but since the power can only be activated once per round, you are always working against the clock. You are not immune to your own power, and are reversed in time as well. However, you do remember what happened originally, giving you a chance to change what went wrong. Each use of this power costs you 1 action point. Limitations: Class 1: You dont remember what originally happened. You knows you used the power (because of the AP cost), but have no idea why. Selecting this limitation will require a player willing to role-play being clueless. Class 2: Using this power more than once per week risks attracting the attention of a time consortium that arrests people for abusing time shifting powers. Class 3: Activating this power is a full-round action. Special: You can only backtrack combat by full rounds. You cannot take combat back by half or partial rounds. Stacking: You may rewind time by an additional round. Thus, upon rst stacking this power, You could turn back the clock by up to 2 rounds. Another stacking would allow you to go back up to 3 rounds, and so on.
Tight Turning
Prerequisites: Travel, and any of the following powers: Burrowing, Flight, Superhuman Running, Spinning, Superhuman Swimming Activation Time: Constant Base Range: Personal Effect: You dont have to run in a straight line Base Duration: Permanent Saving Throw: None Description: You do not have to move in a straight line when performing the run or charge action. You also retains your Dexterity bonus to Defense while running. Limitations: Class 1: You still lose your Dexterity bonus to Defense while running. Class 2: You can only make turns of up to 45 degrees every 5 feet while running.
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Trample
Prerequisites: Str 15+, Strength, Power Attack, Improved Bull Rush, base attack +4 or higher Activation Time: See text Base Range: See text Target: See text Base Duration: Instantaneous Saving Throw: See text Description: When you attempt the overrun combat maneuver, foes cannot choose to avoid you. This power works in conjunction with other general and power feats that modify trip attempts and attacks, such as Improved Trip and Slam. Limitations: Class 1: This power cant be used with a partial charge. Class 2: You can only use Trample if the opponent is of a smaller size than you. Class 3: Foes may still opt to avoid your overrun attempt. Stacking: You can make one additional overrun attempt per round as long as it is from the same charge. Thus, if you successfully overrun one opponent, you could make an additional overrun attempt against the next person in your charging line as you continued to move.
Transfer Powers
Prerequisite: Power Activation Time: Attack Base Range: Touch Target: One target and one recipient, both of which must be within range Base Duration: 1 round/level Saving Throw: Fortitude negates Description: You are able to temporarily rob another being of their power feats, and transfer them to yourself or to another. If the target fails its Fortitude saving throw, it loses one of its power feats, and the chosen recipient automatically gains it in its totality (if the power is stacked, the recipient steals all the stacking bonuses as well). If you are aware of the powers of the target, you may choose which one to transfer. Otherwise, the power is rolled randomly.
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Unique Item
Prerequisite: None Description: Unique Item is not a power, but is a feat unique to heroes (and villains), and thus not on the general feat list. Either through diligence, a social connection, or pure luck, you acquire an item that may appear normal, but is in fact quite special. Upon selecting this feat, you gain an item that duplicates one (and only one) power as described under the Craft skill in Chapter 2, with a purchase DC value of up to 30. However, unlike an item created with this skill, you do not have to make any purchase or Craft checks to gain the item, and do not have to create any kind of limitation on the items use (other than you having the item in your possession to use it). Additionally, the item is attuned only to you. Others can use the items mundane functions, but not its powers. For example, if you had a sword that allowed you to Nullify Powers, others could still use it as a sword but could not cancel power feats. Choosing to have your powers granted through Unique Items does have its drawbacks. Just because you possesses this item does not mean you know how to repair it if becomes damaged or broken. Neither are there any inherent safeguards in the item that prevent it from being stolen. Limitations: As the powers invested in the item. Stacking: You acquire another Unique Item, or increase the value of a Unique Item you already have by +10 (Unique Items forgo the rule listed under Craft from improving already existing items that duplicate powers).
Travel
Prerequisite: None Activation Time: Constant Base Range: Personal Effect: You may choose powers with this as a prerequisite Base Duration: Permanent Saving Throw: None Description: This feat is a prerequisite for all powers in the Travel category. Your base speed increases by 10 feet when this power feat is selected. Travel powers normally only affect the hero and not other people, but if a saving throw is called for against a Travel power, the save DC is equal to 10 + half your characters level + the your Dexterity modier. Limitations: Class 1: Your base speed increases by 5 feet whenever this feat is selected. Class 2: Your base speed doesnt increase whenever this feat is selected. Class 3: You can never choose powers with this as a prerequisite. Stacking: Your base speed increases by another 10 feet.
Vampire
Prerequisite: Life Activation Time: Attack Base Range: Touch Target: One living creature Base Duration: 1 round/level (see text) Saving Throw: Fortitude negates Description: By stealing the life force of others, you can sustain yourself and make yourself stronger. If you succeed in a melee touch attack against a target, and the victim fails its Fortitude saving throw, you drain either 1d6 hit points or 1 ability point (chosen when this power is rst selected) from the target. Drained hit points or ability scores are immediately converted to temporary bonuses of the same type for you. Thus, if you drained 1d6 hit points from a target, you would instantly gain 1d6 temporary hit points. If you drained 1 Charisma, he would instantly gain 1 temporary Charisma point. These bonuses last for 1 round per character level you possess. Any damage to your hit points or abilities
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Wave
Prerequisites: Geoforce, Elemental Control: Water Activation Time: Attack Base Range: Short (25 ft. + 5 ft./2 levels) Target: A 5-ft wide path emanating from you Base Duration: Instantaneous Saving Throw: Reex negates Description: You create a 5-foot wide wave that pushes back creatures and objects in the water. The Wave begins in front of you, and travels out is a straight line away from you to the range limit. Any creature on this path must make a Reex saving throw or be pushed back to the range limit of the power. Objects not rmly connected to the ground or anchored in some other fashion, no matter how large, are pushed back as well. Should the wave meet land, be it a beach or a sea oor, all objects and creatures caught in the wave take damage as if they had fallen a distance equal to the length pushed. If there are multiple creatures and objects that get pushed back, the thing closest to you is in the rst space at the terminus of the powers range, the second closest thing is behind the rst space, the third closest is behind the second, and so on. This power can only be used in water that is deeper than 5 feet. This power will function underwater, creating an undertow. Limitations: Class 1: This power can only be used on the waters surface or underwater, but not both. Class 2: Targets get to add their ranks in Swim to their saving throws. Class 3: This power cant be used to push things ashore. Special: This power can be used against liquid constructs (such as water elementals) to make bull rush attacks from a distance. You simply target any liquid construct within range, and makes an opposed Wisdom check against the defenders Strength check. The result acts as the bull rush maneuver, with this power acting as a Medium-size charging
Venomous
Prerequisites: Self, Con 13+ Activation Time: See text Base Range: Touch Target: One living creature Base Duration: As poison Saving Throw: Fortitude negates Description: When selecting this power, you also select which ability score (Str, Dex, Con, Int, Wis, or Cha) your poison damages. Your venom deals 1d6 temporary damage to the selected ability score, and another 1d6 temporary damage 1 minute later. Once per round, as a free action, you may declare one of your unarmed melee attacks to be venomous before making the attack roll. If it hits, the target is poisoned and must make a Fortitude saving throw to avoid the initial damage, and another Fortitude saving throw to avoid the secondary damage if the rst saving throw was failed. Limitations: Class 1: Your poison does not have secondary damage. Class 2: Making a venomous attack is a full attack action.
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Whirlwind
Blast Prerequisites: Geoforce, Elemental Control: Air, Air Activation Time: Attack Base Range: Short (25 ft. + 5 ft./2 levels) Area: One cyclone 5 ft wide at base, 10 ft tall, 10 ft wide at top Base Duration: Concentration Saving Throw: Reex negates (see text) Description: You are able to create a miniature tornado that can be used to sweep others off their feet. This cyclone moves along the ground or over water at a speed of up to 30 feet per round. You direct the Whirlwinds movement during your initiative. If you do not move the Whirlwind but continue concentrating, it remains stationary. Any creature that could t within the dimensions of the Whirlwind must make a Reex saving throw if they come into contact with it. If the saving throw is failed, the creature takes 2d6 nonlethal damage, and must make a second saving throw. If this second save is failed as well, the creature is swept into the Whirlwind. Creatures swept up take 1d6 lethal damage per round, and move wherever the Whirlwind does. Trapped creatures may make a Reex saving throw every round to escape the Whirlwind, or you may eject any trapped person whenever you wish. If the Whirlwind moves beyond your range or you cease concentrating, it dissipates immediately. Limitations: Class 1: The Whirlwind cannot move over water. Class 2: The Whirlwind can only harm and sweep up creatures half as tall as it. Class 3: The Whirlwind cannot sweep up creatures. Special: Even creatures immune to nonlethal damage must make saving throws to avoid being swept up. You can also elect to pick up unattended objects with this power that t within the Whirlwinds dimensions and arent rmly attached to anything else. Stacking: You may increase the range (to medium), or add a multiplier to the Whirlwinds dimensions (10-ft diameter base, 20 ft tall, 20 ft wide at top with rst stacking; 15-ft diameter base, 30 ft tall, 30 ft wide at top with second stacking; and so on).
Whirlpool
Prerequisites: Geoforce, Elemental Control: Water Activation Time: Attack Base Range: Medium (100 ft. + 10 ft./level) Area: One whirlpool 5 ft wide at base, 10 ft tall, 10 ft wide at top Base Duration: Concentration Saving Throw: Reex negates (see text) Description: You are able to create a small water vortex that can be used to move and sink creatures and objects in the sea. The Whirlpool moves through water, with its top possibly touching the waters surface, at a speed of up to 60 feet per round. You direct the Whirlpools movement during your initiative. If you do not move the Whirlpool but continue concentrating, it remains stationary. Any creature that could t within the dimensions of the Whirlpool must make a Reex saving throw if they come into contact with it. If the saving throw is failed, the creature takes 2d6 nonlethal damage, and must make a second saving throw. If this second save is failed as well, the creature is sucked into the Whirlpool. Creatures sucked in take 1d6 lethal damage per round, move wherever the Whirlpool does, and are considered underwater and may drown. Trapped creatures may make a Reex saving throw every round to escape the Whirlpool, or you may eject any trapped creature whenever you wish. If the Whirlpool moves beyond your range or you cease concentrating, it disappears immediately. Limitations: Class 1: The Whirlpool cant suck in objects. Class 2: The Whirlpool cant touch the surface of the water. Class 3: The Whirlpool cannot suck in creatures. Special: Even creatures immune to nonlethal damage must make saving throws to avoid being sucked in. You can also elect to suck in objects with this power that t within the Whirlpools dimensions and arent rmly attached to anything else. Stacking: You may add a multiplier to the Whirlpools dimensions (10-ft diameter base, 20 ft tall, 20 ft wide at top with rst stacking; 15-ft diameter base, 30 ft tall, 30 ft wide at top with second stacking; and so on).
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X-Ray Vision
Prerequisites: Wis 15+, Wisdom Activation Time: Attack Base Range: Personal Area: 100 square feet/round Base Duration: Concentration Saving Throw: None Description: Although you do not actually emit Xrays, you are able to see through otherwise opaque materials. When being used, this power doesnt make everything within your visual range crystalline. Rather, you scan an area of up to 100 square feet per round (10 feet by 10 feet, 5 feet by 20 feet, etc.). X-Ray Vision penetrates up to 1 inch of material per character level you possess. If the target of your examination is thicker than this, you can see no further. X-Ray Vision makes seen through material the consistency of glass to your senses, thereby potentially lighting interiors that might otherwise be dark. Limitations: Class 1: This power actually does emit X-rays that cause harm, albeit subtle, to all living things examined by you. Class 2: There is a commonly occurring material, such as lead, that your X-Ray Vision cannot penetrate. Class 3: Using this power is physically draining, causing 1 point of temporary Constitution damage to you for every minute (not necessarily consecutive) that you use it. Stacking: A multiplier may be added to the area you can scan per round, or a multiplier may be added to your character level for purposes of determining the thickness of material that can be seen through with this power.
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Limitations
A limitation is a drawback or quirk associated with one of your powers. A hero that selects no power feats has no limitations. Nearly every entry in Chapter Four: Powers gave three possible limitations that could come with having that particular super ability. Those listings arent meant to show the entire range of possibilities, however. Although you are more than welcome to use the given examples, they are actually meant to serve as guidelines for gauging the severity of other limitations that you and your gamemaster come up with. Limitations are given a ranking, known as class, between 1 and 4. In general, class 1 limitations are generally a small quirk that would, at best, be a minor annoyance to you. Class
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Weakness
Class 1 2 3 4 5 6 7 8 9 10 General Guideline Something that comes up rarely, and when it does gives you a minor penalty. Something that could happen regularly and cause a minor penalty. Something that could happen regularly and cause a moderate penalty. Something that does happen often and causes a minor penalty. Something that does happen often and causes a moderate penalty. Something that comes up rarely, but has potentially debilitating and/or deadly consequences. Something that could happen regularly and have potentially debilitating and/or deadly consequences. Something that does happen regularly with debilitating and/or deadly consequences. Something that happens often with debilitating and/ore deadly consequences. Limits you so severely, it makes life extremely difcult, or even potentially deadly, at all times.
Weaknesses must be selected when rst creating your hero, and should be done so with an air of caution. They are a rm restriction on your capabilities that cannot be ignored or gotten rid of. Once chosen, a weakness should be a constant (or at the very least persistent), thorn in your side. Like limitations, there are no hard and fast rules for weaknesses, and the examples below are meant more as guidelines than absolutes. Many times, the severity of a weakness will depend on the planned campaign style of the GM. A severe phobia of space travel might barely register as a class 1 weakness (if that) in a campaign that is to be decidedly earthbound, but could easily rank as class 5 in a series of adventures involving constant planet hopping. Players are encouraged to come up with unique weaknesses for their heroes, but in all cases the GM is the nal arbitrator of the class assigned to a weakness.
Weaknesses
Whereas limitations affect only certain abilities you have, weaknesses are restrictions or afictions that arent related to a power but to your physiology and/or psyche, potentially affecting you at all times in everything you do. Examples of weaknesses include becoming exhausted through exposure to a rare material, suffering some type of permanent insanity, a vulnerability to certain powers, and being bound to a wheelchair. Class rankings are given to weaknesses in the same manner as limitations. However, since weaknesses are constantly with the hero no matter what he is attempting, their rankings go higher than that of limitations, with the highest class being 10.
Example Weaknesses
It would be nigh-impossible to create a complete list of all the examples of weaknesses given in comics. Instead, presented here are some of the more common ones to assist
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Alter Ego
Class 1: A person with a secret identity has a costume they take on and off to assume their heroic persona, but they still have all their abilities and powers with or without the costume. A hero with an alter ego may also have a costume, but also physically changes from a person with no powers into their heroic persona, and back again. In game terms, you are able to remove and regain the super template at will as a fullround action. Your alter ego (the super version of you) may look entirely different, or quite the same. When regaining the super template, you always gain the same abilities that you had previously chosen you do not choose new power feats every time you transform into your alter ego. Class 2: As class 1, but the transformations require some kind of medicine, drug, ceremony, or other chemical or ritual. If you are somehow denied access to this, you cannot change to and from your alter ego. Class 4: As class 1, but the transformations take place in a consistent fashion thats out of your control. Examples of transformation times include at night, during the day, during a full moon, or seasonally. Class 6: As class 1, but the two personas suffer from a Jekyll and Hyde-type conict. One is good, the other evil (or one smart, and the other stupid; or some similar dichotomy) and both will do their best not to transform into the other. This weakness requires a lot of roleplaying, and should be approved only if the GM feels it wont upset the campaign. Class 8: As class 2, but the item or ritual required to transform into your alter ego is difcult and/or expensive to attain or perform. Additionally, you can only retain the super template for one hour once youre transformed. When the hour is up, you immediately lose the super template. Class 10: As class 1, but the transformations are completely out of your control, often occurring at inopportune, potentially harmful, times.
Allergy
Class 1: There is a rare material or energy (such as Einsteinium or cosmic rays) which has the potential to disrupt your physiology whenever youre in its presence. Whenever you hit by the material or energy in question, you must make a Fortitude saving throw (DC 15) or become sickened for 5 rounds. Sickened characters suffer a -2 penalty on all attack rolls, unarmed and weapon damage rolls, saving throws, skill checks, and ability checks. Class 2: As class 1, but the material or energy you are allergic to is much more common, such as aluminum or re. Class 3: As class 2, but if you fail your Fortitude saving throw when hit by the common material or energy, you become fatigued. When fatigued, if you fail your saving throw when hit by the common material or energy, you become exhausted. Fatigue and exhaustion require long periods of uninterrupted rest to recover from. Class 4: When you are within 30 feet of a common material (such as gold), you must make a Fortitude saving throw (DC 20) or be sickened for as long as you remain near the material. Once you get more than 30 feet away from it, you get another saving throw each round to recover. Class 5: As class 4, but if you fail your Fortitude saving throw you become fatigued. If you are still within range of the material when fatigued, you must make a Fortitude saving throw or become exhausted. Fatigue and exhaustion require long periods of uninterrupted rest to recover from. Class 6: As class 1, but if you fail your Fortitude saving throw (DC 25) you are immediately disabled. Class 7: As class 6, but the material or energy you are allergic to is much more common, such as iron or radiation. Class 8: As class 4, but if you fail your Fortitude saving throw (DC 25) you are immediately disabled. Class 9: As class 8, but if you fail your Fortitude saving throw (DC 30) you are reduced to -1 hit point and are dying. It is impossible for you to stabilize or be healed by any means while still within range of the material. Class 10: You are allergic to something constantly present in the atmosphere, and must wear a protective environmental suit at all times. If this protection is in any way compromised
Clumsy
Class 1: You suffer a 1 penalty to Dexterity. Dexterity may never be increased through level gains or powers. If such an impairment would drop your Dexterity below 1, this weakness cannot be selected. Class 2: As class 1, but with a 2 penalty to Dexterity. Class 3: As class 1, but with a 3 penalty to Dexterity. Class 4: As class 1, but with a 4 penalty to Dexterity. Class 5: As class 1, but with a 5 penalty to Dexterity. Class 6: As class 1, but with a 6 penalty to Dexterity. Class 7: As class 1, but with a 7 penalty to Dexterity. Class 8: As class 1, but with a 8 penalty to Dexterity.
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Environmentally Dependant
Class 1: Due to your physiology, you are only at home in a certain odd and specic environment, such as underwater or in space. You suffer a loss of 1 Strength, Dexterity, and Constitution per day you are out of your preferred surroundings. This ability loss cannot be healed or regained until you return to the environment your body is compatible with. Class 4: As class 1, but you lose 1 Strength, Dexterity, and Constitution per hour you are out of your environment. Class 8: As class 1, but you lose 1 Strength, Dexterity, and Constitution per minute you are out of your environment. Class 10: As class 1, but you lose 1 Strength, Dexterity, and Constitution per round you are out of your environment.
Inept Combatant
Class 2: You suffer a permanent -1 penalty to your Base Attack Bonus. Class 4: You suffer a permanent -2 penalty to your Base Attack Bonus. Class 6: You suffer a permanent -3 penalty to your Base Attack Bonus. Class 8: You suffer a permanent -4 penalty to your Base Attack Bonus. Class 10: You suffer a permanent -5 penalty to your Base Attack Bonus.
Feeble
As Clumsy, but the penalty applies to Strength.
Frail
Class 2: You always roll the next lower die type for hit points. For example, if you were in a class that normally rolled 1d10 each level for hit points, you would roll 1d8. Your 1stlevel hit points are lowered accordingly. Hit die reductions below 1d4 go down to 1d3, 1d2, and then to only 1 hit point per level. Class 4: As class 2, but you roll two die types lower. Class 6: As class 2, but you roll three die types lower. Class 8: As class 2, but you roll four die types lower.
Neurosis
Class 2: When in the presence of a certain object, creature, or situation (such as a tightly enclosed space or being in the dark), you must make a Will saving throw (DC 15) or become shaken. You neednt make a Will saving throw for every round you are faced with thing you are frightened by, only the rst time it occurs. If the saving throw is failed, you remain shaken until the object, creature or situation is gone from your presence. Class 3: As class 2, but you do have to make a saving throw every round the thing you fear is in your presence or become shaken. Class 5: As class 2, but if you fail your Will saving throw (DC 20), you become panicked. Class 6: As class 3, but if you fail your Will saving throw (DC 20), you become panicked. Class 8: As class 2, but if you fail your Will saving throw (DC 30), you cower until the thing you fear is out of your presence. Class 10: As class 8, but you must make a Will saving throw every round the thing you fear is in your presence or cower.
Gullible
As Clumsy, but the penalty applies to Wisdom.
Hazy Memory
Class 1: Your past is a mystery, both to others and yourself. You gain 4 less skill points at rst level, and 1 less skill point each level beyond rst. If this reduction combined with your Intelligence modier would cause you to gain less than 1 skill point per level, it may not be selected. Class 2: As class 1, but you gain 8 less skill points at rst level, and 2 less skill points each level beyond rst. Class 3: As class 1, but you gain 12 less skill points at rst level, and 3 less skill points each level beyond rst. Class 4: As class 1, but you gain 16 less skill points at rst level, and 4 less skill points each level beyond rst. Class 5: As class 1, but you gain 20 less skill points at rst level, and 5 less skill points each level beyond rst. Class 6: As class 1, but you gain 24 less skill points at rst level, and 6 less skill points each level beyond rst.
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Uncommon Toxin
Class 1: A material that is normally safe for others is harmful to you. Examples might include milk or silver. Whenever you ingest, inhale, or are injured by this material, it acts as a poison with a save DC of 12, and initial and secondary damage of 1d2 Constitution. Class 2: As class 1, but poison save DC is 14, and initial and secondary damage is 1d3 Constitution. Class 3: As class 1, but poison save DC is 16, and initial and secondary damage is 1d4 Constitution. Class 4: As class 1, but poison save DC is 18, and initial and secondary damage is 1d6 Constitution. Class 5: As class 1, but poison save DC is 20, and initial and secondary damage is 2d4 Constitution. Class 7: As class 1, but poison save DC is 25, and initial and secondary damage is 2d6 Constitution. Class 8: As class 1, but poison save DC is 30, and initial and secondary damage is 2d8 Constitution. Class 10: As class 1, but poison save DC is 35, and initial and secondary damage is 3d6 Constitution.
Power Association
Class 2: You have an item or place that is the source of your powers. If you are unable to interact with this item or place for at least one minute each day, you lose one power feat (of your choice). For each day that passes where you do not interact with this item or place, you lose an additional power feat. It is worth noting, that you do not have any kind of special connection with this item or place that allows you to sense if it is nearby. Class 5: As class 2, but you must interact with the item for at least one minute each hour, or lose a power feat for each hour that passes where you do not. Class 10: As class 1, but you must constantly be in contact with the item or place in question. For each minute that passes where you are not in contact with the item or place, you lose one power feat.
Vulnerability
Class 1: You suffer a permanent -1 penalty to either your Fortitude, Reex or Will saving throw. This weakness can be selected multiple times, with the penalties applied to a different saving throw. Class 2: As class 1, but you suffer a -2 penalty to one of your saving throws. Class 3: As class 1, but you suffer a -3 penalty to one of your saving throws. Class 4: As class 1, but you suffer a -4 penalty to one of your saving throws. Class 5: As class 1, but you suffer a -5 penalty to one of your saving throws.
Sickly
As Clumsy, but the penalty applies to Constitution.
Sluggish
Class 1: Your base speed is 25 feet, and this cannot be increased by any feats or abilities. This lowered speed applies to all forms of movement. Thus, a character with this weakness and Flight would y at a speed of 25 feet as well. Class 2: As class 1, but your base speed is 20 feet. Class 4: As class 1, but your base speed is 15 feet. Class 6: As class 1, but your base speed is 10 feet. Class 8: As class 1, but your base speed is 5 feet. Class 10: As class 6, but you are wheelchair bound or in some way unable to move without assistance. You do not have a move action in combat, and must use your attack action to move. You are also unable to take a full attack action.
Stupid
As Clumsy, but the penalty applies to Intelligence.
Ugly
As Clumsy, but the penalty applies to Charisma.
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touch attack roll is made against a target, that creature must immediately make a saving throw against whatever type of poison and/or gas the guns canister contains. The gas gun can re 5 such blasts before needing to be reloaded with a replacement canister. Gas gun canisters can be lled with any type of inhaled poison. The cost of buying or creating an inhaled poison for the gas gun is not included in the purchase DC of the gun or its ammunition. Grapple Gun: A favorite device of heroes who like to swing around town, the grapple gun is a pistol-like device that res a thin, metal wire cord with a grappling device on the end. The devices maximum range is 100 feet, and it will automatically attach to any hard surface it connects with. A grapple guns cord is retracted at the press of a button, and pulls with a Strength of 18 (able to lift 300 pounds). Normally, the cord retracts at a high rate so it is ready for use again in the next round (retracting the cord is a free action). Heroes can slow a grapple guns retraction rate if desired. This allows heroes to use the Swing skill (described under Climb in Chapter 2: Skills) in any situation, and to use the skill to travel straight up with ease. In a jam, a grapple gun can be used as a weapon. The grapple gun doesnt act as a makeshift harpoon, it simply does damage. It can also be used to make trip attacks as a chain. The cord of the grapple gun has a hardness of 3, and 1 hit point.
Item Descriptions
Gas Gun: The gas gun res a thin, concentrated blast of gas that targets only one creature. If a successful ranged
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Action Points
Despite all their unheard of abilities, there will always come a point in every heros career where theyll wish they could push their powers just a little bit further. In addition to the standard uses for action points, characters with power feats can spend 1 action point to stack one of their powers for 1 round. The hero selects the power he needs to push further, then gets to choose a single stacking benet for that power. Unlike all the other rules presented in this book, using action points to gain temporary power stacking benets can only be performed by heroes. Those whose reputations give them a villainous slant cannot use this ability.
Activating Powers
All the pertinent details of a power, such as where it will take effect or whom it will be targeted against, must be made when the hero begins activating it. For powers with standard activation time, this is usually no problem since their effects occur during the characters turn. For powers that take a full round or longer to activate, these decisions can be very important since the situation could change by the time the power is activated. Should a power no longer be viable when activated, the heros effort cannot be redened and the time spent activating the power may be wasted. For example, say Mummy Brain wants to use Possession
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Death
In role-playing games, part of the excitement and tension derived from combat comes from the ever-present risk of your character dying. In comic books, however, death is usually nothing more than a temporary setback. As an option, when a major hero or villain meets their apparent demise, GMs should make the circumstances of their death somehow mysterious. Rather than have a character drop dead from a barrage of bullets, perhaps they could reel back
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How Fast Am I?
A question that will invariably come up for those with Travel powers, and the easiest way to gauge speed is to think of it in miles per hour. A characters movement rate divided by 10 is how fast he moves in miles per hour. Thus, a character with a ight speed of 80 feet per round moves at 8 miles per hour. This assumes, however, that the hero is traveling at a rate that can be easily maintained. A character can double, triple or quadruple their speed by continually taking double move or run actions, but maintaining these speeds long term can be difcult. For every full minute that a character runs (moving at x3 or x4 their speed), he must make a Fortitude save (DC 10 + 1 for each minute of running) or become fatigued. If the character is already fatigued, he becomes exhausted. If he is already exhausted, he becomes unconscious. Continually traveling at double speed is easier. The hero must make a Fortitude save (DC 10 + 1 for each hour of double movement) or become fatigued, exhausted or unconscious as above. Bonuses from Endurance feats do count toward these saving throws. Constructs, though not alive, can still wear themselves down and must make saves to maintain high movement.
Movement Powers
Many of the power feats under the Travel access feat give characters new or improved forms of locomotion, such as ight or the ability to run incredibly fast. Unless the power description (or a limitation) says otherwise, moving in these new ways comes as easy to the hero as walking, and such movement takes as much time and concentration in the combat round as standard movement. Thus, a character with Flight may move 30 feet straight up and make an attack as easily as a non-powered person could move 30 feet on land and make an attack. By the same token, the character with Flight could perform a double move or run action, and would have his movement hampered by heavy armor. Characters can also combine their different forms of movement into one move action. Just as a character with no Travel powers could run 20 feet and jump 10 feet as a move action,
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- Anyone potentially affected by the power, either directly or indirectly, gets a saving throw to negate or escape the effect. - What works for heroes works for villains, and their own tricks may be used against them someday.
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