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HEROES AND VILLAINS

HEROES AND VILLAINS

Heroes & Villains


A Roleplaying Game of Super Proportions
By

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).

Designation Of Open Game Content

HEROES AND VILLAINS

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.

TABLE 1-a: ARCHETYPE ABILITY ADJUSTMENTS


Archetype Human Alien Construct Mechanical Mutant Ability Adjustments None +2 Intelligence, -2 Wisdom +2 Constitution, -2 Intelligence +2 Strength, -2 Dexterity +2 Dexterity, -4 Charisma

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.

- Humans gain one extra power feat at 1st level.

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

HEROES AND VILLAINS


any being that dees all conventions of physiology simply by existing. If the creature in question is mobile and sentient, but not alive by any medical denition, its probably a construct. A creature composed entirely rock, water, energy, or plants would be a construct, as would Frankensteins monster or a swarm of bees that took humanoid form and started talking. Despite their utterly non-human nature, constructs still normally take on a more or less humanoid shape. The powers a construct has are usually related to its unique composition, and players who choose this as their archetype may want to gure out what their character can do before deciding what exactly it is. Construct Archetype Traits - +2 Constitution, -2 Intelligence. A constructs unnatural form gives it great resilience, but hampers its ability to think clearly. - Constructs are immune to any power in the Charisma or Life categories (although a construct may still possess these powers). The physiology of the construct simply make it immune to such attacks. - Immune to poison, disease, nonlethal damage, critical hits, and death from massive damage. Constructs cannot be knocked out, and any subdual attacks against them will not harm them in the least. The only way to stop a construct from moving is to destroy it. When reduced to 0 hit points or less, a construct is destroyed (killed). - Can only be healed through time. No conventional method of rst aid will work on a construct, though the construct does heal naturally at a rate equal to that of a human. GMs may deem that another appropriate skill acts as Treat Injury for the character, such as Repair for robots. - Special susceptibilities. Powers related to the constructs form can have devastating effects on the character. Constructs made of an energy type are vulnerable to many powers with the Energy prerequisite, just as a being composed of solid rock would be at the mercy of many Matter powers. The exact results of such uses are usually described under the powers themselves, and GMs are encouraged to think up unique susceptibilities based on constructs composition. Regardless of the specics, constructs always suffer a -4 archetype penalty to their saving throws or checks against such attacks. - No native language. Constructs must spend a skill point on Speak Language to communicate. Those that do not are considered mute. anyone whose powers are explained through devices in, on, or around the body without having a body consisting entirely of machines are considered mechanical. Robots, or any hero made up entirely of mechanical parts, would be considered of the construct archetype. Mechanical Archetype Traits - +2 Strength, -2 Dexterity. Mechanized additions to the body give increased physical power, but often at the cost of mobility. - Armored Body. Mechanicals may select Armored as a general or power feat, but must also select a limitation that makes the armor permanent or a suit that must be donned. The mechanical hero does not need the Self prerequisite to select Armored. Should the hero choose to have this power represent a suit of armor that must be worn, the hero gains the appropriate Armor Prociency feat for free. - Self-Repair. No matter the exact nature of the hero, the characters mechanical parts are assumed to heal at a rate equal to his body. - +2 archetype bonus on saving throws against poison and disease. Devices added to the body are often superior to a body left to its own devices. - +2 archetype bonus on Computer Use, Disable Device, and Repair checks. The mechanical hero is intimately familiar with the intricacies of machines. - Immune to all powers with the Power prerequisite. Since all of the characters abilities are gained through the aid of machinery, mechanical archetypes cannot be affected by these powers, with the possible exception (GMs option) of Bestow Powers. - Magnetism vulnerability. Having so many metal parts does nothing to help the hero resist the effects of the Magnetism power. Mechanical heroes suffer a 2 archetype penalty to any saving throw against the effects of Magnetism.

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,

HEROES AND VILLAINS


difculty and trouble (no limitations are given for this hindrance). The mutant hero does not need the Self prerequisite to gain these feats. The Extra Appendage, Natural Armor, or Natural Weaponry powers may be selected again at any level using either general or power feats. - Natural Extension. The feats Multidexterity, Multiweapon Fighting, and Superior Multiweapon Fighting may be selected using either general or power feats. The mutant does not need to have the Self prerequisite to gain these feats, but all other prerequisites apply. - +2 archetype bonus on Intimidate checks. Mutants have little trouble scaring people, intentionally or not. - -2 archetype penalty on Diplomacy, Disguise, and Profession. The mutants appearance hinders the success of these skills.

TABLE 1-B: A SUPERS FEAT ADVANCEMENT


Character Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th General Feats 1st, 2nd 3rd 4th 5th 6th 7th 8th Power Feats 1st, 2nd 3rd, 4th 5th, 6th 7th, 8th 9th, 10th 11th, 12th 13th, 14th 15th, 16th 17th, 18th 19th, 20th 21st, 22nd 23rd, 24th 25th, 26th 27th, 28th 29th, 30th 31st, 32nd 33rd, 34th 35th, 36th 37th, 38th 39th, 40th

The Super Template


Newly created characters in Heroes & Villains are presumed to be exactly that new. Unlike heroes from most comic books, characters in Heroes & Villains are still learning to use their abilities to the fullest potential. All heroes begin at 1st level (unless the GM deems otherwise), and through experience, slowly work their way towards being of equal caliber to the four-color legends that everyone in the world is familiar with. To reect this, the super template increases abilities and powers as the character increases in level. Super is a template that can be added to any d20 Modern character. The super template can be inherited or acquired, depending on the heros origin. A super uses all of the base character classs statistics and special abilities except as noted here. Feats: Same as the character. Supers gain 2 power feats at 1st level, and 2 power feats for each additional level. Power feats are what makes superswell, super. Power feats are explained in Chapter 4: Powers. To clarify, a super-heros feat advancement is summarized in Table 1-B.

HEROES AND VILLAINS

Chapter Two: Skills


Soho Shadow moves unseen through the pockets of gloom provided by the many crates in the smugglers hidden warehouse. As he listens intently to the crooks explain where they will strike next, he silently inches up behind the thug guarding the governors daughter. If all goes well, hell be able to knock out this lone sentry, get the girl to safety, and still have time to set up an ambush for the smugglers during their next heist. In the scenario presented above, Soho Shadow wasnt using any powers at all in fact, he may not have any! Determining the outcome of Soho Shadows actions would rely heavily on his skills, specically in this example, Hide, Listen, and Move Silently. Some heroes use skills more than others, and some powers make certain skills practically obsolete to a character, but rarely will a player go through an adventure without using any skills at all. This chapter presents new skills and new uses for existing skills that heroes can use to protect the innocent and punish the guilty. 20 25 25 Swing to another hanging rope or similar item. Swing through a small opening, such as a window.* Swing through a very narrow passage, such as a 2 foot wide alley.

* = 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.

HEROES AND VILLAINS


Non-damaging Attacks: If the hero is affected by a power that doesnt do damage but that could be considered distracting or interfering in any way (such as Age), a Concentration check (DC equal to the distracting powers save DC) must be made. Failure results in all powers being activated or concentrated upon being cancelled. A similar Concentration check is appropriate when the hero is affected by other, non-powered attacks that do not deal damage, such as poison or a stun gun. The Concentration DC is equal to the saving throw DC of the attack form. In all cases, the original saving throw against the attack is successful, then no Concentration check is required (unless the attack also deals damage, which would call for an injurybased Concentration check). (Concentration DC 25). He succeeds and tries to blind the driver of the vehicle. The driver fails his save and the car comes screeching to a halt. Without warning, a previously unseen thug successfully grapples Mindwinder from behind. Mindwinder attempts a Concentration check to Mind Blast this foe (DC 30: 20 for being grappled, +5 for having a two powers with a duration of concentration active, +5 for attempting to activate a power while concentrating on other powers). The check is failed. Not only does Mindwinder not Mind Blast his grappler, the partially tied bank robber is no longer dominated and the driver of the car can see again. A perilous situation for Mindwinder indeed.

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)

HEROES AND VILLAINS


Duplicates Power: Any item, weapon or armor can be made to duplicate a power feat. A super inventor could create a shotgun that res Energy Blasts, an overcoat that creates Force Fields, or armor that makes its wearer immune to re. Neither the inventor nor the user needs to have any power feats or prerequisites to create or use the item, but the item should never be as convenient as having the power itself. Whether there be a limit to how often it can be used, ammunition concerns, or the object is huge and stationary, there must be some kind of feasible limitation to the item. Any personal item that isnt alive or a self-powered vehicle can duplicate a power. Examples from comics include swords, staves, shields, armor, rings, amulets, lanterns, and surfboards. GMs should deem what type of Craft skill or skills are needed to create the revolutionary item in question. For example, creating a pill that gave people Telepathy for one hour would fall under Craft (pharmaceutical), while constructing goggles that allowed one to See Invisible would probably require Craft (electronic). If powers have level-dependant variables (such as damage and range), the item performs the power at a level equal to its inventor at the time of its completion. The purchase and Craft DC, and time required, are for making an item that duplicates one power feat. Creating an item that duplicates two or more power feats makes the item increasingly more expensive, harder to make, and take longer to create. Making an item with two power feats (either two separate powers or a stacked power) would have a purchase and Craft DC of +20 or 35 (whichever is higher), and require three times as long to complete. An item with three power feats would have a purchase and Craft DC of +30 or 35, and require four times as long to complete. Inventors cannot add on to existing prototypes the number of powers to be put onto an item must be declared before attempting to make it. These super inventions are far beyond the grasp of the normal world, and cannot be re-created or mass produced in any way. Increase Hardness: The strange materials and chemical processes available in the super-heroic world allow an inventor to increase the hardness of an item by +1 for each +1 its purchase DC is increased by. The maximum hardness an item may be given is 50. Increase Durability: An inventor can increase an inventions hit points by +10 and its break DC by 5 for each +1 its purchase DC is increased by. The maximum break DC an item can be given is 50, and there is no maximum to its hit points. Reduce Time: Necessity is the mother of invention, and in many situations its necessary to have an item right away, if not sooner. Crafters can reduce the time it takes for them to nish their creations by 1 hour for each +1 they add to the Craft DC. If the time required is lowered to 1 hour, or it is already less than 1 hour, the creation time can be halved for each +1 added to the Craft DC, but never to less than a full round. For example, reducing a Craft time from 1 hour to 30 minutes would add +1 to the Craft DC. Reducing from 1 hour to 15 minutes would add +2. Reducing from 1 hour to 7.5 minutes would add +3, and so on.

Decipher Script (Int)


Trained Only Cryptography (New Use): Just as Bluff can be used to send secret messages while speaking, Decipher Script can be used to send and receive communications via written code. Example uses of cryptography include sending a secret message in a nationally circulated newspaper, drawing a pictogram to explain a situation to someone who doesnt speak your language, and crafting cleverly worded riddles that reveal your next crime. Both the writer and the reader must make a Decipher Script check to successfully relay and understand the message. The DC to relay a basic message is 10. The DC to communicate complex messages or messages trying to give new information is 15 or 20. Alternately, the writer of the secret message can purposefully make it difcult for readers to fully understand. In this case the code writers Decipher Script check is opposed by the readers Investigate check to determine success or failure in decoding. When using Cryptography, the creator of the message decides who he intends to receive the message be it a specic person, a certain group, anyone who looks at it, or no one. The intended readers will automatically know theres a secret message within the text, though they may not be able to discern it. Anyone reading the secret message other than the intended receiver that has ranks in Decipher Script can make a check (DC 20) to know there is another meaning to the writing than whats apparent. Another successful check (either Decipher Script or Investigate, depending on the code writers intentions) is then required to discover exactly what the meaning or message is. As with the standard use of Decipher Script, any failed check to either send or decode messages through Cryptography calls for the GM to make a secret Wisdom check (DC 10) for the character. Failure indicates that an unintended meaning to the message has been inferred.

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

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can attempt to disguise their voice to either not sound like themselves or to impersonate someone else. This works much like the standard use of the Disguise skill, except that it is opposed by others Listen check rather than Spot. Having to only speak and not interact gives a +2 bonus to Disguise Voice checks. Having to speak in a language unknown to the character gives a -5 penalty to Disguise Voice checks, and requires assistance from someone that does speak the language. A character can only take 10 or take 20 on a Disguise Voice check if recording devices are somehow being used with the skill. For example, disguising your voice while trying to change someones voice mail greeting would allow you to take 20, but speaking with someone on the phone would not. 30. If youve met the target before, the DC is 25. If youre friends with the target, the DC is 20. If youre friends with the target and theyre doing something completely out of the ordinary, such as asking you the whereabouts of a jewel that they should know the location of, the DC is 15. Read Lips (New Use): You can tell what people are saying through sight, not sound. If you can clearly observe the mouth of a speaker (even if through binoculars or other surveillance equipment), a Sense Motive check against DC 25 allows you to perfectly understand whats being said. Those who know theyre being observed, but dont want to let on that they know theyre being observed, may add their ranks in Bluff to the lip readers Difculty Class. Those who dont care if the lip reader knows that theyre onto him may cover their mouths to make this ability impossible to use.

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.

Sense Motive (Wis)


Use of this skill allows you to tell when someone is being mind controlled, even if the person being controlled doesnt know it. The difculty of this depends of your familiarity with the target. If the target is unknown to you, the DC is

HEROES AND VILLAINS

Chapter Three: General Feats


General feats are different from power feats in that anyone can select them, whether they possess the super template or not. Those with the super template can use their power feats to select general feats, but cannot use general feats to select power feats. Presented here are new feats for use in Heroes & Villains.

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.

Advanced Ground Fighting


You have mastered the deadly art of ghting while prone. Prerequisite: Balance 8 ranks, Ground Fighting. Benet: You suffer no penalties to attack or Defense while prone. Also, you are not considered prone for attacks that gain a damage bonus against prone targets.

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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than the targets Defense, you may make a trip attack against the same target as a free action if that target is no more than one size category larger than you. Trip attempts made through use of Clobber do not provoke attacks of opportunity, and failed trip attempts do not allow the target to attempt a reactionary trip attempt. Normal: Action points can alter d20 rolls after the roll is made, but before the GM declares the result.

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.

High Pain Threshold


Through constant training you have taught your body to ignore pain. Prerequisite: Con 13+, Concentration 5 ranks. Benet: You gain a competence modier to your Defense equal to your Constitution 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.

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.

Improved Clinch Hitter


You come through in even the most hopeless situations. Prerequisite: Clinch Hitter, character level 15+ Benet: When you use an action point to improve a d20 roll, you apply all of your d6 rolls to the d20 roll. Normal: Only the highest single d6 roll is applied to the d20.

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.

Fire In The Hole


You know how to properly roll with explosions. Benet: You receive a +4 dodge bonus on all Reex saving throws made against grenades and explosives.

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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Nemesis
You have a long history with a sworn enemy. Benet: Choose one enemy whom you have met at least once. By studying this opponents habits and practicing how to counteract its abilities, you gain a +2 bonus on Bluff, Investigate, Listen, Sense Motive and Spot checks made against this enemy. In addition, you gain a +1 bonus to attack rolls against your nemesis, and a +1 bonus to all saving throws made against your sworn enemys powers. Special: You can gain this feat multiple times. You may choose to stack this feats effects against the same nemesis, or choose another nemesis. Heros Leadership Score 1 or less 2 3 4-5 6 7-8 9 10-11 12 13 14-15 16 17-18 19 20 21-22 23 24+ Sidekick Level Cannot attract sidekick 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th

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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higher than the targets Defense, and you succeed in a trip attack against that opponent using the Clobber ability, you may make a bull rush against the same opponent as a free action if that opponent is no more than one size category larger than you. When using this ability, you do not move into your opponents space to initiate the bull rush, and do not move with your opponent if the bull rush is successful. If the bull rush is successful, your opponent goes ying in a direction of your choice, and lands prone. If the hero slams an opponent into a space occupied by another, the victim of the slam makes an involuntary trip attack against that person. If the victim is successful, he pushes that person back 5 feet and both are prone. If the victim fails, he lands prone in front of that person. Victims of a slam attack do not provoke attacks of opportunity from their movement or involuntary trip attacks.

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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Chapter Four: Powers


Power feats are similar to general feats in that they give characters new capabilities or improve upon what they can do already. Unlike general feats, however, the capabilities power feats provide allow characters to perform the improbable or, more likely, the impossible. In short, power feats give heroes abilities beyond those of normal people. While any character that gains levels, from bums to businessmen, acquires general feats, only super-heroes can obtain power feats. Thats what makes them super. reaction time are what powers within this access feat provide. To catch an arrow, escape an explosion without a scratch, or outperform world-class gymnasts becomes childs play for heroes with powers gained through the Dexterity access feat. Energy The Energy access feat provides heroes with the gateway to controlling and altering the many forms of energy. Characters with powers in this category can make solid walls out of light, not even notice being struck by lightning, and shoot re from their ngertips. Geoforce While powers in the Energy access feat deal with forces visible and deadly, abilities in the Geoforce category give control over the more subtle and unseen aspects of nature. Being able to cause an earthquake, slowing down the ow of time, and making a thunderstorm appear in seconds are powers that can be gained through Geoforce. Intelligence The mind is mightier than the body, and powers in the Intelligence category prove this. A hero with abilities in this category could make people see things that arent there, move objects with but a thought, or remember what it was like to be in the womb. Life Powers that affect other living creatures physically belong under the Life category. With powers in this category, a hero could steal another persons strength, make a creature grow to twice its size, or turn someone to stone. Magic This power category is unique amongst the others in that it can only be selected at 1st level, and choosing it changes the entire makeup of the hero. Having the Magic access feat signies that all of the heros powers are derived in some way through mystical means, making them both harder to overcome and giving them special susceptibilities. Matter If a power creates, alters, or destroys non-living things, it falls under the Matter access feat. A hero with Matter abilities could turn lead to gold, make a table attack the person sitting at it, or turn a door to dust with but a touch. Power Abilities in the Power category can only affect others with powers. A hero who dabbled only in the Power access feat could steal or nullify the abilities of a superpowered villain, but would have to result to more mundane methods to deal with a common thug. Self A hero that can alter his physical form has powers from the Self category. Being able to shrink to the size an ant,

Acquiring Power Feats


Those with the super template gain two power feats at 1st level, and two power feats for each level they advance. General feats cannot be used to gain power feats, but power feats can be used to gain general feats. Thus, a 1st level super-hero would have two general feats and two power feats to select. If desired, he could choose three general feats and one power feat, or four general feats and no power feats. He could not, however, choose to take only one general feat and select three power feats. Nor could he select no general feats and choose four power feats. Powers are divided into the following 14 categories: Charisma Any power that can be tied to the persuasiveness of the hero or the ability to read or induce thoughts and emotions falls under this access feat. Being able to make someone do something they normally wouldnt, making friends feel absolutely condent, and instantly drawing a large crowd simply by singing are all things that powers within the Charisma category allow heroes to do. Constitution Characters with powers in this category become physically more resilient in some way. Shrugging off large amounts of damage, being able to go for months without eating, and considering death only a temporary status are descriptions of powers under the Constitution category. Dexterity Inhuman nimbleness, aim, exibility, and

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change into a chair, or turn invisible are examples of powers in the Self access feat. Strength Any power that relies on personal physical might would be of the Strength category. A hero focusing on powers in the Strength category could throw a car with ease, cause concussive force by simply clapping his hands, and tear apart a building brick by brick. Travel If a power gives the hero a new way of getting from point A to point B (or a normally inaccessible point C) it falls under the Travel category. Being able to dig faster than a cartoon character, run faster than a speeding bullet, or simply y are Travel powers. Wisdom Heroes with abnormal senses or mental resistance have powers in the Wisdom category. If a character can see through walls, smell a cigarette a mile away, or quickly shake off the effects of mind control, Wisdom powers are to thank. at the beginning of your turn in the round after you began activating it. Move: Activating the power uses your move action for the round. Base Range: How far away the power feat can affect someone or something. Certain powers can have their range extended by taking the feat multiple times (stacking the feat), which normally increases the powers range by one increment (from touch to close, from close to short, from short to medium, and so on). The effects of this are described in the Stacking section. Standard ranges include: Personal: The power affects only the hero. Touch: The hero must touch a creature or object to affect it. The hero makes a melee touch attack roll against the target immediately after the power is activated. If there is no target for the hero to touch or the hero misses his intended target, the power is not saved in any way (no holding the charge with powers) and must be activated again for another touch attack. Unlike spells, critical hits cannot be scored with powers that call for melee or ranged touch attacks. Short: The power can reach up to 25 feet + 5 feet for every two levels of the hero. Medium: The power can reach up to 100 feet + 10 feet per level of the hero. Long: The power can reach up to 500 feet + 50 feet per level of the hero. Far: The power can reach up to 25 miles + 5 miles for every two levels of the hero. Distant: The power can reach up to 100 miles + 10 miles per level of the hero. Extreme: The power can reach up to 500 miles + 50 miles per level of the hero. Worldwide: The power can reach anywhere on the planet. Galaxywide: The power can reach anywhere in the galaxy. Universal: The power can reach anywhere in the universe, but not to another plane of existence. Innite: The power can reach anywhere. Target/Effect/Area: Depending on the nature of the power, this entry indicates how many objects or creatures are potentially affected, how big an area the power covers, or what effect the power has on its user. If the power has a target, the hero must be able to see or somehow know exactly where the target is, and be able to identify the target, to use the power. For example, Power Pilferer cant just indiscriminately declare, I use Steal Powers on any super-being that gets near me! He must see a costumed person he believes to have powers within the range of Steal Powers before he could declare a

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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pilfering attempt. If a hero knows exactly where the target is (with an ability such as Detect Life) but cannot otherwise see or sense the target, the target is considered to have total concealment or cover whichever is more advantageous to the defender against the power. Base Duration: How long the power feat lasts once it is activated. Certain powers can have their duration extended by taking the feat multiple times, which normally increases the timed duration by one increment (from rounds to minutes, from minutes to hours, from hours to days, and so on). The effects of this are described in the Stacking section. Standard durations include: Instantaneous: The power comes and goes the instant it is activated, though the consequences of the power might be long-lasting. For example, Energy Blast: Fire lasts only an instant, but the residual damage it might cause in a heavily forested area could burn for days. Timed Duration: Many durations are measured in rounds, minutes, hours, days, months, or years. When the time expires, the powers effects end. When a powers duration is timed, an abbreviation for an ability or an ability modier will sometimes precede the measurement to tell how long the power will last. For example, if the Duration line read Wis minutes the power, once activated, would last for a number of minutes equal to the heros Wisdom. Concentration: The power lasts as long as the hero concentrates on maintaining it. Concentrating to maintain a power is a standard action that doesnt provoke attacks of opportunity. A hero can try to activate another power or gain an attack action while concentrating. See Concentration in Chapter 2: Skills for more details. Permanent: The powers effects remain forever. If a powers duration can be increased to permanent through stacking, it is considered one increment beyond years. (C): If the Duration line ends with (C), the power can be cancelled by the hero that activated it. Canceling a power is an attack action, and does not provoke an attack of opportunity. It does not require any kind of action to cancel a power with a duration of Concentration. Such powers automatically end when the hero that activated them ceases concentrating. Saving Throw: Most potentially harmful powers allow their targets a saving throw. The saving throw against a power is DC 10 + half the character level of the person using the power + the relevant ability modier (listed under the 14 power categories). This line denes which type of saving throw the power allows and describes how saving throws against the power work. Negates: This term means that the power has no effect on a target that makes a successful saving throw. Partial: A successful saving throw means that the target does not feel the full brunt of the power, but suffers some kind of lesser effect. The exact nature of this lesser effect is listed in the powers description. Half: The power deals damage, and a successful saving throw reduces the damage to half (round down). None: No saving throw is allowed. (Object): The power can be cast on objects, which receive a saving throw only if they are a Unique Item or if they are attended (held, worn, grasped, etc.) by a creature resisting the power, in which case the object gets the creatures saving throw bonus unless its own bonus is greater. Unique Items receive a saving throw bonus equal to their hardness rating. (This notation does not mean that the power can only be used on objects. Some powers can be used on creatures and objects.) (Harmless): The power is usually benecial, but a targeted creature can attempt a saving throw if it wishes. Description: A long-form description of exactly what the power feat can and cannot do, and possible uses for the power. The means of how the power is delivered or used (does it require a gaze, pointing of hands, talking, etc) is left for the player to decide. GMs are encouraged to clear these player decisions to avoid the implausible (such as a power that uses pheromones to affect targets hundreds of miles away). Many powers give characters bonuses to abilities, saving throws, skills and more. In all cases, power bonuses always stack, even if the bonuses come from different powers. Powers also stack with any talents a character has. Limitations: A brief example of possible Class 1, 2, and 3 limitations for the power feat. These arent hard and fast denitions of possible limitations for the power (though players could certainly select them), merely guidelines to help GMs. See Chapter X: Limitations & Weaknesses for more on power limitations. Special: Any additional facts about the power feat, including who would be especially susceptible or resilient to it. Stacking: Unlike most general feats, power feats can be selected again and their effects stack or have some kind of cumulative result. The effects or options in taking a power feat more than once are described here. Common stacking options are increasing the base range (from touch to close; from close to medium; from medium to long; and so on), increasing the duration (from rounds to minutes; minutes to hours; hours to days; and so on), increasing an effect (from +1 to +2; +2 to +3; +3 to +4; and so on), or increasing an effect multiplier (from x1 to x2; from x2 to x3; from x3 to x4; and so on). When stacking options are separated by the word or, you may choose only one of these when the power is selected again. When stacking options are separated by the word and, you gain the benets of all things listed when

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the power is selected again. Restrictions on how high these variables can be stacked, if any, are listed in parenthesis after the stacking option. getting your hand (or whatever body part you used to touch the area) stuck. Stacking: Range may be increased one increment (to long), or the target area may be doubled (one object not bigger than a 10-ft cube, no bigger than a 20-ft cube, no bigger than a 40-ft cube, and so on), or duration may be increased one increment (to hours).

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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Description: You can create a quick burst of air that hits, and potentially knocks down, a single target within range. The localized gust is the equivalent of making a trip attack with the following differences: You make a ranged touch attack against the target. If successful, you make a Wisdom check opposed by the defenders Strength or Dexterity check. The defender does not get a reactive trip attack against you if you lose the opposed roll. Air Blast is considered Medium size category. If successfully used against ying creatures, this power renders the target unable to stay aloft for one round. The creature falls for the round, though it may begin to y again in the following round if possible. Limitations: Class 1: This power is ineffective against opponents that are Large-size or bigger. Class 2: This power doesnt work against ying creatures. Class 3: This power only works against ying creatures. Stacking: The range may be increased by one increment (up to long), or the size category of the Air Blast may be increased by one increment (up to Colossal), or one more creature can be affected per use of the power (although all to be hit by the Air Blast must be standing within 5 feet of one another). Class 3: This power does not make you immune to being anked in combat. Stacking: There is no benet to taking this power a second time.

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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Anatomic Separation
Prerequisites: Self, Con 18+ Activation Time: Move (see text) Base Range: Short (25 ft. + 5 ft./2 levels) Effect: You can divide yourself into multiple parts rejoin Base Duration: Permanent until the body parts Saving Throw: None Description: You can willfully separate your body into two pieces without harm. Where you divide is up to you, but it must occur at a joint. Thus, you could separate your hand, lower arm or upper arm from the rest of your body, but you could not divide your torso in the rib cage area. The separated body part remains under your control as long as it is within the powers range of the largest body section. Should a body part go beyond your range, it ceases to move, but does not decompose or die in any way. Separated body parts move at the same rate as you, no matter how unlikely or ridiculous it might seem. The independent parts also retain any Travel (or other) powers you might have unless these powers are specically associated with another part of the body. For example, if you took off your head, the head would be able to roll at your base speed. If you also had Burrowing, the head would be able to dig through the earth unless you specically needed to use your hands to perform the power. Despite being in multiple pieces, you are still considered a single being in regards to hit points. If a separated hand gets hit by a sword, the damage is taken off your hit point total. The Defense of the independent body parts is also the same as yours, adjusted for size and any changes in armor. Anatomic Separation does not impart any extra actions per round, but your divided parts can share your movement rate and move action. For example, if you had a movement rate of 30 feet per round, your upper half could move 15 feet and your lower half could move 15 feet as a single move action. Activating this power does not cost the hero a move action. Rather, the action is used as one (or more) body part moves in a different direction. Separated body parts cannot take a 5-foot step to loose themselves from the hero, and the hero still can only make one 5-foot step per round between all his pieces. You do not gain any extra sensory powers with Anatomic Separation, but independent body parts might receive immunities from certain forms of attacks or environmental hazards. A separated hand, for example, could travel underwater indenitely since it doesnt need to breathe, but you cannot see out of your hand. Conversely, you can see out of your removed head (leaving the rest of his body blind) and could even talk to someone, but your head would have to hold its breath if it went underwater. Limitations: Class 1: Using this power causes the separated body parts to bleed copiously as if actually severed. This blood comes from an extra-dimensional space, and the loss of blood via use of this power does no harm to you, except perhaps socially. Class 2: The heros divided body parts cannot leave visual range of each other. Class 3: A body part that goes beyond the heros range does begin to die, causing the hero 1 damage per round until it is back in range. Special: This power does not give any special resistance to certain kinds of damage or any bonus to Escape Artist checks (though this powers use may allow the hero to forgo such a check). Stacking: Range is increased one increment (to extreme), or you can double the amount of parts you can divide yourself into (4, 8, 16, and so on). Again, you do not get any extra actions per round despite being in multiple parts.

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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objects size modier. If the object is a weapon, it does its normal damage. Otherwise, the damage an object does with its attacks depends on its size. Fine: 1, Diminutive: 1d2, Tiny: 1d3, Small: 1d4, Medium: 1d6, Large: 1d8, Huge: 2d6, Gargantuan: 2d8, Colossal: 4d6. Animated Objects have a defense equal to 10 + their size modier. Animated Objects retain their normal hardness, and are considered destroyed when reduced to 0 health. Limitations: Class 1: There is a certain material the hero cant affect with this power. Class 2: The hero can only affect mechanical objects with this power. Class 3: The hero can only animate one specic type of object. Special: Using this power against constructs acts as the Domination power. Stacking: Range may be increased one increment (to long), or the target size may be doubled (one object no bigger than a 10-ft cube, no bigger than a 20-ft cube, no bigger than a 40-ft cube, and so on), or the hero may affect an additional object per use of this power. Class 2: The armor from this power is actually a suit of armor that the hero must put on and take off himself, and requires the appropriate Armor Prociency feat to use. Class 3: The armor has a mind of its own, and is often at odds with the hero and may not always do as asked. Special: Mechanical archetypes may select this as a general feat or a power feat. Stacking: Another +2 equipment bonus (as well as another 1 armor penalty and 10 pounds of weight) can be added to your Defense when this power is active, or the weight of the armor may be halved (to 5 pounds per +2 equipment bonus, 2.5 pounds, and so on), or the armor check penalty from the armor may be lessened (to 1 armor penalty per +4 equipment bonus, a 1 armor penalty per +6 equipment bonus, and so on).

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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Limitations: Class 1: Every hour of astral travel causes 1d6 damage to both of your bodies. Class 2: The astral body travels only as fast and by the methods available to the physical body. Thus, if you cant y in the material world, neither can your astral body. Class 3: There is no silver cord, making astral travel of any signicant distance a huge risk. Special: If either the heros astral or material body is killed while this power is being used, both bodies die. An astral cord has a hardness of 10 and 30 hit points, and can only be harmed by other astral creatures or those otherwise able to harm astral objects. Stacking: Range can be increased by one increment (to universal), or you can double the speed your astral body moves at. For a hero with normal movement of 30 feet per round, this would mean that stacking the power in this way would increase astral movement from 30 mph to 60 mph. A second stacking would increase astral movement to 120 mph, a third to 240 mph, and so on. round, up to a maximum change equal to your Wisdom. Humidity: Increase or decrease by 1 percent per round, to a minimum of 0% and a maximum of 100%. Wind Speed: Increase or decrease by 1 mph per round, up to a maximum change in miles per hour equal to your Wisdom. Wind Direction: Change by 1 degree per round, up to a maximum shift of 180 degrees. Cloud Cover: Change by 1 percent per round, to a minimum of 0% and a maximum of 100%. Fog Cover: A light fog limits vision to 20 feet, and causes all within the fog to have one-quarter concealment (10% miss chance). A dense fog limits vision to 5 feet, and causes all within the fog to have one-half concealment (20% miss chance). Once the weather conditions are met (low winds, high humidity, moderate to low temperature), a light fog can appear in 1 round, a heavy fog in 2. Precipitation: Increase or decrease precipitation by up to 1 inch per hour every round, to a maximum change in inches per hour equal to your Wisdom modier. If the conditions are right, precipitation will come in the form of sleet, hail, or snow. Snowfall collection on the ground is equal to ve times that of the precipitation rate. For example, if you were causing precipitation of 5 inches per hour, but the surrounding temperature was causing snow, there would be 25 inches of snow accumulation on the ground after an hour. Heroes with Atmospheric Control can choose only the general weather conditions, but not specically where weather effects will strike. So, even though you may create the right conditions for a thunderstorm or a tornado, where lightning strikes or a wind funnel touches down is up to Mother Nature. This is important to note since you are potentially vulnerable to any of the weather patterns you create. If you have other powers that alter the surroundings in a more severe way than Atmospheric Control (such a using Elemental Control: Air to create stronger winds) their effects stack with the conditions created with this power. Limitations: Class 1: There is one aspect of the weather (such as temperature or cloud cover) that you cannot change. Class 2: The radius you can affect is equal to your Wisdom modier times 100 feet. Class 3: You can create only one specic type of weather condition. In other words, with this limitation you must pick exactly what conditions are desired, and using this power will always bring the weather as close to these conditions as possible. Stacking: You can add a multiplier to your range radius and add a multiplier your base duration.

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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Bestow Powers
Prerequisite: Power Activation Time: Full-round Base Range: Touch Target: One creature Base Duration: Permanent Saving Throw: Fortitude negates (harmless) Description: You can give whatever power you desire to another, except for Bestow Powers and Unique Item. If you give a creature a power it already has, then the effect is the same as stacking the power. The target decides exactly how to apply the stacking. The target must still meet all the prerequisites to be able to use the power. To use this ability, you must spend 4 action points and 4,000 experience points. If you do not have enough action points or experience points to pay this cost, you cannot use this power. Limitations: Class 1: You cannot use this ability to create power stacking. Class 2: You can only give others the powers you possess (you dont lose powers by doing so). Class 3: You can only use this ability on those with no powers whatsoever. Special: You cannot use Bestow Powers on yourself. Stacking: You can reduce the action point cost for using this power by 1 (to a minimum of 1), or halve the experience point cost for using this power (to 2,000, to 1,000, to 500, and so on). If you want to burrow a tunnel that doesnt collapse behind you a few seconds after it is made, you cannot move faster than your base speed during the round. Building tunnels larger than a crawlspace require as much extra time as extra space thats created. So, making a tunnel twice as large as your crawling size would take twice as long. Those with Burrowing are able to dig through materials with a hardness rating of up to 5, but movement is much slower. Digging through materials with a hardness rating takes that many times longer. Thus, digging through wood (hardness 5) takes ve times as long to get through, or to put it another way, you would move at 1/5th speed through wood. This power gives you an innate sense of direction while underground, allowing you to generally know what lies on the ground above you. Surfacing in a space occupied by another creature is treated as making a bull rush attack. If you fail in such an attack, there is a hole in the ground where you attempted to surface. You are considered in the 5-foot space below the area you attempted to surface in, and may be attacked by those above you or in the 5-foot spaces surrounding your hole. Limitations: Class 1: You can never move at running speed while burrowing. Class 2: Your tunnels always collapse. In fact, they collapse so quickly that you have to hold your breath while using this power. Class 3: You cannot dig through materials with a hardness rating. Special: To sneak up on someone using this power requires a Move Silently check. Stacking: A multiplier can be added to your burrowing speed, or you can add +2 to the hardness rating you can dig through.

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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and all those within 5 feet of where the lightning strikes, take 1d6 damage per character level you possess. Limitations: Class 1: You can only activate the power when he is outside and in the open air. Class 2: The lighting only affects those in the 5-foot area it strikes. Class 3: You can only bring down lightning on targets within 10 feet of yourself. Special: This power is normally used on targets that are outdoors or at least near a window, but GMs could rule that a sufciently powerful Call Lightning could break through an uninsulated structure. Consider the power similar to Energy Blast: Electricity for determining such an attack. Stacking: You can increase the range by one increment (to long, though you must still be able to see the target area to hit it with lightning), or increase the radius of the lightnings effect by 5 feet. Stacking: You gain another +2 power bonus on all saving throws against Charisma powers and add another +2 to the DC for all saving throws made against your Charisma powers.

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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Clairvoyance
Prerequisite: Intelligence Activation Time: Attack Base Range: Far (25 miles + 5 miles 2/levels) Area: Any known place within range Base Duration: Concentration Saving Throw: None Description: By concentrating, you are able to see and hear what is happening at a distant location. The place must be either one you are familiar with or that is otherwise obvious (behind a door, around a corner, etc.). Thus, you could not choose to see what the evil Doctor Thorn is up to, but you could see if anything is happening at The Thorn Bush if you had been there before. This power does not impart any senses you do not normally have, nor does it allow you to smell, taste, or feel anything remotely. So if you were to use Clairvoyance to look into a pitch black cave lled with a cloudy, malodorous, toxic gas, you would see only darkness and have no idea of the danger inside. If you also had Darkvision, you would be able to see in the cave, but your vision would be obscured by the gas (and its stench would still elude you). While using this power, you are vulnerable to any powers that affect people through vision or hearing. It must be noted, however, that there is no visible evidence of Clairvoyance being used in an area, so only those with Detect Psionics or other similar powers would be able to specically target you with such attacks. Limitations: Class 1: You can only see, not hear, remote locations. Class 2: Using this power causes a ghostly pair of eyes to appear in the area you are looking into, making it obvious to those present that they are being watched. Class 3: To use this power, you must actually connect to the ears and eyes of another person. Targets receive a Will saving throw to avoid becoming your sensory conduit. If there is no person present at the location you desire to see, the power fails. Stacking: Range may be increased by one increment (to innite). 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 Constitution category. Selecting this feat gives you a +2 power bonus on all Fortitude saving throws (this bonus stacks with Great Fortitude). Constitution powers normally only affect the hero and not other people, but if a saving throw is called for against a Constitution power, the save DC is equal to 10 + half your character level + your Constitution ability modier. Should this feat somehow be lost or disabled, you are rendered unable to perform any Constitution powers until it is regained. Limitations: Class 1: You gain only a +1 power bonus to Fortitude saves every time you select this power. Class 2: You gain no bonuses to your Fortitude 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 Fortitude saving throws.

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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If there are more hit dice of animals within range than you can control, you may select which animals to affect. Once you cease concentrating, the animals resume their normal habits. For predatory animals in combat, this might mean continuing to attack. For most animals, however, it means getting away from humans as quickly as possible. Limitations: Class 1: This power only works on animals from your native planet. Class 2: You can use this power only on a certain general grouping of animals such as aquatic, mammal, avian, reptile, rodent, or insect. Class 3: You can never have animals under your sway attack others, and may only have them perform tasks they normally would in nature. Special: If desired, you can simply call out for all animals of a certain type within range to come to you as quickly as possible. This power affects only normal animals. It has no effect on mythical beasts or animals with an Intelligence of 3 or greater. Stacking: Range may be increased one increment (to far), or a multiplier may be added to your character level when determining how many hit dice of animals you can affect with each use of this power. can only move 5 feet every round. Those who fail get another saving throw each round to escape the plants grasp. The plants must be of sufcient size and volume to slow down the creatures they wrap around. An open eld of well-trimmed grass has no chance of hindering anything larger than Tiny size, while a thick jungle could ensnare even the largest of creatures. You can command the plants to ensnare certain people, but ignore others. This power does not give plants any special resistances or resiliency. Controlled plants are still just plants, and are vulnerable to all normal methods of destruction. Limitations: Class 1: You are obsessively protective of plants, and become enraged when people do not treat them with proper respect. Class 2: The range of this power is Self, with the radius of effect always centered around you. Class 3: You cannot make plants attempt to hold creatures down. Special: Using this power on constructs made of plant mass acts as the Dominate power. Stacking: Range can be increased one increment (to long), or a multiplier may be added to your character level for purposes of determining this powers area of effect.

Convert Energy Control Plants


Prerequisite: Life Activation Time: Attack Base Range: Medium (100 ft. + 10 ft./level) Area: All plants in a 5 ft/level radius hemisphere Base Duration: Concentration Saving Throw: None Description: You can cause all plants within this powers radius to do your bidding. Plants controlled by you cannot pull themselves from the ground and move about, but they do gain the ability to bend their branches, stems, vines, and leaves in ways they normally could not. For example, trees under the sway of this power could be made to lean over and use their branches to pick up something or someone. The plants cannot do damage to enemies, but they can hinder movement and attempt to hold creatures down. Creatures attacked in this way must make a Reex saving throw every round while in an area affected by Control Plants. Success means the creature can act normally. Failure means the creature suffers a 2 penalty on attack, damage, saving throw and skill rolls, loses all dodge bonuses to Defense, and cube Prerequisites: Energy x2 (mastery over two different energy types) Activation Time: Attack Base Range: Medium (100 ft. + 10 ft./level) Target: A single energy source of up to one 5-ft Base Duration: Permanent/Concentration Saving Throw: Fortitude negates (object) Description: You can change any energy type you have master over into any other energy type you have master of. For example, if you had the powers Energy (re), Energy (cold), and Convert Energy, you could change a roaring re into icicles or cause a frozen lake to suddenly become as warm as a hot spring. Transformed energy retains the same intensity and general form as it previously had. Thus, if all the harmless visible light in a room were transformed into electricity, it would still be harmless to everyone in the room, perhaps resulting only in everyones hair standing on end and getting a slight zap from static electricity. By the same token, if an energy is doing 5d6 damage per

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round in its original form, it will do 5d6 damage per round when converted. However, the energys new form may result in a different effect. Were a laser rie to suddenly spout re, the wielder might accidentally start things ablaze from ring the weapon. Conversely, if the ames in a burning building were converted to sound, those close to the former blaze might take damage from a sudden bang, but the re would then be gone. You can convert the energy emitted by others, but must have an action readied to do so. Unwilling subjects get a Fortitude saving throw to resist this effect. Doing such a thing against other super-beings can be particularly nasty when the person has no ability to resist or control the converted energy. Converted energy permanently remains in its new state, but thats not to say the effects of this power cant be overridden by the surrounding environment. For example, if all the light in a room were to be changed to darkness, the effects would only last an instant since the light bulbs in the room would rell the space with light. Likewise, converting another characters Energy Field from sound to acid would only last for one round since that character is constantly producing sound. In some cases, though, changing energy from one form to another may counteract the surrounding environment. If you were to convert half of the ames in a burning building into cold, the remaining burning half might instantly be extinguished by the sudden introduction of an equally opposite cold effect. You may concentrate to maintain a conversion in an area where the effects of this power would otherwise dissipate immediately. Limitations: Class 1: It takes a full-round action for you to Convert Energy. Class 2: You can only convert two types of energy (only selectable if you have mastery over more than two energy types). Class 3: The range of this power is touch. Special: This power can be used to change energy constructs (and therefore, Energy Duplicates and heroes using the Energy Transformation power) into another form of energy, essentially changing their energy type descriptor. Doing so doesnt necessarily have a harmful effect on the construct, it merely changes its composition. You must concentrate to maintain such a conversion. Unwilling targets do get a Fortitude saving throw to avoid being converted. Stacking: You can increase range by one increment (to unlimited, though you must somehow be aware of the energy to affect it), or double the target area you can affect with each use (a 10-ft cube, 20-ft cube, 40-ft cube, and so on).

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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Class 2: The hero can only cure ability damage lost through natural causes, not from other powers. Class 3: The hero can only cure ability damage lost through disease or poison, but not both. Stacking: Another 1d6 can be added to the amount of ability damage cured, or range may be added. The rst time range is selected, Cure can reach 5 feet per character level of the hero. Further range stacking adds a multiplier to your character level for determining the range of this power. of. Using this power decreases an energy to half its power. The energy stays at this level until you cease concentrating. Through successive Concentration checks, you may continue to dampen an energy by half again (1/4, 1/8, 1/16, and so on). If you are battling over the same energy source against another person with the Intensify feat, both may succeed but potentially negate each others results. Once the energy is no longer under your sway, it returns to its normal levels if possible. For example, it would take at least a little time for a re decreased to half intensity to return to full form, however if light in a room were diminished, normal brightness would return instantaneously once the hero ceased concentrating. The simplest application of this power is to decrease damage an energy source is causing. For the most part, energy hazards deal anywhere from 1d6 (a hot stove) to 20d6 damage (a nuclear bomb). You can halve the damage an energy source is causing, completely dousing it if the damage is lowered below 1d6. You can also decrease the appropriate energy powers of others. Each power you attempt to affect, even if they are possessed by the same person, counts as a separate use of Dampen. Unwilling subjects get a Fortitude saving throw to resist this effect. Instantaneous energy powers (such as Energy Blast) can, at most, only be halved. The hero must have an action readied against the use of the power, but may continue to diminish the targeted power through concentration after the rst alteration. Energy powers with longer durations (such as Energy Field) can be completely doused just as other energy sources. Using this power on Solidify Energy halves the hardness its hit points. The following are some example uses for this power against specic energy types: Acid: In addition to reducing the damage caused by acid attacks, you can reduce the effectiveness of acid-based batteries shutting down most vehicles. Cold: Using this power on a specic area can diminish the cold (raise the temperature). Every successive use of Dampen (cold) can double a positive temperature or halve a negative temperature (once a temperature is taken above -10 degrees, the next use will change the temperature to the same amount in positive degrees). The highest temperature that can be created in this fashion is 100 degrees Fahrenheit. Electricity: Brownouts and blackouts can be created. In most cases, a single use of this power is enough to shut down any electrical item. However, certain secure places and objects may have backup generators to protect against such occurrences. Heroes with this power can also shut down nonmagical mechanical archetype for as long as concentration is maintained, although targets get a Fortitude saving throw to avoid this effect.

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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Fire: Using this power on a specic area can diminish the heat (lower the temperature). Every successive use of Dampen (re) can halve a positive temperature. The lowest temperature that can be created in this fashion is 0 degrees Fahrenheit. Radiation: You can lower the radioactivity levels of an irradiated area to allow exploration, or decrease the power generated by nuclear reactors. You can also increase concealment by lowering the lighting in an area. Each use of Dampen in this fashion increases miss chance by 10%, to a maximum of 50%. Sound: By diminishing the sound in an area, you can create a zone of silence. Each successive use of this power halves the decibel level. As a quick reference, 10 decibels is a whisper, 50 is someone speaking loudly, 100 is the noise of a jet, and 200 would cause instantaneous hearing loss. Lowering the decibel level below 1 means creating absolute silence. Limitations: Class 1: You cannot affect powers or other archetypes with this power. Class 2: The most you can dampen an energy is by . Class 3: The area of effect is only a 1-foot cube. Special: This power can be especially harmful to construct archetypes (including Energy Duplicates and heroes using the Energy Transformation power) made of the same energy that the hero can control. If the construct fails a Fortitude saving throw, the hero can either do 1d6 damage per character level or duplicate the Shrink Other power feat. Using the power to harm an energy construct is instantaneous, and therefore does not require concentration. Using the power to duplicate Shrink Other does require concentration. Stacking: Range may be increased by one increment (to universal, though you must somehow be aware of the energy to affect it), or the target area can be doubled (to a 10ft cube, a 20-ft cube, a 40-ft cube, and so on). invisible foe. You still lose your Dexterity bonus if you are immobilized or similarly physically hindered. Limitations: Class 1: This power only works against attacks made by living creatures, not against constructs or traps. Class 2: This power doesnt function against attacks made by foes that are 4 or more levels higher than you. Class 3: This power only works against attacks made by constructs or traps, not against living creatures. Stacking: There is no benet to taking this power a second time.

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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Base Range: Touch Target: One living creature Base Duration: Permanent Saving Throw: Fortitude negates Description: If you hit a living creature with a melee touch attack roll, and the target fails its Fortitude saving throw, it dies. Every time you use this power successfully, you spend an action point (if you miss your touch attack or the target successfully makes its saving throw, you dont lose an action point). If you have no action points, you cannot use this power. Limitations: Class 1: You may only use this power against creatures with an Intelligence of 3 or greater. Class 2: You may only use this power against creatures with an Intelligence of 3 or less. Class 3: You may only use this power against plants (but not plant constructs). Stacking: Range can be added to this power. The rst time range is selected, Death can reach 5 feet per character level. Further stacking adds a multiplier to your character level for determining the range of this power. attacks power. Stacking: A +1 may be added to every damage die, or range may be added. The rst time range is selected, Decay can reach 5 feet per level of the hero. Further stacking adds a multiplier to the heros level for determining the range of this power.

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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Saving Throw: None Description: Magnetic Control and Telekinesis normally have all the subtlety of a st, meaning they can lift, pull, and throw things, but thats it. With Delicate Operations, you can use your skills in conjunction with either of these powers. You could, for example, use Disable Device to open a mechanical lock from a distance, lift your car and some tools over your head to use Repair, or even use Treat Injury to pull a bullet from a wound. This power does not improve the skills in any way, or allow you to do anything with the skills that normally couldnt be done. You still suffers all the penalties for improvised and improper tools. Limitations: Class 1: The power has a range of only 5 feet. Class 2: You can only use this power when handling light loads. Class 3: You can only use Delicate Operations with one skill. Stacking: There is no benet to taking this power a second time. Special: Using this power against constructs acts as the Density Decrease Others power. Stacking: Range can be increased one increment (to long), or the target size can be doubled (to a 10-ft cube, a 20ft cube, a 40-ft cube, and so on), or a multiplier may be added to your character level for determining how much hardness is reduced when using this power (weight is still only halved).

Density Decrease 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 Description: You have the ability to make other living creatures less dense, reducing their weight by 5 pound per character level you possess. Density Decrease Others can be used multiple times on the same target through successive Concentration checks to continually decrease a targets weight. When a creatures weight is reduced to 0 or less, it is considered incorporeal. Incorporeal creatures can pass through any object. Incorporeal creatures cannot be physically hindered or harmed by nor can they touch, pick up, or handle creatures or objects that arent also incorporeal. Incorporeal creatures cannot physically harm or hinder those that cannot harm them. Incorporeal creatures are immune to, and cannot harm others with, energy attacks. Other attack forms, including mental and force effects, and powers with Charisma and Power as prerequisites, will affect an incorporeal being, and an incorporeal being can use such attacks against others. In addition, those affected by Density Decrease Others must still breathe and are subject to gravity, unless they have powers that preclude these necessities. Incorporeal creatures do not pass through any solids they are walking upon (unless they want to), and since theyre weightless, they could conceivable walk on paper! Losing incorporeality while in a solid object causes the creature to make a Fortitude saving throw (DC 15) or die. Those who succeed in the saving throw are shunted off instantly to the nearest open space, taking 1d6 damage per 10 feet traveled. Limitations: Class 1: This power cant be used on creatures that have an equipment bonus to Defense. Class 2: The range of this power is touch.

Density Decrease 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: Concentration Saving Throw: Fortitude negates (object) Description: This power causes objects to become less dense, halving their weight and reducing their hardness by 1 point for every 4 character levels you possess. Density Decrease Object can be used multiple times on the same target through successive Concentration checks to continually decrease an objects hardness and reduce weight by half again. When an objects hardness is reduced below 0, to a negative number, it is considered incorporeal. At this point, it has no weight and can be passed through. Limitations: Class 1: The range of this power is touch. weight. Class 2: Using this power does not decrease an items

Class 3: You do not decrease an items hardness, only its weight.

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Class 3: Using this power on someone actually sends them part way to another dimension. Victims cannot see or sense anything except you, whom they can attack normally whether they are incorporeal or not. Special: Against creatures that have natural armor (via Density Increase, for example) this power reduces the targets natural armor by 1 per successful use. Once the targets natural armor is reduced to 0, their weight is reduced as per normal. This power does not cause any of the targets equipment, other than normal clothing, to become incorporeal. Items carried by a creature that is turned incorporeal drop to the ground. Stacking: Range may be increased one increment (to long), or a multiplier may be added to your character level for determining how much weight targets lose per use of this power. walk on paper! Losing incorporeality while in a solid object causes you to make a Fortitude saving throw (DC 15) or die. If you succeed in the saving throw, you are shunted off instantly to the nearest open space, taking 1d6 damage per 10 feet traveled. Limitations: Class 1: You cannot turn any objects intangible along with yourself, other than normal clothing. Class 2: The duration of this power is concentration. Class 3: This power is always on and you have to concentrate to become corporeal. Stacking: You can double your Constitution for purposes of determining the weight you can carry while incorporeal (Con x2, Con x4, Con x8, and so on) to the maximum load that would be allowed by your Strength.

Density Decrease Self


Prerequisites: Self Activation Time: Attack Base Range: Personal Effect: You become incorporeal Base Duration: Permanent (C) Saving Throw: None Description: You can make yourself less dense to the point where you are weightless, physical attacks cannot harm you and you are able to pass through solid objects. Density Decrease Self causes you to become incorporeal. Incorporeal creatures can pass through any object. Incorporeal creatures cannot be physically hindered or harmed by nor can they touch, pick up, or handle creatures or objects that arent also incorporeal. Incorporeal creatures cannot physically harm or hinder those that cannot harm them. Incorporeal creatures are immune to, and cannot harm others with, energy attacks. Other attack forms, including mental and force effects, and powers with Charisma and Power as prerequisites, will affect an incorporeal being, and an incorporeal being can use such attacks against others. Other than clothing, you can only cause a nite amount of items to decrease in density along with you. At most, you can cause equipment up to a number of pounds equal to your Constitution to turn incorporeal with you, and carry them along. You must still breathe and are subject to gravity while this power is in effect, unless you have powers that preclude these necessities. As an innate safeguard, you do not automatically pass through any solids you are walking upon (unless you want to), and since youre weightless, you could conceivable

Density Increase 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: Concentration Saving Throw: Fortitude negates (object) Description: This power causes objects to become more dense, causing them to gain 1 hardness. For every 2 hardness an object gains, a multiplier is added to its weight. Density Increase Object can be used multiple times on the same target through successive Concentration checks to continually increase an objects hardness and weight. Limitations: Class 1: You cannot affect objects with a hardness rating higher than 10. Class 2: The range of the power is touch. Class 3: You can only affect unattended objects. Special: Using this power against constructs acts as the Density Increase Others power. Stacking: Range can be increased one increment (to long), or your target size can be doubled, or have objects gain 1 additional hardness each time this power is used on them.

Density Increase Others


Prerequisite: Life Activation Time: Attack Base Range: Short (25 ft. + 5 ft./2 levels)

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Target: One living creature Base Duration: Concentration Saving Throw: Fortitude negates Description: You have the ability to make other living creatures more dense. Every time this power is successfully used on a creature it gains a +1 natural armor bonus (and its Defense increases by +1). For every 2 points of natural armor gained by a creature, it adds a multiplier to its weight. This power can be used multiple times on the same target through successive Concentration checks to continually increase a creatures natural armor and weight. Since victims of this power are unaccustomed to the weight this power bestows, the extra pounds count against them for purposes of carrying capacity and Swim checks. If the victims increased weight causes him to be carrying over his maximum load, he is slowed to the point where he loses all Dexterity and dodge bonuses to Defense, and can only take a move action or an attack action each round (cant do both) in addition to the normal penalties associated with carrying a heavy load. If the victims weight causes him to be carrying over double his maximum load, the target is frozen and essentially has become a statue. Limitations: Class 1: Using this power increases the targets weight, but does not impart a natural armor bonus. Class 2: You can at most impart a natural armor bonus of 1 and a single weight multiplier. Class 3: The power can only be used on willing subjects. Stacking: Range may be increased one increment (to long), or creatures gain an addition 1 point of natural armor every time this power is used successfully. you loses all Dexterity and dodge bonuses to Defense, and can only take a move action or an attack action each round (cant do both) in addition to the normal penalties associated with carrying a heavy load. If your weight causes you to be carrying over double your maximum load, you are frozen and have essentially become a statue. Limitations: Class 1: You actually transforming yourself (or possibly just your skin) into some kind of non-living matter. You do not become a construct by doing so, but you do gain susceptibilities to anything that can affect the type of material you change into. Class 2: You gain weight but not natural armor by using this power. Class 3: A multiplier is added to the your body weight for every 1 natural armor you gain. Special: Equipment, other than normal clothing, does not become more dense with you. When using this power, you can select the natural armor bonus (up to your maximum) you want to have. Changing to a different natural armor bonus, or returning to normal, is an attack action. Stacking: A multiplier can be added to your Constitution modier for purposes of determining the maximum natural armor bonus you can attain, or a multiplier may be added to your Strength for purposes of determining how much extra weight you can bear while this power is in effect.

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.

Density Increase Self


Prerequisites: Self, Con 13+ Activation Time: Attack Base Range: Personal Effect: You gain a hardness rating Base Duration: Permanent (C) Saving Throw: None Description: Density Increase Self allows you to give yourself a natural armor bonus equal to your Constitution modier. For every 2 points of natural armor you gain, you add a multiplier to your body weight. This extra weight counts against you for purposes of encumbrance and Swim checks. If your increased weight causes you to be carrying over your maximum load, you are slowed to the point where

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Class 2: You ignore 1 point of hardness every time this power is selected. Class 3: You hurt yourself by using this power, taking damage equal to the hardness you ignore with each hit. Stacking: You ignore an additional 2 points of objects hardness. you are trying to detect (An alarm clock made by Texas Electronics set to 3:44 PM.). Class 3: You cannot detect specic energies, and have trouble differentiating between intensities. When activating the power, you can only choose to detect harmless, weak (up to 3d6), strong (between 3d6 and 10d6), or powerful (over 10d6) energy sources. Stacking: You can increase this powers range by one increment (to innite).

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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Stacking: Range may be increased one increment (to innite). Target: All minerals within range Base Duration: Concentration Saving Throw: Will negates (object) Description: You can detect all minerals (metal, stones, gems, coal, etc.) that are around you after a rounds concentration. You can either use this power to do a broad sweep or a specic search. With a broad sweep, you learn the direction, distance, and composition of all mineral collections over 1 pound within range (including underground). You can lower your range to a more digestible radius if so desired. With a specic search, you choose a rough composition and weight (a 200-pound block of iron) or a specic object (a statue of General Grant). After a round of concentration, you will know the direction and distance to the item if its within range. If theres more than one item that ts what youre looking for, you detect the one closest to you. If you are trying to detect a construct or an object in the possession of another, the creature gets a Will saving throw to avoid detection. The target does not become aware that you are trying to detect him regardless saving throws result, and there is nothing to prevent you from trying to detect the object again. Limitations: Class 1: You can only do specic searches. Class 2: The hero can only do broad sweeps. Class 3: Theres so much information for you to sort through that it takes an hour to use this power. Stacking: The range can be increased one increment (to innite).

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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to learn what other powers it possesses. The power detected is rolled randomly amongst those that you have not learned of yet. If you have gleaned all of the targets powers, you will know so. Limitations: Class 1: You cannot detect power stacking. Class 2: You can only detect powers with three specic prerequisites. Class 3: You can only detect if creatures have powers in one of three power categories, but cant discern what specic powers they have. Special: Using this power successfully against a target without any power feats does nothing except let you know the person has no powers. Stacking: Range may be increased one increment (to innite, although you must still be able to see the target to use this power), or an additional power may be learned with each successful use of this power. Reex saving throws.

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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Base Range: Touch Target: One living creature Base Duration: Instantaneous Saving Throw: Fortitude negates Description: You can inict horrible ailments upon other living things by making a melee touch attack. If the target fails a Fortitude saving throw, it instantly contracts a disease. The target takes 1d6 temporary damage to a single ability score of your choice. Thereafter, the infected creature must make another Fortitude saving throw every day or take a further 1d6 temporary damage to the same ability score. A successful save at any point indicates the victim has fought off the infection. Even if a creature is already diseased, you may attempt to infect them again and again, each successful iniction causing temporary damage to a different ability score. If you desire, you can make the infected target contagious. Any other living thing that comes into close contact with the infected target must make a Fortitude saving throw equal to one-half that the target had to make (rounded down). Failure indicates the disease has spread. Heroes should be cautious with this option, lest they constantly start epidemics. Limitations: Class 1: You have an aura of death about you that permanently lowers your Charisma by 1 point. Class 2: You cannot shut this power off, and are a walking biohazard. Class 3: Your diseases are especially weak, and cause only 1 temporary ability score damage. Stacking: A +1 may be added to the ability damage die, or range may be added. The rst time range is selected, Disease can reach 5 feet per character level of the hero. Further range stacking adds a multiplier to your character level for purposes of determining the range of this power. the possession of another creature receive a saving throw bonus equal to their hardness rating or that of their bearer, whichever is higher. Success means the object is unharmed. Failure results in the item being utterly destroyed. When used on especially large objects, Disintegration may only destroy a part of the overall structure. Residual damage from an item instantly losing a section is left to GM discretion. Limitations: Class 1: There is a certain type of material that you cannot affect with this power. Class 2: Attended objects receive a saving throw bonus equal to the their hardness plus that of their bearer. Class 3: You may not partially affect an object. If the item in question doesnt t within you target area, you cannot use this power on it. Special: This power does nothing to living targets. Against constructs this power acts as the Decay power. Stacking: Range may be increased one increment (to long), or the powers target area may be doubled (to a 10-ft cube, a 20-ft cube, a 40-ft cube, and so on).

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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check against each effect. Limitations: Class 1: You can add a maximum of +10 to your dispel check. Class 2: You cant use this power against magic creatures. Class 3: You can only use this power reactively. Meaning, you can only ready Dispel Magic against the possible use of offensive magic powers. Special: If used successfully on a magical construct, Dispel Magic will render the target unconscious for the duration of this power. The DC to do this is 11 + the level of the construct. Stacking: Range may be increased (to innite, though you must be somehow aware of the magic you are attempting to dispel), or duration may be increased one increment (to permanent). dodge two projectiles that would otherwise hit you per round. Limitations taken with this power are retroactive as well. Stacking: You may attempt to catch another projectile that would otherwise strike you each round, though it would be more fortuitous to take Dodge Rays rather than this power again if possible.

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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Activation Time: Full-round Base Range: Short (25 ft. + 5 ft./2 levels) Target: One living creature Base Duration: Concentration Saving Throw: Will negates Description: You can exert mind control over a target within range that you can see or are otherwise aware of. If the subject creature fails its Will saving throw, you can control its actions. This power does not confer any kind of sensory link, so you cannot see through the eyes of a dominated person. However, there is a telepathic link, and the target can relay information about its surroundings to you as through the Telepathy power. If a common language is shared between the target and yourself, the subject can be forced to perform very specic actions and tasks. If no common language is shared, only basic commands such as Fight, Stand still, and Run, can be given. Targets of this power are constantly resisting its effects. Those forced to do something they normally wouldnt immediately receive another saving throw to shake off Domination. If the requested act is self-destructive or totally abhorrent to the target, the saving throw is at +4. Limitations: Class 1: You can only use this power on creatures with 3 Intelligence or more. Class 2: Once a creature has resisted your Domination power, it is ever after immune to it. Class 3: You can only use this power on creatures with 3 Intelligence or less, including animals. Stacking: Range can be increased one increment (to innite). see Anatomic Separation being used, but what about Luck Manipulation? You may choose to duplicate a power within ten minutes after observing it by taking a full-round action.. You do not need to possess any prerequisites of the power you are duplicating. Regardless of whom the power is duplicated from, you gain no stacking benets, and use your character level and ability scores for determining effectiveness. Only one power may be duplicated at a time with Duplicate Powers. However, every time you copy anothers power, you can store it for possible later use in a sort of mental library. You can store the memory of a number of power feats equal to your Intelligence modier. At any time you may use Duplicate Powers to take on any of these mentally stored powers. If duplicating a power feat puts you over your storage limit, you must choose a power to be eliminated from your memory. The power you are currently duplicating does not have to be added to your memory. Limitations: Class 1: You must observe the power being used by the same person twice before it can be duplicated. Class 2: Only the powers of a specic archetype can be duplicated. Class 3: You can only duplicate a specic number of power equal to your Intelligence modier, which are selected upon rst taking this power feat. Special: This power cannot duplicate a powers that are gained through general feats, such as a mechanical archetypes Armored ability. Stacking: Range may be increased one increment (to long), a multiplier may be added to your Intelligence modier for purposes of determining how many powers you can store in your memory, or you may copy an additional power each time this feat is used. In this case, you may stack a power by selecting to duplicate the same power feat multiple times (storing a power multiple times in your memory for later use takes multiple slots). This could potentially allow you to use a power more effectively than the creature you copied it from.

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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rise to create barriers. These structures can take any form, but are never detailed. Earth Wall allows you to create walls, plateaus, and jutting land masses. Each use of this power creates a structure that lls an area equal to one 5-foot cube. If you have larger structures in mind, you can use this power multiple times to create them. The things you create are considered stable until they get over 30 feet tall. For every 5 feet over 30 you raise one of your barriers, you must make a Wisdom check (DC = to half the height of the structure) to keep it from crumbling to half its height. The earthen structures created with this power are permanent, and can only be torn down through other powers or brute force. Barriers and the like created with Earth Wall have a hardness of 2 and 5 hit points per inch of thickness. A breach can be made in an Earth Wall by a single powerful attack. To do this, the attacking creature must succeed in a Strength check (DC 10 + 1 per inch of thickness). Success with either form of attack wont necessarily destroy an Earth Wall, just make a crack big enough for people to get through. This power cannot be used to cause direct damage to other creatures. If the structure you create threatens to trap another creature (such as causing walls to rise all around a person), the target gets a Reex saving throw to avoid being trapped. Since the ground rises from below, it can be used to elevate willing creatures, including yourself. Unwilling creatures get a Reex saving throw to move off the area before it elevates as a free action. The structures you create are permanent changes to the landscape. There is a large potential for property damage with misuse of this power. Limitations: Class 1: Your structures have a maximum height of 30 feet. Class 2: No one, including you, can ride your structures upward. Theyre just too uneven. Class 3: The shifts in the earth from this power cause major upheaval where you stand. Every time you use Earth Wall, you have to make a Reex saving throw (DC 15) or fall down. Special: This power is only effective against earth, and would be useless in a solid concrete area, such as a dense city. Stacking: Range can be increased one increment (to long), or you may double this powers area of effect (to a 10ft cube, a 20-ft cube, a 40-ft cube, and so on). Activation Time: Attack Base Range: 5 ft per Wisdom point Area: A 5-ft wide path emanating from you Base Duration: Instantaneous Saving Throw: Reex negates Description: You cause a 5-foot wide path of earth to roll forth like a wave of water, pushing back creatures and objects on the ground. The Earth Wave begins in front of you, and travels out in 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. Non-imbedded objects on the ground are also pushed back, but object and creatures that are larger than the path width of this power are unaffected. Object that are unaffected and are stationary (such as buildings) prevent this power from going any further. Should a pushed creature hit an unmoved object, the creature takes damage as if it had fallen a distance equal to the length it has been 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 closest, the third closest is behind the second, and so on. Limitations: Class 1: Those in the path get knocked down rather than pushed if they fail their Reex save. Objects are unaffected. Class 2: The farthest anyone on the path can get pushed is equal to half the range of the power. Class 3: You can target only a single person within range. Special: This power can be used against earth constructs (such as earth elementals) to make bull rush attacks from a distance. You target any earth construct within range, and make a Wisdom check against the defenders Strength check (with the construct suffering a 4 penalty to this check due to its vulnerabilities). The result acts as the bull rush maneuver, with this power acting as a Medium-size charging character. You can only push the earth construct as far as the range of his power allows. Of course, the hero can also use this power in the normal manner against earth constructs as well. This power is only effective on natural earth, it has no effect on cement, pavement, or other man-made ground. Stacking: A multiplier can be added to your Wisdom for purposes of determing this powers range, or the width of the Earth Waves path can be increased by 5 feet.

Earth Wave
Prerequisites: Geoforce, Elemental Control: Earth

Eat Energy
Prerequisites: Energy, Con 15+, Resist Energy

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Activation Time: Attack Base Range: Touch Target: One energy source Base Duration: 1 round/level Saving Throw: Will negates (object) Description: You are able to absorb any energy you have mastery over, and convert it into hit points or ability points. Any damage from energy you would successfully avoid with Resist Energy (see that power for more details) can be eaten instead. Every 10 damage points of energy eaten may be converted into either 1d6 hit points or 1 ability point. Hit points and ability scores raised with Eat Energy last for the powers duration. Any damage you take in this time are taken from the temporary points rst. The most energy you can safely eat is 10 times your character level. For example, SuperSucker, a 6th-level hero with Eat Energy (electricity), could eat 60 damage worth of electrical damage, and covert it into 6d6 health points, +6 to his ability scores, or any combination thereof without fear. Once the effects of the eaten energy wear off, he could safely eat up to his limit again. Should you try to eat more than you can handle (either intentionally or accidentally), you must make a Fortitude saving throw (DC equal to the energy damage eaten over your safe limit). Success means that you have safely eaten the energy and may convert it as you please. Failure means you begin to regurgitate energy. Any bonuses from ingested energy disappear, and you are stunned for a number of rounds equal to the damage you attempted to absorb over your safe limit. For example, if SuperSucker was still beneting from having eaten 60 electricity damage, and tried to eat an additional 20 points of electricity damage, he would have to make a Fortitude save of 20. If SuperSucker failed, he would be lose all the benets of his previously eaten energy, and be stunned for 20 rounds. You can try to use Eat Energy against super-beings using energy attacks against you by readying an action. Limitations: Class 1: Using Eat Energy is a full-round action. Class 2: Eaten energy may be converted to health points or ability points, but not both. Class 3: Eaten energy is converted only to one specic ability score. Special: Although the power is called Eat Energy, you do not necessarily have to absorb the energy through your mouth. If you also have the power Store Energy, he may eat stored energy at your discretion. You cannot eat energy from any other Energy powers you possess (such as Energy Blast). Eating harmless levels of energy has no effect on you. You can eat energy constructs made of the appropriate type of energy. By making a melee touch attack against such creatures, you deal 1d6 damage per character level you possess (and you may convert this energy in the normal manner). The construct receives a Fortitude saving throw to halve this damage. Stacking: You may add a multiplier to your character level for determining how much energy damage you can safely eat, or add a multiplier to your level for determining this powers duration.

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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etc.) that you cannot bite through. Class 2: You can easily bite through things, but have no ability to swallow or chew materials. Class 3: Hardness is not ignored when biting items. Special: This power has the side effect of providing you with a +2 power bonus to Fortitude saving throws against ingested poison. This power works in conjunction with any unarmed combat feats you might possess, such as Brawl or Combat Martial Arts. This power can be used to bite others in combat. Stacking: You ignore an additional 1 hardness and gain an additional +2 to saving throws against ingested poisons. With this power you decide which way your altered breezes blow (as well as whether to create a tornado-like condition or a general conagration of buffeting gales), and may increase or decrease the wind speed by an amount equal to your Wisdom. If current wind speed is unknown, consider it 0 mph indoors, and 3d6-3 mph outdoors. These altered wind conditions move with you. Anyone (including ying creatures) caught in your high winds must make a Reex saving throw every round or have their movement slowed by a number of feet equal to the amount the wind speed has been increased (therefore, a hero with this power and 10 Wisdom would potentially reduce others movement rates by 10 feet). Movement reduction is rounded down to the nearest 5-foot increment, and regardless of how much a creatures speed is lowered, it is still able to take a 5-foot step each round. Ranged attacks made in, into or through an area with a wind speed over 30 mph suffer a -4 penalty to attack rolls. Ranged attack made in, into or through an area with a wind speed over 50 mph suffer a -8 penalty. The altered winds last as long as you maintain concentration, returning to normal instantly after you ceases doing so. You may try to activate the power again and again with successive Concentration checks to continue to increase or decrease surrounding wind speeds. Limitations: Class 1: You can only increase wind speed. Class 2: You cannot create an eye for your storm. Class 3: You can only decrease wind speed. Special: This power can be used to harm construct archetypes made of gas (such as an air elemental). You may target any gas construct within range as an attack action. If the construct fails a Fortitude saving throw, it takes 1d6 damage per character level you possess. Using the power in this fashion is instantaneous, and therefore does not require concentration. Stacking: You may add a multiplier to your level for determining this powers radius, or add a multiplier to your Wisdom for determining how much wind speed is altered with a single use of the power.

Eat Kinetic Energy


Prerequisites: Geoforce, Kinetic Control, Resist Kinetic Energy, Con 15+ Activation Time: Attack Base Range: Touch Target: One kinetic energy source Base Duration: 1 round/level Saving Throw: None Description: This power works exactly like Eat Energy except it works only against damage you can resist with the Resist Kinetic Energy power feat. Limitations: See Eat Energy. Special: As Eat Energy. Stacking: As Eat Energy.

Elemental Control: Air


Prerequisite: Geoforce Activation Time: Attack Base Range: 5 ft radius/level Area: 5 ft radius/level centered on you Base Duration: Concentration Saving Throw: Reex negates Description: With this power you are able to increase or decrease the force of the wind speed around you. You can affect a radius equal to 5 feet per character level around you. If desired, the space you occupy can be designated as the eye of this personal storm, and thus immune to any adverse conditions caused by the high winds.

Elemental Control: Earth


Prerequisite: Geoforce Activation Time: Attack Base Range: 5 ft radius/level Area: 5 ft radius/level centered on you Base Duration: Concentration

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Saving Throw: None Description: You are able to create very localized tremors around yourself. An earthquake with a radius equal to 5 feet for each character level you possess is created. If desired, the space you occupy can be designated as stable, and thus immune to any adverse seismic effects caused by this power. This stable spot moves with you. Any land-traveling creature caught in your radius must make a Reex saving throw against this power or fall down. In addition, anyone in the tremor radius attempting an action that would normally require a Concentration check, adds your Wisdom modier to the Difculty Check. The intensity of your earthquakes are considered equal to 1 on the Richter scale, and stay at that level for as long as you concentrate. You can also lessen existing earthquakes in your area by the same amount. Once you cease concentrating, the tremors cease (or possibly resume if you were quelling an earthquake), although any collateral damage caused by the quakes remain. Limitations: Class 1: The radius of your earthquakes are 5 feet for every two character levels you possess. Class 2: You cant create a stable zone for yourself. Class 3: Your quakes are never strong enough to knock people over, they only increase Concentration checks. Special: This power may be used to harm construct archetypes made of earth, stone, or similar materials (such as an earth elemental). You may target any earth construct within range as an attack action. If the construct fails its Fortitude saving throw, it takes 1d6 damage per character level you possess. Using the power in this fashion is instantaneous, and therefore does not require concentration. Stacking: You can add a multiplier to your level for purposes of determining this powers radius, or add a multiplier to your Wisdom modier for determining how much is added to others Concentration DC. Each time this power is stacked, your quakes are considered 1 higher on the Richter Scale (and you can lessen existing quakes by 1 more on the Richter Scale). Description: You can calm or agitate surrounding water. All water (or similar liquids) up to your range can be made calm, rough, or stormy. You can increase or decrease the Swim and Drive DCs of those caught in this powers range by an amount equal to your Wisdom. You can also increase or decrease creatures and vehicles movement rate by a number of feet equal to your Wisdom. The waters stay as you desire as long as you concentrate. If you cease concentrating, the waters return to their normal state immediately. This power is best used on the seas, but could certainly come in handy in social situations. The ability to agitate water could quickly stir a drink, turn a tub into a whirlpool, or ruin some kids day at the local swimming pool. Limitations: Class 1: The hero can only use this power on the open sea. Class 2: The power can only be used underwater. Class 3: The power can only affect one 5-foot cube per character level you possess. Special: This power may be used to harm construct archetypes made of liquid (such as a water elemental). You may target any liquid construct within range as an attack action. If the construct fails a Fortitude saving throw, it takes 1d6 damage per character level you possess. Using the power in this fashion is instantaneous, and therefore does not require concentration. Swim and Drive DCs can never be lowered to below 0. Stacking: You may increase range by one increment (to far), or may add a multiplier to your Wisdom for determining how much can affect Swim and Drive DCs, and creature and vehicle movement.

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

Elemental Control: Water


Prerequisite: Geoforce Activation Time: Attack Base Range: Short (25 ft. + 5 ft./2 levels) Target: All water within range Base Duration: Concentration Saving Throw: None

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simultaneously, as long as the total extra distance added to your limbs is equal to your reach. Following the example from above, a character with Elongation and a 10-foot reach could stretch his neck an extra 10 feet to see above a building, or could elongate both his legs by 5 feet (5 + 5 = 10). Using Elongation does not require any more effort to use than does moving about for a normal person. However long it would take for an average person to perform an action is how long it would take you to perform the action, the only difference being that you would be able to perform the action at a greater distance. For example, picking up a knife from the ground is a move action that provokes an attack of opportunity, so thats what it is for you, except you can pick up a knife up to 10 feet away. Limitations: Class 1: You have numerous stretch marks all over your body, and suffers a permanent loss of 1 Charisma as a result. Class 2: Using this power is painful to you, and you suffers a 1 penalty to any action for each 5 feet you stretch. Class 3: You do not add a multiplier to his reach, and 5 feet is the absolute limit of your Elongation. Special: This power does not allow you to avoid attacks of opportunity that you would otherwise provoke. For example, if you stretched your gun arm up 10 feet and red, you would still provoke an attack of opportunity from all those next to you. If a distant body part provokes attacks of opportunity, then all those next to you and the body part get to take advantage of the provoked attack of opportunity. Stacking: Another multiplier is added to your reach. types into the above six broad categories (for example, light could be classied as radiation, and darkness as cold) lest it become too difcult to resist or counter the innumerable energies in the universe. Selecting this feat gives you a +2 power bonus on all saving throws against Energy powers that are of the same type you have mastered, and adds +2 to the Difculty Class for all saving throws made against your Energy powers. Unless listed otherwise, the saving throw against Energy powers is DC 10 + half your character level + your Intelligence modier. Should this feat somehow be lost or disabled, you would be unable to perform any Energy powers until it was 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. Stacking: Each time this feat is selected, you can choose to increase your ability with an energy type you have already mastered, or you can choose to master a new type of energy. If you choose to increase your ability with an energy type you have already mastered, you gain another +2 power bonus on all saving throws against Energy powers that use the same energy type, and add another +2 to the DC for all saving throws made against your Energy powers which use that energy type. If you choose to master a new type of energy, you select a new energy type, and gain a +2 power bonus to saving throws against Energy powers that use the same energy type, and add +2 to the DC for all saving throws made against your Energy powers which use that energy type. In addition, any powers you have with Energy as a prerequisite apply to both forms of energy, and you may decide which kind of energy to use each time an Energy power is activated. For example, Icy Hot Stunner selects Energy (re) as one of her 1st-level power feats, and Energy Blast as her other 1st-level power feat. Upon reaching 2nd level, Icy Hot Stunner selects Energy (cold) and Resist Energy as her power feats. Icy Hot Stunner can now shoot either re or cold when she uses Energy Blast, and her Resist Energy power is effective against both re and cold attacks. She has a +2 saving throw bonus against any Energy powers that have re or cold as their type, and she adds a +2 to the saving throw DC when she blasts enemies with Energy Blast whether she shoots re or cold. At 3rd level, Icy Hot Stunner selects Energy (re) again

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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and Detect Energy as her power feats. She can use Detect Energy to sense both re and cold. Because she selected Energy (re) again, she now has a +4 saving throw bonus against any Energy powers that are of the re type and others will suffer a +4 DC to saving throws made against her Energy powers when she chooses to make them of the re type. Her saving throw bonus against cold, and the DC modier for her Energy powers of the cold type remains at +2. Using this power on objects will also result in any appropriate residual effects. For example, using Energy Blast (cold) on a small lake will freeze it. Using Energy Blast (radiation) on farmland will make it infertile. Limitations: Class 1: The energy you emit cannot harm objects. Class 2: The blast does only 1d4 damage (for rays and bolts) or 1d3 damage (for cones) per level of the hero. Class 3: The range of your attack is touch. Special: It is up to you to decide where on the your body energy is emitted from. Common choices include the hands, eyes, mouth, and chest. You can choose to do less damage dice than you are capable of if so desired, to a minimum of 1d6 (for rays and bolts) or 1d4 (for cones). Stacking: You can select another blast form to choose from (ray, bolt, or cone), or add a +1 to every damage die you rolls with this power, or add a multiplier to your character level for determining your blast range (applied to all blast forms you have).

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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Limitations: Class 1: You can only cause subdual damage to others with this power. Class 2: The blast radius is only 1 foot per level. Class 3: You tkae all lethal damage (constructs cannot select this limitation). Stacking: You can add a multiplier to your character level for determining this powers radius, or you can add +1 to every damage die this burst causes. If you opt to do more damage, you will take more damage as well. To reabsorb the Energy Duplicate, you and the duplicate simply step into one another. Any time you and your duplicate occupy the same 5-foot space, you are considered united. An Energy Duplicate inside you is considered resting. Limitations: Class 1: The Energy Duplicate has a personality of its own, and may not like some of the things you of it. Class 2: This power has a duration of 1 round/level. When the duration expires, your duplicate instantly disappears and is back inside you. Class 3: You transfer your conscious to the Energy Duplicate, leaving your own body immobile and helpless. Special: Energy Duplicates understand the hero, but are mute unless you give it a skill point to spend on Speak Language. Without stacking, you have only one Energy Duplicate. Using this power again and again doesnt summon more duplicates. Stacking: You carry an additional Energy Duplicate inside you. When you activate this power you choose how many duplicates to release. Skills, feats, and powers given to one duplicate do not transfer over to the others.

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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Class 2: You must have the Energy Field on to use any of your Energy powers. Class 3: The Energy Field only potentially hurts those that you attack. Special: Items in your possession at the time the Energy Field is activated are not harmed by the power. If your Energy Field is powerful enough to harm an unattended object, you may hold or press yourself against the item to slowly destroy it. Stacking: The can increase duration by one increment (to permanent). Base Range: Personal Effect: You are considered procient in all weapons and armor Base Duration: Permanent Saving Throw: None Description: You instinctively knows how to use any weapon and armor. You never suffer any penalty for not having the appropriate prociency feat. Limitations: Limitations cannot be levied against this power. Stacking: There is no benet in taking this power a second time.

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.

Enhanced Bull Rush


Prerequisites: Str 13+, Strength, Power Attack, Improved Bull Rush Activation Time: Constant Base Range: Personal Effect: You are very pushy Base Duration: Permanent Saving Throw: None Description: Add a multiplier to your Strength modier when making opposed Strength checks to determine the results of a bull rush (both for attacking and defending). Limitations: Limitations cannot be levied against this power.

Enhanced Arms Proficiency


Prerequisites: Int 15+, Intelligence, Armor Prociency (medium), Advanced Firearms Prociency Activation Time: Constant

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Stacking: Add an additional multiplier to your Strength modier when making opposed Strength checks to determine the results of a bull rush.

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 Combat Reflexes


Prerequisites: Dex 13+, Dexterity, Combat Reexes Activation Time: As Combat Reexes Base Range: As Combat Reexes Target: Enemies that provoke attacks of opportunity Base Duration: Instantaneous Saving Throw: None Description: This power adds a multiplier to you Dexterity modier for purposes of determining your maximum attacks of opportunity you may take with Combat Reexes. Limitations: Limitations cannot be levied against this power. Stacking: Another multiplier is added to your Dexterity modier for determining your maximum attacks of opportunity you may take with Combat Reexes.

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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Stacking: You gain another +4 power bonus to initiative checks. Special: You cannot continue tracking those that shift to other dimensions or travel astrally unless you can do so as well. Enhanced Track does not give you an innate sense of a targets location. You must stay on the trail to nd your quarry. Stacking: Another multiplier is added to your Survival rolls when using the Track feat, and the distance at which you need to make Survaval checks to continue following tracks is doubled again (to every 4 miles, 8 miles, 16 miles, and so on).

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

Activation Time: Constant

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.

Enhanced Whirlwind Attack


Prerequisites: Dex 13+, Int 13+, Dodge, Mobility, Spring Attack, Combat Expertise, base attack bonus +4, Whirlwind Attack, Travel, and one power with Travel as a prerequisite Activation Time: As Whirlwind Attack general feat Base Range: See text Target: See text Base Duration: Instantaneous Saving Throw: None Description: This power functions as the Whirlwind Attack general feat, except you may attack all opponents within 10 feet. Limitations: No limitations can be levied against this power.

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Special: GMs may deem that gaining that certain Travel powers make this feat function only in certain environments or situations. Stacking: Another 5 feet is added to the radius of the Enhanced Whirlwind Attack.

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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This power cannot be used multiple times to make yourself grow even larger. If you are enlarged to a size bigger than available space allows, you may make a Strength check against the bond or enclosures break DC. If the Strength check is successful, you burst through the item in question. If the Strength check fails, you do not grow any further and are constrained by the item. You not take any damage from being so constrained Limitations: Class 1: You can never attempt to grow larger than space allows. Class 2: Getting bigger makes you stupider. You lose 2 Intelligence for each size category you grow. Class 3: Only your weight is increased, and remain the same size category. Special: You can grow to any size he likes up to your maximum. Stacking: You can increase your size by an additional size category (to 8 times your size and 16 times your weight, 16 times your size and 32 times your weight, and so on).

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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Base Duration: Permanent Saving Throw: See Bluff skill Description: You are so charming, that making others believe you is easy. You add a multiplier to all Bluff checks (roll 1d20, add all your skill modiers, then multiply the result by two). All the rules and modiers described in the Bluff skill apply. Limitations: No limitations can be levied against this power. Stacking: Another multiplier is added to all Bluff checks you make. Stacking: Another multiplier is added to all Computer Use checks you make.

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).

Exceptional Computer Use


Prerequisites: Intelligence, Computer Use 4 ranks Activation Time: See Computer Use skill Base Range: Personal Target: See Computer Use skill Base Duration: Permanent Saving Throw: See Computer Use skill Description: You are especially adept at working with computers, and add a multiplier to all Computer Use checks (roll 1d20, add all your skill modiers, then multiply the result by two). All the rules and modiers described in the Computer Use skill apply. Limitations: No limitations can be levied against this power.

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Exceptional Decipher Script
Prerequisites: Intelligence, Decipher Script 4 ranks Activation Time: See Decipher Script skill Base Range: Personal Target: See Decipher Script skill Base Duration: Permanent Saving Throw: See Decipher Script skill Description: You are able to read and write all the modern languages of your homeworld. Only when faced with ancient or alien writings do you need to make a skill check, and even then you add a multiplier to all Decipher Script checks (roll 1d20, add all your skill modiers, then multiply the result by two). Reading alien writings adds a +10 to the DC of any Decipher Script check. All the other rules and modiers described in the Decipher Script skill apply. Limitations: No limitations can be levied against this power. Stacking: Another multiplier is added to all Decipher Script checks you make. Saving Throw: See Diplomacy skill Description: Your aura of condence makes others receptive to your negotiations. You add a multiplier to all Diplomacy checks (roll 1d20, add all your skill modiers, then multiply the result by two). All the rules and modiers described in the Diplomacy skill apply. Limitations: No limitations can be levied against this power. Stacking: Another multiplier is added to all Diplomacy checks you make.

Exceptional Disable Device


Prerequisites: Intelligence, Disable Device 4 ranks Activation Time: See Disable Device skill Base Range: Personal Target: See Disable Device skill Base Duration: Permanent Saving Throw: See Disable Device skill Description: You have a knack for cracking locks and security systems. You add a multiplier to all Disable Device checks (roll 1d20, add all your skill modiers, then multiply the result by two). You do not suffer a -4 penalty to Disable Device checks made without appropriate tools. All the other rules and modiers described in the Disable Device skill apply. Limitations: No limitations can be levied against this power. Stacking: Another multiplier is added to all Disable Device checks you make.

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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do not suffer a -4 penalty to Disguise checks made without a disguise kit, and can change your appearance as a full-round action. All the other rules and modiers described in the Disguise skill (including being able to change your apparent height and weight by no more that one-tenth your original size) apply. Limitations: No limitations can be levied against this power. Stacking: Another multiplier is added to all Disguise checks you make, or you can change your apparent height and weight by an additional one-tenth (to a maximum of 50%). you can t through tight spaces as small as the size of your head, 1/3 the size of your head the second time its chosen, , 1/5, and so on.

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.

Exceptional Escape Artist


Prerequisites: Dexterity, Escape Artist 4 ranks Activation Time: See Escape Artist skill Base Range: Personal Target: See Escape Artist skill Base Duration: Permanent Saving Throw: See Escape Artist skill Description: Your body is extremely exible and/or malleable. You add a multiplier to all Escape Artist checks (roll 1d20, add all your skill modiers, then multiply the result by two). All the rules and modiers described in the Escape Artist skill apply. Limitations: No limitations can be levied against this power. Stacking: Another multiplier is added to all Escape Artist checks you make, or you can squeeze yourself through especially small spaces. The rst time this option is chosen,

Exceptional Gather Information


ranks Prerequisites: Charisma, Gather Information 4 Activation Time: See Gather Information skill Base Range: Personal Target: See Gather Information skill

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Base Duration: Permanent Saving Throw: See Gather Information skill Description: You always know just where to go and exactly who to ask when it comes to getting info. You add a multiplier to all Gather Information checks (roll 1d20, add all your skill modiers, then multiply the result by two). Additionally, you are able to perform this skill in the time normally required. All the other rules and modiers described in the Gather Information skill apply. Limitations: No limitations can be levied against this power. Stacking: Another multiplier is added to all Gather Information checks you make, and you can perform this skill in 1/3 the time (further stacking reduces this to , 1/5, and so on). Description: You are able to camouage yourself with the surroundings, and add a multiplier to all Hide checks (roll 1d20, add all your skill modiers, then multiply the result by two). All the rules and modiers described in the Hide skill apply. Limitations: No limitations can be levied against this power. Stacking: Another multiplier is added to all Hide checks you make.

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 Handle Animal


Prerequisites: Charisma, Handle Animal 4 ranks Activation Time: See Handle Animal skill Base Range: Personal Target: See Handle Animal skill Base Duration: Permanent Saving Throw: See Handle Animal skill Description: You have a bond with animals that others dont possess. You add a multiplier to all Handle Animal checks (roll 1d20, add all your skill modiers, then multiply the result by two), and can teach and train animals in the normal time. All the other rules and modiers described in the Handle Animal skill apply. Limitations: No limitations can be levied against this power. Stacking: Another multiplier is added to all Handle Animal checks you make, and you can teach and train animals in 1/3 the time (further stacking reduces this to , 1/5, and so on).

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 Jump
Prerequisites: Strength, Jump 4 ranks Activation Time: See Jump skill Base Range: Personal Target: See Jump skill Base Duration: Permanent Saving Throw: See Jump skill Description: You can leap tall buildings in a single bound. Add a multiplier to all Jump checks (roll 1d20, add all your skill modiers, then multiply the result by two). Unlike those without this power, you can jump distances greater than your normal speed with a long jump, have no maximum jump height with a high jump, dont use any movement to hop up, and take falling damage as if you had dropped 20 fewer feet on a successful jumping down check. All the other rules and modiers described in the Jump skill apply. Limitations: No limitations can be levied against this power. Stacking: Another multiplier is added to all Jump checks you make, and you take falling damage as if you had dropped another 10 feet fewer on a successful jumping down check.

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 Move Silently


Prerequisites: Dexterity, Move Silently 4 ranks Activation Time: See Move Silently skill Base Range: Personal Target: See Move Silently skill Base Duration: Permanent Saving Throw: See Move Silently skill Description: You are nearly impossible to hear when being stealthy. You add a multiplier to all Move Silently checks (roll 1d20, add all your skill modiers, then multiply the result by two). All the rules and modiers described in the Move Silently skill apply. Limitations: No limitations can be levied against this power. Stacking: Another multiplier is added to all Move Silently 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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All the rules and modiers described in the Navigate skill apply. Limitations: No limitations can be levied against this power. Stacking: Another multiplier is added to all Navigate checks you make. Target: See Profession skill Base Duration: Permanent Saving Throw: See Profession skill Description: Your inhuman knack for nances allows you to add a multiplier to all Profession checks (roll 1d20, add all your skill modiers, then multiply the result by two). All the rules and modiers described in the Profession skill apply. Limitations: No limitations can be levied against this power. Stacking: Another multiplier is added to all Profession checks you make.

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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Limitations: No limitations can be levied against this power. Stacking: Another multiplier is added to all Research checks you make, and you perform this skill in 1/3 the time it would normally take (further stacking reduces this to the time, 1/5 the time, and so on). Base Duration: Permanent Saving Throw: See Sense Motive skill Description: Your senses make you a living polygraph machine. You add a multiplier to all Sense Motive checks (roll 1d20, add all your skill modiers, then multiply the result by two). All the rules and modiers described in the Sense Motive skill apply. Limitations: No limitations can be levied against this power. Stacking: Another multiplier is added to all Sense Motive checks you make.

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 Sleight of Hand


Prerequisites: Dexterity, Sleight of Hand 4 ranks Activation Time: See Sleight of Hand skill Base Range: Personal Target: See Sleight of Hand skill Base Duration: Permanent Saving Throw: See Sleight of Hand skill Description: Your nimble ngers allow you to add a multiplier to all Sleight of Hand checks (roll 1d20, add all your skill modiers, then multiply the result by two). All the rules and modiers described in the Sleight of Hand skill apply. Limitations: No limitations can be levied against this power. Stacking: Another multiplier is added to all Sleight of Hand 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.

Exceptional Speak Language


Prerequisites: Intelligence, Speak 4 languages Activation Time: See Speak Language skill Base Range: Personal Target: See Speak Language skill Base Duration: Permanent Saving Throw: See Speak Language skill Description: You are able to speak every modern language of your homeworld. When presented with an ancient, alien, or otherwise unknown languages, you are able to learn them quickly. After 2d6 hours of being exposed to a new language, you will be able to speak it uently. Limitations: No limitations can be levied against this power. Stacking: The time it takes for you to learn a new

Exceptional Sense Motive


Prerequisites: Wisdom, Sense Motive 4 ranks Activation Time: See Sense Motive skill Base Range: Personal Target: See Sense Motive skill

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language is reduced to . Further stacking reduces the time to 1/3, , and so on.

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 Treat Injury


Prerequisites: Wisdom, Treat Injury 4 ranks Activation Time: See Treat Injury skill Base Range: Personal Target: See Treat Injury skill Base Duration: Permanent Saving Throw: See Treat Injury skill Description: Your understanding of physiology allows you to add a multiplier to all Treat Injury checks (roll 1d20, add all your skill modiers, then multiply the result by two). In addition, you can perform surgery in the normal time. All the other rules and modiers described in the Treat Injury skill apply. Limitations: No limitations can be levied against this power. Stacking: Another multiplier is added to all Treat Injury checks you make, and you perform surgery in 1/3 the time (further stacking lowers surgery time to , 1/5, and so on).

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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Limitations: No limitations can be levied against this power. Stacking: Another multiplier is added to all Tumble checks you make. Appendage with a power feat, he may choose to be able to retract that particular additional body part as per usual. For symmetrys sake, GMs should allow characters to gain certain body parts, such as legs and wings, in pairs. This does not give the hero two extra unarmed attacks, and the only benet is cosmetic. Stacking: Select an additional Extra Appendage and gain another off-hand attack per round.

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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Force Field
Prerequisite: Geoforce Activation Time: Attack Base Range: Short (25 ft. + 5 ft./2 levels) Effect: An invisible wall whose area is up to one 10ft. square/level Base Duration: Concentration Saving Throw: Reex negates (see text) Description: You can bring up immobile, invisible walls of force that prevent creatures and attacks from getting through. The Force Field can be up to one 10-foot square per character level you possess, and must be continuous and unbroken, but can be of any shape. The Force Field has a hardness equal to your Wisdom modier (but never a negative hardness rating), and 10 hit points per character level you possess. Thus, a 10th-level hero with 20 Wisdom would create Force Fields with a hardness of 5 and 100 hit points. The Force Field is a solid object for considerations of what can penetrate it and what cannot, and it is considered to be in your possession against powers that affect objects. Thus, a person that could walk through walls could also walk through a Force Field, and many psychic powers would also be unhindered by it. Most physical and energy attacks, however, would be blocked. This works both ways, potentially limiting what you can do while surrounded by a Force Field. If you attempt to surround an unwilling target with a Force Field, the target receives a Reex saving throw to avoid being trapped. You can create multiple Force Fields through successive Concentration checks, but the damage taken by any of your Force Fields count against the 10 hit points per character level total. Once this limit is reached, all of your existing Force Fields drop, and you havent the strength to create any more. Your Force Field hit points recover at a rate of 1 hit point per character level you possess per hour. Limitations: Class 1: Your Force Fields are visible, but can still be seen through. Class 2: The range of this power is 5 feet/level. Class 3: Your Force Fields have no hit points, only hardness. Any damage beyond the powers hardness causes any Force Field to drop and be unusable for 24 hours. Stacking: Range can be increased one increment (to long), or a multiplier may be added to your level for purposes of determining the size of Force Fields you can create with a single use of this power, or a multiplier may be added to your level for purposes of determining your Force Field hit point recovery rate.

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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Creatures in low gravity move at half speed, and suffer a 2 penalty to all attack rolls, melee damage rolls, and Reex saving throws. Creatures in zero gravity suffer a 4 penalty to all attack rolls, melee damage rolls, and Reex saving throws, and must propel themselves by jumping off solid, immobile objects or through some other kind of propulsion. If there is nothing for a person to push off of or use for propulsion, they oat at the top of your radius. If a creature meets a solid object before reaching the top of your zero gravity radius, they take damage as if they had fallen. Limitations: Class 1: You can create low or zero gravity, but not both. (You can still create normal gravity as well.) Class 2: You cannot create a dead zone for yourself. Class 3: You can only create normal gravity in a low or zero gravity situation. Special: Creatures that can y ignore the movement penalties from low or zero gravity. Stacking: A multiplier can be added to your character level for purposes of determining this powers radius. Limitations: Class 1: You can only make victims sense things that you have experienced. Class 2: Victims get a saving throw every round to shake off this powers effects Hallucination. Class 3: This power merely warps victims view of the world. Targets still know where and what everything is, but what they see and sense is somehow strange or psychedelic. Stacking: Range can be increased one increment (to innite, though you must be able to somehow sense the target to affect him), or an additional creature may be affected by this power with each use.

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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Heal
Prerequisite: Life Activation Time: Attack Base Range: Touch Target: One living creature Base Duration: Instantaneous Saving Throw: Fortitude half (harmless) Description: Your touch repairs damage to living things. Creatures and plants touched by you recover 1d6 hit points per character level you possess. This power will also remove scarring and regenerate lost body parts, regrowing 1% of the missing body mass per 1d6 damage healed. This power will not give a creature more health than it originally had. Limitations: Class 1: The power comes from a holy source. You must pray for one minute to activate Heal. Class 2: The power does not work on those below 0 hit points. Class 3: You heal only 1 damage per level. Stacking: A +1 may be added to every 1d6 rolled with this power, or range may be added. The rst time range is selected, Heal can reach 5 feet per character level you possess. Further range stacking adds a multiplier to your level for determining the range of this power. ying vehicle. If the vehicle is stopped, all inside take damage as if it had crashed (although the vehicle itself is ne). Limitations: Class 1: The range of the power is touch. Class 2: This power only prevents targets from taking move actions. Class 3: You can only affect non-living targets. Stacking: Range can be increased one increment (to long), or an additional target can be affected with each use of this power.

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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If you use this power in a particularly large crowd, Hypnotize affects those with the lowest hit dice rst, and those that are closest to you (and you can unintentionally affect your allies). Using this power during combat or another similarly chaotic circumstance (such as a riot) gives targets a +2 bonus to their saving throws. Any obviously threatening action by you or by others in view of the targets automatically breaks the hypnotism. Limitations: Class 1: You must continue speaking and gesturing while this power is in effect. Stopping either cancels the power. Class 2: As Class 1, plus you must stand absolutely still while using Hypnotize, eliminating any Dexterity and dodge bonuses to Defense, and giving foes a +4 bonus on attack rolls to hit you while using the power. Class 3: You can affect only one target at a time. Special: Hypnotize does not work on people unable to see or hear you. The power does affect animals and those that dont speak the same language as you. Stacking: You may choose to increase range by one increment (to long), or add a multiplier to your character level for purposes of determining the amount of hit dice affected with each use of this power. direction. -If you duplicate another power, those looking not only get a Will saving throw to disbelieve it entirely, they also get whatever saving throw would normally be allowed against the power being fabricated. In all cases, the illusionary power can only be as strong as non-stacked version. Also, the power must be something that can denitely be seen. Energy Blast could be duplicated through Illusion, but Exceptional Drive could not. -Any physical attack from an Illusion uses your unmodied base attack bonus, and at most does 1d6 plus your Intelligence modier. -Any damage done by an Illusion is nonlethal (although victims wont necessarily know necessarily know this). -If you create a creature or item that people interact with, those viewing the illusionary doppelganger receive a Spot check opposed by your Disguise check. Those who fail their save buy win the opposed check believe what they see is real, but know its an imposter of some kind. -When presented with the improbable or impossible, those viewing the Illusion receive another Will saving throw at +4 to immediately disbelieve this power. For example, if a person that believed in an illusionary wall saw someone walk through it, they would get another saving throw to know the wall wasnt there. -Those that know you have this power and know that youre present gain a +4 bonus to save against your Illusions. Limitations: Class 1: One non-visual sensory input (smell, touch, or hearing) is absent from your illusions. Those with an exceptional ability to pick out the missing element are automatically immune to your illusions. Class 2: Illusions created by you can never be used to do damage. Class 3: You can only create illusionary objects. Stacking: Range may be increased one increment (to long), or a multiplier may be added to the size of your illusions (one creature or object no bigger than a 10-ft cube, no bigger than a 15-ft cube, and so on).

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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Saving Throw: See text Description: Whenever you fail a Will saving throw against a power, ability, or other mind-affecting attacks that dont have an instantaneous effect, you may reroll your saving throw 1 round later. You gain only one extra chance to succeed at the saving throw. Limitations: Class 1: You cannot use this power against mundane tricks, such as being short changed or drawn into a game of three card monte. Class 2: This power doesnt work against Will saving throws triggered by powers in either the Charisma or the Wisdom categories (choose one). Class 3: This power doesnt work against Will saving throws triggered by powers in both the Charisma and Wisdom categories. Stacking: You get an additional chance to succeed at a failed Will saving throw. These chances always come 1 round apart. another saving throw to shake off the effects of this power. Limitations: Class 1: You can only make targets desire creatures or items, but not both. Class 2: You can only make creatures desire you. Class 3: To use this power the hero must keep worldwide emotions in balance. Every time this power is used, you must somehow make someone hate a thing they love before this power can be used again. 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. If more than one target is affected by a single use of Induce Desire, they will all seek to be near the same thing, ghting over it once they reach it.

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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Induce Hatred
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 an overriding, raw hatred within another creature. You select a visible target within range, and a creature or object within range (which can be you) for the target to hate. If the target fails its saving throw, it will do whatever it takes to get near the chosen person or object. Once the target succeeds in getting close, it will use whatever means it has to attack or destroy the thing it hates. The target wont necessarily kill a subject of its hate, but will denitely do its best to subdue or seriously injure them. Once the object is destroyed or the creature is unconscious, the target is freed from the effects of the power. The target automatically makes its save if the subject of hatred is something obviously dangerous to attack or that completely outmatches him, such as a grenade or a known super-villain. However, dangers in the path to subject of hatred do not concern the target. Every time the target takes damage en route to or while attacking the hated thing, he gets another saving throw to shake off the effects of this power, assuming he survives. Limitations: Class 1: You can make targets hate creatures or items, but not both. Class 2: You can only make creatures hate creatures of the same type (only humans will attack humans, only badgers will attack badgers, and so on). Class 3: You can only make creatures hate you. 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. Base Duration: Permanent Saving Throw: None Description: This feat is a prerequisite for all powers in the Intelligence category. Selecting this feat gives you a +2 power bonus on all saving throws against Intelligence powers, and adds +2 to the Difculty Class for all saving throws made against your Intelligence powers. Unless listed otherwise, the base saving throw DC to against Intelligence powers is 10 + half your character level + your Intelligence modier. Should this feat somehow be lost or disabled, you are rendered unable to perform any Intelligence 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. Stacking: You gain another +2 power bonus on all saving throws against Intelligence powers, and add another +2 to the DC for all saving throws made against your Intelligence powers.

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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The simplest application of this power is to increase damage an energy source is causing. For the most part, natural energy hazards deal anywhere from 1d6 (a hot stove) to 20d6 damage (a nuclear bomb). The hero can double the damage an energy is causing, but never to more than 20d6. You can also increase the appropriate energy powers of others. Each power you attempt to affect, even if they are possessed by the same person, counts as a separate use of Intensify. Unwilling subjects get a Fortitude saving throw to resist this effect. Instantaneous energy powers (such as Energy Blast) can, at most, only be doubled and only to a maximum damage of 20d6. You must have an action readied against the use of the power, but may continue to intensify the targeted power through concentration after the rst alteration. Energy powers with longer durations (such as Energy Field) can be magnied just as other energy sources. Using this power on Solidify Energy doubles its hardness and hit points. The following are some example uses for this power with specic energy types: Acid: Increasing acids intensity can often make it burn through its containment device, causing an acid to splash out it a 5-foot radius. Cold: Using this power on a specic area can increase the cold (lower the temperature). Every successive use of Dampen (cold) can double a negative temperature or halve a positive temperature (once a temperature is taken below 10 degrees, the next use will change the temperature to the same amount in negative degrees). The lowest temperature that can be created in this fashion is -100 degrees Fahrenheit. Electricity: Overloads can be created. In most cases, a single use of this power is enough to short out any electrical item. However, certain secure places and objects may have insulation measures to protect against such occurrences. Heroes with this power can also short out beings of the mechanical archetype for as long as concentration is maintained, although targets get a Fortitude saving throw to avoid this effect. Fire: Using this power on a specic area can increase the heat (raise the temperature). Every successive use of Intensify (re) can double a positive temperature. The highest temperature that can be created in this fashion is 100 degrees Fahrenheit. Radiation: You can cause meltdowns at nuclear reactors, or double the rate at which people got sunburns. You can also decrease concealment from darkness by increasing light in the area. As long as its not completely dark, each use of Intensify (radiation) can be used to reduce miss chance by 10%, to a minimum of 0. Sound: By increasing the sound in an area, you can create a zone of deafening proportions. Each successive use of this power doubles the decibel level. For reference, 10 decibels is a whisper, 50 is someone speaking loudly, 100 is the noise of a jet, and 200 would cause instantaneous hearing loss. Limitations: Class 1: You cannot affect powers or other archetypes with this power. Class 2: The most you can intensify an energy is x2. Class 3: The area of effect is only a 1-foot cube. Special: This power can be especially helpful to construct archetypes (including Energy Duplicates and heroes using the Energy Transformation power) made of the same energy that the hero can control. If the construct fails a Fortitude saving throw (willfully or not), you can either heal 1d6 damage per character level you possess or duplicate Enlarge Other on the construct. Using the power to heal an energy construct is instantaneous, and therefore does not require concentration. Using the power to duplicate Enlarge Other does require concentration. Stacking: Range may be increased by one increment (to universal, though you must somehow be aware of the energy to affect it), or the target area can be doubled (to a 10ft cube, a 20-ft cube, a 40-ft cube, and so on).

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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weight-gaining failures nor make them immune to further attacks from this power. 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 increase a targets weight beyond double. Stacking: Range can be increased one increment (to long), or the target area of this power may be doubled (one 10-foot cube, one 20-foot cube, and so on).

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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Limitations: Class 1: Your outline can still be seen, and attackers have only a 40% miss chance due to concealment. Class 2: Clothing and equipment does not become invisible with you. Class 3: This power actually just makes you blurry. You can still be seen (thereby not gaining the attack bonus for being invisible, and foes do not lose their Dexterity bonuses), and attackers have only a 20% chance to miss due to concealment. Stacking: A multiplier may be added to your character level for purposes of determining the amount of equipment that can turn invisible with you, or duration may be added. When rst selecting duration, Invisibility Self lasts for 1 round per character level after you cease concentrating. Thereafter, further stacking adds a multiplier to your character level for purposes of determining duration. Turning visible before the power expires is a standard action.

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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Class 2: You can only change the targets direction 180 degrees. Class 3: The range of the power is touch. Special: Many of the powers with Kinetic Control as a prerequisite can make you especially resistant to physical attacks. Depending on the type of campaign, such an immunity could upset game balance. If GMs do not want PCs to Eat, Resist, or Store Kinetic Energy, such a decision should be made before players take powers in this area. Stacking: Range may be increased one increment (to long), or you may ready this power against one additional target within range per use (but can still only perform the power once per round no matter how many targets you have it readied against).

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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Life
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 Life category. Selecting this feat gives you a +2 power bonus on all saving throws against Life powers, and adds +2 to the Difculty Class for all saving throws made against your Life powers. Unless listed otherwise, the base saving throw DC to against Life powers is 10 + half your character level + your Charisma modier. Should this feat somehow be lost or disabled, you are rendered unable to perform any Life 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. Stacking: You gain another +2 power bonus on all saving throws against Life powers, and add another +2 to the DC for all saving throws made against your Life powers. Class 2: The effects of aging still happen at their normal pace, and the aging chart is extrapolated to take further toll on your body past venerable. Class 3: You must perform a daily ritual, involving complicated and/or expensive components to maintain his youth. Stacking: You double again how long he will live. Once this feat is taken three times, your are considered immortal, meaning the passage of time will never adversely affect you.

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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Description: This feat is a prerequisite for all powers in the Magic category. When this feat is selected, all of your powers are considered to be derived from some kind of enchanted source. For human archetypes, this might mean that all of the heros power are actually spells that are cast. For aliens, perhaps they come from a magic-related dimension. A construct of a magical nature could be a statue animated through arcane means. Mechanical archetypes with this feat could possess a mystic item that grants them all their powers. Whatever your arcane origin, the result is the same: all of your power feats are now considered magic, which can be both a blessing and a curse. On the plus side, only those who also have the Magic power feat can use power-based resistances to block or counter your powers. For example, if you had this feat and Energy Blast (electricity), a non-magic character would nd his Resist Energy (electricity) useless against your mystic lightning bolts. The target would still get a Reex saving throw to reduce damage as normal, but the saving throw bonus normally granted him by his Energy (electricity) power would not apply. You, however, suffer no such converse effect. Thus, if you had this feat and Resist Energy (electricity), you would reduce damage normally from Energy Blast (electricity) regardless of if it were magic-based or not. On the ip side of the coin, you are especially vulnerable to the powers in this category. Not only could a readied Dispel Magic stop you from using your offensive powers, a targeted Dispel Magic could potentially strip you of all your powers! The saving throw to resist magic-based powers is the same as that listed under the power categories. Powers within the Magic category use rules other than saving throws to determine resistance. GMs that dont like the idea of magic in their campaign can remove this power category from play with little fear of upsetting game balance. Limitations: No limitations can be levied against this power. Special: With sufcient cause or justication, GMs may allow characters to select the Magic access feat after 1st level. Such a thing is extremely rare in comic books, but crazier things have happened. Stacking: There is no benet to taking this feat a second time. Base Duration: Permanent Saving Throw: None Description: You have a resistance to magic equal to 10 + your character level. In order to affect you with any spell or magical effect, opponents must roll your Magic Resistance amount or higher on a 1d20 + their character level. Having Magic Resistance does not diminish or in any way affect your other powers or items. You may voluntarily lower your Magic Resistance to be purposefully affected by a spell or magical effect. Limitations: Class 1: Your maximum Magic Resistance is 20. Class 2: You must be aware of a magic effect to use this power. Any magical effect that would deny you your Dexterity bonus to dodge in combat ignores Magic Resistance. Class 3: Magic Resistance does interfere with all your other powers. You must make a successful check against yourself (which would always be a roll of 10) to use any of your other powers. For powers with constant effects, the hero must make a roll each day to see if theyre on or off. Stacking: A +2 may be added to your Magic Resistance.

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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Control carrying capacity can only be lifted slightly off the ground, and moved at 5 feet per round. Loads of up to ve times your carrying capacity cannot be lifted, but can be dragged 5 feet per round if both the item can be dragged and the ground is relatively smooth and at. Using this power to cause metal items to attack is possible. However, since you are using Magnetic Control to handle the item, only a partial attack can be made, and it is at a 4 penalty. If, for example, you used this power to pick up 100 knives, you would only be able to effectively ing 1 knife every round at an enemy. You Wisdom acts as Strength or Dexterity for melee and missile combat modiers, respectively. This power can be activated multiple times to lift and move multiple things in separate target areas with successive Concentration checks, but the total weight limit for all the items must fall within your parameters. In all other respects, this power functions as Telekinesis that functions only against metal items. Limitations: Class 1: You cannot break or bend items with this power, though you can still hurl them with this power to break them. Class 2: You can only affect unattended objects. Class 3: The range for this power is touch. Special: Sentient targets and those in possession of objects targeted by this power receive a Fortitude saving throw to avoid being affected by Magnetic Control. Vehicles being piloted are considered in the possession of their driver. Even if made entirely of metal, the hero cannot lift himself with this power, unless he also has an appropriate power from the Travel category. In this case, Magnetic Control simply serves as the explanation for the Travel power. Stacking: Range may be increased one increment (to worldwide, though you must still be aware of objects to affect them), the target area may be doubled (one 10-foot cube, one 20-foot cube, and so on), or a multiplier may be added to your Wisdom for determining how much weight he can move with this power (it does not increase the modier for attacks made using this power). Description: This power functions as Kinetic Ray, except that it can only be used against targets that are affected by Magnetic Control.

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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Description: This feat is a prerequisite for all powers in the Matter category. Selecting this feat gives you a +2 power bonus on all saving throws against Matter powers, and adds +2 to the Difculty Class for all saving throws made against your Matter powers. Unless listed otherwise, the base saving throw DC to against Matter powers is 10 + half your character level + your Constitution modier. Should this feat somehow be lost or disabled, you are rendered unable to perform any Matter 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. Stacking: You gain another +2 power bonus on all saving throws against Matter powers, and add another +2 to the DC for all saving throws made against your Matter powers. Regardless of what harmful matter you might create, the most damage that can be caused with this power is 1d6 per character level, to a maximum of 20d6. In all cases, an appropriate saving throw should give victims a chance to negate damage. The most obvious use for this power is to boost ones income. Each time this power is selected, you gain a +3 Wealth bonus (any more would ood the market and ruin the economy). This power costs you 1 experience point per pound of matter you summon. Limitations: Class 1: You can only summon solids, liquids, or gases. Class 2: You can only summon a specic type of matter. Class 3: You can only summon an ounce of material per level. Stacking: Range may be increased one increment (to medium), or a multiplier may be added to your character level for purposes of determining the amount of matter you can summon per use of the power.

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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Regardless of what harmful matter you create, the most damage that can be caused with this power is 1d6 per character level, to a maximum of 20d6. In all cases, an appropriate saving throw should give victims a chance to negate damage. The most obvious use for this power is to boost ones income. Each time this power is selected, you gain a +3 Wealth bonus (any more would ood the market and ruin the economy). This power costs you 1 experience point per pound of matter you convert. Limitations: Class 1: You can only transform solids into other solids, liquids into liquids, and gases into other gases. Class 2: You can only transform elements (those found on the periodic table) to other elements. Class 3: You can only transform one specic material into one other specic material. Special: Constructs failing a Fortitude save against this power are transformed into another material of your choice. This does not disable the construct in any way, it simply changes its physical makeup. Especially rare or mythic materials may be immune to this power. Stacking: Range may be increased one increment (to medium), or a multiplier may be added to your character level for purposes of determining the amount of matter you can affect per use of the power. example, a creature turned into water might turn into a puddle on the ground, but it wouldnt ow away or seep into the earth. Others, however, can purposefully break targets of this power apart, causing victims to return to life appropriately mangled unless put back together before the duration ends. Limitations: Class 1: You can only metamorphose targets into a specic type of matter. Class 2: All targets metamorphosed by you are instantly turned back to normal if you are knocked unconscious. Class 3: The duration for this power is concentration. Stacking: Duration may be increased by one increment (to permanent), or range may be added. The rst time range is selected, Metamorphose can reach 5 feet per character level. Further range stacking adds a multiplier to your character level for determining the range of this power. A touch attack (now ranged) is still needed to use this power against unwilling targets.

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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Limitations: Class 1: You lose the ability to speak while transformed. Class 2: Being in this altered state lowers your movement (including that imparted by a Travel power) by 10 feet. Class 3: You are still susceptible to critical hits, as well as powers in the Charisma and Life categories while transformed. Special: Those of the construct archetype taking this power may transform themselves either into other types of matter or into a normal living being (at GMs discretion). Stacking: You may select another form of matter you can transform into. Target: One creature Base Duration: Concentration Saving Throw: None Description: This power makes a persons mind invulnerable to all psychic attacks. A character protected with a Mind Block automatically succeeds in all Will saving throws, regardless of the DC. You can protect yourself or others with this power. Limitations: Class 1: You can protect only yourself. Class 2: You can protect only others. Class 3: You can do nothing else, including using other powers, while Mind Block is active. Special: A character protected by a Mind Block cannot be found with Detect Psionics. Stacking: Range can be increased one increment (to innite), or one additional creature may be protected with each use of this power.

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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Description: This is Two-Weapon Fighting for those with one or more Extra Appendages. Your penalty for ghting with all his Extra Appendages (or with weapons being held by Extra Appendages) is reduced by 2. Limitations: No limitations can be levied against this power. Stacking: There is no benet to taking this power a second time. body. Revealing and retracting Natural Weaponry acts exactly like drawing and sheathing a weapon, except withdrawing Natural Weaponry 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. When Natural Weaponry is out, your unarmed attacks deal lethal damage rather than subdual damage, with a critical threat range of 19-20. You can deal subdual damage with Natural Weaponry, but at a 4 penalty to attack rolls. Limitations: Class 1: You cannot retract your Natural Weaponry (mutant archetypes may not select this weakness). Class 2: The Natural Weaponrys critical threat rating is 20. Class 3: You can only use your Natural Weaponry for one attack per round, even when using the full attack action. Special: Mutant archetypes may not have a choice as to whether they can retract their Natural Weaponry or not. Natural Weaponry gained with general feats cannot be withdrawn and must be at least fairly obvious. If a mutant selects Natural Weaponry with a bonus feat, he may choose to be able to retract the weaponry as per usual. This power also applies to any additional unarmed attacks gained with Extra Appendage. Stacking: Your Natural Weaponry damage increases to the next larger die (from 1d6 to 1d8, from 1d8 to 1d10, 1d10 to 2d6, 2d6 to 2d8, 2d8 to 3d6, and so on).

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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Special: When used in conjunction with Energy Burst, people in the blast radius take all subdual damage, but you still takes half the brunt in lethal damage. Stacking: There is no benet to taking this power a second time.

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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Open Crevasse
Prerequisites: Geoforce, Elemental Control: Earth Activation Time: Attack Base Range: Short (25 ft. + 5 ft./2 levels) Area: A hole in the earth equal to one 5-foot cube Base Duration: Permanent Saving Throw: Reex negates Description: This power creates permanent cracks, holes, and rifts in the earths surface. Each use of Open Crevasse creates a hole with a maximum size of one 5-foot cube. If you have a larger ssure in mind, the power can be used multiple times to continue excavating any hole. If this power is used to make a large enough space below an unattended object, the object automatically falls in. If this power is used to suddenly open up a large enough gap below a creature, it falls in and takes appropriate falling damage only if it fails a Reex saving throw. This power only makes holes, it does not ll them in. Thus, it cannot be used to bury someone or something (although it does do half the work for you). Limitations: Class 1: You cant make holes deeper than 20 feet. Class 2: You have to touch the ground to activate the power, and the crevasses must be in an area next to you. Class 3: The holes open so slowly that any creature automatically avoids falling in. Special: This power is only effective against earth, and would be useless in a solid concrete area, such as a city. Stacking: Range can be increased one increment (to medium), or the maximum size of the crevasse created with each use of this power may be doubled (one 10-foot cube, one 20-foot cube, one 40-foot cube, and so on). (and delay again if you wishes). Thus, you may act at any time during any round at your initiative result or below. All other limitations that come with delaying actions still apply. Limitations: Class 1: You cannot use this power in the rst round of combat. Class 2: You can only use Patience if you delay your initiative by 5 or less. Class 3: You may only delay and return to your initial initiative once per combat. Stacking: There is no benet to taking this power more than once.

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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Limitations: Class 1: You have a nite amount of projectile matter you can create before needing to recharge in some way. You can use this power a number of times equal to 10 times your Constitution modier before needing to recharge. Class 2: In all cases, a successful Reex saving throw by targets negates damage. Class 3: The range for the power is touch (this weakness is really only appropriate for liquid and gas attacks). Special: As an option, you can choose to have a grappling Personal Projectile rather than one that does damage. This version of the power allows you to make a grapple attempts from a distance with a ranged touch attack, with your Constitution used rather than Strength in determining modiers. Targets are unable to make an attack of opportunity against a ranged grapple. Stacking: You may select another kind of matter you can project, or increase the range of all your projectiles by one increment (to medium). It is quite possible for you to gain a form of immortality through this power. However, if your original body dies, you immediately lose a level. The possessed body is then considered the your original body, and you can no longer be forced from it. Each use of this power, successful or not, costs 100 XP. Limitations: Class 1: The mind that you suppress can still speak telepathically with you, and in all likelihood bothers you all the time. Class 2: You switch minds with the target. Rather than your original body falling into a coma, it is taken over by the target. Class 3: The longest you can possess someone is a number of rounds equal to your Wisdom score. Stacking: Range may be increased one increment (to innite).

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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Limitations: Class 1: You must sleep or go into a deep meditative trance to use this power. Class 2: You can only use Postcognition on either people, objects, or places not all three. Class 3: Postcognition only works on targets that you is intimately familiar with. Special: GMs may give heroes a false vision of the past if their Postcognition check fails by 5 or more. Stacking: The past becomes more clear each additional time this power is taken. The DCs of your Postcognition checks are divided by 2 (rounded down) on rst stacking this power, then divided by 4, then 8, then 16, and so on. could be made to do something out of character or take risks they normally wouldnt. If asked to do something suicidal or against their moral code, targets automatically succeed in their saving throw. Limitations: Class 1: You can only make immediate suggestions or trigger suggestions, but not both. Class 2: You can only make suggestions of a specic nature, such as only being able to make targets tell the truth. Class 3: You can only make one specic suggestion, such as only being able to make targets help old ladies across the street. Special: Post-Hypnotic Suggestion does not work on constructs or creatures unable to understand what the hero is asking. Stacking: A multiplier may be added to your character level for purposes of determining this powers duration, or an additional suggestion can be implanted per activation of this power. Such extra suggestions can be against the same target or against another target within range. Multiple targets need not be given the same suggestion, but all receive a separate saving throw.

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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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. Stacking: You gain another +2 power bonus on all saving throws against Power powers, and add another +2 to the DC for all saving throws made against your Power powers. Limitations: Class 1: The ritual you must go through to receive a vision of the future takes an hour or more. Class 2: You cannot use Precognition again until an event you have successfully seen comes to pass. Class 3: You have no control over when your visions will occur or what they will be about. Special: To penalize heroes for looking too far into the future, GMs may give characters utterly false visions if their Precognition check fails by 5 or more. Since the roll is made secretly, the hero wont know if his power is giving him facts or leading him astray. Stacking: The future becomes more clear each additional time this power is taken. The DC of your Precognition checks is divided by 2 (rounded down) on rst stacking this power, then divided by 4, then 8, then 16, and so on.

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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Class 3: This power only functions against those in a specic mental state, such as being asleep, drugged, angry, or bored. Special: Targets of this power do not necessarily know that their mind is being probed. Only if the targets saving throw succeeds by 5 or more does it become aware of the mental invasion. Even then, though, there may be little the person can do about it. Stacking: Range may be increased one increment (to innite). To mind wipe a target you must make a Psychic Surgery check with a DC equal to 10 + the targets Intelligence + its hit dice. If successful, you utterly erase all memory of past events from the targets mind. You can choose to leave the target a functional amnesiac, or can turn him into a drooling vegetable. Implanting, altering, or erasing a memory costs you 10 XP per attempt. Mind wiping costs 100 XP per attempt. An attempt is considered made as soon as the hero activates Psychic Surgery, and the XP cost is paid regardless of success or failure. Limitations: Class 1: Targets must be sleeping or unconscious for you to use this power on them. Class 2: The XP cost for all functions is double normal. Class 3: You can only attempt one of the following effects with this power: implant memory, erase memory, alter memory. Special: Anything done with Psychic Surgery can also be undone with it as well. Reversing Psychic Surgery has a DC equal to the DC required to perform it in the rst place, and costs an equal amount of XP. Targets always receive a Will saving throw against this power, even those that are willing, due to the minds instinctual resistance to such invasions. Stacking: Range may be increased one increment (to innite), or you may add a multiplier to your Charisma modier for all Psychic Surgery checks.

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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prematurely end your Rage. Limitations: Class 1: You must rest one minute for every round you Raged to eliminate fatigue. Class 2: You cannot prematurely end your rage, and will attack friends if all foes have been defeated with raging. Class 3: You suffer a 1 per character level penalty to Defense while this power is active. Special: Any hit points gained from the increased Constitution provided by Rage are taken away when the power ends. It is possible for a character to drop over dead when Rage ceases. If the penalties for Rage cause your Intelligence or Charisma to drop below 1, you pass out until the power ceases. Stacking: You can Rage one additional time per day, or a multiplier may be added to the bonuses and penalties gained by using Rage. Thus, upon rst stacking, you would gain a +4 bonus to Strength, Constitution, and Will saving throws, but suffer a 2 penalty on Intelligence, Charisma, and Defense. A second stacking would increase the bonuses and penalties to +6/-3, respectively. A third to +8/-4, and so on. Limitations: Class 1: You can only affect a 5-foot radius around yourself. Class 2: You can only lower or raise water, but not both. Class 3: You must be completely submerged in water to activate this power. Special: This power may be used to harm construct archetypes made of liquid (such as a water elemental). You may target any liquid construct within range as a standard action. If the construct fails a Fortitude saving throw, it takes 1d6 damage per character level you possess. The duration of this power used in this fashion is instantaneous. Stacking: You may add a multiplier to your character level for determining the radius of this power, or a multiplier may be added to your character level for determining how much water depth may be altered with this power, or duration may be increased (to permanent).

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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Stacking: Another extra attack can be made per round, but at the cost of an additional 2 penalty to all attacks made that round. So, if a hero were to take Rapid Attack three times, he could make three extra attack per round, all at his highest base attack, but they and all other attacks would be at a 6 penalty. If the same hero were to take only two extra attacks (despite being able to take up to three), the penalty to attack that round would be 4. Given time, this power will even regrow lost tissue and body parts. To calculate how long it takes for a limb to regrow, gure out what percentage of the bodys mass is made up by the lost parts. It takes as many days for the part to regrow as the percentage. For example, a nger could be considered 1% of the body, and would take one day to regrow. If a hero with Regeneration lost both legs, however, it could take 50 days for them to fully return. All other rules regarding recovery and healing apply as normal. Limitations: Class 1: You recover from ability damage at the standard rate. Class 2: The power does not recover lost limbs. Class 3: The power leaves behind major scarring, eventually making you a patchwork of wound marks. Every 100 points of damage healed through regeneration causes a permanent loss of 1 point of Charisma (to a minimum of 1). Special: This power will not bring you back from the dead. The Revival power feat will. Although named Regeneration, this power is not similar to the ability possessed by some monsters. All this power can do is described here, and extra functions should not be inferred from its name. Stacking: A multiplier is added to your character level for purposes of determining your healing rate and a multiplier is added to the percentage of lost tissue regrown every day.

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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For the most part, you must be able to see or sense the target to be teleported. Those being affected by Remote Teleport know that somethings happening to them, and always receive a Fortitude saving throw to resist the power. Being accosted by the power does have a consistent feeling, however, so those familiar with you know if it is okay to willingly lower their defenses. Remote Teleport carries the same risks as Teleport, and you must roll on the Teleport table to determine the success of your targets travels. Remote Teleport may in fact be more dangerous since subjects that are off target or that wind up in a similar area cannot necessarily be relocated by the person that sent them. Limitations: Class 1: No one can willingly lower their defenses against this power. Even those that want to be affected must make a Fortitude save. Class 2: You can only teleport targets next to you. Class 3: You can only teleport targets that are within your visual range, and can only send them to a place within your visual range. Stacking: Range can be increased one increment (to innite), or a multiplier may be added to your character level for determining the weight allowance of this power. Stacking: You may ignore an additional 10 points of energy damage each round. If this power is selected ve times (to the point where you would ignore the rst 50 energy damage per round), you are considered immune to damage from the energy types you have mastery of.

Resist Kinetic Energy


Prerequisites: Geoforce, Kinetic Control Activation Time: Constant Base Range: Personal Effect: You ignore certain types of physical damage Base Duration: Permanent Saving Throw: None Description: When rst selecting this power, you also selects whether you are resistant to ballistic, blunt, piercing, or slashing attacks. You then ignore the rst 10 points of damage from that type of physical attack every round. Limitations: Class 1: Items made of a certain rare material (such as plutonium) ignore this power. Class 2: Items made of a certain common material (such as wood) ignore this power. Class 3: You are resistant to a specic weapon instead of a damage type. Stacking: You may select another type of physical attack you are resistant to, or may ignore an additional 10 points of damage per round against an attack form you are already resistant to. If this power is selected three times (to the point where you would ignore the rst 30 damage per round), you are considered immune to damage from that type of physical attack. Unlike Resist Energy, increasing resistance to one attack type does not increase your resistance to other physical attack forms. For you to be completely immune to ballistic, blunt, piercing, and slashing attacks, you would have to select this power twelve times.

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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Description: You can restore life to a deceased creature. Former age and cause of death are not a factor, for the resurrected creature will be healed of all damage, cured of all disease and poison, and brought back to an adult age (unless they were naturally younger when they died). Subjects brought back to life are mentally scarred from having experienced the other side, however, and come back 1 level lower than they were previously, or permanently lose 2 points of Constitution if already 1st level. If the Constitution loss puts the target to less than 1 Constitution, they cannot be resurrected. You can restore life only if there is at least some miniscule part of the target left (creatures utterly destroyed cannot be brought back), and if the creature has been dead for no more than 1 day per character level you possess. Using this power costs you 1,000 XP. Limitations: Class 1: You can only bring back creatures dead for no more than 1 hour per level. Class 2: This power will not bring back those who died of old age. Class 3: The creatures must be entirely whole, at most barely decomposed, for this power to work. Stacking: A multiplier may be added to your character level for purposes of determining how many days the target may have been dead for this power to be effective. If the Constitution loss would put you below 1 Constitution, you cannot come back to life. The only way to keep a hero with Revival dead is to put him in a place where damage is continually taken (an active volcano or a place with no air, for example), to completely and utterly reduce the heros body to dust, or wait for the hero to die of old age. Limitations: Class 1: You can only return to life a number of times equal to your Constitution modier. Class 2: Seeing the other side unhinges you. Upon returning to life, you go insane for 1d10 days before regaining your senses. Class 3: You can only return from death once. Stacking: There is no benet to taking this power a second time.

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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Stacking: Targets grow an additional 1d6 years younger with each successful use of this power (to a maximum of 5d6), or range may be added. The rst time range is selected, Revivify can reach 5 feet per character level you possess. Further range stacking adds a multiplier to your level for determining the range of this power.

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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Limitations: Class 1: This power does not reveal astral things. Class 2: This power must be activated. Activating See Invisible becomes a move action with a duration of concentration. Class 3: You can only see astral creatures with this power. Stacking: There is no benet to taking this power a second time. Description: This feat is a prerequisite for all powers in the Self category. You are considered two levels higher when determining how many action points you gain. When this feat is chosen, this effect takes place immediately, but you arent awarded action points retroactively for levels you have previously attained. Most Self powers affect only you and not others, but if a saving throw is called for against a Self power, the save DC is equal to 10 + half your character level + your Constitution modier. Should this feat somehow be lost or disabled, you are rendered unable to perform any Self powers until it is regained. Limitations: Class 1: Every time this feat is taken, you are considered one level higher when gaining action points. Class 2: You are always considered the same when gaining action points. Class 3: You can never choose powers with this as a prerequisite. Stacking: You are considered an additional two levels higher for determining how many action points you gain.

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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When this powers duration expires, the duplicate instantly disappears, and you learn anything that the duplicate may have seen, done, or experienced while away from you. Any damage the duplicate took is not instantly healed, but the duplicate is considered to be resting while inside you. If desired, you may have your duplicate rejoin you before the duration is up by simply sharing the same space, or stepping into one another. If you are killed while your duplicate is about, the duplicate loses a level of experience, but does not disappear. Neither does the duplicate inherit this power. Limitations: Class 1: Duplicates appear without clothing, potentially ruining your secret identity. Class 2: Any duplicates you create are always a level lower than you. Class 3: You and your duplicate do not share a similar personality, and in fact are almost exact opposites. One is good, the other evil. Given the chance, the duplicate may even attempt to assassinate and try to replace you. Stacking: Duration may be increased one increment (to permanent), or you can create one additional duplicate (all your duplicates can appear at once when this power is activated). to not see a certain person or object (although they could still hear, smell, taste, and/or feel it), effectively rendering that thing invisible to the target. Causing a target to ignore one thing counts as one use of this power. To cause a target to ignore two things would require a successful Concentration check. Heroes with this power can also completely cut off a targets senses, rendering them either unable to see, hear, feel, taste, or smell. Limitations: Class 1: You can only cut off senses, not alter them. Class 2: You can only alter one sense. Class 3: You can only use this power on yourself. Stacking: Range can be increased one increment (to medium), or you can alter one additional sense (either on the same target or another) per use of the power.

Shape Change Object


Prerequisite: Matter Activation Time: Attack Base Range: Touch level Target: One non-living object of up to 1 pound/ Base Duration: 1 round/level (C) Saving Throw: Fortitude negates (object) Description: You can transform any non-living object into any other non-living object of equal mass. Items affected by this power retain their composition, so a vase changed into a gun would become a pistol of porcelain (and, most likely, be highly dangerous to re). Turning items into simple objects with no moving parts always succeeds. To make functioning creations of a more complicated caliber requires an appropriate Craft check (this power greatly speeds up the crafting process). Failure indicates that the item changes shape, but doesnt work or isnt attractive. Its impossible to create an item that requires any kind of electronics, intricate machinery, or chemical compounds to function. About the most complicated device that could be made with this power would be a mechanical watch. In all cases, GMs should use common sense in what can feasibly be made with Shape Change Object. A steel girder could easily be shifted into a heart shape, but making a metal wagon would require a Craft check, and making a jet pack would be impossible. If the target object is heavier than you can affect, you cannot change only a portion of the item. You can shape

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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change multiple objects into pieces of a greater creation, but assembling the device would require a Repair check. Items affected by this power instantly return to their normal form when the duration expires. If the item has been broken, it returns to its normal form broken as well. Limitations: Class 1: There is a relatively common material (steel, glass, etc.) that you cannot affect with this power. Class 2: You cannot create things with moving parts. Class 3: You can only change objects into one specic shape. Special: Against constructs, this power acts as Shape Change Others. Stacking: Range may be increased one increment (to long), duration may be increased one increment (to permanent), or a multiplier may be added to your character level for purposes of determining the maximum weight you can affect with this power. Creatures affected by this power instantly return to their normal form when the duration expires. Limitations: Class 1: No matter the targets shape, its clothing, equipment, and body features can still be seen. The +10 bonus to Disguise cannot be used. Class 2: You can only change humanoids to the shapes of other humanoids. Class 3: You can only change a persons face. Stacking: Duration may be increased by one increment (to permanent), or range may be added. The rst time range is selected, Shape Change Others can reach 5 feet per character level. Further range stacking adds a multiplier to your level for determining the range of this power. A touch attack (now ranged) is still needed to use this power against unwilling targets.

Shape Change Self


Prerequisite: Self Activation Time: Full-round Base Range: Personal Effect: You physically change into another shape Base Duration: Permanent (C) Saving Throw: None Description: You are able to transform yourself to look like any other object or creature. Clothing shifts with you, but any equipment does not. You retain all your abilities, senses, and basic composition while Shape Changed. You also retain your weight and size. So if a medium-sized hero were to turn himself into a rock, it would be a medium-sized rock that bled when cut, and that weighed as much as that hero. Your coloration shifts to match your new form, giving you a +10 power bonus on Disguise checks. You cannot gain any additional powers or abilities through Shape Change. You can give yourself wings, but would not automatically gain the power of Flight. Limitations: Class 1: Your coloration doesnt shift when you change shape, and you gain no bonus to Disguise checks with this power. Class 2: You can only change shape to look like other people. Class 3: The duration of this power is concentration.

Shape Change Others


Prerequisite: Life Activation Time: Attack Base Range: Touch Target: One living creature Base Duration: 1 round/level (C) Saving Throw: Fortitude negates Description: You can turn any living creature into any other shape. Targets affected by Shape Change Other remain alive, retain their statistics and basic composition, and retain all their senses despite an apparent lack of the appropriate organs. If their new form has anything remotely resembling appendages, targets may still move at their normal land rate, but have a base speed of at least 10 feet per round regardless of their new form. So, if you turned a normal person into a table, it would be a table made of esh that could walk around and would have statistics equal to the person before they were changed. Targets still retain their mass, so size cannot be changed (unless this power is combined with a Shrink or Enlarge power). You may change a targets coloration to t their new form, giving them a +10 power bonus to Disguise checks. No powers or abilities can be imparted to someone through use of this power. Although you could certainly give someone an extra pair of arms, that person would not receive an extra unarmed attack as they would with the Extra Appendage power.

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Stacking: You gain another +10 power bonus on all Disguise checks when this power is used. Limitations: Class 1: You cannot affect others energy powers or energy constructs. Class 2: You can only affect others energy powers and energy constructs. Class 3: You can only use Shape Energy to make two or three specic shapes. Special: Using this power against energy constructs (including Energy Duplicates and heroes using the Energy Transformation power) acts as the appropriate Shape Change Others power. Stacking: You can increase the powers range by one increment (to far, although you must still be aware of the energy to shape it), or you can double your target size (to a 20-foot cube, a 40-foot cube, and so on).

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 Object
Prerequisite: Matter Activation Time: Attack Base Range: Touch 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 are reduced in size by up to 10% per character level you possess. Weight and movement (if the item has any) are reduced by an equally proportionate amount. So, for example, if a car affected by Shrink Object was reduced to 50% of its original size, it would weigh 50% as much and have its movement reduced by 50%. This power cannot be used multiple times on an item to make it shrink further, but it can be used multiple times to affect multiple targets. If the cessation of this powers duration would cause a shrunk object 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. Limitations: Class 1: The smallest you can reduce an object is to 10% of its original size. Class 2: Affected objects shrink, but do not lose any weight. Class 3: The duration of this power is concentration. Special: If you are powerful enough to reduce an object below 10%, any additional levels shrinks the target by 1%. If you are powerful enough to reduce an object below 1%, any additional levels shrinks the target by 0.1%, and so on. See Shrink Self for an example of extreme diminution. Using this power against constructs acts as the Shrink Others power. Stacking: Range may be increased one increment (to long), or duration may be increased one increment (to permanent), or this powers target size may be doubled (one object no bigger than a 10-foot cube, a 20-foot cube, and so on), or a multiplier may be added to your level for purposes of determining how small targets of this power become. Target: One living creature Base Duration: Concentration Saving Throw: Fortitude negates Description: Targets affected by this power are reduced in size (along with all their clothing and equipment) by up to 10% per character level you possess. Weight and land movement are reduced by an equally proportionate amount. So, for example, if a person affected by Shrink Others was reduced to 50% of their original size, they would weigh 50% as much and only be able to walk only 50% as far in a round. This power cannot be used multiple times on a person to make them shrink further, but it can be used multiple times to affect multiple targets. Creatures affected by Reduce Others suffer all the penalties and bonuses associated with being of a smaller size category, as described in the D20 Modern Core Rulebook. Additionally, victims of this power suffer a reduction in Strength equal to the amount they gain to their Defense roll while affected (but Strength never goes below 1 from this power). You may cancel this power at any time, but if suddenly enlarging would trap the target in an enclosed space, the creature receives a Strength check (at what his Strength would be at normal size) against the bond or enclosures break DC. If the Strength check is successful, he bursts through the item in question. If the Strength check fails, he does not grow and is contained by the item. The creature does not take any damage from being so constrained, nor can the creature cause damage to others from such a growth spurt. Limitations: Class 1: Targets cannot be shrunk below 10% of their original size. Class 2: Only one target may be affected at any one time. Class 3: You must stay in contact with the target to maintain this powers effect. Special: If you are powerful enough to reduce a target below 10%, any additional levels shrink the target by 1%. If you are powerful enough to reduce a target below 1%, any additional levels shrink the target by 0.1%, and so on. See Shrink Self for an example of extreme diminution. Stacking: Range may be increased one increment (to medium), or you may add a multiplier to your level for determining how small targets of this power may become.

Shrink Others
Prerequisite: Life Activation Time: Attack Base Range: Touch

Shrink Self
Prerequisite: Self Activation Time: Attack Base Range: Personal

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Effect: You become smaller Base Duration: Permanent (C) Saving Throw: None Description: You, as well as your clothing and carried equipment, shrinks by up to 10% per level. Weight and land movement are reduced by an equally proportionate amount. So, for example, if you used Shrink Self to reduce your size by 30%, you would weigh 30% less and be able to walk only 70% as far in a round. While in your diminutive form, you gain all the penalties and bonuses associated with your new size, as described in the D20 Modern Core Rulebook. Additionally, you suffer a reduction in Strength equal to the amount you gain to your Defense roll while affected (but Strength never goes below 1 from this power). If you attempt to return to normal size when there isnt enough available space, you must make a Strength check (at what your Strength would be at normal size) against the bond or enclosures break DC. If the Strength check is successful, you burst through the item in question. If the Strength check fails, you do not grow and are contained by the item. You do not take any damage from being so constrained, nor can you cause direct damage to another by growing. Limitations: Class 1: Shrinking also lowers your range of vision by an amount equal to how much your weight and movement are reduced. Class 2: You lose Dexterity and Strength when you shrink. Class 3: You cannot shrink yourself below Small size. Special: If you are powerful enough to reduce yourself below 10%, any remaining levels shrink you by 1%. If you are powerful enough to reduce yourself below 1%, any remaining levels shrink you by 0.1%, and so on. For example, if a hero with this power were 10th level and had stacked the power once to add a multiplier to his level for determining this powers effect (see below), he would shrink himself to 0.8% of his original size (9 levels would be used to reduce himself to 10%, then another 9 levels would reduce him to 1%. The remaining 2 levels would shrink him to 0.8%). Stacking: A multiplier may be added to your character level for determining how much you can reduce your size. Base Duration: 1 round/level Saving Throw: Reex negates Description: This power turns a normally solid piece of earth into an unstable area that other creatures could potentially be entrapped in. This power is only effective on dirt, sand, clay, and the like. It is useless on solid stone and inside most buildings. You designate a patch of earth up to 10-feet by 10-feet, and that area instantly takes on a near-liquid consistency (although it doesnt necessarily look dangerous). Anyone stepping on or moving through the area must make a Reex saving throw to avoid getting caught. Creatures trapped by a Sinkhole may move no more than 5 feet per round, lose all Dexterity bonuses to Defense, and must leave the area of the Sinkhole to be free of these penalties. Those who succeed in their saving throw may move through the area normally for the round, but must make another saving throw if still in the Sinkhole at the beginning of their next turn. At the end of the powers duration, the area of earth returns to its normal consistency. Those trapped in a Sinkhole when the duration expires are not harmed in any way, and are simply free of its effects. Limitations: Class 1: The Sinkholes you create are visually very obvious. Class 2: Being trapped in a Sinkhole only lowers victims movement by half. Class 3: You may not create a Sinkhole in an area occupied by a creature. Special: This power can never be used to make an area so deep that it envelops and drowns creatures. Stacking: You may increase the range by one increment (to medium), or double the area this power affects with each use (a 20-foot by 20-foot patch of earth, a 40-foot by 40-foot patch of earth, and so on).

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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to an opponent from a single, blunt melee attack (including an unarmed strike), you may make a bull rush attack against the same target as a free action. You do not move into the opponents space to initiate this attack, do not provoke attacks of opportunity from those surrounding you, and do not move with the defender when he is pushed. An opponent can be slammed further than your normal movement limit. You decide in what direction a successfully slammed opponent goes, even if its straight up or somewhere behind you. If the target hits a solid surface, he takes damage as if he had fallen an equivalent distance. Slammed opponents land prone unless they succeed in a Balance check (DC 10 + the damage dealt from the attack). If you Slam an opponent into a space occupied by another, the victim of the Slam makes an involuntary trip attack against that person to see if he knocks them over. Limitations: Class 1: You can only Slam opponents in a direction you are facing. Class 2: The opponent decides in which direction he goes. Class 3: Opponents may be Slammed no more than 5 feet. power. Special: Those able to y are not immune to this Limitations: Class 1: You can only use this power on living targets. Class 2: You can never affect more than one target at a time. Class 3: You can only use this power on non-living targets. Stacking: You may affect another target per use of the power.

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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Using this power against another beings energy power requires having an action readied, and the target gets a Fortitude saving throw to avoid the effects. Limitations: Class 1: You can only use this power on harmless energies or harmful energies, but not both. Class 2: Your range is only 5 feet. Class 3: You can only use this power to make items, and even then only items equal to a 1-foot cube or less. Special: Solidied energy can be either opaque or transparent (but not invisible). You may choose when the energy is rst solidied. Using this power against energy constructs (including Energy Duplicates and heroes using the Energy Transformation power) acts as the Hold power. Stacking: Range can be increased by one increment (up to far, though you must still be aware of an energy to solidify it), duration can be increased by one increment (up to permanent), or the target area may be doubled (to a 10-foot cube, a 20-foot cube, and so on). Class 2: Animals are aware that you can understand them, and are constantly pestering you to perform favors or services that they cannot, often at extremely inopportune times. Class 3: You hate animals, and the feeling is mutual. Any answers you want from animals can only be gotten through bribery or intimidation. Special: You can ask simple favors of animals. This is treated the same as asking favors of NPCs, and the success of such a request would bank heavily on your Charisma. In no case will the animal put itself in any kind of danger. The power Control Animals allows you to make fauna to take greater risks. Stacking: There is no benet to taking this power a second time.

Speak With Objects


Prerequisite: Matter Activation Time: Constant Base Range: Personal matter Effect: You can communicate with non-living Base Duration: Permanent Saving Throw: None Description: When choosing this power, you must also select a general type of non-living matter or object type that you are able to speak with. Examples include vehicles, stone, weapons, paper, computers, metal, and books. This power allows you to comprehend and verbally communicate with your chosen category of objects or matter. Others listening in on such a conversation will be bafed by the nonsense you are spouting. Generally, objects will be friendly with you, answering any questions to the best of their ability. However, GMs should keep in mind that a non-living objects perspective is very unlike that of a sentient being. For example, a weapon might only remember people its killed, while a brick in a wall may only recall the things that have touched it. You may ask favors of the objects you can speak with, but the items may ask for a favor in return. Objects do not gain the ability to do things they normally would not be able to through this power. A computer could relate to you that it does in fact contain the data youre looking for, but you would have to sit down at the terminal to access this information (although the computer may be able to instruct you in what you need to do).

Speak With Animals


Prerequisite: Life Activation Time: Constant Base Range: Personal animals Effect: You can understand and be understood by Base Duration: Permanent Saving Throw: None Description: You are able to comprehend and communicate with animals verbally, although those listening in to such a conversation would hear no more than a series of back and forth growling, chirping, and/or twittering. For the most part, animals will be friendly to you, answering your questions to the best of their ability. However, GMs should keep in mind that an animals worldview is quite different from that of humankind. For example, a bird probably couldnt recall if a particular person had walked under the tree it lives in, but it might remember a brightly colored hat. GMs may also deem that some species of animals are particularly stupid, making the extraction of useful information from them a chore. Some animals may also request favors from you before divulging any information. Limitations: Class 1: You are a erce protector of animal rights, and do whatever you can to avoid putting them in harms way. In all likelihood, you are a vegetarian.

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Limitations: Class 1: Objects speak very slowly, so even the simplest of questions or conversations can take many minutes to complete. Class 2: Foreign objects only know foreign languages. Items speak the language of their place of manufacture or origin. If you cant speak in the appropriate tongue, then you cannot communicate with that object. Class 3: You can only communicate with one specic, and potentially limiting, type of objects, such as pistols, cameras, or statues. Special: Constructs made of a material appropriate to what you can speak with may be communicated with through this power even if they are normally unable to speak. Stacking: You can select another type of object or matter that you can communicate with. Class 3: You hate plants, and the feeling is mutual. Any answers you want from plants can only be gotten through intimidation. Special: Constructs made up of plant matter may be communicated with through this power even if they are normally unable to speak. Stacking: There is no benet to taking this power a second time.

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.

Speak With Plants


Prerequisite: Life Activation Time: Constant Base Range: Personal plants Target: You can understand and be understood by all Base Duration: Permanent Saving Throw: None Description: You are able to comprehend and communicate with plants verbally, although those listening to a plant conversation will hear no more than creaking branches and rustling leaves. For the most part, plants will be friendly to you, answering your questions to the best of their ability. However, GMs should keep in mind that a plants sense of surroundings is quite different from that of other creatures. For example, a commonly walked on patch of grass probably wouldnt be able to tell you if a guy with a large moustache had walked by because they only remember distinctive shoes. By the same token, to an ancient oak, years would seem like days, and only truly memorable events (to the tree) could be recalled by it. Plants may also request favors of you before willfully giving him any information. Limitations: Class 1: Smaller plants have weaker voices, and the smaller the plant is, the closer you have to be to hear it. Class 2: You cannot ignore the voices of plants when desired, and hear the screams of things you eat and step on. Such mental distraction causes you to suffer 1 penalty to Will saving throws whenever within 10 feet of vegetation, and to avoid situations where youll cause plants pain.

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Class 3: You must make saving throws against your own power to avoid becoming off balance. If you become off balance, you cease spinning immediately. Special: Activating this power is a move action, but thereafter you continue to spin without needing to concentrate or expend an action until you wish to cease. To stop spinning is a free action. Stacking: A multiplier is added to your land speed while spinning. Extra movement gained from this power cannot be combined with that gained through Superhuman Running or other Travel powers. Stacking: A multiplier may be added to your level for determining how many rounds you can freeze time with each use of this power.

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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Class 3: You can only store energy damage equal to half your character level. Special: Heroes with this power may make touch attacks as a standard action against energy constructs (including Energy Duplicates and heroes using the Energy Transformation power) to siphon away some of their energy. Damage from such an attack is 1d6 per character level you possess. Energy constructs attacked in this way get a Fortitude saving throw to take half damage. Heroes with both this power and Energy Blast may not blast themselves to build up their Store Energy power. Stacking: A multiplier may be added to your character level when determining how much energy damage can be stored with this power (to a maximum of 5 times your level).

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.

Store Kinetic Energy


Prerequisites: Geoforce, Kinetic Control, Resist Kinetic Energy, Con 15+ Activation Time: Constant (see text) Base Range: Personal Effect: You are a living kinetic battery Base Duration: See text Saving Throw: None Description: This power works exactly like Store Energy except it is used in conjunction with the Resist Kinetic Energy power. Rather than releasing stored kinetic energy through Energy Blast, you may add stored damage to your unarmed attacks. Before making an attack roll, you declare how much stored energy you are expending. If the attack roll succeeds, the declared amount is added to the damage roll and subtracted from your reserves. If the attack roll fails, the energy is still drained from your reserve. Limitations: Class 1: You cannot digest food and water, and must absorb kinetic energy to survive. Class 2: You leak kinetic 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. Class 3: You cannot use this power to add damage to your unarmed attacks. Special: You cannot attack yourself to build up your kinetic energy reserves. Stacking: There is no benet to taking this power a second time.

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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Stacking: Your Charisma ability score increases by an additional +1.

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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Special: This power does not increase your Strength, and does not give you any kind of bonus to melee attack or damage rolls. It simply allows you to heft a tremendous amount of weight. Stacking: Another multiplier is added to your Strength for determining lifting and carrying capacity.

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 Swimming
Prerequisite: Travel Activation Time: Constant Base Range: Personal Effect: You can swim at exceptional speeds Base Duration: Permanent Saving Throw: None Description: Your base movement rate is doubled when you are swimming (in water or other liquids). This increased movement rate applies both on the waters surface and while underwater. The effects of this power can be combined with Exceptional Swim. This power does not impart the ability to breathe underwater. Limitations: Class 1: This power only allows you to walk on water. You do not need to make Swim checks, and move at your land movement rate when on top of water. This power does not double your movement rate while walking on water, nor does it increase your movement rate while underwater. Class 2: As the class 1 limitation above, but you cannot choose to sink into water even if you want to. Liquids are treated as solids to you. Class 3: The increased movement only applies when you are swimming on the waters surface, not underwater. Stacking: Your swimming speed is doubled again. Class 2: The range increment for your improvised projectiles is 10 feet. Class 3: You can only throw objects that are in the same size category as you. Special: This power does work in conjunction with Superhuman Lift. Stacking: A multiplier can be added to your improvised projectile range increment.

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 Vigor
Prerequisites: Con 13+, Constitution Activation Time: Constant Base Range: Personal Effect: You are exceptionally healthy Base Duration: Permanent Saving Throw: None Description: You are especially resistant to poison, disease, illness, infection, toxins, and similar attacks against your physical well-being. You add a multiplier to your Constitution ability modier when making Fortitude saves against a contagion or poison of any kind. Limitations: Class 1: The power is effective against poison or disease, but not both. Class 2: The power only works against Earthly, naturally occurring poisons and disease, making it useless against otherworldly or power-based attacks. Class 3: The power only works against a specic poison delivery method (contact, ingested, injected) or a specic disease type (power-based, viral, airborne, etc.). Stacking: Another multiplier is added to your Constitution modier when making Fortitude saves against disease and poison. Class 2: Your Superhuman Vision actually functions like a telescope and a microscope, requiring you to switch lenses to see things far and close. Switching your range of vision is a move action. Class 3: You have only microscopic vision. This power does not help with Search or Spot checks. Special: If it helps to comprehend what you can clearly see, think of his power as having both a microscope and binoculars with magnication levels equal to his vision multiplier. Thus, a hero that took Superhuman Vision twice (stacked once) could see as far as a person with x4 binoculars or examine things as closely as x4 microscope. Stacking: The heros range of vision is doubled again, doubling the heros Search and Spot ranges.

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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Limitations: Class 1: You must be completely unarmored to use this power. Class 2: You can only use this power once per round. Class 3: You cannot use this power if surprised or atfooted. Stacking: There is no benet to taking this power a second time. How quickly things can be moved and what kind of manipulation can be performed depends on how big a load it is for you. Light loads can be moved at 30 feet per round through the air. Medium loads can be moved at 20 feet per round. Heavy loads can be moved at 10 feet per round. Weight of up to twice maximum load can only be lifted slightly off the ground, and moved at 5 feet per round. Loads of up to ve times your maximum load, cannot be lifted, but can be dragged 5 feet per round along the ground if both the item can be dragged and the ground is relatively smooth and at. It is possible to use Telekinesis to make attacks with items. However, since you are using a power to remotely maneuver the item, the full attack action cannot be taken and any attacks are made with a 4 penalty. If, for example, you used this power to pick up 10 handguns, you would only be able to effectively re once every round with only one gun at an enemy. For melee weapons, your Intelligence acts as Strength to determine melee attack and damage modiers. This power can be activated multiple times to lift and move multiple targets with successive Concentration checks, but the total weight limit for all targets must fall within your parameters. Limitations: Class 1: You can only target one load at a time. Class 2: You cannot use Telekinesis on sentient or living targets. Class 3: You can only manipulate light loads. Special: Sentient targets and those in possession of objects targeted by this power receive a Fortitude saving throw to avoid being affected by Telekinesis. Vehicles being actively piloted are considered in the possession of their driver. You cannot lift yourself with this power, unless you also have an appropriate power from the Travel category. In this case, Telekinesis simply serves as the explanation for the Travel power. Stacking: Range can be increased one increment (to worldwide, though you must still be aware of targets to affect them), or target size may be doubled (to a 10-foot cube, a 20-foot cube, and so on), or you can add a multiplier to his Intelligence for determining how much weight he can manipulate (but attack and damage bonuses for using Telekinesis to attack with a melee weapon do not increase).

Superior Multiweapon Fighting


Prerequisites: Self, Extra Appendage, Dex 15+, Ambidexterity, Multidexterity, Two-Weapon Fighting, Improved Two-Weapon Fighting, Multiweapon Fighting, base attack bonus +9 or higher Activation Time: Constant Base Range: Personal Effect: The hero gets an extra off-hand attack with one of his Extra Appendages Base Duration: Constant Saving Throw: None Description: This is Improved Two-Weapon Fighting for those with one or more Extra Appendages. In addition to the standard extra off-hand attack gained through an Extra Appendage, the hero gets a second off-hand attack with the appendage, albeit at a 5 penalty. This power applies only to one of the heros Extra Appendages, not all of them. Limitations: No limitations can be levied against this power. Stacking: Another of the heros Extra Appendages gets a second attack at a 5 penalty.

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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Target: One creature or object Base Duration: Instantaneous Saving Throw: As Kinetic Ray Description: This power functions as Kinetic Ray, except that you use your Intelligence modier for damage and opposed attack. people, but those contacted cannot speak with each other unless they also have Telepathy. Stacking: Range may be increased one increment (to innite), or an additional target can be contacted with each use of this power.

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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lethal damage, and you make another Navigate check. If you fail again by 5 or more, you and your passengers take another 1d10 damage and roll again. This process continues until you succeed or fail by 4 or less, at which point you and your passengers reappear at the point where you departed from. Those killed by teleport mishap are forever gone. When attempting to teleport to a false destination, success or failure immediately alerts you that the place in question does not exist. You can never teleport into a solid object. Even if you purposefully attempt to teleport into an area occupied by another, you will appear in the nearest open space. Since teleport is a move-equivalent action, it is possible for you to make an attack in the same round. Limitations: Class 1: A foul odor or some other non-harmful tell tale sign of your teleporting is left behind when this power is used. Class 2: You cannot bring along other living creatures. Class 3: You can only Teleport to places you can see or that are Very familiar. Special: When you teleport, you appear in the same condition you departed in. If you are falling, for example, teleporting will result only in you falling (at the same velocity) in a different place. Stacking: Range may be increased one increment (to universal), or a multiplier may be added to your light load carrying capacity for determining how much weight you can Teleport. Class 3: Only one turn of up to 90 degrees may be made per run action. You also lose your Dexterity bonus to Defense while running. Special: Tight Turning neednt be taken multiple times for separate powers. One selection of this power applies to all of your appropriate Travel powers. Stacking: There is no benet to taking this power a second time.

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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Time Travel
Prerequisites: Travel, Geoforce, Time Control, Int 15+ Activation Time: Full-round Base Range: Personal Effect: You move chronologically Base Duration: Instantaneous Saving Throw: Fortitude negates Description: Time Travel allows you to move both forward and backward in time. You state the date roughly or exactly that you intend to travel to and, after activating this power, appears in that time in approximately the same place you were before time traveling. You can bring up to your maximum carrying capacity with you, though sentient creatures unwilling to go with you get a Fortitude saving throw to remain in their chronology. This power can be difcult for GMs to adjudicate because it has the potential to not only tie ones brain in knots over the ramications of rewriting history, it can also ruin a lot of hard work put into preparing adventures. To make everyones life easier, those with Time Travel must adhere to the following rules: -You cannot meet or give advice to your past or future self, or the past or future versions of your companions. -You cannot use this power for any kind of nancial or personal gain. -If history is seriously altered as a result of this power, the perpetrator(s) create an alternate timeline that becomes their reality. The time travelers simply disappear from the real timeline. So what good is Time Travel? Well, you could use it to gather information from deceased experts, secretly witness crimes that have already happened, travel to the future to nd the panacea for a currently incurable disease, or go see The Beatles in concert. Every year (or fraction thereof) that you travel forward or backward in time, including return trips, cost you 10 XP. If you leave creatures or artifacts in an improper time period, it costs you 10 XP per pound (or fraction thereof) of misplaced cargo. Limitations: Class 1: You can only travel back in time. The furthest forward you can shift is the campaigns present. Class 2: You can only travel forward in time. The furthest back you can shift is the campaigns present. Class 3: You can only travel forward or backward in time 1 month. Stacking: You can add a multiplier to how many years you can travel for each 10 XP you expend. Thus, on rst stacking Time Travel, you would have to pay 10 XP for every two years you chronologically shifted. The XP cost for abandoning creatures and artifacts is not reduced.

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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The recipient of Transfer Powers must still meet all the prerequisites to use any gifted powers, otherwise they will simply lie dormant within him. When the duration of Transfer Powers ends, the power is automatically and instantly returned to its rightful owner. Limitations: Class 1: You can only transfer powers to yourself. Class 2: You may steal stacked powers, but the recipient gains the power in its base, unstacked, form. Class 3: You can only transfer powers from yourself to others. Special: If the recipient does not want to gain a stolen power feat, he may make a Fortitude saving throw. If either the target or the recipient succeed in their saves, Transfer Powers fails to work. Stacking: Range may be increased one increment (to long), duration may be increased one increment (to permanent), or you may transfer an additional power with each use of Transfer Powers. In all cases, all powers must be taken from a single being and must be given to a single recipient.

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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in this time are taken from the temporary points rst. Alternately, you can use the drained life force to sustain yourself. Each 1d6 hit points or 1 ability point you drain is the equivalent of a nutritious meal (but you do not gain temporary hit points or ability scores from doing this). Limitations: Class 1: You only drains hit points or an ability score with this power, but not both. Class 2: You must sustain yourself with this power. Class 3: The target must be sleeping, paralyzed, or otherwise motionless for you to use this power on them. Special: Although this powers name implies it, a hero with this power is not necessarily an undead creature, nor does he have to drain blood from victims neck to use this power. A touch attack of any kind will do. Stacking: A multiplier may be added to your character level for purposes of determining this powers duration, or you may choose an additional ability score that you can drain, or a multiplier may be added to the amount you drain with each use of this power (and thereby increasing the amount of hit points or ability scores gained). If this power is stacked in this way, you cannot drain multiple ability scores with one use of this power. All the damage must be done to hit points or a single ability score. Class 3: Your poison does not have initial damage, only secondary. Stacking: One more unarmed melee attack can be declared venomous per round, or another ability score that your venom can affect may be selected. If your venom can damage more than one ability score, you must state which ability you want to affect when declaring a venomous attack (you do not potentially harm multiple abilities with a single venomous attack).

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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character. You can only push the liquid construct as far as the range of this power allows. You can also use this power in the normal manner against liquid constructs as well. Stacking: A multiplier can be added to your level for purposes of determining this powers range, or the width of the Waves path can be increased by 5 feet.

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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Wisdom
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 Wisdom category. Selecting this feat gives you a +2 power bonus on all Will saving throws (this bonus stacks with Iron Will). Wisdom powers normally dont directly effect other people, but if a saving throw is called for against a Wisdom power, the save DC is equal to 10 + half your character level + your Wisdom ability modier. Should this feat somehow be lost or disabled, you are rendered unable to perform any Wisdom powers until it is regained. Limitations: Class 1: You gain only a +1 power bonus to Will saves every time you select this power. Class 2: You gain no bonuses to your Will 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 Will saving throws.

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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Chapter Five: LIMITATIONS & WEAKNESSES


In the real world, everyone has a vulnerability of some type. A marathon runner could be taken off the track due to a severe pollen allergy, a brilliant physicist might suffer an occasional bout of schizophrenia, or a brave archaeologist could be deathly afraid of snakes. Nobody is perfect, and super-heroes are far from being the exception to this rule. In fact, perhaps because of their abilities far beyond those of normal humans, the frailties of heroes are usually amplied to unequalled degrees as well. All too often in comic books, the mightiest of heroes will be instantly felled by the one thing their immune systems cannot shake off or by a situation they have never learned to mentally cope with. These aws are simulated in Heroes & Villains with limitations and weaknesses. Limitations are shortcomings that affect the heros powers. Weaknesses are disadvantages that affect the hero himself. Players are not required to give their heroes any limitations or weaknesses, but may want to give serious consideration to having at least a minor disadvantage. After all, how legendary would Goliath be without Jason? Or Achilles without his heel? 2 limitations alter the power enough that its usefulness is hindered. Class 3 limitations downgrade the power so much that its effectiveness is severely hindered, or make it only helpful in specic situations. A Class 4 limitation makes the power literally useless making the power feat serve no purpose other than being a prerequisite. Limitations must be selected when the power feat is rst gained, and cannot be tacked on later. Once chosen, a limitation is a rm restriction on that power feat, and cannot be lessened or taken away through stacking or selection of other powers. If you chose to have your Emit Energy range be touch (class 3 limitation), range could not be increased one increment by stacking the power. The powers range will always be touch for the rest of your heroic career. More than one limitation can be assigned to a single power, however only one class ranking is given to the power overall. In general, two class 1 limitations for a power equal a class 2 limitation, and two class 2 limitations equate to a class 3 limitation. Class 3 is a limitations upper limit unless it is useless and serving only as a prerequisite (in which case it is class 4). For example, if a hero possessed the See Invisible power feat but selected the limitations that he could not see astral creatures and had to activate the power to use it (listed as a class 1 and class 2 limitation, respectively), the overall limitation for the power would still be 2. If, perhaps, the hero to spend a full-round action to activate the power rather than a move action, the GM might deem it a class 3 limitation. GMs always make the nal decision as to what class limitations are given. Occasionally, limitations will be levied against characters as the result of storyline consequences in a GMs campaign. For example, a villain could set up a psi-dampener that causes all Psychic powers on the planet to be severely hindered. Such limitations arent given any kind of ranking since they are presumably temporary, and meant to be overcome by the heroes. GMs should keep in mind that the more functions or potential usefulness the power has, the more strict the limitations on that power should be. Take, for example, Exceptional Spot

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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versus Exceptional Perform. Since using the Spot skill comes up almost every adventure, and often with success being of critical importance, the limitations listed under Exceptional Spot are more harsh than those for Exceptional Perform. In fact, since even taking the power feat Exceptional Perform could be considered a drawback (comics have yet to star a hero whose only ability is being a kick-ass mandolin player), the limitations given under it are quite tame compared to those for Exceptional Spot. Common themes for power limitations include: - Increased activation time. - Decreased range. - Decreased target or area of effect. - Decreased duration. - Permanent duration that cannot be cancelled if it would prove an inconvenience (such as for Enlarge Self). - The power does not have certain features normally associated with it. - An easier saving throw for targets of the power, or the power having a saving throw when normally is has none. - Time limitations for powers that are normally constant (can be used only at night, only for an hour a day, only for ten minutes a week, and so on). - Power only works while another of the heros powers is in effect (example, the hero can only use Flight while Shrink Self is active). - Power doesnt work on a certain archetype. (Powers within the Charisma, Life, and Power categories already have such a limitation, but these do not give their possessors any limitation points.) - Power cannot affect things of a certain color, material, or state (solid, liquid, gas) Below are general guidelines for the 10 classes of weaknesses:

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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GMs in adjudicating any weaknesses that are created by them or their players. Like limitations, GMs should take away points gained or come up with a suitable replacement for any weakness that is completely circumvented by the acquiring of powers and abilities. It may be sometimes appropriate, especially in the case of psychological aws, for the hero to seek a cure for a weakness. If the GM feels the character has taken sufcient steps to rid himself of an afiction, the hero may spend as many points as he gained from the weakness to be cured. you suffer the effects of the class 9 allergy.

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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Class 9: As class 1, but with a 9 penalty to Dexterity. Class 10: As class 1, but with a 10 penalty to Dexterity. Class 7: As class 1, but you gain 28 less skill points at rst level, and 7 less skill points each level beyond rst. Class 8: As class 1, but you gain 32 less skill points at rst level, and 8 less skill points each level beyond rst. Class 9: As class 1, but you gain 36 less skill points at rst level, and 9 less skill points each level beyond rst. Class 10: As class 1, but you gain 40 less skill points at rst level, and 10 less skill points each level beyond rst.

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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No Powers
Class 10: You are a super-hero without powers, and can only select general feats with the two power feats you gain each level. There are many examples of this type of character in comic books, and they are far from helpless (especially when a wide selection of combat general feats are made available such as those presented in Blood and Fists: Modern Martial Arts from RPG Objects).

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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Choosing limitations and weaknesses does not go entirely unrewarded. These drawbacks earn you points that may be traded in for skill ranks, action points and additional bonus feats. Limitations and weaknesses are worth as many points as the class assigned to them. Thus, a class 2 limitation is worth 2 points, and a class 8 weakness is worth 8 points. These points may be traded in as outlined below. Spending these points for rewards does not eliminate the limitation or weakness, its simply a small bonus to encourage players to choose some kind of vulnerability. -1 limitation or weakness point will buy 1 skill point. The rules for cross-class skills and maximum rank still apply. -2 limitation or weakness points will buy 1 action point. -3 limitation or weakness points will buy 1 general feat -6 limitation or weakness points will buy 1 power feat. Limitation and weakness points neednt be spent as soon as they are gained, and may be saved until a desired amount is reached. Careful track of this pool should be maintained, though, by player and GM alike. Limitation and weakness points may only be spent when the character is rst created or when the character is going up a level. Especially at early levels, heaving on restrictions might seem like a way to build a better hero. This is not the case. Making a power useless may earn you 4 points to spend, but a new power feat to replace what youve lost costs 6. Limitations and weaknesses are, and should always be, exactly what their name implies. Bottom line: limitations and weaknesses are meant to make heroes unique, and hopefully more interesting and fun to play. They are not meant to be a quick path to a more powerful character, and not an impairment on the entertainment of fellow players or the GM.

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Chapter Six: Valorous or Villainous?


Player characters are assumed to fall into this chapter titles former category rather than its latter, but what exactly is a hero? In comic books, as in life, many characters cannot be morally categorized as black or white. Despicable would-be world conquerors have seen the error in their ways and chosen to help mankind rather than hinder it. By the same token, former champions of justice have turned to the dark side and battled their one-time compatriots. There are even some characters that ever walk that ne line between savior and menace and others who are do-gooders that the public hates. In Heroes & Villains, this murky balance between good and evil is represented by Reputation. In addition to earning a Reputation bonus through character class, heroes and villains can increase their Reputation through deeds. Every time a character performs a great deed or misdeed that is seen by at least 10 people (not including other super-heroes or super-villains), whether it be through rst-hand witnesses or reported on by a media outlet, he has a chance to increase his Reputation. The character makes a level check (d20 + character level + Charisma modier + Reputation). If this check is 30 or higher, the character gains +1 Reputation. Deeds and misdeeds sufcient to call for a Reputation check include rescuing a bus of senior citizens from falling off a bridge, attempting to destroy a national landmark, pulling a group of children from a burning orphanage, or robbing a bank. GMs should give characters a bonus of up to +5 on their level check for exploits of great importance and/or that are witnessed by a huge number of people. Actions that would call for a +5 to the level check might include saving the world from alien invaders or assassinating an important public gure during a televised speech. Any time Reputation is earned through deeds, the GM should think about how the public would perceive the characters action (not necessarily how the character wants the public to perceive their action), and that perception should be noted by the player on their character sheet. A character with a high Reputation backed up by a list of noble deeds would be considered a hero, one with a long rap sheet of vile atrocities would be considered a villain, and most would fall somewhere in-between. For example, if Icy Hot foiled a robbery of the worlds largest ruby at a packed museum exhibition, she could earn a +1 Reputation as a hero. But, in this same example, if Icy Hot accidentally set re to other priceless works of art, she might earn a reputation for being reckless. Worse still, if she accidentally maimed some onlookers, she could earn a reputation as a villain. Naturally, Reputation gained through deeds applies only when the character is in costume. Out of costume, any Reputation bonuses gained through level checks do not apply. In the case of the general feats Low Prole and Renown, characters should decide when selecting the feat if it applies to their costumed or non-costumed persona. It is quite possible for a character to be more famous out of their colored tights than in them. GMs may rule that, at some point (say when a characters Reputation is 20 or higher), their past deeds start taking a back seat to their current ones. At this point, players dont continually denote every exploit that has earned them +1 Reputation. Rather, they replace their oldest recorded deed with the newly earned one. In this way, a villain can slowly show hes reformed, a hero can turn miscreant, and the everckle public can continue to change who they lambaste and who they cheer.

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Chapter Seven: Tools of the Trade


Some heroes need no more than a costume and a mask to dispense truth and justice, while others have an accessory or two that assists them in their endeavors. There are even a few that are notorious for their wide assortment of weapons and tools. Regardless of whether your hero shuns or relies upon equipment, every character is going to want to buy or sell something eventually. Comics are rife with choices for the discriminating shopper to consider. Sure, your hero could buy a normal gun, but the right contacts and a little money could get him a laser rie or a disintegrator pistol. Why drive to a crime scene when everybody else has jet packs and transporter rings? And who couldnt use a personal sub-light spacecraft to tool around the solar system in? When it comes to equipping your hero, the only restraints are budget and imagination. Items unique to Heroes & Villains are listed on Table 7-1: Heroic Items, Table 7-2: New Handguns and Table 7-3: Ammunition.

TABLE 7-3: AMMUNITION


Ammunition Type (Quantity) Gas Gun Canister, Empty (1) Wire Net (1) Purchase DC 4 7

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.

TABLE 7-1: HEROIC ITEMS


Item Heroic Garb Insignia Adornment Purchase DC 10 or Armor cost +1 +1

Item Descriptions
Gas Gun: The gas gun res a thin, concentrated blast of gas that targets only one creature. If a successful ranged

TABLE 7-2: NEW HANDGUNS


Weapon Gas Gun Grapple Gun Net Gun Damage Critical * 1d4 * 20 Damage Type * Piercing. * Range Rate of 10ft 20 ft. 10 ft. Fire S 1 1 Magazine Size 5 Boz 1 int. 1 int. Weight Purchase DC 20 20 20 Restriction Res (+2) Res(+2) Res (+2) Small 3.lb Med. Med 3 lb. 5 lb.

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Heroic Garb: Though identity can be just as easily concealed with a handkerchief or cheap Halloween mask, most heroes choose to have a costume made specically for them that will aid them in standing apart from their compatriots, striking fear into the hearts of criminals, or just simply looking cool. Heroic garb includes head to toe covering that protects one from having their secret identity revealed, as well as the elements. Heroic garb is extremely resilient and immune to any powers the hero may have. It may at times need minor repairs, but only after extreme duress does it need to be replaced completely. Also inherent in the garbs cost is a degree of anonymity the hero need never feat that his tailor will reveal his secret identity. Some heroes choose to wear armor with their costume. In these cases a +1 is added to the purchase DC of the armor to make it resilient and appropriately designed. Insignia Adornment: Any item can be emblazoned with your heroes logo, color scheme, symbol or what have you by adding +1 to the purchase DC. This extra cost is required for the design work and secrecy needed to create such distinctive items. Net Gun: A wire net with small weights on the ends is carefully folded and loaded into the net gun. When red, the net expands quickly, potentially entangling foes. A ranged touch attack roll is made against the target, and the target makes a Reex saving throw with a DC equal to the attack roll. If the target fails the saving throw, it is considered entangled. Entangled targets can get out of the net with a DC 20 Escape Artist check, break out with a DC 25 Strength check, or cut their way out by using a slashing weapon to deal 5 hit points of damage to the net. A nets maximum range is 40 feet, and it can only entangle creatures of medium size or smaller. Loading a net gun with a previously folded net is a move action. Folding a net in the proper way for the net gun requires 5 rounds.

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Chapter Eight: Combat


Heroes dont usually go looking for trouble; trouble usually nds them. This often leads them on adventures lled with many unusual and unique situations. Sometimes characters will have to think their way out of a problem. Other times, theyll have to use their skills to overcome obstacles. Most often, though, the circumstances that the heroes are dealing with will require them to ght someone or something. Nary an adventure will go by where you dont get in some form of combat, and thats tting to the comic book setting. For the most part, combat in Heroes & Villains adheres to the rules of the D20 Modern system. However, the prevalence of superhuman abilities calls for modications and additions to these rules. Such changes are dealt with in this chapter. If a particular rule isnt covered here specically, assume it works as per usual. on the Savage Animal. On his turn, Mummy Brain begins activating the power a full-round action. Wise to Mummy Brains tricks, Savage Animal beats a hasty retreat, pulling out his bow and arrows as he moves. When Nullify Powers is activated, Savage Animal is out of the powers range. Mummy Brain cannot choose another person to affect with the power, and simply loses that action.

Attacking Through Cover


Thanks to certain powers or technology, characters may be able to sense targets through barriers that would otherwise provide cover. A character able to do so may choose to attack through the cover rather than around it. The bonus to Defense the target would normally receive from the cover is ignored, and an attack roll is made against the defender as normal (the defender may be at-footed if it didnt expect such an attack). If the attack is failed, the target is missed and the cover takes no signicant damage. If the attack is successful, damage is automatically done to whatever is providing the cover. If enough damage is done to both penetrate the covers hardness and deplete half its hit points, any damage done over this amount is done to the target. In other words, the cover provides a damage reduction equal to its hardness and half its hit points.

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.

Attacks of Opportunity With Powers


Unless its description or self-imposed limitation says otherwise, a power feat is a supernatural ability that can be used as often as its possessor likes, and that does not provoke attacks of opportunity when used in combat. Powers themselves do not threaten any area, though those associated with a threatening melee attack form would. For example, a hero with Emit Energy couldnt use the power to blast someone that provoked an attack of opportunity, but a hero with Natural Weaponry: Claws active could attempt to strike someone that provoked an attack of opportunity with his claws.

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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Combining Powers Effects
For the most part, power feats function as described no matter how many other powers are affecting the intended target. Obviously there are exceptions to this (see Countering Powers With Other Powers below), but most often the case will be that different powers play off one another to create an improved effect. For example, a hero with both the Enlarge Self and Elongation power feats would not only enjoy an increased melee reach thanks to his larger size, he would also get to multiply his melee reach thanks to being able to stretch his body. Figuring out these loopholes is part of the fun in designing characters. The best tool for determining if two powers can combine for an added effect is common sense. Even though a hero might be able to both turn himself into gaseous form and create hurricane level winds, doing both at the same time is probably not in his best interest. In addition to this main consideration, there are a few other general things to keep in mind when powers effects are combined. Multipliers and Additions: Some powers provide a bonus in the form of an addition (+2), while others provide a bonus in the form of a multiplier (x2). Usually, these bonus multipliers and additions are calculated through different character aspects. For example, Superhuman Olfactory/Taste gives a character a +2 Fortitude saving throw bonus against ingested poison while Superhuman Vigor multiplies a characters Constitution modier when applied to Fortitude saving throw bonuses against poison. The two powers are affecting the same thing, but in different ways and therefore would stack. In the rare cases where powers affect the same character aspect in the same way, the bonuses still stack if both are power bonuses or both are dodge bonuses (dodge bonuses stack with each other, and power bonuses stack with each other), with multipliers being calculated before additions. If the two bonuses are of the same type, but arent dodge or power bonuses, only the stronger of the two (the most benecial to the character) takes effect. Multipliers from powers are like multipliers from weapons in that they are additive. Thus if two powers provided a x2 multiplier, the nal result would be a x3 multiplier (not x4). Different Body Forms: If a hero can transform himself into a different form, material, shape, or archetype, all these changes can be in effect simultaneously as long as they arent contradictory, dont grant any kind of invulnerabilities beyond what would normally be gained separately from the powers, or are done merely for stylistic (cool looking) purposes. A character that had both Energy Transformation (re) and Metamorphose Self (stone) could certainly turn himself into a magma construct since doing so would probably give him more vulnerabilities than being either one or the other would. If the same character also had Shape Change: Self, he could turn into a magma bird, but would be unable to y unless he also had the Flight power. Again, common sense (and GM) should be used for combining powers that change a characters form. General Feats and Power Feats: General feats are always complimentary with power feats, and the two either stack with one another (when both provide a bonus of some type) or one improves upon and supercedes the other (similar to how Great Cleave is an upgraded version of Cleave). In no case should a general feat interfere with or impede a power feat, and vice versa. For example, if a hero had both Iron Will and Wisdom, he would gain both the +2 saving throw bonus from the former and the +2 bonus from the latter. Likewise, the power feat Enhanced Whirlwind Attack superceded the Whirlwind Attack general feat, but not to the characters detriment.

Countering Powers With Other Powers


Many of the power feats listed in this book can be countered by others using the same power or a power that is opposite in nature or effect. Examples of power feats that can be countered by others with the same power include Atmospheric Control, Charm, Convert Energy, Elemental Control: Earth, and Shape Change Others. Examples of power feats that can be countered by other power feats with an opposite effect include Emit Energy (re) versus Emit Energy (cold), Induce Hatred versus Induce Desire, Haste versus Slow, and Enlarge Others versus Shrink Others. To use one power against another power, both must be active at the same time. For powers with timed durations or that require concentration, this isnt too hard a thing to achieve. One character simply activates the countering power during the duration and within range of the power he wishes to counter. For powers with instantaneous durations, its a bit trickier. The character that wants to counter an instantaneous power must ready an action against the powers user, and must specically state that he is waiting for the target to use the power he wishes to counter and what power he will counter it with. If the target uses the power declared, the hero may immediately use the counter power he selected. The results of such counterings depend on the effects of the powers in use and whether or not the powers used against one another are the same or not. Damaging Powers: If the powers countering one another both deal or heal damage, the lesser of the two is subtracted from the stronger. For example, if a character shot Emit Energy (re) at a character who had Emit Energy (cold) readied to

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counter, both characters would roll damage normally. Whoever rolled the lowest damage would have their Emit Energy nullied, but would also have that amount subtracted from their opponents higher damage score. If the two powers in question are affecting a third-party, such as a villain using Decay on a civilian at the same time a hero uses Heal, the lower damaging effect is subtracted from the higher before it is applied to the subject. Opposite Non-damaging Powers With Level-Dependant Effects: When two opposite powers that have non-damaging, level-dependant effects such as Density Increase versus Density Decrease are used against one another, the weaker of the two characters level is subtracted from stronger characters level to determine effectiveness. For example, if an 8th-level character with Density Increase Object were to have his power countered by a 6th-level character with Density Decrease Object, he would effectively use the power as a 2nd-level character. If the duration of one of the powers ceases, the remaining power(s) takes full effect. Opposite non-Damaging Powers Without Level-Dependant Effects: When two opposite powers have non-damaging effects that arent determined by level (they either are in effect or they arent, such as Haste versus Slow), the powers automatically cancel one another out. If the duration of one of the countering powers ceases, the remaining power(s) takes full effect. Same Power Used Against Itself: When two characters are using the same power against the same target or area (such as two characters using Atmospheric Control, one to worsen the weather conditions, one to improve them; or two characters with Animate Object trying to move the same table), an opposed roll modied by the powers relevant ability modier is made. The winner of the contest has his power take effect. The loser has his power cancelled, although he can certainly activate the power again on his next turn to initiate another opposed roll. This rule applies even if the characters are on friendly terms. Thus, if two heroes tried to Enlarge the same target, only the one who won the opposed roll would have his power activated despite both characters perhaps wishing otherwise. and fall over the edge of a building, only to disappear before hitting the ground. Occurrences such as this not only help GMs keep a fullystocked rogues gallery to use against players, it also discourages heroes from killing. After all, better to know where a villain is incarcerated rather than wonder when hell show up again. Should a player character die, not only should the GM come up with a suitably enigmatic death, but the player should think up a story, no matter how implausible, that explains how his hero managed to avoid the reaper. For the time being (an adventure or two), this hero should not be used, with the player of the dead hero taking the role of another character. When the GM feels the time is right, the lost hero should return to play, ready to detail the cause of his surprise return. Regardless of how a character comes back to life, one level of experience is lost in the process as per usual. The only time a hero might be permanently dead is if he was 1st level at the time of his demise or if the hero purposefully gave his life up for the cause of justice. Neither of these scenarios is a guarantee of an everlasting trip to the afterlife, but GM may want to give special consideration to such cases.

Enlarging and Shrinking


When a creature or objects size changes, not only are its dimensions altered, so are its Defense, attack modier, reach, and damage. In addition to these considerations, special problems arise when sudden size changes occur on the battleeld. This is especially true when miniatures and a grid map are used for combat. Creatures and objects that shrink are easier to deal with. The character that caused the diminution simply picks a space within the items former dimensions that it now occupies with its new size. For example, say Sizemeister uses his Shrink Object to power to reduce a 20-foot cube of ice that his enemy, Absolute Zero, has created. The block of ice is 20-feet by 20-feet (taking up a 4 x 4 square space on a standard miniature grid). Sizemeister shrinks the ice so it is 5-feet by 5-feet (taking up 1 square on the grid). Sizemeister can choose to have the block be anywhere on the ground in the 20-foot by 20-foot space it used to occupy (put it in any square amongst the 4 x 4 grid space it once occupied). Shrunk creatures and objects on the ground remain on the ground when shrunk, and cannot be reduced upwards to take falling damage. Things that suddenly grow create more difculty. If there is open space on all sides, the enlarged creature decides exactly in which way it grow. If creatures or objects would block growth in a particular direction, then the enlarged subject grows into available free space. If there is not enough surrounding space for the enlarging target to grow (but it isnt

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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completely conned), the enlarged object or creature uses its original position as a rough central position, and automatically pushes all moveable objects and creatures out of its way. In essence, this is like an automatically successful bull rush attack that grants no attacks of opportunity to anyone. Unlike shrinking, it is the target (not the person who caused the enlarging) that decides where they grow into unless the target is a non-thinking object, in which case it is the person that caused the enlarging. Creatures and objects 3 or more size categories apart can occupy the same space, thus if enlarging would cause the target to grow to a size category three larger than all surrounding objects and creatures, nothing on the battleeld moves. In all cases, neither enlarging or shrinking alone grants attacks of opportunity, nor do they cause direct damage to their subjects or those surrounding them from rapid expansion or detraction. Continuing the example started above, lets say Sizemeister and Absolute Zero have now chased one another far from the original scene, and two children are now standing next to the 5-foot cube of ice, marveling at how their third-favorite hero was able to easily deal with the makeshift blockade. Suddenly, the duration of the Shrink Object power elapses and the ice instantly returns to its original size. When he shrunk the ice, Sizemeister placed the block in a space next to a building. Now that the ice has regained its original dimensions, it grows out from this immovable barrier. It is still next to the building, just 15 feet farther out,15 wider, and 15-feet taller. The two children are instantly pushed back. Since there is another building at that distance, they are also pushed to a side of the ice block not occupied by a solid object. They are unharmed, but most certainly confused and excited by the impromptu thrill ride they were just given. a hero with Burrowing could dig 20 feet and walk 10 feet as a move action. It is quite possible for a hero to have one method of movement that outpaces another. For example, a hero with a base speed of 40 that had taken both the Flight and Superhuman Running power feats would be able to y 40 feet as a move action, but run 80 feet. In these cases, the character must keep track of the base movement (the speed before any speed multipliers are added) each locomotion form uses. Thus, using this rule and the example in this paragraph, the character with both Superhuman Running and Flight could run 40 feet (base speed 20 x 2) and y 20 feet; y 35 feet and run 10 feet (base speed 5 x 2); or move in any similar conguration where the total base speed used is no more than 40 feet.

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,

Powers & Character Conditions


Any power that has a timed duration, requires concentration, or that has the (C) designation in the duration line are automatically cancelled if the hero that activated them is unconscious, dying, or dead. Powers that are constant remain in effect, although the character may not be able to use or control them in his current condition (thus, a hero that can y still falls when unconscious). Maintaining powers is a purely mental action, so characters can maintain powers while dazed, stunned, or paralyzed. A character that activates a power while disabled (conscious and at 0 hit points) takes 1 point of damage and is dying.

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TABLE 8-1: Comparative Speed Rates
Movement (feet per round) Overland Movement* (miles per hour) Faster than 30 3 A frog 60 6 A rat 120 12 A snake 240 24 A running human 480 48 A running rabbit 960 96 A running cheetah 1,920 192 The fastest commercially available motorcycle 3,840 384 The fastest commercially available car and boat 7,680 768 The speed of sound 15,360 1,536 A speeding bullet 30,720 3,072 Lightning 61,440 6,144 The fastest manned aircraft 122,880 12,288 The fastest unmanned aircraft 245,760 24,576 The fastest manned spacecraft 491,520 49,152 The fastest interplanetary vehicle 983,040 98,304 The speed of the earth moving around the sun * = This is at a standard pace. A character can move at double, triple and quadruple these speeds for short periods. See above. Also, doubling overland movement rate is equal to how many 5squares a character at this speed can move in a round.

Teaching Old Powers New Tricks


Some powers are very specic and straight forward in what characters can and cannot do with them. Others are a bit more vague. Regardless of how exacting a powers description, though, eventually every player is going to ponder new uses not described in this book for his abilities. It is the GMs task to determine if these new tweaks should be allowed. Gamemasters are encouraged to be more on the lenient side with such requests. After all, no idea of a player should be automatically stied without consideration. Since the game does deal with larger than life characters performing inconceivable actions, the success rate of such brainchilds should at worst be improbable, but never impossible. When such a request comes up, GMs should ask themselves the following questions: Is this idea unreasonable? Does using the power this make it act like another, entirely different power? Would allowing the power to do this make it stronger than it should be? Could allowing the power to act in this fashion come back to haunt me later? If the answer to these questions invariably comes up no, then the character should be allowed to perform the action with his power. Regardless of what exactly the request is, though, GMs should always adhere to these three guidelines: - The most damage unconventional use of a power can do is 1d6 per level.

- 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.

Throwing Living Creatures


Considering the potential for odd character weights and high Strength scores, there is a very good chance that someone will try to throw somebody at some point during a Heroes & Villains campaign. This is handled in two different ways, depending on if the person being thrown is willing or unwilling to be ung through the air. Throwing Unwilling Targets: To throw an unwilling creature, a hero must rst have the target pinned per the rules for grappling. Once pinned, the creature can be thrown as an improvised weapon if it falls within the normal size limits for an improvised thrown weapon, and weighs no more than half your light load limit. If the creature is simply thrown into an area unoccupied by another creature, the hero must make an attack roll against Defense 5, modied for range and the penalty for using improvised thrown weapons. A miss uses the deviation rules for thrown explosives. The creature thrown takes damage (either normal or subdual; throwers choice) as if it had fallen a dis-

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tance equal to how far it was thrown. The creature can use Tumble to lessen damage. The thrown creature lands prone unless it succeeds in a Balance check (DC = to distance thrown). If the creature is thrown at another creature or object, the hero must make a ranged touch attack roll against the targets Defense. A miss uses the deviation rules for thrown explosives. If the thrown creature lands in an empty space, use the rules in the previous paragraph. If the thrown creature hits the target or lands in a space occupied by another creature, it makes an unwilling bull rush attempt against the occupant of the area. This bull rush uses all the normal rules except no attacks of opportunity are provoked, the defender makes an opposed Strength check against the person who threw the creature (with a +2 bonus since the thrown creature is considered charging), and the defender falls prone if he loses the opposed Strength check. The creature thrown lands in the space in front of the creature he made the bull rush against, and takes damage (either normal or subdual; throwers choice) and falls prone as falling into an empty area described above regardless of whether this unwilling bull rush is a success or not. The target hit by a thrown creature takes damage from being hit by an improvised thrown weapon regardless of the bull rushs result. Throwing Willing Targets: Throwing a willing creature works exactly as throwing an unwilling creature, except the creature to be thrown neednt be grappled or pinned, and the damage from being thrown is half what it would usually be. In addition, the creature to be thrown may delay his action until the throwers turn and may ready an action to take place after being thrown. Being thrown uses the move action of the thrown creature. The thrown creature is considered charging, thus gaining a +2 bonus on attack rolls and a 2 penalty on Defense.

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OPEN GAME LICENSE Version 1.0a

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