Super Hero Archetypes. Written By Nils Babcock Artwork by Jim Zubkavich and Nils Babcock

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Written By Nils Babcock Artwork by Jim Zubkavich and Nils Babcock This game material is intended to be used with the d20 Modern system created by Wizards of the Coast, and is specifically intended to be used with the d20 Modern and d20 Future settings; however, no guarantee or claim of compatibility is made herein. Use of the D20 Modern core rules book is required. Additionally, this set of rules is probably best for an epic level campaign or one that will span into epic levels, due to the fact that as a PC increases in level, the innate ability of some of these powers as designed can become unbalancing. Of special note to GMs; remember that if a PC has something listed here, then it should be available to NPCs as well even if the item is unique, because let s face it, things leak out on the Internet all the time. Open Game content: The following sections are Open Game Content under the Open Game License: Chapter 1 sections 1 and 2*, Chapter 3 Cybernetic and Armor, and Chapter 4 New Feats. The remainder including all images (except the d20 system logo) are Closed Game Content and are identified as Product Identity. Super Hero Archetypes Section 1 Super Hero Categories Super heroes fall into certain categories, which describe how they obtained their powers. These categories each have certain benefits, which deserve special treatment. High Tech Wonder - the character uses a specialized set of equipment or implants to produce the desired abilities or powers. The GM is encouraged to make the PC pay for all equipment and repairs, however; he/she may allow the PC to find the equipment over the course of an adventure. This is assuming that there is an adequate source for the gear. May be taken any time the player feels the PC has enough equipment. The high tech hero gains no special abilities or powers. All of their abilities stem from their natural skills and the equipment that they use. This also makes the high tech somewhat more flexible than other categories, because they can change their equipment far more easily than other super heroes can. The exception to this is the cybernetic super hero, which will be described in chapter 2 Cybernetics. Alchemy - includes magical enchantments, spells, potions, elixirs, etc. There are two basic types of alchemical enhancements or powers. Short term & long term Short-term enhancements have no special properties and last only until the GM decides that it is enough (usually a previously determined time). This includes the use of magical items that bestow certain abilities upon the user (these are much like high tech equipment in their treatment). Long-term enhancements provide the following features to the character. The character has any number of beneficial spells cast upon him. The effects of these spells are identical to the descriptions listed in the Core Rules book being used. The spell(s) do not grant access to any of the listed super powers. Altered Gene Structure - these categories are only available at character creation or at a normal level

up as Advanced Classes. Each has special features that are exclusive to that category. Chemistry, Genetic Manipulation, High Energy - includes drug-induced mutation, and chemical experimentation, pre-natal gene splicing, any mutation caused by exposure to high intensity energy including radiation, and any gene altering experiments after birth, etc. The character initially gains one extra power slot and grants the character access to any of the powers listed in their archetype. Advancing these powers requires the following; GM permission, spending of 1 feat or talent slot and a rational as to why the power is increasing. These characters receive 2-skill points less per level (8 less at 1st) than other characters of their race and class. New Races Due to the many super powered characters in comic books, it is necessary to create additional races that grant access to super powers. Not all Super-heroes are of these races, but it provides the necessary alternate method to better simulate some of the younger super-humans without circumventing character progressions. If your character is not of one of these races, he/she must take one of the Archetypes to have access to Super Powers. Mutational Deviation - naturally occurring mutation. Always inborn, but don t usually manifest until puberty. This may only be taken if the character s age is juvenile for his/her race or species, or at time of creation. Mutants are the natural offspring of homosapiens. Mutants gain super powers, and have a higher natural constitution than their human cousins. Any anatomical differences are visible from birth; marking them as a mutant, subjecting them to scorn from the general public. The following are the features of mutants: Mutants gain +1 to their initial Con score. Mutants gain 1 feat at first level instead of the normal 2 associated with humans Mutants gain reputation at 1/2 the normal rate for their class Mutants are never treated better than unfriendly initially if they are known or suspected of being a Mutant. Mutants gain access to Super Powers at first level (if 12 or older) and may take these powers instead of bonus Feats or Talents. Mutants may advance their powers, but may not take more than five powers. Mutants gain 1 Mutation point per level in addition to any granted by their classes. These points may be spent as gained or saved to be spent later as they accumulate. Alien Races: Alien is a blanket term used to refer to any race that is not human or mutant. Any method may be used to create a new race, but for any race to be usable to create a super hero with these rules, they must be modified as follows; For each racial ability, you may select a Super Power as a "common racial power". Adjust the racial abilities and skills/feats according to the description in the racial template. For each additional super power, drawbacks must be selected to obtain more Mutation Points. Alternately, a penalty can be taken on one of the main abilities. Section 2 Archetypes The Archetypes are special Advance Classes that enable a character to become true Super Heroes. The basic archetypes are Elemental, Enhanced Human, Power House, Psychokinetic and Psion. Special requirement: A character must have a rationale for gaining super powers (mutant, altered gene structure, etc.) in-order to take any Super Hero Archetype. A High Tech may take a Super Hero Archetype, but gains no Mutation Points. Instead, he gains +1 per Level to his Wealth bonus to augment the High-tech equipment he uses.

The Elemental Class level BAB Fortitude Reflexes Will Special Features Defense Rep 1 st 0 2 0 2 2 Mutation Points, 1 Drawback 1 0 2 nd 1 3 0 3 3 Mutation Points 2 0 3 rd 2 3 1 3 1 Mutation Point 2 1 4 th 3 4 1 4 1 Mutation Point 2 0 5 th 3 4 1 4 1 Mutation Point 3 0 6 th 4 5 2 5 1 Mutation Point 3 1 7 th 5 5 2 5 1 Mutation Point 4 0 8 th 6 6 2 6 1 Mutation Point 4 0 9 th 6 6 3 6 1 Mutation Point 4 1 10 th 7 7 3 7 1 Mutation Point 5 0 Each archetype has access to specific Super (Wis), Spot (Wis), Survival (Wis), Swim (Str), power categories. These will be described Tumble (Dex). individually below. These powers are always available to the character regardless of class. Other powers may be added by taking drawbacks to obtain additional Mutation Points Skill Points at Each Level: 2+Int modifier. Class Features: Super Powers: The Elemental gains access to; Body Transformations (Energy, liquid, gaseous, and mineral), Elemental powers (all) as Class Features. Special Features: At each level, the Elemental receives mutation points, which may be used to add to, or improve their Super Powers. The Elemental: The Elemental is able to harness the amazingly powerful forces of nature. By manipulating or generating energy or weather, or transforming herself; the Elemental can create unlimited effects. Many Elementals have been mistaken for magic users or even true elementals, because of the amount of power that they wield, however; their ability comes from a physical change to their genes rather than from any external source. An Elemental may be adept at close combat, relying on her ability to transform into denser materials to protect her from injury or a ranged fighter, relying on energy attacks or control over weather, standing back from the action and dealing damage from safer ground. Requirements: Base attack Bonus: +2 Feats: Iron Will, Dodge Class information: All of the following are the class features of the Elemental. Limitation: At first level, the Elemental gains a Drawback or the player may create one (with the GM s permission). The GM may choose the drawback. Hit Die: 1d8+Con modifier per Level. Action Points: 6+½-character level rounded down per level. Class skills: The Elemental s class skills and the ability associated with each are: Balance (Dex), Climb (Str), Concentration (Con), Jump (Str), Knowledge (Earth and Life Sciences) (Int), Listen (Wis), Move Silently (Dex), Profession Enhanced Human: The enhanced human is a human who; thanks to the marvels of science or some freak accident has been granted abilities far beyond those of

Enhanced Human Class level BAB Fortitude Reflexes Will Special Features Defense Reputation 1 st 1 0 2 0 1 Mutation Point 0 0 2 nd 2 0 3 0 1 Mutation Point 0 0 3 rd 3 1 3 1 1 Mutation Point 1 0 4 th 4 1 4 1 1 Mutation Point 1 0 5 th 5 1 4 1 1 Mutation Point 1 0 6 th 6 2 5 2 1 Mutation Point 2 1 7 th 7 2 5 2 1 Mutation Point 2 1 8 th 8 2 6 2 1 Mutation Point 2 1 9 th 9 3 6 3 1 Mutation Point 3 1 10 th 10 3 7 3 1 Mutation Point 3 1 normal humans. Enhanced humans have varied Resistance Powers (all), Sensory Powers (all), abilities, and are skilled in their use. Most Stealth Powers (all). Enhanced Humans prefer direct confrontation to negotiating, combat to conversation. An Power House: Enhanced Human may fill the role of a soldier, The Power House is the ultimate fighter among police officer or even mercenary. Some choose Super Humans. Power Houses are stronger to use their abilities to commit crimes or to improve their community. Requirements: Base Attack Bonus: +2 Skills: Knowledge (tactics) +6 Feats: Combat Expertise faster and tougher than normal humans. Most Characters who become a Power House, will forego talking entirely in favor of pummeling his enemy into the ground. Power Houses can be found in full contact fighting rings or on the front line of the infantry. These powerful beings are Class Information: able to take more damage without dying and Hit Die: 1d10 + Con modifier per level deal as much as they can take. Action Points: 6 + ½ character level rounded Requirements: down per level Base Attack Bonus: +3 Class Skills: The Enhanced Human s class skills Feats: Endurance, Power Attack (and the ability associated with each) are: Class Information: Balance (Dex), Climb (Str), Intimidate (Cha), Hit Die: 1d12+ Con Modifier. Jump (Str), Knowledge (Tactics) (Int), Move Action Points: 6+½ Int modifier rounded down Silently (Dex), Swim (Str), Tumble (Dex). per level. Skill Points Per Level: 2+ Int Modifier. Class Skills: The class skills for the Power Special Features: At each level, the Enhanced House are: Balance (Dex), Climb (Str), Human receives Mutation Points, which may be Concentration (Con), Drive (Dex), Intimidate used to add new Super Powers, or improve their (Cha), Jump (Str), Ride (Dex), Search (Int), Spot Super Powers. Powers may not be increased (Wis), Survival (Wis), and Swim (Str). above 3 ranks. Skill Points per Level: 4+ Int Modifier Super Powers: The Enhanced Human gains Class Features: access to; Ability Enhancements (all), Body Special Features: The Power House gains 2 Alterations (all), Body Controls (all), Mental mutation points at first level and one at each Powers (pheromones), Movement Powers (all), level after. Power House Class level BAB Fortitude Reflexes Will Special Features Defense Rep 1 st 1 1 2 1 2 Mutation Points 1 1 2 nd 2 2 3 2 1 Mutation Point 2 0 3 rd 3 2 3 2 1 Mutation Point 2 1 4 th 4 2 4 2 1 Mutation Point 2 0 5 th 5 3 4 3 1 Mutation Point 3 1 6 th 6 3 5 3 1 Mutation Point 3 0 7 th 7 4 5 4 1 Mutation Point 4 1 8 th 8 4 6 4 1 Mutation Point 4 0 9 th 9 4 6 4 1 Mutation Point 4 1 10 th 10 5 7 5 1 Mutation Point 5 0

Psychokinetic Class level BAB Fortitude Reflexes Will Special Features Defense Rep 1 st 0 1 0 1 2 Mutation Points 0 1 2 nd 1 2 0 2 1 Mutation Point 0 0 3 rd 1 2 1 2 1 Mutation Point 1 1 4 th 2 2 1 2 1 Mutation Point 1 0 5 th 2 3 1 3 1 Mutation Point 1 1 6 th 3 3 2 3 1 Mutation Point 2 0 7 th 3 4 2 4 1 Mutation Point 2 1 8 th 4 4 2 4 1 Mutation Point 2 0 9 th 4 4 3 4 1 Mutation Point 3 1 10 th 5 5 3 5 1 Mutation Point 3 0 Super Powers: The Power House gains access to; Ability Enhancements (Adrenaline Rush, Burst of Strength, Endless Endurance), Body Control, Power Absorption, Power Drain, and Shape shifting), Elemental powers (all), Mental powers (all), and Psychokinetic powers (all). Controls, (Damage Absorption, Recovery, Regeneration, Growth, Power Absorption), Body Transformation (Mineral), Movement Powers (hyper leaping). Psychokinetic: The Psychokinetic is able to control the physical world by the power of her mind. By harnessing all of the energy of thought, she can do anything from absorbing damage or the abilities of other beings, to controlling the very elements. Requirements: Skills: Concentration +6, Knowledge (Physical Sciences) +6, Sense motive +6 Feats: Focused, Iron Will Class Information: Hit Die: 1D4 + Con Modifier per level Action Points: 6 + ½ character level rounded down, per level Class Skills: The class skills for the Psychokinetic, and the ability associated with each are: Bluff (Cha), Concentration (Con), Craft (any one) (Int), Knowledge (all) (Int), Listen (Wis) Skill Points Per Level: 4+ Int Modifier per level Special Features: The Psychokinetic gains 2 Mutation Points at first level, and 1 at each level after which may be used to advance or add Super Powers. Super Powers: The Psychokinetic gains access to; Body Controls (Damage Absorption, Density Psion: The Psion is able to influence the minds and emotions of all around him. He is able to control the mind or emotions, create illusions so real that they cannot be detected, and even effect the physical world with the influence of his mind. Requirements: Skills: Bluff +6, Concentration +6, Sense Motive +6 Feats: Attentive, Deceptive, Focused, Iron Will Class Information: Hit Die: 1d4 + Con modifier per level Action Points: 6 + ½ Character level rounded down per level Class Skills: The Psion Class skills (and the ability associated with each) are: Bluff (Cha), Concentration (Con), Diplomacy (Cha), Disguise (Cha), Gamble (Wis), Gather Information (Cha), Intimidate (Cha), Knowledge (Behavioral Sciences, Streetwise, Theology and Philosophy) (Int), Perform (All), Speak Language (none) Skill Points per Level: 4+ Int modifier per level Special Features: The Psion gains 2 Mutation Points at first level and 1 Mutation Point at each level thereafter which may be used to Add new Super Powers or advance his Super Powers. Super Powers: The Psion gains access to; Mental Powers (all) and Psychokinetic Powers (Telekinesis). Psion Class level BAB Fortitude Reflexes Will Special Features Defense Rep 1 st 0 0 0 2 1 Mutation Point 0 1 2 nd 1 0 0 3 1 Mutation Point 0 1 3 rd 1 1 1 3 1 Mutation Point 1 0 4 th 2 1 1 4 1 Mutation Point 1 1 5 th 2 1 1 4 1 Mutation Point 1 1 6 th 3 2 2 5 1 Mutation Point 2 0 7 th 3 2 2 5 1 Mutation Point 2 1 8 th 4 2 2 6 1 Mutation Point 2 1 9 th 4 3 3 6 1 Mutation Point 3 0 10 th 5 3 3 7 1 Mutation Point 3 1

Ability Enhancements Adrenaline Rush Burst of Strength Endless Endurance Enhanced Agility Super Climbing Body Alterations Body Armor Extra Body Parts Brain Claws Eyes Fins Gills Head Spines Tail Wings Body Controls Damage Absorption Density Control Plasticity Recovery Regeneration Elongation Growth Phase-shifting Power Absorption Power Drain Shape shifting Shrinking Body Transformations Alter Ego Animal Transformation Energy Transformation Gaseous Transformation Liquid transformation Mineral Transformation Section 3 Super Powers by Category Elemental Powers Air Control Earth Control Energy Control Kinetic Energy Generation Kinetic Charge Magnetic Generation Fire Control Fire Generation Ice Generation Plant Control Water control Weather Control Illusion Powers Hologram Projection Illusion Generation Mental Powers Animal Communication Animal Control Animal Empathy Empathic Bond Empathy Emotion Control Mind Control Mind link Pheromones Telepathy Movement Powers Dimensional Portal Flight Gliding Lightning swimming Hyper leaping Super Speed Teleport Wall crawling Psychokinetic Powers Cryokinesis Force Field Genokinesis Necrokinesis Pyrokinesis Telekinesis Resistance Powers Cold Resistance Fire Resistance Heat Resistance Poison Resistance Immunity Invulnerability Sensory Powers Battle Sense Danger Sense Dark Vision Enhanced Senses Hearing Smell Taste Vision Infravision Lowlight vision Multi-directional Vision 180 360. 720. Penetration Vision Sonar sense Telescopic Vision X-ray Vision Stealth Powers Blending Cloaking Invisibility Silent Walk Super-Stealth

Section 4 Power Descriptions The super powers listed here are essentially stackable mutations. The number of times these feats is taken is represented by Power Level. The Power level is a representation of the raw power or intensity of the power, while increases in strength based on character level represents the skill with which the character can use the ability. Power Level is derived from the number of Mutation Points spent on the ability above the base cost. More powerful abilities cost 2x the normal mutation points per Power Level. Ability Enhancements Adrenaline Rush You gain a massive increase in strength. MP Value: 12 (+2 per PL above1) Benefit: Your strength score doubles for each increase in power level. Duration: One full combat encounter Special: When this power is taken, the player must decide whether the bonus applies to melee attacks, or lifting/carrying. After coming down from this massive burst of energy, the character is fatigued for a number of hours equal to the number of rounds the power was used for. Example 1: Rob a level 5 strong hero has the adrenaline rush power. He has chosen to use it to augment his melee attacks with it. When he enters a combat situation, he activates it bringing his strength score of 12 up to 24 for the duration of the combat scenario. This increases his bonus to all attack and damage rolls to +7. He cannot however, lift the pickup truck nearby to throw it at his opponents. Example 2: Bubba, a strong 3, tough 2 hero has the same power, but has opted to use it for lifting/carrying. When he enters combat, he activates it bringing his already impressive 18 strength up to 36! Unfortunately, even though he can pick up the nearby pickup truck and throw it around like a toy, he is no better off for hitting the enemy with it than he would be without the power (his strength bonus to attacks remains +4). Burst of Strength You have unusual strength that allows you to accomplish things that others can t. MP Value: 4 Benefit: The character can add 5 points per character level to her strength score. This effect lasts for a number of rounds equal to your Con modifier +5 Special: The effects of this ability stack with that of Adrenaline Rush. Example: Jake, a level 1 strong hero has burst of strength. His normal strength is 18. Normally he can lift up to 600lbs maximum. As he is walking down the road, he sees a small delivery van turn over landing on a small girl pinning her legs. He quickly rushes over and using the full strength of his super human ability, he lifts the 1200lbs needed to free the unfortunate girl. He has tapped his power to its limit and while fighting a villain later, he has no extra juice to use. Endless Endurance You have incomprehensible endurance. Benefit: you may ignore the effects of any 1 activity or effect that would normally require a con check indefinitely. Special: This power does not stack with any other bonus and can only be taken once. Enhanced Agility You have unusual dexterity that allows you to accomplish things that others can t. MP Value: 4 Benefit: The character can add 5 points per character level to his dexterity score. This effect lasts for a number of rounds equal to your Con modifier +5 Super Climbing You are an amazing climber, second only to those who can walk on walls. MP Value: 4 Benefit: The character receives a +5 bonus per power level to climb checks. The player must state use of this power to gain bonus. Special: You cannot climb smooth or slippery surfaces. This ability does not stack with the Wall Crawler mutation or with the Wall Crawling power. Body Alterations Body Armor You have unusually tough skin. This may be caused by a thicker layer of skin, scales, or simply massive calluses. MP Value: 3

Benefit: You receive a natural armor bonus equal to +2 per power level. Extra Body Parts The player may choose any type of body part, however; only the following give special bonuses. Brain Grants second set of intelligence, and wisdom scores. MP Value: 5 Benefit: The character may make 2 rolls on all Int or Wis based skill checks. Special: When this is taken, the character makes an opposed will save against second brain with a +15 to DC. Failure indicates a second personality, with duplicate Int/ Wis based skills. Claws you may choose between climbing claws or combat claws. MP Value: 3 (climbing), 5 (combat) Benefits: Climbing claws grant the character +2 to all climb checks. If used in combat, they inflict 1D4 damage. Combat claws do 1D6 damage; if used for climbing, grant +1 bonus to climb checks. Eyes You have additional eyes placed in any location on the body. MP Value: 3 Benefit: You gain a +4 to spot checks. Special: Placement may grant additional powers as a side effect. Fins You have functional fins. These can be anything from a tail fin and dorsal fins to webbed feet and hands. MP Value: 3 Benefit: you gain a water movement speed equal to your walking speed. You no longer need to make swim checks. Head You have an additional complete, fullyfunctional head. MP Value: 3 Benefits: you automatically gain an extra brain, and may choose 2 complete sets of skills and may have two starting classes (if taken at first level). Special: You automatically have 2 personalities and must earn 2 times the normal experience points per level. You may take 2 classes per level, but must have enough experience to gain an additional full level (i.e. to gain 2 classes advancing from 5 th to 6 th level, your experience total must be greater than or equal to the experience required to advance to 7 th level to take an additional class at level 6. Spines You have spines or quills that provide some protection from unarmed attacks (choose between decorative, defensive or offensive. MP Value: 3 (decorative), 4 (defensive), 5 (offensive) Benefits: decorative spines inflict 1D3 damage (fort save DC 10+ attacker s strength to resist breaking), defensive spines inflict 1D6 damage and provide +5 to defense against unarmed attacks, and offensive spines inflict 1D8 damage and provide 2 to defense against unarmed attacks. Special: For purposes of this power; natural attacks and feats which allow unarmed strikes to be considered armed do not apply. Tail You have developed a tail. It may be a combat tail like that of a scorpion or a prehensile tail, like that of a monkey. MP Value: 5 (prehensile tail), 6 (combat tail), 7 (combat tail with stinger) Benefits: a combat tail - acts as unarmed attack with off hand, and gives 1 extra attack equal to Base Attack Bonus. If the tail has a stinger or spines, it acts as armed attack. Stingers do 1D6 piercing +1D4 poison per round. Spines do damage based on the type of spines (decorative, defensive, or offensive). A prehensile tail- grants a +1 to grappling attacks and may be used to manipulate tools or weapons with a -3 penalty and grants a +2 miscellaneous bonus to climb check. Special: you may take Dexterous Tail to offset the penalties for using the tail as a hand. Combat tail cannot have spines unless spines have been purchased separately. Wings You have wings which are fully functional and allow you to fly. Specify type and appearance. Wings do not stack. MP Value: 6 Benefit: wings grant flight at 60ft (average maneuverability).

Special: If the character also has Flight, the wings increase air speed by +10 and increase quality by one category. Body Controls- Damage Absorption Your body absorbs damage as though it has been fed. Benefits: You may absorb any 1 type of damage (slashing/edged, blunt, ballistic, energy) and add an equal number to your hit point total or to your Str/Dex/Con, to a maximum of 10 points per power level. Special: These effects last for a number of rounds equal to your character level. Density Control you can change the molecular density of your body, making it harder to inflict damage on you. Benefits: Once per day per character level, you can change the density of your body. Increasing density adds +5 to defense per power level, as natural body armor. Decreasing density grants +10 to defense against physical attacks per power level. Plasticity Your body is incredibly flexible, allowing you to change the shape of your body. Benefit: You can change your shape drastically and receive damage reduction of -5 per power level against blunt damage. Recovery You have an amazing ability to shrug off non-lethal damage MP Value: 6 Benefit: You regain 3 points of non-lethal damage per round, per power level. Special: You cannot gain more points of nonlethal damage than you normally have. Regeneration You can take any injury and keep going. Some would call you unstoppable. MP Value: 10 Benefit: You convert hit points to non-lethal damage at a rate of 1 point per power level per round. You also re-grow lost body parts. Special: Hit points may not exceed normal level. The standard effects of non-lethal damage still apply and you can be rendered unconscious by non-lethal damage. Elongation You can stretch your body well beyond normal limits. MP Value: 7 Benefits: you may extend your body by 1 full size category per power level. Special: All size modifiers apply except strength bonuses to size. A character who has extended her body with this power is still treated as being their normal size for purposes of handling weapons. Growth You can increase your physical form massively. MP Value: 10 Benefit: You may increase your size by one full size category per power level; all modifiers apply. Phase-shifting You have the ability to bring your body out of phase with the world around you, allowing you to pass through solid objects. MP Value: 10 Benefit: On a successful dexterity check with a DC equal to hardness of the object, you can pass through solid objects. You gain a bonus to your dexterity check equal to +2 per power level. Special: If you have Evasion, you can make a reflex save against any attack, even if the effect normally does not allow you to do so. Power Absorption You have the ability to temporarily absorb powers, skills, or feats from another character. You may also absorb the properties of any material object temporarily duplicating the Body Transformation power. Benefits: On a successful touch attack you can duplicate another character s abilities. To successfully duplicate the ability requires a wisdom check, opposed by a Will save +5. To absorb the properties of an object, only contact with the object is required and a wisdom check with a DC equal to the object s hardness. Special: The maximum increase in any stat is equal to your natural ability + power level (for absorbing a material, maximum defense bonus is equal to the strength + power level, unless the material has a lower hardness than your strength). Power Drain You have the ability to not only duplicate another person s abilities, but to actually take them, leaving that person in some way weaker. Benefit: At a cost of 1500 experience points, you may permanently drain 1 ability, skill, or feat per power level from another character. The target

loses the ability permanently. This requires a successful touch attack, and an opposed will save with a +10 bonus for the target. Failing the will save indicates the initiating character was overwhelmed by the sudden change and takes 1 point permanent ability damage per target power level to Wis, and ¾ normal Hit Points total. The maximum level of the ability gained is equal to your power level +5. Special: If your experience point total drops below the amount needed for your current level, you loose all of the benefits of that level including class and skill points, etc. If this power was taken at that level-up, you loose this ability. Shape shifting You can drastically change your shape. This ability allows you to disguise yourself and to move through spaces that you normally would not be able to. Benefit: You gain a +2 bonus to disguise checks and dexterity checks per power level. With a dexterity check (DC 10 +2 per size category difference between your normal size and the size of creature that would easily fit through the opening), you can slip through holes and other tight places too small for someone of your size. Special: You cannot decrease or increase your size category, but can stretch or shrink to the limits of your size category. Shrinking You have the ability to decrease your size drastically. Benefit: You may decrease your size by 1 size category per power level. All size modifiers apply. Body Transformations Alter Ego You have an alternate physical form (like Dr. Jekyll/ Mr. Hyde, or a certain large green superhero), usually including an alternate personality. MP Value: 12 Benefit: Your alternate form has separate stats from the normal form granting you multiple sets of classes and special abilities. Special: When this power is taken, roll a will save DC 25. Success indicates that the alter ego is a solely physical form (has separate physical stats, but not separate mental stats or classes). Failure indicates that you have an alternate personality (the alter ego will have a separate set of classes, skills and abilities, etc.). This transformation is not controlled by character (requires an opposed will save verses the alter ego to prevent automatic transformation in times of high excitement or stress). It also means that the other will attempt to take over as the dominant personality. In addition, all experience earned in alter ego applies to the form that was most active during the adventure. If the alter ego reaches a level 2 higher than original character s level, it becomes the primary form. Animal Transformation You can transform into animal form, gaining all of the physical abilities of the animal you transform into. Benefit: You may choose one animal per power level to transform into. While in this form you have all of the physical attributes of that animal. Energy Transformation All things are made up of energy and you can tap into that energy directly allowing you to transform yourself into pure energy. MP Value: 10 Benefit: you can transform into 1 type of energy granting you all of the properties of that energy with an intensity equal to strength + power level. All melee attacks do energy damage equal 1D8 per power level. If you also have damage absorption energy, you may add any damage from an energy attack against you to your next attack damage. Note: For purposes of space and time, fire transformation is classified as an energy transformation. Gaseous Transformation You can transform yourself into a gas, giving you all of the characteristics of that gas. MP Value: 6 Benefit: Choose any one type of gas. If the gas is a poisonous/toxic gas, you inflict poison damage based on the description of that gas. Special: Physical attacks do no damage. If the gas chosen is reactive, any attack using the energy or chemical which that gas is reactive to results in 3 times the normal damage. Attacks using wind or air do 3 times normal damage.

Liquid transformation You can transform yourself into a liquid form, gaining all of the properties of that liquid. Benefit: choose one liquid per power level gaining all properties of that liquid. If you transform into a poisonous, toxic or acidic liquid, you do damage according to the description of that liquid. Special: No physical attacks do damage; all energy attacks do double damage. Mineral Transformation You may choose any type of solid material to transform into, gaining increased strength and durability. MP Value: 10 Benefit: You gain a hardness rating equal to strength plus power level or the hardness of the material chosen (which ever is less); granting damage reduction at equal level. Strength and constitution scores increase by your hardness rating. Example: Markus (strength 13, constitution 10) has the ability to transform into steel with power level 3 ability. The normal hardness of steel is 10, so he gains a hardness rating of 10 and his strength and con increase by 10 to 23 and 20 respectively. Elemental Powers Air Control You have the ability power to control the air. You may use air to perform any number of stunts including, but not limited to creating weapons/ tools of air, winds of power level intensity once per day per character level. Benefits: You can increase the density of air giving it hardness equal to your wisdom modifier plus power level and hit points equal to your power level. You also can create areas of increased density or pressure that allow you to swim through the air or cause bursts of pressurized air that do 1d4 non-lethal damage per power level. Special: The possible number of effects that can be created is limited only by the player s imagination and the GM s willingness to let it happen. All additional effects require a wisdom check with a bonus equal to power level. The DC for first time use is 20 second time use DC is 15, each time after DC is 10. Highly complex effects add a +5 to +10 to the DC Earth Control You are in touch with the very earth and can control the form and stability of the ground itself. You can use your control of earth to produce any number of effects including, but not limited to weapons/ tools of earth, earthquakes, volcanic eruptions, etc MP Value: 10 Benefits: You can use earth (including rock, minerals, sand and clay) to form barriers, weapons and tools with hardness equal to the normal hardness of the available material plus your power level. You can also cause earthquakes and volcanic eruptions at power level intensity. Special: All additional effects require a wisdom check with a bonus equal to power level. The DC for first time use is 20 second time use DC is 15, each time after DC is 10. Highly complex effects add a +5 to +10 to the DC. The range of effect of earthquake and eruptions is 4 squares per power level. An earthquake acts as a ranged trip attack (no attack of opportunity is incurred) and size modifiers do not apply (though bonuses for additional legs do apply). The attack is made using your power level score instead of your strength modifier. An eruption causes 3d6 fire damage to the area affected and 1d6 to adjacent squares. The damage continues for five rounds plus power level. Energy Control You can control the flow of energy and that control gives you power over your environment. Benefit: you can control any one type of energy granting you an energy attack that deals 1d6 energy damage per power level. You also gain damage reduction equal to your constitution plus power level. Special: You can produce additional effects with energy, limited only by your imagination. All additional effects require a wisdom check with a bonus equal to power level. The DC for first time use is 20 second time use DC is 15, each time after DC is 10. Highly complex effects add

a +5 to +10 to the DC. If you have an Energy Generation power or Energy Transformation of the same type, you don t need an external source of energy. Kinetic Control Your control over the potential energy of objects lets you produce unusual effects. You can increase or decrease the kinetic energy of an object, causing any external force on the object to create a multiplied reaction in the object. Benefit: weapons charged with increased kinetic energy do one die of additional damage per power level. Weapons with decreased kinetic energy divide their damage by your power level. Energy Generation You can generate large surges of energy from within your body Benefit: You gain a ranged and touch attack inflicting 1D8 per power level of energy damage. Special: If you also have damage absorption energy of the same type, you may add any damage from an energy attack to your next attack damage. Kinetic Charge You have the unusual ability to super charge the kinetic energy of an object creating an explosive charge equal to the size of the object. Benefit: Your charges do 4d6 damage per pound of material plus the hardness of the object charged. Charging ¼ pound of material is a free action. Each doubling in size increases the time by one level (1/2 pound requires a move action and 1 pound is a full round action). Special: Each power level decreases the time required to charge an object (at power level 2, 1 pound only requires a move action, at power level 3; one pound is a free action, etc.) Magnetic Generation You can control the magnetic fields around you, allowing you to move objects that are made of metal with the power of your mind. Benefit: You gain the ability to move objects around as with a strength score equal to your wisdom score plus power level. You can manipulate them as with a dexterity score equal to your wisdom minus power level. Special: Rather than doing direct damage, this power acts more like telekinesis of equal level, but effecting only ferrous metals. You can choose to have higher control and less intensity, by taking an effective strength equal to wisdom minus power level and dexterity equal to wisdom plus power level. Fire Control You can increase or decrease the intensity of fire and change the shape and density of the flames. Benefit: You gain a fire attack, which does 1d6 damage per power level. Additionally, you can increase or decrease the intensity of any other fire effect by one die per power level. Special: You must have a source of fire to use this ability. All additional effects require a wisdom check with a bonus equal to power level. The DC for first time use is 20 second time use DC is 15, each time after DC is 10. Highly complex effects add a +5 to +10 to the DC. Fire Generation You can create fire spontaneously. This ability also gives you limited control of the fire you create. Benefit: You gain a fire attack, which does 1d6 damage per power level. You can also increase or decrease the intensity of a fire effect on a successful wisdom check DC 10 (+5 per die of current damage of the fire) Special: If you have Fire Control, you can add the power level from both powers as bonuses to all checks to control fire. Additionally, the damage from both powers stack. If you also have Energy Transformation (fire), you can add the power level from both powers to determine the damage of your attacks. Ice Generation You can draw water out of the air and from any nearby source and freeze it instantly, forming objects of ice and snow. By drawing water from your surroundings, you can create ice seemingly from nowhere. Benefit: With a wisdom check plus power level (DC 10 modified by complexity of shape), you can create objects of ice in any shape you want. The ice you create has a hardness equal to your

power level minus 1 and hit points equal to your power level times 3 per inch of thickness Special: The time required to generate objects of ice is one round per 5 foot by 5 foot square at one inch thick. The time required is halved for each power level above 1. Your ice takes double damage from fire based attacks, as with normal ice. Plant Control Nature has given you a special gift. You can actually control the growth of plants, including direction as well as speed of their growth. Benefit: As an attack action, you can control the growth of plants causing them to increase by 1 size category per power level, as well as move the plant as though a creature of that size, making grappling attacks against adjacent opponents. Water control You understand on some fundamental level that you are intrinsically linked to water. This understanding gives you control over the flow and density of water. Benefit: With a wisdom check modified you your power level (DC 10 modified by complexity), you may control water causing it to move in unnatural ways. Special: All effects require a wisdom check with a bonus equal to power level. The DC for first time use is 20 second time use DC is 15, each time after DC is 10. Highly complex effects add a +5 to +10 to the DC. Weather Control You have discovered that the weather changes with your mood and whim. You can change the weather by sheer force of will. Benefit: as an move action, you can create a weather effect that didn t exist in your current location. Creating a weather effect requires a wisdom check (DC 10 + complexity and range modifiers) plus power level. Weather Effects Modifiers Complexity Range Modifier Simple 10 ft radius 0 Easy 50 ft radius +2 Moderate 200ft radius +5 Hard 600ft radius +10 Difficult 1800ft radius +15 Unnatural 2 Mile radius +20 Monsterous 6 mile radius +25 Impossible 20 mile radius +30 Special: If you have another power with an effect similar to the weather condition you are creating, you gain a +1 synergy bonus on creating the effect. Illusion Powers Hologram Projection You have the ability to generate realistic images of light, capable of fooling the eye. MP Value: 3 Benefit: You can generate an image directly from your mind in a dome with a radius of 6ft per power level. A spot check DC 10 reveals the image as an illusion. Special: you may use this power instead of the material components for a Craft (visual art) check and gain a +10 on the attempt. Illusion Generation You can create realistic false images in the minds of your targets. These images are so realistic that they fool even the senses. Benefit: As a move action, you can create a realistic illusion of any size or shape in the minds of 6 creatures per power level (will save DC 15 + power level negates). These illusions are so realistic that those who fail the save believe them as if they were real (though the laws of physics still apply). Special: A person who believes one of these illusions will not be able to pass through a illusionary wall by walking (they will stop as though they ran into it, with all of the accompanying pain), but a person who is charging against it will pass through it as though it was not there. Weather Complexity Complexity Example Simple Create fog, increase or decrease temperature by up to 40 wind up to 5 mph Easy Create wind of up to 30 mph, change temperature by up to 80 Moderate Light rain, wind up to 50 mph, change temperature by up to 160 Hard Heavy rain, wind up to 80 mph, light thunder shower Difficult Moderate thundershower Unnatural Thunder storm, heavy winds (over 90 mph) Monsterous Tornado Impossible Hurricane

Mental Powers Animal Communication Animals are much more intelligent than most people would believe. You understand that and can talk to animals in their language. Benefit: You may treat all animals as minions or followers with an intelligence equal to standard for that animal + 2 per power level. You may choose 1 species of animal per power level. Animal Control Animals are weak-minded and inferior to you. Your superior mind can control the minds of animals forcing them to do your will. Benefit: as an attack action, you can control the minds of animals. This requires a wisdom check plus power level, opposed by a will save by the target animal(s). Special: One will save is made for a single target animal, with a +2 per additional animal. Animal Empathy you can sense the emotional state of animals. MP Value: 3 Benefit: you gain a +2 bonus per power level to ride, and handle animal checks. Special: If you have Animal Communication or Animal Control, all effects of the power are treated as though they are a higher by a number of power levels equal to your Animal Empathy power level. Empathic Bond You become so in-tune with others that you can forge a permanent emotional bond with another person. Sometimes called a life-bond or empathic link, this bond also carries strong physical sensations between all people bonded. Benefit: Once per power level, you can create an empathic bond with another person. Special: This bond must be consensual. For the first week after bonding, the characters receive a -2 on all actions, while they adjust to the bond. If the character has already bonded another person with this power, the penalties for each additional bonding are added (i.e. if 1 other is bonded, the penalty is -4 for 2 weeks, for all 3 involved in the 2 bonds). For adding penalties, any character bonded is considered to have the power. If the character that has the power dies, all bonds are dissolved. Empathy You can sense the general emotional state of other people and creatures. MP Value: 6 Benefit: You gain a +2 per power level to all Bluff, Diplomacy, Gather Information, Handle Animal, Intimidate, Perform (any) or Sense Motive skill checks per power level. Emotion Control You are so in tune with others, that you can change their emotional state. Benefit: With a wisdom check, you can instill an emotion in another person or creature. The DC is an opposed will save +5 per additional target. Special: You gain a +5 per power level to Bluff, Diplomacy, Gather Information, Handle Animal, Intimidate, Perform (any) and sense Motive checks against all affected characters. Mind Control Your superior mind can seize control of another s mind forcing them to act according to your will. Benefit: With a successful wisdom check plus power level (DC equal to an opposed will save +10 per additional target); you can take control of another s mind, gaining the use of that character for the duration of the effect. Each round, the target(s) make an opposed will save to try to shake the effects (same modifiers as the initial save) until the control is broken (DC is same as the original roll. If the target is being made to act against character (i.e. out of allegiance, or against his/her beliefs), a will save is forced with a +10 to resist, success-indicating target breaks free. Mind link Your powerful mind can create a permanent telepathic bond with others. This bond can only be broken by death or by the person who initiated it. MP Value: 10 Benefit: The characters can communicate complete thoughts over unlimited distances as though speaking face to face. Special: This bond must be consensual. For 1st week after each bonding, both characters

receive a -5 on all actions, while they adjust to the bond. Pheromones You produce an unusually strong pheromone that captivates the opposite sex of your race. Benefit: You gain a +5 per power level bonus on all opposed checks against characters of your species, but only those of the opposite sex (this includes skill checks, will saves, mind influencing effects and combat, but not fort saves). Telepathy Your mind is attuned to the minds of others and you can take advantage of that. You can communicate complete thoughts with others including reading minds. Benefit: as a free action, with a wisdom check, (with a DC equal to the target s will save), you can read another s mind or even implant thoughts. Special: Your target may make a wisdom check against DC15 to recognize if you are friend or foe. Success indicates target may choose to permit the attempt. Movement Powers Dimensional Portal You have a knack for understanding the concepts of dimensional travel, which allows you to open a doorway over large distances MP Value: 10 Benefit: As a move action, with a wisdom check modified by your power level; you can open a portal that allows you to take a single step and leap incomprehensible distances. The DC for opening a portal is 5 for line of sight, 10 for a known destination beyond line of sight, 15 for an unknown destination on same world, 20 known point on another world in the same dimension, 25 unknown world in same dimension, 30 for a known point in an alternate dimension and 35 for an unknown point in another dimension. Flight You can defy conventional physics and fly. MP Value: 6 Benefit: You can fly at 60 feet per round (+10 and maneuverability increased by one category per power level) with average maneuverability. Special: If you have wings, you gain an increase in speed of +10 and your maneuverability increases to the next category. Gliding You can t exactly fly, but you can glide as long as you want by taking advantage of air currents and getting a high enough point for take-off. MP Value: 5 Benefit: You glide at a speed equal to your ground speed + power level with a maneuverability of poor. Special: Each time this power is taken, it increases the maneuverability by one category. This ability does not stack with flight. If flight is taken, the character loses the gliding power. If wings are taken, the wings do not grant flight, but do increase the maneuverability to average (or by one level if you already have average maneuverability). Lightning swimming You have an unbelievable ability to swim. You can swim as fast as or faster than even the fastest sea creatures. Benefit: You gain a swim speed and can swim at speeds equal to your move speed times your power level. No swim checks are needed, but dexterity checks may be required as with running through an obstructed area. Hyper leaping Your leg muscles have developed much stronger than a normal person your size. This has given you the ability to leap great distances. Benefit: You can leap 1 ½ times per power level farther than others with your size and strength (if the you can normally leap a maximum of 12 feet, with this power you can leap up to 18 feet at power level 1 at power level 2, the distance is effectively doubled). Super Speed You have incredible land speeds, allowing you to move faster than anyone else. MP Value: 10 (+ 2 per additional power level) Benefit: Your speed is doubled for each power level (a move of 10 is increased to 20 at power level 1, 40 at power level 2, 80 at power level 3, etc.). Teleport Your body has developed the ability to achieve instantaneous acceleration, allowing