                    GURPS Additions and Corrections
                               -= xv =-

                                   
                                   
                                   
                                   
                                   
                                   
                                   
                                   
                                   
                                   
                                   
                                   
                                 GURPS
                                   
                                   
                                   
                                   
                    Additions and Corrections...ii
                                   
                         Optional Rules...xxxi
                                   
                            Indices...xxxvi
                                   
                                   
                                   
                                   
                                   
                                   
                                   
                                   
                                   
                             Jason Levine
Advantages______________________
Appearance (Very Handsome):
                                                             20 points
  
Latent Magery (Magery 0):
                                                              5 points
  You have the inherent ability to perceive and make use of the
forces of magic, but not the skill to manipulate it as the true
wizards do. You can recognize magical items; the GM will secretly roll
vs. your IQ when you first see any magic object, and again when you
first touch it. You may use any magical item, including those only
usable by mages, and you may cast spells from scrolls, but you can not
learn spells on your own. For the purposes of spells and ceremonies
that distinguish between mages and non-mages, a character with this
advantage is to be considered a mage.
  The GM should allow PCs to later pay 10 character points to upgrade
to Magery 1, and gain the ability to cast spells.
  
Longevity: 5 points
  
Strong Will: Special
  To prevent characters with unrealistically high Will in high-
powered campaigns, the following optional rule may be used: The cost
of X levels of Strong Will is equal to 40% of the cost to buy X more
points of IQ.
  Example: Gladys has an IQ of 11 and wants to buy two levels of
Strong Will. The cost of two more points of IQ would be 20 points; 40%
of 20 is 8, so the Strong Will would cost her 8 points. Joan has an IQ
of 16 and wants to buy two levels of Strong Will. The cost of two more
points of IQ would be 45 points; 40% of 45 is 18, so the Strong Will
would cost her 18 points.
  This optional rule places Will on the same bell curve as IQ, and
makes it more expensive for high-IQ characters to buy their Will up to
20 or more. If this rule is used in a campaign, it should also be
applied (in reverse, at -40%) to the value of Weak Will.
  
Disadvantages___________________
Age: -5/-10/-20 points
  You are old enough to begin making aging rolls (p. B83). For -5
points, you are over 50 years old, and must make aging rolls every
year. For -10 points, you are over 70 years old, and must make aging
rolls every six months. For -20 points, you are over 90 years old, and
must make aging rolls every three months. You do not have to make any
aging rolls until game play starts, regardless of how old you start
off as.
  Note that certain game worlds and races will follow different aging
guidelines. If so, substitute the equivalent ages in place of those
above.
  
Asthma: -30 points
  You suffer from asthma attacks. Attacks can be brought on by two
things: Fatigue loss and stress. Anytime you lose fatigue (even from
magic or psi), you must make a HT roll or suffer an attack. Anytime
you are in a stressful situation (GM's ruling), you must make a Will
roll or suffer an attack.
  During an attack, any fatigue loss you suffer is doubled (including
the fatigue that brought on the attack, if any). You will wheeze and
have a hard time speaking in complete sentences. You cannot cast
spells that require verbal components, and you are at -3 to DX and IQ,
as all your concentration is needed just to breathe.
  Once an attack has started, roll vs. HT every minute. On a critical
success, or three consecutive successes, you recover. A failure costs
you one fatigue. On a critical failure you take 1d of fatigue and
begin rolling every 10 seconds. If your ST reaches zero you will pass
out and begin suffocating. You will die in four minutes unless you
receive first aid.
  You can never learn the Breath Control skill!
  At TL7+, medication can prevent attacks. This reduces the point
value of this disadvantage to -15 points. An inhaler (medsensor at
TL9+) must be used to administer the medication as soon as the attack
occurs, or up to 30 seconds in advance of an attack (e.g., if you are
about to lift something heavy and know that it will fatigue you). The
medication will immediately stop an ongoing attack, but will not
restore any fatigue already lost.
  
Chronic Depression: -15 points
  You go through periods of extreme sloth and depression. Chronically
depressed people tend to spend their days eating government cheese and
drinking cheap beer while listening to fundamentalist radio. You must
make a Will roll to do anything other than the most basic level of
self-preservation (eating, etc.) If you fail this Will roll, you can
still act, but all rolls will be at -4. If successful, you will be
able to act normally for as long as things go your way. If any
negative event or setback happens to you, you must make a Will roll to
avoid immediately falling back into a depression.
  
Color Blindness: -5 points
  
Duty: Variable
  You have a serious responsibility toward others, and are personally
committed to that responsibility. It may come from a job, a feudal
responsibility, or any other outside source (except for Dependents,
which you automatically have a duty toward, for no extra points). A
"self-imposed" feeling of duty is a Sense of Duty, which is bought
separately, but is not mutually exclusive to a normal Duty.
  The point value of a duty depends on its frequency. The GM rolls at
the beginning of each adventure to see if you will be "called to duty"
in that adventure.
  15 or less: -15 points. At this level, the GM may rule that you are
always on duty, without rolling.
  12 or less: -10 points.
  9 or less: -5 points.
  6 or less: -2 points.
  Light Duty: To be significant, a duty should be dangerous, not just
an ordinary job. If a duty does not require you to risk your life
occasionally, shift its value one step down on the table (negating any
duty with a frequency of 6 or less).
  Extremely Hazardous Duty (XHD): If a duty requires you to risk your
life every time you are called in, shift its value one step up on the
table, adding 5 points for each level above 15 or less. Most XHDs will
have a frequency of 15 or less, and all will carry significant
penalties for failure to follow orders.
  Involuntary Duty: If the duty is being enforced by threats to your
self or loved ones, mind control, or other similar methods, shift its
value one step up on the table, as for XHD. This does not include
military duty by draft. Example: The Mafia has kidnapped Susan's
daughter, and will kill her unless she steals information for them,
which they have her do on a fairly common (12 or less) basis. This is
a -15 point disadvantage.
  
Glory Hound: -10 points
  You insist on being in the limelight. You will always take time to
talk to the press, pose for photographs, or sign an autograph. You
will create complex plans that feature your abilities and talents,
lead the charge in any conflict, etc.
  You get a +1 reaction from the press, small children, etc., but a
-1 from fellow heroes, etc.
  Note that this disadvantage is not the same as Overconfidence, but
the two fit together well.
  
Insomnia: -5 or -10 points
  You go through periods where falling asleep is very difficult. Each
night during an insomnia episode you must make a Will roll. On a
success, you fall asleep easily and this episode is over. On a
failure, you only get half a night of sleep (costing 2 fatigue; see
sidebar on p. B134) and the episode will continue for another night.
On a critical failure, you get no sleep that night (costing 5
fatigue). Once an episode ends, the GM rolls 3d to determine how many
days until the next episode begins (at the -10 point level, the GM
rolls 2d-1). When you suffer prolonged stress, the GM may require a
Will roll. A failure means an episode starts that night.
  
Night Blindness: -10 points
  You have a difficult time seeing in poor lighting. All vision
penalties for darkness are doubled for you (minimum -2, maximum -10).
Any vision benefits from Acute Vision or Alertness are lost in
darkness.
  
Oblivious: -5 points/level
  You might be intelligent, but you are not very alert. Subtract your
level in Oblivious from all of your Sense rolls. E.g., a fighter with
an IQ of 10 and Oblivious -3 would have Sense rolls of 7. This may be
combined with Acute Vision, Hearing, or Smell/Taste, but not with
Alertness.
  
Weak Will: Special
  If the optional rule for Strong Will (p. ii) is used, it should
also be applied (in reverse, at -40%) to Weak Will.
  Note that, when the optional Will rule is not used, the value of
Weak Will is -4 points/level, not -8.
  
Special Disadvantages___________
Chronic Treatable Illness:
                                                              Variable
  Some illness causes you to exhibit one or more of the disadvantages
available to GURPS characters, but modern medicine is able to allevi
ate this condition. Therefore, the value of the illness is reduced.
  Define an illness by totaling up its overall effects (reduced
fatigue, reduction of attributes, Low Pain Threshold, Hemophilia,
etc.) Values for some symptoms not listed in the Basic Set are given
below. Then modify this value by the frequency and type of treatment
needed to prevent its onset.
  
Hourly:   Full Value
Daily:    3/4 Value
Weekly:   1/2 Value
Monthly:  1/4 Value
Yearly:   No Value
  
  If you go for your stated period of time without receiving
treatment, you will be vulnerable to the effects of the illness. Move
one position up on the table to determine the time until the full
onset of the illness (illnesses requiring hourly treatment will take
effect in five minutes). The symptoms will appear gradually until they
are all in effect.
  These values assume that the treatment necessary to stave off the
illness is some type of medicine or therapy that requires one minute
of time, can be self-administered, requires equipment and/or medicine
that can be easily carried around (about one pound), and costs one-
tenth of your monthly income, each month. Different types of treatment
shift the fractional value up or down on the above table. The final
value can never be greater than the full value for an untreatable
illness. Note that the modifiers for expense are based on the cost per
month, regardless of the actual frequency. Also note that if the
therapy/medicine requires professional medical facilities, the weight
of the equipment is not important.
  
  Requires an additional, trained, person: Up 1 level
  Requires professional medical facilities: Up 2 levels
  Takes 10 minutes: Up 1 level
  Takes 2 hours: Up 2 levels
  Takes a full day: Up 3 levels
  Takes 5 seconds: Down 1 level
  Equipment weighs over 25 pounds (can be targeted in combat): Up 1
level
  Equipment weighs over 100 points (effectively immobile): Up 2
levels
  Equipment has negligible weight (-4 to Holdout): Down 1 level
  No equipment necessary (therapy only): Down 2 levels
  Expensive (1/2 monthly income): Up 1 level
  Exorbitant (3/4 monthly income): Up 2 levels
  Illegal: Up 1 level
  
  Example: Sara has a form of Chronic Fatigue Syndrome. Its symptoms
are extreme fatigue (Reduced Fatigue -4, -12 points) and a lack of
motivation (Laziness, -10 points). Expensive medication, taken once a
week, can prevent this. Weekly treatment is worth 1/2 value, but the
medication costs Sara 1/2 of her monthly income each month, so this
value shifts up one, to 3/4. The value of this disadvantage is 3/4 of
-22 points, or -16 points.
  
Note: The disadvantages below, marked with a *, are provided for the
GM's and players' convenience when designing chronic illnesses. They
should generally not be allowed to characters as stand-alone dis
advantages.
  
*Reduced Fatigue:
                                                       -3 points/level
  Your fatigue pool is lower than your ST; every level of this
disadvantage lowers it by one. If this is part of a permanent
disadvantage, you can never gain fatigue above this limit. If this is
part of a chronic illness, the onset of this disadvantage will cause
an immediate loss of fatigue equal to the level of this disadvantage
(ST cannot go below 0) and the upper limit on fatigue will be
adjusted, as above, until the illness ends. Note that you do not get
the fatigue back once the illness subsides!
  
*Reduced Hit Points:
                                                       -5 points/level
  As Reduced Fatigue, above, with the exception that the onset of a
chronic illness can cause HT to drop below 0, possibly killing the
character.
  
*Reduced Skills:
                                                -5 or -10 points/level
  For every level of this disadvantage, you have a -1 penalty to your
skill rolls. For one type of skill (Mental or Physical), the penalty
is worth -5 points/level. For all skills, it is worth -10
points/level.
  
Hard to Resist: -2 points/level
  This special "add-on" disadvantage can be bought for any
disadvantage that can be resisted by making a Will roll. Every level
of Hard to Resist, up to a maximum of five levels, subtracts one from
every Will roll you make to resist the disadvantage. It also lowers
the "any roll of 14 or more always fails" limit by the same amount. A
maximum total limit of -10 points worth of Hard to Resist (-20 for
supers) is suggested; after that, buy Weak Will.
  Example: John has Pyromania with three levels of Hard to Resist,
for a total value of -11 points. Any time he has a chance to set a
fire and tries to resist, he must roll against his Will-3, and any
roll of 11 or more automatically fails.
  
Skills__________________________
Dodging (Physical/Hard)
                                                 Defaults to (DX+HT)/2
  Buy this skill based on the average of your DX and HT, rounded
down. Your actual Dodge is equal to half of your Dodging skill,
rounded down. Bonuses from Combat Reflexes, etc., are then added.
  The GM should consider this skill slightly cinematic, and may wish
to restrict it to serious martial artists only, or even forbid it in
certain campaigns.
  
Observation (Mental/Hard)
                                                            No default
  This is the skill of using your senses to their fullest potential.
You may replace your IQ with your Observation skill for all active
Sense rolls; all modifiers for Alertness, Acute senses, etc., apply.
This only applies to active Sense rolls! Listening at a door or
looking for a person in a forest is active; hearing a footstep behind
you or noticing a thief cringing in the shadows is passive. In all
cases, the GM's word is final; GMs in doubt should assume that the
roll is passive.
  
Meditation (Mental/Very Hard)
                                                            No default
  This is the ability to reach a state of trance, in which the mind
is totally relaxed but able to react instantly. A concentration period
of (18-skill) turns (minimum of 1) is required. On a successful roll,
you can devote full concentration to the task at hand, ignoring
outside disturbances. For the next turn, you gain +2 to any one skill,
but all other rolls are at -2 (as you have the rest of the world tuned
out). A successful Meditation roll can also prevent an injured person
from being shocked, stunned, or falling unconscious (roll versus
Meditation instead of HT).
  
Mimicry (Mental/Average)
                                                      Defaults to IQ-5
  This skill is the ability to impersonate other peoples' voices
convincingly. Roll a quick contest of your Mimicry skill vs. the IQ of
each person you are trying to fool. The Voice advantage gives +1 to
this skill.
  Modifiers: -3 when trying to fool a close friend or family member.
-1 to fool a person who spends a great deal of time with the subject.
+2 to fool a casual acquaintance. -2 to fool someone with Eidetic
Memory. -3 or more if you do not have adequate time to study the voice
(60 minutes minus twice your skill, minimum of 10 minutes). -5 if you
do not have tapes to study and are mimicking the voice from memory
(one level of Eidetic Memory reduces this penalty to -2; two levels
eliminates it entirely). Successful Acting and Disguise rolls each
give +1 to your roll (if you look and act just like the subject,
people are more likely to believe you).
  
Tactics (Mental/Hard)
                                        Defaults to IQ-6 or Strategy-6
  If you know this skill at level 12, you receive +0.25 to your
Initiative. Knowing it at level 15 gives +0.5. Knowing it at level 18
gives +0.75, and knowing it at level 20 gives +1. Every five levels
after that add another +0.25 (so skill 30 would add a total of +1.5 to
your Initiative). See Initiative rules, p. xxxiv. This does not apply
to default use.
  
Magic Spells____________________
Temporary Enchantment
                                                           Enchantment
  This spell lets the enchanter create magic items that will function
only a certain number of times before losing their enchantment. The
energy savings is substantial for a low number of uses, but reduces as
the number of uses increases.
  The cost to temporarily enchant an item is a percentage of the
normal enchantment cost, and can be derived from the formula
[P = Uses / (Uses + 6)]. Thus, the cost to enchant an item for only
one use is 1/7, or 14%, of the normal enchantment cost. The cost to
enchant an item for 50 uses is 50/56, or 89%, of the normal
enchantment cost.
  Temporary Enchantment is used in place of the Enchant spell, and is
otherwise identical to that spell. However, Temporary Enchantment
cannot be used with any spells from the Enchantment college or Meta-
Spell college except the following: Speed, Power, Hex, Limit, Name,
Link. It can never be used to reduce the cost of enchantments that are
already limited (e.g., Skull Spirit).
  Duration: Until the item's uses have run out.
  Cost and time: Determined by the specific spell and the number of
uses.
  Prerequisites: Enchant.
  
Psi Skills______________________
Antipsi Power (3 points/level)
  With the GM's permission, an antipsi may buy other psionic powers,
by paying double cost for them (both Power and skill). This is in
additional to any purchasing scheme in effect (see p. xlii).
  
Personal Resistance *2
  Note: This is a new skill for the Antipsi power.
  This ability makes you highly resistant to psionic powers. Half
your Power is subtracted from the skill of any psionic attempt where
you are the subject. This even applies to powers like Psychokinesis
and ESP (but not Antipsi). It may be used in conjunction with Psi
Static.
  Unfortunately, it interferes with "friendly" psi as well as
interfering with your psi powers as well! Whenever you wish to use a
power, or be affected by one, you must make a Personal Resistance
skill roll. Success by 0 or 1 means you drop your resistance for a
full second, during which hostile psis can attack with no penalty; a
Psi Sense roll that succeeds by 9 or more will detect that fact.
Success by 2+ drops the resistance for a fraction of a second, just
long enough for the power to activate. Failure means the psi roll is
made with full penalties. If it fails, it may be attempted again as a
repeated attempt (p. P8). On a critical failure, you take 1d fatigue
and your resistance burns out for 5d6 turns.
  If you need to drop the resistance for extended periods of time, it
costs one fatigue and a skill roll to drop the resistance, plus an
additional fatigue and skill roll for every minute it stays down.
  Special Skill Limitation: You cannot turn the resistance off. It
functions identically to the Psionic Resistance advantage. You must
still spend at least half a point on the skill. -50%
  
Energy Shield *2
  Special Skill Enhancement: In addition to locking onto energy
particles and funneling them away, you can channel those particles to
slow the momentum of incoming physical objects. The game effect is
that the DR gained protects against physical attacks as well as energy
attacks. It still gives no protection against mental attacks. +50%
  
Clairvoyance *2
  This is the ability to focus your mind on a distant point, seeing
things as if you were there. Its range is affected by Power, but not
by any intervening objects. An extended Mind Shield (p. P38) will
interfere, unless the telepath designates the clairvoyant as
"friendly" (he must have Mind Shield skill 12+ to do so). The Mind
Shield only interferes if the focus is within its area; the
clairvoyant can focus just outside the Shield with no penalty and look
into the shielded area (for as far as his Power allows). Note that an
ESPer cannot use a "brute force" attack to reduce the power of a Mind
Shield.
  To use Clairvoyance, take the Concentrate maneuver. At the
beginning of your next turn, roll vs. skill. Success means you see
something; failure means you see nothing (nothing useful, at least).
Once you succeed, you can maintain your focus for as long as you want;
a maintenance roll is required each minute. Shifting the focus to a
new location requires another turn of concentration and a skill roll.
Rotating the point of view or moving the focus forward (e.g., to
follow a moving person) requires a skill roll, but no concentration.
The focus has a maximum Move of Power.
  The range of Clairvoyance is equal to your Power squared, expressed
in feet. Thus, at Power 1 you could see into a package in your hand,
while Power 20 will let you focus on a point up to 400 feet away. The
view is directional; a clairvoyant has a 180-degree arc of vision
(even if he has the Peripheral Vision advantage). The psi can see
anything within Power feet of the point of focus. Everything outside
that range would appear hazy and indistinct; rudimentary observations
may be made, such as, "A number of people are moving around," but the
psi could not tell how many people or what they were doing. Beyond
Power x 2 feet, no observation at all is possible. Your skill
determines how good your remote sight is. Any time the GM would
require you to make a Vision roll, he should have you make a Clair
voyance skill roll, with the same modifiers the Vision roll would
have. Your Acute Vision, Alertness, Bad Sight, etc., do not modify
this roll.
  The ESPer must decide where his mind is focused; is he paying
attention to his focus and keeping the immediate world in the
background, or is he paying attention to his surroundings and keeping
the remote site in the back of his mind? All rolls to see anything
important in the "other" place are at -4. This would apply to Vision
rolls for the immediate world or to Clairvoyance skill rolls for the
remote site. When focused on the remote site, there is no penalty for
noticing noise, smells, etc., from the real world unless the ESPer is
using another form of Clairsentience, in which case the -4 penalty
applies to noticing that type of stimulus also.
  Darkness is no barrier to ESP. A clairvoyant can use his ability
instead of natural vision when moving through an unlit room or to
compensate for blindness by way of a short-ranged form of "sight." The
Blind disadvantage is only worth -30 points to a clairvoyant with
Power or skill greater than 10. If Power and skill are both greater
than 10, he only gets -15 points for it!
  Clairvoyance has a relatively short range. To duplicate the longer-
ranged "remote viewing" feats described in some stories, a psi should
use Astral Projection to travel there in astral form, then use
Clairvoyance to see inside envelopes, or in darkness.
  Special Skill Limitation: Your Clairvoyance does not work in
darkness. You can see into a lighted room, but you cannot read what is
written in a sealed envelope. -50%
  
Clairaudience *2
  As above, except that it lets the ESPer hear what is being said in
the area around the point of focus. Range is equal to Power squared,
expressed in yards. The radius of the area in which a clairaudient can
hear is half of his range (not Power yards). This is not directional;
a Power 10 psi would hear everything within 50 yards of his point of
focus. Soft or faint noises may require a skill roll (possibly at a
penalty) to hear.
  
Clairsentience *1
  If one of these is used in a campaign, use the Clairvoyance range
and area, above. Do not use the Clairvoyance range and area in
Psionics. Certain changes will have to be made; Clairolfactience would
not be directional, for example, and Clairtactience would probably
have an area of 0 (touch only).
  
Healing *3
  This is the basic skill of healing wounds. You must be in contact
with the subject. On a successful roll, you can heal hit points up to
your Power. The roll is at -2 if the victim is unconscious. It can
never bring back the dead!. On a critical success, the healing takes
one second, heals Power hits, and costs you no fatigue. A failed roll
costs you 1d fatigue. A critical failure also costs you 1d of damage!
  Trying to heal the same subject more than once in a single day is
difficult; treat additional attempts as repeated attempts (p. P8),
regardless of successes or failures (i.e., each attempt after the
first costs one fatigue and is at a cumulative -1 to skill).
  There are two ways you can heal hits: Fast healing and slow
healing. Fast healing takes only one second of concentration, but
costs twice as much as slow healing (i.e., 2 fatigue per hit for Power
1-5, 1 fatigue per hit for Power 6-10, 2 fatigue per three hits for
Power 11-15, and so on).
  Slow healing is less fatiguing but takes longer. It takes
(60/Power) seconds of concentration to heal each hit. Thus, it always
takes one minute for a psi to heal Power hits. The cost of successful
healing depends on your Power. For Power 1 to 5, the cost is one
fatigue per hit healed; for Power 6 to 10, it costs one fatigue per 2
hits healed; for Power 11 to 15, it costs one fatigue per 3 hits
healed, and so on.
  Healing can be used in many other ways, if you have enough Power.
Diseases can be cured, at a -2 penalty, or worse, to skill (an
additional -1 for every five levels of Power required is suggested). A
successful Sense Aura roll will give +2 to this roll. A common cold
would require only Power 1, pneumonia would require Power 5, rabies
would require Power 8, and terminal cancer would require Power 15 or
more. The fatigue cost is equivalent to the Power required, but never
lower than 4. The time required is one minute for every two points of
fatigue needed. You can halve the time by doubling the fatigue cost,
and vice-versa. Every five levels of Power beyond the minimum needed
reduce the fatigue cost by 2 and the time needed by 1 minute (minimum
1 fatigue and 10 seconds).
  You can also neutralize poisons, at an equivalent time, cost, and
skill penalty to curing disease. Tarantula venom would require Power
3, rattlesnake venom would require Power 6, coral snake venom would
require Power 10, and South American arrow toad poison would require
Power 15 or more.
  At Power 11, you can cure radiation damage, at -4 to skill (Sense
Aura does not help). Subtract 10 from effective Power, and treat every
10 rads as 1 hit point.
  You may even restore a crippled limb or damaged organ to full
health. This requires Power 10, and is done at -5 to skill (-8 to
restore an organ, such as an eye). It cannot restore a severed limb!
This is slow and tiring work; the healer must concentrate for an
uninterrupted ten minutes, which costs him 2d fatigue. He must do this
once a day for 7 consecutive days. Every five levels of Power past 10
reduce this by one day, so a Power 20 psi could heal a limb in 5 days.
Every five levels of Power past 40 half the time and fatigue required.
Any failure means that the day was lost, but he does not have to start
over; two consecutive failures or one critical failure means that the
healer cannot restore that limb or organ, ever. A critical success
means that that day counts as 1d days of work.
  
PK Shield *2
  Special Skill Enhancement: You can "lock on" to the air around you
tightly enough to make the molecules partially refractive. The game
effect is that the DR gained protects against energy attacks as well
as physical attacks. It still gives no protection against mental
attacks. +50%
  
Pressure Wave (VH) *3
                                          Prerequisites: PK Shield-14+
                                                   and Telekinesis-14+
  Note: This is a new skill for the Psychokinesis power. It is
Mental/Very Hard, instead of Mental/Hard. It may or may not be
available to beginning PCs.
  You can lock on to the air around you and funnel it into a pressure
wave, which you can use to damage and knock back people and things.
The damage done by this attack is taken from the Swing Damage chart
(p. B74 or SU78), based on the psi's TK power. This damage is
quadrupled for the purposes of knockback!
  Roll against your Pressure Wave skill to hit. Treat this as a
normal ranged attack, with SS 12, Acc 1, and range as detailed on
p. P17. This attack is nearly silent (about as loud as a bow and
arrow) and almost invisible; when a target is hit with this attack for
the first time, he must make a Hearing-2 or Vision-4 roll to realize
it, or he gets no active defense. Once aware of this attack, targets
may defend against it normally, at -2.
  
Telepathy Power (5 points/level)
  Global range is not 1% of actual range. Global range is one yard
for Power 10, two yards for Power 11, and (Power-10) yards, squared,
for Power 12+.
  
Telescan *2
  This skill can also be used to gauge the number of people within
range of the psi. This takes one second of concentration for every two
levels of effective Power; you may always reduce your efective Power
to scan a smaller area. The more you make your skill roll by, the more
specific your information will be:
  0: You know if people are within your range or not.
  1-2: You have a general idea of how many. The GM should round off
to the highest unit (tens for 0-99 people, hundreds for 100-999
people, etc.) You will be aware if any close friends or family members
are within range, but will not know the direction or distance to them.
  3-4: You have a good idea of how many. The GM should round off one
unit lower (but never below tens, unless there are less than ten
people). You will be aware if any friends or acquaintances are within
range, as above.
  5 or more: You will know exactly how many people are within range,
unless there are several thousand, and will be aware if anyone you
know is within range, as above.
  On a critical success, you will know the approximate distance and
direction to anyone that you recognize, and if most of the local
population is congregated in certain areas, you will have a general
idea of where those areas of density are.
  
Telesend *2
  
Autoteleport *4
  Power 1 lets you teleport one foot; Power 2 lets you teleport two
feet. At Power 3 and above, range is based on the Telepathy Range
Table, p. P20.
  Special Skill Enhancement: Improved control. On a failed roll, you
do not go anywhere. You still lose two fatigue, and critical failures
still send you someplace unpleasant. This enhancement may always be
turned off if you would rather be anywhere than where you are. +20%
  
Combat Teleport *2
  Range for this ability is one yard for Power 10, two yards for
Power 11, and (Power-10) yards, squared, for Power 12+.
  
Exoteleport *4
  Weight is determined by the table below. If the jumper is carrying
an item by touching it while Autoteleporting or Combat Teleporting, he
can blink twice as much weight (e.g., a Power 15 jumper could carry
another adult with him.)
  
Power  Weight   Power   Weight
  1    1/8 oz.   11      8 lbs.
  2    1/4 oz.   12     15 lbs.
  3    1/2 oz.   13     25 lbs.
  4     1 oz.    14     50 lbs.
  5     2 oz.    15     75 lbs.
  6     4 oz.    16    100 lbs.
  7     8 oz.    17    125 lbs.
  8     1 lb.    18    150 lbs.
  9     2 lbs.   19    175 lbs.
 10     4 lbs.   20    200 lbs.
  
  Further increases in Power add 25 pounds per level.
  It is harder to "lock on" to moving targets. There is a skill
penalty equal to the subject's Move, -1 for every yard per second, up
to a maximum of -10.
  Special Skill Limitation: Reduced weight. Each time this limitation
is taken, the weight that can be blinked is halved. -10%
  Special Skill Limitation: Only with Autoteleport. You can only
teleport objects by touching them and carrying them with you when you
Autoteleport or Combat Teleport. Your weight limit is still doubled,
as above. -75%
  
Super Advantages________________
Absorption: Variable
  You can absorb energy from an attack and use it to fuel your own
powers! Each level of Absorption allows you to absorb one point of
damage from an attack and store that point in an "absorption battery".
The battery can hold a number of points equal to twice your Absorption
level. From that battery, you can allocate those points as if they
were character points, to temporarily raise a power, attribute, or
anything else the GM approves of. Once these points have been allo
cated, they cannot be shifted elsewhere. The points drain away, unused
ones first, at the rate of one per turn. Any special abilities gained
are lost when the points allocated to them fall below the minimum
cost.
  When you are attacked, first subtract your Absorption from the
damage taken, then subtract your Reflection (if any), and (finally)
subtract any DR you have before assessing damage. Once your battery is
full, every level of Absorption acts like a level of normal DR. You
cannot absorb your own attacks.
  
Frequency            Cost/Point
Against Everything       8
Common                   5
Occasional               3
Rare                     2
Very Rare                1
  
  At the GM's option, you can roll to see how much damage you absorb
from each attack. Every 4 points of Absorption lets you roll 1d; every
7 points lets you roll 2d.
  To lose points faster or slower than one per turn, take Extended
Duration or Reduced Duration. Each level of Reduced Duration doubles
the number of points you lose per turn.
  Special Enhancement: Increased Battery Cap. Every level of this
enhancement raises the maximum number of points that can be stored by
one per level. So a super with Absorption 10 and two levels of this
enhancement could store 4 points per level, or 40 points, in his
"battery". +30%
  Special Limitation: If the absorbed points can only be allocated to
one narrow group of abilities (e.g., all attributes, only
DR/Absorption/Reflection, etc.) it's worth -20%. If they can only go
to one attribute or power it's worth -40%.
  Special Limitation: Does Not Protect. The Absorption does not
function as DR; you absorb the points, but take damage from the
attack. -20%
  Example: Decker has DR 20 and Absorption 15. His archenemy
Servodroid hits him with a 10d pulse cannon, doing 42 points of
damage. 15 points go into Decker's "absorption battery", 20 points are
stopped by his DR, and he takes 7 points of damage. Decker decides to
spend 10 of the points in his battery to raise his DX from 12 to 13,
just before he fires his Energy Ray. His skill has been increased by
one, due to his DX increase, and he hits. At the beginning of the next
turn he loses a point from his battery, and now has 14 (10 in use, 4
unused). He is hit by the cannon again, for 30 points of damage. His
battery soaks up 15 of that (and now has 29 points) and his DR stops
the rest. He spends 18 points to raise his Energy Ray Power by three
and fires. It hits (and does 3d more damage than it normally would).
On the next turn, Decker loses one more point (the only unused one),
and Servodroid retreats. One turn later, Decker loses another point,
and the number of points allocated to DX (the first thing he bought)
is now 9; his DX drops back to 12. For the next nine turns, he loses
the points allocated to DX. On the tenth turn, the number of points
allocated to his Energy Ray is now 17, and he loses one level of extra
Power. In twelve turns, his Energy Ray Power will be back to normal;
five turns later his battery will be empty.
  
Body of Electricity: 50 points
  Your body is an animated shape of electric energy. You cannot carry
anything, except your costume if you have the Costume advantage. You
may use super abilities normally, but normal physical feats are
impossible. Normal weapons inflict one point of damage (regardless of
DR) and you take half damage from energy attacks (including electrical
ones). You take an extra 50% damage (calculated after DR is
subtracted) from liquid attacks.
  You may pass through conductive materials at half your Move, and
may flow through electrical conductors at ten times your Move! Passing
through (or even touching) any electrical equipment will automatically
inflict a Surge with Power and skill equal to your HT. Equipment
designed to facilitate electric flow (e.g., transformers, generators,
etc.) is immune to this, as are optical systems.
  Special Enhancement: Objects may be carried. They change to energy
when picked up, and regain normal form when put down. +10% for No
Encumbrance, +20% for Light, +50% for Medium, +100% for Heavy. If
electrical equipment that you pick up does not get Surged, the cost of
this enhancement is multiplied by 1.5 (+15% for No Encumbrance, +30%
for Light, etc.)
  Special Limitation: You cannot switch out of Body of Electricity
form. This is very inconvenient and often crippling, especially if you
work near electrical equipment. This is not a percentage limitation;
treat an unswitchable Body of Electricity as a disadvantage worth -30
points. Use the percentage value of any enhancements to lower the cost
of the disadvantage, as described for Body of Air.
  
Body of Fire: 5 points/level
  Your body is covered with flames, from which you take no damage.
The temperature of these flames is 500 degrees, plus 25 degrees/level.
See the sidebar on p. SU21 for a list of common melting points. The
flames can cause damage to others; every level of this advantage adds
one point of burn damage to your hand-to-hand attacks. For every five
levels, everyone in your hex takes 1d of damage per turn.
  You have an extra DR 1 against Heat/Fire attacks for every level of
this advantage, and an extra DR 1 against bullets for every two
levels. You take an extra 50% damage from cold or water-based attacks
(calculated after DR is subtracted).
  Special Limitation: You cannot switch out of Body of Fire form. You
must live in a cave or an asbestos house. This is grossly inconvenient
for you and dangerous for others. -60%
  
Body of Ice: 25 points
  A malleable coating of ice covers your body, making you immune to
the effects of cold temperature and adding 5 DR. You take half damage
from all cold-based attacks, but take an additional 50% damage from
heat/fire attacks (calculated after DR is subtracted). All punching
and kicking damage that you do is increased by 2, and attempts to
grapple (or to be grappled) are at -4.
  Special Limitation: You cannot switch out of Body of Ice form. This
is inconvenient but not especially crippling. -40%
  
Body of Metal: 8 points/level
  See Body of Stone, below, for specific effects of crystalline
armor.
  
Body of Stone: 6 points/level
  Your body is made of rock. You gain PD 1 for every 4 levels
(maximum PD 6), and DR 3 for every 2 levels. Your punching and kicking
damage is increased by 2, but your ground Move is reduced by 20%
(round up).
  Your PD and DR are crystalline. Crystalline armor suffers increased
penetration from vibratory attacks, and protects with only 3/4 its DR
and PD against such attacks (1/2 DR and PD against double-vibratory
attacks). It is also vulnerable to the Chambara skill Breaking Blow
(p. MA31).
  Special Enhancement: Your body's stone is amorphous instead of
crystalline, and suffers no extra penetration from sonic or vibratory
attacks. +30%
  Special Limitation: You cannot switch out of Body of Stone form.
This is not especially crippling, although you may look peculiar. -20%
  
Claws: Variable
  Short claws change your basic hand-to-hand damage to thrust/
cutting, and cost 20 points. Long claws change your basic damage to
thrust/impaling or swing/cutting, and cost 40 points.
  Claws can also be sharpened, doing greater damage. Every additional
1d of damage costs an extra 6 points. With the GM's permission, you
may buy this additional damage without buying the short or long claws
above; it could represent lethal martial arts training or incredibly
hard fists.
  The Cutting and Impaling enhancements may never be applied to
Claws.
  Example: Raze wants to create the Claws of Death. He buys Long
Claws and sharpens them for +5d damage. This comes to 70 points, but
he wants to add two levels of Armor-Piercing, for a total cost of 140
points. His basic thrust is 1d and his basic swing is 2d-1, so when he
hits with the Claws of Death, he can do 6d impaling or 7d-1 cutting,
and DR protects with half its value.
  
Costume: 10 points
  This advantage is a staple of comic books, but should be unavail
able in a realistic campaign. You may change from whatever you're
wearing into your costume, and back again. Your costume works with
your powers and is immune to damage from them. It will stretch with
you, ignite (safely) with your Body of Fire, etc., and will generally
stay in good condition throughout the worst fight.
  This does not change your body in any way, just what you are
wearing. To drastically alter your basic form, buy the Morph power
with the Only One Form limitation. It only affects your powers if they
are derived from your costume; if so, your costume should be bought as
a gadget.
  Note that you still have to pay the cash for the costumes. You
cannot take Dead Broke, then define your Costume as a Kevlar vest or
an Armani suit.
  Special Enhancement: You may change into any set of clothes or
costume that you wish. +50%
  Special Limitation: You cannot change instantly into your costume.
When you do don it, it works with your powers and stays in good
condition. -50%
  
Damage Resistance: Variable
  Special Enhancement: Hardened. Hardened DR is immune to all armor
piercing effects and armor divisors. Hardened DR will protect with its
full DR against a Fireball with Armor Piercing x2 or a 10d(5) gyroc.
+30%
  Special Limitation: Your DR is crystalline. It may be metallic
armor or you may just have an unusual body structure, but the effects
are the same, as listed under Body of Stone (p. xiv). This may not be
combined with the Hardened enhancement. -20%
  Special Limitation: The cost of ablative DR depends on how fast it
regenerates and the type of damage against which it protects.
  
           Regenerates 1 DR per
Frequency      day   hour  min.
Everything      1    1.5    2
Common         3/4    1    1.5
Occasional     1/2   3/4    1
Rare           1/4   1/2   1/2
Very Rare      1/8   1/4   1/4

  As you can see, it becomes highly non-optimal to buy ablative armor
against uncommon forms of damage; buy normal DR instead.
  
Daredevil: 15 points
  Fortune smiles on you when you risk your life. Anytime you take a
serious, unnecessary risk (GM's ruling), you get a +1 to all skill
rolls, and you may re-roll any critical failure. You would not get
this bonus if you were attacked and returned fire from cover; you
would only get it if you jumped out and charged your opponents,
screaming. Your life must truly be at risk; a super with DR 30
charging into a gun fight would not be putting himself at any
noticeable risk.
  
Dark Vision: 15 points
  
Doesn't Breathe: 20 points
  Special Enhancement: Your body does not need oxygen. You can
survive in a vacuum, if you are protected from the pressure. +25%
  
Extra Hit Points: Varies
  In a campaign that does not use the optional stun rules, supers can
buy extra hit points at a cost of 3 character points for 5 extra hit
points. In a campaign that uses the optional stun rules, the cost is 3
points for each extra hit point. Stun is based off of hit points, not
HT. All other rolls and calculations use basic HT, not hit points.
  Note that the value of buying hit points down from basic HT is
still -5 points per hit point below basic HT.
  
Flight: 40 points
  Note that your maximum acceleration depends on how many Gs you can
handle, as acclerating by 10 yards/second is a 1G maneuver. Follow the
sidebar on p. SU24 for supers who wish to accelerate faster than
HT x 5 yards/second. You can decelerate at twice your maximum accelera
tion.
  Special Enhancement: You fly on a platform that will automatically
land you from any height if you fall unconscious. +40%
  
G-Tolerance: 3 points/level
  Each level of this advantage allows the character to pull an
additional G (see p. B139 and sidebar, p. SU24) while turning
(lowering the turning radius),  accelerating (raising maximum accel
eration by 10 hexes per turn), and decelerating (raising maximum
deceleration by 20 hexes per turn).
  Example: Screecher has HT 12 and three levels of G-Tolerance. He
could normally accelerate up to 60 hexes/turn, but his G-Tolerance
raises this to 90 hexes/turn. When flying at 50 hexes/turn, Screecher
could normally pull a 6G turn safely, making his turning radius 42
hexes, but his G-Tolerance lets him pull 9Gs, which lowers his turning
radius to 28 hexes. He could try to accelerate faster or turn tighter
by pulling more Gs, but he would have to start making HT and Flight
rolls.
  
Growth: 10 points/level
  Growing to incredible sizes lets you take incredibly long strides.
Add your current level of Growth to your Move, as well as to your
Reach. This affects your Step And... maneuvers as well as your Super
Running, Super Flight, etc.
  If your Growth is always on, it is a flat disadvantage worth -10
points, at any level. Simply decide how big you are. Note that you do
not get the point break for ST or any other abilities; you must pay
full cost for them.
  
Hyperflight: 50/75/100 points
  For 100 points, you can cover distances faster than the best FTL
starships. For every minute of flight, you travel one light year per
level of Super Flight.
  
Increased Speed: 25 points/level
  Special Limitation: One-half point of Speed costs 15 points. This
is useful for supers with Basic Speeds of 6.5, 7.5, etc.
  Special Limitation: This advantage can be separated into its
component parts, none of which affect Basic Speed:
  Increased Dodge: Each level increases your Dodge by one.
15 points/level
  Increased Initiative: Each level adds one to your Basic Speed for
purposes of determining initiative only! This affects multiple actions
if the optional rules on p. SU78 or p. xxxi are being used. The GM may
wish to disallow this component of Increased Speed to characters.
10 points/level.
  Increased Move: Each level increases your base Move by one. This
affects your Step And... maneuvers and affects your Super Flight,
Super Running, etc. 5 points/level.
  
Karmic Manipulation: Varies
  You are in tune with the forces of luck and probability in the
universe. The basic ability costs 10 points per level, to a maximum of
five levels, and lets you add or subtract your level of Karmic
Manipulation to any die roll made by anybody for any reason.
  You must decide to use this ability before the dice are rolled. You
do not have to use your full level of power. If a damage roll is being
modified, it can go as low as zero, with no upper limit. If a skill
roll is being modified, it can go as low as 3 and as high as 18.
  For the base cost, you can use this ability once per game-play hour
(q.v. Luck). For twice the cost, you can use it once per half-hour.
For four times the cost, you can use it once every ten minutes.
  Example: Second Sight buys three levels of Karmic Manipulation,
usable once every half-hour, for 60 points. In battle, she notices her
teammate Zzap trying to take out a psi. She decides to subtract three
from Zzap's next laser skill roll. Zzap rolls a 7, which is reduced to
a 4. Critical success!
  
Move Through Ice: 32 points
  This is actually Insubstantiality with the -60% limitation "Only
through Ice and Snow". The ability to move through ice, leaving a
tunnel behind, should be bought as Tunneling, with the same
limitation.
  
Multiple Forms: 5 points/form
  Ignore the special limitation. If it takes you time to switch
between forms, use the Takes Extra Time limitation.
  
Nine Lives: 30 points
  You are a very hard person to kill. Any time a roll is made that
would result in your HT falling below -HT (or any HT loss if your HT
is already below -HT), you may demand that it be re-rolled. You may
have the GM re-roll the to-hit or damage roll, or you may re-roll your
defense roll. Other rolls may be appropriate; if a weapon would
explode in your hands, you may have the GM re-roll the weapon's
malfunction roll. You may never use Luck on this re-roll.
  If this new roll would cause your HT to fall below -HT, you may
have that roll re-rolled! Or you may have another relevant roll re-
rolled. For example, if your defense re-roll fails, you may have the
GM re-roll the damage done.
  However, you may only invoke this privilege nine times during your
existence. Each re-roll counts as one use, whether you make it or not.
Once the ninth re-roll is made, this advantage is lost, and your
character is worth 30 fewer points. You may only buy this advantage
once; you may not purchase it again when it is used up.
  
Passive Defense: 25 points/level
  Special Limitation: Your passive defense only protects you from
certain attacks. See the Defense Table on p. SU35 for some examples.
Protection from a common attack only is worth -40%, an occasional
attack is worth -50%, rare is worth -60%, and very rare is worth -80%.
Note that your maximum PD against any attack can never exceed 6.
  Special Limitation: Crystalline. Your passive defense is
crystalline and suffers the effects detailed under Body of Stone
(p. xiv). -20%
  
Penetrating Vision:
                                                       10 points/level
  One level of Penetrating Vision allows you to see through one foot
of solid objects. Each additional level doubles that distance. So five
levels of Penetrating Vision allow you to see through sixteen feet of
solid objects.
  
Radar Sense: Variable
  This ability costs 50 points plus the radius cost, which is 1 point
per hex for the first 5 hexes, then 1 point per two hexes for the next
10 hexes, then 1 point per three hexes for the next 15 hexes, etc. The
table below illustrates this.
  
Points  Total   Hexes/
Spent   Radius   Point
  5       5        1
  10      15       2
  15      30       3
  20      50       4
  25      75       5
  30     105       6
  35     140       7
  40     180       8
  45     225       9
  50     275      10
  
  Example: The Platinum Skateboarder wants to be aware of everything
within 60 hexes. He pays 50 points, plus 20 points for a 50 hex
radius, plus 2 more points for +10 hexes. His final cost is 72 points.
  
Reflection: Variable
  You can reflect part of the damage from an attack back at the
attacker! Every level of Reflection lets you bounce one point of
damage back, to automatically hit the attacker. If the attacker is
unaware of your Reflection ability, he gets no active defense against
it; otherwise he may make a normal active defense. If your attacker
makes a critical success on his attack roll or you critically fail
your defense roll, you do not reflect the attack; your reflection
still protects, as DR.
  The attack must be targeting you specifically; damage from an area
attack will not be reflected unless you are at the center of it (i.e.,
the targeted hex). You also cannot reflect an attack if there is no
attacker (e.g., a power with Delay). Ricocheted attacks are difficult
to reflect back; roll under 10, minus the number of bounces made, to
hit the attacker.
  When you are attacked, first subtract your Absorption (if any) from
the damage taken, then subtract your Reflection, and (finally)
subtract any DR you have before assessing damage.
  
Frequency            Cost/Point
Against Everything       5
Common                   3
Occasional               2
Rare                     1
Very Rare               1/2
  
  At the GM's option, the damage reflected can be re-rolled. Every 4
points of damage count as 1d; every 7 points count as 2d. Thus, if you
reflect 15 points of damage, you can roll 4d+1 to see how much damage
the attacker takes.
  
Regeneration: Variable
  This advantage also speeds up the rate at which you recover stun,
if the optional stun rules are being used. Slow Regeneration lets you
recover one point of stun every 30 seconds (2 stun per minute).
Regular Regeneration lets you recover one point of stun every 10
seconds (6 stun per minute). Fast Regeneration lets you recover one
point of stun every 4 seconds (15 stun per minute). Instant Regenera
tion lets you recover one point of stun every second (60 stun per
minute).
  
Regrowth: 40 points
  Regeneration will speed this process up considerably. Every level
of Regeneration shifts the time period for Regrowth down one level, in
this order: Month, week, day, hour, minute, second. Thus, a super with
Regrowth and Instant Regeneration would grow back a finger in 1d
seconds, a hand in 1d+1 minutes, and an eye in 2d+2 minutes.
  
Rejuvenation: Variable
  You recover fatigue faster than normal people. The cost of this
advantage depends on the time that it takes to recover one point of
fatigue.
  
   Time       Cost
 2 minutes     10
 1 minute      15
20 seconds     20
 5 seconds     25
 1 second      30
  
  This cannot be combined with any other skills or abilities to
regain fatigue any faster (except for Altered Time Rate).
  Special Enhancement: You do not have to rest to recover fatigue.
You regain fatigue at the normal rate even if you are engaged in
combat. +100%
  The above enhancement can be applied to "10 minute Rejuvenation"
(i.e., the normal rate of fatigue recovery) for a total final cost of
10 points.
  
Resurrection: 150 points
  Note that Affects Others does not allow you to raise the dead! You
must give someone the power, and they must want to use it, before they
die--and the power must stay with them until they come back to life
again. The GM may make a +100% "Raise the Dead" enhancement available,
though he should restrict it to NPCs with appropriate Codes of Honor.
  Special Enhancement: You do not lose 25 character points when you
die! +100%
  
Shrinking: 10 points/level
  You can decrease your size at will. Your minimum size depends on
how many levels of Shrinking you purchase. Each level of Shrinking
halves your size, cumulatively. Thus, you can shrink to 1/2 normal
size at level 1, 1/4 at level 2, 1/8 at level 3, etc. It takes an
average person 6 levels of Shrinking to shrink down to one inch, 20
levels to shrink to the size of a cell, and 30 levels to shrink to the
size of an atom.
  When you shrink, you cannot carry any equipment (unless the
enhancement below is taken) and your clothes fall off, unless you have
the Costume advantage.
  Your DR, hit points, Move, effective ST, and damage from super-
attacks are reduced proportionately to the level of Shrinking being
used. Magic, psi, and super-powers that can be resisted are resisted
at +1 per level of Shrinking being used. So a super shrunk to 1",
using 6 levels of shrinking, has 1/6 his normal DR, hit points, etc.,
and his super-powers are resisted at +6.
  Special Enhancement: The Affects Others enhancement is worth +40%
per person that can be affected at once. You must shrink and grow with
them; they cannot do it by themselves. Even with only one level, you
can affect as many people as you want, but you must return to full
size to shrink each one.
  Special Enhancement: Objects may be carried. +10% for No
Encumbrance, +20% for Light, +50% for Medium, or +100% for Heavy.
  Special Enhancement: Retain full hit points. +30%
  Special Enhancement: Retain full DR. +30%
  Special Enhancement: Retain full ST. Your maximum lift, encumbrance
limits, and hand-to-hand damage are not reduced. +60%
  Special Enhancement: The damage done by your super-attacks is not
reduced. +100%. The GM may wish to restrict this, as it makes for an
almost uncatchable assassin.
  Special Enhancement: Your powers are resisted normally. Thus the
Sleep spell of a one-inch mage with this enhancement would be resisted
by HT, not HT+6. +30%
  Special Limitation: Minimum size only. You can only switch between
your normal size and your smallest possible size. -40%
  Special Limitation: If you are permanently shrunk it is not a
percentage limitation; it is a disadvantage. The value depends on how
small you are. 1/2 normal size is worth -20 points, 1/4 is -30, 1/8 is
-40, 1/16 is -60, 1/32 is -80, and 1/64 is -100 (the maximum). All
reductions to hit points, DR, etc., apply. Any enhancements reduce the
value of the disadvantage, as per Body of Air, but halve the value of
each enhancement (so someone 1/16 normal size with full hit points
would reduce the -60 by 15%, for -51 points).
  
Super Jump: 10 points/level
  Your Move during a super jump is 20% of your maximum normal long-
jump, or your Basic Speed, whichever is greater.
  
Transformation: 5 points
  This is just a subset of the Multiple Forms advantage. Build a
normal, 100 point character on its own sheet; these points come out of
your point total! The -40 points of disadvantages do not count against
your -100 point limit. In fact, you may take those disadvantages for
both your mundane and super forms!
  With the points left, build your super form on top of your normal
form. You have the base attributes and skills, and the advantages and
disadvantages of your 100 point form.
  Example: Glazer has a mundane form with ST 8, DX 10, IQ 12, and HT
11, with Scrounging-11 and Fast-Talk-14, among other skills and
abilities. Her super form has ST 10 (which cost her 15 points), DX 11
(10 points), IQ 14 (25 points), HT 11 (0 points), Scrounging-13 (1.5
points), and Fast-Talk-15 (2 points), among other things.
  
Variable Power Pool: Variable
  You have a pool of X character points that can be used to buy any
attributes, advantages or super-powers that you wish. Whether you can
buy psi powers or skills is up to the GM.
  When the pool is first bought, the player should specify what the
points are currently being used to buy. At any point during play, the
player can decide to reconfigure his pool. To do so, he must take the
Step and Concentrate maneuver for one turn, deciding what the new pool
configuration will be. At the beginning of the next turn, he loses the
old abilities and can use the new ones.
  Buy the pool as an advantage costing X points, with the +125%
enhancement Variable Power Pool. For +150%, your Power Pool is
instantaneous and does not require a second of concentration.
  You may take limitations to reduce the point cost. Only the
limitations below, and new ones approved by the GM, may be taken! It
is not permissible to take a normal limitation for the power pool,
though you may take these limitations for the abilities you buy with
the pool.
  Note: No matter what, the cost of the enhancement can never go
below +25%.
  Takes Extra Time. Your pool cannot be reconfigured fast enough to
affect combat. Ten minutes to reconfigure is worth -25%, one full day
is worth -50%, and a week or more (i.e., it can only be reconfigured
between adventures) is worth -75%. While reconfiguring, you do not
have access to the old or the new abilities!
  Requires Special Circumstances. Your pool can only be configured
under certain conditions. The value of this limitation depends on the
circumstances and must be set by the GM. Must Sit In Lotus Position or
Must Roll Against Poetry Skill would only be worth -10%. Must Have
Spellbook would be worth -20%. Must Have Guitar would be worth -30%,
for being much bulkier. Only in Gadget Lab would be -50% if the Lab is
semi-portable, -75% if not. Only at Midnight With a Full Moon in the
Sky in the Middle of Stonehenge would be worth -100%.
  Uncontrolled. You have no control over how your pool reconfigures.
It may be up to the GM, or you may have to draw from a deck or roll on
a table (as long as there at least a dozen or so different possibili
ties). If you decide when the pool changes, this is worth -50%. If you
have no control over when the pool changes, it's worth -75%. If there
are only a few ways the pool can be configured, but you have no
control over when the pool changes, it's worth -25% (and see Power
List, below).
  Power List: Your pool is not truly variable; it can only take on
specific configurations. Two different configurations is worth -125%.
Three is worth -110%. Four is -100%. Five is -90%. Six is -80%. Seven
is -70%. Eight is -60%. Nine is -50%. Ten is -40%. Eleven is -30%.
Twelve or more configurations is worth -25%. Twenty-five or more is
worth -20%. Fifty or more is worth -15%. One hundred or more is worth
-10%. You may not take this with Restricted Abilities, unless the GM
decides your pool is somehow restricted beyond just being a list.
  Restricted Abilities. Your pool may only be used to buy certain
abilities. The value is set by the GM. Some guidelines:
  Only abilities with a certain special effect: -25%
  Only super-powers (no super advantages): -25%
  Only Physical super-powers: -50%
  Only attack super-powers: -75%
  Only Fireball powers: -100%
  Only Fireball powers with the Touch Only and No Knockback
limitations: -125%
  Only super advantages: -25%
  Only protective super advantages (no Growth, Telescopic Vision,
etc.): -50%
  Only DR/Reflection/Absorption: -75%
  Only DR: -100%
  Only DR vs. Everything: -125%
  A subset of this is Gadget Pool. The pool can only be used to
create gadgets (at least one gadget limitation must be taken for each
device), and requires the Gadgeteer advantage to modify. A gadgeteer
other than yourself can modify your gadget by rolling against IQ-4 (IQ
if you are helping). This may be combined with another Restricted
Abilities limitation. -50%
  Example: G-Wizz buys the Gadgeteer advantage, and a 50 point pool
from which he will build his gadgets. The basic pool costs +125%, -50%
for being a gadget pool. It takes him a full day to reconfigure
(-50%), but he can do so "in the field". His final cost is 63 points.
He starts off with a jet-pack: Flight and Super Flight x1 cost 60;
Bulky brings it down to 48 points. While flying, he is captured and
imprisoned by the wicked Ooga Boogas. He begins diligently converting
his jet pack to a borer. Working, with brief naps, for an entire day,
he finally finishes and now has a jury-rigged tunneling laser:
Tunneling at Move 12, Only Once per Day (-60%), costs 64; Can Be
Stolen (ST) brings it down to 45 points. He is gone before they
return.
  Example: Kevlex has a 80 point power pool. It costs +125%, with the
limitation Only Usable for DR, Reflection, and Absorption (-75%) for a
final cost of 120 points. He normally buys Absorption 10 with it,
until he runs into an M1 Tank in the middle of Central Avenue.
Deciding that he needs as much protection as he can, he decides to
reconfigure to DR 20, with the Hardened (+30%) enhancement. He takes
one turn of Step and Concentrate. At the beginning of his next turn,
his Hardened DR 20 activates, and he boldly steps forward to fight the
tank.
  Example: Hemlock the Wizard has a 100 point instantaneous power
pool. It costs +150%, with no limitations, for a final cost of 250
points. While flying over the city, he has Flight, DR 9, and a 4d
Magic Bolt at DX level. Suddenly, a flaming demon flies up in front of
him and throws a Fireball (which he dodges). At the beginning of his
next turn, Hemlock allocates his points to Flight, DR 5, DR +13 versus
Fire, and a 4d Water Bolt at DX level. This is a free action; for his
action, he concentrates on Water Bolt. The demon hits him with a
Fireball, but his DR 18 versus Fire protects him. He hits the demon
with a Water Bolt and does an extra 50% damage. As he fires, he
reconfigures his pool again: Flight (Move is not doubled, -25%), DR 15
versus Fire, and a 6d Water Bolt, Extra Painful, at DX level. Again,
he concentrates. His DR saves him from another Fireball, and his Water
Bolt hits, for 50% extra damage and double shock. He decides to stick
with this configuration for a while.
  
Web-Slinging: 15 points
  Like Spiderman and Batman, you can glide between buildings on lines
shot from your hands. Your Move is twice normal (this can be improved
with Super Flight). You can gain altitude at a rate of half your Web-
Slinging Move with a successful roll vs. Web-Slinging (a
Physical/Average skill) or DX.
  This advantage can only be used when buildings (or similar objects,
such as trees) are within range. Range is HT x 10 yards. If you have
an appropriate super-power (a web-based Binding attack, for example)
with a greater range, you can use the range of that super-power
instead (and you may roll vs. that super-skill in place of Web-
Slinging). You may never gain altitude above the height of the tallest
building in your range.
  Special Enhancement: Your lines are retractable and, on a
successful Web-Slinging roll, can be used to latch onto objects and
pull them back toward you. The line moves toward and away from the
object at your Web-Slinging Move, and can snatch objects weighing up
to your No Encumbrance limit for +10%, your Light Encumbrance limit
for +20%, your Medium Encumbrance limit for +50%, or your Heavy
Encumbrance for +100%.
  
Super Disadvantages_____________
Ferrous Body: -5 points
  Your body is ferrous for the purpose of powers that affect ferrous
metals. You may not take this with Body of Metal, which includes this
disadvantage.
  
Inconvenient Size: -10 points
  You are either too large or too small to fit into normal society.
This is a catch-all category for those characters not covered by
Dwarfism, Gigantism, Growth, or Shrinking. It conveys no game effects;
it just reflects the inconvenience of the character's size.
  
Jinxed: -10/-20/-30 points
  You are a plague carrier for bad luck, and very bad news for your
friends. You are not affected by this disadvantage, but all of your
friends in your immediate vicinity suffer a -1 through -3 penalty to
all rolls that the GM makes for them (each -1 penalty is worth -10
points). Thus, there is no way for the rest of the party to be sure
that a jinx is present without keeping track of failed "sure-fire"
attempts over time. You suffer a reaction penalty equal to twice your
"bad luck" penalty from people who know that you are a jinx.
  For the purposes of this disadvantage, a "friend" is anyone who is
consciously aiding you in any way at all. This is not limited to
combat; the librarian looking up a topic for you would have a penalty
to her Research roll. The GM, as always, is the final arbiter on who
your "friends" are.
  
Super/Psi Enhancements__________
Accuracy: Special
  Instead of being bought as a percentage of the power cost, this is
bought at a flat 2.5 points per level. It must be bought separately
for each power, and is otherwise similar to a regular enhancement. The
enhancements and/or limitations on the power do not affect the cost of
Accuracy, although it may have its own limitations, such as
Exclusivity or the one below.
  Special Limitation: Laser Sight. Your power gets its Accuracy by
use of a visible laser sight (or something similar), which your
opponents may notice. While you are aiming, a small spot will appear
on your target. A living target can make a Vision-10 roll (Vision-4 if
he has Danger Sense) to notice the spot. Anyone looking at the target
can make a Vision-6 roll to notice it. Anyone specifically looking for
it gets +4 to their roll. If the spot is noticed and the target
realizes that he is being targeted, he may make a preemptive Dodge. A
successful Dodge will cause you to lose all aiming bonuses. If the
Dodge is unsuccessful, he still may make a normal defense against your
attack. If the laser sight passes through a very dark or misty area
(at least -6 to Vision), the beam will be somewhat visible. It will
also be easily visible to anyone with Spectrum Vision tuned to the
right frequency. You may be located and even targeted, at a penalty to
be set by the GM (-2 to -6 suggested). -30%
  Example: Hotspot buys Fireball at Power 8, with the Richochet,
Armor Piercing, and Accuracy +4 enhancements. Fireball Power 8 has a
base cost of 48 points. Richochet and Armor Piercing add 70% of 48, or
34 points. Accuracy +4 costs a flat 10 points. The total cost for the
Fireball Power is 92 points.
  
Affects Others: +40%
  Combining this enhancement with the Area Effect or Wall
enhancements involves buying the second enhancement normally.
Combining it with the Touch Only limitation involves linking the
limitation to this enhancement, as described under Linking
Enhancements and Limitations (p. xxxiv).
  
Almost Instantaneous: +10%
  This enhancement is only of use in campaigns using the multiple
attack rules (p. SU78 or p. xxxi). Your super-power, advantage, or psi
ability only requires one maneuver of Step And Concentrate, instead of
a full second of concentration. Your power will activate at the
beginning of your next maneuver (not at the end of your Step And
Concentrate maneuver).
  
Can Do Fatigue Damage: +10%
  Not to be confused with the Fatigue Damage Only limitation, this
enhancement allows the super to do fatigue damage instead of normal
damage on an attack. If your opponent's ST is taken to 0, any extra
fatigue damage you do is ignored; an attack using this enhancement
cannot be used as a killing attack, although the super can choose to
turn it "off", doing normal damage with his attack instead.
  
Continuing Damage: +50%/+100%
  If this enhancement is taken at the +100% level, the Extended
Duration enhancement may be taken for the power. However, each level
of Extended Duration only adds one level of duration, instead of
doubling it. So an attack power with Continuing Damage (at the +100%
level) and 4 levels of Extended Duration has 5 times its normal
duration (not 16 times).
  
Direct (Internal/External)
                                                         Attack: +100%
  Note: The GM should review any power that has this enhancement
added, to prevent a player from designing an unbalanced power. In
particular, the GM should be wary of allowing this to be combined with
Armor-Piercing.
  Your attack super-power directly targets either the internal system
or the external system of its targets. Internal attacks ignore
external armor, such as battlesuits, kevlar, and force fields.
Internal armor, such as Toughness, steel skin, and bioreconstruction
protect fully against the attack. The reverse is true for direct
external attacks. When in doubt, assume that DR bought as just generic
"Damage Resistance" is internal.
  Example: Vortex can cause damage through suffocation. She buys
Suffocate-15(8), a generic attack power, and adds the Direct Internal
Attack and Continuing Damage enhancements, then takes the Resisted by
HT and No Knockback limitations. She fires it at Fragbait. Fragbait
was born with DR 10, and is wearing a Second Chance Hardcorps Vest.
The vest is completely useless against this attack, but his DR 10
helps protect his system against the 8d of damage (and the 6d, 4d, and
2d).
  Example: Ampere can fire a taser-like charge that fries his foes'
nervous systems through the skin. He buys Lightning-12(6) with the
Direct External Attack enhancement. He rushes to help Vortex, and
fires at Fragbait. Fragbait's vest will help protect him from the
charge, but his DR 10 is completely useless against this attack (once
the charge hits the skin, the damage is unpreventable).

Explosive Effect: Special
  See the new Explosive limitation (p. xxvi).
  
Extra Painful: +30%
  This enhancement can be applied to any super-power or psionic
ability that does HT or fatigue damage (since fatigue damage also
causes shock). A power with this enhancement causes double the normal
shock penalties (i.e., an attack that did 4 points of damage after ac
counting for DR would cause the victim's DX and IQ to be at -8 for the
next round, instead of -4). Victims with the High Pain Threshold advan
tage will suffer normal shock penalties (-4, in the example above).
Victims with the Low Pain Threshold disadvantage suffer triple the
normal shock penalties (-12, for the example above).
  
Fan: 10%
  Adding one extra hex of width to your attack reduces range to 3/4
of normal range. Two extra hexes make it 1/2 normal range. Three extra
hexes make it 1/3 normal range, and so on. The range will never be
less than the width, however, unless that would be greater than normal
maximum range. So a fan attack with a width of 10 hexes will have 1/10
normal range, to a minimum range of 10 hexes (unless the attack's
normal range was less than 10 hexes).
  
Increased Damage: +30%
  Every level of this enhancement increases the damage done by an
attack super-power by 1 point per die. Therefore, most attack powers
with one level of Increased Damage would do 1d+1 per level of Power.
  
Increased Range: +30%
  This enhancement doubles the range of a super-power or (at the GM's
discretion) super advantage. It can never be applied to psionic
abilities. This may be purchased as many times as desired, each
purchase doubling the range again.
  
Jet: +20%
  This enhancement can only be applied to an attack super-power,
turning it into a continuous jet of fire, energy, water, etc. Jets can
be maintained from turn to turn, which allows you to aim as you fire.
Therefore, if you originally fired without aiming, you would get your
Accuracy bonus on your second turn, then an additional +1 on your next
three turns. You do not lose the bonus if you change targets, but you
do lose it when you cease firing.
  Note that changing from one target to another can cause a great
deal of collateral damage, as the jet is continually firing. Unless
the targets are only a few yards apart, roll on the General
Destruction Table (p. SU79), at +2 to the roll, or +4 if the new
target required you to change facing.
  
Personal Field: +20%
  This enhancement can not be applied to super advantages, as they
already have unlimited durations. It can not be applied to psi or
super-powers that require continuous concentration. A power with this
enhancement will remain "on", with no concentration required, until it
is consciously turned "off" (or the user falls unconscious). One sec
ond of concentration (unless the power, an enhancement, or a
limitation specify otherwise) and a successful skill roll are required
to turn the power on. Once on, the power has an indefinite duration
and can be turned off at will (no roll necessary).
  If the power with this enhancement can only be used as a personal
field, the cost of this enhancement drops to +10%. If the field also
cannot be turned off and the GM deems that this is a nuisance (most
damage fields fall into this category), the cost drops to +0%, and the
super can probably take the Odious Personal Habit disadvantage.
  The power has a Range of 0 while on; it activates as a field
surrounding the person. Most non-area powers will need the Area Effect
enhancement to be useful; attack powers can use Explosive Effect to
create a field in which the damage lessens at greater distances from
your body. If this enhancement is applied to a non-area power, it will
affect anyone in the same hex as the character. The exception is non-
area psionic abilities with this enhancement, which will only affect a
person touching the psi. Note that the Area Effect and Increased Area
enhancements can be linked to the Touch Only limitation, but the
Personal Field enhancement cannot.
  Example: Doctor Radiation buys Radiation Beam-16(10), a generic
attack power, with Area Effect (linked to the Touch Only limitation,
+25%), 2 levels of Increased Area (linked to the Touch Only
limitation, +20%), and Personal Field (+20%). He now has a powerful
(non-area) ranged attack that he can project around himself as a 4-hex
radius "Radiation Zone". If he wants to use the power as a ranged
attack again, he must first drop the "Zone". If he wanted to be able
to fire a radiation blast while keeping a damage field up, he'd have
to buy the two powers separately.
  
Reactive: +40%
  This is an enhanced version of Instantaneous; your super or psi
ability can react faster than your own nervous system. If applied to
super advantages, it allows the advantage to be switched on or off
immediately, even in the time between the hearing the gun fire and the
bullet hitting you. If applied to a super-power or psi ability, it
allows its use as a reaction, as above. However, any attack made
reactively is at skill-10, or a skill of 9, whichever is worse. Using
a reactive ability does not count as an active defense unless a super-
power is being used for a super-parry or block; the super may still
defend normally.
  This enhancement does not allow power or advantage to be used
reactively more than once a turn. Any one power may only be used once,
and any one advantage may only be turned on, or off, but not both, in
a single turn.
  To simulate an instinctive power that activates automatically to
protect the super, whether he wants it to or not, buy the power with
this enhancement and the Uncontrollable limitation.
  Example: Frostbite buys Body of Water with the Reactive
enhancement. In the middle of a firefight, he turns just in time to
see a cyberninja tossing a shuriken at him. Without a thought, he
turns into water. He tries to dodge and fails, but his water form only
takes one point of damage from the cutting attack. He cannot resume
normal form until next turn.
  
Ricochet: +20%/+30%
  This enhancement can only be applied to attack super-powers. Your
attack can be bounced off objects on its way to a target. Purchase of
this enhancement at the +20% level allows you to make an unlimited
number of bounces. The player should describe the path of his attack.
For ease of play, calculating the total range between all targets is
not recommended; a simpler guideline is to limit any single bounce to
half of maximum range or less. Range penalties are figured normally,
using the actual distance between the attacker and his final target.
  A character using a ricochet attack has a -2 penalty to his skill
roll for each bounce. If you make the skill roll, your attack will
continue along the intended path. If you fail, one bounce for every
two points (round odd numbers up) you failed by will bounce randomly
(roll 1d for direction), starting with the last one. If you fail by
more than twice the number of bounces (i.e., fail what would have been
your normal attack roll), you do not even hit your first target, but
the attack will continue to ricochet randomly. On a critical failure,
the attack automatically bounces right back and hits you! You get no
active defense, but your passive defense still protects.
  Example: Zzap has the power Laser-16(10) with the Ricochet
enhancement (at +30%). He tries to bounce his laser from a wall to a
window to a pole to the archvillian Snakefang. That's three bounces,
putting him at a -6 penalty. Snakefang is 5 hexes away, which is a -2
modifier. Zzap rolls against an effective skill of 8. If he were to
roll an 8 or less, the laser would hit Snakefang (see active defense
rules, below). A 9 or 10 (a miss by 1 or 2) would mean that the laser
hit the wall, window, and pole, but after hitting the pole it bounced
off randomly. An 11 or 12 would mean that it bounced off the window
randomly, and missed the pole. A 13 or 14 would mean that it went wild
after hitting the wall, and a 15 or 16 (which would have been a
failure if he had just aimed his laser right at Snakefang) would mean
that he never even hit the wall (or he hit a different part of it). A
17 or 18 would be a critical failure, and would bounce back to hit
Zzap.
  A successful ricochet attack can take an opponent by surprise. An
opponent who did not see the character fire the attack must roll
against DX or IQ (whichever is higher) minus the number of bounces.
Combat Reflexes adds +2 to the roll. If the roll is unsuccessful, the
opponent gets no active defense against the attack (passive defense
still protects). If the roll is successful, or the opponent did see
the character fire the attack, he has a -1 penalty to his active
defense for each bounce that the attack has made. If the attack
bounces back to hit the super, he has the same penalty to his active
defense as everyone else.
  The attack can be bounced off anything, including people, but each
person may get an active defense against it, and any successful
defense (active or passive) will cause the attack to bounce away
randomly.
  If this enhancement is bought at the +30% level, the character can
decide (when firing) if the attack will damage the surfaces it bounces
off. If it does, the character must decide how many dice it will
expend on each bounce. It must do the same amount of damage on each
bounce, and it must hit the final target with equal or greater force
than the bounces (e.g., an attack can only be set up to expend 3d on
each bounce if the final target is hit with 3d damage or more.)
  Example: Zzap wants to bounce his laser from a wall to a thug to a
lamp to another thug to Snakefang, expending 1d of damage on each
bounce. He rolls against his skill-10 (-2 for each bounce, -2 for
range). Rolling a 6, he just makes it. He hits the wall, doing 1d of
damage to it (and knocking a few bricks loose). It bounces to the
first thug, who did not see Zzap fire the attack. He rolls against his
DX-1 (since the laser has only bounced one time before hitting him)
and fails. Having no passive defense, he takes 1d damage. It then
bounces off the lamp, doing 1d damage, and to the second thug, who saw
Zzap fire the laser. He rolls against his Dodge-3 and fails, taking 1d
damage. The attack continues to Snakefang, who did not see Zzap fire.
He rolls against his IQ-4 and makes it, but he fails his defense roll
(at Dodge-4) and takes 6d damage. If either thug had made a successful
defense roll, the laser would have made its remaining bounces in
random directions, possibly even coming back to hit Zzap.
  
Selectable Damage: +70%
  This enhancement can only be applied to an attack super-power. You
can select, when firing, whether your attack will do 1d+1 crushing, 1d
cutting, or 1d-1 impaling damage per level. If this enhancement is
applied to a power that does more or less than 1d damage per level,
modify the damage accordingly. Thus, Dehydrate (1d-2 per level) with
this enhancement could do 1d-1 crushing, 1d-2 cutting, or 1d-3
impaling damage per level.
  
Vibratory Attack: +30%
  This enhancement can only be bought for attack super-powers. Your
attacks cause damage by vibration. Crystalline objects are especially
vulnerable to this type of attack, and protect with only 3/4 of their
DR and PD. Most metals and stones are crystalline unless specifically
alloyed to be amorphous. This may be bought twice for a reduction of
1/2 DR and PD. If combined with Armor-Piercing, the maximum reduction
is 1/2.
  
Wall: +30%
  You can set up a power or advantage as a line of hexes, affecting
anyone or anything crossing it. This enhancement cannot be applied to
psionic abilities without the express permission of the GM. The wall
will be one hex long for every two levels of power (or points of HT,
for advantages), and two hexes high. The height can be doubled by
halving the length, but the length of the wall can only be extended
with the enhancement Wall Length.
  The surface area of the wall can be doubled by halving the
substance of the wall, so that it only does half damage or protects
with half of the DR put into it. This must be decided when the Wall
enhancement is bought, and cannot be changed; a character cannot
create a 6-hex, 10d wall one round and put up a 12-hex, 5d wall the
next. It's one or the other.
  If the power or advantage with this enhancement can only be used as
a wall, and can never be used as a normal power or advantage, the cost
of the Wall enhancement drops to +20%.
  If you buy this enhancement twice, you can form the wall into any
shape you choose, and you can choose whether or not to halve the
substance of the wall (to double the surface area) each time you use
the power.
  The game effects of the wall should be decided when the power is
purchased. If the power has the Instantaneous enhancement, it can be
used as a super-block. Advantages (such as DR) that are to protect
others must have the Affects Others enhancement. The player must
specify (when the Wall enhancement is bought) whether the wall will be
transparent or opaque. If it is transparent, it is not invisible; the
outline of the wall will be visible to everyone unless the No Obvious
Effect enhancement is taken. If it is opaque, the super can not see
through his own wall! To simulate a wall that only the player can see
through, buy the Smoke power with the Wall and Doesn't Harm User
enhancements, and link it to the wall. Firing through an opaque wall
(from either side) is at a -6 penalty (-4 if the wall is only one hex
long).
  
Wall Length: +5%
  Each level of this enhancement adds one hex to the length of a
power with the Wall enhancement, or two hexes if the wall's power is
halved (to double the surface area).
  
Works Underwater: +10%
  Allows a power that normally would not work properly underwater
(such as Laser) to work normally in and out of the water; damage is
not reduced and accuracy is not lost. Supers on the land may target
underwater targets, and vice-versa. For some powers (Fireball, etc.),
this enhancement should not be available, unless the player comes up
with a very good reason why it works! Note that a power that only
works underwater does not need this enhancement (and may actually be
subject to a limitation).
  
Super/Psi Limitations___________
Note: See page xxxiii for a note on weakened limitations.
  
Accessibility: Variable
  Power Doesn't Work When X Powers Are On: -10%, plus -10% for each
power in the X group, to a maximum of -50%. Your power or advantage
doesn't work when any of the powers in group X are on. You must
normally be able to use all the powers simultaneously (Flight,
Fireball, and Penetrating Vision, for example) to get this break. If
the power is at half power when X powers are on, the limitation is
halved.
  Example: Generator's force field, energy ray, and contragrav belt
all drain power from the micro-nuclear plant on his belt, and cannot
be powered simultaneously. All have the above limitation, where Group
X contains two other powers, for a -30% limitation.
  
Brute Force Only: -20%
  This limitation can only be applied to Psychic Vampirism and
Telepathy Power and skills. A skill with this limitation must always
use brute force (p. P22), with normal fatigue costs. The subject will
automatically be aware of the psi, whether the skill succeeds or
fails.
  
Costs Fatigue: Variable
  The use of your power costs fatigue, which must be spent
immediately when activating the power. You must pay the full fatigue
whether the power works properly or not. You can spend enough fatigue
to take you down to zero (and unconsciousness), but no more. Every
point of fatigue the power costs you is worth -10%, so a Fireball that
cost 4 fatigue every time it was used gets a -40% point break. The
maximum you can take for this limitation is 10 fatigue, which would be
a -100% limitation.
  If you have the Enhanced ST advantage, this limitation is worth
half value (e.g., 10 fatigue per use would be a -50% limitation).
  This limitation may also be taken for advantages. In that case, you
pay the fatigue when activating the advantage, and again every minute
it remains on.
  
Exclusivity: -20%
  This limitation is meant to be linked to an enhancement, making
that enhancement unusable with any other enhancement on the same power
or advantage. Any enhancements that are not linked to this limitation
may be used simultaneously. The power or advantage must have more than
one enhancement!
  This limitation is exempt from the "maximum point break" rule on
linking limitations to enhancements (p. xxxvii).
  Note that Area Effect and Increased Area are considered to be one
linked enhancement; link Exclusivity to both. Doing this does not mean
that you lose the Increased Area that you have bought! The same holds
true for Wall and Wall Length.
  Example: Dr. Frost buys Ice Ball with Area Effect (+50%), Accuracy
+2 (a flat 5 points), Hotshot linked to Exclusivity (+24%), and Homing
linked to Exclusivity (+40%). Now he can use Area Effect and Accuracy
together, but Homing and Hotshot can only be used by themselves. The
two can not be used together!
  
Explosive: -40%
  This is is no longer a separate enhancement. It is a limitation
meant to be linked to the Area Effect and Increased Area enhancements
(and can only be used to link to those two enhancements). It is immune
to the "maximum point break" rule on linking limitations to
enhancements (p. xxxvii).
  Your attack super-power has its normal radius of effect as defined
by the Area Effect and Increased Area enhancements. However, it loses
1d (plus or minus any +1, +2, -1, etc., it may have) per hex away from
the impact site. If the radius does not end before the blast runs out
of power, it remains fixed at 1d (plus or minus any +1, etc.) until
your final radius is reached.
  Example: Zzap has Laser-16(10) and buys Area Effect (linked to
Explosive Effect, +30%) and one level of Increased Area (linked to
Explosive Effect, +12%). He now has a three-hex radius attack that
does 10d in the hex it hits, 9d in the next radius of hexes, 8d in the
next radius, then stops. Much later, he has saved up a lot of
character points, and buys ten (!) more levels of Increased Area
(linked to Explosive Effect, +120%). His blast now does 10d in the hex
it hits, then 9d, 8d, 7d, 6d, 5d, 4d, 3d, 2d, and then does 1d in the
four remaining radii.
  
Eye Contact Only: -40%
  Your super-power or psi ability will only work if you make direct
eye contact with the subject. Range is limited to 3 yards, no matter
what your power level is. Your Clairvoyance, Telescopic Vision, binocu
lars, etc., do not improve this range, but if the subject uses such
means to effectively bring his eyes in contact with yours, you may use
your power or ability on him (with normal long range penalties, if
any). If the subject is in combat with you, he may avoid looking at
your face; all of his combat rolls are at -2 if he does so.
  If your power or ability can work through eye contact or touch, the
limitation is worth -30%.
  
Fickle: Variable
  See the Unreliable limitation (p. xxix).
  
Knockback Only: -40%
  If the attack does half damage (instead of doing no damage) along
with the doubled knockback, the value of this limitation drops to
-10%.
  
Limited Use: Variable
  Your power can only be used a certain number of times per day; a
day is the 24-hour period following (and including) your first use of
the power. The value of this limitation depends on the number of uses
per day allowed.
  
  1 per day  -70%
  2 per day  -60%
  3 per day  -50%
  4 per day  -40%
  5 per day  -30%
  6 per day  -25%
  7 per day  -20%
  8 per day  -15%
  9 per day  -10%
 10 per day  -5%
  
  More than 10 uses per day does not constitute a significant
limitation.
  If this limitation is applied to an advantage, every minute (or
fraction thereof) that it is on constitutes one use.
  
No Area Effect: -30%
  This limitation converts an Area super-power into a Ranged one. A
power with this limitation can only affect one target or hex,
regardless of its Power level. To affect a moving target with a
durable power (e.g., using Neutralize Sound to silence an opponent),
you must still take the Movable Area enhancement.
  
No Brute Force: -15%
  As Brute Force Only, above, but reversed. A skill with this
limitation can never use brute force to penetrate a strong Mind
Shield.
  
Physical Effect: -10%
  This limitation is only available for psionic abilities. Your
psionic ability has a physical side effect (along with the mental
signature that it leaves). It can be anything you wish, as long as it
shows the relationship between you and the object or person that you
are affecting. Some acceptable examples would be a beam emanating from
your forehead and focusing on the person you are Neutralizing, or a
soft glow surrounding your body, with a similar glow surrounding each
object that you "teke".
  
Preparation Required: Variable
  Your power or psi ability requires special preparation before it
can be used. You may need to meditate or perform some sort of ritual,
but the effect is the same; you must take the Concentrate maneuver for
the required amount of time to ready the power. Once readied, it can
be used normally, but it becomes unreadied when you roll to use it,
whether you succeed or fail, and it must be readied again before it
can be used again.
  The cost depends on the time required to ready the skill:
  
   Time       Value
 1 minute     -20%
10 minutes    -30%
30 minutes    -40%
 1 hour       -50%
 4 hours      -60%
 8 hours      -70%
16 hours      -80%
  
  A more useful version of this limitation is Weakened Without
Preparation (see Weakened Limitations, p. xxxiii).
  
Reduced Damage: -20%
  Every level of this limitation reduces the damage done by an attack
super-power by 1 point per die. Therefore, most attack powers with two
levels of this limitation would do 1d-2 damage per level of power.
  
Reduced Duration: -10%
  Every level of this limitation halves the duration of your super-
power or psi ability. Thus, a super-power with Power 20 and 3 levels
of Reduced Duration would have a duration of 2 turns (20/8, rounded
down). Needless to say, this may not be taken for instantaneous
powers, such as attack powers!
  
Reduced Range: -10%
  Each time this limitation is taken, the Range of a super-power or
psi ability is reduced by half (round down to the nearest yard). Up to
4 levels of Reduced Range (1/16 actual range) may be taken (but see
Touch Only, below).
  
Touch Only: -50%
  Your super-power or psi ability will only work if you touch the
intended subject. You have an effective range of 0, no matter what
your power level.
  
Unreliable: Variable
  Sometimes your power works and sometimes it doesn't! This is
completely separate from any skill associated with the power (or
advantage, if the GM allows you to take this limitation for it). You
can have Skill 15 and still not get it to work.
  The default form of Unreliable requires you to roll equal to or
less than an activation number to use the power. If it fails to
activate, you may try again by spending one fatigue, or waiting five
minutes. If your ST drops to 3 from this fatigue, you must wait until
you regain all fatigue lost before trying again.
  A variant form is Fickle. A fickle power works right the first
time, then must make its activation roll. If it succeeds, it will work
the next time (after which it must make another activation roll). If
it fails, it burns out, and is useless for 1d6 hours! The GM may
approve another equally-limiting circumstance under which the power
will return. Fickle gives the same point break as Unreliable.
  A variant of the Fickle variant is Very Fickle. A Very Fickle power
must roll before use (as Unreliable), but if it fails the roll, it is
burnt out for 1d6 hours (as for Fickle)! Very Fickle is worth an extra
-20% point break.
  
 Activation   Value
 14 or less    -10%
 13 or less    -15%
 12 or less    -20%
 11 or less    -30%
 10 or less    -40%
  9 or less    -50%
  8 or less    -60%
  
Untrainable: -40%
  You cannot learn to control your power well. You buy your skill (or
skills, if this is applied to a psi power group) as if your IQ or DX
is only 8 (or at -1 to IQ/DX if your IQ/DX is already 8 or below). You
can never learn the skill higher than level 10.
  
Variable Range: -20%
  This limitation can only be applied to attack super-powers. Your
power's range is dependent on the amount of damage that it does, at
one yard for every point of damage. The half-damage range is half of
the maximum range.
  
Gadget Limitations______________
Bulky: -20%
  The gadget is cumbersome enough to slow your movement and/or limit
your actions. To qualify, it must be noticeably heavy (at least twice
your ST) and/or bulky (GM's call).
  
One Shot: -50%
  Your gadget will work once, then it will burn out or self-destruct.
The powers on it will last for their full duration (or less, if you
specify it), then stop. Super advantages have a base duration of 10
seconds. This may not be combined with limitations that are
meaningless on a one-shot item (e.g., Takes Recharge, Fickle, Limited
Use, etc.) Unless the item is also Unique, the super may get the
points back for it, if the GM reimburses supers for lost gadgets.
  
Super-Powers____________________
Attract (Area/Mental)
                                                                 LC: 8
  This power causes everything in the area of effect to be drawn
toward its center hex. Unless stated otherwise, all subjects add their
level of Increased Density to their rolls to resist its effects.
Perfect Balance adds +3 to all rolls.
  Those moving toward the center add your Power to their Move, and
must roll against DX, Flight, or Running at a -1 penalty (+1 bonus)
for every yard they are moving over (under) their maximum Move.
Failure means they fall over or spin out of control, toward the
center.
  Those moving at a tangent to the center must roll at a penalty
equal to half your Power (round down), with a +1 bonus for ever yard
they are moving under their maximum Move; failure means a fall or loss
of control, as above.
  Those moving away from the center subtract your Power from their
Move (to a minimum Move of 1), and must roll against their ST plus
Move, minus your Power. Failure means they fall over, and are pulled
one hex toward the center.
  Those standing and not moving at all (except for Step And...
maneuvers) must roll against their ST minus your Power. Failure means
they fall over, as above.
  Those lying or flying out of control are pulled toward the center
at Power/2 hexes per turn. Their Increased Density subtracts from your
Power. They can try to get back on their feet or safely on course by
rolling against ST or Move/5 (whichever is better) plus DX or Flight
(if applicable), at a penalty equal to twice your Power; Increased
Density does not add to this roll.
  Those who end up in the center hex have a hard time getting out.
Treat it as a bind; they must win a Quick Contest of ST against your
Power x 3 to leave the hex. Once they leave it, refer to the rules for
moving away from the center, above.
  
Buzzsaw (Special/Mental)
                                                                 LC: 8
  You can vibrate your hands at hypersonic speeds, leaving them
blurred and capable of inflicting massive damage in combat. Each level
of Power adds 1d to your basic thrusting damage, and your punches do
cutting damage. At Power 6 and above, your punches do impaling damage!
Buzzsaw costs 1 fatigue per turn to keep activated.
  Note that this damage is not considered vibratory unless that
enhancement is purchased.
  
Control Temperature
                                                  (Area/Mental)  LC: 1
  You can alter the temperature in the area by 5 degrees Fahrenheit
(5F) per level of power, in either direction. The temperature can
never be raised higher than 200F or lowered below -100F unless the
special enhancement below is taken. This cannot be done repeatedly in
the same area. The temperature changes by 10F per turn, the changes
last for Power minutes (not turns), and then the changes are reversed
at 10F per turn. Note that you are given no special protection against
the heat or cold!
  The enhancements below may be applied to the Warm and Cool powers
as well.
  Special Enhancement: No temperature limit. You may surpass the heat
of the sun, or bring the area down to absolute zero (-460F), if you
have the power. +100%
  Special Enhancement: Faster change. The temperature changes at 20F
per turn, instead of 10F. Buying this enhancement again will raise the
rate of change to 30F, and so on. +20%
  
Create Gas (Area/Physical)
                                                                 LC: 2
  You can create any kind of non-damaging gaseous atmosphere inside
the area of effect. This does not allow you to alter the pressure,
just the composition of the air. Unless the enhancement below is
taken, the gas will leak away into surrounding atmosphere rapidly (the
radius will shrink by one hex per turn) and into surrounding vacuum
almost immediately (ten hexes per turn).
  To create an atmosphere of damaging gas, buy the Gas Attack power
with the Area Effect enhancement.
  Special Enhancement: The gas created forms a sphere that will not
leak away. +100%
  Special Limitation: You can only create one kind of gas. -50%
  
Create Object (Ranged/Mental)
                                                                 LC: 5
  You can create objects out of thin air, which last for Power turns,
then dissipate. You can only create the form of the objects, as if you
were sculpting them out of a block of stone; you cannot create a
working calculator or grenade. This is not to say that the objects are
stone sculptures; they can be made of any material (though DR and hit
points are limited; see below), and colors, details, and even moving
joints are possible.
  The amount that you make your skill roll by determines the detail
of the object. Thus, a hammer requires only a successful skill roll,
an American flag requires a roll at -2 (making the roll by less would
produce a colorless banner), an object sufficiently "shaped like an
intelligent being" (as per the Animate power) requires a roll at -4,
and a silver dollar that would pass a basic counterfeit test requires
a roll at -10. A sharp blade or point adds an additional -4. Moving
parts are possible, at a penalty of -2 for each joint or part; e.g., a
simple vice would require a roll at -6.
  You can create objects that weigh as much as your Power squared, in
pounds. Rigid objects have one DR per level of Power, and one hit
point for every two pounds of weight. Flexible objects have one DR per
five levels of Power, and one hit point for every five pounds of
weight. You may always reduce these stats. You get a +5 bonus to your
skill to animate or control an object that you create.
  Special Enhancement: Your objects have a permanent duration; they
will last until destroyed by normal damage. +200%
  Special Limitation: If you can only create objects made of one
material (stone, metal, cloth, etc.), it is a -20% limitation. If you
can only create one type of object (balls, ropes, etc.), it is a -40%
limitation. If you can only create one object, of a predefined size,
shape, and color, it is a -60% limitation.
  
Disintegrate (Ranged/Physical)
                                                                 LC: 4
  You can cause inanimate objects to crumble into powder. Objects
weighing one pound per level of Power, or less, can be destroyed
instantly. Larger objects are damaged at the rate of 1d per level of
Power; super gadgets should be attacked in this way. If an object is
too large for you to effectively attack, you can disintegrate a hole
with a diameter of 1" per level of Power; hit points are only reduced
in the area being worked on. See p. SU59 for examples.
  Use the table on p. B125 for the DR and hit points of most
materials.
  Special Limitation: You can only disintegrate one type of material.
-10% for common materials like metal and wood. -20% for uncommon
materials like rubber or asphalt. -40% for absurd materials like
chocolate or silk.
  
Flash (Area/Mental)
                                                                 LC: 4
  You can create a flash of light that can blind and confuse those
seeing it. Everyone in the flashed area must roll against HT. If they
succeed, they are at a penalty to DX equal to one- half your Power. If
they fail, they are blinded. The effect lasts for the duration of your
power. If their eyes are closed, treat it as an automatic success.
Characters with the Blind disadvantage are immune, but Bad Sight has
no effect.
  
Gas Attack (Ranged/Physical)
                                                                 LC: 9
  This attack power allows you to launch a stream of poisonous or
toxic gas toward an opponent, enveloping his head (or other
appropriate opening) and causing 1d of damage per level. If the
opponent sees the attack coming, he may attempt to hold his breath
before it hits him. Roll against his HT. On a critical success, he has
a chance to take a deep breath, and can hold his breath for HT turns.
On a normal success, he barely had time to stop breathing, and can
hold his breath for HT/2 turns. On a failure or critical failure, he
breathes the gas and takes damage--DR does not protect at all against
this damage! A surprised opponent automatically fails the roll.
  Supers with Doesn't Breathe are naturally immune to gas attacks.
  If another attack is successfully made against the same person on
the next turn, the second gas cloud hits just as the first is
dispensing. This prevents the victim from catching his breath, and can
be kept up indefinitely. A character who failed his initial HT roll
and took damage can begin holding his breath on the next round, for up
to HT/2 turns. Once a character is out of breath, he loses one fatigue
per turn until he begins breathing again or falls unconscious. If he
breathes again while being hit with a gas attack, he will take damage,
and can begin holding his breath on the next round, for up to HT/2
turns.
  This can be a powerful attack when combined with certain
enhancements, as it totally bypasses DR; the GM should approve any
enhancements bought for it. Note that this is an instant attack power;
Extended Duration may not be bought for it!
  
Instill Fear (Ranged/Mental)
                                                                 LC: 5
  Note: The original psionic version of this Power is on p. B&B33.
  You can cause unreasoning fear and panic in a person. This is
resolved by a Quick Contest between your Instill Fear skill and the
subject's Will. If you make your skill roll, but lose the Quick Con
test, the subject realizes that some sort of mental attack was made.
If you win the Quick Contest, the subject is afraid of you for the
duration. In addition, the subject makes an immediate Fright Check at
a penalty equal to your Power. The GM will add additional bonuses and
penalties based on the circumstances (see also p. H23 or B93). If the
subject falls unconscious due to a failed Fright Check, he will fear
you for the normal duration after he awakens.
  If this power is used multiple times on the same person in the same
situation, it will be less effective. For every time this power is
used on someone in the same situation, he resists at +1 and adds +1 to
his Fright Check if he fails. This is cumulative, so multiple uses are
resisted at +1, then +2, then +3, etc. If a person resists this power,
their next roll to resist is at +2 instead of +1. This bonus only
lasts until the current situation is over (GM's call; some time should
pass).
  Remember that Fright Checks in the heat of battle are made at +5,
and Combat Reflexes adds +2 to any Fright Check roll.
  The Eye Contact Only limitation is very appropriate for this Super-
Power!
  Special Enhancement: You can specify what the subject is afraid of.
It can be as specific or as general as you wish (e.g., "all
creatures", "the lightpost on the corner of Fifth and Main"). +20%
  Special Enhancement: Enduring fear. Multiple uses of your power,
even failed uses, do not give the victim a resistance bonus. +30%
  Special Limitation: Always on. You cannot turn this power off;
everyone who looks at you or hears you is affected by your power! -60%
  
Laser (Ranged/Physical)
                                                                 LC: 6
  The word "impaling" should be removed. Lasers do crushing damage
unless the Cutting or Impaling enhancements are bought.
  
Morph (Special/Mental)
                                                LC: 40 for first level
                                                      3 for subsequent
  Special Limitation: Every form you morph into is slighly flawed;
your forms all have one common feature that allows you to be
identified by those who know about it. For a glaringly obvious feature
(every form has bright blue fur/skin), this limitation is worth -60%.
An easily noticable feature (red eyes) is worth -40%. A feature that
can be hidden easily (tattoos on your upper arm) or is not
particularly unique (light blond hair) is worth -20%. A feature that
will rarely be seen unless you are strip searched (odd birthmark on
your inner thigh) is worth -10%. Note that your normal body does not
necessarily have to have this feature.
  Special Limitation: You can only assume certain forms, chosen at
character creation. You do not need Morph Memory, but you can never
learn any new forms. If you can only change between your normal form
and one other form, this is a -60% limitation. Two other forms is a
-50% limitation. Three forms are worth -40%. Four are worth -30%. Five
are worth -20%. Six are worth -10%. More than six other forms do not
constitute a significant limitation, but may be taken anyway; e.g., a
super who can morph into 10 forms, chosen at character creation, would
not get a point break, but would not need Morph Memory either.
  
Repel (Area/Mental)
                                                                 LC: 8
  This power causes everything in the area of effect to be pushed
away from its center hex. Except where stated below, treat it as the
reverse of the Attract power. Increased Density adds to rolls to
resist unless stated otherwise, and Perfect Balance adds +3 to all
rolls.
  Those moving away from the center are affected as those moving
toward the center of Attract. A failed roll indicates falling or
spinning out of control away from the center hex.
  Those moving at a tangent to the center are affected the same as
Attract; failure means a fall or loss of control, as above.
  Those moving toward the center are affected as those moving away
from the center of Attract. A failed roll means falling or spinning
out of control, away from the center hex.
  Those standing are affected the same as Attract, failure means a
fall or loss of control, as above.
  Those lying or flying out of control are pushed away from the
center at Power/2 hexes per turn. Their Increased Density subtracts
from your Power. They can try to get back on their feet or safely on
course the same as for Attract.
  Those pushed out of the area of effect must roll against DX,
Flight, or Acrobatics to stay on their feet (or on course). Those
already out of control do not get a roll.
  Those who make it to the center hex must win a Quick Contest of ST
against your Power x 3 every turn to stay in the hex. If they fail,
they are pushed one hex away from the center, and are treated as
standing, above.
  Note that this power will repel the user if he is in the center
hex, unless Doesn't Harm User is taken.
  
Shockwave (Area/Physical)
                                                                 LC: 9
  
Sonic Blast (Ranged/Physical)
                                                                 LC: 8
  
Time-Jumping (Special/Mental):
                                                LC: 75 for first level
                                                      5 for subsequent
  This is the power to travel in time. The jumper must concentrate
for five seconds (this can be bought off with multiple applications of
Instantaneous), then roll against skill. On a failed roll, nothing hap
pens. On  a critical failure, the character is mentally stunned. If
the roll is successful, the jumper, along with five pounds of equip
ment (and his costume, if he has the Costume advantage), appears in
the new time at exactly the same place as he left the old one, or (if
that would place him underground, etc.) the nearest safe location,
within 100 yards. If the jumper can teleport, he may attempt to
timeport and teleport at the same time; roll for each. Note that the
teleportation will almost always be a blind jump. If there is no suit
able location within 100 yards, the jumper will be aware of it (after
concentrating) and has the option to proceed anyway, taking his
chances, or abort the jump. The middle of a war zone will be
considered safe if there is nothing occupying the jumper's location,
but characters with Danger Sense should be allowed a roll to get a
warning.
  The maximum number of years that a character can jump is his Power
squared. This is the absolute limit; a character with Power 10 could
not jump one hundred years into the past, then jump back another hun
dred! In fact, the character may not time-jump again until he returns
to his own time. The character may return to his natural time (at his
current location, not the location he jumped from) with no concentra
tion or skill roll, at any time. Time moves at the same rate, re
gardless of when the character is, so if he jumped ahead to a probable
future and spent three days there, he would return to his own time,
three days later.
  The GM will have to decide what sort of temporal physics to use in
his campaign. Can the jumper interact with himself? Can he jump back
to last week, or is there a minimum limit? Can the jumper change
history? If so, how easy is it to do? If not, does changing the past
wipe out the jumper, immediately return him home, or something else?
Is the future fixed, or is it one of many possible futures? If the
campaign will involve this power a lot, the GM should look into GURPS
Time Travel.
  Special Enhancement: You can preview the immediate area before
jumping. This takes one extra second, in which you get a brief 360-
degree view of your intended jump site. +20%
  Special Enhancement: Objects may be carried with you. +10% for No
Encumbrance, +20% for Light, +50% for Medium, or +100% for Heavy.
  Special Limitation: You cannot carry anything, and always arrive
naked! -10%
  Special Limitation: Spatial drift. You do not arrive exactly where
you left from, but will appear anywhere within 10 miles of your
planned destination. The better your skill roll, the closer you are to
where you want to be. -10%
  Special Limitation: Temporal drift. As spatial drift, above, but
you arrive any time within one month of your planned destination. -20%
  Special Limitation: On a failed roll, you will be sent somewhen,
determined randomly or by the GM (who can take this chance to start an
interesting adventure). On a critical failure, the GM should be
malicious! Once there, you cannot return until one hour has elapsed
for every point that you failed the roll by. -40%
  Special Limitation: You are always mentally stunned after a jump,
except for critical successes. -10%
  Special Limitation: You can jump into the past or the future, but
not both. -40%
  
Wall of Fire (Ranged/Physical)
                                                                 LC: 7
  You can create a wall of fire that stretches for Power hexes in
length and is two hexes high. This wall is opaque, and all targeting
through it is at a -6 penalty (see Wall enhancement, p. xxii). Anyone
passing through this wall will take (Power/2) dice of damage.
  Other effects can be substituted, such as Wall of Blades or Wall of
Stinging Flies.
  Special Enhancement: You can form the wall into any shape you
choose, as per the Wall enhancement. +20%
  
Warm (Area/Mental)
                                                                 LC: 1
  
Water Jet (Ranged/Physical)
                                                                 LC: 6
  
Wind Jet (Ranged/Physical)
                                                                 LC: 4
  
All-Out Defense
  A character taking the All-Out Defense maneuver has two choices
when he is attacked: he may make two normal (different) active
defenses against the attack (e.g., a parry, followed by a dodge if
unsuccessful), or he may make one active defense at +2.
  
Dodge and Drop
  A character dodging missle fire may drop to the ground while
dodging, adding +3 to his Dodge against that attack. This is a free
action, but getting back up again is not.
  
Serious Damage
  When a person falls below 0 HT, they are no longer capable of
functioning in peak condition. In addition to any shock taken, a
person below 0 HT suffers a permanent penalty to all active physical
feats (automatic rolls, such as those made against HT to avoid
unconsciousness or death, are not affected) equal to half their
current hit points, rounded for the worse. So a person at HT -9
suffers a -5 penalty to his attack and defense rolls. High Pain
Threshold halves this again (round for the worse), while Low Pain
Threshold doubles it (before rounding off).
  GMs may wish to ignore this rule. It makes combat more deadly, as
the first person to fall below 0 HT is very likely to lose.
  
Vehicle Skills
  The following bonus applies to all Physical skills listed under
Vehicle Skills: Add 1 to your skill for an IQ of 10 or 11; add 2 to
your skill for an IQ of 12 or more.
  
Area Super-Powers
  The radius affected by an Area super-power is one hex for every
five levels of Power or fraction thereof. Thus, the radius for Power 1-
5 is one, the radius for Power 6-10 is two, etc.
  
Multiple Actions for High-Speed Supers (Optional)
  
  If the player is willing to do the bookkeeping, the optional
multiple action rule (sidebar, p. SU78) can be expanded by the
following rules. Initiative is defined as Basic Speed, +1 if the super
has Combat Reflexes, plus a possible bonus from the Tactics skill (see
p. vi).
  For every full six points of Initiative, the super gets one
maneuver per turn. For every point left over, the super will get one
additional maneuver every six turns. Thus, a super with Initiative 8
(two points over six) would get one maneuver per turn plus two addi
tional maneuvers every six turns; in the space of six turns, he would
have four turns in which he could take one maneuver, and two turns in
which he could take two maneuvers.
  Supers with an Initiative of less than six should not be penalized
by these rules; they still get to make one maneuver each turn.
  The GM may wish to use the table below, or he may allow the player
to dictate when the additional maneuvers are used. They must be used
in the space of six turns or be lost; a super with Initiative 8 could
not take one maneuver per turn for 18 turns, then take two maneuvers
per turn for the next six turns! Also, the super can never "stack"
maneuvers; a super with Initiative 10 could not use two of his addi
tional maneuvers in one turn.
  
Additional                Remainder of
Maneuver on          1    2    3    4    5
Turn 1 of 6          -    -    -    -    -
Turn 2 of 6          -    X    X    X    X
Turn 3 of 6          -    -    -    X    X
Turn 4 of 6          X    -    X    -    X
Turn 5 of 6          -    X    -    X    X
Turn 6 of 6          -    -    X    X    X
  
  The "six turn cycle" is different for each super, and begins when
the super enters combat.
  The characters take their maneuvers in order of Initiative; the
person with the highest current Initiative goes first. Initiative is
reduced by 5 for each maneuver. Thus, a super with Initiative 10 and
two maneuvers this turn would have an Initiative of 10 on his first
maneuver and an Initiative of 5 on his second maneuver.
  Remember that a second is still a second! Concentration on a super-
power must be maintained from Initiative X on one turn until
Initiative X (or less) on the second turn. The super may use the power
after concentrating for one second, even if it is not his turn. The
Move maneuver will only move the super (Move yards divided by the
number of maneuvers this turn). The super's "Step", if greater than
one (p. SU78) must be reduced as well.
  
  Dodging (Optional): A character dodging the full rate of fire of a
machine gun may be unable to get in any attacks that turn! Each
character gets a number of "free" dodges equal to his Initiative, per
turn. For each maneuver that the super gives up for that turn he gets
three more Dodges. A character using the All-Out Defense maneuver has
no limit on the number of Dodges he can make. Note that All-Out
Defense, if taken, must be taken for all maneuvers in that turn.
  
  Multiple Attacks From High Martial Art or Weapon Skills: If the
super gets X attacks per turn with a certain weapon or martial art
style, then each series of X attacks with that weapon or style costs
one maneuver. Initiative is reduced as detailed on p. MA50. If this
reduces Initiative by less than 5 at the end of the series of attacks,
then reduce Initiative by 5. If it reduces Initiative by more than 5,
so be it; the attacks obviously took longer than a normal maneuver
would. If this takes Initiative past 0, the super is out of maneuvers
and attacks.
  Alternatively, for characters who are likely to spend entire turns
using their martial art, you can divide their Initiative by 6 and
multiply this by the number of attacks that they would normally get
per turn. This is the number of attacks that they get every turn if
they spend the entire turn using their martial art. Example: Firefist
has Initiative 10; he is also Trained by a Master in Capoeira and has
Karate-18, which would normally give him 3 attacks per turn. If he
spends the entire turn using his Capoeira style, he can make
[(10/6)*3], or 5, hand-to-hand attacks each turn.
  For cinematic skills, you can replace "turns" with "maneuvers" for
the purposes of concentration, time between uses, etc. Thus, Power
Blow must be concentrated on for (20-Skill) maneuvers to achieve
double strength, and a Kiai can be attempted once every (20-Skill)
maneuvers. For a highly cinematic campaign, "attacks" can be
substituted for "turns", as per the sidebar on p. MAA102.
  
  Celerity (GURPS Vampire: The Masquerade): A vampire using Celerity
has his Move increased and can make additional attacks each turn. To
deal with this, first figure Initiative and maneuvers per turn from
all other sources. Then increase Move, Initiative and Dodge by the
amount listed, and add the additional attacks gained to the number of
maneuvers that the vampire can make each turn. Initiative for these
maneuvers is reduced normally. Example: Sebastian has a Basic Speed of
7.25, Combat Reflexes, and Celerity Power 4. His normal Initiative is
8.25. When he invokes Celerity at Power 4, he can make three maneuvers
per turn, his Move is raised to 13, and his Initiative is raised to
14.25.
  
  Altered Time Rate: Simply double the super's Initiative, rounding
any Initiative of less than 6 up to 6 before doubling. The "a second
is still a second" rule no longer applies; treat each maneuver as a
second for purposes of maneuvers such as Concentrate, Move, All-Out
Defense, etc.
  
  Example: Ionizer has DX 14, HT 16, and two levels of Increased
Speed, giving him a Basic Speed and Initiative of 9.5. Joybuzzer has
DX 15 and HT 12, giving him a Basic Speed of 6.75. His Combat Reflexes
add one to Initiative, giving him an Initiative of 7.75.
  Turn #1: Both enter combat at the same time. Each has one maneuver
this turn. With Initiative 9.5, Ionizer goes first, using the Move
maneuver to take him 9 yards closer to Joybuzzer, who also uses Move
to get 7 yards closer to Ionizer.
  Turn #2: Ionizer has two maneuvers this turn. With Initiative 9.5,
he uses Move to get 4 yards closer to Joybuzzer (a second is still a
second, and each of his maneuvers this turn last one half-second).
Joybuzzer, with Initiative 7.75, tries to Fast-Draw a knife, but fails
his roll. His maneuver this round is therefore a Step And Ready.
Ionizer goes next, as his Initiative is now 6.5. He Steps one yard
closer (his normal Step would be two yards, but this is reduced as
Move) and begins to Concentrate on his Lightning power.
  Turn #3: Ionizer, with Initiative 9.5, has not been concentrating
for a full second, and must take the Step And Concentrate maneuver
unless he decides to abort the attack. He Steps two yards closer (his
Step is not reduced this round, as his one maneuver takes a full
second). Joybuzzer takes Step And Attack, hurling the knife toward
Ionizer, who successfully Dodges. He must make a Will-3 roll to keep
his concentration; he makes the Will roll. At Initiative 6.5, just
after Joybuzzer's attack, Ionizer has been concentrating for a full
second and can release his Lightning, even though he has used all of
his maneuvers. Rolling to hit Joybuzzer from 5 yards away, he gets a
critical success on his attack roll. Joybuzzer takes 7d of damage, and
is slammed against a car, unconscious. The fight is over.
  
Throwing Distance for Super ST or Telekinesis
  
  To determine the maximum distance that an object can be thrown,
find the ratio of weight to ST and use the appropriate distance
modifier. To determine the half-damage range, find the ratio of weight
to ST and shift two positions downward on the table to find the proper
distance modifier. If that would take you off the table, don't worry
about the half-damage range; at this point, the object is inflicting
damage by its weight alone, not by your strength.
  Example: You have ST 100 and want to throw a 30 pound weight at
someone. 30/100=0.300, which corresponds to a distance modifier of
1.9, giving you a maximum range of 190 yards. Shifting downward two
places on this table gives a distance modifier of 1.2, for a half-
damage point of 120 yards.
  
Weakened Limitations
  
  Most super/psi limitations have an implied "Weakened except for..."
form. If a character's power can function at half strength most of the
time, but can only function at full power when the limitation is
observed, the value of the limitation is halved.
  Example: Hot Cha has Flame Jet with the -30% limitation "Weakened
except for One Use Per Day". She can fire a half-strength Flame Jet as
often as she wants, but can only fire a full-strength Flame Jet once
per day. She also has Destroy Liquid (Power 10) with the -15% limita
tion "Weakened except at 1/8 of maximum range" (based on 3 levels of
Reduced Range). She can destroy 10 gallons if the liquid is 12 yards
away or closer, and can destroy 5 gallons of liquid at greater
distances.
  
Linking Enhancements and Limitations
  
  A super may link a specific limitation, or set of limitations, to
an enhancement. The game effect is that the limitations come into play
whenever the enhancement that they are linked to is used. For example,
a super may be able to make his Fireball explosive, but it costs him
fatigue.
  To link a limitation (or limitations) to an enhancement, reduce the
cost of the enhancement by the percentage value of the limitation(s).
If the limitations exceed -100%, the enhancement is free, but there is
no further point break.
  Example: Hot Cha has Body of Fire, level 10, and can extend the
flames to (safely) envelop people she touches. The Body of Fire costs
50 points, and has the Affects Others enhancement linked to the Touch
Only limitation. +40% modified by -50% comes to +20%, for a total cost
of 60 points. She also has Fireball at power 10, for 60 points. It has
the Richochet enhancement (+20%) and can fire impaling bolts, but only
at full power and only in an emergency. Impaling is +50%; Full Power
Only and Emergencies Only total -40%. +50% modified by -40% comes to
+30%. Her Fireball power comes to 90 points.
  Note that when a limitation is linked to an enhancement worth more
than +100%, or multiple enhancements that total more than +100%, these
linking rules become unbalanced. Thus the following rule: The maximum
percentage break that any single limitation can provide is equal to
the value of the limitation.
  Example: Decker buys Lightning, and wants it to do a lot of knock
back when he touches the target. He buys Increased Knockback x7 and
links it to Touch Only. +140% modified by -50% comes to +70% (for a
70% break); however, this gives more of a point break than Touch Only
may give. As such, Touch Only brings the percentage cost down by 50%,
to +90%. Decker finds that too expensive, and decides that his Light
ning will do some extra knockback and will do impaling damage when he
touches the target. He buys Increased Knockback x3, linked to Touch
Only, and Impaling, linked to Touch Only. +60% modified by -50% comes
to +30% (for a 30% break). +50% modified by -50% comes to +25% (for a
25% break). The point breaks total 55%, more than Touch Only may give.
As such, Touch Only only gives a 20% break to Impaling, instead of
25%, bringing the cost for Impaling to +30%.
  However, a few limitations are specifically designed to be linked
to any number of enhancements (such as Exclusivity). These are exempt
from this "maximum point break" rule, and will be noted as such.
  
Balancing Psionics in a Supers Campaign
  
  There are three ways in which a super can buy psionic powers. The
super should choose a purchasing scheme (or schemes--they are mutually
compatible) based on how psi will fit into his list of powers.
  
  Single-Skill: Any psi skill can be bought at single-skill cost,
ignoring prerequisites. This is explained on p. P89, but modified
here. Skills with a *n/a listed have a single-skill cost equal to half
the normal cost for a level of that power group, rounded up. I.e, *n/a
skills in a 5 point power group cost 3 points/level, and *n/a skills
in a 3 point power group cost 2 points/level. An exception to this is
when the skill is *n/a because it represents the primary skill of the
power, such as Astral Projection and Healing; these skills have a
single-skill cost equal to the cost for a level of the power group.
  The telepathic skills Illusion, Mindswitch, Mindwipe, Sleep,
Suggest, and Telecontrol require the psi to first penetrate the
opponent's mind with Telereceive. If the super has single-skill
Telereceive, he can roll against that skill as long as the opponent is
within his Telereceive range. If he does not have Telereceive, the
super has a effective Telereceive skill of his Illusion (etc.)
skill-4. He can only use this skill to facilitate the use of his
primary power; no mind-reading is possible. He must first roll against
this default Telereceive to get into the opponent's mind, then he can
roll against his actual psi skill.
  This purchasing scheme is appropriate for the super who wants a
single psi skill or two at reasonable high levels, to complement his
non-psi powers. This is the most Supers-like way of buying psi.
  
  Doubling Level Cost: Psionics are bought normally, by the power
group, but the cost for each level of power doubles after Power 5,
triples after Power 10, etc.; so ESP Power 4 would cost 12 points, but
ESP Power 12 would cost 63 points (3 per level for Power 1-5, plus 6
per level for Power 6-10, plus 9 per level for Power 11-12). Skills
are bought normally.
  This purchasing scheme is appropriate for a low-to-medium-powered
psi with a well-rounded variety of psionic powers and skills, or for a
super with one medium-to-high-level power group.
  
  Unusual Background (UB): For an additional UB costing one-half of
the UB for being a super, the super can have unlimited access to all
the psi he wants, ignoring the above purchasing schemes. For access to
only one power group, the cost is again halved. If the super wants
psionics, but no super abilities, there is no additional UB, but he
must pay the same UB as everyone else to be a super. For access to
only one power group, halve that UB.
  Example: It is a 600-point campaign with a 100-point Unusual
Background to be a super. Glorybolt wants some super abilities along
with full access to psi; he pays 150 points in UB. Blinkboy wants
super abilities and full access to Teleportation; he buys 125 points
of UB. Mindmulcher wants full access to psi, but no super abilities at
all; she buys 100 points of UB. Shock Treatment wants super abilities
but no psi; she pays 100 points in UB. Finally, Eye Spy wants full
access to ESP, but no other psi or super abilities; he pays 50 points
in UB.
  If the campaign does not require an Unusual Background to be a
super, use the following: UB for full psi access, with or without
super abilities, is equal to 10% of the starting point value. Halve
that if it only applies to one power group.
  This purchasing scheme is obviously the most appropriate for a full-
powered psi.
  
  Telepathy: Because Telepaths become more powerful with high levels
of skill, instead of Power, these guidelines may not properly balance
Telepathy in a campaign. If it is still too powerful, GMs should make
all Telepathy skills M/VH instead of M/H. Note that this is a purely
optional rule.
  
Helpful Equations and Conversions
  
  Extra Effort with Super Strength: Maximum lift is equal to 2.5
times ST, times (ST minus 6). The ST required to lift X pounds is
equal to the square root of (X times 0.4, plus 9), plus 3.
  
  Pyrokinesis and Cryokinesis: The number of degrees by which an
object can be raised or lowered per second is equal to (Power times
25), divided by the weight (in pounds) of the object.
  
  Production Cost for High-Tech Items: Subtract the campaign's TL
from the item's TL, and add one. Raise 2 to this exponent, and
subtract 1. Multiply the base cost for the item by this number.
  
  Speed: To get MPH, multiply Move (yards per second) by 2.05. To get
KPH, multiply Move by 3.3. To get meters per second, multiply Move by
0.9.
  
GURPS Psionics

Index of Advanced Techniques for Psionic Skills (Grouped by Powers):

Antipsi Power*
Neutralize          description, p. 10, psychic lobotomy, p. 43
Personal Resistance description, p. vii
Psi Static          description, p. 10
Astral Projection Power
Astral Projection   description, p. 10, astral plane, p. 51-52
Astral Sight        description, p. 11
Electrokinesis Power
Confuse             description, p. 11
Cyberpsi            description, p. 11, cyberpsi and the net, p. 44
Dampen              description, p. 12
Energy Sense        description, p. 12
Energy Shield       description, p. 12, extending shields, p. 38,
                    special skill enhancement, p. vii
Lightning           description, p. 12, creating particle beams,
                    p. 36, equipment HT taple, p. 13
Photokinesis        description, p. 13, shifting laser frequencies,
                    p. 36
Surge               description, p. 13, equipment HT table, p. 13
ESP Power
Clairvoyance        description, p. 13, new description, p. vii
Clairaudience       description, p. 14, new description, p. viii
Clairsentience      description, p. 14, correct range, p. viii
Combat Sense        description, p. 14
Precognition        description, p. 14
Psychometry         description, p. 14
Retrogression       see GURPS Time Travel, p. 30, 61-65
Seekersense         description, p. 15, dowsing, p. 43
Healing Power
Healing             description, p. 15, new description, p. viii,
                    faith healing, p. 53, restoring attributes or
                    Will, p. 44
Life Extension      description, p. 15
Metabolism Control  description, p. 15
Sense Aura          description, p. 16
Psychic Vampirism Power
Drain (Attribute)   description, p. 16, animal psi, p. 54, brute
                    force attacks, p. 22
Drain Emotion       description, p. 16, animal psi, p. 54, brute
                    force attacks, p. 22
Steal Dreams        description, p. 17, animal psi, p. 54, brute
                    force attacks, p. 22
Steal Energy        description, p. 17, animal psi, p. 54, brute
                    force attacks, p. 22
Steal Power         description, p. 17, animal psi, p. 54, brute
                    force attacks, p. 22
Psychokinesis Power
Cryokinesis         description, p. 17, brittle metal, p. 34,
                    cryokinetic attacks, p. 18, important
                    temperatures, p. 19, PK defenses, p. 36
Levitation          description, p. 18, mass and speed tables, p. 19
PK Shield           description, p. 18, extending shields, p. 38,
                    special skill enhancement, p. ix
Pressure Wave (VH)  description, p. x
Pyrokinesis         description, p. 18, equipment failure, p. 34,
                    important temperatures, p. 19, PK defenses,
                    p. 36, pyrokinetic attacks, p. 19
Telekinesis         description, p. 19, direct (internal or neural)
                    attacks, p. 35, "getting tricky", p. 19, half-
                    damage range (throwing), p. xxxiii, mass and
                    speed tables, p. 19, effective strength, p. 33,
                    PK defenses, p. 36, throwing damage table,
                    p. 34, throwing range table, p. 33, wielding
                    weapons, p. 34
Telepathy Power**
Aspect              description, p. 20
Emotion Sense       description, p. 20, animal psi, p. 54,
Erase Signature     description, p. 21
Illusion            description, p. 21, animal psi, p. 54, area
                    effect, p. 39, telepathic assistance, p. 38
Instill Fear        see GURPS Bunnies & Burrows, p. 33
Mental Blow         description, p. 21, aiming mental blows, p. 38,
                    area effect, p. 39, brute force attacks, p. 22
Mental Stab         description, p. 22, area effect, p. 39, brute
                    force attacks, p. 22
Mind Shield         description, p. 22, brute force attacks, p. 22,
                    deathblock, p. 40, extending shields, p. 38,
                    "get out of my mind", p. 22, mind trap, p. 39,
                    reflective shield, p. 40
Mindswitch          description, p. 23, animal psi, p. 54
Mindsword           description, p. 23
Mindwipe            description, p. 23, detecting mindwipe, p. 41,
                    editing memories, p. 23, mind trap, p. 39,
                    planting compulsions, p. 24, temporary
                    mindwipe, p. 41, undoing mindwipe, p. 41
Psi Sense           description, p. 24, telepathic eavesdropping,
                    p. 37
Signature Sniffer   description, p. 24
Sleep               description, p. 24, animal psi, p. 54, area
                    effect, p. 39, hypnagogic state, p. 51
Suggestion          description, p. 24, animal psi, p. 54,
                    hypnagogic state, p. 51, plant psi, p. 54,
                    R.E.M. sleep, p. 50
Telecontrol         description, p. 25, animal psi, p. 54,
                    hypnagogic state, p. 51, power tap, p. 38,
                    R.E.M. sleep, p. 50, telepathic assistance,
                    p. 38
Telereceive         description, p. 25, animal psi, p. 54, brute
                    force attacks, p. 22, full communion, p. 36,
                    gestalt, p. 37, "get out of my mind", p. 22,
                    hypnagogic state, p. 51, invading dreams, p. 50,
                    power tap, p. 38, subtle invasion, p. 26,
                    telepathic assistance, p. 38, telepathic eaves
                    dropping, p. 37, telereceive in battle, p. 42
Telescan            description, p. 26, animal psi, p. 54, brute
                    force attacks, p. 22, gauging local population,
                    p. ix
Telesend            description, p. 26, animal psi, p. 54,
                    deathscream, p. 40, full communion, p. 36,
                    gestalt, p. 37, hypnagogic state, p. 51,
                    invading dreams, p. 50, long-distance sending
                    (brief message), p. 35, plant psi, p. 54, R.E.M.
                    sleep, p. 50
Teleportation Power
Autoteleport        description, p. 27, blind jumps, p. 42, correct
                    range, p. x, special skill enhancement, p. x
Combat Teleport     description, p. 27, correct range, p. x
Exoteleport         description, p. 27, combat exoteleport, p. 43,
                    special skill limitations, p. x, weight table,
                    p. x
Time Jumping        super-power, p. xxix, or see GURPS Time Travel,
                    p. 31
World Jumping       see GURPS Time Travel, p. 32
 * See p. vii for rules on buying other psi powers with Antipsi
** See p. ix for new rule on Global Range

GURPS Vehicles (1st Edition)

Index of Sample Vehicles:

TL1-2 Light Chariot, p. 185
TL1-4 Open Boat, p. 185
  TL4 Brig, p. 185
  TL5 Balloon, p. 186
  TL6 Jeep, p. 58
  TL7 Armored Personnel Carrier, p. 175
  TL7 Battle Tank, p. 121
  TL7 Executive Jet, p. 188
  TL7 Family Car, p. 187
  TL7 Generic Sports Car, p. 152
  TL7 Generic Van, p. 187
  TL7 Light Cabin Monoplane, p. 59
  TL7 Modern Bicycle, p. 186
  TL7 Motorcycle, p. 186
  TL7 Speedboat, p. 60
  TL7 Ultralight Aircraft, p. 187
  TL7 Utility Helicopter, p. 120
  TL8 Armored Vertol, p. 62
  TL8 Cybercrab, p. 57
  TL8 Electric Smartcar, p. 61
  TL9 Jet Pack, p. 188
 TL10 Dracomech, p. 189
 TL10 Light Battlesuit, p. 188
 TL12 Grav Cycle, p. 56

