How the Various Powers Work

Awareness (3)

Trappings: Radar, sonar, Zen training, amazing luck

Characters suffer no penalties due to bad lighting, fog, or other obscurement Cover modifiers for solid protection (hiding behind a wall, prone, etc ) apply normally.

Modifiers
• Danger Sense (+5): The power serves as an early warning system All attacks against the character suffer a –4 penalty as the villain dodges ahead of the actual attack. This does not stack with deflection or parry The character also gets a Smarts roll to detect ambushes or hidden dangers
• Requires Activation (–1): Your character’s awareness must be activated This is a free
action but it isn’t the character’s “normal” state (i e , he doesn’t walk around with his
antenna up, bat ears out, etc ) If taken by surprise, the power has no affect

Armor (2/4/6)

Trappings: Body armor, a shell, powered suits

Your villain gains 3 pts of armor each time this power is purchased This could be mystical armor, power armor, or some other source of protection. Armor does not stack with regular armor, such as chain mail or Kevlar The villain takes the highest value instead

Modifiers
• Heavy Armor (+2): The armor is considered Heavy Armor, and can only be hurt by
Heavy Weapons (but see House rules)
• Requires Activation (–1): The armor must be activated This is a free action, but isn’t the character’s “normal” state (i e , he doesn’t eat, sleep, and walk about in public armored up) If taken by surprise, the power has no affect
• Partial Protection (–1): The armor only covers the torso of the character The head and limbs are exposed

Attack, Melee (2/Level):

Trappings: Magical weapons, rock hard fists, hands charged with energy, “super” martial arts

Your villain has a special melee attack Each time this power is bought adds 1d6 to his hand to-hand attack damage, to a maximum of +6d6 This counts as a Heavy Weapon (but see House Rules). This bonus may be stacked with hand weapons as usual A villain with a great sword does (10 damage) and one level in attack, melee, for instance, does Str+d10+1d6 points of damage

Modifiers
• Armor Piercing (1/2): Every point put into this attack gives your attack an AP value of 2, allowing it to bypass that many points of armor
• Elemental Trick (
2): Your villain may add one option from the list on page 45. This gives his melee attack an additional “special effect” of some sort, such as an “electro punch” or some such
• Focus (3): Your villain may choose to bypass and ignore the armor of inanimate objects (not people or the armor they wear) by taking a –4 to his Fighting roll If a villain with this ability attacks a tank with a Toughness of 77 (60), he ignores the 60 points of armor and attacks its base Toughness of 17
• Knockback (
2): Your attacks cause targets to fly back 1d4” for each success and raise
on the attack roll If you normally cause knockback, this increases to 1d10”
• Nonlethal (1): Foes wounded by your attack can be rendered unconscious rather
than risking death after Incapacitation It’s your choice whether any given attack is
lethal or not
• Reach (
1): Your villain’s natural attacks have a Reach of 1” This modifier may be
purchased multiple times to further extend his reach.

Attack, Ranged (3)

Trappings: Bolts, blasts, fire, water, hi-tech guns

You have a ranged attack of some sort The range is 12/24/48, the damage is 2d6, and the attack counts as a Heavy Weapon (but see House Rules)

Modifiers
• Area Effect (2/4): For 2 additional points, the attack affects an area the size of a
Medium Burst Template, or Cone Template For 4 points it’s the size of a Large Burst
Template Everyone within the template suffers the attack’s damage
• Armor Piercing (1/2): Every point put into this attack gives your attack an AP value of 2 (2 points is AP 4, 6 points is AP 12, etc )
• Elemental Trick (
2): Your villain may add one option from the list on page 45
• Extra Damage (3/d6): Your attack does an extra 1d6 damage for every 3 additional points put into this modifier, up to a maximum of 5d6
• Focus (
3): Your villain may choose to bypass and ignore the armor of inanimate objects (not people or the armor they wear) by taking a –4 to his Shooting roll
• Knockback (2): Your attack causes targets to fly back 1d6” for each success and raise
• Nonlethal (
1): Foes wounded by your attack can be rendered unconscious rather
than risking death after Incapacitation It’s your choice whether any given attack is lethal or not
• Rapid Fire (+3/extra shot): You can fire an extra missile each action, up to a maximum
Rate of Fire of 3 You suffer no penalty for these extra attacks
• Requires Material (–2): You attack by hurling, throwing, or manipulating matter of some sort that you cannot create or carry with you (huge chunks of metal, shards of ice, etc) If the material isn’t present, you cannot use your power

Darkvision (2)

Trappings: Bionic implants, glowing eyes, animal heritage, radar

The villain can see in the dark and ignores all darkness penalties

Modifiers
• Requires Activation (-1). it isn’t the character’s “normal” state (i e , his it) power has no effect

Deflection (1/Level)

Trappings: Swirling winds, obscurement, distortion fields, energy

This handy power deflects incoming ranged attacks If you want actual armor from such
attacks, see armor or force control To block melee attacks see parry Every Power Point spent subtracts one from Shooting, Throwing or other ranged attack rolls made against the villain

Modifiers
• Limited (Half Total): The villain can only deflect one type of attack (fire, cold, kinetic
energy, etc )
• Requires Activation (–1): The power must be activated This is a free action, but it
isn’t the character’s “normal” state (i e , his deflection works only when he’s actively
engaged it) If taken by surprise, the power has no effect

Flight (2-15)

Trappings: Wings, jetpacks, alien abilities

Your villain can fly The more points put into the power, the faster he can move If it becomes important, his climb is equal to half his flying Pace. The number listed under Penalty is the
modifier foes suffer when trying to attack the flier when he’s moving at this speed Surprise
attacks against the character when he’s at rest suffer no such penalties

Points// Speed//Attack Penalty

2// Pace// 0
4// 2 x Pace// 0
6// 4 x Pace// –1
8 //Pace of 48 (120 mph) //–2
10 //Super Speed (240 mph)// –4
15// Sonic Speed (Speed of Sound) //–8

Heightened Senses (1)

Trappings: Animal senses, mutation The character’s senses are heightened for some reason He adds +2 to Notice rolls Some characters with heightened senses should have awareness as well. Check there for more information

Modifiers
• Eagle Eyes (1): The character can see details twice as far as most members of his
species
• Tracking (
1): Your villain has a keen sense of smell, giving him a +2 to Tracking rolls

Invent (2/Level)

Trappings: Super genius, advanced education

This impressive ability allows an inventor to create one-off devices that duplicate any other power in this book A character must have a minimum Smarts of d10, a Knowledge (Engineering) of d10, and a Repair skill of d10 to take this power The inventor can create a device that mimics any power in this book He does not get the discount for it being a device, however — that’s already figured into the price of this power.

The cost of the power duplicated can never be greater than the creator’s level of invent An inventor who wants to create an invisibility belt, for example, must have invent at level 5 since invisibility is a 5-point power The inventor can also make several devices as long as he has the Power Points in invent to pay for them (A villain with invent at level 10 could have two 4-point devices and a third 2-point device ) The device invented requires 10 minutes times its original cost (a 5-point invisibility belt takes 50 minutes to assemble) Ultratech gadgets aren’t really created in a few hours — the inventor is assumed to have been working on his many devices in his spare time, but only puts the design together when needed.

The devices created are permanent, but must be disassembled for “parts” to make a new device (thereby freeing up the Power Devices may be given to other villains, but Trait rolls made to use the device are made at –2 as only the inventor truly understands his jury-rigged creations.

Lair (1)

Trappings: Underground base, underwater fortress, mountaintop retreat, penthouse
apartment

This power grants your villain a lair The lair is a relatively secure location up to the size of
a small building he can retreat to when the going gets rough, as well as a place to store
devices, trophies, vehicles and the like The lair has access to all the basic necessities, and
your villain can hide out there indefinitely You may buy powers at half cost for the lair
to aid in its defense These powers are devices that are permanently part of your lair, such as a death-ray cannon (Attack, Ranged), guards (Minions) etc. You may also choose to pool your villain’s lair together with other characters to create a super-lair, thus sharing the cost of purchasing defenses and capabilities of the lair

Modifiers
• Escape Pod (1): The lair has a built-in hidden escape pod that can be used for a quick escape should the lair become overrun This can be a chute, teleportation pad, short-range rocket, etc The escape pod is relatively small, and can only accommodate you and a couple of other man-sized people or objects that you deem worthy of escape It will take you a
mile or so away from your lair, allowing you to make good your escape
• Research Lab (
1): Your lair has a workshop, library, med-lab or other appropriate area
that adds 2 to a relevant skill roll (Repair, Investigation, Healing, etc ) The research lab can be purchased multiple times in order to get multiple types of labs, but bonuses never stack
• Secure Access (
1): Only those people with the proper key (chip implant, keycard,
mystic amulet, etc ) may gain access to the lair Anyone else will set off an alarm that
will alert everyone that does have proper access via klaxon horns, silent signal, radio
broadcast, etc
• Well-hidden (+1): Your lair is fairly wellhidden, either underground, underwater or obfuscated in some way All attempts to track you down suffer a –4 to relevant die
rolls when you are in your lair

Super Attribute (1/Step)

Trappings: Uncanny reflexes (Agility), massive brain (Smarts), power armor (Strength), religious background (Spirit), huge (Vigor)

This power increases your villain’s attributes, and usually reflects some sort of supernatural enhancement Each Power Point spent increases an attribute one step A d12 becomes a d12+1, and so on (Note that derived statistics, like Toughness, round down, so that a d12+1
Vigor produces a Toughness of 6 )

Modifiers
• Requires Activation (–1): The increase in attributes must be activated This is a free action, but it isn’t the character’s “normal” state (i e , he doesn’t eat, sleep, and walk about in public with increased attributes) Subtract –1 from the total paid for this power, regardless of how many attributes are affected.

Super Edge (2)

Trappings: Extraordinary training orbackground, extension of superpowers. Spending two Power Points grants the villain any one Combat Edge allowed in the setting — regardless of its requirements (except for those which require other Edges — so a character must still take Frenzy before taking Improved Frenzy).

Note that Power Points cannot grant other types of Edges (i e , Background, Social,
Legendary)

Super Skill (1/2 Skill Points)

Trappings: Software programs, intensive training

Super skill grants you 2 points to increase your villain’s skills (new skills cost 2 points to buy at d4), and usually reflects extreme training or supernatural enhancement of somesort Each Super Skill point spent increases a skill one step. Unlike the normal advancement, it doesn’t
matter if the super skill is over the linked attribute or not (though it still matters if you use regular advancements to increase the skill further).

(Note that derived statistics, like Parry, round down, so that a d12+3 Fighting produces a
Parry of 9 ).

Modifiers
• Requires Activation (–1): The boosted skills must be activated This is a free action, and isn’t the character’s “normal” state (i e , he doesn’t eat, sleep, and walk around with increased skills) Subtract –1 from the total paid for this power, regardless of how many attributes are affected The power always costs at least 1 point however

How the Various Powers Work

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