Powers

What are Powers?
Powers, are abilities that allow you to operate outside the normal realms of possibilities. There are three types of power: Hyperstats, Hyperskills, and Miracles. Powers are comprised of four key factors: Qualities, Extra's, and Flaws.

Hyperstats are the supernatural form of stats. Hyperstats operate on a scale of 1-10 and are added to your stat pool for the purposes of rolling. Unlike stats, Hyperstats instill no visual effect of their presence on the user(Someone could have 1 body but 10 hyperbody causing them to look like a scrawny weakling but still be able to lift a car over their head. ) Hyperstats have all three Power Qualities (Attacks, Defends, Useful) by default, no need to buy them extra.Hyperstats Cost Per Die are: Regular die cost 4 Points per die, Hard die cost 8 Points per die, and Wild die cost 16 Points per die.

Hyperskills are the same as Hyperstats, except for two key differences: They're used for skills (instead of stats), and they have one of the three Power Qualities, by default, decided by the Skill in question. Brawling has the Attacks quality; Block has the Defends quality; Perception has Useful; and so on. You can add another Power Quality to a Hyperskill for 2 Points per die. Hyperskills Cost per Die are as follows: Regular die cost 1 Point per die, Hard die cost 2 Points per die, and Wild die cost 4 points per die

If a power doesn't effect a skill or stat, it is a Miracle. Miracles are measured on a scale of 1-10, and the higher they are on that scale the more powerful they are. Their costs very based on what they're capable of, we'll go into more detail on the costs in another help file.

What Are Qualities
Qualities decide what your power can be used for. The main Quality categories are: Attack, Defense, or Useful. In summary:Something with attack allows you to attack someone else (It also gives you either the Mass capacity or the Range capacity, your choice free of charge, we'll get into what that means later.), something with defense allows you to use it to defend yourself (Which gives you Self capacity free of charge) and useful allows you to use it for one specific use outside of attack or defense (It also gives you either Mass, Range or Speed capacity free of charge, again your choice.). If you want to make a miracle able to do multiple of these the cost is an additional 2 points per die in that power per category. If you had a power that could attack, defend, and be used for utility you'd be paying an additional 6 points per die.

On each Power Quality, you can add Power Quality Levels to make it even more effective. While the Power Quality itself costs 2 Points per die, each additional Power Quality Level costs +2 Point per die.

Attacks: If your power has the Attacks quality, each additional Attacks level adds +1 damage to a successful attack. Each additional Attacks capacity level adds +1 damage to a successful attack.

Defends: If it has the Defends quality, each additional Defends level adds one gobble die to an attack made against your defense. Each additional Defends level adds one gobble die to an attack made against your defense.

Useful: If it has the Useful quality, each additional Useful level offsets one penalty die when you use the power in difficult circumstances. Each additional Useful level offsets one penalty die when you use the power in difficult circumstances.

Useful quality in More Depth
What can a power with the Useful quality do? Pretty much anything you want. Thats why its called a Miracle. Does your Miracle let you fly? Thats a Useful quality. Does it let you turn lead to gold? Useful. Does it let you set things on fire? It probably has Attacks, but if you can set things on fire without hurting them, thats Useful. Breathe water? Useful. Ignore the effects of radiation? Useful.

The possibilities for a Useful quality are literally endless, with one unavoidably important requirement: A Useful quality must be specific, and not generic. One Useful quality has one function, and only one. If you want another function, you need another Useful quality.

You can often use a Useful Power Quality to enhance or even replace a Skill roll (If youre looking through a room for evidence, for example, telekinesis or super-speed could make it a snap.) If you use a power to set up a Skill for a better result, first roll for the power. If it succeeds, you get width in bonus dice to the Skill roll up to, and no higher then 10. Note that this requires two separate rolls, so if youre pressed for time you cant do both in the same combat round.

You cant use the Useful quality to attack someone directly(thats what the Attacks quality is for). However, there may be times when you can use a Useful Power Quality to expose an enemy to some threat that they could otherwise avoid. The lack of the Attacks quality simply means you cannot roll your powers dice pool to attack, so your power can NOT deal damage directly. However it may still put an enemy in a deadly situation.

Some examples of potential useful qualities are as follows: You could have a Useful quality that heals damage, for example; a Useful quality that adds wound boxes to make you tougher; a Useful quality that holds somebody in place; theres any number of possibilities, you just have to think about them.

There are a couple of rules of thumb with this kind of power. First, if it has any effect on damage, measure its effect in width and it affects one hit location. So a healing power heals width in damage. A power that gives you more wound boxes gives you width in wound boxes. Any power that restricts another characters actions can always be opposed by a resistance roll For a power that you activate or deactivate, you simply need a successful roll to turn it on.

What Are Power Capacities?
Power Capacities are modifiers that help describe how your power works. They other Quality categories, besides the main 3. Your miracles dice pool decides how powerful they are.

If you have more then one capacity you split your die between your capacities. (As an example: Your power has the Power Capacities mass, range and speed and is worth 8d. Each round you can choose to use any one of these three capacities. For example, you can choose to affect mass, hit something at range or increase somethings speed with your power. Or you can choose to put 5d in mass and 3d in speed; meaning that you can move 800 lbs (5d) at approximately 10 yards per round (3d), or 50 lbs (1d) at approximately 160 yards per round (7d).)

The Power Capacities are:

Mass: A Power Quality with the mass capacity affects some amount of mass beyond your own body. This doesnt give you any fine control over that mass (unless your power has a Useful quality to that effect), but it lets the power somehow affect that much mass. The details depend on the nature of the power. With the mass capacity on the Attacks quality, the power inflicts knockback.

Range: Powers with the Range capacity affects things at a distance.

Speed: Powers with the Speed capacity allows you to move at a certain speed. (And if your Power Quality also has the Touch or Range capacity, you can affect someone elses speed.)

Touch: A power with the Touch capacity affects things apart from your own body, but only if you can touch them.

Self: A power with the Self capacity affects only your own character.

At 1d for your miracles pool, your mass would be 50 lbs, your range 10 yards, and your speed 2.5 yards per round (6 seconds, which would be .85 MPH). For every die higher you just double the value. That in mind at 5d your mass would be 800 lbs, your range 160 yards, and your speed 40 yards, per 6 seconds. At a full 10d your mass would be 12.8 tons, your range 5,120 yards, and your speed 1280 yards, per 6 seconds (That would be 1745.4 MPH To do the math yourself just multiply it by 10 then by 60 then divide by 1760). If those numbers seem a little low don't worry, later in this article we'll discuss 'Boosters' which will allow you to multiply these numbers by a factor of 10 each time you take them!

Hyperstats and Hyperskills have no Power Capacities (except for Bodys ability to lift and manipulate masses, which would give it the Mass capacity.) You get no Power Capacity with a Hyperstat or a Hyperskill beyond what that Stat or Skill could ordinarily do, unless you buy it for an extra +2 point cost per die per capacity.

Extras
Increasing a powers basic effects(damage, defense, and reliability)is easy(You just add dice or add Power Quality Levels), but if you want more unique changes, Extras give you even more flexibility, at the cost of increasing the point cost of your power.

Extras are assumed to be active whenever you use the power, but you can switch them off during combat, by declaring that you're doing so before a pose/roll. Since this happens in 'declaration', it DOES NOT count as an action and does not require a roll.

An Extra increases the powers cost per die. Most Extras add +1 Point per die to the cost, but more powerful Extras cost +2 per die, and some cost +3 or even +4.

When you buy an Extra, you buy it for a particular Power Quality. If you want it for all your Power Qualities, add the Extra and its cost to each Power Quality individually.

Extras can be purchased and added to Stats and Skills normally (adding to the per-die cost of them in the same way they do for Power Qualities). If a Stat or Skill has an Extra on it, for all intents and purposes it is a Hyperstat or Hyperskill, even if it doesnt have any more dice than usual.

Its possible to take an Extra on some dice of a Stat or a Skill but not on others (For Example:Penetration on Brawling Hyperskill dice but not on your normal Brawling dice). The same rules apply as for taking Power Quality Levels on only some dice of a Stat or a Skill

Here is the mostly complete list of extra's that can be used for creating powers here at 4TMU* If there's an extra you'd like to see added feel free to send in a request with a description of the extra, and how much you think it should cost.

Area (+1 per Area die) Your power explodes when it hits, inflicting extra damage to the target and everything within a 10-yard radius. The Area quality is measured in dice. The specific target of the attack takes the normal damage. In addition, the target and every character within the radius takes 2 damage to every location. Area is usually taken on Attacks, but you can apply it to the Defends quality (your power explodes when you successfully defend against an attack) or the Useful quality (your power explodes as a side effect) if you want. With Defends or Useful, Area has no range unless you take the Power Capacity (Range) Extra, so make sure you have some way to resist the damage yourself.

Augment (+4) Your powers dice pool can enhance another dice pools roll. You dont have to declare that youre using Augment like most Extras; you can decide that youre using it in the roll phase of combat, after youve already rolled for your declared action. Simply add the Augment dice to the dice pool that you just rolled and look for matching dice. Augment applies to your own actions. To be able to apply it to someone elses actions, add the Power Capacity (Range) Extra. If either power (the Augment power or the one youre augmenting) has Extras (besides Augment, of course) or additional Power Quality Levels use all the Extras and Power Quality Levels from both powers but roll only the smaller of the two dice pools. The number of dice is all that matters here, not the types of dice; if you have a 6d pool being augmented by a 2wd Augment power, use the 2wd because thats fewer dice. The Augment dice can only be added to a dice pool that shares Augments Power Quality. Augment on the Attacks Power Quality can only boost attack rolls. Augment on the Defends Power Quality can only boost defense rolls. Augment on Useful can boost any action that is neither a defense nor an attackAugment does not increase another powers Power Capacities. Always use the Power Capacities of the roll being augmented, not the power with the Augment Extra.

Booster (+1) Each time you take Booster on a Power Quality, it multiplies its Power Capacity by 10. If your Power Quality has more than one capacity, you can decide when you use the power whether Booster applies to one or another; and if you have more than one instance of Booster, you can divide the Booster levels between the capacities however you like each time you use it. You can only take booster 3 times at most per power.

Burn (+2) Your power sets things on fire, just like the Burn weapon quality. The Burn quality has no points or dice pool associated with it, it simply takes effect. Targets damaged by a Burn weapon are on fire. When a Burn weapon strikes, it does normal damage. In addition, every hit location of the target except the head is now on fire and takes 1 point of damage. Burning hit locations suffer an additional point of damage each round until the fire is extinguished. Typically, only full immersion or lack of oxygen will do it Any target set on fire must make a Trauma Check once per round toavoid panicking. A target that panics may do nothing except run around swatting at the flames. The Burn quality can also be used to simulate other threats that stick with you, such as acid or even a swarm of insects. Just describe it differently. Burn is usually taken on Attacks, but you can take it with the Defends quality (you set attackers on fire if you successfully defend against them) or Useful (you set things on fire as a side effect of your power) if you want. Burn has range only if its Power Quality has the range Power Capacity. Otherwise it affects only those who touch you or whom you touch.

Controlled Effect (+1) The Miracle affects specific targets or characters, such as friends only, enemies only, yourself only, or others only.

Daze (+1) Your power reduces the targets dice pool by width in dice for the next round.

Disintegrate (+2) This Extra applies to the Attacks quality. If your attack fills the target object with damage, it disintegrates the target completely.

Duration (+2) With a single successful roll, your Miracle remains in effect for the rest of the current scene You dont have to concentrate on maintaining the action or roll it again, and can perform other actions while its still going. If your Miracle has the Attacks quality, it launches one attack against the same target with the same roll every single round. If it has Defends, it automatically defends, with the same set, against each attack against you. If it has Useful, it automatically conducts the same action once per round with the same roll. A conditional power with Duration on the Attacks or Useful quality one that has Flaws such as Attached or IfThen, which restrict when it works takes effect automatically or reflexively whenever the conditions are right. It is not restricted to a single automatic activation each round, but it cannot activate at all if the conditions are wrong. If your Duration power doesnt roll for its own effect but instead affects some other roll, as with the Augment Extra or the Interference Extra, you must roll its dice anew every time it takes effect. After all, youre not rolling to activate a power but to affect some other action. Electrocuting (+1) This Extra applies only to the Attacks quality. It functions like a limited version of the Engulf Extra. If the attack damages the target it must inflict at least one point of damage past the targets defenses that same damage instantly travels to adjacent hit locations as it goes to ground, without requiring you to make any more rolls. The damage follows the shortest route through the target to ground, which usually means the damage goes to lower hit locations, ending at a leg. An electrocuting attack that does damage to a human-shaped targets head or arm also inflicts damage to the torso and one leg; if it does damage to a targets torso it also inflicts damage to one leg.

Endless (+3) With a successful roll, your Miracle remains in effect indefinitely, even if youre asleep, until you choose to deactivate it. You dont need to roll to deactivate it; a simple declaration will do. See the Duration Extra for details about ongoing powers.

Engulf (+2) Your Miracle affects every hit location of the target simultaneously. If the power is an attack, it inflicts the same damage to every hit location. Engulf does not give you additional rolls; a single defense roll is enough to block or deflect an Engulf attack altogether.

Go First (+1) Go First increases the width of your Miracles roll by 1, if you succeed. You can take it multiple times for a greater bonus.

Hardened Defense (+2) This Extra applies to the Defends quality if it also has the Armored Defense Flaw. With Hardened Defense, your Armored Defenses LAR is not reduced by Penetration.

High Capacity (Type) (+1) This Extra applies when a Power Quality has more than one Power Capacity. With High Capacity, one particular Power Capacity always has its maximum capacity. You dont have to devote dice to it at all when combining capacities.

Interference (+3) Interference allows your power to reduce the width of an opposed roll before the resolution of all rolls. You must declare youre using Interference to oppose another characters roll during the declaration phase of combat, and make a successful roll. On a success, in the resolution phase your Interference roll reduces the width of the opposed roll by its width before any other roll is parsed. Your Interference rolls height must match or exceed the height of the roll that youre opposing. Unlike an ordinary opposed roll, however, it does not need to match or beat the width of the roll youre opposing. Interference on a Defends Power Quality usually opposes attack rolls; Interference on a Useful Power Quality usually opposes noncombat rolls, depending on the nature and description of your power and the action youre trying to oppose. Interference on Attacks can oppose just about any kind of action, but remember there are consequences to distracting someone with blasts of supernova fire. Long-Term Interference: A Power Quality that has Interference and also is a long-term effect, through an Extra such as Duration, is an automatic defense or jinx. It applies the same Interference result separately against each opponent thats affected by your power. Long-term Interference on Defends represents armor, a force field, or some other static protection: It applies separately to any attack against you. Long-term Interference on Useful or Attacks constantly interferes with some particular kind of action. Exactly what kind of action it interferes with is decided during chargen, and must be approved by staff. Please describe the effects of your Interference power with enough detail that its fairly obvious what it opposes and what it does not.

Native Power (+1) Your power is not a superpower at all, but a native ability as natural to you as walking or talking is to a normal person.

No Physics (+1) Your power ignores all the usual laws of physics that ordinarily apply to you even when youre using a Miraclegravity, inertia, leverage, and so on. You could use it to make impossibly sharp turns regardless of speed, use your superhuman strength to stop a truck cold without destroying it, or lift a car by its bumper without tearing the bumper off. If an ordinary defense roll wont block the attack, you must define some reasonably common factor that can protect against your attack but would not protect against a physical attack. The staff will decide what counts as reasonable. For example, a mental attack might be blocked if the target succeeds at a Resistance roll against the attack, while a non-physical gamma ray blast might be blocked by lead shielding, the Hardened Defense Extra, or anything that keeps out radiation. If your power has this Extra, it always applies. You cant choose whether or not to use it. To have a version of Attacks without it on the same power, take another instance of the Attacks quality.

On Sight (+1) Your ranged power can affect anyone or anything you can see within range, even if you dont have line of sight. It works even if youre looking at the subject through an intermediary such as a camera, mirror, or power that allows remote viewing.

Penetration (+1) This Extra applies only to the Attacks quality. Your attack reduces the targets armor ratings (HAR and LAR) by 1. You may take Penetration multiple times to reduce armor further.

Permanent (+4) Once you activate your power, it stays on permanently unless you deliberately shut it off. If you activate a Permanent power and then get killed, the power will keep going. See the Duration Extra, for other details about ongoing powers. Adding Permanent to a power that also has Attached or IfThen is a handy way to create a power that automatically activates when you use some other power. If you want a power that is truly permanent, one that you cant deliberately shut down, add a 1 Flaw called Always On.

Radius (+2) Your Miracle affects all possible targets within a 10-yard sphere around the point where it takes effect. Each additional instance of the Radius Extra doubles its size: 20 yards at +4, 40 yards at +6, and so on. If your power incurs a Willpower cost, it applies once for each target affected in the radius.

Speeding Bullet (+2) Your power cant easily be resisted or avoided. In order to get a roll to oppose it, the target must have six or more dice in an appropriate Stat, typically Coordination to oppose an Attacks quality with Speeding Bullet, or Mind, Sense or Command to oppose a Useful quality with Speeding Bullet. Ongoing static protection such as armor or a defense with Duration applies normally.

Spray (+1) Your power has the Spray quality. It adds +1d to your roll, and allows you to attempt any number of multiple actions with the power without penalty. You may take this Extra multiple times to gain additional Spray dice. You may even take Hard Dice or Wiggle Dice in Spray for particularly dangerous attacks or effective actions; each Spray Hard Die costs +2 instead of +1, and each Spray Wiggle Die costs +4. The Augment Extra is another way to add dice to a roll.

Subtle (+1) Your power usually goes unnoticed. Anyone within 10 yards can notice it, but only with a Perception roll. It can't be noticed from more then 10 yards away.

Traumatic (+2) This Extra applies only to the Attacks quality. Your attack power is terrifying. If you use it to damage an enemy, causing at least one point of damage past defenses, the target must make a Trauma Check (A Trauma Check is a Stability Skill roll. If it succeeds, you suffer no ill effects. If it fails, you can remove yourself from the action immediately, whether its by simply refusing to do whatever triggered the check, or by turning tail and running, collapsing in a heap, or going all glassy-eyed; the exact response is up to you) or suffer mental trauma.

Variable Effect (+4) You can change the effects of your Power Quality. With a successful roll to activate the power (this cannot be an actual attack, defense or other use, just a roll to activate it) you may designate some or all of the dice of your Variable Effect power to temporarily become dice for some other effect. This emulated power is good for a single action unless you extend it with an Extra such as Endless. You must declare that youre using Variable Effect, and what youre emulating with it. If you can use the Power Quality only for Variable Effect, apply the IfThen Flaw. Using Variable Effect: You dont actually lose the dice from your Variable Effect power, but as long as you are using them to emulate another power you cant use them for Variable Effect itself or to emulate some other effect on the same Power Quality. The emulated effect uses the dice of the the original power; you cant change dice types. If you have no Hard Dice in the source power, you can have no Hard Dice in an emulated power. As with all Extras, you must purchase Variable Effect separately for each Power Quality that you want it to affect. You cannot change the effect of a Power Quality that doesnt have the Variable Effect. As with all Extras, you must purchase Variable Effect separately for each Power Quality that you want it to affect. You cannot change the effect of a Power Quality that doesnt have the Variable Effect. To emulate a Skill die, you must have Variable Effect on the Power Quality that matches that Skill. To emulate Stat dice, your power must have Variable Effect on all three Power Qualities, Attacks, Defends and Useful. Multiple Effects: Each use of a Power Quality with Variable Effect to emulate some other version of that Power Quality requires its own action. That means that if you want to emulate three Power Qualities at once, you need to do it with multiple actions or else do it in stages, one roll per round. If you want to be much more efficient at emulating powers, add the Permanent Extra to a Power Quality that has Variable Effect, and add the Attached Flaw to link it to another Power Quality that has Variable Effect. When you activate the primary quality, the one thats Attached to it also activates automatically. If you want to be much more efficient at emulating powers, add the Permanent Extra to a Power Quality that has Variable Effect, and add the Attached Flaw to link it to another Power Quality that has Variable Effect. When you activate the primary quality, the one thats Attached to it also activates automatically. Power Qualities, Extras and Flaws: If the Variable Effect Power Quality has other Power Quality Levels, Extras or Flaws, they do not transfer over to the emulated power; they apply only to the use of the Variable Effect Power Quality itself. The emulated power starts from scratch. Power themes: In many characters, the power effects emulated with Variable Effect must tie in somehow with a broad theme. If this is the case, use the IfThen Flaw to specify what theme your power must follow. If you have a power with Variable Effect with If/Then (fire theme), you could use Variable Effect to change its Useful quality so it manipulates fire, or to modify the Extras of its fiery Attacks quality, but you couldnt change it to something non-fire-related. If in doubt, ask staff.

Focus Extras: The following are Extra's that can only be taken on a power that has the Focus flaw.

Booby-Trapped (+1) The focus is built to hurt anyone who activates it without permission. If the user fails to fit the criteria (A particular code word, a DNA match, whatever you and staff deem appropriate)the largest Attacks power in the focus automatically attacks the user. This attack occurs once per use of the focus. A character with some appropriate Skill or power (Alchemy, Engineering, Gadgeteering, decided at chargen, and placed in your powers description.) can deactivate the trap by making an opposed roll against the largest dice pool in the power. If the roll succeeds, the booby trap no longer works until you or someone with the same Skill turns it back on. If the roll fails, the tinkerer suffers the same attack as for using the focus.

Durable (+1) The focus has twice the normal number of wound boxes.

Environmental Impact (+2 or +1 per rank) When you use your power it effects the environment around you temporarily. This CAN NOT be used with Permanent or Endless (Because that would mean we'd have to alter the grid rooms every time someone used the power.), but can be used with duration. When you take this extra choose one attribute, (Crime, Wealth, Pollution, or Police Presence) for each rank you have in this your power can raise or lower (Decide which during chargen) that attribute by one * to a minimum of 0 and a max of ***** every time you use your power. This effect wears off at the end of your turn, or the end of the current scene if you take it with duration. If it happens every time you use a power and you can't control it, the extra only costs +1 point per die.

Friends Only (+2) The focus is useable by others, but only a specific group of people that you choose. This might be a single best friend, or all members of a particular species, or anyone who knows the password, or whatever you want. This advantage is not wholly foolproof its possible for a stranger to trick the focus with a lot of effort and planning, like as the result of an event, but ordinarily the focus can be used only by the people you designate.

Indestructible (+2) The focus cannot be damaged or destroyed by ordinary means. However, you must work out with staff some specific, difficult but not impossible means that will destroy it.

Manufacturable (+2) Others can study and reproduce your focus (but only with a tremendous amount of work on your part.)

Operational Skill (+0) You must have a particular Skill to use the focus. Use the lower of the two dice pools, either the focus power or the Skill. If you have Hard Dice or Wiggle Dice in the Skill dice pool, however, you can use them even if the focus itself has no Hard Dice or Wiggle Dice.

Secret (+1) The focus is hidden and its powers appear to come directly from you. Other characters can discover the secret only by extended close observation.

Flaws
Restricting a powers basic effects is a Flaw. Each Flaw limits the power and reduces the powers cost per die. Flaws are always on, and cant be switched off by the player.

Like Extras, you buy Flaws for a particular Power Quality. If you want a Flaw for all your Power Qualities, subtract the cost from each Power Quality individually.

Most Flaws reduce the cost by 1 per die; a very restrictive Flaw reduces the cost by 2 per die. The minimum cost of a Power Quality, including Flaws, is always 1 Point per die. This is important, and can not be stressed enough so well say it again: The minimum cost of a Power Quality, including Flaws, is always 1 Point per die. IT CAN NOT EVER GO LOWER THEN 1 POINT PER DIE.

Just like Extras, Flaws can be taken on Stats and Skills. (This does, of course,since they are superhuman in nature, make them Hyperstats and Hyperskills.)

Here are a list of the available flaws for use in creating your powers. If you'd like to see a flaw added to the list please send in a request with what the flaw would do and how much you think it should cost, as well as why we should add it to the game.Costs as with everything are listed in how much it would cost you in points to buy one regular die in the power, hard dice would cost twice as much as regular dice, and Wild dice twice as much as hard.

Always On (-1) This Flaw combines with the Permanent Extra: You cant deactivate your power.

Armored Defense (-2) This Flaw applies to the Defends quality. Your Defends quality does not have its own roll to gobble attack dice, and its additional Power Quality Levels do not boost defense rolls. Instead, it provides its width in LAR, and each additional Defends level adds +1 LAR. The armor ratings of a power with Armored Defense are subject to Penetration unless you also take the Hardened Defense Extra. If you have the Interference Extra along with Armored Defense, Defends works like Heavy Armor, but the Armored Defense Flaw makes the power susceptible to Penetration. In that case Armored Defenses roll does not provide LAR, because its dice are used for Interference.

Attached (-1 or -2) A power with Attached takes effect only when you use another power or a particular Stat or Skill. You still must roll for each; you can take the primary action in one round and the Attached power the next, or use both in one round with multiple actions. Take the Duration, Endless or Permanent Extra to have the attached power go off automatically when you use its associated Stat or power. Attached is worth -2 if it applies only when you use a specific Miracle or Skill. If Attached applies when you use a particular Stat (which can be used with multiple Skills), its worth -1. Its possible to take the Attached Flaw more than once, if your power requires more than one source power to be active.

Automatic (-1) This Flaw applies to a power with the Attached Flaw. The Power Quality with Automatic takes effect every time you use its Attached power, automatically, whether you want it or not. You must declare and roll for the Attached power alongside the power that triggered it, unless its already activated via the Duration or Endless Extra. Automatic is worth no Points as a Flaw if you have the Permanent Extra; if youre power is permanent, its automatically on already!

Backfires (-2) Every time you use your power, you take a point of damage

Delayed Effect (-2) Your power takes a while to take effect. Exactly how long this takes depends on the nature of the power, and should be decided during chargen, and noted in your power description. A power with more Extras will take longer to have its complete effect than one with just the basic Power Qualities. A Delayed Effect attack may dole its damage out at one point per round, or it may wait and deliver all its damage at the end of the scene or encounter (You decide this during chargen and note it in your powers description). A Delayed Effect defense takes a few minutes to charge up..

Direct Feed (-2) Every time you use your power, you take width in damage. The better you do with it, the more damage you take.

Exhausted (-3) You can use your power only once in a particular scene.

Focus (-1 or -2) Your power is contained in an external object and cant be used without it. When you use the power it obviously comes from the focus. The focus can be taken away if youre unconscious or helpless. You can choose whether your focus is useable by others or not. If it is, its usable by anyone, friend or foe, and costs -2 points instead of just -1. A focus has its own health and armor points. It has one health point for every die (of any kind) in each Power Quality with the same Focus Flaw. Use the Heavy Armor power to give the focus a Heavy Armor Rating. Its possible to have more than one power included in a single focus. In that case each power should have the Focus Flaw. However, each power should be treated as a separate part of the overall focus, with its own health pool.

Fragile (-1, or -2) Your power instantly stops working if you take any damage or if you suffer some other serious distraction; anything that inflicts a gobble die penalty also shuts down your power. You can attempt to use it again the next round. If you can't use it again for the rest of the scene the flaw costs -2 points to take instead of -1

Full Power Only (-1) You can never scale back your powers effects. It always affects the maximum possible Power Capacity, rolls its maximum dice pool, and (with an attack) inflicts maximum possible damage.

Go Last (-1) The Power Quality takes effect last in the combat round

Horrifying (-1) Your power appalls witnesses. Any Charm rolls that you attempt with characters who have seen your power work are at +1 difficulty for each Power Quality that has this Flaw. For example, if you have three Power Qualities with the Horrifying Flaw, after you use the power your Charm rolls are at +3 difficulty, for a base difficulty of 4.

IfThen (-1) Your power requires some condition (or the absence of some condition) for it to work. Maybe you must say the Lords prayer, or maybe it doesnt work in the presence of a certain color or in the presence of other people, or on objects made of wood or maybe it doesnt work against certain types of characters, or maybe you must be in a certain mood. If the circumstances arent right, the power doesnt work.

Limited Damage (-1) This Flaw applies to the Attacks Extra. Your power inflicts only one kind of damage. You must choose what kind of damage the power inflicts when you create the power, and list it in your powers description.

Limited Width (-1) No matter what you roll, your power has an effective width of 1. It still takes effect if you roll a set, but treat its width as 1 for speed, damage and all other effects.

Locational (-1 or -2) Your power is tied to a particular location on your body. If that location takes any damage, or suffers an impact, your power fails but you can reactivate it the next round. (If it is disabled the entire rest of the scene it's worth -2 instead.) You can take this flaw multiple times to increase the number of locations it's in but if any of those locations take damage or an impact your power fails.

Loopy (-1) Your power disorients you, causing you to wander in a stupor until you make a Stability roll. You can attempt the roll once per round. This Flaw gets you no Points if you have two or more Hard Dice or any Wiggle Dice in Command or Stability.

Mental Strain (-2) Every time you use your power, you suffer a point of damage to the head.

No Physical Change (-1) Whatever your power appears to do, really it causes no physical change to the world. If youre invisible, youre only invisible in the minds of those who see you, and you still are picked up by cameras and motion sensors; with an attack power, you cause pain that could debilitate or kill the victim, but the victim also can throw off the powers effects and recover from all damage. A target who knows or suspects your power is at work can resist the powers effects by rolling Resistance against your power roll

Obvious (-1) There is no way to use your power without drawing attention to yourself. Maybe it glows brilliantly, causes a loud noise, or exudes a stench, Whatever the case when you use it, everybody nearby knows about it. Define the effect when you build your power, and put it in your powers description.

Reduced Capacities (-1) The Power Qualitys capacities are reduced to one tenth normal: 10 lbs instead of 100 lbs, 64 yards instead of 640 yards, and so on.

Scattered Damage (-1) This Flaw applies only to the Attacks quality. Each point of damage inflicted by the power affects a different location; roll 1d10 for each point of damage and apply it to the hit location indicated on that die.

Self Only (-3) You can use your power to affect only yourself. This is typically taken on a Useful Power Quality (although you can take it on Attacks if you really want); it cannot be taken with the Defends quality, which affects only you by default. You get no Points for the Touch Only Flaw if you have Self Only.

Slow (-2) You can use the power only every other round. The first time you use it in an encounter you can use it immediately, but after that you must wait a round between each attempt to use it. You can take other actions while waiting.

Touch Only (-2) A Power Quality with Touch Only has no range, speed or mass capacities no matter how many Power Qualities its power has, it has no range and affects no mass beyond what you can touch and lift. You cannot take this Flaw on a Power Quality that already is limited to the touch or self Power Capacities, or one with an Extra that restricts its Capacities, like Augment.

Focus Flaws: These particular flaws can only be taken on a power that has the focus flaw. If you don't have that flaw you can't take these.

Accessible (-1) The focus can be taken away with a disarm attack, and if youve been grappled and pinned it can be wrestled out of your hand with an opposed Brawling roll.

Adaptation (-2) Your focus is an improvement on some pre-existing technology. Use the mundane versions health and capacities instead of it having one wound box for every die (of any kind) in each Power Quality with the same Focus Flaw.(you can instead use your dice pool capacity by taking the Power Capacity Extra). However you still use the Miracles dice pool, Power Qualities and Extras.

Delicate (-1) The focus has half the normal number of wound boxes (round down, with a minimum of one). If the focus only has one wound box anyway, you get no Points for this Flaw.

Environment-Bound (-1) The focus functions only in a specific environment, such as the presence of air or only underwater.

Environmentally Linked (-1 to -4) Your power is directly impacted by the environment around you. An attribute, or multiple attributes, (Crime, Wealth, Pollution, or Police Presence. Which is effected is decided at chargen, and should be noted in your description) of the room you're in directly effects how well your power functions. At a room rating of 0 the associated power does not function at all. At a * you operate with a -3 to your dice pool for all actions associated with this power. At ** it's -2. At *** there's no effect at **** it's +2, and at ***** it's +3. If you want you can have the scale operate in reverse order but it must be noted in your powers description at chargen. Note: When taking away dice this removes hard dice first, then regular, and finally wild dice. When adding dice it only adds regular dice. This will not allow you to roll more then 10 dice, but CAN allow you to have a dice pool higher then 10. If a power has this flaw and the Booster extra, Booster takes effect AFTER the modification is calculated. You can take this multiple times, each time selecting a different room attribute to be effected by. If a room doesn't have any attributes listed use the attached rooms attributes, or ask the person running the scene.

Immutable (-1) The powers contained in the focus cannot be changed in any way. If you take this you can NEVER modify what powers your focus has, this means you can't add points, or remove points from it.

Irreplaceable (-2) The focus cannot be replaced, if it's destroyed for any reason you lose the focus and any powers it had completely. You do not get your points back if the focus is destroyed.

Pre-Built Powers
What follows is an (Almost) complete list of powers available to players. Really these are just examples of what you can build using the perks, flaws, qualities, and capacities. Think of these as guidelines more then hard rules. Costs are listed in parenthesis next to the name of the power and are the cost to buy a regular die in that power, remember that Hard Die are twice as costly as regular and wiggle twice as costly as hard die.

Bind (4) Qualities: U. Useful Extras and Flaws: Power Capacity (Mass) +2. Capacities: Mass, range. Effect: Your power immobilizes a target at a distance. A bound target cannot take any actions. The Power Capacity (Mass) Extra allows you to hold fast an inanimate mass at range. To hold another character your Bind roll must succeed in a contest with the targets Brawling Skill roll or whatever other dice pool the GM thinks could resist your power. A bound target can attempt to escape once per round. You can decide the exact form that your power takespowerful webbing, a force field, a cocoon of iron, whateverwhen your character gains the power. To change its form take the Variable Effect Extra on Useful.

Block (2) Qualities: D. Defends capacities: Self. Effect: You can use Block as a defense roll, just like dodging or blocking. To gain more gobble dice, increase its Defends quality.

Containment (14) Qualities: D U. Defends Extras and Flaws: Controlled Effect +1, Radius +2, Power Capacity (Range) +2. Capacity: Range. Useful Extras and Flaws: Controlled Effect +1, Power Capacity (Range) +2, Radius +2. Capacities: Mass, range. Effect: You can create a force field or other effect that contains masses at a distance. It holds things in place up to its mass capacity; to break free, any character within its radius must beat its roll with a Brawling roll or other appropriate power or skill. With the Controlled Effect Extra, you can specify which characters in the radius are affected, or set it up as a screen that keeps things outside it at bay but leaves things inside it free to move around.

Control (Type) (6) Qualities: A D U. Attacks capacities: Mass or range. Defends capacities: Self. Useful capacities: Mass or range. Effect: You have superhuman control over some energy or substance. If you control a form of substance, your power has a mass capacity; if you control energy, you can control any amount of that energy within the powers range. To have both range and mass capacities (to manipulate solid matter at a distance) take the Extra Power Capacity (Range) or (Mass). By default, the cost of Control does not depend on the type of energy or substance, or how rare or common it is. If you choose a very specific, hard-to-find substance or energy, you might take IfThen or an equivalent Flaw to reflect its low utility. For an exceptionally broad power to control things, take the Variable Effect Extra. By manipulating the substance or energy you can use it to attack, to block attacks, and to form intricate useful shapes or perform tasks. The controlled substance or energy reverts to normal when your Control action ends. Control does not allow you to create the substance or energy out of thin air. That requires a separate Miracle or another Useful quality.

Cosmic Power (21) Qualities: A D U. Attacks Extras and Flaws: Duration +2, IfThen (must be used for Variable Effect) 1, Variable Effect +4. Capacities: N.A. Defends Extras and Flaws: Duration +2, IfThen (must be used for Variable Effect) 1, Variable Effect +4. Capacities: N.A. Useful Extras and Flaws: Duration +2, IfThen (must be used for Variable Effect) 1, Variable Effect +4. Capacities: N.A. Effect: With a successful roll you can temporarily manifest almost any new Miracle that you wish. Cosmic Power by itself does nothing, but it can emulate almost any power. Use the Variable Effect Extra to transfer each die of Cosmic Power to a separate power for the duration.The power may only be an existing power, and you can't add anything to said power, only temporarily gain its use. You also can not copy any power that is banned or restricted.

Create (Type) (6) Qualities: A D U. Attacks capacities: Mass or range. Defends capacities: Self. Useful capacities: Mass or range. Effect: You can create some energy or substance out of thin air. You must define a specific type of substance or energy and stick with it; to be able to change it, add the Variable Effect Extra to the Useful quality. As written, Create assumes you can use the substance or energy to destroy things or to avoid harm, blasting away with fire, deflecting attacks with a sudden hailstorm or whatever your specifically power does. This power does not give you supernatural control over the thing that youve created; that requires a separate Miracle (for example Control) or a separate Useful quality. Nor does it give you immunity to your creation(at least, not without yet another Useful quality or a Miracle such as Immunity) so be careful where you stand when you use your power.

Dead Ringer (7) Qualities: U. Useful Extras and Flaws: Duration +2, IfThen (Variable Effect is only for choosing different appearances) 1, Variable Effect +4. Capacities: N.A. Effect: You can change your appearance to impersonate anyone (or anything if you spend an additional 3 points per die) of about the same size. To change your size significantly requires its own Miracle, such as Size Shift, or another Useful quality.

Elasticity (2) Qualities: U. Useful capacities: Range. Effect: You can stretch your body out to the range of your power and squeeze it through tight spaces. Use your Body and Coordination Stats and Skills as usual to do things; the power simply allows you to stretch and use them at a distance.

Extra Tough (5) Qualities: U. Useful Extras and Flaws: Engulf +2, Permanent +4, Self Only 3. Capacities: Self. Effect: When you activate this power, it gives you width in additional wound boxes. Extra Tough is typically bought with Hard Dice to guarantee its width.

Flight (4) Qualities: D U. Defends capacities: Self. Useful capacities: Speed. Effect: You can fly! Your dice pool decides how fast.

Ghost (6) Qualities: D U. Defends capacities: Self. Useful Extras and Flaws: Duration +2. Capacities: Range. Effects: You can manifest a semi-substantial clone of yourself into which you can place your consciousness. While you wander in the ghost your body remains behind, unconscious. This ghost cannot interact with the physical world but can observe and can pass through solid objects and barriers. Any successful attack dissipates your ghost, it has no wound boxes and no armor, and returns you to your own body. However, Ghosts Defends quality allows you to make defense rolls to avoid harm. To be able to interact with the physical world add the Attacks quality and the Power Capacity (Mass) Extra.

Harm (2) Qualities: A. Attacks capacities: Mass or range. Effect: You can hurt things. Make an attack roll to inflict width in damage. With the range capacity, you can attack at a distance. With mass, your Harm attack does knockback. To increase Harms damage, increase its Attacks quality.

Healing (1) Qualities: U+1. Useful Extras and Flaws: Touch Only 2. Capacities: Touch. Effect: You can heal injured living tissue. With a Healing roll you cause a living target to instantly heal width in damage.To be able to heal diseases or toxins that dont inflict physical damage, take a separate Useful quality.

Heavy Armor (6) Qualities: D. Defends Extras and Flaws: Armored Defense 2, Endless +3, Interference +3. Capacities: Self. Effect: Each die in your Heavy Armor set removes one die of equal or lesser height from every attack that hits you. To emulate a true Heavy Armor Ratingtake Hard Dice in Heavy Armor for a guaranteed height of 10. Any attack with width lower than your Heavy Armor roll automatically bounces right off. Thanks to the Armored Defense Flaw, an attack with the Penetration quality (or a Miracle with the Penetration Extra) reduces your Heavy Armor by one per point of Penetration.

Illusions (6) Qualities: A D U. Attacks capacities: Range. Defends capacities: Self. Useful capacities: Range. Effect: You can create an illusion that makes a target see, hear, feel or smell anything you want. To convince a target that the illusion is real, roll against the targets Scrutiny Skill roll. With the Attacks quality you can trick the targets body into reacting as if he or she has been injured, inflicting width in (genuine) damage. With Defends you can use illusions to distract an attacker.To affect more than one target, take the Radius Extra.If your power is instead a psychic hallucination that is, it doesnt affect robots and security cameras, take the No Physical Change Flaw for 1 on Attacks, Defends, and Useful.

Immunity (Type) (3) Qualities: U. Useful Extras and Flaws: Permanent +4, Self Only 3. Capacities: Self. Effect: You are immune to some unusual and otherwise dangerous substance or environment, such as radiation, viruses, suffocation, or something else.Immunity does not protect you against ordinary attacksat least, not without the Defends qualitybut it protects you completely against Non-Physical attacks that are based on the subject of your immunity. Immunity is usually taken with multiple Hard Dice to guarantee its effect at height 10. For broad immunity you can add the Variable Effect Extra. With Immunity that has an ongoing effect due to Permanent, Endless or Duration, Variable Effect allows the power to adjust automatically to other sources of harm.

Insubstantiality (6) Qualities: A D U+1. Attacks Extras and Flaws: Non-Physical +2, Touch Only 2. Capacities: Touch. Defends capacities: Self. Useful Extras and Flaws: Touch Only 2. Capacities: Touch. Effect: You can become completely immaterial, able to pass through solid objects like a ghost. With Attacks you can phase into the same space as a target. As your bodies automatically separate the trauma causes width in damage. (By default your power prevents you from taking the same damage; you can take Flaws to make it otherwise.) The Non-Physical Extra ignores armor and ordinary defenses; you will have to decide what kind of power or effect does block damage from your Insubstantiality attack. With Defends you can go insubstantial to avoid attacks; once the power is activated, physical attacks cant hurt you and you cant hurt physical targets without becoming substantial again. While insubstantial you can speak, hear and see normally. If you want Insubstantiality to restrict your senses and speech, take a Flaw called Out of Phase for 1 for restricted speech and hearing, or 2 for restricted speech, hearing and sight (light passes right through your eyes!). You could also take a Flaw called No Breath for 1 that requires you to hold your breath while insubstantial.

Invisibility (5) Qualities: D U. Defends Extras and Flaws: Duration +2. Capacities: Self. Useful Extras and Flaws: Duration +2, Self Only 3. Capacities: Self. Effect: You can turn invisible. Ordinary sight just cant see you. Anyone attempting to detect you with some means other than plain sight (making a Scrutiny or Perception roll to see your tracks or to smell your cologne, for instance) must make an opposed roll against your Invisibility dice pool. Being invisible you are rather hard to target, which is why your power reflexively defends you against all attacks once you activate it. To make yourself invisible to some other sense besides sight, change this Miracles name to Inaudible or Unsmellable or whatever and remove the Defends quality (since being hard to smell doesnt often make you any harder to hit).

Invulnerability (20) Qualities: D D U. Defends (HAR) Extras and Flaws: Interference +3, Permanent +4. Capacities: Self. Defends (LAR) Extras and Flaws: Armored Defense 2, Hardened Defense +2, Permanent +4. Capacities: Self. Useful Extras and Flaws: Permanent +4, Self Only 3, IfThen (only for Variable Effect) 1, IfThen (Variable Effect is only for immunities) 1, Variable Effect +4. Capacities: Self. Effect: You are (mostly) impossible to harm. Invulnerabilitys Useful quality protects you against some otherwise-deadly environment (radiation, vacuum, bitter cold, or something else) without harm. With Variable Effect and Permanent, it instantly adjusts to fit any dangerous environment. In combat, each die of your Invulnerability roll removes one die from each attack against you. If an attacks width is great enough to hit despite your powers Interference dice, you have width in Hardened LAR against its damage. Invulnerability is usually taken with multiple Hard Dice to guarantee a static defense set at height 10.

Jinx (8) Qualities: A D U. Attacks Extras and Flaws: Interference +3, IfThen (must use Interference) 1, Willpower Cost 2. Capacities: Range. Defends Extras and Flaws: Interference +3, IfThen (must use Interference) 1, Range Capacity +2, Willpower Cost 2. Capacities: Range. Useful Extras and Flaws: Interference +3, IfThen (must use Interference) 1, Willpower Cost 2. Capacities: Range. Effect: Youre bad luck, at least for people you dont like. Each die in your Jinx set removes one die of equal or lower height from the targets roll.

Light Armor (3) Qualities: D. Defends Extras and Flaws: Armored Defense 2, Endless +3. Capacities: Self. Effect: You gain width in LAR. You can increase the LAR by taking additional Defends Power Quality Levels. To be able to turn on your armor every time, without fail, always with the same effect, take two or more Hard Dice in Light Armor. For armor that you dont even need to activate, take Hard Dice and change Endless to the Permanent Extra. For attacks that pierce armor easily due to the Penetration Extra, you may need to add the Hardened Defense Extra

Mind Control (2) Qualities: U. Useful capacities: Range. Effect: You can control the targets behavior for the powers duration (thats one round unless you take the Duration or Endless Extra). The target can oppose your powers roll with a Stability Skill roll. After the first round, the target can get another attempt to throw off your power with a Stability roll. Note that this power does not allow you to read minds, only control them, and you must speak to the target and be understood. To read the targets mind or send signals telepathically, buy a separate power or add another Useful quality to this power. (This power can NOT ever be used to force someone to engage in TS or roleplay they are uncomfortable with.)

Multiple Actions (2) Qualities: U. Useful (more actions) Extras and Flaws: Duration +2, Self Only 3. Capacities: Self. Useful (noncombat) Extras and Flaws: Duration +2, Self Only 3. Capacities: Self. Effect: You can move so fast that all actions, even multiple actions, are easy. When you activate your Multiple Actions power, it gives you its width in bonus dice which you can use on any action. The bonus dice are available for the powers duration, but once you use them you must activate the power again to gain more. If you dont actually declare multiple actions in a roll, you still get the bonus dice; being so fast makes it that much easier when you concentrate on a single task. Outside combat, your power reduces any actions time increment (see page 18) by its width in steps. If an action normally takes hours, with Multiple Actions width 2 it takes minutes; if it normally takes minutes, with a successful Multiple Actions roll it takes a single round.

Perceive (Type) (2) Qualities: U. Useful capacities: Range. Effect: You can perceive or detect stimuli outside the range of human awareness. You can use Perceive just like making a Sense Skill roll, such as Perception or Scrutiny, but use your Perceive dice pool instead of your Stat and Skill dice. Perceive, by default, lets you perceive one particular kind of stimulus, whether its infrared light, X rays, life forms, gravity, magnetism, powers, or whatever. For a particular broad perception all spectra of light, say you will be required to add Variable Effect.

Power Mimic (15) Qualities: A D U. Attacks Extras and Flaws: Duration +2, IfThen (must touch subject) 1, IfThen (Variable Effect must match subjects powers) 1, IfThen (only for Variable Effect) 1, Variable Effect +4. Capacities: N.A. Defends Extras and Flaws: Duration +2, IfThen (must touch subject) 1, IfThen (Variable Effect must match subjects powers) 1, IfThen (only for Variable Effect) 1, Variable Effect +4. Capacities: N.A. Useful Extras and Flaws: Duration +2, IfThen (must touch subject) 1, IfThen (Variable Effect must match subjects powers) 1, IfThen (only for Variable Effect) 1, Variable Effect +4. Capacities: N.A. Effect: By touching another character, with a successful roll you can temporarily copy their powers. Use the Variable Effect Extra to transfer each die of a Power Mimic quality to a separate power for the duration as increased damage or protection. You must mimic the copied powers, however. You cant take Extras or powers that the subject doesnt have, and you must take all Flaws on the copied powers. If you have fewer Power Mimic dice than the subject has dice in powers, you can copy power dice up to your Power Mimic limit.

Psychic Artifacts (18) Qualities: A D U. Attacks Extras and Flaws: Duration +2, Obvious 1, IfThen (Variable Effect is only for artifacts) 1, Variable Effect +4. Capacities: N.A. Defends Extras and Flaws: Duration +2, Obvious 1, IfThen (Variable Effect is only for artifacts) 1, Variable Effect +4. Capacities: N.A. Useful Extras and Flaws: Duration +2, Obvious 1, IfThen (Variable Effect is only for artifacts) 1, Variable Effect +4. Capacities: N.A. Effect: You can create immaterial objects with all kinds of functions. Use the Variable Effect Extra to determine the exact qualities of the object youre creating.

Regeneration (5) Qualities: U. Useful Extras and Flaws: Engulf +2, Permanent +4, Self Only 3. Capacities: Self. Effect: With a successful roll you instantly heal width in damage. Thanks to the Permanent Extra Regeneration rolls automatically each round that you are injured. If you remove the Self Only Flaw, you could apply your Regeneration power to another person instead of yourself. To be able to heal diseases or toxins that dont inflict physical damage, take a separate Useful quality.

Sidekick (6) Qualities: D U. Defends capacities: Self. Useful Extras and Flaws: Duration +2. Capacities: Range. Effects: You can manifest an entity that acts on its own volition. This sidekick uses your Sense and Mind Stats to perceive the world and think for itself, but it has no Skills. It cannot interact with the physical world but can observe and can pass through solid objects and barriers. Any successful attack dissipates the sidekickit has no wound boxes but its Defends quality allows it to make defense rolls to avoid harm.To allow it to interact with the physical world add the Attacks quality and the Power Capacity (Mass) Extra; to give it Skills or powers use the Variable Effect Extra to transfer dice from Sidekick. To allow it to stand up to punishment give it the Armored Defense Flaw on Defends or wound boxes with the Extra Tough Miracle.

Size Shift (5) Qualities: D U. Defends Extras and Flaws: Attached to Useful quality 2, Permanent +4. Capacities: Self. Useful Extras and Flaws: Duration +2, Self Only 3. Capacities: Mass. Effect: You can either increase or decrease your size; choose one. (To do both, take them as separate Useful qualities.) When you activate this power you can double your mass or halve it, and each point of width beyond 2 allows you to double or halve your mass again. You can add the Booster Extra (or No Upward Limit) to Size Shifts Useful quality to increase or reduce it further.Size Shift increases or decreases your height as well, but not as dramatically as mass. For each eight times your mass goes up (or down), your height doubles (or halves).If youre smaller youre harder to hit, while if youre larger you can absorb more punishment. This reflected in the Permanent Defends quality, which gives you an automatic defense each round. For growth, you may want to take the Armored Defense Flaw so it simply gives you an armor rating. To have Size Shift affect only mass or height, apply a 1 If/Then Flaw to its Useful quality. If you want to change others size, remove the Self Only Flaw. To increase your strength when you grow, take Hyperbody with the Flaw Attached to Size Shift.

Telekinesis (10) Qualities: A D U. Attacks Extras and Flaws: Power Capacity (Mass) +2. Capacities: Mass, range. Defends capacities: Self. Useful Extras and Flaws: Power Capacity (Mass) +2. Capacities: Mass, range. Effect: You can move objects at a distance with the power of your mind. Telekinesis has the range capacity by default; the Power Capacity (Mass) Extra allows it to manipulate mass as well. With the Attacks quality you can slam targets around for width in damage; with Defends you can deflect attacks or throw off an enemys aim.

Telepathy (8) Qualities: A D U. Attacks Extras and Flaws: Non-Physical +2. Capacities: Range. Defends capacities: Self. Useful capacities: Range. Effect: You can read minds. If the target is unaware of your attempt or explicitly unwilling, your Miracles roll must beat the targets Stability roll in a contest. If you use Telepathy to attack, you inflict terrible pain and psychosomatic spasms for width in Shock and Killing damage. Armor does not block this damage, and it can be avoided only with a Stability Skill roll, not a typical defense or dodge roll. Telepathys Defends quality allows you to detect hostile intentions early enough to avoid them. With an additional Useful quality, you can use Telepathy to change or even erase memories. This can ONLY be done with permission of the player(And in the case of an NPC the scene runner/staff depending on the npc), and your roll must beats the victims Stability roll. The victim can only gain the lost memories back if another telepath uncovers them, or if some other factor triggers their recovery. There is no way to completely erase memories forever.

Teleportation (6) Qualities: A D U. Attacks capacities: Range. Defends capacities: Self. Useful capacities: Range. Effect: You can move instantaneously from one point in space to another, without physically crossing the space in between. The range of your Teleportation power determines how far you can teleport. With the Attacks quality, you can teleport into the same space as a target; as your bodies force each other apart and back to normal, the trauma causes width in damage. (By default your power prevents you from taking the same damage; you can take Flaws to change that.) With the defends quality, you can blink or teleport a few inches out of the way of an attack. To be able to carry additional things with you when you teleport, add the Power Capacity (Mass) Extra.

Time Fugue (11) Qualities: D U. Defends capacities: Self. Useful Extras and Flaws: Duration +2, Interference +3, Power Capacity (Mass) +2. Capacities: Mass, Range. Effect: You can freeze time for a particular target. Your Time Fugue roll uses Interference to remove dice from the targets rolls for the powers duration; if the target has no sets, he or she can take no actions and stands stock still as time seems to pass normally all around. You CAN NOT use this power to reverse time. Full stop it can never be used to that end no mater what you buy for it, nor can it be used to travel forward in time.

Unconventional Move (2) Qualities: U. Useful capacities: Speed. Effect: You can move in an unusual way: climb walls, ride a wave of ice, or walk on water, whatever you wish (Just remember you get ONE movement method per unique purchase of this power!). If the movement also allows you to get out of the way of attacks, such as by jumping onto walls or tunelling instantly away, add the Defends quality. If the power allows you to attack in a special way, such as swinging into an opponent or by undermining an enemys footing, add Attacks.

Vicious (6) Qualities: A+1. Attacks Extras and Flaws: Augment +4, IfThen (must announce in the declare phase) 1. Capacities: N.A. Effect: This power makes any attack more dangerous than usual. Add Vicious damage bonus from its Attacks Power Quality Levels to any attack action, whether its another power or some weapon attack. In fact, even if the attack ordinarily would do no damage (using Athletics to bean somebody with a whiffle ball, for example) you can add the Vicious bonus to it if you score a hit. However, you must roll the smaller of the two dice pools, Vicious or whatever attack it modifies. To apply this to a specific Stat, Skill or power, use the Attached Flaw or simply increase its native Attacks quality.

Example
Here's an example of what a custom power might look like using Batman's utility belt as an example:

Cosmic Power (1)

Qualities: A D U.

Attacks Extras and Flaws: Duration +2, Operational Skill Sense +0, Booster +1, IfThen (must be used for Variable Effect) -1, IfThen (must have hand free) -1, Adaptation -2, Accessible -1, Focus -2, Locational Waist -2, Variable Effect +4. Capacities: N.A.

Defends Extras and Flaws: Duration +2, Operational Skill Sense +0, Booster +1, IfThen (must be used for Variable Effect) -1, IfThen (must have hand free) -1, Adaptation -2, Accessible -1, Focus -2, Locational Waist -2, Variable Effect +4. Capacities: N.A

Useful Extras and Flaws: Duration +2, Operational Skill Sense +0, High Capacity Speed +1, Booster +1, IfThen (must be used for Variable Effect) -1, IfThen (must have hand free) -1, Adaptation -2, Accessible -1, Focus -2, Locational Waist -2, Variable Effect +4. Capacities: N.A.

Effect: With a successful roll you can temporarily manifest almost any new Miracle that you wish. Cosmic Power by itself does nothing, but it can emulate almost any power. Use the Variable Effect Extra to transfer each die of Cosmic Power to a separate power for the duration.The power may only be an existing power, and you can't add anything to said power, only temporarily gain its use. You also can not copy any power that is banned or restricted.