Attributes

Please refer to the Gameplay Guide for overall information about attribute use in the game.

This page currently lists all attributes. It can list only the mundane or supernatural attributes instead.

If you would like to add an attribute to your character that isn't listed here, please suggest it to Scott.

Jump to an attribute:
Ageless
Alter Physical Form
Alternate Identities
Animal Friendship
Appearance
Art of Distraction
Astral Projection
Aura of Command
Contamination
Creature Sense
Danger Sense
Dimensional Portal
Discriminatory Smell
Divine Relationship
Elasticity
Environmental Control
Environmental Resistance
Essence Thief
Exorcism
Extra Attacks
Extra Limbs
Features
Flight
Flunkies
Force Field
Gunslinger
Healing
Hearty
Heavy Armor
Heightened Senses
High-Powered
Highly Skilled
Interpersonal Magnet
Invisibility
Iron Grip
Item of Power
Jumping
Light Armor
Magic
Mechanical Genius
Meld
Metamorphosis
Mind Control
Mind Shield
More Capable
Natural Weapons
Object Reading
Organizational Ties
Perfect Picture
Personal Gear
Place of Power
Precognition
Recharge
Regeneration
Reincarnation
Resist Illusions
Resurrection
Servant
Signature Strike
Sixth Sense
Size Change
Sleepless
Special Attack
Special Defense
Special Movement
Speed
Spirit Ward
Super Stealth
Super Strength
Supernatural Disguise
Swarm
Telekinesis
Telepathy
Teleport
Tongues
Transmutation
Tunneling
Weapon Master
Ageless

optimal stat: Body
4 levels, 1 point per level

This attribute represents a character's resistance to aging. The character might age slowly, or not at all. The character's body is otherwise normal, meaning that he or she may still die of disease or injury, and all scars are permanent.

Normally, the character's mind is also ageless, and will not deteriorate unless affected by disease or injury. However, it is possible that the character's body is age-resistant, but his or her mind is unaffected. He or she could suffer any number of mental disorders caused by living indefinitely, including dementia, memory lapses, inability to concentrate, confusion as to the time and place, and so on. After a long enough time period, the character would no longer be functional. If choosing this weaker form of the attribute, reduce the point cost of the attribute by 2 points (minimum cost 1 point).

Level One: The character ages at half the normal speed.
Level Two: The character ages at one-tenth the normal speed.
Level Three: The character ages at one-hundredth the normal speed.
Level Four: The character does not age at all, living a potentially infinite lifespan.
Alter Physical Form

optimal stat: Body
6 levels, 3 points per level

This attribute grants its owner the ability to turn his or her body to stone, to water, or to other physical forms. It does not grant additional powers, nor does it change the shape of the character - for that, take Metamorphosis, Elasticity, and various other attributes. The only effect is that the character changes from being a carbon-based mammallian life form (or whatever his or her natural form) and becomes composed of some other material, though the character certainly gains whatever physical properties his or her alternate form possesses. Remember, the character retains his or her shape, even if he or she changes into water. It takes one turn to change into an alternate form. This attribute may be combined with the defects that are normally reserved for Metamorphosis, such as Involuntary Physical Change. Clothing and items may or may not transform with the character, depending on the nature of the attribute (magical, technological, biological, etc).

At the default point cost (3 points per level), the character may change only between his or her normal form, and one alternate form at his or her level of Alter Physical Form. (For example, level 5 is a being of light. At 3 points per level, the character can change back and forth between light form and normal form, but not take any other forms.) However, at an additional cost of 1 point per level, the character can switch between normal form, the form at the chosen level, and any form at any level up to that one.

Level One: The character may change into a solid material that is weaker or less durable than his or her normal form. Examples include soft sand, soft plastic, cardboard, wax, cloth, foil, et cetera. At 3 points per level, specify one form; the character can change only into that. At 4 points per level, the character can adopt multiple such forms. The character is more vulnerable to physical damage (takes +10 per hit), but is more pliable, not to mention a great deal lighter. Recommended additional attributes and defects: Elasticity, Speed, Awkward, Not So Strong, Not So Tough.

Level Two: The character may change into a solid material that is stronger or more durable than his or her normal form. Examples include stone, ice, metal, hard plastic, hard-packed sand, concrete, et cetera. At 3 points per level, specify one form; the character can change only into that. At 4 points per level, the character can adopt multiple such forms. The character is more resistant to physical damage (takes -10 per hit), but is significantly less flexible; it takes a great deal of effort to move, and the character is slow (-2 to AV and DV). The character is also much heavier. Recommended additional attributes and defects: Heavy Armor, Speed (to move at a normal speed instead of a slow one), Environmental Resistance, Super Strength, Awkward.

Level Three: The character may change into a specific liquid, but still retains a physical shape due to chemical bonds, magic, or other means. At 3 points per level, specify one liquid; the character can change only into that. At 4 points per level, the character can adopt multiple such forms. The character is very resistant to physical damage (takes -20 per hit) when it comes from a focused blow such as a blade or a gun. When the blow is significantly larger, it can splatter the character (successful body check to resist), sending his or her body all over the ground. It will then take a successful body check at -4 difficulty for the character to reconstitute himself or herself, and he or she may not change out of liquid form until reconstituted. Recommended additional attributes and defects: Telekinesis (to reconstitute with no difficulty), Force Field (a personal force field could prevent splattering), Elasticity, Not So Strong.

Level Four: The character may change into a specific gas, including fire. At 3 points per level, specify one gas; the character can change only into that. At 4 points per level, the character can adopt multiple such forms. The character appears as a thick cloud of smoke. The character is impervious to physical injuries, but can still be harmed by magical, elemental, and various other kinds of attacks. The character can make physical contact with objects and people, but is not strong enough to lift anything but sheets of paper and other things that are susceptible to wind. The main problem with this form is a weakness to wind: Any gust over 5mph will scatter the character! Telekinesis, Force Field, and other attributes can keep the character together; otherwise, the attribute should only be used indoors when there is no breeze. (If scattered, it will take a successful body check at -6 to reconstitute.) Recommended attributes: Flight, Special Attack (Burning ability if fire), Elasticity, Environmental Resistance, Vulnerability (water if fire), Not So Fast, Not So Tough.

Level Five: The character may change into light. This means that the character exists as energy, not as matter. No physical or biological attack can harm the character, nor can a strong wind; the character is completely impervious to both. Magical, telepathic, and energy-based attacks can still harm the character, and there is one other weakness: Strong light. If an enemy shines a bright light onto the character, such as a powerful lantern, it will cause damage (the GM should decide an appropriate amount). The character always appears as he or she would in a very bright room or on a brilliant sunny day, so the character cannot hide in shadows, and in fact can illuminate a dark room. Though the character is made of light, the nature of the attribute dictates that the character is still positioned at some specific point in space, and is subject to the rules of gravity, meaning that the character cannot move around at will, but must walk or fall to travel. The character cannot penetrate any solid or liquid unless it is translucent (body check -2) or transparent (body check). The character may have to pass a body check to pass through a thick, non-translucent gas. Recommended attributes and defects: Flight, Telekinesis, Heightened Senses (Vision), Environmental Control (Light), Special Attack (Burning to cook victims), Vulnerability, Sensory Impairment (Taste and Touch).

Level Six: The character has no corporeal form, neither matter nor energy. This is not the same as Astral Projection, since the character still only moves at normal speed, and can still be seen by anyone in the area. (For simplicity's sake, the character appears as though he or she is really standing there, plainly visible in light and hidden in shadows.) The character is invulnerable to all attacks except magical and telepathic ones, however, and may pass through any physical material (solid, liquid, gas, even force fields), being physically contained only by magical means. The character is also not affected by gravity, and may move freely in any direction, but only at a slow pace, the same as running. Recommended additional attributes and defects: Flight (to move quickly), Telekinesis, Sensory Impairment, Bane.
Alternate Identities

mundane
6 levels, 1 point per level

This attribute allows the character to have one or more alternate identities set up. These may be legal identities with all the official documents, or they may be alternate lives with separate residences and acquaintances, or they may even be virtual identities with no attachment to the physical world. This is even true of a superhero who has a public set of acquaintances and possessions, and a different set for his or her "secret identity." The point is that the character can assume a different, fictional identity whenever needed or desired. The alternate identities are assumed to be completely mundane, with no special access, privileges or power. If the character does have something valuable in an alternate identity (such as Organizational Ties or Personal Gear), it must be purchased as an attribute.

For 1 point per level, the identities must be maintained regularly or they will cease to exist. This is especially true of relationship-based alternate identities, since a person who disappears without contact can lose his or her friends. For 2 points per level, the identities do not deteriorate over time. This is ideal for a criminal who has set up some alternate identities as a cover in case he needs to evade the law, but won't use them until needed. Feel free to develop the alternate identities as much as desired.

Level One: The character has 1 alternate identity.
Level Two: The character has 2 alternate identities.
Level Three: The character has 3-4 alternate identities.
Level Four: The character has 5-7 alternate identities.
Level Five: The character has 8-12 alternate identities.
Level Six: The character has 13-20 alternate identities.

Alternate Identities is taken by this character:
Lawrence Tate, level 2, Count Renval II, Ben Freemont
Animal Friendship

mundane
optimal stat: Soul
6 levels, 2 points per level

A character with this attribute has an unusual, instinctive empathy towards animals. On a successful Soul check, the character can befriend an otherwise hostile or even ferocious animal. For example, this would allow a character to get past a police dog or guard dog. Utilizing this ability requires the character to behave in a calm and friendly manner; a friendship cannot be made if the character (or his companions) have already attacked the animal.

The GM can apply difficulty penalties or bonuses to the check based on the character's actions and the situation, such as if the animal is especially fierce or very loyal to its owner, or if the character just saved the animal from some nasty fate. If the attempt fails, the animal might attack, threaten, or merely slink away, depending on its nature. A second attempt is not possible within a short period of time. If an animal is befriended, it will let the character (and non-hostile companions) approach it, and will not attack or act aggressively unless it or the members of its pack or family are threatened. At the GM's discretion, it may be affectionate enough to want to follow behind the character or somehow assist him or her.

An animal that has been befriended simply likes the character. Actual training of the animal takes time, and may require the Animal Training skill. Half of the character's level in Animal Friendship may be added to the Animal Training skill when attempted to train a befriended animal.

Level One: Can befriend 1 animal.
Level Two: Can befriend 2-3 animals.
Level Three: Can befriend 4-6 animals.
Level Four: Can befriend 7-10 animals.
Level Five: Can befriend 11-15 animals.
Level Six: Can befriend an entire group of animals.
Appearance

mundane
optimal stat: Body
6 levels, 1 point per level

This attribute reflects physical attractiveness. A character lacking points in this attribute is considered to be of average appearance. A character with the attribute may be described as "cute" instead of simply attractive; a cute character will usually inspire affection rather than romantic desire. The GM should have the character's level of Appearance influence the way that NPCs initially react to the character. This attribute may raise Art of Distraction, and it also gives a +1 bonus to Etiquette, Performing Arts, Persuasion, and Seduction per level.

Level One: The character is moderately attractive.
Level Two: The character is quite attractive.
Level Three: The character is very attractive.
Level Four: The character is extremely attractive. +1 to Art of Distraction attempts.
Level Five: The character possesses legendary beauty. +2 to Art of Distraction attempts.
Level Six: The character possesses unparalleled beauty. +3 to Art of Distraction attempts.

Appearance is taken by these characters:
Alexandria Knight, level 5, +2 to Art of Distraction; +5 to social skills
Lawrence Tate, level 4, +4 to social skills
Art of Distraction

mundane
optimal stat: Soul
6 levels, 1 point per level

Art of Distraction may represent oratorical ability, innate charisma, or even a beautiful or resonant voice. This attribute allows a character to distract a number of people or animals at a critical moment, provided s/he has some method of communicating with them (for example, talking, dancing, singing, illusionary image, written word, etc). If the character is trying to distract a potentially hostile group, such as an angry mob or a group of security guards, the level of this attribute dictates how many people are distracted. If the character has an audience that is already prepared to listen, the level determines the percentage of that audience that is distracted or moved enough to take action, whether that involves buying the character's product, donating money to his charity, or voting for him in an election.

This attribute may be modified by Appearance, but only if the character is visible to his or her audience. Skill bonuses can also help. If multiple people with this attribute work as a team, the total number of people distracted is added together. The Body stat is used when distracting people physically (for example, with sex appeal), while the Soul stat is used when distracting someone through emotion, rhetoric, or force of personality.

Level One: The character can distract 1 individual, or motivate 5% of an audience.
Level Two: The character can distract up to 2 individuals, or motivate 10% of an audience.
Level Three: The character can distract a small crowd (1-10 individuals), or motivate 20% of an audience.
Level Four: The character can distract a medium crowd (11-50 individuals), or motivate 50% of an audience.
Level Five: The character can distract a large crowd (50-200 individuals), or motivate 75% of an audience.
Level Six: The character can distract a very large crowd (200+ individuals), or motivate 95% of an audience.

Art of Distraction is taken by this character:
Alexandria Knight, level 4, distract up to 50 individuals, or motivate 50% of audience
Astral Projection

optimal stat: Soul
6 levels, 3 points per level

The character can leave his or her real body behind, in a trance or asleep, and travel in the form of a second, ghostly, astral body. According to some psychic theories, everyone has an astral body, but only certain individuals can detach this body from its physical form.

The astral body is normally invisible and can only be seen by other astral travelers or individuals with special senses, such as Sixth Sense. The astral body is intangible, and can pass through walls or other solid objects, walk on air or water, or perform similar ghostly feats. A character's astral body cannot affect the material world in any tangible way, including making a physical attack. An astral character can interact normally with another astral character, however.

Most attacks will pass through an astral body without harming it. An astral character is vulnerable to non-physical attacks such as Exorcism, Mind Control, Telepathy, and any Special Attacks that use the Affects Incorporeal ability. The Astral Projector may also use these attacks on solid individuals, but each such attack costs 5 EP in addition to any EP cost the attack normally has. Any damage or other injury that is somehow inflicted upon an astral body will apply to the original body as well.

An astral body moves at the character's normal speed, although it can also levitate or move through water or space. If the character has other movement-related attributes (such as Speed or Flight) that grant faster than normal speed, his or her astral body can also utilize them. A character with high levels of Astral Projection can make his or her astral body travel faster than his or her normal speed. This also applies to other forms of movement. When an astral body is moving at a multiple of the character's normal speed, the "normal" world blurs and he or she cannot clearly perceive objects or entities that are not astral. For example, in game terms, this means a character traveling at 10 times normal speed could rapidly move from place to place through the astral plane, but would have to slow down in order to explore a particular area. A character can always choose to use Astral Projection at a lower level (moving slower than the maximum speed), if desired. If the character succeeds a soul check with a variable penalty, his or her astral body may be able to cross inter-dimensional barriers that would otherwise be impassable, such as one-way Dimensional Portals.

A character's astral body may not carry anything "real" with it, but will appear clothed. It may also have a consistent but different appearance than the character's normal body. This may be because the astral body is a reflection of a true, future, or idealized form.

If the character wishes to awaken from his or her astral-traveling trance, the astral form reunites instantly with his or her material body. There is no stat check or delay.

Level One: The astral body moves at the character's normal speed.
Level Two: The astral body moves at 2 times the character's normal speed.
Level Three: The astral body moves at 10 times the character's normal speed.
Level Four: The astral body moves at 100 times the character's normal speed.
Level Five: The astral body moves at 1,000 times the character's normal speed.
Level Six: The astral body moves at 10,000 times the character's normal speed.
Aura of Command

mundane
optimal stat: Soul
6 levels, 1 point per level

The character possesses a natural knack for leadership. This attribute is similar to Art of Distraction, except that it only works on allies, subordinates, and possibly with leaderless individuals looking for guidance (such as ordinary people caught in an emergency). Instead of distracting them, the character is able to inspire allies or neutrals into following him or her into dangerous situations that they might otherwise avoid.

Simply because a character is in a position of authority over other people does not automatically imply that he or she possesses the Aura of Command attribute (though that is usually the case). In a military structure, subordinates will usually follow most orders, even dangerous ones, without hesitation because it is part of their job. Aura of Command reflects a character's almost unnatural ability to inspire others to engage in actions that few people would ever consider undertaking. Note that few leaders have an Aura of Command sufficient to imspire their entire force at once. Commanders usually concentrate on key individuals (such as immediate subordinates) and hope that the actions of these people will encourage others to follow them.

Level One: The character can inspire one person.
Level Two: The character can inspire up to two people.
Level Three: The character can inspire a small team (1-10 people).
Level Four: The character can inspire a medium team (11-50 people).
Level Five: The character can inspire a large team (50-200 people).
Level Six: The character can inspire a very large team (200-1000 people).

Aura of Command is taken by this character:
Elise LeBlanc, level 2, two people
Contamination

6 levels, 1 point per level

This attribute is sometimes acquired by supernatural creatures, such as vampires, werewolves, flesh-eating zombies who can "pass on their curse" to others, or alien monsters that lay eggs inside their living victims. The character can use this attribute to voluntarily or involuntarily transform other people into entities like himself or herself. The method should be specified when the attribute is first taken. It might be similar to myths behind the vampire legend, that the character's blood carries a "plague" that, when ingested, mutates the person over a matter of hours or days. Alternatively, the character might lay an egg or seed (real or metaphorical) in the body of his or her prey, which will later hatch within the victim, killing him or her as a new monster is born. The character might even need to perform some special ritual that alters its victim. Whatever the case, the conditions under which the victim can become "contaminated" must be specified.

For 1 point per level, the contamination is difficult. For instance, the victim must be willing, unconscious, or restrained in order for deliberate contagion to occur, or the target must perform an unusual activity (such as deliberately eating a morsel of the character's flesh). For 2 points per level, the contamination is easy. The contagion might be similar to a traditional werewolf attack, where a single scratch or bite results in a victim becoming a werewolf. The GM can add special conditions, limitations, or effects to ensure that becoming a monster is a curse and not a blessing.

The higher the level of Contamination, the faster the transformation occurs. There should always be some means of curing or delaying the eventual mutation, however. Possible cures include the death of the demon who caused the Contamination, radical surgery, blood transfusion, or a successful mystical healing. It is ultimately up to the GM (usually with input from the player) as to whether a PC who is transformed into a monster will retain its identity and free will, or if it will become an NPC and/or puppet of the contaminator. (When this attribute is successfully used on a victim, its level is usually added to any attempt to Mind Control the victim afterwards.)

Level One: The transformation occurs over several months.
Level Two: The transformation occurs over several weeks.
Level Three: The transformation occurs over several days.
Level Four: The transformation occurs over several hours.
Level Five: The transformation occurs over several minutes.
Level Six: The transformation occurs over several rounds.
Creature Sense

optimal stat: Soul
6 levels, 1 point per level

This attribute allows a character to automatically sense when a particular kind of creature is nearby (within five yards). It is ideal for being able to tell when such a creature is disguised as a human being. The attribute has six levels; each level allows for one kind of creature to be identified. (Additional kinds of creatures may be identified by adding 1 point each to the total cost of the attribute.) If the character taking the attribute IS that kind of creature, the range expands to fifty yards.

Examples of creature types include demigods, gargoyles, werewolves, vampires, fairies, zombies, demons, yeti, minotaurs, goblins, and specific kinds of aliens and mutants. Such creatures must be biological in form (robots and ghosts are not applicable). Ordinary humans and animals are also excepted.

Level One: The character can sense 1 kind of creature.
Level Two: The character can sense 2 kinds of creatures.
Level Three: The character can sense 3 kinds of creatures.
Level Four: The character can sense 4 kinds of creatures.
Level Five: The character can sense 5 kinds of creatures.
Level Six: The character can sense 6 kinds of creatures.

Creature Sense is taken by this character:
Melchitt, level 1, Faeries
Danger Sense

optimal stat: Body
6 levels, 2 points per level

This attribute alerts the character when he or she is about to be harmed. It's a defensive attribute, so it only gives the character enough time to dodge, not enough time to take a countering action, except at the highest level. The danger warning only comes when the character himself or herself is about to be physically harmed, not friends or companions or possessions. The effect is that the character cannot be attacked by surprise, even in a pitch-black room; the character always gets a chance to dodge. (Area-effect weapons such as bombs usually can't be dodged even with advance knowledge.) When the character knows the attack is coming, this doesn't provide any help. This danger alert can take any form, including the classic "tingling sensation."

Level One: The character has a vague sense of immediate danger.
Level Two: Same as level one, but the character may attempt a quick perception check to identify the danger.
Level Three: The character can tell the direction from which the danger is coming, in the sense of a straight line to it.
Level Four: As above, plus the character can tell the nature of the impending attack - gun shot, blade, explosive, et cetera.
Level Five: As above, plus the attribute is attuned to the character's nervous system, automatically attempting to move the character out of harm's way. The character must still make DV checks, but with a bonus equivalent to his or her Body stat. Also, the character suffers no penalty for dodging multiple times in a round, since it is his or her body dodging automatically without the need to concentrate.
Level Six: As above, plus the Danger Sense kicks in a few seconds earlier, giving the character a chance to take one action before (or instead of) dodging.
Dimensional Portal

optimal stat: Soul
6 levels, 3 points per level

This attribute allows the opening of a hole or doorway into another "pocket dimension." This power is sometimes possessed by demons, fairies, or even vampires. Mages often create dimensional portals leading from closets or doors into other places. In sillier variations, Dimensional Portal can also represent the ability some characters have to suddenly produce big items (like huge hammers or swords) seemingly out of nowhere. A dimensional portal could also represent an object that is "bigger on the inside than on the outside."

The level of Dimensional Portal determines the size of the pocket dimension, which may range from suitcase-sized to that of a city (or even larger). The environment and furnishings of the dimension are up to the player, within the GM's limitations. Extensive furnishings should be acquired as Personal Gear. A pocket dimension could even be partially unexplored or dangerous territory where characters could adventure.

The cost of Dimensional Portal is 2 points per level if it is limited to a single fixed portal (such as a house closet), 3 points per level if it is in a mobile location (such as inside a vehicle, an item, or fixed to a living being), or 4 points per level if the character can use a particular class of objects to access the dimension (such as "any mirror" or "any pool of water"). A character can usually only have a single portal opened to his or her dimension at a time, but additional apertures to the same dimension may be possessed for one extra CP each.

Once opened, a portal stays open for as long as the creator is in the pocket dimension. The creator may also be able to "leave the door open" if he or she wishes to allow individuals to enter or leave when the creator is not present. In the case of a portal acquired with Magic, opening it burns EP and holding it open also burns the same amount of EP every minute.

Dimensional Portals may optionally be designated as only one-way, restricting access in or out until the character maintaining them is destroyed, or some other condition is fulfilled. This attribute may be taken multiple times to give access to multiple different dimensions. If so, it may be taken at different levels for each individual dimension. Some characters may have the exotic ability to suck or warp unwilling targets into their own pocket dimension; to do this, link Dimensional Portal to a Special Attack.

Level One: The dimension can be as large as a suitcase.
Level Two: The dimension can be as large as a closet.
Level Three: The dimension can be as large as a room.
Level Four: The dimension can be as large as a house.
Level Five: The dimension can be as large as a city block.
Level Six: The dimension can be as large as an entire city (or even larger).
Discriminatory Smell

optimal stat: Mind
6 levels, 1 point per level

This attribute allows a character to remember a specific scent and recognize it later. Memorizing a scent takes about one minute (roll a mind check if there isn't enough time), and recognizing it later requires a mind check. However, the character must be able to actually smell the scent, which means that this attribute is most useful for animalistic characters or those with a powerful sense of smell already. While the main use of this attribute is tracking by scent, it is also useful for identifying impostors. A character who takes this attribute should have the scents he or she has memorized listed in the Notes section.

Level One: The character can only recognize the scent of a person well-known to him or her (family, close friend, etc).
Level Two: The character can recognize the scent of anyone whose scent has been memorized.
Level Three: The character can recognize the scent on a person's clothes, or something that was in their close presence for an extended time.
Level Four: The character can recognize the scent in a location where the person has been for at least ten minutes within the past week.
Level Five: The character can recognize the scent in a location where the person has been at any time within the past year.
Level Six: The character can recognize a scent on any object or location in the character's presence, as well as determine how long it has been since the character was in that presence.

Discriminatory Smell is taken by this character:
Gao, level 2
Divine Relationship

3 levels, 3 points per level

A character possessing a Divine Relationship has powerful forces acting as his or her guardian, which can beneficially influence the outcome of important events. This relationship is represented by the re-rolling of undesirable dice rolls. Though the player may continue re-rolling for a single event as long as he was rolls remaining (as per level below), he or she may not change his or her mind and go back to the results of a previous dice roll.

Level One: The player may re-roll any 1 dice roll each game session.
Level Two: The player may re-roll any 2 dice rolls each game session.
Level Three: The player may re-roll any 3 dice rolls each game session.
Elasticity

optimal stat: Body
2 levels, 3 points per level

The character can stretch or contort his or her limbs and/or body to a superhuman degree.

Level One: The character has great flexibility in one or two body parts, such as both arms, his or her torso (like a snake), or his or her neck. In the case of a flexible torso, the character can use it to constrict others or slither through smaller-than-usual openings. In the case of flexible extremities, the character can extend them outwards, giving him or her greater than normal reach. The character receives +1 to AV/DV when wrestling.
Level Two: The character's entire body possesses inhuman flexibility. He or she can stretch limbs and other body parts, transform them into tentacles, and literally tie his or her body in knots. The character receives a +2 to AV/DV when wrestling.
Environmental Control

6 levels, 1 point per level

The character can affect environmental conditions such as light, heat, darkness or weather. This is most appropriate for characters with magical abilities to control a particular element or facet of nature such as sorcerers, demons, and spirits. If a character wishes to perform multiple effects (for example, control light AND darkness), he or she should add the point costs of all effects together to calculate a combined effect cost per level. Use "plus points" to create the actual point cost of the attribute.

Light: The character can illuminate an area with light as bright as a sunny day on Earth. Light control costs 1 point/level.

Darkness: The character can summon smoke, fog, darkness, or the like to enshroud an area, blocking normal vision. Darkness control costs 2 points/level if the character can create total darkness that completely obscures light sources, or 1 point/level if the darkness is only partial.

Silence: The character can block out sounds within the area of effect. It costs 1 point/level to create a barrier that prevents anyone outside from hearing sounds coming from within or vice versa, or 2 points/level to create a zone of silence where no sounds can exist.

Temperature: The character can alter temperatures in the area from arctic cold to desert heat. If the character wishes to produce heat or cold sufficient to start fires or instantly freeze someone solid, acquire the Special Attack attribute. Temperature control costs 1 point/level if the character is limited to either increasing or decreasing temperature, or 2 points/level if he or she can do both.

Weather: The character can alter the weather to create or still weather conditions of various sorts such as breezes, winds, rain, snow, fog, or storms. For weather that is reasonable for the local climate, the area affected depends on the character's level as shown below. For weather that is abnormal (rain in a desert, snow in a hot summer) or violent (lightning storm, blizzard, hurricane), the character's level is treated as one less for purposes of area affected or two less if both violent and abnormal. If this would reduce the level below 1, the effect cannot be produced. For focused attacks, like lightning bolts or tornadoes, use the Special Attack attribute. To produce precise effects or keep abnormal or violent weather under control, the GM may require a Mind stat roll with a penalty based on the area (thus, -4 if affecting a large area) and a bonus equal to the character's level (thus, +6 if level 6). It will often take several rounds for weather to build up or disperse. Abnormal weather effects will return to normal soon after a character ceases to use this Attribute. Weather control costs 2 points/level if general in nature, or 1 point/level if very specific (such as, "rain making").

Maintaining Environmental Control requires a slight amount of concentration: the character can perform other actions while doing so, but can only affect one area at any given time. The size of the environment the character can control is determined by the character's level.

Level One: Affect a small area (like a room).
Level Two: Affect a modest area (like a house).
Level Three: Affect a local area (like a neighbourhood or village).
Level Four: Affect a regional area (like an entire city).
Level Five: Affect a large area (like an entire county).
Level Six: Affect an entire region (like a state, province or small country).
Environmental Resistance

optimal stat: Body
2 levels, 1 point per level

This attribute indicates that the character is protected from hostile environments.

Level One: The character is impervious to the effects of toxic gases, radioactive fallout, dust, smoke, and germs.
Level Two: The character has all level one protections, and can also survive without regard to the external atmosphere (or lack of same). This allows a character to safely operate underwater or in a vacuum, for example.
Essence Thief

6 levels, 5 points per level

This powerful attribute lets a character steal elements of another character, such as knowledge and attributes. It is assumed that the thief must touch the victim and concentrate (ie. not do anything else that turn), that the effects last only ten turns, and that the victim is unharmed and unchanged in the process. However, these factors can be altered by adding or subtracting points from the total cost of the attribute to create unique factors that govern the power just for that character, for example that the power is activated by eye contact (add points) or that the thief's identity is temporarily lost in the process (subtract points). Thought must be given to every element of the attribute, such as whether the thief can "turn off" the ability when desired, and whether he or she can remember the experience afterwards. Any player who intends to take this power for his/her PC must consult the GM first to determine a fair number of points to add or subtract. Essence Thief should be developed as a somewhat unique attribute for each character who possesses it.

This attribute costs five points per level. Each level allows the thief to take one of the following elements of the victim. Items and clothing cannot be copied. Stolen facts (under "mental essence") are the only things that are retained indefinitely after being stolen.
- The physical essence, including the Body stat and the appearance of the victim (such as the face).
- The mental essence, including the Mind stat and all facts known by the victim (excluding skills).
- The spiritual essence, including the Soul stat and the personality of the victim.
- Attributes and defects, all at once. To steal just one specific attribute or defect at a time, or to steal the attributes without stealing any defects, spend extra points.
- Skills, including specializations.
- Health, including hit points (added to existing HP) and general state of health.

Level One: The thief may steal one element of the victim.
Level Two: The thief may steal two elements of the victim.
Level Three: The thief may steal three elements of the victim.
Level Four: The thief may steal four elements of the victim.
Level Five: The thief may steal five elements of the victim.
Level Six: The thief may steal six elements of the victim.
Exorcism

optimal stat: Soul
6 levels, 1 point per level

A character with this attribute can perform rituals, create charms, or cast spells capable of driving out, binding, or banishing supernatural possessing entities such as demons and ghosts. Although most often associated with Catholic priests, this ability may belong to religious servants of any belief system or rank, and even non-believers who confront specific cases of possession.

Each attempt at exorcism counts as an attack and requires a Soul check with a +1 bonus per level. A ritual action is also necessary in most cases, such as a chant or mystical gestures, or use of particular objects, such as holy water or spirit wards. During the exorcism attempt, the character is completely focused on the exorcism and cannot defend against other attacks. In addition, the target entity must fail a Soul check, with a penalty based on the level of the Exorcism attribute.

If the attack succeeds (the exorcist makes a Soul check and the entity fails a Soul check), the entity will be affected. It cannot attack the exorcist (and any companions sheltered behind him or her) for one round. In addition, the entity loses Energy Points (in an amount depending on the attribute level). Although prevented from attacking the exorcist for one round, the creature may choose to take other actions, such as taunting or threatening the exorcist, fleeing, or even vanishing.

Exorcism may be repeated each round with successes draining additional Energy from the target, and failures having no effect (and leaving the demon free to attack the character). If the entity is ever reduced to 0 or fewer Energy Points as a result of the spiritual attack, it is either banished to its own dimension (if normally extra-dimensional), turned to dust, or permanently "sealed" in an object or in a mystic location (an Item or Place of Power may be ideal) until a specific action is taken that breaks the seal (GM's option).

Level One: Exorcist's Soul check made at +1 bonus. Target's Soul check made at -1 penalty. Success drains 5 EP from the target.
Level Two: Exorcist's Soul check made at +2 bonus. Target's Soul check made at -2 penalty. Success drains 10 EP from the target.
Level Three: Exorcist's Soul check made at +3 bonus. Target's Soul check made at -3 penalty. Success drains 15 EP from the target.
Level Four: Exorcist's Soul check made at +4 bonus. Target's Soul check made at -4 penalty. Success drains 20 EP from the target.
Level Five: Exorcist's Soul check made at +5 bonus. Target's Soul check made at -5 penalty. Success drains 25 EP from the target.
Level Six: Exorcist's Soul check made at +6 bonus. Target's Soul check made at -6 penalty. Success drains 30 EP from the target.
Extra Attacks

mundane
6 levels, 5 points per level

This attribute reflects the character's ability to move fluidly in combat, delivering multiple blows in the time it takes an unskilled combatant to deliver one. Per round per level, the character make one additional offensive action, IF the attacks are all similar in nature (all hand-to-hand, all ranged, etc). Also, unless two or more opponents are very close together (within arm's reach of each other), the attacks must target the same person. This attribute by itself cannot be used to attack and defend at the same time.

Level One: The character gains 1 extra attack each round.
Level Two: The character gains 2 extra attacks each round.
Level Three: The character gains 3 extra attacks each round.
Level Four: The character gains 4 extra attacks each round.
Level Four: The character gains 5 extra attacks each round.
Level Six: The character gains 6 extra attacks each round.
Extra Limbs

optimal stat: Body
6 levels, 1 point per level

All characters are normally assumed to possess two arms (or similar appendages). By taking this Attribute, the character can acquire more. These appendages might be feet dexterous enough to be used as hands, or extra arms, or tails or tentacles, or something very exotic such as long hair that is capable of moving on its own.

An "arm" is defined loosely as something that can reach out and manipulate objects with some finesse. A trunk, tentacle, or prehensile tail is an arm; a limb that simply ends in a gun-barrel, melee weapon, or tool mount is not. Extra arms are useful for holding onto several things at once, but do not give extra attacks.

Level One: The character possesses 1 extra limb.
Level Two The character possesses 2-3 extra limbs.
Level Three: The character possesses 4-8 extra limbs.
Level Four: The character possesses 9-12 extra limbs.
Level Five: The character possesses 13-20 extra limbs.
Level Six: The character possesses 21-50 extra limbs.

Extra Limbs is taken by this character:
Melchitt, level 1, Tail
Features

optimal stat: Body
6 levels, 1 point per level

The character possesses various secondary abilities that grant useful but mundane advantages outside of combat. Examples may include night vision, a nictating membrane (for underwater vision), a general homing instinct, tolerance of extreme temperatures, a marsupial pouch, or a soft layer of fur. Devices might also have technological features that enhance their performance.

This attribute is not necessary when any feature is too trivial (GM's discretion) to be worth spending points, or when the feature is already ubiquitous (headlights on a vehicle, for instance). It is also not necessary when the ability is already covered by other attributes, though with the GM's permission the character can have such a feature in a decorative sense without gaining any definite advantage from it. For instance, a thick layer of fur would have to be acquired as Light Armor to actually protect the character from harm, but a light layer of fur that was merely decorative could be purchased with Features. All features should be approved by the GM.

Level One: The character possesses 1 minor feature.
Level Two: The character possesses 2-3 minor features.
Level Three: The character possesses 4-6 minor features.
Level Four: The character possesses 7-12 minor features.
Level Five: The character possesses 13-20 minor features.
Level Six: The character possesses 21-50 minor features.
Flight

optimal stat: Body
6 levels, 4 points per level

A character with Flight can fly through an atmosphere. The method of flight varies: wings, fixed wings with jets or propellers, rotors, rockets, anti-gravity, hot air, psionic levitation, magic, or some other technique.

Flight costs 4 points per level if the character can hover and fly at variable speeds, take off and land vertically, and stop in mid-air. This is the most common type of flight possessed by characters. Decrease the attribute cost by 1 point per level if the flyer cannot hover, but instead flies like a normal airplane. Thus, it needs a smooth surface for landing and take off, and must maintain a minimum speed (one tenth of its maximum speed) once airborne in order to avoid crashing.

Two options are available for Flight that limit the attribute's utility in exchange for a reduction in point cost. They are mutually exclusive, and the minimum cost of the attribute remains 1 point.

Skimmer: The character is limited to skimming no more than a yard or two off the ground or water. He or she may be riding on a cushion of air, magnetic lines of force, resisting the earth's gravity at a fixed rate, or even traveling along magical lines. This reduces the total point cost of Flight by 1 point.

Glider: This means that the flyer can only become airborne if she or she launches from a high place, like a tree or rooftop, or from a fast-moving vehicle. Additionally, he or she can only gain speed by diving, or gain altitude by riding thermals. A glider with 4-6 levels of Flight may glide down from orbit to a smooth landing. This reduces the total cost of Flight by 2 points.

Level One: Very slow flight, like a bird (up to 50mph).
Level Two: Slow subsonic flight, like a helicopter (up to 125mph).
Level Three: Fast subsonic flight, like a WW2 fighter (up to 400mph).
Level Four: Transsonic flight, like a jetliner (up to 775mph).
Level Five: Supersonic flight, like a jet fighter (up to 1500mph).
Level Six: Triplesonic flight, like an SR71 Blackbird (up to 3200mph).
Flunkies

mundane
6 levels, 2 points per level

Flunkies hang around the character, doing whatever he or she wants and never asking for anything in return. They can provide a character with more free time ("Got some chores for you, my faithful friend..."), can keep the character safe from danger ("Quickly! Interpose yourself between me and that rabid wolf!"), or can simply make the character's life easier ("My shoe is untied. Fix it!"). Flunkies aim to please, even at their own expense. They are also known as groupies, stooges, or toadies. They are not warriors (take Servant for that); they may not take offensive actions in combat, only defensive. Though they are owned by the same player as the character who controls them, they function as NPCs in the game, and the GM always has overriding control of their behavior. They are to be built on 30 points and should mostly limit themselves to mundane attributes.

Level One: The character controls 1 flunky.
Level Two: The character controls 2 flunkies.
Level Three: The character controls 3 flunkies.
Level Four: The character controls 4 flunkies.
Level Five: The character controls 5 flunkies.
Level Six: The character controls 6 flunkies.
Force Field

6 levels, 3 points per level

A Force Field is an energy field around the character that protects against incoming attacks. Force Fields can represent magical barriers, telekinetic shields, or technological "screens." A typical Force Field is different from armor, since it can be battered down by a sufficiently powerful attack. A Force Field can be "up" or "down." When down, it does not stop any damage. When up, it is often invisible (GM's option) or faintly glowing. Force Field status must be determined at the start of the character's actions for the round and cannot be changed until his or her turn to act in the next round.

Attack damage is first applied to the Force Field, with any additional penetrating damage applied against armor. Thus, if a weapon hit successfully penetrates a Force Field, armor can still protect against it. A Force Field can be reduced or even knocked down by a sufficiently powerful attack. If an attack does more damage than the Force Field prevents (even if the rest of the damage is absorbed by armor), the Force Field temporarily loses one level of effectiveness (as per the level chart). The character can only regain levels if the field is down and regenerating. A Force Field recovers one level every round it is turned off and not in operation ("down"). A Force Field that is knocked down to zero levels automatically shuts off to regenerate.

The cost is 4 points per level if it is an area Force Field that is extendable to protect others nearby, 3 points per level if it only protects the character, or 2 points per level if it is a two-dimensional wall (up to 10 square yards) that acts as a barrier. Use "plus points" to adjust the cost appropriately.

A wall can be projected out to a distance of up to 5 yards away from the character. An extendable Force Field can be assumed to cover a diameter out to about 25% more than the character's longest dimension. (For example, the Force Field of a six-foot human would be about eight feet across.) A personal Force Field is form-fitting. All types block movement through the field who anyone who is not incorporeal or astrally projected. If a character with an extended Force Field also has any version of Flight (including space travel), the GM may allow the character to carry other people who are inside the Force Field with him or her while flying.

A Force Field can be given additional customized abilities and disabilities. Each ability taken reduces the protection provided by 15 points, while each disability raises the protection by 15 points.

Force Field Abilities:

Blocks Incorporeal: The field prevents the passage of astral or incorporeal beings through it.

Blocks Teleport: A character cannot Teleport into or out of the field.

Field-Penetrating: The Force Field can be used to interpenetrate other Force Fields while making attacks (or moving through them). If the character's Force Field is in direct contact with an enemy Force Field, and can stop more damage than the foe's, the enemy's field is neutralized and offers no protection against the character's attack. In the case of an extended field or wall, the character can actually move through the field.

Offensive: The shield delivers a powerful electric or energy shock to anyone who touches it. The damage is 10 points for every level of the Force Field. This counts as two abilities.

Reflective: Any ranged attack fired at the Force Field that does not overpower it is reflected back at the attacker, who must make a DV check to dodge his or her own attack. This does not apply to melee attacks. This counts as two abilities.

Force Field Disabilities:

Both Directions: The Force Field blocks attacks moving in any direction, both inwards and outwards, thereby preventing the user from attacking when the Force Field is up. This means that when the Force Field is is active and the user makes an attack, the Force Field will affect the attack the same as it would an attack from the outside. This disability cannot be used with the Shield Only disability.

Limited: The field has a major or minor limitation. Examples of a minor limitation would be a field that is effective against ranged attacks but not melee, one that offers full-strength frontal and rear protection but only half-strength protection from above, one that is unstable in certain types of environments (such as sub-zero temperatures or in water), or one that requires one minute to reach full strength. Examples of major limitations would be a Force Field that prevents the character from taking any actions during operation, or one that only works against a very specific type of damage (such as fire). A minor limitation counts as one disability, while a major limitation counts as two disabilities.

Shield Only: The field does not entirely surround the character. Instead it is a small shield that the user can deliberately interpose between himself/herself and an attack. If the user barely failed a DV check against an attack (the roll was missed by one), the character is assumed to have interposed the shield. The attack strikes the character, but the Force Field's armor value is first subtracted from the damage inflicted. If the user misses a DV check by two or more, he or she was unable to interpose the Force Field, and it offers no protection. This disability may only be taken with the personal version of Force Field (3 points per level). It counts as two disabilities.

Static: The character cannot move when generating the field. He or she may still attack or otherwise act, but must stay in one place (or continue to drift if floating through space, continue to fall if falling, etc).

Uses Energy: The Force Field drains energy points from the character. The field requires twice as many EP to activate as the point cost of the attribute, plus the same amount per minute to maintain. This is not available for Force Fields acquired with the Magic attribute since they already burn EP.

Level One: The Force Field stops 15 damage points.
Level Two: The Force Field stops 30 damage points.
Level Three: The Force Field stops 45 damage points.
Level Four: The Force Field stops 60 damage points.
Level Five: The Force Field stops 75 damage points.
Level Six: The Force Field stops 90 damage points.

Force Field is taken by this character:
Lawrence Tate, level 1, Two dimensional wall
Gunslinger

mundane
optimal stat: Body
7 levels, 2 points per level

The Gunslinger attribute allows a character to perform over-the-top feats involving firearms, bows, throwing weapons, or other ranged weapons. Each level gives the character one Gunslinger ability, allowing the players to customize their character's gun-related talents.

Dead Eye: The dice-roll penalties are greatly reduced when the character fires at pinpoint targets such as partial armor, weak points, or vital spots, or when the character shoots at longer-than-usual ranges. This ability is useful for snipers and assassins. Each penalty is reduced by 3 (to a minimum of 0).

Lightning Draw: The character can draw a gun from a holster, pocket, or jacket and fire in the same round without penalty. Otherwise it requires one combat round to ready his or her weapon.

One Bullet Left: The character will always have a single bullet remaining in his or her gun when it should normally have run out of ammo, even after an extended fire fight. The bullet may be used as the character chooses.

Portable Armory: The character will always have easy access to any weapon required for a particular task, including illegal weapons and accessories not available to the general public. The actual weapons and accessories must still be acquired via the Personal Gear attribute, but remarkably, the character can always access them when needed instead of being forced to return to where they are normally stored. Characters with Personal Armory may also make field modifications to their weapons at any time, instead of having to bring them to a workshop or gun shop.

Steady Hand: This helps the character shoot while on a moving vehicle or otherwise engaged in complex stunts. This greatly reduces the penalties a character normally suffers for firing from a moving vehicle, while performing acrobatics, otherwise being in motion. Each penalty is reduced by 3 (to a minimum of 0).

Two Gun: The character can effectively shoot two pistols (or throw two knives, or use two of any other one-handed ranged weapons) at once against the same or different targets. The character uses the normal rules for two weapons, but the penalty for doing so is reduced by 3 (to a minimum of 0).

Weapons Encyclopedia: The character has the ability to recall the vital statistics and important quirks of practically all known ranged weapons. This includes, but is not limited to, its general level of reliability, as well as all vital statistics like ammunition capacity, caliber, model year, possible outfitted accessories, et cetera. Characters without this ability will only have such information on weapons they actually own or use regularly, and will need to successfully roll a Military Sciences (Hardware Recognition) skill check to recall important details. In addition, Weapons Encyclopedia also includes knowledge on acquiring weapons, so characters will have a -3 bonus on any checks needed to locate or buy weapons, legal or illegal.

Level One: The character has one Gunslinger ability.
Level Two: The character has two Gunslinger abilities.
Level Three: The character has three Gunslinger abilities.
Level Four: The character has four Gunslinger abilities.
Level Five: The character has five Gunslinger abilities.
Level Six: The character has six Gunslinger abilities.
Level Seven: The character has seven Gunslinger abilities.

Gunslinger is taken by this character:
Elise LeBlanc, level 1, Lighting Draw
Healing

6 levels, 3 points per level

Characters with this Attribute can heal another individual's injuries and, at high levels, repair massive trauma such as lost limbs or organs. (See Regeneration for healing one's own injuries.) Healing can only be performed on a willing or unconscious subject. It requires total concentration during which time neither the subject nor the healer may perform any other actions.

A character with Healing level 4+ can restore someone whose HP reached zero within the past few minutes. One with level 5+ can cause a subject to regenerate lost body parts or organs, such as a severed hand. One with level 6 can restore massive damage, such as putting a character together who was literally cut in half. No healer can repair someone who was blown to bits, disintegrated, or dead for more than a few minutes, however.

Level One: Heals 2 HP/minute, up to 20 HP at a time.
Level Two: Heals 4 HP/minute, up to 40 HP at a time.
Level Three: Heals 6 HP/minute, up to 60 HP at a time.
Level Four: Heals 8 HP/minute, up to 80 HP at a time. Can heal from 0 HP.
Level Five: Heals 10 HP/minute, up to 100 HP at a time. Can restore limbs.
Level Six: Heals 12 HP/minute, up to 120 HP at a time. Can heal massive injuries.
Hearty

mundane
6 levels, 2 points per level

The character is heartier and more resilient to injury than his or her stats would indicate.

Level One: Adds 10 HP.
Level Two: Adds 20 HP.
Level Three: Adds 30 HP.
Level Four: Adds 40 HP.
Level Five: Adds 50 HP.
Level Six: Adds 60 HP.

Hearty is taken by these characters:
Alexandria Knight, level 1, +10hp
Elise LeBlanc, level 1, +10 HP
Gao, level 2, +20 HP
Lawrence Tate, level 2, +20hp
Heavy Armor

optimal stat: Body
6 levels, 4 points per level

Heavy Armor represents armor plates or simply skin that is super-resistant to damage. Heavy Armor acts to reduce damage that is inflicted on the character. If a character has Heavy Armor, he or she is assumed to have an obviously armored body: scales, metal, magical protection, etc. Heavy Armor normally reduces the damage of an attack by 10 points per level.

A number of options are available for the Heavy Armor attribute, which alter the point cost or modify its effectiveness.

Partial: The armor has a thin area (half armor value, -1 to point cost) or an unarmored area (no armor value, -2 to point cost) that can be targeted using a called shot. Point cost reductions apply to the total cost of Heavy Armor, not the cost per level.

Hidden Armour: This armor is not obvious. It only stops 40% as much damage (4 points per Level), however.

Optimized Armor: The Armor is focused against a particular uncommon attack form. Eligible attack forms include Electricity, Cold, Laser Beams, Fire/Heat, etc. It provides doubled protection against that attack form only, and no protection against other forms. A character can acquire both optimized armor and ordinary armor. The minimum point cost of Heavy Armor, regardless of options, is 1 point. A character can combine Light and Heavy Armor to produce intermediate values.

Level One: All damage reduced by 10 points (4 points if Hidden).
Level Two: All damage reduced by 20 points (8 points if Hidden).
Level Three: All damage reduced by 30 points (12 points if Hidden).
Level Four: All damage reduced by 40 points (16 points if Hidden).
Level Five: All damage reduced by 50 points (20 points if Hidden).
Level Six: All damage reduced by 60 points (24 points if Hidden).
Heightened Senses

optimal stat: Body
6 levels, 1 point per level

A character with Heightened Senses has one or more senses that have been sharpened to a superhuman level of acuity. It can represent either the preternatural sharpening of a specific sense honed by special training (such as the trained sense of touch of a person who is blind), or the enhanced senses belonging to a non-human character such as a dog's amazing sense of smell.

Each level of Heightened Senses gives the character one Heightened Sense, which should be noted when the attribute is taken. The five senses are sight, hearing, smell, taste, and touch. A character using a Heightened Sense has a +4 bonus to all checks that specifically involve the sense. The attribute also grants perceptions beyond ordinary human capabilities. These might include following a scent, hearing subsonic or ultrasonic sounds, recognizing a face by touch, et cetera. Performing such an extraordinary feat may or may not require a check; GM's discretion.

Level One: The character has one heightened sense.
Level Two: The character has two heightened senses.
Level Three: The character has three heightened senses.
Level Four: The character has four heightened senses.
Level Five: The character has five heightened senses.

Heightened Senses is taken by these characters:
Gao, level 2, Smell, Taste
John Sheppard, level 2, +4 bonus to all Sight and Sound related checks
High-Powered

6 levels, 2 points per level

Regardless of the character's stats, she or he possesses a deep reserve of magical power.

Level One: Adds 10 EP.
Level Two: Adds 20 EP.
Level Three: Adds 30 EP.
Level Four: Adds 40 EP.
Level Five: Adds 50 EP.
Level Six: Adds 60 EP.

High-Powered is taken by this character:
Melchitt, level 2, +20 EP
Highly Skilled

mundane
6 levels, 2 points per level

A character with this attribute is more experienced or better trained than an ordinary person, and as a result has more skill points than an average adult. (The numbers below represent the total amount added and are not cumulative.)

It is assumed that all player characters finished eighth grade. Prior to 1900, attending high school and college were privileges of the upper class. Characters who went beyond this level of education will find it represented by this attribute. The player may choose the subject of the degree. Multiple degrees at the same level can be claimed for free, but confer no skill-point benefit.

Level One: Adds 5 skill points. Finished tenth grade.
Level Two: Adds 10 skill points. Graduated high school.
Level Three: Adds 15 skill points. Received an associate's degree.
Level Four: Adds 20 skill points. Received a bachelor's degree.
Level Five: Adds 25 skill points. Received a master's degree.
Level Six: Adds 30 skill points. Received a doctorate.

Highly Skilled is taken by these characters:
Elise LeBlanc, level 4, Bachelors in Journalism
John Sheppard, level 6, PhD in Archeology and Doctorate in Linguistic Anthropology
Lawrence Tate, level 3, Graduated high school in England
Interpersonal Magnet

optimal stat: Mind
6 levels, 1 point per level

This attribute allows the character to be attuned to a specific person in aid of finding them. The target has to be willing to be found, so it doesn't work for enemies. With a successful perception check, the character can sense which direction the target is in. This does not aid in physically moving to the target, only sensing which direction to go. Each target is declared when the attribute is taken and cannot be changed, but additional targets can be added for 1 point each.

Level One: The character has a +1 bonus to the perception check to finding their target.
Level Two: The character has a +2 bonus to the perception check to finding their target.
Level Three: The character has a +3 bonus to the perception check to finding their target.
Level Four: The character has a +4 bonus to the perception check to finding their target.
Level Five: The character has a +5 bonus to the perception check to finding their target.
Level Six: The character has a +6 bonus to the perception check to finding their target.
Invisibility

optimal stat: Soul
2 levels, 5 points per level

This attribute makes the character impossible to see. The character might possess supernatural camouflage, or a psychic or magical ability that causes observers to overlook him or her.

An invisible character cannot be spotted, but may be detected by other means such as smell or sound. An invisible character may also leave artifacts in ordinary sight like moving through wet or muddy ground (leaving footprints or making splashes in puddles). If an invisible character gives away his or her general position (for example, by firing a gun or shouting), he or she can be attacked, but there is a -2 penalty for anyone within melee range and -4 for anyone at a greater distance. The penalty may be ignored at melee range if the attacker has Heightened Sense (hearing or smell), or the Weapon Master ability "Blind Fighting." The penalty is halved (round down) if using an area or spreading attack on the invisible character; the GM may also rule that the character may be caught by such attacks even if not aimed directly at him, or if they are aimed by guesswork.

Level One: The invisibility requires full concentration. The character must be stationary or moving very slowly (no faster than a slow walk). While invisible, the character may not attack or do anything else that requires concentration; if the character does so, he or she reappears and remains visible until his or her turn to act in the next round.
Level Two: The character can be invisible at all times, even while attacking and doing other things that require concentration.
Iron Grip

mundane
6 levels, 2 points per level

The character has such outstanding grip that it's almost impossible for objects to be pried out of his or her hands, or for opponents to break free of a grapple. If the opponent attempts to break the character's grip, the character resists with the bonuses below.

Level One: The character grips at +1.
Level Two: The character grips at +2.
Level Three: The character grips at +3.
Level Four: The character grips at +4.
Level Five: The character grips at +5.
Level Six: The character grips at +6.
Item of Power

6 levels, 2 points per level

This attribute describes any exotic, portable item that directly enhances a character in some way, or one that serves as a useful tool or weapon. An Item of Power represents advanced technology or a relic with paranormal powers. More ordinary but useful items (such as a sword or medical kit) are covered by Personal Gear.

An item of power is built like a character. It has its own set of points, which are spent on attributes, and it can have its own defects to gain more points. The GM has ultimate approval, in order to prevent abuse of the system, but generally any kind of item can be created as long as the points are spent correctly. Items of Power after the first one may be bought for an extra 1 point per level, but they must be at or below the level of the first item.

Level One: The item is built on 5 points.
Level Two: The item is built on 10 points.
Level Three: The item is built on 15 points.
Level Four: The item is built on 20 points.
Level Five: The item is built on 25 points.
Level Six: The item is built on 30 points.

Item of Power is taken by these characters:
John Sheppard, level 3, Excalibur: Silver gauntlet with a blue gem
Lawrence Tate, level 3, Eldorado was imbued with powers useable by its master only until death (L2 Invisibility) (Interpersonal Magnet L2, +2 perception) (Special Attack L1 +10 base, Melee +10d, Burning -5d)
Jumping

optimal stat: Body
6 levels, 2 points per level

With this attribute, the character can make very high vertical jumps or far horizontal leaps, but cannot actually fly. This ability is very appropriate for martial artists and bouncy non-humans like cat-people.

Level One: The character can jump up to 5 feet high or 10 feet across.
Level Two: The character can jump up to 10 feet high or 20 feet across.
Level Three: The character can jump up to 25 feet high or 50 feet across.
Level Four: The character can jump up to 50 feet high or 100 feet across.
Level Five: The character can jump up to 100 feet high or 200 feet across.
Level Six: The character can jump up to 500 feet high or 1000 feet across.
Light Armor

optimal stat: Body
6 levels, 1 point per level

Light Armor is armor that is modestly protective (for example, it cannot stop artillery rounds), but is often effective against normal punches, melee weapons, and small-caliber firearms. Thick fur or hide, a lizard's scales, a leather jacket, or medieval armor are good examples. Light and Heavy Armor are cumulative; a character can combine the values for intermediate levels of armor.

Light Armor is assumed to be very obvious unless given the Hidden Armor option. It reduces damage that is inflicted on the character. Light Armor may be given various options that modify its effectiveness or point cost:

Partial: The armor has a thin area (half armor value, -1 to point cost) or an unprotected area (no armor value, -2 to point cost) that can be targeted using a called shot. Point cost reductions apply to the total cost of Light Armor and not the cost per Level. The minimum point cost of Light Armor, however, regardless of options, is 1 point.

Hidden Armor: This armor is not obvious. It only stops about half as much damage compared with normal Light Armor, however, as shown in the table below.

Optimized: The Armor is focused against a particular uncommon attack form. Eligible attack forms include Electricity, Cold, Laser Beams, Fire/Heat, etc. It provides doubled protection against that attack form only, and no protection against other forms. A character can acquire both optimized armor and ordinary armor.

Level One: All damage is reduced by 2 points (1 point if Hidden).
Level Two: All damage is reduced by 5 points (2 points if Hidden).
Level Three: All damage is reduced by 7 points (3 points if Hidden).
Level Four: All damage is reduced by 10 points (4 points if Hidden).
Level Five: All damage is reduced by 12 points (5 points if Hidden).
Level Six: All damage is reduced by 15 points (6 points if Hidden).
Magic

optimal stat: Soul
6 levels, 4 points per level

A character with the Magic attribute has the ability to manipulate arcane energies to produce a specific set of effects that seemingly defy physical laws. When choosing this attribute, the player should discuss the character's magical nature with the GM and give specific names/descriptions to the spells. It is possible to have an arbitrary collection of powers with no uniting theme, but a consistent theme is preferable, so as to better define the character. Some common themes include:
- Elemental magic such as mastery over traditional elements like wind, water, or fire, or less traditional "elements" like darkness, ice, the moon, or even love.
- Spells or powers that involve contacting or controlling natural spirits (shamanism) or the dead (necromancy).
- Black magic, involving destructive forces or evil or negative energies.
- Magical powers with an exotic or whimsical theme such as a set of abilities whose "special effects" all relate to tarot cards, flowers, cats, or pretty much anything else.
- Psionic abilities that produce psychic effects such as Telepathy, Telekinesis, or Precognition.
- Ki-based magic, where the character focuses his or her inner spirit through martial arts training to produce various exotic attacks and abilities.
- Divine powers granted by a deity to a priest, priestess, or other holy individual.
- Legendary powers innate to a magical entity such as a fox spirit's ability to change shape or possess people, or the myriad powers of a vampire.

Level One: The character receives 10 points to spend on magical powers.
Level Two: The character receives 20 points to spend on magical powers.
Level Three: The character receives 30 points to spend on magical powers.
Level Four: The character receives 40 points to spend on magical powers.
Level Five: The character receives 50 points to spend on magical powers.
Level Six: The character receives 60 points to spend on magical powers.

A character with the Magic attribute receives 10 points per level. Power points may be used like attribute points to acquire individual attributes (but not to raise stats or buy skills). Attributes acquired via Magic are designated "magical spells" and represent the extent of the character's magic. A magical spell is used just like an ordinary attribute, except that each time the character uses it, he or she must perform an invocation and expend energy points (EP). This can represent casting a spell, concentrating on his or her inner ki, focusing a psychic power, and so on. For fun, each magical power can optionally be given its own descriptive name or special effects when cast. When a character takes magical powers, they should be listed and described completely in the notes. Multiple attributes can be combined into a single spell for the appropriate number of points.

An invocation normally involves a short verbal incantation or magic phrase combined with gestures, and should take one action or turn to perform. Thus, the character must be able to speak and have his or her hands free in order to perform it, though there are ways to avoid this (see below). If the power is offensive in nature, the character must make his or her attack strike as part of the set of gestures.

The EP cost of a spell is the point cost to take the attribute at that level with those modifiers. If it would normally cost 16 points to purchase the attribute that way, it would cost the magician 16 EP to cast it as a spell. If the spell has a duration, the points must be spent every minute in order to keep the spell active. Maintaining a spell requires no special concentration, but if the spell is not maintained or if the points run out, it will cease to function and need to be invoked all over again when next needed. (To conserve EP, a character may cast a spell at a lower level than the one available, however.)

The character's Magic may even be further customized by applying one or more of the following options to each of the spells. (Each spell may have its own combination of options.)

Focus: In order to invoke a magical spell that was given the Focus option, the character requires a special tool. This may be a talisman, magic wand, or other device, or a set of exotic "spell components" such as the traditional eye of newt or wing of bat. The Focus must be rare, exotic, unique, expensive, or otherwise difficult to replace. A magical spell that requires a Focus costs half as many EP to invoke (round down). The EP required to maintain the magic spell are unaffected.

Ritual: Invoking a magical power that has this option requires a special ceremony taking several minutes to several hours to perform. However, the EP required to invoke the power and maintain it are halved (round down). If the character is interrupted during the Ritual, or does anything other than concentrate on it, the character must make a successful Soul check to keep going. If not, the Ritual fails and the character must begin again if he or she wishes to invoke the power. If a Ritual is interrupted at the last minute (when nearly complete) and the character fails the check, the GM may optionally have it go out of control, producing an undesirable or disastrous effect rather than simply failing. The magnitude of the disaster will depend on how powerful the magic spell is, and will usually be somehow related to what the character was trying to achieve.

Silent: A magical spell that has this option does not require magic words. A Silent power costs twice as many EP to invoke (but not to maintain). This option is very common for innate or psychic powers.

Still: A magical power that has this option does not require any gestures or motions. A Still power costs twice as many EP to invoke (but not to maintain). Again, this option is very common for innate or psychic powers.

Magic is taken by this character:
Melchitt, level 2, Spells: Shapeshift, Summoning, Storm
Mechanical Genius

mundane
optimal stat: Mind
6 levels, 2 points per level

The character has an innate knack for creating, modifying, and working with complex machines. Unlike someone who is merely well-trained in a particular technical skill, the character with Mechanical Genius is a natural, and is able to understand an unfamiliar machine within an hour of taking it apart and studying it. A character with this attribute can also build new gadgets at an astonishing rate, provided he or she has appropriate parts and facilities. The character is able to make small leaps in engineering such as improving the efficiency of an existing machine, but cannot invent a totally new kind of machine beyond 1899 technology levels.

Level One: The character can build/repair machines at 2x normal speed.
Level Two: The character can build/repair machines at 5x normal speed.
Level Three: The character can build/repair machines at 10x normal speed.
Level Four: The character can build/repair machines at 20x normal speed.
Level Five: The character can build/repair machines at 50x normal speed.
Level Six: The character can build/repair machines at 100x normal speed.

Mechanical Genius is taken by this character:
Lawrence Tate, level 1, repairs machines at 2x normal speed
Meld

2 levels, 2 points per level

The character can Meld his or her body into a particular object, effectively merging with it. Meld is very appropriate for characters such as nature spirits (for example, a tree spirit who can meld with her tree). It is also a common attribute of demons or ghosts, who might meld with an object (such as a book, mirror, portrait, or sword) or a person. The character has no physical control over the host.

At 2 points per level, the character is limited to melding with a particular class of inanimate objects only, such as earth, books, dolls, snow, trees, statues, swords, et cetera. At 3 points per level, the character can meld with any inanimate object in the surrounding environment. At 4 points per level, Meld can be applied to animate things, including people and animals. Use "plus points" to adjust the point cost appropriately.

It takes one round to meld into or out of an object. Once merged, the character cannot be harmed unless the object is destroyed, in which case the character is released. The GM may rule that the character also takes whatever damage the object sustains while merged. Only exotic means (such as Telepathy or Sixth Sense) will be able to detect a character that has Melded with something. Exorcism will work on a character who has Melded with an object or person.

Level One: The character has no sensory abilities within the object, although he or she will be aware of the passing of time.
Level Two: The character's normal senses extend out of the object. Thus, he or she can spy on other people. The character may also use any psychic abilities (Mind Control, Telepathy, etc) that he or she possesses to affect anyone touching the host object and, if the host is a living thing, the host itself.
Metamorphosis

6 levels, 3 points per level

Physical transformations are a part of many cultures' folklore. Sorcerers, witches and demons may know how to transform others, usually through powerful magic.

The Metamorphosis attribute allows a character to transform either himself OR someone else into a completely different form. A character can normally only perform a single, very specific type of transformation. For example, he or she may be limited to turning into a cat, or into a werewolf. A character may know additional transformations for 2 character points each, provided they are at the same (or lower) level of Metamorphosis. If the character can transform both himself and other people, add an extra 2 character points to the total cost.

For each level of Metamorphosis, the transformation grants the victim an extra 5 points to spend on attributes, but the character retains all of the attributes and defects he already has. Thus, a human with Regeneration who transformed into a gargoyle might gain wings, fangs, and other features he did not have before, but he would still have Regeneration. In addition to spending the points on additional attributes, an alternate form may have its own set of defects, which allow for even more points. A complete list of all the character's new attributes and defects in his alternate form should appear in the Notes section of the character sheet.

When this ability is used on unwilling victims, a Soul check is required, but the level of Metamorphosis may be subtracted from the roll. Also, the victims may try to make a Soul check to prevent it. If the current environment would be painful to the alternate form (such as sunlight to a vampire), the victim gets a +3 bonus to the Soul check. If the environment would be fatal to the alternate form (such as open air to a goldfish), or if the victim would become an inanimate object, the victim ges a +6 bonus instead. Note that the person using Metamorphosis has to touch the victim to make it work; to use this as a ranged attack, it must be Linked to a Special Attack. When used on victims, there is always a specific trigger that can restore them to their normal forms (in addition to another use of Metamorphosis), and this must be defined before the attribute is used. (It may simply be a time limit.) The GM may decide the appropriateness of the trigger. Transformations take one turn to perform.

Level One: The alternate form has an additional 5 points.
Level Two: The alternate form has an additional 10 points.
Level Three: The alternate form has an additional 15 points.
Level Four: The alternate form has an additional 20 points.
Level Five: The alternate form has an additional 25 points.
Level Six: The alternate form has an additional 30 points.
Mind Control

optimal stat: Mind
6 levels, 2 points per level

This Attribute allows the character to mentally dominate another individual. Sorcerers, some psionic adepts, and monsters with hypnotic powers (such as many demons or vampires) are among those likely to have Mind Control.

Mind Control costs 4 points/Level if it can be used on anything with a mind (humans, animals, monsters, etc). It costs 3 points/Level if it works on broad categories ("all monsters" or "any male" for example). It costs 2 points/Level if the category is more specific and less useful ("wolves" or "people obsessed with beauty"). Regardless of what kinds of creatures can be affected, Mind Control costs 1 less point per level if limited to a single type of control, such as inducing a particular emotion (like love or anger) or a mental state (like fear or forgetfulness). Use "plus points" and "minus points" to adjust the point cost appropriately.

Mind Control requires the character employing it to be able to see (or failing that, touch) his or her subject to establish the initial control. It counts as an attack, but, instead of an attack dice roll, it requires a successful mind check (if attacking multiple targets, roll only once). The character receives a modifier of +1 for every level the character has in excess of the minimum Level required to perform that particular feat of Mind Control (see below). If the attack roll was successful, the target gets a defensive mind check to resist, at -1 per level in excess of the level needed.

Once Mind Control has been established, it remains until the dominating character willingly relinquishes control, or when either the aggressor or the victim is rendered unconscious. (Sleeping has no effect.) A character need not control every thought and action of his or her victims but can allow them to live normal lives. People who have been mind-controlled may not remember events that occurred during the time period they are controlled and have a gap in their memories (GM's discretion).

A character with Mind Control is always limited in the number of individuals he or she can control at any one time (whether this control is passive or active). If the character wishes to control a person in excess of this number, he or she must first free someone who is already under control. In the case of Mind Control against swarms of insects or the like, the GM may consider a single swarm to be an "individual."

The GM may allow a character to temporarily boost his or her Mind Control attribute by one level against a single individual who is his or her captive by "working" on the subject for a day or more. This bonus can represent concentrated brainwashing techniques or dedicated study of a subject.

Level One: The character possesses little Mind Control ability. He or she can give simple, non-aggressive suggestions, which will be followed. A non-aggressive suggestion is defined as one to which the target is not strongly opposed (GM's option).
Level Two: The character possesses moderate Mind Control ability. He or she can give complex, non-aggressive suggestions. Additionally, brief events can be erased from a victim's memory.
Level Three: The character possesses good Mind Control ability. He or she has the capabilities of Level 2 but can also give aggressive suggestions. An aggressive suggestion is defined as something that someone is normally opposed to doing such as attacking friends or giving away money. Alternatively, he she can control 2-6 people, simultaneously or sequentially, using non-aggressive suggestions only.
Level Four: The character possesses great Mind Control ability. He or she has the capabilities of Level 3 and can give aggressive suggestions to a small group (2-6 people) simultaneously or sequentially.
Level Five: The character possesses extreme Mind Control ability. He or she has the capabilities of Level 4 and can give aggressive suggestions to large groups (7-20 people) simultaneously or sequentially.
Level Six: The character possesses primal Mind Control ability. He or she has the capabilities of Level 5 and can give aggressive suggestions to a very large group of people (21-50) simultaneously or sequentially.

Mind Control is taken by this character:
Alexandria Knight, level 1, Single type of control: Target will feel respect for Alexandria
Mind Shield

optimal stat: Mind
6 levels, 2 points per level

A character with Mind Shield is protected against mental intrusions. This may be a reflection of his or her own psychic abilities, a protective spell, special training, or some innate ability. A character with Mind Shield can detect and block attempts to read his or her mind by a character with Telepathy at an equal or lower level as the Mind Shield. The character may also get a bonus (level*2) when defending against any mental attack, even one relating to Special Attack.

Level One: +2 bonus to resist mental attacks
Level Two: +4 bonus to resist mental attacks
Level Three: +6 bonus to resist mental attacks
Level Four: +8 bonus to resist mental attacks
Level Five: +10 bonus to resist mental attacks
Level Six: +12 bonus to resist mental attacks

Mind Shield is taken by this character:
Alexandria Knight, level 2, +4 bonus to resist mental attacks
More Capable

mundane
2 levels, 2 points per level

Currently, the three game stats indicate the same level of ability in all aspects of each stat: the Body stat represents all physical aspects, the Mind stat represents all mental aspects, and the Soul stat represents all spiritual and willpower aspects. Some characters may have one or more aspects of a stat at a more proficient level than the rest, however, and this is where the Less Capable defect comes in. For example, a weak-willed character with bad luck might be exceptionally good at magic. Similarly, a character might be weak and clumsy but still be able to run quickly. Only one aspect is allowed with this attribute.

Examples of aspects include:
Body: Strength, agility, endurance, running speed, immune system.
Mind: Intelligence, wits, perception, memory, intuition.
Soul: Luck, willpower, charisma, magic & psionic aptitude.

Level One: The character enjoys a +1 bonus to related checks.
Level Two: The character enjoys a +2 bonus to related checks.

More Capable is taken by these characters:
Alexandria Knight, level 2, +2 to intuition checks, especially about people's intentions
Elise LeBlanc, level 1, +1 to perception checks
Gao, level 2, +2 to immune system checks
Lawrence Tate, level 2, +2 to perception checks
Natural Weapons

optimal stat: Body
6 levels, 1 point per level

The character has one or more relatively mundane natural weapons, such as sharp teeth, claws, tentacles, et cetera. Natural weapons are normally possessed by animals, monsters, and similar characters. The character possesses one such attack form per level. Possessing more than one such natural weapon gives the character a wider variety of attack forms, and since the weapons are a part of the character's body, it is impossible to disarm him or her without inflicting a great deal of focused damage. To strike with any of the following involves the Unarmed Attack skill.

Claws or Talons: The character possesses sharp talons or spikes on his or her fingers, paws, or feet. In addition to regular damage, the claws inflict 5 additional damage points when applicable.

Fangs, Beak, or Mandibles: The character has very sharp teeth, or alternatively, a beak or insect-like mandibles. This natural weapon inflicts only 2 points of damage above normal, but a successful strike that penetrates armor gives the character the option to maintain a biting grip and continue to inflict equivalent damage in subsequent rounds. These additional attacks are automatically successful, but the opponent can break the hold with a successful DV roll. While the attacker is maintaining a biting grip, his or her own ability to defend is impeded; the attacker cannot use weapons to defend, and suffers a -3 defense penalty against any attack made by a third individual.

Horns: These are large horns for butting or stabbing. Horns add 2 extra points of damage to normal damage in melee combat but are exceptionally effective if the character charges into battle. If the character can make a running start, he or she can lower his or her head and charge. A successful attack will deliver normal damage, plus 10 (rather than 2) damage. If a charge fails to connect, the charging character will be off-balance and suffers a -1 penalty to defense rolls for the rest of the round.

Spines: The character is covered in nasty spikes, quills, or sharp scales. Anyone who wrestles with the character automatically takes damage equal to the character's AV each round. During these struggles, the opponent's clothes will also usually become ripped and shredded. When the spiky character strikes someone in unarmed combat, the spines add 5 damage (not AV damage).

Tail Striker: If the character has a useable tail (this requires the Extra Limbs attribute), it can be equipped with spikes, a stinger, or other similarly nasty weapon. The attack inflicts +2 damage for an unmodified tail, or +5 damage for a tail with a spike or other sharp weapon.

Tentacles: One or more of the character's limbs, or possibly his or her hair, are actually tentacles. A character with tentacles gains a +2 bonus when wrestling.

Damage applied from Natural Weapons is cumulative with that from other attributes, such as Super Strength. Hands, feet, a light tail or one that the character cannot manipulate, ordinary teeth, and hooves are not normally counted as Natural Weapons because they don't inflict any extra damage.

Level One: The character possesses one natural weapon.
Level Two: The character possesses two natural weapons.
Level Three: The character possesses three natural weapons.
Level Four: The character possesses four natural weapons.
Level Five: The character possesses five natural weapons.
Level Six: The character possesses six natural weapons.

Natural Weapons is taken by this character:
Melchitt, level 1, claws
Object Reading

optimal stat: Soul
6 levels, 2 points per level

Object reading, also known as psychometry, allows the character to sense details about that object upon making physical contact with it and concentrating for one turn. By default, the attribute allows the character to touch any inanimate object to acquire this information. If the character can do this to only one class of object (like "only clothing" or "only wooden items") then it costs 1 point per level. Someone may interfere with the object reading by distracting the character or removing the object from their physical contact.

For each level of the attribute, one additional detail can be sensed. Choose from this list:

- The precise age of the object.
- The precise material composition of the object.
- A mental image of the last person to touch the object.
- A mental image of the purpose of the object.
- A mental image of the owner of the object.
- Whether the object has any enchantment or supernatural qualities. (This is only a positive or a negative. It does not reveal what the nature of the enchantment is.)

Level One: The character can sense one detail.
Level Two: The character can sense two details.
Level Three: The character can sense three details.
Level Four: The character can sense four details.
Level Five: The character can sense five details.
Level Six: The character can sense six details.

Object Reading is taken by this character:
John Sheppard, level 3, A mental image: "Purpose," "Owner" and "Last person to touch"
Organizational Ties

mundane
optimal stat: Soul
6 levels, 1 point per level

Organizational Ties represents a character's close relationship with a hierarchy of some sort that grants him or her access to work opportunities, special equipment, respect, and privileges. Examples include a feudal system, a corporation, organized crime, trade guilds, secret societies, governments, and some religions.

The majority of law enforcement and military agencies do not generally require a character to take Organizational Ties unless the agency grants the character an unusual amount of power or respect, or the character's position is such that he or she has a higher degree of independence than normal. Special equipment may be better represented by the Personal Gear or Conditional Ownership.

Level One: The character is connected to the organization and can rely on it for occasional support and favors (and expect to be called on in return).
Level Two: The character has respected status in an organization such as a junior executive in a corporation, a city council member, or a Mafia "wiseguy" in an organized crime family. The organization brings the character status and rewards.
Level Three: The character has middle rank in an organization such as a corporate vice president in charge of a department, or a Mafia "captain" who runs a neighborhood, or a junior congressman or member of parliament.
Level Four: The character has senior rank in an organization, such as the senior vice-president of a large corporation, the boss of a crime family, or a U.S. senator.
Level Five: Controlling rank in an organization, such as the president of a corporation, the boss of a large crime family, or a U.S. state governor.
Level Six: Rank that spans multiple organizations, such as the ruler of a nation, president of a global mega-corporation, or "boss of bosses" of many different crime families.

Organizational Ties is taken by these characters:
Alexandria Knight, level 1, many rich men were secretly her clients
Elise LeBlanc, level 1, newspaper business, also LeBlanc family, also The Circle
John Sheppard, level 1, Scientific Community
Perfect Picture

mundane
optimal stat: Mind
3 levels, 1 point per level

For photographers, this attribute allows one perfect photograph to be taken with a camera. The resulting image will be as good as the camera type allows, not to mention perfectly lit and perfectly framed and perfectly focused. The player must declare that the attribute is being used when the picture is taken. No skill check is necessary.

Level One: The character can take 1 perfect picture per game session.
Level Two: The character can take 2 perfect pictures per game session.
Level Three: The character can take 3 perfect pictures per game session.
Personal Gear

mundane
4 levels, 1 point per level

This attribute represents a character's access to rare or difficult-to-acquire equipment. Through some means explained by the character's backstory or the Organizational Ties attribute, this character may carry around powerful weapons, enchanted items, expensive machinery, valuables like jewelry, or other special items. These items may or may not serve a useful purpose in the game; the GM should decide the level of the attribute from the benefit conferred. Multiple items can be taken for an equivalent number of additional points. Use the Item of Power for items that have useful magical effects. Conditional Ownership may apply, but its points cannot exceed the point cost of this attribute.

Level One: The item confers a minor benefit, or is commonplace but out of the character's reach.
Level Two: The item confers a moderate benefit, or is expensive or hard to find.
Level Three: The item confers a major benefit, or is very expensive or very rare.
Level Four: The item confers an extreme benefit, or is one of a kind.

Personal Gear is taken by these characters:
Elise LeBlanc, level 1, pistol and bullets
Lawrence Tate, level 1, lockpick, father's gunsmith kit
Place of Power

optimal stat: Soul
6 levels, 1 point per level

A Place of Power is a "home base" or lair that is infused with magical or holy energies. It might be a shrine, magical circle, a sacrificial altar, a ring of standing stones, or something less traditional. The place usually radiates good or evil energy, and a nearby character with an appropriate Sixth Sense can detect its nature.

While within his or her Place of Power, the character has access to a pool of energy points, 15 per the level of the attribute. While inside that Place of Power, the character can draw on these EP as if they were the character's own. Once used, the EP replenish at the rate of 1 per level per hour.

Several characters may share the same Place of Power, but only if they all take the attribute and specify that place. While this option does not reduce the attribute's cost, it can provide greater convenience. Each character sharing the Place of Power has his or her own separate pool of EP at that place! A character who has not taken this attribute and specified that place will not be able to draw on the extra EP. Additional places of power can be obtained by adding 1 point to the cost of the attribute for each, but only at or below the same level as the original.

At the GM's discretion, a Place of Power may also offer additional advantages. In particular, one usually exerts a subtle, long-term, emotional influence on people who live in or near it, which may be positive if the owner is a good person or negative if the owner is evil. In addition, individuals born or raised in a Place of Power are more likely to develop supernatural abilities.

Places of Power are usually stationary locations. For a portable place of power such as a charm circle, it must take at least one full turn per level of the attribute for the character to set it up, or one minute of game time if outside of combat. The character is preoccupied during this time and cannot take other actions or defend.

Level One: The Place of Power is the size of a small rug and provides 15 EP.
Level Two: The Place of Power is the size of a small room and provides 30 EP.
Level Three: The Place of Power is the size of a large room and provides 45 EP.
Level Four: The Place of Power is the size of a house and provides 60 EP.
Level Five: The Place of Power is the size of a city block and provides 75 EP.
Level Six: The Place of Power is the size of several city blocks and provides 90 EP.
Precognition

optimal stat: Soul
2 levels, 2 points per level

The character occasionally has premonitions that foretell a possible event in the future, usually as a warning of approaching danger. This attribute is appropriate to characters with natural danger sense or psionic abilities, but it can also represent a person who uses learned techniques such as astrology or spells to divine the future.

Premonitions may occur in dreams, while the character is awake, or perhaps when the character uses some form of fortune-telling focus such as tarot cards. The visions will rarely be very detailed but may provide a useful clue or warning. The timing, nature, and content of precognitive divinations are up to the GM. Characters with the Recurring Nightmares defect may have trouble telling a frightening premonition from a bad dream, or may suffer the same premonition over and over again. The nature of the premonitions may vary greatly; some may allow the character to interact with the vision as if present, while others may be only a fleeting glimpse of an image.

The GM always decides how useful or vague a premonition will be and should use this ability to provide useful clues to make an adventure more interesting. For example, the GM may choose to give the character a useful answer but one that relates to a later adventure rather than the current one. Precognition is a tricky thing, and often misleads those who rely on it.

Level One: The character has no control over the premonitions. They occur arbitrarily.
Level Two: The character can consciously induce a premonition, through means such tarot card reading, staring into a fire, throwing rune stones, or reading a horoscope. This cannot be done more than once per game session. If the character concentrates and succeeds on a Soul check, the premonition will be somehow related to the character's current situation, though not necessarily specific ("what will happen when I open that door?"). If the character does not wish to concentrate this way, or if the Soul check fails, the premonition will still occur but may be about any subject in the future.

Precognition is taken by this character:
Gao, level 1
Recharge

optimal stat: Soul
6 levels, 2 points per level

The character regains spent Energy Points at a faster rate than normal. This attribute does not allow a character to exceed his or her normal maximum number of EP.

Level One: heals 1 EP per round or 5 per minute, while resting
Level Two: heals 1 EP per round or 5 per minute, while active
Level Three: heals 4 EP per round or 20 per minute, while resting
Level Four: heals 4 EP per round or 20 per minute, while active
Level Five: heals 1/5 of total EP per round, or all within 1 minute, while resting
Level Six: heals 1/5 of total EP per round, or all within 1 minute, while active

Recharge is taken by this character:
Melchitt, level 2
Regeneration

optimal stat: Body
6 levels, 3 points per level

The character can heal himself or herself at a faster rate than normal. (See Healing to heal others.) A character cannot use Regeneration if killed, but can regenerate while knocked out, comatose, or incapacitated. Regeneration does not allow a character to exceed his or her normal maximum number of HP.

Regeneration costs 3 points per level. Reduce Regeneration by 1-2 points (total, not per level) if damage from a particular attack cannot be regenerated. If the attack is relatively uncommon (like cold or lightning), the cost is reduced by 1 point, if common (like metal or fire) by 2 points.

Level One: heals 1 HP per round or 5 per minute, while resting
Level Two: heals 1 HP per round or 5 per minute, while active
Level Three: heals 4 HP per round or 20 per minute, while resting
Level Four: heals 4 HP per round or 20 per minute, while active
Level Five: heals 1/5 of total HP per round, or all within 1 minute, while resting
Level Six: heals 1/5 of total HP per round, or all within 1 minute, while active

Regeneration is taken by this character:
Lawrence Tate, level 2, heals 1 HP per round or 5 per minute, while active
Reincarnation

optimal stat: Soul
6 levels, 3 points per level

If the character is destroyed, some of his or her essence may well survive. This may be in spiritual form, or it may be something that must be retrieved from the corpse, like a heart or head. If this surviving remnant can be salvaged, in a matter of days or weeks and with proper care, it will develop a new body similar to the original.

Reincarnation can usually be prevented in some way. This may be as simple as burning, blowing up, or dismembering the body, or as obscure as requiring a special ritual. The GM should always be consulted before this power is taken. When Reincarnation is taken as a magical power, it means that the character can only reincarnate if killed while the power is being maintained. If the character's body is changed beyond his or her control after being reincarnated, subtract 1 point from the total cost.

Level One: Reincarnation is slow and/or complex and may require a ritual or equipment. (If taken by a PC, the character will reincarnate by the next chapter.) It can be easily prevented.
Level Two: Same as level 1, but obscure or complex means are needed to prevent it.
Level Three: Reincarnation occurs within a few hours of death. It can be easily prevented. (If taken by a PC, the character will reincarnate by the next session.)
Level Four: Same as level 3, but obscure or complex means are needed to prevent it.
Level Five: Reincarnation occurs within a few minutes of death. It can be easily prevented.
Level Six: Same as level 5, but obscure or complex means are needed to prevent it.
Resist Illusions

optimal stat: Soul
6 levels, 1 point per level

This ability grants such clarity of perception that the character's senses are very difficult to trick. Whether the illusion is magical, psionic, drug-induced, or otherwise, the character is able to resist it with a successful Soul check, made with the appropriate modifier per level. If the roll is made, the character is aware of the illusion but can perceive the truth. If the roll fails, the character cannot see through the illusion, and usually isn't even aware that there is an illusion present. The GM is free to add difficulty modifiers based on the strength of the illusion in each case. This attribute works automatically; the player should be asked to make a roll whenever encountering any kind of illusion, visual or otherwise.

Level One: The character resists illusions at +1.
Level Two: The character resists illusions at +2.
Level Three: The character resists illusions at +3.
Level Four: The character resists illusions at +4.
Level Five: The character resists illusions at +5.
Level Six: The character resists illusions at +6.
Resurrection

optimal stat: Soul
6 levels, 5 points per level

One of the most valuable attributes in the game, this gives the character the ability to resurrect dead beings. It takes 1D6 uninterrupted turns to work per attempt, but once successful, the dead will be alive again just as he or she once was, at 10% of his or her full hit points. The revived will be aware of some passage of time, and will remember having died. The first time they recall the moment of death, they must pass a Mind check not to become momentarily stunned with shock, from which they must pass a Mind check to revive.

Because of its high cost, this attribute is best taken as a magical spell. For 5 points per level, the character can resurrect only an intact corpse, ie. not missing any vital organs or most of the body. If decomposition has already occurred, the presence of a full skeleton will suffice. For 7 points per level, the character can resurrect the dead with only a piece of the corpse, such as a toe. (Of course, a severed toe from a living person is not the same thing.) For 9 points per level, the character need only travel to the place of death (within 5 yards) to resurrect the dead. In all cases, the dead will rise where the attribute was used, and scattered remains will disappear from where they were stored. To have the corpse resurrect where it is kept instead of where the attribute was used (in the 9-point version), subtract 2 points from the total cost of the attribute.

If the character can create only mindless zombies out of the corpses, without actually reviving the intelligence and personality of the victim, then reduce the cost of the attribute by 2 points per level. For the resurrected person to be under the command of the character, whether zombie or normal, add 5 points to the cost of the attribute. (See the Mind Control rules to break free of mental control. Resurrected people are assumed to be under full mind control by default when these 5 points are spent.) For the character to be able to raise more than one corpse at a time, spend an additional 2 points. When used, the character would spend 1D6 turns raising all dead in the vicinity as permitted by the level chosen, with the maximum number being his or her soul stat. (If more dead are desired for a necromancer's army, make continued attempts.) If the character is only able to resurrect people that he or she has met, reduce the cost by 5 points. The minimum point cost of the attribute must be 1 point.

Level One: The character can resurrect someone who has been dead for up to 5 turns.
Level Two: The character can resurrect someone who has been dead for up to one day.
Level Three: The character can resurrect someone who has been dead for up to one month.
Level Four: The character can resurrect someone who has been dead for up to one year.
Level Five: The character can resurrect someone who has been dead for up to fifty years.
Level Six: The character can resurrect anyone without regard to how long they have been dead.
Servant

mundane
6 levels, 3 points per level

The character has a servant or companion entity. It serves as a familiar, pet, companion, or bodyguard. Examples of servants could include a magical girl's talking animal companion, a sorcerer's apprentice, a fierce wolf, a bound demon or ghost, a mage's familiar cat, or a vampire's enslaved minions. Servants are NPCs controlled by the GM, but they will normally work toward the character's best interests. (The GM may let the player control the servant in a game session, but s/he always has overriding control.) Nevertheless, servants should have their own personalities and may occasionally get into trouble of their own.

A servant is assumed to be around "all the time." To create a servant that the character summons for a brief period of time, acquire the attribute as a magical power. This will result in the servant only remaining around as long as the character spends the appropriate energy points.

This attribute costs 3 points per level for the first servant. An unlimited number of additional servants may be added for one point per level each; add the points to the total cost of the attribute. Each level of the attribute gives the player 20 points with which to design the servant. The servant is created exactly as a player character, except that it may not have its own servant or flunkies, and it may not take relationship-based defects that are already innate to its nature as a servant (such as having the primary character as its significant other). A servant cannot earn points in the game, for itself or for its character, and thus can only advance when this attribute is raised in level.

Level One: The servant starts with 25 character points.
Level Two: The servant starts with 50 character points.
Level Three: The servant starts with 75 character points.
Level Four: The servant starts with 100 character points.
Level Five: The servant starts with 125 character points.
Level Six: The servant starts with 150 character points.

Servant is taken by these characters:
Alexandria Knight, level 1
Gao, level 3, Melchitt
Signature Strike

mundane
6 levels, 3 points per level

A character with Signature Strike has practiced one particular attack so much that she or he has become powerfully effective with it. While opponents can still defend against it normally, it does excessive damage when it succeeds, and it requires all enemies in the fight to make a Soul check to continue fighting after such an impressive display of combat mastery. Players should develop a description of the attack for their character, some technique or combination of moves that works well and looks intimidating, and preferably give it a special name as well. Having a snappy line to say after performing the attack doesn't hurt.

Level One: Damage for the specific attack is increased by 10 points.
Level Two: Damage for the specific attack is increased by 20 points.
Level Three: Damage for the specific attack is increased by 30 points.
Level Four: Damage for the specific attack is increased by 40 points.
Level Five: Damage for the specific attack is increased by 50 points.
Level Six: Damage for the specific attack is increased by 60 points.

Signature Strike is taken by this character:
Gao, level 1, +10 damage with special attack, Soul check to continue fighting
Sixth Sense

optimal stat: Soul
7 levels, 2 points per level

The character has the ability to detect things that are hidden to normal senses. There are seven categories, and the attribute grants one category per level. The character can attempt to use the attribute at any time, and it is sometimes triggered automatically, requiring a Soul check (with appropriate modifiers) whenever activated. If the Soul check fails, the character cannot attempt it again unless something changes about the situation that would make a second try likelier. Depending on the situation, the character may or may not be able to tell the precise source of the phenomenon; it may register as an exact person or object, or it might be vaguely "in the vicinity."

Detect Evil: The character can sense powerful evil emanations from things like serial killers, demons, or evil haunted houses. In addition, when a less evil entity is actually performing an evil act, the character may briefly sense that something is "very wrong."

Detect Magic: The character can sense when magic is being used, or detect magical Items of Power. This also applies to psychic effects such as Telekinesis and Telepathy.

Detect Red Death: The character can tell when the supernatural force known as the Red Death is in the vicinity, or has affected someone or something in the vicinity.

Detect Virtue: The character can sense powerful good emanations from things like angels, saints, or the like. In addition, when an ordinary person performs a very good act (such as an act of great charity or self-sacrifice to save others), it will briefly "register."

Empathy: The character can detect srong, powerful emotions radiated by individuals in his or her presence.

Sense Spirits: The character is particularly sensitive to ghosts, demons, and similar entities, as well as anyone who is astrally projected. He or she can sense them even if they are using Meld, Supernatural Disguise, Metamorphosis, or Invisibility to disguise their presence.

Sense Truth: The character can detect when someone is knowingly telling a lie.

Level One: The character's Sixth Sense extends to one category.
Level Two: The character's Sixth Sense extends to two categories.
Level Three: The character's Sixth Sense extends to three categories.
Level Four: The character's Sixth Sense extends to four categories.
Level Five: The character's Sixth Sense extends to five categories.
Level Six: The character's Sixth Sense extends to six categories.
Level Seven: The character's Sixth Sense extends to seven categories.

Sixth Sense is taken by these characters:
Elise LeBlanc, level 1, Sense Truth
John Sheppard, level 2, Detect Magic and Sense Spirits
Size Change

6 levels, 2 points per level

This attribute reflects the ability to increase or decrease the stature of the character. A character normally can only shrink and return to normal size, OR only grow and return to normal size, for 2 points per level. If the character can both shrink and grow, add 1 point to the attribute cost per level.

A character's lifting capacity is normally proportional to his or her size change. Thus, someone with a 25% increase in size lifts 25% more. A big character will also inflict more damage with muscle-powered weapons and a small character less.

It takes one round for a character to change size. Size Change is normally designed to affect only the user, but it can be specified as usable on others instead. If so, it only affects a single willing subject, whom the user must touch. For it to be used as an attack against unwilling persons or over a distance, the character must take it Linked with a Special Attack.

Level One: 25% increase or decrease to three-quarters of character height. If increased in size, the character adds +2 to damage with muscle-based attacks. A human who shrinks to this degree will do 1 less point of damage with any muscle-based attacks.
Level Two: 50% increase or decrease to one-half of character height. If increased in size, the character inflicts +4 damage with any muscle-based attacks. If decreased in size, the character cannot inflict damage with any muscle-based attacks.
Level Three: 100% increase or decrease to one-quarter of character height. If the character has grown, he or she inflicts +6 damage with muscle-powered attacks. If decreased in size, the character cannot inflict damage with any muscle-based attacks.
Level Four: 200% increase or decrease to one-tenth of character height. If increased in size, the character inflicts +8 damage with muscle-powered attacks. If decreased in size, the character cannot inflict damage with any muscle-based attacks.
Level Five: 1000% increase or decrease to one-hundredth of character height. A character who has grown inflicts +10 damage with muscle-powered attacks. If decreased in size, the character cannot inflict damage with any muscle-based attacks.
Level Six: 3000% increase or decrease to one-thousandth of character height. A character who has grown inflicts +12 damage with muscle-powered attacks. If decreased in size, the character cannot inflict damage with any muscle-based attacks.
Sleepless

optimal stat: Mind
4 levels, 1 point per level

This attribute represents a character's innate ability to stay awake. Whenever something in the game happens that could cause the character to pass out (such as taking damage above the shock value) and the character has to make a mind check to stay awake, this attribute will give a bonus to the dice. If a plot event would normally force the character to fall unconscious without any check, the character may or may not stay awake; GM's discretion.

With this attribute, the character can even stay awake after his or her health points reach zero (normally a comatose state), although he or she is incapable of taking action. The character is almost never drowsy and is always fully alert, no matter how much sleep she or he has had. This attribute may not be combined with the defect Recurring Nightmares.

Level One: The character gets a -2 bonus to mind checks to stay awake.
Level Two: The character gets a -4 bonus to mind checks to stay awake.
Level Three: The character gets a -6 bonus to mind checks to stay awake.
Level Four: The character gets a -8 bonus to mind checks to stay awake.
Special Attack

6 levels, 3 points per level

Many superhuman characters wield powerful offensive energies, such as electric zaps, magical fireballs, ki-powered martial arts strikes, or energy swords. To represent a wide variety of paranormal attacks, Special Attacks deliver 10 damage per level. They can be customized with abilities that decrease the damage by a certain number of points but produce beneficial secondary effects, and they can be customized with disabilities that increase the damage by a certain number of points but withhold the attack from its full potential.

There is no limit to how many abilities and disabilities can be applied. Additional unrelated attacks can be purchased for three points per level, with the same terms. Several abilities and disabilities refer to the "dice difference," which is the difference between the total on the dice and the target value during a successful attack. Rolling exactly the target value will mean a successful attack that does damage, but special side effects related to the dice difference do not apply in that case. In addition to the abilities and disabilities listed below, players are invited to suggest additional abilities and disabilities that can be added.

ABILITIES

• Accurate (-5d): The attack is unusually easy to hit with, giving a +2 bonus to dice rolls to hit.

• Affects Incorporeal (-5d): This attack will affect characters who have very low densities, or are currently astral, ethereal, or incorporeal, as if they were solid.

• Area Effect (-5d): This is an attack, like an explosive blast, that affects not only the direct target, but also anyone within the radius (1 yard per dice difference), except for the attacker. If affected characters are defending on that turn, they can successfully take cover. For an additional -5 damage, an Enduring Area Effect applies instead, in which the effect lasts for the dice difference in minutes. Enduring Area Effect applies to chemical clouds, sheets of fire, electrical charges, supercooled vapors, and other environmental factors.

• Aura (-10d): Rather than having to make an actual attack, the character instead automatically damages anyone who touches his or her body. An example might be a character who was sheathed in flame or electrified. If this ability is combined with the Area Effect ability, it automatically damages anyone in the designated area around the character.

• Burning (-5d): Fire, acid, and other attacks may continue to damage after they hit. The target will suffer an additional 1/10 of the same damage for five rounds, or until the effect is somehow neutralized. Alternatively, Burning can be defined as an hourly burn, which inflicts 1/10 of the same damage each hour after the attack until a Body or Soul check at -4 is made, or slow burn, which inflicts 1/5 of the same damage each day until a Body or Soul check at -4 is made. This ability may best represent a disease or slow poison attack.

• Contagious (-5d): Some or all of the attack’s damage or other effects will be passed on to others who touch a victim and fail a Soul check. The GM should decide the exact effects.

• Double Damage (-10d): The attack has a stronger effect against certain victims, such as unholy creatures suffering double damage from a holy attack while all other victims suffer regular damage. (For an attack that does damage only to one type of creature, see Targeted.)

• Drain Body (-5d): The victim suffers weakness and/or loss of co-ordination. The victim’s Body is reduced by the dice difference, to a minimum of 0 at which point they cannot move. Lost Body points are recovered at one point. Losing stat levels will affect the AV and DV, but not the HP and EP.

• Drain Energy (-5d): The attack drains away the victim’s energy supply, with the side effect of the victim becoming fatigued and/or despondent. The victim loses the same amount of EP from the attack as HP, and regains them normally.

• Drain Mind (-5d): The victim loses his or her sanity. The attack may be a psionic attack, a tranquilizer or similar drug, or another form of attack. The victim’s Mind stat is reduced by the dice difference, to a minimum of 0 at which point they are in a vegetative state. Lost Mind points are recovered at one point per hour. Losing stat levels will affect the AV and DV, but not the HP and EP.

• Drain Soul (-5d): The victim's spirit is diminished by a wave of fear, despair, or some other willpower-destroying emotion. The victim’s Soul stat is reduced by the dice difference, to a minimum of 0 at which point they become paralyzed with terror, unable to take action. Lost Soul points are recovered at one point per hour. Losing stat levels will affect the AV and DV, but not the HP and EP.

• Flare (-5d): If the target is hit, the defending character will be blinded unless a Body check is successful. The blinding lasts for the dice difference in minutes. Flare can also apply to other sensory-overloading attacks, such as a loud boom that causes deafness.

• Flexible (-5d): This ability represents long, flexible, or extendible attacks such as a prehensile whip, energy-lash, razor-ribbon, or similar attack mode. If the attacker is strong enough to physically lift the target, a successful attack can trip or disarm an opponent, or snag a hand-held weapon, in lieu of delivering damage, with -2 to the dice check.

• Incapacitating (-15d): This represents any form of attack that can instantly incapacitate a foe even if it does not inflict actual damage. This includes putting an opponent to sleep or turning him or her to stone. The victim must make a stat check at +4 to avoid being completely incapacitated. When designing the attack, specify the form the incapacitation takes: asleep, awake but paralyzed, turned to stone, transformed into an inert doll, et cetera. The effects will wear off after the dice difference in minutes, unless the Incurable ability is also taken.

• Incurable (-20d): The attack produces wounds or other effects that do not heal naturally, and are incurable by normal methods. Rather than recovering at a normal rate or being amenable to medical treatment, recovery cannot take place until some exotic event or treatment has occurred. This requirement must be specified when the attack is designed, subject to GM approval. Incurable counts as four abilities.

• Irritant (-5d): This represents pepper spray, a skunk’s musk, an itching spell, or similar effect that distracts the character, giving them -2 on all checks until the effect wears off after the dice diffrence in minutes. The victim may make a Body check at -1 not to be affected in the first place.

• Knockback (-5d): The attack impacts the target forcefully, knocking him or her back 1 foot for every point of damage delivered.

• Linked: An attack with this ability is attached to an attribute, which the character must also possess. If the attack hits, a living subject will be affected by that attribute provided he or she fails a Body check to resist. The check is made at -1 for every level of Special Attack. This ability is often acquired in conjunction with the No Damage disability.

• Mind or Soul Attack (-15d): The attack is not a physical attack but rather is a mental assault (Mind attack) or contest of spirit or will (Soul attack). Characters attack and defend with the appropriate stat, instead of with AV and DV. These attacks ignore armor, shields, and force fields, and they affect insubstantial and astral characters normally.

• Quake (-10d): This attack creates a linear shock wave in the ground, causing rumbling and fractures. The quake fault will only be large enough for one person to fall into its depths unless it is combined with the Area Effect ability. A victim may fall into the crevasse if he or she fails a Body stat check. The fissure will be as deep as the dice difference in yards.

• Spreading (-5d): This type of attack spreads to cover an expanding area like a cone of energy or a spray of projectiles or energy bolts, making it -1 harder to defend against. Multiple adjacent targets in the attack path may also receive damage if they are lined up or in a dense formation, up to the dice difference in number. Spreading is often combined with the Short Range disability.

• Tangle (-10d): Attacks that can entangle the victim may include an assault that freezes the target in ice, or traps him or her in the branches of an animated plant, or simple webbing. The entanglement matter has 10 HP per dice difference. If the attack hits, the victim is trapped until sufficient damage is delivered to the entanglement matter to destroy it. A trapped character has restricted movement and attacks physically at a -4 penalty, cannot defend, and cannot perform actions that require complex gestures. The character is usually able to speak, however. A victim who has partially destroyed an entanglement may regain additional body movement, however (GM’s discretion).

• Trap (-5d): The attack lays a mine, booby trap, or some other similar device, which sits and waits until someone triggers it. A successful Mind stat check will reveal the trap’s presence. The Trap ability can be paired with the Melee disability to simulate a booby trap that must be carefully planted. Without the Melee disability, the trap can be deployed at a range; a successful attack check indicates that the Trap was fired or tossed into the correct area.

• Undetectable (-15d): Most Special Attacks have a visible component that makes it easy for targets to determine who is attacking them. An attack with the Undetectable ability does not provide any indication that it is about to strike and cannot be traced back to the attacker using normal methods. This may result in the attacker gaining surprise, which prevents the victim from defending. If the target knows he or she is under attack, however, defense can still be made at a -8 penalty. This ability is most often associated with non-physical attacks such as ones with the Drain (Any), or Mind or Soul Attack abilities.

• Vampiric (-5d): The damage taken from the victim is added to the character's own HP, allowing him or her to heal up to their own normal HP limit. Alternatively for -10d, the character can pass the gained HP along to someone else, or divvy them up among multiple people.

DISABILITIES

• Inaccurate (+5d): The attack is unusually difficult to hit with, giving a -2 bonus to dice rolls to hit.

• Limited Uses (+5d): The attack is only usable for a few combat rounds, after which it either runs out of ammunition or power, or simply burns out. The number of rounds is equal to the level of Special Attack. The character must wait until the next combat (at least 10 minutes of game time) before it can be used again.

• Melee (+10d): The attack is only usable against adjacent opponents and requires physical contact. An example of a Melee attack is a physical or energy sword, or a touch that inflicts debilitating effects. Of course, many Melee weapons can be thrown as well in desperate situations, but the attack suffers a -4 attack penalty and the base damage is divided in half.

• No Damage: The attack does not deliver ordinary physical damage. This disability is usually only taken if combined with abilities such as Drain (Any), Flare, Incapacitating, Irritant, or Tangle that produce effects that do not rely on physical damage. The damage value of the attack is used only to rate the effectiveness of these special abilities: the greater the damage value, the more effective the attack. Characters that use Special Attacks with the No Damage disability must still roll to hit.

• Slow (+5d): The attacker must use one combat action to aim, charge, chant an incantation, load the weapon, or perform some other necessary activity before each attack. The +5d can be applied more than once to represent an attack that takes even longer to initiate. Assigning it twice increases the time to three rounds; three assignments increases it to several minute; four increases the time to several hours; five increases the preparation to several days.

• Static (+5d): The attack cannot be used while the character is moving. This could be due to a need for precise aim or total concentration. The weapon might also require all power to be diverted to its energy supply, or might be static because of recoil, or another reason. The character cannot take any other action; Static cannot be combined with Extra Attacks.

• Stoppable (+5d): The attack fires a projectile or energy bolt that is massive or slow enough to be shot down and does not reach the target until the next round. Consequently, the attack can be stopped in mid-flight with counter-attacks, or the victim can dodge it. Counter-attacks must deliver ten damage per the original attack's dice difference to stop it.

• Targeted (+5d): The attack only affects certain victims. For instance, attacks based on life energy would only affect undead creatures. All other characters are unaffected by it.

• Toxic (+5d): The attack is a gas, toxin, biological weapon, sound, radiation, or other harmful effect that only damages living things. Non-living material or characters who have the appropriate Adaptation or Special Defense Attributes are immune to its effects.

• Unreliable (+5d): Any time this attack is attempted and failed, the weapon or ability burns out, jams, overheats, or otherwise malfunctions. The Special Attack will not work again until the character has taken measures to repair it, and/or sufficient time has passed (next combat, at least 10 minutes later in game time).

• Uses Energy (+5d): This attack consumes 10 EP to fire, whether it is successful or not. When the character has less than 10 EP, it will not work.

Level One: Attack does 10 base damage.
Level Two: Attack does 20 base damage.
Level Three: Attack does 30 base damage.
Level Four: Attack does 40 base damage.
Level Five: Attack does 50 base damage.
Level Six: Attack does 60 base damage.
Special Defense

optimal stat: Body
2 levels, 2 points per level

A character with this attribute is resistant to damage from a particular kind of attack, such as fire, metal, or holy. Add 2 points to the total cost of the attribute for every additional attack form to which the character is resistant.

Level One: The character suffers half damage from such an attack.
Level Two: The character suffers no damage from such an attack.
Special Movement

optimal stat: Body
6 levels, 1 point per level

This attribute is appropriate for some non-human characters, and also for character such as specially-trained martial artists or ninja who may possess exotic abilities that let them perform unusual stunts like running over water. The character may select one special movement ability from the list below per level. Players may also suggest other forms of special movement for their characters; add 1 point to the attribute cost for each new form taken.

Balance: The character never loses his or her balance, even when running on a narrow rope or beam.

Cat-Like: The character will take half damage (round down) from most falls and always lands on his or her feet.

Light-Footed: The character can skim over sand, snow, or ice at full speed.

Untrackable: The character never leaves footprints, tracks, or a scent when he or she travels.

Wall-Crawling: The character can cling to walls or ceiling as though they were on the ground. Movement is at crawling speed.

Water-Walking: The character can run over water as if he or she were on land.

Level One: The character has 1 Special Movement ability.
Level Two: The character has 2 Special Movement abilities.
Level Three: The character has 3 Special Movement abilities.
Level Four: The character has 4 Special Movement abilities.
Level Five: The character has 5 Special Movement abilities.
Level Six: The character has 6 Special Movement abilities.
Speed

optimal stat: Body
6 levels, 2 points per level

A character with Speed is faster than his or her body stat indicates. A character's level in the Speed attribute dictates how quickly the character can personally move (run, swim, fly) in comparison to an average human adult. Characters with Speed automatically gain initiative in battle, the character with the highest level going first.

Level One: The character moves 1.5 times faster than normal.
Level Two: The character moves 2 times faster than normal.
Level Three: The character moves 3 times faster than normal.
Level Four: The character moves 4 times faster than normal.
Level Five: The character moves 5 times faster than normal.
Level Six: The character moves 6 times faster than normal.
Spirit Ward

optimal stat: Soul
6 levels, 1 point per level

A character with this attribute can create potent spirit wards against demons, ghosts, or other supernatural spirits. This might only be possible at an appropriate holy place such as a shrine, temple, or church; this is up to the GM. A supernatural entity cannot pass through a doorway, window, or other portal with a ward on it unless the entity expends great effort (spending 20 Energy Points and making a successful soul check). A penalty is applied to the roll equal to the ward creator's level in this attribute. Repeated attempts are possible as long as the creature still has Energy Points to spend. If the entity does pass through, the spirit ward might burst into flame or otherwise vanish, its power overcome by the intruder.

If a supernatural entity is struck with a spirit ward (this requires a successful attack in combat), it suffers 5 points of damage per level of this attribute for every round the ward is in contact with it. If a Spirit Ward is placed on a person who is possessed by or under the Mind Control of a supernatural entity, the controlled character receives a second chance to break free.

Level One: Spirit wards do 5 damage. Soul check to pass a spirit ward is at a +1 penalty.
Level Two: Spirit wards do 10 damage. Soul check to pass a spirit ward is at a +2 penalty.
Level Three: Spirit wards do 15 damage. Soul check to pass a spirit ward is at a +3 penalty.
Level Four: Spirit wards do 20 damage. Soul check to pass a spirit ward is at a +4 penalty.
Level Five: Spirit wards do 25 damage. Soul check to pass a spirit ward is at a +5 penalty.
Level Six: Spirit wards do 30 damage. Soul check to pass a spirit ward is at a +6 penalty.
Super Stealth

optimal stat: Body
6 levels, 1 point per level

A character with Super Stealth is harder to detect with sensing abilities. The attribute applies to one type of detection, such as Sixth Sense, Interpersonal Magnet, Telepathy, or one ordinary physical sense such as hearing, smell, or vision. Additional types of detection can be added for 1 point each.

Each level of Stealth means that any roll to detect the character using that sense will suffer a -1 penalty. Stealth based on vision is not the same as invisibility; like camouflage, it makes the person harder to see, but they are still visible.

Level One: The detecting character's stat check suffers a -1 penalty to the dice roll.
Level Two: The detecting character's stat check suffers a -2 penalty to the dice roll.
Level Three: The detecting character's stat check suffers a -3 penalty to the dice roll.
Level Four: The detecting character's stat check suffers a -4 penalty to the dice roll.
Level Five: The detecting character's stat check suffers a -5 penalty to the dice roll.
Level Six: The detecting character's stat check suffers a -6 penalty to the dice roll.
Super Strength

optimal stat: Body
6 levels, 3 points per level

Some characters are far stronger than their body stat indicates. Each level of Super Strength determines how much the character can lift, and also adds +10 damage when using punches, kicks, body slams, or melee weapons.

Each level also grants a +3 bonus when doing body checks when pure strength is involved. A character's Super Strength is independent of his or her body stat. When someone or something has Super Strength, the actual strength moves off the 1-12 scale due to bonuses. At that point, the body stat comes to represent fitness, durability, and agility, instead of actual muscle. Thus, a player could create someone with a body stat of 2 but high levels of Super Strength (clumsy but powerful!).

Level One: The character can lift 1/2 ton (a motorcycle). Close combat damage is increased by 10 points. The character gets a +3 bonus to body checks involving strength.
Level Two: The character can lift 2 tons (a car). Close combat damage is increased by 20 points. The character gets a +6 bonus to body checks involving strength.
Level Three: The character can lift 10 tons (a large truck). Close combat damage is increased by 30 points. The character gets a +9 bonus to body checks involving strength.
Level Four: The character can lift 50 tons (a battle tank). Close combat damage is increased by 40 points. The character gets a +12 bonus to body checks involving strength.
Level Five: The character can lift 250 tons (a small ship). Close combat damage is increased by 50 points. The character gets a +15 bonus to body checks involving strength.
Level Six: The character can lift over 1000 tons (a large ship). Close combat damage is increased by 60 points. The character gets a +18 bonus to body checks involving strength.

Super Strength is taken by this character:
John Sheppard, level 2, can lift 2 tons, adds +20 damage, +6 bonus to strength checks
Supernatural Disguise

optimal stat: Body
6 levels, 2 points per level

Supernatural Disguise is the ability to alter one's looks without changing one's apparent species. It allows a person to disguise himself or herself as someone else instantly, but it does not let a person transform his or her body into
a significantly different, larger or smaller form. Aside from permitting a change of gender and small changes in height and weight, its other changes are
completely cosmetic, conferring no additional abilities on the character. For instance, a human man could change into an elf (complete with pointed ears but without any better hearing) but could not transform into a centaur or a giant.

It normally takes one round to change. A changed shape can be held indefinitely (unless acquired through Magic, in which case it requires Energy Points to
sustain), but the character usually reverts to his or her own form if knocked unconscious or killed. Sixth Sense may also be able to detect Supernatural Disguise.

Supernatural Disguise normally costs 2 points per level and grants the individual the power to change himself or herself as described above. If the character can use the attribute to change another person instead, it costs the same. This can be useful for disguising friends or cursing foes with ugliness or warts. If it can be used to change both the character and other people, it costs 3 points per level. If Supernatural Disguise is limited to a single type of change (e.g., from male to female), it costs 1 point less.

If capable of being used on others, Supernatural Disguise normally only affects a single willing subject whom the user must touch; for ranged attacks, it must be Linked to a Special Attack. For this to be used as an attack against unwilling persons, it requires a Soul check success for the user and a Soul check failure for the victim. A character who has Supernatural Disguise might also take the Involuntary Physical Change defect.

Level One: The character can induce minor physical changes such as eye, skin, or hair color, as well as altering tiny body features. He or she may also alter apparent age by about 20%. The character may lower his or her Appearance, or increase it by up to one level.
Level Two: The character can induce significant physical changes such as altering gender, apparent age (by up to 50% either way), apparent height (by up to 10%), and apparent build (from skinny to obese). The character may increase or decrease Appearance by up to two levels.
Swarm

6 levels, 2 points per level

A character with this attribute can transform into a swarm of small creatures: rats, bats, wasps, crows, or other miscellaneous things, such as tiny monsters. Vampires and demons most often possess this dramatic ability.

The type of swarm must be determined when the attribute is taken, but additional types can be added for 2 more points each. The number of critters that can be created is based on the level of the attribute and the current number of health points possessed by the character. (Note that it is current health points, not maximum. A character down to half her normal HP would only be able to swarm into half as many tiny creatures as normal.)

When transformed into a swarm, the character cannot use any of his or her existing attributes or skills. The actions of the swarm are basically limited to three options: move, observe, and attack. Additionally, all the critters of the swarm must remain within close proximity of each other (within two yards per level). A swarm's AV is equal to the level of the attribute, plus 4. Its attack damage is not based on AV, however. Instead, it inflicts 1 point of damage for every 10 tiny creatures in the swarm (round down). A swarm has an effective energy point total of 0.

A swarm can be attacked normally, and each creature in it dies if it is hit (there is no defense roll). Unless an opponent is using an area-effect or spreading attack, however, only a single member of the swarm can be killed per attack. Consequently, a swarm of 200 creatures requires 200 successful attacks to completely destroy, and each round, the swarm can inflict up to 20 points of damage by biting or stinging! If a swarm's opponent lacks an effective area-effect or spreading weapon, he or she should consider running away very quickly!

It takes one turn to become a swarm, and one turn to return to normal form. (The effect of transformation can be anything the player specifies in advance, most commonly a puff of smoke.) In order to return to normal form, all critters in the swarm not trapped or killed must join together, in a space large enough to accommodate the normal body. The rejoined body will have HP equal to the number of critters divided by the level of the attribute (round down). For example, if a character with 50 HP and Swarm level 4 swarmed into 200 critters later recombined with only 130 critters, the character would have a current total of 32 HP (130/4=32). Any trapped creatures would die instantly. If part of the swarm is trapped, the rest has to pass a soul check (even if it takes repeated attempts) into order to break away, killing the trapped ones.

Level One: The character can transform into one critter for every current health point.
Level Two: The character can transform into two critters for every current health point.
Level Three: The character can transform into three critters for every current health point.
Level Four: The character can transform into four critters for every current health point.
Level Five: The character can transform into five critters for every current health point.
Level Six: The character can transform into six critters for every current health point.
Telekinesis

optimal stat: Mind
6 levels, 2 points per level

The character can concentrate on an object and move it without physically touching it. Characters with the ability to magically control a particular element (earth, water, etc.) may also use Telekinesis to reproduce their particular ability.

A character using Telekinesis can lift an object or group of adjacent objects and move it at walking speed or manipulate it with the dexterity of a human hand. Telekinesis works over a close distance (up to five yards) at full strength, but effective strength declines by one level if used over a short distance (up to 50 yards), or by two levels if used at a medium distance (up to 500 yards). The weight that a character can lift depends on his or her level.

The character can also levitate an object and have it strike another peson as if it were a short-range thrown weapon. The weight that Telekinesis can lift is reduced by a factor of 10 when throwing an object hard enough to inflict damage. For example, a character who could telekinetically lift and carry up to 1000 pounds would be able to telekinetically hurl up to 100 pounds at a target. This is treated as a normal ranged attack and thus requires AV and DV checks. Damage depends on the weight of the object hurled: 10 points per level. The same damage applies to the object as to its target.

A character who uses Telekinesis to grab another person and throw him or her uses the same procedure, but this requires a successful AV check to "grab" the person, in addition to the AV check required to hit the target with him or her. If attempting to disarm a character with Telekinesis, the subject should be allowed a body check to retain the weapon, with a penalty of -1 per the level of the opponent's Telekinesis. The character with Telekinesis cannot move his or her own body directly (that requires Flight), but certain tricks can be used to accomplish the same effect, such as using Telekinesis to move a large object on which the character is standing (accounting for the character's own weight on top of it).

Ordinary Telekinesis costs 2 points per level. However, if the character has a more restricted form of telekinesis, reduce the point cost by 1 point per level. This restricts the character to telekinetically moving, manipulating, or sculpting a particular type of matter only. Some examples include air, earth, metal, water, and wood.

Level One: The character can lift up to 2 pounds. (This is typical of ghosts, who typically can only manipulate very light objects. It can be used to push buttons, knock objects over, and cause other minor effects.)
Level Two: The character can lift up to 20 pounds.
Level Three: The character can lift up to 200 pounds (a person).
Level Four: The character can lift up to 2000 pounds (a car).
Level Five: The character can lift up to 20,000 pounds (a large truck, fully loaded).
Level Six: The character can lift up to 200,000 pounds (a house).

Telekinesis is taken by this character:
Elise LeBlanc, level 4, Terrakinesis, lift 2000 lbs, hurl 200 lbs
Telepathy

optimal stat: Mind
6 levels, 3 points per level

Telepathy is the classic psionic ability, and characters with traditional ESP will often possess it. It usually costs 3 points per level and is assumed to have universal ability to reach all life forms. If the ability is somewhat restricted (such as "only with humans" or "only with beasts"), reduce the point cost by 1 point per level. If the ability is very restricted (such as "only with canines" or "only with close friends"), reduce the point cost by 2 points per level.

This attribute allows the character to read and transmit thoughts, and at higher levels, to actually "invade" a person's mind and probe their memories or alter their thoughts. Telepathy normally works only if a subject is in sight, or can be otherwise perceived (touched, heard, etc). If the subject is beyond normal sensory perception, mental invasion is impossible. Transmitting thoughts, reading surface thoughts, or sharing the subject's sensory impressions only works if that particular subject is someone to whom the character is close, such as a parent, sibling, long-term coworker, close friend, or lover.

A subject cannot detect a telepath reading thoughts or sensory impressions unless he or she has Telepathy (or Mind Shield) at an equal or higher level, or if the telepath informs him or her. If the victim is aware of it, he or she can choose to block the telepath, in which case the only way to get through is via mental invasion. A subject will always be aware of a mental invasion (although a non-telepath may not completely understand what is going on).

Level One: The character can, by concentrating, use mind reading to pick up the "loud' surface thoughts of a particular subject. A "loud" thought is something about which the character is thinking hard or that has a very strong emotional content. The character can also transmit a single feeling, such as "fear" or "love" to another person.
Level Two: The character can, by concentrating, use mind reading to pick up the ordinary surface thoughts of a particular subject. The character can only read what a person is actually thinking at the time. Two telepaths can communicate with one another at conversational speeds by reading each other's thoughts. The character can also transmit a word, simple image, or simple concept (like "flower" or a person's face) to a non-telepath on which he or she concentrates. It requires an entire round of concentration to convey one concept, which makes telepath-to-nontelepath communication slow.
Level Three: The character can, by concentrating, pick up a single subject's surface thoughts and sensory impressions (ie., see through a subject's eyes, feel what the subject feels, etc). The character can choose to edit out some senses if desired. Alternatively, the character can concentrate and read "loud" surface thoughts from 2-6 people. The character can transmit sub-vocalized speech to a single non-telepath at normal conversational speeds or send a single powerful image or word to 2-6 people.
Level Four: The character has the same capabilities as Level Three. In addition, he or she can invade another person's mind. This counts as an attack, and if the subject is unwilling or unaware, the victim can resist on a mind check at -1 per level of the attacker's Telepathy. If the subject is willing or loses the resistance check, the telepath can probe his or her memory for information that he or she needs. The character will also instinctively read "loud" surface thoughts of anyone he or she touches (unless deliberately blocking the ability) without any need for concentration. The character can transmit thoughts at conversational speeds to 2-6 people at a time, simultaneously.
Level Five: The character has the same abilities as Level Four, except that he or she can read "loud" surface thoughts of anyone in the general vicinity without any need for concentration, unless deliberately blocking the ability. A successful mental invasion can even probe memories that the subject can no longer consciously remember. The character can transmit thoughts at conversational speeds to 7-20 people at a time, simultaneously.
Level Six: The character has the same capabilities as Level Five. He or she automatically reads the surface thoughts of everyone in the vicinity and automatically shares the sensory experiences of anyone he or she is actually touching without any need for concentration, unless he or she deliberately tries to block this ability. The character can transmit thoughts at conversational speeds to 21-50 people at a time, simultaneously. If the character succeeds with a mental invasion, he or she may not only probe memories but may also alter them, deleting existing memories or giving the subject false ones.

Telepathy is taken by these characters:
Alexandria Knight, level 4, only humans
Melchitt, level 3
Teleport

6 levels, 5 points per level

Teleport enables the character to transport himself or herself instantly from place to place without crossing the intervening space. It is a common ability for psionic characters and not unusual for sorcerers and various super-beings.

Teleporting is only possible if the character has visited the intended destination or can clearly see or otherwise sense the destination. Accidentally teleporting into a solid object may be fatal or simply cause a failed teleport at the GM's option. A character can carry anything while teleporting that he, she, or it could normally carry.

Teleporting is much quicker than any other means of travel, however, it is often risky. A mind check should be required to perform a teleport beyond a "safe" distance. Failure means the character ends up in the wrong place (GM option) and his or her power burns out for hours or days. The maximum distance that the character can teleport in a single jump is shown below.

Teleport normally costs 5 points/level and grants the individual the power to transport only himself or herself. If the Teleport can be used by the character only to teleport another person instead, it costs the same. If it can be used to teleport the character AND to teleport other people, it costs 10 points/Level. If capable of being used on others, Teleport normally only affects a single willing subject whom the character must touch. It is up to the user where to teleport the subject. For it to be used as an attack against unwilling persons or at a distance, the Special Attack attribute with the Linked ability must also be acquired.

Level One: The maximum teleportation distance is 500 feet, while the safe distance is 1 yard.
Level Two: The maximum teleportation distance is 1 mile, while the safe distance is 10 yards.
Level Three: The maximum teleportation distance is 10 miles, while the safe distance is 100 yards.
Level Four: The maximum teleportation distance is 100 miles, while the safe distance is 1000 yards (1/2 mile).
Level Five: The maximum teleportation distance is 1000 miles, while the safe distance is 10,000 yards (5 miles).
Level Six: The maximum teleportation distance is 10,000 miles (anywhere on Earth), while the safe distance is 100,000 yards (50 miles).
Tongues

optimal stat: Mind
6 levels, 2 points per level

This is an innate aptitude for linguistics. The lower levels of this attribute grant the character the ability to learn new languages very rapidly, while the higher levels grant intuitive knowledge of all languages.

Level One: The character can learn any human language rapidly, within one week of hearing it or reading it. (This usually means the next chapter.)
Level Two: Same as level one, but within one day. (This usually means the next session.)
Level Three: Same as level two, but within one hour.
Level Four: The character intuitively speaks all human languages.
Level Five: Same as level four, plus animal communication.
Level Six: Same as level five, plus languages of extra-terrestrial and extra-dimensional beings.
Transmutation

6 levels, 1 point per level

This attribute allows a character to transform a non-living object (or set of connected objects, like a worn outfit, or a gun and its ammunition) into something else.

Transmutation costs 4 points/level if the character can transmute any kind of object. It costs 2 points/level if the character is limited to a general class of objects such as "metal" or "weapons" or "clothing" or "food." It costs 1 point/level if the transmutation is limited to a very specific category such as "regular clothes to battle costume" or "lead to gold" or "spoiled food to edible food." (Use "plus points" to adjust the point cost appropriately.) The GM is free to restrict any categories that seem overly broad or too powerful. The degree and utility of the transmutation varies by the character's level as shown below.

Transmutation cannot create new things outside the character's experience. The character could transmute something into a book, but the content would have to be something with which he or she was already familiar. Likewise, a character who had no familiarity with guns could not create one using Transmutation. The GM may choose to require a Mind stat check (with any relevant skill check) if the character attempts a particularly complex transformation. Failure may indicate the transformed object does not work properly. This is especially applicable when transforming objects into complex technological devices. As a rule, Transmutation is only able to create objects that could be classed as Personal Gear. It cannot create magical Items of Power.

Objects that are transmuted will generally remain transmuted for a few minutes to a few hours before turning back to their original form. Transmutation is a very powerful ability, and the GM may also set additional limits to ensure that its utilization does not unbalance the game. Please consult the GM with your plans for your character's abilities.

Transmutation works only on objects that the character can hold in his or her hands and which are not under another's control. To gain the ability to transmute other objects at a distance, the character must also acquire Special Attack with the Linked ability.

Level One: Can transmute objects into other related ones as long as the mass remains about the same. For example, it could transmute a pistol bullet into a rifle bullet, a suit into a dress, or make spoiled food edible again. The power's effectiveness is limited to transmuting items into mundane items of Personal Gear.
Level Two: As Level 1, but it extends to Minor Items of Personal Gear.
Level Three: As Level 2, but it extends to Minor or Major Items of Personal Gear.
Level Four: As Level 3, but the character can transform unrelated objects that are only very loosely related. For example, he or she can transform a metal clock into a gun (as both have metal in them) or a lump of coal into a diamond (both are carbon), but not a pair of boots into a gun or lead into gold (different elements).
Level Five: As Level 4, but the character can transform objects that are not related, as long as they have the same general mass. He or she could turn a lump of coal into a golden crown.
Level Six: As Level 5, but the character can transform totally unrelated objects of drastically different relative masses (up to 100 fold). For example, he or she could transmute a big pumpkin into a stagecoach.

Transmutation is taken by this character:
Gao, level 1
Tunneling

optimal stat: Body
6 levels, 2 points per level

This attribute allows a character to move earth and/or burrow underground. It is usually possessed by borrowing creatures like moles, worms, and earth elementals. Tunneling assumes that the character is going through sand or packed earth; boring through solid rock is one level slower. The tunnel that the character leaves behind will either be permanent or will collapse immediately (this must be specified during character creation).

Level One: The character tunnels very slowly, similar to the speed of ten men with shovels.
Level Two: The character tunnels slowly, similar to the speed of a bulldozer.
Level Three: The character tunnels at a snail's pace (up to 1 mph).
Level Four: The character tunnels at a walking speed (up to 10 mph).
Level Five: The character tunnels at slow vehicle speeds (up to 30 mph). This level requires the Speed attribute.
Level Six: The character tunnels at fast vehicle speeds (up to 100 mph). This level requires the Speed attribute.
Weapon Master

mundane
optimal stat: Body
7 levels, 2 points per level

The Weapon Master attribute allows a character to perform over-the-top feats involving melee weapons. Each level grants the character one Weapon Master ability.

Blind Fighting: The character suffers no penalty when attacking or defending with melee weapons in poor light, absolute darkness, or against an invisible opponent.

Concealment: The character has an exceptional ability to conceal melee weapons, even large swords, on his or her person. As long as the character has something to hide the weapons like a robe or a long coat, the character's weapons will not be noticed by anything short of an actual physical search, and such a search is at a -3 penalty.

Dodge & Parry: When battling an opponent who also uses a melee weapon, the character can defend by incorporating dodges into his or her movements, and parrying with his or her weapon. This allows the character to roll once on either AV or DV (player's choice) for all attacking and defending in the round.

Judge Opponent: The character can judge his or her opponent's approximate AV, DV, and weapon skill levels from the foe's attitude and posture, even without actually seeing him or her fight. An enemy with the Performing Arts skill who is attempting to deceive the character will succeed.

Lightning Draw: The character can draw a sheathed weapon and attack in the same round with no penalty. It otherwise takes a round to ready his or her weapon.

Precise Strike: The character suffers no reduced dice penalties when attempting a precise attack, such as striking at partial armor, weak points, or vital spots, or when attempting a swashbuckling feat such as carving an initial on someone's body. Each penalty is reduced by 3 (to a minimum of 0).

Two Weapons: The character can effectively fight with two melee weapons at once against the same or different targets, provided that both weapons are designed for one-handed use and both targets are within range. When using two weapons, the character can attack twice using the normal rules for two weapons, but the penalty for doing so is reduced by 3 (to a minimum of 0).

Level One: The character has one Weapon Master ability.
Level Two: The character has two Weapon Master abilities.
Level Three: The character has three Weapon Master abilities.
Level Four: The character has four Weapon Master abilities.
Level Five: The character has five Weapon Master abilities.
Level Six: The character has six Weapon Master abilities.
Level Seven: The character has seven Weapon Master abilities.