DC_RULE_32Sidekick Sourcebook€?€?€?€?€?€?€?€?€?€?þÿ2þÿAccuracyDexAll Mental All Mystical All PhysicalPerception Single MentalSingle MysticalSingle Physical‘ {\rtf1\ansi\deff0\deftab720{\fonttbl{\f0\fswiss MS Sans Serif;}{\f1\froman\fcharset2 Symbol;}{\f2\fswiss Arial;}{\f3\fswiss Arial;}} {\colortbl\red0\green0\blue0;} \deflang1033\pard\plain\f3\fs20 \tab Acrobatics\plain\f2\fs20\b \plain\f2\fs20 is composed of three separate Subskills; these are Climbing, Dodging, and Gymnastics. \par \par \tab \plain\f2\fs20\b Climbing\plain\f2\fs20 enables a Character to climb walls, trees, buildings, etc. Guidelines for determining the OV/RV van be found on the following Chart: \par \par \plain\f2\fs20\b\ul \tab Object Climbed\tab OV/RV\plain\f2\fs20 \par \tab Tree\tab \tab \tab 3/3 \par \tab Telephone Pole\tab \tab 4/4 \par \tab Brick Building\tab \tab 6/6 \par \tab Sheer Cliff\tab \tab 8/8 \par \tab Glass and Steel\tab \tab 10/10 \par \tab Skyscrapers \tab \tab \par \par \tab A Climbing Action Check must be made prior to the climbing attempt. If this Action Check fails, the Character will fall when he reaches the halfway point of the surface (1 AP below the surface's total height). The APs of Climbing equal the distance (in APs) a Character can travel in one phase (with a maximum of 3 APs unless the Character has the Superspeed Power, in which case the climbing speed equals the APs of Acrobatics or Superspeed, whichever is \plain\f2\fs20\i lower\plain\f2\fs20 ). \par \par \tab \plain\f2\fs20\b * Dodging\plain\f2\fs20 enables a Character to avoid a blow or other Physical Attack. In order to use this Subskill, the Player must choose the Dodge maneuver in combat. Instead of receiving a +1 Column Shift bonus to his OV for a Dodge, a Character with this Subskill may add the APs of Dodging to his OV. \par \par \tab \plain\f2\fs20\b * Gymnastics\plain\f2\fs20 enables a Character to perform rolls, tumbles, flips, etc., and also allows a Character to juggle. This Skill gives no benefit in combat but will readily impress a crowd. An Olympic gymnast would possess 6 or 7 APs of this Subskill. \par \tab A normal tumbling routine has OV/RV of 2/2 while an Olympic-caliber routine has OV/RVs of 6/6. \par \tab When a Character is attempting to juggle, each item beyond the third adds +1 Column Shift to the OV/RV of the attempt. The base OV/RV is 2/2. An attempt to juggle five items would have an OV/RV in the 5 to 6 Column. The OV/RV should be increased by +2 Column Shifts if the items are of different balances and weights, such as juggling tooth brushes and bowling balls. Positive RAPs indicate the Character may successfully juggle the items for a length of time (in APs) equal to the RAPs of the Action Check. \par \tab If a Character who is performing for an interested or neutral crowd receives 1-2 RAPs, the audience was pleased; 3-4 RAPs means they loved the performance; and 5 or more RAPs indicates that the audience burst into frenzied applause, eight or more RAPs gained indicates a truly electrifying performance that will be remembered for years. \par } Military ScienceIntCamouflage Cartography CryptographyDanger RecognitionDemolition Field CommandTracking¯{\rtf1\ansi\deff0\deftab720{\fonttbl{\f0\fswiss MS Sans Serif;}{\f1\froman\fcharset2 Symbol;}{\f2\fswiss Arial;}{\f3\fswiss Arial;}} {\colortbl\red0\green0\blue0;} \deflang1033\pard\plain\f3\fs20 \tab Military Science six basic Subskills: Camouflage, Cartography, Danger Recognition, Demolition, Field Command, and Tracking. Camouflage, Cartography, and Tracking are the only Subskills of Military Science which may be attempted through Unskilled Use. \par \tab \par \plain\f2\fs20\b \tab Camouflage\plain\f2\fs20 enables a Character to alter the appearance of objects and equipment in an effort to conceal them from view. Perception Checks made in an attempt to spot Camouflaged items have OVs increased by the Camouflaging Character's APs of Skill. \par \tab \par \plain\f2\fs20\b \tab Cartography\plain\f2\fs20 enables a Character to draw and interpret complex maps and charts. An interpretive Cartography attempt is an Automatic Action provided the map's legend is in a language known by the Character. If the map is in an unknown but recognizable language, the attempt is a Dice Action with OV/RVs of 4/4. If the nature of the map is completely alien to the reader, OV/RVs are at 10/10. \par \tab RAPs from a Dice Action Cartography attempt are treated as Knowledge Points. 1 RAP indicated a vague understanding of the map; 1/2 RV RAPs indicate a general knowledge of the map's purpose; and Full RV RAPs indicate a correct interpretation of every symbol and relationship depicted on the map. \par \tab In any case, the amount of knowledge gained by a Character through a Cartography attempt is limited by the map's detail and accuracy; very little information could be learned about an individual city, for example, from a map of the entire United States. \par \tab Making a map is an Automatic Action for a Character with the Cartography Subskill. The time required to do so is equal to 5 APs plus the APs of information contained in the map. A map containing only 1 AP of information is a very rough sketch, while an 8 AP map is a highly accurate topographic map featuring buildings (represented in exact scale and providing information regarding the building's construction), the local soil types, and the native vegetation. \par \par \plain\f2\fs20\b \tab * Danger Recognition\plain\f2\fs20 allows a Character to avoid an ambush by identifying and recognizing subtle peculiarities in the battlefield environment. The APs of the Danger Recognition Subskill act as a Characters AV/EV when rolling to avoid the effects of Surprise. \par \tab In addition, Danger Recognition functions exactly like the Danger Sense Power whenever the Skilled Character is operating on a military battlefield. In other words, Sgt. Rock can use his Danger Recognition Subskill to realize that there are German land mines on the road up ahead of him, but a superhero would need the actual Danger Sense Power to detect the presence of supervillains in the area. Sgt. Rock likes to refer to his Danger Recognition Subskill as his 'combat antenna.' \par \par \plain\f2\fs20\b \tab * Demolition\plain\f2\fs20 enables a Character to work safely with explosives and to achieve desired effects from a charge, provided that the charge is sufficiently powerful. In a Demolition attempt, the AV is equal to the user's APs of Skill and the EV is equal to the explosive's APs of the Bomb Power. \par \tab A Character using the Demolition Subskill must work with the explosive charge for roughly four minutes (6 APs) in order to achieve the desired result. A Character spending less time subtracts a number of APs from his AV equal to the mandatory time that was not spent (spending only two minutes, for example, subtracts 5 from the AV). \par \par \plain\f2\fs20\b \tab * Field Command\plain\f2\fs20 enables a Character to lead troops in battle. The Field Command Subskill dictates the number of Hero Points a troop commander may spend to affect a unit'' dice rolls, as discussed in the rules for field battles found on page 91 of the \plain\f2\fs20\i World at War Sourcebook\plain\f2\fs20 . \par \plain\f2\fs20\b \par \tab Tracking\plain\f2\fs20 gives a Character the ability to follow the trail of another Character. The AV/EV of a Tracking attempt is equal to the tracker's APs of Skill. The OV/RV is equal to the quarry's DEX/DEX. \par \tab The OV of a Tracking attempt receives a +1 Column Shift modifier if the quarry is a Character without the Tracking Subskill who is consciously attempting to conceal his path. If more than one Character is being tracked simultaneously, the OV/RV of the attempt equals the lowest DEX/DEX of all the Characters being tracked. \par \tab A Character with Military Science who tries to obscure his own trail or the trails of others uses his Tracking APs as both OV/RV to any attempt to track the Characters. A Character need not obscure such a trail at full Tracking APs; he may choose to disguise the path at an AP value less that the APs of Tracking to 'lead on' tracking Characters (in this case, a Character may assign OV/RVs to the tracking attempt up to his APs of the Tracking Subskill). \par \tab A quarry with the Tracking Subskill may make a special effort to conceal his own trail and that of his companions, substituting his APs of Tracking for DEX/DEX when computing the OV/RV of the attempt. Characters operating in this fashion do not have to obscure their trails at the full AP value in order to lead a tracked and obscure their own Skill level. \par \tab Positive RAPs on any tracking attempt indicate the distance over which the tracker may follow the quarry's trail. At the end of this distance, the tracker must make another Tracking Check to pick up the trail again. \par \tab The OV of a Tracking attempt is modified by environmental circumstances, according to the \plain\f2\fs20\i Universal Modifier Table\plain\f2\fs20 . Tracking a quarry through fresh mud or snow is an Easy action, while following a Character at night over concrete in a blinding rainstorm is Beyond the Limit. \par } ArtistInfl  ActorDancerGraphic ArtistMusicianPainter PhotographerSculptorWriter7{\rtf1\ansi\deff0\deftab720{\fonttbl{\f0\fswiss MS Sans Serif;}{\f1\froman\fcharset2 Symbol;}{\f2\fswiss Arial;}{\f3\fswiss Arial;}} {\colortbl\red0\green0\blue0;} \deflang1033\pard\plain\f3\fs20 \tab The Artist Skill has seven Subskills: Actor, Dancer, Musician, Painter, Photographer, Sculptor, and Writer, each of which has the potential to please an audience. A Hostile group does not constitute an audience; these Subskills will only impress willing and interested viewers. \par \tab When a Character uses Artist to perform or produce a work, OV/RVs are at 4/4 unless performed or produced for a specific person, in which case that person's INFL/SPIRIT acts as the OV/RVs. If the person possesses the Artist Skill, the APs of Artist will act as OV/RV to the attempt. Multi-Attack penalties for Artist attempts are not applicable. RAPs on an Artist attempt indicate the following effects: \par \par \tab \plain\f2\fs20\b 1-2\plain\f2\fs20 \tab The performance or work is accepted \par \tab \plain\f2\fs20\b 3-5\plain\f2\fs20 \tab The performance or work is well received. \par \tab \plain\f2\fs20\b 6-9\plain\f2\fs20 \tab The artist receives critical acclaim (equal to a standing ovation if it is a performance). \par \tab \plain\f2\fs20\b 10+\plain\f2\fs20 \tab The artist gives an immortal performance or creates a masterpiece which the audience will never forget. \par \par \tab An audience which liked a Character's performance or work will be Friendly toward the Artist. Utilizing Artist in this fashion during combat will be ineffectual. \par \tab A Character should remember that great works of art are not produced hourly. While no fixed time exists for the fruition of genius, a standard guideline is two months (21 APs) per major work. Salable art works may be produced in the minimum times listed in the following Subskills: \par \par \tab \plain\f2\fs20\b Actor\plain\f2\fs20 gives the Character the ability to act in dramas and become adept at portraying many different personae. This Subskill may be used to disguise a Character, in which case the APs of Actor serve as the OV/RV against a Perception Check to detect the impersonation. RAPs indicate the degree to which the opponent is able to see through the disguise if at all. \par \tab A Character who uses Actor to impersonate a well-known figure receives a +2 Column Shift modifier to the OV. The impersonation of a generic individual, such as a guard at a military installation, receives no OV modifier. Use of the Actor Subskill does not provide a Character with any information known by an impersonated Character, such as passwords or hide-out locations. \par \tab The Actor Subskill may also be used to penetrate a disguise or to resist being fooled by another Character using the Actor Subskill. In such cases, the APs of the Actor serve as AV/EVs and OV/RVs, respectively. \par \par \tab \plain\f2\fs20\b Dancer\plain\f2\fs20 allows a Character to perform intricate dance routines in a number of styles, including ballroom, jazz, ballet, etc. \par \par \tab \plain\f2\fs20\b Musician \plain\f2\fs20 enables a Character to sing and play musical instruments. \par \par \tab \plain\f2\fs20\b Painter\plain\f2\fs20 includes any of the graphic arts; comic book illustrators would fit into this category. Each particular work attempted by a Character is a separate action and takes at least on week (18 APs) to complete. \par \par \tab \plain\f2\fs20\b Photographer\plain\f2\fs20 is the art of creating photographic works. Fashion photographers and film directors would fit into this category. \par \par \tab \plain\f2\fs20\b Sculptor\plain\f2\fs20 includes the creation of any three-dimensional form of art. Each particular work attempted by a Character is a separate Action and takes at least one week (18 APs) to complete. \par \par \tab \plain\f2\fs20\b Writer\plain\f2\fs20 enables a Character to produce novels, screenplays, comic books, prose, poetry, or any other creation involving the written word. Each particular work attempted by a Character is a separate Action and takes at least one week (18 APs) to complete. \par }  DetectiveInt Clue AnalysisCounterfeit RecognitionIdentification SystemsLawLegworkPolice Proceduresè{\rtf1\ansi\deff0\deftab720{\fonttbl{\f0\fswiss MS Sans Serif;}{\f1\froman\fcharset2 Symbol;}{\f2\fswiss Arial;}{\f3\fswiss Arial;}} {\colortbl\red0\green0\blue0;} \deflang1033\pard\plain\f3\fs20 \tab The Detective Skill possesses five separate Subskills. These are Clue Analysis, Counterfeit Recognition, Identification Systems, Law, and Police Procedure. \par \par \tab \plain\f2\fs20\b Clue Analysis\plain\f2\fs20 is the ability to glean information from physical clues left by a crime or criminal. RAPs equal the Knowledge Points gained, and some pieces of information may require more than a single Knowledge Point to uncover. \par \tab There is a three-tiered clue structure to the revelation of any clue. Each step contains a piece of information and has a Knowledge Point total necessary to reach it. Once a step is reached, all information available in preceding steps is automatically awarded as well. \par \tab Revelation of information from a Clue Analysis is dependent upon how many RAPs the Analysis gained: 1 RAP (little information), 1/2 the RV in RAPs (a good deal of information), or Full RV RAPs (everything there is to know about the clue). \par \tab AV/EVs to a Clue Analysis equal a Character's APs of Detective while OV/RVs vary depending on the situation; normally these are either the INT/MIND of the criminal leaving the clue or the criminal's APs of Thief Skill. \par \par \tab \plain\f2\fs20\b\ul Example:\plain\f2\fs20 A police detective with Detective of 3 APs finds a cigarette holder that has the following clue structure: \par \par \plain\f2\fs20\b\ul \tab Knowledge Points:\tab Clue\plain\f2\fs20 \par \tab 1 RAP\tab \tab \tab A \par \tab 1/2 RV\tab \tab \tab B \par \tab Full RV\tab \tab \tab C \par \par \tab OV/RVs to the cigarette holder clue are at 3/3. The detective rills an 11, succeeding but with no Column Shifts. The detective receives 1 RAP, sufficient information to discover A, the first clue, but 1 AP short of clue B. The detective discovers that the cigarette holder is a style used exclusively by women. \par \tab Batman, with a Detective of 12 APs, finds the same cigarette holder. Batman rolls a 13, succeeding with two Column Shifts and receiving 12 RAPs, more than enough to unravel the entire clue. \par \tab Batman discovers that: \par \plain\f2\fs20\b \tab (A)\plain\f2\fs20 This style of cigarette holder is used exclusively by women. \par \plain\f2\fs20\b \tab (B)\plain\f2\fs20 The cigarette holder has a narcotic residue and a small tube runs the length of the mouthpiece in which there are traces of a deadly poison, and \par \plain\f2\fs20\b \tab (C)\plain\f2\fs20 The mouthpiece detaches from the rest of the holder, presumably to load the poison tube; the poison has an herbal base, which suggests the involvement of Batman's old enemy, Poison Ivy. \par \par \plain\f2\fs20\b \tab * Counterfeit Recognition\plain\f2\fs20 enables a Character to identify phony money, fake art, forged signatures, or anything that is a fraudulent copy. The AV/EV of a Counterfeit Recognition attempt is equal to the Character's APs of the Thief (Forgery) Check which made the object being identified. If this Check gains positive RAPs, the object is uncovered as a fake; otherwise, the Character believes the article to be genuine. \par \par \tab \plain\f2\fs20\b * Identification Systems\plain\f2\fs20 enables a Character to verify the identity of another Character from fingerprints, retinal or voice patterns, etc. if he has access to the proper equipment. If the target Character is unknown by any authority, there exists no chance to identify him through Identification Systems. \par \par \tab \plain\f2\fs20\b * Law\plain\f2\fs20 enables a Character to exercise jurisprudence to free himself and/or friends from legal constraints. The AV/EV of such attempts equals the Character's APs of Detective while the OV/RV equals the APs of Law of the opposing lawyer. \par \tab OV Column Shift modifiers apply to Law attempts as follows: +6 Columns when the defendant is blatantly guilty; +3 to +5 if the defendant has been framed (if the framing Character is exposed, the OV modifier becomes a -2 Column Shift for Law use). An innocent defendant who has not been framed receives a -1 Column Shift modifier. \par \par \tab \plain\f2\fs20\b * Police Procedure\plain\f2\fs20 enables a Character to avoid both police conflict and security. For example, such a Character could apprehend felons and gain access to a crime scene without being arrested for interfering with an investigation. \par \tab A Character with Police Procedure will be on Friendly or Neutral terms with the police unless the Character has the Mistrust Drawback. This Subskill may be substituted for the AV/EV of Persuasion when dealing with law enforcement personnel. \par } Martial ArtistDexAVEVOVRVTechniques—{\rtf1\ansi\deff0\deftab720{\fonttbl{\f0\fswiss MS Sans Serif;}{\f1\froman\fcharset2 Symbol;}{\f2\fswiss Arial;}{\f3\fswiss Arial;}} {\colortbl\red0\green0\blue0;} \deflang1033\pard\plain\f3\fs20 \tab A Character with the Martial Artist Skill is extremely proficient in hand-to-hand combat. Not all Characters who possess this Skill are actually trained in the Oriental Martial Arts; some merely excel in hand-to-hand combat or possess a unique fighting prowess. \par \tab Possession of the Martial Artist Skill bestows two abilities on the Character: \par \tab \plain\f2\fs20\b *\plain\f2\fs20 The Martial Artist is allowed to permanently add two points (+2) to his Initiative score, an addition which reflects the Martial Artist's extreme physical agility and finely tuned presence. \par \tab \plain\f2\fs20\b *\plain\f2\fs20 The Martial Artist is allowed to substitute his APs of Skill for either AV, EV, OV, or RV when engaged in hand-to-hand combat. The Martial Artist may only substitute his APs of Skill for one of these values each phase and must declare for which value (if any) he will substitute during the upcoming phase. Substitutions of this nature only affect hand-to-hand combat and attacks made with melee weapons (knives, swords, staves, etc.). \par \par \tab \plain\f2\fs20\b\ul Example:\plain\f2\fs20 A Martial Artist who had chosen to substitute APs of Skill for his RV is attacked by an Energy Blast; since this attack is neither hand-to-hand nor melee combat, he would defend with his normal RC, not with the APs of Martial Artist. Similarly, if the Martial Artist was planning to fire an Energy Blast during the upcoming phase, he could not use his APs of Skill as the AV or EV of the attack. \par \par \plain\f2\fs20\b\ul \tab Note:\plain\f2\fs20 A Character substituting Martial Artist APs for any value can only spend a number of Hero Points equal to his substituted Attribute value on the attempt. For example, if the Batman (STR of 5 APs, and Martial Artist of 9 APs) were to substitute his APs of Martial Artist for his EV, he could spend a maximum of 5 Hero Points on his EV, as this figure was the AP level of his substituted Attribute (STR). \par }   OccultistInflCreate ArtifactIdentify ArtifactOccult Knowledge Premonition Ritual Magic{\rtf1\ansi\deff0\deftab720{\fonttbl{\f0\fswiss MS Sans Serif;}{\f1\froman\fcharset2 Symbol;}{\f2\fswiss Arial;}{\f3\fswiss Arial;}} {\colortbl\red0\green0\blue0;} \deflang1033\pard\plain\f3\fs20 \tab Characters with the Occultist Skill are intimately familiar with the world of the supernatural and all of its paraphernalia. Skilled Occultists can identify and create mystical objects, perform magic rituals, and sense mystic energy. Occultist consists of five separate Subskills: Create Artifact, Identify Artifact, Occult Knowledge, Ritual Magic, and Premonition. None of these may be attempted with Unskilled Use. \par \tab \plain\f2\fs20\b\ul Note:\plain\f2\fs20 For a more detailed treatment of this Skill and magic in general, consult the \plain\f2\fs20\i Magic\plain\f2\fs20 sourcebook. \par \par \tab \plain\f2\fs20\b Create Artifact\plain\f2\fs20 enables the user to create mystical devices. In order to differentiate them from Gadgets, such occult devices are known as Artifacts. Artifacts are generated in the same fashion as Gadgets with the following exceptions: \par \tab \plain\f2\fs20\b 1.\plain\f2\fs20 Appropriate Skill: Characters constructing Artifacts use the Occultist (Create Artifact) Subskill in place of the Gadgetry Skill when calculating AV/EV of an attempt to install an ability or make repairs. Objects constructed with the Gadgetry Skill may not be repaired with the Occultist Skill or vice versa. \par \tab \plain\f2\fs20\b 2.\plain\f2\fs20 Workshops: Occultists use Workshops instead of the Laboratories described on page 115. A Workshop costs as many Hero Points as a Laboratory with an identical AP rating (that is, a Factor Cost of 3). Due to the clash between magic and science, Characters attempting to construct a Gadget in a Workshop receive a +2 Column Shift penalty to the OV/RV of all their Gadgetry Checks. The same holds true for Characters who attempt to construct an Artifact in a Laboratory. Workshops are maintained in the same fashion as Laboratories. \par \tab \plain\f2\fs20\b 3.\plain\f2\fs20 Parts: The Parts necessary for the construction of Artifacts are not as easy to obtain as the scientific components used to construct Gadgets. Instead of the Wealth Check necessary to purchase parts, the Gamemaster might occasional require a Character constructing an Artifact to obtain one or two special components during the course of his adventures. Generally, the difficulty of obtaining these components should relate to the potency of the Artifact the Character is constructing. \par \par \plain\f2\fs20\b \tab Identify Artifact \plain\f2\fs20 enables a Character to identify the specific function of unknown or unfamiliar occult Artifacts. An Identify Artifact attempt is a Dice Action using the Occultist's APs as the AV/EV against an OV/RV equal to the Artifact's single highest AP value. The number of RAPs earned determines how much information about the Artifact the Occultist is able to discern, in the same fashion as the Identify Gadget Subskill of Gadgetry. \par \tab Any attempt to Identify a particularly complex or obscure Artifact should be modified according to the \plain\f2\fs20\i Universal Modifier Table\plain\f2\fs20 . Identifying an Artifact created during another age, such as an Atlantean occult Artifact, would be a Difficult task, for example, while Identifying an Artifact created by a Sorcerer from another dimension would be Extreme. \par \tab A successful Identification only indicates that the Occultist has discerned the Artifact's function and can activate its abilities. It does not indicate that the Occultist recognizes the Artifact or knows its name and history. Only a successful use of the Occult Knowledge Subskill will provide this sort of information. \par \par \plain\f2\fs20\b \tab Occult Knowledge \plain\f2\fs20 provides a Character with information and useful lore pertaining to occult history, occult personalities, and locations with an occult significance. The use of this Subskill is a Dice Action with an AV/EV equal to the Occultist's APs of Skill and an OV/RV relative to the obscurity of the information in question (GM's discretion). When appropriate, the RAPs earned on an Occult Knowledge Action Check are treated as Knowledge Points. \par \par \plain\f2\fs20\b \tab Ritual Magic \plain\f2\fs20 enables a Character to wield magical energy by performing mystical rituals. To perform a ritual, the Occultist must have learned the ritual at some point in his career. New rituals are learned by studying rare tomes and inscriptions, receiving instruction from other Occultists, or conducting Occult Experiments. For more information on Rituals, refer to the Ritual Subskill on page 79 of the Rulebook. \par \par \plain\f2\fs20\b \tab Premonition \plain\f2\fs20 is the ability to sense omens and subtle portents. Characters with this Subskill have three special abilities: \par \plain\f2\fs20\b \tab 1. \plain\f2\fs20 By paying a fee of 50 Hero Points, a Character with the Premonition Subskill is allowed to ask the Gamemaster for the results of an action before he actually commits to performing that action. If the action is a Dice Action, the dice are rolled normally to determine a result. \par \tab Occultists with Premonition Subskill may not use this Power to foresee the results of an action performed by another Character. \par \tab \plain\f2\fs20\b 2. \plain\f2\fs20 Characters with the Premonition Subskill may also pay a fee of 50 Hero Points in order to determine whether a being or object is aligned with the forces of good, the forces of evil, or neither. Once the fee has been paid, the Occultist makes an Action Check using his APs of Premonition against an OV/RV equal to the target's INFL/SPIRIT (if the target is a living being) or against an OV/RV determined by consulting the \plain\f2\fs20\i Universal Modifier Table\plain\f2\fs20 (if the target is an object). \par \tab \plain\f2\fs20\b 3. \plain\f2\fs20 Finally, a Character with the Premonition Subskill can detect waves of synchronicity "highways." Such an effort requires a successful Action Check using the Occultist's APs of Premonition as the AV/EV against an OV/RV that is determined by consulting the \plain\f2\fs20\i Universal Modifier Table\plain\f2\fs20 . Detecting a powerful wave of synchronicity energy, such as that produced by a very serious and immediate mystical crisis a Challenging action, for example, while detecting the minute amounts of energy left behind by an amazing coincidence or a recently performed Occultist Ritual is a Herculean task. Note that this ability only allows the Occultist to detect synchronicity energies in his immediate vicinity. Detecting a distant mystical crisis or synchronicity concentration requires the Awareness Power. \par }  ScientistIntAnalysis Drawing Plans ObservationResearchr {\rtf1\ansi\deff0\deftab720{\fonttbl{\f0\fswiss MS Sans Serif;}{\f1\froman\fcharset2 Symbol;}{\f2\fswiss Arial;}{\f3\fswiss Arial;}} {\colortbl\red0\green0\blue0;} \deflang1033\pard\plain\f3\fs20 \tab The Scientist Skill possesses two distinct Subskills: Analysis and Drawing Plans. \par \par \tab \plain\f2\fs20\b Analysis\plain\f2\fs20 enables a Character to identify the structure of any physical object, ranging from an electronic computer console to an alien genetic code. A Character with this Subskill can discover how such objects are designed and can recognize even minor structural flaws. \par \tab The AV/EV of Analysis attempts is the Character's APs of Scientist, while the OV/RV equals either the Scientist or Gadgetry Skill of the Character who designed the object. RAPs are interpreted in Knowledge Points as described below: \par \par \tab \plain\f2\fs20\b 1 RAP:\plain\f2\fs20 The Character possesses a rudimentary understanding of the object sufficient to operate the object (if applicable) with a +4 Column Shift modifier to the OV of such an attempt (with Gadgetry or Scientist APs acting as the AV/EV). This penalty replaces Unskilled Use Modifiers. \par \tab \plain\f2\fs20\b 1/2 RV:\plain\f2\fs20 The Character possesses a working knowledge of the object and can use it with a +1 Column Shift modifier to the OV of such an attempt. Further, the Character is knowledgeable of any hidden weaknesses inherent to the object, allowing the Character to discover a Physical or Mental Attack form to which the object is vulnerable and the location most likely to cause the greatest damage. The object's OV is reduced by the APs of Scientist Skill (to a minimum of 1) for one attack only. \par \tab \plain\f2\fs20\b Full RV:\plain\f2\fs20 The Character possesses complete knowledge of the object and may operate it with no penalties whatsoever. A Character possessing the Drawing Plans Subskill may also devise plans to duplicate the object, which will function once created at an AP level equivalent to the original object. \par \par \tab \plain\f2\fs20\b * Drawing Plans\plain\f2\fs20 allows a Character to devise blueprints for objects. Use of this Subskill is an Automatic Action. Plans drawn using this Subskill provide the potential for objects to be more effective upon their construction, by giving a -2 Column Shift modifier to the OV of a Character using such plans to build an object. Alternately, a Character's APs of Scientist could be substituted for the EV in another Character's Build Gadget attempt, in which case the -2 Column Shift modifier is not used. \par \tab A Character possessing Scientist may Draw Plans for any device of a Physical or Mental nature. The Character must specify the object's properties according to Gadgetry categories, such as a normal device or an Omni-Gadget. Each plan takes one week (18 APs) to design and costs 2 Hero Points to develop. \par } 6Adrenaline SurgeWillDice2SelfÐ{\rtf1\ansi\deff0\deftab720{\fonttbl{\f0\fswiss MS Sans Serif;}{\f1\froman\fcharset2 Symbol;}{\f2\fswiss Arial;}{\f3\fswiss Arial;}} {\colortbl\red0\green0\blue0;} \deflang1033\pard\plain\f2\fs20 \par } Additional AbilityAlertInflAuto+5Ð{\rtf1\ansi\deff0\deftab720{\fonttbl{\f0\fswiss MS Sans Serif;}{\f1\froman\fcharset2 Symbol;}{\f2\fswiss Arial;}{\f3\fswiss Arial;}} {\colortbl\red0\green0\blue0;} \deflang1033\pard\plain\f2\fs20 \par } Additional Three TargetsAnalytical SmellIntDiceNormalj{\rtf1\ansi\deff0\deftab720{\fonttbl{\f0\fswiss MS Sans Serif;}{\f1\froman\fcharset2 Symbol;}{\f2\fswiss Arial;}{\f3\fswiss Arial;}{\f4\fswiss MS Sans Serif;}} {\colortbl\red0\green0\blue0;} \deflang1033\pard\plain\f3\fs20 \tab The \plain\f4\fs20\i Analytical Smell\plain\f4\fs20 portion of this Power allows a Character to identify an item or person by scent alone following a successful Action Check using the APs of Power as AV/EV. The OV/RVs of particular scents vary: common scents have OV/RVs of 0; uncommon scents have OV/RVs from 2 to 4; rare or masked scents have OV/RVs from 6 to 8; and unique, faint, or alien scents have OV/RVs of up to 15. \par \tab If three of fewer RAPs are earned on an Analytical Smell Action Check, the Character will possess a basic idea of what or where the smell is coming from. If 4 or more RAPs are earned, the Character can identify the source of the smell precisely. \par \tab A Character with Analytical Smell also possesses the Power of \plain\f4\fs20\i Tracking Scent\plain\f4\fs20 , which allows the Character to track a being or object by scent alone. Once the Character has encountered a scent, he may use this Power to track the scent. OV/RVs of such a Tracking attempt are at 6/6 for a generic type of scent (such as human, horse, or cypress tree) and 8/8 for an individual scent (such as Jimmy Olsen, Secretariat, or the dusty smell of the villain's warehouse). \par \tab On Tracking Scent attempts, RAPs received on the Check equal the length of time (in APs) a Character can follow the movements of his quarry without needing to reroll on the Tracking attempt. Inclement weather can increase OVs to an attempt from 1 (fog or a light wind) to as much 8 (torrential rains and high winds). \par \tab This Power may be purchased with a special -1 Factor Cost Limitation: Power Limited to Either Analytical Smell or Tracking Scent. \par } !Power Limited to Analytical SmellÿÿPower Limited to Tracking ScentÿÿCannot Use Analytical TasteAnatomical DivisionDexAuto#SpecialÐ{\rtf1\ansi\deff0\deftab720{\fonttbl{\f0\fswiss MS Sans Serif;}{\f1\froman\fcharset2 Symbol;}{\f2\fswiss Arial;}{\f3\fswiss Arial;}} {\colortbl\red0\green0\blue0;} \deflang1033\pard\plain\f2\fs20 \par } # Parts Depend on APs of PowerOnly 1 Part may SeparateÿÿParts have Flight Powers may be Assigned to Parts Animate ShadowsAuraAutoNormalÐ{\rtf1\ansi\deff0\deftab720{\fonttbl{\f0\fswiss MS Sans Serif;}{\f1\froman\fcharset2 Symbol;}{\f2\fswiss Arial;}{\f3\fswiss Arial;}} {\colortbl\red0\green0\blue0;} \deflang1033\pard\plain\f2\fs20 \par } Light SensitiveÿÿChemical AttackStrDiceNormalÐ{\rtf1\ansi\deff0\deftab720{\fonttbl{\f0\fswiss MS Sans Serif;}{\f1\froman\fcharset2 Symbol;}{\f2\fswiss Arial;}{\f3\fswiss Arial;}} {\colortbl\red0\green0\blue0;} \deflang1033\pard\plain\f2\fs20 \par } ColorIntDiceNormalÐ{\rtf1\ansi\deff0\deftab720{\fonttbl{\f0\fswiss MS Sans Serif;}{\f1\froman\fcharset2 Symbol;}{\f2\fswiss Arial;}{\f3\fswiss Arial;}} {\colortbl\red0\green0\blue0;} \deflang1033\pard\plain\f3\fs20 \par } Defensive AdaptationBodyAuto–SelfÐ{\rtf1\ansi\deff0\deftab720{\fonttbl{\f0\fswiss MS Sans Serif;}{\f1\froman\fcharset2 Symbol;}{\f2\fswiss Arial;}{\f3\fswiss Arial;}} {\colortbl\red0\green0\blue0;} \deflang1033\pard\plain\f2\fs20 \par } Adds to Mental RVAdds to Mystical RV DismemberInflDiceFTouchÐ{\rtf1\ansi\deff0\deftab720{\fonttbl{\f0\fswiss MS Sans Serif;}{\f1\froman\fcharset2 Symbol;}{\f2\fswiss Arial;}{\f3\fswiss Arial;}} {\colortbl\red0\green0\blue0;} \deflang1033\pard\plain\f2\fs20 \par } Only One Body Partÿÿ#Number Parts Depend on APs of Power-Limbs don't Re-Attach until after APs of Time"Power APs may be Assigned to PartsDiminutionSpirit Auto/DiceTouchÐ{\rtf1\ansi\deff0\deftab720{\fonttbl{\f0\fswiss MS Sans Serif;}{\f1\froman\fcharset2 Symbol;}{\f2\fswiss Arial;}{\f3\fswiss Arial;}} {\colortbl\red0\green0\blue0;} \deflang1033\pard\plain\f2\fs20 \par } 'Target's Str and Weight reduced by RAPsDrain ResistanceSpiritAutoSelfÐ{\rtf1\ansi\deff0\deftab720{\fonttbl{\f0\fswiss MS Sans Serif;}{\f1\froman\fcharset2 Symbol;}{\f2\fswiss Arial;}{\f3\fswiss Arial;}} {\colortbl\red0\green0\blue0;} \deflang1033\pard\plain\f2\fs20 \par } ÿÿ$Cannot Protect against Mental Powersÿÿ&Cannot Protect against Physical PowersÿÿElectrical ControlInt Auto/DiceNormalÐ{\rtf1\ansi\deff0\deftab720{\fonttbl{\f0\fswiss MS Sans Serif;}{\f1\froman\fcharset2 Symbol;}{\f2\fswiss Arial;}{\f3\fswiss Arial;}} {\colortbl\red0\green0\blue0;} \deflang1033\pard\plain\f3\fs20 \par } ÿÿEnlargeSpirit Auto/DiceTouchÐ{\rtf1\ansi\deff0\deftab720{\fonttbl{\f0\fswiss MS Sans Serif;}{\f1\froman\fcharset2 Symbol;}{\f2\fswiss Arial;}{\f3\fswiss Arial;}} {\colortbl\red0\green0\blue0;} \deflang1033\pard\plain\f2\fs20 \par } ÿÿ-Target's Strength increased by APs of Enlarge FabricateAura Auto/Dice2NormalÐ{\rtf1\ansi\deff0\deftab720{\fonttbl{\f0\fswiss MS Sans Serif;}{\f1\froman\fcharset2 Symbol;}{\f2\fswiss Arial;}{\f3\fswiss Arial;}} {\colortbl\red0\green0\blue0;} \deflang1033\pard\plain\f2\fs20 \par } ÿÿAllows Italicized AttributesFluid FormBodyAutoKSelfÐ{\rtf1\ansi\deff0\deftab720{\fonttbl{\f0\fswiss MS Sans Serif;}{\f1\froman\fcharset2 Symbol;}{\f2\fswiss Arial;}{\f3\fswiss Arial;}} {\colortbl\red0\green0\blue0;} \deflang1033\pard\plain\f2\fs20 \par } ÿÿPartial Solidification AllowedSuperspeedDexAutoSelf1{\rtf1\ansi\deff0\deftab720{\fonttbl{\f0\fswiss MS Sans Serif;}{\f1\froman\fcharset2 Symbol;}{\f2\fswiss Arial;}{\f3\fswiss Arial;}} {\colortbl\red0\green0\blue0;} \deflang1033\pard\plain\f3\fs20 \tab Superspeed gives a Character the ability to move, run, type, read, or perform any other physical action faster than is humanly possible. A Character with this Power can do a number of things: \par \par \tab * Add the APs of Power when calculating Initiative to perform any action. \par \tab * Travel at a speed equal to the APs of Power, and \par \tab * Subtract the APs of Power from the time (in APs) necessary to perform some task. For example, if it takes 13 APs of time (8 hours) to read a book, a Character with 8 APs of Superspeed could read the book in 5 APs of time (2 minutes). \par \par \tab In addition, a Character with Superspeed has the option each phase of substituting the APs of Power for DEX (using Superspeed APs as the AV/OV for/against Physical Attacks) or substituting Superspeed APs for the EV when performing a physical action. \par }  Multiple Dice Actions(SplitDexAutodSelfB{\rtf1\ansi\deff0\deftab720{\fonttbl{\f0\fswiss MS Sans Serif;}{\f1\froman\fcharset2 Symbol;}{\f2\fswiss Arial;}{\f3\fswiss Arial;}{\f4\fswiss MS Sans Serif;}} {\colortbl\red0\green0\blue0;} \deflang1033\pard\plain\f3\fs20 \tab This Power allows a Character to separate himself into two or more complete beings. Each Split being possesses the same Attributes, Powers, and Skills as the original Character at the Character's AP-level, minus one (1) for each Split. \par \par \plain\f4\fs20\b\ul \tab Example:\plain\f4\fs20 A Character with all his Attributes at 6 APs, Split of 2 APs, and an Energy Blast of 8 APs could Split twice, resulting in three separate beings, each of whom would possess all Attributes at 4 APs and 6 APs of Energy Blast. Duplicates created through the Split Power do \plain\f4\fs20\i not\plain\f4\fs20 possess the Split Power themselves. \par \tab A Character can Split a total number of times equal to the APs of Power. Rejoining of duplicates is instantaneous at the original Character's will, at which point the Character sustains the greatest amount of damage taken by any one of the duplicates. Dead duplicates cannot rejoin with the original Character; additionally, for every duplicate which dies, the original Character automatically loses on AP from each of his Attributes, Powers, and Skills. \par } APs Loss Follows Split Chart APs Reduced per Split2No Control Over DuplicateÿÿSnareStrDiceNormalŒ{\rtf1\ansi\deff0\deftab720{\fonttbl{\f0\fswiss MS Sans Serif;}{\f1\froman\fcharset2 Symbol;}{\f2\fswiss Arial;}{\f3\fswiss Arial;}{\f4\fswiss MS Sans Serif;}} {\colortbl\red0\green0\blue0;} \deflang1033\pard\plain\f3\fs20 \tab This Power allows a character to entangle a target in rope-like bonds. To Snare a target, a Character makes an Action Check using the APs of Power as the AV/EV against the target's DEX/STR as the OV/RV. Positive RAPs indicate that the target has been caught in the Snare, and has his DEX (and Initiative) reduced by the RAPs of the Snare Attack until he can break free. \par \tab If the Character wishes the Snare to restrict the target's movement (by enwrapping his legs, wings, etc.) he must use a Trick Shot, suffering a +2 Column Shift modifier to the OV. If the attack is successful, however, RAPs are subtracted from both the target's DEX \plain\f4\fs20\i and\plain\f4\fs20 his movement speed. \par \tab In order to break free, a snared Character must make a successful Action Check (i.e., gain one or more RAPs) using STR as both the AV and EV against OV/RVs equal to the RAPs gained by the original Snare attack. \par } StickyTightening ParalysisStrDiceNormal{\rtf1\ansi\deff0\deftab720{\fonttbl{\f0\fswiss MS Sans Serif;}{\f1\froman\fcharset2 Symbol;}{\f2\fswiss Arial;}{\f3\fswiss Arial;}} {\colortbl\red0\green0\blue0;} \deflang1033\pard\plain\f3\fs20 \tab This Power allows a Character to physically restrict an opponent. AV/EVs for such an attack equal the Character's APs of Paralysis while OV/RVs equal the opponent's DEX/BODY; positive RAPs indicate success, with the opponent held fast and unable to move (DEX=0). \par \tab A Paralyzed opponent may attempt to free himself through an Action Check with AV/EVs equal to the opponent's STR/STR against OV/RVs equal to the RAPs of the successful Paralysis attack. If cumulative RAPs from this Action Check equal or exceed RAPs from the Paralysis attack, the opponent is released. \par } Partial Paralysis Mystic FreezeAuraDiceNormal+{\rtf1\ansi\deff0\deftab720{\fonttbl{\f0\fswiss MS Sans Serif;}{\f1\froman\fcharset2 Symbol;}{\f2\fswiss Arial;}{\f3\fswiss Arial;}} {\colortbl\red0\green0\blue0;} \deflang1033\pard\plain\f3\fs20 \tab This Power allows a Character to magically restrict an opponent. AV/EVs to such an attack equal the Character's APs of Mystic Freeze while OV/RVs equal the opponent's INFL/SPIRIT; positive RAPs indicate success, with the opponent held fast and unable to move (DEX=0). \par \tab A Mystically Frozen opponent may attempt to free himself through an Action Check with AV/EVs equal to the opponent's INFL/AURA against OV/RVs equal to the RAPs of the successful Mystic Freeze Attack. If cumulative RAPs from this Action Check equal or exceed RAPs from the Mystic Freeze Attack, the opponent is released. \par } Sleep LimitationÿÿPartial ParalysisMind Over MatterMindAutoSelf%{\rtf1\ansi\deff0\deftab720{\fonttbl{\f0\fswiss MS Sans Serif;}{\f1\froman\fcharset2 Symbol;}{\f2\fswiss Arial;}{\f3\fswiss Arial;}} {\colortbl\red0\green0\blue0;} \deflang1033\pard\plain\f3\fs20 \tab This Power allows a Character to neutralize the effects of damage sustained in Physical Attacks for a short period of time. After sustaining Physical damage sufficient to render him unconscious, a Character possessing Mind Over Matter may continue combat for a number of phases equal to the APs of the Power. At the end of this time, the Character will fall unconscious as the Mind Over Matter automatically fails. The Power must then be Recovered normally. \par \tab If a Character possessing Mind Over Matter ever sustains damage sufficient to kill him, this Power will automatically fail. \par }  Mental FreezeWillDiceNormal%{\rtf1\ansi\deff0\deftab720{\fonttbl{\f0\fswiss MS Sans Serif;}{\f1\froman\fcharset2 Symbol;}{\f2\fswiss Arial;}{\f3\fswiss Arial;}} {\colortbl\red0\green0\blue0;} \deflang1033\pard\plain\f3\fs20 \tab This Power allows a Character to mentally restrict an opponent. AV/EVs for such an attack equal the Character's APs of Mental Freeze while OV/RVs equal the opponent's INT/MIND; positive RAPs indicate success, with the opponent held fast and unable to move (DEX=0). \par \tab A mentally Frozen opponent may attempt to free himself through an Action Check with AV/EVs equal to the opponent's INT/WILL against OV/RVs equal to the RAPs of the successful Mental Freeze attack. If cumulative RAPs from this Action Check equal or exceed RAPs from the Mental Freeze attack, the opponent is released. \par } Coma Bonus<Partial ParalysisGlueStrDiceNormal^{\rtf1\ansi\deff0\deftab720{\fonttbl{\f0\fswiss MS Sans Serif;}{\f1\froman\fcharset2 Symbol;}{\f2\fswiss Arial;}{\f3\fswiss Arial;}} {\colortbl\red0\green0\blue0;} \deflang1033\pard\plain\f3\fs20 \tab A Character with the Power of Glue can emit a sticky substance which glues the target to the ground or surrounding terrain upon a successful Action Check. To glue a target, a Character makes an Action Check using the APs of the Power as the AV/EV against the target's DEX/STR as the OV/RV. Positive RAPs indicate that the target cannot move and has his DEX (and Initiative) reduced by the APs of the Glue attack until he breaks free. \par \tab In order to break free, a glued Character must make a successful Action Check (i.e., gain one or more RAPs) using STR as both AV and EV against OV/RVs equal to the RAPs gained by the original Glue attack. \par } Friction ControlInt Auto/DiceNormalÐ{\rtf1\ansi\deff0\deftab720{\fonttbl{\f0\fswiss MS Sans Serif;}{\f1\froman\fcharset2 Symbol;}{\f2\fswiss Arial;}{\f3\fswiss Arial;}} {\colortbl\red0\green0\blue0;} \deflang1033\pard\plain\f2\fs20 \par }  Fine ControlFriction Increase OnlyÿÿFriction Decrease Onlyþÿ FrostbiteStrAutoSpecialÐ{\rtf1\ansi\deff0\deftab720{\fonttbl{\f0\fswiss MS Sans Serif;}{\f1\froman\fcharset2 Symbol;}{\f2\fswiss Arial;}{\f3\fswiss Arial;}} {\colortbl\red0\green0\blue0;} \deflang1033\pard\plain\f3\fs20 \par }  InterfaceIntAuto#TouchÐ{\rtf1\ansi\deff0\deftab720{\fonttbl{\f0\fswiss MS Sans Serif;}{\f1\froman\fcharset2 Symbol;}{\f2\fswiss Arial;}{\f3\fswiss Arial;}} {\colortbl\red0\green0\blue0;} \deflang1033\pard\plain\f2\fs20 \par }  Knockout GasBodyDiceSpecialÐ{\rtf1\ansi\deff0\deftab720{\fonttbl{\f0\fswiss MS Sans Serif;}{\f1\froman\fcharset2 Symbol;}{\f2\fswiss Arial;}{\f3\fswiss Arial;}} {\colortbl\red0\green0\blue0;} \deflang1033\pard\plain\f2\fs20 \par } Can Enter Killing CombatMetal ManipulationWillDice2NormalÐ{\rtf1\ansi\deff0\deftab720{\fonttbl{\f0\fswiss MS Sans Serif;}{\f1\froman\fcharset2 Symbol;}{\f2\fswiss Arial;}{\f3\fswiss Arial;}} {\colortbl\red0\green0\blue0;} \deflang1033\pard\plain\f2\fs20 \par } Metal Retains FormObscureWillAutoSelfÐ{\rtf1\ansi\deff0\deftab720{\fonttbl{\f0\fswiss MS Sans Serif;}{\f1\froman\fcharset2 Symbol;}{\f2\fswiss Arial;}{\f3\fswiss Arial;}} {\colortbl\red0\green0\blue0;} \deflang1033\pard\plain\f2\fs20 \par }  PetrificationInflDiceTouchÐ{\rtf1\ansi\deff0\deftab720{\fonttbl{\f0\fswiss MS Sans Serif;}{\f1\froman\fcharset2 Symbol;}{\f2\fswiss Arial;}{\f3\fswiss Arial;}} {\colortbl\red0\green0\blue0;} \deflang1033\pard\plain\f2\fs20 \par } Partial PetrificationVariable MaterialCumulativeScrambleWillDice2TouchÐ{\rtf1\ansi\deff0\deftab720{\fonttbl{\f0\fswiss MS Sans Serif;}{\f1\froman\fcharset2 Symbol;}{\f2\fswiss Arial;}{\f3\fswiss Arial;}} {\colortbl\red0\green0\blue0;} \deflang1033\pard\plain\f2\fs20 \par } Overload Bonus Choice BonusShoutingAuraAuto2Ð{\rtf1\ansi\deff0\deftab720{\fonttbl{\f0\fswiss MS Sans Serif;}{\f1\froman\fcharset2 Symbol;}{\f2\fswiss Arial;}{\f3\fswiss Arial;}} {\colortbl\red0\green0\blue0;} \deflang1033\pard\plain\f2\fs20 \par }  Sound NullifyStrDiceNormalÐ{\rtf1\ansi\deff0\deftab720{\fonttbl{\f0\fswiss MS Sans Serif;}{\f1\froman\fcharset2 Symbol;}{\f2\fswiss Arial;}{\f3\fswiss Arial;}} {\colortbl\red0\green0\blue0;} \deflang1033\pard\plain\f2\fs20 \par }  Time ControlWillAutoúNormalÐ{\rtf1\ansi\deff0\deftab720{\fonttbl{\f0\fswiss MS Sans Serif;}{\f1\froman\fcharset2 Symbol;}{\f2\fswiss Arial;}{\f3\fswiss Arial;}} {\colortbl\red0\green0\blue0;} \deflang1033\pard\plain\f2\fs20 \par }  Time StopWillAutoNormalÐ{\rtf1\ansi\deff0\deftab720{\fonttbl{\f0\fswiss MS Sans Serif;}{\f1\froman\fcharset2 Symbol;}{\f2\fswiss Arial;}{\f3\fswiss Arial;}} {\colortbl\red0\green0\blue0;} \deflang1033\pard\plain\f2\fs20 \par } $AV and EV do not Diminish with RangeMay Only Attack a Single Targetýÿ TransformAuraDice-TouchÐ{\rtf1\ansi\deff0\deftab720{\fonttbl{\f0\fswiss MS Sans Serif;}{\f1\froman\fcharset2 Symbol;}{\f2\fswiss Arial;}{\f3\fswiss Arial;}} {\colortbl\red0\green0\blue0;} \deflang1033\pard\plain\f2\fs20 \par } !No use of Powers when TransformedAttraction/RepulsionMindDiceNormalÚ{\rtf1\ansi\deff0\deftab720{\fonttbl{\f0\fswiss MS Sans Serif;}{\f1\froman\fcharset2 Symbol;}{\f2\fswiss Arial;}{\f3\fswiss Arial;}} {\colortbl\red0\green0\blue0;} \deflang1033\pard\plain\f3\fs20 \tab This Power allows a Character to attract and repel creatures and objects toward or away from the Character's own body. This attack requires a successful Action Check with AV/EVs equal to the APs of Attraction/Repulsion. \par \tab The OV of an Attraction/Repulsion attempt is equal to the target's DEX or STR (whichever is higher) if the target is a living creature or the target's speed or BODY (whichever is higher) if the target is an inanimate object; the RV is equal to the target's weight in APs (most human Characters weigh 2 APs). RAPs indicate the distance which the target was moved closer to or further from the Power user. \par \tab This Power may be purchased with a special -1 Factor Cost Limitation: Power is Limited to Either Attraction or Repulsion Alone. \par }  Power Limited to Attraction OnlyÿÿPower Limited to Repulsion OnlyÿÿOnly Certain Materials AffectedÿÿCell RotWillDiceTouchD{\rtf1\ansi\deff0\deftab720{\fonttbl{\f0\fswiss MS Sans Serif;}{\f1\froman\fcharset2 Symbol;}{\f2\fswiss Arial;}{\f3\fswiss Arial;}} {\colortbl\red0\green0\blue0;} \deflang1033\pard\plain\f3\fs20 \tab This Power gives a Character the ability to cause any formerly living material to decompose. For this purpose, "formerly living material" is defined as any natural substance derived from a once living source, including leather, hemp rope, cloth, paper, and wood products. \par \tab A Character with Cell Rot can completely decompose an inanimate object in an amount of time equal to the object's BODY minus the Character's APs of Power. For example, a Character with 8 APs of Cell Rot can destroy an object with a BODY of 10 APs in 2 APs of time, or 16 seconds. An object need only be touched once for this continual Cell Rot effect to occur. An object with a BODY less than or equal to the Character's APs of Power can be completely decomposed in a single phase. \par \tab Cell Rot can also be used as a normal Physical Attack against living Creatures. In such a case, AV/EVs are equal to the Character's DEX/APs of Power, while OV/RVs are equal to the opponents DEX/BODY. Damage from this Cell Rot attack is normal Physical damage, ceasing at that phase with no continuing damage in subsequent phases (unless target is reattacked). \par } Accelerates AgingAging Permanent(Damage TransferenceWillAutoTouch•{\rtf1\ansi\deff0\deftab720{\fonttbl{\f0\fswiss MS Sans Serif;}{\f1\froman\fcharset2 Symbol;}{\f2\fswiss Arial;}{\f3\fswiss Arial;}} {\colortbl\red0\green0\blue0;} \deflang1033\pard\plain\f3\fs20 \tab This Power allows a Character to heal physical wounds. With the Damage Transference Power a Character can heal up to his APs of Power in BODY damage to any other Character. (When this Power is initially purchased, the Player may choose to have it affect MIND or SPIRIT instead of BODY.) Use of Damage Transference takes one minute (4 APs, or 15 phases). \par \tab The Character using this Power runs the risk of injury each time he uses Damage Transference. The number of APs of damage the user heals in any phase becomes the AV/EV of an action Check against OV/RVs equal to the user's INT/MIND. RAPs from this Action Check equal the amount of damage sustained by the user, who may distribute this damage between MIND and BODY in any fashion desired. \par \tab This Power can be purchased with special Bonuses that allow the user to heal an additional type of damage for +1 Factor Cost each (for example, to heal BODY and SPIRIT would be a Factor Cost of 6). \par } Heals BODY DamageHeals MIND DamageHeals SPIRIT DamageNo Risk of Injury No Time Limit Danger SenseIntDiceNormal{\rtf1\ansi\deff0\deftab720{\fonttbl{\f0\fswiss MS Sans Serif;}{\f1\froman\fcharset2 Symbol;}{\f2\fswiss Arial;}{\f3\fswiss Arial;}{\f4\fswiss MS Sans Serif;}} {\colortbl\red0\green0\blue0;} \deflang1033\pard\plain\f3\fs20 \tab This Power allows a Character to sense the fact that he is in imminent danger. When such a Character is in a situation where some person, item, or presence poses an immediate threat, the GM must make an Action Check using the Character's APs of Danger Sense as AV/EVs against OV/RVs determined by the intensity of the danger. \par \tab If this Action Check earns between 1 and 7 RAPs, the GM must indicate that the Character is in danger. If the Action Check receives 8 or more RAPs, the Gm must reveal the exact source of the danger. \par \tab \par \plain\f4\fs20\b\ul \tab Note:\plain\f4\fs20 A Character may never spend Hero Points to increase his Danger Sense in any fashion. Also, use of this Power never costs the Character an Action in combat: the Power automatically activated if danger is present. \par } RAPs added to next InitiativeDarknessStrAutoNormal*{\rtf1\ansi\deff0\deftab720{\fonttbl{\f0\fswiss MS Sans Serif;}{\f1\froman\fcharset2 Symbol;}{\f2\fswiss Arial;}{\f3\fswiss Arial;}} {\colortbl\red0\green0\blue0;} \deflang1033\pard\plain\f3\fs20 \tab Darkness allows a Character to generate a field of darkness through which no light can pass. Vision Powers requiring light (Telescopic Vision, Thermal Vision, etc.) are completely blocked, and the APs of Darkness become the OV/RV of an Ultra Vision attempt to see through the Darkness. \par \tab The field of generated Darkness has a volume equal to the Character's APs of the Power plus five, which can be shaped and centered any way the user desires (within Normal Range). Anyone within the Darkness field has his AV and OV of all Physical Actions reduced by the APs of Darkness. Darkness remains in effect as long as the Character wishes (through the expenditure of an Automatic Action each successive phase) or until the Character either falls unconscious or exits Range. Use of Darkness does not affect the vision of the Character using the Power. \par } IntenseDensity IncreaseWillAutoSelf½{\rtf1\ansi\deff0\deftab720{\fonttbl{\f0\fswiss MS Sans Serif;}{\f1\froman\fcharset2 Symbol;}{\f2\fswiss Arial;}{\f3\fswiss Arial;}} {\colortbl\red0\green0\blue0;} \deflang1033\pard\plain\f3\fs20 \tab This Power allows a Character to increase his mass at will. Each AP of Density Increase engaged by the Character initiates the following effects: \par \par \tab * One AP is added to the Character's RV against Physical Attacks. \par \tab * One AP is added to the Character's weight (human Characters begin with a weight of 2 APs). \par \tab * One AP is subtracted from the Character's DEX for every two APs of Density Increase engaged. \par \par \tab The APs of Power equal the maximum amount of density the Character can increase. The Character need not activate all of his APs of Density Increase at any given time. \par \tab This Power can be purchased with a special +3 Factor Cost Bonus: APs of Density Increase Engaged Add to STR. \par } APs of Power Engaged Add to STRDoes not subtract from DexDetectInt Auto/DiceNormalc{\rtf1\ansi\deff0\deftab720{\fonttbl{\f0\fswiss MS Sans Serif;}{\f1\froman\fcharset2 Symbol;}{\f2\fswiss Arial;}{\f3\fswiss Arial;}{\f4\fswiss MS Sans Serif;}} {\colortbl\red0\green0\blue0;} \deflang1033\pard\plain\f3\fs20 \tab This Power gives a Character the ability to detect any one specific item, presence, or quality (termed IPQ). Exactly what it is the Character can detect must be specified when the Power is purchased (i.e., Detect Evil, Detect Lies, Detect Radiation, etc.). The IPQ selected must be fairly specific and is subject to GM approval. \par \tab Detect is treated as an Automatic Action unless there is an intelligent creature attempting to mask the IPQ from the Power user. In Such a case, Detect becomes a Dice Action where the detector must make an Action Check using the APs of Power as AV/EVs against OV/RVs equal to the opponent's INT/MIND. Positive RAPs indicate success. \par \tab For example, Detect Radiation is normally an Automatic Action because there is little anyone can do to his radioactivity, while Detect Lie is always a Dice Action because the liar is obviously trying to hide the truth from the Character. \par \tab Detect may be purchased as often as desired. However, the Power \plain\f4\fs20\b must\plain\f4\fs20 be purchased with a +1 Factor Cost Bonus for each additional IPQ the Character can Detect past the first. \par } Additional IPC'sDiscerning DispersalWillAutoSelf¯ {\rtf1\ansi\deff0\deftab720{\fonttbl{\f0\fswiss MS Sans Serif;}{\f1\froman\fcharset2 Symbol;}{\f2\fswiss Arial;}{\f3\fswiss Arial;}{\f4\fswiss MS Sans Serif;}} {\colortbl\red0\green0\blue0;} \deflang1033\pard\plain\f3\fs20 \tab This Power allows a Character to disperse his atoms to become intangible to the point of being able to pass through solid objects. Each AP of Dispersal engaged by the user has the following effects: \par \par \tab * One AP is added to the Character's OV/RV against Physical Attacks. \par \tab * One AP is subtracted from the Character's STR (to a minimum of 0 APs) and weight. \par \par \tab In addition, a Character with APs of Dispersal greater than or equal to the BODY of an object may freely pass through the object, meeting with no resistance whatsoever. \par \tab A Character with Dispersal may use it as a Physical Attack by putting his hand inside his target and then partially solidifying. This attack is dangerous to \plain\f4\fs20\i both\plain\f4\fs20 attacked and defender; both suffer attacks with AV/EVs equal to the attacker's DEX/APs of Power. The OV/RV for the attack is his BODY/BODY, while the defender's is his DEX/BODY. The only Powers that will aid either Character against this attack are Density Increase and Dispersal, which will add their APs to the OV \plain\f4\fs20\i and\plain\f4\fs20 RV against this attack. \par \tab Dispersal makes a Character harder to spot with Radar Sense and Sonar. In order to locate a Dispersed Character with one of these Powers, a Perception Check must be made with the APs of sense as the AV/EV and the APs of Dispersal as the OV/RV. \par \tab If two Dispersed Characters attack one another, only the Character with the higher APs of Dispersal receives any modifier to his STR and RV. The modifier is equal to his APs of Dispersal minus the other Character's APs of Dispersal. If both Characters have the same APs, they treat each other as though neither of them had any Dispersal. \par \tab This Power may be purchased with a special +1 Factor Cost Bonus: Partial Dispersal Allowed. This Bonus allows the Character to solidify parts of his body while keeping the rest Dispersed. When partially Dispersed, the Character does not lose any points from his STR score, and gets to keep the RV bonus. However, the solid parts of his body may be targeted with a Trick Shot, the number of Column Shifts varying depending on how much of the body is solid (GM's discretion). \par } ÿÿPartial Dispersal Allowed$Energy Attacks treated like PhysicalExtra LimbStrAutoSelf&{\rtf1\ansi\deff0\deftab720{\fonttbl{\f0\fswiss MS Sans Serif;}{\f1\froman\fcharset2 Symbol;}{\f2\fswiss Arial;}{\f3\fswiss Arial;}} {\colortbl\red0\green0\blue0;} \deflang1033\pard\plain\f3\fs20 \tab A Character with the Extra Limb Power has a fully functional limb or appendage which is not possessed by a normal human (such as prehensile tail, extra arms, etc.). \par \tab When lifting objects or making Physical Attacks, the Character's DEX acts as the AV while the APs of Extra Limb substitute for the Character's STR (as the EV). In addition, a Character with one or more Extra Limbs receives a -1 Column Shift to the opponent's OV for each additional limb when making Grappling Attacks. \par \tab This Power may be purchased more than once for Characters with more than one extra limb. \par } Grappling BonusFlightDexAutoSelfê{\rtf1\ansi\deff0\deftab720{\fonttbl{\f0\fswiss MS Sans Serif;}{\f1\froman\fcharset2 Symbol;}{\f2\fswiss Arial;}{\f3\fswiss Arial;}} {\colortbl\red0\green0\blue0;} \deflang1033\pard\plain\f3\fs20 \tab Flight allows a Character to move freely in any direction through air or space. (Most forms of Flight also allow travel underwater at the usual -2 AP speed penalty.) Flight by itself does not allow a Character to survive in outer space but does provide him with the ability to move through it. \par \tab The APs of Flight are the APs of distance that the Character can travel each phase. In addition, a Character may use the APs of Flight as the OV against any Physical Attacks provided he performs no Dice Action during that phase. \par } WingedÿÿOnly Useable in SpaceÿÿCannot Substitute for OVÿÿInvulnerabilityBodyDiceSelf”{\rtf1\ansi\deff0\deftab720{\fonttbl{\f0\fswiss MS Sans Serif;}{\f1\froman\fcharset2 Symbol;}{\f2\fswiss Arial;}{\f3\fswiss Arial;}} {\colortbl\red0\green0\blue0;} \deflang1033\pard\plain\f3\fs20 \tab A Character with this Power is very difficult to kill (although it does not make him any harder to injure; for this effect use the Skin Armor Power). When such a Character has suffered damage from Physical Attacks which would cause him to die under normal circumstances (the Character is reduced to negative APs of Body), he makes an Action Check using current BODY APs (absolute value) as OV/RVs and the APs of Invulnerability as AV/EVs. RAPs from this roll equal the number of BODY points the Character regains. \par \tab A side-effect of this Power is its ability to extend the life of a Character; it allows a check even if the Character dies of natural causes or disease. The actual impact of this Power on the life span of Player Characters is up to the GM's discretion. \par \tab This Power may be purchased with special +1 Factor Cost Bonuses for each of the following: the Power counteracts Mental damage, and the Power counteracts Mystical damage. \par } Counteracts Physical DamageCounteracts Mental DamageCounteracts Mystical DamageOnly used against AgingûÿOmni-PowerSpecialAutoôVariesÓ{\rtf1\ansi\deff0\deftab720{\fonttbl{\f0\fswiss MS Sans Serif;}{\f1\froman\fcharset2 Symbol;}{\f2\fswiss Arial;}{\f3\fswiss Arial;}} {\colortbl\red0\green0\blue0;} \deflang1033\pard\plain\f3\fs20 \tab This Power allows a Character to possess awesome control over the forces of the universe. Such a Character's Powers and abilities are limited primarily by the Character's own imagination. \par \tab APs of Omni-Power can be used to mimic any Power or Skill at any time. Whenever Omni-Power is invoked, however, the Character must pay a Hero Point fee equal to the Base Cost of the Power or Skill mimicked. A Character can mimic several Powers or Skills at the same time but must divide his APs of Omni-Power as desired between these Powers/Skills and pay each Base Cost. \par \tab Powers and Skills mimicked with Omni-Power are only available to the Character for one hour (15 APs), following which time the Character must again pay the respective Base Cost fee for continued Power/Skill use. A Character can automatically cancel the availability of any mimicked Power/Skill to provide for the use of another. \par \tab Note that Omni-Power is in a special Power classification in and of itself; it is not a Physical, Mental, or Mystical Power. Omni-Power may be linked to one half a Character's WILL (round fractions down). \par \tab Example: Hal Jordan's Power Ring possesses linked Omni-Power. Since Hal's WILL is 25 APs, he has 12 APs of Omni-Power (25 /2 = 12 1/2, rounded down to 12). If Hal later increased his will to 26 APs, his Omni-Power would increase to 13 APs (26 / 2 = 13). \par \tab If Green Lantern wished to use his Ring to turn himself invisible, he could automatically use Omni-Power to mimic 12 APs of Invisibility; doing this would cost Green Lantern 45 Hero Points (the Base Cost for Invisibility). Lantern could then remain invisible for one full hour, after which time he must again pay the 45 Hero Point Base Cost to continue the Invisibility for another hour. \par }  Skills Only– RegenerationWillAutoSelfì{\rtf1\ansi\deff0\deftab720{\fonttbl{\f0\fswiss MS Sans Serif;}{\f1\froman\fcharset2 Symbol;}{\f2\fswiss Arial;}{\f3\fswiss Arial;}} {\colortbl\red0\green0\blue0;} \deflang1033\pard\plain\f3\fs20 \tab This Power allows a Character to accelerate his own natural recuperative powers, enabling him to regenerate Current BODY, MIND, and SPIRIT Conditions at an exceptional rate. The Character's APs of Regeneration are added to the APs of time spent Recovering, meaning that the Character can make Recover Checks with increased frequency and thus heal more quickly. \par \tab A Character with 10 APs of Regeneration can make a Bashing Recovery Check each phase during combat (doing so counts as a Dice Action). A Character with 11 APs of Recovery can make two Basing Recovery Checks each phase, on with 12 APs can make three Checks, etc. \par \tab Likewise, a Character with 15 APs of Regeneration can make a Killing Recovery Check each phase during combat (doing so counts as a Dice Action). A Character with 16 APs can make two Checks, etc. \par \tab Attempting multiple Recover Checks during one phase counts as a single Dice Action regardless of how man Checks are made. A Character with Regeneration need not be conscious to utilize this Power. \par } Cannot Regenerate BodyÿÿCannot Regenerate MindÿÿCannot Regenerate SpiritÿÿSpiritual DrainAuraDiceTouchA{\rtf1\ansi\deff0\deftab720{\fonttbl{\f0\fswiss MS Sans Serif;}{\f1\froman\fcharset2 Symbol;}{\f2\fswiss Arial;}{\f3\fswiss Arial;}} {\colortbl\red0\green0\blue0;} \deflang1033\pard\plain\f3\fs20 \tab This Power allows a Character to absorb the APs of another Character's SPIRIT. AN opponent must be touched for Spiritual Drain to take effect. To use this Power against an opponent, a Character must make an Action Check with AV/EVs equal to his DEX/APs of Spiritual Drain against OV/RVs equal to the opponent's DEX/SPIRIT. \par \tab If this attempt is successful, RAPs are temporarily subtracted from the opponent's SPIRIT and added to the attacking Character's SPIRIT. The Spiritually Drained APs will remain transferred in this way for a number of phases equal to the Character's APs of Power. \par \tab A victim of Spiritual Drain may not be drained again until the original effect ceases. A Character's SPIRIT cannot be elevated to higher than his normal AP level through the use of Spiritual Drain, while an opponent's SPIRIT may never be reduced to less than zero (0). \par } Can Reduce AgeAging is PermanentStretchingDexAutoSelf0{\rtf1\ansi\deff0\deftab720{\fonttbl{\f0\fswiss MS Sans Serif;}{\f1\froman\fcharset2 Symbol;}{\f2\fswiss Arial;}{\f3\fswiss Arial;}} {\colortbl\red0\green0\blue0;} \deflang1033\pard\plain\f3\fs20 \tab This Power allows a Character to elongate his own body a number of APs of distance equal to the APs of Power (allowing the Character to make hand-to-hand attacks, see items more closely, pick up objects at this range, etc.). \par \tab In addition, a Character with Stretching can absorb most Physical Attacks by stretching under the impact, thus slowing the force of a punch or projectile. In this manner, Character adds the APs of Stretching to his RV. However, to utilize this aspect of the Stretching Power, a Character must announce that he is defending during the phase and taking no other action. \par } Grappling BonusSuspensionWillAutoSelf4{\rtf1\ansi\deff0\deftab720{\fonttbl{\f0\fswiss MS Sans Serif;}{\f1\froman\fcharset2 Symbol;}{\f2\fswiss Arial;}{\f3\fswiss Arial;}{\f4\fswiss MS Sans Serif;}} {\colortbl\red0\green0\blue0;} \deflang1033\pard\plain\f3\fs20 \tab This Power allows a Character to enter into a deep, trance-like state. A Character who uses Suspension must state the specific amount of time he wishes to remain in this trance or what even will trigger his revival. While under the effects of Suspension, A Character may subtract the APs of Power from the amount of "subjective time" that passes for him. Such a Character will age, heal, and consume food and air at the same subjective rate. \par \tab Characters in Suspension cannot attack in any manner but will sustain Physical, Mental, and/or Mystical damage if so attacked. \par \par \plain\f4\fs20\b\ul \tab Example:\plain\f4\fs20 Merlin the Mighty has Suspension of 20 APs and wishes to remain Suspended for 1000 years (33 APs of time). During this time, Merlin will age approximately 8 hours (33 - 20 = 13 APs, or 8 hours). \par }  Aging DefenseSystemic AntidoteBodyAutoSelfª{\rtf1\ansi\deff0\deftab720{\fonttbl{\f0\fswiss MS Sans Serif;}{\f1\froman\fcharset2 Symbol;}{\f2\fswiss Arial;}{\f3\fswiss Arial;}} {\colortbl\red0\green0\blue0;} \deflang1033\pard\plain\f3\fs20 \tab This Power gives a Character a limited immunity to Physical damage caused by any chemical, poison, or drug attack. In such a case, the APs of Systemic Antidote are added to the Character's RV against such attacks. \par } Old Age DefenseTwo-DimensionalDexAutoKSelfG{\rtf1\ansi\deff0\deftab720{\fonttbl{\f0\fswiss MS Sans Serif;}{\f1\froman\fcharset2 Symbol;}{\f2\fswiss Arial;}{\f3\fswiss Arial;}} {\colortbl\red0\green0\blue0;} \deflang1033\pard\plain\f3\fs20 \tab This Power allows a Character to move along the surface of an object like a shadow. While a Character using Two-Dimensional can only be Physically Attacked by another Two-Dimensional Character (and, as such, is completely immune to normal Physical Attacks with forceful results), the Character will still sustain damage/effects from all gas and radiation attacks such as Flash, Fog, etc. \par \tab A Character using this Power is invisible when viewed from the side. In such situations, the Character is treated as if he had the Invisibility Power (to Sight only) rated at an AP level equivalent to the Two-Dimensional Power. \par } Cannot Attack 3D TargetsÿÿVibeStrDiceNormal¡{\rtf1\ansi\deff0\deftab720{\fonttbl{\f0\fswiss MS Sans Serif;}{\f1\froman\fcharset2 Symbol;}{\f2\fswiss Arial;}{\f3\fswiss Arial;}} {\colortbl\red0\green0\blue0;} \deflang1033\pard\plain\f3\fs20 \tab Vibe gives the user the ability to vibrate nearby objects at frequencies great enough to damage those objects. Such an attack is a Dice Action using the APs of Vibe as AV/EV against OV/RVs equal to the target's DEX/BODY (if the target is a living being or Gadget) or against the target's BODY/BODY (if the target is an inanimate object). RAPs earned equal the damage from the attack. \par A Trick Shot (+2 OV) may be used to bypass the Skin Armor of a target. \par } Area Knowledge: VillageÐ{\rtf1\ansi\deff0\deftab720{\fonttbl{\f0\fswiss MS Sans Serif;}{\f1\froman\fcharset2 Symbol;}{\f2\fswiss Arial;}{\f3\fswiss Arial;}} {\colortbl\red0\green0\blue0;} \deflang1033\pard\plain\f2\fs20 \par } %Area Knowledge: Dimension FamiliarityAÐ{\rtf1\ansi\deff0\deftab720{\fonttbl{\f0\fswiss MS Sans Serif;}{\f1\froman\fcharset2 Symbol;}{\f2\fswiss Arial;}{\f3\fswiss Arial;}} {\colortbl\red0\green0\blue0;} \deflang1033\pard\plain\f3\fs20 \par } ÿÿ€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?BuddyüSecurity Clearance: HighüSecurity Clearance: LowüSecurity Clearance: MediumüRitualÐ{\rtf1\ansi\deff0\deftab720{\fonttbl{\f0\fswiss MS Sans Serif;}{\f1\froman\fcharset2 Symbol;}{\f2\fswiss Arial;}{\f3\fswiss Arial;}} {\colortbl\red0\green0\blue0;} \deflang1033\pard\plain\f2\fs20 \par } ÿÿ€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?Credentials: Police (Low)Ð{\rtf1\ansi\deff0\deftab720{\fonttbl{\f0\fswiss MS Sans Serif;}{\f1\froman\fcharset2 Symbol;}{\f2\fswiss Arial;}{\f3\fswiss Arial;}} {\colortbl\red0\green0\blue0;} \deflang1033\pard\plain\f3\fs20 \par } ÿÿ€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?Credentials: Police (High)Ð{\rtf1\ansi\deff0\deftab720{\fonttbl{\f0\fswiss MS Sans Serif;}{\f1\froman\fcharset2 Symbol;}{\f2\fswiss Arial;}{\f3\fswiss Arial;}} {\colortbl\red0\green0\blue0;} \deflang1033\pard\plain\f2\fs20 \par } ÿÿ€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?Credentials: MediaÐ{\rtf1\ansi\deff0\deftab720{\fonttbl{\f0\fswiss MS Sans Serif;}{\f1\froman\fcharset2 Symbol;}{\f2\fswiss Arial;}{\f3\fswiss Arial;}} {\colortbl\red0\green0\blue0;} \deflang1033\pard\plain\f2\fs20 \par } ÿÿ€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?Credentials: Military (Low)Ð{\rtf1\ansi\deff0\deftab720{\fonttbl{\f0\fswiss MS Sans Serif;}{\f1\froman\fcharset2 Symbol;}{\f2\fswiss Arial;}{\f3\fswiss Arial;}} {\colortbl\red0\green0\blue0;} \deflang1033\pard\plain\f2\fs20 \par } ÿÿ€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?Credentials: Military (Medium)Ð{\rtf1\ansi\deff0\deftab720{\fonttbl{\f0\fswiss MS Sans Serif;}{\f1\froman\fcharset2 Symbol;}{\f2\fswiss Arial;}{\f3\fswiss Arial;}} {\colortbl\red0\green0\blue0;} \deflang1033\pard\plain\f2\fs20 \par } ÿÿ€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?Credentials: Military (High)#Ð{\rtf1\ansi\deff0\deftab720{\fonttbl{\f0\fswiss MS Sans Serif;}{\f1\froman\fcharset2 Symbol;}{\f2\fswiss Arial;}{\f3\fswiss Arial;}} {\colortbl\red0\green0\blue0;} \deflang1033\pard\plain\f2\fs20 \par } ÿÿ€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?Credentials: Government (Low)Ð{\rtf1\ansi\deff0\deftab720{\fonttbl{\f0\fswiss MS Sans Serif;}{\f1\froman\fcharset2 Symbol;}{\f2\fswiss Arial;}{\f3\fswiss Arial;}} {\colortbl\red0\green0\blue0;} \deflang1033\pard\plain\f2\fs20 \par } ÿÿ€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€? Credentials: Government (Medium)Ð{\rtf1\ansi\deff0\deftab720{\fonttbl{\f0\fswiss MS Sans Serif;}{\f1\froman\fcharset2 Symbol;}{\f2\fswiss Arial;}{\f3\fswiss Arial;}} {\colortbl\red0\green0\blue0;} \deflang1033\pard\plain\f2\fs20 \par } ÿÿ€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?Credentials: Government (High)(Ð{\rtf1\ansi\deff0\deftab720{\fonttbl{\f0\fswiss MS Sans Serif;}{\f1\froman\fcharset2 Symbol;}{\f2\fswiss Arial;}{\f3\fswiss Arial;}} {\colortbl\red0\green0\blue0;} \deflang1033\pard\plain\f2\fs20 \par } ÿÿ€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?Life Support (No Need to Eat)Ð{\rtf1\ansi\deff0\deftab720{\fonttbl{\f0\fswiss MS Sans Serif;}{\f1\froman\fcharset2 Symbol;}{\f2\fswiss Arial;}{\f3\fswiss Arial;}} {\colortbl\red0\green0\blue0;} \deflang1033\pard\plain\f2\fs20 \par } ÿÿ€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?Life Support (No Need to Drink)Ð{\rtf1\ansi\deff0\deftab720{\fonttbl{\f0\fswiss MS Sans Serif;}{\f1\froman\fcharset2 Symbol;}{\f2\fswiss Arial;}{\f3\fswiss Arial;}} {\colortbl\red0\green0\blue0;} \deflang1033\pard\plain\f2\fs20 \par } ÿÿ€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?Life Support (No Need to Sleep)dÐ{\rtf1\ansi\deff0\deftab720{\fonttbl{\f0\fswiss MS Sans Serif;}{\f1\froman\fcharset2 Symbol;}{\f2\fswiss Arial;}{\f3\fswiss Arial;}} {\colortbl\red0\green0\blue0;} \deflang1033\pard\plain\f2\fs20 \par } ÿÿ€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?!Life Support (No Need to Breathe)–Ð{\rtf1\ansi\deff0\deftab720{\fonttbl{\f0\fswiss MS Sans Serif;}{\f1\froman\fcharset2 Symbol;}{\f2\fswiss Arial;}{\f3\fswiss Arial;}} {\colortbl\red0\green0\blue0;} \deflang1033\pard\plain\f2\fs20 \par } ÿÿ€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€? Omni-ScholarÐ{\rtf1\ansi\deff0\deftab720{\fonttbl{\f0\fswiss MS Sans Serif;}{\f1\froman\fcharset2 Symbol;}{\f2\fswiss Arial;}{\f3\fswiss Arial;}} {\colortbl\red0\green0\blue0;} \deflang1033\pard\plain\f2\fs20 \par } ÿÿ€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€? AmbidextrousÐ{\rtf1\ansi\deff0\deftab720{\fonttbl{\f0\fswiss MS Sans Serif;}{\f1\froman\fcharset2 Symbol;}{\f2\fswiss Arial;}{\f3\fswiss Arial;}} {\colortbl\red0\green0\blue0;} \deflang1033\pard\plain\f2\fs20 \par } ÿÿ€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?Double JointedÐ{\rtf1\ansi\deff0\deftab720{\fonttbl{\f0\fswiss MS Sans Serif;}{\f1\froman\fcharset2 Symbol;}{\f2\fswiss Arial;}{\f3\fswiss Arial;}} {\colortbl\red0\green0\blue0;} \deflang1033\pard\plain\f2\fs20 \par } ÿÿ€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?Prehensile FeetÐ{\rtf1\ansi\deff0\deftab720{\fonttbl{\f0\fswiss MS Sans Serif;}{\f1\froman\fcharset2 Symbol;}{\f2\fswiss Arial;}{\f3\fswiss Arial;}} {\colortbl\red0\green0\blue0;} \deflang1033\pard\plain\f2\fs20 \par } ÿÿ€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?No Vital Areas2Ð{\rtf1\ansi\deff0\deftab720{\fonttbl{\f0\fswiss MS Sans Serif;}{\f1\froman\fcharset2 Symbol;}{\f2\fswiss Arial;}{\f3\fswiss Arial;}} {\colortbl\red0\green0\blue0;} \deflang1033\pard\plain\f2\fs20 \par } ÿÿ€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€? Stabilization(Ð{\rtf1\ansi\deff0\deftab720{\fonttbl{\f0\fswiss MS Sans Serif;}{\f1\froman\fcharset2 Symbol;}{\f2\fswiss Arial;}{\f3\fswiss Arial;}} {\colortbl\red0\green0\blue0;} \deflang1033\pard\plain\f2\fs20 \par } ÿÿ€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?Popularity: Local HeroÐ{\rtf1\ansi\deff0\deftab720{\fonttbl{\f0\fswiss MS Sans Serif;}{\f1\froman\fcharset2 Symbol;}{\f2\fswiss Arial;}{\f3\fswiss Arial;}} {\colortbl\red0\green0\blue0;} \deflang1033\pard\plain\f2\fs20 \par } ÿÿ€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?Scholar: ExpertiseÐ{\rtf1\ansi\deff0\deftab720{\fonttbl{\f0\fswiss MS Sans Serif;}{\f1\froman\fcharset2 Symbol;}{\f2\fswiss Arial;}{\f3\fswiss Arial;}} {\colortbl\red0\green0\blue0;} \deflang1033\pard\plain\f2\fs20 \par } ÿÿ€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?Scholar: FamiliarityÐ{\rtf1\ansi\deff0\deftab720{\fonttbl{\f0\fswiss MS Sans Serif;}{\f1\froman\fcharset2 Symbol;}{\f2\fswiss Arial;}{\f3\fswiss Arial;}} {\colortbl\red0\green0\blue0;} \deflang1033\pard\plain\f2\fs20 \par } ÿÿ€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?Ultra Luck2Ð{\rtf1\ansi\deff0\deftab720{\fonttbl{\f0\fswiss MS Sans Serif;}{\f1\froman\fcharset2 Symbol;}{\f2\fswiss Arial;}{\f3\fswiss Arial;}} {\colortbl\red0\green0\blue0;} \deflang1033\pard\plain\f2\fs20 \par } ÿÿ€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€? MarriedüArch Enemy%{\rtf1\ansi\deff0\deftab720{\fonttbl{\f0\fswiss MS Sans Serif;}{\f1\froman\fcharset2 Symbol;}{\f2\fswiss Arial;}{\f3\fswiss Arial;}} {\colortbl\red0\green0\blue0;} \deflang1033\pard\plain\f3\fs20 \tab A Character with this Drawback begins the game with a similarly-powered foe who is already determined to destroy the hero at all costs. The GM must approve this Drawback and invent statistics for the enemy, who should pop up with annoying frequency in the Character's Subplots. The Arch Enemy can never be reformed and will not work with the Character under any circumstances. This Drawback can only be removed if the enemy is somehow killed during the course of play, in which case the hero immediately loses 75 Hero Points, whether he was responsible for the enemy's death or not. \par \tab Note that "similarly-powered" does not refer only to Hero Points, but also to wealth, influence, and prestige. It is up to the GM to determine if an Arch Enemy is sufficiently "powerful" to provide a challenge for the hero, regardless of the APs involved. \par \tab A synopsis of the enemy's origin and why he hates the hero must be included as part of a Character's Background in order for the Player to receive the Hero Point bonus. \par Villains may never receive Hero Points for the Arch Enemy Drawback. \par } ÿÿ€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?Arch EnemyüCannot Heal (Powers Only)2Ð{\rtf1\ansi\deff0\deftab720{\fonttbl{\f0\fswiss MS Sans Serif;}{\f1\froman\fcharset2 Symbol;}{\f2\fswiss Arial;}{\f3\fswiss Arial;}} {\colortbl\red0\green0\blue0;} \deflang1033\pard\plain\f3\fs20 \par } ÿÿ€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€? Cannot HealÐ{\rtf1\ansi\deff0\deftab720{\fonttbl{\f0\fswiss MS Sans Serif;}{\f1\froman\fcharset2 Symbol;}{\f2\fswiss Arial;}{\f3\fswiss Arial;}} {\colortbl\red0\green0\blue0;} \deflang1033\pard\plain\f3\fs20 \par } ÿÿ€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€? Debt (+1)Ð{\rtf1\ansi\deff0\deftab720{\fonttbl{\f0\fswiss MS Sans Serif;}{\f1\froman\fcharset2 Symbol;}{\f2\fswiss Arial;}{\f3\fswiss Arial;}} {\colortbl\red0\green0\blue0;} \deflang1033\pard\plain\f3\fs20 \par } ÿÿ€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€? Debt (+2)Ð{\rtf1\ansi\deff0\deftab720{\fonttbl{\f0\fswiss MS Sans Serif;}{\f1\froman\fcharset2 Symbol;}{\f2\fswiss Arial;}{\f3\fswiss Arial;}} {\colortbl\red0\green0\blue0;} \deflang1033\pard\plain\f3\fs20 \par } ÿÿ€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€? DependantÐ{\rtf1\ansi\deff0\deftab720{\fonttbl{\f0\fswiss MS Sans Serif;}{\f1\froman\fcharset2 Symbol;}{\f2\fswiss Arial;}{\f3\fswiss Arial;}} {\colortbl\red0\green0\blue0;} \deflang1033\pard\plain\f3\fs20 \par } ÿÿ€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€? LimelightÐ{\rtf1\ansi\deff0\deftab720{\fonttbl{\f0\fswiss MS Sans Serif;}{\f1\froman\fcharset2 Symbol;}{\f2\fswiss Arial;}{\f3\fswiss Arial;}} {\colortbl\red0\green0\blue0;} \deflang1033\pard\plain\f3\fs20 \par } ÿÿ€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€? ObliviousÐ{\rtf1\ansi\deff0\deftab720{\fonttbl{\f0\fswiss MS Sans Serif;}{\f1\froman\fcharset2 Symbol;}{\f2\fswiss Arial;}{\f3\fswiss Arial;}} {\colortbl\red0\green0\blue0;} \deflang1033\pard\plain\f3\fs20 \par } ÿÿ€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?Socially IneptÐ{\rtf1\ansi\deff0\deftab720{\fonttbl{\f0\fswiss MS Sans Serif;}{\f1\froman\fcharset2 Symbol;}{\f2\fswiss Arial;}{\f3\fswiss Arial;}} {\colortbl\red0\green0\blue0;} \deflang1033\pard\plain\f3\fs20 \par } ÿÿ€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?Creepy AppearanceÐ{\rtf1\ansi\deff0\deftab720{\fonttbl{\f0\fswiss MS Sans Serif;}{\f1\froman\fcharset2 Symbol;}{\f2\fswiss Arial;}{\f3\fswiss Arial;}} {\colortbl\red0\green0\blue0;} \deflang1033\pard\plain\f3\fs20 \par } ÿÿ€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?Distinct AppearanceÐ{\rtf1\ansi\deff0\deftab720{\fonttbl{\f0\fswiss MS Sans Serif;}{\f1\froman\fcharset2 Symbol;}{\f2\fswiss Arial;}{\f3\fswiss Arial;}} {\colortbl\red0\green0\blue0;} \deflang1033\pard\plain\f3\fs20 \par } ÿÿ€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?$Distinct Appearance (with Public ID)Ð{\rtf1\ansi\deff0\deftab720{\fonttbl{\f0\fswiss MS Sans Serif;}{\f1\froman\fcharset2 Symbol;}{\f2\fswiss Arial;}{\f3\fswiss Arial;}} {\colortbl\red0\green0\blue0;} \deflang1033\pard\plain\f3\fs20 \par } ÿÿ€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?€?