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This page contains errata. The missing Mind Shield power is present.
Table of Contents
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Powers are what make the character a superhero.
Power Determination
To determine the number of powers a character possesses roll d% on the following table:
Roll | Number of Powers |
00-19 | 2 |
20-59 | 3 |
60-89 | 4 |
90-98 | 5 |
99 | Magic* |
(* Magic is a unique power able to replicate all other powers (see p.00) )
Once you’ve determined the number of powers for a character roll d% once for each power on the following table to determine the character’s specific powers:
Roll | Power |
00-03 | Animal Command |
04-07 | Body Armor |
08-11 | Claws |
12-15 | Contaminant Resistance |
16-19 | Elasticity |
20-23 | Elemental/Energy Control |
24-27 | Extra Body Parts |
28-31 | Fast Attack |
32-35 | Flight |
36-39 | Force Field |
40-43 | Growth/Shrinking |
44-47 | Invisibility |
48-51 | Mind Control |
52-55 | One-of-a-Kind Weapon |
56-59 | Phasing |
60-63 | Physical Metamorphosis |
64-67 | Regeneration |
68-71 | Shapeshift |
72-75 | Super Leap |
76-79 | Supersense |
80-83 | Superspeed |
84-87 | Telekinesis |
88-91 | Telepathy |
92-95 | Teleportation |
96-99 | Wall Crawling |
If you roll the same power twice you may elect to either increase the power’s Rank Value by +20 or roll again on the table.
Advanced Power Selection
If playing under the Advanced options, characters have a larger number of powers available. Roll d% once for each power on the following table to determine the character’s specific powers:
Random Power Selection
Roll Power 00-01 Absorption 02-03 Alter-Ego 04-05 Animal Command 06-07 Astoundingly Wealthy 08-09 Body Armor 10-11 Burrowing 12-13 Celebrity 14-15 Chameleon 16-17 Claws 18-19 Contaminant Resistance 20-21 Combat Awareness 22-23 Detection 24-25 Dimension Jump 26-27 Elasticity 28-29 Elemental/Energy Control 30-31 Elemental/Energy Generation 32-33 Extra Body Parts 34-35 Fast Attack 36-37 Flight 38-39 Force Field 40-41 Growth/Shrinking 42-43 Headquarters 44-45 Improved Skills 46-47 Invisibility 48-49 Mind Control 50-51 Mind Shield 52-53 Nine Lives 54-55 Nullification 56-57 One-of-a-Kind Weapon 58-59 Paralyzing Touch 60-61 Phasing 62-63 Physical Metamorphosis 64-65 Plant Control 66-67 Protected Sense 68-69 Reflection 70-71 Regeneration 72-73 Shapeshift 74-75 Sidekick 76-77 Super Leap 78-79 Supersense 80-81 Superspeed 82-83 Telekinesis 84-85 Telepathy 86-87 Teleportation 88-89 Trait Boost 90-91 Trait Increase 92-93 Vehicle 94-95 Wall Crawling 96-97 Water Native 98-99 Weapon If you roll the same power twice you may elect to either increase the power’s Rank Value by +20 or roll again on the table.
Determining Power Rank Values
Roll d% once on the following table for each Power to determine its Rank Value:
Dice Roll | Rank Value |
00-04 | 1 |
05-09 | 3 |
10-19 | 6 |
20-39 | 10 |
40-59 | 20 |
60-79 | 30 |
80-95 | 40 |
96-99 | 50 |
Power Descriptions
The following are the descriptions of the various powers. Each description includes general ways in which the power can be used during a game session. The Gamemaster sets the difficulty (see p. 00) for specific actions attempted by characters with their powers.
Absorption
The character is immune to damage inflicted by a specific elemental or energy type (select one, see p. 00) up to the Rank Value of this power. Any damage inflicted over the Rank Value of this power is suffered normally.
The character may use the absorbed energy in one of two ways:
1. Healing. The character instantly recovers a number of damage points equal to the damage absorbed, up to his maximum value.
2. Attack. The character, on his next turn, may unleash the absorbed energy as an attack. Treat as an appropriate elemental or energy control attack with a Rank Value equal to the number of damage points absorbed.
Alter-Ego
The character possesses another form, a different persona he can willingly change into. Create a second character to use as this character’s Alter-Ego. The second character automatically has no powers and is a skilled human (do not roll for powers or origin). Additionally, the second character cannot possess any primary trait with a Rank Value greater than 30; any result rolled over 30 is automatically reduced to 30.
Animal Command
The character can communicate with and control animals. To successfully communicate with an animal the character must roll d% on the Master Table using the Rank Value of this power or the character’s Willpower +10, whichever is greater. A result of red or greater indicates successful communication. To control an animal, the character must achieve a yellow result.
The character can control one type of animal (such as birds, reptiles, mammals, sea creatures, etc.), which must be determined at the time of the character’s creation.
Astoundingly Wealthy
Not a “power,” this result increases the character’s Lifestyle (see p. 00) by +50 and Repute (see p. 00) by +20.
Body Armor
The character has armor of some kind, perhaps thick hide or a protective bodysuit, which reduces damage by an amount equal to the Rank Value of this power. For more about armor see p. 00.
Burrowing
The character possesses the ability to tunnel beneath the earth, moving at a rate equal to his normal running speed (see Movement, p. 00) through any subterranean terrain with a material rank equal to or less than the Rank Value of this power. The character cannot burrow through other characters.
Celebrity
Not a “power,” this result increases the character’s Repute (see p. 00) by +30. The character is so famous that whenever he would gain or lose Repute (see p. 00) the values are doubled. The character cannot possess a secret identity.
Chameleon
The character’s body, as well as worn or carried items, can be changed at will allowing the character to blend into the surroundings. This is similar to Invisibility (see p. 00), except it is easier to detect the character; anyone searching for the character rolls d% and adds the Rank Value of their Awareness trait to the roll and compares it against the character’s d% roll plus the Rank Value of this power. If the character rolls higher than the searcher the character remains hidden.
Claws
The character has some form of claws, either a natural part of the character’s body or a worn item. The character uses the Rank Value of either the character’s Melee or this power to make slashing attacks. Claws are treated as a one-handed weapon for purposes of damage (see p. 00).
Optional: Instead of claws the character possesses another type of weapon of the player’s choosing which may be used for bashing or slashing attacks (choose one).
Combat Awareness
The character has a special sense that alerts the character to danger seconds before it strikes. In all instances in which the Awareness trait is used the character uses the Rank Value of this power or the character’s Awareness +10, whichever is greater.
Contaminant Resistance
The character possesses a strong resistance to toxins, diseases, and the like. Any time the character must roll to resist the effects of poison, disease, or similar environmental hazards the character may use the Rank Value of this power or the Rank Value of Fortitude +10, whichever is greater.
Detection
The character has the ability to detect a specific form of energy, power, or supernatural presence. Select one type from the following list:
Magic | The character can detect magical energy – spells, artifacts, those with the ability to use magic, etc. – within a number of sectors equal to the Rank Value of this power. |
Magnetic | The character can detect magnetic fields – usually powers of those possessing magnetic control – within a number of sectors equal to the Rank Value of this power. |
Psionic | The character can detect psionic activity or ability –when a power is used or someone possesses a power – within a number of sectors equal to the Rank Value of this power. |
Radioactive | The character can detect radioactive energy within a number of sectors equal to the Rank Value of this power. |
Spirit | The character can detect spiritual activity – such as ghosts – within a number of sectors equal to the Rank Value of this power. |
The above is by no means a complete listing of available detection powers. Players that wish to possess a form of detection not listed here are encouraged to discuss the idea with their Gamemaster.
Dimension Jump
The character can move at will between dimensions. The character may freely jump to another dimension he has previously visited but visiting a new dimension requires the character to roll d% on the Master Table using the Rank Value of this power. A result of black means that the character arrives dazed at the destination dimension and must spend the next turn recovering (the character may take no actions that turn).
Elasticity
The character’s body can stretch, allowing the character to attack someone in a different sector. A character with this power can stretch a number of sectors equal to this power’s Rank Value divided by 10 (round up).
Elemental/Energy Control
The character has the ability to control a single element or type of energy chosen from the list below. The character can only manipulate an existing source of the element or energy; the character does not possess the ability to spontaneously create the element or energy.
Elemental Control
Air | The character can manipulate winds to attack, create force fields, lift objects, etc. |
Earth | The character can manipulate the ground to attack, create walls of earth that act as armor, lift objects, etc. |
Fire | The character can manipulate fire to attack, increase or decrease the temperate of a flame, create a wall of fire like a force field, etc. |
Water | The character can manipulate water to attack, create walls of water that act as armor, lift objects, etc. |
Energy Control
Electrical | The character can manipulate electricity to attack, create force fields, lift objects, etc. |
Light | The character can manipulate light to attack, blind opponents, create force fields, etc. |
Magnetic | The character can manipulate ferrous metals to attack, create walls of metal that act as armor, lift metallic objects, etc. |
Sound | The character can manipulate sound to attack, lift objects, create force fields, etc. |
Note that the above are guidelines only. The exact extent of what these powers can do is up to the Gamemaster.
Weather Control: A subset of elemental/energy control, a character may choose to manipulate the weather. This power can be especially powerful since it allows a character to manipulate air, lightning, rain, and any other aspect associated with storms/weather so the Gamemaster may choose to have Weather Control count as two of a character’s powers.
Attacking: A character using Elemental/Energy Control to attack may use either the power’s Rank Value or the character’s Melee Rank Value +10, whichever is greater, for melee attacks. For ranged attacks use the power’s Rank Value or the character’s Coordination Rank Value +10. Damage inflicted in either case is equal to the power’s Rank Value.
Force Field/Armor: See the respective powers.
Lifting Objects: The upper weight limit of an object the character may lift is based on the power’s Rank Value:
Rank Value | Weight |
1-2 | 50 lb. |
3-5 | 100 lbs. |
6-9 | 200 lbs. |
10-19 | 400 lbs. |
20-29 | 800 lbs. |
30-39 | 1 ton |
40-49 | 10 tons |
50-74 | 50 tons |
75-99 | 80 tons |
100-149 | 100 tons |
150-999 | 200 tons |
1000+ | 400 tons |
Elemental/Energy Generation
The character has the ability to spontaneously generate a single element or type of energy chosen from the the Elemental/Energy Control power (see p. 00) list. The character can also control the chosen element or energy as per the Elemental/Energy Control power (see p. 00) but that control is at an effective Rank Value equal to one-half the Rank Value of this power.
A character that possesses matching Elemental/Energy Control and Elemental/Energy Generation gains a permanent +10 Rank Value bonus to both powers.
Extra Body Parts
The character additional body parts beyond two arms and two legs, either a completely new part (such as a tail) or extras of an existing part (four arms instead of two). Extra parts do not grant a character bonus attacks.
Advanced Extra Body Parts
In the Advanced game, the character selects a single extra body part. Extra body parts function as follows:
- Claws: The character gains the Claws power (see p. 00). If the character already possesses the Claws power the power’s Rank Value is increased by +20.
- Extra Arms: The character gains one bonus attack each turn.
- Extra Legs: The character moves faster; increase movement by 1 sector each turn.
- Shell: The character gains the Body Armor power (see p. 00). If the character already possesses the Body Armor power the power’s Rank Value is increased by +20.
- Tail: The character gains one bonus attack each turn and may use the tail as if it were an extra arm.
- Wings: The character gains the Flight power (see p. 00) with the speed determined by the Rank Value of this power. If the character already possesses the Flight power the power’s Rank Value is increased by +20.
Fast Attack
A character with this power can attack a number of times each turn based on the power’s Rank Value:
Rank Value | Attacks/Turn |
1-29 | 2 |
30-49 | 3 |
50+ | 4 |
Flight
The character can fly either through the use of an item or by innate means. When flying the character can move a number of sectors per turn depending on the Rank Value of the power:
Rank Value | Sectors/Turn |
1-2 | 1 |
3-5 | 2 |
6-9 | 3 |
10-19 | 4 |
20-29 | 5 |
30-39 | 6 |
40-49 | 7 |
50-74 | 8 |
75-99 | 9 |
100-149 | 10 |
150-999 | 15 |
1000 | * |
( * The character can circle the world in a single turn.)
Force Field
The character has the ability to generate a force field, either through mental powers or a device.
Device: The force field acts as armor (see p.00) with a Rank Value equal to the power’s Rank Value. If an attack deals damage in excess of this force field’s Rank Value the device is shorted out for 1-10 turns (during which time it cannot be used).
Mental: The force field acts as armor with a Rank Value equal to the power’s Rank Value or the character’s Willpower +10, whichever is greater. If an attack deals damage in excess of the force field’s Rank Value or the character’s Willpower +10, whichever is greater, the character must roll d% on the Master Table using the Rank Value of the character’s Fortitude. A result of black leaves the character dazed and the character must spend 1-10 turns recovering (the character may take no actions during that time). On any other result the character is dazed for one turn.
Growth/Shrinking
The character can grow larger or smaller (select one), to a maximum/minimum height as shown on the table below:
Rank Value | Maximum Height | Minimum Height |
1-2 | 9 feet | 4 feet |
3-5 | 12 feet | 3 feet |
6-9 | 15 feet | 2 feet |
10-19 | 18 feet | 1 foot |
20-29 | 21 feet | 6 inches |
30-39 | 24 feet | 3 inches |
40-49 | 27 feet | 2 inches |
50-74 | 30 feet | 1 inch |
75-99 | 60 feet | ½ inch |
100-149 | 120 feet | ¼ inch |
150-999 | 240 feet | 1/8 inch |
1000 | 480 feet | 1/16 inch |
When using Growth, the Rank Value of the character’s Brawn is changed to the Rank Value of this power or the character’s Brawn Rank Value +10 whichever is greater. Opponents attacking the bigger character gain a +1 RS bonus on their attacks.
When using Shrinking the Rank Value of the character’s Brawn is unaffected. Anyone attacking the character when using this power suffers a -1 RS penalty and the character gains a +2 RS bonus to attacks.
Headquarters
The character possesses a secret headquarters. The headquarters size and location must be approved by the Gamemaster. The exact makeup of the headquarters – weapons locker, garage, communications center, prison, etc. – must also be approved by the Gamemaster. The Rank Value of the headquarters should be used as a rough guide.
Rank Value | Possible Size and Contents |
1-5 | A secret room in an apartment. May include a computer and basic lab. Nothing sophisticated. |
6-9 | An apartment. A home gym would be appropriate. Maybe one piece of advanced technology. |
10-19 | A house. A few dedicated rooms serve as an armory, a brig, or other specialized duty. May include a garage. |
20-29 | A mansion. Sprawling, spacious, and loaded with extras. |
30-39 | A compound. Multiple buildings behind a sturdy fence or wall. A character with a headquarters of this size most likely does not have a secret identity. |
40-49 | A skyscraper. Some floors may be rented out as offices or apartments but most of the building is dedicated to the character’s pursuit against crime. |
50+ | An orbital complex, subterranean city, inter-dimensional residence, or other highly unusual and/or massive complex. |
A headquarters can be of a smaller size than suggested. A Rank Value 50 headquarters, for example, could be a single well-outfitted mansion.
Improved Skills
Not exactly a “power,” this result grants the character two bonus skills and increases the Row Step bonus of one skill to +3.
Invisibility
The character can become invisible and remain so for as long as desired. Sound, scent, heavy rain, and other methods can still give an invisible character away. The character may also attempt to turn objects or other characters invisible by touching them. Roll d% on the Master Table using the Rank Value of this power, on a result or red or greater the item or character touched is invisible and remains so as long as the character touches it.
Magic
The character possesses knowledge of, and ability to use, magic. Magic allows the character to cast “spells” that duplicate any other power in the game; as a result Magic is the sole power the character may have. A character may use only one spell per turn.
Duplicated powers function as described in the individual power sections and at a Rank Value equal to the character’s Magic Rank Value.
Mind Control
The character can take over the minds of others. A target of Mind Control must be within visual range of the character and must possess a Willpower Rank Value less than the Rank Value of this power or the character’s Willpower, whichever is greater.
To take control of another the character must roll d% on the Master Table using the Rank Value of this power or the character’s Willpower +10, whichever is greater. If the result is black the mind control attempt fails. If the result is red or greater the target is controlled until the character releases the targeted character or the target is ordered to do something out of the ordinary (such as injure a companion) at which point the target rolls d% on the Master Table using the Rank Value of the target character’s Willpower. A result of red or greater is needed to break free of the mind control.
Mind Shield
A character with the Mind Shield power possesses a special resistance to Mind Control attempts. For purposes of resisting Mind Control (see the 4C System rules) the character’s Willpower Rank Value is increased by the Rank Value of his Mind Shield power.
Additionally, the character gains a mental Force Field at a Rank Value equal to one-half the Rank Value of this power. A character who possesses Force Field (Mental) who also has this power gains a bonus equal to one-half the Rank Value of this power.
Nine Lives
The character is exceptionally lucky. At the start of each game session the character gains a pool of Fortune points (see p. 00) equal to twice the Rank Value of this power. These points must be used during that game session to affect die rolls and cannot be saved or used for character improvement. Additionally, once each game session the character may roll the dice without declaring the tens die until after the roll.
Nullification
The character possesses the ability to nullify – completely negate – the powers of others within a number of sectors equal to one-tenth the Rank Value of this power (round up). To use this power the character must roll d% on the Master Table using the Rank Value of this power. If the result is black the nullification attempt fails and the character suffers damage equal to one-half (round up) the Rank Value of the power the character attempted to nullify. If the result is red the targeted power works at half its effectiveness (round up). On any other result the power is negated for this turn.
One-of-a-Kind Weapon
The character owns a unique weapon of the player’s choice which deals damage equal to its Rank Value.
Melee Weapon: The character makes melee attacks with the weapon using the weapon’s Rank Value or the character’s Melee +10, whichever is greater.
Ranged Weapon: The character uses the weapon’s Rank Value or the character’s Coordination +10, whichever is greater, when attacking.
Incorporated Power: At the player’s discretion one of the character’s other powers may be incorporated into the weapon increasing the Rank Value of the incorporated power by +10 but losing the use of the incorporated power if the weapon is lost or stolen.
Paralyzing Touch
The character’s touch can render opponents unable to move. To paralyze an opponent the character must first hit with a melee attack (see p. 00) which deals no damage. The target must then roll d% on the Master Table using the target’s Fortitude Rank Value to resist. If the result is black the target is paralyzed – knocked down and unconscious – for a number of rounds equal to one-tenth the Rank Value of this power (round up).
Phasing
The character‘s body can change into an insubstantial form allowing the character to “phase” through objects. The power grants the character armor (see p. 00) at the Rank Value of this power.
Physical Metamorphosis
The character’s body can change into an unusual material, selected from the list below, at will. When metamorphosed the character possesses the traits of the material and gains armor (see p. 00) equal to the Rank Value of this power.
Energy | The character transforms into a being of pure energy (choose electricity, light, radiation, etc.). When in energy form the character may do such things as: Jump into power lines and travel through them. (Electricity); Move at the speed of light. (Light); Cause radiation burns and sickness. (Radiation) |
Fire | The character transforms into a being of pure fire. When in fire form the character is capable of setting things on fire. |
Metal | The character transforms into a being of pure metal (player’s choice as to the kind of metal). The Rank Value of the character’s Brawn is changed to the Rank Value of this power or the Brawn Rank Value +10, whichever is greater. |
Water | The character transforms into a being of pure water. When in water form the character may choose to flow like water, running through cracks and other small spaces. |
Damage: Depending on the form and Gamemaster approval the character may make use of the Rank Value of this power to determine damage when attacking (punching with fists of steel, igniting things if made of fire, etc.).
Plant Control
The character can control plants, forcing them to twist and turn and using them to wrestle, attack opponents, or block attacks (see p. 00). The character performs all of these actions, through a chosen plant, using the Rank Value of this power or the character’s Combat +10, whichever is greater. The character can control a number of plants each turn equal to the number of times he can attack in a turn (controlling counts as an attack). The character can only control plants within a number of sectors equal to one-tenth the Rank Value of this power (round up).
Protected Sense
One of the character’s senses – either a normal sense (sight, hearing, etc.) or a supersense (see p. 00) – is completely immune to damage or attacks of a Rank Value equal to or less than the Rank Value of this power. Touch, though a sense, cannot be protected.
Reflection
The character possesses the ability to reflect the effects of another character’s power back at the originating character. To use this power the character must roll d% on the Master Table using the Rank Value of this power. If the result is black the reflection attempt fails and the character suffers the normal effects of the power. If the result is red both the character and the originator of the affected power suffer the normal effects of the reflected power. On any other result the power is reflected back and the originator suffers the power’s full effect.
Regeneration
The character heals quickly. Once per turn, instead of taking another action, the character may recover a number of Damage points equal to the Rank Value of this power.
Shapeshift
The character can turn into any shape desired (animals, other characters, objects) though the character retains the character’s original size (unless the character also has the Growth or Shrinking powers). The change is automatically successful unless the character attempts to impersonate a specific thing (such as another character) at which point roll d% on the Master Table using the Rank Value of this power. A result of black means the character fails to adequately copy the character or object and can be easily identified.
Sidekick
The character possesses a sidekick that assists him on adventures (and is the perfect tool when the Gamemaster wants to cause trouble). Create a second character. This new character may possess no primary trait greater than the main character’s and cannot possess more than one-half the number of powers (round up) of the main character. Any results that would break these two rules are automatically reduced. The sidekick is under the Gamemaster’s control.
Superleap
The character can jump across great distances. The character may leap up to a number of sectors each turn depending on the Rank Value of the power:
Rank Value | Sectors/Turn |
1-2 | 1 |
3-5 | 2 |
6-9 | 3 |
10-19 | 4 |
20-29 | 5 |
30-39 | 6 |
40-49 | 7 |
50-74 | 8 |
75-99 | 9 |
100-149 | 10 |
150-999 | 15 |
1000+ | * |
( * The character can circle the world in a single turn.)
Supersense
The character possesses a single extraordinary sense such as superhearing or supersight. Rolls made to use the heightened sense use this power’s Rank Value or the character’s Awareness +10, whichever is greater.
A player may, with Gamemaster approval, have an entirely new sense. For example, a character may be blind but possess echolocation (“seeing” like a bat) or infravision in addition to normal sight allowing the character to see in darkness without penalty.
Superspeed
The character can run at superhuman speeds. The character can move up to a number of sectors per turn based on the Rank Value of this power or the character’s Coordination +10, whichever is greater:
Rank Value | Sectors/Turn |
1-2 | 1 |
3-5 | 2 |
6-9 | 3 |
10-19 | 4 |
20-29 | 5 |
30-39 | 6 |
40-49 | 7 |
50-74 | 8 |
75-99 | 9 |
100-149 | 10 |
150-999 | 15 |
1000+ | * |
( * The character can circle the world in a single turn.)
When attempting an unusual maneuver, such as running across water or up walls, the player must roll d% on the Master Table using the Rank Value of this power or the character’s Coordination +10, whichever is greater. A result of black indicates failure.
Telekinesis
The character possesses the mental ability to move objects without touching them. The upper limit of weight the character may lift with this power is the greater of the power’s Rank Value or the character’s Willpower Rank Value +10.
Rank Value | Weight |
1-2 | 50 lb. |
3-5 | 100 lbs. |
6-9 | 200 lbs. |
10-19 | 400 lbs. |
20-29 | 800 lbs. |
30-39 | 1 ton |
40-49 | 10 tons |
50-74 | 50 tons |
75-99 | 80 tons |
100-149 | 100 tons |
150-999 | 200 tons |
1000+ | 400 tons |
Ranged Attacks: The character may also use this power to perform ranged attacks – by throwing an object or simply using telekinetic “force” – using the character’s Willpower in place of Coordination. A successful attack deals damage equal to the Rank Value of this power.
Telepathy
The character can read the minds of others and transmit mental messages. For all actions involving this power the character uses the greater of the power’s Rank Value or the character’s Willpower +10.
A character with this power may read the mind of any character with a Willpower Rank Value lower than the character’s Rank Value in this power or the character’s Willpower +10, whichever is greater.
A character with this power is automatically aware when someone attempts to read the character’s mind. The character may attempt to block the other telepath; both characters roll d% and add the Rank Value of this power or the character’s Willpower +10, whichever is greater.
Teleportation
The character may teleport a number of sectors equal to the Rank Value of this power in a single turn. Teleporting requires the player to roll d% on the Master Table using the Rank Value of this power. A result of black means the character arrives dazed at the destination sector and must spend the next turn recovering (the character may take no actions that turn).
If the character is unfamiliar with – or cannot see – the destination sector and teleports into a solid object – which can include the ground – the player must roll d% on the Master Table using the Rank Value of the character’s Fortitude. A result of black immediately bounces the character back to the starting sector where the character is dazed and must spend 1-10 turns recovering (taking no actions during that time). Any other result immediately bounces the character back to the starting sector where the character is dazed for one turn.
Trait Boost
Unlike Trait Increase (see p. 00), this power is a temporary boost to any one primary trait of the character’s choice (chosen at the time this power is acquired). Once each hour of game time the character can automatically boost the chosen trait’s Rank Value by an amount equal to the Rank Value of this power. For a number of turns equal to one-tenth the newly boosted value (round up), the affected primary trait operates at this new value. At the end of this time the affected primary trait’s Rank Value is reduced to one-half (round up) its normal value for 1d10 turns.
Trait Increase
Not exactly a “power”, the character increases the rank value of any two primary traits by +15 each. If this “power” is rolled twice the bonus to each primary trait chosen is increased to +20 each.
Vehicle
The character possesses a unique and exceptional vehicle. The character selects an existing vehicle (see p. 00) and then increases the Durability, Handling, and Velocity of the vehicle by one-half this power’s Rank Value (round up). In addition to this increase the vehicle possesses two special systems – weapons, unusual abilities that mimic a power, or any other equipment the Gamemaster will approve – with each system at a Rank Value equal to one-half this power’s Rank Value (round up).
Wall-Crawling
The character can move normally, either by using a specialized device or innate means, across surfaces from which most people would fall (walls and ceilings, for example). Gamemasters should inflict a row step penalty when attempting to move across a slippery surface.
Water Native (how about Amphibian?)
The character is from a watery civilization and may breathe underwater or on land. When swimming, the character moves a number of Sectors determined by the Rank Value of this power.
Rank Value | Sectors Moved in One Turn When Swimming |
01-02 | 1 sector |
03-29 | 2 sectors |
30+ | 3 sectors |
Weapon
The character possesses a weapon, or weapons, with a combined total damage equal to the Rank Value of this power.
Example: A character with a Rank Value of 30 in this power could own two rifles, three pistols, or a bow, crossbow, and pistol (see p. 00).
The character may possess weapons that do not appear within these rules or in existing Four Color games or supplements. Such new weapons must be approved by the Gamemaster.