Abilities

Abilities

Abilities represent the apex of your character’s power and competence, describing the ways they overshadow others. In many games, they represent supernatural abilities like superpowers or magic, but they don’t have to. Many genres of drama have characters considered to be iconic in one or more fields of competency. Stories with master detectives whose deductive powers can’t be mirrored in the real world, or a sniper whose aim is nearly a supernatural talent, or, should you like, an artist who can literally change minds and hearts with her work.

Additionally, Abilities can reflect things you want your character to be decidedly good at, but that the game itself isn’t about. A game of Dramatic Roleplaying could be set in a hospital, but ultimately, it won’t be about a hospital and medicine. Instead, the focus of most of the game would be on interpersonal conflict, making hard choices, dealing with stress, and probably sex and romance. Still, you want to play a world class surgeon who saves lives, though you know rolling each step of a surgery isn’t going to happen often, and so you create an Ability to demonstrate how great you are off screen in the surgeries you aren’t rolling for. Special effects are particularly good at handling sweeping statements about outcome and they give a player narrative control in a lot of cases.

Depending on how you choose to create your Leads, they will have a variable number of these in a Dramatic Roleplaying game. Abilities have a step die rating, just like other Traits, ranging from d4 to d12. Each Ability also has a series of special effects and a Limit.

Special Effects

As you read on, you’ll notice similarities between special effects and triggers for Distinctions. The key difference is that special effects should be more powerful than triggers. Because they’re more potent, all special effects require a Plot Point to activate. The benefit is usually a more encompassing version of Reveal, giving the player a lot of power to narrate details into the story or to create effects. When Revealing a detail, you’re limited by what hasn’t been declared yet. With a special effect, you can spend a Plot Point and change details about things that are already a part of the story. Don’t like the car described in the parking lot? Spend a Plot Point and declare you use your ENERGY BLAST Ability to explode the car. Wish you were in a scene in progress? Spend a Plot Point and use your SUPERSPEED Ability to show up. That courtier is annoying you? With the Ability THE KING’S EAR, you can have him arrested when you spend a Plot Point. In addition, a special effect can do things such as:

  • Make you immune to a certain kind of Complication for the scene.
  • Remove a certain kind of Complication entirely or reduce it.
  • Provide you with a 2d8 Resource for one scene (it goes away completely when the scene is over).
  • Allow you to do a sweep effect—choose the characters you want to affect and force them to roll a Test, inflicting Complications on whoever fails.
  • Automatically inflict the highest die in your pool as a Complication.

When you take an Ability, you automatically get one special effect for it. You can use Reflection to gain more.

Limits

Of course, constant success rarely produces much in the way of tension or excitement. A character has to stumble or come up short to really shine. So even with Abilities, there’s a chance for failure. Rather than relying directly on dice rolls to determine story-changing failure, you create Limits that go along with your Abilities. A Limit describes a circumstance or condition in which you either can’t use the Ability or it acts as an active hindrance. Limits should be narratively appropriate and should be things that can actually be fulfilled sometimes—if your Limit is too specific, it won’t come into play enough to be useful or interesting.

If someone uses your Limit against you in a Contest, they get to triple the die of whatever Trait represents that Limit. Of course, keep in mind that you can do this to other characters with Abilities, too.

They can also spend a Plot Point to Shutdown your Ability while the Limit is present, preventing you from using its die or any special effects. You can Shutdown the Ability of any other Lead or Feature if their Limit is present.

You can also volunteer to do this to yourself, for a Plot Point.

One common Limit often associated with Abilities is Gear, which indicates that the Ability is attached to a particular piece of equipment that can get lost, stolen, broken, or otherwise put out of commission. You don’t get triple dice against someone using Gear, but you can still spend a Plot Point to Shutdown the Gear if you can describe what you do to disable it.

Fulfilling Limits

So a Limit is listed on a character’s sheet, but how do you get it into the story? By spending a Plot Point, a player can create a Minor Asset to reflect having a representative of that Limit, usually starting at a d6. If the GM would like, she can create a Minor Asset to represent that Limit by taking a die from the Trouble pool for her or the other players to grab onto.


The Big List

While the list that follows is long, it’s by no means exhaustive. I’m sure you can come up with Abilities for your Leads that aren’t mentioned here. Great! Just get the other players’ buyin to make sure they fit in the story you’re all putting together. These Abilities are intentionally vague and wide in scope to cover the spread of Abilities. Of course, if you’ve a more specific concept for your Abilities, there’s no reason not to be much more specific.

Example: Clark’s ability to start fires with his stare would be considered Blast with the Heat Descriptor and the Limit Hormonal. However, for Clark’s Lead sheet, we can be more specific and just call it Heat Vision, still using the same Descriptor and Special Effect—if for no other reason than to help the other players imagine the beams of super-heated energy shooting from Clark’s eyes.

All Abilities in this chapter use this format:

ABILITY NAME
A short description and a suggestion of when to roll in the Ability’s die.
Descriptors: Ultimately, the players create the Descriptors, but here are some examples.
Limits: Again, these are just examples, and which Limits apply will depend on the circumstances and the Descriptors. Feel free to create your own Limits.
Special Effects: Players may choose from the list or create their own with Watchtower permission.

ABSORPTION
You can absorb one kind of energy, whether directed at you or at characters in the same scene as you. Sometimes this energy can be stored and released later; sometimes it can be used to power your body to perform great feats. Roll the Ability’s die rating when you absorb, release, or use energy.
Descriptors: Electricity, Heat, Radiation
Limits: Broken Concentration, Cold, Grounding
Special Effects: Spend a Plot Point to…

  • Absorb energy to Decrease your opponent’s [Choose Type] Complication pool against you or another character.
  • Absorb the energy out of an attack on you or another character.
  • Use absorbed energy to perform feats of super-strength
  • Release the energy you have absorbed to power technology.
  • Release absorbed energy behind you, propelling you forward at great speed.

ADAPTATION
Your body is able to survive in, and in fact may prefer, an environment that’s normally hostile or hazardous to others. This can be as simple as thick, hairy skin to resist the effects of extreme cold temperatures, or as complicated as gills to allow you to breathe underwater. Some people with this ability can change their physiology to adapt to different environments, though it’s not usually an instantaneous process. Roll the Ability’s die rating when you are fighting to overcome the elements or when your adaptation gives you an advantage.
Descriptors: Amphibious, Heat Shield, Modification
Limits: Dehydration, Cold, Heat, Vacuum
Special Effects: Spend a Plot Point to…

  • Adapt your physiology to new conditions.
  • Extend your adaptation to other characters as long as you touch them.
  • Blend in to your chosen environment.
  • Reveal additional details of your chosen environment.
  • Find useful resources in your chosen environment.

ANIMAL CONTROL
You have some form of psychic link with a single species or type of animal. Sometimes this means being able to communicate with that type of animal or being “one of the pack.” You might form a close enough bond to have one these creatures as a constant companion. It’s not uncommon for those bonds to be so strong that the metahuman and the animal share their pain and see through each other’s eyes. Roll the Ability’s die whenever you deal with your chosen animal or when one of your animal friends helps you.
Descriptors: Wolf, Cat, Fish
Limits: Eye Contact, Pain Transference, Psychic Feedback
Special Effects: Spend a Plot Point to…

  • See through an animal’s eyes in another scene.
  • See an animal’s recent memories.
  • Summon an animal that you can control.
  • Take on features of your chosen animal.
  • Knock Out an animal.

ANIMAL MIMICRY
Perhaps you have a special tie to the natural world or your genetic structure slips back and forth along the evolutionary ladder. You can call upon the gifts and abilities of animals, gaining the speed of an antelope, the fantastic sense of smell of a bloodhound, or the jumping ability of a kangaroo. Roll the Ability’s die when you use the gifts of the natural world.
Descriptors: Genetics, Primal Power, Tribal Traditions
Limits: Concentration, Fire, Natural Enemies
Special Effects: Spend a Plot Point to…

  • Mimic the natural abilities of an animal.
  • Combine the natural abilities of two animals to use in conjunction.
  • Grow claws to Increase your own [Choose Type] Complication pool.
  • Grow a thick hide to Decrease your opponents’ [Choose Type] Complication pools.
  • Retire in feline seclusion and Recover your own [Choose Type] Complication.

ASTRAL PROJECTION
You can leave your physical body behind and travel as a psychic entity or ghost. While in this form, your body is usually unconscious and defenseless, but your astral form is nearly invisible to normal detection and can walk through solid objects as if they were not there. Roll the Ability’s die when you invisibly eavesdrop or in any Contest with other Astral Projected characters.
Descriptors: Psychic, Magic, Spirit
Limits: Psychic Feedback, Electromagnetic Fields, Tethered to Body
Special Effects: Spend a Plot Point to…

  • Take another character with you.
  • Disrupt electronics while astrally projected.
  • Astrally project one body part to see or touch the astral world.
  • Project “deeper” into otherworldly spirit realms.
  • Take along material objects defined by the scope of your Ability die rating.

BLAST
You wield elemental or energy powers and damage your foes in such a way that primitive societies would have called you a god. Whether it’s primal forces like water, lava, and fire or energy sources such as light, heat, or electricity, the Blast Ability covers a wide spectrum. When weaponized, these can bequite scary. This Ability must be acquired multiple times if you want to project more than one kind of energy or element, and should be renamed to suit. Clark’s Heat Vision is Blast with the Heat Descriptor, while his Super-breath is Blast with the Cold Descriptor. Roll the Ability’s die when you’re using your Blast to threaten, scare, or injure an opponent.
Descriptors: Super-Breath, Fire, Water, Lava, Heat Vision, Electricity Blast, Shadow, Light
Limits: Heat, Ice, Rubber, Lead Shielding, Cold, Vacuum
Special Effects: Spend a Plot Point to…

  • Create a wide-angle sweep effect that inflicts [Choose Type] Complications.
  • Destroy an inanimate object as big as a car. Spend two Plot Points for an object as big as a house. Spend three for an object as big as a skyscraper or a river.
  • Make geysers of your element shoot up from the ground beneath your foes.
  • Create a sweep effect fireball that explodes on contact, inflicting [Choose Type] Complication.
  • Encase a person or an object in ice for a scene due to ice blast or super-breath blast. Breaking free requires a Test with your Ability die Aiding Trouble.

BODY TRANSFORMATION
You can change the molecular makeup of your body to change into another element. In most cases, you can only turn into one type of form, but there are rare individuals that can take on multiple forms. When in other forms, you take on the aspects of that form: metallic forms are subject to magnetism, fiery forms can be doused with water, and gaseous forms are dispersed by high winds. Roll the Ability’s die when you use the aspects of your form to your advantage.
Descriptors: Steel Skin, Liquid Body, Gaseous Body
Limits: Corrosion, Heat, Wind
Special Effects: Spend a Plot Point to…

  • Turn to a gaseous or liquid form and escape through a crack.
  • Become a rock-hard statue for a scene, ignoring [Choose Type] Complication.
  • Turn another character into your chosen element.
  • Turn yourself into living fire, Increasing your [Choose Type] Complication pool.
  • Hide in a large amount of your chosen element.

CHI MASTERY
Through training and mastery, you’ve taught your body to respond to your conscious control. You can manipulate your own metabolic rate, sense other characters and animals around you, and direct your life force into your every movement. Roll the Ability’s die when your body and your expert control of it come into play—when you fight, run, or leap, and when you perceive the life force of others.
Descriptors: Discipline
Limits: Dark Chi, Distraction, Sorcery
Special Effects: Spend a Plot Point to…

  • Channel your chi into a powerful blow, Increasing your [Choose Type] Complication pool.
  • Recover your own [Choose Type] Complication.
  • Sense an incoming attack, avoiding surprise.
  • Act in the darkness as if you could see.
  • Boost your Martial Artist or Weapons Master Distinction.

CLAWS
Through use of long claws, nails, or knives you slash and hack at your foes. It causes as much fear as it does blood and gore. You can roll the Ability’s die for causing fear or bodily harm, as well as for other uses of your claws, such as climbing or wedging open blast doors.
Descriptors: Metal Nails, Energy Claws, Natural Talons
Limits: Electricity, Magnetism, Terrifying
Special Effects: Spend a Plot Point to…

  • Increase your [Choose Type] Complication pool.
  • Rip apart solid, inert obstacles.
  • Stop your fall by using your claws as pitons.
  • Regrow your claws if they are damaged or broken.
  • Cling to a surface with your claws despite adverse conditions.

COMBUSTION
You create explosive charges that can detonate and cause damage commensurate to the size of the bomb. The larger the bomb, the bigger the blast. Given enough time and energy, you could blow up a building or possibly much, much more. Roll the Ability’s die when you use your bombs to destroy, threaten, or distract.
Descriptors: Explosion, Heat, Psychic
Limits: Time, Water, Vacuum
Special Effects: Spend a Plot Point to…

  • Cause an explosive sweep effect that inflicts [Choose Type] Complication.
  • Reveal that you left a bomb in a location you were in earlier in the episode.
  • Draw everyone’s attention to an explosion so you can escape a scene.
  • Create shaped charges that can take down obstacles without damaging the surrounding structure.
  • Create a time bomb set to go off after a certain amount of time has passed.

COMPREHENSION
You’re a savant, able to understand strange languages and decipher impenetrable codes. Even if you’ve never seen or heard the language before in your life, or the ciphers are alien or otherwise impossible to understand, you have a handle on it. If it’s encoded in symbols, you can puzzle it out. Roll the Ability die when reading or deciphering strange languages or codes, or when using what you’ve learned.
Descriptors: Psychic, Networking, Intuition
Limits: Auditory, Visual, Time
Special Effects: Spend a Plot Point to…

  • Instantly understand a spoken language you’ve never heard before.
  • Figure out alien technology well enough to use it…once.
  • Deduce the language or code’s origin in general terms.
  • Write or speak in response to what you’ve deciphered.
  • Read binary code to reconstitute data files or understand a program’s function.

CRYOKINESIS
You control cold, ice, and all things related. You can draw moisture from the air to create structures of ice, or mess with the temperature of a room. Roll the Ability’s die when you drop the temperature, ice things over, or manipulate chunks of ice.
Descriptors: Ice, Cold, Frost
Limits: Heat, Sunlight, Passion
Special Effects: Spend a Plot Point to…

  • Entomb another character in ice, in a form of suspended animation.
  • Create walls of ice to block a path or pursuer.
  • Jam mechanical devices with frost and ice.
  • “Skate” across ice.
  • Freeze a large mass of liquid or even gas into a solid state.

DENSITY CONTROL
You have the ability to change the space between molecules in your body making you more and less dense. In effect, you can potentially walk through walls, become hard as stone, or both. Roll the Ability’s die whenever your altered density benefits you.
Descriptors: Phasing, Hardening, Intangibility
Limits: Electricity, Water, Wind
Special Effects: Spend a Plot Point to…

  • Walk through a wall into a scene in progress.
  • Become hard as stone and Decrease your opponent’s [Choose Type] Complication pool.
  • Reach into another character’s body—as an attack or as medical attention.
  • Decrease your density to the point where you float on air.
  • Make your fists super-dense and Increase your [Choose Type] Complication pool.

DREAM MANIPULATION
Entering people’s dreams is a tricky thing. You get to know parts of them they keep hidden. For you, it’s an art. You must see the sleeper to enter her dreams. Once inside, you are not subject to the rules of the dream. You can control elements within the dream and leave when you choose to do so. Roll the Ability’s die whenever you are within a dream, whether you are mining for information, inflicting stress through nightmares, or soothing the subject’s fears.
Descriptors: Psychic, Magic, Memory
Limits: Psychic Feedback, Strong Emotion, Dreams About You
Special Effects: Spend a Plot Point to…

  • Bring other characters into a dreamscape with you.
  • Create an item, location, or event within a dream.
  • Force a dream to recall a memory of the dreamer.
  • Make the dreamer sleepwalk.
  • Enter the dreams of a comatose dreamer.

DUPLICATION
There is more than one of you. Perhaps there are a finite number of you; perhaps you can make more yous when you wish. By default, only one of you has your Abilities. Each of your duplicates has its own set of Complication traits. Roll the Ability’s die when you gang up on another character, work “together” with yourself, or when being in two or more places benefits you.
Descriptors: Holographic Copy, Clones, Magic
Limits: Psychic Feedback, Pain Transference, Split Attention
Special Effects: Spend a Plot Point to…

  • Create a duplicate with one of your Abilities, stepped back by one. Spend additional Plot Points to give your dupe additional Abilities.
  • Have a stashed dupe in a convenient place you’ve been in before.
  • Merge two dupes together, sharing memories.
  • “share” [Choose Type] Complication across dupes, splitting die steps among them.
  • Duplicate a hand-held item along with yourself.

EARTH CONTROL
You can control the very ground beneath your feet, bending it to your will. Roll the Ability’s die when you create earthquakes, volcanic vents, or other tectonic disturbances, or when you mold stone or sand to trap your foes or shield your friends.
Descriptors: Seismic Manipulation, Lava Control, Glass Manipulation
Limits: Must be Grounded, Cold, Water
Special Effects: Spend a Plot Point to…

  • Encase another character in stone.
  • Create a sweep effect of quakes that inflict [Choose Type] Complication.
  • Raise a barrier of stone before you or others, Decreasing your opponent’s [Choose Type] Complication pool.
  • Seal a corridor with a wall of stone.
  • Make the earth swallow up a vehicle, a building, or a whole town.

ELECTROKINESIS
Electricity is your plaything, whether it’s man-made or naturally occurring. You might emit the electricity yourself or need to have an external source, but the end result is the same. Roll the Ability’s die when you create a spark of electricity, override some electrical device, or disperse the power in an electrical cable.
Descriptors: Electricity, Lightning, Magic
Limits: Grounding, Rubber, Conductive Materials
Special Effects: Spend a Plot Point to…

  • Create a powerful storm.
  • Channel lightning to a point on the ground.
  • Charge your body or conductive material with electricity to be released at a later point.
  • Activate electronic devices using your electrical abilities.
  • Create an electromagnetic pulse to disable all electronic devices within a scene.

ENERGY AURA
A swirl of flame, a looming patina of decay, or a shining halo— whatever form it takes, you’re surrounded by an aura of energy. It protects you and repels your opponents through force or violence or perhaps just sheer nausea. Roll the Ability’s die when your aura protects you or when you extend it out into the world around you.
Descriptors: Fire, Radiation, Holy Light
Limits: Water, Corruption, Concentration
Special Effects: Spend a Plot Point to…

  • Use your aura to envelop another Lead or Feature who’s in the same scene as you.
  • Decrease an opponent’s [Choose Type] Complication pool.
  • Cause feedback and interference with electronics in your presence.
  • Set flammable objects on fire.
  • Increase your own [Choose Type] Complication pool.

FLIGHT
You can break the pull of gravity without an aircraft and soar through the skies. You may use wings, gusts of wind, or anti-gravity, or just have the superpower to defy humanity’s evolutionary misfortune of being a land-bound mammal. Roll this Ability’s die when performing evasive maneuvers in mid-flight, chasing down another flying opponent, or getting a bird’s eye view of a situation.
Descriptors: Wings, Gliding, Levitation
Limits: Short Distances, Sonic Boom, Wind
Special Effects: Spend a Plot Point to…

  • Carry something large or ungainly along with you.
  • Support a falling object such as a floundering aircraft.
  • Dive bomb an enemy and Increase your [Choose Type] Complication pool for this attack.
  • Change direction quickly to fly around an obstacle; you may use this obstacle as a d8 Minor Asset.
  • Join another scene you are not a part of, even if you cannot get there by ground.

FORCE CONSTRUCTS
You have the ability to create objects out of sheer energy. Whether you build towers to the sky, wrap chains around your enemies, or create a parachute when you fall out of an airplane, your constructs last just long enough to be of use and then disappear into nothing. Roll the Ability’s die when using your force constructs as tools, obstacles, or any other clever thing you think up. This Ability should be added to the Magical Legacy Heritage as a Connected Ability.
Descriptors: Hypertech, Magic, Psychic
Limits: Specific Substance, Concentration, Line of Sight
Special Effects: Spend a Plot Point to…

  • Create a wall of force that prevents another character from escaping a scene.
  • Create a net of force that catches a large, falling object.
  • Dispel a force construct made by another character.
  • Create a force construct inside a machine that causes it to malfunction.
  • Create a path through the air that you can run along.

FORCE FIELD
You can create a barrier of energy or force. It might be a visible energy field or an invisible bubble. It can protect you and your friends, or even trap your foes while you figure out what to do with them. Roll the Ability’s die when you’re using your Force Field to help you in conflicts or emergencies.
Descriptors: Energy Shield, Telekinetic Field, Electric Shield
Limits: Psychic Feedback, Mental, Concentration
Special Effects: Spend a Plot Point to…

  • Decrease [Choose Type] Complication on all characters within the force field.
  • Entrap another character in a force field.
  • Fly short distances within a force bubble.
  • Slip from the grasp of an adversary by sliding out of your force field.
  • Keep all forms of gas in or out of the field; this can provide a bubble of breathable air in an airless environment or keep harmful gases in or out.

GRAVITY CONTROL
You can manipulate the pull of Earth’s gravity on yourself or another person or object. Increasing the pull of gravity can make the subject so heavy it cannot move; decreasing the pull of gravity can make the subject light enough to fly. Roll this Ability’s die when weight is part of the obstacle and manipulating it could affect the outcome.
Descriptors: Gravity, Magic, Centrifugal Force
Limits: Concentration, Density, Magnetism
Special Effects: Spend a Plot Point to…

  • Hold another character or object in place with powerful gravity.
  • Fly short distances or hover in place.
  • Toss another character out of a scene.
  • Make a character or object so light that it can float in the breeze.
  • Increase the gravity in a scene; you may use the crushing gravity as a d8 Minor Asset for the remainder of the scene.

HEALING
You can heal physical or mental trauma inflicted on others, sometimes with just a touch. Curing physical wounds — Physical Complication — might end in you getting the Complication in place of the Roll this Ability’s die in any situation that calls upon your restorative talents.
Descriptors: Physical Healing, Mental Healing, Repair
Limits: Emotional Trigger, Damage Transfer, Touch
Special Effects: Spend a Plot Point to…

  • Recover another character’s [Choose Type] Complication.
  • Stave off a disease or other affliction, such as blindness, for a short period of time.
  • Identify any poison or toxin in your subject’s body.
  • Remove another character’s [Choose Type] Complication and add it to yourself.

HYDROKINESIS
You have complete control over water, ice, and steam, allowing you to create structures like walls or orbs of water as well as move water as though through telekinesis. Use this Ability’s die in Tests or Contests involving water or aqueous liquids.
Descriptors: Water, Ice, Steam
Limits: Cold, Heat, Sand
Special Effects: Spend a Plot Point to…

  • Create small storm or thick fog within a scene; you may use this as a d8 Minor Asset.
  • Create bubbles of air to allow others to survive underwater.
  • Create huge tidal waves.
  • Turn any large body of water, such as a lake, into steam or ice or vice-versa.
  • Create a moving wall of water capable of Decreasing the [Choose Type] Complication pool of your opponent or an ally’s opponent.

ILLUSIONS
You can create images that others can see and hear and which seem very real. This Ability’s die might help you when you’re trying to pull the wool over somebody’s eyes, trick them with some sleight of hand, or create misdirection.
Descriptors: Mental, Magic, Visual
Limits: Psychic Feedback, Concentration, One Target
Special Effects: Spend a Plot Point to…

  • Create illusions so real that another character thinks they can be seen, heard, smelled, and even touched.
  • Create illusions that appear for all characters in a scene.
  • Create an illusion of a scene, changing the surroundings.
  • Create an illusion pleasing enough to Decrease an [Choose Type] Complication pool.
  • Create an illusion scary enough to Increase [Choose Type] Complication pool.

INSECT CONTROL
You can communicate with and control insects, usually of a single type. In some circumstances, you might be seen as a hive or a queen by the insects; in others it’s simply a form of mind control. Regardless, the connection can have side effects such as transference of pain as well as seeing through the eyes of the insects, which could get quite confusing. Roll your Ability’s die when the situation involves insects or could be improved by controlling vermin in the area.
Descriptors: Bees, Locusts, Ants
Limits: Pain Transference, Psychic Feedback, Bug Spray
Special Effects: Spend a Plot Point to…

  • See through the eyes of an insect in another scene.
  • Swarm insects on another character for a scene. Any other character can use the swarm as a d8 Minor Asset.
  • Take on aspects of the insects that you control.
  • Call insects of the type you control to you.
  • Direct insects to infest large electronic or mechanical devices in the scene to disrupt them and render them inoperable.

INVISIBILITY
You can disappear from view at will. This might be a result of a mass telepathy convincing others you’re not there, you might simply turn transparent, or you might refract light around you so others see what is behind you instead of you. If vanishing from sight would help you in a Test or Contest, roll the Ability’s die.
Descriptors: Perception, Blending, Magical
Limits: Mental, Scent, Audible
Special Effects: Spend a Plot Point to…

  • Disappear and escape from a scene.
  • Hide for an entire scene to listen in without being noticed.
  • Shadow someone for a whole day without them noticing you at all.
  • See other invisible people or objects.
  • Turn another person or object invisible for a scene.

INVULNERABILITY
You can avoid pain and trauma. This might be because you’re simply tough and hardened, or your body might be plastic or even liquid and thus impossible to hurt. Roll this Ability whenever you’re engaged in a struggle to resist or oppose physical attacks, showing off your impenetrable skin, or ignoring hostile conditions to achieve some goal.
Descriptors: Mental, Physical, Magic
Limits: Energy, Electricity, Magic
Special Effects: Spend a Plot Point to…

  • Decrease an opponent’s [Choose Type] Complication pool.
  • Recover your [Choose Type] Complication.
  • Ignore the effects of exposure to extreme temperatures such as arctic cold or volcanic cores.
  • Ignore hunger or exhaustion due to lack of sleep.
  • Ignore the need to breathe in an airless environment such as underwater.

LIGHT CONTROL
You can control coherent light, using it to blind or daze or light up a dark room without a flashlight. Roll this Ability’s die when manipulating the ambient light around you would help you achieve something tangentially related (like impressing somebody) or when you’re trying to perform well in an overly bright or dark environment.
Descriptors: Light, Laser, Flash
Limits: Shadow, Diffusion, Mirror
Special Effects: Spend a Plot Point to…

  • Create a dazzling blast, temporarily blinding everyone in a scene.
  • Create a dizzying light show, hypnotizing anyone that can see the lights.
  • Use a focused light beam to burn through an inanimate object or burn a message onto a surface.
  • Shine brightly into the ultraviolet spectrum, imitating sunlight.
  • Create holographic shapes from light that can remain for an entire scene.

LUCK
Things have a tendency to go your way, whether this is a conscious decision or not. There are people with the opposite ability to cause bad luck to happen to other people. They are not fun to be around. Add this Ability’s die to any roll that hinges almost entirely on luck or chance, rather than skill or effort.
Descriptors: Luck, Jinx, Magic
Limits: Mental, Emotional Trigger, Magic
Special Effects: Spend a Plot Point to…

  • Reroll a die in a Test or Contest that includes a [Choose Type] Complication.
  • Force your opponent to reroll the highest die in a Test or Contest.
  • Allow another Lead or Feature to Reroll a die in a Test or Contest that includes a [Choose Type] Complication.
  • Chance upon a clue when you aren’t looking for it.
  • Decrease an [Choose Type] Complication pool that would have obviously hurt you.

MAGNETISM
You can affect not only the massive magnetic powers of the planet, but the minuscule magnetic properties in every piece of metal, allowing you to create walls of metal to defend yourself or perhaps even slow the blood in a human body due to the iron content. Roll this Ability’s die when a situation’s outcome might be affected by magnetic forces.
Descriptors: Magnetism
Limits: Electricity, Plastics, Concentration
Special Effects: Spend a Plot Point to…

  • Wrap metal around a character, trapping him.
  • Wipe computer data storage and memory banks.
  • Scramble electronic devices for the remainder of the scene.
  • Manipulate the iron in the blood of another person to stun him or cause [Choose Type] Complication.
  • Move big metallic objects around as defined by the scope of your die rating.

METAHUMAN SENSE
You can identify those with power like your own. That information may come to you through a sixth sense or be a variation of your other senses like sight or smell. By default, you can only detect metahumans like yourself—if you’re meteor-infected, you can only detect other meteor-infected metahumans. Roll the Ability’s die when you find other metahumans or when you use that information to your benefit.
Descriptors: Perception, Insight, Experience
Limits: Line of Sight, Lead, Time/Focus Special
Special Effects: Spend a Plot Point to…

  • Get a vague sense of a metahuman’s Abilities—usually their Descriptors.
  • Identify power sources beyond your own.
  • Identify a target’s Limit.
  • Identify the Heritage Distinction the Abilities are linked to.
  • “Tag” a metahuman so that you can track his location for a day.

MIND CONTROL
You can control or influence other people’s minds without them realizing, although usually you’ll find it difficult to make them do things that go against their deepest beliefs. How you do this can vary from psychic influence to pheromones to subsonic vibrations. Roll the Ability’s die when trying to coerce, seduce, influence, or mislead someone. Mind Control is best when you are present in the same scene; its effects may be overcome in later scenes by a Test, especially when your influence is in conflict with the subject’s true convictions.
Descriptors: Mental, Magic, Pheromones, Tech Implant
Limits: Psychic Feedback, Eye Contact, Auditory
Special Effects: Spend a Plot Point to…

  • Insert a post-hypnotic suggestion in your target to be acted upon later.
  • Erase a memory, such as a secret identity.
  • Insert false memories into a target.
  • Make a target into your stalwart defender without having to maintain control over every action.
  • Make a target oppose his friends without having to maintain control over every action.

PARALYSIS
You can lock someone in place, making him incapable of moving or doing anything physical. This could be due to some sort of ray or beam, perhaps some kind of mental control, or even a poison that causes paralysis instantly on contact. Roll this Ability’s die when immobilizing someone—whether to terrorize him or escape from him—would be to your advantage.
Descriptors: Mental, Poison, Stun
Limits: Psychic Feedback, Touch, Duration
Special Effects: Spend a Plot Point to…

  • Make another character unable to move, speak, or act.
  • Release a paralyzing agent that slows everyone in a scene except you. You may use this as a d8 Minor Asset.
  • Stun a target from a distance so that he can no longer run away.
  • Make a target fall asleep.
  • Increase your [Choose Type] Complication pool.

PLANT CONTROL
You can command plant life to grow or wither at will, to wind around your enemies, and to communicate with you as if it were another person. Roll this Ability’s die when the plant life around you could help you achieve your goals.
Descriptors: Tree, Spore, Fungus
Limits: Pain Transference, Psychic Feedback, Cold
Special Effects: Spend a Plot Point to…

  • Make vines burst from below, binding a character to the ground. Anyone but the target may use the vines as a d8 Minor Asset for the rest of the scene.
  • Send messages through plant life in scenes you’re not in.
  • Grow a large plant pod to escape a scene through the ground.
  • Speak to plant life in the scene you are in to ask for residual memories.
  • Cause plants in a scene with you to secrete toxins. You may use the toxins as a d8 Minor Asset.

POISON
Your touch or scent can destroy the inner workings of the human body. Sometimes this may involve breathing in your released vapors or a venomous injection. Sometimes, your deadly dealings may be given with a simple kiss. Add this Ability’s die when trying to overcome someone with your toxic or chemical talents.
Descriptors: Gaseous, Kiss, Injection
Limits: Touch, Wind, Water
Special Effects: Spend a Plot Point to…

  • Make your poisonous gas affect everyone in a scene as a sweep effect.
  • Infect a target with a poison that will activate one or more scenes later.
  • Conceal the toxin from normal medical science.
  • Recover yourself or somebody in the same scene from any [Choose Type] Complication caused by a toxin.
  • Increase an [Choose Type] Complication pool with your poison.

POSSESSION
You can inhabit another’s body for a short time. Often the victims of this kind of control have no memory of the event. Roll this Ability’s die when you’re possessing someone and want to hide your possession, convince people your host is still in charge, or engage in psychic warfare with the mind of the host.
Possession includes a few special rules. When you possess someone, you use your own Drives, but you may use your host’s Assets where appropriate. If you attempt a Test or Contest while in your host’s body in which his Drive (Value or Relationship) die rating is higher than your own, he may attempt to shake your control by spending a Plot Point and interfering with his own roll. If he rolls higher than you, the possession is ended. Possession for more than a single Contest or Test requires a Contest against the target in addition to the Plot Point spend; if you succeed, you step in and act while the Lead or Feature takes a backseat.
Descriptors: Mental, Magic, Spirit
Limits: Psychic Feedback, Duration, Concentration
Special Effects: Spend a Plot Point to…

  • Seize control of an Extra in the same scene as you for the rest of this episode, or until they break free of your control.
  • Control all Extras in a scene. Rather than inhabiting everyone’s body, you are merely in the back of their minds, making suggestions that everyone seems to agree are good ideas. The effects only last for this scene.
  • Use someone else’s Special Effect for the rest of the scene.
  • Take control of a Lead or Feature in another scene for a single Contest or Test.
  • Take control of a Lead or Feature for the remainder of the scene or until they break free. This also requires a Contest against the target.

POWER LEECH
You’re the bane of the powered community, existing to either imitate other Abilities or temporarily take them away. You roll this Ability’s die when facing down someone else with Abilities or when trying to control stolen Abilities. To actually take Abilities away requires the use of Special Effects.
Descriptors: Kryptonite, Power, Magic
Limits: Uncontrollable, Touch, Concentration
Special Effects: Spend a Plot Point to…

  • Gain an Ability possessed by another Lead or Feature in the same scene. The die rating of the stolen Ability is the lower of your Power Leech die rating and the stolen Ability’s original die rating.
  • Shutdown an Ability possessed by another Lead or Feature in the same scene. Your die rating must be equal to or greater than their Ability’s die rating.
  • Use a Special Effect possessed by Gear in the same scene.
  • Step up another Ability of yours by stepping back an opponent’s Ability.
  • Spend a Plot Point and step this ability back by one to step back all Abilities in the same scene as you by one.

PRECOGNITION
You can see things before they happen—sometimes only seconds before; sometimes far, far ahead. This power does not mean you can automatically understand the context of what you’re seeing; it simply means that you see something that is coming. You can roll this Ability’s die when trying to solve a problem, understand information, or get insight into something using your precog talent.
Descriptors: Mental, Magic, Touch
Limits: Traumatic Flashes, Psychic Feedback, Uncontrollable
Special Effects: Spend a Plot Point to…

  • Sense an opponent’s next move in a fight. Remove the highest rolling die from his next roll.
  • Learn about an object or person’s future just by touching him.
  • Act on your precognitive abilities—reroll your entire pool, minus any [Choose Type] Complications.
  • Have gained a precognitive clue that leads you to a scene you are not a part of.
  • Have left a clue or message in a scene you are not a part of but have visited before.

PYROKINESIS
Your control over fire and heat allows you to manipulate temperature as well as flame. You might create your own flame or require something else to make the flame for you, but the end result is the same. Add this Ability’s die when handling fire, impressing others with your grilling techniques, or sensing heat sources in your area.
Descriptors: Fire, Heat, Temperature
Limits: Water, Cold, Vacuum
Special Effects: Spend a Plot Point to…

  • Melt an inanimate object with a scope defined by your die rating.
  • Create a ring of fire, trapping another character.
  • Absorb existing fire and heat into your own body.
  • Surround yourself with flames and Increase your [Choose Type] Complication pool.
  • Create a wall of flame to Decrease your opponent’s [Choose Type] Complication pool against you.

REGENERATION
You can heal physical or mental trauma you’ve been subjected to. You can roll in your Ability’s die when your regenerative talents would let you successfully struggle through painful or harmful situations.
Descriptors: Physical, Mental, Magical
Limits: Emotional Block, Elemental Trigger, Vampirism
Special Effects: Spend a Plot Point to…

  • Recover [Choose Type] Complication.
  • Grow back a severed limb or other body part.
  • Cure yourself from any ailment or disease.
  • Return from the dead. You must step this Ability back by a step as a consequence.

SHADOW CONTROL
A creature of shadow, you can create shadows where there are none and cause existing shadows to do your bidding. Roll this Ability’s die in when shifting shadows around, drawing them closer, or dispersing them would help you achieve your goals.
Descriptors: Shadow, Magic, Darkness
Limits: Light, Fire, UV Light (including Sunlight)
Special Effects: Spend a Plot Point to…

  • Turn someone else into a shadow.
  • Restrain another character with his own shadow.
  • Attack someone with his own shadow.
  • Envelop an entire scene in darkness, snuffing out all light.
  • Temporarily blind everyone in a scene by covering their eyes in their own shadows.

SHADOW WALK
You can dive into shadows or move as a shadow to get from place to place. Roll this Ability into any Test or Contest where your unique talent at moving in and through local shadows would be an advantage.
Descriptors: Shadow, Magic, Darkness
Limits: Light, Fire, UV Light (including Sunlight)
Special Effects: Spend a Plot Point to…

  • Slip into holes and cracks too small for pursuers to follow.
  • Jump into one shadow and out of another.
  • Spread a shadow across a scene to jump in one end and out the other.
  • Jump into another person’s shadow and jump out of the same person’s shadow at a later point in time.
  • Jump into a shadow on a flat surface like a wall and out on the other side of the surface as if the shadow was a doorway or portal.

SHAPESHIFTING
You can alter your appearance or shape to imitate other people, creatures, or even inanimate objects. Roll this Ability die when you’re trying to pass off your assumed shape or appearance as your own, engaged in a fight where changing shape might help you out, or retaining your shape while fatigued or hurt. If you’re Complicationed Out, you might return to your native form unless you keep it stable.
Descriptors: Imitation, Animal, Object
Limits: Concentration, Scent, X-Rays
Special Effects: Spend a Plot Point to…

  • Change shape into an object the same size as yourself.
  • Imitate another character down to fingerprints and retinal patterns.
  • Grow in size to two or three times your normal height.
  • Shrink to miniscule size.
  • Change into an animal that would be indistinguishable from the real thing at a genetic level.

SIZE ALTERATION
Six feet tall? A demure five four, perhaps? How about twenty feet toes to nose or a mere six inches? You can grow and shrink your body size to incredible proportions. Contrast this with Shapechanging, which is about fooling other characters—nobody will be fooled by a twenty-foot-tall you. Roll the Ability’s die when your shifting size plays to your advantage—towering over others, shrinking down to slip through small crevices, or simply parlaying your size advantage.
Descriptors: Strange Biology, Physics, Wishes
Limits: Insecurity, Concentration, Air
Special Effects: Spend a Plot Point to…

  • Grow to terrifying proportions, Increasing your [Choose Type] Complication pool.
  • Be so tiny you’re not detected.
  • Grow so big you destroy the building you’re in.
  • Shrink and escape any bonds that are constraining you.
  • Grow into the way of an attack against another character, Interfering with a Contest.

SONIC BLAST
You can let loose a cacophony of noise that could take out a city block. Roll this Ability’s die when you’re using your sonic attack to harm someone, freak them out, or break a lot of glass.
Descriptors: Sonic Scream, Music, High Frequency
Limits: Silence, Requires Vocals, White Noise
Special Effects: Spend a Plot Point to…

  • Affect everyone in the scene that can hear you. Roll your own dice instead of Trouble in a Test that each affected character must beat to avoid taking [Choose Type] Complication.
  • Emit a low frequency scream and cause a localized earthquake.
  • Emit a high frequency scream that scrambles electronics in a scene and calls to all nearby canines.
  • Emit a scream of the exact frequency required to shatter a specific glass object in the same scene as you.
  • Emit a scream of such force that it deteriorates concrete and other materials back to its rocky and sandy origins.

STRETCHING
You can bend and twist to nearly any shape, becoming both like liquid and stretching far beyond human reach. Roll your Ability’s die when your elastic or rubbery nature would help you get a positive outcome.
Descriptors: Plastic, Rubber, Putty
Limits: Electricity, Cold, Heat
Special Effects: Spend a Plot Point to…

  • Force yourself through narrow spaces including pipes and cracks.
  • Stretch long distances to reach great heights.
  • Stretch in all directions like a net in order to catch a falling object or person.
  • Change your appearance in minor ways to hide your identity.
  • Decrease your opponent’s [Choose Type] Complication pool against you.

SUMMONING
Whether they come from the lumineferous ether, another plane of existence, or are conjured up from your own imagination, you can summon forth all manner of creatures. They assist you, defend you, fight for you, and perform tasks for you. Roll the Ability’s die when your creatures assist or defend you or when you use their powers as your own. This Ability should be added to the Magical Legacy Heritage as a Connected Ability.
Descriptors: Magic
Limits: Magic
Special Effects: Spend a Plot Point to…

  • Summon a creature which serves as a 2d8 Extra. This creature disappears once it reaches zero dice.
  • Boost a summoned Extra’s die rating.
  • Grant a summoned creature an Ability appropriate to its nature.
  • Banish a creature summoned by you or another summoner.

SUPER-SENSES
Your senses are broader and keener than any mortal’s senses should be. This could be due to superhuman versions of your five senses, or all-new senses outside of the human spectrum. With time, you can develop your senses to cover multiple channels. Start with one kind of super-sense at d4, and add a new one every time you step the rating up or add a new Special Effect. Roll your Ability’s die when you’re using your super-senses to help you stay alert, aware, or aid you in perceiving things in your immediate environment.
Descriptors: Super-Hearing, Telescopic Sight, X-ray Vision, Infrared Vision, Radar
Limits: Lead, Overload, Interference, Magic
Special Effects: Spend a Plot Point to…

  • See through objects to find specific people or objects.
  • Hear or see into a nearby scene you’re not in.
  • Get the scent of any person or object and track the scent to its source.
  • See microscopic details greater than what is possible with an electron microscope.
  • See in all directions at once.
  • Hear signals along the radio band or see beyond the electromagnetic spectrum.

SUPER-SPEED
You can move so fast you’re rarely seen as more than a colored blur. Roll this Ability’s die whenever your ability to move quickly might directly help you out, whether it’s to get something done faster or to cover more distance. If you’re dealing with anybody else with Super-speed, you can spend Plot Points to keep the pace with them or counter their Super- speed effects; this turns it into a Contest.
Descriptors: Quickness, Kinetic, Hypersonic
Limits: Unstoppable, Sonic Boom, Out of Touch
Special Effects: Spend a Plot Point to…

  • Join a scene or switch to a new scene regardless of distance.
  • Run so fast you run up a vertical surface.
  • Perform multiple (non-Test or non-Contest) activities in the time it takes others to perform a single activity.
  • Run fast enough to cross water as if it were solid ground.
  • Change direction quickly to zip around an obstacle you have avoided; you may use this obstacle as a d8 Minor Asset.

SUPER-STRENGTH
You’re capable of staggering feats of superhuman strength. You may not even look like you can achieve the things you do. Roll this Ability’s die in when your amazing strength would directly help you succeed. If you are facing another character with Super-strength, you may Spend a Plot Point to counter a Special Effect he uses against you; this makes it into a Contest.
Descriptors: Muscles, Tactile Telekinesis, Size
Limits: Uncontrollable, Anger Trigger, Needs Focus
Special Effects: Spend a Plot Point to…

  • Perform a fantastic feat of strength.
  • Throw or knock another character out of a scene.
  • Pound on the ground, creating a shockwave sweep effect and knocking everyone in the scene off their feet.
  • Break through a wall—even a brick or stone wall—to grab a target or object on the other side.
  • Wield a large inanimate object, like an automobile, as a weapon (and as a d8 Minor Asset).

SWIMMING
You can move through the water at great speeds, more like a dolphin or shark than a human. Usually this Ability includes an adaptation for surviving underwater, making it possible for you to sustain those speeds deep underwater without coming up for air. If you don’t want this to come with underwater breathing, add that as a Limit. Add this Ability’s die into any roll that involves aquatic activity or movement.
Descriptors: Swimming, Water, Fins
Limits: Dehydration, Ice, Earth, Not Amphibious
Special Effects: Spend a Plot Point to…

  • Move through water at high speeds—join another scene regardless of distance if it’s accessible by water.
  • Escape a scene by jumping into a nearby body of water and disappearing into the depths.
  • Leap from the water onto a nearby shore, boat, or low-flying aircraft to surprise your foes.
  • Resist the pressure of very deep water without a pressure suit or submarine.
  • Decrease any [Choose Type] Complication while you are in the water by dodging around your opponent.

TECHNOPATHY
You can control technology remotely with your mind, accessing even unfriendly devices as if they were your home computer. Roll this Ability’s die in when you interact with computers and technology.
Descriptors: Mechanical, Mental, Computer, Electronic
Limits: Electricity, Psychic Feedback, Magnetism
Special Effects: Spend a Plot Point to…

  • Break through a computer system’s firewall.
  • Control any electronic device in the same scene as you; you may use this device as a d8 Minor Asset for the rest of the scene.
  • Turn on and control vehicles as if you’re physically driving them.
  • See through the “eyes” of electronic devices in scenes other than your own.
  • Override security codes on door panels or electronic vaults.

TELEKINESIS
You can levitate and move people, objects, even yourself with your mind. Telekinetics can usually maintain flight and create shields to stave off physical trauma. With this Ability you may be able to create telekinetic bolts to damage an enemy or throw another person aside like a rag doll. Roll this Ability’s die whenever you’re using your mind to help you manipulate something.
Descriptors: Mental, Magic, Spirit
Limits: Psychic Feedback, Concentration, Emotion Trigger
Special Effects: Spend a Plot Point to…

  • Knock a character out of a scene.
  • Create a telekinetic shield to Decrease an opponent’s [Choose Type] Complication pool.
  • Push, pull, or lift something really heavy.
  • Fly or levitate a short distance. Spend another Plot Point if you want to carry others with you.
  • Shoot bolts of telekinetic force.

TELEPATHY
You can enter the minds of others, conveying messages or even reading thoughts and memories. Roll this Ability’s die when you’re using telepathy to help you communicate with others, get a read on somebody, or sense the presence of stray thoughts in a room.
Descriptors: Mental, Magic, Spirit
Limits: Psychic Feedback, Concentration, Eye-contact
Special Effects: Spend a Plot Point to…

  • Read another character’s surface thoughts.
  • Send messages psychically to a character in a different scene.
  • Create a mental shield to block other mental powers from invading your mind.
  • Sense the location and well-being of any one person that you have met before.
  • Attack another person with a mental blast.

TELEPORTATION
You can move from one place to another without moving at all. You might be able to open a large portal like a doorway from one place to another miles away, or you might just blink out of existence and re-appear someplace else. Some with this Ability dissolve into glowing light, then reform with a similar light show somewhere far away. You can roll this Ability’s die into Tests and Contests where teleporting and jaunting around might directly affect the outcome.
Descriptors: Portal, Magic, Mental
Limits: Concentration, Slow, Mental
Special Effects: Spend a Plot Point to…

  • Join a scene or switch to a new scene regardless of distance.
  • Quickly teleport away to escape from a scene.
  • Take another character with you.
  • Create a small portal capable of teleporting objects.
  • Create a portal that alters your falling trajectory, landing safely or off to the side.

TIME CONTROL
You can bend the flow of time around you, slowing or speeding it up to suit your needs. It’s said that some with this Ability can actually use it to reverse time in short bursts, but that might only be a rumor. Roll in this Ability’s die if tweaking the flow of time would directly influence a Test or Contest’s result.
Descriptors: Time, Age, Magic
Limits: Time, Concentration, Psychic Feedback
Special Effects: Spend a Plot Point to…

  • Stop time for ten subjective minutes.
  • Slow time around you, allowing you to switch to a new scene instantly.
  • Stop time for five subjective minutes but bring another person with you.
  • Reverse time for a few seconds to change one error, allowing you to reroll your last dice roll—however, you must keep the second roll.
  • Slow time enough for you to perform multiple activities in the time it takes others to perform a single activity.

TIME TRAVEL
Yesterday, today, tomorrow—these are all open to you as destinations. You can travel through time. Whether you disappear now and appear then or hit some sort of cosmic rewind or fast forward button, the result is the same. When you travel through time, you remain in the same place relative to the Earth; if you travel from 2011 Quebec to 1400, you’ll meet some Algonquins. Roll the Ability’s die when you seek information or resources in another time or when you slip back or forward for tactical advantage. Careful, though—this Ability is prone to causing serious amounts of continuity trouble.
Descriptors: Psychic, Hypertech, Unmoored in Time
Limits: Grandfather Paradox, Observer Effect, Lead
Special Effects: Spend a Plot Point to…

  • Find a cache of necessary items you left for yourself.
  • Receive a message from your possible-future self (not that this is guaranteed to be accurate).
  • Escape a scene you are in.
  • Travel in space as well as time.
  • Take another character with you to another time.

TRANSMISSION
You can change your body into a digital signal that can only be understood by phones and faxes. This is very convenient in getting from place to place in a timely manner and has caused you to keep a cell phone on you at all times (although you’re going to have to come back for it later). Roll in this Ability’s die for Tests like infiltrating a highrise building, tracking a suspicious phone number, or freaking someone out through their cellphone.
Descriptors: Digital
Limits: Electricity
Special Effects: Spend a Plot Point to…

  • Join a scene or switch to a new scene by calling a phone in the scene.
  • Escape a scene by using a cell phone to call out.

TRANSMUTE
You can make stuff out of thin air—and other things. You can reconfigure the basic attributes of matter. At the smallest level, you can change an object’s atomic or molecular structure; you can also change its overall shape or structure. You can’t change an object’s mass, only shift it around; nor can you change the amount of energy the object stores as heat or chemical energy. Roll the Ability’s die when you turn air into useful tools, convert the stable ground under an opponent into a slippery morass, or bend your surroundings to assist in a chase.
Descriptors: Magic, Super Science, Divinity
Limits: Distraction, an “Unworkable” Substance, Scarcity
Special Effects: Spend a Plot Point to…

  • Create exactly the tool you need as a d8 Minor Asset.
  • Create a hole or doorway in a wall or other obstruction.
  • Sense if an object has been transmuted.
  • Change an object’s mass.
  • Create a bomb, the explosion of which counts as a sweep attack inflicting [Choose Type] Complication.

TUNNELING
You can dig deep under the ground as fast as a person can walk, allowing you to make tunnel passagesways to and from your destinations. As a result, you probably don’t need to worry about tight or confined spaces, and you might even have some wicked claws. Roll this Ability’s die when moving through dirt, spraying up loose earth, or slashing away at stone or an opponent.
Descriptors: Stone, Earth, Dirt
Limits: Misdirection, Water, Earthquake
Special Effects: Spend a Plot Point to…

  • Make tunnels that last for the remainder of the episode in the form of d8 Minor Assets.
  • Escape a scene by digging an escape tunnel.
  • Find a weak point in any floor by digging beneath it; this becomes a d8 Minor Asset you can use for the rest of the scene.
  • Make tunnels collapse behind you so that you cannot be followed.
  • Use your claws to Increase your [Choose Type] Complication pool.

WALL WALKING
You can move up and down walls and across ceilings as easily as walking across your living room floor. You can even stick to a ceiling and stay there where no one can see you. It’s not like anyone looks up anyway. If you’re making use of your clingy condition in combat or hiding up in the rafters, roll the Ability’s die to help.
Descriptors: Magnetic, Sticky, Spines
Limits: Slow, Slick Surfaces, Water
Special Effects: Spend a Plot Point to…

  • Hide on a ceiling, making it easy for you to jump down into the middle of those below.
  • Escape a scene by use of a convenient window or similar exit leading to an outside wall.
  • Take another person with you as you walk off on the wall or ceiling.
  • Jump from wall to wall, keeping your grip as if on a flat surface.
  • Decrease an [Choose Type] Complication pool when a structure or building you’re clinging to collapses or falls.

WIND CONTROL
You have the power to control the movement of air, whirling it around or redirecting powerful winds. Roll this Ability’s die to use whirlwinds and gusts of air to tilt a Test or Contest in your favor.
Descriptors: Wind, Air, Storm
Limits: Grounded, Dirt, Vacuum
Special Effects: Spend a Plot Point to…

  • Fly a short distance.
  • Create a localized tornado.
  • Create a powerful wind as a sweep effect inflicting [Choose Type] Complication.
  • Lift another person or inanimate object off the ground and into the air.
  • Hold a target, object, or even a moving car in place with powerful gusts of wind.

Gear

For as long as man has imagined incredible superpowers, he has created gadgets and machinery to lend him those same abilities—even if only temporarily. From jetpacks to suits of armor to freeze rays, any Ability in the game can be replicated with some sort of device, and in Dramatic Roleplaying, we explain this with Gear. These nifty gadgets work like Abilities, except they all share the same Limit—Gear can be lost, broken, or stolen. Unlike other Limits, other characters do not triple their dice against you when exploiting the Limit. Instead, they can deprive you of your gear—and, without the gear, you don’t have the Ability at all (no die or Special Effect). In fact, in the wrong hands, your very own Ability could potentially be used against you—quite a dangerous situation.

Gear is often custom-created for your Lead and doesn’t need to map exactly to any single Ability. You can borrow SFX from appropriate Abilities. To design your own Gear, you need a Descriptor, and a Special Effect. You may add more Special Effects by increasing your Gear’s rating, just like with Abilities. This might represent sending the Gear into the lab or tinkering with it. You can also add additional Effects or Descriptors to a single piece of Gear, making it multi-purpose.

CLOAKING DEVICE
When tapped, this small electronic pendant emits a low hum and a green light for a brief moment. Then it refracts light around the wearer so that he seems invisible. No one knows where the technology for this device comes from, but LuthorCorp has spent the last few years trying to replicate it.
Descriptors: Perception
Limits: Gear
Special Effect: disappear and escape from a scene.

COSTUME
You have a special costume that you use when fighting crime (or whatever you do) that protects your identity. Be sure to describe what it looks like. Do you have a color scheme? Most costumes are mostly for show, but some may also incorporate some measure of armor or communications gear like a wireless headset.
Descriptors: Perception
Limits: Gear
Special Effects: Spend a Plot Point to…

  • Intimidate Extras into running away.
  • Convince an Extra to help (Gain a 2d8 Extra until the end of the episode).
  • Get recorded or photographed as your alternate identity.

EMP BLASTER
This modified taser can shoot an EMP pulse in an aimed direction, allowing it to specifically disable single electronic devices rather than everything around it.
Descriptors: Electromagnetism
Limits: Gear
Special Effect: disable any electronic device, including Gear.

FLAMETHROWER
A backpack with two big tanks, a tube, a nozzle, and a pilot light—this thing works exactly as you think it does.
Descriptors: Fire
Limits: Gear
Special Effect: Spend a Plot Point to…

  • Incinerate an inanimate object.
  • Keep at bay any number of flammable attackers.
  • Create a wide-angle sweep effect that inflicts [Choose Type] Complication.

HACKING RIG
Souped up, optimized, and overclocked, this computer is the hacker’s scalpel, able to wreak havoc on the computer networks of the world. Packed into a laptop for portable convenience, this rig has wireless connectivity and a database of passwords the user has already broken, stored up for a rainy day.
Descriptors: Electronics
Limits: Gear
Special Effect: Spend a Plot Point to…

  • Shut down (or isolate from the network) a computer system you’re connected to.
  • Gain access to a system operating public utilities or services (subway router, traffic lights).
  • Find all public knowledge that’s been recorded electronically anywhere in the world on a given subject.

HOLOGRAM PROJECTOR
A clever little gizmo, probably using technology that’s not quite available off-the-shelf, this handheld device can project a deceptively lifelike hologram. It requires a little know-how to operate well; it has an extensive library of images and can scan new items into its database for projecting later, but getting the image just right and making it move believably can be tricky.
Descriptors: Perception
Limits: Gear
Special Effect: Spend a Plot Point to…

  • Create a terrifying apparition, causing panic in large crowds.
  • Duplicate the image of another person.
  • Cover your exact position with a light-bending empty space; moving will blow your cover.

MEMORY PENDANT
The Kryptonian memory pendant allows the user to record experiences and associate them with places or objects. Later, the same user or others may access those memories by touching the pendant to the key object. The memory is relived as an interactive experience. The memory pendant that Clark encountered was a small, silver pentagon; other memory pendants might take other forms.
Descriptors: Kryptonian
Limits: Gear
Special Effect: Spend a Plot Point to relive memories associated with a place or object or to record an important memory.

PERSONAL GRAVITY GENERATOR
This device allows the wearer to create gravity fields of low and high gravity, affecting both the wearer and others.
Descriptors: Gravity
Limits: Gear
Special Effect: Spend a plot point to hold a nearby character in place with a powerful gravity field.

PERSONAL TRANSLATOR
Usually worn as a pendant, the personal translator is capable of translating any language into something the user can understand, and vice-versa. Some models can do this for other characters, as well.
Descriptors: Database
Limits: Gear
Special Effect: Spend a Plot Point to…

  • Understand and speak a language you don’t know.
  • Convert someone’s speech into a language you understand for all to hear.
  • Read a language you don’t know, including operating technology labeled in that language.

POWER SUIT
This powered suit of metal armor is capable of protecting the wearer from most forms of attack. The ultimate form of defense, new this year from LuthorCorp Defense Division. Additional Special Effects and Descriptors can be added to make it a walking arsenal as well as a protective suit.
Descriptors: Iron
Limits: Gear
Special Effect: Spend a Plot Point to Decrease your opponent’s [Choose Type] Complication pool.

RL65
Developed by Dr. Pamela Black, a Queen Industries biologist, the drug RL65 speeds natural cell regeneration in humans, providing its users with dramatically faster healing. However, it also aggravates the amygdala, making the subject less capable of handling anger and stress. Consequently, frequent users often descend into cycles of rage and violence. This is also an excellent example of Wedge Gear; if you decide to go that route, it has 5 uses.
Descriptors: Drug
Limits: Gear
Special Effect: Spend a Plot Point to Shift Complication from [Choose Type] to [Choose Type] .

TRICKED-OUT COMPOUND BOW
This Compound Bow has been modified again and again with the most advanced upgrades in bow-making technology available to multinational industrialists. Most of its Special Effects are attributed to hi-tech arrows.
Descriptors: Graphite Bow
Limits: Gear
Special Effect: Spend a Plot Point…

  • To use an electrically-charged arrow that releases its charge on impact.
  • Use an EMP arrow to disable all electronic devices within a scene.
  • Use a grappling arrow to entangle a target and keep it from getting away.
  • Use an arrow filled with knockout gas. Everyone who breathes in the gas must roll a Test opposed by your die roll in place of Trouble or take [Choose Type] Complication.
  • Use a green kryptonite arrow to attack those with Kryptonian Heritage.
  • Use a tranquilizer arrow to Increase your [Choose Type] Complication pool.

The primary advantage of Integrated Gear is that the usual problems with Gear—getting knocked out of your hand or some villain running off with it—are instead converted into damage to the Chassis. This lets you play big knockdown, drag- out fights or tense holdout scenarios. As with any normal Reduce trigger, the Chassis returns to its full die rating at the end of the episode. If a player wants to repair his Gear halfway through the episode, you can call for a simple Test, or a Contest if someone is getting in his way.

ARMORED FIGHTING SUIT D10
Special Effect: When another piece of Integrated Gear might be stolen, broken, or lost, you may Spend a Plot Point to Reduce this Trait instead.
Limits: Chassis

ONBOARD EXPERT SYSTEM D6
Special Effect: Spend a Plot Point to have a piece of opposing tech, a robot, or enemy fighting suit “on file,” bestowing a Reroll when attacking its weak points.
Limits: Gear
Integration: Armored Fighting Suit

PLASMA CANNON D8
Special Effect: Spend a Plot Point to destroy any inanimate object.
Limits: Gear
Integration: Armored Fighting Suit

Abilities

Gotham Reborn RobJustice RobJustice