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GENESYS: SUPERS

These rules are meant to augment the superhero rules available in the Genesys Core Rulebook. It
assumes that the No Mere Mortal and Super-Characteristics rules are being used. No Mere Mortal:
Puny Minions remains optional.

New Rules: Superpowers New Special Qualities:


This document contains superpower trees that Knockback: When Knockback is triggered, one
are meant to augment the Genesys talents target hit by the attack is knocked one range
system. They work essentially like the Force band away from the attacker. If the target is
Power trees in SWRPG. Each tree starts with a knocked into a solid barrier, they take 1 point
“basic power” which unlocks adjacent of damage for each range band they would
advancements on the tree. It is recommended have moved if they had not been stopped by
that PCs be given 50 points of experience on the barrier. If multiple targets suffer hits from a
top of their starting XP (and on top of the extra weapon with Knockdown, the quality may be
50 given by the No Mere Mortal rule) to allow triggered multiple times, affecting a different
them to purchase a few special abilities and target each time. Unless specified otherwise,
make their hero character unique. Knockback requires to trigger, plus one
additional per silhouette of the target
beyond 1.
Limitations: weapons and armor. A 10-point limitation is
one that severely limits the scope of an ability
Powers often come with a catch: usually a or can be used against a hero with minimal
means of deactivating them or a limitation to a planning, such as the suite of weaknesses
specific target. Limitations can be taken on any possessed by a vampire. 15-point limitations
power for an XP discount. This discount is are extremely rare, and usually apply a very
applied the first time you take a given power, severe catch to a power. A Telepathy power
but it cannot reduce the price of any ability that works only on a certain class of animals:
below 5 XP. If you take a severe limitation that “sea creatures,” “squirrels,” or “ants,” for
would reduce the cost of the basic power example, would have a 15-point discount.
below 5 XP, you can apply the remainder of
the discount to another ability on the tree. Archetypes:
Most limitations are worth a discount of 5 or 10 Since superheroes come from almost all
points. Generally, 5-point limitations represent conceivable backgrounds, pretty much any
minor obstacles, things which your enemies archetype is potentially appropriate for play,
would have to know about and plan around in except perhaps those from Chapter 1: Fantasy.
order to take advantage of them. An example Note that some archetypes have abilities
of a 5-point limitation would be one that limits similar to those available in the superpower
a Telekinesis power to only work on metal: trees. When an archetype ability is identical to
most of the time, the obstacle presented is a superpower ability, the character may skip
minor, since metal objects are ubiquitous. that part of the tree, meaning that they pay no
However, enemies who know about this XP and act as though they had unlocked that
limitation could take advantage of it by part of the tree, qualifying for any adjacent
equipping their minions with carbon fiber powers.

COMMON LIMITATIONS

-5 XP: This power is externalized in some


way, tied to a high-tech suit of armor or
magic device. If you are caught separated
from the source of this power, you do not
have access to it.
-5 XP: You have a weakness, a Rarity 10
substance such as irradiated rocks from your
home planet. When engaged with that
weakness, you do not have access to this
power.
-10 XP: If you have the Mongrel archetype
(Genesys CRB p. 152), this power only works
when The Beast Within is activated.
-10 XP: If you enter a state of ritual impurity
(see Leviticus chapters 11-15), you lose access
to this power until you immerse yourself in a
mikveh or natural body of water.
ANIMAL ASPECT
NATURAL WEAPON FISHY ODOR BURROWER WALL-CRAWLER

Your natural Odor imposes You never have to


on all breathing Burrow as a make a check to
weapon gains
creatures engaged maneuver. keep your grip on
Vicious 4.
with you. any object.
10 10 10 5

NATURAL WEAPON AMPHIBIOUS BURROWER WALL-CRAWLER

Your unarmed You may breathe Burrow through You never have to
attacks deal +2 and move freely in the ground as an make a check to
damage and have water. climb any surface
action.
a crit rating of 2.
10 10 10 10

ANIMAL ASPECT BASIC POWER

Add to all Perception and Vigilance checks.

10

INSTINCT VENOM WEB-SLINGER

Your unarmed
Gain +1 melee and You have a web attack which can Ensnare
attacks gain a
ranged defense targets at medium range.
Burn rating of 2.

20 10 20

UNCANNY SENSES SPIT VENOM WEB-SLINGER WEB-SLINGER

When deprived of Move through the Spend strain to


your senses, Make your venom give your web
air by swinging
ignore that attack at a range. Blast, Auto-Fire, or
from tall objects.
condition. Concussive.
15 10 10 20

Superpower: Animal Aspect the keen nose of a canine, the eyes of an eagle,
The Animal Aspect power encompasses a the electroreception of a shark, or the special
variety of abilities which mimic those found in danger-sense that comic book writers seem to
nature. More than any of the other power trees, think that spiders possess.
Animal Aspect is a grab-bag from which most Natural Weapon: You have claws, a whipping
heroes will only choose a few signature tail, or a bite attack which gives your unarmed
abilities. As such, the power’s table looks attacks +2 damage and a crit rating of 2. If your
slightly different: the basic power is in the archetype gives you Claws, this power costs
middle and unlocks the abilities both only 5 xp.
immediately above and immediately beneath it  Natural Weapon: Your natural weapon
on the chart. is particularly potent and gains a
Animal Aspect Basic Power: You have the Vicious rating of 4.
heightened senses of an animal, adding to
all Perception and Vigilance checks. How this
special sense manifests is up to you: it could be
Amphibious: You have gills, granting you the your Brawn, a range of short, a crit
ability to breathe underwater, and fins, rating of 4, and the Burn 2 quality.
granting you the ability to move as easily in
ANIMAL ASPECT POTENTIAL LIMITATIONS
water as you do on land. Some archetypes give
this ability automatically. -5 XP: Not only do your powers resemble
those of an animal, but your body does as
 Fishy Odor: Your similarities to the
well: you don’t look fully human, and hiding
fishes of the sea includes the stench,
your abnormalities requires baggy clothing
which imposes on all breathing
creatures engaged with you. Thankfully, and an Average ( ) Deception check.
this “ability” may be activated and Web-Slinger: You have a web attack. This
deactivated as a maneuver. attack deals no damage, but a target hit by it is
Burrower: Like the noble groundhog, you can Ensnared (as if by the Ensnare weapon quality)
move through the ground. Moving up to short for a number of rounds equal to generated.
range is an action, and you can dig through You may spend to move the target one range
anything softer than iron. band towards you. If the attack generates ,
you may make the Ensnare quality indefinite,
 Burrower: You may burrow as a
so that the effect will not end unless the target
maneuver.
succeeds at a Hard ( ) Athletics check.
Wall-Crawler: Like most terrestrial insects,
arachnids, and squirrels, you never have to  Web-Slinger: You may move through
make a check to climb any surface. the air as long as there is an object of
higher altitude within medium range.
 Wall-Crawler: You never have to make  Web-Slinger: You may spend 1 strain to
a check to keep your grip on any object, give your web attack the Blast or Auto-
so long as it doesn’t apply enough force Fire quality. You may spend 3 strain to
to rip your arms off. You can still keep give it the Concussive 1 quality.
your grip if it does, but you probably
don’t want to.
Instinct: Your augmented perception gives you
the uncanny ability to escape harm. You gain
+1 to your melee and ranged defense.
 Uncanny Senses: When deprived of
your senses, you may act as though that
were not the case: you can see in total
darkness, your hearing is never
obscured by loud noise. Either your
senses are just that good, or you’ve
mastered letting your other senses
compensate.
Venom: You have a potent venom, which gives
your unarmed attacks Burn 2.
 Spit Venom: You can propel your
venom with force, giving you a ranged
attack with base damage equal to twice
DURABILITY
DURABILITY BASIC POWER

Increase your Soak by 1.

20

INHUMAN BODY RESISTANCE REGENERATION

You are immune Remove Whenever you heal wounds due to natural rest,
to poison and do imposed by you heal 1 additional wound. You can regrow
not need to eat, adverse lost limbs, which takes roughly a month before
sleep, or breathe environments the limb is usable.
10 10 15

DURABILITY IMMUNITY REGENERATION

Never take or
Increase your Soak As an action, spend 2 strain to make an Easy ( )
damage from
by 1. Resilience check. Heal wounds equal to .
environmental
effects.
20 10 10

BULLETPROOF DURABILITY REVIVE

You have Armor 2 When incapacitated, spend a story point to


Increase your Soak
against physical make a Hard ( ) Resilience check. Heal
by 1.
projectiles. wounds equal to .

25 20 10

TAKE THE HIT RESURRECT

Spend 3 strain as an action to make a Hard If you have died, you may spend two story
( ) Resilience check to gain an Armor rating points to make a Formidable ( )
until the end of your next turn. Resilience check to return to life.

25 25

Superpower: Durability Resistance: You may remove imposed by


The Durability power allows heroes to resist adverse environmental conditions.
and even heal damage.
 Immunity: You never take or damage
Durability Basic Power: You increase your
from environmental effects. You never
Soak by 1.
take damage from any extreme heat or
Inhuman Body: You do not need to eat, sleep,
cold short of that from a flamethrower
or breathe, and are unaffected by toxins and
or the Energy Projection power.
poisons. Some archetypes give this ability
automatically (usually called “Artificial”). Take the Hit: You brace yourself, becoming
nearly indestructible. Spend 3 strain as an
 Bulletproof: You have Armor 2 against
physical projectiles. This includes action to make a Hard ( ) Resilience check.
bullets, arrows, and most objects hurled If the check succeeds, gain an Armor rating of
with the Strength and Telekinesis 1 until the end of your next turn. Each
powers, but not energy weapons such as additional generated increases that rating
from the Energy Projection tree.
by 1. You may spend to increase the you may spend two story points to
duration of this affect by one round. make a Formidable ( ) Resilience
Regeneration: Whenever you heal wounds check. If the check is successful, you are
due to natural rest, you heal 1 additional restored to life, suffering wounds equal
wound. You do not recover 1 additional to your wound threshold.
wound when receiving first aid or medical
treatment. You can regrow lost limbs, which
takes roughly a month before the limb is
usable. Some archetypes give this ability
automatically.
 Regeneration: As an action, spend 2
strain to make an Easy ( ) Resilience
check. Heal wounds equal to . You
may attempt to heal one critical injury
you are suffering from by increasing the
difficulty of the check to Hard ( ).
 Revive: When incapacitated, spend a
story point to make a Hard ( )
Endurance check. You regain
consciousness, healing wounds equal to
generated.
 Resurrect: Your powers of regeneration
work even after death. If you have died,

DURABILITY POTENTIAL LIMITATIONS

-5 XP: Your durability has a weakness, such


as fire or acid. When hit by such an attack,
your durability ceases to function for the rest
of the scene.
-10 XP: Your durability has a series of
weaknesses to common items and
environmental conditions. For example, a
vampire character’s durability might be
deactivated when Engaged with a holy
symbol, when sprinkled with holy water,
when Engaged with garlic, and when in
direct sunlight.
ENERGY PROJECTION
ENERGY PROJECTION BASIC POWER

You have a Ranged energy attack, which deals 7 damage, has a Range of Medium, and has a crit
rating of 3.
10

RANGE PRECISION ELEMENTAL ATTACK

Your energy Choose one of the following elements:


attack’s range Your energy attack Fire: Your energy attack gains Burn 2
increases by one gains Vicious 3. Lightning: Your energy attack gains Stun 2
step. Ice: Your energy attack gains Ensnare 2
5 10 10

BLAST PRECISION ELEMENTAL MANIPULATION

Spend 2 strain to
Your energy You may manipulate your chosen element for a
give your energy
attack’s crit rating variety of effects.
attack Blast. is now 2.
10 10 10

DAMAGE RANGE ELEMENTAL ATTACK

Your energy Your energy


attack’s range The Burn, Stun, or Ensnare rating of your
attack’s base
increases by one elemental attack increases to 4.
damage is now 10
step.
10 10 20

SUPER-BLAST AUTO-FIRE IMMUNITY WREATH

Spend 2 strain to Your energy attack You are immune Gain an aura that
have Blast apply gains the Auto- to damage of your deals 2 wounds to
to all within short Fire quality. energy attack’s all Engaged
range. type. creatures.
15 15 15 25

Superpower: Energy Projection strain to have it affect all characters within


The Energy Projection power gives you a Short range, rather than all Engaged
powerful ranged attack which can be characters.
customized for greater power, speed,
Elemental Attack: Your energy attack is
precision, or any combination of the three.
elemental in nature, and gains one of the
Energy Projection Basic Power: You have eye-
following special abilities:
beams, fire breath, a cold ray, or some other
energy-based weapon. This is a Ranged energy
attack dealing 7 damage with a Range of  Fire: Your energy attack gains Burn 2
Medium and a Crit Rating of 3.  Lightning: Your energy attack gains
Blast: You may spend 2 strain to give your Stun 2
energy attack the Blast quality, with a damage  Ice: Your energy attack gains Ensnare 2
rating equal to its base damage, for one round. Elemental Manipulation: You learn to
Super-Blast: When giving your energy attack manipulate your element. Depending on the
the Blast quality, you may spend 2 additional
element you chose for your Elemental Attack,
you gain one of the following abilities:

 Fire: You can control flames and set


flammable objects on fire within short
range. You can cause flames to recede,
creating a path for others, or cause them
to flare up, accelerating a blaze or
blocking an exit. You can light any
flammable object or extinguish any
flame within range (particularly violent
blazes may require a Discipline check to
completely extinguish, at the GM’s
discretion).
 Lightning: You can disrupt unprotected
electronic devices within range by
ENERGY PROJECTION POTENTIAL LIMITATIONS
making an Average ( ) Mechanics
check. -5 XP: Your ability doesn’t work in a certain
 Ice: You can create simple objects out of environment. Your lightning ability, for
ice of a size up to silhouette 1 as an example, might dissipate when you are wet,
action. These objects cannot have or your cold ability might become unreliable
moving parts. This power can be used to in temperatures exceeding 100° F.
replicate any simple melee weapon such
as a dagger, axe, or shield. -10 XP: Keeping your ability under control
requires a piece of gear, such as a special suit,
`Wreath: You are surrounded by an aura your a mystical amulet, or a visor. If this piece of
elemental energy. A creature that ends its turn gear is lost or damaged, you could lose
Engaged with you takes 2 wounds, ignoring control of your ability, harming yourself,
Soak. You can activate and deactivate this your allies, or innocents.
ability as a maneuver.
FLIGHT
FLIGHT BASIC POWER

You can glide, meaning you can move horizontally or downward in the air. You cannot gain
altitude using this ability, and you cannot stop in midair without falling.
10

FLIGHT

You can gain altitude while flying.

15

INSPIRE HOPE STABILITY HOVER

Allies heal 1 strain Carry one


per rank of Inspire silhouette 1 You can stop in midair without falling.
Hope when they creature or object
see you fly. while you fly.
10 5 10

INSPIRE HOPE STABILITY AERIAL COMBATANT AERIAL DODGE

Allies heal 1 strain Spend from a Gain to melee Gain +1 melee


per rank of Inspire melee attack to combat checks defense against
Hope when they carry target into against non-flying non-flying
see you fly. air with you. opponents. opponents.
10 20 10 10

INSPIRING STABILITY IMMUNITY AERIAL COMBATANT

Allies add to Never worry Gain +1 melee Gain to melee


checks when you about the defense against combat checks
use Inspire Hope. structural integrity non-flying against non-flying
of things you lift. opponents. opponents.
10 10 15 15

Superpower: Flight
The Flight power lets you fly.
Flight Basic Power: You can glide, meaning
you can move horizontally or downward in the
air. You cannot gain altitude using this ability,
and you cannot stop in midair without falling.
Flight: You can gain altitude while flying. This
is the one that actually lets you fly.
Inspire Hope: You fly overhead, cape you while you fly unless you choose to
billowing in the wind (or not), and fill your drop them or they succeed at an
allies with confidence. The first time they see opposed Athletics check against you.
you fly each scene, allies heal 1 strain per rank  Stability: While you fly, you can carry
of Inspire Hope. any object or creature whose silhouette
you could lift off the ground. You never
 Inspiring: The first time they see you fly
have to worry about the structural
each scene, your allies add to all
integrity of objects you lift. You can
checks made on their next turn.
catch a falling plane without it breaking
Stability: Your flight is stable enough to apart, or stop an incoming meteor
support more weight. You can carry one without pieces breaking off and falling
creature or object of silhouette 1 or smaller to earth.
while you fly.
Hover: You can stop in midair without falling.
 Stability: Spend from a melee
attack to carry the target into the air
with you. The target stays engaged with
SPEED
SPEED BASIC POWER

You gain an extra free maneuver each round, which can only be spent on movement. You can still
spend 2 strain to gain an additional maneuver.
15

HARD TO TRACK SPEED FAST HANDS THINK FAST

Your unarmed Spend 1 strain to Add to


strikes have the move an Skullduggery Add to all
Disorient 2 additional range checks to steal initiative checks.
quality. band. items.
5 10 10 10

MOMENTUM BLUR FAST REFLEXES

+2 damage per If you are hidden, you may spend a maneuver Gain +1 Ranged
range band moved to move to any other unseen location within and Melee
on your first attack short range without being noticed. Defense.
each round.
15 10 20

UNARMED STRIKES SPEED BE EVERYWHERE QUICK AIM

Your unarmed Spend 1 strain to Act as if Engaged When making an


attacks gain the move an with any or all aim maneuver,
Linked 1 quality. additional range creatures in short make a second as
band. range. an incidental.
15 15 10 10

UNARMED STRIKES SPEED FAST HANDS FAST REFLEXES

Your unarmed Spend 1 strain to Steal items from Gain +1 Ranged


attacks gain the move an target with and Melee
Autofire quality. additional range Skullduggery vs. Defense.
band. Perception check.
25 20 25 15

Superpower: Speed Speed: Spend one strain to move an additional


The Speed power lets you move faster, range band as part of your extra free
eventually faster than the naked eye. This maneuver. You may spend this a number of
power applies to all forms of movement you times equal to Speed upgrades purchased.
possess: any other power (such as Flight) that
lets you use a type of movement as a maneuver Fast Hands: Add to Skullduggery checks to
can be used in conjunction with Speed. remove items from someone’s person.
Hard to Track: Your fast movements are
 Blur: If you are hidden, you may spend
difficult to follow, giving your unarmed strikes
a maneuver to move to any other
the Disorient 2 quality.
unseen location within short range
 Momentum: Your first unarmed attack without being noticed. You may also
each round deals additional damage spend a maneuver to grab any
equal to twice the number of range unattended item within short range
bands you have moved that round. without being noticed.
 Be Everywhere: You may act as though
you were engaged with any or all creatures SPEED POTENTIAL LIMITATIONS
within short range. For example, you can
make melee combat checks and -5 XP: Your speed comes with a super-fast
Skullduggery checks against creatures metabolism. After any scene in which you use
within short range as well as Engaged. your speed, you must consume 2,000 calories
worth of food.
 Fast Hands: You may make a
Skullduggery check against the target’s
Perception to steal a number of items
(including worn items) from the target
equal to the number of generated.

Think Fast: Add to all Cool and Vigilance


checks to determine initiative.

 Quick Aim: When you take a maneuver


to aim, you may treat yourself as having
made 2 aim maneuvers, adding an extra
to the check.
STRENGTH
STRENGTH BASIC POWER

You may lift and carry any object up to silhouette 1 without making an Athletics check. Your
melee attacks gain the Knockdown quality.
10

UNARMED STRIKES STRENGTH UNARMED STRIKES LEAP

Your unarmed Spend 1 strain to Your unarmed Take a Leap action


strikes gain Pierce increase the attacks gain the to jump
3. silhouette you can Sunder quality. horizontally
lift by 1. within short range
10 10 10 5

KNOCKBACK HURL LEAP

Your melee attacks You may hurl objects to damage targets within When performing
gain the short range, by making an Athletics-based a Leap, you may
Knockback ranged combat check, dealing damage equal to
jump vertically.
quality. 10 times the object’s silhouette.
10 10 10

KNOCKBACK RANGE STRENGTH LEAP

You may activate Spend 1 strain one Spend 1 strain to Spend 2 strain to
the Knockback time to increase increase the leap an additional
quality multiple the range of Hurl silhouette you can range band.
times per target. by 1 range band. lift by 1.
10 5 15 10

TEAR STEAL RANGE STRENGTH LEAP

Spend 2 strain to Spend 1 strain to Spend 1 strain to You may leap as a


give your increase the range increase the maneuver.
unarmed attacks of Hurl by 1 range silhouette you can
Breach 1. band. lift by 1.
25 10 20 10

Superpower: Strength
The Strength power is pretty straightforward one round. This strain may only be
and I’m not going to insult your intelligence by spent once.
describing it.
Strength: Spend 1 strain to increase the
Strength Basic Power: You may lift and carry
silhouette you can lift without a check by 1.
any object up to silhouette 1 without making
You may only spend this once per strength
an Athletics check. Lifting larger objects
upgrade purchased.
requires an Athletics check as normal. Your
Hurl: You can hurl objects as weapons. The
melee attacks gain the Knockdown quality.
impacts deal damage both to the targets and
Knockback: You may activate the Knockback
the object being hurled. Make an Athletics
quality multiple times, knocking the target an
check with a difficulty equal to the silhouette
additional range band for each activation.
of the object being thrown. The damage is
 Tear Steel: Spend 2 strain to give your resolved following all the rules for ranged
unarmed attacks the Breach 1 quality for attacks. Silhouette 0 objects deal 5 damage,
while other objects deal damage equal to 10
times their silhouette. The number of targets by one range band. You may spend this
affected by a single object is up to the GM, but multiple times.
in general, a single object should only affect a
Leap: Your powerful legs can propel you over
single target (unless it's particularly large). This
distances. Take a Leap action to jump
attack follows all the rules for ranged attacks,
horizontally to any location within short range.
such as ranged defense and aiming.
 Leap: When performing a Leap, you
 Range: You may spend 1 strain to
may jump vertically as well as
increase the range of your Hurl attack
horizontally.
by one range band. You may only spend
 Leap: Spend 2 strain to leap an
this once.
additional range band. You may spend
 Range: You may spend 1 strain to
this multiple times.
increase the range of your Hurl attack
 Leap: You may leap as a maneuver.
TELEKINESIS
TELEKINESIS BASIC POWER

Spend 1 strain to move one object of silhouette 0 that is within short range up to your maximum
range. The default maximum range is short range.
10

MAGNITUDE STRENGTH RANGE RANGE

Spend 1 strain to Spend 1 strain to Spend 1 strain one Spend 1 strain one
increase the increase the time to increase time to increase
number of targets silhouette you can the power’s range the power’s range
affected by one. target by 1. by 1 range band. by 1 range band.
5 10 5 5

MAGNITUDE STRENGTH HURL

Spend 1 strain to Spend 1 strain to You may hurl objects to damage targets within
increase the increase the short range, by making an Discipline-based
number of targets silhouette you can ranged combat check, dealing damage equal to
affected by one. target by 1. 10 times the object’s silhouette.
5 10 10

MAGNITUDE STRENGTH CONTROL RANGE

Spend 1 strain to Spend 1 strain to You can pull Spend 1 strain one
increase the increase the objects out of time to increase
number of targets silhouette you can secure mountings the power’s range
affected by one. target by 1. or another’s grasp. by 1 range band.
5 15 5 15

MAGNITUDE STRENGTH CONTROL

Spend 1 strain to Spend 1 strain to You can perform fine manipulation of items,
increase the increase the allowing you to do whatever you would
number of targets silhouette you can normally with your hands via this power at this
affected by one. target by 1. power’s range.
5 20 10

Superpower: Telekinesis
The Telekinesis power lets you move objects Hurl: You can hurl objects as weapons. The
from far away. impacts deal damage both to the targets and
Magnitude: Spend 1 strain to increase the the object being hurled. Make a Discipline
number of targets affected by one. You may check with a difficulty equal to the silhouette
only spend this once per magnitude upgrade of the object being thrown. The damage is
purchased. resolved following all the rules for ranged
Strength: Spend 1 strain to increase the attacks. Silhouette 0 objects deal 5 damage,
silhouette you can target by 1. You may only while other objects deal damage equal to 10
spend this once per strength upgrade times their silhouette. The number of targets
purchased. affected by a single object is up to the GM, but
Range: You may spend 1 strain to increase the in general, a single object should only affect a
power’s range by one range band. You may single target (unless it's particularly large).
only spend this once per range upgrade (Also note, if you want to use Move to throw
purchased. multiple objects at multiple targets, you may
do so using all the rules for hitting multiple
TELEKINESIS POTENTIAL LIMITATIONS
targets with the Auto-fire quality). This attack
follows all the rules for ranged attacks, such as
ranged defense and aiming. -5 XP: Your telekinesis is magnetic in nature,
Control: You can pull objects out of secure and can only affect objects made wholly or
mountings or out of an opponent’s grasp. partially of metal.
Control: You gain the ability to perform fine
manipulation of items, allowing you to do
whatever you could normally do with your
hands to a held item (if manipulating
something such as a control board, the controls
count as a silhouette 0 item).
TELEPATHY
TELEPATHY BASIC POWER

Spend 1 strain to sense all living things within short range. Make a Perception vs. Discipline check
as an action to sense the current emotional state of one Engaged living target.
10

INFLUENCE TELEPATHY

Spend 1 strain to make a Discipline vs. Spend 1 strain when making your Perception vs.
Discipline check against an Engaged target to Discipline check to sense the current thoughts of
force the target to adopt an emotional state or your target as well as their emotional state.
believe something untrue.
10 10

INFLUENCE EMOTION RANGE MAGNITUDE

Spend 2 strain to Add to checks Spend 1 strain to


Spend 1 strain to
replace a social to force one increase the
increase range by
check with a emotion of your number of targets
1 range band.
Discipline check. choice. affected by 1.
20 10 5 5

RANGE MAGNITUDE

Spend 1 strain to
Spend 1 strain to
increase the
increase range by
1 range band. number of targets
affected by 1.
10 10

MIND CONTROL EMOTION-MONGER RANGE MAGNITUDE

Once per session, Spend 3 strain to Spend 1 strain to


mind-control one force emotion on Spend 1 strain to
increase the
increase range by
Rival or Minion all minions within number of targets
1 range band.
Group. range. affected by 1.
25 25 10 10

Superpower: Telepathy  Mind Control: Once per session, make a


The Telepathy tree covers mental powers, Discipline vs. Discipline against one
including both the ability to sense the minds of Rival or Minion Group within range. If
others and the ability to exert your will on this check succeeds, that NPC follows
others. your orders for the rest of the scene,
Telepathy Basic Power: Spend 1 strain to sense although they will not risk their life
all living things within short range (including unless the check generates .
sentient and non-sentient beings). Make a
 Emotion: You become particularly
Perception vs. Discipline check as an action to
adept at forcing targets to adopt a
sense the current emotional state of one living
target with whom you are engaged. particular emotional state, such as calm,
Influence: Spend 2 strain to make a Discipline hate, fear, or love. When forcing your
vs. Discipline check in place of any other social chosen emotional state with the
check. Influence ability, add to the dice
pool.
 Emotion-Monger: You have mastered TELEPATHY POTENTIAL LIMITATIONS

your chosen emotion. Spend 3 strain to


make a check to force your preferred -5 XP: Your telepathy only works on a broad,
emotion onto all minions within range. common category of beings, such as only
You must make the check against the humans or only animals.
minion group within range with the
-10 XP: Your telepathy only works on a
highest Discipline.
limited or uncommon category of beings,
Telepathy: Spend 1 strain when making your such as squirrels, sea creatures, or beings
from a certain non-Earth planet.
Perception vs. Discipline check to sense the
current thoughts of your target as well as their
emotional state.

 Range: You may spend 1 strain to


increase the power’s range by one range
band. You may only spend this once per
range upgrade purchased.
 Magnitude: You may spend 1 strain to
increase the number of targets affected
by one. You may only spend this once
per magnitude upgrade purchased.
WEALTH
WEALTH BASIC POWER

You own a lavish home with all the amenities necessary for you and ten other people to live
comfortably. Your wealth gives you on social checks when interacting with certain people.
10

TYCOON BUTLER SANCTUM

Reduce the Gain an absolutely Part of your home is your Sanctum, a hidden
effective rarity of loyal minion with space which can serve as a hideout and which
all items by 2. 2 in all can store any vehicles you own of silhouesse 2
characteristics. or smaller.
10 10 10

PLAYBOY HELPFUL BUTLER LIBRARY WORKSHOP

You can get into Your assistant Decrease the Decrease the
buildings and grants to all difficulty of difficulty of
arrange meetings non-combat skill Knowledge checks Mechanics checks
with most people. checks. in your Sanctum. in your Sanctum.
10 15 10 10

MOGUL BETTER BUTLER CRIME LAB

Once per session, Your assistant Your Sanctum has a crime lab which can be
gain a safehouse becomes a Rival used to analyze bodies, weapons, and other
nearby. and increases their pieces of evidence.
abilities.
10 20 20

BRIBERY TRAINING FACILITY GARAGE

Once per session, you may make a Negotiation Grant two career Your sanctum can
vs. Discipline check to gain control of one rival skills to all hold bigger
or minion group. members of your vehicles. You may
group. acquire vehicles.
15 15 25

Superpower: Wealth government officials, legitimate


businesspeople, and their employees, when
Some superheroes are incredibly wealthy. As those people know about your wealth.
in real life, being incredibly wealthy has its Tycoon: Reduce the effective rarity of all items
benefits. by 2. This affects talents relying on item rarity
Wealth Basic Power: You own a lavish home, such as Utility Belt. Any item whose rarity is
which could be a mansion, a castle, or a reduced to 0 may be acquired for free and with
penthouse, with all the amenities necessary for minimal hassle.
you and ten other people to live very  Playboy: You and anyone with you can
comfortably, potentially including maids, a always get into any exclusive club,
cook, and a bar that’s always fully stocked, if office or nonmilitary government
you so desire. Your wealth gives you to building. You can arrange meetings
social skill checks when interacting with
with any government official or  Library: Your sanctum has extensive
legitimate businessperson. research materials. Decrease the
 Mogul: You have real estate holdings difficulty of all Knowledge checks
everywhere. Once per session, you may performed there by 1.
declare that you own property near  Workshop: Your sanctum has state-of-
your current location. You or your allies the-art tools. Decrease the difficulty of
can stay there without being discovered all Mechanics checks performed there
for at least 24 hours. by 1.
 Bribery: Everyone has a price. Once per  Crime Lab: Your sanctum has a state-of-
session, you may make a Negotiation vs. the-art crime lab, better than that found
Discipline check against one Rival or in any police department. If you analyze
Minion group as an action. If this check a body, you can determine its cause of
succeeds, that NPC follows your orders death with an Average ( ) Medicine
for the rest of the scene, although they check. If you analyze a weapon, you can
will not risk their life unless the check determine the person who last used it
generates . Bonuses (such as for an with a Hard ( ) Streetwise check.
adversary who has been recently The lab can be used to determine other
mistreated by their employer) or information as appropriate, at the GM’s
penalties (such as for an adversary who discretion.
holds a grudge against you personally)  Training Facilities: Choose two skills.
apply at the GM’s discretion. All members of your group gain these
skills as career skills. In addition, when
Butler: You have an assistant, a Minion with 2
providing assistance with those skills,
in all characteristics. This assistant is absolutely
all members of your group upgrade the
loyal to you.
pool once in addition to the usual effects
 Helpful Butler: When your assistant is of providing assistance.
present, you gain to all non-combat  Garage: Your sanctum can hold vehicles
skill checks. of Silhouette 3, and you may acquire
 Better Butler: It is possible to get good any non-Restricted vehicle by shopping
help these days. Your assistant becomes around discretely for a number of days
a Rival, increasing three of their equal to its rarity.
characteristics to 3 and gaining two
ranks each in three skills of your choice.

Sanctum: Part of your lavish home is your


Sanctum, a hidden space which can serve as a
hideout and safehouse, and has sufficient
space to store any vehicles you own of
Silhouette 2 or smaller. No one can find this
Sanctum if they do not know it exists, and even
if they do, it can only be found by making a
Formidable ( ) Streetwise check after a
week’s worth of investigation.

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