8
H Perception Skill Quality Running +6m Leaping +4m Probability Alteration Time Stop +10 STR +5 DEX HKA 1d6 Blast 10d6 THE HERO SYSTEM ADVANCED PLAYER’S GUIDE II HERO SYSTEM ADVANCED PLAYER’S GUIDE II

The HERO System 6th Edition II - Warehouse 23 · 4 Introduction Hero System 6th Edition INTRODUCTION I f thereÕs any one fact about die-hard HERO System fans that tends to be true,

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Page 1: The HERO System 6th Edition II - Warehouse 23 · 4 Introduction Hero System 6th Edition INTRODUCTION I f thereÕs any one fact about die-hard HERO System fans that tends to be true,

H HPerceptionSkill Quality

Running +6mLeaping +4m

Probability AlterationTime Stop

+10 STR+5 DEXHKA 1d6Blast 10d6

THE HERO SYSTEM

ADVANCEDPLAYER’S GUIDE

II

HERO

GAMES

STILL MORE RULES!The HERO System 6th Edition contains all the rules you need to create any sort of character, power, gadget, spell, vehicle, monster, or weapon you can think of. The HERO System Advanced Player’s Guide expands on those rules, offering more information and options for dedicated HERO System gamers.

But if even that’s not enough for you, The HERO System Advanced Player’s Guide II contains even more new rules, optional and variant rules, and rules expansions for your HERO System games! It includes:

H rules for resolving Skill use like combat, and for changing combat to work like the Skill system

H new Powers including Extradimensional Space, Object Creation, Probability Alteration, Replay, and Time Stop

H Social Combat rules and guidelines, including three sample systems ready for use in any campaign

H expanded Focus creation rules

With the Advanced Player’s Guide II, it’s even more fun to Be A Hero!

ISBN: 978-1-58366-138-3 DOJHERO1009 $24.99  USwww.herogames.com

HERO SYSTEM ADVANCED PLAYER’S GUIDE II

DO

JH

ER

O10

09

97

8-1

-58

36

6-1

38

-3

Page 2: The HERO System 6th Edition II - Warehouse 23 · 4 Introduction Hero System 6th Edition INTRODUCTION I f thereÕs any one fact about die-hard HERO System fans that tends to be true,

H HPerceptionSkill Quality

Running +6mLeaping +4m

Probability AlterationTime Stop

+10 STR+5 DEXHKA 1d6Blast 10d6

THE HERO SYSTEM

ADVANCEDPLAYER’S GUIDE

II

HERO

GAMES

STILL MORE RULES!The HERO System 6th Edition contains all the rules you need to create any sort of character, power, gadget, spell, vehicle, monster, or weapon you can think of. The HERO System Advanced Player’s Guide expands on those rules, offering more information and options for dedicated HERO System gamers.

But if even that’s not enough for you, The HERO System Advanced Player’s Guide II contains even more new rules, optional and variant rules, and rules expansions for your HERO System games! It includes:

H rules for resolving Skill use like combat, and for changing combat to work like the Skill system

H new Powers including Extradimensional Space, Object Creation, Probability Alteration, Replay, and Time Stop

H Social Combat rules and guidelines, including three sample systems ready for use in any campaign

H expanded Focus creation rules

With the Advanced Player’s Guide II, it’s even more fun to Be A Hero!

ISBN: 978-1-58366-138-3 DOJHERO1009 $24.99  USwww.herogames.com

HERO SYSTEM ADVANCED PLAYER’S GUIDE II

DO

JH

ER

O10

09

97

8-1

-58

36

6-1

38

-3

Page 3: The HERO System 6th Edition II - Warehouse 23 · 4 Introduction Hero System 6th Edition INTRODUCTION I f thereÕs any one fact about die-hard HERO System fans that tends to be true,

THE HERO SYSTEM ADVANCED PLAYER’S GUIDE

HII

Page 4: The HERO System 6th Edition II - Warehouse 23 · 4 Introduction Hero System 6th Edition INTRODUCTION I f thereÕs any one fact about die-hard HERO System fans that tends to be true,

HERO SystemTM ® is DOJ, Inc.’s trademark for its roleplaying system.HERO System Copyright © 1984, 1989, 2002, 2009 by DOJ, Inc. d/b/a Hero Games. All rights reserved.Champions, Dark Champions, and all associated characters © 1981-2008 Cryptic Studios, Inc. All rights reserved. “Champions” and “Dark Champions” are trademarks of Cryptic Studios, Inc. “Champions” and “Dark Champions” are used under license from Cryptic Studios, Inc.Star Hero Copyright © 2002, 2011 by DOJ, Inc. d/b/a Hero Games. All rights reserved.Fantasy Hero Copyright © 2003, 2010 by DOJ, Inc. d/b/a Hero Games. All rights reserved.Pulp Hero Copyright © 2005 by DOJ, Inc. d/b/a Hero Games. All rights reserved.Justice Inc. and Danger International Copyright © 2002 by DOJ, Inc. d/b/a Hero Games. All rights reserved.

No part of this book may be reproduced or transmitted in any form or by any means, electronic or mechanical, including photocopying, recording, or computerization, or by any information storage and retrieval system, without permission in writing from the Publisher: DOJ, Inc., 226 E. 54th Street, #605, New York, NY 10022-48541.Printed in the U.S.A. First printing August, 2011.Produced and distributed by DOJ, Inc. d/b/a Hero Games.Stock Number: DOJHERO1009ISBN Number: 978-1-58366-138-3 http://www.herogames.com

AUTHORSteven S. Long

ADDITIONAL CONTRIBUTIONSMarc Blumberg

EDITING AND DEVELOPMENTDarren Watts

LAYOUT AND GRAPHIC DESIGNBill “Electric Boogaloo Bunny” Keyes

COVER ARTBill Keyes

SPECIAL THANKS:As always, special thanks to the Hero

fans who’ve posted suggestions for what should go in this book, offered ideas for a new or variant rule on our message boards, or have otherwise helped to

make the HERO System an even better game. Special thanks also to Geoff

Speare for probability chart preparation.

II

THE HERO SYSTEM ADVANCED PLAYER’S GUIDE

Page 5: The HERO System 6th Edition II - Warehouse 23 · 4 Introduction Hero System 6th Edition INTRODUCTION I f thereÕs any one fact about die-hard HERO System fans that tends to be true,

TABLE OF CONTENTSSwimming ..................................................... 36Takes No STUN ............................................. 36Telekinesis .................................................... 37Telepathy ...................................................... 37Teleportation ................................................. 37Time Powers ................................................ 38Transform ..................................................... 42Tunneling ...................................................... 42Naked Advantages ......................................... 43Alternate Combat Value .................................. 43Area Of Effect ................................................ 43Attack Versus Alternate Defense ..................... 43

POWER ADVANTAGES ......................................... 43Auto!re ......................................................... 44Cumulative .................................................... 44Damage Over Time ........................................ 44Delayed Effect ............................................... 45Does Knockback ............................................ 46Double Knockback ......................................... 46Impenetrable ................................................. 46MegaScale .................................................... 46Penetrating ................................................... 46Persistent ...................................................... 46Personal Immunity ......................................... 47Time Limit ..................................................... 47Trigger .......................................................... 47Usable As [Second Mode Of Movement] .......... 47Usable On Others........................................... 47Variable Advantage ........................................ 48Ablative ......................................................... 49Charges ........................................................ 49Gestures, Incantations.................................... 49Linked ........................................................... 49Psionic (-") ................................................... 49

POWER LIMITATIONS .......................................... 49Uni!ed Power ................................................ 50Variable Limitations........................................ 50General Rules ................................................ 51Accidental Change ......................................... 51Enraged/Berserk ............................................ 51

COMPLICATIONS ................................................ 51Psychological Complication ............................ 53Vulnerability................................................... 54

CHAPTER THREE COMBAT AND ADVENTURING

ENTERING COMBAT & FIGHTING ......................... 56Aborting An Action ......................................... 56

COMBAT SKILLS SYSTEM .................................. 56Characteristics .............................................. 56Skills ............................................................. 57Combat ......................................................... 59

COMBAT MODIFIERS & MANEUVERS.................. 60COMBAT MODIFIERS ......................................... 60COMBAT MANEUVERS ...................................... 60

Block ............................................................ 60Grab ............................................................. 61Grab By ......................................................... 61Haymaker ...................................................... 61Multiple Attack .............................................. 62Throw ........................................................... 62Trip ............................................................... 62Choke ........................................................... 62Dive For Cover ............................................... 62

DAMAGE .......................................................... 63Adding Damage ............................................. 63Taking Damage ............................................. 63Effects Of Damage ......................................... 63NORMAL DAMAGE ......................................... 64KILLING DAMAGE .......................................... 65Showdowns ................................................... 67

OTHER COMBAT RULES & EFFECTS ................... 67Endurance ..................................................... 68

MENTAL COMBAT ............................................... 69ENTERING MENTAL COMBAT ............................. 69MENTAL FIGHTING ............................................ 69COMBAT MODIFIERS ......................................... 71COMBAT MANEUVERS ...................................... 72MENTAL DAMAGE ............................................. 73MIND-TO-MIND COMBAT .................................. 73

Basic Mental Maneuvers ................................ 75Advanced Mental Maneuvers .......................... 77Mental Combat Styles .................................... 78

SOCIAL COMBAT ................................................ 79THE BASICS OF SOCIAL COMBAT ...................... 79

Initial Considerations ...................................... 79Implications And Consequences ..................... 81Other Factors Affecting Social Combat ............ 82

EXAMPLE SOCIAL COMBAT SYSTEMS ............... 83Skill Social Combat ........................................ 83Social Combat Maneuvers .............................. 85Talent Social Combat ..................................... 93

THE SPEED ZONE ............................................... 97FAST AND SLOW PERCEPTIONS ........................ 97

The Slow Point Of View (POV) ......................... 97The Fast Point of View (POV) And The Speed Zone ............................ 100

ENTERING THE SPEED ZONE ........................... 104Buying Speed Zone Extra-Dimensional Movement ............................................ 104How The Speed Zone Works ......................... 105

OTHER “ZONES” ............................................. 108The Mind Zone ............................................ 108The Mystic (Or Astral) Zone .......................... 108

CHAPTER FOUR ENVIRONMENT AND EQUIPMENT

THE ENVIRONMENT .......................................... 110FALLING ......................................................... 110ENVIRONMENTAL EFFECTS ............................. 110

Disease And Illness ...................................... 110Sleep And Sleep Deprivation ......................... 112

ATTACKING AND DESTROYING LARGE OBJECTS 113Automatons ................................................. 114Computers .................................................. 114Weapons ..................................................... 114Armor And Shields ....................................... 114

EQUIPMENT ...................................................... 114EXPANDED FOCUS RULES ............................... 115

Focus Defense............................................. 115Focus BODY ................................................ 116Focus Size ................................................... 116Focus Mass ................................................. 117Focus Applicability ....................................... 118“Realness” Of A Focus ................................. 120Determining The Final Value Of Focus ........... 120

APPENDIX INDEX

INDEX ............................................................... 121

Introduction ......................................................... 4

CHAPTER ONE CHARACTERISTICS, SKILLS, PERKS, & TALENTS

CHARACTERISTICS ............................................... 6General Rules .................................................. 6Strength .......................................................... 6Perception As A Characteristic .......................... 6Speed ............................................................. 8

SKILLS ................................................................. 9GENERAL RULES ................................................ 9

Skill Dif!culty System ....................................... 9Skill Quality ................................................... 10

SPECIFIC SKILLS ............................................... 11Breakfall........................................................ 11Defense Maneuver ......................................... 11Martial Arts ................................................... 14Penalty Skill Levels ........................................ 14Power ........................................................... 14Two-Weapon Fighting .................................... 14Weapon Familiarity ........................................ 14Combat Luck ................................................. 16Danger Sense ................................................ 16Universal Translator ....................................... 16

TALENTS ............................................................ 16

CHAPTER TWO POWERS, POWER MODIFIERS,

& COMPLICATIONSPOWERS ............................................................. 18

Adjustment Powers ........................................ 18Attack Powers ............................................... 20Defense Powers ............................................ 21Mental Powers .............................................. 21Movement Powers ......................................... 22Absorption ..................................................... 22Aid ................................................................ 22Barrier .......................................................... 23Change Environment ...................................... 24Characteristics .............................................. 24Clairsentience ................................................ 24Clinging ........................................................ 24Damage Negation .......................................... 25Darkness ....................................................... 25De#ection ...................................................... 25Desolidi!cation .............................................. 25Dispel ........................................................... 26Drain (and Suppress) ..................................... 26Duplication .................................................... 26Enhanced Senses .......................................... 26Entangle ........................................................ 26Extradimensional Space ................................. 27Flash............................................................. 28Growth .......................................................... 29Hand-To-Hand Attack .................................... 29Healing ......................................................... 29Images .......................................................... 29Invisibility ...................................................... 29Killing Attack ................................................. 29Luck ............................................................. 30Mental Illusions ............................................. 31Mind Control ................................................. 31Mind Link ...................................................... 31Mind Scan ..................................................... 31Multiform ...................................................... 31Object Creation .............................................. 32Probability Alteration ...................................... 34Re#ection ...................................................... 35Regeneration ................................................. 35Resistant Protection ....................................... 36Running ........................................................ 36Skills ............................................................. 36Stretching ..................................................... 36Summon ....................................................... 36

Page 6: The HERO System 6th Edition II - Warehouse 23 · 4 Introduction Hero System 6th Edition INTRODUCTION I f thereÕs any one fact about die-hard HERO System fans that tends to be true,

4 � Introduction Hero System 6th Edition

INTRODUCTION

I f there’s any one fact about die-hard HERO System fans that tends to be true, regardless of campaign type or play style, it’s this: they love rules, and tinkering with rules. !ey love

expansions of existing rules, ideas for replacing one rule with another, optional new rules, and variants of the current rules. For gamers like this, who are always looking for ways to improve their games and making playing more enjoyable, all the rules in !e HERO System 6th Edition rule-book aren’t enough. And all the additional rules in !e HERO System Advanced Player’s Guide aren’t enough. !ey also need !e HERO System Advanced Player’s Guide II!

!e “APG2” is just what you need if you’re looking for more detailed rules for some speci"c aspect of HERO System play, where you feel like a di#erent approach to an important rule or section of the rulebook will bene"t your game, or if you simply enjoy reading and trying out new, optional, and variant rules. It’s divided into chapters based on di#erent game elements of the HERO System.

Chapter One, Characteristics, Skills, Perks, And Talents, covers those four parts of the HERO System, including such things as an expanded STR Table, rules for Skill quality, and some additional options for Danger Sense.

ABBREVIATIONSThis book uses the following abbreviations to refer to other HERO System books:

6E1: The HERO System 6th Edition, Volume I: Character Creation

6E2: The HERO System 6th Edition, Volume II: Combat And Adventuring

APG: The HERO System Advanced Player’s Guide

FH: Fantasy Hero

HSB: The HERO System Bestiary

HSEG: The HERO System Equipment Guide

HSG: The HERO System Grimoire

HSMA: HERO System Martial Arts

HSS: HERO System Skills

HSV: HERO System Vehicles

SH: Star Hero

Chapter Two, Powers, Power Modi"ers, And Complications, has rules clari"cations, options, and expansions for some of the most-used elements of the HERO System. It includes some new Powers, expanded rules for Psychological Complication, and information on some unusual Power-Advantage combinations.

Chapter !ree, Combat And Adventuring, is one of the largest in the book. In addition to new, optional, and expanded rules for basic physical combat, it includes some advanced rules for Mental Combat and Social Combat. !ey’re ideal for campaigns that want to emphasize those forms of character interaction, even when it’s not strictly combative.

Chapter Four covers Environment And Equipment. Among other things, it features an optional system of expanded rules for creating Foci that allows you to more precisely de"ne their BODY, defenses, mass, and size.

All of the new rules (as opposed to clari"ca-tions of existing rules) in APG2 are optional. !e GM isn’t required to use them if he doesn’t want to, and should consider them carefully before allowing them in play. !ey may be just the thing for creating certain types of characters and creatures for your campaign... or they may cause serious game balance problems based on your style of play. Players should check with their GMs before using any APG2 rules to build characters.

Page 7: The HERO System 6th Edition II - Warehouse 23 · 4 Introduction Hero System 6th Edition INTRODUCTION I f thereÕs any one fact about die-hard HERO System fans that tends to be true,

122 � Index Hero System 6th Edition

INDEX

W Abbreviations Killing Attack (Power) X

Abbreviations: 4Ablative (Limitation): 21, 49Aborting an Action: 56Absorption (Power): 22Accidental Change (Complica-

tion): 52Adding Damage: 63-65Adjustment Powers: 18Advanced Mental Maneuvers:

74, 77Advantages

Generally: 43-49On Characteristics: 6

Affects Desolidi!ed (Advantage): 30

Aid (Power): 22, 44Allocatable (Advantage): 21Alternate Combat Value (Advan-

tage): 43Always Favorable (Advantage for

Probability Alteration): 35Applicability of a Focus: 118Area Of Effect (Advantage): 26,

30, 33, 35, 43, 45Armor: 114Attack Powers: 20Attack Versus Alternate Defense

(Advantage): 43Attaint (Social Combat Talent): 94Auto!re (Advantage): 19, 33,

35, 44Automatons: 114Barrier (Power): 18, 23, 25, 44Based On CON (Limitation): 21,

26, 30Basic Mental Maneuvers: 74-75Berserk (Complication): 51Block (Combat Maneuver): 60Body of a Focus: 116Bolster Con!dence (Social

Combat Talent): 94Bonuses for Psychological

Complications: 54Boost (Power): 22

Breakfall (Skill): 11Cerebral Fencing (style of Mind-

To-Mind Combat): 78Change Environment (Power):

24, 44Characteristic Maxima: 6Characteristics: 6Characteristics (Power): 24Charges (Limitation): 34, 49Choke (Combat Maneuver): 62Clairsentience (Power): 24, 28Classes of beings, Barriers

versus: 22Clever Repartee (Social Combat

Talent): 94Clinging (Power): 24Combat: 61Combat and Adventuring: 56-108Combat done as Skills: 56Combat Luck (Talent): 16Combat Maneuvers

Generally: 0In Mental Combat: 72Telekinesis and: 37

Combat Modi!ersGenerally: 60In Mental Combat: 71

Combat Skills System: 56Commando Psionics (style of

Mind-To-Mind Combat): 78Communication in Social Combat

(style of Mind-To-Mind Combat): 79

Complications: 51-54Composure (COM) (“Social

STUN”): 86Computers: 114CON-based Recovery: 63Con!gurable (Advantage for

Object Creation): 33Constant (Advantage): 19, 35Controlled Effect for Attack

Powers: 20

Copier (Limitation for Object Creation): 33

Costs Endurance (Limitation): 22, 25-26, 28, 36, 42

Countreracts Indirect (Advan-tage): 23

Cumulative (Advantage): 21, 30, 44

Curing disease: 111Damage: 63Damage Negation (Power): 25Damage Over Time (Advantage):

44Danger Sense (Talent): 16Darkness (Power): 25, 44Decreased Re-Use Duration

(Advantage for Probability Alteration): 35

Defense Maneuver (Skill): 11Defense of a Focus: 115Defense Powers: 21Defensive Absorption: 22Defensive Social Combat Value

(DSCV): 85De"ection (Power): 25Delayed Effect (Advantage): 29,

45Deprivation of sleep: 112Desolidi!cation (Power): 25, 39,

41Dimensional (Sense Modi!er): 26Disease: 110Dispel (Power): 25, 44Dive For Cover (Combat

Maneuver): 62Diving: 36Does Knockback (Advantage): 46Double Knockback (Advantage):

46Drain (Power): 26Duplication (Power): 26, 39Effects of Damage: 63EGO Roll Recovery: 63Encumbrance (Combat Modi-

!er): 62

Endurance: 68Englobing targets with Barrier: 23Enhanced Senses (Power): 26,

28Enraged/Berserk (Complication):

51Entangle (Power): 18, 26, 44Entering Combat: 56Entering Mental Combat: 69Environment: 110-15Equipment: 114-22Expanded Focus Rules: 115Focus (Limitation): 115Extra Time (Limitation): 27Extradimensional Space (Power):

27Falling: 110Fighting: 56Fighting Skills: 57Flash (Power): 28, 44Gates: 37-38Gestures (Limitation): 49Grab (Combat Maneuver): 61Grab By (Combat Maneuver): 61Growth (Power): 29Hand-To-Hand Attack (Power): 29Haymaker (Combat Maneuver):

61Healing (Power): 28, 45Hit Locations, Auto!re and: 44Illness: 110Images (Power): 29, 45Impenetrable (Advantage): 46Incantations (Limitation): 49Increased Re-Use Duration

(Limitation for Probability Alteration): 35

Intimidation (Skill): 84Introduction: 4Invisibility (Power): 29Invisible Power Effects (Advan-

tage): 35, 42Irresistible Knockback: 46Killing Attack (Power): 29

Page 8: The HERO System 6th Edition II - Warehouse 23 · 4 Introduction Hero System 6th Edition INTRODUCTION I f thereÕs any one fact about die-hard HERO System fans that tends to be true,

The Hero System Advanced Player’s Guide � Index 123W Knockback, Irresistible Weapons X

Knockback, Irresistible: 46Known Search (Limitation for

Telepathy): 37Kokorojutsu (style of Mind-To-

Mind Combat): 78Life Support (Power): 39Limitations: 49-50Limited Access (Limitation for

Extradimensional Space): 28Limited Area (Limitation for Time

Stop and Replay): 39, 42Limited Contents (Limitation for

Extradimensional Space): 28Limited Power (Limitation): 30Limited SPD: 8Limited Type Of Objects (Limita-

tion for Object Creation): 34Limited Weight (Limitation for

Extradimensional Space): 28Linked (Limitation): 19, 49Long-Lasting (Adder for Change

Environment): 24Luck (Power): 30Manipulation (Skill): 84Martial Arts (Skill): 14Mass of a Focus: 117Megascale (Advantage): 33, 46Mental Combat: 69Mental Combat Styles: 78Mental Damage: 73Mental Fighting: 69Mental Illusions (Power): 31, 45Mental Powers: 21Mind Control (Power): 31, 45Mind Link (Power): 31Mind Scan (Power): 31, 45Mind-To-Mind Combat: 73Mind Zone, the: 108Misdirection (Social Combat

Talent): 95Movement Powers: 21Multiform (Power): 31Multiple Absorption (Advantage):

22Multiple Attack: 62Mystic (Or Astral) Zone, the: 108Naked Advantages: 43Object Creation (Power): 32Objects, large, attacking/

destroying: 113Offensive Social Combat Value

(OSCV): 85Other Combat Rules & Effects: 67Outdrawing one’s opponent: 67Penalty Skill Levels (Skill): 14Penetrating (Advantage): 46

Penetrative (Sense Modi!er): 24-25

Perceivable (Limitation): 40Perception (as a Characteristic or

Skill): 6-7Persistent (Advantage): 46Personal Immunity (Advantage):

42, 47Player Characters, involvement in

Social Combat: 83Position Shift (Adder): 21Power (Skill): 14Powers: 18-42Probability Alteration (Power): 34Psionic (-#) (Limitation): 49Psychological Complication

(Complication): 53Pushing: 68Quality of Skills: 10Ranged (Advantage): 33Rapid Recovery (Power): 63Realness of a Focus: 120Recovering from being Knocked

Out: 63Reduces STR (Advantage for

Entangles): 27Re"ection (Power): 35Regeneration (Power): 35Replay (Power): 40Replay Immunity (Advantage for

Replay): 41Requires A Skill Roll (Limitation):

31, 33Requires Multiple Charges (Limi-

tation): 50Resistant (Advantage): 21Resistant Protection (Power): 36Restricted Lifespan (Limitation for

Object Creation): 34Running (Power): 36Savoir Faire (“Social Recovery”):

86Score A Point (Social Combat

Talent): 95Secondary SPD: 8Seishinjutsu (style of Mind-To-

Mind Combat): 78Separate Physical State (Advan-

tage for Multiform): 31Shields: 114Showdowns: 67Side Effects (Limitation): 31Simpli!ed Mental Combat: 72Size of a Focus: 116Skill Dif!culty: 9Skill Quality: 10

Skill Social Combat (system of Social Combat): 83

Skill Values (SVs): 9Skills: 9-15Skills (Power): 36Skills done like combat: 9-10Sleep: 112Slow Time (Limitation for Time

Stop): 40Social Combat: 79-96Social Combat Maneuvers

(system of Social Combat): 85Social Con!dence (Social Combat

Talent): 96Social Defense (SD): 85Speed (Characteristic): 8Speed Zone, The: 97-108Sticky (Advantage): 30Strength (Characteristic): 6-7Strength Table, Expanded: 7Stretching (Power): 36Summon (Power): 33, 36Suppress (Power): 26Swimming (Power): 36Takes No Stun (Power): 36Taking Damage: 63Talent Social Combat (system of

Social Combat): 93Talents: 16Target Size (Combat Modi!er): 60Telekinesis (Power): 23, 37, 45Telepathy (Power): 37, 45Teleportation (Power): 37Throw (Combat Maneuver): 62Time Limit (Advantage): 30, 47Time Powers : 38Time Stop (Power): 38, 41Transdimensional (Advantage):

28, 39Transform (Power): 33, 42, 45Trigger (Advantage): 29, 47Trip (Combat Maneuver): 62Tunneling (Power): 42Two-Weapon Fighting (Skill): 14Two-Way Transparent (Advantage

for Barrier): 23Uncontrolled (Advantage): 47Unfamiliar Weapon (Combat

Modi!er): 60Uni!ed Power (Limitation): 50Universal Orator (Talent): 16Universal Translator (Talent): 16Unruf"ed (Social Combat Talent):

96Usable As [Second Mode OI

Movement] (Advantage): 47

Usable On Others (Advantage): 21, 30, 35, 39, 45, 47

Variable Advantage (Advantage): 30, 48

Variable Effect (Advantage): 19Variable Limitations (Limitation):

50Variable Special Effects (Advan-

tage): 30Voice, Flashing: 28Vulnerability (Complication): 25,

54Weapon Familiarity (Skill): 14Weapons: 114