ABILITY INDEXES
We have compiled several listings of the abilities for ease of use. The abilities are listed
per specific Ability Type and Ability Class, as well as a comprehensive alphabetical index.
Click the highlighted heading to be taken to the listing.
Ability Type: Describes how the ability is generally applied. Is it always on or do you turn it off
and on—and then how many times in a given span of time may you do so? The following are the
defined types:
At Whim: Power is not always on, but activates on a hair trigger or like a blink reflex. Powers of this
type may be applied at any time during the action—before, during or after the character’s initiative order
in the action. This is a rare and special property endowed to only a select number of abilities, magic
elements and power functions.
At Will: This is the default mode for our abilities. You can use the abilities as much as you want, but
they are not always on.  In general, you may deploy the ability once per action. Most abilities are listed as
At Will. In combat, the power activates on the character’s initiative. They are slower to activate than At
Whim abilities. This is more a listing of standard, unconditional abilities than it is a grouping of powers
that have anything in common.
Innate: Ability is considered to be always on. If deployable as an attack, these abilities go off on
initiative order as per an At Will power. Most abilities of this nature are defenses, such as ARMOR or
INVULNERABLE. Such defenses always function, regardless of the character’s initiative or activity
status.
Limited: These are abilities of declining utility. They work nearly automatically the first time.  Abilities
in this class are restricted to so many attempted deployments over a specific time frame.  The chance of
successfully activating the ability decreases during the time period specified. Most require an activation
roll. Limited abilities otherwise deploy on the character’s initiative during an action. Limited abilities may
also require the successful completion of some sort of activity.
Triggered: Some condition outside of the user’s direct control creates the circumstances necessary
for the activation of this ability.
You cannot sense danger when there is no danger present. Most triggered
abilities could also be considered of the Limited type in some sense.
Ability Class: A general indication of what the ability is useful for. All abilities have a focus, an
application, a primary utility. We have classified our abilities as follows
Ability Suite: An assortment of supernatural functions all relating to a single theme.  Although we do
not have set classes in this game, we do have quick set ups for certain character archetypes. The suites
themselves can be broadly defined, such as MOLECULAR CONTROL, which could apply to ghosts,
robots and super speedsters, or narrowly, as in the case of UTILITY BELT, which is a stock trope
common to comic book and pulp heroes.
Attack: Ability is primarily a weapon, a means to cause bodily damage or impairment
Bonus: Ability bestows a bonus to derived basestats, such as DEFL, REC or MPS. It may also provide
Conditional Advantage to certain stunt rolls, increasing the likelihood of success with certain stunts. It
may also create or boost a basestat level for the performance of certain tasks
.
Control: Power focus is in the control of people, places, things, time or the nature of reality.
Creative: This is an imagination ability. Most focus on the custom creation of an effect or producing
things out of thin air.
Defenses: Ability is focused on the user’s personal protection. Most defenses would also qualify as
Bonuses or Feats.
Family of Abilities: These listings contain a number of separate powers, related either by theme or
game mechanics. Usually the character will only allocate for one ability within the family.
Fantastic Forms: An ability intrinsic to the character’s body, generally detailing an extraordinary
physical function.
Feat: Possession of a unique trait or advantage. It may describe several functions attributed to the same
ability. It can indicate capability in a narrowly defined grouping of activities. This listing can also relate to
ownership of special equipment or any ability which does not quite fit into our other classifications. In
previous editions we referred to abilities in this class as Minor Powers.
Information: Primarily psychic powers or abilities conveying enhanced perception. Provides
directions or context or advice or details.
Travel Powers: Fantastic methods of getting from one place to another. Travel powers may have
some other applications, but they are primarily a method of transportation.
Note: If this is your first time through the game, it is probably more useful to browse our listings by
Ability Class than Ability Type. Or you can take the grand tour through the alphabetical listings. Once you
have a good feel for what we have to offer, read through the
Advanced Character Dynamics listing.
ALPHABETICAL LISTING OF SUPERNATURAL ABILITIES
A-B
C-D
E-F-G
H-I-J-K-L
M-N
O-P-Q-R
S
T-U-V-W-X-Y-Z
Each ability listing has a short description: Our single sentence power descriptions are meant to augment
or clarify the ability’s name. And it’s sort of an advertising pitch. They are there for quick reference,
something that can be compared to the character concept.

What is in the Index: All of the listed powers and their alternatives. Most of the abilities found in PSYCHIC
POWERS. All of the Judge’s Genre Trope Reference units.

Not in the Index: Functions of individual abilities. Individual CONDITIONAL DIVINATION ABILITIES,
which are in the PSYCHIC POWERS listing. Individual SUPER SENSES. TRICK WEAPON functions.
MAGIC POWERS elements. Both TRICK WEAPON and MAGIC POWERS have elements which can be
allocated for as independently functioning powers, but are located in separate indexes with their listings.  The
various types of SUPERCAR and UNITILE are not listed.

IT’S THERE. If the power that you have clicked to see is not at the top of the page, scroll down. Many
powers are ALTERNATIVE listings, which are derived from the same mechanics or general theme as the core
power described. These Alternative powers will be found on the bottom of the page or on the continued pages
.