|SUPERNATURAL ABILITIES ARSENAL
and COMPENDIUM of
FANTASTIC PULP FICTION CONVENTIONS
A perfectly good set of powers and skills could be created by simply going through the dictionary
and defining all of the verbs in game terms. Combinations of powers could be constructed by
connecting verbs together or changing the tenses. We have not done that. Instead our intention is
to cleave as close to the source material as possible and describe the various extraordinary
abilities as they appeared in fantastic genre fiction. There is a bit of overlap to the powers, with
some powers being redundant to others. If there is an actual continuum of these abilities, we have
not defined it. Other than meeting a minimum level to link a basestat to, few powers have any
qualification or are a part of a hierarchy of abilities. All of the powers are whole and independently
functioning. With rare exception, the use of one power in no way precludes the use of another.
All powers must be linked, or attributed, to an aspect of the character. Our selection of basestats
account for these various aspects. In game terms, the power comes from the basestat and shares
its overall power level. Establishing the underlying power level is the only utility that this attribution
performs. A high basestat level can also impact the power’s allocation point cost.
Not all powers are created equal. Some are merely rare talents. A few powers temporarily boost
basestats or provide some fleeting advantage. Although it is not the intention of our design for
there to be set ‘builds’ in this game, the bonuses conveyed by one ability will stack (add to) those
granted by others. The majority of our abilities are commonly referenced, though amazing,
character features, such as the ability to fly or read minds or hurl lightning bolts. Then there are the
conglomerate concepts, noted in our game as ‘Ability Suites’ which are supernatural careers unto
themselves. Since the abilities vary in terms of quality and magnitude, we have assigned them
different allocation point costs.
In this section we will provide the players and the judge with a quick reference to all of the abilities
which have been defined in game terms. All of the listings follow the rules set out in this section.
Following is an example of our format and an explanation of game terms.
A description of what the ability is supposed to simulate, how it functions, examples of its use in character
descriptions or genre literature. A short history of the ability’s origins in literature.
Base Cost: the ability’s cost in allocation points Min Link: a Basestat level from Good to Omega Suggested
Link: Three Assigned Basestats Ability Type: Game Mechanics description of how the power can be applied
Ability Class: A worded designation disclosing the power’s utility. Equipment Discount: Percentage of
discount and the conditions in which it may be allowed. Other Provisions: Usually a listing of other abilities
that may be related or required.
Attributes: Describes the power’s functions in game terms. Discloses bonuses to Derived Basestats, such as
additions to HTK, STUN, MPS and REC.
- Bullet points may explain the power’s individual functions. Other functions may be listed under their
Own Bold Headings.
In some listings on this website, the individual points may simply be indented and spaced out.
- Bullet points, numbers or letters may be used to describe power attributes, such as Range, Damage
caused or Duration.
- Powers may also have listings for Power Additions or Options. These usually involve extra character
allocation point expenditure.
- Some powers have Alternative Powers listed with them. These are separate abilities, related in some
way to the core listing.
Activation: Only some powers have activation requirements. This line would explain the conditions on the
power’s deployment and indicate under what time frame the odds of activating the power are governed by.
Typically states that the power is bound to a cycle of 24-hours.
- Bullet points may describe what triggers the activation of the power.
- Bullet points may also disclose the type of stunt roll required to activate the ability, such as ‘First
attempted application Double Ones Roll.’
Power Name: What the power is generally known as. We have attempted to give the powers designations
which closely resemble their function, although some of them come off as garage band names. At times we
are bound by what the ability has been called in the literature, especially in the case of the defined PSYCHIC
POWERS. And we have occasionally resorted to Gamer Shorthand, such as with the listing for NRG BLAST.
The game uses ‘NRG’ as shorthand for Energy.
Base Cost: This is the number of Character Allocation points required to account for possession of this
ability. This cost may be added to by increasing the power’s attributes. Typical additions would be for extra
Range or Damage inflicted.
- Base Cost may scale up depending on the level of the basestat the power is linked to. This is generally
expressed as ‘Base Cost: 25 plus SAVE’ or ‘Base Cost: 40 plus ACT’. This means that the SAVE Total
or ACT Value in points are added to the cost.
- Occasionally the base cost will reference a multiple, such as ‘Base Cost 25 plus Double SAVE’. This
indicates that a multiple of either the ACT or SAVE should be added to the number when factoring the
EXAMPLE: Nat has the power NRG BLAST which he has linked to his CON basestat of Mutant level
(ACT 10 SAVE 35). The listing for NRG BLAST reads ‘Base Cost: 20 plus SAVE’ which means that
the power’s allocation cost is 20 + 35 = 55 points.
Min Level: The minimum level required for a basestat to be linked to this ability. The basestat must be this
level or greater. The abilities are an expression of various extraordinary character attributes. All listed abilities
are at least somewhat unusual. Abilities rated from Good to Heroic are ones that a normal, though exceptional
person could be endowed with. Abilities requiring a Mutant or higher level are ones that no normal person
would possess. This door bouncer ranking is necessary for game balance.
Suggested Link: Any power can be linked to any basestat, provided that the basestat is at least the minimum
level. Our suggested links are optional, included to give the judge or player a possible guideline on a power by
power basis. Listed are the first three basestats which the designer believes apply to the ability. All abilities
need to be linked to a basestat. You may generally link an ability to only one basestat.
|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 types are At Whim, At Will, Innate,
Limited and Triggered.
Ability Class: A general indication of what the ability is useful for. All abilities have a focus, an application, a
primary utility. The classes are Ability Suite, Attack, Bonus, Control, Creative, Defense, Family of
Abilities, Fantastic Forms, Feat, Information and Travel Power.
Ability Types and Ability Classes: Explained in the Abilities Indexes listing.