Origin Superhero Abilities
Adhesive Mobility: You can effortlessly adhere to most physical objects and surfaces nimbly enough that you can effectively walk or run up walls and ceilings as if they were level ground, using as much or as little as your body surface as makes sense. For example, you could simply hang from a surface with one hand or lie across a wall for maximum surface contact. In addition, you rarely drop objects, and others can't easily take objects away from you; your tasks related to retaining your grip on an object are eased. Enabler. Amazing Invulnerability: Choose one kind of energy such as cold, electricity, fire, psychic, radiation, and so on. You reduce the severity of wounds you take from this energy by three steps (major, moderate, and minor to none). You can’t become invulnerable to kinetic energy using this ability. You can use this ability to become invulnerable to damaging magic blasts (but not magical effects that aren’t basedondamage,suchasmindcontrolortelekinesis).Enabler. Amazing Tools: You have a utility belt, supersuit, or other device that provides you with a useful
effect when you need it. Pick a low-power manifest cypher accessed through this device.You can activate the device as an action, costing 2 Intellect. The chosen ability does not count toward your cypher limit. Unlike whenusing a cypher, you do not lose this ability after activating it. Whenever you make a ten-hour recovery, you can change which cypher you’ve incorporated into this device. If you lose your device, you can (depending on your skill) craft a replacement or arrange forone to be made for you, requiring 1d6 days of concerted effort. Enabler. Armored Body (rank 2+): You are very resistant to damage due to your bodybeing composed of rock or metal, your incredibletoughness, or a similar reason. You ignoreminor wounds. You can take an additional moderate woundand major wound. Enabler. Astonishing Teleport: You can instantly teleport anywhere you can see or that you knowexists. As a First action, you can teleport to a location within immediate range and then can take another First action, such as attacking with a light weapon or opening a door (the teleportation happens before the First action, not the otherway around). You can take an action, then teleport within shortrange as an extra action on your turn. As a Last action, you can teleport to a location within long range. Firstaction,action,orLastaction.
Extra Action on Your Turn, page (ref)
Awesome Force Field: An invisible force field surrounds you, lasting until you make a ten-minuteor longer recovery. This allows you to try blocking attacks with an eased Intellectdefense roll instead ofa Might defense roll; if you succeed, you reduce the severity of the wound by one step. If the blocked
attack would still inflict a wound, you can spend 5 Intellect to completely negate it, shattering your force fielduntilyournextturn. Effort: Create a level 6 force field up to a short distance away that is identical to a force field cypher, lasting until you make a ten-minute or longer recovery.You can have more than one such force field active at a time, but each one beyond the first requires you to use an additional level of Effort to activate it (two levels for a second force field, and so on). Your personal force field doesn’t count toward this total. Action.
[!info] You can always end one of your abilities with an ongoing effect as an extra action on your turn, at no cost.
Duplicate (2+ Might): You causea temporary instance of yourself to appear at any point you can see within shortrange. It persists until you use aten-minute or longerrecovery. The instance is a level2 follower that appears with copies of your clothing and equipment (minus any cyphers and artifacts)and has all your memories. The instance obeys your commands and does as you direct. The instance dissipates earlier if you dismiss it as an extra action on your turn, if you use this ability again, or if they are killed. When the instance disappears, any clothing or equipment they appearedwith also vanishes, and any new equipment they acquired remains behind. Each time an instance is killed, you take a moderate wound. Normally, you can only have one instance at a time; creating a second makes the first one disappear. However, each level of Effort you apply when first using this ability Effort: Spawn one additional duplicate of yourself, which is simultaneously active with the normal duplicatefromthisability;eachduplicatecanbeindividuallydismissedasanextraactiononyourturn. Increase the level ofone of your duplicates by 1.
Action to initiate. Extraordinary Leap: When you move,instead of walking or running you can jump up, down, or across to anywhere you choose within long range if you have a clear and unobstructed path to that location. For example, you could jump to the top of a ten-story building or down to the ground from the top of that building. If you do nothing but jump for three actions in a row, you can go farther with each leap until you’re jumping a verylong distance each round, effectively moving at around 55 milesper hour (88 kph) forup to about ten minutes. Enabler. Fantastic Armament: You have a weapon, either mystical or technological in nature. You can freely use this weapon. Work with your GM to determine its origin, its history, and whether it’s a ranged or melee weapon. You wield this weapon as a medium weapon that inflicts an additional +2 damage. Your weapon also has one power of its own. Choose an ability from thelow-power or medium- power manifest cypher table. You can use that power as your action, costing 3 Intellect if it’s alow- power ability or 5 Intellect if it’s a medium-power ability. If you lose your weapon, you can (depending on your skill) craft a replacement or arrange for one to be made for you, requiring 1d6 days of concerted effort. Enabler.
Low-Power Manifest Cyphers, page (ref) Medium-Power Manifest Cyphers, page (ref)
Fantastic Vehicle: You have a vehicle,either mystical or technological in nature, that you can freely use.WorkwithyourGMtodeterminewhetherit’saflyingvehicle,aburrowingvehicle,alandvehicle,a watercraft, or something else. Your vehicle can comfortably carry youand up to six other creatures of your size. Your vehicle also has one power of its own. Choose an ability from the low-power or medium-power manifest cypher table. You can use that power as your action, costing 3 Intellect if it’s a low-power ability or 5 Intellect if it’s a medium-power ability. If you lose your vehicle, you can (depending onyour skill) craft a replacement or arrange for one to be made for you, requiring 1d6 days of concerted effort. Enabler. Incredible Instinct: If you are attacked by surprise, whether by a creature, a device,or simply an environmental hazard (such as poison gas from a vent), you move an immediate distance before the attack occurs. If moving prevents the attack,you aresafe. If the attack can still potentially affect you (the attacking creature can move to keep pace, theattackfills an area too big to escape, and so on), your defense against it is eased. When you roll for initiativeand your roll is less than a 9, treat the roll as a 9. (This means youdon’t get a GM intrusion if you roll a 1.) Effort: Increase the minimum number rolled for this ability by 3. At tier 3, the minimum number rolledfor this ability increases to 12. Enabler. Incredible Velocity: You can move a long distance as a First action (instead of moving onlyan immediate distance as aFirst action). Alternatively,youcantakeanaction,thenmoveashortdistanceaspartofyourturn(insteadof only an immediate distance).
If you do nothing but move for three actions in a row, you accelerate greatly andcan move up to 700 miles per hour(1,100 kph) for up to about ten minutes. Enabler. Intangible: You (including your clothing and equipment) can pass through physical barriers of up to level 5 at a rate of 3 feet (1 m) per round as your action. You can perceive while phasedwithin a barrier or object, whichallows you to peek through walls. You can’t pass through energy barriers. In addition, you could take an action, and instead of moving up to an immediate distance afterward, you can phase through a physical barrier. (You can’t use this ability as a First action.) Effort: Increase the maximum level of the barrier you can pass through by 1. Use the ability as an enabler to ease your dodge defense roll against an attack by one step. Action; enabler if used defensively. Invisible Knack: When you wish, you (including your clothing and equipment) becomes invisible. The effect ends if you do something to reveal your presence or position—attacking, using an ability, moving a large object, and so on—but you can become invisible again on yournext turn. If you use an action, you can confer the invisibility effect on a creature or object you touch instead of,orin addition to, yourself. This invisibilitylasts until the affected targetdoes something to reveal their presence, the object is struck or forcibly moved, or they or you use a ten-minute or longer recovery. Effort: Affect a creature or object within long range insteadof touch range. Enablerforyourself;actionforanothercreatureorobject.
Making an unwilling creature invisible requires an Intellect attack roll.
An invisible character’s attack is eased by two steps. Attacks on an invisible character are hindered by four steps or are nearly impossible if the attackerhas no idea where they might be. Modifying Attack and Defense, page (ref)
Power Cypher Use: You can bear one additional cypher or power boost cypher at a time. Enabler. PowerfulBlast:Youcanemitalong-rangeblastofenergyinflicting4damagewithasuccessful attack roll, or 6 points if you use a Last action to attack. Work with your GM to determine the type of energy comprising your blast (cold, electricity, fire, and so on). Action or Last action. Regenerative Healing: Your healing factor is constantlyat work, healing your wounds automatically without requiring your will or actions. You automatically heal one minor wound each round. If you have no minor wounds, you can heal one moderate wound each round if youspend 2 Might to do so. If you have no minor or moderate wounds, you can heal onemajor wound each minute if you spend 5 Might to do so. If you would be killed by wounds, your regeneration keeps you alive ifyou have at least5 Might to spend on healing amajor wound. You decide whether or not to spend Might to heal a wound, even ifyou are unconscious or unable to take actions. (In other words, youdon’t have to spend Might to heal if you don’t want to.) Enabler. Shrink: Your size proportionally decreases to a height of 1inch (3 cm) until you use a ten-minute or longer recovery. Your clothing and equipment changes size with you. While small, you add 7 points to your Speed Pool and add +2 to your Speed Edge. While you are this small, your dodge and stealth tasks are eased by two steps and your movement speed is one-tenth normal; your melee attacks still inflict normal damage because the force is concentrated in a very small area. Each time you use Shrink, the Might cost increases by 1. The cost returns to 1 after you take a recovery. First action; enabler to use again to remain shrunken.
Skill Exemplar: You are among the best of the best when it comes to your area of expertise. Choose one skill that you are trained or specialized in (other than an attack skill or defense skill), such as healing, athletics, stealth, physics, pickpocketing, hacking, gymnastics, and so on.When you roll for this skill and your roll is lessthan a 15, treat the roll as a15. (This means you don’t get a GM intrusion if you roll a 1.) Effort: Increase the minimum number rolled for this ability by 3. At tier 3, the minimum number rolledfor this ability increases to 18. Enabler. Stretchy: Your body is elastic and rubbery, granting you the following benefits. You can take an extramoderate wound. As your action, you can stretch and reshape your body and limbs thin enough to easily pull free from mundane bindings, or squeeze through a tight spot as small as half an inch (1 cm) in diameter. You can stretch your arms up to a long distance, allowing you to touch, grab,or interact with anything you can see as if you were standing next to it and could use your hands normally. You can attempt to grab a creature as an eased attack by enveloping yourself around them or wrappingthem in extra lengths of your stretchy limbs. If youhit, you prevent them from moving on their turn, and their physical attacks are hindered. If they try to escape, you must succeed at a Might task to maintain your grip. As your action, you can automatically inflict4 damage to agrabbed target by squeezing them. Enabler. SuperheroVersatility:Gain12Poolpoints,dividingthemamongyourPoolsasyouwish.Enabler. Team-Up Ally: Youhavean NPC ally who is a level 4 superhero. They have one ability from the Origin Superhero Abilities list (other than Team-Up Ally) and the modifications of a level 4 follower. You and your GMmust work out their name, appearance, and personality, and how their superhero ability works as an NPC ability. (Alternatively, your ally could be an unusual super-powered pet, such as
a tiny dragon from an alternate dimension,a strange alien techno-organicbeing,orsomething else unexpected.) Anytime you wish to have your ally accompany you on an outing, your GM decides if they’re available, depending on circumstances, and you must succeed at a difficulty 2 persuasion task. If your ally is supposedly killed, they were actually only knocked unconsciousor severely hurt. They can be restored using your resource points plus several weeks of care you arrange or provide. Enabler.
A Team-Up Ally is an independent hero, not a follower.
Followers, page (ref) Restore Follower, page (ref) Telepathic Prodigy: You can speak telepathically with a creature within long range. Communication
is two-way, but the other party must be willing and able to communicate. Youdon’t have to see the target, but you must know that theyare within range. Effort: Read an unwilling creature’s surface thoughts if you succeed at an Intellect task againstthem; this also allows you to telepathically speak to them even if they don’t want to listen, and lasts until you use a ten-minute or longer recovery. Enabler. Unbelievable Transformation: Your body physically changes fromits base state, allowing you to alter your posture, voice, hair, skin, features, and size (up or down by an apparent 50 percent). You can even change the clothing and equipment you appear to wear or carry; however, these are actually part ofyouand,assuch,havelimitedfunctionality. You can choose random features or adopt the appearance of a specific individual you’ve spent at
least one minute carefully studying within short range. Effectively, you don’t needa disguise kit to attempt a disguise, nor do you require the minute or more it normally takes to apply a mundane disguise. If thisdisguise comes under direct scrutiny or challenge, you gain two additional assets to your disguise task to maintain the deception. Lastaction.
Disguise, page (ref)
Uncanny Flight: You can fly up to a long distance each round. You have fine control over your flight and can hover in place if you wish or attempt to perform complicated flightmaneuvers. You can carry a creature your size or smaller (or possibly much more, dependingon your strength). Enabler. Unyielding Shield: You carry a nearly unbreakable shield. If it takes a major wound for you, instead of it being destroyed, you lose your nextturn from the force traveling through the shield (or the GM may instead trigger a GM intrusion). Whenever you take a recovery, remove all minor and moderate wounds from the shield. You can freely use the shield in one hand as a light melee weapon. You can throw your shield as a short-range light weapon. Whether the thrown shield hits or misses, you can attempt a difficulty 2 Speed task for it to bounce back to your grasp. Effort: A successful hit with the shield also hinders the target for oneround. If you lose your shield, you can (depending on your skill) craft a replacement or arrangefor one to be made for you, requiring 1d6 days of concerted effort. Enabler.
If you fail to catch your rebounding shield, it probably lands (or is stuck in something) ashort distance from you.