· 8 years ago · May 05, 2018, 06:04 AM
1EXTRAORDINARY TRAITS
2
3There are many paths to greatness in the Free Universe - those who wield mystic energies, those who hone their natural gifts and skills to seemingly impossible heights, those with luck and pluck, those who are able to express their thoughts as reality - as one of those people of extraordinary talents, you are able to decide what makes you stand out in this world of wonders.
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5
6You may choose a single trait and gain access to its related subtable, as well as 1000 Gimmick Points to spend in that table. You may optionally choose 2 traits with 500 Gimmick Points per subtable to spend instead. Choose wisely, as you cannot buy Trait perks without having the subtable unlocked, and Extraordinary Trait perks are undiscounted.
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8Mutant: You have gained a superhuman biology, able to perform feats that only those with superior bodies could. Like a force of nature, your very form has inherent abilities and advantages. You may be a literal mutant, your body may have been changed by some outside force, or in the case of outsiders and artificials this could just demonstrate a heritage of power and majesty.
9
10Psionic: Mind over matter has become a literal reality for you - you are able to use your mind to perform miraculous acts, such as reaching out to the minds of others, or using mere thoughts to shatter stone and shape fire. You may be the next step in the evolution of life, a font of some alien dimension, or simply so strong willed that you can transform “wishes†to “action.â€
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12Bionic: Either wholly in part, you are metal and machinery, crafted and created in order to make you a powerful machine for whatever ends you turn this power towards - utilizing the hands of science as your strength! You might’ve been created by some scientist, rebuilt from a broken human body, or willingly embraced your flesh as iron- but it does not change the truth that your steel has made you mighty.
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14Paragon: There are powers untapped in the mind and body of the ordinary person, that are only locked behind intense conditioning and dedication. Either through concentrated efforts of training, some manner of outside “awakening†of your latent potential, honing natural talents, or simply through hard-earned experience, these powers that to some would be called superhuman are in your grasp.
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16Mystical: There are powerful, wild, magical energies and entities of great mystery that course through the Free Universe underneath the visible world - like hidden veins of arcane might. Through study, whispered secrets or a bloodline of sorcery you are able to tap into the veins of magic - calling up power from the ether to make impossible things happen.
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18Hardware(Alternative Choice - does not count as an Extraordinary Trait, and cannot be taken as a Primary for Artificials/Outsiders): Maybe you don’t feel that you need extraordinary abilities, you just need a lot of good tools, weapons and some trustworthy followers. If you feel that way, you can pick this in lieu of an Extraordinary Trait, turning the Gimmick Points that would have been available in that Table into double that value in Hardware Points instead, to be spent on customized gear. For example, if you chose to take this instead of another trait with 1000 Gimmick Points in it, it would give you 2000 Hardware Points to spend. Similarly, taking this as a 500 Gimmick Point “Secondary†Extraordinary trait gives you 1000 Hardware Points to spend instead.
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21Perks
22Undiscounted
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24When Suddenly!(500): You must have a rather interesting backstory. With a purchase of this, you may select a new Extraordinary Trait table to access with 400 Gimmick Points to spend in that table only.
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26Empowered!(100): With each purchase of this perk, you may add 100 Gimmick Points to a single Extraordinary Trait you possess - you cannot add Gimmick Points to an Extraordinary Trait table you didn’t pick earlier, or with “When Suddenly!â€
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28Free Agent
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30Rough and Tumble(100): You might not be trained in any fancy fighting techniques but you’ve learnt what it takes to survive on the streets. You’re a whiz when it comes to rough and ready combat - having a pretty good knowledge on how to pick up and use random objects as weapons, strike below the belt, and hit people in ways they don’t expect. It’s an improvised kind of fighting style, but it’s a collection of tricks that keep you alive when the broken glass comes out.
31
32Crazy Talk(200): There are people who wield words and charm with the fine precision of a surgeon. You are not one of these people, but you’ve got something that works just as well - if not better. You’ve got a fast-talking, confusing and whirling kind of charisma to you...able to talk in circles and send people on a wild goose chase for what you actually mean - enough that they might just agree to save face. Not that it’s your only way of manipulating people’s little quirks in social situations, you got a way of picking at people’s vanities and need to cover their insecurities to make them dance to your tune. Just be careful if you’re talking to someone who knows what you’re doing, it’s a whole lot of smoke and mirrors verbally to make these tricks work.
33
34Here Goes Everything(400): Sometimes you don’t have the prep time needed to make a perfect plan - but plans are overrated anyways, after all. You can’t predict the future(normally) and plans break down. The presumptuous man plans. The truly wise man steers. Your ability to think on your feet truly makes you wise, as you can come up with quick and clever plans on the fly to sudden new problems, able to take in and address chaotic factors with amazing ease.
35
36The Adventures of Jumper!(600): It’s like you’re the star of some series of dime novels, eh? You’ll find that your life’s about to get interesting in the best of ways, even if it can be a little chaotic. For one thing, you’ll see from here on out that it’s going to be hard to put you down normally - you got what some would call “plot armorâ€, that is to say you’re not liable to go down anticlimactically anytime soon. If you die, it’s gonna be in a blaze of glory - or cause you made a big, big mistake. Random chance isn’t your enemy, anymore. Cruel lady fate seems to have a soft spot for you, cause beyond that you’ll see that even in the deadliest situations there’s always some kind of out presented to you - it might be a slim chance, but even 10% shot at coming out like roses is better than a 0% chance, right? Plus, in the course of your adventures you’ll always be able to get something out of it, even shiny new tricks to help you even the odds. With all this luck, you might have to edit your memoirs just to make sure they don’t sound like some overdone pulp!
37
38Artificial
39
40If I Only Had the Heart(100): A problem those of your kind often run into is that for all your inner good intentions, your exterior differences often lead to heartbreak and isolation. But, from here on out, you’ll find that you can overcome your differences and reach out to others. Even as a strange machine, genetic aberration or a golem created from the stitched corpses of convicted men, you’ll find that your nature as an artificial being won’t keep you from making a friend.
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42I Am Not a Gun(200): You are yourself - even if you were created for some end or as a tool of some agenda, you can overcome the urges and designs of your creation and show that you are not an object to be used, you are a living being! This generally makes you more willful and harder to corrupt or forcibly order.
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44I Ought to Be Thy Adam(400): The line between a doomed hybrid or mutant and a viable kind of living creature is the ability to reproduce. You have begun the work to become a people of your own... You are able to create creatures like you, that is to say - you can create new life with the abilities from your Primary Extraordinary Trait, replicating the choices you made there in your new kin. You will have to make this an artificial process, however. If you are not an artificial, you may instead choose an Extraordinary Trait with a 1500 Gimmick Point budget, and “create†the template from which all of your new living creations are based on and benefit from! Just be wary, the tale of Frankenstein and his Adam went only slightly better here, and even then the creator was cast down in despair for abusing his creation.
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46The Modular Man(600): Perhaps it is the result of your artificial origins, but you’re much less strict about how your form needs to be shaped or what it needs to operate - as well as being less likely to reject helpful new capabilities. Your body is much more modular and accepting to new “upgrades†and changes, such as enchantments, biological implants, or even completely hotswapping new bodyparts! How this manifests is up to you, and based on your Primary Extraordinary Trait, but it is acutely useful when you’ll need to adapt to a new situation. Take evolution into your own hands.
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48Outsider
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50From Another World(Restricted, Free): As an outsider, your heritage has given you an array of useful traits even before anything that anyone would call an Extraordinary one. You may choose a single Morph and a single Conditioning, to represent the basic makeup of your bodily form and the conditions under which your kind thrived. In addition, you can decide from here to make some, none or all of your Primary Extraordinary Trait build part of your biology - and thus available to others of your kind. Make a species of supermen or be a mutant even by their standards - your choice! Do take this into consideration as it is likely to change how you and your kind are viewed in the larger world - and do keep in mind that until the Unlimited Heroes era, Outsiders are likely to draw attention unless they are very close to human on Earth.
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54Morph
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56Humanoid: The symmetrical one-headed one-nosed biped we all know and love, this form is rather widespread among worlds that interact with earth.
57This morph can easily be diverged from with a few features, however - you can easily decide the body size/height, shapes, range of skin/eye colors and any or all of the following small features - or any others like it as long as they don’t infringe on the traits given by the other morphs.
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59*Ambidextrous
60*Pointed Ears
61*Double Jointed
62*Ridged skin
63*Enlarged or shrunken extremities(such as larger ears, or small fingers)
64*Enlarged or shrunken internal organs(such as heart, brain, or lungs)
65*Horns
66*Sharp Teeth
67*Unusual Eye Shape
68*Chitinous/Lumpy skin
69*Retractable Claws
70
71In addition, you’ll find that Humanoid morphed outsiders tend to be conventionally fit and healthy in comparison to earthlings humanoids and in some cases very attractive by bipedal standards as well.
72
73Insectoid: Harkening to terran insects, insectoid outsiders are known to have large round eyes, antennae, claw-like hands and feet, no body hair, and a natural exoskeleton. The antennae are additional sensory organs for air vibrations, scent and sound, allowing you to easily pick up what would be lost to earthling senses. You can choose to have a soft exoskeleton that allows you to move quickly while still having the protection of a natural chainmail shirt, or a hard exoskeleton that protects you with the effectiveness of riot gear while limiting your maneuverability. You can determine which terran insect (or mix of such) you resemble, as well as aesthetic choices such as color and patterns of your chitin. You may also choose to be a worm or similarly pliant creature, giving you flexibility and the ability to squeeze through gaps unlike a skeleton’d creature.
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75Amphibian/Aquatic: Presumably hailing from a wet and wild world, Marine-aspected Outsiders often have scaly or smooth skin, webbed hands and feet a blowhole or gills. Amphibians can hold their breath underwater for 20 minutes and often swim much faster than they can run, able to survive a couple of hundred feet under the surface of the ocean while still resisting the water pressure. Fully aquatic Outsiders with gills can breathe underwater indefinitely and are often tougher or thicker than most humans in their hide, swimming at amazing speeds but often moving slowly on land.
76Aquatic Outsiders can survive thousands of feet under the surface of the ocean and not give in to water pressure, as well.
77
78Reptilian: Your choice of ophidian or saurian. Ophidians, the snake morphs, often have flat, wide heads, round eyes, large mouths, prominent fange, long and thing thin necks and limbs, and a slim, pliable body. They’re very quick in comparison to many types of Outsider, and have an ancestral resistance to venom(though less effective unless from a species similar to their ancestors, such as terran snakes.)
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80Saurian outsiders meanwhile are known to be more like lizards such as iguanas in general, with long clawed fingers, leathery or scaly skin, and a tendency towards hot temperatures. Their hide’s an excellent armor, able to turn away claws and knives, and they’re usually strong and hearty in their physical fitness, being able to easily lift two times their body weight as a rule. Those who choose to, may also take on additional weight and a loss in maneuverability for a turtle shell-like armor around their body.
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82Vegetation: An oddity among alien-styled Outsiders, but plentiful as magical beings from arcadian realms and as the creations or children of god-like entities. Vegetative Outsiders are composed of the same essence as Earth plant life. They’re usually harder to meaningfully damage due to lacking vital organs that map to those of animals, and don’t give off heat and thus can evade thermal detection. They also heal twice as fast as humans and draw nourishment from sunlight, water and the minerals - thus generally not needing to eat.
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84Mammal: Drawing from the animal kingdom, Mammalian Outsiders are the most diverse as they can be representative of a single species - such as appearing to be bipedal boars or elephants - or simply be generically animalistic, having a hodgepodge of related traits. To save time, you will be able to choose up to 3 different mammalian creatures from which to draw traits, and it will be your responsibility to extrapolate what these traits could provide to a human sized - or larger - entity.
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86Mineral: Not uncommon as an alien morph, but much more common for “Elementals†and similarly magical Outsiders. Your body is entirely made of a physical element that exists on mundane Earth, such as iron, gold, calcium, sodium, or silicon - providing a body that has no biological weaknesses and is capable of taking advantages of the various properties of that element. Alternatively, you may use a classical element such as fire, water, wood, air, earth, metal, etc.
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88Mechanical: These outsiders are very rare for magical beings but relatively common as aliens, though usually still are prone to having vital components act as “organs†in place of hearts and lungs. However, these Outsiders are immune to being influenced by mesmerism, hypnotism, and by psionic abilities that impact the mind, have an near endless stamina when it comes to physical effort, and they rarely need to sleep.
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90Conditioning
91Terran: Similarly to Humanoid, this option is common among Outsiders who regularly interact with mankind. It doesn’t give any inherently intriguing capabilities, but allows for a common ground with many of the peoples of the Free Universe.
92
93High Pressure: A world that emphasizes brute might and bulk for survival, high pressure conditionings often make Outsiders broad and tough, as well as able to bring to bear greater strength due to their heritage. Creatures who would be a 5/10 on the strength scale would become a 7 with high pressure conditioning.
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95Low Pressure: A conditioning that emphasizes precision, light touches and a low profile, Low Pressure Outsiders often benefit from less bulk, greater prowess and greater agility afforded by their slim and lightweight bodies. They often have greater reach in addition to this. Creatures who would be a 5 on the dexterity scale would become a 7 with low pressure conditioning.
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97Chaotic: A heritage of unpredictability and high energy, Outsiders with this conditioning can usually survive lethal energies such as radiation or chaotic magic, and in turn even produce enough of it to damage their foes - though it is undiscerning and will hurt their allies if they’re not similarly resistant. It also is liable to turn the terrain around them into a soup of some harmful kind.
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99Low Temperature: Hailing from frozen worlds and planes, they can survive and thrive in temperatures hundreds of degrees below zero and have the adaptations to ensure they can find food and sustenance in frozen wastelands. There will be some discomfort in hotter worlds, but wearing light clothing, constant hydration and the use of cooling accessories will alleviate this until they’ve adapted.
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101High Temperature: The opposite of a low temperature conditioning, Outsiders conditioned for High Temperatures can survive hundreds of degrees farenheit (up to 300) and are adapted to be able to find food and sustenance in near complete desert worlds. There will be some discomfort in cooler worlds, but wearing heavier clothing and using heated accessories will help alleviate this until they’ve adapted.
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103Darkened: Hailing from places of darkness and dim light, Outsiders with a darkened conditioning can see very well near perfectly in the dark, and have a suite of increased adaptations to be able to discern important details such as color and patterns without visual input.
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105Harsh: A conditioning that represents a home that is poisonous by Earth standards. It is either a chemical soup of pollution, made of caustic gasses, or simply a plane or dimension anathema to life on earth. In any cases case, Harsh Outsiders are immune to the effects of gases, odors and many toxic airborne substances, but strong liquid poisons and acids will still have an effect.
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107Wild: The Outsiders with Wild conditions often hail from a fertile garden of greenery. These places are covered with immense growths of brush and huge plants. The massive tangled growths are usually navigated with prehensile limbs and a natural acrobatic flair to their motions, born of the necessity required to easily navigate the maze of their homeworld.
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109I Come in Peace(200): The people of the Free Universe, true to the nature of this “anything goes†existence, are often open to encounters with new peoples and new worlds, and you benefit from this open-mindedness from now on throughout your journey. Your attempts at diplomacy, even with xenophobic and primitive cultures, is always somewhat successful, at least enough for you to demonstrate your usefulness and appeal to their pragmatic ways.
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111External Assistance(400): An issue existent throughout history is that of the outside context intervention. Luckily you’ve picked up on a few tricks and know how to control your presentation to those you encounter. You can intervene with foreign societies and cultures while having the luxury of deciding the repercussions of your interactions with these cultures no matter how otherwise impactful they’d be - whether you’re forgotten to history or only the positive contributions remain ...or the negative if you wish to leave a legacy of fear and pain.
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113Foreign Contact(600): The truth of Outsiders is that they’re only foreigners for so long, many alien beings integrated with earth’s history in the past and have become naturally part of the history of the world, intermingling with mankind until they became part of our heritage. So too, you will be able to bridge the gap between peoples. You have gained the strange ability to grant your biological capabilities and powers to others with a meaningful physical contact, such as the touch of a glowing finger or mind-meld.
114What’s more, you are able to always intermingle and have viable offspring with a member of a sentient species, regardless of physical differences - how else would there be so much mystical, eldritch and cosmic heritage in humanity’s collective blood?
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116EXTRAORDINARY TRAITS
117
118GODS AND MONSTERS: Mutant Powers!
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120Body as Temple(100): It’s strange how despite being ostensibly the shells we inhabit, our bodies give us very little access to the actual root functions we could use to better our lives. Your mutations are such that such a thing is now in your grasp. You have great control over the formerly automatic parts of your body, such as being able to control your metabolism to increase or decrease your body temperature - and ration out your energy as such that you can last much longer without using food or water. If it came down to it, you could even fake your death by slowing your heartbeat to what would be considered clinically dead.
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122Adaptation(100): Your body has become strengthened, calling upon the power of evolution to thrive and strive! You may either choose one “Morph†or one “Conditioning†such as that given by “From Another World†to apply to your body. If you’re already an Outsider you gain a “new form†with those capabilities you can transform into, or merge those capabilities into your Outsider form. This is the essence of survival of the fittest. You may purchase this multiple times.
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124Camouflage(100): Through various means, you’re capable of disguising your presence to one of the 5 senses - you may purchase this multiple times, to disguise from more than one sense.
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126Supreme Body(200/400/600): Stat Boost
127
128Healing Factor(200)
129
130Exotic Anatomy(200): Can shift organs and internal fleshy bits around
131
132Shifting Shape(400): Grow, Shrink, Stretching and shifting body-mass to your desire. Growth does not make you stronger
133
134Energy Expulsion(400):
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136Bio-Energy(600):
137
138Exotic Transformation(600): Ice, Fire, Liquid, Metal, Stone, Air, Ash
139
140WELCOME TO THE NEW AGE: Psionic Abilities!
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142Object Reading(100): Psychometry
143
144Mental Block(100): Anti-mind reading/psionics
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146Hypnotic Suggestion(100): Can implant subtle mentally altering things into people’s subconscious
147
148Astral Projection(200)
149
150Detect Presence(200)
151
152Aura Sight(200): Able to tell someone’s power level basically, as well as general attitude, presence of extraordinary Traits, and species
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154Telemechanics(400): Can telepathically control machines both analog and digital with fine precision - as well as “make†technology from metal and scrap/pieces together
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156Empathy(400): Broadcast and read emotional state
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158Kinetic Power(400): Levitation, phantom movement and manipulation from afar, Force attacks, additionally you can convert your force energy into and control Water/Electricity/Fire/(pick one)
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160Biomanipulation(600): Use “mind over matter†to alter and knit the biological tissues of those within a certain range
161
162Mind Control(600): Seize total control of people, though not know the contents of their minds or control their thoughts necessarily. Puppet on a string
163
164Telepathic Manipulation(600): Read and broadcast thoughts directly, as well as being able to create two-way mental bonds and wipe people's memories/thoughts using this connection
165
166THE TRILLION DOLLAR JUMPER: Bionic Enhancements!
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169Utility Enhancements(100):
170
171Broadcast/Receive(100)
172
173Tin Man(100): All Vital organs are now replaced with mechanical/electronic versions that can survive more damage and are more effective
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175Exo-Armor(200): Entire body has a defensive mesh around it able to survive RPG explosions and small arms fire
176
177Retractable Conventional Weapon(200):
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179Targeting Systems and Combat Protocols(200)
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181High Power Weapon(400):
182
183Vehicular Action(400): Can either transform into or otherwise are adapted with the systems of any type of vehicle you choose: tank/drill/battleship/jet
184
185Fusion Powered(400): Lots of energy, all the time - otherwise bioenergy or solar power
186
187Iron Giant(600): You’re the size of a war machine, with heavier armor and weapons scaled up to the power and size you’d expect from that. About 20 feet tall
188
189Wired Nerves(600): Can “download†skills, knowledge, and entire lifetimes worth of data and studies as if you had them yourself
190
191Grey Goo(600): Nano-constructors allow you to convert surrounding matter into materials for your body to use and both replenish supplies as well as regenerate, it’s a time consuming process that can be interrupted with energy attacks or superheated temperatures so no instant-apocalypses or instant conversions
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193
194HEROES ARE MADE, NOT BORN: Paragon Training!
195
196Secret Agent Man(100): Espionage, cracking codes, Sleuthing, A mind that is made to solve problems and uncover the truth as well as knowing how to obfuscate it with disguises and smooth talk - enough to be one of the best in a nation
197
198A Kind of Magic(100): Sleight of Hand, Illusion, Trickery, Contortionism, Showmanship and deceit, with such skill as to stump some of the top skeptics and stoics in the country if not the world
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200Hunter of Men(100): Killing Arts, Tracking and Trapping the two legged prey, Expertise with a certain weapon(gun, sword, blade) to the point of being one of the best in the nation if not the world with that weapon
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202Renaissance Man(200): One of the world’s top experts on 4-5 different things from a list, you have a lot of training and degrees.
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204Honed Senses(200): Hyperly honed senses, the nose of a bloodhound or eyes of an eagle
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206Force of Will(200): An extremely strong willpower and mind that allows you to ignore pain and act even while limping
207
208Extraordinary Prowess(400): 5 “Physical statsâ€, become peak or even above peak of your biological capacity in 2 for each purchase of this.
209
210Gizmoteer(400): Gadget-maker, Tinkerer, able to do the stuff you might be able to do in a high tech lab with the contents of a kitchen, a living room and a garage, making super vehicles and whatnot
211
212Way of the East(400): Stealth Arts, Chi, Special Katas
213
214Ancient Mastery(600): Zenjoriki, Atemi, Special Techniques
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216Atlas Training(600): Body Hardening, Limitless potential physical growth
217
218The World’s Greatest Mind(600): A genius mind that can pick up and learn any skill within hours or days, and is able to think as fast as a computer
219
220BEYOND THE SUPERNATURAL: Mystical Arts!
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222Prestidigitator(100): Illusionary magic, such as fool’s gold, aging, and whatnot. Cantrips, and Level 1 spells
223
224Familiar Link(100): Magical Familiar
225
226Magical Senses(100): can sense enchantments, magic, and great evil
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228Magical Combat(200): You can get into mystic duels to negate and dispel enemy spells/enchantments
229
230Circles of Power(200): Empowering and creating rituals
231
232Circles of Protection(200): Warding sigils
233
234Journeyman of Magic(400): A bunch of useful spells, I’ll lay them out a bit but they’d be basically 4rd-6th level spells in dnd terms
235
236Crafting of Legends(400): Making magic items with spells you know bound to them with conditionals if you see fit
237
238Summoning Circle(400): You can call up supernatural demons, spirits and shit, here they’ll usually hail from Blazing World, The Beyond or Other Dimensions but you can figure it out in other worlds
239
240Supreme Sorcery(600): The Highest power spells possible here, they’d be basically levels 7-9 of dnd magic.
241
242Bestowment(600): Instead of crafting items you can just directly imbue spells and make buffs/transformation spells permanent
243
244Immortal(600): Either transformation or, if an Outsider, natural birth into a being of great power such as a demigod, a dragon, a demon or an astral spirit. Gives a bunch of bonuses based on choice
245
246FOR THE JUMPER WHO HAS EVERYTHING: Hardware!
247
248This is where you can pick up unique resources that are tailored to your tastes! Anything from a trusted group of comrades, to a powerful vehicle, to even just a customized costume. You may also transfer CP to Hardware Points at a 1:2 rate.
249
250Super Vehicle(200 HP per purchase)
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252
253SIZE
254
255Bike:
256Car:
257Shuttle:
258
259LOCOMOTION
260Walker:
261Aquatic:
262Aerial
263Vacuum
264Treads
265Wheels
266
267
268CUSTOM
269Agile(100): Quick, maneuverable, able to perform stunts.
270Armed(100):
271Turret(100):
272Boosters(200): Greatly increases overland speed. Allows short jumps.
273Controlled(200): Can be remotely activated and given directions.
274Luxury(100): Impressive, high quality and very comfortable. Various quality-of-life features.
275Reinforced(400):
276Rugged(100): Protects from elements, resists environmental damage, easy to repair.
277Sealed(200): Fully enclosed frame with oxygen source. Can function in space, under water, etc.
278Sensors(300):
279Stealthy(400): Silent, difficult to pick up on sensors, occupants invisible to sensors.
280Tool(200):
281Transport(300):
282Workspace(400):Choose a Kit to be integrated into the vehicle.
283Multi-Locomotion(200):
284Mashup Vehicle(300):
285
286Signature Weapon(100 HP per purchase)
287
288Ranged Weapon
289
290*Handheld: Short range, quickdraw, fast reload
291
292*Large: Long range, Able to aim carefully, larger or more powerful projectiles
293
294CUSTOM
295Burst: Instead of a single shot, sprays shots in a wide cone.
296Concealed: Inconspicuous, easily hidden, doesn?t show on scanners.
297Chemical: Creates lasting chemical reaction. Ex: fire, corrosion, frost, smoke, etc.
298Explosive: Loud. Causes messy wounds, property damage near the point of impact.
299Impact: Heavy kinetic force that breaks bones and knocks people over.
300Keyed: Can only be fired by you unless you unlock it.
301Laser: Projects focused beams of energy that can cut or melt materials.
302Launcher: Lobbed, arcing projectile with a modest area of effect.
303Mounted: Mounted to a forearm or shoulder rig, keeps hands free.
304Penetrating
305Rapid Fire: Unleashes suppressing fire at multiple targets.
306Scope: Can fire at distant objects.
307Shock: Electrocutes, causes malfunctions in electronics and robots.
308Shrapnel: Causes amputation, bleeding and disfigurement in a small radius.
309Silenced: Suppressed muzzle flash and practically silent shot.
310Stabilized: No recoil
311Stun: Non-lethal. Stuns, snares or renders unconscious.
312Stylish: Looks impressive, distinctive and unique.
313
314Melee Weapon
315
316Pick one trait to decide the “Style†of weapon, for free. “Defensive†styled weapon for example would be a shield, while a weapon with “Energy†style could be an energy saber.
317
318CUSTOM
319Concealed: Inconspicuous, easily hidden, doesn?t show on scanners.
320Defensive: Can parry, deflect and disarm.
321Destructive: Causes property damage, damages machinery and vehicles.
322Energy: Glows with incandescent energy, melts, burns, cauterizes.
323Flexible: Whip length capable of binding and lashing.
324Glove: A heavy, weaponized glove. Can still manipulate objects.
325Hafted: Two handed. Long reach. Sweeping attacks.
326Heavy: Two handed. Massive, resilient. Devastating attacks, hard to block.
327Impact: Heavy kinetic force that breaks bones and knocks people over.
328Impaling: Can pin targets, pierce thin materials, and stab with great accuracy.
329Penetrating: Ignores Armor.
330Ripper: Loud mechanical motion rips, tears, grinds or shreds.
331Severing: Chops, cuts, causes bleeding and can sever limbs.
332Shock: Electrocutes, causes malfunctions in electronics and robots.
333Stun: Non-lethal. Stuns, snares or renders unconscious.
334Stylish: Looks impressive, distinctive and unique.
335Thrown: Handful of small weapons/ single two-handed.
336
337Heavy Weapon/Explosives
338
339CUSTOM
340Breaching: Damages reinforced structures.
341Chemical: Creates lasting chemical reaction. Ex: fire, corrosion, frost, smoke, etc.
342Concussive: Exceptionally loud and bright. Deafens, blinds and knocks away.
343Detonation: Explodes in a large blast radius.
344Impact: Heavy kinetic force that breaks bones and knocks people over.
345Keyed: Can only be fired by you unless you unlock it.
346Laser: Projects focused beams of energy that can cut or melt materials.
347Penetrating: Armor piercing.
348Seeking: Projectile arcs towards a moving target.
349Shock: Electrocutes, causes malfunctions in electronics and robots.
350Shrapnel: Causes amputation, bleeding and disfigurement in a wide radius.
351Spray: Reduce distance, coverage increased to wide cone.
352Stun: Non-lethal. Stuns, snares or renders unconscious.
353Stylish: Looks impressive, distinctive and unique.
354Sustained: Unleashes a constant suppressing fire at multiple targets.
355
356Unique Costume(200 HP per purchase)
357
358Pick one
359Rugged: Crude, patched, aged and worn.
360Simple: Utilitarian, favors function over looks.
361Cultural: Incorporates popular styles/elements of a culture.
362Formal: Well cut and stylish.
363Uniform: Easily identifiable as belonging to a specific faction or group.
364
365CUSTOM
366Carapace: Armor
367Comms: Can receive and broadcast signals over great distances.
368Connected: Built-in CPU with eye-piece HUD, connects wirelessly to other systems.
369Impressive: Distinctive, intimidating, with embellishments and accessories.
370Jump Jets: Can give small burst jumps, slow descent, and controlled flight in zero-g.
371Meshweave: Armor that looks like normal fabric.
372Rig: Choose a Kit: That Kit is integrated in the suit. Can still cary a 2nd Kit.
373Tough; Protects from elements, hard to damage, easy to repair.
374Sealed: Airtight suit with helmet and oxygen tank.
375Sensor :Choose a type of information. The wrist screen scans for that subject.
376Shielded:Armor provided by thin, invisible energy shield projected by the suit.
377Stealthy: Muffled, blends in to environments, difficult to pick up on scanners.
378Visor: Choose a type of information. The visor detects that subject.
379
380Trusty Crew(200 HP per purchase)
381
382Squad: Disciplined and stolid. Able to guard areas and engage in small-scale combat. Gets “Armed†and “Fearless†for free
383Techs: Educated and well trained. Equipped with basic tools. Able to provide
384technical or manual assistance to a variety of scientific or engineering projects. Gets “Equipped†and your choice of either “Mechanics†or “Medics†for free
385Gang: Crude and self-reliant. Able to attack people or break things. Gets “Numerous†and “Armed†for free.
386Staff: Refined and professional. Able to serve guests, keep accounts, prepare meals
387and perform daily household chores. Gets “Loyal†and “Beautiful†for free.
388
389CUSTOM
390Armed: Choose a ranged weapon. The crew is equipped with it and trained in its use.
391Artillery: Able to bombard with artillery, turrets or starship weaponry.
392Athletic: Graceful, swift, strong and flexible. Much better than average, physically.
393Beautiful: Chosen for their good looks and wit. Able to distract and entertain.
394Builders: Able to build small structures or assist in construction projects.
395Criminal: Able to commit small-scale criminal activity or assist with larger crimes.
396Equipped: Choose a Kit. The crew carries various tools from that kit, and can use them.
397Fearless: Never afraid or intimidated, will follow insane orders but often go too far.
398Imposing: Imposing in some way. Able to frighten, threaten, dissuade, etc.
399Informants: Able to collect information and report back, or pass on information.
400Loyal: Only take orders from you. Quickly recovers to their normal disposition.
401Mechanics: Able to service and maintain machinery, and assist in repairs and overhauls.
402Medics: Able to provide long-term convalescent care or assist in medical procedures.
403Numerous: There are a large number of them, you have trouble keeping track of them all.
404Rugged: Can work in harsh climates for extended periods of time.
405Stealthy: Able to sneak into (or out of) places, and pass unnoticed.
406Teamsters: Able to quickly load, unload, assemble and pack away heavy objects and cargo.
407Wreckers: Able to destroy terrain and structures.
408Talented: Trained in some soft skill, such as psychology, the arts, childcare or human resources
409
410Kits(100 HP per Kit)
411
412Broadcast Kit:
413Computer Kit:
414Engineering Kit:
415Infiltration Kit:
416Medical Kit:
417Research Kit:
418Survey Kit:
419 Wilderness Kit: