The Combination Character Cookbook

Humanity's inherent, intransigent ingenuity consistently prompts it to punch far, far above its weight. In other words, the strength of mankind is not in the physical expression of its being, however impressive our bodies may or may not seem to others. No, people persist because, as a species, we are incapable of being content with anything for all that long.

And no facet of mankind's existence is insulated from this tendency. Always fidgeting, always tinkering, humanity is endlessly developing new innovations in culture, religion, myth, science, technology, and more. And as people share these concepts with their fellows, the whole species veers off in new directions - physically, mentally, and spiritually.

This is ultimately why there are so many distinct means through which people can ascend beyond what came previously - or in other words, gain super human capabilities. Whether they come in the form of advanced technology, esoteric knowledge, posthuman modification, world-shaking introspection, or even divine providence, these capabilities invariably change the world.

But even this isn't enough for some people, though. Someone's always peeking under the hood of the multiverse, trying to find a 'better' way to do things. This often involves applying the knowledge inherent to one area of expertise to another, vastly different one. Sometimes this leads to no useful effect, and other times the results are catastrophic. But occasionally, gold is struck!

Evidence of this tendency can be seen throughout the Costumed Adventurer Simulation Engine. A large portion of the rules for high technology make references to replacing one's body with it, while one-third of psionic disciplines meddle with the technical, the mystical, or the divine. In other words, people mixing peanut butter and chocolate together isn't all that novel.

Finally approaching a tortured point, the Combination Character Cookbook is designed to let players build characters who utilize more than one means to access the ascendant. This can range from characters that supplement their primary source of power with a backup, to those who mash two (or more) different power sources together, forming a strange and possibly unique new origin.

A lot of the material presented in the Cookbook can be considered optional in nature, even more so than the rest of the CASE. This is because some of the sample and random combinations available draw from multiple components of the CASE to function, and not all of those components may be in use in every game. Long story short, ask your Judge about combination characters before proceeding further.

No Assembly Required

Though there are any number of ways a character can utilize multiple sources for their power(s), some combinations are more common than others. Capsule descriptions of those which happen more frequently than others in the CASE are presented again here, for your conceptual convenience. Capsule character generation instructions are also provided, in an attempt to minimize page flipping.

The Cleric

Divine magic is that which is inspired by faith in immortal beings. Either religious teachings reveal obscure secrets of the universe to its students, or the divine entities said students follow directly impart such knowledge into their supplicants' minds. Regardless of which is the case, such sorcery is intimately intertwined with the divine sources that propagate it.

For the purposes of the Combination Character Cookbook, any spellcaster with access to divine magic (aside from clericism, the entreatism, geomancy, and voodoo schools of magic all have specialties that wield it) is a cleric. Aside from the origin of their sorcery, though, clerics are otherwise generated and function the same as any other wizard.

Capsule Cleric Character Generation Rules:

The Deionicist

As do all psis, a deionicist engages in a deep introspective study of the self, subsequently honing the knowledge gleaned to manifest power over both themselves and the world at large. What makes them different from others with access to psionics, though, is the focus of their abilities: the power of faith, and the bolstered life force it makes possible.

A deionicist may not exclusively have such abilities, those inherent to the theonic discipline of power, and might not actually have any when they first appear in the game. This is normal for psis, as there are multiple means through which they may activate their special abilities, but a deionicist is a psi who at least has access to the theonic discipline.

Capsule Deionicist Character Generation Rules:

The Jack of All Trades

The kind of character that plays fast and loose with the idea of special origins, a Jack of all trades can manifest abilities from any source of power their player chooses. Feel like a mutation or two to complement that suit of power armor? Go for it! Want one magic spell, one natural psionic, and one cyborg implant? Done. The sky is the limit where Jacks are concerned.

How this works with each individual Jack is up to the player behind them. Do they possess a knack for mastering all manner of odd skills? Are they the end result of a mad scientist attempting to divide the universe by zero? Perhaps they come from a home where the source of one's abilities is merely academic. Ultimately the why of a Jack doesn't matter, so much as how being one shapes them.

Capsule Jack of All Trades Character Generation Rules:

The Numenplyer

A numenplyer is a mortal being who gains access to godlike power through the use of one or more divine implements. Whether these are living items partnered with mortal wielders, empowering receptacles of divine will, or even prototypical divinventions built by tinkering with things Man Was Definitely Not Meant to Tinker With, these artifacts interface their wielders via the power of faith.

Numenplyers are the least divine-adjacent characters to demonstrate a form of actual immortality, aside perhaps through legendary tales of their deeds. They're hardly pushovers, however, for the powers marshalled by numenplyers are fueled by an energy that reshapes reality according to its whims, and with which they can work literal miracles should they feel the need or desire.

Capsule Numenplyer Character Generation Rules:

The Psychoturge

Psis with the ability to wield and control magic, psychoturges gain their insight about all things mystic through a look inward that lays bare their very minds, bodies, and souls. The insight gleaned through this personal dredging awakens a power over probability fields, the extreme ends of which are what allows sorcery to function in the first place.

As is the case with other 'special' psis, a psychoturge may not actually wield powers from the psimantic discipline of power when they are initially introduced. As they can acquire psionics in any number of different ways, a psychoturge may not pick up their trademark abilities until later in the game, but at the very least, they'll have access to psimantic powers.

Capsule Psychoturge Character Generation Rules:

The Technomancer

Those rare wizards who excel in the use of both technology and thaumaturgy are often known as technomancers. Sure, you might be talking about a gun-toting sorcerer or an inventor who studied magic at some point in the past here, but true technomages combine their spells with things to create unique stuff greater than the sum of its parts. Assuming things go to plan, anyway.

Whether casting spells through extant objects, using sorcery to replace conventional components of a mechanism, or even mashing equipment and sorceries together in unforeseen ways, technomages are often mechanically similar to mad scientists. In fact, sometimes the two are indistinguishable, save for the penchant technomages have for the stereotypical trappings of wizards.

Capsule Technomage Character Generation Rules:

The Technopsi

Possessing influence over the artificial, technopsis study the products of humanity's knowledge, and how they can impose their will upon them. This can involve manipulating an extant product of technology in some fashion, modifying it such that it works differently, or even incorporating it into oneself. The most potent technopsis can manifest material implements from nothingness!

These abilities to build, wield, and alter technological implements with the mind invariably cause their wielders to identify with stuff more than folks - even when they aren't sentient by any measure of the term. This can come from items becoming an extension of one's self-image, to having incorporated so much of it that it's hard to tell where the artificial ends and the biological begins!

Capsule Technopsi Character Generation Rules:

The Thaumentalist

Studying a school of magic focused on the mind itself, thaumentalists strive to understand the power and potential of consciousness itself. This drive comes from a deep dissatisfaction with how conventional psionics are studied, feeling that while a lifetime of intense meditation and introspection can lead to unlocking one's ultimate psionic potential, who's got that kind of time?

Wielding magic, thaumentalists activate and deactivate psionics with ease, whether in themselves or others, sometimes temporarily and sometimes more permanently. This makes them an inverse of sorts to psychoturges, who also wield sorcery and psionics to various ends. But thaumentalism is a pursuit all its own, and despite using the same sources of power, its adherents wield them entirely differently.

Capsule Thaumentalist Character Generation Rules:

Some Assembly Required

Combinations are some of the most unpredictable characters one can make use of in the Costumed Adventurer Simulation Engine. There are countless ways in which different power sources can be smashed together within a single character, from a body with three discrete sources of power to one who blends two together into something barely resembling its components!

Random (Dice Roll) Character Assembly

To begin the process of creating a combination character, roll twice on table 1a to determine which sources of power he or she will draw their abilities from. Each time the result is 'combination', roll again twice, repeating this until all of one's sources of power have been determined. Combination characters generally combine two power origins, but on occasion they will draw from more.

Alternately, whenever combination shows up in the results for table 1a, players may roll on table 1b to adopt one of the combination character types presented in the Cookbook instead of rolling twice. Alternately again, should they wish, players may just roll once on table 1b to choose a combination character type that the Cookbook presents for you. Choices abound!

Note that identical results on table 1a need not necessarily be redundant. Rolling transnormal twice may ultimately give a body an altered mutant, while dual results indicating psionic could showcase a character possessing both natural and trained psionic powers. Feel free to re-roll repeat results if you can't discern a way to make them work within a character, however.

* Results of 'Other' on table 1a indicate something else presented in the Combination Character Cookbook as an origin for one's ascendant abilities, something not listed previously. This can be anything from a genetic construct or chimera to whatever else a player desires. These 'other' options are presented in the Combinatorial Considerations, below.

Table 1a: Randomized Combination Character Types
01-17Transnormal18-33Technological34-50Sorcerous
51-67Psionic68-83Immortal84-00Combination (you are here)

Table 1b: Prefabricated Combination Character Types
01-11Cleric12-22Deionicist23-33Jack of All Trades
34-44Numenplyer45-55Psychoturge56-66Technomancer
67-77Technopsi78-88Thaumentalist89-00Other *

With the types of power a combination character can draw from determined, one must then roll to determine how many ascendant abilities they will possess. Players can roll on table 2 to accomplish this, providing between two to seven ascendant abilities with which to engage in adventure! The important question, though, is which of the combination's powers will spring forth from which of the character's origins?

This is essentially up to the player building the combination character. Sure, one could build any number of unique tables for dice to determine these things, but they would get increasingly and unnecessarily convoluted the more sources of power one draws from. This is especially the case when one has access to less powers than they do sources of such, leading to a lot of unused 'origins'.

This particular situation brings up another complication that arises when generating combination characters. If a character in progress has more power sources available to them than actual powers, the player building them has two options. First, they can consider those excess power sources 'potential' in nature, much like a Jack of all trades does when they don't draw from everything available to them.

The other solution is to simply drop one or more unused power sources, meaning the character will have at least one power that uses each of their origins of power. This is less of an issue when two of a character's origins consist of a prefabricated combination, such as a thaumentalist, but when building characters with multiple discrete power sources, it comes up often enough that it bears consideration.

Table 2: Initial Powers
01-17Two Powers18-33Three Powers34-50Four Powers
51-67Five Powers68-83Six Powers84-00Seven Powers

With that settled, the next thing players generating combinations must do is determine their new character's ability scores. Characters of these types will often be given conflicting instructions on how to do this, so a general rule of thumb is to use the best rolling tables given by the power origin(s) they have available to them. Of course, there are some edge cases that don't fit this basic guideline.

For instance, most of the combination characters presented above, already featured elsewhere in the Costumed Adventurer Simulation Engine, defy that trend. In fact, only the numenplyer follows the golden rule presented here. This might ultimately require a decision by the Judge, but for the most part should fall under the auspices of common sense. At any rate, the ability score tables function as follows.

Transnormal and Technical characters of all stripes may roll on table 3a to determine one ability score, table 3b to determine the next three ability scores, and table 3d to determine their final three ability scores. Players generating combinations featuring one or more of these power origins may choose the order in which these scores are determined, letting them focus on areas of their choosing.

Wizards and psis, on the other hand, tend to hew closer to the normal human limits for ability scores. They use table 3a when determining Fighting and Strength, table 3b when sorting out their Agility and Endurance, and table 3d for their three mental ability scores. While this makes them a bit more frail, generally speaking, their minds are where they ultimately draw their power from - and how!

Finally, characters featuring one or more divine founts of power may use tables 3b, 3d, and 3f to roll for two of their ability scores each, and then table 3h for the seventh. They may choose which of these tables determine which ability score, as can transnormals and high tech characters, but their higher possible ability scores lend a lot more gravity to these choices during character generation.

Should players have access to hyperkinetic ability scores, upgrade rolls on table 3b to table 3c, rolls on table 3d to table 3e, rolls on table 3f to table 3g, and rolls on table 3h to table 3i. All characters save for those with immortal power sources roll on table 3a to determine their Resources, while those with divine providence on their side may do so on table 3b. All characters begin with a Popularity of zero (0).

Table 3: Rank Generation
Table ATable BTable CTable DTable ETable FTable GTable HTable IRank
--01-01-01-01Hyperexhaustive
010102-05--0102-05--Feeble (2)
02-2502-0506-10--02-0506-10--Poor (4)
26-5006-2511-25--06-1011-15--Typical (6)
51-7526-5026-500102-0511-2516-25--Good (10)
76-9951-7551-7502-2506-2526-5026-500102-05Excellent (20)
0076-9576-9026-5026-5051-7551-7502-2506-25Remarkable (30)
-96-9991-9551-7551-7576-9076-8526-5026-50Incredible (40)
-0096-9976-9976-9591-9586-9051-7551-75Amazing (50)
---0096-9996-9991-9576-9976-95Monstrous (75)
-----0096-990096-99Unearthly (100)
--00-00-00-00Hyperkinetic

Once these rolls are complete, players may gamble on any two ability scores of their choice, potentially shoring up areas on their new combination they feel could use some help. The only limits in this regard are the results on table 4 themselves, as well as the power rank ceiling for their campaign. If you're not already aware of this cap for heroic (or villainous) power, ask your friendly neighborhood Judge!

Table 4: Rank Modifiers (Gambling)
CrazyRiskyTraditionalLenientEasyColumn Shift
01-----4 CS
02-0501----3 CS
06-1502-05-01--2 CS
16-2506-2501-1502-2501-1 CS
26-7526-7516-5026-5002-250 CS
76-8576-9551-6551-7526-50+1 CS
86-9596-9966-8576-9951-75+2 CS
96-990086-950076-99+3 CS
00-96-00-00+4 CS
(Shift X max).(Un 100 max).(Mn 75 max).(Am 50 max).(In 40 max).

Once a prospective combination character has resolved how many powers they have, how many origins those powers can be drawn from, and finally their primary ability scores, it's time to get more specific. The following is a short walkthrough of the process required to generate powers for each kind of character in the game, with the dozens of tables necessary presented afterwards.

When determing what powers, spells, or psionics, consider that the instructions and tables below are a wildly condensed set of instructions for building characters that utilize the associated origins of power. It is highly recommended that players consult character generation rules for each origin type they will wield if not already unfamiliar with the process in question.

At any rate, the five origins of power are as follows:

Transnormal Power Origins

The first step in creating a character with a partial transnormal origin is to determine just how they acquired their posthuman powers. Did the character receive powers after exposure to freakish radiation or bizarre chemicals? Is he or she a mutant? Or did they die, only to rise again as a super-human? Assuming choice isn't part of the equation, figure this out by rolling once on table 5.

Table 5: Transnormal Power Origins
01-14Altered Humans15-28Arisen29-43Composites
44-57Degenerates58-72Descendants73-86Mutants
87-00Reanimates

Recall that all transnormal character types feature a bonus of sorts, a unique characteristic that helps to define them in relation to their fellow posthumans. These bonuses are applied to transnormals after the rest of character generation is complete, which often allows them to have ability scores or power ranks that (with the Judge's permission) can even exceed their campaign's power rank ceiling.

With a combination's transnormal component determined, it's time to actually figure out which powers it provides the character. Roll on table 11a to determine the category a power belongs to, and then use that to roll on the indicated power category table (12 through 27, save for table 16) to home in on an individual super power. Once the power is determined, head on over to the Powers document to read it.

Players should do this because, at the beginning of almost every power description in the CASE, there is a list of related powers, abilities that dovetail with the indicated power. If the combination character will draw any more abilities from this origin, players may either choose one of these related powers for his or her next power selection(s), or may instead roll randomly again.

Theme characters (or at least themed power sets) are more easily assembled when a player can add related powers to one or two abilities which are randomly generated, instead of just dealing with a hodgepodge of completely random powers. Though that, too, can lend itself to the creative process, tying numerous disparate abilities together into a cohesive whole!

Recall that some powers are vastly more potent than others. These particularly versatile abilities occupy more than one power 'slot' on a character, whether chosen or rolled up randomly. Powers like this will have a number in parenthesis after their name (such as (2), for instance), which determines how many power 'slots' they use up when added to one's character.

Finally, once the powers of their combination character's transnormal component have been ascertained, players must determine that individual's specific power ranks. Roll on table 3b to determine the rank of half of one's posthuman abilities, and table 3d for the other half. If hyperexhaustive and hyperkinetic ranks are available to the character, upgrade those to table 3c and 3e, respectively.

For more information on generating posthuman characters, please refer to the Transnormality Treatise.

Technological Power Origins

Combination characters who receive some of their powers via technology find that their technological abilities function for them in the same fashion as 'normal' high tech characters. In other words, the only real difference between technology-based adventurers is how one with their ascendant technology they happen to be. In other words, they are device wielders, cyborgs, or robots, as detailed on table 6.

Table 6: Technological Power Origins
01-33Users34-67Cyborgs68-00Robots

All technological powers come with a built-in limitation, which is what sets characters who wield them apart from folks with other origins. Bear this in mind when determing the power rank such abilities will operate at, because these limitations do bolster the ranks of the powers they curtail in the normal fashion. All of these limitations are considered weak in strength, unless players choose otherwise.

With a combination's technological component determined, it's time to actually figure out which powers it provides them. Roll on table 11a to determine the category a technological power belongs to, and then use that to roll on the indicated power category table (12 through 27, minus table 16) when homing in on an individual super power. Once that first power is determined, head on over to the Powers document to read it.

Players should do this because, at the beginning of almost every power description in the CASE, there is a list of related powers, abilities that dovetail with the indicated power. If the combination character will draw any more abilities from their technological origin, they may either choose one of these related powers for his or her next power selection(s), or may instead roll randomly again.

What this does is allow a player to build a combination character whose high tech abilities are closely related to one another, if so desired. Players may go either way when generating combination characters with access to advanced technology, however, for the abilities their gear has is determined by their knowledge, their resources, and ultimately, their individual whims.

Another concern when determining the technological powers a character will possess is what form they manifest in. The ascendant abilities of high tech characters are uniquely related to their physical source, and a high tech hero, villain, or other adventurer must at least explain where they come from. This explanation needn't be anything requiring a master's degree, though, as many comic books can attest.

All partially technical combination characters may gain powers via items that are external to their body. While otherwise human beings who are the users of high tech devices solely gain their special abilities via these implements, cyborgs and robots can designate one or more of their powers as sourced via disconnected devices as well, should they so choose.

Furthermore, the form the technology-based part of a combination character takes may provide them bonus powers. Cyborgs either possess the equivalent of hard points, based on the MS of their implants, or body armor if they feature a full body replacement. Robots also benefit from body armor as a bonus power, along with Unearthly (100) ranked resistance to disease and poison (unless their concept would indicate otherwise).

Recall that some powers are vastly more potent than others. These particularly versatile technological abilities occupy more than one power 'slot' on a character, whether chosen or rolled up randomly. Such powers will have a number in parenthesis after their name (such as (3), for instance), which determines how many power 'slots' they use up when added to one's character.

Finally, once the powers of their combination character's technological component have been ascertained, players must determine that individual's specific power ranks. Roll on table 3b to determine the rank of half of one's high tech abilities, and table 3d for the other half. If hyperexhaustive and hyperkinetic ranks are available to the character, upgrade those to table 3c and 3e, respectively.

For more information on generating technology-based characters, please refer to the Technical Reference.

Sorcerous Power Origins

Despite their fantastic abilities, sorcerers are only human in the end. A combination character wielding magic need not undergo special changes to their physicality to cast spells, only the training required to do so. Bearing that in mind, the only net difference between how one wizard brandishes magic at others is the school of magic they were trained in, as determined on table 7a.

Table 7a: Magic Schools (without combination character options)
01-10Alchemy11-20Eclecticism21-30Elementalism
31-40Entreatism41-50Faerie Magic51-60Geomancy
61-70Paraprobabilitism71-80Philosophical Magic81-90Physiomancy
91-00Voodoo

Table 7b: Magic Schools (with combination character options)
01-08Alchemy09-15Clericism16-23Eclecticism
24-31Elementalism32-38Entreatism39-46Faerie Magic
47-54Geomancy55-61Paraprobabilitism62-69Philosophical Magic
70-77Physiomancy78-84Technomancy85-92Thaumentalism
93-00Voodoo

While this is literally the Combination Character Cookbook, the schools of magic that blend their might with other origins of power aren't included on table 7a because players can access the generation of characters using combination magic schools way back on table 1b, should they wish to play wizards wielding those forms of magic. If players don't mind this minor redundancy, however, table 7b is available to them.

With one's school determined, it's time to sort out which spells a combination caster of spells possesses. Characters wielding magic can generally choose half of their spells, starting with their first. This is because it's often vital for wizards to begin play with at least one spell explicitly belonging to their school of magic - and subsequent choices let them better guide their overall magical journey.

When generating spells randomly, refer to table 28 to determine which type of spell is to be generated, then tables 29 through 46 to sort out each spell. If 'school spell' is the result, players can typically only choose from those belonging to their own path of the obscure, but each mystical school has one or two other traditions that dovetail with their own; see the Book of Magic for more on this.

Furthermore, the optional entreaty spells from the Entreaty Spells document are included as well, as it does consist of a pre-made class of beings that can be entreated for power - not to mention dozens of entreaty spells to showcase what magic of this type is capable of. Should the Judge not wish to include this content, they can replace table 32 with one that features entreaty spells based on their own lore.

In addition to their many spells, all sorcerers may begin play with one magical artifact - even combination characters who are only partly dedicated to mysticism receive this bonus! Generate this magically infused device as one would any ordinary spell, but recall that as an item, it is subject to the portable limitation, which may drastically increase its power depending on just how unique it is.

Note that spells with a (2) or (3) listed after them count as either two spells or three spells, respectively, or cost an amount of points per rank equal to the normal amount times that multiple; spiritual link, for instance, occupies two spell slots or costs two points per rank. Spells with an asterisk in parenthesis (*) are special in cost; see their spell description for more.

At any rate, once a player has determined which magical abilities they have access to, whether it comes in the form of a spell or an ensorcelled implement, they must determine what rank they operate at. Thaumaturges may utilize table 3d to roll up all their spell ranks, though if hyperkinetic and hyperexhaustive ranks are available in the campaign, make use of table 3e, instead.

For more information on generating magic-wielding characters, please refer to the Book of Magic.

Psionic Power Origins

Psis are generally beings who intently train their minds, bodies, and souls to unlock the secret abilities hidden within us all, though psionics sometimes emerge due to extreme circumstances. Combinations channeling this origin of power for some of their ascendant abilities generate them in a very similar, but slightly different, manner than ordinary psis, starting with a roll on or choice from table 8.

Table 8: Psionic Activation Method
01-33Believer34-67Natural68-00Trained

Results that would indicate either a natural psi or a believer with additional psionic training have been removed from this table in the Combination Character Cookbook. This differs from the standard character generation process in the Manual of the Psi because these results are, technically speaking, someone who 'double dips' into psionics as an origin of power, drawing from it in two distinct fashions.

Those formally trained to master their psionic powers do so via traditional, intermediate, or casual schooling. These methods control which disciplines of power a trained psi may draw from and when, and each features a powerful benefit that offsets the lack of choice or power availability inherent to them. If it isn't chosen, the training method a psi will use is sorted out on table 9.

Table 9: Psionic Training Method
01-33Casual34-67Intermediate68-00Traditional

With the specific nature of their psionic activation sorted, combination characters making use of this power origin may begin to determine the psionics they will begin play with. Natural psis and believers will use table 47 to indicate whether their next power will be an art, talent, or skill, while trained psis will always generate powers in that specific order before beginning again.

Combination psis then roll on table 48a to see which discipline from which that first power issues forth. This affects their subsequent power choices, depending on how their powers were activated. Trained psis must gain nine powers from that first discipline before they can begin training in a new one, while intermediate psis need only master three from a discipline before they can draw from another.

Other psis, whether casually trained, possessing natural powers, or empowered by their potent beliefs, have more flexibility. They have the option of changing the discipline they draw from each time they add a new psionic, should they desire. Psis undertaking a more casual method of schooling have a more limited power selection, though, which is why there are two versions of each power table available.

Similar to how sorcerers are generated in the Combination Character Cookbook, table 48a does not include those psionic disciplines that dip their toes in another origin of power. Those are also chosen earlier in the character generation process, on table 1b if players make use of it, so the option isn't repeated here. Again, though, table 48b is also included in the Cookbook if players don't mind minor redundancies.

Once the type and discipline a combination psi's next power will draw from is determined, players may roll on tables 49 through 75 to choose determine the specific psionic they'll be adding to the mix. They may then repeat this process as necessary, depending on their specific kind of psi activation, for as many other ascendant abilities that will result from their access to this origin of power.

Consider that not all psionics are created equal. Those psi powers with a number in parenthesis after them (perhaps (4), for example), occupy that many power 'slots', or cost that many points per rank they are bought at; causality control, for example, is a psimantic art that fits this description. Psionics with an asterisk in parenthesis (*) are special in cost; see their power description for more.

The only caveat to the above is that traditionally trained psis must take the root power of a discipline first. That's an essential component to how their psionic education proceeds, thus even combinations using traditional psionics must follow this rule. Intermediate psis need not begin a discipline by choosing that root power, but won't actually master a discipline until they've accomplished this.

Once all the powers a combination will utilize from this origin of power have been determined, the player behind them must complete them with power ranks. Psionic powers all utilize table 3d when sorting out their initial power ranks, unless the character wielding them has access to hyperexhaustive and hyperkinetic power ranks. If this is the case, they should utilize table 3e, instead.

For more information on generating psionic characters, please refer to the Manual of the Psi.

Immortal Power Origins

Deific beings are those rare few whose ascendant abilities are derived, either in whole or in part, by their interactions with the power of faith. A combination character dipping their toes into the divine may have multiple founts of power to draw from, but this one, the one that frequently involves a perpetual existence, is often the most desirable. Common deific power origins are showcased on table 10a.

As is the case with both sorcerers and psis, this origin is split into two tables because some of them are reliant on other origins to function. The aspirant often springs forth directly from other origins of power, whether a completely normal adventurer or a deionicist (some of which are already featured elsewhere in the Cookbook), as does the numenplyer, but if redundancy is acceptable, table 10b is here for you.

Table 10a: Immortal Power Origins (without combination character options)
01-12Empowered13-25Legacies26-37Quintessential Variants
38-50Reincarnators51-62Preincarnators63-75Demigods
76-87Abstracts88-00Gods

Table 10b: Immortal Power Origins (with combination character options)
01-10Numenplyer11-20Empowered21-30Legacies
31-40Aspirants41-50Quintessential Variants51-60Reincarnators
61-70Preincarnators71-80Demigods81-90Abstracts
91-00Gods

As one can see by investigating the nature of these immortal origins of power, there is a stark difference between each (reincarnators and preincarnators notwithstanding). While the numenplyer, aspirant, empowered, and legacies lack additional abilities besides what they roll up next, the rest each possess a bonus power that describes how they scoff at the concept of morality, as follows.

With a deific being's immortal component determined, it's time to actually figure out which powers it provides the character. Roll on table 11b to determine the category a power belongs to, and then use that to roll on the indicated power category table (12 through 26) to home in on an individual super power. Once the power is determined, head on over to the Powers document to read it.

Players should do this because, at the beginning of almost every power description in the CASE, there is a list of related powers, abilities that dovetail with the indicated power. If the combination character will draw any more abilities from this origin, players may either choose one of these related powers for his or her next power selection(s), or may instead roll randomly again.

Theme characters (or at least themed power sets) are more easily assembled when a player can add related powers to one or two abilities which are randomly generated, instead of just dealing with a hodgepodge of completely random powers. Immortal beings in particular benefit from powers that seemingly work together to describe who and what they are, as that helps them to accumulate the power of faith!

Recall that some powers are vastly more potent than others. These particularly versatile abilities occupy more than one power 'slot' on a character, whether chosen or rolled up randomly. Such powers will have a number in parenthesis after their name (such as (5), for instance), which determines how many power 'slots' they use up when added to one's character.

Finally, once the powers of their combination character's divine component have been ascertained, players must determine that individual's specific power ranks. Alternate between tables 3b, 3d, 3f, and 3h to do this, though in campaigns with access to hyperexhaustive and hyperkinetic ranks, roll on tables 3c, 3e, 3g, and 3i, instead. As you can see, the more divine powers one has, the mightier they can be!

For more information on generating divine characters, please refer to the Deionomicon.

Power Tables

Table 11a: Power Categories (transnormal and technological variant)
01-07Biological Control08-14Combination15-21Energy Control
22-28Energy Generation29-35Matter Control36-42Mental Control
43-49Mental Enhancement50-56Movement57-63Physical Control
64-70Physical Enhancement71-77Physical Weaponry78-84Power Control
85-91Reality Control92-99Sensory00Ultimate Power?

Table 11b: Power Categories (deific variant)
01-07Biological Control08-13Combination14-20Energy Control
21-27Energy Generation28-33Faith34-40Matter Control
41-47Mental Control48-53Mental Enhancement54-60Movement
61-67Physical Control68-73Physical Enhancement74-80Physical Weaponry
81-87Power Control88-93Reality Control94-00Sensory

Table 13: Combination Powers
01-07Berserker (2)08-13Dyad (2)14-20Environmental Pocket (2)
21-27Environmental Sense (2)28-33Evolution Control (2)34-40Hostility Screen (2)
41-47Ice Generation (2)48-53Jeopardy (2)54-60Missile Generation
61-67Nanotechnology Generation (3)68-73Organic Circuitry (3)74-80Plasma Generation (2)
81-87Regenerative Armor (3)88-93Teleformation (3)94-00Weather Control (2)

Table 16: Faith Powers
01-06Avatar (2)07-11Awe12-17Commandment
18-22Deionic Attack23-28Disengagement29-33Exaltation
34-39Faith (5)40-44Genesis45-50Inculcation
50-56Mortal Guise57-61Nature Resistance62-67Omnipotence
68-72Omnipresence73-78Omniscience79-83Plenipotentiary
84-89Regenesis90-94Sanctuary95-00Signature Power (*)

Table 19: Mental Enhancement Powers
01-07Danger Sense (2)08-14Eidetic Memory (*)15-21Fortuity
22-28Jury Rigging29-35Kit-bashing36-42Linguistics
43-50Mental Invisibility (2)51-57Self Control58-64Spectral Freedom (*)
65-71Super Invention (*)72-78Transfixture79-85Ultimate Talent (*)
86-92Unyielding Will93-00Xenoglossy

Table 22: Physical Enhancement Powers
01-04Additional Organs (*)05-08Body Armor09-12Clinging (*)
13-16Damage Reduction (*)17-20Deflection (*)21-24Dual Respiration (*)
25-28Environmental Indep. (*)29-32Flake Armor33-36Greater Invulnerability (*)
37-40Greater Resistance (*)41-44Invulnerability (*)45-48Longevity (*)
49-52Plasticity53-56Reformation (2)57-60Regeneration (2)
61-64Resistance (*)65-68Revival69-72Screened Senses
73-76Stasis (*)77-80Super Breath81-84Super Speed (3)
85-88Turnabout89-92Universal Digestion (*)93-96Universal Respiration (*)
97-00Zest

Table 23: Physical Weaponry Powers
01-06Additional Limbs (*)07-12Barbs (*)13-18Battle Tail (*)
19-25Claws (*)26-31Edges (*)32-37Fangs (*)
38-43Hard Points (*)44-50Horns (*)51-56Pouches (*)
57-62Prehensile Hair63-68Prehensile Skin69-75Prehensile Tail (*)
76-81Quills (*)82-87Razor Skin (*)88-93Tentacles (*)
94-00Wings (*)

Table 25: Reality Control Powers
01-04Ability Boost05-08Antigravity09-12Buttress (2)
13-16Causality Control (4)17-20Combining Powers (*)21-24Future Control (2)
25-28Grace29-32Gravity Control33-36History Control (3)
37-40Initiative Control (2)41-44Karma Control (2)45-48Keeper
49-52Learned Invulnerability (4)53-56Lethality (2)57-60Logos
61-64Luck (3)65-68Nimiety (2)69-72Override (3)
73-76Planar Control (3)77-80Power Boost81-84Roulette (2)
85-88Reassignment (2)89-92Space Control93-96Thaumaturgical Vampirism (2)
97-00Time Control (3)

Table 27: Ultimate Power
01-49Return to Table 550-51Ultimate Power (5)52-00Return to Table 5

Spell Tables

Table 28: Spell Type
01-17Personal18-33School34-50Universal
51-67Group68-83Dimensional84-00Entreaty

Table 32: Optional Entreaty Spells
01-02Auscultation03-04Bane of Lies05-06Bashmu (2)
07-08Berserker (2)09-10Blood of Qingu (3)11-12Buttress (3)
13-14Carrier Wave15-16Circular Vision (*)17-18Conflagrant Chariot
19-20Daybreak21-22Death Ray23-24Dual Respiration (*)
25-26Dyad (2)27-28Elongation29-30Fulgor (2)
31-32Gestalting (2)33-34Grace35-36Headway
37-38Homogenization39-40Imaginary Mass41-42Inodoriferous
43-44Internal Universe45-46Judicature47-48Keeper
49-50Lethality (2)51-52Logos53-54Nimiety (2)
55-56Ophidia (3)57-58Power Absorption (4)59-60Psi Web
61-62Quash63-64Quid Pro Quo65-66Quittance
67-68Super Digging69-70Super Invention71-72Super Jumping (*)
73-74Super Running75-76Super Swimming77-78Super Tracking
79-80Threescore Pestilence (2)81-82Tramplede (2)83-84Ultravision
85-86Unyielding Will87-88Upholder89-90Warrior's Art
91-92Whatever93-94Wondrous Warehouse95-96Wrest (3)
97-98Yclept (3) 99-00Zest

Table 33: Group Spells
01-08Adjoining (2)09-15Alteration (2)16-23Eldritch Attacks (2)
24-31Inanime (3)32-38Masking (2)39-46Motivity (2)
47-54Passing (2)55-61Pishogue (2)62-69Scrying (3)
70-77Sensing (2)78-84Shields (2)85-92Thaumaturgy (2)
93-00Witchery (2)

Table 34: Alchemy School Spells
01-08Alchemical Analysis09-15Aggregation16-23Antimatter (3)
24-31Assimilation32-38Atomic Sense39-46Device Sympathy
47-54Dissolution55-61Drones62-69Fuel
70-77Matter Generation (3)78-84Object Projection85-92Object Sympathy
93-00Transmutation (3)

Table 35: Clericism School Spells
01-08Bless09-15Commune (2)16-23Cure Disease
24-31Decontamination32-38Degeneration39-46Deliverance (3)
47-54Detoxification55-61Harm62-69Lie Detection
70-77Mortal Guise78-84Recovery85-92Regeneration / Others
93-00Resuscitation

Table 36: Eclecticism School Spells
01-08Linguistics09-15Locational Memory16-23Mental Trap
24-31Metabolic Focus32-38Mimicry39-46Origin Sense
47-54Self Control55-61Transient Magic62-69Ultimate Talent (*)
70-77Vapors78-84Variable Sorcery85-92Variable Talent (*)
93-00Vocal Control

Table 37: Elementalism School Spells
01-08Aura (2)09-15Between (2)16-23Catalysis
24-31Color Control32-38Corrosion39-46Cyclone
47-54Disintegration (2)55-61Elemental Control (*)62-69Elemental Sense
70-77Energy Projection78-84Environmental Pocket (2)85-92Jelling
93-00Power Dampening

Table 39: Faerie School Spells
01-08Aciurgy09-15Ego Suppression16-23Faerie Dust
24-31Fey Sense32-38Fugue39-46Glamour
47-54Inspiration55-61Jumbling62-69Pheromones
70-77Power Attenuation78-84Sensory Attenuation85-92Sensory Distortion
93-00Static Field

Table 41: Paraprobabilitism School Spells
01-08Dimensional Static09-15Fallout Absorption16-23Flux (2)
24-31Flux Analysis32-38Personal Static39-46Reprise (2)
47-54Roulette (2)55-61Sorcerous Amplification62-69Sorcerous Attenuation
70-77Spell Control (2)78-84Static Shield85-92Thaumaturgical Vampirism (2)
93-00Universal Static

Table 42: Physiomancy School Spells
01-08Clinging (*)09-15Detachable Parts16-23Greater Invulnerability (*)
24-31Gyration32-38Learned Invulnerability (4)39-46Organs (2)
47-54Personal Weaponry (2)55-61Plasticity62-69Reassignment (2)
70-77Regeneration / Self (2)78-84Revival85-92Situational Adaptation
93-00Super Speed (3)

Table 43: Philosophical School Spells
01-08Aura (2)09-15Chaos Shift (*)16-23Defensive Portals
24-31Empathic Hammer32-38Flaying39-46Forensics
47-54Hostility Screen (2)55-61Inferiority Complex62-69Offensive Portals
70-77Philosophical Sense78-84Purge85-92Temporal Windows
93-00Universal Windows

Table 45: Thaumentalism School Spells
01-08Eidetic Memory09-15Energy Doubles (2)16-23Enlightenment (2)
24-31Mental Doubles (2)32-38Mental Repair39-46Mind Duplication
47-54Polarization55-61Psi Sense62-69Psionic Control (2)
70-77Psionic Vampirism (2)78-84Transfixture85-92Transient Psionics
93-00Variable Psionics

Table 46: Voodoo School Spells
01-08Body Control09-15Integral Control16-23Loathing
24-31Pain32-38Phobia39-46Psychoplasm Animation (2)
47-54Soul Control55-61Spectral Gestalt (2)62-69Spectral Sense
70-77Spectral Vampirism (2)78-84Sympathetic Magic85-92Vodun (2)
93-00Weakness Generation (2)

Psionics Tables

Table 47: Psionic Power Type
01-33Psionic Arts34-67Psionic Talents68-00Psionic Skills

Table 48a: Psionic Disciplines (without combination character options)
01-17Empathic Powers18-33Metapsi Powers34-50Psikinetic Powers
51-67Psimotive Powers68-83Psipathic Powers84-00Superpsi Powers

Table 48b: Psionic Disciplines (with combination character options)
01-11Empathic Powers12-22Metapsi Powers23-33Psikinetic Powers
34-44Psimantic Powers45-55Psimotive Powers56-66Psipathic Powers
67-77Superpsi Powers78-88Technopsi Powers89-00Theonic Powers

Empathic Powers

Table 49a: Empathic Arts (standard selection)
01-07Aciurgy08-14Animal Hybridization / Others15-21Death Ray
22-28Empathy29-35Gestalting (2)36-42Harm
43-50Life Ray51-57Plant Hybridization / Others58-64Reanimation (2)
65-71Regeneration / Self (2)72-78Resurrection (2)79-85Transformation / Others (2)
86-92Vampirism (2)93-00Vivification (2)

Table 49b: Empathic Arts (casual selection)
01-10Animal Hybridization / Others11-20Death Ray21-30Empathy
31-40Life Ray41-50Plant Hybridization / Others51-60Reanimation (2)
61-70Regeneration / Self (2)71-80Resurrection (2)81-90Transformation / Others (2)
91-00Vampirism (2)

Table 50a: Empathic Talents (standard selection)
01-08Age Control / Others09-15Animal Control16-23Cancer
24-31Drones32-38Emotion Control39-46Empathic Hammer
47-54Essence Control55-61Forensics62-69Healing / Self
70-77Plant Control78-84Regeneration / Others85-92Resuscitation
93-00Rotting

Table 50b: Empathic Talents (casual selection)
01-11Animal Control12-22Cancer23-33Emotion Control
34-44Empathic Hammer45-55Essence Control56-66Healing / Self
67-77Plant Control78-88Resuscitation89-00Rotting

Table 51a: Empathic Skills (standard selection)
01-08Animal Sympathy09-15Augury16-23Biological Invisibility
24-31Biological Sense32-38Cure Disease39-46Decontamination
47-54Degeneration55-61Detoxification62-69Healing / Others
70-77Mood Swings78-84Plant Sympathy85-92Recovery
93-00Retrospection

Table 51b: Empathic Skills (casual selection)
01-11Animal Sympathy12-22Biological Sense23-33Degeneration
34-44Detoxification45-56Healing / Others57-67Mood Swings
68-78Plant Sympathy79-89Recovery90-00Retrospection

Metapsi Powers

Table 52a: Metapsi Arts (standard selection)
01-06Adrenal Vampirism07-12Animal Hybridization13-18Biological Vampirism (2)
19-25Danger Sense (2)26-31Energy Absorption (2)32-37Invulnerability (*)
38-43Kinetic Absorption (2)44-50Lethality (2)51-56Longevity (*)
57-62Organs (2)63-68Personal Weaponry (2)69-75Plant Hybridization
76-81Regeneration / Self (2)82-87Shape Change88-93Super Speed (3)
94-00Transformation / Self (2)

Table 52b: Metapsi Arts (casual selection)
01-10Adrenal Vampirism11-20Animal Hybridization21-30Biological Vampirism (2)
31-40Danger Sense (2)41-50Kinetic Absorption (2)51-60Longevity (*
61-70Organs (2)71-80Personal Weaponry (2)81-90Plant Hybridization
91-00Shape Change

Table 53a: Metapsi Talents (standard selection)
01-06Adrenal Boost (*)07-12Body Armor13-18Corrosion
19-25Density Control26-31Detachable Parts32-37Elongation
38-43Environmental Adaptation (2)44-50Grace51-56Greater Resistance (*)
57-62Growth63-68Imaginary Doubles (2)69-75Intangibility
76-81Metabolic Focus82-87Plasticity88-93Poison
94-00Shrinking

Table 53b: Metapsi Talents (casual selection)
01-10Adrenal Boost (*)11-20Body Armor21-30Corrosion
31-40Density Control41-50Elongation51-60Environmental Adaptation (2)
61-70Grace71-80Intangibility81-90Metabolic Focus
91-00Poison

Table 54a: Metapsi Skills (standard selection)
01-06Age Control07-12Atomic Sense13-18Biological Sense
19-24Blending25-29Combat Edge (*)30-35Disease
36-41Dyad42-47Environmental Indep. (*)48-53Imaginary Mass
54-59Pain60-65Philosophical Sense66-71Resistance (*)
72-77Stasis (*)78-82Super Senses (2)83-88Super Synesthesia (*)
98-94Unyielding Will 95-00Zest

Table 54b: Metapsi Skills (casual selection)
01-09Atomic Sense10-18Biological Sense19-27Combat Edge (*)
38-36Environmental Indep. (*)37-45Imaginary Mass46-54Pain
55-63Resistance (*)64-72Stasis (*)73-81Super Senses (2)
82-90Unyielding Will 91-00Zest

Psikinetic Powers

Table 55a: Psikinetic Arts (standard selection)
01-07Antimatter (3)08-13Damage Reduction (*)14-20Disintegration (2)
21-27Energy Cohesion28-33Energy Generation34-40Energy Projection
41-47Energy Vampirism (2)48-53Image Projection (2)54-60Kinetic Energy Control
61-67Matter Generation (3)68-73Psychokinesis74-80Psychometry
81-87Telekinesis88-93Topological Control (3)94-00Transmutation (3)

Table 55b: Psikinetic Arts (casual selection)
01-10Damage Reduction (*)11-20Energy Cohesion21-30Energy Generation
31-40Energy Projection41-50Energy Vampirism (2)51-60Image Projection (2)
61-70Psychokinesis71-80Psychometry81-90Telekinesis
91-00Topological Control (3)

Table 56a: Psikinetic Talents (standard selection)
01-06Body Control07-12Cyclone13-18Deflection (*)
19-24Energy Control25-29Flaying30-35Flight
36-41Force Blast42-47Force Field48-53Friction Control
54-59Invisibility / Others60-65Matter Duplication (2)66-71Microscopic Vision
72-77Object Projection78-82Object Sympathy83-88Psi Web
98-94Telescopic Vision 95-00Transduction (2)

Table 56b: Psikinetic Talents (casual selection)
01-10Body Control11-20Cyclone21-30Energy Control
31-40Flaying41-50Flight51-60Force Blast
61-70Force Field71-80Invisibility / Others81-90Psi Web
91-00Transduction (2)

Table 57a: Psikinetic Skills (standard selection)
01-06Circular Vision (*)07-12Clairtouchence13-18Energy Sense
19-25Flaw Sense26-31Invisibility / Self32-37Kinetic Focus
38-43Levitation44-50Object Animation51-56Object Charge
57-62Object Cooling63-68Object Hardening69-75Object Warming
76-81Object Weakening82-87Power Dampening88-93Propulsion
94-00Sidestep (*)

Table 57b: Psikinetic Skills (casual selection)
01-10Circular Vision (*)11-20Energy Sense21-30Flaw Sense
31-40Invisibility / Self41-50Kinetic Focus51-60Levitation
61-70Object Charge71-80Object Warming81-90Object Weakening
91-00Sidestep (*)

Psimantic Powers

Table 58a: Psimantic Arts (standard selection)
01-08Casting09-17Causality Control (4)18-25Dimensional Static
26-33Energy Generation34-41Future Control (2)42-50History Control (3)
51-58Nimiety (2)59-67Override (3)68-75Reassignment (2)
76-83Thaumaturgical Absorption (2)84-91Thaumaturgical Vampirism (2)92-00Variable Sorcery

Table 58b: Psimantic Arts (casual selection)
01-12Casting13-25Causality Control (4)26-37Dimensional Static
38-50Override (3)51-62Reassignment (2)63-75Thaumaturgical Absorption (2)
76-87Thaumaturgical Vampirism (2)88-00Variable Sorcery

Table 59a: Psimantic Talents (standard selection)
01-08Antimagic Generation09-17Buttress (2)18-25Dimensional Attunement
26-33Energy Control34-41Extend (2)42-50Fallout Absorption
51-58Flux (2)59-67Luck (3)68-75Reprise (2)
76-83Spell Control (2)84-91Transient Magic92-00Universal Static

Table 59b: Psimantic Talents (casual selection)
01-12Antimagic Generation13-25Dimensional Attunement26-37Fallout Absorption
38-50Flux (2)51-62Luck (3)63-75Spell Control (2)
76-87Transient Magic88-00Universal Static

Table 60a: Psimantic Skills (standard selection)
01-08Contingency09-17Distraction18-25Flux Analysis
26-33Logos34-41Magic Magnet42-50Magic Sense
51-58Nativity Sense59-67Personal Static68-75Proxy
76-83Sorcerous Amplification84-91Sorcerous Attenuation92-00Sorcerous Invisibility

Table 60b: Psimantic Skills (casual selection)
01-12Distraction13-25Flux Analysis26-37Magic Magnet
38-50Magic Sense51-62Nativity Sense63-75Personal Static
76-87Sorcerous Amplification88-00Sorcerous Attenuation

Psimotive Powers

Table 61a: Psimotive Arts (standard selection)
01-08Banishment (3)09-15Between (2)16-23Dimensional Displacement
24-31Dimensional Interface (2)32-38Dimensional Transit39-46Gravity Control
47-54Planar Control (3)55-61Portal (2+)62-69Space Control
70-77Summoning (2)78-84Teleportation85-92Time Control (3)
93-00Time Travel (2)

Table 61b: Psimotive Arts (casual selection)
01-11Dimensional Displacement12-22Dimensional Interface (2)23-33Dimensional Transit
34-44Gravity Control45-55Space Control56-66Summoning (2)
67-77Teleportation78-88Time Control (3)89-00Time Travel (2)

Table 62a: Psimotive Talents (standard selection)
01-08Age Control / Others09-17Aggregation18-25Antigravity
26-33Chaos Shift (*)34-41Defensive Portals42-50Initiative Control (2)
51-58Internal Universe59-67Mind Walk68-75Offensive Portals
76-83Quarantine84-91Teleportation / Others92-00Temporal Static

Table 62b: Psimotive Talents (casual selection)
01-12Aggregation13-25Antigravity26-37Defensive Portals
38-50Mind Walk51-62Offensive Portals63-75Quarantine
76-87Teleportation / Others88-00Temporal Static

Table 63a: Psimotive Skills (standard selection)
01-08Age Control / Self09-17Anchor18-25Bilocation
26-33Compass Sense (*)34-41Locational Memory42-50Locational Sense
51-58Nativity Sense59-67Telelocation68-75Teleport Trigger (*)
76-83Temporal Windows84-91Transient Universe92-00Universal Windows

Table 63b: Psimotive Skills (casual selection)
01-12Anchor13-25Bilocation26-37Compass Sense (*)
38-50Locational Memory51-62Locational Sense63-75Telelocation
76-87Teleport Trigger (*)88-00Transient Universe

Psipathic Powers

Table 64a: Psipathic Arts (standard selection)
01-06Astral Projection07-12Clairvoyance13-18Crowd Control (2)
19-25Group Link (2)26-31Mental Repair32-37Mind Link
38-43Mind Lock44-50Mind Transfer (2)51-56Mind Wipe
57-62Possession (2)63-68Precognition (3)69-75Psi Bolt
76-81Psionic Vampirism (2)82-87Psychic Invisibility88-93Psychic Probe
94-00Telepathy

Table 64: Psipathic Arts (casual selection)
01-10Astral Projection11-20Clairvoyance21-30Mind Link
31-40Mind Lock41-50Possession (2)51-60Psi Bolt
61-70Psionic Vampirism (2)71-80Psychic Invisibility81-90Psychic Probe
91-00Telepathy

Table 65: Psipathic Talents (standard selection)
01-06Auscultation07-12Clairalience13-18Clairaudience
19-25Clarity26-31Forgetfulness32-37Illusion Projection (2)
38-43Jumbling44-50Linguistics51-56Mind Control
57-62Nonapparent Vision63-68Postcognition69-75Sensory Link
76-81Sleep82-87Static Field88-93Thought Projection
94-00Translation

Table 65b: Psipathic Talents (casual selection)
01-10Auscultation11-20Clairaudience21-30Clarity
31-40Forgetfulness41-50Linguistics51-60Mind Control
61-70Sensory Link71-80Sleep81-90Static Field
91-00Thought Projection

Table 66a: Psipathic Skills (standard selection)
01-06Caesura07-12Charm13-18Clairgustance
19-24Clairtouchence25-29Combat Edge30-35Daydreams
36-41Ego Suppression42-47Fugue48-53Inferiority Complex
54-59Lie Detection60-65Loathing66-71Mesmerism
72-77Phobia78-82Sending83-88Sensory Distortion
98-94Sensory Projection 95-00Sensory Reception

Table 66b: Psipathic Skills (casual selection)
01-09Charm10-18Combat Edge19-27Daydreams
38-36Ego Suppression37-45Fugue46-54Lie Detection
55-63Loathing64-72Mesmerism73-81Sensory Distortion
82-90Sensory Projection 91-00Sensory Reception

Superpsi Powers

Table 67a: Superpsi Arts (standard selection)
01-08Empowerment (2)09-15Energy Generation16-23Karma Control (2)
24-31Macro Sense (2)32-38Mind Duplication39-46Power Boost
47-54Psionic Absorption (2)55-61Psychoplasm Animation (2)62-69Soul Control
70-77Spectral Freedom (*)78-84Spectral Gestalt (2)85-92Spectral Vampirism (2)
93-00Variable Psionics

Table 67b: Superpsi Arts (casual selection)
01-11Empowerment (2)12-22Mind Duplication23-33Power Boost
34-44Psionic Absorption (2)45-55Psychoplasm Animation (2)56-66Soul Control
67-77Spectral Gestalt (2)78-88Spectral Vampirism (2)89-00Variable Psionics

Table 68a: Superpsi Talents (standard selection)
01-07Antipsion Generation08-14Energy Control15-21Energy Doubles (2)
22-28Enlightenment (2)29-35Image Animation36-42Keeper
43-50Linguistics51-57Link (2)58-64Mental Doubles (2)
65-71Mental Invisibility (2)72-78Psion Generation79-85Psionic Control (2)
86-92Quintessential Variation93-00Xenoglossy

Table 68b: Superpsi Talents (casual selection)
01-11Antipsion Generation12-22Energy Control23-33Enlightenment (2)
34-44Image Animation45-55Link (2)56-66Mental Invisibility (2)
67-77Psion Generation78-88Psionic Control (2)89-00Xenoglossy

Table 69a: Superpsi Skills (standard selection)
01-08Ability Boost09-15Clone Projection16-23Eidetic Memory
24-31Polarization32-38Psi Sense39-46Psionic Amplification
47-54Psionic Attenuation55-61Self Cannibalization62-69Self Control
70-77Spectral Sense78-84Transfixture85-92Twinning (*)
93-00Ultimate Talent (*)

Table 69b: Superpsi Skills (casual selection)
01-11Ability Boost12-22Polarization23-33Psi Sense
34-44Psionic Amplification45-55Psionic Attenuation56-66Self Control
67-77Spectral Sense78-88Transfixture89-00Twinning (*)

Technopsi Powers

Table 70a: Technopsi Arts (standard selection)
01-09Assimilation10-18Cyberspatial Projection19-27Device Generation (2)
38-36Empowerment (2)37-45Knowledge46-54Mesmermechanism
55-63Nanotechnology Generation (3)64-72Organic Circuitry (3)73-81Reassembly (2)
82-90Super Invention 91-00Variable Cybernetics

Table 70b: Technopsi Arts (casual selection)
01-14Assimilation15-28Cyberspatial Projection29-43Device Generation (2)
44-57Knowledge58-72Mesmermechanism73-86Reassembly (2)
87-00Variable Cybernetics

Table 71a: Technopsi Talents (standard selection)
01-09Artificial Power Source10-18Interfacing19-27Kit-bashing
38-36Overdrive37-45Positron Generation46-54Repair
55-63Schema64-72Transception73-81Transient Psionics
82-90Upgrade 91-00Variable Talent (*)

Table 71b: Technopsi Talents (casual selection)
01-14Artificial Power Source15-28Overdrive29-43Repair
44-57Transception58-72Transient Psionics73-86Upgrade
87-00Variable Talent (*)

Table 72b: Technopsi Skills (casual selection)
01-14Computer Link15-28Device Sympathy29-43Electronics Disruption
44-57Mechanical Disruption58-72Optimization73-86Technical Intuition
87-00Technological Sense

Theonic Powers

Table 73a: Theonic Arts (standard selection)
01-09Apotheosis (*)10-18Exaltation19-27Faith (5)
38-36Genesis37-45Investment (3)46-54Macro Sense (2)
55-63Omnipotence64-72Organism Generation (3)73-81Revival
82-90Signature Power (*) 91-00Theonic Absorption (2)

Table 73b: Theonic Arts (casual selection)
01-12Faith (5)13-25Genesis26-37Investment (3)
38-50Omnipotence51-62Organism Generation (3)63-75Revival
76-87Signature Power (*)88-00Theonic Absorption (2)

Table 74a: Theonic Talents (standard selection)
01-09Antideionic Attack10-18Avatar (2)19-27Awe
38-36Deific Impersonation37-45Deionic Attack46-54Deionic Control (2)
55-63Inculcation (2)64-72Mortal Guise73-81Nature Resistance (3)
82-90Omnipresence 91-00Sanctuary

Table 74b: Theonic Talents (casual selection)
01-12Antideionic Attack13-25Awe26-37Deionic Attack
38-50Deionic Control (2)51-62Inculcation (2)63-75Nature Resistance (3)
76-87Omnipresence88-00Sanctuary

Table 75a: Theonic Skills (standard selection)
01-08Bless09-17Boon18-25Commandment
26-33Disengagement34-41Fortuity42-50Omniscience
51-58Plenipotentiary59-67Regenesis68-75Theonic Amplification
76-83Theonic Attenuation84-91Theonic Invisibility92-00Theonic Sense

Table 75b: Theonic Skills (casual selection)
01-11Bless12-22Boon23-33Commandment
34-44Fortuity45-55Omniscience56-66Regenesis
67-77Theonic Amplification78-88Theonic Attenuation89-00Theonic Sense

And then...

Once all the powers a combination character will draw from their various origins have been determined, and ranks have been rolled for each, the player behind their creation may gamble on those ranks if they wish. As does every other character type, combinations may gamble once if they possess between one and three powers, twice if they have between four and six powers, and thrice if they can wield even more.

Limitations

Players are often unhappy with the ranks they've rolled up for their character. Even after adjusting various ranks with gambling attempts, they're just not satisfied with what they've come up with. That isn't necessarily a bad thing, as sometimes one has a specific vision in mind for their character. This is where limitations come in! A player may subject their character to limitations to make them more powerful.

Limitations come in two distinct flavors: power limitations and character limitations. A power limitation is just that, an altering of how said power works to the detriment of the player, as compared to others who can use this ability. A power so limited may not affect certain objects or beings, can only be used during certain specific time periods, or may otherwise work in a manner others may find unusual or restrictive.

Character limitations, however, change the nature of every power a person uses, not just one. A character limitation may simply be a power limitation that 'works' on every single power, an alteration to the basic function of powers in general, or even some other constraint that seriously hampers how a character operates (such as an inability to move without the aid of powers).

At any rate, the severity of the limitation determines just how much of a power boost the character may receive. Limitations come in four flavors: weak, strong, very strong, and extreme. A weak limitation is just that, a minor crimp in an ability's effectiveness, and only offers a +1 CS. Each successive limitation offers a further +1 CS to the power rank, but as their names imply, they become increasingly constraining.

Alternately, a character can take a limitation on a power to replace one already built in to it; some powers, like those involving time, have several such constraints already baked in. With the Judge's permission, players may swap out one limitation for another, as long as the new limitation would be equally as inconvenient, which allows a player to better craft the character they imagine in their heads.

Enhancements

Similarly, a player might have more than enough power (or might think such, at any rate), or simply wants more 'bang for their buck' out of their existing power roster. If this is the case, they may decide to empower their abilities with enhancements. Like limitations, enhancements have four levels of power, including weak, strong, very strong, and extreme, each of which adds a subsequent -1 CS modifier to one's power ranks.

In exchange for suffering from the effects of this modifier, the character's ability will benefit from an improvement of some sort. Moving a power up one speed or range category is considered a strong enhancement, while two is an extreme enhancement. At the same time, a power can be given a hyperkinetic rank if not already rolled randomly, serving as an extreme enhancement to the specific power it applies to.

Like limitations, enhancements are difficult to apply across an entire character, though this isn't impossible. While speeds and ranges vary from power to power, things such as initiative penalties can apply to all of a character's actions and powers. Alternately, one might opt to gain a hyperkinetic ability score, which is considered a weak character enhancement (thus applying a -1 CS to all of one's powers).

Usually, the reduction in rank an enhancement inflicts is enough to make up the difference. This can make purchasing new powers more difficult down the line, though, particularly if a character enhancement is in effect; a new power to be affected by an enhancement must be bought at a rank high enough that, upon applying the negative CS, it will at least work at the normal starting value.

Quirks

Slightly more palatable than limitations or enhancements, quirks are minor changes to a character that either saddle him or her with some disadvantage, or enhance a trait of theirs. They can also be used to raise the rank one or more of a character's powers work at if so desired, within the confines of that system. The quirks rules have more on this, but the quirk tables are presented here, for convenience.

Normally, quirks are a voluntary affair - players may or may not use quirks, as they see fit. They are presented below, in the format of random rolling tables, for two reasons. The first is for the Judge's use, to quickly generate random characters when time is of the essence. Alternately, a player may roll randomly if he or she wants or needs a quirk and doesn't know what to pick. Not that they're bound by such a roll, of course.

Quirks are divided up into the beneficial and deleterious quirks of a physical, mental, and role-play nature. Those quirks which cost (or grant) two quirk points are noted with a two in parenthesis (2), while those that can be taken at multiple levels are noted with an asterisk in parenthesis (*).

Note: when building combinations that are partial device users, as opposed to cyborgs or robots, players receive one free quirk point at this stage of character generation. If using the systematic method to build a character, players may instead add a point to their character, which is ostensibly for use when purchasing quirks, but may be designated for any other purpose if desired.

Table 76: Quirks Categories
01-17Physical (beneficial)18-33Physical (deleterious)34-50Mental (beneficial)
51-67Mental (deleterious)68-83Role-Play (beneficial)84-00Role-Play (deleterious)

Table 78: Physical Quirks (deleterious)
01-05Abnormal Attribute06-11Acceleration Intolerance12-16Addiction (*)
17-21Albinism22-27Allergy (*)28-32Color Blind
33-37Dulled Sense (*)38-42Dwarfism43-47Epilepsy
48-52Feebleness53-58Gigantism59-63Gravity Intolerance (*)
64-68Lameness69-74Low Pain Threshold75-79Missing Parts (2)
80-84Rank Loss (2)85-89Slow Healing90-94Weak Bones (2)
95-00Weakness (2)

Table 80: Mental Quirks (deleterious)
01-03Action Addict04-06Attitude (*)07-08Bluntness (*)
09-11Bully (*)12-14Combat Paralysis (*)15-17Compulsiveness (*)
18-19Cowardice (*)20-22Cyber-neurosis23-25Delusions (*)
26-28Fanaticism (*)29-31Frenzied32-33Greed (*)
34-36Gullibility (*)37-39Honesty (*)41-42Impulsiveness (*)
43-44Inept (*)45-47Insanity (2)48-50Insomnia
51-53Jealousy (*)54-56Karmic Dearth (2)57-58Laziness (*)
59-61Learning Disorder62-64Low Stress Threshold (*)65-67Mania (*)
68-69Multiple Personality (*)70-72Pacifism (*)73-75Paranoia (*)
76-78Personal Code (*)79-81Phobia (*)82-83Pushover
84-86Rudeness (*)87-89Short Attention Span90-92Shyness (*)
93-94Stubborn (*)95-97Temper (*)98-00Vow (*)

Table 81: Role-Play Quirks (beneficial)
01-09Ally10-18Assistant19-27Attractive (*)
38-36Benefactor (*)37-45Cash Flow (2)46-54Charmed
55-63Fame (*)64-72Fan Club73-81Good Reputation
82-90Likability (2) 91-00Lucky (2)

Table 82: Role-Play Quirks (deleterious)
01-06Alien Culture (*)07-11Bad Reputation12-17Bigotry (*)
18-22Dependent23-28Detractors29-33Enemy (*)
34-39Illiteracy40-44Jinxed45-50Loner (*)
50-56Nerd57-61Poverty62-67Repugnant Personality (*)
68-72Snob73-78Social Dependent (*)79-83Unattractive (*)
84-89Unlucky (2)90-94Unpleasant Habits (*)95-00Weirdness Magnet

Talents

The talents your freshly built combination character begins play with can be determined per any other character type, beginning by rolling up their number of initial talents on table 83. Then, roll for the category each talent will belong to on table 84. To finish up, roll for individual talents using tables 85 through 92, one table for each applicable category of talents.

However, the actual talents a character has really should be determined by his or her origin. Keeping this in mind, the Judge may well opt to let a player choose some (or all of) the talents their combination possesses, allowing him or her a lot more creative control over their character. Another thing to consider is that a talent can function at a higher 'level' than normal.

There are three 'tiers' of talents, each providing an increasing bonus to ACTIONs applicable to said talent. When generating these heightened skills, however, note that they cost more; a level 2 talent counts as two talents, while a level 3 talent counts as four. This can get expensive fast, but is a great way to showcase what your character is really good at.

Also, some talents cost more than others, even before higher talent levels are considered. A talent that has a number in parenthesis counts as that many talents during character generation; these are mostly background talents, but others can cost more as well. Similarly, the Student talent costs all of one's initial talent slots, for it by definition implies that a body does not have any other talents.

Note: when building combinations that are partially device users, as opposed to cyborgs or robots, players may add two additional talent slots at this stage of character generation. If using the systematic method to build a character, players may instead add two points to their character, which are intended to be spent on talents, but may be repurposed for any other use, if desired.

Table 83: Number of Talents
01-17Two talents18-33Three talents34-50Four talents
51-67Five talents68-83Six talents84-00Seven talents

Table 84: Talent Categories
01-12Background13-25Behavioral26-37Environmental
38-50Fighting51-62Miscellaneous63-75Professional
76-87Scientific88-00Weapon

Table 85: Background Talents
01-25Heir to Fortune (3)26-50Law Enforcement (2)51-75Military (2)
76-00Student (*)

Table 86: Behavioral Talents
01-14Hypnosis15-28Leadership29-43Manipulation
44-57Performer58-72Service73-86Sleight of Hand
87-00Tactics

Table 87: Environmental Talents
01-09Astronaut10-18Boating19-27Climbing
38-36Driving37-45Piloting46-54Planargation
55-63Riding64-72Stealth73-81Survival
82-90Teamster 91-00Tracking

Table 89: Miscellaneous Talents
01-12Escape Artist13-25First Aid26-37Gastronomy
38-50Power Skill51-62Repair / Tinkering63-75Resist Domination
76-87Trance88-00Trivia

Table 90: Professional Talents
01-06Agriculture07-11Artist12-17Business / Finance
18-22template23-28Crime29-33Demolitions
34-39Detective / Espionage40-44Education45-50Engineering
50-56Journalism57-61Law62-67Leathercraft
68-72Metalcraft73-78Politics79-83Salesmanship
84-89Sports90-94Stonecraft95-00Woodcraft

Table 91: Scientific Talents
01-07Archaeology08-13Biology14-20Chemistry
21-27Computers28-33Criminology34-40Electronics
41-47Genetics48-53Geology54-60Linguistics
61-67Lore68-73Mathematics74-80Medicine
81-87Physics88-93Psychology94-00Theology

Contacts

Also presented for convenience is the table used to detail the initial number of contacts a new character possesses; it is available as table 93 in the Reference. Table 94, then, lists the types of contacts a combination character may have upon the start their career, if the player needs any ideas; one need not roll up contact types randomly if they don't wish to.

Like (most) quirks and talents, contacts can be taken at one of three levels of importance; for example, a police contact might be a beat cop (level 1), an FBI operative (level 2), or even an Interpol agent (level 3). Similarly, contacts of a higher level cost an increased amount of contact 'slots' - a level 2 contact counts as two contacts, while a level 3 contact costs four contact 'slots'.

Note: when building combinations that are partial device users, as opposed to cyborgs or robots, players may add two additional contact slots at this stage of character generation. If using the systematic method to build a character, players may instead add two points to their character, which would ideally be used to purchase contacts, but may be designated for any other purpose if desired.

Table 93: Number of Starting Contacts
01-17Two contacts18-33Three contacts34-50Four contacts
51-67Five contacts68-83Six contacts84-00Seven contacts

Table 94: Contacts
01-06Aide07-11Artist / Performer12-17Business
18-22Criminal23-28Doctor29-33Expert
34-39Foreign Power40-44Government45-50Hero / Villain
50-56Informant57-61Journalist62-67Lawyer
68-72Mentor73-78Military79-83Organization
84-89Police90-94Scientist95-00Trivia

Equipment

On top of all of their stupendous, ascendant capabilities, combination characters also have their pick of conventional, mundane equipment. These devices won't be the kind that make or break their style, for the most part, but they often fill in holes on an adventurer's roster when needed - or, at the very least, add a bit of luxury to their life.

Common equipment a character can possess depends on their Resources. One may automatically have any gear with a price equal to his or her Resources rank or less, and may start out with materials of up to their Resources rank +2 CS with but a small explanation (the character has a condominium that he paid off previously). Anything more exorbitant must be approved by the Judge, but isn't necessarily out of the question.

It's mostly just a matter of feasibility and availability at that point.

And Last, But Not Least

Once everything else has been determined about a new character, any transnormal bonuses they receive as a part of their particular origin(s) should be applied. These are always placed on a character last, to let them enhance the results of random character generation. In fact, if the Judge is willing, the ranks enhanced by such bonuses can even be allowed to exceed his or her normal campaign power limits!

Systematic (Point Based) Character Assembly

Players start with fifty (50) points with which to build a combination character. They may spend these points as they wish, only limited by the campaign's power level ceiling. For example, a universe-spanning campaign may limit characters to Shift X (150) or less on most ranks. Ask the Judge about his or her campaign limits before proceeding any further, if you're not sure what they are!

To begin with, determine how far above (or below) the norm the character will be in each ability score; for our purposes, the 'norm' is Typical (6). For every +1 CS a player applies to each spend one point, and for each -1 CS applied to these values, add one point. One ability score should remain within normal human limits, but otherwise the sky is the limit (such limits are detailed in the Ability Scores chapter).

A starting character is assumed to have Typical (6) Resources and a Popularity score of zero (0). One may alter these ability scores as they can any other, though at double the cost for each CS; Incredible (40) ranked Resources would cost eight points, for example. If one intends to purchase the Heir to Fortune background talent, they shouldn't alter this 'base' Resources score any. Health and Karma are determined normally.

An opposed Popularity score (negative for heroes, positive for villains) is worth two points, no matter how great it is.

Before purchasing a combination character's powers, one should determine their powers' origins, if this has not already been decided, for it may include bonus powers up front, or added benefits down the line. When buying powers, spells, or psionics, each rank in each power costs one point, starting at Feeble (2) rank. Again, the upper rank of each ascendant ability is only limited by the campaign's power level ceiling.

Those combination characters with a partially divine origin for their powers need not purchase their bonus power via the point-based system. The player building a character with this kind of ability may roll randomly for a power rank, if their bonus inherent has one, and then spend points to increase its rank further if desired. But points need not be spent on this power during character generation.

Costs can be controlled by adding limitations, which can apply to either one or all a character's powers. Whether applied to one power or globally to the character as a whole, weak limitations reduce the cost of a power by one point, strong limitations by two points, very strong limitations by three points, and extreme limitations by four points. Consider the effect of such limitations before counting those point savings!

Remember that all powers have a minimum cost of one (1) point, no matter how limited they may be.

Moving the other direction, a player may enhance their powers. A weak enhancement increases the cost by one point, strong enhancements add two points, very strong enhancements raise the cost by three points, and extreme enhancements add four points to a power's final cost. Such enhancements include improving the range or speed categories of a power, as well as other augmentations to its functionality.

Remember that many powers cost more than the base value; trace duplication, for example, costs four points per rank. Powers with a heightened cost are so noted in the character generation tables listed above (those with numbers in parenthesis after the name). Limitations and enhancements are multiplied in value by this cost; for instance, a very strong limitation on faith would reap a fifteen point discount.

If one's Judge allows their use in his or her campaign, one thing to consider is the use of Hyperkinetic and Hyperexhaustive rank qualifiers. These can each be purchased in the point system if allowed, being treated as either an extreme enhancement (in the form of a Hyperkinetic power) or an extreme limitation (in the form of a Hyperexhaustive power). Creating a hyperkinetic ability score is a weak character enhancement.

Both can be very unbalancing in their own way, however, so check to make sure their use is okay.

Once a character's powers are determined, he or she may purchase talents and contacts as they see fit, each costing one point. If one would like heightened talents or contacts (both come in three tiers), they must pay two points for a level two talent or contact, or four points for a level three talent or contact. The Student background talent costs five points, but cannot be purchased with any other (save for Heir to Fortune).

Note that combination characters who draw power from high tech devices as one of their origins may add four points here, ostensibly for talents and contacts, but players may direct their placement as they see fit.

A player may use remaining points to purchase beneficial quirks - or add a few points to pad weak areas with deleterious quirks. Most quirks give (or take) one point, but if purchased at a higher level, they function in much the same way as talents or contacts in this regard (two points for a level two quirk, four points for a level three quirk). Also, quirks without level but that count double cost (or give) two points.

Note that combination characters who draw power from high tech devices as one of their origins may add one point here, ostensibly for quirks, but players may use them as they see fit.

Next, determine what gear the character possesses. As is the case with randomly generated characters, combinations built with the point based system may choose any standard gear that is readily available in the campaign, as long as its cost falls within a few CS of their Resources rank. If they want something more expensive, the player must give a good reason for such, though the Judge has veto power over improbable items.

Finally, add those bonuses that the character's origin affords him or her if they have a Transnormal power source.

Once the player is out of points, it's up to the Judge to look over what the player has wrought. Does the character's math add up? Does it fall within predetermined campaign limitations for power level? If nothing appears to be wrong, and the Judge likes what he or she sees, they should approve what a player has created, and then allow them to complete the last portion of their character's creation.

Assuming they didn't actually start with such.

Filling in the Blanks

Once all the basic details concerning your character have been ascertained, it is time to 'fill in the blanks,' or to detail all of their personal and background information, the stuff you can't quantify with dice rolls or points. Who are they? What do they look like? Where are they from? What are they like? How did they acquire their astounding combination of differing super-human abilities?

All of this character information must be determined by the player to make it truly his or her own, and to really 'flesh them out'. This is often the most difficult portion of the character generation process, the portion where many tend to fail. However, with a little effort and some serious consideration, the answers to these questions can make that sheet of paper with all the funny words on it really come alive!

Combinatorial Consideration

This portion of the Combination Character Cookbook will include a bunch of rules for things that don't quite fit in the other character generation guides. Things like cloning, constructs cooked up by a lab or with magic, organic circuitry, that kind of thing. Some will involve character creation rules, but others will just be guides to technology like in the Technical Reference.

(workin' on it)

Fahrvergnugen

Currently, the only 'new' combination is a Jack, being Jack of all Trades. These are people who can draw powers from any origin they wish. This is great when advancing. Need a new inherent power? No problem! Want to master a few more psionics? Great! Pick up a few implants to smooth out a fight? We've got you covered. The ones covered in other chapters will be referenced, to be sure, but I want to plug in some new things.

But I may have already covered most of that. So what I'll also be doing is resolving some of my rulesy issues relating around missing technologies and character types. Clones and biotech and all that jazz. I'll try to uh, expound on all this as time permits during the construction of our Skoolie. Which, if I am being honest, ought to be outside working on as we speak. So I'm 'a gonna do that now.

- Present Firebomb, who is sorry for referring to himself in the third person. Or... is he am I?

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