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:
- Roll for the number of initial spells on table 2.
- Roll on table 3a for Fighting and Strength, table 3b for Agility and Endurance, and table 3d for mental ability scores.
- Gamble on ability scores as allowed on table 4.
- Choose whether this is a conventional cleric, or they use divine-touched variations on the entreatism, geomancy, or voodoo schools.
- Roll on table 28 for each spell type, if not chosen or dictated, then tables 29 through 46 for individual spells.
- Roll or choose a spell effect, per the above, when adopting a magic-infused item.
- Roll half of their spell (and item) ranks on table 3b, and the other half on table 3d (or tables 3c and 3e, if hyperkinetic and hyperexhaustive spell ranks are allowed).
- Gamble on spell / item ranks as desired on table 4, doing so once if they have one to three power effects, twice if they have four to six power effects, and three if they have more.
- Choose any limitations or enhancements this character will possess.
- Choose or randomly roll for any quirks the character will have, if desired, using tables 76 through 82.
- Roll on table 83 to determine the number of talents this cleric will have, then on 84 to determine each talent type, and finally tables 85 through 92 to single out individual talents.
- Roll on table 93 to determine the cleric's initial number of contacts, then choose from or roll on table 94 for contact types.
- Determine starting equipment and backstory per the norm.
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:
- Roll for the number of initial psionics on table 2.
- Roll on table 3a for Fighting and Strength, table 3b for Agility and Endurance, and table 3d for mental ability scores.
- Gamble on ability scores as allowed on table 4.
- Choose or roll on table 8 to determine the nature of one's psionics, then choose or roll on table 9 to determine the deionicist's psionic training method (if applicable).
- Roll on table 47 to determine psionic power type if applicable, then roll on tables 49 through 75 to finalize each of one's starting psionics. If using a form of psionics that allow access to multiple disciplines, make use of table 48 as necessary to determine which of these one's subsequent psionics will draw from (after the first, which is presumably theonics).
- Roll half of their psionic ranks on table 3b, and the other half on table 3d (or tables 3c and 3e, if hyperkinetic and hyperexhaustive psionic ranks are allowed).
- Gamble on psionic power ranks as desired on table 4, doing so once if they have one to three power effects, twice if they have four to six power effects, and three if they have more.
- Choose any limitations or enhancements this character will possess.
- Choose or randomly roll for any quirks the deionicist will have, if desired, using tables 76 through 82.
- Roll on table 83 to determine the number of talents this divine psi will have, then on 84 to determine each talent type, and finally tables 85 through 92 to single out individual talents.
- Roll on table 93 to determine the deionicist's initial number of contacts, then choose or roll on table 94 for contact types.
- Determine starting equipment and backstory per the norm.
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:
- Roll for the number of initial super-human capabilities on table 2.
- Roll for or choose from the number of origins of power the Jack will have on table 1.
- Roll on table 3 for ability scores based on which origins of power the Jack utilizes.
- Gamble on ability scores as allowed on table 4.
- If inherent powers will be wielded, roll on table 11a or 11b as applicable to determine the category each power a Jack wields will belong to, and then tables 12 through 27 to determine each specific power.
- If spells will be wielded, roll on or choose from table 7 to determine the Jack's magic school, then roll on table 28 for each spell type, if not chosen or dictated, then tables 29 through 46 for individual spells.
- If spells will be wielded, roll or choose a spell effect, per the above, when adopting a magic-infused item.
- If psionics will be wielded, choose or roll on table 8 to determine the nature of one's psionics, then choose or roll on table 9 to determine the Jack's psionic training method (if applicable).
- If psionics will be wielded, roll on table 47 to determine psionic power type if applicable, choose or roll on table 48 to choose a discipline (or disciplines, as needed), then roll on tables 49 through 75 to finalize each of one's starting psionics.
- Roll for the rank of super-human capabilities on table 3 as their various origins of power would dictate.
- Gamble on power / spell / psionic ranks as desired on table 4, doing so once if they have one to three power effects, twice if they have four to six power effects, and three if they have more.
- Choose any limitations or enhancements this character will possess, noting some origins have these built-in.
- Choose or randomly roll for any quirks the Jack of All Trades will have, if desired, using tables 76 through 82.
- Roll on table 83 to determine the number of talents this Jack will have, then on 84 to determine each talent type, and finally tables 85 through 92 to single out individual talents.
- Roll on table 93 to determine the Jack of All Trades' initial number of contacts, then choose or roll on table 94 for contact types.
- Determine starting equipment and backstory per the norm.
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:
- Roll for the number of initial powers on table 2.
- Roll on table 3b, 3d, and 3f for two ability scores each, and then table 3h for the seventh (or tables 3c, 3e, 3g, and 3i if hyperkinetic ability scores are allowed).
- Gamble on ability scores as allowed on table 4.
- Roll on table 11b to determine the category each power a numenplyer wields will belong to, and then tables 12 through 26 to determine each specific power.
- Cycle through tables 3b, 3d, 3f, and 3h when rolling ranks for the numenplyer's powers (or tables 3c, 3e, 3g, and 3i if hyperkinetic and hyperexhaustive power ranks are allowed).
- Gamble on power ranks as desired on table 4, doing so once if they have one to three power effects, twice if they have four to six power effects, and three if they have more.
- Choose any limitations or enhancements this character will possess, on top of that imposed by the actual divine implement(s) the numenplyer carries.
- Choose or randomly roll for any quirks the numenplyer will have, if desired, using tables 76 through 82.
- Roll on table 83 to determine the number of talents this godly device wielder will have, then on 84 to determine each talent type, and finally tables 85 through 92 to single out individual talents.
- Roll on table 93 to determine the numenplyer's initial number of contacts, then choose or roll on table 94 for contact types.
- Determine starting equipment and backstory per the norm.
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:
- Roll for the number of initial psionics (and possibly spells) on table 2.
- Roll on table 3a for Fighting and Strength, table 3b for Agility and Endurance, and table 3d for mental ability scores.
- Gamble on ability scores as allowed on table 4.
- Choose or roll on table 8 to determine the nature of one's psionics, then choose or roll on table 9 to determine the psychoturge's psionic training method (if applicable).
- Roll on table 47 to determine psionic power type if applicable, then roll on tables 49 through 75 to finalize each of one's starting psionics. If using a form of psionics that allow access to multiple disciplines, make use of table 48 as necessary to determine which of these one's subsequent psionics will draw from (after the first, which is presumably psimantics).
- If the psychoturge masters the Casting power, choose from or roll on table 7 to determine their initial magic school, then roll on table 28 for each spell type, if not chosen or dictated, and finally tables 29 through 46 for individual spells.
- If the psychoturge will utilize spells, roll or choose a spell effect, per the above, when adopting a magic-infused item.
- Roll half of their psionic and spell ranks on table 3b, and the other half on table 3d (or tables 3c and 3e, if hyperkinetic and hyperexhaustive spell or psionic ranks are allowed).
- Gamble on psionic and spell power ranks as desired on table 4, doing so once if they have one to three power effects, twice if they have four to six power effects, and three if they have more.
- Choose any limitations or enhancements this character will possess.
- Choose or randomly roll for any quirks the psychoturge will have, if desired, using tables 76 through 82.
- Roll on table 83 to determine the number of talents this mystic psi will have, then on 84 to determine each talent type, and finally tables 85 through 92 to single out individual talents.
- Roll on table 93 to determine the psychoturge's initial number of contacts, then choose or roll on table 94 for contact types.
- Determine starting equipment and backstory per the norm.
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:
- Roll for the number of initial spells on table 2.
- Roll on table 3a for Fighting and Strength, table 3b for Agility and Endurance, and table 3d for mental ability scores.
- Gamble on ability scores as allowed on table 4.
- Roll on table 28 for each spell type, if not chosen or dictated, then tables 29 through 46 for individual spells.
- Roll or choose a spell effect, per the above, when adopting a magic-infused item (beyond how their normal spells may manifest).
- Roll half of the technomage's spell (and item) ranks on table 3b, and the other half on table 3d (or tables 3c and 3e, if hyperkinetic and hyperexhaustive spell ranks are allowed).
- Gamble on spell / item ranks as desired on table 4, doing so once if they have one to three power effects, twice if they have four to six power effects, and three if they have more.
- Choose any limitations or enhancements this technomage will possess.
- Choose or randomly roll for any quirks the character will have, if desired, using tables 76 through 82.
- Roll on table 83 to determine the number of talents this technomage will have, then on 84 to determine each talent type, and finally tables 85 through 92 to single out individual talents.
- Roll on table 93 to determine the technomage's initial number of contacts, then choose from or roll on table 94 for contact types.
- Determine starting equipment and backstory per the norm.
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:
- Roll for the number of initial psionics on table 2.
- Roll on table 3a for Fighting and Strength, table 3b for Agility and Endurance, and table 3d for mental ability scores.
- Gamble on ability scores as allowed on table 4.
- Choose or roll on table 8 to determine the nature of one's psionics, then choose or roll on table 9 to determine the technopsi's training method (if applicable).
- Roll on table 47 to determine psionic power type if applicable, then roll on tables 49 through 75 to finalize each of one's starting psionics. If using a form of psionics that allow access to multiple disciplines, make use of table 48 as necessary to determine which of these one's subsequent psionics will draw from (after the first, which is presumably technopsionic).
- Roll half of their psionic ranks on table 3b, and the other half on table 3d (or tables 3c and 3e, if hyperkinetic and hyperexhaustive psionic ranks are allowed).
- Gamble on psionic power ranks as desired on table 4, doing so once if they have one to three power effects, twice if they have four to six power effects, and three if they have more.
- Choose any limitations or enhancements this character will possess.
- Choose or randomly roll for any quirks the technopsi will have, if desired, using tables 76 through 82.
- Roll on table 83 to determine the number of talents this high tech psi will have, then on 84 to determine each talent type, and finally tables 85 through 92 to single out individual talents.
- Roll on table 93 to determine the technopsi's initial number of contacts, then choose or roll on table 94 for contact types.
- Determine starting equipment and backstory per the norm.
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:
- Roll for the number of initial spells (and possibly psionics).
- Roll on table 3a for Fighting and Strength, table 3b for Agility and Endurance, and table 3d for mental ability scores.
- Gamble on ability scores as allowed on table 4.
- Roll on table 28 for each spell type, if not chosen or dictated, then tables 29 through 46 for individual spells.
- If psionics will be wielded, choose or roll on table 8 to determine the nature of one's psionics, then choose or roll on table 9 to determine the thaumentalist's psionic training method (if applicable).
- If psionics will be wielded, roll on table 47 to determine psionic power type if applicable, choose or roll on table 48 to choose a discipline (or disciplines, as needed), then roll on tables 49 through 75 to finalize each of one's starting psionics.
- Roll or choose a spell effect, per the above, when adopting a magic-infused item (beyond how their normal spells may manifest).
- Roll half of their spell, magic item, and psionic ranks on table 3b, and the other half on table 3d (or tables 3c and 3e, if hyperkinetic and hyperexhaustive spell or psionic ranks are allowed).
- Gamble on psionic / spell / item ranks as desired on table 4, doing so once if they have one to three power effects, twice if they have four to six power effects, and three if they have more.
- Choose any limitations or enhancements this character will possess.
- Choose or randomly roll for any quirks the character will have, if desired, using tables 76 through 82.
- Roll on table 83 to determine the number of talents this mental mage will have, then on 84 to determine each talent type, and finally tables 85 through 92 to single out individual talents.
- Roll on table 93 to determine the thaumentalist's initial number of contacts, then choose or roll on table 94 for contact types.
- Determine starting equipment and backstory per the norm.
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.
01-17 | Transnormal | 18-33 | Technological | 34-50 | Sorcerous |
51-67 | Psionic | 68-83 | Immortal | 84-00 | Combination (you are here) |
01-11 | Cleric | 12-22 | Deionicist | 23-33 | Jack of All Trades |
34-44 | Numenplyer | 45-55 | Psychoturge | 56-66 | Technomancer |
67-77 | Technopsi | 78-88 | Thaumentalist | 89-00 | Other * |
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.
01-17 | Two Powers | 18-33 | Three Powers | 34-50 | Four Powers |
51-67 | Five Powers | 68-83 | Six Powers | 84-00 | Seven 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 A | Table B | Table C | Table D | Table E | Table F | Table G | Table H | Table I | Rank |
- | - | 01 | - | 01 | - | 01 | - | 01 | Hyperexhaustive |
01 | 01 | 02-05 | - | - | 01 | 02-05 | - | - | Feeble (2) |
02-25 | 02-05 | 06-10 | - | - | 02-05 | 06-10 | - | - | Poor (4) |
26-50 | 06-25 | 11-25 | - | - | 06-10 | 11-15 | - | - | Typical (6) |
51-75 | 26-50 | 26-50 | 01 | 02-05 | 11-25 | 16-25 | - | - | Good (10) |
76-99 | 51-75 | 51-75 | 02-25 | 06-25 | 26-50 | 26-50 | 01 | 02-05 | Excellent (20) |
00 | 76-95 | 76-90 | 26-50 | 26-50 | 51-75 | 51-75 | 02-25 | 06-25 | Remarkable (30) |
- | 96-99 | 91-95 | 51-75 | 51-75 | 76-90 | 76-85 | 26-50 | 26-50 | Incredible (40) |
- | 00 | 96-99 | 76-99 | 76-95 | 91-95 | 86-90 | 51-75 | 51-75 | Amazing (50) |
- | - | - | 00 | 96-99 | 96-99 | 91-95 | 76-99 | 76-95 | Monstrous (75) |
- | - | - | - | - | 00 | 96-99 | 00 | 96-99 | Unearthly (100) |
- | - | 00 | - | 00 | - | 00 | - | 00 | Hyperkinetic |
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!
Crazy | Risky | Traditional | Lenient | Easy | Column Shift |
01 | - | - | - | - | -4 CS |
02-05 | 01 | - | - | - | -3 CS |
06-15 | 02-05 | - | 01 | - | -2 CS |
16-25 | 06-25 | 01-15 | 02-25 | 01 | -1 CS |
26-75 | 26-75 | 16-50 | 26-50 | 02-25 | 0 CS |
76-85 | 76-95 | 51-65 | 51-75 | 26-50 | +1 CS |
86-95 | 96-99 | 66-85 | 76-99 | 51-75 | +2 CS |
96-99 | 00 | 86-95 | 00 | 76-99 | +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.
01-14 | Altered Humans | 15-28 | Arisen | 29-43 | Composites |
44-57 | Degenerates | 58-72 | Descendants | 73-86 | Mutants |
87-00 | Reanimates |
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.
- Altered humans may bolster any two ability scores of their choice by +1 CS.
- Arisen may bolster any one ability score and any one power rank by +1 CS.
- Composites may bolster their Strength by +1 CS, and gain the Fast Healing quirk.
- Degenerates may bolster their Fighting and Strength by +1 CS.
- Descendants may bolster their Intuition by +1 CS, and may add any one +1 CS offered by their parents' origin.
- Mutants may add +1 CS to their Endurance score and +1 CS to any one power rank.
- Reanimates may add +1 CS to their Psyche score and +1 CS to any one power rank.
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.
01-33 | Users | 34-67 | Cyborgs | 68-00 | Robots |
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.
- Device wielders' powers suffer from the portable limitation, meaning they can be stolen (or shared).
- Cyborgs suffer from implant rejection syndrome, a character limitation causing their hard-wired gear to destabilize their very minds.
- Robots generally feature the languorous, proprietary, or reprogrammable character limitation (pick one).
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.
01-10 | Alchemy | 11-20 | Eclecticism | 21-30 | Elementalism |
31-40 | Entreatism | 41-50 | Faerie Magic | 51-60 | Geomancy |
61-70 | Paraprobabilitism | 71-80 | Philosophical Magic | 81-90 | Physiomancy |
91-00 | Voodoo |
01-08 | Alchemy | 09-15 | Clericism | 16-23 | Eclecticism |
24-31 | Elementalism | 32-38 | Entreatism | 39-46 | Faerie Magic |
47-54 | Geomancy | 55-61 | Paraprobabilitism | 62-69 | Philosophical Magic |
70-77 | Physiomancy | 78-84 | Technomancy | 85-92 | Thaumentalism |
93-00 | Voodoo |
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.
01-33 | Believer | 34-67 | Natural | 68-00 | Trained |
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.
01-33 | Casual | 34-67 | Intermediate | 68-00 | Traditional |
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.
01-12 | Empowered | 13-25 | Legacies | 26-37 | Quintessential Variants |
38-50 | Reincarnators | 51-62 | Preincarnators | 63-75 | Demigods |
76-87 | Abstracts | 88-00 | Gods |
01-10 | Numenplyer | 11-20 | Empowered | 21-30 | Legacies |
31-40 | Aspirants | 41-50 | Quintessential Variants | 51-60 | Reincarnators |
61-70 | Preincarnators | 71-80 | Demigods | 81-90 | Abstracts |
91-00 | Gods |
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.
- Quintessential variants possess the quintessential variation power as a free bonus.
- Reincarnators possess the reincarnation power as a free bonus.
- Preincarnators possess the preincarnation power as a free bonus.
- Demigods possess the apotheosis power as a free bonus.
- Abstract beings possess the abstraction power as a free bonus.
- Gods possess the immortality power as a free bonus.
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.
01-07 | Biological Control | 08-14 | Combination | 15-21 | Energy Control |
22-28 | Energy Generation | 29-35 | Matter Control | 36-42 | Mental Control |
43-49 | Mental Enhancement | 50-56 | Movement | 57-63 | Physical Control |
64-70 | Physical Enhancement | 71-77 | Physical Weaponry | 78-84 | Power Control |
85-91 | Reality Control | 92-99 | Sensory | 00 | Ultimate Power? |
01-07 | Biological Control | 08-13 | Combination | 14-20 | Energy Control |
21-27 | Energy Generation | 28-33 | Faith | 34-40 | Matter Control |
41-47 | Mental Control | 48-53 | Mental Enhancement | 54-60 | Movement |
61-67 | Physical Control | 68-73 | Physical Enhancement | 74-80 | Physical Weaponry |
81-87 | Power Control | 88-93 | Reality Control | 94-00 | Sensory |
01-02 | Aciurgy | 03-05 | Age Control / Others | 06-07 | Animal Control |
08-10 | Animal Hybridization / Others | 11-12 | Animal Sympathy | 13-15 | Biological Vampirism (2) | 16-17 | Body Control | 18-20 | Cure Disease | 21-22 | Death Ray |
23-25 | Decontamination | 26-27 | Degeneration | 28-30 | Detoxification | 31-32 | Disease | 33-35 | Emotion Control | 36-37 | Empathic Hammer |
38-40 | Empathy | 41-42 | Gestalting (2) | 43-45 | Harm | 46-47 | Healing / Others | 48-50 | Integral Control | 51-52 | Mood Swings |
53-55 | Organism Generation (3) | 56-57 | Pain | 58-60 | Pheromones | 61-62 | Plant Hybridization / Others | 63-65 | Plant Control | 66-67 | Plant Sympathy |
68-70 | Poison | 71-72 | Reanimation (2) | 73-75 | Recovery | 76-77 | Regeneration / Others | 78-80 | Resurrection (2) | 81-82 | Resuscitation |
83-85 | Rotting | 86-87 | Sensory Attenuation | 88-90 | Sensory Distortion | 91-92 | Sleep | 93-95 | Summoning (2) | 96-97 | Transformation / Others (2) |
98-00 | Vampirism (2) |
01-07 | Berserker (2) | 08-13 | Dyad (2) | 14-20 | Environmental Pocket (2) |
21-27 | Environmental Sense (2) | 28-33 | Evolution Control (2) | 34-40 | Hostility Screen (2) |
41-47 | Ice Generation (2) | 48-53 | Jeopardy (2) | 54-60 | Missile Generation |
61-67 | Nanotechnology Generation (3) | 68-73 | Organic Circuitry (3) | 74-80 | Plasma Generation (2) |
81-87 | Regenerative Armor (3) | 88-93 | Teleformation (3) | 94-00 | Weather Control (2) |
01-03 | Celestial Light Control | 04-07 | Darkness Control | 08-10 | Electricity Control |
11-13 | Energy Absorption (2) | 14-17 | Energy Cohesion | 18-20 | Energy Projection | 21-23 | Energy Vampirism (2) | 24-27 | Fire Control | 28-30 | Force Field |
31-33 | Hellfire Control | 34-37 | Image Projection (2) | 38-40 | Imaginary Doubles (2) | 41-43 | Kinetic Absorption (2) | 44-47 | Kinetic Energy Control | 48-50 | Light Control |
51-53 | Magnetism Control | 54-57 | Object Charge | 58-60 | Psionic Absorption (2) | 61-63 | Psychokinesis | 64-67 | Radiation Control | 68-70 | Radio Wave Control |
71-73 | Sound Control | 74-77 | Spectral Flame Control | 78-80 | Temperature Control | 81-83 | Temporal Static | 84-87 | Thaumaturgical Absorption (2) | 88-90 | Theonic Absorption (2) |
91-93 | Transception | 94-97 | Transduction (2) | 98-00 | Vibration Control |
01-07 | Celestial Light Generation | 08-13 | Cold Generation | 14-20 | Darkness Generation |
21-27 | Electricity Generation | 28-33 | Fire Generation | 34-40 | Force Blast |
41-47 | Heat Generation | 48-53 | Hellfire Generation | 54-60 | Light Generation |
61-67 | Magnetism Generation | 68-73 | Radiation Generation | 74-80 | Radio Wave Generation |
81-87 | Sound Generation | 88-93 | Spectral Flame Generation | 94-00 | Vibration Generation |
01-06 | Avatar (2) | 07-11 | Awe | 12-17 | Commandment |
18-22 | Deionic Attack | 23-28 | Disengagement | 29-33 | Exaltation |
34-39 | Faith (5) | 40-44 | Genesis | 45-50 | Inculcation |
50-56 | Mortal Guise | 57-61 | Nature Resistance | 62-67 | Omnipotence |
68-72 | Omnipresence | 73-78 | Omniscience | 79-83 | Plenipotentiary |
84-89 | Regenesis | 90-94 | Sanctuary | 95-00 | Signature Power (*) |
01-03 | Adhesion | 04-06 | Aggregation | 07-09 | Antimatter (3) |
10-12 | Assimilation | 13-15 | Catalysis | 16-18 | Clone Projection | 19-21 | Color Control | 22-24 | Corrosion | 25-27 | Cyclone |
28-30 | Density Control / Others | 31-33 | Device Generation (2) | 34-36 | Device Sympathy | 37-39 | Disintegration (2) | 40-42 | Energy Doubles (2) | 43-45 | Flaying |
46-48 | Fluid Animation | 49-50 | Friction Control | 51-53 | Growth / Others | 54-56 | Invisibility / Others | 57-59 | Matter Absorption | 60-62 | Matter Duplication (2) |
63-65 | Matter Generation (3) | 66-68 | Object Animation | 69-71 | Object Hardening | 72-74 | Object Sympathy | 75-77 | Object Weakening | 78-80 | Quarantine |
81-83 | Shrinking / Others | 84-86 | Solid Animation | 87-89 | Technical Intuition | 90-92 | Topological Control (3) | 93-95 | Transmutation (3) | 96-98 | Vapor Animation |
99-00 | Vivification (3) |
01-02 | Astral Projection | 03-04 | Auscultation | 05-06 | Clairalience |
07-08 | Clairaudience | 09-10 | Clairgustance | 11-12 | Clairtouchence | 13-14 | Clairvoyance | 15-16 | Clarity | 17-18 | Computer Link |
19-20 | Crowd Control (2) | 21-22 | Dream Projection | 23-24 | Finding |
25-26 | Forgetfulness | 27-28 | Fugue | 29-30 | Illusion Projection (2) |
31-32 | Image Animation | 33-34 | Jumbling | 35-36 | Knowledge | 37-38 | Lie Detection | 39-40 | Mental Doubles (2) | 41-42 | Mental Repair |
43-44 | Mesmerism | 45-46 | Mind Control | 47-48 | Mind Duplication |
49-50 | Mind Link | 51-52 | Mind Lock | 53-54 | Mind Transfer (2) |
55-56 | Mind Wipe (2) | 57-58 | Object Projection | 59-60 | Possession (2) | 61-62 | Postcognition | 63-64 | Precognition (3) | 65-66 | Psi Bolt |
67-68 | Psi Web | 69-70 | Psionic Vampirism (2) | 71-72 | Psychic Invisibility |
73-74 | Psychic Probe | 75-76 | Psychometry | 77-78 | Psychoplasm Animation (2) |
79-80 | Sending | 81-82 | Sensory Link | 83-84 | Sensory Projection | 85-86 | Sensory Reception | 87-88 | Soul Control | 89-90 | Spectral Vampirism (2) |
91-92 | Static Field | 93-94 | Telekinesis | 95-96 | Telepathy | 97-98 | Thought Projection | 99-00 | Translation |
01-07 | Danger Sense (2) | 08-14 | Eidetic Memory (*) | 15-21 | Fortuity |
22-28 | Jury Rigging | 29-35 | Kit-bashing | 36-42 | Linguistics |
43-50 | Mental Invisibility (2) | 51-57 | Self Control | 58-64 | Spectral Freedom (*) |
65-71 | Super Invention (*) | 72-78 | Transfixture | 79-85 | Ultimate Talent (*) |
86-92 | Unyielding Will | 93-00 | Xenoglossy |
01-04 | Anchor | 05-08 | Between (2) | 09-12 | Bilocation |
13-16 | Carrier Wave | 17-20 | Chaos Shift (*) | 21-25 | Dimensional Interface (2) |
26-29 | Dimensional Transit | 30-33 | Flight | 34-37 | Gliding |
38-41 | Jelling | 42-45 | Levitation | 46-50 | Mind Walk |
51-54 | Platforming | 55-58 | Portal (2+) | 59-62 | Propulsion | 63-66 | Super Climbing | 67-70 | Super Digging | 71-75 | Super Flight |
76-79 | Super Jumping (*) | 80-83 | Super Running | 84-87 | Super Swimming | 88-91 | Teleportation | 92-95 | Teleportation / Others | 96-00 | Time Travel (2) |
01-03 | Age Control / Self | 04-07 | Animal Hybridization / Self | 08-10 | Aura (2) |
11-13 | Blending | 14-17 | Body Doubles (4) | 18-20 | Density Control / Self | 21-23 | Detachable Parts | 24-27 | Dimensional Displacement | 28-30 | Disguise |
31-33 | Elongation | 34-37 | Environmental Adaptation (2) | 38-40 | Growth / Self | 41-43 | Gyration | 44-47 | Healing / Self | 48-50 | Imaginary Mass |
51-53 | Inaudibility | 54-57 | Inodoriferous | 58-60 | Intangibility | 61-63 | Internal Universe | 64-67 | Invisibility / Self | 68-70 | Kinetic Focus |
71-73 | Metabolic Focus | 74-77 | Plant Hybridization / Self | 78-80 | Redolence | 81-83 | Shape Change | 84-87 | Shrinking / Self | 88-90 | Situational Adaptation |
91-93 | Super Synesthesia (*) | 94-97 | Transformation / Self (2) | 98-00 | Vocal Control |
01-04 | Additional Organs (*) | 05-08 | Body Armor | 09-12 | Clinging (*) |
13-16 | Damage Reduction (*) | 17-20 | Deflection (*) | 21-24 | Dual Respiration (*) |
25-28 | Environmental Indep. (*) | 29-32 | Flake Armor | 33-36 | Greater Invulnerability (*) |
37-40 | Greater Resistance (*) | 41-44 | Invulnerability (*) | 45-48 | Longevity (*) |
49-52 | Plasticity | 53-56 | Reformation (2) | 57-60 | Regeneration (2) | 61-64 | Resistance (*) | 65-68 | Revival | 69-72 | Screened Senses |
73-76 | Stasis (*) | 77-80 | Super Breath | 81-84 | Super Speed (3) | 85-88 | Turnabout | 89-92 | Universal Digestion (*) | 93-96 | Universal Respiration (*) |
97-00 | Zest |
01-06 | Additional Limbs (*) | 07-12 | Barbs (*) | 13-18 | Battle Tail (*) |
19-25 | Claws (*) | 26-31 | Edges (*) | 32-37 | Fangs (*) |
38-43 | Hard Points (*) | 44-50 | Horns (*) | 51-56 | Pouches (*) |
57-62 | Prehensile Hair | 63-68 | Prehensile Skin | 69-75 | Prehensile Tail (*) |
76-81 | Quills (*) | 82-87 | Razor Skin (*) | 88-93 | Tentacles (*) |
94-00 | Wings (*) |
01-03 | Amplification | 04-06 | Attenuation | 07-09 | Boon |
10-12 | Corporeal Gestalt (2) | 13-15 | Deionic Control (2) | 16-18 | Empowerment (2) | 19-21 | Investment (3) | 22-24 | Link (2) | 25-27 | Opposition (3) |
28-30 | Power Absorption (4) | 31-33 | Power Amplification | 34-36 | Power Attenuation | 37-39 | Power Block (2) | 40-42 | Power Control (2) | 43-45 | Power Duplication (4) |
46-48 | Power Transfer (2) | 49-51 | Psionic Amplification | 52-54 | Psionic Attenuation | 55-57 | Psionic Control (2) | 58-60 | Sorcerous Amplification | 61-63 | Sorcerous Attenuation |
64-66 | Spectral Gestalt (2) | 67-69 | Spell Control (2) | 70-72 | Super Vampirism (2) | 73-75 | Theonic Amplification | 76-78 | Theonic Attenuation | 79-81 | Trace Duplication (4) |
82-84 | Variable Cybernetics | 85-87 | Variable Power | 88-90 | Variable Psionics | 91-93 | Variable Sorcery | 94-96 | Variable Talent (*) | 97-00 | Weakness Generation (2) |
01-04 | Ability Boost | 05-08 | Antigravity | 09-12 | Buttress (2) |
13-16 | Causality Control (4) | 17-20 | Combining Powers (*) | 21-24 | Future Control (2) |
25-28 | Grace | 29-32 | Gravity Control | 33-36 | History Control (3) |
37-40 | Initiative Control (2) | 41-44 | Karma Control (2) | 45-48 | Keeper |
49-52 | Learned Invulnerability (4) | 53-56 | Lethality (2) | 57-60 | Logos | 61-64 | Luck (3) | 65-68 | Nimiety (2) | 69-72 | Override (3) |
73-76 | Planar Control (3) | 77-80 | Power Boost | 81-84 | Roulette (2) | 85-88 | Reassignment (2) | 89-92 | Space Control | 93-96 | Thaumaturgical Vampirism (2) |
97-00 | Time Control (3) |
01-04 | Atomic Sense | 05-08 | Biological Sense | 09-12 | Circular Vision (*) |
13-16 | Energy Sense | 17-20 | Flaw Sense | 21-23 | Infravision | 24-27 | Locational Sense | 28-31 | Macro Sense (2) | 32-35 | Magic Sense |
36-39 | Microscopic Vision | 40-43 | Nativity Sense | 44-46 | Nonapparent Vision | 47-50 | Origin Sense | 51-54 | Psi Sense | 55-58 | Radar Sense |
59-62 | Radivision | 63-66 | Sonar Sense | 67-69 | Spectral Sense | 70-73 | Super Senses (2) | 74-77 | Super Tracking | 78-81 | Technological Sense |
82-85 | Telescopic Vision | 86-89 | Theonic Sense | 90-92 | Transparent Vision | 93-96 | Ultravision | 97-00 | Unusual Sensitivity (*) |
01-49 | Return to Table 5 | 50-51 | Ultimate Power (5) | 52-00 | Return to Table 5 |
01-17 | Personal | 18-33 | School | 34-50 | Universal |
51-67 | Group | 68-83 | Dimensional | 84-00 | Entreaty |
01-02 | Ability Boost | 03-04 | Age Control / Self | 05-06 | Animal Hybridization / Self |
07-08 | Animal Sympathy | 09-10 | Astral Projection | 11-12 | Augury | 13-14 | Biological Sense | 15-16 | Blending | 17-18 | Body Armor |
19-20 | Combat Edge (*) | 21-22 | Contact Absorption (2) | 23-24 | Danger Sense (2) |
25-26 | Deflection (*) | 27-28 | Density Control / Self | 29-30 | Disguise |
31-32 | Eldritch Palm | 33-34 | Empathy | 35-36 | Energy Absorption (2) | 37-38 | Energy Sense | 39-40 | Familiar (2) | 41-42 | Flaw Sense |
43-44 | Flight | 45-46 | Growth / Self | 47-48 | Healing / Self |
49-50 | Imaginary Doubles (2) | 51-52 | Individual Shield | 53-54 | Intangibility |
55-56 | Invisibility / Self | 57-58 | Kinetic Absorption (2) | 59-60 | Magic Sense | 61-62 | Mesmerism | 63-64 | Nonapparent Vision | 65-66 | Plant Hybridization / Self |
67-68 | Plant Sympathy | 69-70 | Power Boost | 71-72 | Psychometry |
73-74 | Reformation (2) | 75-76 | Resistance (*) | 77-78 | Screened Senses |
79-80 | Sending | 81-82 | Shape Change | 83-84 | Shrinking / Self | 85-86 | Spiritual Link (2) | 87-88 | Stasis (*) | 89-90 | Super Senses (2) |
91-92 | Telepathy | 93-94 | Transduction (2) | 95-96 | Transformation / Self (2) | 97-98 | Translation | 99-00 | Turnabout |
01-02 | Admittance | 03-04 | Animal Hybridization / Others | 05-06 | Annulment |
07-08 | Attenuation | 09-10 | Bands | 11-12 | Bilocation | 13-14 | Charm | 15-16 | Clarity | 17-18 | Confusion |
19-20 | Conjuration (2) | 21-22 | Curse | 23-24 | Damage Reduction (*) |
25-26 | Density Control / Others | 27-28 | Disease | 29-30 | Eldritch Barrier |
31-32 | Eldritch Blast | 33-34 | Eldritch Bolt | 35-36 | Eldritch Wave | 37-38 | Emotion Control | 39-40 | Empowerment (2) | 41-42 | Environmental Adaptation (2) |
43-44 | Force Field | 45-46 | Forgetfulness | 47-48 | Glow |
49-50 | Greater Resistance (*) | 51-52 | Growth / Others | 53-54 | Healing / Others |
55-56 | Illusion Projection (2) | 57-58 | Image Animation | 59-60 | Invisibility / Others | 61-62 | Knowledge | 63-64 | Mind Control | 65-66 | Object Animation |
67-68 | Opposition (3) | 69-70 | Organism Generation (3) | 71-72 | Paralysis |
73-74 | Plant Hybridization / Others | 75-76 | Platforming | 77-78 | Poison |
79-80 | Proxy | 81-82 | Psychic Probe | 83-84 | Rotting | 85-86 | Shrinking / Others | 87-88 | Sleep | 89-90 | Telekinesis |
91-92 | Teleportation | 93-94 | Topological Control (3) | 95-96 | Transformation / Others (2) | 97-98 | Warding | 99-00 | Xenoglossy |
01-02 | Auscultation | 03-04 | Bane of Lies | 05-06 | Bashmu (2) |
07-08 | Berserker (2) | 09-10 | Blood of Qingu (3) | 11-12 | Buttress (3) | 13-14 | Carrier Wave | 15-16 | Circular Vision (*) | 17-18 | Conflagrant Chariot |
19-20 | Daybreak | 21-22 | Death Ray | 23-24 | Dual Respiration (*) |
25-26 | Dyad (2) | 27-28 | Elongation | 29-30 | Fulgor (2) |
31-32 | Gestalting (2) | 33-34 | Grace | 35-36 | Headway | 37-38 | Homogenization | 39-40 | Imaginary Mass | 41-42 | Inodoriferous |
43-44 | Internal Universe | 45-46 | Judicature | 47-48 | Keeper |
49-50 | Lethality (2) | 51-52 | Logos | 53-54 | Nimiety (2) |
55-56 | Ophidia (3) | 57-58 | Power Absorption (4) | 59-60 | Psi Web | 61-62 | Quash | 63-64 | Quid Pro Quo | 65-66 | Quittance |
67-68 | Super Digging | 69-70 | Super Invention | 71-72 | Super Jumping (*) |
73-74 | Super Running | 75-76 | Super Swimming | 77-78 | Super Tracking |
79-80 | Threescore Pestilence (2) | 81-82 | Tramplede (2) | 83-84 | Ultravision | 85-86 | Unyielding Will | 87-88 | Upholder | 89-90 | Warrior's Art |
91-92 | Whatever | 93-94 | Wondrous Warehouse | 95-96 | Wrest (3) | 97-98 | Yclept (3) | 99-00 | Zest |
01-08 | Adjoining (2) | 09-15 | Alteration (2) | 16-23 | Eldritch Attacks (2) |
24-31 | Inanime (3) | 32-38 | Masking (2) | 39-46 | Motivity (2) |
47-54 | Passing (2) | 55-61 | Pishogue (2) | 62-69 | Scrying (3) |
70-77 | Sensing (2) | 78-84 | Shields (2) | 85-92 | Thaumaturgy (2) |
93-00 | Witchery (2) |
01-08 | Alchemical Analysis | 09-15 | Aggregation | 16-23 | Antimatter (3) |
24-31 | Assimilation | 32-38 | Atomic Sense | 39-46 | Device Sympathy |
47-54 | Dissolution | 55-61 | Drones | 62-69 | Fuel |
70-77 | Matter Generation (3) | 78-84 | Object Projection | 85-92 | Object Sympathy |
93-00 | Transmutation (3) |
01-08 | Bless | 09-15 | Commune (2) | 16-23 | Cure Disease |
24-31 | Decontamination | 32-38 | Degeneration | 39-46 | Deliverance (3) |
47-54 | Detoxification | 55-61 | Harm | 62-69 | Lie Detection |
70-77 | Mortal Guise | 78-84 | Recovery | 85-92 | Regeneration / Others |
93-00 | Resuscitation |
01-08 | Linguistics | 09-15 | Locational Memory | 16-23 | Mental Trap |
24-31 | Metabolic Focus | 32-38 | Mimicry | 39-46 | Origin Sense |
47-54 | Self Control | 55-61 | Transient Magic | 62-69 | Ultimate Talent (*) |
70-77 | Vapors | 78-84 | Variable Sorcery | 85-92 | Variable Talent (*) |
93-00 | Vocal Control |
01-08 | Aura (2) | 09-15 | Between (2) | 16-23 | Catalysis |
24-31 | Color Control | 32-38 | Corrosion | 39-46 | Cyclone |
47-54 | Disintegration (2) | 55-61 | Elemental Control (*) | 62-69 | Elemental Sense |
70-77 | Energy Projection | 78-84 | Environmental Pocket (2) | 85-92 | Jelling |
93-00 | Power Dampening |
01-08 | Anonymity | 09-15 | Antideionic Attack | 16-23 | Deific Impersonation |
24-31 | Deionic Attack | 32-38 | Deionic Control (2) | 39-46 | Fortuity |
47-54 | Guise | 55-61 | Synchronicity (2) | 62-69 | Theonic Absorption (2) |
70-77 | Theonic Amplification | 78-84 | Theonic Attenuation | 85-92 | Theonic Invisibility |
93-00 | Theonic Sense |
01-08 | Aciurgy | 09-15 | Ego Suppression | 16-23 | Faerie Dust |
24-31 | Fey Sense | 32-38 | Fugue | 39-46 | Glamour |
47-54 | Inspiration | 55-61 | Jumbling | 62-69 | Pheromones |
70-77 | Power Attenuation | 78-84 | Sensory Attenuation | 85-92 | Sensory Distortion |
93-00 | Static Field |
01-08 | Adhesion | 09-15 | Environmental Sense (2) | 16-23 | Infusion |
24-31 | Kinetic Energy Control | 32-38 | Matter Absorption | 39-46 | Missile Generation |
47-54 | Nature Control (*) | 55-61 | Nature Resistance | 62-69 | Object Charge |
70-77 | Retrospection | 78-84 | Swirl | 85-92 | Teleformation (3) |
93-00 | Transparent Vision |
01-08 | Dimensional Static | 09-15 | Fallout Absorption | 16-23 | Flux (2) |
24-31 | Flux Analysis | 32-38 | Personal Static | 39-46 | Reprise (2) |
47-54 | Roulette (2) | 55-61 | Sorcerous Amplification | 62-69 | Sorcerous Attenuation |
70-77 | Spell Control (2) | 78-84 | Static Shield | 85-92 | Thaumaturgical Vampirism (2) |
93-00 | Universal Static |
01-08 | Clinging (*) | 09-15 | Detachable Parts | 16-23 | Greater Invulnerability (*) |
24-31 | Gyration | 32-38 | Learned Invulnerability (4) | 39-46 | Organs (2) |
47-54 | Personal Weaponry (2) | 55-61 | Plasticity | 62-69 | Reassignment (2) |
70-77 | Regeneration / Self (2) | 78-84 | Revival | 85-92 | Situational Adaptation |
93-00 | Super Speed (3) |
01-08 | Aura (2) | 09-15 | Chaos Shift (*) | 16-23 | Defensive Portals |
24-31 | Empathic Hammer | 32-38 | Flaying | 39-46 | Forensics |
47-54 | Hostility Screen (2) | 55-61 | Inferiority Complex | 62-69 | Offensive Portals |
70-77 | Philosophical Sense | 78-84 | Purge | 85-92 | Temporal Windows |
93-00 | Universal Windows |
01-08 | Componentry | 09-15 | Computer Link | 16-23 | Device Generation (2) |
24-31 | Diagnosis | 32-38 | Electronics Invisibility | 39-46 | Interfacing |
47-54 | Mesmermechanism | 55-61 | Overdrive | 62-69 | Repair |
70-77 | Schema | 78-84 | Technical Intuition | 85-92 | Technological Sense |
93-00 | Variable Cybernetics |
01-08 | Eidetic Memory | 09-15 | Energy Doubles (2) | 16-23 | Enlightenment (2) |
24-31 | Mental Doubles (2) | 32-38 | Mental Repair | 39-46 | Mind Duplication |
47-54 | Polarization | 55-61 | Psi Sense | 62-69 | Psionic Control (2) |
70-77 | Psionic Vampirism (2) | 78-84 | Transfixture | 85-92 | Transient Psionics |
93-00 | Variable Psionics |
01-08 | Body Control | 09-15 | Integral Control | 16-23 | Loathing |
24-31 | Pain | 32-38 | Phobia | 39-46 | Psychoplasm Animation (2) |
47-54 | Soul Control | 55-61 | Spectral Gestalt (2) | 62-69 | Spectral Sense |
70-77 | Spectral Vampirism (2) | 78-84 | Sympathetic Magic | 85-92 | Vodun (2) |
93-00 | Weakness Generation (2) |
01-33 | Psionic Arts | 34-67 | Psionic Talents | 68-00 | Psionic Skills |
01-17 | Empathic Powers | 18-33 | Metapsi Powers | 34-50 | Psikinetic Powers |
51-67 | Psimotive Powers | 68-83 | Psipathic Powers | 84-00 | Superpsi Powers |
01-11 | Empathic Powers | 12-22 | Metapsi Powers | 23-33 | Psikinetic Powers |
34-44 | Psimantic Powers | 45-55 | Psimotive Powers | 56-66 | Psipathic Powers |
67-77 | Superpsi Powers | 78-88 | Technopsi Powers | 89-00 | Theonic Powers |
Empathic Powers
01-07 | Aciurgy | 08-14 | Animal Hybridization / Others | 15-21 | Death Ray |
22-28 | Empathy | 29-35 | Gestalting (2) | 36-42 | Harm |
43-50 | Life Ray | 51-57 | Plant Hybridization / Others | 58-64 | Reanimation (2) |
65-71 | Regeneration / Self (2) | 72-78 | Resurrection (2) | 79-85 | Transformation / Others (2) |
86-92 | Vampirism (2) | 93-00 | Vivification (2) |
01-10 | Animal Hybridization / Others | 11-20 | Death Ray | 21-30 | Empathy |
31-40 | Life Ray | 41-50 | Plant Hybridization / Others | 51-60 | Reanimation (2) |
61-70 | Regeneration / Self (2) | 71-80 | Resurrection (2) | 81-90 | Transformation / Others (2) |
91-00 | Vampirism (2) |
01-08 | Age Control / Others | 09-15 | Animal Control | 16-23 | Cancer |
24-31 | Drones | 32-38 | Emotion Control | 39-46 | Empathic Hammer |
47-54 | Essence Control | 55-61 | Forensics | 62-69 | Healing / Self |
70-77 | Plant Control | 78-84 | Regeneration / Others | 85-92 | Resuscitation |
93-00 | Rotting |
01-11 | Animal Control | 12-22 | Cancer | 23-33 | Emotion Control |
34-44 | Empathic Hammer | 45-55 | Essence Control | 56-66 | Healing / Self |
67-77 | Plant Control | 78-88 | Resuscitation | 89-00 | Rotting |
01-08 | Animal Sympathy | 09-15 | Augury | 16-23 | Biological Invisibility |
24-31 | Biological Sense | 32-38 | Cure Disease | 39-46 | Decontamination |
47-54 | Degeneration | 55-61 | Detoxification | 62-69 | Healing / Others |
70-77 | Mood Swings | 78-84 | Plant Sympathy | 85-92 | Recovery |
93-00 | Retrospection |
01-11 | Animal Sympathy | 12-22 | Biological Sense | 23-33 | Degeneration |
34-44 | Detoxification | 45-56 | Healing / Others | 57-67 | Mood Swings |
68-78 | Plant Sympathy | 79-89 | Recovery | 90-00 | Retrospection |
Metapsi Powers
01-06 | Adrenal Vampirism | 07-12 | Animal Hybridization | 13-18 | Biological Vampirism (2) |
19-25 | Danger Sense (2) | 26-31 | Energy Absorption (2) | 32-37 | Invulnerability (*) |
38-43 | Kinetic Absorption (2) | 44-50 | Lethality (2) | 51-56 | Longevity (*) |
57-62 | Organs (2) | 63-68 | Personal Weaponry (2) | 69-75 | Plant Hybridization |
76-81 | Regeneration / Self (2) | 82-87 | Shape Change | 88-93 | Super Speed (3) |
94-00 | Transformation / Self (2) |
01-10 | Adrenal Vampirism | 11-20 | Animal Hybridization | 21-30 | Biological Vampirism (2) |
31-40 | Danger Sense (2) | 41-50 | Kinetic Absorption (2) | 51-60 | Longevity (* |
61-70 | Organs (2) | 71-80 | Personal Weaponry (2) | 81-90 | Plant Hybridization |
91-00 | Shape Change |
01-06 | Adrenal Boost (*) | 07-12 | Body Armor | 13-18 | Corrosion |
19-25 | Density Control | 26-31 | Detachable Parts | 32-37 | Elongation |
38-43 | Environmental Adaptation (2) | 44-50 | Grace | 51-56 | Greater Resistance (*) |
57-62 | Growth | 63-68 | Imaginary Doubles (2) | 69-75 | Intangibility |
76-81 | Metabolic Focus | 82-87 | Plasticity | 88-93 | Poison |
94-00 | Shrinking |
01-10 | Adrenal Boost (*) | 11-20 | Body Armor | 21-30 | Corrosion |
31-40 | Density Control | 41-50 | Elongation | 51-60 | Environmental Adaptation (2) |
61-70 | Grace | 71-80 | Intangibility | 81-90 | Metabolic Focus |
91-00 | Poison |
01-06 | Age Control | 07-12 | Atomic Sense | 13-18 | Biological Sense |
19-24 | Blending | 25-29 | Combat Edge (*) | 30-35 | Disease |
36-41 | Dyad | 42-47 | Environmental Indep. (*) | 48-53 | Imaginary Mass |
54-59 | Pain | 60-65 | Philosophical Sense | 66-71 | Resistance (*) |
72-77 | Stasis (*) | 78-82 | Super Senses (2) | 83-88 | Super Synesthesia (*) |
98-94 | Unyielding Will | 95-00 | Zest |
01-09 | Atomic Sense | 10-18 | Biological Sense | 19-27 | Combat Edge (*) |
38-36 | Environmental Indep. (*) | 37-45 | Imaginary Mass | 46-54 | Pain |
55-63 | Resistance (*) | 64-72 | Stasis (*) | 73-81 | Super Senses (2) |
82-90 | Unyielding Will | 91-00 | Zest |
Psikinetic Powers
01-07 | Antimatter (3) | 08-13 | Damage Reduction (*) | 14-20 | Disintegration (2) |
21-27 | Energy Cohesion | 28-33 | Energy Generation | 34-40 | Energy Projection |
41-47 | Energy Vampirism (2) | 48-53 | Image Projection (2) | 54-60 | Kinetic Energy Control |
61-67 | Matter Generation (3) | 68-73 | Psychokinesis | 74-80 | Psychometry |
81-87 | Telekinesis | 88-93 | Topological Control (3) | 94-00 | Transmutation (3) |
01-10 | Damage Reduction (*) | 11-20 | Energy Cohesion | 21-30 | Energy Generation |
31-40 | Energy Projection | 41-50 | Energy Vampirism (2) | 51-60 | Image Projection (2) |
61-70 | Psychokinesis | 71-80 | Psychometry | 81-90 | Telekinesis |
91-00 | Topological Control (3) |
01-06 | Body Control | 07-12 | Cyclone | 13-18 | Deflection (*) |
19-24 | Energy Control | 25-29 | Flaying | 30-35 | Flight |
36-41 | Force Blast | 42-47 | Force Field | 48-53 | Friction Control |
54-59 | Invisibility / Others | 60-65 | Matter Duplication (2) | 66-71 | Microscopic Vision |
72-77 | Object Projection | 78-82 | Object Sympathy | 83-88 | Psi Web |
98-94 | Telescopic Vision | 95-00 | Transduction (2) |
01-10 | Body Control | 11-20 | Cyclone | 21-30 | Energy Control |
31-40 | Flaying | 41-50 | Flight | 51-60 | Force Blast |
61-70 | Force Field | 71-80 | Invisibility / Others | 81-90 | Psi Web |
91-00 | Transduction (2) |
01-06 | Circular Vision (*) | 07-12 | Clairtouchence | 13-18 | Energy Sense |
19-25 | Flaw Sense | 26-31 | Invisibility / Self | 32-37 | Kinetic Focus |
38-43 | Levitation | 44-50 | Object Animation | 51-56 | Object Charge |
57-62 | Object Cooling | 63-68 | Object Hardening | 69-75 | Object Warming |
76-81 | Object Weakening | 82-87 | Power Dampening | 88-93 | Propulsion |
94-00 | Sidestep (*) |
01-10 | Circular Vision (*) | 11-20 | Energy Sense | 21-30 | Flaw Sense |
31-40 | Invisibility / Self | 41-50 | Kinetic Focus | 51-60 | Levitation |
61-70 | Object Charge | 71-80 | Object Warming | 81-90 | Object Weakening |
91-00 | Sidestep (*) |
Psimantic Powers
01-08 | Casting | 09-17 | Causality Control (4) | 18-25 | Dimensional Static |
26-33 | Energy Generation | 34-41 | Future Control (2) | 42-50 | History Control (3) |
51-58 | Nimiety (2) | 59-67 | Override (3) | 68-75 | Reassignment (2) |
76-83 | Thaumaturgical Absorption (2) | 84-91 | Thaumaturgical Vampirism (2) | 92-00 | Variable Sorcery |
01-12 | Casting | 13-25 | Causality Control (4) | 26-37 | Dimensional Static |
38-50 | Override (3) | 51-62 | Reassignment (2) | 63-75 | Thaumaturgical Absorption (2) |
76-87 | Thaumaturgical Vampirism (2) | 88-00 | Variable Sorcery |
01-08 | Antimagic Generation | 09-17 | Buttress (2) | 18-25 | Dimensional Attunement |
26-33 | Energy Control | 34-41 | Extend (2) | 42-50 | Fallout Absorption |
51-58 | Flux (2) | 59-67 | Luck (3) | 68-75 | Reprise (2) |
76-83 | Spell Control (2) | 84-91 | Transient Magic | 92-00 | Universal Static |
01-12 | Antimagic Generation | 13-25 | Dimensional Attunement | 26-37 | Fallout Absorption |
38-50 | Flux (2) | 51-62 | Luck (3) | 63-75 | Spell Control (2) |
76-87 | Transient Magic | 88-00 | Universal Static |
01-08 | Contingency | 09-17 | Distraction | 18-25 | Flux Analysis |
26-33 | Logos | 34-41 | Magic Magnet | 42-50 | Magic Sense |
51-58 | Nativity Sense | 59-67 | Personal Static | 68-75 | Proxy |
76-83 | Sorcerous Amplification | 84-91 | Sorcerous Attenuation | 92-00 | Sorcerous Invisibility |
01-12 | Distraction | 13-25 | Flux Analysis | 26-37 | Magic Magnet |
38-50 | Magic Sense | 51-62 | Nativity Sense | 63-75 | Personal Static |
76-87 | Sorcerous Amplification | 88-00 | Sorcerous Attenuation |
Psimotive Powers
01-08 | Banishment (3) | 09-15 | Between (2) | 16-23 | Dimensional Displacement |
24-31 | Dimensional Interface (2) | 32-38 | Dimensional Transit | 39-46 | Gravity Control |
47-54 | Planar Control (3) | 55-61 | Portal (2+) | 62-69 | Space Control |
70-77 | Summoning (2) | 78-84 | Teleportation | 85-92 | Time Control (3) |
93-00 | Time Travel (2) |
01-11 | Dimensional Displacement | 12-22 | Dimensional Interface (2) | 23-33 | Dimensional Transit |
34-44 | Gravity Control | 45-55 | Space Control | 56-66 | Summoning (2) |
67-77 | Teleportation | 78-88 | Time Control (3) | 89-00 | Time Travel (2) |
01-08 | Age Control / Others | 09-17 | Aggregation | 18-25 | Antigravity |
26-33 | Chaos Shift (*) | 34-41 | Defensive Portals | 42-50 | Initiative Control (2) |
51-58 | Internal Universe | 59-67 | Mind Walk | 68-75 | Offensive Portals |
76-83 | Quarantine | 84-91 | Teleportation / Others | 92-00 | Temporal Static |
01-12 | Aggregation | 13-25 | Antigravity | 26-37 | Defensive Portals |
38-50 | Mind Walk | 51-62 | Offensive Portals | 63-75 | Quarantine |
76-87 | Teleportation / Others | 88-00 | Temporal Static |
01-08 | Age Control / Self | 09-17 | Anchor | 18-25 | Bilocation |
26-33 | Compass Sense (*) | 34-41 | Locational Memory | 42-50 | Locational Sense |
51-58 | Nativity Sense | 59-67 | Telelocation | 68-75 | Teleport Trigger (*) |
76-83 | Temporal Windows | 84-91 | Transient Universe | 92-00 | Universal Windows |
01-12 | Anchor | 13-25 | Bilocation | 26-37 | Compass Sense (*) |
38-50 | Locational Memory | 51-62 | Locational Sense | 63-75 | Telelocation |
76-87 | Teleport Trigger (*) | 88-00 | Transient Universe |
Psipathic Powers
01-06 | Astral Projection | 07-12 | Clairvoyance | 13-18 | Crowd Control (2) |
19-25 | Group Link (2) | 26-31 | Mental Repair | 32-37 | Mind Link |
38-43 | Mind Lock | 44-50 | Mind Transfer (2) | 51-56 | Mind Wipe |
57-62 | Possession (2) | 63-68 | Precognition (3) | 69-75 | Psi Bolt |
76-81 | Psionic Vampirism (2) | 82-87 | Psychic Invisibility | 88-93 | Psychic Probe |
94-00 | Telepathy |
01-10 | Astral Projection | 11-20 | Clairvoyance | 21-30 | Mind Link |
31-40 | Mind Lock | 41-50 | Possession (2) | 51-60 | Psi Bolt |
61-70 | Psionic Vampirism (2) | 71-80 | Psychic Invisibility | 81-90 | Psychic Probe |
91-00 | Telepathy |
01-06 | Auscultation | 07-12 | Clairalience | 13-18 | Clairaudience |
19-25 | Clarity | 26-31 | Forgetfulness | 32-37 | Illusion Projection (2) |
38-43 | Jumbling | 44-50 | Linguistics | 51-56 | Mind Control |
57-62 | Nonapparent Vision | 63-68 | Postcognition | 69-75 | Sensory Link |
76-81 | Sleep | 82-87 | Static Field | 88-93 | Thought Projection |
94-00 | Translation |
01-10 | Auscultation | 11-20 | Clairaudience | 21-30 | Clarity |
31-40 | Forgetfulness | 41-50 | Linguistics | 51-60 | Mind Control |
61-70 | Sensory Link | 71-80 | Sleep | 81-90 | Static Field |
91-00 | Thought Projection |
01-06 | Caesura | 07-12 | Charm | 13-18 | Clairgustance |
19-24 | Clairtouchence | 25-29 | Combat Edge | 30-35 | Daydreams |
36-41 | Ego Suppression | 42-47 | Fugue | 48-53 | Inferiority Complex |
54-59 | Lie Detection | 60-65 | Loathing | 66-71 | Mesmerism |
72-77 | Phobia | 78-82 | Sending | 83-88 | Sensory Distortion |
98-94 | Sensory Projection | 95-00 | Sensory Reception |
01-09 | Charm | 10-18 | Combat Edge | 19-27 | Daydreams |
38-36 | Ego Suppression | 37-45 | Fugue | 46-54 | Lie Detection |
55-63 | Loathing | 64-72 | Mesmerism | 73-81 | Sensory Distortion |
82-90 | Sensory Projection | 91-00 | Sensory Reception |
Superpsi Powers
01-08 | Empowerment (2) | 09-15 | Energy Generation | 16-23 | Karma Control (2) |
24-31 | Macro Sense (2) | 32-38 | Mind Duplication | 39-46 | Power Boost |
47-54 | Psionic Absorption (2) | 55-61 | Psychoplasm Animation (2) | 62-69 | Soul Control |
70-77 | Spectral Freedom (*) | 78-84 | Spectral Gestalt (2) | 85-92 | Spectral Vampirism (2) |
93-00 | Variable Psionics |
01-11 | Empowerment (2) | 12-22 | Mind Duplication | 23-33 | Power Boost |
34-44 | Psionic Absorption (2) | 45-55 | Psychoplasm Animation (2) | 56-66 | Soul Control |
67-77 | Spectral Gestalt (2) | 78-88 | Spectral Vampirism (2) | 89-00 | Variable Psionics |
01-07 | Antipsion Generation | 08-14 | Energy Control | 15-21 | Energy Doubles (2) |
22-28 | Enlightenment (2) | 29-35 | Image Animation | 36-42 | Keeper |
43-50 | Linguistics | 51-57 | Link (2) | 58-64 | Mental Doubles (2) |
65-71 | Mental Invisibility (2) | 72-78 | Psion Generation | 79-85 | Psionic Control (2) |
86-92 | Quintessential Variation | 93-00 | Xenoglossy |
01-11 | Antipsion Generation | 12-22 | Energy Control | 23-33 | Enlightenment (2) |
34-44 | Image Animation | 45-55 | Link (2) | 56-66 | Mental Invisibility (2) |
67-77 | Psion Generation | 78-88 | Psionic Control (2) | 89-00 | Xenoglossy |
01-08 | Ability Boost | 09-15 | Clone Projection | 16-23 | Eidetic Memory |
24-31 | Polarization | 32-38 | Psi Sense | 39-46 | Psionic Amplification |
47-54 | Psionic Attenuation | 55-61 | Self Cannibalization | 62-69 | Self Control |
70-77 | Spectral Sense | 78-84 | Transfixture | 85-92 | Twinning (*) |
93-00 | Ultimate Talent (*) |
01-11 | Ability Boost | 12-22 | Polarization | 23-33 | Psi Sense |
34-44 | Psionic Amplification | 45-55 | Psionic Attenuation | 56-66 | Self Control |
67-77 | Spectral Sense | 78-88 | Transfixture | 89-00 | Twinning (*) |
Technopsi Powers
01-09 | Assimilation | 10-18 | Cyberspatial Projection | 19-27 | Device Generation (2) |
38-36 | Empowerment (2) | 37-45 | Knowledge | 46-54 | Mesmermechanism |
55-63 | Nanotechnology Generation (3) | 64-72 | Organic Circuitry (3) | 73-81 | Reassembly (2) |
82-90 | Super Invention | 91-00 | Variable Cybernetics |
01-14 | Assimilation | 15-28 | Cyberspatial Projection | 29-43 | Device Generation (2) |
44-57 | Knowledge | 58-72 | Mesmermechanism | 73-86 | Reassembly (2) |
87-00 | Variable Cybernetics |
01-09 | Artificial Power Source | 10-18 | Interfacing | 19-27 | Kit-bashing |
38-36 | Overdrive | 37-45 | Positron Generation | 46-54 | Repair |
55-63 | Schema | 64-72 | Transception | 73-81 | Transient Psionics |
82-90 | Upgrade | 91-00 | Variable Talent (*) |
01-14 | Artificial Power Source | 15-28 | Overdrive | 29-43 | Repair |
44-57 | Transception | 58-72 | Transient Psionics | 73-86 | Upgrade |
87-00 | Variable Talent (*) |
01-09 | Computer Link | 10-18 | Device Sympathy | 19-27 | Diagnosis |
38-36 | Electronics Disruption | 37-45 | Electronics Invisibility | 46-54 | Fuel |
55-63 | Jury Rigging | 64-72 | Mechanical Disruption | 73-81 | Optimization |
82-90 | Technical Intuition | 91-00 | Technological Sense |
01-14 | Computer Link | 15-28 | Device Sympathy | 29-43 | Electronics Disruption |
44-57 | Mechanical Disruption | 58-72 | Optimization | 73-86 | Technical Intuition |
87-00 | Technological Sense |
Theonic Powers
01-09 | Apotheosis (*) | 10-18 | Exaltation | 19-27 | Faith (5) |
38-36 | Genesis | 37-45 | Investment (3) | 46-54 | Macro Sense (2) |
55-63 | Omnipotence | 64-72 | Organism Generation (3) | 73-81 | Revival |
82-90 | Signature Power (*) | 91-00 | Theonic Absorption (2) |
01-12 | Faith (5) | 13-25 | Genesis | 26-37 | Investment (3) |
38-50 | Omnipotence | 51-62 | Organism Generation (3) | 63-75 | Revival |
76-87 | Signature Power (*) | 88-00 | Theonic Absorption (2) |
01-09 | Antideionic Attack | 10-18 | Avatar (2) | 19-27 | Awe |
38-36 | Deific Impersonation | 37-45 | Deionic Attack | 46-54 | Deionic Control (2) |
55-63 | Inculcation (2) | 64-72 | Mortal Guise | 73-81 | Nature Resistance (3) |
82-90 | Omnipresence | 91-00 | Sanctuary |
01-12 | Antideionic Attack | 13-25 | Awe | 26-37 | Deionic Attack |
38-50 | Deionic Control (2) | 51-62 | Inculcation (2) | 63-75 | Nature Resistance (3) |
76-87 | Omnipresence | 88-00 | Sanctuary |
01-08 | Bless | 09-17 | Boon | 18-25 | Commandment |
26-33 | Disengagement | 34-41 | Fortuity | 42-50 | Omniscience |
51-58 | Plenipotentiary | 59-67 | Regenesis | 68-75 | Theonic Amplification |
76-83 | Theonic Attenuation | 84-91 | Theonic Invisibility | 92-00 | Theonic Sense |
01-11 | Bless | 12-22 | Boon | 23-33 | Commandment |
34-44 | Fortuity | 45-55 | Omniscience | 56-66 | Regenesis |
67-77 | Theonic Amplification | 78-88 | Theonic Attenuation | 89-00 | Theonic Sense |
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.
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.
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.
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.
01-17 | Physical (beneficial) | 18-33 | Physical (deleterious) | 34-50 | Mental (beneficial) |
51-67 | Mental (deleterious) | 68-83 | Role-Play (beneficial) | 84-00 | Role-Play (deleterious) |
01-06 | Acceleration Tolerance | 07-12 | Adrenal Surge | 13-18 | Ambidexterity |
19-25 | Fast Healing | 26-31 | Fighting Logistics | 32-37 | Gravity Tolerance (*) |
38-43 | Hardiness (2) | 44-50 | Heightened Sense | 51-56 | High Pain Threshold |
57-62 | Hypermobility | 63-68 | Learned Resistance (*) | 69-75 | Omnidexterity (2) |
76-81 | Rank Boost (2) | 82-87 | Strong Bones (*) | 88-93 | Sturdiness |
94-00 | Tetrachromacy |
01-05 | Abnormal Attribute | 06-11 | Acceleration Intolerance | 12-16 | Addiction (*) |
17-21 | Albinism | 22-27 | Allergy (*) | 28-32 | Color Blind |
33-37 | Dulled Sense (*) | 38-42 | Dwarfism | 43-47 | Epilepsy |
48-52 | Feebleness | 53-58 | Gigantism | 59-63 | Gravity Intolerance (*) |
64-68 | Lameness | 69-74 | Low Pain Threshold | 75-79 | Missing Parts (2) |
80-84 | Rank Loss (2) | 85-89 | Slow Healing | 90-94 | Weak Bones (2) |
95-00 | Weakness (2) |
01-08 | 3-D Sense | 09-15 | Alertness | 16-23 | Cybernetic Aptitude |
24-31 | Fortitude | 32-38 | High Stress Threshold | 39-46 | Karmic Shell (2) |
47-54 | Magical Aptitude | 55-61 | Natural Talent | 62-69 | Psionic Aptitude |
70-77 | Quick Learning | 78-84 | Sanity | 85-92 | Static |
93-00 | Technological Aptitude |
01-03 | Action Addict | 04-06 | Attitude (*) | 07-08 | Bluntness (*) |
09-11 | Bully (*) | 12-14 | Combat Paralysis (*) | 15-17 | Compulsiveness (*) | 18-19 | Cowardice (*) | 20-22 | Cyber-neurosis | 23-25 | Delusions (*) |
26-28 | Fanaticism (*) | 29-31 | Frenzied | 32-33 | Greed (*) | 34-36 | Gullibility (*) | 37-39 | Honesty (*) | 41-42 | Impulsiveness (*) |
43-44 | Inept (*) | 45-47 | Insanity (2) | 48-50 | Insomnia | 51-53 | Jealousy (*) | 54-56 | Karmic Dearth (2) | 57-58 | Laziness (*) |
59-61 | Learning Disorder | 62-64 | Low Stress Threshold (*) | 65-67 | Mania (*) | 68-69 | Multiple Personality (*) | 70-72 | Pacifism (*) | 73-75 | Paranoia (*) |
76-78 | Personal Code (*) | 79-81 | Phobia (*) | 82-83 | Pushover | 84-86 | Rudeness (*) | 87-89 | Short Attention Span | 90-92 | Shyness (*) |
93-94 | Stubborn (*) | 95-97 | Temper (*) | 98-00 | Vow (*) |
01-09 | Ally | 10-18 | Assistant | 19-27 | Attractive (*) |
38-36 | Benefactor (*) | 37-45 | Cash Flow (2) | 46-54 | Charmed |
55-63 | Fame (*) | 64-72 | Fan Club | 73-81 | Good Reputation |
82-90 | Likability (2) | 91-00 | Lucky (2) |
01-06 | Alien Culture (*) | 07-11 | Bad Reputation | 12-17 | Bigotry (*) |
18-22 | Dependent | 23-28 | Detractors | 29-33 | Enemy (*) |
34-39 | Illiteracy | 40-44 | Jinxed | 45-50 | Loner (*) |
50-56 | Nerd | 57-61 | Poverty | 62-67 | Repugnant Personality (*) |
68-72 | Snob | 73-78 | Social Dependent (*) | 79-83 | Unattractive (*) |
84-89 | Unlucky (2) | 90-94 | Unpleasant Habits (*) | 95-00 | Weirdness Magnet |
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.
01-17 | Two talents | 18-33 | Three talents | 34-50 | Four talents |
51-67 | Five talents | 68-83 | Six talents | 84-00 | Seven talents |
01-12 | Background | 13-25 | Behavioral | 26-37 | Environmental |
38-50 | Fighting | 51-62 | Miscellaneous | 63-75 | Professional |
76-87 | Scientific | 88-00 | Weapon |
01-25 | Heir to Fortune (3) | 26-50 | Law Enforcement (2) | 51-75 | Military (2) |
76-00 | Student (*) |
01-14 | Hypnosis | 15-28 | Leadership | 29-43 | Manipulation |
44-57 | Performer | 58-72 | Service | 73-86 | Sleight of Hand |
87-00 | Tactics |
01-09 | Astronaut | 10-18 | Boating | 19-27 | Climbing |
38-36 | Driving | 37-45 | Piloting | 46-54 | Planargation |
55-63 | Riding | 64-72 | Stealth | 73-81 | Survival |
82-90 | Teamster | 91-00 | Tracking |
01-07 | Acrobatics | 08-13 | Aerial Combat | 14-20 | Astral Combat |
21-27 | Martial Arts type A | 28-33 | Martial Arts type B | 34-40 | Martial Arts type C |
41-47 | Martial Arts type D | 48-53 | Martial Arts type E | 54-60 | Mounted Combat |
61-67 | Multiple Attacks | 68-73 | Spatial Combat | 74-80 | Tumbling |
81-87 | Underwater Combat | 88-93 | Vehicular Combat | 94-00 | Wrestling |
01-12 | Escape Artist | 13-25 | First Aid | 26-37 | Gastronomy |
38-50 | Power Skill | 51-62 | Repair / Tinkering | 63-75 | Resist Domination |
76-87 | Trance | 88-00 | Trivia |
01-06 | Agriculture | 07-11 | Artist | 12-17 | Business / Finance |
18-22 | template | 23-28 | Crime | 29-33 | Demolitions |
34-39 | Detective / Espionage | 40-44 | Education | 45-50 | Engineering |
50-56 | Journalism | 57-61 | Law | 62-67 | Leathercraft |
68-72 | Metalcraft | 73-78 | Politics | 79-83 | Salesmanship |
84-89 | Sports | 90-94 | Stonecraft | 95-00 | Woodcraft |
01-07 | Archaeology | 08-13 | Biology | 14-20 | Chemistry |
21-27 | Computers | 28-33 | Criminology | 34-40 | Electronics |
41-47 | Genetics | 48-53 | Geology | 54-60 | Linguistics |
61-67 | Lore | 68-73 | Mathematics | 74-80 | Medicine |
81-87 | Physics | 88-93 | Psychology | 94-00 | Theology |
01-04 | Advanced Guns | 05-09 | Blunt Weapons | 10-14 | Bows |
15-19 | Concussion Weapons | 21-24 | Energy Weapons | 25-28 | Entangling Weapons |
29-33 | Guns | 34-38 | Marksman | 39-43 | Martial Arts Weapons |
44-48 | Natural Weapons | 49-52 | Pole Weapons | 53-57 | Quick Draw |
58-62 | Sharp Weapons | 63-67 | Shields | 68-72 | Spontaneous Weapons | 73-76 | Thrown Objects | 77-81 | Thrown Weapons | 82-86 | Two Weapons |
87-91 | Weapon Skill | 92-96 | Weapon Specialist | 97-00 | Weapons Master (2) |
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.
01-17 | Two contacts | 18-33 | Three contacts | 34-50 | Four contacts |
51-67 | Five contacts | 68-83 | Six contacts | 84-00 | Seven contacts |
01-06 | Aide | 07-11 | Artist / Performer | 12-17 | Business |
18-22 | Criminal | 23-28 | Doctor | 29-33 | Expert |
34-39 | Foreign Power | 40-44 | Government | 45-50 | Hero / Villain |
50-56 | Informant | 57-61 | Journalist | 62-67 | Lawyer |
68-72 | Mentor | 73-78 | Military | 79-83 | Organization |
84-89 | Police | 90-94 | Scientist | 95-00 | Trivia |
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.
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?