Super Abilities
All abilities described in ’Verses Core are available to Heroes characters in addition to the following list of super abilities.
Many of these abilities are designed to enable specific character features as well as a constellation of optional features in the form of skills. In general, a hero character with super-capabilities will require allocation of both Super Abilities and Super Skills.
This expansion borrows the idea of repeatable skills and applies it to Abilities such as Elemental Power and Thematic Power.
Readers with the Eagle Eyed ability will note that many of these abilities seem to overlap or inter-relate. This is true, and an inevitable result of attempting to systematize a century of loosely-related imaginary character capabilities. This author has attempted a "best fit" solution and encourages players and GMs to not stress about it too much and have fun.
Elemental Power »
When allocating this ability, select an elemental force from the following table:
Elemental Forces & Damage Types
| Elemental | Damage Types | Elemental Damage Subtype | Subtype Examples |
|---|---|---|---|
| Air | c | a | c.a |
| Earth | c, p | e | c.e, p.e |
| Fire | r | f | r.f |
| Ice | p, r, s | i | p.i, r.i, s.i |
| Water | c, s | w | c.w, s.w |
The actor is immune to any damage inflicted with the specified elemental damage subtype.
Allocated dice are used to power Elemental Power skills which default to this ability. If the chosen element lists multiple damage types, certain skills may allow the choice of damage type.
Energy Manipulation
Allocated dice are used to power Energy Manipulation skills which default to this ability.
Absorbing Energy
The actor can absorb energy from a variety of sources and can then apply the absorbed energy to power skills which default to this ability.
When resolving tests to absorb energy, set aside any dice that roll 6s as you would a Chainable skill. These "stored" dice may be held for up to a number of turns equal to the number of allocated dice before being used. After this limit, any unused dice are lost. An actor may only "store" up to the number of allocated dice, and any number over that are lost.
These "stored" dice may be added to the dice pool for any test whose root default is this ability.
Absorbing Passive Energy
To absorb energy from a passive source, make a standard continuable test of the ability along with some number of Action Dice. The success target is based on a relative rating of the strength of the energy source. The actor also EX-binds a number of AD for each turn the absorption is continued.
Dice + #AD → [Difficulty]S C
Passive Energy Sources
| Source | Example | Difficulty | EX-Binding |
|---|---|---|---|
| Low Voltage | batteries, low-voltage power | 1 | 1AD / turn |
| Ambient Energy | static electricity, atmospheric ionization | 2 | 2AD / turn |
| Medium Voltage | wall plugs | 2 | 2AD / turn |
| High Voltage | transmission lines, lightning | 3 | 2AD / turn |
| Extreme | powerplant output | 4 | 3AD / turn |
On any roll (initial test or continuation) with no successes the actor fails to manage the energy flow, receiving the Prone condition, binding all AD to EX, and any "stored" dice are lost.
Healing Factor
Your body heals from injury uncannily fast.
On each turn in fast action, roll allocated dice and regain 1 HP for each success:
Allocated Dice → 1S +1HP/SM
Outside of fast action, you recover all HP within (6 - Allocated) minutes.
Allocated dice are added to Survival Rolls.
Matter Manipulation
Allocated dice are used to power Matter Manipulation skills which default to this ability.
Psionic Power
Add allocated dice to the Skillfulness derived attribute.
Allocated dice are used to power Psionics Power skills which default to this ability.
Scale/Density Manipulation
The actor can alter their own size & density (in proportion).
The change in size & density is limited to one order of magnitude for each allocated die.
Allocated dice are used to power Scale/Density Manipulation skills which default to this ability.
Each time this ability is used, 5 - allocated dice is EX-bound.
Shapeshifting
Allocated dice are used to power Shapeshifting skills which default to this ability. Each time this ability is used, 5 - allocated dice is EX-bound.
Super Agility
Allocated dice may be added to any Dodge action.
Super Agility Capabilities
| Dice | Capability |
|---|---|
| 1–3 | Super jump/landing from a height of Alloc × 25m |
| 4 | You can fly and hover at will |
| 5 | Gravity means nothing to you |
Super Durable
Add allocated dice to the Toughness attribute before calculating derived attributes.
Each die allocated grants resistance to a damage type of your choice.
Super Smarts
Add allocated dice to the Smarts attribute before calculating derived attributes.
The actor's super intellect gives them the ability to maintain any number of continuous Smarts-related tests. Use any allocated dice in place of Action Dice for the Maintain a Test action for continuous tests involving SMR.
Allocated dice are used to power Super Smarts skills which default to this ability.
Super Speed
Add allocated dice to the Action Dice derived attribute.
Movement derived attribute is multiplied by fifty times allocated dice.
Movement = Dice × 50 × [Default Movement]
Allocated dice are used to power Super Speed skills which default to this ability.
Super Strength
Max Carry derived attribute is multiplied by ten times allocated dice.
Max Carry = Dice × 10 × [Default Max Carry]
Allocated dice are added to the Health Points derived attribute.
Allocated dice may be added to any unarmed or melee attack tests.
Allocated dice are used to power Super Strength skills which default to this ability.
Teleportation
Allocated dice may be added to any Dodge action.
Allocated dice are used to power Teleportation skills which default to this ability.
The actor may attempt to teleport to a point within range they can see. Maximum teleportation range is Dice × 5m. This is treated as an Indirect attack, targeting the destination point, using the following test:
Allocated Dice + #AD → 1S@2m,5,10,25 (Indirect)
Each time this ability is used, 5 - allocated dice is EX-bound.
Thematic Power »
This ability describes a variety of related abilities which encompass a single arbitrary power "theme" and which don't fit neatly into any of the other available super abilities. Exmaples of such themes include "squirrel powers," "weather control," or "ancient sorcery."
Allocated dice are used to power Thematic Power skills which default to this ability.