Super Skills
All skills described in ’Verses Core are available to Heroes characters in addition to the following list of super skills.
Elemental Power Skills
For the purposes of these skill descriptions, the captial letter E is used to represent the specific Elemental Damage Subtype related to the actor's chosen Elemental Power specialization.
Elemental Beam »
The actor shoots a consolidated beam of elemental power at a target.
Skill + PRW + #AD → 1S@10m,15,20,30 4HP/SM
The beam's damage type is r.E or c.E whichever is supported by the elemental type.
The beam is Sustainable, with a Sustain Rate of 3 and a Sustain Cost of EX-binding 1AD per sustain die.
Elemental Blast »
The actor shoots a blast of elemental power at a target.
Skill + PRW + #AD → 1S@8m,12,16,20 2HP/SM
The actor may choose any damage type enabled by the Elemental Power, but must declare the damage type before the attack.
Elemental Manipulation »
The actor can create, destroy, or manipulate existing instances of their elemental power to amplify, reduce, shape, move, focus, or disperse it. The actual effects of this manipulation will vary by element.
For example, an actor with Elemental Manipulation » Fire encountering a candle might light its wick, cause it to burst into a roaring conflageration, snuff it out, shape it into a dancing figure, lift the flame from the candle and move it through the air, condense it to an intense point, or disperse it into an area of diffuse warmth.
Elemental Propulsion »
The actor projects elemental power with sufficient force to propel themself. The the mechanism of desired movement determines the success target and the maximum speed is determined by the initial test's success margin.
| Method | Success Target | Max Speed/SM |
|---|---|---|
| Skate The actor creates just enough thrust to propel themself along surfaces |
1S C | 10m/AD |
| Fly The actor creates enough thrust to achieve flight with full freedom of movement |
3S C | 20m/AD |
The actor can maintain propulsion as long as the test is continued.
Any Action Dice spent on the initial skill test and any continuations may also be counted towards any expenditure for the propulsive movement.
Elemental Shield »
The actor produces a high-density manifestation of elemental power which acts as a shield.
Skill + PRW + #AD → 1S C TUF = SM
On success and while continued, the shield has resistance to b, c, E, s damage types, and the initial test's success margin is the shield's Toughness.
Elemental Wall »
The actor produces a high-density manifestation of elemental power, forming it into a barrier which they can direct to take any path they choose. The barrier is 1m thick and up to 3m tall. Its length is determined by the initial test's success margin.
Skill + #AD → 2S C 5m/SM
On success and while continued, the barrier has a Toughness of 2 and resistance to b, c, E, s damage types.
The actor EX-binds 1AD on success and for each turn it is continued.
Energy Manipulation Skills
Absorb Attack
With this skill, the actor absorbs the energy from an attack and can redirect the absorbed energy to power other skills which default to the Energy Manipulation ability.
Absorbing energy from an attack is treated as a contest.
[Attack] → Skill + #AD
| Energy Source | Damage Types | EX-Binding |
|---|---|---|
| Kinetic | b, c | 1AD |
| Fire & Intense heat | r.f | 1AD |
| Energy Beams & Blasts | r | 2AD |
If the contest negates all successes of the attack, any 6s rolled are absorbed and counted as "stored" as described in Absorbing Energy ability.
Animate Illusion
By manipulating light and sound, the actor creates an animated illusion at a location they can see within range. The actor can form the illusion to resemble anything they can imagine, with the affected volume determined by the success margin.
Skill + #AD → 1S@5,10,15,20 C 1m3/SM
On success, and while continued, the actor can cause the illusion to move and produce sound in a natural and convincing way, though they cannot cause the illusion to move more than 20m from themself.
An actor may attempt to discern the nature of the illusion using the Watch action.
Energy Barrier
The actor concentrates ambient energy into a spherical barrier up to a 5m radius, centered on themself.
Skill + TUF + #AD → 1S C TUF = SM
On success and while continued, the barrier has resistance to all damage types, and the initial test's success margin is the barrier's Toughness.
The actor EX-binds 1AD on success and for each turn it is continued.
Energy Beam
The actor shoots a consolidated beam of concentrated energy at a target.
Skill + PRW + #AD → 1S@10m,18,30,40 4(r)HP/SM
The beam is Sustainable, with a Sustain Rate of 3 and a Sustain Cost of EX-binding 1AD per sustain die.
Energy Blast
The actor shoots a blast of energy at a target.
Skill + PRW + #AD → 1S@10m,15,20,30 2(r)HP/SM
Form Illusion
By manipulating light, the actor creates a static illusion at a location they can see within range. The actor can form the illusion to resemble anything they can imagine, with the affected volume determined by the success margin.
Skill + #AD → 1S@5,10,15,20 C 1m3/SM
On success, and while continued, the illusion remains visible to any within sight. An actor may attempt to discern the nature of the illusion using the Watch action.
Manipulate Light
By manipulating visible wavelengths, the actor can cause a variety of visual affects at a location they can see within range:
| Intensify | Increase the intensity of light in a given area |
| Darkness | Create an absence of light in a given area |
| Obscurity | Bend light around a given area to obscure any objects from sight |
| Distort | Bend light around a given area to make objects appear closer, farther away, larger, or smaller |
Each manipulation uses the following test, with the affected area determined by the success margin.
Skill + #AD → 1S@5,10,15,20 C 1m3/SM
Matter Manipulation Skills
Alter Matter State
The actor causes a homogeneous volume of matter to change state.
The success target for the test is determined by both the degree of desired state change and the volume of matter to change.
Skill + #AD → ([From-To Difficulty] + [Volume Difficulty])S
State Change Difficulty: From-To State
From State |
To State Solid |
Liquid |
Gas |
Plasma |
|---|---|---|---|---|
| Solid | — | 1 | 2 | 3 |
| Liquid | 1 | — | 1 | 2 |
| Gas | 2 | 1 | — | 1 |
| Plasma | 3 | 2 | 1 | — |
State Change Difficulty: Volume
| Volume | Difficulty |
|---|---|
| < 1000cm3 | 1 |
| 1000cm3–1m3 | 2 |
| 1.1m3–8m3 | 3 |
| 8.1m3–64m3 | 4 |
| > 64m3 | 5 |
Psionic Power Skills
Alter Memories
The actor reaches out with their mental powers to alter the memories of an individual they can see or have located (using Locate Mind).
The player describes the contents and context of the memory and the contents of the replacement in 25 words or less each.
Skill + SMR + #AD → 3S
If the target is unwilling, they may actively contest the test with SMR + #AD + [Psionic Power].
On success, the target's memory is altered as described.
Alter Perceptions
The actor reaches out with their mental powers to alter the real-time perceptions of an individual they can see or have located (using Locate Mind).
Skill + SMR + #AD → (Difficulty)S C
The difficulty of the test is based on the degree to which the desired experience diverges from reality.
| Divergence From Reality | Difficulty |
|---|---|
| Slight deviation or omission | 1 |
| Moderate deviation or omission | 2 |
| Dramatic deviation or omission | 3 |
| Realistic, but wholly different experience | 4 |
| Complete fantastical de-realization | 5 |
On success and while continued, the actor can cause the target to perceive (or not perceive) the declared reality. The target may contest the initial test and each maintenance test with Smarts and Psionic Power if they have it allocated.
Skill + SMR + #AD → SMR + [Psionic Power]
If the target successfully contests, they are able to break free of the imposed perception and perceive reality as it is.
Hold Actor
The actor reaches out with their mental powers to an actor or actors they can see or have located (using Locate Mind). On success and while continued, the actor can take no action except the Watch or Rest actions.
The success target for the test is the number of targets.
Skill + SMR + #AD → (#Targets)S C
Each target may contest with Smarts and Psionic Power if they have it allocated.
Skill + SMR + #AD → SMR + [Psionic Power]
Locate Mind
The actor reaches out with their mental powers to locate a specific actor or group of actors. The player describes the individual or group they wish to locate in 25 words or less.
Skill + SMR + #AD → 3S
If the target is unwilling, they may actively contest the test with SMR + #AD + [Psionic Power].
On success, the actor knows the target's location.
Read Memories
The actor reaches out with their mental powers to read the memories of an individual they can see or have located (using Locate Mind). The player describes the contents or context of the memory they wish to read in 25 words or less each.
Skill + SMR + #AD → 2S
If the target is unwilling, they may actively contest the test with SMR + #AD + [Psionic Power].
On success, the actor knows the target memory.
Read Thoughts
The actor reaches out with their mental powers to read the surface thoughts of an individual they can see or have located (using Locate Mind).
Skill + SMR + #AD → 1S
If the target is unwilling, they may actively contest the test with SMR + #AD + [Psionic Power].
On success, the actor knows the target's surface thoughts.
Telekinesis
The actor moves an object they can see with their mental powers. The mass of the object determines the success target of the test.
Skill + SMR + #AD → (Difficulty)S (Difficulty)C 1m/SM
| Mass | Difficulty |
|---|---|
| < 1kg | 1 |
| 1–100kg | 2 |
| 100.1–1000kg | 3 |
| 1000.1kg–5000kg | 4 |
| > 5000kg | 5 |
The success margin of the test determines the maximum distance the actor can move the object per turn. The test is continuable at the same difficulty, and while continued the actor remains in control of the object.
If the target is an unwilling actor, they may actively contest the test with TUF + #AD + [Psionic Power].
Scale/Density Manipulation Skills
Alter Density
This skill allows the actor to alter an object's density independently of (and out of proportion to) its scale.
Whenever making any Scale/Density Manipulation-related test, make a secondary test of this skill. The success margin is the maximum number of orders of magnitude the density can be altered independently of its scale.
Alter Scale
This skill allows the actor to alter an object's scale independently of (and out of proportion to) its density.
Whenever making any Scale/Density Manipulation-related test, make a secondary test of this skill. The success margin is the maximum number of orders of magnitude the scale can be altered independently of its density.
Lock Scale/Density
This skill allows the actor to "lock" an object's scale and density at their current values, or "unlock" them if they have been previously "locked" by another actor. The success target of the skill is equal to the number of orders of magnitude by which the current scale and/or density of the object varies from its original state.
Skill + #AD → [Magnitude Difference]S
On success, the target object is fixed at its current scale and density indefinitely if "locking," or immediately reverts to its original scale and density if "unlocking."
For the actor who previously "locked" an object, "unlocking" it requires spending 1 action die, but does not require a test.
Scale Other
The actor can alter the size & density (in proportion) of another object with the following continuable test:
Skill + #AD → 1S C 1hr/SM
The actor can alter the size & density (in proportion) of another actor. The target actor may contest change with Toughness plus their Scale/Density Manipulation ability (if allocated) plus 1 or more Action Dice against the original test.
Skill + #AD → Ability + TUF + #AD
The change in size & density is limited to the order of magnitude enabled by the actor's Scale/Density Manipulation ability.
The effect lasts while continued for up to 1 hour per success margin of the original test.
Shapeshifting Skills
Animal Shape »
The actor shapeshifts their body into that of a particular animal species.
The actor must have sufficient knowledge of the target shape to articulate particular details. The test difficulty is based on a subjective rating of the actor's familiarity with the target shape.
The success margin determines the maximum number of hours the actor can stay in the target shape.
The shapeshift is true physical change and not an illusion. The actor gains any purely physical capabilities the animal possesses (e.g: flight), but retains their own mental capacity and powers. Shape change does not imply a change in size or density. The overall body volume of the actor does not change, so the resulting shape may be larger or smaller than the target shape, but is perfectly proportionate.
Human Shape
The actor shapeshifts their body into that of a person. The person shape is detailed and convincing, but generalized and does not match any specific person.
The actor must have sufficient knowledge of the target shape to articulate particular details. The test difficulty is based on a subjective rating of the actor's familiarity with the target shape.
The success margin determines the maximum number of hours the actor can stay in the target shape.
The shapeshift is true physical change and not an illusion. The actor gains any purely physical capabilities the form possesses, but retains their own mental capacity and powers. The overall body volume of the actor does not change, so the resulting shape may be larger or smaller than the target shape, but is perfectly proportionate.
Mimic Animal »
This skill functions exactly like Animal Shape » *, except that it allows the actor to mimic a specific individual animal.
The actor does not gain the knowledge or capabilities of the target except those abilities which are purely a result of their physical form. The actor does not gain the target's super abilities.
Mimic Human »
This skill functions exactly like Human Shape, except that it allows the actor to mimic a specific individual person.
If used unallocated, the actor may reduce the difficulty penalty by 1 die for each allocated instance of Mimic Human » *, and by 1 die for each hour the actor is able to spend closely studying the target. The difficulty may not be reduced below 1.
The actor does not gain the knowledge or capabilities of the target except those abilities which are purely a result of their physical form. The actor does not gain the target's super abilities.
Mimic Object »
This skill functions exactly like Object Shape » *, except that it allows the actor to mimic a specific individual object.
The actor does not gain the knowledge or capabilities of the target except those abilities which are purely a result of their physical form. The actor does not gain the target's super abilities.
Object Shape »
The actor shapeshifts their body into that of a given inanimate object. The object shape is detailed and convincing, but generalized and does not match any specific individual object.
The actor must have sufficient knowledge of the target shape to articulate particular details. The test difficulty is based on a subjective rating of the actor's familiarity with the target shape.
The success margin determines the maximum number of hours the actor can stay in the target shape.
The shapeshift is true physical change and not an illusion. The actor gains any purely physical capabilities the object possesses, but retains their own mental capacity and powers (though the actors senses are likely to be impaired if the object lacks sensory aparatuses). Shape change does not imply a change in size or density. The overall body volume of the actor does not change, so the resulting shape may be larger or smaller than the target shape, but is perfectly proportionate.
Super Smarts Skills
Mastery
The actor's super intellect gives them mastery across a wide range of subjects and areas of knowledge.
The actor may use skill dice in place of any test of a skill with Smarts as its root default, whether it is allocated or unallocated.
Prognostication
The actor's super intellect allows them to weigh innumerable variables and make statistical models of events to predict actions and outcomes.
At the start of Fast Action, the actor rolls skill dice and sets aside any resulting sixes into a special "prediction pool". Each turn, the actor may apply this pool to any actions they choose, using each die once per turn.
Outside of fast action, the actor may use this skill for longer-term analysis. The player asks the GM a single question about future or past events. The GM then rolls a standard skill test for the actor and uses the test's success margin as a gauge of success and provides an answer.
Super Implementation
The actor builds a technological device or system which act as an extrinsic proxy for a specified target Super Ability or Skill.
If the specified target is an Ability, the device grants the ability extrinsically. If the target is a Skill, the actor must meet the default and prerequisite requirements of the skill, whether intrinsically or extrinsically.
The time in days required to design and build the device for the first time is determined by the following formula:
Days = 10 - (Skill + SMR)
After the design and build time, the actor makes a test against a success target based on the difficulty of the capability. If the target capability is a skill, the success target for the test is the skill's difficulty. If the target capability is an ability, the success target is 3.
On failure, the device is not created and the actor spend the required development time before testing again.
On success, a prototype device is built and the effective allocation of the target capability is equal to the success margin. The device lasts a number of times equal to twice the success margin, and then fails permantently.
Once the device has been built once, subsequent duplicates can be built more quickly, using the same process:
Hours = 10 - (Skill + SMR)
Super Speed Skills
Bullet Catch
With a Movement (MV) derived attribute greater or equal to 1000m/AD, the actor's super speed allows them to reposition themself to safely catch a bullet fired at them or within range of their movement. The same technique may be applied to catch similar ranged attacks or thrown objects.
Add skill dice and one or more action dice to contest the attack. If the contest successfully negates all successes of the attack, the attack does no damage to its target. If the contest negates some, but not all successes, the actor attempting the catch takes damage resulting from the remaining successes, regardless of whether or not they were the original target.
Mach Punch
The actor races up to full speed and throws a super-accelerated punch.
The attack has the Slow feature, and the minimum Action Dice required for the attack is determined by the actor's Movement (MV) derived attribute, according to the following table:
Minimum AD for Mach Punch by Movement (MV)
| Movement (MV) | Minimum AD |
|---|---|
| ≤ 1,000m/AD | 3 |
| 1,001–1,500m/AD | 2 |
| > 1,500m/AD | 1 |
The damage inflicted by the punch is equal to the actor's Toughness plus their Super Speed for each success margin. The damage type is Crushing.
Skill + PRW + #AD → 1S (TUF + Super Speed)(c)HP/SM
Phase Strike
The actor uses their phasing skill to vibrate their hand into a biological opponent's body, interfering with their organ function. The attack functions as the following melee attack:
Skill + PRW + #AD → 3S 4HP/SM
Damage from this attack has no damage type, cannot be parried, and bypasses all armor and damage resistances in biological actors. The attack has the Slow feature, and the minimum Action Dice required for the attack is determined by the actor's Movement (MV) derived attribute, according to the following table:
Minimum AD for Phase Strike by Movement (MV)
| Movement (MV) | Minimum AD |
|---|---|
| 700–1,000m/AD | 3 |
| 1,001–1,500m/AD | 2 |
| > 1,500m/AD | 1 |
Phase Through Objects
By vibrating their body at a wavelength matching the atomic movements in solid matter, the actor can move through that matter as if it were not there.
Skill + PRW + #AD → 1S C 10cm/SM
On success and while continued, the actor may move through 10cm of solid material for each success margin.
On a failed test, the actor is thrust back to the original side of the material, and takes 4(c)HP of damage for each 10cm they had previously passed through before failing. This damage bypasses any armor.
The vibration speed—and thus the minimum AD—required to move through solid matter depends on the actor's Movement (MV) derived attribute and the material of the solid.
Regardless of success, the actor binds 1AD to exhaustion for each 10cm they phase through.
Minimum AD to Phase Through 10cm by Material and Movement (MV)
| Material | 700–1,000m/AD | 1,001–1,500m/AD | > 1,501m/AD |
|---|---|---|---|
| Aluminum | 2 | 1 | 1 |
| Cement | 3 | 2 | 1 |
| Flesh | 3 | 2 | 1 |
| Glass | 3 | 2 | 1 |
| High-strength Composites | 5 | 4 | 3 |
| Plasterboard Walls | 2 | 1 | 1 |
| Plastic | 1 | 1 | 1 |
| Steel | 4 | 3 | 2 |
| Stone | 4 | 3 | 2 |
| Titanium | 5 | 4 | 3 |
| Wood | 3 | 2 | 1 |
Speed Phantom
The actor uses their super speed ability, moving to different positions short distances away at such a speed that they appear to be in all those positions at the same time.
Skill + PRW + #AD → 1S C #Phantom/SM
On success, the success margin determines the number of phantoms (in addition to the actor) that can be created. While continued, the actor may switch places with any of the phantoms without expending action dice.
The actor binds 1AD to exhaustion on success, and binds 1AD on each successive turn the test is continued.
Static Fling
By moving at super speed, the actor builds up sufficient electrical charge to fling at a target as a ranged attack with the following properties.
Skill + PRW + #AD → 2S@10m,15,20,25 3(r)HP/SM
The attack has the Slow feature, and the minimum Action Dice required for the attack is determined by the actor's Movement (MV) derived attribute, according to the following table
Minimum AD for Static Fling by Movement (MV)
| Movement (MV) | Minimum AD |
|---|---|
| 700–1,000m/AD | 4 |
| 1,001–1,500m/AD | 3 |
| > 1,500m/AD | 2 |
Wall Run
The actor uses their super speed ability, running fast enough that they can run on vertical surfaces such as walls or the sides of buildings without falling.
Skill + PRW + #AD → 1S C
On failure of the initial test or successive continuation, the actor falls off of the wall.
The actor binds 1AD to exhaustion on the initial test and each successive turn the test is continued.
Water Run
The actor uses their super speed ability, running fast enough that they can run on the surface of bodies or water or other similar liquids as if it were solid.
Skill + PRW + #AD → 1S C
On failure of the initial test or successive continuation, the actor falls into the water.
The actor binds 1AD to exhaustion on the initial test and each successive turn the test is continued.
Super Strength Skills
Super Catch
The actor attempts to catch a thrown or falling object weighing up to Max Carry × 2.
If the object has been thrown deliberately, add skill dice and one or more action dice to contest the indirect attack. If the contest successfully negates all successes of the attack, the object does not hit its target, and is instead held by the actor. If the contest negates some, but not all successes, the actor attempting the catch takes damage resulting from the remaining successes, regardless of whether or not they were the original target.
catch a thrown car
Super Toss
The actor throws a held object weighing at least 1,000kg and up to Max Carry × 2 at a chosen target. The throw is resolved as an Indirect attack with a success target determined by the actor's Super Strength ability and the weight of the object. The resulting damage is determined by the object's weight and the total damage per square meter is divided by the impact surface area of the object.
Super Toss Success Target & Damage by Ability & Weight
Max Carry |
Object Weight 1,000—1,500kg |
1,501–3,000kg |
> 3,000kg |
|---|---|---|---|
| 500–750kg | 3S@10m,15,20 10(c)HP/SM |
— | — |
| 751–1,500kg | 2S@15m,30,45 12(c)HP/SM |
3S@10m,15,20 15(c)HP/SM |
— |
| > 3,000kg | 1S@20m,35,50 15(c)HP/SM |
2S@15m,30,45 20(c)HP/SM |
3S@10m,15,20 25(c)HP/SM |
throw a car
Super Punch
The actor winds up and throws a massive punch with all of their super strength.
The attack has the Slow feature with 5 Action Dice minimum required for the attack.
The damage inflicted by the punch is equal to the actor's Toughness plus their Super Strength for each success margin. The damage type is Crushing.
Skill + PRW + 5AD → 1S (TUF + Super Strength)(c)HP/SM
Teleportation Skills
Bamf Strike
The actor teleports as part of a melee attack, appearing in immediate proximity to the target, attacking, and returning to their original position. In effect, this converts a melee attack to an Indirect ranged attack.
Combine the dice pools for the melee attack and the teleportation, and resolve the test as an Indirect attack against the teleportation success target.
Blind Bamf
Allocated dice may be added to any attempt to teleport.
The actor may also attempt to teleport to a location they cannot see. Teleporting to an unseen location occurs at an increased difficulty of +2 successes.
Chain Bamf
Allocated dice may be added to any attempt to teleport.
All skill dice are counted as the Chain Limit when chaining teleportations.
Each subsequent jump in a chain incurs a +1 to its success target.
Thematic Power Skills
[Power Theme] »
Because of the open-ended nature of the Thematic Power ability, there is no way to enumerate all possible powers. This skill acts as a repeatable framework for defining skills for using the Thematic Power ability.
This skill may not be used unallocated unless it has been specialized with a rated difficulty. This may be done in advance by the player in consultation with the GM, or by the GM as needed.
Players should work with their GMs to develop and refine a constellation of thematic skills appropriate to the character. For an example of such a power set, see Thematic Powers in the For GMs section.
When allocating an instance of this skill, replace [Power Theme] with the specialization of one of the actor's allocated abilities of Thematic Power, specify the power or capability that the skill enables, and specify a difficulty level for the given skill.