Sunday, December 9, 2007

Beginner Skills

Single Skill slots

Communications:

Flag Signaling
Photography
Radio: Basic
Internet

Computers:

Computer Operation
Computer Programming
Computer Hacking
Computer Networks

Domestic:

Herding
Barbering
Chess
Cooking
Calligraphy
Farming
Fishing
Flint Working
Music: Composition
Play musical instrument
Music: Sing
Painting

Electrical:

Basic Electronics
Computer Repair
Electrical Eingineer
Generate Electricity/Power Systems

Espionage:

Concealment
Detect Ambush
Detect Concealment
Escape Artist
Forgery
Impersonation
Palming
Lip Reading
Tracking
Urban Survival
Urban Warfare

Industrial:

Armour and Weapon Decoration
Candlemaking
Carpentry
Cobblery
Construction
Fashion Tools and Weapons
Glass Works
Logging
Masonry
Mining
Plumbing


Mechanical

Basic Mechanics
Blacksmith
Armourer
Locksmith
Metallurgy
Welding

Medical

Animal Husbandry
Brewing
First Aid
Nurse

Military

Armourer
Camouflage
Demolitions

Physical

Aerobics
Athletics
Basketball
Body Building
Climbing
Murderball
Forced March
Hand to Hand: Basic
Prowl
Running
Swimming: Basic
Ice Skating
Skiing


Pilot

Automobile
Bicycle
Dog Sled
Horsemanship: General
Ride Exotic Animals
Pilot Snowmobile
Pilot Truck
Pilot Unicycle

Rogue

Bargain/Bribe
Cardshark
Concealment
Locate Secret Departments
Palming
Pick Locks
Pick Pockets
Seduction

Science

Anthropology
Astronomy
Biology
Chemistry
Economics
Geology
Math: Basic
Math: Advanced
Physics
Psychology

Performing Arts:

Clowning
Juggling
Public Speaking

Technical:

Breed Animals
Diplomacy
Gemology
History: 25th Century
History: 26th Century
History: 27th Century
Language: Montin
Language: Parklin * All players will have this
Language: Prarin
Leather Working
Lore: Demons and Monsters
Lore: Cults and Sects
Lore: Ghosts and Faeries
Lore: Geomancy and Ley Lines
Pottery
Sign Language
Writing

Weapon Proficiencies

Ancient

WP Short bow
WP Long bow
WP Battle Axe
WP Blunt
WP Bola
WP Boomerang
WP Chain
WP Forked weapons
WP Knife
WP Pole arm
WP Sai
WP Shield
WP Slingshot
WP Spear
WP Staff
WP Hockey Stick
WP Sword
WP Trident
WP Whip

Modern

WP Pistol
WP Revolver
WP Rifle
WP Shotgun
WP Grenade
WP Flamethrower

Wilderness

Boat Building
Dowsing
Preserve Food
Rope Works
Skin and Prepare animal hides
Land Navigation
Wilderness Survival

2 Skill slots

Holistic Medicine
Literacy
Hand to Hand: Expert

Non-Exclusive Martial Arts

All require 3 skills to aquire.

Crane Style Kung Fu
Mongolian Kung Fu
Art of Seizing
Bear Style Kung Fu
Drunken Style Kung Fu
Phoenix Eye Kung Fu
Tiger Claw Kung Fu
Light stance Karate
Jujitsu
Brazillian Jujitsu
Dog Boxing Kung Fu
Brick Breaking Karate
Lee Kwan Choo
Short Hand Kung Fu
Cotton Fist Kung Fu
Monkey Style Kung Fu
Moo Gi Gong
Leopard Style Kung Fu
Sankukai Karate
Shao-lin Kung Fu
Snake Style Kung Fu
Tae Kwon Do
Tai Chi Ch'uan
Taido
Tangsu Karate
Te
Eagle Claw Kung Fu
Yu-sool
Zanji Shinjinken-Ryu
Enmei Ryu Shurikenjutsu
English Swordsmanship
Italian Fencing
Ball Breaker Boxing
Jeet Kune Do

Exclusive Martial Arts

All require four skills

Aikido
Chi Hsuan Men
Hwarang-do Karate
Ninjitsu
Sumo
Muay Thai
Tien Hsueh Touch Mastery
Wui Wing Chun
Wu Shu Tsung
Capioera
Kali

Species

Alright, here is a list of the various species I am allowing players to be.

Mutant Animals:

Local:

Human
Dog
Cat
Rat/Rodent
Bat
Turtle
Frog
Monkey
Cow/Bull
Pig
Wolf
Fox
Badger
Bear
Large Feline
Wolverine
Weasel
Alligator
Skunk
Hawk
Falcon
Eagle
Owl
Rhinoceros
Elephant
APE
Monkey
Baboon
Shark
Black Widow Spider
Tarantula
Wolf Spider


Australian:

Bandicoot
Dingo
Frilled Lizard
Goanna
Kangaroo
Koala
Komodo Dragon
Tasmanian Devil
Tasmanian Tiger
Thorny Devil

Or any hybrid of the above.

Extinct Creatures:

Either cloned in the pre-crash or the result of the rifts in the post-crash era.

Mesozoic:

Ankylosaurs
Allosaurs
Apatosaurs
Stegosaurs
Raptors
Pachycephalosaurs
Pterosaurs
Troodons
Triceratops
Tyrannosaurs

Cenozoic:

Argentadons - Giant Bird
Diatrymons - Flightless running ground predator bird
Hominids - Like lucy.
Hyaenodon - Giant, hyena-like predators.
Mastodon
Smilodon - Sabre tooth tiger

Alien:

Elves
Dwarfs
Orks
Any Alien generated by the Heroes Unlimited Selection

Artificial:

Robot
Android

Jobs

Job programs:

These are essentially the way characters learn new skills; characters will have to bump around the basic jobs for awhile until they can get a shot at a more advanced job.

Characters can stop one job and start on a completely new job; they just start back at level one for the new job.

You basic jobs of adventuring caliber:


Mercenary

Entrance requirements: Running, WP Rifle and one of the following: Climbing, PS 16, PE 16, Pilot Automobile, Tracking.

As there are no centralized armies in the region, mercenaries form the bulk of the defenses of local farms, monasteries, warlords, and so forth. Small pockets of mercanary armies dot the landscape, and are very powerful organizations. Mercenaries live expensive but well paid lifestyles.

Growth:

Level 1 +1 Roll with Punch
Level 2 Recognize Weapon Quality
Level 3 Camouflague
Level 4 WP Grenade
Level 5 WP Assault Rifle
Level 6 Detect Ambush
Level 7 WP Grenade Launcher
Level 8 WP Automatic Pistol
Level 9 Fortifications
Level 10 Demolitions
Level 11 WP Motar
Level 12 WP Flamethrower
Level 13 Parachuting
Level 14 Strategy/Tactics
Level 15 One additional attack per melee


Prize Fighter

Entrance requirements: Boxing, Hand to Hand: Basic (or better) and one of the following: PS 16, PE 16, Tumbling, Wrestling, WP Knife

In these dark and dreary times where you never know what horrific monster or army is going to show up out of nowhere and rape and murder you and your family, you look to the simpler things in life for entertainment, like good old hand to hand combat. Prize fighters are the wrestlers of the modern era, filling dingy arenas just like they always have.

Growth:

Level 1 +3 Roll with Punch
Level 2 WP Broken Bottle
Level 3 WP Barstool
Level 4 +2 to strike with fists, legs
Level 5 WP Blunt
Level 6 Bodybuilding
Level 7 WP Net
Level 8 +30 SDC
Level 9 Kickboxing
Level 10 WP Improvisation
Level 11 Gymnastics
Level 12 +3 to Dodge
Level 13 One additional attack per melee
Level 14 Anticipation
Level 15 Blind Fighting

Squire

Entrance Requirements: ME 16+, WP Sword, either Hand to Hand: Zanji Shinjinken-ryu, English Swordsmanship, Italian or Spanish Fencing, or another sword-art.

An apprentice knight, the squire is the dedicated warrior. The squire will have a knight he will have to assist as she rises to knighthood, but the squire will have enough freedom to get into trouble, what with all the injustice and monsters in the world.

Level 1 Fencing
Level 2 WP Shield
Level 3 WP Pole Arms
Level 4 WP Blunt
Level 5 WP Ancient of Choice
Level 6 WP Ancient of Choice
Level 7 Armourer
Level 8 Horsemanship: Knight
Level 9 Detect Ambush
Level 10 Parachuting
Level 11 Oxygen Conservation
Level 12 Interrogation Techniques
Level 13 Strategy/Tactics
Level 14 WP Paired Weapons of choice
Level 15 Blind Fighting


Sharpshooter

Entrance Requirements: WP Revolver, PP 16+, and one of the following: Recognize Weapon Quality, MA 16, WP Pistol

In the harsh reality of today's bars, roads and other dangerous places, guns are everywhere. Which such equal footing, to get an edge one must achieve true mastery of their gun. Thus, the sharpshooter.

Growth:

Level 1 WP Rifle
Level 2 +1 to strike with projectiles
Level 3 WP Sharpshooting - Quick Draw - Revolver
Level 4 WP Sharpshooting - Called Shot - Revolver
Level 5 +1 Initiative
Level 6 WP Automatic Pistol
Level 7 WP Sharpshooting - Quick Draw - Pistol
Level 8 WP Sharpshooting - Trick Shots - Revolver
Level 9 WP Sharpshooting - Called Shot - Pistol
Level 10 Sniper
Level 11 WP Sharpshooting - Trick shots - Pistol
Level 12 WP Sharpshooting - Quick Draw - Rifle
Level 13 WP Sharpshooting - Called Shot - Rifle
Level 14 One additional attack per melee
Level 15 WP Sharpshooting - Trick Shots - Rifle


Ranger

Entrance requirements: Wilderness Survival, Prowl, and one of the following: PE 16+, Identify Plants/Fruits, Animal Husbandry, Land Navigation

The wilderness is the new frontier; the scattered settlements are separated by great seas of forests, desert and plains. For any trade or travel to occur, someone needs to know the lay of the land, where is safe to go and where isn't, and so forth.

Growth:

Level 1 WP Rifle
Level 2 Detect Ambush
Level 3 Skin and Prepare Animal Hides
Level 4 +3 to Roll with punch
Level 5 Sense of direction
Level 6 Horsemanship: General
Level 7 Track Animals
Level 8 Trap Construction
Level 9 Winter Survival
Level 10 Tame Animals
Level 11 Carpentry
Level 12 Leather working
Level 13 Preserve Food
Level 14 Breed Animals
Level 15 One additional attack per melee

Entertainer

Entrance requirements: PP 16+, MA +16, One of the following: Play musical instrument, ME +16, PB +16, Dance

Like always, rather than deal with their own lives the masses like to put entertainers on pedestals and judge their every move. Consequentially, there is good money to be made entertaining.

Growth:

Level 1 Balloon Animal Making
Level 2 +3 to dodge
Level 3 Clowning
Level 4 Performance
Level 5 Advertising
Level 6 Contacts
Level 7 Play musical instrument: Sing
Level 8 Juggling
Level 9 Acting
Level 10 Public Speaking
Level 11 +1 Initiative
Level 12 Acrobatics
Level 13 Ventriloquism
Level 14 Mime
Level 15 Sleight of Hand

Scholar/Scientist

Entrance requirements: Basic Math, Literacy, One of the following: IQ 16+, Biology, Chemistry, Physics, Advanced Math

In this brave new world we call out for answers in every direction. Luckily, the discipline of science has survived, although scientists are increasingly having to deal with those who would rather dictate science than be dictated by it. The scientist and scholar seeks to learn the lost knowledge of the old world, sometimes to madness.

Growth:

Level 1 Biology, Chemistry or Physics
Level 2 History: 25th century
Level 3 Biology, Chemistry or Physics
Level 4 Lore: Daemons and Monsters
Level 5 Anthropology
Level 6 Basic Electronics
Level 7 Lore: Magic
Level 8 Archaeology
Level 9 Electro-chemistry
Level 10 Astronomy
Level 11 Biochemistry
Level 12 Paleontology
Level 13 Psychology
Level 14 Nuclear Physics
Level 15 Electricity Generation/Power Systems

Healer

Entrance Requirements: Biology, Literacy, One of the following: ME 16+, Food Preservation, Brewing

In such a painful world, healers are an essential part of society.

Level 1 First Aid
Level 2 Paramedic
Level 3 Holistic Medicine
Level 4 Nurse
Level 5 General Practitioner
Level 6 Medical Doctor
Level 7 Surgeon
Level 8 Psychology
Level 9 Criminal Sciences and Forensics
Level 10 Pathology
Level 11 Dentist
Level 12 Diagnostic
Level 13 Field Surgeon
Level 14 Psychiatry
Level 15 Toxicology

Priest

Entrance Requirements: Literacy, MA 16+,

In times like these, a hope in the future and an understanding of the world is important to one's sanity. Luckily for the survivors of the crash, a sudden influx of ancient gods has suddenly made an appearance over the horizon.

Of course, those mortals who do the work of these busy gods by converting followers and doing missions shall be greatly rewarded. But where do your real motivations lie? With your parish, your god, or yourself?

Priests have a surprising amount of freedom in the gods they worship these days. Simply put, they can build their own pantheon out of the various gods working in the region; however, they must use caution: doing the work of a patron god's enemy is sure to spell disaster.

In return for practicing their god's work, priests are able to learn and cast magic spells, wards and circles, like a wizard. They are given this benefit from the god(s) they do services for. If the priest angers the god, the god is able to withdraw the magic knowledge from the priest.

Priests start out with the following spells:

Turn Dead, Decipher Magic, See Aura, Sense Magic, Excorcism, Energy Bolt.

Priests can request one miracle from a god per level.

Level 1 Public Speaking
Level 2 Lore: Folklore and Mythology
Level 3 Begging
Level 4 Lore: Omens and Superstition
Level 5 Lore: Daemons and Monsters
Level 6 2x Chi
Level 7 Brewing
Level 8 Lore: General Law
Level 9 Philosophy: Western or Eastern
Level 10 Lore: Magic
Level 11 Mystic Herbalism
Level 12 Lore: Religions
Level 13 Theology/Philosophy
Level 14 Lore: Witches
Level 15 Fasting

Neomage

Entrance Requirements: Literacy, Astrology, Mana battery mutation (if mutant animal) OR Lore: Magic (if alien species.)

The neophyte magician, having grown up with a smattering of self taught magic abilities, is now starting in the long road to wizardry.

Neomages are able to learn and cast magic spells, wards and circles. They have this knowledge independently. Neomages are also able to store chi energy in specially created talismans, charms, rings and a variety of other objects.

Neomages start the game with the following spells: Decipher magic, Sense Magic, Cloud of Slumber, Globe of Daylight, Tongues, Enchanted Cauldron, two level one spells, two level two spells, one level 3 spell and one level 4 spell. Additional spells must be learned from greater mages, spellbooks, and other external sources.

Level 1 Language: Mystic
Level 2 Meditation
Level 3 Feng Shui
Level 4 Lore: Daemons and Monsters
Level 5 Lore: Ghosts and Faeries
Level 6 Identify Wards
Level 7 Literacy: Mystic
Level 8 Create Scroll
Level 9 Mystic Herbalism
Level 10 Lore: Witches
Level 11 Lore: Undead
Level 12 Art: Wards
Level 13 Lore: Dragons
Level 14 Create Magic Item
Level 15 Art: Circles


Advanced jobs:

Partial Cyborg augmentation
Full Cyborg augmentation
Glitterboy
Knight
Juicer augmentation
Swashbuckler
Robot Pilot
Stunt Racer
Jet Pilot
Gizmoteer
Doctor
Alchemist
Biomancer
Wizard
Technomage
Vampire

Saturday, December 8, 2007

Food, Size, Stats and Starvation

Players will have to keep a stock of food and water in the party at all times. In this game, food is a priority and life without it can become very, very tough. Water as well. This problem is made far more complicated by the vast tracts of overly radiated zones and the presence of monsters such as giants and dragons. Good, safe farmland is hard to keep.

Food and water are simply recorded as food OR water x 1.

Size Food/Water IQ PS PE Spd SDC
0 40 -20 -30 -10 +100 0 *cell size
0.5 20 -10 -15 -8 +20 2 *insect size
1 10 -8 -12 -4 +10 5
2 9 -6 -6 -2 +5 10
3 8 -4 -3 -1 +3 15 *Creatures Size 6 or less are too small to
4 7 -2 -2 0 0 20 *wield normal size weapons and must use
5 6 -1 0 0 25 * gnomish weapons, which are usually
6 5 30 * -1D6 in strength.
7 4 +1 0 0 30
8 3 +2 0 0 35
9 2 +3 +1 0 35
10 1 +4 +2 0 35
11 2 +5 +3 -1 40
12 3 +6 +4 -2 40
13 4 +7 +5 -3 45
14 5 +8 +6 -4 50 * Creatures size 14+ are too large to weild
15 6 +9 +7 -5 55 * normal sized weapons and must use giant
16 7 +10 +8 -6 60 * weapons instead, which add 1D6 to their
17 8 +11 +9 -7 65 * damage rolls.
18 9 +12 +10 -8 70
19 10 +13 +11 -9 75
20 20 +14 +12 -10 80 * At size 20+, creature is considered a
21 30 -2 +15 +13 -12 90 * mega-damage creature.
22 40 -4 +16 +14 -15 100
23 60 -6 +17 +15 -20 120
24 80 -8 +18 +16 -25 150
25 100 -10 +19 +17 -30 200


Elves, Dwarves and other alien races will be determined based on height and weight unless otherwise noted.

Any animal that goes without at least their required amount of daily food is living hungry. This results in muscle and bone decay and numerous other penalties. For every three weeks of living hungry, the animal will be -1 P.S, -1 P.P, and - 1 M.E.
If the animal does not get at least 10% of its daily food requirement, it is starving. Animals that starve go into a self-cannibalizing survival mode, consuming proteins, fat and other important things. An animal that is starving is at -1 P.S, -1 P.P, -1 P.E, -1 P.B and -1 M.E every second day. If an animal starves for more than two weeks, every day after-words it much roll to save versus coma/death.

An animal that does not get its daily requirement of water is thirsty. Animals that are thirsty deprive their body of its most vital chemical: water. Animals that are thirsty for a week are -5 P.S, -5 P.E, -5 M.E. Animals that are thirsty for over two weeks must roll to save vs coma/death twice a day.

An animal that gets more than its daily food requirement builds a surplus called fat, which it can use to fill daily requirements down the line. Animals that have enough fat to survive two weeks without food are obese. Animals that are obese are -5 Spd, -2 PB, -2 PP, +6 PS (from hauling all that flab around) and +30 SDC.

There are some animal powers and at least one skill (fasting) that allow for food and water preservation within the animal that would change this formula in the animal's favour.

The lost stats can be regained by rehabilitation, although the animal will have to roll to get the stats back.

Robots will choose between a gasolene fuel system, a solar power system or a fusion power system, which each have their own rules. Robots who run out of fuel will simply stop running, kinda like the tin man. Of course, then they become at risk of being cannibalized by other robots, cyborgs or unscrupulous biomancers.

Robots can learn skills like fasting as well. In this case the robot's ai learns to power itself on less and less fuel, allowing it to get more mileage.

Robots

Robots:

Robots in the world of spasma are usually very young. More often than not, they are scavenged together from pre-crash parts of defunct bodies by enthusiastic bio-creatures. That's the thing about robots, much like a living creature they require that all their parts work properly to actually function properly, but when not being used by a robot, a part, unless it erodes from natural causes, will remain useful.

Consequentially, robots of the modern age cannibalize each other, some hunting down weaker robots to acquire greater parts. Alas, when the strain of survival became too great, even the legendary codes of ethics broke down.

Most (not all) parts that robots use to construct their bodies are also used by cyborgs and can be interchanged.

Robot PCs will be constructed post-crash. Any robot that survived the crash (and presumably there are some) would be far too powerful for a player to start as.

A starter robot has a budget of $7.5 million for parts from the Heroes Unlimited manual.

Players will get advanced artificial intelligence for free, since its the only one worth playing (well, the transfered consciousness is cool too, but again, too powerful.) Players could opt to say their robot is the transfered consciousness of its creator, but the exact same rules apply. No pre-crash intelligences, however.

Sunday, November 18, 2007

Background generator

Birth conditions:

Character is feral, orphaned in the woods. These characters will be considerably tougher but less educated than other, more socialized characters. Character knows Prowl (+24%), Wilderness Survival (+24%), Land Navigation (+15%), Escape Artist (+10%), Climbing (+15%), Swimming (+10%), Tracking (+10%), Identify Plants and Fruits (+10%), and Fishing (+10%.) Character has an SDC bonus of +25, a P.E bonus of +6, a P.S. bonus of +3, a P.P bonus of +2 and two additional attacks per melee, and an additional one at level 3. Character may pick TWO skills in addition. Character has scavenged 3D6x $100 in various equipment, mostly in poor condition.

Character is a farmer, and grew food off the land in a close knit group. Character knows Cooking (+10%), Brewing (+10%), Sewing (+10%), Identify Plants & Fruits (+20%), Dance (+10%), Preserve Food (+10%), Animal Husbandry (+15%) and Gardening (+20%) Character may pick EIGHT skills in addition. Character will have 2D6 x $200 in personal possessions.

Character is part of a traveling road gang. Character grew up on the crumbling roads of yesteryear, skulking gas and tweaking engines. Character knows Pilot Automobile (+20%), Pilot Motorcycle (+20%), Pilot Truck (+20%), Basic Mechanics (+10%), Land Navigation (+10%), Radio: Basic (+20%), Math: Basic (+10%), Crash Survival (+10%). Character may pick EIGHT skills in addition. Character will have $30000 to invest in a vehicle to start the game with, and cannot save any of it for in game play. Character has 2D6 x $200 to spend on personal belongings.

Character grew up in a monastary, where they were highly educated and well discliplined. Character knows Gardening (+10%), Math: Basic (+10%), First Aid (+10%), Astronomy (+10), an 1) a Martial Art of choice and SIX additional skills or 2) An exclusive martial art of choice and FOUR additional skills. Character has 1D6 x $100 in personal possessions, and one 3D6 hand to hand weapon of choice.

Character grew up in a military encampment, and was raised in a spartan lifestyle. Character knows Forced March (+10%), Climbing (+10%), Military Etiquette (+10%), WP Rifle, WP Pistol, Running, Radio: Basic (+10%) and Hand to Hand: Basic. Character has a +4 bonus to P.E and a +2 bonus to P.S. Character may select an additional SIX skills. Character has 3D6 x $200 in possessions and war trophies.

Character grew up on a boat just off the coast among a crew of sailors. Character knows Fishing (+20%), Boat Building (+10%), Sea Navigation (+20%), Rope Works & Knots (+20%), Sailing (+10%), Pilot Motorboat (+10%), and Preserve Food (+10%) Character may select an additional EIGHT skills, Character has 2D6 x $200 in possessions. Character has $50,000 to invest in a sea vessel of some sort and cannot save any of it for in game play.

Character ran away and grew up as a street rat. Character knows Concealment (+10%), Detect Concealment (+10%), Palming (+10%), Prowl (+24%), Pick Pockets (+10%), Pick Locks (+10%), Escape Artist (+10%) and Climbing (+10%.) Character may select an additional EIGHT skills. Character has 3D6 x $100 in possessions.

Character was raised by a wizard, and has the ability to learn magic. Character knows Literacy: English (+30%), Literacy: Greek (+15%), Literacy: Hebrew (+15%), Astronomy (+20%), Lore: Magic (+20%), Lore: Geomancy & Ley Lines (+20%), Mathematics: Basic (+20%), Chemistry: Basic (+10%). Character may select an additional EIGHT skills. Character has 2D6 x $100 in possession.

Character was raised by a biomancer. Character knows Biology (+25%), Math: Basic (+25%), Chemistry (25%), Plastic Surgery (+15%), Basic Electronics (+15%), Computer Programming (+15%), Basic Mechanics (+15%), Biochemisty (+10%) and Cybernetics (+10%). Select an additional SIX skills. Character has $XXXXX to set up a practice, and 3D6 x $200 in personal possessions.

Species

Note: All species living on the planet now are genetically engineered by civilization. Pre-civilization species have all been wiped out. This includes humans. There are no living humans on earth.

Players will select a mutant animal from one of my books OR a robot; Elves, Dwarves, Kobalds, Goblins, Hobgoblins and Orcs are also available to be played.

Elves, Dwarves, Kobalds, Goblins, Hobgoblins and Orcs do not select powers or mutations as they are alien to Earth and did not arrive until after the crash; however, they may select any of the available character backgrounds and jobs.

Mutant animals get Hands: Full, Biped: Full and Speech: Full for free. This is in part due to the fact that full human intelligence requires all three, and livestock species tend to lack one or more of these. Players may trade in these traits for extra BIOE to aquire a major superpower, if desired.

Available powers for mutants only:

Human- Character has enough of the human genone that he appears human and receives a bonus of +5 PB and +1PP. Costs 5 BIOE.
Wizard - Character has the capacity to be a living mana battery and use magic, a most awesome force. Costs 30 BIOE.
Sixth Sense - Character can detect supernatural, see undead, see invisible, detect magic, see auras, and all other sorts of praeternatural phenominon.
Flight - Character can fly, despite logic - Costs 40 BIOE.
Laser Vision - Character can shoot lasers from their eyes, which can deal 1D8 damage - Costs 5 BIOE.
Energy Expulsion: Fire - Character can shoot fire from his fingertips. Deals 2D6 damage plus 1D6 per level of experience. Costs 40 BIOE.
Energy Expulsion: Electricity - Character can shoot electricity from his fingertips. Deals 2D6 damage plus 1D6 per level of experience. Costs 40 BIOE.
Energy Expulsion: Ice - Character can shoot ice from her fingertips. Deals 2D6 damage plus 1D6 per level of experience. Costs 40 BIOE.
Bend Light - Character can bend light beams around them for various effects. Costs 40 BIOE.
Superior Intellect - Roll an additional 1D6 to IQ, character gets an additional skill school. Costs 20 BIOE.
Superior Charisma - Roll an additional 1D6 to MA, character ________ Costs 20 BIOE.
Superior Willpower - Roll an additional 1D6 to ME, character _______ Costs 20 BIOE.
Superior Strength - Roll an additional 1D6 to PS, character can lift and carry more. Costs 20 BIOE.
Superior Dexterity - Roll an additional 1D6 to PP, character can strike and react faster. Costs 20 BIOE.
Superior Vitality - Roll an additonal 1D6 to PE, character can survive without food and water far longer. Costs 20 BIOE.
Superior Speed - Roll an additional 1D6 to Spd, character can run and dodge easier. Costs 20 BIOE.
Superior Hotness - Roll an additional 1D6 to PB, character can ___________. Costs 20 BIOE.

Major superpowers:

Alter Physical Structure: Fire - Character can transform into a fire creature. Costs 50 BIOE.
Alter Physical Structure: Electricity - Character can transform into an electron-entity, which confers a considerable amount of changes. Costs 50 BIOE.
Alter Physical Structure: Ice - Character can transform into an ice-entity, which confers a considerable amount of changes. Costs 50 BIOE.
Alter Physical Structure: Stone - Character can transform into a stone-entity, which confers a considerable amount of changes. Costs 50 BIOE.
Alter Physical Structure: Metal - Character can transform into a Metal-entity, which confers a considerable amount of changes. Costs 50 BIOE.
Alter Physical Structure: Liquid - Character can transform into a liquid-entity, which confers a considerable amount of changes. Costs 50 BIOE.
Electromagnetism: Character is a walking electrical battery, and can generate magnetic forces of all sorts of magnatudes. Costs 70 BIOE.
Teleportitis - Character can teleport to any location known, just by thinking about it. Costs 50 BIOE.
Elasticity - Character can stretch herself out like Mr. Fantastic - Costs 60 BIOE.
Mimic - Character can copy the form and abilities of other creature. Costs 60 BIOE.
Regeneration - Character naturally regenerates at a much more rapid pace, requiring a larger amount of food but permitting longevity. Costs 50 BIOE.
Limited Invunerability - Takes no damage from physical contact attacks. Gas attacks, energy attacks and damage to organs do full damage. Costs 70 BIOE.
Telekinetic - Character can move objects with their minds. Costs 60 BIOE.