Core Power Rules

Power tags: [Activity + Concentration]

Every Power has a two-letter code such as [AL]. The first letter is activity and the second is concentration. A Power with several codes (e.g. [AN/AL]) works either way; ask the ST for a ruling when you take it.

Activity

AActive
Fuelled by mitochondrial energy. Affected by Power Charge and Power Dampening fields; leaves a detectable mutant signature.
PPassive
Built into the body; no energy needed to use it. Unaffected by Power Charge loss, usually survives dampening, +2 difficulty to copy with Power Mimicry.

Most Stunts are Active even when the Power is Passive, unless the Stunt changes the Power's nature. A permanent physical change, like making Body Weaponry retractable, stays Passive.

Concentration

HHigh
Full attention. Can't split the dice pool (except in special cases). A successful physical hit can disrupt maintained effects. Can't combine with another High or Low power without Split Mind / Synthetic Merger.
LLow
Think to activate; light concentration to maintain. While maintaining: -1 die to non-Power pools and -Rank dice to other Low powers. Dice pools can be split normally.
NNone
Negligible or involuntary. No split needed and can't be disrupted by normal means (unconsciousness usually does it).
Maintaining effects (FAQ): you usually keep your original roll. A High effect needs a re-roll only if you're distracted or split your pool. While maintaining a Low effect you lose 1 die from non-Power pools, and your Rank in the maintained Power from other Low Power pools. Splitting a pool across two uses of one High Power is "bloody hard": spend 1 Willpower and take higher difficulties.

Power Charge

  • A reserve like a vampire's Blood Pool. Permanent rating (circles) and temporary pool (squares).
  • Starts equal to Actual Power Level. It can't go above Power Potential except through Ju-Ju Focus or Charge Building.
  • Spend 1 (max 1 per round) for -1 difficulty on your next Power roll, or use it in place of Willpower for Powers that need a Willpower point (e.g. Horror Factor).
  • Botching a Power roll (activation or damage) costs 1 point.
  • Current temporary Charge caps your active Powers' Rank. At Charge 3, all active Powers work at Rank 3 or lower. Fixed-Rank or minimum-Rank Powers (Invisibility 4, Photographic Reflexes) stop working when Charge falls below their Rank.
  • Passive Powers ignore Power Charge completely.
  • Regenerates 1 per day of rest. The Charged Up Merit adds 1 per hour of total rest.

Power Stunts

  1. Meet the Stunt's Rank in the Power and any prerequisite Stunts or Powers.
  2. Develop it: attempt it successfully at least 5 times, 1 Willpower each. If it can't be tried out before it's bought, spend 5 Willpower (all at once or over time).
  3. Pay the XP: 3 primary, 5 secondary, 7 tertiary.
  4. After that it usually works without spending Willpower.

A Stunt that lets you buy a Power still costs that Power's full price (10, or 15 if tertiary). You still spend the Willpower to develop it, but the author doesn't charge the Stunt's XP on top. Powers with no Stunts listed can still have them; make some up and get ST approval.

"Pushing the Envelope"

When desperate, spend Health Levels to raise one Power to your Power Potential for one round, or until the current action ends. Each extra round costs another Health Level. Afterwards the mutant is helpless for a while, and the ST may add a permanent cost (Elliot lost a point of Stamina):

Ranks pushedIncapacitated for
1Helpless for two rounds
2Four rounds
3One scene
4One hour
5One day
6One week
7One month (not recommended)
8Six months & loss of Power
9One year and loss of Power

New Powers, improving Powers, damage

  • Most of the time, new Powers can't be bought. The exceptions are certain Stunts, the Hidden Power Merit, and the ST's discretion.
  • Some Powers can't be raised with XP at all, e.g. most Altered Perceptions.
  • Only one Rank at a time, except fixed-Rank Powers, which are bought whole.
  • Mutants have no built-in weakness (a Flaw can give one). They can soak aggravated damage, and lethal damage kills them like anyone else.
  • Energy damage suggestion: damage pool = Rank + successes on Dex + Directed Blast (or, for deadlier games, successes × Rank). Energy Emission's own write-up says 2 dice per Rank.
Original text
  • Step 1: Creation
  • Attributes: 7/5/3
  • Abilities: 13/9/5
  • Powers: 6 Ranks
  • Backgrounds: 5
  • Willpower: 3
  • Power Potential: 3
  • Actual Power Level: 3
  • Power Charge: initial value equal to Actual Power Level
  • Pick Power/Attribute Categories:

Powers The mutant first must pick her primary Power category (Physical, Social, or Mental). Power Ranks in this category are improved at a rate of 6 times the current rating. Power Stunts cost only 3 Experience points for Primary powers.

The mutant may then choose one of the two remaining categories as her secondary Power category. Secondary category Powers are improved at a cost of 8 times the current rating. Power Stunts cost 5 Experience points for secondary Powers.

The remaining category will be the mutant's tertiary Power category. The mutant may choose one or more powers from it; however, these may not be improved with Experience save to purchase new Power Stunts, which cost a full 7 Experience points a piece.

A new Power, if the character gets the opportunity during the game to purchase one, costs 10 points in the primary or secondary Power category, and 15 points in the tertiary Power category.

If the mutant's primary Power category is Physical, he may purchase extra health levels, as the Power, with experience points.

If the mutant's primary Power category is Mental, he may purchase the Iron Will Power with Experience, even if he did not start the game with it.

If the mutant's primary Power category is Social, he may receive one or more points in each expendable advantage at the start of every game session. This includes Willpower and Power Charge, as well as any other advantages bestowed by other Powers (Rage, for example). This will typically be within the range of one to five points each; the Storyteller may assign these, or may ask the player to roll a die and halve the result (rounding up) to get a range of 1-5.

Attributes The mutant's primary Power category (Physical, Social, or Mental) is one in which he can exceed the 5-point limit with experience points. Attributes in other categories may exceed 5, but only as an expression of powers. This category need not be the one you chose to spend 7 points on in character creation.

Power Potential and Actual Power Level The Power Potential represents the mutant's maximum potential; how great she may some day become. It is always at least equal to the Actual Power Level, and represents the ultimate limit of Rank that the mutant can achieve in her Powers. This level is set at the end of character creation and can't be improved with Experience; it will not exceed 10. Normal level (to make what Marvel refers to as Alpha-Class) is 5.

The Actual Power Level is the current ceiling for the mutant's Power Ranks. This level can be improved with Experience to eventually match the Power Potential.

Power Allocation The mutant may start with no more than 4 Powers in any case (exception: see the Alter Ego Power). Mega Attributes and Hyper-Abilities do not count against this limit. Powers bought with Experience do not count against this limit, either.

Power Ranks If the Power listing shows only one Rank (like ● or ●●●●) then that is the cost of the Power, and it can never be improved. If the Ranks only go up to a certain point less than 5 (like Rage, which goes to ●●●) it cannot be improved past that point.

Note: most Powers are only described to Rank 5 in the text, but can be improved past that point.

Power Variations Some Powers have optional variations, which can be purchased with a few extra Freebie points. These variations may also return Freebie points if they weaken the Power. Some listings require that you pick a variation (like the Absorption/Conversion Powers). All of the energy Powers (except Energy Resistance) require that you pick a type of energy from the Energy List. Those energies marked with an asterisk (*), much like Powers with such a mark, cost double to purchase. Thus, Energy Channeling (Balefire) costs twice as much to buy and improve with Experience than Energy Channeling (Fire).

Power Stunts A Power Stunt is a trick that you can do with your Power (or a special variation on the Power which might only be available at character creation) once you achieve a certain Rank. The Rank of the Power Stunt is the Rank that you need in the Power before you can use it. Some Power Stunts have prerequisites; these Stunts or Powers must be purchased, if possible, before that Stunt can be bought or even developed. A Stunt can be bought with Experience in the following manner: first, get all of the stuff you need to buy it (proper Rank, all prerequisites). Then, attempt it successfully (if possible) at least five times, each time at the cost of a Willpower point. Once that is done, the mutant may purchase the Stunt with Experience. If the Stunt cannot be tried out before it is bought, the mutant spends five Willpower in one lump sum (or over time) and then purchases it with the Experience. Once a Stunt is bought, it can be used in future (usually) without expending Willpower.

Active vs. Passive Powers All the Powers in this supplement (and some of the variants and Power Stunts, too) are marked with letters in square brackets. For example, the Power: Telepathy has [AH] after its name. The first letter in these brackets is an indicator of mitochondrial activity. The second, a measure of concentration, is treated below.

Essentially, mutants typically have strange cellular structure (owing to their strange DNA). This allows them to have weird abilities like Energy Emission, etc. The fuel source for these Powers is the mitochondria. They give off an energy pattern (called a 'mutant signature') that is detectable to certain Powers and sophisticated equipment.

Most Powers are active, which means that some part of the Power's operation requires a burst of energy from the mitochondria. This is true even of Energy Absorption/Conversion- energy is used to change the nature of the energy the mutant absorbs! Note that this energy is metabolic in nature, and is expressed in a certain pattern. This pattern is unique to the mutant, but has many features in common with the patterns expressed by other mutants. Thus, these patterns can be detected and suppressed.

Passive Powers are different. They require no special metabolic energy when the Power is used. Body Weaponry is an example of this. All of the mitochondrial energy of this type was exerted in creating the Weaponry. It is not required to maintain its existence, or to 'pop the claws'.

Thus, if the mutant is exposed to a Power Dampening Field, it is very likely that his active Powers will be suppressed. However, it is also likely that his passive Powers will continue to work. For example, Logan loses the use of his Healing Factor when exposed to such an effect, but not his claws.

Passive Powers are also more difficult to copy using Power Mimicry, etc. The difficulty to do such a thing is two higher than normal.

Active Powers, naturally, are indicated with an 'A'. Passive Powers are indicated with a 'P'.

Note that most Power Stunts (except ones that change the nature of the Power) are active, even if the Power itself is passive. Mere permanent physical changes (such as making a set of Body Weaponry retractible) are still passive.

Note also that some Powers are marked with two or more letter pairs. This means that the Power operates either actively or passively at the ST's discretion. This won't usually change over time, so ask for a ruling when you take the Power. It may also mean that some uses of the Power are active, and some are passive.

Concentration Levels As mentioned above, all Powers in this supplement are marked with two letters in square brackets. The second letter in each pair denotes the concentration level. For example, Energy Emission is marked with [AL].

There are three levels of concentration, which basically denote how much attention the mutant has to pay to the Power when it is in use. High concentration Powers (marked with an 'H') take a very intense level of attention. Telepathy is a high-concentration Power. The mutant can do nothing more complicated than walking around, talking, etc. with this Power, and cannot split her dice pool (except in special circumstances). In the case of effects that she is concentrating to maintain, her concentration can be disrupted by a physical attack that successfully hits. Most of these maintenance effects, however, allow her to split her dice pool.

Low-concentration Powers (marked with an 'L') are the most common kind. The mutant has to think to activate it, and use what is referred to as light concentration to maintain it. Light concentration maintenance effects with usually either require a split of dice pool (usually equating only to the loss of one die to the other action- no new roll is usually required to maintain the concentration) or an increase in diffs to all new actions. Many low-concentration Powers do not require or feature such maintenance effects. Dice pools can nearly always be split to perform multiple actions in conjunction with this Power, as per normal. It is difficult to disrupt this level of concentration; no easier than for any other action that the mutant might attempt.

No-concentration Powers (marked with an 'N') are the most desirable. They require negligible concentration, or none at all. Frequently, such a Power is involuntary. Wolverine's claws are an example of this. Of course, certain uses of this Power may require normal actions - like attacking with the claws, for instance. Usually, no dice pool split is required to use this Power. It is automatic, and impossible to disrupt the concentration required using normal means. Complete unconsciousness frequently does the trick, though...

Note also that some Powers are marked with two or more letter pairs. This means that the Power operates either at one concentration level or another at the ST's discretion. This won't usually change over time, so ask for a ruling when you take the Power. It may also mean that some uses of the Power require a lower level of concentration, and some require a higher level.

Power Charge To those thoughtful souls who kept telling me that mutants needed an exhaustible attribute to draw power from (notably John Benner and David Okum), I finally bow my head and admit the truth. The Power Charge is an Advantage that is similar, in some ways, to the Blood Pool of vampires or the Gnosis of werewolves. Being that mutants don't necessarily have the physical advantages enjoyed by those two races, however, it was necessary to modify the concept a bit.

Power Charge has an initial value (at character creation time) equal to the mutant's Actual Power Level. At no time can the Power Charge be any higher than the Power Potential, except with the use of the Power: Juju Focus or Charge Building. In essence, the Power Charge represents the mutant's energy reserves. Any active Power is subject to its effects.

On the character sheet, you will notice that there are circles to fill in to denote the permanent level of the mutant's Power Charge. There are also squares to denote the temporary level. Yes, this is an expendable resource. The mutant's temporary Power Charge can be expended in two ways: voluntarily and involuntarily.

A voluntary expenditure of a point of Power Charge will decrease the difficulty of the mutant's next roll to use a Power by one. It can also be spent in place of Willpower for Powers that require a Willpower expenditure to function (such as Horror Factor). Note that only one point of Power Charge can be spent per round in this way.

The other, less salutary way to lose a point of Power Charge is to botch a roll to use a Power. This includes damage rolls for Energy Powers as well as activation rolls.

Power Charge points are precious, however; the mutant's current level in temporary Power Charge is also the maximum level of output that he can manage. So, if a mutant normally has a Power Charge of four, and then spends a point, all of his Powers immediately function at a Rank three level.

Powers that are of fixed Rank (such as Invisibility) or have a minimum Rank (such as Photographic Reflexes) will cease to function once the temporary Power Charge dips below the Rank of that Power. Therefore, if a mutant who had Photographic Reflexes and Invisibility were ever to have a temporary Power Charge of 3 or less, he would lose the use of those Powers until his Power Charge returned to more normal levels (four or higher).

Note that passive Powers are in no way affected by Power Charge, no matter how low the score dips. A mutant's Conditional Immortality and Body Armour will continue to function even when his physical reserves are completely gone. Note, however, that many Power Stunts are not passive, but active, and some of these may be unavailable to the mutant if his Power Charge dips too low.

Power Charge regenerates naturally at a rate of one point per day.

After character creation, Power Charge must be improved with Experience points at a rate of 2 x current. Once again, Power Charge cannot exceed the mutant's Power Potential.

For example, the Shade has a Shadow Brawl of four, Shadow Firearms of three, and three extra Health Levels. He has an Actual Power Level of five and a Power Charge of five. He is in dire straits fighting a trio of Dire Wraiths.

In the first round, Adam spends a point of Power Charge to decrease his difficulties to blast a Dire Wraith with Shadow Firearms. His roll succeeds and the Dire Wraith is killed. He now has four points of temporary Power Charge remaining.

In the second round, he attempts to get fancy with Shadow Brawl and punches a Dire Wraith in a critical area. He botches his roll badly, and sucks in his breath as the biofeedback hits him, draining his reserves. He now has a Power Charge of three, which means that his Shadow Brawl only functions at Rank three. Of course, his Shadow Firearms and Extra Health Levels are unaffected.

In the third round, desperate after taking heavy damage, the Shade spends another point of Power Charge to decrease his difficulties with Shadow Brawl. He manages to deal one of his opponents a lethal blow, but his Power Charge is now two. Both his Shadow Brawl and his Shadow Firearms are affected, and function at a Rank two level. His Extra Health Levels, fortunately, are a passive Power. They are not affected by the loss of temporary Power Charge.

With a critical drain in Power, Adam may be in trouble against the sole remaining Dire Wraith...

The Effects of Damage Mutants do not, of themselves, have a substance that is their weakness. Some individuals may, through flaws, have this problem. Moreover, unlike mages, they are capable of soaking aggravated damage. However, mutants, like mages and other humans, may also be killed by lethal, or 'normal' damage.

"Pushing The Envelope" In times of utter desperation, a mutant can attempt to push the envelope and force out more power than her body can comfortably channel. Basically, the mutant must spend Health Levels to temporarily increase the Rank of one of her Powers to her Power Potential. This is related to the common Stunt Kamikaze Burst (which is an energy Stunt, usually), but can also be used with physical Powers, etc. This increase lasts one round, usually, or until the action that the mutant is trying to perform is finished. If the action takes more than one round, it costs a Health Level per round in addition to the original cost. The mutant will be incapacitated for some time afterwards- see the table below. As an example:

Elliot, the famous nephilim mutant, is an X.S.E. officer facing off against Rachel Summers! Rather predictably, he is in enormous trouble and will shortly die unless he takes desperate action. Fortunately, Elliot is a Product of Sinister(tm) and thus has an excessive Power Potential (8). He spends rather a lot of Health Levels and pushes his Size-Shifting to Rank 8. His next punch blasts through Ray's TK defenses and puts her down. Whew!

Unfortunately, when Elliot shrinks down the next round, he suffers a massive and crippling heart attack, leaving him lying face down in the wet mud. The price: a permanent point of Stamina.

The price may be nothing, or it may be nasty (as in Elliot's case)- it all depends on the ST's discretion and the circumstances. In any case, the mutant will be incapacitated for some time after using this ability:

  • If the mutant pushed up the Power by one Rank: Helpless for two rounds
  • Two Ranks: — Four rounds
  • Three Ranks: — One scene
  • Four Ranks: — One hour
  • Five Ranks: — One day
  • Six Ranks: — One week
  • Seven Ranks (not recommended): — One month
  • Eight Ranks: — Six months & loss of Power
  • Nine Ranks: — One year and loss of Power
  • New Powers and Experience
  • Most of the time, a new Power cannot be bought. There are several
  • Power Stunts which make exceptions of this rule, and the Merit: Hidden
  • Power also serves as an exception. Campaign circumstances may dictate
  • that the Storyteller allow a player the opportunity to buy a certain
  • Power with Experience. This is entirely at the ST's discretion.

Some Powers cannot be improved with Experience- for instance, most of the Altered Perceptions Powers. It would also be difficult to imagine how the mutant would increase her rating in Body Weaponry, but if a good reason comes up, so be it.

  • Spend Freebie Points: 15
  • Attributes: 5 per dot.
  • Abilities: 2 per dot.
  • New Power: 7 points
  • Power Rank: 5 per dot.
  • Power Stunts: 3 points
  • Power Potential: 2 per dot.
  • Actual Power Level: 4 per dot.
  • Willpower: 1 per dot.
  • Backgrounds: 1 per dot.
  • Merits: the value of the Merit
  • Flaws: adds a number of points equal to the value of the Flaw. Only a
  • total of 7 points of Flaws can be taken. See the Player's Guides for
  • the various White Wolf games for more Merits and Flaws. Storyteller
  • has final say on whether a particular Merit or Flaw is allowed.