House Rules
  1. No Mega-Heroes
    • Certain combinations of powers are not allowed, GM reserves the right to add to this list for no apparent reason
    • Supernatural PS with Invulnerability
    • Stretching and Body Weapons with Multiple Limbs
    • Stretching and Body Weapons with Tentacles
    • Super Bounce and any sort of flight
    • No character can have more than one of the following powers: Invulnerability, Supernatural PS, Alter Physical Form: any

  2. The Latent Psychic's base I.S.P. is his Mental Endurance (M.E.) attribute number x2, plus the roll of 1D4x10. The total is the character's starting level of raw mental power. As the psychic grows in experience, so too does his I.S.P., adding 1D6+1 I.S.P. per each level of experience, starting with level one.
  3. The Master Psychic's base I.S.P. is his Mental Endurance (M.E.) attribute number x2, plus the roll of 2D6x10 (not 1D6x10 as listed). The total is the character's starting level of raw mental power.
  4. Players who use the random table: The Number & Category of Super Abilities, can roll up superbeings who have both a super ability and psionic powers. Such characters are considered to be Latent Psychics, and must spend I.S.P. to use their psionic ability(s). Since they also possess one or more super abilities, the character does not gain new psionic abilities like the normal Latent Psychic. However, I.S.P. do increase at a rate of 1D6+1 I.S.P. per each level of experience, starting with level one. Base (starting) I.S.P. is the M.E. number, plus the roll of 1D6x10.
    • Super Ability: Manipulate Kinetic Energy, damage corrections
    • Large Axes (battle, chopping types) should be 3D6 (not 2D6).
    • Throwing Axes should be 2D4 damage (not 1D6).
      Bola should be 2D4 damage (not 1D6)
    • Discus, Metal should be 2D6 damage (not 1D6).
    • Discus, Metal with Blade Edges should be 3D6 damage (not 2D6).
    • and ... Throwing Sticks have a range of 120 ft (36.6 m)

    • Super Ability: Alter Physical Structure: Fire
      Other Abilities & Bonuses
    • Fiery Aura adds 50 to S.D.C. while in the fire form.
    • Maximum altitude for characters who can fly when transformed in to flame is 2000 feet (610 m).

  5. The extra S.D.C. provided by any of the Alter Physical Structure abilities recovers much more quickly than normal S.D.C.; roughly 4D6 S.D.C. points per every 10 minutes! This impressive rate of recovery applies only to those special S.D.C. gained from the altered state (metal, rock, ice, etc.). Ordinary physical S.D.C. and Hit Points recover at the normal rate for humans.
  6. MC - inhuman entities (dragons, demons, spirits, etc.) are not available as player characters, martial arts form listed anywhere else supersede the listings in this book
  7. NS & MC - martial arts in these books list "moves" available to practitioners of the art, this includes the four "generic" hand to hand skills (basic, expert, assassin, martial arts). When using hand to hand skills, the characters must remain within their respective 'move list' from NS.