fundamental forces

26
1

Upload: john-strickler

Post on 17-Jan-2016

43 views

Category:

Documents


2 download

DESCRIPTION

RPG RULE BOOK

TRANSCRIPT

Page 1: Fundamental Forces

1

Page 2: Fundamental Forces

2

Fundamental Forces

Written by Chris A. Field

Illustrations by Action RPG Counters, Anthony Cournoyer,

Joe Calkins,Little Buck’s Fantastic Visions,

LPJ Designs Image Portfolio,Sphere Production, Amanda Webb,

and our newest artist, Scott Holmes.

All images used with permission.

www.otherversegames.blogspot.com

Requires the Use of the D20 Modern Core Rulebook,

Published by Wizards of the Coast.

“I’ve altered your molecular structure, Delgado, to make you virtually

as dense as adamantium. What you lose in speed and agility, you’ll

more than make up for in raw strength!”

-Chrome, Chris Claremont and Jim Lee’s X-Men, issue 1

Page 3: Fundamental Forces

3Power!

Powered Heroes are living weapons, thebiological main battle tanks and next-gen combataircraft. Even the youngest, least experiencedPowered Hero is a match for a platoon of baselinehuman soldiers.

And the most experienced Powered Heroescan do even more. If a young post-human can lift atank, a veteran Powered Hero can transmute itsmolecules to dust and vapor. Low levelsuperhumans fire energy beams that can slicethrough steel: high level Powered Heroes can alterthe flow of time. Complete mastery of gravity,ownership of light, heat, kinetic energy, commandof space, time and the atomic structureof matter. Ordinary Powered Heroesare tanks: Powereds who master thesenew abilities are gods. FundamentalForces is a collection of new,cosmic TalentTrees for thePowered HeroBasic Class.These amazingnew powersare usable bythe heroes andvillains of OtherverseAmerica and the Psi-Watchcampaign settings.

1. Density Control2. Force Manipulation3. Genius4. Healer5. Illusionist6. Luckweaver7. Shapechanger8. Shooter-Type Expansion9. Summoner10. Superspeed11. Time Manipulation12. Transmuter13. Warform Expansion

Density Control Talent Tree

Powered who manifest these talents canalter their molecular structure at will, fromelectrically charged mist to diamond hardness.Depending on their temperament they might bestealthy scouts or frontline tanks… or both.Density Control: You can alter or decrease yourmass in minor ways, giving you flexibility but notgreat range. A number of times per day equal to 3plus your Powered Hero class level, you can alteryour density, which has one of two effects, chosenby you when you activate this power. Altering yourdensity in this way is a move equivalent action.

Increased Density: Your weight seems todouble, and your body becomes slightly more

durable and stronger. You receive a +2enhancement bonus to your STR score forevery three Powered Hero class levels, andreceive a +1 natural armor bonus toDefense for every two Powered Heroclass levels.

Decreased Density: You become aslight as an astronaut running on themoon. You receive a +2enhancement bonus to your DEXscore for every three PoweredHero class levels, and receive a+1 bonus on melee attack rollsfor every two Powered Heroclass levels. While yourDensity is decreased you gainthe benefit of a permanentfeatherfall effect.

Each time you alteryour density, the effects

last for 1d6+1 rounds.

Page 4: Fundamental Forces

4

Density Increase: You can increase your densityto diamond hardness. When increasing your densityyou gain Damage Reduction equal to 5 + yourPowered Hero class level.

Prerequisite: Density Control I

Density Decrease: You can decrease your densityto the point you become vaporous. Whendecreasing your density, you may choose tobecome incorporeal. While incorporeal, you gain aflight speed of 30 ft (average).

Prerequisite: Density Control I

Disrupting Phase: Any non-living object you passthrough while phased suffers 1d6 points of

electrical damage for every three Powered Heroclass levels.

Prerequisite: Density Control, DensityDecrease

Phasing Touch: By spending an action point, youcan partially phase your body and any meleeweapons you are wielding, allowing them to passthrough natural and manufactured armor. For1d6+1 rounds after spending the action point, allmelee attacks you made are resolved as meleetouch attacks.

Prerequisites: Density Decrease, DensityControl

Force Manip III: You can select thistalent from the Force Manipulationtalent tree, as well as later talentsthat have Force Manip III as theirprerequisite.Prerequisites: Density Increase,

Density Control

Force Manipulation

Talent Tree

By manipulating gravity, one of thefundamental forces of the universe,the Powered Hero can dominate thebattlefield. Force Manipulation isdifficult to master, but with practice,Powered Heroes specializing in thistalent can achieve feats that even themost powerful telekinetics can’tmatch.

Force Manip I: You unconsciouslymanipulate gravity in constant andminor ways. You never take fallingdamage unless you are unconsciousor unable to use Psionic abilities, andare constantly under an effect similarto the featherfall spell. You gainForce Resistance 10.Prerequisite: Shooter-Type I

(Force energy blast)

Page 5: Fundamental Forces

5

Force Manip II: You can use your control overgravity and kinetic energy to move objectstelekinetically. This ability functions as theTelekinesis feat with only a few minor exceptions.

You may move objects telekinetically as astandard action. You may move unattended objectsweighing ten pounds per Powered Hero class level.You may utilize this ability at will, directing theobject (s) as a standard action, which provokesattacks of opportunities.

You may perform Craft and DEX basedskills using telekinesis, but suffer a –4 penalty onall skill checks due to lack of sensitivity. You maythrow objects telekinetically, but suffer a –4penalty on attack rolls.

Thrown objects inflict 1d4 points ofsubdual damage per 10 lbs. Hard or edged objectsinflict 1d4 points of lethal damage per 10 lbs.Inhalation poison telekinetically thrown in anadversary’s face or nose inflicts a –2 circumstancepenalty on the unfortunate victim’s FORT saves.Telekinesis cannot be used directly against livingbeings or objects in another creature’s possession.

Telekinetic characters can affect all objectswithin line of sight in a 60 ft radius. Telekineticcharacters may simultaneously move a number ofobjects equal to their Powered Hero class level.

Prerequisites: Force Manip I

Force Manip III: Your control of gravity allowsyou to increase a target’s mass to what it would beon Jupiter.

By spending an action point as a standardaction, the Powered Hero can induce a HighGravity environment (as described in the D20Future sourcebook) in an 100 ft radius around hisbody. This field moves with the Powered Herowhile it is active. This gravity field affectseverything within the radius, except the PoweredHero himself, who can move and operate normally.This field remains in effect until the end of theencounter, the Force Manipulator chooses todismiss the effect, or the Commando dies, or fallsunconscious.Prerequisites: Force Manip II, Forcemanip I

Force Manip IV: Just as you can increasegravity’s pull, you can also negate it completely.Instead of creating a High Gravity environmentwith the Force Manip III talent, the character caninstead create a zone of zero gravity, whichfunctions identically to the high gravityenvironment.

Prerequisites: Force Manip III, ForceManip II, Force Manip I

Gravity Hammer: You can increase the gravity ina target zone that even the air itself slamsdownward, blasting into the earth like a rail gunshot. By spending an action point, you can create agravity hammer as an attack action.

The gravity hammer inflicts 10d6 points offorce damage plus an additional +1d6 points offorce damage per each Powered Hero class level(max 20d6) to all targets within a 30 ft radius. Youmay create the gravity hammer at any visible pointwithin 100 ft. Targets in the gravity hammer’sradius can attempt a REF Save (DC 10 + yourPowered Hero class level) for half damage.

Prerequisites: Force Manip III, ForceManip II, Force Manip I

Singularity: Increase gravity to the point wherenothing, not even light can escape its pull. Whenusing your Gravity Hammer, instead of justsuddenly slamming the target with ultra-gravity,you create a microscopic singularity.

Your Gravity Hammer now completelyatomizes any creature or object destroyed by it,and usually leaves a bowl shaped, black glassdepression where it landed. Once created, theGravity Hammer remains active for 1d4 rounds,inflicting full damage each round. The hammer’seffect radius, and a larger 30 ft radius encircilingthe effect become completely black, as all light ispulled into the singularity. Normal vision andDarkvision are useless within this spherical radius.

Prerequisites: Gravity Hammer, ForceManip III, Force Manip II, Force Manip I

Page 6: Fundamental Forces

6

Genius Talent Tree

Your genetic and cybernetic augmentationhave pushed your mental abilities into the post-human range. You can process information withthe speed and accuracy of a supercomputer, slavedto the insight and imagination of one of thegreatest geniuses in human history. Your mind isyour finest weapon.

Genius I: Any Powered Hero talent or Smart Herotalent you select provides you with a cumulative+1 enhancement bonus to your Intelligence score.

Prerequisite: INT-Keyed Ability Push only,at least one Smart Hero talent

Genius II: Each day, you can reroll a number offailed Knowledge checks equal to your PoweredHero class level + your INT modifier. Doing sotakes no additional time, and you may re-roll afailed check as many times as necessary. If you re-roll the same check more than once, you receive a+5 competence bonus on the future rerolls of thesame check.

Prerequisite: Genius I

Genius III: Your disciplined mind allows you tocomplete tasks more quickly than normal. Whenperforming any INT based skill check, reduce thetime necessary to perform the task by 75%, downto a minimum of a move equivalent action.Knowledge checks are always free actions for you.

Prerequisite: Genius II, Genius I

Logic: Your supremely logical mind renders youimmune to Psionic assaults and harmful mindinfluencing effects. In addition, you add your INTbonus as an insight bonus on WIS-based skillchecks thanks to your extreme attention to detailand keen observational skill.

Prerequisite: Genius II, Genius I

Logic II: Your supremely logical mind assists youin deprogramming allies who have succumbed toPsionic tampering or illusions. By successfullyusing the Aid Another action, you can provide anally with a second WILL Save to over come anymind influencing effect. In addition the aid anotherbonus, the target is treated as if they possessed

your Logic, and gain the benefit of your INT bonuson the save.

However, for non-Genius characters, being‘talked down’ by an ultra-logical supermind can bedisturbing. If your ally successfully saves againstthe mind influencing effect, he or she is stillconsidered shaken for a number of hours equal toyour INT modifier.

Prerequisite: Logic I, Genius II, Genius

Never Unprepared: Your swift, computer-likemind dramatically increases your reaction time.You add your INT bonus as an insight bonus onInitiative checks. You are never considered flat-footed.

Prerequisite: Genius I

Polymath: Your Powered Hero and Smart Herolevels stack for determining how often you can usetalents from either class, and how effective thosetalents are.

Prerequisite: Genius I

Signature Invention: When using any Craft skillto create a device, weapon, computer system orvehicle (or using the Repair skill to modify orupgrade such a device) you can personalize thedevice so that it only functions for you. Suchpersonalized devices are designed to only functionwhen unlocked by your mental command and othercharacters can’t easily use them. Characterswishing to use one of your signature inventionsmust succeed on a Computer Use or DisableDevice check with a DC equal to 10 + your INTScore + your Powered Hero class level. Thegamemaster determines which type of check ismade, based on the nature of the device.

Prerequisite: Genius I, Gearhead

Skill Memorization: You can perfectly duplicatethe expertise of specialists you encounter. Anytimeyou see a skill check successfully performed, as afree action, you can memorize the procedures usedby spending an action point. Doing so allows youto use the memorized skill check result rather thanrolling the dice when making checks with the skill.

Page 7: Fundamental Forces

7

You can only have a single skill memorizedat any given time. Once memorized a skillremains at your disposal for a number ofhours equal to your INT score.Prerequisite: Genius II, Genius I

Healer Talent Tree

Powered Heroes builtas Healers use nano-reactivebodily fluids and preciselymeasured exotic energydischarges to stimulate cellregeneration. With a touch, adedicated Healer can do whatan entire, fully equippedsurgical suite cannot.

Healer I: Your neural gene-modsmake you an instinctive medic, and skillprograms loaded into your frontal lobe givethousands of gigabytes of medical expertise todraw upon.

You receive a bonus on Treat Injurychecks equal to 5 + your Powered Hero classlevel. In addition, you receive Surgery and Xeno-Medic as bonus feats, thanks to your onboardmedical databases.

Prerequisite: INT-keyed, WIS-keyed orCHA-keyed ability push

Healer II: Engineered, purpose-grown organs inyour hands and forearms project exotic radiationsthat can clot arterial bleeding and regrow shreddedmuscle, bone and tissue. By touching a dyingcreature (reduced to -1 HP and dropping) as astandard action, you can stabilize the creature,preventing further HP loss. This ability can also beused to end ongoing damage from blood loss, suchas caused by a weapon with the woundingproperty.

Prerequisite: Healer I

Healer III: The Healer’s touch can knit damagedtissue back together. As a full round action, theHealer can touch a wounded creature and restore1d4 HP plus his Powered Hero class level. TheHealer can use this ability at will, however, if he

restores more than 20 Hit Points within the samehour span, he is considered fatigued. If alreadyfatigued, the Healer becomes exhausted instead.

Prerequisites: Healer II, Healer I

Healer Plus: Each time the healer chooses thistalent, the Healer III talent restores an additional+5 Hit Points. Each time this talent is selected, heamount of Hit Points the Healer can restore withina single hour before becoming fatigued orexhausted increases by +10Prerequisites: Healer III, Healer II, Healer I

Death Touch: Your healing gifts allow you toreshape flesh and alter living tissue on themolecular level. A slight change of emphasis andintent, and these same gifts can be used to kill.

Page 8: Fundamental Forces

8

By spending an action point, you chargeyour hands with lethal energies. By succeeding at amelee touch attack, you can instantly kill a livingtarget that fails a FORT Save (DC 10 + yourPowered Hero level). Targets who fail their savedrop instantly to -11 HP, beyond saving by normalmeans. If the target successfully saves, the actionpoint is lost without effect.Prerequisites: Healer III, Healer II, Healer I

Remissive Touch: A number of times per dayequal to 3 plus your Powered Hero level, you cantouch a creature and cure any disease the creatureis suffering from. Using this ability is a standardaction.

Prerequisites: Healer II, Healer I

Softlings: The Ultimate Healers

The glamorous, engineered Softling specieswas purpose-born to be emergency medics. Thegenetic modifications that transformed humanembryos into the first Softlings are identical to thegenemods that empower Powered Hero Healers.As a result, Softlings have a genetic edge over allother Powered Heroes wishing to become Healers.

Softling Powered Heroes can select anytalent requiring Healer I or Healer II withoutselecting those talents. Their innate genetic giftsserve the same purpose as these two talents. As aresult, Softling Powered Heroes can choose Healertalents regardless of what attribute their AbilityPush is keyed to.

A Softling Healer can choose Healer I, inwhich case the bonus provided by this talent stackswith their racial bonus to Treat Injury checks.Healer II is useless to Softling characters, as it isidentical to one of their racial powers.

Restorative Touch: A number of times per dayequal to 3 plus your Powered Hero level, you cantouch a creature suffering from ability scoredamage. Your touch completely restores anycreature ability score damage the character issuffering from

. By spending an action point when activating thisability, you can fully restore a creature sufferingfrom permanent ability score drain.

Prerequisites: Healer II, Healer I

Resurrecting Touch: By spending an action point,you can restore life to the slain. You may resurrecta living creature that has been dead for up to 1hour per Powered Hero class level. Regardless ofthe conditions of the corpse, you can restore it tolife in a completely intact state, so long as it hasnot been completely atomized. Resurrectedcreatures are restored to life with 1 Hit Point perthe Healer’s Powered Hero class level. Using thisability requires a full round action.Prerequisite: Healer III, Healer II, Healer I

Illusionist Talent Tree

You can manifest convincing holograms,auditory effects, and even illusory scent cuesthanks to your onboard projectors and weaponizedpsi-viruses. You are a master of concealment,deception and a strange post-human kind of art.

Illusionist I: Your illusion casting abilitiesallow you to control color and shade in spectacularand primal forms. As a standard action, theIllusionist can excite the photons around her into adazzling pyrotechnic display. The Illusionist cancast light or use prestidigitation to create adazzling light show at will, as a mage of her totalcharacter level.

If the Illusionist chooses to spend an actionpoint while using this ability, she can create ablinding, disorienting flash rather than a harmlesslightshow. Any sighted creature within 60 ft of theLight Weaver must make a FORT save (DC 10 +her Powered Hero class level) or be blinded for3d6 rounds. If this talent is used with Full SensoryIllusion, the target is also deafened on a failedsave.

Prerequisite: CHA-keyed ability push only

Illusionist II: Illusionists get can weavestray photons like a craftsman weaves silk. As a fullround action, the Illusionist can make a Craft

Page 9: Fundamental Forces

9

(visual arts) check to create a stunningly realistic,immobile hologram of any Gargantuan or smallerobject the Illusionist is familiar with, from buildingsand vehicles to an immobile human being. Thehologram remains in existence as long as theIllusionist concentrates on it for 1d4 rounds aftershe ceases imagining the object.

Obviously, while the illusion is convincing,it has no tactile, audible or olfactory components,nor does any object disguised with this ability haveits function or properties altered in any way.Creatures directly interacting with the hologramcan recognize it as an obvious illusion with a DC10 WILL save. More distant creatures can attempta WILL Save with a DC equal to the Craft (visualarts) check used to create the illusion.

Prerequisite: Illusionist I

Illusionist III: Creating mobile, real-time illusionsis mentally taxing and only possible for experiencedIllusionists. A number of times per day equal to 3 +

her Powered Hero class level, the Illusionist cancast any of the following spells change self,glitterdust, invisibility or invisibility sphere as amage of her Powered Hero class level.

Prerequisites: Illusionist II, Illusionist I

Illusionist IV: Experienced Illusionists learn finecontrol and real-time alteration of their illusions.Controlling illusions is a full round action thatprovokes attacks of opportunity. Doing so allowsthe illusory objects to move and interact directlywith their audience. The WILL Save DC to piercea controlled illusion is equal to 10 + theIllusionist’s Powered Hero Class Level + her CHAmodifier.

Prerequisites: Illusionist III, Illusionist II,Illusionist I

Damaging Illusion: You can create mobileillusions that seem to attack your target. Thosewho believe your holographic lies take very realdamage. You may use a mobile, controlled illusion

Page 10: Fundamental Forces

10

to attack a single target within range as a full roundaction. This target is beset by an invincible, perfectand lethal attacker conjured from your imagination.

The target must succeed at an additionalWILL Save (DC 10 + your Powered Hero ClassLevel + your CHA modifier) or suffer 1d6 pointsof damage per Powered Hero class level(maximum 10d6). This damage is psychosomaticand as such is considered a mind-influencing effect.Each psychic attack also allows the target anotherWILL Save to ignore the illusion all together.

Prerequisite: Illusionist IV, Illusionist III,Illusionist II, Illusionist I

Full Sensory Illusions: Your illusions seem tohave a scent and you can add auditorycomponents, up to 100 decibels to any hologramyou construct. You may need to make Perform(sing, various instruments) or Disguise checks toimitate specific sounds or voices, at the gamemaster’s option. The game master determines ifthis additional check is necessary and which type ofcheck based on the sound imitated.

Prerequisite: Illusionist I

Persistent Illusion: Your holographic illusions willremain in existence for 1d4x10 minutes after theIllusionist ceases concentrating on it, as opposed to1d4 rounds.

Prerequisites: Illusionist I

Targeted Illusion: You can tight-beam yourillusions directly to the visual cortex of specifictargets. You can choose which characters withinthe range of your effect see your illusions. You mayalso choose to allow some characters to see theactual illusion, and other characters (usually allies)within range to see a ‘ghost image’ of the illusion.Doing so allows your allies to recognize you arecasting an illusion and its exact boundaries withoutfalling victim to the hologram or being distracted.

Prerequisites: Illusionist I

Luckweaver Talent Tree

Advanced quantum computers built intoyour weapons allow you to alter reality on the sub-atomic level. Push a few quarks here or there,change the smallest piece of reality, and thechanges cascade. You can alter luck, twist fate andmake the impossible a certainty.

Luckweaver I: You are incredibly lucky. Youreceive a +1 luck bonus on all saving throws, andluck bonuses always stack for you.

Luckweaver II: You have the ability to twistprobability in your favor. A number of times perday equal to 3 + your Powered Hero level, youmay roll the next size larger dice when rolling dicefor any reason. You may upgrade damage dice,randomly rolled hit points, action dice, or attackrolls. When upgrading a D20 you roll 3D10instead. Your critical hit range increases from thenormal range to 30, making critical hits far morelikely.

Prerequisite: Luckweaver I

Luckweaver III: You can twist probability toplague your enemies with bad luck. A number oftimes per day equal to 3 + your Powered Herolevel, you can bestow bad luck on any characterwithin 60 ft that you can clearly see and who doesnot have total cover from you. Using this ability isan attack action. For one minute after beingtargeted, your opponent suffers a -5 penalty on allattack rolls, skill checks and saving throws, andcannot confirm any critical hit nor expend actionpoints.

If your target succeeds at a WILL Save(DC 10 + your Powered Hero class level) he or shemerely suffers a -2 penalty on all attack rolls, skillchecks and saving throws for the same duration.Prerequisite: Luckweaver II, Luckweaver I

Failure Points: You can create improbablemechanical stresses that can destroy anything froman AK-47 to a space shuttle orbiter. By spendingan action point, you can cause any Small or smallernon-living, non-magical machine within 100 ft thatyou can clearly see to fail completely. The machine

Page 11: Fundamental Forces

11

will not work until repaired (Repair DC 20). Usingthis ability is an attack action. You cannot affectliving machines, nor machines directly connectedto living tissue, such as cybernetic implants.

You can affect larger machines withcorrespondingly greater effort. By spendingadditional action points the size of the machineaffected increases by one category per point spent.Spending additional action points in this way is adeliberate exception to the general rule that youcan only spend one action point per round.

Prerequisite: Luckweaver I

Failure Points II: When using your Failure Pointsability, you may affect a number of targets of thesame general type (all firearms, all cellphones, allautomobiles, ect) within 100 ft equal to yourPowered Hero class level. If you have spentadditional action points to affect a larger machine,you may affect all machines of that size or smallerof that general type within range.Prerequisite: Failure Points I, Luckweaver I

Life Saving Luck: When the Powered Hero orany ally within 30 ft is struck by any attack, thePowered Hero can spend an action point tomitigate the damage somehow. Some bizarre, onein a million coincidence saves the target’s life:falling rubble blocks a pistol bullet, a last secondmisstep turns a sniper’s kill shot into a bad wound,a sudden spray of water vapor refracts a laser, apocket Bible stops a hollow point frompenetrating.

Using this purely mental ability is a freeaction which may be performed as often once perround. When you use this ability, you negate anumber of points of incoming damage equal to theaction dice result plus your Powered Hero level.

Prerequisite: Luckweaver I

Unbalanced Fate: You gain an even greatercontrol over probability and fate. Any time youspend an action point to improve the result of anyattack roll, skill check or saving throw, all enemieswithin a 30 ft radius of you suffer a luck penalty onthe same kind of die roll equal to the bonus youreceived. This penalty stacks with the penalty from

the Luckweaver III talent, and if you spendmultiple action points during a round, the effect iscumulative (maximum -10 luck penalty). Thispenalty remains until the end of the currentencounter.Prerequisite: Luckweaver II, Luckweaver I

Shapechanger Talent Tree

Shapechangers are creatures of malleableform. They can alter their bodies into a limitlessnumber of new forms- from human facadesintended for espionage to powerful warformsdesigned for combat. Shapechangers are the mostversatile breed of post-human, equipped for everyeventuality.

Shapechanger I: As a full round action, theShapechanger can reshape his or her body at will,similar to a magic user casting change self. ThePowered Hero can transform itself into anysimilarly sized humanoid creature of either gender.You can alter your height and weight by up to 20%when changing shape. This is an actual physicaltransformation, not an illusory effect. You canbecome pregnant in female gender, and cannot shiftgender while pregnant.

You can also alter your physical features inless obvious ways, such as instantly changing hairor eye color, growing or retracting your hair, orsimilar feats. You can change the tone, pitch,timbre and accent of your voice by altering yourvocal cords.

If you use this ability to craft a disguise,you receive a +10 bonus on the Disguise check.You can attempt to duplicate another humanoidsretina patterns, fingerprints or other biometric databy succeeding at a DC 40 Disguise check.

You maintain your altered physiqueindefinitely, and return to your natural shape whenknocked unconscious, or killed, and while yousleep. Your body physically changes, though yourclothes, equipment and carried items are notaffected. You gain the Shapechanger subtype.

Prerequisites: CON-keyed or CHA-keyedability push only

Page 12: Fundamental Forces

12

Shapechanger II: You canassume new guises in theblink of the eye. YourShapeshifter I talentimproves greatly, and youcan assume the form ofmonstrous humanoids aswell as humanoids.Assuming a new form is afree action, and you canchange forms as often asonce per round.

Prerequisite:Shapechanger I

Shapechanger III: Yourmetamorphic versatilityincreases greatly. A numberof times per day equal tothree plus your PoweredHero class level you canshape change into virtuallyany creature. Doing so is afull round action whichprovokes attacks ofopportunity. You canmaintain your altered formfor a number of minutesequal to your totalcharacter level.

Your new form maybe of the same type as yournatural form or any specieswith the following types:aberration, animal, giant, humanoid, magical beast,monstrous humanoid, ooze, or vermin. Youtransform into a statistically typical member of theemulated species, though you can sculpt the minordetails of your change-form’s appearance (such ashair and eye color, facial features, gender and age)as desired.

Your assumed form cannot have Hit Diceor Challenge Rating equal to more than seventy-five percent (75%) of your total character level.You cannot assume a form smaller than Tiny norlarger than Huge, nor can you assume anyincorporeal or gaseous form.

Your type and subtype (if any) change tomatch the new form. You retain your class abilitiesand feats while shapechanged. If you can wear oruse your weapons, equipment, clothing and armorin your new form, they remain in place and providethe usual benefit. Otherwise your gear melds intoyour new form and becomes useless.

Upon changing, you regain lost hit pointsas if you had rested for a night (though this healingdoes not restore temporary ability damage andprovide other benefits of resting; and changingback does not heal the subject further). If slain, you

Page 13: Fundamental Forces

13

revert to your original form, though you remaindead.

You gain the STR, DEX and CON scoresof the new form but retain your own INT, WIS andCHA scores. You also gain all extraordinaryattacks and abilities possessed by the form but notsupernatural or spell like abilities.

Prerequisite: Shapechanger II,Shapeshifter I

Fluxminx: The Ultimate Shapechangers

Much of the science behind theShapechanger talent tree has its genesis in the samegenetic research that created the Fluxminx species.As a result, it’s easy for Fluxminx to explore theShapechanger talent tree than other species.Fluxminx can select talents from this tree withoutneeding to first select Shapechanger I. A Fluxminx’natural metamorphic gifts serve the same purpose.As a consequence, Fluxminx Powered Heroes canselect this talent no matter what attribute theirability push is keyed to.

Shapechanger IV: As your shapeshiftingtalents mature, you can assume more powerful andcomplex forms. When using Shapechanger III toassume a new form, you can assume the form of acreature with a Challenge Rating or Hit Dice equalto your total character level.

Prerequisite: Shapechanger III,Shapechanger II, Shapechanger I

Dragonform: You can assume the form of themost powerful creatures in the multiverse. You canassume the Dragon type to the list of creatureswhose form assume.

Prerequisite: Shapechanger III,Shapechanger II, Shapechanger I

Elementform: You can assume the form of themost powerful creatures in the multiverse. You canassume the Elemental or Construct type to the listof creatures whose form assume.

Prerequisite: Shapechanger III,Shapechanger II, Shapechanger I

Outsiderform: You can assume the form of themost powerful creatures in the multiverse. You canassume the Outsider type to the list of creatureswhose form assume.

Prerequisite: Shapechanger III,Shapechanger II, Shapechanger I

Shooter-Type Talent Tree

Expansion

The basic abilities of Shooter-Type TalentTree are described in the Powered Hero BasicClass. As impressive as the talents of ordinaryShooter-Types are, the most powerful metahumansof the breed have transcended the limitations offlesh. No longer mere energy projectors, theseevolved Shooter-Types have become beings ofpure energy.

Bright Flesh: With a primal scream of passion,rage and ecstasy, the Powered Hero can transformher meat-body into raw energy. Each day, thePowered Hero can transform herself into a nearlyinvulnerable energy being as a move equivalentaction.

The Powered Hero can remain in energyform for a number of minutes equal to herPowered Hero class level before needing to beginmaking WILL Saves to resist returning to humanform. The save DC is 15 + the number of roundsshe has maintained her energy form past her initiallimit. The Powered Hero is considered fatigued forthe duration of the current encounter when shereturns to human form.

As an energy being, the Powered Herogains a host of immunities and special abilities. Shebecomes immune to all non-magical physical harm,suffocation and hard vacuum, poisons, disease andcritical hits. Any unarmed or melee attacks shemakes while intangible ignore Natural Armor andEquipment bonuses to Defense. As an energybeing, the Powered Hero gains a Flight Speed of100 ft (perfect maneuverability).

Prerequisites: Shooter-Type I, Shooter-Type Plus, any other Powered Hero talent

Page 14: Fundamental Forces

14

Corona: You can manifest an energized auraaround your body. This energized sheath inflicts+1d6 points of additional energy damage to anymelee attack you make. This additional damage isof the same type as your Shooter-Type talent.

You can manifest or deactivate your energycorona as a move equivalent action.

Prerequisite: Shooter-Type I

Energy Reflection: You can absorb energy blastsdirected at you and blast them back at the shooter.Any time you are hit by an energy blast, you canabsorb an amount of damage equal to your 5 plusyour Powered Hero class level. If the energy blastis of the same type as your Shooter-Type talent,you can absorb the entirety of the incomingdamage.

You can store the incoming damage untilthe end of the current encounter. You can add theabsorbed damage as bonus damage on any attack

made

with any Shooter-Type talent. You must declare theuse of this ability before rolling to strike.

Prerequisite: Shooter-Type I

Energized Regeneration: Rather than firingabsorbed damage from energy blasts directed atyou, you can use it to heal yourself. The process isinefficient. For every two points of absorbedenergy you expend in this way, you recover oneHP. Using this ability is a move equivalent action.This healing can not raise your HP total above yournormal maximum.

Prerequisite: Energy Reflection, Shooter-Type I, any other Shooter-Type talent

Hard-Energy Weapons: Forcefield and magneticbottle technology built into the Shooter-Type’scentral nervous system allows her to imagineenergy-based melee weapons and use them inbattle. As a free action, the Shooter-Type can callan energy duplicate of any one handed meleeweapon desired.

The energy weapon is made of shapedforce fields, and inflicts damage equal to its

mundane counterpart, though the damage isof the same energy type as the Shooter-

Type’s blast. This weapon cannot bedisarmed, though it can be sundered.

The Shooter-Type can reactivate adestroyed or dismissed energy

weapon as a free action on histurn. The Powered Heromust have proficiency with asummoned weapon type touse it effectively.Prerequisite: Shooter-TypeI

Instinctive Upshift: ThePowered Hero cantransition to energyinstinctively, in response toa threat. As long as thePowered Hero isconscious, she may spendan action point to brieflygo intangible, enabling herto ignore the effects of any

Page 15: Fundamental Forces

15

single assault. The Powered Hero does not need tobe consciously aware of the attack, and she caneven use this ability when helpless or flatfooted, solong as the enemy hasn’t found some way tonegate her powers.

Prerequisite: Bright Flesh

Summoner Talent Tree

With a thought, a summoner can call smallplatoons to fight on his behalf. Some summonersteleport in cloned troopers and geneticallyengineered combat beasts from distant stasis tubes,while others reach through the multiverse to findproxy warriors, and still others use gene-twistingnanotech to instantly forcegrow strike teams frombacteria and ambient bio-mass.

Summoner I: You can summon allies for a shortduration to fight on your behalf or otherwise serveyou. A number of times per day equal to 3 + yourPowered Hero class level, you can summon alliesas a standard action. You may summon any numberor combination of allies whose total challengerating is equal to your Powered Hero class levelplus +3. Thus, a first level Powered Hero using thisability could summon one CR 4 creature to aidhim, or any combination of weaker creatureswhose combined CR equals 4.

The summoned creatures can represent anycombination of class levels, templates and monsterHit Dice, though most summoners usually stick toa specific theme when calling allies- cyberneticallyuplifted Lifer infantry troops, geneticallyengineered oozes able to eat through metal, orrobotic constructs to name just a few possibilities.It’s recommended that you stick to summoningcreatures that are already statted out and availableto you, to avoid slowing gameplay while youcreate a unique creature. Your summonedcreatures appear with typical gear for members oftheir type, typically with any equipment mentionedin their stat block. Summoned creaturescannotspend action points.

Summoned creatures remain in existencefor a number of rounds equal to 3 plus your

Powered Hero class level, unless killed ordismissed earlier. You do not have any specialawareness of your summoned creatures, nor link tothem, though they will follow your commands tothe best of their ability.

Prerequisites: INT-Keyed or CHA-Keyedability push only

Summoner II: Your summoned creatures remainin existence for the remainder of the currentencounter unless killed or dismissed sooner.

Prerequisites: Summoner I

Information Web: You share a hivemind with thecreatures you summon, can command them at anydistance. You are instantly aware of anything yoursummoned minions are thanks to yourtelepathic link.

Prerequisite: Summoner I

Reactive Summons: When badly damaged, yourbody responds by automatically calling in allies.Any time you suffer a critical hit, you receive anadditional daily use of your summoning talents.You must use this summons before the end of thecurrent encounter or it is lost without effect.

Prerequisite: Summoner I

Summoner Plus: Each time you select this talentthe total maximum CR of the creature or creaturesyou summon increases by +2. You may select thistalent multiple times.

Prerequisites: Summoner I

Superspeed Talent Tree

Powered Heroes who explore this talenttree become the fastest mammals on the planet,capable of outracing a Tokyo bullet train or hittingan adversary a thousand times in the blink of theeye.

Superspeed I: Your overland movement speedincreases to supersonic levels. Given a clear andunobstructed path, you can cross North America ina few hours. You require several hundred mostlyclear yards of smooth ground to build up speed,and a similarly clear area to decelerate.

Page 16: Fundamental Forces

16

This speed increase has no effect on yourtactical movement rate or speed in melee combat.You are considered fatigued for 1d4 hours aftertraveling at superspeed.

Prerequisite: DEX-keyed ability Push,Increased Speed Fast Hero talent

Superspeed II: Your superspeed becomes moreefficient, and you gain the ability to use superspeed tactically. A number of times per day equalto 3 + your Powered Hero class level, you cancover a distance of up to 5,000 ft as a free action.You may use this tactical superspeed as often asonce per round.

You may move normally over obstructed ordifficult terrain while traveling at superspeed, andcan even run on water or over ice without loss ofspeed. However, you must leap chasms or movearound barriers normally, costing you some of yourmaximum potential movement.

Prerequisite: Superspeed I

Combat Superspeed: Not many enemies canstand up to ten thousand punches delivered in lessthan 0.14 seconds. Humans are usually reduced tobloody red smears, and even tank armor tends tobend after the thousandth punch.

By spending an action point after asuccessful melee attack, you can initiate a flurry ofsuperspeed punches. Roll damage for the firstattack normally, and then add that same amount ofdamage for each point by which your attack rollbeats the target’s Defense score. For example, ifyour attack roll is 20 and your target’s Defense is17, you would apply the damage from your attacktwo additional times, for a total of three effectiveattacks, representing hundred or thousands ofglancing blows and punches. You are consideredfatigued for the remainder of the encounter afterusing this tactic.

Prerequisite: Superspeed I

Combat Phasing: When using your CombatSuperspeed attack you can vibrate your moleculesat such great speed that your blows seem to passthrough the rough matter of your enemy’s armor.Once you activate your Combat Superspeed talent,

your number of bonus attacks are calculated as amelee touch attack, allowing you to inflict severalmore blows on a suddenly vulnerable adversary.

Prerequisite: Combat Superspeed,Superspeed I

Reflexive Superspeed: Any time you fail a Reflexsave for any reason, you can activate yourSuperspeed II talent and must travel at least 1,000feet rather than suffering the effects of the failedsave. You are treated as if you had succeeded onthe saving throw.

Prerequisite: Superspeed II, Superspeed I,Evasion

Speed Theft: You can control kinetic energy andvelocity, leaving your opponents mired in quantummud, moving like old men as you dance betweenraindrops. A number of times per day equal to 3 +your Powered Hero class level, you can steal up to100 ft of movement in a single round. You mayafflict any number of targets within 100 ft who areclearly visible to you and do not have total cover.

Affected targets do not receive a savingthrow unless they have at least one talent from thistree. In that case, they may attempt a WILL Save(DC 10 + the Powered Hero’s class level) to ignorethe effect. If a target successfully saves the dailyuse of this ability is still wholly or partiallyexpended.

If you reduce a creature’s base movementrate to 0 ft, it is paralyzed until the next round.Creatures frozen in this manner remain in theircurrent state- even if paralyzed while airborne theydo not fall or change position.

Prerequisite: Superspeed II, Superspeed I,at least one other Superspeed talent

Page 17: Fundamental Forces

17

More than members ofany other talent tree, TimeManipulators benefit fromcross-selecting talents fromother Powered Hero trees. Byselecting talents from theTransmuter or Superspeedtrees, Time Manipulators cansteal speed, nullify kineticenergy, rust weapons away toferrous flakes with a glance, orspeed or slow chemicalreactions.

In the comics thatinspired Psi-Watch, and to alesser extent, OtherverseAmerica, most timemanipulators can fire blasts ofstrange energy, summonweapons and allies from acrossthe multiverse. Shooter-Typeand Summoner abilities are agood fit, as are any Psionic featsthat allow a variant view ofspace time, precognition orother abilities.

Time Manipulator Talent Tree

Your advanced systems allow you tomanipulate time on a tactical level. Onboardquantum computers allow time manipulators toaccelerate their personal timeline, slow others, orcreate areas of null time more than a mile wide.

Time Manip I: You have the ability to greatlyaccelerate your personal time field. You can act ashasted for a number of rounds per day equal to 10plus your Powered Hero class level. You mayactivate this ability as a free action on your turn,and maintain the hasted state in one roundincrements. These rounds need not be consecutive.

Prerequisite: INT-keyed or DEX-keyedability push only

Time Manip II: Just like you can greatlyaccelerate your own time flow, you gain the ability

to slow the subjective time frames of youradversaries. You may cast Slow as a Mage of yourtotal character level a number of times per dayequal to 3 + your Powered Hero class level.

Prerequisite: Time Manip I

Page 18: Fundamental Forces

18

Time Manip III: Your ability to slow timebecomes the ability to completely pause thetimestream in a localized area. By spending anaction point, you create a localized area, up to onemile in diameter, where the ordinary flow of timeseems to abruptly stop.You are free to act normally for 1d4+1 rounds ofsubjective time. Fires, cold, gas and the like canstill harm you while time is paused. While the timestop is in effect, other creatures are invulnerable todirect attacks and Psionic abilities. You cannottarget a creature with any attack or power.

If you begin an effect that has a longerduration during the time stop, it remains activeonce time resumes normally. Most timemanipulators can use the additional time granted bythis power to improve their tactics or defenses,summon allies or flee from battle. You cannotmove or harm items held, carried or worn by acreature stuck by the time stop, but can affectunattended items. You are undetectable while timeis stopped, and cannot be recorded or detectedthrough technological means while time is stopped.

Prerequisite: Time Manip II, Time Manip I

Time Manip IV: When you pause time, you candesignate a number of allies within 100 ft equal toyour INT Modifier. These allies can act as freely asyou can during the time stop.

Prerequisite: Time Manip III, Time ManipII, Time Manip I

Entropic Assault: A thought from you canaccelerate an enemy’s personal time-flow to thepoint where years –decades- pass in picoseconds.By spending an action point, you can make aranged touch attack against any target within 30 ft.

If the ranged touch attack is successful,your opponent ages by 1d4+1 age categories. Yourtarget immediately suffers the physical effects ofaging, but does not receive the mental ability scorebonuses for age and wisdom. If your target ismoved past venerable, he dies immediately, rapidlyrotting away to rotten bones.Prerequisites: Time Manip II, Time Manip I

Spacefold: Your mastery of space time allows youto create wormholes capable of traversing galacticdistances. By spending an action point, you cancreate a wormhole capable of passing anyGargantuan or smaller vehicle or object. Yourwormhole can traverse several hundred light yearsof distance, allowing for rapid galactic travel,equivalent to a top of the line starship. Yourwormhole cannot be used for direct travel withinthe same solar system. However, the timemanipulator can make an indirect jaunt, byteleporting to a point outside the solar system andthen spend a second action point to return toanother point on the planet of origin. Yourwormhole remains open for as long as youmaintain concentration on it, and for one minutethereafter.

Prerequisite: Time Manip II, Time Manip I

Temporal Annihilation: By rewriting a victim’spersonal time line, you erase him from history.Such an assault is one of the riskiest forms oftemporal warfare, as removing a target from thetime line may have profound and unintendedconsequences.

By spending an action point you improveyour Entropic Assault ability. A target who is agedto dust by your Entropic Assault effect iseffectively erased from history. This erasure ishaphazard at best. All Research, GatherInformation and Knowledge checks made aboutthe erased character have their DC increased by+1d20, and most NPCs simply forget thecharacter’s existence. Even parents, lovers, friendsand other intimate associates of the characterremember nothing of the erased characterconsciously, but may attempt a WILL Save (DC 25+ your Powered Hero class level) to recallindividual incidents involving the erased character.

Non-magical, unattended physical artifactsassociated with the erased character fade out ofreality. Cars, homes and weapons owned by thecharacter simply disappear, though itemssignifigant to the erased character (such as afavorite weapon or the like) might remain, lostsomewhere on the planet where the erasedcharacter operated most frequently.

Page 19: Fundamental Forces

19

Any significant known actions of the erasedtarget made within an hour of the temporalannihilation, including the slaying of the TimeManipulator’s allies or major destruction caused bythe erased character are wiped from history, similarto the Time Manipulator’s Temporal Rescue abilitybut on a much greater scale. The Time Manipulatorand allies within 100 ft remember the existence ofthe erased character and his or her actions, even ifthe rest of the world has forgotten.

Prerequisites: Entropic Assault, TimeManip II, Time Manip I

Timeline Duplicates: You can reach into theinfinity of parallel timelines and pull duplicates ofyourself to fight at your side. By spending anaction point, you can summon 1d4+1 temporalduplicates as a move equivalent action. Theseparallel versions of yourself are identical to yourcurrent state in game play terms, with twoexceptions exception. These temporal duplicatesonly have a single hit point, and vanish back intothe multiverse when they take any amount ofdamage. In addition, these temporal duplicatescannot use action points.

These temporal duplicates have the samegear and abilities you do. They can freely uselimited use abilities, expend their ammunition andperform other tasks without affecting yourequipment or powers. Your duplicates may beexact duplicates of you or as radically different inappearance and style- after all, the multiverse is abig, confusing place filled with an infinity ofpossibilities.

Temporal duplicates remain in existence fora number of rounds equal to 3 + your PoweredHero class level once summoned, unless killedsooner or dismissed. Temporal duplicates serveyou loyally and share the same basic knowledgeyou do, but you don’t have any special link orawareness of a duplicate’s actions.

Prerequisites: Time Manip III, TimeManip II, Time Manip I

Temporal Rescue: By creating a pocket ofquantum uncertainty, you can save those beyondnormal help. By establishing a temporal anomalysomething like a video game save point, you canbring fallen allies – or even yourself – back fromdeath or critical injury.

By spending an action point, you canestablish a temporal rescue point as a free action.Make a record of your current condition and anumber of allies within 100 ft equal to your INTmodifier. No matter what occurs during a 24 hourperiod after the temporal rescue point isconstructed, you can choose to revert yourself andyour allies to the state they were in when thetemporal rescue point was established.

No matter what condition you are in, evenif you or your allies are destroyed on a molecularlevel, you can revert to the rescue point’s status. Ifyou are slain, you and your allies automaticallyrevert to the rescue point’s status. You and yourallies retain awareness and memories of allexperiences during the time between when therescue point is made and the time is it used,including memories of their death if it occurred.

If the temporal rescue point is not activatedwithin 24 hours of it’s creation, it fades withoutany effect.

Prerequisite: Time Manip III, Time ManipII, Time Manip I

Transmuter Talent Tree

Your entire body is laced with rapidfabrication nano-colonies that allow you to altermolecular structure with a touch. You can turn leadinto gold, the dream of ancient alchemists, but cando so much more.

Catalyzer: Your onboard nano-colonies can speedor inhibit chemical reactions, providing you with avariety of useful talents. You may use anyCatalyzer talent a number of times per day equal to3 + your Powered Hero class level.

By catalyzing or inhibiting chemicalreactions you can produce any of the followingeffects.

Page 20: Fundamental Forces

20

· Permanently raise or lower the radioactivityof an object or 10 ft square area by onedegree per round.

· Increase or decrease the size category of afire by one category per round.

· Rust unattended, non-living metallicobjects, permanently reducing its Hardnessby 5 points per round. You may affect onenon-living, non-organic object of SizeLarge or smaller, or a 5 ft section of alarger ferrous object per round.

· Permanently reduce the Armor Bonus toDefense of any non-living armor or shieldby -2 per round.

· Increase or decrease the FORT Saveassociated with a specific chemical or drugdose by +2 per use of the power.

· Receive a +10 circumstance bonus on anyCraft skill or INT-keyed check (such asRepair or Disable Device) where the gamemaster rules that exact control overchemical reactions would prove useful,such as Craft: chemical, Craft:pharmaceutical or the like.

Prerequisites: INT-keyed Ability Push

Transmuter: You use your onboard nano-colonies to transmute objects by touch. Anumber of times per day equal to 3 + yourPowered Hero class level, you can transmuteany unattended, non-living, non-organic objectof size Large or smaller into virtually any otherobject of size Large or smaller. You couldtransmute a computer system into a laser pistol,turn a desk lamp into a ruby the size of a baby’sfist, or mold pollution and dust into a fine crystalgoblet.

To craft complex or artistic objects, youmust succeed at a Craft check, the DC of which isdetermined by the complexity of the object. Formost commercial electronics and mechanicaldevices, a good rule of thumb for a creation DC isthe item’s Purchase DC + 1d6. The transmutermust be familiar with a device to create it. Creatingobjects from a higher progress level is especiallydifficult: add +5 to the DC for each progress level

above your native progress level the device comesfrom. Transmuting an object is a full round action.

By expending an action point, you cancreate objects of great natural value, such asdeposits of diamond, platinum or ruby. Theresulting item has a Purchase DC equal to the Craftcheck used to create it plus 7.

Prerequisite: Catalyzer

Lethal Transmutation: You can use yourTransmutation ability to kill- turning an opponents’blood to phosphorus, or turning his heart to vapor.By spending an action point, you can directlyattack any living creature of Size Huge or smallerwho does not have total cover within 60 ft.

Your opponent must succeed at a FORTSave (DC 10 + your INT modifier + your PoweredHero class level) or fall to -11 HP and die. If thetarget succeeds on the save, he merely suffers 2d6points of temporary CON damage as vital organsare briefly transmuted within their body.

Prerequisite: Catalyzer, Transmuter,Transmutational Imprionment

Science as Magic: Your transmutational talentsare so finely honed you can perform super-scientific feats so amazing a previous age wouldregard them as magic.

Each day, you can cast a number of spelllevels, in any combination, equal to your PoweredHero class level plus your INT modifier. If thistotal is ten, for example you can cast 10 first levelspells, two fifth level spells or any othercombination that totals 10 spell levels.

llepSleveL

sllepSelbaliavA

ts1rewoP,pmuJ,retaWetaerC

eugitaFfoyaR,eciveD

dn2ecnahnE,nosioPyaleD

beW,ygrenEtsiseR,ytilibA

dr3,esaesiDevomeR,llaberiF

gnihtaerbretaW

ht4niksenotS,noitarotseR

ht5llaW,norIfollaW,llikduolC

enotSfo

Page 21: Fundamental Forces

21

Each time you select the TransmuterPlus talent, you can cast an additional+5 spell levels. Spells cast by you arenot considered inherently arcane ordivine, rather they are consideredPsionic abilities. Your mage level isconsidered equal to your PoweredHero class level for determining spelleffects.Prerequisites: Catalyzer,Transmuter, any other Transmutertalent

Transmuter Plus: You can use anyTransmuter talent an additional 3times per day, and all savesassociated with your Transmutertalents have their associated DCsincreased by +2.

Prerequisite: Catalyzer

Spacefold: You gain the Spacefoldtalent from the Time Manip talenttree, and may select abilities that haveSpacefold as their prerequisite.

Prerequisite: Catalyzer,Transmuter, Science as Magic

Transmutational Imprisonment:You can transmute pollution intomanacles, turn an opponent’s clothesinto steel sheeting, or otherwisecapture your foes thanks to yourmolecular control talents.

As an attack action, you canuse your Transmuter ability toimprison any opponent who you canclearly see within 60 ft. You create some kind ofbonds, which have Hardness 10 and 50 Hit Pointsand render the opponent helpless. These bondshave an Escape Artist DC of 25 and a Break DC of30. The opponent can attempt a REF Save to leapclear of the molecular bonds as they form, evadingthe effect. The REF Save DC is equal to 10 + theTransmuter’s INT Modifier + his Powered Heroclass level.

By spending an action point when usingthis power, you can make the bonds air tight andextremely durable. These bindings have Hardness25 and 100 Hit Points, and until they are reducedto half HP or fewer, remain air tight, potentiallysuffocating the creature trapped inside.

Prerequisite: Transmuter

Page 22: Fundamental Forces

22

Transmutation Immortality: Your bodyautomatically transmutes itself to survive anyhardship, and instantly restores itself, renderingyou immune to the ravages of age. You becomeeffectively immortal, and have no maximum age,nor do you suffer penalties for aging any longer,though mental bonuses for age and wisdom stillaccrue. You become immune to suffocation,starvation, disease, hard vacuum and radiation.

Prerequisite: Catalyze

Valuable and Valueless

Twenty-second century Americans stillexchange rings as part of the marriage ceremony,but the forms those rings take have changeddramatically. Gold, silver, diamonds and otherprecious stones and metals can easily and cheaplybe synthesized in the lab, or be grown instantly bythe post-human elite. Some Powereds can altermolecular structure with a thought, and can createa flawless diamond the size of a basketball, a factthat has fundamentally altered the world economy.

Raw commodities, unless they have anobvious use in and of themselves (such as oil orgrain) have little value to a 22nd Century consumer.Finished materials, particularly hand-crafted itemsand art objects have value, as does information,skilled service and labor. Commodities trading is athing of the past.

Precious stones and metals are an order ofmagnitude cheaper than their 21st Centuryequivalents, and jewelry has mostly fallen out offashion. Modern rings and gems, even those thatwould have sold for thousands of dollars in anearlier century, are attractive but ultimatelydisposable trinkets. The one exception is heirloomjewelry, which is bought and given more for asense of history than raw material value. Manyyoung brides are presented with a ring that hasbeen in the groom’s family for generations.

Jewels more than a century old have valueequal or greater than to their previous raw materialcost. Fragile, difficult to care for gems that degradeover the years have much greater rarity, and thusgreater value than durable stones like diamond.

Few 22nd Century betrothal rings are diamond;many of the priciest are heirloom opal or jade.

Many metahumans prefer gems and metalscreated by one of their own kind. Wearing‘organic’ gems is a status symbol, and a tangiblereminder of the beauty and universe-altering powerthe Powered race possesses. As a part of manypost-human weddings, the participants use theirpowers to actually create their rings, before theeyes of the assembled crowd.

Naturally, gems that combine both traits-heirloom ‘organic’ gems -are some of the mostvaluable art objects on Earth. Many of these itemsdate back to the mid 2030s, when Powereds firstbegan emerging as a social force, and have namesand heritages almost as legendary as themetahuman soldiers who produced them. TheNakamoto Slivery, the Raxwire Opals, theRhinehart Blue Set, and many others are familyheirlooms worth millions. These unique gems arehanded down exclusively among the descendantsof early post-human legends.

Warform Talent Tree Expansion

Warform Powered Heroes are some of themost visually impressive, intimidating post humansin existence. A special few are something morethan just biological tanks- they have masteredaspects of their changed anatomies that lesserWarforms have never imagined.

Ambient Matter: Your elemental body constantlyrenews itself from matter collected nearby, withyour composition altering slowly over time. If youare injured, you can restore yourself fromunattended matter, absorbing anything from parkedcars to graffiti strewn rubble.

As a move equivalent action, you can toucha non-living, unattended item of size Large orsmaller and absorb it into your body, replacingmass lost to damage. Doing so restores 1d8 HitPoints per 10 points of the object’s Hardness. Yourappearance changes cosmetically, reflecting theambient matter you absorb, but these visual

Page 23: Fundamental Forces

23

changes have no effect on your game-playstatistics.

Prerequisite: Warform I, Elemental

Malleable Bodyform: Your elemental body iscomposed of trillions of inorganic particlescontained and controlled by the Psionic energynetwork of your consciousness. Your malleableform allows you to slide through any non-airtightor non-watertight opening, and return to humanoidform on the other side. While traveling in such amanner, your base speed is reduced to 5 ft perround, while you can travel through pipes, or slideunder doors, it is not a quick process.

As a free action you can shape your handsand forearms into any Large or smaller, unpoweredmelee weapon you desire, such as blades,hammers, or flails. You cannot use a transformedlimb to hold objects or perform skills until itreturns to its normal state.

Prerequisites: Warform I,Elemental

Molecular Absorption: With atouch, you can absorb the propertyof non-living matter, gaining itsstrength and durability. Byspending an action point whiletouching any non-livingobject, you gain Hardnessequal to the object’s and anumber of bonus HitPoints equal to theobject’s (or of the 5 ftsection you aretouching, in the case oflarge objects such aswalls or skyscrapers).

You also gain anumber oftemporary HitPoints equal to theobject’s. Thetemporary HitPoints andincreasedHardness

remain in place until the end of the currentencounter. Your elemental body changesappearance, becoming similar to the objectimitated.

Prerequisites: Warform I, Elemental

Self Detonation: You can explode the strangematter that makes up your body, turning yourartificial bio-mass into killing shrapnel. As anattack action, you can detonate yourself, inflictingdamage on all creatures within a 30 ft radius.

Your detonation damages youbadly. You suffer enough damage toreduce you to 1 Hit Point. Allcreatures within the burstradius suffer damage equalto the amount of HitPoints you lostwhendetonation,

Page 24: Fundamental Forces

24

and can attempt a DC 15 REF Save for halfdamage.

Prerequisite: Warform I, Elemental, anyother Warform talent

Feats

A selection of new feats allow PoweredHeroes to refine their control, to focus on lesserknown but still valuable aspects of their abilities.

Alter Bio-Chemistry (Psionic)Your transmutational control is fine enough

that you can synthesize drugs or toxins from atarget’s blood. Depending on the transmuter’sdesires, this power can be lifesaving or it can be adeath sentence, based upon the chemicals chosen.

Prerequisite: Catalyzer, Craft(pharmaceutical) 5 ranks

Benefit: By spending an action point, youcan create virtually any drug or chemical youdesire within the blood stream of a target within 30ft. This target must be clearly visible and have lessthan total cover from you. You must succeed at aCraft (pharmaceutical) check whose DC is equal to5 plus the chemical’s Purchase DC.

If the check fails, the action point is lostwithout effect, and the desired reaction does notoccur. If the check succeeds, the drug or chemicalimmediately takes effect, without allowing a savingthrow.

Bio-Metric Imitation (Psionic)Your control over your form is so fine you

can imitate fingerprints, retina patterns, alter yourbone structure and even fool most gene scanners.

Prerequisites: at least one talent from theShapechanger talent tree, Disguise 4 ranks

Benefit: You receive a +20 racial bonus onDisguise or Bluff checks made to fool advancedbiometric sensors or imitate the biometricsignatures of other characters.

Forced Evolution (General)Let lesser breeds of post-human learn the

skills homo sapiens need to survive. You muchprefer to explore your unique post-humanevolutionary path.

Prerequisite: Powered Hero level oneBenefit: Instead of gaining a class based

bonus feat every even numbered Powered Heroclass level, you instead gain an additional PoweredHero talent. Each additional Powered Hero talentgained from this feat provides you with acumulative +1 increase to the Saving Throw DCfor all Powered Hero talents.

Special: You cannot choose both this featand Undirected Evolution.

Lethal Uplift (Psionic)Your touch can re-write genetic codes,

bestowing more power than an unmodified humanbody is able to handle. You can transform yourallies into powerful post-humans but at a cost: theirminds and bodies quickly burn out under the strainof their bestowed abilities.

Prerequisites: At least one talent eachfrom either the Transmuter or Healer and Boostertalent trees

Benefit: By spending an action point andtouching a willing, living creature of size Huge orsmaller you transform that creature into asuperhuman. The new superhuman can use anyPowered Hero talent, Psionic Feat or PsionicPrecursor you possess, including racial abilities, atwill, for the duration of the effect.

However, the transformed superhuman’sbody begins breaking down cataclysmically. Eachminute, the transformed character suffers 1d2points of permanent CON drain. Only a DC 40Treat Injury check, requiring access to a fullyequipped genetics laboratory, will stop furtherCON drain and remove the bestowed, lethalpowers. However, any CON lost prior to this pointremains lost.

Post-Human Versatility (General)The same modifications that make you

more then human give you the ability to learnfaster, to absorb the elite military training it takespure human soldiers a lifetime to learn.

Prerequisite: at least one Powered Heroclass level

Benefit: Any time you are eligible to selecta Powered Hero talent, you can instead select anyfeat for which you meet the prerequisites. Forevery two feats you gain in this manner, youreceive a permanent +1 bonus to your Base Attack

Page 25: Fundamental Forces

25

Bonus, as a result of the elitecombat skills literally bred intoyou.

Skin Shifter (General)You’ve learned

manipulate the color, texture andcomposition of your dermal layer,transforming your metamorphictissue to the softest silk or thedensest, most durable Kevlar II.

Prerequisite: at least onetalent from the Shapechangertalent tree

Benefit: You can mimicordinary clothing and even bodyarmor using your Shapeshifter Italent. Mimicked clothing is adead, bloodless part of yourbody, and can be damagedwithout causing pain or harm toyou. You receive a +20 racialbonus on disguise checks made topass your altered flesh off asordinary clothing.

You may also mimic anyform of body armor you areproficient with. At the beginningof any encounter, you maychoose what (if any) body armoryou are mimicking. You gain thebenefits of the penalties of theassociated armor, including itsequipment bonus to Defense, maxDEX bonus and armor checkpenalty. Once this decision ismade, you cannot mimic anyother type of body armor for the duration of theencounter.

Mimicked clothing or armor cannot haveelectronic or mechanical components, nor can ithave gadgets. You cannot mimic powered armor ofany kind.

Undirected Evolution (General)Instead of the neat and predictable

evolution of most military-grade superhumans,

Special: You cannot choose both this featand Forced Evolution.

your powers evolve in unpredictable anddangerous ways.

Prerequisite: Powered Hero level oneBenefit: Instead of gaining Powered Hero

talent every odd level, you instead gain any PsionicFeat or Psionic Precursor of your choice that youmeet the prerequisites for. Each Psionic Feat orPsionic Precursor you gain in this manner providesyou with a +1 bonus on one saving throw ofchoice; this can be cumulative or applied todifferent saving throws.

Page 26: Fundamental Forces

26

The following text is the property of Wizards of the Coast, Inc. and isCopyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.

1. Definitions: (a)”Contributors” means the copyright and/or trademarkowners who have contributed Open Game Content; (b)”Derivative Material”means copyrighted material including derivative works and translations(including into other computer languages), potation, modification, correc-tion, addition, extension, upgrade, improvement, compilation, abridgment orother form in which an existing work may be recast, transformed or adapted;(c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast,publicly display, transmit or otherwise distribute; (d)”Open Game Content”means the game mechanic and includes the methods, proce-dures, processesand routines to the extent such content does not embody the Product Identityand is an enhancement over the prior art and any additional content clearlyidentified as Open Game Content by the Contributor, and means any workcovered by this License, including translations and derivative works undercopyright law, but specifically excludes Product Identity. (e) “ProductIdentity” means product and product line names, logos and identifying marksincluding trade dress; arti-facts; creatures characters; stories, storylines,plots, thematic elements, dialogue, incidents, language, artwork, symbols,designs, depictions, likenesses, formats, poses, concepts, themes and graphic,photographic and other visual or audio representations; names anddescriptions of characters, spells, enchantments, personalities, teams,personas, likenesses and special abilities; places, locations, environments,creatures, equipment, magical or supernatural abilities or effects, logos,symbols, or graphic designs; and any other trademark or registeredtrademark clearly identified as Product identity by the owner of the ProductIdentity, and which specifically excludes the Open Game Content; (f)“Trademark” means the logos, names, mark, sign, motto, designs that areused by a Contributor to identify itself or its products or the associ-atedproducts contributed to the Open Game License by the Contributor (g)“Use”, “Used” or “Using” means to use, Distribute, copy, edit, format,modify, translate and otherwise create Derivative Material of Open GameContent. (h) “You” or “Your” means the licensee in terms of this agreement.

2. The License: This License applies to any Open Game Content thatcontains a notice indicating that the Open Game Content may only be Usedunder and in terms of this License. You must affix such a notice to any OpenGame Content that you Use. No terms may be added to or subtracted fromthis License except as described by the License itself. No other terms orconditions may be applied to any Open Game Content distributed using thisLicense.

3.Offer and Acceptance: By Using the Open Game Content You indicateYour acceptance of the terms of this License.

4. Grant and Consideration: In consideration for agreeing to use this License,the Contributors grant You a perpetual, world-wide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open GameContent.

5.Representation of Authority to Contribute: If You are contrib-uting originalmaterial as Open Game Content, You represent that Your Contributions areYour original creation and/or You have sufficient rights to grant the rightsconveyed by this License.

6.Notice of License Copyright: You must update the COPYRIGHTNOTICE portion of this License to include the exact text of theCOPYRIGHT NOTICE of any Open Game Content You are copying,modifying or distributing, and You must add the title, the copyright date, andthe copyright hold-er’s name to the COPYRIGHT NOTICE of any originalOpen Game Content you Distribute.

7. Use of Product Identity: You agree not to Use any Product Identity,including as an indication as to compatibility, except as expressly licensed inanother, independent Agreement with the owner of each element of thatProduct Identity. You agree not to indicate compatibility or co-adaptability

with any Trademark or Registered Trademark in conjunction with a workcontaining Open Game Content except as expressly licensed in another,independent Agreement with the owner of such Trademark or RegisteredTrademark. The use of any Product Identity in Open Game Content does notconstitute a challenge to the ownership of that Product Identity. The owner ofany Product Identity used in Open Game Content shall retain all rights, titleand interest in and to that Product Identity.

8. Identification: If you distribute Open Game Content You must clearlyindicate which portions of the work that you are distributing are Open GameContent.

9. Updating the License: Wizards or its designated Agents may publishupdated versions of this License. You may use any authorized version of thisLicense to copy, modify and distribute any Open Game Content originallydistributed under any version of this License.

10. Copy of this License: You MUST include a copy of this License withevery copy of the Open Game Content You Distribute.

11. Use of Contributor Credits: You may not market or adver-tise the OpenGame Content using the name of any Contributor unless You have writtenpermission from the Contributor to do so.

12. Inability to Comply: If it is impossible for You to comply with any of theterms of this License with respect to some or all of the Open Game Contentdue to statute, judicial order, or governmental regulation then You may notUse any Open Game Material so affected.

13. Termination: This License will terminate automatically if You fail tocomply with all terms herein and fail to cure such breach within 30 days ofbecoming aware of the breach. All sublicenses shall survive the terminationof this License.

14. Reformation: If any provision of this License is held to be unenforceable,such provision shall be reformed only to the extent necessary to make itenforceable.

15. COPYRIGHT NOTICE

Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.

System Reference Document. Copyright 2000, Wizards of the Coast, Inc.;Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material byE. Gary Gygax and Dave Arneson.

Fundamental Forces. Copyright 2011, Otherverse Games. Author: Chris A.

Field