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SuperHeroes Role-Playing Game

Amateur role-playing game based on the mechanics of LOTR 1st edition, the one with the red cover, set in the world of superheroes and more specifically mutants, although you can also create human characters with gear like Punisher or Iron Man, or superhumans like Hulk. With an expanded list of mutant powers.
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0% found this document useful (0 votes)
46 views35 pages

SuperHeroes Role-Playing Game

Amateur role-playing game based on the mechanics of LOTR 1st edition, the one with the red cover, set in the world of superheroes and more specifically mutants, although you can also create human characters with gear like Punisher or Iron Man, or superhumans like Hulk. With an expanded list of mutant powers.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

PROLOGUE

Human evolution is still active, in fact, at a crossroads where a new species


with great powers and abilities is being born. Its protagonists are a group of
mutants, people who have acquired superpowers naturally due to changes in their
genetic structure.
After a series of conversations with Dr. Moira MacTaggert, Prof. Charles Xavier
the possibility of creating a school to teach young mutants how to use
his powers and to defend a series of principles. These ideals, which have come to be called the
Xavier's dream is to achieve equality between mutants and the rest of the race.
human

The first students of the mentioned school were Scott Summers, Robert Drake (Iceman),
Warren Worthington III, Henrie McCoy, and Jean Grey. In addition to studying, the students
they led a parallel life as superheroes always guided by Xavier, under the name
X-Men key. During the early years, the group remained unchanged with the same
components. While Professor Xavier was directing his students at the school and assigning them
In the missions, Cyclops was the leader of the group who led his companions in combat.
Although Xavier was forced to take in Calvin Rankin (the Mimic) among his ranks when
he discovered the identity of his students, the episode went down in history when the Mimic lost
his powers when facing the Super-Adaptoid. Some time later, they would join the group
Lorna Dane and Alex Summers.

The second formation of the X-Men occurred when the original members were
captured by Krakoa, at that moment Xavier decided to turn to a group of mutants from
who knew of the existence, but had never contacted. After the defeat of the Living Island the
the group was overwhelmed in number: the five original members plus Kaos and Polaris were added.
Banshee, Wolverine, Colossus, Storm, Nightcrawler, Thunder Bird and Fire were added.
Solar. Although Solar Fire was the first to leave, the group quickly became smaller, both
for the death of Thunderbird as well as for the departure of the Angel and the Ice Man (who
they would found the Champions of Los Angeles), Kaos, Polaris, and Wonder Girl. Although Jean
would not take long to return, she would be replaced by Phoenix, a cosmic entity. The Beast also
would end up joining the ranks of The Avengers. The group would finally be defined.
with the entrance of Katherine Pryde. It would not be until the apparent death of Phoenix, whom everyone
They took Jean Grey as Cyclops would not leave the group being replaced by Ororo.
in its leadership.

The Mutant Massacre caused serious casualties in the Patrol. Both Rondador and Kitty were affected.
seriously injured and taken away from the line of fire. Some time later the group would suffer a
fierce confrontation against the demonic entity known as the Adversary. To defeat
the demons were forced to sacrifice themselves and died. However, Rome intervened and the
they rose again. Taking advantage of the fact that the world thought they were dead, they moved their base from
operations up to Australia in the complex taken from the Harvesters. In that
at that moment the group was composed of Wolverine, Storm, Chaos, Colossus, Mental Butterfly,
Madeline Pryor, Longshot, and Dazzler. They acted for a long period of time.
clandestinely until, in an attack by the Harvesters, the group was shattered:
Wolverine badly injured, Storm captured by amnesiac Nanny and reduced to a childish body, and
the rest of its members lost in the Dangerous Place. Finally, the threat of Genosha
during the X-Tinction Agenda would again bring together the scattered members of the group and
it would lead to the creation of two operational teams due to the large number of active members:
the Blue Team and the Golden Team.

2
time period prior to the creation of the
CREATE A CHARACTER character sheet, that is, the evolution of
character from his childhood to today.
Normally the characters in this game will be Each mutant character has 20 points of
mutants, people with strange powers that history when starting to prepare your file.
they differentiate themselves from the rest of the people.
The applications of these points are shown
But you can also be a human, later.
sympathizer of the mutant cause.
Don't think that being human, you will be the weakest,
you may not have your benefits circulating through your
MUTANT CLASSES
blood, but you can have certain perks in
To create a character, the first step is to roll.
equipment, weapons and also obtain your powers from
once on the Mutation Classes table (to not
artificial form, an example is Iron Man,
being that you want to be a human first)
Punisher, Batman...
You can choose the class of mutant without the
choose data by yourself, but you must carry out some
CHARACTERISTICS sacrifice which we will talk about later
The class of mutation determines what class of
To begin, you must make 10 rolls of dice. you are a mutant and what kind of abilities do you have
(1D100) discarding rolls below 30 special or powers.
to distribute the 7 better among your Mutation class: %
characteristics: Psychic: 01-15
Force (FUE) Elemental: 16-40
Intelligence (INT) Internal mutation 41-70
Agility (AGI) Physical Mutation 71-00
Constitution (CON)
Skill (DES) Psychics
Intuition (I)
Appearance (APA)
They originate in the mind of the mutant, all
the powers related to the psyche are
Characteristic Bonus Hero points they include here. Examples: Xavier, Psilocke, Jean
102 +35 700 Grey...
101 +30 600
100 +25 500
Elementals
98-99 +20 400
95-97 +15 300
90-94 +10 200 The mutants with this type of powers extract
75-89 +5 150 the energy of certain materials or essences of the
nature or energies, such as fire,
25-74 0 100
light, magnetism...as they evolve are the
10-24 -5 75
mutants that have the most choice in their
5-9 -10 50 skills, that can make them go for
3-4 -15 25 more offensive, defensive...etc EX:
2 -20 10 Storm, Magneto, Iceman, Piros...
1 -25 5

You must take into account that these characteristics


Internal mutation
have a lot to do with the type of mutant that
You are with what you should pay special attention to. The mutant has been blessed with the
pay attention to the way you distribute the enhancement of some factor inherent to the
rolls to make your character competitive; e.g. A character humans, which is developed from
close combat oriented requires high incredible form, just like the five senses, the
values of FUE, CON and AGI; on the contrary, regeneration, or characteristics such as strength,
a ranged combat-oriented character agility, speed, accuracy… Ex.: Wolverine,
will need DES, INT and PER. Daredevil, The Hulk...

HISTORY POINTS Physical mutation

The history points are the points that The mutant carries a physical anomaly in the form
determine the evolution of the character during the of some kind of animal body part

3
vegetables or minerals, can have claws, skin Psychic Shield
of metal, wings, tails, tentacles, gills,
although it doesn't have to be of animal origin, Elemental
this mutation could appear and disappear Fire
depending on the flaws... e.g.: Angel, Wolverine, Ice
Colossus... Wind
Earth
Applications of classes to the character Plants
Animals
Psychic Gravity
+10 a inteligencia +5 a intuición Magnetism
ELEMENTAL
+10 to intelligence +5 to choice Internal mutation
INTERNAL Heightened senses
+15 according to the power to distribute Regeneration
PHYSICS Strength
+10 to the constitution +5 to the election Speed
Teleportation
Once the mutant class is defined, you must
specify, at random or using your head, what Physical mutation
It is about power, within its mutation profile. Alas
Once the class is determined, we move on to Claws
determine the powers. Horns
First of all, you must Gills
You can continue to have more powers, these are
they will be called Secondary with the consequent
TARAS
spending points (and their probabilities of
achieve it) For each Mutant power you gain, there is
Or you can 'stand your ground' and use the rest of the points.
certain probabilities of what affect
in upgrading your skills, choosing new ones etc. etc...
externally to your body or to your mind. To this
They are called 'Taras'.
Mutations % Ph %Tara There are several types of Taras:
1st Mutation - 2 20%/40%
2 Mutation 75% 6 40%/70% Physics
3rd Mutation 40% 5 70%/85% _Of Control
4th Mutation 20% 4 85%/90% Mental
5th Mutation 05% 3 99%/99%
The physicals are those perceptible by the senses.
If you prefer to choose your own power without rolling and that affect our appearance, what makes us
you will have to spend double recognizable as mutants, such as, for example,
of points that the usual (on the first roll) and a large amount of hair, green skin, a smell of
the percentage of the acquisition of defects will increase sulfur that always accompanies us...etc.
(see table) This type of blemish usually does not evolve (and if it does
it is greater) and they are often the cause of
POWERS many problems with humans.
Examples of these are:
The mutant powers are very different from each other. Lots of hair on Wolverine, the devilish appearance of
and it is not known for certain how many mutants Night owl, the hair and eyes white
they currently exist, not even at what pace of Storm...
its number grows.
We have classified the different classes of The so-called Control, imply the
mutants in the best way according to their origin. instability of our mutation and the difficulty
to control that power, it can reach
Psychics: to learn and to avoid with the evolution of
Telekinesis character.
Telepathy Examples of these are, Pícara, cyclops,
Future Vision / Past
Mind Control The mental ones are the scarcest, but perhaps,
Feel danger the most dangerous ones are usually suffered by the
Psychic Attack psychic, or are caused by the trauma itself

4
of being a mutant rejected by humans. of clothes you could pass among humans. E.g.:
It is possible to mitigate the effects a little Beast, Night Stalker, Mystic, Angel, the
said flaws, but it is also likely that Morlocks…7 ph
become the biggest problem of the mutant.
Examples of these would be: 98-00 Monster, The mutant is any
The dual personality of Jean Grey, lack of less human thing, just seeing it from afar you
memory of Cable, uncontrolled wrath... I see it is a horrendous creature that has come out of
any Dantesque hell. To go through being human
To define the nature of the obtained defects it's almost impossible due to a anomalies
a draw must be made for each of them exaggerated. The size can vary, take everything
in the following table: the body covered in appendages or similar. Ex:
Juggernaut, Apocalypse, The Hulk, The Thing, 10
TARA Draw ph
Physics 1-75
Of Control 76-95 Of control and mental
Mental 96-00
1-50 The Inconvenient, The power of
Don't be scared if your character is a spawn of the mutant can react to certain
nature, the flaws can be softened in the environments, substances, or emotional states of
process of creation or throughout your character, who will be able to try to avoid with a
adventures. rolling dice, the result of light
the inconvenience shouldn't be too bothersome
Choose to bear burdens voluntarily (the and serve more to give character to the character. E.g:
suicidal Wolverine

Perhaps we want our character to have 51-80 Instability, This result is similar
something more of character and we choose flaws to the previous one but to a greater degree, the character
voluntarily (having thrown the ones that he controls his power but it "jumps" at moments
must correspond of tension or similar, the checks are more
This will give us extra points to spend on difficult and can become exhausting. E.g.: Gambit
skills as shown below. 4ph
+ 2 points history for each chosen defect
There are several levels for each Tara. 81-97 Uncontrolled, The mutation acts by
A flaw cannot be removed in any way. own account in instinctive acts of the PJ, to
to be able to use the power, checks must be carried out
continuously, which exhausts the PJ. For example: Jean Grey
Physicals
7 ph
1-25 Minor defect, due to skill
the character suffers an anomaly physics, that 98-00 Chaos, The mutation is a true
it can be easily hidden or it takes quite a while hell for its owner, does not control at all
moment when you are going to make use of it, or is
unnoticed, it can also be more striking
but appear only when the power is active. always present, is often also instinctive
Ex.: Wolverine, Mental Butterfly, Bishop, but it is a real danger for those of his
Storm... around, the checks are carried out with a
Incredible evil. Ex.: Pícara10 ph
26-74 Average defect, The PJ presents a
physical abnormality in its appearance that can BEING HUMAN IN
to attract attention and is harder to hide, SUPERHEROES
it can be found on arms, neck or face or
be a stronger smell, very peculiar voice In SUPERHEROES, there are two types of
it can also appear only when the power humans, those who have a series of powers
it's active, but then it's very very provided by an external factor such as Iron
striking, see the ghost rider... etc. EX: Man and his armor, whom we will call
Cyclops, saber-toothed tiger, Gambit...4 ph hybrids or those who are simply beings
highly trained humans like The
75-97 Serious defect, The character does not seem
Punisher, to those who, in a display of
human, or it is very difficult to go unnoticed, imagination we will call... humans
they usually bear marks in very visible areas, trained.
different skin color, hair all over the
body...etc, just completely covering itself

5
Hybrid humans • 4th Special Forces of the Army:
secrecy, unlocking locks, first
We will perform the rolls as if we were doing them. assistance
a standard mutant character sheet, but • 1 ph hacker: computer science
those 'powers' will be obtained from an object or • 4 ph expert pilot: any means of
the outward shape of our character, we can land, sea, or air transport
well choose to be potions, weapons, a hammer • 1ph double weapons
magical of God Odin, some wristbands, etc.
Hybrids have the drawback that their Trained humans often have a
powers depend on an object and without it they are turbulent past of family losses, traumas
lost!! Thus their flaws cannot exceed infantile, etc... with which they can have a
the level of light in powers 1st, 2nd, and 3rd and of series of historical scars that are described in the
half in the following. Because they are next table:
humans and have not mutated, the defects are discarded
physical; not so the mental and control.
Taras of history
Additionally, humans spend half the points.
in the rolls to obtain powers and count 1-15 There is no flaw that torments the
with a higher likelihood of achieving said hero
powers with which they will have leftover for the rest of 16-30Addict: due to a complicated
skills, after all they tend to be types adolescence the hero has a
very fortunate or wealthy. any addiction. E.g. gambling addiction,
alcoholism, drug dependence, etc.
No powers % Ph Tara Archenemy: for some
1st power 100% 1 20%/40% circumstance the hero has developed
2nd power 85% 3 40%/70% a hatred towards someone who it
3rd power 60% 2 70%/85% it devours from within, and all its actions
4th power 30% 2 85%/90% will be aimed at killing
5th power 15% 1 99%/99% this person. For example, The Punisher
46-60I hate irrational for causes
Like the mutants, if the character decides not to throw unknowns the hero hates something which
the dice and gain power automatically makes him act aggressively towards
the value in points will be double the target of his hatred. E.g. Hate towards the
barrenderos, aviones, perros, racismo,
Trained humans Italian food, the people who smell
good, etc...
61-75 Irrational fear: due to some event that
These humans, however, have their
only the hero knows, is afraid of
a set of special skills available to
something that incapacitates him in some way
those that do not have access to other types of
76-85 Amnesia: the hero does not remember his
character, neither mutants nor hybrids.
passed for some reason, is shown
We understand that these characters have the
confused and frustrated.
eggs like the horse of Espartero due to the
86-95 Mental imbalance: the hero results
absence of real powers with what they receive
to be an extremely person
+10 history points for tough guys.
These brown beasts have at their disposal 5 violent that does not heed reason, its
development points at each level to increase the only way to function is based on
hostages. -30 to influence and +20 to
his special skills each level.
initiative
Each special skill that is acquired
96-00Double personality: the hero has a
starts with two basic development points.
double personality that can arise in
delicate moments
Special skills trained humans:
• 1 ph precision with a type of weapons of
HYBRID HUMANS
projectiles +15 to choose from
• 1 ph mastery with a type of weapons
TRAINED HUMANS
close combat +5 strength, +5 agility, +5 dexterity, +5
• 1st ph martial arts: unarmed constitution
• 1 ph Olympic athlete: acrobatics

6
Table of skill levels in adolescence

General skills elemental psychic physical hybrids trained h.

Acrobatics 0 2 1 2 2 2
Climb 0 1 1 1 1 2
To drive 1 1 1 1 1 0
Unarmed 1 2 2 3 3 2

Close combat

Of the thread 0 1 1 2 2 2
Conclusive 0 1 1 2 2 1
With both hands 0 0 0 1 0 1

Remote combat

Projectiles 1 1 2 1 2 2
Throwing weapons 1 1 1 2 2 2

Subterfuge skills

Open locks 0 0 0 0 0 1
Computer Science 2 0 0 0 2 1
Influence 3 1 1 0 0 0
Secrecy 1 1 2 1 0 1

First aid 2 2 1 0 0 1
Control 4 2 1 1 0 0
Perception 3 2 3 1 0
Physical development 1 2 2 3 2 2
Resistances
20 20 20 20 20 20

defensive bonus

7
PROFESSIONS

A character is required to apply their highest ability score to their own ability.
profession, if none of the rolls is 90 or higher, automatically gets 90 in its own characteristic of
her profession. Both elemental and psychic, due to the nature of their powers, are destined to
be support struts.

tactical troops (skill)

+3 per level to ranged combat


+1 per level to perception
+2 for level to movement and maneuver
+2 per level to physical development
+3 per level to power

The tactical squads are troops that for


nothing stands out in close encounters
distance; what they do is attack the enemy before
to be seen and from a safe position,
eliminating their opponents before they can
to come even close.
assault troops (force) support troops (intelligence)
+3 per level to melee combat
+4 per level to control
+3 per level to physical development
+4 per level to first aid
+2 for level to generals
+3 per level to power
Although weaker in all aspects of
combat and physical feats, the mutants of
The assault troops encompass the heroes who
support is a vital part for a group of
they have oriented their training towards the
heroes who encounter problems as you are
close combat, the movement and the
troops are rallying to support their group
physical development, they are the ideal troop to harass
using their powers for the benefit of all and
and overwhelm the enemy with a quantity of
healing the wounded with their elevated values
blows and force that exceed its capacity
of control and first aid.
defensive.
infiltration troops (agility)

+3 to generals
+3 as a subterfuge
+1 to hand-to-hand combat
+1 to perception
+3 per level to power

Better known as spies or assassins, the


infiltration troops are, as their own
name indicates, the right choice for the
covert missions and surprise attacks
the ambushes. These heroes prefer to get closer
without being seen and eliminate the enemy without them
Poor wretch, know that I don't even how it has...
attack.

8
Development points table by profession

The following table outlines the development points that each profession receives for each new level.
of the hero. The skills marked with a * do not follow the 3 points = 2 degrees of skill rule.

skills assault tactics infiltration support


generals 4 4 5 3
close combat 5 2 2 1
distance 2 5 0 2
perception 0 2 2 2
control* 0 0 0 3
first aid 0 0 0 3
subterfuge 0 0 5 3
physical development 5 3 2 2
power 3 3 3 0

19 19 19 19

DEGREES OF SKILL
Degree of skill Bonus
As a hero levels up 0 -25
from experience, develops certain competencies 1 5
called skills. Their ability in each 2 10
ability affects your chances of achieving 3 15
certain actions and activities (for example, 4 20
combat, maneuver, use powers, etc.) when going 5 25
developing and improving a specific 6 30
skill, your level "level of skill" in it 7 35
it will increase, indicating a increase 8 40
corresponding in their capabilities y 9 45
bonuses with that skill. 10 50
11 52
Bonuses by skill level 12 54
13 56
Most skills have a 14 58
bonus for skill level, which is 15 60
generally includes as part of the 16 62
total bonus for a certain 17 64
skill. There are skills that use this 18 66
bonus in different ways, such as how 19 68
explain in the skills description. The 20 70
bonuses by skill level are given in +1 for every degree above 20 (for
the following table. Basically, the table follows example +72 for grade 22)
a standard progression. The bonus is -
25 if the skill level is 0 and +5 if it is 1. Primary skills
Then it increases by 5 for every degree from 2 to
10, in groups of 2 for grades 11 to 20 and by 1 They are the most used skills when going to
in 1 for each degree above 20. a mission. There is a column in the Sheet of
Character for calculating and noting the bonus
of each of these skills. Each skill
is classified as applicable to a maneuver

9
from movement (MM) to a static maneuver electronic terminal with operating system like
(ME) or an offensive bonus (BO). mobiles, PDAs, etc.
Influence (ME): it is the hero's ability
Skills generals (MM): You are to influence or coerce others through their
skills determine athletic conditions labia or presence.
of the hero. The movement maneuvers must Stealth (MM): this ability affects
develop separately for each of the unnoticed that a hero can go through for the
4 existing skills. It is understood that the others. It influences all the rolls of
need to use these skills (except for hide, ambush, and pass unnoticed.
unarmed) will be necessary when the character
deviates from the established norms of
obvious maneuver or this under pressure (nobody
needs to make a throw to climb over a wall of
2 meters tall but if 16 Dobermans are chasing you
hungry and angry, things change, right?
you go up with the same tranquility, I say

Skills in weapon handling (BO):


these skills determine the effectiveness of a
character when using weapons in a combat,
either close combat or at a distance. These
skills should be developed separately
for each of the 5 types of weapons: bladed,
blunt, a two hands (whether they are
blunt o from thread), projectiles y
throwing. The bonus for skill in
each type of weapon is the offensive bonus and
it is usually added to the 'attack rolls'
made with that weapon. In certain cases, a
part of the offensive bonus can be used
to stop an opponent's attack. Each weapon
specific has special properties described
in the weapon table.
Bladed weapons: these weapons include the
swords, machetes, the katana, claws and
other cutting weapons.
Blunt weapons: these weapons include the
hammer, the baseball bat, the mace, etc.
Two-handed weapons: these weapons include the
two-handed weapons like the bat of
baseball, the katana, the mall, the swordfish, etc.
Projectiles: all attack weapons
mechanical activation distance, pistols,
bows, missile launchers, etc.
Throwing weapons: all ranged weapons of
human drive, stilettos, grenades,
certain bladed and blunt weapons, etc.

Stealth skills: These skills


they refer to a character's ability to
open locks, operate computers, influence in
the others and move stealthily. The bonus
for the corresponding skill, it is added to the
"maneuvering throw" when trying these
activities.
Opening locks (ME): this skill affects
to attempts to open locks and deactivate
alarms.
Computer Science (ME): this skill affects
all attempts to use a computer or

10
Support skills: these are the skills that
they encompass the support tasks for the group of
a character. These abilities are oriented
to the help of the entire group as well
manually like with the use of powers.
First aid (ME): this skill
it affects a character's ability to heal
the wounds suffered in combat by himself or
by their peers, it is explained later
how to use this skill.
Control (ME): in the case of the psychics and
the elementals, whose powers come from both
from the mind in the first case as from the interior
in the second, they use control as
modifier for all checks in which
intervene their powers; in this way, the SECONDARY SKILLS
elemental and psychic powers do not have
own modifier. These are skills that are used less than the
primaries during the adventures. They are often
Other abilities and skills: these related, or are an indication, of the history
skills differ in various senses from of the character or the family tradition. These
normal skill level system and skills do not appear on the character sheet,
bonus. The differences of each are detailed. but players can score the skills
skill in question. secondaries in the section designated for it in
Perception (ME): this ability affects the that sheet. The DJ decides what skills are
amount of information that a character suitable for the game and each character with it
obtained through observation. It can be used to justify such skills with the
to detect traps, discover characters hero's history. Attached below is
that try to hide or stalk, to analyst of the possible skills to which
find secret doors, hidden clues, etc. Players can have access and a
If a character says that they are watching or description of each one of them (between
inspecting a place, the DJ will make a throw parenthesis appears the characteristic proper of
of static maneuver, modified by the each one, that is, the bonus that will apply the
bonus of perception of the character for skill
determine if the character discovers or detects Pilot: for a cost of 1ph the hero can
something. The DJ can do this hidden roll, choose the type of vehicle you know how to drive,
revealing only what the hero has land, sea or air.
discovered. This bonus can be used to Languages: for a cost of 1 history point
per level the hero knows a language of his own
modify the maneuver roll of an enemy
election, it is understood that each language consists of
that tried to hide using stealth.
Physical development (PV): this skill 3 levels, from a basic humanoid level,
represents the ability of a character to to a high level of Fernando Fernán Gómez.
Access to cutting-edge technology: 1 ph
resist the pain, the traumas and the hemorrhages.
Every time the degree of a character in this Art: dance, sculpt, paint, play the
bandurria, drinking water through the butt, etc. Choose
skill increases by 1, the character rolls 1D10 and
increases its bonus by grade in what one.
mark the die (DO not apply the Knowledge: a specific knowledge
normal bonuses by degree of in a subject. E.g. small mutant and with
skill). Each character starts the game a bad host who knows a lot about Goya, hehe,
with a special bonus for this mechanics, electronics, medicine, anatomy etc.
skill of 5 (which is already included in the sheet of
character). The total sum of bonus for HERO POINTS
this skill is called 'total hit points'
of the character”: the number of impacts that a Hero points are the product of
character may receive (due to the damage received multiply the value of your main characteristic
for attack and other events) entities and (according to profession) for your level. These points are
become unconscious. If the character receives more they are used to perform heroic actions; for
impacts that the total sum of their health points
and their constitution dies due to trauma
general and internal bleeding.

11
Heroic actions are understood as actions that a formalize. In principle, the DJ should grant
character could not achieve under conditions points for those ideas and actions that the PCs
normal, but with the help of some points they are smart, skilled, innovative,
of a hero, it is more likely that he will carry out this dangerous (not reckless) and, above all, that
maneuver. they are successful.
In summary, hero points can be used 1. hit points: at the end of a combat,
in any situation in which there is an a character receives a point of
dice roll that affects a character. The experience for each life point
hero points are non-transferable so lost during that battle.
they can only be used for their own actions. A 2. points for critics: these are granted
the following situations are described for points for the critics achieved
the ones that could use hero points: against an enemy, regardless of their
1. Modify a roll of MM, ME, effect. The experience points
BO: each hero point transforms granted are based on the level of
in two points that are added to the roll enemy and that of the player.
of the character. 3. points per piece: these are awarded
2. Modify the attack of an enemy: the points for killing or leaving unconscious
points are used to increase the BD an active enemy. This must happen in
of the player, which modifies the roll a combat situation. It is considered
of the enemy at 2 for each point of active enemy that is not there
hero used. dead or unconscious. The totality of
3. Modify critical/fumble rolls: In the points that correspond for this
in this case each hero point is equivalent assigned are given to the character who gives
to a single point on the table of the final blow to the enemy.
criticism/mistake due to the importance 4. maneuvering points: these points of
what do these draws have. experience is gained through maneuvers
4. Increase characteristics: for unique or inspired, of movement or
increase a feature by 1 point static, which are successfully carried out
there is a cost of hero points during the adventure.
variable according to the value of the 5. points for ideas: these are granted
characteristic. points for the ideas and plans they have
5. Acquire new skills to the achievement of a goal, or to
secondary: variable cost. successfully carry out an action or
adventure. The DJ must write down the ideas,
THE EXPERIENCE AND THE ASCENT plans and suggestions that are useful
what they are successful at.
OF LEVEL
In a fictional role-playing game, each character Character levels
it has a 'level' that represents how competent
What is it? The characters become more powerful. The level of each character is determined by the
and skilled as they level up, as they go amount of experience points possessed.
gaining experience. Experience is A character starts at level one with
represented in the game by points of 10,000 experience points. The following table
experience that the DJ grants to the characters summarize amounts of experience points.
for certain achievements and activities. Normally, What levels do they correspond to?
a character starts the game as a
top-level character and their level goes Experience points.
increasing as it earns points from Level required
experience throughout their adventures. The level 1 10000
from a character does not necessarily go up every 2 20000
every time it gains experience points; it does so 3 30000
when their total sum of experience points 4 40000
reaches certain figures, as explained to 5 50000
continuation 6 70000
7 90000
Experience points 8 110000
9 130000
Learning to grant experience points is 10 150000
one of the hardest tasks that
Face a DJ. It's something very difficult to

12
Level up It is understood that when moving from one interval
a another the scorekeeping stops
When a character levels up, they can immediately. In this way, if the value of the
develop skills (increase their levels of characteristic is 74 and a point of spending
skill) and update their bonuses. For history will be changed to 75, not 79, from 89 passes
to develop a skill, you must assign points with 1ph at 90 to 93, from 99 to 100 there must be
of development to increase the degree of joy spend 4ph and so on. This rule has
skill. This process is the same as the one carried out to the purpose of slightly increasing the raise of
I finish the creation of the character, they are increased Modifiers without harming the characteristics
the degrees with the points of development that it gives that are in the middle of the interval.
each profession at each level. Once they have
assigned the development points and updated Skills
professional bonuses are updated
total bonuses by skill whose Each history point is equivalent to 1 point of
components have changed. This process has development, 3 pH equivalents to two points of
summarize below: development, cannot increase by more than two
Assign development points for degrees of the same skill.
increase skill levels.
2. Update the bonuses by level Secondary skills
according to the character's profession.
3. Calculate the bonuses for You can acquire one or more skills.
affected skills. secondary; a secondary skill begins
4. Increase the number of points of with three base development points. Its cost
hero. it will be 1 ph (each secondary skill
5. Note the new level of the character. additional will have a cost of +1 ph, thus the third
secondary skill will cost 3 ph.)
Historical Points
Special objects
History points can be converted into a
series of companies since increase You can also buy special items with
characteristics, skills, special objects a variable pH value, depending on how powerful
etc. up to a series of secondary skills. Sean. Its value will be from 2 ph to 4 ph (each object
the posterior will have a cost of +2 ph)
Characteristics
Beneficial situation
Each character can invest all the points.
of history that wants to increase its Due to a contact, friend or family member has
characteristics with a single exception, only access to a beneficial situation such as a
each characteristic can be increased only once. multimillion inheritance, contacts in the police,
Due to the great difference between bonuses, government etc., a snitch, a hacker friend, etc.
each range of values has different with a cost of 1 ph;
prices in history points. In the table
The following is a summary of the prices.
and what is increased in the characteristic in each
history option.

Valor Price ph Points


01-74 1 5
75-89 1 3
90-94 1 1
95-97 2 1
98-99 3 1
100 4 1
101 5 1
102 6 1

13
FIRST AID

When a character is injured, they can receive first aid from another player or apply it to themselves.
In the case of applying them to himself, he will receive a negative modifier equal to the life points.
lost. The time required to apply first aid is 6 assaults. To determine the
the effect of first aid is determined by rolling 1d100 with the first aid bonus
the following table. They will never be able to recover more than 80% of the lost pv.

First Aid Table

-49-05 Fumble! Aggravated damage, the hit points 130 The negative modifiers are removed from
lost ones double the activity is carried out and the loss is also eliminated
June 20 No results are obtained except from the PV for assault. 15 PV are recovered and the
screams and curses of the patient hard maneuver 4 assaults
21-35 The negative modifiers are eliminated from 131-139 The negative modifiers are removed from
the activity the activity and also eliminates the loss
36-50 The negative modifiers are removed from 20 HP recovered from the assault.
the activity and also eliminates the loss 140-149 The negative modifiers are removed from
of the PV for assault. the activity and also the loss is eliminated
51-65 Negative modifiers are removed from 25 hp are recovered from the assault.
the activity and also the loss is eliminated 150 The negative modifiers are eliminated to
3 points are recovered from the assault. the activity and also eliminates the loss
66-79 The negative modifiers are removed from 25 points are recovered from the assault.
the activity is undertaken and the loss is also eliminated tough maneuver 4 rounds
5 PV recovered from the assault. 151-159 Negative modifiers are removed from
80 The negative modifiers are removed. the activity and also eliminates the loss
the activity is carried out and the loss is also eliminated of the PV for robbery. recovers 60% of the
5 pv are recovered from the assault. lost pv
hard maneuver 5 assaults 160-169 The negative modifiers are removed from
81-86 The negative modifiers are removed from the activity and in addition the loss is eliminated
the activity and also the loss is eliminated from the PV for assault. recovers 65% of the
of pv for assault. 8 pv are recovered lost pvs
87-89 Negative modifiers are removed from 170 Negative modifiers are removed to
the activity and also the loss is eliminated the activity is carried out and the loss is also eliminated
10 PV recovered from the assault. from the PV for assault. The maneuver lasts only 3
90 Negative modifiers are removed. assaults and recover 65% of the pv
the activity and also the loss is eliminated lost
from the PV for assault. 15 PV are recovered, the 171-179 The negative modifiers are removed from
the maneuver lasts 4 rounds. the activity is carried out and the loss is also eliminated
91-96 The negative modifiers are removed to of the report for robbery. recovers 70% of the
the activity is carried out and the loss is also eliminated lost pv
from the PV for assault. 25% of the 180-189 The negative modifiers are removed from
lost pv or 20 pv the activity is carried out and the loss is eliminated
97-109 Negative modifiers are removed from from the report for robbery. recovers 75% of the
the activity is carried out and the loss is also eliminated lost pv
of the police report for assault. 30% of the items are recovered. 190 The negative modifiers are removed from
lost pv or 20 pv the activity and also eliminates the loss
110 The negative modifiers are removed to by assault. the maneuver lasts only 3
the activity and also eliminates the loss assaults and recover 75% of the hp
of robbery. 35% of the recovered lost
lost pv or 25 pv 191-199 Negative modifiers are removed from
111-119 The negative modifiers are removed from the activity and additionally the loss is eliminated
the activity and in addition the loss is eliminated from the PV for assault. recovers 80% of the
of the PV for assault. 45% of the items are recovered. lost PV
20 lost pvs 200 Negative modifiers are removed from
120-129 The negative modifiers are removed from the activity and it also eliminates the loss
the activity and the loss is also eliminated for robbery. The maneuver lasts only 2
from the police report for assault. 50% of the items are recovered. assaults and recover 80% of the hp
lost pv lost

14
ATTACK TABLE ATTACK TABLE
WITH EDGED WEAPONS WITH BLUNT WEAPONS
Very Very Very Very
Toss difficult Difficult Normal Easy easy Draw difficult Difficult Normal Easy easy
SM* 01-08 Possibleblunder SM* 01-08 Possible blunder
09:35 0 0 0 0 0 09:35 0 0 0 0 0
36-40 0 0 0 0 0 36-40 1 0 0 0 0
41-45 0 0 0 0 0 41-45 1 1 0 0 0
46-50 1 0 0 0 0 46-50 2 2 0 0 0
51-55 1 1 0 0 0 51-55 3 3 0 0 0
56-60 2 1 0 0 0 56-60 3 4 0 0 0
61-65 2 2 0 0 0 61-65 4 5 0 0 0
66-70 3 3 2 3 0 66-70 5 6 2 3 0
71-75 3 4 3 5 0 71-75 5 7 3 5 0
76-80 4 5 5 7A 7 76-80 6 8 4 6 0
81-85 5 6 6 9A 9A 81-85 7 9 6 7A 6
86-90 5 7 7A 10B 10A 86-90 8 10 7A 8A 8
91-95 6 8 9A 12B 11B 91-95 8 11 8A 9A 9A
96-100 6 9 10B 13B 13C 96-100 9 12A 9B 10B 10B
101-105 7 10th 11B 14C 15C 101-105 10 13A 10B 11B 12C
106-110 8 11th 12B 15C 17D 106-110 10A 14B 11B 12B 13C
111-115 8th 12B 13C 17C 19D 111-115 11A 15B 12C 13C 14D
116-120 9th 13B 15C 18D 20D 116 12B 16C 13C 14C 15D
121-125 9th 13C 16C 19D 21E 121 13B 17C 15C 15C 17D
126-130 10B 14C 17D 20D 23E 126-130 13C 18C 16C 16D 18E
131-135 11B 15C 18D 22D 25E 131-135 14C 19D 17D 17D 19E
136-140 11C 16D 20D 23E 27E 136-140 15D 20D 18D 18E 21E
141 12D 17D 21E 24E 28E 141 16D 21E 19E 19E 22E
146-150 12E 18E 22E 25E 30E 146-150 16E 22E 20E 20E 23E
Unmodifiedrol *Unmodifiedthrow

ATTACK TABLE PROJECTILEATTACK TABLE


WITH TWO-HANDED WEAPONS
Very Very Very Very
Draw Difícil Difícil Normal Fácil easy Draw difficult Difficult easy
SM* 01-08 Possibleblunder SM* 01-08 Possible blunder
09-55 0 0 0 0 0 09:55 0 0 0 0 0
56-60 2 0 0 0 0 56-60 0 0 0 0 0
61-65 3 0 0 0 0 61-65 0 0 0 0 0
66-70 4 3 0 6 0 66-70 0 0 0 0 0
71-75 5 5 2 8A 0 71-75 1 0 0 0 0
76-80 6 7 4th 10A 0 76-80 2 2 0 4 0
81-85 7 9 7th 13B 10A 81-85 3 4 3 6 0
86-90 8 11 9B 15B 13B 86-90 4 6 5 8A 0
91-95 9 12th 12B 17C 16C 91-95 5 7 7A 10A 8A
96-100 11 14th 14C 20C 19D 96-100 6 8A 9A 12B 10B
101-105 12A 16B 17C 22C 22D 101-105 7 10A 10B 13B 11C
106-110 13A 18B 19th Century
24C 25D 106-110 8A 13B 12B 14B 13C
111-115 14B 20C 22C 27D 28E 111-115 9A 14B 13B 16C 15C
116-120 15B 22C 24D 29D 31E 116-120 10A 16B 15C 17C 16D
121-125 16C 24C 27D 31D 33E 121-125 11B 17°C 17C 19D 18D
126-130 17C 26D 29D 33E 36E 126-130 11B 19th century
19D 20D 20D
131-135 19D 28D 32E 36E 39E 131-135 12C 20D 21D 22D 22E
136-140 20D 29E 34E 38E 42E 136-140 13C 22D 23D 23E 23E
141 21E 31E 37E 40E 45E 141 14D 23E 25E 25E 25E
146-150 22E 33E 40E 43E 48E 146-150 15E 25E 26E 26E 27E
Unmodifieddraw Unmodifieddraw

15
LIGHTNING ATTACKS TABLE

Very Very
DifficultDraw Difficult Normal Easy Easy Draw

01-02 SM* F F F F F SM* 01-02


March 10 F F F F F 03-10
11-20 F F 0 0 0 11-20
21-35 0 0 0 0 0 21-35
36-40 1 0 0 0 0 36-40
41-45 2 1 0 0 0 41-45
46-50 3 1 0 4 0 46-50
51-55 4 2 1 4 0 51-55
56-60 5 2 2 2 0 56-60
61-65 6 3 4 3 8A 61-65
66-70 7A 4 5 4A 10A 66-70
71-75 7A 5A 6 5A 11B 71-75
76-80 8A 6A 7A 6B 12B 76-80
81-85 8A 7A 8A 7B 13B 81-85
86-90 9A 8A 9B 8B 14B 86-90

-MAXIMUM RESULTS FOR WIND RAYS-

91-95 9A 9B 10B 10B 15C 91-95


96-100 10A 10B 11B 12C 16C 96-100
101-105 10B 11B 12C 14C 18C 101-105
106-110 11B 12C 13C 16C 20C 106-110

-MAXIMUM RESULTS FOR WATER RAYS-

111-115 12B 13C 14C 18C 22D 111-115


116-120 12C 14C 15C 20D 24D 116-120
121-125 13C 15C 16D 22D 26E 121-125
126-130 14C 16D 17D 24E 28E 126-130

MAXIMUM RESULTS FOR ICE RAYS

131-135 15C 17D 18E 26E 30E 131-135


136-140 16D 18D 19E 28E 32E 136-140
141 17D 20E 20E 30E 34E 141-145
146-150 18E 22E 22E 31E 36E 146-150

-MAXIMUM RESULTS FOR FIRE AND LIGHTNING RAYS-

16
CRUSHING CRITICS CUTTING CRITICS

-49-05 Little mastery. No extra damage. + 0. A weak blow that does not deal extra damage. + 0.
June 20 Mild fracture in the ribs, -5 pv. -5 to the Minor injury on the calf. 1 life point for
activity. assault.
21-35 Hit on the side. -4 hp. -40 to the activity Hit on the upper part of the leg. -5 hp. Yes
during 1 round. they do not wear greaves, 2 more life points for
assault.
36-50 Blow to the forearm. -5 hp. Stunned Minor wound to the chest. -3 hp. 1 hp per assault. -
during 1 round. 5 to the activity.
51-65 A hit to the shoulder on the shield side, Minor injury on the forearm. -4 hp. 2 hp. More for
break the shield. If there is no shield, the stunned during 1 assault.
shoulder breaks and the arm remains
unused.
66-79 The blow breaks a bone in the leg. Less serious injury in the thigh. -6 points. 1 point for
pv. -40 to the activity. Stunned for 2 assault. -10 to activity. Stunned for 2
assaults. assaults.
80 Hit on the forehead. -30 hp. One eye destroyed. A blow to the neck severs the artery
Stunned during 24 rounds. If it is not taken away carotid. Broken neck. Death after 1 assault of
helmet on, coma state for 1 month. intense agony.
81-86 And strike breaks the arm that wields it. Tear in the muscles and tendons of the arm that
arm. The unusable arm. Damage in the draw the weapon. The arm is rendered useless -10
tendons. -8 pv. Stunned for 2 rounds, 1 point and 1 more point for each round.
87-89 Knee shattered. -9 hp, -60 to the activity. One destroyed eye. -10 hp. Stunned for 30
Knocked down and stunned for 3 rounds. assaults.
90 A blow to the base of the neck leaves Gutted, dies instantly. 25% of
paralyzed from the shoulders down. -25 probability that your weapon jams
pv. The enemy remains quite to the opponent during 2 rounds.
disconcerted.
91-96 Unconscious for 4 hours due to a Unconscious for 6 hours due to a cut in
blow to one side of the head. If it is not taken the side of the head. -15 pv. If no helmet is worn,
helmet, the skull gets crushed. -20 pv. instant death.
97-99 A tremendous blow to the chest makes the Lower extremity of the leg severed. 20 pv.
ribs puncture the lungs. Falls and dies for assault. He falls and faints.
in 6 assaults. Perverse
100 Open wound on the side. Falls unconscious and
A blow to the jaw causes the bone
dies in 3 assaults due to massive damage in
penetrate into the brain. Instant death.
the internal organs.
101-106 A blow breaks the hip. -15 hp. -75 to the Severe wound in the abdomen. -10 HP. Loses 8 HP.
activity. Falls to the ground and remains stunned More each assault. -10 to the activity. Stunned
for 3 rounds. during 4 rounds.
107-109 A blow to the neck crushes the throat. No The arm that wielded the weapon is severed.
can breathe and becomes dazed for 12 -15 pv. for assault. Falls unconscious
assaults. Afterwards, the poor unfortunate dies. immediately.
110 Crushed hip. -35 hp. Dazed for 2 Impaled heart. Dies instantly.
assaults. Activate the following four assaults, the broken heart. 25% chance of
but then he dies due to a failure of the for the weapon to get stuck in the enemy
nervous system. for 3 rounds.
111-116 Shattered the elbow of the arm that held it Severed hand. 12 hit points per assault.
arm. The arm is rendered useless. Stunned He falls to the ground and is dazed for 6 rounds.
for 5 rounds.
117-119 A blow to the side crushes the cavity Cut in the spine. Immediate collapse.
thoracic. Falls and dies in 3 rounds. Paralyzed from the neck down,
permanently. -20 additional pv.
120 Tremendous blow to the chest area. The A slash in the head destroys the brain, which
heart is destroyed and the subject dies makes it difficult for the poor unfortunate to stay alive.
Instantly. -25 pv. A good job. Expires in a sigh.

17
DRILLINGCRITICS CRITICSOFIMBALANCE

-49-05 Obliquehit.Noextradamage.06 Tooweak.Oradditionalhitpoints.


June 20 Obliqueblowtotheside.-3hp. Hitonthearm.-2hp.-5totheactivityfor2
assaults.

21-35 Impactonthethigh,-3HP.Ifnotcarried Hitontheleg.-4hp.YESifnotwearingarmorin


armoronthelegs,-3hpmoreperassault. the legs, loss of 7 points, instead of 4 and
stunned during 1 round.
36-50 Minor injury to the forearm. -2 HP. Stunned Punchtothechest.Recedes1meter.-5hp.-10tothe
during1round. activityduring2rounds.
51-65 Impactononesideofthechest.Lossof1 Hittothearmholdingtheshield.-5pv.The
point of life by assault. Stunned for 1 shieldispulledaway.Ifnoshieldisused,-8hp.And
assault. stunned for 2 rounds.
66-79 Impact on the lower leg. Hitontheelbow.Thearmgoesnumb.-8pv.
Torntendonsand-3hp.-25tothe the weaponfalls. -10toactivity for 10rounds.
Activity.Stunnedfor1round.
80 Impactontheneck.Nervesandvessels Brutal blow to the hip. White down.
cutbloodvessels.Deathbyfailureofthe Torntendonsandcrushedjoints.Leg
heart. unusedand-80totheactivity.
81-86 Strikeonthearmthatholdstheweapon.Bone Blow to the side. Laterally displaced.
knockout.-10points.Dazedfor3rounds. ameterandahalf.Anythinghecarriesfallsdown.
thehands.Dazedfor3rounds.
87-89 Blow that pierces the lower part of the leg. Hit in the side. Stumbles clumsily to
Severedmuscle.-50toactivity. endupinanembarrassingpositionof'supine'
Stunned3rounds. "supine". Stunned for 6 rounds.
90 Blowthroughbothlungs.Fallenand Blowtotheback.Fliesm.andfallsfacedown.Damage
unconscious.Diesin6assaults. seriousinthenerves.Paralyzedfromthewaistdown
down.
91-96 Impact on one side of the head. Unconscious Hard blow to the head. Recedes 3 meters because of it.
for6hours.-10pv.Ifnotwearingahelmet, impactandstunnedfalls.Ifyoudon'tcarry
immediatedeath. helmet,losesconsciousnessfor24hours.
97-99 Ablowthattraversestheneckbreaksthe Terribleblow.Thevictimfallstotheirknees.Iftheyusea
spineandsectionthespinalcolumn.Paralyzed blade or blunt weapon, it is propelled at 3
permanentlyfromtheneckdown. meters on their backs. Stunned for 15 rounds.
100 Stabintheeye.Instantdeath,a Blow to the upper part of the chest. Displaced 3
authentic target. meterslaterally.Fallsandbreaksbotharms.
As a result of all this, a state of coma
for2months.
101-106 Severeinjurytotheabdomen.-10hp.Lossof Hitthatbreaksaleg.-12pv.-50tothe
6healthpointsperassault.-20toactivity. stunned for 1 round.
Stunnedfor4rounds.
107-109 Stuckinthelowerback.Falls Blow to the head. Thrown back 3 meters.
knocked down and unconscious. Death by -9pv.Stunnedfor6rounds.Ifyoudon'twearahelmet,
hemorrhageandinternalshockin6assaults. comastatefor4weeks.
110 Stabthatgoesthroughtheheart.Backoff. Brutalblowtothehead.Fallstotheground.Deathin
spinningarounditselfforabout3metersuntil 12assaultsduetoaseveredvein.
find a suitable place to die.
Theweaponremainslodgedinthevictimfor3
atleastassaults.
111-116 Stabtotheleg.Arterysevered. Tremendoussideblow.Knockeddownanddisplaced.
Knockeddownandunconscious.-12hp. Metro and a half laterally. Rotate the bottom part.
from a leg. Stunned for 7 rounds. -40 to the
activity.
117-119 Impactonthekidneys.-9pv.Knockeddown, Blow on the shoulder on the side of the shield. Stunned
death after 6 assaults of intense agony. during9rounds.-20totheactivity.Ifitisnottaken
shield,unconsciousandthearmtorntopieces.
120 Crossedfromeartoear.Hewillnotbeabletohearand Horrible blow to the temple. Displaced backward 6
diesimmediately.Whatamarksmanship. subway. Dies immediately. Nothing pretty.

18
PREY CRITICS PHYSICAL CRITICS FOR BIG ONES
CREATURES

-49-05 A missed opportunity -10 pv. Your weapon breaks in half, which causes you to
to feel annoyed.
June 20 Superficial blow.-2 pv. -6pv.
21-35 Attack rejected. -3 hp. If wearing armor in the -12pv.
arms, stunned 1 assault.
36-50 Attack on the upper part of the leg. There is a catch, -18pv.
but the victim manages to break free. Stunned during
1 round.
51-65 The arm of the shield gets trapped. If it is taken away. Amazedbyastrongblow.-20pv.-10tothe
shield, -50 to the activity until it is dropped activity.Stunnedfor2rounds.
shield. If no shield is worn, -50 to the activity.
66-79 Trapped the arm of the weapon. Unarmed and wrist. Goodhittotheleg.-18pv.-5pv.perassault.-20tothe
crowd. Stunned 2 rounds.-25 to the activity. activity.Dazed3assaults.
80 Both legs locked. Knocked down and unconscious. Awell-placedblowtotheneckseversthevein.
9 pv. yugular.-15pv.Diesin6assaults,butuntilthen
it can act with -60 to the activity.
81-86 The arm holding the weapon is immobilized. Tough blow. -25 hp. Loss of 3 life points for
Ligamentruptureandmusclestrain.Disarmed. assaultduetoaminorinjury.-10toactivity.
dazedfor3rounds.-40toactivity Dazed for 2 rounds.
87-89 Completely trapped and immobilized. Knocked down. The blow severs an artery in a leg (or paw).
butstillconscious.Noactivitypossible. Can act with -30 to the activity for 4 rounds,
thenhewillfallanddiein6morerounds.
90 Dangeroustraparoundtheneck.Unconscious.Neck Avein sectioned at the joint of a limb.
twisted,-60totheactivity. 20 PV. Stunned for 6 rounds, then falls dead.
91-96 Caught in the head. Stunned for 9 rounds.Yes Hit on a leg. -15 pv. -20 to the activity. Loss
doesnotwearahelmet,acomastateoccursdueto 2 points of life per turn. Stunned for 3 turns.
a fracture in the skull.
97-99 Both arms trapped and glued to the chest. No Head injury. Skull fracture. -30 hp.
You will be able to move your arms until the prey is removed. - Unconscious.Agood hit.
75totheactivity.
100 Chokeholdontheneck.Ifthereisarmorontheneck,-60 Blow to the heart. Instant death. The weapon remains.
to the activity due to a sprain in the neck and nailed and trapped under the body. The probability of
dazedfor3rounds.Ifthereisnoarmor, iftheweaponbreaks,itis60%lessthebonus
dead with a broken neck. oftheweapon.
101-106 Pressure in the chest. Broken ribs. Dazed for The shoulder of the arm that holds the weapon made
5 assaults. -10 to the activity. fragments.
-15 pv. Stunned for 3 rounds. The arm (or the leg)
becomesunusable.
107-109 Legsentangledandcompletelyimmobilized. Dangerous cross punch. Blind and angry. Stunned.
Hefallsandbreaksthearmthatwasholdingtheweapon. for 2 rounds, but then, the poor beast will be able to
Unarmedandunconscious.-20pv. tomoveaboutblindly.
110 Grip on the neck. If wearing armor on the neck: Blow that pierces the cheek. Dies immediately.
unarmed and stunned during 5 assaults. If not, Unfortunately, the weapon gets stuck in the bone.
diesin6assaults. during 2 rounds.
111-116 Stuckfoot.Hestumbles,falls,andbreakstheweaponwithit. Blow to the chin. The jaw shattered.
impact, and the subject is stunned for 2 Unconscious. -60 hp. Results in a coma state for
assaults.Ifyoudonotweararmoronyourchest,youreceivea 1month.
critic"D” ofcrushing.
117-119 Bothlegstied.Tripsandfallstotheground. Blow that goes through an eye. Dies immediately and
falling unconscious. -80 to activity due to falls on the attacker who loses 20 life points and
abrokenarmandanankle.-20hp. gets trapped for 6 rounds.
120 The crushed trachea. Dies immediately Ablow that passes through one ear destroys the brain.
duetototaltraumaandasphyxia. miserable fool dies immediately, that's for sure, with
a completely clean ear of wax.

19
Heat Critics COLD CRITICS

-49-05 Hot air. No additional pv loss. 06- Fresh breeze. There is no additional loss of pv.
June 20 Strong heat with few effects. -3 pv. Cold blow. -3 pv. If not wearing a cloak or
armor, stunned for 1 round.
21-35 Minor burns. -8 points. Loss of 1 point of Mild freezing, -7 pv. Loss of 1 pv. more due to
life more by assault. assault.
36-50 Blinded by burning smoke. -12 hp. Stunned Frost. -5 pv. Loss of 2 pv. more due to assault and
during 1 round. -10 to the activity.
51-65 The clothes catch fire. -12pv. The fire lasts 2 Cold blow to the back. -2 pv. per assault. Everything
assaults. 8 pv. for each active assault. a wooden object on the back becomes useless and
brittle.
66-79 Knocked down by a tremendous impact. All the Low blow. Stunned for 1 round. Destroyed
organic coatings and protections for feet and any type of footwear and foot protection. If
destroyed calves. -10 hp. he goes barefoot, freezing, -30 to the activity.
80 Impact on the head. The face horribly Ice impact on the head. As a result, state
burned. Unconscious. -15 hp. Loss of 5 hp. in a coma for a month (and a severe head cold).
more for assault. If one does not wear a helmet, one month in Loss of the nose due to frostbite
state of coma. serious and trauma.
81-86 The fire takes hold of the back. Brought down. Impact on a leg. Knocked down. Stunned for
All organic matter on the back remains 3 rounds. If they do not wear leg protections
destroyed (it is understood what is being transported to the (shins), freezing, the lower part of the leg
back). Loss of 2 hp. per assault. Stunned useless and -40 to the activity.
during 1 round.
87-89 Impact to the head. Blinded for 6 rounds. Impact on the neck area. Unconscious. Loss
Any organic head protection from the ear (outer ear). If no armor is worn in
(hat, helmet, and war helmet) destroyed. If not worn the neck, freezing of it and death after 9 rounds
helmet, all the hair burnt. of inactivity.
90 The head turned into a fragment An impact freezes and dries the head. Death in 2
charred. Sadly, it dies immediately. assaults. The brain and the brittle, lifeless skull.
due to this unacceptable state.
91-96 The arm that holds the fried shield. Any Frozen thigh. Aside from freezing, bone
the shield is destroyed along with the hand. rotating. Loss of 5 pv. per assault, -30 to activity.
Stunned for 5 rounds. If you don't carry a shield, Dazed for 4 rounds.
loss of arm and unconscious.
97-99 Burn on the upper part of the leg. A lateral impact freezes and shatters the pelvis.
Leg disabled due to destruction of Death in 12 assaults due to trauma and injuries
muscular tissue. Loss of 3 pv. per assault. -60 to of the nervous system.
the activity. Dazed for 6 rounds.
100 Impact on the neck that fuses the vertebrae and Impact on the head. Frozen eyes. State of
stick the skin to the clothes. Permanent paralysis coma for 3 weeks. Neck paralysis for
25pv. down.
101-106 Impact on one leg. Loss of 2 points due to An impact freezes both hands. Loss of use of
assault.-20toactivity.Ifnoarmorisworn. the arms for 1 hour. Loss of 6 pv. per assault.
In the legs: massive injuries in the tissue Dazed for 5 rounds.
muscular,-70totheactivity.
107-109 Impact on the head. If wearing a helmet, blinded. Heart and lungs frozen suddenly. Death
for 2 weeks. If not, death in 6 rounds. in 6 rounds of inactivity, due to the shock and the
asphyxia.
110 Volatilized waist. Cut in half, the subject A tremendous blow shatters the chest and freezes
mold. All objects destroyed. the precious bodily fluids. Death in 3 assaults.
111-116 Impact on the chest. Destroyed any Icy blow to the upper part of the chest.
armor of this area. -12 hp. Stunned for 3 Unconscious and knocked down. If not wearing armor in the
assaults. If not wearing armor, knocked down and chest, death in 10 rounds for having a heart of
loss of 6 pv. more due to assault. ice.
117-119 The fire takes over the body. All matter Frozen and turned into a lifeless statue, very
organic matter about the body is destroyed. Death well preserved, but the character has died.
in 6 assaults due to the trauma and injuries of the
nervous system. -25 pv.
120 All that remains are charred fragments of Sudden Freezing and then it explodes into a thousand pieces.
bones and teeth.

20
ELECTRICITY CRITICS IMPACT CRITICS

-49-05 Goosebumps.-0pv. Notascratch.-Orlifepoints


June 20 Smalldischarge.3pv.Ifwearingarmorof Aslantedblow.-5pv.
metal, stunned during 1 assault.
21-35 Lightexplosion.Stunnedfor1round. Unsteady due to a blow to the side. -10 hp.
Stunned during 1 round.
36-50 Moderatedownload.-6points.-5totheactivity.YESitis Blowtotheshoulder.Thevictimturnsaroundand
wearsmetalarmor,stunnedfor2rounds. retract3meterslikeaspinningtop.-12pv.Ifnot
wears armor, stunned for 2 rounds.
51-65 Powerfuldownload.-9pv.-10totheactivity.Bewildered Hit on the leg. Knocked down, loss of 8 hp. If not
during1round.Ifwearingmetalarmor, wears armor on the leg, stunned for 2 rounds.
stunnedfor3rounds.
66-79 Impactonthearmthatholdstheshield.-12hp. Blow on the arm of the shield. -10 hp. Shield crushed.
20totheactivity.Ifmetalarmoriswornandnot It'suseless.Ifyoudon'tcarryashield,youhaveabrokenarmandarestunned.
hasashield,unconsciousforawholeday. during 3 rounds.
80 Asideimpactdevastatesthesystem. Blowtothehead.-12HP.Theshatteredhelmet.
nervous.Serioustraumaticresults.Thevictim Knocked down and unconscious for 1 day. Without helmet, skull
willbeavegetablefor1month. fractured and death in 3 assaults.
81-86 Hitonthearmthatholdstheweapon.Musclesand Hit to the upper part of the leg. Muscles
destroyedcartilage.Theuselessarm,lossof2 tornapart.-15pv.-10totheactivity.Withoutarmorinthe
pv.forassault.Stunnedfor6rounds. leg, -20 to the activity and stunned in 3 rounds.
87-89 Completelycoveredbyelectricity.Allthe Impact on the neck area. Loss of 12 points. Dazed
reorganizednervoussystem.Fallsandliesinastate during 5 rounds. Loss of speech for 1 week. Yes
fromshockfor12roundsbeforedying. one does not wear armor on the neck, the loss of speech is
permanent.
90 Impactonthehead.Ifwearingaleatherhelmet,this Hit on the neck. Paralyzed from the shoulders down
itbecomesdestroyedandacomaof2weeksoccurs. down.Additionallossof20pv.Thevictimisgetting
Ifnot,instantdeath. melancholic.
91-96 Impactonthechest.YES,itiswearingmetalarmor. Hit on a knee. The dislocated knee. Cartilages and
itcannotberemoved.Whiteimmobilized.YESno, torntendons.-15pv.-50toactivity.Stunned
unconsciousfor6hours. for 9 rounds.
97-99 Electrifyingexperience.Braincollapsedueto Impact on the abdomen. -18 pv. Stunned for 12
ageneralshockandsuperficialburns. assaults.Without armor in the abdomen I died in 6 assaults
Faintedanddiesin6rounds. for destroyed organs.
100 Thenervoussystemactsasasuperconductor. Aheadimpactfracturestheskull.Stateof
immediatedeathprovidesthosepresentwitha comafor3weeks.Ifhedoesn'twearahelmet,death
unexpectedlightshow. snapshot.
101-106 Impactontheface.Lossofthenose.Stunned Blowtothejaw,whichbreaks.Hewon'tbeabletospeak.
for8rounds.Blindfor2weeks.Ifnot donoteatanysolidfooduntilcured.-15pv.-10tothe
hewearsahelmet,alsoknockeddown. activity.Dazedin7assaults.
107-109 Impactonthechestthatdestroystheheartandthe Ablowtooneside.Abonedigsintothekidneys,
lungs.Ifwearingmetalarmor,itmeltsdeathin6assaults.
anddiesin6rounds.Ifnot,deathisimmediate.
110 Theheadisnolongeravailableforuse.Smokeand Shatteredchest.Thelungsandheartexplode.
ozonesurroundsthelifelessbody. Instantdeaththatmakeseverythingamess.
111-116 Impactontheabdomen.Stunnedfor7rounds. Hespinsaroundhimselffromtheimpact,fallstotheground.He
Lossof6lifepointsperassault.Ifnottaken Breakbotharms.-60totheactivity.Stunned.
armorprotectingtheabdomen,deathby for3rounds.
traumaandhemorrhagein12assaults.
117-119 Animpacttothechestdestroysbothlungs. Ablowthatshatterstheskullintothousandsofpieces
Partyinhalf.Thedownloadextends3 particles. Instant death. Direct impact, good
metrosinflictingacriticalhit"A"toallthosewhoarepresent punch.
inthemiddle.
120 Thedischargedismantlesthecellularstructure.Allthe Theblowannihilatesthewholeskeleton.Thewhiteremains.
bodyturnstodust. reducedtoagelatinouspulp.

21
PIFIAS ARMED FIREARMSPROJECTILES

-49-05 Youlosecontrol.Youdon'tdoanythingelsethisassault. Youlosecontrol.Youdonothingelseduringthis.


assault.
06-20 Youslip.Ifyourweaponishandledwithonehand Youaresoclumsythatyoucan'tmanagetoreload.Youlosethis.
it'snotmagic,itbreaks assault.
21-35 Youloseyouropportunityand2points. Youmessupwiththeammunition.Youlosethisassaultand-50tothe
oflife. activityinthefollowing.
36-50 Yourweaponfalls.Itwilltakeyou1roundtodrawit. Yourammunitionbreaksandyouloseyourcomposure.You
anotheror2assaultstorecoverwhathasfallen. youfacea-30totheactivityfor3rounds.
51-65 Youlosethe'thread'andrealizethatyoushould Yourammunitiondrops.Youarestunnedthisassaultandthe
relaxyourself.-40totheactivityfortworounds next,tryingtodecidewhethertopickherupornot.
66-79 You stumble. Such a display of lack of style. You'rereallygettingconfusedwiththeweapon.Stunned.
itleavesyoudazedfor2rounds.Hopefully, for 2 rounds.
you will survive.
80 Incrediblyineptmovement.Youmakeyourself Lackofjudgment.Youlose5additionallifepoints.If
sameacritic'B'.(Pullonthetable youarenotusingacrossbow,anarrowslipsawayfromyou,you
corresponding).YESiftheopponentisusingaweapon Youtearoffanearandlose2pointsperround.
Rightaway,yourweaponbreaks.
81-86 Withnerves,youbiteyourtongue.Dazed Thestringofyourweaponbreaks.Itwilltakeyou2roundsto
for2rounds. togetanewweaponor6inputtingastringback.
87-89 You lose control of your weapon and of reality. Youfumbledwiththeammunitionwhenreloading.Youscatteryour
Dazedfor3rounds. munitiononasurfaceof3metersradius.
90 Badtasteandworseexecution.Youtrytoself-mutilateat Your weapon shatters.You are stunned for 4.
timethatyourweaponbreaks.Youmakeacriticalcutcombatassaults.Goodluck,kid.
"C"(pullinthecorrespondingtable).
91-96 Incredibleyourwayofwieldingtheweapon.Any Youshootyourarrowtoosoon.Itfalls6metersshort.
fighterfromyoursidethatisnearby, cutsinitstrajectory.Youareat-30activityduring
receivesacritical"B"ofcrushing. thefollowing3assaults.
97-99 Youstumbleuponanimaginary,invisibleturtle. Youseemtothinkthatyourbowisaconductor'sbaton.Itslipsfromyouand
fainted.Whichconfusesyouquiteabit.Stunned3 whentryingtopickitup,itendsupameterandahalfaway
assaults. infrontofyou.
100 Theworstmoveseeninmanyyears.-60tothe Theammunitionslipsfromyourhandasyougotoshoot.Theprojectileyou
activityduetoapullinthegroin.Theenemyremains yourhandisbroken.Thehandbecomesunusable.Youlose8.
stunned2assaults,deadfromlaughter. additionalhitpointsandthen2pointsof
lifebyassault.
101-106 Youstumbleandfall,inanapparentattemptto Youslipandfalltotheground.Yourshotislost.Dazed.
suicide.Youarestunnedby3assaults.Ifyouuseaweapon for 5 rounds.
that'swhyitshandlebreaks.
107-109 Youbreakyourweaponforbeinginept.Youareleftstunned. The projectile's feathers scratch your eye when shot.
assaults. You lose 5 additional health points. -20 to activity.
Stunned2assaults.
110 Youstumbleanddigthetipofyourweaponintotheground. Thetipoftheweapongetscaughtonthenearestobject.
Dazed5rounds.Ifyouaremounted,yourspear. anditbreaks.Ifapplicable,theobjectreceivesacritical'A'
youjump9metersandreceiveacritical"C"of drilling.
crushinguponlanding.
111-116 Yourmountsuddenlyrecoils.Stunned3 Thesafetyisreleasedwhenyouareraisingyourweapon.Do
recoveringfromassaults. anunmodifiedattackonthefightermost
next.
117-119 Youdonotcoordinateyourmovementswiththoseofyourmount. Whileyouweredaydreaming,youputyourhandinfrontofthe
-90totheactivityduringthenext3rounds pivotatthemomentoftheshot.Youloseafingerand4
whileyoutrytokeepbeingtherider. extralifepoints.Thenyoukeeplosing2
hitpointsperassault.
120 Youfalloffyourmount.Youbecomea"D"criticof Youslipandsteponapivotwithyourfoot.Youlose.
crushing.(Stripinthecorrespondingtable). 10additionallifepoints.Then2lifepoints
moreforeachassault.-30toactivityandstunned3
assaults.

22
STATIC MANEUVER

-26 y HORRIBLE ERROR: You fail spectacularly. If possible, your action


towards static has the opposite effect to what you intended.
down
-25-04 ABSOLUTE FAILURE: Your total incompetence causes you a lapse.
mental.Any static maneuver that you attempt during the next ten
minutes (60 assaults) will be a failure (see 05-75 below).
05-75 FAILURE: You have failed. You will not be able to attempt the same static maneuver in the
same place for 1 day.
76-90 PARTIAL SUCCESS: If partial success is possible, you achieve 20% of your
static maneuver.You will not be able to attempt the same static maneuver in the same
place for 1 hour.
91-110 ALMOST SUCCESS: If partial success is possible, you achieve 50% of your action.
You can try again after 3 rounds of reflection.
111-175 SUCCESS: Your static maneuver has been a success.
176+ ABSOLUTE SUCCESS: Your static maneuver is successful and you have a
bonus of +20 for the static actions you carry out in the next 10
minutes(60assaults).

23
Rejection and fatherhood
This table is optional, but we recommend it to guide the story of your superhero, and
better understand the rejection of superheroes by society and the world around them,
fear and distrust sometimes permeate even the most beloved and closest beings,
that only leave as the only possibility for mutants, flight, exile, solitude and the
search for the truth...
The luckiest find in Professor Xavier's mansion the family they were looking for.
the support and answers to the questions that have arisen alongside their strange and unknown
powers, others seek those answers alone, lose their way or make use of their
powers in ways that lead to their self-destruction. There are others who seek these
lost mutants, the mutant brotherhood, the government, mutants with sinister intentions,
criminals, unscrupulous scientists...etc,
It is necessary to guide these misunderstood mutants towards the correct search for those.
questions that hang by a thread the fate of our humanity...

1D10 Family situation


1-2 LIVING PARENTS AND You may be independent or not, the parents are
comprehensive they are alive and very understanding of the mutation,
encouraging the mutant to control their power.
3 MUTANT PARENTS In part or in whole, normally all the
family components know the powers.
4 LIVING PARENTS WITH The parents are alive but unaware of the mutation.
UNKNOWN or they ignore it for their own good.
5 LIVING FAMILY PART OR IN Part of the family dead or all in an advanced state
ADVANCED AGE of age, 50% of ignorance of the mutation, if
they know her, they treat her kindly like a
disease and the mutant as a sick person.
6 ADOPTED BY Throw again, real parents can be a
search mobile in the mutant.
7 ATTACKED FAMILY Happy family that was attacked or murdered by:
DEAD BY unknown human mutant
8 BAD RELATIONS Bad relationships due to mutations on the part
RELATIVES of the whole or a family member.
9 DEAD PARENTS OR Murky and distant past, unknown or dead by
UNKNOWN natural or unknown and sinister causes.
10 Betrayed by his Due to their mutant powers, the family of
FAMILY the mutant rejects it slowly or radically,
betraying him, treating him like a criminal or
a dangerous patient.

Defects make family problems more likely, whether they are physical defects, control issues or
psychological factors affect the outcome of the dice, the maximum tare result is applied, they are not
cumulative.
TARA MEDIA +1
TARA GRAVE +2
VERY SERIOUS TARA +3

24
LIST OF MUTANT POWER ATTACKS

Here we will detail some of the most common lists of mutant powers that can be used as
attack and defense mainly by elementals and psychics.
Based on the basics of fire, water, etc., the powers that fall outside of these lists can be adjusted.
concrete.

The Master will determine the difficulty of executing a power in a specific situation, but at a moment
In combat where speed is important, the Malus will be stipulated according to the level one has.

Thus, if you have level 3, all the "spells" that are at level 3 or below will have no Malus.

Each level above the current one will imply -30.

Before launching an attack or defense power, the mutant can 'charge' the power for up to 3 rounds (or up to 5 without ...
to get bonuses)

Each assault will give you a +15.

The scope of attacks and derivatives could be exceeded with negative modifiers (-5 for each additional meter)
p ej.)

You could also try to endure a power with hero points or control rolls.
above the assaults that put) but it would require all the attention on it.

25
Pej. Liquidud is a level 1 elemental water mutant, and he tries to make his "spell" of rain last longer than
1 attack (that he/she gets for his/her level when he/she stops concentrating) could spend hero points or concentrate.
during one more assault and make a control roll, depending on the result, the power may have more assaults
even when he/she has stopped concentrating.

26
CONTROL ELECTRICITY

1 ELECTRIC FLASH It is an electric ray that affects a target at a distance of 30m.


rolls are resolved in the lightning attack table
ELECTRIC AURA Aura of 1m. per level that lasts for 2 rounds per level and stuns anyone who enters it.
effect radio. Success is determined by a roll on the ME table and the control and the effect
through a competition between the control of the mutant and the value of the victim's CON.
2 Ampere load The mutant can load a melee weapon or fists with high electrical intensity that
they are at a distance of 15m and last 5 rounds per level. This causes a critical hit to occur.
additional electricity. The success of power is determined on the ME table with the
control bonus.
2 OHM'S ESCUDO Create an electric shield that offers a +15 to the BD and lasts 5 turns per level. All
whoever attacks the shield bearer in close combat will receive a critical electric shock.
Draw in ME table.
3 ELECTRIC BALL 30cm diameter ball with a range of 30m and an effect radius of 3m. the throw is
Resolve in the lightning attack table but affects everyone within the radius of effect.
3 TRAMPA An invisible wall of electric charge, which must rest on something solid, measuring 3m x 3m x 180cm.
ELECTRICAL (+1m.+1m.+20cm. For level). Anyone who crosses it will receive a critical hit.
electricity. It lasts for 1 jump per level and can be created up to 30m. Laid out on the ME table.
4 RAY It is an electric ray that affects a target at a distance of 100m.
ELECTRIC II the rolls are resolved on the lightning attack table. When the attack causes a critical hit or
but the lightning will jump to the person closest to the target within a three-meter radius and will cause them
a critic 1 grade lower than the original, passing from person to person until criticA.
4 AURA Like an electric aura but can be created on an ally who is within 30m. and also offers a
ELECTRICS protection of +10 to the DB. Lasts 6 assaults per level.
5 RAIN The mutant creates an electric rain in an area of 3m.x3m.x3m. (+1m.+1m.+1m. per level)
ELECTRICAL 30m. that lasts 1 level jump and causes a critical electric shock to anyone who enters.
contact
5 ARMOR Electric armor that lasts 5 assaults per level granting +20 to the BD and causes a critical hit.
ELECTRICAL Anyone who attacks the mutant in hand-to-hand combat.
6 DOUBLE RAYO Just like lightning but two are thrown. We have killed ourselves thinking, buffff.
ELECTRIC
6 ELECTRIC AURA Like electric aura II but affects all allies within a radius of 15m.
COLLECTIVE it lasts 5 rounds.
7 TRAMP Like electric rain but with a 6m radius, lasts for 6 rounds per level, at 15m, and causes critical damage.
ELECTRICAL
7 ARMOR Like electric armor but +30 to BD and criticalC.
ELECTRICAL
8 DOUBLE BALL Like two electric balls or a single one with an area of effect of 6m radius.
ELECTRIC
8 TRANSFORM The mutant partially transforms into electricity, causing the attacks received
IN ELECTRICITY causes half damage and has all the effects of an electric armor. Lasts 1 assault.
by level.
9 INFARCT The mutant attacks directly at the heart of the unfortunate, so there is no possible BD.
exception of your bonuses from CON. Range of 30m. The damage is determined in the table of
lightning attacks with critical E permanent.
9 ARMOR Like electrical armor but affects all allies within a radius of
ELECTRIC 15m.
Collective
10 IMPLOSION Devastating electric wave that sweeps away everything it encounters in its path within 50m.
ELECTRICAL radio. In the first round the radius is 10m. in the 2nd 25m. up to 50m. in three rounds. The
The success of the action is resolved on the ME table with control. The damage is resolved on the table.
of lightning attacks but with an additional critical E.
10 TRANSFORM The mutant transforms into pure electricity. The damage received will be one third of the normal.
IN ELECTRICITY It will have the effects of transforming into electricity but electric armor II. Duration a
TRUE level assault.

27
FIRE CONTROL

1 FIRE RAY It is a fire ray that affects a target at a distance of 30m. The rolls are
resolved in the lightning attack table
1 FIRE ABSORBER The mutant can absorb fire up to 15 meters at a rate of one square meter of
fire by assault (+1 per level)
This way it can absorb the damage from flamethrowers, or the shockwave from grenades, missiles and
similar. (-25 to the critical resolution roll)
2 FISTS OF FIRE The mutant can surround a fist or a melee weapon with fire that is at
a distance of 15m. and lasts 5 rounds per level. This results in a critical B
fire additional. The success of power is determined on the ME table with the
control bonus.
2 IGNEOUS ESCUDO Create a fire shield that offers a +5 to the AC and lasts for 5 turns per level. Everything
Anyone who attacks the shield bearer in close combat will receive a critical B of heat.
Drawn in ME table.
3 FIREBALL 30cm diameter ball with a range of 30m and an effect radius of 3m.
the throw is resolved on the lightning attack table but affects anyone who is in the
effect radio.
3 WALL OF FLAMES An opaque fire wall, which must rest on something solid, measuring 3m x 3m x 180cm
(+1m.+1m.+20cm. By level). Anyone who crosses it will receive a critical D.
heat. It lasts 1 attack per level and can be created at 30m. Roll on ME table.
4 FIRE RAY II It is a bolt of fiery nature that affects a target at a distance of
100m. The rolls are resolved on the lightning attack table. When the attack causes
with a critical or superior hit, the mutant can draw the lightning to a nearby target in a
three-meter radio and it will cause a critical 1 degree lower than the original.
4 IGNEOUS SHIELD II Like a fire shield but it can be created on an ally who is 30m away, and it also offers
a protection of +10 to the BD. Lasts 6 rounds per level.
5 RAIN FLAMES The mutant creates in an area of 3m x 3m x 3m (+1m +1m +1m per level) a rain of
fire at 30m. that lasts 1-level jump and causes a critical C of heat to everyone who
get in touch.
5 IGNEOUS ARMOR Fire armor that lasts 5 rounds per level, granting +10 to the defense and causing a
criticize anyone who attacks the mutant in close combat.
6 DOUBLE RAY Just like lightning, but two are thrown at different targets or the same one.
FIRE
6 AURA FLAMES Like a fiery shield but affects all allies within a radius of
Collective 15 minutes and lasts 5 rounds.
7 FIRE ATTACKS Like fire fists on all allies within 15 meters. Resolve of the
COLLECTIVES the same way with a single throw.
7 IGNEOUS ARMOR Like fiery armor but +15 to BD and critical D.
8 DOUBLE BALL OF Like two fireballs or a single one with an effect area of 6m radius.
FIRE
8 TRANSFORM The mutant partially transforms into fire, causing the received attacks
IN FLAMES causes half damage and has all the effects of a fire armor. Lasts 1
assault by level.
9 COMBUSTION The mutant concentrates the flames in the organs and interior of the victim, charring her.
SPONTANEOUS like a churro from Franchi.
There is no possible BD except for your CON modifier. Range of 30m. The damage
It is determined in the lightning attack table with permanent critical E.
9 IGNEOUS ARMOR Like fire armor but affects all allies within a radius of
COLLECTIVE 15m.
10 LLAMANOVA Devastating wave of flames that burns everything in its path within a 50m radius. In the
first round the radius is 10m. the second 25m. and 50m. in three rounds. The success of the
action is resolved on the ME table with control. The damage is resolved on the table of
lightning strikes but with an additional critical hit.
10 TRANSFORMING The mutant transforms into a shadow of fire. The damage received will be one third of
IN FLAMES normal. It will have the effects of transforming into electricity but fiery armor II.
TRUE Duration of a raid per level.

28
WATER CONTROL

1 RAY OF WATER It is a jet of pressurized water that affects a target at a distance of 30m.
the rolls are resolved on the lightning attack table
1 WATER CURTAIN The mutant creates a circle of water 15 meters around an enemy, preventing them from escaping.
the vision and delaying its progress. The curtain occupies 1 meter per level and reduces it by half.
the movement (if it does not fly) and the throwing of projectiles and ranged attacks that
They need vision. Solve in the ME table.

2 HYDRO PUNCHES The mutant can surround a melee weapon or fists with moving water that
they are 15m apart and last 5 rounds per level. This means that a
additional impact critic. The success of power is determined on the ME table with
the control bonus.
2 WATER SHIELD Create a water shield that offers a +15 to the BD and lasts for 5 rounds per level.
Draw in ME table.
3 WATER BALLS 30cm diameter ball with a range of 30m and an effect radius of 3m.
the roll is resolved on the lightning attack table but affects anyone who is in the
effect radio, which if they do not pass a roll on the ME table with the
characteristic of CON with at least partial success (76-90) will fall down
losing the initiative in the next assault.
3 WALLS WAVES A semi-opaque wall of moving water, which must rest on something solid,
3m x 3m x 180cm (+1m +1m +20cm per level). Anyone who attempts to cross it
You must make a modified Acrobatics or Strength (characteristic) roll at -40.
ME table. In addition, attacks made through the wall suffer a -80 Toughness.
1 assault by level and can be created at 30m. Roll on the ME table.
4 WATER RAY It is a jet of pressurized water that affects a target at a distance of 100m.
the rolls are resolved on the lightning attack table. The lightning also knocks down the
Opponent if critical hit, sending them 3 meters and stunning them for one turn
4 ESCUDO WATER II As a water shield, but it can be thrown to an ally up to 30 meters away and lasts for 6 rounds.
by level.
5 RAIN The mutant creates a rain in an area of 3m.x3m.x3m. (+1m.+1m.+1m. per level)
TORRENTIAL very dense at 30m. that lasts 1 assault at level and that decreases the movement to a third,
all attacks and movement actions made within the rain have a -
80
5 ARMOR OF A moving water armor surrounds the mutant. It lasts 5 turns per level.
WATER grants +20 to the BD for melee attacks made against the bearer.
they receive a -20.
6 DOUBLE WATER RAY Just like lightning but two are launched.
6 AURA WATER Like a shield water but affects all allies within a radius of
Collective 15 minutes and lasts for 5 rounds.

7 WHIRLWIND It can be launched at a target 30 meters away. The victim will be trapped for 5 rounds.
x level within the whirlpool if you do not manage to win in a competition against the draw
of lightning attack using its AGI feature. The trapped subject cannot
take no action.
7 WATER ARMOR II Like water armor but +30 to BD and melee attacks suffer a -40.
8 DOUBLE WATER BALL Like two water balls or one single with an area of effect of 6m radius. Also instead of
by losing the initiative, they lose the next assault stunned by the great impact,
8 TRANSFORM The mutant partially transforms into water, causing the received attacks to result in
IN WATER half the damage and has all the effects of a water armor. Lasts 1 round for
level.
9 DEHYDRATE The mutant extracts water from the victim, drying her out and weakening her extremely. THERE is no
BD possible except for its CON bonus. Range of 30m. The damage is
Determine in the critical E permanent lightning attack table.
9 WATER ARMOR Like water armor but affects all allies within a radius of
Collective 15m.
10 TSUNAMI Devastating waves that sweep away everything in their path causing damage within a 50m radius.
the first round the radius is 10m. in the 2nd 25m. up to 50m. in three rounds. The success
The action is resolved on the ME table with control. The damage is resolved on the table.
from lightning attacks but with an additional critical hit. If they survive, they will have seen themselves.
dragged more than 50 meters from the mutant by the force of the waves. If not, they will appear
some juicy corpses swollen with water at those borders.
10 TRANSFORM The mutant transforms into water. The damage received will be a third of normal. It will have
IN WATER the effects of transforming into water but water armor II. Duration one assault for
TRUE level.

29
LAND CONTROL
1 STALAGMITES The mutant makes sharp stalagmites grow beneath his enemy.
It works like a lightning bolt, but it can still harm you even with obstacles between it and you.
its white. The distance is 30 m.
ARENAS The mutant softens the ground beneath his enemy, preventing him from moving.
MOVING delaying their advance. The target must be at a maximum of 15 meters. The sands occupy 1
metro x level y reduces movement and any action that is used by them by half
legs will be modified to -40 (if it doesn't fly). Resolve in the ME table.
.
2 STONE FISTS The mutant can transform a melee weapon or fists into stone that are at
a distance of 15m. and lasts for 5 rounds per level. This causes a critical B to occur.
impact additional and grants a +5 to the DB. The success of the power is determined in the
ME table with control bonus.
2 STONE ESCUDO Create a stone shield that gives a +25 to the BD and lasts for 5 rounds per level.
Draw in ME table.
3 IMPACT STONE A 30cm diameter stone that shatters upon impact. With a range of 30m.
and an effect radius of 3m. The throw is resolved on the lightning attack table but
it affects everyone within the impact radius.
3MUR STONE A stone wall, which must rest on something solid, of 3m x 3m x 180cm.
(+1m.+1m.+20cm. Per level). Lasts 1 jump per level and can be created at 30m. Roll in
ME table. The wall is impassable but can be destroyed. It has a BD of +20.
and some PVs equal to the numerical result in the ME table (there may be partial success)
4 CATCH IN THE The ground absorbs the feet or legs of the white person who is 30 meters away. He will remain
EARTH trapped 6 assaults per level. You can make a STR roll on the ME table with
a modifier of -40. but then it will not be able to do anything else in that attack
4 STONE ESCUDO II Like a stone shield but can be created on an ally who is within 30m, and also
offers a protection of +30 to the BD. Lasts for 6 assaults per level.
5 COLLAPSE The mutant creates in an area of 3m x 3m x 3m (+1m +1m +1m per level) a rain of
stones at 30m. that lasts 1 assault on level and causes a critical C of impact to everything
that is located below.
5 STONE ARMOR Stone armor that lasts 5 assaults per level, granting +35 to defense.
6 DOUBLE Just like stalagmite but two are thrown.
Stalactite
6 STONE SHIELD Like a stone shield but affects all allies within a radius.
COLLECTIVE of 15m. and lasts 5 rounds.
7 STONE GOLEM The mutant creates a Golem that acts as an extension of the creator. It can perform
powers through him (in that case he will not be able to do it on that turn)
The Golem's agility is very limited, but it has +35 BD and half of the points of
life of the numerical result in the table of ME with Control. The Golem can attack
close combat with the mutant's disarming ability and as if attacking with a
stone mace.
7 STONE ARMOR Like stone armor but +40 to BD and a B critical to melee attacks.
II
8 DOUBLE IMPACT Like two Stone Impact or a single area effect of 6m radius.
STONE
8 TRANSFORM The mutant partially transforms into stone with the attacks received.
IN STONE cause half damage and has all the effects of a stone armor. Lasts 1
assault by level.
9 BURY The mutant sucks the target to the deepest part of the earth, no possible database.
exception of your AGI bonus. Range of 30m. Damage is determined on the table
from lightning strikes with critical and permanent. The damage is supposed to result from the lack
of air, the trapping of the weight of the earth, etc.. after 6 assaults, what remains of the
white will rise to the surface again.
9 STONE ARMOR Like stone armor but affects all allies within a radius of
COLLECTIVE 15m.
10 EARTHQUAKE Devastating seismic wave that sweeps away everything in its path within 50m.
radio. In the first round, the radius is 10m. In the 2nd 25m. up to 50m in three rounds.
The success of the action is resolved on the action table with control. The damage is resolved in
the lightning attack table but with an additional critical hit. The probability of getting hit.
Trapped in buildings, cracks, or sinkholes is very high. It is very important where they are.
located the possible victims at the time of the attack.
10 TRANSFORM The mutant turns to stone. The damage received will be a third of normal. It will have
ON STONE the effects of transforming into electricity but Stone Armor II. Duration one
TRUE assault by level.

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PSYCHIC ATTACK

1PSYCHIC IMPACT It is a psychic ray that affects a target at a distance of


30m. the rolls are resolved on the lightning attack table
The corresponding BD is the characteristic of INT, the white needs to be visible.
especially his head, but ordinary shields do not stop this type of attack. No
There are hemorrhages.
TO CONFUSE At 30 meters, a target is stunned for 1 round. Success is determined by a roll on
the table of ME and the control and the effect through a competition between the control of
mutant and the victim's INT value
2 LOAD OBJECT The mutant can charge a melee weapon or fists with psychic energy that
they are at a distance of 15m and last 5 rounds per level. This means that a
additional critic A. The success of power is determined on the ME table with the
control bonus.
2 PSYCHIC SHIELD Create a psychic energy shield that provides a +5 to Defense and lasts for 5 turns.
level. Grants a +20 to any psychic attack.
3 GLOBAL ATTACK A range of 30m and an area of effect radius of 3m. The roll is resolved on the table.
lightning strikes but affects everyone within the area of effect. just like the
Lightning should use the INT, there are no hemorrhages.
3 PSYCHIC WALL An invisible wall of psychic energy, measuring 3m x 3m x 180cm (+1m +1m +20cm).
level). Anyone who wants to cross it must make a roll of
INT(characteristic) modified by -40 in the ME table. But it can be done.
attacks normally through it. Lasts 1 assault/level when concentration is broken
the mutant.
4 PSYCHIC IMPACT Just like psychic impact, but the range is 100 meters. Additionally, the lightning stuns 1.
II assault if it causes harm.
4 PSYCHIC SHIELD II Create a psychic energy shield that offers a +10 to defense and lasts for 6 rounds.
level. Grants a +25 to any psychic attack.
5 DESTROYS MINDS The mutant creates in an area of 3m x 3m x 3m (+1m +1m +1m per level) an aura of
psychic energy. at a maximum range of 30 meters that affects everyone who passes by.
A critic B. the aura is invisible. It must be focused at all times so that
It lasted more than one assault, being able to perform only small actions, such as walking...
5 ARMOR Psychic origin armor that grants +35 protection against all types of
PSYCHIC mental attacks. a level 5 mutant permanently has this power. if it does not last
5 assaults / level
6 DOUBLE IMPACT Just like psychic impact but two are thrown.
Psychic
6 PSYCHIC AURA As a psychic shield but affects all allies within a radius of
Collective 15m. and lasts 5 rounds.
7 ATURDIMIENTO It destroys minds but 6m radius, lasts 6 rounds per level, at 15m and causes
MASSIVE stupor until a roll of INT on the ME table with a success result.
7 INVADE MIND He/She has to touch the victim, and will enter that person's mind in 1 assault per level.
being able to handle it, see its memories.. etc. the body of the mutant that wields the power
It will remain still until I return, it's like a possession.
Remove the confrontation of power against the subject's INT.
8 GLOBAL ATTACK As a global area effect attack with a radius of 6m.
8 IMMUNITY The mutant becomes practically immune to psychic attacks, these will have a -
PSYCHIC 50 and they will do half the damage and/or effect. A level 8 mutant has
permanently this power, but 1 minute level. It is not stackable with armor.
psychic level 5
9 DESTROY MIND The mutant attacks directly at the brain of the unfortunate one, so there is no possible BD.
except for its INT bonus. Range of 30m. Damage is determined in the
lightning attack table with critical E permanent.
9 ARMOR As a psychic armor, but it affects all allies within a radius.
MENTAL 15m long. lasts 5 rounds/level.
COLLECTIVE
10 SLAUGHTER Devastating psychic wave that sweeps away all minds in its path
SENSORIAL in a 50m radius. In the first round, the radius is 10m. in the 2nd 25m. up to 50m.
three assaults. The success of the action is resolved on the ME board with control. The damage is
resolve in the lightning attack table but with an additional critical hit.
10 INVADE MIND How to invade the mind, but the range is 30 meters and the duration is until I want it to be.
TRUE mutant that performs it. upon returning to his original body (if he wants to return) the victim
he/she will not remember anything.

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TELEKINETICS (list used for magnetism and similar)

1 PUSH It is a telekinetic ray that affects a target at a distance of


THROW OBJECT 30m. The rolls are resolved on the lightning attack table.
LIGHT If it is about using an object against a target, the procedure is the same, the object
it can be from a bottle, a computer tower... a maximum weight of about 25-30
kilos. The ultimate critic is
SLOW DOWN Aura of 1m. per level that lasts 2 turns per level and slows down any attack that enters.
in the area of effect. Granting a -5 to all physical attacks.
USE OBJECT The mutant can use an object in melee that is within a distance of 15m.
BODY TO BODY and lasts 5 rounds per level. This causes an additional critical A to be applied to their attacks.
The success of power is determined on the ME table with the control bonus.
2 STOP Create a telekinetic shield that offers a +20 to the BD and lasts for 5 rounds per level.
Table roll of ME. also protects +5 against psychic attacks
3 THROW Within a range of 30m and an effect radius of 3m, objects fall that harm the
MULTIPLES that are found there. The throw is resolved on the lightning attack table but affects
OBJECTS everyone who is within the area of effect.
3 WALL It could be an invisible telekinetic energy wall that would function as the attack.
Instantaneous psychic a wall built with furniture, scraps, and objects (if any) with which
It would work like the stone wall (the PV of the wall and its BD will depend on the
objects used
Throw object How to throw a lightweight object but the range is 100 meters (from obtaining the
HEAVY objects) and the weight will be that of a person weighing 80-90 kilos (if you want to throw a
A competition of the victim's power and the CON should be held. The critic.
maximum is The mutant can lift itself, being able to fly at a speed
as if I were walking.
4 STOP MULTIPLE However, choose 3 attacks at 30 meters that will have a -20. It must be done.
before the attacks and at the moment they are carried out, the mutant will choose. (if they use the
three only in an attack will be -40 instead of -20
5 RAIN OF OBJECTS The mutant creates a constant in an area of 3m x 3m x 3m. (+1m +1m +1m per level)
fall of objects from 30m that lasts 1 assault at level and causes a critical C of electricity
to everyone who comes into contact.
5 ARMOR Telekinetic armor that lasts 6 turns per level granting +25 to the AC. Against the
Evasive Psychic attacks have +10.
Throwing objects Range of 100 meters, if the object is light, 2 can be thrown.
VERY HEAVY The maximum weight of the object is that of a light car. The maximum critic is
6 ARMOR Like evasive armor but has +30 Defense and +20 psychic attacks. It is an aura of
EVASIVE II 3 meters in diameter, if any ally enters it, they will also benefit.
7 THROW OBJECTS You can throw objects, but if the object is light, you can throw 3. Or 2 heavy ones.
EXTREMES The maximum size would be that of a small boat or a trailer truck. If the object is
very large may require several attempts to launch it.
7 CANCEL 1 blank that remains paralyzed unable to do anything but think or use powers
exclusively mental. Success is a confrontation of power and the characteristic of
WITH the victim. 5 assaults / level. 30 meters range.
8 THROW How to throw multiple objects but the radius is 6 meters.
MOUNTAINS OF
OBJECTS
8 ARMOR As evasive armor but allies at 15 meters benefit.
ELUSIVE assaults/level.
COLLECTIVE
9 CONSTRICTION OF The mutant attacks directly at the throat or viscera of the unfortunate, so it does not...
ORGANS Yes, it's possible except for its CON bonus. Range of 30m. The damage is
determine in the lightning attack table with permanent critical E. It can increase
slightly to the victim and move her about 3 meters.
9 ABSOLUTE STOP How to stop but the power affects all the attacks that the mutant wants in that one.
that assault (during 5 assaults level) will receive a Malus of -35
10 DESTRUCTION Wave of devastation that sweeps away everything in its path within a 50m radius.
MATERIAL In the first round the radius is 10m. in the 2nd 25m. up to 50m. in three rounds. The
the success of the action is resolved in the ME table with control. The damage is resolved in the
lightning attack table but with an additional critical hit.
10 CONTROL The mutant controls the matter around. The damage received will be one third of normal.
MATERIAL He will be able to fly at great speed and will also be able to throw piles of objects.
to throw extreme object. Duration one assault per level.

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SONIC CONTROL

1 SONIC WAVE It is a sonic ray that affects a target at a distance of 30m.


the rolls are resolved in the lightning attack table
1 SOUND ABSORBER Aura of 1m. per level that lasts 5 turns per level. Success is determined with a
shot on the ME table and the control. It can be thrown 30 meters, the sounds
they disappear from that radius. Granting stealth a bonus equal to the roll of
control, at least one partial success is required.
2 SONIC PUNCHES The mutant can charge a melee weapon or fists with high electrical intensity.
that are at a distance of 15m. and lasts 5 rounds per level. This makes it possible to carry out
an additional impact A critic. The success of power is determined on the ME table
with the control bonus.
2 SONIC ESCUDO Create a wave shield that offers a +15 to the BD and lasts for 5 rounds per level.
Draw in ME table.
3 SONIC BALLS 30cm diameter ball with a range of 30m and an effect radius of 3m.
the roll is resolved on the lightning attack table but affects all those who are in the
radio effect.
3 SONIC WALL An invisible wave wall, which must rest on something solid, measuring 3m x 3m x 180cm.
(+1m.+1m.+20cm. By level). Anyone who wants to cross it must make a
modified FUE draw (characteristic) in -40 in the ME table. But it can be
attacks are usually carried out through it. Lasts 1 assault/level when stopped
concentrate the mutant.
4 SONIC WAVE II As a sonic wave, it affects a target at a distance of 100m. The throws are
They are resolved in the lightning attack table. The lightning also knocks down the opponent if it causes
critical, sending it 3 meters away and stunning it with an assault.
4 SONIC SHIELD As a sonic shield but can be created on an ally who is 30m away, and also offers
a protection of +20 to the BD. Lasts 6 assaults per level.
5 SONIC THUNDER The mutant creates waves in an area of 3m.x3m.x3m. (+1m.+1m.+1m. per level)
sonic waves that impact every object or living being, causing a critical impact B to
anyone who is in the area and stunning 1 attack if they do not achieve a roll
of CON in the ME
5 SONIC ARMOR Wave armor that lasts 5 rounds per level and grants +25 to the BD
6 DOUBLE WAVE Just like a sonic wave, but two are launched.
SONIC
6 STAFFING Enemies at 15 meters must make a CON check with a -40 on the ME,
COLLECTIVE not achieving it leaves them stunned 5 assaults/level.
7 SONIC ATTACKS Like sonic boom but 6m. radius, lasts 6 rounds per level, at 15m. and causes
COLLECTIVES critics C.
7 STUNNING Everyone who can hear is stunned by an assault, and if they don't roll the CON in ME
MASSIVE with a -60 they will be stunned 6 raids/level
8 DOUBLE BALL Like two sonic balls or a single one with an area of effect of 6m radius.
SONIC
8 TRAVELING THROUGH THE The mutant partially transforms into sound with which the received attacks
WAVES causing half damage and has all the effects of a sonic armor. Lasts 1
assault by level.
9DESTRUCTION OF The mutant directly attacks the ears of the unfortunate, so there is no BD.
Tympanums possible except for its CON bonus. Range of 30m. The damage is determined
in the lightning attack table with a permanent critical E.
9 SOUND BARRIER Like sonic armor but affects all allies within a radius.
of 15m.
10 DESTRUCTION Devastating sonic wave that sweeps away everything in its path over 50m.
BARRIER OF radio. In the first round the radius is 10m. in the 2nd 25m. up to 50m in three rounds.
SOUND The success of the action is resolved on the ME table with control. The damage is resolved in
the lightning attack table but with an additional critical hit
10 TRAVELING THROUGH THE The mutant transforms into sound waves. The damage received will be one third of the normal.
TRUE WAVES Anyone who attacks or touches the mutant will experience the effects of traveling through the waves.
will be stunned 1 round Duration one round per level.

33
AIR CONTROL

1 WIND IMPACT It is a sudden gust of wind that affects a target at a distance of 30 meters.
rolls are resolved in the lightning attack table
whirlwind Taking advantage of the air currents, the mutant can make a target levitate.
LEVITATORIO 15m at a rate of 1 assault for every two meters lifted. In case it is against
at their discretion, the white player could make a competition roll with their characteristic
of WITH for each assault.
2 SUDDEN BURST It can be launched up to 15 meters, has a duration of 5 rounds/level.
The strong gust of wind halts the advance of a target in the middle of its movement, reducing the
ranged attacks at -40. either it moves at double speed and gives a +20 to attacks
and acrobatics
2 DIVERT Create a shield of air around that offers a +15 to BD and lasts for 5 turns.
level.. Roll on ME table.
3 IMPETUOUS WIND 30cm diameter ball with a range of 30m and an effect radius of 3m.
the throw is resolved on the lightning attack table but affects everyone who is in the
effect radios, which if they do not pass a roll on the ME table with the
Characteristics of CON with at least partial success (76-90) will fall collapsed.
losing the initiative in the next assault
3 WALL WIND An invisible wall of wind, 3m x 3m x 180cm (+1m +1m +20cm. For
level). Anyone who wants to cross it must make an Acrobatics roll or
Modified strength (characteristic) at -40 in the ME table. In addition, the attacks
those carried out through the wall suffer a -40. It lasts 1 assault per level and can be created at
30m. Shot on ME board.
4 EMPTY The oxygen in a 3-meter radius area is absorbed, causing damage of
impact, works like throwing a ball, the rolls are resolved on the table
of lightning strikes.
4 DIVERT Create a collective air aura that grants +20 to the BD against all types of attacks.
you can focus on a single projectile deducting -40 from the roll. It lasts for 5 rounds.
level
5 WINDS The mutant creates a blizzard in an area of 3m x 3m x 3m. (+1m +1m +1m per level)
DEVASTATORS brutal at 30m. that lasts 1attackxlevel and causes a critical B impact to everyone who
enter the zone. Or you can also choose the following results: decreases the
movement to a third, all attacks and movement actions carried out within
the blizzard has a -60
5 FLY The mutant uses the wind to fly at normal walking speed. He can use it to
raise enemies just like a levitating swirl, but the whites will only have the right
to an initial roll. 5 minutes/level in case of flying him, and 5 rounds level in case of
Raise enemies, the targets must be 15 meters away.
6 DOUBLE IMPACT Just like the impact of the wind, but two are launched.
WIND
6 COLLECTIVE FLIGHT Like flying but can do it to all your allies (or if they are enemies, a number equal to their
level between two, rounding down)
7 SPEED Helped by the winds, the movements and actions of the group are quicker. The
COLLECTIVE displacement is triple and grants +40 to ranged attacks made. It can
to be used while flying oneself.
7 FLY II The mutant uses the wind to fly at running speed. He can use it to elevate.
enemies also want a levitating mill, but the whites will only have the right to one
initial throw. 5 minutes/level in case of flying it, and 5 rounds level in case of raising
enemies at 30 meters
8 AIR ABSORBER Combining the area of effect is 6m radius or it chooses two targets.
8 TRANSFORM The mutant partially transforms into air, causing the received attacks to be ineffective.
IN WIND half damage and can fly at a speed double that of its running movement.
1 round per level. Projectile attacks have a -25
9 HURRICANE The mutant creates a hurricane in a target that lifts the victim and makes them fall.
loudly. There is no possible database except for its CON bonus. Range
30m. The damage is determined on the lightning attack table with critical E permanent.
9 AURA WINDS Create a collective aura of air that grants +30 to the BD against all types of attacks.
Collective You can concentrate on a single projectile, subtracting -80 from the roll. It lasts 5 rounds.
level.
10 HURRICANE A hurricane with the mutant itself as its eye devastates everything around it in 50m.
DEVASTATING Radio. In the first round, the radius is 10m. In the second, 25m. up to 50m in three rounds.
The success of the action is resolved on the ME table with control. The damage is resolved in
the lightning attack table but with an additional critical hit. The location is random where

34
the supposed victims will be found when everything is over.
10 TRANSFORM The mutant transforms into Air. The damage received will be a third of the normal. It will have
IN WIND the effects of transforming into wind. The travel speed is equal to the wind, the
TRUE projectiles receive -40 Duration one assault per level.

POSSESSION BODIES

1 TO HAVE BODY Upon contact, the mutant's body remains like a zombie in place. In the new body.
the mutant takes full possession, powers, memories…(memories can be given)
little by little to the PJ
6 rounds/level. To return to their body without the victim noticing anything, they must have a line.
visually. When the minute ends, the victim makes a resistance roll with a bonus to
his CAR of INT of +10 per minute of possession.
If the victim manages to "bring out" the mutant, it will immediately return to its body and
the victim will not remember anything but will have noticed that something was not working and that 'something'
I was trying to possess it. To possess it, a confrontation of power must be made against
the INT characteristic of the victim.
2 SENSATIONS The PJ can enter the body of a visible target within 100 meters, but without
control it, just by perceiving a sense (sight, hearing..) works the same as the
previous, 6 assaults/level.
Use object The mutant can use a melee object that is within a distance of 15m.
BODY TO BODY and it lasts 5 rounds per level. This causes an additional critical A to be applied to their attacks.
The success of power is determined on the ME table with the control bonus.
RETURN TO THE BODY The mutant can return to the primordial body without the need for visualization or
PRIMORDIAL draws, it is instant.
4 PROTECTION Being in a host body, the character can perform simple actions in their body.
BODY primordial, walk, pick things up, not attack or use powers.
5 TO POSSESS WITH Through an organic belonging of the white, hair, blood, etc., the PJ can attempt
BELONGING to possess it. The organic piece is rendered unusable once used.
6 POSSESSION The mutant can also possess animals with complex brains.
ANIMALS
7 SONDEAR BODIES The mutant can scan for a possible body to possess within a radius of
100 meters.
7 JUMP INTO From a host body, the mutant can use another possession to another body and
BODIES jumping from body to body.
8 POSSESSION WITH The mutant can possess a victim with a personal belonging. It can be like this.
BELONGING II a garment, object ..etc.
9 POSSESSION A ONE The mutant can attempt a possession through the visualization of a photo or
IMAGE similar, video..etc
10 TO POSSESS WITH The mutant can attempt to possess with only the memory of having seen the victim.
MEMORY

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