Super Points

=Attributes=
 * Body (Body power and agility)
 * Endurance (Physical and Mental endurance)
 * Mind (Mental power and agility)
 * Presence (Social power and agility)
 * Power (Magical power and agility)


 * Human normal -15p
 * Human maxima 0p
 * Super human 1+ p

=Skills=
 * All Skills Human maxima 10p
 * A skill: 1p
 * A human maximum skill: 2p
 * As good as it gets skill: 3p

=Powers= Advancements normally cost 5 points, but some are so powerful they cost 10, 15 or even 20 points. Basic 5-point advancements that may be bought with all Powers include:
 * Normal Powers cost 10p

Extra Power Points
This Advancement increases the effect of your Power as if your Governing attribute was 10 points higher.

Extra Speed
This Advancement increases the speed of your Power by one of these categories: Year, Month, Week, Day, 3 hours, 20 minutes, 2 minutes, 10 seconds, instant, always on.

Less Effort
This Advancement decreases the effort need to apply an effect. When calculating power expenditure, your Governing attribute counts as if it was 20 points higher.

Subtle
This advancement allows you to use your Power without everyone noticing. Your power is invisible, and you count as if you had used half your effective Governing attribute to hide your Power. Extra levels of Subtle gives you an extra multiple per level.

Enhance
This advancement enhances your Power against a specific item. Examples include Magic Bolts that ignore Normal Armor, or Logrus tendrils enhanced against the Pattern.

Resist
This Advancement allows you to enhance your resistance to  a specific item with this Power. Examples include Sorcerous shields enhanced against Sorcery, or a Logrus Shield, designed to resist the Pattern (at least 10 points since the Pattern has the Advancement Enhancement against the Logrus).

Combo (X/Y)
This Advancement allows you to combine the effects of Powers X and Y. Have fun!

Resist/Enhance Attribute
Cost: 5 points per combination of Resist or Enhance and particular attribute. Governing attributes: Endurance. Speed type: 10 seconds. "Control, control, you must learn control."

Resist
Resist powers doubles the margin the opponent needs to win in a Conflict. Resist Endurance also makes it possible to perform tremendous feats of endurance, and self healing.

Enhance
Enhance powers lower the margin needed to win in a Conflict. The user simply needs to have more in an Attribute than the opponent to win a conflict. Enhance Endurance also allows for a limited form of the Healing power, that allows the user to project his own Endurance and increase the normal rate of regeneration of the target.

Travel Power
Cost: 5 points per power. Governing attributes: Varies between Body, Mind or Power. Speed type: 10 seconds. "Yahoo!" Any form of getting between point A and point B.

Toolbox
Cost: 15 points. Governing attribute: Mind or Power. Speed type: 20 minutes. This is the ability to manipulate magical energies, technology or any other thing through complex interactions with the world. This is a toolbox filled with effects that can do anything given enough time. Most effects take a few minutes, but they can take more or less depending on the diffculty of the effect.

Focused Toolbox
Cost: 10 points Governing attribute: Mind or Power. Speed type: 10 seconds. This is a more intuitive, less formula-based approach to the toolbox. By lessening the scope of your area of expertise to about a quarter (for example Fire magic or Swarm Attack Drones). This prohibits some kinds of effects with the toolbox in question (Fire magic and Swarm Attack Drones can't normally repair or heal things). Focused Toolbox can be Advanced to gain a broader scope, first to half, then to normal scope.

Single Powers
Cost: 10 points. Governing attribute: Power, Presence or Mind. "Anything your heart desires." Speed type: Varies, most often Instant or Always on. These are special, unique powers. Pay full cost for the first power and count the rest as an advancement of the first, paying 5 points less for them. Examples include Magical bolts (10 points, Damage Power, Speed type: Instant, 1 Advancement), Healing Factor (10 points, Raise Endurance by a factor 5(points/2) and regeneration of missing parts), Force Shield (10 points, Based on Power

Lesser Demonic Powers
asdasd Lesser Demonic Powers typically have a cost of -5 to 5 points, including a drawback (most often classic demonic flaws). Examples include red, glowing red eyes that give you nightvision (5), large black claws (x2 damage) that hinder your grip (0) or warty, demonic hide which makes you resistant (half damage) to fire and susceptible to cold (double damage) (-5 points). These Powers always cost at least 1 point when bought as enhancements.