Super!/Old

Special Effects

 * Armor Piercing +4
 * Killing Attack (Lower Wound Threshold by 1, requires 2 schticks)
 * Shock only (Does no Wounds, lowers cost by 1 schtick)
 * Heavy (Requires 2 Strength per schtick beyond the first, lowers cost by 1 schtick)
 * Martial Arts Attack (Use requires expenditure of 1 Force, lowers cost by 1 schtick)
 * Magic Attack (Use requires expenditure of 1 Power, lowers cost by 1 schtick)
 * Straining Attack (Use requires expenditure of X Shock points, lowers cost by X/2 schticks)
 * Sacrifice Attack (Use requires expenditure of X Wounds, lowers cost by 2X schticks)
 * Control Attack (Inflict impairment at a rate of 1 / 5 Effect, costs 2 schticks, you may lower impairment rate at a cost of 2 schticks per point of Effect). Impairment fades at a rate of 1 per round.
 * Does no SP. Lower cost by 1 schtick.
 * Extra Knockback multiple
 * Area attack (+1 radius, or 1 extra hex)
 * Extra Targets
 * Blast: Short Range (Damage/3). Half cost.
 * Blast: Medium Range (Damage*2). Normal cost.
 * Blast: Long Range (Damage^2). Double cost.
 * Draining Attack (Any Wound also drains 1 point of any pool).
 * Satiating Attack (Replenishes any Pool by Effect/5 caused).
 * Attack based on other Stat than normal (4 schticks).
 * Attack resisted by other Stat than normal (4 schticks).
 * OIF 2
 * IAF 2
 * OAF 3
 * IIF 1

Super Blast
A ranged attack with Damage equal to Power+4. Skill used is Super Powers. See Blast rules. May use Special Effects. Max Damage adds Power x1.

Super Move
Adds +3 Move and a multiple to your Non-Combat Speed per schtick. Max Move x2,5 (adds, not multiple).

Booster schticks

 * Fast as Lightning: (Requires Movement Power) May use Shots as Wounds.

Super Digging
May dig at a Speed equal to your Strength or Toughness (Choose when bought). +2 Speed per extra Schtick, and add a multiple to your Non-Combat Speed. Max Speed x2.

Super Flight
May fly at a Speed equal to your Move or Power. +2 Speed per extra Schtick, and add a multiple to your Non-Combat Speed. Max Speed x2.
 * Fast as Lightning: (Requires Movement Power) May use Shots as Wounds.

Close Combat Attacks
Add +2 Damage or Special Effects to an Attack. Max Damage adds Str x1,5. As per Creature (Action!)

Flaws

 * Extra Power: A Shot of use costs 1 Pool. Every extra level beyond the first increases Power cost each Shot by 1.


 * Cooldown: Wait 1 sequence until next use. Extra Levels add time.


 * Deployment: Levels are equal to set-up time in sequences. Lowers cost by 10 points per level. No move when set-up or lose deployment.

Move or Fire: May not move or have moved the sequence this Super Power is used.

Alternate Area Table
Blast

Damage: Power

Range:

Short - Damage / 3

Medium - Damage x 2

Long - Damage ^2

1 type of Blast costs 5 points. You also gain 1 Special Effect schtick for free.

Extra Special Effect schticks cost 5 points.

Using a Special Effect with a Blast 1 sequence costs 1 Power per Special Effect schtick included.

No Range Quarters cost of specific Blast. Short range Halves cost of specific Blast. Long Range Doubles cost of specific Blast. Special Effects Area See Area Table.

Armor Piercing Reduce Armor by twice your Power. Drain

Each Wound drains 1 point of any pool type (chosen when this schtick is purchased). Killing Damage Lowers margin required to Wound by 2. Persistent

Blast does Damage X+1 times, once per sequence, if it hits. Multiply weapon cost by X+1. Power-Up Adds Power to Damage.

Stun Causes 1 point of impairment per Shock point. This is not cumulative. Impairment drops by one per sequence. Wide Beam Add a positive die to Blast Actions.

Perks Extra Damage 3 points of damage per schtick. Killing damage Lowers margin required to Wound by 1 per 2 schticks.

Power Use of a specific Blast Special Effect costs 1 less Power per schtick.

Multi-Target Allows for targeting of 1 extra target per schtick without penalty.

Stun Stun causes 1 point of impairment per schock point and no damage. or Stun causes 1 point of impairment per 2 schock points and half damage. This is not cumulative. Impairment drops by one per sequence. or Stun causes 1 point of impairment per 5 schock points and full damage. This is not cumulative. Impairment drops by one per sequence. Flaws

Extra Power Cost A Shot of use costs 1 Power. Every extra level beyond the first increases Power cost each Shot by 1. Reduce Blast cost by 10 points per level.

Fatigue

Blast causes 5 shock points and 5 more per special effect when used. Reduce Blast cost by 5 points. Cooldown

Blast causes loss of 1 Shot per special effect when used. Reduce Blast cost by 5 points.

Deployment Levels are equal to set-up time in sequences. Lowers cost by 5 points per level. No move when set-up or lose deployment.

Slow

May not move or have moved the sequence this Blast is used. Lower cost by 5 points.

Cooldown

Time between shots with this Blast is 2/3/4 sequences. Cost lowered by 1/2/3 schticks. Area Table

1 hex                                      5 points

7 hexes in formation            20 points

19 hexes in formation          40 points

37 hexes in formation          60 points Movement Hard to Kill May use any pool points as

Armor

Multipowers