recursal/Fanatic-Fandom huggingface dataset:
Archive

**Cost:** 2CP per rank

You have a massive computer database or physical library. It grants two things. First, **you can access it at any time** in order to make Research checks. It has to have a physical location, but that location is in a private place that you won and/or have exclusive legal access to (i.e., a rental space). You can, of course, put a Database/Library inside a Lair.

Second, **it is built to satisfy your interests**, which means that it grants an Equipment bonus to any Research you do into specific areas. Those areas correspond with the 12 subtypes of Knowledge checks:

* Art
* Business
* Civics
* Current Events
* History
* Popular Culture
* Sciences, Behavioural
* Sciences, Earth and Life
* Sciences, Physical
* Tactics
* Technology
* Theology/Philosophy

The bonus and the number of kinds of Knowledge depend on how many ranks you purchase in the Ad.

> **Rank 1 (2CP)**: +2 to 4 fields of Knowledge.
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> **Rank 2 (4CP)**: +4 to 6 fields of Knowledge.
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> **Rank 3 (6CP)**: +6 to 8 fields of Knowledge.
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> **Rank 4 (8CP)**: +8 to 10 fields of Knowledge.
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> **Rank 5 (10CP)**: +10 to all Knowledge checks.
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## Enhancements

**Enhancement:** Instant Research

> **Cost**: 2CP
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> Your Database/Library is so expertly organised, and you know it so well, that you can make a rushed **Research check in a single Full-Round** action rather than in four hours. The downside is that when you search this quickly, your Equipment bonus is worth only half.
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**Enhancement:** Automatic Research

> **Cost**: 2CP
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> **Prerequisite**: Instant Research
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> Your Database/Library is somehow automated (computerised, organised by ghost librarians, what have you), which means that you only have to enter search parameters, and the system will find the results for you, which means that you can perform a **Research check with a Swift** action. The downside is that the system doesn't have the same attentiveness that you would, so you lose your Equipment bonus entirely.
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**Enhancement:** Remote Access

> **Cost**: 2CP per rank
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> You can access your Database/Library from pretty much anywhere. It might be plugged into a wireless network that only you have access to. You could be telepathically linked to it. The explanation is up to you. In any case, you can perform Research check, even Instant or Automatic checks (see above), from anywhere in the world. The GM reserves the right to *occasionally* cut off your access if you travel to genuinely far-off places such as the middle of the Ghobi Desert ("No signals here, I'm afraid"), the Moon ("Dude, it's just too far away"), or a parallel dimension ("No. Just no").
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**Enchantment:** Unfettered Access

> **Prerequisite**: Remote Access
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> **Cost**: 5CP
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> Your Archive is now accessible from anywhere in the known or unknown universe. It might be accessible because you have it on your person or even in your body—a cranial implant or mystical connection—but the exact explanation is up to you.
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Calling Card

**Value:** 2CP

You feel compelled to leave an identifying mark at the major scenes of all your adventures. It might be a physical mark on a wall, an object left at the scene, or even a particular way of incarcerating villains. You must leave your calling card whenever you are victorious in a physical confrontation, foil a criminal scheme more complex than knocking over a liquor store, or even just causing a public scene while in costume. The actual calling card is something simple, easy, and cheap, like an actual card, for example, and requires only a standard action. You will always leave your Calling Card if you have the time, but if you're pressed for time, you can make a Will save (DC 15). If you win, you resist the urge to leave your mark. If you fail, you just can't help yourself.

If you consistently elect to roll your Will save every time you leave a scene and are forced to leave your card only when you fail, then the GM is encouraged to raise your DC until you fail it consistently. If you take this Comp, you need to play along.

## Additional Comps

**Additional Comp:** Calling Card Fixation

> **Value:** 3CP
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> Your calling card borders on an unhealthy compulsion, rather than just an eccentricity. Leaving your card requires a full-round action, not necessarily because the actual object is that complex or delicate, but because it must be left in a particular way, or else it's just not right. Any attempt to flee a scene without doing so will require a will save (DC 20).
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**Additional Comp:** Calling Card Obsession

> **Value**: 4CP
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> Your calling card is now a full-blown obsessive-compulsive act. Leaving the card requires three full rounds of delicate placement and adjustment. You might need to carry special pigments for drawing, or a delicate, expensive object to leave behind (purchase DC 12). Any attempt to flee a scene without doing so requires a Will save (DC 25).
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Bizarre Area Effect

**Value:** 2CP per rank

You are constantly surrounded by some kind of unusual cosmetic or environmental effect that clings to you, or indeed emanates from you, as a side-effect of one or more of your powers or physical nature. This does not have to be a supernatural effect, but that's the most common explanation. You might exude a powerful smell, be surrounded by an eerie glow, or just give the screaming willies to anyone who's standing near you. The effect can be bright, loud, or annoying. The exact effect is the stuff of flavour text. If you take Form Shifting, then the Bizarre Area Effect, whatever it might be, only plagues in your empowered form.

For every rank in this Comp, you suffer a -4 penalty to Disguise, Gather Information, Handle Animal, and Stealth checks. You can take this Comp twice.

Reduce the CP value of this comp by half if you take it as well as Form Shifting. Having the Bizarre Area Effect 'on' only half the time means it's only half as complicating to your life.

## Additional Comps

**Additional Comp:** Really Dramatic Activation

> **Value:** 3CP
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> When Form Shifting and/or Dramatically Activating a power, your Bizarre Area Effect briefly, and spectacularly, activates. If this happens while you're Disguised, or are trying to Gather Information, Handle and Animal, or Stealth, the check penalty for Bizarre Area Effect triples.
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Esoteric Item

[Item]

**Cost**: 2CP per rank (+1 equivalent)

You have an item of mystical, psionic, or supertech power. **For every rank in this power, your *Item* receives a +1 bonus or the equivalent of a +1.** A single *Item* can have up to +10 in enhancement bonuses (hit/damage or  AC) as well as up to a +10 equivalent in special abilities (such as Dancing, Spell Resistance, or Bane, for example), for a total of +20 (40CP cost). The special abilities are divided by origin and type: Mystical Armour Abilities, Mystical Weapon Abilities, Psionic Armour Abilities, Psionic Weapon Abilities, Supertech Armour Abilities, and Supertech Weapon Abilities.

To acquire the *Item* itself, you must buy it using your Wealth. It must be mastercraft quality, but its cost is reduced by 70% to a minimum total cost of $20. *Items* are most often weapons, protective gear, or hand-held objects, but they can theoretically be anything you like. The only requirement is that they must be displayed prominently in order to function. Magical underwear, as much as they sound like a wonderful idea, don't work unless you wear them on the outside (a not altogether unprecedented fashion choice in the world of superheroes). (NB: If you just want a weapon with a Power loaded into it, you can take a Gadget with the Weaponize enhancement.)

***Esoteric Items* are just things you happen to own.** They are always either mystic, psionic, or supertech, but that has nothing to do with *your* power Origin. *Esoteric Items* can be lost, stolen (and used against you), or destroyed, and they are not automatically replaced. Caveat emptor!
Anxious Activation

**Value**: 3CP per rank for PP-costing powers, 1CP per rank otherwise

One of your powers activates uncontrollably whenever you are under certain specific, anxiety-inducing situations. You react blindly out of a combination of anger and fear. If the power is offensive, then it **automatically targets the source of the anxiety** (see below), even if that means targeting an inanimate object or activating a power that you consciously know will have no useful effect. This Comp has two modes: damage and proximity

**Damage**

* **Rank 1 (3CP/1CP)**: Any time you take lethal damage in excess of **¼ your total HPs**, your designated power activates.
* **Rank 2 (6CP/2CP)**: As rank 1, but your designated power activates any time you take **lethal damage**.
* **Rank 3 (9CP/3CP)**: As rank 2, but your designated power also activates any time you take **non-lethal damage and any time you have to make a Fortitude or Reflex save**.

**Proximity**

* **Rank 1 (3CP/1CP)**: Your designated power activates any time any threatening person, creature, or objects comes **within 10 feet** of you. Your conscious awareness of its presence triggers the Anxious Activation, however, so if you're unaware of it, then it does not trigger your power.
* **Rank 2 (6CP/2CP)**: As Rank 1, but the radius is **20 feet**.
* **Rank 3 (9CP/3CP)**: As Rank 2, but the radius is **30 feet**.

## Additional Comps

**Additional Comp:** Exclusive Anxious Activation

> **Value**: 4CP
> Your designated power **activates *only* when it is set off by Anxious Activation**. Under dire circumstances, you can attempt a **Will save to trick yourself into feeling like you're in danger** (DC equals 10 + the CP value of the power)**. For example,** recalling anxiety-inducing memories or sensations, getting a team-mate to attack you, etc.
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**Limitation:** Self-Harm Activation

> **Value:** 2 cp
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> **Prerequisites:** Anxious Activation (Damage)
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> You can now only activate your power by inflicting damage upon yourself, and it is no longer activated by any external sources of damage. You must still deal enough damage to yourself that it reaches the threshold stated that varies by rank.
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Catch Bullets

[Tongue-In-Cheek] [Combat]

You can pluck a speeding bullet out of the air.

**Prerequisite**: Dexterity 17, Defensive Martial Arts, Deflect Arrows, Dodge, Dodge Bullets, Lightning Reflexes

**Benefit** : As an Immediate action, if someone fires a gun at you, you can elect to try to catch the bullet *with your bare friggin' hands*. To use this feat, you must have line of sight on your attack, be aware that he, she, or it is firing at you, and you cannot be denied your Dexterity bonus to  AC. You cannot catch shotgun pellets.

Attempting to catch a bullet requires an opposed roll, your Reflex save versus the attacker's attack roll. If you succeed, you catch the bullet. If you fail, the bullet hits you, regardless of whether the attack roll beat your  AC because you deliberately interposed yourself in front of that there bullet.
Split Personality

**Value**: 3CP

Your superhero persona and your mundane persona have built a wall in between them, in your head. They behave like two distinct people. They can have different moral systems, love different people, and see the world from completely different points of view. Your personae might have different skills, feats, or even different classes (ability scores and powers remain the same). Neither remembers the experiences of the other, but both will invent reasons to seek a private space to change personae (and clothes). Neither persona needs to be "fake," necessarily. They could both be very real, honest parts of your personality. They're just split from each other. If one of them is fake, it doesn't have to be the mundane one. The superhero persona might have sought refuge in an invented "normal" life.

Normally, if you're in your mundane persona and you take damage from an attack or are forced to roll a saving throw, you will switch to your superhero persona to protect yourself. When you finish a fight or mission as your superhero persona, you will change back to your mundane persona within 1d4 minutes. Also, if you go to sleep as your superhero persona, you will invariably wake up as your mundane persona, even if you've been rendered unconscious in a fight and wake up in that same fight.

You can voluntarily switch between personae or resist switching personae. Both require a Will check (DC 20). The GM might raise this DC under extreme circumstances, for example, if you're being shot at but want to stay as your mundane persona, or if a loved one is pleading with your superhero persona to change back into your mundane self.

If you combine this Comp with Form Shift, then each personality will correspond to one form. Usually, this means that your empowered form will correspond with your heroic persona. If you combine the two, your ability scores might shift between personae because you lose your powers in mundane persona form.

It is entirely possible to buy off this Comp, perhaps even as the culmination of "years" of hard work on the part of the character. When that happens, the two personalities integrate with each other, becoming a combination of the two, a middle ground that remembers everything that both experienced.
Resist Power

[Metapower]

**Cost**: 5CP

**Activate**: none; always on (see text)

**Range**: self

**Save**: special

You get a Power Resistance score (PR) of 20. To affect you with a power, an attacker must meet or beat your PR score on a power check (1d20 + CP value of the power). Use the totalCP value of the power, including all discounts, limitations, and enhancements. *Power Resistance* has a chance to resist powers of any Origin, but traits are unaffected as are purely physical attacks like a *Super Dexterity*-enhanced unarmed strike or *Webbing*. PR has no effect on spells or psi-powers. You have a chance of avoiding being affected by a power that has an area effect, like *Pheromones,* but your PR does not cancel the entire area effect. This power is always on, so if you take it, it is vulnerable to the metapowers at all times.

## Enhancement

**Enhancement**: Imbue PR

> **Cost**: 3CP
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> **Activate**: 2PPs per person; swift action
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> **Range**: touch (special)
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> You can now confer PR onto other people. You must maintain physical contact with them to maintain the effect, anyone who targets them must roll separately to overcome their PR score, which is of course the same as yours.
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**Enhancement**: Increased PR

> **Cost**: 2CP per rank (PR +2)
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> For every rank in this enhancement, increase your PR by 2.
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**Enhancement**: Power Reflection

> **Cost**: 5CP
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> **Activate**: none; use-activated (attack)
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> When you successfully *Resist* a power effect, your body temporary holds the power's energies. On your next action, you must redirect that energy out of your body. It will "go off" whether you want it to or not. You can aim it just as if you had the power yourself; if you don't aim it, it will shoot out in whatever direction you happen to be looking.
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**Enhancement**: Instant Reflection

> **Prerequisite**: Power Reflection
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> **Cost**: 5CP
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> This enhancement functions exactly like Reflect Power, except that the power Reflects instantly, requiring no activation time on your part at all. The power strikes the person who generated it during the same action in which that person generated it.
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Improved Prone Fighting

[Combat]

You fight well from the ground.

**Prerequisites**: BAB +1

**Benefit**: While prone, you suffer only a Circumstance penalty -1 to melee attacks and mêlée attacks against you gain only a +1.

**Normal**: Ordinarily, while prone, you suffer a Circumstance penalty -4 to all your melee attacks, and opponents making mêlée attacks against you get a +4.
Notoriety

**Value:** 2CP

You have acquired a reputation as "the one to beat" within a certain field of skill or ability. You might be renowned as the greatest pool player, the best shot with a bow, or something similar. You are notorious for a skill or ability that is governed by your statistics, such as skill or attack roll. You don't actually have to *be* the best. You just acquired a reputation *as* the best. Having a story of how you acquired that reputation is helpful, but not necessary.

Any time you're in public, there is a 10% chance that some random fool walks up and challenges you. It is your responsibility to remind the GM to make this roll. If you forget, the GM will double the percentage chance the next time. If you enter a specific environment, the GM will increase the percentage chance based on that environment. If you enter a pool hall and you're a pool player, you're *going* to be challenged, for example. Challengers can be friendly or rude, at the GM's discretion, but they are always insistent. If you refuse a challenge, a crowd will inevitably gather and goad you until you leave or take the challenge.

Every time you don't take a challenge, the next time you're in public, the percentage chance of being challenged goes up by 10%. If your percentage change reaches 50%, you reputation flips from "the one to beat" to "the one who's a total chicken" and the percentage itself *keeps going up*. You do not flip back to "the one to beat" until you *win* a challenge. If your percentage reaches 100%, you literally cannot leave your house without some bozo telling you you're a huge 'fraidy-cat.

You cannot take this Comp unless you have a Reputation rating higher than 5. The higher your Reputation, the more powerful the challengers will be.

## Additional Comps

**Additional Comp:** Violent Rep

**Value**: 3CP

> Your Notoriety is for a challenge that is lethally dangerous, like duelling with pistols or drift racing. The challenges you take aren't necessarily direct attacks, but the activity is easily dangerous enough to kill you.
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> You cannot pick an activity that could not kill *you*. If you have *Need Not Breathe*, for example, the challenge cannot be holding your breath underwater.
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Amazing Holdout

[Tongue-In-Cheek] [General]

Is that a battle-axe in your pocket, or...?

**Prerequisite**: Holdout

**Benefit:** When you use Stealth to hide a weapon or item on your person, you get a circumstance bonus +20 vs. Observe checks. In addition, you can hide things that should not, by all logic, fit on your person, like an M-16, a long sword, or a suit of armour under your clothes. This feat does not affect anyone's ability to Search your body.
Bad Rep

**Value:** 1CP

An **unpleasant group of people has embraced you** as a representative of their ideals, even though you are thoroughly against them and their ideology (e.g., religious fanatics, bloodthirsty vigilantes, neo-Nazis, etc.). This group will tend to appear in you life at untimely intervals, and statements to the press never seem to make them go away. This can cause serious social friction if some people do not understand that you actually aren't associated with that group.

## Additional Comp

**Additional Comp:** Mistaken Identity

> **Value:** 1CP
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> You find yourself **continually confused with a villain** who uses a similar name or costume ("I’m not Firemaster, dammit, I’m Firedancer!"). You must deal with the constant indignity of rumours and mistakes concerning your true identity ("No, no, the victims were rescued by Firedancer! Dancer, you idiot! What? No, I did not burn down Parliament, that was Fire*master*!")
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Glass Jaw

**Value:** 2CP per rank

You fall down when you take one in the chin. Whenever an opponent scores a successful critical hit against you with a mêlée attack that deals NL, the damage multiplier increases by 1, from x2 to x3, for example, or x3 to x4. You can take this comp twice. Its effects stack.

**Special**: You cannot take this Comp in conjunction with powers or feats that grant DR of 5 or better.
Repairing Touch

[Power]

**Cost**: 1CP per rank (1d6 of *Repairing*)

**Activate**: 1PP per d6 (By CL); standard action (touch)

**Range**: touch

**Save**: Fortitude (negates); Wisdom-based

You can repair mechanical, electronic, or Supertech Inventions, as well as machine life, by laying your hands on them. In the case of every-day machines that do not have HPs, the simpler the machine, the few dice required. Basic electrical devices, like toasters or ovens, need only one die. Anything with electronic components requires at least 2 dice. Anything with real computer-like capabilities? desktop machines, PDAs, cellular phones, mp3 players, etc.? requires at least 3 dice. You can repair electronic components but not software using this power. Alternatively, a mechanically complicated machine, like a car, requires at least 2 dice per major component, like the radiator or the brake system, for example. The GM will estimate these things on a case-by-case basis, but only in the case of machines that don't have HPs.

Supertech is the most obvious Origin for this power, but you are not limited to it. You might have a psychic rapport with machines or have been imbued with a mystical affinity for them. As always, it's up to you.

## Enhancements

**Enhancement**: Ranged Repair

> **Cost:** 2CP per 10 ft.
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> You can now repair machines at range. To do this, you must successfully hit your target with a ranged touch attack. Targets that are ambulatory (i.e., machine life) can elect to stand still and thus negate their own dodge bonuses, if any. You can repair at a distance of up to 10 feet for every rank in this power. You can take this enhancement 5 times. Its effect stacks.
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**Enhancement**: Repair Software

> **Cost**: 2CP
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> You can now return software to working order. This allows you to return the average personal computer to working order as if it all the software were freshly, and correctly, installed.
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Dodge Energy

[Tongue-In-Cheek] [Combat]

You are good at avoiding getting zapped.

**Prerequisite** : Dexterity 17, Dodge, Deflect Arrows, Defensive Martial Arts

**Benefit:** You get a Dodge bonus +8 against energy-based attacks. This primarily includes the power *Energy Attack*, but can also include spells, psi-powers, energy-based technological weapons, etc. You gain the benefits of this feat if you can see and are aware of your attacker(s), and you retain your Dexterity bonus to  AC.
Hard to Kill

[General]

You just don't give up the ghost.

**Prerequisites**: Con 13, Toughness

**Benefit**: You die at -15HPs, and you have a 20% chance of Stabilising when you're in negative HPs. You can take the feat multiple times. Each time, it increases the chance to stabilize by 10% and decreases your death threshold by 5HPs.

**Normal**: You have a 10% chance per round of stabilizing when you're in negative HPs and you die at -10 HPs.
Cause Deafness

[Power]

**Cost**: 6CP

**Activate**: 1PP; use-activated (touch attack)

**Range**: touch

**Save**: Fortitude (negates), Charisma-based

You can cause your target to become temporarily deaf with a touch. To use this power, spend 1PP and make a mêlée touch attack. If you hit, then the target then makes a Saving Throw to avoid being deafened. In addition to the obvious effects, a deafened foe automatically fails Listen checks, suffers a -4 penalty on initiative, and has a 20% chance to miscast and lose any spells she might attempt to cast. The effect of this power lasts for 1d6 rounds. If you use it again on an already deafened victim, it will last 1d10 rounds from that time. The durations are not cumulative.

## Enhancements

**Enhancement:** Tougher Save

> **Cost:** 2CP per rank (+1 to save DC)
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> For every rank in this power, increase the save DC by +1 to a maximum of 10 ranks.
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**Enhancement**: Extended Duration

> **Cost**: 3CP per rank (1d6 rounds)
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> The duration of the *Deafness* extends by an additional 1d6 rounds for each rank in this enhancement. You can take this up to four times, for a maximum duration of 5d6 rounds.
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**Enhancement**: Ranged Use

> **Cost**: 3CP per rank (30 ft. range)
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> You can now use *Cause Deafness* at a range of up to 30 feet. Instead of a mêlée touch attack, you must make a ranged touch attack. The victim gets a save as usual. For every rank in the enhancement, you get another 30 ft. to a maximum of 5 ranks (150 ft.)
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Super Pet

Cost: 2CP per rank (special)

You have an animal that helps you fight crime. This Super Pet probably has powers and a persona that match yours, but not necessarily. The Super Pet can be any creature from the SRDs that is in the "animal" section (i.e., no fantasy monsters).

The CP cost of a Super Pet depends on your Character Level. You pay 2CP per your levels and you get a Super Pet that has ¾'s your HD and CPs. Its first "levels" are its species-determined HD. If it is a creature with 3 HD, then those are its first three "levels." This does not apply to creature with 1 HD as they just take one their classes HD instead. After that, the Super Pet gains levels in a class, just like a PC. If you continue to pay 2CP per level, then your Super Pet progresses alongside you, gaining 3 levels for every 4 of yours. Use the chart below to figure out when your pet levels up. If you stop paying 2CP when you level-up, then your Super Pet stops progressing as well. You can resume paying for your Super Pet any time you like.

When you create your Super Pet, you follow all of the same rules as a when you create your own character, except that it's an animal. It gets 10CP per level, just like you, and you must pick a class that seems appropriate to its personality and physical abilities. A bullfrog Champion might not be a great idea, but you're free to chose any combination you like. They get 10CP per level, just like any other PC.

Most of the time, you play your Super Pet as if they were another character, making decisions on their behalf, acting for them, and so on. The GM does, however, reserve the right to step in from time to time and play your Super Pet for you if the story calls for it. For example, if your Super Pet were possessed by a villain who forced it to fight you, the GM might take over, or at least direct you to use certain specific powers that the pet has (i.e., the really nasty ones you don't want to have to deal with).

If your Super Pet dies, you must spend the rest of that gaming session and the next two sessions in mourning. After that time has passed, you may, at the beginning of the third session, respectfully announce that you have found a new Super Pet, a different animal that has the same abilities and a variation on the same costume. Perhaps it's a pup from the same litter, or perhaps your previous Super Pet's egg finally hatched. The specifics are up to you.

**Enhancement:** Super Pet Reincarnation

> **Cost:** 3CP
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> If your Super Pet dies, instead of replacing it with exactly the same animal, for a one-time fee of 3CPs, you can redesign the new Super Pet with the same number of CR, levels, and Character Points as the last one (i.e., ¾'s of yours). You can take this enhancement multiple times. Each time, it applies to a new, reincarnated Super Pet.
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Improved Flyby Attack

[Combat]

You are great at aerial hit-and-runs.

**Prerequisite**: Dodge, Mobility, Flyby Attack, ability to fly

**Benefit**: When you use Flyby Attack, you don't provoke attacks of opportunity by moving out of any squares threatened by the target of your attack.

**Normal**: Using Flyby attack does provoke attacks of opportunity from the target of your attack.

**Special**: You can combine Flyby Attack with Bonus Actions in order to make multiple hit-and-run attacks in the air during a single round and provoking no attacks of opportunity along the way.
Quick Change

**Cost**: 2 CP

You can change from street clothes to your superhero costume much faster than normal. This Ad is usually the result of sheer quickness and/or years of practice (doing drills at home with a stop-watch in your shower). It can also be a fantastic effect: supertech armour teleporting from a remote location, a magic ring that expands into wizard's robes, or a lightning bolt that strikes you and reveals your spandex tights. If it's a fantastic effect, then its origin matches (one of) your own, and it is vulnerable to the metapowers.

**Effect**: It takes only a single standard action to reveal your costume, or a full-round action to change from street clothes to your costume.

**Normal**: Revealing a set of tights takes 2 rounds and changing from one set of clothes to another takes 4.
Force Stop

[Vehicle]

**Prerequisites:** Dex 14, Drive 5, Vehicle Dodge

**Benefit:** When you attempt a sideswipe stunt with a surface vehicle, you can force the other vehicle to a stop by nudging it into a controlled sideways skid. In addition to the normal requirements for attempting a sideswipe stunt, you must have sufficient movement remaining to move a number of squares equal to the character’s turn number.

After you succeed on the check to attempt the sideswipe, you make a Drive check opposed by the other driver. If you succeed, turn the other vehicle 90 degrees across the front of your vehicle, so that the two vehicles form a tee. Finally, move them forward a distance equal to your turn number.

The vehicles end their movement at that location, at stationary speed, and take their normal sideswipe damage. If you fail the check, resolve the sideswipe normally.
Dependent

**Value:** 2CP per rank

You take care of someone close to you, a spouse/partner or ex-spouse/partner, a parent or guardian, a child, a sibling, a friend, etc.. Any time someone discovers your identity, secret or not, they effectively know about your Dependant. While designing your games, your GM will roll to see if your Dependant shows up and then work him or her into the story.

When that happens, he or she will be threatened by some side-effect of your superheroic activities, including but not necessarily being directly attacked or kidnapped by a supervillain. The frequency with which your Dependant shows up in your life is based on his or her CP value. You can have up to 4 Dependants in your life at varying levels.

GMs are also encouraged to introduce your Dependants into the every-day life of your games. They're not just people who can be threatened. They're your loved ones, after all.

* **Rank 1 (2CP)**: Your Dependant shows up on a roll of 3 or less on 1d20 during any given session.
* **Rank 2 (4CP)**: Your Dependant shows up on a roll of 6 or less on 1d20 during any given session.
* **Rank 3 (6CP)**: Your Dependant shows up on a roll of 9 or less on 1d20 during any given session.
* **Rank 4 (8CP)**: Your Dependant shows up on a roll of 12 or less on 1d20 during any given session.
Powerful Strike

[Combat]

You can turn precision into damage.

**Prerequisite:** BAB +7, Focused Strike

**Benefit:** You can sacrifice an iterative attack and apply half of its BAB to a damage roll that you make in that round. You must declare your intention to do so before you attack, and you can apply this bonus to only one attack at once. For example, if you had BAB +7/+2, you could choose to make a single attack at +7 with a +1 damage bonus.
Ally

**Cost:** 2CP per rank

Allies (as compared to Connections or Personal Assistants, described below) are **NPCs willing to risk something on your behalf**. Whether they are true friends or simply allies of convenience, they have a vested interest in helping you from time to time. They can know you in your heroic identity, your normal identity, or both, as you please.

Allies generally **ask for nothing in return for favours and information**, as long as you your respect them and treat them well. On rare occasions, an ally might ask a favour in return. Friendship is a two-way street, after all. Allies are moderately vulnerable to the actions of other NPCs. As long as you're careful not to expose them to harm directly and keep your friendship somewhat discreet, they will be safe. If you abuse their trust, however, they could quickly become the equivalent of Dependants, and if you're particularly callous, they might even turn on you.

You can have multiple Allies. You must purchase them separately.

**Rank 1 (2CP)**: Your ally is fairly low on the totem pole of his chosen profession. He might be a beat cop, a rookie reporter, a small-time thug, a low-ranking military officer, etc.

**Rank 2 (4CP)**: Your ally is relatively well off and well placed. She might be a police captain, a well-known newspaper columnist, a crime boss, or a veteran military officer, for example.

**Rank 3 (6CP)**: Your ally is very well placed and has a wide variety of powers and information sources. He might be a police chief, the most powerful mobster in the city, the editor of a major daily newspaper, or a flag-rank military officer.

**Rank 4 (8CP)**: Your ally is at the head of a very, very useful organization or personal power base. She might be a director of a government agency, a global crime figure, a senator, or a senior military adviser with national authority.
Not From Around Here

**Value:** 3CP/rank

You've been removed from the society that the game takes part in, so you don't get some of the references. For each rank in this power, you take a cumulative -5 in Knowledge (history, pop culture, & current events), and may not Take 10 for a given time period.

**Rank 1 (3CP):** Choose a period of time between 20-100 years (example: 1945-2011) during which this penalty and condition

applies. Perhaps you were in suspended animation and missed out on things.

**Rank 2 (6CP):** Choose a period of time between 100-1000 years (example: 999 - 1995) during which this penalty and condition applies. Perhaps you descended from someone who left their world and only heard about the history they'd known when they left.

**Rank 3 (9CP):** All of recorded time before you started up this hero business. You just arrived here.
Animal Affinity

[Trait]

**Cost**: 3CP

You have an unusual level of rapport with normal animals. This includes unnatural animals but does not include supernatural beasts, familiars, Super Pets, or the like. This power does not affect any animal with an Intelligence score greater than 2.

No ordinary animal will ever attack you, except in self-defense. Even hungry apex predators (sharks in the sea, tigers prowling a jungle) will leave you alone. Only supernaturally-compelled or controlled animals will behave in a hostile manner toward you.

## Enhancements

**Enhancement**: Animal Handling

> **Cost**: 1CP per rank
>
>

> For each rank in this enhancement, you get a +3 bonus on all Handle Animal checks. You can take this enhancement up to 10 time. Its effects stack.
>
>

**Enhancement**: Sensitivity

> **Cost:** 2CP
>
>

> You can instantly tell whether or not any animal within ten feet is under any form of supernatural compulsion or control, though you will not be able to identify the source of such control merely by using this power. You can also instantly gauge the relative physical health of any normal animal simply by looking at it. This allows you to receive an estimate of how many hit points the animal in question has, accurate to within 10%.
>
>

**Enhancement**: Animal Telepathy

> **Cost:** 2CPs
>
>

> You have an uncanny ability to sense what is on an animal's mind simply by looking at it. You can use this ability once per round as a free action. You will sense a brief and abstract impression of the animal's primary concern, such as "predator near," "scared of intruders," "lost my mate," or "resting now, belly full." Subsequent rounds of contact will reveal whatever is on the animal's mind in those rounds, but no further depth.
>
>

It you take this power you might be interested in looking up the **Beastmastery Sphere.**
Tactical Nudity Advantage

[Tongue-In-Cheek] [Combat]

Clothes only slow you down.

**Benefit**: Once per game session, you can utterly **destroy your costume and/or armour** (rip it to shreds, burst out of it, cut it off with your weapon, etc.) leaving only strategically placed scraps for the sake of your dignity. The costume is permanently destroyed.

When you activate this feat, you gain an Awesome **bonus +4 to your  AC** on top of whatever bonus your costume might have offered when it was still intact. This bonus lasts a **number of rounds equal to your Charisma bonus + 2**. At the end of this time, the Awesome effect wears off and you lose the +4 awesome bonus as well as any  AC bonuses you might have received from your costume.

You can **voluntarily destroy your costume as a move action**, or you can activate this feat when someone attacks you in such a way that would logically destroy your costume (e.g., an explosion, being burned, a particularly nasty attack; GM has final say on whether the attack would destroy the costume). In this latter case, you can **reactively activate the feat as an immediate action**, directly after the costume is destroyed, even if it's not your turn.
Supreme Team Player

[Combat]

You have mastered co-operative combat.

**Prerequisites**: Team Player, Improved Team Player, Awesome Team Player

**Benefit**: When you Aid Attack and/or AC, you grant your standard bonus (+4 or +6), and you grant an additional +2 for every five points by which you beat the DC.

**Normal**: You grant only a +2 (or +4, or +6).
Phoenix Reborn Wiki

**Welcome to the Phoenix Reborn Wiki!**
Informational Wiki for the Phoenix Reborn addon to Pathfinder 1st Edition

This wiki is currently still under construction as we convert the Phoenix Project to work with Pathfinder 1st Edition.

Much of the text on this wiki was not written by the current maintainers of the system, and is the product of Orion, the owner of the Phoenix Project. While the system has been rebuilt for Pathfinder 1st Edition, much of the non-mechanical verbiage has not been touched and is close to the original version.

## Important articles

PlaceholderCharacter CreationPlaceholderAltered and New SkillsPlaceholderClassesPlaceholderPowersPlaceholderAds & CompsPlaceholderFeats
## Pages

A list of all content pages can be found here.

## To-Do List

Make a Tech boi class, probably integrate tech sphere from spheres

Make stat block for grunts and minion

Make NPC classes

Add vehicle rules

Go through powers and do a lot of balance work

Make sure all the feats comply with pf

Small fixes to classes/ add class features
Supreme Knockback

[Combat]

Your knockbacks put foes in the hospital... and then out the other side.

**Prerequisites:** Str 25, Power Attack, Improved Knockback, Awesome Knockback

**Benefit**: As Improved Knockback with an additional +4 (+12 total).

**NB:** You can apply this feat to the power Energy Attack if you take the Knockback enhancement. You do not need Power Attack or a Strength score of 25.
Forsworn from Firearms

**Value**: 2CP per rank

You shun the use of guns of any sort (including futuristic gun-like weapons like blasters or laser rifles). You might think of them as brutal, clumsy, noisy, or dishonourable. A family member or loved one might have been shot by one. The explanation is up to you. This restriction does not apply to non-lethal gun-like weapons that are not actual firearms or energy weapons, such as a taser, or a net-launching guns, and it does not apply to damaging projectile powers like Energy Attack, although it does apply to an Energy Attack Gadget.

**Rank 1 (2CP):** You steadfastly refuse to carry or use firearms, although you grudgingly acknowledge that other people might have legitimate reasons for doing so. In extreme cases, you may pick up a firearm and use it for a purpose other than shooting someone (e.g., cutting a rope, detonating an explosive, throwing it to an ally, etc.). The GM may call for a Will save (of at least DC 15) before allowing you to do so.

**Rank 2 (4CP):** You refuse to even touch a firearm, even when your life or the lives of others might be on the line. Your have extreme personal reasons for actively hating guns. A loved one might have been killed by one, for example. Only in truly extreme circumstances (a number of lives hang in the balance) can the character attempt a very difficult Will save (at least DC 25) to pick up a firearm and use it on an inanimate object. Even then, under no circumstances can the character actually use it against another living or sentient being.
Improved Anti-Vehicle Specialty

[Vehicle]

When you’re around, bad guys walk to work.

**Prerequisites**: Anti-Vehicle Specialty

**Benefit**: As Anti-Vehicle Speciality, but an additional +2 to attack (+4 total), and an additional +1d6 damage (total +2d6). Also, double the critical threat range of any weapon you use to attack a vehicle.
Improvised Weapons

[Combat]

You are accustomed to fighting with what's at hand.

**Prerequisite**: either Proficiency: Weapons (mêlée) *or* Proficiency: Weapons (Combat)

**Benefit**: You do not take a -4 penalty when you use improvised weapons.

**Special**: Improvised weapons have a 50% chance of breaking every time they deal damage, or in the case of thrown objects, strike a hard surface.
Chemical Activation

**Value:** 4CP

You must ingest, inject, or otherwise introduce a specific chemical formula into your body in order to use your powers. The effect lasts for one hour or until you use half of your PP total, whichever comes first.

Your chemical can be a known illegal drug that you could be arrested for buying, possessing, or making yourself. It can be a legal drug that is expensive and for which you would need a prescription from a medical doctor. Finally, it could be a special substance you make yourself that, though not technically illegal, pushes the boundaries of legality and *could* get you in legal trouble. For this last kind of Chemical, you must have an appropriate skill, most likely Craft (pharmaceutical) or Craft (chemical), to make, mix, or brew it. Creating a single dose requires a skill check (DC 20) and one hour in a relatively clean space, such as a kitchen or a bathroom. You can Take 10 on this check if you are in a totally safe environment.

If you regularly take your Chemical, every hour or less on each and every day, for example, then your GM might impose a Chemical Dependency on you. Thus, if you get your Chemical, your PPs are replenished, but if you don't, you suffer from withdrawal. You would not, however, suffer the side-effects listed in Chemical Dependency.

There are two different Additional Comps that go with this Comp. You can take either one, but not both.

## Additional Comps

**Additional Comp**: Chemical Power-Point Generation

> **Value**: 1CP
>
>

> In addition to having to use your chemical to activate your powers at all, you must take it to regenerate Power Points. Every six hours, when you would normally regenerate your points on your own, you have to take your chemical. Without your chemical, your body just doesn't do the job.
>
>

> This Additional Comp is incompatible with Single Power.
>
>

**Additional Comp:** Single Chemically-Activated Power

> **Value:** 2CP
>
>

> One of your powers relies on your Chemical. One dose grants you the ability to activate that power for 1 full hour. This Additional Comp can be applied to traits. If it is, then the trait physically manifests (you grow extra Appendages or Natural Weapons for example) for a full hour and then it disappears. You can take this Additional Comp multiple times. Each time, it applies to a different power.
>
>
Weapon Parry

[Combat]

The best offence is also a pretty good  AC.

**Prerequisite**: BAB +4, Proficiency, Weapon Focus

**Benefit**: When you have your Focused weapon drawn and in-hand, you get a Shield bonus +2. You can apply this feat only to mêlée weapons, including improvised mêlée weapons or ranged weapons that you can wield as mêlée weapons (e.g., pistol whip, bayonet, etc.). You can apply this feat to Unarmed Strikes. You cannot be flat footed to use this feat.
Danger Sense

[Trait]

**Cost**: 3CPs

With this trait, you cannot be caught flat-footed. Your Dexterity bonus to  AC is effectively always on because you have a preternatural sense of when something or someone is about to attack you.

## ***E***nhancements

**Enhancement**: Unsurprised

> **Cost**: 3CPs
>
>

> You cannot be surprised in combat, which means that attackers never get a surprise round against you. If you are with a team and the rest of your team is surprised, you get to roll your initiative at the same time as your attackers (who have a surprise round) and then act according to that initiative roll.
>
>

**Enhancement**: Precognition

> **Cost**: 2CPs
>
>

> You can detect the looming presence of unknown danger within a 30-foot radius of your position. Anything immediately dangerous or threatening (i.e., preparing to cause harm within a round or two) raises a tingly sensation on the back of your neck. You cannot define the nature of the danger or the direction from which it will comes, but you know it's there. In game terms, the GM must inform you of any such danger but is under no obligation to describe its location or nature. (It is useful for you, the player, to regularly remind the GM that you have this ability so that she can inform you of any dangers.)
>
>

**Enhancement**: Combat Sense [power]

> **Cost**: 5cp
>
>

> **Activate**: 1pp; free
>
>

> **Sustain**: 1pp; round
>
>

> In combat, you can invoke a Reflex Save vs. attacks. The DC is the total rolled against you.
>
>
Magnetic Signature

**Value:** 2CP

You generate a potent magnetic field. You set off metal detectors, fixed or portable, you cannot use a magnetic compass because it will always point to you, you take a -2 penalty on Computer Use, Craft (electronics), or anything else that involves electronics being placed within 5 feet of you, and any magnetic recording medium (tapes, hard disks, credit cards with magnetic strips, etc.) must make a Fortitude save (DC 10) every time you handle them, or the data is permanently and irretrievably scrambled.

**Enhancement:** Super Form Only

> **Cost:** 1 CP
>
>
> **Prerequisites:** Form Shift
>
>
>
> This comp only affects the owner when they are in their super form.
>
>
Focused Strike

[Combat]

You can focus on one, good hit.

**Prerequisite**: BAB +6

**Benefit**: You can sacrifice an iterative attack and apply its BAB to another attack you make in that round. You must declare your intention to do so before you attack, and you can apply this bonus to only one attack at once. For example, if you had BAB +7/+2, you could choose to make a single attack at +9.
Power Resistance

[Metapower]

**Cost**: 8cp

**Activate**: none; always on (see text)

This power grants you **PR 11** against one origin of your choosing: bio, cosmic, mystical, psionic, or supertech. The power applies to anything with an origin, including spells and magic items (mystical), psi-powers and psionic items (psionic), or supertech devides (supertech). To affect you, any incoming effect must roll against your PR on a **power check: d20 + 1/2 the CP value of the power**. This power check applies to Mystic Spellcasting and Psionic Manifestation as well as standard powers (i.e., there is no caster check or manifester check).

You can take this power up to five times. Each time, it applies to a new origin.

## Enhancements

**Enhancement**: Imbue PR

> **Cost**: 3CP
>
>

> **Activate**: 2PPs per person; swift action
>
>

> **Range**: touch (special)
>
>

> You can now confer PR on other people. You must maintain physical contact with them to maintain the effect, anyone who targets them must roll separately to overcome your PR score.
>
>

**Enhancement**: Increase PR

> **Cost**: 2CP per rank (PR +1)
>
>

> Every rank increases your PR by 1.
>
>

**Enhancement**: Power Reflection

> **Cost**: 8CP
>
>

> **Activate**: 1pp; use-activated (attack)
>
>

> When you successfully *Resist* a power effect, it instantly bounces back towards whoever created it. Resolve this reflection in the attacker's turn and as if you were had that power. For example, to Reflect a *Ranged Energy Attack*, use the damage of the power but your own ranged attack bonus.
>
>

## Limitations

**Limitation**: Active Resistance

> **Value**: 2CP
>
>

> **Activate**: 1pp per round; free
>
>

> You have to actively turn on your *Power Resistance* and pay for it, round by round.
>
>
Diurnal Power Cycle

**Value:** 4CP

Your powers are closely attuned to the rising and setting of the Sun, and are useful for only about half of each twenty-four hour day, allowing for seasonal variation. You can access your powers only between dawn and dusk, or only between dusk and dawn (player's choice). During the other half of the day, they simply do not exist. This Comp does not affect Traits. You must have at least 10CP worth of powers to take this Comp.