recursal/Fanatic-Fandom huggingface dataset:
Musical Prodigy

[Power]

**Cost**: 2 CP/Rank

**Activate**: 1PP per rank (By CL); Standard

**Sustain**: Same as Activate; per round; free

When playing/singing music, you can choose to use this power to enhance your allies. They must be within hearing/sight range, and can not receive buffs if blind and deaf. For every rank in this power, you grant a +1 morale bonus to hit and damage rolls to every ally within range, though enhancements can increase these benefits.

## Enhancements

**Enhancement**: Song of Skill

**Cost**: 2 CP/Rank

**Activate**: 1 PP per Rank; Standard

You can choose to enhance your ally's focus with the power of music, granting one ally within 30 feet a +2 bonus per Rank to all skill checks that would not be directly hindered by someone playing loud music, such as Stealth while hiding. This is up to the GM's discretion.

**Enhancement**: Stunning Performance

**Cost**: 4 CP/Rank

**Activate**: 2 PP per target; Standard

Choose one target per rank in this Enhancement within 30 feet of you. During combat, you can choose to instead harm rather than help with your music, forcing them to make a fort save with a DC equal to 10+1/2 HD+Your charisma mod or be stunned for 1d4 rounds.

**Enhancement**: Shred

**Cost**: 2 CP/Rank

**Activate**: 1 PP per rank (By CL)

By pulling off the most tubular solo in the history of man, you can tear apart foes with sound within a range of 30ft. Make a ranged touch attack against one foe, and if it hits it deals 1d6 sonic damage per rank in Shred.
Lab Magic Mastery

[General]

You know your way around your mystical laboratory.

**Prerequisites:** Mystic Spellcasting (level 3 spells), a Laboratory (Ad)

**Benefit:** You get a +4 competence bonus to all Spellcraft checks you make to analyse spells or magic items as well as invent new spells, while you are sequestered in your lab.
Power Penetration

[General]

Your powers blast through Resistance.

**Benefit** : You get a Competence bonus +2 on power checks (1d20 + net CP value of power), *or* caster checks (1d20 + caster level), *or* manifester checks (1d20 + manifester level) you make to overcome Power Resistance, Spell Resistance, or Psionic Resistance (player's choice).

**Special:** You can take this feat up to 3 times. It applies to a new kind of resistance each time. The feats Spell Penetration and Power Penetration (for psionics) have been removed from *Phoenix*.
Elusive Target

[Combat]

**Prerequisites:** Dex 13, Defensive Martial Arts

**Benefit:** When fighting an opponent or multiple opponents in melee, other opponents attempting to target the character with ranged attacks take a -4 penalty. This penalty is in addition to the normal -4 penalty for firing into melee, making the penalty to target to character -8.

**Special:** An opponent with the Precise Shot feat has the penalty lessened to -4 when targeting the character.
Surface Adhesion

**Surface Adhesion**

[Power]

**Cost**: 3CP

**Activate**: none; use-activated (movement)

**Range**: self

You can crawl up walls and across ceilings with ease, but you have to have your hands free and your feet on the surface do it. You travel at your full speed, and you can take a double-move, but you cannot run.

You do not need to make Climb checks of any kind, even if you're upside down. You retain your Dexterity bonus to  AC, and opponents get no special bonus to attacks against you.

You can take the weight of one extra person of your size category, but you can move only at half your speed. (This assumes that their weight falls somewhere in the range of that size, of course.)

## Enhancements

**Enhancement**: Extra Sticky

> **Cost**: 1CP
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> You are sticky enough to support another 500 lbs. of weight. Note that that doesn't automatically mean that you personally can carry that much weight. You can take this enhancement up to four times for a total of 2000 lbs.
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**Enhancement**: Fast Climb

> **Cost**: 1CP
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> You can "run" on vertical surfaces (i.e., move x4 your base speed, in a straight line), but without Hands Free (see below), you move on all-fours as opposed to upright *running*.
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**Enhancement**: Hands Free

> **Cost**: 2CP
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> You can stick to walls or ceilings with any part of your body. Can now walk on the wall with just your feet, or conceivably just your hands, and you can "sit" on a wall and just stay there. Note that this enhancement doesn't change gravity. It just allows you to stick to the wall with any part of your body.
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Nemesis

**Value:** varies

A Nemesis is an arch-villain who, for whatever reason, is obsessed not just with defeating you, but doing so publicly to prove his or her superiority to you. A Nemesis can be any person, group, or organization that has a personal investment in causing you harm and the means to accomplish it. A Nemesis has two aspects, frequency and power. The frequency with which your Nemesis shows up in your life is based on his or her CP value The CP value of this comp is the total of the frequency and power of your Nemesis. You can take this Comp up to 4 times, for a total of 4 Nemeses. Any other regular villains are just part of your Rogues Gallery, and though threatening and annoying, they don't have the same personal stake in humiliating you. You can also upgrade an existing Nemesis. This kind of thing should happen through an in-game explanation. A particularly humiliating defeat at the hands of your Nemesis might embolden her. Alternatively, if you embarrass *him*, he might come back even madder than before.

**Frequency**

Your GM will roll to see if your Nemesis shows up while designing your game and then work him, her, or them into the story. The frequency is expressed as a percentage chance with the GM will roll on percentile dice. They will always be integrated into the plot, not just random people who throw grenades at you out of spite.

* **Rank 1 (1CP)**: 15%
* **Rank 2 (2CP)** : 30%
* **Rank 3 (3CP)** : 45%
* **Rank 4 (4CP)** : 60%

**Power**

Your Nemesis has a number of CPs relative to your power. This includes the value of character levels. If you were 5th level and had 30CPs worth of powers, then you would have a total of 80CP in your character. That means that a 2CP Nemesis could have up to 40CP in either levels, or powers, or both. The power of your Nemesis is expressed as a fraction of your total CPs.

* **Rank 1 (1CP)**: 25%
* **Rank 2 (2CP)** : 50%
* **Rank 3 (3CP)** : 100%
* **Rank 4 (4CP)** : 150%
Bad Driver

**Value:** 2CP per rank

You just suck at driving anything with an engine.

**Rank 1 (3CP):** You take a **-4 penalty** to Drive/Pilot checks.

**Rank 2 (6CP):** You take a -**8 penalty** to Drive/Pilot checks.

**Rank 3 (9CP):** You take a **-12 penalty** to Drive/Pilot checks, and you must spend 1 Hero Point to even attempt such a check.

**Special**: This Comp is incompatible with all Vehicle feats.
Animal Antipathy

**Value:** 1CP per rank

Animals don't like you at all, and they make their distaste extremely obvious. Dogs bark, cats hiss, and horses buck. You suffer a **-2 penalty to any roll involving controlling or influencing an animal**. Your rolls to attack animals are unmodified. You can take this Comp up to 4 times. Its effects stack.

## Additional Comps

**Additional Comp: Hostility**

> **Value:** 1CP
>
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> For every rank in this additional comp, when you encounter wild animals, their reactions to you are automatically one column into the negative. You can take this additional comp multiple times. Its effects stack
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**Additional Comp: Extreme Hostility**

> **Value:** 1CP
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> When attacking, wild animals always go after you first. This Comp is incompatible with the power Animal Affinity. However, you can still have a familiar because they are quasi-magical and intelligent versions of their respective species.
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One Liner

[Tongue-In-Cheek] [Verbal]

You have a penchant for glib wisecracks.

**Prerequisite**: Charisma 13, Diplomacy 5 ranks

**Benefit**: If you can deliver a clever pun, witty double-entendre, or snappy retort at the top of your round, you can grant yourself an Awesome bonus to all rolls that round, except for damage rolls. Delivering the one-liner requires a swift action, and the GM decides if the bonus is worth +2 or +4, depending how clever it was and/or how much everyone at the table laughed.
Precise Strike

[Combat]

You’re conscientious about property values.

**Prerequisites**: Int 13, Combat Expertise

**Benefit:** When you're in mêlée, if you and your opponent(s) are standing adjacent to a building and you miss with a melee attack, you can choose to not do damage to the building due to a wild swing.

**Normal:** If you and your mêlée opponents are both adjacent to a building and either of you miss each other, you strike the building.
Natural Armour

[Trait]

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

**Range**: self

You have an unusual level of natural protection. This might be because you have scales, implanted armour plates, magical force fields, or just nigh-invulnerable skin. For every 2 CP that you invest in this power you gain a +1 Natural bonus to your  AC. You can take up to ten ranks in this trait.

## Limitations

**Limitation**: Active Natural Armour

> **Value**: 1CP per point of  AC
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> **Activate**: free; free action
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> **Sustain**: free; free action
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> Your *Natural Armour* is now a power.
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Insatiable Curiosity

**Value:** 2CP

You are compelled to look in drawers and medicine cabinets, find out people's secrets, and generally know all the things that you're ostensibly not supposed to. Whenever you are confronted with a chance to learn something new and interesting, especially if relevant to your current adventure or investigation, you must make a Will save (minimum DC 15, higher at the GM's discretion, depending on just how juicy the secret is) in order to keep from immediately dropping what you're doing in order to pursue the mystery. You will generally not pry into the private lives of your team mates and trusted allies, but will usually ask more questions than most would.

If you consistently try to ignore secrets and are forced to pursue them when you fail your will save, then the GM is encouraged to raise your DC. If you take this comp, you need to play along.
Favours Owed

**Value:** 2CP per rank

You have incurred a substantial obligation to an NPC. This is a debt of service and/or honour rather than just money. You owe the NPC your time and effort at regular intervals and there are definite consequences should you fail to heed the call.

The NPC owed favours should be generally cordial, but not overly friendly or sympathetic toward your goals. Crime bosses, corrupt police officers, and government agencies are all great fun in this role.

* **Rank 1 (3CP):** The NPC is firm about the debt, but neither sadistic nor too demanding. He will ask for small favours. A minor annoyance, but not a continuous disruption to your life.
* **Rank 2 (6CP):** The NPC asks quite a bit more of the character, requiring risky and/or lengthy services that can thwart an attempt to keep a regular schedule.
* **Rank 3 (9CP):** The NPC all but owns you, makes use of you all the time, and has the means to respond unusually harshly should you not meet your obligations. This level of involvement must be approved by the GM because it can easily become disruptive to an ongoing game, though it can also be what fuels an on-going game.

## Additional Comps

**Additional Comp:** Dark Secret

> **Value:** 2CP
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> The nature of the NPC, as well as the nature of the favours owed, is so contrary to your public motives and reputation that you have to conceal the existence of the debt, as well as the nature of your service to the NPC, from even your closest allies. (Take this Additional Comp only with the GM's approval because it, too, can either disrupt or come to dominate an on-going game.)
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New-Age Nonsense

[Tongue-In-Cheek] [Verbal]

The inner eye sees through nonsense.

**Prerequisite**: Charisma 13

**Benefit**: You gain an Awesome bonus +4 to skills you make to build, repair, or study a psionic item, provided that you (the player) can ad-lib a vaguely believable load of new-age nonsense before you make the roll. You can witter on about crystals or chakras or whatever. These essentially meaningless phrases help you concentrate. This does not add any time to your skill check. You (the character) actually mumble while you work.
Moral Authority

[Tongue-In-Cheek] [Verbal]

You can deliver a hell of a homily.

**Prerequisite**: Charisma 13, Allegiance to an institution/philosophy with a moral tone (e.g., government, religion, political party, etc.)

**Benefit**: If you can convincingly explain to a villain what their moral failings are, the ethical conundrum in their minds can imbue a -4 Bogus penalty to all their rolls for 1d4+1 rounds (in combat) or 1d4+1 minutes (out of combat). You can invoke this feat only once per session. In combat, you must expend a standard action to deliver your heroic message of goodness, fiscal responsibility, personal hygiene, or whatever.

**For example** : The evil Apocalypso has cornered Constable Courage on a narrow catwalk. "Now I will beat you to within an inch of your life!” the madman cackles as he advances with fists raised.

"Not likely," the good Constable responds, "clearly, my strict, Royal Canadian Mounted Police regimen of callisthenics and restrained eating habits give me a physical advantage over a reckless and unhealthy miscreant such as yourself. After all, your henchmen raided the Tasty Loins Pork Processing Plant last week solely to indulge your late-night craving for bacon!"

[They roll an opposed test, Apocalypso loses.]

"Blast!" cries Apocalypso, as he is filled with self-doubt. Clearly, the Constable is correct. He is getting a little wide around the middle.

"Let this be a lesson in the virtues of physical fitness!" cries the Constable, as he beats Apocalypso into unconsciousness.
Slow Activation

**Value**: 3CP

You cannot use the Ready action on any power that has an activation time/cost (i.e., anything that you have to "turn on").

## Additional Comps

**Additional Comp:** Slower Activation

> **Value**: 3CP per rank
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> The activation time for *one* of your powers (player's choice) increases by one step on the following scale:
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> Free/swift action --> Move action --> Standard action --> Full-round action --> 1 round
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> **For example**, if your activation time were normally a standard action, this Comp would turn it into a full-round action. If it's normally a swift action, this Comp turns it into a move action.
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> You must have at least one power with an activation time of at least a swift action to take Slower Activation. You can take this Additional Comp multiple times. Each time, it either applies to a new power (player's choice) or it increases the activation time by one step. You can apply this Comp to Mystic Spell-Casting and Psionic Manifestation, in which case it applies to individual spells or psi-powers.
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Home Turf Advantage

[General]

You know your territory like the back of your hand.

**Benefit**: In your home turf, you get a Circumstance bonus +2 to Gather Information, Knowledge (current events), and Knowledge (popular culture), and when you're outside or in a public space, Stealth. Your "turf" is anywhere you have lived for at least five years.
Lethal Hurling

[Combat]

You throw weapons like a Major League pitcher.

**Prerequisites** : Str 15, Dex 13, BAB +2, proficiency with thrown weapons

**Benefit:** You gain a +2 damage bonus with all thrown weapons. This bonus applies only to directly thrown weapons. Do not add it to projectiles, bullets, grenades, or grenade-like weapons.
Sibling Bond

**Cost** : 2CP per rank

This advantage creates a psychic bond between yourself and one sibling. That sibling must take Sibling Bond as well. It works only with a minimum of two members, but more are possible. This sibling must be either another PC, Sidekick, Ally, Personal Assistant, or similar.

**Rank 1 (2CP)** , *Sibling Awareness*: You are aware of direction and distance to your sibling and his or her status: unharmed (full HPs), injured (some lethal or non-lethal damage), unconscious, immobilised (awake but unable to move), dying (into negative HPs), or dead. This sense works over any distance if you are on the same plane of existence or in the same dimension.

**Rank 2 (4CP)** , *Sibling Empathy*: When you are within 30 ft. of your sibling, you can use a move action and spend 1 PP to sense his/her emotional state. You can sense any emotion that you can describe in a single word: afraid, happy, angry, joyful, etc. For reference, this enhancement functions just like the Empathy enhancement from the *Telepathy* power.

**Rank 3 (6CP)** , *Sibling Telepathy*: When you are within 30 ft. of your sibling, you can use a move action and spend 1 PP to sense his/her surface thoughts. For reference, this enhancement functions just like the *Telepathy* power.

**Enhancements**

**Enhancement: *Telepathy***

**Cost**: varies

**Prerequisites**: Sibling Bond rank 2

You can take enhancements from the *Telepathy* power at a discount and apply them to your Sibling Bond only. They do not grant any powers not available to you through this advantage. You can take the following enhancements: Broadcast, Converse, Increased Range, Long-Distance Range, Swift-Action Telepathy. Each enhancement costs half its normal price (rounded up)*.* If you and your sibling(s) take the very same enhancement(s) at the same time, each of you receives a 75% discount (again, rounded up), but you have to take them at the same time. You cannot retroactively gain CPs because a sibling took an enhancement. The minimum, discounted cost of an enhancement is 1CP.
Form Shift

**Value**: 2CP

**Prerequisite**: you must have powers

**Activation**: 1PP per shift

You must shift from your normal physical form to a super-powered hero form in order to access your powers. Shifting from your mundane to your powered form requires a move action, costs 1PP, and counts as Activating a power, which means you can apply the Dramatic Activation Comp to it. Form Shifting, the action, can also be detected by Power Detection.

Your heroic form's face can be covered or uncovered, at your option, and both your heroic and normal forms wear whatever clothing, armour, and equipment (up to a light load) that they wore the last time they shifted. Your Charisma score is not different (unless your Charisma is a power), but your facial features can be totally different if you want them to be. This means that you could have a heroic form that is not recognisably similar to your normal form, regardless of rolls made to Observe checks. The two forms don't have to be similar in any way, if you don't want them to be.

If you take this comp as well as Bizarre Area Effect, reduce the CP value of the latter by half. Having the Bizarre Area Effect 'on' only half the time means it's half as complicating to your life.

## Additional Complications

**Additional Comp**: Multiple Forms

> **Value**: 2cp
> You have an additional "form," and at least one of your powers is accessible only in that form. You can freely shift between all of your forms. All other rules apply normally.
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**Additional Comp:** Reliant Form Shift

> **Value:** 1 CP/Rank
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> Your Form Shift requires you to hold some sort of special item tied to your power.
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> Rank 1: Your Form Shift requires a general type of item, i.e. any firearm, any blade.
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> Rank 2: Your Form Shift requires a specific type of item, i.e. any light firearm, any light blade.
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> Rank 3: Your Form Shift requires a certain item, i.e. a Light Pistol, a Rapier.
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> Rank 4: Your Form Shift requires a unique item, i.e. the Light Pistol given to you by your grandfather 8 years ago, the Rapier that was enchanted by The Goddess.
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## Enhancements

**Enhancement**: Accessible Power

> **Cost**: 2cp of the power's value
> You can access one or more of your powers in your normal form.
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Awesome Knockback

[Combat]

Your knockbacks make the laws of physics cringe.

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

**Benefit**: As Improved Knockback with an additional +4 (+8 total). **Special:** 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.
Astrobatics

[General]

You are trained in both zero- and low-gravity environments.

**Prerequisites:** Dex 13, Acrobatics 4 ranks

**Benefits:** You take no penalties to movement or skills when in a zero-gravity environment or a low-gravity environment. **Normal:** You take a -4 to attacks and Acrobatics checks in zero-/low-gravity environments (see Zero-G Movement).
Pressure Adaptation

[Trait]

**Cost**: 2CP

Your body can withstand the stress of extreme pressure, such as that which is found deep underwater. You have total immunity to the physical dangers of compression and decompression, otherwise known as "the bends." Your body maintains normal internal pressure no matter how dense the air or water is beyond your skin.

This adaptation offers no protection against de-pressurisation, such as that caused by exposure to space, nor does it supply you with oxygen. You can still asphyxiate if you do not have sufficient oxygen. Powers that alleviate your need to breath, or equipment that provides breathable air, function normally assuming that they, too, can survive deep-see pressures.
Monotone

**Value:** 2 CP per rank

**Rank 1:** Your voice is less emotive than other people, and as a result, you take a -2 to Diplomacy, Bluff, and any Perform checks that require your voice. Additionally, any observers have to make a DC 10 Sense Motive check to notice if you are joking or being humourous.

**Rank 2:** Unless you put effort into it, you sound like you have no emotions whatsoever, and therefore take a -4 to Diplomacy, Bluff, and any Perform checks that require your voice. Additionally, any observers have to make a DC 15 Sense Motive check to notice if you are joking or being humourous.

**Rank 3:** You are literally incapable of sounding emotive, and due to that take a -6 to Diplomacy, Bluff, and any Perform checks that require your voice. Additionally, any observers have to make a DC 20 Sense Motive check to notice if you are joking or being humourous.
Quirky Systems

**Value:** 2CP

Your Supertech powers behave strangely when you take damage. At least half of your CPs invested in powers must be supertech in Origin. This includes Gadget*s* and Power Armour. Whenever you take a critical hit or more than ten points of electrical damage from a single attack, there is a 25% chance (non-cumulative) that a system dysfunction will render you a bit spastic, inflicting a -2 penalty to all rolls related to your Supertech powers or parts for 1d10 rounds. These effects do not stack if you are similarly damaged again before the first effects have faded, but because the durations happen simultaneously, you can extend your Quirky time.
Favoured Enemy

[Combat]

You are great at hurting a particular creature.

**Benefit**: You get a competence bonus +2 to attack and a competence bonus +4 to damage against foes that fall into one of the following categories (player's choice):

* Aliens (extra-terrestrial, interdimensional, etc.)
* Constructs
* Mutants (human)
* Mystical/Mythic Beasts
* Plants
* Undead

**Special:** You can take this feat multiple times. Each time, it applies to a new Favoured Enemy type.
BEARY Jr

"Im a baby"

This is the child (baby) version of an BEARY

·the baby beary with beara is confirmed to add them in beary show

·baby beary is really an beary child

·misiosz10 said joke "beary jr was maked by beary and sam ship"

·beary jr real name is baby beary

·beary jr likes buns - from beary

·actually beary jr has been pooping over and over in beary show but its been cancelled because of this show can be an shit
Position of Power

**Cost:** 1CP per rank

You enjoy a position (whether earned or inherited) of considerable **social privilege and responsibility**. The exact effects of this Ad are mainly left to role-playing situations. However, it can grant circumstance bonuses to certain situations, if the GM deems it appropriate.

You cannot hold multiple Positions of Power.

**Rank 1 (1CP):** You might be an assistant professor at an educational institution, a low-ranking military or law-enforcement officer (rank equivalent to Sergeant), a very minor holder of a patent of nobility (baronet), or have a minor position in local politics (city hall bureaucrat).

**Rank 2 (2CP):** You might be a dean or department head at an educational institution, a military or law-enforcement officer (rank equivalent to Lieutenant), a holder of a relatively minor patent of nobility (Baron or Viscount), or have a position in local politics of some influence (city council, regional representative).

**Rank 3 (3CP):** You might be a senior administrator at an educational institution, a major director of an institution such as a museum, a law-enforcement or military officer of some seniority (rank equivalent to Captain), a holder of a patent of nobility (Count or Earl), or a hold a fairly powerful position in local politics (mayor of a moderate-sized city, representative to a national ruling body).

With the GM's permission, you may purchase positions even higher than those listed and at prices deemed appropriate by the GM. GMs and players are both warned that positions of considerable power can be disruptive to an on-going campaign and difficult to maintain in conjunction with a heroic adventuring career.
Sniper

[Combat]

You are trained in shooting from great distances.

**Prerequisites**: Point Blank Shot, Precise Shot, Dead Aim, Sharpshooter, Sneak Attack Ability

**Benefit:** You can apply your full sneak attack damage to any successful surprise attack you make with a rifle equipped with a telescopic sight. Such an attack requires that you spend a full round aiming just before the round in which you make the attack.

**Normal:** You cannot ordinarily make sneak attacks at a range beyond 30 feet.
Beyond Pwned

[Tongue-In-Cheek] [Combat]

**Prerequisite**: Stealth 5 ranks, Pwned, Pwned Hard, Major Pwnage, OMG U Lzr... Pwned

**Benefit**: As Pwned Attack, with an additional morale bonus to damage +1d4 (total +5d4). Also, any of the victim's allies who witness this spanking must make Will saves (DC 15) or be Shaken for 1 round out of the sheer embarrassment for even knowing a noob who let himself get so thoroughly spanked.
Improved Endurance

[General]

You have the stamina of a triathlete.

**Prerequisites** : Con 13, Endurance

**Benefit**: This feat increases the Endurance bonus by an additional +4 (total +8). Additionally, you can sleep practically anywhere, on pavement in the Winter, in a locker at the airport, during a U2 concert, etc, without becoming fatigued the next day.
Team Breaker

[Combat]

You are trained to fight people working in groups.

**Prerequisites:** BAB +4, Dex 13, Int 13, Combat Reflexes

**Benefit:** Whenever an opponent uses Aid Attack/ AC against you in mêlée, you get an attack of opportunity against either the one who's Aiding or the one being Aided (player's choice).

**Special**: This feat does not allow you to make more attacks of opportunity than you normally can.
Combat Diagnosis

[Combat]

You have an eye for telling how hurt people are.

**Prerequisites**: Wis 13.

**Benefit**: You can (as a free action, once per round) estimate approximately how much of a subject's total HPs he or she has left. You diagnose the subject's remaining HPs as a percentage and to within 10% their total. For example, a subject with 80HPs left out of 100 would look 80% healthy, as would a subject with 8HPs out of 10.
Improved Knockback

[Combat]

You're particularly good at smacking people around.

**Prerequisites**: Str 25, Power Attack

**Benefit**: You receive a +4 bonus to your effective damage rolls for the purposes of determining whether you knock opponents back. This does not affect actual distance or damage, but instead affects whether or not you can meet or beat your target's Knockback Threshold.

**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.
Illiterate

**Value:** 4CP

You cannot read, and therefore cannot place skill ranks in Computer Use, Craft (chemical, electronic, pharmaceutical, structural, writing), Decipher Script, Demolitions, Disable Device, Forgery, Gamble, Investigate, Knowledge (arcane lore, behavioural sciences, business, civics, Earth and life sciences, history, physical sciences, tactics, theology/philosophy, technology), Navigate, Pilot, Profession (GM's discretion), Read/Write Language, Research, Treat Injury, or Use Magic Device. You begin the game knowing only the spoken form of your native language. You can buy off this Comp, with the GM's permission, but until you do so, you cannot learn to read any new language. This Comp is incompatible with any feat that involves "book learning," including anything that enhances the skills listed above.
Battle Cry

[Tongue-In-Cheek] [Verbal]

You can strike fear into your enemies.

**Prerequisite** : Charisma 13, Intimidate 5 ranks

**Benefit** : You must first **invent a battle cry** that is thematically appropriate to your character's persona. It needs to be something sufficiently intimidating and/or magnificent to genuinely strike fear into your enemy's hearts, something along the lines of "I am the terror in the night" or "No one escapes the Spanish Inquisitor."

Yelling your Battle Cry at the **beginning of combat** (i.e., your surprise round or your first action after rolling initiative) constitutes an **Intimidate check against *all* enemies** in earshot. Any enemies in earshot who do not understand your language roll against half your Intimidate roll (e.g., if you roll a total of 22, they would roll against 11). Even in another language, you can scare the crap out of people. The effects of this Intimidation last 2d4 rounds instead of the normal single round. Yelling your Battle Cry requires a move action and constitutes an action in combat, so you are no longer flat-footed after you do it.
Daredevil Pilot

[Vehicle]

Yer mamma was an F14.

**Prerequisites**: Pilot (any) 5 ranks

**Benefit**: You get a Competence bonus +4 to any roll you make to operate an airplane, helicopter, or other flying vehicle in a situation of immediate risk (i.e., if failing the roll will result in the vehicle or the drive/occupants being harmed in some fashion).
Crippling Blow

[Combat]

You can cripple your opponents with an unarmed strike.

**Prerequisites**: Str 13, Dex 15, Improved Unarmed Strike, Pressure Point Attack

**Benefit**: You can designate any unarmed strike as a Crippling Blow. If you hit, you cause **1 temporary point of Strength or Dexterity damage** (player's choice) that lasts for 1d4 rounds. You can make only one Crippling Blow per round. The effects of Crippling Blow are cumulative. The target of a Crippling Blow must have discernible humanoid anatomy and physiology. Anyone with an armour or natural  AC bonus of more than +6 is immune to this feat's effects.
Ability Enhancement

[Power]

**Cost**: 2CP per rank (+1 to ability score)

**Activate**: n/a

**Range**: self

For every rank in this power, increase one of your abilities by +1. This increase is permanent, but it is a power, so it's vulnerable to the metapowers. You should keep a record of your unpowered ability scores (i.e., your scores before any enhancement).

However, you can take this power as a trait instead but your score can't surpass 24. You can take the trait version up to 24 and then take the power version at 25+ if you wish.
Tackle

[Combat]

You've got a little NFL in you.

**Prerequisite:** Str 13, Power Attack

**Benefit:** You can combine a trip, a grapple, and an unarmed strike into a single attack in which, if you're successful, you drag your target to the ground as well as causing damage. You must move at least 20 ft. before you tackle your target, at which point you resolve all three attacks separately: strike, trip, and grapple. The tackle itself does not provoke an attack of opportunity, but moving through a threatened square still can. The strike must hit the target's touch  AC in order for you to attempt the trip and grapple, but it doesn't have to hit for damage. The individual attempts are otherwise unrelated to each other, so you can lose the grapple but succeed at the trip or vice-vice.

**Normal:** You'd have to make all three of these attacks as separate attack actions.
Super Style

[General]

You are a trend-setter.

**Prerequisites**: Cha 13

**Benefit:** Once per session per point of Charisma modifier you possess, you can add a +2 circumstance bonus to any Charisma based skill or ability check in which your outstanding dress sense and force of personality might be used to lend some charm power.
Quick Sheath

[Combat]

You can sheath your weapon in a heartbeat.

**Prerequisites:** BAB +1

You can sheath a sword or holster a firearm with a free action. This does not alter the amount of time it takes to hide a weapon on your person, nor does it apply either a bonus or a penalty to how well you hide it.

**Normal:** Sheathing or holstering a weapon requires a move action.
Aircraft Operation

[Vehicles]

**Prerequisite:** Pilot 4

**Benefit:** Select a class of aircraft (heavy aircraft, helicopters, jet fighters, or spacecraft). The character is proficient at operating that class of aircraft.

The heavy aircraft class includes jumbo passenger airplanes, large cargo planes, heavy bombers, and any other aircraft with three or more engines. Helicopters include transport and combat helicopters of all types. Jet fighters include military fighters and ground attack jets. Spacecraft are vehicles such as the space shuttle and the lunar lander.
Hail of Bullets

[Combat]

You have a particularly speedy trigger finger.

**Prerequisites** : Dex 13, Point-Blank Shot, Rapid Shot, Double Tap

**Benefit:** You can burst-fire guns that do not normally feature this capability such as revolvers and semi-automatic pistols. Each burst requires, and expends, three rounds of ammunition.
Improved Entangle

[Combat]

You can entangle opponents with your chain or whip.

**Prerequisite**: Dex 13, Combat Expertise, Proficiency: Weapon (exotic: chain or whip)

**Benefit**: You can *entangle* opponents with your chain/whip. An entangle attack resolves exactly the same way as a trip attack (ranged touch followed by opposed test: your strength vs. target's strength or dexterity).

If the target makes a strength check and beats a set DC (whip: 20, chain: 25), then she breaks the weapon, regardless of your strength check.

If you win, the target is *entangled* (half speed, cannot run/charge, attack -2,  AC -4). The chain or whip must remain around the target to maintain the entanglement, of course.
Impaired Hearing

**Value:** 2CP per rank

You have suffered damage to your hearing. The nature of the damage is such that it cannot be repaired by either technological or supernatural means, and powers or feats cannot compensate for the penalties associated with it.

**Rank 1 (2CP),** Partial Deafness: You take a -6 penalty to Observe checks to do with hearing, and may not spend Actions Points to re-roll them.

**Rank 2 (4CP)**, Total Deafness: You automatically fail Observe checks to do with hearing, take a -4 penalty on Initiative checks, and have a 20% chance of spell failure when casting spells with verbal components and/or a -4 to Perform checks you make to Dramatically Activate a power.
Swift Power Point Recovery

[General]

You regain power points faster than normal.

**Benefit:** You recover 2PPs per character level every six hours of regular activity and 4PPs of total rest (lying down, not fighting, not concentrating, not spell-casting, etc.).

**Normal**: You ordinarily recover a number of PPs equal to your character level every six hours.
Cause Confusion

[Power]

**Cost:** 10CP

**Activate**: 2PP; use-activated (touch attack)

**Range:** touch

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

You can cause your target to become temporarily confused with a touch. To use this power, spend 2PP and make a mêlée touch attack. If you hit, then the target can make a Saving Throw to avoid the Confusion. Characters affected by this power begin behaving according to the table below on their next action after they fail the save.

Roll again each round to see what the subject does that round, except on a result of 1. Wandering creatures leave the scene as if disinterested. Attackers are not at any special advantage when attacking them, as they will still try to avoid being hit. Any confused creature who is attacked automatically attacks its attacker(s) on its next action, rather than rolling. The effect of this power lasts for 1d10 rounds. If you use it again on an already confused victim, it will last 1d6 rounds from that time. The durations are not cumulative.

**1d10 Behaviour**

1 wander away for 2d4 rounds

2-6 do nothing for 1 round

7-9 attack nearest creature for 1 round (not the creator of the *Cause Confusion* effect)

10 act normally for 1 round

## Enhancements

**Enhancement:** Tougher Save

> **Cost:** 2CP per rank (+1 to save DC)
>
>

> For every rank in this power, increase the save DC by +1 to a maximum of 10 ranks.
>
>

**Enhancement**: Extended Duration

> **Cost**: 3CP per rank (1d6 rounds)
>
>

> The duration of the *Confusion* 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.
>
>

**Enhancement**: Ranged Use

> **Cost**: 3CP per rank (30 ft. range)
>
>

> You can now use *Cause Confusion* 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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Gremlinism

[Power]

**Cost**: 8CP

**Activate**: 1PP; standard action

**Range**: 60ft

**Save**: special (opposed test)

You have the uncanny ability to cause a mechanical or electronic device to go haywire just by looking at it. If you use this power on a relatively simple machine or device (something with moving parts, like a firearm or a bicycle, but which requires no power to operate) there is a chance the device jams (completely ceases to function). The object will remain jammed for 1d6 rounds. Ordinary maintenance and cleaning procedures cannot make it functional again until the power's duration has passed.

If you use this power on a more complex, powered device (such as a vehicle or a computer), you will afflict the device with a penalty to all actions requiring a die roll. This penalty affects both actions taken by the device itself and actions taken by anyone using the device. If you use *Gremlinism* on a moving vehicle, it will force an immediate Drive/Pilot check, with the negative *Gremlinism* modifier taken into account. This modifier will last for 1d3 rounds.

To use Gremlinism, you take a standard action, spend 1PP, target a single device and roll a *Gremlinism* check (1d20 + half your CL + Intelligence modifier). The device makes an opposed roll of 1d20. If it is exceptional (eg, mastercraft) and/or has any bonuses (it's enhanced by a power), add its highest bonus to it's opposed roll. Also, the sheer size of the device in question can add a circumstance penalty. Small (hand held) devices take no penalty, but every size category larger than small adds +2 to its Saving Throw. Thus, medium devices are +2, large +4, huge +6, and so on. If your roll is higher than the roll of a simple device, it becomes jammed. If it is equal or lower, the power fails. Against complex devices, you inflict a penalty equal to half the amount you exceed the device's roll by. Thus if you roll 17 and the device rolls 13, you inflict a -2 penalty on the item.

Sentient machines add +10 to resist the effects of *Gremlinism*, though automatons do not.

## Enhancements

**Enhancement**: Extended Duration

> **Cost**: 3CP per die of duration
>
>

> The duration of your *Gremlinism* is extended by an additional die (d6 or d3, as appropriate) for each rank in this enhancement. You can take this up to five times, for a maximum duration of 5d6 rounds (to jam simple items) or 5d3 rounds (complex devices).
>
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**Enhancement:** Enhanced Jamming

> **Cost**: 2CP per +2 to jamming
>
>

> Each rank in this enhancement grants you a +2 bonus on your *Gremlinism* check. You can take this up to three times, for a maximum bonus of +6.
>
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**Enhancement**: Extended Range

> **Cost**: 2CP per 30 feet.
>
>

> The range at which you can use *Gremlinism* increases by 30 feet for each rank in this enhancement, to a maximum of three ranks, which grants a range of 150 feet.
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Agile Riposte

[Combat]

**Prerequisites:** Dex 13, Dodge

**Benefit:** Once per round, if the opponent the character has designated as his or her dodge target (see the Dodge feat) makes a melee attack or melee touch attack against the character and misses, the character may make an attack of opportunity against that opponent. Resolve and apply the effects from both attacks simultaneously.

Even a character with the Combat Reflexes feat can’t use the Agile Riposte feat more than once per round. This feat does not grant more attacks of opportunity than the character is normally allowed in a round.
Dead Aim

[Combat]

You are a trained sniper.

**Prerequisites**: Wisdom 13, Point-Blank Shot, Far Shot

**Benefit**: Before you make a ranged attack, you can take a full-round action to line up your shot. This grants a Circumstance bonus +2 on your next attack roll. Once you begin aiming, you can't move, even to take a 5-foot step, until after you make your next attack. If you move or otherwise lose your concentration, you lose the circumstance bonus.
Phobia

**Value:** 2CP per rank

You have an unreasonable fear of a certain thing or situation. This phobia must centre on an object or situation that is reasonably common, yet not entirely disruptive to the ongoing game. Possibilities include (but are not limited to): animals (snakes, insects, rats), water, crowds, heights, open spaces, enclosed spaces, darkness, guns, knives, sharp objects, water, cards, or magic/the Occult.

**Rank 1 (2CP)**: When you are in the presence of the object of your phobia, you suffer a -2 penalty to all rolls, including skill checks, attack rolls, and saving throws. Furthermore, if you move within 10 feet of your phobia, you must make a Will save (DC 15), or you cannot approach.

**Rank 2 (4CP)**: When you are in the presence of the object of your phobia, you suffer a -4 penalty to all rolls, including skill checks, attack rolls, and saving throws. Furthermore, if you move within 10 feet of your phobia, you must make a Will save (DC 20), or you cannot approach.

## Additional Comps

**Additional Comp:** Public Knowledge

**Value:** 2CP

Your phobia is known to the public, and any opponent who makes an Intelligence roll (DC 10) might use it against you, if he or she so chooses.
Multiple Origins

**Cost**: 2CP per rank

**Prerequisite**: more than one power

Your powers come from more than one origin. When you take this Ad, you must designate one of your powers at character creation *or* a new power that you purchase at the same time as the Ad as having a different Origin. As a completely random example, your Webbing could be supertech and your Surface Adhesion could be biological (as it should be!).
Dramatic Activation

**Value:** 2CP

To activate one of your powers you must either make a Gesture or shout a Command Word. You pick which power and whether the Dramatic Activation is a Gesture, a Command Word, or both (see below). PP costs do not change. Sustaining the power does not require Dramatic Activation. The power must have an activation and a total cost of at least 5CP.

**Command Word**

If you are gagged or otherwise silenced, you cannot use your command word. You also cannot whisper a command word. You must speak it at *least* as loudly as you would to a small group of people in a public place. If you use a command word while attempting to move when Stealthed, you take a -10 on your opposed check. Your command word can be in any language, and indeed, doesn't need to be a *word*, per se. It can be a guttural grunt or a nonsense phrase.

**Gesture**

You cannot execute your command word when grappled, entangled, or pinned. If you perform a gesture while attempting to blend into a crowd, you take a -10 to your opposed check (Stealth vs. Perception). Your gesture can be dance-like, martial artsy, or profane. You can flex a biceps, close your hands in prayer, or just flip the bird. It's up to you.

## Additional Comps

**Additional Comp:** Complex Activation

> **Value**: 2CP
>
>

> Your Dramatic Activation is finicky and requires that you pass a Perform check (DC 15). If you pass the check, the power activates normally. If you fail, the power does not activate, but you do not lose any PPs for the effort. This Additional Comp does not increase the activation time.
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**Additional Comp:** Disruptable Activation

> **Value**: 2CP
>
>

> Your Dramatic Activation is so precise that it can be disrupted, just like spell-casting. You can apply the feat Combat Casting to Dramatic Activation to get a +4 on your Concentration check. This does not mean that your Dramatic Activation provokes an attack of opportunity.
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**Additional Comp:** Provocative Activation

> **Value**: 2CP
>
>

> Your Dramatic Activation provokes attacks of opportunity, just like spell-casting. Your Command Word or Gesture requires so much concentration that they distract you from the fight in front of you. This does not mean that your Dramatic Activation can be disrupted.
>
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**Additional Comp:** Slow Activation

> **Value**: 2CP
>
>

> Your activation time increases by one step up the "action" scale: free/swift, move, standard, full-round. A move action become a standard action, for example. Slowed full-round activations turn into a full-round action plus a swift action, then a full-round plus a move action, etc.
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