Prism Rulebook

**Prism: Supers** is a scaling dice (1d4-2d6) system that uses eight attributes. The highest modifier a roll can have is +2 and the lowest is -2, excluding your Skill bonus. Prism uses a modular design approach that prioritises Player agency over strict, cumbersome rules. When a player creates a character, they also design their abilities, referred to as Talents. It is the Game Master's job to grade them to determine their cost. The lowest grade, D, costs one Talent Point to create, while an A-rated ability costs seven Talent Points. The system is created for the World of Heroes setting, but it is easily adaptable to other worlds.

For the *Pocket Edition* of Prism: Supers, please click here.

For the *Basic Edition* of Prism (Setting Neutral), please click here.

## Dice

roll 1d(=Die Rating / dR) as detailed in the **Power Grades** section below. A +1 (**Advantage**), +2 (**Double Advantage**), -1 (**Disadvantage**), or -2 (**Double Disadvantage**) may be applied in beneficial or negative circumstances at the GM's discretion. No stacking modifiers can go above +2 or below -2.

### Mundane Actions

Actions that are difficult for Mundanes, but fairly easy for Parahumans to complete.

* **1-2:** **FAIL** (Negative result)
* **3:** **HALF-SUCCESS** (Positive + Negative result)
* **4+:** **SUCCESS** (Positive result)

### Superhuman Actions

The majority of all rolls you will be doing.

* **1-3:** **FAIL**
* **4-5:** **HALF-SUCCESS**
* **6+:** **SUCCESS**

### Heroic Actions

Actions that are challenging even for Parahumans.

* **1-4:** **FAIL**
* **5-8:** **HALF-SUCCESS**
* **9+:** **SUCCESS**

### Lesser Die

**Explosive d6 Variant**

If it is **impossible** to succeed at a given task, you may roll and additional +1d4 if you land on the highest number on the die. Then, add both of your results together. If the number is greater or equal to the DC, you succeed. Otherwise, you *critically fail* at the task, resulting in a large setback for you and/or your team, on top of your failure to complete the task.

**d10 Variant**

If it is impossible to succeed at a task, you may roll 1d10 instead of your normal die. If you roll a 10, you succeed normally. If you roll any number other than ten, you will critically fail, at the task, resulting in a large setback for you and/or your team, on top of your failure to complete the task.

### Half-Successes and Failures

**Take a Move**
On a roll of 4 or 5 (for Superhuman Actions), choose between one of the following:

* **HALF-SUCCESS:** You **succeed** at your current task, but suffer a **-1 penalty** on your next roll involving the Attribute/Talent used.
* **HALF-FAILURE:** You **fail** at your current task, but gain a **+1 bonus** on your next roll involving the Attribute/Talent used.

These modifiers are cumulative, adding or subtracting other modifiers up to +2/-2.

**A Hard Bargain**
On a roll of 4 or 5 (for Superhuman Actions), the Game Master may present you two paths the narrative may follow. Choose one. Both choices should have their own advantages and disadvantages. It is up to the GM whether they only show the narrative or mechanical conditions, or describe both. They may allow you to roll Smarts to ***Get a Hint*** at the narrative consequences from either choice.

**Example:**

You roll to check your surroundings for danger, but roll a 4. The GM presents you one of the following options: Uncover Danger, suffer 1 damage or No Danger Discovered.

You ask the GM if you can Get a Hint about the first condition. You roll a 9 and they tell you that the danger will retaliate against you.

After choosing the first option, the GM states: "You discover the enemy sniper... As they shoot you. Thankfully, it only grazes you, causing one point of damage."

## Character Creation

A standard Adult Parahuman gets 20 points to put into Attributes called CHARACTER POINTS. Max. is 10, Min. is -1. Every odd number is a half-step (Ex. 5 = C+/1d8). -1 is an INSTANT FAILURE at any task associated with that Attribute.

### Attributes

* **Brawn:** *Strength* and *Health*
* **Agility:** *Physical reflexes* and *Speed*
* **Fitness:** *Stamina* and *Health*
* **Smarts:** *Knowledge* and *Memory*
* **Perception:** *Awareness*
* **Willpower:** *Mental Fortitude*
* **Leadership:** *Inspire*, *Give Speeches* (Groups)
* **Influence:** *Charm*, *Persuade*, *Intimidate* (1-on-1 encounters only)

### Derived Attributes

* **Health:** (=BRA + FIT)
* **Stamina:** (=FIT)

### Combat Stats

* **Parry:** (=1+AGI/2 r↓); Your base **Defense** **Value**
* **Dodge:** (=AGI); Your **Dodge** **Value**
* **Fighting:** (=BRA); Your base **Melee Attack** **Value**
* **Accuracy:** (=PER); Your base **Ranged Attack** **Value**

### Manoeuvres

The following manoeuvres can be initiated before *Initiative* is rolled or when you are taking your action. If you pick one manoeuvre, you cannot choose another in the same turn.

* **Attack**: Roll vs. Opponent's *Parry* to deal damage (Roll Attribute/Power Die Level a second time)
* **Dodge**: Roll vs. Opponent's *Attack* to avoid taking damage (+1 to-hit next round, if successful)
* **Block**: Transfer any Health damage (not ***Aura***) to Stamina (-1 to total)
* **Tank**: Take damage normally. Gain Advantage (+1) on your next Initiative roll (cumulative for each Attack Tanked)

### Cover

Certain kinds of **Cover** will give you bonuses (or penalties) against enemies in Ranged Combat.

 Moving Fast | +2 | Moving at the speed of a car or faster.

### Initiative

1. The GM declares Combat is active.
2. All parties declare their actions for the round (pick any manoeuvre)
3. All parties roll Initiative (=AGI)
4. The GM will sort the rolls in ascending order (lowest at the bottom)
5. Rolls are then resolved top to bottom

Repeat every round until all enemies or allies are incapacitated.

Initiative ties are settled by who has the highest base Agility score or by coin flip. On your turn, you can choose to make your action a ***delayed reaction*** to allow it to fire on another party's turn (for example: dodging).

***You cannot change your action once it is declared.***

### Hit Location (Optional)

**Hit Location** can (optionally) be determined by the roll of a die, whether independent or dependent from your Fighting/Accuracy roll.

**If rolled separately:**

**If included in Fighting/Accuracy checks (rightmost integer):**

#### Vital Areas

The companion system to **Hit Locations** is the **Vital Areas** system. Landing hits can deal bonus health damage depending on the Hit Location. Stamina damage is not affected.

 Green (Non-Lethal) | Limbs | -2

### Chases (Optional)

* **On foot:** Use Fitness
* **Operating a vehicle:** Use Agility

The faster party may gain **Advantage** or **Double Advantage** if the gap in **Speed** is significant enough (Ex. car vs person running).

* **On Fleer Success:** Slip away **[+1 range increment]**
* **On Pursuer Success:** Close the Gap **[-1 Range increment]**

 Out of Sight | Fleer Victory Condition

**Victory Conditions:**

* **Trapped:** The Fleer is cornered or their mount is Disabled and have nowhere left to go! Combat resumes.
* **Out of Sight:** The Pursuer has lost the Fleer's trail and can no longer find them! Must start Tracking to find them.

### Assisting an Ally

You may **Assist** an ally once per ***Chapter*** for every two points of *Leadership* you have.

* If the helper's roll is ***>DC***, gain **+1** (+2 if Critical) to your Skill check.
* If the helper's roll is ***<=DC***, suffer **-1** (-2 if Botch) to your Skill check.

Only one ally may *Assist* a single target at a time.

### Strain (Stamina Damage)

Strain is non-lethal damage that recovers in around an hour. You cannot be killed from Strain, though any damage that surpasses -4 ST *may* seep into your Health Pool. Negative modifiers do *not* stack.

* **6+: Healthy.**
* **5-6:** **Minor Pain.**
* **3-4:** **Pain.**
* **1-2:** **Intense Pain.** (-1 to all rolls next round)
* **0:** **Tired.** (-1 to all rolls next round)
* **-1:** **Fatigued.** (-1 to all rolls until rest)
* **-2:** **Winded.** (-2 to all rolls until rest)
* **-3:** **Exhausted.** (-3 to all rolls until rest)
* **-4:** **Unconscious.** Roll vs. *Temporary Injury* (Concussion, Sprain, Broken bone, etc.)

### Wounds (Health Damage) (Optional)

As you start taking health damage, the toll it takes on your body becomes more apparent as your ability to fight worsens and you (eventually) suffer injuries. Wounds heal after One **Week** per point of damage taken. The following are the effects of being at low Health:

* **6+: *Healthy*** (No ill effects)
* **5-6: *Bloodied.*** (Stunned. Bleeding.)
* **3-4: *Severely wounded.*** (Bleeding x2)
* **1-2: *Maimed.*** (Suffer an **Injury**: *30% Permanent*, *70% Temporary*)
* **0: *Mortal wound.*** (Death's Door)
* **<0: *Instant death.***

### Static Attributes

* **Aura (15):** Acts like **Shields** preventing you from taking direct damage (can still take *Strain*). Can remove AU in chargen to gain +1 TP or improve it at the cost of 1 TP.
* **Spirit (3):** You can gain the following benefits from using one Spirit Point:
	+ Gain Advantage (+2 modifier)
	+ Re-roll a failed check
	+ Go beyond your current power cap (+1 PAM)
	+ Use new temporary sub-powers (A Rating)
	+ Regain *1/2 your* Stamina, *Health* **or** *Aura* (Must be >0)

* Temporary bonuses last until the end of the scene and can be stacked. Spirit is gained from doing either **Heroic** (Hero), **Villainous** (Villain) or **Badass** (Vigilante) actions. Good roleplaying will reward you with a **Spirit Shard**. You can combine *six* Spirit Shards into *one* Spirit Point.

* **Image:** How well known you are. Positively, you are a celebrity revered by the public. Negatively, you are an enemy in the eyes of the people (and probably the law). The closer you are to zero, the less likely you are to be recognised in public.
* **Wealth:** Can be used to purchase Gadgets and other kinds of Equipment.

### Skills

You get three **Skills**: one at **+3**, one at **+2** and one at **+1**, the number representing the **Modifier** you add to the applicable die rolls. Skills *must* be **specialised** so they cannot cover a wide variety of ideas. *For example:* You cannot have "Fighting", but you can have "Brawling", "Swordplay", "Grappling", etc. It costs **1 Character Point** to add a new skill and 2 points to upgrade it.

Your maximum modifier for a Skill is equal to 1/2 (r↓) of the total points spent in their parent Attribute.

**Example Skills:**

The **maximum** modifier you can have on top of any attribute is +5, counting Super Attributes, Skills and Misc. modifiers. There are ***no*** exceptions.

### A War of Words (Optional)

Like how **physical** combat can be played out for drama, **social** combat can be as well. This *Social Combat* is also known as *A War of Words*. It plays out very similarly to a normal combat situation, though it is more focused on 1-on-1 encounters. Other participants are free to engage, taking sides wherever they wish, though the main *battle* takes place between the two original parties.

#### Setting The Stakes

If two *Player Characters* or a *Player Character* and *NPC* are going to be engaging in a *War of Words*, both must agree to the "stakes" – that being "What happens if Player A wins" vs "What happens if Player B wins". **Both** parties must agree to the stakes, or else the battle *cannot* commence. This *Contract* must be seen to the **end**, even if it isn't something that will *permanently* change your characters opinion, for the time being he or she will co-operate with the winner.

**Example:** "If I, the hero Gryphon win, you will admit that your actions were wrong and submit yourself to me so I can take you to justice!" vs. "Ah, but if I, the villain Black Swordsman win, you will admit to yourself that not everyone can be saved. Some people are just *too far gone*. Sparking an existential crisis!" **Agreed.**

#### Stats

* **Debate: (=INF);** Your **Social Attack Value**. Deals *Doubt* (Social Damage)
* **Belief: (=WILL+10);** Your **Social Health Value**
* **Composure: (=1+1/2[WILL] r↓);** Your **Social Defense Value**

#### Manoeuvres

* **Sway:** Positive {Debate} [+Trust]
* **Instigate:** Negative {Debate} [-Trust]
* **Refute:** {Block} incoming Doubt [Damage taken = Difference (Min. 1). Uses WILL.]
* **Fob:** {Dodge} the question [WILL]
* **Discredit:** {Heal} Doubt [WILL]
* **Contest:** {Counter-Attack} [Deals ½ Damage back if successful. Receive ½ damage r↑]

#### Turn Order

* Instigator → Defendant
* Defendant → Instigator
* **[REPEAT UNTIL END]**

#### Interrupting

Any character present can *Interrupt* one of the parties, allowing them to deal damage to the other side in exchange for their ally's turn.

#### Trust and Motivations

Trust is a sliding scale from -5 to +5. Most characters start at +0 Trust, unless you have *Super Leadership*, where they start at +1. Using *Sway* will give you a **+1** on Doubt dealt, while *Instigate* will give you a **-1**. The opposite is true with negative trust.

*Motivations* are basically the people or things that we fight for. Using people's *Short-Term Motivations* (Arc long) against them will give you a **+2** on Doubt dealt. Using people's *Long-Term Motivations* (Campaign long) will give you a **+4**. Using people's loved ones or friends (Dependencies) against them will give you a **+1**, unless they are also a *Long-Term Motivation*, where it will be a **+5**.

Everyone has Motivations, and you are expected to pick **one** Long-Term motivation and **two** short-term. Dependencies can be taken for bonus CP, though be careful adding *too many* motivations, as they can be used as leverage against you!

#### Dispositions

For each point of **Super Leadership**, choose one NPC to ***gain*** **+1 Disposition** or ***lose* -1 Disposition** with you or a target. This ability refreshes at the GM's discretion (in the scope of every 1/2 Season). Raising/Lowering Disposition can be the secondary results of **A War of Words**, as long as the change is stated during the signing of the Contract.

**Positive Dispositions**

**Affectionate:**

* Someone loves, adores, and respects you. They are devoted to you, and believe you are to them (at least on some level). They are most likely to fall for Deception, be Persuaded to change their minds, and are easier to Antagonise than most.

**Friendly:**

* This person deeply respects you, and probably admires you as well. They think of you as a close friend and confidant. It is harder than normal to Antagonise them, but easier than average to Persuade and Deceive them.

**Neutral Dispositions**

**Amiable:**

* Has a surface level but still positive relationship with you. Such as a co-worker you only talk to at work or a stranger charmed by you. It is easier than average to Persuade people who are Amiable with you. Antagonising or Deceiving them, however, nets neutral results.

**Indifferent:**

* Someone who has no strong feelings or another about you. A neutral stranger who still has their guard up around you. It is easier than average to Antagonise people who are Indifferent to you and harder than average to Deceive them. Persuading indifferent people has neutral results.

**Dislike:**

* You have rubbed this person the wrong way. They don't hate you per-se, but they certainly do not like you. It is easier than normal to Antagonise people who dislike you, but very difficult to Persuade and Deceive them.

**Negative Dispositions**

**Unfriendly:**

* Someone who really does not like you. They may even hate you. They don't go out of their way to harm you, but they hold you in disdain. It is harder than normal to Antagonise people who are unfriendly towards you, very difficult to Persuade them, and very difficult to Deceive them.

**Malicious:**

* Someone who, not only wishes for your doom, but is actively working against you. It is very easy to Antagonise people who are malicious towards you, but very difficult to Persuade and harder than average to Deceive.

## Powers & Talents

Your **Power** is a single **concept** (Analyse, Transmutation, Fleshcrafting, Mind Control) while **Talents** are **how you use your power**. Some powers are more innately powerful than others, though not everyone can use their powers to their fullest capacity (especially if they are newly Awakened).

Example: If I have the **Power** *"Pyrokinesis"*, but I want to fly around using fire, that would be a **Talent** called *"Flaming Flight"* or something similar. Get creative.

Each Talent can be used to **Attack**, **Defend** or for **Utility** actions. Select one quality based on what makes the most logical sense for your Talent. If your Talent does not fall into any of the previous three categories, it is most likely a passive buff of some sort. In that case, it is called a **Power-Up**and does not give you any new actions.

Example:

* Energy Blast, Fire Bolt, Ice Fists: Attack
* Energy Shield, Dermal Armour, Resistance/Immunity: Defend
* Flight, Heal, Summoning: Utility
* Super Agility, Super Brawn, Super Intelligence: Power-Up

### Power Grades

The number associated with your power

* -1: F(**FAIL**) "Deficient": You are *crippled* in this attribute. All rolls involving this attribute will instantly fail. If your Game Master wishes, they may make you roll 1d2 (flip a coin). *Heads* is a half-success and *Tails* is a failure.
* 0: E(1d4) "Mundane": You operate at the average human level. By parahuman standards, you are very weak and cannot perform the majority of superhuman feats your more skilled comrades are able to.
* 2: D(1d6) "Peak Human": Your body operates at peak human levels. This is the baseline for most parahumans, though still not quite "average". This is rougly 1.25x as powerful as the average human level.
* 4: C(1d8) "Average": Your body operates at levels roughly 1.75x as powerful as the average human level.
* 6: B(1d10) "Good": Your body operates at levels roughly 2-3x as powerful as the average human level.
* 8: A(1d12) "Very Good": Your body operates at levels roughly 3.5-5x as powerful as the average human level.
* 10: S(2d6) "Exemplar": Your physical, mental, or social capabilities are 5.5-7x the level of peak human.
* 11+: S+(3d6) "Godly": You push the limits of reality when it comes to your given attribute. Your power is immeasurable. Your body operates at levels ***ten times*** the level of peak human.

You can increase your Grade by one step, making it *x*+, though it does not affect the Die Rating. Every point past S costs double the normal TP (S>S+ [2], S>SS [4]). The hard cap for Power Grades on most heroes is S+, though going through a *Second Awakening* can unlock higher-tier powers... Though doing so comes with extreme trauma. You must also take one mandatory ***Flaw*** per level above S-Rank.

### Gauging Power Grade

To assign a power grade to a power presented, break down the power into Power Traits. All Traits exceeding the first three will cost 2 Talent Points.

**Example (Sample Fire-based Blaster [D-Rank]):**

* Lethal (Deals Health damage)
* Generate Fire (create fire ex nihilo)
* Ranged Attack, 1d6. Range: Short (10m/30-ft).

New traits to add could be:

* Increased Potency: +1 Die Level
* Increased Damage: +1 Flat Damage
* Increased Area of Effect (+3m/10-ft)
* Increased Range: Medium (+10m/30-ft)
* Control Fire (Manipulate preexisting fire in the environment)

...Or anything else you can think of.

You can even have Drawbacks that give you additional Power Points to work with:

* Always Lethal (-2)
* Always On (-1-2)
* Malfunction (Variable. Roll Talent Potency vs. Malfunction)

Keep in mind, adding traits such as:

* Armour (+3 Armour)
* Enhanced Agility (+1 AGI)
* Fly (Speed I)
* Sapper (+1 DAM vs. Aura)
* Stun (Stun vs. FIT)

Which would change the nature/class of your power would count as separate powers and get their own separate power slots. If you are unsure what constitutes a "separate power", check the *Power Classes* section below.

Generally, Power Points are spent to increase Die Levels (Potency) or Modifiers (Super Attributes) by +1. Just remember that spending a single Power Point will only move you a *half-step* closer to the next Power Grade.

### Speed

The following is a chart showing (semi-optional) speed increments for the purposes of outlining your attributes and powers with the ***Power Traits*** system:

* **[1]:** The highest level you can attain without having Super Speed
* **[2]:** Faster than the human eye
* **[3]:** Faster than any non-speedster can react (+1 Bonus action)
* [**4]:** Supersonic speeds (will break the sound barrier at full speed)

One's base Speed rating is equal to (FIT+AGI)/2.

### Range Increments

The following is a chart showing (semi-optional) range increments for the purposes of outlining your powers with the ***Power Traits*** system (consider the chart like grades rated *F* through *SS*, like assigning powers):

* **[0]:** Gives you a free **Power Trait** slot when chosen
* **[1]:** Faster than a normal human can react.
* **[2]:** Faster than parahuman reaction times (without speed powers).
* **[3]:** Fast enough to break the sound barrier.

**Example:** Archer's power has **A+ Rank** (Neighbourhood) range (10km) and his projectiles move at **A+ Rank** (9,000kph) so an **A Rank** in ***Speed*** is required to attempt to ***Dodge*** the attack.

### Power Level

* Potency: how strong your Talents are (=Highest Die Rating)
* Aptitude: negative side effects or other weaknesses (Ex. prolonged use causes nausea, bright lights cause blindness, circumstance reliant, etc.)
* Mastery: how good you are at using powers. You cannot use Talents which Potency > Mastery at their current dR.

The Power Grade of your PAM can be improved using Talent Points at a rate of 1 TP/½ step.

### Power Classes

One's *Power* usually fall into multiple categories. Power Classes are just **descriptions** of your powers, they do not **define** your character or *who* they are, unless you want them to.

1. **Shifters**: "Powers that provoke physical change in oneself, others or the environment."
2. **Protectors**: "Generally summarised as: shielding or healing abilities."
3. **Shapers**: "Manipulating pre-existing energy in the world around oneself."
4. **Creators**: "The ability to generate new energy ex nihilo."
5. **Enhancers**: "Powers that increase the output of one's or a target's statistics or powers."
6. **Hexers**: "Powers that negate or dampen others's statistics or powers."
7. **Brawlers**: "Possessing melee combat specialties"
8. **Archers**: "Possessing ranged combat specialties."
9. **Captivators**: "Influencing others through mental powers."
10. **Thinkers**: "Non-targeted psychic abilities."
11. **Meddlers**: "Bending or breaking the laws of physics."

### Super Attributes

The only real "set in stone" powers are **Super Attributes**, such as *Super Brawn* or *Super Smarts*. Mechanically, they give you a +1 Modifier per dR to all rolls made with that Attribute. Unlike **Skills**, it also carries over to sub-attributes as well! Any Parahuman can have one or more Super Attributes that tie-in well with their other power, such as someone who can **read super fast** having **Super Smarts** as well. Hopefully, you will make more useful characters than *The Bookworm*, though.

**Bonuses:**

* **Super Brawn:** +*x* Health. You are much tougher than average.
* **Super Agility:** +*x* Dodge. Your reaction speeds are much faster than your average Parahuman.
* **Super Fitness:** +*x* Stamina. You can run much further than your average Parahuman.
* **Super Smarts:** Can gain a *Hint* from the Game Master once per session. You are better at puzzle solving and strategising than your average Parahuman.
* **Super Perception:** Roll twice while searching for clues. At the end of an Investigation, you are told how many clues you have missed.
* **Super Willpower:** *+x* Composure. You are more resilient to mind-based attacks.
* **Super Leadership:** +*x* \* 10 % chance of positive outcomes from a given speech. NPCs are more likely to have a positive first impression of you.
* **Super Influence:** +*x* Debate. NPCs are more likely to listen to you.

\*A Hint is any Yes-no question the GM *must* answer honestly. For the price of two Hints, you may ask an open-ended question. Hints refresh at the GM's discretion. A good frame of reference is at the start of a new *Episode*.

## Parahuman Classes

Classes in *World of Heroes* are not like how they are in other systems, such as *Dungeons & Dragons*, where it restricts your development and forces you on a skill tree. Instead, it simply gives you a base to start from and you expand it all from there.

* Basic Powers: "Overmen" or "Players"
	+ >45% of all known Parahumans
	+ Have the most varied powers
	+ The only connecting factor is that 'basic' powers manifest from both the physical body and mind
	+ Masters of their power can use it fluidly without thinking, like martial arts masters
	+ While stressed, distracted or depressed, it may be difficult for some parahumans to use their powers to the fullest extent
	+ On average, Overmen tend to fall in mid-tier power levels
	+ **Example Powers:** Fire Manipulation, Enhanced Muscle Mass, Shapeshifting
	+ **Bonus:** None.

* Psychic Powers: "Erudites" or "Psychics"
	+ ~10% of all known Parahumans
	+ Rare among Parahumans, but not as rare as Gemini or Aces
	+ Erudites have powers that come purely from the mind
	+ While stressed or distracted, use of their powers becomes nigh impossible
	+ On average, Erudites fall into high-tier power levels
	+ **Example Powers:** Telepathy, Telekinesis, Mind Control
	+ **Bonus:** +2 Potency, -1 Aptitude. Additional free Power Trait on your first Talent.

* Extra Mutations: "Aberrations" or "Mutants"
	+ ~30% of all known
	+ Every Parahuman has some form of a minor mutation that separates them from the rest of Humanity, but Aberrations are characterised by having more than two visible mutations
	+ Mutations vary from strange eye/hair colour, weird scar-like tissue on arms, baldness, skin discolouration, random animal parts, etc.
	+ Mutant powers are almost entirely physical in nature and do not require much mental effort to use
	+ Mutants tend to either fall in very low or very high power levels (D or A)
	+ **Bonus:** Start with one Major Mutation that will affect how others see you. +1 Potency OR +1 Mastery.

* Dual Powers: "Gemini" or "Hybrids"
	+ ~5% of all known Parahumans
	+ Usually formed when two Parahumans meet and have a child (though it's still **very** rare)
	+ Powers often compliment each other in some way
	+ Two powers ≠ stronger powers
	+ Have more unstable and hard to use powers
	+ **Example Powers:** Fire/Ice Generation, Fear/Hope Aura, Light/Darkness Manipulation
	+ **Bonus:** Start with two linked Powers at -1 Potency (E). -1 Mastery. Increasing your Mastery costs double the normal points (2/rank).

* Power-affecting Powers: "Potentialkinetics" or "Aces"
	+ <1% of all powereds are "Aces"
	+ The strongest type of parahuman
	+ All Aces have AT LEAST A-tier powers
	+ Example Powers: Nullification, Mimic, Empowerment
	+ Bonus: +2 Potency, -3 Character Points.

* Multilaterally Powered: "Splicers"
	+ According to recent findings, "Splicers" make up ~10% of the world's Parahuman population
	+ The most recently-discovered class of Parahumans, officially named in 1997, following the studies done at the Zarathustra Parahuman Academy by Professor Jesus Ross and his associates.
	+ Splicers have an extra set of powers laying dormant somewhere within their DNA
	+ Following a "Second Awakening", these powers become active giving the Parahuman, what appears to be, two distinct power sets
	+ It is hypothesised that around 10% of all known *Overmen* could really be *Splicers*, based on the analyses done at the ZPA
	+ **Bonus:** Can gain Secondary Powers from a Second Awakening

* Human Experiments: "Pawns" or "Patsies"
	+ A very unfortunate class of powered individuals who have been *forced* to undergo an Awakening by some external force
	+ It is believed that there are only a handful of these Parahumans in the entire world, considering the fact that finding dormant Parahumans and forcing them to awaken is a monumental task requiring time, education and a substantial fortune
	+ HE-Class Parahumans are **much** stronger than average Parahumans, though they tend to lack mental stability, considering their often incredibly violent Awakenings
	+ Due to the nature of their powers, they are often completely unique and go against the known rules that powers must normally adhere to
	+ In turn, however, it is believed impossible for an HE-Class Parahuman to undergo a *Second Awakening*
	+ **Bonus:** +3 CP,+3 TP. Maximum **4** Willpower. Can never undergo a Second Awakening. Gain the attention of an Outsider

...There are probably many other undefined types of Parahumans out there, considering what little we know of Power Theory even in the 21st Century. I implore you to get creative with your characters, and to have fun above all else!

## Optional Rules

### Dramatis Personae

One's *dramatis persona* (often shortened to just: *persona*) refers to the way one presents themself to others, as well as the role they play in society. In the *Prism system,* your persona is a one or two word descriptor of the kind of person you are. Think about it as your character's defining *personality traits.* Often times, one's occupation also makes up a large part of their identity. As long as it's not too long, your persona can be anything you desire, and, it will often change throughout the course of the story as you explore the world and interact with characters.

Pick ***3*** *positive traits* known as ***Virtues*** and **2** *negative traits* called either ***Excess*** (too much of something), ***Deficienct*** [not enough of something] traits. You can't have *Deficiency* or *Excess* of a *Virtue* so long as you have said Virtue. Any bonus Virtues will cost ***1 CP***. Naturally, this also means extra flaws will net you ***1 CP*** bonus up to ***3 CP***.

Your Virtues may change over the course of the game, and doing so may be the main focus of your character arc. Examples could be *learning to trust others again,* or *learning how to keep your emotions in check.* Each shift from a flaw to a Virtue comes with new flaws in exchange for more Spirit Shards on a one-to-one basis.

By successfully roleplaying your traits, you can be rewarded various rewards from Spirit Shards to advantage on a given roll. Turning a Flaw into a Virtue will constitute one point of Spirit, but require you to pick an all-new flaw.

**Example:**

> I have the positive traits Intelligent, Loyal and Ambitious but the negative traits Corrupt and Manipulative, these traits can be used to describe a "Schemer", "Mastermind", or something like that.
>
>

If using the optional Drives rules, you can tie your Vices & Virtues to any of your Drives. Two Vices or Virtues cannot be attached to the same Drive, but any single Vice and/or Virtue can be attached to one. For example, maybe your commitment to your family (Love) makes you Proud (you might value your family's status a little bit too highly) but also Ambitious (willing to do whatever it takes to get ahead, to support your family).

Otherwise, assign each Virtue a die level: one at 1d6, 1d8 and 1d10. Then, assign each Vice a 1d6 and 1d8. When trying to oppose your ideals, you must roll to fail a Virtue/Vice check. You can subtract 1/2 of your Willpower score (up to -3) as a negative modifier.

Upon a "successful" roll, your Vice/Virtue takes control of you permanently increasing its die level by one stage (follow the usual formula: 0 → 1d4 → 1d6 → 1d8 → 1d10 → 1d12)

Upon a "failure", you overpower your Vice/Virtue, permanently lowering its die level by one stage (follow the usual formula: 0 → 1d4 → 1d6 → 1d8 → 1d10 → 1d12).

After successfully losing your target trait, you must select a new trait to gain by the start of the next Chapter. You also gain one Spirit Shard as a reward.

### Limitations

#### Complications

You can take *one or two* Complications for bonuses. Some may give you **Character Points**, **Talent Points**, **Image**, **Wealth**, **Spirit Shards**, or something else entirely... But they all have their downsides that go along with them. A lot of times, Complications are also *Motivations*, meaning they can be exploited in social combat, if they are found out. You may gain Complications and Motivations throughout the course of the story, for example, losing an arm or gaining a romantic interest. For the more *severe* ones, you will be rewarded with CP, but usually, you will gain a Spirit Shard or two.

#### Dependents

Picking a **Dependent** in Character Creation will give you a character to *support*, *travel with* or *guide* you... However they will also require your *protection*. Think about it as a free *Contact* that has a couple of requirements:

* Requires your protection from most threats
* Financially reliant on you (or vice versa)
* Powerless or very weak

These types of characters could be *lovers*, *mentors*, *family* or some other type of *ally*. They will not give up on you no matter what, and in return expect you to take care of them. Think Alfred from Batman or Lois Lane from Superman if you want media examples. Mechanically, you can gain **CP**, **TP** or **WE** from having a Dependent.

#### Stigmas

A public secret you tried to hide at one point, though for one reason or another, came to the limelight. Generally, these are not as harsh as *True* *Secrets*, though they still greatly influence your character and how they interact with the world (and **especially** how others view your character).

#### Flaws

Something about **you** that affects you negatively. These are purely *internal*, so If you are looking for *backstory*-related flaws, see either *Secrets* or *Stigmas*. Flaws can be **Physical**, **Mental**, **Social**, **Personality** based or some combination thereof. More often than not, Flaws are simple quirks of your personality that can get you into trouble sometimes **[+1]**. Others, are much more negative and affect you daily as you try to make your way through a world that clearly wasn't designed with your well-being in mind **[+2]**.

#### Secrets

What is the best way to add *drama* to your character? Give them *something they are hiding*. Maybe it's past mistake they regret: a *shady deal*, a *lie*, a *theft*, a *murder*, it doesn't matter. The only thing that matters is not letting **anyone** know this secret of yours, no matter the cost, as it could potentially *ruin your life* if anyone found out. Most heroes have a sort of secret: their identity. Many heroes choose to keep it close to them, only ever telling Vanguard officials, while others live it up in the limelight and tell the whole world. Unless you're secretly somebody important, your Identity isn't really enough to consider a "deathly secret", though it is still something to always think about.

##### Example Secrets:

* *"I'm not who I say I am. I am really..."*
* *"In the past, I committed a grave sin..."*
* *"I know something I shouldn't..."*
* *"I am secretly related to..."*
* *"I have a fondness for..."*

#### In-Universe Examples

**[DEPENDENT]**: Papa Flame is Cheri's father. He is powered, but unable to really fight. He is beloved by the public and rich, though he certainly has his enemies. **[+2 WE]**

**[STIGMA]**: Cheri is in a same-sex relationship with Dakota, something frowned upon in most of the country. This would affect her in her day-to-day life in a negative way. **[+2 CP]**

**[FLAW]**: Candace Cross is very *cocky* and *stubborn*, often putting her and the ones she cares about in bad situations, however, always trusting her gut has also saved her life numerous times. **[+1 CP]**

**[FLAW]**: Nightmare requires a *special concoction* to be able to use his powers without severely hurting himself. **[+2 TP]**

**[FLAW]**: Hayden lost her *right arm* while fighting a villain and has to deal with the sense of *loss* associated with it. **[+2 CP]**

**[SECRET]**: Charles Ikazuchi lives a double-life, being the head of a megacorporation and a member of The LA Rangers. If the world ever knew his secret, it would not only affect *him* but his *livelihood* and *family*. **[+WE]**

#### Conclusion

All of these examples are exploitable by *Villains* and should be guarded carefully, though they are not negative things about your characters you should erase, they help flesh them out and make them *who they are*. They also help me make the game more *personal* for you, by raising the stakes. What fun is it saving the world if you *personally* have nothing to lose? What is a bigger motivator than *someone you love*?

## Milestones

Milestones are points in the arc of a story or during one's character when the GM will award you an amount of ***Character Points***, ***Talent Points***, and/or ***Spirit Shards***. There is no limit to when a GM will give out resources, but, here are the general rules I follow:

* Spirit Shards are rewarded by the players at the end of each session or chapter. This is also known as "deciding on the MVP" at my table.
* Character Points are rewarded by the GM at the end of each story arc. This represents how a character physically grows over time.
* Talent Points are rewarded by the GM at the end of each character arc. This represents how a character becomes more in-tune with themselves over time.

The following table shows a list of chronology terms that may or may not make an appearance in play:

 Campaign | Series | The totality of time played, from start to finish.

The terminology used is less important than understanding when to use the different levels of time as a Game Master. Sometimes, it's better left abstract.

For example: Turns are generally used for measuring combat encounters, but are too short to be (realistically) tracked in normal play.

Volumes, on the other hand, are useful to track in order to keep a sense of cohesiveness and structure. Depending on the GM's style, it may or may not come up in actual play, or be simplified to "days", "weeks", or "months".

## Alternate Damage: Flat Damage

Instead of Rolling for Damage, the GM can set damage at a flat value, usually averaged by your Die Level. Flat Damage may get circumstantial modifiers at the GM's discretion.

Damage Modifiers are added after the Damage Dealt, as with rolling for Damage.

### Matching Rolls

Upon **Matching** your roll with the **Difficulty Level** assigned by your Game Master ***exactly***, you will gain additional information about the situation you are in. Most usually, these are clues or a hint to give you an edge in whatever task you're trying to complete.

### Alternate Criticals: Die Thresholds

*Exceeding the target number by* ***x*** *amount will result in a variety of results:*

* **-4:** Critical Failure
* **-1:** Failure
* **0:** Half-Success
* **+1:** Success
* **+4:** Exceptional Success

**Examples:**

> *I roll 1d12 with double-disadvantage (-2), landing on a 2(0). The target number for most basic skill checks is 4, so I missed that number by 4, meaning I* ***critically fumbled*** *at my original task*.
>
>

> *I roll 1d8+1 and land on a 3(4). The target number is 4, so I got a threshold of +0, meaning that I succeed at a cost.*
>
>

> *I roll 1d12+2 with double-advantage, landing on a 10(12). The target number for this check is higher than most at 6, but I still exceed the threshold by +6, meaning I* ***critically succeded*** *at the given task.*
>
>

**Criticals**

Upon rolling a Critical Success, you can execute what is called a Critical Manoeuvre.

You can do any of the following:

* Hit multiple opponents with a single attack
* Hit an opponent's specific body part without calling a shot
* *Trip* your opponent, giving them -2 to their Parry until they are no longer prone
* *Disarm* your opponent of ***one*** of their weapons ***or*** directly damage their weapon
* Deal two Would Levels (with the ***Expanded Wounds*** module described above)
* Or something creative you can think of!

***You must describe the effects of your feat of epic-coolness.***

Upon rolling a Critical Fumble, Botch or whatever you want to call it, an enemy will gain a Critical Manoeuvre on you!

### Equipment: Firearms

* Automatic Fire (shooting multiple times) incurs the following penalties on each concurrent shot: -2/-3/-4/-5

#### Special Ammo

* **Armour-Piercing rounds** deal an additional +1 Damage against targets with more than zero remaining Armour
* **Hollow-Point rounds** deal an additional +1 Damage against targets with zero remaining Armour
* **Dragon's Breath/Incendiary rounds** cause Fire Damage to unarmoured opponents and +1 Damage against Armoured targets
* **High-Explosive Incendiary rounds** detonate on impact, causing a loud visible explosion. They deal an additional +2 Damage against Vehicles and electronics
* **Disruptor rounds** *bypass* **Aura** in Parahumans
* **Energy weapons** deal an additional +2 Damage to all non-Structure targets (or people with Structure-class+ defenses)