Magic and Superpowers
Magic and superpowers are optional campaign tools. Confirm with the table that they belong before you spend character options on them—they change the tone hard.
Both draw on a pool equal to POW. Magicians call it Magic Points; superheroes call it Power Points. Empty pool means no more casting or Boosts until you recover.
Recovery
| Tradition | Recovery |
|---|---|
| Magic Points | Healing Rate points per hour of true rest (no heavy activity; injury or Fatigue may slow this) |
| Power Points | 1 point per full minute of rest; or spend a Luck Point to regain 1d4+1 immediately (up to max) |
Folk magic (spells)
You need the Professional skill Magic. Casting costs one Action (Cast Magic) and a Magic roll.
| Magic roll | Result |
|---|---|
| Critical | Spell works; 0 Magic Points |
| Success | Spell works; spend 1 Magic Point |
| Failure | Spell fails; still spend 1 Magic Point |
| Fumble | Spell fails; spend 1d3 Magic Points |
Imperative folk spells default to Intensity/Magnitude 1. You may learn any number the Games Master makes available.
Starting and learning spells
- Start with 1d4+1 spells agreed with the Games Master (apprenticeship, gift, grimoire…).
- A new spell costs 3 Experience Rolls and a week of study with a teacher or reliable text.
Spell traits you will see
| Trait | Meaning |
|---|---|
| Instant | Effect lands and ends |
| Concentration | Lasts while you maintain undistracted focus; disruption ends it |
| Ranged | Reach = Magic skill in metres; casting blind to the target is one grade harder |
| Touch | Must contact target or gear; unwilling mobile foes are hard without Grip or surprise |
| Resist (skill) | Target Opposes with Endurance, Evade, or Willpower vs your casting roll; Evade costs AP |
Unless Instant or Concentration (or a custom duration), a spell lasts for the scene or action it was cast for.
You may Hold Magic after finishing the cast to release on a later Turn (keep spending the Hold action to maintain). Foes may Counter Spell prepared interception magic as a Reaction.
Spell lists (Heal, Bladesharp, Disruption, Befuddle, Fireblade, and many others) live in the Magic reference—read traits before you rely on a trick in a fight.
Superpowers
Core powers are either always on or activatable at will without a roll. Boosts are stunts on top of a core power and cost Power Points. At 0 Power Points you cannot use Boosts or any core power that itself costs points.
How many powers?
Core powers come from POW plus a linked Characteristic. Use CON if the source is altered physiology (mutation, experiment, alien body). Use INT if the source is tech or trained gear (battlesuit, cybernetics, obsessive skill).
| POW + linked Characteristic | Core powers |
|---|---|
| 12 or less | 1 |
| 13–20 | 2 |
| 21–30 | 3 |
| 31–40 | 4 |
| 40+ | 5 |
You may trade one core power for two Boosts applied to powers you keep.
Limits
Optional disadvantages (Activation Cost, External Power Source, Fatal Flaw, Limited Control, Limited Power, Physical Limitation, Vulnerability…) can be taken—up to two. One Limit buys a bonus Boost; two Limits buy a bonus core power. The Games Master must approve each Limit's fiction.
Sample powers in the reference include Flight, Energy Blast, Durability, Enhanced Strength, Regeneration, Teleport, Elemental Control, and others, each with example Boosts.
Using powers in combat
Cast Magic / Use Power is a Proactive action; complex effects may take multiple Turns. Boosts need Power Points in the bank before you declare the stunt. Limits like External Power Source make you vulnerable to Disarm or forced separation from a suit—play the downside when it triggers; that is what paid for the extra Boost.
Table manners for the empowered
- Track your pool in the open.
- Critical casting is a gift—0 MP spells win attrition wars.
- Resisted spells are Opposed contests, not free damage.
- Super-combat still respects Hit Locations and Special Effects unless a power explicitly says otherwise.
- Grounded allies without powers should still shine; do not solve every door with Energy Blast if someone brought Lockpicking for a reason.
If the campaign has neither wizards nor capes, skip this chapter entirely—your Action Points were meant for swords and silver tongues.