Fudge: The Four Levels of Super Powers

These comments copyright 2000 by Steffan O'Sullivan
This page last updated August 12, 2000

The following assumes the GM is using Five-Point Fudge - make adjustments if using another character creation system.

  1. Each player has five points to spend normally, as per the Five-Point Fudge rules. In addition, a player has a number of Super Levels to spend, as determined by the GM. (One or two Super Levels, for example, makes a fine low-level or "emerging powers" campaign, while ten Super Levels should allow for very powerful superheroes.)
  2. Points can only be spent on normal skills, as per Five-Point Fudge. Use the skill list appropriate for the setting: a modern skill list for modern Super Heroes, for example, or a fantasy skill list for fantasy Super Heroes, etc.
  3. Super Levels can only be spent on Super Powers or Super Gifts. However, if the player envisions a character who has no superpowers as such, but is "merely" an extraordinarily well-developed normal human, Super Levels may be traded as follows:
    • One Super Level may be traded for one normal point.
    • One Super Level may be traded for one attribute level.
    • One Super Level may be traded for one gift.
    • (Note: The GM may allow a character to take one or more traits at Legendary in such a situation.)
  4. Reverse trading is not allowed. That is, you may not increase Super Levels above the GM's set level.
  5. Super Levels can be spent on any of the super powers as the player wishes, in any point combinations. That is, if you have three Super Levels to spend, you can take one of:
    • Level 1 Super Strength, Level 1 Damage Resistance, Level 1 Invulnerability to bullets.
    • Level 2 Super Strength, Level 1 Damage Resistance.
    • Level 3 Super Strength.
    • Etc.
  6. Each super power is defined in four levels, though the GM is free to increase, reduce, or alter the listed levels. For some super powers, there may not be any benefit at Level 1 - you have to take at least two levels in these super powers to get any benefit at all. This is primarily for game balance.
  7. Buying super powers at a certain level grants all of the abilities listed at that level. In some cases, a player will have to choose from a number of options what a certain level means. Such a choice must be made during character creation, and cannot be changed during the game. If the GM is unhappy with how certain groups, powers, or levels are defined, she should redefine them before character creation.
  8. One Super Level can also buy one Super Gift. Super Gifts are modifications to Super Powers, and are usually only available in one level.
  9. The GM may require at least one Super Fault - possibly more. These do not grant you any additional Super Levels, but are merely to make the character and game more interesting.

The Super Powers

  • Damage Resistance:
    1. Level 1:
    2. Level 2:
    3. Level 3:
    4. Level 4:
  • ESP:
    1. Level 1:
    2. Level 2:
    3. Level 3:
    4. Level 4:
  • Electricity Control:
    1. Level 1:
    2. Level 2:
    3. Level 3:
    4. Level 4:
  • Energy Blast:
    1. Level 1:
    2. Level 2:
    3. Level 3:
    4. Level 4:
  • Fire Control:
    1. Level 1: Take half damage from flame attacks; create a small fire in three combat rounds.
    2. Level 2: Take no damage from flame attacks; create a large fire in three combat rounds.
    3. Level 3: Take no damage from flame attacks; create a fireball (does two wound levels of damage) in two combat rounds.
    4. Level 4: Take no damage from flame attacks; create fireballs (three wound levels of damage) in one combat round; create interesting shapes such as hoops of fire, etc., and manipulate existing fire into shapes, moving it at one yard (meter) per second.
  • Flight:
    1. Level 1: You may slowly levitate in place.
    2. Level 2: You may move through the air at a walking speed.
    3. Level 3: You may move through the air at a running speed.
    4. Level 4: You may fly like a bird.
  • Growth:
    1. Level 1:
    2. Level 2:
    3. Level 3:
    4. Level 4:
  • Insubstantiality:
    1. Level 1:
    2. Level 2:
    3. Level 3:
    4. Level 4:
  • Invisibility:
    1. Level 1:
    2. Level 2:
    3. Level 3:
    4. Level 4:
  • Invulnerability to [damage type]: specify the type of damage - the GM has the right to veto a type that is too broad. An example of possible levels, Invulnerability to Bullets:
    1. Level 1: the first four bullets in each game hour do half damage; others do full damage. (Avoid machine gun fire ...)
    2. Level 2: the first four bullets in an hour do no damage; others do half damage.
    3. Level 3: immune to all pistol, rifle, and machine-gun bullets. Cannon and artillery shells affect you as bullets affect normal humans.
    4. Level 4: immune to all bullets, cannon, and artillery shells. Large bombs affect you as bullets affect normal people.
  • Magnetism:
    1. Level 1:
    2. Level 2:
    3. Level 3:
    4. Level 4:
  • Player Defined Power (GM approval is mandatory!):
    1. Level 1:
    2. Level 2:
    3. Level 3:
    4. Level 4:
  • Power involving Light:
    1. Level 1:
    2. Level 2:
    3. Level 3:
    4. Level 4:
  • Power over Birds: this relates to all types of birds. Possible powers include:
      • Seek nearest creature of a given type of bird (Range = 20X);
      • Summon nearest creature of a given type of bird (Range = 20X);
      • Repel a species away from a given area (Range = 5X);
      • Agitate a species (Range = 5X).
      • Soothe a strange bird (Range = X);
      • Communicate with a bird (Range = X);
      • Control a bird (Range = X);
      • Use a bird's senses (Range = X to create link; maximum linked range = 20X);
    1. Level 1: any one of the above powers. Range: X = 1 yard (meter).
    2. Level 2: any three of the above powers. Range: X = 2 yards (meters).
    3. Level 3: any five of the above powers. Range: X = 5 yards (meters).
    4. Level 4: all of the above powers. Range: X = 10 yards (meters).
  • Power over Mammals: this relates to land mammals only - not marine creatures. Possible powers include:
      • Seek nearest creature of a given type of mammal (Range = 20X);
      • Summon nearest creature of a given type of mammal (Range = 20X);
      • Repel a species away from a given area (Range = 5X);
      • Agitate a species (Range = 5X).
      • Soothe a strange mammal (Range = X);
      • Communicate with a mammal (Range = X);
      • Control a mammal (Range = X);
      • Use a mammal's senses (Range = X to create link; maximum linked range = 20X);
    1. Level 1: any one of the above powers. Range: X = 1 yard (meter).
    2. Level 2: any three of the above powers. Range: X = 2 yards (meters).
    3. Level 3: any five of the above powers. Range: X = 5 yards (meters).
    4. Level 4: all of the above powers. Range: X = 10 yards (meters).
  • Power over Other Land Animals: this relates to land animals that are not birds or mammals: reptiles, amphibians, insects, etc. Possible powers include:
      • Seek nearest creature of a given type of animal (Range = 20X);
      • Summon nearest creature of a given type of animal (Range = 20X);
      • Repel a species away from a given area (Range = 5X);
      • Agitate a species (Range = 5X).
      • Soothe a strange animal (Range = X);
      • Communicate with an animal (Range = X);
      • Control an animal (Range = X);
      • Use an animal's senses (Range = X to create link; maximum linked range = 20X);
    1. Level 1: any one of the above powers. Range: X = 1 yard (meter).
    2. Level 2: any three of the above powers. Range: X = 2 yards (meters).
    3. Level 3: any five of the above powers. Range: X = 5 yards (meters).
    4. Level 4: all of the above powers. Range: X = 10 yards (meters).
  • Power over Marine Animals: this relates to fish, marine mammals, mollusks, jellyfish, etc. Possible powers include:
      • Seek nearest creature of a given type of marine animal (Range = 20X);
      • Summon nearest creature of a given type of marine animal (Range = 20X);
      • Repel a species away from a given area (Range = 5X);
      • Agitate a species (Range = 5X).
      • Soothe a strange marine animal (Range = X);
      • Communicate with a marine animal (Range = X);
      • Control a marine animal (Range = X);
      • Use a marine animal's senses (Range = X to create link; maximum linked range = 20X);
    1. Level 1: any one of the above powers. Range: X = 1 yard (meter).
    2. Level 2: any three of the above powers. Range: X = 2 yards (meters).
    3. Level 3: any five of the above powers. Range: X = 5 yards (meters).
    4. Level 4: all of the above powers. Range: X = 10 yards (meters).
  • Power over Plants:
    1. Level 1:
    2. Level 2:
    3. Level 3:
    4. Level 4:
  • Power to Cling:
    1. Level 1:
    2. Level 2:
    3. Level 3:
    4. Level 4:
  • Psychometry:
    1. Level 1:
    2. Level 2:
    3. Level 3:
    4. Level 4:
  • Sensory Abilities:
    1. Level 1:
    2. Level 2:
    3. Level 3:
    4. Level 4:
  • Shrink:
    1. Level 1:
    2. Level 2:
    3. Level 3:
    4. Level 4:
  • Sound:
    1. Level 1:
    2. Level 2:
    3. Level 3:
    4. Level 4:
  • Stone Body:
    1. Level 1:
    2. Level 2:
    3. Level 3:
    4. Level 4:
  • Stretch:
    1. Level 1:
    2. Level 2:
    3. Level 3:
    4. Level 4:
  • Super Speed:
    1. Level 1: You rival the fastest human alive.
    2. Level 2: You are twice as fast as the fastest normal human.
    3. Level 3: You are as fast as a cheetah, but can keep it up longer!
    4. Level 4: You move so fast you're a blur.
  • Super Strength:
    1. Level 1:
    2. Level 2:
    3. Level 3:
    4. Level 4:
  • Telekinesis:
    1. Level 1:
    2. Level 2:
    3. Level 3:
    4. Level 4:
  • Telepathy:
    1. Level 1:
    2. Level 2:
    3. Level 3:
    4. Level 4:
  • Teleportation:
    1. Level 1:
    2. Level 2:
    3. Level 3:
    4. Level 4:
  • Temperature:
    1. Level 1:
    2. Level 2:
    3. Level 3:
    4. Level 4:
  • Tunnelling:
    1. Level 1:
    2. Level 2:
    3. Level 3:
    4. Level 4:
  • Vibration:
    1. Level 1:
    2. Level 2:
    3. Level 3:
    4. Level 4:
  • Water Powers:
    1. Level 1:
    2. Level 2:
    3. Level 3:
    4. Level 4:
  • Weather Control:
    1. Level 1:
    2. Level 2:
    3. Level 3:
    4. Level 4:

Super Gifts

  • Extra Limbs: you have two extra limbs (your choice) which function like your other limbs of the same type.
  • Multiple Forms: you can change between a normal human form and your super form, which is markedly different. If you have more than one super form, you may change to any one you choose.

Super Faults

  • Secret Identity:
  • Vulnerability to [substance]:

Notes from Paul:

Spend time on action resolution: scale other than mass & speed.

Knockback (damage) - order of magnitude

Give some stats for a low-power emergent campaign


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