Norseman Central
Powers

Version 4.0

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(01-05) Defensive
(06-11) Detection
(12-16) Energy Control
(17-24) Energy Emission
(25-29) Fighting
(30-31) Illusionary
(32-35) Lifeform Control
(36-40) Magic
(41-47) Matter Control
(48-53) Matter Conversion
(54-57) Matter Creation
(58-71) Mental Enhancement
(93-100) Travel
(89-92) Self Alteration
(86-88) Power Control
(72-85) Physical Enhancement

Power Generation

Players and Judges are free to use either the original table or this expanded version. For consistency's sake, most players can also use these table to expand or alter previously generated PCs.

Number of Powers: The number of Powers initially possessed by the hero is determined by a dice roll on the following table. The number before the slash indicates the initial number of Powers the hero has, while the number after the slash represents the maximum number allowable.

Dice Roll Powers
01-12 1 / 3
13-26 2 / 4
27-41 3 / 5
42-55 4 / 6
56-66 5 / 7
67-75 6 / 8
76-83 7 / 9
84-89 8 / 10
90-94 9 / 12
95-97 10 / 12
98-99 12 / 14
100 14 / 18

Players can spend Resource ranks to gain additional Powers. Each additional Power lowers the Resource rank -2cs.

Some Powers are marked by an asterisk (*); these count as two Powers because they're such heavyweights. If you don't have enough openings for such a Power, you can make room for it by discarding already-rolled Powers or spending more Resource ranks. If you can't make room in either of those ways, discard the Power and roll again.