3  Supernormal Powers
=====================

If your game doesn't have any supernormal powers, you don't need to
read Chapter 3 at all.  Genres such as modern espionage, WWII French
resistance, gunslingers of the Old West, swashbuckling Musketeers or
pirates are frequently played without supernormal powers.  Feel free
to skip ahead directly to Chapter 4, Action Resolution.

On the other hand, those who play in games with non-human races,
magic, psi, superpowers, etc., will need to read this chapter before
character creation is complete.

3.1  Supernormal Power Terms
----------------------------

Supernormal power: any ability that is beyond the capability of human
     beings as we know them.  Supernormal powers are basically very
     powerful gifts.  Some may have associated skills (which are taken
     separately, using the normal skill rules).

Power: a supernormal power.

Superfault: any fault that goes beyond the human norm.  These are
     often associated with fantasy or alien races.  In the Objective
     Character Creation system, the GM sets the value of each
     superfault - it may be the same as an ordinary fault or worth
     more.

Mana: magical energy.  Mana is an invisible substance that magicians
     can detect (or even create) and manipulate to alter matter, time
     and space.

Magic: the art of influencing events through manipulation of mana, or
     through compelling supernormal beings from another dimension, or
     channeling power from some other source.  Magic may be studied by
     humans, but it is inherent in some races, such as the Faerie
     Folk.

Miracle: magic performed by a deity.  Miracles are often subtle.  Holy
     persons can attempt to work miracles by invoking their deity.
     Note that some religions call any being greater than human, that
     can live in a non-material plane a deity.  Others believe there
     is only one Deity, and that these other beings are simply angels,
     demons, djinni, efriti, etc.  In the former belief, magical
     results wrought by these superhuman beings are miracles; in the
     latter belief, they are not miracles, but merely a display of
     more psychic power than humans are capable of.

Psi: any power that involves mind over matter, time or space.

Superpower: any supernormal power that is an inherent ability, whether
     because of mutation, exposure to radiation, a gift of space
     aliens, etc., or granted by a device, such as an alien-science
     belt.  Examples of superpowers can be found in many comic books,
     and include super strength, the ability to fly, see through
     walls, cling to ceilings, become invisible, etc.

Cybernetic Enhancement: any mechanical or electronic enhancement to a
     normal body that gives the character supernormal powers.

Non-human Races: certain fantasy and science fiction races (actually
     species) have abilities beyond the human norm, such as being much
     stronger, or able to fly, etc.  Most of these abilities could
     also be classified as Psi or Superpowers, so they are not treated
     separately, except for Mass and Strength.  Note that androids and
     robots are considered races for rules purposes.

Scale: characters may have certain attributes that are well beyond the
     human norm, one way or the other, but that need to be related to
     the human norm.  Prime examples include Strength, Mass, and
     Speed.  Such attributes are rated in *Scale*.  Human Scale is 0.
     A race (or individual) of greater than human average strength,
     for example, would be Scale 1 Strength or more, while a race of
     lesser average strength than humans would be Scale -1 Strength or
     less.  Individuals can then be of Fair strength, or Good
     strength, etc., relative to those of their own Scale.

Genetic Enhancement: a genetic enhancement may or may not give a
     character supernormal powers.  If it does, then it must be
     treated like any other supernormal power listed above.

3.2  Powers at Character Creation
---------------------------------

Supernormal powers may or may not be available in a given game.  They
are not appropriate to all genres.

The best way to design a supernormal character is through close
discussion with the GM.  A player should describe what he wants the
character to be able to do, and the GM will decide if that's within
the limits she has in mind for the game.  If not, she'll make
suggestions about how to change the character to fit her campaign.

Supernormal powers are treated as very powerful gifts, with
availability set by the GM.  The GM may decide that each player can
take two Powers for free, for example, or five, or more.  The player
may make a case for further Powers, but may need to take faults to
balance them.

Some Powers might be so effective that they are worth more than other
Powers.  In the Objective Character Creation system, the GM may set
the cost of a certain supernormal power equal to two or three
"average" supernormal powers.  In some cases, the GM may veto player
suggestions outright: omniscience and omnipotence are good examples!

The GM may decide that supernormal powers may be pooled with other
traits for trading purposes.  In this case, one average Power is worth
two gifts.  For example, a player who wishes to play a magician in a
fantasy setting will need to trade some skill, attribute, or gift
levels to buy magical Powers.

Undefined Powers have a default of non-existent - that is, they do not
have a default value of Fair, like attributes, or Poor, like skills.
If a supernormal power is not defined for a character, he doesn't have
it.

3.21  Powers Available
----------------------

The GM needs to design the type, number allowed, and drawbacks of
Powers in her game.  Some examples:

Types of Powers: a given campaign may allow magic, psi, or
   superpowers, etc., or some combinations of the above.  The GM also
   needs to decide how finely a supernormal power is subdivided.  Is
   ESP a generic Power, or is it split into separate Powers such as
   Precognition and Clairvoyance?  Is magic subdivided into spells, or
   groups of spells (such as elemental magic) or simply the ability to
   break the laws of nature in any way that can be imagined?  And so
   on.

Number of Powers allowed: the GM may set the number of Powers allowed
   per character.  The number may range from one to 20 - or even more.
   Multiple Powers per character are especially likely in a fantasy
   campaign where individual spells are separate Powers.

Drawbacks of Powers: in some campaigns, using a Power may bear a
   penalty of have some drawback.  Typical drawbacks include mental or
   physical fatigue, lengthy time requirements, unreliable or
   uncontrollable results, and undesirable side effects (such as loud
   noises, bad smells, and the like).  Some Powers will only work
   under certain conditions or with certain materials, or are limited
   to a certain number of uses per day - or month.  Others may be
   risky to the character, affecting physical or mental health.  The
   GM may allow drawbacks to count as faults: a number of them can
   offset the cost of a Power in the Objective Character Creation
   system.

3.22  Associated Skills
-----------------------

If a Power logically requires a skill to use it efficiently, the skill
must be bought separately.  For example, the superpower Flight allows
a character to fly, and usually no skill roll is needed.  But the
ability to make intricate maneuvers in close combat without slamming
into a wall requires a roll against a Flying skill.  (The GM may
ignore this and simply say that the Power Flight means never needing
to make a roll for any flying maneuver.)

Another common skill is Throwing: hurling balls of fire or bolts of
energy at a foe.  Or the GM might rule that being able to aim and
accurately release such energy comes with the power for free: no roll
needed, it automatically hits the target every time unless the target
makes a Good Dodge roll (see Chapter 4, Action Resolution).

This can be especially true with magic: the ability to cast spells at
all may be a gift, but to do it right is a skill, or even many
different skills.

3.23  Combat Powers
-------------------

If a supernormal power can be used to attack a foe, the GM must
determine the strength of the Power for damage purposes - preferably
during character creation.  An offensive Power is usually handled as a
propelled weapon, such as a gun, or as being equivalent to a certain
melee weapon.  This can just be expressed in terms of damage, though,
such as Ball of Fire, +6 damage, or large Claws, +3 damage.  (See
Section 4.7, Damage and Healing.)

In the case of a magical or superhero attack, the more potent the
attack, the greater the power required, or perhaps the greater the
taxation on the character who uses it.  This can be a penalty to the
skill level, greater fatigue, and/or some other disadvantage.

3.3  Non-humans
---------------

Some campaigns will have characters (or animals, monsters, etc.) with
traits beyond the human norm.  In particular, characters with Strength
and Speed well above or below the human range are common in
roleplaying games.  Examples include giants, superheroes, pixies,
aliens, ogres, intelligent rabbits, robots, etc.

In FUDGE, Strength, Mass and Speed are rated by the GM in terms of
*Scale* for different races.  (Not all GMs will even rate these as
attributes, but can still use Scale to denote different racial
abilities.  Strength affects damage capability, as well as things such
as carrying capacity.  Mass affects how damage affects the character.
Speed is most important in deciding who can run away from - or catch -
whom.)  Most other traits that may be different for non-humans are
handled with a *Racial Bonus or Penalty* rather than being on a
different Scale - see Section 3.35.  Of course, the GM may assign any
trait she wishes in terms of Scale.

Humans are of Scale 0, unless some other race is the game-world norm.
(E.g., if all the PCs are playing pixies or giants.  In these cases,
the PCs' race is Scale 0, and humans would be a different Scale.)
Non-human races can have a positive or negative number for Scale,
depending on whether they are stronger (or bigger or faster) or weaker
(or smaller or slower) than humans.

3.31  Strength and Mass
-----------------------

Each level of Strength (from Terrible to Superb) is defined to be 1.5
times stronger than the previous level.  A character with Good
Strength is thus 1.5 times as strong as a character with Fair
Strength.  Note that this progression is not necessarily true for any
other attribute.  There is a wider range of strength in humans than
dexterity, for example: Superb Dexterity is only about twice as good
as Fair Dexterity.

Strength Scale increases in the same way: a Scale 1, Fair Strength
individual is 1.5 times stronger than a Scale 0, Fair Strength
individual.  This holds for each increase in Scale: a Scale 10 Superb
Strength creature is 1.5 times stronger than a Scale 9 Superb Strength
creature, for example.

At this point, it is tempting to say that a Scale 1 Fair Strength is
equal to a Scale 0 Good Strength.  This is true for Strength, but not
for Mass.  Scale really measures Mass, or Density, and Strength just
goes along for the ride.  The word Scale used alone always means
Strength/Mass Scale in FUDGE - any other Scale, such as Speed, or
Strength without Mass, will be clarified as such.

In FUDGE, Mass has a specific meaning: how wounds affect a character.
(This may or may not coincide with the scientific definition of Mass.)
It takes more human-powered hits to weaken a giant than a human, for
example.  She may not really be a healthy giant, but her sheer bulk
means that human-sized sword strokes don't do as much damage relative
to her as they would to a human - unless they hit a vital spot, of
course.  Likewise, a pixie can be healthy and robust, but not survive
a single kick from a human.  The difference is Mass, and the strength
related to it.

A Scale 1 Fair Strength fighter has an advantage over a Scale 0 Good
Strength fighter, even though their Strengths are equal.  The Scale 1
fighter is less affected by the other's damage due to his mass.
Therefore, do not blithely equate Scale 0 Good with Scale 1 Fair.  In
particular, do not let your PC human Superb Strength fighters claim
they are Scale 3 Fair Strength - they will be able to shrug off sword
blows if you do!  This is explained in Section 4.75, Non-human Scale
in Combat.

Of course, the GM may envision a less massive but harder to kill race
than humans.  This is best handled by a Racial Bonus (Section 3.35),
either as some sort of Toughness Gift (Tough Hide, or Density - either
one would subtract from damage), or by a bonus to Damage Capacity.

The GM may decide that increased Mass does not necessarily mean of
greater size - perhaps the race is of denser material.  Northern
European legends state that dwarves were made from stone, and are
hence harder to damage than humans.  This can be represented by Scale
1, even though a dwarf is shorter than a human.  In Section 4.72,
Objective Damage System, such a dwarf is introduced: Jeb is of Scale 1
Strength and Mass, even though he is smaller than a human.  He much
denser: hence, he hits harder, and shrugs off damage easier than most
humans.  Of course, the GM should define dwarves' attributes and Scale
to her own requirements.

Normally, Strength and Mass are handled by a single Scale figure.
That is, if a creature is said to be Scale 7, that means Scale 7 Mass
and Scale 7 Strength.  Strength can vary within each race just as it
can for humans.  You can have Scale 10 Superb Strength Giants and
Scale 10 Terrible Strength Giants.  Unlike Strength, though, it is not
recommended that Mass vary much within a race.  If you do allow Mass
to vary for an individual, it should never be worse than Mediocre or
better than Good.  In fact, it is far better to call Good Mass a Gift,
and Mediocre Mass a fault than treat it as an attribute.

The GM may choose to separate Strength Scale from Mass Scale.  This
would allow Pixies of Strength Scale -6 and Mass Scale -4, for
example.  However, combat between two Pixies would not work the same
as combat between two humans.  In this case, they would have a harder
time hurting each other than humans would, since their Strength Scale
(ability to give out damage) is lower than their Mass Scale (ability
to take damage).  This may actually be what she wants: a super-strong
superhero who can dish out punishment but can't take it can be
represented by Strength Scale 10, Mass Scale 2, for example.

See also Section 4.75, Non-human Scale in Combat.

3.32  Speed
-----------

Each level of Speed (from Terrible to Superb) is defined to be 1.2
times faster than the previous level.  A character with Good Speed is
thus 1.2 times as fast as a character with Fair Speed.  This is *not*
the same progression as for Strength.

Speed Scale increases differently, however: a Scale 1, Fair Speed
individual is 1.5 times faster than a Scale 0, Fair Speed individual.
This holds for each increase in Scale: a Scale 10 Superb Speed vehicle
is 1.5 times faster than a Scale 9 Superb Speed vehicle, for example.
This *is* the same progression as for Strength.  Since Speed is never
used to assess damage except for large scales, the discrepancies
should not be problematic.

Speed is not a necessary attribute, of course, and can be ignored
entirely if desired.  It is included primarily for creatures and
vehicles significantly faster that humans.  For comparison purposes,
assume a Fair Speed human can run at about 10 mph (16 kph) over some
distance, provided they are in shape, of course.  Sprinting short
distance is somewhat faster.  This comes to about 15 yards/meters per
three-second combat round.

Note that in short races, you don't really have to roll the dice to
see if someone of Superb Speed can beat someone of Good Speed - he
can, and will, much more often than rolling the dice would reveal.

3.33  Scale Correlations
------------------------

The Game Master should refer to the following table when assigning a
Scale to a race.  This only has to be done *once*, at race creation.

First, the GM should decide how much stronger (or weaker or faster,
etc.) the average member of race X is compared to the average human.
For example, she might decide that Ogres are 3 times stronger than
humans, and pixies are 8 times weaker (which equals 0.12 times as
strong).  She then needs to look up the closest numbers to these
strength multipliers on the table below, and look in the corresponding
Scale column to find the correct racial Strength/Mass Scales.  In this
example, Ogres are Scale 3 creatures, while Pixies are Scale -6.  (You
may envision Ogres and Pixies differently, of course.)

  Scale:         Multiplier:           Scale:             Multiplier
  -11              0.01                  5                     7.5
  -10              0.02                  6                    10
   -9              0.03                  7                    15
   -8              0.04                  8                    25
   -7              0.06                  9                    40
   -6              0.1                  10                    60
   -5              0.15                 11                    90
   -4              0.2                  12                   130
   -3              0.3                  13                   200
   -2              0.5                  14                   300
   -1              0.7                  15                   450
    0              1                    16                   650
    1              1.5                  17                  1000
    2              2.3                  18                  1500
    3              3.5                  19                  2500
    4              5                    20                  4000

The Strength/Mass Scale number is figured in to damage in combat, and
all weapons and armor are assumed to be of the same Scale as the
wielder.  (Note that these numbers have been rounded to the nearest
useful number.  They are only roughly 1.5 times the previous number,
but close enough for game purposes.)

Other examples: a GM reads in a Medieval text that a dragon is "as
strong as 20 warriors."  Looking at the table, 20 times the human norm
is Scale 8.  However, since the average *warrior* is probably of Good
strength, she chooses Scale 9 for the average dragon in her world.  Of
course, an individual dragon can still have Poor Strength compared to
other dragons.  This is simply listed as Strength Poor (-2), Scale 9.

This same GM wants PC leprechauns to be available.  While they are
very small, she decides their magic makes them a bit stronger than
their size would otherwise indicate: Scale -4.  So a Good Strength
leprechaun is as strong as a Terrible Strength human in her world.

The GM can also use this table to determine relative lifting strength
or carrying capacity of characters or beasts if she wishes.

The GM may require a Strength roll to lift a given object.  This will
depend on the Scale of the character, of course.  Thus, a leprechaun
might need a Good Difficulty Level Strength roll to lift a rock that a
human could lift without even a roll.  (See Chapter 4, Action
Resolution.)

3.34  Cost of Scale
-------------------

If you are using the Objective Character Creation system, each step of
increased Strength/Mass Scale for a player character should cost one
attribute level *and* one gift.  This is because each level of Scale
includes +1 Strength and extra Mass, which is the equivalent of the
Tough Hide gift.  However, a generous GM may charge less.

In a superhero game, this gets very expensive, very quickly.  An
alternative method that allows more powerful characters is to charge
one supernormal power to get Super Strength equal to a certain Scale.
This can be anywhere from Scale 4 (five times as strong as the average
human) to Scale 13 (200 times as strong as the average human) or even
higher, depending on the power level of the campaign.  A character
then raises or lowers his Strength attribute to show how he compares
to the average super-strong superhero.

Example: the GM states that one supernormal power buys Scale 10
Strength (50 times the human norm).  Any character taking that
supernormal power has Scale 10 Fair Strength automatically.  Strength
can then be raised to Scale 10 Good at the cost of one attribute
level.

The GM may also allow separate Mass and Strength for superheroes (or
even races).  For example, the superhero mentioned in Section 3.31
with Strength Scale 10 and Mass Scale 2 would only have to pay for two
gifts and ten attribute levels.  Or, with a generous GM, a single
supernormal power might cover the entire cost.

Other supernormal powers may have levels. Examples include Telekinesis
(increased power allows greater weight to be lifted), Telepathy
(increased power means greater range), Wind Control (increased power
allows such things as a jet of wind, whirlwind, or tornado), etc.

In these cases, each level can be bought as a separate supernormal
power, which is very expensive.  Or you could use the option given
above for Scale: one supernormal power buys the supernormal ability at
a middling power range, and a simple attribute (or even skill) level
raises or lowers it from there.

For Scales below the human norm, each step of Mass Scale includes a
fault equivalent to Easily Wounded, and the GM may allow this to be
used to balance other traits like any other fault - see Section 2.64,
Trading Traits.

3.35  Racial Bonuses and Penalties
----------------------------------

There is rarely any need to use Scale for traits other than Strength,
Mass and Speed.  It's easy to imagine someone wanting to play a race
that is slightly more intelligent than humans, but a race ten times
smarter than the smartest human is so alien that it would be
impossible to play.  This is true for most traits - we just can't
grasp such extreme differences from our world view.

The GM should usually use Racial Bonuses or Penalties for traits other
than Strength, Mass and Speed.  If the GM envisions halflings as being
particularly hardy, she can give them a +1 bonus to Constitution.
This simply means that halfling Fair Constitution equals human Good
Constitution.  As another example, an alien race (the Cludds) might
have a racial penalty of -1 or -2 to Intelligence.

It is best to use trait levels relative to humans on the character
sheets, though you should put the racial-relative term in brackets.
(Example: Grahkesh, Intelligence Poor [Cludd Fair].)  However,
*always* list Strength relative to the character's own race, with the
Scale (if other than 0), so the Mass will be accurate.  See the sample
character, Brogo the Halfling (Section 6.311), for an example of both
racial bonus and different Scale.

Racial bonuses and penalties can be used for any type of trait:
attributes, skills, gifts, supernormal powers, or faults.

If using the Objective Character Creation system, each level of a
Racial Bonus or Penalty is usually equal to one level of the specific
trait raised or lowered normally.  That is, if you are granting a +1
to Agility or +1 to Perception for a race, it should cost one
attribute level.  If a race has a bonus of a Perfect Sense of
Direction, it should cost one gift.  The innate ability to fly or cast
magic spells should cost one supernormal power, etc.

If a race is at -1 to all Social skills, however, this should only be
worth -1 skill level if you have a single skill called Social Skills.
If you have a few social individual social skills, it should be worth
one fault, at least.  If you have many social skills affected by such
a Racial Penalty, it is probably worth a superfault.  The converse is
true for Bonuses that affect many skills: it should cost a supernormal
power.

3.4  Legendary Heroes
---------------------

Some genres allow human characters to develop beyond the realm of the
humanly possible.  Such campaigns eventually involve planes of
existence beyond the mundane as the PCs require greater and greater
challenges.

This style of gaming can be represented in FUDGE by Legendary Levels.
Section 2.2, Levels, introduced the concept of Legendary traits as a
goal for PCs to work toward.  This section expands that concept
infinitely, beyond realism.

If the GM and players prefer this type of gaming, *any* skill can be
raised beyond Legendary.  Instead of renaming each level, simply use a
numbering system: Legendary 2nd Level Swordsman, Legendary 3rd Level
Archer, etc.  Attributes can also be raised, but (except for Strength)
this is much rarer.

Each level of Legendary gives a +1 bonus to any action resolution.
The character Hugh Quickfinger, for example, might have a Longbow
skill of Legendary 2nd Level.  This would give him a total bonus of +5
(+3 for Superb, and +2 for two levels of Legendary).  In any contest
against a Fair Longbowman (+0), Hugh should easily triumph.

The Objective Character Development system, Section 5.2, lists
suggested experience point costs for attaining these levels.

Please remember that these levels do not automatically exist in any
given game: these are strictly optional levels for very specific, non-
realistic genres.  If the GM says they don't exist, don't pester her!

3.5  Magic
----------

If the Game Master wishes to include magic in the campaign, it may be
easiest simply to translate whatever magic system she is familiar with
into FUDGE.  If she wishes to craft her own FUDGE magic rules, she
should consider what she wants magic to be like in her game world.

Questions to ask include: What is the source of magic?  Is it a
natural process, such as mana manipulation?  If it does use mana, does
the mage create the mana, or is inherent in a locale?  Or does the
mage summon other-world entities to do his bidding?  Or must the mage
find a source of Power and channel it to his own ends?  Or is the
source of magic something altogether different?

Can anyone learn to work magic, or is it an inherent talent (that is,
does it require a supernormal power)?  Are there levels of Power
available, and what would having more levels mean?  Is a skill also
required?  Of course, even if a magician must have a Power to cast
spells, there may also be magic items that anyone can use - these are
very common in tales and legends.

If beings are summoned, are they evil, good, neutral, confused?  How
do they feel about being commanded to work for the magician?  Can they
adversely affect the magician if he fails a spell roll?  If Power is
being channeled from an external source, is that source in the
physical plane or astral?  Is it from a living being, or contained in
an inanimate object as inert energy, like a piece of coal before going
into a fire?

What is the process of using magic?  Does it involve memorized spells?
Physical components?  Meditation?  Complex and time-consuming ritual?
How long does it take to cast a spell?  Can a spell be read out of a
book?  Improvised on the spot?

How reliable is magic?  Are there any drawbacks?  Any societal
attitudes toward magicians?  Is it common knowledge that magicians
exist, or are they a secret cabal, whose doings are only whispered
about in ever-changing rumors?

Once these issues have been resolved, and the degree of magic in the
game decided on, the magic system can be created using FUDGE
mechanics.  A sample magic system, FUDGE Magic, is included in Chapter
7, The Addenda.

3.6  Miracles
-------------

FUDGE assumes miracles are powered by a deity.  Some miracles may
happen at the deity's instigation (GM whim, or deus ex machina for
plot purposes), and some may be petitioned by characters.

Miracles may take place in a startling fashion or in a mundane way.
In fact, many people believe that miracles occur daily, but we don't
notice them because they appear as simple coincidences.  The stranger
walking down the road who just happens to have the tools you need to
fix your wagon might indeed be just a coincidence, or it may have been
divinely arranged that he chanced by at that time.  If the tools were
simply to appear by themselves, or the wagon fix itself, there would
be little doubt that a miracle had occurred.  This is neither good nor
bad - the GM can choose either method of granting miracles, and need
not feel bound to be consistent.

The GM must decide whether miracles can occur in her world, and
whether they can be called by character petition.  If the latter, then
she has to make many other decisions.  Can *any* character petition a
particular deity?  Does it matter if the character is actually a
member of a religious order?  How important is the character's
behavior - would a deity help a member of a particular religious order
even if he had been acting against the deity's goals?  How certain is
the miracle to occur?  How soon will it become manifest?  How broad
and how specific can requests be?  Are any Ritual or Supplication
skills needed to petition a deity, or can anyone simply breathe a
prayer for help?

The answers will vary from GM to GM - no "generic" system of miracles
is possible.  A sample miracle system, FUDGE Miracles, is included in
Chapter 7, The Addenda.

3.7  Psi
--------

Again, it is probably easiest for the GM to translate whatever
psionics rules she knows to FUDGE.  As a *very* simple system, each
psionic ability can be a separate supernormal power.  The ability to
read minds, or foresee the future, or telekinetically move an object,
etc., each cost one supernormal power (two gifts).  Just *how*
powerful the psionic ability is depends on the level of psi the GM
wants for the game world.  Someone who can telekinetically lift a
battleship is obviously more powerful than someone who can't lift
anything heavier than a roulette ball - though the latter may make
more money with his power, if he's highly skilled!

If the game world has more than one level of power available, then a
character must spend multiple free power levels to get the higher
levels.  See also Section 3.34, Cost of Scale.

In general, higher levels of Psi Powers might mean greater range, the
ability to affect larger or more subjects at once, access to a greater
number of related skills (a low Telepathy Power might let you send
your thoughts to another, for example, but greater Power might let you
read minds, send painful waves of energy, sense emotions, possibly
even control others), use less fatigue or have a lower risk of
burnout, allow more uses per day, take less time in concentration to
use, be used in a broader range of conditions (a low ESP Power might
only be accessed in a darkened room, for example, while a high Power
level would let you use it at any time), and so on.

The GM should also require skills to use these powers.  Having the
psionic ability to use telekinesis just allows you to pick an object
up with your mental powers, and move it crudely about.  Fine
manipulation, such as picking a pocket, requires a successful roll
against a telekinetic skill.

A sample psi system, FUDGE Psi, is included in Chapter 7, The Addenda.

3.8  Superpowers
----------------

If the campaign allows superpowers similar to those found in comic
books, there will probably be a wide variety of powers available.  How
many an individual character can have depends on the power level of
the campaign.  A common treatment of superheroes involves faults
related to Powers, which might make more Powers available to the
character.  For example, a super hero might be able to fly, but only
while intangible.

There are far too many powers to list in FUDGE - browsing through a
comic store's wares will give you a good idea of what's available.  As
with psionics, each power costs one of the free supernormal powers
available, and some can be taken in different levels.  Very potent
ones might cost two or more of the "average" superpowers.

Note that super strength is treated as a separate scale - see Section
3.3, Non-humans.  Other superpowers that come in levels are discussed
in Section 3.34, Cost of Scale.

3.9  Cybernetics
----------------

Artificial limbs, organs, implants and neural connections to computers
are common in some science fiction settings.  If these grant powers
beyond the human norm, they must be bought with supernormal power
levels if using the Objective Character Creation system, or with the
GM's approval in any case.

If an implant grants a bonus to an attribute, it should cost as much
as the attribute bonus, which is not necessarily as much as a
supernormal power.  Since an artificial implant may occasionally fail,
however, the GM can give a slight cost break by also allowing a free
skill level elsewhere on the character sheet.
