Dramatic
License
by Simon Seah
(seah@sfu.ca)
Copyright 1996
version :  05-08-96
(d/m/y)

Table of Contents

Important Concepts	
Internal vs. External Gaming	
dS :  dice of Something	
Character Points	
ScriptWriter's Pool	
Experience	
Significant Events	
Out of Character Penalty	
Spending Experience	
Non-Linear Adds	
Attributes	
Physical	
Mental	
Other Stuff	
Derived	
Physical Attributes	
Might (MGT)	
Toughness (TGH)	
Reflexes (RFX)	
Size (SIZ)	
Mental Attributes	
Intuition (INT)	
Smarts (IQ)	
Willpower (WPR)	
Heart (HRT)	
Other Stuff	
Appeal (APP)	
Fan Factor (FAN)	
Luck (LCK)	
Power (POW)	
Derived Attributes	
Basic Damage Resistance (BDR)	
Popularity (POP)	
Recovery (REC)	
Design Issues	
Dumping Attributes (or "What Attributes Don't I Need?")	
Average, Maximum, and Minimum	
How Much Other Stuff?	
Animals	
Vehicles	
Scantily Clad Bonus (SCB)	
Outlook	
Heroic	
Good	
Selfish	
Innocent / Naive	
Confused / Dumb	
Mercenary	
Bad	
Evil	
Classic Bits	
100 Ton Mallet	
the Air Between Us / Grrr!	
Big Guy	
Blown Out of Proportion	
Booby Trap	
Butch	
Buxom	
Called Shot	
Cool	
Celebrity	
Close-Up	
Code of Conduct	
Cop	
CryBaby	
Cry Rivers	
Danger Sense	
Deformed / Mutant / Alien	
Duh! / Get with the Program / Stay with the Tour	
Enigmatic	
Evil Laugh	
Famous Fighter	
Fiery Emotions	
FlashBack	
Geek	
Guilty Conscience	
Gutsy / Balls of Steel / BoneHead	
Hentai / Scebei	
Hunted	
Identifying Quote	
Inner Fire	
Kawaii!	
Knuckle Cracking	
Little Guy / ShortStuff / Small Buddy	
Looming Fate / Dark Destiny	
Lovesick	
Nose Bleeds / Virgin	
Phony FlashBack	
Plead for Mercy	
Poor	
Questionable Gender	
Rich	
the Right Stuff	
Rippling Muscles	
Rival	
Rogue	
Terrible Secret	
Secret Identity	
Show and Tell	
ShowOff / Villainous Gloating Complex (VGC)	
Smug Sneer	
Soldier	
Stunned FallOver	
SuperDeformed	
Supreme BullShit Maneuver	
These Hands are Lethal Weapons / Tougher Than It Looks	
Total Baloney Attack	
Transformation Sequence	
Triple Replay	
Ultimate Attack Stock Footage (UASF)	
UnCool	
Weenie	
Weird Hair	
Woman's Wrath	
Skills	
Basic Skill Rating	
Categories	
Not Important (NIS)	
Very Important Skills (VIS)	
Defense	
Espionage	
Fighting	
Martial Arts	
Piloting	
Shooting	
Skill Contests	
Combat	
Flavoring	
Pushing, Cheating, Dramatic Moments (Lucky Breaks)	
Collateral Damage	
Time	
So What's So Important?	
Other Important Concepts	
Base Damage (BDMG)	
Basic Damage Resistance (BDR), Total Damage Resistance (TDR)	
Order of Combat	
(1) Determine Initiative	
(2) Move in Ascending Initiative Order	
(3) Declare Second Half Round	
(4) Perform Second Half Round in Descending Initiative Order	
Defending	
Interrupts	
Hitting	
Attack Rating (AtR), Defense Rating (DfR)	
Procedure and Results	
Goof	
Damage	
Adjust Hit Result	
Determine Degree of Incapacity	
Recovering	
Other Combat Bits	
Area Attacks	
Attack-Block	
Attacking More Than One Opponent	
Attacking One Opponent More Than Once	
Coordinated Attacks / Double Teaming	
Damage to Armor	
Death (? or !!!)	
Defending Someone Else	
Hit Locations	
KnockBack	
KnockDown	
Martial Arts Maneuvers	
Size	
Throwing	
Powers	
Elements	
Attributes (ATT)	
Create (CR)	
Destroy (DES)	
Dispel (DIS)	
Illusion (ILL)	
Mental (MEN)	
Minor Power (MP)	
Move (MV)	
Plot Device (PD!)	
Protect (PR)	
Range (RNG)	
Scope (SCP)	
Transform (TR)	
Constraints	
Global Constraints	
Create Constraints	
Destroy Constraints	
Dispel Constraints	
Illusion Constraints	
Mental Constraints	
Move Constraints	
Protect Constraints	
Range Constraints	
Scope Constraints	
Transform Constraints	
Appendix - Charts	
Appendix - Head-to-Head Fighting Games	
Appendix - Martial Arts Maneuvers	
Punch	
BackFist	
Ball Breaker / Ball Buster / Nut Crunch	
Diving Punch	
Double AxeHandle / Buffalo Punch	
Dragon Punch	
Explosive Dragon Rage	
Fist Sweep	
Fists of Fury / Hundred Hand Slap	
Fore-Knuckle Fist	
Hook	
! HyperFist	
Knife Hand / Karate Chop	
Koppojutsu	
Koshijutsu	
Launching Punch	
Monkey Grab Punch / Weaving Serpent	
OverHead Hammer	
Palm Strike	
Power UpperCut	
Rising Dragon Fury	
Shiken Ken	
Spinning BackFist	
Whirling BackFist, Whirling ClothesLine	
Kick	
! Air Hurricane Kick	
Ax Kick	
BackFlip Kick, Bicycle Kick	
! BackFlip Kick Slam	
BackSweep	
Bicycle Kick	
Crossover Flip Kick	
Crossover Flip Knee, Flipping Neck Breaker	
Cyclone Kick, Spin Kick	
Double Dread Kick	
Double Hit Kick	
Double Hit Knee	
Dragon Kick	
Drop Kick	
Fling Kick	
Flying Heel Stomp	
Flying Knee Thrust	
Flying Spin Kick	
! Flying Thrust Kick	
Foot Sweep	
Forward Flip Kick	
! HailStorm / Humming Bird Kick	
HandStand Kick	
! HandStand Flip Kick	
! Hover Slide Kick	
! Hurricane Kick	
Kick Off / Heel Stamp	
Kick Slam	
Kick Throw	
Knee Drop	
Leaping Side Kick	
Leg Drop	
! Pedal Kick	
Pincer Kick	
Reverse Front Kick	
Reverse Turning Kick	
! Roaring Dragon Fury, Comet Strike, Shooting Star	
RoundHouse Sweep	
Scissor Kick	
Slide Kick	
! Somersault Kick	
Spinning Foot Sweep, Dragon's Tail Sweep, Iron Broom, Tiger's Tail	
! Spinning Kick Slam	
Spinning Kick Smash	
Spinning RoundHouse, Spinning Side Kick	
Spiral Kick	
Stepping Front Kick	
Thrust Kick	
! Thunder Fury / Thunder Storm	
Tiger Charge, Tiger Knee, Tiger Rush	
! Tornado Fury	
Triple Hit Kick	
Grab	
! Air Throw	
Airborne BackBreaker	
Arm Drag	
Arm Toss	
Atomic Drop, Inverted Atomic Drop	
BackBreaker	
BackRoll Throw	
BearHug	
Body Scissors	
! Bouncing Suplex	
Brain Cracker	
Face Plant / Head Crunch	
Fling	
Flinging Tackle	
Hair Throw	
Head Butt Hold	
Hopping Shoulder Rush	
Irish Whip	
Iron Claw, Neck Choke	
Joint Lock	
Knee Bash	
! Mega PileDriver	
Mega Smash	
Neck Breaker	
! OverHead Throw	
PileDriver	
Power Head Butt	
Power PileDriver	
Power Slam	
Power Smash	
Reverse PileDriver	
! Reverse Suplex / Leg Throw / Thigh Press	
Shoulder BackBreaker	
! Shrike Dash	
! SledgeHammer	
Sleeper Hold	
SlingShot	
Snap PileDriver	
Spinning Elbow Grab	
Stomach Pump	
! Storm Hammer	
! Super PileDriver	
Suplex	
Tackle	
! Thor's Hammer / Mjolnir / Thunder Fury	
Block	
Clinch	
CounterPunch / Deflecting Punch	
Elbow Block	
Power Block	
Miscellaneous	
! Air Smash / Butt Crush	
Blinding Strike	
! Body Ball, Rolling Attack	
Body Spear, Flying Head Butt	
! Buzzsaw	
! CartWheel Kick	
Claw Hand	
ClothesLine	
! Diving Hawk	
Double-Thrust	
! Dragon King's Claw	
! Dragon King's Rage	
! Drill Bit / Gut Grinder / Stomach Thrust	
Ear Pop	
Elbow Smash	
Elbow Thrust	
European UpperCut	
Eye Rake / Eye Poke	
! Foot Drill	
! Forward Slide	
Head Butt	
Jaguar Rush	
Spine Rake	
Stomach Jab	
ThunderStrike	
! Triple Smash	
Tumbling Attack	
Appendix - Common Powers	
Absorption	
Archaic Hand Weapons	
Archaic Missile Device	
Blind	
Body Armor	
Change Environment	
Clairsentience	
Clinging	
Continuous	
Darkness	
Density Increase	
Desolidification	
Drain	
Enhanced Senses	
Entangle	
Explosion	
Extra-Dimensional Movement	
Extra Limbs	
Extra Senses	
Fear	
Flight	
Force Field	
Force Wall	
Growth	
Guns	
Heal	
Instant Change	
Invisible Power	
Invisibility	
Life Support	
Mind Link	
Mind Scan	
Missile Deflection	
Missile Reflection	
Multiform	
Natural Armor	
Natural Weapons	
Pain Immunity	
Personal Immunity	
Poison	
Regeneration	
ShapeShift	
Shield	
Shrinking	
Skills	
Spells	
Split Personality	
Sticky Powers	
Stretching	
Summon	
Telekinesis	
Thrown Weapon	
Transfer	
Triggered Power	
Tunneling	
Appendix - Optional Rules	
Attributes	
dS :  dice of Something	
Importance of Skills	
Effect of Skills	
Putting It Together	
"I Have No Clue What You're Blabbering About"	
Skills and Specialization	
Defense	
Martial Arts	
Piloting	
Shooting	
Appendix - Credits	
Glossary	

Important Concepts

Internal vs. External Gaming

There are two ways you can play TV characters (or movie characters, or cartoon critters, or comic strip heroes, etc ...) with Dramatic License.  The first is the conventional "you pretend to be the character" role-playing; let's call this "Internal Gaming" for reasons to be apparent later.  The second is "you make it happen just like on TV" gaming, which is a combination of role-playing the character and being co-authors of a TV script; this will be termed "External Gaming."
"Internal Gaming" means you are "inside" the Setting.  As a character, you have no knowledge of the fact that you are in a TV show, and your reality is the Setting, however unreal it may be.  Unique cartoon elements like pulling out giant mallets which subsequently disappear are still allowed as long as the Setting supports those conventions.  More often, however, Internal Gaming means you're playing in a more realistic Setting.
"External Gaming" means you play the character, as in "Internal Gaming," but you can also influence events as stars, writers, and directors :  you have knowledge of the reality "outside" the sets and scripts.  You can influence the way things happen and explain why things happen they way they do outside of a purely cause-effect framework.  The difference in Internal and External Gaming often lies in how rationalizations are relaxed or constrained, and which events are permitted or forbidden.
For example, who really, really cared when Indiana Jones hung on to the submerging Nazi sub in Raiders of the Lost Ark and actually survives the trip to the Nazi base?  It can't be done except on the big screen!  If you have decided on "Internal Gaming" you'd be hard-pressed to explain something so ridiculous.  But you can more easily (albeit more cheesily) squeeze it through in External Gaming :  he pulls off a ludicrous feat like that because he's the big hero and because ScriptWriters needed him at the island for the big climax (instead of rotting in the brig).  As the fan favorite, he can Cheat and ScriptWriters will let that scene go with a lot of handwaving -- and fans don't care, either!
You don't have to know all the mechanical details about Internal Gaming vs. External Gaming right away, but it is important for players to decide approximately at what level of the entertainment medium they will be functioning.  This decision will also influence various other decisions and house rules necessary to capture the right "flavor" of games you want.  Whenever something hinging on your style of Gaming crops up, we'll tell you.  As Internal Gaming can be considered a subset of External Gaming, throughout Dramatic License we shall describe everything from the viewpoint of External Gaming.

dS :  dice of Something
dS is the random factor in any kind of Skill.  Exactly what kind of dice are involved depends on two things :  Importance of Skills, and Effect of Skills.  For an optional in-depth discussion on dS, look in "Appendix - Optional Rules."  But to keep things simple for now, use a 6-sided die.

Character Points
Significant characters and items are "built" with Character Points (CPs).  The more CPs you have, the more abilities your character will have.  The average person (read :  an "Extra" on the movie set) has about 0 while one of the World Warriors from Street Fighter II easily weighs in at over 250.
It's remarkably hard to determine just how many points to start players off.  The best way is to make up a couple of sample characters (always a good idea anyway, to help players get a grasp on the Setting and what is expected of their characters) and look at how many points it took to build them.

ScriptWriter's Pool
It is almost always the case that someone will forget to get their character a little something or other that they should have.  Maybe you forgot to give Chun Li the all-important hairdressing skill?  Well, whatever the case, to handle contingencies like that, characters should be assigned a small "ScriptWriter's Pool" of about 5-10 CPs.  During a game, ScriptWriters can draw on that pool to let players buy little bits of stuff they forgot, or little extras that would be neat, or a little something ScriptWriters would like the character to have so that certain plot lines can be explored.  When the pool runs low, replenish it by assigning to it some Experience Points.

Experience
Even though TV characters seem static, they often do develop and gain new abilities or improve existing ones; this is more visible in cartoons where characters often get a "power up" -- a distinct jump in abilities -- in a special Episode highlighting them.  In order to simulate this in a more or less controlled fashion so that not just anyone can call out new abilities whenever they feel like it, Dramatic License employs the concept of Experience just like many other role-playing game systems.  You will probably have your own method of giving out Experience, but we suggest the following :

Significant Events
When a character encounters a Significant Event, award 1 point.  A Significant Event can be anything from a tough fight to encountering the supernatural.  Once an Event becomes commonplace and the character has seen so many that they all kind of look alike ("if you've seen one hideously malformed alien blob from planet B, you've seen 'em all..."), then that Event awards no Experience.
The latter rule leaves characters more or less static if they don't seek challenges more or less commensurate with their abilities.  Conversely, an Event composed of many Significant Events will award many points.  For instance, an amateur adventuress who got fried by an evil wizard and had to be rushed to the local healers by her goodie-goodie twin sister might get 1 for the fight, 1 for encountering magic, 1 for getting her butt kicked, and 1 for a near death experience -- a total of 4 CPs.

Out of Character Penalty
Dramatic License expects all players to direct their characters based on their characters' personality.  Severe deviation (usually for personal gain while sacrificing role-play) generally warrants a penalty.  There are two ways to impose a penalty.
The less severe method is to reward everyone else who played "in character"; don't go wild with this reward :  a point or two should be good enough.
The more severe way, one which is more likely to engender bad feelings in the real world, is to take away Experience Points; if this results in more points taken away than were earned through Significant Events, things can get real ugly.  Sometimes, this is the only way to discourage players who otherwise sniff out Significant Events just to get Experience Points.
The "Out of Character Penalty" can be waived if the Setting does not call for it.  If your game is one where a bunch of zero-personality flat-and-boring adventurers go off and hack up monsters for loot without giving a warm spit for role-play beyond arguing for who gets the latest magical trinket, and everyone likes it that way, then that's fine too.  You're missing out on the fun of role-playing living, breathing, 3-D characters though...

Spending Experience
The more realistic the setting, the harder it is to justify spending Experience Points on just about anything except buying items.  Even then, it can be tough ("...so, tell me again how did your vigilante who's wanted by the cops got his hands on that minigun?").  Harshly realistic settings may demand that characters only spend it on skills they have used frequently, else impose a reasonably long "training period" to improve skills or acquire new ones.
One of the best ways is to have a special Episode focusing on the particular character who wants to develop in a rush and have all kinds of appropriate events happen ("... and lo, the Boss had a minigun, and I claim it as the spoils of the war against organized crime", or "I ate the thing from deepest, darkest, outer space, and now I have an extra finger and the power to...").  Obviously, the choice of Internal vs. External Gaming can seriously affect how fast Experience is spent.

Non-Linear Adds
Dramatic License uses non-linear scales where +2 = ×2 "power."  For instance, MGT 10 allows you to lift twice as much as MGT 8.  What MGT, then, is the approximate lifting capacity of 10 creatures of MGT 0?  You could try to look it up, or you can quickly approximate it with "Non-Linear Adds," an imprecise but "close-enough" estimation.

Given n,
n + n = n + 2
n + (n-1) = n + 1
n + (n-2) = n
Adding anything less than (n-1) to n contributes nothing significant to n and therefore the final effective value is roughly n.

e.g.  10× MGT 0
	= 5× MGT 2
	= 2× MGT 4 and 1× MGT 2
	= 1× MGT 6 and 1× MGT 2
	~= 1× MGT 6

Non-Linear Adds is used not only for determining lifting capacity, but also when deciding how much damage a combined attack inflicts, and how much additional protection you can get from trying to stack layers of armor on yourself (e.g. a vest under a suit of plate armor).

Attributes

These are the basic Attributes which describe a TV character.  They are grouped into Physical, Mental, Other Stuff, and Derived.  Briefly, the Attributes and what they affect are :

Physical
(MGT) Might	Lifting, hand-to-hand combat damage
(TGH) Toughness	Basic Damage Resistance, Recovery
(RFX) Reflexes	Physical Skills, Attack and Defense Rating, Initiative
(SIZ) Size	Recovery, miscellaneous factors

Mental
(INT) Intuition	Perception, Clue
(IQ) Smarts	Mental Skills, OutSmart, Initiative
(WPR) Willpower	Basic Damage Resistance, Sanity, Pushing
(HRT) Heart	Pushing

Other Stuff
(APP) Appeal	Looks, Social Skills, Popularity
(FAN) Fan Factor	Cheating, Popularity
(LCK) Luck	Dramatic Moments
(POW) Power	Pushing, Power Enhancement Point (PEP)

Derived
(BDR) Basic	How much damage you can ignore
Damage Resistance
(POP) Popularity	How quickly fans tire of you / how much hurt you can take
(REC) Recovery	How fast you recover from being hurt

Attributes start at 0 and cost 4 Character Points (CPs) per 1 point.  Except Power, you can have less than average Attributes :  each -1 in an Attribute is a Refund of 4 CPs, giving you 4 more CPs to spend elsewhere on your character.  Derived Attributes are Derived from the others and cannot be purchased.

Physical Attributes

Might (MGT)
= strength
- affects Lift + Melee Damage
Might is basically how strong your character is.  Can you lift a car?  A truck?  E. Honda?  Or can you barely manage a full bag of groceries?  Might affects how much you can lift, and how much hurt you can dish out with your bare hands.  If someone has the same Might as you, the two of you are essentially equal and the only distinguishing factor will then be how badly you want to do it.  In such circumstances, you can use Pushing or Cheating to gain the advantage.

Lift
So how much can you lift?  Might is measured in broad tiers which double every 2 points; to approximate how much you can lift, consult the Universal Scale, looking under column A (US-A) for your MGT, and column B (US-B) for how much you can lift, in kilograms.  Factors include :  (adapted from GURPS)

Carrying
Brief
1-Handed	×3/10
2-Handed	×5/4
on Back	×3/2
Long-Term	×1

Brief means what exhaustive effort can lift.  Long-Term carrying means on your back, or otherwise not just in hand, and can be sustained for long periods of time.  You can Push or Cheat to carry even more.

Shoving
Standing	×5/4
Running Start	×5/2
Shift Slightly	×5

Drag	based on "Carrying"
Sledge
Smooth surface	×1
Rough surface	×1/2
Sledge	×2
Wheeled
Good Road	×2
2-Wheel Cart	×10
4-Wheel Wagon	×20

Melee Damage
When you hit someone in hand-to-hand combat, your Might adjusts the damage you did with your chosen weapon.  Your basic hand-to-hand damage is equal to your MGT.

Negative Might
Less-than-average Might affects your ability to Lift things, and it makes it tougher to hurt things in hand-to-hand combat; more on the latter in the Combat Section.

Toughness (TGH)
= constitution
- affects Damage Resistance + Recovery
Toughness defines how fast you Recover from assorted things done to you.  For instance, how soon can you bounce back from being hit by a Rising Dragon Punch?  How quickly do you shrug off a Common Cold?  Do you even get colds?

Negative Toughness
What if your Toughness is 0, or less?  It probably means your body is not conditioned to take assorted energy blasts and bone-crushing martial arts attacks commonly seen on TV.  You will hurt a lot more than your heroic peers and you bounce back rather slowly.  Try not to get hit, 'cause it hurts -- a lot.
Negative Damage Resistance and Recovery are discussed in more detail in the Combat Section.

Reflexes (RFX)
= dexterity
- affects Physical Skills + Attack/Defense Rating + Initiative
Reflexes describes how fast you can react physically, how agile you are, how fast and accurate you are at physical tasks.  Reflexes are important for many physical skills, plus it helps a lot in Combat.  RFX decides who gets the Initiative, makes it easier for you to hit things, and makes it harder for the bad guys to hit you.  More on these in the Combat Section.

Negative Reflexes
You're clumsy, and it shows.  Physical skills are harder, so don't try anything risky (say, Mountain Climbing) without lots of practice and a spotter who can pull your butt out of trouble.  Also, you're easier to hit because you move inefficiently and you find it hard to hit others because you're not particularly precise.  Finally, you are kind of slow and your body doesn't cooperate as much as you would like it to -- action follows far behind thought.

Size (SIZ)
= size, build, volume
- affects Recovery + miscellaneous factors
If you are much larger or much smaller than the average adult human, you will likely need to have a Size Attribute.
In addition to various factors, some of which are noted below, Size also affects combat; see the Combat Section.
To find out your Size value, you can often compare your mass (in kilograms) against Universal Scale Column B (US-B), take the associated US-A value, and negate it for your Size value.  If your size is not proportionate to your mass (say, if you're a metallic robot), try the Humanoid Height table (which is based on taking US-B for mass).
e.g.  If you are a 1' Fairy, consulting the Humanoid Height table, this is size -15.  Negated, -(-15) = +15 SIZ, and therefore it costs 60 CP to be 1' tall.
In general, average MGT and TGH for something of SIZ s is -s.

Size Adjustment (SA)
= SIZ/3
In addition to considerations about how easy it is to spot you, and about where you can or cannot hide (e.g. it's tough to hide a 10' giant in a living room), SIZ affects how Stealthy you are (see Very Important Skills, Espionage, Stealth).  Your Stealth Skill is adjusted by your Size Adjustment (SA).

Weight
Being bigger probably means you weigh more.  For SIZ values close to 0, this is a minor consideration.  But for more significant SIZ values, it means that you may have to be careful.  Will the floor support your prodigious weight?  Will the wind blow you away?

Mental Attributes

Intuition (INT)
= wisdom, etc...
- affects Perception + Clue
Intuition is a different kind of Smarts which could be called Lucky Smarts.  You guess well, and can pull out information which can't be gained from existing evidence.  It's sometimes called "beginner's luck," or "woman's intuition" if your character is female.

Perception
Everyone basically has the same chance to see everything, but you tend to pick out significant details.  ScriptWriters will let you notice things which tend to further the plot, such as a neat clue stuck to someone's shoe or the like.
Perception is equal to INT for a character's main senses.  For humans, this would be Sight.  Secondary senses might be penalized 1 or 2 INT points; Hearing, for instance, might have Perception (PER - 1), Smell might be (PER - 3).  Animals tend to be more or less Perceptive with different senses compared to humans.

Clue
Intuition also lets the ScriptWriters give your character a push in the right direction when you're stuck.  Once per Episode per point of Intuition, you can get a Clue, although sometimes the Clue is so big that the ScriptWriters must use more than one point (and therefore do it less overall), so that the viewers don't get the impression the Episode has a lousy plot and totally fudged up events.  The rationale for Clues?  It's generally "my character's supposed to be the clever one, so quit acting so smug and gimme a Clue, dammit!"

Negative Intuition
You don't clue in on important things often till it's a little too late; if your Intuition is really low, you might even fail to see the obvious.  This means that ScriptWriters get to inflict the approximate opposite effects of Perception and Clue, also known as "Huh?" and "Duh!"  The frequency of your mishaps in these areas are similar to Perception and Clue for above-average Intuition.
"Huh?" means that the ScriptWriter gets to deliberately not tell you certain things of relevance.  For instance, everyone else might get to notice that they're being followed while you're in ignorant bliss.  "Duh!" means that you also get a Clue ... but it's a lousy one.  You made a bad guess, misinterpreted all the signs, whatever -- the point is, you're on the wrong track.

Flashes of Insight / Impromptu Imbecility
Sometimes, you can have both above-average and below-average Intuition.  This means that you clue in on certain things while other times you're just groping about in the dark.  This waffling between pure genius and having a black hole in your head can annoy your friends, but fans love it for the sheer insane comedy!
To have both Flashes of Insight and Impromptu Imbecility, simply indicate "+f / -i" under Insight to indicate how much good and bad Intuition you have respectively.  You then work out the net amount and buy that amount.  For instance, someone who makes a neat discovery once in a blue moon might have +1/-4, net Intuition (1 - 4) = -3, and therefore take a 12 point Refund.

Smarts (IQ)
= intelligence
- affects Mental Skills + Common Sense + Initiative
Smarts is, among other things, intelligence, how well you do on IQ tests and how quickly you think.  Smarts are important for Mental Skills like Algebra, Navigation, and general stuff like figuring out an Alien Doohickey.  Smarts also helps you get the Initiative over others in a crisis; see the Combat Section for details on Initiative.

Benchmarks
We can roughly rate Smarts on the following scale :

-10	no intelligence
-8	barely intelligent, more instinctual
-6	dumb animal intelligence; mostly insects, but may include certain animals
-4	animal intelligence, baby intelligence
-2	post-secondary education was cruel and unusual punishment
-1	you struggle with anything that isn't your specialty
0	"average"
+1	you're very smart; you got above-average grades all your life
+2	you're way smart; you got a GPA of 3.0 or better in college
+4	you're insanely brilliant, like the big names in science

OutSmart
If you're Smart, there's a chance that you can outsmart others.  This is important when you go up against evil masterminds and the like, because they often conceive of hideously complex plans.  If you're Smart, you can see through their foul machinations ... sometimes, anyway.  Once per Episode per point of Smarts, ScriptWriters can help you along with figuring stuff out and thus let you know what the villains know.  Of course, if the villains have lots of Smarts too, they might also figure out that you know what they know and act accordingly.  If you have even more Smarts, it may dawn upon you that they know that you know what they know and therefore they'd try to counter that.  But your true adversaries will (because they have truckloads of Smarts) of course know that you know that they know that you know what they know -- their plans, that is.  Anyway, in the end, it'll still be a big fight to the finish where their knowing you have a Man-Portable Fusion Cannon won't amount to a hill of beans, but in the meanwhile you might get to avoid some traps, quite a bit of subtle manipulation, and generally a whopping lot of grief.

Negative Smarts
It's not really fair to just say "you're dumb," because often you just take more time.  Everyone (including you) can do all kind of brain-numbing things like algebra, it's just that you take a little more time with it in order to get it right on the first go.  And because you don't think fast, others often act before you finish deciding what you want to do; this disadvantage may be compounded by having below-average Reflexes.
Having below-average Smarts also means that things often don't "sink in" till later.  When ScriptWriters feel like highlighting your idiocy (up to once per Episode per negative point of IQ), they can delay any of your character's neat discoveries.  For instance, if you suddenly realize the evil plan of the Dread Warlord, the ScriptWriter can delay that for pretty much as long as he chooses (usually until an appropriately dramatic moment, such as when you and your comrades won't have the luxury of time to foil the evil scheme).
Note that you cannot have less than -10 IQ.  -10 IQ means you are not intelligent at all.  You're like a piece of rock -- you don't think, period.  This benchmark will be important when building Vehicles and other automatons.

Willpower (WPR)
= willpower, ego
- affects Damage Resistance + Pushing + Sanity
Willpower is your strength of mind, your drive to succeed, your determination to go beyond what you are normally capable of.

Pushing
Willpower affects your ability to Push yourself beyond your physical limits.  For instance, when you are angry or otherwise emotionally charged and really want to do something incredible (and usually physical) like chuck a sofa at your enemy, you can spend a point of Willpower toward this.  Depending on how much more effort is required compared to what you have, it takes more or less Will to do this.  Pushing is also the default way to decide who is better in any contest of Might when both contestants have the same Might; whoever wants to do it more badly (i.e., spends more WPR) will succeed.

Sanity (SAN)
Sometimes you'll see something so terrible or bizarre that your mind turns to mush and you either stand there paralyzed and drooling, or you wimp out and run away screaming and yelping.  With time and repeated exposure, if you don't go completely nuts, you'll get used to it.  In the meantime, however, you lose Sanity points.  You can only take so much weirdness before you freak out completely, and how much you can stand is equal to your Sanity (in turn, equal to your WillPower score).  A Sanity Check goes like this :
First, something weird, horrifying, or completely alien must occur and you must be exposed to it.  Perhaps you see a little girl turn her head 360 degrees.  Or maybe you are surprised by a hideous monster from Galaxy Triple-Z, with features so indescribably horrible that it just can't be described.  Whatever the case, the ScriptWriter declares that this event has an Insanity Value (IV) of i.  IVs don't always have to be a positive number -- some things are just scary to Weak-Willed Weenies and the ScriptWriter wants to demonstrate this (before the heroes encounter the really scary stuff!)

IV	Situation	
0	Spooky.  Things are not quite right, but you can't put your finger on it.
1	Wrong.  You know something is wrong, but you don't understand it.  You're being watched.  You know an enemy is out there.
3	Threatening.  What is wrong is now a known threat, but it is still not understood.  This is often the situation after the first unexplained attack.
5	Dangerous.  What is wrong is threatening, not understood, and the danger is imminent.  The stalker is in sight.
7	Terrifying.  Normal means don't seem to stop the enemy.  The enemy has been shown to be bizarre and dangerous.  Previous encounters may have resulted in physical or mental injury.
9	Overwhelming.  The characters have tried everything, but nothing seems to stop the enemy.  The enemy is shown to be bizarre, dangerous, and seemingly unstoppable.
11	Nightmarish.  Nothing seems to make any sense.  The situation is inescapable, bizarre, and overwhelmingly dangerous.  It violates all rationality.
(adapted from "General Presence Attacks," Horror Hero p25)

Compare the IV of the event with your SAN.  If you have more, you may have turned to Jell-O from fear and horror, but you are still in control of yourself.  If you have less, the difference will determine assorted inconveniences that occur.  Consult the following chart.

(SAN
 - IV)	Result	
0	You were startled, but you're okay now.
-1	Fear grips you and you KO'd.  INC 0.
-3	Terror tugs at you to run, but you may choose to stand firm despite your better judgement.  INC 1.
-5	Horror shakes you violently, and you shiver in its grip.  INC 2.
-7	The shock of it all hits your noggin pretty hard.  INC 3.
-9	You go cold and weak.  If you are holding anything, it slips from your limp hands.  Your jaw goes slack but your eyes are wide open in a stare which conveys to all the world just how flabbergasted you are.  INC 4.
-11	Your heart skipped a few beats there.  You are paralyzed with fear and stand helpless against the unimaginable.  INC 5.
-13	Your heart stops.  You fall over with your eyes wide open and your hands clutching and hitting your chest until it starts up again.  INC 6.
worse	Urgh!  Heart attack!  INC 6 plus 1 per 2 points below -13.

The results of INC are discussed under Combat, Damage, Determine Degree of Incapacity.  If you lose all POP, you faint.  Otherwise, you lose no POP, but you are subject to such effects as Fazed, Stunned, Dazed, etc...

Negative Willpower
They say you're a wimp, and they're probably right.  You crumble under pressure, let people push you around, and you've never risen to the occasion to do great things.
Having below-average WillPower means that you are Weak-Willed.  When someone is trying to manipulate you through intimidation or one of your psychological weaknesses (perhaps you'd do anything for chocolate, and they're waving a large, yummy, chunk before you...), you are sorely tempted to go along.  Each point of Negative WillPower is a +1 bonus to their Social Skills; see Skills, Skill Contests, for more information on how Skills work.
Being Weak-Willed isn't as bad as it seems, because your Intelligence and Intuition can sometimes override your poor judgement, usually when you aren't being pressured to do something you normally wouldn't want to do.  Being Weak-Willed does, however, have an adverse effect on your Sanity.  You aren't Insane -- it just takes less to make you go over the edge.  See the discussion on Sanity above.
Your Recoveries are also affected by your unwillingness to face adversity because your heart isn't in it to go on fighting.  If you have a Negative WillPower, you add this to your Recovery (lowering it more); if your WillPower is above average, you don't add anything but you can Push to get a Recovery.

Heart (HRT)
= inner strength, purity of purpose, etc...
- affects Pushing + Special
Heart is "that special something" which lets true heroes get the edge over villains.  The best heroes (usually, the stars of the show) have the most Heart, while villains have very little.  Even normal people have more Heart than villains.  But what does it do?  Heart is a fuzzy thing that is hard to define, and therefore even harder for ScriptWriters to use.  Aside from miscellaneous nice things they let your character get away with, Heart also lets you Push.  It's different from Pushing with Willpower, however.

Examples of Heart
Detonator Orgun, final episode :  after having his heart ripped out, Detonator Orgun still manages to find it within himself to get up and beat the bad guy.
Fatal Fury III, when the fighter gets beat up by the mind-controlled brute, but refuses to let his little boy see him crushed and defeated.  He crawls to his feet and goes one last round with the masked menace, and pulls off a victory -- before crumpling to the ground.

Pushing
You can Push anything with Heart as long as you really need to do it.  Even if you're completely exhausted and totally pulverized, you can scrape together some bit of extra effort with Heart when people are counting on you to save the day; perhaps the fate of the world depends on your ability to crawl to your feet and go one last round against the Bad Guy, or you need to leap over the burning debris and shield your kid sister from the flames.  Whatever it is, Heart helps you do it.  And because villains don't have Heart, they don't have this vital edge to win the day.

Negative Heart
To have below-average heart generally means you are soooo Evil that everyone else, even wimpy average schmoes have more Heart than you.  You're a HeartLess b*s*a*d, in other words.  What this means is that just about anyone who isn't HeartLess can have the advantages of Heart even if they didn't buy any (i.e., have 0 Heart).  If you have -h Heart, this means that ScriptWriters can let anyone who isn't HeartLess Push with Heart up to h times.  It doesn't matter how much one individual uses, or how many individuals use it, as long as the conditions are right for Pushing with Heart, and the total number of Pushes given out per Episode is no more than h.  Usually, this lets completely normal people accomplish amazing escapes, survive till the real heroes arrive, and the like.  The less Heart you have, the more annoying life is for you because you constantly see victory slip through your fingers and must endure watching your plans foiled by the most pathetic of foes, for Heart can let even mundane individuals become heroes.

Other Stuff

Appeal (APP)
= looks, charisma, positive presence
- affects Looks, Social Skills + Popularity
Appeal is a combination of looks, charm, and positive presence.  That is, if you're a handsome jerk, you may still have low Appeal.  A high Appeal affects Social Skills such as Seduction, although low Appeal may actually help skills like Interrogation.

Negative Appeal
You're not necessarily ugly :  Appeal is more than just looks.  You can be ugly of course, but having a golden personality can overcome that and give you an average or above-average Appeal.  Because humanity is portrayed as being rather superficial on TV, ugliness counts quite a bit, unfortunately, and more often than not, being considered ugly means your character has at least -1 APP.  If you play in more realistic Settings, this may not be true.  If your character gets a chance to prove otherwise, your low Appeal may diminish with time.
On the flip side, you can be gorgeous or hunky and have a negative Appeal because you're annoying for some reason (e.g., motormouth, raging racist, chauvinist pig, etc...).  In this case, you may be mistaken for having a high Appeal until those around you push the right buttons and trigger your bad quirks.  Most likely, having a negative Appeal means you're a villain and you're ugly and you're not nice, either.
Because you have below-average Appeal, people don't pay much attention to you and it's that much harder to convince them to do stuff.  Just as an above-average Appeal helps out with Social Skills, a below-average Appeal can detract from them.

How Much Appeal?
It's easily forgotten that Appeal is not just looks.  To help you decide on how much Appeal to buy, split it into various categories and assign positive or negative points to each.  Sample categories include :
Leadership
Looks
Presence
Social Skills/Friendliness

Fan Factor (FAN)
= popularity with the fans
- affects Cheating + Popularity
In general, stars get beaten up a lot (or at least a lot of people try to beat up the stars).  How much the ScriptWriters like you is reflected in your Popularity, which is a combination of many factors (see Secondary Attributes); this in turn translates to how much hurting ScriptWriters will dish out against you before they let you win (or cart you off to the OffScreen Hospital).  If you have many fans, they'll let more dramatic events happen to you, which means they'll probably beat you up more, but it also means that you have a good chance of outlasting the villains and saving the day.  Fan Factor reflects this popularity; see the Derived Attribute Popularity.

Cheating
Your amazing popularity also lets you Cheat.  Cheating is basically ScriptWriters letting you get away with stuff because you're the fan favorite.  You can Cheat at anything in a manner similar to Pushing, except you must Cheat subtly or your fans won't like you anymore :  this means only the most die-hard fans will notice, while everyone else will only spot the inconsistencies if they review previous Episodes.  On the up side, you can Cheat whenever you like and against whatever you like.  You can also Cheat by doing something out of character, but the more contrary it is to your character, the more points you'll need to spend (representing how squeamish ScriptWriters are about this sort of thing).

Negative Fan Factor
Your amazing unpopularity means you're probably an extra or a minor villain who gets to wave a gun around (not that the ScriptWriters will really let you fire it), or you're a villain who is so annoying to viewers that they watch episodes with you in them only because they know you'll get beaten to a pulp eventually.  In the context of Dramatic License, it means that it's really hard for you to win when you're facing Popular characters (those with some Fan Factor more than 0).
Whenever you actually get close to a triumph over a popular character, however weenie and pathetic they are, each negative point of Fan Factor counts as a Cheat in their favor.  If you have -f Fan Factor, ScriptWriters can let anyone who has at least 0 Fan Factor to Cheat up to f times.  It doesn't matter how much one individual uses, or how many individuals use it.  The more popular the character, the more ScriptWriters favor allowing him to Cheat because they know viewers don't mind a little cheating (or rather, a little more Cheating than usual) when it comes to foiling your plans, cleaning your clock, or generally seeing you thoroughly humiliated.  But wait!  There's more!  Not only do popular characters get to Cheat when they're losing, they even get to Cheat when they're winning!  From the same pool of f points, popular characters can Cheat to pull off spectacular victories.  Verily, it can be annoying.
Despite the previous pessimistic paragraph, there is an up side to having a Negative Fan Factor :  you get to win initially.  What this means is that before the Episode or Mini-Series or Movie ends, if you come into conflict with your popular adversaries, you can Cheat as if you had a Fan Factor of +f if your Fan Factor is actually -f.  The bad news is that after that, things go downhill and the number of Cheats usable against you doubles to 2f :  all your glorious plans take a nose dive and you don't just crash and burn but blow up like a thermonuclear device (complete with mushroom cloud and all).

Boss Bonus
Sometimes, certain characters are hideously unpopular because they are villains, but at the same time it is no fun to just smack them a couple of times and run over them.  ScriptWriters may in fact want these "Bosses" to last a while and give the heroes a good fight in a stupendous "Final Fight" or "Ultimate Combat Sequence."  So what are the options?
The obvious thing to do is to make Boss characters insanely tough with huge TGH, WPR, and Damage Resistance.  But this doesn't always work because the heroes might not be able to hurt the Boss character at all.  A high Damage Resistance might drag out combat into boring attrition where the heroes' peashooters just ping a little off on each attack for the next five Episodes.  Besides, it's often fun to let viewers see incredible damage done to the Boss character -- such as from the heroes' "Ultimate Attacks" -- then awe them with the fact that the Boss character is still standing.  Let the players calculate four or five digit damage done to the Boss, show them it did hurt, but that the Boss can't be so easily discounted.  To help you simulate this, we introduce something called the "Boss Bonus" (BB).
This is essentially the same as Fan Factor (and costs the same, and adds to Popularity the same way), only the Boss character has scads of BB, far beyond what other characters generally have.  It doesn't gauge popularity with fans, but that's not important.  What is important is that you can Cheat with it.
With lots of BB, you have a lot of leeway to do whatever you like.  Further, if this Boss is a "one-shot" character who will show up on the final Episode and then get blasted into some cameo a year from now, you can cheat insanely -- viewers won't know the difference, will they?  Sample things you could do are to shrug off Ultimate Attacks with one or two Cheats each, or automatically hit heroes with decent-sized attacks, again with a Cheat or two.  This way, when the Boss gets tired and weak (i.e. low on Cheats), heroes can really close in and finish him off just like any other villain without you having to balance too many other stats in order to achieve the same "feel" for the battle.
The most important thing with BBs to keep in mind is that they are probably the most artificial of mechanics and it's easy to abuse.  Use your Boss Bonus points to make the fight challenging and interesting, not to wipe out heroes just because you have enough points to do just that.

Luck (LCK)
= Dramatic Moments or Recurring Villain Tokens
- affects Drama

Lucky Break / Dramatic Moment
Luck is essentially how much baloney ScriptWriters will manufacture to save your sorry ass.  Sometimes, they inadvertently or purposely write you into a corner where all seems hopeless, then use your Luck to justify an amazing turn of events.  Some Settings are more gritty and serious than others and ScriptWriters will limit how much a situation can be suddenly saved; this translates to a limit on how many Luck points you can spend to turn any one situation around.  While you are allowed to use Luck for trivial things, it is generally used in Dramatic Moments only :  using it in a crisis is a great way to downplay the "dumb luck" image and make it look neat.

Recurring Villain Tokens
In addition to the normal uses of luck, villains tend to use Luck in order to miraculously escape certain destruction to come back another day.  You know this has happened when someone says something like "no one could have survived that!"  Because of this, "villain Luck" is generally termed "Recurring Villain Tokens" (RVTs).

Negative Luck
If you have below-average Luck, you have Rotten Luck.  This means that when ScriptWriters feel like tormenting you, they don't have to feel the least bit guilty about it.  The frequency and severity of your Bad Breaks is similar to rescuing situations with Luck, only in reverse.  Therefore, if you have -3 Luck, they can either spread it out in little bits, or lump it together to really spoil your day in a rush.

Having Both Ups and Downs
Some characters are both lucky and unlucky.  They get into bad situations which seem to work out in the end, or they claw their way up only to have a string of rotten luck send them crashing back down.  In either case, these characters have both positive and Negative Luck.  To have this, simply indicate "+g / -b" under Luck to indicate how much Good Luck and Rotten Luck you have respectively.  You then work out the net amount of Luck you have and buy that amount.  For instance, someone who's more unlucky than he is lucky might have +1/-3, net Luck (1 - 3) = -2, and therefore take an 8 point Refund.

Power (POW)
= supernatural ability
- Pushing Powers + Power Enhancement Point
Power is a measure of the strength of your "powers" -- abilities beyond normal humans, whether they be superhuman Might, some amazing Skill, or an inhuman power like the ability to throw fireballs from the palm of your hand.

Pushing
Power lets you Push your powers (assuming you have some to begin with) to make them more powerful than usual, at least for a little while.  Unlike WillPower, which lets you Push only physical efforts (usually to get more strength and more speed), Power lets you Push any of your powers and whenever you want to.  You can sometimes combine pushes from Power and WillPower.
When you Push your power, you cannot alter them such that they work differently from how they do normally :  that is, your fireball can't suddenly become insanely larger, though it might be colored differently because of your extra effort.  To change powers for a short duration falls under "Enhancing Powers," below.

Power Enhancement Point (PEP)
Sometimes, more power isn't the answer.  You might want your Ice Bolts to instead freeze a small pond rather than bob up and down as tiny blobs of ice on the surface.  Or you might want your Fire Ball to blossom into a Fire Bomb, complete with miniature mushroom cloud after the big blast.  In such instances, you are using a reasonable extension of your power for a short time, and if you didn't buy it, you have to Cheat to have it.  Power Enhancement Points lets you have this Cheat.
Unlike Cheating, you can't call out anything you want.  Obviously, Power Enhancements can only affect a Power.  Further, it must be something you should be able to do without stretching too much of the viewer's imagination.  Finally, the further the final effect is from your original power, the more Power Enhancement Points are needed (i.e. you need to Cheat more).  You can Cheat when Enhancing Powers, but the latter is much more legitimate.  If a particular effect is frequently used, the ScriptWriter might demand that you add that effect as part of your repertoire of powers by buying it with CPs.

Negative POW
You cannot have negative POW :  if you have no Powers, you buy no POW.  If your powers are weak, the lowest they can go is 0 POW.

Technological Powers
Some powers cannot use personal POW because it would not make much sense; most technological devices fall into this category because their strength is independent of whoever is using them.  For instance, Ken of Street Fighter II (who has a lot of POW in order to throw all those fireballs!) cannot turn a rifle into a bazooka no matter how many POW points he sinks into it.

Derived Attributes

Basic Damage Resistance (BDR)
= Toughness + (Willpower / 2), rounded down
Your Basic Damage Resistance is how much damage you can shrug off.  Added to various other things like Armor, your Total Damage Resistance (TDR) is then compared to the amount of damage you receive, and from there the effects of damage are calculated.  More information on this in the Combat section.

Popularity (POP)
= total Character Points + (Appeal bonus) + (Fan Factor bonus)
How popular is your character?  While there are a lot of social factors, in general it is most important in combat because it describes how much damage fans will see you take before they get tired of you or expect you to go down mangled beyond recognition.  And when they get tired of you, ScriptWriters have the unfortunate tendency to leave you in the gutter and move on to some other character.
You lose POP when your character gets hit in combat, dissed in a social situation, or when your character is suddenly out of character (e.g., a Good guy does something Evil on his own accord).  The latter situations are mostly ScriptWriter calls as to how many POP points you lose for that particular action.  Combat effects are discussed in the Combat section.

Appeal and Fan Factor Bonus
This represents how badly viewers want to see you survive.  If you're hideously unpopular, once you're smoked by the baddie you're gone and no one gives a rat's ass.  Otherwise, even if you have to clutch at the hem of the true heroes, they desperately pray that you will make it through alive (if not unscathed).
The way Appeal and Fan Factor add to your Popularity is quite complicated because the more you have, the more it adds (conversely, the less you have, the more it taketh away).  First, total your Appeal and Fan Factor and consult the following chart.

Total	POP
-10	-2,000
-9	-1,000
-8	-500
-7	-200
-6	-100
-5	-50
-4	-20
-3	-10
-2	-5
-1	-2
0	0
1	2
2	5
3	10
4	20
5	50
6	100
7	200
8	500
9	1,000
10	2,000

If your POP is negative, reduce it to 0 and reduce your REC, too.  Consult the chart again, and take the value under the "Total" column; halve this (rounding up) and apply it as a penalty to your REC.
e.g. Your POP is 22, your Appeal is 3, but your Fan Factor is -7 because you have a lousy manager who got you typecast as a loony early in your career and no one wants to see you play a rough 'n tough commando right now (in fact, this will just be a silly cameo role for you).
	Appeal + Fan Factor = 3 - 7 = -4.  This reduces your POP by 50, bringing it down to (22 - 50) = -28.  Consulting the scale again, this is -3.  (-3/2) rounded up is -1.  So your REC is further reduced by 1.

Negative Popularity
What if your Popularity total is 0 ... or less?  It means you are less than Unpopular.  You're just an Extra, another peanut for the good-guy fighters to consume in big battles.  You are so minor a character that you are probably one of the faces in the generic fuzzy crowds that gather around every big fight in the city.  Even villains are more popular with the fans than you are.  You are eligible to be one of the totally normal people that get used and abused by Evildoers:  they effortlessly drain your energy, mind control and use you like a patsy, etc...  Basically, you're normal and boring.  If you have any part to play in an Episode, it is usually a one-shot thing capitalizing on some extraordinary trait, then the ScriptWriters dump you.
Oh, in case you do get into a fight, your POP is 0.  The first time you get hit, ScriptWriters mow you down and move on to the next fuzzy clone of you.  On the up side (there's an up side?) you just need to get one lousy point of POP from Recovery to get you back up on your feet.  But since your POP is 0, your REC probably s**ks too.

Recovery (REC)
= Toughness + Size + WillPower (if below average)
Recovery is a measure of how fast you bounce back from being beaten up.  When you're hit, you temporarily lose Popularity points.  If you get a chance to rest (usually when the bad guy goes off to beat up an ally of yours), you can recover a certain number of Popularity points based on your REC.  You can also Push or Cheat to get a Recovery; Cheating is most effective here since Recoveries are pretty subtle.  Recoveries (or lingering damage) after a fight are decided by the ScriptWriter.  See Recovery in the Combat Section for more information.
Your REC score is based primarily on your Toughness.  It is modified by your Size so that if you have average Toughness for your Size (i.e. when TGH = SIZ), you will have only an average Recovery.  Your WillPower detracts from your REC only if it is below-average.  Your Appeal and Fan Factor may further modify your REC; see Popularity, Appeal and Fan Factor bonus.
e.g. If your TGH is 1, your SIZ -2, and your WPR -1, your REC is [ 1 + (-2) + (-1) ] = 1 - 2 - 1 = -2.
	If your TGH is 1, your SIZ -2, and your WPR 1, your REC is [ 1 + (-2) ] = 1 - 2 = -1.

Design Issues

Dumping Attributes (or "What Attributes Don't I Need?")
There are clearly a great many Attributes, but you don't have to use all of them -- it really depends on the type of Setting you're playing in.  For instance, in a completely soap-opera game where everyone is normal and just how much strength character XYZ has isn't even vaguely important 90% of the time, drop Might and Toughness because, simply, who cares?  If no one has any powers of their own, such as Patlabor or AD Police, drop Power since it'll never be used.  If all characters are human, drop Size.  If you want a very gritty world, drop Luck and Fan Factor to make it harder to fudge events.  If you have decided on Internal Gaming (see Important Concepts), you will most likely want to drop Fan Factor.

Average, Maximum, and Minimum
For Humans, Physical and Mental Attributes tend to range from -4 to +4, although many TV characters often seem to be superhuman even when they are clearly not supposed to be (inhuman endurance is a favorite, especially in Action movies), and therefore the -4/+4 range is only recommended and not required unless ScriptWriters decide to enforce more realism.
For other races, the range of Physical and Mental Attributes should be -4 to +4 of the Average (whatever it is).  Other Stuff Attributes tend to have no easily definable Maximum or Minimum.  See "How Much Other Stuff?" below.

How Much Other Stuff?
Because Other Stuff has no limits, it has the basic problem of "how much should I buy?"  Just how much do you need to buy in order to make your character statistically prettier than all the supermodels of the Setting?  The simplest answer is... more than the competition.  This is a pretty arbitrary judgement, but there really is no precise answer.  If you're better, you're better.  If you're worse, then they have a higher score.  Therefore, if you want your character to get the most fan mail, ask around, find out what the highest Fan Factor is among all the characters in the Setting, then buy 1 point more.  Sometimes, players both want to be "the best" -- in this case, buy equal amounts -- look around for the next best person after the two of you.  You'll likely want the Rival Classic Bit, too (for discussion of Rival, see the chapter on Classic Bits).
If you play in a Setting where other Attributes also have no limits, you can also use the above procedure to decide how much of other fuzzy Attributes (i.e., Attributes with no nice scaled values the way Might does) you should be buying.  If you think this can get expensive, you're right.  So, keep in mind that the scales are not linear :  6 MGT is much greater than thrice 2 MGT.  Sometimes, if you are only slightly better, you will still end up buying the same value.
In case you're still stuck (especially if there is no competition), you can always think up factors and assign values to them.  Here are samples for Heart and Fan Factor :

HRT	-2 Evil
	-1 Bad
	+1 Good
	+2 Heroic
	+v Background

FAN	+1 Good
	+2 Heroic
	+2 "Boss" character
	+1 Pretty
	+1 Cool

Animals
Animals are Instinctive and react differently in a crisis.  Whereas a panicked person freezes, panicked animals often lash out.  Therefore, when writing statistics for Animals, a few things should be kept in mind.

Survival Attributes
First, animals "in the wild" largely obey the law of "Survival of the Fittest," and therefore will often have Physical Attributes above the "Average."  If there are weaker animals, they often fall prey to predators.  Because they react differently to being hurt, they often have a higher WillPower than humans.  Animals also tend to have senses sharper than those of humans (though some have weak senses in certain areas; for instance, rhinoceroses have poor eyesight).  In sum, after determining the "Average" attributes for animals, apply these modifiers for a "common specimen" :  +1 MGT, +1 TGH, +1 RFX, +2 WPR, +2 INT.

Intelligence and Initiative
Their poor Initiative due to low IQ is not reflective of real animals and they have "Lightning Reflexes" to make up for this (see Very Important Skills, Martial Arts).  "Animal Intelligence" is rated at -4, so to offset the -4 Initiative penalty, Animals have +4 Lightning Reflexes to All Melee (for 2 CP).  If, for some reason, the Animal also has a ranged weapon, it should also take +4 Initiative worth of Quick Draw (see Very Important Skills, Shooting Things) for that attack.  If the Animal has only one attack, simply buy Quick Draw for that Attack.

Other Stuff Attributes
As regards Other Stuff Attributes, Animals will probably have 0 all around unless the Animal happens to have a major role (e.g. Lassie) or happens to stand out among its species.  A particularly cute dog that hangs around a major star might have a FAN of more than 0, for instance.

Fighting Ability
Even herbivores must defend themselves, so unless a creature has lots of natural armor, they often have some decent fighting ability, certainly more compared to the average human.  Consult the following chart for guidelines on skill levels.

Levels	Reason	
+2	Adult
+2	Aggressive species, prone to violence
+2	Leader (e.g. Alpha wolf of a wolf pack)
+2	Predator
+2	Trained attack animal (e.g. war horse)

Most Combat Levels will be for all melee combat.  If it frequently encounters ranged attacks, half the levels might be overall Fighting levels rather than Melee Combat levels.  If the creature has its own ranged attack, these generally fall under Shooting One Thing levels.  If the animal normally flees confrontation, half the levels might be Defense-only.

Vehicles
Sometimes, action will revolve around Vehicles, especially if your characters play pilots or starship commanders.  So far, Attributes have described sentient characters, and this works fine for sentient vehicles as well.  Non-sentient vehicles (those without minds of their own) have -10 in Intuition and -10 in IQ.  If they can be programmed to do something, then they have IQ based on how complex their programming can be.

Scantily Clad Bonus (SCB)
Everyone knows that the reason you don't wear armor is because you're such a tuff guy or one scrappy gal, and you don't need to be weighed down by the mess of armor wimps wear all the time.  In fact, the tougher you are, the less you'll be wearing in general -- this is especially true of Martial Artists and characters in Anime.  Therefore, if you don't wear armor, you may be entitled to buy more than the usual amount of TGH or WPR.  You are entitled to this bonus only if you normally go around in this fashion; if you frequently put on armor, you are not entitled to the SCB.  If you do put on armor at any time, you lose these extra points of TGH or WPR until you take it off (or some mega-attack takes it off for you).

General :
+1	Concealing Cloak
+1	Rugged-looking clothing (e.g. sleeves torn off, hiking boots, biker leathers, etc...)
+1	Leather
+1	Martial arts uniform
+1	Studs and spikes

Men only :
+1	Shows off your muscles (if you have some to begin with)
+1	Bare chested
+1	Greaves (can be as small as just a bracelet around your wrists)

Women only :
+1	Shows off your figure
+1	Shows off your legs up to at least some thigh
+1	High heels (usually on boots) which don't seem to limit your fighting prowess

Outlook

Outlook is how you act in general.  It isn't set in stone, but it does help to decide on an outlook because it helps you to play your character consistently :  if you're a good guy in today's Episode, fans expect you to be a good guy in tomorrow's Episode as well.  Some characters are "in transition," meaning their outlook is shifting.  For instance, you may be a tough-as-nails mercenary, but in Episode #26 you picked up a really sappy teary eyed I-want-my-mommy kid who's grown on you like a fungus and now you can't wash off the stench of goodie goodie-ness.  Your Outlook might be Selfish-Good, meaning Selfish now but degenerating steadily into Good.

Heroic
You're one of those goody goodies who tries to do more than just good :  you go out there and do the heroic thing.  You take outrageous risks, willingly sacrificing your life if it will save another worthy soul.  Your conscience is plagued with obligations to chivalry, honor, being compassionate, helping little kiddies, and generally doing the right thing -- no, the heroic thing!  The nicer you are, the more you look like a putz in the eyes of your Evil enemies.

Good
You are what the general population is.  Quite a few people are Selfish (see below), but most are essentially Good.  Being Good means more than just not being Bad -- it means you try to do the right thing.  You don't cheat on your tax returns, you wouldn't even think of stealing, and if someone fell down, you'd likely help them get up or at least check to see if they can't get up.  As another example, the upper limit of being Good is a model Boy Scout/Girl Guide :  you're so goody-goody it's almost sickening.  You are allowed to be Heroic and risk life and limb, but if you do it on a regular basis (i.e. apprehend armed robbers instead of calling the police), you're pretty much Insanely Good, which in turn means you're actually at least low-end Heroic.

Selfish
You look out for number one, but when it's convenient or when you're pressured (usually by little weeping kiddies who are annoyingly Kawaii), you do good deeds.  When it's profitable, you sometimes do Bad, but your conscience plagues you later.  It makes your stomach turn to do Evil -- which is unfortunate, because when the bad guys see you balking, they lump you together with the Good guys and deal with the lot of you in unpleasant ways.

Innocent / Naive
You are probably a kid, and basically, you don't know any better.  You are selfish and petty and small in a mischievous sort of way when it comes to weenie things like wanting candy or that nice fuzzy toy with a 50,000¥ price tag.  But when the stakes are high, you have an uncanny ability to distinguish the Good and Heroic guys from the Bad and Evil guys, and you either do the right thing if you can, else cry helplessly, hoping some hero or heroine (read :  mom and dad! ... er, that is, as heroine and hero...) will come and make things all better.  Never will you join the side of Evil (or even Bad), and even when they pretend to be nicer than they really are, you eventually see through their phony act and identify them as "baaad men."  Oh, and you say things like "Please?  I just wanna go home!", "You're mean!  I hate you!", "Let me go!  You're hurting me!"

Confused / Dumb
You tend to be big and childish.  You're Innocent, but Evil has blunted your natural senses of right and wrong.  You are fundamentally Good, but the best talker with the brightest, shiniest, rewards gets your attention -- and Evil is notorious for being smooth talkers and seemingly rich beyond mortal ken.  As a result, you are often a brute and an enforcer for them.  Doing Bad Things doesn't bother you because those nice people who use big words explain it all so well how it's okay to do those things.  When they scold you and hit you (Feh!  Like they can really hurt you!  Hah!), you don't like them anymore.  Unless you forget, you don't work for anyone who's mean to you, but it takes a lot of meanness to overcome all the nice, shiny, things they give you in return for hanging out with them.

Mercenary
You're a pro.  Good and Bad, what does it matter?  Only making your way through this world matters.  You side with whoever can pay you more either in cold, hard, cash or other tangible benefits.  You may have codes of conduct like loyalty and honor, but even if you do, you are often tempted to ignore them for the big payoffs.  Doing Good is okay, though usually not profitable and filled with irritating constraints like "don't shoot the kiddies."  Doing Bad is easier since you don't have to be nice.  Doing Evil is tough whatever the pay -- but if you do it enough times, you'll get over it.

Bad
You're Bad, but you're not Evil.  You are, compared to Evil, what Good is compared to Heroic.  You are allowed to be nice once in a while, but that taints your image in the eyes of the Bad crowd you run with.  Being nice is a weakness tantamount to being UnCool, yet being Evil makes you queasy.  You're either on the road to hard-hearted true villainy, or the path to being a soft-hearted squishy.

Evil
You're right up there with the true villains.  You're so Bad you're Evil and beyond redemption.  Even the Bad guys and gals can be turned to (urgh!) the good side (bleah!) -- but you are firmly entrenched in Evil and you love it.  Sometimes you masquerade as being just Bad, but only long enough to gain some advantage.  You have no true friends because you're so evil they don't trust you to do anything without an ulterior motive -- and if they do, they're boneheads.  But don't tell them, because you can use their idiocy to your advantage!  The best part about being Evil is that pretty much nothing disgusts you.  Do anything you like to your enemies, but the more fiendish and complicated, the better.

Classic Bits

Classic Bits are the little quirks that characters have which gives them more depth and makes them more interesting.  There are three types of Bits :  Good Bits, Bad Bits, and Minor Bits.  Good Bits give you some net advantage or other, and therefore cost points.  Bad Bits restrain you or otherwise disadvantage you, and therefore give you back points to spend on other parts of your character.  Minor Bits are Good Bits and Bad Bits which are not significant in effect, but which are Classic Bits to consider for your character.
If the Bits come in levels of increasing ability, having a higher level means you can perform a lower-level action if it is of the same general special effect.  For instance, having Woman's Wrath at (+3) also allows you to do Woman's Wrath at (+2) or (+1), whichever you choose.
The Cost or Refund values are denoted by "(+g)" for Good Bits, "(-b)" for Bad Bits, and "(+0)" for Minor Bits.  Minor Bits generally have no point cost/Refund, but if you take a whole bunch of them, it might amount to a Good or Bad bit, and you might have to pay a small amount, or you might get a small Refund.

100 Ton Mallet
(+1) When you're angry at someone (often at a Hentai), you can pull out a whopping big Mallet or other large, crushing object, and whump them with it.  This leaves them pulverized for a minute or so, during which you can spend giving them a tongue-lashing or giving others a warning about them.  And since they're thoroughly incapacitated to within an inch of their lives, they get no retort during this time -- unless you wrongfully accused and punished them, in which case they remain squashed but mutter something that clears up the confusion.  That's when you are overcome with guilt for your hasty overreaction, and are generally soooo embarrassed.
(+1) if you can let somebody else use it.

the Air Between Us / Grrr!
(+0) When you're pissed at someone, so pissed that it goes beyond mere anger, and that someone is similarly pissed at you, and you engage them in a brutal staring contest (sometimes with your tongues sticking out so long your faces stay that way) the air will crackle and energy will zap between your foreheads.
e.g. Sailor Moon vs. Sailor Mars.

Big Guy
(+0) You're just plain big :  6'6" at the least, plus an inhuman build to go with it (all fat, all muscle, or, more rarely, something in between).  You probably have scads of MGT, too, sometimes inhuman amounts.  Because weenies (read :  normal-sized people) are beneath your contempt, you don't bother speaking to them.  Because they are so pathetic, just growl or flex your muscles and they'll cower in fear.  On the other hand, there's no reason why you can't be a nice guy :  it's just kind of hard to fit in socially when everyone's afraid of you.
Closely associated with Big Guy is Knuckle Cracking and Rippling Muscles, and the Outlook of Confused.
e.g. Falcon of City Hunter, Sagat of Street Fighter II

Blown Out of Proportion
(+0) When you are angry and shouting at someone, your head expands so that you can out-shout the competition and/or get your point across.

Booby Trap
(+1) This is similar to 100 Ton Mallet, except you leave a similarly oversized trap so that you can get those no-good bums while you're away.
(+1) if you can let somebody else use it.

Butch
(+0) You're a woman who acts macho.  Often you have a "biker image," complete with leather jacket, jeans, shades, cool hair, cigarette, leather gloves, and the obligatory monster bike which you let no one except yourself touch and if anyone dared to lay a finger on it you would break the offending body part as well as their face.  You hang out with other macho men with similar interests, but you rarely have any romantic interest in them.  Crybabies and Kawaii girls disgust you thoroughly; just the thought of being a fraction of either -- that is, crying or being called "cute" -- is enough to get your blood boiling.

Buxom
(+0) You're either a woman or some bizarre mutant created by ScriptWriters (e.g. the aliens in Project A-ko).  You are also young, under 40 and often just a high school girl.  Anime animators like to make even girls look womanly and therefore attractive and therefore your high Appeal is in no small part due to the unusually advanced development of your feminine torso features (read :  breasts).  Hentai seem particularly drawn to you, but that's okay, because you probably have Woman's Wrath (Good Bit) and by now you're used to smacking aside those perverts.

Called Shot
(+1) Your trademark attack has a name and you yell it out whenever you use it.  This is best used when your maneuver is hard for fans to describe all the time so they have an easy way to abbreviate these parts when describing a big fight to their friends.
Called Shot is a Cinematic Attack Factor (CAF) that lets you buy more Damage with the attack (see Powers, and Martial Arts).  You can have a name for everything, but only those you buy this Good Bit for can add the Called Shot CAF.
e.g., "SHORYUKEN!"

Cool
You're Cool.  Does this need any more of an explanation?
Note that Cool by default applies to only one persona, whether it is your real one or an alter ego.  No one will ever believe you if you are not Cool but claim to be a Cool alter ego, or vice versa.
Also note that being "not Cool" is the default state of humanity and is not a disadvantage; it is certainly not the abysmal state of being UnCool.
The various levels of Coolness include...
(+1) You have an item that, when employed by you and you alone, makes you cool (i.e., you can't give it to someone and have them look cool) :  sunglasses, a big gun, a monster bike, a leather jacket, or some other "cool" item.  You are probably a bitter Rival of any other Cool person who has the same type of item.
(+1) You must have a brief moment of silence when you can appear, strike a pose, and utter something cool (i.e. Words of Coolness), in order to have a period of Coolness.  You must repeat this whenever a crisis threatens the calm of the social group you are in at present.  Words of Coolness are small words everyone can understand, and are delivered slowly, sometimes smugly.
(+2) You are innately cool and have presence enough to hush a crowd long enough for you to say something which had better be at least semi-cool, else you'd ruin the effect.
(+5) You are so cool that your picture appears in the Encyclopedia Britannica under the definition of "Cool."  Because even being seen with you is considered to be cool, you don't let just anyone take your picture, especially when someone else is nearby, since that would be imparting your Cool too cheaply.  A hush falls across the mundane populace when you speak so they can gleam pearls of Coolness from you.  You speak slowly, your one concession to normal people who are awed by your Coolness, so they can hear every word.  You don't usually say much, but whatever you do say is Cool, even if you're ordering breakfast from the International House of Haggis.  You have a kiddie cult following of little tots who want to be your sidekick, and an active fan club who won't listen to a bad word about you and who would die for you (or sleep with you, which, to those unfortunate people who have no life, is Heaven; some have devoted their lives to this, and you must be careful of them, else you might forever taint your Coolness with a reputation for being "easy").
(+lots) In all the world, no one is known to be this Cool all the time.  It is said that such Unbearable Coolness of Being would elevate that person into a higher state of existence -- but that's just rumor, of course.

The following are some Bits associated with being Cool.
(+1) Your Cool is infectious, and while you appear Cool and unruffled in a crisis, your allies will know no fear.
(+1) Those who dare stand against one as Cool as you (and, "obviously," as competent and dangerous as you) break out a cold sweat and are stricken with no uncertain trepidation.
(-1) Your Cool inspires others, but when you lose your Cool for any reason, they must fall back on their own devices.  Even worse, if you ever KO'd, your allies are demoralized for if you can't handle it, who possibly can?  Fear spreads through the ranks like wildfire.  Pull yourself together!
(+2) You always look cool, no matter where you've been (the sewer, for example), what you've been doing (shoveling dung, perhaps), who you're with (say, with every last socially inept person in a 5 mile radius), or how you look (bruised, black, and blue -- but NOT with a woman's hand print on your face; see "Woman's Wrath").  If you have less than 5 points invested in being Cool, you must still satisfy the Coolness criteria.
(-1) Your Coolness is strangely generic, yet difficult to achieve -- but not impossible :  there are phonies out there.  Usually, all they need is some ability to say cool things and enough clothing, props, and makeup to look like you and cash in on your Coolness.  The more points you invest in Cool, the more difficult it is for someone to achieve phony Cool; the rewards are great, however.
(-2) As above, but your fakes are so good that they can keep it up for a fair while and it is your obligation as a Cool person to unmask your fakes for what they are.  The more points you spent in Cool, the greater the obligation.  If you don't do this, you will be seen as UnCool, and may never ever become Cool again.  Your fan club will crumble, the president of said club will commit suicide, and the press (plus not to mention your enemies) will rake you over the figurative hot coals.  You might want to contemplate suicide as no amount of counseling will remedy your emotional loss.  If you assume a new identity which is Cool, you must take care that your true UnCool identity is never revealed, else they will treat you worse than even the phony who brought about your utter ruin.
(-3) You feel you must look Cool no matter what.  If someone embarrasses you or otherwise makes you look UnCool (except via Woman's Wrath, even if you're a Woman mistaken for a man because of Questionable Gender), you must obliterate them, usually by embarrassing them even more than they embarrassed you.  For some reason, this restores your Coolness (your dignity, at least).

Celebrity
You're famous!  What you're famous for depends, but the classics are "Top Gun" and "Singing Sensation."  If you're not in the military and thus get to perform for profit, you're most likely Rich.  If you're really, really, good, somewhere out there, some upstart will eventually become your Rival.  Various other options include :
(+2) You get cool perks like being invited to parties, skipping long line-ups at nightclubs, and having a following so big your fan mail is measured by the ton.
(-1) The press loves you!  But not in a nice way...  Keep looking behind you, because they're out there -- somewhere -- waiting to photograph you in a compromising position.  And if they can't get a scandal, they'll try to find something even mildly embarrassing.  And if they can't do that either, they'll distort an innocent picture and make up some juicy bit of nonsense worthy of rags like the Enquirer.
(-1) If you don't have a bodyguard, get one fast!  Fans are everywhere, and they don't just want your autograph.  Some want some bit of you -- possessions, scrap of clothing, lock of hair, whatever -- and if you're not careful, they'll lunge forth and just rip it from you!  Bodyguards are trained to handle nutcases like them without having to beat the snot out of everyone (well, not usually, anyway).
(-?) They're out to get you!  Out there, among your throngs of fans, is someone -- it can be anyone :  a spurned lover, a wacko, or even one of your own staff -- who wants to do you in.  They're stalking you... watching... waiting...  And if they're real fanatics who would trade a life for a life, sometimes not even a bodyguard can save you...  (see the Hunted Bad Bit).

Close-Up
(+0) This is like a soliloquy, except it is usually much shorter.  The camera does a close-up on your eyes or just your mouth (rarely your entire face), or when you're concealed in shadow (perhaps visible by your eyes and your silhouette).  Sometimes, even if you were in broad daylight, the set will dim so that you will stand out from everyone else, or just your mouth or eyes will be illuminated by a shard of light while the rest of your face is in sinister darkness.  Regardless of this bizarre atmosphere, this is your chance to convey to the audience some bit of foreshadowing without any of the other characters knowing.  Mostly used by villains to reveal their evil mindset or announce their dastardly plans.

Code of Conduct
Good or Bad, Heroic or Evil, you have a Code of Conduct which you religiously adhere to.  Most often, you have a Code of Honor, which means you must be honorable in a heroic fashion :  a deal's a deal, you keep your promises, etc...  Various options include :
(-2) Word of Honor :  your word is your bond, but you're allowed to phrase it to your advantage.  If you adhere to the spirit of your promises, you really have a full-blown Code of Honor.  Otherwise, it's a despicable shade of Code of Honor, which usually only villains have.

Modifiers :
(-1) Your Code of Conduct will tolerate no trickery.  You say what you mean, and you mean what you say.  You are often an "intense" person when you decide to be serious, and you take everything you say seriously, even if you said it by accident.  You are also likely taciturn, so you don't open your big mouth and say something you'll regret later.
(+1) You are duly handicapped by your Code of Conduct, but not crippled :  if you are hard-pressed (for instance, if it would kill you), you are allowed to ignore it.  You'll feel terrible later, and even go to great lengths to atone for your sin, but for the moment, you've saved your bacon.
(-1) Sometimes, your opponent is so despicable that they only pretend to have a similar lofty Code of Conduct, but in reality it's just an act to get on your good side or to take advantage of your own Code of Conduct.  You get so outraged by this kind of deceit that you make it your holy quest to squash these individuals.  When you're double-crossed, you go nuts :  either right now (screaming and blasting) or at a convenient later time (scheming and backstabbing).

Cop
(-2) You're a policeman.  You have a cool uniform, but you also have duties, obligations, and an oath to Serve and Protect.  You're likely Good, but that's not necessary.  If you're Bad or Evil, you have to at least make a show of being Good while you're in uniform, and let no one know you're a cop when you're out of uniform.
(+r) You are not only a cop, but you have some rank as a cop.  (+1) for Detective, (+2) for Lieutenant, (+3) for Captain, (+4) for Commissioner.  If the costs seem low, remember that you get more than the ability to pull rank and resources -- you get more responsibility, and higher penalties if you goof (or if you're used as a scapegoat for someone else's goof).

CryBaby
(+2) You are usually cute (see 'Kawaii!'), else you would probably be dead by now.  You can perform some boo boo and have everyone annoyed at you, but wipe out all ill-will with a fit of piteous crying.  Mature enemies will not use violence against your cuteness and immaturity, even though they may be direly frustrated by such antics.  Your weeping invokes the maternal instinct in those who have it, nausea in those hard-core souls-of-flint types who would love to squeeze the sorry life out of you, but never seem to think to do so even if there were no one to come to your aid.
(+2) if you only have to pretend to be sincere and apologetic.

Cry Rivers
(+0) When you're in distress and overcome with grief and you plop down and cry, your tears convey the extent of your sadness.  They stream from your eyes in great rivers for a duration commensurate with the depth of your emotions.  Sometimes, this can be so bad that it seems to be raining, or even flooding!  Your friends regularly carry umbrellas.

Danger Sense
You have some bizarre "sixth sense," or simply have extraordinary sensory capability, such that you can detect all manner of peril.  This is similar to having a Clue, except it gives you a warning of any Imminent Danger as a matter of routine.  These warnings usually come shortly before the Danger strikes (distance is irrelevant, only when you're going to get whumped); whether you can react in time is another matter entirely...
(+1) you can sense someone is dangerous (more powerful than you, has hidden advantage, etc...) and has ill-intent
(+1) you can sense ambushes (people hiding about ready to beat you up)
(+1) you can sense traps (inanimate danger, like a bear trap or a tub of water placed over an ajar door)
(+1) you can sense the approximate distance and direction if the danger is close (the spiked pit a foot away), or sense that it is very far away (for instance, a sniper)
(+1) you can sense danger to others around you in addition to yourself
(+1) you can sense great danger to your general location (like the city you are in)

Deformed / Mutant / Alien
(+0) You look just plain weird, but only to viewers.  The ScriptWriters have played a horrible prank on you and made you into some bizarre quasi-human mutant.  It in no way detracts from your abilities, but at the same time, it's unlikely that you have a high APP, or Classic Bits like Kawaii! and CryBaby.  On the other hand, your bizarre appearance might actually make you a Fan Favorite, in which case, buy scads of FAN!

Duh! / Get with the Program / Stay with the Tour
You are viewed, to put things gently, as a total imbecile.
(-1) You fail to see the obvious.  While your friends are frequently exasperated by your apparent stupidity, many a viewer loves you because they don't have to ask their real-life friends embarrassing questions regarding flimsy anime plot events and Episodes they didn't watch.
(-2) You are really pathetic because you fail to see the painfully obvious.  Often the viewers (yes, even the little kiddies) figure it all out before you do; e.g. in Sailor Moon, when Serena buys Alan's ridiculous story about Space Botany after she was attacked by the Doom Tree.

Modifiers :
(+1) Being pathetic does not unduly disadvantage you, because even if you are so blind to the truth that your friends need a supernova to bring some light into your dense black hole of a brain, you see the truth at least just before it hits you.  Meanwhile, your friends suffer from your silly comments and stubborn stupidity -- but hey, that's their problem!

This Classic Bit is similar to having a below-average Intuition or Intelligence, but there are important differences.  First, you don't have to have below average INT or IQ.  Second, it disadvantages you in a comparatively minor way, unlike having negative INT or IQ.  Finally, there is no limit to how many times you can be a total idiot in each Episode.

Enigmatic
You are wise in the weird way true wise men and insightful sensei are.  You can't impart your wisdom directly because you want to encourage your student to learn, and because it would detract too much from your point if you translated it from your inscrutable metaphors.  Happily, no one feels a burning desire to press you for a mundane translation.
(-1) You are allowed to say un-weird things like "duck, you boob!" if results are needed immediately, but otherwise you must impart critical strategic information in metaphor.  You often say stuff like "you may find yourself in a fight that is beyond win or lose," and other stuff from beyond this solar system.  In fact, most of it sounds wise in retrospect only because your audience makes flimsy associations with events they subsequently encounter.
(-3) You must impart your information in either one sentence, or in a profound parable or other instructional story (or such a tale which at least sounds profound at the time).  If they're smart they'll listen to you; else, they usually fall asleep.
(-5) You must impart your information in exactly one sentence with no commas or semicolons or other punctuation and any other grammatical technicalities to get the equivalent of more than one sentence.  As a result, your words of wisdom seem to be either deep thoughts or utter baloney; no one can really tell the difference.  Stuff like "what do you see beyond your fist?"

Evil Laugh
(+0) The classics are a brooding, sinister chuckle; or a loud, evil, cackle.

Famous Fighter
(-3) You're great at some kind of combat, you have at least one super awesome wicked cool move (and possibly a host of less cool but no less useful moves), and a huge lineup of "gunslingers" who absolutely must challenge you to prove they're better (only they're not and you're tired of pounding those annoying pests into the pavement).  Even your friends challenge you just to find out who's better (your friendship can really get hairy then).  You are probably Cool unless you have a totally goofy fighting style, in which case you have no fan following and no one would recognize you, much less acknowledge you, as a Famous Fighter to begin with.

Fiery Emotions
When you are angry, everybody watch out!  Depending on how emotionally charged you are, you can do one of the following.  In special circumstances, you can grossly exceed the level you take.  The list of possibilities below is non-exhaustive.
(+0) Fire or electricity blazes in your eyes.
(+0) Tense up and let them see fire burst from your clenched fist.
(+1) Brandish an ordinary object like you have superhuman ability with it; e.g. Usagi's mom in Episode 1 when she found out Usagi failed her test.
(+2) You clench your eyes tightly for a moment, trying to restrain such fiery rage which rivals the searing flames of Hell.  You then turn your gaze of absolute pure jet black hatred at the bonehead who pissed you off and give off a primordial growl which would scare shitless any demon of the UnderWorld.
(+2) You cut loose with a stream of mind-blasting babble which communicates in no uncertain terms just how pissed you are.  This instantly cows the bozo who angered you, plus any of his comrades, and often even your own companions.
(+2) You yell so loudly that you can be heard for miles around.  Large animals flee, as does anyone who has more brains than to stand in your way.  Those nearby are stunned, deafened, and cowed.
(+3) Fire erupts behind you or all around you, but whatever happens, you are ultimately untouched and everyone gets a clear view of your fearsome mien.
(+3) Perform feats of incredible strength and prowess, such as shoving everyone annoying you at the moment out the door, with only two hands!
(+3) Fight with unbelievable skill -- only someone as pissed as you are and who possesses Fiery Emotion at this level or higher can stand against you.  Even though all damage is cinematic, each blow strikes fear into the hearts of onlookers (shortly, your target will be too pulped to notice this).
(+3) Explode, covering everyone about you with a varying amount of soot and singe; you tend to be unharmed.
(+4) Blow up, and take everyone with you -- it doesn't matter how fast they think they are or how far they think they can run.  Your hate is expended in the explosion and you are left exhausted, too tired to hate anyone.  Yourself and those about you are dazed, singed, and hurting until the scriptwriters decide otherwise.  e.g. Big Cheese in Samurai Pizza Cats.

FlashBack
(+2) Aside from being able to invoke a FlashBack sequence (which writers love because it saves time having to draw new material for the Episode), when the chips are down and the villain is waiting for you to finish your last words so he can forever cancel your character, you may invoke a FlashBack and spill your sorrows.  This usually evokes some kind of tear-jerking reaction which either allows you to go free because the villain feels so sorry for you, or buys you and your friends some time while the villain responds to your plight with words of consolation and deep thought before he blasts the lot of you into the land of re-runs.

Geek
(-2) You are way smart and probably wear glasses so thick anime cartoonists have to draw spirals on them instead of distorted eyes.  No one (especially those who are "Cool") pays any attention to you, and while they don't always wish you were dead, they do wish you would get the hell away from them because they are soooo embarrassed to be seen with you.  Only when they are completely out of ideas and crunched between a rock and a hard place do they turn to you and grovel for the bright ideas you tried to tell them earlier (which would have saved the day way ahead of schedule).  Being a nice guy, you pull their sorry butts out of the hot soup.  Despite this, none of the girls will still go out with you (there are notable exceptions, such as Melvin and Molly hooking up in Sailor Moon).
Far less of a disadvantage for girls, for some reason.  Oh, and you must at least look geeky, which means you have to have a low Appeal.  Lose the low APP and you likely end up being Cool because you have passable looks and brains, too!

Guilty Conscience
(-2) You are one of those nice people who feel responsible for their actions, only you are scrupulously and damned stupidly so.  If something goes wrong, you suspect yourself as the cause and, like an imbecile, volunteer such information.  Those who need a scapegoat really stick it to you until you go all teary-eyed and weepy.  When that happens, you can't find it in you to even defend yourself, and save the geekiest of people, anyone can beat the snot out of you and they usually do because they think you were responsible for the disaster in question.

Gutsy / Balls of Steel / BoneHead
(-2) You're immune to fear, but almost always when it is foolish to do so.  You would talk back to an invincible demon from the nether depths of the stinking Hells if it pissed you off, and try duking it out with him.  If you have real friends they'll restrain you, but not knowing how much they value you (for whatever reasons), you hate them whenever they do this even if you come back mangled when they fail to stop you.

Hentai / Scebei
You are a pervert, in all likelihood an UnCool one as well.  You are probably unattractive or a real jerk (low APP), since you wouldn't need to be a pervert to get close to a woman otherwise.  The first thing you think about when you approach a woman is how she looks naked, making babies with her, or getting your hands on her feminine parts.  Whatever you do, as soon as they find out, you get whumped with Woman's Wrath, plus her boyfriend if he's inconveniently around at the time.  Various options are :
(-2) You are a voyeur.  You look and drool from a far, but you don't touch.  If you stare too long, however, you will very likely be discovered -- run!
(-4) You go right up and do something cheeky, even though you always get pulverized.
(-2) You are an incorrigible womanizer and try to date every woman, not because you think you can handle multiple relationships but because none you have asked will go out with you so you hope to find that minute percentage dumb enough to succumb to your non-existent charms.
(-1) You do it to even the unattractive women; unfortunately, they don't feel flattered at all.

Hunted
Somebody doesn't like you, and they want to make life miserable for you.  Maybe the cruel warlord whose million-dollar cannon you blew up in the last MiniSeries?  Or the mother of the lovesick girl you spurned in Episode #13?  Whatever the case, you should look behind you -- frequently -- because it is their sole purpose in life to...
(-1) humiliate you or get some other kind of social revenge and see you ruined.
(-2) run you over with a car or at least give you some kind of permanent, visible, and terribly annoying injury.
(-3) torture you -- just a lot.  It'll hurt, so don't get caught!  They don't care if you're so wimpy you die from it, either.
(-4) obliterate you!  Mangle you beyond recognition!  You have some time before your horrible demise, however, since they also want to ruin you financially and socially first.
And they're...
(-1) so pathetic they need to get someone else to do it; on the other hand, their next lackey could be anyone -- a mercenary company, an assassin, a mad bomber, or your "friend" -- anyone!  Beware of everyone you don't know, and sometimes, even of those you thought you knew!
(-1) well-connected so they can strike you virtually anywhere!  That cool nightclub?  That Swiss Alps hideaway?  The Moldavian Embassy?  Nowhere is safe!

Identifying Quote
(+0) There's a certain word or phrase (yes, unfortunately, it can be a long one, ala. Sailor Moon) that is associated with you.  You either say it all the time, or at some regular occurrence, such as when you enter into battle or see a woman.
e.g. Ryo Saeba ("Mokkori!") of City Hunter.

Inner Fire
(+2) You are so good a martial artist that you can harness your inner strength and expend it to blast your foes when you perform your martial arts moves.  Normally, this is reserved for your signature moves, usually those with Called Shot written all over it (e.g. "Ayu Ken!").
Like Called Shot, Inner Fire lets you increase your the Damage of your martial arts attacks by allocating Skill Levels (see Combat, Other Combat Bits, Maneuvers).  Combined with stuff like Called Shot and Ultimate Attack Stock Footage, it can make the difference between a good attack and a devastating attack.
Unlike the normal Cinematic Attack Factors guidelines (CAFs), you are not restricted in adding Damage based on what your Inner Fire damage component looks like.  Instead, you can choose the amount up to your POW rating.  You can also increase or modify it slightly using your POW.
Normally, a character has to be a 7th level Black Belt to have this Classic Bit (see Skills, Very Important Skills, Martial Arts, What is a Black Belt?), but ScriptWriters may choose to relax this restriction.
e.g. Vega's HellFire Torpedo.

(+1) If you only have one specific attack through which you can channel your Inner Fire, (say, only to make your Dragon Punch a Flaming Dragon Punch) and you cannot significantly deviate from it, then this Classic Bit is only worth 1 CP.  You will probably still need to be a 7th Level Black Belt, although this restriction may be slightly relaxed because of your dedication to the one maneuver.

Kawaii!
(+0) You're cute, sometimes annoyingly so; you are also probably a kid and female.  You engender sympathy from others, and rarely make real enemies.  If you're a girl and a lot younger than observers, they might just stop and cry out, "KAWAII!"

Knuckle Cracking
(+0) Everyone knows that when you crack your knuckles, you're some super-tough fighter who's about the kick the snot out of your enemy.  This awes onlookers and, for some reason, tends to attract even more spectators who must have a taste for violent sports.  Anyway, Knuckle Cracking makes your opposition quiver like Jell-O, and they often just wimp out right there and then -- unless they are your equals or can kick your butt around the block, in which case it does nothing except to boost your (over)confidence.

Little Guy / ShortStuff / Small Buddy
(+0) This is like Deformed / Mutant / Alien, except you're just shorter than is generally considered humanly possible.  Otherwise, you're quite normal.
e.g. Sailor Mars's grandfather, Master Clef of Magic Knights Rayearth

Looming Fate / Dark Destiny
Some mysterious gypsy/wise hermit dude/villain who utters obscure curses and generally enigmatic pronouncements has foretold that you will trip over terrible doom when situation X happens.  You have kept his firmly in mind ever since that faithful day, and whenever situation X seems to manifest, you...
(-1) run like crazy, screaming and tearing your clothes off.
(-1) boldly seek it out, knowing that you are master of your fate, and that you and you alone dictate your ultimate destiny.  If the experience doesn't bring you to within an inch of your life, you will know that this is not the fated ill-event and you will continue your vigilant watch for signs of your true rendezvous with destiny.  On the other hand, if you get killed... oh well... maybe next time you'll listen.
(-3) totally give up knowing in your heart and soul that your number is up, your end is near, your fate is sealed, and that, worse than a horrible death, you will die a virgin.  You generally act like a total wimp of a weenie, although you don't have to curl up into a fetal position and call for your mommy (who would be too ashamed to acknowledge you anyway).

Lovesick
You are in love!  Love!  Love!  Sigh...
The one you love might be totally unaware, in which case you are in eternal torment.  Whatever the situation, you will do whatever they ask, practically die for them if it would save them from harm, etc... etc...  You go all mushy when your loved one is near, sometimes with big throbbing hearts in place of your eyes so that everyone knows just how far from dignified sanity you are.
(-0) There's this other person, who's also adorable/gorgeous/hunky/cute/sweet... but you just can't choose!  Oh, if only they were the same person!  Sigh...
(-1) Standard adoration.  No biggie, except it is quite inconvenient when your loved one is in danger.
(-2) The object of your desire doesn't know, but you dare not make your love known.  You tiptoe on eggshells all around them and become totally UnCool, frequently making a complete fool of yourself.  When that eventuality comes to pass, you think they find you so UnCool they'll never like you the way you adore them ... but you continue to dream.
(-2) To win the undying adoration of your one true love, you will do pretty much anything, however outrageous.  A new scheme pops up every other Episode, sometimes more frequently.
(-3) The love of your life doesn't love you, never intends to, and makes it clear.  Still you persevere, hoping all those fairy tales about true love really apply to the real world.
(-5) Your loved one is, secretly, mean, vicious, and/or evil through and through.  Because you would do anything for them, they pretend to like you but really take you for a fool and use you like a patsy.  You are oblivious to this and even if someone pointed it out to you, you'd never believe such ridiculous "lies" designed to drive a wedge between you and the one you love.

(-2) True love of the week.  This is like Standard Adoration, except you fall for a different person every other episode.  If you ever pine away after the same person for two consecutive episodes, your fans will expect some kind of fantastic mini-series in which you either fall madly in love with that person and eventually get hitched, or some heart-breaking tragedy will interfere with "happily-ever-after" ending of your relationship.

Nose Bleeds / Virgin
(-1) You are at least a boy who's reached puberty.  You are also not a hentai, but sometimes you just find yourself in those kinds of embarrassing, voyeuristic, positions (or you've been conned/seduced into them by no-good hentai) and then BAM!  Nose bleed!  Your virginity is made clear to everyone, and your more, er, 'worldly' male companions will not let you hear the end of it.  There's nothing wrong with it, of course, but it feels soooo embarrassing all the same.

Phony FlashBack
(+3) You are allowed to invoke a FlashBack to an Episode which didn't exist, usually something in your possibly phony past, and have it accepted as fact, at least briefly.  Slow-witted audiences may never clue in.
e.g., Speedy Servicé jogging Bad Bird's "fond memories of youth with the Pizza Cats."

Plead for Mercy
You are so good at invoking sympathy that while the sniveling pleas of others fall on deaf ears and are treated with utmost contempt, your suitably pathetic words either :
(+1) makes your opponent laugh at your wimpiness; yes, you're humiliated, but the up side of it is that you get some time to think of how to save your bacon.
(+2) gives your opponent pause while he considers your plight with a touch of true sympathy (assuming he is capable of such); best used with Flashback or Phony Flashback.
(+3) your opponent is so touched that he actually reconsiders obliterating you -- just this once, though.  You'd be hard-pressed to get the same reaction a second time (on the other hand, if you don't grovel and bootlick now, there won't be a second time).

Poor
(-1) You're poor, plain and simple.  If it doesn't bother you and it doesn't seem to come up (e.g. Ryu of Street Fighter II), then this is only a Minor Bit.  Otherwise, get a job!  You have bills to pay!  Remember :  there is no worse enemy than the IRS!  Shadoloo?  Vega?  Feh!  They're small potatoes compared to your blood-sucking creditors!  There is one way out, however...
(-2) You're poor, but if you have the appropriate skills (i.e., Con Man, Locating Suckers, etc...) and charisma to pull it off, you can live like a king even while you're destitute.  It's a full-time job staying a step or two ahead of your victims, but don't think of it that way!  Think of it as an adventure!

Questionable Gender
You may be mistaken for the opposite sex by how you look, a situation which may be compounded by how you act.
(-1) Rarely.  Depends on how you're dressing today, the angle they're looking at you, and how your driver's license came out; e.g. Kaori from CityHunter
(-2) Frequently.  If you're not careful to be overtly female in how you dress, or to otherwise advertise your femininity while being macho/tomboyish, you might be mistaken for a man; vice versa for men
(-3) Almost always.  You probably walk and talk like the opposite sex, too; if you don't tell people, they might hit on you; if you do tell them, they might be disgusted; e.g. "D" from Project A-Ko, that long-haired kid in GreenWood, Zoasite from Sailor Moon
On the up side, this Bit has the potential to help you out when you're acting or in disguise or otherwise masquerading as your opposite gender.

Rich
(+1) You're rolling in money, pretty much.  However you got it, you have a lot of it.  You're probably an upper class snob, too, but this is not mandatory.  You have many friends who like you because you're rich and because it's a well-known fact that rich people buy friends with cool and expensive gifts.  Mundane life is easy because you can simply smother problems in cash.  The big problems, however -- the stuff Episodes are made of -- are rarely so easily handled and that's why being Rich isn't so expensive a Classic Bit.

the Right Stuff
(+1) If you aren't already a big hero you're probably at least a minor one, because you have the Right Stuff.  Friend and foe alike are simply amazed by your ability to pull off even the most impossible of maneuvers.
Having the Right Stuff reduces by 1 the Level of Difficulty of any task rated "Hard" and above.

Rippling Muscles
(+0) This is generally only for men, but some women have it too (e.g. Atalanta from Hercules the Legendary Journeys).  Your incredible physique wows the opposite sex and they go all wimpy on you, eyes glazed and making "ooh"-ing and "ahh"-ing noises.  Good for showing up rivals, especially tiny fellows who don't have a tenth of your insane muscular development.  Not much use for anything else, really.

Rival
There's this other person who really irks you because they're trying to get a slice of your action, whether this is being the Ace Top Gun pilot in the world, or trying to steal the love of your life from you.
(-1) You're rivals, but you're still civil; the two of you try your best but leave the final judge of who's better to other people.
(-2) You show up your rival whenever you can, but no cheating.
(-3) You will stoop to cheating to get the upper hand, but nothing dangerous.  If it hurts your rival or someone else, you will be mortified.
(-4) You won't cheat, but your rivalry is so intense that the two of you are just an inch away from coming to blows.  The smallest thing could set off a slugfest (which probably has absolutely nothing to do with your rivalry, but is great stress relief).
(-4) No dastardliness, however low, is beyond you.  Your rivalry consumes your life and you will do just about anything to come out on top.
(-5) You must obliterate your rival, and you think up an outlandish scheme every other Episode.  If someone is in the way, it's their fault if they get stepped on.  Usually, your measures are so extreme that even if you do put your rival out of the way, you've lost sight of the goal and it would all have been for nothing.

Rogue
(-1) You are likely Cool or at least popular with a lot of people, because these are the only assets which can save your sorry ass from your superiors.  Why?  Because you absolutely positively must do something (or some bunch of things) your own way.  Not necessarily outside regulations, but so independent and different that it annoys a lot of people, usually a lot of superiors.  Stuff like breaking formation when you see something that catches your eye, or taking a million-dollar piece of military hardware out on unscheduled "training exercises."

Terrible Secret
(-5) If they knew, they'd be appalled and/or repulsed.  They will probably try to disavow all ties with you.  Perhaps you moonlight as an assassin.
(-4) If they knew, you'd die of embarrassment.  Even your closest, truest, bestest friends won't be able to help wincing.
(-3) If they knew, they'd never see you in the same way again.  Perhaps you were once a man and the doctors did a great job on that sex change operation.

Secret Identity
(-5) Standard Fare :  you are a hero or villain, but you don't want people to know about it, so you cautiously protect your identity.

Modifiers :
(+3) Happily, whenever you need to transform, something happens and there is no one around who can identify you later and hence this is not a major inconvenience, and it is certainly not anything which would hamper you in a big crisis.

For full effect, take the Transformation Sequence Minor Bit.

Show and Tell
(+0) When you're describing something, especially something hideously complex that even die-hard fans won't be able to understand, the background shimmers and is replaced by a handy diagram of what you're talking about.  This way, you can use all kinds of in-depth knowledge or technobabble without fear of losing your audience.
e.g. City Hunter Movie, Magnum of Love's Destination, when the police detective describes the gun used in the assassination.

ShowOff / Villainous Gloating Complex (VGC)
You feel an unbearable urge to yuk it up when you have the upper hand -- and why not?  But inevitably you unwittingly give up some advantage to your victims/arch-nemesis/annoying do-gooder in your evil clutches, often resulting in a stupendous turnaround.  Then you kick yourself for being a complete and utter idiot.
(-1) Showoff.
(-2) Accidentally give major clue, or deliberately drop minor hint.
(-3) Deliberately drop a clue, spill the beans about the Big Plan, or tell the heroes how to escape their miserable end because you know they'll never make it.
(-4) Gloat long enough for the good guys to recover and snatch victory from the jaws of defeat.
(-5) Do something outrageous, risky, or just plain stupid, and thus hand victory over to the heroes on a silver platter.
All model villains have this at least at the (-3) level, whereupon they qualify for the "Evil Laugh" Bit.  At lower levels, they only qualify for the "Smug Sneer," which broadcasts to everyone that they're still small potatoes in villainy.

Smug Sneer
(+1) Evil can really stick it to the heroes with a Smug Sneer whenever they have the upper hand.  Often gets them all riled up and charging directly into a stupid mistake.

Soldier
(-3) You're in the army, navy, air force, space corps, Marines, SEAL, Special Air Service, commandos, or whatever.  This is worse than being a Cop since you have more responsibilities, more regulations, more people breathing down your neck to conform, and unless the universe is plunged into total warfare, you see less action than the childhood you spent shooting groundhogs on the family farm at the outskirts of civilization.  Still, nothing beats playing with all those shiny, heavy, macho instruments of mass destruction.
(+r) You have some rank that lifts you from the drudgery of being a Private.  (+1) for Sergeant, (+2) for Lieutenant, (+3) for Captain, (+4) for Commander, etc...  Don't get carried away with buying rank, though.  Like rank in Cop, there are drawbacks as well.  Also, not everyone can start as Captain of their own Flagship with the planet-busting SuperMegaUltraTotalAnnihilation ParticleWaveMotionTechnoBabble Cannon Mk 7.

Stunned FallOver
(+0) When someone says something surprising, unexpected, or otherwise extra-terrestrial, you fall over dazed by the stupefying comment.  It works best when the characters you hang out with also have it, and you, the actual players, fall off your chairs with rolling eyes and lolling tongues.
(+1) You have the uncanny ability to say something so shocking and way-out and completely at right-angles to planet Earth that those who even overhear it by accident are so astonished that they fall over on the spot.

SuperDeformed
(+0) Sometimes, when your character acts really childishly, the ScriptWriters will emphasize this by squashing your appearance into what is termed "SuperDeformed."  You become short, plump, and, though distorted, insanely cute in some perverse way.  Don't worry, it's only temporary -- on the other hand, if you want to be this way all the time (why?  why?!), take the Mutant and Little Guy bits.

Supreme BullShit Maneuver
(+2) You are allowed to do something totally bogus, like run up to a spaceship on a volley of missiles (Project A-ko) or cut in half a skateboard flying at your friend's face by throwing a guitar pick at it (Kimagure Orange Road episode 37).  The idea here is that you are permitted to exceed, by a little bit at least, what is considered an acceptable Cheat in the game world.  You may sneak in an extra slice of baloney to push your incredible maneuver into the realm of the ridiculous.  It'll cost you one Cheat to do this, but this is a pretty low price to pay for breaking the rules.
The major limitation of this Bit comes in when you try to use it too frequently.  You are generally not allowed to.  If the ScriptWriters dare to risk letting the fans have a double-dose of Supreme BullShit Maneuvers in back-to-back episodes, you may still pull it off, but it will require two Cheats instead of one.
If you strain your fans' idolatry of you by trying it more than once in an episode, you must pay one additional Cheat.  These are cumulative :  if you performed a Supreme BullShit Maneuver in episode 12, and find yourself sinking low enough to perform a second Supreme BullShit Maneuver in episode 13, this will cost you three Cheats.  One for the Supreme BullShit Maneuver, one for it being the second time, and one for doing it two episodes in a row.

These Hands are Lethal Weapons / Tougher Than It Looks
(+3) It isn't how strong you look on the outside that counts, it's how strong you are on the "inside."  Therefore, you are entitled to increase the BDMG of your attacks -- even seemingly wimpy ones -- by up to an amount equal to your WPR, by allocating Skill Levels (see Combat, Other Combat Bits, Maneuvers).  You can also increase or modify it slightly using your POW.
Normally, a character has to be a 3th level Black Belt to have this Classic Bit (see Skills, Very Important Skills, Martial Arts, What is a Black Belt?), but ScriptWriters may choose to relax this restriction.
e.g. Joe Higashi's kick against Krauser in Fatal Fury II.  Ryu's Head Butt in Street Fighter II, the Animated Movie.

(+1) If you only have one specific attack which is Tougher Than It Looks (say, only your Dragon Punch) and you cannot significantly deviate from it, then this Classic Bit is worth only 1 CP.  You will probably still need to be a 3rd Level Black Belt, although this restriction may be slightly relaxed because of your dedication to the one maneuver.

Total Baloney Attack
(+2) You are an absolutely amazing martial artist, because you can defy the laws of nature.  You can spin so fast that you become a whirlwind, or you can split the air with a dozen kicks in half a second, or do other Total Baloney Attacks.
What this means is that when you build your hand-to-hand Maneuvers, you may declare an SFX which is theoretically impossible, and do it anyway, as long as it is the spirit of your chosen martial art.  If the maneuver is truly spectacular, the ScriptWriter will decide on an additional "Supreme BullShit" Cinematic Attack Factor (CAF) bonus, and you may add this amount to your Maneuver DMG by allocating 2 Skill Levels per +1 DMG (see Combat, Other Combat Bits, Maneuvers).
If the ScriptWriter decides that your Maneuver contains too much baloney content than the fans can possibly stomach, then you may have to spend a Cheat or a Power Enhancement Point to pull it off.
Normally, a character has to be a 5th level Black Belt to have this Classic Bit (see Skills, Very Important Skills, Martial Arts, What is a Black Belt?), but ScriptWriters may choose to relax this restriction.

(+0) If you only have one specific Total Baloney Attack, and you cannot significantly deviate from it (for instance, you can only perform a Hurricane Kick), then this Classic Bit is merely a perk of your incredible Skill and worth nothing.  You will probably still need to be a 5th Level Black Belt, although this restriction may be slightly relaxed because of your dedication to the one maneuver.

Transformation Sequence
(+0) Whenever you gear up for action or assume your heroic identity, ScriptWriters simply pull some stock footage about two minutes long and splice it into the Episode.  It tends to be neat only the first couple of times, though.

Triple Replay
(+1) Your trademark attack is so fantastic that ScriptWriters feel the need replay the final blow in triplicate.  You can add up to +3 when calculating the Cinematic Attack Factor (CAF) of your super big awesome huge attack of incredible destruction.  Optionally, if you have Woman's Wrath, you can really give it to the filthy hentai and totally splat him.

Ultimate Attack Stock Footage (UASF)
(+1) Your trademark attack has a lengthy startup sequence which nonetheless doesn't disadvantage you (not usually, anyway).  This is not the same as Called Shot, because Called Shot is simultaneous with the attack and very short, while Ultimate Attack Stock Footage involves a lot of gesticulating and a cheesy line or two (or more!).  e.g., "... blah blah blah ... I shall punish you!" (cue sound effects) "...Moon Tiara Magic!"
Like Called Shot, UASF is a Cinematic Attack Factor (CAF) that lets you buy more Damage with the attack (see Powers, and Martial Arts).  UASF is complementary with Called Shot, which usually gets shouted out at the very end.
(-1) Even your very best fans tire of your UASF, and because of this, if you don't vary your lines to keep things novel, they will get tired of it.  If your line is pretty much the same as it was last Episode, you must effectively Cheat to use it.  If you can't (e.g., you have used up all your Cheats), you do not get to add the UASF CAF to the attack.

UnCool
Try as you might, you will never be Cool -- but you continue to try anyway.  Your futile attempts are feeble, contemptible, and often comical, but even geeks lecturing on Calculus are funnier than you are.  Whenever you try to be Cool, especially when you try to show up a Cool Rival, you will fail according to how pathetic you have decided to be (see below).  Your goal in life is to be Cool, even if you have to haul around an entire wardrobe of Cool Stuff and an encyclopedia of Words of Coolness.
(-1) People pay no attention whatsoever, however hard you try to get their attention for your Cool Bit (usually a pose and some Words of Coolness).
(-2) People turn around when you do your Cool Bit, but it turns out to be not as cool as you envisioned.  They either turn away disappointed or giggle at your sorry attempt.
(-3) People laugh out loud and remember for a long time.  You are thoroughly humiliated.
(-4) People are enraged by your shameless attempt to be Cool when you are obviously so UnCool that even the socially awkward wouldn't want to hang around with you, that they boot you out of their presence in the hopes that your UnCoolness won't infect them and ruin their day.
(-5) As above, but you get beat up.  It hurts.  Ow.

In the presence of a Cool person, increase level by +1, by +2 if it is generally known that the Cool person doesn't like you.  Decrease consequences by 1 level if the Cool person at least appears to accept you and is civil to you, even if you are horribly UnCool and you might carry the dreaded disease of UnCoolness.  Negate consequences if the Cool person welcomes you and treats you nice, because however UnCool you are and however feebly Cool he is, his sheer Coolness is enough to smooth over any unsightly social ripples you have created.
Oh, one more thing :  the mere presence of an UnCool person like you increases his Cool by 1 level; in the eyes of the common people, naturally Cool persons are god-like beings compared to you.

Weenie
(-1) You are not really a weenie, but only comparatively so.  You are blessed with great ability, but you don't want to be a hero and instead prefer to be normal.  Since you prefer mediocrity over your  potential greatness, everyone thinks you are way pathetic.  If you can only overcome your lack of confidence, you can do great things; meanwhile, you choke when the chips are down.  You can overcome this spontaneously if people cheer you on and believe in you, or if you have a mentor/hero who personally gives you an encouraging word despite what everyone else is saying at the moment.
Being a Weenie increases by 1 level the Level of Difficulty of an action already rated as "Hard" or worse.
e.g. Sailor Moon; she gets over it when the other Scouts back her, or when Tuxedo Mask gives her an uplifting word.

Weird Hair
(+0) Your hair is weird and outlandish.  Perhaps it is orange and consists of a lot of big spikes.  Or maybe it has ponytails that reach down to your ankles.  Whatever the case, no one cares that much about it.
(-1) In some Anime, however, Weird Hair qualifies as a Bad Bit, because you can be identified by it and people do notice it.  A punk haircut for instance, or a pair of ball-like buns which inspire your friends and enemies to call you "MeatBall Head."

Woman's Wrath
You have a way to shame men when they attack your femininity in some way, be it rudeness, chauvinism, or being a disgusting hentai by groping your behind.  You can ...
(+1) humiliate them in front of their peers with some harsh, yet lady-like words
(+2) blast them senseless  with a vicious tongue-lashing
(+3) slap them, leaving a lasting palm print on their face for all to see and know that the fellow is an ill-mannered, uncultured, Neanderthal
Woman's Wrath is frequently delivered by a 100-ton Mallet (Good Bit) in the more light hearted Anime.  At all levels, appropriate action instantly cancels the Coolness of Cool characters.  Woman's Wrath is generally only applicable to female characters against male characters; even if you have Questionable Gender, you can't use this unless you're convincingly playing the part.
If you do have Questionable Gender and you are mistaken for a man, you can be subject to the degradations indicated above.  If you are enough of a filthy hentai to warrant such treatment, everyone will be absolutely appalled when they find out you are actually a woman.  The sheer social taboo of the whole thing will probably make everyone turn green with blue spots or something.

Skills

This section investigates character abilities which are quite mundane.  Special stuff which not just anyone can have and which tend to have a vital role in each Episode are Powers, the topic of another section.  Your basic ability with Skills (Basic Skill Rating) is usually based on an Attribute.  Skills are also divided into various Categories; costs are discussed there.

Basic Skill Rating
The use of Skills will almost always fall into one of four categories :  Physical, Mental, Social, and Fuzzy.  Examples of the first three are Climbing, Chess, and Seduction, respectively.  Your basic Skill Rating (SR) is then equal to RFX, IQ, or APP, respectively; you can buy a bonus to your SR to represent how much better you are.
The fourth category, Fuzzy Skills, is for those few times when you can't decide.  Sometimes, if a Skill is clearly a combination of the first three, you can simply average the Attributes for the final basic Skill Rating.  Otherwise, assume a basic SR of 0.

Categories
Skills are divided into Not Important and Very Important.  Depending on the setting, the category skills fall into will vary :  for instance, fighting skills are Very Important in Macross, but Not Important in Here is Greenwood.

Not Important (NIS)
= 1 CP to have a Skill or Profession at +0, plus 1 CP per +1
These skills and professions are, well, not important.  It's stuff like "very good at MK3," "Knowledgeable about Mushrooms," "High School Student," and "Hairdresser."  They're useful in giving your character depth, and sometimes, ScriptWriters like to highlight facets of your character to give fans insights into their lives.  For instance, Sailor Jupiter is a great cook.
Usually, characters take whole "professions" and when you do so, you get everything under that profession, except those elements which are Very Important.  For instance, being a "Cop" means you know about the law, you know about police procedures, and such, but your actual ability with Shooting Guns is generally Very Important, and hence has to be purchased separately.
In general, you automatically succeed when you use your Not Important Skills, unless you're competing against someone, in which case consult the Skill Contest section on how to proceed.
A NIS costs 1 CP, plus 1 per +1 SR over the Basic Skill Rating.  Therefore, if you have IQ 2 and Chess +3, it costs you 4 CPs and you have a Skill Rating of (2 + 3) = 5.

Very Important Skills (VIS)
These skills are so important that almost every main character has them.  Which skills are critical will vary depending on which facet of the Setting you're playing in.  For example, in Robotech, veritech piloting ability is very important to Rick Hunter, of only some importance to Lisa Hayes, and of no importance to singing sensation Minmei.  Because these skills often have effects in Combat (conflict is a big part of almost every show nowadays) , it is somewhat important to ensure that not everyone has a whole mess of them since such unbalanced characters can ruin plots.  For instance, what if Riding Bean showed up every time there were a crisis?  We wouldn't need A.R.I.E.L., then, and there wouldn't be an ARIEL anime.
This section on VIS focuses on combat skills.  If your Setting emphasizes other skills, such as playing Chess, or what not, then make that a VIS by simply costing it higher than Not Important Skills, perhaps 2 points per level.

Defense
= 1 CP for +1 DfR
If you don't want to be good at fighting, but at the same time, you don't want to get blown to bits, you can take the Defense "Skill."  You are permitted to call it anything you like :  uncanny luck, divine intervention, fan favoritism, bad script ...

Espionage

Stealth
= 2 points for Stealth at +0, +2 points per +1 in Stealth (STH)
The basic uses of this Skill are to conceal yourself, move silently, or follow someone without them knowing.  Less often, you conceal objects or detect whether someone is trying to be Stealthy.  Stealth is an IQ Skill.
If you successfully sneak up on someone, it will be harder for them to spot you with a Perception check (see Skill Contest, except use Intuition as a skill to Perceive; set searcher's basic Difficulty to one level higher than the Difficulty Rating assigned to you for using Stealth).  If they also have Stealth, they get to add their Stealth Skill to their Perception.  However, they must suspect you to be there in the first place; this awareness can come from being careful (e.g. they've chased you into a forest) to having the Danger Sense Good Bit.  Normally, if they suspect nothing, it's easy to use Stealth on them and they normally notice nothing.
If your SIZ is above or below average (i.e. not 0), there is an adjustment to your Stealth equal to your Visibility (which is equal to (SIZ/6) rounded down).
Stealth costs 2 CPs per level.  If you catch someone unaware with Stealth, they have half AtR and no Skill toward Defense unless they suspected your presence, in which case they get a -2 SR penalty.

Subterfuge
= 2 points for Subterfuge at +0, +2 points per +1 in Subterfuge (SUB)
This Skill is primarily used to BS your way out of hairy situations.  It includes such handy talents as Fast Talk (telling convincing lies), Pretending to be Someone Else (acting and disguise), and Producing Appropriate Papers (forgery).  Subterfuge is tested every time you come to some checkpoint, such as encountering someone who recognizes you, someone who knows the person you're disguised as, an inspection of papers, or the like, there is a Skill Contest between your Subterfuge Skill and their Perception; if they also have Subterfuge Skill, they get to add this to their Perception.  Furthermore, Subterfuge is harder than Stealth because you're up close; it is no harder for them to catch you in the act than it is to fool them in terms of basic Difficulty Rating assignment.  However, you can stack the odds on your side in various ways, primarily by avoiding checkpoints altogether.
Subterfuge costs 2 CPs per level.

Fighting
= 4 CP for +1 level in all Fighting (FGT)
This is the most general combat skill and it covers Defense, Martial Arts, and Shooting.  Unlike Martial Arts and Shooting, you can use your Fighting levels to perform or avoid any combination of melee and ranged attacks.  Fighting levels are divided over the following options :
- increase your Initiative by +1 toward acting first
- increase your Attack Rating (AtR) by +1, helping you to hit and hurt your opponent
- increase your Defense Rating (DfR) by +1, making it harder for others to hit you
- increase the Skill Rating (SR) of a combat-related skill by +1; for instance, +1 to Tumbling or Breakfall
- counts as 1 point toward the "cost" of a Martial Arts maneuver, allowing you to perform more complex maneuvers in hand-to-hand combat (see Martial Arts, Building Maneuvers)
- counts as 1 level toward making Multiple Attacks (see Combat)

Martial Arts
= 2 CP for +1 level to all hand-to-hand combat maneuvers (MA*)
To simply not be penalized on your AtR in hand-to-hand combat is any appropriate NIS, such as "Brawling" or "Kung Fu."  To be an Action Movie Star, whether you have any real Martial Arts or not, you need Martial Arts.  This skill is really "Hand-to-Hand Combat," but in most modern shows (and virtually all Chinese shows and Anime since the Earth was young) anyone who has even an ounce of this looks like he's had some martial arts training or other.  Martial Arts is modified by your experience with the weapon currently being used, and the maneuver being attempted.  Martial Arts levels are divided over the following options :
- increase your Initiative by +1 toward acting first
- increase your Attack Rating (AtR) by +1, helping you to hit and hurt your opponent
- increase your Defense Rating (DfR) by +1, making it harder for others to hit you
- increase the Skill Rating (SR) of a combat-related skill by +1; for instance, +1 to Tumbling or Breakfall
- counts as 1 point toward the "cost" of a maneuver, allowing you to perform more complex maneuvers in hand-to-hand combat (see Martial Arts, Building Maneuvers)
- counts as 1 level toward making Multiple Attacks (see Combat)
You cannot use Martial Arts while Shooting something, and vice versa.  Your Martial Arts DfR does not apply to attacks from outside hand-to-hand range (i.e. when someone Shoots at you).

What is a Black Belt?
To qualify as a Black Belt, you must have the skill "Martial Artist" for the style, plus the Martial Arts ability to back it up.  To qualify as a Black Belt in a certain style in combat ability only, you simply buy the following levels of ability summed over Fighting Levels, levels in All Melee Martial Arts, and levels in your fighting Style.  The belt ranks and associated required levels are listed below.  (Judan, Juichidan, and Junidan are Judo titles only.)

Levels	Kyu	
0	White/Red Belt (Initiate)
2	White (1st Kyu)
4	Yellow
6	Orange
8	Green
10	Purple
12	Brown (3rd Kyu)
14	Brown (2nd Kyu)
16	Brown (1st Kyu)

Levels	Dan	
18	Shodan (1st Dan)
20	Sandan
22	Yodan
24	Godan
26	Rokudan
28	Shichidan
30	Hachidan
32	Kudan
34	Judan (10th Dan)
36	Juichidan
38	Junidan (12th Dan)

It looks like a lot of levels, and it is.  However, your significant opponents will have a comparable number of levels and the big villains ("bosses") may have a lot more.  Further, unless you're fighting defensively for some reason, most of the levels will go toward performing a maneuver; flashy, powerful, (and hence costly) maneuvers are a big part of action-packed Shows.

Piloting
= 2 CP for +1 level to all Piloting whatsoever (PI*)
This skill helps you out when you're handling all kinds of transportation.  Normally, being qualified to drive that starship or not to fall on your butt on skis is a Not Important Skill (no Piloting penalty, but no bonuses, either).  But to do stunts and such which would really impress your girlfriend, you need scads of this stuff!  First, grab a NIS to represent the vehicles or modes of transport you want to be good at, then buy Piloting; your NIS could be specific, such as "Veritech Hover Tank," or more general, such as "Vehicle MOS."

Reflex Cap
When Piloting anything, you are limited in your basic manipulation of objects by the vehicle's Reflex :  it is rare that a vehicle will have the same flexibility of movement as the pilot.  This restriction is the "Reflex Cap" and it means that, for physical actions (climbing, shooting, etc...) performed through the vehicle, you use the lesser of your own RFX or the Vehicle's RFX.  If the action is not performed through the Vehicle, you use your own RFX.
On the up side, you do not use your Vehicle's IQ for Initiative, but your own (unless the Vehicle has a mind of its own, in which case use the IQ of whoever is in charge at the moment).

Piloting Cap
A very similar concept is the "Piloting Cap."  Your ability to use skills through your Vehicle is limited by how well you can Pilot your Vehicle.  Your personal Skill Bonuses are capped by your Piloting Bonus (do not factor in RFX when you consider this).
e.g. You want your Battaloid to scramble up a steep and rocky slope.  You need to Climb it, essentially.  Your Climbing Skill is based on your RFX of 3, but because you are making your Battaloid climb, you use the lesser of your own RFX (3) and that of your Battaloid (-1).  Your clumsy Battaloid therefore Climbs at a base Skill Rating of -1.
	If you had +5 to your Climbing skill because you're a skilled mountaineer, you can translate this to your Battaloid if you have enough of a Piloting bonus.  Let's say your Piloting Skills give you a +6.  You get to use the lesser of your Piloting Bonus and your Climbing Bonus :  in this case +5 -- all of your Climbing Bonus.  Your Battaloid Climbs up that slope at a Skill Rating of (-1 RFX + 5 Climbing SR) = 4.

Shooting
= 1 CP for +1 level to all ranged combat (SH*)
To simply not be penalized on your AtR in ranged combat is some NIS which covers your training in shooting whatever ranged weapon you want to be good at; sample professions are "Sniper" and "Hunter."  The Shooting VIS lets you be much better.  It is modified by the actual experience your character has in the weapon presently being used.  Shooting levels are divided over the following options :
- increase your Initiative by +1 toward acting first
- increase your Attack Rating (AtR) by +1, helping you to hit and hurt your opponent
- counts as 1 level toward making Multiple Attacks (see Combat)
You cannot use Martial Arts while Shooting something, and vice versa.
Since you cannot have levels toward DfR, you are hideously vulnerable in a firefight unless you have other skills you can rely on (such as Defense and Fighting), or your bacon is behind some kind of cover or concealment.

Skill Contests
A Skill Contest occurs when your skills are tested in a critical situation.  This usually means you're competing against someone.  Normally, unless you have a Skill Rating of less than 0, you get to succeed automatically.  If your Skill Rating is less than 0, such as when you try a skill you do not have, or when you have a negative Attribute for that skill (e.g. Calculus and a -2 IQ), you are generally required to check every time.
Every use of a Skill involves a Difficulty Rating.  Each person is assigned a Difficulty Rating (DfR) based on the task, the Skill they are using, the available tools, the working conditions, the amount of time available, etc...  For instance, in a Gourmet Cooking competition, it may be Average for someone with Gourmet Chef profession, Difficult with a more general Cooking skill, or Way Tough to improvise something with just Baking and have it pass for Gourmet Cooking.
The basic Score for your attempt is :
(Skill Rating + dS)
= (Attribute + Levels in Skill + dS)
The person who at least equals the DfR is considered to have just succeeded.  In a contest against others the person who exceeds his DfR by the most is considered to have done the best.  The Difficulty Ratings are :

Score	Difficulty	
-5	Weenie
-3	Trivial
-1	Boring
0	Easy
1	Average
3	Difficult
5	Challenging
7	Hard
9	Very Hard
11	Way Tough
13	Insane
15	Impossible!

If you have no Skill at all -- not even a related Skill you can improvise with -- use your Basic Skill Rating, apply a No Skill Penalty (NSP) of -4, and expect a horrific Difficulty Rating.  You cannot succeed at better than a "Tough" task unless you Cheat.
If you are using an improvised skill, you can do a little better :  at best a "Hard" or "Very Hard" task, depending on how related the skill is to the situation.

Combat

Before we get into the meaty stuff about how to run Combat, there are two things you should know about.  The first is Flavoring -- how the Setting affects combat.  The second is Time, how time is broken down to help run combat in an orderly fashion.

Flavoring
How ScriptWriters handle combat depends on the flavor of the Setting you are in :  gritty and realistic, light hearted and ridiculous, or something in between.  Sometimes this even changes within the same Show (e.g., CityHunter), and the whole feel of combat changes instantly.  Therefore, you should keep the following in mind.

Pushing, Cheating, Dramatic Moments (Lucky Breaks)
These are absolutely necessary for survival.  If you don't have at least one Push or Cheat or Lucky Break, you're no better than an extra and you'll be mowed down in no time.  In TV-land, combat is fast and furious.  If you're not a main character, you might as well be a security guard in Star Trek :  that is, cannon fodder.
Every potentially hazardous situation can be rated in terms of how big a crisis it is; this is the Crisis Level.  In general, each point of Pushing, Cheating, and Lucky Breaks will better the present Crisis Level by one tier on the Crisis Rating Chart :
"We're Dead!"
"Real Bad"
"Bad"
"Fighting Chance"
"Upper Hand"
"Kicking Ass"
"We Won!"
For instance, if you are ambushed by the baddies and get pulverized, and one of them is closing in on you to cancel your character from the show forever and ever, clearly, if there is no one else there to save your bacon, the Crisis Level (for you, anyway), is "We're Dead!"
How much you can better a situation will depend heavily on what kind of flavor the ScriptWriters want.  Whereas in gritty Settings a point of Pushing might buy you the ability to lift that heavy gun for one final pull of the trigger, in light-hearted Settings you might be able to crawl to your feet, pick up a car, and chuck it at your adversary about to blow you up with his rocket launcher.  It is therefore important to know how much you get for how much you Push.
Like Pushing, how much you can Cheat depends on the flavor of the Setting.  In gritty Settings, you can hardly cheat at all except in the most subtle of ways.  In cartoon Settings, you can sometimes Cheat grossly from one Episode to another as long as all your Cheating is consistent within that particular Episode; that is, it doesn't matter whether you could throw a refrigerator in Episode #33, but it does matter that you could throw one 5 minutes ago in today's Episode.  Cheating is much more restricted in any live action show.
You can have three digits worth of Luck, but how much you can spend is still constrained by the flavor of the Setting.  In gritty Settings, you might be able to use only one point to rescue a hairy situation only just a bit in each fight.  And even then, you might only get to do it in every other fight, or only during the "ultimate battle" with the Villain-of-the-Week.  In comedy Settings, you might be able to use as much as you like all the time -- but the Bad Guys get to do that too...

Collateral Damage
Objects have very little Popularity (whether they be chairs or tables, or skyscrapers or spaceships) especially in cartoons and Anime.  They're there to get shot at, sliced up, crushed, smashed, or otherwise blown up.  Therefore, every attack will have a varying and often unrealistic effect on objects.  There are of course exceptions.
First, in realistic Settings, ScriptWriters might restrict damage to realistic damage.  For instance, if you throw a full-strength all-out punch at a concrete wall, you might get to chip the paint, but more likely, you will only hurt your hand.
Second, if the object is being piloted or contains a hero -- say, a mech or a starship -- then it's tougher to hurt because the ScriptWriters don't want the hero to be obliterated when the vehicle goes BOOM!  Damage is more cinematic then :  the vehicle is destroyed only when it's dramatic and when it furthers the overall plot somehow.
Finally, if combat is focused on the object, say individual combat between two veritech pilots, then both objects will probably have to be rated like people and they become just as hard to wipe out as two people fighting -- and rightly so, for otherwise, those combat scenes would be awfully short and terribly boring.

Time

How time is broken down will affect certain important things like how many times characters get to Push or Cheat.

Movie
A movie is a special Episode which is generally about two hours long, and in which everyone pulls out their best stuff because it's a special enough story to be shown on the big screen.

Mini-Series
A mini-series is a bunch of Episodes which comprise a certain plot line.  You can identify these easily because they tend to end with a cliffhanger and a "... to be continued" sign.
Some Mini-Series are virtually movie-length (e.g. Macross Plus), in which case the ScriptWriter generally treats each Mini-Series as a separate Movie.

Episode
On TV, cartoons and comedies tend to fit nicely into a 30-minute TV time slot, while serious live action shows often get a full hour.  For role-playing purposes, however, everyone must decide when an "Episode" ends because role-playing often progresses much slower than the real thing.  How long an Episode is determines when you get to recover all your spent Pushes and Cheats and such things.

Round
Rounds, Turns, and Actions are small chunks of varying amounts of time used to help run Combat.  A Round starts with everyone determining Initiative, and ends when everyone has had their Turns.

Turn
A Turn is a character's chance to Act -- to do some Significant Action, usually to Move and Attack or to Move twice.  On TV, this is when the camera turns to show what a certain character is doing.  Because TV can't catch everyone in the same shot all the time, or because it's often nice to get close-ups, Turns are done one at a time unless the present character is interrupted by someone faster (i.e., someone who has higher initiative).

Significant Action
A Significant Action is one which viewers would like to see because it has a major effect on the outcome of the fight.  Characters generally get to do only one Significant Action, like Move a lot, Move and Attack simultaneously, Attack, Dodge, Dive, Duck, Plead for Mercy, or the like.  You can sometimes do more by doing things more sloppily than usual (and hence saving time on each one), or by Cheating.

Insignificant Action
Weenie things like screaming in the background or combing your hair are generally insignificant and boring, and therefore no one cares if you do them "offscreen."  You get to do as many as these as you like, as long as all of it fits approximately into how much time has elapsed.

Snapshot
A snapshot occurs when you move out of Turn to insert a neat but Insignificant Action.  What generally happens is the action freezes, the camera cuts to you, you do your bit, then back to the action.
For instance, your comrade-in-arms, foolish Paul Kamikazi, has just been whumped by the Thunderous Celestial Hammer of the Supreme Oni.  You and your pals all do a Snapshot, and the camera slowly pans across the lot of you as you each put on a look of genuine teary-eyed concern or grimacing grief before it cuts to the pulverized remains of poor Paul Kamikazi.  You may not get to do anything to help Paul, but it's a cool bit of role-playing.

So What's So Important?
Why did we bother breaking up time?  Well, it's important when it comes to how often you can Push or Cheat, how many Common Sense warnings and Clues characters get, and all that kind of stuff.  The ScriptWriters don't want characters doing that sort of thing too much, so generally they permit it to happen a number of times equal to the associated Attribute (e.g., your Willpower score = the number of times you can Push with Will) in one Episode.  But what about movies?
Movies, which are the length of a mini-series, are still one contiguous super-long Episode, in a way.  Therefore, you get twice the number of Pushes and Cheats and the like, but if you run out halfway, you're out for the rest of the show.  Even though Movies tend to be like four Episodes without commercials and opening or end credits between them, you don't get four times as many Clues and Cheats and such because movies tend to move patiently in the opening two thirds, taking time for the little details which don't see lots of big action; it's only near the end that everything swirls together in one big rush of big action.  Anime is particularly notorious for this kind of thing, often ending the movie with one incredible, nigh-ridiculous, sequence of events (e.g., radar + whirlpool = super-cannon in Plastic Little).
Mini-series, while being a series of Episodes, may also have limitations.  Depending on how a previous Episode ended, characters might be stuck with how much they had left from last time.  For instance, if the cliffhanger was the end of a fight with a disgusting villain, only it melts, transforms, and gets up again (setting up for a fight in the next Episode), ScriptWriters might decide that all the heroes are still exhausted and drained.  If you spent 2 out of 3 points of Luck last time manufacturing a Dramatic Moment, you only have 1 point at the start of this Episode.  This means that particularly long fights become increasingly tense and exciting as your inner resources start to run out.  Afterwards, everything is reset -- if the ScriptWriters are nice enough to write in a break for your characters.

Other Important Concepts

Base Damage (BDMG)
Base Damage is simply a rating of how powerful your attack is.  Because this is TV, the factors are cinematic; that is, the flashier the attack, the more damage it does to your opponent's Popularity.  Most melee attacks that just beat up the opposition get the benefit of adding MGT; other powers must buy all their Damage.  Most of the time, you don't have to use your attack at full power (i.e. at full BDMG), but sometimes, especially when you use devices like guns and missiles, you have no choice.

BDMG
	= MGT for Melee Attack
	+ Damage Factor for all attacks

Unskilled characters can Punch or Kick as +1 DMG maneuvers.  Therefore, the Base Damage rating of these attacks = MGT + 1 Damage Factor = MGT + 1.

Basic Damage Resistance (BDR), Total Damage Resistance (TDR)
Toughness + (Willpower / 2) = Basic Damage Resistance = BDR.
Total Damage Resistance (TDR) is BDR plus other factors such as Armor.
It is possible to have a negative TDR.

Order of Combat

The order of combat is :
(1) Determine Initiative
(2) Move in Ascending Initiative Order
(3) Declare Second Half Round
(4) Perform Second Half Round in Descending Initiative Order

Events that happen "out of turn" are Interrupts and Defending.

(1) Determine Initiative
Initiative = RFX + IQ.  Appropriate Skill Levels may be allocated toward increasing Initiative; they are considered "spent" for the rest of this Round.
If Initiative (Init) is tied between two individuals, compare Fan Factor, then present Popularity, then dS.
The character with the lowest Initiative Moves first and declares actions first, but resolves Attacks last.  Unless you have Attacked, you can Defend whenever you need to.

Variable Initiative
ScriptWriters who like more variance can insist on adding dS to Initiative, but normally this just makes running Combat slower because the order in which characters move will likely change every Round, while the basic formula only has to be checked once.

(2) Move in Ascending Initiative Order
The character with the lowest Initiative moves first, but characters with higher Initiative may choose to Interrupt (they, in turn, may be Interrupted by someone with an even higher Initiative).  After moving, a character immediately declares what he will be doing in the second half round, then the character with the next higher Initiative Moves and does the same.
During the Move Turn (first half round), characters move and declare in ascending Initiative order because it normally puts them at a disadvantage :  characters with a higher initiative will know where their final position is and what their declared actions are.

Allowable Move Distance
The distance you can move is limited to "very little," or Minor Tactical Movement.  What this means is that you can't move very much more than a few meters at most per Move Turn, a little more if you Push or Cheat -- whatever distance is plausible for you to move during your attack, when the camera cuts to your little action bit.  This is opposed to Major Tactical Movement, which is moving a lot, say leaping back a hundred meters in a blur.  Another type of movement is Strategic Movement, which is moving out of combat entirely, and usually much farther than that.
Generally, characters can't do more than Run or Jump.  However, if they have bought a movement Power, such as Teleportation, then they can do Minor Tactical Movement with it for free (i.e. if the power has a POW cost for Major Tactical Movement, by default it costs no POW for Minor Tactical Movement.

Maximum Move
As stated above, in the second half action, you can also Move.  This means, if you don't Attack or Defend, you can have two Move Turns.  Moving twice per Turn is using "Maximum Move."  Using this, we can define at what speed you can move when you going for maximum distance per unit time.  For our purposes, we assume one Turn to be 5 seconds, and if you Run, you can cover 5 meters once you get going (i.e., approximate speed 1m/s or 3.6 km/h).  As usual, you can move farther by Pushing and Cheating (though the latter tends to be much less useful the longer you need to move).
Because this is TV, you don't usually need to know precise values, but the information above should let you have the numbers if you need them (especially for deciding who can get to the all-important "there" first).

(3) Declare Second Half Round
After Moving, the character declares what he will do in the second half Turn; usually, this means an Attack is declared.  The special maneuver (if any) is built using Skill Levels, and remaining Skill Levels are allocated over AtR and DfR.
When everyone has completed their movement and declared their further actions, the character with highest Initiative performs his declared action.

(4) Perform Second Half Round in Descending Initiative Order
If Moving, move as usual (see step 2).  If Attacking, characters may select someone within range of their attack and initiate an attack.  The procedure is first to Hit, then see if any Damage is scored; more on this in the following sections.

Defending
A Defense is anything that will put you out of the way of an attack, or negate the attack.  The Basic Defense Options are "Block," "Dodge," and "Dive," and they give advantages beyond Skill Levels.
If a Character declared Defending during the Second Half Round, they allocate all remaining Skill levels to DfR and choose a Basic Defense Option.
Otherwise, if they declared some other action, characters who are Attacked, but have themselves not yet taken their Second Half Round actions, may Defend immediately by forfeiting whatever actions they wanted to do and choosing a Basic Defense Option.  If any Skill Levels were spent in a declared maneuver, those are shifted to DfR.  The final DfR is reduced by 2 points to represent this being an "emergency" action.
Characters may choose not to Defend, but they cannot shift Skill Levels away from declared actions.
A Defending character is considered to be defending until he declares a new maneuver (after his Move Turn).

Block
= +0 DfR
You use your skill to counter your opponent's skill.  Often, you end up parrying the blow, but you can Duck, Dodge, or acrobatically Dive out of the way if your Combat Skills lean toward that sort of thing.
This option does not add anything to your DfR, but if your opponent attacking you in hand-to-hand combat misses (usually because of Skill Levels you allocated to DfR), his Initiative next Round (only) drops by 4 points.

Dodge
= +2 DfR
Basically, you duck, dodge, sidestep, feebly bring up your arms to parry, or whatever.  This is the most instinctive maneuver for anyone with no combat experience.

Dive
= +4 DfR
You lurch/lunge/leap/slip/skid/fall out of the way!  In addition to the DfR bonus, you are allowed to Move, but only in a simple straight-line kind of way.  If this takes you outside the range of the attack, the attack automatically misses.
You are considered Stunned next Round from your hasty retreat and general disorientation (see Damage, Other Damage Effects).
This is the best defense for anyone without combat training, and against Area Effect attacks.

Note that the names for the Defense Options are for convenience only.  You can declare virtually any SFX for whichever Defense Option you choose, but you take the consequences as well.  For instance, a "Dive" might be a desperate grab at the nearest handy object and bringing it up in front of you to intercept an attack; visually it's a Block, but you have simply chosen to use Dive mechanics.  Therefore, next Round, you are considered Fazed.

Interrupts
An Interrupt is an action taken out of turn.  Normally, you can Interrupt only characters with a lower Initiative unless you use a Push or a Cheat to go first (usually to rescue someone about to get clobbered).
If you have a higher Initiative, you may choose to Interrupt someone anytime during their Move Turn (even if they are in the middle of moving) and take your Move Turn.  You may immediately follow up with your second half round if you choose.  If you Attack a character, that character may still Defend, but he defends at -2 DfR using his second half round.  If he hasn't yet Moved, he loses his Move Turn.
If someone has an Initiative even higher than your own, you may be Interrupted while you are Interrupting someone else.  You must pause what you are doing and let them finish.  After they're done, if you can continue, you may do so.

Hitting
Whether you hit or not depends on your Attack Rating and your target's Defense Rating.

Attack Rating (AtR), Defense Rating (DfR)
AtR = Reflexes + Skill + dS
DfR = Reflexes + Skill + Basic Defense Option + dS
If you have no training, your "Skill" component for AtR is half the No Skill Penalty of -2, representing your inexperience (it is not the full -4 because self defense is instinctive to just about everyone).
Even if you have no combat experience, you are not penalized on your Defense Rating because trying to save your ass from annihilation is totally instinctual.
If you are surprised while in combat you cannot choose a Basic Defense Option, you cannot shift your Skill Levels from what they were previously to counter this attack, and your DfR is penalized by -2.
If you are completely caught off guard outside of combat, you cannot choose a Basic Defense Option, you cannot apply any Skill Levels to your DfR, and your DfR is penalized by -4.  Yep, it's brutal.

Procedure and Results
To see if you hit, calculate your Hit Result (HR).  HR = your AtR - target DfR.  If the HR is at least 1, you have scored a hit :  carry on to the section on Damage.  If you less than 1, you have Missed.  If you have lots less than 1, you've Goofed.  Read on.

Goof
Also known as a "Botch" or "Critical Failure," it means that your attack is so pathetic some bad things happen to you.  There is no limit to how badly you can botch -- i.e., your Damage Multiplier can be any negative value -- but the ScriptWriters might be hard-pressed to find something awful to do to you.  However, the following chart is a start :

DM	Bad News	
-4	A superb (or incredibly lucky) defense puts you off balance; lose Initiative to your opponent next Round and they are at +1 AtR to attack you.
-6	You overextend and leave yourself open to counterattack; your opponent gets +2 AtR.
-8	Your opponent lets you make a fool of yourself.  Your flank is open and your opponent gets +3 AtR -- but don't worry, he will usually just laugh at you for one Round before beating the crud out of you.
-10	You pretty much fall flat on your face (ScriptWriter's choice of what exactly happens).  If anyone is counting on you, they are demoralized.  Meanwhile, your opponent gets an attack from the rear (+4 AtR).

AtR bonuses apply to the next attack even if this would come in the same Round (i.e., you attacked first or they let you attack first, you goofed up, and you are now vulnerable).

Damage
To determine how much POP your target loses, perform the following steps.
Adjust Hit Result
Determine degree of Incapacity (INC)
Subtract POP
Apply Incapacity

Adjust Hit Result
Your Hit Result from Attacking reflects how well you hit (just as a large negative number reflects how badly you Goofed it up).  By default, all attacks have a "Damage Cap" of 5.  Like a scale of 1 to 5, a Graze is 1 while a Direct Hit is 5.  If your HR is greater than 5, adjust it down to 5 and call this your Adjusted Hit Result (AHR).

Determine Degree of Incapacity
A target who has been hit may be incapacitated.  This Incapacity is
INC = (AHR + BDMG - TDR)
Consult the following table for results.

	Damage	POP
INC	Tier	Loss	Effect	
0	Ding	0	Hah!
1	Bruise	2	Stung
2	Serious	5	Fazed
3	Grievous	10	Stunned
4	Critical	20	Dazed
5	Lethal	50	Crushed
6	Awesome	100	Flattened
7	Titanic	200	Mangled
8	Colossal	500	Smushed
9	Devastating	1,000	Obliterated
10	Mind-Boggling	2,000	Annihilated

"POP" indicates the amount of POP lost by the target.  Effects (detailed below) take place on the rest of the present Round if the target has not yet taken all his actions, or they begin the following Round if the target has already taken all his actions (i.e. they take effect the next time the target gets to Act).

Hah!
They managed to touch you -- but only just that.  Dust off after the fight, or right now if you choose because your opposition is so pathetic you can't seriously expect them to hurt you.
It is the ScriptWriters option to declare that a bunch of Dings can amount to a Bruise, or worse.  This sort of thing often happens when stars are mobbed by a lot of Extras who normally can't hurt them worth beans, but when massed together can be quite annoying.

Stung
Ouch!  That hurt!  A little, anyway.  It's probably either a minor bruise or a really weenie scratch, nothing that will turn black and blue or leave a scar.

Fazed
The attack unbalances you, knocked the wind out of you, or it hit you harder than you expected and you're not so cocky now.  Whatever the case, the next time you get to Act reduce your Initiative by 2.

Stunned
Whoa!  That hurt!  But if you have the fighting instinct, the will to survive, or pure and simple bloodlust, you can shake it off and retaliate.  Whatever you decide to do, reduce your Init, AtR, and DfR by 2.  Next round, you are Fazed.

Dazed
You're hurt so bad that you're momentarily too weak or in too awkward a position to retaliate.  Reduce your Init, AtR, and DfR by 2, plus you must Defend the rest of this Round by Blocking, Dodging, or Diving.  On the following Round, you are Stunned.

Crushed
You're in such bad shape that all you can do is stagger around like a boob and feebly try to defend yourself.  Reduce your Init, AtR, and DfR by 4, plus you must Block or Dodge (you cannot Dive).  On the following Round, you are Dazed.

Flattened
It's a little too late to check whether you've paid up your medical insurance (and in any case you have more pressing concerns), so cross your fingers and hope you did, 'cause you're gonna need it.
You may be on your feet, but the world is a blur.  You are Crushed (and take all appropriate effects), but you may not Defend at all.  You're pretty much just standing there, waiting to get clobbered.  You are in very big trouble because this is when the bad guys gang up on you and use their very biggest and baddest moves to obliterate you.  Or, they could gloat for one Round because the next Round, you are still Crushed and your feeble defenses are no match for their "Ultimate Attacks."

Mangled (and worse)
For each Damage Tier higher than Titanic, you suffer one additional Round of being Flattened before your condition betters.  That is, if you took an Awesome hit and you haven't used your second half Turn yet,
this round	Flattened
next round	Flattened
following round	Crushed
after that	Dazed
and then	Stunned
finally	Fazed
after all that	you're okay
All this assuming, of course, that no one gives you a whopping huge smack in the meantime -- which brings us to...

Effects of Multiple Hits
Since damage is non-linear, two or more attacks that force Incapacity on you do not generally increase your Incapacity separately :  the biggest single Incapacity result is the one that applies.  That is, if you took two Lethal blows in the same Round, you are Crushed for one Round only -- not two.  If, next Round, you are Stunned and receive another Lethal blow, your condition is back to Crushed for one Round, no more.

Recovering
You're down and hurting.  What now?  Well, if you can squeeze in a Recovery somehow, you get to recover some POP.  There are various ways to do this, but a pretty good one is to cringe in a fetal position so your opponent can't be bothered to finish you off because humiliation will do it for him (then he goes off to beat up an ally who isn't as pulverized as you are).  You can also Push and summon your inner reserves of will and determination, or you can Cheat.
Whatever you did to successfully get a Recovery, look up your REC and consult the chart below.

REC	POP
0	1
1	2
2	5
3	10
4	20
5	50
6	100
7	200
8	500
9	1,000
10	2,000

Interruptions
While you are Recovering, you cannot take any Action during the Round, except the weeniest of Insignificant Actions.  If anything significant interrupts you during the Round in which you are Recovering (usually, an attack that causes you to lose POP), you lose your Recovery.
If you Cheated to get a Recovery, this does not apply.  Why?  Because you Cheated, of course!

Extended Recovery and Negative REC
Sometimes you're hurt so badly that you want to just lie there and take a breather, rather than get back into the thick of the action as soon as you can.  For each consecutive uninterrupted Round of Recovery, you can add 1 to your REC.  When you decide to stop sleeping on the job or when you're interrupted, look at your effective REC and recover the associated amount of POP.
If you had a Negative REC to begin with, you must use Extended Recovery until your REC for the Recovery Period is at least 0.  If you stopped for any reason, your next Extended Recovery starts from scratch.
All this sounds complicated?  You bet!  So here's an example.

e.g. Fuzzy Ferret is a total wimp who has REC -3.  He gets whumped by a golf club and goes flying off into the relative safety of thorny brambles where he lies on the ground and tries to get his second wind.  He decides to settle the score with the rude golfer tomorrow and take a Recovery now because it's only a matter of time before the golfer's snotty kid finds him and decides to take him home (oh what horror!).
	Round 1 :  REC -3 + 1 = -2
	Round 2 :  REC -2 + 1 = -1
	Round 3 :  REC -1 + 1 = 0
	Round 4 :  REC 0 + 1 = 1
	Round 5 :  REC 1 +...
	Uh-oh!  That annoying wench is coming!  Better scoot!  She interrupted him in his 5th Round of Extended Recovery, so he gets nothing for that.  Effective REC is 1, so Fuzzy Ferret recovers 2 POP.

Why do you get a bigger Recovery for having an Extended Recovery Period?  Good question!  When you're Recovering, the camera generally pans away from you to where the real action is :  directors don't usually focus on your mangled body because while you're recovering you only get to do Insignificant Actions and unless you're Buxom, no one wants to see you panting and wheezing.  Directors prefer instead to direct attention to your comrades still in the thick of the action (i.e. getting the snot kicked out of them).  While you lose time in the spotlight Recovering, viewers forget about you.  The longer they forget, the more realistic it appears when you come back for more punishment -- hence you get more POP back.

Recovery and Incapacity
If you are Incapacitated, Extended Recoveries go toward alleviating that before you gain anything for an Extended Recovery.  The exception to this is if your REC is negative, in which case your REC must be brought up to at least 0 by Extended Recovery first.  Normally, Incapacity is reduced by one level per Round; each uninterrupted Round of Recovery reduces it by an additional level, but you add nothing to your effective REC for the Extended Recovery.
e.g. Jasmine's mech, the BloodHawk, has just been rammed by a hideous monster with huge shoulder spikes.  Her Mech has REC -1 after hideous system damage from earlier on in the confrontation, and this attack inflicted INC 4.  While the monster goes after her sidekick Nally, her mech lies helpless on the ground "recovering" :  that is, Jasmine feverishly pushes buttons and knobs trying to activate her backup systems and grabs an aspirin for her throbbing headache after being bounced around in the cockpit from the ramming attack.
	Round 1 :  INC 4 - 2 = 2; REC -1
	Round 2 :  INC 2 - 2 = 0; REC -1
	Round 3 :  REC -1 + 1 = 0
	Round 4 :  REC 0 + 1 = 1
	Round 5 :  REC 1 + 1 = 2
	Nally's getting beat up pretty badly, so Jasmine hauls butt and gets up on Round 6, and gets 5 POP back.

Big REC
If your REC is insanely huge, you can extend the scale :  a REC of 11 would be 5,000 POP.  Normally, anything above a REC of 5 looks so much like a bad case of Cheating that you need a supernatural power to justify it -- but, like so many things, that depends on the Setting.

Other Combat Bits

Area Attacks
Area Attacks can't really be avoided -- you always get "hit" if you're in the area.  You must get out of the area in order to avoid damage entirely.  This means however well you dove for cover (using whatever Defense Option, but most often "Dive"), if you didn't have enough movement to get out of the way, the minimum Damage Multiple against you will be +1, however badly the attacker rolled (unless your attacker Goofed, in which case it's up to the ScriptWriters).
On the other hand, if you have enough Major Tactical Movement or Strategic Movement which you can instantly call upon to get you far enough out of the way, you can automatically avoid all Damage from any attack if you use the "Dive" Basic Defense Option.

Attack-Block
Instead of using a Defense Option, if your Initiative is higher than that of the attacker, you may "block" with an attack by using your Attack Turn :  that is, you use an attack to counter his attack.
Both attacker and defender make Attacks as usual, and compare INC before defenses are applied.  The one with the lower value is hit by the difference and applies his defenses (note that the defender really should be taking the non-linear difference since the damage scale is non-linear; however, this would make Attack-Blocks too feeble and it would therefore not be properly cinematic).
The defender is hit by whatever is left from the difference of the two attacks.  Generally, you can only Attack-Block physical attacks with physical attacks, and energy attacks with energy attacks.
e.g. The ruthless Warlord Liang launches his patented CrossFire Arc (rated at +10 BDMG) at Yun Lan, the heroine of this vignette.
	Yun Lan has her ankle caught under some rubble, and can't possibly evade them.  In desperation, she summons every last ounce of her Chi and cuts loose with three Lightning Balls (+8 BDMG) to intercept the Arcs (here, we assume she has a higher Initiative than Liang).
	Liang gets a crummy HR of 3, which adjusts to an AHR of 3, and INC 13 before Yun Lan's defenses.
	Yun Lan gets a fantastic HR of 9, because Liang didn't think she'd mastered the Lightning Ball from her late sifu.  It is adjusted down to an AHR of 7 (the maximum AHR of 5, plus 2 for the two additional Balls; see "Attacking One Opponent More Than Once").  She therefore gets INC 15 before Liang's defenses.
	Liang has the lesser INC, so his Crossfire Arc is neutralized by Yun Lan's Lightning Balls.  The difference, INC 2, washes over him with a harmless, stinging, sizzle (he has DR 12 due to personal toughness and neat magical goodies).  He is not hurt... but not amused either.

Attacking More Than One Opponent
By default, you are allowed to attack all opponents you can reach.  Obstructions can incur additional penalties, but the main factors are detailed below.  Generally, you must make a separate attack on each opponent to determine how well you hit (or missed) each of them.  If you ever Goof, you forfeit all other attacks you wanted to try.

You're So Darn Good
Being good with the attack helps a whole lot because each target after the first penalizes your AtR by 2.  That is, if you tried to Sweep 4 targets, your AtR will be (AtR) against the first, (AtR - 2) against the second, etc... until you are at (AtR - 6) against the last.

You're Big
Being big helps because your big size sometimes lets you attack multiple targets for free this way.  Normally, a SIZ 0 attacker can Sweep only in the forward arc, or about 3 targets (or 4 tightly packed), more if that attacker has movement in conjunction with the attack (in which case he can sweep along his path of movement).  If you're bigger, you have longer reach and can sweep more.  If you're really big, you may have reduced Sweep penalties (see the discussion on having a Long Weapon).

You're Using a Long Weapon
Having a long weapon not only increases your reach, but it can be worth a bonus to offset Sweep penalties.  It is suggested that a long weapon, used to Sweep with an appropriate attack (e.g. slash instead of thrust), means that you don't take Sweep penalties until the third target.  Therefore, when Sweeping 4 targets, your penalties will be -0 against the first, -0 against the second, -2 against the third, and -4 against the last.  In fact, trying to use a short weapon or short attack (e.g. punch instead of kick) may mean increased penalties.

Attacking One Opponent More Than Once
If you wish to attack one opponent many times, you need to use your combat Skill Levels.  For each additional attack you wish to attempt on the same opponent, subtract 1 from your AtR.  Make a normal Attack and find your Hit Result (HR); if you miss, you miss.  If you hit, continue on to Damage, but when you adjust your HR for your Adjusted HR (AHR), you are allowed to exceed the Damage Cap of 5 by the number of additional attacks you made.
e.g. A BattlePod is bearing down on you and raining particle beams left and right.  You weave your fighter adroitly through the maze of crackling destruction and cut loose with a burst from your own guns.  You wish to make three attacks on this BattlePod :  this is 2 additional attacks.
	2 additional attacks reduces your available Skill Levels by 2.  Let's say you're a real Ace and your final HR is 10.  When calculating Damage, you would normally adjust that into AHR 5, but since you successfully made 2 additional attacks, your AHR can be as high as (5 + 2) = 7.
	On the other hand, if your HR was only 4 because the mechanics did a crummy job on your gun (it's not your fault!), your AHR is still 4.  The Special Effects are still up to you however :  it could be one very good hit and two misses, or three Grazing hits, etc...
When Shooting with a Device, it often matters what kind of weapon you are using; for instance, you generally can't make Multiple Attacks with a longbow, but you can with a semi-automatic pistol.  Regardless of what kind of attack you're using, however, it may require a Cheat or two in order to pull off a flurry of attacks beyond the capabilities of mere mortals -- but this is a Setting-related issue.

When It is Useless
Attacking One Opponent More Than Once is useful only when you can hurt your opponent.  That is, if your opponent is so tough that a normal attack can't hurt it, Attacking that opponent many times is still not going to help.  For instance, if your Assault Rifle won't put a dent in a Main Battle Tank, spending more bullets isn't going to help.
As a guideline, when (opponent TDR) is greater than or equal to (5 + attack BDMG) -- that is, when a direct hit won't hurt your opponent -- Attacking One Opponent More Than Once is wasted effort (of course, ScriptWriters don't usually tell you this information right off, since it's a great way to make you look like an idiot).
For Martial Arts, this is where the Good Bits Inner Fire and Tougher Than It Looks are most useful.  If you are good enough, and you have one or both of these Bits, you can pump up your BDMG to the point where you actually can hurt an opponent.  Then, if you like, you can really pour it on with the Attacking One Opponent More Than Once option.

Coordinated Attacks / Double Teaming
This is an option normally reserved for heroes.  It allows a bunch of tiny attacks to cumulate into a big one -- meaning, it lets wimps gang up on the big baddies and gives them a chance to save the day when only one or two heroes could not possibly do so.
When many attacks are coordinated by a group, use Non-Linear Adds to determine the combined (AHR + BDMG) value before applying the defenses (TDR) of the target.  If each attack was of comparable magnitude, the final coordinated attack will have a slightly higher INC.

Damage to Armor
This optional rule applies primarily to armor which is not part of the target (e.g. shield, a suit of armor), but it can also be used against natural armor as well.  Essentially, Damage to Armor means that a powerful attack which inflicted lots of damage has also damaged the target's armor because it had to bust through in order to hurt the target that much.
Whenever an Incapacity result of at least 5 is indicated, reduce the armor's CDF by (INC - 4); if it reaches 0, it is destroyed.  TDFs are recalculated whenever armor has been damaged.  It is up to the ScriptWriter to determine when armor is repaired.  As usual, Cheating can offset Damage to Armor.
Damage to Armor is generally directed to Hit Locations; it is the ScriptWriter's choice which location is affected if no location was specifically targeted.  Area Attacks generally affect armor everywhere on the target simultaneously.

Death (? or !!!)
Get real!  No one dies on TV!
Well, not usually.  It's certainly rare for main characters to die -- even more rarely than guest stars, however popular those guests are in another TV series.  Therefore, characters die only when it's "in the script."  For more realism or just more of a gritty edge to the Setting, various options are available.

Cheat!  You're not dead, you're resting.
Okay, you're mangled.  Maybe the big bad guys got a series of brutal combos off on you and beat you into a whimpering mess.  Or maybe you tripped on a jellybean and the UltraBazooka hit you dead-on while you were scrambling to recover.  Whatever the case, if you have a Cheat or Push handy, you can recover.  Depending on how many you have left, you can even recover fully.
e.g. Detonator Orgun, last episode :  Orgun has his heart ripped out and fall to the ground a heap of junk.  But he comes back anyway, beats up the bad guy, and saves planet Earth with his Grand Cruciform Attack.

Bonk!  Down and Out!
If you lose all POP, you're down and out until the ScriptWriter says so.  You don't have to be Incapacitated from the blow, either -- that is, you don't have to receive a particularly huge hit to be knocked into next week..

Crippled for Life!  Boo hoo hoo!
This is Down and Out, only there's been some kind of permanent damage.  The ScriptWriter will select some suitably vicious attack and give you a niggling injury.  What happens to you varies, but generally depends on the biggest Incapacitating hit you took.  If you took it on your hand, maybe a couple of fingers were busted and you'll never hold a gun with a steady grip again.  If you had a whopper of a kick to the groin, you might want to sign up for the choir.
On the up side (sort of), you may be entitled to a Refund from a Bad Bit for your "battle scar" or "old war injury" if it is sufficiently annoying.  You may think this is a good way to get more Character Points, but don't kid yourself :  walking around with a half-dozen crippling injuries doesn't make life any easier.

Tough Bananas!  You're Dead!
If you lose all POP, you're dead.  You can come back to life in certain Settings, but you might be changed in some way.  For instance, in a high-fantasy setting, you might be resurrected good as new, whereas in a Daytime Soap you might have to be your own long-lost brother or your own evil twin.

You've Been Obliterated -- Oops!
Some attack has smushed you beyond recognition despite all the Cheating you did to avoid this fate.  You were mangled so badly they had to use a Dirt Devilä to suck it all up.  The bits of you are so small they're on the level of worm-bait.  Your relatives got a refund on your funeral arrangements because they could fit your remains in a ZipLockä bag.  It is not humanly possible to conceive of you being any more thoroughly, totally, and unambiguously deceased.  The phrase "no one could have survived that" is absolutely true despite the innumerable times it has been proven false by TV conventions.  In short, to put it plainly, concisely, fundamentally, and so simply that even a baby brachiosaurus from the Early Cretaceous Period can comprehend the scenario with a mere fraction of the feeble mental prowess in its laughable pea-sized excuse for a brain... you're dead.
Finished.
Canceled.
What now?  Well, you could come back as a ghost, but that's so cheesy.  You could move to another TV Series, but that only happens if you're a big star in a live action flick to begin with -- cartoons rarely have characters move on to bigger and better things after total and complete annihilation.  Another option is to be reborn in an parallel time-space continuum where you can either continue building stardom there, or arrange to be dragged back into the TV-reality where you were erased under unfortunate and excruciating circumstances.  The point is, in TV-land, death is not insurmountable.  At the worst, your character goes back to his agent and waits for another opening in another TV show.  Negotiate a better contract this time, eh?

Defending Someone Else
You may Block or Attack-Block for someone else, or attempt to push them aside by Diving at them.  You may also Cover them and absorb the entire attack.  In order to use any of these options, however, you must have an Initiative higher than the Attacker, and you must use your Attack Turn.

Block
To Block for someone else, you must be in a position to intercept the attack; usually, this means you are adjacent to the intended target.  The attacker must then choose to either attack you at +2 AtR, or try to attack the original target at -4 AtR.
e.g. Warlord Liang dashes in to impale Yun Lan (who is too hurt to defend herself) on his Nine-Dragon Trident.  Her friend, Shiskikura Sumie, bravely leaps in to block the deadly weapon with a pair of tiny daggers.  Her pathetic mortal fighting skills are no match for his demonically-enhanced prowess, and he smashes through with a HR of 7 before bonuses or penalties.
	If Liang chose to shish kebab Sumie, his HR would be increased by +2 for attacking someone Blocking for another; the HR would increase to 9 and his AHR would be 5 (9 adjusted down to the maximum).
	If Liang chose to get Yun Lan despite the pesky Sumie, his HR would be decreased by -4 because he'd have to go past Sumie.  The HR would be adjusted down to 3, meaning an AHR of 3.

Attack-Block
Attack-Blocks are similar to regular blocks.
e.g. Frustrated by Yun Lan's annoying friends, the evil Warlord Liang decides to squash them first.  He backhands PeiPei into a wall and launches five Crossfire Arcs (+10 BDMG) to finish her off.
	PeiPei's secret admirer, the enigmatic Raiko, invokes his Chi and manifests a furious Sakki Serpent from the flickering shadows.  This Serpent lets loose a blast of freezing BlackFire (+10 BDMG) to intercept the Crossfire Arcs.
	Because Liang is firing head-on against PeiPei, but Raiko is interposing at range from the side, Liang cannot choose to instead strike Raiko since Raiko is not in the Crossfire Arc's line of fire.  Therefore Liang must take the -4 AtR penalty (here, it represents that the Arcs might be deflected off course).
	Liang's HR is 12, which adjusts down to HR 8, and AHR 8 (maximum 9 because Liang fired four additional Crossfire Arcs).  His INC before PeiPei's defenses is 18.
	Weak from the exhausting battle against Liang, Raiko manages a feeble HR of 4, so his INC before defenses (of no one, really) is 14.
	Liang has the greater power, so PeiPei takes the non-linear difference of 4 against her present defenses, which is DR 2 in her weakened state.  She takes INC 2 :  only token damage.  Her already shredded dress develops a few more slits, and she gets a longish bruise on her shoulder.

Dive
Obviously, you must be able to move the victim.  The distance you can subsequently Dive will be reduced based on how easy it is for you to move the victim (e.g. if you have insane MGT compared to the amount you need to pick up the victim, virtually no distance will be lost).  If you have to move to get to the victim in the first place, see "Emergency Move" below.  You may, using Emergency Move, Dive at the victim, grab him on the way, and continue your Dive hopefully away from danger.
If you both get outside the danger then, as per Dive rules, you're safe (from that attack, at least).  The +4 DfR applies only to the person you have just (hopefully) saved; you have no DfR bonus.

Cover
This is the most idiot-proof method of Defending someone else, but it can also be the most painful.  Essentially, you interpose and take the brunt of the attack.  If you can cover most or all of the victim, the attacker cannot choose to get by you.  On the down side, you're hit.
The attacker gets to strike you with his attack at the highest possible AHR he can get (usually 5, but this can be higher if he was making Multiple Attacks on the victim).  He cannot modify his attack anymore (e.g. if he declared 3 shots, he cannot decide to make more attacks once you declare you are Covering), but he can't miss, either.
If you are obliterated by the attack, the remainder strikes the victim.  That is, if you took INC 10, but only INC 7 was needed to reduce your POP to 0, the person you were protecting is struck by INC 3, less personal defenses.

Emergency Move
If you have to move to Defense that all-important Someone Else, you must subtract 1 from your Init, your AtR, your DfR, and your BDMG (whatever applies) for your subsequent actions.  If this would bring your Init below that of the attacker, you are not permitted to Defend that Someone Else.

Hit Locations
Hits are assumed to be directed to the Torso or to whatever part you like, but with no special results.  If you specifically aim for another location, you sometimes get a little something extra.
AtR -n indicates a penalty of n to your AtR to hit these locations; reduce by 4 points (minimum -0) if they are unaware, negate penalty for totally immobile targets (e.g., sleeping targets, standing still and unaware, tied up and helpless, Grabbed, Pinned, etc...).
Remember your AHR because actual POP loss and Incapacity results will differ.  To determine how much POP damage is done, add the AHR adjustment; to determine the degree of Incapacity, add the INC adjustment.  These are NOT cumulative.
e.g. The wife of the Supreme Oni spanks Kenny Zero with the flat of her gigantic frying pan.  She hits with a HR of 10; her AHR is 5 because of the Damage Cap rule.  Say she hit Kenny in the Shoulder.  For purposes of determining POP loss, her AHR is (5 - 1) = 4.  For purposes of determining the effects of the hit (i.e., Fazed, Stunned, Dazed, etc...), her AHR is (5 - 0) = 5.

(Hit Location Charts based on HERO System, AtR penalties = half OCV penalties)

3d6	Location	AtR	AHR	INC	Notes
3-5	Head	-4	+2	+1
6	Hands	-3	-2	+2	1
7-8	Arms	-2	-1	+1	1
9	Shoulders	-2	-1
10-11	Chest	-1
12	Stomach	-3		+1
13	Vitals	-4	+1	+1	2
14	Thighs	-2			1
15-16	Legs	-3	-1	+1	1, 3
17-18	Feet	-4	-2	+2	1, 3

	Finger	-4	-3	+3	1
	Eye	-6	+2	+3	4
	Joint	-3		+2	1, 5
	Spine	-5		+1	6
	Neck/Throat	-4	+1	+2	7
	Nerve Cluster	-6		+2	8

1d6+3	Head Shot	-2			9
2d6+1	High Shot	-1			9
2d6+4	Body Shot	-0			9
2d6+7	Low Shot	-1			9, 3
1d6+12	Leg Shot	-2			9, 3

Hit Location Notes
1. A KO result on a limb indicates it has been broken.  However, this, and all other Hit Location Effects, are at the ScriptWriter's option, are affected by the flavor of the Setting, and can be reduced or negated by Cheating.
2. A KO result indicates internal injuries which may be ultimately fatal; i.e., destroyed organs
3. A strike to the lower legs or feet may Knock Down the target.  For more information, see Combat, Other Combat Bits, KnockDown.
4. A KO result indicates permanent blindness; lesser results indicate partial blindness and do not generally cause the target to be knocked out.
5. This is usually the Knee or Elbow.
6. A KO result may indicate permanent paralysis instead of, or in addition to, knocking out the target; lesser results are varying degrees of paralysis.  A hit to the Stomach or Vitals from the rear may be a hit to the Spine instead.
7. In addition to incapacity, the target loses his voice.  A Fazed result might indicate partial loss while greater results generally indicate total loss.  A KO result may indicate permanent loss or distortion in voice.
8. A hit to a Nerve Cluster is generally only successful if the target is not armored and thus vulnerable.  The target gets no Damage Resistance (0 TDR), but can lose no more POP than a Bruise whatever the damage tier.  At the attacker's discretion, the target need not be KO'd.  For each additional -2 penalty, a series of locations can be struck, indicating an additional INC +1.
9. These are general hit locations.  If a hit is scored, roll indicated dice to get actual location.

KnockBack
A target who is hit by an attack which generates a lot of force may be Knocked Back.  The basic distance the target is knocked back is based on
KnockBack MGT = KBM = (INC + target SIZ - 5)
Look up KBM on US-A and compare it to US-C for the distance the target has been Knocked Back, in meters.  If this distance is less than 1 meter, in general you can just say no appreciable KnockBack occurred.
A Knocked Back target is also considered Knocked Down.  If the target slams into an object, he suffers no additional damage (KnockBack is part of the devastating attack) unless there are nasty things at the end of the fall, such as a pit of spikes or the like, in which case the ScriptWriter might decide on some bonus to the Incapacity level of the attack.
You don't have to use KnockBack frequently, and you may decide not to use it at all.  Most times, it occurs only when the target is unaware, not defending, or not able to actively defend.

Brace Against KnockBack
A target may use his Move Turn to Brace against the possibility of being Knocked Back.  If KBM is greater than target's MGT, it is unchanged.  If KBM is equal to the target's MGT, subtract 2.  If KBM is 1 less than target's MGT, subtract 1.  If KBM is much less than target's MGT, no KnockBack occurred.
If the target Dives or declares any action which results in movement, possible benefits of Bracing are lost.

KnockDown
Knockdown varies in special effect -- that is, how the target was Knocked Down can vary -- and therefore whether the target resists being Knocked Down will vary.  For instance, Tripping attacks generally require a comparison of RFX between attacker and target, but some Knockdown attacks are based on raw strength to blast the target off his feet; in such cases, compare MGT.  If the target has the lesser attribute, he is Knocked Down; otherwise, he may declare a special effect of his own to explain how he maintained his footing.
A target who is Knocked Down is either on his back, on his butt, landed badly from a fall or KnockBack, is simply unbalanced, or some other variant.
If the attack did not at least Faze the target, the target can try to avoid being Knocked Down by using skills like Acrobatics, Breakfall, or the like.  If no skills apply, the target can use (RFX - 4) as the equivalent Skill Rating.  It is a Challenging feat (final roll 5+), but terrain and the type of attack used on the victim can affect the Level of Difficulty.
If the target fails to keep from being Knocked Down, he is considered Dazed while he reorients and gets up, although some characters may have special skills or abilities which ignore effects of being Knocked Down.  A target may spend a Move Turn to get up; such a target is no longer Incapacitated by having been Knocked Down (the Dazed result does not degrade slowly), but Incapacity from damage still applies.
e.g. Cheeky Chong took a crushing combo from Lisa Lai who threw him back into a wall and kicked him in the face, the chest, and in the stomach, before dropping him on his butt with a foot sweep.  She Stuns him, but because he has been Knocked Down, the Dazed result is greater and he suffers that while he is on the ground.  She lets him get up (because she's setting him up for a flying kick).
	Cheeky Chong crawls to his feet on the following Round.  The Dazed result from being Knocked Down vanishes, but he was Stunned from the brutal combo and that still applies.  One Round having passed, the Stun result has degraded into Fazed, and therefore Cheeky Chong is Fazed.

Martial Arts Maneuvers
To create a Maneuver in melee combat (i.e. a "martial arts maneuver"), decide what it does and assemble the components to simulate it.  Each component requires you to allocate a certain amount of your Skill Levels; if you don't have enough skill levels, the maneuver is too hard for you; try a simpler one.  Some components are :

Levels	BDMG	Component	Notes	
2	+1	Body Block
2	+1	Claw Hand
2	+1	Elbow
0	+0	Head Butt
2	+1	Kicking
0	+0	Knee
0	+0	Punching
2	+1	Squeezing	1
2	+1	Stomping
2	+1	Slam/Throw	1
2	+1	Target Held for Attack

2	+1	Dash in	2
4	+2	Charge in	2
2	+1	Slide in	2

2	+1	includes a Leap
2	+1	includes a Spin
4	+2	includes a 360 degree Spin

		Classic Bits :
2	+1	Called Shot
4	+2	Ultimate Attack Stock Footage
6	+3	Triple Replay
2n	n	Inner Fire
2n	n	Total Baloney Attack
2n	n	These Hands are Lethal Weapons / Tougher Than It Looks

v		Hit specific location	3
special		Nerve Strike	4

2+2	+1	KnockDown	5
4+4	+2	KnockBack	6

3		Grab one Limb	7
4		Grab two Limbs	7
5		Pin	7, 8

		Disarming :	9
1		Bind Weapon
2		Disarm
3		Take Away Weapon

2		Block	10
2		Dodge	11
2		Move	12

n		+n to MGT or RFX contests against one of Grabs, Knock Down, or Disarming
2n		+n to all MGT or RFX contests

		Recovery	13
-n/2		-n to Initiative next round

Notes :
1. To take the Squeeze, Slam, or Throw Components, generally one of the Grab Components must also be taken as part of the attack.

2. Dash, Charge, and Slide describe how the attacker will close the distance between himself and the target; initial distance will determine whether these components can be taken.  Whether they contribute toward BDMG is based on the attack itself.

3. Certain attacks must be targeted at Specific Locations, although this is not necessary for most attacks -- in general, you just try to land some kind of blow on your opponent.  Specific Locations may additionally yield special benefits :  see Combat, Other Combat Bits, Hit Locations, for details.
	Hit Locations are mentioned among the list of Components because you may choose to offset the AtR penalty now with Skill Levels, before the remainder of your Skill Levels are rigidly allocated (see below).

4. Nerve Strikes are based on aiming for a Nerve Cluster.  See Combat, Other Combat Bits, Hit Locations.

5. The Knockdown component is taken when a Hit Location will not suffice; for instance, a powerful, sweeping, kick to the head which forces the target to bend back and be Knocked Down.  Attacks to the legs or feet automatically have Knock Down as part of the benefit of specifically targeting that Hit Location (at the attacker's choice, this is an optional effect).
	The cost is listed as "b + s," where b indicates the cost of the BDMG component, and s indicates the cost of the advantages of Knockdown or KnockBack.
	For more on what happens when a target is Knocked Down, see Combat, Other Combat Bits, KnockDown.

6.	KnockBack is the same as Knockdown, except if the target would be Knocked Down, he will also be moved a number of meters equal to the BDMG bonus of the maneuver, as far as space permits.

7. If any Grab Component is taken and successfully executed, then the target may be Held or Thrown.
	Held means the target is in a Lock or Hold; the target must generally release himself before performing any other actions, although the attempt may be made prior or during an attack sequence (failing to escape generally voids subsequent planned actions for the Round).  In order to escape, compare target and attacker RFX or MGT respectively.
	Thrown means the target is flung away.  The Grab is released, and the target involuntarily moved.  If the target is not Stunned or in worse Incapacity, he may land on his feet and avoid Throw damage; this depends on his RFX and what skills are available, and is modified by the environment into which he was thrown.  Otherwise, Thrown targets are also Knocked Down.
	For more on Throwing, see Combat, Other Combat Effects, Throwing.

8. A Pin is a Grab which effectively immobilizes all the target's limbs.

9. Bind Weapon is a Grab on the opponent's weapon; while Bound, the weapon cannot be used.
	Disarm drops the target's weapon.
	Take Away Weapon not only Disarms the target, but the weapon can either be flung away, or put in your own hand, ready for use.
	Generally only hand-held weapons are affected by these components; worn weapons such as cesti are considerably less vulnerable, and natural weapons which are a part of the target are only subject to being Bound.
	Bind is broken by a MGT contest, although this may damage the weapon(s) involved.  Disarm and Take Away are generally resisted by a RFX contest.

10. Block means the attacker's DfR can count as Blocking even while he is attacking.  DfR is full against the first person he attempts to Block; each subsequent subject reduces his DfR by 2 each, because his focus is split between attacking and Blocking.
	Therefore, attempting to Block three subjects while delivering your own attacks means your DfR is modified by -0 against the first, -2 against the second, and -4 against the third.  However, everyone successfully Blocked has his Initiative reduced by 4 points the next time they get to act (as per Block rules; see Combat, Order of Combat, Defend, Block)

11. Dodge just increases DfR by +2.  Block and Dodge components may be taken simultaneously, but which one is applied must be declared for each target.  The Dodge component is not reduced against multiple targets.

12. Normally, when a character attacks during the Attack Turn, the character does not move.  The Move component allows the character to Attack and Move simultaneously.  For instance, a flying leap kick would be a maneuver that has the Move component.

13. Some maneuvers may leave the character subsequently unbalanced or otherwise at some kind of disadvantage after they are performed, successfully or not.  This translates to a reduction in Initiative on the following Round.  Only rarely should such an Initiative penalty exceed -4.

If the final maneuver cost was negative, it is still acceptable.  When allocating remaining Skill Levels, increase Skill Levels by the negative cost.  That is, if a maneuver "costs" -2 Skill Levels, and the attacker has 10 Skill Levels, he has 12 Skill Levels to allocate when performing his maneuver.

Combos
This is the simplest and probably the best way to build Combos.
First, declare your sequence of attacks.  Find the biggest single attack within the sequence, and combine into this all the special results from the other attacks.  Then, use the "Attacking One Opponent More Than Once" combat option.  For instance, a Punch - Punch - Foot Sweep would be two additional attacks, and the Knockdown component.

Energy Blasts
Energy Blasts, such as the ubiquitous Fireballs in many popular head-to-head fighting games do not count as Martial Arts in Dramatic License; that is to say, your Martial Arts Skill Levels will not help you.  Buy a Destroy Power with Range, possibly Scope, and narrow it down with Constraints.  Buy skill levels in Shooting to make yourself better at them.  Samples are included under the Appendix "Common Powers."

Powered Moves
A Powered Move depends on having a pool of power available to execute them.  In most head-to-head fighting games, this is built up by performing certain actions.  You can simulate this in several ways.
The simplified method is to use your Pushes (and to a lesser extent, your Cheats) to enhance the effect of a hit.  In terms of mechanics, this does not accurately simulate the arcades, but it is probably the easiest way to achieve the effect.
The complex method is to buy an Absorption (see "Appendix - Common Powers, Absorption") and spend the points either on MGT or Pushes.  Add Constraints which properly drain the reserve of points you gain from Absorption.  Further Constrain the pool if it applies only to certain maneuvers.  This can amount to quite a bit of bookkeeping if you try to simulate as accurately as possible games such as Street Fighter Alpha.

Desperation Moves
A Desperation Move is generally a honking powerful maneuver which you may perform only when you're "desperate" :  when you're about to be defeated, for instance.  Again, this is a popular effect with certain head-to-head fighting games.
The easy way to simulate this is to use your Heart Push.  If you're a baddie and you have a Black Heart, then your Desperation Move is probably powered by your rage, and you should use WillPower instead.  Either way, Cheating is also useful here.

Size
As stated under Attributes, Size can affect Combat.  Add your Size Adjustment (SA) to your Initiative, AtR, and DfR to reflect size differences; notice that the SA for same-sized opponents cancel.
e.g.  A 20' Giant is trying to squash a 1' Fairy with its club (once he finds the little squirt).  Since we have no mass to go on, we'll use the Humanoid Height conversion.  20' is close to Size -11, 1' is Size 15.  SA for the Giant is -11/3 = -4; SA for the Fairy is +15/3 = +5.
From the example it may seem that the Giant has a great handicap (an effective net AtR and DfR penalty of -9), but there are other factors to consider.
For instance, the Giant can probably pick up something huge to cover a wide area (a giant-sized fly swatter, for instance).  If the Fairy can't move out of the way, she will be smacked regardless of her DfR.  In effect, because the Giant is so big, the Fairy must treat every virtually every attack as an Area Attack (see the Combat Section).
Further, while the Fairy's big AtR bonus means she can probably hit most of the time, a tiny creature like herself is unlikely to have a significant attack compared to her target.  If we go with average MGT and TGH, the Fairy has MGT -15, the Giant has TGH 11 :  a difference of 25.  Even if she gets the highest possible Adjusted Hit Result, it probably won't do much against the Giant.

Size also affects your Minor Tactical Movement.  If you're bigger, you can generally cover more ground with each step. If you're Tiny, it can take a lot longer to cover the same distance.

Throwing
The distance you can throw something is based on
Throw MGT
= (MGT - MGT needed to lift object)
Add 2 if you have a Running Start, if the Object is Balanced, and/or if the Object is Aerodynamic.  Look up Throw MGT on US-A and take US-C for your throw distance in meters.  There are various exceptions, which are generally of no concern, but which are cited here anyway :  for instance, it's very easy to throw a sheet of paper anywhere except where you want it to go.

Powers

Powers are made up of various Elements which are assembled and tweaked with Constraints into just what you see on TV.

Elements
The costs for each Element will seem very high because they can do a lot, probably much more than you intend.  The more you Constrain the power, the more it will be "shaped" into what you want it to be, and the less it will cost.  You don't have to take any Constraints if you want all the flexibility that comes with each Element.
Many Elements use the Universal Scale to determine cost and effect.  The abbreviation US-c is used, which means "Universal Scale, column c."

Duration

Instant
An "Instant" power does not work continuously until turned off :  it must be activated every time it is to be used.  For example, a Revolver has Instant powers :  you fire one bullet, and that's it.  To make normally Instant Power Elements Persistent is generally a very expensive Plot Device.

Persistent
A "Persistent" is activated once, and lasts until the player says so, the ScriptWriter says so, the scene ends, or the show is over -- whatever is appropriate.  Most defensive and utility powers are of this type.

Effect Type
Powers come in generally three types -- Aggressive, Passive, and Fixed -- corresponding to how they are treated in order to determine the final result.

Aggressive
Aggressive powers are treated like Attacks, and the final effect will be the POP loss and Incapacity (INC).  Each point of an Aggressive power you buy is treated as +1 BDMG.  The Damage Table is reproduced here for convenience :

	Damage	POP
INC	Tier	Loss	Effect	
0	Ding	0	Hah!
1	Bruise	2	Stung
2	Serious	5	Fazed
3	Grievous	10	Stunned
4	Critical	20	Dazed
5	Lethal	50	Crushed
6	Awesome	100	Flattened
7	Titanic	200	Mangled
8	Colossal	500	Smushed
9	Devastating	1,000	Obliterated
10	Mind-Boggling	2,000	Annihilated

Passive
Passive powers are treated like Recoveries, where the final effect is greater the more time you have to work on them, in the same way your REC increases with Extended Recoveries (see Combat, Damage, Recovering, Extended Recoveries and Negative REC).  Each point of a Passive power you buy is treated as +1 REC.  The Recovery Table is reproduced here for convenience :

REC	POP
0	1
1	2
2	5
3	10
4	20
5	50
6	100
7	200
8	500
9	1,000
10	2,000

Fixed
Fixed powers have an unvarying level of effect.  There is no random factor (unlike Aggressive powers and Attacks), and spending more uninterrupted time with them does not increase their power (unlike Passive powers and Recoveries). 

Target Type
Normally, powers will affect either your Self, or 1-Target.  Sometimes you can make your Self the 1-Target, but it's normally a bad idea since 1-Target Powers tend to be attacks.
To affect more than one Target at a time with an attack, you can use combat options (see Combat, Other Combat Bits, Attacking More Than One Target) or add the Scope Element.  To affect more than one Target at a time with a defensive or utility power requires a Minor Power to give separate targets the power, or the Scope Element to extend your power to everyone within an area.
Some Elements are Enhancements to other Elements.  They are not in themselves Instant or Persistent -- that quality depends on the power they Enhance.

Attributes (ATT)
= 4 CP per +1 Attribute
= Persistent Fixed Self
You are allowed to buy Attributes and Constrain them.  Perhaps a curious enchantment gives you heightened strength as the sun climbs toward noon, or an enchanted potion you buy from Wizs-r-Us increases your Toughness to inhuman levels.  If you have broken down Attributes into their components (see Attributes, Optional Rules; More Detail, More Flexibility), you are allowed to buy those components and Constrain them.

Create (CR)
= 16 CP per +1 CR
= Instant Passive
This power Creates stuff where there was none before, or adds stuff to what already exists; it therefore has no "Target Type."  The amount of POP "recovered" is the amount of CP created, either in animate creations or inanimate objects.  Therefore, you can conjure a mess of little demons, or make a single big demon.
Unless Constrained, you can make anything given enough time (i.e. time required will be based on how much POP you can produce per application toward the total required POP).  Unless Constrained, creations are considered permanent.
Create is the most easily abused Element because it easily makes more CP than it is worth.  It should be strictly monitored and heavily Constrained so that it does not wreck whole TV Settings through its literally godlike utility.

Creating New Stuff
To Create Animate Objects and Significant Inanimate Objects (e.g. a Battaloid), write it up just like a character and its final CP value will be the amount of POP you have to Create before it appears.
Inanimate objects are created in a similar fashion, except there is much less work.  Inanimate objects tend to have a POP value rated at 1 POP per 1 kg if it is Important to the story, 1 POP per 2 kg if it is meant to be only a Minor Obstacle for the characters, and 1 POP per 5 kg if it is UnImportant.  The total POP is it's total CP value.  In addition to the Create Element, you will probably want to use the Protect Element on your creation or it will have 0 Damage Resistance.

Adding Stuff
You can also give existing targets more abilities or augment their existing abilities.  Essentially, you Create CPs for that target and shape it as you choose.  Generally, enhancing something in this way only lasts for the Episode, Mini-Series, or Movie -- permanent increases in ability must be purchased with CP.  Even with such restrictions, Create used in this fashion is extremely powerful because of its ability to quickly make more CP than it is worth.
The Adding Stuff aspect of Create exists for those few instances when there is no other elegant way to build a certain power.  In general, avoid it like the Plague.

Destroy (DES)
= 4 CP per +1 BDMG
= Instant Aggressive 1-Target
This power damages stuff.  You don't always have to annihilate the object, just bust a hole in it or wreck it.
Unless Constrained, you can choose any SFX for your power at any time.  The SFX is basically what your Destroy power looks like.  This is important because similar SFXs can sometimes work together and increase the power of the resulting attack.  For instance, two +10 BDMG Fire Bolts could combine into a single attack of +12 BDMG.
Also, depending on the SFX of the Power, Destroy works against Physical Damage Resistance, Energy DR, or an average of the two.
ScriptWriters commonly limit buying BDMG to Cinematic Attack Factors (CAFs), in which case you can't just buy any amount you feel like buying.  Some CAFs are suggested here :

Size
+1	Tiny (e.g. Swiss Army Knife)
+2	Small (e.g. dagger, pistol)
+3	Big (e.g. rifle)
+4	Huge (e.g. rocket launcher, flame-thrower)
+5	Awesome
+6	Insane (about same size as wielder)

Damage Type
+3	Acid
+2	Aging
+1	Body Block
+1	Claw Hand
+2	Chopping
+2	Cleaving
+4	Disintegration
+5	Disruption (microwaving, flesh-ripping)
+1	Elbow
+0	Electricity (implied electrocution)
+2	Electricity (visible)
+1	Energy (generic)
+2	Fire
+1	Frost, Snow
+0	Head Butt
+0	Heat
+1	Impact
+2	Impaling
+4	Implosion
+1	Kicking
+0	Knee
+3	Mangling
+3	Melting
+3	Phasing
+0	Punching
+1	Serrated
+2	Spikes, Long
+1	Spikes, Short
+2	Shrapnel
+1	Slashing
+1	Squeezing
+1	Steam
+1	Smashing
+1	Stomping
+0	Whipping

Explosion
+1	Small (at target only)
+2	Medium (engulfs target)
+3	Large (target and immediate vicinity)
+4	Big (engulfs small building, e.g. one-story house)
+5	Huge (takes out a city block)
+6	Awesome (multiple city blocks)

+2	Lingering Effect (secondary explosions, ignites affected areas, billowing smoke, ...)

Features
+1	complicated looking item
+1	has to be held in two hands to be properly used
+1	includes a Leap
+1	includes a Spin
+2	includes a 360 degree Spin
+1	mounted on wielder (e.g. shoulder or forearm mounted gun)
+2	multiple small barrels (e.g. Gatling gun)
+v	simultaneous fire of multiple weapon systems (see Note 2)
+v	volley of missiles (see Note 2)

Classic Bits
+1	Called Shot
+2	Ultimate Attack Stock Footage
+3	Triple Replay

Miscellaneous
+2	attack (usually a missile) can pursue the target
+3	fully automatic fire

+1	decorated in detail
+1	it glows
+1	it hums
+2	it is noisy even when not in use
+v	enchantment

+1	it makes a lot of noise
+1	it comes from the sky
+2	the sky darkens
+1	the ground trembles
+2	the ground quakes and cracks

Notes :
1. For a weapon with multiple attack forms, buy the largest possible attack; actual CAF varies with use.  For instance, a sword could be used to slash and impale; whichever has the greater CAF determines the CAF purchased.  Whichever attack mode is being used determines the CAF for damage.

2. For an attack that is a combination of several simultaneous attacks, say a gun-cluster which has a grenade launcher, a machine-gun, and a flame thrower which you can fire all at once, rate each attack form separately, then use Non-Linear Adds (see Important Concepts, Non-Linear Adds) to rate the weapon as a whole when it fires everything at the same time.
	For a volley of missiles, treat each missile as a separate attack.  Therefore, a missile launcher that fires +10 CAF missiles in volleys of up to 5 would be purchased as a +14 CAF weapon; actual CAF depends on how many missiles are actually launched.

3. Note that multiple small barrels and multiple barrels are different things.  A turret mounted with two simultaneously firing Gatling guns would have +2 CAF for multiple small barrels and another +2 CAF for having two identical attacks going off simultaneously.

Attack Strength
Attack Strength represents some quality of the attack beyond its appearance.  If the power is a physical hand-to-hand attack, you get to add your MGT to the BDMG you buy.  Otherwise, you may buy a little more or less BDMG based on size or some other factor.  This is the Strength (STR) of the attack -- a Battaloid rifle for Battaloids of SIZ 15 would have STR 15, which translates to +15 BDMG bought through this basis.
For personal powers (i.e. powers that do not come from an independent device), ScriptWriters usually limit STR to the SIZ of the character, and/or the POW of the character; what is appropriate depends on the power.
For instance, a Lightning Bolt might have STR = (SIZ + POW).  If Yun Lan of the Kingdom of Flowers could throw Lightning Bolts, they'd have a STR equal to her POW of 10 because she's only human and her SIZ is 0.  But her arch-nemesis, the Supreme Oni of the UnderWorld, has a STR of 20 :  SIZ 10, POW 10.  On the other hand, the ScriptWriter might declare that throwing Lighting Bolts has nothing to do with how big you are, so they might both have STR 10 Bolts.  In this case, the Supreme Oni's Bolts might still end up dealing out more damage because their CAF may be higher (it might be counted as a small explosion, for instance).

Dispel (DIS)
= 4 CP per +1 DIS
= Instant Aggressive 1-Target
This power is very similar to Destroy, except it "destroys" an instance of another power.  Whenever you encounter some power in effect, or interrupt someone using a power, you can try to Dispel that instance of the power.  If you are defending yourself, you can also use Dispel instead of a Defense Option, and you can use it any time you are allowed to use a Defense.  Or, if you encounter someone with a certain power or ability, you can "destroy" that ability, rendering the target unable to use it.
To Dispel a power, you must overcome its CP rating.  That is, if it costs 100 CP to erect an Insanely Huge Blazing Barrier of Infernal Fire, your Dispel must inflict 100 POP before the flames are put out.  The power you are attempting to Dispel has a TDR equal to its STR.
Unless Constrained, Dispel has partial, cumulative, effect :  each attack weakens the power you are trying to Dispel until it is completely gone.
If you Dispel an instance of a power, it generally does not come back; there are SFX exceptions to this.  For instance, it is common to make "permanent" enchantments return after some time (e.g. enchantment on a sword), while temporary or limited enchantments are gone forever (e.g. potion).
Dispelling the ability to use a power is similar, except you can put the CP cost into the negatives, meaning it will take lots longer to recover the use of the power.
If you Dispel the ability to use a power in a target, that target can take a Recovery to restore the CP lost.  The POP regained during a Recovery goes toward all CP and POP losses due to Dispel and Destroy, divided equally if possible.

Illusion (ILL)
= 2 CP per sense + 2 CP per +1 BLV
= Persistent Fixed
This power creates an illusion of anything you want.  It is not usually "targeted" at anything except to place the illusion.  It has no substance, but it looks and feels real enough.  Without Scope to define its maximum size, an Illusion can be anything that fits into a 1 cubic meter cube.
It costs 2 CP to fool every sense group at 0 Believability (BLV).  That is, unless observers have more than 0 Perception, they will generally not see through the Illusion.  For each additional 2 CP, you can increase overall Believability by 1, meaning it requires a more perceptive person to see through the Illusion.
Closer or more intense scrutiny, examination by more than one person, the lack of attention to ongoing details of an Illusion interacting with observers, and conflicting sensory information can reduce the effective BLV.  Missing one or more senses (by taking a Constraint on ILL) can instantly negate the Believability of an Illusion; for instance, an illusionary person who has no mental presence when contacted by a Telepath will not be believable at all.
A basic Illusion has great Believability, but it is also extremely simple.  As Illusions grow more complex, Believability is strained and therefore decreases.  Consult the following charts for guidelines :  (derived from the HERO System)

BLV	Complexity	
-0	Solid, simple, image.
	Stationary object, single musical note, one odor.
-2	Simple motion, simple melody, simple sensation.
	Ball rolling, simple tune.
-4	Complex motion, sound, sensation.
	Person walking, one person speaking, smells of a hamburger.
-6	Multiple complex illusions.
	Orchestra, banquet.

Modifiers
+4	Illusion is one of many similar or identical real or illusionary events (e.g. painting in an art gallery)
+2	Illusion corresponds to previous experience
-2	Illusion has abilities superior to real world events (e.g. shotgun fazes, but does not kill, a pit bull)
-4	Illusion has abilities vastly superior to real world events (e.g. rocket launcher does not blow up a car)
-4	Illusion unlikely to exist in present location
-6	Illusion strains belief, whether it can be done or not (e.g. James Bond skydiving after a nose-diving plane)
-v	Lots of observers (more opportunity for someone to spot some flaw in the Illusion)
fail	Grossly conflicting sensory information (e.g. vanilla ice cream that smells like a hamburger)
fail	Failure of Illusion to act according to supposedly inviolable rules of the real world (e.g. flying pigs)

Note that you can have an Illusion that affects Touch, but it cannot hurt anyone :  that requires an attack power.  Nor can it have force :  use Create or Might at Range, with appropriate Constraints.  An Illusion has no effect on the real world except to fool the senses.  Only rarely will an Illusion which affects the sense of Touch be an Illusion.

Mental (MEN)
= 8 CP per +1 BDMG
= Instant/Persistent Aggressive 1-Target.
While many powers may have a mental (i.e. psychic or psionic) SFX, this category covers uniquely mental powers like Mind Control and Telepathy.  Mental Powers are Aggressive and therefore are treated as Attacks.  But because they are Mental, several aspects will often have to be changed.

Mental Combat Stats
Powers with a mental SFX (most often powers of the Mental Element) do not rely on physical factors.  The following chart compares Normal Combat with Mental Combat :

	Normal	Mental	
Initiative	RFX + IQ	2 × IQ
Attack Rating	RFX	IQ
Defense Rating	RFX	WPR
Damage	MGT	WPR
BDR	TGH + WPR	WPR × 2

It is generally a Plot Device to use Mental Combat because non-Mentalists often have low AtR, DfR, BDR, and no additional defenses, meaning that even small Mental Powers can have a great effect.  If Mental Powers are allowed, the following should be considered :

Mental Combat VIS
Mental Combat can be made a skill like the Defense Skill and the Shooting Skill.
It costs 1 CP per +3 MD (Mental Defense, adds to DfR for purposes of Mental Combat).  You do not get any MD automatically if you bought +1 DfR for 1 CP.
Mental Combat is not part of Shooting All Missiles, but instead must be purchased separately.  The highest level possible is Shooting One Category.  Mental Combat is not part of Fighting, but can be used simultaneously with any other Combat Skill.

Mental Damage Resistance
Mental Damage Resistance is purchased with the Protect Element, but with the following adjustments :
- at half cost (base cost of 2 CP per +1 DR)
- generally not restricted by CDFs (but limited by what ScriptWriters will allow)
- generally, there is no SFX Constraint because most Mental Powers and Mental Defenses work in a way which doesn't take into account how it looks -- in fact, most Mental Combats are completely invisible

Mental Combat Plot Device
Because of its frequent advantages, using Mental Combat is a Plot Device.
If Mentalist opponents are encountered almost all the time, the Frequency Factor might be as low as 1 since the main advantage of Mental Combat is against non-Mentalists (who tend not to have significant Mental Combat advantages, at least when compared to the frequency of normal combat skills and such).
If the Mental Powers available to the character are weak and don't get powerful results against even non-Mentalist opponents, the Utility Factor might be as low as 1.  If the Mental Powers are strong and can wipe out powerful non-Mentalist opponents, UF might be as high as 10.  One way to set the UF is to consider a representative sample of non-Mentalist opponents, consider what INC result an average attack will achieve, and take twice that result as the UF; if it is less than 1, set it to 1; if it is greater than 10, set it to 10.

Resolving Mental Combat
Mental Powers have "Damage" Ratings just like other Attacks.  Use the Mental Combat modifiers and obtain the final INC scored against the target.  Subtract from this the INC Tier required to instantly remove all remaining POP from the target and take this result as the Mental Effect Level (MEL).

e.g. The insidious Slime Intelligence has a rudimentary Mind Control to draw tasty prey (humans!) into its slimy pit of hideous melting death.  This Mind Control is rated at +5 MEN (= +5 "BDMG"), and the Slime Intelligence has Mental AtR 5.
	Jungle Joe, a naive explorer who's ever been to this extraordinarily dangerous corner of the Utterly Unexplored Deepest Darkest Jungle, is walking by, minding his own business, when the Slime Intelligence spies him and zaps him with its Mind Control.
	Jungle Joe has Mental DfR 0, Mental BDR 0, and POP 5.  Unbeknownst to him, the Feathered Thingie of the Ribo-Reba Tribe he got two episodes ago protects him from evil Mental assaults and gives him an additional Mental DR of 5; his Mental TDR is therefore (0 + 5) = 5.
	The Slime Intelligence attacks, and gets a HR of 6, which becomes an AHR of 5.  INC = 5 + 5 BDMG - 5 TDR = INC 5.
	Jungle Joe has POP 5, therefore a Damage Tier of 2 is enough to remove all POP from him.  The Mental Effect Level = MEL = (5 - 2) = 3.

A MEL of 0 means that just enough has been done to put the victim completely under the Mental influence of the Mentalist.  This means that he can be made to do virtually anything that isn't immediately self-destructive.  When a Mentalist uses a Mental Power, his intent is rated on the following chart and compared to the final MEL of the attack :

Score	Difficulty	
-13	Weenie
-11	Trivial
-9	Boring
-7	Easy
-5	Average
-3	Difficult
-1	Challenging
0	Hard
1	Very Hard
3	Way Tough
5	Insane
7	Impossible!

Multiple attacks are not normally additive, but may, increase the MEL a little each time.  Scoring below the required MEL may give partial or no results.
Mental Powers are considered Instant attacks, but if you successfully control the target in part or in whole, your control is Persistent.  It does, however, "decay" over time unless you re-attack to strengthen your hold on the target.  The decay rate is 2 points from your MEL per scene you take advantage of your mental power on that target, for any extended period that passes, and whenever a situation arises which can help the target break free.  Clearly, decay is subjective, and generally left to the ScriptWriter as opportunities to further the plot.

Conflicting Mental Powers
A Mental Powers of at least similar SFX and contrary intent can be used to counter another Mental Power.  In this case, reduce the MELs of each power by the MELs of all other contrary intents which have a value greater than 0.  Any and all contesting powers may still have partial effect if the ScriptWriter chooses.
e.g. A second, virtually identical, Slime Intelligence ("Bill") wants Jungle Joe and fights its neighbor ("Al") with its own Mind Control.
	Bill does slightly worse and gets INC 2.
	Al's MEL is (3 - 2) = 1.  Bill's MEL is (2 - 3) = -1.  Al has the stronger hold (albeit at -1).
	Because the commands were identical, the ScriptWriter rules that Bill has no effect at all.

Sample Mental Powers and associated Difficulty Ratings are presented here.  Each Mental Power must be separately purchased :  there is no Constraint for being able to do only a subset of these powers.  It is usually a legitimate Constraint to have a limit on your maximum possible level of effect.

(Mental power levels adapted from Effects Tables in The Ultimate Mentalist)

Mental Illusions

If a Mental Illusion can hurt the victim in reality, the character should also have a Destroy power Constrained to work only within a Mental Illusion that has the "target can take damage" Modifier.

DfR	Effect	
-3	Cosmetic changes to reality
	- changed colors
	- friends who look like enemies (but don't act like them)
	- minor changes to appearances (e.g. revolver looks like a pistol)
	- minor sensory changes (e.g. hot item feels cold)
	- adds or subtracts unimportant objects
-1	Major changes to reality
	- friends who look and act like enemies
	- major changes to appearance (e.g. human to alien)
	- major sensory changes (e.g. a symphony sounds like two old women talking)
	- adds or subtracts important objects
	- change in the weather
	- adds major sensory effects (e.g. explosion, complex music)
0	Completely alters reality
	- environment changes entirely (e.g. city to desert)
	- character appears to be in a void (e.g. ground and sky, but no features whatsoever)
1	Character reacts to a world in his mind, and no longer interacts with his environment

Modifiers
+2	Target will remember illusion as being "real" after it has ended
+2	Illusion can distort time

+2	Target can be knocked out from hallucinatory damage
+3	Target can take physical wounds from hallucinatory damage (e.g. if punched in the Mental Illusion, he can have a real black eye)
+4	Target can be killed with hallucinatory damage

Mind Control

DfR	Effect	
-3	Target will perform actions he is inclined to perform anyway.
-1	Target will perform actions he wouldn't mind doing.
0	Target will perform actions he is normally against doing.
1	Target will perform actions he is violently opposed to doing.

-3	Target believes any statement that does not contradict prior knowledge.
-1	Subject will believe any statement that does not contradict reality under direct observation.
0	Subject will believe any statement that does not contradict strongly held personal beliefs or principles (such as Psychological Limitations)
1	Subject will believe statements that contradict strongly held personal beliefs or principles (including Psychological Limitations) or which contradict reality under direct observation.

Modifiers
-1	Order worded in an exceptionally convincing manner
+1	Order poorly conceived or contradictory

-2	Order matches target's Psychological Limitations
+2	Order contradicts target's Psychological Limitations

+2	Target will not remember actions
+4	Target will remember actions, but think they were natural

Telepathy

DfR	Effect	
-3	Receive surface thoughts
-1	Read deep, hidden, thoughts
0	Read memory
1	Read subconscious
3	Read collective unconscious

Modifiers
+1	Send thoughts
+4	Telepathy cannot be detected by target

Minor Power (MP)
= variable cost
= varies in Duration, Effect, and Target; usually Persistent Fixed, or Fixed Enhancement
These are usually very small powers, such as Night Vision, being able to Detect Radiation, or having a Cool Tail that can pick pockets.  Only rarely will they have levels of effect (such as Destroy, which is rated in BDMG / CAFs.
The cost assignment to Minor Powers is quite arbitrary and based on the usefulness to the character within the Setting.  Sometimes, they are pretty much Not Important (e.g., having a portable Geiger Counter isn't terribly useful in a daytime Soap), in which case they might be worth only a token 1 CP, or (in the given example) nothing at all.  Sometimes they can significantly influence other powers, in which case consider them as a Plot Device.

Move (MV)
= 4 CP per +1 MV
= Instant Fixed Self
This power gives stuff Major Tactical Movement or Strategic Movement.  Unless Constrained, movement is via Teleport -- you vanish and reappear at your destination without having to contend with intervening obstacles.
Cross US-C for the distance you can move with US-D for CP cost.  The distance on US-C is meters per half Round :  that is, the maximum distance you can cover in a Move Turn.  Double this for distance per Round using Maximum Move (see Combat, Order of Combat, Move, Maximum Move).

Plot Device (PD!)
= variable cost
= varies in Duration, Effect, and Target; usually a Persistent Fixed power, or Fixed Enhancement
These powers are so useful that ScriptWriters are loathe to give them to characters.  This includes grossly powerful stuff like Invulnerability, and more subtle stuff like Precognition.  Generally only Bosses and other vital ScriptWriter-controlled Characters are permitted to possess them.
If characters have any of these powers, it will likely be some diluted version :  perhaps an Invulnerability only to fire, or a fuzzy Precognition that can't be invoked at will.  Depending on the utility of such powers, the ScriptWriter will assign a CP value to it.
One way to determine the value of a Plot Device is assign it a Frequency Factor and Utility Factor (FF and UF, respectively).  The more frequently the power is applicable, the higher its FF (from 1-5).  The more useful the power, the higher its UF (from 1-10).  Multiply FF and UF together for a CP cost.  Apply appropriate Constraints.

Protect (PR)
= 2 CP per +1 DR
= or, 1 CP per +1 Physical DR or +1 Energy DR
= Persistent Fixed Self
This power adds Damage Resistance.  Unless Constrained, it can look like anything and be good against just about anything.  Note that ScriptWriters commonly limit how much BDR you can buy based on Cinematic Defense Factors (CDFs).  Various CDFs are suggested here :

Armor
+0	Furs
+1	Leather, Wood
+2	Metal
+3	Modern or Futuristic Materials
+v	Special Materials

+0	Not Solid (e.g. chain mail)
+1	Solid (e.g. breastplate and greaves, mostly solid plates)

Shield
+2	Big or Huge
+1	Small to Medium

Features
+1	custom design (looks different and cooler than the standard issue)
+1	decorated in detail
+1	trimmings (e.g. studded or spiky)
+1	it glows
+1	oversized features (usually shoulder pads)
+v	Enchantment

Range (RNG)
= 4 CP per +1 RNG
= Fixed Enhancement
Without this Element, no Element has any Range (or has so little range that it is virtually hand-to-hand combat) and you must choose whether it applies to you or to someone else (usually not both).  To have Range on your power, cross US-C for Range in meters with US-D for CP cost.

Scope (SCP)
= 4 CP per +1 SCP
= Fixed Enhancement
By default, no power has any Scope and thus affects only one target.  To affect everything within an Area of Effect, cross US-C for Volume in cubic meters with US-D for CP cost.

Transform (TR)
= 8 CP per +1 BDMG
= Instant Aggressive 1-Target
This power Transforms existing stuff into other stuff.  It works against POP like an attack; the amount of POP "damage" is how much POP of the target you can re-write (i.e. Transform).  The more complete the transformation, the more POP "damage" you have to do.  Unless Constrained, you can Transform anything into anything else, and the Transformation is permanent and reversible only by another Transform.
It is important to note that Transform does not kill the target, only change it.  If your Transformation would kill it (e.g. Transform robot into smoking debris), then you buy Destroy instead.  Also, if you only plan on short-term Reductive Transforms -- that is, you only plan to reduce abilities and not change anything else in the process -- use Dispel instead.
Transform is only second to Create as an easily abused power.

Constraints
From the broad Elements, Constraints shape it into a specific power by identifying its limitations.
Constraints are denoted "-ce" where c is the value of the Constraint and e is which Elements it applies to; for instance, -2rng is a -2 Constraint on the Range Element only.  If a Constraint applies to all Elements, it is a Global Constraint and is denoted by "-c*."  Constraints reduce the cost of Elements to [ cost / (1 - C) ], where C is the sum of all Constraints which apply to that Element.  Therefore, -2rng on 24 CP of Range reduces the cost of the Range Element to [ 24 / (1 - -2) ] = [24 / 3] = 8 CP.
Some common constraints are listed below :

Global Constraints

Comes from Device / Item
-0	Item can be wrecked
-0	Not obvious that it comes from the item
-1	Obvious that Power comes from the item
-1	Item can be taken away easily
-1	More than one Power on the same Item
-1	Huge item - clumsy, big target

-0	If broken, can pick up another "between" Episodes (i.e. after this Episode, before next Episode)
-1	Rare item - tough to get replacement if you bust it
-2	Scarce item - very hard to find another
-3	Unique item - virtually impossible to get another

Concentration
-1	Concentrate - half DfR, no Defense options
-2	Concentrate Fully, oblivious to surroundings - can't move, 0 DfR, no Defense options, cannot apply Skill Levels

Doesn't Always Work
(for Protect Intent, this is approximately the same as Limited Cover)
-0	100% effective
-1	50% effective
-2	25% effective

-2	Only when ScriptWriter says so
-c	Requires c Cheats or it won't work

Extra Time / Setup Time
Instead of requiring 1 Action Turn to use the power, it takes more time.  If a power increases over time (e.g. Passive powers, which accumulate per additional Round), it takes this new time to accumulate.  That is, a 2 CR power with the 1 hour Constraint is 2 CR after the first hour, and +1 CR for each additional hour.
-1	1 Minute
-2	1 hour
-3	1 day
-4	1 week
-5	1 month
-6	1 year

Limited Number of Uses
(a.k.a. "charges")
-0	More than 20 times, or virtually unlimited
-1	At most 20 times
-2	At most 10 times
-3	At most 5 times
-4	At most 2 times
-5	One time only - make it good!

-0	Recharged next Episode
-1	Need resources to get more Charges
-2	Very hard or very dangerous to recover Charges

Power Weakens User
- applies to using Power as a whole
- recovery rate based on REC and equivalent POP value (e.g. 2 points of CHI Push = 4 POP)
-p	Requires p points of Push
-r	Temporarily Reduces an Attribute by r
-P	Drains 5P points of POP

Create Constraints

Duration
-1	Lasts only for the Episode or until ScriptWriter says so
-2	Lasts for duration of scene

-1	Linear Increase
If c points of Create gives n CPs, each additional round increases the CP total by c only, rather than raising the total to what (c+1) points of Create will give.
Therefore, if a power is rated at 7 CR, the first use gives 200 CP.  If the power continues into the next Round, it gives another 200 CP (total 400 CP) rather than raising the total to 500 CP.
-2	All-or-Nothing :  must create enough CP in one Round or it won't work

Destroy Constraints

Limited Special Effect
-0	Any SFX at any time (default)
-1	Power limited to tight SFX group
-2	Power limited to one SFX

Dispel Constraints

Limited Application
-0	Dispel any Power
-1	Dispel tight SFX group of powers
-2	Dispel one specific power, very little variance

Illusion Constraints

Limited Sensory Detail
-0	Fools all senses
-1	Fools only major senses (sight, hearing)
-2	Fools only one major sense (sight only, or hearing only)
-2	Fools only a tight group of lesser senses (e.g., electronics only, such as radar and motion detection)
-3	Fools one specific lesser sense (e.g. radar only)

Limited Application
-0	Illusion of anything
-1	Illusion of a tight group of things
-2	Illusion of a specific type of thing

Mental Constraints
-1	All or nothing - has desired effect, or no effect at all

Move Constraints

Mode of Movement
-0	Teleport
-1	Flying
-2	Gliding
-2	Running
-3	Jumping
-3	Swimming
-4	Swimming on surface only
-4	Swinging (includes free swing ropes unless constrained)

Protect Constraints
Range Constraints

-0	Indirect - power manifests with no effect between user and target location (default)
-1	Tracking - power will try to find its way to the target, as long as the total distance traveled does not exceed maximum range
-1	Line of Sight - power manifests at location, but must be targeted by Line of Sight
-2	Direct - power affects the first thing it hits on a Direct Path to the target

Scope Constraints

-0	Up to (Scope CP/4) independent volumes of any shape (default)
-1	Any volume within general guidelines, such as "simple shapes," "regular shapes," or "several sphere-like blobs"
-2	Volume based on fixed, declared, rule, such as "a Cone with a 3:1 length:base diameter ratio"

Transform Constraints

Duration
-1	Lasts only for the Episode or until ScriptWriter says so
-2	Lasts for duration of scene

-1	All-or-Nothing :  must do enough POP to effect whole change, or there will be no effect
-2	Effect Capped :  maximum effect capped by what a Damage Multiplier of 5 will do to the target (see Combat)

Appendix - Charts

				Weight	Distance	Max Move		Height			
										
A	B	C	D	(lbs)	(ft)	(km/h)	(mph)	(m)	(ft)	(in)	
										
-10	2			5				0.6	1	10
-9	3			7				0.6	2	1
-8	4			10				0.7	2	4
-7	6			14				0.8	2	7
-6	9			19				0.9	2	11	
-5	13			28				1.0	3	3
-4	18			39	1			1.1	3	8
-3	25			55	1			1.3	4	2
-2	35			78	1			1.4	4	8
-1	50	1		110	2			1.6	5	2	
0	71	1		156	2			1.8	5	10	
1	100	1	4	220	3	1	1	2.0	6	7
2	141	1	8	312	5	2	1	2.2	7	4
3	200	2	12	441	7	3	2	2.5	8	3
4	283	3	16	624	9	4	3	2.8	9	3
5	400	4	20	882	13	6	4	3.2	10	5	
6	566	6	24	1,247	19	8	5	3.6	11	8
7	800	8	28	1,764	26	12	7	4.0	13	1
8	1,131	11	32	2,494	37	16	10	4.5	14	9
9	1,600	16	36	3,527	52	23	14	5.0	16	6
10	2,263	23	40	4,988	74	33	20	5.7	18	7	
11	3,200	32	44	7,055	105	46	29	6.3	20	10
12	4,525	45	48	9,977	148	65	40	7.1	23	5
13	6,400	64	52	14,109	210	92	57	8.0	26	3
14	9,051	91	56	19,954	297	130	81	9.0	29	6
15	12,800	128	60	28,219	420	184	114	10.1	33	1	
16	18,102	181	64	39,908	594	261	162	11.3	37	1
17	25,600	256	68	56,438	840	369	229	12.7	41	8
18	36,204	362	72	79,815	1,188	521	323	14.3	46	9
19	51,200	512	76	112,876	1,680	737	457	16.0	52	6
20	72,408	724	80	159,630	2,376	1,043	646	18.0	58	11	
21	102,400	1,024	84	225,751	3,360	1,475	914	20.2	66	2
22	144,815	1,448	88	319,260	4,751	2,085	1,293	22.6	74	3
23	204,800	2,048	92	451,502	6,719	2,949	1,828	25.4	83	4
24	289,631	2,896	96	638,520	9,502	4,171	2,586	28.5	93	6
25	409,600	4,096	100	903,004	13,438	5,898	3,657	32.0	104	12

Appendix - Head-to-Head Fighting Games

> story of why they come together to fight (tournament theme)
> characters, individual themes (purpose/motive, goal, ending)
> level of power (HTH, low power, high power, all power)
> moves (regular, powered, desperation, finishing/fatality, combo, combo breaker, signature move)

Appendix - Martial Arts Maneuvers

Aimed attacks have the Hit Location Penalty categorized as a Miscellaneous cost.
Grab (n) indicates a Grab where n is the number of limbs grabbed, either 1 or 2.  Remember that if a target is successfully Grabbed (hit and fails to break out), Hit Location AtR Penalties are reduced by 4.
Maneuvers marked "!" are Total Baloney Attacks and require the Classic Bit before they can be taken.
Multi-hit maneuvers (e.g. Fists of Fury) use the Multiple Attack rules; the AtR penalty is categorized as a Miscellaneous cost.

Punch

BackFist
Smack opponent with BackFist.  Usually aimed at the head.

Ball Breaker / Ball Buster / Nut Crunch
Drop low and uppercut the groin area.  Painful just to watch it, especially for male spectators.  Considered a cool maneuver for the good guys, but a dishonorable "low blow" for the bad guys.

Diving Punch
Attacker leaps against a wall or other barrier and kicks off to dive down (+1 CAF) at the target.

Double AxeHandle / Buffalo Punch
Clench fists together, then either sweep upward or raise overhead and smash downward.

Dragon Punch
Powerful Power UpperCut that knocks down the opponent.
This is often performed in conjunction with Inner Fire.  A common use of POW is to have the chi flames completely engulf the opponent.

Explosive Dragon Rage
Powerful Dragon Punch that blasts the target aside.

Fist Sweep
Drop low and punch legs out from under the opponent, or hook them in the arm and trip the opponent.

Fists of Fury / Hundred Hand Slap
A flurry of fast punches; assume 5 attacks.

Fore-Knuckle Fist
A punch where the first knuckle of the pointing finger is extended (+1 DMG).
The CAF for using the Fore-Knuckle is awarded only when used in simple maneuvers where it figures prominently.

Hook
Tight punch where the fighter's elbow follows, thus striking twice.  Must stand close to target.

! HyperFist
Multiple fast "uppercuts"; assume 3 attacks.

Knife Hand / Karate Chop
Swift, hard, chop with the edge of the palm, usually to the base of the neck, to subdue or knock out opponents.

Koppojutsu
Punch aimed to break a limb.  The "Koppojutsu" component (+1 CAF) represents the attacker's knowledge of how to break limbs.  A limb must be chosen, of course, and the appropriate Hit Location penalty taken.

Koshijutsu
Strike nerve point to paralyze.  The "Atemi" component (+1 CAF) represents the attacker's knowledge of vital points.
The actual location struck has little to do with the effects (which are the same as that of striking a Nerve Cluster, and hence the Hit Location penalty for that is used), except that the location should be plausible as a vital point.

Launching Punch
A powerful UpperCut that blasts the target aside.

Monkey Grab Punch / Weaving Serpent
Pull blocking arm aside (Monkey Grab) or weave around blocking limb (Weaving Serpent) to strike.  This action ("Negate Block" component) is translated into a +2 AtR bonus.

OverHead Hammer
Essentially a one-handed Double AxeHandle.

Palm Strike
Open-palm strike to push target back.

Power UpperCut
UpperCut, but with added force from an upward leap.

Rising Dragon Fury
Explosive Dragon Rage, except the attacker spins around in a rising leap motion to blast everyone around him.
The stats do not include attacks on multiple targets.

Shiken Ken
Extended knuckle punching technique; a jab-punch used to push opponents away.

Spinning BackFist
Spin about to deliver a BackFist, generally against an opponent formerly to the flank or rear.

Whirling BackFist, Whirling ClothesLine
Spin around like a top with arms extended to smash all targets in range.  May move in any direction while spinning and smashing (+1 CAF).
The stats do not include multiple attacks; in theory, the Attacker can repeatedly move into a target and perform multiple attacks on that target.  At the same time, anyone else in range may be struck.

Kick

! Air Hurricane Kick
An Aerial version of the Hurricane Kick, the Air Hurricane Kick is identical except the attacker hovers higher.

Ax Kick
Leap high up and smash one leg down on the target in a chopping motion.

BackFlip Kick, Bicycle Kick
BackFlip (Spin 180) away (Move) from target, kicking him under the chin in the process.

! BackFlip Kick Slam
This maneuver first scoops up a target with a powerful BackFlip Kick or Bicycle Kick.  The target is sent smashing into the ground at the end of the backflip, when the attacker's feet hit the ground.
To complete the maneuver successfully, the target must first be scooped up; therefore, if the target wins the MGT contest against Knockdown, he is not moved and the Spin 360 and Slam damage components do not count, reducing the CAF of the attack to +5 BDMG.

BackSweep
Drop and spin around, ducking an attack while simultaneously tripping the opponent with a Foot Sweep.

Bicycle Kick
As in the soccer maneuver.  The attacker lands on his back, but is assumed to roll backward and into a crouch or to his feet.

Crossover Flip Kick
Same as Crossover Flip Knee, but attacker kicks off the target instead of kneeing target in the back of the head.

Crossover Flip Knee, Flipping Neck Breaker
Forward flip over target and drive knee into target's back on the way down.  This is called a "Crossover" maneuver because the attacker ends behind the attacker.
A variant employs a tighter spin which drives the foot into the back of the neck before another quick somersault to land in a crouch.

Cyclone Kick, Spin Kick
This is one rotation of the Air Hurricane Kick.

Double Dread Kick
RoundHouse Kick followed by Spinning Back Thrust Kick.

Double Hit Kick
Two kicks, usually one low (Low Shot) then one high (Body Shot).

Double Hit Knee
Knee to stomach (Body Shot; -0), then up into the chin (High Shot; -1).

Dragon Kick
Flying Spin Kick which hurls the target away.  Over long distances, the attacker may spin two or more times before the actual kick.
This is often performed in conjunction with Inner Fire.  A common use of POW is to have the chi flames completely engulf the opponent.

Drop Kick
Leap up and thrust legs to kick target away.  The attacker lands on his back, but is assumed to roll backward and into a crouch or to his feet (Recovery -2 Init).  Can be performed in relatively close proximity to target.

Fling Kick
This maneuver scoops up the target with a powerful kick, then flings the target away after a spin to build momentum (like a hammer toss).

Flying Heel Stomp
Leap to stomp on target's head, then spring off.  Usually, the Move Turn is used to close the distance, and the movement during the Attack is used to spring away from the target.

Flying Knee Thrust
Leap into target, knee-first.

Flying Spin Kick
Airborne Spinning Side Kick where the attacker takes a short run, leaps up, and spin-kicks toward the target.

! Flying Thrust Kick
A Thrust Kick where the attacker kicks backward so hard he is launched backward into the air.

Foot Sweep
Drop and spin around to trip target or kick target's legs out from under him.

Forward Flip Kick
Leap toward target and flip forward to bring feet arcing down on the target.

! HailStorm / Humming Bird Kick
HailStorm is dozens of kicks in the round (assume 5 hits).
This maneuver is sometimes called the Humming Bird Kick, because the legs move so fast they blur like the beating of a humming bird's wings.

HandStand Kick
Drop onto hands and kick at target with both feet.

! HandStand Flip Kick
Attacker begins in the HandStand Kick position, and launches himself off the ground with his hands to arc over toward the target, striking with his feet.

! Hover Slide Kick
The Hover Slide Kick is a bizarre maneuver where the attacker simply crouches and extends one leg, then unnaturally (+1 CAF) slides forward at incredible speed (Charge in), blasting through opponents.
Anyone in the straight-line path can be attacked; use Multiple-Move Through penalty to hit multiple opponents.

! Hurricane Kick
Attacker actually hovers at ground level performing Cyclone Kicks.  May move in any direction while kicking (+1 CAF).
The stats do not include multiple attacks; in theory, the Attacker can repeatedly move into a target and perform multiple attacks on that target.  At the same time, anyone else in range may be struck.

Kick Off / Heel Stamp
Drop Kick where the attacker kicks off the target's chest, pushing self and target off in opposite directions.

Kick Slam
This maneuver kicks a target upward off his feet with a powerful forward kick (Knockdown), then smashes him down with a standing axe kick.  Even if the target is not knocked down, the axe kick may still be performed.
The axe kick portion is considered a Multiple Attack and the AtR penalty is under the Miscellaneous column.

Kick Throw
The attacker spins around once to build momentum, then kicks the target away with a powerful upward leaping roundhouse; similar to RoundHouse Sweep.

Knee Drop
Target must prone.  The attacker leaps up and drops a knee onto a joint, with the intent to at least numb it and render the limb useless.

Leaping Side Kick
Spinning Side Kick, but the attacker leaps up to strike higher.

Leg Drop
When opponent is prone on the ground, leap up drop a leg (Stomp) across the opponent's neck.

! Pedal Kick
Leap at opponent to kick with repeated stomping motions, as if pedaling a bicycle.  Assume 5 hits.

Pincer Kick
Leap at target and strike twice with a scissor-cutting motion from both legs.  Attacker assumed to then bend backward and land on hands (may immediately twist into a crouch or onto his feet; Recovery -2 Init).

Reverse Front Kick
Kick past opponent's head, then draw foot back, striking from behind (Negate Block; +2 AtR).

Reverse Turning Kick
Attacker spins aside from an attack in the same motion to land a Spinning Side Kick or Spinning RoundHouse.

! Roaring Dragon Fury, Comet Strike, Shooting Star
A Dragon Kick where the attacker first gains altitude with a Spinning Leap.  At the height of his leap, he selects one target to receive the Dragon's Fury and dives toward that target (Charge in); everyone in the way may be blasted aside (at -1 DMG).
The stats do not include attacks on multiple targets.  Best performed with Inner Fire and Tougher Than it Looks.

RoundHouse Sweep
Target is given a powerful Foot Sweep.  If target looses his footing, he is sent somersaulting in the air before landing (Somersault Target; +2 CAF).

Scissor Kick
Leap and scissor legs to hit 2 targets adjacent to self.

Slide Kick
Slide into target, kicking his feet out from under him.

! Somersault Kick
Back-somersault quickly, striking opponent with feet several times (assume 3 times).

Spinning Foot Sweep, Dragon's Tail Sweep, Iron Broom, Tiger's Tail
Foot Sweep, but Sweeps all adjacent hexes.
Stats do not include attacks on Multiple Opponents.

! Spinning Kick Slam
This is similar to the BackFlip Kick Slam, except the initial kick to scoop up the target can be virtually any type of powerful kick.  Further, before the target is pasted into the ground, the attacker builds more power with a full 360 spin prior to landing (+1 CAF).
For instance, a backflip kick to pick up the target in the instep of the foot, back-somersault, then land.  Or a reverse roundhouse to pick up the target heel-first, then a full spin into a forward flip.
To complete the maneuver successfully, the target must first be scooped up; therefore, if the target wins the MGT contest against Knockdown, he is not moved and the CAF of the attack is reduced to +5 BDMG.

Spinning Kick Smash
A powerful forward kick lifts the target off his feet; before the target lands, a spin kick (Spinning RoundHouse or Spinning Side Kick) blasts the target away.

Spinning RoundHouse, Spinning Side Kick
Spin completely around and thrust leg out to kick.

Spiral Kick
Spin about a post of some kind (e.g. polearm planted in the ground), striking all targets in range.
Stats do not include AtR penalty for attacking multiple opponents.

Stepping Front Kick
Hop forward to knee opponent, then forward kick.

Thrust Kick
Turn around and thrust leg back and upward, while bending down upper body to allow leg to kick higher and straighter.

! Thunder Fury / Thunder Storm
HailStorm delivered so fast (assume 5 hits) that the kick break the sound barrier like cracks of thunder (+1 CAF).

Tiger Charge, Tiger Knee, Tiger Rush
Flying Knee Thrust that targets the head and knocks the opponent down.  If the attacker has enough movement to continue past the target, the maneuver is a "Tiger Rush."

! Tornado Fury
This is the same as the Hurricane Kick, except the attacker spins so fast he blurs into a whirlwind (+2 CAF).

Triple Hit Kick
Three kicks, usually one low (Low Shot; -1), then one mid-height (Body Shot; -0), then one high (High Shot; -1)

Grab

! Air Throw
Leap up and grab an airborne target to be thrown down.
The attacker must interrupt a slower character declaring an airborne maneuver and perform this attack.  The initiative penalty on this maneuver is still applied; if the modified initiative is less than that of the interrupted character, this maneuver may not be used.

Airborne BackBreaker
As BackBreaker, but the attacker rushes up to grab the target, then leaps up to add more force to the drop onto the knee.

Arm Drag
The Arm Drag is a fast takedown move where the attacker hooks the target's arm and spins, bringing opponent around and down.
Usually performed in rapid succession until the wrestler tires, in which case the next move is generally an arm lock on the prone victim.  If the target is not thrown, both attacker and target are then in a position to perform an Arm Drag or an Arm Toss, or to turn and perform a quick grab from behind.

Arm Toss
A more forceful Arm Drag, which slams the opponent down hard.

Atomic Drop, Inverted Atomic Drop
Lift opponent from behind and drop down on legs, compressing the vertebrae, hurting the lower back/groin region (Aimed to Spine).  The Inverted Atomic Drop has the target facing the attacker.  Instead of dropping the opponent on the ground, the attacker sits the opponent down hard on one thigh/knee for the same effect.

BackBreaker
Grab a target and sit his lower back down forcibly on a knee.

BackRoll Throw
Grab target by the shoulders, roll backward (Spin 180), and kick him away.  Attacker then continues to roll backward until into a crouch or on his feet (Recovery -2 Init).

BearHug
Grab and squeeze a target.  Generally only the arms are restrained, but the effect is closer to a Pin than merely immobilizing both arms, since the head and legs are limited in what they can do.

Body Scissors
Similar to a BearHug, but instead of using the arms, the legs are used (+1 CAF); thighs are locked around the target and used to squeeze.

! Bouncing Suplex
Suplex where the target is flung backward so hard that both the target and the attacker are thrown into the air to land in another Suplex (Slam x2).

Brain Cracker
Put target in a head lock and repeatedly punch head or face.
The stats indicate a maneuver which grabs the head and punches it once.  If the target breaks the Grab (i.e. wins the MGT contest), then the subsequent attack is forfeit and the maneuver does no damage.

Face Plant / Head Crunch
Grab target's head or neck and plant in into the ground.

Fling
Grab and opponent, and toss him overhead (Spin 360) and behind.
If the opponent is not successfully Grabbed (i.e. wins the MGT contest) then the maneuver fails and the target takes no damage.

Flinging Tackle
Tackle an opponent, but instead of just throwing him off his feet, the opponent is flung overhead (Spin 360) and behind.
If the opponent is not successfully Grabbed (i.e. wins the MGT contest) then he is only Body Blocked with no knockdown, reducing the CAF of the maneuver to +3 DMG.

Hair Throw
Grab target's hair (+1 CAF) while running past, then yank to pull him down, hopefully to land head-first.

Head Butt Hold
Grab target's head and repeatedly Head Butt.
The stats indicate a maneuver which grabs the head and butts it once.  If the target breaks the Grab (i.e. wins the MGT contest), then the subsequent attack is forfeit and the maneuver does no damage.

Hopping Shoulder Rush
Hop into an opponent, bashing him with the shoulder.  Best used with heavy and/or spiked shoulder pads.

Irish Whip
Grab target by the arm and spin, whipping target away to slam into an object, another target, or (in wrestling rings, or example) into something elastic, causing target to whip forward uncontrollably into the next maneuver.
Can be reversed by stopping and using attacker's own momentum to whip him about.

Iron Claw, Neck Choke
Grab target by the face and hoist him up while applying crushing pressure.  Can grab neck instead, in which case it becomes a "Neck Choke."

Joint Lock
Bend a limb in an unnatural way (+1 CAF), allowing target to be directed and allowing painful pressure to be inflicted.  In general, a target cannot escape with brute force (to break the Pin requires a RFX contest).

Knee Bash
Grab and repeatedly knee the target in the face or stomach.
The stats indicate a maneuver which grabs the target and bashes him once.  If the target breaks the Grab (i.e. wins the MGT contest), then the subsequent attack is forfeit and the maneuver does no damage.

! Mega PileDriver
As the Super PileDriver, but the target smashes into the ground so hard that the earth trembles (+1 CAF).

Mega Smash
This is a Power Smash, except the attacker leaps up with the target to add downward momentum to the smash.

Neck Breaker
An arm hook and a fall backward, pulling the opponent down to land his neck across one's arm.
Attacker ends on the ground , and is assumed to twist into a crouch or get to his feet (Recovery -2 Init).

! OverHead Throw
Leap over the target and grab just about anything that comes within reach.  Attacker then flips forward and lands on his feet, while the target is flung forward by the same motion and slammed into the ground.

PileDriver
Grab target, invert, and drop head-first into the ground.
Attacker ends on the ground , and is assumed to twist into a crouch or get to his feet (Recovery -2 Init).

Power Head Butt
Grab target's head for a Head Butt, but leap up before smashing head down on target.

Power PileDriver
As the PileDriver, but an upward leap adds momentum to the downward drive.

Power Slam
Grab target and take a short jump off the ground, then land on top of target (+1 CAF).

Power Smash
Lift target overhead and throw down onto the ground.

Reverse PileDriver
Grab target by the waist and bend backward to smash target into the ground head-first.
Attacker ends on the ground with his back to the target, and is assumed to twist into a crouch or get to his feet (Recovery -2 Init).

! Reverse Suplex / Leg Throw / Thigh Press
Attacker falls backward into a handstand and uses his feet to grab the target who is then flipped forward (Spin 180).
Attacker ends on the ground with his back to the target, and is assumed to twist into a crouch or get to his feet (Recovery -2 Init).

Shoulder BackBreaker
The target is borne across the shoulders in a submission hold posture where pressure is applied by movement while one arm and one thigh of the target are hooked.  Damage to spine or stomach (-10 or -7).

! Shrike Dash
Power PileDriver, but the attacker dives the target into the ground with unnatural speed (+1 CAF).

! SledgeHammer
As Face Plant, but the target is spun completely around for momentum before being face-planted.

Sleeper Hold
Grab target's head and squeeze, cutting off circulation and rendering the target unconscious (Nerve Strike).  Certain Sleeper Holds can cause brain damage if the circulation is cut off too long (even after the hold is released); a special strike to the back of the neck restores circulation.

SlingShot
Opponent must be prone on his back.  Attacker grabs the legs and, rolling backward, heaves the opponent up and back to land face down (or, better/worse still, into an object such as a wrestling ring turnbuckle).
Attacker ends on the ground , and is assumed to twist into a crouch or get to his feet (Recovery -2 Init).

Snap PileDriver
Grab opponent underarm, and fall backward, driving opponent's head into the ground.
Attacker ends on the ground , and is assumed to twist into a crouch or get to his feet (Recovery -2 Init).

Spinning Elbow Grab
The target is yanked sharply to one side.  The attacker spins around to elbow the unbalanced target moving past.

Stomach Pump
Grab target, exposing stomach for repeated strikes with fist or the heel of the palm.
The stats indicate a maneuver which grabs the target and strikes him once.  If the target breaks the Grab (i.e. wins the MGT contest), then the subsequent attack is forfeit and the maneuver does no damage.

! Storm Hammer
Rush into target and apply a SledgeHammer.

! Super PileDriver
As the Power PileDriver, but the top half of the target is physically planted into the earth (+1 CAF); very short targets may be wholly inserted.

Suplex
Grab the target and bend backward to slam target into the ground.  Attacker ends on the ground with his back to the target, and is assumed to twist into a crouch or get to his feet (Recovery -2 Init).

Tackle
Rush opponent low, bashing him in the lower body and heaving him up to be throw off his feet.

! Thor's Hammer / Mjolnir / Thunder Fury
As Storm Hammer, but the attacker rushes into the target's hex, grabs the target, leaps up spinning him a few times, then slams him into the ground.

Block

Clinch
When attacked, the fighter grabs the attacking limb and pins it (Block), usually under the armpit or in the crook of his elbow.  Then, the target is pummeled with the main attack (Target Held for Attack).
This is an additive component to virtually any non-Grab maneuver.

CounterPunch / Deflecting Punch
Simultaneous Block and Punch.

Elbow Block
Block an attack with the elbow, hurting the striking limb; most effective against punches.

Power Block
Usually a snap kick or a hard forearm to strike an incoming attack hard enough to unbalance attacker.

Miscellaneous

! Air Smash / Butt Crush
Leap up and grab airborne opponent, then position to land on top on opponent; landing in a sitting position makes it a "Butt Crush."
The attacker must interrupt a slower character declaring an airborne maneuver and perform this attack.  The initiative penalty on this maneuver is still applied; if the modified initiative is less than that of the interrupted character, this maneuver may not be used.

Blinding Strike
Two-finger strike to vital points just below the eyes which causes total blindness for hours.  Since this is Atemi, Duatsu can fix the consequences.

! Body Ball, Rolling Attack
Leap at the target to smash with body curled into a ball.

Body Spear, Flying Head Butt
Leap into target head-first or feet first.

! Buzzsaw
Weapon (usually polearm or blade weapon) is spun on the open palm, back of the hand, or poised on a knuckle.  The weapon acquires a fast spin, and is simply thrust forward into the opponent like a circular saw blade (+2 CAF).  A single attack is equivalent of six strikes (5 revolutions of the weapon).

! CartWheel Kick
Cartwheel in a straight line, punching or kicking anyone in the way.  A single target can be pushed back with multiple attacks.
Stats do not include Multiple Attacks on one opponent, or Attacks on Multiple Opponents.

Claw Hand
Rake with fingers curled into claws.

ClothesLine
Rush target with an outstretched forearm, usually aimed at the neck or upper chest.

! Diving Hawk
Leap high up and dive down (+1 CAF) to strike target with shoulder or outstretched arm.

Double-Thrust
Thrust Kick backward while punching forward; hits one opponent directly in front and directly behind.
The target of the punch takes only +2 DMG, while the target of the kick takes +3 DMG.  The -2 AtR penalty for attacking two opponents is included under Miscellaneous costs.

! Dragon King's Claw
The attacker winds up (Spin 180) for one terrific Claw Hand swipe; the opponent is hurled away or slammed into the ground by the force of the blow (KnockBack).
This is often performed in conjunction with Inner Fire (chi lightning).  A common use of POW is to have a stroke of lightning from a suddenly darkened sky hammer down to vaporize the target.

! Dragon King's Rage
Dragon King's Claw, except two claw swipes are used, simultaneously or in rapid succession (usually one downward, the second golfs the target off).

! Drill Bit / Gut Grinder / Stomach Thrust
This is similar to the Body Spear, except the target is knocked down and pinned/impaled (+2 CAF) by the spinning attacker (equivalent to 3 hits); most vicious with a thrusting/impaling weapon of some sort.
If the target is not knocked down, the attacker can continue to drill into the target, but the damage of the maneuver drops by +1 DMG.

Ear Pop
Cup opponent's ears with both hands, dizzying the target with the sudden inrush of air.
This is considered a Nerve Strike.

Elbow Smash
Spin at Target to strike with Elbow.

Elbow Thrust
Dash into target, thrusting Elbow forward.

European UpperCut
Head-lock target, then with an UpperCut motion strike with the upper arm.  Used in phony TV wrestling where fists are not permitted.

Eye Rake / Eye Poke
Poke at, or rake, the eyes.  Easily countered unless target unable to use hands to intervene.

! Foot Drill
As Body Spear, but the attacker zooms forward with a full-body drilling motion (+1 CAF).

! Forward Slide
Unnatural fast slide (+1 CAF) forward into the target without moving legs.

Head Butt
A sudden butt to the head.  If the target's head is grabbed, use Head Butt Hold instead.

Jaguar Rush
Rush beneath a mid-level to high attack, leaping to tackle opponent.

Spine Rake
Run a Knuckle-Fist down the opponent's spine (+1 CAF).

Stomach Jab
With hand in a Snake-style position (+1 CAF), thrust into a soft part of the opponent, usually the stomach.

ThunderStrike
Leap past opponent and shoulder-butt or clothesline.

! Triple Smash
The opponent is blasted off his feet (Knockdown) by a powerful two-fisted uppercut; the attacker follows the target by leaping up.  The target is bashed by both knees whilst in midair, and stomped in the chest on the way down.  During this attack, the attacker is Moved forward; the target lands just in front of the attacker.
If the initial uppercut does not lift the opponent, the rest of the maneuver can still be performed but the Move component is forfeit.  It is a hit-or-miss maneuver, and therefore all damage is accumulated in the BDMG column instead of using the Multiple Attacks rule.

Tumbling Attack
Tumble rapidly toward the target, striking out with punches (and sometimes, kicks) or simply ramming into the opponent.
The stats do not include multiple attacks; in theory, the Attacker can repeatedly move into a target and perform multiple attacks on that target.  At the same time, anyone else in range may be struck.

Appendix - Common Powers

Absorption
You have the ability to draw power from something or some situation and increase your own abilities.
If you have some upper limit as to how much you can gain, buy your additional abilities with Constraints, or try the Power Pool option instead.  Using Create lets you have no ceiling on how powerful you can get -- an easily abused option.
In case you are allowed this power, every time you encounter the specified situation, you can gain a number of CPs and "spend" it on something else, temporarily improving yourself.  This CP will not increase your POP total while it is active.  Each additional Round in which you are hit counts as +1 CR :  bring the total Created CP up to the new level.
The sample below assumes an Absorption where you are powered up by attacks which hurt you.

Common Constraints :
-1cr Must take POP damage from the attack
-0cr Any type of damage
-1cr One type of damage
-2cr Specific type of damage
-2cr Lasts for duration of scene

e.g. The dread Sade-Bear goes berserk when in pain and has astronomical increases in Might and Toughness.
	+1 CR
		-0cr any type of damage
		-2cr must have been Stunned by attack
		-2cr Lasts for duration of combat
		-1cr Increases MGT, TGH, and/or WPR only
	Total cost [ 16 / (1 + 4) ] = 3 CP.
	The first blow that Stuns the Sade-Bear lets it gain only 2 POP.  Since this is less than 1 point of either MGT, TGH, or WPR, it has no effect.  A second blow raises its effective CR to +2.  It's total Created CP is now 5 (the POP gain for a REC of 2), and the ScriptWriter puts 4 points into +1 TGH.
	In the next Round, the Sade-Bear takes one Stunning Blow, then another two blows in the following Round.  This counts as only +2 CR, even though there were three Stunning Blows struck because the bonus is not cumulative per hit, but per Round.  The Sade-Bear's total CR is now 4, and its total Created CP is 20.  The ScriptWriter already spent 4 on +1 TGH, and so has only 16 CP; he decides to add +2 MGT, +1 TGH, and +1 WPR.

Archaic Hand Weapons
This category actually covers all sorts of weapons for hand-to-hand combat, from daggers and swords to baseball bats and broomsticks.  Whatever it is, if you use it regularly, you should "buy" it with CP for your character.

Common Constraints :
-1* Item, Obvious
-1* Item can be taken away
-2dmg One SFX - (weapon)

Cost :  [ 4 / (1 + 4) ] = 4/5 = 0.8 CP per +1 CAF.

+1 CAF :  cesti, gauntlet, knuckle-dusters
+2 CAF :  spiked gauntlet
+3 CAF :  club, katar, mace, staff, Swiss army knife
+4 CAF :  chain, dagger, hand axe, nunchaku, spiked club, whip
+5 CAF :  broadsword, flail (3-chain), longsword, short sword, wakizashi
+6 CAF :  battle axe, katana
+7 CAF :  executioner's axe, lance, no-dachi, two-handed sword

Archaic Missile Device
On TV, Archaic Missile Devices are notoriously ineffective looking unless they come in big volleys, such as can be seen when whole armies duke it out on the battlefield.  Because of this, sometimes ScriptWriters give archers one or two FAN or BB points to make a shot or two significant and make them a minor annoyance.

Common Constraints :
-1* Item, Obvious
-1* Item can be taken away
-1* Two-Handed
-1* Quiver of 20 arrows
-2dmg One SFX - (weapon)
-2rng Direct

+3 CAF :  shuriken
+4 CAF :  pistol crossbow
+5 CAF :  
+6 CAF :  light crossbow, long bow, short bow
+7 CAF :  heavy crossbow

Blind
This power does not harm the target, but merely blinding him briefly.  If the attack will permanently blind the target, use a Plot Device or an attack to the Eye.
To create a power that Blinds a target, we define Blinding as a variant SFX of Incapacity.  Therefore, it is an attack that does no POP damage, but does have an Incapacitating  result.  It will usually not Knock Out a target however much INC is scored compared to the target's TDR.  It is a big Plot Device to bypass conventional defenses and make the only possible defense some form of eye protection; conversely, it is a small Plot Device or Minor Power to have complete immunity or partial defense against such attacks.

e.g. The GMP Urban Mech ("GUM" or "Gummy") has a powerful spotlight which can be charged up for a mega-burst to blind foes and overload video equipment.  The Mech is SIZ 8, and therefore it's spotlight has STR 8.  The spotlight is Huge (+4 CAF) and the blinding burst is treated as a Big Explosion (+4 CAF); total CAF +16.
	+16 DMG
		-2dmg One SFX - blinding burst from spotlight
		-1dmg No POP damage, but has INC result
	+23 SCP (100m long x 5m diameter beam)
		-2scp Fixed - cylindrical beam
	Global Constraints :
		-1* Item, Obvious
		-1* Takes 1 Minute to Charge Up before a blinding burst can be fired
	Total Cost :  [ 64 / (1 + 5) ] + [ 92 / (1 + 4) ] = 29 CP.

Body Armor
This category covers artificial bits and pieces of protective stuff worn on persons expecting to be beaten up soon.  If your character is, say, a big and hairy monster-thing with hide as tough to pierce as it is to remove curry stains from cloth, then look under Natural Armor instead.
The Item Constraint may not seem like such a big limitation compared to the Item Constraint on something like a Sword, which some annoying antagonist might flick away with a deft disarming maneuver.  Therefore, depending on how much realism the Setting demands, it may or may not be a legitimate Constraint.  Ways ScriptWriters could use it against you include :  not being able to sleep in it (so you've gotta take it off sometime!); less Minor Tactical Movement because it's heavy; it can get wrecked eventually, it takes a lot of time to get in and out of; and you sink like a rock in metal armors.

Common Constraints :
-1* Item, Obvious
-1pr ~50% Coverage - breastplate and greaves
-2pr ~25% Coverage - half breastplate and greaves, or full breastplate

Cost :
Full Cover :  [ 2 / (1 + 1) ] = 1 CP per +1 CDF
50% Cover :  [ 2 / (1 + 2) ] = 0.67 CP per +1 CDF
25% Cover :  [ 2 / (1 + 3) ] = 0.5 CP per +1 CDF

+1 CDF :  Leather, Padded Vest, Studded Leather
+2 CDF :  Ring Mail, Chain Mail
+3 CDF :  Scale Mail, Half Plate (Plate and Chain)
+4 CDF :  Plate Mail

Change Environment
This power includes such things as making a region warmer, very minor illusions, and minor telekinesis (i.e. below MGT 1).  Depending on the scope of such changes and their effects, changes to the environment can be a Minor Power, a Plot Device (especially for sweeping or major changes like altering the weather), or be simulated by some other power.  Sometimes, it will be accompanied by some other power, as well :  e.g. at some point, lowering the local temperature will hurt those within the region due to sheer cold, in which case there is a Destroy component to the power.
Because Range and Scope are separate Elements, remember to base the cost of Change Environment only on what it does without considering how far it can be done from, and what total area it affects.  If it has no Scope, it affects a very small region up to approximately a human-sized space, less than 1 cubic meter (Scope of less than 1).

Clairsentience
Clinging
The ability to cling to walls and surfaces is equivalent to Climbing at an Impossible level of ability, slightly less if there are such limitations as "not up smooth surfaces" or "not upside down."  If you can still move normally (e.g. run upside at normal speed), it is a further +4 Climbing.
"Impossible" requires Skill Rating (SR 15).  Assuming minimum roll on dS and a (Reflex + Strength)/2 value of 0, the Clinging Minor Power is equal to +15 Climbing, or 16 levels of Climbing.  Climbing is a NIS, therefore Clinging costs 16 CP, or 20 if normal movement is permitted.

Continuous
This Plot Device lets a power function without requiring Actions to activate it (for instance, Regeneration).  This can be a powerful Plot Device, and should be carefully monitored.  At the least, the Frequency Modifier will tend to be high (3-5); the Utility Modifier is more variable, based on the power itself.

Darkness
Density Increase
Desolidification
Drain
Enhanced Senses
Enhanced Senses is Perception (2 points), and affects all of the character's senses.  If it is limited to one or two major senses, this is worth a -1 Constraint.  If it is limited to minor senses, this is worth a -2 Constraint.

Entangle
To coat someone with some substance which will hold them immobile (or so you hope), use Create to make the substance and center the effect on your target.  Remember to give the substance some DR with Protect, else it will be awfully easy to break out of.
Once Entangled, the target must break out before doing anything.  Depending on the SFX of the Entangle, they can sometimes Teleport out without taking the entangling substance with them; otherwise, they must attack it.  The entangling substance has DfR 0, the attacker cannot Goof while attacking it, and the attacker always gets at least an AHR of 1.  If the attacker can break out with a single attack that does POP at the next higher tier compared to how much POP is left in the entangling substance, it is considered that he took virtually no time to shrug it off.  Once free, the target is momentarily disoriented and will be at half DfR unless he has some kind of Danger Sense or is generally perceptive.

e.g. A big, fat, worm from a B-Movie has just entangled a humungous T-Rex like lizard-thing with a goopy spray of fast-drying, stretchy, ropy, white puke.  This goop is rated at TDR 20, POP 90.  The lizard-thing has MGT 20 and +2 BDMG claws for a total BDMG rating of 22.  It attacks and scores AHR 5, for a TDMG of 27 and therefore does Titanic damage for 200 POP.
	POP 90 falls in the 51-100 POP level, and therefore the attack has scored 1 level of POP over what is left in the Entangle.  This, in turn, means that escaping from the puke attack took virtually no time for the lizard-thing.
	The lizard-thing is momentarily disoriented, but it's hard to miss a worm the size of a battleship, and therefore the ScriptWriter rules that orienting itself also took no time.

Explosion
Extra-Dimensional Movement
Extra Limbs
Whatever their shape and size, from tentacles to psychokinetic force projections, limbs are generally Minor Powers which are priced in CPs based on how much or how little it can do compared to a human arm.  If it has the same or better freedom of manipulation as a human hand and arm, cost it at about 2 CP.  If it has considerably less, such as a non-prehensile tail, but it can at least still whack somebody, cost it at about 1 CP.  Remember however, that at some point, Extra Limbs diminish in usefulness :  just because you have 100 arms doesn't mean you can use them all at the same time.  Therefore, for about 5 CP, characters can have as many limbs as they like, whatever their utility.
Having Extra Limbs and having special powers from them are different things.  If you have four arms and can pound on someone with all of them at the same time, this may qualify as +1 CAF.  You do not get to add +1 to your bare-handed attacks for free, but you may buy +1 DMG, at a Constraint of -2dmg for "Specific SFX, simultaneous attack with multiple arms."

Extra Senses
All characters begin with Hearing, Sight, Smell, Taste, Touch, and (ScriptWriter's option) a very diluted 6th Sense.  Each additional sense, such as Infravision or Ultrasonic Hearing is a Minor Power worth 1 CP if it is "fuzzy," or 2 CP if it is virtually as good as Sight.  For instance, seeing vague reddish blobs with your Infravision is maybe only 1 CP, but if you can see details like what the shape is carrying or even some facial features, it is worth 2 CP.
Major senses such as X-Ray Vision are Plot Devices worth considerably more.

Fear
This power lets a creature invoke Fear for no apparent reason.  If a creature is normally fearsome because of how it looks or acts, then the ScriptWriter will assign an Insanity Value (see Attributes, Willpower, Sanity) according to the situation.  Otherwise, Fear is a Plot Device of about Utility Factor 3, Frequency Factor 5 (= 15 CP).  It is rated quite low because Fear tends to be a tool for ScriptWriters to warn characters of danger, or make them flee because it would further the plot if they did (rather than get chewed up in a movie's opening vignette).  More often, it is simply used to get rid of cowardly Extras and set the stage for one-on-one confrontation with the big nasty.
The "power level" of Fear (i.e. the Insanity Value) is set by the ScriptWriter based on the character's past experiences, the present circumstance, and plot considerations.

Flight
Force Field
Force Wall
Growth
This power makes you bigger than usual, but only temporarily.  Consult the SIZ scale, and buy +1 MGT, +1 TGH, and -1 SIZ for each SIZ level, up to the maximum size you can attain.  If you can attain unlimited size, use Boost instead.

e.g. Buster Bigg's superheroic alter ego, "Mister Big," is 5 meters tall (SIZ 9).  His bizarre genes, triggered by radiation from a microwave oven, forces him to either be normal, or to expand to his full 5 meter height -- nothing in between.
	+9 MGT, +9 TGH, -9 SIZ = net 36 CP of Attributes.
	-1cr Must use at full power
	-1cr Not permanent; also, shrinks when unconscious or Dazed and Confused
	Total Cost :  [ 36 / (1 + 2) ] = 12 CP

Guns
Common Constraints :
-1* Item, Obvious
-1* Item can be taken away
-1* Two-Handed, or 1 WPR to steady aim and shoot it where you want it to go
-1* Clip of 20 rounds
-1* Automatic or otherwise rapid fire tends to overheat weapon; can jam (or explode!)
-0 Multiple clips, long clips (more than 20 rounds)
-2dmg One SFX - (weapon)
-2rng Direct

+4 CAF :  derringer
+5 CAF :  pistol, revolver
+6 CAF :  
+7 CAF :
+8 CAF :  sniping rifle (cool!)
+9 CAF :  uzi
+10 CAF :  assault rifle
+11 CAF :  light machine-gun
+12 CAF :
+13 CAF :  heavy machine-gun, man-portable minigun
+14 CAF :  flame-thrower
+15 CAF :
+16 CAF :  rocket launcher

Heal
You have the ability to heal wounds of all kinds.  This power is most useful in combat when there are no uninterrupted Rounds for a Recovery, or severe injuries which the ScriptWriters declare cannot be fixed by mere Extended Recovery -- such things as a Grievous wound breaking an leg or a Lethal blow severing an arm.  In this case, the ScriptWriter may decide to give such injuries a POP value in order that someone with this power can try to fix it (usually in an All-or-Nothing fashion, meaning they either can fix it entirely, or not at all).

Common Constraints :
-1	Heal only
-0	Any type of injury
-1	Cannot fix crippling, permanent injuries
-2	Effect capped by 1 Round of Recovery for each wound
-1	Extra Time :  requires Minutes instead of Rounds
-2	Extra Time :  requires Hours instead of Rounds
-1	All-or-Nothing

e.g. Fong PeiPei is a Hengeyokai Crane with a minor mystical power to heal the injured.  A gigantic snake has just slithered over small Sumie (for 100 POP!), her bestest friend in all the Three Kingdoms, and she would like to make her mangled friend feel better.
	+1 CR
		-1cr Heal only
		-1cr Cannot fix crippling injuries
		-2* Concentrate fully, oblivious to surroundings
		-2* Extra Time :  requires Minutes instead of Rounds
		-2* Costs 1 HRT and 1 POW
	Total Cost :  [ 16 / (1 + 8) ] = 2 CP
	PeiPei spends 6 Minutes (for +5 effective CR) to fully restore 100 POP.  Because she can't fix crippling injuries, Sumie's broken ankle and messed-up hair will have to be attended to by time and tender loving care.  She braves her friend's loud and bitter complaints about how mean that serpent was and helps her limp over to the nearest city of Dusky Orchid.

Instant Change
You may instantly (or very quickly) change into your superheroic costume and identity (e.g. Superman, Shazam), and not need to mind where you dump your clothes (or get your superheroic outfit).  When you're done, you may change back.
This is a Minor Power worth 1 point.  If you can change into virtually any clothes you choose, it is a Plot Device.  UF and FF generally depend on how much spy-stuff (i.e. sneaking about, disguising, etc...) is useful in the campaign.  Obviously, being able to mimic any uniform on the spot is pretty handy.
Instant Change does not give you clothing with useful powers.  For instance, it won't give you a space suit (but it may give you a fake one which is worth beans in the cold vacuum of space).  To have such powers, buy other appropriate Powers.

Invisible Power
Invisibility
Invisibility is based on the Illusion Element.  Essentially, we use a complex Illusion to "cloak" the invisible creature or object.  The more Invisible you want to be, the more Believability is required.  The less senses are covered, the more opportunity there is for observers to sense what is invisible to their other senses.  If Illusion is limited to Invisibility only, it is a -1ill Constraint.  Modifiers for Invisibility include :

BLV	Circumstance	
-0	Camouflage -- dynamically blends into surroundings.
-2	Full Invisibility -- senses bypass the invisible object.

-0	Not moving.
-2	Moving very slowly (e.g. sneaking about)
-4	Moving quite slowly or normally (e.g. normal human walking casually)
-6	Moving quickly (e.g. Minor Tactical Movement, combat movement)
-8	Major Tactical Movement and beyond.

If an Invisible creature is only partially sensed, there will be penalties to track and interact with it (e.g. trying to fight with it or just keep track of it).  This penalty is usually (Perception - Believability).  The least value that applies (considering each of the observer's senses) is used.  In no case can an observer be penalized by more than 4 points below 0 Skill.
e.g. An invisible alien predator is stalking Lily.  She backs into an alley to try and confront it.  Her best sense, hearing, carries a penalty of -5.
	She shifts all 4 Martial Arts Skill Levels into DfR, and adds nothing to AtR.  Before the invisibility modifier, her AtR is 1 and her DfR is 5.
	Since her AtR has no Skill in it, she cannot be penalized by more than -4, and her AtR becomes -3.  Her DfR is 0.

Life Support
These are various Minor Powers, featuring such spectacular effects as "doesn't need to eat," "can breathe underwater," and the cockroach power of "not affected by radiation."  They generally cost about 1 CP each, +1 CP per increase in utility.  For instance, "breathe water" might be 1 CP, "breathe in all hostile atmospheres" might be 2 CP, and "need not breathe" might be 3 CP.

Mind Link
Mind Scan
Missile Deflection
Missile Reflection
Multiform
There's just one of you, but you can change into radically different forms; you might be a werewolf, for instance, or you might change gender and build when you're splashed by water.
To have this ability, first calculate the CP value of each form separately.  Treat each form as a Power.  Apply Constraints on your forms.  For instance, if one form can only be assumed when you have a special Ring on, then that form might have a Focus Constraint.  Most often, the Constraints will reflect the limitations of assuming the form.
Now, sum everything together.  Because your forms replace you rather than split off and be separate entities, divide the sum by the number of forms (therefore, if you have 10 forms, divide by 10).
Finally, add a Plot Device to represent how useful it is for you to have the forms which you have.  For instance, if all forms are roughly alike, the value will be very small.  But if your forms are radically different and in effect give you an extremely broad range of abilities, the value of the Plot Device may be quite high.

Natural Armor
Natural Armor is most often bought without Constraints.  Some few creatures have the Limited Coverage constraint (e.g. Turtle, Triceratops), but they are in the minority.

Natural Weapons
Natural Weapons are pretty much any weapon which is a part of you, including retracting forearm claws which are permanent fixtures and cannot be removed.
There are two ways to buy Natural Weapons :  General and Specific.  General Natural Weapons assumes that your character has one or more attacks or attack routines and it would be redundant to buy each and every one of them.  Instead, you can buy the biggest attack, and take a less specific SFX modifier.  Specific Natural Weapons buys that one attack or attack sequence only, with very little variance as far as SFX is concerned.

Common Constraints :
-1	General SFX - all natural attacks
-2	Specific SFX

Cost :
General = [ 4 / (1 + 1) ] = 2 per +1 CAF
Specific = [ 4 / (1 + 2) ] = 1.33 per +1 CAF

+1 CAF :  
+2 CAF :  claws, tail whip
+3 CAF :  bite, horn gore, two-claw rake
+4 CAF :  pounce and bite/rake
+5 CAF :  

Pain Immunity
This is the power most commonly given to grotesque demonic beings who can take gross amounts of physical punishment, yet keep on coming.  They can lose limbs and other portions of their body, but still get up to kick your butt without slowing down in the least.  You have to kill them to take 'em out.
Most of the time, this is easily simulated by buying more TGH (sometimes WPR).  An alternative is to buy PR with the Constraint "only to reduce Effects of Incapacity" (a -1pr Constraint).
e.g. A powerful Stone Golem has 5 PR worth of Pain Immunity.  If it took an incredible blow which inflicts INC 9, it would lose 1,000 POP points and be nearly shattered and crumbly.  But the other Effects of Incapacity are based on INC (9 - 5 Pain Immunity) = INC 4 :  it's only Dazed when it should have been Flattened for many rounds (see Combat, Damage, Determine Degree of Incapacity).

Personal Immunity
Personal Immunity with any of your own powers is generally a Plot Device.  Personal Immunity for powers with a large Scope tend to be quite useful and the UF should be appropriately higher.

Poison
Because poison looks innocuous enough on TV, it usually won't get the CAF it deserves and therefore most ScriptWriters will waive the CAF limitation.  Presented here is a scheme for determining how much BDMG to buy for a Poison; Poison has +0 CAF, and therefore STR = BDMG.
Under this scheme, Poison is treated as a separate attack Linked to another attack which must hurt the target (-1*), and therefore injects some quantity of the Poison.  If the Poison is a Contact Poison (e.g. requires only skin contact or a scratch too small to do any POP damage), or is transmitted some other way other than injection (e.g. target unwittingly eats it, or inhales it), then it is worth no Constraint to link it to another power.
It is a Minor Power to ignore Armor :  once it has entered the target by whatever means, a suit of armor or having thick fur won't help.  Depending on the Setting, the Frequency Factor can be as high as 5 for modern settings where hardly anyone walks around in the equivalent of even light armor.  The Utility Factor is usually quite high, but this may depend on the actual Poison :  on how powerful it is, and on what it actually does.
Poisons are rated on Strength, Potency, and Dosage.
Strength corresponds to BDMG and the calculated amount is the amount of Destroy to buy.  It reflects how powerful the Poison is compared to the victim's natural defenses once it is in the body.
Potency is the final POP Damage it will do on a certain Dosage, against a certain DR.
Dosage corresponds to the Adjusted Hit Result on the attack with which the Poison was delivered.  A low Dosage roughly equates to only a small amount of Poison introduced into the target, while a Dosage of 5, the normal maximum Adjusted Hit Result, equates to a large dose successfully delivered.
To calculate the Strength of a Poison, select a sample creature that would be killed outright and adjust the various factors.  (In general, you may assume that 50 POP of damage -- the "Lethal" Damage Tier -- will kill any human dead on the spot.  Exceptional humans may have more than 50 POP -- but hey, they're exceptional.)
A Poison of Potency p against targets of DR r, requiring Dosage d, is of Strength (p - d + r).  (This scheme can be adjusted for use with Mental Powers; add the MEL of the most commonly applied effect to (p - d + r) for the amount of MEN to buy).

e.g. The mysterious Assassin S uses his patented "X-S" poison to finish his targets quickly.  It is an injected poison that can kill an athletic human with a classic tranquilizer dart.
	Lethality = 50 POP of damage, the assumption for humans; this is INC Tier 5, therefore the Potency of the Poison against an athletic human is 5.
	The theoretical human maximum on DR factors comes from 4 TGH and 4 WPR, total of 6 DR.  Assume an "Athletic Human" has 3 DR, which is between the Average (0 DR) and the maximum (6 DR).
	Because the Dosage needs only to be very small, but requires more than a mere scratch or glancing wound, we assume a Dosage of 2.
	STR of the Poison therefore = (Potency 5 - Dosage 2 + DR 3) = 6 BDMG.

To use more of a weaker poison or less of a stronger poison so that one application does the victim in, simply decrease the Dosage value and therefore cause the BDMG rating to increase.

Regeneration
Regeneration is Continuous Healing.  Consult Continuous powers and Healing powers.

ShapeShift
Shield
Shields come in two basic sizes :  Big and Small.  Depending on the Setting, Shields may be overrated or underrated :  that is, more or less useful.  Some ScriptWriters may emphasize the usefulness of Shields by expanding the range to Small, Medium, Large, and Huge (for +1, +2, +3, and +4 DR respectively).

Common Constraints :
-1pr Item, Obvious
-2pr One SFX - Shield
-1pr Directional - must know attack coming and be able to interpose accordingly

Cost :  [ 4 / (1 + 4) ] = 0.8 CP per +1 DR

+1 CDF :  Buckler, Normal Shield
+2 CDF :  Spartan Round Shield, Wall Shield

Shrinking
Apparent loophole alert!
Being smaller than you are normally is generally a net disadvantage :  each 1 SIZ is generally accompanied by -1 MGT and -1 TGH, for a net CP value of -4 before Constraints.  This is approximately "realistic" Shrinking, where the body becomes physically weaker as one Shrinks.  Even though it is apparently a net disadvantage, it should still cost a token 1 CP per 1 SIZ decrease for the ability to become smaller; this may be further reduced by Constraints which would normally be applied.
Another type of Shrinking is more akin to Comic Book Shrinking, where being small in no way makes you less Tough, and sometimes not even less Strong.  In this case, one level of Shrinking can be 1 SIZ, -1 MGT, -0 TGH; net cost technically 0.  For the privilege of being able to shrink, however, price it at about 2 CP per level of Shrinking.  Comic Book Shrinking can also be simply 1 SIZ per level, in which case it costs 4 as normal.

Skills
Skills can sometimes be purchased as powers :  for instance, a computer might be Skills with the Item Constraint.  Be sure that the Constraints are worth the cost reduction they provide, else Very Important Skills can become too cheap.

Spells
Split Personality
You have the ability to create an extension of yourself and become two or more persons -- or maybe these "extra bits" of yourself aren't even human...  Whatever the case, if you don't automatically control them, use Summon instead.  If you do control them as if they were another character you play, you don't really have a power :  you have two characters.  This is a power which falls into the Plot Device category.
Because this extra character is only sometimes present, you get a Discount on the cost.  Write up the character as usual, but apply a Constraint based on the frequency of its appearance and other factors.  Your split personality may be more powerful than yourself, but this aspect should be closely monitored by ScriptWriters.

Common Constraints :
-0pd Almost all the time
-1pd Frequently, but limited (e.g. it's your super power and you want to keep your identity secret)
-2pd Infrequently
-3pd Rarely
-npd Weakens you by n points of Attributes or 5n POP

e.g. Shady Wells would be a just an ordinary, if a little pretty, librarian if she didn't have A DARK SIDE!  Bwahahahahaha!  Whenever there's someone she doesn't like -- that gorgeous new girl who's turning heads, or that snotty professor who's always bugging her -- she sneaks around at night and unleashes ... HER DARK SIDE!  Bwahahahahaha!  Her shadow erupts into a fearsome, demoniac, distorted version of herself and rends her victims viciously.  This fiendish incarnation has a write-up totaling 400 CP.
	400 CP
		-1pd Frequently, but limited -- secret ID
		-5pd Weakens her by -2 MGT, -2 TGH, and -1 POW
		-2pd Lingering weakness, makes her sickly for days afterward
		-1pd Sometimes, she loses control and the shadowy demon escapes to wreak havoc until she's well again
	Total Cost [ 400 / (1 + 9) ] = 40 CP.

Sticky Powers
Stretching
Summon
This power conjures whatever creatures you like, real or imaginary.  Summoned creatures are not automatically under your control, but are played by ScriptWriters.  Often, they will be at least cooperative to begin with, but to balance out the effect of being able to Summon just about anything, however powerful, ScriptWriters often make powerful creatures real jerks.  In such a case, you might try using Mind Control to make them more cooperative.

Common Constraints :
-3cr Fixed SFX - one specific creature type, or very tight group (e.g. dogs, sharks)
-2cr Limited SFX - duplicates have theme or similar property (e.g. canines, felines, fish)
-1cr Large SFX - no imaginary creatures
-2cr Effect capped by amount of CP which can be created in one application of the power
-3cr Creatures are "called" from available population (i.e. if there are no wolves nearby, you can't summon wolves)

e.g. Adept Arcanist Araneus knows a powerful spell which allows him to inscribe a glowing symbol in mid-air.  Each glyph corresponds to a type of beast, and the magic in the symbol shapes itself into that beast, ready to be commanded by Araneus.  The mightier the beast, the longer it takes.  He's only an Adept, however, and can only summon animals from an obscure ball of dirt spinning around in the cosmos; his professors at the University of the Arcane call it "Urthe" or something other silly name.
	+4 CR
		-1* Costs 1 POW
		-1* Must be free to chant and scribe glowing symbol in the air
		-1* Must properly inscribe symbol
		-1cr Large SFX - Earth creatures only
	Total Cost [ 64 / (1 + 4) ] = 13 CP
	"Must properly inscribe symbol" means that Araneus must remember and properly inscribe the correct symbol to summon the correct creature.  This is a test of his "Glyphs, Runes, and Symbols" skill.  The ScriptWriter will assign a difficulty based on factors such as how powerful the creature is).

Telekinesis
Telekinesis is MGT at range.  Buy RNG for your Might.  It may be a legitimate Constraint on RNG to affect less MGT, meaning your telekinetic abilities are less than your physical capabilities.  You can buy more MGT, but it is generally a -0 Constraint to specify Telekinesis as a Special Effect because using it at no range (the default for MGT) is not limiting -- you are just choosing not to exercise your ability to use the RNG component of your power.

Thrown Weapon
Transfer
Triggered Power
Tunneling
Tunneling is movement (usually walking or running) simultaneous with attacking the material you are Tunneling through, in order to make your path of travel.  Therefore, Tunneling is essentially an Attack.  The ScriptWriter will assign a TDR and POP value to a chunk of the medium you intend to travel through.  How fast you can Tunnel depends on your maximum movement and how fast you can "destroy" the medium (i.e. move material out of the way).
To Tunnel better than you can destroy stuff and faster than you can walk or run, buy an attack and more Movement respectively, "for Tunneling only," a -2dmg Constraint.

Appendix - Optional Rules

Attributes
The Attributes are really a bunch of sub-Attributes linked together to form a conveniently named package.  For instance, since lifting ability and the power you can channel into a hand-to-hand attack is quite related, it makes sense to heap them together and make characters buy equal amounts of each.
The cost breakdown is provided here in case characters wish to emphasize certain aspects of their character over others, or buy sub-Attributes as Powers.  ScriptWriters generally frown at this sort of thing, but it might be useful to know nonetheless.

Physical
Might
Lift (2)
Melee Damage (2)
Toughness
Damage Resistance (1 Physical + 1 Energy)
Recovery (2)
Reflexes
Attack Rating (1)
Defense Rating (1)
Physical Skills (1)
Initiative (1)
Size
Recovery (2)
Size Adjustment for AtR, DfR, and Initiative (1)
Miscellaneous Factors (1)

Mental
Heart
Push Anything (4)
or
Heartless (-4)
Intuition
Clue (2)
Perception (2)
or
Huh? (-2)
Duh! (-2)
Smarts
Initiative (1)
Mental Skills (1)
OutSmart / Slow (2/-2)
Willpower
Damage Resistance (½ Physical + ½ Energy)
Pushing (2)
Sanity (1)
or
Negative Damage Resistance (-½ Physical + -½ Energy)
Negative Recovery (-2)
Weak-Willed (-1) - limited situations

Other Stuff
Appeal
Looks (1)
Charisma (1)
Social Skills (1)
Popularity (1)

Fan Factor
Cheat At Anything (3)
Popularity (1)
or
Others Cheat Against You (-3)
UnPopular (-1)
Luck
Lucky Breaks (4)
or
Bad Breaks (-4)
Power
Power Enhancement Point (2)
Push Power (2)

Damage Resistance is divided into Physical and Energy Damage Resistance (PDR and EDR), corresponding to whether the character was hit by a physical or an energy attack.  This allows characters, if they choose, to have more resistance against physical or energy attacks, respectively.  Unless specified, "Damage Resistance" of n means n points of PDR and n points of EDR.

dS :  dice of Something

Importance of Skills
The first thing you should decide is how important is it to be skilled.  In this section, we discuss the effect of dS on who tends to win Skill Contests.
In gritty, realistic Settings, only Skills and extraordinary Attributes are important and therefore we recommend the "random factor" be small; in this case, dS might be one roll of a 4-sided die.  In light-hearted Settings where anyone can get lucky, the random factor is wider, and you might use an 8-sided die.  In general, however, a 6-sided die should do alright.  The higher the die involved, the more luck figures into actions.
You can also try multiple dice, which gives a "bell curve" distribution :  the more dice you roll, the more you tend toward average results.  The advantage of this is emphasizing skills somewhat, but letting luck play a big role once in a while.

Effect of Skills
You will also need to decide how powerful each Skill Level will be.  Commonly, you can do this by applying a divisor.
More than anything else, what divisor you use determines how quickly characters progress in ability.  Will they get better at what they do in leaps and bounds, or will they inch along at more realistic rates?  Immediately, however, it lessens the power of skills.  The type and number of dice you roll show how important having Skill Levels are, but applying a divisor reduces the effect of having a lot of Skill Levels.
A divisor of 1 (i.e. no divisor) makes skills very potent.  Having just two Skill Levels more than your opponent in combat can spell the difference between a mediocre hit and fazes him and a great hit that puts him in the hospital.  A divisor of 2 makes exceptional results harder to obtain, and is recommended.  A divisor of 3 or more makes Skill Levels very important because unless you have lot, you don't look much different from everyone else.  Just getting a significant number of Skill Levels is tough and properly slows down character improvement to realistic rates (meaning, far too slow for impatient role-players!).

Putting It Together
We can denote dS as
R/D(m)
where
R = Random factor
D = Divisor
m = minimum value

For instance, 2d6/3(1) means a Random factor of 2d6, a Divisor of 3, and a minimum value of 1 after the Divisor.  This means the dS indicated in Skill and Combat formulae is 2d6.  If the Divisor is not 1, take the final value after modifiers and divide by the Divisor.  If the Final value was positive, it cannot go below the minimum value m (i.e. 1) after Dividing; if it was negative, it cannot go below -m, in this case, -1.
e.g.  For this example, dS = 2d6/3(1).
	Combat is essentially a test of Attack Skill versus Defense Skill.  The margin by which the attacker wins is the Hit Result.
	A Biologist armed with a dart gun is trying to tranquilize the elusive WiggleWobble for study.  The Biologist has an AtR of 6 + dS, the WiggleWobble has a DfR of 4 + dS.
	The WiggleWobble, a stupid beast, has virtually walked right in front of the camouflaged Biologist and is yet unaware, so the ScriptWriter rules that the WiggleWobble is surprised and will have an additional -4 DfR penalty.
	The Biologist rolls 2d6 and get 10; her total AtR is 16.  The WiggleWobble rolls 9 and has a DfR of (4 + 9 - 4) = 9.  The Biologist's HR = (16 - 9)/Divisor = 7/3 = 2.
	Let's say the short-sighted Biologist forgot to bring her glasses today and the ScriptWriter rules that she must therefore take a -4 penalty as well.  Also, bugs are buzzing around her head and the distraction is worth another -2.
	Her AtR becomes 16 - 6 = 10.  Her HR is (10 - 9)/3 = 1/3.  This would normally be 0, but the minimum is 1 and therefore her HR is 1.
	On the other hand, had her DM been -1/3, it would have become -1 because of the minimum rule.

"I Have No Clue What You're Blabbering About"
If you still have no clue what to do, that's okay.  It's a fine point that is purely optional.  It's also quite hard to tweak dS, but you should play with it because it is a very powerful tool in giving your games the right "feel."

Skills and Specialization

This option lets you have VIS Skill Levels toward more specific actions.

Defense
= 1 CP for +1 DfR
= 1 CP for +2 DfR Block, Dive, Dodge, or Duck
For 1 CP, you can instead have +2 DfR for one type of defensive maneuver.  There are four you can choose from when you buy this specialized version, and once you select it, it cannot be changed.  The four types are Blocking, Diving, Dodging, and Ducking.
Blocking helps you parry; you get the bonus whenever you initiate a Block.  Diving helps you get away from big attacks, like explosions.  Dodging helps you against ranged attacks like bullets.  Ducking helps you against melee-range attacks, like martial arts punches and kicks.

Martial Arts
= 2 CP for +1 level to all hand-to-hand combat maneuvers (MA*)
= 2 CP for +2 levels to one Martial Arts Style or tight group (MA)
= 2 CP for +3 to One Move (MA1)
= 1 CP for +2 to Initiative with all hand-to-hand combat (LR*)
= 1 CP for +3 to Initiative with one Style (LR)
= 1 CP for +4 to Initiative with One Move (LR1)
= 1 CP for +3 to First Strike with all hand-to-hand combat (FS*)
= 1 CP for +4 to First Strike with one Style (FS)
= 1 CP for +5 to First Strike with One Move (FS1)

There are three types of Martial Arts :  All Melee, One Style, and One Move (MA*, MA, MA1 respectively).
All Melee means the levels you have in Martial Arts apply to any melee combat maneuver you care to try.  One Style means they apply only to one martial arts style, or one tightly related group of attacks; e.g., Tae Kwon Do, or all blade weapons like swords and knives.  One Move means you're particularly good at that one move and slight variations of it; e.g., all kinds of swords, all punches.

Lightning Reflexes / First Strike
Sometimes, characters can initiate an attack with blinding speed.  This translates to an increase in Initiative and is called "Lightning Reflexes."  If it only applies to the first attack, it is called "First Strike."

Piloting
= 2 CP for +1 to all Piloting whatsoever (PI*)
= 2 CP for +2 to One Thing (vehicle or maneuver; PI1))
= 2 CP for +3 to all Environments, to all Sizes, or to all Types (PIE, PIS, PIT)
= 2 CP for +4 to one category in Size, one category in Environments, or one category in Types (PIE1, PIS1, PIT1)

You can buy Piloting for One Thing, and this gives you a bonus for that specific vehicle or piloting maneuver.
Piloting can also be broken down in into Environment, vehicle Size, and vehicle Type.  Your Piloting skill is then the least of the three components, whichever are applicable at the moment.  You can further specialize one particular Environment, one vehicle Size, or one vehicle Type.
e.g. Say you're in a Veritech, you've transformed to Jet Mode, and you're zooming away from angry Invid firing at you like crazy.
	You have Environment - Air at +5, Size - Big at +7, and Type - Jets at +7.  Your skill while you're in the atmosphere is the least of the three :  +5.  This means your Defense, Martial Arts, and Shooting Skills are limited to at most +5, even if you have them at a higher level.
	Now, say you blast off into space and you have Environment - Space at +7.  That's good, because now you're really rocking :  you're Piloting at +7.  You'll need it, too, with that Scorpion Command Carrier firing on you...
	Further, let's say you're in a Vindicator, your most favorite veritech in all the universe, and you've logged zillions of hours in the simulators.  You bought +3 One Thing levels for the Vindicator.  Your Piloting skill is now (+7 + 3) = an amazing +10 in Space.
	Finally, to illustrate another point, lets say that instead of that cool Veritech, you're piloting a diplomatic shuttle when the Invid chanced upon you.  Since wimpy shuttles were beneath your contempt, you never did get your shuttle license and right now you're fudging with your Jet skills because the real pilot is answering nature's call in the loo.
	Well, since you don't have an NIS to represent Shuttle piloting, but Jet piloting is reasonably close (the ScriptWriters have ruled this, and therefore it is so), you must take a -2 penalty.  You are therefore Piloting at +3 in the atmosphere, and +5 in space.  Your levels in the Vindicator are too specific to apply.

Environment
Air, Land, Sea, Space, and Underwater are the most common Environments.  Each environment has its own unique properties to be mastered :  just because you're untouchable in an Asteroid Belt doesn't mean you can do the same weaving and ducking in a Coral Reef.

Size
How big is the craft?  The sizes are :  Personal, Small, Big, Large, and Huge.  "Personal" means there's really only room for you, and maybe another if you carry them yourself :  a motorcycle, a horse, a suit of powered armor.  "Small" is anything up to about the size of a family van.  "Big" is those mecha you see on Robotech.  "Large" is modern battleships, and even aircraft carriers.  "Huge" is everything else :  an the SDF-1, a Zentraedi Flagship, or maybe a gimungous space whale the size of the moon.

Type
Finally, what type of travel is it?  This really varies with what is available in the Setting.  Some options are :  anthropomorphic vehicles, boats, cars, giant slugs, horses, jets, starships, skis, and tanks (tracked vehicles).  If your vehicle can transform, say, from Beetle Form to Bug-Person form, this is clearly two radically different forms and you'll need separate skills for them.

Defensive Driving / Fancy Flying
Aside from being good at doing stunts and stuff, your Piloting Skill also allows you to allocate Piloting bonuses toward increasing your DfR :  a different type of deft maneuvering focusing on not getting shot up!  Each +1 from Piloting is +1 to your DfR.

Shooting
= 1 CP for +1 to all ranged combat (SH*)
= 1 CP for +2 to one Category (SHC)
= 1 CP for +3 to One Type (SH1)
= 1 CP for +2 to initiative for all ranged combat (QD*)
= 1 CP for +3 to initiative for one Category (QDC)
= 1 CP for +4 to initiative for to One Type (QD1)
= 1 CP for +3 to Fast Draw for all ranged combat (FD*)
= 1 CP for +4 to Fast Draw for one Category (FDC)
= 1 CP for +5 to Fast Draw for to One Type (FD1)

There are three types of Shooting :  All Missiles, One Category, and One Type.  All Missiles means the levels help you whenever you initiate some attack from afar, whether it be shooting a water pistol or chucking a boulder.  One Category is one tight group of ranged attacks, such as personal firearms, knives, bows, or general unwieldy objects (like microwave ovens).  One Type is simply one specific type of weapon and everything closely like it; all kinds of pistols and revolvers, for instance.

Quick Draw / Fast Draw
Sometimes, characters can simply draw and fire very quickly (this is mostly a Western Movie phenomenon).  What Quick Draw means in Combat is an increase in Initiative whenever you initiate a ranged attack.  If Quick Draw only applies to the first attack (as is often the case), it is called "Fast Draw."

Appendix - Credits

It's unclear how many role-playing games and other stuff contributed to shape Dramatic License, but I would like to thank the following in particular.

GURPS, for insights into "realism."
the HERO System, for insights into romantic/cinematic gaming.
Ninja HERO, for what quickly evolved into the Martial Arts appendix.

Glossary

Additional Skill Levels :  Levels purchased for a certain skill beyond the "+0" level, representing further concentration in the Skill.
Adjusted Hit Result (AHR) :  A HR of 5 indicates a Direct Hit, and is the default Damage Cap.  If Multiple Attacks on the Same Target were made, or if a special Hit Location was struck, this can be higher.
Aggressive Powers :  Powers that are handled like an attack :  Destroy, Dispel, Mental, Transform.
AHR :  Adjusted Hit Result.
APP :  Appeal.
Appeal (APP) :  Other Stuff Attribute.  Affects Looks, Charisma, Social Skills, and POP.
AtR :  Attack Rating.
ATT :  Attributes / Attribute Power Element.
Attack Rating ( AtR = RFX + Skill + dS ) :  Rating of how well you threw your attack.
Attributes (ATT) :  Statistics which describe a character.  Divided into Physical, Mental, Other Stuff, and Derived Attributes.  Can also be purchased an a Power Element.

Bad Bit :  Classic Bit which disadvantages a character.
Base Damage (BDMG) :  How much damage is done by the attack alone, not considering how well you hit.
Basic Damage Resistance ( BDR = Toughness + (Willpower / 2), rounded down ) :  Derived Attribute.  How much damage you can ignore without aids (such as wearing armor).
Basic Defense Option :  One of three defensive options every character can try -- Block, Dodge, and Dive.
BB :  Boss Bonus.
BDMG :  Base Damage.
BDR :  Basic Damage Resistance.
Believability (BLV) :  How realistic an Illusion appears.
Block :  Basic Defense Option.  Adds no DfR bonus, but if the attacker misses, his Initiative next Round drops by 4 points.
BLV :  Believability
Boss Bonus (BB) :  Cheats for "bosses" (supreme villains to be overcome by the stars) to make encounters challenging.  Essentially Fan Factor for major villains.
Brace Against KnockBack :  Using a Turn during a Round to set against being Knocked Back.

CAF :  Cinematic Attack Factor.
CDF :  Cinematic Defense Factor.
Charisma :  Force of personality, non-physical attractiveness.
Cinematic Attack Factor (CAF) :  How much damage (see Destroy power element) you can buy for an attack.
Cinematic Defense Factor (CDF) :  How much defense/protection (see Protect power element) you can buy for a defense.
Classic Bits :  Character quirks pervasive in various settings and character concepts.
Clue :  ScriptWriter-bestowed hint usually based on flimsy evidence or no evidence at all; a hunch.
Constraint :  Limitation on a Power Element, reducing utility but also reducing cost.
CP :  Character Points.
CR :  Create Power Element.
Create (CR) :  Power Element which creates POP from nothing.

Damage Resistance (DR) :  How much damage you can ignore.
Defense Rating ( DfR = RFX + Skill + DO + dS ) :  Rating of how well you avoid getting hit against a particular attack.
Derived Attributes :  BDR, POP, and REC.  Attributes which are not bought with CP, but which are instead calculated from other Attributes.
DES :  Destroy Power Element.
Destroy (DES) :  Power Element which damages the target; essentially adds BDMG.
DfR :  Defense Rating.
DIS :  Dispel Power Element.
Dispel (DIS) :  Power Element which weakens or removes instances of a Power, or the ability to use a Power.
Dive :  Basic Defense Option.  Adds +4 to DfR, and defender may Move, but defender is considered Stunned next Round.
DO :  Defense Option.
Dodge :  Basic Defense Option.  Adds +2 to DfR.  Same as Duck.
DR :  Damage Resistance.
dS :  Dice of Something; usually one roll of a 6-sided die.

Elements :  Core power components.
Experience Points (EXP) :  Character Points earned through role-play.
Extended Recovery :  Successful recovery over more than one Round; increases effective REC.
External Gaming :  Role-play where characters and/or players have access to devices from a "TV reality," such as Fan Factor and Cheating.
EXP :  Experience Points.

FAN :  Fan Factor.
Fan Factor (FAN) :  Other Stuff Attribute.  Affects POP, permits Cheating.
Fan Service :  Being relatively scantily clad as a politically incorrect sex-appeal maneuver to make fans happy.
FGT :  Fighting VIS.
Fighting (FGT) :  VIS involving any attempted combat maneuver.
Fixed Powers :  Powers with a fixed level of effect :  Attributes, Illusion, Move, Protect, Range, Scope.

Global Constraint :  Constraint which applies to all Elements that make up a particular Power.
Good Bit :  Classic Bit that is something of an advantage.

Heart (HRT) :  Mental Attribute.  Affects Pushing when others count on you or when you are fighting evil.
Hit Location :  By default, attacks hit the torso with no special effects.  Specific locations such as the head or a hand can be aimed for, and successful hits may yield special results.
Hit Result ( AtR - DfR ) :  Result of one Attack-Defense exchange.  5+ indicates a direct hit, 1 indicates a grazing hit, 0 indicates a miss, -1 and worse indicates a possible goof.
HR :  Hit Result.
HRT :  Heart.

ILL :  Illusion Power Element.
Illusion (ILL) :  Power Element which create images to fool the senses.
INC :  Incapacity.
Incapacity ( INC = AHR + BDMG - TDR ) :  "Degree of Incapacity" :  effect of a successful hit.  Consult INC value on Incapacity chart for resulting POP loss and special effects.
Init :  Initiative.
Initiative ( Init = RFX + IQ + optional dS ) :  Initiative.  Decides who may choose to act first.  If Initiative is tied, compare first FAN, then POP, then dS until tie is broken.
INT :  Intuition.
Internal Gaming :  Regular role-play where characters do not know they are part of a larger "TV reality," and players have no accesses to devices from that "TV reality."
Intuition (INT) :  Mental Attribute.  Affects Perception, and Clue.
Interrupt :  When a character with higher Initiative takes his Move Turn and/or second half Turn while a lower Initiative character is Moving.
IQ :  Smarts.
IV :  Insanity Value.  The approximate level of mental stability necessary to remain in control of one's faculties under the present situation; compared against Sanity.  Generally used in terrifying situations.

KBM :  KnockBack Might.
KnockBack Might ( KBM = INC + target SIZ - 5 ) :  Effective MGT with which a target is thrown after a powerful hit.  Look up the value of KBM on US-C for the distance in meters.  Characters may Brace Against KnockBack.
KnockDown :  Characters knocked down are at half DfR and considered Dazed until they get to their feet if no greater Incapacity result applies.

LCK :  Luck.
Looks :  General outward appearance.
Luck (LCK) :  Other Stuff Attribute.  Dramatic event which shifts events in favor of the lucky person, with weak rationale or no reason at all.

MA* :  VIS for any attempted melee maneuver.
MA :  Martial Arts VIS, but for one group of attacks or maneuvers only.
MA1 :  Martial Arts VIS, but for one maneuver only.
Major Tactical Movement :  Moving a lot.  Usually permitted only if the character has a power to cover the significant distance.
Martial Arts (MA) :  VIS involving attempted maneuvers in hand-to-hand combat.
Maximum Move :  Maximum possible movement rate based on one Round = 5 seconds, and two Move Turns per Round.  For humans without powers, this is approximately 3.6 km/h.
MEN :  Mental Power Element.
Mental (MEN) :  Power Element which covers various intrinsically mental attacks; includes Mental Illusions, Mind Control, and Telepathy.
Mental Attributes :  INT, IQ, WPR, HRT.
Mental Skills (IQ) :  Skills relying on knowledge (or, less often, intuition).  Base SR = IQ.
Minor Power (MP) :  Catch-all category for minor powers too trivial or complex to build with power Elements.
Might (MGT) :  Physical Attribute.  Affects Lifting, and hand-to-hand combat damage.
Minor Bit :  Tiny Classic Bit which is not significantly an advantage or disadvantage.
Minor Tactical Movement :  Moving a little, no more than would be unreasonable within half a Round (approximately 2.5 seconds).
MGT :  Might
Move (MV) :  Power Element which allows a character to cover more distance than Minor Tactical Movement.
Move Turn :  First "half" of a Round during which a character may initiate Minor Tactical Movement.  A character may forfeit his Move Turn and declare his Attack Turn.  A character may forfeit his Attack Turn to move as a Move Turn; some characters may both Move and Attack simultaneously in the Attack Turn (see Skills, Very Important Skills, Martial Arts, Building Maneuvers).
MP :  Minor Power.
MV :  Move Power Element.

NIS :  Not Important Skills.
No Skill Penalty (NSP) :  Additional penalty of -4 for not having any training or schooling in a particular skill being attempted.  "Half Skill" is considered a -2 penalty.
Non Linear Adds :  How to add complementary effects for the effective final value, because of the non-linear scale used by Dramatic License.  For instance, two attacks of DMG 10 equate to a single attack of DMG 12.
Not Important Skills (NIS) :  Skills which are of little consequence for a particular setting, however good or bad the character is at them.  May also be whole professions or specialized subsets of skills.
NSP :  No Skill Penalty.

Other Stuff Attributes :  APP, FAN, LCK, POW.
Outlook :  General attitude toward the world.  Classic outlooks are Heroic, Good, Selfish, Innocent/Naive, Confused/Dumb, Mercenary, Bad, and Evil.
OutSmart (IQ) :  Anticipation of an opponent's next action.

Passive Powers :  Powers that are handled like Extended Recoveries :  Create.
PD! :  Plot Device!
PEP :  Power Enhancement Point.
Physical Attributes :  MGT, TGH, RFX, SIZ.
Physical Skills (RFX) :  Skills involving often complex body movements.
Perception (INT) :  Tendency to note curious or significant stuff.
Piloting (PI) :  VIS involving control of mount or vehicle.
Piloting Cap :  When working through any interface, such as when riding or driving, the Piloting Cap means that you can only use up to a number of Skill Levels as you have Skill Levels in Piloting.  Therefore, when making a Battaloid climb up a slope, a character with 4 Skill Levels in Piloting and 5 Skill Levels in Climbing can only use 4 Skill Levels in Climbing, and a character with 0 Skill Levels in Climbing is still considered to have 0 Skill Levels in making the Battaloid climb.
PI* :  VIS for riding or driving anything.
Plot Device (PD!) :  Catch-all category for major powers too complex to build with power Elements, and frequently too unbalancing to be allowed to player characters.
POP :  Popularity.
Popularity ( POP = total CPs  + (APP × 2) + (FAN × 2) ) :  Derived Attribute.  How quickly fans tire of you, and quite correspondingly, how much hurt you can take.
POW :  Power (Other Stuff Attribute).
Power :  Collection of Power Elements, frequently Constrained, into an ability not normally possessed by characters for free (e.g. everyone can Punch for free, but not everyone can shoot lightning from their eyes without spending CPs).
Power (Other Stuff Attribute) :  Affects Pushing powers and Enhancing Powers.
Power Enhancement :  Changing a power slightly to briefly allow it to do something new.
Power Enhancement Point (PEP) :  A Cheat used only for Power Enhancement.
PR :  Protect Power Element.
Protect (PR) :  Power Element which essentially increases DR.
Push :  Brief effort beyond normal abilities.  There are WPR Pushes, POW Pushes, and HRT Pushes.

Range (RNG) :  Power Element which allows a Power to be used far away.
REC :  Recovery.
Recovery ( REC = TGH + SIZ, +WPR if below average ) :  Derived Attribute.  How fast you recover from being hurt.
Recurring Villain Token (RVT) :  Luck when villains use it to escape and come back in a future episode.
Reflex Cap :  When working through any interface, such as when riding or driving, the Reflex Cap means that the lesser RFX of user and interface is used :  you cannot exceed interface limits, and the interface cannot automatically make you better than you are.  Therefore, when piloting a Mech with RFX 3, a character of RFX 4 using RFX-related skills is treated as RFX 3, and a character of RFX 2 is treated as RFX 2.
Refund :  When you get CPs back because you have taken a disadvantage of some kind.
RFX :  Reflexes; affects Physical Skills, AtR, DfR, and Init.
RNG :  Range Power Element.
Round :  A period of combat time in which everyone gets to act according to Init.
RVT :  Recurring Villain Token.

SA :  Size Adjustment.
SAN :  Sanity.
Sanity (WPR) :  Ability to remain calm and in control of one's faculties in the face of situations far beyond normal experience.
Scantily Clad Bonus (SCB) :  Optional rule which allows immodest characters to provide a Fan Service in exchange for the ability to buy TGH and WPR beyond what is normally allowed.
SCB :  Scantily Clad Bonus.
SCP :  Scope Power Element.
Scope (SCP) :  Power Element which allows a Power to affect a volume rather than individual targets.
ScriptWriter's Pool :  Small pool of Character Points which are spent for a character by the ScriptWriter (GameMaster) during play.  Used to add new abilities for plot purposes, or patch minor loopholes in character designs.  When the Pool runs low, Experience Points are allocated to fill it up again.
SFX :  Special Effect.
SH* :  VIS for any attempted ranged-attack maneuver.
SH :  Shooting VIS, but for one group of attacks or maneuvers only.
SH1 :  Shooting VIS, but for one maneuver only.
Shooting (SH) :  VIS involving attempted maneuvers in hand-to-hand combat.
SIZ :  Size.
Size (SIZ) :  Physical Attribute.  Affects Visibility, REC, and miscellaneous factors.
Size Adjustment (SA = SIZ/3) :  Modifier to Initiative, AtR, and DfR, due to Size.
Skill Contest :  Use of a skill in which how well the character does matters.  When in "contest" with other characters, the one who succeeds beyond his assigned difficulty level by the most "wins" (does comparatively the best).
Skill Levels :  Levels purchased for a certain skill; includes the "+0" level -- the level where a character is simply competent and has a SR based only on the attribute associated with the Skill.
Skill Rating (SR) :  Ability at a certain skill.  Sum of appropriate attribute and additional Skill Levels; if no attribute applies, just use additional Skill Levels.
Smarts :  Mental Attribute.  Affects Mental Skills, OutSmart, and Init.
Social Skills :  Skills involving interaction between characters.
Special Effect (SFX) :  What something looks like on TV, regardless of how it is named.  For instance, a "Dive" could look like a desperate Block, even though it uses the Dive Basic Defense Option mechanics.
SR :  Skill Rating.
Stealth (STH) :  Sneaking about, following people, etc...
STH :  Stealth VIS.
Strategic Movement :  Moving a lot more than Major Tactical Movement, usually such distances that allow entering or leaving the present scope of the battlefield in a single Round.
SUB :  Subterfuge VIS.
Subterfuge (SUB) :  Fooling people with disguise, forged documents, etc...

TDR :  Total Damage Resistance.
TGH :  Toughness.
Total Damage Resistance ( TDR = BDR + aids ) :  Basic Damage Resistance plus whatever else increases your Damage Resistance, usually armor of some kind.  If you are stark naked and have no powers, it would be simply your BDR.  If you wear clothes, it would still probably be your BDR unless you have groovy clothes that increase your BDR.
Toughness (TGH) :  Physical Attribute.  Affects BDR and REC.
Transform (TR) :  Transforms by modifying existing total POP.
TR :  Transform Power Element.
Turn :  A Move Turn or Attack Turn.  (Move Turn + Attack Turn) or (Move Turn + Move Turn) or (Attack Turn) = combat Round.

US-n :  Universal Scale, Column n.

Very Important Skills (VIS) :  Skills which are of major consequence to a particular setting.  A lot of drama can revolve around how well or how badly a character performs at these skills.  Usually combat or piloting related.
VIS :  Very Important Skills.

WPR :  WillPower.
WillPower (WPR) :  Mental Attribute.  Affects BDR, Sanity, and Pushing when you're mad or emotionally charged.