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construct a Power. Next is a large section devoted to many worked examples to use straight away, and also provide a guide to work from when creating your own powers. Lastly chapters focusing running high powered games, and notes on various genres exist to help players and GMs integrate powers into
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The source and focus of a power are significant. They take the generic abilities that are available, and tie them together in more unique ways. This approach may be familiar to players of the
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The book aims to be genre independent and covers rules for characters from fantasy and myth to supers and science fiction with no bias towards any one.
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180:Publication history
57:Steve Jackson Games
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102:Sean Punch
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156:Basic Set
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