Converting Beyond Science: A Guide to FX to the D20 System
By Matthew Rossi (mawtr@aol.com)

Alternity FX (found in the Beyond Science: A Guide to FX book by Sean K. Reynolds) offer a great deal of flexibility to the D20 campaign looking for something a little different than the average Mage, Cleric or Psion. The addition of FX and FX skills to a D20 campaign allows for entirely new systems for Divine and Sorcerous magic, as well as for those powers that can only be classified as straight out of the comic book genre. This text converts material from Beyond Science only. In converting skills, I have sometimes chosen to convert the Alternity Will stat to the D20 Wisdom statistic, and sometimes to Charisma, depending upon whether the skill seemed to require imposing ones will or upon understanding it.

Conversion

FX categories are as follows: Arcane Magic, Faith, and Super Power FX. In converting FX to D20, the FX categories should be converted into Metafeats. Metafeats (Arcane Magic, Faith, or Super Power Feat) allow for the purchase of FX Feats (to be listed) that are equivalent to the Alternity FX Broad Skills. Finally, in order to use these FX Feats, FX skills will be required. These FX skills will be equivalent to the FX Specialty Skills in Beyond Science. See Table One – Alternity FX to D20 Metafeats.

Table One – Alternity FX to D20 Metafeats	
Alternity FX	D20 FX	
Arcane Magic, Faith, and Super Power 
FX Categories	Arcane Magic, Faith, and Super Power FX Metafeats	
FX Broad Skills	FX Feats
	
FX Specialty Skills	FX Skills

In the Alternity system, FX skills are purchased with skill points. Because this conversion method replaces the FX Broad Skills with FX feats but converts FX Specialty Skills to FX Skills, it is assumed that only the FX Adept classes will be allowed to take the FX Metafeats, and thus the FX Feats. FX Skills will be bought with normal skill points.

In Alternity, FX are powered by FX Energy Points, derived from an FX Energy Pool that each character gains based on the level of the campaign as determined by the GM. For purposes of importing FX into a D20 campaign, I would suggest a variation of that practice. If a DM chooses to import FX, that DM must determine the level of his or her own campaign, be it realistic, heroic, or superheroic. (As an example, most D&D campaigns lie somewhere between heroic or superheroic, especially at high levels. Star Wars is most certainly superheroic. The Call of Cthulhu D20 game, despite the presence of hideous aberrations from beyond time and space, is on the line between realistic and heroic.) In a realistic campaign, it would make sense to limit FX Energy Pools to 1 point per Character Level. A heroic campaign should probably allow up to 5 points per character level, and a superheroic one could stand 10 points per character level (more, if the campaign was set in a particularly high-powered milleu) or so.

FX Adept Classes
The Arcanist
The Arcanist is the master of the Arcane Magic FX. Most arcanists specialize in one School of Arcane Magic (The Schools correspond to the various FX Feats for the Arcane Magic Metafeat…specializing allows one to develop high levels of skill in one specific School, instead of being a jack of all trades yet master of none.) The bonus feats the Arcanist gains at each level do not have to be spent on FX feats, but they can be. It's all up to the individual Arcanist.

Table 2 – 1: The Arcanist	
Level	Base Attack Bonus	Fort Save	Ref Save	Will Save	Special	
1	+0	+0	+0	+2	Arcane Magic Metafeat, First Arcane FX Feat	
2	+1	+0	+0	+3		
3	+1	+1	+1	+3		
4	+2	+1	+1	+4	Bonus Feat (Can be Arcane Feat)	
5	+2	+1	+1	+4		
6	+3	+2	+2	+5		
7	+3	+2	+2	+5		
8	+4	+2	+2	+6	Bonus Feat 	
9	+4	+3	+3	+6		
10	+5	+3	+3	+7		
11	+5	+3	+3	+7		
12	+6/+1	+4	+4	+8	Bonus Feat	
13	+6/+1	+4	+4	+8		
14	+7/+2	+4	+4	+9		
15	+7/+2	+5	+5	+9		
16	+8/+3	+5	+5	+10	Bonus Feat	
17	+8/+3	+5	+5	+10		
18	+9/+4	+6	+6	+11		
19	+9/+4	+6	+6	+11		
20	+10/+5	+6	+6	+12	Bonus Feat	

Abilities: Arcane Magic skills draw almost equally from Intelligence, Constitution and Wisdom.
Alignment: Generally speaking, the Arcanist tends towards Chaos, as they dabble in forces you'd rather they didn't.
Races: Any. Arcane Magic doesn't discriminate.
Hit Die: d4

Class Skills
Other than the Arcane Magic FX Skills (all of which are Class skills) the Arcanist uses the same Class skills as listed on page 53, Player's Handbook, for the Wizard. 
Skill Points for 1st Level: (3+Int modifier) x4.
Skill Points at Each Additional Level: 3 + Int modifier

Class Features
All of the following are class features of the arcanist.
Weapon and Armor Proficiency: Arcanists can pick any three weapons from the simple weapon category. They are not proficient with any type of armor or shields. However, unlike wizards, armor does not interfere with Arcane Magic FX.
Arcane Magic Metafeat: This feat allows the arcanist access to Arcane Magic FX. Without it, no further feats of this FX category could be selected.
Arcane FX Feat: The Arcanist can select one of the Arcane Magic Feats (Diabolism, Hemomancy, Hermeticism, Illusion, Mesmerism, Necromancy, or Pyromancy) at first level, allowing her to buy the FX Skills that will allow use of this feat. 
Bonus Feats: Arcanists gain Bonus Feats at 4th, 8th, 12th, 16th and 20th level. This bonus feats do not have to be spent on FX Feats, but they can be.

The Believer
Unlike the Arcanist, the Believer specializes in the Faith Metafeat and is essentially a channel for divine power. Also unlike the Arcanist, the Believer specializes in one Faith Feat after the Faith Metafeat and does not take another path…these are more than powers to be used, these are paths of devout worship or rigorous spiritual development, not to be mixed and matched.

Table 2 – 2 The Believer	
Level	Base Attack Bonus	Fort Save	Ref Save	Will Save	Special	
1	+0	+2	+0	+2	Faith Metafeat, Faith FX Feat	
2	+1	+3	+0	+3		
3	+2	+3	+1	+3		
4	+3	+4	+1	+4	Bonus Skill Points (To be spent on Faith FX Skills)	
5	+3	+4	+1	+4		
6	+4	+5	+2	+5		
7	+5	+5	+2	+5		
8	+6/+1	+6	+2	+6	Bonus Skill Points	
9	+6/+1	+6	+3	+6		
10	+7/+2	+7	+3	+7		
11	+8/+3	+7	+3	+7		
12	+9/+4	+8	+4	+8	Bonus Skill Points	
13	+9/+4	+8	+4	+8		
14	+10/+5	+9	+4	+9		
15	+11/+6/+1	+9	+5	+9		
16	+12/+7/+2	+10	+5	+10	Bonus Skill Points	
17	+12/+7/+2	+10	+5	+10		
18	+13/+8/+3	+11	+6	+11		
19	+14/+9/+4	+11	+6	+11		
20	+15/+10/+5	+12	+6	+12	Bonus Skill Points	

Abilities: Faith skills draw almost equally from Intelligence, Charisma and Wisdom.
Alignment: Any. There is a faith for almost any ethos.
Races: Any. Reverence knows no boundaries.
Hit Die: d6

Class Skills
Other than the Faith FX Skills (all of which are Class skills) the Believer's class skills depend upon the chosen Faith. 
Skill Points for 1st Level: (3+Int modifier) x4.
Skill Points at Each Additional Level: 3 + Int modifier

Class Features
All of the following are class features of the Believer.
Weapon and Armor Proficiency: Believers can pick any five weapons from the simple or martial weapon category. They can be proficient either with Armor and Shield, or with an additional weapon instead of either, or two in exchange for both.
Faith Metafeat: This feat allows the Believer access to his chosen Faith FX. Without it, no feats of this FX category could be selected.
Faith FX Feat: The Believer must select one of the Faith Feats (Alienism, Druidism, Hatire, Monotheism, Shamanism, Taoism, Voodoo) at first level, allowing her to buy the FX Skills that will allow use of this feat. Only one Faith FX can be selected.
Bonus Skill Points: These bonus skill points (Equal to Intelligence, Wisdom or Charisma bonus at that level, as chosen by the character) can be spent only on Faith FX skills. If the DM chooses, they can be spent on Faith FX from other Feat Categories if they make sense for the Faith FX of the character. (Example: A Believer who specializes in Voodoo FX could possibly buy the Exorcism skill from Monotheism, justifying it as an understand of how to convince Loa to leave a body. However, a Believer specializing in Alienism FX could not justify the purchase of the Not Doing skill from Taoism…the horrors from beyond space do not grant such balance.)

The Super Hero
Be they from another planet, bitten by irradiated arachnids, or born with altered DNA that grants them powers and abilities far beyond those of Mortal Man, Super Heroes are larger than life. Inspired by the comic book and depicted in such wide-ranging media as film, novels (Walter Mosley's Blue Light, or the Wild Cards series edited by George R.R. Martin) and Saturday morning cartoons, the super heroes powers are not derived from diabolical sources nor the will of the divine (well, not most of them…) but from inside. Unlike either of the other FX Adepts, Super Heroes are encouraged to be as diverse or as specialized as they choose to be. (And before you ask, no, Batman doesn't have this class. He's a multiclassed Fighter/Rogue with a lot of experience and ungodly stats.) Super Heroes should be taken with care…a campaign that allows them should be designed for their abilities.

Table 2 – 3 The Super Hero	
Level	Base Attack Bonus	Fort Save	Ref Save	Will Save	Special	
1	+1	+2	+0	+0	Super Power Metafeat, Super Power Feat	
2	+2	+3	+0	+0		
3	+3	+3	+1	+1		
4	+4	+4	+1	+1	Bonus Skill Points (To be spent on Faith FX Skills), Bonus Feat	
5	+5	+4	+1	+1		
6	+6/+1	+5	+2	+2	Bonus Feat	
7	+7/+2	+5	+2	+2		
8	+8/+3	+6	+2	+2	Bonus Skill Points	
9	+9/+4	+6	+3	+3		
10	+10/+5	+7	+3	+3	Bonus Feat	
11	+11/+6/+1	+7	+3	+3		
12	+12/+7/+2	+8	+4	+4	Bonus Skill Points	
13	+13/+8/+3	+8	+4	+4		
14	+14/+9/+4	+9	+4	+4	Bonus Feat	
15	+15/+10/+5	+9	+5	+5		
16	+16/+11/+6/+1	+10	+5	+5	Bonus Skill Points	
17	+17/+12/+7/+2	+10	+5	+5		
18	+18/+13/+8/+3	+11	+6	+6	Bonus Feat	
19	+19/+14/+9/+4	+11	+6	+6		
20	+20/+15/+10/+5	+12	+6	+6	Bonus Skill Points	

Abilities: The diversity of this class means that any ability could potentially be a good one.
Alignment: Any. Super Villains use the same class.
Races: Any. There are all sorts of heroes.
Hit Die: d8

Class Skills
Other than the Super Power FX Skills (which are all class skills) the Super Hero should select any five skills that fit his background/ origin story and declare them to be his class skills.
Skill Points for 1st Level: (2+Int modifier) x4.
Skill Points at Each Additional Level: 2 + Int modifier

Class Features
All of the following are class features of the Super Hero.
Weapon and Armor Proficiency: Super Heroes can be proficient in any Weapons and any Armor, including Shields. Some, however, will eschew all of them and depend upon their powers, which may provide protection or deal damage surpassing any such trappings could grant.
Super Power Metafeat: This is what makes the Super Hero super, allowing him to select Super Power FX Feats. 
Super Power Feat: At first level, the Super Hero can select one of the following Super Power Feats (Body Alteration, Brick, Chi, Energy, Metaconscious, and Movement), allowing him to select the FX Skills to use these powers.
Bonus Skill Points: At levels 4, 8, 12, 16 and 20, the Super Hero can spend an additional (1+Int, Cha or Wis modifier, selected at that level) points on Super Power FX Skills.
Bonus Feats: At levels 4,6,10,14 and 18, the Super Hero gains additional feats which can be spent either on Super Power Feats or others, depending upon his character conception. The DM is the final arbiter as to the selection of these feats, as they could easily unbalance a campaign.

Fx Metafeats
The three categories of FX translate into Metafeats, allowing for the later purchase of FX Feats based on those Metafeats, as follows. (After each Metafeat, a list of the FX Feats based off of it will be provided.)

Arcane Magic FX [Metafeat]
You can tap into Arcane energies.
Prerequisite: You must be a member of the Arcanist FX Adept class.
Benefit: You may take Arcane Magic FX Feats and learn Arcane Magic FX Skills.
Normal: Without this feat, one may not take the Arcane Magic FX Feats or learn the Arcane Magic FX Skills.

Diabolism [Arcane FX Feat]
This feat is focusing Arcane Magic for the purposes of summoning and controlling extradimensional entities…you know, demon worship.
Prerequisite: You must have the Arcane Magic FX Metafeat.
Benefit: You may learn Diabolism FX Skills.
Normal: Without it, you are not a Diabolist and have no access to the skills. Probably a good thing.

Hemomancy [Arcane FX Feat]
Simply stated, blood magic, capitalizing on the ancient arcane statement "The Blood is the Life." 
Prerequisite: You must have the Arcane Magic FX Metafeat.
Benefit: You may learn Hemomancy FX Skills.
Normal: If you don't have this feat, you are not a Hemomancer.

Hermeticism [Arcane FX Feat]
The alchemical magic of such masters as Hermes Trismegistus, Paracelus, the encoders of the Cathedral Texts.
Prerequisite: You must have the Arcane Magic FX Metafeat.
Benefit: You may learn Hermeticism FX Skills.
Normal: People who aren't Hermeticists don't cast Hermetic Magics. Sorry.

Illusion [Arcane FX Feat]
What you see is never what you get with the manipulation of light and sound known as Illusion Magic. Those who practice these arts use their own creativity to befuddle others.
Prerequisite: You must have the Arcane Magic FX Metafeat.
Benefit: You may learn Illusion FX Skills.
Normal: David Copperfield may claim to be an illusionist, but without this feat, he's limited to tricks and diversions.

Mesmerism [Arcane FX Feat]
Your will is my will. Your thoughts are my thoughts. The Mesmerist is the master of making minds malleable.
Prerequisite: You must have the Arcane Magic FX Metafeat.
Benefit: You may learn Mesmerism FX Skills.
Normal: Think hokey stage hypnotists. They should have taken this feat.

Necromancy [Arcane FX Feat]
Dead…I love…dead. Well, the Necromancer may not love the dead (that's just creepy) but he knows them well. Life energy and how it interacts with bodies (living or dead) is his to command.
Prerequisite: You must have the Arcane Magic FX Metafeat.
Benefit: You may learn Necromantic FX Skills.
Normal: Necromancers are an exclusive bunch…if you don't have this feat, you aren't in it.

Pyromancy [Arcane FX Feat]
"I am the god of Hell-Fire, and I bring you…!!!" Pyromancers are into fire, the same way arsonists are, except the Pyromancer can make it do anything. Anything.
Prerequisite: You must have the Arcane Magic FX Metafeat.
Benefit: You may learn Pyromancy FX Skills.
Normal: Pyromancers sneer at those folks who are forced to resort to crude chemicals. Without this feat, you must barbeque with lighter fluid like the rest of us.

Faith FX [Metafeat]
You can access miraculous power from some divine source.
Prerequisite: You must be a member of the Believer FX Adept class.
Benefit: You may take Faith FX Feats and learn Faith FX Skills.
Normal: Without this feat, a character has no access to Faith FX.

Alienism [Faith FX Feat]
You know those Things Man Was Not Meant To Know. You talk to them all the time. And they grant you power, in exchange for…well, all sorts of things.
Prerequisite: You must have the Faith FX Metafeat.
Benefit: You may learn Alienism FX Skills.
Normal: On the down side, when Wilbur Whatley comes to town, you have no idea what to do. On the upside, you don't end up in a rubber room talking about islands with non-Euclidean geometry.

Druidism [Faith FX Feat]
The wind. The water. The land. These are the forces of the Earth, your mother. They will do as you ask.
Prerequisite: You must have the Faith FX Metafeat.
Benefit: You may learn Druidism FX Skills.
Normal: Without this feat, it's just a pile of rocks to you.

Hatire [Faith FX Feat]
From out of the Star*Drive setting comes Hatire, the syncretic faith of technological rejection and alien revelation.
Prerequisite: You must have the Faith FX Metafeat.
Benefit: You may learn Hatire FX Skills.
Normal: Those of us who aren't the cosmic amish can use computers.

Monotheism [Faith FX Feat]
Basically, any one of a number of belief systems focused on the idea that there is only one God, and He/She/It is Good.
Prerequisite: You must have the Faith FX Metafeat.
Benefit: You may learn Monotheism FX Skills.
Normal: God shows His hand to very few. Without this feat, you aren't one of them.

Shamanism [Faith FX Feat]
Welcome to the Spirit World. It is a second home to you, and its denizens will listen to your words.
Prerequisite: You must have the Faith FX Metafeat.
Benefit: You may learn Shamanism FX Skills.
Normal: There is a world besides and surrounding this one, but only a few can see it outside of their dreams.

Taoism [Faith FX Feat]
Be, do not do. Act without thinking. Achieve te, and perfection will follow. I have no idea what that means, but someone with this feat does.
Prerequisite: You must have the Faith FX Metafeat.
Benefit: You may learn Taoist FX Skills.
Normal: Those of us who scratch our heads when reading The Tao of Pooh do not have this feat.

Voodoo [Faith FX Feat]
Ride, Legba, ride, on your favorite cheval! Voodoo allows one to know the Loa, and in knowing the Loa, to change the world.
Prerequisite: You must have the Faith FX Metafeat.
Benefit: You may learn Voodoo FX Skills.
Normal: Go read The Serpent and the Rainbow. That's what happens to people who don't have this feat when they mess with people who do.

Super Power FX [Metafeat] 
You can defy the limits of mere mortals and display superhuman power.
Prerequisite: You must be a member of the Super Hero FX Adept Class.
Benefit: You may take Super Power FX Feats and learn Super Power FX Skills.
Normal: Without this feat, a character does not have the ability to develop Super Power FX.

Body Alteration [Super Power FX Feat]
Your physical form obeys the stirrings of your will.
Prerequisite: You must have the Super Power FX Metafeat.
Benefit: You may learn Body Alteration FX Skills.
Normal: You can't stretch, turn intangible or grow bigger than a building. Don't even try.

Brick [Super Power FX Feat]
More powerful than a locomotive. Really.
Prerequisite: You must have the Super Power FX Metafeat.
Benefit: You may learn Brick FX Skills.
Normal:  You don't lift buses over your head. Bullets do not bounce off of you. Whatever does not kill you hurts you really bad.

Chi [Super Power FX Feat]
His fist…like unto a thing of iron! Chi powers are the kinds of things you read in certain martial arts comic books or see in movies like Big Trouble in Little China or Crouching Tiger, Hidden Dragon.
Prerequisite: You must have the Super Power FX Metafeat.
Benefit: You may learn Chi FX Skills.
Normal: Those of us who lack this feat tend to stay on the ground and off of the tops of trees when we get into fights.

Energy [Super Power FX Feat]
Building up, all around you, you feel it…a power surge! Think Human Torch, Lightning Lad, or Cyclops. You zap things.
Prerequisite: You must have the Super Power FX Metafeat.
Benefit: You may learn Energy FX Skills.
Normal: Seething cauldron of pure power? Nope. Try and stay away from anything radioactive, too.

Metaconscious [Super Power FX Feat]
Knowledge is power, especially when you develop metaconsciousness. Think Daredevil, or Doctor Doom, or Brainiac 5.
Prerequisite: You must have the Super Power FX Metafeat.
Benefit: You may learn Metaconscious FX Skills.
Normal: Please don't try and convince the alien supercomputer to destroy itself through logical argument or sense a blade of grass falling a city away without this feat.

Movement [Super Power FX Feat]
Faster than a speeding…well, you know. Soaring through the air, speeding on the ground, or walking on walls, this one is the one-stop shop for getting places.
Prerequisite: You must have the Super Power FX Metafeat.
Benefit: You may learn Movement FX Skills.
Normal: You'll be taking the bus.

FX Skills
FX Skills are required to use the various FX feats based off of the FX Metafeats. They are purchased with skill points just like regular skills, and have key abilities. They may not be purchased as cross-class skills, only as class skills. They may not be used untrained.

FX Skill ranks are directly related to how much power one can use. Duration, damage levels, and other specific effects are controlled by the rank of the skill. (Each skill has different effects linked to its skill rank, and such effects will be listed under each skill individually.)

FX Skills	
Skill	Base FX feat	Key Ability	Energy Cost	
Binding	Diabolism	Cha	1,2, or 3	
Black Warding	Diabolism	Wis		
Command	Diabolism	Cha		
Hellfire	Diabolism	Wis		
Rend the Weave	Diabolism	Wis		
Spiritwrack	Diabolism	Cha		
Summoning	Diabolism	Cha		
Tongue of the Damned	Diabolism	Cha		
Blood Debt	Hemomancy	Int		
Bloodlust	Hemomancy	Int		
Hunger	Hemomancy	Int		
Lifeblood	Hemomancy	Con		
Reciprocity	Hemomancy	Con		
Runs cold	Hemomancy	Int		
Stigmata	Hemomancy	Con		
Daedalus Improved	Hermeticism	Int		
Glamour	Hermeticism	Int		
Homunculous	Hermeticism	Int		
Ligature	Hermeticism	Int		
Shapechanging	Hermeticism	Wis		
Sleep of Morpheus	Hermeticism	Int		
Transmutation	Hermeticism	Int		
Clamor	Illusion	Wis		
Conceal	Illusion	Int		
Everyman	Illusion	Int		
Moving Pictures	Illusion	Wis		
Programmed Response	Illusion	Int		
Static Image	Illusion	Wis		
Befriend	Mesmerism	Cha		
Confuse	Mesmerism	Wis		
Dominate	Mesmerism	Cha		
Emotion	Mesmerism	Cha		
Encourage	Mesmerism	Cha		
Forgetfulness	Mesmerism	Cha		
Hypnotize	Mesmerism	Cha		
Mindshatter	Mesmerism	Cha		
Animate Dead	Necromancy	Int		
Energy Drain	Necromancy	Con		
Fortitude	Necromancy	Con		
Haunt	Necromancy	Int		
Knit Wounds	Necromancy	Int		
Mummy's Curse	Necromancy	Con		
Speak With Dead	Necromancy	Int		
Steal the Soul	Necromancy	Con		
Cloak of the Phoenix	Pyromancy	Con		
Firey Bolt	Pyromancy	Wis		
Fire Wall	Pyromancy	Wis		
Flame Gauntlet	Pyromancy	Con		
Immolation	Pyromancy	Wis		
Incendiary seal	Pyromancy	Wis		
Storm of Flames	Pyromancy	Wis		
Bend Space	Alienism	Int		
Circle of the Thousand Broken Angles	Alienism	Cha		
Dirge of the Null Mind	Alienism	Cha		
Gibbering Larvae	Alienism	Int		
Eyes of the Dark Ones	Alienism	Cha		
Life Siphon	Alienism	Int		
Tongue of the Infinite Stars	Alienism	Int		
Call the Sky Father	Druidism	Int		
Child of the Earth Mother	Druidism	Wis		
Kinship of Beasts	Druidism	Wis		
Life Endures	Druidism	Int		
Surge of Greenery	Druidism	Wis		
Voices in the grass and sky	Druidism	Int		
Wield the ley line	Druidism	Int		
Body and Soul	Hatire	Wis		
Disrupt Technology	Hatire	Cha		
Heart of the Cosimir	Hatire	Wis		
Reward of Toil	Hatire	Wis		
Righteous Wrath	Hatire	Cha		
Swords into Plowshares	Hatire	Cha		
Aura	Monotheism	Cha		
Blessing	Monotheism	Wis		
Cure	Monotheism	Wis		
Demon ward	Monotheism	Wis		
Exorcism	Monotheism	Wis		
Guidance	Monotheism	Cha		
Signs and Portents	Monotheism	Cha		
Vision	Monotheism	Cha		
Animal voice	Shamanism	Cha		
Dreamwalking	Shamanism	Wis		
Ghost dance	Shamanism	Cha		
Guide my hand	Shamanism	Wis		
Hunter's Stare	Shamanism	Wis		
Spirit of the beast	Shamanism	Wis		
Trance visions	Shamanism	Cha		
Venom Spirit	Shamanism	Cha		
Confidence	Taoism	Wis		
Embryonic Breathing	Taoism	Wis		
Energy Spiral	Taoism	Cha		
Interior Alchemy	Taoism	Cha		
Not doing	Taoism	Wis		
Peace	Taoism	Cha		
Permeation	Taoism	Wis		
Talisman	Taoism	Cha		
Ayza's Juju	Voodoo	Cha		
Erzuli's Fetish	Voodoo	Wis		
Gris-gris	Voodoo	Wis		
Helpful possession	Voodoo	Cha		
Legba Rides	Voodoo	Cha		
Loa of Healing	Voodoo	Wis		
Negate the Spirit	Voodoo	Wis		
Extra Limb	Body Alteration	Wis	Active or 1	
Growing	Body Alteration	Con		
Invisibility	Body Alteration	Cha		
Phasing	Body Alteration	Cha		
Shapeshifting	Body Alteration	Con		
Shrinking	Body Alteration	Con		
Stretching	Body Alteration	Con		
Body Armor	Brick	Con		
Impact Conversion	Brick	Con		
Invulnerability	Brick	Con		
Life Support	Brick	Con		
Super Constitution	Brick	Cha		
Super Strength	Brick	Cha		
Danger Sense	Chi	Wis		
Focus	Chi	Wis		
Healing	Chi	Wis		
Mighty Leap	Chi	Str		
Power Climb	Chi	Str		
Power Strike	Chi	Wis		
Energy Blast	Energy	Cha		
Energy Control	Energy	Cha		
Energy Field	Energy	Cha		
Energy Resistance	Energy	Con		
Energy Sheath/Form	Energy	Cha		
Genius	Metaconscious	Int		
Hyper Learning	Metaconscious	Int		
Super Intelligence	Metaconscious	Int		
Super Charisma	Metaconscious	Cha		
Super Wisdom	Metaconscious	Wis		
Superior Senses	Metaconscious	Int		
Flying	Movement	Cha		
Fusillade	Movement	Con		
Lightning Speed	Movement	Con		
Power Swimming	Movement	Con		
Teleportation	Movement	Cha		
Super Dexterity	Movement	Dex		
Wallcrawling	Movement	Dex