Version 1.4 Mechanics Beta

Hello Power Outage Players!

I am diligently working on Power Outage version 1.4, and hope to have a printable product out by the Winter Holiday Season!  In the interim, some of the player playing version 1.3 are welcome to try out the mechanics for version 1.4 early!  There are some big changes to game play, but overall the experience should feel similar.  As always the Powers are continuously updated on the website, so check back when creating new characters!

Version 1.4 is set to have over double the content of 1.3, and will be available in both digital and print formats.  It will also feature the artwork of Abhishek Ghimire, a fantastic character creator!

Look for more updates soon!


Version 1.4 Mechanics


Impact (IMP) – Non Powered often Humanly Acts

Combat – Ability to Punch/Kick

Skill Checks – Strength, Endurance, other Humanly Physical Acts

Social Checks – Ability to convince, through threat or persuasion


Power (POW) – Powered often SuperHuman Acts

Combat – Ability to use a specified Power that requires a roll

Skill Checks – Extrasensory skills, detecting traps/danger, finding things

Social Checks – Heroic Knowledge and Skillsets, Assistance from GM


Ohmer (Ω) – Ability to Resist Impact, Powers, Effects (Your resistance or Armor)


Yield Points (YP) – Numeric value amount before requiring you to Yield in any engagement



Using IMP – Kick or Punch – Can be done unlimited amounts of times

Roll D20 + IMP must be >= Targets Ω

Effect: Level 1-4 : 2 or 1D4 to targets YP

Level 5-9 : 4 or 1D8 to targets YP

Level 10-14 :  6 or 1D10 to targets YP

Level 15-19 : 8 or 1D12 to targets YP

Level 20 : 12 to targets YP


Using POW – Use of a Power the requires a Roll – Can be done 5 times per Battle before having to re-energize

You can use each of the powers you have access to, or use a single power multiple times. There is no limit.

Roll D20 + POW must be >=  Targets Ω

Effect: Activate the effects of specific Power (May require additional rolls for YP or Effect)


Using Ohmer – When target attacks your Ohmer, they must be at or higher than your current Ω


Using Yield Points – Reduces from attacks after Ohmer is met or surpassed. You gain more yield points as you level


Rounds of Combat

Combat occurs in battles, broken up into rounds. Each side Heroes or Villains go together as a group. Determination on which group goes first is situational, and have consequences either way, as determined by DM or in extreme cases, games of chance. So on your round, you position your hero either toward or away from a combatant, and use standard actions that are in range of effect. Once your group is done with their turns, the opposing group takes their actions. You continue back and forth until 1 side completely yields, or until another method of determining an end to combat is met.


There are 3 Actions for each player/character per round

  1. Free Actions – Are unlimited within reason and are any actions that assist in roleplay, scene setting, or communication
  2. Travel – Movement in any direction, or standing from being knocked down. Travel speed set at outset of creation
  3. Standard Action – Are any combat action (IMP/POW), or defined important physical or mental activity, as well as defined Other Standard Actions. They’re primarily identified by the GM. (Solving a puzzle, pulling a lever, breaking a door down, etc..  


Other Standard Actions

Other defined standard actions are as follows

Regenerate – Roll 1D20 >= 10 and recover 1D6 Yield Points for oneself, or gain +2 on qualifier roll (d20) when healing a friend.

Energize – Take half damage, No Attack for 1 round, and on next roll as a free action 1D4 to gain back that many Power Uses (1D6 at level 5, 1D8 at level 10, 1D12 at level 15, and 1D20 at level 20)

Super Energize – Take half damage, No Attack or movement for 2 rounds, and on the next round gain full value of level power (4 until level 4, 6 from level 5-9, 8 from level 10-14, 12 from level 15-19, and 20 at 20)

Order within Groups

Group members can determine turn amongst themselves or choose to attack jointly

Joint Attacks can be set to a difficulty in achievement determined by the GM

Easy – Each player adds an additional +2 to the attacks qualifier roll (d20) Only successful attacks land

Moderate – Half or More than Half of the attackers must succeed in attack or everyone fails

Hard – Every attacker must succeed or the entire joint attack fails



Base stats for characters are 2 IMP, 2 POW, 10 OHM, 10+1D6 YP, 4+1D4 Travel

At levels 1, 3, 4, 7, 9, 11, 13, 15, 17, and 19 – Add 2 points to either IMP, POW, or OHM stats. You can double down.

Create 5 powers by applying your own flavor text to powers from the tables.  At level 3 you can trade powers for different leveled Powers increasing to your max 6 powers. You can drop a Combat Power for a higher level power of a different level. For supportive or Utility Powers, you must have the prerequisite power before taking on the new form.  You can ever only have 6 powers at max.



Powers have been updated and are available here

Powers listed on the website will always be the more up to date powers, as they modify based on community response

Level 2 Utility and Support Powers require you be level 5 or higher


Power Craft

You can combine Powers from tables to form a single power, but that takes away from the enjoyment of challenge.

So when crafting take these cautionary suggestions into account

  1. You should avoid combining more than 2 powers, and damage should be selected from 1, not a sum of both.  
  2. You should not exceed combining 3 powers, and if going as high as 3, it’s preferable that only 1 power be combat
  3. Power Craft is designed to achieve the aesthetic of the player more so than creating unbeatable heroes.  Discuss power craft and come to an agreement with the GM. If a Power Craft is too powerful, consider making it cost 2 power uses.




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