Acquiring Powers:
You need to ingest bodily fluids of a superpowered individual. Superpowers derived from technology, (Iron Man, cyborgs, etc) are not acquirible, and powers derived from other individuals (divine-origin powers, for instance) take about twice as much fluid to absorb.
Powers cannot be absorbed in full from a simple drop of saliva. They are typically gained bit by bit:
Fluid | Trace | Sip | Mouthful | Glass |
Blood | 1d2 | 1d8 | 2d10 | 3d12 |
Cerebrospinal Fluid | 1/1d3 | 1d4/2d4 | 2d6/5d6 | 3d8/10d8 |
Saliva | 1 | 1d3 | 2d4 | 3d6 |
Sweat | 1/1d4 | 1d3/1d8 | 2d4/2d10 | 3d6/3d12 |
Tears | 1d2 | 1d6/2d4 | 2d8/4d6 | 3d10/9d8 |
Cerebrospinal fluid is more efficient at absorbing mental powers.
Sweat is more efficient at absorbing physical powers which are not specifically associated with specific body parts.
Tears are more efficient at absorbing emotional powers.
This percentage is divided among various categories, such as Strength and Reliability. For instance, if you have the Super Strength of Redthunder, who is as strong as four and a half men, at 10%, you could have 1/10 Strength, making you about a third stronger. If you have telepathy at 5%, it could have Strength at 3/4 and Reliability at 1/15, meaning that you would fail to read minds or whatever most of the time.
Various powers can be gained from different individuals, and they stack. In addition, you can gain multiple powers from the same individual.
Skills:
Skill rolls are on a d20.
Untrained skills are at -5. Knowledgeable skills are at -3. Inexperienced skills are at -1. Experienced skills are at +1 per "level" of experience--if your Firearms skill is Experienced III, you have a +3 bonus to Firearms rolls.