Unless you were playing dark siders.  But Jedi making frenzy checks and going into hunger frenzies would be hilarious!  Especially how the predator's taint rules simulate Luke's meeting with Yoda on Dagobah.<br/><br/>Anyway, I like the idea of a fallout style game set in 1950, but with a happier attitude.  Here's a list of descriptors I feel like allowing for the game:     (Every power will require at least one descriptor, which are important for affecting the way the power works, and how the power can be countered; note that no two descriptors are neccisarily mutually exclusive, so you could have a magical atomic power, or an invented psionic power quite easily.)<br/><br/>Origin:<br/><br/>Alien: Alien powers are a result of alien genetics, technology, or experimentation.  They are often overwhelmingly powerful.<br/>Magic: Magical powers are extremely uncommon, and typically come from legendary sources.  Many aliens are immune to magic.<br/>Nuclear: Nuclear powers are the most common, and are caused by radioactivity induced mutations.<br/>Invented: Invented powers come from advanced technology, including gadgets, robots, and unreliable super soldier serums.<br/>Training: Training powers aren't powers at all, simply remarkable human abilities.  Training powers are always able to be innate.<br/><br/><br/>Source:<br/><br/>Atomic: Atomic powers are essentially similar to nuclear powers, using the power of the atom for their effect.  Radiation can affect the reliability and effect of such powers greatly.<br/>Biological: Biological powers are a consequence of their user's biology.  They are likely to be innate, and tend to function best when the user is healthy.<br/>Extradimensional: Extradimensional powers come from other realms of existance, and can be affected by sunspots and dimensional maelstroms.<br/>Psionic: Psionic powers come from the mind.  Strange effects can happen if a large number of psychics gather in one place.<br/>Technological: Technological powers come from machinery of some kind, and are typically removable unless they represent cybernetic enhancements.<br/><br/><br/>Medium:<br/><br/>Acid: Acid is often effective in attacking objects, and acid powers typically leave lingering damage of some kind.  It is countered by earth or water, depending on strength.<br/>Air: Air is rarely used in attack powers, but can often help counter pestilence, fire, and vacuum powers.<br/>Bludgeoning: Bludgeoning powers are often quite effective on the undead.   Low velocity bullets are considered bludgeoning.<br/>Chemical: Chemical powers work better when large amounts of chemicals are present, and can help counter life powers.<br/>Darkness: Darkness powers are effective at countering light powers, and can lower lighting levels in the area when used.<br/>Death: Death powers counter life powers, and are capable of disenfecting areas and killing small animals when used.<br/>Earth: Earth powers are effective at countering fire and electricity powers, as well as often being effective against slashing powers.<br/>Electricity: Electricity powers function better when a conducting medium is present, and can often be boosted with additional electricity.<br/>Fire: Fire powers are effective at countering water powers, and can start secondary fires when used.<br/>Gravity: Gravity powers are effective at countering earth powers, and can help restore normal gravity in altered gravity conditions.<br/>Ice: Ice powers are more effective on wet targets, and counter fire and water powers.<br/>Life: Life powers counter death powers, and can make plants grow or cause spontaneous healing or fertility when used.<br/>Light: Light powers counter darkness powers, and can make an area brighter when used.<br/>Mirror: Mirror powers rely on reflective surfaces, and can counter light and darkness powers.  Mirror powers are countered by ice or darkness.<br/>Piercing: Piercing powers are effective at damaging heavily armored targets.  High velocity firearms are piercing attacks.<br/>Pestilence: Pestilence powers rely on living beings to take effect, and often attract rats, flies, and other vermin.<br/>Radiation: Radiation powers can affect nuclear powers, and are also effective at countering pestilence powers.<br/>Slashing: Slashing powers are effective at damaging lightly armored targets.  Many swords and knives are slashing.<br/>Sonic: Sonic powers rely on destructive sound waves.  They can cause deafness in victims, but are useless in a vacuum.<br/>Vacuum: Vacuum powers destroy air.  They can cause suffocation if overused, and counter air and sonic powers.<br/>Water: Water powers cause wetness when used, and can counter fire and some acid powers.