Powers define your character's heroic abilities. Anytime your character does something that exceeds the capabilities of an average person, it's done with an power, whether its simply damage, or grabbing them with a tail, or healing them with nano-bots. Effects are presented as mechanics, without flavour text, allowing the same Effect to task as both a Fireball and a Flamethrower, or as Scrying and a spy satellite.
Powers come in two different categories, Feats, and Effects. Feats are powers that are 'always on' and can be used at will. The various applications are discussed in the Feats themselves. Effects can be used on either yourself, or another person, but must be activated in order to be used.
Effects must be activated and require a check if they are affecting enemies, or if they have a negative effect. Effects that only target yourself, or have a positive effect do not require a check. If a power has an extended duration, activation requires the character to use an action, but deactivation does not. Each individual power will specify the type of target(s) on which it may be used.
Note: Since there are multiple effects that could result from both physical and mental sources (e.g. Immobilise could be explained as physical restraints such as roots, or as a mental compulsion to remain still) the players description of the attack will determine if a Mental save of Physical save should be used. The player should make this distinction when selecting the power. Effects that have an obvious mental-only application, or physical-only, cannot be combined in the same power. Damage can be added to any power.
SOURCES OF POWER
The source of a character's power varies widely from genre to genre. In a modern spy game, the character might not have powers at all, but instead can perform astounding talent with a gun. In a fantasy setting, a mage might use a wand or a gesture to cast a spell. Because of this, when selecting a power it is important to determine the source of that power. Each power must either have a material component, a verbal component, or a somatic component.
- A material component might be a gun, a holy symbol, or a pinch of sulfur. If the item is missing or taken away from the character, the power cannot be activated.
- A verbal component might be a secret word, a command given to a robot, or the scream of a martial artist. If the verbal component cannot be spoken and heard (even if only heard by the character activating the power) then the power cannot function.
- A somatic component is a gesture or other movement, however simple or complex, that must be completed in order to activate the power. In the case of not needing any special source, such as throwing a punch, a somatic component should be selected. If the movement cannot be made, the power cannot be activated.
POWER TYPES
ALTER
Change powers affect the properties of some creature, thing, or condition.
ENCHANT
Enchantments affect the minds of others, influencing or controlling their behaviour. All enchantments are mind-affecting spells.
EVOCATE
Evocations manipulate energy or tap an unseen source of power to produce a desired end. In effect, they create something out of nothing. Many of these spells produce spectacular effects, and evocation spells can deal large amounts of damage.
PROTECT
Protection powers create barriers, negate abilities, harm trespassers, or even banish the subject to another plane of existence.
SENSE
Sight powers enable you to deceive the senses or minds of others, learn secrets long forgotten, to predict the future, to find hidden things, and to foil deceptive spells. They cause people to see things that are not there, not see things that are there, hear phantom noises, or remember things that never happened.
TRAVEL
Travelling powers let creatures more move freely than they normally could. Alternatively, some powers reduce creatures movement ability.
EFFECT TYPES
Each time you gain a new power selection, you must select either from a Static Effect, or a Fluid Effect. Both types of Effects default to Melee attacks, with a maximum of one target, unless Advantages are selected.
STATIC EFFECTS
If you choose a Static Effect, select a number of Components, Shapes, Advantages, and Disadvantages that total your maximum component number. For instance if your maximum component number is 7, you could select 7 Components, or you could select 5 components, 3 advantages, and one disadvantage (since a disadvantage gives you one extra selection). This static effect is usable once per encounter, plus an additional use for each time you have selected the Repeatable Advantage. When you wish to activate the Effect, simply announce it and select the target(s) that it will attempt to affect. You will use your Ranged or Melee attack. This style favours characters who want large, hard-hitting attacks, and then want to finish off foes with their Inherent Powers.
FLUID EFFECTS
Instead of selecting components, you may instead choose a type of power. You can combine any components you like as liong as the effects fit the theme of the type of power you have chosen (e.g. Heal may only be used with Life Power). Once you have selected the components required, make a power roll with a TR equal to the cost of the components +5. See the Power skill for more details.
EFFECT LISTINGS
The following template is used for listing Effects.
POWER NAMEPrerequisite: Powers required to select this power. Limitations: A description of the limitations. Special: A description of any special rules. ADVANTAGESADVANTAGEA description of the Advantage. DISADVANTAGESDISADVANTAGEA description of the Disadvantage. |
The following advantages and disadvantages may be assigned to any Effect. The GM may disallow any combination of Effects that seems inappropriate. Each advantage assigned to a power counts as one component.
ADVANTAGES
AFFECTS INCORPOREAL
This effect will affect characters that are currently astral or incorporeal as if they were solid.
AUTO-FIRE
The attack consists of a burst of multiple shots like a machine gun or rapid sequence of energy bolts. Instead of scoring one hit when an attack is successful, the attacker scores hits (minimum of one, maximum of five) equal to the difference between his or her final to hit roll (including all modifiers) and the target's defence roll (including all modifiers) divided by five, rounded down. For example, if a character (with a final hit roll result of 27) attempts to hit a target who rolls a final defence value of 16, he or she would score 2 hits (27 - 16 = 11; 11 ÷ 5 = 2.2; round down to 2). Each hit delivers separate damage (important when considering Armour and Force Fields). Bonuses from Boost Damage and critical hit multipliers are only applied to the first hit in an Auto-Fire burst — all others only inflict the normal damage.
CONCEALABLE
This option is only available for Hand-Held weapons, mecha weapons, or personal gear. Such weapons are normally assumed to be visible — a weapon built into a mecha has obvious barrels or gun ports, for example. A Concealable weapon is not so obvious; it may be retractable or be disguised as something else. If built as a Hand-Held Weapon or Personal Gear, this means it is small enough to be used with one hand and concealed under clothing. Most pistol-sized or knife-sized weapons are Concealable. For more cinematic games, larger weapons such as swords and machine guns can be designed as Concealable as well.
CONTAGIOUS
Some of the power's damage or other effects will be passed on to others who touch (or otherwise contact) a victim. If mildly contagious, not everyone will be infected; a prospective victim must fail a Physical defence versus a TR 15 + Rank of Special Attack to be affected. Secondary targets take half damage from any damage done by the Effect, and must make a successful defence in order to stave off any non-damage effects, but receive a +2 to the required defence checks.
Each day after a successful attack, for a period lasting one week per rank of Contagious, the target must make a Physical defence or suffer any non-damage effects of the power again. Loss of Hit Points may be healed through rest or a Heal effect, but the Contagious effect can only be removed using the Cleanse ability. Each time after the 1st save attempt the target gains a +2 cumulative bonus to the save attempt.
HOMING
The attack or weapon fires a projectile or energy bolt that can track and follow its target. If the attack misses, the weapon will return to try again (only one more time) in the next combat round. A Homing attack is vulnerable to Sensory Block, however. This may be used with ranged powers only.
INDEPENDENT
This type of attack continues functioning on its own and does not need a Concentration check. It cannot however be deactivated by the caster, and can affect allies as well as opponents. The Power remains Active until the end of the Encounter, or until another Power Cancels it. This Advantage does not extend Damage Components.
INDIRECT
The weapon can fire shots in a high ballistic arc. Examples include grenade launchers and artillery guns. This allows the attacker to shoot at targets hidden behind buildings, hills, or other obstacles (or even shoot over the horizon, if the Long Range Ability is also assigned). Indirect fire is tricky, however. To effectively fire at an indirect location, the attacker must be able to “see” the target (sensors can be used), or someone else must spot the target and relay its position to the attacker. Indirect fire results in a -2 penalty to the attack roll with an additional -6 penalty if the target cannot be physically seen by the attacker (for a total of -8). This may be used with ranged powers only.
NO REGENERATION
The damage from the attack cannot be restored as well using the Healing or Regeneration Abilities but can recover or be repaired with rest. Damage taken from this attack cannot be healed, and can only regenerate at half the normal rate. (Regen of 1/round does not regenerate at all.) If taken twice the Effect becomes Incurable. If Incurable, the attack produces wounds or other effects that do not heal naturally, and are incurable by normal methods. Rather than recovering at a normal rate or being amenable to standard medical treatment, recovery cannot take place until some exotic event or treatment has occurred. This treatment can be depicted by the Cleanse ability. In any setting with divine abilities, those having that type of ability are often able to Cleanse. In any setting with readily available disease care, doctors working in hospitals are often able to Cleanse.
PENETRATE
Each time Penetrating (Armour) is selected, Armour stops 5 less damage than normal from the attack (up to the Armour’s maximum rating). Each time Penetrating (Force Field) is assigned, the Force Field takes two points of damage for each point of damage dealt normally by the attack (up to the Force Field's maximum rating). Spillover damage only hits the target if the force field would not have stopped it without the effects of Penetrate.
ONGOING
This effect causes the target to take an additional damage on subsequent rounds. Damage is dealt as normal, but targets affected take additional damage each consecutive round, halving the number of damage dice each round until it reaches 1d6. After this, the target continues to take 1d6 damage per round. A physical save ends the effect.
REPEATABLE
Static Effect Only. Each time this advantage is selected, a character may use a Static Effect one additional time per encounter.
RELIABLE
A power with the Reliable Advantage may be immediately activated again if the power misses all targets. The second activation will not trigger another activation.
SUSTAINED
This type of effect continues as long as the character can make a Concentration check each round equal to the cost of the Power. Each round after the first check is made imposes a -1 penalty to the check. This Advantage does not extend Damage Components (See the Ongoing Advantage under Damage). If it is, the damage continues at its original level as long as the power is Sustained. Each time after the first that this Advantage is selected adds a +1 bonus to Concentration checks made to sustain the power.
TRIGGER
Trigger can be used in one of two ways, either as a trap, or as a contingency spell. For instance, the trigger lays a mine, booby trap, or some other similar device, which “sits and waits” until someone or something triggers it. Conditions for triggering must be chosen at the time the effect is activated A successful Spot Skill check (TR 10 + Rank of Trigger) will reveal the trigger's presence. Alternatively, the trigger could activate when certain conditions are met, such as a healing surge, designed to heal the character as soon as the character's Hit Points reach a certain level.
UNDETECTABLE
Most powers have a visible component that makes it easy for targets to determine who is attacking them. An attack with the Undetectable Advantage does not provide any indication that it is about to strike and cannot be traced back to the attacker using normal methods. This may result in the attacker gaining surprise (target is flat-footed).
DISADVANTAGES
Some, none, or several of these Disadvantages may be assigned to a power. The GM may disallow any combination that seems inappropriate. Disadvantages may not reduce an Effect's cost by more than half.
BACKBLAST
This Ranged attack produces some sort of backblast or other side effect that affects anyone or anything standing directly behind the attacker (within 5 feet). The damage of the backblast is normally one quarter the damage of the actual attack. If this Disadvantage is taken twice, it affects everyone in a 5-foot radius around it, including the attacking character (unless he or she also has Immunity to one’s own attacks).
BACKLASH
Linked to a power that requires a check to activate (GM’s discretion). The character suffers from an unfortunate side effect whenever an associated Ability fails to work. If the character fails his or her check when using the power, the character is hit with the energy or essence that would have powered the power use. The character suffers half the damage, or has to make a save against other effects with a +2 bonus to the save.
DEPENDENT
The character cannot use the chosen power without first using a prerequisite power. Examples of the Dependent Defect include: a character who can fly after activating his Force Field (Flight dependent upon Force Field), a character who gains additional Armour when invisible (Armour dependent upon Invisibility), a character that can run much more quickly after stretching his or her legs and growing (Speed dependent upon Elasticity and Size Change), etc. The player must justify the Dependent Defect to the GM to avoid silly combinations. By taking this defect on several powers, a character can create a chain or combo attack. Each time this disadvantage is selected after the first, another prerequisite power is required.
If the character uses a prerequisite power and then uses a non-prerequisite power, the dependent power cannot be used. If a character has a power that is dependent on more than one power, any of the powers count as a prerequisite. Inherent powers cannot be used as prerequisite powers.
DROP SHIELDS
This Disadvantage can only be taken if the character also is able to activate the Protection power on himself. It requires the character to deactivate all Protection before using the attack, and they must remain down until the character’s turn to act on the following round.
INACCURATE
This Area of Effect attack is not as accurate as normal ones, and imposes a -4 penalty to all attack rolls. If this attack misses, roll 1d8 to determine the direction in which the attack misses (1 – North; 2 – Northeast; 3 – East; 4 – Southeast; 5 – South; 6 – Southwest; 7 – West; 8 – Northwest) and move the area of effect a number of squares equal to the difference between the attack roll and the defence roll.
INTERNAL
The attack is only usable inside a specific mech or other structure. This may represent a mech's built-in internal security systems or an attack for which the character draws power from a mechanism inside and channels it through his or her body.
LIMITED
The character can only use a specific Effect occasionally. This may result from a need to recharge the Ability (or a device), an incredible drain on the character’s internal reserves, or a different form of limitation. A Static Effect with this Disadvantage can be used only once per day, rather than once per encounter. A Fluid Effect with this Disadvantage can be used only once per encounter.
LOW PENETRATION
The attack has an inferior ability to penetrate Armour and Protection relative to its damage. Examples include shotgun blasts, hollow-point bullets, or phased plasma guns. Any Armour or Protection effect is considered to be one rank higher for each time this Disadvantage is chosen. This Disadvantage is incompatible with the Penetrating Advantage. GMs must approve powers with multiple assignments of Low Penetration.
ONLY IN SPECIFIC ENVIRONMENT
The attack or weapon can only target objects that are on or in a particular limited environment, for example, “only in water” (representing a torpedo) or “only in space” (representing a powerful weapon that requires a vacuum to work). The environment should not be one that is ubiquitous in the campaign (for example, “only in air” is not valid unless a lot of the game action will take place in airless environments).
SELF-DESTRUCT
Use of this attack destroys the weapon (characters obviously assign this Disability to themselves very rarely). This Disability is usually combined with Melee and Area-Effect to represent an explosive self-destruct system. It may not be combined with Limited Uses.
SLOW
The attacker must use one combat action to aim, charge, chant an incantation, load the weapon, or perform some other necessary activity before each attack. The Slow Disability can be taken more than once to represent an attack that takes even longer to initiate. Assigning it twice increases the time to three rounds; three assignments increases the time to 10 rounds (about a minute); four increases the time to two-six hours; five increases the preparation to days.
ROOTED
The attack cannot be used while the character is moving (or if a mech weapon, while the mech is moving under its own power). This could be due to a need for precise aim or total concentration. The weapon might also require all power to be diverted to its energy supply, or might be static because of recoil, or another reason. The character is considered flat-footed while preparing to fire the attack.
STOPPABLE
The attack fires a projectile or energy bolt that is either massive enough or slow enough to be shot down and does not reach the target until the beginning of the player's next turn. Consequently, the attack can be stopped in mid-flight. A cannon shell would probably not qualify, but a missile or plasma-ball might.
Anyone with an unused combat attack action during the same round may make a ranged attack against the projectile. To stop the attack, a successful hit (or hits) must deliver at least 3 points of damage for every 1 Character Point the Effect cost. Stoppable may be purchased more than once to reflect an attack that takes even longer to reach the target. Assigning Stoppable twice increases the time to reach the target to two rounds; each further assignment doubles the transit time. Slow moving missiles and plasma bolts are examples of attacks that might have Stoppable two or three times.
TOXIC
The attack is a gas, toxin, biological weapon, sound, radiation, or other harmful effect that only damages living things. Non-living material (such as most mecha) or characters that have the appropriate Adaptation are immune to its effects.
UNCONTROLLABLE
Any attacks with this disadvantage must operate at its maximum level. Damage and effects cannot be reduced by the character activating the power.
UNRELIABLE
Any time this attack is used and the unmodified attack roll is eight or less, the attack fails to take place and the weapon or power burns out, jams, overheats, or otherwise malfunctions. The power will not work again until some condition is fulfilled. For example, repairing a mech weapon requires a skilled individual to make a successful Devices check (one attempt each round), and while the character is making repairs, he or she cannot carry out other activities. The same could apply to a magical attack with a Knowledge check needed to remember the correct words. Other remedies might be appropriate for recovering different attacks (for example, a dragon whose breath weapon has “burned out” might have to eat a hearty meal first).
ADAPTATION
Targets: Ally (Encounter)
The character is adapted to 1 environment per time this ability is chosen. (This ability may be selected multiple times.)
The character can adapt to survive in a number of environments hostile to ordinary humans equal to his or her Adaptation Rank. Examples of hostile environments include acidic/basic liquids, extra dimensional, extreme pressure, intense cold, intense heat, noxious gases, radiation, underwater (the ability to “breathe” water), and vacuum (low pressure, not the absence of air). Adaptation does not apply to non-human characters whose natural environment is not the Earth’s atmosphere (such as a mermaid living in the ocean). In these cases, the character must assign Adaptation (Earth Atmosphere) to survive in normal human environments.
If a category is selected once, the character is partially resistant; if selected twice, the character has complete or enhanced resistance. Several examples of Adaptations and their effects are shown. The GM and players are encouraged to develop their own as well.
| Effect | Selected Once | Selected Twice |
|---|---|---|
| Ageing | Ages slowly | Does not age |
| Breathing | Survive in low-pressure environment | Does not breathe |
| Hunger | Need to eat once every 2-4 days | Never need to eat |
| Pain | Unwanted sensation is reduced (+3 Saves) | No pain is felt |
| Sleep | Sleep once every 3-7 days | Never need to sleep |
| * Other Adaptations other than those listed require GM approval. | ||
ALTERNATE FORM
Targets: Ally (Encounter), Enemy (Encounter, Save Ends)
The character’s alternate form is built from 2 Character Points per Rank
A character with Alternate Form uses an action to transform quickly into one other specific form that is determined during character creation and approved by the Game Master. Once selected, the form cannot be altered. Alternate Form allows the character to possess a radically different body shape than his or her normal human form, and exhibit exotic physical features as well.
If a character only has a single, permanent, non-human form, this Attribute should not be applied. Instead, the character must acquire the relevant Abilities and Defects that best represent the form’s capabilities. A character with several different Alternate Forms should assign this Attribute multiple times. The Abilities gained in the character’s Alternate Form obviously cannot be Dependent upon the Alternate Form Attribute. Different Alternate Forms can be built with different Attribute Ranks as well.
The character loses all Abilities, Attribute Ranks, and Skill Ranks associated with his or her regular form. The newly acquired powers and feats replace the character’s normal form. Unless the GM indicates otherwise, normal clothing becomes part of the Alternate Form as well.
This power may be selected multiple times. Each time this ability is selected after the first, the character may make a new form from 2 CP, or add 2 CP to an existing form. The number of points in an Alternate Form may not exceed the number of points in the original form.
UNSHAKABLE CHANGE
Once the character has transformed from a normal state, he or she cannot transform back to a prior form without meeting certain conditions. This might include a magical ritual, work by mechanics or lab technicians, consuming a specific substance, or simply the passage of time. It should take at least an hour or so for the change to revert, or the equivalent amount of work, in order to take this Disadvantage.
CANCEL
Targets: Enemy (Encounter, Save Ends)
By making a successful Power check with a TR equal to 15 + the power's cost, you can suppress a single ability in an object or being until they make a the appropriate Physical or Mental save. Powers cast on the target from another source can be recast. The Attribute is not permanently erased, and takes effect again upon the conclusion of the duration. (This ability may be chosen multiple times. Each time it is chosen after the first, either gain a +2 bonus to the Cancel check.)
DAMPEN
Targets: Enemy (Encounter, Save Ends)
The character may reduce any skill bonuses of a target within melee range by -2.
This ability may be chosen multiple times. Each time this ability is chosen after the first, the character may reduce the skill bonuses of the target by an additional -1, add an additional +2 to the required Mental defence TR, affect an additional target, or increase the range of the ability by 5 squares. This effect ends at the end of the encounter.
DRAIN BODY
Targets: Enemy (Encounter, Save Ends)
The attack causes the victim to suffer weakness and/or loss of co-ordination. Melee, Ranged, Dodge, and Physical, are increased by one point per Rank, and all physical skills are reduced by 1 point per Rank. This effect ends at the end of the encounter.
DRAIN MIND
Targets: Enemy (Encounter, Save Ends)
The attack causes the victim to suffer weakness and/or loss of co-ordination. Mental and Power are reduced by one point per Rank, and all mental skills are reduced by 1 point per Rank. This effect ends at the end of the encounter.
ENERGISE
Targets: Ally (Encounter)
The effect causes the target to gain strength and ability. Melee Attack, Ranged Attack, Defence, and Physical Saves are increased by one point. This effect ends at the end of the encounter.
ENHANCE
Targets: Ally (Encounter)
The character may increase any skill bonuses of a target within melee range by +2.
This ability may be chosen multiple times. If selected as Permanent, may only be selected once, and may not be combined with any other effects. If selected as Ally, each time this ability is chosen after the first, the character may increase the skill bonuses of the target by an additional +1, affect an additional target, or increase the range of the ability by 5 squares. This effect ends at the end of the encounter.
INSUBSTANTIAL
Targets: Ally (Encounter, Attack Ends)
The character can pass through solid objects. The character can turn incorporeal and move through solid objects as if they were not there. Mental effects will still affect the character. If affected by a mental effect, the Insubstantial effect ends unless the character makes a Mental save.
This state lasts as until the character affected makes a combat action, becomes unconscious, or dismisses the effect. If the effect was activated during combat, it ends at the end of combat. If the effect was activated on an unwilling target, the effect cannot cannot be dismissed unless the target makes a Concentration check equal to 10 + the cost of the Power of which the effect was a component.
INVISIBILITY
Targets: Ally (Encounter, Attack Ends)
The character is invisible to one sense or technique per Rank
This effect will completely hide the character from one or more senses or detection methods. The character may possess supernatural concealment or a technological cloaking device, or have a psychic or magical talent that causes observers to overlook him or her.
For each Invisibility Rank, the player selects one sense or technique to which the character is “invisible.” Senses include the human range for sight, hearing, taste, touch, or smell. Detection techniques include astral; ethereal; infra-red; mental; radar; radiation; sonar; spiritual; ultraviolet; vibration.
While the character may not be detected using specific methods, indirect evidence can still reveal the character’s presence. For example, a character that is invisible to sight will still leave footprints in muddy ground. Similarly, a vase that is knocked from a table by a character who is invisible to sound will still make noise as it smashes on the floor.
In normal combat situations involving human or nearly human opponents, a character that is invisible to sight has a great advantage. Once the invisible character gives away his or her general position (for example, by firing a gun, attacking with a sword, or shouting) he or she can be attacked, but there is a -4 penalty for anyone within melee range and -8 for anyone at a greater distance. Heightened Awareness and Heightened Senses can reduce this penalty, as can the Blind-Fight or Blind-Shoot Feats. This penalty is halved if using powers with the Area, Aura, or Line shapes on the invisible character.
This state lasts as until the character affected makes a combat action, becomes unconscious, or dismisses the effect. If the effect was activated during combat, it ends at the end of combat. If the effect was activated on an unwilling target, the effect cannot cannot be dismissed unless the target makes a Concentration check equal to 10 + the cost of the Power of which the effect was a component.
MIMIC
Targets: Self (Encounter), Ally (Encounter)
Upon a successful Power check against a TR of 10 plus the Rank of the target Attribute or Skill, the character can temporarily mimic any Attribute or Skill Rank of any single target character within reach. The Rank of Mimic equals the maximum Attribute Rank that can be mimicked (doubled to determine the maximum Skill Rank). The Rank of a mimicked Attribute/Skill only replaces the character’s corresponding Rank (if applicable) if it is higher; the character’s Attribute/Skill Rank cannot decrease through Mimic unless a specific Restriction is assigned.
This ability may be selected multiple times. Each time this ability is selected after the first, you may choose one of three things: A +2 bonus to the Mimic check, the ability to Mimic an addition power at the same time, or an extra 5 squares of range.
SHIFT
Targets: Ally (Encounter)
This ability allows the target to undergo cosmetic changes that confer no additional abilities on the target. This includes: a 10% size increase or decrease, change of gender, 50% age increase or decrease, colour changes (eye, skin, or hair), and minor physical changes (shape of ears, facial features, or bodily proportions). The character activating the power chooses the changes. If this power is activated on an unwilling target, a successful save ends the effect. Each additional time this power is selected, add a -2 penalty to the saving throw.
SIZE CHANGE
Targets: Ally (Encounter), Enemy (Encounter, Save Ends)
The target may grow or shrink one size category per Rank. The character activating the effect chooses the direction and amount of size change. This effect reflects the ability to increase or decrease the stature of the character. Each time this effect is chosen after the first, either a +2 penalty is added to the saving throw, or the target may grow or shrink an additional rank.
UNSHAKABLE CHANGE
Once the character has transformed from a normal state, he or she cannot transform back to a prior form without meeting certain conditions. This might include a magical ritual, work by mechanics or lab technicians, consuming a specific substance, or simply the passage of time. It should take at least an hour or so for the change to revert, or the equivalent amount of work, in order to take this Disadvantage.
SWARM
Targets: Self (Encounter), Ally (Encounter), Enemy (Encounter, Save Ends)
The character can transform into 1 critter per Rank for every current Hit Point. A character with this effect can transform into a swarm of Diminutive creatures: rats, bats, wasps, birds or other creatures or objects (such as tiny attack robots).
The type of swarm must be determined when this effect is selected. The character can create one critter from his or her body for every current Hit Point multiplied by the Rank in this Attribute. Thus, a character with 50 current Hit Points who has Swarm at Rank 4 could transform into a mass of 200 creatures (50 x 4 = 200).
When transformed into a swarm, the character cannot use any of his or her existing powers or skills. The actions of the swarm are basically limited to three options: move, observe, and attack. The swarm fills a number of contiguous squares equal to the number of ranks of the Swarm.
A swarm's Attack Bonus is equal to its Rank x 2. It inflicts 1 point of damage for every 10 critters (round up; minimum one point of damage) in the swarm. In many instances, the Armour and Force Field Abilities will protect the target character from all damage, since the Abilities stop sufficient damage from each critter attack. Against some critters, even regular clothing may be enough to stop some or all damage. Each situation will be different; the GM must determine how much damage, if any, will penetrate the target's defences.
A swarm can be attacked normally, and each creature in it dies if it is hit (no Defence roll is allowed). Unless an opponent is using an attack with the Area Effect or Spreading Abilities, however, only a single member of the swarm can be killed per attack (GM’s discretion). Consequently, a swarm of 200 creatures requires 200 attacks to be completely destroyed. Attacks with the Area, Aura, or Line shapes kill one creature in the swarm per point of damage.
A character that dissolved into a swarm may choose to use an action to revert into normal form. To accomplish this, all available critters in the swarm (those not killed or trapped) must join together. Transforming back to normal form requires a character’s action for that round, but does not cost any Energy Points. The character will reform with Hit Points in proportion to the number of surviving creatures, the reverse of the original transformation. (HP = Number of surviving creatures / Swarm Rank)
TRANSMUTATION
This effect allows a character to transmute one non-living object (or set of connected objects) into another, or even create them an object from nothing. The GM may restrict any categories that seem overly broad or too powerful.
The character cannot transmute material into new objects outside the character’s experience. The character could transmute a weapon into a book, painting, or videotape, but the content must be something with which he or she was already familiar. Likewise, a character that had no familiarity with computers could not transmute a television into one using Transmutation. The GM may choose to require a Mental check if the character attempts a particularly complex transmutation. Failure may indicate the new object does not function properly; this is especially applicable when creating complex technological devices.
Unless the GM decides otherwise, Transmutation is only able to make objects that could be classified as Personal Gear; it cannot create Items of Power. When attempting to transmute an Item of Power, the character suffers a penalty to the Mental check of -2 for each Rank of the Item of Power.
In order to transmute materials into working objects, the character must either know how that object functions (a successful Knowledge check) or use an Illusion.
A character can transmute objects of one type (e.g. stone, cloth, air, water) to one other type, and the reverse (e.g. Water to Stone, and Stone to Water) weighing up to 10 pounds and filling one square.
This effect may be selected multiple times. Each time the effect is selected after the first, the character can do one of three things: Transmute an additional 10 pounds, fill an additional square, or add another type of material to the materials she is able to Transmute.
UPLIFT
Targets: Ally (Encounter)
The effect causes the target to gain insight and willpower. Power, Mental Saves, Sequence, and Knowledge are increased by one point. This effect ends at the end of the encounter.
VIEW
Targets: Ally (Encounter)
The character gains 1 extra viewing type per Rank.
Some characters have the ability to detect things that are hidden to normal senses or technological sensors, while others have affinities for specific objects or people. View typically represents psychic or magical ability, but can also reflect trained and acute senses or divine intervention.
The character may sense one particular category of phenomena per Rank. The player should define the category with the GM’s approval (Sixth Sense is very much a GM-defined ability). As a guideline, the character is automatically alerted when something his or her View detects is in close proximity (roughly 20 foot radius area). This requires a Notice check, with difficulty modifiers depending on the strength of the source of whatever emanations the character can sense. In some cases, the GM may allow detection at greater distances if the source is very strong. The GM should give a bonus (+2 modifier or more) if the character is touching the source.
A character who specifically concentrates on using his or her View may gain more precise information with a successful Mental Check. The exact content of this information is up to the GM. If the check succeeds, the GM may provide the character with a few extra clues about the source such as “the magic is coming from those buildings over there” or “you sense the evil presence feels otherworldly… and hungry.”
If the check fails, the character will not gain any additional information unless something happens, such as the phenomena becoming stronger, or coming much closer. The GM should always try to use View to plant clues that make a story more exciting, but not allow it to short-circuit the process of discovery in a mystery plot.
Examples of phenomena to which the character may be sensitive include astral/ethereal beings, danger, Pocket Dimensions, electricity, elements, emotions, evil, illusions, interpersonal dynamics, magic, magnetics, paranormal nexus points, particular objects, places of power, psionic, spirits, telepathy, truth, virtue, or the use of specific Abilities or Defects.
PRECOGNITION AND POSTCOGNITION
Alternatively, View can be assigned to represent precognition and postcognition — the ability to access visions of past and future events. This option is a GM-defined Attribute, however, which allows him or her limit its application and scope within the campaign.
For precognition and postcognition, the effect's Rank reflects the maximum time difference between the present situation and a perceived future or past event (the higher the Rank, the longer the time difference). One rank can sense up to an hour ahead or behind. Two ranks can sense up to a day in either direction. At three ranks, this increases to a week, four ranks, a month, five ranks a year, and an additional 5 years per rank after that.
HEIGHTEN
Targets: Ally (Encounter)
The character gains one heightened sense or technique per Rank.
A character with Heighten has one or more senses that have been sharpened to a superhuman level of acuity. It can represent either the preternatural sharpening of a specific sense honed by special training (such as a blind person’s trained sense of touch) or the enhanced senses of a paranormal or technologically augmented character. Additionally, several Ranks of Heighten reflect the capabilities of sensors built into spaceships and other commercial or military vehicles.
For each Rank of Heighten, the character will either gain one enhanced sense or one detection technique. The character must make a successful Awareness check just as if he was attempting to notice something with normal senses.
SENSES
One of the character’s five senses — hearing, smell, vision, taste, or touch — is enhanced, and can operate over an area of several city blocks. The character may take the same sense twice, which doubles the effect and extends the area of detection. A character using a Heightened Sense has a +4 bonus (+8 if the sense was heightened twice) on Ability and relevant Skill checks that relate to using that sense to perceive things that someone with human-level senses might conceivably notice.
DETECTION TECHNIQUES
The character has one Heightened Sense technique, which extends beyond human capabilities. Examples of techniques include: darkvision, electric current detection; infravision; magnetic field detection; microscopic vision; radar sense; radio reception; sonar detection; ultrasonic hearing; ultravision; vibration detection; X-ray vision. Most techniques only work at short range, often requiring line of sight.
ILLUSION
Targets: Enemy (Encounter, Save Ends)
The character can project images that fools one or more senses (Either sight or an equivalent). An Illusion may be of a particular object or entity, or of a complete scene (such as a furnished room or crowd). It may also be thrown over an existing person, scene, or object to make it appear different than it really is. An Illusion may be approximately as big as 1 square. An Illusion that is untended is normally static, either remaining in one place or (if created over something) moving as the underlying object or entity moves. To give an Illusion the semblance of independent activity (such as a projected image of a person who moves and speaks), the character must actively concentrate on manipulating the Illusion, and perform no other actions.
To use an Illusion, make a Power check. Each person who sees the Illusion must make a Mental defence equal to your Power check. If the target fails his Mental defence, the Illusion will be sensed by touch as well. If the target succeeds with his Mental defence, he will still be able to see the Illusion, but will be aware that it is not real. An illusion that is known to be false still gives a -5 penalty to any Notice checks to see behind or through the Illusion
This ability may be selected multiple times. Each time this ability is selected after the first, either the Illusion can be one square larger, or you gain a +2 bonus to your Power check.
REMOTE VIEW
Targets: Self (At Will), Ally (Encounter)
You may remotely view either a creature or area of which you have thorough knowledge. If you choose a creature, you may see it clearly and follow it as it moves for the duration of the Power. If you choose an area, you may see it and everything that passes through it for the duration of the Power.
To use the Remote View ability, make a Power check equal to 10 + the distance in miles that the target is away from you. For each 1 by which you fail the check, you miss your target by 1 mile, although you are not sure in which direction.
This ability may be selected multiple times. Each time it is selected after the first, add a +1 bonus to Remote View checks.
SCAN
Targets: Self (Permanent, At Will), Ally (Encounter)
This Attribute allows characters to access, read, and understand data from computers or any other storage device other than a mind. If there is security in place for the device, the TR for the check is determined by the Computer Use skill.
The character can scan any computer within reach.
This ability may be selected multiple times. Each time this ability is selected after the first, the range of the power increases by 5 squares, or the character may scan an additional computer simultaneously.
SENSORY BLOCK
Targets: Area
A character with Sensory Block can cover an area (size is determined by the Rank) with a field that partially blocks specific senses or detection techniques. This can represent a magical ability, technological enhancement, or paranormal effect.
Each time this Attribute is assigned, the character can either block one sense or enhanced sense or one detection technique, which is determined when the ability is selected. The GM may allow multiple assignments to the same sense or technique, which results in cumulative penalties. To block a detection technique fully, see the Invisibility Attribute.
The area of Sensory Block is the size of one square and gives a -4 penalty to Notice checks made when using the sense or detection technique selected.
This ability may be selected multiple times. Each time it is selected after the first, either add 1 square to the radius of the Sensory Block, which will hide any allied characters if you wish, or add an additional -2 to the penalty to Notice checks.
SENSES
One of the five senses — hearing, smell, vision, taste, or touch — is partially blocked. This may mean that individuals within the area covered cannot see well (vision), cannot hear well (hearing), etc.
DETECTION TECHNIQUES
A detection technique is partially blocked. Examples of techniques include: darkvision, electric current detection; homing weapons; infravision; magnetic field detection; microscopic vision; radar detection; radio reception; sonar detection; a specific Sixth Sense technique; ultrasonic hearing; ultravision; vibration detection; X-ray vision.
CHARM
Targets: Enemy (Encounter, Save Ends)
This ability allows a character to distract a number of people or animals at a critical moment, provided he or she has some method of communicating with them (for example, talking, dancing, television broadcast, illusionary image, written word, etc.)
If the character is trying to distract a potentially hostile group directly, such as an angry mob or a group of security guards, his or her Rank dictates how many people are distracted. If the character has an audience that is already prepared to listen, the Rank determines the percentage of that audience that is distracted or moved enough to take action, whether that involves buying the character’s next CD, donating money to a charity, or voting for the character in an election. Charm is used both when distracting people physically (for example, with sex appeal) and when distracting someone through emotion, rhetoric, or force of personality. This may be with oratorical ability, innate charisma, or even a beautiful or resonant voice.
To use Charm, make a Power check against the target's Mental defence. If successful, you dictate their next action, even if that action is to do nothing. The action cannot be harmful to anyone.
If multiple people with this ability work as a team, take the highest Power check and add +2 for each additional person working on the check.
If there are multiple targets, take the highest Mental defence of the group, and add +2 for each additional target. If the check is successful, all targets are charmed. If the check is not successful, for every 2 that the check misses by, one target is not charmed.
CONFUSE
Targets: Enemy (Encounter, Save Ends)
Affected creatures take random actions. Any confused creature that is attacked automatically attacks its attacker on its next action.
FEAR
Targets: Enemy (Encounter, Save Ends)
Affected targets flee as well as they can from even the slightest danger. If unable to flee, the creatures may fight. A feared creature has a 50% of dropping what its holding, chooses its path randomly (as long as it’s getting away from immediate danger), and flees other dangers that confront it. If cornered, a panicked creature cowers.
HINDER
Hinder causes the target to become less effective in combat, up to and including dying. However, this
MIND CONTROL
Targets: Enemy (Encounter, Save Ends)
Requires: Telepathy
This ability allows the character to dominate other individuals mentally. Sorcerers, some psionic adepts, and creatures with hypnotic Powers (such as many demons or vampires) are among those likely to have Mind Control.
To use Mind Control, make a Power check against the target's Mental defence. If successful, you dictate their next action, even if that action is to do nothing. Initiating Mind Control requires a full round. The character must successfully make a Power check.
If multiple people with this ability work as a team, take the highest Power check and add +2 for each additional person working on the check. If there are multiple targets, take the highest Mental defence of the group, and add +2 for each additional target. If the check is successful, all targets are charmed. If the check is not successful, for every 2 that the check misses by, one target is not charmed.
Once Mind Control is established, it remains in effect until one of the dominating characters willingly relinquishes control, or until the target breaks free from the control. A target may attempt to break control under two circumstances: Once per turn the target can make a save, each a cumulative +1 bonus on each round after the save is made, or whenever he or she is given a command that conflicts with the nature of the character.
AGAINST TARGET’S NATURE
If a Mind Controlled target is commanded to perform an action that he or she would not willingly do under normal circumstances, the target can attempt to break control.
MIND SIPHON
Targets: Enemy (Encounter, Save Ends)
Requires: Advanced Telepathy
The character can invade another person’s mind. This counts as an attack. If the subject is willing or if the attack is successful, the telepath can change, add, or remove one memory per attempt.
A subject cannot detect a telepath reading thoughts or sensory impressions unless he or she has the Telepathy or Mind Shield Attribute at an equal or higher Rank. If the attack is detected, the target can choose to resist the telepath (or attempt to block it with the Mind Shield), in which case the only way to get through is via mental invasion. A subject will always be aware of a mental invasion (although a non-telepath may not understand exactly what is going on).
This ability may be selected multiple times. Each time this ability is selected after the first, the character can either attempt to invade one more person simultaneously, or extend the range an additional 5 squares.
MIND WRENCH
Targets: Enemy (Encounter, Save Ends)
Requires: Mind Siphon
The character can invade another person’s mind. This counts as an attack. If the subject is willing or if the attack is successful, the telepath can change, add, or remove one memory per attempt.
A subject cannot detect a telepath reading thoughts or sensory impressions unless he or she has the Telepathy or Mind Shield Attribute at an equal or higher Rank. If so, he or she can choose to block the telepath (or attempt to block it with the Mind Shield), in which case the only way to get through is via mental invasion. A subject will always be aware of a mental invasion (although a non-telepath may not understand exactly what is going on).
This ability may be selected multiple times. Each time this ability is selected after the first, the character can either attempt to invade one more person simultaneously, or extend the range an additional 5 squares.
CLEANSE
Targets: Self (At Will), Ally (At Will)
The character can cure a target of any negative effects, including disease, fatigue, blindness/deafness, otherwise permanently lost Hit Points, damage effects, and any other effects. This ability cannot restore missing body parts.
DEAFEN
Targets: Enemy (Encounter, Save Ends)
If the target is hit (or in the radius of an Area Effect weapon attack), the defending character may be deafened. Every target within range must roll a Physical save against TR 10 + 2 per Rank of the Special Attack. If a target character fails his or her Physical save, he or she is deafened. Save ends. Characters with appropriate Adaptations will not be deafened. Deafen may be taken multiple times; each time it is taken, add an extra 2 to the TR of the Reflex defence.
FLARE
Targets: Enemy (Encounter, Save Ends)
If the target is hit (or in the radius of an Area Effect weapon attack), the defending character may be blinded. Every target looking at the attack must roll a Physical save against TR 10 + 2 per Rank of the Special Attack. If a target character fails his or her Physical save, he or she is blinded. Save ends. Characters with appropriate Adaptations will not be blinded. Flare may be taken multiple times; each time it is taken, add an extra 2 to the TR of the Reflex defence.
HEAL
Targets: Self (At Will), Ally (Encounter)
The character can restore 1d6 Hit Points per Rank to a target within melee range. This Attribute allows a character to heal a target’s injuries (including him or herself; for continuous healing, see the Regeneration Attribute). Characters with healing power could include holy individuals, psychic healers, and sorcerers, while mech may be equipped with high-tech medical bays with similar abilities.
A subject must normally be alive to benefit from Healing. A character with Healing Rank 3+ may, however, revive someone who is “clinically” dead (serious injury, heart stopped) but not actually brain dead. A character is considered “dead” if his or her Hit Points are reduced to a bigger negative number than the characters maximum Hit Points. A healer can revive a mortally wounded character, however, if he or she can bring the subject’s Hit Points back up from beneath the negative threshold to a positive value quickly. This grace period can be extended indefinitely if the subject’s remains have been somehow placed in suspended animation.
This ability may be chosen multiple times. Each time this ability is chosen after the first, the character may either heal an additional 1d6 HP, or increase the range of the ability by 5 squares.
POCKET DIMENSION
Targets: Self (Permanent), Ally (Encounter)
This Attribute allows the opening of a hole or doorway — a portal — into another dimension. In less serious games, Pocket Dimension can also represent the ability some characters have to produce big items (like huge hammers or swords) seemingly out of nowhere. A Pocket Dimension could also represent an object that is simply bigger on the inside than on the outside.
A Pocket Dimension is approximately the size of one square. The environment and furnishings of the dimension are up to the player within the GM’s limitations; extensive furnishings should be acquired as Personal Gear. A dimension could even be partially unexplored or dangerous territory, providing adventuring opportunities to the characters.
A character cannot create new portals leading out of the dimension except by purchasing new ranks. The first entrance to any Pocket Dimension is considered to be mobile, in that the character can open it at his current location at any time. All other entrances are fixed, always opening onto the same spot.
Once opened, a portal can stay open for as long as the creator is in the dimension. The creator may also be able to “leave the door open” if he or she wishes to allow individuals to enter or leave while the creator is not present within the dimensional pocket.
Pocket Dimensions may optionally be designated as only one-way, restricting access in or out until the character or machine maintaining them is destroyed, or some other condition is fulfilled. This Attribute may be taken multiple times to give access to multiple different dimensions. If so, each Pocket dimension is improved separately.
This ability may be selected multiple times. Each additional time this ability is selected after the first, the character may do one of three things: Choose an additional Pocket Dimension, add another fixed entrance to an existing Pocket Dimension, or increase the radius of an existing Pocket Dimension by 1 square.
QUAKE
Targets: Area, Enemy (Encounter, Save Ends)
This attack causes a linear shock wave in the ground, causing rumbling and fractures. The quake “fault” will only be large enough for one person to fall into its depths unless it is combined with the Area Effect Ability. A victim may fall into the crevasse if he or she fails a Reflex defence (TR 15 + Special Attack Rank). The fissure will be approximately 3 feet deep for each 5 points of damage (including bonuses for Massive Damage). Thus, a quake that delivers a total of 15 points of damage creates a fissure 12 feet deep, while one that delivers 30 points of damage creates a crevice 18 feet deep. Quake can only be used on a solid surface (which may be earth, sand, cement, or asphalt), and may not be combined with the Aura Ability. Any Power which contains the Effect must deal damage.
REGENERATION
Targets: Ally (Encounter)
The character can regenerate 1 Hit Point each round per Rank. Characters with this Attribute automatically heal their own injuries, whether the characters are awake, asleep, or unconscious. The character’s Hit Points cannot exceed their original total.
REGROWTH
Targets: Self (Permanent), Ally (Encounter)
Prerequisite: Regeneration
The character may cause limbs or organs to grow back for another character To determine the length of time the regrowth wil take, make a Power check, with a +5 bonus for each extra time you have selected this ability after the first, and compare the result below. If multiple body parts are missing, a separate roll is required for each although only one activation is required per target. This power cannot grow a full body back from a smaller portion, and the individual must be alive for the ability to function.
| 0-25 | Regrowth occurs within 1 week. |
| 26-50 | Regrowth occurs within 1d4 days. |
| 51-70 | Regrowth occurs within 1 day. |
| 71-85 | Regrowth occurs within 1d12 hours. |
| 86-95 | Regrowth occurs within a single hour. |
| 96+ | Regrowth occurs within 1d12 minutes. |
REVIVE
Targets: Ally
Affected creatures are returned to life, provided they did not die too long ago. In order to use the Revive ability, make a Power check equal to 15 + the number of days the target has been dead. For each 1 that you succeed the check by, the target gains 5 HP, up to the target’s maximum HP.If you fail, the character is revived with 1 HP.
This ability can be selected multiple times. Each time the ability is selected after the first, you may either gain an extra +2 to the Power check, or you may Revive another target simultaneously.
SUMMON
The character has the ability to summon one or more creatures, constructed from 2 Character Points per Rank. A summoned creature is usually ready to perform nearly any task for its master. A summoned creature generally has few desires beyond pleasing its master and rarely disobeys orders.
The summoned creature is only present when summoned, and will vanish at the end of a scene. This is not one specific summoned creature, but rather an archetype. The character will summon the same kind of companion each time. The Companion is constructed from 4 Character Points per Rank. If the summoned creature is reduced to 0 HP it will not be available until the beginning of the next scene. If a player wants the character to have a variety of creature summoning abilities, this is the Power to select. If the player wants a full-time companion, see the Familiar feat
A summoned creature is created with his or her own Abilities, Defects, and Skills as normal. Summoned creatures do not gain Experience Points themselves; instead, a summoned creature gets more powerful when its owner advances in Rank in the Companion feat and gives his or her pet more Character Points (to acquire Feats, Abilities, Skills, etc.).
The summoned creature may not have the Familiar feat or the Summon power, and some relationship-based Defects should not be assigned due to its innate role as a character’s pet. Thus, it is inappropriate for a summoned creature to have the following Defects: Owned or Red Tape, as these are already assumed. The number of points a Companion has may not exceed the number of points the character possesses.
If creating more than one companion, the character can divide ranks amongst them in any way he or she desires. For instance if a character has six ranks in Summon, he may have three summoned creatures, at three points, two points, and one point respectively.
In addition to point assignment, players should consider the following five aspects for his or her character’s companion:
- What is its name?
- What does the summoned creature look like?
- What species is it? Common species types include aquatic, beast, bird, bug, dragon/reptile, eyeball, golem, humanoid, metamorph, rodent, slime, and spirit.
- From what elemental force does the summoned creature derive its powers? Common elements include celestial, darkness, death, earth, electricity, fire, gas, ice, light, metal, psionics, sonic, water, and wind.
TELEKINESIS
Targets: Object
The character can concentrate on an object and move it without physically touching it. Telekinesis may represent psionic ability, magic, or some form of tractor beam. Alternatively, characters with the ability to control a particular element (Earth, Water, etc.) may also use Telekinesis to represent their particular ability.
A character using Telekinesis can lift an object or group of adjacent objects and move it at walking speed (30 feet/round) or manipulate it with the dexterity of a human hand. Telekinesis works over a close distance (up to about 15 feet) at full strength; effective strength declines by one Rank if used within a short range (up to 50 feet), or by two Ranks if used at medium range (up to 500 feet). Ranges multiply by 1,000 in space. The weight that a character can lift depends on his or her Rank, as does the degree of fine motor control.
The character can also levitate an object (or group of objects) and have it strike another person as if it were a short-ranged thrown weapon. The weight Telekinesis can lift is reduced by a factor of 10 when throwing an object hard enough to inflict damage. For example, a character with Rank 5 could lift up to 10 tons but could only throw objects weighing up to 1 ton. This is treated as a normal attack and thus can be negated by a successful defence roll. Damage depends on the weight of the object hurled: 1d4 damage for an object weighing up to 2 pounds, 1d8 damage for up to 20 pounds, 2d8 damage for one up to 200 pounds, 3d8 damage for one up to one ton, and so on. The same damage applies to the object being hurled. If Telekinesis is used to directly crush or constrict a target, damage delivered equals 2 Points per Rank.
A character that uses Telekinesis to grab another person and throw him or her uses the same procedure, but this requires a successful Power check against a TR equal to the target's defence roll. Accurately tossing an opponent so that he or she hits another target requires a successful to hit roll. If attempting to disarm a character with Telekinesis, the subject should be allowed a Physical check against TR 10 + 1 per Telekinesis Rank to retain the weapon. If a character wishes to fly at speed exceeding 30 feet/round, he or she needs Flight rather than Telekinesis.
This ability may be selected multiple times. Each time this ability is selected after the first, the character may choose another element, or add an additional +2 to Power checks for Telekinesis.
AIR
The character can only move air (or other gases). A cubic yard of air weighs about 2.1 pounds. Enough air to fill a roughly 10’ x 10’ x 10’ room weighs 75 pounds.
EARTH
The character can only move dirt, rock, stone, sand, etc. He or she cannot affect treated metals. A cubic yard of packed dirt masses about 2 tons; the same mass of concrete weighs about 2.5 tons, while a cubic yard of solid granite weights about 2.7 tons.
FIRE
The character can only affect flames of an existing fire, or can possibly start them with his or her mind as well (GM’s discretion). Since fire does not have mass, the Rank indicates the size of the flames that can be controlled and manipulated: small fires at Rank 1 (like a candle or match flame), up to raging infernos that cover several city blocks at Rank 6.
METAL
The character’s Telekinesis only works on metal. This may be a mystical limitation, or it may be the character’s power is actually based on magnetic. A cubic yard of steel weighs about 8 tons.
WATER
The character can lift and move water. A cubic yard of water weights about 1700 lbs. (close to a ton). A gallon of water weights about 8 pounds.
WOOD
The character’s power only works on wood (living or dead). This ability is usually mystical in nature and common to nature priests and spirits. A cubic yard of wood weighs less than a ton.
TRIGGER
Under specific conditions, the character instantly activates a Power equal to the Ranks in Trigger.
Spend character points as if you were purchasing a power. You may not purchase Advantages or Disadvantages. When the Trigger conditions occur, the power instantly activates, no matter what else is happening. Trigger can only take place under certain circumstances (like a crowd getting behind a wrestler, a sound that triggers a certain memory or the presence of a master, or a dashing knight inspiring a magical girl) and can happen only once in a scene. The GM and player should work together to determine when Triggering can occur.
UNKNOWN POWER
This feat is only available at Character Creation, unless the GM decides otherwise. In some campaigns, the characters may be unaware of their superhuman abilities until they manifest at crucial moments.
The player does not purchase components for this Feat — he or she simply selects up to half of his power selections to be assigned by the GM. The GM takes those Points and adds one bonus component for every 4 components (this may exceed the normal Maximum Component Number) and uses them to assign other Abilities to the character. The GM does not tell the player which Abilities have been assigned; they are revealed to the player (and character) as the game unfolds and the powers manifest. GMs are encouraged to reveal the character’s powers slowly and when it is appropriate for the campaign’s story. The GM should never feel pressured to tell the player what his or her character’s unknown Abilities are before the time is right.
ARMOUR
Targets: Ally (Encounter)
All attack damage the character receives is reduced. (This ability may be selected multiple times.) Armour may be lost through theft, or at a time such as the character being imprisoned. Armour lost in this way may or may not be recovered. If the armour cannot be recovered, the character gains back the point cost of the armour, less one.
STANDARD ARMOUR
This could represent actual armoured plates, or some other type of worn armour. It is most often found on combat vehicles, cyborgs, androids, giant monsters, and, powerful magical beings. Armour reduces the damage that is inflicted on the character or structure. Armour reduces the damage of each attack by 2 Points per rank.
OPTIMISED ARMOUR
The Damage Reduction is specially protected against a particular uncommon attack form. Eligible attack forms include electricity, cold, laser beams, fire/heat, energy blasts, etc. Damage Reduction cannot be optimised against Physical damage. Attack damage the character receives of the specified type is reduced by 4 points instead of the normal 2. Damage of all other types is not resisted.
GUARD
Targets: Self (Encounter), Ally (Encounter)
Each rank of Safeguard nullifies damage by 1 damage die (This ability may be selected multiple times), or allows an Advantage to be added to the effect. You may select one Disadvantage and reduce the cost of the effect by 1 CP. A Disadvantage cannot reduce the cost of Guard below half its base cost
The Guard could be an energy field around the character that protects against incoming attacks, a magical barrier, telekinetic shields, or technological “screens” that protect mecha.
Guard is different from Damage Reduction since it can be battered down by a sufficiently powerful attack. Protection can be active or inactive. When inactive, it does not stop any damage. Protection status must be determined at the start of the character’s actions for the round and cannot be changed until his or her turn to act in the next round.
Each incoming attack reduces the Guard by one rank. Any damage above the rank of the Protection still hits the character, and if damage is applied, any secondary effects apply as well, although if any amount of damage was blocked by the Guard, the character gets a +2 bonus to saves against the secondary effects. For example, if a character has 7 ranks of Guard and is hit by an attack that deals 9d6 points of damage, 7d6 are blocked, and the character would take 2d6 points of damage, and the Guard would be lowered to 6 ranks.
The character can only regain Ranks if the Guard is down and repowering, unless the Regenerating Advantage is assigned. A Force Field recovers one Rank every round it is turned off and not in operation (“down”). A Force Field that is knocked down to zero Ranks automatically shuts off to regenerate.
ADVANTAGES
AIR-TIGHT
Guard prevents the passage of gas molecules. While this is a beneficial defence against toxic gas attacks, a character in the Field will eventually deplete all breathable oxygen.
BLOCKS INCORPOREAL
Guard prevents the passage of astral or extra dimensional characters through it. It also stops insubstantial characters.
BLOCKS TELEPORT
A character cannot teleport into or out of the Guard. This is useful only for extendible Guard or those that protect mechs.
EXTENDIBLE
The Guard may be extended to another target within 2 squares of the character. Each additional time this is selected, the range may increase by 2 squares or an additional target may be selected.
FIELD-PENETRATING
The Guard can be used to penetrate other Guard while making attacks (or moving through them). If the character's Guard is in direct contact with an enemy Guard, and can stop more damage than the foe's, the enemy's Guard is neutralised and offers no protection against the character's attack, but is still up. In the case of an extended Guard or wall, the character can actually move through the Field.
REGENERATING
If the character uses an action to regenerate the Guard, it regains 1 extra die of protection, up to the maximum. This Advantage may be selected multiple times, each time adding 1 extra die of protection to the amount regained by taking an action to regenerate the Guard.
SHIELD
The Guard becomes an active ability. It is used as a shield that the user must deliberately interpose in front of an attack targeting him using a Block. Doing so requires a readied action. If the character successfully Blocks, an extra die of damage is negated per rank of the Advantage power. All other rules apply as normal.
DISADVANTAGES
BOTH DIRECTIONS
The Force Field blocks attacks moving in both inward and outward. This means that when the Force Field is active and the user makes an attack, the Force Field will affect their attack as it would an outside attacker’s (reducing the damage inflicted and going down in Ranks if its protection value is exceeded). This disadvantage cannot be used with the Block Ability.
CONFINING
The character cannot move while the field is up.
INTERNAL
The Protection is only usable inside a specific mech or other structure. This can be used to represent a field that protects a vital part of a building's interior such as the power plant or dungeon cells, or a character who draws his or her personal force field's energy from some sort of power source inside his or her headquarters.
LIMITED
The Protection has a limitation. Select one energy type or one attack type (Melee or Ranged) that the Power does not protected against.
PARTIAL
The character has a small thin area that the Protection does not cover and that can be targeted using a Called Shot (i.e. Head, Chest, Left Leg, etc.). In return, 15 points of damage per rank is negated rather than 10.
SUSTAINED
A Mental Save is required in order to be able to take other actions while the Protection is active. In addition anything that would normally have a chance to disrupt concentration (see Mental Save) has a chance to disrupt the Protection.
WARD
Targets: Area
Each time a Ward is cast, choose a creature type. This must be a specific creature type, such as skeleton, or dire wolf. The character creates a potent ward against the creature type named. Creatures of the chosen type cannot pass through a doorway, window, or other portal with a ward on it unless the entity expends great effort (making a successful Mental defence against TR 15 plus the Rank of the ward). If the Damage component is combined with Ward, any attempts (succesful or failed) will result in the creature taking damage. Repeated attempts are possible. If the entity does pass through, the ward will burst into flame or otherwise vanish, its power overcome by the intruder.
This ability may be selected multiple times. Each time it is selected after the first, add +2 to the TR required to save against the Ward.
FREEDOM
Targets: Self (Encounter), Ally (Encounter)
Conditions that normally hinder movement and terrain conditions affect the character less than they normally would. This ability may be selected multiple times. Each time this ability is selected any slow or terrain penalties are reduced by one.
SPECIAL MOVEMENT
Targets: Self (Encounter), Ally (Encounter)
The character gains 1 type of movement per Rank. This Attribute is appropriate for characters that possess exotic abilities that let them perform unusual stunts like running over water, etc. The character may select one type of special movement for every Rank of this Attribute.
CAT-LIKE
The character will take half damage (round down) from most falls and always lands on his or her feet.
DIMENSION HOP
Upon a successful Mental check against TR 10, the character can instantly travel between his or her home dimension to one other dimension, such as Asgard, Heaven, Hell, alternate Earth, the astral plane (the body is left behind), etc. Each time this method is assigned, the character can travel to another single dimension. The GM will determine if Dimension Hop is appropriate for his or her campaign.
FLIGHT
In tactical movement, the character can fly at the speed of 2 squares per round. In overland travel, the character can fly at 5 miles per hour.
A character with Flight can fly through an atmosphere or in space (in space, he or she would still need protection from the environment). This is a common ability for non-humans, mecha, and people with paranormal powers. The method used to achieve flight can vary greatly: wings, propellers, rotors, rockets, anti-gravity, hot air, psionic levitation, magic, or some other technique.
This ability may be selected multiple times. Each time this ability is selected after the first, the character gains a +1 square bonus to tactical movement. (1 square of tactical travel = 3 miles per hour of overland travel, rounded to the nearest 5.)
SKIMMER / HOVERCRAFT
The character is limited to skimming no more than a yard or two off the ground or water. He or she may be riding on a cushion of air, magnetic lines of force, or even travelling along magical lines. Multiply the speed of tactical movement x3 if this method of flight is used, however the character would move his normal walking speed for overland travel, as he would still be affected by some terrain.
GLIDER
The flyer can only become airborne if he or she launches from a high place (like a tree or rooftop) or from a fast-moving vehicle. Additionally, he or she can only gain speed by diving, or gain altitude by riding thermals. Multiply the speed of tactical movement x2 if this method of flight is used, however the character would move his normal walking speed for overland travel, as he would still be affected by some terrain. However, if travelling from a higher altitude to a much lower one, a drop of 1,000 metres per day or more, the character may travel at up to twice his normal overland travel speed.
LIGHT-FOOTED
The character can skim over sand, snow, or ice at full speed.
SLITHERING
The character can slither along the ground at normal walking/running speeds. This allows a character to move quickly while maintaining a very low profile.
SWINGING/BRACHIATING
The character can swing through forests and cities (areas with natural or artificial structures above swinging height) using vines/ropes/webbing or simply his or her arms.
TUNNELLING
The Tunnelling Attribute allows a character to move earth and/or burrow underground. Tunnelling assumes that the character is going through sand or packed earth; boring through solid rock is one Rank slower. The tunnel the character leaves behind will either be permanent or will collapse immediately (must be specified during creation of each tunnel). In tactical movement, the character can tunnel at the speed of 2 squares per round. In overland travel, the character can tunnel at 5 miles per hour.
This ability may be selected multiple times. Each time this ability is selected after the first, the character gains +1 square to tactical movement. (1 square of tactical travel = 2 miles per hour of overland travel, rounded to the nearest 5.)
WALL-BOUNCING
The character can move at regular walking speed without touching the ground by bounding back and forth between nearby vertical surfaces (walls). For example, he or she can proceed down hallways or climb an alleyway between two buildings (bouncing from wall to wall).
WALL-CRAWLING
The character can cling to walls or ceilings as though they were on the ground or floor. This counts as two Special Movement abilities.
WATER-WALKING
The character can run over water as if he or she were on land. This counts as two Special Movement abilities.
SPEED
Targets: Self (Encounter), Ally (Encounter)
Choose either Land or Water when this power is activated.
LAND
This ability grants +2 Sequence each time it is chosen, as well as +1 to movement. A character with Speed can move much faster than a normal character, as well as perceive the world at an increased pace. In the game, a fast-moving character can still interact with the world. This means that the character will not run into buildings along city streets because he or she can perceive them early enough and make sharp turns to avoid them. Fast characters can also read books quickly, write at incredible speeds, and perform normal chores and activities at enhanced rates.
WATER
Each time this ability is selected, add one square to the speed travelled while swimming. In addition, the character gains +2 to swim checks each time this ability is selected. A character with Water Speed can float and travel on or under water. The character can swim on the surface at high speeds and dive underwater for brief periods by holding his or her breath or indefinitely if he or she has the Adaptation (Underwater) Attribute. To survive the pressure associated with deep diving, the Adaptation (Pressure) Attribute must also be assigned.
TELEPORT
Targets: Self, Ally (Single Use), Enemy (Save Prevents)
Teleport enables the character to transport him or herself instantly from place to place without crossing the intervening space. It is a common ability for psionic characters and not unusual for sorcerers and various super-humans. To use the Teleport ability, make a Power check equal to 10 + the number of squares to be travelled. The Teleport ability can only teleport people within melee range. For each point that the teleport fails you miss by one square, (or by 5 miles for overland travel.
Teleporting is only possible if the character has visited the intended destination or can clearly see or otherwise sense the destination (possibly through the Heightened Senses or Sixth Sense Abilities). The GM may allow characters to teleport to unknown destinations for an additional+2 to the TR. Teleporting into a solid object accidentally may be fatal or simply cause a failed teleport at the GM’s option. A character can carry anything while teleporting that he or she could normally carry.
This ability can be selected multiple times. Each time this ability is selected after the first, the character either receives an additional +1 bonus to Teleport checks.
OVERLAND TELEPORTING
1 square of tactical travel = 5 miles per hour of overland travel. To calculate the TR for the desired distance, use TR = 10 + (miles desired to travel / 5).