POWERS

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 NAME

Prerequisite: Powers required to select this power.
Targets: List of targets.
A description of the power.

Limitations: A description of the limitations.

Special: A description of any special rules.

ADVANTAGES

ADVANTAGE

A description of the Advantage.

DISADVANTAGES

DISADVANTAGE

A description of the Disadvantage.