Bulletproof Blues 3e EN:Powers

From OGC
Jump to navigation Jump to search

Arrow up 16x16.png Contents

Powers are those abilities beyond what is possible for ordinary mortals. Flying through the air, reading others' thoughts, and firing blasts of energy from one's jewelry are impossible for the typical man or woman on the street, but these powers are all within reach for a posthuman. Each power costs one character point. We suggest spending about 5 character points on powers.

Some power names have a word in brackets, such as [Element] Immunity. This indicates that the power listed is a general version, and you will need to choose the specific power. For example, a character won't have the [Element] Immunity power. Instead, they will have Air Immunity, or Darkness Immunity, or resistance to some other element. This choice must be made when the power is purchased, and may not normally be changed thereafter.

Powers listed as "constant" are assumed to be active at all times. Powers listed as "free action" must be turned on by the character using a free action during their turn, but will remain on as long as the character is conscious. Powers listed as "standard action" require a standard action to use, while "reaction" powers can be used at any time, as often as the GM deems reasonable. See Actions for more information.

A character may well have a power not listed here, using the guidelines under New Powers and subject to GM approval. However, any new powers should be approximately as useful as these powers, in order to maintain a sense of fairness with other characters.

Villain Powers

Powers can sometimes work quite differently for villains than it does for heroes. For example, a character with Mind Control will rarely be able to maintain their control over a target for more than a few minutes, but a villain might have an NPC under their control for weeks or even years. Story-based powers can accomplish things that are simply beyond the capabilities of player characters. However, do not overuse this technique, or the players will grow tired of it.

Power Descriptions

Some powers have a prerequisite power. In order to have a follow through power, the character must have the prerequisite power.

Absorption

Constant

Absorption permits the character to absorb energy from attacks and use that energy in specific ways. The character can heal themselves, or they can temporarily gain a power that attacked them, or they can boost one of their attributes.

The energy the character absorbs is stored in their Absorption pool. The size of the Absorption pool is equal to the character's Power Level. Each time a successful attempt is made to strike the character with a tangible (not mental) attack, the number of dice the opponent rolled is added to the character's Absorption pool. For example, if the character with Absorption were successfully attacked by an enemy with expertise, and the attacker rolled three dice, 3 would be added to the character's Absorption pool.

When the Absorption pool is full, the energy in the character's Absorption pool may be used in one of three ways, which may be chosen by the character on a case-by-case basis. Using the energy of the Absorption pool requires the expenditure of all of the absorbed energy.

  • Healing: The character restores an amount of lost Endurance (or drained or damaged attribute) up to the amount of energy in the pool. Each point of energy in the Absorption pool restores one point of Endurance. Healing themselves in this fashion requires a free action.
  • Power: The character gains one of the powers that was used against them. The power lasts for only one round. Gaining the power requires a free action, but using it requires a standard action (or whatever action the power normally requires).
  • Boost: The character may increase one of their attributes by one. Boosting one of the character's attributes requires a free action, and the boost lasts for only one round. If the character boosts their Power Level, this does not change the size of their Absorption pool.

If the energy in the Absorption pool is not expended by the end of the scene, it fades away shortly thereafter.

Alternate Forms

Free action

A character with the Alternate Forms power has multiple independent identities, each with its own powers and appearance, and potentially even a different personality for each (if the player wishes). The number of alternate forms the character has is equal to their Power Level. For example, a character with Power Level 3 who can consciously control their evolution might have a physically powerful but slow-witted hominid form, a physically weak but mentally potent hyper-evolved form, and an aquatic prehistoric form. All of the character's various forms are created using the same number of character points, and each form must have the Alternate Forms power.

The character can only use one alternate form at a time, and changing forms requires activating the power with a free action (although the character can only activate one form per round). If the character goes unconscious, the character remains in their current form.

The specific mechanism of the Alternate Forms can vary greatly from character to character, which may offer minor benefits and drawbacks to the character.

Dial R For Random: Normally, a character with Alternate Forms has a set of predefined forms and identities. However, an unusual character might gain a new, randomly determined set of powers and appearance (and personality, if the player wishes) each time the power is activated. With the GM's approval, even the character's skills and gifts might be changed.

Uncontrollable: Normally, the Alternate Forms power is activated consciously by the character. However, some characters are unable to control when they change forms, or which form is taken (if they have more than one). The Alternate Forms may be triggered by the emotional state of character (anger is a popular choice), or the character may change forms on an unknown or immutable schedule.

Ambient Awareness

Constant

A character with Ambient Awareness can perceive equally well in every direction simultaneously. They might have very large eyes, many very small eyes, or simply a preternatural awareness of their surroundings.

Animal Control

Standard action

Animal Control allows a character to communicate with and mentally control all non-sentient animals within short range (10 m). To communicate with and mentally control all non-sentient animals within short range, the character must succeed at a Manipulation (Power Level) roll against the Survival (Presence) roll of the animal within range with the highest Presence. As a rule of thumb, the Presence of a domesticated animal is usually 2, and the Presence of a wild animal is usually 6.

Controlled animals operate independently of the character controlling them, but all of the controlled animals act in unison. Giving a new mental command to the controlled animal requires a free action. Controlled animals have the normal attributes, movement, and attack types that those kinds of animals would have. However, controlled animals are resistant to further mental manipulation, having Presence equal to the character controlling them, or their natural Presence, whichever is greater.

The effects of Animal Control last until the end of the scene.

Limited type of animal: A character's Animal Control might be limited to a specific type of animal, such as cats or sea creatures. If this is the case, the character gains a bonus die on their Animal Control rolls.

Astral Travel

Free action

The character can detach their consciousness from their physical body and travel to alternate realities and divergent time streams, leaving their physical body behind. The character must succeed at a moderately difficult (DV 3) Piloting (Reason + Power Level) roll to navigate to a specific location in a desired reality or divergent time stream. While using Astral Travel, the consciousness of the traveler is typically invisible, but those who possess extraordinary spiritual or magical awareness may be able to see the traveler's "astral body". The "astral body" of the traveler does not require the Environmental Immunity power to survive in other realities or planes of existence, and is usually unable to interact with the strange vistas around them, although they may converse with anyone capable of perceiving them. While the "astral body" is separated from the character's physical body, their physical body appears to be in a comatose state, and the traveler is unaware of anything happening to or around their physical form. Astral Travel is a plot dependent power and may not always be available, at the GM's discretion.

[Attribute] Drain

Standard action
Follow through powers: [Attribute] Drain Ray, [Attribute] Theft

BB3 Attribute Drain chart.png

[Attribute] Drain is a close range (1 m) attack which inflicts damage to one of the target's attributes. The specific attribute must be chosen when this power is purchased. Attacking with [Attribute] Drain requires a successful Close Combat (Power Level) roll against the Close Combat (Brawn) roll of the target, or the target's Close Combat (Brawn + Power Level) roll if the target has Power Resistance. If the attacker succeeds at this roll, then the target's attribute is reduced by one (or more, if using the optional margin of success rules).

The damage from [Attribute] Drain is temporary. It all comes back after the fight is over, when the target has had a chance to rest and recuperate.

[Attribute] Drain Ray

Standard action
Prerequisite: [Attribute] Drain
Follow through powers: [Attribute] Theft Ray

[Attribute] Drain Ray is a short range (10 m) attack which inflicts damage to one of the target's attributes. The specific attribute must be chosen when this power is purchased. Attacking with [Attribute] Drain Ray requires a successful Ranged Combat (Power Level) roll against the Ranged Combat (Agility) roll of the target, or the target's Ranged Combat (Agility + Power Level) roll if the target has Power Resistance. If the attacker succeeds at this roll, then the target's attribute is reduced by one (or more, if using the optional margin of success rules).

The damage from [Attribute] Drain Ray is temporary. It all comes back after the fight is over, when the target has had a chance to rest and recuperate.

[Attribute] Theft

Standard action
Prerequisite: [Attribute] Drain
Follow through powers: [Attribute] Theft Ray

[Attribute] Theft is a close range (1 m) attack which allows a character to temporarily steal one of the target's attributes. The specific attribute must be chosen when this power is purchased. Attacking with [Attribute] Theft requires a successful Close Combat (Power Level) roll against the Close Combat (Brawn) roll of the target, or the target's Close Combat (Brawn + Power Level) roll if the target has Power Resistance. If the attacker succeeds at this roll, then one rank of the target's attribute (or more, if using the optional margin of success rules) is transferred from the target to the character.

The maximum amount of the target's attribute the character may steal with [Attribute] Theft is equal to their own Power Level.

The damage from [Attribute] Theft is temporary. It all comes back after the fight is over, when the target has had a chance to rest and recuperate. The character with the [Attribute] Theft may also return the stolen attribute voluntarily, of course.

[Attribute] Theft Ray

Standard action
Prerequisite: [Attribute] Drain Ray or [Attribute] Theft

[Attribute] Theft Ray is a short range (10 m) attack which allows a character to temporarily steal one of the target's attributes. The specific attribute must be chosen when this power is purchased. Attacking with [Attribute] Theft Ray requires a successful Ranged Combat (Power Level) roll against the Ranged Combat (Agility) roll of the target, or the target's Ranged Combat (Agility + Power Level) roll if the target has Power Resistance. If the attacker succeeds at this roll, then one rank of the target's attribute (or more, if using the optional margin of success rules) is transferred from the target to the character.

The maximum amount of the target's attribute the character may steal with [Attribute] Theft and [Attribute] Theft Ray is equal to their own Power Level.

The damage from [Attribute] Theft Ray is temporary. It all comes back after the fight is over, when the target has had a chance to rest and recuperate. The character with the [Attribute] Theft Ray may also return the stolen attribute voluntarily, of course.

Barrier

Standard action

Barrier is a medium range (100 m) attack which permits the character to create walls and simple geometric shapes. The specific type of force or substance of the barrier must be chosen when this power is purchased. Some typical examples are air, earth, fire, water, light, darkness, force fields, electricity, magnetism, gravity, cloth, and plants. The player can pick any force or substance, subject to the GM's approval. The action value (AV) of the Barrier is equal to the attacker's Agility + Power Level.

Creating a simple shape with Barrier (a wall, dome, cube, and so on) requires a moderately difficult (DV 3) Ranged Combat (Agility + Power Level) roll. Creating more complex shapes is more difficult, with the difficulty set by the GM based on the complexity of the desired shape. For example, an intricate labyrinth would require a remarkably difficult (DV 6) Ranged Combat (Agility + Power Level) roll.

The Brawn and Endurance of the Barrier are equal to the Power Level of the character creating it. The Brawn of the Barrier is used both for its defense value and to support weight as a bridge, support column, or other such structure. If the load on the Barrier exceeds the maximum mass it can support, or if the Barrier's Endurance is reduced to zero, it fades away.

Permanent: If a Barrier is not attacked or damaged, it will usually remain in place until the end of the scene, after which it fades away. The character may also turn off their Barrier voluntarily. However, some barriers are relatively permanent. They do not dissolve at the end of the scene, can't be turned off, and will remain in place until destroyed.

Blast

Standard action
Follow through powers: Explosive Blast, Explosive Strike, Seeking Blast

BB3 Blast chart.png

Blast is a medium range (100 m) attack which inflicts Endurance damage. The Blast could be radiation, fire, cold, arrows, or even darkness or light, and this must be chosen when the Blast power is purchased. Attacking with Blast requires a successful Ranged Combat (Agility + Power Level) roll against the Ranged Combat (Agility) roll of the target. If the attacker succeeds at this roll, then the target's Endurance is reduced by one (or more, if using the optional margin of success rules).

Blast, Explosive

Standard action
Prerequisite: Blast
Follow through powers: Explosive Seeking Blast

Explosive Blast is a medium range (100 m) attack which inflicts Endurance damage to everyone within short range (10 m) of the target. Attacking with Explosive Blast requires a successful Ranged Combat (Agility + Power Level) roll against the Ranged Combat (Agility) roll of each target in the affected area. The Explosive Blast could be radiation, fire, cold, arrows, or even darkness or light, and this must be chosen when the Explosive Blast power is purchased.

The attacker rolls once for the explosion. Normally, each target in the affected area rolls individually against the attack, but if the GM prefers, she may roll once for each group of similar targets.

Blast, Explosive Seeking

Standard action
Prerequisite: Explosive Blast or Seeking Blast

Explosive Seeking Blast is a medium range (100 m) attack which inflicts Endurance damage to everyone within short range (10 m) of the target. Attacking with Explosive Seeking Blast requires a successful Ranged Combat (Agility + Power Level) roll against the Ranged Combat (Agility) roll of each target in the affected area. The Explosive Seeking Blast could be radiation, fire, cold, arrows, or even darkness or light, and this must be chosen when the Explosive Seeking Blast power is purchased.

The attacker rolls once for the explosion. Normally, each target in the affected area rolls individually against the attack, but if the GM prefers, she may roll once for each group of similar targets.

Explosive Seeking Blast has limited independence from the attacker. If the attack misses a target, the attack will try again on the succeeding round. The attacker rolls the attack again as a free action, but no interaction or attention is required from the attacker for this second attack.

Blast, Seeking

Standard action
Prerequisite: Blast
Follow through powers: Explosive Seeking Blast

Seeking Blast is a medium range (100 m) attack which inflicts Endurance damage. Attacking with Seeking Blast requires a successful Ranged Combat (Agility + Power Level) roll against the Ranged Combat (Agility) roll of the target. The Seeking Blast could be radiation, fire, cold, arrows, or even darkness or light, and this must be chosen when the Blast power is purchased.

Seeking Blast has limited independence from the attacker. If the attack misses the target, the attack will circle around and try again on the succeeding round. The attacker rolls the attack again as a free action, but no interaction or attention is required from the attacker for this second attack.

Blindness

Standard action
Follow through powers: Mass Blindness

File:BB3 Blindness chart.png

Blindness is a medium range (100 m) power which renders the target unable to see. Attacking with Blindness requires a successful Ranged Combat (Power Level) roll against the Ranged Combat (Agility) roll of the target, or the target's Ranged Combat (Agility + Power Level) roll if the target has Power Resistance. A successful Blindness attack renders the target unable to see. If an attacker can't see the defender, the attacker incurs a penalty die. Conversely, if a defender can't see the attacker, the defender incurs a penalty die.

The mechanism which causes the Blindness must be specified when this power is purchased. For example, the target might not be able to see because they have a layer of glue across their eyes, they might be forced to close their eyes due to a painful chemical spray, or they could literally be blinded by a bright light. Alternately, Blindness could affect a sense other than vision. For example, the target could be rendered deaf, or unable to smell. It is also possible to use Blindness against an unusual sense, such as Danger Sense, Clairvoyance, or Radio Communication. If so, this must be specified when this power is purchased.

To recover from Blindness, the target must use a standard action to make a moderately difficult (DV 3) Perception (Reason) roll. If the character succeeds at this roll, they recover from being blinded and may use their remaining movement action.

If the target has not recovered from Blindness by the end of the scene, then they recover from it shortly thereafter.

Blindness, Mass

Standard action
Prerequisite: Blindness

Mass Blindness is a medium range (100 m) power which renders everyone within short range (10 m) of the target unable to see. Attacking with Mass Blindness requires a successful Ranged Combat (Power Level) roll against the Ranged Combat (Agility) roll of each target in the affected area, or their Ranged Combat (Agility + Power Level) roll if a target has Power Resistance. A successful Mass Blindness attack renders a target unable to see. If an attacker can't see the defender, the attacker incurs a penalty die. Conversely, if a defender can't see the attacker, the defender incurs a penalty die.

The mechanism which causes the Mass Blindness must be specified when this power is purchased. For example, a target might not be able to see because they have a layer of glue across their eyes, they might be forced to close their eyes due to a painful chemical spray, or they could literally be blinded by a bright light. Alternately, Mass Blindness could affect a sense other than vision. For example, a target could be rendered deaf, or unable to smell. It is also possible to use Mass Blindness against an unusual sense, such as Danger Sense, Clairvoyance, or Radio Communication. If so, this must be specified when this power is purchased.

To recover from Mass Blindness, each target must use a standard action to make a moderately difficult (DV 3) Perception (Reason) roll. If a character succeeds at this roll, they recover from being blinded and may use their remaining movement action.

If the targets have not recovered from Mass Blindness by the end of the scene, then they recover from it shortly thereafter.

Blindsight

Constant

A character with Blindsight can sense shapes and textures as clearly as with ordinary vision, but without the ability to perceive color. This could be a form of sonar, radar, a sense of touch so acute that they can detect and locate vibrations, or some other form of alternate perception.

Clairvoyance

Standard action

With Clairvoyance, the character can attempt to perceive things at a distance. Using Clairvoyance typically requires a moderately difficult (DV 3) Perception (Reason + Power Level) roll, but the difficulty may be higher depending on the ambient "noise" and how subtle the thing being perceived is. If the thing being perceived is relatively obvious (to someone with the appropriate senses), no roll should be necessary. The range of Clairvoyance is essentially unlimited, but it is never completely reliable: it is primarily a roleplaying power under the control of the GM.

Clinging

Free action

Clinging allows a character to move along walls, ceilings, and other surfaces as if they were level. For example, the character might sticky hands and feet, they might wear magnetic shoes, or they may be able to selectively control the force of gravity. The strength holding the character to the surface is equal to their Brawn. If the surface is slippery or unstable, the GM might require the character to attempt a moderately difficult (DV 3) Athletics (Agility) roll to keep from sliding or falling.

Combination

Free action

Combination permits several characters to merge into a single larger and more powerful character. Every character wishing to combine must have the Combination power, and the maximum number of characters who may combine is equal to the lowest Power Level among them. Activating Combination takes a standard action, and requires the characters to all be touching each other. In addition to being more massive, the combined character has all of the powers of the combined characters. The Brawn, Endurance, and Power Level of the combined character are equal to the highest of any of the combined characters, plus one for every combined character after the first.

Example:

Moe, Larry, and Curly each have Combination. Moe has Brawn 2 and Power Level 4, Larry has Brawn 2 and Power Level 3, and Curly has Brawn 3 and Power Level 3. When Moe, Larry, and Curly combine, they form the mighty Stoopendigous, who has Brawn 5 (Curly's Brawn 3, plus 2 more for Moe and Larry), Power Level 6 (Moe's Power Level 4, plus 2 more for Larry and Curly) and all of the powers possessed by Moe, Larry, and Curly.

Damage Resistance

Constant

A character with Damage Resistance is resistant to most forms of tangible (not mental) damage. The character may have chitin, scales, thick fur, or just have exceptionally tough skin. The defense value (DV) of a character with Damage Resistance is equal to their relevant defense attribute (Brawn for close combat, Agility for ranged combat) plus their Power Level. As always, this does not stack with conventional armor, Force Field, or other forms of defense -- only the highest defense value applies.

Damaging Aura

Reaction
Follow through powers: Explosive Damaging Aura

BB3 Damaging Aura chart.png

Damaging Aura allows a character to use a reaction to attack anyone who touches them or attacks them with a close combat attack. Attacking someone with Damaging Aura requires a successful Close Combat (Brawn + Power Level) roll against the Close Combat (Brawn) defense roll of the target. The Damaging Aura could be radiation, fire, cold, quills, or even darkness or light, and this must be chosen when the Damaging Aura power is purchased. The character with Damaging Aura may also attempt to touch others and cause damage. Doing so requires a successful Close Combat (Brawn + Power Level) roll against the Close Combat (Brawn) roll of the target.

Damaging Aura, Explosive

Reaction
Prerequisite: Damaging Aura

Explosive Damaging Aura allows a character to use a reaction to attack everyone within short range (10 m) of the character. Attacking someone with Explosive Damaging Aura requires a successful Close Combat (Brawn + Power Level) roll against the Close Combat (Brawn) defense roll of the target. The Explosive Damaging Aura could be radiation, fire, cold, quills, or even darkness or light, and this must be chosen when the Explosive Damaging Aura power is purchased. The character with Explosive Damaging Aura may also attempt to touch others and cause damage. Doing so requires a successful Close Combat (Brawn + Power Level) roll against the Close Combat (Brawn) roll of the target.

If anyone enters the area of the Explosive Damaging Aura after it has been activated, the character with Explosive Damaging Aura uses a reaction to attack them. Once the power is active, the character with Explosive Damaging Aura uses a reaction to make another attack roll against everyone within range at the beginning of each of their turns.

Normally, each target in the affected area rolls individually against the attack, but if the GM prefers, she may roll once for each group of similar targets.

Danger Sense

Reaction

Danger Sense permits the character to sense danger and avoid being surprised, even if there is no way for the character to see the attack coming. To perceive a source of danger, the character must succeed at a moderately difficult (DV 3) Perception (Reason + Power Level) roll. If the Danger Sense roll is successful, the character gains a bonus die on their defense roll against the attack. Danger Sense is a reaction: a character with Danger Sense may attempt to predict as many attacks as they like, as often as they like.

Precognition: Some characters with Danger Sense can see into the future, or "read" the destiny of items and people by touching them. Seeing into the future is never completely reliable: this aspect of Danger Sense is primarily a roleplaying power under the control of the GM.

Darkness

Standard action
Follow through powers: Great Darkness

BB3 Darkness chart.png

Darkness is a medium range (100 m) power which makes an area within short range (10 m) of the target location opaque to all sight, including unusual forms of sight such as Night Vision and X-ray Vision.

The mechanism which causes the Darkness must be specified when this power is purchased. For example, vision might be obscured by smoke, or the area might be filled with a blinding light or black extradimensional energy. Alternately, Darkness could affect a sense other than vision. For example, the target area could be filled with electrical interference which is impenetrable to Radio Communication, or it could be filled with a powerful scent that masks all other smells. It is also possible to use Darkness against a specific unusual sense, such as Danger Sense, Detect, or Clairvoyance. If so, this must be specified when this power is purchased.

If the character wishes to dismiss the Darkness, they may do so with a free action. They may also use a standard action to move the center of the Darkness.

Darkness, Great

Standard action
Prerequisite: Darkness
Follow through powers: Vast Darkness

Great Darkness is a long range (1,000 m) power which makes an area within medium range (100 m) of the target location opaque to all sight, including unusual forms of sight such as Night Vision and X-ray Vision.

The mechanism which causes the Great Darkness must be specified when this power is purchased. For example, vision might be obscured by smoke, or the area might be filled with a blinding light or black extradimensional energy. Alternately, Great Darkness could affect a sense other than vision. For example, the target area could be filled with electrical interference which is impenetrable to Radio Communication, or it could be filled with a powerful scent that masks all other smells. It is also possible to use Great Darkness against a specific unusual sense, such as Danger Sense, Detect, or Clairvoyance. If so, this must be specified when this power is purchased.

If the character wishes to dismiss the Great Darkness, they may do so with a free action. They may also use a standard action to move the center of the Great Darkness.

Darkness, Vast

Standard action
Prerequisite: Great Darkness

Vast Darkness is an extreme range (10 km) power which makes an area within long range (1,000 m) of the target location opaque to all sight, including unusual forms of sight such as Night Vision and X-ray Vision.

The mechanism which causes the Vast Darkness must be specified when this power is purchased. For example, vision might be obscured by smoke, or the area might be filled with a blinding light or black extradimensional energy. Alternately, Vast Darkness could affect a sense other than vision. For example, the target area could be filled with electrical interference which is impenetrable to Radio Communication, or it could be filled with a powerful scent that masks all other smells. It is also possible to use Vast Darkness against a specific unusual sense, such as Danger Sense, Detect, or Clairvoyance. If so, this must be specified when this power is purchased.

If the character wishes to dismiss the Vast Darkness, they may do so with a free action. They may also use a standard action to move the center of the Vast Darkness.

Detect [Element]

Standard action
Follow through powers: Sense [Element]

With Detect [Element], the character can attempt to perceive, locate, and analyze a substance, material, or energy. The specific type of force or substance that to be detected must be chosen when this power is purchased: detect magic, detect metal, detect temporal anomalies, and so on. Using Detect [Element] typically requires a moderately difficult (DV 3) Perception (Reason + Power Level) roll, but the difficulty may be higher depending on the ambient "noise" and how obvious the thing being perceived is. If the thing being perceived is relatively obvious (to someone with the appropriate senses), no roll should be necessary.

BB3 Detect Element chart.png

Dimensional Travel

Standard action

The character can traverse dimensional boundaries, visiting alternate realities and divergent time streams. Depending on the method used, the character may be able to take others with them. Survival in other realities or planes of existence may require Environmental Immunity, depending on the local environment. Dimensional Travel is a plot dependent power and may not always be available, at the GM's discretion.

Duplication

Standard action

Duplication permits a character to make identical copies of themselves. The number of duplicates is based on the Power Level of the character. These duplicates are independent characters, who each move and act separately each round. However, all of the duplicates share a single pool of Plot Points, and spend their Plot Points as a single character. Duplicates do not have any special means of communication, but if one duplicate has Mind Link, they all do.

As long as there is more than one identical character, any duplicate which takes Endurance damage ceases to exist. By default, there is no "original" character -- the last duplicate remaining is the "original". Once the Duplication is activated, any of the identical characters may deactivate the power. When the power is deactivated, which duplicate remains behind as the "original" is generally up the player.

The character is not required to activate or deactivate all of their duplicates simultaneously. For example, a character with Power Level 4 could create one duplicate this round, create four more duplicates the following round, deactivate two duplicates on the third round, and so on. Duplicates last until they are deactivated or until they take any Endurance damage. When a duplicate is deactivated, its memories and knowledge are absorbed into the remaining identical characters.

The specific mechanism of the Duplication can vary greatly from character to character, which may offer minor benefits and drawbacks to the character.


Table: Duplication
Power Level Duplicates
1 1
2 2
3 5
4 11
5 35
6 110
7 350
8 1,100
9 3,500
10 11,000


[Element] Form

Standard action
Prerequisite: [Element] Immunity
Follow through powers: Element Mimicry

[Element] Form permits the character to physically transform their body into a force or substance. The specific type of force or substance must be chosen when this power is purchased. Some typical examples are air, earth, fire, water, light, darkness, force fields, electricity, magnetism, gravity, cloth, and plants. The player can pick any force or substance, subject to the GM's approval. "Energy", for example, would be much too broad.

When transformed into their [Element] Form, the character possesses the traits of the form or substance and gains Damage Resistance. If the force or substance is appropriate, [Element] Form may also grant the Strike power (punching with fists of stone, burning things with an electrical touch, and so on).

With the GM's approval, [Element] Form may grant other powers, as well. For example, Electrical Form might grant the ability to Teleport through conductive material, Water Form might grant Stretching, and so on.

[Element] Immunity

Constant
Follow through powers: Element Form

BB3 Element Immunity chart.png

[Element] Immunity provides complete immunity against the Endurance damage inflicted by a specific type of force or substance. The specific types of force or substance must be chosen when this power is purchased. Some typical examples are air, earth, fire, water, light, darkness, force fields, electricity, magnetism, gravity, cloth, and plants. The player can pick any force or substance, subject to the GM's approval. "Energy", for example, would be much too broad.

Element Mimicry

Standard action
Prerequisite: [Element] Form

Element Mimicry permits the character to physically transform their body into any force or substance they touch. For example, the character could touch concrete and turn into concrete, or touch water and turn into water. The character must be in physical contact with the material in order to mimic it. If the character uses a standard action to mimic a force or substance which would injure them, such as an attack, they transform into that attack type and the attack does no damage to them. For example, a character with Element Mimicry who is shot by a laser may choose to use a standard action to transform into laser light, taking no damage from that attack (nor from any other laser attacks, while in that form).

While transformed, the character possesses the traits of the force or substance and gains Damage Resistance. If the force or substance is appropriate, Element Mimicry may also grant the Strike power (punching with fists of stone, burning things with an electrical touch, and so on).

With the GM's approval, Element Mimicry may grant other powers, as well. For example, mimicking fire might grant the ability to fly, while mimicking air might grant Intangibility, and so on.

Emotion Control

Standard action
Follow through powers: Mass Hysteria, Mind Control, Possession

BB3 Emotion Control chart.png

Emotion Control is a short range (10 m) attack which allows a character to influence a target's behaviour by controlling their emotional state. The character can only instill one emotion at a time in the target, but may instill in the target any emotion the attacker desires. To instill an emotion in the target, the attacker must succeed at a Mental Combat (Presence + Power Level) roll against the Mental Combat (Presence) roll of the target, or a Mental Combat (2x Presence) roll if the target has Mental Resistance.

To break free of the Emotion Control, the target must make a successful Mental Combat (Presence) roll, or a Mental Combat (2x Presence) roll if the target has Mental Resistance, against the Mental Combat (Presence + Power Level) roll of the attacker. If the target succeeds at this roll, they may use their remaining movement action. If the target has not broken free of the Emotion Control by the end of the scene, then they break free of it shortly thereafter.

Specific emotion: A character's Emotion Control might be limited to a specific emotion, such as fear or loyalty. If this is the case, the character gains a bonus die on their Emotion Control rolls.

Environmental Control

Standard action
Follow through powers: Great Environmental Control

BB3 Environmental Control chart.png

Environmental Control is a medium range (100 m) power which allows the character to alter the temperature, humidity, and illumination within short range (10 m) of the target. For example, the character could illuminate a dark area, warm a cold area, make it cloudy on a sunny day. Using Environmental Control typically requires a moderately difficult (DV 3) Ranged Combat (Reason + Power Level) roll, but the difficulty may be higher if the change from current conditions is particularly drastic. For example, causing a blizzard on a hot summer day would require a remarkably difficult (DV 6) Ranged Combat (Reason + Power Level) roll. If the new environment is relatively normal for the time and place, no roll should be necessary.

Environmental Control may not be used to duplicate effects of other powers, such as Blindness.

If the character has not returned the environment to normal by the end of the scene, then it reverts to its natural state shortly thereafter.

Limited type of environment: A character's Environmental Control might be limited to a specific type of environment, such as making it cold or establishing an intense magnetic field. If this is the case, the character gains a bonus die on their Environmental Control rolls.

Environmental Control, Great

Standard action
Prerequisite: Environmental Control
Follow through powers: Vast Environmental Control

Great Environmental Control is a long range (1,000 m) power which allows the character to alter the temperature, humidity, and illumination within medium range (100 m) of the target. For example, the character could illuminate a dark area, warm a cold area, make it cloudy on a sunny day. Using Great Environmental Control typically requires a moderately difficult (DV 3) Ranged Combat (Reason + Power Level) roll, but the difficulty may be higher if the change from current conditions is particularly drastic. For example, causing a blizzard on a hot summer day would require a remarkably difficult (DV 6) Ranged Combat (Reason + Power Level) roll. If the new environment is relatively normal for the time and place, no roll should be necessary.

Great Environmental Control may not be used to duplicate effects of other powers, such as Blindness.

If the character has not returned the environment to normal by the end of the scene, then it reverts to its natural state shortly thereafter.

Limited type of environment: A character's Great Environmental Control might be limited to a specific type of environment, such as making it cold or establishing an intense magnetic field. If this is the case, the character gains a bonus die on their Great Environmental Control rolls.

Environmental Control, Vast

Standard action
Prerequisite: Great Environmental Control

Vast Environmental Control is an extreme range (10 km) power which allows the character to alter the temperature, humidity, and illumination within long range (1,000 m) of the target. For example, the character could illuminate a dark area, warm a cold area, make it cloudy on a sunny day. Using Vast Environmental Control typically requires a moderately difficult (DV 3) Ranged Combat (Reason + Power Level) roll, but the difficulty may be higher if the change from current conditions is particularly drastic. For example, causing a blizzard on a hot summer day would require a remarkably difficult (DV 6) Ranged Combat (Reason + Power Level) roll. If the new environment is relatively normal for the time and place, no roll should be necessary.

Vast Environmental Control may not be used to duplicate effects of other powers, such as Blindness.

If the character has not returned the environment to normal by the end of the scene, then it reverts to its natural state shortly thereafter.

Limited type of environment: A character's Vast Environmental Control might be limited to a specific type of environment, such as making it cold or establishing an intense magnetic field. If this is the case, the character gains a bonus die on their Vast Environmental Control rolls.

Environmental Immunity

Constant

Environmental Immunity permits the character to survive in environments and conditions that would impair or even kill normal people. This includes unusual or even poisonous atmospheres, such as underwater or in methane. It also includes environments of extreme cold, extreme heat, and intense ionizing radiation. The character may sleep or eat if they want to, but they suffer no ill effect from lack of food or sleep. Furthermore, the character is unaffected by infectious viruses, bacteria, chemical and biological poisons, toxins, and so on.

The benefit provided by Environmental Immunity is ambient and highly plot dependent: it does not normally protect the character from attacks or from direct forms of damage. Being able to withstand extreme heat and exposure to the blazing desert sun does not mean that a character is immune to a fire blast. A good rule of thumb is that if someone else is using it as an attack, the character is not immune to it.

Specific environment: Some characters have a more limited form of Environmental Immunity, granting them the ability to survive only in a very specific environment. Some specific immunities a player may choose are extreme cold, extreme heat, poisons, pressure, radiation, sleep deprivation, starvation, suffocation, and vacuum. If the player wishes, their character's immunity may be restricted even further. For example, a character with Environmental Immunity can normally survive without needing to breathe at all. However, if it makes more sense for the character to be able to breath in just one unusual environment, such as underwater or in methane, they may choose that option instead.

For more details on the effects of the environment on a character, see Environment.

Etheric Travel

Standard action

The character can detach their consciousness from their physical body and travel to anywhere on Earth, leaving their physical body behind. The character must succeed at a moderately difficult (DV 3) Piloting (Reason + Power Level) roll to navigate to a specific location. While using Etheric Travel, the consciousness of the traveler is typically invisible, but those who possess extraordinary spiritual or magical awareness may be able to see the traveler's "etheric body". The "etheric body" of the traveler does not require the Environmental Immunity power to survive in the upper atmosphere or under water, and is usually unable to interact with the world around them, although they may converse with anyone capable of perceiving them. While the "etheric body" is separated from the character's physical body, their physical body appears to be in a comatose state, and the traveler is unaware of anything happening to or around their physical form. Etheric Travel is a plot dependent power and may not always be available, at the GM's discretion.

Extra Actions

Constant

A character with the Extra Actions power may take additional actions at the end of a round, such as movement actions or standard actions. All of the character's additional actions are resolved after all other rolls are resolved that round.

During each game session, the number of additional actions the character may use is equal to their Power Level. The character may only use half of their total additional actions in any one round, and once an additional action has been used, it may not be used again in that game session. The player may wait until the end of the round before deciding whether their character will use any of their additional actions.

Flight

Movement action
Firefly

Flight allows a character to fly through the air or through a vacuum. For example, the character might have wings, they might wear a jetpack, or they may just be able to fly through sheer force of will. The character's Power Level is added to their Agility for the purpose of determining their base move, double move, and all-out move while flying.

Defying Gravity: Rather than flying, the character runs so fast that they can run along any surface without falling, even bodies of water or the underside of bridges. If they stop running, of course, gravity takes over.

Swinging: Some characters "fly" by using a grappling line, a spider web, invisible beams of magnetic force, or some other method of suspension. If the character relies on a form of suspension like this, and there is nothing above the character to attach this "swing line" to, the character is grounded. If the swing line is attached to something which weighs less than the character, the character can pull the object toward them or swing it around. If the object on the other end of the swing line is another character, this requires an Athletics (Brawn) roll against the Athletics (Brawn) roll of the other character.


Table: Flight
Agility + Power Level Fly Double Move All-out Move kph
1 2 m 4 m 12 m 7 kph
2 4 m 8 m 24 m 14 kph
3 7 m 14 m 42 m 25 kph
4 13 m 26 m 78 m 47 kph
5 40 m 80 m 240 m 140 kph
6 130 m 260 m 780 m 470 kph
7 400 m 800 m 2,400 m 1,400 kph
8 1,300 m 2,600 m 7,800 m 4,700 kph
9 4 km 8 km 24 km 14,000 kph
10 13 km 26 km 78 km 47,000 kph
11 40 km 80 km 240 km 140,000 kph
12 130 km 260 km 780 km 470,000 kph
13 400 km 800 km 2,400 km 1,400,000 kph
14 1,300 km 2,600 km 7,800 km 4,700,000 kph
15 4,000 km 8,000 km 24,000 km 14,000,000 kph
16 13,000 km 26,000 km 78,000 km 47,000,000 kph
17 40,000 km 80,000 km 240,000 km 140,000,000 kph
18 130,000 km 260,000 km 780,000 km 470,000,000 kph
19 400,000 km 800,000 km 2,400,000 km 0.99 c
20 1,300,000 km 2,600,000 km 7,800,000 km 0.9999 c

Force Field

Free action

Force Field provides protection against most forms of tangible (not mental) damage. The defense value (DV) of a character with Force Field is equal to their relevant defense attribute (Brawn for close combat, Agility for ranged combat) plus their Power Level.

A character with a Force Field may extend their force field to another person (or person-sized object) by touching them. The Force Field then protects both characters, but only as long as the character with the Force Field is touching the second character. As always, this does not stack with conventional armor, Damage Resistance, or other forms of defense -- only the highest defense value applies.

Unlike Damage Resistance, a Force Field must be activated: if the character goes unconscious, the power turns off. The character may also turn off their Force Field voluntarily, of course.

Growth

Free action

Growth permits a character to become physically larger, making them stronger and more massive than normal. The effects of Growth are based on the Power Level of the character. At Power Level 9 and above, the character's hands are so large that they strike entire areas rather than individuals.

When a character using 9 or more ranks of Growth makes a Close Combat attack roll, everyone within short range (10 m) of the target must make a Close Combat (Brawn) roll against the attack. Normally, each target in the affected area rolls individually against the attack, but if the GM prefers, she may roll once for a group of similar targets.

A character with Growth does not have to use it at full power. A character who has Power Level 5, for example, could elect to be merely 4 meters tall rather than their full 15 meters.


Table: Growth
Power Level Height Reach Mass Brawn
1 3 m 1 m 550 kg +1
2 5 m 2 m 1,700 kg +1
3 7 m 3 m 5,500 kg +2
4 10 m 5 m 17 t +2
5 15 m 7 m 55 t +3
6 20 m 10 m 170 t +3
7 30 m 15 m 550 t +4
8 50 m 25 m 1,700 t +4
9 70 m 35 m 5,500 t +5
10 100 m 50 m 17,00 t +5

Haste

Standard action

Haste allows the character to perform everyday tasks at a rate much faster than usual. The character's Power Level is added to their Agility for the purpose of determining the time it takes to complete a task. For example, a character with Haste and a combined Power Level and Agility of 6 could accomplish a 15 minute task in 8 seconds.

Haste is only applicable to everyday tasks: tasks which are routine or which have no significant penalty for failure. Haste does not enhance the character's combat abilities, nor does it grant any other speed-related powers, such as Regeneration or Super-running.

Table: Haste
Agility + Power Level Multiplier
1 1
2 2
3 5
4 11
5 35
6 110
7 350
8 1,100
9 3,500
10 11,000
11 35,000
12 110,000
13 350,000
14 1,100,000
15 3,500,000
16 11,000,000
17 35,000,000
18 110,000,000
19 350,000,000
20 1,100,000,000

Healing

Standard action

Healing is a close range (1 m) power which restores lost Endurance. The character with Healing may use a standard action to attempt a moderately difficult (DV 3) Medicine (Power Level) roll to heal the victim's injuries. If the character succeeds at this roll, then one Endurance is restored to the victim (or more, if using the optional margin of success rules).

Healing can remove diseases, pathogens, and poisons from the target. The character with Healing may attempt a moderately difficult (DV 3) Medicine (Power Level) roll to cure a single disease or purge a single toxin from the victim's system.

Hold

Standard action

Hold is a medium range (100 m) attack which prevents the target from moving or taking any actions other than trying to break out of it. Attacking with Hold requires a successful Ranged Combat (Agility + Power Level) roll against the Ranged Combat (Agility) roll of the target. The mechanism which causes the Hold must be specified when this power is purchased. For example, the target might be entangled in webs, encased in ice, bound by rings of magical force, or they could be paralyzed by some form of toxic gas.

A character under the effects of Hold is not helpless, but they can't use normal movement until they break free of the power. Attacking a character under the effects of Hold is easier, and their attacks are easier to avoid: they incur a penalty die on all attack rolls, defense rolls, and skill rolls while under the effects of Hold.

To break free of Hold, the target must make a successful Athletics (Brawn) roll, or an Athletics (Brawn + Power Level) roll if the held character has Strike, against the Ranged Combat (Power Level) roll of the attacker. If the character succeeds at this roll, they may use their remaining movement action. Other characters can help the target break out of Hold, using an appropriate power.

If the character has not broken out of Hold by the end of the scene, then they break out of it shortly thereafter.

Hyperacuity

Constant

Hyperacuity allows a character to make a moderately difficult (DV 3) Perception (Reason + Power Level) roll to sense details far too small, faint, or distant for ordinary human senses to detect. On a successful roll, the character can taste the number of salt grains on a pretzel, read text on a computer display by touching it, see a license plate clearly from kilometers away, identify a person by the sound of their heartbeat, track someone through a city by their scent, and so on.

Illusion

Standard action

The Illusion power permits the character to create realistic three-dimensional phantasms anywhere within medium range (100 m), complete with all associated sensory accompaniment. An illusory lion will roar, illusory snow will feel cold and wet, and so on.

Creating a simple, immobile illusion (a wall, a bridge, and so on) requires a moderately difficult (DV 3) Deception (Presence + Power Level) roll. Creating more complex shapes requires a more difficult roll, with the difficulty set by the GM based on the complexity of the desired illusion. For example, a windmill, a lion, or other moving shape would require a remarkably difficult (DV 6) Deception (Presence + Power Level) roll, while a city square with moving cars, bicycles, and dozens of people would require an extremely difficult (DV 9) Deception (Presence + Power Level) roll.

While the illusions created by this power are completely convincing, they don't actually exist. The bite of an illusory dog will not break the skin, the touch of illusory liquid nitrogen will not cause frostbite, and an illusory bridge will not support the weight of anyone. The tactile aspect of an illusion will only be convincing if the contact is fleeting or feather-light: any significant physical interaction with an illusion provides an observer with a good reason to suspect that the apparition is not the genuine article.

Anyone who observes an Illusion and who has a good reason to suspect its true nature may attempt a Perception (Reason) roll against the creator's Deception (Presence + Power Level) roll. If the Perception (Reason) roll succeeds, the observer sees the Illusion for what it is, and may respond appropriately.

It's All In Your Mind: Normally, the sights and sounds created by the Illusion power can be recorded, seen on cameras, and so on. However, some characters' illusions only affect sentient creatures: cameras and robots do not perceive the illusions, nor do the illusions appear in mirrors.

Immortality

Constant

The Immortality power grants the character immunity to the ravages of time. An immortal character will never grow old or die from "natural causes". Additionally, the character is never truly "dead". If the cause of the character's demise is reversed (the stake is pulled from their heart, the poison wears off and loses its toxicity, their dismembered body parts are re-assembled, and so on), the character will begin to recover from their mortal injuries. How long this recovery takes is up to the GM.

Additionally, the player must select two means of permanently killing the character. One of these means must be relatively obvious, such as burning the character or dissolving them in acid. The second means may be obvious, but it may also be obscure and specific to that character, such as destroying a specific portrait of the character that they keep in a vault or stabbing them with a weapon made from the bone of a blood relative.

Death Is Preferable: Normally, an immortal character stops aging when they reach physical maturity, or shortly thereafter. However, some immortal characters continue to age (albeit at a slower rate), becoming gnarled and withered as the years pass. Such a character looks and feels ancient, although they may still be physically powerful.

Offsite Backup: Normally, when an immortal character recovers from "death", they retain all of the memories from events up to and including their demise. If the character's resurrection is facilitated by an external backup, such as a stored clone or a periodic neural upload to an orbiting satellite, there will be a gap between the time of the last "backup" and the character's demise.

Serial Immortality: Normally, when an immortal character recovers from "death", they remain essentially unchanged. However, some immortal characters change their appearance and personality to that of a completely new person when they "die", although the knowledge and memories of the character are preserved. For example, the character might be a parasitic organism that possesses a new host when the previous one expires, or the character might have a form of cellular regeneration with unpredictable results. With the GM's approval, even the character's gifts and powers might be changed.

Increased Density

Free action

Increased Density permits a character to become more massive, making them stronger and tougher than normal. The effects of Increased Density are based on the Power Level of the character. At Power Level 5, the character is denser than any naturally occurring substance on Earth.

The defense value (DV) of a character using Increased Density is equal to their relevant defense attribute (Brawn for close combat, Agility for ranged combat) plus their Power Level. As always, this does not stack with conventional armor, Damage Resistance, or other forms of defense -- only the highest defense value applies.

A character with Increased Density does not have to use it at full power. A character with Power Level 5, for example, could elect to be merely 400 kilograms rather than their full 17 tonnes. Note that a character with their Increased Density activated in the water will sink like a stone unless they have Super-swimming.


Table: Increased Density
Power Level Mass Brawn
1 260 kg +1
2 550 kg +1
3 1,700 kg +2
4 5,500 kg +2
5 17 t +3
6 55 t +3
7 170 t +4
8 550 t +4
9 1,700 t +5
10 5,500 t +5

Intangibility

Free action

Intangibility allows a character to move through solid matter as though through water, leaving no trace of their passage. For example, Intangibility could represent a character who is able to control their molecular density, a character who vibrates at a different frequency, or even a character whose body can turn into radiant energy. A character using Intangibility cannot pass through a force field, nor through any area affected by Power Suppression; other than this, physical objects generally have no effect on a character using Intangibility, or vice versa.

An intangible character is immune to most attacks, regardless of the source. However, an intangible character is affected normally by mental powers, and they may use mental powers against others.

A character with Intangibility may make another person (or person-sized object) intangible by touching the other person and then activating the Intangibility power. The Intangibility then affects both characters, but only as long as the character with the Intangibility is touching the second character.

Permanent: Intangibility usually must be activated: if the character goes unconscious, the power turns off. The character may also turn off their Intangibility voluntarily. However, some characters are unable to turn off their Intangibility; they remain intangible even if rendered unconscious.

Loophole: The character has a power which affects the world normally while they are intangible. However, the character must also define an attack type which affects them normally while they are intangible.

Invisibility

Free action

Invisibility allows the character to become difficult to perceive. For example, the character might become transparent, they might bend light around them, or they may blend into their surroundings by modulating chromatophores in their skin. However the effect is achieved, the character is hidden from normal senses unless someone is actively looking for them or there is some environmental circumstance that might reveal the character's location. If an attacker can't see the defender, the attacker incurs a penalty die. Conversely, if a defender can't see the attacker, the defender incurs a penalty die.

If someone is actively looking for the character, perhaps by isolating their heat signature or tracking them by scent, the person trying to locate the invisible character must make a successful Perception (Reason) roll against the invisible character's Stealth (Presence + Power Level) roll. A character with Clairvoyance or Hyperacuity may add their Power Level to their Reason when attempting to notice a character using Invisibility. If an environmental circumstance might reveal the character's location, the person trying to locate the invisible character gains a bonus die on their Perception (Reason) roll. For example, fog might reveal an invisible character's outline, or fresh snow might reveal their footprints.

The character may make another person (or person-sized object) invisible by touching the other person, but only as long as the character with the Invisibility is touching the second character or object.

Permanent: Invisibility usually must be activated: if the character goes unconscious, the power turns off. The character may also turn off their Invisibility voluntarily. However, some characters are unable to turn off their Invisibility; they remain invisible even if rendered unconscious.

Life Drain

Standard action

Life Drain is a close range (1 m) attack which inflicts Endurance damage. Attacking with Life Drain requires a successful Close Combat (Power Level) roll against the Close Combat (Brawn) roll of the target, or the target's Close Combat (Brawn + Power Level) roll if the target has Power Resistance. If the attacker succeeds at this roll, then one Endurance is lost by the victim (or more, if using the optional margin of success rules). Life Drain ignores all normal forms of protection such as armor and force fields. However, Life Drain is completely ineffective against non-living objects, even if they are sentient.

Machine Control

Standard action

Machine Control is a short range (10 m) power which allows a character to mentally control electronic and mechanical machines. To mentally control a machine, the character must succeed at a moderately difficult (DV 3) Manipulation (Presence + Power Level) roll.

Controlled machines operate independently of the character controlling them. Giving a new mental command to the controlled machine requires a free action. The Brawn, Agility, and Endurance of the machine is equal to the Power Level of the character controlling it. Animated machines have a very limited form of intelligence, with Reason and Presence of 1. The specific details of the how the machine moves and attacks vary depending on the machine itself: an animated soda machine can hop very slowly and shoot out cans of soda, a bulldozer can roll and demolish buildings, and so on.

Controlled machines can also be made to perform their ordinary purpose, such as making an automatic teller machine spit out money, or making a computer terminal display information from a database. If there is no significant security in place, no roll is necessary for this. If the character is trying to circumvent security or break into a computer system, the character may attempt a Computing roll using either their Reason or their Power Level, whichever is greater, against the difficulty value of the security.

The effects of Machine Control last until the end of the scene.

Mass Hysteria

Standard action
Prerequisite: Emotion Control
Follow through powers: Mass Mind Control

Mass Hysteria is a medium range (100 m) attack which allows a character to influence the behaviour of everyone within short range (10 m) of the target by controlling their emotional state. The character can only instill one emotion at a time in the targets, but may instill in the targets any emotion the attacker desires. To instill an emotion in the targets, the character must succeed at a Mental Combat (Presence + Power Level) roll against the Mental Combat (Presence) roll of each target in the affected area, or a Mental Combat (2x Presence) roll if a target has Mental Resistance. Mass Hysteria is a medium range (100 m) power, but once the Mass Hysteria is successful, it will remain so even if the targets leave this range.

The attacker rolls once for the Mass Hysteria. Normally, each target in the affected area rolls individually against the attack, but if the GM prefers, she may roll once for each group of similar targets.

To break free of the Mass Hysteria, the targets must each make a successful Mental Combat (Presence) roll, or a Mental Combat (2x Presence) roll if a target has Mental Resistance, against the Mental Combat (Presence + Power Level) roll of the attacker. If a character succeeds at this roll, they may use their remaining movement action.

If the targets have not broken free of the Mass Hysteria by the end of the scene, then they break free of it shortly thereafter.

Specific emotion: A character's Mass Hysteria might be limited to a specific emotion, such as fear or loyalty. If this is the case, the character gains a bonus die on their Emotion Control rolls.

Mental Resistance

Constant
Follow through powers: Mind Control, Possession

A character with Mental Resistance is resistant to mental attacks and unnatural coercion. When making a Mental Combat defense roll, the character's Presence is doubled. As always, this does not stack with other forms of defense -- only the highest defense value applies.

Mental Resistance does not need to be activated: it is always active, as long as the character is alert.

If the character already has this as a gift, there is no benefit to purchasing this power: the benefits do not stack.

Mind Blast

Standard action

Mind Blast is a short range (10 m) attack which inflicts "stunning" damage. The Mind Blast is typically some form of psychic attack, but it could also be sound, electricity, cold, or even bacteria, and this must be chosen when the Mind Blast power is purchased. Attacking with Mind Blast requires a successful Mental Combat (Presence + Power Level) roll against the Mental Combat (Presence) roll of the target, or a Mental Combat (2x Presence) roll if the target has Mental Resistance. If the attacker succeeds at this roll, then the target's Endurance is reduced by one (or more, if using the optional margin of success rules). Mind Blast ignores all normal forms of protection such as armor and Force Field. However, Mind Blast is completely ineffective against non-living objects, even if they are sentient.

Damage from Mind Blast is temporary. Record it separately; it all comes back after the fight is over, when the character has had a chance to rest and recuperate.

Mind Control

Standard action
Prerequisite: Emotion Control, Mental Resistance, or Telepathy
Follow through powers: Mass Mind Control

Mind Control is a short range (10 m) attack which allows a character to influence a living creature's behaviour, forcing the target to obey the character's command. To influence a living creature's behaviour, the character must succeed at a Mental Combat (Presence + Power Level) roll against the Mental Combat (Presence) roll of the target, or a Mental Combat (2x Presence) roll if the target has Mental Resistance. Giving a new mental command to the target requires a free action. Mind Control is a short range (10 m) power, but once the Mind Control is successful, it will remain so even if the target leaves this range.

Characters under the influence of Mind Control are not as effective as those whose wills are their own. Any roll attempted by a character under the influence of Mind Control (other than trying to break out of it) incurs a penalty die, and a character under the influence of Mind Control is not able to spend plot points on anything other than trying to break out of it.

To break free of the Mind Control, the target must make a successful Mental Combat (Presence) roll, or a Mental Combat (2x Presence) roll if the target has Mental Resistance, against the Mental Combat (Presence + Power Level) roll of the attacker. If the character succeeds at this roll, they may use their remaining movement action.

If the character has not broken free of the Mind Control by the end of the scene, then they break free of it shortly thereafter. The target of Mind Control will not remember any actions they took while under the influence of the power. These memories may be able to be retrieved through the use of hypnosis, Telepathy, and so on.

Obvious: The Mind Control has a "tell", such as glowing eyes, which makes it visually apparent that something is wrong with the target.

Mind Control, Mass

Standard action
Prerequisite: Mass Hysteria or Mind Control

Mass Mind Control is a medium range (100 m) attack which allows a character to influence the behaviour of everyone within short range (10 m) of the target, forcing them to obey the character's command. To influence the targets' behaviour, the character must succeed at a Mental Combat (Presence + Power Level) roll against the Mental Combat (Presence) roll of each target in the affected area, or a Mental Combat (2x Presence) roll if a target has Mental Resistance. Giving a new mental command to the targets requires a free action. Mass Mind Control is a medium range (100 m) power, but once the Mass Mind Control is successful, it will remain so even if the targets leave this range.

The attacker rolls once for the Mass Mind Control. Normally, each target in the affected area rolls individually against the attack, but if the GM prefers, she may roll once for each group of similar targets.

Characters under the influence of Mass Mind Control are not as effective as those whose wills are their own. Any roll attempted by a character under the influence of Mass Mind Control (other than trying to break out of it) incurs a penalty die, and a character under the influence of Mass Mind Control is not able to spend plot points on anything other than trying to break out of it.

To break free of the Mass Mind Control, the targets must each make a successful Mental Combat (Presence) roll, or a Mental Combat (2x Presence) roll if a target has Mental Resistance, against the Mental Combat (Presence + Power Level) roll of the attacker. If a character succeeds at this roll, they may use their remaining movement action.

If the targets have not broken free of the Mass Mind Control by the end of the scene, then they break free of it shortly thereafter. The targets of Mass Mind Control will not remember any actions they took while under the influence of the power. These memories may be able to be retrieved through the use of hypnosis, Telepathy, and so on.

Mind Hold

Standard action

Mind Hold is a short range (10 m) attack which prevents the target from moving, thinking, or taking any actions other than trying to break out of it. Attacking with Mind Hold requires a successful Mental Combat (Power Level) roll against the Mental Combat (Presence) roll of the target, or a Mental Combat (2x Presence) roll if the target has Mental Resistance. The mechanism which causes the Mind Hold must be specified when this power is purchased. For example, the target might be frozen in time, commanded to "Sleep!", or they could be knocked out by some form of toxic gas.

A character under the effects of Mind Hold can't defend themselves nor make attack rolls, defense rolls, or skill rolls. They are effectively at the mercy of any attacker. While affected by Mind Hold, only a moment seems to pass for the target, but after they break out of it, they are aware that something unusual has happened, and that they have "lost time".

To break free of Mind Hold, the target must make a successful Mental Combat (Presence) roll, or a Mental Combat (2x Presence) roll if the held character has Mental Resistance, against the Mental Combat (Presence + Power Level) roll of the attacker. If the character succeeds at this roll, they may use their remaining movement action. Other characters can help the target break out of Mind Hold, using an appropriate power.

If the character has not broken out of Mind Hold by the end of the scene, then they break out of it shortly thereafter.

Mind Hold only affects sentient creatures: robots, machinery, and animated objects are unaffected by Mind Hold.

Mind Link

Constant

Two or more characters who all have the Mind Link power can communicate telepathically over any distance. Optionally, if the character has the Minions gift, they may communicate telepathically with their minions.

Night Vision

Constant

Night Vision allows a character to see in pitch darkness as clearly as in daylight. This capacity could be the result of infrared vision, ultraviolet vision, or simply exceptional low-light vision.

Object Animation

Standard action

Object Animation is a short range (10 m) power which allows a character to animate and mentally control an inanimate, nonliving object. To animate and mentally control an object, the character must succeed at a moderately difficult (DV 3) Manipulation (Presence + Power Level) roll.

An animated object operates independently of the character controlling it. Giving a new mental command to the animated object requires a free action. The Brawn, Agility, and Endurance of the object is equal to the Power Level of the character controlling it. An animated object has a very limited form of intelligence, with Reason and Presence of 1. The specific details of the how the object moves and attacks vary depending on the object itself: an animated statue can walk, an animated carpet can slither, and so on.

The effects of Object Animation last until the end of the scene.

Personal Immunity

Constant

The character is immune to any undesirable effects of their own powers.

Plant Control

Standard action

Plant Control is a short range (10 m) power which allows a character to animate and mentally control plants. To communicate with and control all plants within range of the power, the character must succeed at a moderately difficult (DV 3) Manipulation (Power Level) roll.

Controlled plants operate independently of the character controlling them, but all of the controlled plants act in unison. Giving a new mental command to the controlled plants requires a free action. The Brawn, Agility, and Endurance of the plants is equal to the Power Level of the character controlling them. Animated plants have a very limited form of intelligence, with Reason and Presence of 1.

Animated plants can use a movement action to uproot themselves. Once uprooted, the animated plants can hop or slither around at normal human walking speed (3 to 5 meters per round). The specific details of the how the plant moves and attacks vary depending on the plant itself: an animated tree can walk, a mass of vines can slither, and so on.

The effects of Plant Control last until the end of the scene.

Possession

Standard action
Prerequisite: Emotion Control, Mental Resistance, or Telepathy

Possession is a short range (10 m) attack which allows a character to seize control of a target, overriding the target's control and effectively making the target a passenger in their own body. Using Possession requires a Mental Combat (Presence + Power Level) roll against the Mental Combat (Presence) roll of the target, or a Mental Combat (2x Presence) roll if the target has Mental Resistance. Possession is a short range (10 m) power, but once the target is possessed, they will remain possessed even if they leave this range.

While the character is using Possession on another person, their own body collapses into a trance-like state. A possessed character is not able to spend plot points on anything other than trying to break out of the Possession, but the possessing character can spend their own plot points while controlling a target. The target of Possession will not remember any actions they took while under the influence of the power. These memories may be able to be retrieved through the use of hypnosis, Telepathy, and so on.

To break out of the Possession, the target must make a successful Mental Combat (Presence) roll, or a Mental Combat (2x Presence) roll if the target has Mental Resistance, against the Mental Combat (Presence + Power Level) roll of the attacker. If the character succeeds at this roll, they may use their remaining movement action.

Inhabit: The power is reduced to close range (1 m), but the body of the possessing character actually merges with that of the target for the duration of the possession.

Obvious: The Possession has a "tell", such as glowing eyes, which makes it visually apparent that something is wrong with the target.

Power Drain

Standard action
Follow through powers: Power Drain Ray, Power Theft

BB3 Power Drain chart.png

Power Drain is a close range (1 m) attack which inflicts damage to the target's Power Level attribute. Attacking with Power Drain requires a successful Close Combat (Power Level) roll against the Close Combat (Power Level) roll of the target, or the target's Close Combat (Power Level x 2) roll if the target has Power Resistance. If the attacker succeeds at this roll, then the target's Power Level is reduced by one (or more, if using the optional margin of success rules). Power Drain ignores all normal forms of protection such as armor and force fields. Reducing a character's Power Level to zero renders them unable to activate any of their powers (constant powers are unaffected).

The mechanism which causes the Power Drain must be specified when this power is purchased. For example, the target might be injected with nanomachines, subjected to an alien energy field, bound by rings of magical force, or they could be shackled with some type of "inhibitor" device.

The effects of multiple Power Drain attacks are cumulative, but the maximum amount of Power Level an attacker can drain is equal to their own Power Level. For example, a character with Power Level 4 could only drain 4 ranks of Power Level from a target, no matter how many times they attack the target with Power Drain.

The damage from Power Drain is temporary. It all comes back after the fight is over, when the target has had a chance to rest and recuperate. The damage from Power Drain will also return if the character with Power Drain goes unconscious.

Specific powers: A character's Power Drain might be limited to targets with a specific type of powers, such as characters with fire powers or technological powers. If this is the case, the attacker gains a bonus die on their Power Drain rolls.

Power Drain Ray

Standard action
Prerequisite: Power Drain
Follow through powers: Power Suppression, Power Theft Ray

Power Drain Ray is a short range (10 m) attack which inflicts damage to the target's Power Level attribute. Attacking with Power Drain Ray requires a successful Ranged Combat (Power Level) roll against the Ranged Combat (Power Level) roll of the target, or the target's Close Combat (Power Level x 2) roll if the target has Power Resistance. If the attacker succeeds at this roll, then the target's Power Level is reduced by one (or more, if using the optional margin of success rules). Power Drain Ray ignores all normal forms of protection such as armor and force fields. Reducing a character's Power Level to zero renders them unable to activate any of their powers (constant powers are unaffected).

The mechanism which causes the Power Drain Ray must be specified when this power is purchased. For example, the target might be injected with nanomachines, subjected to an alien energy field, bound by rings of magical force, or they could be shackled with some type of "inhibitor" device.

The effects of multiple Power Drain Ray attacks are cumulative, but the maximum amount of Power Level an attacker can drain is equal to their own Power Level. For example, a character with Power Level 4 could only drain 4 ranks of Power Level from a target, no matter how many times they attack the target with Power Drain Ray.

The damage from Power Drain Ray is temporary. It all comes back after the fight is over, when the target has had a chance to rest and recuperate. The damage from Power Drain Ray will also return if the character with Power Drain Ray goes unconscious.

Specific powers: A character's Power Drain Ray might be limited to targets with a specific type of powers, such as characters with fire powers or technological powers. If this is the case, the attacker gains a bonus die on their Power Drain Ray rolls.

Power Mimicry

Standard action
Follow through powers: Power Theft

Power Mimicry is a close range (1 m) attack which allows a character to temporarily copy another character's power and use it themselves. Attributes of 5 or higher are considered powers for this purpose. Attacking with Power Mimicry requires a successful Close Combat (Brawn + Power Level) roll against the Close Combat (Brawn) roll of the target, or the target's Close Combat (Power Level x 2) roll if the target has Power Resistance. If the attacker succeeds at this roll, then they gain one (or more, if using the optional margin of success rules) of the target's powers.

The maximum number of powers the character may mimick is equal to their own Power Level. If the character with the Power Mimicry knows what powers the target has, they may choose which powers they copy. Otherwise, the target of the Power Mimicry may choose the order in which their powers are copied. If used against Ultra-power, Power Mimicry copies all of the effects made possible by those powers. For example, if a target has an Ultra-power defined as Powered Armor, and was using this Powered Armor to generate a Force Field, Flight, Blast, and other powers, then a Power Mimicry attack would copy all of these powers simultaneously, in addition to the Ultra-power itself.

If the character goes unconscious, the Power Mimicry turns off and any mimicked powers are lost. The character may also turn off their Power Mimicry voluntarily, of course. If the character has not turned off their Power Mimicry by the end of the scene, it turns off shortly thereafter.

Specific powers: A character's Power Mimicry might be limited to targets with a specific type of powers, such as characters with fire powers or technological powers. If this is the case, the attacker gains a bonus die on their Power Mimicry rolls.

Power Resistance

Constant

A character with Power Resistance is resistant against any attack which would damage or drain any of their attributes or powers. When making a defense roll against such attacks, the character's Power Level is doubled. As always, this does not stack with other forms of defense -- only the highest defense value applies.

Power Resistance does not need to be activated: it is always active, as long as the character is alert.

Power Suppression

Standard action
Prerequisite: Power Drain Ray

Power Suppression is a medium range (100 m) attack which inflicts damage to the Power Level attribute of everyone within short range (10 m) of the target. Attacking with Power Suppression requires a successful Ranged Combat (Power Level) roll against the Ranged Combat (Power Level) roll of each target in the affected area, or their Ranged Combat (Power Level x 2) roll if a target has Power Resistance. If the attacker succeeds at this roll, then the target's Power Level is reduced by one (or more, if using the optional margin of success rules). Power Suppression ignores all normal forms of protection such as armor and force fields. Reducing a character's Power Level to zero renders them unable to activate any of their powers (constant powers are unaffected).

The mechanism which causes the Power Suppression must be specified when this power is purchased. For example, the targets might be injected with nanomachines, subjected to an alien energy field, bound by rings of magical force, or they could be shackled with some type of "inhibitor" device.

The effects of multiple Power Suppression attacks are cumulative, but the maximum amount of Power Level an attacker can suppress is equal to their own Power Level. For example, a character with Power Level 4 could only suppress 4 ranks of Power Level from the affected targets, no matter how many times the targets have been attacked with Power Suppression.

The damage from Power Suppression is temporary. It all comes back after the fight is over, when the target has had a chance to rest and recuperate. The damage from Power Suppression will also return if the character with Power Suppression goes unconscious.

Specific powers: A character's Power Suppression might be limited to targets with a specific type of powers, such as characters with fire powers or technological powers. If this is the case, the attacker gains a bonus die on their Power Suppression rolls.

Power Theft

Standard action
Prerequisite: Power Drain or Power Mimicry
Follow through powers: Power Theft Ray

Power Theft is a close range (1 m) attack which allows a character to temporarily steal another character's Power Level. Attacking with Power Theft requires a successful Close Combat (Power Level) roll against the Close Combat (Power Level) roll of the target, or the target's Close Combat (Power Level x 2) roll if the target has Power Resistance. If the attacker succeeds at this roll, then one rank of the target's Power Level (or more, if using the optional margin of success rules) is transferred from the target to the character. Power Theft ignores all normal forms of protection such as armor and force fields.

The maximum amount of Power Level the character may steal with Power Theft is equal to their own Power Level. A character with Power Theft can potentially increase their own Power Level up to double its normal value. Additionally, for each rank of Power Level stolen, the character with the Power Theft also gains one of the target's powers. If the character with Power Theft knows what powers the target has, they may choose which powers they steal. Otherwise, the target of the Power Theft may choose the order in which their powers are stolen.

The damage from Power Theft is temporary. It all comes back after the fight is over, when the target has had a chance to rest and recuperate. The damage from Power Theft will also return if the character with Power Theft goes unconscious. The character with the Power Theft may also return the stolen Power Level and powers voluntarily, of course.

Specific powers: A character's Power Theft might be limited to targets with a specific type of powers, such as characters with fire powers or technological powers. If this is the case, the attacker gains a bonus die on their Power Theft rolls.

Power Theft Ray

Standard action
Prerequisite: Power Drain Ray or Power Theft

Power Theft Ray is a short range (10 m) attack which allows a character to temporarily steal another character's Power Level. Attacking with Power Theft Ray requires a successful Ranged Combat (Power Level) roll against the Ranged Combat (Power Level) roll of the target, or the target's Ranged Combat (Power Level x 2) roll if the target has Power Resistance. If the attacker succeeds at this roll, then one rank of the target's Power Level (or more, if using the optional margin of success rules) is transferred from the target to the character. Power Theft Ray ignores all normal forms of protection such as armor and force fields.

The maximum amount of Power Level the character may steal with Power Theft Ray is equal to their own Power Level. A character with Power Theft Ray can potentially increase their own Power Level up to double its normal value. Additionally, for each rank of Power Level stolen, the character with the Power Theft Ray also gains one of the target's powers. If the character with Power Theft Ray knows what powers the target has, they may choose which powers they steal. Otherwise, the target of the Power Theft Ray may choose the order in which their powers are stolen.

The damage from Power Theft Ray is temporary. It all comes back after the fight is over, when the target has had a chance to rest and recuperate. The damage from Power Theft Ray will also return if the character with Power Theft Ray goes unconscious. The character with the Power Theft Ray may also return the stolen Power Level and powers voluntarily, of course.

Specific powers: A character's Power Theft Ray might be limited to targets with a specific type of powers, such as characters with fire powers or technological powers. If this is the case, the attacker gains a bonus die on their Power Theft Ray rolls.

Probability Control

Free action or reaction

Probability Control is a medium range (100 m) power which can influence the odds, playing fast and loose with the laws of chance. Probability Control does not allow the character to break the laws of physics or make impossible things happen, but a character with Probability Control can make unlikely events likely and likely events unlikely.

Using Probability Control requires the player to describe a favorable or unfavorable circumstance and how that circumstance might have come about. If the GM agrees that the circumstance is possible (however unlikely it might be), then the GM will decide how this unlikely event impacts the character. The simplest way to translate this favorable or unfavorable circumstance into game terms is to grant a bonus die if the circumstance is favorable for the character attempting the task or to impose a penalty die if the circumstance is unfavorable for the character attempting the task. The use of Probability Control could also influence events in a less straightforward manner, and the GM should encourage players to be creative with the power. Each use of Probability Control should be roughly as useful as a bonus die or a penalty die: significant, but not game-breaking.

Probability Control can be used as a free action or as a reaction: a character with Probability Control may attempt to influence the odds whenever they like. During each game session, the number of times the character can influence probability is equal to the character's Power Level. Probability Control may be used to influence a roll either before or immediately after the roll has been made.

Conservation Of Probability: Normally, there is no karmic debt incurred by a character with Probability Control. However, some characters must maintain parity between events so that the ledgers of karma remain balanced. If such a character uses their power to grant a bonus die, for example, they must balance this out with a compensating penalty die on another roll before the end of the scene. If they don't, the balance will re-assert itself in the following scene in a way that is inconvenient for the character with Probability Control, and the character will be unable to use their power to prevent it.

Radio Communication

Constant

Radio Communication permits the character to send and receive signals over any standard radio frequency. If the character wishes, the communication is difficult to notice for those not involved in the conversation. Anyone not party to the conversation must make a remarkably difficult (DV 6) Perception (Reason) roll just to notice the conversation, and an extremely difficult (DV 9) Perception (Reason) roll to understand what is being said.

Reflection

Reaction

During their turn, or as a forced action, a character with Reflection may reflect a successful ranged single-target attack back at the attacker. To reflect an attack, the character must make a successful Close Combat (Brawn + Power Level) roll against the original Ranged Combat roll of the attacker.

If the Reflection roll fails, the character is struck by the attack, as usual. If the roll succeeds, the character with Reflection may use a free action to make a Ranged Combat (Agility + Power Level) roll against the original attacker. A character who is using their action to reflect attacks may continue to attempt to reflect attacks until they take their next turn.

Regeneration

Constant

Regeneration accelerates the healing process and allows the character to recover from injury more quickly. Normally, an injured character may recover half of their lost Endurance (rounded down) by resting for about half an hour. After that, a character may only recover additional Endurance by getting a good night's sleep (or its equivalent, for characters who don't sleep). Barring some gruesome disfigurement, a character's Endurance will be completely replenished after a solid night's rest.

The Regeneration power drastically reduces this recovery time: the character recovers half of the Endurance they have lost (rounded down) after they have had a chance to rest and recuperate for one full minute. After that, the character will regain the rest of their lost Endurance by resting for about half an hour. Most characters with Regeneration can even regrow lost limbs or damaged organs.

Additionally, the maximum Endurance of a character with Regeneration can't be reduced to zero by an environmental hazard such as dehydration, poison, or pressure. The character's maximum Endurance will always be at least one, regardless of the hostile environmental conditions.

Sense [Element]

Reaction
Prerequisite: Detect [Element]

With Sense [Element], the character can perceive, locate, and analyze a substance, material, or energy any time the element is in the character's vicinity. The specific type of force or substance that to be sensed must be chosen when this power is purchased: sense magic, sense metal, sense temporal anomalies, and so on. Obtaining detailed information about the element typically requires a moderately difficult (DV 3) Perception (Reason + Power Level) roll, but the difficulty may be higher depending on the ambient "noise" and how obvious the thing being perceived is. If the thing being perceived is relatively obvious (to someone with the appropriate senses), no roll should be necessary.

Shapeshifting

Free action

A character with the Shapeshifting power can use a free action to change their shape and appearance, but they may not increase their mass or size. The character may re-assign their physical traits (Brawn and Agility) to suit their new shape, as long as the total of Brawn + Agility remains the same or lower.

Assuming the shape of a specific person, creature, or object is more difficult than changing into a generic example of a particular shape. If someone is actively looking at the character, or has any reason to suspect that the character is not the genuine article, the person observing the shapeshifted character may attempt a Perception (Reason) roll against the shapeshifted character's Deception (Presence + Power Level) roll. If the Perception (Reason) roll is successful, the observer can tell that the shapeshifted character is not who or what they appear to be.

Obvious: Normally, there is no obvious visual indication that a character is using Shapeshifting. However, some shapeshifters have a "tell", such as glowing eyes, a distinctive color, or the character's normal face, which makes it visually apparent that the character is not in their natural form.

Shrinking

Free action

Shrinking permits a character to become smaller and more difficult to hit than normal. The effects of Shrinking are based on the Power Level of the character.


Table: Shrinking
Power Level Height Mass Agility
1 100 cm 13 kg +1
2 50 cm 2 kg +1
3 25 cm 200 g +2
4 13 cm 20 g +2
5 6 cm 3 g +3
6 3 cm 400 mg +3
7 2 cm 50 mg +4
8 1 cm 6 mg +4
9 4 mm 1 mg +5
10 2 mm 0.1 mg +5


A character with Shrinking does not have to use it at full power. A character who has Power Level 5, for example, could elect to be merely 50 centimeters tall rather than their full 6 centimeters.

Space Travel

Standard action

The character can travel into space, visiting distant worlds and returning in a reasonably prompt fashion. Depending on the method used, the character may be able to take others with them. Survival in outer space requires a spaceworthy vehicle or Environmental Immunity. Space Travel is a plot dependent power and may not always be available, at the GM's discretion.

Speak With Objects

Standard action

Speak With Objects is a close range (1 m) power which permits the character to communicate with inanimate objects in ways that people normally can't. For example, a character with Speak With Objects may communicate with buildings and other artificial structures, non-sentient machines, non-sentient plants and animals, paths and roads, and rocks and stones. To communicate with an inanimate object, the character must succeed at a moderately difficult (DV 3) Diplomacy (Presence + Power Level) roll.

Inanimate objects, not truly being sentient, do not generally lie or withhold information. However, being able to speak to something does not grant it any additional powers, such as movement. A building might be able to tell you where the vault is, but it can't unlock the vault for you.

The character can see into the past, viewing or "reading" the history of items and objects by touching them. Seeing into the past is never completely reliable: this use of Speak With Objects is primarily a roleplaying power under the control of the GM.

Specific: Some characters may only communicate with a specific type or types of object. For example, a character attuned to the spirit of cities might only be able to communicate with roads and buildings, while a cyborg might be able to connect to and communicate with computers, at speeds much faster than would otherwise be possible.

Stretching

Constant

A character with Stretching can deform their body and attenuate their extremities. A character with Stretching might have telescoping robotic tentacles, or the character's body may be gelatinous or just incredibly malleable. This increases the character's effective reach, and it permits them to perform tasks and make close combat attacks at greater distances, based on the character's Power Level. Some characters with Stretching can squeeze under doors and through keyholes. Close Combat rolls made by a Stretching character are based on Brawn, as usual.


Table: Stretching
Power Level Reach
1 1 m
2 2 m
3 5 m
4 11 m
5 35 m
6 110 m
7 350 m
8 1,100 m
9 3,500 m
10 11 km


Strike

Standard action
Follow through powers: Explosive Strike

BB3 Strike chart.png

Strike is a close range (1 m) attack which inflicts Endurance damage. The Strike could be claws, radiation, cold, a sword, or even darkness or light, and this must be chosen when the Strike power is purchased. Attacking with Strike requires a successful Close Combat (Brawn + Power Level) roll against the Close Combat (Brawn) roll of the target.

Strike, Explosive

Standard action
Prerequisite: Blast or Strike

Explosive Strike is a close range (1 m) attack which inflicts Endurance damage to everyone within short range (10 m) of the attacker. The Explosive Strike could be claws, radiation, cold, a sword, or even darkness or light, and this must be chosen when the Explosive Strike power is purchased. Attacking with Explosive Strike requires a successful Close Combat (Brawn + Power Level) roll against the Close Combat (Brawn) roll of each target in the affected area. Normally, each target in the affected area rolls individually against the attack, but if the GM prefers, she may roll once for a group of similar targets.

Super-agility

Constant

Super-agility allows the character to attempt Agility tasks of extraordinary difficulty. The character's Power Level is added to their Agility for the purpose of making noncombat skill rolls.

Super-brawn

Constant

Super-brawn allows the character to attempt Brawn tasks of extraordinary difficulty. The character's Power Level is added to their Brawn for the purpose of making noncombat skill rolls.

Super-jumping

Movement action

Super-jumping allows the character to leap impossibly far and fast. For example, the character might have legs like a grasshopper, they might wear rocket-propelled shoes, or they may just have massive and powerful thighs. The character's Power Level is added to their Brawn for the purpose of determining the height and distance of the character's long jump.


Table: Super-jumping and Super-lifting
Brawn + Power Level Super-lifting Super-jumping
Lift Throw (25 kg)
0 25 kg 1 m 0 m
1 55 kg 1 m 1 m
2 120 kg 2 m 1 m
3 260 kg 5 m 2 m
4 550 kg 11 m 5 m
5 1,700 kg 35 m 11 m
6 5,500 kg 110 m 35 m
7 17 t 350 m 110 m
8 55 t 1,100 m 350 m
9 170 t 3,500 m 1,100 m
10 550 t 11 km 3,500 m
11 1,700 t 35 km 11 km
12 5,500 t 110 km 35 km
13 17,000 t 350 km 110 km
14 55,000 t 1,100 km 350 km
15 170,000 t 3,500 km 1,100 km
16 550,000 t 11,000 km 3,500 km
17 1,700,000 t 35,000 km 11,000 km
18 5,500,000 t 110,000 km 35,000 km
19 17,000,000 t 350,000 km 110,000 km
20 55,000,000 t 1,100,000 km 350,000 km
  1. Lift indicates the greatest weight that a character with Super-lifting can "deadlift" (pick up off the ground to the level of the hips). A character carrying or supporting such a weight can take at most one or two steps per round. A character can move normally while carrying a weight corresponding to one less than their Brawn + Power Level. For example, a character with Brawn + Power Level 8 could carry up to 17 tonnes and suffer no penalties to their movement while doing so.
  2. Throw (25 kg) indicates the farthest distance that a character with Super-lifting could throw a compact object weighing 25 kg. To see how far a character can throw heavier objects, subtract the Brawn + Power Level required to lift the object from the character's total Brawn + Power Level. Look up the difference in the "Brawn + Power Level" column: this indicates how far the character can throw the object. For example, a character with Brawn + Power Level 8 could throw an object weighing 65 kg (such as a cooperative slender human) up to 350 meters.
  3. Super-jumping indicates the character's standing long jump. With a running long jump, the character's ground movement is added to their long jump distance.

Super-lifting

Constant

Super-lifting allows the character to lift and throw impossibly heavy objects. For example, the character might have control over the force of gravity, they might wear some kind of powered armor, or they may just have massive arm muscles. The character's Power Level is added to their Brawn for the purpose of determining what the character can lift and throw.

Super-presence

Constant

Super-presence allows the character to attempt Presence tasks of extraordinary difficulty. The character's Power Level is added to their Presence for the purpose of making noncombat skill rolls.

Super-reason

Constant

Super-reason allows the character to attempt Reason tasks of extraordinary difficulty. The character's Power Level is added to their Reason for the purpose of making noncombat skill rolls.

Super-running

Movement action

Super-running allows the character to run impossibly fast. For example, the character might have wings on their feet, they might wear rocket-powered roller skates, or they may just move their feet really quickly. The character's Power Level is added to their Agility for the purpose of determining their base move, double move, and all-out move.


Table: Super-running
Agility + Power Level Walk Run Sprint kph
1 2 m 4 m 12 m 7 kph
2 4 m 8 m 24 m 14 kph
3 7 m 14 m 42 m 25 kph
4 13 m 26 m 78 m 47 kph
5 40 m 80 m 240 m 140 kph
6 130 m 260 m 780 m 470 kph
7 400 m 800 m 2,400 m 1,400 kph
8 1,300 m 2,600 m 7,800 m 4,700 kph
9 4 km 8 km 24 km 14,000 kph
10 13 km 26 km 78 km 47,000 kph
11 40 km 80 km 240 km 140,000 kph
12 130 km 260 km 780 km 470,000 kph
13 400 km 800 km 2,400 km 1,400,000 kph
14 1,300 km 2,600 km 7,800 km 4,700,000 kph
15 4,000 km 8,000 km 24,000 km 14,000,000 kph
16 13,000 km 26,000 km 78,000 km 47,000,000 kph
17 40,000 km 80,000 km 240,000 km 140,000,000 kph
18 130,000 km 260,000 km 780,000 km 470,000,000 kph
19 400,000 km 800,000 km 2,400,000 km 0.99 c
20 1,300,000 km 2,600,000 km 7,800,000 km 0.9999 c

Super-swimming

Movement action

Super-swimming allows the character to swim impossibly fast. For example, the character might have a powerful tail like a dolphin, they might wear turbo-jet boots, or they may just swim really fast. The character's Power Level is added to their Agility for the purpose of determining their base move, double move, and all-out move.


Table: Super-swimming
Agility + Power Level Base Double All-out kph
1 1 m 2 m 6 m 4 kph
2 2 m 4 m 12 m 7 kph
3 3 m 6 m 18 m 11 kph
4 4 m 8 m 24 m 14 kph
5 7 m 14 m 42 m 25 kph
6 13 m 26 m 78 m 47 kph
7 22 m 44 m 132 m 79 kph
8 40 m 80 m 240 m 140 kph
9 70 m 140 m 420 m 260 kph
10 130 m 260 m 780 m 470 kph
11 220 m 440 m 1,320 m 790 kph
12 400 m 800 m 2,400 m 1,400 kph
13 700 m 1,400 m 4,200 m 2,600 kph
14 1,300 m 2,600 m 7,800 m 4,700 kph
15 2 km 4 km 12 km 7,900 kph
16 4 km 8 km 24 km 14,000 kph
17 7 km 14 km 42 km 26,000 kph
18 13 km 26 km 78 km 47,000 kph
19 22 km 44 km 132 km 79,000 kph
20 40 km 80 km 240 km 140,000 kph

Telekinesis

Standard action

Telekinesis is a medium range (100 m) attack which permits a character to grapple a character or object without touching it. Attacking with Telekinesis requires a successful Ranged Combat (Power Level) roll against the Ranged Combat (Agility) roll of the target. Grabbing inanimate objects with Telekinesis is generally automatic, unless the GM wants to make it difficult for some reason.

If the attacker's roll is equal to or greater than the defender's roll, they may choose to cause one point of Endurance damage to the defender (or more, if using the optional margin of success rules), or they may restrain the defender. A restrained character is not helpless, but they can't use normal movement until they break free of Telekinesis. Attacking a restrained character is easier, and a restrained character's attacks are easier to avoid: a restrained attacker incurs a penalty die on all attack rolls, defense rolls, and skill rolls while restrained by Telekinesis.

The maximum mass the character can lift with their Telekinesis is based on the character's Power Level.


Table: Telekinesis
Power Level Lift Throw (25 kg)
0 25 kg 1 m
1 55 kg 1 m
2 120 kg 2 m
3 260 kg 5 m
4 550 kg 11 m
5 1,700 kg 35 m
6 5,500 kg 110 m
7 17 t 350 m
8 55 t 1,100 m
9 170 t 3,500 m
10 550 t 11 km
  1. Lift indicates the greatest weight that a character can "deadlift" with Telekinesis (pick up off the ground to the level of the hips). A character carrying or supporting such a weight with their Telekinesis can take at most one or two steps per round. A character can move normally while carrying a weight corresponding to one less than their Power Level. For example, a character with Power Level 8 could carry up to 17 tonnes and suffer no penalties to their movement while doing so.
  2. Throw (25 kg) indicates the farthest distance that a character with Telekinesis could throw a compact object weighing 25 kg. To see how far a character can throw heavier objects, subtract the Power Level required to lift the object from the character's total Power Level. Look up the difference in the "Power Level" column: this indicates how far the character can throw the object. For example, a character with Power Level 8 could throw an object weighing 65 kg (such as a cooperative slender human) up to 350 meters.


Breaking Free Of Telekinesis

To break free of the Telekinesis, the restrained character must attempt a Close Combat roll using their Agility or Brawn (whichever is greater) against the attacker's Ranged Combat (Power Level) roll. If the restrained character has Telekinesis, they may use their Power Level for this roll. If the restrained character's roll is equal to or greater than the grappling character's roll, the restrained character has broken free of the Telekinesis, and they may use their movement action for that turn. Alternately, the attacker may release the restrained character at any time, without using an action.

Hurting A Held Target

If the attacker wishes to exert telekinetic strength in an attempt to hurt the restrained character, they must use an action to make another Ranged Combat (Power Level) roll against the restrained character's Close Combat roll, using the restrained character's Agility or Brawn (whichever is greater).

Moving A Held Target

A character with Telekinesis may move what they are holding with the power. If the attacker wishes to move or throw the held character, the distance an attacker may move the defender is based on the Power Level of the attacker and the mass of the restrained character. First, look up the mass of the defender or object to be moved in the "Lift" column (rounding to the nearest mass value), and find the corresponding Power Level for that mass. Subtract that from the Power Level of the attacker, and look up that resulting value in the "Throw" column. This is how far the attacker can move or throw the held character.

Telepathy

Standard action
Follow through powers: Mind Control, Possession

BB3 Telepathy chart.png

Telepathy is a short range (10 m) attack spell which permits a character to communicate directly with the mind of another person. However, if the willing target of Telepathy also has Telepathy, the maximum distance between the two telepaths is effectively unlimited.

To communicate directly with the mind of an unwilling person, the character must succeed at a Mental Combat (Presence + Power Level) roll against the Mental Combat (Presence) roll of the target, or a Mental Combat (2x Presence) roll if the target has Mental Resistance. With a successful attack roll, the attacker may mentally communicate with the target and may read their surface thoughts. If using the optional margin of success rules, the attacker may read the target's memories if the attacker achieves a margin of success of 3 or more (each memory viewed requires a separate roll). To break free of the Telepathy, an unwilling target must make a successful Mental Combat (Presence) roll, or a Mental Combat (2x Presence) roll if the target has Mental Resistance, against the Mental Combat (Presence + Power Level) roll of the attacker.

To communicate directly with the mind of a willing person, no attack roll is needed. With a willing target, the telepath may mentally communicate with the target and may read their surface thoughts and (if the target consents) their memories. A willing participant may end the telepathic contact at any time.

Teleportation

Movement action
Follow through powers: Mass Teleportation

BB3 Teleportation chart.png

Teleportation permits a character to use a movement action to travel from one point to another without traversing the intervening space. The distance the character may travel before re-appearing is based on their combined Reason and Power Level. The character may double-move and all-out move using Teleportation. A character using Teleportation may carry with them whatever they can carry, based on their Brawn. This may include equipment or even other characters.

A character using Teleportation cannot re-appear inside of a solid object, nor into any area affected by Power Suppression; other than this, objects in the physical world generally have no effect on a character using Teleportation. If a character using Teleportation unknowingly attempts to re-appear inside of a solid object, they lose half of their Endurance (rounded down) and are shunted to the nearest unoccupied space, or the teleportation attempt fails entirely, at the GM's discretion.

Requires A Medium: Some characters may only teleport through a specific medium. For example, a character with electrical powers might only be able to teleport through conductive material. Alternately, the character might only be able to teleport between specific locations. For example, a character attuned to the spirit of cities might only be able to teleport within and between cities, or a character with darkness powers might only be able to teleport within and between dark areas such as shadows. Such a character never needs to worry about appearing inside of a solid object: when they reach their destination, they simply step out of the medium.


Table: Teleportation
Reason + Power Level Base Double All-out kph
1 2 m 4 m 12 m 7 kph
2 4 m 8 m 24 m 14 kph
3 7 m 14 m 42 m 25 kph
4 13 m 26 m 78 m 47 kph
5 40 m 80 m 240 m 140 kph
6 130 m 260 m 780 m 470 kph
7 400 m 800 m 2,400 m 1,400 kph
8 1,300 m 2,600 m 7,800 m 4,700 kph
9 4 km 8 km 24 km 14,000 kph
10 13 km 26 km 78 km 47,000 kph
11 40 km 80 km 240 km 140,000 kph
12 130 km 260 km 780 km 470,000 kph
13 400 km 800 km 2,400 km 1,400,000 kph
14 1,300 km 2,600 km 7,800 km 4,700,000 kph
15 4,000 km 8,000 km 24,000 km 14,000,000 kph
16 13,000 km 26,000 km 78,000 km 47,000,000 kph
17 40,000 km 80,000 km 240,000 km 140,000,000 kph
18 130,000 km 260,000 km 780,000 km 470,000,000 kph
19 400,000 km 800,000 km 2,400,000 km 0.99 c
20 1,300,000 km 2,600,000 km 7,800,000 km 0.9999 c


Teleportation, Mass

Movement action
Prerequisite: Teleportation

Mass Teleportation permits a character to use a movement action to travel from one point to another without traversing the intervening space, taking everyone within short range (10 m) with them. The distance the character may travel before re-appearing is based on their combined Reason and Power Level. The character may double-move and all-out move using Mass Teleportation.

Characters teleported with Mass Teleportation cannot re-appear inside of a solid object, nor into any area affected by Power Suppression; other than this, objects in the physical world generally have no effect on a character using Mass Teleportation. If any character being moved with Mass Teleportation would re-appear inside of a solid object, the character with Mass Teleportation loses half of their Endurance (rounded down), and everyone is shunted to the nearest unoccupied space. Alternately, the teleportation attempt fails entirely, at the GM's discretion.

A character with Mass Teleportation does not have to use it at full power. They may teleport with everyone within 1 meter, 10 meters, or anywhere in between.

Requires A Medium: Some characters may only teleport through a specific medium. For example, a character with electrical powers might only be able to teleport through conductive material. Alternately, the character might only be able to teleport between specific locations. For example, a character attuned to the spirit of cities might only be able to teleport within and between cities, or a character with darkness powers might only be able to teleport within and between dark areas such as shadows. Such a character never needs to worry about appearing inside of a solid object: when they reach their destination, they simply step out of the medium.


Table: Teleportation
Reason + Power Level Base Double All-out kph
1 2 m 4 m 12 m 7 kph
2 4 m 8 m 24 m 14 kph
3 7 m 14 m 42 m 25 kph
4 13 m 26 m 78 m 47 kph
5 40 m 80 m 240 m 140 kph
6 130 m 260 m 780 m 470 kph
7 400 m 800 m 2,400 m 1,400 kph
8 1,300 m 2,600 m 7,800 m 4,700 kph
9 4 km 8 km 24 km 14,000 kph
10 13 km 26 km 78 km 47,000 kph
11 40 km 80 km 240 km 140,000 kph
12 130 km 260 km 780 km 470,000 kph
13 400 km 800 km 2,400 km 1,400,000 kph
14 1,300 km 2,600 km 7,800 km 4,700,000 kph
15 4,000 km 8,000 km 24,000 km 14,000,000 kph
16 13,000 km 26,000 km 78,000 km 47,000,000 kph
17 40,000 km 80,000 km 240,000 km 140,000,000 kph
18 130,000 km 260,000 km 780,000 km 470,000,000 kph
19 400,000 km 800,000 km 2,400,000 km 0.99 c
20 1,300,000 km 2,600,000 km 7,800,000 km 0.9999 c


Time Control

Standard action
Prerequisite: Time Travel

BB3 Time Travel chart.png

A character with Time Control can influence the ebb and flow of time, skipping forward and back through the time stream. Time Control does not allow the character to time travel per se, but a character with Time Control can "rewind" time to make different choices. During each game session, the number of times the character can rewind time is equal to their Power Level.

How much time may be re-wound is subject to GM approval and is largely plot-dependent. During combat, for example, the player may declare that they are rewinding time at the end of a round in order to play that round over. Out of combat, the player may declare that they are rewinding a 20 minute conversation, or they may wish to rewind time by a half-hour and take a different route through the city. If the GM approves of this use of Time Control, the elapsed time is erased from history, and the status of every character and the world at large is restored to the condition at the beginning of the rewound time period. Normally, the only person aware of this temporal reversal is the character with Time Control, but characters who have some way to detect temporal anomalies would be aware of what has happened. To everyone else, time proceeds as if they had never lived through the rewound time before (although particularly perceptive individuals may get a sense of deja vu).

Time Travel

Standard action
Follow through powers: Time Control

The character can traverse the time stream, stepping into the past or the future. Depending on the method used, the character may be able to take others with them. Whether the time traveler can change the past or simply creates a divergent time stream is a bone of contention among philosophers and temporal physicists (the Kalos Universe generally assumes the latter). Time Travel is a plot dependent power and may not always be available, at the GM's discretion.

[Transformation] Ray

Standard action

[Transformation] Ray is a is a short range (10 m) attack which allows a character to use a personal power as an attack. Attacking with [Transformation] Ray requires a successful Ranged Combat (Power Level) roll against the Ranged Combat (Agility) roll of the target, or the target's Ranged Combat (Agility + Power Level) roll if the target has Power Resistance.

The power being used as an attack is under the control of the character with the [Transformation] Ray power; the target of the ray has no control over the power. The specific personal power to be used as an attack must be chosen when this power is purchased. Available personal powers which may be used as attacks with [Transformation] Ray are:

  • [Element] Form
  • Growth
  • Increased Density
  • Intangibility
  • Invisibility
  • Shapeshifting
  • Shrinking

To recover from the transformation, the target must use a standard action to make a moderately difficult (DV 3) Survival (Presence) roll. If the character succeeds at this roll, they return to normal and may use their remaining movement action.

If the character has not recovered from the [Transformation] Ray by the end of the scene, then they break out of it shortly thereafter.

Tunneling

Movement action

Tunneling enables the character to move through the earth as easily as other people move through water. However, the character is unable to pass through force fields and other energy barriers. The character's Power Level is added to their Agility for the purpose of determining their base move, double move, and all-out move while tunneling.

The character may choose to leave a hole through which others may follow, or not, at any time.


Table: Tunneling
Agility + Power Level Base Double All-out kph
1 1 m 2 m 6 m 4 kph
2 2 m 4 m 12 m 7 kph
3 3 m 6 m 18 m 11 kph
4 4 m 8 m 24 m 14 kph
5 7 m 14 m 42 m 25 kph
6 13 m 26 m 78 m 47 kph
7 22 m 44 m 132 m 79 kph
8 40 m 80 m 240 m 140 kph
9 70 m 140 m 420 m 260 kph
10 130 m 260 m 780 m 470 kph
11 220 m 440 m 1,320 m 790 kph
12 400 m 800 m 2,400 m 1,400 kph
13 700 m 1,400 m 4,200 m 2,600 kph
14 1,300 m 2,600 m 7,800 m 4,700 kph
15 2 km 4 km 12 km 7,900 kph
16 4 km 8 km 24 km 14,000 kph
17 7 km 14 km 42 km 26,000 kph
18 13 km 26 km 78 km 47,000 kph
19 22 km 44 km 132 km 79,000 kph
20 40 km 80 km 240 km 140,000 kph

X-ray Vision

Free action

X-ray Vision allows a character to make a moderately difficult (DV 3) Perception (Reason + Power Level) roll to see through objects. On a successful roll, they focus their vision at a specific distance, ignoring intervening physical barriers. The player must define a reasonably common substance, material, or energy that the character can't see through.

Ultra-power

Varies
Prerequisite: Five powers with the same unifying theme

Ultra-power permits the character to use any power, one at a time, as long as it belongs to a tightly unifying theme. If the power the character wants to use has a prerequisite, the character must have a prerequisite power apart from the Ultra-power. For example, a character with "Ultra-power: Electrical Mastery" could use Blast and Force Field, but their Ultra-Power could not grant them the use of Explosive Blast unless they had a prerequisite power for Explosive Blast outside of the Ultra-power.

Typical unifying themes for Ultra-power include trick arrows, sorcerous spells, gadgets, mastery of a fundamental force, and a cosmic amulet that lets the user create any solid-energy construct they can imagine. The specific unifying theme must be chosen when this power is purchased. The player can pick any unifying theme they like, subject to the GM's approval.

SIDEBAR: Use And Abuse Of Ultra-power

Ultra-power is open to abuse by players who care less about having fun than they do about "winning". It's important to stress that the powers in an Ultra-power should have a tightly unifying theme. If the character has a relatively low Power Level, then the GM may want to turn a blind eye if the player plays a bit fast and loose with the "tightly unifying theme". After all, there's not much harm in allowing the player some latitude when the character has a Power Level of only 1 or 2. For a character whose Power Level is more potent, enforcing the theme becomes more important. A character who can accomplish anything the player can think of can easily spoil a game and ruin everyone's fun.

New Follow Through Powers

You can create more powerful versions of these powers by creating new follow through powers. The three most common types of follow-through powers are those that increase the range or apply the power to an area.

Increased Range

A follow through power may increase the range of the prerequisite power. A close range power becomes a short range power, a short range power becomes a medium range power, and so on. If the prerequisite power is a Close Combat power, the follow through power is a Ranged Combat power, instead. Otherwise, Increased Range does not modify the skill and action value of the attack, nor the skill and defense value to resist it.


Table: Increased range
Prerequisite power range New power range Power name
Close range (1 m) Short range (10 m) "(Power Name) Ray"
Short range (10 m) Medium range (100 m) "Medium Range (Power Name) Ray"
Medium range (100 m) Long range (1,000 m) "Long Range (Power Name) Ray"
Long range (1,000 m) Extreme range (10 km) "Extreme Range (Power Name) Ray"

Increased Area

A follow through power may increase the area affected by the prerequisite power. A power which affects a single target becomes a power which affects everyone within short range (10 m) of the target, a power which affects everyone within short range (10 m) of the target becomes a power which affects everyone within medium range (100 m) of the target, and so on. When the affected area increases, the range of the power itself is usually one range band greater than the area affected, if it isn't already, so that the character with the power can be outside of the affected area. For example, if a power affects everything within medium range (100 m) of the target, that power will have at least long range (1,000 m).

Increased Area does not modify the skill and action value of the attack, nor the skill and defense value to resist it. The attacker rolls once for the attack. Normally, each target in the affected area rolls individually against the attack, but if the GM prefers, she may roll once for each group of similar targets.


Table: Increased area
Prerequisite power radius New power radius Power name
Single target Short range (10 m) "Explosive or Mass (Power Name)"
Short range (10 m) Medium range (100 m) "Great (Power Name)"
Medium range (100 m) Long range (1,000 m) "Vast (Power Name)"
Long range (1,000 m) Extreme range (10 km) "Ultimate (Power Name)"

New Powers

You might not have found the power you want in this chapter. After all, the page count of this book is limited, while your imagination is not. If the power you want is very similar to one already listed, the easiest thing to do is just change the name and description slightly, and get on with the game. Talk to the GM and the other players about it, and see if they agree. If they do, your problem is solved.

On the other hand, not everything that works in a comicbook works in a game. It's entirely possible to create an invisible power that can attack anyone, anywhere, at no risk to the character -- but where's the fun in that? If the power you have imagined is significantly more powerful than anything in this chapter, then maybe you should go back to the drawing board.

But if you want to make up a new power, here are some basic guidelines.

Close Combat Powers

Close combat powers are targeted with the Close Combat skill. The action value is based on the character's Brawn + Power Level. The defense value is based on the target's Brawn, and the target's defenses, such as Damage Resistance or Force Field, are applicable. A close combat power has close range (1 m), and affects a single target.

Ranged Combat Powers

Ranged combat powers are targeted with the Ranged Combat skill. The action value is based on the character's Agility + Power Level. The defense value is based on the target's Agility, and the target's defenses, such as Damage Resistance or Force Field, are applicable. A ranged combat power has medium range (100 m), and affects a single target.

Mental Powers

Mental powers are be targeted with the Mental Combat skill. The action value is based on the character's Presence + Power Level. The defense value is based on the target's Presence. The target's normal defenses, such as Damage Resistance or Force Field, are not applicable, but Mental Resistance is. A mental power has short range (10 m), and affects a single target.

Unusual Powers

Unusual powers can be targeted with the Close Combat skill or the Ranged Combat skill. The action value is based on the character's Power Level. The defense value is based on one of the target's attributes. The target's normal defenses, such as Damage Resistance or Force Field, are not applicable, but Power Resistance is. An unusual power has short range (10 m), and affects a single target.

Environmental Powers

Powers which alter the environemnt is some non-damaging way are usually targeted with the Ranged Combat skill. The action value is based on the character's Agility + Power Level. The defense value is based on one of the target's attributes, but the target's normal defenses, such as Damage Resistance or Force Field, are not applicable, nor are unusual defenses, such as Mental Resistance or Power Resistance. An environmental power typically has medium range (100 m), and affects everyone within short range (10 m) of the target.

"Roleplay" Powers

Sometimes a character has a power that is important for characterization and roleplaying, but doesn't really have an impact on the game. For example, consider a character who is centuries old, and never ages, but who can die from injury or accident just like anyone else (unlike Immortality). This is definitely a power, but what does it really do? It doesn't give the character a measurable benefit either in or out of combat. It's important to the character, and there is a remote chance that it will be useful in combat if the characters encounter a villain with the power to rapidly age her enemies, but for most games its usefulness will be limited to roleplaying. Powers like this are "roleplay" powers. There is no cost for "roleplay" powers.

Don't go too crazy with "roleplay" powers. Unless there is a plausible circumstance where the power might be genuinely useful, just consider it part of the character's background and description.