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  • ...ch as a close combat power requiring a Prowess test to hit a target. Other powers don't require tests; the power's level is just a measure of its effectivene ...culty (see p. XXX) for specific actions attempted by characters with their powers.
    63 KB (10,351 words) - 07:57, 10 November 2011
  • ==Fringe Powers== The role of fringe powers in the game is up to the GM. If you wish, they can be relatively common, at
    16 KB (2,808 words) - 08:23, 4 July 2015
  • ...ed by equipment or cybernetic implants. The GM should carefully review all powers to make sure they fit with the game being played. ...al power costs a number of character points equal to the current number of powers, plus one. For example, '''buying a fourth power costs 4 points'''.
    137 KB (20,400 words) - 13:15, 5 June 2023
  • ...welry are impossible for the typical man or woman on the street, but these powers are all within reach for a posthuman. Each power costs from one to three ch ...se villains that truly do have an exceptional amount of control over their powers and abilities. If the Game Moderator is concerned about a villain's ability
    168 KB (26,164 words) - 18:48, 14 April 2021
  • ...costs one character point. We suggest spending about 5 character points on powers. ...as "standard action" require a standard action to use, while "free action" powers can be used at any time, as often as the GM deems reasonable. See [[Bulletp
    205 KB (31,921 words) - 19:25, 18 April 2022
  • ...iously nonhuman should purchase at least one of the following supernatural powers: ==Powers==
    142 KB (21,669 words) - 18:46, 31 May 2022
  • ...of energy from one's jewelry are impossible for a normal human, but these powers are all within reach for a posthuman. ...proval. However, any new powers should be approximately as useful as these powers, in order to maintain a sense of fairness with other characters.
    140 KB (21,360 words) - 18:44, 31 May 2022
  • ...ies that normal people ''do not'' have. The GM should carefully review all powers to make sure they fit with the game being played. [[Kalos_Mechanism_4e_EN:Powers#Power_Boosts|Power boosts]] are added to this cost: '''each power boost cos
    131 KB (19,940 words) - 12:04, 26 March 2024
  • ...only in theory, while others are adventurous and seek to test their arcane powers in the "laboratory of the world". Most mages have the Occult skill, althoug ==Powers==
    149 KB (22,777 words) - 18:46, 31 May 2022
  • 147 bytes (22 words) - 08:40, 1 April 2022

Page text matches

  • #REDIRECT [[ZeroSpace_4e_EN:Powers]]
    36 bytes (5 words) - 19:55, 31 March 2022
  • #REDIRECT [[Rough Magic 4e EN:Powers]]
    38 bytes (6 words) - 17:50, 31 March 2022
  • #REDIRECT [[Warlords Of Kruhl 4e EN:Powers]]
    44 bytes (7 words) - 13:40, 2 April 2022
  • ;Fringe Powers : Powers not readily recognized as possible by the mundane world, including abilitie ;Psychic Pool : Represents how often a character can use psychic or fringe powers.
    2 KB (279 words) - 11:35, 3 July 2015
  • *[[ZeroSpace_4e_EN:Powers|Powers]]
    1 KB (190 words) - 10:10, 14 January 2023
  • *[[Bulletproof_Blues_4e_EN:Powers|Powers]]
    2 KB (220 words) - 10:02, 14 January 2023
  • *[[WaRP:Fringe Powers| Fringe Powers]]
    1 KB (182 words) - 13:32, 3 July 2015
  • *[[Kalos_Mechanism_4x_EN:Powers|Powers]]
    2 KB (236 words) - 15:17, 13 July 2023
  • *[[Icons:Powers| Powers]]
    2 KB (219 words) - 22:05, 13 June 2014
  • *[[Kalos_Mechanism_4e_EN:Powers|Powers]]
    2 KB (240 words) - 14:40, 30 January 2024
  • !colspan="2"|Powers
    687 bytes (68 words) - 08:40, 6 September 2011
  • *[[Bulletproof_Blues_2e_EN:Powers | Powers]]
    2 KB (307 words) - 16:23, 18 October 2017
  • *[[Bulletproof_Blues_3e_EN:Powers|Powers]]
    2 KB (312 words) - 14:42, 28 December 2021
  • ===Archenemy Powers=== An archenemy's powers should in some way reflect the powers of the hero they partner. There are two main ways to achieve this:
    7 KB (1,273 words) - 08:35, 6 September 2011
  • *[[Bulletproof_Blues_Basic_4e_EN:Powers|Powers]]
    3 KB (347 words) - 08:22, 28 March 2022
  • ...uggestions and optional rules for using Jazz with games where supernatural powers and creatures are real, but hidden.
    701 bytes (103 words) - 09:24, 7 June 2022
  • ...n this section to determine the hero's origin, abilities, specialties, and powers. Give your new hero a name, description, and background and you’re ready ...acter gains three bonus specialties, but two fewer powers (and may have no powers at all).
    16 KB (2,465 words) - 08:18, 6 September 2011
  • ==Fringe Powers== The role of fringe powers in the game is up to the GM. If you wish, they can be relatively common, at
    16 KB (2,808 words) - 08:23, 4 July 2015
  • ...hting ability, and general flexibility. Also see [[Bulletproof_Blues_3e_EN:Powers#Super-agility|Super-agility]], which allows a character to add their Power ...es_3e_EN:Powers#Super-running|Super-running]] or [[Bulletproof_Blues_3e_EN:Powers#Super-swimming|Super-swimming]] can move far faster than they could with th
    18 KB (2,453 words) - 09:27, 28 January 2022
  • *[[Rough_Magic_4e_EN:Powers|Supernaturals]]
    2 KB (221 words) - 10:06, 14 January 2023
  • ...for using Jazz with games featuring characters with extrasensory or mental powers.
    2 KB (210 words) - 09:21, 7 June 2022
  • ..., but not the same as, the Mind Shield power (see its description under '''Powers''' for details). ...ection) requiring ability tests of different sorts, particularly offensive powers using Prowess and Coordination for attacks. Each power is a separate specia
    9 KB (1,390 words) - 08:25, 6 September 2011
  • *[[Warlords_Of_Kruhl_4e_EN:Powers|Archetypes]]
    2 KB (256 words) - 10:09, 14 January 2023
  • ==Powers== ...om character to character. The heroes and villains in Icons typically have powers, but normal people, by definition, do not.
    10 KB (1,599 words) - 08:18, 6 September 2011
  • .... The better one's roll, the more effect the magic has. You can use fringe powers like those described above to represent free form magic. ...that many magicians use free-form magic, which works like standard fringe powers. Spell-casting proper, however, is very reliable.
    7 KB (1,198 words) - 08:24, 4 July 2015
  • ...rength and force of personality. When dealing with issues of will or using powers of the mind, this ability determines the outcome of the action. It influenc
    2 KB (277 words) - 08:22, 6 September 2011
  • ...hey are also sometimes taken over by villains with Mind Control or similar powers and turned against the heroes! ...ts a living metabolism or mind, including many Afflictions and most mental powers. They have no Willpower, but Stamina equal to twice their Strength instead.
    6 KB (742 words) - 08:36, 6 September 2011
  • ...he concepts of "aspects" originated with a homebrewed game called "Mystery Powers", which we played at Campaign Headquarters in Norfolk, VA in the 1980s.
    2 KB (358 words) - 11:55, 10 June 2022
  • Weapons which are based on unusual powers, such as smoke grenades (Darkness) and pacification rifles (Presence Drain ...(PL) rating of the armor. Conventional armor does not stack with defensive powers such as Damage Resistance and Force Field.
    21 KB (2,803 words) - 14:14, 30 December 2021
  • | class="alignleft"|[[ZeroSpace_4e_EN:Powers#Brawn_Drain|Brawn Drain]] | class="alignleft"|[[ZeroSpace_4e_EN:Powers#Dazzle|Dazzle]]
    20 KB (2,759 words) - 17:32, 14 January 2023
  • ...in your Icons game. They may be minions, pets, summoned by Animal Control powers, or potential models for characters with animal-like abilities. Abilities l
    3 KB (316 words) - 08:37, 6 September 2011
  • *'''Powers''' — are exceptional abilities that normal people do not have ...[[Kalos_Mechanism_4e_EN:Gifts|Gifts]], and [[Kalos_Mechanism_4e_EN:Powers|Powers]] chapters.
    14 KB (2,172 words) - 09:36, 14 March 2024
  • Most of the people in the Kalos Universe are ordinary humans without any powers. Feel free to adjust the attributes and skills listed to make them more app
    3 KB (365 words) - 17:57, 3 June 2022
  • ...[[ZeroSpace_3e_EN:Gifts|gifts]], or [[ZeroSpace_3e_EN:Occult_Orders|occult powers]], in which case we suggest spending at least 5 points on skills. | class="alignleft"|Axes, clubs, hand-to-hand powers, spears, swords, unarmed strikes
    19 KB (2,818 words) - 20:56, 7 November 2021
  • 1.5 to 2 meter tall furred humanoids w/Psi powers, simian features 1.5 to 2 meter tall furred humanoids w/Psi powers
    7 KB (982 words) - 16:38, 11 August 2016
  • ..._3e_EN:Aliens|alien traits]] and/or [[ZeroSpace_3e_EN:Occult_Orders|occult powers]]. ...racter's Power Level is reduced to zero, they can no longer use any occult powers or alien traits which depend on it. Power Level may not be reduced below ze
    15 KB (2,056 words) - 20:56, 7 November 2021
  • | class="alignleft"|Axes, clubs, hand-to-hand powers, spears, swords, unarmed strikes | class="alignleft"|Bows, crossbows, ranged powers, slings, spears, thrown weapons
    16 KB (2,465 words) - 17:25, 15 December 2021
  • ...6_Powers_cover.jpg|200px|link=http://www.drivethrurpg.com/product/57439/D6-POWERS-Revised-and-Expanded?affiliate_id=43463]] ...rpg.com/product/57439/D6-POWERS-Revised-and-Expanded?affiliate_id=43463 D6 Powers]
    8 KB (1,192 words) - 21:41, 13 January 2023
  • ...roll a die to see how many shots it contains. (If you have several fringe powers, you can roll the die once for each and take the highest roll.) GM rules fo ...n escapee from an experimental mental illness treatment that has given you powers that you don't even know much about yet. In that case, tell your GM that yo
    19 KB (3,238 words) - 06:55, 4 July 2015
  • | class="alignleft"|Axes, clubs, hand-to-hand powers, spears, swords, unarmed strikes | class="alignleft"|Bows, crossbows, pistols, ranged powers, rifles, shotguns, thrown weapons
    18 KB (2,639 words) - 17:24, 15 December 2021
  • ...haracter apart from normal people? (see the [[Kalos_Mechanism_4e_EN:Powers|Powers]] chapter) ...of these character points, and then spends them to buy skills, gifts, and powers.
    34 KB (5,085 words) - 19:17, 14 March 2024
  • | class="alignleft"|Axes, clubs, hand-to-hand powers, spears, swords, unarmed strikes | class="alignleft"|Bows, crossbows, pistols, ranged powers, rifles, shotguns, thrown weapons
    18 KB (2,762 words) - 17:23, 15 December 2021
  • ...nism_4e_EN:Skills#Athletics|Athletics]] and [[Kalos_Mechanism_4e_EN:Powers|Powers]]. ...bat''', and they are obvious to anyone who has Mental Resistance or mental powers, but they are usually invisible to everyone else. Damage Resistance is not
    31 KB (5,077 words) - 12:06, 26 March 2024
  • ...ch as a close combat power requiring a Prowess test to hit a target. Other powers don't require tests; the power's level is just a measure of its effectivene ...culty (see p. XXX) for specific actions attempted by characters with their powers.
    63 KB (10,351 words) - 07:57, 10 November 2011
  • ! class="aligncenter" | Powers If you are given dots for Powers, you might be able (with the GM's permission) to trade one level of Power L
    74 KB (11,164 words) - 09:53, 7 June 2022
  • ...r are agreeable, feel free to make it up! Use the existing specialties and powers as guidelines and examples and write up what the new trait does, assign a l ...its in Icons are mostly suggestions. You can allow players to call certain powers by different names and to give them different "special effects" describing
    33 KB (5,730 words) - 08:33, 6 September 2011
  • ...ored by rest and recuperation'''. A character with [[Kalos_Mechanism_4e_EN:Powers#Environmental_Immunity|Environmental Immunity]] is unaffected by dehydratio A character with [[Kalos_Mechanism_4e_EN:Powers#Environmental_Immunity|Environmental Immunity]] is unaffected by exhaustion
    41 KB (5,501 words) - 20:56, 11 February 2024
  • ...ot far behind, and the adventures of brightly-clad characters with strange powers has been one of the most enduring sub-genres of roleplaying games throughou
    6 KB (976 words) - 08:20, 6 September 2011
  • *These are not just the powers that a person wields, these are the basic underpinnings for the Reality tha *These are the powers that define all of Reality. Everything, everywhere in The Multiverse is bas
    10 KB (1,740 words) - 17:58, 10 May 2022
  • ...ies that normal people ''do not'' have. The GM should carefully review all powers to make sure they fit with the game being played. [[Kalos_Mechanism_4e_EN:Powers#Power_Boosts|Power boosts]] are added to this cost: '''each power boost cos
    131 KB (19,940 words) - 12:04, 26 March 2024
  • ==Occult Powers== ...e_3e_EN:Aliens|alien traits]], [[ZeroSpace_3e_EN:Gifts|gifts]], and occult powers.
    47 KB (7,513 words) - 21:01, 7 November 2021
  • ...game by giving each character a single power level, and have all of their powers follow suit. So we did. :normal ground movement based on the character's attributes or powers; requires a move action
    21 KB (3,233 words) - 13:27, 14 April 2021
  • ...task rolls that involve archery, firearms, grenades, and any ranged super powers such as a fire blast.
    6 KB (992 words) - 15:21, 18 October 2017
  • ...ll-in the blank]. It typically describes something about the hero's style, powers, or qualities beyond just abilities. Heroes are more than just a colorful costume and a collection of powers (or, at least, we hope that they are). The identity quality deals with a de
    23 KB (3,943 words) - 08:31, 6 September 2011
  • ...|The character is immune to any undesirable effects of their own gifts and powers ...tion through body language and action. (See also: [[Kalos_Mechanism_4e_EN:Powers#Telepathy|Telepathy]])
    35 KB (5,280 words) - 18:27, 24 March 2024
  • | class="alignleft"|Axes, clubs, hand-to-hand powers, spears, swords, unarmed strikes | class="alignleft"|Bows, crossbows, pistols, ranged powers, rifles, shotguns, thrown weapons
    29 KB (4,201 words) - 13:49, 24 March 2024
  • ...Space_4e_EN:Actions#Blinding_Attacks|blinded]] or in the [[ZeroSpace_4e_EN:Powers#Darkness|dark]] | class="alignleft"|Character is [[ZeroSpace_4e_EN:Powers#Invisibility|invisible]] or hidden
    34 KB (5,331 words) - 13:16, 5 June 2023
  • ...raterrestrials in the sky above it. Strange forces are at work, and hidden powers manipulate world events and the news reports of those events. Still, few pe The movement distances in this table are for powers, such as Flight, Super-running, and Teleport. If the character has only the
    30 KB (4,431 words) - 17:40, 14 April 2021
  • | class="alignleft"|Axes, clubs, hand-to-hand powers, spears, swords, unarmed strikes | class="alignleft"|Bows, crossbows, ranged powers, slings, spears, thrown weapons
    20 KB (2,944 words) - 16:27, 24 May 2022
  • | class="alignleft"|Axes, clubs, hand-to-hand powers, spears, swords, unarmed strikes | class="alignleft"|Bows, crossbows, pistols, ranged powers, rifles, shotguns, thrown weapons
    20 KB (2,935 words) - 09:26, 19 September 2022
  • | class="alignleft"|Axes, clubs, hand-to-hand powers, spears, swords, unarmed strikes | class="alignleft"|Bows, crossbows, pistols, ranged powers, rifles, shotguns, thrown weapons
    24 KB (3,431 words) - 13:11, 5 June 2023
  • ...ed by equipment or cybernetic implants. The GM should carefully review all powers to make sure they fit with the game being played. ...al power costs a number of character points equal to the current number of powers, plus one. For example, '''buying a fourth power costs 4 points'''.
    137 KB (20,400 words) - 13:15, 5 June 2023
  • | class="alignleft"|Axes, clubs, hand-to-hand powers, spears, swords, unarmed strikes | class="alignleft"|Bows, crossbows, pistols, ranged powers, rifles, shotguns, thrown weapons
    21 KB (3,089 words) - 16:27, 24 May 2022
  • ...costs one character point. We suggest spending about 5 character points on powers. ...as "standard action" require a standard action to use, while "free action" powers can be used at any time, as often as the GM deems reasonable. See [[Bulletp
    205 KB (31,921 words) - 19:25, 18 April 2022
  • ...Clubs, swords, and powers such as Blast are all normal attacks. Armor and powers such as Force Field are effective against normal attacks. ...sed on the character's Power Level, and affects a single target. Armor and powers such as Force Field are not effective against mental attacks: only Mental R
    30 KB (4,589 words) - 12:57, 20 April 2022
  • ...of energy from one's jewelry are impossible for a normal human, but these powers are all within reach for a posthuman. ...proval. However, any new powers should be approximately as useful as these powers, in order to maintain a sense of fairness with other characters.
    140 KB (21,360 words) - 18:44, 31 May 2022
  • *Origin: where did the character get their powers? ...worked out, then you can start buying attributes, skills, advantages, and powers which are appropriate to the character concept you have in mind.
    51 KB (8,343 words) - 17:55, 14 April 2021
  • ...iously nonhuman should purchase at least one of the following supernatural powers: ==Powers==
    142 KB (21,669 words) - 18:46, 31 May 2022
  • *'''Origin:''' where did the character get their powers? ...acter worked out, then you can start buying attributes, skills, gifts, and powers which are appropriate to the character concept you have in mind.
    47 KB (7,383 words) - 09:22, 5 May 2022
  • ...[ZeroSpace_3e_EN:Gifts|gifts]], and [[ZeroSpace_3e_EN:Occult_Orders|occult powers]]. ...attacks: any attack which would damage or drain any of their attributes or powers, or any attack which would physically transform them against their will. A
    43 KB (6,149 words) - 20:58, 7 November 2021
  • ...acter worked out, then you can start buying attributes, skills, gifts, and powers which are appropriate to the character concept you have in mind. *'''Powers:''' what powers set the character apart from normal people?
    31 KB (4,775 words) - 11:42, 5 May 2022
  • ...acter worked out, then you can start buying attributes, skills, gifts, and powers which are appropriate to the character concept you have in mind. *'''Powers:''' what powers set the character apart from normal people?
    31 KB (4,785 words) - 11:42, 5 May 2022
  • ...iously nonhuman should purchase at least one of the following supernatural powers: ==Supernatural Powers==
    139 KB (21,644 words) - 19:24, 18 April 2022
  • ...only in theory, while others are adventurous and seek to test their arcane powers in the "laboratory of the world". Most mages have the Occult skill, althoug ==Powers==
    149 KB (22,777 words) - 18:46, 31 May 2022
  • ...occult powers, the character's Power Level determines the potency of these powers. ...ter with the [[ZeroSpace_3e_EN:Occult_Orders#Ambient_Awareness|appropriate powers]], or equipment permitting them to perceive normally, suffers no ill effect
    33 KB (4,575 words) - 21:03, 7 November 2021
  • ...er Level is added to their skill roll only once. The PL from a character's powers does not usually stack with the PL of their equipment: the character gets t ...and powers such as Blast are all normal attacks. Armor, force fields, and powers such as Ward are effective against normal attacks. Normal attacks are usual
    52 KB (8,298 words) - 14:22, 30 December 2021
  • *'''Origin:''' where did the character get their powers? ...acter worked out, then you can start buying attributes, skills, gifts, and powers which are appropriate to the character concept you have in mind.
    58 KB (9,279 words) - 14:11, 18 February 2022
  • ...welry are impossible for the typical man or woman on the street, but these powers are all within reach for a posthuman. Each power costs from one to three ch ...se villains that truly do have an exceptional amount of control over their powers and abilities. If the Game Moderator is concerned about a villain's ability
    168 KB (26,164 words) - 18:48, 14 April 2021
  • ...and powers such as Blast are all normal attacks. Armor, force fields, and powers such as Damage Resistance are effective against normal attacks. Normal atta .... Mental attacks are obvious to anyone who has Mental Resistance or mental powers, but are usually invisible to everyone else.
    54 KB (8,651 words) - 08:49, 15 December 2021
  • ...n you can start buying attributes, skills, alien traits, gifts, and occult powers which are appropriate to the character concept you have in mind. *'''Occult powers:''' what powers set the character apart from normal people?
    33 KB (5,043 words) - 21:06, 7 November 2021
  • ...he range of human possibility, they could probably purchase gifts, but not powers. The details of each gift are highly dependent on a character's background, ...nes listed here. Abilities that are more powerful are the domain of actual powers, while abilities that are less powerful are likely just roleplaying, or per
    21 KB (3,250 words) - 17:15, 15 December 2021
  • ...tored by rest and recuperation. A character with [[Bulletproof_Blues_4e_EN:Powers#Environmental_Immunity|Environmental Immunity]] is unaffected by dehydratio A character with [[Bulletproof_Blues_4e_EN:Powers#Environmental_Immunity|Environmental Immunity]] is unaffected by exhaustion
    47 KB (7,371 words) - 11:05, 2 May 2022
  • ...flows into a Merovingian sarcophagus and which is reputed to have healing powers), the chapel of Lanjulitte (which dates from the late 15th century), and th ...aland. The queen is head of state, but not head of government. The queen's powers are largely symbolic, and political decisions in each country are made by a
    39 KB (6,379 words) - 10:29, 2 May 2022
  • ...aracter's power source is essentially a one or two word descriptor of what powers their abilities. Typical examples are magic, technology, psychic, alien bio
    11 KB (1,538 words) - 08:49, 7 April 2021
  • ...se villains that truly do have an exceptional amount of control over their powers and abilities. ...uch as archery, underwater combat, or a specific power (even very flexible powers such as [Element] Mastery and [Ultra-power]), grants the character a +3 bon
    20 KB (3,055 words) - 18:01, 14 April 2021
  • The movement distances in this table are for powers, such as Flight, Super-running, and Teleport. If the character has only the ...irectly unless they have been purchased with the [[Bulletproof_Blues_2e_EN:Powers#Explosive_Damage|Explosive Damage]] power enhancement.
    107 KB (16,458 words) - 17:44, 14 April 2021
  • The effectiveness of some powers is based on the character's Power Level. A character with the appropriate powers, or equipment permitting them to perceive normally, suffers no ill effects
    65 KB (9,622 words) - 18:38, 26 December 2021
  • ...[[ZeroSpace_4e_EN:Gifts#Blindfighting|Blindfighting]] or [[ZeroSpace_4e_EN:Powers#Blindsight|Blindsight]], a character who can't see incurs a '''-{{KM4_SKILL ...t restored by rest and recuperation'''. A character with [[ZeroSpace_4e_EN:Powers#Environmental_Immunity|Environmental Immunity]] is unaffected by dehydratio
    76 KB (10,191 words) - 13:16, 5 June 2023
  • *'''Powers:''' what powers set the character apart from normal people?
    26 KB (4,012 words) - 13:10, 5 June 2023
  • ...the weapon to their roll. Conventional weapons do not stack with offensive powers such as Strike.
    16 KB (2,214 words) - 13:29, 30 December 2021
  • ===Powers=== ...r was. One of his enemies did, after killing her. It was then that Tommy's powers manifested, enabling him to escape. From then on, he lived life on the run,
    134 KB (18,623 words) - 21:46, 5 February 2020
  • ...modified by the object's size; see '''Growth''' and '''Shrinking''' under powers for guidelines. So, for example, catching something insect-sized is difficu ...per week, or one per day of hospitalization and medical treatment. Certain powers like Healing and Regeneration can speed the recovery of lost Strength.
    35 KB (5,788 words) - 08:31, 6 September 2011
  • ...er Level is added to their skill roll only once. The PL from a character's powers does not usually stack with the PL of their equipment: the character gets t .... Mental attacks are obvious to anyone who has Mental Resistance or mental powers, but are usually invisible to everyone else.
    51 KB (8,100 words) - 14:15, 30 December 2021
  • ===What, no Super Powers/Magic/Psionics?=== The character can resist interrogation, domination, and Mental Powers. (WIL)
    79 KB (11,452 words) - 09:55, 7 June 2022
  • ===Powers=== ...r was. One of his enemies did, after killing her. It was then that Tommy's powers manifested, enabling him to escape. From then on, he lived life on the run,
    140 KB (20,750 words) - 16:05, 15 December 2021
  • ...sence), and they are obvious to anyone who has Mental Resistance or mental powers, but they are usually invisible to everyone else. A mental power has a rang ...nce have an effective range given in their description, while the range of powers is based on the character's [[Bulletproof_Blues_4e_EN:Attributes#Power_Leve
    46 KB (7,433 words) - 12:06, 25 May 2022
  • ...s should usually buy them using a power, such as [[Bulletproof_Blues_4e_EN:Powers#Flight|Flight]], or with the [[Bulletproof_Blues_4e_EN:Gifts#Vehicles|Vehic
    22 KB (2,856 words) - 16:57, 15 July 2022
  • ...th street clothes. A character with Quick Change and the [[ZeroSpace_4e_EN:Powers#Alternate_Form|Alternate Form power]] can change forms once per round with
    13 KB (2,088 words) - 13:14, 5 June 2023
  • :Normal ground movement based on the character's attributes or powers; requires a move action.
    13 KB (1,966 words) - 20:18, 5 January 2023
  • ...ries" in Sapphire: The Main Power Generation Station and Transmitter (that powers everything in Sapphire), the Illucidus de Somnium (where you don't want to
    12 KB (2,249 words) - 18:27, 2 July 2015
  • ...nge of human possibility, they could probably purchase advantages, but not powers. The details of each advantage are highly dependent on a character's backgr
    15 KB (2,330 words) - 17:41, 14 April 2021
  • :normal ground movement based on the character's attributes or powers
    16 KB (2,411 words) - 12:30, 4 November 2021
  • ...flows into a Merovingian sarcophagus and which is reputed to have healing powers), the chapel of Lanjulitte (which dates from the late 15th century), and th ...agree on terms, leading to a decades-long "cold war" between the two great powers.
    31 KB (5,079 words) - 20:18, 11 December 2021
  • Increased Movement- Armor provides increased Movement Powers (C)
    15 KB (2,347 words) - 16:43, 11 August 2016
  • ...only in theory, while others are adventurous and seek to test their arcane powers in the "laboratory of the world". Most mages have Expertise with the Occult
    16 KB (2,636 words) - 12:25, 4 November 2021
  • ...re than 5 character points total on [[ZeroSpace_3e_EN:Occult_Orders|occult powers]], gifts, and [[ZeroSpace_3e_EN:Aliens|alien traits]].
    17 KB (2,816 words) - 17:24, 23 November 2021
  • ...sence), and they are obvious to anyone who has Mental Resistance or mental powers, but they are usually invisible to everyone else. A mental power has a rang ...nce have an effective range given in their description, while the range of powers is based on the character's [[Rough_Magic_4e_EN:Attributes#Power_Level|Powe
    45 KB (7,250 words) - 12:06, 25 May 2022
  • ...sence), and they are obvious to anyone who has Mental Resistance or mental powers, but they are usually invisible to everyone else. A mental power has a rang ...nce have an effective range given in their description, while the range of powers is based on the character's [[Warlords_Of_Kruhl_4e_EN:Attributes#Power_Leve
    45 KB (7,275 words) - 12:06, 25 May 2022
  • :normal ground movement based on the character's attributes or powers; requires a move action
    17 KB (2,703 words) - 15:34, 15 July 2022
  • :normal ground movement based on the character's attributes or powers; requires a move action
    17 KB (2,690 words) - 12:04, 25 May 2022
  • A character with the appropriate powers, or equipment permitting them to perceive normally, suffers no ill effects
    26 KB (3,461 words) - 21:18, 27 December 2021
  • ...let's pretend," where the players get to act out the characters of ancient powers engaged in an endless battle for supremacy. The object of the game, unlike
    16 KB (2,833 words) - 14:13, 21 March 2023
  • :normal ground movement based on the character's attributes or powers; requires a move action
    20 KB (3,018 words) - 13:30, 14 April 2021
  • ...raterrestrials in the sky above it. Strange forces are at work, and hidden powers manipulate world events and the news reports of those events. Still, few pe ...e, roughly 500 of which are in the United States. Despite their incredible powers, posthumans have had a limited impact on world affairs. Posthuman geniuses
    51 KB (7,941 words) - 12:00, 2 April 2022
  • ...raterrestrials in the sky above it. Strange forces are at work, and hidden powers manipulate world events and the news reports of those events. Still, few pe ...e, roughly 500 of which are in the United States. Despite their incredible powers, posthumans have had a limited impact on world affairs. Posthuman geniuses
    51 KB (7,942 words) - 07:56, 15 September 2020
  • :normal ground movement based on the character's attributes or powers
    19 KB (3,055 words) - 06:40, 15 December 2021
  • :normal ground movement based on the character's attributes or powers; requires a move action
    21 KB (3,518 words) - 12:04, 25 May 2022
  • Some aspects grant a character powers beyond the realm of what most people can do, no matter how high their aspec
    26 KB (4,024 words) - 09:28, 7 June 2022
  • ...raterrestrials in the sky above it. Strange forces are at work, and hidden powers manipulate world events and the news reports of those events. Still, few pe ...e, roughly 500 of which are in the United States. Despite their incredible powers, posthumans have had a subdued effect on world affairs. Posthuman geniuses
    80 KB (12,733 words) - 18:38, 14 April 2021
  • ...ic Mask or Illusion Abilities, but some rare individuals do possess unique powers beyond the standard Psychic Abilities. ...ays. Fortunately, Immortals are highly resistant to the Nosferatu's mental powers (double the Immortal's effective Psyche when resisting a Nosferatu's Psychi
    116 KB (19,192 words) - 12:23, 21 March 2023
  • ...dependent Constabulary are once again granted Right of Judgment and Police Powers, respectively, by both Confederation and Empire. This acknowledges perquisi
    24 KB (3,737 words) - 16:40, 11 August 2016
  • ...eserve. A Psychic with a high Psychic Reserve Rank will be able to use her powers for longer periods without resting. The base Psychic Reserve Rank is the ch Psychic Abilities are those strange powers stemming from the subconscious, the darker side of the mind that lies benea
    109 KB (17,470 words) - 15:08, 21 March 2023
  • ...ou will have a strong foundation to build on when choosing the character's powers and motivations.
    35 KB (5,478 words) - 20:25, 28 December 2021
  • ...of the target, using the target's Agility or Brawn (whichever is greater). Powers such as Strike, Damage Resistance, and Force Field do not apply to these ro
    47 KB (7,477 words) - 14:14, 30 December 2021
  • ...ut most normal people rarely encounter it. Someone flaunting their magical powers is likely to elicit wonder or fear.
    32 KB (5,326 words) - 13:21, 4 April 2022
  • ...ut most normal people rarely encounter it. Someone flaunting their magical powers is likely to elicit wonder or fear.
    32 KB (5,325 words) - 14:06, 21 June 2021
  • ...ble. Warlocks are beings who seem human, yet have the same reality-warping powers of the Dwimmerlaik, and are locked into a never-ending battle with the abom
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  • [[Category:Powers]]
    50 KB (7,161 words) - 20:49, 7 November 2021
  • An AI character should purchase the following gifts and powers:
    64 KB (9,916 words) - 14:37, 26 February 2024
  • ...l Convention formed the Committee of Public Safety and gave it dictatorial powers to deal with the revolts and food shortages plaguing France, both Robespier
    96 KB (15,963 words) - 14:15, 21 March 2023
  • [[Category:Powers]]
    193 KB (31,233 words) - 15:43, 11 March 2023