ZeroSpace 3e EN:Occult Orders: Difference between revisions

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[[Image:Arrow_up_16x16.png|baseline|link=ZeroSpace_3e_EN:Contents]] [[ZeroSpace_3e_EN:Contents|Contents]]
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Living creatures may tap into and utilize an esoteric form of energy (Psi, the Empyrean, the Lifeweb, the Source, etc.) which permeates the physical universe, including hyperspace. This energy is known by different names, and is used in different ways, depending on the philosophy and metaphor used by those seeking to harness it. The ease with which this energy may be sensed and controlled varies depending on the physiology and training of the would-be user; most sentient creatures are aware of this energy, if only unconsciously, but very few are capable of manipulating it.


Each power costs one character point.
Living creatures may tap into and utilize an esoteric form of energy which permeates the physical universe, including hyperspace. This energy is known by different names (Psi, the Empyrean, the Lifeweb, the Source, etc.), and is used in different ways, depending on the philosophy and metaphor used by those seeking to harness it. Most sentient creatures are aware of this energy, if only unconsciously, but very few are capable of manipulating it.


==Expertise==
==Organization==


A character who has expertise with a power possesses extraordinary competence, above and beyond the skill a character with that power may reasonably be assumed to possess. Expertise in a power costs one character point in addition to the cost of the power itself, and it grants the character a +3 bonus to the task roll to use the power.
Although occult orders are cohesive in theory, in practice the amount of control the order has over its members and the amount of influence members have on the order itself vary a great deal.


===Villainous Expertise===
Would you like to randomly generate the organization of an occult order? You can!


Only very unusual villains have expertise with an esoteric power. Expertise can have a powerful effect in combat, and it tends to be more powerful in the hands of the GM than in the hands of the players because the GM rolls more dice over the course of the game than any of the players do. For this reason, it is best to restrict villainous expertise to only those 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 to pose a challenge to the heroes, remember that the GM can give villains any attribute or power at any rank. If the villain isn't putting up enough of a fight and the game feels like the characters are going through the motions, then the GM should boost the villain's abilities or give them some henchmen to help out. Be creative.


==Typical Powers==
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Random occult order organization type
|-
! class="aligncenter"|Roll 1d6
! class="alignleft"|Type
|-
| class="aligncenter"|1
| class="alignleft"|Confederacy
|-
| class="aligncenter"|2
| class="alignleft"|Democracy
|-
| class="aligncenter"|3
| class="alignleft"|Kratocracy
|-
| class="aligncenter"|4
| class="alignleft"|Meritocracy
|-
| class="aligncenter"|5
| class="alignleft"|Monarchy
|-
| class="aligncenter"|6
| class="alignleft"|Oligarchy
|}


This is a list of typical esoteric powers found in a ''ZeroSpace'' game. This list is not exhaustive. A character may well have a power not listed here, using the guidelines under [[ZeroSpace:Powers#New_Powers|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.


===Activation===
* '''Confederacy:''' Members of the order are organized into numerous small, self-governing groups. Each group participates in overall governance of the order.
* '''Democracy:''' All members of the order participate in governance. Senior members of the order may have more influence than junior members.
* '''Kratocracy:''' The order is governed by those who are strong enough to seize power through force or cunning. The specific methods permitted may be circumscribed by law or tradition.
* '''Meritocracy:''' Responsibility for governance is granted to members of the order based on their demonstrated talent and ability.
* '''Monarchy:''' Supreme power over the order belongs to an individual, often for life or until abdication. The extent of the monarch's power may be circumscribed by law or tradition.
* '''Oligarchy:''' Governance of the order rests with a small elite segment of the order distinguished by royal, wealth, intellectual, family, military, or religious hegemony. This hegemony tends to be self-perpetuating.


The Activation column indicates when or if the power must be turned on. Powers listed as "Always On" are assumed to be active at all times. Powers listed as "Activated" must be turned on by the character using a free action, but will remain on as long as the character is conscious. "Attack" powers require a task action to use, while "Reaction" powers can be used at any time, as often as the GM deems reasonable. See [[ZeroSpace:Actions#Actions|Actions]] for more information.
==Doctrines==


===Task Roll===
While the individual members of an occult order will vary in their behaviour, the order itself generally has an accepted canon and official doctrine. Individuals who violate the order's rules may suffer anything from mild criticism by their peers, to censure, to expulsion. In rare cases, an order may issue a warrant of execution for heretics and apostates.


The Task Roll column indicates which attribute is used for task rolls to use the power. For most attacks, this is also the attribute used to determine the difficulty modifier. For example, for hand-to-hand attacks, both the task roll and the difficulty modifier are based on Prowess. Ranged attacks are the exception. If the Task Roll column says "Accuracy", the power is a ranged attack: the task roll is based on Accuracy, while the task difficulty is based on the target's Agility.
Would you like to randomly generate the doctrines of an occult order? You can!


===Target===


The Target column indicates who or what is affected by the power. Many powers affect only the character with the power, such as XXX. These are indicated as "Personal". Other powers affect either a single target, an area defined by the character, or an area centered on the character with the power.
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
 
|+Table: Random occult order doctrines, Table 1
===Range===
|-
! class="aligncenter"|Roll 2d6
! class="alignleft"|Complexity
|-
| class="aligncenter"|2
| class="alignleft"|Roll once on Table 2
|-
| class="aligncenter"|3-9
| class="alignleft"|Roll twice on Table 2
|-
| class="aligncenter"|10-11
| class="alignleft"|Roll three times on Table 2
|-
| class="aligncenter"|12
| class="alignleft"|Schism: roll once on table 2, and see the note below
|}


The Range column indicates the useful range of the power. Many powers only affect the character with the power, such as XXX. These are indicated with a dash (--). Powers which only work hand-to-hand are indicated as "Touch" powers, while powers which may be targeted at range are indicated as "Ranged". A few powers have ranges based on the specific type of power chosen, or on some other circumstance. These are indicated as "Varies".
'''Schism:''' The occult order is divided into two opposing and mutually antagonistic branches. Roll on Table 2, and make a note of the roll and its opposite. The majority of the order has the first doctrine rolled, but a splinter group has the opposing doctrine. For example, the opposing doctrine of "adventure" is "security".


The maximum effective distance of "Ranged" powers is based on the Willpower of the character with the power. In some cases, the power may be used at greater range, but with severely diminished accuracy. See [[ZeroSpace:Actions#Range_Bands|Range Bands]] for more information.
===Villain Powers===
Powers can sometimes work quite differently for villains than it does for heroes. For example, a character with Mind Control XXX 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.


{| cellpadding="4" cellspacing="1"
{| cellpadding="4" cellspacing="1"
|+Table: Typical powers
|+Table: Random occult order doctrines, Table 2
|- class="h1row"
|-  
! class="alignleft"|Power
|  
! class="aligncenter"|Activation
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
! class="aligncenter"|Task Roll
|-  
! class="aligncenter"|Target
! class="aligncenter"|Roll 1d6
! class="aligncenter"|Range
! class="aligncenter"|Roll 1d6
|- class="oddrow"
! class="alignleft"|Motivation
| class="alignleft"|Absorption
|-
| class="aligncenter"|Always On
! class="aligncenter h2cell" rowspan="6" style="vertical-align:middle"|1
| class="aligncenter"|--
| class="aligncenter"|1
| class="aligncenter"|Personal
| class="alignleft"|Adventure
| class="aligncenter"|--
|-
|- class="evenrow"
| class="aligncenter"|2
| class="alignleft"|Alternate Form
| class="alignleft"|Asceticism
| class="aligncenter"|Activated
|-
| class="aligncenter"|--
| class="aligncenter"|3
| class="aligncenter"|Personal
| class="alignleft"|Audacity
| class="aligncenter"|--
|-
|- class="oddrow"
| class="aligncenter"|4
| class="alignleft"|Amazing Movement ★
| class="alignleft"|Community
| class="aligncenter"|Activated
|-
| class="aligncenter"|--
| class="aligncenter"|5
| class="aligncenter"|Personal
| class="alignleft"|Compassion
| class="aligncenter"|--
|-
|- class="evenrow"
| class="aligncenter"|6
| class="alignleft"|Animal Control
| class="alignleft"|Courage
| class="aligncenter"|Attack
|-
| class="aligncenter"|Power
| colspan="3"|
| class="aligncenter"|Radius
|-
| class="aligncenter"|Ranged
! class="aligncenter h2cell-alt" rowspan="6" style="vertical-align:middle"|2
|- class="oddrow"
| class="aligncenter"|1
| class="alignleft"|Attack Reflection
| class="alignleft"|Curiosity
| class="aligncenter"|Reaction
|-
| class="aligncenter"|Power
| class="aligncenter"|2
| class="aligncenter"|Single Target
| class="alignleft"|Detachment
| class="aligncenter"|Ranged
|-
|- class="evenrow"
| class="aligncenter"|3
| class="alignleft"|[Attribute] Boost
| class="alignleft"|Enlightenment
| class="aligncenter"|Activated
|-
| class="aligncenter"|--
| class="aligncenter"|4
| class="aligncenter"|Personal
| class="alignleft"|Exploration
| class="aligncenter"|--
|-
|- class="oddrow"
| class="aligncenter"|5
| class="alignleft"|[Attribute] Drain
| class="alignleft"|Freedom
| class="aligncenter"|Attack
|-
| class="aligncenter"|Prowess
| class="aligncenter"|6
| class="aligncenter"|Single Target
| class="alignleft"|Idealism
| class="aligncenter"|Touch
|-
|- class="evenrow"
| colspan="3"|
| class="alignleft"|Attribute Invulnerability
|-
| class="aligncenter"|Always On
! class="aligncenter h2cell" rowspan="6" style="vertical-align:middle"|3
| class="aligncenter"|--
| class="aligncenter"|1
| class="aligncenter"|Personal
| class="alignleft"|Justice
| class="aligncenter"|--
|-
|- class="oddrow"
| class="aligncenter"|2
| class="alignleft"|Barrier
| class="alignleft"|Mercy
| class="aligncenter"|Attack
|-
| class="aligncenter"|Power
| class="aligncenter"|3
| class="aligncenter"|Radius
| class="alignleft"|Nobility
| class="aligncenter"|Ranged
|-
|- class="evenrow"
| class="aligncenter"|4
| class="alignleft"|Blast
| class="alignleft"|Passion
| class="aligncenter"|Attack
|-
| class="aligncenter"|Accuracy
| class="aligncenter"|5
| class="aligncenter"|Single Target
| class="alignleft"|Pride
| class="aligncenter"|Ranged
|-
|- class="oddrow"
| class="aligncenter"|6
| class="alignleft"|Blindness
| class="alignleft"|Rebellion
| class="aligncenter"|Attack
| class="aligncenter"|Accuracy
| class="aligncenter"|Single Target
| class="aligncenter"|Ranged
|- class="evenrow"
| class="alignleft"|Clinging
| class="aligncenter"|Activated
| class="aligncenter"|--
| class="aligncenter"|Personal
| class="aligncenter"|--
|- class="oddrow"
| class="alignleft"|Combination
| class="aligncenter"|Activated
| class="aligncenter"|--
| class="aligncenter"|Personal
| class="aligncenter"|Touch
|- class="evenrow"
| class="alignleft"|Communication ★
| class="aligncenter"|Activated
| class="aligncenter"|Perception
| class="aligncenter"|Personal
| class="aligncenter"|Varies
|- class="oddrow"
| class="alignleft"|Damaging Aura
| class="aligncenter"|Activated
| class="aligncenter"|Prowess
| class="aligncenter"|Personal
| class="aligncenter"|Touch
|- class="evenrow"
| class="alignleft"|Danger Sense
| class="aligncenter"|Reaction
| class="aligncenter"|Varies
| class="aligncenter"|Personal
| class="aligncenter"|--
|- class="oddrow"
| class="alignleft"|Duplication
| class="aligncenter"|Activated
| class="aligncenter"|--
| class="aligncenter"|Personal
| class="aligncenter"|--
|- class="evenrow"
| class="alignleft"|[Element] Form
| class="aligncenter"|Activated
| class="aligncenter"|--
| class="aligncenter"|Personal
| class="aligncenter"|--
|- class="oddrow"
| class="alignleft"|[Element] Mastery
| class="aligncenter"|Varies
| class="aligncenter"|Varies
| class="aligncenter"|Radius
| class="aligncenter"|Varies
|- class="evenrow"
| class="alignleft"|Element Mimicry
| class="aligncenter"|Activated
| class="aligncenter"|--
| class="aligncenter"|Personal
| class="aligncenter"|Touch
|- class="oddrow"
| class="alignleft"|[Element] Resistance
| class="aligncenter"|Always On
| class="aligncenter"|--
| class="aligncenter"|Personal
| class="aligncenter"|--
|- class="evenrow"
| class="alignleft"|Emotion Control
| class="aligncenter"|Attack
| class="aligncenter"|Willpower
| class="aligncenter"|Single Target
| class="aligncenter"|Ranged
|- class="oddrow"
| class="alignleft"|Extra Attacks
| class="aligncenter"|Activated
| class="aligncenter"|--
| class="aligncenter"|Personal
| class="aligncenter"|--
|- class="evenrow"
| class="alignleft"|Flight
| class="aligncenter"|Activated
| class="aligncenter"|--
| class="aligncenter"|Personal
| class="aligncenter"|--
|- class="oddrow"
| class="alignleft"|Force Field
| class="aligncenter"|Activated
| class="aligncenter"|--
| class="aligncenter"|Personal
| class="aligncenter"|--
|- class="evenrow"
| class="alignleft"|Growth
| class="aligncenter"|Activated
| class="aligncenter"|--
| class="aligncenter"|Personal
| class="aligncenter"|--
|- class="oddrow"
| class="alignleft"|Healing
| class="aligncenter"|Attack
| class="aligncenter"|Accuracy
| class="aligncenter"|Single Target
| class="aligncenter"|Ranged
|- class="evenrow"
| class="alignleft"|Hold
| class="aligncenter"|Attack
| class="aligncenter"|Accuracy
| class="aligncenter"|Single Target
| class="aligncenter"|Ranged
|- class="oddrow"
| class="alignleft"|Illusion
| class="aligncenter"|Attack
| class="aligncenter"|Power
| class="aligncenter"|Radius
| class="aligncenter"|Ranged
|- class="evenrow"
| class="alignleft"|Immortality
| class="aligncenter"|Always On
| class="aligncenter"|--
| class="aligncenter"|Personal
| class="aligncenter"|--
|- class="oddrow"
| class="alignleft"|Immunity ★
| class="aligncenter"|Always On
| class="aligncenter"|--
| class="aligncenter"|Personal
| class="aligncenter"|--
|- class="evenrow"
| class="alignleft"|Increased Density
| class="aligncenter"|Activated
| class="aligncenter"|--
| class="aligncenter"|Personal
| class="aligncenter"|--
|- class="oddrow"
| class="alignleft"|Intangibility
| class="aligncenter"|Activated
| class="aligncenter"|--
| class="aligncenter"|Personal
| class="aligncenter"|--
|- class="evenrow"
| class="alignleft"|Invisibility
| class="aligncenter"|Activated
| class="aligncenter"|--
| class="aligncenter"|Personal
| class="aligncenter"|--
|- class="oddrow"
| class="alignleft"|Invulnerability
| class="aligncenter"|Always On
| class="aligncenter"|--
| class="aligncenter"|Personal
| class="aligncenter"|--
|- class="evenrow"
| class="alignleft"|Life Drain
| class="aligncenter"|Attack
| class="aligncenter"|Prowess
| class="aligncenter"|Single Target
| class="aligncenter"|Touch
|- class="oddrow"  
| class="alignleft"|Machine Control
| class="aligncenter"|Attack
| class="aligncenter"|Power
| class="aligncenter"|Single Target
| class="aligncenter"|Ranged
|- class="evenrow"
| class="alignleft"|Mind Blast
| class="aligncenter"|Attack
| class="aligncenter"|Willpower
| class="aligncenter"|Single Target
| class="aligncenter"|Ranged
|- class="oddrow"
| class="alignleft"|Mind Control
| class="aligncenter"|Attack
| class="aligncenter"|Willpower
| class="aligncenter"|Single Target
| class="aligncenter"|Ranged
|- class="evenrow"
| class="alignleft"|Mind Hold
| class="aligncenter"|Attack
| class="aligncenter"|Willpower
| class="aligncenter"|Single Target
| class="aligncenter"|Ranged
|- class="oddrow"
| class="alignleft"|Mind Shield
| class="aligncenter"|Always On
| class="aligncenter"|--
| class="aligncenter"|Personal
| class="aligncenter"|--
|- class="evenrow"
| class="alignleft"|Object Animation
| class="aligncenter"|Attack
| class="aligncenter"|Power
| class="aligncenter"|Single Target
| class="aligncenter"|Ranged
|- class="oddrow"
| class="alignleft"|Plant Control
| class="aligncenter"|Attack
| class="aligncenter"|Power
| class="aligncenter"|Radius
| class="aligncenter"|Ranged
|- class="evenrow"
| class="alignleft"|Possession
| class="aligncenter"|Attack
| class="aligncenter"|Willpower
| class="aligncenter"|Single Target
| class="aligncenter"|Ranged
|- class="oddrow"
| class="alignleft"|Power Drain
| class="aligncenter"|Attack
| class="aligncenter"|Prowess
| class="aligncenter"|Single Target
| class="aligncenter"|Touch
|- class="evenrow"
| class="alignleft"|Power Invulnerability
| class="aligncenter"|Always On
| class="aligncenter"|--
| class="aligncenter"|Personal
| class="aligncenter"|--
|- class="oddrow"
| class="alignleft"|Power Mimicry
| class="aligncenter"|Attack
| class="aligncenter"|Prowess
| class="aligncenter"|Single Target
| class="aligncenter"|Touch
|- class="evenrow"
| class="alignleft"|Power Suppression
| class="aligncenter"|Attack
| class="aligncenter"|Power
| class="aligncenter"|Single Target
| class="aligncenter"|Ranged
|- class="oddrow"
| class="alignleft"|Power Theft
| class="aligncenter"|Attack
| class="aligncenter"|Prowess
| class="aligncenter"|Single Target
| class="aligncenter"|Touch
|- class="evenrow"
| class="alignleft"|Probability Control
| class="aligncenter"|Activated
| class="aligncenter"|--
| class="aligncenter"|Single Target
| class="aligncenter"|Ranged
|- class="oddrow"
| class="alignleft"|Regeneration
| class="aligncenter"|Always On
| class="aligncenter"|--
| class="aligncenter"|Personal
| class="aligncenter"|--
|- class="evenrow"
| class="alignleft"|Shapeshifting
| class="aligncenter"|Activated
| class="aligncenter"|--
| class="aligncenter"|Personal
| class="aligncenter"|--
|- class="oddrow"
| class="alignleft"|Shrinking
| class="aligncenter"|Activated
| class="aligncenter"|--
| class="aligncenter"|Personal
| class="aligncenter"|--
|- class="evenrow"
| class="alignleft"|Stretching
| class="aligncenter"|Activated
| class="aligncenter"|--
| class="aligncenter"|Personal
| class="aligncenter"|--
|- class="oddrow"
| class="alignleft"|Strike
| class="aligncenter"|Attack
| class="aligncenter"|Prowess
| class="aligncenter"|Single Target
| class="aligncenter"|Touch
|- class="evenrow"
| class="alignleft"|Super-jumping
| class="aligncenter"|Activated
| class="aligncenter"|--
| class="aligncenter"|Personal
| class="aligncenter"|--
|- class="oddrow"
| class="alignleft"|Super-running
| class="aligncenter"|Activated
| class="aligncenter"|--
| class="aligncenter"|Personal
| class="aligncenter"|--
|- class="evenrow"
| class="alignleft"|Super Senses ★
| class="aligncenter"|Activated
| class="aligncenter"|Perception
| class="aligncenter"|Personal
| class="aligncenter"|Varies
|- class="oddrow"
| class="alignleft"|Super-speed
| class="aligncenter"|Activated
| class="aligncenter"|--
| class="aligncenter"|Personal
| class="aligncenter"|--
|- class="evenrow"
| class="alignleft"|Super-swimming
| class="aligncenter"|Activated
| class="aligncenter"|--
| class="aligncenter"|Personal
| class="aligncenter"|--
|- class="oddrow"
| class="alignleft"|Telekinesis
| class="aligncenter"|Attack
| class="aligncenter"|Accuracy
| class="aligncenter"|Single Target
| class="aligncenter"|Ranged
|- class="evenrow"
| class="alignleft"|Telepathy
| class="aligncenter"|Attack
| class="aligncenter"|Willpower
| class="aligncenter"|Single Target
| class="aligncenter"|Ranged
|- class="oddrow"
| class="alignleft"|Teleportation
| class="aligncenter"|Activated
| class="aligncenter"|--
| class="aligncenter"|Personal
| class="aligncenter"|--
|- class="evenrow"
| class="alignleft"|Time Control
| class="aligncenter"|Attack
| class="aligncenter"|Power
| class="aligncenter"|Single Target
| class="aligncenter"|Ranged
|- class="oddrow"
| class="alignleft"|[Transformation] Ray
| class="aligncenter"|Attack
| class="aligncenter"|Accuracy
| class="aligncenter"|Single Target
| class="aligncenter"|Ranged
|- class="evenrow"
| class="alignleft"|Tunneling
| class="aligncenter"|Activated
| class="aligncenter"|--
| class="aligncenter"|Personal
| class="aligncenter"|--
|- class="oddrow"
| class="alignleft"|[Ultra-power]
| class="aligncenter"|Varies
| class="aligncenter"|Varies
| class="aligncenter"|Varies
| class="aligncenter"|Varies
|}
|}
 
|
 
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
==Power Descriptions==
|-
 
! class="aligncenter"|Roll 1d6
===360° Vision===
! class="aligncenter"|Roll 1d6
:'''Activation:''' Activated
! class="alignleft"|Motivation
:'''Task roll:''' Perception
|-
:'''Target:''' Personal
! class="aligncenter h2cell-alt" rowspan="6" style="vertical-align:middle"|4
 
| class="aligncenter"|1
The character can see equally well in every direction simultaneously. They probably have very large eyes, or many very small eyes.
| class="alignleft"|Security
 
|-
===Animal Control===
| class="aligncenter"|2
:'''Activation:''' Attack
| class="alignleft"|Materialism
:'''Task roll:''' Willpower
|-
:'''Target:''' Radius
| class="aligncenter"|3
 
| class="alignleft"|Subtlety
Animal Control allows a character to communicate with and mentally control animals. To successfully communicate with and control all animals within range of the power, the character must succeed at a challenging (task difficulty 12) Animal Control task roll.
|-
 
| class="aligncenter"|4
Controlled animals have the same actions as a normal character (free actions, movement action, task action, reaction), and operate independently of the character that animated them. Giving a new mental command to the controlled animals requires a free action.
| class="alignleft"|Individualism
 
|-
The attributes of the controlled animals are equal to the normal attributes those kinds of animals would have. However, controlled animals are highly resistant to mental powers, having Willpower equal to the character controlling them. If the character rolls an extreme success, then the animated animals are significantly smarter (+1 Reason and +1 Perception). Controlled animals have the normal movement and attack types that those kinds of animals would have.
| class="aligncenter"|5
 
| class="alignleft"|Wrath
The character can control animals in an area around themselves based on the rank of the character's [[ZeroSpace:Attributes#Willpower|Willpower]].
|-
 
| class="aligncenter"|6
===Barrier===
| class="alignleft"|Fear
:'''Activation:''' Attack
|-
:'''Task roll:''' Willpower
| colspan="3"|
:'''Target:''' Radius
|-
:'''Range:''' Ranged
! class="aligncenter h2cell" rowspan="6" style="vertical-align:middle"|5
 
| class="aligncenter"|1
Barrier permits the character to create walls and simple geometric shapes made of esoteric energy.
| class="alignleft"|Faith
 
|-
Creating a simple shape with Barrier (a wall, dome, cube, and so on) requires a challenging Willpower task roll (task difficulty 12). Creating more complex shapes requires a more difficult task roll, with the task difficulty set by the GM based on the complexity of the desired shape. For example, a "T" or "W" or other angular shape would require a demanding Willpower task roll (task difficulty 15), while an intricate labyrinth would require a frustrating Willpower task roll (task difficulty 18).
| class="aligncenter"|2
 
| class="alignleft"|Responsibility
The Brawn of the Barrier is equal to the rank of the Willpower of the character creating it. If the character rolls an extreme success, then the Barrier created is significantly tougher (+1 Brawn). The Brawn of the Barrier is used both for Endurance rolls and to support weight as a bridge, support column, or other such structure. If the load on the Barrier exceeds the maximum weight it can support, or if the Barrier is defeated by an attack, it fades away.
|-
 
| class="aligncenter"|3
The maximum length or circumference of the barrier is also based on the rank of the character's Willpower.
| class="alignleft"|Secrecy
 
|-
{| cellpadding="4" cellspacing="1"
| class="aligncenter"|4
|+Table: Brawn
| class="alignleft"|Isolation
|- class="h1row"
|-
! class="aligncenter"|Willpower
| class="aligncenter"|5
! class="aligncenter"|Brawn
| class="alignleft"|Control
! class="aligncenter"|Maximum<br />Weight
|-
! class="aligncenter"|Maximum<br />Length
| class="aligncenter"|6
|- class="oddrow"
| class="alignleft"|Pragmatism
! class="aligncenter h2cell"|1
|-
| colspan="3"|
|-
! class="aligncenter h2cell-alt" rowspan="6" style="vertical-align:middle"|6
| class="aligncenter"|1
| class="aligncenter"|1
| class="alignright"|45 kg
| class="alignleft"|Vengeance
| class="alignright"|1 m
|-
|- class="evenrow"
! class="aligncenter h2cell"|2
| class="aligncenter"|2
| class="aligncenter"|2
| class="alignright"|65 kg
| class="alignleft"|Ruthlessness
| class="alignright"|2 m
|-
|- class="oddrow"
! class="aligncenter h2cell"|3
| class="aligncenter"|3
| class="aligncenter"|3
| class="alignright"|90 kg
| class="alignleft"|Fellowship
| class="alignright"|3 m
|-
|- class="evenrow"
! class="aligncenter h2cell"|4
| class="aligncenter"|4
| class="aligncenter"|4
| class="alignright"|125 kg
| class="alignleft"|Serenity
| class="alignright"|4 m
|-
|- class="oddrow"
! class="aligncenter h2cell"|5
| class="aligncenter"|5
| class="aligncenter"|5
| class="alignright"|180 kg
| class="alignleft"|Humility
| class="alignright"|6 m
|-
|- class="evenrow"
! class="aligncenter h2cell"|6
| class="aligncenter"|6
| class="aligncenter"|6
| class="alignright"|250 kg
| class="alignleft"|Traditionalism
| class="alignright"|8 m
|}
|- class="oddrow"
! class="aligncenter h2cell"|7
| class="aligncenter"|7
| class="alignright"|350 kg
| class="alignright"|11 m
|- class="evenrow"
! class="aligncenter h2cell"|8
| class="aligncenter"|8
| class="alignright"|500 kg
| class="alignright"|16 m
|- class="oddrow"
! class="aligncenter h2cell"|9
| class="aligncenter"|9
| class="alignright"|700 kg
| class="alignright"|23 m
|- class="evenrow"
! class="aligncenter h2cell"|10
| class="aligncenter"|10
| class="alignright"|1,000 kg
| class="alignright"|32 m
|}
|}


==Occult Powers==


If a Barrier is not attacked or damaged, it will normally remain in place until the end of the scene, after which it fades away.
This is a list of typical occult powers found in a ''ZeroSpace'' game. This list is not exhaustive. A character may well have a power not listed here, using the guidelines under [[ZeroSpace_3e_EN:Occult_Orders#New_Powers|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. Each power costs one character point. We suggest spending no more than 5 character points total on [[ZeroSpace_3e_EN:Aliens|alien traits]], [[ZeroSpace_3e_EN:Gifts|gifts]], and occult powers.


===Blast===
===Acceleration===
:'''Activation:''' Attack
:''Move action''
:'''Task roll:''' Accuracy
:'''Target:''' Single Target
:'''Range:''' Ranged


Blast is a ranged attack of pure esoteric energy which inflicts Endurance damage. The Blast has a damage rating equal to the character's Willpower.
Acceleration allows the character to run and swim impossibly fast. The character's Power Level is added to their Agility for the purpose of determining their walking and swimming speed. If the character's Agility + Power Level is greater than 10, the character's walk, run, and sprint movement speed can be found in the [[ZeroSpace_3e_EN:GM_Resources|GM Resources]] chapter.


Using Blast requires an Accuracy task roll against the Agility of the intended target. If the attacker rolls an extreme success, then the attacker may choose one of the standard benefits of extreme success, either overwhelming, smashing, or staggering the target of the Blast.
===Alteration Resistance===
:''Constant''


A target successfully hit with a Blast must make an Endurance roll to see how much the attack took out of them.
A character with Alteration Resistance is resistant against alteration 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 character with Alteration Resistance adds their Power Level to their combat defense rolls when making a defense roll against such attacks.


===Blindness===
Alteration Resistance does not need to be activated: it is always active, as long as the character is alert.
:'''Activation:''' Attack
:'''Task roll:''' Willpower
:'''Target:''' Single Target
:'''Range:''' Ranged


The Blindness power renders the target unable to see. Attacking a character under the effects of Blindness provides a +6 attack bonus (the standard task roll bonus for attacking a blind target).
===Ambient Awareness===
:''Constant''


Using Blindness requires a Willpower task roll against the Agility of the intended target. To recover from Blindness, the target must make a successful Perception task roll against the rank of the attacker's Willpower. If the character succeeds at this task roll, they may use their remaining movement action.
Through their connection with the esoteric energy suffusing the universe, a character with Ambient Awareness can perceive equally well in every direction simultaneously. The character can sense shapes and textures as clearly as with ordinary vision, but without the ability to perceive color. Ambient Awareness can be activated with a quick action.


If the attacker rolls an extreme success, then the Willpower of the attacker is increased by 1 for the purpose of the target recovering from the Blindness. For example, if a character is successfully attacked with Blindness by an attacker with Willpower rank 4, and the attacker rolled an extreme success, the affected character would need to make a Perception task roll against task difficulty 13 (5 + 8) to recover from the Blindness.
===Animal Control===
:''Standard action''


If the blinded character gets an extreme success on their Perception task roll, then they recover as a free action. For example, if a character is successfully attacked with Blindness by an attacker with Willpower rank 6, they would need to make a Perception task roll against task difficulty 14 (6 + 8). If they roll a 17 or more, they achieve an extreme success, and recovering is a free action rather than a task 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 Mental Combat (Power Level) roll against a 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.


If the character has not recovered from the Blindness by the end of the scene, then they recover from it shortly thereafter.
Controlled animals operate independently of the character controlling them. Giving a new mental command to the controlled animal requires a quick 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.


===Clinging===
The effects of Animal Control last until the end of the scene.
:'''Activation:''' Activated
:'''Task roll:''' --
:'''Target:''' Personal
:'''Range:''' --


Clinging allows the character to move at their normal ground speed along walls, ceilings, and other surfaces as if they were level. 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 player to make a successful Agility task roll to keep from sliding or falling.
===Assimilation===
:''Move action''


<div id="Communication"></div>
Assimilation allows a character to move through solid matter as though through water, leaving no trace of their passage. The movement speed of a character using Assimilation is equal to their swim speed. The character may make a double-move or swim sprint using Assimilation.
===Communication ★===
:'''Activation:''' Activated
:'''Task roll:''' Perception
:'''Target:''' Personal
:'''Range:''' Varies


Communication permits the character to communicate with others in ways that people normally can't. Communication does not imply control: being able to speak with animals, for example, does not permit the character to control them, but it allows the character to use a Manipulation or Social skill. Also note that 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. To manipulate and control an object, the character must buy the appropriate power, such as Plant Control.
A character using Assimilation cannot pass through a force field or other energy shield; other than this, objects in the physical world generally have no effect on a character using Assimilation, or vice versa. However, Assimilation itself provides no protection against attacks.


Each rank in Communication provides the character with a different form of communication chosen from the list below.
===Barrier===
:''Standard action''


* '''Animals:''' The character can understand animals, and can speak to them in a way they can understand. A character's Animal Communication might be limited to a specific type of animal, such as cats or sea creatures. If this is the case, the character gains a +3 bonus on Manipulation and Social task rolls when interacting with that animal type.
Barrier is a medium range (100 m) power which permits the character to use esoteric energy to create walls and simple geometric shapes.
* '''Buildings:''' The character can understand buildings and other man-made structures, and can speak to them in a way they can understand.
* '''Computers:''' The character can communicate with any computer they can perceive, accessing it as if logged in and typing into a keyboard.
* '''Machines:''' The character can understand machines, and can speak to them in a way they can understand.
* '''Mind Link:''' Two characters who both have Mind Link can communicate telepathically over any distance.
* '''Plants:''' The character can understand plants, and can speak to them in a way they can understand.
* '''Radio:''' The character can send and receive signals over any standard radio frequency.
* '''Roads:''' The character can understand paths, roads, and highways, and can speak to them in a way they can understand.
* '''Stones:''' The character can understand rocks and stones, and can speak to them in a way they can understand.
* '''Universal Translator:''' The character can understand and speak any language after being exposed to it for a brief period of time. If the character has access to written information, they can read and write the language as well.


===Danger Sense===
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.
:'''Activation:''' Reaction
:'''Task roll:''' Perception
:'''Target:''' Personal
:'''Range:''' --


Danger Sense permits the character to attempt a Danger Sense roll to avoid being surprised even if there is no way for the character to see the attack coming. The Danger Sense task roll is based on either the rank in Danger Sense or the character's Perception rank +1, whichever is greater. If the character rolls an extreme success, then they know the exact source and nature of the attack.
The Brawn and Endurance of the Barrier are equal to the [[ZeroSpace_3e_EN:Attributes#Power Level|Power Level]] of the character creating it. The Brawn of the Barrier is used both for its defense rolls 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.


If the character's Perception has a higher rank than their Prowess, their rank in Perception may be used in place of Prowess to avoid being hit in hand-to-hand combat. If the character's Perception has a higher rank than their Agility, the rank in Perception may be used in place of Agility to avoid being hit in ranged combat.
If a Barrier is not attacked or damaged, it will normally remain in place until the end of the scene, after which it fades away.


===Emotion Control===
===Blast===
:'''Activation:''' Attack
:''Standard action''
:'''Task roll:''' Willpower
:'''Target:''' Single Target
:'''Range:''' Ranged


The Emotion Control power allows a character to influence a target's behaviour by controlling the target's emotional state. The character can only instill one emotion at a time in the target, but may instill in the target any emotion the character desires. 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 +3 bonus on their Emotion Control task rolls.  
Blast is a medium range (100 m) attack of pure esoteric energy which inflicts Endurance damage. Attacking with Blast requires a successful Ranged Combat (Agility + Power Level) roll against a 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 [[ZeroSpace_3e_EN:Actions#SIDEBAR:_Margin_Of_Success_(Optional)|margin of success]] rules).


Using Emotion Control requires a Willpower task roll against the Willpower of the intended target. If the attacker rolls an extreme success, then the rank of the Emotion Control is increased by 1 for the purpose of breaking out of it. For example, if a character is affected by a rank 6 Emotion Control, and the attacker rolled an extreme success, the affected character would need to make a Willpower task roll against task difficulty 15 (7 + 8) to break out of the Emotion Control.
===Clairvoyance===
:''Standard action''


To break out of the Emotion Control, the target must make a successful Willpower task roll against the rank of the Emotion Control. If the character succeeds at this task roll, they may use their remaining movement action. If the target of the Emotion Control gets an extreme success on this roll, then they break out as a free action. For example, if a character is affected by a rank 6 Emotion Control, they would need to make a Willpower task roll against task difficulty 14 (6 + 8). If they roll a 17 or more, they achieve an extreme success, and breaking out is a free action rather than a task 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.


If the character has not broken out of the Emotion Control by the end of the scene, then they break out of it shortly thereafter.
===Cloak===
:''Quick action''


===Extra Attacks===
Cloak is a self-only power which permits 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.
:'''Activation:''' Activated
:'''Task roll:''' --
:'''Target:''' Personal
:'''Range:''' --


A character with the Extra Attacks power can gain additional attack actions at the end of a round. The character may use these additional attack actions to attack multiple targets, or they may attack the same target multiple times. All of the character's additional attacks are resolved after all other task rolls are resolved that round. In other words, everyone gets a turn during a round before anyone may use Extra Attacks. If more than one character has the Extra Attacks power and is using additional attack actions, they should alternate their additional attack actions.
In hand-to-hand combat, a character who can't see their opponent incurs a penalty die on their attack and defense rolls. In ranged combat, a character who can't see their opponent incurs a penalty die on their defense rolls, but they usually fail any ranged attack rolls or mental attack rolls against an invisible character. However, if the invisible character has used an attack during the current or previous rounds, then an attacker may make ranged attack rolls against the invisible character, but they incur a penalty die on their attack rolls.


During each game session, the number of additional attack actions the character may use is equal to the rank of the Extra Attacks power. The character may only use half of their total additional attacks in any one round, and once an additional attack 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 Extra Attacks.
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 use a quick action to make a successful Perception (Reason) roll against the invisible character's Stealth (Agility + Power Level) roll. A character with Clairvoyance or Hyperacuity may add their Power Level to their Reason when attempting to notice a character using Cloak. 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. If the person trying to locate the invisible character succeeds at this roll, then they may make ranged attack rolls against the invisible character, but they incur a penalty die on their attack rolls.


===Force Field===
A character with Cloak can activate or deactivate the power once per turn, using a quick action. If the character goes unconscious, the character becomes visible.
:'''Activation:''' Activated
:'''Task roll:''' --
:'''Target:''' Personal
:'''Range:''' --


Force Field provides protection against most forms of direct damage: anything which inflicts Endurance damage. A character with Force Field subtracts the rank of the power from the damage rating of attacks that strike them. The remainder of the damage is subtracted from the character's Endurance. As always, this protection does not stack with Invulnerability or other forms of protection -- only the highest protection value applies.
The character may make another person (or person-sized object) invisible by touching the other person, but only as long as the character with Cloak is touching the second character.


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. However, multiple forms of protection do not stack: only the greatest protection value applies. For example, a character with rank 6 Invulnerability would not benefit from having a rank 5 Force Field on top of it.
===Conflict Meditation===
:''Standard action''


Unlike Invulnerability, a Force Field must be activated: if the character is staggered or goes unconscious, the power turns off. The character may also turn off their Force Field voluntarily, of course. A staggered character may attempt a challenging Willpower task roll (task difficulty 12) to keep their Force Field activated while staggered.
Conflict Meditation allows a character to enhance their allies' morale, coordination, and precision. Each of the character's allies in the current battle, no matter how large or small the conflict, gains a bonus die on all rolls for so long as the character maintains their Conflict Meditation. However, multiple uses of Conflict Meditation are not cumulative: if more than one character is using Conflict Meditation, their allies only receive a single bonus die.


===Healing===
A character may take no other actions while using Conflict Meditation, even quick actions and roleplaying actions.
:'''Activation:''' Attack
:'''Task roll:''' Prowess
:'''Target:''' Single Target
:'''Range:''' Ranged


Healing is a ranged power which heals Endurance damage. The specific mechanism which permits the Healing (accelerated time, life energy, advanced medicine, medical nanobots, etc.) must be chosen when the Healing power is purchased. The Healing power heals a quantity of Endurance equal to the rank of the power.
===Dissonance===
:''Standard action''


Using Healing requires an Accuracy task roll against the Agility of the intended target. If the character with the Healing power rolls an extreme success, then the target of the Healing gains one additional point of Endurance.
Dissonance is a hand-to-hand alteration attack which inflicts damage to the target's Endurance. Attacking with Dissonance requires a successful Hand-to-hand Combat (Power Level) roll against a Hand-to-hand Combat (Brawn) roll of the target, or a Hand-to-hand Combat (Brawn + Power Level) roll of the target if the target has Alteration Resistance. If the attacker succeeds at this roll, then the target's Endurance is reduced by one (or more, if using the optional [[ZeroSpace_3e_EN:Actions#Margin_Of_Success_(Optional)|margin of success]] rules). Dissonance ignores all normal forms of protection such as armor and energy shields. Dissonance only affects sentient creatures: robots, machinery, and animated objects are unaffected by Dissonance.


The Healing power can remove diseases, pathogens, and poisons from the target. They character with Healing may attempt a challenging Healing task roll (task difficulty 12) to cure a single disease or purge a single toxin from the victim's system. If the character with the Healing power rolls an extreme success, then all damage caused by the disease is healed as well as the disease itself being cured. ''+1 character point''
The effects of multiple Dissonance attacks are cumulative, but the damage from Dissonance 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 Dissonance will also return if the character with Dissonance goes unconscious.


===Illusion===
===Mental Projection===
:'''Activation:''' Attack
:''Standard action''
:'''Task roll:''' Willpower
:'''Target:''' Radius
:'''Range:''' Ranged


The Illusion power permits the character to create realistic three-dimensional phantasms, complete with all associated sensory accompaniment. An illusory lion will roar, illusory snow will feel cold and wet, and so on.
The character can detach their consciousness from their physical body and travel to anywhere in the universe, 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 Mental Projection, the form of the traveler is usually unable to interact with the world around them, although they may converse normally. While the consciousness 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. Mental Projection is a plot dependent power and may not always be available, at the GM's discretion.


Creating a simple, immobile illusion (a wall, a bridge, and so on) requires a challenging Illusion task roll (task difficulty 12). Creating more complex shapes requires a more difficult task roll, with the task 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 demanding Illusion task roll (task difficulty 15), while a city square with moving cars, bicycles, and dozens of people would require a frustrating Illusion task roll (task difficulty 18).
===Harmony===
:''Constant''


The maximum size of an illusion is based on the rank of the power. Find the rank of the power in the [[Bulletproof_Blues:Actions#Benchmarks|Benchmarks]] table, and look up the value in the "Affects" column. This is the maximum size of the illusion the character may create.
Harmony 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.


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.
The benefit provided by Harmony 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.


Anyone who observes an Illusion and who has a good reason to suspect its true nature may attempt a Perception task roll against the rank of the power. If the Perception task roll succeeds, the observer sees the Illusion for what it is, and may respond appropriately. If the character with Illusion rolls an extreme success, then the Illusion created is significantly more realistic, and the Perception task roll to see through the Illusion incurs a +1 task difficulty penalty.
Harmony does not need to be activated: it is always on, as long as the character is alert. For more details on the effects of the environment on a character, see [[ZeroSpace_3e_EN:GM_Resources#Hostile_Environments|Hostile Environments]] in the GM Resources chapter.


<div id="Immunity"></div>
===Healing===
:''Standard action''


===Immunity ★ XXX environmental immunity===
Healing is a hand-to-hand alteration 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 [[ZeroSpace_3e_EN:Actions#Margin_Of_Success_(Optional)|margin of success]] rules).
:'''Activation:''' Always On
:'''Task roll:''' --
:'''Target:''' Personal
:'''Range:''' --


Immunity permits the character to survive in environments and conditions that would impair or even kill normal people. Each rank in Immunity permits the character to endure one additional condition from the list below. These must be selected when the power is purchased, and may not normally be changed thereafter.
Healing can remove diseases, pathogens, and poisons from the target. The character with Healing may attempt a moderately difficult (DV 3) Medicine (Reason + Power Level) roll to cure a single disease or purge a single toxin from the victim's system.


The protection provided by 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 or can relax in a pool of molten lead. However, Immunity provides protection equal to one-half of its rank against attacks related to some form of Immunity that the character possesses (Exposure (Cold), Exposure (Heat), and Radiation being the most common types of direct damage). As always, this protection does not stack with Force Field, Invulnerability, or other forms of protection -- only the highest protection value applies.
===Illusion===
:''Standard action''


* '''Asphyxia:''' The character does not need to breathe at all; alternately, they may breathe in a single unusual environment.
Illusion allows a character to create realistic three-dimensional phantasms within short range (10 m), complete with all associated sensory accompaniment. An illusory lion will roar, illusory snow will feel cold and wet, and so on.
* '''Exposure (Cold):''' The character is comfortable in environments of extreme cold, such as in the Antarctic.
* '''Exposure (Heat):''' The character is comfortable in environments of extreme heat, such as noon in the Rub' al Khali.
* '''Pathogens:''' The character is unaffected by infectious viruses, bacteria, fungi, etc.
* '''Poisons:''' The character is unaffected by chemical and biological poisons, toxins, and venoms.
* '''Pressure:''' The character is comfortable in environments of extremely high pressure, such as in the ocean depths.
* '''Radiation:''' The character is immune to the effects of environmental ionizing radiation.
* '''Sleep Deprivation:''' The character may sleep if they want to, but suffers no ill effect from lack of sleep.
* '''Starvation:''' The character does not need to eat, drink, or excrete; alternately, they can eat virtually anything.
* '''Vacuum:''' The character is comfortable in environments of extremely low pressure, such as in outer space.


By default, immunity to "Asphyxia" permits the character to 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.
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.


By default, immunity to "Starvation" permits the character to survive without needing to eat, drink, or excrete at all. However, if it makes more sense for the character to be able to eat or drink virtually any nontoxic substance, such as mud or styrofoam peanuts, they may choose that option instead.
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 will not cause wetness, 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.


For immunity to aging, see [[Bulletproof_Blues:Powers#Immortality|Immortality]].
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.


If a character dies from an attack related to some form of Immunity that the character possesses, there is a good chance the character might come back. This is highly dependent on the background of the character and how much sense it would make in the context of the story.
===Instill Emotion===
:''Standard action''


For more details on the effects of the environment on a character, see [[Bulletproof_Blues:Actions#The_Environment|Environment]].
Instill Emotion is a short range (10 m) mental 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 (Power Level) roll against a Mental Combat (Presence) roll of the target, or a Mental Combat (Presence + Power Level) roll of the target if the target has Mental Resistance.


===Invisibility XXX Distraction===
To break free of Instill Emotion, the target must use a standard action to make a successful Mental Combat (Presence) roll against a Mental Combat (Power Level) roll of the attacker. If the target has Mental Resistance, they add their Power Level to their roll. If the target succeeds at this roll, they break free of the Instill Emotion. If the target has not broken free of the Instill Emotion by the end of the scene, then they break free of it shortly thereafter.
:'''Activation:''' Activated
:'''Task roll:''' --
:'''Target:''' Personal
:'''Range:''' --


The Invisibility power allows the character to become difficult to perceive. For example, the character might be transparent, they might bend light around them, or they may blend into their surroundings using camouflage. However the invisibility is achieved, the character is hidden from normal sight unless someone is actively looking for them or there is some environmental circumstance that might reveal the character's location.
===Leaping===
:''Move action''


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 task roll against the rank of the Invisibility. If an environmental circumstance might reveal the character's location, anyone in the area may attempt a Perception task roll against the rank of the Invisibility in order to notice the character. For example, fog might reveal the invisible character's outline, or fresh snow might reveal their footprints.
A character with Leaping can leap impossibly far -- more than a mere jump, but not quite flying. The distance the character may move with a Leap is equal to their Agility-based walking speed per round. If the character also has the occult power Acceleration, the character's Power Level is added to their Agility to determine their walking speed, and thus the distance they may move with a Leap. It is not possible to jump or leap using a double move (run) or all-out move (sprint), but with a running long jump, the character's ground movement is added to their long jump distance (effectively doubling their Leap distance).


A character with Invisibility may make another person (or person-sized object) invisible by touching the other person and then activating the Invisibility power. The Invisibility then affects both characters, but only as long as the character with the Invisibility is touching the second character.
===Life Extension===
:''Constant''


Invisibility must be activated: if the character is staggered or goes unconscious, the power turns off. The character may also turn off their Invisibility voluntarily, of course. A staggered character may attempt a challenging Willpower task roll (task difficulty 12) to keep their Invisibility activated while staggered.
A character with Life Extension has mastered the use of esoteric energy to forestall the ravages of time. The character will never grow old or die from "natural causes", until they choose to do so. (Everyone does, eventually.)


===Leap===
===Meditation===
:'''Activation:''' Activated
:''Quick action''
:'''Task roll:''' --
:'''Target:''' Personal
:'''Range:''' --


The character can leap impossibly far -- more than a mere jump, but not quite flying. The maximum distance the character may move with a Leap is based on the character's Willpower.
Meditation 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 up) 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.


{| cellpadding="4" cellspacing="1"
Meditation drastically reduces this recovery time: the character recovers half of the Endurance they have lost (rounded up) 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 meditating for about half an hour. Most characters with Meditation can even regrow lost limbs or damaged organs.
|+Table: Leap
|- class="h1row"
! class="aligncenter"|Willpower<br />Rank
! class="aligncenter"|Leap
|- class="oddrow"
| class="aligncenter"|1
| class="alignright"|2 m
|- class="evenrow"
| class="aligncenter"|2
| class="alignright"|3 m
|- class="oddrow"
| class="aligncenter"|3
| class="alignright"|5 m
|- class="evenrow"
| class="aligncenter"|4
| class="alignright"|6 m
|- class="oddrow"
| class="aligncenter"|5
| class="alignright"|8 m
|- class="evenrow"
| class="aligncenter"|6
| class="alignright"|9 m
|- class="oddrow"
| class="aligncenter"|7
| class="alignright"|11 m
|- class="evenrow"
| class="aligncenter"|8
| class="alignright"|12 m
|- class="oddrow"
| class="aligncenter"|9
| class="alignright"|14 m
|- class="evenrow"
| class="aligncenter"|10
| class="alignright"|15 m
|}


===Life Drain===
Additionally, the maximum Endurance of a character who is actively Meditating 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 while they are Meditating, regardless of the hostile environmental conditions.
:'''Activation:''' Attack
:'''Task roll:''' Prowess
:'''Target:''' Single Target
:'''Range:''' Touch


Life Drain is a hand-to-hand attack which inflicts Endurance damage. The Life Drain could be radiation, disease, cold, extreme age, toxic gas, or even darkness or light, and this must be chosen when the Life Drain power is purchased. Life Drain has a damage rating equal to the rank of the power.
===Object Animation===
:''Standard action''


Using Life Drain requires a Prowess task roll against the Prowess of the intended target. If the attacker rolls an extreme success, then the attacker may choose one of the standard benefits of extreme success, either overwhelming, smashing, or staggering the target of the Life Drain.
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) Mental Combat (Power Level) roll.


Life Drain ignores all normal forms of protection such as Invulnerability and Force Field. The damage from Life Drain is temporary. It all comes back after the fight is over, when the target has had a chance to rest and recuperate.
An animated object operates independently of the character controlling it. Giving a new mental command to the animated object requires a quick 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.


===Machine Control===
The effects of Object Animation last until the end of the scene.
:'''Activation:''' Attack
:'''Task roll:''' Willpower
:'''Target:''' Single Target
:'''Range:''' Ranged


Machine Control allows a character to mentally control electronic and mechanical machines. To successfully mentally control a machine, the character must succeed at a challenging (task difficulty 12) Machine Control task roll.
===Override===
:''Standard action''


A controlled machine has the same actions as a normal character (free actions, movement action, task action, reaction), and operates independently of the character that animated it. However, it will continue to perform the last instruction it was given even if that instruction no longer makes sense, as it has no will of its own. Giving a new mental command to a controlled machine requires a free action.
Override is a short range (10 m) mental attack which allows a character to influence a sentient machine's behaviour, forcing the target to obey the character's mental commands. To influence a sentient machine's behaviour, the character must succeed at a Mental Combat (Power Level) roll against a Mental Combat (Presence) roll of the target, or a Mental Combat (Presence + Power Level) roll of the target if the target has Mental Resistance. Giving a new mental command to the target requires a quick action. Override is a short range (10 m) power, but once the Override is successful, it will remain so even if the target leaves this range.


The Brawn and Endurance of the machine is based on its physical structure and durability (see the "Breaks" column on the [[Bulletproof_Blues:Actions#Benchmarks|Benchmarks table]]), while the Agility, Prowess, and Accuracy of the machine is equal to the rank of the power. If the character rolls an extreme success, then the controlled machine is significantly tougher (+1 Endurance). Controlled machines are not actually alive or aware, so they have no Reason, Perception, or Willpower. 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 12 ounce cans of soda, a bulldozer can roll and demolish buildings, and so on.
To break free of Override, the target must use a standard action to make a successful Mental Combat (Presence) roll against a Mental Combat (Power Level) roll of the attacker. If the target has Mental Resistance, they add their Power Level to their roll. If the target succeeds at this roll, they break free of the Override. If the target has not broken free of the Override by the end of the scene, then they break free of it shortly thereafter.


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 task roll is necessary for this, but if the character is trying to circumvent security or break into a computer system, the character may attempt a task roll using their power rank in place of the Computing skill, or their normal Computing skill +1, whichever is greater.
Override may also be used to mentally control non-sentient electronic and mechanical machines. To mentally control a non-sentient machine, the character must succeed at a moderately difficult (DV 3) Mental Combat (Power Level) roll.


The most massive machine the character can control is equal to the power's rank in the "Lifts" column in the [[Bulletproof_Blues:Actions#Benchmarks|Benchmarks table]].
Controlled non-sentient machines operate independently of the character controlling them. Giving a new mental command to the controlled machine requires a quick 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.


===Meditation===
Controlled non-sentient 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 power level (PL) of the security.
:'''Activation:''' Activated
:'''Target:''' Personal


Meditation accelerates the healing process and allows the character to recover from injury more quickly. Normally, an injured character recovers one Endurance level they have recently lost after they have had a chance to rest and recuperate for half an hour or so. After that, the character recovers additional Endurance levels only with extended rest and medical care. With this rest and medical care, the character will regain one Endurance level per day; without it, they will regain one Endurance level per week.
The effects of Override over non-sentient machines last until the end of the scene.


Meditation drastically reduces this recovery time: the character recovers one Endurance level they have recently lost after they have had Meditated for one full minute. After that, the character will regain one Endurance level per hour of Meditation. A character may take no other actions while Meditating, even free actions and roleplaying actions.
===Plant Control===
:''Standard action''


===Mind Blast===
Plant Control allows a character to animate and mentally control all plants within short range (10 m). To communicate with and control all plants within range of the power, the character must succeed at a moderately difficult (DV 3) Mental Combat (Power Level) roll.
:'''Activation:''' Attack
:'''Task roll:''' Willpower
:'''Target:''' Single Target
:'''Range:''' Ranged


Mind Blast is a ranged attack which inflicts Endurance 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. The Mind Blast has a damage rating equal to the rank of the power.
Controlled plants operate independently of the character controlling them. Giving a new mental command to the controlled plants requires a quick action. The Brawn and Agility 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.


Using Mind Blast requires a Willpower task roll against the Willpower of the intended target. If the attacker rolls an extreme success, then the attacker may choose one of the standard benefits of extreme success, either overwhelming, smashing, or staggering the target of the Mind Blast.
The effects of Plant Control last until the end of the scene.


Mind Blast ignores all normal forms of protection such as Invulnerability and Force Field. However, any power or equipment that provides protection from mental attacks, such as Mind Shield, subtracts the rank of the protection power from the damage rating of the Mind Blast. The remainder of the damage is subtracted from the character's Endurance.
===Possession===
 
:''Standard action''
===Mind Hold===
:'''Activation:''' Attack
:'''Task roll:''' Willpower
:'''Target:''' Single Target
:'''Range:''' Ranged


The Mind Hold power prevents a character from moving, thinking, or taking any actions. 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". For example, the "lost time" might appear as a brief "white out" of the target's vision, or perhaps the target simply falls asleep for a time. 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.
Possession is a short range (10 m) mental 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 (Power Level) roll against a Mental Combat (Presence) roll of the target, or a Mental Combat (Presence + Power Level) roll of the target 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.


Attacking a character under the effects of Mind Hold provides a +6 attack bonus (the standard task roll bonus for attacking a helpless target).
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.


Using Mind Hold requires a Willpower task roll against the Willpower of the intended target. If the attacker rolls an extreme success, then the rank of the Mind Hold is increased by 1 for the purpose of breaking out of it. For example, if a character is affected by a rank 6 Mind Hold, and the attacker rolled an extreme success, the affected character would need to make a Willpower task roll against task difficulty 15 (7 + 8) to break out of the Mind Hold.
To break free of Possession, the target must use a standard action to make a successful Mental Combat (Presence) roll against a Mental Combat (Power Level) roll of the attacker. If the target succeeds at this roll, they break free of the Possession. If the target has not broken free of the Possession by the end of the scene, then they break free of it shortly thereafter.


To break out of the Mind Hold, the target must make a successful Willpower task roll against the rank of the Mind Hold. If the character succeeds at this task roll, they may use their remaining movement action. If the held character gets an extreme success on this roll, then they break out as a free action. For example, if a character is affected by a rank 6 Mind Hold, they would need to make a Willpower task roll against task difficulty 14 (6 + 8). If they roll a 17 or more, they achieve an extreme success, and breaking out is a free action rather than a task action.
===Premonition===
:''Free action''


If the character has not broken out of the Mind Hold by the end of the scene, then they break out of it shortly thereafter.
Premonition 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 Premonition roll is successful, the character gains a bonus die on their defense roll against the attack. Premonition is a free action: a character with Premonition may attempt to predict as many attacks as they like, as often as they like.


===Mind Shield===
A character with Premonition 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 Premonition is primarily a roleplaying power under the control of the GM.
:'''Activation:''' Always On
:'''Task roll:''' --
:'''Target:''' Personal
:'''Range:''' --


Mind Shield provides protection against most forms of direct mental damage: any mental attack which inflicts Endurance damage, such as Mind Blast. A character with Mind Shield subtracts the rank of the power from the damage rating of mental attacks that strike them. The remainder of the damage is subtracted from the character's Endurance.
===Probability===
:''Free action''


Mind Shield also adds to the character's Willpower for the purpose of shrugging off the effects of mental powers such as Emotion Control or Mind Hold. To break out of Emotion Control, for example, the target must make a successful Willpower + Mind Shield task roll against the rank of the Emotion Control.
A character with Probability can influence the odds, playing fast and loose with the laws of chance. Probability does not allow the character to break the laws of physics or make impossible things happen, but a character with Probability can make unlikely events likely and likely events unlikely.


Finally, Mind Shield acts as a limited form of Attribute Invulnerability, providing protection against attacks which inflict damage to Reason, Perception, and Willpower. A character with Mind Shield subtracts the rank of the power from the damage rating of attacks that strike them. The remainder of the damage is subtracted from the character's Reason, Perception, or Willpower.
Using Probability 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 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 should be roughly as useful as a bonus or a penalty: significant, but not game-breaking.


Mind Shield does not need to be activated, nor can it be deactivated: it is always on. As always, this protection does not stack with other similar forms of protection -- only the highest protection value applies.
Probability can be used as a free action: a character with Probability 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 may be used to influence a roll either before or immediately after the roll has been made.


===Object Animation===
===Rapport===
:'''Activation:''' Attack
:''Standard action''
:'''Task roll:''' Willpower
:'''Target:''' Single Target
:'''Range:''' Ranged


Object Animation allows a character to animate and mentally control inanimate objects. To successfully animate and mentally control an object, the character must succeed at a challenging (task difficulty 12) Object Animation task roll.
Rapport is a short range (10 m) power which permits the character to communicate with inanimate objects in ways that people normally can't. For example, a character with Rapport may communicate with buildings and other artificial structures, non-sentient machines, non-sentient plants, 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.


An animated object has the same actions as a normal character (free actions, movement action, task action, reaction), and operates independently of the character that animated it. However, it will continue to perform the last instruction it was given even if that instruction no longer makes sense, as it has no will of its own. Giving a new mental command to an animated object requires a free action.
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 Brawn and Endurance of the object is based on its physical structure and durability (see the "Breaks" column on the [[Bulletproof_Blues:Actions#Benchmarks|Benchmarks table]]), while the Agility, Prowess, and Accuracy of the object is equal to the rank of the power. If the character rolls an extreme success, then the animated object is significantly tougher (+1 Endurance). Animated objects are not actually alive or aware, so they have no Reason, Perception, or Willpower. The specific details of the how the object moves and attacks vary depending on the object itself: an animated chair can walk, a carpet can slither, and so on.
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 Rapport is primarily a roleplaying power under the control of the GM.


The most massive object the character can control is equal to the power's rank in the "Lifts" column in the [[Bulletproof_Blues:Actions#Benchmarks|Benchmarks table]].
===Reflection===
:''Free action''


===Plant Control===
Reflection permits a character with a psiblade or a psistaff to use a free action to reflect a normal ranged attack back at the attacker. For the character to reflect an attack, the attack must be successful and affect a single target. The character with Reflection must then make a successful Hand-to-hand Combat (Brawn + Power Level) roll against the original Ranged Combat roll of the attacker.
:'''Activation:''' Attack
:'''Task roll:''' Willpower
:'''Target:''' Radius
:'''Range:''' Ranged


Plant Control allows a character to animate and mentally control plants. To successfully communicate with and control all plants within range of the power, the character must succeed at a challenging (task difficulty 12) Plant Control task roll.
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.


Animated plants have the same actions as a normal character (free actions, movement action, task action, reaction), and operate independently of the character that animated them. However, they will continue to perform the last instruction they were given even if that instruction no longer makes sense, as they have a very rudimentary form of intelligence. Giving a new mental command to the controlled plants requires a free action.
===Selective Gravity===
:''Free action''


The Brawn, Agility, Prowess, Accuracy, and Endurance of the plants is equal to the rank of the power. Animated plants have a very limited form of intelligence, with Reason, Perception, and Willpower of rank 1. However, controlled plants are highly resistant to mental powers, having Mind Shield equal to the rank of the Plant Control power. If the character rolls an extreme success, then the animated plants are significantly smarter (+1 Reason and +1 Perception). Animated plants can bend, twist, and reach in order to attack, but they generally can't move from where they are planted.
Selective Gravity is a self-only power which permits the character to move along walls, ceilings, and other surfaces as if they were level. 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 (Brawn + Power Level) roll to keep from sliding or falling. If the character is attacked by an attempt to lift them off of the ground or push them backward, they may choose to defend with their Athletics (Brawn + Power Level) roll rather than the usual combat roll.


The character can control plants in an area around themselves based on the rank of the power. Find the rank of the power in the [[Bulletproof_Blues:Actions#Benchmarks|Benchmarks table]], and look up the value in the "Affects" column.
===Sensory Deprivation===
:''Standard action''


===Possession===
Sensory Deprivation is a medium range (100 m) alteration attack which renders the target unable to perceive their environment. Attacking with Sensory Deprivation requires a successful Ranged Combat (Power Level) roll against a Ranged Combat (Agility) roll of the target, or a Ranged Combat (Agility + Power Level) roll of the target if the target has Alteration Resistance. Sensory Deprivation ignores all normal forms of protection such as armor.
:'''Activation:''' Attack
:'''Task roll:''' Willpower
:'''Target:''' Single Target
:'''Range:''' Ranged


The Possession power 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. While the character is using Possession on another person, their own body collapses into a trance-like state.
In hand-to-hand combat, a blinded character incurs a penalty die on their attack and defense rolls. In ranged combat, a blinded character incurs a penalty die on their defense rolls, but they automatically fail any ranged combat attack rolls. A blinded character suffers no penalty when defending against mental attacks, but they automatically fail any mental combat attack rolls.


A possessed character is not able to spend plot points, but the possessing character can spend their own plot points while controlling a target.
To recover from Sensory Deprivation, the target must use a standard action to make a successful Perception (Reason) roll against a Ranged Combat (Power Level) roll of the attacker. If the target has Alteration Resistance, they add their Power Level to their roll. If the target succeeds at this roll, they recover from the Sensory Deprivation. If the target has not recovered from Sensory Deprivation by the end of the scene, then they recover from it shortly thereafter.


Using Possession requires a Willpower task roll against the Willpower of the intended target. If the attacker rolls an extreme success, then the rank of the Possession is increased by 1 for the purpose of breaking out of it. For example, if a character is affected by a rank 6 Possession, and the attacker rolled an extreme success, the affected character would need to make a Willpower task roll against task difficulty 15 (7 + 8) to break out of the Possession.
===Shadow Walk===
:''Move action''


To break out of the Possession, the target must make a successful Willpower task roll against the rank of the Possession. If the character succeeds at this task roll, they may use their remaining movement action. If the target of the Possession gets an extreme success on this roll, then they break out as a free action. For example, if a character is affected by a rank 6 Possession, they would need to make a Willpower task roll against task difficulty 14 (6 + 8). If they roll a 17 or more, they achieve an extreme success, and breaking out is a free action rather than a task action.
Shadow Walk permits a character to use a move action to travel from one point to another without traversing the intervening space. The distance the character may travel before re-appearing is equal to their Agility-based walking speed per round. If the character also has the occult power Acceleration, the character's Power Level is added to their Agility to determine their walking speed, and thus the distance they may move with a Shadow Walk. The character may run or sprint using Shadow Walk. A character using Shadow Walk may carry with them whatever they can carry, based on their Brawn. This may include equipment or even other characters.


===Probability Control===
A character using Shadow Walk cannot re-appear inside of a solid object, nor into any area that is completely enclosed in a force field or other energy shield; other than this, objects in the physical world generally have no effect on a character using Shadow Walk. If a character using Shadow Walk 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 a Shadow Walk attempt fails entirely, at the GM's discretion.
:'''Activation:''' Activated
:'''Task roll:''' --
:'''Target:''' Single Target
:'''Range:''' Ranged


A character with Probability Control 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.
===Stasis===
:''Standard action''


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 characters. The simplest way to translate this favorable or unfavorable circumstance into game terms is to grant a +3 bonus on a task roll if the circumstance is favorable for the character attempting the task or imposing a +3 difficulty modifier on a task roll 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 +3 modifier: significant, but not game-breaking.
Stasis is a ranged mental attack which makes it difficult for a target to move, think, or take any [[ZeroSpace_3e_EN:Actions|actions]] other than trying to break out of it. Attacking with Stasis requires a successful Mental Combat (Power Level) roll against a Mental Combat (Presence) roll of the target, or a Mental Combat (Presence + Power Level) roll of the target if the target has Mental Resistance.


During each game session, the number of times the character can influence probability is equal to the rank of the Probability Control power. Probability Control may be used to influence a task roll either before or immediately after the roll has been made.
A character under the effects of Stasis can't defend themselves nor make attack rolls, defense rolls, or skill rolls, other than rolls to escape the Stasis. They are effectively at the mercy of any attacker. While affected by Stasis, 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". These memories may be able to be retrieved through the use of hypnosis, Telepathy, and so on.


===Psiblade Defense===
To break free of Stasis, the target must use a standard action to make a successful Mental Combat (Presence) roll against a Mental Combat (Power Level) roll of the attacker. If the target has Mental Resistance, they add their Power Level to their roll. If the target succeeds at this roll, they break free of the Stasis. If the target has not broken free of the Stasis by the end of the scene, then they break free of it shortly thereafter.
:'''Activation:''' Always On
:'''Target:''' Personal


Psiblade Defense permits a character with a psiblade to add the damage rating of their psiblade to their Agility for the purpose of making an Endurance roll. Psiblade Defense does not need to be activated: it is always on, as long as the character is alert and has a psiblade in their possession. As always, this protection does not stack with armor, a force field, or other forms of protection -- only the highest protection value applies. Note that Psiblade Defense provides a bonus to the character's Agility for the purpose of making an Endurance roll, unlike armor, which provides a bonus to the character's Brawn for the purpose of making an Endurance roll.
Stasis only affects sentient creatures: robots, machinery, and animated objects are unaffected by Stasis.
 
===Reflection===
:'''Activation:''' Reaction
:'''Task roll:''' Agility
 
Reflection permits a character with a psiblade to reflect an attack back at the attacker. Using this power requires an Agility task roll against the Accuracy of the attacker. If the Agility task roll fails, the character is struck by the attack and must make an Endurance roll to see how much the attack cost them, as usual. If the Agility task roll succeeds, the attack is reflected back and strikes the attacker, who must then make an Endurance roll against their own attack. If the reflecting character rolls an extreme success, then they may choose one of the standard benefits of extreme success, either overwhelming, smashing, or staggering the attacker. A character with Reflection may attempt to reflect as many attacks as they like in a round without a task roll penalty.


===Suggestion===
===Suggestion===
:'''Activation:''' Attack
:''Standard action''
:'''Task roll:''' Willpower
:'''Target:''' Single Target
:'''Range:''' Ranged


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


Characters under the influence of a Suggestion are not as effective as those whose wills are their own. Any task roll attempted by a character under the influence of Suggestion incurs a +1 difficulty modifier (in addition to any other modifiers), and a character under the influence of Suggestion is not able to spend plot points.
To break free of Suggestion, the target must use a standard action to make a successful Mental Combat (Presence) roll against a Mental Combat (Power Level) roll of the attacker. If the target has Mental Resistance, they add their Power Level to their roll. If the target succeeds at this roll, they break free of the Suggestion. If the target has not broken free of the Suggestion by the end of the scene, then they break free of it shortly thereafter.


Using Suggestion requires a Willpower task roll against the Willpower of the intended target. If the attacker rolls an extreme success, then the attacker's Willpower is increased by 1 for the purpose of breaking out of it. For example, if a character is affected by Suggestion from a character with Willpower of rank 6, and the attacker rolled an extreme success, the affected character would need to make a Willpower task roll against task difficulty 15 (6 + 1 + 8) to break free of the Suggestion.
===Telekinesis===
:''Standard action''


To break free of the Suggestion, the target must make a successful Willpower task roll against the Willpower of the attacker. If the character succeeds at this task roll, they may use their remaining movement action. If the target of the Suggestion gets an extreme success on this roll, then they break out as a free action. For example, if a character is affected by Suggestion from a character with Willpower of rank 6, they would need to make a Willpower task roll against task difficulty 14 (6 + 8). If they roll a 17 or more (6 + 8 + 3), they achieve an extreme success, and breaking free of the Suggestion is a free action rather than a task action.
Telekinesis is a medium range (100 m) mental attack which permits a character to grapple a character or object without touching it. Attacking with Telekinesis requires a successful Mental Combat (Power Level) roll against a Ranged Combat (Agility) roll of the target, or a Ranged Combat (Agility + Power Level) roll of the target if the target has Mental Resistance. Grabbing inanimate objects with Telekinesis is generally automatic, unless the GM wants to make it difficult for some reason.


If a character under the influence of Suggestion completes the task that was Suggested to them, the Suggestion ends, and the character affected by the Suggestion will go on their way none the wiser. Similarly, if the character has not broken free of the Suggestion by the end of the scene, then they break free of it shortly thereafter.
If the attacker's roll is equal to or greater than the defender's roll, the target is [[ZeroSpace_3e_EN:Actions#Restrained_Characters|restrained]]. A restrained character is not helpless, but they can't use move actions until they break free of Telekinesis. A restrained character incurs a penalty die on all rolls other than rolls to escape the Telekinesis.


===Super-running===
The maximum mass the character can lift with their Telekinesis is based on the character's Power Level.
:'''Activation:''' Activated
:'''Task roll:''' --
:'''Target:''' Personal
:'''Range:''' --


The character can run impossibly fast, either innately or by using some type of equipment. 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 base move, double move, and all-out move are based on the rank of the power. Find the rank of the power in the [[Bulletproof_Blues:Actions#Benchmarks|Benchmarks table]], and look up the values in appropriate columns. Rank 2 is as fast as a cheetah, rank 4 is faster than the speed of sound, and rank 7 is as fast as a rocket.


If a character has Super-running, then they move at the speed indicated by the power rather than at the speed indicated by their Agility. Super-running does not add to a character's natural (Agility-based) ground movement speed.
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Telekinesis
|-
! class="aligncenter"|Power Level
! class="aligncenter"|Lift
! class="aligncenter"|Throw<br />(25 kg)
|-
! class="aligncenter h2cell"|1
| class="alignright"|37 kg
| class="alignright"|1 m
|-
! class="aligncenter h2cell"|2
| class="alignright"|54 kg
| class="alignright"|1 m
|-
! class="aligncenter h2cell"|3
| class="alignright"|79 kg
| class="alignright"|2 m
|-
! class="aligncenter h2cell"|4
| class="alignright"|120 kg
| class="alignright"|2 m
|-
! class="aligncenter h2cell"|5
| class="alignright"|170 kg
| class="alignright"|4 m
|-
! class="aligncenter h2cell"|6
| class="alignright"|250 kg
| class="alignright"|5 m
|-
! class="aligncenter h2cell"|7
| class="alignright"|370 kg
| class="alignright"|8 m
|-
! class="aligncenter h2cell"|8
| class="alignright"|540 kg
| class="alignright"|11 m
|-
! class="aligncenter h2cell"|9
| class="alignright"|960 kg
| class="alignright"|20 m
|-
! class="aligncenter h2cell"|10
| class="alignright"|1,700 kg
| class="alignright"|35 m
|}
#'''Throw (25 kg)''' indicates the farthest distance that a character 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 "Brawn" column: this indicates how far the character can throw the object. For example, a character with Brawn 8 could throw an object weighing 60 kg (such as a cooperative slender human) up to 5 meters.


<div id="Super Senses"></div>


===Super Senses ★===
====Breaking Free Of Telekinesis====
:'''Activation:''' Activated
:'''Task roll:''' Perception
:'''Target:''' Personal
:'''Range:''' Varies


Super Senses grants the character the ability to perceive in ways unavailable to ordinary people. Each rank in Super Senses grants the character one additional sense from the list below. These must be selected when the power is purchased, and may not normally be changed thereafter.  
To break free of Telekinesis, the restrained character must use a standard action to make a successful Hand-to-hand Combat (Brawn) roll against a Mental Combat (Power Level) roll of the attacker. If the target has Mental Resistance, they may add their Power Level to their roll. If the target succeeds at this roll, they break free of the Telekinesis. If the target has not broken free of the Telekinesis by the end of the scene, then they break free of it shortly thereafter. Alternately, the attacker may release the restrained character at any time, without using an action.


* '''Blindsight:''' The character 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, sensitivity to air currents, or some other form of alternate perception.
====Hurting A Held Target====
* '''Detect [Element]:''' The character can perceive, locate, and analyze a substance, material, or energy. The player must choose the specific type of detect: detect magic, detect metal, detect temporal anomalies, etc.
* '''ESP:''' The character can attempt to make a challenging (task difficulty 12) Perception task roll to perceive things at a distance.
* '''Hyperacuity:''' The character can attempt to make a challenging (task difficulty 12) Perception task roll to sense details far too small or faint for ordinary human perception to detect. They can taste the number of salt grains on a pretzel, read printed text by touching it, see fingerprints on surfaces, identify a person by the sound of their heartbeat, track someone through a city by their cologne, and so on.
* '''Infrared Vision:''' The character see in the infrared spectrum. They are able to see an image in the darkest of nights as though it were twilight, and they can see through light fog, rain and smoke. They can detect small temperature differences by looking at them.
* '''Night Vision:''' The character can see in pitch darkness as clearly as in daylight.
* '''Postcognition:''' The character can see into the past, or can "read" the history of items and people by touching them. Seeing into the past is never completely reliable: Postcognition is primarily a roleplaying power under the control of the GM.
* '''Precognition:''' The character can see into the future, or can "read" the destiny of items and people by touching them. Seeing into the future is never completely reliable: Precognition is primarily a roleplaying power under the control of the GM.
* '''Ultraviolet Vision:''' The character see in the ultraviolet spectrum. They are able to see an image in the darkest of nights as though it were twilight, and they can perceive patterns and colors invisible to normal human vision.
* '''Vibration Sense:''' The character can perceive, locate, and analyze things touching the ground (or water, with the GM's permission).
* '''X-ray Vision:''' The character can see through objects. The player must define a reasonably common substance, material, or energy that the character can't see through.


Using Super Senses requires a Perception task roll against a task difficulty set by the GM. This is typically a challenging (task difficulty 12) Perception task roll, but it may be higher or lower 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 task roll should be necessary.
If the attacker wishes to squeeze the restrained character, they must use a standard action to make a Mental Combat (Power Level) roll against a Hand-to-hand Combat (Brawn) roll of the restrained character, or a Hand-to-hand Combat (Brawn + Power Level) roll of the restrained character if the restrained character 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 [[ZeroSpace_3e_EN:Actions#SIDEBAR:_Margin_Of_Success_(Optional)|margin of success]] rules).


===Super-swimming===
====Moving A Held Target====
:'''Activation:''' Activated
:'''Task roll:''' --
:'''Target:''' Personal
:'''Range:''' --


The character can swim impossibly fast, either innately or by using some type of equipment. 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 base move, double move, and all-out move are based on the rank of the power. Find the rank of the power in the [[Bulletproof_Blues:Actions#Benchmarks|Benchmarks table]], and look up the values in appropriate columns. Rank 2 is as fast as a sailfish, rank 3 is as fast as the ''Spirit of Australia'' speed boat, and rank 5 is faster than the speed of sound (which is approximately 3,489 mph in sea water).
If the attacker wishes to move the restrained character, they must use another standard action. 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.


If a character has Super-swimming, then they move at the speed indicated by the power rather than at the speed indicated by their Agility. Super-swimming does not add to a character's natural (Agility-based) swimming speed.
===Telepathy===
:''Standard action''


===Telekinesis===
Telepathy is a ranged mental attack 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.  
:'''Activation:''' Attack
:'''Task roll:''' Willpower
:'''Target:''' Single Target
:'''Range:''' Ranged
 
Telekinesis permits a character to move objects at range. The maximum mass the character can lift with their Telekinesis is based on the rank of the power. Find the rank of the power in the [[Bulletproof_Blues:Actions#Benchmarks|Benchmarks table]] and look up the corresponding value in the "Lifts" column. Telekinesis is not normally able to inflict damage directly (to do so, use [[Bulletproof_Blues:Powers#Blast|Blast]]), but it may be used to squeeze a target or hurl a target against unyielding surfaces.
 
Using Telekinesis requires an Accuracy (or Willpower) task roll against the Agility of the intended target. Grabbing inanimate objects with Telekinesis is generally automatic, unless the GM wants to make it difficult for some reason. To break free of the Telekinesis, the target must make a successful Brawn task roll against the rank of the Telekinesis.  
 
If the attacker rolls an extreme success, then the rank of the Telekinesis is increased by 1 for the purpose of breaking free of it. For example, if a character is being held by a rank 6 Telekinesis, and the attacker rolled an extreme success, the affected character would need to make a Brawn task roll against task difficulty 15 (7 + 8) to break free of the Telekinesis.
 
If the defender succeeds at the Brawn task roll to break free, they may use their remaining movement action. If the character being held with Telekinesis gets an extreme success on this roll, then they break free as a free action instead of a task action. For example, if a character is affected by a rank 6 Telekinesis, they would need to make a Brawn task roll against task difficulty 14 (6 + 8). If they roll a 17 or more, they achieve an extreme success, and breaking free is simply a free action. If the defender has Telekinesis, they may use the rank of their own Telekinesis in lieu of their Brawn to break free.
 
Characters being held by Telekinesis are considered "restrained". A restrained character is not helpless, but they can't use normal movement until they break free of the Telekinesis. Attacking the held character is easier (attackers gain a +3 attack bonus when attacking the held character), and their attacks are easier to avoid (defenders gain a +3 defense bonus when the held character attacks them).


A character with Telekinesis may either squeeze or move what they are holding with the power.
To communicate directly with the mind of an unwilling person, the character must succeed at a Mental Combat (Power Level) roll against a Mental Combat (Presence) roll of the target, or a Mental Combat (Presence + Power Level) roll of the target 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. 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).


If the character with Telekinesis wishes to exert strength in an attempt to hurt the held character, the compression causes Endurance damage, and the damage rating (DR) of this attack is equal to the attacker's rank in Telekinesis. Any power or equipment that provides protection from Endurance damage, such as Invulnerability and Force Field, reduces the amount of damage the target takes from the attack. The protection value (PV) of the protection power is subtracted from the damage rating of the Telekinesis. The remaining damage is subtracted from the target's Endurance.
To break free of Telepathy, the target must use a standard action to make a successful Mental Combat (Presence) roll against a Mental Combat (Power Level) roll of the attacker. If the target has Mental Resistance, they add their Power Level to their roll. If the target succeeds at this roll, they break free of the Telepathy. If the target has not broken free of the Telepathy by the end of the scene, then they break free of it shortly thereafter.


If the character with Telekinesis wishes to move the held character, the distance an attacker may move the defender is based on the Telekinesis of the attacker and the mass of the defender. First, look up the mass of the defender or object to be moved in the "Lifts" column of the [[Bulletproof_Blues:Actions#Benchmarks|Benchmarks table]] (rounding to the nearest weight value), and find the corresponding rank for that weight. Subtract that rank from the Telekinesis of the attacker, and look up that resulting rank in the [[Bulletproof_Blues:Actions#Benchmarks|Benchmarks table]]. Find the corresponding distance in the "Throws" column. This is how far the attacker could move an object of that weight in one round. This rank is also the damage rating (DR) of the impact if the attacker makes the defender hit a solid object such as a wall or the ground. Particularly soft or yielding surfaces can reduce the impact damage by as much as half.
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. The telepath may also set up a group communication among willing participants. The maximum number of simultaneous willing participants is equal to the telepath's Power Level.


===Telepathy===
===Torment===
:'''Activation:''' Attack
:''Standard action''
:'''Task roll:''' Willpower
:'''Target:''' Single Target
:'''Range:''' Ranged


Telepathy permits a character to communicate directly with the mind of another person. If the target of Telepathy is willing, then no roll is needed. With a willing target or a successful Willpower vs. Willpower roll, the telepath may mentally communicate with the target and may read their thoughts.
Torment is a short range (10 m) mental attack which inflicts "stunning" damage. Attacking with Torment requires a successful Mental Combat (Power Level) roll against a Mental Combat (Presence) roll of the target, or a Mental Combat (Presence + Power Level) roll of the target 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 [[ZeroSpace_3e_EN:Actions#SIDEBAR:_Margin_Of_Success_(Optional)|margin of success]] rules). Torment ignores all normal forms of protection such as armor and Damage Resistance. Torment only affects sentient creatures: robots, machinery, and animated objects are unaffected by Torment.


The highest Willpower the character may overcome with Telepathy is equal to the telepath's Willpower or the rank of the Telepathy, whichever is greater. For example, a character with rank 3 Willpower and rank 2 Telepathy could attempt to read the mind of an unwilling target with Willpower rank 3, but would be unable to read the mind of an unwilling target with Willpower rank 4. However, if the telepath rolls an extreme success, the highest Willpower the telepath may overcome increases by 1.
Damage from Torment 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.


===Teleportation===
===Ward===
:'''Activation:''' Activated
:''Constant''
:'''Task roll:''' --
:'''Target:''' Personal
:'''Range:''' --


Teleportation permits a character to travel from one point to another without traversing the intervening space. The range the character may travel is based the rank of the power. The character may double-move and all-out move using Teleportation, and incurs the normal penalties when doing so. A teleporter may carry with them whatever they can carry, based on their Brawn. This may include equipment or even other characters.
Ward permits a character to use their psiblade or psistaff as protection against most normal single-target attacks aimed at the individual character. A character with the Ward power adds the power level (PL) rating of their psiblade or psistaff to their combat defense rolls.


A teleporter cannot use Teleportation to teleport into a solid object, or into any area that has a Power Suppression in effect which would be sufficient to prevent the character from teleporting out of it; other than this, objects in the physical generally have no effect on a teleporter in transit. If a teleporter unknowingly attempts to teleport into a solid object, they are [[Bulletproof_Blues:Actions#Staggering|staggered]] and shunted to the nearest unoccupied space, or the teleportation attempt fails entirely, at the GM's discretion.
Ward does not need to be activated: it is always on, as long as the character is alert and has a psiblade in their possession.


==New Powers==
==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.
You might not find 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 story 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.
On the other hand, not everything that works in a story 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.


==Villain Powers==
Powers can sometimes work quite differently for villains than it does for heroes. For example, a character with Possession will rarely be able to maintain their control over a target for very long, 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.


[[Category:Powers]]
[[Category:Powers]]
[[Category:ZeroSpace]]
[[Category:ZeroSpace]]
[[Category:English]]

Latest revision as of 20:01, 7 November 2021

Arrow up 16x16.png Contents

Living creatures may tap into and utilize an esoteric form of energy which permeates the physical universe, including hyperspace. This energy is known by different names (Psi, the Empyrean, the Lifeweb, the Source, etc.), and is used in different ways, depending on the philosophy and metaphor used by those seeking to harness it. Most sentient creatures are aware of this energy, if only unconsciously, but very few are capable of manipulating it.

Organization

Although occult orders are cohesive in theory, in practice the amount of control the order has over its members and the amount of influence members have on the order itself vary a great deal.

Would you like to randomly generate the organization of an occult order? You can!


Table: Random occult order organization type
Roll 1d6 Type
1 Confederacy
2 Democracy
3 Kratocracy
4 Meritocracy
5 Monarchy
6 Oligarchy


  • Confederacy: Members of the order are organized into numerous small, self-governing groups. Each group participates in overall governance of the order.
  • Democracy: All members of the order participate in governance. Senior members of the order may have more influence than junior members.
  • Kratocracy: The order is governed by those who are strong enough to seize power through force or cunning. The specific methods permitted may be circumscribed by law or tradition.
  • Meritocracy: Responsibility for governance is granted to members of the order based on their demonstrated talent and ability.
  • Monarchy: Supreme power over the order belongs to an individual, often for life or until abdication. The extent of the monarch's power may be circumscribed by law or tradition.
  • Oligarchy: Governance of the order rests with a small elite segment of the order distinguished by royal, wealth, intellectual, family, military, or religious hegemony. This hegemony tends to be self-perpetuating.

Doctrines

While the individual members of an occult order will vary in their behaviour, the order itself generally has an accepted canon and official doctrine. Individuals who violate the order's rules may suffer anything from mild criticism by their peers, to censure, to expulsion. In rare cases, an order may issue a warrant of execution for heretics and apostates.

Would you like to randomly generate the doctrines of an occult order? You can!


Table: Random occult order doctrines, Table 1
Roll 2d6 Complexity
2 Roll once on Table 2
3-9 Roll twice on Table 2
10-11 Roll three times on Table 2
12 Schism: roll once on table 2, and see the note below

Schism: The occult order is divided into two opposing and mutually antagonistic branches. Roll on Table 2, and make a note of the roll and its opposite. The majority of the order has the first doctrine rolled, but a splinter group has the opposing doctrine. For example, the opposing doctrine of "adventure" is "security".


Table: Random occult order doctrines, Table 2
Roll 1d6 Roll 1d6 Motivation
1 1 Adventure
2 Asceticism
3 Audacity
4 Community
5 Compassion
6 Courage
2 1 Curiosity
2 Detachment
3 Enlightenment
4 Exploration
5 Freedom
6 Idealism
3 1 Justice
2 Mercy
3 Nobility
4 Passion
5 Pride
6 Rebellion
Roll 1d6 Roll 1d6 Motivation
4 1 Security
2 Materialism
3 Subtlety
4 Individualism
5 Wrath
6 Fear
5 1 Faith
2 Responsibility
3 Secrecy
4 Isolation
5 Control
6 Pragmatism
6 1 Vengeance
2 Ruthlessness
3 Fellowship
4 Serenity
5 Humility
6 Traditionalism

Occult Powers

This is a list of typical occult powers found in a ZeroSpace game. This list is not exhaustive. 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. Each power costs one character point. We suggest spending no more than 5 character points total on alien traits, gifts, and occult powers.

Acceleration

Move action

Acceleration allows the character to run and swim impossibly fast. The character's Power Level is added to their Agility for the purpose of determining their walking and swimming speed. If the character's Agility + Power Level is greater than 10, the character's walk, run, and sprint movement speed can be found in the GM Resources chapter.

Alteration Resistance

Constant

A character with Alteration Resistance is resistant against alteration 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 character with Alteration Resistance adds their Power Level to their combat defense rolls when making a defense roll against such attacks.

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

Ambient Awareness

Constant

Through their connection with the esoteric energy suffusing the universe, a character with Ambient Awareness can perceive equally well in every direction simultaneously. The character can sense shapes and textures as clearly as with ordinary vision, but without the ability to perceive color. Ambient Awareness can be activated with a quick action.

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 Mental Combat (Power Level) roll against a 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. Giving a new mental command to the controlled animal requires a quick 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.

Assimilation

Move action

Assimilation allows a character to move through solid matter as though through water, leaving no trace of their passage. The movement speed of a character using Assimilation is equal to their swim speed. The character may make a double-move or swim sprint using Assimilation.

A character using Assimilation cannot pass through a force field or other energy shield; other than this, objects in the physical world generally have no effect on a character using Assimilation, or vice versa. However, Assimilation itself provides no protection against attacks.

Barrier

Standard action

Barrier is a medium range (100 m) power which permits the character to use esoteric energy to create walls and simple geometric shapes.

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 rolls 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.

If a Barrier is not attacked or damaged, it will normally remain in place until the end of the scene, after which it fades away.

Blast

Standard action

Blast is a medium range (100 m) attack of pure esoteric energy which inflicts Endurance damage. Attacking with Blast requires a successful Ranged Combat (Agility + Power Level) roll against a 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).

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.

Cloak

Quick action

Cloak is a self-only power which permits 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.

In hand-to-hand combat, a character who can't see their opponent incurs a penalty die on their attack and defense rolls. In ranged combat, a character who can't see their opponent incurs a penalty die on their defense rolls, but they usually fail any ranged attack rolls or mental attack rolls against an invisible character. However, if the invisible character has used an attack during the current or previous rounds, then an attacker may make ranged attack rolls against the invisible character, but they incur a penalty die on their attack rolls.

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 use a quick action to make a successful Perception (Reason) roll against the invisible character's Stealth (Agility + Power Level) roll. A character with Clairvoyance or Hyperacuity may add their Power Level to their Reason when attempting to notice a character using Cloak. 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. If the person trying to locate the invisible character succeeds at this roll, then they may make ranged attack rolls against the invisible character, but they incur a penalty die on their attack rolls.

A character with Cloak can activate or deactivate the power once per turn, using a quick action. If the character goes unconscious, the character becomes visible.

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

Conflict Meditation

Standard action

Conflict Meditation allows a character to enhance their allies' morale, coordination, and precision. Each of the character's allies in the current battle, no matter how large or small the conflict, gains a bonus die on all rolls for so long as the character maintains their Conflict Meditation. However, multiple uses of Conflict Meditation are not cumulative: if more than one character is using Conflict Meditation, their allies only receive a single bonus die.

A character may take no other actions while using Conflict Meditation, even quick actions and roleplaying actions.

Dissonance

Standard action

Dissonance is a hand-to-hand alteration attack which inflicts damage to the target's Endurance. Attacking with Dissonance requires a successful Hand-to-hand Combat (Power Level) roll against a Hand-to-hand Combat (Brawn) roll of the target, or a Hand-to-hand Combat (Brawn + Power Level) roll of the target if the target has Alteration 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). Dissonance ignores all normal forms of protection such as armor and energy shields. Dissonance only affects sentient creatures: robots, machinery, and animated objects are unaffected by Dissonance.

The effects of multiple Dissonance attacks are cumulative, but the damage from Dissonance 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 Dissonance will also return if the character with Dissonance goes unconscious.

Mental Projection

Standard action

The character can detach their consciousness from their physical body and travel to anywhere in the universe, 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 Mental Projection, the form of the traveler is usually unable to interact with the world around them, although they may converse normally. While the consciousness 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. Mental Projection is a plot dependent power and may not always be available, at the GM's discretion.

Harmony

Constant

Harmony 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 Harmony 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.

Harmony does not need to be activated: it is always on, as long as the character is alert. For more details on the effects of the environment on a character, see Hostile Environments in the GM Resources chapter.

Healing

Standard action

Healing is a hand-to-hand alteration 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 (Reason + Power Level) roll to cure a single disease or purge a single toxin from the victim's system.

Illusion

Standard action

Illusion allows a character to create realistic three-dimensional phantasms within short range (10 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 will not cause wetness, 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.

Instill Emotion

Standard action

Instill Emotion is a short range (10 m) mental 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 (Power Level) roll against a Mental Combat (Presence) roll of the target, or a Mental Combat (Presence + Power Level) roll of the target if the target has Mental Resistance.

To break free of Instill Emotion, the target must use a standard action to make a successful Mental Combat (Presence) roll against a Mental Combat (Power Level) roll of the attacker. If the target has Mental Resistance, they add their Power Level to their roll. If the target succeeds at this roll, they break free of the Instill Emotion. If the target has not broken free of the Instill Emotion by the end of the scene, then they break free of it shortly thereafter.

Leaping

Move action

A character with Leaping can leap impossibly far -- more than a mere jump, but not quite flying. The distance the character may move with a Leap is equal to their Agility-based walking speed per round. If the character also has the occult power Acceleration, the character's Power Level is added to their Agility to determine their walking speed, and thus the distance they may move with a Leap. It is not possible to jump or leap using a double move (run) or all-out move (sprint), but with a running long jump, the character's ground movement is added to their long jump distance (effectively doubling their Leap distance).

Life Extension

Constant

A character with Life Extension has mastered the use of esoteric energy to forestall the ravages of time. The character will never grow old or die from "natural causes", until they choose to do so. (Everyone does, eventually.)

Meditation

Quick action

Meditation 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 up) 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.

Meditation drastically reduces this recovery time: the character recovers half of the Endurance they have lost (rounded up) 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 meditating for about half an hour. Most characters with Meditation can even regrow lost limbs or damaged organs.

Additionally, the maximum Endurance of a character who is actively Meditating 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 while they are Meditating, regardless of the hostile environmental conditions.

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) Mental Combat (Power Level) roll.

An animated object operates independently of the character controlling it. Giving a new mental command to the animated object requires a quick 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.

Override

Standard action

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

To break free of Override, the target must use a standard action to make a successful Mental Combat (Presence) roll against a Mental Combat (Power Level) roll of the attacker. If the target has Mental Resistance, they add their Power Level to their roll. If the target succeeds at this roll, they break free of the Override. If the target has not broken free of the Override by the end of the scene, then they break free of it shortly thereafter.

Override may also be used to mentally control non-sentient electronic and mechanical machines. To mentally control a non-sentient machine, the character must succeed at a moderately difficult (DV 3) Mental Combat (Power Level) roll.

Controlled non-sentient machines operate independently of the character controlling them. Giving a new mental command to the controlled machine requires a quick 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 non-sentient 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 power level (PL) of the security.

The effects of Override over non-sentient machines last until the end of the scene.

Plant Control

Standard action

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

Controlled plants operate independently of the character controlling them. Giving a new mental command to the controlled plants requires a quick action. The Brawn and Agility 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.

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

Possession

Standard action

Possession is a short range (10 m) mental 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 (Power Level) roll against a Mental Combat (Presence) roll of the target, or a Mental Combat (Presence + Power Level) roll of the target 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 free of Possession, the target must use a standard action to make a successful Mental Combat (Presence) roll against a Mental Combat (Power Level) roll of the attacker. If the target succeeds at this roll, they break free of the Possession. If the target has not broken free of the Possession by the end of the scene, then they break free of it shortly thereafter.

Premonition

Free action

Premonition 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 Premonition roll is successful, the character gains a bonus die on their defense roll against the attack. Premonition is a free action: a character with Premonition may attempt to predict as many attacks as they like, as often as they like.

A character with Premonition 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 Premonition is primarily a roleplaying power under the control of the GM.

Probability

Free action

A character with Probability can influence the odds, playing fast and loose with the laws of chance. Probability does not allow the character to break the laws of physics or make impossible things happen, but a character with Probability can make unlikely events likely and likely events unlikely.

Using Probability 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 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 should be roughly as useful as a bonus or a penalty: significant, but not game-breaking.

Probability can be used as a free action: a character with Probability 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 may be used to influence a roll either before or immediately after the roll has been made.

Rapport

Standard action

Rapport is a short range (10 m) power which permits the character to communicate with inanimate objects in ways that people normally can't. For example, a character with Rapport may communicate with buildings and other artificial structures, non-sentient machines, non-sentient plants, 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 Rapport is primarily a roleplaying power under the control of the GM.

Reflection

Free action

Reflection permits a character with a psiblade or a psistaff to use a free action to reflect a normal ranged attack back at the attacker. For the character to reflect an attack, the attack must be successful and affect a single target. The character with Reflection must then make a successful Hand-to-hand 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.

Selective Gravity

Free action

Selective Gravity is a self-only power which permits the character to move along walls, ceilings, and other surfaces as if they were level. 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 (Brawn + Power Level) roll to keep from sliding or falling. If the character is attacked by an attempt to lift them off of the ground or push them backward, they may choose to defend with their Athletics (Brawn + Power Level) roll rather than the usual combat roll.

Sensory Deprivation

Standard action

Sensory Deprivation is a medium range (100 m) alteration attack which renders the target unable to perceive their environment. Attacking with Sensory Deprivation requires a successful Ranged Combat (Power Level) roll against a Ranged Combat (Agility) roll of the target, or a Ranged Combat (Agility + Power Level) roll of the target if the target has Alteration Resistance. Sensory Deprivation ignores all normal forms of protection such as armor.

In hand-to-hand combat, a blinded character incurs a penalty die on their attack and defense rolls. In ranged combat, a blinded character incurs a penalty die on their defense rolls, but they automatically fail any ranged combat attack rolls. A blinded character suffers no penalty when defending against mental attacks, but they automatically fail any mental combat attack rolls.

To recover from Sensory Deprivation, the target must use a standard action to make a successful Perception (Reason) roll against a Ranged Combat (Power Level) roll of the attacker. If the target has Alteration Resistance, they add their Power Level to their roll. If the target succeeds at this roll, they recover from the Sensory Deprivation. If the target has not recovered from Sensory Deprivation by the end of the scene, then they recover from it shortly thereafter.

Shadow Walk

Move action

Shadow Walk permits a character to use a move action to travel from one point to another without traversing the intervening space. The distance the character may travel before re-appearing is equal to their Agility-based walking speed per round. If the character also has the occult power Acceleration, the character's Power Level is added to their Agility to determine their walking speed, and thus the distance they may move with a Shadow Walk. The character may run or sprint using Shadow Walk. A character using Shadow Walk may carry with them whatever they can carry, based on their Brawn. This may include equipment or even other characters.

A character using Shadow Walk cannot re-appear inside of a solid object, nor into any area that is completely enclosed in a force field or other energy shield; other than this, objects in the physical world generally have no effect on a character using Shadow Walk. If a character using Shadow Walk 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 a Shadow Walk attempt fails entirely, at the GM's discretion.

Stasis

Standard action

Stasis is a ranged mental attack which makes it difficult for a target to move, think, or take any actions other than trying to break out of it. Attacking with Stasis requires a successful Mental Combat (Power Level) roll against a Mental Combat (Presence) roll of the target, or a Mental Combat (Presence + Power Level) roll of the target if the target has Mental Resistance.

A character under the effects of Stasis can't defend themselves nor make attack rolls, defense rolls, or skill rolls, other than rolls to escape the Stasis. They are effectively at the mercy of any attacker. While affected by Stasis, 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". These memories may be able to be retrieved through the use of hypnosis, Telepathy, and so on.

To break free of Stasis, the target must use a standard action to make a successful Mental Combat (Presence) roll against a Mental Combat (Power Level) roll of the attacker. If the target has Mental Resistance, they add their Power Level to their roll. If the target succeeds at this roll, they break free of the Stasis. If the target has not broken free of the Stasis by the end of the scene, then they break free of it shortly thereafter.

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

Suggestion

Standard action

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

To break free of Suggestion, the target must use a standard action to make a successful Mental Combat (Presence) roll against a Mental Combat (Power Level) roll of the attacker. If the target has Mental Resistance, they add their Power Level to their roll. If the target succeeds at this roll, they break free of the Suggestion. If the target has not broken free of the Suggestion by the end of the scene, then they break free of it shortly thereafter.

Telekinesis

Standard action

Telekinesis is a medium range (100 m) mental attack which permits a character to grapple a character or object without touching it. Attacking with Telekinesis requires a successful Mental Combat (Power Level) roll against a Ranged Combat (Agility) roll of the target, or a Ranged Combat (Agility + Power Level) roll of the target if the target has Mental Resistance. 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, the target is restrained. A restrained character is not helpless, but they can't use move actions until they break free of Telekinesis. A restrained character incurs a penalty die on all rolls other than rolls to escape the 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)
1 37 kg 1 m
2 54 kg 1 m
3 79 kg 2 m
4 120 kg 2 m
5 170 kg 4 m
6 250 kg 5 m
7 370 kg 8 m
8 540 kg 11 m
9 960 kg 20 m
10 1,700 kg 35 m
  1. Throw (25 kg) indicates the farthest distance that a character 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 "Brawn" column: this indicates how far the character can throw the object. For example, a character with Brawn 8 could throw an object weighing 60 kg (such as a cooperative slender human) up to 5 meters.


Breaking Free Of Telekinesis

To break free of Telekinesis, the restrained character must use a standard action to make a successful Hand-to-hand Combat (Brawn) roll against a Mental Combat (Power Level) roll of the attacker. If the target has Mental Resistance, they may add their Power Level to their roll. If the target succeeds at this roll, they break free of the Telekinesis. If the target has not broken free of the Telekinesis by the end of the scene, then they break free of it shortly thereafter. Alternately, the attacker may release the restrained character at any time, without using an action.

Hurting A Held Target

If the attacker wishes to squeeze the restrained character, they must use a standard action to make a Mental Combat (Power Level) roll against a Hand-to-hand Combat (Brawn) roll of the restrained character, or a Hand-to-hand Combat (Brawn + Power Level) roll of the restrained character if the restrained character 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).

Moving A Held Target

If the attacker wishes to move the restrained character, they must use another standard action. 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

Telepathy is a ranged mental attack 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 (Power Level) roll against a Mental Combat (Presence) roll of the target, or a Mental Combat (Presence + Power Level) roll of the target 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. 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 Telepathy, the target must use a standard action to make a successful Mental Combat (Presence) roll against a Mental Combat (Power Level) roll of the attacker. If the target has Mental Resistance, they add their Power Level to their roll. If the target succeeds at this roll, they break free of the Telepathy. If the target has not broken free of the Telepathy by the end of the scene, then they break free of it shortly thereafter.

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. The telepath may also set up a group communication among willing participants. The maximum number of simultaneous willing participants is equal to the telepath's Power Level.

Torment

Standard action

Torment is a short range (10 m) mental attack which inflicts "stunning" damage. Attacking with Torment requires a successful Mental Combat (Power Level) roll against a Mental Combat (Presence) roll of the target, or a Mental Combat (Presence + Power Level) roll of the target 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). Torment ignores all normal forms of protection such as armor and Damage Resistance. Torment only affects sentient creatures: robots, machinery, and animated objects are unaffected by Torment.

Damage from Torment 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.

Ward

Constant

Ward permits a character to use their psiblade or psistaff as protection against most normal single-target attacks aimed at the individual character. A character with the Ward power adds the power level (PL) rating of their psiblade or psistaff to their combat defense rolls.

Ward does not need to be activated: it is always on, as long as the character is alert and has a psiblade in their possession.

New Powers

You might not find 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 story 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.

Villain Powers

Powers can sometimes work quite differently for villains than it does for heroes. For example, a character with Possession will rarely be able to maintain their control over a target for very long, 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.