Rough Magic 4e EN:Powers: Difference between revisions

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The world of ''Rough Magic'' is home to a variety of supernatural entities, and you can be one of them if you can make it interesting. Keep in mind that if you are a supernatural creature, you will probably be the only one of your kind that you know. Perhaps your pack was taken from you, or left you behind.
The world of ''Rough Magic'' is home to a variety of supernatural entities, and you can be one of them if you can make it interesting. Keep in mind that if you are a supernatural creature, you will probably be the only one of your kind that you know. Also keep in mind that the vast majority of the world is populated by normal human beings. If they find out that you aren't one of them, you may receive a visit from a crowd of peasants carrying torches.


Also keep in mind that the vast majority of the world is populated by normal human beings. If they find out that you aren't one of them, a crowd of unhappy peasants with torches will be knocking on your door.
==Supernatural Creatures==


According to the Société Impériale de Thaumaturgie, there are six categories of supernatural creatures: abominations, corrupt beasts, elementals, fairies, golems, and the undead. According to the SIT, abominations, corrupt beasts, golems, and the undead are the creations (intentionally or not) of unlicensed or incompetent magicians, while elementals and fairies are invaders from supernatural realms which border our own. According to the Gallican Church, supernatural creatures do not have souls, and destroying them is an act of God's mercy.
According to the Société Impériale de Thaumaturgie, there are six categories of supernatural creatures: abominations, corrupt beasts, elementals, fae, golems, and the undead. According to the SIT, abominations, corrupt beasts, golems, and the undead are the creations (intentionally or not) of unlicensed or incompetent magicians, while elementals and fae are invaders from supernatural realms which border our own. According to the Gallican Church, supernatural creatures do not have souls, and destroying them is an act of God's mercy.
 
It is not technically illegal to be a supernatural creature in the Empire, but supernatural creatures are often the target of human prejudice, harassment, and worse.


Would you like to create a random supernatural creature? You can!
Would you like to create a random supernatural creature? You can!
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==Fairies==
===Passing For Human===


Fairy domains overlap with our world, and are usually reachable through a stationary portal. Sometimes the portal is obvious, but most portals to a fairy domain can only be seen with Mage Sight (most fairies have Mage Sight, but even those without it can see the entrance to a fairy domain). Fairies are not bound to their domains, but they are significantly more powerful in their world than they are in ours. In a fairy domain, fairies receive a +3 bonus on their defense and on all rolls.
Most supernatural creatures are easily identified as being nonhuman, but any character you make should be able to pass for human at least some of the time. Supernatural characters who are in any way obviously nonhuman should purchase at least one of the following supernatural powers:
 
Fairies usually appear human, or nearly so, but they are always extraordinary in appearance: either beautiful, or bizarre, or terrifying (sometimes all three). Fairies mimic human attire and culture, but they are usually a century or two behind current human fashions. Fairies appear to have a form of caste or feudal system, where more powerful fairies rule as nobility over other fairies. Fairies vary in temperament, from those who perform small services in human households in exchange for gifts of cream and bread, to those who hunt humans in splendid pageants on certain nights of the year. Fairies are notoriously quick to take offense at any imagined insult, and they are equally famous for being painfully literal when it comes to bargains and promises.


Fairies often have the following traits:
* Alternate Form
 
* Motivations: Audacity, curiosity, freedom, and pride are common motivations among fairies.
* Complication: Marked. Many fairies are marked as such, even in their most human-like appearance. They may have mis-matched or unnaturally-coloured eyes, pointed ears, or an animal-like aspect in their appearance.
* Complication: Oathbound. Fairies are unable to overtly lie, and they must keep their word. However, they can distort the truth through careful phrasing, or abide by the "letter" rather than the "spirit" of an agreement.
* Complication: Obligated. The fairy is a subject of a fairy ruler, and any disobedience will have consequences if it becomes known.
* Complication: Vulnerable. Fairies have the "vulnerability" complication. Fairies suffer a penalty (-3) when they are attacked or confronted with cold iron (also called "wrought iron" -- iron with a much lower carbon content than cast iron or steel).
 
Fairies often have one or more of the following powers:
 
* Alternate Forms
* Invisibility
* Invisibility
* Mage Sight
* Shapeshifting
* Shapeshifting
* Shrinking
* [Transformation] Ray (usually Shapeshifting or Shrinking)


==Ghosts==
==Powers==


People who die under traumatic or magical circumstances often leave echoes behind in our world, although most fade away within a week. Such ghosts are invisible and intangible, and only someone with Mage Sight can see them. Rarely, a ghost will persist in our world, and some gradually learn to interact with the world of the living. Such ghosts are usually bound to a place which was important to them during their life, or to a ghostland if that location no longer exists in our world.
Below is a list of typical powers found in a ''Rough Magic'' game. This list is not exhaustive. A character may well have a power not listed here, 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.


Ghosts, when visible, usually appear as they did in life. Some ghosts are ghastly to behold, reflecting the manner of their death, but some appear entirely lifelike and normal. Some ghosts can change how they appear, depending on their mood. Ghosts are not typically social creatures, but sometimes a powerful spirit will impose its will on weaker ghosts in the area, forcing them to obey it.
The character's first power costs 1 character point. Buying an additional power costs a number of character points equal to the current number of powers, plus one. For example, buying a fourth power costs 4 points. Any power boosts are added to this cost: one power boost on one power costs 1 point.


Ghosts often have the following traits:


* Motivations: Fear, idealism, passion, and vengeance are common motivations among ghosts.
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* Complication: Bound. Ghosts are unable to overtly lie, and they must keep their word. However, they can distort the truth through careful phrasing, or abide by the "letter" rather than the "spirit" of an agreement.
|+Table: Power cost
* Complication: Marked. Most ghosts are obvious as such, despite their best efforts.
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* Complication: Obligated. The ghost is a subject of a ghost ruler, and any disobedience will have consequences if it becomes known.
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* Complication: Vulnerable. Ghosts have the "vulnerability" complication. Ghosts suffer a penalty (-3) when they are attacked or confronted with cold iron (also called "wrought iron" -- iron with a much lower carbon content than cast iron or steel).
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Ghosts often have one or more of the following powers:
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* Alternate Forms
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* Invisibility
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* Mage Sight
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* Shapeshifting
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* Shrinking
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* [Transformation] Ray (usually Shapeshifting or Shrinking)
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==Vampires==
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Vampirism is a magical bloodborne disease, the origin of which is a subject of some controversy. Fortunately, the disease is not particularly infectious, so that most survivors of vampire attacks do not themselves become vampires. However, vampires sometimes force the victim to drink infected blood, thus ensuring that they become infected: this is how vampire nests grow.
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Vampires retain their human memories and personality, but they lose any shred of compassion or morality they once had. Vampire nests are ususally controlled by the oldest vampire or by the vampire who has recruited the most new vampires. Some vampires can pass for human, despite their deathly pale complexion, but there is no mistaking a vampire when one sees a mouth full of sharply pointed teeth.
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==Werewolves==
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The supernatural transformation of a person into a wolf is the result of a magical ritual in which the aspiring werewolf makes a pact with dark forces beyond our world. Werewolves are the most common type of such shapechangers, but less common types such as weregeese, wererats, and wereboars also exist. Werewolves operate in gangs or packs, and they recruit new members who join the gang and undergo an initiation into lycanthropy voluntarily.
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Werewolf gangs vary in their behaviour, but most prefer rural settings, and they are often itinerant. Werewolf gangs are usually led by the strongest or smartest gang member. Werewolves are not intrinsically evil, but they can be quite violent when provoked or aroused, even in human form. In wolf form, a werewolf appears as a huge wolf: larger than a natural wolf, but not otherwise obviously unnatural. A werewolf in wolf form retains their human intellect, but they are unable to speak or use tools that would require the use of hands.
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==Passing For Human==


Most supernatural creatures are easily identified as being nonhuman, but any character you make should be able to pass for human at least some of the time. Supernatural characters who are in any way obviously nonhuman should purchase at least one of the following supernatural powers:
Some power names have a word in brackets, such as [Element] Immunity. This indicates that the power listed is a general version, and you will need to choose the specific power. For example, a character won't have the [Element] Immunity power. Instead, they will have Air Immunity, or Darkness Immunity, or immunity to some other element. This choice must be made when the power is purchased, and may not normally be changed thereafter.


* Alternate Forms
Powers listed as "constant" are assumed to be active at all times. Powers listed as "quick action" must be turned on by the character using a quick action during their turn, but will remain on as long as the character is conscious. Powers listed as "standard action" require a standard action to use. "Free action" powers can be used at any time, as often as the GM deems reasonable. See [[Rough_Magic_4e_EN:Actions#Types_Of_Actions|Types Of Actions]] for more information.
* Invisibility
* Shapeshifting


==Supernatural Powers==
If a power [[Rough_Magic_4e_EN:Actions#Area|affects an area]], the radius of the area is dictated by the character's [[Rough_Magic_4e_EN:Attributes#Power_Level|Power Level]]. This distance is a maximum, not a requirement: a character may choose to target a smaller area.


This is a list of typical supernatural powers found in a ''Rough Magic'' game. Each supernatural power costs one character point. This list is not exhaustive. A character may well have a power not listed here, 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. We suggest spending no more than 5 character points total on [[Rough_Magic_4e_EN:Gifts|gifts]] and supernatural powers.
Similarly, if a power is ranged, the maximum range of the power is dictated by the character's [[Rough_Magic_4e_EN:Attributes#Power_Level|Power Level]].


===Agility Drain===
Most powers can be modified in small ways, providing minor advantages or disadvantages to the character. Some examples are provided as a guideline, such as "Swinging" under [[Rough_Magic_4e_EN:Powers#Flight|Flight]]. Such modifications to a power are subject to the GM's approval.
:''Standard action''


Agility Drain is a hand-to-hand alteration attack which inflicts damage to the target's Agility. Attacking with Agility Drain requires a successful Hand-to-hand Combat (Brawn + Power Level) roll against 8 + Hand-to-hand Combat (Brawn) of the target, or 8 + Hand-to-hand Combat (Brawn + Power Level) of the target if the target has Alteration Resistance. If the attacker succeeds at this roll, then the target's Agility is reduced by 1 for every 4 the attack roll succeeds by (exact roll = 1, exact roll + 4 = 2, exact roll + 8 = 3). Agility Drain ignores all normal forms of protection such as armor and Damage Resistance.
==Types Of Powers==


The effects of multiple Agility Drain attacks are cumulative, but the damage from Agility Drain is temporary. It all comes back after the fight is over, when the target has had a chance to rest and recuperate. The damage from Agility Drain will also return if the character with Agility Drain goes unconscious.
===Attack Powers===


Draining a character's Agility does not reduce their Endurance.
Each attack, regardless of its source, is one of three types: normal, mental, or alteration.


===Alteration Resistance===
Most attacks are normal attacks. A normal attack is either hand-to-hand (1 m) or has a range based on the character's Power Level, and it affects a single target. Normal attacks are targeted with and opposed by Ranged Combat (Agility) or Hand-to-hand Combat (Brawn), and they are usually obvious. A successful normal attack reduces the target's current Health (or Endurance, if it is a stunning attack). Damage Resistance is effective against normal attacks. Normal attacks inflict the damage which exceeds the target's Damage Resistance.
:''Constant''


Alteration Resistance is a self-only power which makes the character resistant to 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 against such attacks.
Mental attacks are those which affect the target's mind directly. Mental attacks are targeted with and opposed by Mental Combat (Presence), and they are obvious to anyone who has Mental Resistance or mental powers, but they are usually invisible to everyone else. A mental power has a range based on the character's Power Level, and it affects a single target. Damage Resistance is not effective against mental attacks: only Mental Resistance is effective against mental attacks. However, mental attacks inflict half of the damage which exceeds the target's Mental Resistance (round down, even if the fraction is more than one-half, to a minimum of 1).


===Alternate Forms===
Alteration attacks are those which transform the target in some way, or which directly affect one of the target's attributes. An alteration power is either hand-to-hand (1 m) or has a range based on the character's Power Level, and it affects a single target. Alteration attacks are targeted with and opposed by the Ranged Combat (Agility) or Hand-to-hand Combat (Brawn), and they are usually obvious. Damage Resistance is not effective against alteration attacks: only Alteration Resistance is effective against alteration attacks. However, alteration attacks inflict half of the damage which exceeds the target's Alteration Resistance (round down, even if the fraction is more than one-half, to a minimum of 1).
:''Standard action''


Alternate Forms is a self-only power which grants the character multiple independent identities, each with its own powers and appearance, and potentially even a different personality (if the player wishes). The maximum number of forms the character may have is equal to their Power Level, and each form is created with 5 fewer character points than the previous form. For example, a 30 point character with three forms would have a 30 point form, a 25 point form, and a 20 point form. Only the first form must have the Alternate Forms power.
If the attacker's attack roll succeeds, the player rolls dice based on the character's Power Level or on the damage rating of the weapon. The target's resistance (Damage Resistance, Mental Resistance, or Alteration Resistance) is deducted from the damage. If the attack is a normal attack, the remaining damage is deducted from the target's Health (or Endurance, if it is a stunning attack). If the attack is an alteration attack or a mental attack, half of the final damage (round down, even if the fraction is more than one-half) is applied to the target (minimum of 1).


A character with Alternate Forms can change forms using a standard action. If the character goes unconscious, the character remains in their current form.
If the attack inflicts damage, the effects are essentially permanent, but can be healed. If the attack causes some unusual effect or affects the target in some unusual way, it lasts for the duration of the current scene or conflict. However, an attack that deprives a character of their movement or free will can be opposed.


The specific mechanism of the Alternate Forms can vary greatly from character to character, which may offer minor benefits and drawbacks to the character.
To "break out" of an attack with an ongoing physical effect, such as blindness or being forced to sleep, the target must use a standard action to attempt a Survival (Brawn) roll against 8 + Power Level of the attacker. If the target has Alteration Resistance, they may add it to this roll.


'''Dial R For Random:''' Normally, a character with Alternate Forms has a set of predefined forms and identities. However, an unusual character might gain a new, randomly determined set of powers and appearance (and personality, if the player wishes) each time the power is activated. With the GM's approval, even the character's skills and gifts might be changed.
To "break out" of an attack with an ongoing mental effect, such as mind control, the target must use a standard action to attempt a Survival (Presence) roll against 8 + Power Level of the attacker. If the target has Mental Resistance, they may add it to this roll.


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


===Ambient Awareness===
===Environmental Powers===
:''Free action''
 
Powers which alter the environment in some non-damaging way are usually targeted with the Ranged Combat (Agility) skill. The difficulty is typically moderate (DV 12), although more complex uses may incur a higher difficulty. An environmental power typically has a range and an area based on the character's Power Level.


Ambient Awareness is a self-only power which permits the character to perceive equally well in every direction simultaneously. They might have very large eyes, many very small eyes, or simply a preternatural awareness of their surroundings.
==Power Boosts==


===Astral Travel===
Each power may have one or more power boosts. Power boosts make the power better, such as making a Blast usable at long range, or making a Damaging Aura affect an area. Like everything, players should discuss any power boosts with the GM, and make sure that the combination makes sense for the character and is suitable for the game.
:''Move action''


Astral Travel is a self-only power which permits the character to detach their consciousness from their physical body and travel to anywhere on Earth, to alternate realities, and to divergent time streams, leaving their physical body behind. The character must succeed at a moderately difficult (DV 12) Piloting (Reason + Power Level) roll to navigate to a specific location in a desired reality or divergent time stream. While using Astral Travel, the consciousness of the traveler is typically invisible, but those who possess extraordinary spiritual or the Mage Sight power may be able to see the traveler's "astral body". The "astral body" of the traveler does not require the Environmental Immunity power to survive in other realities or planes of existence, and is usually unable to interact with the strange vistas around them, although they may converse with anyone capable of perceiving them. While the "astral body" is separated from the character's physical body, their physical body appears to be in a comatose state, and the traveler is unaware of anything happening to or around their physical form. Astral Travel is a plot dependent power and may not always be available, at the GM's discretion.
Each power boost on a power costs one character point, in addition to the cost of the power itself.


===Blast===
===Area===
:''Standard action''
:''Follow through powers:'' [[Rough_Magic_4e_EN:Supernaturals#Area_Blast|Area Blast]], [[Rough_Magic_4e_EN:Supernaturals#Seeking_Blast|Seeking Blast]]
[[File:BB3 Blast chart.png|633px]]


Blast is a ranged normal attack which inflicts Endurance damage. The Blast could be radiation, fire, cold, arrows, or even darkness or light, and this must be chosen when the Blast power is purchased. Attacking with Blast requires a successful Ranged Combat (Agility + Power Level) roll against 8 + Ranged Combat (Agility) of the target, or 8 + Ranged Combat (Agility + Power Level) of the target if the target has Damage Resistance or Force Field. If the attacker succeeds at this roll, then the target's Endurance is reduced by 1 for every 2 the attack roll succeeds by (exact roll = 1, exact roll + 2 = 2, exact roll + 4 = 3).
An area power affects everyone within a certain distance of the target, based on the character's [[Rough_Magic_4e_EN:Attributes#Power_Level|Power Level]]. Making a power affect an area does not modify the skill used for the attack, nor the skill used to oppose it. Attacking with an area power requires a successful roll against each target in the affected area. The attacker rolls once for the attack.


<div id="Area Blast"></div>
The radius of the area is dictated by the character's [[Rough_Magic_4e_EN:Attributes#Power_Level|Power Level]]. This distance is a maximum, not a requirement: a character may choose to target a smaller area. Also see [[Rough_Magic_4e_EN:Powers#×10_Area|×10 Area]], which increases the maximum area of a character's area power.
===Blast, Area===
:''Standard action''
:''Prerequisite:'' [[Rough_Magic_4e_EN:Supernaturals#Blast|Blast]]
:''Follow through powers:'' [[Rough_Magic_4e_EN:Supernaturals#Seeking_Area_Blast|Seeking Area Blast]], [[Rough_Magic_4e_EN:Supernaturals#Selective_Area_Blast|Selective Area Blast]]


Area Blast is a ranged, area normal attack which inflicts Endurance damage. The Area Blast could be radiation, fire, cold, arrows, or even darkness or light, and this must be chosen when the Area Blast power is purchased. Attacking with Area Blast requires a successful Ranged Combat (Agility + Power Level) roll against 8 + Ranged Combat (Agility) of each target in the affected area, or 8 + Ranged Combat (Agility + Power Level) of a target if that target has Damage Resistance or Force Field. If the attacker succeeds at this roll, then the target's Endurance is reduced by 1 for every 2 the attack roll succeeds by (exact roll = 1, exact roll + 2 = 2, exact roll + 4 = 3).
If a power already affects an area, this power boost is superfluous.


The attacker rolls once for the attack.
===Ranged===


'''Specific Targets:''' Some characters' attacks are specifically tuned to affect only particular targets. For example, the character's Area Blast might be an electromagnetic burst, or EMP, which only damages electronics (a single point of Endurance damage is sufficient to destroy consumer-grade electronics). Another example could be a character who uses poisonous gas grenades which are harmful to living beings, but which do not affect inanimate objects.
A ranged power can affect a target up to a certain distance away, based on the character's [[Rough_Magic_4e_EN:Attributes#Power_Level|Power Level]]. Attacking with a ranged power requires a successful Ranged Combat (Agility) roll against 8 + Ranged Combat (Agility) of the target. Also see [[Rough_Magic_4e_EN:Powers#×10_Range|×10 Range]], which increases the maximum range of a character's power.


<div id="Seeking Blast"></div>
If a power is already ranged, this power boost is superfluous.
===Blast, Seeking===
:''Standard action''
:''Prerequisite:'' [[Rough_Magic_4e_EN:Supernaturals#Blast|Blast]]
:''Follow through powers:'' [[Rough_Magic_4e_EN:Supernaturals#Seeking_Area_Blast|Seeking Area Blast]]


Seeking Blast is a ranged normal attack which inflicts Endurance damage. The Seeking Blast could be radiation, fire, cold, arrows, or even darkness or light, and this must be chosen when the Blast power is purchased. Attacking with Seeking Blast requires a successful Ranged Combat (Agility + Power Level) roll against 8 + Ranged Combat (Agility) of the target, or 8 + Ranged Combat (Agility + Power Level) of the target if the target has Damage Resistance or Force Field. If the attacker succeeds at this roll, then the target's Endurance is reduced by 1 for every 2 the attack roll succeeds by (exact roll = 1, exact roll + 2 = 2, exact roll + 4 = 3).
===Seeking===


Seeking Blast has limited independence from the attacker. If the attack misses the target, the attack will circle around and try again on the succeeding round. The attacker rolls the attack again as a quick action, but no interaction or attention is required from the attacker for this second attack.
Seeking allows a character to attack a second time if their first attack is unsuccessful. Making a power seeking does not modify the skill used for the attack, nor the skill used to oppose it. If a seeking attack misses the target, the attack will circle around and try again on the succeeding round. The attacker rolls the attack again as a quick action, but no interaction or attention is required from the attacker for this second attack.


<div id="Seeking Area Blast"></div>
===Selective===
===Blast, Seeking Area===
:''Standard action''
:''Prerequisite:'' [[Rough_Magic_4e_EN:Supernaturals#Area_Blast|Area Blast]] or [[Rough_Magic_4e_EN:Supernaturals#Seeking_Blast|Seeking Blast]]


Seeking Area Blast is a ranged, area normal attack which inflicts Endurance damage. The Seeking Area Blast could be radiation, fire, cold, arrows, or even darkness or light, and this must be chosen when the Seeking Area Blast power is purchased. Attacking with Seeking Area Blast requires a successful Ranged Combat (Agility + Power Level) roll against 8 + Ranged Combat (Agility) of each target in the affected area, or 8 + Ranged Combat (Agility + Power Level) of a target if that target has Damage Resistance or Force Field. If the attacker succeeds at this roll, then the target's Endurance is reduced by 1 for every 2 the attack roll succeeds by (exact roll = 1, exact roll + 2 = 2, exact roll + 4 = 3).
Selective allows a character to choose who will be affected by an area power, or who won't, each time the area power is used. Making an area power selective does not modify the skill used for the attack, nor the skill used to oppose it. Attacking with a selective area power requires a successful roll against each selected target in the affected area. The attacker rolls once for the attack.


The attacker rolls once for the attack.
===×10 Area===


Seeking Area Blast has limited independence from the attacker. If the attack misses a target, the attack will try again on the succeeding round. The attacker rolls the attack again as a quick action, but no interaction or attention is required from the attacker for this second attack.
×10 Area expands the maximum area of a character's area power. Each time this power boost is purchased, the maximum area affected by the character's power is multiplied by ten. For example, if the character applies this boost to an area power three times, that power can affect an area up 1,000 times the standard radius granted by the character's [[Rough_Magic_4e_EN:Attributes#Power_Level|Power Level]].


<div id="Selective Area Blast"></div>
===×10 Range===
===Blast, Selective Area===
:''Standard action''
:''Prerequisite:'' [[Rough_Magic_4e_EN:Supernaturals#Area_Blast|Area Blast]]


Selective Area Blast is a ranged, area normal attack which inflicts Endurance damage. The Selective Area Blast could be radiation, fire, cold, arrows, or even darkness or light, and this must be chosen when the Selective Area Blast power is purchased. Attacking with Selective Area Blast requires a successful Ranged Combat (Agility + Power Level) roll against 8 + Ranged Combat (Agility) of each selected target in the affected area, or 8 + Ranged Combat (Agility + Power Level) of a target if that target has Damage Resistance or Force Field. If the attacker succeeds at this roll, then the target's Endurance is reduced by 1 for every 2 the attack roll succeeds by (exact roll = 1, exact roll + 2 = 2, exact roll + 4 = 3).
×10 Range extends the maximum range of a character's ranged power. Each time this power boost is purchased, the maximum range of the character's power is multiplied by ten. For example, if the character applies this boost to a ranged power three times, that power can affect a target up 1,000 times the standard range granted by the character's [[Rough_Magic_4e_EN:Attributes#Power_Level|Power Level]].


The attacker rolls once for the attack.
==Power Descriptions==


===Blindsight===
Some powers have a prerequisite power. In order to have a follow through power, the character must have the prerequisite power.
:''Free action''


Blindsight is a self-only power which permits the character to sense shapes and textures as clearly as with ordinary vision, but without the ability to perceive color. This could be a form of sonar, radar, a sense of touch so acute that they can detect and locate vibrations, or some other form of alternate perception.
===Absorption===
:''Constant''
:''Self-only alteration power''


Normally, a character who can't perceive their opponent has [[Rough_Magic_4e_EN:Actions#Blinding|great difficulty]] in combat. If a character has the Blindsight power, they do not incur any of these penalties.
Absorption is a self-only alteration power which permits the character to absorb energy from normal attacks. Whenever the character suffers damage from a normal attack, they gain a +{{KM4_STANDARD_BONUS}} skill bonus to their next attack roll or defense.


===Brawn Drain===
===Agility Drain===
:''Standard action''
:''Standard action''
:''Hand-to-hand alteration attack''
:''Follow through powers:'' [[Rough_Magic_4e_EN:Powers#Agility_Theft|Agility Theft]]


Brawn Drain is a hand-to-hand alteration attack which inflicts damage to the target's Brawn. Attacking with Brawn Drain requires a successful Hand-to-hand Combat (Brawn + Power Level) roll against 8 + Hand-to-hand Combat (Brawn) of the target, or 8 + Hand-to-hand Combat (Brawn + Power Level) of the target if the target has Alteration Resistance. If the attacker succeeds at this roll, then the target's Brawn is reduced by 1 for every 4 the attack roll succeeds by (exact roll = 1, exact roll + 4 = 2, exact roll + 8 = 3). Brawn Drain ignores all normal forms of protection such as armor and Damage Resistance.
Agility Drain is a hand-to-hand alteration attack which inflicts damage to the target's Agility. Attacking with Agility Drain requires a successful Hand-to-hand Combat (Brawn) roll against 8 + Hand-to-hand Combat (Brawn) of the target. If the attacker succeeds at this roll, then the attacker rolls damage based on their Power Level. If the target has Alteration Resistance, they subtract that from the amount the attacker rolled. The target's Agility is reduced by half of the remaining amount (round down, even if the fraction is more than one-half). Agility Drain ignores Damage Resistance.


The effects of multiple Brawn Drain attacks are cumulative, but the damage from Brawn Drain is temporary. It all comes back after the fight is over, when the target has had a chance to rest and recuperate. The damage from Brawn Drain will also return if the character with Brawn Drain goes unconscious.
{{POWER_LEVEL_DAMAGE_TABLE}}


Draining a character's Brawn does not reduce their Endurance.


===Bulletproof===
The effects of multiple Agility Drain attacks are cumulative, but the damage from Agility Drain is temporary. It all comes back after the fight is over, when the target has had a chance to rest and recuperate. The damage from Agility Drain will also return if the character with Agility Drain goes unconscious.
:''Constant''
:''Prerequisite:'' [[Rough_Magic_4e_EN:Supernaturals#Damage_Resistance|Damage Resistance]] or [[Rough_Magic_4e_EN:Supernaturals#Force_Field|Force Field]]
[[File:BB3 Bulletproof chart.png|393px]]


Bulletproof is a self-only power which permits the character to ignore most attacks from ordinary bullets and knives. The character might have thick armor or impenetrable skin, or they might simply move out of the way of such mundane attacks. An attack roll against the character fails if the weapon being used:
Draining a character's Agility does not reduce their Health.


* causes normal damage,
===Agility Theft===
* is an ordinary piece of [[Rough_Magic_4e_EN:Equipment|equipment]] (a piece of equipment purchased with money rather than as a power), and
:''Standard action''
* it has a PL rating lower than the bulletproof character's current Power Level.
:''Alteration attack''
:''Prerequisite:'' [[Rough_Magic_4e_EN:Powers#Agility_Drain|Agility Drain]]


'''Bulletproof Force Field:''' A character's Bulletproof power might be dependent on their Force Field power. If this is the case, the character's Bulletproof power is only active while the character's Force Field is active, and it may be extended to another person (or person-sized object) by touching them.
Agility Theft is a hand-to-hand alteration attack which allows a character to temporarily steal the target's Agility. Attacking with Agility Theft requires a successful Hand-to-hand Combat (Brawn) roll against 8 + Hand-to-hand Combat (Brawn) of the target. If the attacker succeeds at this roll, then the attacker rolls damage based on their Power Level (see Agility Drain). If the target has Alteration Resistance, they subtract that from the amount the attacker rolled. The target's Agility is reduced by half of the remaining amount, and the attacker's Agility is increased by half of that amount (round down, even if the fraction is more than one-half). Agility Theft ignores Damage Resistance.


===Clairvoyance===
The effects of multiple Agility Theft attacks are cumulative, but the maximum amount of Agility an attacker can steal is equal to their own Power Level. For example, a character with Power Level 4 could only steal 4 ranks of Agility, no matter how many targets they attack with Agility Theft.
:''Standard action''


Clairvoyance is a self-only power which permits the character to perceive things at a distance. Using Clairvoyance typically requires a moderately difficult (DV 12) 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.
The damage from Agility Theft is temporary. It all comes back after the fight is over, when the target has had a chance to rest and recuperate. The damage from Agility Theft will also return if the character with Agility Theft goes unconscious. The character with Agility Theft may also return the stolen Agility voluntarily, of course.


===Clinging===
Stealing a character's Agility does not reduce their Health.
:''Free action''
 
===Alteration Resistance===
:''Constant''
:''Self-only power''
 
Alteration Resistance is a self-only power which allows the character to withstand attacks which would damage or drain any of their attributes or powers, or any attack which would physically transform them against their will. The character gains Alteration Resistance equal to {{KM4_RESISTANCE_BASE}} plus their Power Level.


Clinging is a self-only power which permits the character to move along walls, ceilings, and other surfaces as if they were level. For example, the character might have sticky hands and feet, they might wear magnetic shoes, or they may be able to selectively control the force of gravity. The strength holding the character to the surface is equal to their Brawn. If the surface is slippery or unstable, the GM might require the character to attempt a moderately difficult (DV 12) 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) rather than the usual combat skill.
The character's Alteration Resistance is subtracted from the alteration damage an attacker rolls. If an alteration attack does not inflict damage, the character may add their Alteration Resistance to their defense. Alteration Resistance is not effective against normal attacks and mental attacks. If the character has more than one source of Alteration Resistance, only the highest value applies.


===Combination===
===Alternate Form===
:''Standard action''
:''Standard action''
:''Self-only power''


Combination is a self-only power which permits several characters to merge into a single larger and more powerful character. Every character wishing to combine must have the Combination power, and the maximum number of characters who may combine is equal to the lowest Power Level among them. Activating Combination takes a standard action, and requires the characters to all be touching each other. In addition to being more massive, the combined character has all of the powers of the combined characters. The Agility, Brawn, Endurance, and Power Level of the combined character are equal to the highest of any of the combined characters, plus one for every combined character after the first, up to a maximum of 10. The Presence and Reason of the combined character are equal to the highest of any of the combined characters.
Alternate Form is a self-only power which grants the character a second independent identity, with its own attributes, skills, gifts, and powers (and potentially even a different personality, if the player wishes). The character's second form must have the same Power Level as the their primary form, and it is created with the same number of character points (or fewer, if the player wishes). If the character's primary form has the Alternate Form power more than once, they have an additional form for each Alternate Form power.


''Example:''
A character with Alternate Form can change forms by using a standard action. If the character goes unconscious, the character reverts to their primary form.


''Agares, Bune, and Crocell each have Combination. Agares has Agility 2, Brawn 2, and Power Level 4; Bune has Agility 2, Brawn 2, and Power Level 3; and Crocell has Agility 3, Brawn 3, and Power Level 3. When Agares, Bune, and Crocell combine, they form the mighty Demogorgon, who has Agility 5 and Brawn 5 (Crocell's 3, plus 2 more for Agares and Bune), Power Level 6 (Agares' Power Level 4, plus 2 more for Bune and Crocell), and all of the powers possessed by Agares, Bune, and Crocell.''
The specific mechanism of the Alternate Form can vary greatly from character to character, which may offer minor benefits and drawbacks to the character.


===Command Animals===
'''Dial R For Random:''' Normally, a character with Alternate Form has a predefined second form. However, an unusual character might gain a new, randomly determined set of attributes, skills, gifts, and powers (and personality, if the player wishes) each time the power is activated.
:''Standard action''


Command Animals is a ranged mental power which allows a character to communicate with and mentally control one or more non-sentient animals. To communicate with and mentally control a single large animal or numerous small animals, the character must succeed at a moderately difficult (DV 12) Mental Combat (Presence + Power Level) roll.
'''Uncontrollable:''' Normally, the Alternate Form power is activated consciously by the character. However, some characters are unable to control when they change forms. The Alternate Form may be triggered by the emotional state of the character (anger is a popular choice), or the character may change forms on an unknown or immutable schedule. If this is the case, the character changes with a free action at the specified time.


Controlled animals operate independently of the character controlling them, but all of the controlled animals act in unison. Giving them a new mental command requires a quick action.
===Ambient Awareness===
:''Free action''
:''Self-only power''


Controlled animals have the normal attributes, movement, and attack types that those kinds of animals would have. However, if the GM doesn't want to deal with that, she can declare that the Agility, Brawn, Endurance, and Presence of the animal or animals is equal to the Power Level of the character controlling them.
Ambient Awareness is a self-only power which permits the character to perceive equally well in every direction simultaneously. They might have very large eyes, many very small eyes, or simply a preternatural awareness of their surroundings.


The effects of Command Animals last until the end of the scene.
===Astral Travel===
:''Move action''
:''Self-only power''


'''Limited Type Of Animal:''' A character's Command Animals might be limited to a specific type of animal, such as cats, insects, or sea creatures. If this is the case, the character gains a +3 bonus on their Command Animals roll.
Astral Travel is a self-only power which permits the character to detach their consciousness from their physical body and travel to anywhere on Earth, to alternate realities, and to divergent time streams, leaving their physical body behind. While using Astral Travel, the consciousness of the traveler is typically invisible, but those who possess extraordinary spiritual awareness may be able to see the traveler's "astral body". The "astral body" of the traveler does not require the Environmental Immunity power to survive in other realities or planes of existence, and it is usually unable to interact with the strange vistas around them, although they can converse with anyone capable of perceiving them. While the "astral body" is separated from the character's physical body, their physical body appears to be in a comatose state, and the traveler is unaware of anything happening to or around their physical form. Astral Travel is a plot dependent power and may not always be available, at the GM's discretion.


===Command Machines===
===Blast===
:''Standard action''
:''Standard action''
:''Ranged normal attack''


Command Machines is a ranged mental power which allows a character to mentally control one or more electronic and mechanical machines. To mentally control a single large machine or numerous small machines, the character must succeed at a moderately difficult (DV 12) Mental Combat (Presence + Power Level) roll.
Blast is a ranged normal attack which inflicts Health damage. The Blast could be radiation, fire, cold, arrows, or even darkness or light, and this must be chosen when the Blast power is purchased. Attacking with Blast requires a successful Ranged Combat (Agility) roll against 8 + Ranged Combat (Agility) of the target. If the attacker succeeds at this roll, then the attacker rolls damage based on their Power Level. The target subtracts their Damage Resistance from the amount the attacker rolled. The target's Health is reduced by the remaining amount.


Controlled machines operate independently of the character controlling them, but all of the controlled machines act in unison. Giving them a new mental command requires a quick action.
{{POWER_LEVEL_DAMAGE_TABLE}}


Controlled machines have the normal attributes, movement, and attack types that those kinds of machines would have. However, if the GM doesn't want to deal with that, she can declare that the Agility, Brawn, Endurance, and Presence of the machine or combined machines is equal to the Power Level of the character controlling them. Controlled machines can be made to perform their ordinary purpose, such as making an automatic teller machine spit out money, or making a bulldozer roll around and demolish buildings. 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 (Reason + Power Level) roll against 8 + the power level (PL) of the security.


The effects of Command Machines last until the end of the scene.
'''Specific Targets:''' Some characters' attacks are specifically tuned to affect only particular targets. For example, the character's Blast might be an electromagnetic burst, or EMP, which only damages electronics (a single point of Health damage is sufficient to destroy consumer-grade electronics). Another example could be a character who uses poisonous gas grenades which are harmful to living beings, but which do not affect inanimate objects.


===Command Objects===
'''Stunning:''' Some characters' blasts are nonlethal. The damage is applied to the target's Endurance rather than to their Health. The target recovers their lost Endurance after the fight is over, when the character has had a chance to rest and recuperate.
:''Standard action''


Command Objects is a ranged mental power which allows a character to animate and mentally control one or more inanimate objects. To animate and mentally control a single large object or numerous small objects, the character must succeed at a moderately difficult (DV 12) Mental Combat (Presence + Power Level) roll.
===Blindsight===
:''Free action''
:''Self-only power''


Animated objects operate independently of the character controlling them, but all of the controlled objects act in unison. Giving them a new mental command requires a quick action.
Blindsight is a self-only power which permits the character to sense shapes and textures as clearly as with ordinary vision, but without the ability to perceive color. This could be a form of sonar, radar, a preternaturally sensitive sense of touch, or some other form of alternate perception.


The Agility, Brawn, Endurance, and Presence of the object or mass of objects is equal to the Power Level of the character controlling them. The specific details of the how the objects move and attack vary depending on the objects themselves: an animated tree can walk, a mass of animated toys can roll or run, and so on.
Normally, a character who can't perceive their opponent has [[Rough_Magic_4e_EN:Actions#Blinding|great difficulty]] in combat. If a character has the Blindsight power, they do not incur any of these penalties.


The effects of Command Objects last until the end of the scene.
===Brawn Drain===
:''Standard action''
:''Hand-to-hand alteration attack''
:''Follow through powers:'' [[Rough_Magic_4e_EN:Powers#Brawn_Theft|Brawn Theft]]


'''Limited Type Of Object:''' A character's Command Objects might be limited to a specific type of object, such as plants or toys. If this is the case, the character gains a +3 bonus on their Command Objects roll.
Brawn Drain is a hand-to-hand alteration attack which inflicts damage to the target's Brawn. Attacking with Brawn Drain requires a successful Hand-to-hand Combat (Brawn) roll against 8 + Hand-to-hand Combat (Brawn) of the target. If the attacker succeeds at this roll, then the attacker rolls damage based on their Power Level. The target subtracts their Alteration Resistance from the amount the attacker rolled. The target's Brawn is reduced by half of the remaining amount (round down, even if the fraction is more than one-half). Brawn Drain ignores Damage Resistance.


===Damage Resistance===
{{POWER_LEVEL_DAMAGE_TABLE}}
:''Constant''
:''Follow through powers:'' [[Rough_Magic_4e_EN:Supernaturals#Bulletproof|Bulletproof]]


Damage Resistance is a self-only power which makes the character resistant to normal damage. The character may have chitin, thick armor, or just exceptionally tough skin. Alternately, the character may be adept at avoiding attacks, or they might be unnaturally lucky. A character with Damage Resistance adds their Power Level to their combat defense. Damage Resistance is not effective against mental attacks and alteration attacks. Damage Resistance does not stack with conventional armor or powers such as Force Field.


===Damaging Aura===
The effects of multiple Brawn Drain attacks are cumulative, but the damage from Brawn Drain is temporary. It all comes back after the fight is over, when the target has had a chance to rest and recuperate. The damage from Brawn Drain will also return if the character with Brawn Drain goes unconscious.
:''Free action''
:''Follow through powers:'' [[Rough_Magic_4e_EN:Supernaturals#Area_Damaging_Aura|Area Damaging Aura]]
[[File:BB3 Damaging Aura chart.png|633px]]


Damaging Aura allows a character to use a free action to make a hand-to-hand normal attack against anyone who touches them or attacks them with a hand-to-hand attack. The Damaging Aura could be radiation, fire, cold, quills, or even darkness or light, and this must be chosen when the Damaging Aura power is purchased. Attacking with Damaging Aura requires a successful Hand-to-hand Combat (Brawn + Power Level) roll against 8 + Hand-to-hand Combat (Brawn) of the target, or 8 + Hand-to-hand Combat (Brawn + Power Level) of the target if the target has Damage Resistance or Force Field. If the attacker succeeds at this roll, then the target's Endurance is reduced by 1 for every 2 the attack roll succeeds by (exact roll = 1, exact roll + 2 = 2, exact roll + 4 = 3).
Draining a character's Brawn does not reduce their Endurance or Health.


The character with Damaging Aura may also attempt to touch others and cause damage. Doing so requires using a standard action to make Hand-to-hand Combat (Brawn + Power Level) roll against 8 + Hand-to-hand Combat (Brawn) of the target, or 8 + Hand-to-hand Combat (Brawn + Power Level) of the target if the target has Damage Resistance or Force Field.
===Brawn Theft===
:''Standard action''
:''Hand-to-hand alteration attack''
:''Prerequisite:'' [[Rough_Magic_4e_EN:Powers#Brawn_Drain|Brawn Drain]]


<div id="Area Damaging Aura"></div>
Brawn Theft is a hand-to-hand alteration attack which allows a character to temporarily steal the target's Brawn. Attacking with Brawn Theft requires a successful Hand-to-hand Combat (Brawn) roll against 8 + Hand-to-hand Combat (Brawn) of the target. If the attacker succeeds at this roll, then the attacker rolls damage based on their Power Level (see Brawn Drain). The target subtracts their Alteration Resistance from the amount the attacker rolled. The target's Brawn is reduced by half of the remaining amount, and the attacker's Brawn is increased by half of that amount (round down, even if the fraction is more than one-half). Brawn Theft ignores Damage Resistance.


===Damaging Aura, Area===
The effects of multiple Brawn Theft attacks are cumulative, but the maximum amount of Brawn an attacker can steal is equal to their own Power Level. For example, a character with Power Level 4 could only steal 4 ranks of Brawn, no matter how many targets they attack with Brawn Theft.
:''Free action''
:''Prerequisite:'' [[Rough_Magic_4e_EN:Supernaturals#Damaging_Aura|Damaging Aura]]
:''Follow through powers:'' [[Rough_Magic_4e_EN:Supernaturals#Selective_Area_Damaging_Aura|Selective Area Damaging Aura]]


Area Damaging Aura allows a character to use a free action to make a hand-to-hand, area normal attack against everyone within the affected area. The Area Damaging Aura could be radiation, fire, cold, quills, or even darkness or light, and this must be chosen when the Area Damaging Aura power is purchased. Attacking with Area Damaging Aura requires a successful Hand-to-hand Combat (Brawn + Power Level) roll against 8 + Hand-to-hand Combat (Brawn) of each target in the affected area, or 8 + Hand-to-hand Combat (Brawn + Power Level) of a target if that target has Damage Resistance or Force Field. If the attacker succeeds at this roll, then the target's Endurance is reduced by 1 for every 2 the attack roll succeeds by (exact roll = 1, exact roll + 2 = 2, exact roll + 4 = 3).
The damage from Brawn Theft is temporary. It all comes back after the fight is over, when the target has had a chance to rest and recuperate. The damage from Brawn Theft will also return if the character with Brawn Theft goes unconscious. The character with Brawn Theft may also return the stolen Brawn voluntarily, of course.


If anyone enters the Area Damaging Aura after it has been activated, the character with Area Damaging Aura must use a free action to attack them. Once the power is active, the character with Area Damaging Aura must use a free action to make another attack roll against everyone within the affected area at the beginning of each of their turns.
Stealing a character's Brawn does not reduce their Endurance or Health.


The attacker rolls once for the attack.
===Bulletproof===
:''Constant''
:''Self-only power''


<div id="Selective Area Damaging Aura"></div>
Bulletproof is a self-only power which permits the character to ignore most attacks from ordinary bullets and knives. An attack against the character fails if the weapon being used:


===Damaging Aura, Selective Area===
* causes normal damage, and
:''Free action''
* is an ordinary piece of equipment purchased with money rather than with character points, and
:''Prerequisite:'' [[Rough_Magic_4e_EN:Supernaturals#Area_Damaging_Aura|Area Damaging Aura]]
* it has a 1d6+X rating lower than the Bulletproof character's current Power Level.


Selective Area Damaging Aura allows a character to use a free action to make a hand-to-hand, area normal attack against selected targets within the affected area. The Selective Area Damaging Aura could be radiation, fire, cold, quills, or even darkness or light, and this must be chosen when the Selective Area Damaging Aura power is purchased. Attacking with Selective Area Damaging Aura requires a successful Hand-to-hand Combat (Brawn + Power Level) roll against 8 + Hand-to-hand Combat (Brawn) of each selected target in the affected area, or 8 + Hand-to-hand Combat (Brawn + Power Level) of a target if that target has Damage Resistance or Force Field. If the attacker succeeds at this roll, then the target's Endurance is reduced by 1 for every 2 the attack roll succeeds by (exact roll = 1, exact roll + 2 = 2, exact roll + 4 = 3).
For example, a character with Power Level 3 and the Bulletproof power would be unaffected by ordinary guns and knives which inflict 1d+2 damage or less.


If anyone enters the Selective Area Damaging Aura after it has been activated, the character with Selective Area Damaging Aura may use a free action to attack them. Once the power is active, the character with Selective Area Damaging Aura may use a free action to make another attack roll against selected targets within the affected area at the beginning of each of their turns.
However, if the game setting is such that the above description applies to most of the attacks the character would encounter, the player should choose a normal but relatively uncommon substance or energy type which can be used to successfully attack the character (wood, iron, silver, etc.).


The attacker rolls once for the attack.
'''Bulletproof Force Field:''' A character's Bulletproof power might be dependent on their Force Field power. If this is the case, the character's Bulletproof power is only active while the character's Force Field is active, and it may be extended to another person (or person-sized object) by touching them.


===Danger Sense===
===Clairvoyance===
:''Free action''
:''Standard action''
:''Self-only power''


Danger Sense is a self-only power which permits the character to sense danger and avoid being surprised, even if there is no way for the character to see the attack coming. A character with Danger Sense never suffers a defense penalty for being distracted or surprised.
Clairvoyance is a self-only power which permits the character to perceive things at a distance. Using Clairvoyance typically requires a moderately difficult (DV 12) Investigation (Presence) 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 a plot dependent power and may not always be available, at the GM's discretion.


Additionally, if an attack is imminent, the GM will ask the player to attempt a moderately difficult (DV 12) Perception (Reason + Power Level) roll. If the Danger Sense roll is successful, the character knows that an attack is imminent, and may warn other characters.
===Clinging===
:''Free action''
:''Self-only power''


'''Precognition:''' Some characters with Danger Sense can see into the future, or "read" the destiny of items and people by touching them. Seeing into the future is never completely reliable: this aspect of Danger Sense is primarily a roleplaying power under the control of the GM.
Clinging is a self-only power which permits the character to move along walls, ceilings, and other surfaces as if they were level. For example, the character might have sticky hands and feet, they might wear magnetic shoes, or they may be able to selectively control the force of gravity. The strength holding the character to the surface is equal to their Power Level. If the surface is slippery or unstable, the GM might require the character to attempt a moderately difficult (DV 12) Athletics (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 (Power Level) rather than the usual combat skill.


===Darkness===
===Combination===
:''Standard action''
:''Standard action''
:''Self-only power''


Darkness is a ranged, area environmental power which makes an area opaque to all sight, including unusual forms of sight such as Night Vision and X-ray Vision.
Combination is a self-only power which permits several characters to merge into a single larger and more powerful character. Every character wishing to combine must have the Combination power. Activating Combination takes a standard action, and requires the characters to all be touching each other. In addition to being more massive, the combined character has all of the powers of the combined characters. The Agility, Brawn, and Power Level of the combined character are equal to the highest of any of the combined characters, plus one, up to a maximum of 10. The Presence and Reason of the combined character are equal to the highest of any of the combined characters.


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


Normally, a character who can't see incurs a -3 penalty on their Hand-to-hand Combat attack rolls and defense, a -3 penalty on their Ranged Combat defense, and they automatically fail any Ranged Combat attack rolls. However, if the blinded character is able to locate their target to within a meter or so (by using their Hyperacuity-granted super hearing, for example), then the blinded attacker incurs a -3 penalty on their Ranged Combat attack rolls. A blinded character suffers no penalty on their Mental Combat defense, but they automatically fail any Mental Combat attack rolls.
''Agares, Bune, and Crocell each have Combination. Agares has Agility 2, Brawn 2, and Power Level 4; Bune has Agility 2, Brawn 2, and Power Level 3; and Crocell has Agility 3, Brawn 3, and Power Level 3. When Agares, Bune, and Crocell combine, they form the mighty Demogorgon, who has Agility 4 and Brawn 4 (Crocell's 3, plus 1), Power Level 5 (Agares' Power Level 4, plus 1), and all of the powers possessed by Agares, Bune, and Crocell.''


If the character wishes to dismiss the Darkness, they may do so with a quick action. They may also use a standard action to move the center of the Darkness.
===Command Animals===
 
===Dazzle===
:''Standard action''
:''Standard action''
:''Follow through powers:'' [[Rough_Magic_4e_EN:Supernaturals#Mass_Dazzle|Mass Dazzle]]
:''Ranged mental power''
[[File:BB3 Dazzle chart.png|633px]]


Dazzle is a ranged alteration attack which renders the target unable to see clearly. Attacking with Dazzle requires a successful Ranged Combat (Power Level) roll against 8 + Ranged Combat (Agility) of the target, or 8 + Ranged Combat (Agility + Power Level) of the target if the target has Alteration Resistance. Dazzle ignores all normal forms of protection such as armor and Damage Resistance.
Command Animals is a ranged mental power which allows a character to communicate with and mentally control one or more non-sentient animals. To communicate with and mentally control a single large animal or numerous small animals, the character must succeed at a moderately difficult (DV 12) Mental Combat (Presence) roll.


Normally, a character who can't see incurs a -3 penalty on their Hand-to-hand Combat attack rolls and defense, a -3 penalty on their Ranged Combat defense, and they automatically fail any Ranged Combat attack rolls. However, if the blinded character is able to locate their target to within a meter or so (by using their Hyperacuity-granted super hearing, for example), then the blinded attacker incurs a -3 penalty on their Ranged Combat attack rolls. A blinded character suffers no penalty on their Mental Combat defense, but they automatically fail any Mental Combat attack rolls.
Controlled animals operate independently of the character controlling them, but all of the controlled animals act in unison. Giving them a new mental command requires a quick action.


The mechanism which causes the Dazzle must be specified when this power is purchased. For example, the target might not be able to see because they have a layer of glue across their eyes, they might be forced to close their eyes due to a painful chemical spray, or they could literally be blinded by a bright light. Alternately, Dazzle could affect a sense other than vision. For example, the target could be rendered deaf, or unable to smell. It is also possible to use Dazzle against a specific unusual sense, such as Danger Sense, Clairvoyance, or Radio Communication. If so, this must be specified when this power is purchased.
Controlled animals have the normal attributes, movement, and attack types that those kinds of animals would have. However, if the GM doesn't want to deal with that, she can declare that the Agility, Damage Resistance, etc. of the animal or animals is equal to the Power Level of the character controlling them.


To recover from Dazzle, the target must use a standard action to make a successful Perception (Reason) roll against 8 + Power Level 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 Dazzle. If the target has not recovered from the Dazzle by the end of the scene, then they recover from it shortly thereafter.
The effects of Command Animals last until the end of the scene.


<div id="Mass Dazzle"></div>
'''Limited Type Of Animal:''' A character's Command Animals might be limited to a specific type of animal, such as cats, insects, or sea creatures. If this is the case, the character gains a +{{KM4_STANDARD_BONUS}} skill bonus on their Command Animals roll.
===Dazzle, Mass===
 
===Command Machines===
:''Standard action''
:''Standard action''
:''Prerequisite:'' [[Rough_Magic_4e_EN:Supernaturals#Dazzle|Dazzle]]
:''Ranged mental power''
:''Follow through powers:'' [[Rough_Magic_4e_EN:Supernaturals#Selective_Mass_Dazzle|Selective Mass Dazzle]]


Mass Dazzle is a ranged, area alteration attack which renders everyone within the affected area unable to see clearly. Attacking with Mass Dazzle requires a successful Ranged Combat (Power Level) roll against 8 + Ranged Combat (Agility) of each target in the affected area, or 8 + Ranged Combat (Agility + Power Level) of a target if that target has Alteration Resistance. Mass Dazzle ignores all normal forms of protection such as armor and Damage Resistance.
Command Machines is a ranged mental power which allows a character to mentally control one or more electronic and mechanical machines. To mentally control a single large machine or numerous small machines, the character must succeed at a moderately difficult (DV 12) Mental Combat (Presence) roll.


Normally, a character who can't see incurs a -3 penalty on their Hand-to-hand Combat attack rolls and defense, a -3 penalty on their Ranged Combat defense, and they automatically fail any Ranged Combat attack rolls. However, if the blinded character is able to locate their target to within a meter or so (by using their Hyperacuity-granted super hearing, for example), then the blinded attacker incurs a -3 penalty on their Ranged Combat attack rolls. A blinded character suffers no penalty on their Mental Combat defense, but they automatically fail any Mental Combat attack rolls.
Controlled machines operate independently of the character controlling them, but all of the controlled machines act in unison. Giving them a new mental command requires a quick action.


The mechanism which causes the Mass Dazzle must be specified when this power is purchased. For example, a target might not be able to see because they have a layer of glue across their eyes, they might be forced to close their eyes due to a painful chemical spray, or they could be blinded by a bright light. Alternately, Mass Dazzle could affect a sense other than vision. For example, a target could be rendered deaf, or unable to smell. It is also possible to use Mass Dazzle against a specific unusual sense, such as Danger Sense, Clairvoyance, or Radio Communication. If so, this must be specified when this power is purchased.
Controlled machines have the normal attributes, movement, and attack types that those kinds of machines would have. However, if the GM doesn't want to deal with that, she can declare that the Agility, Damage Resistance, etc. of the machine or combined machines is equal to the Power Level of the character controlling them. Controlled machines can be made to perform their ordinary purpose, such as making an automatic teller machine spit out money, or making a bulldozer drive around and demolish buildings. 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 remarkably difficult (DV 15) Computing (Reason) roll.


To recover from Mass Dazzle, each target must use a standard action to make a successful Perception (Reason) roll against 8 + Power Level of the attacker. If a target has Alteration Resistance, they add their Power Level to their roll. If a target succeeds at this roll, they recover from the Mass Dazzle. If a target has not recovered from the Mass Dazzle by the end of the scene, then they recover from it shortly thereafter.
The effects of Command Machines last until the end of the scene.


<div id="Selective Mass Dazzle"></div>
===Command Objects===
===Dazzle, Selective Mass===
:''Standard action''
:''Standard action''
:''Prerequisite:'' [[Rough_Magic_4e_EN:Supernaturals#Mass_Dazzle|Mass Dazzle]]
:''Ranged mental power''
 
Command Objects is a ranged mental power which allows a character to animate and mentally control one or more inanimate objects. To animate and mentally control a single large object or numerous small objects, the character must succeed at a moderately difficult (DV 12) Mental Combat (Presence) roll.
 
Animated objects operate independently of the character controlling them, but all of the controlled objects act in unison. Giving them a new mental command requires a quick action.


Selective Mass Dazzle is a ranged, area alteration attack which renders selected targets within the affected area unable to see clearly. Attacking with Selective Mass Dazzle requires a successful Ranged Combat (Power Level) roll against 8 + Ranged Combat (Agility) of each selected target in the affected area, or 8 + Ranged Combat (Agility + Power Level) of a target if that target has Alteration Resistance. Selective Mass Dazzle ignores all normal forms of protection such as armor and Damage Resistance.
The Agility, Damage Resistance, etc. of the object or mass of objects is equal to the Power Level of the character controlling them. The specific details of the how the objects move and attack vary depending on the objects themselves: an animated tree can walk, a mass of animated toys can crawl, and so on.


Normally, a character who can't see incurs a -3 penalty on their Hand-to-hand Combat attack rolls and defense, a -3 penalty on their Ranged Combat defense, and they automatically fail any Ranged Combat attack rolls. However, if the blinded character is able to locate their target to within a meter or so (by using their Hyperacuity-granted super hearing, for example), then the blinded attacker incurs a -3 penalty on their Ranged Combat attack rolls. A blinded character suffers no penalty on their Mental Combat defense, but they automatically fail any Mental Combat attack rolls.
The effects of Command Objects last until the end of the scene.


The mechanism which causes the Selective Mass Dazzle must be specified when this power is purchased. For example, a target might not be able to see because they have a layer of glue across their eyes, they might be forced to close their eyes due to a painful chemical spray, or they could be blinded by a bright light. Alternately, Selective Mass Dazzle could affect a sense other than vision. For example, a target could be rendered deaf, or unable to smell. It is also possible to use Selective Mass Dazzle against a specific unusual sense, such as Danger Sense, Clairvoyance, or Radio Communication. If so, this must be specified when this power is purchased.
'''Limited Type Of Object:''' A character's Command Objects might be limited to a specific type of object, such as plants or toys. If this is the case, the character gains a +{{KM4_STANDARD_BONUS}} skill bonus on their Command Objects roll.


To recover from Selective Mass Dazzle, each target must use a standard action to make a successful Perception (Reason) roll against 8 + Power Level of the attacker. If a target has Alteration Resistance, they add their Power Level to their roll. If a target succeeds at this roll, they recover from the Selective Mass Dazzle. If a target has not recovered from the Selective Mass Dazzle by the end of the scene, then they recover from it shortly thereafter.
===Damage Resistance===
:''Constant''
:''Self-only power''


===Density Control===
Damage Resistance is a self-only power which allows the character to withstand normal attacks. The character might have thick armor or impenetrable skin, they might be adept at avoiding attacks, or they might be unnaturally lucky. The character gains Damage Resistance equal to {{KM4_RESISTANCE_BASE}} plus their Power Level.
:''Quick action''


Density Control is a self-only power which permits the character to become more massive, making them stronger and tougher than normal. The effects of Density Control are based on the Power Level of the character. At Power Level 10, the character is denser than any naturally occurring substance on Earth.
The character's Damage Resistance is subtracted from the normal damage an attacker rolls. Damage Resistance is not effective against mental attacks and alteration attacks. If the character has more than one source of Damage Resistance, only the highest value applies.


A character with Density Control can change their density once per turn, using a quick action. If the character goes unconscious, the character returns to their normal density.
===Damaging Aura===
:''Free action''
:''Hand-to-hand normal attack''


A character with Density Control does not have to use it at full power. A character with Power Level 5, for example, could elect to be merely 380 kilograms rather than their full 980 kilograms.
Damaging Aura allows a character to use a free action to attempt a hand-to-hand normal attack against anyone who touches them or attacks them with a hand-to-hand attack. The Damaging Aura could be radiation, fire, cold, quills, or even darkness or light, and this must be chosen when the Damaging Aura power is purchased. Attacking with Damaging Aura requires a successful Hand-to-hand Combat (Brawn) roll against 8 + Hand-to-hand Combat (Brawn) of the target. If the attacker succeeds at this roll, then the attacker rolls damage based on their Power Level. The target subtracts their Damage Resistance from the amount the attacker rolled. The target's Health is reduced by the remaining amount.


A character with Density Control adds their Power Level to their combat defense, as with the Damage Resistance power, but only up the level of density the character is actually using. Density Control does not stack with conventional armor or powers such as Force Field.
{{POWER_LEVEL_DAMAGE_TABLE}}


Note that a character with their Density Control activated in the water will sink like a stone unless they have Super-swimming.


The character with Damaging Aura may also use a standard action to touch others and cause damage. Doing so requires a Hand-to-hand Combat (Brawn) roll against 8 + Hand-to-hand Combat (Brawn) of the target.


{| cellpadding="4" cellspacing="1" class="wikitable zebra"
===Danger Sense===
|+Table: Density Control
:''Free action''
|-  
:''Self-only power''
! class="aligncenter"|Power Level
 
! class="aligncenter"|Mass
Danger Sense is a self-only power which permits the character to sense danger and avoid being surprised, even if there is no way for the character to see the attack coming. A character with Danger Sense never suffers a penalty for being surprised.
! class="aligncenter"|Brawn
 
|-
Additionally, if an attack is imminent, the GM will ask the player to attempt a moderately difficult (DV 12) Survival (Presence) roll. If the Danger Sense roll is successful, the character senses the danger in time to warn other characters.
| class="aligncenter"|1
 
| class="alignright"|170 kg
'''Precognition:''' Some characters with Danger Sense can see into the future, or "read" the destiny of items and people by touching them. Seeing into the future is never completely reliable: this aspect of Danger Sense is a plot dependent power and may not always be available, at the GM's discretion.
| class="aligncenter"|+1
 
|-
===Darkness===
| class="aligncenter"|2
:''Standard action''
| class="alignright"|260 kg
:''Ranged, area environmental power''
| class="aligncenter"|+1
 
|-
Darkness is a ranged, area environmental power which makes an area opaque to all sight, including unusual forms of sight such as Night Vision and X-ray Vision.
| class="aligncenter"|3
 
| class="alignright"|380 kg
The mechanism which causes the Darkness must be specified when this power is purchased. For example, vision might be obscured by smoke, or the area might be filled with a blinding light or black extradimensional energy. Alternately, Darkness could affect a sense other than vision. If so, this must be specified when this power is purchased. For example, the target area could be filled with electrical interference which is impenetrable to all forms of radio communication, or it could be filled with a powerful scent that masks all other smells. It is also possible to use Darkness against a specific unusual sense, such as Blindsight or Danger Sense.
| class="aligncenter"|+1
 
|-
Normally, a character who can't see incurs a -{{KM4_STANDARD_BONUS}} skill penalty on their Hand-to-hand Combat rolls and defense, a -{{KM4_STANDARD_BONUS}} skill penalty on their Ranged Combat defense, and they automatically fail any Ranged Combat rolls. However, if the blinded character is able to locate their target to within a meter or so (by using their Hyperacuity-granted super hearing, for example), then the blinded attacker incurs a -{{KM4_STANDARD_BONUS}} skill penalty on their Ranged Combat rolls. A blinded character suffers no penalty on their Mental Combat defense, but they automatically fail any Mental Combat rolls.
| class="aligncenter"|4
 
| class="alignright"|550 kg
If the character wishes to dismiss the Darkness, they may do so with a quick action. They may also use a standard action to move the center of the Darkness.
| class="aligncenter"|+1
 
|-  
===Dazzle===
| class="aligncenter"|5
:''Standard action''
| class="alignright"|980 kg
:''Ranged alteration attack''
| class="aligncenter"|+2
|-  
| class="aligncenter"|6
| class="alignright"|1,700 kg
| class="aligncenter"|+2
|-  
| class="aligncenter"|7
| class="alignright"|3,100 kg
| class="aligncenter"|+2
|-  
| class="aligncenter"|8
| class="alignright"|5,500 kg
| class="aligncenter"|+2
|-
| class="aligncenter"|9
| class="alignright"|9,800 kg
| class="aligncenter"|+3
|-
| class="aligncenter"|10
| class="alignright"|17 t
| class="aligncenter"|+3
|}


Dazzle is a ranged alteration attack which renders the target unable to see clearly. Attacking with Dazzle requires a successful Ranged Combat (Agility) roll against 8 + Ranged Combat (Agility) of the target. If the target has Alteration Resistance, they may add it to their defense. Dazzle ignores Damage Resistance.


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


===Detect [Element]===
Normally, a character who can't see incurs a -{{KM4_STANDARD_BONUS}} skill penalty on their Hand-to-hand Combat rolls and defense, a -{{KM4_STANDARD_BONUS}} skill penalty on their Ranged Combat defense, and they automatically fail any Ranged Combat rolls. However, if the blinded character is able to locate their target to within a meter or so (by using their Hyperacuity-granted super hearing, for example), then the blinded attacker incurs a -{{KM4_STANDARD_BONUS}} skill penalty on their Ranged Combat rolls. A blinded character suffers no penalty on their Mental Combat defense, but they automatically fail any Mental Combat rolls.
:''Standard action''
:''Follow through powers:'' [[Rough_Magic_4e_EN:Supernaturals#Sense_Element|Sense [Element]]]
[[File:BB3 Detect Element chart.png|393px]]


Detect [Element] is a self-only power which permits the character to perceive, locate, and analyze a substance, material, or energy. The specific type of force or substance to be detected must be chosen when this power is purchased: detect magic, detect metal, detect temporal anomalies, and so on. Using Detect [Element] typically requires a moderately difficult (DV 12) Perception (Reason + Power Level) roll, but the difficulty may be higher depending on the ambient "noise" and how obvious the thing being perceived is. If the thing being perceived is relatively obvious (to someone with the appropriate senses), no roll should be necessary.
To recover from Dazzle, the target must use a standard action to attempt a Survival (Brawn) roll against 8 + Power Level of the attacker. If the target has Alteration Resistance, they may add it to this roll. If the target succeeds at this roll, they recover from the Dazzle. If the target has not recovered from the Dazzle by the end of the scene, then they recover from it shortly thereafter.


===Dimensional Travel===
===Density Control===
:''Move action''
 
Dimensional Travel is a self-only power which permits the character to traverse dimensional boundaries, visiting alternate realities and divergent time streams. Depending on the method used, the character may be able to take others with them. Survival in other realities or planes of existence may require [[Rough_Magic_4e_EN:Supernaturals#Environmental_Immunity|Environmental Immunity]], depending on the local environment. Dimensional Travel is a plot dependent power and may not always be available, at the GM's discretion.
 
===Duplication===
:''Quick action''
:''Quick action''
:''Self-only alteration power''


Duplication is a self-only power which permits the character to make identical copies of themselves. The total number of duplicates is based on the Power Level of the character. These duplicates are independent characters, who each move and act separately each round. However, all of the duplicates share a single pool of Plot Points, and spend their Plot Points as a single character. Similarly, if the character with Duplication has the Extra Actions power, only one duplicate may use this extra action each turn. Duplicates do not have any special means of communication, but many characters with Duplication also buy the Telepathy power to communicate among themselves.
Density Control is a self-only alteration power which permits the character to become more massive, making them stronger and tougher than normal. The effects of Density Control are based on the Power Level of the character. At Power Level 7, the character is denser than any naturally occurring substance on Earth.


A character with Duplication can activate or deactivate duplicates once per turn, using a quick action. As long as there is more than one identical character, any duplicate which takes Endurance damage ceases to exist. When a duplicate is deactivated, whether voluntarily or involuntarily, its memories and knowledge are absorbed into the remaining identical characters. If a duplicate is deactivated involuntarily (due to being damaged, for example), the character may not reactivate that duplicate for the rest of the scene.
A character with Density Control can change their density once per turn, using a quick action. If the character goes unconscious, the character returns to their normal density.


By default, there is no "original" character -- the last duplicate remaining is the "original". Once the Duplication is activated, any of the identical characters may deactivate the power. When the power is deactivated, which duplicate remains behind as the "original" is generally up the player.
A character with Density Control does not have to use it at full power. A character with Power Level 5, for example, could elect to be merely 500 kilograms rather than their full 900 kilograms.


The specific mechanism of the Duplication can vary greatly from character to character, which may offer minor benefits and drawbacks to the character.
When using their increased density, the character gains the Damage Resistance power. If the character has more than one source of Damage Resistance, only the highest value applies.


'''Anatomical Separation:''' Some characters with Duplication can divide their body into smaller independent parts rather than creating new copies of themselves. In this case, the character can detach hands, eyes, or other body parts. Detached body parts become independent characters, which each move and act separately each round, just as with ordinary duplicates.
Note that a character with their Density Control activated in the water will sink like a stone unless they have Supernatural Swimming.




{| cellpadding="4" cellspacing="1" class="wikitable zebra"
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Duplication
|+Table: Density Control
|-  
|-  
! class="aligncenter"|Power Level
! class="aligncenter"|Power Level
! class="aligncenter"|Duplicates
! class="aligncenter"|Mass
|-  
! class="aligncenter"|Brawn
| class="aligncenter"|1
|-
| class="alignright"|1
! class="aligncenter h2cell"|1
|-  
| class="alignright"|160 kg
| class="aligncenter"|2
| class="aligncenter"|+1
| class="alignright"|2
|-
|-  
! class="aligncenter h2cell-alt"|2
| class="aligncenter"|3
| class="alignright"|240 kg
| class="alignright"|3
| class="aligncenter"|+1
|-  
|-
| class="aligncenter"|4
! class="aligncenter h2cell"|3
| class="alignright"|4
| class="alignright"|340 kg
|-  
| class="aligncenter"|+1
| class="aligncenter"|5
|-
| class="alignright"|6
! class="aligncenter h2cell-alt"|4
|-  
| class="alignright"|500 kg
| class="aligncenter"|6
| class="aligncenter"|+1
| class="alignright"|8
|-
|-  
! class="aligncenter h2cell"|5
| class="aligncenter"|7
| class="alignright"|900 kg
| class="alignright"|12
| class="aligncenter"|+2
|-  
|-
| class="aligncenter"|8
! class="aligncenter h2cell-alt"|6
| class="alignright"|16
| class="alignright"|1,600 kg
|-  
| class="aligncenter"|+2
| class="aligncenter"|9
|-
| class="alignright"|24
! class="aligncenter h2cell"|7
|-  
| class="alignright"|2,800 kg
| class="aligncenter"|10
| class="aligncenter"|+2
| class="alignright"|32
|-
|}
! class="aligncenter h2cell-alt"|8
 
| class="alignright"|5,000 kg
 
| class="aligncenter"|+2
<div id="Element Form"></div>
|-
 
! class="aligncenter h2cell"|9
===[Element] Form===
| class="alignright"|9,000 kg
:''Quick action''
| class="aligncenter"|+3
:''Prerequisite:'' [[Rough_Magic_4e_EN:Supernaturals#Element_Immunity|[Element] Immunity]]
|-
:''Follow through powers:'' [[Rough_Magic_4e_EN:Supernaturals#Element_Mimicry|Element Mimicry]]
! class="aligncenter h2cell-alt"|10
 
| class="alignright"|16 t
[Element] Form is a self-only power which permits the character to physically transform their body into a force or substance. The specific type of force or substance must be chosen when this power is purchased. Some typical examples are air, earth, fire, water, light, darkness, force fields, electricity, magnetism, gravity, cloth, and plants. The player can pick any force or substance, subject to the GM's approval. "Energy", for example, would be much too broad.
| class="aligncenter"|+3
 
|-
A character with Element Form can change forms once per turn, using a quick action. If the character goes unconscious, the character reverts to their normal form.
! class="aligncenter h2cell"|11
| class="alignright"|28 t
| class="aligncenter"|+3
|-
! class="aligncenter h2cell-alt"|12
| class="alignright"|50 t
| class="aligncenter"|+3
|-
! class="aligncenter h2cell"|13
| class="alignright"|90 t
| class="aligncenter"|+4
|-
! class="aligncenter h2cell-alt"|14
| class="alignright"|160 t
| class="aligncenter"|+4
|-
! class="aligncenter h2cell"|15
| class="alignright"|280 t
| class="aligncenter"|+4
|-
! class="aligncenter h2cell"|16
| class="alignright"|500 t
| class="aligncenter"|+4
|-
! class="aligncenter h2cell"|17
| class="alignright"|900 t
| class="aligncenter"|+5
|-
! class="aligncenter h2cell"|18
| class="alignright"|1,600 t
| class="aligncenter"|+5
|-
! class="aligncenter h2cell"|19
| class="alignright"|2,800 t
| class="aligncenter"|+5
|-
! class="aligncenter h2cell"|20
| class="alignright"|5,000 t
| class="aligncenter"|+5
|-
! class="aligncenter h2cell"|21
| class="alignright"|9,000 t
| class="aligncenter"|+6
|}


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


<div id="Element Immunity"></div>
===Dimensional Travel===
===[Element] Immunity===
:''Move action''
:''Constant''
:''Self-only power''
:''Follow through powers:'' [[Rough_Magic_4e_EN:Supernaturals#Element_Form|Element Form]]
[[File:BB3 Element Immunity chart.png|633px]]


[Element] Immunity is a self-only power which provides complete immunity against the Endurance damage inflicted by a specific type of force or substance. The specific type of force or substance must be chosen when this power is purchased. Some typical examples are air, earth, fire, water, light, darkness, force fields, electricity, magnetism, gravity, cloth, and plants. The player can pick any force or substance, subject to the GM's approval. "Energy", "blades", and "bullets", for example, would all be much too broad.
Dimensional Travel is a self-only power which permits the character to traverse dimensional boundaries, visiting alternate realities and divergent time streams. Depending on the method used, the character may be able to take others with them. Survival in other realities or planes of existence may require [[Rough_Magic_4e_EN:Powers#Environmental_Immunity|Environmental Immunity]], depending on the local environment. Dimensional Travel is a plot dependent power and may not always be available, at the GM's discretion.


===Element Mimicry===
===Duplication===
:''Quick action''
:''Quick action''
:''Prerequisite:'' [[Rough_Magic_4e_EN:Supernaturals#Element_Form|[Element] Form]]
:''Self-only power''


Element Mimicry is a self-only power which permits the character to physically transform their body into any force or substance they touch. For example, the character could touch concrete and turn into concrete, or touch water and turn into water. The character must be in physical contact with the material in order to mimic it. If the character mimics a force or substance which would injure them, such as fire, they transform into that force or substance and it does no damage to them as long as they are in that form.
Duplication is a self-only power which permits the character to make identical copies of themselves. The total number of duplicates is based on the Power Level of the character. These duplicates are independent characters, who each move and act separately each round. Duplicates do not have any special means of communication, but many characters with Duplication also buy the Telepathy power to communicate among themselves.


A character with Element Mimicry can change forms once per turn, using a quick action. If the character goes unconscious, the character reverts to their normal form.
A character with Duplication can activate or deactivate duplicates once per turn, using a quick action. As long as there is more than one identical character, any duplicate which takes Health damage ceases to exist. When a duplicate is deactivated, whether voluntarily or involuntarily, its memories and knowledge are absorbed into the remaining identical characters. If a duplicate is deactivated involuntarily (due to being damaged, for example), the character may not reactivate that duplicate for the rest of the scene.


While transformed, the character possesses the traits of the force or substance and gains Damage Resistance. If the force or substance is appropriate, Element Mimicry may also grant the Strike power (punching with fists of stone, burning things with an electrical touch, and so on).
By default, there is no "original" character -- the last duplicate remaining is the "original". Once the Duplication is activated, any of the identical characters may deactivate the power. When the power is deactivated, which duplicate remains behind as the "original" is generally up the player.


===[Element] Wall===
The specific mechanism of the Duplication can vary greatly from character to character, which may offer minor benefits and drawbacks to the character.
:''Standard action''


[Element] Wall is a ranged, area environmental power which permits the character to create walls and simple geometric shapes. The specific type of force or substance of the wall must be chosen when this power is purchased. Some typical examples are air, earth, fire, water, light, darkness, force fields, electricity, magnetism, gravity, cloth, and plants. The player can pick any force or substance, subject to the GM's approval.
'''Anatomical Separation:''' Some characters with Duplication can divide their body into smaller independent parts rather than creating new copies of themselves. In this case, the character can detach hands, eyes, or other body parts. Detached body parts become independent characters, which each move and act separately each round, just as with ordinary duplicates.


Creating a simple shape with [Element] Wall (a dome, a cube, a bridge, and so on) requires a moderately difficult (DV 12) 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 15) Ranged Combat (Agility + Power Level) roll.


The Brawn and Endurance of the [Element] Wall are equal to the [[Rough_Magic_4e_EN:Attributes#Power Level|Power Level]] of the character creating it. The Brawn of the [Element] Wall is used both for its defense and to support weight as a bridge, support column, or other such structure. If the load on the [Element] Wall exceeds the maximum mass it can support, or if the [Element] Wall's Endurance is reduced to zero, it dissolves, crumbles, or fades away.
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
 
|+Table: Duplication
'''Permanent:''' If an [Element] Wall is not attacked or damaged, it will usually remain in place until the end of the scene, after which it dissolves, crumbles, or fades away. The character may also turn off their [Element] Wall voluntarily. However, some [Element] Walls are relatively permanent. They do not dissolve at the end of the scene, can't be turned off, and will remain in place until destroyed.
|-
 
! class="aligncenter"|Power Level
===Emotion Control===
! class="aligncenter"|Duplicates
:''Standard action''
|-
:''Follow through powers:'' [[Rough_Magic_4e_EN:Supernaturals#Mass_Emotion_Control|Mass Emotion Control]]
! class="aligncenter h2cell"|1
[[File:BB3 Emotion Control chart.png|633px]]
| class="alignright"|2
 
|-
Emotion Control is a ranged 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 (Presence + Power Level) roll against 8 + Mental Combat (Presence) of the target, or 8 + Mental Combat (Presence + Power Level) of the target if the target has Mental Resistance.
! class="aligncenter h2cell-alt"|2
 
| class="alignright"|3
To recover from Emotion Control, the target must use a standard action to make a successful Mental Combat (Presence) roll against 8 + Power Level 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 recover from the Emotion Control. If the target has not recovered from the Emotion Control by the end of the scene, then they recover from it shortly thereafter.
|-
 
! class="aligncenter h2cell"|3
'''Specific Emotion:''' A character's Emotion Control might be limited to a specific emotion, such as fear or loyalty. If this is the case, the character gains a +3 bonus on their Emotion Control rolls.
| class="alignright"|6
 
|-
<div id="Mass Emotion Control"></div>
! class="aligncenter h2cell-alt"|4
 
| class="alignright"|10
===Emotion Control, Mass===
|-
:''Standard action''
! class="aligncenter h2cell"|5
:''Prerequisite:'' [[Rough_Magic_4e_EN:Supernaturals#Emotion_Control|Emotion Control]]
| class="alignright"|18
:''Follow through powers:'' [[Rough_Magic_4e_EN:Supernaturals#Selective_Mass_Emotion_Control|Selective Mass Emotion Control]]
|-
 
! class="aligncenter h2cell-alt"|6
Mass Emotion Control is a ranged, area mental attack which allows a character to influence the behaviour of everyone within the affected area by controlling their emotional state. The character can only instill one emotion at a time in the targets, but may instill in the targets any emotion the attacker desires. To instill an emotion in the targets, the character must succeed at a Mental Combat (Presence + Power Level) roll against 8 + Mental Combat (Presence) of each target in the affected area, or 8 + Mental Combat (Presence + Power Level) of a target if that target has Mental Resistance.
| class="alignright"|32
 
|-
The attacker rolls once for the attack.
! class="aligncenter h2cell"|7
 
| class="alignright"|56
To recover from Mass Emotion Control, each target must use a standard action to make a successful Mental Combat (Presence) roll against 8 + Power Level of the attacker. If a target has Mental Resistance, they add their Power Level to their roll. If a target succeeds at this roll, they recover from the Mass Emotion Control. If a target has not recovered from the Mass Emotion Control by the end of the scene, then they recover from it shortly thereafter.
|-
 
! class="aligncenter h2cell-alt"|8
'''Specific Emotion:''' A character's Mass 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 Mass Emotion Control rolls.
| class="alignright"|100
 
|-
<div id="Selective Mass Emotion Control"></div>
! class="aligncenter h2cell"|9
 
| class="alignright"|180
===Emotion Control, Selective Mass===
|-
:''Standard action''
! class="aligncenter h2cell-alt"|10
:''Prerequisite:'' [[Rough_Magic_4e_EN:Supernaturals#Mass_Emotion_Control|Mass Emotion Control]]
| class="alignright"|320
 
|-
Selective Mass Emotion Control is a ranged, area mental attack which allows a character to influence the behaviour of selected targets within the affected area by controlling their emotional state. The character can only instill one emotion at a time in the targets, but may instill in the targets any emotion the attacker desires. To instill an emotion in the selected targets, the character must succeed at a Mental Combat (Presence + Power Level) roll against 8 + Mental Combat (Presence) of each target in the affected area, or 8 + Mental Combat (Presence + Power Level) of a target if that target has Mental Resistance.
! class="aligncenter h2cell"|11
 
| class="alignright"|560
The attacker rolls once for the attack.
|-
 
! class="aligncenter h2cell-alt"|12
To recover from Selective Mass Emotion Control, each target must use a standard action to make a successful Mental Combat (Presence) roll against 8 + Power Level of the attacker. If a target has Mental Resistance, they add their Power Level to their roll. If a target succeeds at this roll, they recover from the Selective Mass Emotion Control. If a target has not recovered from the Selective Mass Emotion Control by the end of the scene, then they recover from it shortly thereafter.
| class="alignright"|1,000
 
|-
'''Specific Emotion:''' A character's Selective Mass 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 Selective Mass Emotion Control rolls.
! class="aligncenter h2cell"|13
 
| class="alignright"|1,800
===Endurance Drain===
|-
:''Standard action''
! class="aligncenter h2cell-alt"|14
 
| class="alignright"|3,200
Endurance Drain is a hand-to-hand alteration attack which inflicts damage to the target's Endurance. Attacking with Endurance Drain requires a successful Hand-to-hand Combat (Brawn + Power Level) roll against 8 + Hand-to-hand Combat (Brawn) of the target, or 8 + Hand-to-hand Combat (Brawn + Power Level) of the target if the target has Alteration Resistance. If the attacker succeeds at this roll, then the target's Endurance is reduced by 1 for every 4 the attack roll succeeds by (exact roll = 1, exact roll + 4 = 2, exact roll + 8 = 3). Endurance Drain ignores all normal forms of protection such as armor and Damage Resistance.
|-
! class="aligncenter h2cell"|15
| class="alignright"|5,600
|-
! class="aligncenter h2cell"|16
| class="alignright"|10,000
|-
! class="aligncenter h2cell"|17
| class="alignright"|18,000
|-
! class="aligncenter h2cell"|18
| class="alignright"|32,000
|-
! class="aligncenter h2cell"|19
| class="alignright"|56,000
|-
! class="aligncenter h2cell"|20
| class="alignright"|100,000
|-
! class="aligncenter h2cell"|21
| class="alignright"|180,000
|}


The effects of multiple Endurance Drain attacks are cumulative, but the damage from Endurance Drain is temporary. It all comes back after the fight is over, when the target has had a chance to rest and recuperate. The damage from Endurance Drain will also return if the character with Endurance Drain goes unconscious.


===Environmental Control===
<div id="Element Form"></div>
:''Standard action''
===[Element] Form===
:''Quick action''
:''Self-only alteration power''


Environmental Control is a ranged, area environmental power which allows the character to alter the temperature, humidity, and illumination within the affected area. For example, the character could illuminate a dark area, warm a cold area, or make it cloudy on a sunny day. Using Environmental Control typically requires a moderately difficult (DV 12) Ranged Combat (Reason + Power Level) roll, but the difficulty may be higher if the change from current conditions is particularly drastic. For example, causing a blizzard on a hot summer day would require a remarkably difficult (DV 15) Ranged Combat (Reason + Power Level) roll. If the new environment is relatively normal for the time and place, no roll should be necessary.
[Element] Form is a self-only alteration power which permits the character to physically transform their body into a force or substance. The specific type of force or substance must be chosen when this power is purchased. Some typical examples are air, earth, fire, water, light, darkness, force fields, electricity, magnetism, gravity, cloth, and plants. The player can pick any force or substance, subject to the GM's approval. "Energy", for example, would be much too broad.


Environmental Control may not be used to duplicate effects of other powers, such as Dazzle.
A character with Element Form can change forms once per turn, using a quick action. If the character goes unconscious, the character reverts to their normal form.


If the character has not returned the environment to normal by the end of the scene, then it reverts to its natural state shortly thereafter.
When transformed into their [Element] Form, the character possesses the traits of the form or substance and gains the Damage Resistance power. If the character has more than one source of Damage Resistance, only the highest value applies. If the force or substance is appropriate, [Element] Form may also grant the Strike power (punching with fists of stone, burning things with an electrical touch, and so on).


'''Limited Type Of Environment:''' A character's Environmental Control might be limited to a specific type of environment, such as making it cold or establishing an intense magnetic field. If this is the case, the character gains a +3 bonus on their Environmental Control rolls.
'''Element Mimicry:''' The character may physically transform their body into any force or substance they touch. For example, the character could touch concrete and turn into concrete, or touch water and turn into water. The character must be in physical contact with the material in order to mimic it. If the character mimics a force or substance which would injure them, such as fire, they transform into that force or substance and it does no damage to them as long as they are in that form.


===Environmental Immunity===
<div id="Element Immunity"></div>
===[Element] Immunity===
:''Constant''
:''Constant''
:''Self-only power''


Environmental Immunity is a self-only power which 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.
[Element] Immunity is a self-only power which provides complete immunity against the damage inflicted by a specific type of force or substance. The specific type of force or substance must be chosen when this power is purchased. Some typical examples are air, earth, fire, water, light, darkness, force fields, electricity, magnetism, gravity, cloth, and plants. The player can pick any force or substance, subject to the GM's approval. "Energy", "blades", and "bullets", for example, would all be much too broad.
 
<div id="Element Wall"></div>


The benefit provided by Environmental Immunity is ambient and highly plot dependent: it does not normally protect the character from attacks or from direct forms of damage. Being able to withstand extreme heat and exposure to the blazing desert sun does not mean that a character is immune to a fire blast. A good rule of thumb is that if the character is being attacked with it, the character is not immune to it.
===[Element] Wall===
:''Standard action''
:''Ranged, area environmental power''


'''Specific Environments:''' Some characters have a more limited form of Environmental Immunity, granting them the ability to survive only in a set of specific environments. Some specific immunities a player may choose from are exhaustion, extreme cold, extreme heat, poisons, pressure, radiation, starvation, suffocation, and vacuum. If the player wishes, their character's immunity may be restricted even further. For example, a character with Environmental Immunity can normally survive without needing to breathe at all. However, if it makes more sense for the character to be able to breath in just one unusual environment, such as underwater or in methane, they may choose that option instead.
[Element] Wall is a ranged, area environmental power which permits the character to create walls and simple geometric shapes. The specific type of force or substance of the wall must be chosen when this power is purchased. Some typical examples are air, earth, fire, water, light, darkness, force fields, electricity, magnetism, gravity, cloth, and plants. The player can pick any force or substance, subject to the GM's approval.


For more details on the effects of the environment on a character, see [[Rough_Magic_4e_EN:GM_Resources#Hostile_Environments|Hostile Environments]] in the GM Resources chapter.
If the [Element] Wall is simply a plain vertical wall, no roll is necessary. Creating a simple shape with [Element] Wall (a dome, a cube, a bridge, and so on) requires a moderately difficult (DV 12) Ranged Combat (Agility) 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 15) Ranged Combat (Agility) roll.


===Extra Actions===
The Brawn, Damage Resistance, and Health of the [Element] Wall are equal to the Power Level of the character creating it. The Brawn of the [Element] Wall is used to support weight as a bridge, support column, or other such structure. If the load on the [Element] Wall exceeds the maximum mass it can support, or if the [Element] Wall's Health is reduced to zero, it dissolves, crumbles, or fades away.
:''Quick action''


Extra Actions is a self-only power which permits the character to take one additional [[Rough_Magic_4e_EN:Actions#Types_Of_Actions|move action or standard action]] during their turn.
If an [Element] Wall is not attacked or damaged, and the character chooses not to dismiss it, it will usually remain in place until the end of the scene, after which it dissolves, crumbles, or fades away.


The number of additional actions the character may use is equal to their Power Level. Once an additional action has been used, it may not be used again during that scene.
===Emotion Control===
:''Standard action''
:''Ranged mental attack''


===Flight===
Emotion Control is a ranged 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 (Presence) roll against 8 + Mental Combat (Presence) of the target. If the target has Mental Resistance, they may add it to their defense. Emotion Control ignores Damage Resistance. Instilling a new emotion in the target requires a quick action.
:''Move action''
:''Follow through powers:'' [[Rough_Magic_4e_EN:Supernaturals#Mass_Flight|Mass Flight]], [[Rough_Magic_4e_EN:Supernaturals#Super-flight|Super-flight]]
[[File:BB3 Flight chart.png|633px]]


Flight is a self-only power which permits the character to fly through the air or through a vacuum. For example, the character might have wings, they might wear a jetpack, or they may just be able to fly through sheer force of will. The character's base move, double move, and all-out move while flying are based on their Agility.
To recover from Emotion Control, the target must use a standard action to attempt a Survival (Presence) roll against 8 + Power Level of the attacker. If the target has Mental Resistance, they may add it to this roll. If the target succeeds at this roll, they recover from the Emotion Control. If the target has not recovered from the Emotion Control by the end of the scene, then they recover from it shortly thereafter.


'''Defying Gravity:''' Rather than flying, some characters run so fast that they can run along any surface without falling, even bodies of water or the underside of bridges. If they stop running, of course, gravity takes over.
'''Specific Emotion:''' A character's Emotion Control might be limited to a specific emotion, such as fear or loyalty. If this is the case, the character gains a +{{KM4_STANDARD_BONUS}} skill bonus on their Emotion Control rolls.


'''Swinging:''' Some characters "fly" by using a grappling line, a spider web, invisible beams of magnetic force, or some other method of suspension. If the character relies on a form of suspension like this, and there is nothing above the character to attach this "swing line" to, the character is grounded. If the swing line is attached to something which weighs less than the character, the character can pull the object toward them or swing it around. If the object on the other end of the swing line is another character, this requires an Athletics (Brawn + Power Level) roll against 8 + the other character's Athletics (Brawn + Power Level).
===Endurance Drain===
:''Standard action''
:''Hand-to-hand alteration attack''
:''Follow through powers:'' [[Rough_Magic_4e_EN:Powers#Endurance_Theft|Endurance Theft]]


Endurance Drain is a hand-to-hand alteration attack which inflicts damage to the target's Endurance. Attacking with Endurance Drain requires a successful Hand-to-hand Combat (Brawn) roll against 8 + Hand-to-hand Combat (Brawn) of the target. If the attacker succeeds at this roll, then the attacker rolls damage based on their Power Level. The target subtracts their Alteration Resistance from the amount the attacker rolled. The target's Endurance is reduced by half of the remaining amount (round down, even if the fraction is more than one-half). Endurance Drain ignores Damage Resistance.


{| cellpadding="4" cellspacing="1" class="wikitable zebra"
{{POWER_LEVEL_DAMAGE_TABLE}}
|+Table: Flight
 
|-  
 
! class="aligncenter"|Agility
The effects of multiple Endurance Drain attacks are cumulative, but the damage from Endurance Drain is temporary. It all comes back after the fight is over, when the target has had a chance to rest and recuperate. The damage from Endurance Drain will also return if the character with Endurance Drain goes unconscious.
! class="aligncenter"|Fly
 
! class="aligncenter"|Double Move
===Endurance Theft===
! class="aligncenter"|All-out Move
:''Standard action''
! class="aligncenter"|km/h
:''Hand-to-hand alteration attack''
|-
:''Prerequisite:'' [[Rough_Magic_4e_EN:Powers#Endurance_Drain|Endurance Drain]]
! class="aligncenter h2cell"|1
 
| class="alignright"|2 m
Endurance Theft is a hand-to-hand alteration attack which allows a character to temporarily steal the target's Endurance. Attacking with Endurance Theft requires a successful Hand-to-hand Combat (Brawn) roll against 8 + Hand-to-hand Combat (Brawn) of the target. If the attacker succeeds at this roll, then the attacker rolls damage based on their Power Level (see Endurance Drain). The target subtracts their Alteration Resistance from the amount the attacker rolled. The target's Endurance is reduced by half of the remaining amount, and the attacker's Endurance is increased by half of that amount (round down, even if the fraction is more than one-half). Endurance Theft ignores Damage Resistance.
| class="alignright"|4 m
 
| class="alignright"|12 m
The effects of multiple Endurance Theft attacks are cumulative, but the maximum amount of Endurance an attacker can steal is equal to their own Power Level. For example, a character with Power Level 4 could only steal 4 ranks of Endurance, no matter how many targets they attack with Endurance Theft.
| class="alignright"|7 km/h
 
|-
The damage from Endurance Theft is temporary. It all comes back after the fight is over, when the target has had a chance to rest and recuperate. The damage from Endurance Theft will also return if the character with Endurance Theft goes unconscious. The character with Endurance Theft may also return the stolen Endurance voluntarily, of course.
! class="aligncenter h2cell"|2
 
| class="alignright"|2 m
===Environmental Control===
| class="alignright"|4 m
:''Standard action''
| class="alignright"|12 m
:''Ranged, area environmental power''
| class="alignright"|7 km/h
 
|-
Environmental Control is a ranged, area environmental power which allows the character to alter the temperature, humidity, and illumination within the affected area. For example, the character could illuminate a dark area, warm a cold area, or make it cloudy on a sunny day. Using Environmental Control typically requires a moderately difficult (DV 12) Ranged Combat (Agility) roll, but the difficulty may be higher if the change from current conditions is particularly drastic. For example, causing a blizzard on a hot summer day would require a remarkably difficult (DV 15) Ranged Combat (Agility) roll. If the new environment is relatively normal for the time and place, no roll should be necessary.
! class="aligncenter h2cell"|3
 
| class="alignright"|3 m
Environmental Control may not be used to duplicate effects of other powers, such as Dazzle.
| class="alignright"|6 m
 
| class="alignright"|18 m
If the character has not returned the environment to normal by the end of the scene, then it reverts to its natural state shortly thereafter.
| class="alignright"|11 km/h
 
|-
'''Limited Type Of Environment:''' A character's Environmental Control might be limited to a specific type of environment, such as making it cold or establishing an intense magnetic field. If this is the case, the character gains a +{{KM4_STANDARD_BONUS}} skill bonus on their Environmental Control rolls.
! class="aligncenter h2cell"|4
 
| class="alignright"|4 m
===Environmental Immunity===
| class="alignright"|8 m
:''Constant''
| class="alignright"|24 m
:''Self-only power''
| class="alignright"|14 km/h
 
|-
Environmental Immunity is a self-only power which 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.
! class="aligncenter h2cell"|5
 
| class="alignright"|6 m
The benefit provided by Environmental Immunity is ambient and highly plot dependent: it does not normally protect the character from attacks or from direct forms of damage. Being able to withstand extreme heat and exposure to the blazing desert sun does not mean that a character is immune to a fire blast. A good rule of thumb is that if the character is being attacked with it, the character is not immune to it.
| class="alignright"|12 m
 
| class="alignright"|36 m
'''Specific Environments:''' Some characters have a more limited form of Environmental Immunity, granting them the ability to survive only in a set of specific environments. Some specific immunities a player may choose from are exhaustion, extreme cold, extreme heat, poisons, pressure, radiation, starvation, suffocation, and vacuum. If the player wishes, their character's immunity may be restricted even further. For example, a character with Environmental Immunity can normally survive without needing to breathe at all. However, if it makes more sense for the character to be able to breath in just one unusual environment, such as underwater or in methane, they may choose that option instead.
| class="alignright"|22 km/h
 
|-
For more details on the effects of the environment on a character, see [[Rough_Magic_4e_EN:GM_Resources#Hostile_Environments|Hostile Environments]] in the GM Resources chapter.
! class="aligncenter h2cell"|6
 
| class="alignright"|7 m
===Extra Actions===
| class="alignright"|14 m
:''Quick action''
| class="alignright"|42 m
:''Self-only power''
| class="alignright"|25 km/h
 
|-
Extra Actions is a self-only power which permits the character to take one additional [[Rough_Magic_4e_EN:Actions#Types_Of_Actions|move action or standard action]] during their turn. The number of extra actions a character may use during a scene is equal to their Power Level.
! class="aligncenter h2cell"|7
 
| class="alignright"|10 m
===Flight===
| class="alignright"|20 m
:''Move action''
| class="alignright"|60 m
:''Self-only power''
| class="alignright"|36 km/h
:''Follow through powers:'' [[Rough_Magic_4e_EN:Powers#Supernatural Flight|Supernatural Flight]]
|-
 
! class="aligncenter h2cell"|8
Flight is a self-only power which permits the character to fly through the air or through a vacuum. For example, the character might have wings, they might wear a jetpack, or they may just be able to fly through sheer force of will. The character's base move, double move, and all-out move while flying are based on their Agility.
| class="alignright"|13 m
 
| class="alignright"|26 m
'''Defying Gravity:''' Rather than flying, some characters run so fast that they can run along any surface without falling, even bodies of water or the underside of bridges. If they stop running, of course, gravity takes over.
| class="alignright"|78 m
| class="alignright"|47 km/h
|-
! class="aligncenter h2cell"|9
| class="alignright"|20 m
| class="alignright"|40 m
| class="alignright"|120 m
| class="alignright"|70 km/h
|-
! class="aligncenter h2cell"|10
| class="alignright"|40 m
| class="alignright"|80 m
| class="alignright"|240 m
| class="alignright"|140 km/h
|}


<div id="Mass Flight"></div>
'''Swinging:''' Some characters "fly" by using a grappling line, a spider web, invisible beams of magnetic force, or some other method of suspension. If the character relies on a form of suspension like this, and there is nothing above the character to attach this "swing line" to, the character is grounded. If the swing line is attached to something which weighs less than the character, the character can pull the object toward them or swing it around. If the object on the other end of the swing line is another character, this requires an Athletics (Brawn) roll against 8 + the other character's Athletics (Brawn).


===Flight, Mass===
:''Move action''
:''Prerequisite:'' [[Rough_Magic_4e_EN:Supernaturals#Flight|Flight]]
:''Follow through powers:'' [[Rough_Magic_4e_EN:Supernaturals#Selective_Mass_Flight|Selective Mass Flight]]


Mass Flight is a self-only, area power which permits the character to take everyone within the affected area with them when they fly.
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
 
|+Table: Flight
A character with Mass Flight does not have to use it at full power. They may fly with everyone within 1 meter, 10 meters, or anywhere up to their maximum area.
 
<div id="Selective Mass Flight"></div>
===Flight, Selective Mass===
:''Move action''
:''Prerequisite:'' [[Rough_Magic_4e_EN:Supernaturals#Mass_Flight|Mass Flight]]
 
Selective Mass Flight is a self-only, area power which permits the character to take everyone within the affected area with them when they fly. Furthermore, it allows the character with the Selective Mass Flight to select who within that area is taken with them, and who is not.
 
A character with Selective Mass Flight does not have to use it at full power. They may fly with selected individuals within 1 meter, 10 meters, or anywhere up to their maximum area.
 
===Force Field===
:''Quick action''
:''Follow through powers:'' [[Rough_Magic_4e_EN:Supernaturals#Bulletproof|Bulletproof]]
 
Force Field is a self-only power which provides protection against normal damage. A character with Force Field adds their Power Level to their combat defense. Force Field is not effective against mental attacks and alteration attacks. Force Field does not stack with conventional armor or powers such as Damage Resistance.
 
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.
 
Unlike Damage Resistance, a Force Field must be activated: if the character goes unconscious, the power turns off. The character may also turn off their Force Field voluntarily, of course.
 
===Growth===
:''Quick action''
 
Growth is a self-only power which permits the character to become physically larger, making them stronger and more massive than normal. The effects of Growth are based on the Power Level of the character. At Power Level 8 and above, the character's hands are so large that they strike entire areas rather than individuals.
 
A character with Growth can change size once per turn, using a quick action. If the character goes unconscious, the character reverts to their normal size.
 
A character with Growth does not have to use it at full power. A character who has Power Level 5, for example, could elect to be merely 3 meters tall rather than their full 9 meters.
 
 
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Growth
|-  
|-  
! class="aligncenter"|Power Level
! class="aligncenter"|Agility
! class="aligncenter"|Height
! class="aligncenter"|Fly
! class="aligncenter"|Reach
! class="aligncenter"|Double Move
! class="aligncenter"|Mass
! class="aligncenter"|All-out Move
! class="aligncenter"|Brawn
! class="aligncenter"|km/h
|-  
|-
| class="aligncenter"|1
! class="aligncenter h2cell"|0
| class="alignright"|0 m
| class="alignright"|0 m
| class="alignright"|0 m
| class="alignright"|0 km/h
|-
! class="aligncenter h2cell"|1
| class="alignright"|2 m
| class="alignright"|4 m
| class="alignright"|12 m
| class="alignright"|7 km/h
|-
! class="aligncenter h2cell-alt"|2
| class="alignright"|4 m
| class="alignright"|4 m
| class="alignright"|2 m
| class="alignright"|8 m
| class="alignright"|980 kg
| class="alignright"|24 m
| class="aligncenter"|+1
| class="alignright"|14 km/h
|-
|-
| class="aligncenter"|2
! class="aligncenter h2cell"|3
| class="alignright"|5 m
| class="alignright"|2 m
| class="alignright"|1,700 kg
| class="aligncenter"|+1
|-  
| class="aligncenter"|3
| class="alignright"|6 m
| class="alignright"|3 m
| class="alignright"|3,100 kg
| class="aligncenter"|+1
|-
| class="aligncenter"|4
| class="alignright"|7 m
| class="alignright"|7 m
| class="alignright"|3 m
| class="alignright"|14 m
| class="alignright"|5,500 kg
| class="alignright"|42 m
| class="aligncenter"|+1
| class="alignright"|25 km/h
|-  
|-
| class="aligncenter"|5
! class="aligncenter h2cell-alt"|4
| class="alignright"|9 m
| class="alignright"|13 m
| class="alignright"|4 m
| class="alignright"|26 m
| class="alignright"|9,800 kg
| class="alignright"|78 m
| class="aligncenter"|+2
| class="alignright"|47 km/h
|-  
|-
| class="aligncenter"|6
! class="aligncenter h2cell"|5
| class="alignright"|10 m
| class="alignright"|40 m
| class="alignright"|5 m
| class="alignright"|80 m
| class="alignright"|17 t
| class="alignright"|240 m
| class="aligncenter"|+2
| class="alignright"|140 km/h
|-  
|-
| class="aligncenter"|7
! class="aligncenter h2cell-alt"|6
| class="alignright"|13 m
| class="alignright"|130 m
| class="alignright"|6 m
| class="alignright"|260 m
| class="alignright"|31 t
| class="alignright"|780 m
| class="aligncenter"|+2
| class="alignright"|470 km/h
|-  
|-
| class="aligncenter"|8
! class="aligncenter h2cell"|7
| class="alignright"|15 m
| class="alignright"|400 m
| class="alignright"|7 m
| class="alignright"|800 m
| class="alignright"|55 t
| class="alignright"|2,400 m
| class="aligncenter"|+2
| class="alignright"|1,400 km/h
|-  
|-
| class="aligncenter"|9
! class="aligncenter h2cell-alt"|8
| class="alignright"|18 m
| class="alignright"|1,300 m
| class="alignright"|9 m
| class="alignright"|2,600 m
| class="alignright"|98 t
| class="alignright"|7,800 m
| class="aligncenter"|+3
| class="alignright"|4,700 km/h
|-  
|-
| class="aligncenter"|10
! class="aligncenter h2cell"|9
| class="alignright"|20 m
| class="alignright"|4 km
| class="alignright"|10 m
| class="alignright"|8 km
| class="alignright"|170 t
| class="alignright"|24 km
| class="aligncenter"|+3
| class="alignright"|14,000 km/h
|}
|-
 
! class="aligncenter h2cell-alt"|10
===Haste===
| class="alignright"|13 km
:''Standard action''
| class="alignright"|26 km
 
| class="alignright"|78 km
Haste is a self-only power which permits the character to perform everyday tasks at a rate much faster than usual. The character's ability to perform mundane tasks extraordinarily quickly is based on their Power Level. For example, a typical book takes about 5 hours to read. A character with Power Level 4 could read it in 7 minutes (5 hours = 300 minutes, 300 minutes / 40 = 7 minutes).
| class="alignright"|47,000 km/h
|-
! class="aligncenter h2cell"|11
| class="alignright"|40 km
| class="alignright"|80 km
| class="alignright"|240 km
| class="alignright"|140,000 km/h
|-
! class="aligncenter h2cell-alt"|12
| class="alignright"|130 km
| class="alignright"|260 km
| class="alignright"|780 km
| class="alignright"|470,000 km/h
|-
! class="aligncenter h2cell"|13
| class="alignright"|400 km
| class="alignright"|800 km
| class="alignright"|2,400 km
| class="alignright"|1,400,000 km/h
|-
! class="aligncenter h2cell-alt"|14
| class="alignright"|1,300 km
| class="alignright"|2,600 km
| class="alignright"|7,800 km
| class="alignright"|4,700,000 km/h
|-
! class="aligncenter h2cell"|15
| class="alignright"|4,000 km
| class="alignright"|8,000 km
| class="alignright"|24,000 km
| class="alignright"|14,000,000 km/h
|-
! class="aligncenter h2cell-alt"|16
| class="alignright"|13,000 km
| class="alignright"|26,000 km
| class="alignright"|78,000 km
| class="alignright"|47,000,000 km/h
|-
! class="aligncenter h2cell"|17
| class="alignright"|40,000 km
| class="alignright"|80,000 km
| class="alignright"|240,000 km
| class="alignright"|140,000,000 km/h
|-
! class="aligncenter h2cell-alt"|18
| class="alignright"|130,000 km
| class="alignright"|260,000 km
| class="alignright"|780,000 km
| class="alignright"|470,000,000 km/h
|-
! class="aligncenter h2cell"|19
| class="alignright"|400,000 km
| class="alignright"|800,000 km
| class="alignright"|2,400,000 km
| class="alignright"|0.99 c
|-
! class="aligncenter h2cell-alt"|20
| class="alignright"|1,300,000 km
| class="alignright"|2,600,000 km
| class="alignright"|7,800,000 km
| class="alignright"|0.9999 c
|-
! class="aligncenter h2cell"|21
| class="alignright"|4,000,000 km
| class="alignright"|8,000,000 km
| class="alignright"|24,000,000 km
| class="alignright"|0.999999 c
|}


Haste only applies to everyday tasks: tasks which are routine or which have no significant penalty for failure. Haste does not enhance the character's combat abilities, nor does it grant any other speed-related powers, such as Regeneration or Super-running.
 
===Force Field===
:''Quick action''
:''Self-only power''
 
Force Field is a self-only power which allows the character to resist normal attacks. The character gains Damage Resistance equal to {{KM4_RESISTANCE_BASE}} plus their Power Level while the Force Field is active. Damage Resistance is not effective against mental attacks and alteration attacks. If the character has more than one source of Damage Resistance, only the highest value applies.
 
The character 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.
 
Force Field must be activated: if the character goes unconscious, the power turns off. The character may also turn off their Force Field voluntarily, of course.
 
===Growth===
:''Quick action''
:''Self-only alteration power''
 
Growth is a self-only alteration power which permits the character to become physically larger, making them stronger and more massive than normal. The effects of Growth are based on the Power Level of the character.
 
A character with Growth can change size once per turn, using a quick action. If the character goes unconscious, the character reverts to their normal size.
 
A character with Growth does not have to use it at full power. A character who has Power Level 5, for example, could elect to be merely 3 meters tall rather than their full 12 meters.
 
When a character using 8 or more ranks of Growth makes a hand-to-hand attack, they may apply that Hand-to-hand Combat attack against everyone within hand-to-hand range of the original target.




{| cellpadding="4" cellspacing="1" class="wikitable zebra"
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Haste
|+Table: Growth
|-  
|-  
! class="aligncenter"|Power Level
! class="aligncenter"|Power Level
! class="aligncenter"|Multiplier
! class="aligncenter"|Height
|-  
! class="aligncenter"|Reach
| class="aligncenter"|1
! class="aligncenter"|Mass
| class="alignright"|10
! class="aligncenter"|Brawn
|-  
|-
| class="aligncenter"|2
! class="aligncenter h2cell-alt"|1
| class="alignright"|20
| class="alignright"|3 m
|-  
| class="alignright"|1 m
| class="aligncenter"|3
| class="alignright"|270 kg
| class="alignright"|30
| class="aligncenter"|+1
|-  
|-
| class="aligncenter"|4
! class="aligncenter h2cell"|2
| class="alignright"|40
| class="alignright"|4 m
|-  
| class="alignright"|2 m
| class="aligncenter"|5
| class="alignright"|640 kg
| class="alignright"|60
| class="aligncenter"|+1
|-  
|-
| class="aligncenter"|6
! class="aligncenter h2cell-alt"|3
| class="alignright"|80
| class="alignright"|6 m
|-  
| class="alignright"|3 m
| class="aligncenter"|7
| class="alignright"|2,200 kg
| class="alignright"|120
| class="aligncenter"|+1
|-  
|-
| class="aligncenter"|8
! class="aligncenter h2cell"|4
| class="alignright"|160
| class="alignright"|8 m
|-  
| class="alignright"|4 m
| class="aligncenter"|9
| class="alignright"|5,100 kg
| class="alignright"|240
| class="aligncenter"|+1
|-  
|-
| class="aligncenter"|10
! class="aligncenter h2cell-alt"|5
| class="alignright"|320
| class="alignright"|12 m
|}
| class="alignright"|6 m
 
| class="alignright"|13 t
===Healing===
| class="aligncenter"|+2
:''Standard action''
|-
 
! class="aligncenter h2cell"|6
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 12) Medicine (Power Level) roll to heal the victim's injuries. If the character succeeds at this roll, then 1 Endurance is restored to the victim for every 2 the attack roll succeeds by (exact roll = 1, exact roll + 2 = 2, exact roll + 4 = 3).
| class="alignright"|16 m
 
| class="alignright"|8 m
Healing can remove diseases, pathogens, and poisons from the target. The character with Healing may attempt a moderately difficult (DV 12) Medicine (Reason + Power Level) roll to cure a single disease or purge a single toxin from the victim's system.
| class="alignright"|41 t
 
| class="aligncenter"|+2
===Hold===
|-
:''Standard action''
! class="aligncenter h2cell-alt"|7
 
| class="alignright"|23 m
Hold is a ranged special attack which prevents the target from moving or taking any [[Rough_Magic_4e_EN:Actions|actions]] other than trying to break out of it. Attacking with Hold requires a successful Ranged Combat (Agility + Power Level) roll against 8 + Ranged Combat (Agility) of the target, or 8 + Ranged Combat (Agility + Power Level) of the target if the target has Alteration Resistance. Hold ignores all normal forms of protection such as armor and Damage Resistance. The mechanism which causes the Hold must be specified when this power is purchased. For example, the target might be entangled in webs, encased in ice, or bound by rings of magical force.
| class="alignright"|11 m
 
| class="alignright"|120 t
A character under the effects of Hold is not helpless, but they can't use any move actions until they break free of the power. A restrained character incurs a -3 penalty on all rolls other than rolls to escape the Hold.
| class="aligncenter"|+2
 
|-
To break free of Hold, the restrained character must use a standard action to make a successful Hand-to-hand Combat (Brawn) roll against 8 + Power Level of the attacker. If the restrained character has Strike or Damaging Aura, they may add their Power Level to this roll. If the restrained character succeeds at this roll, they break free of the Hold.
! class="aligncenter h2cell"|8
 
| class="alignright"|32 m
Another character may also attempt to aid the restrained character. To break a restrained character free of Hold, another character must use a standard action to make a successful Hand-to-hand Combat or Ranged Combat roll (using Blast or Strike, for example) against 8 + Power Level of the original attacker. If the character aiding the restrained character succeeds at this roll, the restrained character is broken free of the Hold.
| class="alignright"|16 m
 
| class="alignright"|330 t
If the target has not broken free of the Hold by the end of the scene, then they break free of it shortly thereafter.
| class="aligncenter"|+2
 
|-
===Hyperacuity===
! class="aligncenter h2cell-alt"|9
:''Free action''
| class="alignright"|45 m
 
| class="alignright"|22 m
Hyperacuity is a self-only power which permits the character to make a moderately difficult (DV 12) Perception (Reason) roll to sense details too small, faint, or distant for ordinary human senses to detect. On a successful roll, the character can taste the number of salt grains on a pretzel, read text on a computer display by touching it, see a license plate clearly from kilometers away, identify a person by the sound of their heartbeat, track someone through a city by their scent, and so on.
| class="alignright"|910 t
 
| class="aligncenter"|+3
===Illusion===
|-
:''Standard action''
! class="aligncenter h2cell"|10
| class="alignright"|64 m
| class="alignright"|32 m
| class="alignright"|2,600 t
| class="aligncenter"|+3
|-
! class="aligncenter h2cell-alt"|11
| class="alignright"|90 m
| class="alignright"|45 m
| class="alignright"|7,500 t
| class="aligncenter"|+3
|-
! class="aligncenter h2cell"|12
| class="alignright"|128 m
| class="alignright"|64 m
| class="alignright"|22,000 t
| class="aligncenter"|+3
|-
! class="aligncenter h2cell-alt"|13
| class="alignright"|180 m
| class="alignright"|90 m
| class="alignright"|58,000 t
| class="aligncenter"|+4
|-
! class="aligncenter h2cell"|14
| class="alignright"|256 m
| class="alignright"|128 m
| class="alignright"|180,000 t
| class="aligncenter"|+4
|-
! class="aligncenter h2cell-alt"|15
| class="alignright"|360 m
| class="alignright"|180 m
| class="alignright"|470,000 t
| class="aligncenter"|+4
|-
! class="aligncenter h2cell-alt"|16
| class="alignright"|512 m
| class="alignright"|256 m
| class="alignright"|1,300,000 t
| class="aligncenter"|+4
|-
! class="aligncenter h2cell-alt"|17
| class="alignright"|720 m
| class="alignright"|360 m
| class="alignright"|3,700,000 t
| class="aligncenter"|+5
|-
! class="aligncenter h2cell-alt"|18
| class="alignright"|1 km
| class="alignright"|500 m
| class="alignright"|10,000,000 t
| class="aligncenter"|+5
|-
! class="aligncenter h2cell-alt"|19
| class="alignright"|1 km
| class="alignright"|700 m
| class="alignright"|27,000,000 t
| class="aligncenter"|+5
|-
! class="aligncenter h2cell-alt"|20
| class="alignright"|2 km
| class="alignright"|1 km
| class="alignright"|80,000,000 t
| class="aligncenter"|+5
|-
! class="aligncenter h2cell-alt"|21
| class="alignright"|3 km
| class="alignright"|1 km
| class="alignright"|240,000,000 t
| class="aligncenter"|+6
|}


Illusion is a ranged, area environmental power which 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.


Creating a simple, immobile illusion (a wall, a bridge, and so on) requires a moderately difficult (DV 12) 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 15) Deception (Presence + Power Level) roll, while a city square with moving cars, bicycles, and dozens of people would require an extremely difficult (DV 18) Deception (Presence + Power Level) roll.
===Haste===
:''Standard action''
:''Self-only power''


While the illusions created by this power are completely convincing, they don't actually exist. The bite of an illusory dog will hurt but will not break the skin, the touch of illusory liquid nitrogen will feel cold but 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.
Haste is a self-only power which permits the character to perform everyday tasks at a rate much faster than usual. The character's ability to perform mundane tasks extraordinarily quickly is based on their Power Level. For example, a typical book takes about 5 hours to read. A character with Power Level 4 could read it in 3 minutes (5 hours = 300 minutes, 300 minutes / 100 = 3 minutes).


Anyone who observes an Illusion and who has a good reason to suspect its true nature may attempt a Perception (Reason) roll against the 8 + creator's Power Level. If the Perception (Reason) roll succeeds, the observer sees the Illusion for what it is, and may respond appropriately.
Haste only applies to everyday tasks: tasks which are routine or which have no significant penalty for failure. Haste does not enhance the character's combat abilities, nor does it grant any other speed-related powers, such as Regeneration or Supernatural Running.


'''It's All In Your Mind:''' Normally, the sights and sounds created by the Illusion power can be recorded, seen on cameras, and so on. However, some characters' illusions only affect sentient creatures: cameras and nonsentient robots do not perceive the illusions at all. However, victims of these mental Illusions can be injured by them. Protection powers such as Damage Resistance and Force Field are as effective against these illusory attacks as they would be against the real thing. The damage inflicted can even "kill" the target (rendering them unconscious), but in fact any damage inflicted is [[Rough_Magic_4e_EN:Actions#Stunning|stunning]], and therefore temporary. Characters with Mental Resistance may add their Power Level to their Perception (Reason) rolls to see through such hallucinations.


===Immortality===
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
:''Constant''
|+Table: Haste
 
|-
Immortality is a self-only power which grants the character immunity to the ravages of time. An immortal character will never grow old or die from "natural causes". Additionally, the character is never truly "dead". If the cause of the character's demise is reversed (the stake is pulled from their heart, the poison wears off and loses its toxicity, their dismembered body parts are re-assembled, and so on), the character will begin to recover from their mortal injuries. How long this recovery takes is up to the GM.
! class="aligncenter"|Power Level
 
! class="aligncenter"|Multiplier
Additionally, the player must select a means of permanently killing the character. The means may be relatively obvious, such as burning the character or dissolving them in acid, or it may be obscure and specific to that character, such as destroying a specific portrait of the character that they keep in a vault or stabbing them with a weapon made from the bone of a blood relative.
|-
 
! class="aligncenter h2cell-alt"|1
'''Death Is Preferable:''' Normally, an immortal character stops aging when they reach physical maturity, or shortly thereafter. However, some immortal characters continue to age (albeit at a slower rate), becoming gnarled and withered as the years pass. Such a character looks and feels ancient, although they may still be physically powerful.
| class="alignright"|×3
 
|-
'''Offsite Backup:''' Normally, when an immortal character recovers from "death", they retain all of their memories from events up to and including their demise. If the character's resurrection is facilitated by an external backup, such as a stored clone or a periodic neural upload to an orbiting satellite, there will be a gap between the time of the last "backup" and the character's resurrection.
! class="aligncenter h2cell"|2
 
| class="alignright"|×10
'''Serial Immortality:''' Normally, when an immortal character recovers from "death", they remain essentially unchanged. However, some immortal characters change their appearance and personality to that of a completely new person when they "die", although the knowledge and memories of the character are preserved. For example, the character might be a parasitic organism that possesses a new host when the previous one expires, or the character might have a form of cellular regeneration with unpredictable results. With the GM's approval, even the character's gifts and powers might be changed.
|-
 
! class="aligncenter h2cell-alt"|3
===Intangibility===
| class="alignright"|×32
:''Quick action''
|-
! class="aligncenter h2cell"|4
| class="alignright"|×100
|-
! class="aligncenter h2cell-alt"|5
| class="alignright"|×320
|-
! class="aligncenter h2cell"|6
| class="alignright"|×1,000
|-
! class="aligncenter h2cell-alt"|7
| class="alignright"|×3,200
|-
! class="aligncenter h2cell"|8
| class="alignright"|×10,000
|-
! class="aligncenter h2cell-alt"|9
| class="alignright"|×32,000
|-
! class="aligncenter h2cell"|10
| class="alignright"|×100,000
|-
! class="aligncenter h2cell-alt"|11
| class="alignright"|×320,000
|-
! class="aligncenter h2cell"|12
| class="alignright"|×1,000,000
|-
! class="aligncenter h2cell-alt"|13
| class="alignright"|×3,200,000
|-
! class="aligncenter h2cell"|14
| class="alignright"|×10,000,000
|-
! class="aligncenter h2cell-alt"|15
| class="alignright"|×32,000,000
|-
! class="aligncenter h2cell-alt"|16
| class="alignright"|×100,000,000
|-
! class="aligncenter h2cell-alt"|17
| class="alignright"|×320,000,000
|-
! class="aligncenter h2cell-alt"|18
| class="alignright"|×1,000,000,000
|-
! class="aligncenter h2cell-alt"|19
| class="alignright"|×3,200,000,000
|-
! class="aligncenter h2cell-alt"|20
| class="alignright"|×10,000,000,000
|-
! class="aligncenter h2cell-alt"|21
| class="alignright"|×32,000,000,000
|}


Intangibility is a self-only power which permits the character to move through solid matter as though through water, leaving no trace of their passage. For example, Intangibility could represent a character who is able to control their molecular density, a character who vibrates at a different frequency, or even a character whose body can turn into radiant energy.


A character with Intangibility can change their state once per turn, using a quick action. If the character goes unconscious, the character reverts to their normal state.
===Healing===
:''Standard action''
:''Hand-to-hand alteration power''


A character using Intangibility cannot pass through a force field, nor through any area affected by Power Suppression; other than this, physical objects generally have no effect on a character using Intangibility, or vice versa. An intangible character is immune to most attacks, regardless of the source. However, an intangible character is affected normally by mental powers, and they may use mental powers against others. They also might be affected normally by attacks with unusual special effects. For example, if the character can speak and hear while intangible, they should be affected by sonic attacks, or if they can see normally, they should be affected normally by attacks based on light or shadow. Ultimately, what does and does not affect an intangible character is up to the GM.
Healing is a hand-to-hand alteration power which restores lost Health. The character with Healing may use a standard action to attempt a moderately difficult (DV 12) Medicine (Reason) roll to heal the victim's injuries. If the character succeeds at this roll, then they roll dice based on their Power Level. The target's Health is restored by half of the rolled amount (round down, even if the fraction is more than one-half).


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


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


'''Loophole:''' The character may spend a point of Willpower to affect the world normally while they are intangible (one round in combat, one hour out of combat). However, the character must also define a reasonably common attack type which affects them normally while they are intangible (fire, iron, etc.).
Healing can remove diseases, pathogens, and poisons from the target. The character with Healing may attempt a remarkably difficult (DV 15) Medicine (Reason) roll to cure a single disease or purge a single toxin from the victim's system.


===Invisibility===
===Health Drain===
:''Quick action''
:''Standard action''
 
:''Hand-to-hand alteration attack''
Invisibility 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.
:''Follow through powers:'' [[Rough_Magic_4e_EN:Powers#Health_Theft|Health Theft]]


In hand-to-hand combat, a character who can't see their opponent incurs a -3 penalty on their attack rolls and defense. In ranged combat, a character who can't see their opponent incurs a -3 penalty on their defense, 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 -3 penalty on their attack rolls.
Health Drain is a hand-to-hand alteration attack which inflicts damage to the target's Health. Attacking with Health Drain requires a successful Hand-to-hand Combat (Brawn) roll against 8 + Hand-to-hand Combat (Brawn) of the target. If the attacker succeeds at this roll, then the attacker rolls damage based on their Power Level. The target subtracts their Alteration Resistance from the amount the attacker rolled. The target's Health is reduced by half of the remaining amount (round down, even if the fraction is more than one-half). Health Drain ignores Damage Resistance.


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 8 + the invisible character's Power Level. A character with Clairvoyance or Hyperacuity may add their Power Level to their Reason when attempting to notice a character using Invisibility. If an environmental circumstance might reveal the character's location, the person trying to locate the invisible character gains a +3 bonus 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 -3 penalty on their attack rolls.
{{POWER_LEVEL_DAMAGE_TABLE}}


A character with Invisibility 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 the Invisibility is touching the second character.
The effects of multiple Health Drain attacks are cumulative, but the damage from Health Drain is temporary. It all comes back after the fight is over, when the target has had a chance to rest and recuperate. The damage from Health Drain will also return if the character with Health Drain goes unconscious.


'''Permanent:''' Invisibility usually must be activated: if the character goes unconscious, the power turns off. The character may also turn off their Invisibility voluntarily. However, some characters are unable to turn off their Invisibility; they remain invisible even if rendered unconscious.
===Health Theft===
 
===Mage Sight===
:''Standard action''
:''Standard action''
:''Hand-to-hand alteration attack''
:''Prerequisite:'' [[Rough_Magic_4e_EN:Powers#Health_Drain|Health Drain]]


Mage Sight allows a character to use a standard action to sense the presence of magic and those who can wield it. To perceive a source of magic, the character must succeed at a moderately difficult (DV 12) Perception (Reason) roll. If the target of the magician's attention is another magic-using being, the magician knows their opponent's Power Level. If the target of the sorcerer's attention is a magic object, the magician learns the general purpose of the object's magic, and has a rough idea how to activate it.
Health Theft is a hand-to-hand alteration attack which allows a character to temporarily steal the target's Health. Attacking with Health Theft requires a successful Hand-to-hand Combat (Brawn) roll against 8 + Hand-to-hand Combat (Brawn) of the target. If the attacker succeeds at this roll, then the attacker rolls damage based on their Power Level (see Health Drain). The target subtracts their Alteration Resistance from the amount the attacker rolled. The target's Health is reduced by half of the remaining amount, and the attacker's Health is increased by half of that amount (round down, even if the fraction is more than one-half). Health Theft ignores Damage Resistance.


Mage Sight has other uses, as well. For example, if a character with Mage Sight is being spied upon using Divination, they may use a free action to attempt a remarkably difficult (DV 15) Perception (Reason) roll to notice the fact (a person without Mage Sight does not have the ability to notice when they are being magically spied upon). If they succeed at an extremely difficult (DV 18) Perception (Reason) roll, they also notice whether the person spying on them is in the past, present, or future.
The effects of multiple Health Theft attacks are cumulative, but the maximum amount of Health an attacker can steal is equal to their own Power Level. For example, a character with Power Level 4 could only steal 4 ranks of Health, no matter how many targets they attack with Health Theft.


===Mental Resistance===
The damage from Health Theft is temporary. It all comes back after the fight is over, when the target has had a chance to rest and recuperate. The damage from Health Theft will also return if the character with Health Theft goes unconscious. The character with Health Theft may also return the stolen Health voluntarily, of course.
:''Constant''


Mental Resistance is a self-only power which makes the character resistant to mental attacks and unnatural coercion. A character with Mental Resistance adds their Power Level to their Mental Combat defense. Unlike most supernatural powers, Mental Resistance is sometimes found in otherwise ordinary human beings.
===Hold===
 
===Mind Blast===
:''Standard action''
:''Standard action''
:''Follow through powers:'' [[Rough_Magic_4e_EN:Supernaturals#Mass_Mind_Blast|Mass Mind Blast]]
:''Ranged alteration attack''
[[File:BB3 Mind Blast chart.png|633px]]


Mind Blast is a ranged mental attack which inflicts "stunning" damage. The Mind Blast is typically some form of psychic attack, but it could also be sound, electricity, cold, or even bacteria, and this must be chosen when the Mind Blast power is purchased. Attacking with Mind Blast requires a successful Mental Combat (Presence + Power Level) roll against 8 + Mental Combat (Presence) of the target, or 8 + Mental Combat (Presence + Power Level) of the target if the target has Mental Resistance. If the attacker succeeds at this roll, then the target's Endurance is reduced by 1 for every 4 the attack roll succeeds by (exact roll = 1, exact roll + 4 = 2, exact roll + 8 = 3). Mind Blast ignores all normal forms of protection such as armor and Damage Resistance. Mind Blast only affects sentient creatures: robots, machinery, and animated objects are unaffected by Mind Blast.
Hold is a ranged alteration attack which makes it difficult for a target to move or take any [[Rough_Magic_4e_EN:Actions|actions]] other than trying to break out of it. Attacking with Hold requires a successful Ranged Combat (Agility) roll against 8 + Ranged Combat (Agility) of the target. If the target has Alteration Resistance, they may add it to their defense. Hold ignores Damage Resistance. The mechanism which causes the Hold must be specified when this power is purchased. For example, the target might be entangled in webs, encased in ice, or bound by rings of magical force.


Damage from Mind Blast is temporary. Record it separately; it all comes back after the fight is over, when the character has had a chance to rest and recuperate.
A character under the effects of Hold is not helpless, but they can't use any move actions until they break free of the power. A restrained character incurs a -{{KM4_STANDARD_BONUS}} skill penalty on their defense and on all skill rolls other than rolls to escape the Hold.


<div id="Mass Mind Blast"></div>
To break free of Hold, the restrained character must use a standard action to attempt a successful Survival (Brawn) roll against 8 + Power Level of the attacker. If the restrained character has Strike or Damaging Aura, they may add their Power Level to this roll. If the restrained character succeeds at this roll, they break free of the Hold.
===Mind Blast, Mass===
:''Standard action''
:''Prerequisite:'' [[Rough_Magic_4e_EN:Supernaturals#Mind_Blast|Mind Blast]]
:''Follow through powers:'' [[Rough_Magic_4e_EN:Supernaturals#Selective_Mass_Mind_Blast|Selective Mass Mind Blast]]


Mass Mind Blast is a ranged, area mental attack which inflicts "stunning" damage. The Mass 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 Mass Mind Blast power is purchased. Attacking with Mass Mind Blast requires a successful Mental Combat (Presence + Power Level) roll against 8 + Mental Combat (Presence) of each target in the affected area, or 8 + Mental Combat (Presence + Power Level) of a target if that target has Mental Resistance. If the attacker succeeds at this roll, then the target's Endurance is reduced by 1 for every 4 the attack roll succeeds by (exact roll = 1, exact roll + 4 = 2, exact roll + 8 = 3). Mass Mind Blast ignores all normal forms of protection such as armor and Damage Resistance. Mass Mind Blast only affects sentient creatures: robots, machinery, and animated objects are unaffected by Mass Mind Blast.
Another character may also attempt to aid the restrained character. To break a restrained character free of Hold, another character must use a standard action to attempt a Hand-to-hand Combat or Ranged Combat roll (using Blast or Strike, for example) against 8 + Power Level of the original attacker. If the character aiding the restrained character succeeds at this roll, the restrained character is broken free of the Hold.


The attacker rolls once for the attack.
If the target has not broken free of the Hold by the end of the scene, then they break free of it shortly thereafter.


Damage from Mass Mind Blast is temporary. Record it separately; it all comes back after the fight is over, when the character has had a chance to rest and recuperate.
===Hyperacuity===
:''Free action''
:''Self-only power''


<div id="Selective Mass Mind Blast"></div>
Hyperacuity is a self-only power which permits the character to make a moderately difficult (DV 12) Investigation (Reason) roll to sense details too small, faint, or distant for ordinary human senses to detect. On a successful roll, the character can taste the number of salt grains on a pretzel, read text on a computer display by touching it, see a license plate clearly from kilometers away, identify a person by the sound of their heartbeat, track someone through a city by their scent, and so on.


===Mind Blast, Selective Mass===
===Illusion===
:''Standard action''
:''Standard action''
:''Prerequisite:'' [[Rough_Magic_4e_EN:Supernaturals#Mass_Mind_Blast|Mass Mind Blast]]
:''Ranged, area environmental power''


Selective Mass Mind Blast is a ranged, area mental attack which inflicts "stunning" damage. The Selective Mass 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 Selective Mass Mind Blast power is purchased. Attacking with Selective Mass Mind Blast requires a successful Mental Combat (Presence + Power Level) roll against 8 + Mental Combat (Presence) of each selected target in the affected area, or 8 + Mental Combat (Presence + Power Level) of a target if that target has Mental Resistance. If the attacker succeeds at this roll, then the target's Endurance is reduced by 1 for every 4 the attack roll succeeds by (exact roll = 1, exact roll + 4 = 2, exact roll + 8 = 3). Selective Mass Mind Blast ignores all normal forms of protection such as armor and Damage Resistance. Selective Mass Mind Blast only affects sentient creatures: robots, machinery, and animated objects are unaffected by Selective Mass Mind Blast.
Illusion is a ranged, area environmental power which 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 attacker rolls once for the attack.
Creating a simple, immobile illusion (a wall, a bridge, and so on) requires a moderately difficult (DV 12) Deception (Presence) 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 15) Deception (Presence) roll, while a city square with moving cars, bicycles, and dozens of people would require an extremely difficult (DV 18) Deception (Presence) roll.


Damage from Selective Mass Mind Blast is temporary. Record it separately; it all comes back after the fight is over, when the character has had a chance to rest and recuperate.
While the illusions created by this power are completely convincing, they don't actually exist. The bite of an illusory dog will hurt but will not break the skin, the touch of illusory liquid nitrogen will feel cold but 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 will reveal that the apparition is not the genuine article.


===Mind Control===
Anyone who observes an Illusion and who has a good reason to suspect its true nature may attempt a Survival (Reason) roll against 8 + Power Level of the illusionist; if the observer has any unusual senses, they add their Power Level to this roll. If the Survival (Reason) roll succeeds, the observer sees the Illusion for what it is, and may respond appropriately.
:''Standard action''
:''Prerequisite:'' [[Rough_Magic_4e_EN:Supernaturals#Telepathy|Telepathy]]
:''Follow through powers:'' [[Rough_Magic_4e_EN:Supernaturals#Mass_Mind_Control|Mass Mind Control]]


Mind Control is a ranged mental attack which allows a character to influence a living creature's behaviour, forcing the target to obey the character's mental commands. To influence a living creature's behaviour, the character must succeed at a Mental Combat (Presence + Power Level) roll against 8 + Mental Combat (Presence) of the target, or 8 + Mental Combat (Presence + Power Level) of the target if the target has Mental Resistance. Giving a new mental command to the target requires a quick action.
'''It's All In Your Mind:''' Normally, the sights and sounds created by the Illusion power can be recorded, seen on cameras, and so on. However, some characters' illusions only affect sentient creatures: cameras and nonsentient robots do not perceive the illusions at all. However, these mental Illusions can inflict Health damage against those who can perceive them. Damage Resistance is as effective against these illusory attacks as it would be against the real thing. Anyone who observes such an Illusion and who has a good reason to suspect its true nature may attempt a Survival (Presence) roll against 8 + Power Level of the illusionist. Characters with Mental Resistance may add it to their Survival (Presence) rolls to see through such hallucinations.


To break free of Mind Control, the target must use a standard action to make a successful Mental Combat (Presence) roll against 8 + Power Level 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 Mind Control. If the target has not broken free of the Mind Control by the end of the scene, then they break free of it shortly thereafter.
===Immortality===
:''Constant''
:''Self-only power''


'''Obvious:''' Some characters have a "tell" when they have affected someone with their Mind Control, such as the target having glowing eyes. This makes it visually apparent that something is wrong with the target.
Immortality is a self-only power which grants the character immunity to the ravages of time. An immortal character will never grow old or die from "natural causes". Additionally, the character is never truly "dead". If the cause of the character's demise is reversed (the stake is pulled from their heart, the poison wears off and loses its toxicity, their dismembered body parts are re-assembled, and so on), the character will begin to recover from their mortal injuries. How long this recovery takes is up to the GM.


<div id="Mass Mind Control"></div>
Additionally, the player must select a means of permanently killing the character. The means may be relatively obvious, such as burning the character or dissolving them in acid, or it may be obscure and specific to that character, such as destroying a specific portrait of the character that they keep in a vault or stabbing them with a weapon made from the bone of a blood relative.
===Mind Control, Mass===
:''Standard action''
:''Prerequisite:'' [[Rough_Magic_4e_EN:Supernaturals#Mind_Control|Mind Control]]


Mass Mind Control is a ranged, area mental attack which allows a character to influence the behaviour of everyone within the affected area, forcing them to obey the character's commands. To influence the targets' behaviour, the character must succeed at a Mental Combat (Presence + Power Level) roll against 8 + Mental Combat (Presence) of each target in the affected area, or 8 + Mental Combat (Presence + Power Level) of a target if that target has Mental Resistance. Giving a new mental command to the targets requires a quick action.
'''Death Is Preferable:''' Normally, an immortal character stops aging when they reach physical maturity, or shortly thereafter. However, some immortal characters continue to age (albeit at a slower rate), becoming gnarled and withered as the years pass. Such a character looks and feels ancient, although they may still be physically powerful.


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


To break free of Mass Mind Control, each target must use a standard action to make a successful Mental Combat (Presence) roll against 8 + Power Level of the attacker. If a target has Mental Resistance, they add their Power Level to their roll. If a target succeeds at this roll, they break free of the Mass Mind Control. If a target has not broken free of the Mass Mind Control by the end of the scene, then they break free of it shortly thereafter.
'''Serial Immortality:''' Normally, when an immortal character recovers from "death", they remain essentially unchanged. However, some immortal characters change their appearance and personality to that of a completely new person when they "die", although the knowledge and memories of the character are preserved. For example, the character might be a parasitic organism that possesses a new host when the previous one expires, or the character might have a form of cellular regeneration with unpredictable results. With the GM's approval, even the character's gifts and powers might be changed.
 
===Intangibility===
:''Quick action''
:''Self-only alteration power''


===Mind Hold===
Intangibility is a self-only alteration power which permits the character to move through solid matter as though through water, leaving no trace of their passage. For example, Intangibility could represent a character who is able to control their molecular density, a character who vibrates at a different frequency, or even a character whose body can turn into radiant energy.
:''Standard action''
 
A character with Intangibility can change their state once per turn, using a quick action. If the character goes unconscious, the character reverts to their normal state.


Mind Hold is a ranged mental attack which makes it difficult for a target to move, think, or take any [[Rough_Magic_4e_EN:Actions|actions]] other than trying to break out of it. Attacking with Mind Hold requires a successful Mental Combat (Presence + Power Level) roll against 8 + Mental Combat (Presence) of the target, or 8 + Mental Combat (Presence + Power Level) of the target if the target has Mental Resistance. The mechanism which causes the Mind Hold must be specified when this power is purchased. For example, the target might be frozen in time, hypnotized, or they could be sedated by some form of toxic gas.
A character using Intangibility cannot pass through a force field, nor through any area affected by Power Drain; other than this, physical objects generally have no effect on a character using Intangibility, or vice versa. An intangible character is immune to most attacks, regardless of the source. However, an intangible character is affected normally by mental powers, and they may use mental powers against others. They also might be affected normally by attacks with unusual special effects. For example, if the character can speak and hear while intangible, they should be affected by sonic attacks, or if they can see normally, they should be affected normally by attacks based on light or shadow. Ultimately, what does and does not affect an intangible character is up to the GM.


A character under the effects of Mind Hold is not helpless, but they can't use any move actions until they break free of the power. A restrained character incurs a -3 penalty on all rolls other than rolls to escape the Mind Hold.
A character with Intangibility may make another person (or person-sized object) intangible by touching the other person and then activating the Intangibility power. The Intangibility then affects both characters, but only as long as the character with the Intangibility is touching the second character.


To break free of Mind Hold, the target must use a standard action to make a successful Mental Combat (Presence) roll against 8 + Power Level 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 Mind Hold.
'''Permanent:''' Normally, Intangibility must be activated: if the character goes unconscious, the power turns off. The character may also turn off their Intangibility voluntarily. However, some characters are unable to turn off their Intangibility; they remain intangible even if rendered unconscious.


Another character may also attempt to aid the restrained character. To break a restrained character free of Mind Hold, another character must use a standard action to make a successful Mental Combat roll (using Mind Blast, for example) against 8 + Power Level of the original attacker. If the character aiding the restrained character succeeds at this roll, the restrained character is broken free of the Mind Hold.
'''Poltergeist:''' The character may affect the world normally while they are intangible. However, the character must also define a reasonably common attack type which affects them normally while they are intangible (fire, iron, magic, etc.).


If the target has not broken free of the Mind Hold by the end of the scene, then they break free of it shortly thereafter.
===Invisibility===
:''Quick action''
:''Self-only alteration power''


Mind Hold only affects sentient creatures: robots, machinery, and animated objects are unaffected by Mind Hold.
Invisibility is a self-only alteration 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.


===Night Vision===
Normally, a character who can't see their opponent incurs a -{{KM4_STANDARD_BONUS}} skill penalty on their Hand-to-hand Combat rolls and defense. In ranged combat, a character who can't see their opponent incurs a -{{KM4_STANDARD_BONUS}} skill penalty on their defense, but they usually fail any ranged attacks or mental attacks against an invisible character. However, if the invisible character has used an attack within the last round, then an attacker may make ranged attack rolls against the invisible character with a -{{KM4_STANDARD_BONUS}} skill penalty.
:''Free action''


Night Vision is a self-only power which permits the character to see in pitch darkness as clearly as in daylight. This capacity could be the result of infrared vision, ultraviolet vision, or simply exceptional low-light vision.
If someone is actively looking for the character, the person trying to locate the invisible character must use a quick action to attempt an Investigation (Reason) roll against 8 + Power Level of the invisible character; if the person trying to locate the invisible character has any unusual senses, they add +{{KM4_STANDARD_BONUS}} to this roll. If an environmental circumstance might reveal the character's location, the person trying to locate the invisible character gains a +{{KM4_STANDARD_BONUS}} bonus on their Investigation (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 with a -{{KM4_STANDARD_BONUS}} skill penalty.


===Possession===
A character with Invisibility can activate or deactivate the power once per turn, using a quick action. If the character goes unconscious, the character becomes visible.
:''Standard action''
:''Prerequisite:'' [[Rough_Magic_4e_EN:Supernaturals#Telepathy|Telepathy]]


Possession is a ranged 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 (Presence + Power Level) roll against 8 + Mental Combat (Presence) of the target, or 8 + Mental Combat (Presence + Power Level) of the target if the target has Mental Resistance.
The character may make another person (or person-sized object) invisible by touching the other person, but only as long as the character with the Invisibility is touching the second character.


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


To break free of Possession, the target must use a standard action to make a successful Mental Combat (Presence) roll against 8 + Power Level 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 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.
===Mental Resistance===
:''Constant''
:''Self-only power''


'''Inhabit:''' The power is reduced to hand-to-hand range, but the body of the possessing character actually merges with that of the target for the duration of the possession.
Mental Resistance is a self-only power which allows the character to withstand mental attacks and unnatural coercion. The character gains Mental Resistance equal to {{KM4_RESISTANCE_BASE}} plus their Power Level.


'''Obvious:''' The Possession has a "tell", such as glowing eyes, which makes it visually apparent that something is wrong with the target.
The character's Mental Resistance is subtracted from the mental damage an attacker rolls. If a mental attack does not inflict damage, the character may add their Mental Resistance to their defense. Mental Resistance is not effective against normal attacks and alteration attacks. If the character has more than one source of Mental Resistance, only the highest value applies.


===Power Drain===
===Mind Blast===
:''Standard action''
:''Standard action''
:''Ranged mental attack''


Power Drain is a hand-to-hand alteration attack which inflicts damage to the target's Power Level attribute. Attacking with Power Drain requires a successful Hand-to-hand Combat (Power Level) roll against 8 + Hand-to-hand Combat (Brawn) of the target, or 8 + Hand-to-hand Combat (Brawn + Power Level) of the target if the target has Alteration Resistance. If the attacker succeeds at this roll, then the target's Power Level is reduced by 1 for every 4 the attack roll succeeds by (exact roll = 1, exact roll + 4 = 2, exact roll + 8 = 3). Power Drain ignores all normal forms of protection such as armor and Damage Resistance. Reducing a character's Power Level to zero renders them unable to activate any of their powers (constant powers are unaffected).
Mind Blast is a ranged mental attack which inflicts Health damage. Attacking with Mind Blast requires a successful Mental Combat (Presence) roll against 8 + Mental Combat (Presence) of the target. If the attacker succeeds at this roll, then the attacker rolls damage based on their Power Level. The target subtracts their Mental Resistance from the amount the attacker rolled. The target's Health is reduced by half of the remaining amount (round down, even if the fraction is more than one-half). Mind Blast ignores Damage Resistance.


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


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


'''Specific Powers:''' A character's Power Drain might be limited to targets with a specific type of powers, such as characters with fire powers or technological powers. If this is the case, the attacker gains a +3 bonus on their Power Drain rolls.
Mind Blast only affects sentient creatures: robots, machinery, and animated objects are unaffected by Mind Blast.


===Power Mimicry===
===Mind Control===
:''Standard action''
:''Standard action''
:''Ranged mental attack''


Power Mimicry is a hand-to-hand alteration attack which allows a character to temporarily copy another character's power and use it themselves. Attributes of 5 or higher are considered powers for this purpose. Attacking with Power Mimicry requires a successful Hand-to-hand Combat (Power Level) roll against 8 + Hand-to-hand Combat (Brawn) of the target, or 8 + Hand-to-hand Combat (Brawn + Power Level) of the target if the target has Alteration Resistance. If the attacker succeeds at this roll, then they gain one of the target's powers for every 4 the attack roll succeeds by (exact roll = 1, exact roll + 4 = 2, exact roll + 8 = 3). Power Mimicry ignores all normal forms of protection such as armor and Damage Resistance.
Mind Control is a ranged mental attack which allows a character to influence a living creature's behaviour, forcing the target to obey the character's commands. To force a creature to obey a spoken command, the character must succeed at a Mental Combat (Presence) roll against 8 + Mental Combat (Presence) of the target. If the target has Mental Resistance, they may add it to their defense. Mind Control ignores Damage Resistance.


The maximum number of powers the character may mimic is equal to their own Power Level. If the character with the Power Mimicry knows what powers the target has, they may choose which powers they copy. Otherwise, the target of the Power Mimicry may choose the order in which their powers are copied. If used against Ultra-power, Power Mimicry copies all of the effects made possible by those powers. For example, if a target has an Ultra-power defined as Powered Armor, and was using this Powered Armor to generate a Force Field, Flight, Blast, and other powers, then a Power Mimicry attack would copy all of these powers simultaneously, in addition to the Ultra-power itself.
The character with Mind Control may give a controlled target a new command with a quick action. If the character with Mind Control also has Telepathy, they may give a controlled character commands telepathically, without requiring an additional roll.


If the character goes unconscious, the Power Mimicry turns off and any mimicked powers are lost. The character may also turn off their Power Mimicry voluntarily, of course. If the character has not turned off their Power Mimicry by the end of the scene, it turns off shortly thereafter.
To break free of Mind Control, the target must use a standard action to attempt a Survival (Presence) roll against 8 + Power Level of the attacker. If the target has Mental Resistance, they may add it to this roll. If the target succeeds at this roll, they break free of the Mind Control. If the target has not broken free of the Mind Control by the end of the scene, then they break free of it shortly thereafter.


'''Specific Powers:''' A character's Power Mimicry might be limited to targets with a specific type of powers, such as characters with fire powers or technological powers. If this is the case, the attacker gains a +3 bonus on their Power Mimicry rolls.  
'''Obvious:''' Some characters have a "tell" when they have affected someone with their Mind Control, such as the target having glowing eyes. This makes it visually apparent that something is wrong with the target.


===Presence Drain===
===Mind Hold===
:''Standard action''
:''Standard action''
:''Ranged mental attack''


Presence Drain is a hand-to-hand alteration attack which inflicts damage to the target's Presence. Attacking with Presence Drain requires a successful Hand-to-hand Combat (Power Level) roll against 8 + Hand-to-hand Combat (Brawn) of the target, or 8 + Hand-to-hand Combat (Brawn + Power Level) of the target if the target has Alteration Resistance. If the attacker succeeds at this roll, then the target's Presence is reduced by 1 for every 4 the attack roll succeeds by (exact roll = 1, exact roll + 4 = 2, exact roll + 8 = 3). Presence Drain ignores all normal forms of protection such as armor and Damage Resistance.
Mind Hold is a ranged mental attack which makes it difficult for a target to move or take any [[Rough_Magic_4e_EN:Actions|actions]] other than trying to break out of it. Attacking with Mind Hold requires a successful Mental Combat (Presence) roll against 8 + Mental Combat (Presence) of the target. If the target has Mental Resistance, they may add it to their defense. Mind Hold ignores Damage Resistance. The mechanism which causes the Mind Hold must be specified when this power is purchased. For example, the target might be frozen in time, hypnotized, or they could be sedated by some form of toxic gas.


The effects of multiple Presence Drain attacks are cumulative, but the damage from Presence Drain is temporary. It all comes back after the fight is over, when the target has had a chance to rest and recuperate. The damage from Presence Drain will also return if the character with Presence Drain goes unconscious.
A character under the effects of Mind Hold is not helpless, but they can't use any move actions until they break free of the power. A restrained character incurs a -{{KM4_STANDARD_BONUS}} skill penalty on their defense and on all skill rolls other than rolls to escape the Mind Hold.


Draining a character's Presence does not reduce their Willpower.
To break free of Mind Hold, the target must use a standard action to attempt a Survival (Presence) roll against 8 + Power Level of the attacker. If the target has Mental Resistance, they may add it to this roll. If the target succeeds at this roll, they break free of the Mind Hold.


===Probability Control===
Another character may also attempt to aid the restrained character. To break a restrained character free of Mind Hold, another character must use a standard action to attempt a Mental Combat roll (using Mind Blast, for example) against 8 + Power Level of the original attacker. If the character aiding the restrained character succeeds at this roll, the restrained character is broken free of the Mind Hold.
:''Free action''


Probability Control is a ranged power which can influence the odds, playing fast and loose with the laws of chance. Probability Control does not allow the character to break the laws of physics or make impossible things happen, but a character with Probability Control can make unlikely events likely and likely events unlikely.
If the target has not broken free of the Mind Hold by the end of the scene, then they break free of it shortly thereafter.


Using Probability Control requires the player to describe a favourable or unfavourable 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 favourable or unfavourable circumstance into game terms is to grant a +3 bonus if the circumstance is favourable for the character attempting the task or to impose a -3 penalty if the circumstance is unfavourable 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 bonus or a -3 penalty: significant, but not game-breaking.
Mind Hold only affects sentient creatures: robots, machinery, and animated objects are unaffected by Mind Hold.


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


'''Conservation Of Probability:''' Normally, there is no karmic debt incurred by a character with Probability Control. However, some characters must maintain parity between events so that the ledgers of karma remain balanced. If such a character uses their power to grant a +3 bonus, for example, they must balance this out with a compensating -3 penalty before the end of the scene. If they don't, the balance will re-assert itself in the following scene in a way that is inconvenient for the character with Probability Control, and the character will be unable to use their power to prevent it.
Night Vision is a self-only power which permits the character to see in pitch darkness as clearly as in daylight. This capacity could be the result of infrared vision, ultraviolet vision, or simply exceptional low-light vision.


===Reason Drain===
===Personal Immunity===
:''Standard action''
:''Constant''
:''Self-only power''


Reason Drain is a hand-to-hand alteration attack which inflicts damage to the target's Reason. Attacking with Reason Drain requires a successful Hand-to-hand Combat (Power Level) roll against 8 + Hand-to-hand Combat (Brawn) of the target, or 8 + Hand-to-hand Combat (Brawn + Power Level) of the target if the target has Alteration Resistance. If the attacker succeeds at this roll, then the target's Reason is reduced by 1 for every 4 the attack roll succeeds by (exact roll = 1, exact roll + 4 = 2, exact roll + 8 = 3). Reason Drain ignores all normal forms of protection such as armor and Damage Resistance.
Personal Immunity is a self-only power which makes the character immune to any undesirable effects of their own powers.


The effects of multiple Reason Drain attacks are cumulative, but the damage from Reason Drain is temporary. It all comes back after the fight is over, when the target has had a chance to rest and recuperate. The damage from Reason Drain will also return if the character with Reason Drain goes unconscious.
===Possession===
:''Standard action''
:''Ranged mental attack''


Draining a character's Reason does not reduce their Willpower.
Possession is a ranged 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 (Presence) roll against 8 + Mental Combat (Presence) of the target. If the target has Mental Resistance, they may add it to their defense. Possession ignores Damage Resistance.


===Regeneration===
While the character is using Possession on another person, their own body collapses into a trance-like state. 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.
:''Standard Action''


Regeneration is a self-only power which accelerates the healing process and allows the character to recover from injury more quickly. Most characters with Regeneration can even regrow lost limbs or damaged organs. A character with Regeneration may use a standard action to attempt a moderately difficult (DV 12) Survival (Power Level) roll. If the character succeeds at this roll, then they regain one point of lost Endurance for every 2 the roll succeeds by (exact roll = 1, exact roll + 2 = 2, exact roll + 4 = 3).
To break free of Possession, the target must use a standard action to attempt a Survival (Presence) roll against 8 + Power Level of the attacker. If the target has Mental Resistance, they may add it to this roll. 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.


If the character with Regeneration is unconscious, then they regain one lost Endurance per minute. If the character with Regeneration is dead, but they also have the Immortality power, then they regain one lost Endurance per hour.
'''Inhabit:''' The power is reduced to hand-to-hand range, but the body of the possessing character actually merges with that of the target for the duration of the possession.


Additionally, the maximum Endurance of a character with Regeneration can't be reduced to zero by an environmental hazard such as dehydration, poison, or pressure. The character's maximum Endurance will always be at least one, regardless of the hostile environmental conditions.
'''Obvious:''' The Possession has a "tell", such as glowing eyes, which makes it visually apparent that something is wrong with the target.


===Sense Auras===
===Power Drain===
:''Standard action''
:''Hand-to-hand alteration attack''
:''Follow through powers:'' [[Rough_Magic_4e_EN:Powers#Power_Theft|Power Theft]]
 
Power Drain is a hand-to-hand alteration attack which inflicts damage to the target's Power Level attribute. Attacking with Power Drain requires a successful Hand-to-hand Combat (Brawn) roll against 8 + Hand-to-hand Combat (Brawn) of the target. If the attacker succeeds at this roll, then the attacker rolls damage based on their Power Level. The target subtracts their Alteration Resistance from the amount the attacker rolled. The target's Power Level is reduced by half of the remaining amount (round down, even if the fraction is more than one-half). Power Drain ignores Damage Resistance. Reducing a character's Power Level to zero renders them unable to activate any of their powers.
 
{{POWER_LEVEL_DAMAGE_TABLE}}
 
 
The mechanism which causes the Power Drain must be specified when this power is purchased. For example, the target might be injected with nanomachines, subjected to an alien energy field, bound by rings of magical force, or they could be shackled with some type of "inhibitor" device.
 
The effects of multiple Power Drain attacks are cumulative, but the damage from Power Drain is temporary. It all comes back after the fight is over, when the target has had a chance to rest and recuperate. The damage from Power Drain will also return if the character with Power Drain goes unconscious.
 
'''Specific Powers:''' A character's Power Drain might be limited to targets with a specific type of powers, such as characters with fire powers or technological powers. If this is the case, the attacker gains a +{{KM4_STANDARD_BONUS}} skill bonus on their Power Drain rolls.
 
===Power Mimicry===
:''Standard action''
:''Standard action''
:''Hand-to-hand alteration attack''
:''Follow through powers:'' [[Rough_Magic_4e_EN:Powers#Power_Theft|Power Theft]]


The character can see the invisible emanations around people and things. Sensing the aura of a person requires a successful Mental Combat (Presence + Power Level) roll against 8 + Mental Combat (Presence) of the target. Sensing the aura of an object is a moderately difficult (DV 12) task. If the character fails this roll, they may not attempt to read that person or object again during this game session.
Power Mimicry is a hand-to-hand alteration attack which allows a character to temporarily copy another character's power and use it themselves. Attributes of 5 or higher are considered powers for this purpose. Attacking with Power Mimicry requires a successful Hand-to-hand Combat (Brawn) roll against 8 + Hand-to-hand Combat (Brawn) of the target. If the attacker succeeds at this roll, then the attacker rolls damage based on their Power Level (see Power Drain). The target subtracts their Alteration Resistance from the amount the attacker rolled. The attacker may mimic a number of the target's powers equal to half of the remaining amount (round down, even if the fraction is more than one-half). Power Mimicry ignores Damage Resistance.


If the character's roll succeeds by 4 or more, they may sense whether the person or object has actively been in league with entities from beyond the mortal world, and whether the aura is "warm" (positive, life affirming) or "cold" (negative, life negating). A typical person's aura is slightly "warm", but even a person with a "cold" aura is not necessarily wicked: they could just be having a bad day.
The maximum number of powers the character may mimic is equal to their own Power Level. If the character with the Power Mimicry knows what powers the target has, they may choose which powers they copy. Otherwise, the target of the Power Mimicry may choose the order in which their powers are copied.


The aura of a character with Mental Resistance is not able to be read. Their aura isn't missing: from the aura-sensing character's point of view, it has the same impression as a failed Mental Combat (Presence + Power Level) roll.
If the character goes unconscious, the Power Mimicry turns off and any mimicked powers are lost. The character may also turn off their Power Mimicry voluntarily, of course. If the character has not turned off their Power Mimicry by the end of the scene, it turns off shortly thereafter.


Sense Auras is never completely reliable: it is primarily a roleplaying power under the control of the GM.
'''Specific Powers:''' A character's Power Mimicry might be limited to targets with a specific type of powers, such as characters with fire powers or technological powers. If this is the case, the attacker gains a +{{KM4_STANDARD_BONUS}} skill bonus on their Power Mimicry rolls.


{| cellpadding="4" cellspacing="1" class="wikitable zebra sortable"
===Power Theft===
|+Table: Typical aura colors
:''Standard action''
|-
:''Hand-to-hand alteration attack''
! class="alignleft"|Color
:''Prerequisite:'' [[Rough_Magic_4e_EN:Powers#Power_Drain|Power Drain]] or [[Rough_Magic_4e_EN:Powers#Power_Mimicry|Power Mimicry]]
! class="alignleft"|Temperament
|-
| class="alignleft"|Red
| class="alignleft"|In a positive light, red indicates a healthy ego: someone powerful, sensual, passionate, and energetic. In a negative light, red indicates anger, an unforgiving nature, or anxiety.
|-
| class="alignleft"|Orange
| class="alignleft"|In a positive light, orange indicates productivity and creativity: someone sociable, detail oriented, and courageous. In a negative light, it can indicate stress and addictions.
|-
| class="alignleft"|Yellow
| class="alignleft"|Indicates optimism, and easy-going nature, inspiration, and intelligence.
|-
| class="alignleft"|Green
| class="alignleft"|Indicates balance, growth, and a willingness to change. It is a strong indication of a love of people, animals, and nature.
|-  
| class="alignleft"|Turquoise
| class="alignleft"|Indicates a sensitive, compassionate nature, that of a healer or a counselor.
|-
| class="alignleft"|Blue
| class="alignleft"|Indicates calm and focus. It is a strong indication of clarity, truthfulness, and an intuitive nature.
|-
| class="alignleft"|Indigo
| class="alignleft"|Indicates deep feeling: someone of profound intuition and sensitivity.
|-
| class="alignleft"|Violet
| class="alignleft"|Indicates a sensitive nature and greater than average psychic potential. May also indicate an artistic temperament.
|-
| class="alignleft"|Lavender
| class="alignleft"|Indicates great vision and imagination.
|}


<div id="Sense Element"></div>
Power Theft is a hand-to-hand alteration attack which allows a character to temporarily steal another character's Power Level. Attacking with Power Theft requires a successful Hand-to-hand Combat (Brawn) roll against 8 + Hand-to-hand Combat (Brawn) of the target. If the attacker succeeds at this roll, then the attacker rolls damage based on their Power Level (see Power Drain). The target subtracts their Alteration Resistance from the amount the attacker rolled. The target's Power Level is reduced by half of the remaining amount, and the attacker's Power Level is increased by half of that amount (round down, even if the fraction is more than one-half). Power Theft ignores Damage Resistance.
===Sense [Element]===
:''Free action''
:''Prerequisite:'' [[Rough_Magic_4e_EN:Supernaturals#Detect_Element|Detect [Element]]]


Sense [Element] is a self-only power which permits the character to perceive, locate, and analyze a substance, material, or energy any time the element is in the character's vicinity. The specific type of force or substance that to be sensed must be chosen when this power is purchased: sense magic, sense metal, sense temporal anomalies, and so on. Obtaining detailed information about the element typically requires a moderately difficult (DV 12) Perception (Reason + Power Level) roll, but the difficulty may be higher depending on the ambient "noise" and how obvious the thing being perceived is. If the thing being perceived is relatively obvious (to someone with the appropriate senses), no roll should be necessary.
The attacker may choose to steal powers from the target instead of stealing the target's Power Level. The attacker rolls damage based on their Power Level, as usual (see Power Drain). The target subtracts their Alteration Resistance from the amount the attacker rolled. Divide the remaining amount by four: this is how many of the target's powers the character steals (round down, even if the fraction is more than one-half). If the character with Power Theft knows what powers the target has, they may choose which powers they steal. Otherwise, the target of the Power Theft may choose the order in which their powers are stolen.


===Shapeshifting===
The effects of multiple Power Theft attacks are cumulative, but the maximum that an attacker can gain is equal to their own Power Level. For example, a character with Power Level 4 could only gain 4 ranks of stolen Power Level, or 4 stolen powers, or 2 ranks of stolen Power Level and 2 stolen powers, no matter how many targets they attack with Power Theft.
:''Quick action''
 
The damage from Power Theft is temporary. It all comes back after the fight is over, when the target has had a chance to rest and recuperate. The damage from Power Theft will also return if the character with Power Theft goes unconscious. The character with Power Theft may also return the stolen Power Level and powers voluntarily, of course.
 
'''Specific Powers:''' A character's Power Theft might be limited to targets with a specific type of powers, such as characters with fire powers or technological powers. If this is the case, the attacker gains a +{{KM4_STANDARD_BONUS}} skill bonus on their Power Theft rolls.
 
===Presence Drain===
:''Standard action''
:''Hand-to-hand alteration attack''
:''Follow through powers:'' [[Rough_Magic_4e_EN:Powers#Presence_Theft|Presence Theft]]
 
Presence Drain is a hand-to-hand alteration attack which inflicts damage to the target's Presence. Attacking with Presence Drain requires a successful Hand-to-hand Combat (Brawn) roll against 8 + Hand-to-hand Combat (Brawn) of the target. If the attacker succeeds at this roll, then the attacker rolls damage based on their Power Level. The target subtracts their Alteration Resistance from the amount the attacker rolled. The target's Presence is reduced by half of the remaining amount (round down, even if the fraction is more than one-half). Presence Drain ignores Damage Resistance.
 
{{POWER_LEVEL_DAMAGE_TABLE}}


Shapeshifting is a self-only power which permits the character to change their shape, appearance, odor, etc., and they may increase or decrease their size by 50%. The character may re-assign their Brawn and Agility to suit their new shape, as long as the total of Brawn + Agility remains the same or lower, and neither attribute exceeds the character's Power Level. Shapeshifting does not give the character any new powers, such as Night Vision or Flight.


A character with Shapeshifting can change shape once per turn, using a quick action. If the character goes unconscious, the character reverts to their normal form.
The effects of multiple Presence Drain attacks are cumulative, but the damage from Presence Drain is temporary. It all comes back after the fight is over, when the target has had a chance to rest and recuperate. The damage from Presence Drain will also return if the character with Presence Drain goes unconscious.


Assuming the shape of a specific person, creature, or object is more difficult than changing into a generic example of a particular shape. If someone is actively looking at the character, or has any reason to suspect that the character is not the genuine article, the person observing the shapeshifted character may attempt a Perception (Reason) roll against 8 + the shapeshifted character's Power Level. If the Perception (Reason) roll is successful, the observer can tell that the shapeshifted character is not who or what they appear to be.
Draining a character's Presence does not reduce their Endurance.


'''Obvious:''' Normally, there is no obvious visual indication that a character is using Shapeshifting. However, some shapeshifters have a "tell", such as glowing eyes, a distinctive color, or the character's normal face, which makes it visually apparent that the character is not in their natural form.
===Presence Theft===
:''Standard action''
:''Hand-to-hand alteration attack''
:''Prerequisite:'' [[Rough_Magic_4e_EN:Powers#Presence_Drain|Presence Drain]]


===Shrinking===
Presence Theft is a hand-to-hand alteration attack which allows a character to temporarily steal the target's Presence. Attacking with Presence Theft requires a successful Hand-to-hand Combat (Brawn) roll against 8 + Hand-to-hand Combat (Brawn) of the target. If the attacker succeeds at this roll, then the attacker rolls damage based on their Power Level (see Presence Drain). The target subtracts their Alteration Resistance from the amount the attacker rolled. The target's Presence is reduced by half of the remaining amount, and the attacker's Presence is increased by half of that amount (round down, even if the fraction is more than one-half). Presence Theft ignores Damage Resistance.
:''Quick action''


Shrinking is a self-only power which permits the character to become smaller and lighter than normal. The effects of Shrinking are based on the Power Level of the character. At Power Level 10, the character can be as small as the diameter of a human hair.
The effects of multiple Presence Theft attacks are cumulative, but the maximum amount of Presence an attacker can steal is equal to their own Power Level. For example, a character with Power Level 4 could only steal 4 ranks of Presence, no matter how many targets they attack with Presence Theft.


A character with Shrinking can change their size once per turn, using a quick action. If the character goes unconscious, the character reverts to their normal size.
The damage from Presence Theft is temporary. It all comes back after the fight is over, when the target has had a chance to rest and recuperate. The damage from Presence Theft will also return if the character with Presence Theft goes unconscious. The character with Presence Theft may also return the stolen Presence voluntarily, of course.


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


===Probability Control===
:''Free action''
:''Ranged power''


{| cellpadding="4" cellspacing="1" class="wikitable zebra"
Probability Control is a ranged power which can influence the odds, playing fast and loose with the laws of chance. Probability Control does not allow the character to break the laws of physics or make impossible things happen, but a character with Probability Control can make unlikely events likely and likely events unlikely.
|+Table: Shrinking
 
|-
Using Probability Control requires the player to describe a favourable or unfavourable circumstance within range 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 decides how this unlikely event impacts the character. The simplest way to translate this favourable or unfavourable circumstance into game terms is to grant a +{{KM4_STANDARD_BONUS}} skill bonus if the circumstance is favourable for the character attempting the task or to impose a -{{KM4_STANDARD_BONUS}} skill penalty if the circumstance is unfavourable 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 +{{KM4_STANDARD_BONUS}} bonus or a -{{KM4_STANDARD_BONUS}} penalty: significant, but not game-breaking.
! class="aligncenter"|Power Level
 
! class="aligncenter"|Height
Probability Control can be used as a free action. The number of times the character can influence probability per scene is equal to the character's Power Level. Probability Control must be used to influence a roll before the roll has been made.
! class="aligncenter"|Agility
 
|-
'''Conservation Of Probability:''' Normally, there is no karmic debt incurred by a character with Probability Control. However, some characters must maintain parity between events so that the ledgers of karma remain balanced. If such a character uses their power to grant a +{{KM4_STANDARD_BONUS}} skill bonus, for example, they must balance this out with a compensating -{{KM4_STANDARD_BONUS}} skill penalty before the end of the scene. If they don't, the balance will re-assert itself in the following scene in a way that is inconvenient for the character with Probability Control, and the character will be unable to use their power to prevent it.
| class="aligncenter"|1
 
| class="alignright"|60 cm
===Radio Communication===
| class="aligncenter"|+1
:''Free action''
|-
:''Self-only power''
| class="aligncenter"|2
 
| class="alignright"|20 cm
Radio Communication is a self-only power which permits the character to send and receive signals over any standard radio frequency.
| class="aligncenter"|+1
 
|-  
'''Encrypted:''' If the character wishes, the communication is difficult to notice for those not involved in the conversation. Anyone not party to the conversation must make a remarkably difficult (DV 15) Investigation (Reason) roll just to notice the conversation, and an extremely difficult (DV 18) Computing (Reason) roll to understand what is being said.
| class="aligncenter"|3
 
| class="alignright"|6 cm
===Reason Drain===
| class="aligncenter"|+1
:''Standard action''
|-
:''Hand-to-hand alteration attack''
| class="aligncenter"|4
:''Follow through powers:'' [[Rough_Magic_4e_EN:Powers#Reason_Theft|Reason Theft]]
| class="alignright"|2 cm
 
| class="aligncenter"|+1
Reason Drain is a hand-to-hand alteration attack which inflicts damage to the target's Reason. Attacking with Reason Drain requires a successful Hand-to-hand Combat (Brawn) roll against 8 + Hand-to-hand Combat (Brawn) of the target. If the attacker succeeds at this roll, then the attacker rolls damage based on their Power Level. The target subtracts their Alteration Resistance from the amount the attacker rolled. The target's Reason is reduced by half of the remaining amount (round down, even if the fraction is more than one-half). Reason Drain ignores Damage Resistance.
|-
 
| class="aligncenter"|5
{{POWER_LEVEL_DAMAGE_TABLE}}
| class="alignright"|6 mm
 
| class="aligncenter"|+2
 
|-  
The effects of multiple Reason Drain attacks are cumulative, but the damage from Reason Drain is temporary. It all comes back after the fight is over, when the target has had a chance to rest and recuperate. The damage from Reason Drain will also return if the character with Reason Drain goes unconscious.
| class="aligncenter"|6
 
| class="alignright"|2 mm
===Reason Theft===
| class="aligncenter"|+2
:''Standard action''
|-
:''Hand-to-hand alteration attack''
| class="aligncenter"|7
:''Prerequisite:'' [[Rough_Magic_4e_EN:Powers#Reason_Drain|Reason Drain]]
| class="alignright"|600 μm
 
| class="aligncenter"|+2
Reason Theft is a hand-to-hand alteration attack which allows a character to temporarily steal the target's Reason. Attacking with Reason Theft requires a successful Hand-to-hand Combat (Brawn) roll against 8 + Hand-to-hand Combat (Brawn) of the target. If the attacker succeeds at this roll, then the attacker rolls damage based on their Power Level (see Reason Drain). The target subtracts their Alteration Resistance from the amount the attacker rolled. The target's Reason is reduced by half of the remaining amount, and the attacker's Reason is increased by half of that amount (round down, even if the fraction is more than one-half). Reason Theft ignores Damage Resistance.
|-
 
| class="aligncenter"|8
The effects of multiple Reason Theft attacks are cumulative, but the maximum amount of Reason an attacker can steal is equal to their own Power Level. For example, a character with Power Level 4 could only steal 4 ranks of Reason, no matter how many targets they attack with Reason Theft.
| class="alignright"|200 μm
 
| class="aligncenter"|+2
The damage from Reason Theft is temporary. It all comes back after the fight is over, when the target has had a chance to rest and recuperate. The damage from Reason Theft will also return if the character with Reason Theft goes unconscious. The character with Reason Theft may also return the stolen Reason voluntarily, of course.
|-
 
| class="aligncenter"|9
===Reflection===
| class="alignright"|60 μm
:''Free action''
| class="aligncenter"|+3
:''Ranged normal attack''
|-
 
| class="aligncenter"|10
Reflection permits the character to use a free action to reflect a ranged normal 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 Ranged Combat (Agility) roll against 8 + Ranged Combat (Agility) of the attack.
| class="alignright"|20 μm
 
| class="aligncenter"|+3
If the Reflection roll fails, the character is struck by the attack, as usual. If the roll succeeds, the damage from the attack is applied to the initial attcker and resolved as usual.
|}
 
===Regeneration===
:''Standard Action''
:''Self-only power''


===Speak With Objects===
Regeneration is a self-only power which accelerates the healing process and allows the character to recover from injury more quickly. Most characters with Regeneration can even regrow lost limbs or damaged organs. A character with Regeneration may use a standard action to roll dice based on their Power Level. The character's Health is restored by half of the remaining amount (round down, even if the fraction is more than one-half).
:''Standard action''


Speak With Objects is a self-only power which permits the character to communicate with inanimate objects in ways that people normally can't. For example, a character with Speak With Objects may communicate with buildings and other artificial structures, non-sentient machines, non-sentient plants and animals, paths and roads, and rocks and stones. To communicate with an inanimate object, the character must succeed at a moderately difficult (DV 12) Diplomacy (Power Level) roll.
{{POWER_LEVEL_DAMAGE_TABLE}}


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 also see into the past, viewing or "reading" the history of items and objects by touching them. Seeing into the past is never completely reliable: this use of Speak With Objects is primarily a roleplaying power under the control of the GM.
Any other time, including when the character with Regeneration is unconscious, they regain one lost Health per minute. If the character with Regeneration is dead, but they also have the Immortality power, they regain one lost Health per minute.


'''Specific Objects:''' Some characters may only communicate with a specific type or types of object. For example, a character attuned to the spirit of cities might only be able to communicate with roads and buildings, while a cyborg might be able to connect to and communicate with computers, at speeds much faster than would otherwise be possible. A character whose Speak With Objects power is limited in this way gains a +3 bonus on their communication roll.
Additionally, the maximum Health of a character with Regeneration can't be reduced to zero by an environmental hazard such as dehydration, poison, or pressure. The character's maximum Health will always be at least one, regardless of the hostile environmental conditions.


===Stretching===
===Sense Auras===
:''Quick action''
:''Standard action''
:''Ranged mental power''


Stretching is a self-only power which permits the character to deform their body and attenuate their extremities. A character with Stretching might have telescoping robotic tentacles, or the character's body may be gelatinous or just fantastically malleable. This increases the character's effective reach, and it permits them to perform tasks and make hand-to-hand attacks at greater distances, based on the character's Power Level. Some characters with Stretching can squeeze under doors and through keyholes. Hand-to-hand Combat rolls made by a Stretching character are based on Brawn, as usual.
The character can see the invisible emanations around people and things. Sensing the aura of a person requires a successful Investigation (Presence) roll against 8 + Mental Combat (Presence) of the target. Sensing the aura of an object is a moderately difficult (DV 12) task. If the character fails this roll, they may not attempt to read that person or object again during that scene.


If the character's roll succeeds by 4 or more, they may sense whether the aura is "warm" (positive, life affirming) or "cold" (negative, life negating). A typical person's aura is slightly "warm", but even a person with a "cold" aura is not necessarily wicked: they could just be having a bad day.


{| cellpadding="4" cellspacing="1" class="wikitable zebra"
Sense Auras is never completely reliable: it is primarily a roleplaying power under the control of the GM.
|+Table: Stretching
 
{| cellpadding="4" cellspacing="1" class="wikitable zebra sortable"
|+Table: Typical aura colors
|-  
|-  
! class="aligncenter"|Power Level
! class="alignleft"|Color
! class="aligncenter"|Reach
! class="alignleft"|Temperament
|-  
|-  
| class="aligncenter"|1
| class="alignleft"|Red
| class="alignright"|1 m
| class="alignleft"|In a positive light, red indicates a healthy ego: someone powerful, sensual, passionate, and energetic. In a negative light, red indicates anger, an unforgiving nature, or anxiety.
|-  
|-  
| class="aligncenter"|2
| class="alignleft"|Orange
| class="alignright"|2 m
| class="alignleft"|In a positive light, orange indicates productivity and creativity: someone sociable, detail oriented, and courageous. In a negative light, it can indicate stress and addictions.
|-  
|-  
| class="aligncenter"|3
| class="alignleft"|Yellow
| class="alignright"|3 m
| class="alignleft"|Indicates optimism, and easy-going nature, inspiration, and intelligence.
|-  
|-  
| class="aligncenter"|4
| class="alignleft"|Green
| class="alignright"|4 m
| class="alignleft"|Indicates balance, growth, and a willingness to change. It is a strong indication of a love of people, animals, and nature.
|-  
|-  
| class="aligncenter"|5
| class="alignleft"|Turquoise
| class="alignright"|6 m
| class="alignleft"|Indicates a sensitive, compassionate nature, that of a healer or a counselor.
|-  
|-  
| class="aligncenter"|6
| class="alignleft"|Blue
| class="alignright"|8 m
| class="alignleft"|Indicates calm and focus. It is a strong indication of clarity, truthfulness, and an intuitive nature.
|-  
|-  
| class="aligncenter"|7
| class="alignleft"|Indigo
| class="alignright"|12 m
| class="alignleft"|Indicates deep feeling: someone of profound intuition and sensitivity.
|-  
|-  
| class="aligncenter"|8
| class="alignleft"|Violet
| class="alignright"|16 m
| class="alignleft"|Indicates a sensitive nature and greater than average psychic potential. May also indicate an artistic temperament.
|-  
|-  
| class="aligncenter"|9
| class="alignleft"|Lavender
| class="alignright"|24 m
| class="alignleft"|Indicates great vision and imagination.
|-
| class="aligncenter"|10
| class="alignright"|32 m
|}
|}


===Strike===
:''Standard action''
:''Follow through powers:'' [[Rough_Magic_4e_EN:Supernaturals#Area_Strike|Area Strike]]
[[File:BB3 Strike chart.png|633px]]


Strike is a hand-to-hand normal attack which inflicts Endurance damage. The Strike could be claws, radiation, cold, a sword, or even darkness or light, and this must be chosen when the Strike power is purchased. Attacking with Strike requires a successful Hand-to-hand Combat (Brawn + Power Level) roll against 8 + Hand-to-hand Combat (Brawn) of the target, or 8 + Hand-to-hand Combat (Brawn + Power Level) of the target if the target has Damage Resistance or Force Field. If the attacker succeeds at this roll, then the target's Endurance is reduced by 1 for every 2 the attack roll succeeds by (exact roll = 1, exact roll + 2 = 2, exact roll + 4 = 3).
<div id="Sense Element"></div>
===Sense [Element]===
:''Free action''
:''Self-only power''


'''Specific Targets:''' Some characters' attacks are specifically tuned to affect only particular targets. For example, the character's Strike might be a toxin which is harmful to living beings, but which does not affect inanimate objects.
Sense [Element] is a self-only power which permits the character to perceive, locate, and analyze a substance, material, or energy. The specific type of force or substance that to be sensed must be chosen when this power is purchased: sense magic, sense metal, sense temporal anomalies, and so on. Obtaining detailed information about the element typically requires a moderately difficult (DV 12) Investigation (Reason) roll, but the difficulty may be higher depending on the ambient "noise" and how obvious the thing being perceived is. If the thing being perceived is relatively obvious (to someone with the appropriate senses), no roll should be necessary.


'''Stunning:''' Some characters' attacks are specifically designed to be non-lethal. Damage from a stunning attack 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.
'''Mage Sight:''' Mage Sight allows a character to use a free action to sense the presence of magic and those who can wield it. To perceive a source of magic, the character must succeed at a moderately difficult (DV 12) Occult (Reason) roll. If the target of the character's attention is a magic object, they learn the general purpose of the object's magic, and they have a rough idea how to activate it. Mage Sight has other uses, as well. For example, if a character with Mage Sight is being spied upon using magic, they may use a free action to attempt a remarkably difficult (DV 15) Occult (Reason) roll to notice the fact. If they succeed at an extremely difficult (DV 18) Occult (Reason) roll, they also notice whether the person scrying on them is in the past, present, or future.


<div id="Area Strike"></div>
===Shapeshifting===
===Strike, Area===
:''Quick action''
:''Standard action''
:''Self-only alteration power''
:''Prerequisite:'' [[Rough_Magic_4e_EN:Supernaturals#Strike|Strike]]
:''Follow through powers:'' [[Rough_Magic_4e_EN:Supernaturals#Selective_Area_Strike|Selective Area Strike]]


Area Strike is a hand-to-hand, area normal attack which inflicts Endurance damage. The Area Strike could be claws, radiation, cold, a sword, or even darkness or light, and this must be chosen when the Area Strike power is purchased. Attacking with Area Strike requires a successful Hand-to-hand Combat (Brawn + Power Level) roll against 8 + Hand-to-hand Combat (Brawn) of each target in the affected area, or 8 + Hand-to-hand Combat (Brawn + Power Level) of a target if that target has Damage Resistance or Force Field. If the attacker succeeds at this roll, then the target's Endurance is reduced by 1 for every 2 the attack roll succeeds by (exact roll = 1, exact roll + 2 = 2, exact roll + 4 = 3).
Shapeshifting is a self-only alteration power which permits the character to change their shape, appearance, odor, etc., and they may increase or decrease their size by 50%. The character may re-assign their Brawn and Agility to suit their new shape, as long as the total of Brawn + Agility remains the same or lower, and neither attribute exceeds the character's Power Level. Shapeshifting does not give the character any new powers, such as Night Vision or Flight.


The attacker rolls once for the attack.
A character with Shapeshifting can change shape once per turn, using a quick action. If the character goes unconscious, the character reverts to their normal form.


<div id="Selective Area Strike"></div>
Assuming the shape of a specific person, creature, or object is more difficult than changing into a generic example of a particular shape. If someone is actively looking at the character, or has any reason to suspect that the character is not the genuine article, the person observing the shapeshifted character may attempt an Investigation (Reason) roll against 8 + Power Level of the shapeshifter; if the observer has any unusual senses, they add +{{KM4_STANDARD_BONUS}} to this roll. If the Investigation (Reason) roll is successful, the observer can tell that the shapeshifted character is not who or what they appear to be.
===Strike, Selective Area===
:''Standard action''
:''Prerequisite:'' [[Rough_Magic_4e_EN:Supernaturals#Area_Strike|Area Strike]]


Selective Area Strike is a hand-to-hand, area normal attack which inflicts Endurance damage. The Area Strike could be claws, radiation, cold, a sword, or even darkness or light, and this must be chosen when the Area Strike power is purchased. Attacking with Area Strike requires a successful Hand-to-hand Combat (Brawn + Power Level) roll against 8 + Hand-to-hand Combat (Brawn) of each selected target in the affected area, or 8 + Hand-to-hand Combat (Brawn + Power Level) of a target if that target has Damage Resistance or Force Field. If the attacker succeeds at this roll, then the target's Endurance is reduced by 1 for every 2 the attack roll succeeds by (exact roll = 1, exact roll + 2 = 2, exact roll + 4 = 3).
'''Obvious:''' Normally, there is no obvious visual indication that a character is using Shapeshifting. However, some shapeshifters have a "tell", such as glowing eyes, a distinctive color, or the character's normal face, which makes it visually apparent that the character is not in their natural form.


The attacker rolls once for the attack.
===Shrinking===
:''Quick action''
:''Self-only alteration power''


===Super-agility===
Shrinking is a self-only alteration power which permits the character to become smaller and lighter than normal. The effects of Shrinking are based on the Power Level of the character. At Power Level 10, the character can be as small as the diameter of a human hair.
:''Constant''


Super-agility is a self-only power which permits the character to attempt Agility tasks of extraordinary difficulty. The character's Power Level is added to their Agility for the purpose of making noncombat skill rolls.
A character with Shrinking can change their size once per turn, using a quick action. If the character goes unconscious, the character reverts to their normal size.


===Super-brawn===
A character with Shrinking does not have to use it at full power. A character who has Power Level 5, for example, could elect to be merely 50 centimeters tall rather than their full 6 millimeters.
:''Constant''
 
Super-brawn is a self-only power which permits the character to attempt Brawn tasks of extraordinary difficulty. The character's Power Level is added to their Brawn for the purpose of making noncombat skill rolls.
 
===Super-flight===
:''Move action''
:''Prerequisite:'' [[Rough_Magic_4e_EN:Supernaturals#Flight|Flight]]
 
Super-flight is a self-only power which permits the character to fly impossibly fast. The character's Power Level is added to their Agility for the purpose of determining their base move, double move, and all-out move.




{| cellpadding="4" cellspacing="1" class="wikitable zebra"
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Super-flight
|+Table: Shrinking
|-  
|-  
! class="aligncenter"|Agility +<br />Power Level
! class="aligncenter"|Power Level
! class="aligncenter"|Fly
! class="aligncenter"|Height
! class="aligncenter"|Double Move
! class="aligncenter"|Agility
! class="aligncenter"|All-out Move
! class="aligncenter"|km/h
|-
|-
! class="aligncenter h2cell"|1
! class="aligncenter h2cell-alt"|1
| class="alignright"|2 m
| class="alignright"|60 cm
| class="alignright"|4 m
| class="aligncenter"|+1
| class="alignright"|12 m
| class="alignright"|7 km/h
|-
|-
! class="aligncenter h2cell"|2
! class="aligncenter h2cell"|2
| class="alignright"|2 m
| class="alignright"|20 cm
| class="alignright"|4 m
| class="aligncenter"|+1
| class="alignright"|12 m
| class="alignright"|7 km/h
|-
|-
! class="aligncenter h2cell"|3
! class="aligncenter h2cell-alt"|3
| class="alignright"|3 m
| class="alignright"|6 cm
| class="alignright"|6 m
| class="aligncenter"|+1
| class="alignright"|18 m
| class="alignright"|11 km/h
|-
|-
! class="aligncenter h2cell"|4
! class="aligncenter h2cell"|4
| class="alignright"|4 m
| class="alignright"|2 cm
| class="alignright"|8 m
| class="aligncenter"|+1
| class="alignright"|24 m
| class="alignright"|14 km/h
|-
|-
! class="aligncenter h2cell"|5
! class="aligncenter h2cell-alt"|5
| class="alignright"|6 m
| class="alignright"|6 mm
| class="alignright"|12 m
| class="aligncenter"|+2
| class="alignright"|36 m
| class="alignright"|22 km/h
|-
|-
! class="aligncenter h2cell"|6
! class="aligncenter h2cell"|6
| class="alignright"|7 m
| class="alignright"|2 mm
| class="alignright"|14 m
| class="aligncenter"|+2
| class="alignright"|42 m
| class="alignright"|25 km/h
|-
|-
! class="aligncenter h2cell"|7
! class="aligncenter h2cell-alt"|7
| class="alignright"|10 m
| class="alignright"|600 μm
| class="alignright"|20 m
| class="aligncenter"|+2
| class="alignright"|60 m
| class="alignright"|36 km/h
|-
|-
! class="aligncenter h2cell"|8
! class="aligncenter h2cell"|8
| class="alignright"|13 m
| class="alignright"|200 μm
| class="alignright"|26 m
| class="aligncenter"|+2
| class="alignright"|78 m
| class="alignright"|47 km/h
|-
|-
! class="aligncenter h2cell"|9
! class="aligncenter h2cell-alt"|9
| class="alignright"|20 m
| class="alignright"|60 μm
| class="alignright"|40 m
| class="aligncenter"|+3
| class="alignright"|120 m
| class="alignright"|70 km/h
|-
|-
! class="aligncenter h2cell"|10
! class="aligncenter h2cell"|10
| class="alignright"|40 m
| class="alignright"|20 μm
| class="alignright"|80 m
| class="aligncenter"|+3
| class="alignright"|240 m
| class="alignright"|140 km/h
|-
|-
! class="aligncenter h2cell"|11
! class="aligncenter h2cell-alt"|11
| class="alignright"|70 m
| class="alignright"|6 μm
| class="alignright"|140 m
| class="aligncenter"|+3
| class="alignright"|420 m
| class="alignright"|250 km/h
|-
|-
! class="aligncenter h2cell"|12
! class="aligncenter h2cell"|12
| class="alignright"|130 m
| class="alignright"|2 μm
| class="alignright"|260 m
| class="aligncenter"|+3
| class="alignright"|780 m
| class="alignright"|470 km/h
|-
|-
! class="aligncenter h2cell"|13
! class="aligncenter h2cell-alt"|13
| class="alignright"|200 m
| class="alignright"|600 nm
| class="alignright"|400 m
| class="aligncenter"|+4
| class="alignright"|1,200 m
| class="alignright"|700 km/h
|-
|-
! class="aligncenter h2cell"|14
! class="aligncenter h2cell"|14
| class="alignright"|400 m
| class="alignright"|200 nm
| class="alignright"|800 m
| class="aligncenter"|+4
| class="alignright"|2,400 m
|-
| class="alignright"|1,400 km/h
! class="aligncenter h2cell-alt"|15
| class="alignright"|60 nm
| class="aligncenter"|+4
|-
|-
! class="aligncenter h2cell"|15
! class="aligncenter h2cell-alt"|16
| class="alignright"|700 m
| class="alignright"|20 nm
| class="alignright"|1,400 m
| class="aligncenter"|+4
| class="alignright"|4,200 m
| class="alignright"|2,500 km/h
|-
|-
! class="aligncenter h2cell"|16
! class="aligncenter h2cell-alt"|17
| class="alignright"|1,300 m
| class="alignright"|6 nm
| class="alignright"|2,600 m
| class="aligncenter"|+5
| class="alignright"|7,800 m
| class="alignright"|4,700 km/h
|-
|-
! class="aligncenter h2cell"|17
! class="aligncenter h2cell-alt"|18
| class="alignright"|2 km
| class="alignright"|2 nm
| class="alignright"|4 km
| class="aligncenter"|+5
| class="alignright"|12 km
| class="alignright"|7,000 km/h
|-
|-
! class="aligncenter h2cell"|18
! class="aligncenter h2cell-alt"|19
| class="alignright"|4 km
| class="alignright"|0.6 nm
| class="alignright"|8 km
| class="aligncenter"|+5
| class="alignright"|24 km
| class="alignright"|14,000 km/h
|-
|-
! class="aligncenter h2cell"|19
! class="aligncenter h2cell-alt"|20
| class="alignright"|7 km
| class="alignright"|0.2 nm
| class="alignright"|14 km
| class="aligncenter"|+5
| class="alignright"|42 km
| class="alignright"|25,000 km/h
|-
|-
! class="aligncenter h2cell"|20
! class="aligncenter h2cell-alt"|21
| class="alignright"|13 km
| class="alignright"|0.06 nm
| class="alignright"|26 km
| class="aligncenter"|+6
| class="alignright"|78 km
| class="alignright"|47,000 km/h
|}
|}


===Super-jumping===
 
===Space Travel===
:''Move action''
:''Move action''
:''Self-only power''


Super-jumping is a self-only power which permits the character to leap impossibly far and fast. For example, the character might have legs like a grasshopper, they might wear rocket-propelled shoes, or they may just have massive and powerful thighs. The character's Power Level is added to their Brawn for the purpose of determining the height and distance of the character's long jump.
Space Travel is a self-only power which permits the character to travel into space, visiting distant worlds and returning in a reasonably prompt fashion. Depending on the method used, the character may be able to take others with them. Survival in outer space requires a spaceworthy vehicle or [[Rough_Magic_4e_EN:Powers#Environmental_Immunity|Environmental Immunity]]. Space Travel is a plot dependent power and may not always be available, at the GM's discretion.


===Speak With Objects===
:''Standard action''
:''Self-only power''


{| cellpadding="4" cellspacing="1" class="wikitable zebra"
Speak With Objects is a self-only power which permits the character to communicate with inanimate objects in ways that people normally can't. For example, a character with Speak With Objects may communicate with buildings and other artificial structures, non-sentient machines, non-sentient plants and animals, paths and roads, and rocks and stones. To communicate with an inanimate object, the character must succeed at a moderately difficult (DV 12) Diplomacy (Presence) roll.
|+Table: Super-lifting and Super-jumping
 
|-  
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.
! class="aligncenter" rowspan="2"|Brawn +<br />Power Level
 
! class="aligncenter" colspan="3"|Super-lifting
The character can also see into the past, viewing or "reading" the history of items and objects by touching them. Seeing into the past is a plot dependent power and may not always be available, at the GM's discretion.
! class="aligncenter" rowspan="2"|Super-jumping
 
|- class="h2row"
'''Specific Objects:''' Some characters may only communicate with a specific type or types of object. For example, a character attuned to the spirit of cities might only be able to communicate with roads and buildings, while a cyborg might be able to connect to and communicate with computers, at speeds much faster than would otherwise be possible. A character whose Speak With Objects power is limited in this way gains a +{{KM4_STANDARD_BONUS}} bonus on their Diplomacy (Presence) roll.
! class="aligncenter"|Lift
 
! class="aligncenter"|Example
===Stretching===
! class="aligncenter"|Throw (25 kg)
:''Quick action''
:''Self-only power''
 
Stretching is a self-only power which permits the character to deform their body and attenuate their extremities. A character with Stretching might have telescoping robotic tentacles, or the character's body may be gelatinous or just fantastically malleable. This increases the character's effective reach, and it permits them to perform tasks and make hand-to-hand attacks at greater distances, based on the character's Power Level. Some characters with Stretching can squeeze under doors and through keyholes. Hand-to-hand Combat rolls made by a Stretching character are based on Brawn, as usual.
 
 
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Stretching
|-  
! class="aligncenter"|Power Level
! class="aligncenter"|Reach
|-
|-
! class="aligncenter h2cell"|0
! class="aligncenter h2cell-alt"|1
| class="alignright"|25 kg
| class="alignright"|2 m
| class="alignleft"|medium dog
| class="alignright"|1 m
| class="alignright"|0 m
|-
|-
! class="aligncenter h2cell"|1
! class="aligncenter h2cell"|2
| class="alignright"|35 kg
| class="alignright"|3 m
| class="alignleft"|wood bookcase
| class="alignright"|1 m
| class="alignright"|0 m
|-
|-
! class="aligncenter h2cell"|2
! class="aligncenter h2cell-alt"|3
| class="alignright"|55 kg
| class="alignright"|6 m
| class="alignleft"|pony keg of beer
| class="alignright"|1 m
| class="alignright"|1 m
|-
! class="aligncenter h2cell"|3
| class="alignright"|80 kg
| class="alignleft"|manhole cover
| class="alignright"|2 m
| class="alignright"|1 m
|-
|-
! class="aligncenter h2cell"|4
! class="aligncenter h2cell"|4
| class="alignright"|120 kg
| class="alignright"|10 m
| class="alignleft"|heavy adult
| class="alignright"|2 m
| class="alignright"|1 m
|-
|-
! class="aligncenter h2cell"|5
! class="aligncenter h2cell-alt"|5
| class="alignright"|170 kg
| class="alignright"|18 m
| class="alignleft"|wood table
| class="alignright"|4 m
| class="alignright"|2 m
|-
|-
! class="aligncenter h2cell"|6
! class="aligncenter h2cell"|6
| class="alignright"|260 kg
| class="alignright"|32 m
| class="alignleft"|motorcycle
| class="alignright"|5 m
| class="alignright"|2 m
|-
|-
! class="aligncenter h2cell"|7
! class="aligncenter h2cell-alt"|7
| class="alignright"|380 kg
| class="alignright"|56 m
| class="alignleft"|large desk
| class="alignright"|8 m
| class="alignright"|4 m
|-
|-
! class="aligncenter h2cell"|8
! class="aligncenter h2cell"|8
| class="alignright"|550 kg
| class="alignright"|100 m
| class="alignleft"|grand piano
| class="alignright"|11 m
| class="alignright"|5 m
|-
|-
! class="aligncenter h2cell"|9
! class="aligncenter h2cell-alt"|9
| class="alignright"|980 kg
| class="alignright"|180 m
| class="alignleft"|small car
| class="alignright"|20 m
| class="alignright"|8 m
|-
|-
! class="aligncenter h2cell"|10
! class="aligncenter h2cell"|10
| class="alignright"|1,700 kg
| class="alignright"|320 m
| class="alignleft"|full size car
| class="alignright"|35 m
| class="alignright"|11 m
|-
|-
! class="aligncenter h2cell"|11
! class="aligncenter h2cell-alt"|11
| class="alignright"|3,100 kg
| class="alignright"|560 m
| class="alignleft"|small military helicopter
| class="alignright"|62 m
| class="alignright"|20 m
|-
|-
! class="aligncenter h2cell"|12
! class="aligncenter h2cell"|12
| class="alignright"|5,500 kg
| class="alignright"|1 km
| class="alignleft"|empty dump truck
| class="alignright"|110 m
| class="alignright"|35 m
|-
|-
! class="aligncenter h2cell"|13
! class="aligncenter h2cell-alt"|13
| class="alignright"|9,800 kg
| class="alignright"|2 km
| class="alignleft"|armored car
| class="alignright"|200 m
| class="alignright"|62 m
|-
|-
! class="aligncenter h2cell"|14
! class="aligncenter h2cell"|14
| class="alignright"|17 t
| class="alignright"|3 km
| class="alignleft"|tractor-trailer
|-
| class="alignright"|350 m
! class="aligncenter h2cell-alt"|15
| class="alignright"|110 m
| class="alignright"|6 km
|-
|-
! class="aligncenter h2cell"|15
! class="aligncenter h2cell-alt"|16
| class="alignright"|31 t
| class="alignright"|10 km
| class="alignleft"|private jet
| class="alignright"|620 m
| class="alignright"|200 m
|-
|-
! class="aligncenter h2cell"|16
! class="aligncenter h2cell-alt"|17
| class="alignright"|55 t
| class="alignright"|18 km
| class="alignleft"|loaded tanker truck
| class="alignright"|1,100 m
| class="alignright"|350 m
|-
|-
! class="aligncenter h2cell"|17
! class="aligncenter h2cell-alt"|18
| class="alignright"|98 t
| class="alignright"|32 km
| class="alignleft"|railroad boxcar
| class="alignright"|2,000 m
| class="alignright"|620 m
|-
|-
! class="aligncenter h2cell"|18
! class="aligncenter h2cell-alt"|19
| class="alignright"|170 t
| class="alignright"|56 km
| class="alignleft"|huge mining dump-truck
| class="alignright"|3,500 m
| class="alignright"|1,100 m
|-
|-
! class="aligncenter h2cell"|19
! class="aligncenter h2cell-alt"|20
| class="alignright"|310 t
| class="alignright"|100 km
| class="alignleft"|hydro-electric generator
| class="alignright"|6,200 m
| class="alignright"|2,000 m
|-
|-
! class="aligncenter h2cell"|20
! class="aligncenter h2cell-alt"|21
| class="alignright"|550 t
| class="alignright"|180 km
| class="alignleft"|747 passenger plane
| class="alignright"|11 km
| class="alignright"|3,500 m
|}
|}
#'''Lift''' indicates the greatest weight that the character can "deadlift" (pick up off the ground to the level of the hips). A character carrying or supporting such a weight can take at most one or two steps per round. A character can move normally while carrying a weight corresponding to one less than their Brawn. For example, a character with Brawn 8 could carry up to 380 kg and suffer no penalties to their movement while doing so.
#'''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 Brawn required to lift the object from the character's total Brawn. 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 80 kg (such as a cooperative slender human) up to 4 meters.
#'''Jumps''' indicates the character's standing long jump. With a running long jump, the character's ground movement is added to their long jump distance.


===Super-lifting===
:''Constant''


Super-lifting is a self-only power which permits the character to lift and throw impossibly heavy objects. For example, the character might have control over the force of gravity, they might wear some kind of powered armor, or they may just have massive arm muscles. The character's Power Level is added to their Brawn for the purpose of determining what the character can lift and throw.
===Strike===
:''Standard action''
:''Hand-to-hand normal attack''


===Super-presence===
Strike is a hand-to-hand normal attack which inflicts Health damage. Normally, an unarmed hand-to-hand normal attack inflicts Endurance damage. The Strike could be claws, radiation, cold, a sword, or even darkness or light, and this must be chosen when the Strike power is purchased. Attacking with Strike requires a successful Hand-to-hand Combat (Brawn) roll against 8 + Hand-to-hand Combat (Brawn) of the target. If the attacker succeeds at this roll, then the attacker rolls damage based on their Power Level. The target subtracts their Damage Resistance from the amount the attacker rolled. The target's Health is reduced by the remaining amount.
:''Constant''


Super-presence is a self-only power which permits the character to attempt Presence tasks of extraordinary difficulty. The character's Power Level is added to their Presence for the purpose of making noncombat skill rolls.
{{POWER_LEVEL_DAMAGE_TABLE}}


===Super-running===
'''Specific Targets:''' Some characters' attacks are specifically tuned to affect only particular targets. For example, the character's Strike might be a toxin which is harmful to living beings, but which does not affect inanimate objects.
:''Move action''


Super-running is a self-only power which permits the character to run impossibly fast. For example, the character might have wings on their feet, they might wear rocket-powered roller skates, or they may just move their feet really quickly. The character's Power Level is added to their Agility for the purpose of determining their base move, double move, and all-out move.
'''Stunning:''' Some characters' strikes are nonlethal. The damage is applied to the target's Endurance rather than to their Health. The target recovers their lost Endurance after the fight is over, when the character has had a chance to rest and recuperate.


===Supernatural Endurance===
:''Constant''
:''Self-only power''
Normally, a character's Endurance is equal to their Brawn + Presence. The Endurance of a character with Supernatural Endurance is equal to their Brawn + Presence + Power Level. A permanent change to any of these attributes will increase or decrease the character's Endurance by the same amount.
===Supernatural Flight===
:''Move action''
:''Self-only power''
:''Prerequisite:'' [[Rough_Magic_4e_EN:Powers#Flight|Flight]]
Supernatural Flight is a self-only power which permits the character to add their Power Level to their Agility for the purpose of determining their base move, double move, and all-out move when using Flight.
===Supernatural Health===
:''Constant''
:''Self-only power''
Normally, a character's Health is equal to their Agility + Brawn. The Health of a character with Supernatural Health is equal to their Agility + Brawn + Power Level. A permanent change to any of these attributes will increase or decrease the character's Health by the same amount.
===Supernatural Jumping===
:''Move action''
:''Self-only power''
Supernatural Jumping is a self-only power which permits the character to add their Power Level to their Brawn for the purpose of determining the distance of the character's long jump.
===Supernatural Lifting===
:''Standard action''
:''Self-only power''
Supernatural Lifting is a self-only power which permits the character to add their Power Level to their Brawn for the purpose of determining what the character can lift and throw.


{| cellpadding="4" cellspacing="1" class="wikitable zebra"
===Supernatural Running===
|+Table: Super-running
:''Move action''
|-  
:''Self-only power''
! class="aligncenter"|Agility +<br />Power Level
 
! class="aligncenter"|Walk<br />(Base Move)
Supernatural Running is a self-only power which permits the character to add their Power Level to their Agility for the purpose of determining their base move, double move, and all-out move when walking or running.
! class="aligncenter"|Run<br />(Double Move)
 
! class="aligncenter"|Sprint<br />(All-out Move)
===Supernatural Swimming===
! class="aligncenter"|Sprint<br />(km/h)
:''Move action''
|-
:''Self-only power''
! class="aligncenter h2cell"|1
 
| class="alignright"|2 m
Supernatural Swimming is a self-only power which permits the character to add their Power Level to their Agility for the purpose of determining their base move, double move, and all-out move when swimming.
| class="alignright"|4 m
 
| class="alignright"|12 m
===Supernatural Teleportation===
| class="alignright"|7 km/h
:''Move action''
|-
:''Self-only power''
! class="aligncenter h2cell"|2
:''Prerequisite:'' [[Rough_Magic_4e_EN:Powers#Teleportation|Teleportation]]
| class="alignright"|2 m
 
| class="alignright"|4 m
Supernatural Teleportation is a self-only power which permits the character to double their Power Level for the purpose of determining their base move, double move, and all-out move when using Teleportation.
| class="alignright"|12 m
 
| class="alignright"|7 km/h
===Supernatural Tunneling===
|-
:''Move action''
! class="aligncenter h2cell"|3
:''Self-only power''
| class="alignright"|3 m
:''Prerequisite:'' [[Rough_Magic_4e_EN:Powers#Tunneling|Tunneling]]
| class="alignright"|6 m
 
| class="alignright"|18 m
Supernatural Tunneling is a self-only power which permits the character to double their Power Level for the purpose of determining their base move, double move, and all-out move when using Tunneling.
| class="alignright"|11 km/h
 
|-
===Telekinesis===
! class="aligncenter h2cell"|4
:''Standard action''
| class="alignright"|4 m
:''Ranged normal attack''
| class="alignright"|8 m
 
| class="alignright"|24 m
Telekinesis is a ranged normal attack which permits a character to grapple a character or object without touching it. Attacking with Telekinesis requires a successful Ranged Combat (Agility) roll against 8 + Ranged Combat (Agility) of the target. Grabbing inanimate objects with Telekinesis is generally automatic.
| class="alignright"|14 km/h
 
If the attacker's roll is successful, the target is [[Rough_Magic_4e_EN:Actions#Restrained_Characters|restrained]]. A restrained character is not helpless, but they can't use move actions until they break free of the Telekinesis. A restrained character incurs a -{{KM4_STANDARD_BONUS}} skill penalty on their defense and on all skill 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.
 
'''Psychokinesis:''' The character's Telekinesis is a mental attack rather than a normal one. Attacking with Psychokinesis requires a successful Mental Combat (Presence) roll against 8 + Mental Combat (Presence) of the target. To break free of Psychokinesis, the restrained character must use a standard action to attempt a Survival (Presence) roll against 8 + Power Level of the attacker. If the restrained character has Mental Resistance, they may add it to this roll. If the attacker with Psychokinesis wishes to squeeze the restrained character, they must use a standard action to attempt a Mental Combat (Presence) roll against 8 + Mental Combat (Presence) of the target. If the attacker succeeds at this roll, then the attacker rolls damage based on their Power Level. The target subtracts their Mental Resistance from the amount the attacker rolled. The target's Health is reduced by half of the remaining amount (round down, even if the fraction is more than one-half).
 
 
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Telekinesis
|-  
! class="aligncenter"|Power Level
! class="aligncenter"|Lift
! class="aligncenter"|Example
! class="aligncenter"|Throw 25 kg
|-
|-
! class="aligncenter h2cell"|5
! class="aligncenter h2cell"|0
| class="alignright"|6 m
| class="alignright"|25 kg
| class="alignright"|12 m
| class="alignleft"|medium dog
| class="alignright"|36 m
| class="alignright"|1 m
| class="alignright"|22 km/h
|-
|-
! class="aligncenter h2cell"|6
! class="aligncenter h2cell-alt"|1
| class="alignright"|7 m
| class="alignright"|55 kg
| class="alignright"|14 m
| class="alignleft"|pony keg of beer
| class="alignright"|42 m
| class="alignright"|1 m
| class="alignright"|25 km/h
|-
! class="aligncenter h2cell"|2
| class="alignright"|110 kg
| class="alignleft"|heavy adult
| class="alignright"|2 m
|-
! class="aligncenter h2cell-alt"|3
| class="alignright"|240 kg
| class="alignleft"|motorcycle
| class="alignright"|5 m
|-
|-
! class="aligncenter h2cell"|7
! class="aligncenter h2cell"|4
| class="alignright"|500 kg
| class="alignleft"|grand piano
| class="alignright"|10 m
| class="alignright"|10 m
| class="alignright"|20 m
| class="alignright"|60 m
| class="alignright"|36 km/h
|-
|-
! class="aligncenter h2cell"|8
! class="aligncenter h2cell-alt"|5
| class="alignright"|13 m
| class="alignright"|1,600 kg
| class="alignright"|26 m
| class="alignleft"|full size car
| class="alignright"|78 m
| class="alignright"|32 m
| class="alignright"|47 km/h
|-
|-
! class="aligncenter h2cell"|9
! class="aligncenter h2cell"|6
| class="alignright"|20 m
| class="alignright"|5,000 kg
| class="alignright"|40 m
| class="alignleft"|empty dump truck
| class="alignright"|120 m
| class="alignright"|100 m
| class="alignright"|70 km/h
|-
! class="aligncenter h2cell-alt"|7
| class="alignright"|16 t
| class="alignleft"|tractor-trailer
| class="alignright"|320 m
|-
! class="aligncenter h2cell"|8
| class="alignright"|50 t
| class="alignleft"|loaded tanker truck
| class="alignright"|1,000 m
|-
! class="aligncenter h2cell-alt"|9
| class="alignright"|160 t
| class="alignleft"|huge mining dump-truck
| class="alignright"|3,200 m
|-
|-
! class="aligncenter h2cell"|10
! class="aligncenter h2cell"|10
| class="alignright"|40 m
| class="alignright"|500 t
| class="alignright"|80 m
| class="alignleft"|747 passenger plane
| class="alignright"|240 m
| class="alignright"|10 km
| class="alignright"|140 km/h
|-
|-
! class="aligncenter h2cell"|11
! class="aligncenter h2cell-alt"|11
| class="alignright"|70 m
| class="alignright"|1,600 t
| class="alignright"|140 m
| class="alignleft"|small bridge
| class="alignright"|420 m
| class="alignright"|32 km
| class="alignright"|250 km/h
|-
|-
! class="aligncenter h2cell"|12
! class="aligncenter h2cell"|12
| class="alignright"|130 m
| class="alignright"|5,000 t
| class="alignright"|260 m
| class="alignleft"|Eiffel Tower
| class="alignright"|780 m
| class="alignright"|100 km
| class="alignright"|470 km/h
|-
|-
! class="aligncenter h2cell"|13
! class="aligncenter h2cell-alt"|13
| class="alignright"|200 m
| class="alignright"|16,000 t
| class="alignright"|400 m
| class="alignleft"|long train
| class="alignright"|1,200 m
| class="alignright"|320 km
| class="alignright"|700 km/h
|-
|-
! class="aligncenter h2cell"|14
! class="aligncenter h2cell"|14
| class="alignright"|400 m
| class="alignright"|50,000 t
| class="alignright"|800 m
| class="alignleft"|aircraft carrier
| class="alignright"|2,400 m
| class="alignright"|1,000 km
| class="alignright"|1,400 km/h
|-
! class="aligncenter h2cell-alt"|15
| class="alignright"|160,000 t
| class="alignleft"|large office building
| class="alignright"|3,200 km
|-
|-
! class="aligncenter h2cell"|15
! class="aligncenter h2cell-alt"|16
| class="alignright"|700 m
| class="alignright"|500,000 t
| class="alignright"|1,400 m
| class="alignleft"|ultra large crude carrier
| class="alignright"|4,200 m
| class="alignright"|10,000 km
| class="alignright"|2,500 km/h
|-
|-
! class="aligncenter h2cell"|16
! class="aligncenter h2cell-alt"|17
| class="alignright"|1,300 m
| class="alignright"|1,600,000 t
| class="alignright"|2,600 m
| class="alignleft"|huge skyscraper
| class="alignright"|7,800 m
| class="alignright"|32,000 km
| class="alignright"|4,700 km/h
|-
|-
! class="aligncenter h2cell"|17
! class="aligncenter h2cell-alt"|18
| class="alignright"|2 km
| class="alignright"|5,000,000 t
| class="alignright"|4 km
| class="alignleft"|Great Pyramid of Khufu
| class="alignright"|12 km
| class="alignright"|100,000 km
| class="alignright"|7,000 km/h
|-
|-
! class="aligncenter h2cell"|18
! class="aligncenter h2cell-alt"|19
| class="alignright"|4 km
| class="alignright"|16,000,000 t
| class="alignright"|8 km
| class="alignleft"|Three Gorges Dam
| class="alignright"|24 km
| class="alignright"|320,000 km
| class="alignright"|14,000 km/h
|-
|-
! class="aligncenter h2cell"|19
! class="aligncenter h2cell-alt"|20
| class="alignright"|7 km
| class="alignright"|50,000,000 t
| class="alignright"|14 km
| class="alignleft"|Great Wall Of China
| class="alignright"|42 km
| class="alignright"|1,000,000 km
| class="alignright"|25,000 km/h
|-
|-
! class="aligncenter h2cell"|20
! class="aligncenter h2cell-alt"|21
| class="alignright"|13 km
| class="alignright"|160,000,000 t
| class="alignright"|26 km
| class="alignleft"|mountain
| class="alignright"|78 km
| class="alignright"|3,200,000 km
| class="alignright"|47,000 km/h
|}
|}
#'''Lift''' indicates the greatest weight that a character can "deadlift" with Telekinesis (pick up off the ground to the level of the hips). A character carrying or supporting such a weight with their Telekinesis can take at most one or two steps per turn. A character can move normally while carrying a weight corresponding to one less than their Power Level. For example, a character with Power Level 4 could carry up to 240 kilograms and suffer no penalties to their movement while doing so.
#'''Throw 25 kg''' indicates the farthest distance that a character with Telekinesis could throw a compact object weighing 25 kg. To see how far a character can throw heavier objects, subtract the Power Level required to lift the object from the character's total Power Level. Look up the difference in the "Power Level" column: this indicates how far the character can throw the object. For example, a character with Power Level 4 could throw an object weighing up to 110 kg up to 2 meters.


===Super-swimming===
:''Move action''


Super-swimming is a self-only power which permits the character to swim impossibly fast. For example, the character might have a powerful tail like a dolphin, they might wear turbo-jet boots, or they may just swim really fast. The character's Power Level is added to their Agility for the purpose of determining their base move, double move, and all-out move.
====Breaking Free Of Telekinesis====
 
To break free of Telekinesis, the restrained character must use a standard action to attempt a Survival (Brawn) roll against 8 + Power Level of the attacker. If the target succeeds at this roll, they break free of the Telekinesis. If the restrained character has Strike or Damaging Aura, they may add their Power Level to this roll. 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.


====Hurting A Held Target====


{| cellpadding="4" cellspacing="1" class="wikitable zebra"
If the attacker wishes to squeeze the restrained character, they must use a standard action to attempt a Ranged Combat (Agility) roll against 8 + Ranged Combat (Agility) of the target. If the attacker succeeds at this roll, then the attacker rolls damage based on their Power Level. The target subtracts their Damage Resistance from the amount the attacker rolled. The target's Health is reduced by the remaining amount.
|+Table: Super-swimming
 
{{POWER_LEVEL_DAMAGE_TABLE}}
 
====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 (rounded in the character's favour), 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''
:''Ranged mental attack''
 
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 (Presence) roll against 8 + Mental Combat (Presence) of the target. With a successful 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 incurs a -{{KM4_STANDARD_BONUS}} skill penalty on their Mental Combat (Presence) roll (each memory viewed requires a separate roll).
 
To break free of Telepathy, the target must use a standard action to attempt a Survival (Presence) roll against 8 + Power Level of the attacker. If the target has Mental Resistance, they may add it to this 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 skill 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.
 
===Teleportation===
:''Move action''
:''Self-only power''
:''Follow through powers:'' [[Rough_Magic_4e_EN:Powers#Supernatural Teleportation|Supernatural Teleportation]]
 
Teleportation is a self-only power which permits the 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 based on their Power Level. The character may double-move and all-out move using Teleportation. A character using Teleportation may carry with them whatever they can carry, based on their Brawn. This may include equipment or even other characters.
 
A character using Teleportation cannot re-appear inside of a solid object, nor into any area affected by Power Drain; other than this, objects in the physical world generally have no effect on a character using Teleportation. If a character using Teleportation unknowingly attempts to re-appear inside of a solid object, they lose half of their Health (round down, even if the fraction is more than one-half) and are shunted to the nearest unoccupied space, or the teleportation attempt fails entirely, at the GM's discretion.
 
'''Requires A Medium:''' Some characters may only teleport through a specific medium. For example, a character with electrical powers might only be able to teleport through conductive material. Alternately, the character might only be able to teleport between specific locations. For example, a character attuned to the spirit of cities might only be able to teleport within and between cities, or a character with darkness powers might only be able to teleport within and between dark areas such as shadows. Such a character never needs to worry about appearing inside of a solid object: when they reach their destination, they simply step out of the medium.
 
 
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Teleportation
|-  
|-  
! class="aligncenter"|Agility +<br />Power Level
! class="aligncenter"|Power Level
! class="aligncenter"|Swim<br />(Base Move)
! class="aligncenter"|Base Move
! class="aligncenter"|Fast Swim<br />(Double Move)
! class="aligncenter"|Double Move
! class="aligncenter"|Swim Sprint<br />(All-out Move)
! class="aligncenter"|All-out Move
! class="aligncenter"|Swim Sprint<br />(km/h)
|-
! class="aligncenter h2cell"|1
| class="alignright"|1 m
| class="alignright"|2 m
| class="alignright"|6 m
| class="alignright"|4 km/h
|-
|-
! class="aligncenter h2cell"|2
! class="aligncenter h2cell"|0
| class="alignright"|1 m
| class="alignright"|0 m
| class="alignright"|2 m
| class="alignright"|0 m
| class="alignright"|6 m
| class="alignright"|0 km
| class="alignright"|4 km/h
|-
|-
! class="aligncenter h2cell"|3
! class="aligncenter h2cell"|1
| class="alignright"|2 m
| class="alignright"|2 m
| class="alignright"|4 m
| class="alignright"|4 m
| class="alignright"|12 m
| class="alignright"|7 km
| class="alignright"|7 km/h
|-
|-
! class="aligncenter h2cell"|4
! class="aligncenter h2cell-alt"|2
| class="alignright"|2 m
| class="alignright"|4 m
| class="alignright"|4 m
| class="alignright"|12 m
| class="alignright"|8 m
| class="alignright"|7 km/h
| class="alignright"|14 km
|-
! class="aligncenter h2cell"|3
| class="alignright"|7 m
| class="alignright"|14 m
| class="alignright"|25 km
|-
! class="aligncenter h2cell-alt"|4
| class="alignright"|13 m
| class="alignright"|26 m
| class="alignright"|47 km
|-
|-
! class="aligncenter h2cell"|5
! class="aligncenter h2cell"|5
| class="alignright"|2 m
| class="alignright"|40 m
| class="alignright"|4 m
| class="alignright"|80 m
| class="alignright"|12 m
| class="alignright"|140 km
| class="alignright"|7 km/h
|-
|-
! class="aligncenter h2cell"|6
! class="aligncenter h2cell-alt"|6
| class="alignright"|3 m
| class="alignright"|130 m
| class="alignright"|6 m
| class="alignright"|260 m
| class="alignright"|18 m
| class="alignright"|470 km
| class="alignright"|11 km/h
|-
|-
! class="aligncenter h2cell"|7
! class="aligncenter h2cell"|7
| class="alignright"|3 m
| class="alignright"|400 m
| class="alignright"|6 m
| class="alignright"|800 m
| class="alignright"|18 m
| class="alignright"|1,400 km
| class="alignright"|11 km/h
|-
|-
! class="aligncenter h2cell"|8
! class="aligncenter h2cell-alt"|8
| class="alignright"|4 m
| class="alignright"|1,300 m
| class="alignright"|8 m
| class="alignright"|2,600 m
| class="alignright"|24 m
| class="alignright"|4,700 km
| class="alignright"|14 km/h
|-
|-
! class="aligncenter h2cell"|9
! class="aligncenter h2cell"|9
| class="alignright"|5 m
| class="alignright"|4 km
| class="alignright"|10 m
| class="alignright"|8 km
| class="alignright"|30 m
| class="alignright"|14,000 km
| class="alignright"|18 km/h
|-
|-
! class="aligncenter h2cell"|10
! class="aligncenter h2cell-alt"|10
| class="alignright"|7 m
| class="alignright"|13 km
| class="alignright"|14 m
| class="alignright"|26 km
| class="alignright"|42 m
| class="alignright"|47,000 km
| class="alignright"|25 km/h
|-
|-
! class="aligncenter h2cell"|11
! class="aligncenter h2cell"|11
| class="alignright"|10 m
| class="alignright"|40 km
| class="alignright"|20 m
| class="alignright"|80 km
| class="alignright"|60 m
| class="alignright"|140,000 km
| class="alignright"|36 km/h
|-
! class="aligncenter h2cell-alt"|12
| class="alignright"|130 km
| class="alignright"|260 km
| class="alignright"|470,000 km
|-
|-
! class="aligncenter h2cell"|12
! class="aligncenter h2cell"|13
| class="alignright"|13 m
| class="alignright"|400 km
| class="alignright"|26 m
| class="alignright"|800 km
| class="alignright"|78 m
| class="alignright"|1,400,000 km
| class="alignright"|47 km/h
|-
|-
! class="aligncenter h2cell"|13
! class="aligncenter h2cell-alt"|14
| class="alignright"|17 m
| class="alignright"|1,300 km
| class="alignright"|34 m
| class="alignright"|2,600 km
| class="alignright"|102 m
| class="alignright"|4,700,000 km
| class="alignright"|61 km/h
|-
! class="aligncenter h2cell"|14
| class="alignright"|22 m
| class="alignright"|44 m
| class="alignright"|132 m
| class="alignright"|79 km/h
|-
|-
! class="aligncenter h2cell"|15
! class="aligncenter h2cell"|15
| class="alignright"|30 m
| class="alignright"|4,000 km
| class="alignright"|60 m
| class="alignright"|8,000 km
| class="alignright"|180 m
| class="alignright"|14,000,000 km
| class="alignright"|110 km/h
|-
|-
! class="aligncenter h2cell"|16
! class="aligncenter h2cell-alt"|16
| class="alignright"|40 m
| class="alignright"|13,000 km
| class="alignright"|80 m
| class="alignright"|26,000 km
| class="alignright"|240 m
| class="alignright"|47,000,000 km
| class="alignright"|140 km/h
|-
|-
! class="aligncenter h2cell"|17
! class="aligncenter h2cell"|17
| class="alignright"|50 m
| class="alignright"|40,000 km
| class="alignright"|100 m
| class="alignright"|80,000 km
| class="alignright"|300 m
| class="alignright"|140,000,000 km
| class="alignright"|180 km/h
|-
|-
! class="aligncenter h2cell"|18
! class="aligncenter h2cell-alt"|18
| class="alignright"|70 m
| class="alignright"|130,000 km
| class="alignright"|140 m
| class="alignright"|260,000 km
| class="alignright"|420 m
| class="alignright"|470,000,000 km
| class="alignright"|260 km/h
|-
|-
! class="aligncenter h2cell"|19
! class="aligncenter h2cell"|19
| class="alignright"|100 m
| class="alignright"|400,000 km
| class="alignright"|200 m
| class="alignright"|800,000 km
| class="alignright"|600 m
| class="alignright"|0.99 light years
| class="alignright"|360 km/h
|-
! class="aligncenter h2cell-alt"|20
| class="alignright"|1,300,000 km
| class="alignright"|2,600,000 km
| class="alignright"|0.9999 light years
|-
|-
! class="aligncenter h2cell"|20
! class="aligncenter h2cell"|21
| class="alignright"|130 m
| class="alignright"|4,000,000 km
| class="alignright"|260 m
| class="alignright"|8,000,000 km
| class="alignright"|780 m
| class="alignright"|0.999999 light years
| class="alignright"|470 km/h
|}
|}


===Telekinesis===
:''Standard action''


Telekinesis is a ranged special attack which permits a character to grapple a character or object without touching it. Attacking with Telekinesis requires a successful Ranged Combat (Agiliy + Power Level) roll against 8 + Ranged Combat (Agility) of the target, or 8 + Ranged Combat (Agility + Power Level) of the target if the target has Damage Resistance or Force Field. Grabbing inanimate objects with Telekinesis is generally automatic, unless the GM wants to make it difficult for some reason.
===Time Travel===
:''Move action''
:''Self-only power''


If the attacker's roll is equal to or greater than the defender's roll, the target is [[Rough_Magic_4e_EN:Actions#Restrained_Characters|restrained]]. A restrained character is not helpless, but they can't use move actions until they break free of the Telekinesis. A restrained character incurs a -3 penalty on all rolls other than rolls to escape the Telekinesis.
Time Travel is a self-only power which permits the character to traverse the time stream, stepping into the past or the future. Depending on the method used, the character may be able to take others with them. Whether the time traveler can change the past or simply creates a divergent time stream is a bone of contention among philosophers and temporal physicists (the Kalos Universe generally assumes the latter). Time Travel is a plot dependent power and may not always be available, at the GM's discretion.


The maximum mass the character can lift with their Telekinesis is based on the character's Power Level.
<div id="Transformation Ray"></div>
===[Transformation] Ray===
:''Standard action''
:''Ranged alteration attack''
 
[Transformation] Ray is a ranged alteration attack which allows a character to use a self-only alteration power as an attack. Attacking with [Transformation] Ray requires a successful Ranged Combat (Agility) roll against 8 + Ranged Combat (Agility) of the target. If the target has Alteration Resistance, they may add it to their defense. [Transformation] Ray ignores Damage Resistance.
 
The power being used as an attack is under the control of the character with the [Transformation] Ray power; the target of the ray has no control over the power. The specific personal power to be used as an attack must be chosen when this power is purchased. Available self-only alteration powers which may be used as attacks with [Transformation] Ray are:
 
* [[Rough_Magic_4e_EN:Powers#Density_Control|Density Control]]
* [[Rough_Magic_4e_EN:Powers#Element_Form|[Element] Form]]
* [[Rough_Magic_4e_EN:Powers#Growth|Growth]]
* [[Rough_Magic_4e_EN:Powers#Intangibility|Intangibility]]
* [[Rough_Magic_4e_EN:Powers#Invisibility|Invisibility]]
* [[Rough_Magic_4e_EN:Powers#Shapeshifting|Shapeshifting]]
* [[Rough_Magic_4e_EN:Powers#Shrinking|Shrinking]]
 
To recover from the transformation, the target must use a standard action to attempt a Survival (Brawn) roll against 8 + Power Level of the attacker. If the target has Alteration Resistance, they may add it to this roll. If the target succeeds at this roll, they recover from the transformation. If the target has not recovered from the [Transformation] Ray by the end of the scene, then they recover from it shortly thereafter.
 
===Tunneling===
:''Move action''
:''Self-only power''
:''Follow through powers:'' [[Rough_Magic_4e_EN:Powers#Supernatural Tunneling|Supernatural Tunneling]]
 
Tunneling is a self-only power which permits the character to move through the earth as easily as other people move through water. However, the character is unable to pass through force fields and other energy barriers. The character's base move, double move, and all-out move while tunneling are based on their Power Level.


'''Psychokinesis:''' The character's Telekinesis is a mental attack rather than a normal one. Attacking with Psychokinesis requires a successful Mental Combat (Presence + Power Level) roll against 8 + Mental Combat (Presence) of the target, or 8 + Mental Combat (Presence + Power Level) of the target if the target has Mental Resistance. To break free of Psychokinesis, the restrained character must use a standard action to make a successful Mental Combat (Presence) roll against 8 + Power Level of the attacker; if the restrained character has Mental Resistance, they add their Power Level to this roll. If the attacker with Psychokinesis wishes to squeeze the restrained character, they must use a standard action to make a Mental Combat (Presence + Power Level) roll against 8 + Mental Combat (Presence) of the target, or 8 + Mental Combat (Presence + Power Level) of the target if the target has Mental Resistance. Unlike other mental attacks, Psychokinesis causes normal Endurance damage.
The character may choose to leave a hole through which others may follow, or not, at any time.




{| cellpadding="4" cellspacing="1" class="wikitable zebra"
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Telekinesis
|+Table: Tunneling
|-  
|-  
! class="aligncenter"|Power Level
! class="aligncenter"|Power Level
! class="aligncenter"|Lift
! class="aligncenter"|Base Move
! class="aligncenter"|Example
! class="aligncenter"|Double Move
! class="aligncenter"|Throw (25 kg)
! class="aligncenter"|All-out Move
! class="aligncenter"|km/h
|-
|-
! class="aligncenter h2cell"|0
! class="aligncenter h2cell"|0
| class="alignright"|25 kg
| class="alignright"|0 m
| class="alignleft"|medium dog
| class="alignright"|0 m
| class="alignright"|1 m
| class="alignright"|0 m
| class="alignright"|0 km/h
|-
|-
! class="aligncenter h2cell"|1
! class="aligncenter h2cell"|1
| class="alignright"|35 kg
| class="alignleft"|wood bookcase
| class="alignright"|1 m
| class="alignright"|1 m
| class="alignright"|2 m
| class="alignright"|6 m
| class="alignright"|4 km/h
|-
|-
! class="aligncenter h2cell"|2
! class="aligncenter h2cell-alt"|2
| class="alignright"|55 kg
| class="alignright"|2 m
| class="alignleft"|pony keg of beer
| class="alignright"|4 m
| class="alignright"|1 m
| class="alignright"|12 m
| class="alignright"|7 km/h
|-
|-
! class="aligncenter h2cell"|3
! class="aligncenter h2cell"|3
| class="alignright"|80 kg
| class="alignright"|3 m
| class="alignleft"|manhole cover
| class="alignright"|6 m
| class="alignright"|2 m
| class="alignright"|18 m
| class="alignright"|11 km/h
|-
|-
! class="aligncenter h2cell"|4
! class="aligncenter h2cell-alt"|4
| class="alignright"|120 kg
| class="alignright"|4 m
| class="alignleft"|heavy adult
| class="alignright"|8 m
| class="alignright"|2 m
| class="alignright"|24 m
| class="alignright"|14 km/h
|-
|-
! class="aligncenter h2cell"|5
! class="aligncenter h2cell"|5
| class="alignright"|170 kg
| class="alignright"|13 m
| class="alignleft"|wood table
| class="alignright"|26 m
| class="alignright"|4 m
| class="alignright"|78 m
|-
| class="alignright"|47 km/h
! class="aligncenter h2cell"|6
|-
| class="alignright"|260 kg
! class="aligncenter h2cell-alt"|6
| class="alignleft"|motorcycle
| class="alignright"|40 m
| class="alignright"|5 m
| class="alignright"|80 m
| class="alignright"|240 m
| class="alignright"|140 km/h
|-
|-
! class="aligncenter h2cell"|7
! class="aligncenter h2cell"|7
| class="alignright"|380 kg
| class="alignright"|130 m
| class="alignleft"|large desk
| class="alignright"|260 m
| class="alignright"|8 m
| class="alignright"|780 m
| class="alignright"|470 km/h
|-
|-
! class="aligncenter h2cell"|8
! class="aligncenter h2cell-alt"|8
| class="alignright"|550 kg
| class="alignright"|400 m
| class="alignleft"|grand piano
| class="alignright"|800 m
| class="alignright"|11 m
| class="alignright"|2,400 m
| class="alignright"|1,400 km/h
|-
|-
! class="aligncenter h2cell"|9
! class="aligncenter h2cell"|9
| class="alignright"|980 kg
| class="alignright"|1,300 m
| class="alignleft"|small car
| class="alignright"|2,600 m
| class="alignright"|20 m
| class="alignright"|7,800 m
| class="alignright"|4,700 km/h
|-
|-
! class="aligncenter h2cell"|10
! class="aligncenter h2cell-alt"|10
| class="alignright"|1,700 kg
| class="alignright"|4 km
| class="alignleft"|full size car
| class="alignright"|8 km
| class="alignright"|35 m
| class="alignright"|24 km
| class="alignright"|14,000 km/h
|-
! class="aligncenter h2cell"|11
| class="alignright"|13 km
| class="alignright"|26 km
| class="alignright"|78 km
| class="alignright"|47,000 km/h
|-
! class="aligncenter h2cell-alt"|12
| class="alignright"|40 km
| class="alignright"|80 km
| class="alignright"|240 km
| class="alignright"|140,000 km/h
|-
! class="aligncenter h2cell"|13
| class="alignright"|130 km
| class="alignright"|260 km
| class="alignright"|780 km
| class="alignright"|470,000 km/h
|-
! class="aligncenter h2cell-alt"|14
| class="alignright"|400 km
| class="alignright"|800 km
| class="alignright"|2,400 km
| class="alignright"|1,400,000 km/h
|-
! class="aligncenter h2cell"|15
| class="alignright"|1,300 km
| class="alignright"|2,600 km
| class="alignright"|7,800 km
| class="alignright"|4,700,000 km/h
|-
! class="aligncenter h2cell-alt"|16
| class="alignright"|4,000 km
| class="alignright"|8,000 km
| class="alignright"|24,000 km
| class="alignright"|14,000,000 km/h
|-
! class="aligncenter h2cell"|17
| class="alignright"|13,000 km
| class="alignright"|26,000 km
| class="alignright"|78,000 km
| class="alignright"|47,000,000 km/h
|-
! class="aligncenter h2cell-alt"|18
| class="alignright"|40,000 km
| class="alignright"|80,000 km
| class="alignright"|240,000 km
| class="alignright"|140,000,000 km/h
|-
! class="aligncenter h2cell"|19
| class="alignright"|130,000 km
| class="alignright"|260,000 km
| class="alignright"|780,000 km
| class="alignright"|470,000,000 km/h
|-
! class="aligncenter h2cell-alt"|20
| class="alignright"|400,000 km
| class="alignright"|800,000 km
| class="alignright"|2,400,000 km
| class="alignright"|1,400,000,000 km/h
|-
! class="aligncenter h2cell"|21
| class="alignright"|1,300,000 km
| class="alignright"|2,600,000 km
| class="alignright"|7,800,000 km
| class="alignright"|4,700,000,000 km/h
|}
|}
#'''Lift''' indicates the greatest weight that a character can "deadlift" with Telekinesis (pick up off the ground to the level of the hips). A character carrying or supporting such a weight with their Telekinesis can take at most one or two steps per round. A character can move normally while carrying a weight corresponding to one less than their Power Level. For example, a character with Power Level 8 could carry up to 380 kg and suffer no penalties to their movement while doing so.
#'''Throw (25 kg)''' indicates the farthest distance that a character with Telekinesis could throw a compact object weighing 25 kg. To see how far a character can throw heavier objects, subtract the Power Level required to lift the object from the character's total Power Level. Look up the difference in the "Power Level" column: this indicates how far the character can throw the object. For example, a character with Power Level 8 could throw an object weighing 80 kg (such as a cooperative slender human) up to 4 meters.




====Breaking Free Of Telekinesis====
===X-ray Vision===
 
:''Free action''
To break free of Telekinesis, the restrained character must use a standard action to make a successful Ranged Combat (Brawn) roll against 8 + Power Level of the attacker. 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.
:''Self-only power''
 
====Hurting A Held Target====
 
If the attacker wishes to squeeze the restrained character, they must use a standard action to make a Ranged Combat (Agility + Power Level) roll against 8 + Ranged Combat (Agility) of the target, or 8 + Ranged Combat (Agility + Power Level) of the target if the target has Damage Resistance or Force Field. If the attacker succeeds at this roll, then the target's Endurance is reduced by 1 for every 2 the attack roll succeeds by (exact roll = 1, exact roll + 2 = 2, exact roll + 4 = 3).
 
====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 (rounded in the character's favour), and find the corresponding Power Level for that mass. Subtract that from the Power Level of the attacker, and look up that resulting value in the "Throw" column. This is how far the attacker can move or throw the held character.
 
===Telepathy===
:''Standard action''
:''Follow through powers:'' [[Rough_Magic_4e_EN:Supernaturals#Mind_Control|Mind Control]], [[Rough_Magic_4e_EN:Supernaturals#Possession|Possession]]
[[File:BB3 Telepathy chart.png|633px]]
 
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 (Presence + Power Level) roll against 8 + Mental Combat (Presence) of the target, or 8 + Mental Combat (Presence + Power Level) 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 incurs a -3 penalty on their roll (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 8 + Power Level 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.
X-ray Vision is a self-only power which permits the character to make a moderately difficult (DV 12) Investigation (Reason) roll to see through objects. On a successful roll, they focus their vision at a specific distance, ignoring intervening physical barriers. The player must define a reasonably common substance, material, or energy that the character can't see through.


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.
===Ultra-power===
:''Varies''
:''Self-only power''
:''Prerequisite:'' Four powers with the same unifying theme


===Teleportation===
Ultra-power is a self-only power which permits the character to use any power, one at a time, as long as it belongs to the character's unifying theme. If the power the character wants to use has a prerequisite, the character must have the prerequisite power apart from the Ultra-power.
:''Move action''
 
Teleportation is a self-only power which permits the 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 based on their Agility. The character may double-move and all-out move using Teleportation. A character using Teleportation may carry with them whatever they can carry, based on their Brawn. This may include equipment or even other characters.
 
A character using Teleportation cannot re-appear inside of a solid object, nor into any area affected by Power Suppression; other than this, objects in the physical world generally have no effect on a character using Teleportation. If a character using Teleportation unknowingly attempts to re-appear inside of a solid object, they lose half of their Endurance (rounded in the character's favour) and are shunted to the nearest unoccupied space, or the teleportation attempt fails entirely, at the GM's discretion.
 
'''Requires A Medium:''' Some characters may only teleport through a specific medium. For example, a character with electrical powers might only be able to teleport through conductive material. Alternately, the character might only be able to teleport between specific locations. For example, a character attuned to the spirit of cities might only be able to teleport within and between cities, or a character with darkness powers might only be able to teleport within and between dark areas such as shadows. Such a character never needs to worry about appearing inside of a solid object: when they reach their destination, they simply step out of the medium.
 
 
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Teleportation
|-
! class="aligncenter"|Agility
! class="aligncenter"|Base Move
! class="aligncenter"|Double Move
! class="aligncenter"|All-out Move
|-
! class="aligncenter h2cell"|1
| class="alignright"|2 m
| class="alignright"|4 m
| class="alignright"|7 km
|-
! class="aligncenter h2cell"|2
| class="alignright"|2 m
| class="alignright"|4 m
| class="alignright"|7 km
|-
! class="aligncenter h2cell"|3
| class="alignright"|3 m
| class="alignright"|6 m
| class="alignright"|11 km
|-
! class="aligncenter h2cell"|4
| class="alignright"|4 m
| class="alignright"|8 m
| class="alignright"|14 km
|-
! class="aligncenter h2cell"|5
| class="alignright"|6 m
| class="alignright"|12 m
| class="alignright"|22 km
|-
! class="aligncenter h2cell"|6
| class="alignright"|7 m
| class="alignright"|14 m
| class="alignright"|25 km
|-
! class="aligncenter h2cell"|7
| class="alignright"|10 m
| class="alignright"|20 m
| class="alignright"|36 km
|-
! class="aligncenter h2cell"|8
| class="alignright"|13 m
| class="alignright"|26 m
| class="alignright"|47 km
|-
! class="aligncenter h2cell"|9
| class="alignright"|20 m
| class="alignright"|40 m
| class="alignright"|70 km
|-
! class="aligncenter h2cell"|10
| class="alignright"|40 m
| class="alignright"|80 m
| class="alignright"|140 km
|}
 
===[Transformation] Ray===
:''Standard action''
 
[Transformation] Ray is a is a ranged alteration attack which allows a character to use a personal power as an attack. Attacking with [Transformation] Ray requires a successful Ranged Combat (Agility + 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. [Transformation] Ray ignores all normal forms of protection such as armor and Damage Resistance.
 
The power being used as an attack is under the control of the character with the [Transformation] Ray power; the target of the ray has no control over the power. The specific personal power to be used as an attack must be chosen when this power is purchased. Available personal powers which may be used as attacks with [Transformation] Ray are:
 
* Density Control
* [Element] Form
* Growth
* Intangibility
* Invisibility
* Shapeshifting
* Shrinking
 
To recover from the transformation, the target must use a standard action to make a successful Survival (Presence) 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 transformation. If the target has not recovered from the [Transformation] Ray by the end of the scene, then they recover from it shortly thereafter.
 
===Tunneling===
:''Move action''
 
Tunneling is a self-only power which permits the character to move through the earth as easily as other people move through water. However, the character is unable to pass through force fields and other energy barriers. The character's base move, double move, and all-out move while tunneling are based on their Agility.
 
The character may choose to leave a hole through which others may follow, or not, at any time.
 
 
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Tunneling
|-
! class="aligncenter"|Agility
! class="aligncenter"|Base Move
! class="aligncenter"|Double Move
! class="aligncenter"|All-out Move
! class="aligncenter"|km/h
|-
! class="aligncenter h2cell"|1
| class="alignright"|1 m
| class="alignright"|2 m
| class="alignright"|6 m
| class="alignright"|4 km/h
|-
! class="aligncenter h2cell"|2
| class="alignright"|1 m
| class="alignright"|2 m
| class="alignright"|6 m
| class="alignright"|4 km/h
|-
! class="aligncenter h2cell"|3
| class="alignright"|2 m
| class="alignright"|4 m
| class="alignright"|12 m
| class="alignright"|7 km/h
|-
! class="aligncenter h2cell"|4
| class="alignright"|2 m
| class="alignright"|4 m
| class="alignright"|12 m
| class="alignright"|7 km/h
|-
! class="aligncenter h2cell"|5
| class="alignright"|2 m
| class="alignright"|4 m
| class="alignright"|12 m
| class="alignright"|7 km/h
|-
! class="aligncenter h2cell"|6
| class="alignright"|3 m
| class="alignright"|6 m
| class="alignright"|18 m
| class="alignright"|11 km/h
|-
! class="aligncenter h2cell"|7
| class="alignright"|3 m
| class="alignright"|6 m
| class="alignright"|18 m
| class="alignright"|11 km/h
|-
! class="aligncenter h2cell"|8
| class="alignright"|4 m
| class="alignright"|8 m
| class="alignright"|24 m
| class="alignright"|14 km/h
|-
! class="aligncenter h2cell"|9
| class="alignright"|5 m
| class="alignright"|10 m
| class="alignright"|30 m
| class="alignright"|18 km/h
|-
! class="aligncenter h2cell"|10
| class="alignright"|7 m
| class="alignright"|14 m
| class="alignright"|42 m
| class="alignright"|25 km/h
|}


In order to have Ultra-power, the character must first buy four powers that adhere to a specific unifying theme. Some typical unifying themes for Ultra-power are trick arrows, sorcerous spells, gadgets, mastery of a fundamental force, or a cosmic amulet that lets the user create any solid-energy construct they can imagine. The player can pick any unifying theme they like, subject to the GM's approval.


===Willpower Drain===
The character may apply [[Rough_Magic_4e_EN:Powers#Power_Boosts|power boosts]] to the Ultra-power. If the Ultra-power has a power boost, that power boost may be applied to any power in the Ultra-power.
:''Standard action''


Willpower Drain is a hand-to-hand alteration attack which inflicts damage to the target's Willpower. Attacking with Willpower Drain requires a successful Hand-to-hand Combat (Brawn + Power Level) roll against 8 + Hand-to-hand Combat (Brawn) of the target, or 8 + Hand-to-hand Combat (Brawn + Power Level) of the target if the target has Alteration Resistance. If the attacker succeeds at this roll, then the target's Willpower is reduced by 1 for every 4 the attack roll succeeds by (exact roll = 1, exact roll + 4 = 2, exact roll + 8 = 3). Willpower Drain ignores all normal forms of protection such as armor and Damage Resistance.
==Villain Powers==


The effects of multiple Willpower Drain attacks are cumulative, but the damage from Willpower Drain is temporary. It all comes back after the fight is over, when the target has had a chance to rest and recuperate. The damage from Willpower Drain will also return if the character with Willpower Drain goes unconscious.
Powers can sometimes work quite differently for villains than it does for player characters. For example, a character with Mind Control will rarely be able to maintain their control over a target for more than a few minutes, but a villain might have an NPC under their control for weeks or even years. Villains 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.





Latest revision as of 10:54, 3 April 2024

Arrow up 16x16.png Contents

The world of Rough Magic is home to a variety of supernatural entities, and you can be one of them if you can make it interesting. Keep in mind that if you are a supernatural creature, you will probably be the only one of your kind that you know. Also keep in mind that the vast majority of the world is populated by normal human beings. If they find out that you aren't one of them, you may receive a visit from a crowd of peasants carrying torches.

Supernatural Creatures

According to the Société Impériale de Thaumaturgie, there are six categories of supernatural creatures: abominations, corrupt beasts, elementals, fae, golems, and the undead. According to the SIT, abominations, corrupt beasts, golems, and the undead are the creations (intentionally or not) of unlicensed or incompetent magicians, while elementals and fae are invaders from supernatural realms which border our own. According to the Gallican Church, supernatural creatures do not have souls, and destroying them is an act of God's mercy.

It is not technically illegal to be a supernatural creature in the Empire, but supernatural creatures are often the target of human prejudice, harassment, and worse.

Would you like to create a random supernatural creature? You can!


Table: Random supernatural
Roll 1d6 Type Examples
1 Abomination Doppelgänger, enenra, parasitic oil
2 Corrupt Beast Mermaid, werewolf, yeti
3 Elemental Salamander, sylph, undine
4 Fae Dryad, kitsune, troll
5 Golem Clay, flesh, mechanical
6 Undead Ghoul, vampire, wight

Passing For Human

Most supernatural creatures are easily identified as being nonhuman, but any character you make should be able to pass for human at least some of the time. Supernatural characters who are in any way obviously nonhuman should purchase at least one of the following supernatural powers:

  • Alternate Form
  • Invisibility
  • Shapeshifting

Powers

Below is a list of typical powers found in a Rough Magic game. This list is not exhaustive. A character may well have a power not listed here, 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.

The character's first power costs 1 character point. Buying an additional power costs a number of character points equal to the current number of powers, plus one. For example, buying a fourth power costs 4 points. Any power boosts are added to this cost: one power boost on one power costs 1 point.


Table: Power cost
Quantity Cost
1 1
2 3
3 6
4 10
5 15
6 21
7 28
8 36
9 45
10 55


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

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

If a power affects an area, the radius of the area is dictated by the character's Power Level. This distance is a maximum, not a requirement: a character may choose to target a smaller area.

Similarly, if a power is ranged, the maximum range of the power is dictated by the character's Power Level.

Most powers can be modified in small ways, providing minor advantages or disadvantages to the character. Some examples are provided as a guideline, such as "Swinging" under Flight. Such modifications to a power are subject to the GM's approval.

Types Of Powers

Attack Powers

Each attack, regardless of its source, is one of three types: normal, mental, or alteration.

Most attacks are normal attacks. A normal attack is either hand-to-hand (1 m) or has a range based on the character's Power Level, and it affects a single target. Normal attacks are targeted with and opposed by Ranged Combat (Agility) or Hand-to-hand Combat (Brawn), and they are usually obvious. A successful normal attack reduces the target's current Health (or Endurance, if it is a stunning attack). Damage Resistance is effective against normal attacks. Normal attacks inflict the damage which exceeds the target's Damage Resistance.

Mental attacks are those which affect the target's mind directly. Mental attacks are targeted with and opposed by Mental Combat (Presence), and they are obvious to anyone who has Mental Resistance or mental powers, but they are usually invisible to everyone else. A mental power has a range based on the character's Power Level, and it affects a single target. Damage Resistance is not effective against mental attacks: only Mental Resistance is effective against mental attacks. However, mental attacks inflict half of the damage which exceeds the target's Mental Resistance (round down, even if the fraction is more than one-half, to a minimum of 1).

Alteration attacks are those which transform the target in some way, or which directly affect one of the target's attributes. An alteration power is either hand-to-hand (1 m) or has a range based on the character's Power Level, and it affects a single target. Alteration attacks are targeted with and opposed by the Ranged Combat (Agility) or Hand-to-hand Combat (Brawn), and they are usually obvious. Damage Resistance is not effective against alteration attacks: only Alteration Resistance is effective against alteration attacks. However, alteration attacks inflict half of the damage which exceeds the target's Alteration Resistance (round down, even if the fraction is more than one-half, to a minimum of 1).

If the attacker's attack roll succeeds, the player rolls dice based on the character's Power Level or on the damage rating of the weapon. The target's resistance (Damage Resistance, Mental Resistance, or Alteration Resistance) is deducted from the damage. If the attack is a normal attack, the remaining damage is deducted from the target's Health (or Endurance, if it is a stunning attack). If the attack is an alteration attack or a mental attack, half of the final damage (round down, even if the fraction is more than one-half) is applied to the target (minimum of 1).

If the attack inflicts damage, the effects are essentially permanent, but can be healed. If the attack causes some unusual effect or affects the target in some unusual way, it lasts for the duration of the current scene or conflict. However, an attack that deprives a character of their movement or free will can be opposed.

To "break out" of an attack with an ongoing physical effect, such as blindness or being forced to sleep, the target must use a standard action to attempt a Survival (Brawn) roll against 8 + Power Level of the attacker. If the target has Alteration Resistance, they may add it to this roll.

To "break out" of an attack with an ongoing mental effect, such as mind control, the target must use a standard action to attempt a Survival (Presence) roll against 8 + Power Level of the attacker. If the target has Mental Resistance, they may add it to this roll.

If the target's roll is successful, they recover from the ongoing effect.

Environmental Powers

Powers which alter the environment in some non-damaging way are usually targeted with the Ranged Combat (Agility) skill. The difficulty is typically moderate (DV 12), although more complex uses may incur a higher difficulty. An environmental power typically has a range and an area based on the character's Power Level.

Power Boosts

Each power may have one or more power boosts. Power boosts make the power better, such as making a Blast usable at long range, or making a Damaging Aura affect an area. Like everything, players should discuss any power boosts with the GM, and make sure that the combination makes sense for the character and is suitable for the game.

Each power boost on a power costs one character point, in addition to the cost of the power itself.

Area

An area power affects everyone within a certain distance of the target, based on the character's Power Level. Making a power affect an area does not modify the skill used for the attack, nor the skill used to oppose it. Attacking with an area power requires a successful roll against each target in the affected area. The attacker rolls once for the attack.

The radius of the area is dictated by the character's Power Level. This distance is a maximum, not a requirement: a character may choose to target a smaller area. Also see ×10 Area, which increases the maximum area of a character's area power.

If a power already affects an area, this power boost is superfluous.

Ranged

A ranged power can affect a target up to a certain distance away, based on the character's Power Level. Attacking with a ranged power requires a successful Ranged Combat (Agility) roll against 8 + Ranged Combat (Agility) of the target. Also see ×10 Range, which increases the maximum range of a character's power.

If a power is already ranged, this power boost is superfluous.

Seeking

Seeking allows a character to attack a second time if their first attack is unsuccessful. Making a power seeking does not modify the skill used for the attack, nor the skill used to oppose it. If a seeking attack misses the target, the attack will circle around and try again on the succeeding round. The attacker rolls the attack again as a quick action, but no interaction or attention is required from the attacker for this second attack.

Selective

Selective allows a character to choose who will be affected by an area power, or who won't, each time the area power is used. Making an area power selective does not modify the skill used for the attack, nor the skill used to oppose it. Attacking with a selective area power requires a successful roll against each selected target in the affected area. The attacker rolls once for the attack.

×10 Area

×10 Area expands the maximum area of a character's area power. Each time this power boost is purchased, the maximum area affected by the character's power is multiplied by ten. For example, if the character applies this boost to an area power three times, that power can affect an area up 1,000 times the standard radius granted by the character's Power Level.

×10 Range

×10 Range extends the maximum range of a character's ranged power. Each time this power boost is purchased, the maximum range of the character's power is multiplied by ten. For example, if the character applies this boost to a ranged power three times, that power can affect a target up 1,000 times the standard range granted by the character's Power Level.

Power Descriptions

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

Absorption

Constant
Self-only alteration power

Absorption is a self-only alteration power which permits the character to absorb energy from normal attacks. Whenever the character suffers damage from a normal attack, they gain a +3 skill bonus to their next attack roll or defense.

Agility Drain

Standard action
Hand-to-hand alteration attack
Follow through powers: Agility Theft

Agility Drain is a hand-to-hand alteration attack which inflicts damage to the target's Agility. Attacking with Agility Drain requires a successful Hand-to-hand Combat (Brawn) roll against 8 + Hand-to-hand Combat (Brawn) of the target. If the attacker succeeds at this roll, then the attacker rolls damage based on their Power Level. If the target has Alteration Resistance, they subtract that from the amount the attacker rolled. The target's Agility is reduced by half of the remaining amount (round down, even if the fraction is more than one-half). Agility Drain ignores Damage Resistance.

Table: Power Level Damage
Power Level Damage
1 1d6+1
2 1d6+2
3 1d6+3
4 1d6+4
5 1d6+5
6 1d6+6
7 1d6+7
8 1d6+8
9 1d6+9
10 1d6+10
11 1d6+11
12 1d6+12
13 1d6+13
14 1d6+14
15 1d6+15
16 1d6+16
17 1d6+17
18 1d6+18
19 1d6+19
20 1d6+20
21 1d6+21


The effects of multiple Agility Drain attacks are cumulative, but the damage from Agility Drain is temporary. It all comes back after the fight is over, when the target has had a chance to rest and recuperate. The damage from Agility Drain will also return if the character with Agility Drain goes unconscious.

Draining a character's Agility does not reduce their Health.

Agility Theft

Standard action
Alteration attack
Prerequisite: Agility Drain

Agility Theft is a hand-to-hand alteration attack which allows a character to temporarily steal the target's Agility. Attacking with Agility Theft requires a successful Hand-to-hand Combat (Brawn) roll against 8 + Hand-to-hand Combat (Brawn) of the target. If the attacker succeeds at this roll, then the attacker rolls damage based on their Power Level (see Agility Drain). If the target has Alteration Resistance, they subtract that from the amount the attacker rolled. The target's Agility is reduced by half of the remaining amount, and the attacker's Agility is increased by half of that amount (round down, even if the fraction is more than one-half). Agility Theft ignores Damage Resistance.

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

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

Stealing a character's Agility does not reduce their Health.

Alteration Resistance

Constant
Self-only power

Alteration Resistance is a self-only power which allows the character to withstand attacks which would damage or drain any of their attributes or powers, or any attack which would physically transform them against their will. The character gains Alteration Resistance equal to 0 plus their Power Level.

The character's Alteration Resistance is subtracted from the alteration damage an attacker rolls. If an alteration attack does not inflict damage, the character may add their Alteration Resistance to their defense. Alteration Resistance is not effective against normal attacks and mental attacks. If the character has more than one source of Alteration Resistance, only the highest value applies.

Alternate Form

Standard action
Self-only power

Alternate Form is a self-only power which grants the character a second independent identity, with its own attributes, skills, gifts, and powers (and potentially even a different personality, if the player wishes). The character's second form must have the same Power Level as the their primary form, and it is created with the same number of character points (or fewer, if the player wishes). If the character's primary form has the Alternate Form power more than once, they have an additional form for each Alternate Form power.

A character with Alternate Form can change forms by using a standard action. If the character goes unconscious, the character reverts to their primary form.

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

Dial R For Random: Normally, a character with Alternate Form has a predefined second form. However, an unusual character might gain a new, randomly determined set of attributes, skills, gifts, and powers (and personality, if the player wishes) each time the power is activated.

Uncontrollable: Normally, the Alternate Form power is activated consciously by the character. However, some characters are unable to control when they change forms. The Alternate Form may be triggered by the emotional state of the character (anger is a popular choice), or the character may change forms on an unknown or immutable schedule. If this is the case, the character changes with a free action at the specified time.

Ambient Awareness

Free action
Self-only power

Ambient Awareness is a self-only power which permits the character to perceive equally well in every direction simultaneously. They might have very large eyes, many very small eyes, or simply a preternatural awareness of their surroundings.

Astral Travel

Move action
Self-only power

Astral Travel is a self-only power which permits the character to detach their consciousness from their physical body and travel to anywhere on Earth, to alternate realities, and to divergent time streams, leaving their physical body behind. While using Astral Travel, the consciousness of the traveler is typically invisible, but those who possess extraordinary spiritual awareness may be able to see the traveler's "astral body". The "astral body" of the traveler does not require the Environmental Immunity power to survive in other realities or planes of existence, and it is usually unable to interact with the strange vistas around them, although they can converse with anyone capable of perceiving them. While the "astral body" is separated from the character's physical body, their physical body appears to be in a comatose state, and the traveler is unaware of anything happening to or around their physical form. Astral Travel is a plot dependent power and may not always be available, at the GM's discretion.

Blast

Standard action
Ranged normal attack

Blast is a ranged normal attack which inflicts Health damage. The Blast could be radiation, fire, cold, arrows, or even darkness or light, and this must be chosen when the Blast power is purchased. Attacking with Blast requires a successful Ranged Combat (Agility) roll against 8 + Ranged Combat (Agility) of the target. If the attacker succeeds at this roll, then the attacker rolls damage based on their Power Level. The target subtracts their Damage Resistance from the amount the attacker rolled. The target's Health is reduced by the remaining amount.

Table: Power Level Damage
Power Level Damage
1 1d6+1
2 1d6+2
3 1d6+3
4 1d6+4
5 1d6+5
6 1d6+6
7 1d6+7
8 1d6+8
9 1d6+9
10 1d6+10
11 1d6+11
12 1d6+12
13 1d6+13
14 1d6+14
15 1d6+15
16 1d6+16
17 1d6+17
18 1d6+18
19 1d6+19
20 1d6+20
21 1d6+21


Specific Targets: Some characters' attacks are specifically tuned to affect only particular targets. For example, the character's Blast might be an electromagnetic burst, or EMP, which only damages electronics (a single point of Health damage is sufficient to destroy consumer-grade electronics). Another example could be a character who uses poisonous gas grenades which are harmful to living beings, but which do not affect inanimate objects.

Stunning: Some characters' blasts are nonlethal. The damage is applied to the target's Endurance rather than to their Health. The target recovers their lost Endurance after the fight is over, when the character has had a chance to rest and recuperate.

Blindsight

Free action
Self-only power

Blindsight is a self-only power which permits the character to sense shapes and textures as clearly as with ordinary vision, but without the ability to perceive color. This could be a form of sonar, radar, a preternaturally sensitive sense of touch, or some other form of alternate perception.

Normally, a character who can't perceive their opponent has great difficulty in combat. If a character has the Blindsight power, they do not incur any of these penalties.

Brawn Drain

Standard action
Hand-to-hand alteration attack
Follow through powers: Brawn Theft

Brawn Drain is a hand-to-hand alteration attack which inflicts damage to the target's Brawn. Attacking with Brawn Drain requires a successful Hand-to-hand Combat (Brawn) roll against 8 + Hand-to-hand Combat (Brawn) of the target. If the attacker succeeds at this roll, then the attacker rolls damage based on their Power Level. The target subtracts their Alteration Resistance from the amount the attacker rolled. The target's Brawn is reduced by half of the remaining amount (round down, even if the fraction is more than one-half). Brawn Drain ignores Damage Resistance.

Table: Power Level Damage
Power Level Damage
1 1d6+1
2 1d6+2
3 1d6+3
4 1d6+4
5 1d6+5
6 1d6+6
7 1d6+7
8 1d6+8
9 1d6+9
10 1d6+10
11 1d6+11
12 1d6+12
13 1d6+13
14 1d6+14
15 1d6+15
16 1d6+16
17 1d6+17
18 1d6+18
19 1d6+19
20 1d6+20
21 1d6+21


The effects of multiple Brawn Drain attacks are cumulative, but the damage from Brawn Drain is temporary. It all comes back after the fight is over, when the target has had a chance to rest and recuperate. The damage from Brawn Drain will also return if the character with Brawn Drain goes unconscious.

Draining a character's Brawn does not reduce their Endurance or Health.

Brawn Theft

Standard action
Hand-to-hand alteration attack
Prerequisite: Brawn Drain

Brawn Theft is a hand-to-hand alteration attack which allows a character to temporarily steal the target's Brawn. Attacking with Brawn Theft requires a successful Hand-to-hand Combat (Brawn) roll against 8 + Hand-to-hand Combat (Brawn) of the target. If the attacker succeeds at this roll, then the attacker rolls damage based on their Power Level (see Brawn Drain). The target subtracts their Alteration Resistance from the amount the attacker rolled. The target's Brawn is reduced by half of the remaining amount, and the attacker's Brawn is increased by half of that amount (round down, even if the fraction is more than one-half). Brawn Theft ignores Damage Resistance.

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

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

Stealing a character's Brawn does not reduce their Endurance or Health.

Bulletproof

Constant
Self-only power

Bulletproof is a self-only power which permits the character to ignore most attacks from ordinary bullets and knives. An attack against the character fails if the weapon being used:

  • causes normal damage, and
  • is an ordinary piece of equipment purchased with money rather than with character points, and
  • it has a 1d6+X rating lower than the Bulletproof character's current Power Level.

For example, a character with Power Level 3 and the Bulletproof power would be unaffected by ordinary guns and knives which inflict 1d+2 damage or less.

However, if the game setting is such that the above description applies to most of the attacks the character would encounter, the player should choose a normal but relatively uncommon substance or energy type which can be used to successfully attack the character (wood, iron, silver, etc.).

Bulletproof Force Field: A character's Bulletproof power might be dependent on their Force Field power. If this is the case, the character's Bulletproof power is only active while the character's Force Field is active, and it may be extended to another person (or person-sized object) by touching them.

Clairvoyance

Standard action
Self-only power

Clairvoyance is a self-only power which permits the character to perceive things at a distance. Using Clairvoyance typically requires a moderately difficult (DV 12) Investigation (Presence) 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 a plot dependent power and may not always be available, at the GM's discretion.

Clinging

Free action
Self-only power

Clinging is a self-only power which permits the character to move along walls, ceilings, and other surfaces as if they were level. For example, the character might have sticky hands and feet, they might wear magnetic shoes, or they may be able to selectively control the force of gravity. The strength holding the character to the surface is equal to their Power Level. If the surface is slippery or unstable, the GM might require the character to attempt a moderately difficult (DV 12) Athletics (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 (Power Level) rather than the usual combat skill.

Combination

Standard action
Self-only power

Combination is a self-only power which permits several characters to merge into a single larger and more powerful character. Every character wishing to combine must have the Combination power. Activating Combination takes a standard action, and requires the characters to all be touching each other. In addition to being more massive, the combined character has all of the powers of the combined characters. The Agility, Brawn, and Power Level of the combined character are equal to the highest of any of the combined characters, plus one, up to a maximum of 10. The Presence and Reason of the combined character are equal to the highest of any of the combined characters.

Example:

Agares, Bune, and Crocell each have Combination. Agares has Agility 2, Brawn 2, and Power Level 4; Bune has Agility 2, Brawn 2, and Power Level 3; and Crocell has Agility 3, Brawn 3, and Power Level 3. When Agares, Bune, and Crocell combine, they form the mighty Demogorgon, who has Agility 4 and Brawn 4 (Crocell's 3, plus 1), Power Level 5 (Agares' Power Level 4, plus 1), and all of the powers possessed by Agares, Bune, and Crocell.

Command Animals

Standard action
Ranged mental power

Command Animals is a ranged mental power which allows a character to communicate with and mentally control one or more non-sentient animals. To communicate with and mentally control a single large animal or numerous small animals, the character must succeed at a moderately difficult (DV 12) Mental Combat (Presence) roll.

Controlled animals operate independently of the character controlling them, but all of the controlled animals act in unison. Giving them a new mental command requires a quick action.

Controlled animals have the normal attributes, movement, and attack types that those kinds of animals would have. However, if the GM doesn't want to deal with that, she can declare that the Agility, Damage Resistance, etc. of the animal or animals is equal to the Power Level of the character controlling them.

The effects of Command Animals last until the end of the scene.

Limited Type Of Animal: A character's Command Animals might be limited to a specific type of animal, such as cats, insects, or sea creatures. If this is the case, the character gains a +3 skill bonus on their Command Animals roll.

Command Machines

Standard action
Ranged mental power

Command Machines is a ranged mental power which allows a character to mentally control one or more electronic and mechanical machines. To mentally control a single large machine or numerous small machines, the character must succeed at a moderately difficult (DV 12) Mental Combat (Presence) roll.

Controlled machines operate independently of the character controlling them, but all of the controlled machines act in unison. Giving them a new mental command requires a quick action.

Controlled machines have the normal attributes, movement, and attack types that those kinds of machines would have. However, if the GM doesn't want to deal with that, she can declare that the Agility, Damage Resistance, etc. of the machine or combined machines is equal to the Power Level of the character controlling them. Controlled machines can be made to perform their ordinary purpose, such as making an automatic teller machine spit out money, or making a bulldozer drive around and demolish buildings. 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 remarkably difficult (DV 15) Computing (Reason) roll.

The effects of Command Machines last until the end of the scene.

Command Objects

Standard action
Ranged mental power

Command Objects is a ranged mental power which allows a character to animate and mentally control one or more inanimate objects. To animate and mentally control a single large object or numerous small objects, the character must succeed at a moderately difficult (DV 12) Mental Combat (Presence) roll.

Animated objects operate independently of the character controlling them, but all of the controlled objects act in unison. Giving them a new mental command requires a quick action.

The Agility, Damage Resistance, etc. of the object or mass of objects is equal to the Power Level of the character controlling them. The specific details of the how the objects move and attack vary depending on the objects themselves: an animated tree can walk, a mass of animated toys can crawl, and so on.

The effects of Command Objects last until the end of the scene.

Limited Type Of Object: A character's Command Objects might be limited to a specific type of object, such as plants or toys. If this is the case, the character gains a +3 skill bonus on their Command Objects roll.

Damage Resistance

Constant
Self-only power

Damage Resistance is a self-only power which allows the character to withstand normal attacks. The character might have thick armor or impenetrable skin, they might be adept at avoiding attacks, or they might be unnaturally lucky. The character gains Damage Resistance equal to 0 plus their Power Level.

The character's Damage Resistance is subtracted from the normal damage an attacker rolls. Damage Resistance is not effective against mental attacks and alteration attacks. If the character has more than one source of Damage Resistance, only the highest value applies.

Damaging Aura

Free action
Hand-to-hand normal attack

Damaging Aura allows a character to use a free action to attempt a hand-to-hand normal attack against anyone who touches them or attacks them with a hand-to-hand attack. The Damaging Aura could be radiation, fire, cold, quills, or even darkness or light, and this must be chosen when the Damaging Aura power is purchased. Attacking with Damaging Aura requires a successful Hand-to-hand Combat (Brawn) roll against 8 + Hand-to-hand Combat (Brawn) of the target. If the attacker succeeds at this roll, then the attacker rolls damage based on their Power Level. The target subtracts their Damage Resistance from the amount the attacker rolled. The target's Health is reduced by the remaining amount.

Table: Power Level Damage
Power Level Damage
1 1d6+1
2 1d6+2
3 1d6+3
4 1d6+4
5 1d6+5
6 1d6+6
7 1d6+7
8 1d6+8
9 1d6+9
10 1d6+10
11 1d6+11
12 1d6+12
13 1d6+13
14 1d6+14
15 1d6+15
16 1d6+16
17 1d6+17
18 1d6+18
19 1d6+19
20 1d6+20
21 1d6+21


The character with Damaging Aura may also use a standard action to touch others and cause damage. Doing so requires a Hand-to-hand Combat (Brawn) roll against 8 + Hand-to-hand Combat (Brawn) of the target.

Danger Sense

Free action
Self-only power

Danger Sense is a self-only power which permits the character to sense danger and avoid being surprised, even if there is no way for the character to see the attack coming. A character with Danger Sense never suffers a penalty for being surprised.

Additionally, if an attack is imminent, the GM will ask the player to attempt a moderately difficult (DV 12) Survival (Presence) roll. If the Danger Sense roll is successful, the character senses the danger in time to warn other characters.

Precognition: Some characters with Danger Sense can see into the future, or "read" the destiny of items and people by touching them. Seeing into the future is never completely reliable: this aspect of Danger Sense is a plot dependent power and may not always be available, at the GM's discretion.

Darkness

Standard action
Ranged, area environmental power

Darkness is a ranged, area environmental power which makes an area opaque to all sight, including unusual forms of sight such as Night Vision and X-ray Vision.

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

Normally, a character who can't see incurs a -3 skill penalty on their Hand-to-hand Combat rolls and defense, a -3 skill penalty on their Ranged Combat defense, and they automatically fail any Ranged Combat rolls. However, if the blinded character is able to locate their target to within a meter or so (by using their Hyperacuity-granted super hearing, for example), then the blinded attacker incurs a -3 skill penalty on their Ranged Combat rolls. A blinded character suffers no penalty on their Mental Combat defense, but they automatically fail any Mental Combat rolls.

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

Dazzle

Standard action
Ranged alteration attack

Dazzle is a ranged alteration attack which renders the target unable to see clearly. Attacking with Dazzle requires a successful Ranged Combat (Agility) roll against 8 + Ranged Combat (Agility) of the target. If the target has Alteration Resistance, they may add it to their defense. Dazzle ignores Damage Resistance.

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

Normally, a character who can't see incurs a -3 skill penalty on their Hand-to-hand Combat rolls and defense, a -3 skill penalty on their Ranged Combat defense, and they automatically fail any Ranged Combat rolls. However, if the blinded character is able to locate their target to within a meter or so (by using their Hyperacuity-granted super hearing, for example), then the blinded attacker incurs a -3 skill penalty on their Ranged Combat rolls. A blinded character suffers no penalty on their Mental Combat defense, but they automatically fail any Mental Combat rolls.

To recover from Dazzle, the target must use a standard action to attempt a Survival (Brawn) roll against 8 + Power Level of the attacker. If the target has Alteration Resistance, they may add it to this roll. If the target succeeds at this roll, they recover from the Dazzle. If the target has not recovered from the Dazzle by the end of the scene, then they recover from it shortly thereafter.

Density Control

Quick action
Self-only alteration power

Density Control is a self-only alteration power which permits the character to become more massive, making them stronger and tougher than normal. The effects of Density Control are based on the Power Level of the character. At Power Level 7, the character is denser than any naturally occurring substance on Earth.

A character with Density Control can change their density once per turn, using a quick action. If the character goes unconscious, the character returns to their normal density.

A character with Density Control does not have to use it at full power. A character with Power Level 5, for example, could elect to be merely 500 kilograms rather than their full 900 kilograms.

When using their increased density, the character gains the Damage Resistance power. If the character has more than one source of Damage Resistance, only the highest value applies.

Note that a character with their Density Control activated in the water will sink like a stone unless they have Supernatural Swimming.


Table: Density Control
Power Level Mass Brawn
1 160 kg +1
2 240 kg +1
3 340 kg +1
4 500 kg +1
5 900 kg +2
6 1,600 kg +2
7 2,800 kg +2
8 5,000 kg +2
9 9,000 kg +3
10 16 t +3
11 28 t +3
12 50 t +3
13 90 t +4
14 160 t +4
15 280 t +4
16 500 t +4
17 900 t +5
18 1,600 t +5
19 2,800 t +5
20 5,000 t +5
21 9,000 t +6


Dimensional Travel

Move action
Self-only power

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

Duplication

Quick action
Self-only power

Duplication is a self-only power which permits the character to make identical copies of themselves. The total number of duplicates is based on the Power Level of the character. These duplicates are independent characters, who each move and act separately each round. Duplicates do not have any special means of communication, but many characters with Duplication also buy the Telepathy power to communicate among themselves.

A character with Duplication can activate or deactivate duplicates once per turn, using a quick action. As long as there is more than one identical character, any duplicate which takes Health damage ceases to exist. When a duplicate is deactivated, whether voluntarily or involuntarily, its memories and knowledge are absorbed into the remaining identical characters. If a duplicate is deactivated involuntarily (due to being damaged, for example), the character may not reactivate that duplicate for the rest of the scene.

By default, there is no "original" character -- the last duplicate remaining is the "original". Once the Duplication is activated, any of the identical characters may deactivate the power. When the power is deactivated, which duplicate remains behind as the "original" is generally up the player.

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

Anatomical Separation: Some characters with Duplication can divide their body into smaller independent parts rather than creating new copies of themselves. In this case, the character can detach hands, eyes, or other body parts. Detached body parts become independent characters, which each move and act separately each round, just as with ordinary duplicates.


Table: Duplication
Power Level Duplicates
1 2
2 3
3 6
4 10
5 18
6 32
7 56
8 100
9 180
10 320
11 560
12 1,000
13 1,800
14 3,200
15 5,600
16 10,000
17 18,000
18 32,000
19 56,000
20 100,000
21 180,000


[Element] Form

Quick action
Self-only alteration power

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

A character with Element Form can change forms once per turn, using a quick action. If the character goes unconscious, the character reverts to their normal form.

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

Element Mimicry: The character may physically transform their body into any force or substance they touch. For example, the character could touch concrete and turn into concrete, or touch water and turn into water. The character must be in physical contact with the material in order to mimic it. If the character mimics a force or substance which would injure them, such as fire, they transform into that force or substance and it does no damage to them as long as they are in that form.

[Element] Immunity

Constant
Self-only power

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

[Element] Wall

Standard action
Ranged, area environmental power

[Element] Wall is a ranged, area environmental power which permits the character to create walls and simple geometric shapes. The specific type of force or substance of the wall must be chosen when this power is purchased. Some typical examples are air, earth, fire, water, light, darkness, force fields, electricity, magnetism, gravity, cloth, and plants. The player can pick any force or substance, subject to the GM's approval.

If the [Element] Wall is simply a plain vertical wall, no roll is necessary. Creating a simple shape with [Element] Wall (a dome, a cube, a bridge, and so on) requires a moderately difficult (DV 12) Ranged Combat (Agility) 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 15) Ranged Combat (Agility) roll.

The Brawn, Damage Resistance, and Health of the [Element] Wall are equal to the Power Level of the character creating it. The Brawn of the [Element] Wall is used to support weight as a bridge, support column, or other such structure. If the load on the [Element] Wall exceeds the maximum mass it can support, or if the [Element] Wall's Health is reduced to zero, it dissolves, crumbles, or fades away.

If an [Element] Wall is not attacked or damaged, and the character chooses not to dismiss it, it will usually remain in place until the end of the scene, after which it dissolves, crumbles, or fades away.

Emotion Control

Standard action
Ranged mental attack

Emotion Control is a ranged 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 (Presence) roll against 8 + Mental Combat (Presence) of the target. If the target has Mental Resistance, they may add it to their defense. Emotion Control ignores Damage Resistance. Instilling a new emotion in the target requires a quick action.

To recover from Emotion Control, the target must use a standard action to attempt a Survival (Presence) roll against 8 + Power Level of the attacker. If the target has Mental Resistance, they may add it to this roll. If the target succeeds at this roll, they recover from the Emotion Control. If the target has not recovered from the Emotion Control by the end of the scene, then they recover from it shortly thereafter.

Specific Emotion: A character's Emotion Control might be limited to a specific emotion, such as fear or loyalty. If this is the case, the character gains a +3 skill bonus on their Emotion Control rolls.

Endurance Drain

Standard action
Hand-to-hand alteration attack
Follow through powers: Endurance Theft

Endurance Drain is a hand-to-hand alteration attack which inflicts damage to the target's Endurance. Attacking with Endurance Drain requires a successful Hand-to-hand Combat (Brawn) roll against 8 + Hand-to-hand Combat (Brawn) of the target. If the attacker succeeds at this roll, then the attacker rolls damage based on their Power Level. The target subtracts their Alteration Resistance from the amount the attacker rolled. The target's Endurance is reduced by half of the remaining amount (round down, even if the fraction is more than one-half). Endurance Drain ignores Damage Resistance.

Table: Power Level Damage
Power Level Damage
1 1d6+1
2 1d6+2
3 1d6+3
4 1d6+4
5 1d6+5
6 1d6+6
7 1d6+7
8 1d6+8
9 1d6+9
10 1d6+10
11 1d6+11
12 1d6+12
13 1d6+13
14 1d6+14
15 1d6+15
16 1d6+16
17 1d6+17
18 1d6+18
19 1d6+19
20 1d6+20
21 1d6+21


The effects of multiple Endurance Drain attacks are cumulative, but the damage from Endurance Drain is temporary. It all comes back after the fight is over, when the target has had a chance to rest and recuperate. The damage from Endurance Drain will also return if the character with Endurance Drain goes unconscious.

Endurance Theft

Standard action
Hand-to-hand alteration attack
Prerequisite: Endurance Drain

Endurance Theft is a hand-to-hand alteration attack which allows a character to temporarily steal the target's Endurance. Attacking with Endurance Theft requires a successful Hand-to-hand Combat (Brawn) roll against 8 + Hand-to-hand Combat (Brawn) of the target. If the attacker succeeds at this roll, then the attacker rolls damage based on their Power Level (see Endurance Drain). The target subtracts their Alteration Resistance from the amount the attacker rolled. The target's Endurance is reduced by half of the remaining amount, and the attacker's Endurance is increased by half of that amount (round down, even if the fraction is more than one-half). Endurance Theft ignores Damage Resistance.

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

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

Environmental Control

Standard action
Ranged, area environmental power

Environmental Control is a ranged, area environmental power which allows the character to alter the temperature, humidity, and illumination within the affected area. For example, the character could illuminate a dark area, warm a cold area, or make it cloudy on a sunny day. Using Environmental Control typically requires a moderately difficult (DV 12) Ranged Combat (Agility) roll, but the difficulty may be higher if the change from current conditions is particularly drastic. For example, causing a blizzard on a hot summer day would require a remarkably difficult (DV 15) Ranged Combat (Agility) roll. If the new environment is relatively normal for the time and place, no roll should be necessary.

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

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

Limited Type Of Environment: A character's Environmental Control might be limited to a specific type of environment, such as making it cold or establishing an intense magnetic field. If this is the case, the character gains a +3 skill bonus on their Environmental Control rolls.

Environmental Immunity

Constant
Self-only power

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

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

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

For more details on the effects of the environment on a character, see Hostile Environments in the GM Resources chapter.

Extra Actions

Quick action
Self-only power

Extra Actions is a self-only power which permits the character to take one additional move action or standard action during their turn. The number of extra actions a character may use during a scene is equal to their Power Level.

Flight

Move action
Self-only power
Follow through powers: Supernatural Flight

Flight is a self-only power which permits the character to fly through the air or through a vacuum. For example, the character might have wings, they might wear a jetpack, or they may just be able to fly through sheer force of will. The character's base move, double move, and all-out move while flying are based on their Agility.

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

Swinging: Some characters "fly" by using a grappling line, a spider web, invisible beams of magnetic force, or some other method of suspension. If the character relies on a form of suspension like this, and there is nothing above the character to attach this "swing line" to, the character is grounded. If the swing line is attached to something which weighs less than the character, the character can pull the object toward them or swing it around. If the object on the other end of the swing line is another character, this requires an Athletics (Brawn) roll against 8 + the other character's Athletics (Brawn).


Table: Flight
Agility Fly Double Move All-out Move km/h
0 0 m 0 m 0 m 0 km/h
1 2 m 4 m 12 m 7 km/h
2 4 m 8 m 24 m 14 km/h
3 7 m 14 m 42 m 25 km/h
4 13 m 26 m 78 m 47 km/h
5 40 m 80 m 240 m 140 km/h
6 130 m 260 m 780 m 470 km/h
7 400 m 800 m 2,400 m 1,400 km/h
8 1,300 m 2,600 m 7,800 m 4,700 km/h
9 4 km 8 km 24 km 14,000 km/h
10 13 km 26 km 78 km 47,000 km/h
11 40 km 80 km 240 km 140,000 km/h
12 130 km 260 km 780 km 470,000 km/h
13 400 km 800 km 2,400 km 1,400,000 km/h
14 1,300 km 2,600 km 7,800 km 4,700,000 km/h
15 4,000 km 8,000 km 24,000 km 14,000,000 km/h
16 13,000 km 26,000 km 78,000 km 47,000,000 km/h
17 40,000 km 80,000 km 240,000 km 140,000,000 km/h
18 130,000 km 260,000 km 780,000 km 470,000,000 km/h
19 400,000 km 800,000 km 2,400,000 km 0.99 c
20 1,300,000 km 2,600,000 km 7,800,000 km 0.9999 c
21 4,000,000 km 8,000,000 km 24,000,000 km 0.999999 c


Force Field

Quick action
Self-only power

Force Field is a self-only power which allows the character to resist normal attacks. The character gains Damage Resistance equal to 0 plus their Power Level while the Force Field is active. Damage Resistance is not effective against mental attacks and alteration attacks. If the character has more than one source of Damage Resistance, only the highest value applies.

The character 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.

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

Growth

Quick action
Self-only alteration power

Growth is a self-only alteration power which permits the character to become physically larger, making them stronger and more massive than normal. The effects of Growth are based on the Power Level of the character.

A character with Growth can change size once per turn, using a quick action. If the character goes unconscious, the character reverts to their normal size.

A character with Growth does not have to use it at full power. A character who has Power Level 5, for example, could elect to be merely 3 meters tall rather than their full 12 meters.

When a character using 8 or more ranks of Growth makes a hand-to-hand attack, they may apply that Hand-to-hand Combat attack against everyone within hand-to-hand range of the original target.


Table: Growth
Power Level Height Reach Mass Brawn
1 3 m 1 m 270 kg +1
2 4 m 2 m 640 kg +1
3 6 m 3 m 2,200 kg +1
4 8 m 4 m 5,100 kg +1
5 12 m 6 m 13 t +2
6 16 m 8 m 41 t +2
7 23 m 11 m 120 t +2
8 32 m 16 m 330 t +2
9 45 m 22 m 910 t +3
10 64 m 32 m 2,600 t +3
11 90 m 45 m 7,500 t +3
12 128 m 64 m 22,000 t +3
13 180 m 90 m 58,000 t +4
14 256 m 128 m 180,000 t +4
15 360 m 180 m 470,000 t +4
16 512 m 256 m 1,300,000 t +4
17 720 m 360 m 3,700,000 t +5
18 1 km 500 m 10,000,000 t +5
19 1 km 700 m 27,000,000 t +5
20 2 km 1 km 80,000,000 t +5
21 3 km 1 km 240,000,000 t +6


Haste

Standard action
Self-only power

Haste is a self-only power which permits the character to perform everyday tasks at a rate much faster than usual. The character's ability to perform mundane tasks extraordinarily quickly is based on their Power Level. For example, a typical book takes about 5 hours to read. A character with Power Level 4 could read it in 3 minutes (5 hours = 300 minutes, 300 minutes / 100 = 3 minutes).

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


Table: Haste
Power Level Multiplier
1 ×3
2 ×10
3 ×32
4 ×100
5 ×320
6 ×1,000
7 ×3,200
8 ×10,000
9 ×32,000
10 ×100,000
11 ×320,000
12 ×1,000,000
13 ×3,200,000
14 ×10,000,000
15 ×32,000,000
16 ×100,000,000
17 ×320,000,000
18 ×1,000,000,000
19 ×3,200,000,000
20 ×10,000,000,000
21 ×32,000,000,000


Healing

Standard action
Hand-to-hand alteration power

Healing is a hand-to-hand alteration power which restores lost Health. The character with Healing may use a standard action to attempt a moderately difficult (DV 12) Medicine (Reason) roll to heal the victim's injuries. If the character succeeds at this roll, then they roll dice based on their Power Level. The target's Health is restored by half of the rolled amount (round down, even if the fraction is more than one-half).

Table: Power Level Damage
Power Level Damage
1 1d6+1
2 1d6+2
3 1d6+3
4 1d6+4
5 1d6+5
6 1d6+6
7 1d6+7
8 1d6+8
9 1d6+9
10 1d6+10
11 1d6+11
12 1d6+12
13 1d6+13
14 1d6+14
15 1d6+15
16 1d6+16
17 1d6+17
18 1d6+18
19 1d6+19
20 1d6+20
21 1d6+21


Healing can remove diseases, pathogens, and poisons from the target. The character with Healing may attempt a remarkably difficult (DV 15) Medicine (Reason) roll to cure a single disease or purge a single toxin from the victim's system.

Health Drain

Standard action
Hand-to-hand alteration attack
Follow through powers: Health Theft

Health Drain is a hand-to-hand alteration attack which inflicts damage to the target's Health. Attacking with Health Drain requires a successful Hand-to-hand Combat (Brawn) roll against 8 + Hand-to-hand Combat (Brawn) of the target. If the attacker succeeds at this roll, then the attacker rolls damage based on their Power Level. The target subtracts their Alteration Resistance from the amount the attacker rolled. The target's Health is reduced by half of the remaining amount (round down, even if the fraction is more than one-half). Health Drain ignores Damage Resistance.

Table: Power Level Damage
Power Level Damage
1 1d6+1
2 1d6+2
3 1d6+3
4 1d6+4
5 1d6+5
6 1d6+6
7 1d6+7
8 1d6+8
9 1d6+9
10 1d6+10
11 1d6+11
12 1d6+12
13 1d6+13
14 1d6+14
15 1d6+15
16 1d6+16
17 1d6+17
18 1d6+18
19 1d6+19
20 1d6+20
21 1d6+21


The effects of multiple Health Drain attacks are cumulative, but the damage from Health Drain is temporary. It all comes back after the fight is over, when the target has had a chance to rest and recuperate. The damage from Health Drain will also return if the character with Health Drain goes unconscious.

Health Theft

Standard action
Hand-to-hand alteration attack
Prerequisite: Health Drain

Health Theft is a hand-to-hand alteration attack which allows a character to temporarily steal the target's Health. Attacking with Health Theft requires a successful Hand-to-hand Combat (Brawn) roll against 8 + Hand-to-hand Combat (Brawn) of the target. If the attacker succeeds at this roll, then the attacker rolls damage based on their Power Level (see Health Drain). The target subtracts their Alteration Resistance from the amount the attacker rolled. The target's Health is reduced by half of the remaining amount, and the attacker's Health is increased by half of that amount (round down, even if the fraction is more than one-half). Health Theft ignores Damage Resistance.

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

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

Hold

Standard action
Ranged alteration attack

Hold is a ranged alteration attack which makes it difficult for a target to move or take any actions other than trying to break out of it. Attacking with Hold requires a successful Ranged Combat (Agility) roll against 8 + Ranged Combat (Agility) of the target. If the target has Alteration Resistance, they may add it to their defense. Hold ignores Damage Resistance. The mechanism which causes the Hold must be specified when this power is purchased. For example, the target might be entangled in webs, encased in ice, or bound by rings of magical force.

A character under the effects of Hold is not helpless, but they can't use any move actions until they break free of the power. A restrained character incurs a -3 skill penalty on their defense and on all skill rolls other than rolls to escape the Hold.

To break free of Hold, the restrained character must use a standard action to attempt a successful Survival (Brawn) roll against 8 + Power Level of the attacker. If the restrained character has Strike or Damaging Aura, they may add their Power Level to this roll. If the restrained character succeeds at this roll, they break free of the Hold.

Another character may also attempt to aid the restrained character. To break a restrained character free of Hold, another character must use a standard action to attempt a Hand-to-hand Combat or Ranged Combat roll (using Blast or Strike, for example) against 8 + Power Level of the original attacker. If the character aiding the restrained character succeeds at this roll, the restrained character is broken free of the Hold.

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

Hyperacuity

Free action
Self-only power

Hyperacuity is a self-only power which permits the character to make a moderately difficult (DV 12) Investigation (Reason) roll to sense details too small, faint, or distant for ordinary human senses to detect. On a successful roll, the character can taste the number of salt grains on a pretzel, read text on a computer display by touching it, see a license plate clearly from kilometers away, identify a person by the sound of their heartbeat, track someone through a city by their scent, and so on.

Illusion

Standard action
Ranged, area environmental power

Illusion is a ranged, area environmental power which 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.

Creating a simple, immobile illusion (a wall, a bridge, and so on) requires a moderately difficult (DV 12) Deception (Presence) 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 15) Deception (Presence) roll, while a city square with moving cars, bicycles, and dozens of people would require an extremely difficult (DV 18) Deception (Presence) roll.

While the illusions created by this power are completely convincing, they don't actually exist. The bite of an illusory dog will hurt but will not break the skin, the touch of illusory liquid nitrogen will feel cold but 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 will reveal 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 Survival (Reason) roll against 8 + Power Level of the illusionist; if the observer has any unusual senses, they add their Power Level to this roll. If the Survival (Reason) roll succeeds, the observer sees the Illusion for what it is, and may respond appropriately.

It's All In Your Mind: Normally, the sights and sounds created by the Illusion power can be recorded, seen on cameras, and so on. However, some characters' illusions only affect sentient creatures: cameras and nonsentient robots do not perceive the illusions at all. However, these mental Illusions can inflict Health damage against those who can perceive them. Damage Resistance is as effective against these illusory attacks as it would be against the real thing. Anyone who observes such an Illusion and who has a good reason to suspect its true nature may attempt a Survival (Presence) roll against 8 + Power Level of the illusionist. Characters with Mental Resistance may add it to their Survival (Presence) rolls to see through such hallucinations.

Immortality

Constant
Self-only power

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

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

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

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

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

Intangibility

Quick action
Self-only alteration power

Intangibility is a self-only alteration power which permits the character to move through solid matter as though through water, leaving no trace of their passage. For example, Intangibility could represent a character who is able to control their molecular density, a character who vibrates at a different frequency, or even a character whose body can turn into radiant energy.

A character with Intangibility can change their state once per turn, using a quick action. If the character goes unconscious, the character reverts to their normal state.

A character using Intangibility cannot pass through a force field, nor through any area affected by Power Drain; other than this, physical objects generally have no effect on a character using Intangibility, or vice versa. An intangible character is immune to most attacks, regardless of the source. However, an intangible character is affected normally by mental powers, and they may use mental powers against others. They also might be affected normally by attacks with unusual special effects. For example, if the character can speak and hear while intangible, they should be affected by sonic attacks, or if they can see normally, they should be affected normally by attacks based on light or shadow. Ultimately, what does and does not affect an intangible character is up to the GM.

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

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

Poltergeist: The character may affect the world normally while they are intangible. However, the character must also define a reasonably common attack type which affects them normally while they are intangible (fire, iron, magic, etc.).

Invisibility

Quick action
Self-only alteration power

Invisibility is a self-only alteration 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.

Normally, a character who can't see their opponent incurs a -3 skill penalty on their Hand-to-hand Combat rolls and defense. In ranged combat, a character who can't see their opponent incurs a -3 skill penalty on their defense, but they usually fail any ranged attacks or mental attacks against an invisible character. However, if the invisible character has used an attack within the last round, then an attacker may make ranged attack rolls against the invisible character with a -3 skill penalty.

If someone is actively looking for the character, the person trying to locate the invisible character must use a quick action to attempt an Investigation (Reason) roll against 8 + Power Level of the invisible character; if the person trying to locate the invisible character has any unusual senses, they add +3 to this roll. If an environmental circumstance might reveal the character's location, the person trying to locate the invisible character gains a +3 bonus on their Investigation (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 with a -3 skill penalty.

A character with Invisibility 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 the Invisibility is touching the second character.

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

Mental Resistance

Constant
Self-only power

Mental Resistance is a self-only power which allows the character to withstand mental attacks and unnatural coercion. The character gains Mental Resistance equal to 0 plus their Power Level.

The character's Mental Resistance is subtracted from the mental damage an attacker rolls. If a mental attack does not inflict damage, the character may add their Mental Resistance to their defense. Mental Resistance is not effective against normal attacks and alteration attacks. If the character has more than one source of Mental Resistance, only the highest value applies.

Mind Blast

Standard action
Ranged mental attack

Mind Blast is a ranged mental attack which inflicts Health damage. Attacking with Mind Blast requires a successful Mental Combat (Presence) roll against 8 + Mental Combat (Presence) of the target. If the attacker succeeds at this roll, then the attacker rolls damage based on their Power Level. The target subtracts their Mental Resistance from the amount the attacker rolled. The target's Health is reduced by half of the remaining amount (round down, even if the fraction is more than one-half). Mind Blast ignores Damage Resistance.

Table: Power Level Damage
Power Level Damage
1 1d6+1
2 1d6+2
3 1d6+3
4 1d6+4
5 1d6+5
6 1d6+6
7 1d6+7
8 1d6+8
9 1d6+9
10 1d6+10
11 1d6+11
12 1d6+12
13 1d6+13
14 1d6+14
15 1d6+15
16 1d6+16
17 1d6+17
18 1d6+18
19 1d6+19
20 1d6+20
21 1d6+21


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

Mind Control

Standard action
Ranged mental attack

Mind Control is a ranged mental attack which allows a character to influence a living creature's behaviour, forcing the target to obey the character's commands. To force a creature to obey a spoken command, the character must succeed at a Mental Combat (Presence) roll against 8 + Mental Combat (Presence) of the target. If the target has Mental Resistance, they may add it to their defense. Mind Control ignores Damage Resistance.

The character with Mind Control may give a controlled target a new command with a quick action. If the character with Mind Control also has Telepathy, they may give a controlled character commands telepathically, without requiring an additional roll.

To break free of Mind Control, the target must use a standard action to attempt a Survival (Presence) roll against 8 + Power Level of the attacker. If the target has Mental Resistance, they may add it to this roll. If the target succeeds at this roll, they break free of the Mind Control. If the target has not broken free of the Mind Control by the end of the scene, then they break free of it shortly thereafter.

Obvious: Some characters have a "tell" when they have affected someone with their Mind Control, such as the target having glowing eyes. This makes it visually apparent that something is wrong with the target.

Mind Hold

Standard action
Ranged mental attack

Mind Hold is a ranged mental attack which makes it difficult for a target to move or take any actions other than trying to break out of it. Attacking with Mind Hold requires a successful Mental Combat (Presence) roll against 8 + Mental Combat (Presence) of the target. If the target has Mental Resistance, they may add it to their defense. Mind Hold ignores Damage Resistance. The mechanism which causes the Mind Hold must be specified when this power is purchased. For example, the target might be frozen in time, hypnotized, or they could be sedated by some form of toxic gas.

A character under the effects of Mind Hold is not helpless, but they can't use any move actions until they break free of the power. A restrained character incurs a -3 skill penalty on their defense and on all skill rolls other than rolls to escape the Mind Hold.

To break free of Mind Hold, the target must use a standard action to attempt a Survival (Presence) roll against 8 + Power Level of the attacker. If the target has Mental Resistance, they may add it to this roll. If the target succeeds at this roll, they break free of the Mind Hold.

Another character may also attempt to aid the restrained character. To break a restrained character free of Mind Hold, another character must use a standard action to attempt a Mental Combat roll (using Mind Blast, for example) against 8 + Power Level of the original attacker. If the character aiding the restrained character succeeds at this roll, the restrained character is broken free of the Mind Hold.

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

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

Night Vision

Free action
Self-only power

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

Personal Immunity

Constant
Self-only power

Personal Immunity is a self-only power which makes the character immune to any undesirable effects of their own powers.

Possession

Standard action
Ranged mental attack

Possession is a ranged 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 (Presence) roll against 8 + Mental Combat (Presence) of the target. If the target has Mental Resistance, they may add it to their defense. Possession ignores Damage Resistance.

While the character is using Possession on another person, their own body collapses into a trance-like state. 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 attempt a Survival (Presence) roll against 8 + Power Level of the attacker. If the target has Mental Resistance, they may add it to this roll. 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.

Inhabit: The power is reduced to hand-to-hand range, but the body of the possessing character actually merges with that of the target for the duration of the possession.

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

Power Drain

Standard action
Hand-to-hand alteration attack
Follow through powers: Power Theft

Power Drain is a hand-to-hand alteration attack which inflicts damage to the target's Power Level attribute. Attacking with Power Drain requires a successful Hand-to-hand Combat (Brawn) roll against 8 + Hand-to-hand Combat (Brawn) of the target. If the attacker succeeds at this roll, then the attacker rolls damage based on their Power Level. The target subtracts their Alteration Resistance from the amount the attacker rolled. The target's Power Level is reduced by half of the remaining amount (round down, even if the fraction is more than one-half). Power Drain ignores Damage Resistance. Reducing a character's Power Level to zero renders them unable to activate any of their powers.

Table: Power Level Damage
Power Level Damage
1 1d6+1
2 1d6+2
3 1d6+3
4 1d6+4
5 1d6+5
6 1d6+6
7 1d6+7
8 1d6+8
9 1d6+9
10 1d6+10
11 1d6+11
12 1d6+12
13 1d6+13
14 1d6+14
15 1d6+15
16 1d6+16
17 1d6+17
18 1d6+18
19 1d6+19
20 1d6+20
21 1d6+21


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

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

Specific Powers: A character's Power Drain might be limited to targets with a specific type of powers, such as characters with fire powers or technological powers. If this is the case, the attacker gains a +3 skill bonus on their Power Drain rolls.

Power Mimicry

Standard action
Hand-to-hand alteration attack
Follow through powers: Power Theft

Power Mimicry is a hand-to-hand alteration attack which allows a character to temporarily copy another character's power and use it themselves. Attributes of 5 or higher are considered powers for this purpose. Attacking with Power Mimicry requires a successful Hand-to-hand Combat (Brawn) roll against 8 + Hand-to-hand Combat (Brawn) of the target. If the attacker succeeds at this roll, then the attacker rolls damage based on their Power Level (see Power Drain). The target subtracts their Alteration Resistance from the amount the attacker rolled. The attacker may mimic a number of the target's powers equal to half of the remaining amount (round down, even if the fraction is more than one-half). Power Mimicry ignores Damage Resistance.

The maximum number of powers the character may mimic is equal to their own Power Level. If the character with the Power Mimicry knows what powers the target has, they may choose which powers they copy. Otherwise, the target of the Power Mimicry may choose the order in which their powers are copied.

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

Specific Powers: A character's Power Mimicry might be limited to targets with a specific type of powers, such as characters with fire powers or technological powers. If this is the case, the attacker gains a +3 skill bonus on their Power Mimicry rolls.

Power Theft

Standard action
Hand-to-hand alteration attack
Prerequisite: Power Drain or Power Mimicry

Power Theft is a hand-to-hand alteration attack which allows a character to temporarily steal another character's Power Level. Attacking with Power Theft requires a successful Hand-to-hand Combat (Brawn) roll against 8 + Hand-to-hand Combat (Brawn) of the target. If the attacker succeeds at this roll, then the attacker rolls damage based on their Power Level (see Power Drain). The target subtracts their Alteration Resistance from the amount the attacker rolled. The target's Power Level is reduced by half of the remaining amount, and the attacker's Power Level is increased by half of that amount (round down, even if the fraction is more than one-half). Power Theft ignores Damage Resistance.

The attacker may choose to steal powers from the target instead of stealing the target's Power Level. The attacker rolls damage based on their Power Level, as usual (see Power Drain). The target subtracts their Alteration Resistance from the amount the attacker rolled. Divide the remaining amount by four: this is how many of the target's powers the character steals (round down, even if the fraction is more than one-half). If the character with Power Theft knows what powers the target has, they may choose which powers they steal. Otherwise, the target of the Power Theft may choose the order in which their powers are stolen.

The effects of multiple Power Theft attacks are cumulative, but the maximum that an attacker can gain is equal to their own Power Level. For example, a character with Power Level 4 could only gain 4 ranks of stolen Power Level, or 4 stolen powers, or 2 ranks of stolen Power Level and 2 stolen powers, no matter how many targets they attack with Power Theft.

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

Specific Powers: A character's Power Theft might be limited to targets with a specific type of powers, such as characters with fire powers or technological powers. If this is the case, the attacker gains a +3 skill bonus on their Power Theft rolls.

Presence Drain

Standard action
Hand-to-hand alteration attack
Follow through powers: Presence Theft

Presence Drain is a hand-to-hand alteration attack which inflicts damage to the target's Presence. Attacking with Presence Drain requires a successful Hand-to-hand Combat (Brawn) roll against 8 + Hand-to-hand Combat (Brawn) of the target. If the attacker succeeds at this roll, then the attacker rolls damage based on their Power Level. The target subtracts their Alteration Resistance from the amount the attacker rolled. The target's Presence is reduced by half of the remaining amount (round down, even if the fraction is more than one-half). Presence Drain ignores Damage Resistance.

Table: Power Level Damage
Power Level Damage
1 1d6+1
2 1d6+2
3 1d6+3
4 1d6+4
5 1d6+5
6 1d6+6
7 1d6+7
8 1d6+8
9 1d6+9
10 1d6+10
11 1d6+11
12 1d6+12
13 1d6+13
14 1d6+14
15 1d6+15
16 1d6+16
17 1d6+17
18 1d6+18
19 1d6+19
20 1d6+20
21 1d6+21


The effects of multiple Presence Drain attacks are cumulative, but the damage from Presence Drain is temporary. It all comes back after the fight is over, when the target has had a chance to rest and recuperate. The damage from Presence Drain will also return if the character with Presence Drain goes unconscious.

Draining a character's Presence does not reduce their Endurance.

Presence Theft

Standard action
Hand-to-hand alteration attack
Prerequisite: Presence Drain

Presence Theft is a hand-to-hand alteration attack which allows a character to temporarily steal the target's Presence. Attacking with Presence Theft requires a successful Hand-to-hand Combat (Brawn) roll against 8 + Hand-to-hand Combat (Brawn) of the target. If the attacker succeeds at this roll, then the attacker rolls damage based on their Power Level (see Presence Drain). The target subtracts their Alteration Resistance from the amount the attacker rolled. The target's Presence is reduced by half of the remaining amount, and the attacker's Presence is increased by half of that amount (round down, even if the fraction is more than one-half). Presence Theft ignores Damage Resistance.

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

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

Stealing a character's Presence does not reduce their Endurance.

Probability Control

Free action
Ranged power

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

Using Probability Control requires the player to describe a favourable or unfavourable circumstance within range 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 decides how this unlikely event impacts the character. The simplest way to translate this favourable or unfavourable circumstance into game terms is to grant a +3 skill bonus if the circumstance is favourable for the character attempting the task or to impose a -3 skill penalty if the circumstance is unfavourable 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 bonus or a -3 penalty: significant, but not game-breaking.

Probability Control can be used as a free action. The number of times the character can influence probability per scene is equal to the character's Power Level. Probability Control must be used to influence a roll before the roll has been made.

Conservation Of Probability: Normally, there is no karmic debt incurred by a character with Probability Control. However, some characters must maintain parity between events so that the ledgers of karma remain balanced. If such a character uses their power to grant a +3 skill bonus, for example, they must balance this out with a compensating -3 skill penalty before the end of the scene. If they don't, the balance will re-assert itself in the following scene in a way that is inconvenient for the character with Probability Control, and the character will be unable to use their power to prevent it.

Radio Communication

Free action
Self-only power

Radio Communication is a self-only power which permits the character to send and receive signals over any standard radio frequency.

Encrypted: If the character wishes, the communication is difficult to notice for those not involved in the conversation. Anyone not party to the conversation must make a remarkably difficult (DV 15) Investigation (Reason) roll just to notice the conversation, and an extremely difficult (DV 18) Computing (Reason) roll to understand what is being said.

Reason Drain

Standard action
Hand-to-hand alteration attack
Follow through powers: Reason Theft

Reason Drain is a hand-to-hand alteration attack which inflicts damage to the target's Reason. Attacking with Reason Drain requires a successful Hand-to-hand Combat (Brawn) roll against 8 + Hand-to-hand Combat (Brawn) of the target. If the attacker succeeds at this roll, then the attacker rolls damage based on their Power Level. The target subtracts their Alteration Resistance from the amount the attacker rolled. The target's Reason is reduced by half of the remaining amount (round down, even if the fraction is more than one-half). Reason Drain ignores Damage Resistance.

Table: Power Level Damage
Power Level Damage
1 1d6+1
2 1d6+2
3 1d6+3
4 1d6+4
5 1d6+5
6 1d6+6
7 1d6+7
8 1d6+8
9 1d6+9
10 1d6+10
11 1d6+11
12 1d6+12
13 1d6+13
14 1d6+14
15 1d6+15
16 1d6+16
17 1d6+17
18 1d6+18
19 1d6+19
20 1d6+20
21 1d6+21


The effects of multiple Reason Drain attacks are cumulative, but the damage from Reason Drain is temporary. It all comes back after the fight is over, when the target has had a chance to rest and recuperate. The damage from Reason Drain will also return if the character with Reason Drain goes unconscious.

Reason Theft

Standard action
Hand-to-hand alteration attack
Prerequisite: Reason Drain

Reason Theft is a hand-to-hand alteration attack which allows a character to temporarily steal the target's Reason. Attacking with Reason Theft requires a successful Hand-to-hand Combat (Brawn) roll against 8 + Hand-to-hand Combat (Brawn) of the target. If the attacker succeeds at this roll, then the attacker rolls damage based on their Power Level (see Reason Drain). The target subtracts their Alteration Resistance from the amount the attacker rolled. The target's Reason is reduced by half of the remaining amount, and the attacker's Reason is increased by half of that amount (round down, even if the fraction is more than one-half). Reason Theft ignores Damage Resistance.

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

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

Reflection

Free action
Ranged normal attack

Reflection permits the character to use a free action to reflect a ranged normal 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 Ranged Combat (Agility) roll against 8 + Ranged Combat (Agility) of the attack.

If the Reflection roll fails, the character is struck by the attack, as usual. If the roll succeeds, the damage from the attack is applied to the initial attcker and resolved as usual.

Regeneration

Standard Action
Self-only power

Regeneration is a self-only power which accelerates the healing process and allows the character to recover from injury more quickly. Most characters with Regeneration can even regrow lost limbs or damaged organs. A character with Regeneration may use a standard action to roll dice based on their Power Level. The character's Health is restored by half of the remaining amount (round down, even if the fraction is more than one-half).

Table: Power Level Damage
Power Level Damage
1 1d6+1
2 1d6+2
3 1d6+3
4 1d6+4
5 1d6+5
6 1d6+6
7 1d6+7
8 1d6+8
9 1d6+9
10 1d6+10
11 1d6+11
12 1d6+12
13 1d6+13
14 1d6+14
15 1d6+15
16 1d6+16
17 1d6+17
18 1d6+18
19 1d6+19
20 1d6+20
21 1d6+21


Any other time, including when the character with Regeneration is unconscious, they regain one lost Health per minute. If the character with Regeneration is dead, but they also have the Immortality power, they regain one lost Health per minute.

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

Sense Auras

Standard action
Ranged mental power

The character can see the invisible emanations around people and things. Sensing the aura of a person requires a successful Investigation (Presence) roll against 8 + Mental Combat (Presence) of the target. Sensing the aura of an object is a moderately difficult (DV 12) task. If the character fails this roll, they may not attempt to read that person or object again during that scene.

If the character's roll succeeds by 4 or more, they may sense whether the aura is "warm" (positive, life affirming) or "cold" (negative, life negating). A typical person's aura is slightly "warm", but even a person with a "cold" aura is not necessarily wicked: they could just be having a bad day.

Sense Auras is never completely reliable: it is primarily a roleplaying power under the control of the GM.

Table: Typical aura colors
Color Temperament
Red In a positive light, red indicates a healthy ego: someone powerful, sensual, passionate, and energetic. In a negative light, red indicates anger, an unforgiving nature, or anxiety.
Orange In a positive light, orange indicates productivity and creativity: someone sociable, detail oriented, and courageous. In a negative light, it can indicate stress and addictions.
Yellow Indicates optimism, and easy-going nature, inspiration, and intelligence.
Green Indicates balance, growth, and a willingness to change. It is a strong indication of a love of people, animals, and nature.
Turquoise Indicates a sensitive, compassionate nature, that of a healer or a counselor.
Blue Indicates calm and focus. It is a strong indication of clarity, truthfulness, and an intuitive nature.
Indigo Indicates deep feeling: someone of profound intuition and sensitivity.
Violet Indicates a sensitive nature and greater than average psychic potential. May also indicate an artistic temperament.
Lavender Indicates great vision and imagination.


Sense [Element]

Free action
Self-only power

Sense [Element] is a self-only power which permits the character to perceive, locate, and analyze a substance, material, or energy. The specific type of force or substance that to be sensed must be chosen when this power is purchased: sense magic, sense metal, sense temporal anomalies, and so on. Obtaining detailed information about the element typically requires a moderately difficult (DV 12) Investigation (Reason) roll, but the difficulty may be higher depending on the ambient "noise" and how obvious the thing being perceived is. If the thing being perceived is relatively obvious (to someone with the appropriate senses), no roll should be necessary.

Mage Sight: Mage Sight allows a character to use a free action to sense the presence of magic and those who can wield it. To perceive a source of magic, the character must succeed at a moderately difficult (DV 12) Occult (Reason) roll. If the target of the character's attention is a magic object, they learn the general purpose of the object's magic, and they have a rough idea how to activate it. Mage Sight has other uses, as well. For example, if a character with Mage Sight is being spied upon using magic, they may use a free action to attempt a remarkably difficult (DV 15) Occult (Reason) roll to notice the fact. If they succeed at an extremely difficult (DV 18) Occult (Reason) roll, they also notice whether the person scrying on them is in the past, present, or future.

Shapeshifting

Quick action
Self-only alteration power

Shapeshifting is a self-only alteration power which permits the character to change their shape, appearance, odor, etc., and they may increase or decrease their size by 50%. The character may re-assign their Brawn and Agility to suit their new shape, as long as the total of Brawn + Agility remains the same or lower, and neither attribute exceeds the character's Power Level. Shapeshifting does not give the character any new powers, such as Night Vision or Flight.

A character with Shapeshifting can change shape once per turn, using a quick action. If the character goes unconscious, the character reverts to their normal form.

Assuming the shape of a specific person, creature, or object is more difficult than changing into a generic example of a particular shape. If someone is actively looking at the character, or has any reason to suspect that the character is not the genuine article, the person observing the shapeshifted character may attempt an Investigation (Reason) roll against 8 + Power Level of the shapeshifter; if the observer has any unusual senses, they add +3 to this roll. If the Investigation (Reason) roll is successful, the observer can tell that the shapeshifted character is not who or what they appear to be.

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

Shrinking

Quick action
Self-only alteration power

Shrinking is a self-only alteration power which permits the character to become smaller and lighter than normal. The effects of Shrinking are based on the Power Level of the character. At Power Level 10, the character can be as small as the diameter of a human hair.

A character with Shrinking can change their size once per turn, using a quick action. If the character goes unconscious, the character reverts to their normal size.

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


Table: Shrinking
Power Level Height Agility
1 60 cm +1
2 20 cm +1
3 6 cm +1
4 2 cm +1
5 6 mm +2
6 2 mm +2
7 600 μm +2
8 200 μm +2
9 60 μm +3
10 20 μm +3
11 6 μm +3
12 2 μm +3
13 600 nm +4
14 200 nm +4
15 60 nm +4
16 20 nm +4
17 6 nm +5
18 2 nm +5
19 0.6 nm +5
20 0.2 nm +5
21 0.06 nm +6


Space Travel

Move action
Self-only power

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

Speak With Objects

Standard action
Self-only power

Speak With Objects is a self-only power which permits the character to communicate with inanimate objects in ways that people normally can't. For example, a character with Speak With Objects may communicate with buildings and other artificial structures, non-sentient machines, non-sentient plants and animals, paths and roads, and rocks and stones. To communicate with an inanimate object, the character must succeed at a moderately difficult (DV 12) Diplomacy (Presence) 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 also see into the past, viewing or "reading" the history of items and objects by touching them. Seeing into the past is a plot dependent power and may not always be available, at the GM's discretion.

Specific Objects: Some characters may only communicate with a specific type or types of object. For example, a character attuned to the spirit of cities might only be able to communicate with roads and buildings, while a cyborg might be able to connect to and communicate with computers, at speeds much faster than would otherwise be possible. A character whose Speak With Objects power is limited in this way gains a +3 bonus on their Diplomacy (Presence) roll.

Stretching

Quick action
Self-only power

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


Table: Stretching
Power Level Reach
1 2 m
2 3 m
3 6 m
4 10 m
5 18 m
6 32 m
7 56 m
8 100 m
9 180 m
10 320 m
11 560 m
12 1 km
13 2 km
14 3 km
15 6 km
16 10 km
17 18 km
18 32 km
19 56 km
20 100 km
21 180 km


Strike

Standard action
Hand-to-hand normal attack

Strike is a hand-to-hand normal attack which inflicts Health damage. Normally, an unarmed hand-to-hand normal attack inflicts Endurance damage. The Strike could be claws, radiation, cold, a sword, or even darkness or light, and this must be chosen when the Strike power is purchased. Attacking with Strike requires a successful Hand-to-hand Combat (Brawn) roll against 8 + Hand-to-hand Combat (Brawn) of the target. If the attacker succeeds at this roll, then the attacker rolls damage based on their Power Level. The target subtracts their Damage Resistance from the amount the attacker rolled. The target's Health is reduced by the remaining amount.

Table: Power Level Damage
Power Level Damage
1 1d6+1
2 1d6+2
3 1d6+3
4 1d6+4
5 1d6+5
6 1d6+6
7 1d6+7
8 1d6+8
9 1d6+9
10 1d6+10
11 1d6+11
12 1d6+12
13 1d6+13
14 1d6+14
15 1d6+15
16 1d6+16
17 1d6+17
18 1d6+18
19 1d6+19
20 1d6+20
21 1d6+21

Specific Targets: Some characters' attacks are specifically tuned to affect only particular targets. For example, the character's Strike might be a toxin which is harmful to living beings, but which does not affect inanimate objects.

Stunning: Some characters' strikes are nonlethal. The damage is applied to the target's Endurance rather than to their Health. The target recovers their lost Endurance after the fight is over, when the character has had a chance to rest and recuperate.

Supernatural Endurance

Constant
Self-only power

Normally, a character's Endurance is equal to their Brawn + Presence. The Endurance of a character with Supernatural Endurance is equal to their Brawn + Presence + Power Level. A permanent change to any of these attributes will increase or decrease the character's Endurance by the same amount.

Supernatural Flight

Move action
Self-only power
Prerequisite: Flight

Supernatural Flight is a self-only power which permits the character to add their Power Level to their Agility for the purpose of determining their base move, double move, and all-out move when using Flight.

Supernatural Health

Constant
Self-only power

Normally, a character's Health is equal to their Agility + Brawn. The Health of a character with Supernatural Health is equal to their Agility + Brawn + Power Level. A permanent change to any of these attributes will increase or decrease the character's Health by the same amount.

Supernatural Jumping

Move action
Self-only power

Supernatural Jumping is a self-only power which permits the character to add their Power Level to their Brawn for the purpose of determining the distance of the character's long jump.

Supernatural Lifting

Standard action
Self-only power

Supernatural Lifting is a self-only power which permits the character to add their Power Level to their Brawn for the purpose of determining what the character can lift and throw.

Supernatural Running

Move action
Self-only power

Supernatural Running is a self-only power which permits the character to add their Power Level to their Agility for the purpose of determining their base move, double move, and all-out move when walking or running.

Supernatural Swimming

Move action
Self-only power

Supernatural Swimming is a self-only power which permits the character to add their Power Level to their Agility for the purpose of determining their base move, double move, and all-out move when swimming.

Supernatural Teleportation

Move action
Self-only power
Prerequisite: Teleportation

Supernatural Teleportation is a self-only power which permits the character to double their Power Level for the purpose of determining their base move, double move, and all-out move when using Teleportation.

Supernatural Tunneling

Move action
Self-only power
Prerequisite: Tunneling

Supernatural Tunneling is a self-only power which permits the character to double their Power Level for the purpose of determining their base move, double move, and all-out move when using Tunneling.

Telekinesis

Standard action
Ranged normal attack

Telekinesis is a ranged normal attack which permits a character to grapple a character or object without touching it. Attacking with Telekinesis requires a successful Ranged Combat (Agility) roll against 8 + Ranged Combat (Agility) of the target. Grabbing inanimate objects with Telekinesis is generally automatic.

If the attacker's roll is successful, the target is restrained. A restrained character is not helpless, but they can't use move actions until they break free of the Telekinesis. A restrained character incurs a -3 skill penalty on their defense and on all skill 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.

Psychokinesis: The character's Telekinesis is a mental attack rather than a normal one. Attacking with Psychokinesis requires a successful Mental Combat (Presence) roll against 8 + Mental Combat (Presence) of the target. To break free of Psychokinesis, the restrained character must use a standard action to attempt a Survival (Presence) roll against 8 + Power Level of the attacker. If the restrained character has Mental Resistance, they may add it to this roll. If the attacker with Psychokinesis wishes to squeeze the restrained character, they must use a standard action to attempt a Mental Combat (Presence) roll against 8 + Mental Combat (Presence) of the target. If the attacker succeeds at this roll, then the attacker rolls damage based on their Power Level. The target subtracts their Mental Resistance from the amount the attacker rolled. The target's Health is reduced by half of the remaining amount (round down, even if the fraction is more than one-half).


Table: Telekinesis
Power Level Lift Example Throw 25 kg
0 25 kg medium dog 1 m
1 55 kg pony keg of beer 1 m
2 110 kg heavy adult 2 m
3 240 kg motorcycle 5 m
4 500 kg grand piano 10 m
5 1,600 kg full size car 32 m
6 5,000 kg empty dump truck 100 m
7 16 t tractor-trailer 320 m
8 50 t loaded tanker truck 1,000 m
9 160 t huge mining dump-truck 3,200 m
10 500 t 747 passenger plane 10 km
11 1,600 t small bridge 32 km
12 5,000 t Eiffel Tower 100 km
13 16,000 t long train 320 km
14 50,000 t aircraft carrier 1,000 km
15 160,000 t large office building 3,200 km
16 500,000 t ultra large crude carrier 10,000 km
17 1,600,000 t huge skyscraper 32,000 km
18 5,000,000 t Great Pyramid of Khufu 100,000 km
19 16,000,000 t Three Gorges Dam 320,000 km
20 50,000,000 t Great Wall Of China 1,000,000 km
21 160,000,000 t mountain 3,200,000 km
  1. Lift indicates the greatest weight that a character can "deadlift" with Telekinesis (pick up off the ground to the level of the hips). A character carrying or supporting such a weight with their Telekinesis can take at most one or two steps per turn. A character can move normally while carrying a weight corresponding to one less than their Power Level. For example, a character with Power Level 4 could carry up to 240 kilograms and suffer no penalties to their movement while doing so.
  2. Throw 25 kg indicates the farthest distance that a character with Telekinesis could throw a compact object weighing 25 kg. To see how far a character can throw heavier objects, subtract the Power Level required to lift the object from the character's total Power Level. Look up the difference in the "Power Level" column: this indicates how far the character can throw the object. For example, a character with Power Level 4 could throw an object weighing up to 110 kg up to 2 meters.


Breaking Free Of Telekinesis

To break free of Telekinesis, the restrained character must use a standard action to attempt a Survival (Brawn) roll against 8 + Power Level of the attacker. If the target succeeds at this roll, they break free of the Telekinesis. If the restrained character has Strike or Damaging Aura, they may add their Power Level to this roll. 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.

Hurting A Held Target

If the attacker wishes to squeeze the restrained character, they must use a standard action to attempt a Ranged Combat (Agility) roll against 8 + Ranged Combat (Agility) of the target. If the attacker succeeds at this roll, then the attacker rolls damage based on their Power Level. The target subtracts their Damage Resistance from the amount the attacker rolled. The target's Health is reduced by the remaining amount.

Table: Power Level Damage
Power Level Damage
1 1d6+1
2 1d6+2
3 1d6+3
4 1d6+4
5 1d6+5
6 1d6+6
7 1d6+7
8 1d6+8
9 1d6+9
10 1d6+10
11 1d6+11
12 1d6+12
13 1d6+13
14 1d6+14
15 1d6+15
16 1d6+16
17 1d6+17
18 1d6+18
19 1d6+19
20 1d6+20
21 1d6+21

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 (rounded in the character's favour), 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
Ranged mental attack

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 (Presence) roll against 8 + Mental Combat (Presence) of the target. With a successful 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 incurs a -3 skill penalty on their Mental Combat (Presence) roll (each memory viewed requires a separate roll).

To break free of Telepathy, the target must use a standard action to attempt a Survival (Presence) roll against 8 + Power Level of the attacker. If the target has Mental Resistance, they may add it to this 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 skill 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.

Teleportation

Move action
Self-only power
Follow through powers: Supernatural Teleportation

Teleportation is a self-only power which permits the 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 based on their Power Level. The character may double-move and all-out move using Teleportation. A character using Teleportation may carry with them whatever they can carry, based on their Brawn. This may include equipment or even other characters.

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

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


Table: Teleportation
Power Level Base Move Double Move All-out Move
0 0 m 0 m 0 km
1 2 m 4 m 7 km
2 4 m 8 m 14 km
3 7 m 14 m 25 km
4 13 m 26 m 47 km
5 40 m 80 m 140 km
6 130 m 260 m 470 km
7 400 m 800 m 1,400 km
8 1,300 m 2,600 m 4,700 km
9 4 km 8 km 14,000 km
10 13 km 26 km 47,000 km
11 40 km 80 km 140,000 km
12 130 km 260 km 470,000 km
13 400 km 800 km 1,400,000 km
14 1,300 km 2,600 km 4,700,000 km
15 4,000 km 8,000 km 14,000,000 km
16 13,000 km 26,000 km 47,000,000 km
17 40,000 km 80,000 km 140,000,000 km
18 130,000 km 260,000 km 470,000,000 km
19 400,000 km 800,000 km 0.99 light years
20 1,300,000 km 2,600,000 km 0.9999 light years
21 4,000,000 km 8,000,000 km 0.999999 light years


Time Travel

Move action
Self-only power

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

[Transformation] Ray

Standard action
Ranged alteration attack

[Transformation] Ray is a ranged alteration attack which allows a character to use a self-only alteration power as an attack. Attacking with [Transformation] Ray requires a successful Ranged Combat (Agility) roll against 8 + Ranged Combat (Agility) of the target. If the target has Alteration Resistance, they may add it to their defense. [Transformation] Ray ignores Damage Resistance.

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

To recover from the transformation, the target must use a standard action to attempt a Survival (Brawn) roll against 8 + Power Level of the attacker. If the target has Alteration Resistance, they may add it to this roll. If the target succeeds at this roll, they recover from the transformation. If the target has not recovered from the [Transformation] Ray by the end of the scene, then they recover from it shortly thereafter.

Tunneling

Move action
Self-only power
Follow through powers: Supernatural Tunneling

Tunneling is a self-only power which permits the character to move through the earth as easily as other people move through water. However, the character is unable to pass through force fields and other energy barriers. The character's base move, double move, and all-out move while tunneling are based on their Power Level.

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


Table: Tunneling
Power Level Base Move Double Move All-out Move km/h
0 0 m 0 m 0 m 0 km/h
1 1 m 2 m 6 m 4 km/h
2 2 m 4 m 12 m 7 km/h
3 3 m 6 m 18 m 11 km/h
4 4 m 8 m 24 m 14 km/h
5 13 m 26 m 78 m 47 km/h
6 40 m 80 m 240 m 140 km/h
7 130 m 260 m 780 m 470 km/h
8 400 m 800 m 2,400 m 1,400 km/h
9 1,300 m 2,600 m 7,800 m 4,700 km/h
10 4 km 8 km 24 km 14,000 km/h
11 13 km 26 km 78 km 47,000 km/h
12 40 km 80 km 240 km 140,000 km/h
13 130 km 260 km 780 km 470,000 km/h
14 400 km 800 km 2,400 km 1,400,000 km/h
15 1,300 km 2,600 km 7,800 km 4,700,000 km/h
16 4,000 km 8,000 km 24,000 km 14,000,000 km/h
17 13,000 km 26,000 km 78,000 km 47,000,000 km/h
18 40,000 km 80,000 km 240,000 km 140,000,000 km/h
19 130,000 km 260,000 km 780,000 km 470,000,000 km/h
20 400,000 km 800,000 km 2,400,000 km 1,400,000,000 km/h
21 1,300,000 km 2,600,000 km 7,800,000 km 4,700,000,000 km/h


X-ray Vision

Free action
Self-only power

X-ray Vision is a self-only power which permits the character to make a moderately difficult (DV 12) Investigation (Reason) roll to see through objects. On a successful roll, they focus their vision at a specific distance, ignoring intervening physical barriers. The player must define a reasonably common substance, material, or energy that the character can't see through.

Ultra-power

Varies
Self-only power
Prerequisite: Four powers with the same unifying theme

Ultra-power is a self-only power which permits the character to use any power, one at a time, as long as it belongs to the character's unifying theme. If the power the character wants to use has a prerequisite, the character must have the prerequisite power apart from the Ultra-power.

In order to have Ultra-power, the character must first buy four powers that adhere to a specific unifying theme. Some typical unifying themes for Ultra-power are trick arrows, sorcerous spells, gadgets, mastery of a fundamental force, or a cosmic amulet that lets the user create any solid-energy construct they can imagine. The player can pick any unifying theme they like, subject to the GM's approval.

The character may apply power boosts to the Ultra-power. If the Ultra-power has a power boost, that power boost may be applied to any power in the Ultra-power.

Villain Powers

Powers can sometimes work quite differently for villains than it does for player characters. For example, a character with Mind Control will rarely be able to maintain their control over a target for more than a few minutes, but a villain might have an NPC under their control for weeks or even years. Villains 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.