Kalos Mechanism 4e EN:Powers: Difference between revisions

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Powers are exceptional abilities that normal people ''do not'' have. The GM should carefully review all powers to make sure they fit with the game being played.
Powers are exceptional abilities that normal people ''do not'' have. The GM should carefully review all powers to make sure they fit with the game being played.


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'''.
The character's '''first power costs 1 character point''', their second power costs 2 character points, and so on.


Power boosts are added to this cost: '''each power boost costs 1 point'''.
For example, buying a fourth power costs '''4 character points'''.


[[Kalos_Mechanism_4e_EN:Powers#Power_Boosts|Power boosts]] are added to this cost: '''each power boost costs 1 point'''.


{| cellpadding="4" cellspacing="1" class="wikitable zebra"
Some power names have a '''word in brackets, such as [[Kalos_Mechanism_4e_EN:Powers#Element_Immunity|[Element] Immunity]]'''. This indicates that the power listed is the general version, and you must 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. In order to have several versions of the power, the character must purchase the power several times.
|+Table: Power cost
|-
! class="aligncenter"|Quantity
! class="aligncenter"|Cost
|-
| class="aligncenter"|1
| class="aligncenter"|1
|-
| class="aligncenter"|2
| class="aligncenter"|3
|-
| class="aligncenter"|3
| class="aligncenter"|6
|-
| class="aligncenter"|4
| class="aligncenter"|10
|-
| class="aligncenter"|5
| class="aligncenter"|15
|-
| class="aligncenter"|6
| class="aligncenter"|21
|-
| class="aligncenter"|7
| class="aligncenter"|28
|-
| class="aligncenter"|8
| class="aligncenter"|36
|-
| class="aligncenter"|9
| class="aligncenter"|45
|-
| class="aligncenter"|10
| class="aligncenter"|55
|}
 


Some power names have a '''word in brackets, such as [[Kalos_Mechanism_4e_EN:Powers#Element_Immunity|[Element] Immunity]]'''. This indicates that the power listed is the general version, and you must 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. In order to have several versions of the power, the character must purchase the power several times.
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 [[Kalos_Mechanism_4e_EN:Powers#Flight|Flight]]. Such modifications do not change the cost of the power, but they are subject to the GM's approval.


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 [[Kalos_Mechanism_4e_EN:Powers#Flight|Flight]]. Such modifications to a power are subject to the GM's approval.
Rolling dice for powers is covered in the [[Kalos_Mechanism_4e_EN:Actions|Actions]] chapter.


==Power Level==
==Power Level==


Most aspects of a character's powers are dictated by the character's '''[[Kalos_Mechanism_4e_EN:Attributes#Power_Level|Power Level]]'''. The effective '''Power Level of a piece of equipment is its Equipment Level'''.
Most aspects of a character's powers are dictated by the character's '''[[Kalos_Mechanism_4e_EN:Creation#Power_Level|Power Level]]'''. The effective '''Power Level of a piece of equipment is its Equipment Level'''.


If a power is '''[[Kalos_Mechanism_4e_EN:Powers#Ranged|ranged]]''', the maximum range of the power is dictated by the character's Power Level. This distance is a maximum, not a requirement: a character may choose to affect a nearer target.
If a power is '''[[Kalos_Mechanism_4e_EN:Powers#Ranged|ranged]]''', the range of the power is dictated by the character's Power Level. Attacking a target within short range incurs neither a penalty nor a bonus; attacking a target within long range but beyond short range incurs a '''standard penalty (-{{KM4_STANDARD_BONUS}} AV, -{{KM4_STANDARD_BONUS}} DV)'''. Similarly, if a power '''[[Kalos_Mechanism_4e_EN:Powers#Area|affects an area]]''', the radius of the area is dictated by the character's Power Level. This area is a maximum, not a requirement: a character may choose to target a smaller area.


Similarly, if a power '''[[Kalos_Mechanism_4e_EN:Powers#Area|affects an area]]''', the maximum radius of the area is dictated by the character's Power Level. This area is a maximum, not a requirement: a character may choose to target a smaller area.
If an attacker's roll succeeds, the player rolls dice for damage based on the character's Power Level ('''1d6 + Power Level'''). The '''target's resistance''' ([[Kalos_Mechanism_4e_EN:Gifts#Damage Resistance|Damage Resistance]], [[Kalos_Mechanism_4e_EN:Gifts#Alteration Resistance|Alteration Resistance]], or [[Kalos_Mechanism_4e_EN:Gifts#Mental Resistance|Mental Resistance]]) is '''deducted from the points of damage'''.


If an attacker's roll succeeds, the player rolls dice for damage based on the character's Power Level ('''1d6 + Power Level'''). The '''target's resistance''' (Damage Resistance, Alteration Resistance, or Mental Resistance) is '''deducted from the points of damage'''.
If a character wants to '''[[Kalos_Mechanism_4e_EN:Actions#Recovering_From_Ongoing_Effects|recover from an ongoing effect]]''', the Difficulty Value is '''{{KM4_DV_BASE}} + the attacker's Power Level'''.


If a character wants to '''[[Kalos_Mechanism_4e_EN:Actions#Recovering_From_Ongoing_Effects|recover from an ongoing effect]]''', the Difficulty Value is '''8 + the attacker's Power Level'''.
==Types Of Powers==


==Activating Powers==
===Attack Powers===


Powers listed as '''constant''' are assumed to be active at all times.
Powers which affect a target against their will are '''[[Kalos_Mechanism_4e_EN:Actions#Attacks_And_Damage|attack powers]]'''. Each attack power, regardless of its source, is one of three types: '''normal, alteration, or mental'''.


Powers listed as '''quick action''' require a quick action to activate.
'''Normal attacks are the default''', and are the most common. A normal attack is either hand-to-hand or has a range based on the attacker's Power Level or Equipment Level, and it affects a single target. Normal attacks are targeted with and opposed by '''Hand-to-hand Combat''' or '''Ranged Combat''', and they are usually obvious. A successful normal attack reduces the target's current Health (or Endurance, if it is a [[Kalos_Mechanism_4e_EN:Actions#Stunning_Attacks|stunning attack]]). '''[[Kalos_Mechanism_4e_EN:Gifts#Damage Resistance|Damage Resistance]]''' is subtracted from the points of damage an attacker deals. The character takes the remaining points of damage. Damage from normal attacks can be healed with rest and medical care.


Powers listed as '''standard action''' require a standard action to use.
'''Alteration attacks''' are those which '''transform the target in some way''', or which directly '''affect one of the target's abilities'''. An alteration power is either hand-to-hand or has a range based on the attacker's Power Level or Equipment Level, and it affects a single target. Alteration attacks are targeted with and opposed by '''Hand-to-hand Combat''' or '''Ranged Combat''', and they are usually obvious. Damage Resistance is not effective against alteration attacks: only '''[[Kalos_Mechanism_4e_EN:Gifts#Alteration Resistance|Alteration Resistance]]''' is effective against alteration attacks. However, '''alteration attacks deal half''' of the points of damage which exceed the target's Alteration Resistance (round down, even if the fraction is more than one-half, to a minimum of 1). Damage from alteration attacks is temporary, and heals shortly after the scene ends. However, if a character's alteration attack grants the attacker a benefit, such as Power Theft, the effects of the power will end if the character goes unconscious.


'''Free action''' powers can be used at any time, as often as the GM deems reasonable.
'''Mental attacks''' are those which '''affect the target's mind''' directly. A mental attack has a range based on the attacker's Power Level or Equipment Level, and it affects a single target. Mental attacks are targeted with and opposed by '''Mental Combat''', and they are obvious to anyone who has Mental Resistance or mental powers, but they are usually invisible to everyone else. Damage Resistance is not effective against mental attacks: only '''[[Kalos_Mechanism_4e_EN:Gifts#Mental Resistance|Mental Resistance]]''' is effective against mental attacks. However, '''mental attacks deal half''' of the points of damage which exceed the target's Mental Resistance (round down, even if the fraction is more than one-half, to a minimum of 1). Damage from mental attacks is temporary, and heals shortly after the scene ends.


See [[Kalos_Mechanism_4e_EN:Actions#Types_Of_Actions|Types Of Actions]] for more information.


==Types Of Powers==
<!-- Do not edit directly: table copied from Kalos-Mechanism-Benchmarks.fods#WikiTables -->
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Types Of Attack Powers
|-
! class="alignleft"|Normal Attack
! class="alignleft"|Alteration Attack
! class="alignleft"|Mental Attack
|-
| class="alignleft"|
*hand-to-hand, or range based on the Power Level or Equipment Level
*usually affects a single target
*targeted with and opposed by '''Hand-to-hand Combat''' or '''Ranged Combat'''
*usually obvious
*vs. '''Damage Resistance'''
*deals points of damage to Health (or Endurance, if it is a [[Kalos_Mechanism_4e_EN:Actions#Stunning_Attacks|stunning attack]])
*damage can be healed with rest and medical care
| class="alignleft"|
*hand-to-hand, or range based on the Power Level or Equipment Level
*usually affects a single target
*targeted with and opposed by '''Hand-to-hand Combat''' or '''Ranged Combat'''
*usually obvious
*vs. '''Alteration Resistance'''
*damage is halved (rounded down, to a minimum of 1)
*damage from alteration attacks is temporary, and heals shortly after the scene ends
*if alteration attack grants a benefit, the effects of the power will end if the character goes unconscious
| class="alignleft"|
*range based on the Power Level or Equipment Level
*usually affects a single target
*targeted with and opposed by '''Mental Combat'''
*obvious to anyone who has Mental Resistance or mental powers, but usually invisible to everyone else
*vs. '''Mental Resistance'''
*damage is halved (rounded down, to a minimum of 1)
*damage from mental attacks is temporary, and heals shortly after the scene ends
|}


===Attack Powers===
===Environmental Powers===


Powers which affect a target against their will are '''[[Kalos_Mechanism_4e_EN:Actions#Attacks_And_Damage|attack powers]]'''. Each attack power, regardless of its source, is one of three types: '''normal, alteration, or mental'''.
Powers which alter the environment in some non-damaging way are '''environmental powers'''. Environmental powers are usually targeted with '''Ranged Combat'''. The difficulty is typically moderate (DV {{KM4_DV_MODERATE}}), 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 or Equipment Level. The effects of environmental powers will end if the character goes unconscious.


'''Normal attacks are the default''', and are the most common. A normal attack is either hand-to-hand (1 m) or has a range based on the character's weapon or Power Level, and it affects a single target. Normal attacks are targeted with and opposed by '''Agility + Ranged Combat''' or '''Brawn + Hand-to-hand Combat''', and they are usually obvious. A successful normal attack reduces the target's current Health (or Endurance, if it is a [[Kalos_Mechanism_4e_EN:Actions#Stunning_Attacks|stunning attack]]). '''Damage Resistance''' is subtracted from the points of damage an attacker deals. The character takes the remaining points of damage.
===Movement Powers===


'''Mental attacks''' are those which '''affect the target's mind''' directly. Mental attacks are targeted with and opposed by '''Presence + Mental Combat''', and they are obvious to anyone who has Mental Resistance or mental powers, but they are usually invisible to everyone else. A mental attack has a maximum 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 deal half''' of the points of damage which exceed the target's Mental Resistance (round down, even if the fraction is more than one-half, to a minimum of 1).
Powers which allow the character to travel from place to place are '''movement powers'''. The character's '''base distance and sprint distance''' per turn are determined by their '''[[Kalos_Mechanism_4e_EN:Skills#Athletics|Athletics]] and/or their [[Kalos_Mechanism_4e_EN:Creation#Power_Level|Power Level]]'''. A character who travels a distance greater than their base movement, up to their '''sprint''', '''incurs a standard penalty (-{{KM4_STANDARD_BONUS}} AV, -{{KM4_STANDARD_BONUS}} DV)'''. If the character sprints, the standard penalty applies until the beginning of the character's next turn.


'''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 '''Agility + Ranged Combat''' or '''Brawn + Hand-to-hand Combat''', and they are usually obvious. Damage Resistance is not effective against alteration attacks: only '''Alteration Resistance''' is effective against alteration attacks. However, '''alteration attacks deal half''' of the points of damage which exceed the target's Alteration Resistance (round down, even if the fraction is more than one-half, to a minimum of 1).
Movement powers, along with walking and swimming, are exclusive: a character may travel their base or sprint distance in only one means of movement. If the GM permits it, a character could divide their movement between two modes of movement. For example, a character might use half of their Flight sprint and half of their Tunneling sprint during their turn.


===Environmental Powers===
===Personal Powers===


Powers which alter the environment in some non-damaging way are '''environmental powers'''. Environmental powers are usually targeted with '''Agility + Ranged Combat'''. 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 [[Kalos_Mechanism_4e_EN:Attributes#Power_Level|Power Level]].
'''Personal powers''' are those which '''transform the character in some way''', or which directly '''grant the character new abilities'''. If a personal power must be activated, such as Growth, the effects of the power will end if the character goes unconscious.


==Power Boosts==
===Resistance Powers===


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.
Powers which allow the character to resist attacks are '''resistance powers'''. The three resistance powers are [[Kalos_Mechanism_4e_EN:Gifts#Damage Resistance|Damage Resistance]], [[Kalos_Mechanism_4e_EN:Gifts#Alteration Resistance|Alteration Resistance]], and [[Kalos_Mechanism_4e_EN:Gifts#Mental Resistance|Mental Resistance]]. Resistance powers are '''constant''', and do not require an action to use. However, if a character's resistance power needs to be activated, such as Force Field, the effects of the power will end if the character goes unconscious.


Each power boost on a power '''costs one character point''', in addition to the cost of the power itself.
If an attack '''does not roll for damage''', the character's matching '''resistance is added to their Defense Value (DV)'''.


===Area===
If an attack '''rolls for damage''', the character's matching '''resistance is subtracted from the damage rolled'''.


'''[[Kalos_Mechanism_4e_EN:Actions#Area_Attacks|Area powers]]''' '''affect everyone within a certain distance''' of the target. Adding area to a power '''does not modify the skill''' used for the attack, nor the skill used to oppose it. An area attack requires a successful roll against each target in the affected area. The '''attacker rolls once''' for the attack.
The character's '''resistance''' is based on their '''[[Kalos_Mechanism_4e_EN:Creation#Power_Level|Power Level]]'''.


The radius of the area is dictated by the character's [[Kalos_Mechanism_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 the [[Kalos_Mechanism_4e_EN:Powers#×10_Area|×10 Area]] boost, which increases the maximum area of a character's area power.


If a power already affects an area, this power boost is superfluous.
<!-- Do not edit directly: table copied from Kalos-Mechanism-Benchmarks.fods#WikiTables -->
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Types Of Powers
|-
! class="alignleft"|Environmental Power
! class="alignleft"|Movement Power
! class="alignleft"|Personal Power
! class="alignleft"|Resistance Power
|-
| class="alignleft"|
*usually '''targeted with Ranged Combat'''
*difficulty is typically '''moderate (DV {{KM4_DV_MODERATE}})'''
*more complex uses may incur a higher difficulty
*typically has a range and an area based on the character's Power Level
*the effects of the power will end if the character goes unconscious
| class="alignleft"|
*'''distance per turn determined by [[Kalos_Mechanism_4e_EN:Skills#Athletics|Athletics]] and/or [[Kalos_Mechanism_4e_EN:Creation#Power_Level|Power Level]]'''
*sprint incurs a standard penalty (-{{KM4_STANDARD_BONUS}} AV, -{{KM4_STANDARD_BONUS}} DV)
| class="alignleft"|
*'''transforms the character''' or '''grants the character new abilities'''
*if a personal power must be activated, the effects of the power will end if the character goes unconscious
| class="alignleft"|
*is '''constant'''; does not require an action to use
*'''adds to Defense Value (DV)''' or '''is subtracted from rolled damage'''
*based on [[Kalos_Mechanism_4e_EN:Creation#Power_Level|Power Level]]
|}


===Ranged===
==Activating Powers==


A '''ranged power''' can affect a target '''up to a certain distance''' away. Attacking with a ranged power requires a successful '''Agility + Ranged Combat roll''' against 8 + Agility + Ranged Combat of the target.
Powers listed as '''constant''' are assumed to be active at all times.


The range of the power is based on the character's [[Kalos_Mechanism_4e_EN:Attributes#Power_Level|Power Level]]. This distance is a maximum, not a requirement: a character may choose to target a nearer target. Also see the [[Kalos_Mechanism_4e_EN:Powers#×10_Range|×10 Range]] boost, which increases the maximum range of a character's power.
Powers listed as '''quick action''' require a quick action to activate.


If a power is already ranged, this power boost is superfluous.
Powers listed as '''standard action''' require a standard action to use.


===Seeking===
'''Anytime action''' powers can be used at any time, as often as the GM deems reasonable.


'''Seeking''' allows a character to '''attack a second time''' if their first attack is unsuccessful. Adding seeking to a power '''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 next round'''. The attacker rolls the attack again as a '''quick action'''. No interaction or attention is required from the attacker for this second attack, but the attacker must be conscious.
See [[Kalos_Mechanism_4e_EN:Actions#Types_Of_Actions|Types Of Actions]] for more information.


===Selective===
==Power Boosts==


'''Selective''' allows a character to choose '''who will be affected by an [[Kalos_Mechanism_4e_EN:Powers#Area|area power]]''', and who won't, each time the area power is used. Adding selective to an area power '''does not modify the skill''' used for the attack, nor the skill used to oppose it. The '''attacker rolls once''' for the attack.
Each power may have one or more '''power boosts'''. Power boosts make the power better, such as increasing the range of Blast, 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. Characters with multiple power boosts should receive more than the usual amount of GM consultation.


===×10 Area===
{{Quotation|'''Expert Tip:''' Just because it is ''possible'' to create a global, selective Mind Control power does not mean that you ''should'', or that the GM should allow you to play it.}}


'''×10 Area''' expands the '''maximum area''' of a character's [[Kalos_Mechanism_4e_EN:Powers#Area|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 to 1,000 times the standard radius granted by the character's [[Kalos_Mechanism_4e_EN:Attributes#Power_Level|Power Level]].
Each power boost on a power '''costs one character point''', in addition to the cost of the power itself.


===×10 Range===
===Area===


'''×10 Range''' extends the '''maximum range''' of a character's [[Kalos_Mechanism_4e_EN:Powers#Ranged|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 [[Kalos_Mechanism_4e_EN:Attributes#Power_Level|Power Level]].
Area powers can potentially affect anyone within the affected area. Attacking an area requires a moderately difficult ('''DV {{KM4_DV_MODERATE}}''') '''Ranged Combat roll''' (for normal and alteration attacks) or a moderately difficult ('''DV {{KM4_DV_MODERATE}}''') '''Mental Combat roll''' (for mental attacks). The player rolls once for all targets in the affected area. Weaker targets near the center of the area are affected first.


==Power Descriptions==
The radius of the area is dictated by the character's [[Kalos_Mechanism_4e_EN:Creation#Power_Level|Power Level]]. This distance is a maximum, not a requirement: a character may choose to target a smaller area. Also see the [[Kalos_Mechanism_4e_EN:Powers#×10_Area|×10 Area power boost]], which increases the maximum area of a character's area power.


Below is a list of typical powers found in a ''Kalos Mechanism'' game. A character may have a power not listed here, subject to GM approval. Any new powers should be approximately as useful as these powers. Some powers have a '''prerequisite power'''. In order to have a '''follow through power''', the character must have the prerequisite power.
* If the player’s roll '''fails by 3 or more''', the GM chooses '''one quarter of the targets''' in the area (rounded down to a minimum of one), and the character's attack hits those targets.
* If the player’s roll '''succeeds by 3 or more''', the GM chooses '''three quarters of the targets''' in the area (rounded down to a minimum of one), and the character's attack hits those targets.
* '''Otherwise''', the GM chooses '''one half of the targets''' in the area (rounded down to a minimum of one), and the character's attack hits those targets.


===Absorption===
If a power already affects an area, this power boost is superfluous.
:''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 is successfully attacked''' with a normal attack, they gain a '''+{{KM4_SKILL_BONUS}} bonus''', even if the character takes no points of damage from the attack. This bonus may be applied to '''their next attack roll or their next damage roll'''. The player may choose which bonus to apply on a case by case basis.
See [[Kalos_Mechanism_4e_EN:GM_Resources#Alternate_Area_Shapes|Alternate Area Shapes]] and [[Kalos_Mechanism_4e_EN:GM_Resources#Flexible_Area_Power_Boost|Flexible Area Power Boost]] for more options.


===Agility Drain===
===Flexible===
:''Standard action''
:''Hand-to-hand alteration attack''
:''Follow through powers:'' [[Kalos_Mechanism_4e_EN:Powers#Agility_Theft|Agility Theft]]


Agility Drain is a hand-to-hand alteration attack which deals points of '''damage to the target's Agility'''. Attacking with Agility Drain requires a successful '''Brawn + Hand-to-hand Combat roll''' against 8 + Brawn + Hand-to-hand Combat of the target. If the attacker succeeds at this roll, then the attacker rolls '''1d6 + Power Level for damage'''. 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, to a minimum of 1). Agility Drain ignores Damage Resistance.
If a power has part of the name in brackets, such as [[Kalos_Mechanism_4e_EN:Powers#Element_Immunity|[Element] Immunity]], you must normally choose the specific power, such as Fire Immunity, or Electricity Immunity. With the Flexible power boost, the character can use '''any specific effect''' (an element, in the case of [Element] Immunity), as long as it belongs to the character's unifying theme, '''one at a time'''.


The points of damage from Agility Drain are '''temporary'''. It all resets after the fight is over, when the target has had a chance to rest and recuperate. The points of damage from Agility Drain will also return if the character with Agility Drain goes unconscious.
Changing from one specific effect to another '''requires a standard action'''.


Draining a character's Agility '''does not reduce their Health'''.
With the GM's permission, the Flexible power boost may be applied to other powers, such as Blast.


===Agility Theft===
===Ranged===
:''Standard action''
:''Hand-to-hand alteration attack''
:''Prerequisite:'' [[Kalos_Mechanism_4e_EN:Powers#Agility_Drain|Agility Drain]]


Agility Theft is a hand-to-hand alteration attack which deals points of '''damage to the target's Agility'''. Attacking with Agility Theft requires a successful '''Brawn + Hand-to-hand Combat roll''' against 8 + Brawn + Hand-to-hand Combat of the target. If the attacker succeeds at this roll, then the attacker rolls '''1d6 + Power Level for damage'''. 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, to a minimum of 1). Agility Theft ignores Damage Resistance.
This power boost turns an attack power or environmental power into a '''ranged power'''. A ranged power can affect a target '''up to a certain distance''' away. Attacking with a ranged power requires a successful '''Ranged Combat roll''' against {{KM4_DV_BASE}} + Ranged Combat of the target. With the GM's permission, '''the target may base their ranged Defense Value on their Athletics''', instead.


The character with Agility Theft '''gains an Agility bonus''' each time a target loses at least one level of Agility. The first time a target loses at least one level of Agility during a scene, the attacker gains a +1 Agility bonus. The second time a target loses at least one level of Agility during a scene, the attacker gains a +2 Agility bonus. And so on. The '''maximum Agility bonus''' the character can gain from Agility Theft is '''equal to their Power Level'''. If the character has more than one Agility bonus, only the highest value applies.
The range of the power is based on the character's [[Kalos_Mechanism_4e_EN:Creation#Power_Level|Power Level]]. Attacking a target within short range incurs neither a penalty nor a bonus; attacking a target beyond short range but within long range incurs a '''standard penalty (-{{KM4_STANDARD_BONUS}} AV, -{{KM4_STANDARD_BONUS}} DV)'''. Also see the [[Kalos_Mechanism_4e_EN:Powers#×10_Range|×10 Range power boost]], which increases the long range of a character's power.


The Agility bonus and the points of damage from Agility Theft are '''temporary'''. It all resets after the fight is over, when the target has had a chance to rest and recuperate. The Agility bonus and the points of damage from Agility Theft will also return if the character with Agility Theft goes unconscious.
Only attack powers and environmental powers can be made ranged with this power boost. If a power is already ranged, this power boost is superfluous.


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


===Alteration Resistance===
'''Seeking''' allows the character to '''attack a second time''' if their first attack is unsuccessful. Adding Seeking to a power '''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 next round'''. The attacker rolls the attack again as a '''quick action'''. No interaction or attention is required from the attacker for this second attack, but the attacker must be conscious and able to attack.
:''Constant''
:''Self-only power''


Alteration Resistance is a self-only power which allows the character to '''withstand attacks''' which would physically '''transform them against their will''', or any attack which would '''damage or drain any of their attributes or powers'''. The character gains Alteration Resistance equal to their '''Power Level + {{KM4_RESISTANCE_BASE}}'''.
Although the Seeking power boost is typically applied to ranged attack powers, it can be applied to hand-to-hand attack powers, as well. Applied to Strike, for example, it permits the character to attack a second time if their first hand-to-hand attack is unsuccessful. The attacker does not need to remain in hand-to-hand range for the second hand-to-hand attack, but the second attack still uses the Hand-to-hand Combat skill.


The character's Alteration Resistance is '''subtracted from the points of alteration damage''' an attacker rolls. The character's Alteration Resistance is also '''added to their Brawn + Athletics roll to "break out" of an alteration attack'''. 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.
===Selective===


===Alternate Form===
'''Selective''' allows the character to choose '''who should be affected by a power''', and who shouldn't, each time the power is used. Adding Selective to an attack power '''does not modify the skill''' used for the attack, nor the skill used to oppose it.
:''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's alternate forms may not themselves also have Alternate Form.
Although the Selective power boost is typically applied to [[Kalos_Mechanism_4e_EN:Powers#Area|area powers]], it can be applied to other powers, as well. Applied to Invisibility, for example, it permits the character to choose who can see them and who can't.


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.
===<div id="x10 Area">×10 Area</div>===


The specific mechanism of the Alternate Form can vary greatly from character to character, which may offer minor benefits and drawbacks to the character.
'''×10 Area''' expands the '''maximum area''' of the character's [[Kalos_Mechanism_4e_EN:Powers#Area|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 power boost to an area power three times, that power can affect an area up to 1,000 times the standard radius granted by the character's [[Kalos_Mechanism_4e_EN:Creation#Power_Level|Power Level]].


'''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.
===<div id="x10 Range">×10 Range</div>===


'''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.
'''×10 Range''' extends the '''long range''' of the character's [[Kalos_Mechanism_4e_EN:Powers#Ranged|ranged power]]. Each time this power boost is purchased, the long range of the character's power is '''multiplied by ten'''. For example, if the character applies this power boost to a ranged power three times, that power can affect a target at up 1,000 times the long range granted by the character's [[Kalos_Mechanism_4e_EN:Creation#Power_Level|Power Level]]. Attacking a target beyond short range but within long range incurs a '''standard penalty (-{{KM4_STANDARD_BONUS}} AV, -{{KM4_STANDARD_BONUS}} DV)''', as ususal.


===Ambient Awareness===
===<div id="x10 Sprint">×10 Sprint</div>===
:''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.
'''×10 Sprint''' increases the ''' sprint distance''' of the character's [[Kalos_Mechanism_4e_EN:Powers#Movement_Powers|movement power]]. Each time this power boost is purchased, the maximum distance of the character's sprint is '''multiplied by ten'''. For example, if the character applies this power boost to a movement power twice, that movement power allows the character to sprint 100 times the standard distance granted by the character's [[Kalos_Mechanism_4e_EN:Skills#Athletics|Athletics]] and [[Kalos_Mechanism_4e_EN:Creation#Power_Level|Power Level]].


===Astral Travel===
==Power Descriptions==
:''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.
Below is a list of typical powers found in a ''Kalos Mechanism'' game. A character may have a power not listed here, subject to GM approval. Any new powers should be approximately as useful as these powers. Some powers have a '''prerequisite power'''. In order to have a '''follow through power''', the character must have the prerequisite power.


===Blast===
===Absorption===
:''Standard action''
:''Personal power''
:''Ranged normal attack''
:''Constant''


Blast is a [[Kalos_Mechanism_4e_EN:Powers#Ranged|ranged]] normal attack which deals '''points of Health damage'''. The specific force or substance of the Blast 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.
Absorption is a personal power which permits the character to absorb energy from normal attacks. Whenever '''the character is successfully attacked''' with a normal attack, they gain a '''+{{KM4_STANDARD_BONUS}} bonus''', even if the character takes no points of damage from the attack. This bonus may be applied to '''their next attack roll or their next damage roll'''. The player may choose which bonus to apply on a case by case basis.


Attacking with Blast requires a successful '''Agility + Ranged Combat roll''' against 8 + Agility + Ranged Combat of the target. If the attacker succeeds at this roll, then the attacker rolls '''1d6 + Power Level for damage'''. The '''target subtracts their Damage Resistance''' from the amount the attacker rolled. The '''target's Health is reduced by the remaining amount'''.
===Alternate Form===
:''Personal power''
:''Standard action''


'''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.
Alternate Form is a personal power which grants the character a '''second independent identity''', with its own skills, gifts, and powers (and potentially even a different personality, if the player wishes). The character's second form has 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). '''A character's alternate form must also have the Alternate Form power.'''


'''Stunning:''' Some characters' blasts are [[Kalos_Mechanism_4e_EN:Actions#Stunning_Attacks|nonlethal]]. The points of damage are '''deducted from the target's Endurance''' rather than from their Health. If a character with zero Endurance takes additional points of Endurance damage from another attack, the damage is treated as points of Health damage. The target recovers their lost Endurance after the fight is over, when the character has had a chance to rest and recuperate.
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.


===Blindsight===
The specific mechanism of the Alternate Form can vary greatly from character to character, which may offer minor benefits and drawbacks to the character.
:''Free action''
:''Self-only power''


Blindsight is a self-only power which permits the character to '''sense symbols, shapes, and textures''' as clearly as with ordinary vision, but without the ability to distinguish color.
'''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 skills, gifts, and powers (and personality, if the player wishes) each time the power is activated.


Normally, a character who can't perceive their opponent has [[Kalos_Mechanism_4e_EN:Actions#Blinding_Attacks|great difficulty]] in combat. A character with Blindsight can '''engage in combat normally while blinded''' or otherwise unable to perceive their opponent, without any associated penalties. This could be a form of sonar or radar, a preternaturally sensitive sense of touch, or some other form of alternate perception.
'''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 an anytime action at the specified time.


{{Quotation|'''Expert Tip:''' The Blindsight power and the [[Kalos_Mechanism_4e_EN:Gifts#Blindfighting|Blindfighting]] gift are similar. Do you need both? No: the power is better (the power allows you to read your phone, for example). If your character is an ostensibly normal person, or if powers aren't permitted in the game, choose the gift. Otherwise, choose the power.}}
'''Flexible (+1 point):''' If the character has the [[Kalos_Mechanism_4e_EN:Powers#Flexible|Flexible power boost]] on their Alternate Form power, they can adopt transitional forms in between their primary and secondary forms. For example, a human character whose Alternate Form is a polar bear can turn into a human/polar bear hybrid, which has abilities in between their fully human and fully polar bear forms.


===Brawn Drain===
===Blast===
:''Ranged normal attack''
:''Standard action''
:''Standard action''
:''Hand-to-hand alteration attack''
:''Follow through powers:'' [[Kalos_Mechanism_4e_EN:Powers#Brawn_Theft|Brawn Theft]]


Brawn Drain is a hand-to-hand alteration attack which deals points of '''damage to the target's Brawn'''. Attacking with Brawn Drain requires a successful '''Brawn + Hand-to-hand Combat roll''' against 8 + Brawn + Hand-to-hand Combat of the target. If the attacker succeeds at this roll, then the attacker rolls '''1d6 + Power Level for damage'''. If the target has '''Alteration Resistance''', they subtract that 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, to a minimum of 1). Brawn Drain ignores Damage Resistance.
Blast is a [[Kalos_Mechanism_4e_EN:Powers#Ranged|ranged]] normal attack which deals '''points of Health damage'''. The specific force or substance of the Blast must be chosen when this power is purchased. Some typical examples are air, earth, fire, water, light, darkness, force fields, electricity, magnetism, gravity, cloth, and plants. The player can pick any force or substance, subject to the GM's approval.


The points of damage from Brawn Drain are '''temporary'''. It all resets after the fight is over, when the target has had a chance to rest and recuperate. The points of damage from Brawn Drain will also return if the character with Brawn Drain goes unconscious.
Attacking with Blast requires a successful '''Ranged Combat roll''' against {{KM4_DV_BASE}} + Ranged Combat of the target. If the attacker succeeds at this roll, then the attacker rolls '''1d6 + Power Level for damage'''. The '''target subtracts their [[Kalos_Mechanism_4e_EN:Gifts#Damage Resistance|Damage Resistance]]''' from the amount the attacker rolled. The '''target's Health is reduced by the remaining amount'''.


Draining a character's Brawn '''does not reduce their Endurance or Health'''.
If the character can use their Blast in hand-to-hand combat, as well, they should buy the Strike power with the [[Kalos_Mechanism_4e_EN:Powers#Ranged|Ranged power boost]] instead.


===Brawn Theft===
'''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.
:''Standard action''
:''Hand-to-hand alteration attack''
:''Prerequisite:'' [[Kalos_Mechanism_4e_EN:Powers#Brawn_Drain|Brawn Drain]]
 
Brawn Theft is a hand-to-hand alteration attack which deals points of '''damage to the target's Brawn'''. Attacking with Brawn Theft requires a successful '''Brawn + Hand-to-hand Combat roll''' against 8 + Brawn + Hand-to-hand Combat of the target. If the attacker succeeds at this roll, then the attacker rolls '''1d6 + Power Level for damage'''. If the target has '''Alteration Resistance''', they subtract that 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, to a minimum of 1). Brawn Theft ignores Damage Resistance.
 
The character with Brawn Theft '''gains a Brawn bonus''' each time a target loses at least one level of Brawn. The first time a target loses at least one level of Brawn during a scene, the attacker gains a +1 Brawn bonus. The second time a target loses at least one level of Brawn during a scene, the attacker gains a +2 Brawn bonus. And so on. The '''maximum Brawn bonus''' the character can gain from Brawn Theft is '''equal to their Power Level'''. If the character has more than one Brawn bonus, only the highest value applies.


The Brawn bonus and the points of damage from Brawn Theft are '''temporary'''. It all resets after the fight is over, when the target has had a chance to rest and recuperate. The Brawn bonus and the points of damage from Brawn Theft will also return if the character with Brawn Theft goes unconscious.
'''Stunning:''' Some characters' Blasts are [[Kalos_Mechanism_4e_EN:Actions#Stunning_Attacks|nonlethal]]. The points of damage are '''deducted from the target's Endurance''' rather than from their Health. If an attack would reduce the target's current Endurance to zero or less, the target's Endurance is reduced to zero. A character with '''zero Endurance is unconscious'''. Endurance may not be reduced below zero. If a character with zero Endurance '''takes additional points of Endurance damage''' from another attack, the damage is '''subtracted from their current Health'''. A character '''recovers their lost Endurance''' by '''resting for about an hour'''.


Stealing a character's Brawn '''does not reduce their Endurance or Health'''.
'''Flexible (+1 point):''' If the character has the [[Kalos_Mechanism_4e_EN:Powers#Flexible|Flexible power boost]] on their Blast power, the character can use '''any specific effect''', as long as it belongs to the character's unifying theme, '''one at a time'''.  For example, a character whose standard Blast is a "fireball" spell might cast a "lightning bolt" spell, a "magic bullet" spell, and so on.


===Bulletproof===
===Bulletproof===
:''Personal power''
:''Constant''
:''Constant''
:''Self-only power''


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


*is an '''ordinary piece of equipment''' purchased with money rather than with character points, and  
*is an '''ordinary piece of equipment''' purchased with money rather than with character points, and  
*has an Equipment Level '''less than''' the Bulletproof character's '''current Power Level'''.
*has an Equipment Level '''less than''' the Bulletproof character's '''Power Level'''.


For example, a Bulletproof character with Power Level 3 is unaffected by ordinary guns, knives, etc. of Equipment Level 2 and lower.
For example, a Bulletproof character with Power Level 3 is unaffected by ordinary guns, knives, etc. of Equipment Level 2 and lower.


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.).
This power is intended for superhero games, where the primary antagonists are other people with super powers. If the game setting is such that the description "ordinary guns, knives, etc." applies to most of the attacks the character would encounter, then this power is not appropriate.


'''Bulletproof Force Field:''' A character's Bulletproof power might be dependent on their [[Kalos_Mechanism_4e_EN:Powers#Damage Resistance|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.
'''Bulletproof Force Field:''' A character's Bulletproof power might be dependent on their [[Kalos_Mechanism_4e_EN:Gifts#Damage Resistance|Force Field (Damage Resistance)]]. 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===
===Clairvoyance===
:''Personal power''
:''Standard action''
:''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) '''Presence + Investigation 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.
Clairvoyance is a personal power which permits the character to '''perceive things at a distance'''. Using Clairvoyance typically requires a moderately difficult (DV {{KM4_DV_MODERATE}}) '''Investigation 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 ability''' and may not always be available, at the GM's discretion.


===Clinging===
===Clinging===
:''Free action''
:''Personal power''
:''Self-only power''
:''Anytime action''


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 Brawn 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) '''Power Level + Athletics 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 Power Level + Athletics rather than the usual combat skill.
Clinging is a personal 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.


===Combination===
===Combination===
:''Personal power''
:''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. Activating Combination takes a standard action, and requires the characters to all be touching each other. In addition to being more massive,  
Combination is a personal 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 skills''' of the combined character are equal to the '''highest''' of any of the combined characters, and
*the combined character has '''all of the gifts and powers''' of the combined characters.


*the combined character has '''all of the powers''' of the combined characters,  
The combined character's Endurance and Health are based upon their new skills, gifts, and powers.
*'''the attributes''' of the combined character are equal to the '''highest''' of any of the combined characters,
*the combined character gains a '''+1 Agility bonus''' and a '''+1 Brawn bonus'''.


<div id="Command Animals"></div>
<div id="Command Animals"></div>
<div id="Element Machines"></div>
<div id="Command Machines"></div>
<div id="Element Objects"></div>
<div id="Command Objects"></div>
<div id="Command Subject"></div>
<div id="Command Subject"></div>
===Command [Subject]===
===Command [Subject]===
:''Ranged mental attack''
:''Standard action''
:''Standard action''
:''Ranged mental attack''


Command [Subject] is a [[Kalos_Mechanism_4e_EN:Powers#Ranged|ranged]] mental attack which allows a character to '''animate and/or mentally control''' one or more '''inanimate or non-sentient subjects'''. The specific subject must be chosen when this power is purchased. Some typical examples are sea creatures, plants, machines, vermin, cute forest animals, cloth, and cats. The player can pick any inanimate or non-sentient subject, subject to the GM's approval.
Command [Subject] is a [[Kalos_Mechanism_4e_EN:Powers#Ranged|ranged]] mental attack which allows the character to '''animate and/or mentally control''' one or more '''inanimate or non-sentient subjects'''. The specific subject must be chosen when this power is purchased. Some typical examples are sea creatures, plants, machines, vermin, cute forest animals, cloth, and cats. The player can pick any inanimate or non-sentient subject, subject to the GM's approval.


To animate and/or mentally control a single large subject or numerous small subjects, the character must succeed at a moderately difficult (DV 12) '''Presence + Mental Combat roll'''. Controlled subjects operate independently of the character controlling them, but all of the controlled subjects act in unison. Giving them a new mental command requires a quick action.
To animate and/or mentally control a single large subject or numerous small subjects, the character must succeed at a moderately difficult (DV {{KM4_DV_MODERATE}}) '''Mental Combat roll'''. Controlled subjects operate independently of the character controlling them, but all of the controlled subjects act in unison. Giving them a new mental command requires a quick action.


The Agility, Damage Resistance, etc. of the subject or mass of subjects is equal to the Power Level of the character controlling them. The specific details of the how the subjects move and act vary depending on the subjects themselves: an animated tree can walk, a swarm of rats can swim, a vending machine can spit out cans of soda, a mass of animated toys can crawl, and so on.
The '''combat skills, damage, and Damage Resistance''' of the subject or mass of subjects are '''equal to the Power Level''' of the character controlling them. The specific details of the how the subjects move and act vary depending on the subjects themselves: an animated tree can walk, a swarm of rats can swim, a vending machine can spit out cans of soda, and so on.


The effects of Command [Subject] last until the end of the scene.
The effects of Command [Subject] last until the end of the scene.


<div id="Force Field"></div>
===Damage Mitigation===
===Damage Resistance===
:''Personal power''
:''Constant''
:''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 their '''Power Level + {{KM4_RESISTANCE_BASE}}'''.  
Damage Mitigation '''reduces any normal damage which exceeds the character's Damage Resistance by one-half''' (round down, even if the fraction is more than one-half, to a minimum of 1). For example, if a defender with Damage Mitigation takes 3 points of Health damage past their Damage Resistance, their Health will be reduced by 2. Damage Mitigation is only effective against normal attacks which inflict Heath or Endurance.


The character's Damage Resistance is '''subtracted from the points of normal Health or Endurance 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.
Damage Mitigation can represent abilities that make a character more difficult to wear down, such as a character who adapts to attacks, or a character made of a malleable, clay-like substance.
 
'''Force Field:''' The character's Damage Resistance must be activated with a quick action. If the character goes unconscious, the power turns off. 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.


===Damaging Aura===
===Damaging Aura===
:''Free action''
:''Hand-to-hand normal attack''
:''Hand-to-hand normal attack''
:''Quick action''


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.
A Damaging Aura hurts anyone who touches the character. Activating a Damaging Aura requires a quick action. 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 '''Brawn + Hand-to-hand Combat roll''' against 8 + Brawn + Hand-to-hand Combat of the target. If the attacker succeeds at this roll, then the attacker rolls '''1d6 + Power Level for damage'''. The '''target subtracts their Damage Resistance''' from the amount the attacker rolled. The '''target's Health is reduced by the remaining amount'''.
If the character with Damaging Aura is touched or successfully attacked with a hand-to-hand attack while their Damaging Aura is active, the character with Damaging Aura rolls '''1d6 + Power Level for damage'''. The '''character who touched the Damaging Aura subtracts their Damage Resistance''' from the amount the character rolled. The '''Health of the character who touched the Damaging Aura is reduced by the remaining amount'''.


The character with Damaging Aura may also use a standard action to touch others and cause damage. Doing so requires a '''Brawn + Hand-to-hand Combat roll''' against 8 + Brawn + Hand-to-hand Combat of the target.
A character with Damaging Aura may also use a standard action to touch others and cause damage. Doing so requires a '''Hand-to-hand Combat roll''' against {{KM4_DV_BASE}} + Hand-to-hand Combat 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) '''Presence + Survival 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 a '''plot dependent power''' and may not always be available, at the GM's discretion.


===Darkness===
===Darkness===
:''Ranged, area environmental power''
:''Standard action''
:''Standard action''
:''Ranged, area environmental power''


Darkness is a [[Kalos_Mechanism_4e_EN:Powers#Ranged|ranged]], [[Kalos_Mechanism_4e_EN:Powers#Area|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. 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.
Darkness is a [[Kalos_Mechanism_4e_EN:Powers#Ranged|ranged]], [[Kalos_Mechanism_4e_EN:Powers#Area|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 black extradimensional energy. Alternately, Darkness could affect a sense other than vision. For example, the target area could be filled with electrical interference which is impenetrable to 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 Danger Sense.
 
Unless they have [[Kalos_Mechanism_4e_EN:Gifts#Blindsight|Blindsight]], a character who can't see incurs a '''standard penalty (-{{KM4_STANDARD_BONUS}} AV, -{{KM4_STANDARD_BONUS}} DV)''', and they fail any Mental Combat attack rolls.


Unless they have [[Kalos_Mechanism_4e_EN:Gifts#Blindfighting|Blindfighting]] or [[Kalos_Mechanism_4e_EN:Powers#Blindsight|Blindsight]], a character who can't see incurs a '''skill penalty (-{{KM4_SKILL_BONUS}} AV, -{{KM4_SKILL_BONUS}} DV)''', and they fail any Mental Combat attack rolls.
If a character within the Darkness has an appropriate [[Kalos_Mechanism_4e_EN:Gifts#Sense_Element|Sense [Element]] gift, they may use a quick action to attempt a moderately difficult (DV {{KM4_DV_MODERATE}}) '''Investigation roll''' to locate a target. If this roll is successful, the character does not suffer a standard penalty to attack that target during that round.


If a character wishes to dismiss their Darkness, they may do so with a quick action. They may also use a standard action to move the center of the Darkness.
If a character wishes to dismiss their Darkness, they may do so with a quick action. They may also use a standard action to move the center of the Darkness.
'''Impenetrable Darkness:''' Normally, a character with [[Kalos_Mechanism_4e_EN:Gifts#Blindsight|Blindsight]] can engage in combat normally within Darkness, without any associated penalties. However, if the character with the Darkness power also has [[Kalos_Mechanism_4e_EN:Powers#Power_Drain|Power Drain]], then targets with Blindsight are affected normally by the Darkness: they incur a '''standard penalty (-{{KM4_STANDARD_BONUS}} AV, -{{KM4_STANDARD_BONUS}} DV)''', and they fail any Mental Combat attack rolls.


===Dazzle===
===Dazzle===
:''Ranged alteration attack''
:''Standard action''
:''Standard action''
:''Ranged alteration attack''


Dazzle is a [[Kalos_Mechanism_4e_EN:Powers#Ranged|ranged]] alteration attack which '''renders the target unable to see clearly'''. 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.
Dazzle is a [[Kalos_Mechanism_4e_EN:Powers#Ranged|ranged]] alteration attack which '''[[Kalos_Mechanism_4e_EN:Actions#Blinding Attacks|interferes with the target's ability to process their senses]]'''. Blindsight is not effective against Dazzle.


Attacking with Dazzle requires a successful '''Agility + Ranged Combat roll''' against 8 + Agility + Ranged Combat of the target. If the target has '''Alteration Resistance''', they may add it to their defense. Dazzle ignores Damage Resistance. Unless they have [[Kalos_Mechanism_4e_EN:Gifts#Blindfighting|Blindfighting]] or [[Kalos_Mechanism_4e_EN:Powers#Blindsight|Blindsight]], a Dazzled character incurs a '''skill penalty (-{{KM4_SKILL_BONUS}} AV, -{{KM4_SKILL_BONUS}} DV)''', and they fail any Mental Combat attack rolls.
Attacking with Dazzle requires a successful '''Ranged Combat roll''' against {{KM4_DV_BASE}} + Ranged Combat of the target. If the target has '''[[Kalos_Mechanism_4e_EN:Gifts#Alteration Resistance|Alteration Resistance]]''', they may add it to their Defense Value (DV). A Dazzled character incurs a '''standard penalty (-{{KM4_STANDARD_BONUS}} AV, -{{KM4_STANDARD_BONUS}} DV)''', and they fail any Mental Combat attack rolls.


To recover from Dazzle, the target must use a standard action to attempt a '''Brawn + Athletics 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.
To recover from Dazzle, the target must use a standard action to attempt a '''Self-control roll''' against {{KM4_DV_BASE}} + 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===
===Density Control===
:''Personal power''
:''Quick action''
:''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.
'''Density Control''' is a personal power which permits the character to '''become denser''' and heavier than normal. The effects of Density Control are based on the Power Level of the character. At Power Level 5, 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 can change their density once per turn, using a quick action. If the character goes unconscious, the character returns to their normal density.


Many characters with Density Control also purchase the [[Kalos_Mechanism_4e_EN:Powers#Damage_Resistance|Damage Resistance]] and [[Kalos_Mechanism_4e_EN:Powers#Strike|Strike]] powers.
Many characters with Density Control also purchase [[Kalos_Mechanism_4e_EN:Gifts#Damage_Resistance|Damage Resistance]] and [[Kalos_Mechanism_4e_EN:Powers#Strike|Strike]].


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 320 kilograms (and gain a +1 Brawn bonus) rather than their full 640 kilograms. If the character has more than one Brawn bonus, only the highest value applies.
A character with Density Control does not have to use it at full power. A character with Power Level 4, for example, could elect to be merely 200 kilograms (and gain +1 Athletics for the purpose of determining what the character can '''lift, throw, and jump''') rather than their full 1,000 kilograms. If the character has more than one such strength bonus, 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 Super Swimming.
Note that a character with their Density Control activated in the water will sink like a stone unless they have Super Swimming.




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{| cellpadding="4" cellspacing="1" class="wikitable zebra"
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Density Control
|+Table: Density Control
|-
|-
! class="aligncenter"|Power Level
! class="alignright"|Power Level
! class="alignright"|Mass
! class="alignright"|Mass
! class="aligncenter"|Brawn Bonus
! class="alignright"|Strength
|-
|-
| class="aligncenter"|1
| class="alignright"|1
| class="alignright"|160 kg
| class="alignright"|200 kg
| class="aligncenter"|+1
| class="alignright"|+1
|-
|-
| class="aligncenter"|2
| class="alignright"|2
| class="alignright"|240 kg
| class="alignright"|500 kg
| class="aligncenter"|+1
| class="alignright"|+1
|-
|-
| class="aligncenter"|3
| class="alignright"|3
| class="alignright"|320 kg
| class="alignright"|1,000 kg
| class="aligncenter"|+1
| class="alignright"|+2
|-
|-
| class="aligncenter"|4
| class="alignright"|4
| class="alignright"|440 kg
| class="alignright"|2 t
| class="aligncenter"|+1
| class="alignright"|+2
|-
|-
| class="aligncenter"|5
| class="alignright"|5
| class="alignright"|640 kg
| class="alignright"|5 t
| class="aligncenter"|+2
| class="alignright"|+3
|-
|-
| class="aligncenter"|6
| class="alignright"|6
| class="alignright"|880 kg
| class="aligncenter"|+2
|-
| class="aligncenter"|7
| class="alignright"|1,300 kg
| class="aligncenter"|+2
|-
| class="aligncenter"|8
| class="alignright"|1,800 kg
| class="aligncenter"|+2
|-
| class="aligncenter"|9
| class="alignright"|2,500 kg
| class="aligncenter"|+3
|-
| class="aligncenter"|10
| class="alignright"|3,500 kg
| class="aligncenter"|+3
|-
| class="aligncenter"|11
| class="alignright"|5,000 kg
| class="aligncenter"|+3
|-
| class="aligncenter"|12
| class="alignright"|7,000 kg
| class="aligncenter"|+3
|-
| class="aligncenter"|13
| class="alignright"|10 t
| class="alignright"|10 t
| class="aligncenter"|+4
| class="alignright"|+3
|-
|-
| class="aligncenter"|14
| class="alignright"|7
| class="alignright"|14 t
| class="aligncenter"|+4
|-
| class="aligncenter"|15
| class="alignright"|20 t
| class="alignright"|20 t
| class="aligncenter"|+4
| class="alignright"|+4
|-
|-
| class="aligncenter"|16
| class="alignright"|8
| class="alignright"|28 t
| class="alignright"|50 t
| class="aligncenter"|+4
| class="alignright"|+4
|-
| class="aligncenter"|17
| class="alignright"|40 t
| class="aligncenter"|+5
|-
| class="aligncenter"|18
| class="alignright"|56 t
| class="aligncenter"|+5
|-
| class="aligncenter"|19
| class="alignright"|80 t
| class="aligncenter"|+5
|-
|-
| class="aligncenter"|20
| class="alignright"|9
| class="alignright"|110 t
| class="alignright"|100 t
| class="aligncenter"|+5
| class="alignright"|+5
|-
|-
| class="aligncenter"|21
| class="alignright"|10
| class="alignright"|160 t
| class="alignright"|200 t
| class="aligncenter"|+6
| class="alignright"|+5
|}
|}
<!-- Do not edit directly: table copied from KMB_4.0.20.ods#WikiTables -->
'''Strength:''' '''Adds to the character's [[Kalos_Mechanism_4e_EN:Skills#Athletics|Athletics]]''' for the purpose of determining what the character can '''lift, throw, and jump'''.<br />
 
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===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 [[Kalos_Mechanism_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.


===Duplication===
===Duplication===
:''Personal power''
:''Quick action''
:''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 [[Kalos_Mechanism_4e_EN:Attributes#Power_Level|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.
Duplication is a personal power which permits the character to '''make identical copies of themselves'''. The total number of duplicates is based on the [[Kalos_Mechanism_4e_EN:Creation#Power_Level|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''' a point of '''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.
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 a point of 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 game session.


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.
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.
Line 475: Line 416:
The specific mechanism of the Duplication can vary greatly from character to character, which may offer minor benefits and drawbacks to the character.
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.
'''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.




<!-- Do not edit directly: table copied from KMB_4.0.20.ods#WikiTables -->
<!-- Do not edit directly: table copied from Kalos-Mechanism-Benchmarks.ods#WikiTables -->
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Duplication
|+Table: Duplication
|-
|-
! class="aligncenter"|Power Level
! class="alignright"|Power Level
! class="alignright"|Duplicates
! class="alignright"|Duplicates
|-
|-
| class="aligncenter"|1
| class="alignright"|1
| class="alignright"|4
| class="alignright"|2
|-
| class="alignright"|2
| class="alignright"|3
|-
|-
| class="aligncenter"|2
| class="alignright"|3
| class="alignright"|6
| class="alignright"|6
|-
|-
| class="aligncenter"|3
| class="alignright"|4
| class="alignright"|8
| class="alignright"|10
|-
|-
| class="aligncenter"|4
| class="alignright"|5
| class="alignright"|11
| class="alignright"|20
|-
|-
| class="aligncenter"|5
| class="alignright"|6
| class="alignright"|16
| class="alignright"|30
|-
|-
| class="aligncenter"|6
| class="alignright"|7
| class="alignright"|22
| class="alignright"|60
|-
|-
| class="aligncenter"|7
| class="alignright"|8
| class="alignright"|32
| class="alignright"|100
|-
| class="aligncenter"|8
| class="alignright"|45
|-
| class="aligncenter"|9
| class="alignright"|64
|-
| class="aligncenter"|10
| class="alignright"|90
|-
| class="aligncenter"|11
| class="alignright"|125
|-
| class="aligncenter"|12
| class="alignright"|180
|-
|-
| class="aligncenter"|13
| class="alignright"|9
| class="alignright"|250
| class="alignright"|200
|-
|-
| class="aligncenter"|14
| class="alignright"|10
| class="alignright"|360
| class="alignright"|300
|-
| class="aligncenter"|15
| class="alignright"|500
|-
| class="aligncenter"|16
| class="alignright"|720
|-
| class="aligncenter"|17
| class="alignright"|1,000
|-
| class="aligncenter"|18
| class="alignright"|1,400
|-
| class="aligncenter"|19
| class="alignright"|2,000
|-
| class="aligncenter"|20
| class="alignright"|2,800
|-
| class="aligncenter"|21
| class="alignright"|4,000
|}
|}
<!-- Do not edit directly: table copied from KMB_4.0.20.ods#WikiTables -->
<!-- Do not edit directly: table copied from Kalos-Mechanism-Benchmarks.ods#WikiTables -->


 
===<div id="Element Form">[Element] Form</div>===
<div id="Element Form"></div>
:''Personal power''
 
===[Element] Form===
:''Quick action''
:''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 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.
[Element] Form is a personal power which permits the character to physically '''transform their body into a force or substance'''. The specific 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. The character gains the equivalent of [[Kalos_Mechanism_4e_EN:Gifts#Damage_Resistance|Damage Resistance]] and [[Kalos_Mechanism_4e_EN:Powers#Element Immunity|[Element] Immunity]] as long as they are in that form. [Element] Form does not give the character any new powers, such as Blast or Damaging Aura, but the character may purchase them as separate powers.


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


Many characters with Element Form also purchase the [[Kalos_Mechanism_4e_EN:Powers#Damage_Resistance|Damage Resistance]] and [[Kalos_Mechanism_4e_EN:Powers#Strike|Strike]] powers.
'''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.


'''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 deals no damage to them as long as they are in that form.
===<div id="Element Immunity">[Element] Immunity</div>===
:''Personal power''
:''Constant''


<div id="Element Immunity"></div>
[Element] Immunity is a personal power which provides '''complete immunity''' against the damage from a '''specific force or substance'''. The specific 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. For example, in a game where many enemies have laser weapons, the GM might not permit a character to have Light Immunity or Laser Immunity.


===[Element] Immunity===
{{Quotation|'''Expert Tip:''' If your character has fire powers, and you want to be immune to all fire, buy [[Kalos_Mechanism_4e_EN:Gifts#Personal_Immunity|Personal Immunity]]. However, if your character ''does not'' have fire powers, and you want to be immune to all fire, buy [[Kalos_Mechanism_4e_EN:Powers#Element_Immunity|[Element] Immunity]]. (And no, the Flexible power boost doesn't count, but it's a good question.)}}
:''Constant''
:''Self-only power''


[Element] Immunity is a self-only power which provides '''complete immunity''' against the damage from a '''specific force or substance'''. The specific 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.
===<div id="Element Wall">[Element] Wall</div>===
 
:''Ranged, area environmental power''
<div id="Element Wall"></div>
===[Element] Wall===
:''Standard action''
:''Standard action''
:''Ranged, area environmental power''


[Element] Wall is a [[Kalos_Mechanism_4e_EN:Powers#Ranged|ranged]], [[Kalos_Mechanism_4e_EN:Powers#Area|area]] environmental power which permits the character to '''create walls and simple geometric shapes'''. The specific 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.
[Element] Wall is a [[Kalos_Mechanism_4e_EN:Powers#Ranged|ranged]], [[Kalos_Mechanism_4e_EN:Powers#Area|area]] environmental power which permits the character to '''create walls and simple geometric shapes'''. The specific 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.


If the [Element] Wall is 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) '''Agility + Ranged Combat 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 requires a remarkably difficult (DV 15) Agility + Ranged Combat roll.
If the [Element] Wall is 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 {{KM4_DV_MODERATE}}) '''Ranged Combat roll'''. Creating more complex shapes typically requires an extremely difficult (DV {{KM4_DV_EXTREME}}) Ranged Combat 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.
The '''Athletics, Damage Resistance, and Health''' of the [Element] Wall are '''equal to the Power Level''' of the character creating it. The Athletics 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.
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===
===Emotion Control===
:''Ranged mental attack''
:''Standard action''
:''Standard action''
:''Ranged mental attack''


Emotion Control is a [[Kalos_Mechanism_4e_EN:Powers#Ranged|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 '''Presence + Mental Combat roll''' against 8 + Presence + Mental Combat 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.
Emotion Control is a [[Kalos_Mechanism_4e_EN:Powers#Ranged|ranged]] mental attack which allows the character to '''influence a target's behavior 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 roll''' against {{KM4_DV_BASE}} + Mental Combat of the target. If the target has '''[[Kalos_Mechanism_4e_EN:Gifts#Mental Resistance|Mental Resistance]]''', they may add it to their Defense Value (DV). Emotion Control ignores Damage Resistance. Instilling a new emotion in the target requires a quick action.


For example, if the character with Emotion Control instill fears in a target, the target must use a free action to '''involuntarily cower or flee''' (defender's choice). The terrified character incurs a '''skill penalty (-{{KM4_SKILL_BONUS}} AV, -{{KM4_SKILL_BONUS}} DV)''', in either case.
For example, if the character with Emotion Control [[Kalos_Mechanism_4e_EN:Actions#Terrifying_Attacks|instills fear in a target]], the target must use an anytime action to '''involuntarily cower or flee''' (defender's choice). The terrified character incurs a '''standard penalty (-{{KM4_STANDARD_BONUS}} AV, -{{KM4_STANDARD_BONUS}} DV)''', in either case.


To recover from Emotion Control, the target must use a standard action to attempt a '''Presence + Athletics 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.
To recover from Emotion Control, the target must use a standard action to attempt a '''Self-control roll''' against {{KM4_DV_BASE}} + 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 '''skill bonus (+{{KM4_SKILL_BONUS}} AV, +{{KM4_SKILL_BONUS}} DV)''' on relevant rolls.
'''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 attacker gains a '''standard bonus (+{{KM4_STANDARD_BONUS}} AV, +{{KM4_STANDARD_BONUS}} DV)''' on relevant rolls.


===Endurance Drain===
===Endurance Drain===
:''Hand-to-hand alteration attack''
:''Standard action''
:''Standard action''
:''Hand-to-hand alteration attack''
:''Follow through powers:'' [[Kalos_Mechanism_4e_EN:Powers#Endurance_Theft|Endurance Theft]]
:''Follow through powers:'' [[Kalos_Mechanism_4e_EN:Powers#Endurance_Theft|Endurance Theft]]


Endurance Drain is a hand-to-hand alteration attack which deals points of '''damage to the target's Endurance'''. Attacking with Endurance Drain requires a successful '''Brawn + Hand-to-hand Combat roll''' against 8 + Brawn + Hand-to-hand Combat of the target. If the attacker succeeds at this roll, then the attacker rolls '''1d6 + Power Level for damage'''. If the target has '''Alteration Resistance''', they subtract that 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, to a minimum of 1). Endurance Drain ignores Damage Resistance.
Endurance Drain is a hand-to-hand alteration attack which deals points of '''damage to the target's Endurance'''. Attacking with Endurance Drain requires a successful '''Hand-to-hand Combat roll''' against {{KM4_DV_BASE}} + Hand-to-hand Combat of the target. If the attacker succeeds at this roll, then the attacker rolls '''1d6 + Power Level for damage'''. If the target has '''[[Kalos_Mechanism_4e_EN:Gifts#Alteration Resistance|Alteration Resistance]]''', they subtract that 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, to a minimum of 1). Endurance Drain ignores Damage Resistance.


The points of damage from Endurance Drain are '''temporary'''. It all resets after the fight is over, when the target has had a chance to rest and recuperate. The points of damage from Endurance Drain will also return if the character with Endurance Drain goes unconscious.
The points of damage from Endurance Drain are '''temporary'''. It all resets after the fight is over, when the target has had a chance to rest and recuperate.


===Endurance Theft===
===Endurance Theft===
:''Hand-to-hand alteration attack''
:''Standard action''
:''Standard action''
:''Hand-to-hand alteration attack''
:''Prerequisite:'' [[Kalos_Mechanism_4e_EN:Powers#Endurance_Drain|Endurance Drain]]
:''Prerequisite:'' [[Kalos_Mechanism_4e_EN:Powers#Endurance_Drain|Endurance Drain]]


Endurance Theft is a hand-to-hand alteration attack which deals points of '''damage to the target's Endurance'''. Attacking with Endurance Theft requires a successful '''Brawn + Hand-to-hand Combat roll''' against 8 + Brawn + Hand-to-hand Combat of the target. If the attacker succeeds at this roll, then the attacker rolls '''1d6 + Power Level for damage'''. If the target has '''Alteration Resistance''', they subtract that 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, to a minimum of 1). Endurance Theft ignores Damage Resistance.
Endurance Theft is a hand-to-hand alteration attack which deals points of '''damage to the target's Endurance'''. Attacking with Endurance Theft requires a successful '''Hand-to-hand Combat roll''' against {{KM4_DV_BASE}} + Hand-to-hand Combat of the target. If the attacker succeeds at this roll, then the attacker rolls '''1d6 + Power Level for damage'''. If the target has '''[[Kalos_Mechanism_4e_EN:Gifts#Alteration Resistance|Alteration Resistance]]''', they subtract that 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, to a minimum of 1). Endurance Theft ignores Damage Resistance.


The character with Endurance Theft '''gains a +2 Endurance bonus''' each time a target loses at least one level of Endurance. The first time a target loses at least one level of Endurance during a scene, the attacker gains a +2 Endurance bonus. The second time a target loses at least one level of Endurance during a scene, the attacker gains a +4 Endurance bonus. And so on. The '''maximum Endurance bonus''' the character can gain from Endurance Theft is '''equal to twice their Power Level'''. If the character has more than one Endurance bonus, only the highest value applies.
If the character makes one or more successful Endurance Theft attacks during their turn, '''they gain +1 Endurance'''.


The Endurance bonus and the points of damage from Endurance Theft are '''temporary'''. It all resets after the fight is over, when the target has had a chance to rest and recuperate. The Endurance bonus and the points of damage from Endurance Theft will also return if the character with Endurance Theft goes unconscious.
The additional Endurance and the points of damage from Endurance Theft are '''temporary'''. It all resets after the fight is over, when the target has had a chance to rest and recuperate.


===Environmental Control===
===Environmental Control===
:''Ranged, area environmental power''
:''Standard action''
:''Standard action''
:''Ranged, area environmental power''


Environmental Control is a [[Kalos_Mechanism_4e_EN:Powers#Ranged|ranged]], [[Kalos_Mechanism_4e_EN:Powers#Area|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) '''Agility + Ranged Combat 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 requires a remarkably difficult (DV 15) Agility + Ranged Combat roll. If the new environment is relatively normal for the time and place, no roll should be necessary.
Environmental Control is a [[Kalos_Mechanism_4e_EN:Powers#Ranged|ranged]], [[Kalos_Mechanism_4e_EN:Powers#Area|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 {{KM4_DV_MODERATE}}) '''Ranged Combat roll'''. If the change from current conditions is extreme, so is the difficulty. For example, causing a blizzard on a hot summer day requires an extremely difficult (DV {{KM4_DV_EXTREME}}) Ranged Combat roll. If the new environment is relatively normal for the time and place, no roll is necessary.


Environmental Control may not be used to duplicate effects of other powers, such as Dazzle.
Environmental Control may not be used to duplicate effects of other powers, such as Dazzle.
Line 628: Line 530:
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.
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.


'''Specific Environment:''' A character's Environmental Control might be limited to a specific environment, such as making it cold or establishing an intense magnetic field. If this is the case, the character gains a '''skill bonus (+{{KM4_SKILL_BONUS}} AV, +{{KM4_SKILL_BONUS}} DV)''' on relevant rolls.
'''Specific Environment:''' A character's Environmental Control might be limited to a specific environment, such as making it cold or establishing an intense magnetic field. If this is the case, the character gains a '''standard bonus (+{{KM4_STANDARD_BONUS}} AV, +{{KM4_STANDARD_BONUS}} DV)''' on relevant 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 can wade through lava (for that, see [[Kalos_Mechanism_4e_EN:Powers#Element_Immunity|[Element] Immunity]]).
 
For more details on the effects of the environment on a character, see [[Kalos_Mechanism_4e_EN:GM_Resources#Hostile_Environments|Hostile Environments]] in the GM Resources chapter.
 
'''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.


===Extra Actions===
===Extra Actions===
:''Personal power''
:''Quick action''
:''Quick action''
:''Self-only power''


Extra Actions is a self-only power which permits the character to take '''one additional [[Kalos_Mechanism_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'''.
Extra Actions is a personal power which permits the character to '''move or take one additional [[Kalos_Mechanism_4e_EN:Actions#Types_Of_Actions|standard action]]''' during their turn. The character may use a '''number of Extra Actions''' during a game session '''equal to their Power Level'''.


===Flight===
===Flight===
:''Move action''
:''Movement power''
:''Self-only power''
:''Follow through powers:'' [[Kalos_Mechanism_4e_EN:Powers#Super Flight|Super Flight]]


Flight is a self-only power which permits the character to '''move freely in three dimensions'''. For example, the character might have wings, they might wear a jetpack, or they may be able to fly through sheer force of will. The character's base move and max move while flying are based on their [[Kalos_Mechanism_4e_EN:Attributes#Agility|Agility]].
Flight is a movement power which permits the character to '''move freely in three dimensions'''. For example, the character might have wings, they might wear a jet pack, or they may be able to fly through sheer force of will. The character's base move and sprint while flying are based on the total of their '''[[Kalos_Mechanism_4e_EN:Skills#Athletics|Athletics]] and their [[Kalos_Mechanism_4e_EN:Creation#Power_Level|Power Level]]'''. This distance may be increased by purchasing the [[Kalos_Mechanism_4e_EN:Powers#×10_Sprint|×10 Sprint power boost]].


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


'''Swinging:''' Some characters "fly" by using a grappling line, a spider web, or some other method of suspension. If the character relies on a form of suspension like this, and there is nothing to attach this "swing line" to, the character is grounded. If the swing line is attached to something which weighs less than the character, or if the character can brace themselves, 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 a '''Brawn + Athletics roll''' against 8 + the other character's Brawn + Athletics.
'''Swinging:''' Some characters "fly" by using a grappling line, stretchy tentacles, or some other method of suspension. If the character relies on a form of suspension like this, and there is nothing to attach this "swing line" to, the character is grounded. (See also: [[Kalos_Mechanism_4e_EN:Powers#Stretching|Stretching]])




<!-- Do not edit directly: table copied from KMB_4.0.20.ods#WikiTables -->
<!-- Do not edit directly: table copied from Kalos-Mechanism-Benchmarks.ods#WikiTables -->
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Flight
|+Table: Flight
|-
|-
! class="aligncenter"|Agility
! class="alignright"|Athletics + Power Level
! class="alignright"|Fly
! class="alignright"|Base
! class="alignright"|All-out Move
! class="alignright"|Sprint
! class="alignright"|km/h
|-
|-
| class="aligncenter"|0
| class="alignright"|1
| class="alignright"|0 m
| class="alignright"|0 m
| class="alignright"|0 km/h
|-
| class="aligncenter"|1
| class="alignright"|2 m
| class="alignright"|2 m
| class="alignright"|12 m
| class="alignright"|9 m (5 km/h)
| class="alignright"|7 km/h
|-
|-
| class="aligncenter"|2
| class="alignright"|2
| class="alignright"|3 m
| class="alignright"|3 m
| class="alignright"|18 m
| class="alignright"|18 m (10 km/h)
| class="alignright"|11 km/h
|-
|-
| class="aligncenter"|3
| class="alignright"|3
| class="alignright"|4 m
| class="alignright"|6 m
| class="alignright"|24 m
| class="alignright"|36 m (20 km/h)
| class="alignright"|14 km/h
|-
|-
| class="aligncenter"|4
| class="alignright"|4
| class="alignright"|7 m
| class="alignright"|42 m
| class="alignright"|25 km/h
|-
| class="aligncenter"|5
| class="alignright"|10 m
| class="alignright"|60 m
| class="alignright"|36 km/h
|-
| class="aligncenter"|6
| class="alignright"|15 m
| class="alignright"|15 m
| class="alignright"|90 m
| class="alignright"|90 m (50 km/h)
| class="alignright"|54 km/h
|-
|-
| class="aligncenter"|7
| class="alignright"|5
| class="alignright"|30 m
| class="alignright"|30 m
| class="alignright"|180 m
| class="alignright"|180 m (100 km/h)
| class="alignright"|110 km/h
|-
|-
| class="aligncenter"|8
| class="alignright"|6
| class="alignright"|120 m
| class="alignright"|60 m
| class="alignright"|720 m
| class="alignright"|360 m (200 km/h)
| class="alignright"|430 km/h
|-
|-
| class="aligncenter"|9
| class="alignright"|7
| class="alignright"|500 m
| class="alignright"|150 m
| class="alignright"|3,000 m
| class="alignright"|900 m (500 km/h)
| class="alignright"|1,800 km/h
|-
|-
| class="aligncenter"|10
| class="alignright"|8
| class="alignright"|2,000 m
| class="alignright"|300 m
| class="alignright"|12 km
| class="alignright"|1,800 m (1,000 km/h)
| class="alignright"|7,200 km/h
|-
|-
| class="aligncenter"|11
| class="alignright"|9
| class="alignright"|7,500 m
| class="alignright"|600 m
| class="alignright"|45 km
| class="alignright"|4 km (2,000 km/h)
| class="alignright"|27,000 km/h
|-
| class="alignright"|10
| class="alignright"|1,500 m
| class="alignright"|9 km (5,000 km/h)
|-
|-
| class="aligncenter"|12
| class="alignright"|11
| class="alignright"|30 km
| class="alignright"|3 km
| class="alignright"|180 km
| class="alignright"|18 km (10,000 km/h)
| class="alignright"|110,000 km/h
|-
|-
| class="aligncenter"|13
| class="alignright"|12
| class="alignright"|120 km
| class="alignright"|6 km
| class="alignright"|720 km
| class="alignright"|36 km (20,000 km/h)
| class="alignright"|430,000 km/h
|-
|-
| class="aligncenter"|14
| class="alignright"|13
| class="alignright"|500 km
| class="alignright"|15 km
| class="alignright"|3,000 km
| class="alignright"|90 km (50,000 km/h)
| class="alignright"|1,800,000 km/h
|-
|-
| class="aligncenter"|15
| class="alignright"|14
| class="alignright"|2,000 km
| class="alignright"|30 km
| class="alignright"|12,000 km
| class="alignright"|180 km (100,000 km/h)
| class="alignright"|7,200,000 km/h
|-
|-
| class="aligncenter"|16
| class="alignright"|15
| class="alignright"|7,500 km
| class="alignright"|60 km
| class="alignright"|45,000 km
| class="alignright"|360 km (200,000 km/h)
| class="alignright"|27,000,000 km/h
|-
|-
| class="aligncenter"|17
| class="alignright"|16
| class="alignright"|30,000 km
| class="alignright"|150 km
| class="alignright"|180,000 km
| class="alignright"|900 km (500,000 km/h)
| class="alignright"|110,000,000 km/h
|-
|-
| class="aligncenter"|18
| class="alignright"|17
| class="alignright"|120,000 km
| class="alignright"|300 km
| class="alignright"|720,000 km
| class="alignright"|1,800 km (1,000,000 km/h)
| class="alignright"|430,000,000 km/h
|-
|-
| class="aligncenter"|19
| class="alignright"|18
| class="alignright"|500,000 km
| class="alignright"|600 km
| class="alignright"|3,000,000 km
| class="alignright"|3,600 km (2,000,000 km/h)
| class="alignright"|1,800,000,000 km/h
|-
|-
| class="aligncenter"|20
| class="alignright"|19
| class="alignright"|2,000,000 km
| class="alignright"|1,500 km
| class="alignright"|12,000,000 km
| class="alignright"|9,000 km (5,000,000 km/h)
| class="alignright"|7,200,000,000 km/h
|-
|-
| class="aligncenter"|21
| class="alignright"|20
| class="alignright"|7,500,000 km
| class="alignright"|3,000 km
| class="alignright"|45,000,000 km
| class="alignright"|18,000 km (10,000,000 km/h)
| class="alignright"|27,000,000,000 km/h
|}
|}
<!-- Do not edit directly: table copied from KMB_4.0.20.ods#WikiTables -->
<!-- Do not edit directly: table copied from Kalos-Mechanism-Benchmarks.ods#WikiTables -->
 
'''Sprint''' is the farthest the character may fly during their turn. A character who flies a distance greater than their base movement during their turn, up to their sprint, '''incurs a standard penalty (-{{KM4_STANDARD_BONUS}} AV, -{{KM4_STANDARD_BONUS}} DV)'''. For example, a character with Athletics + Power Level equal to 5 could fly up to 30 meters during their turn and suffer no penalties while doing so, or they can fly up to 180 meters and incur a standard penalty. If the character sprints, the standard penalty applies until the beginning of the character's next turn.
 
===[Gift]===
:''Personal power''
:''Quick action''
 
A character may add power boosts to a gift by purchasing it as a power rather than as a gift. The specific gift must be chosen when this power is purchased.
 
* [[Kalos_Mechanism_4e_EN:Gifts#Alteration_Resistance|Alteration Resistance]]
* [[Kalos_Mechanism_4e_EN:Gifts#Astral_Travel|Astral Travel]]
* [[Kalos_Mechanism_4e_EN:Gifts#Damage_Resistance|Damage Resistance]]
* [[Kalos_Mechanism_4e_EN:Gifts#Dimensional_Travel|Dimensional Travel]]
* [[Kalos_Mechanism_4e_EN:Gifts#Environmental_Immunity|Environmental Immunity]]
* [[Kalos_Mechanism_4e_EN:Gifts#Mental_Resistance|Mental Resistance]]
* [[Kalos_Mechanism_4e_EN:Gifts#Ranged_Disarm|Ranged Disarm]]
* [[Kalos_Mechanism_4e_EN:Gifts#Sense_Element|Sense [Element]]]
* [[Kalos_Mechanism_4e_EN:Gifts#Space_Travel|Space Travel]]
* [[Kalos_Mechanism_4e_EN:Gifts#Time_Travel|Time Travel]]
 
A character with the [Gift] power can activate the gift once per turn, using a quick action. If the character goes unconscious, the [Gift] power turns off.


===Growth===
===Growth===
:''Personal power''
:''Quick action''
:''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 [[Kalos_Mechanism_4e_EN:Attributes#Power_Level|Power Level]] of the character.
Growth is a personal power which permits the character to '''become bigger''' and heavier than normal. The effects of Growth are based on the [[Kalos_Mechanism_4e_EN:Creation#Power_Level|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 can change size once per turn, using a quick action. If the character goes unconscious, the character returns 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 4 meters tall (and gain a +1 Brawn bonus) rather than their full 16 meters. If the character has more than one Brawn bonus, only the highest value applies.
A character with Growth does not have to use it at full power. A character who has Power Level 2, for example, could elect to be merely 3 meters tall (and gain +1 Athletics for the purpose of determining what the character can '''lift, throw, and jump''') rather than their full 4 meters. If the character has more than one such strength bonus, only the highest value applies.


When a character using 8 or more levels of Growth attempts 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. The attacker rolls once for the attack.
When a character using 5 or more levels of Growth attempts 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. The attacker rolls once for the attack.




<!-- Do not edit directly: table copied from KMB_4.0.20.ods#WikiTables -->
<!-- Do not edit directly: table copied from Kalos-Mechanism-Benchmarks.ods#WikiTables -->
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Growth
|+Table: Growth
|-
|-
! class="aligncenter"|Power Level  
! class="alignright"|Power Level
! class="alignright"|Height  
! class="alignright"|Height  
! class="alignright"|Reach  
! class="alignright"|Reach  
! class="alignright"|Mass  
! class="alignright"|Mass  
! class="aligncenter"|Brawn Bonus
! class="alignright"|Strength
|-
|-
| class="aligncenter"|1
| class="alignright"|1
| class="alignright"|3 m
| class="alignright"|1 m
| class="alignright"|340 kg
| class="alignright"|+1
|-
| class="alignright"|2
| class="alignright"|4 m
| class="alignright"|4 m
| class="alignright"|2 m
| class="alignright"|2 m
| class="alignright"|160 kg
| class="alignright"|800 kg
| class="aligncenter"|+1
| class="alignright"|+1
|-
|-
| class="aligncenter"|2
| class="alignright"|3
| class="alignright"|6 m
| class="alignright"|6 m
| class="alignright"|3 m
| class="alignright"|3 m
| class="alignright"|240 kg
| class="alignright"|3 t
| class="aligncenter"|+1
| class="alignright"|+2
|-
|-
| class="aligncenter"|3
| class="alignright"|4
| class="alignright"|8 m
| class="alignright"|10 m
| class="alignright"|4 m
| class="alignright"|320 kg
| class="aligncenter"|+1
|-
| class="aligncenter"|4
| class="alignright"|11 m
| class="alignright"|5 m
| class="alignright"|5 m
| class="alignright"|440 kg
| class="alignright"|12 t
| class="aligncenter"|+1
| class="alignright"|+2
|-
|-
| class="aligncenter"|5
| class="alignright"|5
| class="alignright"|16 m
| class="alignright"|20 m
| class="alignright"|8 m
| class="alignright"|10 m
| class="alignright"|640 kg
| class="alignright"|100 t
| class="aligncenter"|+2
| class="alignright"|+3
|-
|-
| class="aligncenter"|6
| class="alignright"|6
| class="alignright"|22 m
| class="alignright"|30 m
| class="alignright"|11 m
| class="alignright"|15 m
| class="alignright"|880 kg
| class="alignright"|340 t
| class="aligncenter"|+2
| class="alignright"|+3
|-
|-
| class="aligncenter"|7
| class="alignright"|7
| class="alignright"|32 m
| class="alignright"|40 m
| class="alignright"|16 m
| class="alignright"|20 m
| class="alignright"|1,300 kg
| class="alignright"|800 t
| class="aligncenter"|+2
| class="alignright"|+4
|-
|-
| class="aligncenter"|8
| class="alignright"|8
| class="alignright"|45 m
| class="alignright"|60 m
| class="alignright"|22 m
| class="alignright"|30 m
| class="alignright"|1,800 kg
| class="alignright"|2,700 t
| class="aligncenter"|+2
| class="alignright"|+4
|-
|-
| class="aligncenter"|9
| class="alignright"|9
| class="alignright"|64 m
| class="alignright"|100 m
| class="alignright"|32 m
| class="alignright"|50 m
| class="alignright"|2,500 kg
| class="alignright"|12,000 t
| class="aligncenter"|+3
| class="alignright"|+5
|-
|-
| class="aligncenter"|10
| class="alignright"|10
| class="alignright"|90 m
| class="alignright"|200 m
| class="alignright"|45 m
| class="alignright"|100 m
| class="alignright"|3,500 kg
| class="alignright"|100,000 t
| class="aligncenter"|+3
| class="alignright"|+5
|-
| class="aligncenter"|11
| class="alignright"|125 m
| class="alignright"|62 m
| class="alignright"|5,000 kg
| class="aligncenter"|+3
|-
| class="aligncenter"|12
| class="alignright"|180 m
| class="alignright"|90 m
| class="alignright"|7,000 kg
| class="aligncenter"|+3
|-
| class="aligncenter"|13
| class="alignright"|250 m
| class="alignright"|125 m
| class="alignright"|10 t
| class="aligncenter"|+4
|-
| class="aligncenter"|14
| class="alignright"|360 m
| class="alignright"|180 m
| class="alignright"|14 t
| class="aligncenter"|+4
|-
| class="aligncenter"|15
| class="alignright"|500 m
| class="alignright"|250 m
| class="alignright"|20 t
| class="aligncenter"|+4
|-
| class="aligncenter"|16
| class="alignright"|720 m
| class="alignright"|360 m
| class="alignright"|28 t
| class="aligncenter"|+4
|-
| class="aligncenter"|17
| class="alignright"|1 km
| class="alignright"|500 m
| class="alignright"|40 t
| class="aligncenter"|+5
|-
| class="aligncenter"|18
| class="alignright"|1 km
| class="alignright"|700 m
| class="alignright"|56 t
| class="aligncenter"|+5
|-
| class="aligncenter"|19
| class="alignright"|2 km
| class="alignright"|1 km
| class="alignright"|80 t
| class="aligncenter"|+5
|-
| class="aligncenter"|20
| class="alignright"|3 km
| class="alignright"|1 km
| class="alignright"|110 t
| class="aligncenter"|+5
|-
| class="aligncenter"|21
| class="alignright"|4 km
| class="alignright"|2 km
| class="alignright"|160 t
| class="aligncenter"|+6
|}
|}
<!-- Do not edit directly: table copied from KMB_4.0.20.ods#WikiTables -->
'''Strength:''' '''Adds to the character's [[Kalos_Mechanism_4e_EN:Skills#Athletics|Athletics]]''' for the purpose of determining what the character can '''lift, throw, and jump'''.<br />
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===Haste===
===Haste===
:''Standard action''
:''Personal power''
:''Self-only power''
:''Constant''


Haste is a self-only power which permits the character to '''perform everyday tasks extraordinarily quickly'''. Haste only applies to everyday tasks which have no risk. Haste does not enhance the character's combat abilities, nor does it grant any other speed-related powers, such as Regeneration or Super Running.
Haste is a personal power which permits the character to '''perform routine tasks extraordinarily quickly'''. Haste only applies to routine or everyday tasks which have no significant penalty for failure. Speed reading, house cleaning, and trying every combination of a combination lock are commonplace examples of Haste in use. Haste does not enhance the character's combat abilities, nor does it grant any other speed-related powers, such as Regeneration or Super Running.




<!-- Do not edit directly: table copied from Kalos-Mechanism-Benchmarks.ods#WikiTables -->
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Haste
|+Table: Haste
|-
|-
! class="aligncenter"|Power Level
! class="alignright"|Power Level
! class="alignright"|Multiplier
! class="alignright"|Multiplier
|-
|-
| class="aligncenter"|1
| class="alignright"|1
| class="alignright"|×3
| class="alignright"|×100
|-
|-
| class="aligncenter"|2
| class="alignright"|2
| class="alignright"|×10
| class="alignright"|×200
|-
|-
| class="aligncenter"|3
| class="alignright"|3
| class="alignright"|×32
| class="alignright"|×500
|-
|-
| class="aligncenter"|4
| class="alignright"|4
| class="alignright"|×100
| class="alignright"|×1,000
|-
|-
| class="aligncenter"|5
| class="alignright"|5
| class="alignright"|×320
| class="alignright"|×2,000
|-
|-
| class="aligncenter"|6
| class="alignright"|6
| class="alignright"|×1,000
| class="alignright"|×5,000
|-
|-
| class="aligncenter"|7
| class="alignright"|7
| class="alignright"|×3,200
| class="alignright"|×10,000
|-
|-
| class="aligncenter"|8
| class="alignright"|8
| class="alignright"|×10,000
| class="alignright"|×20,000
|-
|-
| class="aligncenter"|9
| class="alignright"|9
| class="alignright"|×32,000
| class="alignright"|×50,000
|-
|-
| class="aligncenter"|10
| class="alignright"|10
| class="alignright"|×100,000
| class="alignright"|×100,000
|-
| class="aligncenter"|11
| class="alignright"|×320,000
|-
| class="aligncenter"|12
| class="alignright"|×1,000,000
|-
| class="aligncenter"|13
| class="alignright"|×3,200,000
|-
| class="aligncenter"|14
| class="alignright"|×10,000,000
|-
| class="aligncenter"|15
| class="alignright"|×32,000,000
|-
| class="aligncenter"|16
| class="alignright"|×100,000,000
|-
| class="aligncenter"|17
| class="alignright"|×320,000,000
|-
| class="aligncenter"|18
| class="alignright"|×1,000,000,000
|-
| class="aligncenter"|19
| class="alignright"|×3,200,000,000
|-
| class="aligncenter"|20
| class="alignright"|×10,000,000,000
|-
| class="aligncenter"|21
| class="alignright"|×32,000,000,000
|}
|}
<!-- Do not edit directly: table copied from Kalos-Mechanism-Benchmarks.ods#WikiTables -->


===Healing===
===Healing===
:''Hand-to-hand alteration power''
:''Standard action''
:''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) '''Reason + Medicine roll''' to heal the victim's injuries. If the character succeeds at this roll, then they roll '''1d6 + 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, to a minimum of 1).
Healing is a hand-to-hand alteration power which '''restores lost Health''' to another character. When a character with Healing uses a standard action to [[Kalos_Mechanism_4e_EN:Actions#Revive|revive someone]], the target recovers '''all of their lost Health'''.
 
The '''number of times''' the character may use Healing during a game session is '''equal to their Power Level''', and each target may only be Healed once per scene. [[Kalos_Mechanism_4e_EN:Gifts#Alteration Resistance|Alteration Resistance]] does not apply against Healing.


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


===Health Drain===
===Health Drain===
:''Hand-to-hand alteration attack''
:''Standard action''
:''Standard action''
:''Hand-to-hand alteration attack''
:''Follow through powers:'' [[Kalos_Mechanism_4e_EN:Powers#Health_Theft|Health Theft]]
:''Follow through powers:'' [[Kalos_Mechanism_4e_EN:Powers#Health_Theft|Health Theft]]


Health Drain is a hand-to-hand alteration attack which deals points of '''damage to the target's Health'''. Attacking with Health Drain requires a successful '''Brawn + Hand-to-hand Combat roll''' against 8 + Brawn + Hand-to-hand Combat of the target. If the attacker succeeds at this roll, then the attacker rolls '''1d6 + Power Level for damage'''. If the target has '''Alteration Resistance''', they subtract that 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, to a minimum of 1). Health Drain ignores Damage Resistance.
Health Drain is a hand-to-hand alteration attack which deals points of '''damage to the target's Health'''. Attacking with Health Drain requires a successful '''Hand-to-hand Combat roll''' against {{KM4_DV_BASE}} + Hand-to-hand Combat of the target. If the attacker succeeds at this roll, then the attacker rolls '''1d6 + Power Level for damage'''. If the target has '''[[Kalos_Mechanism_4e_EN:Gifts#Alteration Resistance|Alteration Resistance]]''', they subtract that 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, to a minimum of 1). Health Drain ignores Damage Resistance.


The points of damage from Health Drain are '''temporary'''. It all resets after the fight is over, when the target has had a chance to rest and recuperate. The points of damage from Health Drain will also return if the character with Health Drain goes unconscious.
The points of damage from Health Drain are '''temporary'''. It all resets after the fight is over, when the target has had a chance to rest and recuperate.


===Health Theft===
===Health Theft===
:''Hand-to-hand alteration attack''
:''Standard action''
:''Standard action''
:''Hand-to-hand alteration attack''
:''Prerequisite:'' [[Kalos_Mechanism_4e_EN:Powers#Health_Drain|Health Drain]]
:''Prerequisite:'' [[Kalos_Mechanism_4e_EN:Powers#Health_Drain|Health Drain]]


Health Theft is a hand-to-hand alteration attack which deals points of '''damage to the target's Health'''. Attacking with Health Theft requires a successful '''Brawn + Hand-to-hand Combat roll''' against 8 + Brawn + Hand-to-hand Combat of the target. If the attacker succeeds at this roll, then the attacker rolls '''1d6 + Power Level for damage'''. If the target has '''Alteration Resistance''', they subtract that 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, to a minimum of 1). Health Theft ignores Damage Resistance.
Health Theft is a hand-to-hand alteration attack which deals points of '''damage to the target's Health'''. Attacking with Health Theft requires a successful '''Hand-to-hand Combat roll''' against {{KM4_DV_BASE}} + Hand-to-hand Combat of the target. If the attacker succeeds at this roll, then the attacker rolls '''1d6 + Power Level for damage'''. If the target has '''[[Kalos_Mechanism_4e_EN:Gifts#Alteration Resistance|Alteration Resistance]]''', they subtract that 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, to a minimum of 1). Health Theft ignores Damage Resistance.


The character with Health Theft '''gains a +2 Health bonus''' each time a target loses at least one level of Health. The first time a target loses at least one level of Health during a scene, the attacker gains a +2 Health bonus. The second time a target loses at least one level of Health during a scene, the attacker gains a +2 Health bonus. And so on. The '''maximum Health bonus''' the character can gain from Health Theft is '''equal to twice their Power Level'''. If the character has more than one Health bonus, only the highest value applies.
If the character makes one or more successful Health Theft attacks during their turn, '''they gain +1 Health'''.


The Health bonus and the points of damage from Health Theft are '''temporary'''. It all resets after the fight is over, when the target has had a chance to rest and recuperate. The Health bonus and the points of damage from Health Theft will also return if the character with Health Theft goes unconscious.
The additional Health and the points of damage from Health Theft are '''temporary'''. It all resets after the fight is over, when the target has had a chance to rest and recuperate.


===Hold===
===Hold===
:''Ranged alteration attack''
:''Standard action''
:''Standard action''
:''Ranged alteration attack''


Hold is a [[Kalos_Mechanism_4e_EN:Powers#Ranged|ranged]] alteration attack which makes it '''difficult for a target to move''' or take any [[Kalos_Mechanism_4e_EN:Actions|actions]]. 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.
Hold is a [[Kalos_Mechanism_4e_EN:Powers#Ranged|ranged]] alteration attack which makes it '''difficult for a target to move''' or take any [[Kalos_Mechanism_4e_EN:Actions|actions]]. 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.


Attacking with Hold requires a successful '''Agility + Ranged Combat roll''' against 8 + Agility + Ranged Combat of the target. If the target has '''Alteration Resistance''', they may add it to their defense. Hold ignores Damage Resistance. If the attacker's roll is successful, the target is [[Kalos_Mechanism_4e_EN:Actions#Restrained_Characters|restrained]]. A restrained character is not helpless, but they can't use movement until they break free. A restrained character incurs a '''skill penalty (-{{KM4_SKILL_BONUS}} AV, -{{KM4_SKILL_BONUS}} DV)'''.
Attacking with Hold requires a successful '''Ranged Combat roll''' against {{KM4_DV_BASE}} + Ranged Combat of the target. If the target has '''[[Kalos_Mechanism_4e_EN:Gifts#Alteration Resistance|Alteration Resistance]]''', they may add it to their Defense Value (DV). Hold ignores Damage Resistance. If the attacker's roll is successful, the target is [[Kalos_Mechanism_4e_EN:Actions#Held_Characters|held]]. A held character is not helpless, but they can't use any movement until they break free. A held character incurs a '''standard penalty (-{{KM4_STANDARD_BONUS}} AV, -{{KM4_STANDARD_BONUS}} DV)'''.


To break free of Hold, the restrained character must use a standard action to attempt a successful '''Brawn + Athletics 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.
If a flying character is held, the GM may choose to have the character make a rough landing, but if so, the character takes no injury from it.


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 freed of the Hold.
To break free of Hold, the held character must use a standard action to attempt a successful '''Hand-to-hand Combat roll''' against {{KM4_DV_BASE}} + Power Level of the attacker. If the held character has Strike or Damaging Aura, they may add their Power Level to this roll. If the held character succeeds at this roll, they break free of the Hold.
 
Another character may also attempt to aid the held character. To break a 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 {{KM4_DV_BASE}} + Power Level of the original attacker. If the character aiding the held character succeeds at this roll, the character is freed 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.
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) '''Reason + Investigation 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===
===Illusion===
:''Ranged, area environmental power''
:''Standard action''
:''Standard action''
:''Ranged, area environmental power''


Illusion is a [[Kalos_Mechanism_4e_EN:Powers#Ranged|ranged]], [[Kalos_Mechanism_4e_EN:Powers#Area|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.
Illusion is a [[Kalos_Mechanism_4e_EN:Powers#Ranged|ranged]], [[Kalos_Mechanism_4e_EN:Powers#Area|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) '''Presence + Deception 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 requires a remarkably difficult (DV 15) Presence + Deception roll, while a city square with moving cars, bicycles, and dozens of people requires an extremely difficult (DV 18) Presence + Deception roll.
Creating a simple, immobile illusion (a wall, a bridge, and so on) requires a moderately difficult (DV {{KM4_DV_MODERATE}}) '''Deception roll'''. Creating more complex shapes, such as a windmill, a lion, or a person, requires an extremely difficult (DV {{KM4_DV_EXTREME}}) Deception 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 it for what it is.
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 it for what it is.


Anyone who observes an Illusion and who has a good reason to suspect its true nature may attempt a '''Reason + Investigation 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 Reason + Investigation roll succeeds, the observer sees the Illusion for what it is, and may respond appropriately.
Anyone who observes an Illusion and who has a good reason to suspect its true nature may attempt an '''Investigation roll''' against {{KM4_DV_BASE}} + Power Level of the illusionist; if the observer has any unusual senses, they add their Power Level to this roll. If the Investigation 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 deal points of 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 '''Presence + Investigation roll''' against 8 + Power Level of the illusionist. Characters with '''Mental Resistance''' may add it to their Presence + Investigation rolls to see through such hallucinations.
'''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 deal points of Health damage against those who can perceive them. [[Kalos_Mechanism_4e_EN:Gifts#Damage Resistance|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 an '''Investigation roll''' against {{KM4_DV_BASE}} + Power Level of the illusionist. Characters with '''[[Kalos_Mechanism_4e_EN:Gifts#Mental Resistance|Mental Resistance]]''' may add it to their Investigation 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.
 
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===
===Intangibility===
:''Personal power''
:''Quick action''
:''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.
Intangibility is a personal 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 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 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 might be affected normally by unusual types of attacks. For example, if the character can speak and hear while intangible, they should be affected by sonic attacks, and 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.
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.
Line 1,099: Line 865:
'''Permanent:''' Some characters are unable to turn off their Intangibility; they remain intangible even if rendered unconscious.
'''Permanent:''' 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 define a reasonably common attack which affects them normally while they are intangible (fire, iron, magic, etc.).
'''Poltergeist:''' The character may affect the world normally while they are intangible. However, the character must define a reasonably common attack which affects them normally while they are intangible (fire, silver, wood, etc.).


===Invisibility===
===Invisibility===
:''Personal power''
:''Quick action''
:''Quick action''
:''Self-only alteration power''


Invisibility is a self-only alteration power which '''makes the character 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.
Invisibility is a personal power which '''makes the character difficult to perceive''' with ordinary human senses. For example, the character might become transparent, they might bend light around themselves, or they may blend into their surroundings by modulating chromatophores in their skin. However the effect is achieved, the character is hidden unless someone is actively looking for them or there is some environmental circumstance that might reveal the character's location.


An Invisible character receives a '''skill bonus (+{{KM4_SKILL_BONUS}} AV, +{{KM4_SKILL_BONUS}} DV)''' unless the target has [[Kalos_Mechanism_4e_EN:Gifts#Blindfighting|Blindfighting]] or [[Kalos_Mechanism_4e_EN:Powers#Blindsight|Blindsight]]).
An Invisible combatant receives a '''standard bonus (+{{KM4_STANDARD_BONUS}} AV, +{{KM4_STANDARD_BONUS}} DV)''' until they turn visible, unless the opponent has [[Kalos_Mechanism_4e_EN:Gifts#Blindsight|Blindsight]].


If someone is actively looking for the character, the person trying to locate the invisible character must use a quick action to attempt a '''Reason + Investigation roll''' against 8 + Power Level of the invisible character. If the person trying to locate the invisible character has any unusual senses, or if an environmental circumstance might reveal the character's location, the person trying to locate the invisible character gains a '''skill bonus (+{{KM4_SKILL_BONUS}} AV)''' on relevant rolls. For example, fog might reveal an invisible character's outline, or fresh snow might reveal their footprints.
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 roll''' against {{KM4_DV_BASE}} + Power Level + standard bonus of the invisible character. If the person trying to locate the invisible character has any unusual senses, or if an environmental circumstance might reveal the character's location, the person trying to locate the invisible character gains a '''standard bonus (+{{KM4_STANDARD_BONUS}} AV, +{{KM4_STANDARD_BONUS}} DV)''' on relevant rolls. For example, fog might reveal an invisible character's outline, or fresh snow might reveal their footprints.


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.
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.
Line 1,117: Line 883:
'''Permanent:''' Some characters are unable to turn off their Invisibility; they remain invisible even if rendered unconscious.
'''Permanent:''' Some characters are unable to turn off their Invisibility; they remain invisible even if rendered unconscious.


'''Psychic Invisibility:''' Psychic Invisibility works the same as standard Invisibility, with four exceptions. First, a person trying to locate the invisible character must attempt a '''Presence + Investigation roll''', rather than a Reason + Investigation roll. Second, they add their '''Mental Resistance''' to this roll rather than gaining a bonus for having unusual senses. Third, the environment can't reveal a character using Psychic Invisibility as it can with standard Invisibility. Finally, the character is not actually invisible: the character will appear in photographs, recordings, and video streams.
'''Psychic Invisibility:''' Psychic Invisibility works the same as standard Invisibility, with four exceptions. First, a person trying to locate the invisible character must attempt a '''Mental Combat roll''', rather than an Investigation roll. Second, they add their '''[[Kalos_Mechanism_4e_EN:Gifts#Mental Resistance|Mental Resistance]]''' to this roll rather than gaining a bonus for having unusual senses. Third, the environment can't reveal a character using Psychic Invisibility as it can with standard Invisibility. Finally, the character is not actually invisible: the character will appear in photographs, recordings, and video streams.
 
===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 their '''Power Level + {{KM4_RESISTANCE_BASE}}'''.
 
The character's Mental Resistance is '''subtracted from the points of mental damage''' an attacker rolls. The character's Mental Resistance is also '''added to their '''Presence + Athletics roll''' to "break out" of a mental attack'''. 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===
===Mind Blast===
:''Ranged mental attack''
:''Standard action''
:''Standard action''
:''Ranged mental attack''


Mind Blast is a [[Kalos_Mechanism_4e_EN:Powers#Ranged|ranged]] mental attack which deals points of '''damage to the target's Health'''. Attacking with Mind Blast requires a successful '''Presence + Mental Combat roll''' against 8 + Presence + Mental Combat of the target. If the attacker succeeds at this roll, then the attacker rolls '''1d6 + Power Level for damage'''. 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, to a minimum of 1). Mind Blast ignores Damage Resistance.
Mind Blast is a [[Kalos_Mechanism_4e_EN:Powers#Ranged|ranged]] mental attack which deals points of '''damage to the target's Health'''. Attacking with Mind Blast requires a successful '''Mental Combat roll''' against {{KM4_DV_BASE}} + Mental Combat of the target. If the attacker succeeds at this roll, then the attacker rolls '''1d6 + Power Level for damage'''. The '''target subtracts their [[Kalos_Mechanism_4e_EN:Gifts#Mental Resistance|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, to a minimum of 1). Mind Blast ignores Damage Resistance.


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


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


Mind Control is a [[Kalos_Mechanism_4e_EN:Powers#Ranged|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 '''Presence + Mental Combat roll''' against 8 + Presence + Mental Combat of the target. If the target has '''Mental Resistance''', they may add it to their defense. Mind Control ignores Damage Resistance.
Mind Control is a [[Kalos_Mechanism_4e_EN:Powers#Ranged|ranged]] mental attack which allows the character to '''influence a living creature's behavior''', 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 roll''' against {{KM4_DV_BASE}} + Mental Combat of the target. If the target has '''[[Kalos_Mechanism_4e_EN:Gifts#Mental Resistance|Mental Resistance]]''', they may add it to their Defense Value (DV). 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.
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 '''Presence + Athletics 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.
To break free of Mind Control, the target must use a standard action to attempt a '''Self-control roll''' against {{KM4_DV_BASE}} + 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.
'''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===
===Mind Hold===
:''Ranged mental attack''
:''Standard action''
:''Standard action''
:''Ranged mental attack''


Mind Hold is a [[Kalos_Mechanism_4e_EN:Powers#Ranged|ranged]] mental attack which makes it '''difficult for a target to move''' or take any [[Kalos_Mechanism_4e_EN:Actions|actions]]. 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 sedated by some form of toxic gas.
Mind Hold is a [[Kalos_Mechanism_4e_EN:Powers#Ranged|ranged]] mental attack which makes it '''difficult for a target to move''' or take any [[Kalos_Mechanism_4e_EN:Actions|actions]]. 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 sedated by some form of toxic gas.


Attacking with Mind Hold requires a successful '''Presence + Mental Combat roll''' against 8 + Presence + Mental Combat of the target. If the target has '''Mental Resistance''', they may add it to their defense. Mind Hold ignores Damage Resistance. If the attacker's roll is successful, the target is [[Kalos_Mechanism_4e_EN:Actions#Restrained_Characters|restrained]]. A restrained character is not helpless, but they can't use movement until they break free. A restrained character incurs a '''skill penalty (-{{KM4_SKILL_BONUS}} AV, -{{KM4_SKILL_BONUS}} DV)'''. Additionally, they fail any Mental Combat attack rolls until they break free.
Attacking with Mind Hold requires a successful '''Mental Combat roll''' against {{KM4_DV_BASE}} + Mental Combat of the target. If the target has '''[[Kalos_Mechanism_4e_EN:Gifts#Mental Resistance|Mental Resistance]]''', they may add it to their Defense Value (DV). Mind Hold ignores Damage Resistance. If the attacker's roll is successful, the target is [[Kalos_Mechanism_4e_EN:Actions#Held_Characters|held]]. A held character is not helpless, but they can't use any movement until they break free. A held character incurs a '''standard penalty (-{{KM4_STANDARD_BONUS}} AV, -{{KM4_STANDARD_BONUS}} DV)'''. Additionally, they fail any Mental Combat attack rolls until they break free.


To break free of Mind Hold, the target must use a standard action to attempt a '''Presence + Athletics 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.
If a flying character is held, the GM may choose to have the character make a rough landing, but if so, the character takes no injury from it.


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.
To break free of Mind Hold, the target must use a standard action to attempt a '''Self-control roll''' against {{KM4_DV_BASE}} + 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 held character. If a second character spends a standard action to attempt to rouse the target, the target may attempt a '''Self-control roll''' to break free of Mind Hold as a free action.


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.
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.
Line 1,163: Line 923:
Mind Hold only affects sentient creatures: robots, machinery, and animated objects are unaffected by Mind Hold.
Mind Hold only affects sentient creatures: robots, machinery, and animated objects are unaffected by Mind Hold.


===Night Vision===
<!--  
:''Free action''
===<div id="Piercing Type Attacks">Piercing [Type] Attacks</div>===
:''Self-only power''
:''Personal power''
 
Night Vision is a self-only power which permits the character to '''see in pitch darkness''' as clearly as in daylight. This could be granted by infrared vision, ultraviolet vision, or 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'''.
 
<div id="Piercing Type Attacks"></div>
===Piercing [Type] Attacks===
:''Constant''
:''Constant''
:''Self-only power''


Piercing [Type] Attacks is a self-only power which makes the character's '''attacks more effective''' against Damage Resistance, Alteration Resistance, or Mental Resistance. The damage type must be chosen when this power is purchased: '''Piercing Normal Attacks''', '''Piercing Alteration Attacks''', or '''Piercing Mental Attacks'''.
Piercing [Type] Attacks is a personal power which makes the character's '''attacks more effective''' against [[Kalos_Mechanism_4e_EN:Gifts#Damage Resistance|Damage Resistance]], [[Kalos_Mechanism_4e_EN:Gifts#Alteration Resistance|Alteration Resistance]], or [[Kalos_Mechanism_4e_EN:Gifts#Mental Resistance|Mental Resistance]]. The damage type must be chosen when this power is purchased: '''Piercing Normal Attacks''', '''Piercing Alteration Attacks''', or '''Piercing Mental Attacks'''.


A '''target's resistance''' against the character's [Type] attacks is '''reduced to one-half of its normal value''' (round down, even if the fraction is more than one-half, to a minimum of 1).
A '''target's resistance''' against the character's [Type] attacks is '''reduced to one-half of its normal value''' (round down, even if the fraction is more than one-half, to a minimum of 1).
-->


===Possession===
===Possession===
:''Ranged mental attack''
:''Standard action''
:''Standard action''
:''Ranged mental attack''


Possession is a [[Kalos_Mechanism_4e_EN:Powers#Ranged|ranged]] mental attack which allows a character to '''seize control of a target''', effectively making the target a passenger in their own body. Using Possession requires a '''Presence + Mental Combat roll''' against 8 + Presence + Mental Combat of the target. If the target has '''Mental Resistance''', they may add it to their defense. Possession ignores Damage Resistance.
Possession is a [[Kalos_Mechanism_4e_EN:Powers#Ranged|ranged]] mental attack which allows the character to '''seize control of a target''', effectively making the target a passenger in their own body. Using Possession requires a '''Mental Combat roll''' against {{KM4_DV_BASE}} + Mental Combat of the target. If the target has '''[[Kalos_Mechanism_4e_EN:Gifts#Mental Resistance|Mental Resistance]]''', they may add it to their Defense Value (DV). 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.
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 '''Presence + Athletics 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.
To break free of Possession, the target must use a standard action to attempt a '''Self-control roll''' against {{KM4_DV_BASE}} + 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.
'''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.
Line 1,199: Line 948:


===Power Drain===
===Power Drain===
:''Hand-to-hand alteration attack''
:''Standard action''
:''Standard action''
:''Hand-to-hand alteration attack''
:''Follow through powers:'' [[Kalos_Mechanism_4e_EN:Powers#Power_Theft|Power Theft]]
:''Follow through powers:'' [[Kalos_Mechanism_4e_EN:Powers#Power_Theft|Power Theft]]


Power Drain is a hand-to-hand alteration attack which deals points of '''damage to the target's Power Level'''. Attacking with Power Drain requires a successful '''Brawn + Hand-to-hand Combat roll''' against 8 + Brawn + Hand-to-hand Combat of the target. If the attacker succeeds at this roll, then the attacker rolls '''1d6 + Power Level for damage'''. If the target has '''Alteration Resistance''', they subtract that 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, to a minimum of 1). Power Drain ignores Damage Resistance.
Power Drain is a hand-to-hand alteration attack which deals points of '''damage to the target's Power Level'''. Attacking with Power Drain requires a successful '''Hand-to-hand Combat roll''' against {{KM4_DV_BASE}} + Hand-to-hand Combat of the target. If the attacker succeeds at this roll, then the attacker rolls '''1d6 + Power Level for damage'''. If the target has '''[[Kalos_Mechanism_4e_EN:Gifts#Alteration Resistance|Alteration Resistance]]''', they subtract that 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, to a minimum of 1). Power Drain ignores Damage Resistance.


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


'''Specific Powers:''' A character's Power Drain might be limited to targets with specific powers, such as fire powers or technological powers. If this is the case, the attacker gains a '''skill bonus (+{{KM4_SKILL_BONUS}} AV)''' on relevant rolls.
If the target has Super Endurance or Super Health, draining their Power Level '''does not reduce their Endurance or Health'''.
 
'''Specific Powers:''' A character's Power Drain might be limited to targets with specific powers, such as fire powers or technological powers. If this is the case, the attacker gains a '''standard bonus (+{{KM4_STANDARD_BONUS}} AV, +{{KM4_STANDARD_BONUS}} DV)''' on relevant rolls.


===Power Mimicry===
===Power Mimicry===
:''Hand-to-hand alteration attack''
:''Standard action''
:''Standard action''
:''Hand-to-hand alteration attack''
:''Follow through powers:'' [[Kalos_Mechanism_4e_EN:Powers#Power_Theft|Power Theft]]
:''Follow through powers:'' [[Kalos_Mechanism_4e_EN:Powers#Power_Theft|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 7 or higher are considered powers for this purpose. Attacking with Power Mimicry requires a successful '''Brawn + Hand-to-hand Combat roll''' against 8 + Brawn + Hand-to-hand Combat of the target. If the attacker succeeds at this roll, then the attacker rolls '''1d6 + Power Level for damage'''. 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, to a minimum of 1). Power Mimicry ignores Damage Resistance.
Power Mimicry is a hand-to-hand alteration attack which allows the character to temporarily '''copy another character's power''' and use it themselves. Skills of 5 or higher are considered powers for this purpose. Attacking with Power Mimicry requires a successful '''Hand-to-hand Combat roll''' against {{KM4_DV_BASE}} + Hand-to-hand Combat of the target. If the attacker succeeds at this roll, then the attacker rolls '''1d6 + Power Level for damage'''. The '''target subtracts their [[Kalos_Mechanism_4e_EN:Gifts#Alteration Resistance|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, to a minimum of 1). 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 GM will choose the order in which the powers are copied.
The '''maximum number of powers''' the character may mimic at a time 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 GM will choose the order in which the powers are copied.


If the character goes unconscious, the Power Mimicry turns off and any mimicked powers are lost. If the character has not turned off their Power Mimicry by the end of the scene, it turns off shortly thereafter.
If the character goes unconscious, their Power Mimicry turns off and any mimicked powers are lost. If the character has not turned off their Power Mimicry by the end of the scene, their mimicked powers fade away shortly thereafter.


'''Specific Powers:''' A character's Power Mimicry might be limited to targets with specific powers, such as characters with fire powers or technological powers. If this is the case, the attacker gains a '''skill bonus (+{{KM4_SKILL_BONUS}} AV)''' on relevant rolls.
'''Specific Powers:''' A character's Power Mimicry might be limited to targets with specific abilities, such as only characters with fire powers or only characters with superhuman levels of Hand-to-hand Combat skill. If this is the case, the attacker gains a '''standard bonus (+{{KM4_STANDARD_BONUS}} AV, +{{KM4_STANDARD_BONUS}} DV)''' on relevant rolls.


===Power Theft===
===Power Theft===
:''Hand-to-hand alteration attack''
:''Standard action''
:''Standard action''
:''Hand-to-hand alteration attack''
:''Prerequisite:'' [[Kalos_Mechanism_4e_EN:Powers#Power_Drain|Power Drain]] or [[Kalos_Mechanism_4e_EN:Powers#Power_Mimicry|Power Mimicry]]
:''Prerequisite:'' [[Kalos_Mechanism_4e_EN:Powers#Power_Drain|Power Drain]] or [[Kalos_Mechanism_4e_EN:Powers#Power_Mimicry|Power Mimicry]]


Power Theft is a hand-to-hand alteration attack which deals points of '''damage to the target's Power Level'''. Attacking with Power Theft requires a successful '''Brawn + Hand-to-hand Combat roll''' against 8 + Brawn + Hand-to-hand Combat of the target. If the attacker succeeds at this roll, then the attacker rolls '''1d6 + Power Level for damage'''. If the target has '''Alteration Resistance''', they subtract that 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, to a minimum of 1). Power Theft ignores Damage Resistance.
Power Theft is a hand-to-hand alteration attack which deals points of '''damage to the target's Power Level'''. Attacking with Power Theft requires a successful '''Hand-to-hand Combat roll''' against {{KM4_DV_BASE}} + Hand-to-hand Combat of the target. If the attacker succeeds at this roll, then the attacker rolls '''1d6 + Power Level for damage'''. If the target has '''[[Kalos_Mechanism_4e_EN:Gifts#Alteration Resistance|Alteration Resistance]]''', they subtract that 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, to a minimum of 1). Power Theft ignores Damage Resistance.


The character with Power Theft '''gains a Power Level bonus''' each time a target loses at least one level of Power Level. The first time a target loses at least one level of Power Level during a scene, the attacker gains a +1 Power Level bonus. The second time a target loses at least one level of Power Level during a scene, the attacker gains a +2 Power Level bonus. And so on. The '''maximum Power Level bonus''' the character can gain from Power Theft is '''equal to their normal Power Level'''. If the character has more than one Power Level bonus, only the highest value applies.
If the character makes one or more successful Power Theft attacks during their turn, '''the range and area of their powers are doubled''' until the end of their next turn. Multiple successful attacks have no additional benefit.


If the character has [[Kalos_Mechanism_4e_EN:Powers#Power_Mimicry|Power Mimicry]], they may use their Power Theft and Power Mimicry simultaneously.
If the character has [[Kalos_Mechanism_4e_EN:Powers#Power_Mimicry|Power Mimicry]], they may use their Power Theft and Power Mimicry simultaneously.


The Power Level bonus and the points of damage from Power Theft are '''temporary'''. It all resets after the fight is over, when the target has had a chance to rest and recuperate. The Power Level bonus and the points of damage from Power Theft will also return if the character with Power Theft goes unconscious.
The abilities granted and the points of damage from Power Theft are '''temporary'''. It all resets after the fight is over, when the target has had a chance to rest and recuperate.
 
'''Specific Powers:''' A character's Power Theft might be limited to targets with specific powers, such as characters with fire powers or technological powers. If this is the case, the attacker gains a '''skill bonus (+{{KM4_SKILL_BONUS}} AV)''' on relevant rolls.
 
===Presence Drain===
:''Standard action''
:''Hand-to-hand alteration attack''
:''Follow through powers:'' [[Kalos_Mechanism_4e_EN:Powers#Presence_Theft|Presence Theft]]
 
Presence Drain is a hand-to-hand alteration attack which deals points of '''damage to the target's Presence'''. Attacking with Presence Drain requires a successful '''Brawn + Hand-to-hand Combat roll''' against 8 + Brawn + Hand-to-hand Combat of the target. If the attacker succeeds at this roll, then the attacker rolls '''1d6 + Power Level for damage'''. If the target has '''Alteration Resistance''', they subtract that 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, to a minimum of 1). Presence Drain ignores Damage Resistance.


The points of damage from Presence Drain are '''temporary'''. It all resets after the fight is over, when the target has had a chance to rest and recuperate. The points of damage from Presence Drain will also return if the character with Presence Drain goes unconscious.
If the target has Super Endurance or Super Health, stealing their Power Level '''does not reduce their Endurance or Health'''.


Draining a character's Presence '''does not reduce their Endurance'''.
'''Specific Powers:''' A character's Power Theft might be limited to targets with specific powers, such as characters with fire powers or technological powers. If this is the case, the attacker gains a '''standard bonus (+{{KM4_STANDARD_BONUS}} AV, +{{KM4_STANDARD_BONUS}} DV)''' on relevant rolls.
 
===Presence Theft===
:''Standard action''
:''Hand-to-hand alteration attack''
:''Prerequisite:'' [[Kalos_Mechanism_4e_EN:Powers#Presence_Drain|Presence Drain]]
 
Presence Theft is a hand-to-hand alteration attack which deals points of '''damage to the target's Presence'''. Attacking with Presence Theft requires a successful '''Brawn + Hand-to-hand Combat roll''' against 8 + Brawn + Hand-to-hand Combat of the target. If the attacker succeeds at this roll, then the attacker rolls '''1d6 + Power Level for damage'''. If the target has '''Alteration Resistance''', they subtract that 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, to a minimum of 1). Presence Theft ignores Damage Resistance.
 
The character with Presence Theft '''gains a Presence bonus''' each time a target loses at least one level of Presence. The first time a target loses at least one level of Presence during a scene, the attacker gains a +1 Presence bonus. The second time a target loses at least one level of Presence during a scene, the attacker gains a +2 Presence bonus. And so on. The '''maximum Presence bonus''' the character can gain from Presence Theft is '''equal to their Power Level'''. If the character has more than one Presence bonus, only the highest value applies.
 
The Presence bonus and the points of damage from Presence Theft are '''temporary'''. It all resets after the fight is over, when the target has had a chance to rest and recuperate. The Presence bonus and the points of damage from Presence Theft will also return if the character with Presence Theft goes unconscious.
 
Stealing a character's Presence '''does not reduce their Endurance'''.


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


Probability Control is a [[Kalos_Mechanism_4e_EN:Powers#Ranged|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.
Probability Control is a [[Kalos_Mechanism_4e_EN:Powers#Ranged|ranged]] personal power which can '''drastically change the odds'''. Probability Control does not allow the character to break the laws of physics or make impossible things happen, but a character with Probability Control can make unlikely events likely and likely events unlikely.


Using Probability Control requires the player to describe a favorable or unfavorable circumstance 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 and anyone around them. The simplest way to translate this into game terms is to grant a '''skill bonus (+{{KM4_SKILL_BONUS}} AV, +{{KM4_SKILL_BONUS}} DV)''' or imposse a '''skill penalty (-{{KM4_SKILL_BONUS}} AV, -{{KM4_SKILL_BONUS}} DV)'''.
To use Probability Control, the player describes a favorable or unfavorable circumstance within range, and how that should help or hinder someone, and who. The simplest way for the GM to translate this into game terms is to declare that a skill roll is automatically successful (if it was possible in the first place) or automatically unsuccessful, as appropriate.


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.
Probability Control can be used as an anytime action, but it must be declared before the dice have been rolled. The '''number of times''' the character can influence probability '''per game session is equal to the character's Power Level'''.
 
===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) '''Reason + Investigation roll''' just to notice the conversation, and an extremely difficult (DV 18) '''Reason + Computing roll''' to understand what is being said.
 
===Reason Drain===
:''Standard action''
:''Hand-to-hand alteration attack''
:''Follow through powers:'' [[Kalos_Mechanism_4e_EN:Powers#Reason_Theft|Reason Theft]]
 
Reason Drain is a hand-to-hand alteration attack which deals points of '''damage to the target's Reason'''. Attacking with Reason Drain requires a successful '''Brawn + Hand-to-hand Combat roll''' against 8 + Brawn + Hand-to-hand Combat of the target. If the attacker succeeds at this roll, then the attacker rolls '''1d6 + Power Level for damage'''. If the target has '''Alteration Resistance''', they subtract that 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, to a minimum of 1). Reason Drain ignores Damage Resistance.
 
The points of damage from Reason Drain are '''temporary'''. It all resets after the fight is over, when the target has had a chance to rest and recuperate. The points of 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:'' [[Kalos_Mechanism_4e_EN:Powers#Reason_Drain|Reason Drain]]
 
Reason Theft is a hand-to-hand alteration attack which deals points of '''damage to the target's Reason'''. Attacking with Reason Theft requires a successful '''Brawn + Hand-to-hand Combat roll''' against 8 + Brawn + Hand-to-hand Combat of the target. If the attacker succeeds at this roll, then the attacker rolls '''1d6 + Power Level for damage'''. If the target has '''Alteration Resistance''', they subtract that 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, to a minimum of 1). Reason Theft ignores Damage Resistance.
 
The character with Reason Theft '''gains a Reason bonus''' each time a target loses at least one level of Reason. The first time a target loses at least one level of Reason during a scene, the attacker gains a +1 Reason bonus. The second time a target loses at least one level of Reason during a scene, the attacker gains a +2 Reason bonus. And so on. The '''maximum Reason bonus''' the character can gain from Reason Theft is '''equal to their Power Level'''. If the character has more than one Reason bonus, only the highest value applies.
 
The Reason bonus and the points of damage from Reason Theft are '''temporary'''. It all resets after the fight is over, when the target has had a chance to rest and recuperate. The Reason bonus and the points of damage from Reason Theft will also return if the character with Reason Theft goes unconscious.


===Reflection===
===Reflection===
:''Free action''
:''Ranged normal attack''
:''Ranged normal attack''
:''Anytime action''
:''Follow through powers:'' [[Kalos_Mechanism_4e_EN:Powers#Super Reflection|Super Reflection]]


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 '''Agility + Ranged Combat roll''' against 8 + Agility + Ranged Combat of the attack.
Reflection permits the character to use an anytime action to '''reflect a ranged normal attack back at the attacker'''. For the character to reflect an attack, the ranged normal attack must be successful and affect a single target. The character with Reflection must then make a successful '''Ranged Combat roll''' against {{KM4_DV_BASE}} + Ranged Combat of the attack.


If the Reflection roll fails, the character is struck by the attack, as the attacker intended. If the roll succeeds, the '''attacker's damage is applied to themselves'''.
If the Reflection roll fails, the character is struck by the attack, as the attacker intended. If the roll succeeds, the '''attacker's damage is applied to themselves'''.


===Regeneration===
===Regeneration===
:''Standard Action''
:''Personal power''
:''Self-only power''
:''Constant''


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 '''1d6 + 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, to a minimum of 1).
Regeneration is a personal 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.  


Any other time, including when the character with Regeneration is unconscious (or dead, if they also have the Immortality power), they regain one lost Health per minute.
Out of combat, including when the character with Regeneration is unconscious (or dead, if they also have the [[Kalos_Mechanism_4e_EN:Gifts#Immortality|Immortality]] gift), 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.
During combat, a character with Regeneration may use a standard action to roll '''1d6 + 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, to a minimum of 1).


===Sense Auras===
Additionally, the 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 Health will always be at least one, regardless of the hostile environmental conditions.
:''Standard action''
:''Self-only mental power''
 
The character can '''see the invisible emanations around people''' and things. Sensing the aura of a person requires a successful '''Presence + Investigation roll''' against 8 + Presence + Deception 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. The aura of a character with Mental Resistance can't be read.
 
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 a '''plot dependent power''' and may not always be available, at the GM's discretion.
 
 
{| cellpadding="4" cellspacing="1" class="wikitable zebra sortable"
|+Table: Typical aura colors
|-
! class="alignleft"|Color
! 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>
===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 force or substance 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) '''Reason + Investigation 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) '''Reason + Occult 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) Reason + Occult roll to notice the fact. If they succeed at an extremely difficult (DV 18) Reason + Occult roll, they also notice whether the person scrying on them is in the past, present, or future.


===Shapeshifting===
===Shapeshifting===
:''Personal power''
:''Quick action''
:''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'''. Shapeshifting does not give the character any new powers, such as Night Vision or Flight.
Shapeshifting is a personal 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 skill levels to suit their new shape, as long as the '''number of skills and their skill levels remain the same or lower'''. Shapeshifting does not give the character any new abilities, 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.
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 '''Reason + Investigation roll''' against 8 + Power Level of the shapeshifter; if the observer has any unusual senses, they gain a '''skill bonus (+{{KM4_SKILL_BONUS}} AV)'''. If the Reason + Investigation roll is successful, the observer can tell that the shapeshifted character is not who or what they appear to be.
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 roll''' against {{KM4_DV_BASE}} + Deception of the shapeshifter; if the observer has any unusual senses, they gain a '''standard bonus (+{{KM4_STANDARD_BONUS}} AV)'''. If the Investigation 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.
'''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.


'''Psychic Disguise:''' Psychic Disguise works the same as standard Shapeshifting, with four exceptions. First, a character using Psychic Disguise can't alter their Agility or Brawn. Second, a person trying to see through the Psychic Disguise must attempt a '''Presence + Investigation roll''', rather than a Reason + Investigation roll. Third, they add their '''Mental Resistance''' to this roll rather than gaining a bonus for having unusual senses. Finally, the character's appearance is not actually changed: the character will appear as they are in photographs, recordings, and video streams.
'''Psychic Disguise:''' Psychic Disguise works the same as standard Shapeshifting, with four exceptions. First, a character using Psychic Disguise can't alter their skills. Second, a person trying to see through the Psychic Disguise must attempt a '''Mental Combat roll''', rather than an Investigation roll. Third, they add their '''[[Kalos_Mechanism_4e_EN:Gifts#Mental Resistance|Mental Resistance]]''' to this roll rather than gaining a bonus for having unusual senses. Finally, the character's appearance is not actually changed: the character will appear as they are in photographs, recordings, and video streams.


===Shrinking===
===Shrinking===
:''Personal power''
:''Quick action''
:''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 [[Kalos_Mechanism_4e_EN:Attributes#Power_Level|Power Level]] of the character.
Shrinking is a personal power which permits the character to '''become smaller''' and lighter than normal. The effects of Shrinking are based on the [[Kalos_Mechanism_4e_EN:Creation#Power_Level|Power Level]] of the character.


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 can change their size once per turn, using a quick action. If the character goes unconscious, the character returns 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 6 centimeters tall (and gain a +1 Agility bonus) rather than their full 6 millimeters. If the character has more than one Agility bonus, only the highest value applies.
A character with Shrinking does not have to use it at full power. A character who has Power Level 3, for example, could elect to be merely 2 cm centimeters tall (and gain a +1 bonus to Athletics skill rolls) rather than their full 2 mm. If the character has more than one bonus to Athletics skill rolls, only the highest value applies.




<!-- Do not edit directly: table copied from Kalos-Mechanism-Benchmarks.ods#WikiTables -->
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Shrinking
|+Table: Shrinking
|-
|-
! class="aligncenter"|Power Level
! class="alignright"|Power Level
! class="alignright"|Height  
! class="alignright"|Height  
! class="aligncenter"|Agility
! class="alignright"|Athletics Bonus
|-
|-
| class="aligncenter"|1
| class="alignright"|1
| class="alignright"|60 cm
| class="aligncenter"|+1
|-
| class="aligncenter"|2
| class="alignright"|20 cm
| class="alignright"|20 cm
| class="aligncenter"|+1
| class="alignright"|+1
|-
|-
| class="aligncenter"|3
| class="alignright"|2
| class="alignright"|6 cm
| class="aligncenter"|+1
|-
| class="aligncenter"|4
| class="alignright"|2 cm
| class="alignright"|2 cm
| class="aligncenter"|+1
| class="alignright"|+1
|-
|-
| class="aligncenter"|5
| class="alignright"|3
| class="alignright"|6 mm
| class="aligncenter"|+2
|-
| class="aligncenter"|6
| class="alignright"|2 mm
| class="alignright"|2 mm
| class="aligncenter"|+2
| class="alignright"|+2
|-
|-
| class="aligncenter"|7
| class="alignright"|4
| class="alignright"|600 μm
| class="aligncenter"|+2
|-
| class="aligncenter"|8
| class="alignright"|200 μm
| class="alignright"|200 μm
| class="aligncenter"|+2
| class="alignright"|+2
|-
|-
| class="aligncenter"|9
| class="alignright"|5
| class="alignright"|60 μm
| class="aligncenter"|+3
|-
| class="aligncenter"|10
| class="alignright"|20 μm
| class="alignright"|20 μm
| class="aligncenter"|+3
| class="alignright"|+3
|-
|-
| class="aligncenter"|11
| class="alignright"|6
| class="alignright"|6 μm
| class="aligncenter"|+3
|-
| class="aligncenter"|12
| class="alignright"|2 μm
| class="alignright"|2 μm
| class="aligncenter"|+3
| class="alignright"|+3
|-
|-
| class="aligncenter"|13
| class="alignright"|7
| class="alignright"|600 nm
| class="aligncenter"|+4
|-
| class="aligncenter"|14
| class="alignright"|200 nm
| class="alignright"|200 nm
| class="aligncenter"|+4
| class="alignright"|+4
|-
|-
| class="aligncenter"|15
| class="alignright"|8
| class="alignright"|60 nm
| class="aligncenter"|+4
|-
| class="aligncenter"|16
| class="alignright"|20 nm
| class="alignright"|20 nm
| class="aligncenter"|+4
| class="alignright"|+4
|-
| class="aligncenter"|17
| class="alignright"|6 nm
| class="aligncenter"|+5
|-
|-
| class="aligncenter"|18
| class="alignright"|9
| class="alignright"|2 nm
| class="alignright"|2 nm
| class="aligncenter"|+5
| class="alignright"|+5
|-
|-
| class="aligncenter"|19
| class="alignright"|10
| class="alignright"|600 pm
| class="aligncenter"|+5
|-
| class="aligncenter"|20
| class="alignright"|200 pm
| class="alignright"|200 pm
| class="aligncenter"|+5
| class="alignright"|+5
|-
| class="aligncenter"|21
| class="alignright"|60 pm
| class="aligncenter"|+6
|}
|}
'''Athletics Bonus:''' Bonus to Athletics skill rolls.<br />
<!-- Do not edit directly: table copied from Kalos-Mechanism-Benchmarks.ods#WikiTables -->
===Speed Drain===
:''Hand-to-hand alteration attack''
:''Standard action''
:''Follow through powers:'' [[Kalos_Mechanism_4e_EN:Powers#Speed_Theft|Speed Theft]]


===Space Travel===
Speed Drain is a hand-to-hand alteration attack which '''makes the target slower'''. Attacking with Speed Drain requires a successful '''Hand-to-hand Combat roll''' against {{KM4_DV_BASE}} + Hand-to-hand Combat of the target. If the target has '''[[Kalos_Mechanism_4e_EN:Gifts#Alteration Resistance|Alteration Resistance]]''', they may add it to their Defense Value (DV). Speed Drain ignores Damage Resistance. If the attack is successful, all of the '''target's movement is halved''' (round down, even if the fraction is more than one-half, to a minimum of 1). Multiple successful attacks continue to halve the target's movement.
:''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 [[Kalos_Mechanism_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.
To recover from Speed Drain, the target must use a standard action to attempt a '''Self-control roll''' against {{KM4_DV_BASE}} + 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 any current Speed Drains. If the target has not recovered from the Speed Drain by the end of the scene, then they recover from it shortly thereafter.


===Speak With Objects===
===Speed Theft===
:''Hand-to-hand alteration attack''
:''Standard action''
:''Standard action''
:''Self-only power''
:''Prerequisite:'' [[Kalos_Mechanism_4e_EN:Powers#Speed_Drain|Speed Drain]]
 
Speed Theft is a hand-to-hand alteration attack which '''makes the target slower'''. Attacking with Speed Theft requires a successful '''Hand-to-hand Combat roll''' against {{KM4_DV_BASE}} + Hand-to-hand Combat of the target. If the target has '''[[Kalos_Mechanism_4e_EN:Gifts#Alteration Resistance|Alteration Resistance]]''', they may add it to their Defense Value (DV). Speed Theft ignores Damage Resistance. If the attack is successful, all of the '''target's movement is halved''' (round down, even if the fraction is more than one-half, to a minimum of 1). Multiple successful attacks continue to halve the target's movement.
 
To recover from Speed Theft, the target must use a standard action to attempt a '''Self-control roll''' against {{KM4_DV_BASE}} + 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 any current Speed Thefts. If the target has not recovered from the Speed Theft by the end of the scene, then they recover from it shortly thereafter.


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) '''Presence + Diplomacy roll'''.
If the character makes one or more successful Speed Theft attacks during their turn, '''all of their movement is doubled''' until the end of their next turn. Multiple successful attacks have no additional benefit.
 
===Strength Drain===
:''Hand-to-hand alteration attack''
:''Standard action''
:''Follow through powers:'' [[Kalos_Mechanism_4e_EN:Powers#Strength_Theft|Strength Theft]]
 
Strength Drain is a hand-to-hand alteration attack which '''makes the target weaker'''. Attacking with Strength Drain requires a successful '''Hand-to-hand Combat roll''' against {{KM4_DV_BASE}} + Hand-to-hand Combat of the target. If the target has '''[[Kalos_Mechanism_4e_EN:Gifts#Alteration Resistance|Alteration Resistance]]''', they may add it to their Defense Value (DV). Strength Drain ignores Damage Resistance. If the attack is successful, the target's ability to '''lift, throw, and jump is halved''' (round down, even if the fraction is more than one-half, to a minimum of 1). Multiple successful attacks continue to halve the target's strength.
 
To recover from Strength Drain, the target must use a standard action to attempt a '''Self-control roll''' against {{KM4_DV_BASE}} + 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 any current Strength Drains. If the target has not recovered from the Strength Drain by the end of the scene, then they recover from it shortly thereafter.
 
===Strength Theft===
:''Hand-to-hand alteration attack''
:''Standard action''
:''Prerequisite:'' [[Kalos_Mechanism_4e_EN:Powers#Strength_Drain|Strength Drain]]


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. A building might be able to tell you where the vault is, but it can't unlock the vault for you.
Strength Theft is a hand-to-hand alteration attack which '''makes the target weaker'''. Attacking with Strength Theft requires a successful '''Hand-to-hand Combat roll''' against {{KM4_DV_BASE}} + Hand-to-hand Combat of the target. If the target has '''[[Kalos_Mechanism_4e_EN:Gifts#Alteration Resistance|Alteration Resistance]]''', they may add it to their Defense Value (DV). Strength Theft ignores Damage Resistance. If the attack is successful, the target's ability to '''lift, throw, and jump is halved''' (round down, even if the fraction is more than one-half, to a minimum of 1). Multiple successful attacks continue to halve the target's strength.


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.
To recover from Strength Theft, the target must use a standard action to attempt a '''Self-control roll''' against {{KM4_DV_BASE}} + 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 any current Strength Thefts. If the target has not recovered from the Strength Theft by the end of the scene, then they recover from it shortly thereafter.


'''Specific Objects:''' Some characters may only communicate with specific objects. 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 '''skill bonus (+{{KM4_SKILL_BONUS}} AV)''' on relevant rolls.
If the character makes one or more successful Strength Theft attacks during their turn, '''their lift, throw, and jump are doubled''' until the end of their next turn. Multiple successful attacks have no additional benefit.


===Stretching===
===Stretching===
:''Personal power''
:''Quick action''
:''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 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 [[Kalos_Mechanism_4e_EN:Attributes#Power_Level|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.
Stretching is a personal power which permits the character to '''deform their body and attenuate their extremities'''. A character with Stretching might have telescoping robotic tentacles, or perhaps the character's body is gelatinous or 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 [[Kalos_Mechanism_4e_EN:Creation#Power_Level|Power Level]]. Some characters with Stretching can squeeze under doors and through keyholes. Even when stretching, the character's hand-to-hand attacks use the Hand-to-hand Combat skill, as usual.


'''Swing line:''' Some characters' [[Kalos_Mechanism_4e_EN:Powers#Flight|Flight]] takes the form of a grappling line, stretchy tentacles, or some other method of suspension. The character's Stretching might be in the same form. The character may use their swing line to perform tasks and make hand-to-hand attacks, including [[Kalos_Mechanism_4e_EN:Actions#Grapple|Grapple]].


<!-- Do not edit directly: table copied from Kalos-Mechanism-Benchmarks.ods#WikiTables -->
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Stretching
|+Table: Stretching
|-
|-
! class="aligncenter"|Power Level
! class="alignright"|Power Level
! class="alignright"|Reach
! class="alignright"|Reach
|-
|-
| class="aligncenter"|1
| class="alignright"|1
| class="alignright"|3 m
|-
| class="alignright"|2
| class="alignright"|4 m
| class="alignright"|4 m
|-
|-
| class="aligncenter"|2
| class="alignright"|3
| class="alignright"|6 m
| class="alignright"|6 m
|-
|-
| class="aligncenter"|3
| class="alignright"|4
| class="alignright"|8 m
| class="alignright"|10 m
|-
|-
| class="aligncenter"|4
| class="alignright"|5
| class="alignright"|11 m
| class="alignright"|20 m
|-
|-
| class="aligncenter"|5
| class="alignright"|6
| class="alignright"|16 m
| class="alignright"|30 m
|-
|-
| class="aligncenter"|6
| class="alignright"|7
| class="alignright"|22 m
| class="alignright"|40 m
|-
|-
| class="aligncenter"|7
| class="alignright"|8
| class="alignright"|32 m
| class="alignright"|60 m
|-
|-
| class="aligncenter"|8
| class="alignright"|9
| class="alignright"|45 m
| class="alignright"|100 m
|-
|-
| class="aligncenter"|9
| class="alignright"|10
| class="alignright"|64 m
| class="alignright"|200 m
|-
| class="aligncenter"|10
| class="alignright"|90 m
|-
| class="aligncenter"|11
| class="alignright"|125 m
|-
| class="aligncenter"|12
| class="alignright"|180 m
|-
| class="aligncenter"|13
| class="alignright"|250 m
|-
| class="aligncenter"|14
| class="alignright"|360 m
|-
| class="aligncenter"|15
| class="alignright"|500 m
|-
| class="aligncenter"|16
| class="alignright"|720 m
|-
| class="aligncenter"|17
| class="alignright"|1,000 m
|-
| class="aligncenter"|18
| class="alignright"|1,400 m
|-
| class="aligncenter"|19
| class="alignright"|2,000 m
|-
| class="aligncenter"|20
| class="alignright"|2,800 m
|-
| class="aligncenter"|21
| class="alignright"|4,000 m
|}
|}
<!-- Do not edit directly: table copied from Kalos-Mechanism-Benchmarks.ods#WikiTables -->


===Strike===
===Strike===
:''Hand-to-hand normal attack''
:''Standard action''
:''Standard action''
:''Hand-to-hand normal attack''


Normally, an unarmed hand-to-hand attack deals points of '''damage to the target's Endurance''' equal to the character's Brawn. Strike makes the character's hand-to-hand normal attacks deal points of Health damage, bases the damage on the character's Power Level, and adds 1d6 to the damage. Making an unarmed normal attack with Strike requires a successful '''Brawn + Hand-to-hand Combat roll''' against 8 + Brawn + Hand-to-hand Combat of the target. If the attacker succeeds at this roll, then the attacker rolls '''1d6 + Power Level for damage'''. The '''target subtracts their Damage Resistance''' from the amount the attacker rolled. The '''target's Health is reduced by the remaining amount'''.
Normally, an [[Kalos_Mechanism_4e_EN:Skills#SIDEBAR:_Unarmed_Combat|unarmed hand-to-hand attack]] deals points of '''damage to the target's Endurance''' equal to the attacker's Hand-to-hand Combat. Strike makes the character's hand-to-hand normal attacks deal points of Health damage, bases the damage on the character's Power Level, and adds 1d6 to the damage. Making an attack with Strike requires a successful '''Hand-to-hand Combat roll''' against {{KM4_DV_BASE}} + Hand-to-hand Combat of the target. If the attacker succeeds at this roll, then the attacker rolls '''1d6 + Power Level for damage'''. The '''target subtracts their [[Kalos_Mechanism_4e_EN:Gifts#Damage Resistance|Damage Resistance]]''' from the amount the attacker rolled. The '''target's Health is reduced by the remaining amount'''.


'''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.
'''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 [[Kalos_Mechanism_4e_EN:Actions#Stunning_Attacks|nonlethal]]. The points of damage are 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.
'''Stunning:''' Some characters' strikes are [[Kalos_Mechanism_4e_EN:Actions#Stunning_Attacks|nonlethal]]. The points of damage are 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.
'''Flexible (+1 point):''' If the character has the [[Kalos_Mechanism_4e_EN:Powers#Flexible|Flexible power boost]] on their Strike power, the character can use '''any specific effect''', as long as it belongs to the character's unifying theme, '''one at a time'''.  For example, a character whose standard Strike is a "flaming sword" could have a "frost sword", a "silver sword", and so on; alternately, they might have a "flaming spear", a "flaming axe", and so on.
'''Ranged (+1 point):''' A Strike with the [[Kalos_Mechanism_4e_EN:Powers#Ranged|Ranged power boost]] is targeted with the Ranged Combat skill, as usual.


===Super Endurance===
===Super Endurance===
:''Personal power''
:''Constant''
:''Constant''
:''Self-only power''
Normally, a character's Endurance is equal to their Brawn + Presence. The Endurance of a character with Super '''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.
===Super Flight===
:''Move action''
:''Self-only power''
:''Prerequisite:'' [[Kalos_Mechanism_4e_EN:Powers#Flight|Flight]]


Super 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 and max move '''when using Flight'''.
Super Endurance is a personal power which '''adds the character's [[Kalos_Mechanism_4e_EN:Creation#Power_Level|Power Level]] to their Endurance'''.


===Super Health===
===Super Health===
:''Personal power''
:''Constant''
:''Constant''
:''Self-only power''


Normally, a character's Health is equal to their Agility + Brawn. The Health of a character with Super '''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.
Super Health is a personal power which '''adds the character's [[Kalos_Mechanism_4e_EN:Creation#Power_Level|Power Level]] to their Health'''.


===Super Jumping===
===Super Reflection===
:''Move action''
:''Ranged normal attack''
:''Self-only power''
:''Anytime action''
:''Prerequisite:'' [[Kalos_Mechanism_4e_EN:Powers#Reflection|Reflection]]


Super 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'''.
Super Reflection permits the character to use an anytime action to '''reflect a ranged normal attack back at any target''' within range (based on the '''[[Kalos_Mechanism_4e_EN:Creation#Power_Level|Power Level]]''' of the character with Super Reflection). For the character to reflect an attack, the ranged normal attack must be successful and affect a single target. The character with Super Reflection must then make a successful '''Ranged Combat roll''' against {{KM4_DV_BASE}} + Ranged Combat of the desired new target.
 
===Super Lifting===
:''Standard action''
:''Self-only power''


Super 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'''.
If the Super Reflection roll fails, the character is struck by the attack, as the attacker intended. If the roll succeeds, the '''attacker's damage is applied to the new target'''.


===Super Running===
===Super Running===
:''Move action''
:''Movement power''
:''Self-only power''


Super 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 and max move '''[[Kalos_Mechanism_4e_EN:Attributes#Agility|when running]]'''.
Super Running is a movement power which '''adds the character's [[Kalos_Mechanism_4e_EN:Creation#Power_Level|Power Level]] to their [[Kalos_Mechanism_4e_EN:Skills#Athletics|Athletics]]''' for the purpose of determining the character's '''base running and sprint'''. Super Running also allows the character to buy the [[Kalos_Mechanism_4e_EN:Powers#×10_Sprint|×10 Sprint power boost]].


===Super Swimming===
:''Move action''
:''Self-only power''


Super 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 and max move '''[[Kalos_Mechanism_4e_EN:Attributes#Agility|when swimming]]'''.
<!-- Do not edit directly: table copied from Kalos-Mechanism-Benchmarks.ods#WikiTables -->
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Super Running
|-
! class="alignright"|Athletics + Power Level
! class="alignright"|Base
! class="alignright"|Sprint
|-
| class="alignright"|1
| class="alignright"|2 m
| class="alignright"|9 m (5 km/h)
|-
| class="alignright"|2
| class="alignright"|3 m
| class="alignright"|18 m (10 km/h)
|-
| class="alignright"|3
| class="alignright"|6 m
| class="alignright"|36 m (20 km/h)
|-
| class="alignright"|4
| class="alignright"|15 m
| class="alignright"|90 m (50 km/h)
|-
| class="alignright"|5
| class="alignright"|30 m
| class="alignright"|180 m (100 km/h)
|-
| class="alignright"|6
| class="alignright"|60 m
| class="alignright"|360 m (200 km/h)
|-
| class="alignright"|7
| class="alignright"|150 m
| class="alignright"|900 m (500 km/h)
|-
| class="alignright"|8
| class="alignright"|300 m
| class="alignright"|1,800 m (1,000 km/h)
|-
| class="alignright"|9
| class="alignright"|600 m
| class="alignright"|4 km (2,000 km/h)
|-
| class="alignright"|10
| class="alignright"|1,500 m
| class="alignright"|9 km (5,000 km/h)
|-
| class="alignright"|11
| class="alignright"|3 km
| class="alignright"|18 km (10,000 km/h)
|-
| class="alignright"|12
| class="alignright"|6 km
| class="alignright"|36 km (20,000 km/h)
|-
| class="alignright"|13
| class="alignright"|15 km
| class="alignright"|90 km (50,000 km/h)
|-
| class="alignright"|14
| class="alignright"|30 km
| class="alignright"|180 km (100,000 km/h)
|-
| class="alignright"|15
| class="alignright"|60 km
| class="alignright"|360 km (200,000 km/h)
|-
| class="alignright"|16
| class="alignright"|150 km
| class="alignright"|900 km (500,000 km/h)
|-
| class="alignright"|17
| class="alignright"|300 km
| class="alignright"|1,800 km (1,000,000 km/h)
|-
| class="alignright"|18
| class="alignright"|600 km
| class="alignright"|3,600 km (2,000,000 km/h)
|-
| class="alignright"|19
| class="alignright"|1,500 km
| class="alignright"|9,000 km (5,000,000 km/h)
|-
| class="alignright"|20
| class="alignright"|3,000 km
| class="alignright"|18,000 km (10,000,000 km/h)
|}
<!-- Do not edit directly: table copied from Kalos-Mechanism-Benchmarks.ods#WikiTables -->


===Super Teleportation===
'''Sprint''' is the farthest the character may walk or run during their turn. A character who runs a distance greater than their base movement during their turn, up to their '''sprint''', '''incurs a standard penalty (-{{KM4_STANDARD_BONUS}} AV, -{{KM4_STANDARD_BONUS}} DV)'''. For example, a character with Athletics + Power Level equal to 5 could run up to 30 meters during their turn and suffer no penalties while doing so, or they can run up to 180 meters and incur a standard penalty. If the character sprints, the standard penalty applies until the beginning of the character's next turn.
:''Move action''
:''Self-only power''
:''Prerequisite:'' [[Kalos_Mechanism_4e_EN:Powers#Teleportation|Teleportation]]


Super Teleportation is a self-only power which permits the character to '''double their Power Level''' for the purpose of determining their base move and max move '''[[Kalos_Mechanism_4e_EN:Powers#Teleportation|when using Teleportation]]'''.
===Super Strength===
 
:''Personal power''
===Super Tunneling===
:''Constant''
:''Move action''
:''Self-only power''
:''Prerequisite:'' [[Kalos_Mechanism_4e_EN:Powers#Tunneling|Tunneling]]
 
Super Tunneling is a self-only power which permits the character to '''double their Power Level''' for the purpose of determining their base move and max move '''[[Kalos_Mechanism_4e_EN:Powers#Tunneling|when using Tunneling]]'''.
 
===Telekinesis===
:''Standard action''
:''Ranged normal attack''
 
Telekinesis is a [[Kalos_Mechanism_4e_EN:Powers#Ranged|ranged]] normal attack which permits a character to '''grapple an object or character without touching them'''. Attacking with Telekinesis requires a successful '''Agility + Ranged Combat roll''' against 8 + Agility + Ranged Combat of the target. Grabbing inanimate objects with Telekinesis is generally automatic.
 
If the attacker's roll is successful, the '''target is [[Kalos_Mechanism_4e_EN:Actions#Restrained_Characters|restrained]]'''. A restrained character is not helpless, but they can't use movement until they break free. A restrained character incurs a '''skill penalty (-{{KM4_SKILL_BONUS}} AV, -{{KM4_SKILL_BONUS}} DV)'''.
 
The maximum mass the character can lift with their Telekinesis is based on the character's [[Kalos_Mechanism_4e_EN:Attributes#Power_Level|Power Level]]. 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.


If the attacker wishes to squeeze the restrained character, they must use a standard action to attempt a Agility + Ranged Combat roll against 8 + Agility + Ranged Combat of the target. If the attacker succeeds at this roll, then the attacker rolls '''1d6 + Power Level for damage'''. The '''target subtracts their Damage Resistance''' from the amount the attacker rolled. The '''target's Health is reduced by the remaining amount'''.
Super Strength is a personal power which '''adds the character's [[Kalos_Mechanism_4e_EN:Creation#Power_Level|Power Level]] to their [[Kalos_Mechanism_4e_EN:Skills#Athletics|Athletics]]''' for the purpose of determining what the character can '''lift, throw, and jump'''. Super Strength also '''grants a damage bonus''' equal to the character's Power Level to the Endurance damage of the character's [[Kalos_Mechanism_4e_EN:Skills#SIDEBAR:_Unarmed_Combat|unarmed hand-to-hand attacks]].


To break free of Telekinesis, the restrained character must use a standard action to attempt a '''Brawn + Athletics 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.


'''Psychokinesis:''' Psychokinesis works the same as standard Telekinesis, with four exceptions. First, attacking with Psychokinesis requires a successful '''Presence + Mental Combat roll''', rather than a Agility + Ranged Combat roll. Second, to break free of Psychokinesis, the restrained character must attempt a '''Presence + Athletics roll''', rather than a Brawn + Athletics roll. Third, they add their '''Mental Resistance''' to this roll rather than benefiting from Strike or Damaging Aura. Finally, if the attacker with Psychokinesis wishes to squeeze the restrained character, the '''target subtracts their Mental Resistance''' rather than their Damage Resistance, and the '''target's Health is reduced by half of the remaining amount''' (round down, even if the fraction is more than one-half, to a minimum of 1).
{{Quotation|'''Expert Tip:''' Don't buy the [[Kalos_Mechanism_4e_EN:Powers#Ranged|Ranged power boost]] on Super Strength. Ranged Super Strength is too powerful for one character point. Buy the [[Kalos_Mechanism_4e_EN:Powers#Telekinesis|Telekinesis]] power, instead.}}




<!-- Do not edit directly: table copied from Kalos-Mechanism-Benchmarks.ods#WikiTables -->
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Telekinesis
|+Table: Super Strength
|-
|-
! class="aligncenter"|Power Level
! class="alignright"|Athletics + Power Level
! class="alignright"|Max Lift
! class="alignright"|Max Lift
! class="alignleft"|Example
! class="alignleft"|Examples
! class="alignright"|Throw 20 kg
! class="alignright"|Throw 10 kg
! class="alignright"|Jump
|-
|-
| class="aligncenter"|0
| class="alignright"|0
| class="alignright"|10 kg
| class="alignright"|10 kg
| class="alignleft"|small dog, mountain bike, watermelon, case of beer
| class="alignleft"|sixpack of beer, domestic cat, pumpkin
| class="alignright"|0 m
| class="alignright"|0 m
| class="alignright"|0 m
|-
|-
| class="aligncenter"|1
| class="alignright"|1
| class="alignright"|20 kg
| class="alignright"|30 kg
| class="alignleft"|full suitcase, medium dog
| class="alignleft"|small dog, mountain bike, car tire, case of beer, cinder block
| class="alignright"|1 m
| class="alignright"|2 m
| class="alignright"|0 m
|-
|-
| class="aligncenter"|2
| class="alignright"|2
| class="alignright"|40 kg
| class="alignright"|100 kg
| class="alignleft"|electric mountain bike, small sofa, wood bookcase
| class="alignleft"|single bed, small sofa, wood bookcase, large dog
| class="alignright"|5 m
| class="alignright"|1 m
| class="alignright"|1 m
|-
|-
| class="aligncenter"|3
| class="alignright"|3
| class="alignright"|80 kg
| class="alignright"|300 kg
| class="alignleft"|large dog, full keg of beer, trim adult
| class="alignleft"|manhole cover, large human, oil drum, weapon locker
| class="alignright"|10 m
| class="alignright"|2 m
| class="alignright"|2 m
|-
|-
| class="aligncenter"|4
| class="alignright"|4
| class="alignright"|150 kg
| class="alignright"|1,000 kg
| class="alignleft"|manhole cover, wood chest, large adult, oil drum (full)
| class="alignleft"|vending machine, large desk, telephone pole, speedboat
| class="alignright"|20 m
| class="alignright"|5 m
| class="alignright"|5 m
|-
|-
| class="aligncenter"|5
| class="alignright"|5
| class="alignright"|300 kg
| class="alignright"|3 t
| class="alignleft"|sport motorcycle, gun safe, tiger, vending machine
| class="alignleft"|grizzly bear, large missile, SUV, granite monument, large car
| class="alignright"|9 m
| class="alignright"|50 m
| class="alignright"|10 m
|-
|-
| class="aligncenter"|6
| class="alignright"|6
| class="alignright"|600 kg
| class="alignright"|10 t
| class="alignleft"|female grizzly bear, riding horse, telephone pole
| class="alignleft"|meteor, large SUV, Jersey barrier, helicopter, school bus
| class="alignright"|18 m
| class="alignright"|100 m
| class="alignright"|20 m
|-
|-
| class="aligncenter"|7
| class="alignright"|7
| class="alignright"|1,800 kg
| class="alignright"|30 t
| class="alignleft"|male grizzly bear, medium car, granite monument
| class="alignleft"|armored car, fighter jet, passenger bus, dump truck
| class="alignright"|60 m
| class="alignright"|200 m
| class="alignright"|50 m
|-
|-
| class="aligncenter"|8
| class="alignright"|8
| class="alignright"|7,500 kg
| class="alignright"|100 t
| class="alignleft"|large car, meteor, forklift, large truck, helicopter
| class="alignleft"|fire truck, bank vault, Easter Island stone head, battle tank
| class="alignright"|240 m
| class="alignright"|500 m
| class="alignright"|100 m
|-
|-
| class="aligncenter"|9
| class="alignright"|9
| class="alignright"|30 t
| class="alignright"|300 t
| class="alignleft"|garbage truck, mobile home, fighter jet
| class="alignleft"|60 m radio tower, blue whale, fishing trawler
| class="alignright"|1,000 m
| class="alignright"|1,000 m
| class="alignright"|200 m
|-
|-
| class="aligncenter"|10
| class="alignright"|10
| class="alignright"|120 t
| class="alignright"|1,000 t
| class="alignleft"|bulldozer, tank, tanker truck, cargo plane
| class="alignleft"|locomotive, brick house, large passenger plane, yacht
| class="alignright"|4,000 m
| class="alignright"|2 km
| class="alignright"|500 m
|-
|-
| class="aligncenter"|11
| class="alignright"|11
| class="alignright"|500 t
| class="alignright"|3,000 t
| class="alignleft"|blue whale, locomotive, house, passenger plane, yacht
| class="alignleft"|huge mining excavator, drilling rig, small bridge
| class="alignright"|15 km
| class="alignright"|5 km
| class="alignright"|1,000 m
|-
|-
| class="aligncenter"|12
| class="alignright"|12
| class="alignright"|2,000 t
| class="alignright"|10,000 t
| class="alignleft"|huge crane, 300 m radio tower, small bridge
| class="alignleft"|tugboat, short train, rocket launch tower
| class="alignright"|60 km
| class="alignright"|10 km
|-
| class="alignright"|2 km
| class="aligncenter"|13
| class="alignright"|7,500 t
| class="alignleft"|tugboat, rocket launch tower, nuclear submarine
| class="alignright"|240 km
|-
|-
| class="aligncenter"|14
| class="alignright"|13
| class="alignright"|30,000 t
| class="alignright"|30,000 t
| class="alignleft"|10 story building, long train, freighter, large bridge
| class="alignleft"|nuclear submarine, 10 story building, destroyer, long train
| class="alignright"|1,000 km
| class="alignright"|20 km
| class="alignright"|5 km
|-
|-
| class="aligncenter"|15
| class="alignright"|14
| class="alignright"|120,000 t
| class="alignright"|100,000 t
| class="alignleft"|huge nuclear submarine, aircraft carrier, tanker ship
| class="alignleft"|freighter (loaded), large bridge, huge nuclear submarine
| class="alignright"|4,000 km
| class="alignright"|50 km
| class="alignright"|10 km
|-
|-
| class="aligncenter"|16
| class="alignright"|15
| class="alignright"|500,000 t
| class="alignright"|300,000 t
| class="alignleft"|large office building, cruise ship
| class="alignleft"|aircraft carrier, large office building, large tanker ship
| class="alignright"|15,000 km
| class="alignright"|100 km
| class="alignright"|20 km
|-
|-
| class="aligncenter"|17
| class="alignright"|16
| class="alignright"|2,000,000 t
| class="alignright"|1,000,000 t
| class="alignleft"|huge bridge, huge skyscraper, huge tanker ship
| class="alignleft"|cruise ship, Empire State Building, huge tanker ship
| class="alignright"|60,000 km
| class="alignright"|200 km
| class="alignright"|50 km
|-
|-
| class="aligncenter"|18
| class="alignright"|17
| class="alignright"|7,500,000 t
| class="alignright"|3,000,000 t
| class="alignleft"|huge bridge, Golden Gate Bridge, huge skyscraper
| class="alignright"|500 km
| class="alignright"|100 km
|-
| class="alignright"|18
| class="alignright"|10,000,000 t
| class="alignleft"|Great Pyramid of Khufu
| class="alignleft"|Great Pyramid of Khufu
| class="alignright"|240,000 km
| class="alignright"|1,000 km
| class="alignright"|200 km
|-
|-
| class="aligncenter"|19
| class="alignright"|19
| class="alignright"|30,000,000 t
| class="alignright"|30,000,000 t
| class="alignleft"|Three Gorges Dam
| class="alignleft"|Three Gorges Dam
| class="alignright"|1,000,000 km
| class="alignright"|2,000 km
| class="alignright"|500 km
|-
|-
| class="aligncenter"|20
| class="alignright"|20
| class="alignright"|120,000,000 t
| class="alignright"|100,000,000 t
| class="alignleft"|Great Wall of China
| class="alignleft"|Great Wall of China
| class="alignright"|4,000,000 km
| class="alignright"|5,000 km
| class="alignright"|1,000 km
|}
<!-- Do not edit directly: table copied from Kalos-Mechanism-Benchmarks.ods#WikiTables -->
 
'''Max 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 turn. A character is unencumbered while carrying a weight corresponding to one less than their Athletics + Power Level. For example, a character with Athletics + Power Level equal to 4 could carry up to 300 kg and suffer no penalties to their movement while doing so.
 
'''Throw 10 kg''' indicates the farthest distance that the character can throw a compact object weighing 10 kg. To see how far a character can throw heavier objects, subtract the Athletics + Power Level required to lift the object from the character's total Athletics + Power Level. Look up the difference in the "Athletics + Power Level" column: this indicates how far the character can throw the object. For example, a character with Athletics + Power Level equal to 6 could throw an object weighing up to 100 kg up to 20 meters.
 
===Super Swimming===
:''Movement power''
 
Super Swimming is a movement power which '''adds the character's [[Kalos_Mechanism_4e_EN:Creation#Power_Level|Power Level]] to their [[Kalos_Mechanism_4e_EN:Skills#Athletics|Athletics]]''' for the purpose of determining the character's '''base swimming and swim sprint''', and makes their swimming speed as fast as the same level of Super Running. Super Swimming also allows the character to buy the [[Kalos_Mechanism_4e_EN:Powers#×10_Sprint|×10 Sprint power boost]] for their swimming.
 
 
<!-- Do not edit directly: table copied from Kalos-Mechanism-Benchmarks.ods#WikiTables -->
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Super Swimming
|-
! class="alignright"|Athletics + Power Level
! class="alignright"|Base
! class="alignright"|Sprint
|-
| class="alignright"|1
| class="alignright"|2 m
| class="alignright"|9 m (5 km/h)
|-
| class="alignright"|2
| class="alignright"|3 m
| class="alignright"|18 m (10 km/h)
|-
| class="alignright"|3
| class="alignright"|6 m
| class="alignright"|36 m (20 km/h)
|-
| class="alignright"|4
| class="alignright"|15 m
| class="alignright"|90 m (50 km/h)
|-
| class="alignright"|5
| class="alignright"|30 m
| class="alignright"|180 m (100 km/h)
|-
| class="alignright"|6
| class="alignright"|60 m
| class="alignright"|360 m (200 km/h)
|-
| class="alignright"|7
| class="alignright"|150 m
| class="alignright"|900 m (500 km/h)
|-
| class="alignright"|8
| class="alignright"|300 m
| class="alignright"|1,800 m (1,000 km/h)
|-
| class="alignright"|9
| class="alignright"|600 m
| class="alignright"|4 km (2,000 km/h)
|-
| class="alignright"|10
| class="alignright"|1,500 m
| class="alignright"|9 km (5,000 km/h)
|-
| class="alignright"|11
| class="alignright"|3 km
| class="alignright"|18 km (10,000 km/h)
|-
| class="alignright"|12
| class="alignright"|6 km
| class="alignright"|36 km (20,000 km/h)
|-
| class="alignright"|13
| class="alignright"|15 km
| class="alignright"|90 km (50,000 km/h)
|-
| class="alignright"|14
| class="alignright"|30 km
| class="alignright"|180 km (100,000 km/h)
|-
| class="alignright"|15
| class="alignright"|60 km
| class="alignright"|360 km (200,000 km/h)
|-
| class="alignright"|16
| class="alignright"|150 km
| class="alignright"|900 km (500,000 km/h)
|-
|-
| class="aligncenter"|21
| class="alignright"|17
| class="alignright"|500,000,000 t
| class="alignright"|300 km
| class="alignleft"|4 liters of neutronium
| class="alignright"|1,800 km (1,000,000 km/h)
| class="alignright"|15,000,000 km
|-
| class="alignright"|18
| class="alignright"|600 km
| class="alignright"|3,600 km (2,000,000 km/h)
|-
| class="alignright"|19
| class="alignright"|1,500 km
| class="alignright"|9,000 km (5,000,000 km/h)
|-
| class="alignright"|20
| class="alignright"|3,000 km
| class="alignright"|18,000 km (10,000,000 km/h)
|}
|}
<!-- Do not edit directly: table copied from Kalos-Mechanism-Benchmarks.ods#WikiTables -->
'''Sprint''' is the farthest the character may swim during their turn. A character who swims a distance greater than their base movement during their turn, up to their sprint, '''incurs a standard penalty (-{{KM4_STANDARD_BONUS}} AV, -{{KM4_STANDARD_BONUS}} DV)'''. For example, a character with Athletics + Power Level equal to 5 could swim up to 30 meters during their turn and suffer no penalties while doing so, or they can swim up to 180 meters and incur a standard penalty. If the character sprints, the standard penalty applies until the beginning of the character's next turn.
===Telekinesis===
:''Ranged normal attack''
:''Standard action''
Telekinesis is a [[Kalos_Mechanism_4e_EN:Powers#Ranged|ranged]] normal attack which permits the character to '''grapple an object or character without touching them'''. Attacking with Telekinesis requires a successful '''Ranged Combat roll''' against {{KM4_DV_BASE}} + Ranged Combat of the target. Grabbing inanimate objects with Telekinesis is generally automatic.
If the attacker's roll is successful, the '''target is [[Kalos_Mechanism_4e_EN:Actions#Held_Characters|held]]'''. A held character is not helpless, but they can't use any movement until they break free. A held character incurs a '''standard penalty (-{{KM4_STANDARD_BONUS}} AV, -{{KM4_STANDARD_BONUS}} DV)'''.
The maximum mass the character can lift with their Telekinesis is based on the character's [[Kalos_Mechanism_4e_EN:Creation#Power_Level|Power Level]]. If the attacker wishes to move the held 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 held character. First, look up the mass of the defender or object to be moved in the "Max Lift" column (rounded in the character's favor), 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 10 kg" column. This is how far the attacker can move or throw the held character.
If the attacker wishes to squeeze the held character, they must use a standard action to attempt a Ranged Combat roll against {{KM4_DV_BASE}} + Ranged Combat of the target. If the attacker succeeds at this roll, then the attacker rolls '''1d6 + Power Level for damage'''. The '''target subtracts their [[Kalos_Mechanism_4e_EN:Gifts#Damage Resistance|Damage Resistance]]''' from the amount the attacker rolled. The '''target's Health is reduced by the remaining amount'''.
To break free of Telekinesis, the held character must use a standard action to attempt an '''Hand-to-hand Combat roll''' against {{KM4_DV_BASE}} + Power Level of the attacker. If the target succeeds at this roll, they break free of the Telekinesis. If the held 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 held character with an anytime action.
'''Psychokinesis:''' Psychokinesis works the same as standard Telekinesis, with four exceptions. First, attacking with Psychokinesis requires a successful '''Mental Combat roll''', rather than a Ranged Combat roll. Second, to break free of Psychokinesis, the held character must attempt a '''Mental Combat roll''', rather than a Hand-to-hand Combat roll. Third, the held character adds their '''[[Kalos_Mechanism_4e_EN:Gifts#Mental Resistance|Mental Resistance]]''' to this roll rather than benefiting from Strike or Damaging Aura. Finally, if the attacker with Psychokinesis wishes to squeeze the held character, the '''target subtracts their Mental Resistance''' rather than their Damage Resistance, and the '''target's Endurance is reduced by half of the remaining amount''' (round down, even if the fraction is more than one-half, to a minimum of 1), rather than the target's Health.


<!-- Do not edit directly: table copied from Kalos-Mechanism-Benchmarks.ods#WikiTables -->
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Telekinesis
|-
! class="alignright"|Power Level
! class="alignright"|Max Lift
! class="alignleft"|Examples
! class="alignright"|Throw 10 kg
|-
| class="alignright"|0
| class="alignright"|10 kg
| class="alignleft"|sixpack of beer, domestic cat, pumpkin
| class="alignright"|0 m
|-
| class="alignright"|1
| class="alignright"|100 kg
| class="alignleft"|single bed, small sofa, wood bookcase, large dog
| class="alignright"|5 m
|-
| class="alignright"|2
| class="alignright"|1,000 kg
| class="alignleft"|vending machine, large desk, telephone pole, speedboat
| class="alignright"|20 m
|-
| class="alignright"|3
| class="alignright"|10 t
| class="alignleft"|meteor, large SUV, Jersey barrier, helicopter, school bus
| class="alignright"|100 m
|-
| class="alignright"|4
| class="alignright"|100 t
| class="alignleft"|fire truck, bank vault, Easter Island stone head, battle tank
| class="alignright"|500 m
|-
| class="alignright"|5
| class="alignright"|1,000 t
| class="alignleft"|locomotive, brick house, large passenger plane, yacht
| class="alignright"|2 km
|-
| class="alignright"|6
| class="alignright"|10,000 t
| class="alignleft"|tugboat, short train, rocket launch tower
| class="alignright"|10 km
|-
| class="alignright"|7
| class="alignright"|100,000 t
| class="alignleft"|freighter (loaded), large bridge, huge nuclear submarine
| class="alignright"|50 km
|-
| class="alignright"|8
| class="alignright"|1,000,000 t
| class="alignleft"|cruise ship, Empire State Building, huge tanker ship
| class="alignright"|200 km
|-
| class="alignright"|9
| class="alignright"|10,000,000 t
| class="alignleft"|Great Pyramid of Khufu
| class="alignright"|1,000 km
|-
| class="alignright"|10
| class="alignright"|100,000,000 t
| class="alignleft"|Great Wall of China
| class="alignright"|5,000 km
|}
<!-- Do not edit directly: table copied from Kalos-Mechanism-Benchmarks.ods#WikiTables -->


'''Max 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 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 80 kilograms and suffer no penalties to their movement while doing so.
'''Max 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 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 10 t and suffer no penalties to their movement while doing so.


'''Throw 20 kg''' indicates the farthest distance that a character could throw a compact object weighing 20 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 5 could throw an object weighing up to 40 kilograms up to 2 meters.
'''Throw 10 kg''' indicates the farthest distance that the character can throw a compact object weighing 10 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 "Level" column: this indicates how far the character can throw the object. For example, a character with Power Level 6 could throw an object weighing up to 1,000 kg up to 500 meters.


===Telepathy===
===Telepathy===
:''Ranged mental attack''
:''Standard action''
:''Standard action''
:''Ranged mental attack''


Telepathy is a [[Kalos_Mechanism_4e_EN:Powers#Ranged|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.
Telepathy is a [[Kalos_Mechanism_4e_EN:Powers#Ranged|ranged]] mental attack which permits the 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 access the mind of an unwilling person, the character must succeed at a '''Mental Combat roll''' against {{KM4_DV_BASE}} + Mental Combat of the target. If the target has '''[[Kalos_Mechanism_4e_EN:Gifts#Mental Resistance|Mental Resistance]]''', they may add it to their defense. 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 '''standard penalty (-{{KM4_STANDARD_BONUS}} AV, -{{KM4_STANDARD_BONUS}} DV)''' (each memory viewed requires a separate roll).


To access the mind of an unwilling person, the character must succeed at a '''Presence + Mental Combat roll''' against 8 + Presence + Mental Combat of the target. If the target has '''Mental Resistance''', they may add it to their defense. 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 '''skill penalty (-{{KM4_SKILL_BONUS}} AV, -{{KM4_SKILL_BONUS}} DV)''' (each memory viewed requires a separate roll).
To break free of Telepathy, the target must use a standard action to attempt a '''Self-control roll''' against {{KM4_DV_BASE}} + 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 break free of Telepathy, the target must use a standard action to attempt a '''Presence + Athletics 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 access the mind of a willing person, no roll is needed. A telepath may freely communicate with a willing target and may read their surface thoughts and (if the target consents) their memories. A willing participant may end the telepathic contact with an anytime action. 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'''.


To access the mind of a willing person, no roll is needed. A telepath may freely communicate with a willing 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'''.
'''Speak With Animals:''' Some characters may mentally communicate with animals rather than with people. This grants the character the ability to use social skills on animals, similar to [[Kalos_Mechanism_4e_EN:Gifts#Animal_Empathy|Animal Empathy]], but it also allows the animal to respond with specific information, such as how many days have passed since an event, or what color clothing an individual was wearing. If the concepts being communicated are particularly detailed or abstract, the GM may require a '''Mental Combat roll''' against {{KM4_DV_BASE}} + Mental Combat of the animal.


===Teleportation===
===Teleportation===
:''Move action''
:''Movement power''
:''Self-only power''
:''Follow through powers:'' [[Kalos_Mechanism_4e_EN:Powers#Teleportation Attack|Teleportation Attack]]
:''Follow through powers:'' [[Kalos_Mechanism_4e_EN:Powers#Super Teleportation|Super Teleportation]]
:''Prerequisite:'' [[Kalos_Mechanism_4e_EN:Powers#Teleportation|Teleportation]]
 
Teleportation is a movement power which permits the character to '''disappear and then reappear at a different place'''. The distance the character may travel before re-appearing is based on their '''[[Kalos_Mechanism_4e_EN:Creation#Power_Level|Power Level]]'''. This distance may be increased by purchasing the [[Kalos_Mechanism_4e_EN:Powers#×10_Sprint|×10 Sprint power boost]]. A character using Teleportation may take with them whatever they can pick up. This may include equipment or even other willing characters.


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 [[Kalos_Mechanism_4e_EN:Attributes#Power_Level|Power Level]]. 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 with Teleportation may teleport with an unwilling person. Doing so requires using a standard action to make a '''Hand-to-hand Combat roll''' against {{KM4_DV_BASE}} + Hand-to-hand Combat of the target. If the target has '''[[Kalos_Mechanism_4e_EN:Gifts#Alteration Resistance|Alteration Resistance]]''', they may add it to their defense. With a successful roll, the character with Teleportation takes the target with them.


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, to a minimum of 1) and are shunted to the nearest unoccupied space, or the teleportation attempt fails entirely, at the GM's discretion.
A character using Teleportation cannot re-appear inside of a solid object, nor into any area affected by [[Kalos_Mechanism_4e_EN:Powers#Power_Drain|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 the damage down, even if the fraction is more than one-half, to a minimum of 1) 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.
'''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.




<!-- Do not edit directly: table copied from Kalos-Mechanism-Benchmarks.ods#WikiTables -->
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Teleportation
|+Table: Teleportation
|-
|-
! class="aligncenter"|Power Level
! class="alignright"|Power Level
! class="alignright"|Base Move
! class="alignright"|Base
! class="alignright"|Max Move
! class="alignright"|Sprint
|-
|-
| class="aligncenter"|0
| class="alignright"|1
| class="alignright"|0 m
| class="alignright"|3 m
| class="alignright"|0 m
| class="alignright"|18 m (10 km/h)
| class="alignright"|0 km
|-
|-
| class="aligncenter"|1
| class="alignright"|2
| class="alignright"|2 m
| class="alignright"|15 m
| class="alignright"|4 m
| class="alignright"|90 m (50 km/h)
| class="alignright"|7 km
|-
|-
| class="aligncenter"|2
| class="alignright"|3
| class="alignright"|3 m
| class="alignright"|60 m
| class="alignright"|6 m
| class="alignright"|360 m (200 km/h)
| class="alignright"|11 km
|-
|-
| class="aligncenter"|3
| class="alignright"|4
| class="alignright"|4 m
| class="alignright"|300 m
| class="alignright"|8 m
| class="alignright"|1,800 m (1,000 km/h)
| class="alignright"|14 km
|-
|-
| class="aligncenter"|4
| class="alignright"|5
| class="alignright"|7 m
| class="alignright"|1,500 m
| class="alignright"|14 m
| class="alignright"|9 km (5,000 km/h)
| class="alignright"|25 km
|-
|-
| class="aligncenter"|5
| class="alignright"|6
| class="alignright"|10 m
| class="alignright"|6 km
| class="alignright"|20 m
| class="alignright"|36 km (20,000 km/h)
| class="alignright"|36 km
|-
|-
| class="aligncenter"|6
| class="alignright"|7
| class="alignright"|15 m
| class="alignright"|30 km
| class="alignright"|30 m
| class="alignright"|180 km (100,000 km/h)
| class="alignright"|54 km
|-
|-
| class="aligncenter"|7
| class="alignright"|8
| class="alignright"|30 m
| class="alignright"|150 km
| class="alignright"|60 m
| class="alignright"|900 km (500,000 km/h)
| class="alignright"|110 km
|-
|-
| class="aligncenter"|8
| class="alignright"|9
| class="alignright"|120 m
| class="alignright"|600 km
| class="alignright"|240 m
| class="alignright"|3,600 km (2,000,000 km/h)
| class="alignright"|430 km
|-
|-
| class="aligncenter"|9
| class="alignright"|10
| class="alignright"|500 m
| class="alignright"|3,000 km
| class="alignright"|1,000 m
| class="alignright"|18,000 km (10,000,000 km/h)
| class="alignright"|1,800 km
|}
|-
<!-- Do not edit directly: table copied from Kalos-Mechanism-Benchmarks.ods#WikiTables -->
| class="aligncenter"|10
 
| class="alignright"|2 km
'''Sprint''' is the farthest the character may teleport during their turn. A character who teleports a distance greater than their base movement during their turn, up to their '''sprint''', '''incurs a standard penalty (-{{KM4_STANDARD_BONUS}} AV, -{{KM4_STANDARD_BONUS}} DV)'''. For example, a character with Power Level 5 could teleport up to 30 meters during their turn and suffer no penalties while doing so, or they can teleport up to 180 meters and incur a standard penalty. If the character sprints, the standard penalty applies until the beginning of the character's next turn.
| class="alignright"|4 km
 
| class="alignright"|7,200 km
===Teleportation Attack===
:''Hand-to-hand alteration attack''
:''Standard action''
:''Prerequisite:'' [[Kalos_Mechanism_4e_EN:Powers#Teleportation|Teleportation]]
 
Teleportation Attack is a hand-to-hand alteration attack which '''moves the target from one point to another''' without them traversing the intervening space. Attacking with Teleportation Attack requires a successful '''Hand-to-hand Combat roll''' against {{KM4_DV_BASE}} + Hand-to-hand Combat of the target. If the target has '''[[Kalos_Mechanism_4e_EN:Gifts#Alteration Resistance|Alteration Resistance]]''', they may add it to their Defense Value (DV). Teleportation Attack ignores Damage Resistance. If the attack is successful, the target disappears then reappears at a point within range (attacker's choice). The target takes with them whatever they were carrying.
 
The distance the target may be moved before reappearing is based on the attacker's '''[[Kalos_Mechanism_4e_EN:Creation#Power_Level|Power Level]]'''. This distance may be increased by purchasing the [[Kalos_Mechanism_4e_EN:Powers#×10_Sprint|×10 Sprint power boost]]. A character moved using Teleportation Attack cannot be made to re-appear in midair, inside of a solid object, or into any area affected by [[Kalos_Mechanism_4e_EN:Powers#Power_Drain|Power Drain]].
 
This is not an instant-death power. Attempts to use it as one will fail.
 
{{Quotation|'''Expert Tip:''' There are no instant-death powers.}}
 
 
<!-- Do not edit directly: table copied from Kalos-Mechanism-Benchmarks.ods#WikiTables -->
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Teleportation Attack
|-
|-
| class="aligncenter"|11
! class="alignright"|Power Level
| class="alignright"|8 km
! class="alignright"|Distance
| class="alignright"|15 km
| class="alignright"|27,000 km
|-
|-
| class="aligncenter"|12
| class="alignright"|1
| class="alignright"|30 km
| class="alignright"|3 m
| class="alignright"|60 km
| class="alignright"|110,000 km
|-
|-
| class="aligncenter"|13
| class="alignright"|2
| class="alignright"|120 km
| class="alignright"|15 m
| class="alignright"|240 km
| class="alignright"|430,000 km
|-
|-
| class="aligncenter"|14
| class="alignright"|3
| class="alignright"|500 km
| class="alignright"|60 m
| class="alignright"|1,000 km
| class="alignright"|1,800,000 km
|-
|-
| class="aligncenter"|15
| class="alignright"|4
| class="alignright"|2,000 km
| class="alignright"|300 m
| class="alignright"|4,000 km
| class="alignright"|7,200,000 km
|-
|-
| class="aligncenter"|16
| class="alignright"|5
| class="alignright"|7,500 km
| class="alignright"|1,500 m
| class="alignright"|15,000 km
| class="alignright"|27,000,000 km
|-
|-
| class="aligncenter"|17
| class="alignright"|6
| class="alignright"|30,000 km
| class="alignright"|6 km
| class="alignright"|60,000 km
| class="alignright"|110,000,000 km
|-
|-
| class="aligncenter"|18
| class="alignright"|7
| class="alignright"|120,000 km
| class="alignright"|30 km
| class="alignright"|240,000 km
| class="alignright"|430,000,000 km
|-
|-
| class="aligncenter"|19
| class="alignright"|8
| class="alignright"|500,000 km
| class="alignright"|150 km
| class="alignright"|1,000,000 km
| class="alignright"|1,800,000,000 km
|-
|-
| class="aligncenter"|20
| class="alignright"|9
| class="alignright"|2,000,000 km
| class="alignright"|600 km
| class="alignright"|4,000,000 km
| class="alignright"|7,200,000,000 km
|-
|-
| class="aligncenter"|21
| class="alignright"|10
| class="alignright"|7,500,000 km
| class="alignright"|3,000 km
| class="alignright"|15,000,000 km
| class="alignright"|27,000,000,000 km
|}
|}
<!-- Do not edit directly: table copied from Kalos-Mechanism-Benchmarks.ods#WikiTables -->


===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.
===<div id="Transformation Ray">[Transformation] Ray</div>===
 
:''Ranged alteration attack''
<div id="Transformation Ray"></div>
===[Transformation] Ray===
:''Standard action''
:''Standard action''
:''Ranged alteration attack''


[Transformation] Ray is a [[Kalos_Mechanism_4e_EN:Powers#Ranged|ranged]] alteration attack which allows a character to '''use a self-only alteration power as an attack'''. 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:
[Transformation] Ray is a [[Kalos_Mechanism_4e_EN:Powers#Ranged|ranged]] alteration attack which allows the character to '''use a personal power as an attack'''. 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:


* [[Kalos_Mechanism_4e_EN:Powers#Density_Control|Density Control]]
* [[Kalos_Mechanism_4e_EN:Powers#Density_Control|Density Control]]
Line 1,957: Line 1,803:
* [[Kalos_Mechanism_4e_EN:Powers#Shrinking|Shrinking]]
* [[Kalos_Mechanism_4e_EN:Powers#Shrinking|Shrinking]]


Attacking with [Transformation] Ray requires a successful '''Agility + Ranged Combat roll''' against 8 + Agility + Ranged Combat 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.
Attacking with [Transformation] Ray requires a successful '''Ranged Combat roll''' against {{KM4_DV_BASE}} + Ranged Combat of the target. If the target has '''[[Kalos_Mechanism_4e_EN:Gifts#Alteration Resistance|Alteration Resistance]]''', they may add it to their Defense Value (DV). [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.


To recover from the transformation, the target must use a standard action to attempt a '''Brawn + Athletics 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.
To recover from the transformation, the target must use a standard action to attempt a '''Self-control roll''' against {{KM4_DV_BASE}} + 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===
===Tunneling===
:''Move action''
:''Movement power''
:''Self-only power''
:''Follow through powers:'' [[Kalos_Mechanism_4e_EN:Powers#Super Tunneling|Super 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 and max move while tunneling are based on their [[Kalos_Mechanism_4e_EN:Attributes#Power_Level|Power Level]].
Tunneling is a movement power which permits the character to '''move through the earth''' as easily as other people move through air. However, the character is unable to pass through force fields and other energy barriers. The character's base move and sprint while tunneling are based on their '''[[Kalos_Mechanism_4e_EN:Creation#Power_Level|Power Level]]'''. This distance may be increased by purchasing the [[Kalos_Mechanism_4e_EN:Powers#×10_Sprint|×10 Sprint power boost]].


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




<!-- Do not edit directly: table copied from Kalos-Mechanism-Benchmarks.ods#WikiTables -->
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Tunneling
|+Table: Tunneling
|-
|-
! class="aligncenter"|Power Level
! class="alignright"|Power Level
! class="alignright"|Base Move
! class="alignright"|Base
! class="alignright"|Max Move
! class="alignright"|Sprint
! class="alignright"|km/h
|-
|-
| class="aligncenter"|0
| class="alignright"|1
| class="alignright"|0 m
| class="alignright"|2 m
| class="alignright"|0 m
| class="alignright"|9 m (5 km/h)
| class="alignright"|0 m
| class="alignright"|0 km/h
|-
| class="aligncenter"|1
| class="alignright"|0.25 m
| class="alignright"|0.5 m
| class="alignright"|1.5 m
| class="alignright"|1 km/h
|-
|-
| class="aligncenter"|2
| class="alignright"|2
| class="alignright"|0.5 m
| class="alignright"|1 m
| class="alignright"|3 m
| class="alignright"|3 m
| class="alignright"|2 km/h
| class="alignright"|18 m (10 km/h)
|-
|-
| class="aligncenter"|3
| class="alignright"|3
| class="alignright"|0.75 m
| class="alignright"|6 m
| class="alignright"|1.5 m
| class="alignright"|36 m (20 km/h)
| class="alignright"|4.5 m
| class="alignright"|3 km/h
|-
|-
| class="aligncenter"|4
| class="alignright"|4
| class="alignright"|1 m
| class="alignright"|15 m
| class="alignright"|2 m
| class="alignright"|90 m (50 km/h)
| class="alignright"|6 m
| class="alignright"|4 km/h
|-
|-
| class="aligncenter"|5
| class="alignright"|5
| class="alignright"|2 m
| class="alignright"|30 m
| class="alignright"|4 m
| class="alignright"|180 m (100 km/h)
| class="alignright"|12 m
| class="alignright"|7 km/h
|-
|-
| class="aligncenter"|6
| class="alignright"|6
| class="alignright"|3 m
| class="alignright"|60 m
| class="alignright"|6 m
| class="alignright"|360 m (200 km/h)
| class="alignright"|18 m
| class="alignright"|11 km/h
|-
|-
| class="aligncenter"|7
| class="alignright"|7
| class="alignright"|6 m
| class="alignright"|150 m
| class="alignright"|12 m
| class="alignright"|900 m (500 km/h)
| class="alignright"|36 m
| class="alignright"|22 km/h
|-
|-
| class="aligncenter"|8
| class="alignright"|8
| class="alignright"|24 m
| class="alignright"|300 m
| class="alignright"|48 m
| class="alignright"|1,800 m (1,000 km/h)
| class="alignright"|144 m
| class="alignright"|86 km/h
|-
|-
| class="aligncenter"|9
| class="alignright"|9
| class="alignright"|100 m
| class="alignright"|200 m
| class="alignright"|600 m
| class="alignright"|600 m
| class="alignright"|360 km/h
| class="alignright"|4 km (2,000 km/h)
|-
|-
| class="aligncenter"|10
| class="alignright"|10
| class="alignright"|400 m
| class="alignright"|1,500 m
| class="alignright"|800 m
| class="alignright"|9 km (5,000 km/h)
| class="alignright"|2,400 m
| class="alignright"|1,440 km/h
|-
|-
| class="aligncenter"|11
| class="alignright"|11
| class="alignright"|1,500 m
| class="alignright"|3 km
| class="alignright"|3,000 m
| class="alignright"|18 km (10,000 km/h)
| class="alignright"|9,000 m
| class="alignright"|5,400 km/h
|-
|-
| class="aligncenter"|12
| class="alignright"|12
| class="alignright"|6 km
| class="alignright"|6 km
| class="alignright"|12 km
| class="alignright"|36 km (20,000 km/h)
| class="alignright"|36 km
| class="alignright"|21,600 km/h
|-
|-
| class="aligncenter"|13
| class="alignright"|13
| class="alignright"|24 km
| class="alignright"|15 km
| class="alignright"|48 km
| class="alignright"|90 km (50,000 km/h)
| class="alignright"|144 km
| class="alignright"|86,400 km/h
|-
|-
| class="aligncenter"|14
| class="alignright"|14
| class="alignright"|100 km
| class="alignright"|30 km
| class="alignright"|200 km
| class="alignright"|180 km (100,000 km/h)
| class="alignright"|600 km
| class="alignright"|360,000 km/h
|-
|-
| class="aligncenter"|15
| class="alignright"|15
| class="alignright"|400 km
| class="alignright"|60 km
| class="alignright"|800 km
| class="alignright"|360 km (200,000 km/h)
| class="alignright"|2,400 km
| class="alignright"|1,440,000 km/h
|-
|-
| class="aligncenter"|16
| class="alignright"|16
| class="alignright"|1,500 km
| class="alignright"|150 km
| class="alignright"|3,000 km
| class="alignright"|900 km (500,000 km/h)
| class="alignright"|9,000 km
| class="alignright"|5,400,000 km/h
|-
|-
| class="aligncenter"|17
| class="alignright"|17
| class="alignright"|6,000 km
| class="alignright"|300 km
| class="alignright"|12,000 km
| class="alignright"|1,800 km (1,000,000 km/h)
| class="alignright"|36,000 km
| class="alignright"|21,600,000 km/h
|-
|-
| class="aligncenter"|18
| class="alignright"|18
| class="alignright"|24,000 km
| class="alignright"|600 km
| class="alignright"|48,000 km
| class="alignright"|3,600 km (2,000,000 km/h)
| class="alignright"|144,000 km
| class="alignright"|86,400,000 km/h
|-
|-
| class="aligncenter"|19
| class="alignright"|19
| class="alignright"|100,000 km
| class="alignright"|1,500 km
| class="alignright"|200,000 km
| class="alignright"|9,000 km (5,000,000 km/h)
| class="alignright"|600,000 km
| class="alignright"|360,000,000 km/h
|-
|-
| class="aligncenter"|20
| class="alignright"|20
| class="alignright"|400,000 km
| class="alignright"|3,000 km
| class="alignright"|800,000 km
| class="alignright"|18,000 km (10,000,000 km/h)
| class="alignright"|2,400,000 km
| class="alignright"|1,440,000,000 km/h
|-
| class="aligncenter"|21
| class="alignright"|1,500,000 km
| class="alignright"|3,000,000 km
| class="alignright"|9,000,000 km
| class="alignright"|5,400,000,000 km/h
|}
|}
<!-- Do not edit directly: table copied from Kalos-Mechanism-Benchmarks.ods#WikiTables -->


===X-ray Vision===
'''Sprint''' is the farthest the character may tunnel during their turn. A character who tunnels a distance greater than their base movement during their turn, up to their sprint, '''incurs a standard penalty (-{{KM4_STANDARD_BONUS}} AV, -{{KM4_STANDARD_BONUS}} DV)'''. For example, a character with Power Level 5 could tunnel up to 30 meters during their turn and suffer no penalties while doing so, or they can tunnel up to 180 meters and incur a standard penalty. If the character sprints, the standard penalty applies until the beginning of the character's next turn.
:''Free action''
:''Self-only power''


X-ray Vision is a self-only power which permits the character to make a moderately difficult (DV 12) '''Reason + Investigation 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===
:''Personal power''
:''Standard action''
:''Prerequisite:'' Three powers with the same unifying theme


===Ultra-power===
Ultra-power is a personal power which permits the character to '''use a variety of gift and powers, one at a time'''.
:''Varies''
 
:''Self-only power''
In order to buy Ultra-power, the character must have purchased '''three powers''' which adhere to a '''specific unifying theme'''. Some typical unifying themes are trick arrows, magic spells, and high-tech armor. The player can pick any unifying theme they like, subject to the GM's approval.
:''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. If the character changes the power currently in the Ultra-power, any ongoing effects of the previous power end, similar to what happens if the character were to go unconscious.
A character with Ultra-power can use '''any thematically-appropriate gift or power''', subject to the GM's approval. Changing from one gift or power to another '''requires a standard action'''. Any defenses or ongoing effects granted by the previous gift or power cease.


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 effective Power Level of Ultra-power abilities is '''half of the character's normal Power Level''' (rounded down, even if the fraction is more than one-half, to a minimum of 1).


The character may apply [[Kalos_Mechanism_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.
If the Ultra-power has a [[Kalos_Mechanism_4e_EN:Powers#Power_Boosts|power boost]], that power boost may be applied to appropriate powers.


==Villain Powers==
==Villain Powers==


Powers can 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. Do not overuse this technique, or the players will grow tired of it.
Powers can 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.





Latest revision as of 10:46, 24 June 2024

Arrow up 16x16.png Contents

Powers are exceptional abilities that normal people do not have. The GM should carefully review all powers to make sure they fit with the game being played.

The character's first power costs 1 character point, their second power costs 2 character points, and so on.

For example, buying a fourth power costs 4 character points.

Power boosts are added to this cost: each power boost costs 1 point.

Some power names have a word in brackets, such as [Element] Immunity. This indicates that the power listed is the general version, and you must 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. In order to have several versions of the power, the character must purchase the power several times.

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 do not change the cost of the power, but they are subject to the GM's approval.

Rolling dice for powers is covered in the Actions chapter.

Power Level

Most aspects of a character's powers are dictated by the character's Power Level. The effective Power Level of a piece of equipment is its Equipment Level.

If a power is ranged, the range of the power is dictated by the character's Power Level. Attacking a target within short range incurs neither a penalty nor a bonus; attacking a target within long range but beyond short range incurs a standard penalty (-3 AV, -3 DV). Similarly, if a power affects an area, the radius of the area is dictated by the character's Power Level. This area is a maximum, not a requirement: a character may choose to target a smaller area.

If an attacker's roll succeeds, the player rolls dice for damage based on the character's Power Level (1d6 + Power Level). The target's resistance (Damage Resistance, Alteration Resistance, or Mental Resistance) is deducted from the points of damage.

If a character wants to recover from an ongoing effect, the Difficulty Value is 7 + the attacker's Power Level.

Types Of Powers

Attack Powers

Powers which affect a target against their will are attack powers. Each attack power, regardless of its source, is one of three types: normal, alteration, or mental.

Normal attacks are the default, and are the most common. A normal attack is either hand-to-hand or has a range based on the attacker's Power Level or Equipment Level, and it affects a single target. Normal attacks are targeted with and opposed by Hand-to-hand Combat or Ranged Combat, 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 subtracted from the points of damage an attacker deals. The character takes the remaining points of damage. Damage from normal attacks can be healed with rest and medical care.

Alteration attacks are those which transform the target in some way, or which directly affect one of the target's abilities. An alteration power is either hand-to-hand or has a range based on the attacker's Power Level or Equipment Level, and it affects a single target. Alteration attacks are targeted with and opposed by Hand-to-hand Combat or Ranged Combat, and they are usually obvious. Damage Resistance is not effective against alteration attacks: only Alteration Resistance is effective against alteration attacks. However, alteration attacks deal half of the points of damage which exceed the target's Alteration Resistance (round down, even if the fraction is more than one-half, to a minimum of 1). Damage from alteration attacks is temporary, and heals shortly after the scene ends. However, if a character's alteration attack grants the attacker a benefit, such as Power Theft, the effects of the power will end if the character goes unconscious.

Mental attacks are those which affect the target's mind directly. A mental attack has a range based on the attacker's Power Level or Equipment Level, and it affects a single target. Mental attacks are targeted with and opposed by Mental Combat, and they are obvious to anyone who has Mental Resistance or mental powers, but they are usually invisible to everyone else. Damage Resistance is not effective against mental attacks: only Mental Resistance is effective against mental attacks. However, mental attacks deal half of the points of damage which exceed the target's Mental Resistance (round down, even if the fraction is more than one-half, to a minimum of 1). Damage from mental attacks is temporary, and heals shortly after the scene ends.


Table: Types Of Attack Powers
Normal Attack Alteration Attack Mental Attack
  • hand-to-hand, or range based on the Power Level or Equipment Level
  • usually affects a single target
  • targeted with and opposed by Hand-to-hand Combat or Ranged Combat
  • usually obvious
  • vs. Damage Resistance
  • deals points of damage to Health (or Endurance, if it is a stunning attack)
  • damage can be healed with rest and medical care
  • hand-to-hand, or range based on the Power Level or Equipment Level
  • usually affects a single target
  • targeted with and opposed by Hand-to-hand Combat or Ranged Combat
  • usually obvious
  • vs. Alteration Resistance
  • damage is halved (rounded down, to a minimum of 1)
  • damage from alteration attacks is temporary, and heals shortly after the scene ends
  • if alteration attack grants a benefit, the effects of the power will end if the character goes unconscious
  • range based on the Power Level or Equipment Level
  • usually affects a single target
  • targeted with and opposed by Mental Combat
  • obvious to anyone who has Mental Resistance or mental powers, but usually invisible to everyone else
  • vs. Mental Resistance
  • damage is halved (rounded down, to a minimum of 1)
  • damage from mental attacks is temporary, and heals shortly after the scene ends

Environmental Powers

Powers which alter the environment in some non-damaging way are environmental powers. Environmental powers are usually targeted with Ranged Combat. The difficulty is typically moderate (DV 9), 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 or Equipment Level. The effects of environmental powers will end if the character goes unconscious.

Movement Powers

Powers which allow the character to travel from place to place are movement powers. The character's base distance and sprint distance per turn are determined by their Athletics and/or their Power Level. A character who travels a distance greater than their base movement, up to their sprint, incurs a standard penalty (-3 AV, -3 DV). If the character sprints, the standard penalty applies until the beginning of the character's next turn.

Movement powers, along with walking and swimming, are exclusive: a character may travel their base or sprint distance in only one means of movement. If the GM permits it, a character could divide their movement between two modes of movement. For example, a character might use half of their Flight sprint and half of their Tunneling sprint during their turn.

Personal Powers

Personal powers are those which transform the character in some way, or which directly grant the character new abilities. If a personal power must be activated, such as Growth, the effects of the power will end if the character goes unconscious.

Resistance Powers

Powers which allow the character to resist attacks are resistance powers. The three resistance powers are Damage Resistance, Alteration Resistance, and Mental Resistance. Resistance powers are constant, and do not require an action to use. However, if a character's resistance power needs to be activated, such as Force Field, the effects of the power will end if the character goes unconscious.

If an attack does not roll for damage, the character's matching resistance is added to their Defense Value (DV).

If an attack rolls for damage, the character's matching resistance is subtracted from the damage rolled.

The character's resistance is based on their Power Level.


Table: Types Of Powers
Environmental Power Movement Power Personal Power Resistance Power
  • usually targeted with Ranged Combat
  • difficulty is typically moderate (DV 9)
  • more complex uses may incur a higher difficulty
  • typically has a range and an area based on the character's Power Level
  • the effects of the power will end if the character goes unconscious
  • distance per turn determined by Athletics and/or Power Level
  • sprint incurs a standard penalty (-3 AV, -3 DV)
  • transforms the character or grants the character new abilities
  • if a personal power must be activated, the effects of the power will end if the character goes unconscious
  • is constant; does not require an action to use
  • adds to Defense Value (DV) or is subtracted from rolled damage
  • based on Power Level

Activating Powers

Powers listed as constant are assumed to be active at all times.

Powers listed as quick action require a quick action to activate.

Powers listed as standard action require a standard action to use.

Anytime action powers can be used at any time, as often as the GM deems reasonable.

See Types Of Actions for more information.

Power Boosts

Each power may have one or more power boosts. Power boosts make the power better, such as increasing the range of Blast, 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. Characters with multiple power boosts should receive more than the usual amount of GM consultation.

Expert Tip: Just because it is possible to create a global, selective Mind Control power does not mean that you should, or that the GM should allow you to play it.

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

Area

Area powers can potentially affect anyone within the affected area. Attacking an area requires a moderately difficult (DV 9) Ranged Combat roll (for normal and alteration attacks) or a moderately difficult (DV 9) Mental Combat roll (for mental attacks). The player rolls once for all targets in the affected area. Weaker targets near the center of the area are affected first.

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 the ×10 Area power boost, which increases the maximum area of a character's area power.

  • If the player’s roll fails by 3 or more, the GM chooses one quarter of the targets in the area (rounded down to a minimum of one), and the character's attack hits those targets.
  • If the player’s roll succeeds by 3 or more, the GM chooses three quarters of the targets in the area (rounded down to a minimum of one), and the character's attack hits those targets.
  • Otherwise, the GM chooses one half of the targets in the area (rounded down to a minimum of one), and the character's attack hits those targets.

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

See Alternate Area Shapes and Flexible Area Power Boost for more options.

Flexible

If a power has part of the name in brackets, such as [Element] Immunity, you must normally choose the specific power, such as Fire Immunity, or Electricity Immunity. With the Flexible power boost, the character can use any specific effect (an element, in the case of [Element] Immunity), as long as it belongs to the character's unifying theme, one at a time.

Changing from one specific effect to another requires a standard action.

With the GM's permission, the Flexible power boost may be applied to other powers, such as Blast.

Ranged

This power boost turns an attack power or environmental power into a ranged power. A ranged power can affect a target up to a certain distance away. Attacking with a ranged power requires a successful Ranged Combat roll against 7 + Ranged Combat of the target. With the GM's permission, the target may base their ranged Defense Value on their Athletics, instead.

The range of the power is based on the character's Power Level. Attacking a target within short range incurs neither a penalty nor a bonus; attacking a target beyond short range but within long range incurs a standard penalty (-3 AV, -3 DV). Also see the ×10 Range power boost, which increases the long range of a character's power.

Only attack powers and environmental powers can be made ranged with this power boost. If a power is already ranged, this power boost is superfluous.

Seeking

Seeking allows the character to attack a second time if their first attack is unsuccessful. Adding Seeking to a power 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 next round. The attacker rolls the attack again as a quick action. No interaction or attention is required from the attacker for this second attack, but the attacker must be conscious and able to attack.

Although the Seeking power boost is typically applied to ranged attack powers, it can be applied to hand-to-hand attack powers, as well. Applied to Strike, for example, it permits the character to attack a second time if their first hand-to-hand attack is unsuccessful. The attacker does not need to remain in hand-to-hand range for the second hand-to-hand attack, but the second attack still uses the Hand-to-hand Combat skill.

Selective

Selective allows the character to choose who should be affected by a power, and who shouldn't, each time the power is used. Adding Selective to an attack power does not modify the skill used for the attack, nor the skill used to oppose it.

Although the Selective power boost is typically applied to area powers, it can be applied to other powers, as well. Applied to Invisibility, for example, it permits the character to choose who can see them and who can't.

×10 Area

×10 Area expands the maximum area of the 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 power boost to an area power three times, that power can affect an area up to 1,000 times the standard radius granted by the character's Power Level.

×10 Range

×10 Range extends the long range of the character's ranged power. Each time this power boost is purchased, the long range of the character's power is multiplied by ten. For example, if the character applies this power boost to a ranged power three times, that power can affect a target at up 1,000 times the long range granted by the character's Power Level. Attacking a target beyond short range but within long range incurs a standard penalty (-3 AV, -3 DV), as ususal.

×10 Sprint

×10 Sprint increases the sprint distance of the character's movement power. Each time this power boost is purchased, the maximum distance of the character's sprint is multiplied by ten. For example, if the character applies this power boost to a movement power twice, that movement power allows the character to sprint 100 times the standard distance granted by the character's Athletics and Power Level.

Power Descriptions

Below is a list of typical powers found in a Kalos Mechanism game. A character may have a power not listed here, subject to GM approval. Any new powers should be approximately as useful as these powers. Some powers have a prerequisite power. In order to have a follow through power, the character must have the prerequisite power.

Absorption

Personal power
Constant

Absorption is a personal power which permits the character to absorb energy from normal attacks. Whenever the character is successfully attacked with a normal attack, they gain a +3 bonus, even if the character takes no points of damage from the attack. This bonus may be applied to their next attack roll or their next damage roll. The player may choose which bonus to apply on a case by case basis.

Alternate Form

Personal power
Standard action

Alternate Form is a personal power which grants the character a second independent identity, with its own skills, gifts, and powers (and potentially even a different personality, if the player wishes). The character's second form has 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). A character's alternate form must also have the 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 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 an anytime action at the specified time.

Flexible (+1 point): If the character has the Flexible power boost on their Alternate Form power, they can adopt transitional forms in between their primary and secondary forms. For example, a human character whose Alternate Form is a polar bear can turn into a human/polar bear hybrid, which has abilities in between their fully human and fully polar bear forms.

Blast

Ranged normal attack
Standard action

Blast is a ranged normal attack which deals points of Health damage. The specific force or substance of the Blast 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.

Attacking with Blast requires a successful Ranged Combat roll against 7 + Ranged Combat of the target. If the attacker succeeds at this roll, then the attacker rolls 1d6 + Power Level for damage. The target subtracts their Damage Resistance from the amount the attacker rolled. The target's Health is reduced by the remaining amount.

If the character can use their Blast in hand-to-hand combat, as well, they should buy the Strike power with the Ranged power boost instead.

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 points of damage are deducted from the target's Endurance rather than from their Health. If an attack would reduce the target's current Endurance to zero or less, the target's Endurance is reduced to zero. A character with zero Endurance is unconscious. Endurance may not be reduced below zero. If a character with zero Endurance takes additional points of Endurance damage from another attack, the damage is subtracted from their current Health. A character recovers their lost Endurance by resting for about an hour.

Flexible (+1 point): If the character has the Flexible power boost on their Blast power, the character can use any specific effect, as long as it belongs to the character's unifying theme, one at a time. For example, a character whose standard Blast is a "fireball" spell might cast a "lightning bolt" spell, a "magic bullet" spell, and so on.

Bulletproof

Personal power
Constant

Bulletproof is a personal power which permits the character to ignore most attacks from ordinary weapons. An attack against the character fails if the weapon being used:

  • is an ordinary piece of equipment purchased with money rather than with character points, and
  • has an Equipment Level less than the Bulletproof character's Power Level.

For example, a Bulletproof character with Power Level 3 is unaffected by ordinary guns, knives, etc. of Equipment Level 2 and lower.

This power is intended for superhero games, where the primary antagonists are other people with super powers. If the game setting is such that the description "ordinary guns, knives, etc." applies to most of the attacks the character would encounter, then this power is not appropriate.

Bulletproof Force Field: A character's Bulletproof power might be dependent on their Force Field (Damage Resistance). 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

Personal power
Standard action

Clairvoyance is a personal power which permits the character to perceive things at a distance. Using Clairvoyance typically requires a moderately difficult (DV 9) Investigation 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 ability and may not always be available, at the GM's discretion.

Clinging

Personal power
Anytime action

Clinging is a personal 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.

Combination

Personal power
Standard action

Combination is a personal 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 skills of the combined character are equal to the highest of any of the combined characters, and
  • the combined character has all of the gifts and powers of the combined characters.

The combined character's Endurance and Health are based upon their new skills, gifts, and powers.

Command [Subject]

Ranged mental attack
Standard action

Command [Subject] is a ranged mental attack which allows the character to animate and/or mentally control one or more inanimate or non-sentient subjects. The specific subject must be chosen when this power is purchased. Some typical examples are sea creatures, plants, machines, vermin, cute forest animals, cloth, and cats. The player can pick any inanimate or non-sentient subject, subject to the GM's approval.

To animate and/or mentally control a single large subject or numerous small subjects, the character must succeed at a moderately difficult (DV 9) Mental Combat roll. Controlled subjects operate independently of the character controlling them, but all of the controlled subjects act in unison. Giving them a new mental command requires a quick action.

The combat skills, damage, and Damage Resistance of the subject or mass of subjects are equal to the Power Level of the character controlling them. The specific details of the how the subjects move and act vary depending on the subjects themselves: an animated tree can walk, a swarm of rats can swim, a vending machine can spit out cans of soda, and so on.

The effects of Command [Subject] last until the end of the scene.

Damage Mitigation

Personal power
Constant

Damage Mitigation reduces any normal damage which exceeds the character's Damage Resistance by one-half (round down, even if the fraction is more than one-half, to a minimum of 1). For example, if a defender with Damage Mitigation takes 3 points of Health damage past their Damage Resistance, their Health will be reduced by 2. Damage Mitigation is only effective against normal attacks which inflict Heath or Endurance.

Damage Mitigation can represent abilities that make a character more difficult to wear down, such as a character who adapts to attacks, or a character made of a malleable, clay-like substance.

Damaging Aura

Hand-to-hand normal attack
Quick action

A Damaging Aura hurts anyone who touches the character. Activating a Damaging Aura requires a quick action. 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.

If the character with Damaging Aura is touched or successfully attacked with a hand-to-hand attack while their Damaging Aura is active, the character with Damaging Aura rolls 1d6 + Power Level for damage. The character who touched the Damaging Aura subtracts their Damage Resistance from the amount the character rolled. The Health of the character who touched the Damaging Aura is reduced by the remaining amount.

A character with Damaging Aura may also use a standard action to touch others and cause damage. Doing so requires a Hand-to-hand Combat roll against 7 + Hand-to-hand Combat of the target.

Darkness

Ranged, area environmental power
Standard action

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 black extradimensional energy. Alternately, Darkness could affect a sense other than vision. For example, the target area could be filled with electrical interference which is impenetrable to 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 Danger Sense.

Unless they have Blindsight, a character who can't see incurs a standard penalty (-3 AV, -3 DV), and they fail any Mental Combat attack rolls.

If a character within the Darkness has an appropriate Sense [Element gift, they may use a quick action to attempt a moderately difficult (DV 9) Investigation roll to locate a target. If this roll is successful, the character does not suffer a standard penalty to attack that target during that round.

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

Impenetrable Darkness: Normally, a character with Blindsight can engage in combat normally within Darkness, without any associated penalties. However, if the character with the Darkness power also has Power Drain, then targets with Blindsight are affected normally by the Darkness: they incur a standard penalty (-3 AV, -3 DV), and they fail any Mental Combat attack rolls.

Dazzle

Ranged alteration attack
Standard action

Dazzle is a ranged alteration attack which interferes with the target's ability to process their senses. Blindsight is not effective against Dazzle.

Attacking with Dazzle requires a successful Ranged Combat roll against 7 + Ranged Combat of the target. If the target has Alteration Resistance, they may add it to their Defense Value (DV). A Dazzled character incurs a standard penalty (-3 AV, -3 DV), and they fail any Mental Combat attack rolls.

To recover from Dazzle, the target must use a standard action to attempt a Self-control roll against 7 + 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

Personal power
Quick action

Density Control is a personal power which permits the character to become denser and heavier than normal. The effects of Density Control are based on the Power Level of the character. At Power Level 5, 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.

Many characters with Density Control also purchase Damage Resistance and Strike.

A character with Density Control does not have to use it at full power. A character with Power Level 4, for example, could elect to be merely 200 kilograms (and gain +1 Athletics for the purpose of determining what the character can lift, throw, and jump) rather than their full 1,000 kilograms. If the character has more than one such strength bonus, 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 Super Swimming.


Table: Density Control
Power Level Mass Strength
1 200 kg +1
2 500 kg +1
3 1,000 kg +2
4 2 t +2
5 5 t +3
6 10 t +3
7 20 t +4
8 50 t +4
9 100 t +5
10 200 t +5

Strength: Adds to the character's Athletics for the purpose of determining what the character can lift, throw, and jump.

Duplication

Personal power
Quick action

Duplication is a personal 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 a point of 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 game session.

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 20
6 30
7 60
8 100
9 200
10 300

[Element] Form

Personal power
Quick action

[Element] Form is a personal power which permits the character to physically transform their body into a force or substance. The specific 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. The character gains the equivalent of Damage Resistance and [Element] Immunity as long as they are in that form. [Element] Form does not give the character any new powers, such as Blast or Damaging Aura, but the character may purchase them as separate powers.

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

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.

[Element] Immunity

Personal power
Constant

[Element] Immunity is a personal power which provides complete immunity against the damage from a specific force or substance. The specific 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. For example, in a game where many enemies have laser weapons, the GM might not permit a character to have Light Immunity or Laser Immunity.

Expert Tip: If your character has fire powers, and you want to be immune to all fire, buy Personal Immunity. However, if your character does not have fire powers, and you want to be immune to all fire, buy [Element] Immunity. (And no, the Flexible power boost doesn't count, but it's a good question.)

[Element] Wall

Ranged, area environmental power
Standard action

[Element] Wall is a ranged, area environmental power which permits the character to create walls and simple geometric shapes. The specific 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.

If the [Element] Wall is 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 9) Ranged Combat roll. Creating more complex shapes typically requires an extremely difficult (DV 12) Ranged Combat roll.

The Athletics, Damage Resistance, and Health of the [Element] Wall are equal to the Power Level of the character creating it. The Athletics 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

Ranged mental attack
Standard action

Emotion Control is a ranged mental attack which allows the character to influence a target's behavior 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 roll against 7 + Mental Combat of the target. If the target has Mental Resistance, they may add it to their Defense Value (DV). Emotion Control ignores Damage Resistance. Instilling a new emotion in the target requires a quick action.

For example, if the character with Emotion Control instills fear in a target, the target must use an anytime action to involuntarily cower or flee (defender's choice). The terrified character incurs a standard penalty (-3 AV, -3 DV), in either case.

To recover from Emotion Control, the target must use a standard action to attempt a Self-control roll against 7 + 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 attacker gains a standard bonus (+3 AV, +3 DV) on relevant rolls.

Endurance Drain

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

Endurance Drain is a hand-to-hand alteration attack which deals points of damage to the target's Endurance. Attacking with Endurance Drain requires a successful Hand-to-hand Combat roll against 7 + Hand-to-hand Combat of the target. If the attacker succeeds at this roll, then the attacker rolls 1d6 + Power Level for damage. If the target has Alteration Resistance, they subtract that 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, to a minimum of 1). Endurance Drain ignores Damage Resistance.

The points of damage from Endurance Drain are temporary. It all resets after the fight is over, when the target has had a chance to rest and recuperate.

Endurance Theft

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

Endurance Theft is a hand-to-hand alteration attack which deals points of damage to the target's Endurance. Attacking with Endurance Theft requires a successful Hand-to-hand Combat roll against 7 + Hand-to-hand Combat of the target. If the attacker succeeds at this roll, then the attacker rolls 1d6 + Power Level for damage. If the target has Alteration Resistance, they subtract that 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, to a minimum of 1). Endurance Theft ignores Damage Resistance.

If the character makes one or more successful Endurance Theft attacks during their turn, they gain +1 Endurance.

The additional Endurance and the points of damage from Endurance Theft are temporary. It all resets after the fight is over, when the target has had a chance to rest and recuperate.

Environmental Control

Ranged, area environmental power
Standard action

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 9) Ranged Combat roll. If the change from current conditions is extreme, so is the difficulty. For example, causing a blizzard on a hot summer day requires an extremely difficult (DV 12) Ranged Combat roll. If the new environment is relatively normal for the time and place, no roll is 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.

Specific Environment: A character's Environmental Control might be limited to a specific environment, such as making it cold or establishing an intense magnetic field. If this is the case, the character gains a standard bonus (+3 AV, +3 DV) on relevant rolls.

Extra Actions

Personal power
Quick action

Extra Actions is a personal power which permits the character to move or take one additional standard action during their turn. The character may use a number of Extra Actions during a game session equal to their Power Level.

Flight

Movement power

Flight is a movement power which permits the character to move freely in three dimensions. For example, the character might have wings, they might wear a jet pack, or they may be able to fly through sheer force of will. The character's base move and sprint while flying are based on the total of their Athletics and their Power Level. This distance may be increased by purchasing the ×10 Sprint power boost.

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

Swinging: Some characters "fly" by using a grappling line, stretchy tentacles, or some other method of suspension. If the character relies on a form of suspension like this, and there is nothing to attach this "swing line" to, the character is grounded. (See also: Stretching)


Table: Flight
Athletics + Power Level Base Sprint
1 2 m 9 m (5 km/h)
2 3 m 18 m (10 km/h)
3 6 m 36 m (20 km/h)
4 15 m 90 m (50 km/h)
5 30 m 180 m (100 km/h)
6 60 m 360 m (200 km/h)
7 150 m 900 m (500 km/h)
8 300 m 1,800 m (1,000 km/h)
9 600 m 4 km (2,000 km/h)
10 1,500 m 9 km (5,000 km/h)
11 3 km 18 km (10,000 km/h)
12 6 km 36 km (20,000 km/h)
13 15 km 90 km (50,000 km/h)
14 30 km 180 km (100,000 km/h)
15 60 km 360 km (200,000 km/h)
16 150 km 900 km (500,000 km/h)
17 300 km 1,800 km (1,000,000 km/h)
18 600 km 3,600 km (2,000,000 km/h)
19 1,500 km 9,000 km (5,000,000 km/h)
20 3,000 km 18,000 km (10,000,000 km/h)

Sprint is the farthest the character may fly during their turn. A character who flies a distance greater than their base movement during their turn, up to their sprint, incurs a standard penalty (-3 AV, -3 DV). For example, a character with Athletics + Power Level equal to 5 could fly up to 30 meters during their turn and suffer no penalties while doing so, or they can fly up to 180 meters and incur a standard penalty. If the character sprints, the standard penalty applies until the beginning of the character's next turn.

[Gift]

Personal power
Quick action

A character may add power boosts to a gift by purchasing it as a power rather than as a gift. The specific gift must be chosen when this power is purchased.

A character with the [Gift] power can activate the gift once per turn, using a quick action. If the character goes unconscious, the [Gift] power turns off.

Growth

Personal power
Quick action

Growth is a personal power which permits the character to become bigger and heavier 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 returns to their normal size.

A character with Growth does not have to use it at full power. A character who has Power Level 2, for example, could elect to be merely 3 meters tall (and gain +1 Athletics for the purpose of determining what the character can lift, throw, and jump) rather than their full 4 meters. If the character has more than one such strength bonus, only the highest value applies.

When a character using 5 or more levels of Growth attempts 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. The attacker rolls once for the attack.


Table: Growth
Power Level Height Reach Mass Strength
1 3 m 1 m 340 kg +1
2 4 m 2 m 800 kg +1
3 6 m 3 m 3 t +2
4 10 m 5 m 12 t +2
5 20 m 10 m 100 t +3
6 30 m 15 m 340 t +3
7 40 m 20 m 800 t +4
8 60 m 30 m 2,700 t +4
9 100 m 50 m 12,000 t +5
10 200 m 100 m 100,000 t +5

Strength: Adds to the character's Athletics for the purpose of determining what the character can lift, throw, and jump.

Haste

Personal power
Constant

Haste is a personal power which permits the character to perform routine tasks extraordinarily quickly. Haste only applies to routine or everyday tasks which have no significant penalty for failure. Speed reading, house cleaning, and trying every combination of a combination lock are commonplace examples of Haste in use. Haste does not enhance the character's combat abilities, nor does it grant any other speed-related powers, such as Regeneration or Super Running.


Table: Haste
Power Level Multiplier
1 ×100
2 ×200
3 ×500
4 ×1,000
5 ×2,000
6 ×5,000
7 ×10,000
8 ×20,000
9 ×50,000
10 ×100,000

Healing

Hand-to-hand alteration power
Standard action

Healing is a hand-to-hand alteration power which restores lost Health to another character. When a character with Healing uses a standard action to revive someone, the target recovers all of their lost Health.

The number of times the character may use Healing during a game session is equal to their Power Level, and each target may only be Healed once per scene. Alteration Resistance does not apply against Healing.

Healing can remove diseases, pathogens, and poisons from the target. The character with Healing may use a standard action to cure a single disease or purge a single toxin from the victim's system, rather than restoring the target's Health.

Health Drain

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

Health Drain is a hand-to-hand alteration attack which deals points of damage to the target's Health. Attacking with Health Drain requires a successful Hand-to-hand Combat roll against 7 + Hand-to-hand Combat of the target. If the attacker succeeds at this roll, then the attacker rolls 1d6 + Power Level for damage. If the target has Alteration Resistance, they subtract that 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, to a minimum of 1). Health Drain ignores Damage Resistance.

The points of damage from Health Drain are temporary. It all resets after the fight is over, when the target has had a chance to rest and recuperate.

Health Theft

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

Health Theft is a hand-to-hand alteration attack which deals points of damage to the target's Health. Attacking with Health Theft requires a successful Hand-to-hand Combat roll against 7 + Hand-to-hand Combat of the target. If the attacker succeeds at this roll, then the attacker rolls 1d6 + Power Level for damage. If the target has Alteration Resistance, they subtract that 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, to a minimum of 1). Health Theft ignores Damage Resistance.

If the character makes one or more successful Health Theft attacks during their turn, they gain +1 Health.

The additional Health and the points of damage from Health Theft are temporary. It all resets after the fight is over, when the target has had a chance to rest and recuperate.

Hold

Ranged alteration attack
Standard action

Hold is a ranged alteration attack which makes it difficult for a target to move or take any actions. 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.

Attacking with Hold requires a successful Ranged Combat roll against 7 + Ranged Combat of the target. If the target has Alteration Resistance, they may add it to their Defense Value (DV). Hold ignores Damage Resistance. If the attacker's roll is successful, the target is held. A held character is not helpless, but they can't use any movement until they break free. A held character incurs a standard penalty (-3 AV, -3 DV).

If a flying character is held, the GM may choose to have the character make a rough landing, but if so, the character takes no injury from it.

To break free of Hold, the held character must use a standard action to attempt a successful Hand-to-hand Combat roll against 7 + Power Level of the attacker. If the held character has Strike or Damaging Aura, they may add their Power Level to this roll. If the held character succeeds at this roll, they break free of the Hold.

Another character may also attempt to aid the held character. To break a 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 7 + Power Level of the original attacker. If the character aiding the held character succeeds at this roll, the character is freed 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.

Illusion

Ranged, area environmental power
Standard action

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 9) Deception roll. Creating more complex shapes, such as a windmill, a lion, or a person, requires an extremely difficult (DV 12) Deception 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 it for what it is.

Anyone who observes an Illusion and who has a good reason to suspect its true nature may attempt an Investigation roll against 7 + Power Level of the illusionist; if the observer has any unusual senses, they add their Power Level to this roll. If the Investigation 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 deal points of 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 an Investigation roll against 7 + Power Level of the illusionist. Characters with Mental Resistance may add it to their Investigation rolls to see through such hallucinations.

Intangibility

Personal power
Quick action

Intangibility is a personal 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 might be affected normally by unusual types of attacks. For example, if the character can speak and hear while intangible, they should be affected by sonic attacks, and 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: 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 define a reasonably common attack which affects them normally while they are intangible (fire, silver, wood, etc.).

Invisibility

Personal power
Quick action

Invisibility is a personal power which makes the character difficult to perceive with ordinary human senses. For example, the character might become transparent, they might bend light around themselves, or they may blend into their surroundings by modulating chromatophores in their skin. However the effect is achieved, the character is hidden unless someone is actively looking for them or there is some environmental circumstance that might reveal the character's location.

An Invisible combatant receives a standard bonus (+3 AV, +3 DV) until they turn visible, unless the opponent has Blindsight.

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 roll against 7 + Power Level + standard bonus of the invisible character. If the person trying to locate the invisible character has any unusual senses, or if an environmental circumstance might reveal the character's location, the person trying to locate the invisible character gains a standard bonus (+3 AV, +3 DV) on relevant rolls. For example, fog might reveal an invisible character's outline, or fresh snow might reveal their footprints.

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: Some characters are unable to turn off their Invisibility; they remain invisible even if rendered unconscious.

Psychic Invisibility: Psychic Invisibility works the same as standard Invisibility, with four exceptions. First, a person trying to locate the invisible character must attempt a Mental Combat roll, rather than an Investigation roll. Second, they add their Mental Resistance to this roll rather than gaining a bonus for having unusual senses. Third, the environment can't reveal a character using Psychic Invisibility as it can with standard Invisibility. Finally, the character is not actually invisible: the character will appear in photographs, recordings, and video streams.

Mind Blast

Ranged mental attack
Standard action

Mind Blast is a ranged mental attack which deals points of damage to the target's Health. Attacking with Mind Blast requires a successful Mental Combat roll against 7 + Mental Combat of the target. If the attacker succeeds at this roll, then the attacker rolls 1d6 + Power Level for damage. 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, to a minimum of 1). Mind Blast ignores Damage Resistance.

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

Mind Control

Ranged mental attack
Standard action

Mind Control is a ranged mental attack which allows the character to influence a living creature's behavior, 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 roll against 7 + Mental Combat of the target. If the target has Mental Resistance, they may add it to their Defense Value (DV). 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 Self-control roll against 7 + 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

Ranged mental attack
Standard action

Mind Hold is a ranged mental attack which makes it difficult for a target to move or take any actions. 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 sedated by some form of toxic gas.

Attacking with Mind Hold requires a successful Mental Combat roll against 7 + Mental Combat of the target. If the target has Mental Resistance, they may add it to their Defense Value (DV). Mind Hold ignores Damage Resistance. If the attacker's roll is successful, the target is held. A held character is not helpless, but they can't use any movement until they break free. A held character incurs a standard penalty (-3 AV, -3 DV). Additionally, they fail any Mental Combat attack rolls until they break free.

If a flying character is held, the GM may choose to have the character make a rough landing, but if so, the character takes no injury from it.

To break free of Mind Hold, the target must use a standard action to attempt a Self-control roll against 7 + 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 held character. If a second character spends a standard action to attempt to rouse the target, the target may attempt a Self-control roll to break free of Mind Hold as a free action.

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.


Possession

Ranged mental attack
Standard action

Possession is a ranged mental attack which allows the character to seize control of a target, effectively making the target a passenger in their own body. Using Possession requires a Mental Combat roll against 7 + Mental Combat of the target. If the target has Mental Resistance, they may add it to their Defense Value (DV). 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 Self-control roll against 7 + 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

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

Power Drain is a hand-to-hand alteration attack which deals points of damage to the target's Power Level. Attacking with Power Drain requires a successful Hand-to-hand Combat roll against 7 + Hand-to-hand Combat of the target. If the attacker succeeds at this roll, then the attacker rolls 1d6 + Power Level for damage. If the target has Alteration Resistance, they subtract that 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, to a minimum of 1). Power Drain ignores Damage Resistance.

The points of damage from Power Drain are temporary. It all resets after the fight is over, when the target has had a chance to rest and recuperate.

If the target has Super Endurance or Super Health, draining their Power Level does not reduce their Endurance or Health.

Specific Powers: A character's Power Drain might be limited to targets with specific powers, such as fire powers or technological powers. If this is the case, the attacker gains a standard bonus (+3 AV, +3 DV) on relevant rolls.

Power Mimicry

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

Power Mimicry is a hand-to-hand alteration attack which allows the character to temporarily copy another character's power and use it themselves. Skills of 5 or higher are considered powers for this purpose. Attacking with Power Mimicry requires a successful Hand-to-hand Combat roll against 7 + Hand-to-hand Combat of the target. If the attacker succeeds at this roll, then the attacker rolls 1d6 + Power Level for damage. 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, to a minimum of 1). Power Mimicry ignores Damage Resistance.

The maximum number of powers the character may mimic at a time 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 GM will choose the order in which the powers are copied.

If the character goes unconscious, their Power Mimicry turns off and any mimicked powers are lost. If the character has not turned off their Power Mimicry by the end of the scene, their mimicked powers fade away shortly thereafter.

Specific Powers: A character's Power Mimicry might be limited to targets with specific abilities, such as only characters with fire powers or only characters with superhuman levels of Hand-to-hand Combat skill. If this is the case, the attacker gains a standard bonus (+3 AV, +3 DV) on relevant rolls.

Power Theft

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

Power Theft is a hand-to-hand alteration attack which deals points of damage to the target's Power Level. Attacking with Power Theft requires a successful Hand-to-hand Combat roll against 7 + Hand-to-hand Combat of the target. If the attacker succeeds at this roll, then the attacker rolls 1d6 + Power Level for damage. If the target has Alteration Resistance, they subtract that 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, to a minimum of 1). Power Theft ignores Damage Resistance.

If the character makes one or more successful Power Theft attacks during their turn, the range and area of their powers are doubled until the end of their next turn. Multiple successful attacks have no additional benefit.

If the character has Power Mimicry, they may use their Power Theft and Power Mimicry simultaneously.

The abilities granted and the points of damage from Power Theft are temporary. It all resets after the fight is over, when the target has had a chance to rest and recuperate.

If the target has Super Endurance or Super Health, stealing their Power Level does not reduce their Endurance or Health.

Specific Powers: A character's Power Theft might be limited to targets with specific powers, such as characters with fire powers or technological powers. If this is the case, the attacker gains a standard bonus (+3 AV, +3 DV) on relevant rolls.

Probability Control

Ranged personal power
Anytime action

Probability Control is a ranged personal power which can drastically change the odds. 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.

To use Probability Control, the player describes a favorable or unfavorable circumstance within range, and how that should help or hinder someone, and who. The simplest way for the GM to translate this into game terms is to declare that a skill roll is automatically successful (if it was possible in the first place) or automatically unsuccessful, as appropriate.

Probability Control can be used as an anytime action, but it must be declared before the dice have been rolled. The number of times the character can influence probability per game session is equal to the character's Power Level.

Reflection

Ranged normal attack
Anytime action
Follow through powers: Super Reflection

Reflection permits the character to use an anytime action to reflect a ranged normal attack back at the attacker. For the character to reflect an attack, the ranged normal attack must be successful and affect a single target. The character with Reflection must then make a successful Ranged Combat roll against 7 + Ranged Combat of the attack.

If the Reflection roll fails, the character is struck by the attack, as the attacker intended. If the roll succeeds, the attacker's damage is applied to themselves.

Regeneration

Personal power
Constant

Regeneration is a personal 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.

Out of combat, including when the character with Regeneration is unconscious (or dead, if they also have the Immortality gift), they regain one lost Health per minute.

During combat, a character with Regeneration may use a standard action to roll 1d6 + 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, to a minimum of 1).

Additionally, the 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 Health will always be at least one, regardless of the hostile environmental conditions.

Shapeshifting

Personal power
Quick action

Shapeshifting is a personal 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 skill levels to suit their new shape, as long as the number of skills and their skill levels remain the same or lower. Shapeshifting does not give the character any new abilities, 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 roll against 7 + Deception of the shapeshifter; if the observer has any unusual senses, they gain a standard bonus (+3 AV). If the Investigation 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.

Psychic Disguise: Psychic Disguise works the same as standard Shapeshifting, with four exceptions. First, a character using Psychic Disguise can't alter their skills. Second, a person trying to see through the Psychic Disguise must attempt a Mental Combat roll, rather than an Investigation roll. Third, they add their Mental Resistance to this roll rather than gaining a bonus for having unusual senses. Finally, the character's appearance is not actually changed: the character will appear as they are in photographs, recordings, and video streams.

Shrinking

Personal power
Quick action

Shrinking is a personal 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.

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

A character with Shrinking does not have to use it at full power. A character who has Power Level 3, for example, could elect to be merely 2 cm centimeters tall (and gain a +1 bonus to Athletics skill rolls) rather than their full 2 mm. If the character has more than one bonus to Athletics skill rolls, only the highest value applies.


Table: Shrinking
Power Level Height Athletics Bonus
1 20 cm +1
2 2 cm +1
3 2 mm +2
4 200 μm +2
5 20 μm +3
6 2 μm +3
7 200 nm +4
8 20 nm +4
9 2 nm +5
10 200 pm +5

Athletics Bonus: Bonus to Athletics skill rolls.

Speed Drain

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

Speed Drain is a hand-to-hand alteration attack which makes the target slower. Attacking with Speed Drain requires a successful Hand-to-hand Combat roll against 7 + Hand-to-hand Combat of the target. If the target has Alteration Resistance, they may add it to their Defense Value (DV). Speed Drain ignores Damage Resistance. If the attack is successful, all of the target's movement is halved (round down, even if the fraction is more than one-half, to a minimum of 1). Multiple successful attacks continue to halve the target's movement.

To recover from Speed Drain, the target must use a standard action to attempt a Self-control roll against 7 + 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 any current Speed Drains. If the target has not recovered from the Speed Drain by the end of the scene, then they recover from it shortly thereafter.

Speed Theft

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

Speed Theft is a hand-to-hand alteration attack which makes the target slower. Attacking with Speed Theft requires a successful Hand-to-hand Combat roll against 7 + Hand-to-hand Combat of the target. If the target has Alteration Resistance, they may add it to their Defense Value (DV). Speed Theft ignores Damage Resistance. If the attack is successful, all of the target's movement is halved (round down, even if the fraction is more than one-half, to a minimum of 1). Multiple successful attacks continue to halve the target's movement.

To recover from Speed Theft, the target must use a standard action to attempt a Self-control roll against 7 + 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 any current Speed Thefts. If the target has not recovered from the Speed Theft by the end of the scene, then they recover from it shortly thereafter.

If the character makes one or more successful Speed Theft attacks during their turn, all of their movement is doubled until the end of their next turn. Multiple successful attacks have no additional benefit.

Strength Drain

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

Strength Drain is a hand-to-hand alteration attack which makes the target weaker. Attacking with Strength Drain requires a successful Hand-to-hand Combat roll against 7 + Hand-to-hand Combat of the target. If the target has Alteration Resistance, they may add it to their Defense Value (DV). Strength Drain ignores Damage Resistance. If the attack is successful, the target's ability to lift, throw, and jump is halved (round down, even if the fraction is more than one-half, to a minimum of 1). Multiple successful attacks continue to halve the target's strength.

To recover from Strength Drain, the target must use a standard action to attempt a Self-control roll against 7 + 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 any current Strength Drains. If the target has not recovered from the Strength Drain by the end of the scene, then they recover from it shortly thereafter.

Strength Theft

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

Strength Theft is a hand-to-hand alteration attack which makes the target weaker. Attacking with Strength Theft requires a successful Hand-to-hand Combat roll against 7 + Hand-to-hand Combat of the target. If the target has Alteration Resistance, they may add it to their Defense Value (DV). Strength Theft ignores Damage Resistance. If the attack is successful, the target's ability to lift, throw, and jump is halved (round down, even if the fraction is more than one-half, to a minimum of 1). Multiple successful attacks continue to halve the target's strength.

To recover from Strength Theft, the target must use a standard action to attempt a Self-control roll against 7 + 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 any current Strength Thefts. If the target has not recovered from the Strength Theft by the end of the scene, then they recover from it shortly thereafter.

If the character makes one or more successful Strength Theft attacks during their turn, their lift, throw, and jump are doubled until the end of their next turn. Multiple successful attacks have no additional benefit.

Stretching

Personal power
Quick action

Stretching is a personal power which permits the character to deform their body and attenuate their extremities. A character with Stretching might have telescoping robotic tentacles, or perhaps the character's body is gelatinous or 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. Even when stretching, the character's hand-to-hand attacks use the Hand-to-hand Combat skill, as usual.

Swing line: Some characters' Flight takes the form of a grappling line, stretchy tentacles, or some other method of suspension. The character's Stretching might be in the same form. The character may use their swing line to perform tasks and make hand-to-hand attacks, including Grapple.


Table: Stretching
Power Level Reach
1 3 m
2 4 m
3 6 m
4 10 m
5 20 m
6 30 m
7 40 m
8 60 m
9 100 m
10 200 m

Strike

Hand-to-hand normal attack
Standard action

Normally, an unarmed hand-to-hand attack deals points of damage to the target's Endurance equal to the attacker's Hand-to-hand Combat. Strike makes the character's hand-to-hand normal attacks deal points of Health damage, bases the damage on the character's Power Level, and adds 1d6 to the damage. Making an attack with Strike requires a successful Hand-to-hand Combat roll against 7 + Hand-to-hand Combat of the target. If the attacker succeeds at this roll, then the attacker rolls 1d6 + Power Level for damage. The target subtracts their Damage Resistance from the amount the attacker rolled. The target's Health is reduced by the remaining amount.

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 points of damage are 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.

Flexible (+1 point): If the character has the Flexible power boost on their Strike power, the character can use any specific effect, as long as it belongs to the character's unifying theme, one at a time. For example, a character whose standard Strike is a "flaming sword" could have a "frost sword", a "silver sword", and so on; alternately, they might have a "flaming spear", a "flaming axe", and so on.

Ranged (+1 point): A Strike with the Ranged power boost is targeted with the Ranged Combat skill, as usual.

Super Endurance

Personal power
Constant

Super Endurance is a personal power which adds the character's Power Level to their Endurance.

Super Health

Personal power
Constant

Super Health is a personal power which adds the character's Power Level to their Health.

Super Reflection

Ranged normal attack
Anytime action
Prerequisite: Reflection

Super Reflection permits the character to use an anytime action to reflect a ranged normal attack back at any target within range (based on the Power Level of the character with Super Reflection). For the character to reflect an attack, the ranged normal attack must be successful and affect a single target. The character with Super Reflection must then make a successful Ranged Combat roll against 7 + Ranged Combat of the desired new target.

If the Super Reflection roll fails, the character is struck by the attack, as the attacker intended. If the roll succeeds, the attacker's damage is applied to the new target.

Super Running

Movement power

Super Running is a movement power which adds the character's Power Level to their Athletics for the purpose of determining the character's base running and sprint. Super Running also allows the character to buy the ×10 Sprint power boost.


Table: Super Running
Athletics + Power Level Base Sprint
1 2 m 9 m (5 km/h)
2 3 m 18 m (10 km/h)
3 6 m 36 m (20 km/h)
4 15 m 90 m (50 km/h)
5 30 m 180 m (100 km/h)
6 60 m 360 m (200 km/h)
7 150 m 900 m (500 km/h)
8 300 m 1,800 m (1,000 km/h)
9 600 m 4 km (2,000 km/h)
10 1,500 m 9 km (5,000 km/h)
11 3 km 18 km (10,000 km/h)
12 6 km 36 km (20,000 km/h)
13 15 km 90 km (50,000 km/h)
14 30 km 180 km (100,000 km/h)
15 60 km 360 km (200,000 km/h)
16 150 km 900 km (500,000 km/h)
17 300 km 1,800 km (1,000,000 km/h)
18 600 km 3,600 km (2,000,000 km/h)
19 1,500 km 9,000 km (5,000,000 km/h)
20 3,000 km 18,000 km (10,000,000 km/h)

Sprint is the farthest the character may walk or run during their turn. A character who runs a distance greater than their base movement during their turn, up to their sprint, incurs a standard penalty (-3 AV, -3 DV). For example, a character with Athletics + Power Level equal to 5 could run up to 30 meters during their turn and suffer no penalties while doing so, or they can run up to 180 meters and incur a standard penalty. If the character sprints, the standard penalty applies until the beginning of the character's next turn.

Super Strength

Personal power
Constant

Super Strength is a personal power which adds the character's Power Level to their Athletics for the purpose of determining what the character can lift, throw, and jump. Super Strength also grants a damage bonus equal to the character's Power Level to the Endurance damage of the character's unarmed hand-to-hand attacks.


Expert Tip: Don't buy the Ranged power boost on Super Strength. Ranged Super Strength is too powerful for one character point. Buy the Telekinesis power, instead.


Table: Super Strength
Athletics + Power Level Max Lift Examples Throw 10 kg Jump
0 10 kg sixpack of beer, domestic cat, pumpkin 0 m 0 m
1 30 kg small dog, mountain bike, car tire, case of beer, cinder block 2 m 0 m
2 100 kg single bed, small sofa, wood bookcase, large dog 5 m 1 m
3 300 kg manhole cover, large human, oil drum, weapon locker 10 m 2 m
4 1,000 kg vending machine, large desk, telephone pole, speedboat 20 m 5 m
5 3 t grizzly bear, large missile, SUV, granite monument, large car 50 m 10 m
6 10 t meteor, large SUV, Jersey barrier, helicopter, school bus 100 m 20 m
7 30 t armored car, fighter jet, passenger bus, dump truck 200 m 50 m
8 100 t fire truck, bank vault, Easter Island stone head, battle tank 500 m 100 m
9 300 t 60 m radio tower, blue whale, fishing trawler 1,000 m 200 m
10 1,000 t locomotive, brick house, large passenger plane, yacht 2 km 500 m
11 3,000 t huge mining excavator, drilling rig, small bridge 5 km 1,000 m
12 10,000 t tugboat, short train, rocket launch tower 10 km 2 km
13 30,000 t nuclear submarine, 10 story building, destroyer, long train 20 km 5 km
14 100,000 t freighter (loaded), large bridge, huge nuclear submarine 50 km 10 km
15 300,000 t aircraft carrier, large office building, large tanker ship 100 km 20 km
16 1,000,000 t cruise ship, Empire State Building, huge tanker ship 200 km 50 km
17 3,000,000 t huge bridge, Golden Gate Bridge, huge skyscraper 500 km 100 km
18 10,000,000 t Great Pyramid of Khufu 1,000 km 200 km
19 30,000,000 t Three Gorges Dam 2,000 km 500 km
20 100,000,000 t Great Wall of China 5,000 km 1,000 km

Max 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 turn. A character is unencumbered while carrying a weight corresponding to one less than their Athletics + Power Level. For example, a character with Athletics + Power Level equal to 4 could carry up to 300 kg and suffer no penalties to their movement while doing so.

Throw 10 kg indicates the farthest distance that the character can throw a compact object weighing 10 kg. To see how far a character can throw heavier objects, subtract the Athletics + Power Level required to lift the object from the character's total Athletics + Power Level. Look up the difference in the "Athletics + Power Level" column: this indicates how far the character can throw the object. For example, a character with Athletics + Power Level equal to 6 could throw an object weighing up to 100 kg up to 20 meters.

Super Swimming

Movement power

Super Swimming is a movement power which adds the character's Power Level to their Athletics for the purpose of determining the character's base swimming and swim sprint, and makes their swimming speed as fast as the same level of Super Running. Super Swimming also allows the character to buy the ×10 Sprint power boost for their swimming.


Table: Super Swimming
Athletics + Power Level Base Sprint
1 2 m 9 m (5 km/h)
2 3 m 18 m (10 km/h)
3 6 m 36 m (20 km/h)
4 15 m 90 m (50 km/h)
5 30 m 180 m (100 km/h)
6 60 m 360 m (200 km/h)
7 150 m 900 m (500 km/h)
8 300 m 1,800 m (1,000 km/h)
9 600 m 4 km (2,000 km/h)
10 1,500 m 9 km (5,000 km/h)
11 3 km 18 km (10,000 km/h)
12 6 km 36 km (20,000 km/h)
13 15 km 90 km (50,000 km/h)
14 30 km 180 km (100,000 km/h)
15 60 km 360 km (200,000 km/h)
16 150 km 900 km (500,000 km/h)
17 300 km 1,800 km (1,000,000 km/h)
18 600 km 3,600 km (2,000,000 km/h)
19 1,500 km 9,000 km (5,000,000 km/h)
20 3,000 km 18,000 km (10,000,000 km/h)

Sprint is the farthest the character may swim during their turn. A character who swims a distance greater than their base movement during their turn, up to their sprint, incurs a standard penalty (-3 AV, -3 DV). For example, a character with Athletics + Power Level equal to 5 could swim up to 30 meters during their turn and suffer no penalties while doing so, or they can swim up to 180 meters and incur a standard penalty. If the character sprints, the standard penalty applies until the beginning of the character's next turn.

Telekinesis

Ranged normal attack
Standard action

Telekinesis is a ranged normal attack which permits the character to grapple an object or character without touching them. Attacking with Telekinesis requires a successful Ranged Combat roll against 7 + Ranged Combat of the target. Grabbing inanimate objects with Telekinesis is generally automatic.

If the attacker's roll is successful, the target is held. A held character is not helpless, but they can't use any movement until they break free. A held character incurs a standard penalty (-3 AV, -3 DV).

The maximum mass the character can lift with their Telekinesis is based on the character's Power Level. If the attacker wishes to move the held 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 held character. First, look up the mass of the defender or object to be moved in the "Max Lift" column (rounded in the character's favor), 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 10 kg" column. This is how far the attacker can move or throw the held character.

If the attacker wishes to squeeze the held character, they must use a standard action to attempt a Ranged Combat roll against 7 + Ranged Combat of the target. If the attacker succeeds at this roll, then the attacker rolls 1d6 + Power Level for damage. The target subtracts their Damage Resistance from the amount the attacker rolled. The target's Health is reduced by the remaining amount.

To break free of Telekinesis, the held character must use a standard action to attempt an Hand-to-hand Combat roll against 7 + Power Level of the attacker. If the target succeeds at this roll, they break free of the Telekinesis. If the held 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 held character with an anytime action.

Psychokinesis: Psychokinesis works the same as standard Telekinesis, with four exceptions. First, attacking with Psychokinesis requires a successful Mental Combat roll, rather than a Ranged Combat roll. Second, to break free of Psychokinesis, the held character must attempt a Mental Combat roll, rather than a Hand-to-hand Combat roll. Third, the held character adds their Mental Resistance to this roll rather than benefiting from Strike or Damaging Aura. Finally, if the attacker with Psychokinesis wishes to squeeze the held character, the target subtracts their Mental Resistance rather than their Damage Resistance, and the target's Endurance is reduced by half of the remaining amount (round down, even if the fraction is more than one-half, to a minimum of 1), rather than the target's Health.


Table: Telekinesis
Power Level Max Lift Examples Throw 10 kg
0 10 kg sixpack of beer, domestic cat, pumpkin 0 m
1 100 kg single bed, small sofa, wood bookcase, large dog 5 m
2 1,000 kg vending machine, large desk, telephone pole, speedboat 20 m
3 10 t meteor, large SUV, Jersey barrier, helicopter, school bus 100 m
4 100 t fire truck, bank vault, Easter Island stone head, battle tank 500 m
5 1,000 t locomotive, brick house, large passenger plane, yacht 2 km
6 10,000 t tugboat, short train, rocket launch tower 10 km
7 100,000 t freighter (loaded), large bridge, huge nuclear submarine 50 km
8 1,000,000 t cruise ship, Empire State Building, huge tanker ship 200 km
9 10,000,000 t Great Pyramid of Khufu 1,000 km
10 100,000,000 t Great Wall of China 5,000 km

Max 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 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 10 t and suffer no penalties to their movement while doing so.

Throw 10 kg indicates the farthest distance that the character can throw a compact object weighing 10 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 "Level" column: this indicates how far the character can throw the object. For example, a character with Power Level 6 could throw an object weighing up to 1,000 kg up to 500 meters.

Telepathy

Ranged mental attack
Standard action

Telepathy is a ranged mental attack which permits the 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 access the mind of an unwilling person, the character must succeed at a Mental Combat roll against 7 + Mental Combat of the target. If the target has Mental Resistance, they may add it to their defense. 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 standard penalty (-3 AV, -3 DV) (each memory viewed requires a separate roll).

To break free of Telepathy, the target must use a standard action to attempt a Self-control roll against 7 + 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 access the mind of a willing person, no roll is needed. A telepath may freely communicate with a willing target and may read their surface thoughts and (if the target consents) their memories. A willing participant may end the telepathic contact with an anytime action. 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.

Speak With Animals: Some characters may mentally communicate with animals rather than with people. This grants the character the ability to use social skills on animals, similar to Animal Empathy, but it also allows the animal to respond with specific information, such as how many days have passed since an event, or what color clothing an individual was wearing. If the concepts being communicated are particularly detailed or abstract, the GM may require a Mental Combat roll against 7 + Mental Combat of the animal.

Teleportation

Movement power
Follow through powers: Teleportation Attack
Prerequisite: Teleportation

Teleportation is a movement power which permits the character to disappear and then reappear at a different place. The distance the character may travel before re-appearing is based on their Power Level. This distance may be increased by purchasing the ×10 Sprint power boost. A character using Teleportation may take with them whatever they can pick up. This may include equipment or even other willing characters.

A character with Teleportation may teleport with an unwilling person. Doing so requires using a standard action to make a Hand-to-hand Combat roll against 7 + Hand-to-hand Combat of the target. If the target has Alteration Resistance, they may add it to their defense. With a successful roll, the character with Teleportation takes the target with them.

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 the damage down, even if the fraction is more than one-half, to a minimum of 1) 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 Sprint
1 3 m 18 m (10 km/h)
2 15 m 90 m (50 km/h)
3 60 m 360 m (200 km/h)
4 300 m 1,800 m (1,000 km/h)
5 1,500 m 9 km (5,000 km/h)
6 6 km 36 km (20,000 km/h)
7 30 km 180 km (100,000 km/h)
8 150 km 900 km (500,000 km/h)
9 600 km 3,600 km (2,000,000 km/h)
10 3,000 km 18,000 km (10,000,000 km/h)

Sprint is the farthest the character may teleport during their turn. A character who teleports a distance greater than their base movement during their turn, up to their sprint, incurs a standard penalty (-3 AV, -3 DV). For example, a character with Power Level 5 could teleport up to 30 meters during their turn and suffer no penalties while doing so, or they can teleport up to 180 meters and incur a standard penalty. If the character sprints, the standard penalty applies until the beginning of the character's next turn.

Teleportation Attack

Hand-to-hand alteration attack
Standard action
Prerequisite: Teleportation

Teleportation Attack is a hand-to-hand alteration attack which moves the target from one point to another without them traversing the intervening space. Attacking with Teleportation Attack requires a successful Hand-to-hand Combat roll against 7 + Hand-to-hand Combat of the target. If the target has Alteration Resistance, they may add it to their Defense Value (DV). Teleportation Attack ignores Damage Resistance. If the attack is successful, the target disappears then reappears at a point within range (attacker's choice). The target takes with them whatever they were carrying.

The distance the target may be moved before reappearing is based on the attacker's Power Level. This distance may be increased by purchasing the ×10 Sprint power boost. A character moved using Teleportation Attack cannot be made to re-appear in midair, inside of a solid object, or into any area affected by Power Drain.

This is not an instant-death power. Attempts to use it as one will fail.

Expert Tip: There are no instant-death powers.


Table: Teleportation Attack
Power Level Distance
1 3 m
2 15 m
3 60 m
4 300 m
5 1,500 m
6 6 km
7 30 km
8 150 km
9 600 km
10 3,000 km


[Transformation] Ray

Ranged alteration attack
Standard action

[Transformation] Ray is a ranged alteration attack which allows the character to use a personal power as an attack. 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:

Attacking with [Transformation] Ray requires a successful Ranged Combat roll against 7 + Ranged Combat of the target. If the target has Alteration Resistance, they may add it to their Defense Value (DV). [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.

To recover from the transformation, the target must use a standard action to attempt a Self-control roll against 7 + 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

Movement power

Tunneling is a movement power which permits the character to move through the earth as easily as other people move through air. However, the character is unable to pass through force fields and other energy barriers. The character's base move and sprint while tunneling are based on their Power Level. This distance may be increased by purchasing the ×10 Sprint power boost.

The character may choose to leave a hole through which others may follow, or not, as a quick action.


Table: Tunneling
Power Level Base Sprint
1 2 m 9 m (5 km/h)
2 3 m 18 m (10 km/h)
3 6 m 36 m (20 km/h)
4 15 m 90 m (50 km/h)
5 30 m 180 m (100 km/h)
6 60 m 360 m (200 km/h)
7 150 m 900 m (500 km/h)
8 300 m 1,800 m (1,000 km/h)
9 600 m 4 km (2,000 km/h)
10 1,500 m 9 km (5,000 km/h)
11 3 km 18 km (10,000 km/h)
12 6 km 36 km (20,000 km/h)
13 15 km 90 km (50,000 km/h)
14 30 km 180 km (100,000 km/h)
15 60 km 360 km (200,000 km/h)
16 150 km 900 km (500,000 km/h)
17 300 km 1,800 km (1,000,000 km/h)
18 600 km 3,600 km (2,000,000 km/h)
19 1,500 km 9,000 km (5,000,000 km/h)
20 3,000 km 18,000 km (10,000,000 km/h)

Sprint is the farthest the character may tunnel during their turn. A character who tunnels a distance greater than their base movement during their turn, up to their sprint, incurs a standard penalty (-3 AV, -3 DV). For example, a character with Power Level 5 could tunnel up to 30 meters during their turn and suffer no penalties while doing so, or they can tunnel up to 180 meters and incur a standard penalty. If the character sprints, the standard penalty applies until the beginning of the character's next turn.

Ultra-power

Personal power
Standard action
Prerequisite: Three powers with the same unifying theme

Ultra-power is a personal power which permits the character to use a variety of gift and powers, one at a time.

In order to buy Ultra-power, the character must have purchased three powers which adhere to a specific unifying theme. Some typical unifying themes are trick arrows, magic spells, and high-tech armor. The player can pick any unifying theme they like, subject to the GM's approval.

A character with Ultra-power can use any thematically-appropriate gift or power, subject to the GM's approval. Changing from one gift or power to another requires a standard action. Any defenses or ongoing effects granted by the previous gift or power cease.

The effective Power Level of Ultra-power abilities is half of the character's normal Power Level (rounded down, even if the fraction is more than one-half, to a minimum of 1).

If the Ultra-power has a power boost, that power boost may be applied to appropriate powers.

Villain Powers

Powers can 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.