Bulletproof Blues 3e EN:Powers: Difference between revisions

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


Powers listed as "constant" are assumed to be active at all times. Powers listed as "free action" must be turned on by the character using a free action during their turn, but will remain on as long as the character is conscious. Powers listed as "standard action" require a standard action to use, while "reaction" powers can be used at any time, as often as the GM deems reasonable. See [[Bulletproof_Blues_3e_EN:Actions#Actions|Actions]] for more information.
Powers listed as "constant" are assumed to be active at all times. Powers listed as "quick action" must be turned on by the character using a quick action during their turn, but will remain on as long as the character is conscious. Powers listed as "standard action" require a standard action to use, while "free action" powers can be used at any time, as often as the GM deems reasonable. See [[Bulletproof_Blues_3e_EN:Actions#Types_Of_Actions|Types Of Actions]] for more information.


Attack powers are either normal, mental, or modification, and this will be indicated in the power's description. See [[Bulletproof_Blues_3e_EN:Actions#Types_Of_Attacks|Types Of Attacks]] in the Actions chapter for more information.
If a power [[Bulletproof_Blues_3e_EN:Actions#Area_Attacks|affects an area]], the radius of the area is dictated by the character's [[Bulletproof_Blues_3e_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 [[Bulletproof_Blues_3e_EN:Powers#Increased_Area|Increased Area]], which increases the maximum area of a character's area powers.


Most powers can be modified in small ways, providng minor advantages or disadvatages to the character. Some examples are provided as a guideline, such as "Swinging" under [[Bulletproof_Blues_3e_EN:Powers#Flight|Flight]]. Minor modifications to a power are subject to the GM's approval.
Similarly, if a power is ranged, the maximum range of the power is dictated by the character's [[Bulletproof_Blues_3e_EN:Attributes#Power_Level|Power Level]]. Also see [[Bulletproof_Blues_3e_EN:Powers#Increased_Range|Increased Range]], which increases the maximum range of a character's ranged powers.


A character may have a power not listed here, using the guidelines under [[Bulletproof_Blues_3e_EN:Powers#New_Follow_Through_Powers|New Follow Through Powers]] and [[Bulletproof_Blues_3e_EN:Powers#New_Powers|New Powers]], and subject to GM approval. However, any new powers should be approximately as useful as these powers, in order to maintain a sense of fairness with other characters.
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 [[Bulletproof_Blues_3e_EN:Powers#Flight|Flight]]. Such modifications to a power are subject to the GM's approval.


===Villain Powers===
A character may have a power not listed here, using the guidelines under [[Bulletproof_Blues_3e_EN:Powers#New_Follow_Through_Powers|New Follow Through Powers]] and [[Bulletproof_Blues_3e_EN:Powers#New_Powers|New Powers]], and subject to the GM's approval. However, any new powers should be approximately as useful as these powers, in order to maintain a sense of fairness with other characters.


Powers can sometimes work quite differently for villains than it does for player characters. For example, a character with Mind Control will rarely be able to maintain their control over a target for more than a few minutes, but a villain might have an NPC under their control for weeks or even years. Story-based powers can accomplish things that are simply beyond the capabilities of player characters. However, do not overuse this technique, or the players will grow tired of it.
===Types Of Attacks===
 
Attack powers are either hand-to-hand or ranged, and are normal, mental, or alteration. This will be indicated in the power's description.
 
Most attacks are normal attacks. A successful normal attack reduces the target's current Endurance. Clubs, firearms, and powers such as Blast are all normal attacks. Armor, force fields, and powers such as Damage Resistance are effective against normal attacks. Normal attacks are usually resolved with an Agility roll or a Brawn roll. Normal attacks are usually obvious when used.
 
Mental attacks are those which affect the target's mind directly. Conventional defenses such as armor and Damage Resistance are not effective against mental attacks: only Mental Resistance is effective against mental attacks. Mental attacks are usually resolved with a Power Level vs. Presence roll. Mental attacks are obvious to anyone who has Mental Resistance or mental powers, but are usually invisible to everyone else.
 
Alteration attacks are those which transform the target in some way, or which affect one of the target's attributes other than Endurance. Conventional defenses such as armor and Damage Resistance are not effective against alteration attacks: only Alteration Resistance is effective against alteration attacks. Alteration attacks are usually resolved with a Power Level roll against the target's Agility or Brawn roll. Alteration attacks are usually obvious when used.


==Power Descriptions==
==Power Descriptions==


Some powers have a prerequisite power. In order to have a follow through power, the character must have the prerequisite power. For example, Blast is the prerequisite power for Explosive Blast. In order to buy the Explosive Blast power, the character must first buy Blast.
Some powers have a prerequisite power. In order to have a follow through power, the character must have the prerequisite power. For example, Blast is the prerequisite power for Area Blast. In order to buy the Area Blast power, the character must first buy Blast.


===Absorption===
===Absorption===
:''Constant''
:''Free action''


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


The energy the character absorbs is stored in their Absorption pool. The size of the Absorption pool is equal to the character's Power Level. Each time a normal attack successfully strikes the character, the number of dice the opponent rolled is added to the character's Absorption pool. For example, if the attacker rolled three dice, and the attack was successful, 3 would be added to the character's Absorption pool.
The energy the character absorbs is stored in their Absorption pool. The maximum size of the Absorption pool is equal to the character's Power Level attribute. Each time a normal attack successfully strikes the character, the number of dice the opponent rolled is added to the character's Absorption pool. For example, if the attacker rolled three dice, and the attack was successful, 3 would be added to the character's Absorption pool.


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


* ''Boost:'' The character may increase one of their attributes by an amount equal to the size of their Absorption pool, up to a maximum of 10. Boosting the character's attribute requires a free action, and the boost lasts for only one round. If the character uses the boost to increase their Power Level, this does not change the size of their Absorption pool.
* ''Boost:'' The character may increase one of their attributes by an amount equal to the size of their Absorption pool, up to a maximum of 10. Boosting the character's attribute requires a quick action, and the boost lasts for only one round. If the character uses the boost to increase their Power Level, this does not change the size of their Absorption pool.
* ''Healing:'' The character restores an amount of lost Endurance (or drained or damaged attribute) equal to the size of their Absorption pool. Healing themselves in this fashion requires a free action.
* ''Healing:'' The character restores an amount of lost Endurance (or drained or damaged attribute) equal to the size of their Absorption pool. Healing themselves in this fashion requires a quick action.
* ''Power:''  The character gains one of the powers that was used against them. The power lasts for a number of rounds equal to the size of their Absorption pool, or until the character uses their Absorption pool for something else, whichever happens first. Gaining the power requires a free action, but using it requires whatever action the power normally requires.
* ''Power:''  The character gains one of the powers that was used against them. The power lasts for a number of rounds equal to the size of their Absorption pool, or until the character uses their Absorption pool for something else, whichever happens first. Gaining the power requires a quick action, but using it requires whatever action the power normally requires.


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


===Alternate Forms===
===Agility Drain===
:''Standard action''
:''Standard action''
:''Follow through powers:'' [[Bulletproof_Blues_3e_EN:Powers#Agility_Drain_Ray|Agility Drain Ray]], [[Bulletproof_Blues_3e_EN:Powers#Agility_Theft|Agility Theft]]
[[File:BB3 Agility Drain chart.png|633px]]


A character with the Alternate Forms power has multiple independent identities, each with its own powers and appearance, and potentially even a different personality (if the player wishes). The number of alternate forms the character has is equal to their Power Level. For example, a character with Power Level 3 who can consciously control their evolution might have a physically powerful but slow-witted hominid form, a physically weak but mentally potent hyper-evolved form, and an aquatic prehistoric form. All of the character's various forms are created using the same number of character points, and each form must have the Alternate Forms power.
Agility Drain is a hand-to-hand alteration attack which inflicts damage to the target's Agility. Attacking with Agility Drain requires a successful Hand-to-hand Combat (Power Level) roll against a Hand-to-hand Combat (Brawn) roll of the target, or a Hand-to-hand Combat (Brawn + Power Level) roll of the target if the target has Alteration Resistance. If the attacker succeeds at this roll, then the target's Agility is reduced by one (or more, if using the optional [[Bulletproof_Blues_3e_EN:Actions#Margin_Of_Success_(Optional)|margin of success]] rules). Agility Drain ignores all normal forms of protection such as armor and Damage Resistance.


The character can only use one alternate form at a time, and changing forms requires activating the power with a standard action. If the character goes unconscious, the character remains in their current form.
The effects of multiple Agility Drain attacks are cumulative, but the damage from Agility Drain is temporary. It all comes back after the fight is over, when the target has had a chance to rest and recuperate. The damage from Agility Drain will also return if the character with Agility Drain goes unconscious.


The specific mechanism of the Alternate Forms can vary greatly from character to character, which may offer minor benefits and drawbacks to the character.
===Agility Drain Ray===
:''Standard action''
:''Prerequisite:'' [[Bulletproof_Blues_3e_EN:Powers#Agility_Drain|Agility Drain]]
:''Follow through powers:'' [[Bulletproof_Blues_3e_EN:Powers#Agility_Theft_Ray|Agility Theft Ray]]


'''Dial R For Random:''' Normally, a character with Alternate Forms has a set of predefined forms and identities. However, an unusual character might gain a new, randomly determined set of powers and appearance (and personality, if the player wishes) each time the power is activated. With the GM's approval, even the character's skills and gifts might be changed.
Agility Drain Ray is a ranged alteration attack which inflicts damage to the target's Agility. Attacking with Agility Drain Ray requires a successful Ranged Combat (Power Level) roll against a Ranged Combat (Agility) roll of the target, or a Ranged Combat (Agility + Power Level) roll of the target if the target has Alteration Resistance. If the attacker succeeds at this roll, then the target's Agility is reduced by one (or more, if using the optional [[Bulletproof_Blues_3e_EN:Actions#Margin_Of_Success_(Optional)|margin of success]] rules). Agility Drain Ray ignores all normal forms of protection such as armor and Damage Resistance.


'''Uncontrollable:''' Normally, the Alternate Forms power is activated consciously by the character. However, some characters are unable to control when they change forms, or which form is taken (if they have more than one). The Alternate Forms may be triggered by the emotional state of the character (anger is a popular choice), or the character may change forms on an unknown or immutable schedule.
The effects of multiple Agility Drain Ray attacks are cumulative, but the damage from Agility Drain Ray is temporary. It all comes back after the fight is over, when the target has had a chance to rest and recuperate. The damage from Agility Drain Ray will also return if the character with Agility Drain Ray goes unconscious.


===Ambient Awareness===
===Agility Theft===
:''Constant''
:''Standard action''
:''Prerequisite:'' [[Bulletproof_Blues_3e_EN:Powers#Agility_Drain|Agility Drain]]
:''Follow through powers:'' [[Bulletproof_Blues_3e_EN:Powers#Agility_Theft_Ray|Agility Theft Ray]]


A character with Ambient Awareness can perceive equally well in every direction simultaneously. They might have very large eyes, many very small eyes, or simply a preternatural awareness of their surroundings.
Agility Theft is a hand-to-hand alteration attack which allows a character to temporarily steal the target's Agility. Attacking with Agility Theft requires a successful Hand-to-hand Combat (Power Level) roll against a Hand-to-hand Combat (Brawn) roll of the target, or a Hand-to-hand Combat (Brawn + Power Level) roll of the target if the target has Alteration Resistance. If the attacker succeeds at this roll, then one rank of the target's Agility (or more, if using the optional [[Bulletproof_Blues_3e_EN:Actions#Margin_Of_Success_(Optional)|margin of success]] rules) is transferred from the target to the character. Agility Theft ignores all normal forms of protection such as armor and Damage Resistance.


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


Animal Control is a mental power which allows a character to communicate with and mentally control all non-sentient animals within short range (10 m). To communicate with and mentally control all non-sentient animals within short range, the character must succeed at a Manipulation (Presence + Power Level) roll against the Survival (Presence) roll of the animal within range with the highest Presence. As a rule of thumb, the Presence of a domesticated animal is usually 2, and the Presence of a wild animal is usually 6.
The damage from Agility Theft is temporary. It all comes back after the fight is over, when the target has had a chance to rest and recuperate. The character with the Agility Theft may also return the stolen Agility voluntarily, of course.


Controlled animals operate independently of the character controlling them, but all of the controlled animals act in unison. Giving a new mental command to the controlled animals requires a free action. Controlled animals have the normal attributes, movement, and attack types that those kinds of animals would have. However, controlled animals are resistant to further mental manipulation, having Presence equal to the character controlling them, or their natural Presence, whichever is greater.
===Agility Theft Ray===
:''Standard action''
:''Prerequisite:'' [[Bulletproof_Blues_3e_EN:Powers#Agility_Drain_Ray|Agility Drain Ray]] or [[Bulletproof_Blues_3e_EN:Powers#Agility_Theft|Agility Theft]]


The effects of Animal Control last until the end of the scene.
Agility Theft Ray is a ranged alteration attack which allows a character to temporarily steal the target's Agility. Attacking with Agility Theft Ray requires a successful Ranged Combat (Power Level) roll against a Ranged Combat (Agility) roll of the target, or a Ranged Combat (Agility + Power Level) roll of the target if the target has Alteration Resistance. If the attacker succeeds at this roll, then one rank of the target's Agility (or more, if using the optional [[Bulletproof_Blues_3e_EN:Actions#Margin_Of_Success_(Optional)|margin of success]] rules) is transferred from the target to the character. Agility Theft Ray ignores all normal forms of protection such as armor and Damage Resistance.


'''Limited type of animal:''' A character's Animal Control might be limited to a specific type of animal, such as cats or sea creatures. If this is the case, the character gains a bonus die on their Animal Control rolls.
The effects of multiple Agility Theft Ray attacks are cumulative, but the maximum amount of Agility an attacker can steal is equal to their own Power Level. For example, a character with Power Level 4 could only steal 4 ranks of Agility, no matter how many targets they attack with Agility Theft and Agility Theft Ray.


===Astral Travel===
The damage from Agility Theft Ray is temporary. It all comes back after the fight is over, when the target has had a chance to rest and recuperate. The character with the Agility Theft Ray may also return the stolen Agility voluntarily, of course.
:''Standard action''
 
===Alteration Resistance===
:''Constant''


The character can detach their consciousness from their physical body and travel to alternate realities and divergent time streams, leaving their physical body behind. The character must succeed at a moderately difficult (DV 3) Piloting (Reason + Power Level) roll to navigate to a specific location in a desired reality or divergent time stream. While using Astral Travel, the consciousness of the traveler is typically invisible, but those who possess extraordinary spiritual or magical awareness may be able to see the traveler's "astral body". The "astral body" of the traveler does not require the Environmental Immunity power to survive in other realities or planes of existence, and is usually unable to interact with the strange vistas around them, although they may converse with anyone capable of perceiving them. While the "astral body" is separated from the character's physical body, their physical body appears to be in a comatose state, and the traveler is unaware of anything happening to or around their physical form. Astral Travel is a plot dependent power and may not always be available, at the GM's discretion.
Alteration Resistance is a self-only power which makes the character resistant to alteration attacks: any attack which would damage or drain any of their attributes or powers, or any attack which would physically transform them against their will. A character with Alteration Resistance adds their Power Level to their combat defense rolls when making a defense roll against such attacks.


===Agility Drain===
===Alternate Forms===
:''Standard action''
:''Standard action''
:''Follow through powers:'' [[Bulletproof_Blues_3e_EN:Powers#Agility_Drain_Ray|Agility Drain Ray]], [[Bulletproof_Blues_3e_EN:Powers#Agility_Theft|Agility Theft]]
[[File:BB3 Agility Drain chart.png|633px]]


Agility Drain is a close range (1 m) modification attack which inflicts damage to the target's Agility. Attacking with Agility Drain requires a successful Close Combat (Brawn + Power Level) roll against the Close Combat (Brawn) roll of the target, or the Close Combat (Brawn + Power Level) roll of the target if the target has Modification Resistance. If the attacker succeeds at this roll, then the target's Agility is reduced by one (or more, if using the optional [[Bulletproof_Blues_3e_EN:Actions#SIDEBAR:_Margin_Of_Success_(Optional)|margin of success]] rules). Agility Drain ignores all normal forms of protection such as armor and Damage Resistance.
Alternate Forms is a self-only power which grants the character multiple independent identities, each with its own powers and appearance, and potentially even a different personality (if the player wishes). The maximum number of forms the character may have is equal to their Power Level, and each form is created with 5 fewer character points than the previous form. For example, a 30 point character with three forms would have a 30 point form, a 25 point form, and a 20 point form. Each form must have the same Power Level.


The damage from Agility Drain is temporary. It all comes back after the fight is over, when the target has had a chance to rest and recuperate.
A character with Alternate Forms can change forms using a standard action. If the character goes unconscious, the character remains in their current form.


===Agility Drain Ray===
The specific mechanism of the Alternate Forms can vary greatly from character to character, which may offer minor benefits and drawbacks to the character.
:''Standard action''
:''Prerequisite:'' [[Bulletproof_Blues_3e_EN:Powers#Agility_Drain|Agility Drain]]
:''Follow through powers:'' [[Bulletproof_Blues_3e_EN:Powers#Agility_Theft_Ray|Agility Theft Ray]]


Agility Drain Ray is a short range (10 m) modification attack which inflicts damage to the target's Agility. Attacking with Agility Drain Ray requires a successful Ranged Combat (Agility + Power Level) roll against the Ranged Combat (Agility) roll of the target, or the Ranged Combat (Agility + Power Level) roll of the target if the target has Modification Resistance. If the attacker succeeds at this roll, then the target's Agility is reduced by one (or more, if using the optional [[Bulletproof_Blues_3e_EN:Actions#SIDEBAR:_Margin_Of_Success_(Optional)|margin of success]] rules). Agility Drain Ray ignores all normal forms of protection such as armor and Damage Resistance.
'''Dial R For Random:''' Normally, a character with Alternate Forms has a set of predefined forms and identities. However, an unusual character might gain a new, randomly determined set of powers and appearance (and personality, if the player wishes) each time the power is activated. With the GM's approval, even the character's skills and gifts might be changed.


The damage from Agility Drain Ray is temporary. It all comes back after the fight is over, when the target has had a chance to rest and recuperate.
'''Uncontrollable:''' Normally, the Alternate Forms power is activated consciously by the character. However, some characters are unable to control when they change forms, or which form is taken (if they have more than one). The Alternate Forms may be triggered by the emotional state of the character (anger is a popular choice), or the character may change forms on an unknown or immutable schedule.


===Agility Theft===
===Ambient Awareness===
:''Standard action''
:''Free action''
:''Prerequisite:'' [[Bulletproof_Blues_3e_EN:Powers#Agility_Drain|Agility Drain]]
:''Follow through powers:'' [[Bulletproof_Blues_3e_EN:Powers#Agility_Theft_Ray|Agility Theft Ray]]


Agility Theft is a close range (1 m) modification attack which allows a character to temporarily steal the target's Agility. Attacking with Agility Theft requires a successful Close Combat (Brawn + Power Level) roll against the Close Combat (Brawn) roll of the target, or the Close Combat (Brawn + Power Level) roll of the target if the target has Modification Resistance. If the attacker succeeds at this roll, then one rank of the target's Agility (or more, if using the optional [[Bulletproof_Blues_3e_EN:Actions#SIDEBAR:_Margin_Of_Success_(Optional)|margin of success]] rules) is transferred from the target to the character. Agility Theft ignores all normal forms of protection such as armor and Damage Resistance.
Ambient Awareness is a self-only power which permits the character to perceive equally well in every direction simultaneously. They might have very large eyes, many very small eyes, or simply a preternatural awareness of their surroundings.


The maximum amount of the target's Agility the character may steal with Agility Theft is equal to their own Power Level.
===Astral Travel===
:''Move action''


The damage from Agility Theft is temporary. It all comes back after the fight is over, when the target has had a chance to rest and recuperate. The character with the Agility Theft may also return the stolen Agility voluntarily, of course.
Astral Travel is a self-only power which permits the character to detach their consciousness from their physical body and travel to alternate realities and divergent time streams, leaving their physical body behind. The character must succeed at a moderately difficult (DV 3) Piloting (Reason + Power Level) roll to navigate to a specific location in a desired reality or divergent time stream. While using Astral Travel, the consciousness of the traveler is typically invisible, but those who possess extraordinary spiritual or magical awareness may be able to see the traveler's "astral body". The "astral body" of the traveler does not require the Environmental Immunity power to survive in other realities or planes of existence, and is usually unable to interact with the strange vistas around them, although they may converse with anyone capable of perceiving them. While the "astral body" is separated from the character's physical body, their physical body appears to be in a comatose state, and the traveler is unaware of anything happening to or around their physical form. Astral Travel is a plot dependent power and may not always be available, at the GM's discretion.


===Agility Theft Ray===
===Blast===
:''Standard action''
:''Standard action''
:''Prerequisite:'' [[Bulletproof_Blues_3e_EN:Powers#Agility_Drain_Ray|Agility Drain Ray]] or [[Bulletproof_Blues_3e_EN:Powers#Agility_Theft|Agility Theft]]
:''Follow through powers:'' [[Bulletproof_Blues_3e_EN:Powers#Area_Blast|Area Blast]], [[Bulletproof_Blues_3e_EN:Powers#Seeking_Blast|Seeking Blast]]
[[File:BB3 Blast chart.png|633px]]


Agility Theft Ray is a short range (10 m) modification attack which allows a character to temporarily steal the target's Agility. Attacking with Agility Theft Ray requires a successful Ranged Combat (Agility + Power Level) roll against the Ranged Combat (Agility) roll of the target, or the Ranged Combat (Agility + Power Level) roll of the target if the target has Modification Resistance. If the attacker succeeds at this roll, then one rank of the target's Agility (or more, if using the optional [[Bulletproof_Blues_3e_EN:Actions#SIDEBAR:_Margin_Of_Success_(Optional)|margin of success]] rules) is transferred from the target to the character. Agility Theft Ray ignores all normal forms of protection such as armor and Damage Resistance.
Blast is a ranged normal attack which inflicts Endurance damage. The Blast could be radiation, fire, cold, arrows, or even darkness or light, and this must be chosen when the Blast power is purchased. Attacking with Blast requires a successful Ranged Combat (Agility + Power Level) roll against a Ranged Combat (Agility) roll of the target, or a Ranged Combat (Agility + Power Level) roll of the target if the target has Damage Resistance or Force Field. If the attacker succeeds at this roll, then the target's Endurance is reduced by one (or more, if using the optional [[Bulletproof_Blues_3e_EN:Actions#Margin_Of_Success_(Optional)|margin of success]] rules).


The maximum amount of the target's Agility the character may steal with Agility Theft and Agility Theft Ray (combined) is equal to their own Power Level.
<div id="Area Blast"></div>
===Blast, Area===
:''Standard action''
:''Prerequisite:'' [[Bulletproof_Blues_3e_EN:Powers#Blast|Blast]]
:''Follow through powers:'' [[Bulletproof_Blues_3e_EN:Powers#Seeking_Area_Blast|Seeking Area Blast]], [[Bulletproof_Blues_3e_EN:Powers#Selective_Area_Blast|Selective Area Blast]]


The damage from Agility Theft Ray is temporary. It all comes back after the fight is over, when the target has had a chance to rest and recuperate. The character with the Agility Theft Ray may also return the stolen Agility voluntarily, of course.
Area Blast is a ranged, area normal attack which inflicts Endurance damage. The Area Blast could be radiation, fire, cold, arrows, or even darkness or light, and this must be chosen when the Area Blast power is purchased. Attacking with Area Blast requires a successful Ranged Combat (Agility + Power Level) roll against a Ranged Combat (Agility) roll of each target in the affected area, or a Ranged Combat (Agility + Power Level) roll of a target if that target has Damage Resistance or Force Field. If the attacker succeeds at this roll, then the target's Endurance is reduced by one (or more, if using the optional [[Bulletproof_Blues_3e_EN:Actions#Margin_Of_Success_(Optional)|margin of success]] rules).


===Blast===
The attacker rolls once for the attack. Normally, each target in the affected area rolls individually against the attack, but if the GM prefers, she may roll once for each group of similar targets.
:''Standard action''
:''Follow through powers:'' [[Bulletproof_Blues_3e_EN:Powers#Explosive_Blast|Explosive Blast]], [[Bulletproof_Blues_3e_EN:Powers#Seeking_Blast|Seeking Blast]]
[[File:BB3 Blast chart.png|633px]]


Blast is a medium range (100 m) normal attack which inflicts Endurance damage. The Blast could be radiation, fire, cold, arrows, or even darkness or light, and this must be chosen when the Blast power is purchased. Attacking with Blast requires a successful Ranged Combat (Agility + Power Level) roll against the Ranged Combat (Agility) roll of the target, or the Ranged Combat (Agility + Power Level) roll of the target if the target has Damage Resistance or Force Field. If the attacker succeeds at this roll, then the target's Endurance is reduced by one (or more, if using the optional [[Bulletproof_Blues_3e_EN:Actions#SIDEBAR:_Margin_Of_Success_(Optional)|margin of success]] rules).
'''Specific Targets:''' Some characters' attacks are specifically tuned to affect only particular targets. For example, the character's Area Blast might be an electromagnetic burst, or EMP, which only damages electronics (a single point of Endurance damage is sufficient to destroy consumer-grade electronics). Another example could be a character who uses poisonous gas grenades which are harmful to living beings, but which do not affect inanimate objects.


<div id="Explosive Blast"></div>
<div id="Seeking Blast"></div>
===Blast, Explosive===
===Blast, Seeking===
:''Standard action''
:''Standard action''
:''Prerequisite:'' [[Bulletproof_Blues_3e_EN:Powers#Blast|Blast]]
:''Prerequisite:'' [[Bulletproof_Blues_3e_EN:Powers#Blast|Blast]]
:''Follow through powers:'' [[Bulletproof_Blues_3e_EN:Powers#Explosive_Seeking_Blast|Explosive Seeking Blast]]
:''Follow through powers:'' [[Bulletproof_Blues_3e_EN:Powers#Seeking_Area_Blast|Seeking Area Blast]]


Explosive Blast is a medium range (100 m) normal attack which inflicts Endurance damage to everyone within short range (10 m) of the target. Attacking with Explosive Blast requires a successful Ranged Combat (Agility + Power Level) roll against the Ranged Combat (Agility) roll of each target in the affected area, or the Ranged Combat (Agility + Power Level) roll of a target if that target has Damage Resistance or Force Field. The Explosive Blast could be radiation, fire, cold, arrows, or even darkness or light, and this must be chosen when the Explosive Blast power is purchased.
Seeking Blast is a ranged normal attack which inflicts Endurance damage. The Seeking Blast could be radiation, fire, cold, arrows, or even darkness or light, and this must be chosen when the Blast power is purchased. Attacking with Seeking Blast requires a successful Ranged Combat (Agility + Power Level) roll against a Ranged Combat (Agility) roll of the target, or a Ranged Combat (Agility + Power Level) roll of the target if the target has Damage Resistance or Force Field. If the attacker succeeds at this roll, then the target's Endurance is reduced by one (or more, if using the optional [[Bulletproof_Blues_3e_EN:Actions#Margin_Of_Success_(Optional)|margin of success]] rules).


The attacker rolls once for the explosion. Normally, each target in the affected area rolls individually against the attack, but if the GM prefers, she may roll once for each group of similar targets.
Seeking Blast has limited independence from the attacker. If the attack misses the target, the attack will circle around and try again on the succeeding round. The attacker rolls the attack again as a quick action, but no interaction or attention is required from the attacker for this second attack.


<div id="Explosive Seeking Blast"></div>
<div id="Seeking Area Blast"></div>
===Blast, Explosive Seeking===
===Blast, Seeking Area===
:''Standard action''
:''Standard action''
:''Prerequisite:'' [[Bulletproof_Blues_3e_EN:Powers#Explosive_Blast|Explosive Blast]] or [[Bulletproof_Blues_3e_EN:Powers#Seeking_Blast|Seeking Blast]]
:''Prerequisite:'' [[Bulletproof_Blues_3e_EN:Powers#Area_Blast|Area Blast]] or [[Bulletproof_Blues_3e_EN:Powers#Seeking_Blast|Seeking Blast]]


Explosive Seeking Blast is a medium range (100 m) normal attack which inflicts Endurance damage to everyone within short range (10 m) of the target. Attacking with Explosive Seeking Blast requires a successful Ranged Combat (Agility + Power Level) roll against the Ranged Combat (Agility) roll of each target in the affected area, or the Ranged Combat (Agility + Power Level) roll of a target if that target has Damage Resistance or Force Field. The Explosive Seeking Blast could be radiation, fire, cold, arrows, or even darkness or light, and this must be chosen when the Explosive Seeking Blast power is purchased.
Seeking Area Blast is a ranged, area normal attack which inflicts Endurance damage. The Seeking Area Blast could be radiation, fire, cold, arrows, or even darkness or light, and this must be chosen when the Seeking Area Blast power is purchased. Attacking with Seeking Area Blast requires a successful Ranged Combat (Agility + Power Level) roll against a Ranged Combat (Agility) roll of each target in the affected area, or a Ranged Combat (Agility + Power Level) roll of a target if that target has Damage Resistance or Force Field. If the attacker succeeds at this roll, then the target's Endurance is reduced by one (or more, if using the optional [[Bulletproof_Blues_3e_EN:Actions#Margin_Of_Success_(Optional)|margin of success]] rules).


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


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


<div id="Seeking Blast"></div>
<div id="Selective Area Blast"></div>
===Blast, Seeking===
===Blast, Selective Area===
:''Standard action''
:''Standard action''
:''Prerequisite:'' [[Bulletproof_Blues_3e_EN:Powers#Blast|Blast]]
:''Prerequisite:'' [[Bulletproof_Blues_3e_EN:Powers#Area_Blast|Area Blast]]
:''Follow through powers:'' [[Bulletproof_Blues_3e_EN:Powers#Explosive_Seeking_Blast|Explosive Seeking Blast]]


Seeking Blast is a medium range (100 m) normal attack which inflicts Endurance damage. Attacking with Seeking Blast requires a successful Ranged Combat (Agility + Power Level) roll against the Ranged Combat (Agility) roll of the target, or the Ranged Combat (Agility + Power Level) roll of the target if the target has Damage Resistance or Force Field. The Seeking Blast could be radiation, fire, cold, arrows, or even darkness or light, and this must be chosen when the Blast power is purchased.
Selective Area Blast is a ranged, area normal attack which inflicts Endurance damage. The Selective Area Blast could be radiation, fire, cold, arrows, or even darkness or light, and this must be chosen when the Selective Area Blast power is purchased. Attacking with Selective Area Blast requires a successful Ranged Combat (Agility + Power Level) roll against a Ranged Combat (Agility) roll of each selected target in the affected area, or a Ranged Combat (Agility + Power Level) roll of a target if that target has Damage Resistance or Force Field. If the attacker succeeds at this roll, then the target's Endurance is reduced by one (or more, if using the optional [[Bulletproof_Blues_3e_EN:Actions#Margin_Of_Success_(Optional)|margin of success]] rules).


Seeking Blast has limited independence from the attacker. If the attack misses the target, the attack will circle around and try again on the succeeding round. The attacker rolls the attack again as a free action, but no interaction or attention is required from the attacker for this second attack.
The attacker rolls once for the attack. Normally, each selected target in the affected area rolls individually against the attack, but if the GM prefers, she may roll once for each group of similar targets.


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


A character with Blindsight can sense shapes and textures as clearly as with ordinary vision, but without the ability to perceive color. This could be a form of sonar, radar, a sense of touch so acute that they can detect and locate vibrations, or some other form of alternate perception.
Normally, a character who can't perceive their opponent has [[Bulletproof_Blues_3e_EN:Actions#Blinding|great difficulty]] in combat. If a character has the Blindsight power, they do not incur any of these penalties.


===Brawn Drain===
===Brawn Drain===
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[[File:BB3 Brawn Drain chart.png|633px]]
[[File:BB3 Brawn Drain chart.png|633px]]


Brawn Drain is a close range (1 m) modification attack which inflicts damage to the target's Brawn. Attacking with Brawn Drain requires a successful Close Combat (Brawn + Power Level) roll against the Close Combat (Brawn) roll of the target, or the Close Combat (Brawn + Power Level) roll of the target if the target has Modification Resistance. If the attacker succeeds at this roll, then the target's Brawn is reduced by one (or more, if using the optional [[Bulletproof_Blues_3e_EN:Actions#SIDEBAR:_Margin_Of_Success_(Optional)|margin of success]] rules). Brawn Drain ignores all normal forms of protection such as armor and Damage Resistance.
Brawn Drain is a hand-to-hand alteration attack which inflicts damage to the target's Brawn. Attacking with Brawn Drain requires a successful Hand-to-hand Combat (Power Level) roll against a Hand-to-hand Combat (Brawn) roll of the target, or a Hand-to-hand Combat (Brawn + Power Level) roll of the target if the target has Alteration Resistance. If the attacker succeeds at this roll, then the target's Brawn is reduced by one (or more, if using the optional [[Bulletproof_Blues_3e_EN:Actions#Margin_Of_Success_(Optional)|margin of success]] rules). Brawn Drain ignores all normal forms of protection such as armor and Damage Resistance.


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


===Brawn Drain Ray===
===Brawn Drain Ray===
Line 167: Line 182:
:''Follow through powers:'' [[Bulletproof_Blues_3e_EN:Powers#Brawn_Theft_Ray|Brawn Theft Ray]]
:''Follow through powers:'' [[Bulletproof_Blues_3e_EN:Powers#Brawn_Theft_Ray|Brawn Theft Ray]]


Brawn Drain Ray is a short range (10 m) modification attack which inflicts damage to the target's Brawn. Attacking with Brawn Drain Ray requires a successful Ranged Combat (Agility + Power Level) roll against the Ranged Combat (Agility) roll of the target, or the Ranged Combat (Agility + Power Level) roll of the target if the target has Modification Resistance. If the attacker succeeds at this roll, then the target's Brawn is reduced by one (or more, if using the optional [[Bulletproof_Blues_3e_EN:Actions#SIDEBAR:_Margin_Of_Success_(Optional)|margin of success]] rules). Brawn Drain Ray ignores all normal forms of protection such as armor and Damage Resistance.
Brawn Drain Ray is a ranged alteration attack which inflicts damage to the target's Brawn. Attacking with Brawn Drain Ray requires a successful Ranged Combat (Power Level) roll against a Ranged Combat (Agility) roll of the target, or a Ranged Combat (Agility + Power Level) roll of the target if the target has Alteration Resistance. If the attacker succeeds at this roll, then the target's Brawn is reduced by one (or more, if using the optional [[Bulletproof_Blues_3e_EN:Actions#Margin_Of_Success_(Optional)|margin of success]] rules). Brawn Drain Ray ignores all normal forms of protection such as armor and Damage Resistance.


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


===Brawn Theft===
===Brawn Theft===
Line 176: Line 191:
:''Follow through powers:'' [[Bulletproof_Blues_3e_EN:Powers#Brawn_Theft_Ray|Brawn Theft Ray]]
:''Follow through powers:'' [[Bulletproof_Blues_3e_EN:Powers#Brawn_Theft_Ray|Brawn Theft Ray]]


Brawn Theft is a close range (1 m) modification attack which allows a character to temporarily steal the target's Brawn. Attacking with Brawn Theft requires a successful Close Combat (Brawn + Power Level) roll against the Close Combat (Brawn) roll of the target, or the Close Combat (Brawn + Power Level) roll of the target if the target has Modification Resistance. If the attacker succeeds at this roll, then one rank of the target's Brawn (or more, if using the optional [[Bulletproof_Blues_3e_EN:Actions#SIDEBAR:_Margin_Of_Success_(Optional)|margin of success]] rules) is transferred from the target to the character. Brawn Theft ignores all normal forms of protection such as armor and Damage Resistance.
Brawn Theft is a hand-to-hand alteration attack which allows a character to temporarily steal the target's Brawn. Attacking with Brawn Theft requires a successful Hand-to-hand Combat (Power Level) roll against a Hand-to-hand Combat (Brawn) roll of the target, or a Hand-to-hand Combat (Brawn + Power Level) roll of the target if the target has Alteration Resistance. If the attacker succeeds at this roll, then one rank of the target's Brawn (or more, if using the optional [[Bulletproof_Blues_3e_EN:Actions#Margin_Of_Success_(Optional)|margin of success]] rules) is transferred from the target to the character. Brawn Theft ignores all normal forms of protection such as armor and Damage Resistance.


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


The damage from Brawn Theft is temporary. It all comes back after the fight is over, when the target has had a chance to rest and recuperate. The character with the Brawn Theft may also return the stolen Brawn voluntarily, of course.
The damage from Brawn Theft is temporary. It all comes back after the fight is over, when the target has had a chance to rest and recuperate. The character with the Brawn Theft may also return the stolen Brawn voluntarily, of course.
Line 186: Line 201:
:''Prerequisite:'' [[Bulletproof_Blues_3e_EN:Powers#Brawn_Drain_Ray|Brawn Drain Ray]] or [[Bulletproof_Blues_3e_EN:Powers#Brawn_Theft|Brawn Theft]]
:''Prerequisite:'' [[Bulletproof_Blues_3e_EN:Powers#Brawn_Drain_Ray|Brawn Drain Ray]] or [[Bulletproof_Blues_3e_EN:Powers#Brawn_Theft|Brawn Theft]]


Brawn Theft Ray is a short range (10 m) modification attack which allows a character to temporarily steal the target's Brawn. Attacking with Brawn Theft Ray requires a successful Ranged Combat (Agility + Power Level) roll against the Ranged Combat (Agility) roll of the target, or the Ranged Combat (Agility + Power Level) roll of the target if the target has Modification Resistance. If the attacker succeeds at this roll, then one rank of the target's Brawn (or more, if using the optional [[Bulletproof_Blues_3e_EN:Actions#SIDEBAR:_Margin_Of_Success_(Optional)|margin of success]] rules) is transferred from the target to the character. Brawn Theft Ray ignores all normal forms of protection such as armor and Damage Resistance.
Brawn Theft Ray is a ranged alteration attack which allows a character to temporarily steal the target's Brawn. Attacking with Brawn Theft Ray requires a successful Ranged Combat (Power Level) roll against a Ranged Combat (Agility) roll of the target, or a Ranged Combat (Agility + Power Level) roll of the target if the target has Alteration Resistance. If the attacker succeeds at this roll, then one rank of the target's Brawn (or more, if using the optional [[Bulletproof_Blues_3e_EN:Actions#Margin_Of_Success_(Optional)|margin of success]] rules) is transferred from the target to the character. Brawn Theft Ray ignores all normal forms of protection such as armor and Damage Resistance.


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


The damage from Brawn Theft Ray is temporary. It all comes back after the fight is over, when the target has had a chance to rest and recuperate. The character with the Brawn Theft Ray may also return the stolen Brawn voluntarily, of course.
The damage from Brawn Theft Ray is temporary. It all comes back after the fight is over, when the target has had a chance to rest and recuperate. The character with the Brawn Theft Ray may also return the stolen Brawn voluntarily, of course.
===Bulletproof===
:''Constant''
:''Prerequisite:'' [[Bulletproof_Blues_3e_EN:Powers#Damage_Resistance|Damage Resistance]] or [[Bulletproof_Blues_3e_EN:Powers#Force_Field|Force Field]]
[[File:BB3 Bulletproof chart.png|393px]]
Bulletproof is a self-only power which permits the character to ignore most attacks from ordinary bullets and knives. The character might have thick armor or impenetrable skin, or they might simply move out of the way of such mundane attacks. An attack roll against the character fails if the weapon being used causes normal damage, if it is an ordinary piece of [[Bulletproof_Blues_3e_EN:Equipment|equipment]] (a piece of equipment purchased with money rather than as a power), and if it has a PL rating lower than the bulletproof character's current Power Level.
'''Bulletproof Force Field:''' A character's Bulletproof power might be dependent on their Force Field power. If this is the case, the character's Bulletproof power is only active while the character's Force Field is active, and it may be extended to another person (or person-sized object) by touching them.


===Clairvoyance===
===Clairvoyance===
:''Standard action''
:''Standard action''


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


===Clinging===
===Clinging===
:''Free action''
:''Free action''


Clinging allows a character to move along walls, ceilings, and other surfaces as if they were level. For example, the character might have sticky hands and feet, they might wear magnetic shoes, or they may be able to selectively control the force of gravity. The strength holding the character to the surface is equal to their Brawn. If the surface is slippery or unstable, the GM might require the character to attempt a moderately difficult (DV 3) Athletics (Agility) roll to keep from sliding or falling.
Clinging is a self-only power which permits the character to move along walls, ceilings, and other surfaces as if they were level. For example, the character might have sticky hands and feet, they might wear magnetic shoes, or they may be able to selectively control the force of gravity. The strength holding the character to the surface is equal to their Brawn. If the surface is slippery or unstable, the GM might require the character to attempt a moderately difficult (DV 3) Athletics (Brawn + Power Level) roll to keep from sliding or falling. If the character is attacked by an attempt to lift them off of the ground or push them backward, they may choose to defend with their Athletics (Brawn + Power Level) roll rather than the usual combat roll.


===Combination===
===Combination===
:''Standard action''
:''Standard action''


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


''Example:''
''Example:''


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


===Damage Resistance===
===Command Animals===
:''Constant''
:''Standard action''


A character with Damage Resistance is resistant to normal damage. The character may have chitin, scales, thick fur, or just have exceptionally tough skin. A character with Damage Resistance adds their Power Level to their combat defense rolls. Damage Resistance is not effective against mental attacks and modification attacks. Damage Resistance does not stack with conventional armor or powers such as Force Field.
Command Animals is a ranged mental power which allows a character to communicate with and mentally control one or more non-sentient animals. To communicate with and mentally control a single large animal or numerous small animals, the character must succeed at a moderately difficult (DV 3) Mental Combat (Power Level) roll.


===Damaging Aura===
Controlled animals operate independently of the character controlling them, but all of the controlled animals act in unison. Giving them a new mental command requires a quick action.
:''Reaction''
:''Follow through powers:'' [[Bulletproof_Blues_3e_EN:Powers#Explosive_Damaging_Aura|Explosive Damaging Aura]]
[[File:BB3 Damaging Aura chart.png|393px]]


Damaging Aura allows a character to use a reaction to attack anyone who touches them or attacks them with a close combat attack. Attacking someone with Damaging Aura requires a successful Close Combat (Brawn + Power Level) roll against the Close Combat (Brawn) roll of the target, or the Close Combat (Brawn + Power Level) roll of the target if the target has Damage Resistance or Force Field. The Damaging Aura could be radiation, fire, cold, quills, or even darkness or light, and this must be chosen when the Damaging Aura power is purchased. The character with Damaging Aura may also attempt to touch others and cause damage. Doing so requires a successful Close Combat (Brawn + Power Level) roll against the Close Combat (Brawn) roll of the target, or the Close Combat (Brawn + Power Level) roll of the target if the target has Damage Resistance or Force Field.
Controlled animals have the normal attributes, movement, and attack types that those kinds of animals would have. However, if the GM doesn't want to deal with that, she can declare that the Agility, Brawn, Endurance, and Presence of the animal or animals is equal to the Power Level of the character controlling them.


<div id="Explosive Damaging Aura"></div>
The effects of Command Animals last until the end of the scene.
===Damaging Aura, Explosive===
:''Reaction''
:''Prerequisite:'' [[Bulletproof_Blues_3e_EN:Powers#Damaging_Aura|Damaging Aura]]


Explosive Damaging Aura allows a character to use a reaction to attack everyone within short range (10 m) of the character. Attacking with Explosive Damaging Aura requires a successful Close Combat (Brawn + Power Level) roll against the Close Combat (Brawn) roll of each target in the affected area, or the Close Combat (Brawn + Power Level) roll of a target if that target has Damage Resistance or Force Field. The Explosive Damaging Aura could be radiation, fire, cold, quills, or even darkness or light, and this must be chosen when the Explosive Damaging Aura power is purchased. The character with Explosive Damaging Aura may also attempt to touch others and cause damage. Doing so requires a successful Close Combat (Brawn + Power Level) roll against the Close Combat (Brawn) roll of the target, or the Close Combat (Brawn + Power Level) roll of the target if the target has Damage Resistance or Force Field.
'''Limited Type Of Animal:''' A character's Command Animals might be limited to a specific type of animal, such as cats, insects, or sea creatures. If this is the case, the character gains a bonus die on their Command Animals roll.


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


Normally, each target in the affected area rolls individually against the attack, but if the GM prefers, she may roll once for each group of similar targets.
Command Machines is a ranged mental power which allows a character to mentally control one or more electronic and mechanical machines. To mentally control a single large machine or numerous small machines, the character must succeed at a moderately difficult (DV 3) Mental Combat (Power Level) roll.


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


Danger Sense permits the character to sense danger and avoid being surprised, even if there is no way for the character to see the attack coming. To perceive a source of danger, the character must succeed at a moderately difficult (DV 3) Perception (Reason + Power Level) roll. If the Danger Sense roll is successful, the character gains a bonus die on their defense roll against the attack. Danger Sense is a reaction: a character with Danger Sense may attempt to predict as many attacks as they like, as often as they like.
Controlled machines have the normal attributes, movement, and attack types that those kinds of machines would have. However, if the GM doesn't want to deal with that, she can declare that the Agility, Brawn, Endurance, and Presence of the machine or combined machines is equal to the Power Level of the character controlling them. Controlled machines can be made to perform their ordinary purpose, such as making an automatic teller machine spit out money, or making a bulldozer roll around and demolish buildings. If there is no significant security in place, no roll is necessary for this. If the character is trying to circumvent security or break into a computer system, the character may attempt a Computing (Reason + Power Level) roll against the power level (PL) of the security.


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


===Darkness===
===Command Objects===
:''Standard action''
:''Standard action''
:''Follow through powers:'' [[Bulletproof_Blues_3e_EN:Powers#Great_Darkness|Great Darkness]]
[[File:BB3 Darkness chart.png|633px]]


Darkness is a medium range (100 m) power which makes an area within short range (10 m) of the target location opaque to all sight, including unusual forms of sight such as Night Vision and X-ray Vision.
Command Objects is a ranged mental power which allows a character to animate and mentally control one or more inanimate objects. To animate and mentally control a single large object or numerous small objects, the character must succeed at a moderately difficult (DV 3) Mental Combat (Power Level) roll.


The mechanism which causes the Darkness must be specified when this power is purchased. For example, vision might be obscured by smoke, or the area might be filled with a blinding light or black extradimensional energy. Alternately, Darkness could affect a sense other than vision. If so, this must be specified when this power is purchased. For example, the target area could be filled with electrical interference which is impenetrable to Radio Communication, or it could be filled with a powerful scent that masks all other smells. It is also possible to use Darkness against a specific unusual sense, such as Danger Sense, Clairvoyance, or Radio Communication.
Animated objects operate independently of the character controlling them, but all of the controlled objects act in unison. Giving them a new mental command requires a quick action.


If the character wishes to dismiss the Darkness, they may do so with a free action. They may also use a standard action to move the center of the Darkness.
The Agility, Brawn, Endurance, and Presence of the object or mass of objects is equal to the Power Level of the character controlling them. The specific details of the how the objects move and attack vary depending on the objects themselves: an animated tree can walk, a mass of animated toys can roll or run, and so on.


<div id="Great Darkness"></div>
The effects of Command Objects last until the end of the scene.
===Darkness, Great===
:''Standard action''
:''Prerequisite:'' [[Bulletproof_Blues_3e_EN:Powers#Darkness|Darkness]]
:''Follow through powers:'' [[Bulletproof_Blues_3e_EN:Powers#Vast_Darkness|Vast Darkness]]


Great Darkness is a long range (1,000 m) power which makes an area within medium range (100 m) of the target location opaque to all sight, including unusual forms of sight such as Night Vision and X-ray Vision.
'''Limited Type Of Object:''' A character's Command Objects might be limited to a specific type of object, such as plants or toys. If this is the case, the character gains a bonus die on their Command Objects roll.


The mechanism which causes the Great Darkness must be specified when this power is purchased. For example, vision might be obscured by smoke, or the area might be filled with a blinding light or black extradimensional energy. Alternately, Great Darkness could affect a sense other than vision. If so, this must be specified when this power is purchased. For example, the target area could be filled with electrical interference which is impenetrable to Radio Communication, or it could be filled with a powerful scent that masks all other smells. It is also possible to use Great Darkness against a specific unusual sense, such as Danger Sense, Clairvoyance, or Radio Communication.
===Damage Resistance===
:''Constant''
:''Follow through powers:'' [[Bulletproof_Blues_3e_EN:Powers#Bulletproof|Bulletproof]]
 
Damage Resistance is a self-only power which makes the character resistant to normal damage. The character may have chitin, thick armor, or just exceptionally tough skin. Alternately, the character may be adept at avoiding attacks, or they might be unnaturally lucky. A character with Damage Resistance adds their Power Level to their combat defense rolls. Damage Resistance is not effective against mental attacks and alteration attacks. Damage Resistance does not stack with conventional armor or powers such as Force Field.
 
===Damaging Aura===
:''Free action''
:''Follow through powers:'' [[Bulletproof_Blues_3e_EN:Powers#Area_Damaging_Aura|Area Damaging Aura]]
[[File:BB3 Damaging Aura chart.png|633px]]
 
Damaging Aura allows a character to use a free action to make a hand-to-hand normal attack against anyone who touches them or attacks them with a hand-to-hand attack. The Damaging Aura could be radiation, fire, cold, quills, or even darkness or light, and this must be chosen when the Damaging Aura power is purchased. Attacking with Damaging Aura requires a successful Hand-to-hand Combat (Brawn + Power Level) roll against a Hand-to-hand Combat (Brawn) roll of the target, or a Hand-to-hand Combat (Brawn + Power Level) roll of the target if the target has Damage Resistance or Force Field. If the attacker succeeds at this roll, then the target's Endurance is reduced by one (or more, if using the optional [[Bulletproof_Blues_3e_EN:Actions#Margin_Of_Success_(Optional)|margin of success]] rules).
 
The character with Damaging Aura may also attempt to touch others and cause damage. Doing so requires using a standard action to make Hand-to-hand Combat (Brawn + Power Level) roll against a Hand-to-hand Combat (Brawn) roll of the target, or a Hand-to-hand Combat (Brawn + Power Level) roll of the target if the target has Damage Resistance or Force Field.
 
<div id="Area Damaging Aura"></div>
 
===Damaging Aura, Area===
:''Free action''
:''Prerequisite:'' [[Bulletproof_Blues_3e_EN:Powers#Damaging_Aura|Damaging Aura]]
:''Follow through powers:'' [[Bulletproof_Blues_3e_EN:Powers#Selective_Area_Damaging_Aura|Selective Area Damaging Aura]]
 
Area Damaging Aura allows a character to use a free action to make a hand-to-hand, area normal attack against everyone within the affected area. The Area Damaging Aura could be radiation, fire, cold, quills, or even darkness or light, and this must be chosen when the Area Damaging Aura power is purchased. Attacking with Area Damaging Aura requires a successful Hand-to-hand Combat (Brawn + Power Level) roll against a Hand-to-hand Combat (Brawn) roll of each target in the affected area, or a Hand-to-hand Combat (Brawn + Power Level) roll of a target if that target has Damage Resistance or Force Field. If the attacker succeeds at this roll, then the target's Endurance is reduced by one (or more, if using the optional [[Bulletproof_Blues_3e_EN:Actions#Margin_Of_Success_(Optional)|margin of success]] rules).
 
If anyone enters the area of the Area Damaging Aura after it has been activated, the character with Area Damaging Aura must use a free action to attack them. Once the power is active, the character with Area Damaging Aura must use a free action to make another attack roll against everyone within the affected area at the beginning of each of their turns.
 
The attacker rolls once for the attack. Normally, each target in the affected area rolls individually against the attack, but if the GM prefers, she may roll once for each group of similar targets.
 
<div id="Selective Area Damaging Aura"></div>
===Damaging Aura, Selective Area===
:''Free action''
:''Prerequisite:'' [[Bulletproof_Blues_3e_EN:Powers#Area_Damaging_Aura|Area Damaging Aura]]
 
Selective Area Damaging Aura allows a character to use a free action to make a hand-to-hand, area normal attack against selected targets within the affected area. The Selective Area Damaging Aura could be radiation, fire, cold, quills, or even darkness or light, and this must be chosen when the Selective Area Damaging Aura power is purchased. Attacking with Selective Area Damaging Aura requires a successful Hand-to-hand Combat (Brawn + Power Level) roll against a Hand-to-hand Combat (Brawn) roll of each selected target in the affected area, or a Hand-to-hand Combat (Brawn + Power Level) roll of a target if that target has Damage Resistance or Force Field. If the attacker succeeds at this roll, then the target's Endurance is reduced by one (or more, if using the optional [[Bulletproof_Blues_3e_EN:Actions#Margin_Of_Success_(Optional)|margin of success]] rules).
 
If anyone enters the area of the Selective Area Damaging Aura after it has been activated, the character with Selective Area Damaging Aura may use a free action to attack them. Once the power is active, the character with Selective Area Damaging Aura may use a free action to make another attack roll against selected targets within the affected area at the beginning of each of their turns.
 
The attacker rolls once for the attack. Normally, each selected target in the affected area rolls individually against the attack, but if the GM prefers, she may roll once for each group of similar targets.
 
===Danger Sense===
:''Free action''
 
Danger Sense is a self-only power which permits the character to sense danger and avoid being surprised, even if there is no way for the character to see the attack coming. A character with Danger Sense never suffers a defense penalty for being distracted or surprised.


If the character wishes to dismiss the Great Darkness, they may do so with a free action. They may also use a standard action to move the center of the Great Darkness.
Additionally, if an attack is imminent, the GM will ask the player to attempt a moderately difficult (DV 3) Perception (Reason + Power Level) roll. If the Danger Sense roll is successful, the character knows that an attack is imminent, and may warn other characters.


<div id="Vast Darkness"></div>
'''Precognition:''' Some characters with Danger Sense can see into the future, or "read" the destiny of items and people by touching them. Seeing into the future is never completely reliable: this aspect of Danger Sense is primarily a roleplaying power under the control of the GM.
===Darkness, Vast===
 
===Darkness===
:''Standard action''
:''Standard action''
:''Prerequisite:'' [[Bulletproof_Blues_3e_EN:Powers#Great_Darkness|Great Darkness]]


Vast Darkness is an extreme range (10 km) power which makes an area within long range (1,000 m) of the target location opaque to all sight, including unusual forms of sight such as Night Vision and X-ray Vision.
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 Vast Darkness must be specified when this power is purchased. For example, vision might be obscured by smoke, or the area might be filled with a blinding light or black extradimensional energy. Alternately, Vast Darkness could affect a sense other than vision. If so, this must be specified when this power is purchased. For example, the target area could be filled with electrical interference which is impenetrable to Radio Communication, or it could be filled with a powerful scent that masks all other smells. It is also possible to use Vast Darkness against a specific unusual sense, such as Danger Sense, Clairvoyance, or Radio Communication.
The mechanism which causes the Darkness must be specified when this power is purchased. For example, vision might be obscured by smoke, or the area might be filled with a blinding light or black extradimensional energy. Alternately, Darkness could affect a sense other than vision. If so, this must be specified when this power is purchased. For example, the target area could be filled with electrical interference which is impenetrable to Radio Communication, or it could be filled with a powerful scent that masks all other smells. It is also possible to use Darkness against a specific unusual sense, such as Danger Sense or Clairvoyance.


If the character wishes to dismiss the Vast Darkness, they may do so with a free action. They may also use a standard action to move the center of the Vast Darkness.
Normally, a character who can't see incurs a penalty die on their Hand-to-hand Combat attack and defense rolls, a penalty die on their Ranged Combat defense rolls, and they automatically fail any Ranged Combat attack rolls. However, if the blinded character is able to locate their target to within a meter or so (by using their Hyperacuity-granted super hearing, for example), then the blinded attacker incurs a penalty die on their Ranged Combat attack rolls. A blinded character suffers no penalty on their Mental Combat defense rolls, but they automatically fail any Mental Combat attack rolls.
 
If the character wishes to dismiss the Darkness, they may do so with a quick action. They may also use a standard action to move the center of the Darkness.


===Dazzle===
===Dazzle===
:''Standard action''
:''Standard action''
:''Follow through powers:'' [[Bulletproof_Blues_3e_EN:Powers#Mass_Dazzle|Mass Dazzle]]
:''Follow through powers:'' [[Bulletproof_Blues_3e_EN:Powers#Mass_Dazzle|Mass Dazzle]]
[[File:BB3 Dazzle chart.png|393px]]
[[File:BB3 Dazzle chart.png|633px]]


Dazzle is a medium range (100 m) modification attack which renders the target unable to see. Attacking with Dazzle requires a successful Ranged Combat (Agility + Power Level) roll against the Ranged Combat (Agility) roll of the target, or the Ranged Combat (Agility + Power Level) roll of the target if the target has Modification Resistance. Dazzle ignores all normal forms of protection such as armor and Damage Resistance.
Dazzle is a ranged alteration attack which renders the target unable to see clearly. Attacking with Dazzle requires a successful Ranged Combat (Power Level) roll against a Ranged Combat (Agility) roll of the target, or a Ranged Combat (Agility + Power Level) roll of the target if the target has Alteration Resistance. Dazzle ignores all normal forms of protection such as armor and Damage Resistance.


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


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


To recover from Dazzle, the target must use a standard action to make a moderately difficult (DV 3) Perception (Reason) roll. If the character succeeds at this roll, they recover from being blinded.
To recover from Dazzle, the target must use a standard action to make a successful Perception (Reason) roll against a Ranged Combat (Power Level) roll of the attacker. If the target has Alteration Resistance, they add their Power Level to their roll. If the target succeeds at this roll, they recover from the Dazzle. If the target has not recovered from the Dazzle by the end of the scene, then they recover from it shortly thereafter.
If the target has not recovered from Dazzle by the end of the scene, then they recover from it shortly thereafter.


<div id="Mass Dazzle"></div>
<div id="Mass Dazzle"></div>
Line 293: Line 348:
:''Standard action''
:''Standard action''
:''Prerequisite:'' [[Bulletproof_Blues_3e_EN:Powers#Dazzle|Dazzle]]
:''Prerequisite:'' [[Bulletproof_Blues_3e_EN:Powers#Dazzle|Dazzle]]
:''Follow through powers:'' [[Bulletproof_Blues_3e_EN:Powers#Selective_Mass_Dazzle|Selective Mass Dazzle]]


Mass Dazzle is a medium range (100 m) modification attack which renders everyone within short range (10 m) of the target unable to see. Attacking with Mass Dazzle requires a successful Ranged Combat (Agility + Power Level) roll against the Ranged Combat (Agility) roll of each target in the affected area, or the Ranged Combat (Agility + Power Level) roll of a target if that target has Modification Resistance. Mass Dazzle ignores all normal forms of protection such as armor and Damage Resistance.
Mass Dazzle is a ranged, area alteration attack which renders everyone within the affected area unable to see clearly. Attacking with Mass Dazzle requires a successful Ranged Combat (Power Level) roll against a Ranged Combat (Agility) roll of each target in the affected area, or a Ranged Combat (Agility + Power Level) roll of a target if that target has Alteration Resistance. Mass Dazzle ignores all normal forms of protection such as armor and Damage Resistance.


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


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


To recover from Mass Dazzle, each target must use a standard action to make a moderately difficult (DV 3) Perception (Reason) roll. If a character succeeds at this roll, they recover from being blinded.
To recover from Mass Dazzle, each target must use a standard action to make a successful Perception (Reason) roll against a Ranged Combat (Power Level) roll of the attacker. If a target has Alteration Resistance, they add their Power Level to their roll. If a target succeeds at this roll, they recover from the Mass Dazzle. If a target has not recovered from the Mass Dazzle by the end of the scene, then they recover from it shortly thereafter.


If the targets have not recovered from Mass Dazzle by the end of the scene, then they recover from it shortly thereafter.
<div id="Selective Mass Dazzle"></div>
===Dazzle, Selective Mass===
:''Standard action''
:''Prerequisite:'' [[Bulletproof_Blues_3e_EN:Powers#Mass_Dazzle|Mass Dazzle]]
 
Selective Mass Dazzle is a ranged, area alteration attack which renders selected targets within the affected area unable to see clearly. Attacking with Selective Mass Dazzle requires a successful Ranged Combat (Power Level) roll against a Ranged Combat (Agility) roll of each selected target in the affected area, or a Ranged Combat (Agility + Power Level) roll of a target if that target has Alteration Resistance. Selective Mass Dazzle ignores all normal forms of protection such as armor and Damage Resistance.
 
Normally, a character who can't see incurs a penalty die on their Hand-to-hand Combat attack and defense rolls, a penalty die on their Ranged Combat defense rolls, and they automatically fail any Ranged Combat attack rolls. However, if the blinded character is able to locate their target to within a meter or so (by using their Hyperacuity-granted super hearing, for example), then the blinded attacker incurs a penalty die on their Ranged Combat attack rolls. A blinded character suffers no penalty on their Mental Combat defense rolls, but they automatically fail any Mental Combat attack rolls.
 
The mechanism which causes the Selective Mass Dazzle must be specified when this power is purchased. For example, a target might not be able to see because they have a layer of glue across their eyes, they might be forced to close their eyes due to a painful chemical spray, or they could be blinded by a bright light. Alternately, Selective Mass Dazzle could affect a sense other than vision. For example, a target could be rendered deaf, or unable to smell. It is also possible to use Selective Mass Dazzle against a specific unusual sense, such as Danger Sense, Clairvoyance, or Radio Communication. If so, this must be specified when this power is purchased.
 
To recover from Selective Mass Dazzle, each target must use a standard action to make a successful Perception (Reason) roll against a Ranged Combat (Power Level) roll of the attacker. If a target has Alteration Resistance, they add their Power Level to their roll. If a target succeeds at this roll, they recover from the Selective Mass Dazzle. If a target has not recovered from the Selective Mass Dazzle by the end of the scene, then they recover from it shortly thereafter.


===Density Control===
===Density Control===
:''Free action''
:''Quick action''
 
Density Control is a self-only power which permits the character to become more massive, making them stronger and tougher than normal. The effects of Density Control are based on the Power Level of the character. At Power Level 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.


Density Control permits a 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 5, the character is denser than any naturally occurring substance on Earth.
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 400 kilograms rather than their full 17 tonnes.


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 400 kilograms rather than their full 17 tonnes. A character with Density Control adds their Power Level to their combat defense rolls, but only up the level of density the character is actually using. Density Control does not stack with conventional armor or powers such as Damage Resistance.
A character with Density Control adds their Power Level to their combat defense rolls, as with the Damage Resistance power, but only up the level of density the character is actually using. Density Control does not stack with conventional armor or powers such as Force Field.


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.




{| cellpadding="4" cellspacing="1"
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Density Control
|+Table: Density Control
|- class="h1row"
|-  
! class="aligncenter"|Power Level
! class="aligncenter"|Power Level
! class="aligncenter"|Mass
! class="aligncenter"|Mass
! class="aligncenter"|Brawn
! class="aligncenter"|Brawn
|- class="oddrow"
|-  
| class="aligncenter"|1
| class="aligncenter"|1
| class="alignright"|260 kg
| class="alignright"|260 kg
| class="aligncenter"|+1
| class="aligncenter"|+1
|- class="evenrow"
|-  
| class="aligncenter"|2
| class="aligncenter"|2
| class="alignright"|550 kg
| class="alignright"|550 kg
| class="aligncenter"|+1
| class="aligncenter"|+1
|- class="oddrow"
|-  
| class="aligncenter"|3
| class="aligncenter"|3
| class="alignright"|1,700 kg
| class="alignright"|1,700 kg
| class="aligncenter"|+2
| class="aligncenter"|+2
|- class="evenrow"
|-  
| class="aligncenter"|4
| class="aligncenter"|4
| class="alignright"|5,500 kg
| class="alignright"|5,500 kg
| class="aligncenter"|+2
| class="aligncenter"|+2
|- class="oddrow"
|-  
| class="aligncenter"|5
| class="aligncenter"|5
| class="alignright"|17 t
| class="alignright"|17 t
| class="aligncenter"|+3
| class="aligncenter"|+3
|- class="evenrow"
|-  
| class="aligncenter"|6
| class="aligncenter"|6
| class="alignright"|55 t
| class="alignright"|55 t
| class="aligncenter"|+3
| class="aligncenter"|+3
|- class="oddrow"
|-  
| class="aligncenter"|7
| class="aligncenter"|7
| class="alignright"|170 t
| class="alignright"|170 t
| class="aligncenter"|+4
| class="aligncenter"|+4
|- class="evenrow"
|-  
| class="aligncenter"|8
| class="aligncenter"|8
| class="alignright"|550 t
| class="alignright"|550 t
| class="aligncenter"|+4
| class="aligncenter"|+4
|- class="oddrow"
|-  
| class="aligncenter"|9
| class="aligncenter"|9
| class="alignright"|1,700 t
| class="alignright"|1,700 t
| class="aligncenter"|+5
| class="aligncenter"|+5
|- class="evenrow"
|-  
| class="aligncenter"|10
| class="aligncenter"|10
| class="alignright"|5,500 t
| class="alignright"|5,500 t
Line 364: Line 435:


<div id="Detect Element"></div>
<div id="Detect Element"></div>
===Detect [Element]===
===Detect [Element]===
:''Standard action''
:''Standard action''
Line 369: Line 441:
[[File:BB3 Detect Element chart.png|393px]]
[[File:BB3 Detect Element chart.png|393px]]


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


===Dimensional Travel===
===Dimensional Travel===
:''Standard action''
:''Move action''


The character can traverse dimensional boundaries, visiting alternate realities and divergent time streams. Depending on the method used, the character may be able to take others with them. Survival in other realities or planes of existence may require [[Bulletproof_Blues_3e_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.
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 [[Bulletproof_Blues_3e_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===
:''Standard action''
:''Quick action''


Duplication permits a character to make identical copies of themselves. The number of duplicates is based on the Power Level of the character. These duplicates are independent characters, who each move and act separately each round. However, all of the duplicates share a single pool of Plot Points, and spend their Plot Points as a single character. Duplicates do not have any special means of communication, but if one duplicate has Mind Link, they all do.
Duplication is a self-only power which permits the character to make identical copies of themselves. The total number of duplicates is based on the Power Level of the character. These duplicates are independent characters, who each move and act separately each round. However, all of the duplicates share a single pool of Plot Points, and spend their Plot Points as a single character. Similarly, if the character with Duplication has the Extra Actions power, only one duplicate may use this extra action each turn. Duplicates do not have any special means of communication, but many characters with Duplication also buy the Telepathy power to communicate among themselves.


As long as there is more than one identical character, any duplicate which takes Endurance damage ceases to exist. By default, there is no "original" character -- the last duplicate remaining is the "original". Once the Duplication is activated, any of the identical characters may deactivate the power. When the power is deactivated, which duplicate remains behind as the "original" is generally up the player.
A character with Duplication can activate or deactivate duplicates once per turn, using a quick action. As long as there is more than one identical character, any duplicate which takes Endurance damage ceases to exist. When a duplicate is deactivated, whether voluntarily or involuntarily, its memories and knowledge are absorbed into the remaining identical characters. If a duplicate is deactivated involuntarily (due to being damaged, for example), the character may not reactivate that duplicate for the rest of the scene.


The character is not required to activate or deactivate all of their duplicates simultaneously. For example, a character with Power Level 4 could create one duplicate this round, create four more duplicates the following round, deactivate two duplicates on the third round, and so on. Duplicates last until they are deactivated or until they take any Endurance damage. When a duplicate is deactivated, its memories and knowledge are absorbed into the remaining identical characters.
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.
The specific mechanism of the Duplication can vary greatly from character to character, which may offer minor benefits and drawbacks to the character.
Line 390: Line 462:




{| cellpadding="4" cellspacing="1"
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Duplication
|+Table: Duplication
|- class="h1row"
|-  
! class="aligncenter"|Power Level
! class="aligncenter"|Power Level
! class="aligncenter"|Duplicates
! class="aligncenter"|Duplicates
|- class="oddrow"
|-  
| class="aligncenter"|1
| class="aligncenter"|1
| class="alignright"|1
| class="alignright"|2
|- class="evenrow"
|-  
| class="aligncenter"|2
| class="aligncenter"|2
| class="alignright"|2
| class="alignright"|4
|- class="oddrow"
|-  
| class="aligncenter"|3
| class="aligncenter"|3
| class="alignright"|5
| class="alignright"|8
|- class="evenrow"
|-  
| class="aligncenter"|4
| class="aligncenter"|4
| class="alignright"|11
| class="alignright"|16
|- class="oddrow"
|-  
| class="aligncenter"|5
| class="aligncenter"|5
| class="alignright"|35
| class="alignright"|32
|- class="evenrow"
|-  
| class="aligncenter"|6
| class="aligncenter"|6
| class="alignright"|110
| class="alignright"|64
|- class="oddrow"
|-  
| class="aligncenter"|7
| class="aligncenter"|7
| class="alignright"|350
| class="alignright"|125
|- class="evenrow"
|-  
| class="aligncenter"|8
| class="aligncenter"|8
| class="alignright"|1,100
| class="alignright"|250
|- class="oddrow"
|-  
| class="aligncenter"|9
| class="aligncenter"|9
| class="alignright"|3,500
| class="alignright"|500
|- class="evenrow"
|-  
| class="aligncenter"|10
| class="aligncenter"|10
| class="alignright"|11,000
| class="alignright"|1,000
|}
|}




<div id="Element Form"></div>
<div id="Element Form"></div>
===[Element] Form===
===[Element] Form===
:''Standard action''
:''Quick action''
:''Prerequisite:'' [[Bulletproof_Blues_3e_EN:Powers#Element_Immunity|[Element] Immunity]]
:''Prerequisite:'' [[Bulletproof_Blues_3e_EN:Powers#Element_Immunity|[Element] Immunity]]
:''Follow through powers:'' [[Bulletproof_Blues_3e_EN:Powers#Element_Mimicry|Element Mimicry]]
:''Follow through powers:'' [[Bulletproof_Blues_3e_EN:Powers#Element_Mimicry|Element Mimicry]]


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


When transformed into their [Element] Form, the character possesses the traits of the form or substance and gains Damage Resistance. If the force or substance is appropriate, [Element] Form may also grant the Strike power (punching with fists of stone, burning things with an electrical touch, and so on).
When transformed into their [Element] Form, the character possesses the traits of the form or substance and gains Damage Resistance. If the force or substance is appropriate, [Element] Form may also grant the Strike power (punching with fists of stone, burning things with an electrical touch, and so on).
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[[File:BB3 Element Immunity chart.png|633px]]
[[File:BB3 Element Immunity chart.png|633px]]


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


===Element Mimicry===
===Element Mimicry===
:''Standard action''
:''Quick action''
:''Prerequisite:'' [[Bulletproof_Blues_3e_EN:Powers#Element_Form|[Element] Form]]
:''Prerequisite:'' [[Bulletproof_Blues_3e_EN:Powers#Element_Form|[Element] Form]]


Element Mimicry permits the character to physically transform their body into any force or substance they touch. For example, the character could touch concrete and turn into concrete, or touch water and turn into water. The character must be in physical contact with the material in order to mimic it. If the character uses a standard action to mimic a force or substance which would injure them, such as an attack, they transform into that attack type and the attack does no damage to them. For example, a character with Element Mimicry who is shot by a laser may choose to use a standard action to transform into laser light, taking no damage from that attack (nor from any other laser attacks, while in that form).
Element Mimicry is a self-only power which permits the character to physically transform their body into any force or substance they touch. For example, the character could touch concrete and turn into concrete, or touch water and turn into water. The character must be in physical contact with the material in order to mimic it. If the character mimics a force or substance which would injure them, such as fire, they transform into that force or substance and it does no damage to them as long as they are in that form.
 
A character with Element Mimicry can change forms once per turn, using a quick action. If the character goes unconscious, the character reverts to their normal form.


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


===[Element] Wall===
===[Element] Wall===
:''Standard action''
:''Standard action''


[Element] Wall is a medium range (100 m) power which permits the character to create walls and simple geometric shapes. The specific type of force or substance of the wall must be chosen when this power is purchased. Some typical examples are air, earth, fire, water, light, darkness, force fields, electricity, magnetism, gravity, cloth, and plants. The player can pick any force or substance, subject to the GM's approval.
[Element] Wall is a ranged, area environmental power which permits the character to create walls and simple geometric shapes. The specific type of force or substance of the wall must be chosen when this power is purchased. Some typical examples are air, earth, fire, water, light, darkness, force fields, electricity, magnetism, gravity, cloth, and plants. The player can pick any force or substance, subject to the GM's approval.


Creating a simple shape with [Element] Wall (a dome, a cube, a bridge, and so on) requires a moderately difficult (DV 3) Ranged Combat (Agility + Power Level) roll. Creating more complex shapes is more difficult, with the difficulty set by the GM based on the complexity of the desired shape. For example, an intricate labyrinth would require a remarkably difficult (DV 6) Ranged Combat (Agility + Power Level) roll.
Creating a simple shape with [Element] Wall (a dome, a cube, a bridge, and so on) requires a moderately difficult (DV 3) Ranged Combat (Agility + Power Level) roll. Creating more complex shapes is more difficult, with the difficulty set by the GM based on the complexity of the desired shape. For example, an intricate labyrinth would require a remarkably difficult (DV 6) Ranged Combat (Agility + Power Level) roll.
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===Emotion Control===
===Emotion Control===
:''Standard action''
:''Standard action''
:''Follow through powers:'' [[Bulletproof_Blues_3e_EN:Powers#Mass_Hysteria|Mass Hysteria]]
:''Follow through powers:'' [[Bulletproof_Blues_3e_EN:Powers#Mass_Emotion_Control|Mass Emotion Control]]
[[File:BB3 Emotion Control chart.png|393px]]
[[File:BB3 Emotion Control chart.png|633px]]


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


Breaking free of Emotion Control requires a standard action. To break free of the Emotion Control, the target must make a successful Mental Combat (Presence) roll against the Mental Combat (Presence + Power Level) roll of the attacker. If the target has not broken free of the Emotion Control by the end of the scene, then they break free of it shortly thereafter.
To recover from Emotion Control, the target must use a standard action to make a successful Mental Combat (Presence) roll against a Mental Combat (Power Level) roll of the attacker. If the target has Mental Resistance, they add their Power Level to their roll. If the target succeeds at this roll, they 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 bonus die on their Emotion Control 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 character gains a bonus die on their Emotion Control rolls.


===Endurance Drain===
<div id="Mass Emotion Control"></div>
===Emotion Control, Mass===
:''Standard action''
:''Standard action''
:''Follow through powers:'' [[Bulletproof_Blues_3e_EN:Powers#Endurance_Drain_Ray|Endurance Drain Ray]], [[Bulletproof_Blues_3e_EN:Powers#Endurance_Theft|Endurance Theft]]
:''Prerequisite:'' [[Bulletproof_Blues_3e_EN:Powers#Emotion_Control|Emotion Control]]
[[File:BB3 Endurance Drain chart.png|633px]]
:''Follow through powers:'' [[Bulletproof_Blues_3e_EN:Powers#Selective_Mass_Emotion_Control|Selective Mass Emotion Control]]
 
Mass Emotion Control is a ranged, area mental attack which allows a character to influence the behaviour of everyone within the affected area by controlling their emotional state. The character can only instill one emotion at a time in the targets, but may instill in the targets any emotion the attacker desires. To instill an emotion in the targets, the character must succeed at a Mental Combat (Power Level) roll against a Mental Combat (Presence) roll of each target in the affected area, or a Mental Combat (Presence + Power Level) roll of a target if that target has Mental Resistance.
 
The attacker rolls once for the attack. Normally, each target in the affected area rolls individually against the attack, but if the GM prefers, she may roll once for each group of similar targets.


Endurance Drain is a close range (1 m) modification attack which inflicts damage to the target's Endurance. Attacking with Endurance Drain requires a successful Close Combat (Brawn + Power Level) roll against the Close Combat (Brawn) roll of the target, or the Close Combat (Brawn + Power Level) roll of the target if the target has Modification Resistance. If the attacker succeeds at this roll, then the target's Endurance is reduced by one (or more, if using the optional [[Bulletproof_Blues_3e_EN:Actions#SIDEBAR:_Margin_Of_Success_(Optional)|margin of success]] rules). Endurance Drain ignores all normal forms of protection such as armor and Damage Resistance.
To recover from Mass Emotion Control, each target must use a standard action to make a successful Mental Combat (Presence) roll against a Mental Combat (Power Level) roll of the attacker. If a target has Mental Resistance, they add their Power Level to their roll. If a target succeeds at this roll, they recover from the Mass Emotion Control. If a target has not recovered from the Mass Emotion Control by the end of the scene, then they recover from it shortly thereafter.


The damage from Endurance Drain is temporary. It all comes back after the fight is over, when the target has had a chance to rest and recuperate.
'''Specific Emotion:''' A character's Mass Emotion Control might be limited to a specific emotion, such as fear or loyalty. If this is the case, the character gains a bonus die on their Mass Emotion Control rolls.


===Endurance Drain Ray===
<div id="Selective Mass Emotion Control"></div>
===Emotion Control, Selective Mass===
:''Standard action''
:''Standard action''
:''Prerequisite:'' [[Bulletproof_Blues_3e_EN:Powers#Endurance_Drain|Endurance Drain]]
:''Prerequisite:'' [[Bulletproof_Blues_3e_EN:Powers#Mass_Emotion_Control|Mass Emotion Control]]
:''Follow through powers:'' [[Bulletproof_Blues_3e_EN:Powers#Endurance_Theft_Ray|Endurance Theft Ray]]


Endurance Drain Ray is a short range (10 m) modification attack which inflicts damage to the target's Endurance. Attacking with Endurance Drain Ray requires a successful Ranged Combat (Agility + Power Level) roll against the Ranged Combat (Agility) roll of the target, or the Ranged Combat (Agility + Power Level) roll of the target if the target has Modification Resistance. If the attacker succeeds at this roll, then the target's Endurance is reduced by one (or more, if using the optional [[Bulletproof_Blues_3e_EN:Actions#SIDEBAR:_Margin_Of_Success_(Optional)|margin of success]] rules). Endurance Drain Ray ignores all normal forms of protection such as armor and Damage Resistance.
Selective Mass Emotion Control is a ranged, area mental attack which allows a character to influence the behaviour of selected targets within the affected area by controlling their emotional state. The character can only instill one emotion at a time in the targets, but may instill in the targets any emotion the attacker desires. To instill an emotion in the selected targets, the character must succeed at a Mental Combat (Power Level) roll against a Mental Combat (Presence) roll of each target in the affected area, or a Mental Combat (Presence + Power Level) roll of a target if that target has Mental Resistance.


The damage from Endurance Drain Ray is temporary. It all comes back after the fight is over, when the target has had a chance to rest and recuperate.
The attacker rolls once for the attack. Normally, each target in the affected area rolls individually against the attack, but if the GM prefers, she may roll once for each group of similar targets.
 
To recover from Selective Mass Emotion Control, each target must use a standard action to make a successful Mental Combat (Presence) roll against a Mental Combat (Power Level) roll of the attacker. If a target has Mental Resistance, they add their Power Level to their roll. If a target succeeds at this roll, they recover from the Selective Mass Emotion Control. If a target has not recovered from the Selective Mass Emotion Control by the end of the scene, then they recover from it shortly thereafter.
 
'''Specific Emotion:''' A character's Selective Mass Emotion Control might be limited to a specific emotion, such as fear or loyalty. If this is the case, the character gains a bonus die on their Selective Mass Emotion Control rolls.
 
===Endurance Drain===
:''Standard action''
:''Follow through powers:'' [[Bulletproof_Blues_3e_EN:Powers#Endurance_Drain_Ray|Endurance Drain Ray]], [[Bulletproof_Blues_3e_EN:Powers#Endurance_Theft|Endurance Theft]]
[[File:BB3 Endurance Drain chart.png|633px]]
 
Endurance Drain is a hand-to-hand alteration attack which inflicts damage to the target's Endurance. Attacking with Endurance Drain requires a successful Hand-to-hand Combat (Power Level) roll against a Hand-to-hand Combat (Brawn) roll of the target, or a Hand-to-hand Combat (Brawn + Power Level) roll of the target if the target has Alteration Resistance. If the attacker succeeds at this roll, then the target's Endurance is reduced by one (or more, if using the optional [[Bulletproof_Blues_3e_EN:Actions#Margin_Of_Success_(Optional)|margin of success]] rules). Endurance Drain ignores all normal forms of protection such as armor and Damage Resistance.
 
The effects of multiple Endurance Drain attacks are cumulative, but the damage from Endurance Drain is temporary. It all comes back after the fight is over, when the target has had a chance to rest and recuperate. The damage from Endurance Drain will also return if the character with Endurance Drain goes unconscious.
 
===Endurance Drain Ray===
:''Standard action''
:''Prerequisite:'' [[Bulletproof_Blues_3e_EN:Powers#Endurance_Drain|Endurance Drain]]
:''Follow through powers:'' [[Bulletproof_Blues_3e_EN:Powers#Endurance_Theft_Ray|Endurance Theft Ray]]
 
Endurance Drain Ray is a ranged alteration attack which inflicts damage to the target's Endurance. Attacking with Endurance Drain Ray requires a successful Ranged Combat (Power Level) roll against a Ranged Combat (Agility) roll of the target, or a Ranged Combat (Agility + Power Level) roll of the target if the target has Alteration Resistance. If the attacker succeeds at this roll, then the target's Endurance is reduced by one (or more, if using the optional [[Bulletproof_Blues_3e_EN:Actions#Margin_Of_Success_(Optional)|margin of success]] rules). Endurance Drain Ray ignores all normal forms of protection such as armor and Damage Resistance.
 
The effects of multiple Endurance Drain Ray attacks are cumulative, but the damage from Endurance Drain Ray is temporary. It all comes back after the fight is over, when the target has had a chance to rest and recuperate. The damage from Endurance Drain Ray will also return if the character with Endurance Drain Ray goes unconscious.


===Endurance Theft===
===Endurance Theft===
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:''Follow through powers:'' [[Bulletproof_Blues_3e_EN:Powers#Endurance_Theft_Ray|Endurance Theft Ray]]
:''Follow through powers:'' [[Bulletproof_Blues_3e_EN:Powers#Endurance_Theft_Ray|Endurance Theft Ray]]


Endurance Theft is a close range (1 m) modification attack which allows a character to temporarily steal the target's Endurance. Attacking with Endurance Theft requires a successful Close Combat (Brawn + Power Level) roll against the Close Combat (Brawn) roll of the target, or the Close Combat (Brawn + Power Level) roll of the target if the target has Modification Resistance. If the attacker succeeds at this roll, then one rank of the target's Endurance (or more, if using the optional [[Bulletproof_Blues_3e_EN:Actions#SIDEBAR:_Margin_Of_Success_(Optional)|margin of success]] rules) is transferred from the target to the character. Endurance Theft ignores all normal forms of protection such as armor and Damage Resistance.
Endurance Theft is a hand-to-hand alteration attack which allows a character to temporarily steal the target's Endurance. Attacking with Endurance Theft requires a successful Hand-to-hand Combat (Power Level) roll against a Hand-to-hand Combat (Brawn) roll of the target, or a Hand-to-hand Combat (Brawn + Power Level) roll of the target if the target has Alteration Resistance. If the attacker succeeds at this roll, then one rank of the target's Endurance (or more, if using the optional [[Bulletproof_Blues_3e_EN:Actions#Margin_Of_Success_(Optional)|margin of success]] rules) is transferred from the target to the character. Endurance Theft ignores all normal forms of protection such as armor and Damage Resistance.


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


The damage from Endurance Theft is temporary. It all comes back after the fight is over, when the target has had a chance to rest and recuperate. The character with the Endurance Theft may also return the stolen Endurance voluntarily, of course.
The damage from Endurance Theft is temporary. It all comes back after the fight is over, when the target has had a chance to rest and recuperate. The character with the Endurance Theft may also return the stolen Endurance voluntarily, of course.
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:''Prerequisite:'' [[Bulletproof_Blues_3e_EN:Powers#Endurance_Drain_Ray|Endurance Drain Ray]] or [[Bulletproof_Blues_3e_EN:Powers#Endurance_Theft|Endurance Theft]]
:''Prerequisite:'' [[Bulletproof_Blues_3e_EN:Powers#Endurance_Drain_Ray|Endurance Drain Ray]] or [[Bulletproof_Blues_3e_EN:Powers#Endurance_Theft|Endurance Theft]]


Endurance Theft Ray is a short range (10 m) modification attack which allows a character to temporarily steal the target's Endurance. Attacking with Endurance Theft Ray requires a successful Ranged Combat (Agility + Power Level) roll against the Ranged Combat (Agility) roll of the target, or the Ranged Combat (Agility + Power Level) roll of the target if the target has Modification Resistance. If the attacker succeeds at this roll, then one rank of the target's Endurance (or more, if using the optional [[Bulletproof_Blues_3e_EN:Actions#SIDEBAR:_Margin_Of_Success_(Optional)|margin of success]] rules) is transferred from the target to the character. Endurance Theft Ray ignores all normal forms of protection such as armor and Damage Resistance.
Endurance Theft Ray is a ranged alteration attack which allows a character to temporarily steal the target's Endurance. Attacking with Endurance Theft Ray requires a successful Ranged Combat (Power Level) roll against a Ranged Combat (Agility) roll of the target, or a Ranged Combat (Agility + Power Level) roll of the target if the target has Alteration Resistance. If the attacker succeeds at this roll, then one rank of the target's Endurance (or more, if using the optional [[Bulletproof_Blues_3e_EN:Actions#Margin_Of_Success_(Optional)|margin of success]] rules) is transferred from the target to the character. Endurance Theft Ray ignores all normal forms of protection such as armor and Damage Resistance.


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


The damage from Endurance Theft Ray is temporary. It all comes back after the fight is over, when the target has had a chance to rest and recuperate. The character with the Endurance Theft Ray may also return the stolen Endurance voluntarily, of course.
The damage from Endurance Theft Ray is temporary. It all comes back after the fight is over, when the target has had a chance to rest and recuperate. The character with the Endurance Theft Ray may also return the stolen Endurance voluntarily, of course.
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===Environmental Control===
===Environmental Control===
:''Standard action''
:''Standard action''
:''Follow through powers:'' [[Bulletproof_Blues_3e_EN:Powers#Great_Environmental_Control|Great Environmental Control]]
[[File:BB3 Environmental Control chart.png|633px]]


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


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


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


<div id="Great Environmental Control"></div>
===Environmental Immunity===
===Environmental Control, Great===
:''Constant''
:''Standard action''
:''Prerequisite:'' [[Bulletproof_Blues_3e_EN:Powers#Environmental_Control|Environmental Control]]
:''Follow through powers:'' [[Bulletproof_Blues_3e_EN:Powers#Vast_Environmental_Control|Vast Environmental Control]]


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


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


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 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.


'''Limited type of environment:''' A character's Great Environmental Control might be limited to a specific type of environment, such as making it cold or establishing an intense magnetic field. If this is the case, the character gains a bonus die on their Great Environmental Control rolls.
For more details on the effects of the environment on a character, see [[Bulletproof_Blues_3e_EN:GM_Resources#Hostile_Environments|Hostile Environments]] in the GM Resources chapter.


<div id="Vast Environmental Control"></div>
===Etheric Travel===
===Environmental Control, Vast===
:''Move action''
:''Standard action''
:''Prerequisite:'' [[Bulletproof_Blues_3e_EN:Powers#Great_Environmental_Control|Great Environmental Control]]


Vast Environmental Control is an extreme range (10 km) power which allows the character to alter the temperature, humidity, and illumination within long range (1,000 m) of the target. For example, the character could illuminate a dark area, warm a cold area, or make it cloudy on a sunny day. Using Vast Environmental Control typically requires a moderately difficult (DV 3) Ranged Combat (Reason + Power Level) roll, but the difficulty may be higher if the change from current conditions is particularly drastic. For example, causing a blizzard on a hot summer day would require a remarkably difficult (DV 6) Ranged Combat (Reason + Power Level) roll. If the new environment is relatively normal for the time and place, no roll should be necessary.
Etheric Travel is a self-only power which permits the character to detach their consciousness from their physical body and travel to anywhere on Earth, leaving their physical body behind. The character must succeed at a moderately difficult (DV 3) Piloting (Reason + Power Level) roll to navigate to a specific location. While using Etheric Travel, the consciousness of the traveler is typically invisible, but those who possess extraordinary spiritual or magical awareness may be able to see the traveler's "etheric body". The "etheric body" of the traveler does not require the Environmental Immunity power to survive in the upper atmosphere or under water, and is usually unable to interact with the world around them, although they may converse with anyone capable of perceiving them. While the "etheric body" is separated from the character's physical body, their physical body appears to be in a comatose state, and the traveler is unaware of anything happening to or around their physical form. Etheric Travel is a plot dependent power and may not always be available, at the GM's discretion.


Vast Environmental Control may not be used to duplicate effects of other powers, such as Dazzle.
===Extra Actions===
:''Quick action''


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.
Extra Actions is a self-only power which permits the character to take one additional [[Bulletproof_Blues_3e_EN:Actions#Types_Of_Actions|move action or standard action]] during their turn.


'''Limited type of environment:''' A character's Vast Environmental Control might be limited to a specific type of environment, such as making it cold or establishing an intense magnetic field. If this is the case, the character gains a bonus die on their Vast Environmental Control rolls.
The number of additional actions the character may use is equal to their Power Level. Once an additional action has been used, it may not be used again during that scene.


===Environmental Immunity===
===Flight===
:''Constant''
:''Move action''
:''Follow through powers:'' [[Bulletproof_Blues_3e_EN:Powers#Mass_Flight|Mass Flight]], [[Bulletproof_Blues_3e_EN:Powers#Super-flight|Super-flight]]
[[File:BB3 Flight chart.png|633px]]


Environmental Immunity permits the character to survive in environments and conditions that would impair or even kill normal people. This includes unusual or even poisonous atmospheres, such as underwater or in methane. It also includes environments of extreme cold, extreme heat, and intense ionizing radiation. The character may sleep or eat if they want to, but they suffer no ill effect from lack of food or sleep. Furthermore, the character is unaffected by infectious viruses, bacteria, chemical and biological poisons, toxins, and so on.
Flight is a self-only power which permits the character to fly through the air or through a vacuum. For example, the character might have wings, they might wear a jetpack, or they may just be able to fly through sheer force of will. The character's base move, double move, and all-out move while flying are based on their Agility.


The benefit provided by Environmental Immunity is ambient and highly plot dependent: it does not normally protect the character from attacks or from direct forms of damage. Being able to withstand extreme heat and exposure to the blazing desert sun does not mean that a character is immune to a fire blast. A good rule of thumb is that if the character is being attacked with it, the character is not immune to it.
'''Defying Gravity:''' Rather than flying, some characters run so fast that they can run along any surface without falling, even bodies of water or the underside of bridges. If they stop running, of course, gravity takes over.
 
'''Specific environment:''' Some characters have a more limited form of Environmental Immunity, granting them the ability to survive only in a very specific environment. Some specific immunities a player may choose are extreme cold, extreme heat, poisons, pressure, radiation, sleep deprivation, starvation, suffocation, and vacuum. If the player wishes, their character's immunity may be restricted even further. For example, a character with Environmental Immunity can normally survive without needing to breathe at all. However, if it makes more sense for the character to be able to breath in just one unusual environment, such as underwater or in methane, they may choose that option instead.
 
For more details on the effects of the environment on a character, see [[Bulletproof_Blues_3e_EN:Actions#The_Environment|Environment]].
 
===Etheric Travel===
:''Standard action''
 
The character can detach their consciousness from their physical body and travel to anywhere on Earth, leaving their physical body behind. The character must succeed at a moderately difficult (DV 3) Piloting (Reason + Power Level) roll to navigate to a specific location. While using Etheric Travel, the consciousness of the traveler is typically invisible, but those who possess extraordinary spiritual or magical awareness may be able to see the traveler's "etheric body". The "etheric body" of the traveler does not require the Environmental Immunity power to survive in the upper atmosphere or under water, and is usually unable to interact with the world around them, although they may converse with anyone capable of perceiving them. While the "etheric body" is separated from the character's physical body, their physical body appears to be in a comatose state, and the traveler is unaware of anything happening to or around their physical form. Etheric Travel is a plot dependent power and may not always be available, at the GM's discretion.
 
===Extra Actions===
:''Constant''
 
A character with the Extra Actions power may take an additional [[Bulletproof_Blues_3e_EN:Actions#Actions|action]] at the end of a round, such as a movement action or a standard action. The character's additional action is resolved after all other rolls are resolved that round.
 
During each game session, the number of additional actions the character may use is equal to their Power Level. Once an additional action has been used, it may not be used again in that game session. The player may wait until the end of the round before deciding whether their character will use an additional action.
 
===Flight===
:''Movement action''
 
[[File:Firefly.jpg|right|thumb|Firefly]]
 
Flight allows a character to fly through the air or through a vacuum. For example, the character might have wings, they might wear a jetpack, or they may just be able to fly through sheer force of will. The character's Power Level is added to their Agility for the purpose of determining their base move, double move, and all-out move while flying.
 
'''Defying Gravity:''' Rather than flying, the character runs so fast that they can run along any surface without falling, even bodies of water or the underside of bridges. If they stop running, of course, gravity takes over.


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




{| cellpadding="4" cellspacing="1"
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Flight
|+Table: Flight
|- class="h1row"
|-  
! class="aligncenter"|Agility + Power Level
! class="aligncenter"|Agility
! class="aligncenter"|Fly
! class="aligncenter"|Fly
! class="aligncenter"|Double Move
! class="aligncenter"|Double Move
! class="aligncenter"|All-out Move
! class="aligncenter"|All-out Move
! class="aligncenter"|kph
! class="aligncenter"|km/h
|- class="oddrow"
|-
| class="aligncenter"|1
| class="aligncenter"|1
| class="alignright"|2 m
| class="alignright"|2 m
| class="alignright"|4 m
| class="alignright"|4 m
| class="alignright"|12 m
| class="alignright"|12 m
| class="alignright"|7 kph
| class="alignright"|7 km/h
|- class="evenrow"
|-
| class="aligncenter"|2
| class="aligncenter"|2
| class="alignright"|4 m
| class="alignright"|4 m
| class="alignright"|8 m
| class="alignright"|8 m
| class="alignright"|24 m
| class="alignright"|24 m
| class="alignright"|14 kph
| class="alignright"|14 km/h
|- class="oddrow"
|-
| class="aligncenter"|3
| class="aligncenter"|3
| class="alignright"|7 m
| class="alignright"|7 m
| class="alignright"|14 m
| class="alignright"|14 m
| class="alignright"|42 m
| class="alignright"|42 m
| class="alignright"|25 kph
| class="alignright"|25 km/h
|- class="evenrow"
|-
| class="aligncenter"|4
| class="aligncenter"|4
| class="alignright"|13 m
| class="alignright"|13 m
| class="alignright"|26 m
| class="alignright"|26 m
| class="alignright"|78 m
| class="alignright"|78 m
| class="alignright"|47 kph
| class="alignright"|47 km/h
|- class="oddrow"
|-
| class="aligncenter"|5
| class="aligncenter"|5
| class="alignright"|40 m
| class="alignright"|40 m
| class="alignright"|80 m
| class="alignright"|80 m
| class="alignright"|240 m
| class="alignright"|240 m
| class="alignright"|140 kph
| class="alignright"|140 km/h
|- class="evenrow"
|-
| class="aligncenter"|6
| class="aligncenter"|6
| class="alignright"|130 m
| class="alignright"|130 m
| class="alignright"|260 m
| class="alignright"|260 m
| class="alignright"|780 m
| class="alignright"|780 m
| class="alignright"|470 kph
| class="alignright"|470 km/h
|- class="oddrow"
|-
| class="aligncenter"|7
| class="aligncenter"|7
| class="alignright"|400 m
| class="alignright"|400 m
| class="alignright"|800 m
| class="alignright"|800 m
| class="alignright"|2,400 m
| class="alignright"|2,400 m
| class="alignright"|1,400 kph
| class="alignright"|1,400 km/h
|- class="evenrow"
|-
| class="aligncenter"|8
| class="aligncenter"|8
| class="alignright"|1,300 m
| class="alignright"|1,300 m
| class="alignright"|2,600 m
| class="alignright"|2,600 m
| class="alignright"|7,800 m
| class="alignright"|7,800 m
| class="alignright"|4,700 kph
| class="alignright"|4,700 km/h
|- class="oddrow"
|-
| class="aligncenter"|9
| class="aligncenter"|9
| class="alignright"|4 km
| class="alignright"|4 km
| class="alignright"|8 km
| class="alignright"|8 km
| class="alignright"|24 km
| class="alignright"|24 km
| class="alignright"|14,000 kph
| class="alignright"|14,000 km/h
|- class="evenrow"
|-
| class="aligncenter"|10
| class="aligncenter"|10
| class="alignright"|13 km
| class="alignright"|13 km
| class="alignright"|26 km
| class="alignright"|26 km
| class="alignright"|78 km
| class="alignright"|78 km
| class="alignright"|47,000 kph
| class="alignright"|47,000 km/h
|- class="oddrow"
|}
| class="aligncenter"|11
 
| class="alignright"|40 km
<div id="Mass Flight"></div>
| class="alignright"|80 km
 
| class="alignright"|240 km
===Flight, Mass===
| class="alignright"|140,000 kph
:''Move action''
|- class="evenrow"
:''Prerequisite:'' [[Bulletproof_Blues_3e_EN:Powers#Flight|Flight]]
| class="aligncenter"|12
:''Follow through powers:'' [[Bulletproof_Blues_3e_EN:Powers#Selective_Mass_Flight|Selective Mass Flight]]
| class="alignright"|130 km
 
| class="alignright"|260 km
Mass Flight is a self-only, area power which permits the character to take everyone within the affected area with them when they fly.
| class="alignright"|780 km
 
| class="alignright"|470,000 kph
A character with Mass Flight does not have to use it at full power. They may fly with everyone within 1 meter, 10 meters, or anywhere up to their maximum area.
|- class="oddrow"
 
| class="aligncenter"|13
<div id="Selective Mass Flight"></div>
| class="alignright"|400 km
===Flight, Selective Mass===
| class="alignright"|800 km
:''Move action''
| class="alignright"|2,400 km
:''Prerequisite:'' [[Bulletproof_Blues_3e_EN:Powers#Mass_Flight|Mass Flight]]
| class="alignright"|1,400,000 kph
 
|- class="evenrow"
Selective Mass Flight is a self-only, area power which permits the character to take everyone within the affected area with them when they fly. Furthermore, it allows the character with the Selective Mass Flight to select who within that area is taken with them, and who is not.
| class="aligncenter"|14
 
| class="alignright"|1,300 km
A character with Selective Mass Flight does not have to use it at full power. They may fly with selected individuals within 1 meter, 10 meters, or anywhere up to their maximum area.
| class="alignright"|2,600 km
 
| class="alignright"|7,800 km
===Force Field===
| class="alignright"|4,700,000 kph
:''Quick action''
|- class="oddrow"
:''Follow through powers:'' [[Bulletproof_Blues_3e_EN:Powers#Bulletproof|Bulletproof]]
| class="aligncenter"|15
 
| class="alignright"|4,000 km
Force Field is a self-only power which provides protection against normal damage. A character with Force Field adds their Power Level to their combat defense rolls. Force Field is not effective against mental attacks and alteration attacks. Force Field does not stack with conventional armor or powers such as Damage Resistance.
| class="alignright"|8,000 km
 
| class="alignright"|24,000 km
A character with a Force Field may extend their force field to another person (or person-sized object) by touching them. The Force Field then protects both characters, but only as long as the character with the Force Field is touching the second character.
| class="alignright"|14,000,000 kph
 
|- class="evenrow"
Unlike Damage Resistance, a Force Field must be activated: if the character goes unconscious, the power turns off. The character may also turn off their Force Field voluntarily, of course.
| class="aligncenter"|16
 
| class="alignright"|13,000 km
===Growth===
| class="alignright"|26,000 km
:''Quick action''
| class="alignright"|78,000 km
 
| class="alignright"|47,000,000 kph
Growth is a self-only power which permits the character to become physically larger, making them stronger and more massive than normal. The effects of Growth are based on the Power Level of the character. At Power Level 8 and above, the character's hands are so large that they strike entire areas rather than individuals.
|- class="oddrow"
 
| class="aligncenter"|17
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.
| class="alignright"|40,000 km
| class="alignright"|80,000 km
| class="alignright"|240,000 km
| class="alignright"|140,000,000 kph
|- class="evenrow"
| class="aligncenter"|18
| class="alignright"|130,000 km
| class="alignright"|260,000 km
| class="alignright"|780,000 km
| class="alignright"|470,000,000 kph
|- class="oddrow"
| class="aligncenter"|19
| class="alignright"|400,000 km
| class="alignright"|800,000 km
| class="alignright"|2,400,000 km
| class="alignright"|0.99 c
|- class="evenrow"
| class="aligncenter"|20
| class="alignright"|1,300,000 km
| class="alignright"|2,600,000 km
| class="alignright"|7,800,000 km
| class="alignright"|0.9999 c
|}


A character with Growth does not have to use it at full power. A character who has Power Level 5, for example, could elect to be merely 3 meters tall rather than their full 20 meters.


===Force Field===
When a character using 8 or more ranks of Growth makes a Hand-to-hand Combat attack roll, everyone within short range (10 m) of the target must make a Hand-to-hand Combat (Brawn) roll against the attack. Normally, each target in the affected area rolls individually against the attack, but if the GM prefers, she may roll once for a group of similar targets.
:''Free action''


Force Field provides protection against normal damage. A character with Force Field adds their Power Level to their combat defense rolls. Force Field is not effective against mental attacks and modification attacks. Force Field does not stack with conventional armor or powers such as Damage Resistance.


A character with a Force Field may extend their force field to another person (or person-sized object) by touching them. The Force Field then protects both characters, but only as long as the character with the Force Field is touching the second character.
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
 
|+Table: Growth
Unlike Damage Resistance, a Force Field must be activated: if the character goes unconscious, the power turns off. The character may also turn off their Force Field voluntarily, of course.
|-  
 
===Growth===
:''Free action''
 
Growth permits a character to become physically larger, making them stronger and more massive than normal. The effects of Growth are based on the Power Level of the character. At Power Level 9 and above, the character's hands are so large that they strike entire areas rather than individuals.
 
When a character using 9 or more ranks of Growth makes a Close Combat attack roll, everyone within short range (10 m) of the target must make a Close Combat (Brawn) roll against the attack. Normally, each target in the affected area rolls individually against the attack, but if the GM prefers, she may roll once for a group of similar targets.
 
A character with Growth does not have to use it at full power. A character who has Power Level 5, for example, could elect to be merely 4 meters tall rather than their full 15 meters.
 
 
{| cellpadding="4" cellspacing="1"
|+Table: Growth
|- class="h1row"
! class="aligncenter"|Power Level
! class="aligncenter"|Power Level
! class="aligncenter"|Height
! class="aligncenter"|Height
Line 748: Line 787:
! class="aligncenter"|Mass
! class="aligncenter"|Mass
! class="aligncenter"|Brawn
! class="aligncenter"|Brawn
|- class="oddrow"
|-  
| class="aligncenter"|1
| class="aligncenter"|1
| class="alignright"|3 m
| class="alignright"|1 m
| class="alignright"|550 kg
| class="aligncenter"|+1
|- class="evenrow"
| class="aligncenter"|2
| class="alignright"|5 m
| class="alignright"|5 m
| class="alignright"|2 m
| class="alignright"|2 m
| class="alignright"|1,700 kg
| class="alignright"|1,700 kg
| class="aligncenter"|+1
| class="aligncenter"|+1
|- class="oddrow"
|-  
| class="aligncenter"|3
| class="aligncenter"|2
| class="alignright"|7 m
| class="alignright"|7 m
| class="alignright"|3 m
| class="alignright"|3 m
| class="alignright"|5,500 kg
| class="alignright"|5,500 kg
| class="aligncenter"|+2
| class="aligncenter"|+1
|- class="evenrow"
|-  
| class="aligncenter"|4
| class="aligncenter"|3
| class="alignright"|10 m
| class="alignright"|10 m
| class="alignright"|5 m
| class="alignright"|5 m
| class="alignright"|17 t
| class="alignright"|17 t
| class="aligncenter"|+2
| class="aligncenter"|+2
|- class="oddrow"
|-  
| class="aligncenter"|5
| class="aligncenter"|4
| class="alignright"|15 m
| class="alignright"|15 m
| class="alignright"|7 m
| class="alignright"|7 m
| class="alignright"|55 t
| class="alignright"|55 t
| class="aligncenter"|+3
| class="aligncenter"|+2
|- class="evenrow"
|-  
| class="aligncenter"|6
| class="aligncenter"|5
| class="alignright"|20 m
| class="alignright"|20 m
| class="alignright"|10 m
| class="alignright"|10 m
| class="alignright"|170 t
| class="alignright"|170 t
| class="aligncenter"|+3
| class="aligncenter"|+3
|- class="oddrow"
|-  
| class="aligncenter"|7
| class="aligncenter"|6
| class="alignright"|30 m
| class="alignright"|30 m
| class="alignright"|15 m
| class="alignright"|15 m
| class="alignright"|550 t
| class="alignright"|550 t
| class="aligncenter"|+4
| class="aligncenter"|+3
|- class="evenrow"
|-  
| class="aligncenter"|8
| class="aligncenter"|7
| class="alignright"|50 m
| class="alignright"|50 m
| class="alignright"|25 m
| class="alignright"|25 m
| class="alignright"|1,700 t
| class="alignright"|1,700 t
| class="aligncenter"|+4
| class="aligncenter"|+4
|- class="oddrow"
|-  
| class="aligncenter"|9
| class="aligncenter"|8
| class="alignright"|70 m
| class="alignright"|70 m
| class="alignright"|35 m
| class="alignright"|35 m
| class="alignright"|5,500 t
| class="alignright"|5,500 t
| class="aligncenter"|+5
| class="aligncenter"|+4
|- class="evenrow"
|-  
| class="aligncenter"|10
| class="aligncenter"|9
| class="alignright"|100 m
| class="alignright"|100 m
| class="alignright"|50 m
| class="alignright"|50 m
| class="alignright"|17,000 t
| class="alignright"|17,000 t
| class="aligncenter"|+5
|-
| class="aligncenter"|10
| class="alignright"|150 m
| class="alignright"|75 m
| class="alignright"|55,000 t
| class="aligncenter"|+5
| class="aligncenter"|+5
|}
|}


===Haste===
===Haste===
:''Standard action''
:''Standard action''


Haste allows the character to perform everyday tasks at a rate much faster than usual. The character's Power Level is added to their Agility for the purpose of determining the time it takes to complete a task. For example, a character with Haste and a combined Power Level and Agility of 6 could accomplish a 15 minute task in 8 seconds.
Haste is a self-only power which permits the character to perform everyday tasks at a rate much faster than usual. The character's ability to perform mundane tasks extraordinarily quickly is based on their Power Level. For example, a typical book takes about 5 hours to read. A character with Power Level 4 could read it in 2 minutes (5 hours = 300 minutes, 300 minutes / 160 = 2 minutes).


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




{| cellpadding="4" cellspacing="1"
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Haste
|+Table: Haste
|- class="h1row"
|-  
! class="aligncenter"|Agility + Power Level
! class="aligncenter"|Power Level
! class="aligncenter"|Multiplier
! class="aligncenter"|Multiplier
|- class="oddrow"
|-  
| class="aligncenter"|1
| class="aligncenter"|1
| class="alignright"|1
| class="alignright"|20
|- class="evenrow"
|-  
| class="aligncenter"|2
| class="aligncenter"|2
| class="alignright"|2
| class="alignright"|40
|- class="oddrow"
|-  
| class="aligncenter"|3
| class="aligncenter"|3
| class="alignright"|5
| class="alignright"|80
|- class="evenrow"
|-  
| class="aligncenter"|4
| class="aligncenter"|4
| class="alignright"|11
| class="alignright"|160
|- class="oddrow"
|-  
| class="aligncenter"|5
| class="aligncenter"|5
| class="alignright"|35
| class="alignright"|320
|- class="evenrow"
|-  
| class="aligncenter"|6
| class="aligncenter"|6
| class="alignright"|110
| class="alignright"|640
|- class="oddrow"
|-  
| class="aligncenter"|7
| class="aligncenter"|7
| class="alignright"|350
| class="alignright"|1,250
|- class="evenrow"
|-  
| class="aligncenter"|8
| class="aligncenter"|8
| class="alignright"|1,100
| class="alignright"|2,500
|- class="oddrow"
|-  
| class="aligncenter"|9
| class="aligncenter"|9
| class="alignright"|3,500
| class="alignright"|5,000
|- class="evenrow"
|-  
| class="aligncenter"|10
| class="aligncenter"|10
| class="alignright"|11,000
| class="alignright"|10,000
|- class="oddrow"
| class="aligncenter"|11
| class="alignright"|35,000
|- class="evenrow"
| class="aligncenter"|12
| class="alignright"|110,000
|- class="oddrow"
| class="aligncenter"|13
| class="alignright"|350,000
|- class="evenrow"
| class="aligncenter"|14
| class="alignright"|1,100,000
|- class="oddrow"
| class="aligncenter"|15
| class="alignright"|3,500,000
|- class="evenrow"
| class="aligncenter"|16
| class="alignright"|11,000,000
|- class="oddrow"
| class="aligncenter"|17
| class="alignright"|35,000,000
|- class="evenrow"
| class="aligncenter"|18
| class="alignright"|110,000,000
|- class="oddrow"
| class="aligncenter"|19
| class="alignright"|350,000,000
|- class="evenrow"
| class="aligncenter"|20
| class="alignright"|1,100,000,000
|}
|}


===Healing===
===Healing===
:''Standard action''
:''Standard action''


Healing is a close range (1 m) power which restores lost Endurance. The character with Healing may use a standard action to attempt a moderately difficult (DV 3) Medicine (Brawn + Power Level) roll to heal the victim's injuries. If the character succeeds at this roll, then one Endurance is restored to the victim (or more, if using the optional [[Bulletproof_Blues_3e_EN:Actions#SIDEBAR:_Margin_Of_Success_(Optional)|margin of success]] rules).
Healing is a hand-to-hand alteration power which restores lost Endurance. The character with Healing may use a standard action to attempt a moderately difficult (DV 3) Medicine (Power Level) roll to heal the victim's injuries. If the character succeeds at this roll, then one Endurance is restored to the victim (or more, if using the optional [[Bulletproof_Blues_3e_EN:Actions#Margin_Of_Success_(Optional)|margin of success]] rules).


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


===Hold===
===Hold===
:''Standard action''
:''Standard action''


Hold is a medium range (100 m) normal attack which prevents the target from moving or taking any [[Bulletproof_Blues_3e_EN:Actions|actions]] other than trying to break out of it. Attacking with Hold requires a successful Ranged Combat (Agility + Power Level) roll against the Ranged Combat (Agility) roll of the target. The mechanism which causes the Hold must be specified when this power is purchased. For example, the target might be entangled in webs, encased in ice, bound by rings of magical force, or they could be paralyzed by some form of toxic gas.
Hold is a ranged special attack which prevents the target from moving or taking any [[Bulletproof_Blues_3e_EN:Actions|actions]] other than trying to break out of it. Attacking with Hold requires a successful Ranged Combat (Power Level) roll against a Ranged Combat (Agility) roll of the target. Hold ignores all normal forms of protection such as armor and Damage Resistance. The mechanism which causes the Hold must be specified when this power is purchased. For example, the target might be entangled in webs, encased in ice, or bound by rings of magical force.
 
A character under the effects of Hold is not helpless, but they can't use any move actions until they break free of the power. A restrained character incurs a penalty die on all rolls other than rolls to escape the Hold.
 
To break free of Hold, the restrained character must use a standard action to make a successful Hand-to-hand Combat (Brawn) roll against a Ranged Combat (Power Level) roll 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.


A character under the effects of Hold is not helpless, but they can't use any movement actions until they break free of the power. Attacking a character affected by Hold is easier, and their attacks are easier to avoid: they incur a penalty die on all attack rolls, defense rolls, and skill rolls while under the effects of Hold.
Another character may also attempt to aid the restrained character. To break a restrained character free of Hold, another character must use a standard action to make a successful Hand-to-hand Combat or Ranged Combat roll (using Blast or Strike, for example) against a Ranged Combat (Power Level) roll of the original attacker. If the character aiding the restrained character succeeds at this roll, the restrained character is broken free of the Hold.


Breaking free of Hold requires a standard action. To break free of Hold, the target must make a successful Athletics (Brawn) roll, or an Athletics (Brawn + Power Level) roll if the held character has Strike, against the Ranged Combat (Agility + Power Level) roll of the attacker. If the character has not broken out of Hold by the end of the scene, then they break out 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===
===Hyperacuity===
:''Constant''
:''Free action''


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


===Illusion===
===Illusion===
:''Standard action''
:''Standard action''


The Illusion power permits the character to create realistic three-dimensional phantasms anywhere within medium range (100 m), complete with all associated sensory accompaniment. An illusory lion will roar, illusory snow will feel cold and wet, and so on.
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 3) Deception (Presence + Power Level) roll. Creating more complex shapes requires a more difficult roll, with the difficulty set by the GM based on the complexity of the desired illusion. For example, a windmill, a lion, or other moving shape would require a remarkably difficult (DV 6) Deception (Presence + Power Level) roll, while a city square with moving cars, bicycles, and dozens of people would require an extremely difficult (DV 9) Deception (Presence + Power Level) roll.
Creating a simple, immobile illusion (a wall, a bridge, and so on) requires a moderately difficult (DV 3) Deception (Presence + Power Level) roll. Creating more complex shapes requires a more difficult roll, with the difficulty set by the GM based on the complexity of the desired illusion. For example, a windmill, a lion, or other moving shape would require a remarkably difficult (DV 6) Deception (Presence + Power Level) roll, while a city square with moving cars, bicycles, and dozens of people would require an extremely difficult (DV 9) Deception (Presence + Power Level) roll.
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Anyone who observes an Illusion and who has a good reason to suspect its true nature may attempt a Perception (Reason) roll against the creator's Deception (Presence + Power Level) roll. If the Perception (Reason) roll succeeds, the observer sees the Illusion for what it is, and may respond appropriately.
Anyone who observes an Illusion and who has a good reason to suspect its true nature may attempt a Perception (Reason) roll against the creator's Deception (Presence + Power Level) roll. If the Perception (Reason) roll succeeds, the observer sees the Illusion for what it is, and may respond appropriately.


'''It's All In Your Mind:''' Normally, the sights and sounds created by the Illusion power can be recorded, seen on cameras, and so on. However, some characters' illusions only affect sentient creatures: cameras and robots do not perceive the illusions, nor do the illusions appear in mirrors. Characters with Mental Resistance may add their Power Level to their rolls to see through mental Illusions.
'''It's All In Your Mind:''' Normally, the sights and sounds created by the Illusion power can be recorded, seen on cameras, and so on. However, some characters' illusions only affect sentient creatures: cameras and nonsentient robots do not perceive the illusions at all. However, victims of these mental Illusions can be injured by them. Protection powers such as Damage Resistance and Force Field are as effective against these illusory attacks as they would be against the real thing. The damage inflicted can even "kill" the target (rendering them unconscious), but in fact any damage inflicted is [[Bulletproof_Blues_3e_EN:Actions#Stunning|stunning]], and therefore temporary. Characters with Mental Resistance may add their Power Level to their Perception (Reason) rolls to see through such hallucinations.


===Immortality===
===Immortality===
:''Constant''
:''Constant''


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


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


'''Death Is Preferable:''' Normally, an immortal character stops aging when they reach physical maturity, or shortly thereafter. However, some immortal characters continue to age (albeit at a slower rate), becoming gnarled and withered as the years pass. Such a character looks and feels ancient, although they may still be physically powerful.
'''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.
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===Intangibility===
===Intangibility===
:''Free action''
:''Quick action''
 
Intangibility is a self-only power which permits the character to move through solid matter as though through water, leaving no trace of their passage. For example, Intangibility could represent a character who is able to control their molecular density, a character who vibrates at a different frequency, or even a character whose body can turn into radiant energy.


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


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


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


'''Loophole:''' The character has a power which affects the world normally while they are intangible. However, the character must also define an attack type which affects them normally while they are intangible.
'''Loophole:''' The character has a power which affects the world normally while they are intangible. However, the character must also define a reasonably common attack type which affects them normally while they are intangible (fire, iron, etc.).


===Invisibility===
===Invisibility===
:''Free action''
:''Quick action''
 
Invisibility is a self-only power which permits the character to become difficult to perceive. For example, the character might become transparent, they might bend light around them, or they may blend into their surroundings by modulating chromatophores in their skin. However the effect is achieved, the character is hidden from normal senses unless someone is actively looking for them or there is some environmental circumstance that might reveal the character's location.
 
In hand-to-hand combat, a character who can't see their opponent incurs a penalty die on their attack and defense rolls. In ranged combat, a character who can't see their opponent incurs a penalty die on their defense rolls, but they usually fail any ranged attack rolls or mental attack rolls against an invisible character. However, if the invisible character has used an attack during the current or previous rounds, then an attacker may make ranged attack rolls against the invisible character, but they incur a penalty die on their attack rolls.


Invisibility allows the character to become difficult to perceive. For example, the character might become transparent, they might bend light around them, or they may blend into their surroundings by modulating chromatophores in their skin. However the effect is achieved, the character is hidden from normal senses unless someone is actively looking for them or there is some environmental circumstance that might reveal the character's location. If an attacker can't see the defender, the attacker incurs a penalty die. Conversely, if a defender can't see the attacker, the defender incurs a penalty die.
If someone is actively looking for the character, perhaps by isolating their heat signature or tracking them by scent, the person trying to locate the invisible character must use a quick action to make a successful Perception (Reason) roll against the invisible character's Stealth (Agility + Power Level) roll. A character with Clairvoyance or Hyperacuity may add their Power Level to their Reason when attempting to notice a character using Invisibility. If an environmental circumstance might reveal the character's location, the person trying to locate the invisible character gains a bonus die on their Perception (Reason) roll. For example, fog might reveal an invisible character's outline, or fresh snow might reveal their footprints. If the person trying to locate the invisible character succeeds at this roll, then they may make ranged attack rolls against the invisible character, but they incur a penalty die on their attack rolls.


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


The character may make another person (or person-sized object) invisible by touching the other person, but only as long as the character with the Invisibility is touching the second character.
The 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.
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'''Permanent:''' Invisibility usually must be activated: if the character goes unconscious, the power turns off. The character may also turn off their Invisibility voluntarily. However, some characters are unable to turn off their Invisibility; they remain invisible even if rendered unconscious.
'''Permanent:''' Invisibility usually must be activated: if the character goes unconscious, the power turns off. The character may also turn off their Invisibility voluntarily. However, some characters are unable to turn off their Invisibility; they remain invisible even if rendered unconscious.


===Machine Control===
===Mental Resistance===
:''Standard action''
:''Constant''


Machine Control is a short range (10 m) power which allows a character to mentally control electronic and mechanical machines. To mentally control a machine, the character must succeed at a moderately difficult (DV 3) Manipulation (Presence + Power Level) roll.
Mental Resistance is a self-only power which makes the character resistant to mental attacks and unnatural coercion. A character with Mental Resistance adds their Power Level to their Mental Combat defense rolls.


Controlled machines operate independently of the character controlling them. Giving a new mental command to the controlled machine requires a free action. The Brawn, Agility, and Endurance of the machine is equal to the Power Level of the character controlling it. Animated machines have a very limited form of intelligence, with Reason and Presence of 1. The specific details of the how the machine moves and attacks vary depending on the machine itself: an animated soda machine can hop very slowly and shoot out cans of soda, a bulldozer can roll and demolish buildings, and so on.
===Mind Blast===
:''Standard action''
:''Follow through powers:'' [[Bulletproof_Blues_3e_EN:Powers#Mass_Mind_Blast|Mass Mind Blast]]
[[File:BB3 Mind Blast chart.png|633px]]


Controlled machines can also be made to perform their ordinary purpose, such as making an automatic teller machine spit out money, or making a computer terminal display information from a database. If there is no significant security in place, no roll is necessary for this. If the character is trying to circumvent security or break into a computer system, the character may attempt a Computing roll using either their Reason or their Power Level, whichever is greater, against the power level (PL) of the security.
Mind Blast is a ranged mental attack which inflicts "stunning" damage. The Mind Blast is typically some form of psychic attack, but it could also be sound, electricity, cold, or even bacteria, and this must be chosen when the Mind Blast power is purchased. Attacking with Mind Blast requires a successful Mental Combat (Power Level) roll against a Mental Combat (Presence) roll of the target, or a Mental Combat (Presence + Power Level) roll of the target if the target has Mental Resistance. If the attacker succeeds at this roll, then the target's Endurance is reduced by one (or more, if using the optional [[Bulletproof_Blues_3e_EN:Actions#Margin_Of_Success_(Optional)|margin of success]] rules). Mind Blast ignores all normal forms of protection such as armor and Damage Resistance. Mind Blast only affects sentient creatures: robots, machinery, and animated objects are unaffected by Mind Blast.


The effects of Machine Control last until the end of the scene.
Damage from Mind Blast is temporary. Record it separately; it all comes back after the fight is over, when the character has had a chance to rest and recuperate.


===Mass Hysteria===
<div id="Mass Mind Blast"></div>
===Mind Blast, Mass===
:''Standard action''
:''Standard action''
:''Prerequisite:'' [[Bulletproof_Blues_3e_EN:Powers#Emotion_Control|Emotion Control]]
:''Prerequisite:'' [[Bulletproof_Blues_3e_EN:Powers#Mind_Blast|Mind Blast]]
:''Follow through powers:'' [[Bulletproof_Blues_3e_EN:Powers#Selective_Mass_Mind_Blast|Selective Mass Mind Blast]]


Mass Hysteria is a medium range (100 m) mental attack which allows a character to influence the behaviour of everyone within short range (10 m) of the target by controlling their emotional state. The character can only instill one emotion at a time in the targets, but may instill in the targets any emotion the attacker desires. To instill an emotion in the targets, the character must succeed at a Mental Combat (Presence + Power Level) roll against the Mental Combat (Presence) roll of each target in the affected area, or the Mental Combat (Presence + Power Level) roll of a target if that target has Mental Resistance. Mass Hysteria is a medium range (100 m) power, but once the Mass Hysteria is successful, it will remain so even if the targets leave this range.
Mass Mind Blast is a ranged, area mental attack which inflicts "stunning" damage. The Mass Mind Blast is typically some form of psychic attack, but it could also be sound, electricity, cold, or even bacteria, and this must be chosen when the Mass Mind Blast power is purchased. Attacking with Mass Mind Blast requires a successful Mental Combat (Power Level) roll against a Mental Combat (Presence) roll of each target in the affected area, or a Mental Combat (Presence + Power Level) roll of a target if that target has Mental Resistance. If the attacker succeeds at this roll, then the target's Endurance is reduced by one (or more, if using the optional [[Bulletproof_Blues_3e_EN:Actions#Margin_Of_Success_(Optional)|margin of success]] rules). Mass Mind Blast ignores all normal forms of protection such as armor and Damage Resistance. Mass Mind Blast only affects sentient creatures: robots, machinery, and animated objects are unaffected by Mass Mind Blast.


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


Breaking free of Mass Hysteria requires a standard action. To break free of the Mass Hysteria, the targets must each make a successful Mental Combat (Presence) roll against the Mental Combat (Presence + Power Level) roll of the attacker. If the targets have not broken free of the Mass Hysteria by the end of the scene, then they break free of it shortly thereafter.
Damage from Mass Mind Blast is temporary. Record it separately; it all comes back after the fight is over, when the character has had a chance to rest and recuperate.


'''Specific emotion:''' A character's Mass Hysteria might be limited to a specific emotion, such as fear or loyalty. If this is the case, the character gains a bonus die on their Emotion Control rolls.
<div id="Selective Mass Mind Blast"></div>


===Mental Resistance===
===Mind Blast, Selective Mass===
:''Constant''
:''Standard action''
 
:''Prerequisite:'' [[Bulletproof_Blues_3e_EN:Powers#Mass_Mind_Blast|Mass Mind Blast]]
A character with Mental Resistance is resistant to mental attacks and unnatural coercion. A character with Mental Resistance adds their Power Level to their Mental Combat defense rolls.
 
If the character already has this as a gift, there is no benefit to purchasing this power: the benefits do not stack.


===Mind Blast===
Selective Mass Mind Blast is a ranged, area mental attack which inflicts "stunning" damage. The Selective Mass Mind Blast is typically some form of psychic attack, but it could also be sound, electricity, cold, or even bacteria, and this must be chosen when the Selective Mass Mind Blast power is purchased. Attacking with Selective Mass Mind Blast requires a successful Mental Combat (Power Level) roll against a Mental Combat (Presence) roll of each selected target in the affected area, or a Mental Combat (Presence + Power Level) roll of a target if that target has Mental Resistance. If the attacker succeeds at this roll, then the target's Endurance is reduced by one (or more, if using the optional [[Bulletproof_Blues_3e_EN:Actions#Margin_Of_Success_(Optional)|margin of success]] rules). Selective Mass Mind Blast ignores all normal forms of protection such as armor and Damage Resistance. Selective Mass Mind Blast only affects sentient creatures: robots, machinery, and animated objects are unaffected by Selective Mass Mind Blast.
:''Standard action''


Mind Blast is a short range (10 m) mental attack which inflicts "stunning" damage. The Mind Blast is typically some form of psychic attack, but it could also be sound, electricity, cold, or even bacteria, and this must be chosen when the Mind Blast power is purchased. Attacking with Mind Blast requires a successful Mental Combat (Presence + Power Level) roll against the Mental Combat (Presence) roll of the target, or the Mental Combat (Presence + Power Level) roll of the target if the target has Mental Resistance. If the attacker succeeds at this roll, then the target's Endurance is reduced by one (or more, if using the optional [[Bulletproof_Blues_3e_EN:Actions#SIDEBAR:_Margin_Of_Success_(Optional)|margin of success]] rules). Mind Blast ignores all normal forms of protection such as armor and Damage Resistance. Mind Blast only affects sentient creatures: robots, machinery, and animated objects are unaffected by Mind Blast.
The attacker rolls once for the attack. Normally, each target in the affected area rolls individually against the attack, but if the GM prefers, she may roll once for each group of similar targets.


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


===Mind Control===
===Mind Control===
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:''Follow through powers:'' [[Bulletproof_Blues_3e_EN:Powers#Mass_Mind_Control|Mass Mind Control]]
:''Follow through powers:'' [[Bulletproof_Blues_3e_EN:Powers#Mass_Mind_Control|Mass Mind Control]]


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


Breaking free of Mind Control requires a standard action. To break free of the Mind Control, the target must make a successful Mental Combat (Presence) roll against the Mental Combat (Presence + Power Level) roll of the attacker. If the character has not broken free of the Mind Control by the end of the scene, then they break free of it shortly thereafter. The target of Mind Control will not remember any actions they took while under the influence of the power. These memories may be able to be retrieved through the use of hypnosis, Telepathy, and so on.
To break free of Mind Control, the target must use a standard action to make a successful Mental Combat (Presence) roll against a Mental Combat (Power Level) roll of the attacker. If the target has Mental Resistance, they add their Power Level to their roll. If the target succeeds at this roll, they break free of the 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:''' The Mind Control has a "tell", such as glowing eyes, which 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.


<div id="Mass Mind Control"></div>
<div id="Mass Mind Control"></div>
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:''Prerequisite:'' [[Bulletproof_Blues_3e_EN:Powers#Mind_Control|Mind Control]]
:''Prerequisite:'' [[Bulletproof_Blues_3e_EN:Powers#Mind_Control|Mind Control]]


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


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


Breaking free of Mass Mind Control requires a standard action. To break free of the Mass Mind Control, the targets must each make a successful Mental Combat (Presence) roll against the Mental Combat (Presence + Power Level) roll of the attacker. If the targets have not broken free of the Mass Mind Control by the end of the scene, then they break free of it shortly thereafter. The targets of Mass Mind Control will not remember any actions they took while under the influence of the power. These memories may be able to be retrieved through the use of hypnosis, Telepathy, and so on.
To break free of Mass Mind Control, each target must use a standard action to make a successful Mental Combat (Presence) roll against a Mental Combat (Power Level) roll of the attacker. If a target has Mental Resistance, they add their Power Level to their roll. If a target succeeds at this roll, they break free of the Mass Mind Control. If a target has not broken free of the Mass Mind Control by the end of the scene, then they break free of it shortly thereafter.


===Mind Hold===
===Mind Hold===
:''Standard action''
:''Standard action''


Mind Hold is a short range (10 m) mental attack which prevents the target from moving, thinking, or taking any [[Bulletproof_Blues_3e_EN:Actions|actions]] other than trying to break out of it. Attacking with Mind Hold requires a successful Mental Combat (Presence + Power Level) roll against the Mental Combat (Presence) roll of the target, or the Mental Combat (Presence + Power Level) roll of the target if the target has Mental Resistance. The mechanism which causes the Mind Hold must be specified when this power is purchased. For example, the target might be frozen in time, commanded to "Sleep!", or they could be knocked out by some form of toxic gas.
Mind Hold is a ranged mental attack which makes it difficult for a target to move, think, or take any [[Bulletproof_Blues_3e_EN:Actions|actions]] other than trying to break out of it. Attacking with Mind Hold requires a successful Mental Combat (Power Level) roll against a Mental Combat (Presence) roll of the target, or a Mental Combat (Presence + Power Level) roll of the target if the target has Mental Resistance. The mechanism which causes the Mind Hold must be specified when this power is purchased. For example, the target might be frozen in time, hypnotized, or they could be sedated by some form of toxic gas.


A character under the effects of Mind Hold can't defend themselves nor make attack rolls, defense rolls, or skill rolls. They are effectively at the mercy of any attacker. While affected by Mind Hold, only a moment seems to pass for the target, but after they break out of it, they are aware that something unusual has happened, and that they have "lost time".
A character under the effects of Mind Hold is not helpless, but they can't use any move actions until they break free of the power. A restrained character incurs a penalty die on all rolls other than rolls to escape the Mind Hold.


Breaking free of Mind Hold requires a standard action. To break free of Mind Hold, the target must make a successful Mental Combat (Presence) roll against the Mental Combat (Presence + Power Level) roll of the attacker. If the character has not broken out of Mind Hold by the end of the scene, then they break out of it shortly thereafter.
To break free of Mind Hold, the target must use a standard action to make a successful Mental Combat (Presence) roll, or a Mental Combat (Presence + Power Level) roll if the target has Mental Resistance, against a Mental Combat (Power Level) roll of the attacker. If the target succeeds at this roll, they break free of the Mind Hold.


Mind Hold only affects sentient creatures: robots, machinery, and animated objects are unaffected by Mind Hold.
Another character may also attempt to aid the restrained character. To break a restrained character free of Mind Hold, another character must use a standard action to make a successful Mental Combat roll (using Mind Blast, for example) against a Mental Combat (Power Level) roll 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.


===Mind Link===
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.
:''Constant''


Two or more characters who all have the Mind Link power can communicate telepathically over any distance. Optionally, if the character has the Minions gift, they may communicate telepathically with their minions.
Mind Hold only affects sentient creatures: robots, machinery, and animated objects are unaffected by Mind Hold.
 
===Modification Resistance===
:''Constant''
 
A character with Modification Resistance is resistant against modification attacks: any attack which would damage or drain any of their attributes or powers, or any attack which would physically transform them against their will. A character with Modification Resistance adds their Power Level to their combat defense rolls when making a defense roll against such attacks.
 
Modification Resistance does not need to be activated: it is always active, as long as the character is alert.


===Night Vision===
===Night Vision===
:''Constant''
:''Free action''
 
Night Vision allows a character to see in pitch darkness as clearly as in daylight. This capacity could be the result of infrared vision, ultraviolet vision, or simply exceptional low-light vision.
 
===Object Animation===
:''Standard action''
 
Object Animation is a short range (10 m) power which allows a character to animate and mentally control an inanimate, nonliving object. To animate and mentally control an object, the character must succeed at a moderately difficult (DV 3) Manipulation (Presence + Power Level) roll.
 
An animated object operates independently of the character controlling it. Giving a new mental command to the animated object requires a free action. The Brawn, Agility, and Endurance of the object is equal to the Power Level of the character controlling it. An animated object has a very limited form of intelligence, with Reason and Presence of 1. The specific details of the how the object moves and attacks vary depending on the object itself: an animated statue can walk, an animated carpet can slither, and so on.
 
The effects of Object Animation last until the end of the scene.
 
===Personal Immunity===
:''Constant''
 
The character is immune to any undesirable effects of their own powers.
 
===Plant Control===
:''Standard action''
 
Plant Control is a short range (10 m) power which allows a character to animate and mentally control plants. To communicate with and control all plants within range of the power, the character must succeed at a moderately difficult (DV 3) Manipulation (Presence + Power Level) roll.
 
Controlled plants operate independently of the character controlling them, but all of the controlled plants act in unison. Giving a new mental command to the controlled plants requires a free action. The Brawn, Agility, and Endurance of the plants is equal to the Power Level of the character controlling them. Animated plants have a very limited form of intelligence, with Reason and Presence of 1.
 
Animated plants can use a movement action to uproot themselves. Once uprooted, the animated plants can hop or slither around at normal human walking speed (3 to 5 meters per round). The specific details of the how the plant moves and attacks vary depending on the plant itself: an animated tree can walk, a mass of vines can slither, and so on.


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


===Possession===
===Possession===
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:''Prerequisite:'' [[Bulletproof_Blues_3e_EN:Powers#Telepathy|Telepathy]]
:''Prerequisite:'' [[Bulletproof_Blues_3e_EN:Powers#Telepathy|Telepathy]]


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


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


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


'''Inhabit:''' The power is reduced to close range (1 m), but the body of the possessing character actually merges with that of the target for the duration of the possession.
'''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.
'''Obvious:''' The Possession has a "tell", such as glowing eyes, which makes it visually apparent that something is wrong with the target.
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[[File:BB3 Power Drain chart.png|633px]]
[[File:BB3 Power Drain chart.png|633px]]


Power Drain is a close range (1 m) modification attack which inflicts damage to the target's Power Level attribute. Attacking with Power Drain requires a successful Close Combat (Brawn + Power Level) roll against the Close Combat (Brawn) roll of the target, or the Close Combat (Brawn + Power Level) roll of the target if the target has Modification Resistance. If the attacker succeeds at this roll, then the target's Power Level is reduced by one (or more, if using the optional [[Bulletproof_Blues_3e_EN:Actions#SIDEBAR:_Margin_Of_Success_(Optional)|margin of success]] rules). Power Drain ignores all normal forms of protection such as armor and Damage Resistance. Reducing a character's Power Level to zero renders them unable to activate any of their powers (constant powers are unaffected).
Power Drain is a hand-to-hand alteration attack which inflicts damage to the target's Power Level attribute. Attacking with Power Drain requires a successful Hand-to-hand Combat (Power Level) roll against a Hand-to-hand Combat (Brawn) roll of the target, or a Hand-to-hand Combat (Brawn + Power Level) roll of the target if the target has Alteration Resistance. If the attacker succeeds at this roll, then the target's Power Level is reduced by one (or more, if using the optional [[Bulletproof_Blues_3e_EN:Actions#Margin_Of_Success_(Optional)|margin of success]] rules). Power Drain ignores all normal forms of protection such as armor and Damage Resistance. Reducing a character's Power Level to zero renders them unable to activate any of their powers (constant powers are unaffected).


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


The effects of multiple Power Drain attacks are cumulative, but the maximum amount of Power Level an attacker can drain is equal to their own Power Level. For example, a character with Power Level 4 could only drain 4 ranks of Power Level from a target, no matter how many times they attack the target with Power Drain.
The effects of multiple Power Drain attacks are cumulative, but the damage from Power Drain is temporary. It all comes back after the fight is over, when the target has had a chance to rest and recuperate. The damage from Power Drain will also return if the character with Power Drain goes unconscious.
 
The damage from Power Drain is temporary. It all comes back after the fight is over, when the target has had a chance to rest and recuperate. The damage from Power Drain will also return if the character with Power Drain goes unconscious.


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


===Power Drain Ray===
===Power Drain Ray===
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:''Follow through powers:'' [[Bulletproof_Blues_3e_EN:Powers#Power_Suppression|Power Suppression]], [[Bulletproof_Blues_3e_EN:Powers#Power_Theft_Ray|Power Theft Ray]]
:''Follow through powers:'' [[Bulletproof_Blues_3e_EN:Powers#Power_Suppression|Power Suppression]], [[Bulletproof_Blues_3e_EN:Powers#Power_Theft_Ray|Power Theft Ray]]


Power Drain Ray is a short range (10 m) modification attack which inflicts damage to the target's Power Level attribute. Attacking with Power Drain Ray requires a successful Ranged Combat (Agility + Power Level) roll against the Ranged Combat (Agility) roll of the target, or the Ranged Combat (Agility + Power Level) roll of the target if the target has Modification Resistance. If the attacker succeeds at this roll, then the target's Power Level is reduced by one (or more, if using the optional [[Bulletproof_Blues_3e_EN:Actions#SIDEBAR:_Margin_Of_Success_(Optional)|margin of success]] rules). Power Drain Ray ignores all normal forms of protection such as armor and Damage Resistance. Reducing a character's Power Level to zero renders them unable to activate any of their powers (constant powers are unaffected).
Power Drain Ray is a ranged alteration attack which inflicts damage to the target's Power Level attribute. Attacking with Power Drain Ray requires a successful Ranged Combat (Power Level) roll against a Ranged Combat (Agility) roll of the target, or a Ranged Combat (Agility + Power Level) roll of the target if the target has Alteration Resistance. If the attacker succeeds at this roll, then the target's Power Level is reduced by one (or more, if using the optional [[Bulletproof_Blues_3e_EN:Actions#Margin_Of_Success_(Optional)|margin of success]] rules). Power Drain Ray ignores all normal forms of protection such as armor and Damage Resistance. Reducing a character's Power Level to zero renders them unable to activate any of their powers (constant powers are unaffected).


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


The effects of multiple Power Drain Ray attacks are cumulative, but the maximum amount of Power Level an attacker can drain is equal to their own Power Level. For example, a character with Power Level 4 could only drain 4 ranks of Power Level from a target, no matter how many times they attack the target with Power Drain Ray.
The effects of multiple Power Drain Ray attacks are cumulative, but the damage from Power Drain Ray is temporary. It all comes back after the fight is over, when the target has had a chance to rest and recuperate. The damage from Power Drain Ray will also return if the character with Power Drain Ray goes unconscious.
 
The damage from Power Drain Ray is temporary. It all comes back after the fight is over, when the target has had a chance to rest and recuperate. The damage from Power Drain Ray will also return if the character with Power Drain Ray goes unconscious.
 
'''Specific powers:''' A character's Power Drain Ray might be limited to targets with a specific type of powers, such as characters with fire powers or technological powers. If this is the case, the attacker gains a bonus die on their Power Drain Ray rolls.


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


===Power Mimicry===
===Power Mimicry===
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:''Follow through powers:'' [[Bulletproof_Blues_3e_EN:Powers#Power_Theft|Power Theft]]
:''Follow through powers:'' [[Bulletproof_Blues_3e_EN:Powers#Power_Theft|Power Theft]]


Power Mimicry is a close range (1 m) modification attack which allows a character to temporarily copy another character's power and use it themselves. Attributes of 5 or higher are considered powers for this purpose. Attacking with Power Mimicry requires a successful Close Combat (Brawn + Power Level) roll against the Close Combat (Brawn) roll of the target, or the Close Combat (Brawn + Power Level) roll of the target if the target has Modification Resistance. If the attacker succeeds at this roll, then they gain one (or more, if using the optional [[Bulletproof_Blues_3e_EN:Actions#SIDEBAR:_Margin_Of_Success_(Optional)|margin of success]] rules) of the target's powers. Power Mimicry ignores all normal forms of protection such as armor and Damage Resistance.
Power Mimicry is a hand-to-hand alteration attack which allows a character to temporarily copy another character's power and use it themselves. Attributes of 5 or higher are considered powers for this purpose. Attacking with Power Mimicry requires a successful Hand-to-hand Combat (Power Level) roll against a Hand-to-hand Combat (Brawn) roll of the target, or a Hand-to-hand Combat (Brawn + Power Level) roll of the target if the target has Alteration Resistance. If the attacker succeeds at this roll, then they gain one (or more, if using the optional [[Bulletproof_Blues_3e_EN:Actions#Margin_Of_Success_(Optional)|margin of success]] rules) of the target's powers. Power Mimicry ignores all normal forms of protection such as armor and Damage Resistance.


The maximum number of powers the character may mimic is equal to their own Power Level. If the character with the Power Mimicry knows what powers the target has, they may choose which powers they copy. Otherwise, the target of the Power Mimicry may choose the order in which their powers are copied. If used against Ultra-power, Power Mimicry copies all of the effects made possible by those powers. For example, if a target has an Ultra-power defined as Powered Armor, and was using this Powered Armor to generate a Force Field, Flight, Blast, and other powers, then a Power Mimicry attack would copy all of these powers simultaneously, in addition to the Ultra-power itself.
The maximum number of powers the character may mimic is equal to their own Power Level. If the character with the Power Mimicry knows what powers the target has, they may choose which powers they copy. Otherwise, the target of the Power Mimicry may choose the order in which their powers are copied. If used against Ultra-power, Power Mimicry copies all of the effects made possible by those powers. For example, if a target has an Ultra-power defined as Powered Armor, and was using this Powered Armor to generate a Force Field, Flight, Blast, and other powers, then a Power Mimicry attack would copy all of these powers simultaneously, in addition to the Ultra-power itself.
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If the character goes unconscious, the Power Mimicry turns off and any mimicked powers are lost. The character may also turn off their Power Mimicry voluntarily, of course. If the character has not turned off their Power Mimicry by the end of the scene, it turns off shortly thereafter.
If the character goes unconscious, the Power Mimicry turns off and any mimicked powers are lost. The character may also turn off their Power Mimicry voluntarily, of course. If the character has not turned off their Power Mimicry by the end of the scene, it turns off shortly thereafter.


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


===Power Suppression===
===Power Suppression===
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:''Prerequisite:'' [[Bulletproof_Blues_3e_EN:Powers#Power_Drain_Ray|Power Drain Ray]]
:''Prerequisite:'' [[Bulletproof_Blues_3e_EN:Powers#Power_Drain_Ray|Power Drain Ray]]


Power Suppression is a medium range (100 m) modification attack which inflicts damage to the Power Level attribute of everyone within short range (10 m) of the target. Attacking with Power Suppression requires a successful Ranged Combat (Agility + Power Level) roll against the Ranged Combat (Agility) roll of each target in the affected area, or the Ranged Combat (Agility + Power Level) roll of a target if that target has Modification Resistance. If the attacker succeeds at this roll, then the target's Power Level is reduced by one (or more, if using the optional [[Bulletproof_Blues_3e_EN:Actions#SIDEBAR:_Margin_Of_Success_(Optional)|margin of success]] rules). Power Suppression ignores all normal forms of protection such as armor and Damage Resistance. Reducing a character's Power Level to zero renders them unable to activate any of their powers (constant powers are unaffected).
Power Suppression is a ranged, area alteration attack which inflicts damage to the Power Level attribute of everyone within the affected area. The mechanism which causes the Power Suppression must be specified when this power is purchased. For example, the targets might be injected with nanomachines, subjected to an alien energy field, bound by rings of magical force, or they could be shackled with some type of "inhibitor" device. Attacking with Power Suppression requires a successful Ranged Combat (Power Level) roll against a Ranged Combat (Agility) roll of each target in the affected area, or a Ranged Combat (Agility + Power Level) roll of a target if that target has Alteration Resistance. If the attacker succeeds at this roll, then the target's Power Level is reduced by one (or more, if using the optional [[Bulletproof_Blues_3e_EN:Actions#Margin_Of_Success_(Optional)|margin of success]] rules). Power Suppression ignores all normal forms of protection such as armor and Damage Resistance. Reducing a character's Power Level to zero renders them unable to activate any of their powers (constant powers are unaffected).


The mechanism which causes the Power Suppression must be specified when this power is purchased. For example, the targets might be injected with nanomachines, subjected to an alien energy field, bound by rings of magical force, or they could be shackled with some type of "inhibitor" device.
The attacker rolls once for the attack. Normally, each target in the affected area rolls individually against the attack, but if the GM prefers, she may roll once for each group of similar targets.


The effects of multiple Power Suppression attacks are cumulative, but the maximum amount of Power Level an attacker can suppress is equal to their own Power Level. For example, a character with Power Level 4 could only suppress 4 ranks of Power Level from the affected targets, no matter how many times the targets have been attacked with Power Suppression.
The effects of multiple Power Suppression attacks are cumulative, but the maximum amount of Power Level an attacker can suppress is equal to their own Power Level. For example, a character with Power Level 4 could only suppress 4 ranks of Power Level from the affected targets, no matter how many times the targets have been attacked with Power Suppression.
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The damage from Power Suppression is temporary. It all comes back after the fight is over, when the target has had a chance to rest and recuperate. The damage from Power Suppression will also return if the character with Power Suppression goes unconscious.
The damage from Power Suppression is temporary. It all comes back after the fight is over, when the target has had a chance to rest and recuperate. The damage from Power Suppression will also return if the character with Power Suppression goes unconscious.


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


===Power Theft===
===Power Theft===
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:''Follow through powers:'' [[Bulletproof_Blues_3e_EN:Powers#Power_Theft_Ray|Power Theft Ray]]
:''Follow through powers:'' [[Bulletproof_Blues_3e_EN:Powers#Power_Theft_Ray|Power Theft Ray]]


Power Theft is a close range (1 m) modification attack which allows a character to temporarily steal another character's Power Level. Attacking with Power Theft requires a successful Close Combat (Brawn + Power Level) roll against the Close Combat (Brawn) roll of the target, or the Close Combat (Brawn + Power Level) roll of the target if the target has Modification Resistance. If the attacker succeeds at this roll, then one rank of the target's Power Level (or more, if using the optional [[Bulletproof_Blues_3e_EN:Actions#SIDEBAR:_Margin_Of_Success_(Optional)|margin of success]] rules) is transferred from the target to the character. Power Theft ignores all normal forms of protection such as armor and Damage Resistance.
Power Theft is a hand-to-hand alteration attack which allows a character to temporarily steal another character's Power Level. Attacking with Power Theft requires a successful Hand-to-hand Combat (Power Level) roll against a Hand-to-hand Combat (Brawn) roll of the target, or a Hand-to-hand Combat (Brawn + Power Level) roll of the target if the target has Alteration Resistance. If the attacker succeeds at this roll, then one rank of the target's Power Level (or more, if using the optional [[Bulletproof_Blues_3e_EN:Actions#Margin_Of_Success_(Optional)|margin of success]] rules) is transferred from the target to the character. Power Theft ignores all normal forms of protection such as armor and Damage Resistance.


The maximum amount of Power Level the character may steal with Power Theft is equal to their own Power Level. A character with Power Theft can potentially increase their own Power Level up to double its normal value. Additionally, for each rank of Power Level stolen, the character with the Power Theft also steals one of the target's powers. If the character with Power Theft knows what powers the target has, they may choose which powers they steal. Otherwise, the target of the Power Theft may choose the order in which their powers are stolen. The maximum number of powers the character may steal with Power Theft is equal to their own Power Level. A character with Power Theft can potentially gain a number of new powers equal to their own normal Power Level.
The effects of multiple Power Theft attacks are cumulative, but the maximum amount of Power Level an attacker can steal is equal to their own Power Level. For example, a character with Power Level 4 could only steal 4 ranks of Power Level, no matter how many targets they attack with Power Theft. Additionally, for each rank of Power Level stolen, the character with Power Theft also steals one of the target's powers. If the character with Power Theft knows what powers the target has, they may choose which powers they steal. Otherwise, the target of the Power Theft may choose the order in which their powers are stolen. A character with Power Theft can potentially gain a number of new powers equal to their own normal Power Level.


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


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


===Power Theft Ray===
===Power Theft Ray===
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:''Prerequisite:'' [[Bulletproof_Blues_3e_EN:Powers#Power_Drain_Ray|Power Drain Ray]] or [[Bulletproof_Blues_3e_EN:Powers#Power_Theft|Power Theft]]
:''Prerequisite:'' [[Bulletproof_Blues_3e_EN:Powers#Power_Drain_Ray|Power Drain Ray]] or [[Bulletproof_Blues_3e_EN:Powers#Power_Theft|Power Theft]]


Power Theft Ray is a short range (10 m) modification attack which allows a character to temporarily steal another character's Power Level. Attacking with Power Theft Ray requires a successful Ranged Combat (Agility + Power Level) roll against the Ranged Combat (Agility) roll of the target, or the Ranged Combat (Agility + Power Level) roll of the target if the target has Modification Resistance. If the attacker succeeds at this roll, then one rank of the target's Power Level (or more, if using the optional [[Bulletproof_Blues_3e_EN:Actions#SIDEBAR:_Margin_Of_Success_(Optional)|margin of success]] rules) is transferred from the target to the character. Power Theft Ray ignores all normal forms of protection such as armor and Damage Resistance.
Power Theft Ray is a ranged alteration attack which allows a character to temporarily steal another character's Power Level. Attacking with Power Theft Ray requires a successful Ranged Combat (Power Level) roll against a Ranged Combat (Agility) roll of the target, or a Ranged Combat (Agility + Power Level) roll of the target if the target has Alteration Resistance. If the attacker succeeds at this roll, then one rank of the target's Power Level (or more, if using the optional [[Bulletproof_Blues_3e_EN:Actions#Margin_Of_Success_(Optional)|margin of success]] rules) is transferred from the target to the character. Power Theft Ray ignores all normal forms of protection such as armor and Damage Resistance.


The maximum amount of Power Level the character may steal with Power Theft Ray is equal to their own Power Level. A character with Power Theft Ray can potentially increase their own Power Level up to double its normal value. Additionally, for each rank of Power Level stolen, the character with the Power Theft Ray also gains one of the target's powers. If the character with Power Theft Ray knows what powers the target has, they may choose which powers they steal. Otherwise, the target of the Power Theft Ray may choose the order in which their powers are stolen.
The effects of multiple Power Theft Ray attacks are cumulative, but the maximum amount of Power Level an attacker can steal is equal to their own Power Level. For example, a character with Power Level 4 could only steal 4 ranks of Power Level, no matter how many targets they attack with Power Theft and Power Theft Ray. Additionally, for each rank of Power Level stolen, the character with Power Theft Ray also steals one of the target's powers. If the character with Power Theft Ray knows what powers the target has, they may choose which powers they steal. Otherwise, the target of the Power Theft Ray may choose the order in which their powers are stolen. A character with Power Theft Ray can potentially gain a number of new powers equal to their own normal Power Level.


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


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


===Presence Drain===
===Presence Drain===
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[[File:BB3 Presence Drain chart.png|633px]]
[[File:BB3 Presence Drain chart.png|633px]]


Presence Drain is a close range (1 m) modification attack which inflicts damage to the target's Presence. Attacking with Presence Drain requires a successful Close Combat (Brawn + Power Level) roll against the Close Combat (Brawn) roll of the target, or the Close Combat (Brawn + Power Level) roll of the target if the target has Modification Resistance. If the attacker succeeds at this roll, then the target's Presence is reduced by one (or more, if using the optional [[Bulletproof_Blues_3e_EN:Actions#SIDEBAR:_Margin_Of_Success_(Optional)|margin of success]] rules). Presence Drain ignores all normal forms of protection such as armor and Damage Resistance.
Presence Drain is a hand-to-hand alteration attack which inflicts damage to the target's Presence. Attacking with Presence Drain requires a successful Hand-to-hand Combat (Power Level) roll against a Hand-to-hand Combat (Brawn) roll of the target, or a Hand-to-hand Combat (Brawn + Power Level) roll of the target if the target has Alteration Resistance. If the attacker succeeds at this roll, then the target's Presence is reduced by one (or more, if using the optional [[Bulletproof_Blues_3e_EN:Actions#Margin_Of_Success_(Optional)|margin of success]] rules). Presence Drain ignores all normal forms of protection such as armor and Damage Resistance.


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


===Presence Drain Ray===
===Presence Drain Ray===
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:''Follow through powers:'' [[Bulletproof_Blues_3e_EN:Powers#Presence_Theft_Ray|Presence Theft Ray]]
:''Follow through powers:'' [[Bulletproof_Blues_3e_EN:Powers#Presence_Theft_Ray|Presence Theft Ray]]


Presence Drain Ray is a short range (10 m) modification attack which inflicts damage to the target's Presence. Attacking with Presence Drain Ray requires a successful Ranged Combat (Agility + Power Level) roll against the Ranged Combat (Agility) roll of the target, or the Ranged Combat (Agility + Power Level) roll of the target if the target has Modification Resistance. If the attacker succeeds at this roll, then the target's Presence is reduced by one (or more, if using the optional [[Bulletproof_Blues_3e_EN:Actions#SIDEBAR:_Margin_Of_Success_(Optional)|margin of success]] rules). Presence Drain Ray ignores all normal forms of protection such as armor and Damage Resistance.
Presence Drain Ray is a ranged alteration attack which inflicts damage to the target's Presence. Attacking with Presence Drain Ray requires a successful Ranged Combat (Power Level) roll against a Ranged Combat (Agility) roll of the target, or a Ranged Combat (Agility + Power Level) roll of the target if the target has Alteration Resistance. If the attacker succeeds at this roll, then the target's Presence is reduced by one (or more, if using the optional [[Bulletproof_Blues_3e_EN:Actions#Margin_Of_Success_(Optional)|margin of success]] rules). Presence Drain Ray ignores all normal forms of protection such as armor and Damage Resistance.


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


===Presence Theft===
===Presence Theft===
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:''Follow through powers:'' [[Bulletproof_Blues_3e_EN:Powers#Presence_Theft_Ray|Presence Theft Ray]]
:''Follow through powers:'' [[Bulletproof_Blues_3e_EN:Powers#Presence_Theft_Ray|Presence Theft Ray]]


Presence Theft is a close range (1 m) modification attack which allows a character to temporarily steal the target's Presence. Attacking with Presence Theft requires a successful Close Combat (Brawn + Power Level) roll against the Close Combat (Brawn) roll of the target, or the Close Combat (Brawn + Power Level) roll of the target if the target has Modification Resistance. If the attacker succeeds at this roll, then one rank of the target's Presence (or more, if using the optional [[Bulletproof_Blues_3e_EN:Actions#SIDEBAR:_Margin_Of_Success_(Optional)|margin of success]] rules) is transferred from the target to the character. Presence Theft ignores all normal forms of protection such as armor and Damage Resistance.
Presence Theft is a hand-to-hand alteration attack which allows a character to temporarily steal the target's Presence. Attacking with Presence Theft requires a successful Hand-to-hand Combat (Power Level) roll against a Hand-to-hand Combat (Brawn) roll of the target, or a Hand-to-hand Combat (Brawn + Power Level) roll of the target if the target has Alteration Resistance. If the attacker succeeds at this roll, then one rank of the target's Presence (or more, if using the optional [[Bulletproof_Blues_3e_EN:Actions#Margin_Of_Success_(Optional)|margin of success]] rules) is transferred from the target to the character. Presence Theft ignores all normal forms of protection such as armor and Damage Resistance.


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


The damage from Presence Theft is temporary. It all comes back after the fight is over, when the target has had a chance to rest and recuperate. The character with the Presence Theft may also return the stolen Presence voluntarily, of course.
The damage from Presence Theft is temporary. It all comes back after the fight is over, when the target has had a chance to rest and recuperate. The character with the Presence Theft may also return the stolen Presence voluntarily, of course.
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:''Prerequisite:'' [[Bulletproof_Blues_3e_EN:Powers#Presence_Drain_Ray|Presence Drain Ray]] or [[Bulletproof_Blues_3e_EN:Powers#Presence_Theft|Presence Theft]]
:''Prerequisite:'' [[Bulletproof_Blues_3e_EN:Powers#Presence_Drain_Ray|Presence Drain Ray]] or [[Bulletproof_Blues_3e_EN:Powers#Presence_Theft|Presence Theft]]


Presence Theft Ray is a short range (10 m) modification attack which allows a character to temporarily steal the target's Presence. Attacking with Presence Theft Ray requires a successful Ranged Combat (Agility + Power Level) roll against the Ranged Combat (Agility) roll of the target, or the Ranged Combat (Agility + Power Level) roll of the target if the target has Modification Resistance. If the attacker succeeds at this roll, then one rank of the target's Presence (or more, if using the optional [[Bulletproof_Blues_3e_EN:Actions#SIDEBAR:_Margin_Of_Success_(Optional)|margin of success]] rules) is transferred from the target to the character. Presence Theft Ray ignores all normal forms of protection such as armor and Damage Resistance.
Presence Theft Ray is a ranged alteration attack which allows a character to temporarily steal the target's Presence. Attacking with Presence Theft Ray requires a successful Ranged Combat (Power Level) roll against a Ranged Combat (Agility) roll of the target, or a Ranged Combat (Agility + Power Level) roll of the target if the target has Alteration Resistance. If the attacker succeeds at this roll, then one rank of the target's Presence (or more, if using the optional [[Bulletproof_Blues_3e_EN:Actions#Margin_Of_Success_(Optional)|margin of success]] rules) is transferred from the target to the character. Presence Theft Ray ignores all normal forms of protection such as armor and Damage Resistance.


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


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


===Probability Control===
===Probability Control===
:''Free action or reaction''
:''Free action''


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


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


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


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


===Radio Communication===
===Radio Communication===
:''Constant''
:''Free action''


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


===Reason Drain===
===Reason Drain===
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[[File:BB3 Reason Drain chart.png|633px]]
[[File:BB3 Reason Drain chart.png|633px]]


Reason Drain is a close range (1 m) modification attack which inflicts damage to the target's Reason. Attacking with Reason Drain requires a successful Close Combat (Brawn + Power Level) roll against the Close Combat (Brawn) roll of the target, or the Close Combat (Brawn + Power Level) roll of the target if the target has Modification Resistance. If the attacker succeeds at this roll, then the target's Reason is reduced by one (or more, if using the optional [[Bulletproof_Blues_3e_EN:Actions#SIDEBAR:_Margin_Of_Success_(Optional)|margin of success]] rules). Reason Drain ignores all normal forms of protection such as armor and Damage Resistance.
Reason Drain is a hand-to-hand alteration attack which inflicts damage to the target's Reason. Attacking with Reason Drain requires a successful Hand-to-hand Combat (Power Level) roll against a Hand-to-hand Combat (Brawn) roll of the target, or a Hand-to-hand Combat (Brawn + Power Level) roll of the target if the target has Alteration Resistance. If the attacker succeeds at this roll, then the target's Reason is reduced by one (or more, if using the optional [[Bulletproof_Blues_3e_EN:Actions#Margin_Of_Success_(Optional)|margin of success]] rules). Reason Drain ignores all normal forms of protection such as armor and Damage Resistance.


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


===Reason Drain Ray===
===Reason Drain Ray===
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:''Follow through powers:'' [[Bulletproof_Blues_3e_EN:Powers#Reason_Theft_Ray|Reason Theft Ray]]
:''Follow through powers:'' [[Bulletproof_Blues_3e_EN:Powers#Reason_Theft_Ray|Reason Theft Ray]]


Reason Drain Ray is a short range (10 m) modification attack which inflicts damage to the target's Reason. Attacking with Reason Drain Ray requires a successful Ranged Combat (Agility + Power Level) roll against the Ranged Combat (Agility) roll of the target, or the Ranged Combat (Agility + Power Level) roll of the target if the target has Modification Resistance. If the attacker succeeds at this roll, then the target's Reason is reduced by one (or more, if using the optional [[Bulletproof_Blues_3e_EN:Actions#SIDEBAR:_Margin_Of_Success_(Optional)|margin of success]] rules). Reason Drain Ray ignores all normal forms of protection such as armor and Damage Resistance.
Reason Drain Ray is a ranged alteration attack which inflicts damage to the target's Reason. Attacking with Reason Drain Ray requires a successful Ranged Combat (Power Level) roll against a Ranged Combat (Agility) roll of the target, or a Ranged Combat (Agility + Power Level) roll of the target if the target has Alteration Resistance. If the attacker succeeds at this roll, then the target's Reason is reduced by one (or more, if using the optional [[Bulletproof_Blues_3e_EN:Actions#Margin_Of_Success_(Optional)|margin of success]] rules). Reason Drain Ray ignores all normal forms of protection such as armor and Damage Resistance.


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


===Reason Theft===
===Reason Theft===
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:''Follow through powers:'' [[Bulletproof_Blues_3e_EN:Powers#Reason_Theft_Ray|Reason Theft Ray]]
:''Follow through powers:'' [[Bulletproof_Blues_3e_EN:Powers#Reason_Theft_Ray|Reason Theft Ray]]


Reason Theft is a close range (1 m) modification attack which allows a character to temporarily steal the target's Reason. Attacking with Reason Theft requires a successful Close Combat (Brawn + Power Level) roll against the Close Combat (Brawn) roll of the target, or the Close Combat (Brawn + Power Level) roll of the target if the target has Modification Resistance. If the attacker succeeds at this roll, then one rank of the target's Reason (or more, if using the optional [[Bulletproof_Blues_3e_EN:Actions#SIDEBAR:_Margin_Of_Success_(Optional)|margin of success]] rules) is transferred from the target to the character. Reason Theft ignores all normal forms of protection such as armor and Damage Resistance.
Reason Theft is a hand-to-hand alteration attack which allows a character to temporarily steal the target's Reason. Attacking with Reason Theft requires a successful Hand-to-hand Combat (Power Level) roll against a Hand-to-hand Combat (Brawn) roll of the target, or a Hand-to-hand Combat (Brawn + Power Level) roll of the target if the target has Alteration Resistance. If the attacker succeeds at this roll, then one rank of the target's Reason (or more, if using the optional [[Bulletproof_Blues_3e_EN:Actions#Margin_Of_Success_(Optional)|margin of success]] rules) is transferred from the target to the character. Reason Theft ignores all normal forms of protection such as armor and Damage Resistance.


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


The damage from Reason Theft is temporary. It all comes back after the fight is over, when the target has had a chance to rest and recuperate. The character with the Reason Theft may also return the stolen Reason voluntarily, of course.
The damage from Reason Theft is temporary. It all comes back after the fight is over, when the target has had a chance to rest and recuperate. The character with the Reason Theft may also return the stolen Reason voluntarily, of course.
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:''Prerequisite:'' [[Bulletproof_Blues_3e_EN:Powers#Reason_Drain_Ray|Reason Drain Ray]] or [[Bulletproof_Blues_3e_EN:Powers#Reason_Theft|Reason Theft]]
:''Prerequisite:'' [[Bulletproof_Blues_3e_EN:Powers#Reason_Drain_Ray|Reason Drain Ray]] or [[Bulletproof_Blues_3e_EN:Powers#Reason_Theft|Reason Theft]]


Reason Theft Ray is a short range (10 m) modification attack which allows a character to temporarily steal the target's Reason. Attacking with Reason Theft Ray requires a successful Ranged Combat (Agility + Power Level) roll against the Ranged Combat (Agility) roll of the target, or the Ranged Combat (Agility + Power Level) roll of the target if the target has Modification Resistance. If the attacker succeeds at this roll, then one rank of the target's Reason (or more, if using the optional [[Bulletproof_Blues_3e_EN:Actions#SIDEBAR:_Margin_Of_Success_(Optional)|margin of success]] rules) is transferred from the target to the character. Reason Theft Ray ignores all normal forms of protection such as armor and Damage Resistance.
Reason Theft Ray is a ranged alteration attack which allows a character to temporarily steal the target's Reason. Attacking with Reason Theft Ray requires a successful Ranged Combat (Power Level) roll against a Ranged Combat (Agility) roll of the target, or a Ranged Combat (Agility + Power Level) roll of the target if the target has Alteration Resistance. If the attacker succeeds at this roll, then one rank of the target's Reason (or more, if using the optional [[Bulletproof_Blues_3e_EN:Actions#Margin_Of_Success_(Optional)|margin of success]] rules) is transferred from the target to the character. Reason Theft Ray ignores all normal forms of protection such as armor and Damage Resistance.


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


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


===Reflection===
===Reflection===
:''Reaction''
:''Free action''


During their turn, or as a [[Bulletproof_Blues_3e_EN:Actions#Forcing_An_Action|forced action]], a character with Reflection may reflect a successful ranged single-target attack back at the attacker. To reflect an attack, the character must make a successful Close Combat (Brawn + Power Level) roll against the original Ranged Combat roll of the attacker.
Reflection is a self-only power which permits the character to use a free action to reflect a normal ranged attack back at the attacker. For the character to reflect an attack, the attack must be successful and affect a single target. The character with Reflection must then make a successful Hand-to-hand Combat (Brawn + Power Level) roll against the original Ranged Combat roll of the attacker.


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


===Regeneration===
===Regeneration===
:''Constant''
:''Standard Action''


Regeneration accelerates the healing process and allows the character to recover from injury more quickly. Normally, an injured character may recover half of their lost Endurance (rounded up) by resting for about half an hour. After that, a character may only recover additional Endurance by getting a good night's sleep (or its equivalent, for characters who don't sleep). Barring some gruesome disfigurement, a character's Endurance will be completely replenished after a solid night's rest.
Regeneration is a self-only power which accelerates the healing process and allows the character to recover from injury more quickly. Most characters with Regeneration can even regrow lost limbs or damaged organs. A character with Regeneration may use a standard action to attempt a moderately difficult (DV 3) Survival (Power Level) roll. If the character succeeds at this roll, then they regain one point of lost Endurance (or more, if using the optional [[Bulletproof_Blues_3e_EN:Actions#Margin_Of_Success_(Optional)|margin of success]] rules).  


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


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


<div id="Sense Element"></div>
<div id="Sense Element"></div>
===Sense [Element]===
===Sense [Element]===
:''Reaction''
:''Free action''
:''Prerequisite:'' [[Bulletproof_Blues_3e_EN:Powers#Detect_Element|Detect [Element]]]
:''Prerequisite:'' [[Bulletproof_Blues_3e_EN:Powers#Detect_Element|Detect [Element]]]


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


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


A character with the Shapeshifting power can use a standard action 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.
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 a Perception (Reason) roll against the shapeshifted character's Deception (Presence + Power Level) roll. If the Perception (Reason) roll is successful, the observer can tell that the shapeshifted character is not who or what they appear to be.
Assuming the shape of a specific person, creature, or object is more difficult than changing into a generic example of a particular shape. If someone is actively looking at the character, or has any reason to suspect that the character is not the genuine article, the person observing the shapeshifted character may attempt a Perception (Reason) roll against the shapeshifted character's Deception (Presence + Power Level) roll. If the Perception (Reason) roll is successful, the observer can tell that the shapeshifted character is not who or what they appear to be.
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===Shrinking===
===Shrinking===
:''Free action''
:''Quick action''
 
Shrinking is a self-only power which permits the character to become smaller and lighter than normal. The effects of Shrinking are based on the Power Level of the character. At Power Level 5, the character can be as small as the diameter of a human hair, and at Power Level 7 the character can walk through the pores of a HEPA filter.
 
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.


Shrinking permits a character to become smaller, lighter, and more difficult to hit than normal. The effects of Shrinking are based on the Power Level of the character. At Power Level 5, the character can be as small as the diameter of a human hair, and at Power Level 7 the character can walk through the pores in a HEPA filter.
A character with Shrinking does not have to use it at full power. A character who has Power Level 5, for example, could elect to be merely 50 centimeters tall rather than their full 20 micrometers.




{| cellpadding="4" cellspacing="1"
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Shrinking
|+Table: Shrinking
|- class="h1row"
|-  
! class="aligncenter"|Power Level
! class="aligncenter"|Power Level
! class="aligncenter"|Height
! class="aligncenter"|Height
! class="aligncenter"|Agility
! class="aligncenter"|Agility
|- class="oddrow"
|-
| class="aligncenter"|1
| class="aligncenter"|1
| class="alignright"|20 cm
| class="alignright"|20 cm
| class="aligncenter"|+1
| class="aligncenter"|+1
|- class="evenrow"
|-  
| class="aligncenter"|2
| class="aligncenter"|2
| class="alignright"|2 cm
| class="alignright"|2 cm
| class="aligncenter"|+1
| class="aligncenter"|+1
|- class="oddrow"
|-  
| class="aligncenter"|3
| class="aligncenter"|3
| class="alignright"|2 mm
| class="alignright"|2 mm
| class="aligncenter"|+2
| class="aligncenter"|+2
|- class="evenrow"
|-  
| class="aligncenter"|4
| class="aligncenter"|4
| class="alignright"|200 μm
| class="alignright"|200 μm
| class="aligncenter"|+2
| class="aligncenter"|+2
|- class="oddrow"
|-  
| class="aligncenter"|5
| class="aligncenter"|5
| class="alignright"|20 μm
| class="alignright"|20 μm
| class="aligncenter"|+3
| class="aligncenter"|+3
|- class="evenrow"
|-  
| class="aligncenter"|6
| class="aligncenter"|6
| class="alignright"|2 μm
| class="alignright"|2 μm
| class="aligncenter"|+3
| class="aligncenter"|+3
|- class="oddrow"
|-  
| class="aligncenter"|7
| class="aligncenter"|7
| class="alignright"|200 nm
| class="alignright"|200 nm
| class="aligncenter"|+4
| class="aligncenter"|+4
|- class="evenrow"
|-  
| class="aligncenter"|8
| class="aligncenter"|8
| class="alignright"|20 nm
| class="alignright"|20 nm
| class="aligncenter"|+4
| class="aligncenter"|+4
|- class="oddrow"
|-  
| class="aligncenter"|9
| class="aligncenter"|9
| class="alignright"|2 nm
| class="alignright"|2 nm
| class="aligncenter"|+5
| class="aligncenter"|+5
|- class="evenrow"
|-  
| class="aligncenter"|10
| class="aligncenter"|10
| class="alignright"|200 pm
| class="alignright"|200 pm
| class="aligncenter"|+5
| class="aligncenter"|+5
|}
|}
A character with Shrinking does not have to use it at full power. A character who has Power Level 5, for example, could elect to be merely 50 centimeters tall rather than their full 20 micrometres.


===Space Travel===
===Space Travel===
:''Standard action''
:''Move action''


The character can travel into space, visiting distant worlds and returning in a reasonably prompt fashion. Depending on the method used, the character may be able to take others with them. Survival in outer space requires a spaceworthy vehicle or [[Bulletproof_Blues_3e_EN:Powers#Environmental_Immunity|Environmental Immunity]]. Space Travel is a plot dependent power and may not always be available, at the GM's discretion.
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 [[Bulletproof_Blues_3e_EN:Powers#Environmental_Immunity|Environmental Immunity]]. Space Travel is a plot dependent power and may not always be available, at the GM's discretion.


===Speak With Objects===
===Speak With Objects===
:''Standard action''
:''Standard action''


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


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


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


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


===Stretching===
===Stretching===
:''Constant''
:''Quick action''


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




{| cellpadding="4" cellspacing="1"
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Stretching
|+Table: Stretching
|- class="h1row"
|-  
! class="aligncenter"|Power Level
! class="aligncenter"|Power Level
! class="aligncenter"|Reach
! class="aligncenter"|Reach
|- class="oddrow"
|-  
| class="aligncenter"|1
| class="aligncenter"|1
| class="alignright"|2 m
| class="alignright"|2 m
|- class="evenrow"
|-  
| class="aligncenter"|2
| class="aligncenter"|2
| class="alignright"|5 m
| class="alignright"|4 m
|- class="oddrow"
|-  
| class="aligncenter"|3
| class="aligncenter"|3
| class="alignright"|11 m
| class="alignright"|8 m
|- class="evenrow"
|-  
| class="aligncenter"|4
| class="aligncenter"|4
| class="alignright"|35 m
| class="alignright"|16 m
|- class="oddrow"
|-  
| class="aligncenter"|5
| class="aligncenter"|5
| class="alignright"|110 m
| class="alignright"|32 m
|- class="evenrow"
|-  
| class="aligncenter"|6
| class="aligncenter"|6
| class="alignright"|350 m
| class="alignright"|64 m
|- class="oddrow"
|-  
| class="aligncenter"|7
| class="aligncenter"|7
| class="alignright"|1,100 m
| class="alignright"|125 m
|- class="evenrow"
|-  
| class="aligncenter"|8
| class="aligncenter"|8
| class="alignright"|3,500 m
| class="alignright"|250 m
|- class="oddrow"
|-  
| class="aligncenter"|9
| class="aligncenter"|9
| class="alignright"|11 km
| class="alignright"|500 m
|- class="evenrow"
|-  
| class="aligncenter"|10
| class="aligncenter"|10
| class="alignright"|35 km
| class="alignright"|1 km
|}
|}


===Strike===
===Strike===
:''Standard action''
:''Standard action''
:''Follow through powers:'' [[Bulletproof_Blues_3e_EN:Powers#Explosive_Strike|Explosive Strike]]
:''Follow through powers:'' [[Bulletproof_Blues_3e_EN:Powers#Area_Strike|Area Strike]]
[[File:BB3 Strike chart.png|393px]]
[[File:BB3 Strike chart.png|633px]]
 
Strike is a hand-to-hand normal attack which inflicts Endurance damage. The Strike could be claws, radiation, cold, a sword, or even darkness or light, and this must be chosen when the Strike power is purchased. Attacking with Strike requires a successful Hand-to-hand Combat (Brawn + Power Level) roll against a Hand-to-hand Combat (Brawn) roll of the target, or a Hand-to-hand Combat (Brawn + Power Level) roll of the target if the target has Damage Resistance or Force Field. If the attacker succeeds at this roll, then the target's Endurance is reduced by one (or more, if using the optional [[Bulletproof_Blues_3e_EN:Actions#Margin_Of_Success_(Optional)|margin of success]] rules).


Strike is a close range (1 m) attack which inflicts Endurance damage. The Strike could be claws, radiation, cold, a sword, or even darkness or light, and this must be chosen when the Strike power is purchased. Attacking with Strike requires a successful Close Combat (Brawn + Power Level) roll against the Close Combat (Brawn) roll of the target. If the attacker succeeds at this roll, then the target's Endurance is reduced by one (or more, if using the optional [[Bulletproof_Blues_3e_EN:Actions#SIDEBAR:_Margin_Of_Success_(Optional)|margin of success]] rules).
'''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.


<div id="Explosive Strike"></div>
'''Stunning:''' Some characters' attacks are specifically designed to be non-lethal. Damage from a stunning attack is temporary. Record it separately; it all comes back after the fight is over, when the character has had a chance to rest and recuperate.


===Strike, Explosive===
<div id="Area Strike"></div>
===Strike, Area===
:''Standard action''
:''Standard action''
:''Prerequisite:'' [[Bulletproof_Blues_3e_EN:Powers#Strike|Strike]]
:''Prerequisite:'' [[Bulletproof_Blues_3e_EN:Powers#Strike|Strike]]
:''Follow through powers:'' [[Bulletproof_Blues_3e_EN:Powers#Selective_Area_Strike|Selective Area Strike]]


Explosive Strike is a close range (1 m) attack which inflicts Endurance damage to everyone within short range (10 m) of the attacker. The Explosive Strike could be claws, radiation, cold, a sword, or even darkness or light, and this must be chosen when the Explosive Strike power is purchased. Attacking with Explosive Strike requires a successful Close Combat (Brawn + Power Level) roll against the Close Combat (Brawn) roll of each target in the affected area. Normally, each target in the affected area rolls individually against the attack, but if the GM prefers, she may roll once for a group of similar targets.
Area Strike is a hand-to-hand, area normal attack which inflicts Endurance damage. The Area Strike could be claws, radiation, cold, a sword, or even darkness or light, and this must be chosen when the Area Strike power is purchased. Attacking with Area Strike requires a successful Hand-to-hand Combat (Brawn + Power Level) roll against a Hand-to-hand Combat (Brawn) roll of each target in the affected area, or a Hand-to-hand Combat (Brawn + Power Level) roll of a target if that target has Damage Resistance or Force Field. If the attacker succeeds at this roll, then the target's Endurance is reduced by one (or more, if using the optional [[Bulletproof_Blues_3e_EN:Actions#Margin_Of_Success_(Optional)|margin of success]] rules).


===Super-agility===
The attacker rolls once for the attack. Normally, each target in the affected area rolls individually against the attack, but if the GM prefers, she may roll once for each group of similar targets.
:''Constant''
 
<div id="Selective Area Strike"></div>
===Strike, Selective Area===
:''Standard action''
:''Prerequisite:'' [[Bulletproof_Blues_3e_EN:Powers#Area_Strike|Area Strike]]


Super-agility allows the character to attempt Agility tasks of extraordinary difficulty. The character's Power Level is added to their Agility for the purpose of making noncombat skill rolls.
Selective Area Strike is a hand-to-hand, area normal attack which inflicts Endurance damage. The Area Strike could be claws, radiation, cold, a sword, or even darkness or light, and this must be chosen when the Area Strike power is purchased. Attacking with Area Strike requires a successful Hand-to-hand Combat (Brawn + Power Level) roll against a Hand-to-hand Combat (Brawn) roll of each selected target in the affected area, or a Hand-to-hand Combat (Brawn + Power Level) roll of a target if that target has Damage Resistance or Force Field. If the attacker succeeds at this roll, then the target's Endurance is reduced by one (or more, if using the optional [[Bulletproof_Blues_3e_EN:Actions#Margin_Of_Success_(Optional)|margin of success]] rules).
 
The attacker rolls once for the attack. Normally, each target in the affected area rolls individually against the attack, but if the GM prefers, she may roll once for each group of similar targets.
 
===Super-agility===
:''Constant''
 
Super-agility is a self-only power which permits the character to attempt Agility tasks of extraordinary difficulty. The character's Power Level is added to their Agility for the purpose of making noncombat skill rolls.


===Super-brawn===
===Super-brawn===
:''Constant''
:''Constant''


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


===Super-jumping===
===Super-flight===
:''Movement action''
:''Move action''
:''Prerequisite:'' [[Bulletproof_Blues_3e_EN:Powers#Flight|Flight]]


Super-jumping allows the character to leap impossibly far and fast. For example, the character might have legs like a grasshopper, they might wear rocket-propelled shoes, or they may just have massive and powerful thighs. The character's Power Level is added to their Brawn for the purpose of determining the height and distance of the character's long jump.
Super-flight is a self-only power which permits the character to fly impossibly fast. The character's Power Level is added to their Agility for the purpose of determining their base move, double move, and all-out move.




{| cellpadding="4" cellspacing="1"
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Super-jumping and Super-lifting
|+Table: Super-flight
|- class="h1row"
|-  
! class="aligncenter" rowspan="2"|Brawn + Power Level
! class="aligncenter"|Agility +<br />Power Level
! class="aligncenter" colspan="2"|Super-lifting
! class="aligncenter"|Fly
! class="aligncenter" rowspan="2"|Super-jumping
! class="aligncenter"|Double Move
|- class="h2row"
! class="aligncenter"|All-out Move
! class="aligncenter"|Lift
! class="aligncenter"|km/h
! class="aligncenter"|Throw (25 kg)
|-
|- class="oddrow"
| class="aligncenter"|0
| class="alignright"|25 kg
| class="alignright"|1 m
| class="alignright"|0 m
|- class="evenrow"
| class="aligncenter"|1
| class="aligncenter"|1
| class="alignright"|55 kg
| class="alignright"|2 m
| class="alignright"|1 m
| class="alignright"|4 m
| class="alignright"|1 m
| class="alignright"|12 m
|- class="oddrow"
| class="alignright"|7 km/h
|-
| class="aligncenter"|2
| class="aligncenter"|2
| class="alignright"|120 kg
| class="alignright"|4 m
| class="alignright"|2 m
| class="alignright"|8 m
| class="alignright"|1 m
| class="alignright"|24 m
|- class="evenrow"
| class="alignright"|14 km/h
|-
| class="aligncenter"|3
| class="aligncenter"|3
| class="alignright"|260 kg
| class="alignright"|7 m
| class="alignright"|5 m
| class="alignright"|14 m
| class="alignright"|2 m
| class="alignright"|42 m
|- class="oddrow"
| class="alignright"|25 km/h
|-
| class="aligncenter"|4
| class="aligncenter"|4
| class="alignright"|550 kg
| class="alignright"|13 m
| class="alignright"|11 m
| class="alignright"|26 m
| class="alignright"|5 m
| class="alignright"|78 m
|- class="evenrow"
| class="alignright"|47 km/h
|-
| class="aligncenter"|5
| class="aligncenter"|5
| class="alignright"|1,700 kg
| class="alignright"|40 m
| class="alignright"|35 m
| class="alignright"|80 m
| class="alignright"|11 m
| class="alignright"|240 m
|- class="oddrow"
| class="alignright"|140 km/h
|-
| class="aligncenter"|6
| class="aligncenter"|6
| class="alignright"|5,500 kg
| class="alignright"|130 m
| class="alignright"|110 m
| class="alignright"|260 m
| class="alignright"|35 m
| class="alignright"|780 m
|- class="evenrow"
| class="alignright"|470 km/h
|-
| class="aligncenter"|7
| class="aligncenter"|7
| class="alignright"|17 t
| class="alignright"|400 m
| class="alignright"|350 m
| class="alignright"|800 m
| class="alignright"|110 m
| class="alignright"|2,400 m
|- class="oddrow"
| class="alignright"|1,400 km/h
|-
| class="aligncenter"|8
| class="aligncenter"|8
| class="alignright"|55 t
| class="alignright"|1,300 m
| class="alignright"|1,100 m
| class="alignright"|2,600 m
| class="alignright"|350 m
| class="alignright"|7,800 m
|- class="evenrow"
| class="alignright"|4,700 km/h
|-
| class="aligncenter"|9
| class="aligncenter"|9
| class="alignright"|170 t
| class="alignright"|4 km
| class="alignright"|3,500 m
| class="alignright"|8 km
| class="alignright"|1,100 m
| class="alignright"|24 km
|- class="oddrow"
| class="alignright"|14,000 km/h
|-
| class="aligncenter"|10
| class="aligncenter"|10
| class="alignright"|550 t
| class="alignright"|13 km
| class="alignright"|11 km
| class="alignright"|26 km
| class="alignright"|3,500 m
| class="alignright"|78 km
|- class="evenrow"
| class="alignright"|47,000 km/h
|-
| class="aligncenter"|11
| class="aligncenter"|11
| class="alignright"|1,700 t
| class="alignright"|40 km
| class="alignright"|35 km
| class="alignright"|80 km
| class="alignright"|11 km
| class="alignright"|240 km
|- class="oddrow"
| class="alignright"|140,000 km/h
|-
| class="aligncenter"|12
| class="aligncenter"|12
| class="alignright"|5,500 t
| class="alignright"|130 km
| class="alignright"|110 km
| class="alignright"|260 km
| class="alignright"|35 km
| class="alignright"|780 km
|- class="evenrow"
| class="alignright"|470,000 km/h
|-
| class="aligncenter"|13
| class="aligncenter"|13
| class="alignright"|17,000 t
| class="alignright"|400 km
| class="alignright"|350 km
| class="alignright"|800 km
| class="alignright"|110 km
| class="alignright"|2,400 km
|- class="oddrow"
| class="alignright"|1,400,000 km/h
|-
| class="aligncenter"|14
| class="aligncenter"|14
| class="alignright"|55,000 t
| class="alignright"|1,300 km
| class="alignright"|1,100 km
| class="alignright"|2,600 km
| class="alignright"|350 km
| class="alignright"|7,800 km
|- class="evenrow"
| class="alignright"|4,700,000 km/h
|-
| class="aligncenter"|15
| class="aligncenter"|15
| class="alignright"|170,000 t
| class="alignright"|4,000 km
| class="alignright"|3,500 km
| class="alignright"|8,000 km
| class="alignright"|1,100 km
| class="alignright"|24,000 km
|- class="oddrow"
| class="alignright"|14,000,000 km/h
|-
| class="aligncenter"|16
| class="aligncenter"|16
| class="alignright"|550,000 t
| class="alignright"|13,000 km
| class="alignright"|11,000 km
| class="alignright"|26,000 km
| class="alignright"|3,500 km
| class="alignright"|78,000 km
|- class="evenrow"
| class="alignright"|47,000,000 km/h
|-
| class="aligncenter"|17
| class="aligncenter"|17
| class="alignright"|1,700,000 t
| class="alignright"|40,000 km
| class="alignright"|35,000 km
| class="alignright"|80,000 km
| class="alignright"|11,000 km
| class="alignright"|240,000 km
|- class="oddrow"
| class="alignright"|140,000,000 km/h
|-
| class="aligncenter"|18
| class="aligncenter"|18
| class="alignright"|5,500,000 t
| class="alignright"|130,000 km
| class="alignright"|110,000 km
| class="alignright"|260,000 km
| class="alignright"|35,000 km
| class="alignright"|780,000 km
|- class="evenrow"
| class="alignright"|470,000,000 km/h
|-
| class="aligncenter"|19
| class="aligncenter"|19
| class="alignright"|17,000,000 t
| class="alignright"|400,000 km
| class="alignright"|350,000 km
| class="alignright"|800,000 km
| class="alignright"|110,000 km
| class="alignright"|2,400,000 km
|- class="oddrow"
| class="alignright"|0.99 c
|-
| class="aligncenter"|20
| class="aligncenter"|20
| class="alignright"|55,000,000 t
| class="alignright"|1,300,000 km
| class="alignright"|1,100,000 km
| class="alignright"|2,600,000 km
| class="alignright"|350,000 km
| class="alignright"|7,800,000 km
| class="alignright"|0.9999 c
|}
|}
#'''Lift''' indicates the greatest weight that a character with Super-lifting can "deadlift" (pick up off the ground to the level of the hips). A character carrying or supporting such a weight can take at most one or two steps per round. A character can move normally while carrying a weight corresponding to one less than their Brawn + Power Level. For example, a character with Brawn + Power Level 8 could carry up to 17 tonnes and suffer no penalties to their movement while doing so.
#'''Throw (25 kg)''' indicates the farthest distance that a character with Super-lifting could throw a compact object weighing 25 kg. To see how far a character can throw heavier objects, subtract the Brawn + Power Level required to lift the object from the character's total Brawn + Power Level. Look up the difference in the "Brawn + Power Level" column: this indicates how far the character can throw the object. For example, a character with Brawn + Power Level 8 could throw an object weighing 65 kg (such as a cooperative slender human) up to 350 meters.
#'''Super-jumping''' indicates the character's standing long jump. With a running long jump, the character's ground movement is added to their long jump distance.


===Super-lifting===
===Super-jumping===
:''Constant''
:''Move action''


Super-lifting allows the character to lift and throw impossibly heavy objects. For example, the character might have control over the force of gravity, they might wear some kind of powered armor, or they may just have massive arm muscles. The character's Power Level is added to their Brawn for the purpose of determining what the character can lift and throw.
Super-jumping is a self-only power which permits the character to leap impossibly far and fast. For example, the character might have legs like a grasshopper, they might wear rocket-propelled shoes, or they may just have massive and powerful thighs. The character's Power Level is added to their Brawn for the purpose of determining the height and distance of the character's long jump.


===Super-presence===
:''Constant''


Super-presence allows the character to attempt Presence tasks of extraordinary difficulty. The character's Power Level is added to their Presence for the purpose of making noncombat skill rolls.
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
 
|+Table: Super-lifting and Super-jumping
===Super-reason===
|-
:''Constant''
! class="aligncenter" rowspan="2"|Brawn +<br />Power Level
 
! class="aligncenter" colspan="2"|Super-lifting
Super-reason allows the character to attempt Reason tasks of extraordinary difficulty. The character's Power Level is added to their Reason for the purpose of making noncombat skill rolls.
! class="aligncenter" rowspan="2"|Super-jumping
 
|- class="h2row"
===Super-running===
! class="aligncenter"|Lift
:''Movement action''
! class="aligncenter"|Throw (25 kg)
 
|-
Super-running allows the character to run impossibly fast. For example, the character might have wings on their feet, they might wear rocket-powered roller skates, or they may just move their feet really quickly. The character's Power Level is added to their Agility for the purpose of determining their base move, double move, and all-out move.
| class="aligncenter"|0
 
| class="alignright"|25 kg
 
| class="alignright"|1 m
{| cellpadding="4" cellspacing="1"
| class="alignright"|0 m
|+Table: Super-running
|-
|- class="h1row"
! class="aligncenter"|Agility + Power Level
! class="aligncenter"|Walk
! class="aligncenter"|Run
! class="aligncenter"|Sprint
! class="aligncenter"|kph
|- class="oddrow"
| class="aligncenter"|1
| class="aligncenter"|1
| class="alignright"|55 kg
| class="alignright"|1 m
| class="alignright"|1 m
|-
| class="aligncenter"|2
| class="alignright"|120 kg
| class="alignright"|2 m
| class="alignright"|2 m
| class="alignright"|4 m
| class="alignright"|1 m
| class="alignright"|12 m
|-
| class="alignright"|7 kph
|- class="evenrow"
| class="aligncenter"|2
| class="alignright"|4 m
| class="alignright"|8 m
| class="alignright"|24 m
| class="alignright"|14 kph
|- class="oddrow"
| class="aligncenter"|3
| class="aligncenter"|3
| class="alignright"|7 m
| class="alignright"|260 kg
| class="alignright"|14 m
| class="alignright"|5 m
| class="alignright"|42 m
| class="alignright"|2 m
| class="alignright"|25 kph
|-
|- class="evenrow"
| class="aligncenter"|4
| class="aligncenter"|4
| class="alignright"|13 m
| class="alignright"|550 kg
| class="alignright"|26 m
| class="alignright"|11 m
| class="alignright"|78 m
| class="alignright"|5 m
| class="alignright"|47 kph
|-
|- class="oddrow"
| class="aligncenter"|5
| class="aligncenter"|5
| class="alignright"|40 m
| class="alignright"|1,700 kg
| class="alignright"|80 m
| class="alignright"|35 m
| class="alignright"|240 m
| class="alignright"|11 m
| class="alignright"|140 kph
|-
|- class="evenrow"
| class="aligncenter"|6
| class="aligncenter"|6
| class="alignright"|130 m
| class="alignright"|5,500 kg
| class="alignright"|260 m
| class="alignright"|110 m
| class="alignright"|780 m
| class="alignright"|35 m
| class="alignright"|470 kph
|-
|- class="oddrow"
| class="aligncenter"|7
| class="aligncenter"|7
| class="alignright"|400 m
| class="alignright"|17 t
| class="alignright"|800 m
| class="alignright"|350 m
| class="alignright"|2,400 m
| class="alignright"|110 m
| class="alignright"|1,400 kph
|-
|- class="evenrow"
| class="aligncenter"|8
| class="aligncenter"|8
| class="alignright"|1,300 m
| class="alignright"|55 t
| class="alignright"|2,600 m
| class="alignright"|1,100 m
| class="alignright"|7,800 m
| class="alignright"|350 m
| class="alignright"|4,700 kph
|-
|- class="oddrow"
| class="aligncenter"|9
| class="aligncenter"|9
| class="alignright"|4 km
| class="alignright"|170 t
| class="alignright"|8 km
| class="alignright"|3,500 m
| class="alignright"|24 km
| class="alignright"|1,100 m
| class="alignright"|14,000 kph
|-
|- class="evenrow"
| class="aligncenter"|10
| class="aligncenter"|10
| class="alignright"|13 km
| class="alignright"|550 t
| class="alignright"|26 km
| class="alignright"|11 km
| class="alignright"|78 km
| class="alignright"|3,500 m
| class="alignright"|47,000 kph
|-
|- class="oddrow"
| class="aligncenter"|11
| class="aligncenter"|11
| class="alignright"|40 km
| class="alignright"|1,700 t
| class="alignright"|80 km
| class="alignright"|35 km
| class="alignright"|240 km
| class="alignright"|11 km
| class="alignright"|140,000 kph
|-
|- class="evenrow"
| class="aligncenter"|12
| class="aligncenter"|12
| class="alignright"|130 km
| class="alignright"|5,500 t
| class="alignright"|260 km
| class="alignright"|110 km
| class="alignright"|780 km
| class="alignright"|35 km
| class="alignright"|470,000 kph
|-
|- class="oddrow"
| class="aligncenter"|13
| class="aligncenter"|13
| class="alignright"|400 km
| class="alignright"|17,000 t
| class="alignright"|800 km
| class="alignright"|350 km
| class="alignright"|2,400 km
| class="alignright"|110 km
| class="alignright"|1,400,000 kph
|-
|- class="evenrow"
| class="aligncenter"|14
| class="aligncenter"|14
| class="alignright"|1,300 km
| class="alignright"|55,000 t
| class="alignright"|2,600 km
| class="alignright"|1,100 km
| class="alignright"|7,800 km
| class="alignright"|350 km
| class="alignright"|4,700,000 kph
|-
|- class="oddrow"
| class="aligncenter"|15
| class="aligncenter"|15
| class="alignright"|4,000 km
| class="alignright"|170,000 t
| class="alignright"|8,000 km
| class="alignright"|3,500 km
| class="alignright"|24,000 km
| class="alignright"|1,100 km
| class="alignright"|14,000,000 kph
|-
|- class="evenrow"
| class="aligncenter"|16
| class="aligncenter"|16
| class="alignright"|13,000 km
| class="alignright"|550,000 t
| class="alignright"|26,000 km
| class="alignright"|11,000 km
| class="alignright"|78,000 km
| class="alignright"|3,500 km
| class="alignright"|47,000,000 kph
|-
|- class="oddrow"
| class="aligncenter"|17
| class="aligncenter"|17
| class="alignright"|40,000 km
| class="alignright"|1,700,000 t
| class="alignright"|80,000 km
| class="alignright"|35,000 km
| class="alignright"|240,000 km
| class="alignright"|11,000 km
| class="alignright"|140,000,000 kph
|-
|- class="evenrow"
| class="aligncenter"|18
| class="aligncenter"|18
| class="alignright"|130,000 km
| class="alignright"|5,500,000 t
| class="alignright"|260,000 km
| class="alignright"|110,000 km
| class="alignright"|780,000 km
| class="alignright"|35,000 km
| class="alignright"|470,000,000 kph
|-
|- class="oddrow"
| class="aligncenter"|19
| class="aligncenter"|19
| class="alignright"|400,000 km
| class="alignright"|17,000,000 t
| class="alignright"|800,000 km
| class="alignright"|350,000 km
| class="alignright"|2,400,000 km
| class="alignright"|110,000 km
| class="alignright"|0.99 c
|-
|- class="evenrow"
| class="aligncenter"|20
| class="aligncenter"|20
| class="alignright"|1,300,000 km
| class="alignright"|55,000,000 t
| class="alignright"|2,600,000 km
| class="alignright"|1,100,000 km
| class="alignright"|7,800,000 km
| class="alignright"|350,000 km
| class="alignright"|0.9999 c
|}
|}
#'''Lift''' indicates the greatest weight that a character with Super-lifting can "deadlift" (pick up off the ground to the level of the hips). A character carrying or supporting such a weight can take at most one or two steps per round. A character can move normally while carrying a weight corresponding to one less than their Brawn + Power Level. For example, a character with Brawn + Power Level 8 could carry up to 17 tonnes and suffer no penalties to their movement while doing so.
#'''Throw (25 kg)''' indicates the farthest distance that a character with Super-lifting could throw a compact object weighing 25 kg. To see how far a character can throw heavier objects, subtract the Brawn + Power Level required to lift the object from the character's total Brawn + Power Level. Look up the difference in the "Brawn + Power Level" column: this indicates how far the character can throw the object. For example, a character with Brawn + Power Level 8 could throw an object weighing 65 kg (such as a cooperative slender human) up to 350 meters.
#'''Super-jumping''' indicates the character's standing long jump. With a running long jump, the character's ground movement is added to their long jump distance.
===Super-lifting===
:''Constant''
Super-lifting is a self-only power which permits the character to lift and throw impossibly heavy objects. For example, the character might have control over the force of gravity, they might wear some kind of powered armor, or they may just have massive arm muscles. The character's Power Level is added to their Brawn for the purpose of determining what the character can lift and throw.
===Super-presence===
:''Constant''
Super-presence is a self-only power which permits the character to attempt Presence tasks of extraordinary difficulty. The character's Power Level is added to their Presence for the purpose of making noncombat skill rolls.
===Super-reason===
:''Constant''
Super-reason is a self-only power which permits the character to attempt Reason tasks of extraordinary difficulty. The character's Power Level is added to their Reason for the purpose of making noncombat skill rolls.


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


Super-swimming allows the character to swim impossibly fast. For example, the character might have a powerful tail like a dolphin, they might wear turbo-jet boots, or they may just swim really fast. The character's Power Level is added to their Agility for the purpose of determining their base move, double move, and all-out move.
Super-running is a self-only power which permits the character to run impossibly fast. For example, the character might have wings on their feet, they might wear rocket-powered roller skates, or they may just move their feet really quickly. The character's Power Level is added to their Agility for the purpose of determining their base move, double move, and all-out move.




{| cellpadding="4" cellspacing="1"
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Super-swimming
|+Table: Super-running
|- class="h1row"
|-  
! class="aligncenter"|Agility + Power Level
! class="aligncenter"|Agility +<br />Power Level
! class="aligncenter"|Base
! class="aligncenter"|Walk<br />(Base Move)
! class="aligncenter"|Double
! class="aligncenter"|Run<br />(Double Move)
! class="aligncenter"|All-out
! class="aligncenter"|Sprint<br />(All-out Move)
! class="aligncenter"|kph
! class="aligncenter"|Sprint<br />(km/h)
|- class="oddrow"
|-
| class="aligncenter"|1
| class="aligncenter"|1
| class="alignright"|1 m
| class="alignright"|2 m
| class="alignright"|6 m
| class="alignright"|4 kph
|- class="evenrow"
| class="aligncenter"|2
| class="alignright"|2 m
| class="alignright"|2 m
| class="alignright"|4 m
| class="alignright"|4 m
| class="alignright"|12 m
| class="alignright"|12 m
| class="alignright"|7 kph
| class="alignright"|7 km/h
|- class="oddrow"
|-
| class="aligncenter"|3
| class="aligncenter"|2
| class="alignright"|3 m
| class="alignright"|6 m
| class="alignright"|18 m
| class="alignright"|11 kph
|- class="evenrow"
| class="aligncenter"|4
| class="alignright"|4 m
| class="alignright"|4 m
| class="alignright"|8 m
| class="alignright"|8 m
| class="alignright"|24 m
| class="alignright"|24 m
| class="alignright"|14 kph
| class="alignright"|14 km/h
|- class="oddrow"
|-
| class="aligncenter"|5
| class="aligncenter"|3
| class="alignright"|7 m
| class="alignright"|7 m
| class="alignright"|14 m
| class="alignright"|14 m
| class="alignright"|42 m
| class="alignright"|42 m
| class="alignright"|25 kph
| class="alignright"|25 km/h
|- class="evenrow"
|-
| class="aligncenter"|6
| class="aligncenter"|4
| class="alignright"|13 m
| class="alignright"|13 m
| class="alignright"|26 m
| class="alignright"|26 m
| class="alignright"|78 m
| class="alignright"|78 m
| class="alignright"|47 kph
| class="alignright"|47 km/h
|- class="oddrow"
|-
| class="aligncenter"|7
| class="aligncenter"|5
| class="alignright"|22 m
| class="alignright"|44 m
| class="alignright"|132 m
| class="alignright"|79 kph
|- class="evenrow"
| class="aligncenter"|8
| class="alignright"|40 m
| class="alignright"|40 m
| class="alignright"|80 m
| class="alignright"|80 m
| class="alignright"|240 m
| class="alignright"|240 m
| class="alignright"|140 kph
| class="alignright"|140 km/h
|- class="oddrow"
|-
| class="aligncenter"|9
| class="aligncenter"|6
| class="alignright"|70 m
| class="alignright"|140 m
| class="alignright"|420 m
| class="alignright"|260 kph
|- class="evenrow"
| class="aligncenter"|10
| class="alignright"|130 m
| class="alignright"|130 m
| class="alignright"|260 m
| class="alignright"|260 m
| class="alignright"|780 m
| class="alignright"|780 m
| class="alignright"|470 kph
| class="alignright"|470 km/h
|- class="oddrow"
|-
| class="aligncenter"|11
| class="aligncenter"|7
| class="alignright"|220 m
| class="alignright"|440 m
| class="alignright"|1,320 m
| class="alignright"|790 kph
|- class="evenrow"
| class="aligncenter"|12
| class="alignright"|400 m
| class="alignright"|400 m
| class="alignright"|800 m
| class="alignright"|800 m
| class="alignright"|2,400 m
| class="alignright"|2,400 m
| class="alignright"|1,400 kph
| class="alignright"|1,400 km/h
|- class="oddrow"
|-
| class="aligncenter"|13
| class="aligncenter"|8
| class="alignright"|700 m
| class="alignright"|1,400 m
| class="alignright"|4,200 m
| class="alignright"|2,600 kph
|- class="evenrow"
| class="aligncenter"|14
| class="alignright"|1,300 m
| class="alignright"|1,300 m
| class="alignright"|2,600 m
| class="alignright"|2,600 m
| class="alignright"|7,800 m
| class="alignright"|7,800 m
| class="alignright"|4,700 kph
| class="alignright"|4,700 km/h
|- class="oddrow"
|-
| class="aligncenter"|15
| class="aligncenter"|9
| class="alignright"|2 km
| class="alignright"|4 km
| class="alignright"|12 km
| class="alignright"|7,900 kph
|- class="evenrow"
| class="aligncenter"|16
| class="alignright"|4 km
| class="alignright"|4 km
| class="alignright"|8 km
| class="alignright"|8 km
| class="alignright"|24 km
| class="alignright"|24 km
| class="alignright"|14,000 kph
| class="alignright"|14,000 km/h
|- class="oddrow"
|-
| class="aligncenter"|17
| class="aligncenter"|10
| class="alignright"|7 km
| class="alignright"|14 km
| class="alignright"|42 km
| class="alignright"|26,000 kph
|- class="evenrow"
| class="aligncenter"|18
| class="alignright"|13 km
| class="alignright"|13 km
| class="alignright"|26 km
| class="alignright"|26 km
| class="alignright"|78 km
| class="alignright"|78 km
| class="alignright"|47,000 kph
| class="alignright"|47,000 km/h
|- class="oddrow"
|-
| class="aligncenter"|19
| class="aligncenter"|11
| class="alignright"|22 km
| class="alignright"|44 km
| class="alignright"|132 km
| class="alignright"|79,000 kph
|- class="evenrow"
| class="aligncenter"|20
| class="alignright"|40 km
| class="alignright"|40 km
| class="alignright"|80 km
| class="alignright"|80 km
| class="alignright"|240 km
| class="alignright"|240 km
| class="alignright"|140,000 kph
| class="alignright"|140,000 km/h
|}
|-
 
| class="aligncenter"|12
===Telekinesis===
| class="alignright"|130 km
:''Standard action''
| class="alignright"|260 km
 
| class="alignright"|780 km
Telekinesis is a medium range (100 m) attack which permits a character to grapple a character or object without touching it. Attacking with Telekinesis requires a successful Ranged Combat (Agility + Power Level) roll against the Ranged Combat (Agility) roll of the target. Grabbing inanimate objects with Telekinesis is generally automatic, unless the GM wants to make it difficult for some reason.
| class="alignright"|470,000 km/h
 
|-
If the attacker's roll is equal to or greater than the defender's roll, they may choose to cause one point of Endurance damage to the defender (or more, if using the optional [[Bulletproof_Blues_3e_EN:Actions#Margin_Of_Success_(Optional)|margin of success]] rules), or they may [[Bulletproof_Blues_3e_EN:Actions#Restrained_Characters|restrain]] the defender. A restrained character is not helpless, but they can't use normal movement until they break free of Telekinesis. Attacking a restrained character is easier, and a restrained character's attacks are easier to avoid: a restrained attacker incurs a penalty die on all attack rolls, defense rolls, and skill rolls while restrained by Telekinesis.
| class="aligncenter"|13
 
| class="alignright"|400 km
The maximum mass the character can lift with their Telekinesis is based on the character's Power Level.
| class="alignright"|800 km
 
| class="alignright"|2,400 km
 
| class="alignright"|1,400,000 km/h
{| cellpadding="4" cellspacing="1"
|-
|+Table: Telekinesis
| class="aligncenter"|14
|- class="h1row"
| class="alignright"|1,300 km
! class="aligncenter"|Power Level
| class="alignright"|2,600 km
! class="aligncenter"|Lift
| class="alignright"|7,800 km
! class="aligncenter"|Throw (25 kg)
| class="alignright"|4,700,000 km/h
|- class="oddrow"
|-
| class="aligncenter"|0
| class="aligncenter"|15
| class="alignright"|25 kg
| class="alignright"|4,000 km
| class="alignright"|1 m
| class="alignright"|8,000 km
|- class="evenrow"
| class="alignright"|24,000 km
| class="aligncenter"|1
| class="alignright"|14,000,000 km/h
| class="alignright"|55 kg
|-
| class="alignright"|1 m
| class="aligncenter"|16
|- class="oddrow"
| class="alignright"|13,000 km
| class="aligncenter"|2
| class="alignright"|26,000 km
| class="alignright"|120 kg
| class="alignright"|78,000 km
| class="alignright"|2 m
| class="alignright"|47,000,000 km/h
|- class="evenrow"
|-
| class="aligncenter"|3
| class="aligncenter"|17
| class="alignright"|260 kg
| class="alignright"|40,000 km
| class="alignright"|5 m
| class="alignright"|80,000 km
|- class="oddrow"
| class="alignright"|240,000 km
| class="aligncenter"|4
| class="alignright"|140,000,000 km/h
| class="alignright"|550 kg
|-
| class="alignright"|11 m
| class="aligncenter"|18
|- class="evenrow"
| class="alignright"|130,000 km
| class="aligncenter"|5
| class="alignright"|260,000 km
| class="alignright"|1,700 kg
| class="alignright"|780,000 km
| class="alignright"|35 m
| class="alignright"|470,000,000 km/h
|- class="oddrow"
|-
| class="aligncenter"|6
| class="aligncenter"|19
| class="alignright"|5,500 kg
| class="alignright"|400,000 km
| class="alignright"|110 m
| class="alignright"|800,000 km
|- class="evenrow"
| class="alignright"|2,400,000 km
| class="aligncenter"|7
| class="alignright"|0.99 c
| class="alignright"|17 t
|-
| class="alignright"|350 m
| class="aligncenter"|20
|- class="oddrow"
| class="alignright"|1,300,000 km
| class="aligncenter"|8
| class="alignright"|2,600,000 km
| class="alignright"|55 t
| class="alignright"|7,800,000 km
| class="alignright"|1,100 m
| class="alignright"|0.9999 c
|- class="evenrow"
|}
| class="aligncenter"|9
 
| class="alignright"|170 t
===Super-swimming===
| class="alignright"|3,500 m
:''Move action''
|- class="oddrow"
 
| class="aligncenter"|10
Super-swimming is a self-only power which permits the character to swim impossibly fast. For example, the character might have a powerful tail like a dolphin, they might wear turbo-jet boots, or they may just swim really fast. The character's Power Level is added to their Agility for the purpose of determining their base move, double move, and all-out move.
| class="alignright"|550 t
| class="alignright"|11 km
|}
#'''Lift''' indicates the greatest weight that a character can "deadlift" with Telekinesis (pick up off the ground to the level of the hips). A character carrying or supporting such a weight with their Telekinesis can take at most one or two steps per round. A character can move normally while carrying a weight corresponding to one less than their Power Level. For example, a character with Power Level 8 could carry up to 17 tonnes and suffer no penalties to their movement while doing so.
#'''Throw (25 kg)''' indicates the farthest distance that a character with Telekinesis could throw a compact object weighing 25 kg. To see how far a character can throw heavier objects, subtract the Power Level required to lift the object from the character's total Power Level. Look up the difference in the "Power Level" column: this indicates how far the character can throw the object. For example, a character with Power Level 8 could throw an object weighing 65 kg (such as a cooperative slender human) up to 350 meters.




====Breaking Free Of Telekinesis====
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
 
|+Table: Super-swimming
Breaking free of Telekinesis requires a standard action. To break free of the Telekinesis, the restrained character must make a successful Close Combat roll using their Agility or Brawn (whichever is greater) against the attacker's Ranged Combat (Agility + Power Level) roll. If the restrained character has Telekinesis, they may add their Power Level to this roll. Alternately, the attacker may release the restrained character at any time, without using an action.
|-
 
! class="aligncenter"|Agility +<br />Power Level
====Hurting A Held Target====
! class="aligncenter"|Swim<br />(Base Move)
 
! class="aligncenter"|Fast Swim<br />(Double Move)
If the attacker wishes to exert telekinetic strength in an attempt to hurt the restrained character, they must use an action to make another Ranged Combat (Agility + Power Level) roll against the restrained character's Close Combat roll, using the restrained character's Agility or Brawn (whichever is greater).
! class="aligncenter"|Swim Sprint<br />(All-out Move)
 
! class="aligncenter"|Swim Sprint<br />(km/h)
====Moving A Held Target====
|-
 
| class="aligncenter"|1
A character with Telekinesis may move what they are holding with the power. If the attacker wishes to move or throw the held character, the distance an attacker may move the defender is based on the Power Level of the attacker and the mass of the restrained character. First, look up the mass of the defender or object to be moved in the "Lift" column (rounding to the nearest mass value), and find the corresponding Power Level for that mass. Subtract that from the Power Level of the attacker, and look up that resulting value in the "Throw" column. This is how far the attacker can move or throw the held character.
| class="alignright"|1 m
 
| class="alignright"|2 m
===Telepathy===
| class="alignright"|6 m
:''Standard action''
| class="alignright"|4 km/h
:''Follow through powers:'' [[Bulletproof_Blues_3e_EN:Powers#Mind_Control|Mind Control]], [[Bulletproof_Blues_3e_EN:Powers#Possession|Possession]]
|-
[[File:BB3 Telepathy chart.png|633px]]
| class="aligncenter"|2
 
| class="alignright"|2 m
Telepathy is a short range (10 m) attack spell which permits a character to communicate directly with the mind of another person. However, if the willing target of Telepathy also has Telepathy, the maximum distance between the two telepaths is effectively unlimited.
| class="alignright"|4 m
 
| class="alignright"|12 m
To communicate directly with the mind of an unwilling person, the character must succeed at a Mental Combat (Presence + Power Level) roll against the Mental Combat (Presence) roll of the target, or the Mental Combat (Presence + Power Level) roll of the target if the target has Mental Resistance. With a successful attack roll, the attacker may mentally communicate with the target and may read their surface thoughts. If using the optional [[Bulletproof_Blues_3e_EN:Actions#SIDEBAR:_Margin_Of_Success_(Optional)|margin of success]] rules, the attacker may read the target's memories if the attacker achieves a margin of success of 3 or more (each memory viewed requires a separate roll).
| class="alignright"|7 km/h
 
|-
Breaking free of Telepathy requires a standard action. To break free of the Telepathy, an unwilling target must make a successful Mental Combat (Presence) roll against the Mental Combat (Presence + Power Level) roll of the attacker.
| class="aligncenter"|3
 
| class="alignright"|3 m
To communicate directly with the mind of a willing person, no attack roll is needed. With a willing target, the telepath may mentally communicate with the target and may read their surface thoughts and (if the target consents) their memories. A willing participant may end the telepathic contact at any time.
| class="alignright"|6 m
 
| class="alignright"|18 m
===Teleportation===
| class="alignright"|11 km/h
:''Movement action''
|-
:''Follow through powers:'' [[Bulletproof_Blues_3e_EN:Powers#Long_Distance_Teleportation|Long Distance Teleportation]], [[Bulletproof_Blues_3e_EN:Powers#Mass_Teleportation|Mass Teleportation]]
| class="aligncenter"|4
[[File:BB3 Teleportation chart.png|393px]]
 
Teleportation permits a character to use a movement action to travel from one point to another without traversing the intervening space. The distance the character may travel before re-appearing is based on their combined Reason and Power Level. The character may double-move and all-out move using Teleportation. A character using Teleportation may carry with them whatever they can carry, based on their Brawn. This may include equipment or even other characters.
 
A character using Teleportation cannot re-appear inside of a solid object, nor into any area affected by Power Suppression; other than this, objects in the physical world generally have no effect on a character using Teleportation. If a character using Teleportation unknowingly attempts to re-appear inside of a solid object, they lose half of their Endurance (rounded up) and are shunted to the nearest unoccupied space, or the teleportation attempt fails entirely, at the GM's discretion.
 
'''Requires A Medium:''' Some characters may only teleport through a specific medium. For example, a character with electrical powers might only be able to teleport through conductive material. Alternately, the character might only be able to teleport between specific locations. For example, a character attuned to the spirit of cities might only be able to teleport within and between cities, or a character with darkness powers might only be able to teleport within and between dark areas such as shadows. Such a character never needs to worry about appearing inside of a solid object: when they reach their destination, they simply step out of the medium.
 
 
{| cellpadding="4" cellspacing="1"
|+Table: Teleportation
|- class="h1row"
! class="aligncenter"|Reason + Power Level
! class="aligncenter"|Base
! class="aligncenter"|Double
! class="aligncenter"|All-out
|- class="oddrow"
| class="aligncenter"|1
| class="alignright"|2 m
| class="alignright"|4 m
| class="alignright"|12 m
|- class="evenrow"
| class="aligncenter"|2
| class="alignright"|4 m
| class="alignright"|4 m
| class="alignright"|8 m
| class="alignright"|8 m
| class="alignright"|24 m
| class="alignright"|24 m
|- class="oddrow"
| class="alignright"|14 km/h
| class="aligncenter"|3
|-
| class="aligncenter"|5
| class="alignright"|7 m
| class="alignright"|7 m
| class="alignright"|14 m
| class="alignright"|14 m
| class="alignright"|42 m
| class="alignright"|42 m
|- class="evenrow"
| class="alignright"|25 km/h
| class="aligncenter"|4
|-
| class="aligncenter"|6
| class="alignright"|13 m
| class="alignright"|13 m
| class="alignright"|26 m
| class="alignright"|26 m
| class="alignright"|78 m
| class="alignright"|78 m
|- class="oddrow"
| class="alignright"|47 km/h
| class="aligncenter"|5
|-
| class="aligncenter"|7
| class="alignright"|22 m
| class="alignright"|44 m
| class="alignright"|132 m
| class="alignright"|79 km/h
|-
| class="aligncenter"|8
| class="alignright"|40 m
| class="alignright"|40 m
| class="alignright"|80 m
| class="alignright"|80 m
| class="alignright"|240 m
| class="alignright"|240 m
|- class="evenrow"
| class="alignright"|140 km/h
| class="aligncenter"|6
|-
| class="aligncenter"|9
| class="alignright"|70 m
| class="alignright"|140 m
| class="alignright"|420 m
| class="alignright"|260 km/h
|-
| class="aligncenter"|10
| class="alignright"|130 m
| class="alignright"|130 m
| class="alignright"|260 m
| class="alignright"|260 m
| class="alignright"|780 m
| class="alignright"|780 m
|- class="oddrow"
| class="alignright"|470 km/h
| class="aligncenter"|7
|-
| class="aligncenter"|11
| class="alignright"|220 m
| class="alignright"|440 m
| class="alignright"|1,320 m
| class="alignright"|790 km/h
|-
| class="aligncenter"|12
| class="alignright"|400 m
| class="alignright"|400 m
| class="alignright"|800 m
| class="alignright"|800 m
| class="alignright"|2,400 m
| class="alignright"|2,400 m
|- class="evenrow"
| class="alignright"|1,400 km/h
| class="aligncenter"|8
|-
| class="aligncenter"|13
| class="alignright"|700 m
| class="alignright"|1,400 m
| class="alignright"|4,200 m
| class="alignright"|2,600 km/h
|-
| class="aligncenter"|14
| class="alignright"|1,300 m
| class="alignright"|1,300 m
| class="alignright"|2,600 m
| class="alignright"|2,600 m
| class="alignright"|7,800 m
| class="alignright"|7,800 m
|- class="oddrow"
| class="alignright"|4,700 km/h
| class="aligncenter"|9
|-
| class="aligncenter"|15
| class="alignright"|2 km
| class="alignright"|4 km
| class="alignright"|12 km
| class="alignright"|7,900 km/h
|-
| class="aligncenter"|16
| class="alignright"|4 km
| class="alignright"|4 km
| class="alignright"|8 km
| class="alignright"|8 km
| class="alignright"|24 km
| class="alignright"|24 km
|- class="evenrow"
| class="alignright"|14,000 km/h
| class="aligncenter"|10
|-
| class="aligncenter"|17
| class="alignright"|7 km
| class="alignright"|14 km
| class="alignright"|42 km
| class="alignright"|26,000 km/h
|-
| class="aligncenter"|18
| class="alignright"|13 km
| class="alignright"|13 km
| class="alignright"|26 km
| class="alignright"|26 km
| class="alignright"|78 km
| class="alignright"|78 km
|- class="oddrow"
| class="alignright"|47,000 km/h
| class="aligncenter"|11
|-
| class="aligncenter"|19
| class="alignright"|22 km
| class="alignright"|44 km
| class="alignright"|132 km
| class="alignright"|79,000 km/h
|-
| class="aligncenter"|20
| class="alignright"|40 km
| class="alignright"|40 km
| class="alignright"|80 km
| class="alignright"|80 km
| class="alignright"|240 km
| class="alignright"|240 km
|- class="evenrow"
| class="alignright"|140,000 km/h
| class="aligncenter"|12
|}
| class="alignright"|130 km
 
| class="alignright"|260 km
===Super-teleportation===
| class="alignright"|780 km
:''Move action''
|- class="oddrow"
:''Prerequisite:'' [[Bulletproof_Blues_3e_EN:Powers#Teleportation|Teleportation]]
| class="aligncenter"|13
 
| class="alignright"|400 km
Super-teleportation is a self-only power which permits the character to travel incredible distances without traversing the intervening space. The character's Power Level is added to their Agility for the purpose of determining their base move, double move, and all-out move.
| class="alignright"|800 km
 
| class="alignright"|2,400 km
 
|- class="evenrow"
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
| class="aligncenter"|14
|+Table: Super-teleportation
| class="alignright"|1,300 km
|-
| class="alignright"|2,600 km
! class="aligncenter"|Agility +<br />Power Level
| class="alignright"|7,800 km
! class="aligncenter"|Base Move
|- class="oddrow"
! class="aligncenter"|Double Move
| class="aligncenter"|15
! class="aligncenter"|All-out Move
| class="alignright"|4,000 km
|-
| class="alignright"|8,000 km
| class="aligncenter"|1
| class="alignright"|24,000 km
| class="alignright"|2 m
|- class="evenrow"
| class="alignright"|4 m
| class="aligncenter"|16
| class="alignright"|7 km
| class="alignright"|13,000 km
|-
| class="alignright"|26,000 km
| class="aligncenter"|2
| class="alignright"|78,000 km
| class="alignright"|4 m
|- class="oddrow"
| class="alignright"|8 m
| class="aligncenter"|17
| class="alignright"|14 km
| class="alignright"|40,000 km
|-
| class="alignright"|80,000 km
| class="aligncenter"|3
| class="alignright"|240,000 km
| class="alignright"|7 m
|- class="evenrow"
| class="alignright"|14 m
| class="aligncenter"|18
| class="alignright"|25 km
| class="alignright"|130,000 km
|-
| class="alignright"|260,000 km
| class="aligncenter"|4
| class="alignright"|780,000 km
| class="alignright"|13 m
|- class="oddrow"
| class="alignright"|26 m
| class="aligncenter"|19
| class="alignright"|47 km
| class="alignright"|400,000 km
|-
| class="alignright"|800,000 km
| class="aligncenter"|5
| class="alignright"|2,400,000 km
| class="alignright"|40 m
|- class="evenrow"
| class="alignright"|80 m
| class="aligncenter"|20
| class="alignright"|140 km
| class="alignright"|1,300,000 km
|-
| class="alignright"|2,600,000 km
| class="aligncenter"|6
| class="alignright"|7,800,000 km
| class="alignright"|130 m
|}
| class="alignright"|260 m
 
| class="alignright"|470 km
 
|-
<div id="Long Distance Teleportation"></div>
| class="aligncenter"|7
 
| class="alignright"|400 m
===Teleportation, Long Distance===
| class="alignright"|800 m
:''Movement action''
| class="alignright"|1,400 km
:''Prerequisite:'' [[Bulletproof_Blues_3e_EN:Powers#Teleportation|Teleportation]]
|-
 
| class="aligncenter"|8
Long Distance Teleportation permits a character to travel extraordinary distances without traversing the intervening space. The distance the character may travel before re-appearing is based on their Power Level. A character using Long Distance Teleportation may carry with them whatever they can carry, based on their Brawn. This may include equipment or even other characters. Long Distance Teleportation is considered an all-out move.
| class="alignright"|1,300 m
 
| class="alignright"|2,600 m
A character using Long Distance Teleportation cannot re-appear inside of a solid object, nor into any area affected by Power Suppression; other than this, objects in the physical world generally have no effect on a character using Long Distance Teleportation. If a character using Long Distance Teleportation unknowingly attempts to re-appear inside of a solid object, they lose half of their Endurance (rounded up) and are shunted to the nearest unoccupied space, or the teleportation attempt fails entirely, at the GM's discretion.
| class="alignright"|4,700 km
 
|-
'''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.
| class="aligncenter"|9
 
| class="alignright"|4 km
 
| class="alignright"|8 km
{| cellpadding="4" cellspacing="1"
| class="alignright"|14,000 km
|+Table: Long Distance Teleportation
|-
|- class="h1row"
| class="aligncenter"|10
! class="aligncenter"|Power Level
| class="alignright"|13 km
! class="aligncenter"|Distance
| class="alignright"|26 km
|- class="oddrow"
| class="alignright"|47,000 km
|-
| class="aligncenter"|11
| class="alignright"|40 km
| class="alignright"|80 km
| class="alignright"|140,000 km
|-
| class="aligncenter"|12
| class="alignright"|130 km
| class="alignright"|260 km
| class="alignright"|470,000 km
|-
| class="aligncenter"|13
| class="alignright"|400 km
| class="alignright"|800 km
| class="alignright"|1,400,000 km
|-
| class="aligncenter"|14
| class="alignright"|1,300 km
| class="alignright"|2,600 km
| class="alignright"|4,700,000 km
|-
| class="aligncenter"|15
| class="alignright"|4,000 km
| class="alignright"|8,000 km
| class="alignright"|14,000,000 km
|-
| class="aligncenter"|16
| class="alignright"|13,000 km
| class="alignright"|26,000 km
| class="alignright"|47,000,000 km
|-
| class="aligncenter"|17
| class="alignright"|40,000 km
| class="alignright"|80,000 km
| class="alignright"|140,000,000 km
|-
| class="aligncenter"|18
| class="alignright"|130,000 km
| class="alignright"|260,000 km
| class="alignright"|470,000,000 km
|-
| class="aligncenter"|19
| class="alignright"|400,000 km
| class="alignright"|800,000 km
| class="alignright"|0.99 light years
|-
| class="aligncenter"|20
| class="alignright"|1,300,000 km
| class="alignright"|2,600,000 km
| class="alignright"|0.9999 light years
|}
 
===Super-tunneling===
:''Move action''
:''Prerequisite:'' [[Bulletproof_Blues_3e_EN:Powers#Tunneling|Tunneling]]
 
Super-tunneling is a self-only power which permits the character to move through the earth impossibly fast. The character's Power Level is added to their Agility for the purpose of determining their base move, double move, and all-out move.
 
 
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Super-tunneling
|-  
! class="aligncenter"|Agility +<br />Power Level
! class="aligncenter"|Base Move
! class="aligncenter"|Double Move
! class="aligncenter"|All-out Move
! class="aligncenter"|km/h
|-
| class="aligncenter"|1
| class="aligncenter"|1
| class="alignright"|240 km
| class="alignright"|1 m
|- class="evenrow"
| class="alignright"|2 m
| class="alignright"|6 m
| class="alignright"|4 km/h
|-
| class="aligncenter"|2
| class="aligncenter"|2
| class="alignright"|780 km
| class="alignright"|2 m
|- class="oddrow"
| class="alignright"|4 m
| class="alignright"|12 m
| class="alignright"|7 km/h
|-
| class="aligncenter"|3
| class="aligncenter"|3
| class="alignright"|2,400 km
| class="alignright"|3 m
|- class="evenrow"
| class="alignright"|6 m
| class="alignright"|18 m
| class="alignright"|11 km/h
|-
| class="aligncenter"|4
| class="aligncenter"|4
| class="alignright"|7,800 km
| class="alignright"|4 m
|- class="oddrow"
| class="alignright"|8 m
| class="alignright"|24 m
| class="alignright"|14 km/h
|-
| class="aligncenter"|5
| class="aligncenter"|5
| class="alignright"|24,000 km
| class="alignright"|7 m
|- class="evenrow"
| class="alignright"|14 m
| class="alignright"|42 m
| class="alignright"|25 km/h
|-
| class="aligncenter"|6
| class="aligncenter"|6
| class="alignright"|78,000 km
| class="alignright"|13 m
|- class="oddrow"
| class="alignright"|26 m
| class="alignright"|78 m
| class="alignright"|47 km/h
|-
| class="aligncenter"|7
| class="aligncenter"|7
| class="alignright"|240,000 km
| class="alignright"|22 m
|- class="evenrow"
| class="alignright"|44 m
| class="alignright"|132 m
| class="alignright"|79 km/h
|-
| class="aligncenter"|8
| class="aligncenter"|8
| class="alignright"|780,000 km
| class="alignright"|40 m
|- class="oddrow"
| class="alignright"|80 m
| class="alignright"|240 m
| class="alignright"|140 km/h
|-
| class="aligncenter"|9
| class="aligncenter"|9
| class="alignright"|2,400,000 km
| class="alignright"|70 m
|- class="evenrow"
| class="alignright"|140 m
| class="alignright"|420 m
| class="alignright"|260 km/h
|-
| class="aligncenter"|10
| class="aligncenter"|10
| class="alignright"|7,800,000 km
| class="alignright"|130 m
|}
| class="alignright"|260 m
 
| class="alignright"|780 m
 
| class="alignright"|470 km/h
<div id="Mass Teleportation"></div>
|-
 
| class="aligncenter"|11
===Teleportation, Mass===
| class="alignright"|220 m
:''Movement action''
| class="alignright"|440 m
:''Prerequisite:'' [[Bulletproof_Blues_3e_EN:Powers#Teleportation|Teleportation]]
| class="alignright"|1,320 m
 
| class="alignright"|790 km/h
Mass Teleportation permits a character to use a movement action to travel from one point to another without traversing the intervening space, taking everyone within short range (10 m) with them. The distance the character may travel before re-appearing is based on their combined Reason and Power Level. The character may double-move and all-out move using Mass Teleportation.
|-
 
| class="aligncenter"|12
Characters teleported with Mass Teleportation cannot re-appear inside of a solid object, nor into any area affected by Power Suppression; other than this, objects in the physical world generally have no effect on a character using Mass Teleportation. If any character being moved with Mass Teleportation would re-appear inside of a solid object, the character with Mass Teleportation loses half of their Endurance (rounded up), and everyone is shunted to the nearest unoccupied space. Alternately, the teleportation attempt fails entirely, at the GM's discretion.
| class="alignright"|400 m
 
| class="alignright"|800 m
A character with Mass Teleportation does not have to use it at full power. They may teleport with everyone within 1 meter, 10 meters, or anywhere in between.
| class="alignright"|2,400 m
 
| class="alignright"|1,400 km/h
'''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.
|-
 
| class="aligncenter"|13
 
| class="alignright"|700 m
{| cellpadding="4" cellspacing="1"
| class="alignright"|1,400 m
|+Table: Teleportation
| class="alignright"|4,200 m
|- class="h1row"
| class="alignright"|2,600 km/h
! class="aligncenter"|Reason + Power Level
|-
! class="aligncenter"|Base
| class="aligncenter"|14
! class="aligncenter"|Double
| class="alignright"|1,300 m
! class="aligncenter"|All-out
| class="alignright"|2,600 m
|- class="oddrow"
| class="alignright"|7,800 m
| class="aligncenter"|1
| class="alignright"|4,700 km/h
| class="alignright"|2 m
|-
| class="alignright"|4 m
| class="aligncenter"|15
| class="alignright"|12 m
| class="alignright"|2 km
|- class="evenrow"
| class="alignright"|4 km
| class="aligncenter"|2
| class="alignright"|12 km
| class="alignright"|4 m
| class="alignright"|7,900 km/h
| class="alignright"|8 m
|-
| class="alignright"|24 m
| class="aligncenter"|16
|- class="oddrow"
| class="aligncenter"|3
| class="alignright"|7 m
| class="alignright"|14 m
| class="alignright"|42 m
|- class="evenrow"
| class="aligncenter"|4
| class="alignright"|13 m
| class="alignright"|26 m
| class="alignright"|78 m
|- class="oddrow"
| class="aligncenter"|5
| class="alignright"|40 m
| class="alignright"|80 m
| class="alignright"|240 m
|- class="evenrow"
| class="aligncenter"|6
| class="alignright"|130 m
| class="alignright"|260 m
| class="alignright"|780 m
|- class="oddrow"
| class="aligncenter"|7
| class="alignright"|400 m
| class="alignright"|800 m
| class="alignright"|2,400 m
|- class="evenrow"
| class="aligncenter"|8
| class="alignright"|1,300 m
| class="alignright"|2,600 m
| class="alignright"|7,800 m
|- class="oddrow"
| class="aligncenter"|9
| class="alignright"|4 km
| class="alignright"|4 km
| class="alignright"|8 km
| class="alignright"|8 km
| class="alignright"|24 km
| class="alignright"|24 km
|- class="evenrow"
| class="alignright"|14,000 km/h
| class="aligncenter"|10
|-
| class="aligncenter"|17
| class="alignright"|7 km
| class="alignright"|14 km
| class="alignright"|42 km
| class="alignright"|26,000 km/h
|-
| class="aligncenter"|18
| class="alignright"|13 km
| class="alignright"|13 km
| class="alignright"|26 km
| class="alignright"|26 km
| class="alignright"|78 km
| class="alignright"|78 km
|- class="oddrow"
| class="alignright"|47,000 km/h
| class="aligncenter"|11
|-
| class="aligncenter"|19
| class="alignright"|22 km
| class="alignright"|44 km
| class="alignright"|132 km
| class="alignright"|79,000 km/h
|-
| class="aligncenter"|20
| class="alignright"|40 km
| class="alignright"|40 km
| class="alignright"|80 km
| class="alignright"|80 km
| class="alignright"|240 km
| class="alignright"|240 km
|- class="evenrow"
| class="alignright"|140,000 km/h
| class="aligncenter"|12
|}
| class="alignright"|130 km
 
| class="alignright"|260 km
===Telekinesis===
| class="alignright"|780 km
:''Standard action''
|- class="oddrow"
 
| class="aligncenter"|13
Telekinesis is a ranged special attack which permits a character to grapple a character or object without touching it. Attacking with Telekinesis requires a successful Ranged Combat (Power Level) roll against a Ranged Combat (Agility) roll of the target. Grabbing inanimate objects with Telekinesis is generally automatic, unless the GM wants to make it difficult for some reason.
| class="alignright"|400 km
 
| class="alignright"|800 km
If the attacker's roll is equal to or greater than the defender's roll, the target is [[Bulletproof_Blues_3e_EN:Actions#Restrained_Characters|restrained]]. A restrained character is not helpless, but they can't use move actions until they break free of the Telekinesis. A restrained character incurs a penalty die on all rolls other than rolls to escape the Telekinesis.
| class="alignright"|2,400 km
 
|- class="evenrow"
The maximum mass the character can lift with their Telekinesis is based on the character's Power Level.
| class="aligncenter"|14
 
| class="alignright"|1,300 km
'''Psychokinesis:''' The character's Telekinesis is a mental attack rather than a normal one. Attacking with Psychokinesis requires a successful Mental Combat (Power Level) roll against a Mental Combat (Presence) roll of the target, or a Mental Combat (Presence + Power Level) roll of the target if the target has Mental Resistance. To break free of Psychokinesis, the restrained character must use a standard action to make a successful Mental Combat (Presence) roll against a Mental Combat (Power Level) roll of the attacker; if the restrained character has Mental Resistance, they add their Power Level to this roll. If the attacker with Psychokinesis wishes to squeeze the restrained character, they must use a standard action to make a Mental Combat (Power Level) roll against a Mental Combat (Presence) roll of the target, or a Mental Combat (Presence + Power Level) roll of the target if the target has Mental Resistance. Unlike other mental attacks, Psychokinesis causes normal Endurance damage.
| class="alignright"|2,600 km
 
| class="alignright"|7,800 km
|- class="oddrow"
| class="aligncenter"|15
| class="alignright"|4,000 km
| class="alignright"|8,000 km
| class="alignright"|24,000 km
|- class="evenrow"
| class="aligncenter"|16
| class="alignright"|13,000 km
| class="alignright"|26,000 km
| class="alignright"|78,000 km
|- class="oddrow"
| class="aligncenter"|17
| class="alignright"|40,000 km
| class="alignright"|80,000 km
| class="alignright"|240,000 km
|- class="evenrow"
| class="aligncenter"|18
| class="alignright"|130,000 km
| class="alignright"|260,000 km
| class="alignright"|780,000 km
|- class="oddrow"
| class="aligncenter"|19
| class="alignright"|400,000 km
| class="alignright"|800,000 km
| class="alignright"|2,400,000 km
|- class="evenrow"
| class="aligncenter"|20
| class="alignright"|1,300,000 km
| class="alignright"|2,600,000 km
| class="alignright"|7,800,000 km
|}


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


===Time Control===
To break free of Telekinesis, the restrained character must use a standard action to make a successful Ranged Combat (Brawn) roll against a Ranged Combat (Power Level) roll of the attacker. If the target succeeds at this roll, they break free of the Telekinesis. If the target has not broken free of the Telekinesis by the end of the scene, then they break free of it shortly thereafter. Alternately, the attacker may release the restrained character at any time, without using an action.
:''Standard action''
:''Prerequisite:'' [[Bulletproof_Blues_3e_EN:Powers#Time_Travel|Time Travel]]
[[File:BB3 Time Travel chart.png|393px]]
 
A character with Time Control can influence the ebb and flow of time, skipping forward and back through the time stream. A character with Time Control can "rewind" time to make different choices. During each game session, the number of times the character can rewind time is equal to their Power Level.
 
How much time may be re-wound is subject to GM approval and is largely plot-dependent. During combat, for example, the player may declare that they are rewinding time at the end of a round in order to play that round over. Out of combat, the player may declare that they are rewinding a 20 minute conversation, or they may wish to rewind time by a half-hour and take a different route through the city. If the GM approves of this use of Time Control, the elapsed time is erased from history, and the status of every character and the world at large is restored to the condition at the beginning of the rewound time period. Normally, the only person aware of this temporal reversal is the character with Time Control, but characters who have some way to detect temporal anomalies would be aware of what has happened. To everyone else, time proceeds as if they had never lived through the rewound time before (although particularly perceptive individuals may get a sense of ''deja vu'').
 
===Time Travel===
:''Standard action''
:''Follow through powers:'' [[Bulletproof_Blues_3e_EN:Powers#Time_Control|Time Control]]
 
The character can traverse the time stream, stepping into the past or the future. Depending on the method used, the character may be able to take others with them. Whether the time traveler can change the past or simply creates a divergent time stream is a bone of contention among philosophers and temporal physicists (the Kalos Universe generally assumes the latter). Time Travel is a plot dependent power and may not always be available, at the GM's discretion.
 
<div id="Transformation Ray"></div>
===[Transformation] Ray===
:''Standard action''
 
[Transformation] Ray is a is a short range (10 m) attack which allows a character to use a personal power as an attack. Attacking with [Transformation] Ray requires a successful Ranged Combat (Agility + Power Level) roll against the Ranged Combat (Agility) roll of the target, or the Ranged Combat (Agility + Power Level) roll of the target if the target has Modification Resistance. [Transformation] Ray ignores all normal forms of protection such as armor and Damage Resistance.
 
The power being used as an attack is under the control of the character with the [Transformation] Ray power; the target of the ray has no control over the power. The specific personal power to be used as an attack must be chosen when this power is purchased. Available personal powers which may be used as attacks with [Transformation] Ray are:
 
* [Element] Form
* Density Control
* Growth
* Intangibility
* Invisibility
* Shapeshifting
* Shrinking
 
To recover from the transformation, the target must use a standard action to make a moderately difficult (DV 3) Survival (Presence) roll. If the character succeeds at this roll, they return to normal and may use their remaining movement action.


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


===Tunneling===
If the attacker wishes to squeeze the restrained character, they must use a standard action to make a Ranged Combat (Agility + Power Level) roll against a Ranged Combat (Agility) roll of the target, or a Ranged Combat (Agility + Power Level) roll of the target if the target has Damage Resistance or Force Field. If the attacker succeeds at this roll, then the target's Endurance is reduced by one (or more, if using the optional [[Bulletproof_Blues_3e_EN:Actions#Margin_Of_Success_(Optional)|margin of success]] rules).
:''Movement action''


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


The character may choose to leave a hole through which others may follow, or not, at any time.
If the attacker wishes to move the restrained character, they must use another standard action. The distance an attacker may move the defender is based on the Power Level of the attacker and the mass of the restrained character. First, look up the mass of the defender or object to be moved in the "Lift" column (rounding to the nearest mass value), and find the corresponding Power Level for that mass. Subtract that from the Power Level of the attacker, and look up that resulting value in the "Throw" column. This is how far the attacker can move or throw the held character.


===Telepathy===
:''Standard action''
:''Follow through powers:'' [[Bulletproof_Blues_3e_EN:Powers#Mind_Control|Mind Control]], [[Bulletproof_Blues_3e_EN:Powers#Possession|Possession]]
[[File:BB3 Telepathy chart.png|633px]]


{| cellpadding="4" cellspacing="1"
Telepathy is a ranged mental attack which permits a character to communicate directly with the mind of another person. However, if the willing target of Telepathy also has Telepathy, the maximum distance between the two telepaths is effectively unlimited.
|+Table: Tunneling
 
|- class="h1row"
To communicate directly with the mind of an unwilling person, the character must succeed at a Mental Combat (Power Level) roll against a Mental Combat (Presence) roll of the target, or a Mental Combat (Presence + Power Level) roll of the target if the target has Mental Resistance. With a successful attack roll, the attacker may mentally communicate with the target and may read their surface thoughts. The attacker may read the target's memories if the attacker achieves a margin of success of 3 or more (each memory viewed requires a separate roll).
! class="aligncenter"|Agility + Power Level
 
! class="aligncenter"|Base
To break free of Telepathy, the target must use a standard action to make a successful Mental Combat (Presence) roll against a Mental Combat (Power Level) roll of the attacker. If the target has Mental Resistance, they add their Power Level to their roll. If the target succeeds at this roll, they break free of the Telepathy. If the target has not broken free of the Telepathy by the end of the scene, then they break free of it shortly thereafter.
! class="aligncenter"|Double
 
! class="aligncenter"|All-out
To communicate directly with the mind of a willing person, no attack roll is needed. With a willing target, the telepath may mentally communicate with the target and may read their surface thoughts and (if the target consents) their memories. A willing participant may end the telepathic contact at any time. The telepath may also set up a group communication among willing participants. The maximum number of simultaneous willing participants is equal to the telepath's Power Level.
! class="aligncenter"|kph
 
|- class="oddrow"
===Teleportation===
| class="aligncenter"|1
:''Move action''
| class="alignright"|1 m
:''Follow through powers:'' [[Bulletproof_Blues_3e_EN:Powers#Mass_Teleportation|Mass Teleportation]], [[Bulletproof_Blues_3e_EN:Powers#Super-teleportation|Super-teleportation]]
| class="alignright"|2 m
[[File:BB3 Teleportation chart.png|633px]]
| class="alignright"|6 m
 
| class="alignright"|4 kph
Teleportation is a self-only power which permits the character to use a move action to travel from one point to another without traversing the intervening space. The distance the character may travel before re-appearing is based on their Agility. The character may double-move and all-out move using Teleportation. A character using Teleportation may carry with them whatever they can carry, based on their Brawn. This may include equipment or even other characters.
|- class="evenrow"
 
| class="aligncenter"|2
A character using Teleportation cannot re-appear inside of a solid object, nor into any area affected by Power Suppression; other than this, objects in the physical world generally have no effect on a character using Teleportation. If a character using Teleportation unknowingly attempts to re-appear inside of a solid object, they lose half of their Endurance (rounded down) and are shunted to the nearest unoccupied space, or the teleportation attempt fails entirely, at the GM's discretion.
 
'''Requires A Medium:''' Some characters may only teleport through a specific medium. For example, a character with electrical powers might only be able to teleport through conductive material. Alternately, the character might only be able to teleport between specific locations. For example, a character attuned to the spirit of cities might only be able to teleport within and between cities, or a character with darkness powers might only be able to teleport within and between dark areas such as shadows. Such a character never needs to worry about appearing inside of a solid object: when they reach their destination, they simply step out of the medium.
 
 
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Teleportation
|-  
! class="aligncenter"|Agility
! class="aligncenter"|Base Move
! class="aligncenter"|Double Move
! class="aligncenter"|All-out Move
|-
| class="aligncenter"|1
| class="alignright"|2 m
| class="alignright"|2 m
| class="alignright"|4 m
| class="alignright"|4 m
| class="alignright"|12 m
| class="alignright"|7 km
| class="alignright"|7 kph
|-
|- class="oddrow"
| class="aligncenter"|2
| class="aligncenter"|3
| class="alignright"|3 m
| class="alignright"|6 m
| class="alignright"|18 m
| class="alignright"|11 kph
|- class="evenrow"
| class="aligncenter"|4
| class="alignright"|4 m
| class="alignright"|4 m
| class="alignright"|8 m
| class="alignright"|8 m
| class="alignright"|24 m
| class="alignright"|14 km
| class="alignright"|14 kph
|-
|- class="oddrow"
| class="aligncenter"|3
| class="aligncenter"|5
| class="alignright"|7 m
| class="alignright"|7 m
| class="alignright"|14 m
| class="alignright"|14 m
| class="alignright"|42 m
| class="alignright"|25 km
| class="alignright"|25 kph
|-
|- class="evenrow"
| class="aligncenter"|4
| class="aligncenter"|6
| class="alignright"|13 m
| class="alignright"|13 m
| class="alignright"|26 m
| class="alignright"|26 m
| class="alignright"|78 m
| class="alignright"|47 km
| class="alignright"|47 kph
|-
|- class="oddrow"
| class="aligncenter"|5
| class="aligncenter"|7
| class="alignright"|22 m
| class="alignright"|44 m
| class="alignright"|132 m
| class="alignright"|79 kph
|- class="evenrow"
| class="aligncenter"|8
| class="alignright"|40 m
| class="alignright"|40 m
| class="alignright"|80 m
| class="alignright"|80 m
| class="alignright"|240 m
| class="alignright"|140 km
| class="alignright"|140 kph
|-
|- class="oddrow"
| class="aligncenter"|6
| class="aligncenter"|9
| class="alignright"|70 m
| class="alignright"|140 m
| class="alignright"|420 m
| class="alignright"|260 kph
|- class="evenrow"
| class="aligncenter"|10
| class="alignright"|130 m
| class="alignright"|130 m
| class="alignright"|260 m
| class="alignright"|260 m
| class="alignright"|780 m
| class="alignright"|470 km
| class="alignright"|470 kph
|-
|- class="oddrow"
| class="aligncenter"|7
| class="aligncenter"|11
| class="alignright"|220 m
| class="alignright"|440 m
| class="alignright"|1,320 m
| class="alignright"|790 kph
|- class="evenrow"
| class="aligncenter"|12
| class="alignright"|400 m
| class="alignright"|400 m
| class="alignright"|800 m
| class="alignright"|800 m
| class="alignright"|2,400 m
| class="alignright"|1,400 km
| class="alignright"|1,400 kph
|-
|- class="oddrow"
| class="aligncenter"|8
| class="aligncenter"|13
| class="alignright"|1,300 m
| class="alignright"|700 m
| class="alignright"|1,400 m
| class="alignright"|4,200 m
| class="alignright"|2,600 kph
|- class="evenrow"
| class="aligncenter"|14
| class="alignright"|1,300 m
| class="alignright"|2,600 m
| class="alignright"|2,600 m
| class="alignright"|7,800 m
| class="alignright"|4,700 km
| class="alignright"|4,700 kph
|-
|- class="oddrow"
| class="aligncenter"|9
| class="aligncenter"|15
| class="alignright"|2 km
| class="alignright"|4 km
| class="alignright"|12 km
| class="alignright"|7,900 kph
|- class="evenrow"
| class="aligncenter"|16
| class="alignright"|4 km
| class="alignright"|4 km
| class="alignright"|8 km
| class="alignright"|8 km
| class="alignright"|24 km
| class="alignright"|14,000 km
| class="alignright"|14,000 kph
|-
|- class="oddrow"
| class="aligncenter"|10
| class="aligncenter"|17
| class="alignright"|7 km
| class="alignright"|14 km
| class="alignright"|42 km
| class="alignright"|26,000 kph
|- class="evenrow"
| class="aligncenter"|18
| class="alignright"|13 km
| class="alignright"|13 km
| class="alignright"|26 km
| class="alignright"|26 km
| class="alignright"|78 km
| class="alignright"|47,000 km
| class="alignright"|47,000 kph
|}
|- class="oddrow"
 
| class="aligncenter"|19
 
| class="alignright"|22 km
<div id="Mass Teleportation"></div>
| class="alignright"|44 km
| class="alignright"|132 km
| class="alignright"|79,000 kph
|- class="evenrow"
| class="aligncenter"|20
| class="alignright"|40 km
| class="alignright"|80 km
| class="alignright"|240 km
| class="alignright"|140,000 kph
|}


===X-ray Vision===
===Teleportation, Mass===
:''Free action''
:''Move action''
:''Prerequisite:'' [[Bulletproof_Blues_3e_EN:Powers#Teleportation|Teleportation]]
:''Follow through powers:'' [[Bulletproof_Blues_3e_EN:Powers#Selective_Mass_Teleportation|Selective Mass Teleportation]]


X-ray Vision allows a character to make a moderately difficult (DV 3) Perception (Reason + Power Level) roll to see through objects. On a successful roll, they focus their vision at a specific distance, ignoring intervening physical barriers. The player must define a reasonably common substance, material, or energy that the character can't see through.
Mass Teleportation is a self-only, area power which permits the character to take everyone within the affected area with them when they teleport.


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


In order to have Ultra-power, the character must first buy five 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, and 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.
A character with Mass Teleportation does not have to use it at full power. They may teleport with everyone within 1 meter, 10 meters, or anywhere up to their maximum area.


Ultra-power 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. For example, a character with "Ultra-power: Electrical Mastery" could use Blast and Force Field, but their Ultra-Power could not grant them the use of Explosive Blast unless they already had Blast outside of the Ultra-power.
<div id="Selective Mass Teleportation"></div>
===Teleportation, Selective Mass===
:''Move action''
:''Prerequisite:'' [[Bulletproof_Blues_3e_EN:Powers#Mass_Teleportation|Mass Teleportation]]


<blockquote>
Selective Mass Teleportation is a self-only, area power which permits the character to take everyone within the affected area with them when they teleport. Furthermore, it allows the character with the Selective Mass Teleportation to select who within that area is teleported, and who is not.
====SIDEBAR: Use And Abuse Of Ultra-power====


Ultra-power is open to abuse by players who care less about having fun than they do about "winning". It's important to stress that the powers in an Ultra-power should have a tightly unifying theme. If the character has a relatively low Power Level, then the GM may want to turn a blind eye if the player plays a bit fast and loose with the "tightly unifying theme". After all, there's not much harm in allowing the player some latitude when the character has a Power Level of only 1 or 2. For a character whose Power Level is more potent, enforcing the theme becomes more important. A character who can accomplish anything the player can think of can easily spoil a game and ruin everyone's fun.
Characters teleported with Selective Mass Teleportation cannot re-appear inside of a solid object, nor into any area affected by Power Suppression; other than this, objects in the physical world generally have no effect on a character using Selective Mass Teleportation. If any character being moved with Selective Mass Teleportation would re-appear inside of a solid object, the character with Selective Mass Teleportation loses half of their Endurance (rounded down), and everyone is shunted to the nearest unoccupied space. Alternately, the teleportation attempt fails entirely, at the GM's discretion.
</blockquote>


==New Follow Through Powers==
A character with Selective Mass Teleportation does not have to use it at full power. They may teleport with selected individuals within 1 meter, 10 meters, or anywhere up to their maximum area.


You can create more powerful versions of these powers by creating new follow through powers. The two most common types of follow-through powers are those that increase the range and those that apply the power to an area.
===Time Control===
:''Standard action''
:''Prerequisite:'' [[Bulletproof_Blues_3e_EN:Powers#Time_Travel|Time Travel]]
[[File:BB3 Time Travel chart.png|393px]]


===Increased Range===
Time Control is a self-only power which permits the character to influence the ebb and flow of time, skipping forward and back through the time stream. A character with Time Control can "rewind" time to make different choices. During each game session, the number of times the character can rewind time is equal to their Power Level.


A follow through power may increase the [[Bulletproof_Blues_3e_EN:Actions#Range_Bands|range]] of the prerequisite power. A close range power becomes a short range power, a short range power becomes a medium range power, and so on. If the prerequisite power is a Close Combat power, the follow through power is a Ranged Combat power, instead. Otherwise, Increased Range does not modify the skill used for the attack, nor the skill used to resist it.
How much time may be re-wound is subject to GM approval and is largely plot-dependent. During combat, for example, the player may declare that they are rewinding time at the end of a round in order to play that round over. Out of combat, the player may declare that they are rewinding a 20 minute conversation, or they may wish to rewind time by a half-hour and take a different route through the city. If the GM approves of this use of Time Control, the elapsed time is erased from history, and the status of every character and the world at large is restored to the condition at the beginning of the rewound time period. Normally, the only person aware of this temporal reversal is the character with Time Control, but characters who have some way to detect temporal anomalies would be aware of what has happened. To everyone else, time proceeds as if they had never lived through the rewound time before (although particularly perceptive individuals may get a sense of ''deja vu'').


===Time Travel===
:''Move action''
:''Follow through powers:'' [[Bulletproof_Blues_3e_EN:Powers#Time_Control|Time Control]]


{| cellpadding="4" cellspacing="1"
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.
|+Table: Increased range
|- class="h1row"
! class="alignleft"|Prerequisite power range
! class="aligncenter"|New power range
! class="aligncenter"|Power name
|- class="oddrow"
| class="alignleft"|Close range (1 m)
| class="alignleft"|Short range (10 m)
| class="alignleft"|"(Power Name) Ray"
|- class="evenrow"
| class="alignleft"|Short range (10 m)
| class="alignleft"|Medium range (100 m)
| class="alignleft"|"Medium Range (Power Name) Ray"
|- class="oddrow"
| class="alignleft"|Medium range (100 m)
| class="alignleft"|Long range (1,000 m)
| class="alignleft"|"Long Range (Power Name) Ray"
|- class="evenrow"
| class="alignleft"|Long range (1,000 m)
| class="alignleft"|Extreme range (10 km)
| class="alignleft"|"Extreme Range (Power Name) Ray"
|}


===Increased Area===
<div id="Transformation Ray"></div>
===[Transformation] Ray===
:''Standard action''


A follow through power may increase the area affected by the prerequisite power. A power which affects a single target becomes a power which affects everyone within short range (10 m) of the target, a power which affects everyone within short range (10 m) of the target becomes a power which affects everyone within medium range (100 m) of the target, and so on. When the affected area increases, the [[Bulletproof_Blues_3e_EN:Actions#Range_Bands|range]] of the power itself is usually one range band greater than the area affected, if it isn't already, so that the character with the power can be outside of the affected area. For example, if a power affects everything within medium range (100 m) of the target, that power will usually have long range (1,000 m).
[Transformation] Ray is a is a ranged alteration attack which allows a character to use a personal power as an attack. Attacking with [Transformation] Ray requires a successful Ranged Combat (Power Level) roll against a Ranged Combat (Agility) roll of the target, or a Ranged Combat (Agility + Power Level) roll of the target if the target has Alteration Resistance. [Transformation] Ray ignores all normal forms of protection such as armor and Damage Resistance.


Increased Area does not modify the skill used for the attack, nor the skill used to resist it. The attacker rolls once for the attack. Normally, each target in the affected area rolls individually against the attack, but if the GM prefers, she may roll once for each group of similar targets.
The power being used as an attack is under the control of the character with the [Transformation] Ray power; the target of the ray has no control over the power. The specific personal power to be used as an attack must be chosen when this power is purchased. Available personal powers which may be used as attacks with [Transformation] Ray are:


* Density Control
* [Element] Form
* Growth
* Intangibility
* Invisibility
* Shapeshifting
* Shrinking


{| cellpadding="4" cellspacing="1"
To recover from the transformation, the target must use a standard action to make a successful Survival (Presence) roll against a Ranged Combat (Power Level) roll of the attacker. If the target has Alteration Resistance, they add their Power Level to their roll. If the target succeeds at this roll, they recover from the transformation. If the target has not recovered from the [Transformation] Ray by the end of the scene, then they recover from it shortly thereafter.
|+Table: Increased area
|- class="h1row"
! class="alignleft"|Prerequisite power radius
! class="aligncenter"|New power radius
! class="aligncenter"|Power name
|- class="oddrow"
| class="alignleft"|Single target
| class="alignleft"|Short range (10 m)
| class="alignleft"|"Explosive or Mass (Power Name)"
|- class="evenrow"
| class="alignleft"|Short range (10 m)
| class="alignleft"|Medium range (100 m)
| class="alignleft"|"Great (Power Name)"
|- class="oddrow"
| class="alignleft"|Medium range (100 m)
| class="alignleft"|Long range (1,000 m)
| class="alignleft"|"Vast (Power Name)"
|- class="evenrow"
| class="alignleft"|Long range (1,000 m)
| class="alignleft"|Extreme range (10 km)
| class="alignleft"|"Ultimate (Power Name)"
|}


==New Powers==
===Tunneling===
:''Move action''
:''Follow through powers:'' [[Bulletproof_Blues_3e_EN:Powers#Super-tunneling|Super-tunneling]]
[[File:BB3 Tunneling chart.png|393px]]


You might not have found the power you want in this chapter. After all, the page count of this book is limited, while your imagination is not. If the power you want is very similar to one already listed, the easiest thing to do is just change the name and description slightly, and get on with the game. Talk to the GM and the other players about it, and see if they agree. If they do, your problem is solved.
Tunneling is a self-only power which permits the character to move through the earth as easily as other people move through water. However, the character is unable to pass through force fields and other energy barriers. The character's base move, double move, and all-out move while tunneling are based on their Agility.


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


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


===Close Combat Powers===
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
 
|+Table: Tunneling
Close combat powers are targeted with the Close Combat skill. The attack roll is based on the character's Brawn, and the character's Power Level is added to their attack roll. The defense roll is based on the target's Brawn, and the target's defenses, such as Damage Resistance or Force Field, are applicable. A close combat power has close range (1 m), and affects a single target.
|-
 
! class="aligncenter"|Agility
===Ranged Combat Powers===
! class="aligncenter"|Base Move
 
! class="aligncenter"|Double Move
Ranged combat powers are targeted with the Ranged Combat skill. The attack roll is based on the character's Agility, and the character's Power Level is added to their attack roll. The defense roll is based on the target's Agility, and the target's defenses, such as Damage Resistance or Force Field, are applicable. A ranged combat power has medium range (100 m), and affects a single target.
! class="aligncenter"|All-out Move
 
! class="aligncenter"|km/h
===Mental Powers===
|-
 
| class="aligncenter"|1
Mental powers are be targeted with the Mental Combat skill. The attack roll is based on the character's Presence, and the character's Power Level is added to their attack roll. The defense roll is based on the target's Presence. The target's normal defenses, such as Damage Resistance or Force Field, are not applicable, but Mental Resistance is. A mental power has short range (10 m), and affects a single target.
| class="alignright"|1 m
 
| class="alignright"|2 m
===Modification Powers===
| class="alignright"|6 m
 
| class="alignright"|4 km/h
Modification powers can be targeted with the Close Combat skill or the Ranged Combat skill. The attack roll is based on the character's Brawn or Agility, and the character's Power Level is added to their attack roll. The defense roll is based on one of the target's attributes, usually Brawn or Agility. The target's normal defenses, such as Damage Resistance or Force Field, are not applicable, but Modification Resistance is. A modification power either has close range (1m) or short range (10 m), and affects a single target.
|-
 
| class="aligncenter"|2
===Environmental Powers===
| class="alignright"|2 m
 
| class="alignright"|4 m
Powers which alter the environemnt is some non-damaging way are usually targeted with the Ranged Combat skill. The attack roll is based on the character's Agility, and the character's Power Level is added to their attack roll. The defense roll is based on one of the target's attributes, but the target's normal defenses, such as Damage Resistance or Force Field, are not applicable, nor are unusual defenses, such as Mental Resistance or Modification Resistance. An environmental power typically has medium range (100 m), and affects everyone within short range (10 m) of the target.
| class="alignright"|12 m
| class="alignright"|7 km/h
|-
| class="aligncenter"|3
| class="alignright"|3 m
| class="alignright"|6 m
| class="alignright"|18 m
| class="alignright"|11 km/h
|-
| class="aligncenter"|4
| class="alignright"|4 m
| class="alignright"|8 m
| class="alignright"|24 m
| class="alignright"|14 km/h
|-
| class="aligncenter"|5
| class="alignright"|7 m
| class="alignright"|14 m
| class="alignright"|42 m
| class="alignright"|25 km/h
|-
| class="aligncenter"|6
| class="alignright"|13 m
| class="alignright"|26 m
| class="alignright"|78 m
| class="alignright"|47 km/h
|-
| class="aligncenter"|7
| class="alignright"|22 m
| class="alignright"|44 m
| class="alignright"|132 m
| class="alignright"|79 km/h
|-
| class="aligncenter"|8
| class="alignright"|40 m
| class="alignright"|80 m
| class="alignright"|240 m
| class="alignright"|140 km/h
|-
| class="aligncenter"|9
| class="alignright"|70 m
| class="alignright"|140 m
| class="alignright"|420 m
| class="alignright"|260 km/h
|-
| class="aligncenter"|10
| class="alignright"|130 m
| class="alignright"|260 m
| class="alignright"|780 m
| class="alignright"|470 km/h
|}
 
===X-ray Vision===
:''Free action''
 
X-ray Vision is a self-only power which permits the character to make a moderately difficult (DV 3) Perception (Reason + Power Level) roll to see through objects. On a successful roll, they focus their vision at a specific distance, ignoring intervening physical barriers. The player must define a reasonably common substance, material, or energy that the character can't see through.


==="Roleplay" Powers===
===Ultra-power===
:''Varies''
:''Prerequisite:'' Five powers with the same unifying theme


Sometimes a character has a power that is important for characterization and roleplaying, but doesn't really have an impact on the game. For example, consider a character who is centuries old, and never ages, but who can die from injury or accident just like anyone else (unlike [[Bulletproof_Blues_3e_EN:Powers#Immortality|Immortality]]). This is definitely a power, but what does it really ''do''? It doesn't give the character a measurable benefit either in or out of combat. It's important to the character, and there is a remote chance that it will be useful in combat if the characters encounter a villain with the power to rapidly age her enemies, but for most games its usefulness will be limited to roleplaying. Powers like this are "roleplay" powers. There is no cost for "roleplay" powers.
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. For example, a character with "Ultra-power: Electrical Mastery" could use Blast and Force Field, but their Ultra-Power could not grant them the use of Area Blast unless they already had Blast outside of the Ultra-power.
 
In order to have Ultra-power, the character must first buy five 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, and 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.
 
<blockquote>
====SIDEBAR: Use And Abuse Of Ultra-power====
 
Ultra-power is open to abuse by players who care less about having fun than they do about "winning". It's important to stress that the powers in an Ultra-power should have a tightly unifying theme. If the character has a relatively low Power Level, then the GM may want to turn a blind eye if the player plays a bit fast and loose with the "tightly unifying theme". After all, there's not much harm in allowing the player some latitude when the character has a Power Level of only 1 or 2. For a character whose Power Level is more potent, enforcing the theme becomes more important. A character who can accomplish anything the player can think of can easily spoil a game and ruin everyone's fun.
</blockquote>
 
==Power Modifiers==
 
Power modifiers are special powers which modify how other powers function. Each power modifier costs one character point. However, each power modifier can be purchased more than once, granting additional advantages. The GM and player should work together to ensure that the range and maximum area of the character's powers are still within the limits of the game the GM wants to run. Just because the rules permit it doesn't mean you should do it.
 
===Increased Area===
 
Increased Area is a power modifier which expands the maximum area of all of the character's area powers. Each time this power modifier is purchased, the maximum area affected by the character's area powers is multiplied by ten. The character's powers which normally affect everyone within short range (10 m) of the target affect everyone within medium range (100 m) of the target, powers which normally affect everyone within medium range (100 m) affect everyone within long range (1 km), and so on.
 
<blockquote>
====SIDEBAR: Spreading An Attack (Optional)====
 
Spreading an attack is an optional rule which allows a character to trade off 3 ranks in Power Level for a level of increased area. A character with Power Level 5 and the Blast power, for example, could make their attack affect a 1 meter radius area, but at an effective Power Level of 2 -- trading 3 Power Level in exchange for making their Blast an area attack. Similarly, a character with Power Level 9 and Mass Dazzle (1 km radius, based on their Power Level) could trade 6 ranks of Power Level in order to attack a 100 km radius with their Mass Dazzle (making it effectively a Power Level 3 attack, for that one attack).
</blockquote>
 
===Increased Range===
 
Increased Range is a power modifier which extends the maximum range of all of the character's ranged powers. Each time this power modifier is purchased, the maximum range of the character's ranged powers is multiplied by ten. If the character's powers normally have short range (10 m) they become medium range (100 m), medium range (100 m) powers become long range (1 km), and so on.
 
===Personal Immunity===
 
Personal Immunity is a power modifier which makes the character immune to any undesirable effects of all of their own powers. If purchased a second time, the player may designate ten additional individuals who are immune to any undesirable effects of the character's powers. Each time this power is purchased, the number of immune individuals is multiplied by ten (i.e., 10, 100, 1000). The immune individuals can't normally be changed, once selected.
 
==New Follow Through Powers==
 
You can create more powerful versions of these powers by creating new follow through powers. The two most common types of follow-through powers are those that increase the range and those that apply the power to an area. The GM and player should work together to ensure that the follow-through power is still within the limits of the game the GM wants to run. Just because the rules permit it doesn't mean you should do it.
 
===Area (or Mass) [Power]===
 
A prerequisite power which affects a single target may have a follow through power which affects everyone within a certain area of the target, based on the character's [[Bulletproof_Blues_3e_EN:Attributes#Power_Level|Power Level]]. Making the prerequisite power affect an area does not modify the skill used for the attack, nor the skill used to resist it.
 
The attacker rolls once for the attack. Normally, each target in the affected area rolls individually against the attack, but if the GM prefers, she may roll once for each group of similar targets.
 
===Selective Area (or Selective Mass) [Power]===
 
A prerequisite power which affects an area may have a follow through power which permits the character to select who is affected within a certain area of the target, based on the character's [[Bulletproof_Blues_3e_EN:Attributes#Power_Level|Power Level]]. Making the prerequisite power affect a selective area does not modify the skill used for the attack, nor the skill used to resist it.
 
The attacker rolls once for the attack. Normally, each selected target in the affected area rolls individually against the attack, but if the GM prefers, she may roll once for each group of similar targets.
 
===Ranged [Power]===
 
A hand-to-hand prerequisite power may have a follow through power which is a ranged power with a [[Bulletproof_Blues_3e_EN:Actions#Range|range]] based on the character's [[Bulletproof_Blues_3e_EN:Attributes#Power_Level|Power Level]].
 
==New Powers==
 
You might not have found the power you want in this chapter. After all, the page count of this book is limited, while your imagination is not. If the power you want is very similar to one already listed, the easiest thing to do is just change the name and description slightly, and get on with the game. Talk to the GM and the other players about it, and see if they agree. If they do, your problem is solved.
 
On the other hand, not everything that works in a comicbook works in a game. It's entirely possible to create an invisible power that can attack anyone, anywhere, at no risk to the character -- but where's the fun in that? If the power you have imagined is significantly more powerful than anything in this chapter, then maybe you should go back to the drawing board.
 
But if you want to make up a new power, here are some basic guidelines.
 
===Hand-to-hand Normal Powers===
 
Hand-to-hand normal powers are targeted with the Hand-to-hand Combat skill. The attack roll is based on the character's Brawn, and the character's Power Level is added to their attack roll. The defense roll is based on the target's Brawn, and the target's defenses, such as Damage Resistance or Force Field, are applicable. A hand-to-hand power affects a single target.
 
===Ranged Normal Powers===
 
Ranged normal powers are targeted with the Ranged Combat skill. The attack roll is based on the character's Agility, and the character's Power Level is added to their attack roll. The defense roll is based on the target's Agility, and the target's defenses, such as Damage Resistance or Force Field, are applicable. A ranged power has a [[Bulletproof_Blues_3e_EN:Actions#Range|range]] based on the character's [[Bulletproof_Blues_3e_EN:Attributes#Power_Level|Power Level]], and affects a single target.
 
===Ranged Mental Powers===
 
Ranged mental powers are targeted with the Mental Combat skill. The attack roll is based on the character's Power Level, and the defense roll is based on the target's Presence. The target's normal defenses, such as Damage Resistance or Force Field, are not applicable, but Mental Resistance is. A mental power has a [[Bulletproof_Blues_3e_EN:Actions#Range|range]] based on the character's [[Bulletproof_Blues_3e_EN:Attributes#Power_Level|Power Level]], and affects a single target.
 
===Alteration Powers===
 
Alteration powers are targeted with the Hand-to-hand Combat skill if the power is hand-to-hand, or the Ranged Combat skill if the power is ranged. The attack roll is based on the character's Power Level, and the defense roll is based on one of the target's attributes, usually Brawn or Agility. The target's normal defenses, such as Damage Resistance or Force Field, are not applicable, but Alteration Resistance is. An alteration power is either hand-to-hand (1 m) or has a [[Bulletproof_Blues_3e_EN:Actions#Range|range]] based on the character's [[Bulletproof_Blues_3e_EN:Attributes#Power_Level|Power Level]], and affects a single target.
 
===Environmental Powers===
 
Powers which alter the environment in some non-damaging way are usually targeted with the Ranged Combat skill. The attack roll is based on the character's Agility, and the character's Power Level is added to their attack roll. The defense roll is based on one of the target's attributes, but the target's normal defenses, such as Damage Resistance or Force Field, are not applicable, nor are unusual defenses, such as Mental Resistance or Alteration Resistance. An environmental power typically has a [[Bulletproof_Blues_3e_EN:Actions#Range|range]] and an area based on the character's [[Bulletproof_Blues_3e_EN:Attributes#Power_Level|Power Level]].
 
==="Roleplay" Powers===
 
Sometimes a character has a power that is important for characterization and roleplaying, but doesn't really have an impact on the game. For example, consider a character who is centuries old, and never ages, but who can die from injury or accident just like anyone else (unlike [[Bulletproof_Blues_3e_EN:Powers#Immortality|Immortality]]). This is definitely a power, but what does it really ''do''? It doesn't give the character a measurable benefit either in or out of combat. It's important to the character, and there is a remote chance that it will be useful in combat if the characters encounter a villain with the power to rapidly age her enemies, but for most games its usefulness will be limited to roleplaying. Powers like this are "roleplay" powers. There is no cost for "roleplay" powers.


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


==Villain Powers==
Powers can sometimes work quite differently for villains than it does for player characters. For example, a character with Mind Control will rarely be able to maintain their control over a target for more than a few minutes, but a villain might have an NPC under their control for weeks or even years. Villains can accomplish things that are simply beyond the capabilities of player characters. However, do not overuse this technique, or the players will grow tired of it.
Here are a few villain-only powers to get you started.
<div id="Continuous Blast"></div>
===Blast, Continuous===
:''Standard action''
:''Prerequisite:'' [[Bulletproof_Blues_3e_EN:Powers#Seeking_Blast|Seeking Blast]]
:''Follow through powers:'' [[Bulletproof_Blues_3e_EN:Powers#Continuous_Area_Blast|Continuous Area Blast]]
Continuous Blast is a ranged normal attack which inflicts Endurance damage. The Continuous Blast could be radiation, fire, cold, arrows, or even darkness or light, and this must be chosen when the Blast power is purchased. Attacking with Continuous Blast requires a successful Ranged Combat (Agility + Power Level) roll against a Ranged Combat (Agility) roll of the target, or a Ranged Combat (Agility + Power Level) roll of the target if the target has Damage Resistance or Force Field.
Continuous Blast has limited independence from the attacker. The Continuous Blast will continue to attack the target every round until it misses. The attacker rolls the attack again as a quick action, but no interaction or attention is required from the attacker for these additional attacks.
<div id="Continuous Area Blast"></div>
===Blast, Continuous Area===
:''Standard action''
:''Prerequisite:'' [[Bulletproof_Blues_3e_EN:Powers#Continuous_Blast|Continuous Blast]]
Continuous Area Blast is a ranged, area normal attack which inflicts Endurance damage. The Continuous Area Blast could be radiation, fire, cold, arrows, or even darkness or light, and this must be chosen when the Continuous Area Blast power is purchased. Attacking with Continuous Area Blast requires a successful Ranged Combat (Agility + Power Level) roll against a Ranged Combat (Agility) roll of each target in the affected area, or a Ranged Combat (Agility + Power Level) roll of a target if that target has Damage Resistance or Force Field.
The attacker rolls once for the attack. Normally, each target in the affected area rolls individually against the attack, but if the GM prefers, she may roll once for each group of similar targets.
Continuous Area Blast has limited independence from the attacker. The Continuous Area Blast will continue to attack each target in the affected area every round until it misses that target. Once the attack misses a target in the affected area, the attack no longer affects that target. The attacker rolls the attack again as a quick action, but no interaction or attention is required from the attacker for these additional attacks.
<div id="Selective Mass Mind Control"></div>
===Mind Control, Selective Mass===
:''Standard action''
:''Prerequisite:'' [[Bulletproof_Blues_3e_EN:Powers#Mass_Mind_Control|Mass Mind Control]]
Selective Mass Mind Control is a ranged, area mental attack which allows a character to influence the behaviour of selected targets within the affected area, forcing them to obey the character's commands. To influence the targets' behaviour, the character must succeed at a Mental Combat (Power Level) roll against a Mental Combat (Presence) roll of each selected target in the affected area, or a Mental Combat (Presence + Power Level) roll of a target if that target has Mental Resistance. Giving a new mental command to the targets requires a quick action.
The attacker rolls once for the attack. Normally, each target in the affected area rolls individually against the attack, but if the GM prefers, she may roll once for each group of similar targets.
To break free of Selective Mass Mind Control, each target must use a standard action to make a successful Mental Combat (Presence) roll against a Mental Combat (Power Level) roll of the attacker. If a target has Mental Resistance, they add their Power Level to their roll. If a target succeeds at this roll, they break free of the Selective Mass Mind Control. If a target has not broken free of the Selective Mass Mind Control by the end of the scene, then they break free of it shortly thereafter.
<div id="Extended Transformation Ray"></div>
===[Transformation] Ray, Extended===
:''Standard action''
:''Prerequisite:'' [[Bulletproof_Blues_3e_EN:Powers#Transformation_Ray|[Transformation] Ray]]
:''Follow through powers:'' [[Bulletproof_Blues_3e_EN:Powers#Permanent_Transformation_Ray|Permanent [Transformation] Ray]]
Extended [Transformation] Ray is a is a ranged alteration attack which allows a character to use a personal power as an attack. Attacking with Extended [Transformation] Ray requires a successful Ranged Combat (Power Level) roll against a Ranged Combat (Agility) roll of the target, or a Ranged Combat (Agility + Power Level) roll of the target if the target has Alteration Resistance. Extended [Transformation] Ray ignores all normal forms of protection such as armor and Damage Resistance.
The power being used as an attack is under the control of the character with the Extended [Transformation] Ray power; the target of the ray has no control over the power. The specific personal power to be used as an attack must be chosen when this power is purchased. Available personal powers which may be used as attacks with Extended [Transformation] Ray are:
* [Element] Form
* Density Control
* Growth
* Intangibility
* Invisibility
* Shapeshifting
* Shrinking
Once an hour, the target may use a standard action to attempt a Survival (Presence) roll against a Ranged Combat (Power Level) roll of the attacker. If the target has Alteration Resistance, they add their Power Level to their roll. If the target succeeds at this roll, they recover from the transformation.
<div id="Permanent Transformation Ray"></div>
===[Transformation] Ray, Permanent===
:''Standard action''
:''Prerequisite:'' [[Bulletproof_Blues_3e_EN:Powers#Extended_Transformation_Ray|Extended [Transformation] Ray]]
Permanent [Transformation] Ray is a is a ranged alteration attack which allows a character to use a personal power as an attack. Attacking with Permanent [Transformation] Ray requires a successful Ranged Combat (Power Level) roll against a Ranged Combat (Agility) roll of the target, or a Ranged Combat (Agility + Power Level) roll of the target if the target has Alteration Resistance. Permanent [Transformation] Ray ignores all normal forms of protection such as armor and Damage Resistance.
The power being used as an attack is under the control of the character with the Permanent [Transformation] Ray power; the target of the ray has no control over the power. The specific personal power to be used as an attack must be chosen when this power is purchased. Available personal powers which may be used as attacks with Permanent [Transformation] Ray are:
* [Element] Form
* Density Control
* Growth
* Intangibility
* Invisibility
* Shapeshifting
* Shrinking
Once a day, the target may use a standard action to attempt a Survival (Presence) roll against a Ranged Combat (Power Level) roll of the attacker. If the target has Alteration Resistance, they add their Power Level to their roll. If the target succeeds at this roll, they recover from the transformation.


[[Category:Powers]]
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[[Category:Bulletproof Blues]]
[[Category:Bulletproof Blues]]
[[Category:English]]
[[Category:English]]

Latest revision as of 18:25, 18 April 2022

Arrow up 16x16.png Contents

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

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

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

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

Similarly, if a power is ranged, the maximum range of the power is dictated by the character's Power Level. Also see Increased Range, which increases the maximum range of a character's ranged powers.

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

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

Types Of Attacks

Attack powers are either hand-to-hand or ranged, and are normal, mental, or alteration. This will be indicated in the power's description.

Most attacks are normal attacks. A successful normal attack reduces the target's current Endurance. Clubs, firearms, and powers such as Blast are all normal attacks. Armor, force fields, and powers such as Damage Resistance are effective against normal attacks. Normal attacks are usually resolved with an Agility roll or a Brawn roll. Normal attacks are usually obvious when used.

Mental attacks are those which affect the target's mind directly. Conventional defenses such as armor and Damage Resistance are not effective against mental attacks: only Mental Resistance is effective against mental attacks. Mental attacks are usually resolved with a Power Level vs. Presence roll. Mental attacks are obvious to anyone who has Mental Resistance or mental powers, but are usually invisible to everyone else.

Alteration attacks are those which transform the target in some way, or which affect one of the target's attributes other than Endurance. Conventional defenses such as armor and Damage Resistance are not effective against alteration attacks: only Alteration Resistance is effective against alteration attacks. Alteration attacks are usually resolved with a Power Level roll against the target's Agility or Brawn roll. Alteration attacks are usually obvious when used.

Power Descriptions

Some powers have a prerequisite power. In order to have a follow through power, the character must have the prerequisite power. For example, Blast is the prerequisite power for Area Blast. In order to buy the Area Blast power, the character must first buy Blast.

Absorption

Free action

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

The energy the character absorbs is stored in their Absorption pool. The maximum size of the Absorption pool is equal to the character's Power Level attribute. Each time a normal attack successfully strikes the character, the number of dice the opponent rolled is added to the character's Absorption pool. For example, if the attacker rolled three dice, and the attack was successful, 3 would be added to the character's Absorption pool.

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

  • Boost: The character may increase one of their attributes by an amount equal to the size of their Absorption pool, up to a maximum of 10. Boosting the character's attribute requires a quick action, and the boost lasts for only one round. If the character uses the boost to increase their Power Level, this does not change the size of their Absorption pool.
  • Healing: The character restores an amount of lost Endurance (or drained or damaged attribute) equal to the size of their Absorption pool. Healing themselves in this fashion requires a quick action.
  • Power: The character gains one of the powers that was used against them. The power lasts for a number of rounds equal to the size of their Absorption pool, or until the character uses their Absorption pool for something else, whichever happens first. Gaining the power requires a quick action, but using it requires whatever action the power normally requires.

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

Agility Drain

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

BB3 Agility Drain chart.png

Agility Drain is a hand-to-hand alteration attack which inflicts damage to the target's Agility. Attacking with Agility Drain requires a successful Hand-to-hand Combat (Power Level) roll against a Hand-to-hand Combat (Brawn) roll of the target, or a Hand-to-hand Combat (Brawn + Power Level) roll of the target if the target has Alteration Resistance. If the attacker succeeds at this roll, then the target's Agility is reduced by one (or more, if using the optional margin of success rules). Agility Drain ignores all normal forms of protection such as armor and Damage Resistance.

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

Agility Drain Ray

Standard action
Prerequisite: Agility Drain
Follow through powers: Agility Theft Ray

Agility Drain Ray is a ranged alteration attack which inflicts damage to the target's Agility. Attacking with Agility Drain Ray requires a successful Ranged Combat (Power Level) roll against a Ranged Combat (Agility) roll of the target, or a Ranged Combat (Agility + Power Level) roll of the target if the target has Alteration Resistance. If the attacker succeeds at this roll, then the target's Agility is reduced by one (or more, if using the optional margin of success rules). Agility Drain Ray ignores all normal forms of protection such as armor and Damage Resistance.

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

Agility Theft

Standard action
Prerequisite: Agility Drain
Follow through powers: Agility Theft Ray

Agility Theft is a hand-to-hand alteration attack which allows a character to temporarily steal the target's Agility. Attacking with Agility Theft requires a successful Hand-to-hand Combat (Power Level) roll against a Hand-to-hand Combat (Brawn) roll of the target, or a Hand-to-hand Combat (Brawn + Power Level) roll of the target if the target has Alteration Resistance. If the attacker succeeds at this roll, then one rank of the target's Agility (or more, if using the optional margin of success rules) is transferred from the target to the character. Agility Theft ignores all normal forms of protection such as armor and Damage Resistance.

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

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

Agility Theft Ray

Standard action
Prerequisite: Agility Drain Ray or Agility Theft

Agility Theft Ray is a ranged alteration attack which allows a character to temporarily steal the target's Agility. Attacking with Agility Theft Ray requires a successful Ranged Combat (Power Level) roll against a Ranged Combat (Agility) roll of the target, or a Ranged Combat (Agility + Power Level) roll of the target if the target has Alteration Resistance. If the attacker succeeds at this roll, then one rank of the target's Agility (or more, if using the optional margin of success rules) is transferred from the target to the character. Agility Theft Ray ignores all normal forms of protection such as armor and Damage Resistance.

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

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

Alteration Resistance

Constant

Alteration Resistance is a self-only power which makes the character resistant to alteration attacks: any attack which would damage or drain any of their attributes or powers, or any attack which would physically transform them against their will. A character with Alteration Resistance adds their Power Level to their combat defense rolls when making a defense roll against such attacks.

Alternate Forms

Standard action

Alternate Forms is a self-only power which grants the character multiple independent identities, each with its own powers and appearance, and potentially even a different personality (if the player wishes). The maximum number of forms the character may have is equal to their Power Level, and each form is created with 5 fewer character points than the previous form. For example, a 30 point character with three forms would have a 30 point form, a 25 point form, and a 20 point form. Each form must have the same Power Level.

A character with Alternate Forms can change forms using a standard action. If the character goes unconscious, the character remains in their current form.

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

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

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

Ambient Awareness

Free action

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

Astral Travel

Move action

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

Blast

Standard action
Follow through powers: Area Blast, Seeking Blast

BB3 Blast chart.png

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

Blast, Area

Standard action
Prerequisite: Blast
Follow through powers: Seeking Area Blast, Selective Area Blast

Area Blast is a ranged, area normal attack which inflicts Endurance damage. The Area Blast could be radiation, fire, cold, arrows, or even darkness or light, and this must be chosen when the Area Blast power is purchased. Attacking with Area Blast requires a successful Ranged Combat (Agility + Power Level) roll against a Ranged Combat (Agility) roll of each target in the affected area, or a Ranged Combat (Agility + Power Level) roll of a target if that target has Damage Resistance or Force Field. If the attacker succeeds at this roll, then the target's Endurance is reduced by one (or more, if using the optional margin of success rules).

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

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

Blast, Seeking

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

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

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

Blast, Seeking Area

Standard action
Prerequisite: Area Blast or Seeking Blast

Seeking Area Blast is a ranged, area normal attack which inflicts Endurance damage. The Seeking Area Blast could be radiation, fire, cold, arrows, or even darkness or light, and this must be chosen when the Seeking Area Blast power is purchased. Attacking with Seeking Area Blast requires a successful Ranged Combat (Agility + Power Level) roll against a Ranged Combat (Agility) roll of each target in the affected area, or a Ranged Combat (Agility + Power Level) roll of a target if that target has Damage Resistance or Force Field. If the attacker succeeds at this roll, then the target's Endurance is reduced by one (or more, if using the optional margin of success rules).

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

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

Blast, Selective Area

Standard action
Prerequisite: Area Blast

Selective Area Blast is a ranged, area normal attack which inflicts Endurance damage. The Selective Area Blast could be radiation, fire, cold, arrows, or even darkness or light, and this must be chosen when the Selective Area Blast power is purchased. Attacking with Selective Area Blast requires a successful Ranged Combat (Agility + Power Level) roll against a Ranged Combat (Agility) roll of each selected target in the affected area, or a Ranged Combat (Agility + Power Level) roll of a target if that target has Damage Resistance or Force Field. If the attacker succeeds at this roll, then the target's Endurance is reduced by one (or more, if using the optional margin of success rules).

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

Blindsight

Free action

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

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

Brawn Drain

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

BB3 Brawn Drain chart.png

Brawn Drain is a hand-to-hand alteration attack which inflicts damage to the target's Brawn. Attacking with Brawn Drain requires a successful Hand-to-hand Combat (Power Level) roll against a Hand-to-hand Combat (Brawn) roll of the target, or a Hand-to-hand Combat (Brawn + Power Level) roll of the target if the target has Alteration Resistance. If the attacker succeeds at this roll, then the target's Brawn is reduced by one (or more, if using the optional margin of success rules). Brawn Drain ignores all normal forms of protection such as armor and Damage Resistance.

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

Brawn Drain Ray

Standard action
Prerequisite: Brawn Drain
Follow through powers: Brawn Theft Ray

Brawn Drain Ray is a ranged alteration attack which inflicts damage to the target's Brawn. Attacking with Brawn Drain Ray requires a successful Ranged Combat (Power Level) roll against a Ranged Combat (Agility) roll of the target, or a Ranged Combat (Agility + Power Level) roll of the target if the target has Alteration Resistance. If the attacker succeeds at this roll, then the target's Brawn is reduced by one (or more, if using the optional margin of success rules). Brawn Drain Ray ignores all normal forms of protection such as armor and Damage Resistance.

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

Brawn Theft

Standard action
Prerequisite: Brawn Drain
Follow through powers: Brawn Theft Ray

Brawn Theft is a hand-to-hand alteration attack which allows a character to temporarily steal the target's Brawn. Attacking with Brawn Theft requires a successful Hand-to-hand Combat (Power Level) roll against a Hand-to-hand Combat (Brawn) roll of the target, or a Hand-to-hand Combat (Brawn + Power Level) roll of the target if the target has Alteration Resistance. If the attacker succeeds at this roll, then one rank of the target's Brawn (or more, if using the optional margin of success rules) is transferred from the target to the character. Brawn Theft ignores all normal forms of protection such as armor and Damage Resistance.

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

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

Brawn Theft Ray

Standard action
Prerequisite: Brawn Drain Ray or Brawn Theft

Brawn Theft Ray is a ranged alteration attack which allows a character to temporarily steal the target's Brawn. Attacking with Brawn Theft Ray requires a successful Ranged Combat (Power Level) roll against a Ranged Combat (Agility) roll of the target, or a Ranged Combat (Agility + Power Level) roll of the target if the target has Alteration Resistance. If the attacker succeeds at this roll, then one rank of the target's Brawn (or more, if using the optional margin of success rules) is transferred from the target to the character. Brawn Theft Ray ignores all normal forms of protection such as armor and Damage Resistance.

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

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

Bulletproof

Constant
Prerequisite: Damage Resistance or Force Field

BB3 Bulletproof chart.png

Bulletproof is a self-only power which permits the character to ignore most attacks from ordinary bullets and knives. The character might have thick armor or impenetrable skin, or they might simply move out of the way of such mundane attacks. An attack roll against the character fails if the weapon being used causes normal damage, if it is an ordinary piece of equipment (a piece of equipment purchased with money rather than as a power), and if it has a PL rating lower than the bulletproof character's current Power Level.

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

Clairvoyance

Standard action

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

Clinging

Free action

Clinging is a self-only power which permits the character to move along walls, ceilings, and other surfaces as if they were level. For example, the character might have sticky hands and feet, they might wear magnetic shoes, or they may be able to selectively control the force of gravity. The strength holding the character to the surface is equal to their Brawn. If the surface is slippery or unstable, the GM might require the character to attempt a moderately difficult (DV 3) Athletics (Brawn + Power Level) roll to keep from sliding or falling. If the character is attacked by an attempt to lift them off of the ground or push them backward, they may choose to defend with their Athletics (Brawn + Power Level) roll rather than the usual combat roll.

Combination

Standard action

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

Example:

Agares, Bune, and Crocell each have Combination. Agares has Agility 2, Brawn 2, and Power Level 4; Bune has Agility 2, Brawn 2, and Power Level 3; and Crocell has Agility 3, Brawn 3, and Power Level 3. When Agares, Bune, and Crocell combine, they form the mighty Demogorgon, who has Agility 5 and Brawn 5 (Crocell's 3, plus 2 more for Agares and Bune), Power Level 6 (Agares' Power Level 4, plus 2 more for Bune and Crocell), and all of the powers possessed by Agares, Bune, and Crocell.

Command Animals

Standard action

Command Animals is a ranged mental power which allows a character to communicate with and mentally control one or more non-sentient animals. To communicate with and mentally control a single large animal or numerous small animals, the character must succeed at a moderately difficult (DV 3) Mental Combat (Power Level) roll.

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

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

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

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

Command Machines

Standard action

Command Machines is a ranged mental power which allows a character to mentally control one or more electronic and mechanical machines. To mentally control a single large machine or numerous small machines, the character must succeed at a moderately difficult (DV 3) Mental Combat (Power Level) roll.

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

Controlled machines have the normal attributes, movement, and attack types that those kinds of machines would have. However, if the GM doesn't want to deal with that, she can declare that the Agility, Brawn, Endurance, and Presence of the machine or combined machines is equal to the Power Level of the character controlling them. Controlled machines can be made to perform their ordinary purpose, such as making an automatic teller machine spit out money, or making a bulldozer roll around and demolish buildings. If there is no significant security in place, no roll is necessary for this. If the character is trying to circumvent security or break into a computer system, the character may attempt a Computing (Reason + Power Level) roll against the power level (PL) of the security.

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

Command Objects

Standard action

Command Objects is a ranged mental power which allows a character to animate and mentally control one or more inanimate objects. To animate and mentally control a single large object or numerous small objects, the character must succeed at a moderately difficult (DV 3) Mental Combat (Power Level) roll.

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

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

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

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

Damage Resistance

Constant
Follow through powers: Bulletproof

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

Damaging Aura

Free action
Follow through powers: Area Damaging Aura

BB3 Damaging Aura chart.png

Damaging Aura allows a character to use a free action to make a hand-to-hand normal attack against anyone who touches them or attacks them with a hand-to-hand attack. The Damaging Aura could be radiation, fire, cold, quills, or even darkness or light, and this must be chosen when the Damaging Aura power is purchased. Attacking with Damaging Aura requires a successful Hand-to-hand Combat (Brawn + Power Level) roll against a Hand-to-hand Combat (Brawn) roll of the target, or a Hand-to-hand Combat (Brawn + Power Level) roll of the target if the target has Damage Resistance or Force Field. If the attacker succeeds at this roll, then the target's Endurance is reduced by one (or more, if using the optional margin of success rules).

The character with Damaging Aura may also attempt to touch others and cause damage. Doing so requires using a standard action to make Hand-to-hand Combat (Brawn + Power Level) roll against a Hand-to-hand Combat (Brawn) roll of the target, or a Hand-to-hand Combat (Brawn + Power Level) roll of the target if the target has Damage Resistance or Force Field.

Damaging Aura, Area

Free action
Prerequisite: Damaging Aura
Follow through powers: Selective Area Damaging Aura

Area Damaging Aura allows a character to use a free action to make a hand-to-hand, area normal attack against everyone within the affected area. The Area Damaging Aura could be radiation, fire, cold, quills, or even darkness or light, and this must be chosen when the Area Damaging Aura power is purchased. Attacking with Area Damaging Aura requires a successful Hand-to-hand Combat (Brawn + Power Level) roll against a Hand-to-hand Combat (Brawn) roll of each target in the affected area, or a Hand-to-hand Combat (Brawn + Power Level) roll of a target if that target has Damage Resistance or Force Field. If the attacker succeeds at this roll, then the target's Endurance is reduced by one (or more, if using the optional margin of success rules).

If anyone enters the area of the Area Damaging Aura after it has been activated, the character with Area Damaging Aura must use a free action to attack them. Once the power is active, the character with Area Damaging Aura must use a free action to make another attack roll against everyone within the affected area at the beginning of each of their turns.

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

Damaging Aura, Selective Area

Free action
Prerequisite: Area Damaging Aura

Selective Area Damaging Aura allows a character to use a free action to make a hand-to-hand, area normal attack against selected targets within the affected area. The Selective Area Damaging Aura could be radiation, fire, cold, quills, or even darkness or light, and this must be chosen when the Selective Area Damaging Aura power is purchased. Attacking with Selective Area Damaging Aura requires a successful Hand-to-hand Combat (Brawn + Power Level) roll against a Hand-to-hand Combat (Brawn) roll of each selected target in the affected area, or a Hand-to-hand Combat (Brawn + Power Level) roll of a target if that target has Damage Resistance or Force Field. If the attacker succeeds at this roll, then the target's Endurance is reduced by one (or more, if using the optional margin of success rules).

If anyone enters the area of the Selective Area Damaging Aura after it has been activated, the character with Selective Area Damaging Aura may use a free action to attack them. Once the power is active, the character with Selective Area Damaging Aura may use a free action to make another attack roll against selected targets within the affected area at the beginning of each of their turns.

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

Danger Sense

Free action

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

Additionally, if an attack is imminent, the GM will ask the player to attempt a moderately difficult (DV 3) Perception (Reason + Power Level) roll. If the Danger Sense roll is successful, the character knows that an attack is imminent, and may warn other characters.

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

Darkness

Standard action

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

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

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

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

Dazzle

Standard action
Follow through powers: Mass Dazzle

BB3 Dazzle chart.png

Dazzle is a ranged alteration attack which renders the target unable to see clearly. Attacking with Dazzle requires a successful Ranged Combat (Power Level) roll against a Ranged Combat (Agility) roll of the target, or a Ranged Combat (Agility + Power Level) roll of the target if the target has Alteration Resistance. Dazzle ignores all normal forms of protection such as armor and Damage Resistance.

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

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

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

Dazzle, Mass

Standard action
Prerequisite: Dazzle
Follow through powers: Selective Mass Dazzle

Mass Dazzle is a ranged, area alteration attack which renders everyone within the affected area unable to see clearly. Attacking with Mass Dazzle requires a successful Ranged Combat (Power Level) roll against a Ranged Combat (Agility) roll of each target in the affected area, or a Ranged Combat (Agility + Power Level) roll of a target if that target has Alteration Resistance. Mass Dazzle ignores all normal forms of protection such as armor and Damage Resistance.

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

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

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

Dazzle, Selective Mass

Standard action
Prerequisite: Mass Dazzle

Selective Mass Dazzle is a ranged, area alteration attack which renders selected targets within the affected area unable to see clearly. Attacking with Selective Mass Dazzle requires a successful Ranged Combat (Power Level) roll against a Ranged Combat (Agility) roll of each selected target in the affected area, or a Ranged Combat (Agility + Power Level) roll of a target if that target has Alteration Resistance. Selective Mass Dazzle ignores all normal forms of protection such as armor and Damage Resistance.

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

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

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

Density Control

Quick action

Density Control is a self-only power which permits the character to become more massive, making them stronger and tougher than normal. The effects of Density Control are based on the Power Level of the character. At Power Level 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 does not have to use it at full power. A character with Power Level 5, for example, could elect to be merely 400 kilograms rather than their full 17 tonnes.

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

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 Brawn
1 260 kg +1
2 550 kg +1
3 1,700 kg +2
4 5,500 kg +2
5 17 t +3
6 55 t +3
7 170 t +4
8 550 t +4
9 1,700 t +5
10 5,500 t +5


Detect [Element]

Standard action
Follow through powers: Sense [Element]

BB3 Detect Element chart.png

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

Dimensional Travel

Move action

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

Duplication

Quick action

Duplication is a self-only power which permits the character to make identical copies of themselves. The total number of duplicates is based on the Power Level of the character. These duplicates are independent characters, who each move and act separately each round. However, all of the duplicates share a single pool of Plot Points, and spend their Plot Points as a single character. Similarly, if the character with Duplication has the Extra Actions power, only one duplicate may use this extra action each turn. Duplicates do not have any special means of communication, but many characters with Duplication also buy the Telepathy power to communicate among themselves.

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

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 4
3 8
4 16
5 32
6 64
7 125
8 250
9 500
10 1,000


[Element] Form

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

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

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

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

[Element] Immunity

Constant
Follow through powers: Element Form

BB3 Element Immunity chart.png

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

Element Mimicry

Quick action
Prerequisite: [Element] Form

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

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

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

[Element] Wall

Standard action

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

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

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

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

Emotion Control

Standard action
Follow through powers: Mass Emotion Control

BB3 Emotion Control chart.png

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

To recover from Emotion Control, the target must use a standard action to make a successful Mental Combat (Presence) roll against a Mental Combat (Power Level) roll of the attacker. If the target has Mental Resistance, they add their Power Level to their roll. If the target succeeds at this roll, they 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 bonus die on their Emotion Control rolls.

Emotion Control, Mass

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

Mass Emotion Control is a ranged, area mental attack which allows a character to influence the behaviour of everyone within the affected area by controlling their emotional state. The character can only instill one emotion at a time in the targets, but may instill in the targets any emotion the attacker desires. To instill an emotion in the targets, the character must succeed at a Mental Combat (Power Level) roll against a Mental Combat (Presence) roll of each target in the affected area, or a Mental Combat (Presence + Power Level) roll of a target if that target has Mental Resistance.

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

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

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

Emotion Control, Selective Mass

Standard action
Prerequisite: Mass Emotion Control

Selective Mass Emotion Control is a ranged, area mental attack which allows a character to influence the behaviour of selected targets within the affected area by controlling their emotional state. The character can only instill one emotion at a time in the targets, but may instill in the targets any emotion the attacker desires. To instill an emotion in the selected targets, the character must succeed at a Mental Combat (Power Level) roll against a Mental Combat (Presence) roll of each target in the affected area, or a Mental Combat (Presence + Power Level) roll of a target if that target has Mental Resistance.

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

To recover from Selective Mass Emotion Control, each target must use a standard action to make a successful Mental Combat (Presence) roll against a Mental Combat (Power Level) roll of the attacker. If a target has Mental Resistance, they add their Power Level to their roll. If a target succeeds at this roll, they recover from the Selective Mass Emotion Control. If a target has not recovered from the Selective Mass Emotion Control by the end of the scene, then they recover from it shortly thereafter.

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

Endurance Drain

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

BB3 Endurance Drain chart.png

Endurance Drain is a hand-to-hand alteration attack which inflicts damage to the target's Endurance. Attacking with Endurance Drain requires a successful Hand-to-hand Combat (Power Level) roll against a Hand-to-hand Combat (Brawn) roll of the target, or a Hand-to-hand Combat (Brawn + Power Level) roll of the target if the target has Alteration Resistance. If the attacker succeeds at this roll, then the target's Endurance is reduced by one (or more, if using the optional margin of success rules). Endurance Drain ignores all normal forms of protection such as armor and Damage Resistance.

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

Endurance Drain Ray

Standard action
Prerequisite: Endurance Drain
Follow through powers: Endurance Theft Ray

Endurance Drain Ray is a ranged alteration attack which inflicts damage to the target's Endurance. Attacking with Endurance Drain Ray requires a successful Ranged Combat (Power Level) roll against a Ranged Combat (Agility) roll of the target, or a Ranged Combat (Agility + Power Level) roll of the target if the target has Alteration Resistance. If the attacker succeeds at this roll, then the target's Endurance is reduced by one (or more, if using the optional margin of success rules). Endurance Drain Ray ignores all normal forms of protection such as armor and Damage Resistance.

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

Endurance Theft

Standard action
Prerequisite: Endurance Drain
Follow through powers: Endurance Theft Ray

Endurance Theft is a hand-to-hand alteration attack which allows a character to temporarily steal the target's Endurance. Attacking with Endurance Theft requires a successful Hand-to-hand Combat (Power Level) roll against a Hand-to-hand Combat (Brawn) roll of the target, or a Hand-to-hand Combat (Brawn + Power Level) roll of the target if the target has Alteration Resistance. If the attacker succeeds at this roll, then one rank of the target's Endurance (or more, if using the optional margin of success rules) is transferred from the target to the character. Endurance Theft ignores all normal forms of protection such as armor and Damage Resistance.

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

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

Endurance Theft Ray

Standard action
Prerequisite: Endurance Drain Ray or Endurance Theft

Endurance Theft Ray is a ranged alteration attack which allows a character to temporarily steal the target's Endurance. Attacking with Endurance Theft Ray requires a successful Ranged Combat (Power Level) roll against a Ranged Combat (Agility) roll of the target, or a Ranged Combat (Agility + Power Level) roll of the target if the target has Alteration Resistance. If the attacker succeeds at this roll, then one rank of the target's Endurance (or more, if using the optional margin of success rules) is transferred from the target to the character. Endurance Theft Ray ignores all normal forms of protection such as armor and Damage Resistance.

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

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

Environmental Control

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 3) Ranged Combat (Reason + Power Level) roll, but the difficulty may be higher if the change from current conditions is particularly drastic. For example, causing a blizzard on a hot summer day would require a remarkably difficult (DV 6) Ranged Combat (Reason + Power Level) roll. If the new environment is relatively normal for the time and place, no roll should be necessary.

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

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

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

Environmental Immunity

Constant

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

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

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

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

Etheric Travel

Move action

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

Extra Actions

Quick action

Extra Actions is a self-only power which permits the character to take one additional move action or standard action during their turn.

The number of additional actions the character may use is equal to their Power Level. Once an additional action has been used, it may not be used again during that scene.

Flight

Move action
Follow through powers: Mass Flight, Super-flight

BB3 Flight chart.png

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

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

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


Table: Flight
Agility Fly Double Move All-out Move km/h
1 2 m 4 m 12 m 7 km/h
2 4 m 8 m 24 m 14 km/h
3 7 m 14 m 42 m 25 km/h
4 13 m 26 m 78 m 47 km/h
5 40 m 80 m 240 m 140 km/h
6 130 m 260 m 780 m 470 km/h
7 400 m 800 m 2,400 m 1,400 km/h
8 1,300 m 2,600 m 7,800 m 4,700 km/h
9 4 km 8 km 24 km 14,000 km/h
10 13 km 26 km 78 km 47,000 km/h

Flight, Mass

Move action
Prerequisite: Flight
Follow through powers: Selective Mass Flight

Mass Flight is a self-only, area power which permits the character to take everyone within the affected area with them when they fly.

A character with Mass Flight does not have to use it at full power. They may fly with everyone within 1 meter, 10 meters, or anywhere up to their maximum area.

Flight, Selective Mass

Move action
Prerequisite: Mass Flight

Selective Mass Flight is a self-only, area power which permits the character to take everyone within the affected area with them when they fly. Furthermore, it allows the character with the Selective Mass Flight to select who within that area is taken with them, and who is not.

A character with Selective Mass Flight does not have to use it at full power. They may fly with selected individuals within 1 meter, 10 meters, or anywhere up to their maximum area.

Force Field

Quick action
Follow through powers: Bulletproof

Force Field is a self-only power which provides protection against normal damage. A character with Force Field adds their Power Level to their combat defense rolls. Force Field is not effective against mental attacks and alteration attacks. Force Field does not stack with conventional armor or powers such as Damage Resistance.

A character with a Force Field may extend their force field to another person (or person-sized object) by touching them. The Force Field then protects both characters, but only as long as the character with the Force Field is touching the second character.

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

Growth

Quick action

Growth is a self-only power which permits the character to become physically larger, making them stronger and more massive than normal. The effects of Growth are based on the Power Level of the character. At Power Level 8 and above, the character's hands are so large that they strike entire areas rather than individuals.

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

A character with Growth does not have to use it at full power. A character who has Power Level 5, for example, could elect to be merely 3 meters tall rather than their full 20 meters.

When a character using 8 or more ranks of Growth makes a Hand-to-hand Combat attack roll, everyone within short range (10 m) of the target must make a Hand-to-hand Combat (Brawn) roll against the attack. Normally, each target in the affected area rolls individually against the attack, but if the GM prefers, she may roll once for a group of similar targets.


Table: Growth
Power Level Height Reach Mass Brawn
1 5 m 2 m 1,700 kg +1
2 7 m 3 m 5,500 kg +1
3 10 m 5 m 17 t +2
4 15 m 7 m 55 t +2
5 20 m 10 m 170 t +3
6 30 m 15 m 550 t +3
7 50 m 25 m 1,700 t +4
8 70 m 35 m 5,500 t +4
9 100 m 50 m 17,000 t +5
10 150 m 75 m 55,000 t +5

Haste

Standard action

Haste is a self-only power which permits the character to perform everyday tasks at a rate much faster than usual. The character's ability to perform mundane tasks extraordinarily quickly is based on their Power Level. For example, a typical book takes about 5 hours to read. A character with Power Level 4 could read it in 2 minutes (5 hours = 300 minutes, 300 minutes / 160 = 2 minutes).

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


Table: Haste
Power Level Multiplier
1 20
2 40
3 80
4 160
5 320
6 640
7 1,250
8 2,500
9 5,000
10 10,000

Healing

Standard action

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

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

Hold

Standard action

Hold is a ranged special attack which prevents the target from moving or taking any actions other than trying to break out of it. Attacking with Hold requires a successful Ranged Combat (Power Level) roll against a Ranged Combat (Agility) roll of the target. Hold ignores all normal forms of protection such as armor and Damage Resistance. The mechanism which causes the Hold must be specified when this power is purchased. For example, the target might be entangled in webs, encased in ice, or bound by rings of magical force.

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

To break free of Hold, the restrained character must use a standard action to make a successful Hand-to-hand Combat (Brawn) roll against a Ranged Combat (Power Level) roll of the attacker. If the restrained character has Strike or Damaging Aura, they may add their Power Level to this roll. If the restrained character succeeds at this roll, they break free of the Hold.

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

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

Hyperacuity

Free action

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

Illusion

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

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

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

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

Immortality

Constant

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

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

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

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

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

Intangibility

Quick action

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

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

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

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

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

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

Invisibility

Quick action

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

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

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

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

Mental Resistance

Constant

Mental Resistance is a self-only power which makes the character resistant to mental attacks and unnatural coercion. A character with Mental Resistance adds their Power Level to their Mental Combat defense rolls.

Mind Blast

Standard action
Follow through powers: Mass Mind Blast

BB3 Mind Blast chart.png

Mind Blast is a ranged mental attack which inflicts "stunning" damage. The Mind Blast is typically some form of psychic attack, but it could also be sound, electricity, cold, or even bacteria, and this must be chosen when the Mind Blast power is purchased. Attacking with Mind Blast requires a successful Mental Combat (Power Level) roll against a Mental Combat (Presence) roll of the target, or a Mental Combat (Presence + Power Level) roll of the target if the target has Mental Resistance. If the attacker succeeds at this roll, then the target's Endurance is reduced by one (or more, if using the optional margin of success rules). Mind Blast ignores all normal forms of protection such as armor and Damage Resistance. Mind Blast only affects sentient creatures: robots, machinery, and animated objects are unaffected by Mind Blast.

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

Mind Blast, Mass

Standard action
Prerequisite: Mind Blast
Follow through powers: Selective Mass Mind Blast

Mass Mind Blast is a ranged, area mental attack which inflicts "stunning" damage. The Mass Mind Blast is typically some form of psychic attack, but it could also be sound, electricity, cold, or even bacteria, and this must be chosen when the Mass Mind Blast power is purchased. Attacking with Mass Mind Blast requires a successful Mental Combat (Power Level) roll against a Mental Combat (Presence) roll of each target in the affected area, or a Mental Combat (Presence + Power Level) roll of a target if that target has Mental Resistance. If the attacker succeeds at this roll, then the target's Endurance is reduced by one (or more, if using the optional margin of success rules). Mass Mind Blast ignores all normal forms of protection such as armor and Damage Resistance. Mass Mind Blast only affects sentient creatures: robots, machinery, and animated objects are unaffected by Mass Mind Blast.

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

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

Mind Blast, Selective Mass

Standard action
Prerequisite: Mass Mind Blast

Selective Mass Mind Blast is a ranged, area mental attack which inflicts "stunning" damage. The Selective Mass Mind Blast is typically some form of psychic attack, but it could also be sound, electricity, cold, or even bacteria, and this must be chosen when the Selective Mass Mind Blast power is purchased. Attacking with Selective Mass Mind Blast requires a successful Mental Combat (Power Level) roll against a Mental Combat (Presence) roll of each selected target in the affected area, or a Mental Combat (Presence + Power Level) roll of a target if that target has Mental Resistance. If the attacker succeeds at this roll, then the target's Endurance is reduced by one (or more, if using the optional margin of success rules). Selective Mass Mind Blast ignores all normal forms of protection such as armor and Damage Resistance. Selective Mass Mind Blast only affects sentient creatures: robots, machinery, and animated objects are unaffected by Selective Mass Mind Blast.

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

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

Mind Control

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

Mind Control is a ranged mental attack which allows a character to influence a living creature's behaviour, forcing the target to obey the character's mental commands. To influence a living creature's behaviour, the character must succeed at a Mental Combat (Power Level) roll against a Mental Combat (Presence) roll of the target, or a Mental Combat (Presence + Power Level) roll of the target if the target has Mental Resistance. Giving a new mental command to the target requires a quick action.

To break free of Mind Control, the target must use a standard action to make a successful Mental Combat (Presence) roll against a Mental Combat (Power Level) roll of the attacker. If the target has Mental Resistance, they add their Power Level to their roll. If the target succeeds at this roll, they break free of the 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 Control, Mass

Standard action
Prerequisite: Mind Control

Mass Mind Control is a ranged, area mental attack which allows a character to influence the behaviour of everyone within the affected area, forcing them to obey the character's commands. To influence the targets' behaviour, the character must succeed at a Mental Combat (Power Level) roll against a Mental Combat (Presence) roll of each target in the affected area, or a Mental Combat (Presence + Power Level) roll of a target if that target has Mental Resistance. Giving a new mental command to the targets requires a quick action.

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

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

Mind Hold

Standard action

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

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

To break free of Mind Hold, the target must use a standard action to make a successful Mental Combat (Presence) roll, or a Mental Combat (Presence + Power Level) roll if the target has Mental Resistance, against a Mental Combat (Power Level) roll of the attacker. If the target succeeds at this roll, they break free of the Mind Hold.

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

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

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

Night Vision

Free action

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

Possession

Standard action
Prerequisite: Telepathy

Possession is a ranged mental attack which allows a character to seize control of a target, overriding the target's control and effectively making the target a passenger in their own body. Using Possession requires a Mental Combat (Power Level) roll against a Mental Combat (Presence) roll of the target, or a Mental Combat (Presence + Power Level) roll of the target if the target has Mental Resistance.

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

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

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

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

Power Drain

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

BB3 Power Drain chart.png

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

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

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

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

Power Drain Ray

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

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

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

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

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

Power Mimicry

Standard action
Follow through powers: Power Theft

Power Mimicry is a hand-to-hand alteration attack which allows a character to temporarily copy another character's power and use it themselves. Attributes of 5 or higher are considered powers for this purpose. Attacking with Power Mimicry requires a successful Hand-to-hand Combat (Power Level) roll against a Hand-to-hand Combat (Brawn) roll of the target, or a Hand-to-hand Combat (Brawn + Power Level) roll of the target if the target has Alteration Resistance. If the attacker succeeds at this roll, then they gain one (or more, if using the optional margin of success rules) of the target's powers. Power Mimicry ignores all normal forms of protection such as armor and Damage Resistance.

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

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

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

Power Suppression

Standard action
Prerequisite: Power Drain Ray

Power Suppression is a ranged, area alteration attack which inflicts damage to the Power Level attribute of everyone within the affected area. The mechanism which causes the Power Suppression must be specified when this power is purchased. For example, the targets might be injected with nanomachines, subjected to an alien energy field, bound by rings of magical force, or they could be shackled with some type of "inhibitor" device. Attacking with Power Suppression requires a successful Ranged Combat (Power Level) roll against a Ranged Combat (Agility) roll of each target in the affected area, or a Ranged Combat (Agility + Power Level) roll of a target if that target has Alteration Resistance. If the attacker succeeds at this roll, then the target's Power Level is reduced by one (or more, if using the optional margin of success rules). Power Suppression ignores all normal forms of protection such as armor and Damage Resistance. Reducing a character's Power Level to zero renders them unable to activate any of their powers (constant powers are unaffected).

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

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

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

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

Power Theft

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

Power Theft is a hand-to-hand alteration attack which allows a character to temporarily steal another character's Power Level. Attacking with Power Theft requires a successful Hand-to-hand Combat (Power Level) roll against a Hand-to-hand Combat (Brawn) roll of the target, or a Hand-to-hand Combat (Brawn + Power Level) roll of the target if the target has Alteration Resistance. If the attacker succeeds at this roll, then one rank of the target's Power Level (or more, if using the optional margin of success rules) is transferred from the target to the character. Power Theft ignores all normal forms of protection such as armor and Damage Resistance.

The effects of multiple Power Theft attacks are cumulative, but the maximum amount of Power Level an attacker can steal is equal to their own Power Level. For example, a character with Power Level 4 could only steal 4 ranks of Power Level, no matter how many targets they attack with Power Theft. Additionally, for each rank of Power Level stolen, the character with Power Theft also steals one of the target's powers. If the character with Power Theft knows what powers the target has, they may choose which powers they steal. Otherwise, the target of the Power Theft may choose the order in which their powers are stolen. A character with Power Theft can potentially gain a number of new powers equal to their own normal Power Level.

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

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

Power Theft Ray

Standard action
Prerequisite: Power Drain Ray or Power Theft

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

The effects of multiple Power Theft Ray attacks are cumulative, but the maximum amount of Power Level an attacker can steal is equal to their own Power Level. For example, a character with Power Level 4 could only steal 4 ranks of Power Level, no matter how many targets they attack with Power Theft and Power Theft Ray. Additionally, for each rank of Power Level stolen, the character with Power Theft Ray also steals one of the target's powers. If the character with Power Theft Ray knows what powers the target has, they may choose which powers they steal. Otherwise, the target of the Power Theft Ray may choose the order in which their powers are stolen. A character with Power Theft Ray can potentially gain a number of new powers equal to their own normal Power Level.

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

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

Presence Drain

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

BB3 Presence Drain chart.png

Presence Drain is a hand-to-hand alteration attack which inflicts damage to the target's Presence. Attacking with Presence Drain requires a successful Hand-to-hand Combat (Power Level) roll against a Hand-to-hand Combat (Brawn) roll of the target, or a Hand-to-hand Combat (Brawn + Power Level) roll of the target if the target has Alteration Resistance. If the attacker succeeds at this roll, then the target's Presence is reduced by one (or more, if using the optional margin of success rules). Presence Drain ignores all normal forms of protection such as armor and Damage Resistance.

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

Presence Drain Ray

Standard action
Prerequisite: Presence Drain
Follow through powers: Presence Theft Ray

Presence Drain Ray is a ranged alteration attack which inflicts damage to the target's Presence. Attacking with Presence Drain Ray requires a successful Ranged Combat (Power Level) roll against a Ranged Combat (Agility) roll of the target, or a Ranged Combat (Agility + Power Level) roll of the target if the target has Alteration Resistance. If the attacker succeeds at this roll, then the target's Presence is reduced by one (or more, if using the optional margin of success rules). Presence Drain Ray ignores all normal forms of protection such as armor and Damage Resistance.

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

Presence Theft

Standard action
Prerequisite: Presence Drain
Follow through powers: Presence Theft Ray

Presence Theft is a hand-to-hand alteration attack which allows a character to temporarily steal the target's Presence. Attacking with Presence Theft requires a successful Hand-to-hand Combat (Power Level) roll against a Hand-to-hand Combat (Brawn) roll of the target, or a Hand-to-hand Combat (Brawn + Power Level) roll of the target if the target has Alteration Resistance. If the attacker succeeds at this roll, then one rank of the target's Presence (or more, if using the optional margin of success rules) is transferred from the target to the character. Presence Theft ignores all normal forms of protection such as armor and Damage Resistance.

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

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

Presence Theft Ray

Standard action
Prerequisite: Presence Drain Ray or Presence Theft

Presence Theft Ray is a ranged alteration attack which allows a character to temporarily steal the target's Presence. Attacking with Presence Theft Ray requires a successful Ranged Combat (Power Level) roll against a Ranged Combat (Agility) roll of the target, or a Ranged Combat (Agility + Power Level) roll of the target if the target has Alteration Resistance. If the attacker succeeds at this roll, then one rank of the target's Presence (or more, if using the optional margin of success rules) is transferred from the target to the character. Presence Theft Ray ignores all normal forms of protection such as armor and Damage Resistance.

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

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

Probability Control

Free action

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

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

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

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

Radio Communication

Free action

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

Reason Drain

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

BB3 Reason Drain chart.png

Reason Drain is a hand-to-hand alteration attack which inflicts damage to the target's Reason. Attacking with Reason Drain requires a successful Hand-to-hand Combat (Power Level) roll against a Hand-to-hand Combat (Brawn) roll of the target, or a Hand-to-hand Combat (Brawn + Power Level) roll of the target if the target has Alteration Resistance. If the attacker succeeds at this roll, then the target's Reason is reduced by one (or more, if using the optional margin of success rules). Reason Drain ignores all normal forms of protection such as armor and Damage Resistance.

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

Reason Drain Ray

Standard action
Prerequisite: Reason Drain
Follow through powers: Reason Theft Ray

Reason Drain Ray is a ranged alteration attack which inflicts damage to the target's Reason. Attacking with Reason Drain Ray requires a successful Ranged Combat (Power Level) roll against a Ranged Combat (Agility) roll of the target, or a Ranged Combat (Agility + Power Level) roll of the target if the target has Alteration Resistance. If the attacker succeeds at this roll, then the target's Reason is reduced by one (or more, if using the optional margin of success rules). Reason Drain Ray ignores all normal forms of protection such as armor and Damage Resistance.

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

Reason Theft

Standard action
Prerequisite: Reason Drain
Follow through powers: Reason Theft Ray

Reason Theft is a hand-to-hand alteration attack which allows a character to temporarily steal the target's Reason. Attacking with Reason Theft requires a successful Hand-to-hand Combat (Power Level) roll against a Hand-to-hand Combat (Brawn) roll of the target, or a Hand-to-hand Combat (Brawn + Power Level) roll of the target if the target has Alteration Resistance. If the attacker succeeds at this roll, then one rank of the target's Reason (or more, if using the optional margin of success rules) is transferred from the target to the character. Reason Theft ignores all normal forms of protection such as armor and Damage Resistance.

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

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

Reason Theft Ray

Standard action
Prerequisite: Reason Drain Ray or Reason Theft

Reason Theft Ray is a ranged alteration attack which allows a character to temporarily steal the target's Reason. Attacking with Reason Theft Ray requires a successful Ranged Combat (Power Level) roll against a Ranged Combat (Agility) roll of the target, or a Ranged Combat (Agility + Power Level) roll of the target if the target has Alteration Resistance. If the attacker succeeds at this roll, then one rank of the target's Reason (or more, if using the optional margin of success rules) is transferred from the target to the character. Reason Theft Ray ignores all normal forms of protection such as armor and Damage Resistance.

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

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

Reflection

Free action

Reflection is a self-only power which permits the character to use a free action to reflect a normal ranged attack back at the attacker. For the character to reflect an attack, the attack must be successful and affect a single target. The character with Reflection must then make a successful Hand-to-hand Combat (Brawn + Power Level) roll against the original Ranged Combat roll of the attacker.

If the Reflection roll fails, the character is struck by the attack, as usual. If the roll succeeds, the character with Reflection may use a free action to make a Ranged Combat (Agility + Power Level) roll against the original attacker.

Regeneration

Standard Action

Regeneration is a self-only power which accelerates the healing process and allows the character to recover from injury more quickly. Most characters with Regeneration can even regrow lost limbs or damaged organs. A character with Regeneration may use a standard action to attempt a moderately difficult (DV 3) Survival (Power Level) roll. If the character succeeds at this roll, then they regain one point of lost Endurance (or more, if using the optional margin of success rules).

If the character with Regeneration is unconscious, then they regain one lost Endurance per minute. If the character with Regeneration is dead, but they also have the Immortality power, then they regain one lost Endurance per hour.

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

Sense [Element]

Free action
Prerequisite: Detect [Element]

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

Shapeshifting

Quick action

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

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

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

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

Shrinking

Quick action

Shrinking is a self-only power which permits the character to become smaller and lighter than normal. The effects of Shrinking are based on the Power Level of the character. At Power Level 5, the character can be as small as the diameter of a human hair, and at Power Level 7 the character can walk through the pores of a HEPA filter.

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

A character with Shrinking does not have to use it at full power. A character who has Power Level 5, for example, could elect to be merely 50 centimeters tall rather than their full 20 micrometers.


Table: Shrinking
Power Level Height Agility
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

Space Travel

Move action

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

Speak With Objects

Standard action

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 3) Diplomacy (Power Level) roll.

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

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

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

Stretching

Quick action

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


Table: Stretching
Power Level Reach
1 2 m
2 4 m
3 8 m
4 16 m
5 32 m
6 64 m
7 125 m
8 250 m
9 500 m
10 1 km

Strike

Standard action
Follow through powers: Area Strike

BB3 Strike chart.png

Strike is a hand-to-hand normal attack which inflicts Endurance damage. The Strike could be claws, radiation, cold, a sword, or even darkness or light, and this must be chosen when the Strike power is purchased. Attacking with Strike requires a successful Hand-to-hand Combat (Brawn + Power Level) roll against a Hand-to-hand Combat (Brawn) roll of the target, or a Hand-to-hand Combat (Brawn + Power Level) roll of the target if the target has Damage Resistance or Force Field. If the attacker succeeds at this roll, then the target's Endurance is reduced by one (or more, if using the optional margin of success rules).

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' attacks are specifically designed to be non-lethal. Damage from a stunning attack is temporary. Record it separately; it all comes back after the fight is over, when the character has had a chance to rest and recuperate.

Strike, Area

Standard action
Prerequisite: Strike
Follow through powers: Selective Area Strike

Area Strike is a hand-to-hand, area normal attack which inflicts Endurance damage. The Area Strike could be claws, radiation, cold, a sword, or even darkness or light, and this must be chosen when the Area Strike power is purchased. Attacking with Area Strike requires a successful Hand-to-hand Combat (Brawn + Power Level) roll against a Hand-to-hand Combat (Brawn) roll of each target in the affected area, or a Hand-to-hand Combat (Brawn + Power Level) roll of a target if that target has Damage Resistance or Force Field. If the attacker succeeds at this roll, then the target's Endurance is reduced by one (or more, if using the optional margin of success rules).

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

Strike, Selective Area

Standard action
Prerequisite: Area Strike

Selective Area Strike is a hand-to-hand, area normal attack which inflicts Endurance damage. The Area Strike could be claws, radiation, cold, a sword, or even darkness or light, and this must be chosen when the Area Strike power is purchased. Attacking with Area Strike requires a successful Hand-to-hand Combat (Brawn + Power Level) roll against a Hand-to-hand Combat (Brawn) roll of each selected target in the affected area, or a Hand-to-hand Combat (Brawn + Power Level) roll of a target if that target has Damage Resistance or Force Field. If the attacker succeeds at this roll, then the target's Endurance is reduced by one (or more, if using the optional margin of success rules).

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

Super-agility

Constant

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

Super-brawn

Constant

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

Super-flight

Move action
Prerequisite: Flight

Super-flight is a self-only power which permits the character to fly impossibly fast. The character's Power Level is added to their Agility for the purpose of determining their base move, double move, and all-out move.


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

Super-jumping

Move action

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


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

Super-lifting

Constant

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

Super-presence

Constant

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

Super-reason

Constant

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

Super-running

Move action

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


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

Super-swimming

Move action

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


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

Super-teleportation

Move action
Prerequisite: Teleportation

Super-teleportation is a self-only power which permits the character to travel incredible distances without traversing the intervening space. The character's Power Level is added to their Agility for the purpose of determining their base move, double move, and all-out move.


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

Super-tunneling

Move action
Prerequisite: Tunneling

Super-tunneling is a self-only power which permits the character to move through the earth impossibly fast. The character's Power Level is added to their Agility for the purpose of determining their base move, double move, and all-out move.


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

Telekinesis

Standard action

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

If the attacker's roll is equal to or greater than the defender's roll, the target is restrained. A restrained character is not helpless, but they can't use move actions until they break free of the Telekinesis. A restrained character incurs a penalty die on all rolls other than rolls to escape the Telekinesis.

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

Psychokinesis: The character's Telekinesis is a mental attack rather than a normal one. Attacking with Psychokinesis requires a successful Mental Combat (Power Level) roll against a Mental Combat (Presence) roll of the target, or a Mental Combat (Presence + Power Level) roll of the target if the target has Mental Resistance. To break free of Psychokinesis, the restrained character must use a standard action to make a successful Mental Combat (Presence) roll against a Mental Combat (Power Level) roll of the attacker; if the restrained character has Mental Resistance, they add their Power Level to this roll. If the attacker with Psychokinesis wishes to squeeze the restrained character, they must use a standard action to make a Mental Combat (Power Level) roll against a Mental Combat (Presence) roll of the target, or a Mental Combat (Presence + Power Level) roll of the target if the target has Mental Resistance. Unlike other mental attacks, Psychokinesis causes normal Endurance damage.


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


Breaking Free Of Telekinesis

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

Hurting A Held Target

If the attacker wishes to squeeze the restrained character, they must use a standard action to make a Ranged Combat (Agility + Power Level) roll against a Ranged Combat (Agility) roll of the target, or a Ranged Combat (Agility + Power Level) roll of the target if the target has Damage Resistance or Force Field. If the attacker succeeds at this roll, then the target's Endurance is reduced by one (or more, if using the optional margin of success rules).

Moving A Held Target

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

Telepathy

Standard action
Follow through powers: Mind Control, Possession

BB3 Telepathy chart.png

Telepathy is a ranged mental attack which permits a character to communicate directly with the mind of another person. However, if the willing target of Telepathy also has Telepathy, the maximum distance between the two telepaths is effectively unlimited.

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

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

To communicate directly with the mind of a willing person, no attack roll is needed. With a willing target, the telepath may mentally communicate with the target and may read their surface thoughts and (if the target consents) their memories. A willing participant may end the telepathic contact at any time. The telepath may also set up a group communication among willing participants. The maximum number of simultaneous willing participants is equal to the telepath's Power Level.

Teleportation

Move action
Follow through powers: Mass Teleportation, Super-teleportation

BB3 Teleportation chart.png

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

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

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


Table: Teleportation
Agility Base Move Double Move All-out Move
1 2 m 4 m 7 km
2 4 m 8 m 14 km
3 7 m 14 m 25 km
4 13 m 26 m 47 km
5 40 m 80 m 140 km
6 130 m 260 m 470 km
7 400 m 800 m 1,400 km
8 1,300 m 2,600 m 4,700 km
9 4 km 8 km 14,000 km
10 13 km 26 km 47,000 km


Teleportation, Mass

Move action
Prerequisite: Teleportation
Follow through powers: Selective Mass Teleportation

Mass Teleportation is a self-only, area power which permits the character to take everyone within the affected area with them when they teleport.

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

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

Teleportation, Selective Mass

Move action
Prerequisite: Mass Teleportation

Selective Mass Teleportation is a self-only, area power which permits the character to take everyone within the affected area with them when they teleport. Furthermore, it allows the character with the Selective Mass Teleportation to select who within that area is teleported, and who is not.

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

A character with Selective Mass Teleportation does not have to use it at full power. They may teleport with selected individuals within 1 meter, 10 meters, or anywhere up to their maximum area.

Time Control

Standard action
Prerequisite: Time Travel

BB3 Time Travel chart.png

Time Control is a self-only power which permits the character to influence the ebb and flow of time, skipping forward and back through the time stream. A character with Time Control can "rewind" time to make different choices. During each game session, the number of times the character can rewind time is equal to their Power Level.

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

Time Travel

Move action
Follow through powers: Time Control

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

[Transformation] Ray

Standard action

[Transformation] Ray is a is a ranged alteration attack which allows a character to use a personal power as an attack. Attacking with [Transformation] Ray requires a successful Ranged Combat (Power Level) roll against a Ranged Combat (Agility) roll of the target, or a Ranged Combat (Agility + Power Level) roll of the target if the target has Alteration Resistance. [Transformation] Ray ignores all normal forms of protection such as armor and Damage Resistance.

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

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

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

Tunneling

Move action
Follow through powers: Super-tunneling

BB3 Tunneling chart.png

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

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


Table: Tunneling
Agility Base Move Double Move All-out Move km/h
1 1 m 2 m 6 m 4 km/h
2 2 m 4 m 12 m 7 km/h
3 3 m 6 m 18 m 11 km/h
4 4 m 8 m 24 m 14 km/h
5 7 m 14 m 42 m 25 km/h
6 13 m 26 m 78 m 47 km/h
7 22 m 44 m 132 m 79 km/h
8 40 m 80 m 240 m 140 km/h
9 70 m 140 m 420 m 260 km/h
10 130 m 260 m 780 m 470 km/h

X-ray Vision

Free action

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

Ultra-power

Varies
Prerequisite: Five powers with the same unifying theme

Ultra-power 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. For example, a character with "Ultra-power: Electrical Mastery" could use Blast and Force Field, but their Ultra-Power could not grant them the use of Area Blast unless they already had Blast outside of the Ultra-power.

In order to have Ultra-power, the character must first buy five 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, and 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.

SIDEBAR: Use And Abuse Of Ultra-power

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

Power Modifiers

Power modifiers are special powers which modify how other powers function. Each power modifier costs one character point. However, each power modifier can be purchased more than once, granting additional advantages. The GM and player should work together to ensure that the range and maximum area of the character's powers are still within the limits of the game the GM wants to run. Just because the rules permit it doesn't mean you should do it.

Increased Area

Increased Area is a power modifier which expands the maximum area of all of the character's area powers. Each time this power modifier is purchased, the maximum area affected by the character's area powers is multiplied by ten. The character's powers which normally affect everyone within short range (10 m) of the target affect everyone within medium range (100 m) of the target, powers which normally affect everyone within medium range (100 m) affect everyone within long range (1 km), and so on.

SIDEBAR: Spreading An Attack (Optional)

Spreading an attack is an optional rule which allows a character to trade off 3 ranks in Power Level for a level of increased area. A character with Power Level 5 and the Blast power, for example, could make their attack affect a 1 meter radius area, but at an effective Power Level of 2 -- trading 3 Power Level in exchange for making their Blast an area attack. Similarly, a character with Power Level 9 and Mass Dazzle (1 km radius, based on their Power Level) could trade 6 ranks of Power Level in order to attack a 100 km radius with their Mass Dazzle (making it effectively a Power Level 3 attack, for that one attack).

Increased Range

Increased Range is a power modifier which extends the maximum range of all of the character's ranged powers. Each time this power modifier is purchased, the maximum range of the character's ranged powers is multiplied by ten. If the character's powers normally have short range (10 m) they become medium range (100 m), medium range (100 m) powers become long range (1 km), and so on.

Personal Immunity

Personal Immunity is a power modifier which makes the character immune to any undesirable effects of all of their own powers. If purchased a second time, the player may designate ten additional individuals who are immune to any undesirable effects of the character's powers. Each time this power is purchased, the number of immune individuals is multiplied by ten (i.e., 10, 100, 1000). The immune individuals can't normally be changed, once selected.

New Follow Through Powers

You can create more powerful versions of these powers by creating new follow through powers. The two most common types of follow-through powers are those that increase the range and those that apply the power to an area. The GM and player should work together to ensure that the follow-through power is still within the limits of the game the GM wants to run. Just because the rules permit it doesn't mean you should do it.

Area (or Mass) [Power]

A prerequisite power which affects a single target may have a follow through power which affects everyone within a certain area of the target, based on the character's Power Level. Making the prerequisite power affect an area does not modify the skill used for the attack, nor the skill used to resist it.

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

Selective Area (or Selective Mass) [Power]

A prerequisite power which affects an area may have a follow through power which permits the character to select who is affected within a certain area of the target, based on the character's Power Level. Making the prerequisite power affect a selective area does not modify the skill used for the attack, nor the skill used to resist it.

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

Ranged [Power]

A hand-to-hand prerequisite power may have a follow through power which is a ranged power with a range based on the character's Power Level.

New Powers

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

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

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

Hand-to-hand Normal Powers

Hand-to-hand normal powers are targeted with the Hand-to-hand Combat skill. The attack roll is based on the character's Brawn, and the character's Power Level is added to their attack roll. The defense roll is based on the target's Brawn, and the target's defenses, such as Damage Resistance or Force Field, are applicable. A hand-to-hand power affects a single target.

Ranged Normal Powers

Ranged normal powers are targeted with the Ranged Combat skill. The attack roll is based on the character's Agility, and the character's Power Level is added to their attack roll. The defense roll is based on the target's Agility, and the target's defenses, such as Damage Resistance or Force Field, are applicable. A ranged power has a range based on the character's Power Level, and affects a single target.

Ranged Mental Powers

Ranged mental powers are targeted with the Mental Combat skill. The attack roll is based on the character's Power Level, and the defense roll is based on the target's Presence. The target's normal defenses, such as Damage Resistance or Force Field, are not applicable, but Mental Resistance is. A mental power has a range based on the character's Power Level, and affects a single target.

Alteration Powers

Alteration powers are targeted with the Hand-to-hand Combat skill if the power is hand-to-hand, or the Ranged Combat skill if the power is ranged. The attack roll is based on the character's Power Level, and the defense roll is based on one of the target's attributes, usually Brawn or Agility. The target's normal defenses, such as Damage Resistance or Force Field, are not applicable, but Alteration Resistance is. An alteration power is either hand-to-hand (1 m) or has a range based on the character's Power Level, and affects a single target.

Environmental Powers

Powers which alter the environment in some non-damaging way are usually targeted with the Ranged Combat skill. The attack roll is based on the character's Agility, and the character's Power Level is added to their attack roll. The defense roll is based on one of the target's attributes, but the target's normal defenses, such as Damage Resistance or Force Field, are not applicable, nor are unusual defenses, such as Mental Resistance or Alteration Resistance. An environmental power typically has a range and an area based on the character's Power Level.

"Roleplay" Powers

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

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

Villain Powers

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

Here are a few villain-only powers to get you started.

Blast, Continuous

Standard action
Prerequisite: Seeking Blast
Follow through powers: Continuous Area Blast

Continuous Blast is a ranged normal attack which inflicts Endurance damage. The Continuous Blast could be radiation, fire, cold, arrows, or even darkness or light, and this must be chosen when the Blast power is purchased. Attacking with Continuous Blast requires a successful Ranged Combat (Agility + Power Level) roll against a Ranged Combat (Agility) roll of the target, or a Ranged Combat (Agility + Power Level) roll of the target if the target has Damage Resistance or Force Field.

Continuous Blast has limited independence from the attacker. The Continuous Blast will continue to attack the target every round until it misses. The attacker rolls the attack again as a quick action, but no interaction or attention is required from the attacker for these additional attacks.

Blast, Continuous Area

Standard action
Prerequisite: Continuous Blast

Continuous Area Blast is a ranged, area normal attack which inflicts Endurance damage. The Continuous Area Blast could be radiation, fire, cold, arrows, or even darkness or light, and this must be chosen when the Continuous Area Blast power is purchased. Attacking with Continuous Area Blast requires a successful Ranged Combat (Agility + Power Level) roll against a Ranged Combat (Agility) roll of each target in the affected area, or a Ranged Combat (Agility + Power Level) roll of a target if that target has Damage Resistance or Force Field.

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

Continuous Area Blast has limited independence from the attacker. The Continuous Area Blast will continue to attack each target in the affected area every round until it misses that target. Once the attack misses a target in the affected area, the attack no longer affects that target. The attacker rolls the attack again as a quick action, but no interaction or attention is required from the attacker for these additional attacks.

Mind Control, Selective Mass

Standard action
Prerequisite: Mass Mind Control

Selective Mass Mind Control is a ranged, area mental attack which allows a character to influence the behaviour of selected targets within the affected area, forcing them to obey the character's commands. To influence the targets' behaviour, the character must succeed at a Mental Combat (Power Level) roll against a Mental Combat (Presence) roll of each selected target in the affected area, or a Mental Combat (Presence + Power Level) roll of a target if that target has Mental Resistance. Giving a new mental command to the targets requires a quick action.

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

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

[Transformation] Ray, Extended

Standard action
Prerequisite: [Transformation] Ray
Follow through powers: Permanent [Transformation] Ray

Extended [Transformation] Ray is a is a ranged alteration attack which allows a character to use a personal power as an attack. Attacking with Extended [Transformation] Ray requires a successful Ranged Combat (Power Level) roll against a Ranged Combat (Agility) roll of the target, or a Ranged Combat (Agility + Power Level) roll of the target if the target has Alteration Resistance. Extended [Transformation] Ray ignores all normal forms of protection such as armor and Damage Resistance.

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

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

Once an hour, the target may use a standard action to attempt a Survival (Presence) roll against a Ranged Combat (Power Level) roll of the attacker. If the target has Alteration Resistance, they add their Power Level to their roll. If the target succeeds at this roll, they recover from the transformation.

[Transformation] Ray, Permanent

Standard action
Prerequisite: Extended [Transformation] Ray

Permanent [Transformation] Ray is a is a ranged alteration attack which allows a character to use a personal power as an attack. Attacking with Permanent [Transformation] Ray requires a successful Ranged Combat (Power Level) roll against a Ranged Combat (Agility) roll of the target, or a Ranged Combat (Agility + Power Level) roll of the target if the target has Alteration Resistance. Permanent [Transformation] Ray ignores all normal forms of protection such as armor and Damage Resistance.

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

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

Once a day, the target may use a standard action to attempt a Survival (Presence) roll against a Ranged Combat (Power Level) roll of the attacker. If the target has Alteration Resistance, they add their Power Level to their roll. If the target succeeds at this roll, they recover from the transformation.