Rough Magic 4e EN:Powers
The world of Rough Magic is home to a variety of supernatural entities, and you can be one of them if you can make it interesting. Keep in mind that if you are a supernatural creature, you will probably be the only one of your kind that you know. Also keep in mind that the vast majority of the world is populated by normal human beings. If they find out that you aren't one of them, you may receive a visit from a crowd of peasants carrying torches.
Supernatural Creatures
According to the Société Impériale de Thaumaturgie, there are six categories of supernatural creatures: abominations, corrupt beasts, elementals, fae, golems, and the undead. According to the SIT, abominations, corrupt beasts, golems, and the undead are the creations (intentionally or not) of unlicensed or incompetent magicians, while elementals and fae are invaders from supernatural realms which border our own. According to the Gallican Church, supernatural creatures do not have souls, and destroying them is an act of God's mercy.
It is not technically illegal to be a supernatural creature in the Empire, but supernatural creatures are often the target of human prejudice, harassment, and worse.
Would you like to create a random supernatural creature? You can!
Roll 1d6 | Type | Examples |
---|---|---|
1 | Abomination | Doppelgänger, enenra, parasitic oil |
2 | Corrupt Beast | Mermaid, werewolf, yeti |
3 | Elemental | Salamander, sylph, undine |
4 | Fae | Dryad, kitsune, troll |
5 | Golem | Clay, flesh, mechanical |
6 | Undead | Ghoul, vampire, wight |
Passing For Human
Most supernatural creatures are easily identified as being nonhuman, but any character you make should be able to pass for human at least some of the time. Supernatural characters who are in any way obviously nonhuman should purchase at least one of the following supernatural powers:
- Alternate Form
- Invisibility
- Shapeshifting
Powers
Below is a list of typical powers found in a Rough Magic game. This list is not exhaustive. A character may well have a power not listed here, subject to GM approval. However, any new powers should be approximately as useful as these powers, in order to maintain a sense of fairness with other characters.
The character's first power costs 1 character point. Buying an additional power costs a number of character points equal to the current number of powers, plus one. For example, buying a fourth power costs 4 points. Any power boosts are added to this cost: one power boost on one power costs 1 point.
Quantity | Cost |
---|---|
1 | 1 |
2 | 3 |
3 | 6 |
4 | 10 |
5 | 15 |
6 | 21 |
7 | 28 |
8 | 36 |
9 | 45 |
10 | 55 |
Some power names have a word in brackets, such as [Element] Immunity. This indicates that the power listed is a general version, and you will need to choose the specific power. For example, a character won't have the [Element] Immunity power. Instead, they will have Air Immunity, or Darkness Immunity, or immunity to some other element. This choice must be made when the power is purchased, and may not normally be changed thereafter.
Powers listed as "constant" are assumed to be active at all times. Powers listed as "quick action" must be turned on by the character using a quick action during their turn, but will remain on as long as the character is conscious. Powers listed as "standard action" require a standard action to use. "Free action" powers can be used at any time, as often as the GM deems reasonable. See Types Of Actions for more information.
If a power affects an area, the radius of the area is dictated by the character's Power Level. This distance is a maximum, not a requirement: a character may choose to target a smaller area.
Similarly, if a power is ranged, the maximum range of the power is dictated by the character's Power Level.
Most powers can be modified in small ways, providing minor advantages or disadvantages to the character. Some examples are provided as a guideline, such as "Swinging" under Flight. Such modifications to a power are subject to the GM's approval.
Types Of Powers
Attack Powers
Each attack, regardless of its source, is one of three types: normal, mental, or alteration.
Most attacks are normal attacks. A normal attack is either hand-to-hand (1 m) or has a range based on the character's Power Level, and it affects a single target. Normal attacks are targeted with and opposed by Ranged Combat (Agility) or Hand-to-hand Combat (Brawn), and they are usually obvious. A successful normal attack reduces the target's current Health (or Endurance, if it is a stunning attack). Damage Resistance is effective against normal attacks. Normal attacks inflict the damage which exceeds the target's Damage Resistance.
Mental attacks are those which affect the target's mind directly. Mental attacks are targeted with and opposed by Mental Combat (Presence), and they are obvious to anyone who has Mental Resistance or mental powers, but they are usually invisible to everyone else. A mental power has a range based on the character's Power Level, and it affects a single target. Damage Resistance is not effective against mental attacks: only Mental Resistance is effective against mental attacks. However, mental attacks inflict half of the damage which exceeds the target's Mental Resistance (round down, even if the fraction is more than one-half, to a minimum of 1).
Alteration attacks are those which transform the target in some way, or which directly affect one of the target's attributes. An alteration power is either hand-to-hand (1 m) or has a range based on the character's Power Level, and it affects a single target. Alteration attacks are targeted with and opposed by the Ranged Combat (Agility) or Hand-to-hand Combat (Brawn), and they are usually obvious. Damage Resistance is not effective against alteration attacks: only Alteration Resistance is effective against alteration attacks. However, alteration attacks inflict half of the damage which exceeds the target's Alteration Resistance (round down, even if the fraction is more than one-half, to a minimum of 1).
If the attacker's attack roll succeeds, the player rolls dice based on the character's Power Level or on the damage rating of the weapon. The target's resistance (Damage Resistance, Mental Resistance, or Alteration Resistance) is deducted from the damage. If the attack is a normal attack, the remaining damage is deducted from the target's Health (or Endurance, if it is a stunning attack). If the attack is an alteration attack or a mental attack, half of the final damage (round down, even if the fraction is more than one-half) is applied to the target (minimum of 1).
If the attack inflicts damage, the effects are essentially permanent, but can be healed. If the attack causes some unusual effect or affects the target in some unusual way, it lasts for the duration of the current scene or conflict. However, an attack that deprives a character of their movement or free will can be opposed.
To "break out" of an attack with an ongoing physical effect, such as blindness or being forced to sleep, the target must use a standard action to attempt a Survival (Brawn) roll against 8 + Power Level of the attacker. If the target has Alteration Resistance, they may add it to this roll.
To "break out" of an attack with an ongoing mental effect, such as mind control, the target must use a standard action to attempt a Survival (Presence) roll against 8 + Power Level of the attacker. If the target has Mental Resistance, they may add it to this roll.
If the target's roll is successful, they recover from the ongoing effect.
Environmental Powers
Powers which alter the environment in some non-damaging way are usually targeted with the Ranged Combat (Agility) skill. The difficulty is typically moderate (DV 12), although more complex uses may incur a higher difficulty. An environmental power typically has a range and an area based on the character's Power Level.
Power Boosts
Each power may have one or more power boosts. Power boosts make the power better, such as making a Blast usable at long range, or making a Damaging Aura affect an area. Like everything, players should discuss any power boosts with the GM, and make sure that the combination makes sense for the character and is suitable for the game.
Each power boost on a power costs one character point, in addition to the cost of the power itself.
Area
An area power affects everyone within a certain distance of the target, based on the character's Power Level. Making a power affect an area does not modify the skill used for the attack, nor the skill used to oppose it. Attacking with an area power requires a successful roll against each target in the affected area. The attacker rolls once for the attack.
The radius of the area is dictated by the character's Power Level. This distance is a maximum, not a requirement: a character may choose to target a smaller area. Also see ×10 Area, which increases the maximum area of a character's area power.
If a power already affects an area, this power boost is superfluous.
Ranged
A ranged power may affect a target up to a certain distance away, based on the character's Power Level. Attacking with a ranged power requires a successful Ranged Combat (Agility) roll against 8 + Ranged Combat (Agility) of the target. Also see ×10 Range, which increases the maximum range of a character's power.
If a power is already ranged, this power boost is superfluous.
Seeking
Seeking allows a character to attack a second time if their first attack is unsuccessful. Making a power seeking does not modify the skill used for the attack, nor the skill used to oppose it. If a seeking attack misses the target, the attack will circle around and try again on the succeeding round. The attacker rolls the attack again as a quick action, but no interaction or attention is required from the attacker for this second attack.
Selective
Selective allows a character to choose who will be affected by an area power, or who won't, each time the area power is used. Making an area power selective does not modify the skill used for the attack, nor the skill used to oppose it. Attacking with a selective area power requires a successful roll against each selected target in the affected area. The attacker rolls once for the attack.
×10 Area
×10 Area expands the maximum area of a character's area power. Each time this power boost is purchased, the maximum area affected by the character's power is multiplied by ten. For example, if the character applies this boost to an area power three times, that power may affect an area up 1,000 times the standard radius granted by the character's Power Level.
×10 Range
×10 Range extends the maximum range of a character's ranged power. Each time this power boost is purchased, the maximum range of the character's power is multiplied by ten. For example, if the character applies this boost to a ranged power three times, that power may affect a target up 1,000 times the standard range granted by the character's Power Level.
Power Descriptions
Some powers have a prerequisite power. In order to have a follow through power, the character must have the prerequisite power.
Absorption
- Constant
- Self-only alteration power
Absorption is a self-only alteration power which permits the character to absorb energy from normal attacks. Whenever the character suffers damage from a normal attack, they gain a +Template:KM4 SKILL BONUS skill bonus to their next attack roll or defense.
Agility Drain
- Standard action
- Hand-to-hand alteration attack
- Follow through powers: Agility Theft
Agility Drain is a hand-to-hand alteration attack which inflicts damage to the target's Agility. Attacking with Agility Drain requires a successful Hand-to-hand Combat (Brawn) roll against 8 + Hand-to-hand Combat (Brawn) of the target. If the attacker succeeds at this roll, then the attacker rolls damage based on their Power Level. If the target has Alteration Resistance, they subtract that from the amount the attacker rolled. The target's Agility is reduced by half of the remaining amount (round down, even if the fraction is more than one-half). Agility Drain ignores Damage Resistance.
Power Level | Damage |
---|---|
1 | 1d6+1 |
2 | 1d6+2 |
3 | 1d6+3 |
4 | 1d6+4 |
5 | 1d6+5 |
6 | 1d6+6 |
7 | 1d6+7 |
8 | 1d6+8 |
9 | 1d6+9 |
10 | 1d6+10 |
11 | 1d6+11 |
12 | 1d6+12 |
13 | 1d6+13 |
14 | 1d6+14 |
15 | 1d6+15 |
16 | 1d6+16 |
17 | 1d6+17 |
18 | 1d6+18 |
19 | 1d6+19 |
20 | 1d6+20 |
21 | 1d6+21 |
The effects of multiple Agility Drain attacks are cumulative, but the damage from Agility Drain is temporary. It all comes back after the fight is over, when the target has had a chance to rest and recuperate. The damage from Agility Drain will also return if the character with Agility Drain goes unconscious.
Draining a character's Agility does not reduce their Health.
Agility Theft
- Standard action
- Alteration attack
- Prerequisite: Agility Drain
Agility Theft is a hand-to-hand alteration attack which allows a character to temporarily steal the target's Agility. Attacking with Agility Theft requires a successful Hand-to-hand Combat (Brawn) roll against 8 + Hand-to-hand Combat (Brawn) of the target. If the attacker succeeds at this roll, then the attacker rolls damage based on their Power Level (see Agility Drain). If the target has Alteration Resistance, they subtract that from the amount the attacker rolled. The target's Agility is reduced by half of the remaining amount, and the attacker's Agility is increased by half of that amount (round down, even if the fraction is more than one-half). Agility Theft ignores Damage Resistance.
The effects of multiple Agility Theft attacks are cumulative, but the maximum amount of Agility an attacker can steal is equal to their own Power Level. For example, a character with Power Level 4 could only steal 4 ranks of Agility, no matter how many targets they attack with Agility Theft.
The damage from Agility Theft is temporary. It all comes back after the fight is over, when the target has had a chance to rest and recuperate. The damage from Agility Theft will also return if the character with Agility Theft goes unconscious. The character with Agility Theft may also return the stolen Agility voluntarily, of course.
Stealing a character's Agility does not reduce their Health.
Alteration Resistance
- Constant
- Self-only power
Alteration Resistance is a self-only power which allows the character to withstand attacks which would damage or drain any of their attributes or powers, or any attack which would physically transform them against their will. The character gains Alteration Resistance equal to their Power Level.
The character's Alteration Resistance is subtracted from the alteration damage an attacker rolls. If an alteration attack does not inflict damage, the character may add their Alteration Resistance to their defense. Alteration Resistance is not effective against normal attacks and mental attacks. If the character has more than one source of Alteration Resistance, only the highest value applies.
Alternate Form
- Standard action
- Self-only power
Alternate Form is a self-only power which grants the character a second independent identity, with its own attributes, skills, gifts, and powers (and potentially even a different personality, if the player wishes). The character's second form must have the same Power Level as the their primary form, and it is created with the same number of character points (or fewer, if the player wishes). If the character's primary form has the Alternate Form power more than once, they have an additional form for each Alternate Form power.
A character with Alternate Form can change forms by using a standard action. If the character goes unconscious, the character reverts to their primary form.
The specific mechanism of the Alternate Form can vary greatly from character to character, which may offer minor benefits and drawbacks to the character.
Dial R For Random: Normally, a character with Alternate Form has a predefined second form. However, an unusual character might gain a new, randomly determined set of attributes, skills, gifts, and powers (and personality, if the player wishes) each time the power is activated.
Uncontrollable: Normally, the Alternate Form power is activated consciously by the character. However, some characters are unable to control when they change forms. The Alternate Form may be triggered by the emotional state of the character (anger is a popular choice), or the character may change forms on an unknown or immutable schedule. If this is the case, the character changes with a free action at the specified time.
Ambient Awareness
- Free action
- Self-only power
Ambient Awareness is a self-only power which permits the character to perceive equally well in every direction simultaneously. They might have very large eyes, many very small eyes, or simply a preternatural awareness of their surroundings.
Astral Travel
- Move action
- Self-only power
Astral Travel is a self-only power which permits the character to detach their consciousness from their physical body and travel to anywhere on Earth, to alternate realities, and to divergent time streams, leaving their physical body behind. While using Astral Travel, the consciousness of the traveler is typically invisible, but those who possess extraordinary spiritual awareness may be able to see the traveler's "astral body". The "astral body" of the traveler does not require the Environmental Immunity power to survive in other realities or planes of existence, and it is usually unable to interact with the strange vistas around them, although they 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
- Ranged normal attack
Blast is a ranged normal attack which inflicts Health damage. The Blast could be radiation, fire, cold, arrows, or even darkness or light, and this must be chosen when the Blast power is purchased. Attacking with Blast requires a successful Ranged Combat (Agility) roll against 8 + Ranged Combat (Agility) of the target. If the attacker succeeds at this roll, then the attacker rolls damage based on their Power Level. The target subtracts their Damage Resistance from the amount the attacker rolled. The target's Health is reduced by the remaining amount.
Power Level | Damage |
---|---|
1 | 1d6+1 |
2 | 1d6+2 |
3 | 1d6+3 |
4 | 1d6+4 |
5 | 1d6+5 |
6 | 1d6+6 |
7 | 1d6+7 |
8 | 1d6+8 |
9 | 1d6+9 |
10 | 1d6+10 |
11 | 1d6+11 |
12 | 1d6+12 |
13 | 1d6+13 |
14 | 1d6+14 |
15 | 1d6+15 |
16 | 1d6+16 |
17 | 1d6+17 |
18 | 1d6+18 |
19 | 1d6+19 |
20 | 1d6+20 |
21 | 1d6+21 |
Specific Targets: Some characters' attacks are specifically tuned to affect only particular targets. For example, the character's Blast might be an electromagnetic burst, or EMP, which only damages electronics (a single point of Health damage is sufficient to destroy consumer-grade electronics). Another example could be a character who uses poisonous gas grenades which are harmful to living beings, but which do not affect inanimate objects.
Stunning: Some characters' blasts are nonlethal. The damage is applied to the target's Endurance rather than to their Health. The target recovers their lost Endurance after the fight is over, when the character has had a chance to rest and recuperate.
Blindsight
- Free action
- Self-only power
Blindsight is a self-only power which permits the character to sense shapes and textures as clearly as with ordinary vision, but without the ability to perceive color. This could be a form of sonar, radar, a preternaturally sensitive sense of touch, or some other form of alternate perception.
Normally, a character who can't perceive their opponent has great difficulty in combat. If a character has the Blindsight power, they do not incur any of these penalties.
Brawn Drain
- Standard action
- Hand-to-hand alteration attack
- Follow through powers: Brawn Theft
Brawn Drain is a hand-to-hand alteration attack which inflicts damage to the target's Brawn. Attacking with Brawn Drain requires a successful Hand-to-hand Combat (Brawn) roll against 8 + Hand-to-hand Combat (Brawn) of the target. If the attacker succeeds at this roll, then the attacker rolls damage based on their Power Level. The target subtracts their Alteration Resistance from the amount the attacker rolled. The target's Brawn is reduced by half of the remaining amount (round down, even if the fraction is more than one-half). Brawn Drain ignores Damage Resistance.
Power Level | Damage |
---|---|
1 | 1d6+1 |
2 | 1d6+2 |
3 | 1d6+3 |
4 | 1d6+4 |
5 | 1d6+5 |
6 | 1d6+6 |
7 | 1d6+7 |
8 | 1d6+8 |
9 | 1d6+9 |
10 | 1d6+10 |
11 | 1d6+11 |
12 | 1d6+12 |
13 | 1d6+13 |
14 | 1d6+14 |
15 | 1d6+15 |
16 | 1d6+16 |
17 | 1d6+17 |
18 | 1d6+18 |
19 | 1d6+19 |
20 | 1d6+20 |
21 | 1d6+21 |
The effects of multiple Brawn Drain attacks are cumulative, but the damage from Brawn Drain is temporary. It all comes back after the fight is over, when the target has had a chance to rest and recuperate. The damage from Brawn Drain will also return if the character with Brawn Drain goes unconscious.
Draining a character's Brawn does not reduce their Endurance or Health.
Brawn Theft
- Standard action
- Hand-to-hand alteration attack
- Prerequisite: Brawn Drain
Brawn Theft is a hand-to-hand alteration attack which allows a character to temporarily steal the target's Brawn. Attacking with Brawn Theft requires a successful Hand-to-hand Combat (Brawn) roll against 8 + Hand-to-hand Combat (Brawn) of the target. If the attacker succeeds at this roll, then the attacker rolls damage based on their Power Level (see Brawn Drain). The target subtracts their Alteration Resistance from the amount the attacker rolled. The target's Brawn is reduced by half of the remaining amount, and the attacker's Brawn is increased by half of that amount (round down, even if the fraction is more than one-half). Brawn Theft ignores Damage Resistance.
The effects of multiple Brawn Theft attacks are cumulative, but the maximum amount of Brawn an attacker can steal is equal to their own Power Level. For example, a character with Power Level 4 could only steal 4 ranks of Brawn, no matter how many targets they attack with Brawn Theft.
The damage from Brawn Theft is temporary. It all comes back after the fight is over, when the target has had a chance to rest and recuperate. The damage from Brawn Theft will also return if the character with Brawn Theft goes unconscious. The character with Brawn Theft may also return the stolen Brawn voluntarily, of course.
Stealing a character's Brawn does not reduce their Endurance or Health.
Bulletproof
- Constant
- Self-only power
Bulletproof is a self-only power which permits the character to ignore most attacks from ordinary bullets and knives. An attack against the character fails if the weapon being used:
- causes normal damage, and
- is an ordinary piece of equipment purchased with money rather than with character points, and
- it has a 1d6+X rating lower than the Bulletproof character's current Power Level.
For example, a character with Power Level 3 and the Bulletproof power would be unaffected by ordinary guns and knives which inflict 1d+2 damage or less.
However, if the game setting is such that the above description applies to most of the attacks the character would encounter, the player should choose a normal but relatively uncommon substance or energy type which can be used to successfully attack the character (wood, iron, silver, etc.).
Bulletproof Force Field: A character's Bulletproof power might be dependent on their Force Field power. If this is the case, the character's Bulletproof power is only active while the character's Force Field is active, and it may be extended to another person (or person-sized object) by touching them.
Clairvoyance
- Standard action
- Self-only power
Clairvoyance is a self-only power which permits the character to perceive things at a distance. Using Clairvoyance typically requires a moderately difficult (DV 12) Investigation (Presence) roll, but the difficulty may be higher depending on the ambient "noise" and how subtle the thing being perceived is. If the thing being perceived is relatively obvious (to someone with the appropriate senses), no roll should be necessary. The range of Clairvoyance is essentially unlimited, but it is a plot dependent power and may not always be available, at the GM's discretion.
Clinging
- Free action
- Self-only power
Clinging is a self-only power which permits the character to move along walls, ceilings, and other surfaces as if they were level. For example, the character might have sticky hands and feet, they might wear magnetic shoes, or they may be able to selectively control the force of gravity. The strength holding the character to the surface is equal to their Power Level. If the surface is slippery or unstable, the GM might require the character to attempt a moderately difficult (DV 12) Athletics (Power Level) roll to keep from sliding or falling. If the character is attacked by an attempt to lift them off of the ground or push them backward, they may choose to defend with their Athletics (Power Level) rather than the usual combat skill.
Combination
- Standard action
- Self-only power
Combination is a self-only power which permits several characters to merge into a single larger and more powerful character. Every character wishing to combine must have the Combination power, 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, and Power Level of the combined character are equal to the highest of any of the combined characters, plus one, up to a maximum of 10. The Presence and Reason of the combined character are equal to the highest of any of the combined characters.
Example:
Agares, Bune, and Crocell each have Combination. Agares has Agility 2, Brawn 2, and Power Level 4; Bune has Agility 2, Brawn 2, and Power Level 3; and Crocell has Agility 3, Brawn 3, and Power Level 3. When Agares, Bune, and Crocell combine, they form the mighty Demogorgon, who has Agility 4 and Brawn 4 (Crocell's 3, plus 1), Power Level 5 (Agares' Power Level 4, plus 1), and all of the powers possessed by Agares, Bune, and Crocell.
Command Animals
- Standard action
- Ranged mental power
Command Animals is a ranged mental power which allows a character to communicate with and mentally control one or more non-sentient animals. To communicate with and mentally control a single large animal or numerous small animals, the character must succeed at a moderately difficult (DV 12) Mental Combat (Presence) roll.
Controlled animals operate independently of the character controlling them, but all of the controlled animals act in unison. Giving them a new mental command requires a quick action.
Controlled animals have the normal attributes, movement, and attack types that those kinds of animals would have. However, if the GM doesn't want to deal with that, she can declare that the Agility, Damage Resistance, etc. of the animal or animals is equal to the Power Level of the character controlling them.
The effects of Command Animals last until the end of the scene.
Limited Type Of Animal: A character's Command Animals might be limited to a specific type of animal, such as cats, insects, or sea creatures. If this is the case, the character gains a +Template:KM4 SKILL BONUS skill bonus on their Command Animals roll.
Command Machines
- Standard action
- Ranged mental power
Command Machines is a ranged mental power which allows a character to mentally control one or more electronic and mechanical machines. To mentally control a single large machine or numerous small machines, the character must succeed at a moderately difficult (DV 12) Mental Combat (Presence) roll.
Controlled machines operate independently of the character controlling them, but all of the controlled machines act in unison. Giving them a new mental command requires a quick action.
Controlled machines have the normal attributes, movement, and attack types that those kinds of machines would have. However, if the GM doesn't want to deal with that, she can declare that the Agility, Damage Resistance, etc. of the machine or combined machines is equal to the Power Level of the character controlling them. Controlled machines can be made to perform their ordinary purpose, such as making an automatic teller machine spit out money, or making a bulldozer drive around and demolish buildings. If there is no significant security in place, no roll is necessary for this. If the character is trying to circumvent security or break into a computer system, the character may attempt a remarkably difficult (DV 15) Computing (Reason) roll.
The effects of Command Machines last until the end of the scene.
Command Objects
- Standard action
- Ranged mental power
Command Objects is a ranged mental power which allows a character to animate and mentally control one or more inanimate objects. To animate and mentally control a single large object or numerous small objects, the character must succeed at a moderately difficult (DV 12) Mental Combat (Presence) roll.
Animated objects operate independently of the character controlling them, but all of the controlled objects act in unison. Giving them a new mental command requires a quick action.
The Agility, Damage Resistance, etc. of the object or mass of objects is equal to the Power Level of the character controlling them. The specific details of the how the objects move and attack vary depending on the objects themselves: an animated tree can walk, a mass of animated toys can crawl, and so on.
The effects of Command Objects last until the end of the scene.
Limited Type Of Object: A character's Command Objects might be limited to a specific type of object, such as plants or toys. If this is the case, the character gains a +Template:KM4 SKILL BONUS skill bonus on their Command Objects roll.
Damage Resistance
- Constant
- Self-only power
Damage Resistance is a self-only power which allows the character to withstand normal attacks. The character might have thick armor or impenetrable skin, they might be adept at avoiding attacks, or they might be unnaturally lucky. The character gains Damage Resistance equal to their Power Level.
The character's Damage Resistance is subtracted from the normal damage an attacker rolls. Damage Resistance is not effective against mental attacks and alteration attacks. If the character has more than one source of Damage Resistance, only the highest value applies.
Damaging Aura
- Free action
- Hand-to-hand normal attack
Damaging Aura allows a character to use a free action to attempt a hand-to-hand normal attack against anyone who touches them or attacks them with a hand-to-hand attack. The Damaging Aura could be radiation, fire, cold, quills, or even darkness or light, and this must be chosen when the Damaging Aura power is purchased. Attacking with Damaging Aura requires a successful Hand-to-hand Combat (Brawn) roll against 8 + Hand-to-hand Combat (Brawn) of the target. If the attacker succeeds at this roll, then the attacker rolls damage based on their Power Level. The target subtracts their Damage Resistance from the amount the attacker rolled. The target's Health is reduced by the remaining amount.
Power Level | Damage |
---|---|
1 | 1d6+1 |
2 | 1d6+2 |
3 | 1d6+3 |
4 | 1d6+4 |
5 | 1d6+5 |
6 | 1d6+6 |
7 | 1d6+7 |
8 | 1d6+8 |
9 | 1d6+9 |
10 | 1d6+10 |
11 | 1d6+11 |
12 | 1d6+12 |
13 | 1d6+13 |
14 | 1d6+14 |
15 | 1d6+15 |
16 | 1d6+16 |
17 | 1d6+17 |
18 | 1d6+18 |
19 | 1d6+19 |
20 | 1d6+20 |
21 | 1d6+21 |
The character with Damaging Aura may also use a standard action to touch others and cause damage. Doing so requires a Hand-to-hand Combat (Brawn) roll against 8 + Hand-to-hand Combat (Brawn) of the target.
Danger Sense
- Free action
- Self-only power
Danger Sense is a self-only power which permits the character to sense danger and avoid being surprised, even if there is no way for the character to see the attack coming. A character with Danger Sense never suffers a penalty for being surprised.
Additionally, if an attack is imminent, the GM will ask the player to attempt a moderately difficult (DV 12) Survival (Presence) roll. If the Danger Sense roll is successful, the character senses the danger in time to warn other characters.
Precognition: Some characters with Danger Sense can see into the future, or "read" the destiny of items and people by touching them. Seeing into the future is never completely reliable: this aspect of Danger Sense is a plot dependent power and may not always be available, at the GM's discretion.
Darkness
- Standard action
- Ranged, area environmental power
Darkness is a ranged, area environmental power which makes an area opaque to all sight, including unusual forms of sight such as Night Vision and X-ray Vision.
The mechanism which causes the Darkness must be specified when this power is purchased. For example, vision might be obscured by smoke, or the area might be filled with a blinding light or black extradimensional energy. Alternately, Darkness could affect a sense other than vision. If so, this must be specified when this power is purchased. For example, the target area could be filled with electrical interference which is impenetrable to all forms of radio communication, or it could be filled with a powerful scent that masks all other smells. It is also possible to use Darkness against a specific unusual sense, such as Blindsight or Danger Sense.
Normally, a character who can't see incurs a -Template:KM4 SKILL BONUS skill penalty on their Hand-to-hand Combat rolls and defense, a -Template:KM4 SKILL BONUS skill penalty on their Ranged Combat defense, and they automatically fail any Ranged Combat rolls. However, if the blinded character is able to locate their target to within a meter or so (by using their Hyperacuity-granted super hearing, for example), then the blinded attacker incurs a -Template:KM4 SKILL BONUS skill penalty on their Ranged Combat rolls. A blinded character suffers no penalty on their Mental Combat defense, but they automatically fail any Mental Combat rolls.
If the character wishes to dismiss the Darkness, they may do so with a quick action. They may also use a standard action to move the center of the Darkness.
Dazzle
- Standard action
- Ranged alteration attack
Dazzle is a ranged alteration attack which renders the target unable to see clearly. Attacking with Dazzle requires a successful Ranged Combat (Agility) roll against 8 + Ranged Combat (Agility) of the target. If the target has Alteration Resistance, they may add it to their defense. Dazzle ignores Damage Resistance.
The mechanism which causes the Dazzle must be specified when this power is purchased. For example, the target might not be able to see because they have a layer of glue across their eyes, they might be forced to close their eyes due to a painful chemical spray, or they could literally be dazzled by a bright light. Alternately, Dazzle could affect a sense other than vision. For example, the target could be rendered deaf, or unable to smell. It is also possible to use Dazzle against a specific unusual sense, such as Danger Sense, Clairvoyance, or Radio Communication. If so, this must be specified when this power is purchased.
Normally, a character who can't see incurs a -Template:KM4 SKILL BONUS skill penalty on their Hand-to-hand Combat rolls and defense, a -Template:KM4 SKILL BONUS skill penalty on their Ranged Combat defense, and they automatically fail any Ranged Combat rolls. However, if the blinded character is able to locate their target to within a meter or so (by using their Hyperacuity-granted super hearing, for example), then the blinded attacker incurs a -Template:KM4 SKILL BONUS skill penalty on their Ranged Combat rolls. A blinded character suffers no penalty on their Mental Combat defense, but they automatically fail any Mental Combat rolls.
To recover from Dazzle, the target must use a standard action to attempt a Survival (Brawn) roll against 8 + Power Level of the attacker. If the target has Alteration Resistance, they may add it to this roll. If the target succeeds at this roll, they recover from the Dazzle. If the target has not recovered from the Dazzle by the end of the scene, then they recover from it shortly thereafter.
Density Control
- Quick action
- Self-only alteration power
Density Control is a self-only alteration power which permits the character to become more massive, making them stronger and tougher than normal. The effects of Density Control are based on the Power Level of the character. At Power Level 7, the character is denser than any naturally occurring substance on Earth.
A character with Density Control can change their density once per turn, using a quick action. If the character goes unconscious, the character returns to their normal density.
A character with Density Control does not have to use it at full power. A character with Power Level 5, for example, could elect to be merely 500 kilograms rather than their full 900 kilograms.
A character with Density Control gains the Damage Resistance power, equal to the level of Density Control currently in use. If the character has more than one source of Damage Resistance, only the highest value applies.
Note that a character with their Density Control activated in the water will sink like a stone unless they have Super Swimming.
Power Level | Mass | Brawn |
---|---|---|
1 | 160 kg | +1 |
2 | 240 kg | +1 |
3 | 340 kg | +1 |
4 | 500 kg | +1 |
5 | 900 kg | +2 |
6 | 1,600 kg | +2 |
7 | 2,800 kg | +2 |
8 | 5,000 kg | +2 |
9 | 9,000 kg | +3 |
10 | 16 t | +3 |
11 | 28 t | +3 |
12 | 50 t | +3 |
13 | 90 t | +4 |
14 | 160 t | +4 |
15 | 280 t | +4 |
Dimensional Travel
- Move action
- Self-only power
Dimensional Travel is a self-only power which permits the character to traverse dimensional boundaries, visiting alternate realities and divergent time streams. Depending on the method used, the character may be able to take others with them. Survival in other realities or planes of existence may require Environmental Immunity, depending on the local environment. Dimensional Travel is a plot dependent power and may not always be available, at the GM's discretion.
Duplication
- Quick action
- Self-only power
Duplication is a self-only power which permits the character to make identical copies of themselves. The total number of duplicates is based on the Power Level of the character. These duplicates are independent characters, who each move and act separately each round. Duplicates do not have any special means of communication, but many characters with Duplication also buy the Telepathy power to communicate among themselves.
A character with Duplication can activate or deactivate duplicates once per turn, using a quick action. As long as there is more than one identical character, any duplicate which takes Health damage ceases to exist. When a duplicate is deactivated, whether voluntarily or involuntarily, its memories and knowledge are absorbed into the remaining identical characters. If a duplicate is deactivated involuntarily (due to being damaged, for example), the character may not reactivate that duplicate for the rest of the scene.
By default, there is no "original" character -- the last duplicate remaining is the "original". Once the Duplication is activated, any of the identical characters may deactivate the power. When the power is deactivated, which duplicate remains behind as the "original" is generally up the player.
The specific mechanism of the Duplication can vary greatly from character to character, which may offer minor benefits and drawbacks to the character.
Anatomical Separation: Some characters with Duplication can divide their body into smaller independent parts rather than creating new copies of themselves. In this case, the character can detach hands, eyes, or other body parts. Detached body parts become independent characters, which each move and act separately each round, just as with ordinary duplicates.
Power Level | Duplicates |
---|---|
1 | 2 |
2 | 3 |
3 | 6 |
4 | 10 |
5 | 18 |
6 | 32 |
7 | 56 |
8 | 100 |
9 | 180 |
10 | 320 |
11 | 560 |
12 | 1,000 |
13 | 1,800 |
14 | 3,200 |
15 | 5,600 |
[Element] Form
- Quick action
- Self-only alteration power
[Element] Form is a self-only alteration power which permits the character to physically transform their body into a force or substance. The specific type of force or substance must be chosen when this power is purchased. Some typical examples are air, earth, fire, water, light, darkness, force fields, electricity, magnetism, gravity, cloth, and plants. The player can pick any force or substance, subject to the GM's approval. "Energy", for example, would be much too broad.
A character with Element Form can change forms once per turn, using a quick action. If the character goes unconscious, the character reverts to their normal form.
When transformed into their [Element] Form, the character possesses the traits of the form or substance and gains Damage Resistance equal to their Power Level. If the force or substance is appropriate, [Element] Form may also grant the Strike power (punching with fists of stone, burning things with an electrical touch, and so on).
Element Mimicry: The character may physically transform their body into any force or substance they touch. For example, the character could touch concrete and turn into concrete, or touch water and turn into water. The character must be in physical contact with the material in order to mimic it. If the character mimics a force or substance which would injure them, such as fire, they transform into that force or substance and it does no damage to them as long as they are in that form.
[Element] Immunity
- Constant
- Self-only power
[Element] Immunity is a self-only power which provides complete immunity against the damage inflicted by a specific type of force or substance. The specific type of force or substance must be chosen when this power is purchased. Some typical examples are air, earth, fire, water, light, darkness, force fields, electricity, magnetism, gravity, cloth, and plants. The player can pick any force or substance, subject to the GM's approval. "Energy", "blades", and "bullets", for example, would all be much too broad.
[Element] Wall
- Standard action
- Ranged, area environmental power
[Element] Wall is a ranged, area environmental power which permits the character to create walls and simple geometric shapes. The specific type of force or substance of the wall must be chosen when this power is purchased. Some typical examples are air, earth, fire, water, light, darkness, force fields, electricity, magnetism, gravity, cloth, and plants. The player can pick any force or substance, subject to the GM's approval.
If the [Element] Wall is simply a plain vertical wall, no roll is necessary. Creating a simple shape with [Element] Wall (a dome, a cube, a bridge, and so on) requires a moderately difficult (DV 12) Ranged Combat (Agility) roll. Creating more complex shapes is more difficult, with the difficulty set by the GM based on the complexity of the desired shape. For example, an intricate labyrinth would require a remarkably difficult (DV 15) Ranged Combat (Agility) roll.
The Brawn, Damage Resistance, and Health of the [Element] Wall are equal to the Power Level of the character creating it. The Brawn of the [Element] Wall is used to support weight as a bridge, support column, or other such structure. If the load on the [Element] Wall exceeds the maximum mass it can support, or if the [Element] Wall's Health is reduced to zero, it dissolves, crumbles, or fades away.
If an [Element] Wall is not attacked or damaged, and the character chooses not to dismiss it, it will usually remain in place until the end of the scene, after which it dissolves, crumbles, or fades away.
Emotion Control
- Standard action
- Ranged mental attack
Emotion Control is a ranged mental attack which allows a character to influence a target's behaviour by controlling their emotional state. The character can only instill one emotion at a time in the target, but may instill in the target any emotion the attacker desires. To instill an emotion in the target, the attacker must succeed at a Mental Combat (Presence) roll against 8 + Mental Combat (Presence) of the target. If the target has Mental Resistance, they may add it to their defense. Emotion Control ignores Damage Resistance. Instilling a new emotion in the target requires a quick action.
To recover from Emotion Control, the target must use a standard action to attempt a Survival (Presence) roll against 8 + Power Level of the attacker. If the target has Mental Resistance, they may add it to this roll. If the target succeeds at this roll, they recover from the Emotion Control. If the target has not recovered from the Emotion Control by the end of the scene, then they recover from it shortly thereafter.
Specific Emotion: A character's Emotion Control might be limited to a specific emotion, such as fear or loyalty. If this is the case, the character gains a +Template:KM4 SKILL BONUS skill bonus on their Emotion Control rolls.
Endurance Drain
- Standard action
- Hand-to-hand alteration attack
- Follow through powers: Endurance Theft
Endurance Drain is a hand-to-hand alteration attack which inflicts damage to the target's Endurance. Attacking with Endurance Drain requires a successful Hand-to-hand Combat (Brawn) roll against 8 + Hand-to-hand Combat (Brawn) of the target. If the attacker succeeds at this roll, then the attacker rolls damage based on their Power Level. The target subtracts their Alteration Resistance from the amount the attacker rolled. The target's Endurance is reduced by half of the remaining amount (round down, even if the fraction is more than one-half). Endurance Drain ignores Damage Resistance.
Power Level | Damage |
---|---|
1 | 1d6+1 |
2 | 1d6+2 |
3 | 1d6+3 |
4 | 1d6+4 |
5 | 1d6+5 |
6 | 1d6+6 |
7 | 1d6+7 |
8 | 1d6+8 |
9 | 1d6+9 |
10 | 1d6+10 |
11 | 1d6+11 |
12 | 1d6+12 |
13 | 1d6+13 |
14 | 1d6+14 |
15 | 1d6+15 |
16 | 1d6+16 |
17 | 1d6+17 |
18 | 1d6+18 |
19 | 1d6+19 |
20 | 1d6+20 |
21 | 1d6+21 |
The effects of multiple Endurance Drain attacks are cumulative, but the damage from Endurance Drain is temporary. It all comes back after the fight is over, when the target has had a chance to rest and recuperate. The damage from Endurance Drain will also return if the character with Endurance Drain goes unconscious.
Endurance Theft
- Standard action
- Hand-to-hand alteration attack
- Prerequisite: Endurance Drain
Endurance Theft is a hand-to-hand alteration attack which allows a character to temporarily steal the target's Endurance. Attacking with Endurance Theft requires a successful Hand-to-hand Combat (Brawn) roll against 8 + Hand-to-hand Combat (Brawn) of the target. If the attacker succeeds at this roll, then the attacker rolls damage based on their Power Level (see Endurance Drain). The target subtracts their Alteration Resistance from the amount the attacker rolled. The target's Endurance is reduced by half of the remaining amount, and the attacker's Endurance is increased by half of that amount (round down, even if the fraction is more than one-half). Endurance Theft ignores Damage Resistance.
The effects of multiple Endurance Theft attacks are cumulative, but the maximum amount of Endurance an attacker can steal is equal to their own Power Level. For example, a character with Power Level 4 could only steal 4 ranks of Endurance, no matter how many targets they attack with Endurance Theft.
The damage from Endurance Theft is temporary. It all comes back after the fight is over, when the target has had a chance to rest and recuperate. The damage from Endurance Theft will also return if the character with Endurance Theft goes unconscious. The character with Endurance Theft may also return the stolen Endurance voluntarily, of course.
Environmental Control
- Standard action
- Ranged, area environmental power
Environmental Control is a ranged, area environmental power which allows the character to alter the temperature, humidity, and illumination within the affected area. For example, the character could illuminate a dark area, warm a cold area, or make it cloudy on a sunny day. Using Environmental Control typically requires a moderately difficult (DV 12) Ranged Combat (Agility) roll, but the difficulty may be higher if the change from current conditions is particularly drastic. For example, causing a blizzard on a hot summer day would require a remarkably difficult (DV 15) Ranged Combat (Agility) roll. If the new environment is relatively normal for the time and place, no roll should be necessary.
Environmental Control may not be used to duplicate effects of other powers, such as Dazzle.
If the character has not returned the environment to normal by the end of the scene, then it reverts to its natural state shortly thereafter.
Limited Type Of Environment: A character's Environmental Control might be limited to a specific type of environment, such as making it cold or establishing an intense magnetic field. If this is the case, the character gains a +Template:KM4 SKILL BONUS skill bonus on their Environmental Control rolls.
Environmental Immunity
- Constant
- Self-only power
Environmental Immunity is a self-only power which permits the character to survive in environments and conditions that would impair or even kill normal people. This includes unusual or even poisonous atmospheres, such as underwater or in methane. It also includes environments of extreme cold, extreme heat, and intense ionizing radiation. The character may sleep or eat if they want to, but they suffer no ill effect from lack of food or sleep. Furthermore, the character is unaffected by infectious viruses, bacteria, chemical and biological poisons, toxins, and so on.
The benefit provided by Environmental Immunity is ambient and highly plot dependent: it does not normally protect the character from attacks or from direct forms of damage. Being able to withstand extreme heat and exposure to the blazing desert sun does not mean that a character is immune to a fire blast. A good rule of thumb is that if the character is being attacked with it, the character is not immune to it.
Specific Environments: Some characters have a more limited form of Environmental Immunity, granting them the ability to survive only in a set of specific environments. Some specific immunities a player may choose from are exhaustion, extreme cold, extreme heat, poisons, pressure, radiation, starvation, suffocation, and vacuum. If the player wishes, their character's immunity may be restricted even further. For example, a character with Environmental Immunity can normally survive without needing to breathe at all. However, if it makes more sense for the character to be able to breath in just one unusual environment, such as underwater or in methane, they may choose that option instead.
For more details on the effects of the environment on a character, see Hostile Environments in the GM Resources chapter.
Extra Actions
- Quick action
- Self-only power
Extra Actions is a self-only power which permits the character to take one additional move action or standard action during their turn. The number of extra actions a character may use during a scene is equal to their Power Level.
Flight
- Move action
- Self-only power
- Follow through powers: Super Flight
Flight is a self-only power which permits the character to fly through the air or through a vacuum. For example, the character might have wings, they might wear a jetpack, or they may just be able to fly through sheer force of will. The character's base move, double move, and all-out move while flying are based on their Agility.
Defying Gravity: Rather than flying, some characters run so fast that they can run along any surface without falling, even bodies of water or the underside of bridges. If they stop running, of course, gravity takes over.
Swinging: Some characters "fly" by using a grappling line, a spider web, invisible beams of magnetic force, or some other method of suspension. If the character relies on a form of suspension like this, and there is nothing above the character to attach this "swing line" to, the character is grounded. If the swing line is attached to something which weighs less than the character, the character can pull the object toward them or swing it around. If the object on the other end of the swing line is another character, this requires an Athletics (Brawn) roll against 8 + the other character's Athletics (Brawn).
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 |
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 |
Force Field
- Quick action
- Self-only power
Force Field is a self-only power which allows the character to resist normal attacks. The character gains Damage Resistance equal to their Power Level while the Force Field is active. Damage Resistance is not effective against mental attacks and alteration attacks. If the character has more than one source of Damage Resistance, only the highest value applies.
The character may extend their Force Field to another person (or person-sized object) by touching them. The Force Field then protects both characters, but only as long as the character with the Force Field is touching the second character.
Force Field must be activated: if the character goes unconscious, the power turns off. The character may also turn off their Force Field voluntarily, of course.
Growth
- Quick action
- Self-only alteration power
Growth is a self-only alteration power which permits the character to become physically larger, making them stronger and more massive than normal. The effects of Growth are based on the Power Level of the character.
A character with Growth can change size once per turn, using a quick action. If the character goes unconscious, the character reverts to their normal size.
A character with Growth does not have to use it at full power. A character who has Power Level 5, for example, could elect to be merely 3 meters tall rather than their full 12 meters.
When a character using 8 or more ranks of Growth makes a hand-to-hand attack, they may apply that Hand-to-hand Combat attack against everyone within hand-to-hand range of the original target.
Power Level | Height | Reach | Mass | Brawn |
---|---|---|---|---|
1 | 3 m | 1 m | 270 kg | +1 |
2 | 4 m | 2 m | 640 kg | +1 |
3 | 6 m | 3 m | 2,200 kg | +1 |
4 | 8 m | 4 m | 5,100 kg | +1 |
5 | 12 m | 6 m | 13 t | +2 |
6 | 16 m | 8 m | 41 t | +2 |
7 | 23 m | 11 m | 120 t | +2 |
8 | 32 m | 16 m | 330 t | +2 |
9 | 45 m | 22 m | 910 t | +3 |
10 | 64 m | 32 m | 2,600 t | +3 |
11 | 90 m | 45 m | 7,500 t | +3 |
12 | 128 m | 64 m | 22,000 t | +3 |
13 | 180 m | 90 m | 58,000 t | +4 |
14 | 256 m | 128 m | 180,000 t | +4 |
15 | 360 m | 180 m | 470,000 t | +4 |
Haste
- Standard action
- Self-only power
Haste is a self-only power which permits the character to perform everyday tasks at a rate much faster than usual. The character's ability to perform mundane tasks extraordinarily quickly is based on their Power Level. For example, a typical book takes about 5 hours to read. A character with Power Level 4 could read it in 3 minutes (5 hours = 300 minutes, 300 minutes / 100 = 3 minutes).
Haste only applies to everyday tasks: tasks which are routine or which have no significant penalty for failure. Haste does not enhance the character's combat abilities, nor does it grant any other speed-related powers, such as Regeneration or Super Running.
Power Level | Multiplier |
---|---|
1 | ×3 |
2 | ×10 |
3 | ×32 |
4 | ×100 |
5 | ×320 |
6 | ×1,000 |
7 | ×3,200 |
8 | ×10,000 |
9 | ×32,000 |
10 | ×100,000 |
11 | ×320,000 |
12 | ×1,000,000 |
13 | ×3,200,000 |
14 | ×10,000,000 |
15 | ×32,000,000 |
Healing
- Standard action
- Hand-to-hand alteration power
Healing is a hand-to-hand alteration power which restores lost Health. The character with Healing may use a standard action to attempt a moderately difficult (DV 12) Medicine (Reason) roll to heal the victim's injuries. If the character succeeds at this roll, then they roll dice based on their Power Level. The target's Health is restored by half of the rolled amount (round down, even if the fraction is more than one-half).
Power Level | Damage |
---|---|
1 | 1d6+1 |
2 | 1d6+2 |
3 | 1d6+3 |
4 | 1d6+4 |
5 | 1d6+5 |
6 | 1d6+6 |
7 | 1d6+7 |
8 | 1d6+8 |
9 | 1d6+9 |
10 | 1d6+10 |
11 | 1d6+11 |
12 | 1d6+12 |
13 | 1d6+13 |
14 | 1d6+14 |
15 | 1d6+15 |
16 | 1d6+16 |
17 | 1d6+17 |
18 | 1d6+18 |
19 | 1d6+19 |
20 | 1d6+20 |
21 | 1d6+21 |
Healing can remove diseases, pathogens, and poisons from the target. The character with Healing may attempt a remarkably difficult (DV 15) Medicine (Reason) roll to cure a single disease or purge a single toxin from the victim's system.
Health Drain
- Standard action
- Hand-to-hand alteration attack
- Follow through powers: Health Theft
Health Drain is a hand-to-hand alteration attack which inflicts damage to the target's Health. Attacking with Health Drain requires a successful Hand-to-hand Combat (Brawn) roll against 8 + Hand-to-hand Combat (Brawn) of the target. If the attacker succeeds at this roll, then the attacker rolls damage based on their Power Level. The target subtracts their Alteration Resistance from the amount the attacker rolled. The target's Health is reduced by half of the remaining amount (round down, even if the fraction is more than one-half). Health Drain ignores Damage Resistance.
Power Level | Damage |
---|---|
1 | 1d6+1 |
2 | 1d6+2 |
3 | 1d6+3 |
4 | 1d6+4 |
5 | 1d6+5 |
6 | 1d6+6 |
7 | 1d6+7 |
8 | 1d6+8 |
9 | 1d6+9 |
10 | 1d6+10 |
11 | 1d6+11 |
12 | 1d6+12 |
13 | 1d6+13 |
14 | 1d6+14 |
15 | 1d6+15 |
16 | 1d6+16 |
17 | 1d6+17 |
18 | 1d6+18 |
19 | 1d6+19 |
20 | 1d6+20 |
21 | 1d6+21 |
The effects of multiple Health Drain attacks are cumulative, but the damage from Health Drain is temporary. It all comes back after the fight is over, when the target has had a chance to rest and recuperate. The damage from Health Drain will also return if the character with Health Drain goes unconscious.
Health Theft
- Standard action
- Hand-to-hand alteration attack
- Prerequisite: Health Drain
Health Theft is a hand-to-hand alteration attack which allows a character to temporarily steal the target's Health. Attacking with Health Theft requires a successful Hand-to-hand Combat (Brawn) roll against 8 + Hand-to-hand Combat (Brawn) of the target. If the attacker succeeds at this roll, then the attacker rolls damage based on their Power Level (see Health Drain). The target subtracts their Alteration Resistance from the amount the attacker rolled. The target's Health is reduced by half of the remaining amount, and the attacker's Health is increased by half of that amount (round down, even if the fraction is more than one-half). Health Theft ignores Damage Resistance.
The effects of multiple Health Theft attacks are cumulative, but the maximum amount of Health an attacker can steal is equal to their own Power Level. For example, a character with Power Level 4 could only steal 4 ranks of Health, no matter how many targets they attack with Health Theft.
The damage from Health Theft is temporary. It all comes back after the fight is over, when the target has had a chance to rest and recuperate. The damage from Health Theft will also return if the character with Health Theft goes unconscious. The character with Health Theft may also return the stolen Health voluntarily, of course.
Hold
- Standard action
- Ranged alteration attack
Hold is a ranged alteration attack which 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 (Agility) roll against 8 + Ranged Combat (Agility) of the target. If the target has Alteration Resistance, they may add it to their defense. Hold ignores Damage Resistance. The mechanism which causes the Hold must be specified when this power is purchased. For example, the target might be entangled in webs, encased in ice, or bound by rings of magical force.
A character under the effects of Hold is not helpless, but they can't use any move actions until they break free of the power. A restrained character incurs a -Template:KM4 SKILL BONUS skill penalty on their defense and on all skill rolls other than rolls to escape the Hold.
To break free of Hold, the restrained character must use a standard action to attempt a successful Survival (Brawn) roll against 8 + Power Level of the attacker. If the restrained character has Strike or Damaging Aura, they may add their Power Level to this roll. If the restrained character succeeds at this roll, they break free of the Hold.
Another character may also attempt to aid the restrained character. To break a restrained character free of Hold, another character must use a standard action to attempt a Hand-to-hand Combat or Ranged Combat roll (using Blast or Strike, for example) against 8 + Power Level of the original attacker. If the character aiding the restrained character succeeds at this roll, the restrained character is broken free of the Hold.
If the target has not broken free of the Hold by the end of the scene, then they break free of it shortly thereafter.
Hyperacuity
- Free action
- Self-only power
Hyperacuity is a self-only power which permits the character to make a moderately difficult (DV 12) Investigation (Reason) roll to sense details too small, faint, or distant for ordinary human senses to detect. On a successful roll, the character can taste the number of salt grains on a pretzel, read text on a computer display by touching it, see a license plate clearly from kilometers away, identify a person by the sound of their heartbeat, track someone through a city by their scent, and so on.
Illusion
- Standard action
- Ranged, area environmental power
Illusion is a ranged, area environmental power which permits the character to create realistic three-dimensional phantasms, complete with all associated sensory accompaniment. An illusory lion will roar, illusory snow will feel cold and wet, and so on.
Creating a simple, immobile illusion (a wall, a bridge, and so on) requires a moderately difficult (DV 12) Deception (Presence) roll. Creating more complex shapes requires a more difficult roll, with the difficulty set by the GM based on the complexity of the desired illusion. For example, a windmill, a lion, or other moving shape would require a remarkably difficult (DV 15) Deception (Presence) roll, while a city square with moving cars, bicycles, and dozens of people would require an extremely difficult (DV 18) Deception (Presence) roll.
While the illusions created by this power are completely convincing, they don't actually exist. The bite of an illusory dog will hurt but will not break the skin, the touch of illusory liquid nitrogen will feel cold but will not cause frostbite, and an illusory bridge will not support the weight of anyone. The tactile aspect of an illusion will only be convincing if the contact is fleeting or feather-light: any significant physical interaction with an illusion will reveal that the apparition is not the genuine article.
Anyone who observes an Illusion and who has a good reason to suspect its true nature may attempt a Survival (Reason) roll against 8 + Power Level of the illusionist; if the observer has any unusual senses, they add their Power Level to this roll. If the Survival (Reason) roll succeeds, the observer sees the Illusion for what it is, and may respond appropriately.
It's All In Your Mind: Normally, the sights and sounds created by the Illusion power can be recorded, seen on cameras, and so on. However, some characters' illusions only affect sentient creatures: cameras and nonsentient robots do not perceive the illusions at all. However, these mental Illusions can inflict Health damage against those who can perceive them. Damage Resistance is as effective against these illusory attacks as it would be against the real thing. Anyone who observes such an Illusion and who has a good reason to suspect its true nature may attempt a Survival (Presence) roll against 8 + Power Level of the illusionist. Characters with Mental Resistance may add it to their Survival (Presence) rolls to see through such hallucinations.
Immortality
- Constant
- Self-only power
Immortality is a self-only power which grants the character immunity to the ravages of time. An immortal character will never grow old or die from "natural causes". Additionally, the character is never truly "dead". If the cause of the character's demise is reversed (the stake is pulled from their heart, the poison wears off and loses its toxicity, their dismembered body parts are re-assembled, and so on), the character will begin to recover from their mortal injuries. How long this recovery takes is up to the GM.
Additionally, the player must select a means of permanently killing the character. The means may be relatively obvious, such as burning the character or dissolving them in acid, or it may be obscure and specific to that character, such as destroying a specific portrait of the character that they keep in a vault or stabbing them with a weapon made from the bone of a blood relative.
Death Is Preferable: Normally, an immortal character stops aging when they reach physical maturity, or shortly thereafter. However, some immortal characters continue to age (albeit at a slower rate), becoming gnarled and withered as the years pass. Such a character looks and feels ancient, although they may still be physically powerful.
Offsite Backup: Normally, when an immortal character recovers from "death", they retain all of their memories from events up to and including their demise. If the character's resurrection is facilitated by an external backup, such as a stored clone or a periodic neural upload to an orbiting satellite, there will be a gap between the time of the last "backup" and the character's resurrection.
Serial Immortality: Normally, when an immortal character recovers from "death", they remain essentially unchanged. However, some immortal characters change their appearance and personality to that of a completely new person when they "die", although the knowledge and memories of the character are preserved. For example, the character might be a parasitic organism that possesses a new host when the previous one expires, or the character might have a form of cellular regeneration with unpredictable results. With the GM's approval, even the character's gifts and powers might be changed.
Intangibility
- Quick action
- Self-only alteration power
Intangibility is a self-only alteration power which permits the character to move through solid matter as though through water, leaving no trace of their passage. For example, Intangibility could represent a character who is able to control their molecular density, a character who vibrates at a different frequency, or even a character whose body can turn into radiant energy.
A character with Intangibility can change their state once per turn, using a quick action. If the character goes unconscious, the character reverts to their normal state.
A character using Intangibility cannot pass through a force field, nor through any area affected by Power Drain; other than this, physical objects generally have no effect on a character using Intangibility, or vice versa. An intangible character is immune to most attacks, regardless of the source. However, an intangible character is affected normally by mental powers, and they may use mental powers against others. They also might be affected normally by attacks with unusual special effects. For example, if the character can speak and hear while intangible, they should be affected by sonic attacks, or if they can see normally, they should be affected normally by attacks based on light or shadow. Ultimately, what does and does not affect an intangible character is up to the GM.
A character with Intangibility may make another person (or person-sized object) intangible by touching the other person and then activating the Intangibility power. The Intangibility then affects both characters, but only as long as the character with the Intangibility is touching the second character.
Permanent: Normally, Intangibility must be activated: if the character goes unconscious, the power turns off. The character may also turn off their Intangibility voluntarily. However, some characters are unable to turn off their Intangibility; they remain intangible even if rendered unconscious.
Poltergeist: The character may affect the world normally while they are intangible. However, the character must also define a reasonably common attack type which affects them normally while they are intangible (fire, iron, magic, etc.).
Invisibility
- Quick action
- Self-only alteration power
Invisibility is a self-only alteration power which permits the character to become difficult to perceive. For example, the character might become transparent, they might bend light around them, or they may blend into their surroundings by modulating chromatophores in their skin. However the effect is achieved, the character is hidden from normal senses unless someone is actively looking for them or there is some environmental circumstance that might reveal the character's location.
Normally, a character who can't see their opponent incurs a -Template:KM4 SKILL BONUS skill penalty on their Hand-to-hand Combat rolls and defense. In ranged combat, a character who can't see their opponent incurs a -Template:KM4 SKILL BONUS skill penalty on their defense, but they usually fail any ranged attacks or mental attacks against an invisible character. However, if the invisible character has used an attack within the last round, then an attacker may make ranged attack rolls against the invisible character with a -Template:KM4 SKILL BONUS skill penalty.
If someone is actively looking for the character, the person trying to locate the invisible character must use a quick action to attempt an Investigation (Reason) roll against 8 + Power Level of the invisible character; if the person trying to locate the invisible character has any unusual senses, they add +Template:KM4 SKILL BONUS to this roll. If an environmental circumstance might reveal the character's location, the person trying to locate the invisible character gains a +Template:KM4 SKILL BONUS bonus on their Investigation (Reason) roll. For example, fog might reveal an invisible character's outline, or fresh snow might reveal their footprints. If the person trying to locate the invisible character succeeds at this roll, then they may make ranged attack rolls against the invisible character with a -Template:KM4 SKILL BONUS skill penalty.
A character with Invisibility can activate or deactivate the power once per turn, using a quick action. If the character goes unconscious, the character becomes visible.
The character may make another person (or person-sized object) invisible by touching the other person, but only as long as the character with the Invisibility is touching the second character.
Permanent: Normally, Invisibility must be activated: if the character goes unconscious, the power turns off. The character may also turn off their Invisibility voluntarily. However, some characters are unable to turn off their Invisibility; they remain invisible even if rendered unconscious.
Mental Resistance
- Constant
- Self-only power
Mental Resistance is a self-only power which allows the character to withstand mental attacks and unnatural coercion. The character gains Mental Resistance equal to their Power Level.
The character's Mental Resistance is subtracted from the mental damage an attacker rolls. If a mental attack does not inflict damage, the character may add their Mental Resistance to their defense. Mental Resistance is not effective against normal attacks and alteration attacks. If the character has more than one source of Mental Resistance, only the highest value applies.
Mind Blast
- Standard action
- Ranged mental attack
Mind Blast is a ranged mental attack which inflicts Health damage. Attacking with Mind Blast requires a successful Mental Combat (Presence) roll against 8 + Mental Combat (Presence) of the target. If the attacker succeeds at this roll, then the attacker rolls damage based on their Power Level. The target subtracts their Mental Resistance from the amount the attacker rolled. The target's Health is reduced by half of the remaining amount (round down, even if the fraction is more than one-half). Mind Blast ignores Damage Resistance.
Power Level | Damage |
---|---|
1 | 1d6+1 |
2 | 1d6+2 |
3 | 1d6+3 |
4 | 1d6+4 |
5 | 1d6+5 |
6 | 1d6+6 |
7 | 1d6+7 |
8 | 1d6+8 |
9 | 1d6+9 |
10 | 1d6+10 |
11 | 1d6+11 |
12 | 1d6+12 |
13 | 1d6+13 |
14 | 1d6+14 |
15 | 1d6+15 |
16 | 1d6+16 |
17 | 1d6+17 |
18 | 1d6+18 |
19 | 1d6+19 |
20 | 1d6+20 |
21 | 1d6+21 |
Mind Blast only affects sentient creatures: robots, machinery, and animated objects are unaffected by Mind Blast.
Mind Control
- Standard action
- Ranged mental attack
Mind Control is a ranged mental attack which allows a character to influence a living creature's behaviour, forcing the target to obey the character's commands. To force a creature to obey a spoken command, the character must succeed at a Mental Combat (Presence) roll against 8 + Mental Combat (Presence) of the target. If the target has Mental Resistance, they may add it to their defense. Mind Control ignores Damage Resistance.
The character with Mind Control may give a controlled target a new command with a quick action. If the character with Mind Control also has Telepathy, they may give a controlled character commands telepathically, without requiring an additional roll.
To break free of Mind Control, the target must use a standard action to attempt a Survival (Presence) roll against 8 + Power Level of the attacker. If the target has Mental Resistance, they may add it to this roll. If the target succeeds at this roll, they break free of the Mind Control. If the target has not broken free of the Mind Control by the end of the scene, then they break free of it shortly thereafter.
Obvious: Some characters have a "tell" when they have affected someone with their Mind Control, such as the target having glowing eyes. This makes it visually apparent that something is wrong with the target.
Mind Hold
- Standard action
- Ranged mental attack
Mind Hold is a ranged mental attack which makes it difficult for a target to move, think, or take any actions other than trying to break out of it. Attacking with Mind Hold requires a successful Mental Combat (Presence) roll against 8 + Mental Combat (Presence) of the target. If the target has Mental Resistance, they may add it to their defense. Mind Hold ignores Damage Resistance. The mechanism which causes the Mind Hold must be specified when this power is purchased. For example, the target might be frozen in time, hypnotized, or they could be sedated by some form of toxic gas.
A character under the effects of Mind Hold is not helpless, but they can't use any move actions until they break free of the power. A restrained character incurs a -Template:KM4 SKILL BONUS skill penalty on their defense and on all skill rolls other than rolls to escape the Mind Hold.
To break free of Mind Hold, the target must use a standard action to attempt a Survival (Presence) roll against 8 + Power Level of the attacker. If the target has Mental Resistance, they may add it to this roll. If the target succeeds at this roll, they break free of the Mind Hold.
Another character may also attempt to aid the restrained character. To break a restrained character free of Mind Hold, another character must use a standard action to attempt a Mental Combat roll (using Mind Blast, for example) against 8 + Power Level of the original attacker. If the character aiding the restrained character succeeds at this roll, the restrained character is broken free of the Mind Hold.
If the target has not broken free of the Mind Hold by the end of the scene, then they break free of it shortly thereafter.
Mind Hold only affects sentient creatures: robots, machinery, and animated objects are unaffected by Mind Hold.
Night Vision
- Free action
- Self-only power
Night Vision is a self-only power which permits the character to see in pitch darkness as clearly as in daylight. This capacity could be the result of infrared vision, ultraviolet vision, or simply exceptional low-light vision.
Personal Immunity
- Constant
- Self-only power
Personal Immunity is a self-only power which makes the character immune to any undesirable effects of their own powers.
Possession
- Standard action
- Ranged mental attack
Possession is a ranged mental attack which allows a character to seize control of a target, overriding the target's control and effectively making the target a passenger in their own body. Using Possession requires a Mental Combat (Presence) roll against 8 + Mental Combat (Presence) of the target. If the target has Mental Resistance, they may add it to their defense. Possession ignores Damage Resistance.
While the character is using Possession on another person, their own body collapses into a trance-like state. The target of Possession will not remember any actions they took while under the influence of the power. These memories may be able to be retrieved through the use of hypnosis, Telepathy, and so on.
To break free of Possession, the target must use a standard action to attempt a Survival (Presence) roll against 8 + Power Level of the attacker. If the target has Mental Resistance, they may add it to this roll. If the target succeeds at this roll, they break free of the Possession. If the target has not broken free of the Possession by the end of the scene, then they break free of it shortly thereafter.
Inhabit: The power is reduced to hand-to-hand range, but the body of the possessing character actually merges with that of the target for the duration of the possession.
Obvious: The Possession has a "tell", such as glowing eyes, which makes it visually apparent that something is wrong with the target.
Power Drain
- Standard action
- Hand-to-hand alteration attack
- Follow through powers: Power Theft
Power Drain is a hand-to-hand alteration attack which inflicts damage to the target's Power Level attribute. Attacking with Power Drain requires a successful Hand-to-hand Combat (Brawn) roll against 8 + Hand-to-hand Combat (Brawn) of the target. If the attacker succeeds at this roll, then the attacker rolls damage based on their Power Level. The target subtracts their Alteration Resistance from the amount the attacker rolled. The target's Power Level is reduced by half of the remaining amount (round down, even if the fraction is more than one-half). Power Drain ignores Damage Resistance. Reducing a character's Power Level to zero renders them unable to activate any of their powers.
Power Level | Damage |
---|---|
1 | 1d6+1 |
2 | 1d6+2 |
3 | 1d6+3 |
4 | 1d6+4 |
5 | 1d6+5 |
6 | 1d6+6 |
7 | 1d6+7 |
8 | 1d6+8 |
9 | 1d6+9 |
10 | 1d6+10 |
11 | 1d6+11 |
12 | 1d6+12 |
13 | 1d6+13 |
14 | 1d6+14 |
15 | 1d6+15 |
16 | 1d6+16 |
17 | 1d6+17 |
18 | 1d6+18 |
19 | 1d6+19 |
20 | 1d6+20 |
21 | 1d6+21 |
The mechanism which causes the Power Drain must be specified when this power is purchased. For example, the target might be injected with nanomachines, subjected to an alien energy field, bound by rings of magical force, or they could be shackled with some type of "inhibitor" device.
The effects of multiple Power Drain attacks are cumulative, but the damage from Power Drain is temporary. It all comes back after the fight is over, when the target has had a chance to rest and recuperate. The damage from Power Drain will also return if the character with Power Drain goes unconscious.
Specific Powers: A character's Power Drain might be limited to targets with a specific type of powers, such as characters with fire powers or technological powers. If this is the case, the attacker gains a +Template:KM4 SKILL BONUS skill bonus on their Power Drain rolls.
Power Mimicry
- Standard action
- Hand-to-hand alteration attack
- Follow through powers: Power Theft
Power Mimicry is a hand-to-hand alteration attack which allows a character to temporarily copy another character's power and use it themselves. Attributes of 5 or higher are considered powers for this purpose. Attacking with Power Mimicry requires a successful Hand-to-hand Combat (Brawn) roll against 8 + Hand-to-hand Combat (Brawn) of the target. If the attacker succeeds at this roll, then the attacker rolls damage based on their Power Level (see Power Drain). The target subtracts their Alteration Resistance from the amount the attacker rolled. The attacker may mimic a number of the target's powers equal to half of the remaining amount (round down, even if the fraction is more than one-half). Power Mimicry ignores Damage Resistance.
The maximum number of powers the character may mimic is equal to their own Power Level. If the character with the Power Mimicry knows what powers the target has, they may choose which powers they copy. Otherwise, the target of the Power Mimicry may choose the order in which their powers are copied.
If the character goes unconscious, the Power Mimicry turns off and any mimicked powers are lost. The character may also turn off their Power Mimicry voluntarily, of course. If the character has not turned off their Power Mimicry by the end of the scene, it turns off shortly thereafter.
Specific Powers: A character's Power Mimicry might be limited to targets with a specific type of powers, such as characters with fire powers or technological powers. If this is the case, the attacker gains a +Template:KM4 SKILL BONUS skill bonus on their Power Mimicry rolls.
Power Theft
- Standard action
- Hand-to-hand alteration attack
- Prerequisite: Power Drain or Power Mimicry
Power Theft is a hand-to-hand alteration attack which allows a character to temporarily steal another character's Power Level. Attacking with Power Theft requires a successful Hand-to-hand Combat (Brawn) roll against 8 + Hand-to-hand Combat (Brawn) of the target. If the attacker succeeds at this roll, then the attacker rolls damage based on their Power Level (see Power Drain). The target subtracts their Alteration Resistance from the amount the attacker rolled. The target's Power Level is reduced by half of the remaining amount, and the attacker's Power Level is increased by half of that amount (round down, even if the fraction is more than one-half). Power Theft ignores Damage Resistance.
The 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 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 +Template:KM4 SKILL BONUS skill bonus on their Power Theft rolls.
Presence Drain
- Standard action
- Hand-to-hand alteration attack
- Follow through powers: Presence Theft
Presence Drain is a hand-to-hand alteration attack which inflicts damage to the target's Presence. Attacking with Presence Drain requires a successful Hand-to-hand Combat (Brawn) roll against 8 + Hand-to-hand Combat (Brawn) of the target. If the attacker succeeds at this roll, then the attacker rolls damage based on their Power Level. The target subtracts their Alteration Resistance from the amount the attacker rolled. The target's Presence is reduced by half of the remaining amount (round down, even if the fraction is more than one-half). Presence Drain ignores Damage Resistance.
Power Level | Damage |
---|---|
1 | 1d6+1 |
2 | 1d6+2 |
3 | 1d6+3 |
4 | 1d6+4 |
5 | 1d6+5 |
6 | 1d6+6 |
7 | 1d6+7 |
8 | 1d6+8 |
9 | 1d6+9 |
10 | 1d6+10 |
11 | 1d6+11 |
12 | 1d6+12 |
13 | 1d6+13 |
14 | 1d6+14 |
15 | 1d6+15 |
16 | 1d6+16 |
17 | 1d6+17 |
18 | 1d6+18 |
19 | 1d6+19 |
20 | 1d6+20 |
21 | 1d6+21 |
The effects of multiple Presence Drain attacks are cumulative, but the damage from Presence Drain is temporary. It all comes back after the fight is over, when the target has had a chance to rest and recuperate. The damage from Presence Drain will also return if the character with Presence Drain goes unconscious.
Draining a character's Presence does not reduce their Endurance.
Presence Theft
- Standard action
- Hand-to-hand alteration attack
- Prerequisite: Presence Drain
Presence Theft is a hand-to-hand alteration attack which allows a character to temporarily steal the target's Presence. Attacking with Presence Theft requires a successful Hand-to-hand Combat (Brawn) roll against 8 + Hand-to-hand Combat (Brawn) of the target. If the attacker succeeds at this roll, then the attacker rolls damage based on their Power Level (see Presence Drain). The target subtracts their Alteration Resistance from the amount the attacker rolled. The target's Presence is reduced by half of the remaining amount, and the attacker's Presence is increased by half of that amount (round down, even if the fraction is more than one-half). Presence Theft ignores Damage Resistance.
The effects of multiple Presence Theft attacks are cumulative, but the maximum amount of Presence an attacker can steal is equal to their own Power Level. For example, a character with Power Level 4 could only steal 4 ranks of Presence, no matter how many targets they attack with Presence Theft.
The damage from Presence Theft is temporary. It all comes back after the fight is over, when the target has had a chance to rest and recuperate. The damage from Presence Theft will also return if the character with Presence Theft goes unconscious. The character with Presence Theft may also return the stolen Presence voluntarily, of course.
Stealing a character's Presence does not reduce their Endurance.
Probability Control
- Free action
- Ranged power
Probability Control is a ranged power which can influence the odds, playing fast and loose with the laws of chance. Probability Control does not allow the character to break the laws of physics or make impossible things happen, but a character with Probability Control can make unlikely events likely and likely events unlikely.
Using Probability Control requires the player to describe a favourable or unfavourable circumstance within range and how that circumstance might have come about. If the GM agrees that the circumstance is possible (however unlikely it might be), then the GM decides how this unlikely event impacts the character. The simplest way to translate this favourable or unfavourable circumstance into game terms is to grant a +Template:KM4 SKILL BONUS skill bonus if the circumstance is favourable for the character attempting the task or to impose a -Template:KM4 SKILL BONUS skill penalty if the circumstance is unfavourable for the character attempting the task. The use of Probability Control could also influence events in a less straightforward manner, and the GM should encourage players to be creative with the power. Each use of Probability Control should be roughly as useful as a +Template:KM4 SKILL BONUS bonus or a -Template:KM4 SKILL BONUS penalty: significant, but not game-breaking.
Probability Control can be used as a free action. The number of times the character can influence probability per scene is equal to the character's Power Level. Probability Control must be used to influence a roll before the roll has been made.
Conservation Of Probability: Normally, there is no karmic debt incurred by a character with Probability Control. However, some characters must maintain parity between events so that the ledgers of karma remain balanced. If such a character uses their power to grant a +Template:KM4 SKILL BONUS skill bonus, for example, they must balance this out with a compensating -Template:KM4 SKILL BONUS skill penalty before the end of the scene. If they don't, the balance will re-assert itself in the following scene in a way that is inconvenient for the character with Probability Control, and the character will be unable to use their power to prevent it.
Radio Communication
- Free action
- Self-only power
Radio Communication is a self-only power which permits the character to send and receive signals over any standard radio frequency.
Encrypted: If the character wishes, the communication is difficult to notice for those not involved in the conversation. Anyone not party to the conversation must make a remarkably difficult (DV 15) Investigation (Reason) roll just to notice the conversation, and an extremely difficult (DV 18) Computing (Reason) roll to understand what is being said.
Reason Drain
- Standard action
- Hand-to-hand alteration attack
- Follow through powers: Reason Theft
Reason Drain is a hand-to-hand alteration attack which inflicts damage to the target's Reason. Attacking with Reason Drain requires a successful Hand-to-hand Combat (Brawn) roll against 8 + Hand-to-hand Combat (Brawn) of the target. If the attacker succeeds at this roll, then the attacker rolls damage based on their Power Level. The target subtracts their Alteration Resistance from the amount the attacker rolled. The target's Reason is reduced by half of the remaining amount (round down, even if the fraction is more than one-half). Reason Drain ignores Damage Resistance.
Power Level | Damage |
---|---|
1 | 1d6+1 |
2 | 1d6+2 |
3 | 1d6+3 |
4 | 1d6+4 |
5 | 1d6+5 |
6 | 1d6+6 |
7 | 1d6+7 |
8 | 1d6+8 |
9 | 1d6+9 |
10 | 1d6+10 |
11 | 1d6+11 |
12 | 1d6+12 |
13 | 1d6+13 |
14 | 1d6+14 |
15 | 1d6+15 |
16 | 1d6+16 |
17 | 1d6+17 |
18 | 1d6+18 |
19 | 1d6+19 |
20 | 1d6+20 |
21 | 1d6+21 |
The effects of multiple Reason Drain attacks are cumulative, but the damage from Reason Drain is temporary. It all comes back after the fight is over, when the target has had a chance to rest and recuperate. The damage from Reason Drain will also return if the character with Reason Drain goes unconscious.
Reason Theft
- Standard action
- Hand-to-hand alteration attack
- Prerequisite: Reason Drain
Reason Theft is a hand-to-hand alteration attack which allows a character to temporarily steal the target's Reason. Attacking with Reason Theft requires a successful Hand-to-hand Combat (Brawn) roll against 8 + Hand-to-hand Combat (Brawn) of the target. If the attacker succeeds at this roll, then the attacker rolls damage based on their Power Level (see Reason Drain). The target subtracts their Alteration Resistance from the amount the attacker rolled. The target's Reason is reduced by half of the remaining amount, and the attacker's Reason is increased by half of that amount (round down, even if the fraction is more than one-half). Reason Theft ignores Damage Resistance.
The effects of multiple Reason Theft attacks are cumulative, but the maximum amount of Reason an attacker can steal is equal to their own Power Level. For example, a character with Power Level 4 could only steal 4 ranks of Reason, no matter how many targets they attack with Reason Theft.
The damage from Reason Theft is temporary. It all comes back after the fight is over, when the target has had a chance to rest and recuperate. The damage from Reason Theft will also return if the character with Reason Theft goes unconscious. The character with Reason Theft may also return the stolen Reason voluntarily, of course.
Reflection
- Free action
- Ranged normal attack
Reflection permits the character to use a free action to reflect a ranged normal attack back at the attacker. For the character to reflect an attack, the attack must be successful and affect a single target. The character with Reflection must then make a successful Ranged Combat (Agility) roll against 8 + Ranged Combat (Agility) of the attack.
If the Reflection roll fails, the character is struck by the attack, as usual. If the roll succeeds, the damage from the attack is applied to the initial attcker and resolved as usual.
Regeneration
- Standard Action
- Self-only power
Regeneration is a self-only power which accelerates the healing process and allows the character to recover from injury more quickly. Most characters with Regeneration can even regrow lost limbs or damaged organs. A character with Regeneration may use a standard action to attempt a moderately difficult (DV 12) Survival (Brawn) roll. If the character succeeds at this roll, then they roll dice based on their Power Level. The target's Health is restored by half of the remaining amount (round down, even if the fraction is more than one-half).
Power Level | Damage |
---|---|
1 | 1d6+1 |
2 | 1d6+2 |
3 | 1d6+3 |
4 | 1d6+4 |
5 | 1d6+5 |
6 | 1d6+6 |
7 | 1d6+7 |
8 | 1d6+8 |
9 | 1d6+9 |
10 | 1d6+10 |
11 | 1d6+11 |
12 | 1d6+12 |
13 | 1d6+13 |
14 | 1d6+14 |
15 | 1d6+15 |
16 | 1d6+16 |
17 | 1d6+17 |
18 | 1d6+18 |
19 | 1d6+19 |
20 | 1d6+20 |
21 | 1d6+21 |
If the character with Regeneration is unconscious, then they regain one lost Health per minute. If the character with Regeneration is dead, but they also have the Immortality power, then they regain one lost Health per hour.
Additionally, the maximum Health of a character with Regeneration can't be reduced to zero by an environmental hazard such as dehydration, poison, or pressure. The character's maximum Health will always be at least one, regardless of the hostile environmental conditions.
Sense Auras
- Standard action
- Ranged mental power
The character can see the invisible emanations around people and things. Sensing the aura of a person requires a successful Investigation (Presence) roll against 8 + Mental Combat (Presence) of the target. Sensing the aura of an object is a moderately difficult (DV 12) task. If the character fails this roll, they may not attempt to read that person or object again during that scene.
If the character's roll succeeds by 4 or more, they may sense whether the aura is "warm" (positive, life affirming) or "cold" (negative, life negating). A typical person's aura is slightly "warm", but even a person with a "cold" aura is not necessarily wicked: they could just be having a bad day.
Sense Auras is never completely reliable: it is primarily a roleplaying power under the control of the GM.
Color | Temperament |
---|---|
Red | In a positive light, red indicates a healthy ego: someone powerful, sensual, passionate, and energetic. In a negative light, red indicates anger, an unforgiving nature, or anxiety. |
Orange | In a positive light, orange indicates productivity and creativity: someone sociable, detail oriented, and courageous. In a negative light, it can indicate stress and addictions. |
Yellow | Indicates optimism, and easy-going nature, inspiration, and intelligence. |
Green | Indicates balance, growth, and a willingness to change. It is a strong indication of a love of people, animals, and nature. |
Turquoise | Indicates a sensitive, compassionate nature, that of a healer or a counselor. |
Blue | Indicates calm and focus. It is a strong indication of clarity, truthfulness, and an intuitive nature. |
Indigo | Indicates deep feeling: someone of profound intuition and sensitivity. |
Violet | Indicates a sensitive nature and greater than average psychic potential. May also indicate an artistic temperament. |
Lavender | Indicates great vision and imagination. |
Sense [Element]
- Free action
- Self-only power
Sense [Element] is a self-only power which permits the character to perceive, locate, and analyze a substance, material, or energy. The specific type of force or substance that to be sensed must be chosen when this power is purchased: sense magic, sense metal, sense temporal anomalies, and so on. Obtaining detailed information about the element typically requires a moderately difficult (DV 12) Investigation (Reason) roll, but the difficulty may be higher depending on the ambient "noise" and how obvious the thing being perceived is. If the thing being perceived is relatively obvious (to someone with the appropriate senses), no roll should be necessary.
Mage Sight: Mage Sight allows a character to use a free action to sense the presence of magic and those who can wield it. To perceive a source of magic, the character must succeed at a moderately difficult (DV 12) Occult (Reason) roll. If the target of the character's attention is a magic object, they learn the general purpose of the object's magic, and they have a rough idea how to activate it. Mage Sight has other uses, as well. For example, if a character with Mage Sight is being spied upon using magic, they may use a free action to attempt a remarkably difficult (DV 15) Occult (Reason) roll to notice the fact. If they succeed at an extremely difficult (DV 18) Occult (Reason) roll, they also notice whether the person scrying on them is in the past, present, or future.
Shapeshifting
- Quick action
- Self-only alteration power
Shapeshifting is a self-only alteration power which permits the character to change their shape, appearance, odor, etc., and they may increase or decrease their size by 50%. The character may re-assign their Brawn and Agility to suit their new shape, as long as the total of Brawn + Agility remains the same or lower, and neither attribute exceeds the character's Power Level. Shapeshifting does not give the character any new powers, such as Night Vision or Flight.
A character with Shapeshifting can change shape once per turn, using a quick action. If the character goes unconscious, the character reverts to their normal form.
Assuming the shape of a specific person, creature, or object is more difficult than changing into a generic example of a particular shape. If someone is actively looking at the character, or has any reason to suspect that the character is not the genuine article, the person observing the shapeshifted character may attempt an Investigation (Reason) roll against 8 + Power Level of the shapeshifter; if the observer has any unusual senses, they add +Template:KM4 SKILL BONUS to this roll. If the Investigation (Reason) roll is successful, the observer can tell that the shapeshifted character is not who or what they appear to be.
Obvious: Normally, there is no obvious visual indication that a character is using Shapeshifting. However, some shapeshifters have a "tell", such as glowing eyes, a distinctive color, or the character's normal face, which makes it visually apparent that the character is not in their natural form.
Shrinking
- Quick action
- Self-only alteration power
Shrinking is a self-only alteration power which permits the character to become smaller and lighter than normal. The effects of Shrinking are based on the Power Level of the character. At Power Level 10, the character can be as small as the diameter of a human hair.
A character with Shrinking can change their size once per turn, using a quick action. If the character goes unconscious, the character reverts to their normal size.
A character with Shrinking does not have to use it at full power. A character who has Power Level 5, for example, could elect to be merely 50 centimeters tall rather than their full 6 millimeters.
Power Level | Height | Agility |
---|---|---|
1 | 60 cm | +1 |
2 | 20 cm | +1 |
3 | 6 cm | +1 |
4 | 2 cm | +1 |
5 | 6 mm | +2 |
6 | 2 mm | +2 |
7 | 600 μm | +2 |
8 | 200 μm | +2 |
9 | 60 μm | +3 |
10 | 20 μm | +3 |
11 | 6 μm | +3 |
12 | 2 μm | +3 |
13 | 600 nm | +4 |
14 | 200 nm | +4 |
15 | 60 nm | +4 |
Space Travel
- Move action
- Self-only power
Space Travel is a self-only power which permits the character to travel into space, visiting distant worlds and returning in a reasonably prompt fashion. Depending on the method used, the character may be able to take others with them. Survival in outer space requires a spaceworthy vehicle or Environmental Immunity. Space Travel is a plot dependent power and may not always be available, at the GM's discretion.
Speak With Objects
- Standard action
- Self-only power
Speak With Objects is a self-only power which permits the character to communicate with inanimate objects in ways that people normally can't. For example, a character with Speak With Objects may communicate with buildings and other artificial structures, non-sentient machines, non-sentient plants and animals, paths and roads, and rocks and stones. To communicate with an inanimate object, the character must succeed at a moderately difficult (DV 12) Diplomacy (Presence) roll.
Inanimate objects, not truly being sentient, do not generally lie or withhold information. However, being able to speak to something does not grant it any additional powers, such as movement. A building might be able to tell you where the vault is, but it can't unlock the vault for you.
The character can also see into the past, viewing or "reading" the history of items and objects by touching them. Seeing into the past is a plot dependent power and may not always be available, at the GM's discretion.
Specific Objects: Some characters may only communicate with a specific type or types of object. For example, a character attuned to the spirit of cities might only be able to communicate with roads and buildings, while a cyborg might be able to connect to and communicate with computers, at speeds much faster than would otherwise be possible. A character whose Speak With Objects power is limited in this way gains a +Template:KM4 SKILL BONUS bonus on their Diplomacy (Presence) roll.
Stretching
- Quick action
- Self-only power
Stretching is a self-only power which permits the character to deform their body and attenuate their extremities. A character with Stretching might have telescoping robotic tentacles, or the character's body may be gelatinous or just fantastically malleable. This increases the character's effective reach, and it permits them to perform tasks and make hand-to-hand attacks at greater distances, based on the character's Power Level. Some characters with Stretching can squeeze under doors and through keyholes. Hand-to-hand Combat rolls made by a Stretching character are based on Brawn, as usual.
Power Level | Reach |
---|---|
1 | 2 m |
2 | 3 m |
3 | 6 m |
4 | 10 m |
5 | 18 m |
6 | 32 m |
7 | 56 m |
8 | 100 m |
9 | 180 m |
10 | 320 m |
11 | 560 m |
12 | 1 km |
13 | 2 km |
14 | 3 km |
15 | 6 km |
Strike
- Standard action
- Hand-to-hand normal attack
Strike is a hand-to-hand normal attack which inflicts Health damage. The Strike could be claws, radiation, cold, a sword, or even darkness or light, and this must be chosen when the Strike power is purchased. Attacking with Strike requires a successful Hand-to-hand Combat (Brawn) roll against 8 + Hand-to-hand Combat (Brawn) of the target. If the attacker succeeds at this roll, then the attacker rolls damage based on their Power Level. The target subtracts their Damage Resistance from the amount the attacker rolled. The target's Health is reduced by the remaining amount.
Power Level | Damage |
---|---|
1 | 1d6+1 |
2 | 1d6+2 |
3 | 1d6+3 |
4 | 1d6+4 |
5 | 1d6+5 |
6 | 1d6+6 |
7 | 1d6+7 |
8 | 1d6+8 |
9 | 1d6+9 |
10 | 1d6+10 |
11 | 1d6+11 |
12 | 1d6+12 |
13 | 1d6+13 |
14 | 1d6+14 |
15 | 1d6+15 |
16 | 1d6+16 |
17 | 1d6+17 |
18 | 1d6+18 |
19 | 1d6+19 |
20 | 1d6+20 |
21 | 1d6+21 |
Specific Targets: Some characters' attacks are specifically tuned to affect only particular targets. For example, the character's Strike might be a toxin which is harmful to living beings, but which does not affect inanimate objects.
Stunning: Some characters' strikes are nonlethal. The damage is applied to the target's Endurance rather than to their Health. The target recovers their lost Endurance after the fight is over, when the character has had a chance to rest and recuperate.
Super Endurance
- Constant
- Self-only power
Super Endurance is a self-only power which grants the character additional Endurance. Normally, a character's Endurance is equal to their Brawn + Presence. The Endurance of a character with Super Endurance is equal to their Brawn + Presence + Power Level. A permanent change to any of these attributes will increase or decrease the character's Endurance by the same amount.
Super Flight
- Move action
- Self-only power
- Prerequisite: Flight
Super Flight is a self-only power which permits the character to fly impossibly fast. The character may add their Power Level to their Agility for the purpose of determining their base move, double move, and all-out move.
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 |
Super Health
- Constant
- Self-only power
Super Health is a self-only power which grants the character additional Health. Normally, a character's Health is equal to their Agility + Brawn. The Health of a character with Super Health is equal to their Agility + Brawn + Power Level. A permanent change to any of these attributes will increase or decrease the character's Health by the same amount.
Super Jumping
- Move action
- Self-only power
Super Jumping is a self-only power which permits the character to leap impossibly far and fast. The character may add their Power Level to their Brawn for the purpose of determining the distance of the character's long jump.
Brawn + Power Level | Super Lifting | Super Jumping | ||
---|---|---|---|---|
Lift | Example | Throw 25 kg | Long Jump | |
0 | 25 kg | medium dog | 1 m | 0 m |
1 | 55 kg | pony keg of beer | 1 m | 1 m |
2 | 110 kg | heavy adult | 2 m | 1 m |
3 | 240 kg | motorcycle | 5 m | 2 m |
4 | 500 kg | grand piano | 10 m | 5 m |
5 | 1,600 kg | full size car | 32 m | 10 m |
6 | 5,000 kg | empty dump truck | 100 m | 32 m |
7 | 16 t | tractor-trailer | 320 m | 100 m |
8 | 50 t | loaded tanker truck | 1,000 m | 320 m |
9 | 160 t | huge mining dump-truck | 3,200 m | 1,000 m |
10 | 500 t | 747 passenger plane | 10 km | 3,200 m |
11 | 1,600 t | small bridge | 32 km | 10 km |
12 | 5,000 t | Eiffel Tower | 100 km | 32 km |
13 | 16,000 t | long train | 320 km | 100 km |
14 | 50,000 t | aircraft carrier | 1,000 km | 320 km |
15 | 160,000 t | large office building | 3,200 km | 1,000 km |
- Lift indicates the greatest weight that the character can "deadlift" (pick up off the ground to the level of the hips). A character carrying or supporting such a weight can take at most one or two steps per turn. A character can move normally while carrying a weight corresponding to one less than their Brawn. For example, a character with Brawn 4 could carry up to 240 kilograms and suffer no penalties to their movement while doing so.
- Throw 25 kg indicates the farthest distance that a character could throw a compact object weighing 25 kg. To see how far a character can throw heavier objects, subtract the Brawn required to lift the object from the character's total Brawn. Look up the difference in the "Brawn" column: this indicates how far the character can throw the object. For example, a character with Brawn 4 could throw an object weighing up to 110 kg up to 2 meters.
- Long Jump 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
- Standard action
- Self-only power
Super Lifting is a self-only power which permits the character to lift and throw impossibly heavy objects. The character may add their Power Level to their Brawn for the purpose of determining what the character can lift and throw.
Super Running
- Move action
- Self-only power
Super Running is a self-only power which permits the character to run impossibly fast. The character may add their Power Level to their Agility for the purpose of determining their base move, double move, and all-out move.
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 |
Super Swimming
- Move action
- Self-only power
Super Swimming is a self-only power which permits the character to swim impossibly fast. The character may add their Power Level to their Agility for the purpose of determining their base move, double move, and all-out move.
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 | 13 m | 26 m | 78 m | 47 km/h |
6 | 40 m | 80 m | 240 m | 140 km/h |
7 | 130 m | 260 m | 780 m | 470 km/h |
8 | 400 m | 800 m | 2,400 m | 1,400 km/h |
9 | 1,300 m | 2,600 m | 7,800 m | 4,700 km/h |
10 | 4 km | 8 km | 24 km | 14,000 km/h |
11 | 13 km | 26 km | 78 km | 47,000 km/h |
12 | 40 km | 80 km | 240 km | 140,000 km/h |
13 | 130 km | 260 km | 780 km | 470,000 km/h |
14 | 400 km | 800 km | 2,400 km | 1,400,000 km/h |
15 | 1,300 km | 2,600 km | 7,800 km | 4,700,000 km/h |
Super Teleportation
- Move action
- Self-only power
- Prerequisite: Teleportation
Super Teleportation is a self-only power which permits the character to travel incredible distances without traversing the intervening space. The character doubles their Power Level for the purpose of determining their base move, double move, and all-out move.
Power Level + 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 |
Super Tunneling
- Move action
- Self-only power
- Prerequisite: Tunneling
Super Tunneling is a self-only power which permits the character to move through the earth impossibly fast. The character may add their Power Level to their Power Level for the purpose of determining their base move, double move, and all-out move.
Power Level + 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 | 13 m | 26 m | 78 m | 47 km/h |
6 | 40 m | 80 m | 240 m | 140 km/h |
7 | 130 m | 260 m | 780 m | 470 km/h |
8 | 400 m | 800 m | 2,400 m | 1,400 km/h |
9 | 1,300 m | 2,600 m | 7,800 m | 4,700 km/h |
10 | 4 km | 8 km | 24 km | 14,000 km/h |
11 | 13 km | 26 km | 78 km | 47,000 km/h |
12 | 40 km | 80 km | 240 km | 140,000 km/h |
13 | 130 km | 260 km | 780 km | 470,000 km/h |
14 | 400 km | 800 km | 2,400 km | 1,400,000 km/h |
15 | 1,300 km | 2,600 km | 7,800 km | 4,700,000 km/h |
Telekinesis
- Standard action
- Ranged normal attack
Telekinesis is a ranged normal attack which permits a character to grapple a character or object without touching it. Attacking with Telekinesis requires a successful Ranged Combat (Agility) roll against 8 + Ranged Combat (Agility) of the target. Grabbing inanimate objects with Telekinesis is generally automatic.
If the attacker's roll is successful, the target is restrained. A restrained character is not helpless, but they can't use move actions until they break free of the Telekinesis. A restrained character incurs a -Template:KM4 SKILL BONUS skill penalty on their defense and on all skill rolls other than rolls to escape the Telekinesis.
The maximum mass the character can lift with their Telekinesis is based on the character's Power Level.
Psychokinesis: The character's Telekinesis is a mental attack rather than a normal one. Attacking with Psychokinesis requires a successful Mental Combat (Presence) roll against 8 + Mental Combat (Presence) of the target. To break free of Psychokinesis, the restrained character must use a standard action to attempt a Survival (Presence) roll against 8 + Power Level of the attacker. If the restrained character has Mental Resistance, they may add it to this roll. If the attacker with Psychokinesis wishes to squeeze the restrained character, they must use a standard action to attempt a Mental Combat (Presence) roll against 8 + Mental Combat (Presence) of the target. If the attacker succeeds at this roll, then the attacker rolls damage based on their Power Level. The target subtracts their Mental Resistance from the amount the attacker rolled. The target's Health is reduced by half of the remaining amount (round down, even if the fraction is more than one-half).
Power Level | Lift | Example | Throw 25 kg |
---|---|---|---|
0 | 25 kg | medium dog | 1 m |
1 | 55 kg | pony keg of beer | 1 m |
2 | 110 kg | heavy adult | 2 m |
3 | 240 kg | motorcycle | 5 m |
4 | 500 kg | grand piano | 10 m |
5 | 1,600 kg | full size car | 32 m |
6 | 5,000 kg | empty dump truck | 100 m |
7 | 16 t | tractor-trailer | 320 m |
8 | 50 t | loaded tanker truck | 1,000 m |
9 | 160 t | huge mining dump-truck | 3,200 m |
10 | 500 t | 747 passenger plane | 10 km |
11 | 1,600 t | small bridge | 32 km |
12 | 5,000 t | Eiffel Tower | 100 km |
13 | 16,000 t | long train | 320 km |
14 | 50,000 t | aircraft carrier | 1,000 km |
15 | 160,000 t | large office building | 3,200 km |
- Lift indicates the greatest weight that a character can "deadlift" with Telekinesis (pick up off the ground to the level of the hips). A character carrying or supporting such a weight with their Telekinesis can take at most one or two steps per turn. A character can move normally while carrying a weight corresponding to one less than their Power Level. For example, a character with Power Level 4 could carry up to 240 kilograms and suffer no penalties to their movement while doing so.
- Throw 25 kg indicates the farthest distance that a character with Telekinesis could throw a compact object weighing 25 kg. To see how far a character can throw heavier objects, subtract the Power Level required to lift the object from the character's total Power Level. Look up the difference in the "Power Level" column: this indicates how far the character can throw the object. For example, a character with Power Level 4 could throw an object weighing up to 110 kg up to 2 meters.
Breaking Free Of Telekinesis
To break free of Telekinesis, the restrained character must use a standard action to attempt a Survival (Brawn) roll against 8 + Power Level of the attacker. If the target succeeds at this roll, they break free of the Telekinesis. If the restrained character has Strike or Damaging Aura, they may add their Power Level to this roll. If the target has not broken free of the Telekinesis by the end of the scene, then they break free of it shortly thereafter. Alternately, the attacker may release the restrained character at any time.
Hurting A Held Target
If the attacker wishes to squeeze the restrained character, they must use a standard action to attempt a Ranged Combat (Agility) roll against 8 + Ranged Combat (Agility) of the target. If the attacker succeeds at this roll, then the attacker rolls damage based on their Power Level. The target subtracts their Damage Resistance from the amount the attacker rolled. The target's Health is reduced by the remaining amount.
Power Level | Damage |
---|---|
1 | 1d6+1 |
2 | 1d6+2 |
3 | 1d6+3 |
4 | 1d6+4 |
5 | 1d6+5 |
6 | 1d6+6 |
7 | 1d6+7 |
8 | 1d6+8 |
9 | 1d6+9 |
10 | 1d6+10 |
11 | 1d6+11 |
12 | 1d6+12 |
13 | 1d6+13 |
14 | 1d6+14 |
15 | 1d6+15 |
16 | 1d6+16 |
17 | 1d6+17 |
18 | 1d6+18 |
19 | 1d6+19 |
20 | 1d6+20 |
21 | 1d6+21 |
Moving A Held Target
If the attacker wishes to move the restrained character, they must use another standard action. The distance an attacker may move the defender is based on the Power Level of the attacker and the mass of the restrained character. First, look up the mass of the defender or object to be moved in the "Lift" column (rounded in the character's favour), and find the corresponding Power Level for that mass. Subtract that from the Power Level of the attacker, and look up that resulting value in the "Throw" column. This is how far the attacker can move or throw the held character.
Telepathy
- Standard action
- Ranged mental attack
Telepathy is a ranged mental attack which permits a character to communicate directly with the mind of another person. However, if the willing target of Telepathy also has Telepathy, the maximum distance between the two telepaths is effectively unlimited.
To communicate directly with the mind of an unwilling person, the character must succeed at a Mental Combat (Presence) roll against 8 + Mental Combat (Presence) of the target. With a successful roll, the attacker may mentally communicate with the target and may read their surface thoughts. The attacker may read the target's memories if the attacker incurs a -Template:KM4 SKILL BONUS skill penalty on their Mental Combat (Presence) roll (each memory viewed requires a separate roll).
To break free of Telepathy, the target must use a standard action to attempt a Survival (Presence) roll against 8 + Power Level of the attacker. If the target has Mental Resistance, they may add it to this roll. If the target succeeds at this roll, they break free of the Telepathy. If the target has not broken free of the Telepathy by the end of the scene, then they break free of it shortly thereafter.
To communicate directly with the mind of a willing person, no skill roll is needed. With a willing target, the telepath may mentally communicate with the target and may read their surface thoughts and (if the target consents) their memories. A willing participant may end the telepathic contact at any time. The telepath may also set up a group communication among willing participants. The maximum number of simultaneous willing participants is equal to the telepath's Power Level.
Teleportation
- Move action
- Self-only power
- Follow through powers: Super Teleportation
Teleportation is a self-only power which permits the character to use a move action to travel from one point to another without traversing the intervening space. The distance the character may travel before re-appearing is based on their Power Level. The character may double-move and all-out move using Teleportation. A character using Teleportation may carry with them whatever they can carry, based on their Brawn. This may include equipment or even other characters.
A character using Teleportation cannot re-appear inside of a solid object, nor into any area affected by Power Drain; other than this, objects in the physical world generally have no effect on a character using Teleportation. If a character using Teleportation unknowingly attempts to re-appear inside of a solid object, they lose half of their Health (round down, even if the fraction is more than one-half) and are shunted to the nearest unoccupied space, or the teleportation attempt fails entirely, at the GM's discretion.
Requires A Medium: Some characters may only teleport through a specific medium. For example, a character with electrical powers might only be able to teleport through conductive material. Alternately, the character might only be able to teleport between specific locations. For example, a character attuned to the spirit of cities might only be able to teleport within and between cities, or a character with darkness powers might only be able to teleport within and between dark areas such as shadows. Such a character never needs to worry about appearing inside of a solid object: when they reach their destination, they simply step out of the medium.
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 |
Time Travel
- Move action
- Self-only power
Time Travel is a self-only power which permits the character to traverse the time stream, stepping into the past or the future. Depending on the method used, the character may be able to take others with them. Whether the time traveler can change the past or simply creates a divergent time stream is a bone of contention among philosophers and temporal physicists (the Kalos Universe generally assumes the latter). Time Travel is a plot dependent power and may not always be available, at the GM's discretion.
[Transformation] Ray
- Standard action
- Ranged alteration attack
[Transformation] Ray is a ranged alteration attack which allows a character to use a self-only alteration power as an attack. Attacking with [Transformation] Ray requires a successful Ranged Combat (Agility) roll against 8 + Ranged Combat (Agility) of the target. If the target has Alteration Resistance, they may add it to their defense. [Transformation] Ray ignores Damage Resistance.
The power being used as an attack is under the control of the character with the [Transformation] Ray power; the target of the ray has no control over the power. The specific personal power to be used as an attack must be chosen when this power is purchased. Available self-only alteration powers which may be used as attacks with [Transformation] Ray are:
To recover from the transformation, the target must use a standard action to attempt a Survival (Brawn) roll against 8 + Power Level of the attacker. If the target has Alteration Resistance, they may add it to this roll. If the target succeeds at this roll, they recover from the transformation. If the target has not recovered from the [Transformation] Ray by the end of the scene, then they recover from it shortly thereafter.
Tunneling
- Move action
- Self-only power
- Follow through powers: Super Tunneling
Tunneling is a self-only power which permits the character to move through the earth as easily as other people move through water. However, the character is unable to pass through force fields and other energy barriers. The character's base move, double move, and all-out move while tunneling are based on their Power Level.
The character may choose to leave a hole through which others may follow, or not, at any time.
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 | 13 m | 26 m | 78 m | 47 km/h |
6 | 40 m | 80 m | 240 m | 140 km/h |
7 | 130 m | 260 m | 780 m | 470 km/h |
8 | 400 m | 800 m | 2,400 m | 1,400 km/h |
9 | 1,300 m | 2,600 m | 7,800 m | 4,700 km/h |
10 | 4 km | 8 km | 24 km | 14,000 km/h |
11 | 13 km | 26 km | 78 km | 47,000 km/h |
12 | 40 km | 80 km | 240 km | 140,000 km/h |
13 | 130 km | 260 km | 780 km | 470,000 km/h |
14 | 400 km | 800 km | 2,400 km | 1,400,000 km/h |
15 | 1,300 km | 2,600 km | 7,800 km | 4,700,000 km/h |
X-ray Vision
- Free action
- Self-only power
X-ray Vision is a self-only power which permits the character to make a moderately difficult (DV 12) Investigation (Reason) roll to see through objects. On a successful roll, they focus their vision at a specific distance, ignoring intervening physical barriers. The player must define a reasonably common substance, material, or energy that the character can't see through.
Ultra-power
- Varies
- Self-only power
- Prerequisite: Four powers with the same unifying theme
Ultra-power is a self-only power which permits the character to use any power, one at a time, as long as it belongs to the character's unifying theme. If the power the character wants to use has a prerequisite, the character must have the prerequisite power apart from the Ultra-power.
In order to have Ultra-power, the character must first buy four powers that adhere to a specific unifying theme. Some typical unifying themes for Ultra-power are trick arrows, sorcerous spells, gadgets, mastery of a fundamental force, or a cosmic amulet that lets the user create any solid-energy construct they can imagine. The player can pick any unifying theme they like, subject to the GM's approval.
The character may apply power boosts to the Ultra-power. If the Ultra-power has a power boost, that power boost may be applied to any power in the Ultra-power.
Villain Powers
Powers can sometimes work quite differently for villains than it does for player characters. For example, a character with Mind Control will rarely be able to maintain their control over a target for more than a few minutes, but a villain might have an NPC under their control for weeks or even years. Villains can accomplish things that are simply beyond the capabilities of player characters. However, do not overuse this technique, or the players will grow tired of it.