Kalos Mechanism 4e EN:Powers
Powers are exceptional abilities that normal people do not have. The GM should carefully review all powers to make sure they fit with the game being played.
The character's first power costs 1 character point, their second power costs 2 character points, and so on.
For example, buying a fourth power costs 4 character points.
Power boosts are added to this cost: each power boost costs 1 point.
Some power names have a word in brackets, such as [Element] Immunity. This indicates that the power listed is the general version, and you must choose the specific power. For example, a character won't have the [Element] Immunity power. Instead, they will have Air Immunity, or Darkness Immunity, or immunity to some other element. This choice must be made when the power is purchased, and may not normally be changed thereafter. In order to have several versions of the power, the character must purchase the power several times.
Most powers can be modified in small ways, providing minor advantages or disadvantages to the character. Some examples are provided as a guideline, such as "Swinging" under Flight. Such modifications do not change the cost of the power, but they are subject to the GM's approval.
Rolling dice for powers is covered in the Actions chapter.
Power Level
Most aspects of a character's powers are dictated by the character's Power Level. The effective Power Level of a piece of equipment is its Equipment Level.
If a power is ranged, the range of the power is dictated by the character's Power Level. Attacking a target within short range incurs neither a penalty nor a bonus; attacking a target within long range but beyond short range incurs a standard penalty (-3 AV, -3 DV). Similarly, if a power affects an area, the radius of the area is dictated by the character's Power Level. This area is a maximum, not a requirement: a character may choose to target a smaller area.
If an attacker's roll succeeds, the player rolls dice for damage based on the character's Power Level (1d6 + Power Level). The target's resistance (Damage Resistance, Alteration Resistance, or Mental Resistance) is deducted from the points of damage.
If a character wants to recover from an ongoing effect, the Difficulty Value is 7 + the attacker's Power Level.
Types Of Powers
Attack Powers
Powers which affect a target against their will are attack powers. Each attack power, regardless of its source, is one of three types: normal, alteration, or mental.
Normal attacks are the default, and are the most common. A normal attack is either hand-to-hand or has a range based on the attacker's Power Level or Equipment Level, and it affects a single target. Normal attacks are targeted with and opposed by Hand-to-hand Combat or Ranged Combat, and they are usually obvious. A successful normal attack reduces the target's current Health (or Endurance, if it is a stunning attack). Damage Resistance is subtracted from the points of damage an attacker deals. The character takes the remaining points of damage. Damage from normal attacks can be healed with rest and medical care.
Alteration attacks are those which transform the target in some way, or which directly affect one of the target's abilities. An alteration power is either hand-to-hand or has a range based on the attacker's Power Level or Equipment Level, and it affects a single target. Alteration attacks are targeted with and opposed by Hand-to-hand Combat or Ranged Combat, and they are usually obvious. Damage Resistance is not effective against alteration attacks: only Alteration Resistance is effective against alteration attacks. However, alteration attacks deal half of the points of damage which exceed the target's Alteration Resistance (round down, even if the fraction is more than one-half, to a minimum of 1). Damage from alteration attacks is temporary, and heals shortly after the scene ends. However, if a character's alteration attack grants the attacker a benefit, such as Power Theft, the effects of the power will end if the character goes unconscious.
Mental attacks are those which affect the target's mind directly. A mental attack has a range based on the attacker's Power Level or Equipment Level, and it affects a single target. Mental attacks are targeted with and opposed by Mental Combat, and they are obvious to anyone who has Mental Resistance or mental powers, but they are usually invisible to everyone else. Damage Resistance is not effective against mental attacks: only Mental Resistance is effective against mental attacks. However, mental attacks deal half of the points of damage which exceed the target's Mental Resistance (round down, even if the fraction is more than one-half, to a minimum of 1). Damage from mental attacks is temporary, and heals shortly after the scene ends.
Normal Attack | Alteration Attack | Mental Attack |
---|---|---|
|
|
|
Environmental Powers
Powers which alter the environment in some non-damaging way are environmental powers. Environmental powers are usually targeted with Ranged Combat. The difficulty is typically moderate (DV 9), although more complex uses may incur a higher difficulty. An environmental power typically has a range and an area based on the character's Power Level or Equipment Level. The effects of environmental powers will end if the character goes unconscious.
Movement Powers
Powers which allow the character to travel from place to place are movement powers. The character's base distance and sprint distance per turn are determined by their Athletics and/or their Power Level. A character who travels a distance greater than their base movement, up to their sprint, incurs a standard penalty (-3 AV, -3 DV). If the character sprints, the standard penalty applies until the beginning of the character's next turn.
Movement powers, along with walking and swimming, are exclusive: a character may travel their base or sprint distance in only one means of movement. If the GM permits it, a character could divide their movement between two modes of movement. For example, a character might use half of their Flight sprint and half of their Tunneling sprint during their turn.
Personal Powers
Personal powers are those which transform the character in some way, or which directly grant the character new abilities. If a personal power must be activated, such as Growth, the effects of the power will end if the character goes unconscious.
Resistance Powers
Powers which allow the character to resist attacks are resistance powers. The three resistance powers are Damage Resistance, Alteration Resistance, and Mental Resistance. Resistance powers are constant, and do not require an action to use. However, if a character's resistance power needs to be activated, such as Force Field, the effects of the power will end if the character goes unconscious.
If an attack does not roll for damage, the character's matching resistance is added to their Defense Value (DV).
If an attack rolls for damage, the character's matching resistance is subtracted from the damage rolled.
The character's resistance is based on their Power Level.
Environmental Power | Movement Power | Personal Power | Resistance Power |
---|---|---|---|
|
|
|
|
Activating Powers
Powers listed as constant are assumed to be active at all times.
Powers listed as quick action require a quick action to activate.
Powers listed as standard action require a standard action to use.
Anytime action powers can be used at any time, as often as the GM deems reasonable.
See Types Of Actions for more information.
Power Boosts
Each power may have one or more power boosts. Power boosts make the power better, such as increasing the range of Blast, or making a Damaging Aura affect an area. Like everything, players should discuss any power boosts with the GM, and make sure that the combination makes sense for the character and is suitable for the game. Characters with multiple power boosts should receive more than the usual amount of GM consultation.
Expert Tip: Just because it is possible to create a global, selective Mind Control power does not mean that you should, or that the GM should allow you to play it.
Each power boost on a power costs one character point, in addition to the cost of the power itself.
Area
Area powers can potentially affect anyone within the affected area. Attacking an area requires a moderately difficult (DV 9) Ranged Combat roll (for normal and alteration attacks) or a moderately difficult (DV 9) Mental Combat roll (for mental attacks). The player rolls once for all targets in the affected area. Weaker targets near the center of the area are affected first.
The radius of the area is dictated by the character's Power Level. This distance is a maximum, not a requirement: a character may choose to target a smaller area. Also see the ×10 Area power boost, which increases the maximum area of a character's area power.
- If the player’s roll fails by 3 or more, the GM chooses one quarter of the targets in the area (rounded down to a minimum of one), and the character's attack hits those targets.
- If the player’s roll succeeds by 3 or more, the GM chooses three quarters of the targets in the area (rounded down to a minimum of one), and the character's attack hits those targets.
- Otherwise, the GM chooses one half of the targets in the area (rounded down to a minimum of one), and the character's attack hits those targets.
If a power already affects an area, this power boost is superfluous.
Flexible
If a power has part of the name in brackets, such as [Element] Immunity, you must normally choose the specific power, such as Fire Immunity, or Electricity Immunity. With the Flexible power boost, the character can use any specific effect (an element, in the case of [Element] Immunity), as long as it belongs to the character's unifying theme, one at a time.
With the GM's permission, the Flexible power boost may be applied to other powers, such as Blast.
Ranged
This power boost turns an attack power or environmental power into a ranged power. A ranged power can affect a target up to a certain distance away. Attacking with a ranged power requires a successful Ranged Combat roll against 7 + Ranged Combat of the target. With the GM's permission, the target may base their ranged Defense Value on their Athletics, instead.
The range of the power is based on the character's Power Level. Attacking a target within short range incurs neither a penalty nor a bonus; attacking a target beyond short range but within long range incurs a standard penalty (-3 AV, -3 DV). Also see the ×10 Range power boost, which increases the long range of a character's power.
Only attack powers and environmental powers can be made ranged with this power boost. If a power is already ranged, this power boost is superfluous.
Seeking
Seeking allows the character to attack a second time if their first attack is unsuccessful. Adding Seeking to a power does not modify the skill used for the attack, nor the skill used to oppose it. If a Seeking attack misses the target, the attack will circle around and try again on the next round. The attacker rolls the attack again as a quick action. No interaction or attention is required from the attacker for this second attack, but the attacker must be conscious and able to attack.
Although the Seeking power boost is typically applied to ranged attack powers, it can be applied to hand-to-hand attack powers, as well. Applied to Strike, for example, it permits the character to attack a second time if their first hand-to-hand attack is unsuccessful. The attacker does not need to remain in hand-to-hand range for the second hand-to-hand attack, but the second attack still uses the Hand-to-hand Combat skill.
Selective
Selective allows the character to choose who should be affected by a power, and who shouldn't, each time the power is used. Adding Selective to an attack power does not modify the skill used for the attack, nor the skill used to oppose it.
Although the Selective power boost is typically applied to area powers, it can be applied to other powers, as well. Applied to Invisibility, for example, it permits the character to choose who can see them and who can't.
×10 Area
×10 Area expands the maximum area of the character's area power. Each time this power boost is purchased, the maximum area affected by the character's power is multiplied by ten. For example, if the character applies this power boost to an area power three times, that power can affect an area up to 1,000 times the standard radius granted by the character's Power Level.
×10 Range
×10 Range extends the long range of the character's ranged power. Each time this power boost is purchased, the long range of the character's power is multiplied by ten. For example, if the character applies this power boost to a ranged power three times, that power can affect a target at up 1,000 times the long range granted by the character's Power Level. Attacking a target beyond short range but within long range incurs a standard penalty (-3 AV, -3 DV), as ususal.
×10 Sprint
×10 Sprint increases the sprint distance of the character's movement power. Each time this power boost is purchased, the maximum distance of the character's sprint is multiplied by ten. For example, if the character applies this power boost to a movement power twice, that movement power allows the character to sprint 100 times the standard distance granted by the character's Athletics and Power Level.
Power Descriptions
Below is a list of typical powers found in a Kalos Mechanism game. A character may have a power not listed here, subject to GM approval. Any new powers should be approximately as useful as these powers. Some powers have a prerequisite power. In order to have a follow through power, the character must have the prerequisite power.
Absorption
- Personal power
- Constant
Absorption is a personal power which permits the character to absorb energy from normal attacks. Whenever the character is successfully attacked with a normal attack, they gain a +3 bonus, even if the character takes no points of damage from the attack. This bonus may be applied to their next attack roll or their next damage roll. The player may choose which bonus to apply on a case by case basis.
Alternate Form
- Personal power
- Standard action
Alternate Form is a personal power which grants the character a second independent identity, with its own skills, gifts, and powers (and potentially even a different personality, if the player wishes). The character's second form has the same Power Level as the their primary form, and it is created with the same number of character points (or fewer, if the player wishes). A character's alternate form must also have the Alternate Form power.
A character with Alternate Form can change forms by using a standard action. If the character goes unconscious, the character reverts to their primary form.
The specific mechanism of the Alternate Form can vary greatly from character to character, which may offer minor benefits and drawbacks to the character.
Dial R For Random: Normally, a character with Alternate Form has a predefined second form. However, an unusual character might gain a new, randomly determined set of skills, gifts, and powers (and personality, if the player wishes) each time the power is activated.
Uncontrollable: Normally, the Alternate Form power is activated consciously by the character. However, some characters are unable to control when they change forms. The Alternate Form may be triggered by the emotional state of the character (anger is a popular choice), or the character may change forms on an unknown or immutable schedule. If this is the case, the character changes with an anytime action at the specified time.
Flexible (+1 point): If the character has the Flexible power boost on their Alternate Form power, they can adopt transitional forms in between their primary and secondary forms. For example, a human character whose Alternate Form is a polar bear can turn into a human/polar bear hybrid, which has abilities in between their fully human and fully polar bear forms.
Blast
- Ranged normal attack
- Standard action
Blast is a ranged normal attack which deals points of Health damage. The specific force or substance of the Blast must be chosen when this power is purchased. Some typical examples are air, earth, fire, water, light, darkness, force fields, electricity, magnetism, gravity, cloth, and plants. The player can pick any force or substance, subject to the GM's approval.
Attacking with Blast requires a successful Ranged Combat roll against 7 + Ranged Combat of the target. If the attacker succeeds at this roll, then the attacker rolls 1d6 + Power Level for damage. The target subtracts their Damage Resistance from the amount the attacker rolled. The target's Health is reduced by the remaining amount.
If the character can use their Blast in hand-to-hand combat, as well, they should buy the Strike power with the Ranged power boost instead.
Specific Targets: Some characters' attacks are specifically tuned to affect only particular targets. For example, the character's Blast might be an electromagnetic burst, or EMP, which only damages electronics (a single point of Health damage is sufficient to destroy consumer-grade electronics). Another example could be a character who uses poisonous gas grenades which are harmful to living beings, but which do not affect inanimate objects.
Stunning: Some characters' Blasts are nonlethal. The points of damage are deducted from the target's Endurance rather than from their Health. If an attack would reduce the target's current Endurance to zero or less, the target's Endurance is reduced to zero. A character with zero Endurance is unconscious. Endurance may not be reduced below zero. If a character with zero Endurance takes additional points of Endurance damage from another attack, the damage is subtracted from their current Health. A character recovers their lost Endurance by resting for about an hour.
Flexible (+1 point): If the character has the Flexible power boost on their Blast power, the character can use any specific effect, as long as it belongs to the character's unifying theme, one at a time. For example, a character whose standard Blast is a "fireball" spell might cast a "lightning bolt" spell, a "magic bullet" spell, and so on.
Bulletproof
- Personal power
- Constant
Bulletproof is a personal power which permits the character to ignore most attacks from ordinary weapons. An attack against the character fails if the weapon being used:
- is an ordinary piece of equipment purchased with money rather than with character points, and
- has an Equipment Level less than the Bulletproof character's Power Level.
For example, a Bulletproof character with Power Level 3 is unaffected by ordinary guns, knives, etc. of Equipment Level 2 and lower.
This power is intended for superhero games, where the primary antagonists are other people with super powers. If the game setting is such that the description "ordinary guns, knives, etc." applies to most of the attacks the character would encounter, then this power is not appropriate.
Bulletproof Force Field: A character's Bulletproof power might be dependent on their Force Field (Damage Resistance). If this is the case, the character's Bulletproof power is only active while the character's Force Field is active, and it may be extended to another person (or person-sized object) by touching them.
Clairvoyance
- Personal power
- Standard action
Clairvoyance is a personal power which permits the character to perceive things at a distance. Using Clairvoyance typically requires a moderately difficult (DV 9) Investigation roll, but the difficulty may be higher depending on the ambient "noise" and how subtle the thing being perceived is. If the thing being perceived is relatively obvious (to someone with the appropriate senses), no roll should be necessary. The range of Clairvoyance is essentially unlimited, but it is a plot dependent ability and may not always be available, at the GM's discretion.
Clinging
- Personal power
- Anytime action
Clinging is a personal power which permits the character to move along walls, ceilings, and other surfaces as if they were level. For example, the character might have sticky hands and feet, they might wear magnetic shoes, or they may be able to selectively control the force of gravity.
Combination
- Personal power
- Standard action
Combination is a personal power which permits several characters to merge into a single larger and more powerful character. Every character wishing to combine must have the Combination power. Activating Combination takes a standard action, and requires the characters to all be touching each other. In addition to being more massive,
- the skills of the combined character are equal to the highest of any of the combined characters, and
- the combined character has all of the gifts and powers of the combined characters.
The combined character's Endurance and Health are based upon their new skills, gifts, and powers.
Command [Subject]
- Ranged mental attack
- Standard action
Command [Subject] is a ranged mental attack which allows the character to animate and/or mentally control one or more inanimate or non-sentient subjects. The specific subject must be chosen when this power is purchased. Some typical examples are sea creatures, plants, machines, vermin, cute forest animals, cloth, and cats. The player can pick any inanimate or non-sentient subject, subject to the GM's approval.
To animate and/or mentally control a single large subject or numerous small subjects, the character must succeed at a moderately difficult (DV 9) Mental Combat roll. Controlled subjects operate independently of the character controlling them, but all of the controlled subjects act in unison. Giving them a new mental command requires a quick action.
The combat skills, damage, and Damage Resistance of the subject or mass of subjects are equal to the Power Level of the character controlling them. The specific details of the how the subjects move and act vary depending on the subjects themselves: an animated tree can walk, a swarm of rats can swim, a vending machine can spit out cans of soda, and so on.
The effects of Command [Subject] last until the end of the scene.
Damage Mitigation
- Personal power
- Constant
Damage Mitigation reduces any normal damage which exceeds the character's Damage Resistance by one-half (round down, even if the fraction is more than one-half, to a minimum of 1). For example, if a defender with Damage Mitigation takes 3 points of Health damage past their Damage Resistance, their Health will be reduced by 2. Damage Mitigation is only effective against normal attacks which inflict Heath or Endurance.
Damage Mitigation can represent abilities that make a character more difficult to wear down, such as a character who adapts to attacks, or a character made of a malleable, clay-like substance.
Damaging Aura
- Hand-to-hand normal attack
- Quick action
A Damaging Aura hurts anyone who touches the character. Activating a Damaging Aura requires a quick action. The Damaging Aura could be radiation, fire, cold, quills, or even darkness or light, and this must be chosen when the Damaging Aura power is purchased.
If the character with Damaging Aura is touched or successfully attacked with a hand-to-hand attack while their Damaging Aura is active, the character with Damaging Aura rolls 1d6 + Power Level for damage. The character who touched the Damaging Aura subtracts their Damage Resistance from the amount the character rolled. The Health of the character who touched the Damaging Aura is reduced by the remaining amount.
A character with Damaging Aura may also use a standard action to touch others and cause damage. Doing so requires a Hand-to-hand Combat roll against 7 + Hand-to-hand Combat of the target.
Darkness
- Ranged, area environmental power
- Standard action
Darkness is a ranged, area environmental power which makes an area opaque to all sight, including unusual forms of sight such as Night Vision and X-ray Vision. The mechanism which causes the Darkness must be specified when this power is purchased. For example, vision might be obscured by smoke, or the area might be filled with black extradimensional energy. Alternately, Darkness could affect a sense other than vision. For example, the target area could be filled with electrical interference which is impenetrable to all forms of radio communication, or it could be filled with a powerful scent that masks all other smells. It is also possible to use Darkness against a specific unusual sense, such as Danger Sense.
Unless they have Blindsight, a character who can't see incurs a standard penalty (-3 AV, -3 DV), and they fail any Mental Combat attack rolls.
If a character within the Darkness has an appropriate Sense [Element gift, they may use a quick action to attempt a moderately difficult (DV 9) Investigation roll to locate a target. If this roll is successful, the character does not suffer a standard penalty to attack that target during that round.
If a character wishes to dismiss their Darkness, they may do so with a quick action. They may also use a standard action to move the center of the Darkness.
Impenetrable Darkness: Normally, a character with Blindsight can engage in combat normally within Darkness, without any associated penalties. However, if the character with the Darkness power also has Power Drain, then targets with Blindsight are affected normally by the Darkness: they incur a standard penalty (-3 AV, -3 DV), and they fail any Mental Combat attack rolls.
Dazzle
- Ranged alteration attack
- Standard action
Dazzle is a ranged alteration attack which interferes with the target's ability to process their senses. Blindsight is not effective against Dazzle.
Attacking with Dazzle requires a successful Ranged Combat roll against 7 + Ranged Combat of the target. If the target has Alteration Resistance, they may add it to their Defense Value (DV). A Dazzled character incurs a standard penalty (-3 AV, -3 DV), and they fail any Mental Combat attack rolls.
To recover from Dazzle, the target must use a standard action to attempt a Self-control roll against 7 + Power Level of the attacker. If the target has Alteration Resistance, they may add it to this roll. If the target succeeds at this roll, they recover from the Dazzle. If the target has not recovered from the Dazzle by the end of the scene, then they recover from it shortly thereafter.
Density Control
- Personal power
- Quick action
Density Control is a personal power which permits the character to become denser and heavier than normal. The effects of Density Control are based on the Power Level of the character. At Power Level 5, the character is denser than any naturally occurring substance on Earth.
A character with Density Control can change their density once per turn, using a quick action. If the character goes unconscious, the character returns to their normal density.
Many characters with Density Control also purchase Damage Resistance and Strike.
A character with Density Control does not have to use it at full power. A character with Power Level 4, for example, could elect to be merely 200 kilograms (and gain +1 Athletics for the purpose of determining what the character can lift, throw, and jump) rather than their full 1,000 kilograms. If the character has more than one such strength bonus, only the highest value applies.
Note that a character with their Density Control activated in the water will sink like a stone unless they have Super Swimming.
Power Level | Mass | Strength |
---|---|---|
1 | 200 kg | +1 |
2 | 500 kg | +1 |
3 | 1,000 kg | +2 |
4 | 2 t | +2 |
5 | 5 t | +3 |
6 | 10 t | +3 |
7 | 20 t | +4 |
8 | 50 t | +4 |
9 | 100 t | +5 |
10 | 200 t | +5 |
Strength: Adds to the character's Athletics for the purpose of determining what the character can lift, throw, and jump
Duplication
- Personal power
- Quick action
Duplication is a personal power which permits the character to make identical copies of themselves. The total number of duplicates is based on the Power Level of the character. These duplicates are independent characters, who each move and act separately each round. Duplicates do not have any special means of communication, but many characters with Duplication also buy the Telepathy power to communicate among themselves.
A character with Duplication can activate or deactivate duplicates once per turn, using a quick action. As long as there is more than one identical character, any duplicate which takes a point of Health damage ceases to exist. When a duplicate is deactivated, whether voluntarily or involuntarily, its memories and knowledge are absorbed into the remaining identical characters. If a duplicate is deactivated involuntarily (due to being damaged, for example), the character may not reactivate that duplicate for the rest of the 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 | 20 |
6 | 30 |
7 | 60 |
8 | 100 |
9 | 200 |
10 | 300 |
[Element] Form
- Personal power
- Quick action
[Element] Form is a personal power which permits the character to physically transform their body into a force or substance. The specific force or substance must be chosen when this power is purchased. Some typical examples are air, earth, fire, water, light, darkness, force fields, electricity, magnetism, gravity, cloth, and plants. The player can pick any force or substance, subject to the GM's approval. If the character takes the form of a force or substance which could injure them, such as fire, the force or substance deals no damage to them as long as they are in that form. [Element] Form does not give the character any new powers, such as Damaging Aura, Flight, or Intangibility.
A character with Element Form can change forms once per turn, using a quick action. If the character goes unconscious, the character returns to their normal form.
Many characters with Element Form also purchase Damage Resistance and Strike.
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 could injure them, such as fire, they transform into that force or substance and it deals no damage to them as long as they are in that form.
[Element] Immunity
- Personal power
- Constant
[Element] Immunity is a personal power which provides complete immunity against the damage from a specific force or substance. The specific force or substance must be chosen when this power is purchased. Some typical examples are air, earth, fire, water, light, darkness, force fields, electricity, magnetism, gravity, cloth, and plants. The player can pick any force or substance, subject to the GM's approval. For example, in a game where many enemies have laser weapons, the GM might not permit a character to have Light Immunity or Laser Immunity.
[Element] Wall
- Ranged, area environmental power
- Standard action
[Element] Wall is a ranged, area environmental power which permits the character to create walls and simple geometric shapes. The specific force or substance must be chosen when this power is purchased. Some typical examples are air, earth, fire, water, light, darkness, force fields, electricity, magnetism, gravity, cloth, and plants. The player can pick any force or substance, subject to the GM's approval.
If the [Element] Wall is a plain vertical wall, no roll is necessary. Creating a simple shape with [Element] Wall (a dome, a cube, a bridge, and so on) requires a moderately difficult (DV 9) Ranged Combat roll. Creating more complex shapes typically requires an extremely difficult (DV 12) Ranged Combat roll.
The Athletics, Damage Resistance, and Health of the [Element] Wall are equal to the Power Level of the character creating it. The Athletics of the [Element] Wall is used to support weight as a bridge, support column, or other such structure. If the load on the [Element] Wall exceeds the maximum mass it can support, or if the [Element] Wall's Health is reduced to zero, it dissolves, crumbles, or fades away.
If an [Element] Wall is not attacked or damaged, and the character chooses not to dismiss it, it will usually remain in place until the end of the scene, after which it dissolves, crumbles, or fades away.
Emotion Control
- Ranged mental attack
- Standard action
Emotion Control is a ranged mental attack which allows the character to influence a target's behavior by controlling their emotional state. The character can only instill one emotion at a time in the target, but may instill in the target any emotion the attacker desires. To instill an emotion in the target, the attacker must succeed at a Mental Combat roll against 7 + Mental Combat of the target. If the target has Mental Resistance, they may add it to their Defense Value (DV). Emotion Control ignores Damage Resistance. Instilling a new emotion in the target requires a quick action.
For example, if the character with Emotion Control instills fear in a target, the target must use an anytime action to involuntarily cower or flee (defender's choice). The terrified character incurs a standard penalty (-3 AV, -3 DV), in either case.
To recover from Emotion Control, the target must use a standard action to attempt a Self-control roll against 7 + Power Level of the attacker. If the target has Mental Resistance, they may add it to this roll. If the target succeeds at this roll, they recover from the Emotion Control. If the target has not recovered from the Emotion Control by the end of the scene, then they recover from it shortly thereafter.
Specific Emotion: A character's Emotion Control might be limited to a specific emotion, such as fear or loyalty. If this is the case, the attacker gains a standard bonus (+3 AV, +3 DV) on relevant rolls.
Endurance Drain
- Hand-to-hand alteration attack
- Standard action
- Follow through powers: Endurance Theft
Endurance Drain is a hand-to-hand alteration attack which deals points of damage to the target's Endurance. Attacking with Endurance Drain requires a successful Hand-to-hand Combat roll against 7 + Hand-to-hand Combat of the target. If the attacker succeeds at this roll, then the attacker rolls 1d6 + Power Level for damage. If the target has Alteration Resistance, they subtract that from the amount the attacker rolled. The target's Endurance is reduced by half of the remaining amount (round down, even if the fraction is more than one-half, to a minimum of 1). Endurance Drain ignores Damage Resistance.
The points of damage from Endurance Drain are temporary. It all resets after the fight is over, when the target has had a chance to rest and recuperate.
Endurance Theft
- Hand-to-hand alteration attack
- Standard action
- Prerequisite: Endurance Drain
Endurance Theft is a hand-to-hand alteration attack which deals points of damage to the target's Endurance. Attacking with Endurance Theft requires a successful Hand-to-hand Combat roll against 7 + Hand-to-hand Combat of the target. If the attacker succeeds at this roll, then the attacker rolls 1d6 + Power Level for damage. If the target has Alteration Resistance, they subtract that from the amount the attacker rolled. The target's Endurance is reduced by half of the remaining amount (round down, even if the fraction is more than one-half, to a minimum of 1). Endurance Theft ignores Damage Resistance.
If the character makes one or more successful Endurance Theft attacks during their turn, they gain +1 Endurance.
The additional Endurance and the points of damage from Endurance Theft are temporary. It all resets after the fight is over, when the target has had a chance to rest and recuperate.
Environmental Control
- Ranged, area environmental power
- Standard action
Environmental Control is a ranged, area environmental power which allows the character to alter the temperature, humidity, and illumination within the affected area. For example, the character could illuminate a dark area, warm a cold area, or make it cloudy on a sunny day. Using Environmental Control typically requires a moderately difficult (DV 9) Ranged Combat roll. If the change from current conditions is extreme, so is the difficulty. For example, causing a blizzard on a hot summer day requires an extremely difficult (DV 12) Ranged Combat roll. If the new environment is relatively normal for the time and place, no roll is necessary.
Environmental Control may not be used to duplicate effects of other powers, such as Dazzle.
If the character has not returned the environment to normal by the end of the scene, then it reverts to its natural state shortly thereafter.
Specific Environment: A character's Environmental Control might be limited to a specific environment, such as making it cold or establishing an intense magnetic field. If this is the case, the character gains a standard bonus (+3 AV, +3 DV) on relevant rolls.
Environmental Immunity
- Environmental power
- Constant
Environmental Immunity is a environmental power which permits the character to survive in environments and conditions that would impair or even kill normal people. This includes unusual or even poisonous atmospheres, such as underwater or in methane. It also includes environments of extreme cold, extreme heat, and intense ionizing radiation. The character may sleep or eat if they want to, but they suffer no ill effect from lack of food or sleep. Furthermore, the character is unaffected by infectious viruses, bacteria, chemical and biological poisons, toxins, and so on.
The benefit provided by Environmental Immunity is ambient and highly plot dependent: it does not normally protect the character from attacks or from direct forms of damage. Being able to withstand extreme heat and exposure to the blazing desert sun does not mean that a character can wade through lava (for that, see [Element] Immunity).
For more details on the effects of the environment on a character, see Hostile Environments in the GM Resources chapter.
Specific Environments: Some characters have a more limited form of Environmental Immunity, granting them the ability to survive only in a set of specific environments. Some specific immunities a player may choose from are exhaustion, extreme cold, extreme heat, poisons, pressure, radiation, starvation, suffocation, and vacuum. If the player wishes, their character's immunity may be restricted even further. For example, a character with Environmental Immunity can normally survive without needing to breathe at all. However, if it makes more sense for the character to be able to breath in just one unusual environment, such as underwater or in methane, they may choose that option instead.
Extra Actions
- Personal power
- Quick action
Extra Actions is a personal power which permits the character to move or take one additional standard action during their turn. The character may use a number of Extra Actions during a scene equal to their Power Level.
Flight
- Movement power
Flight is a movement power which permits the character to move freely in three dimensions. For example, the character might have wings, they might wear a jet pack, or they may be able to fly through sheer force of will. The character's base move and sprint while flying are based on the total of their Athletics and their Power Level. This distance may be increased by purchasing the ×10 Sprint power boost.
Defying Gravity: Rather than flying, some characters are so fast that they can run along any surface without falling, even bodies of water or the underside of bridges. If they stop running, gravity takes over.
Swinging: Some characters "fly" by using a grappling line, stretchy tentacles, or some other method of suspension. If the character relies on a form of suspension like this, and there is nothing to attach this "swing line" to, the character is grounded. (See also: Stretching)
Athletics + Power Level | Base | Sprint |
---|---|---|
1 | 2 m | 9 m (5 km/h) |
2 | 3 m | 18 m (10 km/h) |
3 | 6 m | 36 m (20 km/h) |
4 | 15 m | 90 m (50 km/h) |
5 | 30 m | 180 m (100 km/h) |
6 | 60 m | 360 m (200 km/h) |
7 | 150 m | 900 m (500 km/h) |
8 | 300 m | 1,800 m (1,000 km/h) |
9 | 600 m | 4 km (2,000 km/h) |
10 | 1,500 m | 9 km (5,000 km/h) |
11 | 3 km | 18 km (10,000 km/h) |
12 | 6 km | 36 km (20,000 km/h) |
13 | 15 km | 90 km (50,000 km/h) |
14 | 30 km | 180 km (100,000 km/h) |
15 | 60 km | 360 km (200,000 km/h) |
16 | 150 km | 900 km (500,000 km/h) |
17 | 300 km | 1,800 km (1,000,000 km/h) |
18 | 600 km | 3,600 km (2,000,000 km/h) |
19 | 1,500 km | 9,000 km (5,000,000 km/h) |
20 | 3,000 km | 18,000 km (10,000,000 km/h) |
Sprint is the farthest the character may fly during their turn. A character who flies a distance greater than their base movement during their turn, up to their sprint, incurs a standard penalty (-3 AV, -3 DV). For example, a character with Athletics + Power Level equal to 5 could fly up to 30 meters during their turn and suffer no penalties while doing so, or they can fly up to 180 meters and incur a standard penalty. If the character sprints, the standard penalty applies until the beginning of the character's next turn.
[Gift]
- Personal power
- Quick action
A character may add power boosts to a gift by purchasing it as a power rather than as a gift. The specific gift must be chosen when this power is purchased.
- Alteration Resistance
- Astral Travel
- Damage Resistance
- Dimensional Travel
- Mental Resistance
- Ranged Disarm
- Sense [Element]
- Space Travel
- Time Travel
A character with the [Gift] power can activate the gift once per turn, using a quick action. If the character goes unconscious, the [Gift] power turns off.
Growth
- Personal power
- Quick action
Growth is a personal power which permits the character to become bigger and heavier than normal. The effects of Growth are based on the Power Level of the character.
A character with Growth can change size once per turn, using a quick action. If the character goes unconscious, the character returns to their normal size.
A character with Growth does not have to use it at full power. A character who has Power Level 2, for example, could elect to be merely 3 meters tall (and gain +1 Athletics for the purpose of determining what the character can lift, throw, and jump) rather than their full 4 meters. If the character has more than one such strength bonus, only the highest value applies.
When a character using 5 or more levels of Growth attempts a hand-to-hand attack, they may apply that Hand-to-hand Combat attack against everyone within hand-to-hand range of the original target. The attacker rolls once for the attack.
Power Level | Height | Reach | Mass | Strength |
---|---|---|---|---|
1 | 3 m | 1 m | 340 kg | +1 |
2 | 4 m | 2 m | 800 kg | +1 |
3 | 6 m | 3 m | 3 t | +2 |
4 | 10 m | 5 m | 12 t | +2 |
5 | 20 m | 10 m | 100 t | +3 |
6 | 30 m | 15 m | 340 t | +3 |
7 | 40 m | 20 m | 800 t | +4 |
8 | 60 m | 30 m | 2,700 t | +4 |
9 | 100 m | 50 m | 12,000 t | +5 |
10 | 200 m | 100 m | 100,000 t | +5 |
Strength: Adds to the character's Athletics for the purpose of determining what the character can lift, throw, and jump.
Haste
- Personal power
- Constant
Haste is a personal power which permits the character to perform routine tasks extraordinarily quickly. Haste only applies to routine or everyday tasks which have no significant penalty for failure. Speed reading, house cleaning, and trying every combination of a combination lock are commonplace examples of Haste in use. Haste does not enhance the character's combat abilities, nor does it grant any other speed-related powers, such as Regeneration or Super Running.
Power Level | Multiplier |
---|---|
1 | ×100 |
2 | ×200 |
3 | ×500 |
4 | ×1,000 |
5 | ×2,000 |
6 | ×5,000 |
7 | ×10,000 |
8 | ×20,000 |
9 | ×50,000 |
10 | ×100,000 |
Healing
- Hand-to-hand alteration power
- Standard action
Healing is a hand-to-hand alteration power which restores lost Health to another character. When a character with Healing uses a standard action to revive someone, the target recovers all of their lost Health.
The number of times the character may use Healing during a scene is equal to their Power Level, and each target may only be Healed once per scene. Alteration Resistance does not apply against Healing.
Healing can remove diseases, pathogens, and poisons from the target. The character with Healing may use a standard action to cure a single disease or purge a single toxin from the victim's system, rather than restoring the target's Health.
Health Drain
- Hand-to-hand alteration attack
- Standard action
- Follow through powers: Health Theft
Health Drain is a hand-to-hand alteration attack which deals points of damage to the target's Health. Attacking with Health Drain requires a successful Hand-to-hand Combat roll against 7 + Hand-to-hand Combat of the target. If the attacker succeeds at this roll, then the attacker rolls 1d6 + Power Level for damage. If the target has Alteration Resistance, they subtract that from the amount the attacker rolled. The target's Health is reduced by half of the remaining amount (round down, even if the fraction is more than one-half, to a minimum of 1). Health Drain ignores Damage Resistance.
The points of damage from Health Drain are temporary. It all resets after the fight is over, when the target has had a chance to rest and recuperate.
Health Theft
- Hand-to-hand alteration attack
- Standard action
- Prerequisite: Health Drain
Health Theft is a hand-to-hand alteration attack which deals points of damage to the target's Health. Attacking with Health Theft requires a successful Hand-to-hand Combat roll against 7 + Hand-to-hand Combat of the target. If the attacker succeeds at this roll, then the attacker rolls 1d6 + Power Level for damage. If the target has Alteration Resistance, they subtract that from the amount the attacker rolled. The target's Health is reduced by half of the remaining amount (round down, even if the fraction is more than one-half, to a minimum of 1). Health Theft ignores Damage Resistance.
If the character makes one or more successful Health Theft attacks during their turn, they gain +1 Health.
The additional Health and the points of damage from Health Theft are temporary. It all resets after the fight is over, when the target has had a chance to rest and recuperate.
Hold
- Ranged alteration attack
- Standard action
Hold is a ranged alteration attack which makes it difficult for a target to move or take any actions. The mechanism which causes the Hold must be specified when this power is purchased. For example, the target might be entangled in webs, encased in ice, or bound by rings of magical force.
Attacking with Hold requires a successful Ranged Combat roll against 7 + Ranged Combat of the target. If the target has Alteration Resistance, they may add it to their Defense Value (DV). Hold ignores Damage Resistance. If the attacker's roll is successful, the target is held. A held character is not helpless, but they can't use any movement until they break free. A held character incurs a standard penalty (-3 AV, -3 DV).
If a flying character is held, the GM may choose to have the character make a rough landing, but if so, the character takes no injury from it.
To break free of Hold, the held character must use a standard action to attempt a successful Hand-to-hand Combat roll against 7 + Power Level of the attacker. If the held character has Strike or Damaging Aura, they may add their Power Level to this roll. If the held character succeeds at this roll, they break free of the Hold.
Another character may also attempt to aid the held character. To break a character free of Hold, another character must use a standard action to attempt a Hand-to-hand Combat or Ranged Combat roll (using Blast or Strike, for example) against 7 + Power Level of the original attacker. If the character aiding the held character succeeds at this roll, the character is freed of the Hold.
If the target has not broken free of the Hold by the end of the scene, then they break free of it shortly thereafter.
Illusion
- Ranged, area environmental power
- Standard action
Illusion is a ranged, area environmental power which permits the character to create realistic three-dimensional phantasms, complete with all associated sensory accompaniment. An illusory lion will roar, illusory snow will feel cold and wet, and so on.
Creating a simple, immobile illusion (a wall, a bridge, and so on) requires a moderately difficult (DV 9) Deception roll. Creating more complex shapes, such as a windmill, a lion, or a person, requires an extremely difficult (DV 12) Deception roll.
While the illusions created by this power are completely convincing, they don't actually exist. The bite of an illusory dog will hurt but will not break the skin, the touch of illusory liquid nitrogen will feel cold but will not cause frostbite, and an illusory bridge will not support the weight of anyone. The tactile aspect of an illusion will only be convincing if the contact is fleeting or feather-light: any significant physical interaction with an illusion will reveal it for what it is.
Anyone who observes an Illusion and who has a good reason to suspect its true nature may attempt an Investigation roll against 7 + Power Level of the illusionist; if the observer has any unusual senses, they add their Power Level to this roll. If the Investigation roll succeeds, the observer sees the Illusion for what it is, and may respond appropriately.
It's All In Your Mind: Normally, the sights and sounds created by the Illusion power can be recorded, seen on cameras, and so on. However, some characters' illusions only affect sentient creatures: cameras and nonsentient robots do not perceive the illusions at all. However, these mental Illusions can deal points of Health damage against those who can perceive them. Damage Resistance is as effective against these illusory attacks as it would be against the real thing. Anyone who observes such an Illusion and who has a good reason to suspect its true nature may attempt an Investigation roll against 7 + Power Level of the illusionist. Characters with Mental Resistance may add it to their Investigation rolls to see through such hallucinations.
Intangibility
- Personal power
- Quick action
Intangibility is a personal power which permits the character to move through solid matter as though through water, leaving no trace of their passage. For example, Intangibility could represent a character who is able to control their molecular density, a character who vibrates at a different frequency, or even a character whose body can turn into radiant energy.
A character with Intangibility can change their state once per turn, using a quick action. If the character goes unconscious, the character reverts to their normal state.
A character using Intangibility cannot pass through a force field, nor through any area affected by Power Drain; other than this, physical objects generally have no effect on a character using Intangibility, or vice versa. An intangible character is immune to most attacks, regardless of the source. However, an intangible character might be affected normally by unusual types of attacks. For example, if the character can speak and hear while intangible, they should be affected by sonic attacks, and if they can see normally, they should be affected normally by attacks based on light or shadow. Ultimately, what does and does not affect an intangible character is up to the GM.
A character with Intangibility may make another person (or person-sized object) intangible by touching the other person and then activating the Intangibility power. The Intangibility then affects both characters, but only as long as the character with the Intangibility is touching the second character.
Permanent: Some characters are unable to turn off their Intangibility; they remain intangible even if rendered unconscious.
Poltergeist: The character may affect the world normally while they are intangible. However, the character must define a reasonably common attack which affects them normally while they are intangible (fire, silver, wood, etc.).
Invisibility
- Personal power
- Quick action
Invisibility is a personal power which makes the character difficult to perceive with ordinary human senses. For example, the character might become transparent, they might bend light around themselves, or they may blend into their surroundings by modulating chromatophores in their skin. However the effect is achieved, the character is hidden unless someone is actively looking for them or there is some environmental circumstance that might reveal the character's location.
An Invisible combatant receives a standard bonus (+3 AV, +3 DV) until they turn visible, unless the opponent has Blindsight.
If someone is actively looking for the character, the person trying to locate the invisible character must use a quick action to attempt an Investigation roll against 7 + Power Level + standard bonus of the invisible character. If the person trying to locate the invisible character has any unusual senses, or if an environmental circumstance might reveal the character's location, the person trying to locate the invisible character gains a standard bonus (+3 AV, +3 DV) on relevant rolls. For example, fog might reveal an invisible character's outline, or fresh snow might reveal their footprints.
A character with Invisibility can activate or deactivate the power once per turn, using a quick action. If the character goes unconscious, the character becomes visible.
The character may make another person (or person-sized object) invisible by touching the other person, but only as long as the character with the Invisibility is touching the second character.
Permanent: Some characters are unable to turn off their Invisibility; they remain invisible even if rendered unconscious.
Psychic Invisibility: Psychic Invisibility works the same as standard Invisibility, with four exceptions. First, a person trying to locate the invisible character must attempt a Mental Combat roll, rather than an Investigation roll. Second, they add their Mental Resistance to this roll rather than gaining a bonus for having unusual senses. Third, the environment can't reveal a character using Psychic Invisibility as it can with standard Invisibility. Finally, the character is not actually invisible: the character will appear in photographs, recordings, and video streams.
Mind Blast
- Ranged mental attack
- Standard action
Mind Blast is a ranged mental attack which deals points of damage to the target's Health. Attacking with Mind Blast requires a successful Mental Combat roll against 7 + Mental Combat of the target. If the attacker succeeds at this roll, then the attacker rolls 1d6 + Power Level for damage. The target subtracts their Mental Resistance from the amount the attacker rolled. The target's Health is reduced by half of the remaining amount (round down, even if the fraction is more than one-half, to a minimum of 1). Mind Blast ignores Damage Resistance.
Mind Blast only affects sentient creatures: robots, machinery, and animated objects are unaffected by Mind Blast.
Mind Control
- Ranged mental attack
- Standard action
Mind Control is a ranged mental attack which allows the character to influence a living creature's behavior, forcing the target to obey the character's commands. To force a creature to obey a spoken command, the character must succeed at a Mental Combat roll against 7 + Mental Combat of the target. If the target has Mental Resistance, they may add it to their Defense Value (DV). Mind Control ignores Damage Resistance.
The character with Mind Control may give a controlled target a new command with a quick action. If the character with Mind Control also has Telepathy, they may give a controlled character commands telepathically, without requiring an additional roll.
To break free of Mind Control, the target must use a standard action to attempt a Self-control roll against 7 + Power Level of the attacker. If the target has Mental Resistance, they may add it to this roll. If the target succeeds at this roll, they break free of the Mind Control. If the target has not broken free of the Mind Control by the end of the scene, then they break free of it shortly thereafter.
Obvious: Some characters have a "tell" when they have affected someone with their Mind Control, such as the target having glowing eyes. This makes it visually apparent that something is wrong with the target.
Mind Hold
- Ranged mental attack
- Standard action
Mind Hold is a ranged mental attack which makes it difficult for a target to move or take any actions. The mechanism which causes the Mind Hold must be specified when this power is purchased. For example, the target might be frozen in time, hypnotized, or sedated by some form of toxic gas.
Attacking with Mind Hold requires a successful Mental Combat roll against 7 + Mental Combat of the target. If the target has Mental Resistance, they may add it to their Defense Value (DV). Mind Hold ignores Damage Resistance. If the attacker's roll is successful, the target is held. A held character is not helpless, but they can't use any movement until they break free. A held character incurs a standard penalty (-3 AV, -3 DV). Additionally, they fail any Mental Combat attack rolls until they break free.
If a flying character is held, the GM may choose to have the character make a rough landing, but if so, the character takes no injury from it.
To break free of Mind Hold, the target must use a standard action to attempt a Self-control roll against 7 + Power Level of the attacker. If the target has Mental Resistance, they may add it to this roll. If the target succeeds at this roll, they break free of the Mind Hold.
Another character may also attempt to aid the held character. If a second character spends a standard action to attempt to rouse the target, the target may attempt a Self-control roll to break free of Mind Hold as a free action.
If the target has not broken free of the Mind Hold by the end of the scene, then they break free of it shortly thereafter.
Mind Hold only affects sentient creatures: robots, machinery, and animated objects are unaffected by Mind Hold.
Possession
- Ranged mental attack
- Standard action
Possession is a ranged mental attack which allows the character to seize control of a target, effectively making the target a passenger in their own body. Using Possession requires a Mental Combat roll against 7 + Mental Combat of the target. If the target has Mental Resistance, they may add it to their Defense Value (DV). Possession ignores Damage Resistance.
While the character is using Possession on another person, their own body collapses into a trance-like state. The target of Possession will not remember any actions they took while under the influence of the power. These memories may be able to be retrieved through the use of hypnosis, Telepathy, and so on.
To break free of Possession, the target must use a standard action to attempt a Self-control roll against 7 + Power Level of the attacker. If the target has Mental Resistance, they may add it to this roll. If the target succeeds at this roll, they break free of the Possession. If the target has not broken free of the Possession by the end of the scene, then they break free of it shortly thereafter.
Inhabit: The power is reduced to hand-to-hand range, but the body of the possessing character actually merges with that of the target for the duration of the possession.
Obvious: The Possession has a "tell", such as glowing eyes, which makes it visually apparent that something is wrong with the target.
Power Drain
- Hand-to-hand alteration attack
- Standard action
- Follow through powers: Power Theft
Power Drain is a hand-to-hand alteration attack which deals points of damage to the target's Power Level. Attacking with Power Drain requires a successful Hand-to-hand Combat roll against 7 + Hand-to-hand Combat of the target. If the attacker succeeds at this roll, then the attacker rolls 1d6 + Power Level for damage. If the target has Alteration Resistance, they subtract that from the amount the attacker rolled. The target's Power Level is reduced by half of the remaining amount (round down, even if the fraction is more than one-half, to a minimum of 1). Power Drain ignores Damage Resistance.
The points of damage from Power Drain are temporary. It all resets after the fight is over, when the target has had a chance to rest and recuperate.
If the target has Super Endurance or Super Health, draining their Power Level does not reduce their Endurance or Health.
Specific Powers: A character's Power Drain might be limited to targets with specific powers, such as fire powers or technological powers. If this is the case, the attacker gains a standard bonus (+3 AV, +3 DV) on relevant rolls.
Power Mimicry
- Hand-to-hand alteration attack
- Standard action
- Follow through powers: Power Theft
Power Mimicry is a hand-to-hand alteration attack which allows the character to temporarily copy another character's power and use it themselves. Skills of 5 or higher are considered powers for this purpose. Attacking with Power Mimicry requires a successful Hand-to-hand Combat roll against 7 + Hand-to-hand Combat of the target. If the attacker succeeds at this roll, then the attacker rolls 1d6 + Power Level for damage. The target subtracts their Alteration Resistance from the amount the attacker rolled. The attacker may mimic a number of the target's powers equal to half of the remaining amount (round down, even if the fraction is more than one-half, to a minimum of 1). Power Mimicry ignores Damage Resistance.
The maximum number of powers the character may mimic at a time is equal to their own Power Level. If the character with the Power Mimicry knows what powers the target has, they may choose which powers they copy. Otherwise, the GM will choose the order in which the powers are copied.
If the character goes unconscious, their Power Mimicry turns off and any mimicked powers are lost. If the character has not turned off their Power Mimicry by the end of the scene, their mimicked powers fade away shortly thereafter.
Specific Powers: A character's Power Mimicry might be limited to targets with specific abilities, such as only characters with fire powers or only characters with superhuman levels of Hand-to-hand Combat skill. If this is the case, the attacker gains a standard bonus (+3 AV, +3 DV) on relevant rolls.
Power Theft
- Hand-to-hand alteration attack
- Standard action
- Prerequisite: Power Drain or Power Mimicry
Power Theft is a hand-to-hand alteration attack which deals points of damage to the target's Power Level. Attacking with Power Theft requires a successful Hand-to-hand Combat roll against 7 + Hand-to-hand Combat of the target. If the attacker succeeds at this roll, then the attacker rolls 1d6 + Power Level for damage. If the target has Alteration Resistance, they subtract that from the amount the attacker rolled. The target's Power Level is reduced by half of the remaining amount (round down, even if the fraction is more than one-half, to a minimum of 1). Power Theft ignores Damage Resistance.
If the character makes one or more successful Power Theft attacks during their turn, the range and area of their powers are doubled until the end of their next turn. Multiple successful attacks have no additional benefit.
If the character has Power Mimicry, they may use their Power Theft and Power Mimicry simultaneously.
The abilities granted and the points of damage from Power Theft are temporary. It all resets after the fight is over, when the target has had a chance to rest and recuperate.
If the target has Super Endurance or Super Health, stealing their Power Level does not reduce their Endurance or Health.
Specific Powers: A character's Power Theft might be limited to targets with specific powers, such as characters with fire powers or technological powers. If this is the case, the attacker gains a standard bonus (+3 AV, +3 DV) on relevant rolls.
Probability Control
- Ranged personal power
- Anytime action
Probability Control is a ranged personal power which can 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.
To use Probability Control, the player describes a favorable or unfavorable circumstance within range, and how that should help or hinder someone, and who. The simplest way for the GM to translate this into game terms is to grant a standard bonus (+3 AV, +3 DV) or impose a standard penalty (-3 AV, -3 DV).
Expert Tip: If the player doesn't enjoy describing unlikely events in their favor, the GM should just give them the bonus and describe what happens.
Probability Control can be used an anytime action. The number of times the character can influence probability per scene is equal to the character's Power Level. Probability Control may be used to influence a roll before or after the roll has been made.
Reflection
- Ranged normal attack
- Anytime action
- Follow through powers: Super Reflection
Reflection permits the character to use an anytime action to reflect a ranged normal attack back at the attacker. For the character to reflect an attack, the ranged normal attack must be successful and affect a single target. The character with Reflection must then make a successful Ranged Combat roll against 7 + Ranged Combat of the attack.
If the Reflection roll fails, the character is struck by the attack, as the attacker intended. If the roll succeeds, the attacker's damage is applied to themselves.
Regeneration
- Personal power
- Constant
Regeneration is a personal power which accelerates the healing process and allows the character to recover from injury more quickly. Most characters with Regeneration can even regrow lost limbs or damaged organs.
Out of combat, including when the character with Regeneration is unconscious (or dead, if they also have the Immortality gift), they regain one lost Health per minute.
During combat, a character with Regeneration may use a standard action to roll 1d6 + Power Level. The character's Health is restored by half of the remaining amount (round down, even if the fraction is more than one-half, to a minimum of 1).
Additionally, the Health of a character with Regeneration can't be reduced to zero by an environmental hazard such as dehydration, poison, or pressure. The character's Health will always be at least one, regardless of the hostile environmental conditions.
Shapeshifting
- Personal power
- Quick action
Shapeshifting is a personal power which permits the character to change their shape, appearance, odor, etc., and they may increase or decrease their size by 50%. The character may re-assign their skill levels to suit their new shape, as long as the number of skills and their skill levels remain the same or lower. Shapeshifting does not give the character any new abilities, such as Night Vision or Flight.
A character with Shapeshifting can change shape once per turn, using a quick action. If the character goes unconscious, the character reverts to their normal form.
Assuming the shape of a specific person, creature, or object is more difficult than changing into a generic example of a particular shape. If someone is actively looking at the character, or has any reason to suspect that the character is not the genuine article, the person observing the shapeshifted character may attempt an Investigation roll against 7 + Deception of the shapeshifter; if the observer has any unusual senses, they gain a standard bonus (+3 AV). If the Investigation roll is successful, the observer can tell that the shapeshifted character is not who or what they appear to be.
Obvious: Normally, there is no obvious visual indication that a character is using Shapeshifting. However, some shapeshifters have a "tell", such as glowing eyes, a distinctive color, or the character's normal face, which makes it visually apparent that the character is not in their natural form.
Psychic Disguise: Psychic Disguise works the same as standard Shapeshifting, with four exceptions. First, a character using Psychic Disguise can't alter their skills. Second, a person trying to see through the Psychic Disguise must attempt a Mental Combat roll, rather than an Investigation roll. Third, they add their Mental Resistance to this roll rather than gaining a bonus for having unusual senses. Finally, the character's appearance is not actually changed: the character will appear as they are in photographs, recordings, and video streams.
Shrinking
- Personal power
- Quick action
Shrinking is a personal power which permits the character to become smaller and lighter than normal. The effects of Shrinking are based on the Power Level of the character.
A character with Shrinking can change their size once per turn, using a quick action. If the character goes unconscious, the character returns to their normal size.
A character with Shrinking does not have to use it at full power. A character who has Power Level 3, for example, could elect to be merely 2 cm centimeters tall (and gain a +1 bonus to Athletics skill rolls) rather than their full 2 mm. If the character has more than one bonus to Athletics skill rolls, only the highest value applies.
Power Level | Height | Athletics Bonus |
---|---|---|
1 | 20 cm | +1 |
2 | 2 cm | +1 |
3 | 2 mm | +2 |
4 | 200 μm | +2 |
5 | 20 μm | +3 |
6 | 2 μm | +3 |
7 | 200 nm | +4 |
8 | 20 nm | +4 |
9 | 2 nm | +5 |
10 | 200 pm | +5 |
Athletics Bonus: Bonus to Athletics skill rolls.
Speed Drain
- Hand-to-hand alteration attack
- Standard action
- Follow through powers: Speed Theft
Speed Drain is a hand-to-hand alteration attack which makes the target slower. Attacking with Speed Drain requires a successful Hand-to-hand Combat roll against 7 + Hand-to-hand Combat of the target. If the target has Alteration Resistance, they may add it to their Defense Value (DV). Speed Drain ignores Damage Resistance. If the attack is successful, all of the target's movement is halved (round down, even if the fraction is more than one-half, to a minimum of 1). Multiple successful attacks continue to halve the target's movement.
To recover from Speed Drain, the target must use a standard action to attempt a Self-control roll against 7 + Power Level of the attacker. If the target has Alteration Resistance, they may add it to this roll. If the target succeeds at this roll, they recover from any current Speed Drains. If the target has not recovered from the Speed Drain by the end of the scene, then they recover from it shortly thereafter.
Speed Theft
- Hand-to-hand alteration attack
- Standard action
- Prerequisite: Speed Drain
Speed Theft is a hand-to-hand alteration attack which makes the target slower. Attacking with Speed Theft requires a successful Hand-to-hand Combat roll against 7 + Hand-to-hand Combat of the target. If the target has Alteration Resistance, they may add it to their Defense Value (DV). Speed Theft ignores Damage Resistance. If the attack is successful, all of the target's movement is halved (round down, even if the fraction is more than one-half, to a minimum of 1). Multiple successful attacks continue to halve the target's movement.
To recover from Speed Theft, the target must use a standard action to attempt a Self-control roll against 7 + Power Level of the attacker. If the target has Alteration Resistance, they may add it to this roll. If the target succeeds at this roll, they recover from any current Speed Thefts. If the target has not recovered from the Speed Theft by the end of the scene, then they recover from it shortly thereafter.
If the character makes one or more successful Speed Theft attacks during their turn, all of their movement is doubled until the end of their next turn. Multiple successful attacks have no additional benefit.
Strength Drain
- Hand-to-hand alteration attack
- Standard action
- Follow through powers: Strength Theft
Strength Drain is a hand-to-hand alteration attack which makes the target weaker. Attacking with Strength Drain requires a successful Hand-to-hand Combat roll against 7 + Hand-to-hand Combat of the target. If the target has Alteration Resistance, they may add it to their Defense Value (DV). Strength Drain ignores Damage Resistance. If the attack is successful, the target's ability to lift, throw, and jump is halved (round down, even if the fraction is more than one-half, to a minimum of 1). Multiple successful attacks continue to halve the target's strength.
To recover from Strength Drain, the target must use a standard action to attempt a Self-control roll against 7 + Power Level of the attacker. If the target has Alteration Resistance, they may add it to this roll. If the target succeeds at this roll, they recover from any current Strength Drains. If the target has not recovered from the Strength Drain by the end of the scene, then they recover from it shortly thereafter.
Strength Theft
- Hand-to-hand alteration attack
- Standard action
- Prerequisite: Strength Drain
Strength Theft is a hand-to-hand alteration attack which makes the target weaker. Attacking with Strength Theft requires a successful Hand-to-hand Combat roll against 7 + Hand-to-hand Combat of the target. If the target has Alteration Resistance, they may add it to their Defense Value (DV). Strength Theft ignores Damage Resistance. If the attack is successful, the target's ability to lift, throw, and jump is halved (round down, even if the fraction is more than one-half, to a minimum of 1). Multiple successful attacks continue to halve the target's strength.
To recover from Strength Theft, the target must use a standard action to attempt a Self-control roll against 7 + Power Level of the attacker. If the target has Alteration Resistance, they may add it to this roll. If the target succeeds at this roll, they recover from any current Strength Thefts. If the target has not recovered from the Strength Theft by the end of the scene, then they recover from it shortly thereafter.
If the character makes one or more successful Strength Theft attacks during their turn, their lift, throw, and jump are doubled until the end of their next turn. Multiple successful attacks have no additional benefit.
Stretching
- Personal power
- Quick action
Stretching is a personal power which permits the character to deform their body and attenuate their extremities. A character with Stretching might have telescoping robotic tentacles, or perhaps the character's body is gelatinous or fantastically malleable. This increases the character's effective reach, and it permits them to perform tasks and make hand-to-hand attacks at greater distances, based on the character's Power Level. Some characters with Stretching can squeeze under doors and through keyholes. Even when stretching, the character's hand-to-hand attacks use the Hand-to-hand Combat skill, as usual.
Swing line: Some characters' Flight takes the form of a grappling line, stretchy tentacles, or some other method of suspension. The character's Stretching might be in the same form. The character may use their swing line to perform tasks and make hand-to-hand attacks, including Grapple.
Power Level | Reach |
---|---|
1 | 3 m |
2 | 4 m |
3 | 6 m |
4 | 10 m |
5 | 20 m |
6 | 30 m |
7 | 40 m |
8 | 60 m |
9 | 100 m |
10 | 200 m |
Strike
- Hand-to-hand normal attack
- Standard action
Normally, an unarmed hand-to-hand attack deals points of damage to the target's Endurance equal to the attacker's Hand-to-hand Combat. Strike makes the character's hand-to-hand normal attacks deal points of Health damage, bases the damage on the character's Power Level, and adds 1d6 to the damage. Making an attack with Strike requires a successful Hand-to-hand Combat roll against 7 + Hand-to-hand Combat of the target. If the attacker succeeds at this roll, then the attacker rolls 1d6 + Power Level for damage. The target subtracts their Damage Resistance from the amount the attacker rolled. The target's Health is reduced by the remaining amount.
Specific Targets: Some characters' attacks are specifically tuned to affect only particular targets. For example, the character's Strike might be a toxin which is harmful to living beings, but which does not affect inanimate objects.
Stunning: Some characters' strikes are nonlethal. The points of damage are applied to the target's Endurance rather than to their Health. The target recovers their lost Endurance after the fight is over, when the character has had a chance to rest and recuperate.
Flexible (+1 point): If the character has the Flexible power boost on their Strike power, the character can use any specific effect, as long as it belongs to the character's unifying theme, one at a time. For example, a character whose standard Strike is a "flaming sword" could have a "frost sword", a "silver sword", and so on; alternately, they might have a "flaming spear", a "flaming axe", and so on.
Ranged (+1 point): A Strike with the Ranged power boost is targeted with the Ranged Combat skill, as usual.
Super Endurance
- Personal power
- Constant
Super Endurance is a personal power which adds the character's Power Level to their Endurance.
Super Health
- Personal power
- Constant
Super Health is a personal power which adds the character's Power Level to their Health.
Super Reflection
- Ranged normal attack
- Anytime action
- Prerequisite: Reflection
Super Reflection permits the character to use an anytime action to reflect a ranged normal attack back at any target within range (based on the Power Level of the character with Super Reflection). For the character to reflect an attack, the ranged normal attack must be successful and affect a single target. The character with Super Reflection must then make a successful Ranged Combat roll against 7 + Ranged Combat of the desired new target.
If the Super Reflection roll fails, the character is struck by the attack, as the attacker intended. If the roll succeeds, the attacker's damage is applied to the new target.
Super Running
- Movement power
Super Running is a movement power which adds the character's Power Level to their Athletics for the purpose of determining the character's base running and sprint. Super Running also allows the character to buy the ×10 Sprint power boost.
Athletics + Power Level | Base | Sprint |
---|---|---|
1 | 2 m | 9 m (5 km/h) |
2 | 3 m | 18 m (10 km/h) |
3 | 6 m | 36 m (20 km/h) |
4 | 15 m | 90 m (50 km/h) |
5 | 30 m | 180 m (100 km/h) |
6 | 60 m | 360 m (200 km/h) |
7 | 150 m | 900 m (500 km/h) |
8 | 300 m | 1,800 m (1,000 km/h) |
9 | 600 m | 4 km (2,000 km/h) |
10 | 1,500 m | 9 km (5,000 km/h) |
11 | 3 km | 18 km (10,000 km/h) |
12 | 6 km | 36 km (20,000 km/h) |
13 | 15 km | 90 km (50,000 km/h) |
14 | 30 km | 180 km (100,000 km/h) |
15 | 60 km | 360 km (200,000 km/h) |
16 | 150 km | 900 km (500,000 km/h) |
17 | 300 km | 1,800 km (1,000,000 km/h) |
18 | 600 km | 3,600 km (2,000,000 km/h) |
19 | 1,500 km | 9,000 km (5,000,000 km/h) |
20 | 3,000 km | 18,000 km (10,000,000 km/h) |
Sprint is the farthest the character may walk or run during their turn. A character who runs a distance greater than their base movement during their turn, up to their sprint, incurs a standard penalty (-3 AV, -3 DV). For example, a character with Athletics + Power Level equal to 5 could run up to 30 meters during their turn and suffer no penalties while doing so, or they can run up to 180 meters and incur a standard penalty. If the character sprints, the standard penalty applies until the beginning of the character's next turn.
Super Strength
- Personal power
- Constant
Super Strength is a personal power which adds the character's Power Level to their Athletics for the purpose of determining what the character can lift, throw, and jump. Super Strength also grants a damage bonus equal to the character's Power Level to the Endurance damage of the character's unarmed hand-to-hand attacks.
Expert Tip: Don't buy the Ranged power boost on Super Strength. Ranged Super Strength is too powerful for one character point. Buy the Telekinesis power, instead.
Athletics + Power Level | Max Lift | Examples | Throw 10 kg | Jump |
---|---|---|---|---|
0 | 10 kg | sixpack of beer, domestic cat, pumpkin | 0 m | 0 m |
1 | 30 kg | small dog, mountain bike, car tire, case of beer, cinder block | 2 m | 0 m |
2 | 100 kg | single bed, small sofa, wood bookcase, large dog | 5 m | 1 m |
3 | 300 kg | manhole cover, large human, oil drum, weapon locker | 10 m | 2 m |
4 | 1,000 kg | vending machine, large desk, telephone pole, speedboat | 20 m | 5 m |
5 | 3 t | grizzly bear, large missile, SUV, granite monument, large car | 50 m | 10 m |
6 | 10 t | meteor, large SUV, Jersey barrier, helicopter, school bus | 100 m | 20 m |
7 | 30 t | armored car, fighter jet, passenger bus, dump truck | 200 m | 50 m |
8 | 100 t | fire truck, bank vault, Easter Island stone head, battle tank | 500 m | 100 m |
9 | 300 t | 60 m radio tower, blue whale, fishing trawler | 1,000 m | 200 m |
10 | 1,000 t | locomotive, brick house, large passenger plane, yacht | 2 km | 500 m |
11 | 3,000 t | huge mining excavator, drilling rig, small bridge | 5 km | 1,000 m |
12 | 10,000 t | tugboat, short train, rocket launch tower | 10 km | 2 km |
13 | 30,000 t | nuclear submarine, 10 story building, destroyer, long train | 20 km | 5 km |
14 | 100,000 t | freighter (loaded), large bridge, huge nuclear submarine | 50 km | 10 km |
15 | 300,000 t | aircraft carrier, large office building, large tanker ship | 100 km | 20 km |
16 | 1,000,000 t | cruise ship, Empire State Building, huge tanker ship | 200 km | 50 km |
17 | 3,000,000 t | huge bridge, Golden Gate Bridge, huge skyscraper | 500 km | 100 km |
18 | 10,000,000 t | Great Pyramid of Khufu | 1,000 km | 200 km |
19 | 30,000,000 t | Three Gorges Dam | 2,000 km | 500 km |
20 | 100,000,000 t | Great Wall of China | 5,000 km | 1,000 km |
Max Lift indicates the greatest weight that the character can "deadlift" (pick up off the ground to the level of the hips). A character carrying or supporting such a weight can take at most one or two steps per turn. A character is unencumbered while carrying a weight corresponding to one less than their Athletics + Power Level. For example, a character with Athletics + Power Level equal to 4 could carry up to 300 kg and suffer no penalties to their movement while doing so.
Throw 10 kg indicates the farthest distance that the character can throw a compact object weighing 10 kg. To see how far a character can throw heavier objects, subtract the Athletics + Power Level required to lift the object from the character's total Athletics + Power Level. Look up the difference in the "Athletics + Power Level" column: this indicates how far the character can throw the object. For example, a character with Athletics + Power Level equal to 6 could throw an object weighing up to 100 kg up to 20 meters.
Super Swimming
- Movement power
Super Swimming is a movement power which adds the character's Power Level to their Athletics for the purpose of determining the character's base swimming and swim sprint, and makes their swimming speed as fast as the same level of Super Running. Super Swimming also allows the character to buy the ×10 Sprint power boost for their swimming.
Athletics + Power Level | Base | Sprint |
---|---|---|
1 | 2 m | 9 m (5 km/h) |
2 | 3 m | 18 m (10 km/h) |
3 | 6 m | 36 m (20 km/h) |
4 | 15 m | 90 m (50 km/h) |
5 | 30 m | 180 m (100 km/h) |
6 | 60 m | 360 m (200 km/h) |
7 | 150 m | 900 m (500 km/h) |
8 | 300 m | 1,800 m (1,000 km/h) |
9 | 600 m | 4 km (2,000 km/h) |
10 | 1,500 m | 9 km (5,000 km/h) |
11 | 3 km | 18 km (10,000 km/h) |
12 | 6 km | 36 km (20,000 km/h) |
13 | 15 km | 90 km (50,000 km/h) |
14 | 30 km | 180 km (100,000 km/h) |
15 | 60 km | 360 km (200,000 km/h) |
16 | 150 km | 900 km (500,000 km/h) |
17 | 300 km | 1,800 km (1,000,000 km/h) |
18 | 600 km | 3,600 km (2,000,000 km/h) |
19 | 1,500 km | 9,000 km (5,000,000 km/h) |
20 | 3,000 km | 18,000 km (10,000,000 km/h) |
Sprint is the farthest the character may swim during their turn. A character who swims a distance greater than their base movement during their turn, up to their sprint, incurs a standard penalty (-3 AV, -3 DV). For example, a character with Athletics + Power Level equal to 5 could swim up to 30 meters during their turn and suffer no penalties while doing so, or they can swim up to 180 meters and incur a standard penalty. If the character sprints, the standard penalty applies until the beginning of the character's next turn.
Telekinesis
- Ranged normal attack
- Standard action
Telekinesis is a ranged normal attack which permits the character to grapple an object or character without touching them. Attacking with Telekinesis requires a successful Ranged Combat roll against 7 + Ranged Combat of the target. Grabbing inanimate objects with Telekinesis is generally automatic.
If the attacker's roll is successful, the target is held. A held character is not helpless, but they can't use any movement until they break free. A held character incurs a standard penalty (-3 AV, -3 DV).
The maximum mass the character can lift with their Telekinesis is based on the character's Power Level. If the attacker wishes to move the held character, they must use another standard action. The distance an attacker may move the defender is based on the Power Level of the attacker and the mass of the held character. First, look up the mass of the defender or object to be moved in the "Max Lift" column (rounded in the character's favor), and find the corresponding Power Level for that mass. Subtract that from the Power Level of the attacker, and look up that resulting value in the "Throw 10 kg" column. This is how far the attacker can move or throw the held character.
If the attacker wishes to squeeze the held character, they must use a standard action to attempt a Ranged Combat roll against 7 + Ranged Combat of the target. If the attacker succeeds at this roll, then the attacker rolls 1d6 + Power Level for damage. The target subtracts their Damage Resistance from the amount the attacker rolled. The target's Health is reduced by the remaining amount.
To break free of Telekinesis, the held character must use a standard action to attempt an Hand-to-hand Combat roll against 7 + Power Level of the attacker. If the target succeeds at this roll, they break free of the Telekinesis. If the held character has Strike or Damaging Aura, they may add their Power Level to this roll. If the target has not broken free of the Telekinesis by the end of the scene, then they break free of it shortly thereafter. Alternately, the attacker may release the held character with an anytime action.
Psychokinesis: Psychokinesis works the same as standard Telekinesis, with four exceptions. First, attacking with Psychokinesis requires a successful Mental Combat roll, rather than a Ranged Combat roll. Second, to break free of Psychokinesis, the held character must attempt a Mental Combat roll, rather than a Hand-to-hand Combat roll. Third, the held character adds their Mental Resistance to this roll rather than benefiting from Strike or Damaging Aura. Finally, if the attacker with Psychokinesis wishes to squeeze the held character, the target subtracts their Mental Resistance rather than their Damage Resistance, and the target's Endurance is reduced by half of the remaining amount (round down, even if the fraction is more than one-half, to a minimum of 1), rather than the target's Health.
Power Level | Max Lift | Examples | Throw 10 kg |
---|---|---|---|
0 | 10 kg | sixpack of beer, domestic cat, pumpkin | 0 m |
1 | 100 kg | single bed, small sofa, wood bookcase, large dog | 5 m |
2 | 1,000 kg | vending machine, large desk, telephone pole, speedboat | 20 m |
3 | 10 t | meteor, large SUV, Jersey barrier, helicopter, school bus | 100 m |
4 | 100 t | fire truck, bank vault, Easter Island stone head, battle tank | 500 m |
5 | 1,000 t | locomotive, brick house, large passenger plane, yacht | 2 km |
6 | 10,000 t | tugboat, short train, rocket launch tower | 10 km |
7 | 100,000 t | freighter (loaded), large bridge, huge nuclear submarine | 50 km |
8 | 1,000,000 t | cruise ship, Empire State Building, huge tanker ship | 200 km |
9 | 10,000,000 t | Great Pyramid of Khufu | 1,000 km |
10 | 100,000,000 t | Great Wall of China | 5,000 km |
Max Lift indicates the greatest weight that the character can "deadlift" (pick up off the ground to the level of the hips). A character carrying or supporting such a weight can take at most one or two steps per turn. A character can move normally while carrying a weight corresponding to one less than their Power Level. For example, a character with Power Level 4 could carry up to 10 t and suffer no penalties to their movement while doing so.
Throw 10 kg indicates the farthest distance that the character can throw a compact object weighing 10 kg. To see how far a character can throw heavier objects, subtract the Power Level required to lift the object from the character's total Power Level. Look up the difference in the "Level" column: this indicates how far the character can throw the object. For example, a character with Power Level 6 could throw an object weighing up to 1,000 kg up to 500 meters.
Telepathy
- Ranged mental attack
- Standard action
Telepathy is a ranged mental attack which permits the character to communicate directly with the mind of another person. However, if the willing target of Telepathy also has Telepathy, the maximum distance between the two telepaths is effectively unlimited.
To access the mind of an unwilling person, the character must succeed at a Mental Combat roll against 7 + Mental Combat of the target. If the target has Mental Resistance, they may add it to their defense. With a successful roll, the attacker may mentally communicate with the target and may read their surface thoughts. The attacker may read the target's memories if the attacker incurs a standard penalty (-3 AV, -3 DV) (each memory viewed requires a separate roll).
To break free of Telepathy, the target must use a standard action to attempt a Self-control roll against 7 + Power Level of the attacker. If the target has Mental Resistance, they may add it to this roll. If the target succeeds at this roll, they break free of the Telepathy. If the target has not broken free of the Telepathy by the end of the scene, then they break free of it shortly thereafter.
To access the mind of a willing person, no roll is needed. A telepath may freely communicate with a willing target and may read their surface thoughts and (if the target consents) their memories. A willing participant may end the telepathic contact with an anytime action. The telepath may also set up a group communication among willing participants. The maximum number of simultaneous willing participants is equal to the telepath's Power Level.
Speak With Animals: Some characters may mentally communicate with animals rather than with people. This grants the character the ability to use social skills on animals, similar to Animal Empathy, but it also allows the animal to respond with specific information, such as how many days have passed since an event, or what color clothing an individual was wearing. If the concepts being communicated are particularly detailed or abstract, the GM may require a Mental Combat roll against 7 + Mental Combat of the animal.
Teleportation
- Movement power
- Follow through powers: Teleportation Attack
- Prerequisite: Teleportation
Teleportation is a movement power which permits the character to disappear and then reappear at a different place. The distance the character may travel before re-appearing is based on their Power Level. This distance may be increased by purchasing the ×10 Sprint power boost. A character using Teleportation may take with them whatever they can pick up. This may include equipment or even other willing characters.
A character with Teleportation may teleport with an unwilling person. Doing so requires using a standard action to make a Hand-to-hand Combat roll against 7 + Hand-to-hand Combat of the target. If the target has Alteration Resistance, they may add it to their defense. With a successful roll, the character with Teleportation takes the target with them.
A character using Teleportation cannot re-appear inside of a solid object, nor into any area affected by Power Drain; other than this, objects in the physical world generally have no effect on a character using Teleportation. If a character using Teleportation unknowingly attempts to re-appear inside of a solid object, they lose half of their Health (round the damage down, even if the fraction is more than one-half, to a minimum of 1) and are shunted to the nearest unoccupied space, or the teleportation attempt fails entirely, at the GM's discretion.
Requires A Medium: Some characters may only teleport through a specific medium. For example, a character with electrical powers might only be able to teleport through conductive material. Alternately, the character might only be able to teleport between specific locations. For example, a character attuned to the spirit of cities might only be able to teleport within and between cities, or a character with darkness powers might only be able to teleport within and between dark areas such as shadows. Such a character never needs to worry about appearing inside of a solid object: when they reach their destination, they simply step out of the medium.
Power Level | Base | Sprint |
---|---|---|
1 | 3 m | 18 m (10 km/h) |
1 | 3 m | 18 m (10 km/h) |
3 | 60 m | 360 m (200 km/h) |
4 | 300 m | 1,800 m (1,000 km/h) |
5 | 1,500 m | 9 km (5,000 km/h) |
6 | 6 km | 36 km (20,000 km/h) |
7 | 30 km | 180 km (100,000 km/h) |
8 | 150 km | 900 km (500,000 km/h) |
9 | 600 km | 3,600 km (2,000,000 km/h) |
10 | 3,000 km | 18,000 km (10,000,000 km/h) |
Sprint is the farthest the character may teleport during their turn. A character who teleports a distance greater than their base movement during their turn, up to their sprint, incurs a standard penalty (-3 AV, -3 DV). For example, a character with Power Level 5 could teleport up to 30 meters during their turn and suffer no penalties while doing so, or they can teleport up to 180 meters and incur a standard penalty. If the character sprints, the standard penalty applies until the beginning of the character's next turn.
Teleportation Attack
- Hand-to-hand alteration attack
- Standard action
- Prerequisite: Teleportation
Teleportation Attack is a hand-to-hand alteration attack which moves the target from one point to another without them traversing the intervening space. Attacking with Teleportation Attack requires a successful Hand-to-hand Combat roll against 7 + Hand-to-hand Combat of the target. If the target has Alteration Resistance, they may add it to their Defense Value (DV). Teleportation Attack ignores Damage Resistance. If the attack is successful, the target disappears then reappears at a point within range (attacker's choice). The target takes with them whatever they were carrying.
The distance the target may be moved before reappearing is based on the attacker's Power Level. This distance may be increased by purchasing the ×10 Sprint power boost. A character moved using Teleportation Attack cannot be made to re-appear in midair, inside of a solid object, or into any area affected by Power Drain.
This is not an instant-death power. Attempts to use it as one will fail.
Expert Tip: There are no instant-death powers.
Power Level | Distance |
---|---|
1 | 3 m |
2 | 15 m |
3 | 60 m |
4 | 300 m |
5 | 1,500 m |
6 | 6 km |
7 | 30 km |
8 | 150 km |
9 | 600 km |
10 | 3,000 km |
[Transformation] Ray
- Ranged alteration attack
- Standard action
[Transformation] Ray is a ranged alteration attack which allows the character to use a personal power as an attack. The specific personal power to be used as an attack must be chosen when this power is purchased. Available personal powers which may be used as attacks with [Transformation] Ray are:
Attacking with [Transformation] Ray requires a successful Ranged Combat roll against 7 + Ranged Combat of the target. If the target has Alteration Resistance, they may add it to their Defense Value (DV). [Transformation] Ray ignores Damage Resistance. The power being used as an attack is under the control of the character with the [Transformation] Ray power; the target of the ray has no control over the power.
To recover from the transformation, the target must use a standard action to attempt a Self-control roll against 7 + Power Level of the attacker. If the target has Alteration Resistance, they may add it to this roll. If the target succeeds at this roll, they recover from the transformation. If the target has not recovered from the [Transformation] Ray by the end of the scene, then they recover from it shortly thereafter.
Tunneling
- Movement power
Tunneling is a movement power which permits the character to move through the earth as easily as other people move through air. However, the character is unable to pass through force fields and other energy barriers. The character's base move and sprint while tunneling are based on their Power Level. This distance may be increased by purchasing the ×10 Sprint power boost.
The character may choose to leave a hole through which others may follow, or not, as a quick action.
Power Level | Base | Sprint |
---|---|---|
1 | 2 m | 9 m (5 km/h) |
2 | 3 m | 18 m (10 km/h) |
3 | 6 m | 36 m (20 km/h) |
4 | 15 m | 90 m (50 km/h) |
5 | 30 m | 180 m (100 km/h) |
6 | 60 m | 360 m (200 km/h) |
7 | 150 m | 900 m (500 km/h) |
8 | 300 m | 1,800 m (1,000 km/h) |
9 | 600 m | 4 km (2,000 km/h) |
10 | 1,500 m | 9 km (5,000 km/h) |
11 | 3 km | 18 km (10,000 km/h) |
12 | 6 km | 36 km (20,000 km/h) |
13 | 15 km | 90 km (50,000 km/h) |
14 | 30 km | 180 km (100,000 km/h) |
15 | 60 km | 360 km (200,000 km/h) |
16 | 150 km | 900 km (500,000 km/h) |
17 | 300 km | 1,800 km (1,000,000 km/h) |
18 | 600 km | 3,600 km (2,000,000 km/h) |
19 | 1,500 km | 9,000 km (5,000,000 km/h) |
20 | 3,000 km | 18,000 km (10,000,000 km/h) |
Sprint is the farthest the character may tunnel during their turn. A character who tunnels a distance greater than their base movement during their turn, up to their sprint, incurs a standard penalty (-3 AV, -3 DV). For example, a character with Power Level 5 could tunnel up to 30 meters during their turn and suffer no penalties while doing so, or they can tunnel up to 180 meters and incur a standard penalty. If the character sprints, the standard penalty applies until the beginning of the character's next turn.
Ultra-power
- Personal power
- Standard action
- Prerequisite: Three powers with the same unifying theme
Ultra-power is a personal power which permits the character to use a variety of gift and powers, one at a time.
In order to buy Ultra-power, the character must have purchased three powers which adhere to a specific unifying theme. Some typical unifying themes are trick arrows, magic spells, and high-tech armor. The player can pick any unifying theme they like, subject to the GM's approval.
A character with Ultra-power can use any thematically-appropriate gift or power, subject to the GM's approval. Changing from one gift or power to another requires a standard action. Any defenses or ongoing effects granted by the previous gift or power cease.
The effective Power Level of Ultra-power abilities is half of the character's normal Power Level (rounded down, even if the fraction is more than one-half, to a minimum of 1).
If the Ultra-power has a power boost, that power boost may be applied to appropriate powers.
Villain Powers
Powers can work quite differently for villains than it does for player characters. For example, a character with Mind Control will rarely be able to maintain their control over a target for more than a few minutes, but a villain might have an NPC under their control for weeks or even years. Villains can accomplish things that are simply beyond the capabilities of player characters.