Bulletproof Blues 3e EN:Powers: Difference between revisions

From OGC
Jump to navigation Jump to search
No edit summary
 
(844 intermediate revisions by the same user not shown)
Line 2: Line 2:
{{TOC right}}
{{TOC right}}


<div style="color:maroon;">'''(NOTE: This is a work in progress.)'''</div>
Powers are those abilities beyond what is possible for ordinary mortals. Flying through the air, reading others' thoughts, and firing blasts of energy from one's jewelry are impossible for a normal human, but these powers are all within reach for a posthuman. Each power costs one character point. We suggest spending about 5 character points on powers.  


Powers are those abilities beyond what is possible for ordinary mortals. Flying through the air, reading others' thoughts, and firing blasts of energy from one's jewelry are impossible for the typical man or woman on the street, but these powers are all within reach for a posthuman. Each power costs from one to three character points per rank in the power. The cost per rank of each power is listed in the power's description.
Some power names have a word in brackets, such as [Element] Immunity. This indicates that the power listed is a general version, and you will need to choose the specific power. For example, a character won't have the [Element] Immunity power. Instead, they will have Air Immunity, or Darkness Immunity, or immunity to some other element. This choice must be made when the power is purchased, and may not normally be changed thereafter.


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


A character who has expertise with a power possesses extraordinary competence, above and beyond the skill a character with that power may reasonably be assumed to possess. Expertise in a power costs one character point in addition to the cost of the power itself, and it grants the character a +3 bonus to the task roll to use the power.
If a power [[Bulletproof_Blues_3e_EN:Actions#Area_Attacks|affects an area]], the radius of the area is dictated by the character's [[Bulletproof_Blues_3e_EN:Attributes#Power_Level|Power Level]]. This distance is a maximum, not a requirement: a character may choose to target a smaller area. Also see [[Bulletproof_Blues_3e_EN:Powers#Increased_Area|Increased Area]], which increases the maximum area of a character's area powers.


Expertise does not give a character a power they would not normally possess, nor does lack of expertise mean that a character incurs any penalty when using that power. A character with the Plant Control power, but without expertise in Plant Control, would still be able to animate and mentally control plants.
Similarly, if a power is ranged, the maximum range of the power is dictated by the character's [[Bulletproof_Blues_3e_EN:Attributes#Power_Level|Power Level]]. Also see [[Bulletproof_Blues_3e_EN:Powers#Increased_Range|Increased Range]], which increases the maximum range of a character's ranged powers.


===Villainous Expertise===
Most powers can be modified in small ways, providing minor advantages or disadvantages to the character. Some examples are provided as a guideline, such as "Swinging" under [[Bulletproof_Blues_3e_EN:Powers#Flight|Flight]]. Such modifications to a power are subject to the GM's approval.


Only very unusual villains have expertise. Expertise can have a powerful effect in combat, and it tends to be more powerful in the hands of the GM than in the hands of the players because the GM rolls more dice over the course of the game than any of the players do. For this reason, it is best to restrict villainous expertise to only those villains that truly do have an exceptional amount of control over their powers and abilities. If the Game Moderator is concerned about a villain's ability to pose a challenge to the heroes, remember that the GM can give villains any attribute or power at any rank. If the villain isn't putting up enough of a fight and the game feels like the characters are going through the motions, then the GM should boost the villain's abilities or give them some henchmen to help out. Be creative.
A character may have a power not listed here, using the guidelines under [[Bulletproof_Blues_3e_EN:Powers#New_Follow_Through_Powers|New Follow Through Powers]] and [[Bulletproof_Blues_3e_EN:Powers#New_Powers|New Powers]], and subject to the GM's approval. However, any new powers should be approximately as useful as these powers, in order to maintain a sense of fairness with other characters.


==Typical Powers==
===Types Of Attacks===


This is a list of typical powers found in a ''Bulletproof Blues'' game. This list is not exhaustive. A character may well have a power not listed here, using the guidelines under [[Bulletproof_Blues_3e_EN:Powers#New_Powers|New Powers]] and subject to GM approval. However, any new powers should be approximately as useful as these powers, in order to maintain a sense of fairness with other characters.
Attack powers are either hand-to-hand or ranged, and are normal, mental, or alteration. This will be indicated in the power's description.


Some power names have a word in brackets, such as [Element] Mastery. This indicates that the power listed is a general version, and you will need to choose the specific power. For example, a character won't have the [Attribute] Boost power. Instead, they will have Brawn Boost, or Agility Boost, or some other boosted attribute. This choice must be made when the power is purchased, and may not normally be changed thereafter.
Most attacks are normal attacks. A successful normal attack reduces the target's current Endurance. Clubs, firearms, and powers such as Blast are all normal attacks. Armor, force fields, and powers such as Damage Resistance are effective against normal attacks. Normal attacks are usually resolved with an Agility roll or a Brawn roll. Normal attacks are usually obvious when used.


A few powers are marked with a star (★). This indicates that the power listed is actually a group of related powers from which you will need to choose. For example, a character with the Super Senses power will need to choose which senses they actually have. As with general powers, this choice must be made when the power is purchased, and may not normally be changed thereafter.
Mental attacks are those which affect the target's mind directly. Conventional defenses such as armor and Damage Resistance are not effective against mental attacks: only Mental Resistance is effective against mental attacks. Mental attacks are usually resolved with a Power Level vs. Presence roll. Mental attacks are obvious to anyone who has Mental Resistance or mental powers, but are usually invisible to everyone else.


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


The Activation column indicates when or if the power must be turned on. Powers listed as "Always On" are assumed to be active at all times. Powers listed as "Activated" must be turned on by the character using a free action, but will remain on as long as the character is conscious. "Attack" powers require a task action to use, while "Reaction" powers can be used at any time, as often as the GM deems reasonable. See [[Bulletproof_Blues_3e_EN:Actions#Actions|Actions]] for more information.
==Power Descriptions==


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


The Task Roll column indicates which attribute is used for task rolls to use the power. For most attacks, this is also the attribute used to determine the difficulty modifier. For example, for hand-to-hand attacks, both the task roll and the difficulty modifier are based on Brawn.
===Absorption===
:''Free action''


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


The Target column indicates who or what is affected by the power. Many powers affect only the character with the power, such as Invisibility. These are indicated as "Personal". Other powers affect either a single target, an area defined by the character, or an area centered on the character with the power. See [[Bulletproof_Blues_3e_EN:Powers#Radius_Effect|Radius Effect]] for more information.
The energy the character absorbs is stored in their Absorption pool. The maximum size of the Absorption pool is equal to the character's Power Level attribute. Each time a normal attack successfully strikes the character, the number of dice the opponent rolled is added to the character's Absorption pool. For example, if the attacker rolled three dice, and the attack was successful, 3 would be added to the character's Absorption pool.


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


The Range column indicates the useful range of the power. Many powers only affect the character with the power, such as Invisibility. These are indicated with a dash (--). Powers which only work hand-to-hand are indicated as "Touch" powers, while powers which may be targeted at range are indicated as "Ranged". A few powers have ranges based on the specific type of power chosen, or on some other circumstance. These are indicated as "Varies".
* ''Boost:'' The character may increase one of their attributes by an amount equal to the size of their Absorption pool, up to a maximum of 10. Boosting the character's attribute requires a quick action, and the boost lasts for only one round. If the character uses the boost to increase their Power Level, this does not change the size of their Absorption pool.
* ''Healing:'' The character restores an amount of lost Endurance (or drained or damaged attribute) equal to the size of their Absorption pool. Healing themselves in this fashion requires a quick action.
* ''Power:''  The character gains one of the powers that was used against them. The power lasts for a number of rounds equal to the size of their Absorption pool, or until the character uses their Absorption pool for something else, whichever happens first. Gaining the power requires a quick action, but using it requires whatever action the power normally requires.


The maximum effective distance of "Ranged" powers is based on the rank of the power (the distance on the [[Bulletproof_Blues_3e_EN:Actions#Benchmarks|Benchmarks]] table under "Affects"). In some cases, the power may be used at greater range, but with severely diminished accuracy. See [[Bulletproof_Blues_3e_EN:Actions#Range_Bands|Range Bands]] for more information.
If the energy in the Absorption pool is not expended by the end of the scene, it fades away shortly thereafter.


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


Powers can sometimes work quite differently for villains than it does for heroes. For example, a character with Mind Control will rarely be able to maintain their control over a target for more than a few minutes, but a villain might have an NPC under their control for weeks or even years. Story-based powers can accomplish things that are simply beyond the capabilities of player characters. However, do not overuse this technique, or the players will grow tired of it.
Agility Drain is a hand-to-hand alteration attack which inflicts damage to the target's Agility. Attacking with Agility Drain requires a successful Hand-to-hand Combat (Power Level) roll against a Hand-to-hand Combat (Brawn) roll of the target, or a Hand-to-hand Combat (Brawn + Power Level) roll of the target if the target has Alteration Resistance. If the attacker succeeds at this roll, then the target's Agility is reduced by one (or more, if using the optional [[Bulletproof_Blues_3e_EN:Actions#Margin_Of_Success_(Optional)|margin of success]] rules). Agility Drain ignores all normal forms of protection such as armor and Damage Resistance.


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


The Cost column indicates the cost per rank to purchase the power. The total cost of a power may be modified by power enhancements and power defects. See [[Bulletproof_Blues_3e_EN:Powers#Power_Modifiers|Power Modifiers]] for more information.
===Agility Drain Ray===
:''Standard action''
:''Prerequisite:'' [[Bulletproof_Blues_3e_EN:Powers#Agility_Drain|Agility Drain]]
:''Follow through powers:'' [[Bulletproof_Blues_3e_EN:Powers#Agility_Theft_Ray|Agility Theft Ray]]


{| cellpadding="4" cellspacing="1"
Agility Drain Ray is a ranged alteration attack which inflicts damage to the target's Agility. Attacking with Agility Drain Ray requires a successful Ranged Combat (Power Level) roll against a Ranged Combat (Agility) roll of the target, or a Ranged Combat (Agility + Power Level) roll of the target if the target has Alteration Resistance. If the attacker succeeds at this roll, then the target's Agility is reduced by one (or more, if using the optional [[Bulletproof_Blues_3e_EN:Actions#Margin_Of_Success_(Optional)|margin of success]] rules). Agility Drain Ray ignores all normal forms of protection such as armor and Damage Resistance.
|+Table: Typical powers
 
|- class="h1row"
The effects of multiple Agility Drain Ray attacks are cumulative, but the damage from Agility Drain Ray is temporary. It all comes back after the fight is over, when the target has had a chance to rest and recuperate. The damage from Agility Drain Ray will also return if the character with Agility Drain Ray goes unconscious.
! class="alignleft"|Power
! class="aligncenter"|Activation
! class="aligncenter"|Task Roll
! class="aligncenter"|Target
! class="aligncenter"|Range
! class="aligncenter"|Cost
|- class="oddrow"
| class="alignleft"|Absorption
| class="aligncenter"|Always On
| class="aligncenter"|--
| class="aligncenter"|Personal
| class="aligncenter"|--
| class="aligncenter"|1
|- class="evenrow"
| class="alignleft"|Alternate Form
| class="aligncenter"|Activated
| class="aligncenter"|--
| class="aligncenter"|Personal
| class="aligncenter"|--
| class="aligncenter"|1
|- class="oddrow"
| class="alignleft"|Amazing Movement ★
| class="aligncenter"|Activated
| class="aligncenter"|--
| class="aligncenter"|Personal
| class="aligncenter"|--
| class="aligncenter"|1
|- class="evenrow"
| class="alignleft"|Animal Control
| class="aligncenter"|Attack
| class="aligncenter"|Power
| class="aligncenter"|Radius
| class="aligncenter"|Ranged
| class="aligncenter"|1
|- class="oddrow"
| class="alignleft"|Attack Reflection
| class="aligncenter"|Reaction
| class="aligncenter"|Power
| class="aligncenter"|Single Target
| class="aligncenter"|Ranged
| class="aligncenter"|2
|- class="evenrow"
| class="alignleft"|[Attribute] Boost
| class="aligncenter"|Activated
| class="aligncenter"|--
| class="aligncenter"|Personal
| class="aligncenter"|--
| class="aligncenter"|1
|- class="oddrow"
| class="alignleft"|[Attribute] Drain
| class="aligncenter"|Attack
| class="aligncenter"|Brawn
| class="aligncenter"|Single Target
| class="aligncenter"|Touch
| class="aligncenter"|1
|- class="evenrow"
| class="alignleft"|Attribute Invulnerability
| class="aligncenter"|Always On
| class="aligncenter"|--
| class="aligncenter"|Personal
| class="aligncenter"|--
| class="aligncenter"|1
|- class="oddrow"
| class="alignleft"|Barrier
| class="aligncenter"|Attack
| class="aligncenter"|Power
| class="aligncenter"|Radius
| class="aligncenter"|Ranged
| class="aligncenter"|1
|- class="evenrow"
| class="alignleft"|Blast
| class="aligncenter"|Attack
| class="aligncenter"|Agility
| class="aligncenter"|Single Target
| class="aligncenter"|Ranged
| class="aligncenter"|1
|- class="oddrow"
| class="alignleft"|Blindness
| class="aligncenter"|Attack
| class="aligncenter"|Agility
| class="aligncenter"|Single Target
| class="aligncenter"|Ranged
| class="aligncenter"|1
|- class="evenrow"
| class="alignleft"|Clinging
| class="aligncenter"|Activated
| class="aligncenter"|--
| class="aligncenter"|Personal
| class="aligncenter"|--
| class="aligncenter"|1
|- class="oddrow"
| class="alignleft"|Combination
| class="aligncenter"|Activated
| class="aligncenter"|--
| class="aligncenter"|Personal
| class="aligncenter"|Touch
| class="aligncenter"|1
|- class="evenrow"
| class="alignleft"|Communication ★
| class="aligncenter"|Activated
| class="aligncenter"|Perception
| class="aligncenter"|Personal
| class="aligncenter"|Varies
| class="aligncenter"|1
|- class="oddrow"
| class="alignleft"|Damaging Aura
| class="aligncenter"|Activated
| class="aligncenter"|Brawn
| class="aligncenter"|Personal
| class="aligncenter"|Touch
| class="aligncenter"|1
|- class="evenrow"
| class="alignleft"|Danger Sense
| class="aligncenter"|Reaction
| class="aligncenter"|Varies
| class="aligncenter"|Personal
| class="aligncenter"|--
| class="aligncenter"|1
|- class="oddrow"
| class="alignleft"|Duplication
| class="aligncenter"|Activated
| class="aligncenter"|--
| class="aligncenter"|Personal
| class="aligncenter"|--
| class="aligncenter"|3
|- class="evenrow"
| class="alignleft"|[Element] Form
| class="aligncenter"|Activated
| class="aligncenter"|--
| class="aligncenter"|Personal
| class="aligncenter"|--
| class="aligncenter"|2
|- class="oddrow"
| class="alignleft"|[Element] Mastery
| class="aligncenter"|Varies
| class="aligncenter"|Varies
| class="aligncenter"|Radius
| class="aligncenter"|Varies
| class="aligncenter"|3
|- class="evenrow"
| class="alignleft"|Element Mimicry
| class="aligncenter"|Activated
| class="aligncenter"|--
| class="aligncenter"|Personal
| class="aligncenter"|Touch
| class="aligncenter"|2
|- class="oddrow"
| class="alignleft"|[Element] Resistance
| class="aligncenter"|Always On
| class="aligncenter"|--
| class="aligncenter"|Personal
| class="aligncenter"|--
| class="aligncenter"|1
|- class="evenrow"
| class="alignleft"|Emotion Control
| class="aligncenter"|Attack
| class="aligncenter"|Willpower
| class="aligncenter"|Single Target
| class="aligncenter"|Ranged
| class="aligncenter"|1
|- class="oddrow"
| class="alignleft"|Extra Attacks
| class="aligncenter"|Activated
| class="aligncenter"|--
| class="aligncenter"|Personal
| class="aligncenter"|--
| class="aligncenter"|1
|- class="evenrow"
| class="alignleft"|Flight
| class="aligncenter"|Activated
| class="aligncenter"|--
| class="aligncenter"|Personal
| class="aligncenter"|--
| class="aligncenter"|2
|- class="oddrow"
| class="alignleft"|Force Field
| class="aligncenter"|Activated
| class="aligncenter"|--
| class="aligncenter"|Personal
| class="aligncenter"|--
| class="aligncenter"|1
|- class="evenrow"
| class="alignleft"|Growth
| class="aligncenter"|Activated
| class="aligncenter"|--
| class="aligncenter"|Personal
| class="aligncenter"|--
| class="aligncenter"|1
|- class="oddrow"
| class="alignleft"|Healing
| class="aligncenter"|Attack
| class="aligncenter"|Agility
| class="aligncenter"|Single Target
| class="aligncenter"|Ranged
| class="aligncenter"|1
|- class="evenrow"
| class="alignleft"|Hold
| class="aligncenter"|Attack
| class="aligncenter"|Agility
| class="aligncenter"|Single Target
| class="aligncenter"|Ranged
| class="aligncenter"|1
|- class="oddrow"
| class="alignleft"|Illusion
| class="aligncenter"|Attack
| class="aligncenter"|Power
| class="aligncenter"|Radius
| class="aligncenter"|Ranged
| class="aligncenter"|1
|- class="evenrow"
| class="alignleft"|Immortality
| class="aligncenter"|Always On
| class="aligncenter"|--
| class="aligncenter"|Personal
| class="aligncenter"|--
| class="aligncenter"|1
|- class="oddrow"
| class="alignleft"|Immunity ★
| class="aligncenter"|Always On
| class="aligncenter"|--
| class="aligncenter"|Personal
| class="aligncenter"|--
| class="aligncenter"|1
|- class="evenrow"
| class="alignleft"|Increased Density
| class="aligncenter"|Activated
| class="aligncenter"|--
| class="aligncenter"|Personal
| class="aligncenter"|--
| class="aligncenter"|1
|- class="oddrow"
| class="alignleft"|Intangibility
| class="aligncenter"|Activated
| class="aligncenter"|--
| class="aligncenter"|Personal
| class="aligncenter"|--
| class="aligncenter"|1
|- class="evenrow"
| class="alignleft"|Invisibility
| class="aligncenter"|Activated
| class="aligncenter"|--
| class="aligncenter"|Personal
| class="aligncenter"|--
| class="aligncenter"|1
|- class="oddrow"
| class="alignleft"|Invulnerability
| class="aligncenter"|Always On
| class="aligncenter"|--
| class="aligncenter"|Personal
| class="aligncenter"|--
| class="aligncenter"|1
|- class="evenrow"
| class="alignleft"|Life Drain
| class="aligncenter"|Attack
| class="aligncenter"|Brawn
| class="aligncenter"|Single Target
| class="aligncenter"|Touch
| class="aligncenter"|1
|- class="oddrow"
| class="alignleft"|Machine Control
| class="aligncenter"|Attack
| class="aligncenter"|Power
| class="aligncenter"|Single Target
| class="aligncenter"|Ranged
| class="aligncenter"|1
|- class="evenrow"
| class="alignleft"|Mind Blast
| class="aligncenter"|Attack
| class="aligncenter"|Willpower
| class="aligncenter"|Single Target
| class="aligncenter"|Ranged
| class="aligncenter"|2
|- class="oddrow"
| class="alignleft"|Mind Control
| class="aligncenter"|Attack
| class="aligncenter"|Willpower
| class="aligncenter"|Single Target
| class="aligncenter"|Ranged
| class="aligncenter"|2
|- class="evenrow"
| class="alignleft"|Mind Hold
| class="aligncenter"|Attack
| class="aligncenter"|Willpower
| class="aligncenter"|Single Target
| class="aligncenter"|Ranged
| class="aligncenter"|2
|- class="oddrow"
| class="alignleft"|Mind Shield
| class="aligncenter"|Always On
| class="aligncenter"|--
| class="aligncenter"|Personal
| class="aligncenter"|--
| class="aligncenter"|1
|- class="evenrow"
| class="alignleft"|Object Animation
| class="aligncenter"|Attack
| class="aligncenter"|Power
| class="aligncenter"|Single Target
| class="aligncenter"|Ranged
| class="aligncenter"|1
|- class="oddrow"
| class="alignleft"|Plant Control
| class="aligncenter"|Attack
| class="aligncenter"|Power
| class="aligncenter"|Radius
| class="aligncenter"|Ranged
| class="aligncenter"|1
|- class="evenrow"
| class="alignleft"|Possession
| class="aligncenter"|Attack
| class="aligncenter"|Willpower
| class="aligncenter"|Single Target
| class="aligncenter"|Ranged
| class="aligncenter"|2
|- class="oddrow"
| class="alignleft"|Power Drain
| class="aligncenter"|Attack
| class="aligncenter"|Brawn
| class="aligncenter"|Single Target
| class="aligncenter"|Touch
| class="aligncenter"|1
|- class="evenrow"
| class="alignleft"|Power Invulnerability
| class="aligncenter"|Always On
| class="aligncenter"|--
| class="aligncenter"|Personal
| class="aligncenter"|--
| class="aligncenter"|1
|- class="oddrow"
| class="alignleft"|Power Mimicry
| class="aligncenter"|Attack
| class="aligncenter"|Brawn
| class="aligncenter"|Single Target
| class="aligncenter"|Touch
| class="aligncenter"|2
|- class="evenrow"
| class="alignleft"|Power Suppression
| class="aligncenter"|Attack
| class="aligncenter"|Power
| class="aligncenter"|Single Target
| class="aligncenter"|Ranged
| class="aligncenter"|1
|- class="oddrow"
| class="alignleft"|Power Theft
| class="aligncenter"|Attack
| class="aligncenter"|Brawn
| class="aligncenter"|Single Target
| class="aligncenter"|Touch
| class="aligncenter"|3
|- class="evenrow"
| class="alignleft"|Probability Control
| class="aligncenter"|Activated
| class="aligncenter"|--
| class="aligncenter"|Single Target
| class="aligncenter"|Ranged
| class="aligncenter"|2
|- class="oddrow"
| class="alignleft"|Regeneration
| class="aligncenter"|Always On
| class="aligncenter"|--
| class="aligncenter"|Personal
| class="aligncenter"|--
| class="aligncenter"|1
|- class="evenrow"
| class="alignleft"|Shapeshifting
| class="aligncenter"|Activated
| class="aligncenter"|--
| class="aligncenter"|Personal
| class="aligncenter"|--
| class="aligncenter"|2
|- class="oddrow"
| class="alignleft"|Shrinking
| class="aligncenter"|Activated
| class="aligncenter"|--
| class="aligncenter"|Personal
| class="aligncenter"|--
| class="aligncenter"|1
|- class="evenrow"
| class="alignleft"|Stretching
| class="aligncenter"|Activated
| class="aligncenter"|--
| class="aligncenter"|Personal
| class="aligncenter"|--
| class="aligncenter"|1
|- class="oddrow"
| class="alignleft"|Strike
| class="aligncenter"|Attack
| class="aligncenter"|Brawn
| class="aligncenter"|Single Target
| class="aligncenter"|Touch
| class="aligncenter"|1
|- class="evenrow"
| class="alignleft"|Super-jumping
| class="aligncenter"|Activated
| class="aligncenter"|--
| class="aligncenter"|Personal
| class="aligncenter"|--
| class="aligncenter"|1
|- class="oddrow"
| class="alignleft"|Super-running
| class="aligncenter"|Activated
| class="aligncenter"|--
| class="aligncenter"|Personal
| class="aligncenter"|--
| class="aligncenter"|1
|- class="evenrow"
| class="alignleft"|Super Senses ★
| class="aligncenter"|Activated
| class="aligncenter"|Perception
| class="aligncenter"|Personal
| class="aligncenter"|Varies
| class="aligncenter"|1
|- class="oddrow"
| class="alignleft"|Super-speed
| class="aligncenter"|Activated
| class="aligncenter"|--
| class="aligncenter"|Personal
| class="aligncenter"|--
| class="aligncenter"|1
|- class="evenrow"
| class="alignleft"|Super-swimming
| class="aligncenter"|Activated
| class="aligncenter"|--
| class="aligncenter"|Personal
| class="aligncenter"|--
| class="aligncenter"|1
|- class="oddrow"
| class="alignleft"|Telekinesis
| class="aligncenter"|Attack
| class="aligncenter"|Agility
| class="aligncenter"|Single Target
| class="aligncenter"|Ranged
| class="aligncenter"|1
|- class="evenrow"
| class="alignleft"|Telepathy
| class="aligncenter"|Attack
| class="aligncenter"|Willpower
| class="aligncenter"|Single Target
| class="aligncenter"|Ranged
| class="aligncenter"|1
|- class="oddrow"
| class="alignleft"|Teleportation
| class="aligncenter"|Activated
| class="aligncenter"|--
| class="aligncenter"|Personal
| class="aligncenter"|--
| class="aligncenter"|2
|- class="evenrow"
| class="alignleft"|Time Control
| class="aligncenter"|Attack
| class="aligncenter"|Power
| class="aligncenter"|Single Target
| class="aligncenter"|Ranged
| class="aligncenter"|2
|- class="oddrow"
| class="alignleft"|[Transformation] Ray
| class="aligncenter"|Attack
| class="aligncenter"|Agility
| class="aligncenter"|Single Target
| class="aligncenter"|Ranged
| class="aligncenter"|1
|- class="evenrow"
| class="alignleft"|Tunneling
| class="aligncenter"|Activated
| class="aligncenter"|--
| class="aligncenter"|Personal
| class="aligncenter"|--
| class="aligncenter"|2
|- class="oddrow"
| class="alignleft"|[Ultra-power]
| class="aligncenter"|Varies
| class="aligncenter"|Varies
| class="aligncenter"|Varies
| class="aligncenter"|Varies
| class="aligncenter"|3
|}


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


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


===Absorption===
The effects of multiple Agility Theft attacks are cumulative, but the maximum amount of Agility an attacker can steal is equal to their own Power Level. For example, a character with Power Level 4 could only steal 4 ranks of Agility, no matter how many targets they attack with Agility Theft.
:'''Activation:''' Always On
:'''Task roll:''' --
:'''Target:''' Personal
:'''Range:''' --
:'''Cost:''' 1 character point per rank


Absorption permits the character to absorb damage from a force or substance and use that energy in specific ways. The character can heal themselves, or they can temporarily gain the power that attacked them, or they can boost one of their existing powers. The specific type of force or substance that can be absorbed 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 may pick any force or substance, subject to the GM's approval.
The damage from Agility Theft is temporary. It all comes back after the fight is over, when the target has had a chance to rest and recuperate. The character with the Agility Theft may also return the stolen Agility voluntarily, of course.


The maximum amount of energy which can be absorbed from a single attack is equal to the rank in the Absorption power, or the amount of damage which exceeds the character's protection value (PV), whichever is less. For example, if a character has rank 3 Force Field and rank 2 Absorption (electricity) and is struck by a rank 7 electrical attack, the damage rating of the attack reduces the character's Endurance by 4 (7 - 3 = 4), and the character absorbs 2 ranks of energy. These 2 ranks are added to a pool of absorbed energy which depletes at the rate of 1 rank per round, starting the round after the energy was absorbed.
===Agility Theft Ray===
:''Standard action''
:''Prerequisite:'' [[Bulletproof_Blues_3e_EN:Powers#Agility_Drain_Ray|Agility Drain Ray]] or [[Bulletproof_Blues_3e_EN:Powers#Agility_Theft|Agility Theft]]


The energy in the character's Absorption pool may be used in one of three ways, which may be chosen by the character on a case-by-case basis.
Agility Theft Ray is a ranged alteration attack which allows a character to temporarily steal the target's Agility. Attacking with Agility Theft Ray requires a successful Ranged Combat (Power Level) roll against a Ranged Combat (Agility) roll of the target, or a Ranged Combat (Agility + Power Level) roll of the target if the target has Alteration Resistance. If the attacker succeeds at this roll, then one rank of the target's Agility (or more, if using the optional [[Bulletproof_Blues_3e_EN:Actions#Margin_Of_Success_(Optional)|margin of success]] rules) is transferred from the target to the character. Agility Theft Ray ignores all normal forms of protection such as armor and Damage Resistance.


* '''Healing:''' The character restores an amount of lost Endurance (or other damaged attribute) up to the rank of energy in the pool. Each rank of restored Endurance requires the expenditure of one rank of absorbed energy. Healing themselves in this fashion requires a free action.
The effects of multiple Agility Theft Ray attacks are cumulative, but the maximum amount of Agility an attacker can steal is equal to their own Power Level. For example, a character with Power Level 4 could only steal 4 ranks of Agility, no matter how many targets they attack with Agility Theft and Agility Theft Ray.
* '''Power:'''  The character gains the power that inflicted the damage, and can use this power to attack others. Each rank of the gained power requires the expenditure of one rank of absorbed energy, and the power lasts for only one round. Gaining the power requires a free action, but using it requires a task action (or whatever action that power normally requires).
* '''Boost:''' The character may increase the rank of one of their attributes or of one of their current powers. This requires the expenditure of one rank of absorbed energy for each rank by which the attribute or power is increased, and the boost lasts for only one round. Boosting an attribute or power requires a free action, but using the attribute or power requires whatever action that attribute or power normally requires.


Absorption does not provide protection against an attack: the damage rating of an attack is not reduced by the rank of the Absorption power. If the damage of any attack (regardless of type) would knock the character unconscious or kill them, the character automatically uses their absorbed energy to heal themselves, up to either their full Endurance or the ranks of energy in their Absorption pool, whichever is less.
The damage from Agility Theft Ray is temporary. It all comes back after the fight is over, when the target has had a chance to rest and recuperate. The character with the Agility Theft Ray may also return the stolen Agility voluntarily, of course.


====Enhancements====
===Alteration Resistance===
:''Constant''


'''Delayed Depletion:''' The absorbed energy depletes at a rate of one rank per minute rather than one rank per round. ''+1 character point''
Alteration Resistance is a self-only power which makes the character resistant to alteration attacks: any attack which would damage or drain any of their attributes or powers, or any attack which would physically transform them against their will. A character with Alteration Resistance adds their Power Level to their combat defense rolls when making a defense roll against such attacks.


===Alternate Forms===
===Alternate Forms===
:'''Activation:''' Activated
:''Standard action''
:'''Task roll:''' --
:'''Target:''' Personal
:'''Range:''' --
:'''Cost:''' 1 character point per rank


A character with the Alternate Forms power has multiple independent identities, each with its own powers and appearance, and potentially even a different personality for each (if the player wishes). The character can only use one alternate form at a time, and changing forms requires activating the power with a free action (although the character can only activate one form per round). The number of alternate forms the character has is equal to the rank of the power. For example, a character with rank 3 Alternate Forms who can consciously control their evolution might have a physically powerful but slow-witted hominid form, a physically weak but mentally potent hyper-evolved form, and an aquatic prehistoric form. The cost for all forms is paid by the base character; the alternate forms are created using the same number of character points as the base character (minus the cost of the Alternate Forms power), and they may not themselves have the Alternate Forms power.
Alternate Forms is a self-only power which grants the character multiple independent identities, each with its own powers and appearance, and potentially even a different personality (if the player wishes). The maximum number of forms the character may have is equal to their Power Level, and each form is created with 5 fewer character points than the previous form. For example, a 30 point character with three forms would have a 30 point form, a 25 point form, and a 20 point form. Each form must have the same Power Level.


Alternate Forms must be activated with a free action: if the character is staggered or goes unconscious, the power turns off, and the character reverts to their base form. The character may also turn off their Alternate Forms voluntarily, of course. A staggered character may attempt a challenging Willpower task roll (task difficulty 12) to keep their Alternate Forms activated while staggered.  
A character with Alternate Forms can change forms using a standard action. If the character goes unconscious, the character remains in their current form.


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


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


'''Dial R For Random (major defect):''' Normally, a character with Alternate Forms has a set of predefined forms and identities. With the Dial R For Random power defect, the knowledge and memories of the character are preserved, but their powers and appearance (and personality, if the player wishes) are that of a completely new person each time the power is activated. With the GM's approval, even the character's skills and advantages might be changed. A character with the Dial R For Random power defect must have at least 2 ranks in the Alternate Forms power. ''-1 character point''
'''Uncontrollable:''' Normally, the Alternate Forms power is activated consciously by the character. However, some characters are unable to control when they change forms, or which form is taken (if they have more than one). The Alternate Forms may be triggered by the emotional state of the character (anger is a popular choice), or the character may change forms on an unknown or immutable schedule.


'''Uncontrollable (extreme defect):''' The character is unable to control when they change forms, nor which form is taken (if they have more than one). The Alternate Forms may be triggered by the emotional state of character (anger is a popular choice), or the character may change forms on an unknown or immutable schedule. ''-2 character points''
===Ambient Awareness===
:''Free action''


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


===Amazing Movement ★===
===Astral Travel===
:'''Activation:''' Activated
:''Move action''
:'''Task roll:''' --
:'''Target:''' Personal
:'''Range:''' --
:'''Cost:''' 1 character point per rank


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


* '''Astral Travel:''' The character can detach their consciousness from their physical body and travel to alternate realities and divergent time streams, leaving their physical body behind. The character must succeed at a demanding (task difficulty 15) Willpower task roll to navigate to a specific location in a desired reality or divergent time stream. While using Astral Travel, the consciousness of the traveler is typically invisible, but those who possess extraordinary spiritual or magical awareness may be able to see the traveler's "astral body". The "astral body" of the traveler does not require the Immunity power to survive in other realities or planes of existence, and is usually unable to interact with the strange vistas around them, although they may converse with anyone capable of perceiving them. While the "astral body" is separated from the character's physical body, their physical body appears to be in a comatose state, and the traveler is unaware of anything happening to or around their physical form.
===Blast===
* '''Dimensional Travel:''' The character can traverse dimensional boundaries, visiting alternate realities and divergent time streams. Depending on the method used, the character may be able to take others with them. Survival in other realities or planes of existence may require ranks in Immunity, depending on the local environment. See [[Bulletproof_Blues_3e_EN:Powers#Immunity|Immunity]] for more details.
:''Standard action''
* '''Etheric Travel:''' The character can detach their consciousness from their physical body and travel to anywhere on Earth, leaving their physical body behind. The character must succeed at a challenging (task difficulty 12) Willpower task roll to navigate to a specific location. While using Etheric Travel, the consciousness of the traveler is typically invisible, but those who possess extraordinary spiritual or magical awareness may be able to see the traveler's "etheric body". The "etheric body" of the traveler does not require the Immunity power to survive in the upper atmosphere or under water, and is usually unable to interact with the world around them, although they may converse with anyone capable of perceiving them. While the "etheric body" is separated from the character's physical body, their physical body appears to be in a comatose state, and the traveler is unaware of anything happening to or around their physical form.
:''Follow through powers:'' [[Bulletproof_Blues_3e_EN:Powers#Area_Blast|Area Blast]], [[Bulletproof_Blues_3e_EN:Powers#Seeking_Blast|Seeking Blast]]
* '''Space Travel:''' The character can travel into space, visiting distant worlds and returning in a reasonably prompt fashion. Depending on the method used, the character may be able to take others with them. Survival in outer space requires a spaceworthy vehicle or at least 4 ranks in Immunity (Asphyxia, Exposure (Cold), Radiation, and Vacuum). See [[Bulletproof_Blues_3e_EN:Powers#Immunity|Immunity]] for more details.
[[File:BB3 Blast chart.png|633px]]
* '''Time Travel:''' The character can traverse the time stream, stepping into the past or the future. Depending on the method used, the character may be able to take others with them. Whether the time traveler can change the past or simply creates a divergent time stream is a bone of contention among philosophers and temporal physicists (the Kalos Universe generally assumes the latter).


===Animal Control===
Blast is a ranged normal attack which inflicts Endurance damage. The Blast could be radiation, fire, cold, arrows, or even darkness or light, and this must be chosen when the Blast power is purchased. Attacking with Blast requires a successful Ranged Combat (Agility + Power Level) roll against a Ranged Combat (Agility) roll of the target, or a Ranged Combat (Agility + Power Level) roll of the target if the target has Damage Resistance or Force Field. If the attacker succeeds at this roll, then the target's Endurance is reduced by one (or more, if using the optional [[Bulletproof_Blues_3e_EN:Actions#Margin_Of_Success_(Optional)|margin of success]] rules).
:'''Activation:''' Attack
:'''Task roll:''' Power
:'''Target:''' Radius
:'''Range:''' Ranged
:'''Cost:''' 1 character point per rank


Animal Control allows a character to communicate with and mentally control animals. To successfully communicate with and control all animals within range of the power, the character must succeed at a challenging (task difficulty 12) Animal Control task roll. A character's Animal Control might be limited to a specific type of animal, such as cats or sea creatures. If this is the case, the character gains a +3 bonus on their Animal Control task rolls.
<div id="Area Blast"></div>
===Blast, Area===
:''Standard action''
:''Prerequisite:'' [[Bulletproof_Blues_3e_EN:Powers#Blast|Blast]]
:''Follow through powers:'' [[Bulletproof_Blues_3e_EN:Powers#Seeking_Area_Blast|Seeking Area Blast]], [[Bulletproof_Blues_3e_EN:Powers#Selective_Area_Blast|Selective Area Blast]]


Controlled animals have the same actions as a normal character (free actions, movement action, task action, reaction), and operate independently of the character that animated them. Giving a new mental command to the controlled animals requires a free action.
Area Blast is a ranged, area normal attack which inflicts Endurance damage. The Area Blast could be radiation, fire, cold, arrows, or even darkness or light, and this must be chosen when the Area Blast power is purchased. Attacking with Area Blast requires a successful Ranged Combat (Agility + Power Level) roll against a Ranged Combat (Agility) roll of each target in the affected area, or a Ranged Combat (Agility + Power Level) roll of a target if that target has Damage Resistance or Force Field. If the attacker succeeds at this roll, then the target's Endurance is reduced by one (or more, if using the optional [[Bulletproof_Blues_3e_EN:Actions#Margin_Of_Success_(Optional)|margin of success]] rules).


The attributes of the controlled animals are equal to the normal attributes those kinds of animals would have. However, controlled animals are highly resistant to mental powers, having Mind Shield equal to the rank of the Animal Control power. If the character rolls an extreme success, then the animated animals are significantly smarter (+1 Reason and +1 Perception). Controlled animals have the normal movement and attack types that those kinds of animals would have.
The attacker rolls once for the attack. Normally, each target in the affected area rolls individually against the attack, but if the GM prefers, she may roll once for each group of similar targets.


The character can control animals in an area around themselves based on the rank of the power. Find the rank of the power in the [[Bulletproof_Blues_3e_EN:Actions#Benchmarks|Benchmarks table]], and look up the value in the "Affects" column.
'''Specific Targets:''' Some characters' attacks are specifically tuned to affect only particular targets. For example, the character's Area Blast might be an electromagnetic burst, or EMP, which only damages electronics (a single point of Endurance damage is sufficient to destroy consumer-grade electronics). Another example could be a character who uses poisonous gas grenades which are harmful to living beings, but which do not affect inanimate objects.


===Attack Reflection===
<div id="Seeking Blast"></div>
:'''Activation:''' Reaction
===Blast, Seeking===
:'''Task roll:''' Power
:''Standard action''
:'''Target:''' Single Target
:''Prerequisite:'' [[Bulletproof_Blues_3e_EN:Powers#Blast|Blast]]
:'''Range:''' Ranged
:''Follow through powers:'' [[Bulletproof_Blues_3e_EN:Powers#Seeking_Area_Blast|Seeking Area Blast]]
:'''Cost:''' 2 character points per rank


Attack Reflection permits the character to reflect an attack back at the attacker. Using this power requires an Attack Reflection roll against the Agility of the attacker. If the Attack Reflection task roll fails, the character is struck by the attack and must endure the normal effects of being hit. If the Attack Reflection task roll succeeds, the attack is reflected back and strikes the attacker. If the reflecting character rolls an extreme success, then they may choose one of the standard benefits of extreme success, either overwhelming, smashing, or staggering the attacker.
Seeking Blast is a ranged normal attack which inflicts Endurance damage. The Seeking Blast could be radiation, fire, cold, arrows, or even darkness or light, and this must be chosen when the Blast power is purchased. Attacking with Seeking Blast requires a successful Ranged Combat (Agility + Power Level) roll against a Ranged Combat (Agility) roll of the target, or a Ranged Combat (Agility + Power Level) roll of the target if the target has Damage Resistance or Force Field. If the attacker succeeds at this roll, then the target's Endurance is reduced by one (or more, if using the optional [[Bulletproof_Blues_3e_EN:Actions#Margin_Of_Success_(Optional)|margin of success]] rules).


===[Attribute] Boost===
Seeking Blast has limited independence from the attacker. If the attack misses the target, the attack will circle around and try again on the succeeding round. The attacker rolls the attack again as a quick action, but no interaction or attention is required from the attacker for this second attack.
:'''Activation:''' Activated
:'''Task roll:''' --
:'''Target:''' Personal
:'''Range:''' --
:'''Cost:''' 1 character point per rank


[Attribute] Boost permits the character to increase the rank of one of their attributes, chosen when this power is purchased. Once every ten minutes, the character may add their ranks in [Attribute] Boost to the rank of their selected attribute (up to rank 14 maximum). The boosted attribute remains at this increased rank for one minute (ten rounds). Once the [Attribute] Boost wears off, the attribute drops to its normal rank (rounded up). Once the character has used their [Attribute] Boost power, it may not be used again for ten minutes.
<div id="Seeking Area Blast"></div>
===Blast, Seeking Area===
:''Standard action''
:''Prerequisite:'' [[Bulletproof_Blues_3e_EN:Powers#Area_Blast|Area Blast]] or [[Bulletproof_Blues_3e_EN:Powers#Seeking_Blast|Seeking Blast]]


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


'''Attribute Fatigue (major defect):''' Once the [Attribute] Boost wears off, the attribute drops to one-half of its normal rank (rounded up) for ten minutes, after which it returns to its normal rank. ''-1 character point''
The attacker rolls once for the attack. Normally, each target in the affected area rolls individually against the attack, but if the GM prefers, she may roll once for each group of similar targets.


===[Attribute] Drain===
Seeking Area Blast has limited independence from the attacker. If the attack misses a target, the attack will try again on the succeeding round. The attacker rolls the attack again as a quick action, but no interaction or attention is required from the attacker for this second attack.
:'''Activation:''' Attack
:'''Task roll:''' Brawn
:'''Target:''' Single Target
:'''Range:''' Touch
:'''Cost:''' 1 character point per rank


[Attribute] Drain is a hand-to-hand attack which inflicts damage to an attribute other than Endurance. The [Attribute] Drain could be radiation, disease, cold, extreme age, toxic gas, or even darkness or light; both this and the specific attribute affected must be chosen when the [Attribute] Drain power is purchased. The [Attribute] Drain has a damage rating equal to the rank of the power.
<div id="Selective Area Blast"></div>
===Blast, Selective Area===
:''Standard action''
:''Prerequisite:'' [[Bulletproof_Blues_3e_EN:Powers#Area_Blast|Area Blast]]


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


Any power or equipment that provides protection for the same attribute as the [Attribute] Drain, such as Attribute Invulnerability, reduces the amount of damage the target takes from the attack. The protection value (PV) of the protection power is subtracted from the damage rating (DR) of the [Attribute] Drain. The remaining damage is subtracted from the target's attribute.
The attacker rolls once for the attack. Normally, each selected target in the affected area rolls individually against the attack, but if the GM prefers, she may roll once for each group of similar targets.


The damage from [Attribute] Drain is temporary. It all comes back after the fight is over, when the target has had a chance to rest and recuperate.
===Blindsight===
:''Free action''


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


'''Ranged:''' The [Attribute] Drain is a ranged attack, with an effective range based on its rank. Using [Attribute] Drain requires an Agility roll against the Agility of the intended target. ''+1 character point''
Normally, a character who can't perceive their opponent has [[Bulletproof_Blues_3e_EN:Actions#Blinding|great difficulty]] in combat. If a character has the Blindsight power, they do not incur any of these penalties.


===Attribute Invulnerability===
===Brawn Drain===
:'''Activation:''' Always On
:''Standard action''
:'''Task roll:''' --
:''Follow through powers:'' [[Bulletproof_Blues_3e_EN:Powers#Brawn_Drain_Ray|Brawn Drain Ray]], [[Bulletproof_Blues_3e_EN:Powers#Brawn_Theft|Brawn Theft]]
:'''Target:''' Personal
[[File:BB3 Brawn Drain chart.png|633px]]
:'''Range:''' --
:'''Cost:''' 1 character point per rank


Attribute Invulnerability provides protection against attacks which inflict damage to an attribute other than Endurance. A character with Attribute Invulnerability subtracts the rank of their Attribute Invulnerability from the rank of attacks that inflict attribute damage. The remaining ranks of the attack are applied against the character's attribute. Attribute Invulnerability does not need to be activated, nor can it be deactivated: it is always on.
Brawn Drain is a hand-to-hand alteration attack which inflicts damage to the target's Brawn. Attacking with Brawn Drain requires a successful Hand-to-hand Combat (Power Level) roll against a Hand-to-hand Combat (Brawn) roll of the target, or a Hand-to-hand Combat (Brawn + Power Level) roll of the target if the target has Alteration Resistance. If the attacker succeeds at this roll, then the target's Brawn is reduced by one (or more, if using the optional [[Bulletproof_Blues_3e_EN:Actions#Margin_Of_Success_(Optional)|margin of success]] rules). Brawn Drain ignores all normal forms of protection such as armor and Damage Resistance.


===Barrier===
The effects of multiple Brawn Drain attacks are cumulative, but the damage from Brawn Drain is temporary. It all comes back after the fight is over, when the target has had a chance to rest and recuperate. The damage from Brawn Drain will also return if the character with Brawn Drain goes unconscious.
:'''Activation:''' Attack
:'''Task roll:''' Power
:'''Target:''' Radius
:'''Range:''' Ranged
:'''Cost:''' 1 character point per rank


Barrier permits the character to create walls and simple geometric shapes made of a particular force or substance. The specific type of force or substance must be chosen when this power is purchased. Some typical examples are air, earth, fire, water, light, darkness, force fields, electricity, magnetism, gravity, cloth, and plants. The player can pick any force or substance, subject to the GM's approval. "Energy", for example, would be much too broad.
===Brawn Drain Ray===
:''Standard action''
:''Prerequisite:'' [[Bulletproof_Blues_3e_EN:Powers#Brawn_Drain|Brawn Drain]]
:''Follow through powers:'' [[Bulletproof_Blues_3e_EN:Powers#Brawn_Theft_Ray|Brawn Theft Ray]]


Creating a simple shape with Barrier (a wall, dome, cube, and so on) requires a challenging Barrier task roll (task difficulty 12). Creating more complex shapes requires a more difficult task roll, with the task difficulty set by the GM based on the complexity of the desired shape. For example, a "T" or "W" or other angular shape would require a demanding Barrier task roll (task difficulty 15), while an intricate labyrinth would require a frustrating Barrier task roll (task difficulty 18).
Brawn Drain Ray is a ranged alteration attack which inflicts damage to the target's Brawn. Attacking with Brawn Drain Ray requires a successful Ranged Combat (Power Level) roll against a Ranged Combat (Agility) roll of the target, or a Ranged Combat (Agility + Power Level) roll of the target if the target has Alteration Resistance. If the attacker succeeds at this roll, then the target's Brawn is reduced by one (or more, if using the optional [[Bulletproof_Blues_3e_EN:Actions#Margin_Of_Success_(Optional)|margin of success]] rules). Brawn Drain Ray ignores all normal forms of protection such as armor and Damage Resistance.


The maximum length or circumference of the barrier is based on the rank of the power. Find the rank of the power in the [[Bulletproof_Blues_3e_EN:Actions#Benchmarks|Benchmarks]] table, and look up the value in the "Affects" column. This is the maximum length or circumference of the barrier the character may create.  
The effects of multiple Brawn Drain Ray attacks are cumulative, but the damage from Brawn Drain Ray is temporary. It all comes back after the fight is over, when the target has had a chance to rest and recuperate. The damage from Brawn Drain Ray will also return if the character with Brawn Drain Ray goes unconscious.


The Barrier has Endurance and protection value (PV) equal to the rank of the power. If the character rolls an extreme success, then the Barrier created is significantly tougher (+1 Endurance). If the damage rating of an attack is less than or equal to the protection value of the Barrier, the attack bounces off harmlessly and the Barrier is undamaged. If damage from an attack exceeds the Barrier's protection value, the remaining damage is subtracted from the Barrier's Endurance, and the attack makes a hole in the barrier large enough for a normal person to walk through. If the Endurance of the Barrier is reduced to zero, the Barrier is destroyed: it crumbles, dissolves, or fades away, as appropriate.
===Brawn Theft===
:''Standard action''
:''Prerequisite:'' [[Bulletproof_Blues_3e_EN:Powers#Brawn_Drain|Brawn Drain]]
:''Follow through powers:'' [[Bulletproof_Blues_3e_EN:Powers#Brawn_Theft_Ray|Brawn Theft Ray]]


A Barrier may also be used to support weight, as a bridge, support column, or other such structure. Find the rank of the power in the [[Bulletproof_Blues_3e_EN:Actions#Benchmarks|Benchmarks]] table, and look up the value in the "Lifts" column. This is the maximum weight which the Barrier can support. If the load on the Barrier exceeds this weight, the Barrier loses 1 Endurance each round that the weight on it exceeds its lifting capacity.
Brawn Theft is a hand-to-hand alteration attack which allows a character to temporarily steal the target's Brawn. Attacking with Brawn Theft requires a successful Hand-to-hand Combat (Power Level) roll against a Hand-to-hand Combat (Brawn) roll of the target, or a Hand-to-hand Combat (Brawn + Power Level) roll of the target if the target has Alteration Resistance. If the attacker succeeds at this roll, then one rank of the target's Brawn (or more, if using the optional [[Bulletproof_Blues_3e_EN:Actions#Margin_Of_Success_(Optional)|margin of success]] rules) is transferred from the target to the character. Brawn Theft ignores all normal forms of protection such as armor and Damage Resistance.


If a Barrier is not attacked or damaged, it will normally remain in place until the end of the scene, after which it crumbles, dissolves, or fades away, as appropriate.
The effects of multiple Brawn Theft attacks are cumulative, but the maximum amount of Brawn an attacker can steal is equal to their own Power Level. For example, a character with Power Level 4 could only steal 4 ranks of Brawn, no matter how many targets they attack with Brawn Theft.


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


'''Permanent:''' The Barrier is relatively permanent. It does not dissolve at the end of the scene, and will remain in place until destroyed. ''+1 character point''
===Brawn Theft Ray===
:''Standard action''
:''Prerequisite:'' [[Bulletproof_Blues_3e_EN:Powers#Brawn_Drain_Ray|Brawn Drain Ray]] or [[Bulletproof_Blues_3e_EN:Powers#Brawn_Theft|Brawn Theft]]


===Blast===
Brawn Theft Ray is a ranged alteration attack which allows a character to temporarily steal the target's Brawn. Attacking with Brawn Theft Ray requires a successful Ranged Combat (Power Level) roll against a Ranged Combat (Agility) roll of the target, or a Ranged Combat (Agility + Power Level) roll of the target if the target has Alteration Resistance. If the attacker succeeds at this roll, then one rank of the target's Brawn (or more, if using the optional [[Bulletproof_Blues_3e_EN:Actions#Margin_Of_Success_(Optional)|margin of success]] rules) is transferred from the target to the character. Brawn Theft Ray ignores all normal forms of protection such as armor and Damage Resistance.
:'''Activation:''' Attack
 
:'''Task roll:''' Agility
The effects of multiple Brawn Theft Ray attacks are cumulative, but the maximum amount of Brawn an attacker can steal is equal to their own Power Level. For example, a character with Power Level 4 could only steal 4 ranks of Brawn, no matter how many targets they attack with Brawn Theft and Brawn Theft Ray.
:'''Target:''' Single Target
 
:'''Range:''' Ranged
The damage from Brawn Theft Ray is temporary. It all comes back after the fight is over, when the target has had a chance to rest and recuperate. The character with the Brawn Theft Ray may also return the stolen Brawn voluntarily, of course.
:'''Cost:''' 1 character point per rank
 
===Bulletproof===
:''Constant''
:''Prerequisite:'' [[Bulletproof_Blues_3e_EN:Powers#Damage_Resistance|Damage Resistance]] or [[Bulletproof_Blues_3e_EN:Powers#Force_Field|Force Field]]
[[File:BB3 Bulletproof chart.png|393px]]


Blast is a ranged attack which inflicts Endurance damage. The Blast could be radiation, fire, cold, arrows, or even darkness or light, and this must be chosen when the Blast power is purchased. The Blast has a damage rating equal to the rank of the power.
Bulletproof is a self-only power which permits the character to ignore most attacks from ordinary bullets and knives. The character might have thick armor or impenetrable skin, or they might simply move out of the way of such mundane attacks. An attack roll against the character fails if the weapon being used causes normal damage, if it is an ordinary piece of [[Bulletproof_Blues_3e_EN:Equipment|equipment]] (a piece of equipment purchased with money rather than as a power), and if it has a PL rating lower than the bulletproof character's current Power Level.


Using Blast requires an Agility roll against the Agility of the intended target. If the attacker rolls an extreme success, then the attacker may choose one of the standard benefits of extreme success, either overwhelming, smashing, or staggering the target of the Blast.
'''Bulletproof Force Field:''' A character's Bulletproof power might be dependent on their Force Field power. If this is the case, the character's Bulletproof power is only active while the character's Force Field is active, and it may be extended to another person (or person-sized object) by touching them.


Any power or equipment that provides protection from Endurance damage, such as Invulnerability and Force Field, reduces the amount of damage the target takes from the attack. The protection value (PV) of the protection power is subtracted from the damage rating (DR) of the Blast. The remaining damage is subtracted from the target's Endurance.
===Clairvoyance===
:''Standard action''


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


'''Explosive Damage:''' The Blast causes damage to everyone within 50 feet of the target (full rank within the first 25 feet, half rank from 25 feet to 50 feet). Because an exploding attack does not need to be aimed at a specific target, the difficulty of the task roll is 9. However, because exploding attacks are not targeted at specific individuals, they do not benefit from extreme success. ''+1 character point''
===Clinging===
:''Free action''


'''Seeking:''' The Blast has limited independence from the attacker. If the attack misses the target, the attack will circle around and try again on the succeeding round. No interaction or attention is required from the attacker for this second attack. ''+1 character point''
Clinging is a self-only power which permits the character to move along walls, ceilings, and other surfaces as if they were level. For example, the character might have sticky hands and feet, they might wear magnetic shoes, or they may be able to selectively control the force of gravity. The strength holding the character to the surface is equal to their Brawn. If the surface is slippery or unstable, the GM might require the character to attempt a moderately difficult (DV 3) Athletics (Brawn + Power Level) roll to keep from sliding or falling. If the character is attacked by an attempt to lift them off of the ground or push them backward, they may choose to defend with their Athletics (Brawn + Power Level) roll rather than the usual combat roll.


===Blindness===
===Combination===
:'''Activation:''' Attack
:''Standard action''
:'''Task roll:''' Agility
:'''Target:''' Single Target
:'''Range:''' Ranged
:'''Cost:''' 1 character point per rank


The Blindness power renders the target unable to see. The mechanism which causes the blindess must be specified when this power is purchased. For example, the target might not be able to see because they have a layer of glue across their eyes, they might be forced to close their eyes due to a painful chemical spray, or they could literally be blinded by a bright light. Alternately, Blindness could affect a sense other than vision. For example, the target could be rendered deaf, or unable to smell. It is also possible to use Blindness against a [[Bulletproof_Blues_3e_EN:Powers#Super Senses|Super Sense]], such as Danger Sense, Detect Magic, or ESP. If so, this must be specified when this power is purchased.
Combination is a self-only power which permits several characters to merge into a single larger and more powerful character. Every character wishing to combine must have the Combination power, and the maximum number of characters who may combine is equal to the lowest Power Level among them. Activating Combination takes a standard action, and requires the characters to all be touching each other. In addition to being more massive, the combined character has all of the powers of the combined characters. The Agility, Brawn, Endurance, and Power Level of the combined character are equal to the highest of any of the combined characters, plus one for every combined character after the first, up to a maximum of 10. The Presence and Reason of the combined character are equal to the highest of any of the combined characters.


Attacking a character under the effects of Blindness provides a +6 attack bonus (the standard task roll bonus for attacking a blind target).
''Example:''


Using Blindness requires an Agility roll against the Agility of the intended target. To recover from Blindness, the target must make a successful Perception task roll against the rank of the Blindness. If the character succeeds at this task roll, they may use their remaining movement action.
''Agares, Bune, and Crocell each have Combination. Agares has Agility 2, Brawn 2, and Power Level 4; Bune has Agility 2, Brawn 2, and Power Level 3; and Crocell has Agility 3, Brawn 3, and Power Level 3. When Agares, Bune, and Crocell combine, they form the mighty Demogorgon, who has Agility 5 and Brawn 5 (Crocell's 3, plus 2 more for Agares and Bune), Power Level 6 (Agares' Power Level 4, plus 2 more for Bune and Crocell), and all of the powers possessed by Agares, Bune, and Crocell.''


If the attacker rolls an extreme success, then the rank of the Blindness is increased by 1 for the purpose of the target recovering from it. For example, if a character is affected by a rank 4 Blindness, and the attacker rolled an extreme success, the affected character would need to make a Perception task roll against task difficulty 13 (5 + 8) to recover from the Blindness.
===Command Animals===
:''Standard action''


If the blinded character gets an extreme success on the Perception task roll, then they recover as a free action. For example, if a character is affected by a rank 6 Blindness, they would need to make a Perception task roll against task difficulty 14 (6 + 8). If they roll a 17 or more, they achieve an extreme success, and recovering is a free action rather than a task action.
Command Animals is a ranged mental power which allows a character to communicate with and mentally control one or more non-sentient animals. To communicate with and mentally control a single large animal or numerous small animals, the character must succeed at a moderately difficult (DV 3) Mental Combat (Power Level) roll.


If the character has not recovered from the Blindness by the end of the scene, then they recover from it shortly thereafter.
Controlled animals operate independently of the character controlling them, but all of the controlled animals act in unison. Giving them a new mental command requires a quick action.


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


'''Additional Sense:''' The Blindness affects a sense in addition to vision (or the first affected sense, if it is not vision). For example, the target might be deafened as well as blinded. ''+1 character point''
The effects of Command Animals last until the end of the scene.


'''Mass Blindness:''' The Blindness power affects everyone within 50 feet of the target, similar to an explosion (full rank within the first 25 feet, half rank from 25 feet to 50 feet). Because an exploding attack does not need to be aimed at a specific target, the difficulty of the task roll is 9. However, because exploding attacks are not targeted at specific individuals, they do not benefit from extreme success. ''+1 character point''
'''Limited Type Of Animal:''' A character's Command Animals might be limited to a specific type of animal, such as cats, insects, or sea creatures. If this is the case, the character gains a bonus die on their Command Animals roll.


===Clinging===
===Command Machines===
:'''Activation:''' Activated
:''Standard action''
:'''Task roll:''' --
:'''Target:''' Personal
:'''Range:''' --
:'''Cost:''' 1 character point per rank


Clinging allows the character to move at their normal ground speed along walls, ceilings, and other surfaces as if they were level. The strength holding the character to the surface is equal to their Brawn plus their rank in Clinging. If the surface is slippery or unstable, the GM might require the player to make a successful Clinging task roll to keep from sliding or falling.
Command Machines is a ranged mental power which allows a character to mentally control one or more electronic and mechanical machines. To mentally control a single large machine or numerous small machines, the character must succeed at a moderately difficult (DV 3) Mental Combat (Power Level) roll.


===Combination===
Controlled machines operate independently of the character controlling them, but all of the controlled machines act in unison. Giving them a new mental command requires a quick action.
:'''Activation:''' Activated
:'''Task roll:''' --
:'''Target:''' Personal
:'''Range:''' Touch
:'''Cost:''' 1 character point per rank


Combination permits several characters to merge into a single larger and more powerful character. Every character wishing to combine must have the Combination power, and the maximum number of characters who may combine is equal to the lowest rank of Combination among them. Activating Combination takes one standard action, and requires the characters to all be touching each other. In addition to being more massive, the combined character has Brawn and Invulnerability (if any) equal to the highest rank of any of the combined characters, plus one rank for every combined character after the first.
Controlled machines have the normal attributes, movement, and attack types that those kinds of machines would have. However, if the GM doesn't want to deal with that, she can declare that the Agility, Brawn, Endurance, and Presence of the machine or combined machines is equal to the Power Level of the character controlling them. Controlled machines can be made to perform their ordinary purpose, such as making an automatic teller machine spit out money, or making a bulldozer roll around and demolish buildings. If there is no significant security in place, no roll is necessary for this. If the character is trying to circumvent security or break into a computer system, the character may attempt a Computing (Reason + Power Level) roll against the power level (PL) of the security.


''Example:''
The effects of Command Machines last until the end of the scene.


''Moe, Larry, and Curly each have rank 3 Combination. Moe has Brawn 3. Larry has Brawn 2. Curly has Brawn 2 and rank 2 Invulnerability. When Moe, Larry, and Curly combine, they form the mighty Stoopendigous, who has Brawn 5 (Moe's rank 3, plus 2 more for Larry and Curly) and rank 4 Invulnerability (Curly's rank 2, plus 2 more for Moe and Larry).''
===Command Objects===
:''Standard action''


<div id="Communication"></div>
Command Objects is a ranged mental power which allows a character to animate and mentally control one or more inanimate objects. To animate and mentally control a single large object or numerous small objects, the character must succeed at a moderately difficult (DV 3) Mental Combat (Power Level) roll.
===Communication ★===
:'''Activation:''' Activated
:'''Task roll:''' Perception
:'''Target:''' Personal
:'''Range:''' Varies
:'''Cost:''' 1 character point per rank


Communication permits the character to communicate with others in ways that people normally can't. Communication does not imply control: being able to speak with animals, for example, does not permit the character to control them, but it allows the character to use a Manipulation or Social skill. Also note that being able to speak to something does not grant it any additional powers, such as movement. A building might be able to tell you where the vault is, but it can't unlock the vault for you. To manipulate and control an object, the character must buy the appropriate power, such as Plant Control.
Animated objects operate independently of the character controlling them, but all of the controlled objects act in unison. Giving them a new mental command requires a quick action.


Each rank in Communication provides the character with a different form of communication chosen from the list below.
The Agility, Brawn, Endurance, and Presence of the object or mass of objects is equal to the Power Level of the character controlling them. The specific details of the how the objects move and attack vary depending on the objects themselves: an animated tree can walk, a mass of animated toys can roll or run, and so on.


* '''Animals:''' The character can understand animals, and can speak to them in a way they can understand. A character's Animal Communication might be limited to a specific type of animal, such as cats or sea creatures. If this is the case, the character gains a +3 bonus on Manipulation and Social task rolls when interacting with that animal type.
The effects of Command Objects last until the end of the scene.
* '''Buildings:''' The character can understand buildings and other man-made structures, and can speak to them in a way they can understand.
* '''Computers:''' The character can communicate with any computer they can perceive, accessing it as if logged in and typing into a keyboard.
* '''Machines:''' The character can understand machines, and can speak to them in a way they can understand.
* '''Mind Link:''' Two characters who both have Mind Link can communicate telepathically over any distance.
* '''Plants:''' The character can understand plants, and can speak to them in a way they can understand.
* '''Radio:''' The character can send and receive signals over any standard radio frequency.
* '''Roads:''' The character can understand paths, roads, and highways, and can speak to them in a way they can understand.
* '''Stones:''' The character can understand rocks and stones, and can speak to them in a way they can understand.
* '''Universal Translator:''' The character can understand and speak any language after being exposed to it for a brief period of time. If the character has access to written information, they can read and write the language as well.


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


'''Subtle:''' The communication is difficult to notice for those not involved in the conversation. Anyone not party to the conversation must make a demanding (task difficulty 15) Perception task roll just to notice the conversation. ''+1 character point''
===Damage Resistance===
:''Constant''
:''Follow through powers:'' [[Bulletproof_Blues_3e_EN:Powers#Bulletproof|Bulletproof]]


'''Encrypted:''' The communication is encoded in a way that makes it very difficult for eavesdroppers to understand. If the eavesdropper has the necessary form of Communication (for example, Radio to eavesdrop on a radio conversation), the eavesdropper must succeed at a nigh-impossible (task difficulty 21) Reason task roll to understand what is being said. ''+1 character point''
Damage Resistance is a self-only power which makes the character resistant to normal damage. The character may have chitin, thick armor, or just exceptionally tough skin. Alternately, the character may be adept at avoiding attacks, or they might be unnaturally lucky. A character with Damage Resistance adds their Power Level to their combat defense rolls. Damage Resistance is not effective against mental attacks and alteration attacks. Damage Resistance does not stack with conventional armor or powers such as Force Field.


===Damaging Aura===
===Damaging Aura===
:'''Activation:''' Activated
:''Free action''
:'''Task roll:''' Brawn
:''Follow through powers:'' [[Bulletproof_Blues_3e_EN:Powers#Area_Damaging_Aura|Area Damaging Aura]]
:'''Target:''' Personal
[[File:BB3 Damaging Aura chart.png|633px]]
:'''Range:''' Touch
 
:'''Cost:''' 1 character point per rank
Damaging Aura allows a character to use a free action to make a hand-to-hand normal attack against anyone who touches them or attacks them with a hand-to-hand attack. The Damaging Aura could be radiation, fire, cold, quills, or even darkness or light, and this must be chosen when the Damaging Aura power is purchased. Attacking with Damaging Aura requires a successful Hand-to-hand Combat (Brawn + Power Level) roll against a Hand-to-hand Combat (Brawn) roll of the target, or a Hand-to-hand Combat (Brawn + Power Level) roll of the target if the target has Damage Resistance or Force Field. If the attacker succeeds at this roll, then the target's Endurance is reduced by one (or more, if using the optional [[Bulletproof_Blues_3e_EN:Actions#Margin_Of_Success_(Optional)|margin of success]] rules).
 
The character with Damaging Aura may also attempt to touch others and cause damage. Doing so requires using a standard action to make Hand-to-hand Combat (Brawn + Power Level) roll against a Hand-to-hand Combat (Brawn) roll of the target, or a Hand-to-hand Combat (Brawn + Power Level) roll of the target if the target has Damage Resistance or Force Field.
 
<div id="Area Damaging Aura"></div>
 
===Damaging Aura, Area===
:''Free action''
:''Prerequisite:'' [[Bulletproof_Blues_3e_EN:Powers#Damaging_Aura|Damaging Aura]]
:''Follow through powers:'' [[Bulletproof_Blues_3e_EN:Powers#Selective_Area_Damaging_Aura|Selective Area Damaging Aura]]
 
Area Damaging Aura allows a character to use a free action to make a hand-to-hand, area normal attack against everyone within the affected area. The Area Damaging Aura could be radiation, fire, cold, quills, or even darkness or light, and this must be chosen when the Area Damaging Aura power is purchased. Attacking with Area Damaging Aura requires a successful Hand-to-hand Combat (Brawn + Power Level) roll against a Hand-to-hand Combat (Brawn) roll of each target in the affected area, or a Hand-to-hand Combat (Brawn + Power Level) roll of a target if that target has Damage Resistance or Force Field. If the attacker succeeds at this roll, then the target's Endurance is reduced by one (or more, if using the optional [[Bulletproof_Blues_3e_EN:Actions#Margin_Of_Success_(Optional)|margin of success]] rules).
 
If anyone enters the area of the Area Damaging Aura after it has been activated, the character with Area Damaging Aura must use a free action to attack them. Once the power is active, the character with Area Damaging Aura must use a free action to make another attack roll against everyone within the affected area at the beginning of each of their turns.


A character with Damaging Aura can surround themselves with an attack which inflicts Endurance damage against anyone who touches them. The Damaging Aura could be radiation, fire, cold, quills, or even darkness or light, and this must be chosen when the Damaging Aura power is purchased. The Damaging Aura has a damage rating equal to the rank of the power.
The attacker rolls once for the attack. Normally, each target in the affected area rolls individually against the attack, but if the GM prefers, she may roll once for each group of similar targets.


Any opponent that touches the character will automatically be affected by the character's Damaging Aura. This includes those who successfully make unarmed attacks against the character. The character with Damaging Aura may also attempt to touch others and cause damage. Doing so requires a Brawn roll against the Brawn of the intended target. If the character with the Damaging Aura rolls an extreme success, then they may choose one of the standard benefits of extreme success, either overwhelming, smashing, or staggering the target of the Damaging Aura.
<div id="Selective Area Damaging Aura"></div>
===Damaging Aura, Selective Area===
:''Free action''
:''Prerequisite:'' [[Bulletproof_Blues_3e_EN:Powers#Area_Damaging_Aura|Area Damaging Aura]]


Any power or equipment that provides protection from Endurance damage, such as Invulnerability and Force Field, reduces the amount of damage the target takes from the Damaging Aura. The protection value (PV) of the protection power is subtracted from the damage rating (DR) of the Damaging Aura. The remaining damage is subtracted from the target's Endurance.
Selective Area Damaging Aura allows a character to use a free action to make a hand-to-hand, area normal attack against selected targets within the affected area. The Selective Area Damaging Aura could be radiation, fire, cold, quills, or even darkness or light, and this must be chosen when the Selective Area Damaging Aura power is purchased. Attacking with Selective Area Damaging Aura requires a successful Hand-to-hand Combat (Brawn + Power Level) roll against a Hand-to-hand Combat (Brawn) roll of each selected target in the affected area, or a Hand-to-hand Combat (Brawn + Power Level) roll of a target if that target has Damage Resistance or Force Field. If the attacker succeeds at this roll, then the target's Endurance is reduced by one (or more, if using the optional [[Bulletproof_Blues_3e_EN:Actions#Margin_Of_Success_(Optional)|margin of success]] rules).
 
If anyone enters the area of the Selective Area Damaging Aura after it has been activated, the character with Selective Area Damaging Aura may use a free action to attack them. Once the power is active, the character with Selective Area Damaging Aura may use a free action to make another attack roll against selected targets within the affected area at the beginning of each of their turns.
 
The attacker rolls once for the attack. Normally, each selected target in the affected area rolls individually against the attack, but if the GM prefers, she may roll once for each group of similar targets.


===Danger Sense===
===Danger Sense===
:'''Activation:''' Reaction
:''Free action''
:'''Task roll:''' Varies
 
:'''Target:''' Personal
Danger Sense is a self-only power which permits the character to sense danger and avoid being surprised, even if there is no way for the character to see the attack coming. A character with Danger Sense never suffers a defense penalty for being distracted or surprised.
:'''Range:''' --
 
:'''Cost:''' 1 character point per rank
Additionally, if an attack is imminent, the GM will ask the player to attempt a moderately difficult (DV 3) Perception (Reason + Power Level) roll. If the Danger Sense roll is successful, the character knows that an attack is imminent, and may warn other characters.
 
'''Precognition:''' Some characters with Danger Sense can see into the future, or "read" the destiny of items and people by touching them. Seeing into the future is never completely reliable: this aspect of Danger Sense is primarily a roleplaying power under the control of the GM.
 
===Darkness===
:''Standard action''
 
Darkness is a ranged, area environmental power which makes an area opaque to all sight, including unusual forms of sight such as Night Vision and X-ray Vision.
 
The mechanism which causes the Darkness must be specified when this power is purchased. For example, vision might be obscured by smoke, or the area might be filled with a blinding light or black extradimensional energy. Alternately, Darkness could affect a sense other than vision. If so, this must be specified when this power is purchased. For example, the target area could be filled with electrical interference which is impenetrable to Radio Communication, or it could be filled with a powerful scent that masks all other smells. It is also possible to use Darkness against a specific unusual sense, such as Danger Sense or Clairvoyance.
 
Normally, a character who can't see incurs a penalty die on their Hand-to-hand Combat attack and defense rolls, a penalty die on their Ranged Combat defense rolls, and they automatically fail any Ranged Combat attack rolls. However, if the blinded character is able to locate their target to within a meter or so (by using their Hyperacuity-granted super hearing, for example), then the blinded attacker incurs a penalty die on their Ranged Combat attack rolls. A blinded character suffers no penalty on their Mental Combat defense rolls, but they automatically fail any Mental Combat attack rolls.
 
If the character wishes to dismiss the Darkness, they may do so with a quick action. They may also use a standard action to move the center of the Darkness.
 
===Dazzle===
:''Standard action''
:''Follow through powers:'' [[Bulletproof_Blues_3e_EN:Powers#Mass_Dazzle|Mass Dazzle]]
[[File:BB3 Dazzle chart.png|633px]]
 
Dazzle is a ranged alteration attack which renders the target unable to see clearly. Attacking with Dazzle requires a successful Ranged Combat (Power Level) roll against a Ranged Combat (Agility) roll of the target, or a Ranged Combat (Agility + Power Level) roll of the target if the target has Alteration Resistance. Dazzle ignores all normal forms of protection such as armor and Damage Resistance.
 
Normally, a character who can't see incurs a penalty die on their Hand-to-hand Combat attack and defense rolls, a penalty die on their Ranged Combat defense rolls, and they automatically fail any Ranged Combat attack rolls. However, if the blinded character is able to locate their target to within a meter or so (by using their Hyperacuity-granted super hearing, for example), then the blinded attacker incurs a penalty die on their Ranged Combat attack rolls. A blinded character suffers no penalty on their Mental Combat defense rolls, but they automatically fail any Mental Combat attack rolls.
 
The mechanism which causes the Dazzle must be specified when this power is purchased. For example, the target might not be able to see because they have a layer of glue across their eyes, they might be forced to close their eyes due to a painful chemical spray, or they could literally be blinded by a bright light. Alternately, Dazzle could affect a sense other than vision. For example, the target could be rendered deaf, or unable to smell. It is also possible to use Dazzle against a specific unusual sense, such as Danger Sense, Clairvoyance, or Radio Communication. If so, this must be specified when this power is purchased.
 
To recover from Dazzle, the target must use a standard action to make a successful Perception (Reason) roll against a Ranged Combat (Power Level) roll of the attacker. If the target has Alteration Resistance, they add their Power Level to their roll. If the target succeeds at this roll, they recover from the Dazzle. If the target has not recovered from the Dazzle by the end of the scene, then they recover from it shortly thereafter.
 
<div id="Mass Dazzle"></div>
===Dazzle, Mass===
:''Standard action''
:''Prerequisite:'' [[Bulletproof_Blues_3e_EN:Powers#Dazzle|Dazzle]]
:''Follow through powers:'' [[Bulletproof_Blues_3e_EN:Powers#Selective_Mass_Dazzle|Selective Mass Dazzle]]
 
Mass Dazzle is a ranged, area alteration attack which renders everyone within the affected area unable to see clearly. Attacking with Mass Dazzle requires a successful Ranged Combat (Power Level) roll against a Ranged Combat (Agility) roll of each target in the affected area, or a Ranged Combat (Agility + Power Level) roll of a target if that target has Alteration Resistance. Mass Dazzle ignores all normal forms of protection such as armor and Damage Resistance.
 
Normally, a character who can't see incurs a penalty die on their Hand-to-hand Combat attack and defense rolls, a penalty die on their Ranged Combat defense rolls, and they automatically fail any Ranged Combat attack rolls. However, if the blinded character is able to locate their target to within a meter or so (by using their Hyperacuity-granted super hearing, for example), then the blinded attacker incurs a penalty die on their Ranged Combat attack rolls. A blinded character suffers no penalty on their Mental Combat defense rolls, but they automatically fail any Mental Combat attack rolls.
 
The mechanism which causes the Mass Dazzle must be specified when this power is purchased. For example, a target might not be able to see because they have a layer of glue across their eyes, they might be forced to close their eyes due to a painful chemical spray, or they could be blinded by a bright light. Alternately, Mass Dazzle could affect a sense other than vision. For example, a target could be rendered deaf, or unable to smell. It is also possible to use Mass Dazzle against a specific unusual sense, such as Danger Sense, Clairvoyance, or Radio Communication. If so, this must be specified when this power is purchased.
 
To recover from Mass Dazzle, each target must use a standard action to make a successful Perception (Reason) roll against a Ranged Combat (Power Level) roll of the attacker. If a target has Alteration Resistance, they add their Power Level to their roll. If a target succeeds at this roll, they recover from the Mass Dazzle. If a target has not recovered from the Mass Dazzle by the end of the scene, then they recover from it shortly thereafter.
 
<div id="Selective Mass Dazzle"></div>
===Dazzle, Selective Mass===
:''Standard action''
:''Prerequisite:'' [[Bulletproof_Blues_3e_EN:Powers#Mass_Dazzle|Mass Dazzle]]
 
Selective Mass Dazzle is a ranged, area alteration attack which renders selected targets within the affected area unable to see clearly. Attacking with Selective Mass Dazzle requires a successful Ranged Combat (Power Level) roll against a Ranged Combat (Agility) roll of each selected target in the affected area, or a Ranged Combat (Agility + Power Level) roll of a target if that target has Alteration Resistance. Selective Mass Dazzle ignores all normal forms of protection such as armor and Damage Resistance.
 
Normally, a character who can't see incurs a penalty die on their Hand-to-hand Combat attack and defense rolls, a penalty die on their Ranged Combat defense rolls, and they automatically fail any Ranged Combat attack rolls. However, if the blinded character is able to locate their target to within a meter or so (by using their Hyperacuity-granted super hearing, for example), then the blinded attacker incurs a penalty die on their Ranged Combat attack rolls. A blinded character suffers no penalty on their Mental Combat defense rolls, but they automatically fail any Mental Combat attack rolls.
 
The mechanism which causes the Selective Mass Dazzle must be specified when this power is purchased. For example, a target might not be able to see because they have a layer of glue across their eyes, they might be forced to close their eyes due to a painful chemical spray, or they could be blinded by a bright light. Alternately, Selective Mass Dazzle could affect a sense other than vision. For example, a target could be rendered deaf, or unable to smell. It is also possible to use Selective Mass Dazzle against a specific unusual sense, such as Danger Sense, Clairvoyance, or Radio Communication. If so, this must be specified when this power is purchased.
 
To recover from Selective Mass Dazzle, each target must use a standard action to make a successful Perception (Reason) roll against a Ranged Combat (Power Level) roll of the attacker. If a target has Alteration Resistance, they add their Power Level to their roll. If a target succeeds at this roll, they recover from the Selective Mass Dazzle. If a target has not recovered from the Selective Mass Dazzle by the end of the scene, then they recover from it shortly thereafter.
 
===Density Control===
:''Quick action''
 
Density Control is a self-only power which permits the character to become more massive, making them stronger and tougher than normal. The effects of Density Control are based on the Power Level of the character. At Power Level 5, the character is denser than any naturally occurring substance on Earth.
 
A character with Density Control can change their density once per turn, using a quick action. If the character goes unconscious, the character returns to their normal density.
 
A character with Density Control does not have to use it at full power. A character with Power Level 5, for example, could elect to be merely 400 kilograms rather than their full 17 tonnes.
 
A character with Density Control adds their Power Level to their combat defense rolls, as with the Damage Resistance power, but only up the level of density the character is actually using. Density Control does not stack with conventional armor or powers such as Force Field.
 
Note that a character with their Density Control activated in the water will sink like a stone unless they have Super-swimming.
 
 
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Density Control
|-
! class="aligncenter"|Power Level
! class="aligncenter"|Mass
! class="aligncenter"|Brawn
|-
| class="aligncenter"|1
| class="alignright"|260 kg
| class="aligncenter"|+1
|-
| class="aligncenter"|2
| class="alignright"|550 kg
| class="aligncenter"|+1
|-
| class="aligncenter"|3
| class="alignright"|1,700 kg
| class="aligncenter"|+2
|-
| class="aligncenter"|4
| class="alignright"|5,500 kg
| class="aligncenter"|+2
|-
| class="aligncenter"|5
| class="alignright"|17 t
| class="aligncenter"|+3
|-
| class="aligncenter"|6
| class="alignright"|55 t
| class="aligncenter"|+3
|-
| class="aligncenter"|7
| class="alignright"|170 t
| class="aligncenter"|+4
|-
| class="aligncenter"|8
| class="alignright"|550 t
| class="aligncenter"|+4
|-
| class="aligncenter"|9
| class="alignright"|1,700 t
| class="aligncenter"|+5
|-
| class="aligncenter"|10
| class="alignright"|5,500 t
| class="aligncenter"|+5
|}


Danger Sense permits the character to attempt a Danger Sense roll to avoid being surprised even if there is no way for the character to see the attack coming. The Danger Sense task roll is based on either the rank in Danger Sense or the character's Perception rank +1, whichever is greater. If the character rolls an extreme success, then they know the exact source and nature of the attack.


If the character's Danger Sense has a higher rank than their Brawn, the rank in Danger Sense may be used in place of Brawn to avoid being hit in hand-to-hand combat. If the character's Danger Sense has a higher rank than their Agility, the rank in Danger Sense may be used in place of Agility to avoid being hit in ranged combat.
<div id="Detect Element"></div>
 
===Detect [Element]===
:''Standard action''
:''Follow through powers:'' [[Bulletproof_Blues_3e_EN:Powers#Sense_Element|Sense [Element]]]
[[File:BB3 Detect Element chart.png|393px]]
 
Detect [Element] is a self-only power which permits the character to perceive, locate, and analyze a substance, material, or energy. The specific type of force or substance to be detected must be chosen when this power is purchased: detect magic, detect metal, detect temporal anomalies, and so on. Using Detect [Element] typically requires a moderately difficult (DV 3) Perception (Reason + Power Level) roll, but the difficulty may be higher depending on the ambient "noise" and how obvious the thing being perceived is. If the thing being perceived is relatively obvious (to someone with the appropriate senses), no roll should be necessary.
 
===Dimensional Travel===
:''Move action''
 
Dimensional Travel is a self-only power which permits the character to traverse dimensional boundaries, visiting alternate realities and divergent time streams. Depending on the method used, the character may be able to take others with them. Survival in other realities or planes of existence may require [[Bulletproof_Blues_3e_EN:Powers#Environmental_Immunity|Environmental Immunity]], depending on the local environment. Dimensional Travel is a plot dependent power and may not always be available, at the GM's discretion.


===Duplication===
===Duplication===
:'''Activation:''' Activated
:''Quick action''
:'''Task roll:''' --
 
:'''Target:''' Personal
Duplication is a self-only power which permits the character to make identical copies of themselves. The total number of duplicates is based on the Power Level of the character. These duplicates are independent characters, who each move and act separately each round. However, all of the duplicates share a single pool of Plot Points, and spend their Plot Points as a single character. Similarly, if the character with Duplication has the Extra Actions power, only one duplicate may use this extra action each turn. Duplicates do not have any special means of communication, but many characters with Duplication also buy the Telepathy power to communicate among themselves.
:'''Range:''' --
:'''Cost:''' 3 character points per rank


Duplication allows a character to make identical copies of themselves. These duplicates are independent characters, who each move and act separately each round. However, all of the duplicates share a single pool of Plot Points, and spend their Plot Points as a single character.
A character with Duplication can activate or deactivate duplicates once per turn, using a quick action. As long as there is more than one identical character, any duplicate which takes Endurance damage ceases to exist. When a duplicate is deactivated, whether voluntarily or involuntarily, its memories and knowledge are absorbed into the remaining identical characters. If a duplicate is deactivated involuntarily (due to being damaged, for example), the character may not reactivate that duplicate for the rest of the scene.


One rank in Duplication permits the creation of one duplicate, and each additional rank doubles the number of characters which exist simultaneously. Rank 1 permits two identical characters, rank 2 permits four identical characters, rank 3 permits eight identical characters, and so on. As long as there is more than one identical character, any duplicate which takes Endurance damage ceases to exist. By default, there is no "original" character -- the last duplicate remaining is the "original". Once the Duplication is activated, any of the identical characters may deactivate the power. When the power is deactivated, which duplicate remains behind as the "original" is generally up the player.
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 character is not required to activate or deactivate all of their duplicates simultaneously. For example, a character with rank 4 Duplication could create one duplicate this round, create four more duplicates the following round, deactivate two duplicates on the third round, and so on. Duplicates last until they are deactivated or until they take any Endurance damage. When a duplicate is deactivated, its memories and knowledge are absorbed into the remaining identical characters.
The specific mechanism of the Duplication can vary greatly from character to character, which may offer minor benefits and drawbacks to the character.


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




{| cellpadding="4" cellspacing="1"
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Duplication
|+Table: Duplication
|- class="h1row"
|-  
! class="aligncenter"|Rank
! class="aligncenter"|Power Level
! class="aligncenter"|Characters
! class="aligncenter"|Duplicates
|- class="oddrow"
|-  
| class="aligncenter"|1
| class="aligncenter"|1
| class="alignright"|2
| class="alignright"|2
|- class="evenrow"
|-  
| class="aligncenter"|2
| class="aligncenter"|2
| class="alignright"|4
| class="alignright"|4
|- class="oddrow"
|-  
| class="aligncenter"|3
| class="aligncenter"|3
| class="alignright"|8
| class="alignright"|8
|- class="evenrow"
|-  
| class="aligncenter"|4
| class="aligncenter"|4
| class="alignright"|16
| class="alignright"|16
|- class="oddrow"
|-  
| class="aligncenter"|5
| class="aligncenter"|5
| class="alignright"|32
| class="alignright"|32
|- class="evenrow"
|-  
| class="aligncenter"|6
| class="aligncenter"|6
| class="alignright"|64
| class="alignright"|64
|- class="oddrow"
|-  
| class="aligncenter"|7
| class="aligncenter"|7
| class="alignright"|128
| class="alignright"|125
|- class="evenrow"
|-  
| class="aligncenter"|8
| class="aligncenter"|8
| class="alignright"|256
| class="alignright"|250
|- class="oddrow"
|-  
| class="aligncenter"|9
| class="aligncenter"|9
| class="alignright"|512
| class="alignright"|500
|- class="evenrow"
|-  
| class="aligncenter"|10
| class="aligncenter"|10
| class="alignright"|1,024
| class="alignright"|1,000
|- class="oddrow"
| class="aligncenter"|11
| class="alignright"|2,048
|- class="evenrow"
| class="aligncenter"|12
| class="alignright"|4,096
|- class="oddrow"
| class="aligncenter"|13
| class="alignright"|8,192
|- class="evenrow"
| class="aligncenter"|14
| class="alignright"|16,384
|}
|}




Duplicates do not have any special means of communication, but this can be added with a power enhancement.
<div id="Element Form"></div>
 
===[Element] Form===
:''Quick action''
:''Prerequisite:'' [[Bulletproof_Blues_3e_EN:Powers#Element_Immunity|[Element] Immunity]]
:''Follow through powers:'' [[Bulletproof_Blues_3e_EN:Powers#Element_Mimicry|Element Mimicry]]
 
[Element] Form is a self-only power which permits the character to physically transform their body into a force or substance. The specific type of force or substance must be chosen when this power is purchased. Some typical examples are air, earth, fire, water, light, darkness, force fields, electricity, magnetism, gravity, cloth, and plants. The player can pick any force or substance, subject to the GM's approval. "Energy", for example, would be much too broad.
 
A character with Element Form can change forms once per turn, using a quick action. If the character goes unconscious, the character reverts to their normal form.
 
When transformed into their [Element] Form, the character possesses the traits of the form or substance and gains Damage Resistance. If the force or substance is appropriate, [Element] Form may also grant the Strike power (punching with fists of stone, burning things with an electrical touch, and so on).
 
<div id="Element Immunity"></div>
===[Element] Immunity===
:''Constant''
:''Follow through powers:'' [[Bulletproof_Blues_3e_EN:Powers#Element_Form|Element Form]]
[[File:BB3 Element Immunity chart.png|633px]]
 
[Element] Immunity is a self-only power which provides complete immunity against the Endurance damage inflicted by a specific type of force or substance. The specific type of force or substance must be chosen when this power is purchased. Some typical examples are air, earth, fire, water, light, darkness, force fields, electricity, magnetism, gravity, cloth, and plants. The player can pick any force or substance, subject to the GM's approval. "Energy", "blades", and "bullets", for example, would all be much too broad.
 
===Element Mimicry===
:''Quick action''
:''Prerequisite:'' [[Bulletproof_Blues_3e_EN:Powers#Element_Form|[Element] Form]]
 
Element Mimicry is a self-only power which permits the character to physically transform their body into any force or substance they touch. For example, the character could touch concrete and turn into concrete, or touch water and turn into water. The character must be in physical contact with the material in order to mimic it. If the character mimics a force or substance which would injure them, such as fire, they transform into that force or substance and it does no damage to them as long as they are in that form.
 
A character with Element Mimicry can change forms once per turn, using a quick action. If the character goes unconscious, the character reverts to their normal form.
 
While transformed, the character possesses the traits of the force or substance and gains Damage Resistance. If the force or substance is appropriate, Element Mimicry may also grant the Strike power (punching with fists of stone, burning things with an electrical touch, and so on).
 
<div id="Element Wall"></div>
 
===[Element] Wall===
:''Standard action''
 
[Element] Wall is a ranged, area environmental power which permits the character to create walls and simple geometric shapes. The specific type of force or substance of the wall must be chosen when this power is purchased. Some typical examples are air, earth, fire, water, light, darkness, force fields, electricity, magnetism, gravity, cloth, and plants. The player can pick any force or substance, subject to the GM's approval.
 
Creating a simple shape with [Element] Wall (a dome, a cube, a bridge, and so on) requires a moderately difficult (DV 3) Ranged Combat (Agility + Power Level) roll. Creating more complex shapes is more difficult, with the difficulty set by the GM based on the complexity of the desired shape. For example, an intricate labyrinth would require a remarkably difficult (DV 6) Ranged Combat (Agility + Power Level) roll.


====Enhancements====
The Brawn and Endurance of the [Element] Wall are equal to the [[Bulletproof_Blues_3e_EN:Attributes#Power Level|Power Level]] of the character creating it. The Brawn of the [Element] Wall is used both for its defense rolls and to support weight as a bridge, support column, or other such structure. If the load on the [Element] Wall exceeds the maximum mass it can support, or if the [Element] Wall's Endurance is reduced to zero, it dissolves, crumbles, or fades away.


'''Mind Link:''' All of the identical characters may communicate telepathically over any distance. ''+1 character point''
'''Permanent:''' If an [Element] Wall is not attacked or damaged, it will usually remain in place until the end of the scene, after which it dissolves, crumbles, or fades away. The character may also turn off their [Element] Wall voluntarily. However, some [Element] Walls are relatively permanent. They do not dissolve at the end of the scene, can't be turned off, and will remain in place until destroyed.


===[Element] Form===
===Emotion Control===
:'''Activation:''' Activated
:''Standard action''
:'''Task roll:''' --
:''Follow through powers:'' [[Bulletproof_Blues_3e_EN:Powers#Mass_Emotion_Control|Mass Emotion Control]]
:'''Target:''' Personal
[[File:BB3 Emotion Control chart.png|633px]]
:'''Range:''' --
 
:'''Cost:''' 2 character points per rank
Emotion Control is a ranged mental attack which allows a character to influence a target's behaviour by controlling their emotional state. The character can only instill one emotion at a time in the target, but may instill in the target any emotion the attacker desires. To instill an emotion in the target, the attacker must succeed at a Mental Combat (Power Level) roll against a Mental Combat (Presence) roll of the target, or a Mental Combat (Presence + Power Level) roll of the target if the target has Mental Resistance.
 
To recover from Emotion Control, the target must use a standard action to make a successful Mental Combat (Presence) roll against a Mental Combat (Power Level) roll of the attacker. If the target has Mental Resistance, they add their Power Level to their roll. If the target succeeds at this roll, they recover from the Emotion Control. If the target has not recovered from the Emotion Control by the end of the scene, then they recover from it shortly thereafter.
 
'''Specific Emotion:''' A character's Emotion Control might be limited to a specific emotion, such as fear or loyalty. If this is the case, the character gains a bonus die on their Emotion Control rolls.
 
<div id="Mass Emotion Control"></div>
===Emotion Control, Mass===
:''Standard action''
:''Prerequisite:'' [[Bulletproof_Blues_3e_EN:Powers#Emotion_Control|Emotion Control]]
:''Follow through powers:'' [[Bulletproof_Blues_3e_EN:Powers#Selective_Mass_Emotion_Control|Selective Mass Emotion Control]]
 
Mass Emotion Control is a ranged, area mental attack which allows a character to influence the behaviour of everyone within the affected area by controlling their emotional state. The character can only instill one emotion at a time in the targets, but may instill in the targets any emotion the attacker desires. To instill an emotion in the targets, the character must succeed at a Mental Combat (Power Level) roll against a Mental Combat (Presence) roll of each target in the affected area, or a Mental Combat (Presence + Power Level) roll of a target if that target has Mental Resistance.
 
The attacker rolls once for the attack. Normally, each target in the affected area rolls individually against the attack, but if the GM prefers, she may roll once for each group of similar targets.
 
To recover from Mass Emotion Control, each target must use a standard action to make a successful Mental Combat (Presence) roll against a Mental Combat (Power Level) roll of the attacker. If a target has Mental Resistance, they add their Power Level to their roll. If a target succeeds at this roll, they recover from the Mass Emotion Control. If a target has not recovered from the Mass Emotion Control by the end of the scene, then they recover from it shortly thereafter.
 
'''Specific Emotion:''' A character's Mass Emotion Control might be limited to a specific emotion, such as fear or loyalty. If this is the case, the character gains a bonus die on their Mass Emotion Control rolls.
 
<div id="Selective Mass Emotion Control"></div>
===Emotion Control, Selective Mass===
:''Standard action''
:''Prerequisite:'' [[Bulletproof_Blues_3e_EN:Powers#Mass_Emotion_Control|Mass Emotion Control]]
 
Selective Mass Emotion Control is a ranged, area mental attack which allows a character to influence the behaviour of selected targets within the affected area by controlling their emotional state. The character can only instill one emotion at a time in the targets, but may instill in the targets any emotion the attacker desires. To instill an emotion in the selected targets, the character must succeed at a Mental Combat (Power Level) roll against a Mental Combat (Presence) roll of each target in the affected area, or a Mental Combat (Presence + Power Level) roll of a target if that target has Mental Resistance.
 
The attacker rolls once for the attack. Normally, each target in the affected area rolls individually against the attack, but if the GM prefers, she may roll once for each group of similar targets.


Owing to ''Bulletproof Blues'' being a superhero game, the term "element" is used very loosely. [Element] Form permits the character to physically transform their body into a force or substance. The specific type of force or substance must be chosen when this power is purchased. Some typical examples are air, earth, fire, water, light, darkness, force fields, electricity, magnetism, gravity, cloth, and plants. The player can pick any force or substance, subject to the GM's approval. "Energy", for example, would be much too broad.
To recover from Selective Mass Emotion Control, each target must use a standard action to make a successful Mental Combat (Presence) roll against a Mental Combat (Power Level) roll of the attacker. If a target has Mental Resistance, they add their Power Level to their roll. If a target succeeds at this roll, they recover from the Selective Mass Emotion Control. If a target has not recovered from the Selective Mass Emotion Control by the end of the scene, then they recover from it shortly thereafter.


When transformed into their [Element] Form, the character possesses the traits of the form or substance and gains Invulnerability equal to the rank of the [Element] Form. If the force or substance is appropriate, [Element] Form may also grant the Strike power equal to the rank of the [Element] Form (punching with fists of stone, burning things with an electrical touch, and so on).
'''Specific Emotion:''' A character's Selective Mass Emotion Control might be limited to a specific emotion, such as fear or loyalty. If this is the case, the character gains a bonus die on their Selective Mass Emotion Control rolls.


With the GM's approval, [Element] Form may grant other powers, as well. For example, Electrical Form might grant the ability to Teleport through conductive material, Water Form might grant Stretching, and so on.
===Endurance Drain===
:''Standard action''
:''Follow through powers:'' [[Bulletproof_Blues_3e_EN:Powers#Endurance_Drain_Ray|Endurance Drain Ray]], [[Bulletproof_Blues_3e_EN:Powers#Endurance_Theft|Endurance Theft]]
[[File:BB3 Endurance Drain chart.png|633px]]


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


'''Vulnerability (major defect):''' While in their [Element] Form, the character may be damaged by an opposing element. For example, a character with Earth Form, Fire Form, or Electrical Form may take Endurance damage from water, while a character with Darkness Form may take Endurance damage from bright light. The amount of Endurance damage taken will depend on the strength or volume of the opposing element, but should generally be 2 Endurance per attack. The character's Invulnerability or Force Field, if any, does not protect the character from this damage. ''-1 character point''
The effects of multiple Endurance Drain attacks are cumulative, but the damage from Endurance Drain is temporary. It all comes back after the fight is over, when the target has had a chance to rest and recuperate. The damage from Endurance Drain will also return if the character with Endurance Drain goes unconscious.


===[Element] Mastery===
===Endurance Drain Ray===
:'''Activation:''' Varies
:''Standard action''
:'''Task roll:''' Varies
:''Prerequisite:'' [[Bulletproof_Blues_3e_EN:Powers#Endurance_Drain|Endurance Drain]]
:'''Target:''' Radius
:''Follow through powers:'' [[Bulletproof_Blues_3e_EN:Powers#Endurance_Theft_Ray|Endurance Theft Ray]]
:'''Range:''' Varies
:'''Cost:''' 3 character points per rank


Owing to ''Bulletproof Blues'' being a superhero game, the term "element" is used very loosely. [Element] Mastery permits the character to create and control a force or substance. The specific type of force or substance must be chosen when this power is purchased. Some typical examples are air, earth, fire, water, light, darkness, force fields, electricity, magnetism, gravity, cloth, and plants. The player can pick any force or substance, subject to the GM's approval. "Energy", for example, would be much too broad.
Endurance Drain Ray is a ranged alteration attack which inflicts damage to the target's Endurance. Attacking with Endurance Drain Ray requires a successful Ranged Combat (Power Level) roll against a Ranged Combat (Agility) roll of the target, or a Ranged Combat (Agility + Power Level) roll of the target if the target has Alteration Resistance. If the attacker succeeds at this roll, then the target's Endurance is reduced by one (or more, if using the optional [[Bulletproof_Blues_3e_EN:Actions#Margin_Of_Success_(Optional)|margin of success]] rules). Endurance Drain Ray ignores all normal forms of protection such as armor and Damage Resistance.


A character with [Element] Mastery can shape and manipulate their element in a variety of ways. Reasonable uses of [Element] Mastery include creating walls and barriers (see Barrier), encasing enemies in the element (see Hold), using the element to exert Brawn at range (see Telekinesis), creating a protective shield against attacks (see Force Field), and using the element to inflict direct damage by striking enemies with it (see Blast). Due to the tightly unifying theme of [Element] Mastery, power-altering powers such as Power Drain affect the entire [Element] Mastery.
The effects of multiple Endurance Drain Ray attacks are cumulative, but the damage from Endurance Drain Ray is temporary. It all comes back after the fight is over, when the target has had a chance to rest and recuperate. The damage from Endurance Drain Ray will also return if the character with Endurance Drain Ray goes unconscious.


Any uses of [Element] Mastery must be activated with a free action or a task action (attacks require a task action): if the character is staggered or goes unconscious, the power turns off. The character may also turn off their [Element] Mastery voluntarily, of course. A staggered character may attempt a challenging Willpower task roll (task difficulty 12) to keep their [Element] Mastery activated while staggered.
===Endurance Theft===
:''Standard action''
:''Prerequisite:'' [[Bulletproof_Blues_3e_EN:Powers#Endurance_Drain|Endurance Drain]]
:''Follow through powers:'' [[Bulletproof_Blues_3e_EN:Powers#Endurance_Theft_Ray|Endurance Theft Ray]]


The character can affect their element in an area around themselves based on the rank of the power. Find the rank of the power in the  
Endurance Theft is a hand-to-hand alteration attack which allows a character to temporarily steal the target's Endurance. Attacking with Endurance Theft requires a successful Hand-to-hand Combat (Power Level) roll against a Hand-to-hand Combat (Brawn) roll of the target, or a Hand-to-hand Combat (Brawn + Power Level) roll of the target if the target has Alteration Resistance. If the attacker succeeds at this roll, then one rank of the target's Endurance (or more, if using the optional [[Bulletproof_Blues_3e_EN:Actions#Margin_Of_Success_(Optional)|margin of success]] rules) is transferred from the target to the character. Endurance Theft ignores all normal forms of protection such as armor and Damage Resistance.
[[Bulletproof_Blues_3e_EN:Actions#Benchmarks|Benchmarks]] table, and look up the value in the "Affects" column. This is the area in which the character may control their chosen element. Use the "Lifts" column in the [[Bulletproof_Blues_3e_EN:Actions#Benchmarks|Benchmarks table]] to determine maximum amount of the element they may manipulate at a time.


===Element Mimicry===
The effects of multiple Endurance Theft attacks are cumulative, but the maximum amount of Endurance an attacker can steal is equal to their own Power Level. For example, a character with Power Level 4 could only steal 4 ranks of Endurance, no matter how many targets they attack with Endurance Theft.
:'''Activation:''' Activated
:'''Task roll:''' --
:'''Target:''' Personal
:'''Range:''' Touch
:'''Cost:''' 2 character points per rank


Owing to ''Bulletproof Blues'' being a superhero game, the term "element" is used very loosely. Element Mimicry permits the character to physically transform their body into any force or substance they touch. For example, the character could touch concrete and turn into concrete, or touch water and turn into water. The character must be in physical contact with the material in order to mimic it. If the character uses a task action to mimic a force or substance which would injure them, such as an attack, they transform into that attack type and the attack does no damage to them. For example, a character with Element Mimicry who is shot by a laser may choose to use a task action to transform into laser light, taking no damage from that attack (nor from any other laser attacks, while in that form).
The damage from Endurance Theft is temporary. It all comes back after the fight is over, when the target has had a chance to rest and recuperate. The character with the Endurance Theft may also return the stolen Endurance voluntarily, of course.


While transformed, the character possesses the traits of the force or substance and gains Invulnerability equal to the rank of the Element Mimicry. If the force or substance is appropriate, Element Mimicry may also grant the Strike power equal to the rank of the Element Mimicry (punching with fists of stone, burning things with an electrical touch, and so on).
===Endurance Theft Ray===
:''Standard action''
:''Prerequisite:'' [[Bulletproof_Blues_3e_EN:Powers#Endurance_Drain_Ray|Endurance Drain Ray]] or [[Bulletproof_Blues_3e_EN:Powers#Endurance_Theft|Endurance Theft]]


With the GM's approval, Element Mimicry may grant other powers, as well. For example, mimicking electricity might grant the ability to Teleport through conductive material, while mimicking water might grant Stretching, and so on.
Endurance Theft Ray is a ranged alteration attack which allows a character to temporarily steal the target's Endurance. Attacking with Endurance Theft Ray requires a successful Ranged Combat (Power Level) roll against a Ranged Combat (Agility) roll of the target, or a Ranged Combat (Agility + Power Level) roll of the target if the target has Alteration Resistance. If the attacker succeeds at this roll, then one rank of the target's Endurance (or more, if using the optional [[Bulletproof_Blues_3e_EN:Actions#Margin_Of_Success_(Optional)|margin of success]] rules) is transferred from the target to the character. Endurance Theft Ray ignores all normal forms of protection such as armor and Damage Resistance.


===[Element] Resistance===
The effects of multiple Endurance Theft Ray attacks are cumulative, but the maximum amount of Endurance an attacker can steal is equal to their own Power Level. For example, a character with Power Level 4 could only steal 4 ranks of Endurance, no matter how many targets they attack with Endurance Theft and Endurance Theft Ray.
:'''Activation:''' Always On
:'''Task roll:''' --
:'''Target:''' Personal
:'''Range:''' --
:'''Cost:''' 1 character point per rank


Owing to ''Bulletproof Blues'' being a superhero game, the term "element" is used very loosely. [Element] Resistance provides protection against the Endurance damage inflicted by a specific type of force or substance. The first rank of [Element] Resistance grants resistance to one specific force or substance, and each additional rank of [Element] Resistance adds resistance to an additional force or substance. The specific types of force or substance must be chosen when this power is purchased. Some typical examples are air, earth, fire, water, light, darkness, force fields, electricity, magnetism, gravity, cloth, and plants. The player can pick any force or substance, subject to the GM's approval. "Energy", for example, would be much too broad.
The damage from Endurance Theft Ray is temporary. It all comes back after the fight is over, when the target has had a chance to rest and recuperate. The character with the Endurance Theft Ray may also return the stolen Endurance voluntarily, of course.


A character with [Element] Resistance subtracts 10 from the damage rating of attacks using the specific type of force or substance. The remainder of the damage is subtracted from the character's Endurance.
===Environmental Control===
:''Standard action''


Additionally, [Element] Resistance acts as a limited form of Attribute Invulnerability, providing protection against attacks which inflict damage to Brawn or Agility. A character with [Element] Resistance subtracts the rank of the power from the attribute damage of attacks using that specific force or substance. The remainder of the damage is subtracted from the character's Brawn or Agility.
Environmental Control is a ranged, area environmental power which allows the character to alter the temperature, humidity, and illumination within the affected area. For example, the character could illuminate a dark area, warm a cold area, or make it cloudy on a sunny day. Using Environmental Control typically requires a moderately difficult (DV 3) Ranged Combat (Reason + Power Level) roll, but the difficulty may be higher if the change from current conditions is particularly drastic. For example, causing a blizzard on a hot summer day would require a remarkably difficult (DV 6) Ranged Combat (Reason + Power Level) roll. If the new environment is relatively normal for the time and place, no roll should be necessary.


[Element] Resistance does not need to be activated, nor can it be deactivated: it is always on. As always, this protection does not stack with Force Field, Invulnerability, Attribute Invulnerability, or other forms of protection -- only the highest protection value applies.
Environmental Control may not be used to duplicate effects of other powers, such as Dazzle.


====Enhancements====
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.


'''Immunity:''' The character is completely immune to attacks using the specific forces or substances to which the character has [Element] Resistance. The character may be subject to the smashing and staggering outcomes of extreme success, if appropriate, but the attacks themselves inflict no damage at all. ''+1 character point''
'''Limited Type Of Environment:''' A character's Environmental Control might be limited to a specific type of environment, such as making it cold or establishing an intense magnetic field. If this is the case, the character gains a bonus die on their Environmental Control rolls.


===Emotion Control===
===Environmental Immunity===
:'''Activation:''' Attack
:''Constant''
:'''Task roll:''' Willpower
:'''Target:''' Single Target
:'''Range:''' Ranged
:'''Cost:''' 1 character point per rank


The Emotion Control power allows a character to influence a target's behaviour by controlling the target's emotional state. The character can only instill one emotion at a time in the target, but may instill in the target any emotion the character desires. A character's Emotion Control might be limited to a specific emotion, such as fear or loyalty. If this is the case, the character gains a +3 bonus on their Emotion Control task rolls.  
Environmental Immunity is a self-only power which permits the character to survive in environments and conditions that would impair or even kill normal people. This includes unusual or even poisonous atmospheres, such as underwater or in methane. It also includes environments of extreme cold, extreme heat, and intense ionizing radiation. The character may sleep or eat if they want to, but they suffer no ill effect from lack of food or sleep. Furthermore, the character is unaffected by infectious viruses, bacteria, chemical and biological poisons, toxins, and so on.


Using Emotion Control requires a Willpower task roll against the Willpower of the intended target. If the attacker rolls an extreme success, then the rank of the Emotion Control is increased by 1 for the purpose of breaking out of it. For example, if a character is affected by a rank 6 Emotion Control, and the attacker rolled an extreme success, the affected character would need to make a Willpower task roll against task difficulty 15 (7 + 8) to break out of the Emotion Control.
The benefit provided by Environmental Immunity is ambient and highly plot dependent: it does not normally protect the character from attacks or from direct forms of damage. Being able to withstand extreme heat and exposure to the blazing desert sun does not mean that a character is immune to a fire blast. A good rule of thumb is that if the character is being attacked with it, the character is not immune to it.


To break out of the Emotion Control, the target must make a successful Willpower task roll against the rank of the Emotion Control. If the character succeeds at this task roll, they may use their remaining movement action. If the target of the Emotion Control gets an extreme success on this roll, then they break out as a free action. For example, if a character is affected by a rank 6 Emotion Control, they would need to make a Willpower task roll against task difficulty 14 (6 + 8). If they roll a 17 or more, they achieve an extreme success, and breaking out is a free action rather than a task action.
'''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.


If the character has not broken out of the Emotion Control by the end of the scene, then they break out of it shortly thereafter.
For more details on the effects of the environment on a character, see [[Bulletproof_Blues_3e_EN:GM_Resources#Hostile_Environments|Hostile Environments]] in the GM Resources chapter.


====Enhancements====
===Etheric Travel===
:''Move action''


'''Mass Hysteria:''' The Emotion Control power affects everyone within 50 feet of the target, similar to an explosion (full rank within the first 25 feet, half rank from 25 feet to 50 feet). Because an exploding attack does not need to be aimed at a specific target, the difficulty of the task roll is 9. Because exploding attacks are not targeted at specific individuals, they do not benefit from extreme success. ''+1 character point''
Etheric Travel is a self-only power which permits the character to detach their consciousness from their physical body and travel to anywhere on Earth, leaving their physical body behind. The character must succeed at a moderately difficult (DV 3) Piloting (Reason + Power Level) roll to navigate to a specific location. While using Etheric Travel, the consciousness of the traveler is typically invisible, but those who possess extraordinary spiritual or magical awareness may be able to see the traveler's "etheric body". The "etheric body" of the traveler does not require the Environmental Immunity power to survive in the upper atmosphere or under water, and is usually unable to interact with the world around them, although they may converse with anyone capable of perceiving them. While the "etheric body" is separated from the character's physical body, their physical body appears to be in a comatose state, and the traveler is unaware of anything happening to or around their physical form. Etheric Travel is a plot dependent power and may not always be available, at the GM's discretion.


===Extra Attacks===
===Extra Actions===
:'''Activation:''' Activated
:''Quick action''
:'''Task roll:''' --
:'''Target:''' Personal
:'''Range:''' --
:'''Cost:''' 1 character point per rank


A character with the Extra Attacks power can gain additional attack actions at the end of a round. The character may use these additional attack actions to attack multiple targets, or they may attack the same target multiple times. All of the character's additional attacks are resolved after all other task rolls are resolved that round. In other words, everyone gets a turn during a round before anyone may use Extra Attacks. If more than one character has the Extra Attacks power and is using additional attack actions, they should alternate their additional attack actions.
Extra Actions is a self-only power which permits the character to take one additional [[Bulletproof_Blues_3e_EN:Actions#Types_Of_Actions|move action or standard action]] during their turn.


During each game session, the number of additional attack actions the character may use is equal to the rank of the Extra Attacks power. The character may only use half of their total additional attacks in any one round, and once an additional attack action has been used, it may not be used again in that game session. The player may wait until the end of the round before deciding whether their character will use any of their Extra Attacks.
The number of additional actions the character may use is equal to their Power Level. Once an additional action has been used, it may not be used again during that scene.


===Flight===
===Flight===
:'''Activation:''' Activated
:''Move action''
:'''Task roll:''' --
:''Follow through powers:'' [[Bulletproof_Blues_3e_EN:Powers#Mass_Flight|Mass Flight]], [[Bulletproof_Blues_3e_EN:Powers#Super-flight|Super-flight]]
:'''Target:''' Personal
[[File:BB3 Flight chart.png|633px]]
:'''Range:''' --
:'''Cost:''' 2 character points per rank


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


The character can fly, either innately or by using some type of equipment. For example, the character might have wings, they might wear a jetpack, or they may just be able to fly through sheer willpower. The character's base move, double move, and all-out move are based on the rank of the power. Find the rank of the power in the [[Bulletproof_Blues_3e_EN:Actions#Benchmarks|Benchmarks table]], and look up the values in appropriate columns. Rank 2 is as fast as a cheetah, rank 4 is faster than the speed of sound, and rank 7 is faster than a rocket.
'''Defying Gravity:''' Rather than flying, some characters run so fast that they can run along any surface without falling, even bodies of water or the underside of bridges. If they stop running, of course, gravity takes over.


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


'''Swinging (major defect):''' The character is supported in the air by a grappling line, spider web, invisible beams of magnetic force, or some other method of suspension. If there is nothing above the character to attach this "swing line" to, the character is grounded. If the swing line is attached to something which weighs less than the character, the character can pull the object toward them or swing it around. If the object on the other end of the swing line is another character, this requires a Brawn task roll against the Brawn of the other character. If the swing line is a physical object such as a grappling line, its material strength is based on the rank of the power (see the [[Bulletproof_Blues_3e_EN:Actions#Benchmarks|Benchmarks table]] for more details). A character with Swinging is also likely to have [[Bulletproof_Blues_3e_EN:Powers#Hold|Hold]] with the "Exposed" defect. ''-1 character point''
 
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Flight
|-
! class="aligncenter"|Agility
! class="aligncenter"|Fly
! class="aligncenter"|Double Move
! class="aligncenter"|All-out Move
! class="aligncenter"|km/h
|-
| class="aligncenter"|1
| class="alignright"|2 m
| class="alignright"|4 m
| class="alignright"|12 m
| class="alignright"|7 km/h
|-
| class="aligncenter"|2
| class="alignright"|4 m
| class="alignright"|8 m
| class="alignright"|24 m
| class="alignright"|14 km/h
|-
| class="aligncenter"|3
| class="alignright"|7 m
| class="alignright"|14 m
| class="alignright"|42 m
| class="alignright"|25 km/h
|-
| class="aligncenter"|4
| class="alignright"|13 m
| class="alignright"|26 m
| class="alignright"|78 m
| class="alignright"|47 km/h
|-
| class="aligncenter"|5
| class="alignright"|40 m
| class="alignright"|80 m
| class="alignright"|240 m
| class="alignright"|140 km/h
|-
| class="aligncenter"|6
| class="alignright"|130 m
| class="alignright"|260 m
| class="alignright"|780 m
| class="alignright"|470 km/h
|-
| class="aligncenter"|7
| class="alignright"|400 m
| class="alignright"|800 m
| class="alignright"|2,400 m
| class="alignright"|1,400 km/h
|-
| class="aligncenter"|8
| class="alignright"|1,300 m
| class="alignright"|2,600 m
| class="alignright"|7,800 m
| class="alignright"|4,700 km/h
|-
| class="aligncenter"|9
| class="alignright"|4 km
| class="alignright"|8 km
| class="alignright"|24 km
| class="alignright"|14,000 km/h
|-
| class="aligncenter"|10
| class="alignright"|13 km
| class="alignright"|26 km
| class="alignright"|78 km
| class="alignright"|47,000 km/h
|}
 
<div id="Mass Flight"></div>
 
===Flight, Mass===
:''Move action''
:''Prerequisite:'' [[Bulletproof_Blues_3e_EN:Powers#Flight|Flight]]
:''Follow through powers:'' [[Bulletproof_Blues_3e_EN:Powers#Selective_Mass_Flight|Selective Mass Flight]]
 
Mass Flight is a self-only, area power which permits the character to take everyone within the affected area with them when they fly.
 
A character with Mass Flight does not have to use it at full power. They may fly with everyone within 1 meter, 10 meters, or anywhere up to their maximum area.
 
<div id="Selective Mass Flight"></div>
===Flight, Selective Mass===
:''Move action''
:''Prerequisite:'' [[Bulletproof_Blues_3e_EN:Powers#Mass_Flight|Mass Flight]]
 
Selective Mass Flight is a self-only, area power which permits the character to take everyone within the affected area with them when they fly. Furthermore, it allows the character with the Selective Mass Flight to select who within that area is taken with them, and who is not.
 
A character with Selective Mass Flight does not have to use it at full power. They may fly with selected individuals within 1 meter, 10 meters, or anywhere up to their maximum area.


===Force Field===
===Force Field===
:'''Activation:''' Activated
:''Quick action''
:'''Task roll:''' --
:''Follow through powers:'' [[Bulletproof_Blues_3e_EN:Powers#Bulletproof|Bulletproof]]
:'''Target:''' Personal
:'''Range:''' --
:'''Cost:''' 1 character point per rank


Force Field provides protection against most forms of direct damage: anything which inflicts Endurance damage. A character with Force Field subtracts the rank of the power from the damage rating of attacks that strike them. The remainder of the damage is subtracted from the character's Endurance. As always, this protection does not stack with Invulnerability or other forms of protection -- only the highest protection value applies.
Force Field is a self-only power which provides protection against normal damage. A character with Force Field adds their Power Level to their combat defense rolls. Force Field is not effective against mental attacks and alteration attacks. Force Field does not stack with conventional armor or powers such as Damage Resistance.


A character with a Force Field may extend their force field to another person (or person-sized object) by touching them. The Force Field then protects both characters, but only as long as the character with the Force Field is touching the second character. However, multiple forms of protection do not stack: only the greatest protection value applies. For example, a character with rank 6 Invulnerability would not benefit from having a rank 5 Force Field on top of it.
A character with a Force Field may extend their force field to another person (or person-sized object) by touching them. The Force Field then protects both characters, but only as long as the character with the Force Field is touching the second character.


Unlike Invulnerability, a Force Field must be activated: if the character is staggered or goes unconscious, the power turns off. The character may also turn off their Force Field voluntarily, of course. A staggered character may attempt a challenging Willpower task roll (task difficulty 12) to keep their Force Field activated while staggered.
Unlike Damage Resistance, a Force Field must be activated: if the character goes unconscious, the power turns off. The character may also turn off their Force Field voluntarily, of course.


===Growth===
===Growth===
:'''Activation:''' Activated
:''Quick action''
:'''Task roll:''' ---
:'''Target:''' Personal
:'''Range:''' --
:'''Cost:''' 1 character point per rank


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


* x2 height
A character with Growth can change size once per turn, using a quick action. If the character goes unconscious, the character reverts to their normal size.
* x8 mass
* +1 Brawn
* +1 Endurance


Additionally, a character with Growth is easier to hit in combat. Anyone attacking a character with Growth is granted a +1 attack bonus for each rank of Growth the target has. Note that this makes it much easier for characters to achieve extreme success when attacking characters with Growth. However, the character's rank in Growth is added to their Willpower task roll for the purpose of resisting being staggered. For example, a character with Willpower rank 2 and 5 ranks in Growth would roll 2d6 + 7 when attempting to resist being staggered.
A character with Growth does not have to use it at full power. A character who has Power Level 5, for example, could elect to be merely 3 meters tall rather than their full 20 meters.


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


{| cellpadding="4" cellspacing="1"
 
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Growth
|+Table: Growth
|- class="h1row"
|-  
! class="aligncenter"|Rank
! class="aligncenter"|Power Level
! class="aligncenter"|Height
! class="aligncenter"|Height
! class="aligncenter"|Reach
! class="aligncenter"|Reach
! class="aligncenter"|Mass
! class="aligncenter"|Mass
! class="aligncenter"|Brawn<sup>1</sup>
! class="aligncenter"|Brawn
! class="aligncenter"|Endurance
|-  
! class="aligncenter"|Defense Penalty<sup>2</sup>
|- class="oddrow"
| class="aligncenter"|1
| class="alignright"|x2 (12 feet)
| class="alignright"|6 feet
| class="alignright"|1,600 lbs
| class="aligncenter"|1
| class="aligncenter"|1
| class="alignright"|5 m
| class="alignright"|2 m
| class="alignright"|1,700 kg
| class="aligncenter"|+1
| class="aligncenter"|+1
|-
| class="aligncenter"|2
| class="alignright"|7 m
| class="alignright"|3 m
| class="alignright"|5,500 kg
| class="aligncenter"|+1
| class="aligncenter"|+1
|- class="evenrow"
|-  
| class="aligncenter"|2
| class="aligncenter"|3
| class="alignright"|x4 (25 feet)
| class="alignright"|10 m
| class="alignright"|12 feet
| class="alignright"|5 m
| class="alignright"|6 tons
| class="alignright"|17 t
| class="aligncenter"|2
| class="aligncenter"|+2
| class="aligncenter"|+2
|-
| class="aligncenter"|4
| class="alignright"|15 m
| class="alignright"|7 m
| class="alignright"|55 t
| class="aligncenter"|+2
| class="aligncenter"|+2
|- class="oddrow"
|-  
| class="aligncenter"|3
| class="aligncenter"|5
| class="alignright"|x8 (50 feet)
| class="alignright"|20 m
| class="alignright"|25 feet
| class="alignright"|10 m
| class="alignright"|50 tons
| class="alignright"|170 t
| class="aligncenter"|3
| class="aligncenter"|+3
| class="aligncenter"|+3
|-
| class="aligncenter"|6
| class="alignright"|30 m
| class="alignright"|15 m
| class="alignright"|550 t
| class="aligncenter"|+3
| class="aligncenter"|+3
|- class="evenrow"
|-  
| class="aligncenter"|4
| class="aligncenter"|7
| class="alignright"|x16 (100 feet)
| class="alignright"|50 m
| class="alignright"|50 feet
| class="alignright"|25 m
| class="alignright"|400 tons
| class="alignright"|1,700 t
| class="aligncenter"|4
| class="aligncenter"|+4
| class="aligncenter"|+4
|-
| class="aligncenter"|8
| class="alignright"|70 m
| class="alignright"|35 m
| class="alignright"|5,500 t
| class="aligncenter"|+4
| class="aligncenter"|+4
|- class="oddrow"
|-  
| class="aligncenter"|5
| class="aligncenter"|9
| class="alignright"|x32 (200  feet)
| class="alignright"|100 m
| class="alignright"|100 feet
| class="alignright"|50 m
| class="alignright"|3 kilotons
| class="alignright"|17,000 t
| class="aligncenter"|5
| class="aligncenter"|+5
| class="aligncenter"|+5
|-
| class="aligncenter"|10
| class="alignright"|150 m
| class="alignright"|75 m
| class="alignright"|55,000 t
| class="aligncenter"|+5
| class="aligncenter"|+5
|- class="evenrow"  
|}
 
===Haste===
:''Standard action''
 
Haste is a self-only power which permits the character to perform everyday tasks at a rate much faster than usual. The character's ability to perform mundane tasks extraordinarily quickly is based on their Power Level. For example, a typical book takes about 5 hours to read. A character with Power Level 4 could read it in 2 minutes (5 hours = 300 minutes, 300 minutes / 160 = 2 minutes).
 
Haste only applies to everyday tasks: tasks which are routine or which have no significant penalty for failure. Haste does not enhance the character's combat abilities, nor does it grant any other speed-related powers, such as Regeneration or Super-running.
 
 
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Haste
|-
! class="aligncenter"|Power Level
! class="aligncenter"|Multiplier
|-  
| class="aligncenter"|1
| class="alignright"|20
|-
| class="aligncenter"|2
| class="alignright"|40
|-
| class="aligncenter"|3
| class="alignright"|80
|-
| class="aligncenter"|4
| class="alignright"|160
|-
| class="aligncenter"|5
| class="alignright"|320
|-
| class="aligncenter"|6
| class="aligncenter"|6
| class="alignright"|x64 (400 feet)
| class="alignright"|640
| class="alignright"|200  feet
|-  
| class="alignright"|30 kilotons
| class="aligncenter"|6
| class="aligncenter"|+6
| class="aligncenter"|+6
|- class="oddrow"
| class="aligncenter"|7
| class="aligncenter"|7
| class="alignright"|x128 (800 feet)
| class="alignright"|1,250
| class="alignright"|400 feet
|-  
| class="alignright"|200 kilotons
| class="aligncenter"|7
| class="aligncenter"|+7
| class="aligncenter"|+7
|- class="evenrow"
| class="aligncenter"|8
| class="aligncenter"|8
| class="alignright"|x256 (1,600 feet)
| class="alignright"|2,500
| class="alignright"|800 feet
|-  
| class="alignright"|2 gigatons
| class="aligncenter"|8
| class="aligncenter"|+8
| class="aligncenter"|+8
|- class="oddrow"
| class="aligncenter"|9
| class="alignright"|x512 (3,000 feet)
| class="alignright"|1,600 feet
| class="alignright"|13 megatons
| class="aligncenter"|9
| class="aligncenter"|9
| class="aligncenter"|+9
| class="alignright"|5,000
| class="aligncenter"|+9
|-
|- class="evenrow"
| class="aligncenter"|10
| class="alignright"|x1,024 (1 mile)
| class="alignright"|3,000 feet
| class="alignright"|100 megatons
| class="aligncenter"|10
| class="aligncenter"|10
| class="aligncenter"|+10
| class="alignright"|10,000
| class="aligncenter"|+10
|- class="oddrow"
| class="aligncenter"|11
| class="alignright"|x2,048 (2 miles)
| class="alignright"|1 mile
| class="alignright"|900 megatons
| class="aligncenter"|11
| class="aligncenter"|+11
| class="aligncenter"|+11
|- class="evenrow"
| class="aligncenter"|12
| class="alignright"|x4,096 (5 miles)
| class="alignright"|2 miles
| class="alignright"|7 gigatons
| class="aligncenter"|12
| class="aligncenter"|+12
| class="aligncenter"|+12
|- class="oddrow"
| class="aligncenter"|13
| class="alignright"|x8,192 (10 miles)
| class="alignright"|5 miles
| class="alignright"|50 gigatons
| class="aligncenter"|13
| class="aligncenter"|+13
| class="aligncenter"|+13
|- class="evenrow"
| class="aligncenter"|14
| class="alignright"|x16,384 (20 miles)
| class="alignright"|10 miles
| class="alignright"|400 gigatons
| class="aligncenter"|14
| class="aligncenter"|+14
| class="aligncenter"|+14
|}
|}
#Or normal Brawn +1, whichever is greater
#Not applicable against mental attacks


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


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


Growth may affect a character's ground movement. The character's base running speed is equal to ten times their Agility in feet or ten times their rank in Growth in feet, whichever is greater. For example, a character with rank 4 in Agility normally has a base walking speed of 40 feet per round, but if their rank in Growth is 5, their base walking speed is 50 feet per round. Growth does not change a character's swimming speed or long jump distance.
Healing can remove diseases, pathogens, and poisons from the target. The character with Healing may attempt a moderately difficult (DV 3) Medicine (Reason + Power Level) roll to cure a single disease or purge a single toxin from the victim's system.


If a character is not at full Endurance when changing their size, the amount of Endurance they have lost stays proportionately the same. (It's only fractions: you can handle it.)
===Hold===
:''Standard action''


For example, if a character with 6 natural Endurance has lost three Endurance to attacks, when they activate 3 ranks of Growth their maximum Endurance will increase to 9, but their current Endurance will be 5. When in doubt, round fractions in the character's favor.
Hold is a ranged special attack which prevents the target from moving or taking any [[Bulletproof_Blues_3e_EN:Actions|actions]] other than trying to break out of it. Attacking with Hold requires a successful Ranged Combat (Power Level) roll against a Ranged Combat (Agility) roll of the target. Hold ignores all normal forms of protection such as armor and Damage Resistance. The mechanism which causes the Hold must be specified when this power is purchased. For example, the target might be entangled in webs, encased in ice, or bound by rings of magical force.


At Growth rank 5 and above, the character's hands are so large that they strike entire areas rather than individuals. Because their hand-to-hand attacks do not need to be aimed at a specific target, the difficulty of the task roll is 9. However, because such attacks are not targeted at specific individuals, they do not benefit from extreme success.
A character under the effects of Hold is not helpless, but they can't use any move actions until they break free of the power. A restrained character incurs a penalty die on all rolls other than rolls to escape the Hold.


A character with Growth does not have to use it at full power. A character who has 4 ranks in Growth, for example, could elect to be merely 50 feet tall rather than their full 100 feet.
To break free of Hold, the restrained character must use a standard action to make a successful Hand-to-hand Combat (Brawn) roll against a Ranged Combat (Power Level) roll of the attacker. If the restrained character has Strike or Damaging Aura, they may add their Power Level to this roll. If the restrained character succeeds at this roll, they break free of the Hold.


===Healing===
Another character may also attempt to aid the restrained character. To break a restrained character free of Hold, another character must use a standard action to make a successful Hand-to-hand Combat or Ranged Combat roll (using Blast or Strike, for example) against a Ranged Combat (Power Level) roll of the original attacker. If the character aiding the restrained character succeeds at this roll, the restrained character is broken free of the Hold.
:'''Activation:''' Attack
:'''Task roll:''' Agility
:'''Target:''' Single Target
:'''Range:''' Ranged
:'''Cost:''' 1 character point per rank


Healing is a ranged power which heals Endurance damage. The specific mechanism which permits the Healing (accelerated time, life energy, advanced medicine, medical nanobots, etc.) must be chosen when the Healing power is purchased. The Healing power heals a quantity of Endurance equal to the rank of the power.
If the target has not broken free of the Hold by the end of the scene, then they break free of it shortly thereafter.


Using Healing requires an Agility roll against the Agility of the intended target. If the character with the Healing power rolls an extreme success, then the target of the Healing gains one additional point of Endurance.
===Hyperacuity===
:''Free action''


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


'''Pathogens and Poisons:''' The Healing power can remove diseases, pathogens, and poisons from the target. They character with Healing may attempt a challenging Healing task roll (task difficulty 12) to cure a single disease or purge a single toxin from the victim's system. If the character with the Healing power rolls an extreme success, then all damage caused by the disease is healed as well as the disease itself being cured. ''+1 character point''
===Illusion===
:''Standard action''


===Hold===
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.
:'''Activation:''' Attack
 
:'''Task roll:''' Agility
Creating a simple, immobile illusion (a wall, a bridge, and so on) requires a moderately difficult (DV 3) Deception (Presence + Power Level) roll. Creating more complex shapes requires a more difficult roll, with the difficulty set by the GM based on the complexity of the desired illusion. For example, a windmill, a lion, or other moving shape would require a remarkably difficult (DV 6) Deception (Presence + Power Level) roll, while a city square with moving cars, bicycles, and dozens of people would require an extremely difficult (DV 9) Deception (Presence + Power Level) roll.
:'''Target:''' Single Target
:'''Range:''' Ranged
:'''Cost:''' 1 character point per rank


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


Attacking a character under the effects of Hold provides a +6 attack bonus (the standard task roll bonus for attacking a helpless target).
Anyone who observes an Illusion and who has a good reason to suspect its true nature may attempt a Perception (Reason) roll against the creator's Deception (Presence + Power Level) roll. If the Perception (Reason) roll succeeds, the observer sees the Illusion for what it is, and may respond appropriately.


Using Hold requires an Agility roll against the Agility of the intended target. If the attacker rolls an extreme success, then the rank of the Hold is increased by 1 for the purpose of breaking out of it. For example, if a character is affected by a rank 4 Hold, and the attacker rolled an extreme success, the affected character would need to make a Brawn task roll against task difficulty 13 (5 + 8) to break out of the Hold.
'''It's All In Your Mind:''' Normally, the sights and sounds created by the Illusion power can be recorded, seen on cameras, and so on. However, some characters' illusions only affect sentient creatures: cameras and nonsentient robots do not perceive the illusions at all. However, victims of these mental Illusions can be injured by them. Protection powers such as Damage Resistance and Force Field are as effective against these illusory attacks as they would be against the real thing. The damage inflicted can even "kill" the target (rendering them unconscious), but in fact any damage inflicted is [[Bulletproof_Blues_3e_EN:Actions#Stunning|stunning]], and therefore temporary. Characters with Mental Resistance may add their Power Level to their Perception (Reason) rolls to see through such hallucinations.


To break out of the Hold, the target must make a successful Brawn task roll against the rank of the Hold. If the character succeeds at this task roll, they may use their remaining movement action. If the held character gets an extreme success on this roll, then they break out as a free action. For example, if a character is affected by a rank 6 Hold, they would need to make a Brawn task roll against task difficulty 14 (6 + 8). If they roll a 17 or more, they achieve an extreme success, and breaking out is a free action rather than a task action.
===Immortality===
:''Constant''


If the character has not broken out of the Hold by the end of the scene, then they break out of it shortly thereafter.
Immortality is a self-only power which grants the character immunity to the ravages of time. An immortal character will never grow old or die from "natural causes". Additionally, the character is never truly "dead". If the cause of the character's demise is reversed (the stake is pulled from their heart, the poison wears off and loses its toxicity, their dismembered body parts are re-assembled, and so on), the character will begin to recover from their mortal injuries. How long this recovery takes is up to the GM.


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


'''Exposed (major defect):''' Other characters can help the target break out of the Hold, using Brawn or a power which inflicts Endurance damage. This power defect is most appropriate for types of Hold that depend on a physical restraint to keep the target immobile, and the GM may require it in such cases. ''-1 character point''
'''Death Is Preferable:''' Normally, an immortal character stops aging when they reach physical maturity, or shortly thereafter. However, some immortal characters continue to age (albeit at a slower rate), becoming gnarled and withered as the years pass. Such a character looks and feels ancient, although they may still be physically powerful.


===Illusion===
'''Offsite Backup:''' Normally, when an immortal character recovers from "death", they retain all of their memories from events up to and including their demise. If the character's resurrection is facilitated by an external backup, such as a stored clone or a periodic neural upload to an orbiting satellite, there will be a gap between the time of the last "backup" and the character's resurrection.
:'''Activation:''' Attack
 
:'''Task roll:''' Power
'''Serial Immortality:''' Normally, when an immortal character recovers from "death", they remain essentially unchanged. However, some immortal characters change their appearance and personality to that of a completely new person when they "die", although the knowledge and memories of the character are preserved. For example, the character might be a parasitic organism that possesses a new host when the previous one expires, or the character might have a form of cellular regeneration with unpredictable results. With the GM's approval, even the character's gifts and powers might be changed.
:'''Target:''' Radius
:'''Range:''' Ranged
:'''Cost:''' 1 character point per rank


The Illusion power 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.
===Intangibility===
:''Quick action''


Creating a simple, immobile illusion (a wall, a bridge, and so on) requires a challenging Illusion task roll (task difficulty 12). Creating more complex shapes requires a more difficult task roll, with the task difficulty set by the GM based on the complexity of the desired illusion. For example, a windmill, a lion, or other moving shape would require a demanding Illusion task roll (task difficulty 15), while a city square with moving cars, bicycles, and dozens of people would require a frustrating Illusion task roll (task difficulty 18).  
Intangibility is a self-only power which permits the character to move through solid matter as though through water, leaving no trace of their passage. For example, Intangibility could represent a character who is able to control their molecular density, a character who vibrates at a different frequency, or even a character whose body can turn into radiant energy.


The maximum size of an illusion is based on the rank of the power. Find the rank of the power in the [[Bulletproof_Blues_3e_EN:Actions#Benchmarks|Benchmarks]] table, and look up the value in the "Affects" column. This is the maximum size of the illusion the character may create.
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.


While the illusions created by this power are completely convincing, they don't actually exist. The bite of an illusory dog will not break the skin, the touch of illusory liquid nitrogen will not cause frostbite, and an illusory bridge will not support the weight of anyone. The tactile aspect of an illusion will only be convincing if the contact is fleeting or feather-light: any significant physical interaction with an illusion provides an observer with a good reason to suspect that the apparition is not the genuine article.
A character using Intangibility cannot pass through a force field, nor through any area affected by Power Suppression; other than this, physical objects generally have no effect on a character using Intangibility, or vice versa. An intangible character is immune to most attacks, regardless of the source. However, an intangible character is affected normally by mental powers, and they may use mental powers against others. They also might be affected normally by attacks with unusual special effects. For example, if the character can speak and hear while intangible, they should be affected by sonic attacks, or if they can see normally, they should be affected normally by attacks based on light or shadow. Ultimately, what does and does not affect an intangible character is up to the GM.


Anyone who observes an Illusion and who has a good reason to suspect its true nature may attempt a Perception task roll against the rank of the power. If the Perception task roll succeeds, the observer sees the Illusion for what it is, and may respond appropriately. If the character with Illusion rolls an extreme success, then the Illusion created is significantly more realistic, and the Perception task roll to see through the Illusion incurs a +1 task difficulty penalty.
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.


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


'''Illusory Damage:''' The Illusion is so convincing that observers who are fooled by the Illusion believe that they are injured by its attacks. Protection powers such as Force Field and Invulnerability are as efficacious against these illusory attacks as they would be to the real thing. The damage inflicted can even "kill" the target (rendering them unconscious), but in fact any damage inflicted is stunning, and therefore temporary. See [[Bulletproof_Blues_3e_EN:Actions#Stunning|Stunning]] for more details. This power enhancement is usually accompanied by the "It's All In Your Mind" power defect. ''+1 character point''
'''Loophole:''' The character has a power which affects the world normally while they are intangible. However, the character must also define a reasonably common attack type which affects them normally while they are intangible (fire, iron, etc.).


====Defects====
===Invisibility===
:''Quick action''


'''It's All In Your Mind (major defect):''' Normally, the sights and sounds created by the Illusion power can be recorded, seen on cameras, and so on. With this defect, the Illusion only affects sentient creates: cameras and robots do not perceive the illusions, nor do the illusions appear in mirrors. ''-1 character point''
Invisibility is a self-only power which permits the character to become difficult to perceive. For example, the character might become transparent, they might bend light around them, or they may blend into their surroundings by modulating chromatophores in their skin. However the effect is achieved, the character is hidden from normal senses unless someone is actively looking for them or there is some environmental circumstance that might reveal the character's location.


===Immortality===
In hand-to-hand combat, a character who can't see their opponent incurs a penalty die on their attack and defense rolls. In ranged combat, a character who can't see their opponent incurs a penalty die on their defense rolls, but they usually fail any ranged attack rolls or mental attack rolls against an invisible character. However, if the invisible character has used an attack during the current or previous rounds, then an attacker may make ranged attack rolls against the invisible character, but they incur a penalty die on their attack rolls.
:'''Activation:''' Always On
:'''Task roll:''' --
:'''Target:''' Personal
:'''Range:''' --
:'''Cost:''' 1 character point per rank


The Immortality power grants the character immunity to the ravages of time. An immortal character will never grow old or die from "natural causes". At rank 1, the character simply doesn't grow older, but can be killed just like any other person can. At rank 2 and above, death is temporary. As soon as the cause of the character's demise is removed (the stake being pulled from their heart, the poison wearing off and losing its toxicity, and so on), the character will begin to recover from their mortal injuries. How long this recovery takes depends on the rank of the power.
If someone is actively looking for the character, perhaps by isolating their heat signature or tracking them by scent, the person trying to locate the invisible character must use a quick action to make a successful Perception (Reason) roll against the invisible character's Stealth (Agility + Power Level) roll. A character with Clairvoyance or Hyperacuity may add their Power Level to their Reason when attempting to notice a character using Invisibility. If an environmental circumstance might reveal the character's location, the person trying to locate the invisible character gains a bonus die on their Perception (Reason) roll. For example, fog might reveal an invisible character's outline, or fresh snow might reveal their footprints. If the person trying to locate the invisible character succeeds at this roll, then they may make ranged attack rolls against the invisible character, but they incur a penalty die on their attack rolls.


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


{| cellpadding="4" cellspacing="1"
'''Permanent:''' Invisibility usually must be activated: if the character goes unconscious, the power turns off. The character may also turn off their Invisibility voluntarily. However, some characters are unable to turn off their Invisibility; they remain invisible even if rendered unconscious.
|+Table: Immortality
|- class="h1row"
! class="aligncenter"|Rank
! class="aligncenter"|Resurrection
|- class="oddrow"
| class="aligncenter"|1
| class="aligncenter"|--
|- class="evenrow"
| class="aligncenter"|2
| class="aligncenter"|6 months
|- class="oddrow"
| class="aligncenter"|3
| class="aligncenter"|3 months
|- class="evenrow"
| class="aligncenter"|4
| class="aligncenter"|1 month
|- class="oddrow"
| class="aligncenter"|5
| class="aligncenter"|2 weeks
|- class="evenrow"
| class="aligncenter"|6
| class="aligncenter"|1 week
|- class="oddrow"
| class="aligncenter"|7
| class="aligncenter"|4 days
|- class="evenrow"
| class="aligncenter"|8
| class="aligncenter"|2 days
|- class="oddrow"
| class="aligncenter"|9
| class="aligncenter"|1 day
|- class="evenrow"
| class="aligncenter"|10
| class="aligncenter"|16 hours
|- class="oddrow"
| class="aligncenter"|11
| class="aligncenter"|8 hours
|- class="evenrow"
| class="aligncenter"|12
| class="aligncenter"|4 hours
|- class="oddrow"
| class="aligncenter"|13
| class="aligncenter"|2 hours
|- class="evenrow"
| class="aligncenter"|14
| class="aligncenter"|1 hour
|}


===Mental Resistance===
:''Constant''


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


'''Death Is Preferable (major defect):''' Normally, an immortal character stops aging when they reach physical maturity, or shortly thereafter. However, some immortal characters continue to age (albeit at a slower rate), becoming gnarled and withered as the years pass. An immortal with the Death Is Preferable power defect looks and feels ancient, although they may still be physically powerful. ''-1 character point''
===Mind Blast===
:''Standard action''
:''Follow through powers:'' [[Bulletproof_Blues_3e_EN:Powers#Mass_Mind_Blast|Mass Mind Blast]]
[[File:BB3 Mind Blast chart.png|633px]]


'''Offsite Backup (major defect):''' Normally, when an immortal character recovers from "death", they retain all of the memories from events up to and including their demise. If the character's resurrection is facilitated by an external backup, such as a stored clone or a periodic neural upload to an orbiting satellite, there will be a gap between the time of the last "backup" and the character's demise. ''-1 character point''
Mind Blast is a ranged mental attack which inflicts "stunning" damage. The Mind Blast is typically some form of psychic attack, but it could also be sound, electricity, cold, or even bacteria, and this must be chosen when the Mind Blast power is purchased. Attacking with Mind Blast requires a successful Mental Combat (Power Level) roll against a Mental Combat (Presence) roll of the target, or a Mental Combat (Presence + Power Level) roll of the target if the target has Mental Resistance. If the attacker succeeds at this roll, then the target's Endurance is reduced by one (or more, if using the optional [[Bulletproof_Blues_3e_EN:Actions#Margin_Of_Success_(Optional)|margin of success]] rules). Mind Blast ignores all normal forms of protection such as armor and Damage Resistance. Mind Blast only affects sentient creatures: robots, machinery, and animated objects are unaffected by Mind Blast.


'''Serial Immortality (major defect):''' Normally, when an immortal character recovers from "death", they remain essentially unchanged. With the Serial Immortality power defect, the knowledge and memories of the character are preserved, but their appearance and personality are that of a completely new person. For example, the character might be a parasitic organism that possesses a new host when the previous one expires, or the character might have a form of cellular regeneration with unpredictable results. With the GM's approval, even the character's advantages and powers might be changed. ''-1 character point''
Damage from Mind Blast is temporary. Record it separately; it all comes back after the fight is over, when the character has had a chance to rest and recuperate.


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


===Immunity ★===
Mass Mind Blast is a ranged, area mental attack which inflicts "stunning" damage. The Mass Mind Blast is typically some form of psychic attack, but it could also be sound, electricity, cold, or even bacteria, and this must be chosen when the Mass Mind Blast power is purchased. Attacking with Mass Mind Blast requires a successful Mental Combat (Power Level) roll against a Mental Combat (Presence) roll of each target in the affected area, or a Mental Combat (Presence + Power Level) roll of a target if that target has Mental Resistance. If the attacker succeeds at this roll, then the target's Endurance is reduced by one (or more, if using the optional [[Bulletproof_Blues_3e_EN:Actions#Margin_Of_Success_(Optional)|margin of success]] rules). Mass Mind Blast ignores all normal forms of protection such as armor and Damage Resistance. Mass Mind Blast only affects sentient creatures: robots, machinery, and animated objects are unaffected by Mass Mind Blast.
:'''Activation:''' Always On
:'''Task roll:''' --
:'''Target:''' Personal
:'''Range:''' --
:'''Cost:''' 1 character point per rank


Immunity permits the character to survive in environments and conditions that would impair or even kill normal people. Each rank in Immunity permits the character to endure one additional condition from the list below. These must be selected when the power is purchased, and may not normally be changed thereafter.
The attacker rolls once for the attack. Normally, each target in the affected area rolls individually against the attack, but if the GM prefers, she may roll once for each group of similar targets.


The protection provided by Immunity is ambient and highly plot dependent: it does not normally protect the character from attacks or from direct forms of damage. Being able to withstand extreme heat and exposure to the blazing desert sun does not mean that a character is immune to a fire blast or can relax in a pool of molten lead. However, Immunity provides protection equal to one-half of its rank against attacks related to some form of Immunity that the character possesses (Exposure (Cold), Exposure (Heat), and Radiation being the most common types of direct damage). As always, this protection does not stack with Force Field, Invulnerability, or other forms of protection -- only the highest protection value applies.
Damage from Mass Mind Blast is temporary. Record it separately; it all comes back after the fight is over, when the character has had a chance to rest and recuperate.


* '''Asphyxia:''' The character does not need to breathe at all; alternately, they may breathe in a single unusual environment.
<div id="Selective Mass Mind Blast"></div>
* '''Exposure (Cold):''' The character is comfortable in environments of extreme cold, such as in the Antarctic.
* '''Exposure (Heat):''' The character is comfortable in environments of extreme heat, such as noon in the Rub' al Khali.
* '''Pathogens:''' The character is unaffected by infectious viruses, bacteria, fungi, etc.
* '''Poisons:''' The character is unaffected by chemical and biological poisons, toxins, and venoms.
* '''Pressure:''' The character is comfortable in environments of extremely high pressure, such as in the ocean depths.
* '''Radiation:''' The character is immune to the effects of environmental ionizing radiation.
* '''Sleep Deprivation:''' The character may sleep if they want to, but suffers no ill effect from lack of sleep.
* '''Starvation:''' The character does not need to eat, drink, or excrete; alternately, they can eat virtually anything.
* '''Vacuum:''' The character is comfortable in environments of extremely low pressure, such as in outer space.


By default, immunity to "Asphyxia" permits the character to 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.
===Mind Blast, Selective Mass===
:''Standard action''
:''Prerequisite:'' [[Bulletproof_Blues_3e_EN:Powers#Mass_Mind_Blast|Mass Mind Blast]]


By default, immunity to "Starvation" permits the character to survive without needing to eat, drink, or excrete at all. However, if it makes more sense for the character to be able to eat or drink virtually any nontoxic substance, such as mud or styrofoam peanuts, they may choose that option instead.
Selective Mass Mind Blast is a ranged, area mental attack which inflicts "stunning" damage. The Selective Mass Mind Blast is typically some form of psychic attack, but it could also be sound, electricity, cold, or even bacteria, and this must be chosen when the Selective Mass Mind Blast power is purchased. Attacking with Selective Mass Mind Blast requires a successful Mental Combat (Power Level) roll against a Mental Combat (Presence) roll of each selected target in the affected area, or a Mental Combat (Presence + Power Level) roll of a target if that target has Mental Resistance. If the attacker succeeds at this roll, then the target's Endurance is reduced by one (or more, if using the optional [[Bulletproof_Blues_3e_EN:Actions#Margin_Of_Success_(Optional)|margin of success]] rules). Selective Mass Mind Blast ignores all normal forms of protection such as armor and Damage Resistance. Selective Mass Mind Blast only affects sentient creatures: robots, machinery, and animated objects are unaffected by Selective Mass Mind Blast.


For immunity to aging, see [[Bulletproof_Blues_3e_EN:Powers#Immortality|Immortality]].
The attacker rolls once for the attack. Normally, each target in the affected area rolls individually against the attack, but if the GM prefers, she may roll once for each group of similar targets.


If a character dies from an attack related to some form of Immunity that the character possesses, there is a good chance the character might come back. This is highly dependent on the background of the character and how much sense it would make in the context of the story.
Damage from Selective Mass Mind Blast is temporary. Record it separately; it all comes back after the fight is over, when the character has had a chance to rest and recuperate.


For more details on the effects of the environment on a character, see [[Bulletproof_Blues_3e_EN:Actions#The_Environment|Environment]].
===Mind Control===
:''Standard action''
:''Prerequisite:'' [[Bulletproof_Blues_3e_EN:Powers#Telepathy|Telepathy]]
:''Follow through powers:'' [[Bulletproof_Blues_3e_EN:Powers#Mass_Mind_Control|Mass Mind Control]]


===Increased Density===
Mind Control is a ranged mental attack which allows a character to influence a living creature's behaviour, forcing the target to obey the character's mental commands. To influence a living creature's behaviour, the character must succeed at a Mental Combat (Power Level) roll against a Mental Combat (Presence) roll of the target, or a Mental Combat (Presence + Power Level) roll of the target if the target has Mental Resistance. Giving a new mental command to the target requires a quick action.
:'''Activation:''' Activated
:'''Task roll:''' --
:'''Target:''' Personal
:'''Range:''' --
:'''Cost:''' 1 character point per rank


Increased Density permits a character to become more massive (but no larger) than normal. Each rank of Increased Density gives the character:
To break free of Mind Control, the target must use a standard action to make a successful Mental Combat (Presence) roll against a Mental Combat (Power Level) roll of the attacker. If the target has Mental Resistance, they add their Power Level to their roll. If the target succeeds at this roll, they break free of the Mind Control. If the target has not broken free of the Mind Control by the end of the scene, then they break free of it shortly thereafter.


* x2 Mass
'''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.
* +1 Brawn
* -1 Agility
* +1 Endurance
* +1 Invulnerability


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


{| cellpadding="4" cellspacing="1"
Mass Mind Control is a ranged, area mental attack which allows a character to influence the behaviour of everyone within the affected area, forcing them to obey the character's commands. To influence the targets' behaviour, the character must succeed at a Mental Combat (Power Level) roll against a Mental Combat (Presence) roll of each target in the affected area, or a Mental Combat (Presence + Power Level) roll of a target if that target has Mental Resistance. Giving a new mental command to the targets requires a quick action.
|+Table: Increased Density
|- class="h1row"
! class="aligncenter"|Rank
! class="aligncenter"|Mass
! class="aligncenter"|Brawn <sup>1</sup>
! class="aligncenter"|Agility <sup>2</sup>
! class="aligncenter"|Endurance
! class="aligncenter"|Invulnerability <sup>3</sup>
|- class="oddrow"
| class="aligncenter"|1
| class="alignright"|x2 (400 lbs)
| class="aligncenter"|1
| class="aligncenter"|-1
| class="aligncenter"|+1
| class="aligncenter"|1
|- class="evenrow"
| class="aligncenter"|2
| class="alignright"|x4 (800 lbs)
| class="aligncenter"|2
| class="aligncenter"|-2
| class="aligncenter"|+2
| class="aligncenter"|2
|- class="oddrow"
| class="aligncenter"|3
| class="alignright"|x8 (1,600 lbs)
| class="aligncenter"|3
| class="aligncenter"|-3
| class="aligncenter"|+3
| class="aligncenter"|3
|- class="evenrow"
| class="aligncenter"|4
| class="alignright"|x16 (3,200 lbs)
| class="aligncenter"|4
| class="aligncenter"|-4
| class="aligncenter"|+4
| class="aligncenter"|4
|- class="oddrow"
| class="aligncenter"|5
| class="alignright"|x32 (3 tons)
| class="aligncenter"|5
| class="aligncenter"|-5
| class="aligncenter"|+5
| class="aligncenter"|5
|- class="evenrow"
| class="aligncenter"|6
| class="alignright"|x64 (6 tons)
| class="aligncenter"|6
| class="aligncenter"|-6
| class="aligncenter"|+6
| class="aligncenter"|6
|- class="oddrow"
| class="aligncenter"|7
| class="alignright"|x128 (12 tons)
| class="aligncenter"|7
| class="aligncenter"|-7
| class="aligncenter"|+7
| class="aligncenter"|7
|- class="evenrow"
| class="aligncenter"|8
| class="alignright"|x256 (25 tons)
| class="aligncenter"|8
| class="aligncenter"|-8
| class="aligncenter"|+8
| class="aligncenter"|8
|- class="oddrow"
| class="aligncenter"|9
| class="alignright"|x512 (50 tons)
| class="aligncenter"|9
| class="aligncenter"|-9
| class="aligncenter"|+9
| class="aligncenter"|9
|- class="evenrow"
| class="aligncenter"|10
| class="alignright"|x1,024 (100 tons)
| class="aligncenter"|10
| class="aligncenter"|-10
| class="aligncenter"|+10
| class="aligncenter"|10
|- class="oddrow"
| class="aligncenter"|11
| class="alignright"|x2,048 (200 tons)
| class="aligncenter"|11
| class="aligncenter"|-11
| class="aligncenter"|+11
| class="aligncenter"|11
|- class="evenrow"
| class="aligncenter"|12
| class="alignright"|x4,096 (400 tons)
| class="aligncenter"|12
| class="aligncenter"|-12
| class="aligncenter"|+12
| class="aligncenter"|12
|- class="oddrow"
| class="aligncenter"|13
| class="alignright"|x8,192 (800 tons)
| class="aligncenter"|13
| class="aligncenter"|-13
| class="aligncenter"|+13
| class="aligncenter"|13
|- class="evenrow"
| class="aligncenter"|14
| class="alignright"|x16,384 (1,600 tons)
| class="aligncenter"|14
| class="aligncenter"|-14
| class="aligncenter"|+14
| class="aligncenter"|14
|}
#Or normal Brawn +1, whichever is greater
#Down to minimum rank 0
#Or normal Invulnerability +1, whichever is greater


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


The Brawn and Invulnerability of a character with Increased Density is either their rank in Increased Density or their normal (non-Increased Density) rank +1, whichever is greater.
To break free of Mass Mind Control, each target must use a standard action to make a successful Mental Combat (Presence) roll against a Mental Combat (Power Level) roll of the attacker. If a target has Mental Resistance, they add their Power Level to their roll. If a target succeeds at this roll, they break free of the Mass Mind Control. If a target has not broken free of the Mass Mind Control by the end of the scene, then they break free of it shortly thereafter.


If a character becomes so dense that their Agility is reduced to zero, they have great difficulty moving. They must successfully attempt a challenging Willpower task roll (task difficulty 12) every round, just to take a step or two.
===Mind Hold===
:''Standard action''


If a character is not at full Endurance when changing their density, the amount of Endurance they have lost stays proportionately the same. (It's only fractions: you can handle it.)
Mind Hold is a ranged mental attack which makes it difficult for a target to move, think, or take any [[Bulletproof_Blues_3e_EN:Actions|actions]] other than trying to break out of it. Attacking with Mind Hold requires a successful Mental Combat (Power Level) roll against a Mental Combat (Presence) roll of the target, or a Mental Combat (Presence + Power Level) roll of the target if the target has Mental Resistance. The mechanism which causes the Mind Hold must be specified when this power is purchased. For example, the target might be frozen in time, hypnotized, or they could be sedated by some form of toxic gas.


For example, if a character with 6 natural Endurance has lost three Endurance to attacks, when they activate 3 ranks of Increased Density their maximum Endurance will increase to 9, but their current Endurance will be 5. When in doubt, round fractions in the character's favor.
A character under the effects of Mind Hold is not helpless, but they can't use any move actions until they break free of the power. A restrained character incurs a penalty die on all rolls other than rolls to escape the Mind Hold.


A character with Increased Density does not have to use it at full power. A character who has 4 ranks in Increased Density, for example, could elect to be merely 400 pounds in mass rather than their full 3,200 pounds. Note that a character with their Increased Density activated in the water will sink like a stone: normal swimming is impossible, but Super-swimming will work as usual. At rank 6, the character is denser than any naturally occurring substance on Earth.
To break free of Mind Hold, the target must use a standard action to make a successful Mental Combat (Presence) roll, or a Mental Combat (Presence + Power Level) roll if the target has Mental Resistance, against a Mental Combat (Power Level) roll of the attacker. If the target succeeds at this roll, they break free of the Mind Hold.


===Intangibility===
Another character may also attempt to aid the restrained character. To break a restrained character free of Mind Hold, another character must use a standard action to make a successful Mental Combat roll (using Mind Blast, for example) against a Mental Combat (Power Level) roll of the original attacker. If the character aiding the restrained character succeeds at this roll, the restrained character is broken free of the Mind Hold.
:'''Activation:''' Activated
:'''Task roll:''' --
:'''Target:''' Personal
:'''Range:''' --
:'''Cost:''' 1 character point per rank


Intangibility allows the character to become insubstantial and able to pass through physical objects. 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. The density of the material the character can pass through is based on the rank of the power. Find the rank of the power in the [[Bulletproof_Blues_3e_EN:Actions#Benchmarks|Benchmarks]] table, and look up the value in the "Breaks" column. This is the toughest material which the character may pass through. The character can also pass through force fields and other energy barriers which have a protection value (PV) less than or equal to the rank of the Intangibility.
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.


Intangibility provides protection against most forms of direct damage: anything which inflicts Endurance damage. A character with Intangibility subtracts the rank of the power from the damage rating of attacks that strike them while they are intangible. The remainder of the damage is subtracted from the character's Endurance. As always, this protection does not stack with Invulnerability or other forms of protection -- only the highest protection value applies.
Mind Hold only affects sentient creatures: robots, machinery, and animated objects are unaffected by Mind Hold.


An intangible character is unable to physically interact with materials that they can pass through, and the rank of the power is subtracted from the damage rating of any attacks the character makes while intangible. However, an intangible character is affected normally by mental powers, and they may use mental powers against others.
===Night Vision===
:''Free action''


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


Intangibility must be activated: if the character is staggered or goes unconscious, the power turns off. The character may also turn off their Intangibility voluntarily, of course. A staggered character may attempt a challenging Willpower task roll (task difficulty 12) to keep their Intangibility activated while staggered.
===Possession===
:''Standard action''
:''Prerequisite:'' [[Bulletproof_Blues_3e_EN:Powers#Telepathy|Telepathy]]


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


'''Loophole:''' The character has a power which affects the world normally while they are intangible. However, the character must also define an attack type which affects them normally while they are intangible. ''+1 character point''
While the character is using Possession on another person, their own body collapses into a trance-like state. A possessed character is not able to spend plot points on anything other than trying to break out of the Possession, but the possessing character can spend their own plot points while controlling a target. The target of Possession will not remember any actions they took while under the influence of the power. These memories may be able to be retrieved through the use of hypnosis, Telepathy, and so on.


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


'''Permanent (major defect):''' The character is unable to turn off their Intangibility. The character remains intangible even if staggered or unconscious. ''-1 character point''
'''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.


===Invisibility===
'''Obvious:''' The Possession has a "tell", such as glowing eyes, which makes it visually apparent that something is wrong with the target.
:'''Activation:''' Activated
:'''Task roll:''' --
:'''Target:''' Personal
:'''Range:''' --
:'''Cost:''' 1 character point per rank


The Invisibility power allows the character to become difficult to perceive. For example, the character might be transparent, they might bend light around them, or they may blend into their surroundings using camouflage. However the invisibility is achieved, the character is hidden from normal sight unless someone is actively looking for them or there is some environmental circumstance that might reveal the character's location.
===Power Drain===
:''Standard action''
:''Follow through powers:'' [[Bulletproof_Blues_3e_EN:Powers#Power_Drain_Ray|Power Drain Ray]], [[Bulletproof_Blues_3e_EN:Powers#Power_Theft|Power Theft]]
[[File:BB3 Power Drain chart.png|633px]]


If someone is actively looking for the character, perhaps by isolating their heat signature or tracking them by scent, the person trying to locate the invisible character must make a successful Perception task roll against the rank of the Invisibility. If an environmental circumstance might reveal the character's location, anyone in the area may attempt a Perception task roll against the rank of the Invisibility in order to notice the character. For example, fog might reveal the invisible character's outline, or fresh snow might reveal their footprints.
Power Drain is a hand-to-hand alteration attack which inflicts damage to the target's Power Level attribute. Attacking with Power Drain requires a successful Hand-to-hand Combat (Power Level) roll against a Hand-to-hand Combat (Brawn) roll of the target, or a Hand-to-hand Combat (Brawn + Power Level) roll of the target if the target has Alteration Resistance. If the attacker succeeds at this roll, then the target's Power Level is reduced by one (or more, if using the optional [[Bulletproof_Blues_3e_EN:Actions#Margin_Of_Success_(Optional)|margin of success]] rules). Power Drain ignores all normal forms of protection such as armor and Damage Resistance. Reducing a character's Power Level to zero renders them unable to activate any of their powers (constant powers are unaffected).


A character with Invisibility may make another person (or person-sized object) invisible by touching the other person and then activating the Invisibility power. The Invisibility then affects both characters, but only as long as the character with the Invisibility is touching the second character.
The mechanism which causes the Power Drain must be specified when this power is purchased. For example, the target might be injected with nanomachines, subjected to an alien energy field, bound by rings of magical force, or they could be shackled with some type of "inhibitor" device.


Invisibility must be activated: if the character is staggered or goes unconscious, the power turns off. The character may also turn off their Invisibility voluntarily, of course. A staggered character may attempt a challenging Willpower task roll (task difficulty 12) to keep their Invisibility activated while staggered.  
The effects of multiple Power Drain attacks are cumulative, but the damage from Power Drain is temporary. It all comes back after the fight is over, when the target has had a chance to rest and recuperate. The damage from Power Drain will also return if the character with Power Drain goes unconscious.


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


'''Permanent (major defect):''' The character is unable to turn off their Invisibility. The character remains invisible even if staggered or unconscious. ''-1 character point''
===Power Drain Ray===
:''Standard action''
:''Prerequisite:'' [[Bulletproof_Blues_3e_EN:Powers#Power_Drain|Power Drain]]
:''Follow through powers:'' [[Bulletproof_Blues_3e_EN:Powers#Power_Suppression|Power Suppression]], [[Bulletproof_Blues_3e_EN:Powers#Power_Theft_Ray|Power Theft Ray]]


===Invulnerability===
Power Drain Ray is a ranged alteration attack which inflicts damage to the target's Power Level attribute. Attacking with Power Drain Ray requires a successful Ranged Combat (Power Level) roll against a Ranged Combat (Agility) roll of the target, or a Ranged Combat (Agility + Power Level) roll of the target if the target has Alteration Resistance. If the attacker succeeds at this roll, then the target's Power Level is reduced by one (or more, if using the optional [[Bulletproof_Blues_3e_EN:Actions#Margin_Of_Success_(Optional)|margin of success]] rules). Power Drain Ray ignores all normal forms of protection such as armor and Damage Resistance. Reducing a character's Power Level to zero renders them unable to activate any of their powers (constant powers are unaffected).
:'''Activation:''' Always On
:'''Task roll:''' --
:'''Target:''' Personal
:'''Range:''' --
:'''Cost:''' 1 character point per rank


Invulnerability provides protection against most forms of direct damage: anything which inflicts Endurance damage. A character with Invulnerability subtracts the rank of the power from the damage rating of attacks that strike them. The remainder of the damage is subtracted from the character's Endurance. Invulnerability does not need to be activated, nor can it be deactivated: it is always on. As always, this protection does not stack with Force Field or other forms of protection -- only the highest protection value applies.
The mechanism which causes the Power Drain Ray must be specified when this power is purchased. For example, the target might be injected with nanomachines, subjected to an alien energy field, bound by rings of magical force, or they could be shackled with some type of "inhibitor" device.


===Life Drain===
The effects of multiple Power Drain Ray attacks are cumulative, but the damage from Power Drain Ray is temporary. It all comes back after the fight is over, when the target has had a chance to rest and recuperate. The damage from Power Drain Ray will also return if the character with Power Drain Ray goes unconscious.
:'''Activation:''' Attack
:'''Task roll:''' Brawn
:'''Target:''' Single Target
:'''Range:''' Touch
:'''Cost:''' 1 character point per rank


Life Drain is a hand-to-hand attack which inflicts Endurance damage. The Life Drain could be radiation, disease, cold, extreme age, toxic gas, or even darkness or light, and this must be chosen when the Life Drain power is purchased. Life Drain has a damage rating equal to the rank of the power.
'''Specific Powers:''' A character's Power Drain Ray might be limited to targets with a specific type of powers, such as characters with fire powers or technological powers. If this is the case, the attacker gains a bonus die on their Power Drain Ray rolls.


Using Life Drain requires a Brawn task roll against the Brawn of the intended target. If the attacker rolls an extreme success, then the attacker may choose one of the standard benefits of extreme success, either overwhelming, smashing, or staggering the target of the Life Drain.
===Power Mimicry===
:''Standard action''
:''Follow through powers:'' [[Bulletproof_Blues_3e_EN:Powers#Power_Theft|Power Theft]]


Life Drain ignores all normal forms of protection such as Invulnerability and Force Field. The damage from Life Drain is temporary. It all comes back after the fight is over, when the target has had a chance to rest and recuperate.
Power Mimicry is a hand-to-hand alteration attack which allows a character to temporarily copy another character's power and use it themselves. Attributes of 5 or higher are considered powers for this purpose. Attacking with Power Mimicry requires a successful Hand-to-hand Combat (Power Level) roll against a Hand-to-hand Combat (Brawn) roll of the target, or a Hand-to-hand Combat (Brawn + Power Level) roll of the target if the target has Alteration Resistance. If the attacker succeeds at this roll, then they gain one (or more, if using the optional [[Bulletproof_Blues_3e_EN:Actions#Margin_Of_Success_(Optional)|margin of success]] rules) of the target's powers. Power Mimicry ignores all normal forms of protection such as armor and Damage Resistance.


===Machine Control===
The maximum number of powers the character may mimic is equal to their own Power Level. If the character with the Power Mimicry knows what powers the target has, they may choose which powers they copy. Otherwise, the target of the Power Mimicry may choose the order in which their powers are copied. If used against Ultra-power, Power Mimicry copies all of the effects made possible by those powers. For example, if a target has an Ultra-power defined as Powered Armor, and was using this Powered Armor to generate a Force Field, Flight, Blast, and other powers, then a Power Mimicry attack would copy all of these powers simultaneously, in addition to the Ultra-power itself.
:'''Activation:''' Attack
:'''Task roll:''' Power
:'''Target:''' Single Target
:'''Range:''' Ranged
:'''Cost:''' 1 character point per rank


Machine Control allows a character to mentally control electronic and mechanical machines. To successfully mentally control a machine, the character must succeed at a challenging (task difficulty 12) Machine Control task roll.
If the character goes unconscious, the Power Mimicry turns off and any mimicked powers are lost. The character may also turn off their Power Mimicry voluntarily, of course. If the character has not turned off their Power Mimicry by the end of the scene, it turns off shortly thereafter.


A controlled machine has the same actions as a normal character (free actions, movement action, task action, reaction), and operates independently of the character that animated it. However, it will continue to perform the last instruction it was given even if that instruction no longer makes sense, as it has no will of its own. Giving a new mental command to a controlled machine requires a free action.
'''Specific Powers:''' A character's Power Mimicry might be limited to targets with a specific type of powers, such as characters with fire powers or technological powers. If this is the case, the attacker gains a bonus die on their Power Mimicry rolls.  


The Brawn and Endurance of the machine is based on its physical structure and durability (see the "Breaks" column on the [[Bulletproof_Blues_3e_EN:Actions#Benchmarks|Benchmarks table]]), while the Agility of the machine is equal to the rank of the power. If the character rolls an extreme success, then the controlled machine is significantly tougher (+1 Endurance). Controlled machines are not actually alive or aware, so they have no Reason, Perception, or Willpower. The specific details of the how the machine moves and attacks vary depending on the machine itself: an animated soda machine can hop very slowly and shoot out 12 ounce cans of soda, a bulldozer can roll and demolish buildings, and so on.
===Power Suppression===
:''Standard action''
:''Prerequisite:'' [[Bulletproof_Blues_3e_EN:Powers#Power_Drain_Ray|Power Drain Ray]]


Controlled machines can also be made to perform their ordinary purpose, such as making an automatic teller machine spit out money, or making a computer terminal display information from a database. If there is no significant security in place, no task roll is necessary for this, but if the character is trying to circumvent security or break into a computer system, the character may attempt a task roll using their power rank in place of the Computing skill, or their normal Computing skill +1, whichever is greater.
Power Suppression is a ranged, area alteration attack which inflicts damage to the Power Level attribute of everyone within the affected area. The mechanism which causes the Power Suppression must be specified when this power is purchased. For example, the targets might be injected with nanomachines, subjected to an alien energy field, bound by rings of magical force, or they could be shackled with some type of "inhibitor" device. Attacking with Power Suppression requires a successful Ranged Combat (Power Level) roll against a Ranged Combat (Agility) roll of each target in the affected area, or a Ranged Combat (Agility + Power Level) roll of a target if that target has Alteration Resistance. If the attacker succeeds at this roll, then the target's Power Level is reduced by one (or more, if using the optional [[Bulletproof_Blues_3e_EN:Actions#Margin_Of_Success_(Optional)|margin of success]] rules). Power Suppression ignores all normal forms of protection such as armor and Damage Resistance. Reducing a character's Power Level to zero renders them unable to activate any of their powers (constant powers are unaffected).


The most massive machine the character can control is equal to the power's rank in the "Lifts" column in the [[Bulletproof_Blues_3e_EN:Actions#Benchmarks|Benchmarks table]].
The attacker rolls once for the attack. Normally, each target in the affected area rolls individually against the attack, but if the GM prefers, she may roll once for each group of similar targets.


===Mind Blast===
The effects of multiple Power Suppression attacks are cumulative, but the maximum amount of Power Level an attacker can suppress is equal to their own Power Level. For example, a character with Power Level 4 could only suppress 4 ranks of Power Level from the affected targets, no matter how many times the targets have been attacked with Power Suppression.
:'''Activation:''' Attack
:'''Task roll:''' Willpower
:'''Target:''' Single Target
:'''Range:''' Ranged
:'''Cost:''' 2 character points per rank


Mind Blast is a ranged attack which inflicts Endurance damage. The Mind Blast is typically some form of psychic attack, but it could also be sound, electricity, cold, or even bacteria, and this must be chosen when the Mind Blast power is purchased. The Mind Blast has a damage rating equal to the rank of the power.
The damage from Power Suppression is temporary. It all comes back after the fight is over, when the target has had a chance to rest and recuperate. The damage from Power Suppression will also return if the character with Power Suppression goes unconscious.


Using Mind Blast requires a Willpower task roll against the Willpower of the intended target. If the attacker rolls an extreme success, then the attacker may choose one of the standard benefits of extreme success, either overwhelming, smashing, or staggering the target of the Mind Blast.
'''Specific Powers:''' A character's Power Suppression might be limited to targets with a specific type of powers, such as characters with fire powers or technological powers. If this is the case, the attacker gains a bonus die on their Power Suppression rolls.


Mind Blast ignores all normal forms of protection such as Invulnerability and Force Field. However, any power or equipment that provides protection from mental attacks, such as Mind Shield, subtracts the rank of the protection power from the damage rating of the Mind Blast. The remainder of the damage is subtracted from the character's Endurance.
===Power Theft===
:''Standard action''
:''Prerequisite:'' [[Bulletproof_Blues_3e_EN:Powers#Power_Drain|Power Drain]] or [[Bulletproof_Blues_3e_EN:Powers#Power_Mimicry|Power Mimicry]]
:''Follow through powers:'' [[Bulletproof_Blues_3e_EN:Powers#Power_Theft_Ray|Power Theft Ray]]


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


'''Explosive Damage:''' The Mind Blast causes damage to everyone within 50 feet of the target (full rank within the first 25 feet, half rank from 25 feet to 50 feet). Because an exploding attack does not need to be aimed at a specific target, the difficulty of the task roll is 9. However, because exploding attacks are not targeted at specific individuals, they do not benefit from extreme success. ''+1 character point''
The effects of multiple Power Theft attacks are cumulative, but the maximum amount of Power Level an attacker can steal is equal to their own Power Level. For example, a character with Power Level 4 could only steal 4 ranks of Power Level, no matter how many targets they attack with Power Theft. Additionally, for each rank of Power Level stolen, the character with Power Theft also steals one of the target's powers. If the character with Power Theft knows what powers the target has, they may choose which powers they steal. Otherwise, the target of the Power Theft may choose the order in which their powers are stolen. A character with Power Theft can potentially gain a number of new powers equal to their own normal Power Level.


===Mind Control===
The damage from Power Theft is temporary. It all comes back after the fight is over, when the target has had a chance to rest and recuperate. The character with the Power Theft may also return the stolen Power Level and powers voluntarily, of course.
:'''Activation:''' Attack
:'''Task roll:''' Willpower
:'''Target:''' Single Target
:'''Range:''' Ranged
:'''Cost:''' 2 character points per rank


The Mind Control power allows a character to control a target's behaviour, forcing the target to follow the character's commands.
'''Specific Powers:''' A character's Power Theft might be limited to targets with a specific type of powers, such as characters with fire powers or technological powers. If this is the case, the attacker gains a bonus die on their Power Theft rolls.


Characters under the influence of Mind Control are not as effective as those whose wills are their own. Any task roll attempted by a character under the influence of Mind Control incurs a +1 difficulty modifier, and a mind controlled character is not able to spend plot points.
===Power Theft Ray===
:''Standard action''
:''Prerequisite:'' [[Bulletproof_Blues_3e_EN:Powers#Power_Drain_Ray|Power Drain Ray]] or [[Bulletproof_Blues_3e_EN:Powers#Power_Theft|Power Theft]]


Using Mind Control requires a Willpower task roll against the Willpower of the intended target. If the attacker rolls an extreme success, then the rank of the Mind Control is increased by 1 for the purpose of breaking out of it. For example, if a character is affected by a rank 6 Mind Control, and the attacker rolled an extreme success, the affected character would need to make a Willpower task roll against task difficulty 15 (7 + 8) to break out of the Mind Control.
Power Theft Ray is a ranged alteration attack which allows a character to temporarily steal another character's Power Level. Attacking with Power Theft Ray requires a successful Ranged Combat (Power Level) roll against a Ranged Combat (Agility) roll of the target, or a Ranged Combat (Agility + Power Level) roll of the target if the target has Alteration Resistance. If the attacker succeeds at this roll, then one rank of the target's Power Level (or more, if using the optional [[Bulletproof_Blues_3e_EN:Actions#Margin_Of_Success_(Optional)|margin of success]] rules) is transferred from the target to the character. Power Theft Ray ignores all normal forms of protection such as armor and Damage Resistance.


To break out of the Mind Control, the target must make a successful Willpower task roll against the rank of the Mind Control. If the character succeeds at this task roll, they may use their remaining movement action. If the target of the Mind Control gets an extreme success on this roll, then they break out as a free action. For example, if a character is affected by a rank 6 Mind Control, they would need to make a Willpower task roll against task difficulty 14 (6 + 8). If they roll a 17 or more, they achieve an extreme success, and breaking out is a free action rather than a task action.
The effects of multiple Power Theft Ray attacks are cumulative, but the maximum amount of Power Level an attacker can steal is equal to their own Power Level. For example, a character with Power Level 4 could only steal 4 ranks of Power Level, no matter how many targets they attack with Power Theft and Power Theft Ray. Additionally, for each rank of Power Level stolen, the character with Power Theft Ray also steals one of the target's powers. If the character with Power Theft Ray knows what powers the target has, they may choose which powers they steal. Otherwise, the target of the Power Theft Ray may choose the order in which their powers are stolen. A character with Power Theft Ray can potentially gain a number of new powers equal to their own normal Power Level.


If the character has not broken out of the Mind Control by the end of the scene, then they break out of it shortly thereafter.
The damage from Power Theft Ray is temporary. It all comes back after the fight is over, when the target has had a chance to rest and recuperate. The character with the Power Theft Ray may also return the stolen Power Level and powers voluntarily, of course.


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


'''Blackout:''' The target of Mind Control will not remember any actions they took while under the influence of the power. These memories may be able to be retrieved through the use of hypnosis, Telepathy, and so on. ''+1 character point''
===Presence Drain===
:''Standard action''
:''Follow through powers:'' [[Bulletproof_Blues_3e_EN:Powers#Presence_Drain_Ray|Presence Drain Ray]], [[Bulletproof_Blues_3e_EN:Powers#Presence_Theft|Presence Theft]]
[[File:BB3 Presence Drain chart.png|633px]]


'''Mass Hypnosis:''' The Mind Control power affects everyone within 50 feet of the target, similar to an explosion (full rank within the first 25 feet, half rank from 25 feet to 50 feet). Because an exploding attack does not need to be aimed at a specific target, the difficulty of the task roll is 9. Because exploding attacks are not targeted at specific individuals, they do not benefit from extreme success. ''+1 character point''
Presence Drain is a hand-to-hand alteration attack which inflicts damage to the target's Presence. Attacking with Presence Drain requires a successful Hand-to-hand Combat (Power Level) roll against a Hand-to-hand Combat (Brawn) roll of the target, or a Hand-to-hand Combat (Brawn + Power Level) roll of the target if the target has Alteration Resistance. If the attacker succeeds at this roll, then the target's Presence is reduced by one (or more, if using the optional [[Bulletproof_Blues_3e_EN:Actions#Margin_Of_Success_(Optional)|margin of success]] rules). Presence Drain ignores all normal forms of protection such as armor and Damage Resistance.


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


'''Obvious (major defect):''' Normally, there is no obvious visual indication that a target is under the influence of Mind Control. With this defect, the Mind Control has a "tell", such as glowing eyes, which makes it visually apparent that something is wrong with the target. ''-1 character point''
===Presence Drain Ray===
:''Standard action''
:''Prerequisite:'' [[Bulletproof_Blues_3e_EN:Powers#Presence_Drain|Presence Drain]]
:''Follow through powers:'' [[Bulletproof_Blues_3e_EN:Powers#Presence_Theft_Ray|Presence Theft Ray]]


===Mind Hold===
Presence Drain Ray is a ranged alteration attack which inflicts damage to the target's Presence. Attacking with Presence Drain Ray requires a successful Ranged Combat (Power Level) roll against a Ranged Combat (Agility) roll of the target, or a Ranged Combat (Agility + Power Level) roll of the target if the target has Alteration Resistance. If the attacker succeeds at this roll, then the target's Presence is reduced by one (or more, if using the optional [[Bulletproof_Blues_3e_EN:Actions#Margin_Of_Success_(Optional)|margin of success]] rules). Presence Drain Ray ignores all normal forms of protection such as armor and Damage Resistance.
:'''Activation:''' Attack
:'''Task roll:''' Willpower
:'''Target:''' Single Target
:'''Range:''' Ranged
:'''Cost:''' 2 character points per rank


The Mind Hold power prevents a character from moving, thinking, or taking any actions. While affected by Mind Hold, only a moment seems to pass for the target, but after they break out of it, they are aware that something unusual has happened, and that they have "lost time". For example, the "lost time" might appear as a brief "white out" of the target's vision, or perhaps the target simply falls asleep for a time. The mechanism which causes the Mind Hold must be specified when this power is purchased. For example, the target might be frozen in time, commanded to "Sleep!", or they could be knocked out by some form of toxic gas.
The effects of multiple Presence Drain Ray attacks are cumulative, but the damage from Presence Drain Ray is temporary. It all comes back after the fight is over, when the target has had a chance to rest and recuperate. The damage from Presence Drain Ray will also return if the character with Presence Drain Ray goes unconscious.


Attacking a character under the effects of Mind Hold provides a +6 attack bonus (the standard task roll bonus for attacking a helpless target).
===Presence Theft===
:''Standard action''
:''Prerequisite:'' [[Bulletproof_Blues_3e_EN:Powers#Presence_Drain|Presence Drain]]
:''Follow through powers:'' [[Bulletproof_Blues_3e_EN:Powers#Presence_Theft_Ray|Presence Theft Ray]]


Using Mind Hold requires a Willpower task roll against the Willpower of the intended target. If the attacker rolls an extreme success, then the rank of the Mind Hold is increased by 1 for the purpose of breaking out of it. For example, if a character is affected by a rank 6 Mind Hold, and the attacker rolled an extreme success, the affected character would need to make a Willpower task roll against task difficulty 15 (7 + 8) to break out of the Mind Hold.
Presence Theft is a hand-to-hand alteration attack which allows a character to temporarily steal the target's Presence. Attacking with Presence Theft requires a successful Hand-to-hand Combat (Power Level) roll against a Hand-to-hand Combat (Brawn) roll of the target, or a Hand-to-hand Combat (Brawn + Power Level) roll of the target if the target has Alteration Resistance. If the attacker succeeds at this roll, then one rank of the target's Presence (or more, if using the optional [[Bulletproof_Blues_3e_EN:Actions#Margin_Of_Success_(Optional)|margin of success]] rules) is transferred from the target to the character. Presence Theft ignores all normal forms of protection such as armor and Damage Resistance.


To break out of the Mind Hold, the target must make a successful Willpower task roll against the rank of the Mind Hold. If the character succeeds at this task roll, they may use their remaining movement action. If the held character gets an extreme success on this roll, then they break out as a free action. For example, if a character is affected by a rank 6 Mind Hold, they would need to make a Willpower task roll against task difficulty 14 (6 + 8). If they roll a 17 or more, they achieve an extreme success, and breaking out is a free action rather than a task action.
The effects of multiple Presence Theft attacks are cumulative, but the maximum amount of Presence an attacker can steal is equal to their own Power Level. For example, a character with Power Level 4 could only steal 4 ranks of Presence, no matter how many targets they attack with Presence Theft.


If the character has not broken out of the Mind Hold by the end of the scene, then they break out of it shortly thereafter.
The damage from Presence Theft is temporary. It all comes back after the fight is over, when the target has had a chance to rest and recuperate. The character with the Presence Theft may also return the stolen Presence voluntarily, of course.


====Defects====
===Presence Theft Ray===
:''Standard action''
:''Prerequisite:'' [[Bulletproof_Blues_3e_EN:Powers#Presence_Drain_Ray|Presence Drain Ray]] or [[Bulletproof_Blues_3e_EN:Powers#Presence_Theft|Presence Theft]]


'''Exposed (major defect):''' Other characters can help the target break out of the Mind Hold, using Willpower or a power which is based on a Willpower task roll. This power defect is most appropriate for types of Mind Hold that place the target into a dormant or somnambulent state, such as a mental compulsion to "Sleep!", and the GM may require it in such cases. ''-1 character point''
Presence Theft Ray is a ranged alteration attack which allows a character to temporarily steal the target's Presence. Attacking with Presence Theft Ray requires a successful Ranged Combat (Power Level) roll against a Ranged Combat (Agility) roll of the target, or a Ranged Combat (Agility + Power Level) roll of the target if the target has Alteration Resistance. If the attacker succeeds at this roll, then one rank of the target's Presence (or more, if using the optional [[Bulletproof_Blues_3e_EN:Actions#Margin_Of_Success_(Optional)|margin of success]] rules) is transferred from the target to the character. Presence Theft Ray ignores all normal forms of protection such as armor and Damage Resistance.


===Mind Shield===
The effects of multiple Presence Theft Ray attacks are cumulative, but the maximum amount of Presence an attacker can steal is equal to their own Power Level. For example, a character with Power Level 4 could only steal 4 ranks of Presence, no matter how many targets they attack with Presence Theft and Presence Theft Ray.
:'''Activation:''' Always On
:'''Task roll:''' --
:'''Target:''' Personal
:'''Range:''' --
:'''Cost:''' 1 character point per rank


Mind Shield provides protection against most forms of direct mental damage: any mental attack which inflicts Endurance damage, such as Mind Blast. A character with Mind Shield subtracts the rank of the power from the damage rating of mental attacks that strike them. The remainder of the damage is subtracted from the character's Endurance.  
The damage from Presence Theft Ray is temporary. It all comes back after the fight is over, when the target has had a chance to rest and recuperate. The character with the Presence Theft Ray may also return the stolen Presence voluntarily, of course.


Mind Shield also adds to the character's Willpower for the purpose of shrugging off the effects of mental powers such as Emotion Control or Mind Hold. To break out of Emotion Control, for example, the target must make a successful Willpower + Mind Shield task roll against the rank of the Emotion Control.
===Probability Control===
:''Free action''


Finally, Mind Shield acts as a limited form of Attribute Invulnerability, providing protection against attacks which inflict damage to Reason, Perception, and Willpower. A character with Mind Shield subtracts the rank of the power from the damage rating of attacks that strike them. The remainder of the damage is subtracted from the character's Reason, Perception, or Willpower.
Probability Control is a ranged power which can influence the odds, playing fast and loose with the laws of chance. Probability Control does not allow the character to break the laws of physics or make impossible things happen, but a character with Probability Control can make unlikely events likely and likely events unlikely.


Mind Shield does not need to be activated, nor can it be deactivated: it is always on. As always, this protection does not stack with other similar forms of protection -- only the highest protection value applies.
Using Probability Control requires the player to describe a favourable or unfavourable circumstance and how that circumstance might have come about. If the GM agrees that the circumstance is possible (however unlikely it might be), then the GM will decide how this unlikely event impacts the character. The simplest way to translate this favourable or unfavourable circumstance into game terms is to grant a bonus die if the circumstance is favourable for the character attempting the task or to impose a penalty die if the circumstance is unfavourable for the character attempting the task. The use of Probability Control could also influence events in a less straightforward manner, and the GM should encourage players to be creative with the power. Each use of Probability Control should be roughly as useful as a bonus die or a penalty die: significant, but not game-breaking.


===Object Animation===
Probability Control can be used as a free action: a character with Probability Control may attempt to influence the odds whenever they like. During each game session, the number of times the character can influence probability is equal to the character's Power Level. Probability Control may be used to influence a roll either before or immediately after the roll has been made.
:'''Activation:''' Attack
:'''Task roll:''' Power
:'''Target:''' Single Target
:'''Range:''' Ranged
:'''Cost:''' 1 character point per rank


Object Animation allows a character to animate and mentally control inanimate objects. To successfully animate and mentally control an object, the character must succeed at a challenging (task difficulty 12) Object Animation task roll.
'''Conservation Of Probability:''' Normally, there is no karmic debt incurred by a character with Probability Control. However, some characters must maintain parity between events so that the ledgers of karma remain balanced. If such a character uses their power to grant a bonus die, for example, they must balance this out with a compensating penalty die on another roll before the end of the scene. If they don't, the balance will re-assert itself in the following scene in a way that is inconvenient for the character with Probability Control, and the character will be unable to use their power to prevent it.


An animated object has the same actions as a normal character (free actions, movement action, task action, reaction), and operates independently of the character that animated it. However, it will continue to perform the last instruction it was given even if that instruction no longer makes sense, as it has no will of its own. Giving a new mental command to an animated object requires a free action.
===Radio Communication===
:''Free action''


The Brawn and Endurance of the object is based on its physical structure and durability (see the "Breaks" column on the [[Bulletproof_Blues_3e_EN:Actions#Benchmarks|Benchmarks table]]), while the Agility of the object is equal to the rank of the power. If the character rolls an extreme success, then the animated object is significantly tougher (+1 Endurance). Animated objects are not actually alive or aware, so they have no Reason, Perception, or Willpower. The specific details of the how the object moves and attacks vary depending on the object itself: an animated chair can walk, a carpet can slither, and so on.
Radio Communication is a self-only power which permits the character to send and receive signals over any standard radio frequency. If the character wishes, the communication is difficult to notice for those not involved in the conversation. Anyone not party to the conversation must make a remarkably difficult (DV 6) Perception (Reason) roll just to notice the conversation, and an extremely difficult (DV 9) Perception (Reason) roll to understand what is being said.


The most massive object the character can control is equal to the power's rank in the "Lifts" column in the [[Bulletproof_Blues_3e_EN:Actions#Benchmarks|Benchmarks table]].
===Reason Drain===
:''Standard action''
:''Follow through powers:'' [[Bulletproof_Blues_3e_EN:Powers#Reason_Drain_Ray|Reason Drain Ray]], [[Bulletproof_Blues_3e_EN:Powers#Reason_Theft|Reason Theft]]
[[File:BB3 Reason Drain chart.png|633px]]


===Plant Control===
Reason Drain is a hand-to-hand alteration attack which inflicts damage to the target's Reason. Attacking with Reason Drain requires a successful Hand-to-hand Combat (Power Level) roll against a Hand-to-hand Combat (Brawn) roll of the target, or a Hand-to-hand Combat (Brawn + Power Level) roll of the target if the target has Alteration Resistance. If the attacker succeeds at this roll, then the target's Reason is reduced by one (or more, if using the optional [[Bulletproof_Blues_3e_EN:Actions#Margin_Of_Success_(Optional)|margin of success]] rules). Reason Drain ignores all normal forms of protection such as armor and Damage Resistance.
:'''Activation:''' Attack
:'''Task roll:''' Power
:'''Target:''' Radius
:'''Range:''' Ranged
:'''Cost:''' 1 character point per rank


Plant Control allows a character to animate and mentally control plants. To successfully communicate with and control all plants within range of the power, the character must succeed at a challenging (task difficulty 12) Plant Control task roll.
The effects of multiple Reason Drain attacks are cumulative, but the damage from Reason Drain is temporary. It all comes back after the fight is over, when the target has had a chance to rest and recuperate. The damage from Reason Drain will also return if the character with Reason Drain goes unconscious.


Animated plants have the same actions as a normal character (free actions, movement action, task action, reaction), and operate independently of the character that animated them. However, they will continue to perform the last instruction they were given even if that instruction no longer makes sense, as they have a very rudimentary form of intelligence. Giving a new mental command to the controlled plants requires a free action.
===Reason Drain Ray===
:''Standard action''
:''Prerequisite:'' [[Bulletproof_Blues_3e_EN:Powers#Reason_Drain|Reason Drain]]
:''Follow through powers:'' [[Bulletproof_Blues_3e_EN:Powers#Reason_Theft_Ray|Reason Theft Ray]]


The Brawn and Agility of the plants is equal to the rank of the power. Animated plants have a very limited form of intelligence, with Reason, Perception, and Willpower of rank 1. However, controlled plants are highly resistant to mental powers, having Mind Shield equal to the rank of the Plant Control power. If the character rolls an extreme success, then the animated plants are significantly smarter (+1 Reason and +1 Perception). Animated plants can bend, twist, and reach in order to attack, but they generally can't move from where they are planted.
Reason Drain Ray is a ranged alteration attack which inflicts damage to the target's Reason. Attacking with Reason Drain Ray requires a successful Ranged Combat (Power Level) roll against a Ranged Combat (Agility) roll of the target, or a Ranged Combat (Agility + Power Level) roll of the target if the target has Alteration Resistance. If the attacker succeeds at this roll, then the target's Reason is reduced by one (or more, if using the optional [[Bulletproof_Blues_3e_EN:Actions#Margin_Of_Success_(Optional)|margin of success]] rules). Reason Drain Ray ignores all normal forms of protection such as armor and Damage Resistance.


The character can control plants in an area around themselves based on the rank of the power. Find the rank of the power in the [[Bulletproof_Blues_3e_EN:Actions#Benchmarks|Benchmarks table]], and look up the value in the "Affects" column.
The effects of multiple Reason Drain Ray attacks are cumulative, but the damage from Reason Drain Ray is temporary. It all comes back after the fight is over, when the target has had a chance to rest and recuperate. The damage from Reason Drain Ray will also return if the character with Reason Drain Ray goes unconscious.


====Enhancements====
===Reason Theft===
:''Standard action''
:''Prerequisite:'' [[Bulletproof_Blues_3e_EN:Powers#Reason_Drain|Reason Drain]]
:''Follow through powers:'' [[Bulletproof_Blues_3e_EN:Powers#Reason_Theft_Ray|Reason Theft Ray]]


'''Uproot:''' With the Uproot power enhancement, animated plants can use a movement action to uproot themselves. Once uprooted, the animated plants can hop or slither around at normal human walking speed (20 feet per round). ''+1 character point''
Reason Theft is a hand-to-hand alteration attack which allows a character to temporarily steal the target's Reason. Attacking with Reason Theft requires a successful Hand-to-hand Combat (Power Level) roll against a Hand-to-hand Combat (Brawn) roll of the target, or a Hand-to-hand Combat (Brawn + Power Level) roll of the target if the target has Alteration Resistance. If the attacker succeeds at this roll, then one rank of the target's Reason (or more, if using the optional [[Bulletproof_Blues_3e_EN:Actions#Margin_Of_Success_(Optional)|margin of success]] rules) is transferred from the target to the character. Reason Theft ignores all normal forms of protection such as armor and Damage Resistance.


===Possession===
The effects of multiple Reason Theft attacks are cumulative, but the maximum amount of Reason an attacker can steal is equal to their own Power Level. For example, a character with Power Level 4 could only steal 4 ranks of Reason, no matter how many targets they attack with Reason Theft.
:'''Activation:''' Attack
:'''Task roll:''' Willpower
:'''Target:''' Single Target
:'''Range:''' Ranged
:'''Cost:''' 2 character points per rank


The Possession power allows a character to seize control of a target, overriding the target's control and effectively making the target a passenger in their own body. While the character is using Possession on another person, their own body collapses into a trance-like state.
The damage from Reason Theft is temporary. It all comes back after the fight is over, when the target has had a chance to rest and recuperate. The character with the Reason Theft may also return the stolen Reason voluntarily, of course.


A possessed character is not able to spend plot points, but the possessing character can spend their own plot points while controlling a target.
===Reason Theft Ray===
:''Standard action''
:''Prerequisite:'' [[Bulletproof_Blues_3e_EN:Powers#Reason_Drain_Ray|Reason Drain Ray]] or [[Bulletproof_Blues_3e_EN:Powers#Reason_Theft|Reason Theft]]


Using Possession requires a Willpower task roll against the Willpower of the intended target. If the attacker rolls an extreme success, then the rank of the Possession is increased by 1 for the purpose of breaking out of it. For example, if a character is affected by a rank 6 Possession, and the attacker rolled an extreme success, the affected character would need to make a Willpower task roll against task difficulty 15 (7 + 8) to break out of the Possession.
Reason Theft Ray is a ranged alteration attack which allows a character to temporarily steal the target's Reason. Attacking with Reason Theft Ray requires a successful Ranged Combat (Power Level) roll against a Ranged Combat (Agility) roll of the target, or a Ranged Combat (Agility + Power Level) roll of the target if the target has Alteration Resistance. If the attacker succeeds at this roll, then one rank of the target's Reason (or more, if using the optional [[Bulletproof_Blues_3e_EN:Actions#Margin_Of_Success_(Optional)|margin of success]] rules) is transferred from the target to the character. Reason Theft Ray ignores all normal forms of protection such as armor and Damage Resistance.


To break out of the Possession, the target must make a successful Willpower task roll against the rank of the Possession. If the character succeeds at this task roll, they may use their remaining movement action. If the target of the Possession gets an extreme success on this roll, then they break out as a free action. For example, if a character is affected by a rank 6 Possession, they would need to make a Willpower task roll against task difficulty 14 (6 + 8). If they roll a 17 or more, they achieve an extreme success, and breaking out is a free action rather than a task action.
The effects of multiple Reason Theft Ray attacks are cumulative, but the maximum amount of Reason an attacker can steal is equal to their own Power Level. For example, a character with Power Level 4 could only steal 4 ranks of Reason, no matter how many targets they attack with Reason Theft and Reason Theft Ray.


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


'''Blackout:''' 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. ''+1 character point''
===Reflection===
:''Free action''


'''Inhabit:''' With the Inhabit power enhancement, the range of the power is reduced to Touch, but the body of the possessing character actually merges with that of the target for the duration of the possession. ''+1 character point''
Reflection is a self-only power which permits the character to use a free action to reflect a normal ranged attack back at the attacker. For the character to reflect an attack, the attack must be successful and affect a single target. The character with Reflection must then make a successful Hand-to-hand Combat (Brawn + Power Level) roll against the original Ranged Combat roll of the attacker.


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


'''Obvious (major defect):''' Normally, there is no obvious visual indication that a target is possessed. With this defect, the Possession has a "tell", such as glowing eyes, which makes it visually apparent that something is wrong with the target. ''-1 character point''
===Regeneration===
:''Standard Action''


===Power Drain===
Regeneration is a self-only power which accelerates the healing process and allows the character to recover from injury more quickly. Most characters with Regeneration can even regrow lost limbs or damaged organs. A character with Regeneration may use a standard action to attempt a moderately difficult (DV 3) Survival (Power Level) roll. If the character succeeds at this roll, then they regain one point of lost Endurance (or more, if using the optional [[Bulletproof_Blues_3e_EN:Actions#Margin_Of_Success_(Optional)|margin of success]] rules).
:'''Activation:''' Attack
:'''Task roll:''' Brawn
:'''Target:''' Single Target
:'''Range:''' Touch
:'''Cost:''' 1 character point per rank


Power Drain is a hand-to-hand attack which inflicts damage to one of the target's powers. The character can choose which power they drain, if they are aware that the target has the power; otherwise, the character drains the highest rank power of the target (attributes of rank 5 or higher are considered powers for this purpose). If used against [Element] Mastery or [Ultra-power], Power Drain affects all of the effects made possible by those powers. For example, if a target has an [Ultra-power] defined as Powered Armor, and was using this Powered Armor to generate a Force Field, Flight, Blast, and other powers, then a Power Drain attack would affect all of these powers simultaneously, in addition to the [Ultra-power] itself.
If the character with Regeneration is unconscious, then they regain one lost Endurance per minute. If the character with Regeneration is dead, but they also have the Immortality power, then they regain one lost Endurance per hour.


Using Power Drain requires a Brawn roll against the Brawn of the intended target. If the attacker rolls an extreme success, then the attacker may choose one of the standard benefits of extreme success, either overwhelming, smashing, or staggering the target of the Power Drain.
Additionally, the maximum Endurance of a character with Regeneration can't be reduced to zero by an environmental hazard such as dehydration, poison, or pressure. The character's maximum Endurance will always be at least one, regardless of the hostile environmental conditions.


The Power Drain has a damage rating equal to the rank of the power. Any power or equipment that provides protection for the power being attacked, such as Power Invulnerability, reduces the amount of damage the target takes from the attack. The protection value (PV) of the protection power is subtracted from the damage rating (DR) of the Power Drain. The remaining damage is subtracted from the target's power.
<div id="Sense Element"></div>


The damage from Power Drain is temporary. It all comes back after the fight is over, when the target has had a chance to rest and recuperate.
===Sense [Element]===
:''Free action''
:''Prerequisite:'' [[Bulletproof_Blues_3e_EN:Powers#Detect_Element|Detect [Element]]]


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


'''Ranged:''' The Power Drain is a ranged attack, with an effective range based on its rank. Using Power Drain requires an Agility roll against the Agility of the intended target. ''+1 character point''
===Shapeshifting===
:''Quick action''


===Power Invulnerability===
Shapeshifting is a self-only power which permits the character to change their shape, appearance, odor, etc., and they may increase or decrease their size by 50%. The character may re-assign their Brawn and Agility to suit their new shape, as long as the total of Brawn + Agility remains the same or lower, and neither attribute exceeds the character's Power Level. Shapeshifting does not give the character any new powers, such as Night Vision or Flight.
:'''Activation:''' Always On
:'''Task roll:''' --
:'''Target:''' Personal
:'''Range:''' --
:'''Cost:''' 1 character point per rank


[[File:Space_Captain.jpg|right|thumb|Space Captain]]
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.


Power Invulnerability provides protection against attacks which inflict damage to a character's powers. A character with Power Invulnerability subtracts the rank of their Power Invulnerability from the rank of attacks that inflict power damage. The remaining ranks of the attack are applied against the character's power. Power Invulnerability does not need to be activated, nor can it be deactivated: it is always on.
Assuming the shape of a specific person, creature, or object is more difficult than changing into a generic example of a particular shape. If someone is actively looking at the character, or has any reason to suspect that the character is not the genuine article, the person observing the shapeshifted character may attempt a Perception (Reason) roll against the shapeshifted character's Deception (Presence + Power Level) roll. If the Perception (Reason) roll is successful, the observer can tell that the shapeshifted character is not who or what they appear to be.


===Power Mimicry===
'''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.
:'''Activation:''' Attack
:'''Task roll:''' Brawn
:'''Target:''' Single Target
:'''Range:''' Touch
:'''Cost:''' 2 character points per rank


Power Mimicry allows the character to copy another character's power and use it themselves. The character can choose which power they mimic, if they are aware that the target has the power; otherwise, the character mimics the highest rank power of the target (attributes of rank 5 or higher are considered powers for this purpose). If used against [Element] Mastery or [Ultra-power], Power Mimicry copies all of the effects made possible by those powers. For example, if a target has an [Ultra-power] defined as Powered Armor, and was using this Powered Armor to generate a Force Field, Flight, Blast, and other powers, then a Power Mimicry attack would copy all of these powers simultaneously, in addition to the [Ultra-power] itself.
===Shrinking===
:''Quick action''


Using Power Mimicry requires a Brawn roll against the Brawn of the intended target. The mimicked power is limited to the rank of the power being mimicked, or to the rank of the Power Mimicry, whichever is less. The character with Power Mimicry will retain the power until they mimic a different power, or until the end of the scene, whichever comes first. If the attacker rolls an extreme success, then the attacker may make immediately take a second action to use the power they have mimicked (a task action if the mimicked power is an attack, a movement action if the mimicked power provides movement, and so on).
Shrinking is a self-only power which permits the character to become smaller and lighter than normal. The effects of Shrinking are based on the Power Level of the character. At Power Level 5, the character can be as small as the diameter of a human hair, and at Power Level 7 the character can walk through the pores of a HEPA filter.


If the character is staggered or goes unconscious, the Power Mimicry turns off and any mimicked powers are lost. The character may also turn off their Power Mimicry voluntarily, of course. A staggered character may attempt a challenging Willpower task roll (task difficulty 12) to keep their Power Mimicry activated while staggered.
A character with Shrinking can change their size once per turn, using a quick action. If the character goes unconscious, the character reverts to their normal size.


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


'''Versatile:''' Normally, Power Mimicry only allows the character to copy one power at a time. The Versatile power enhancement allows the character to mimic two powers simultaneously (although copying each power is a separate attack action). This enhancement may be taken multiple times: each additional Versatile power enhancement allows the character to simultaneously mimic one additional power. ''+1 character point''


===Power Suppression===
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
:'''Activation:''' Attack
|+Table: Shrinking
:'''Task roll:''' Power
|-
:'''Target:''' Single Target
! class="aligncenter"|Power Level
:'''Range:''' Ranged
! class="aligncenter"|Height
:'''Cost:''' 1 character point per rank
! class="aligncenter"|Agility
|-
| class="aligncenter"|1
| class="alignright"|20 cm
| class="aligncenter"|+1
|-
| class="aligncenter"|2
| class="alignright"|2 cm
| class="aligncenter"|+1
|-
| class="aligncenter"|3
| class="alignright"|2 mm
| class="aligncenter"|+2
|-
| class="aligncenter"|4
| class="alignright"|200 μm
| class="aligncenter"|+2
|-
| class="aligncenter"|5
| class="alignright"|20 μm
| class="aligncenter"|+3
|-
| class="aligncenter"|6
| class="alignright"|2 μm
| class="aligncenter"|+3
|-
| class="aligncenter"|7
| class="alignright"|200 nm
| class="aligncenter"|+4
|-
| class="aligncenter"|8
| class="alignright"|20 nm
| class="aligncenter"|+4
|-
| class="aligncenter"|9
| class="alignright"|2 nm
| class="aligncenter"|+5
|-
| class="aligncenter"|10
| class="alignright"|200 pm
| class="aligncenter"|+5
|}


Power Suppression prevents a target from using a specific power for so long as the Power Suppression is active. The character can choose which power they suppress, if they are aware that the target has the power; otherwise, the character suppresses the highest rank power of the target (attributes of rank 5 or higher are considered powers for this purpose). If used against [Element] Mastery or [Ultra-power], Power Suppression affects all of the effects made possible by those powers. For example, if a target has an [Ultra-power] defined as Powered Armor, then Power Suppression would affect all of the armor's powers simultaneously. The mechanism which causes the Power Suppression must be specified when this power is purchased. For example, the target might be injected with nanomachines, subjected to an alien energy field, bound by rings of magical force, or they could be shackled with some type of "inhibitor" device.
===Space Travel===
:''Move action''


Using Power Suppression requires a power task roll against the rank of the power to be suppressed. If the attacker rolls an extreme success, then the rank of the Power Suppression is increased by 1 for the purpose of breaking out of it. For example, if a character is affected by a rank 4 Power Suppression, and the attacker rolled an extreme success, the affected character would need to make a power task roll against task difficulty 13 (5 + 8) to break out of the Power Suppression.
Space Travel is a self-only power which permits the character to travel into space, visiting distant worlds and returning in a reasonably prompt fashion. Depending on the method used, the character may be able to take others with them. Survival in outer space requires a spaceworthy vehicle or [[Bulletproof_Blues_3e_EN:Powers#Environmental_Immunity|Environmental Immunity]]. Space Travel is a plot dependent power and may not always be available, at the GM's discretion.


To break out of the Power Suppression, the target must make a successful power task roll against the rank of the Power Suppression. If the character succeeds at this task roll, they may use their remaining movement action. If the held character gets an extreme success on this roll, then they break out as a free action. For example, if a character is affected by a rank 4 Power Suppression, they would need to make a power task roll against task difficulty 12 (4 + 8). If they roll a 15 or more, they achieve an extreme success, and breaking out is a free action rather than a task action. If the target has Power Invulnerability, the rank of their Power Invulnerability is added to the rank of their power when they are attempting to break out of the Power Suppression.
===Speak With Objects===
:''Standard action''


If the character has not broken out of the Power Suppression by the end of the scene, then they break out of it shortly thereafter.
Speak With Objects is a self-only power which permits the character to communicate with inanimate objects in ways that people normally can't. For example, a character with Speak With Objects may communicate with buildings and other artificial structures, non-sentient machines, non-sentient plants and animals, paths and roads, and rocks and stones. To communicate with an inanimate object, the character must succeed at a moderately difficult (DV 3) Diplomacy (Power Level) roll.


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


'''Blanket:''' The Power Suppression affects everyone within 50 feet of the target, similar to an explosion (full rank within the first 25 feet, half rank from 25 feet to 50 feet). Because an exploding attack does not need to be aimed at a specific target, the difficulty of the task roll is 9. Because exploding attacks are not targeted at specific individuals, they do not benefit from extreme success. Using a power such as Teleportation to enter an area where that power has been suppressed requires a successful power task roll against the rank of the Power Suppression. If the task roll fails, they are unable to use the power to enter the area. ''+1 character point''
The character can also see into the past, viewing or "reading" the history of items and objects by touching them. Seeing into the past is never completely reliable: this use of Speak With Objects is primarily a roleplaying power under the control of the GM.


'''Spectrum:''' The Spectrum power enhancement allows the character to suppress all of the target's powers simultaneously. To break out of the Power Suppression, the target must make a successful power task roll against the rank of the Power Suppression, using the highest-ranked power which is currently being suppressed. ''+1 character point''
'''Specific Objects:''' Some characters may only communicate with a specific type or types of object. For example, a character attuned to the spirit of cities might only be able to communicate with roads and buildings, while a cyborg might be able to connect to and communicate with computers, at speeds much faster than would otherwise be possible. A character whose Speak With Objects power is limited in this way gains a bonus die on their communication roll.


====Defects====
===Stretching===
:''Quick action''


'''Exposed (major defect):''' Other characters can help the target break out of the Power Suppression, using Brawn or a power which inflicts Endurance damage. This power defect is most appropriate for types of Power Suppression that depend on a physical restraint to keep the target's powers inactive, and the GM may require it in such cases. ''-1 character point''
Stretching is a self-only power which permits the character to deform their body and attenuate their extremities. A character with Stretching might have telescoping robotic tentacles, or the character's body may be gelatinous or just fantastically malleable. This increases the character's effective reach, and it permits them to perform tasks and make hand-to-hand attacks at greater distances, based on the character's Power Level. Some characters with Stretching can squeeze under doors and through keyholes. Hand-to-hand Combat rolls made by a Stretching character are based on Brawn, as usual.


===Power Theft===
:'''Activation:''' Attack
:'''Task roll:''' Brawn
:'''Target:''' Single Target
:'''Range:''' Touch
:'''Cost:''' 3 character points per rank


Power Theft is a hand-to-hand attack which allows the character to temporarily steal another character's power. The character can choose which power they steal if they are aware of the powers the target has; otherwise, the character steals the highest rank power of the target (attributes of rank 5 or higher are considered powers for this purpose). If used against [Element] Mastery or [Ultra-power], Power Theft affects all of the effects made possible by those powers. For example, if a target has an [Ultra-power] defined as Powered Armor, then Power Theft would affect all of the armor's systems simultaneously. The amount of the power stolen is equal to the amount of damage inflicted on the target's power. The character with Power Theft will retain the power until they steal a different power, or until the end of the scene, whichever comes first.
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Stretching
|-
! class="aligncenter"|Power Level
! class="aligncenter"|Reach
|-  
| class="aligncenter"|1
| class="alignright"|2 m
|-  
| class="aligncenter"|2
| class="alignright"|4 m
|-
| class="aligncenter"|3
| class="alignright"|8 m
|-
| class="aligncenter"|4
| class="alignright"|16 m
|-
| class="aligncenter"|5
| class="alignright"|32 m
|-
| class="aligncenter"|6
| class="alignright"|64 m
|-
| class="aligncenter"|7
| class="alignright"|125 m
|-  
| class="aligncenter"|8
| class="alignright"|250 m
|-
| class="aligncenter"|9
| class="alignright"|500 m
|-  
| class="aligncenter"|10
| class="alignright"|1 km
|}


Using Power Theft requires a Brawn roll against the Brawn of the intended target. If the attacker rolls an extreme success, then the attacker may choose one of the standard benefits of extreme success, either overwhelming, smashing, or staggering the target of the Power Drain.
===Strike===
:''Standard action''
:''Follow through powers:'' [[Bulletproof_Blues_3e_EN:Powers#Area_Strike|Area Strike]]
[[File:BB3 Strike chart.png|633px]]


Power Theft has a damage rating equal to its rank. Any power or equipment that provides protection for the power being attacked, such as Power Invulnerability, reduces the amount of damage the target takes from the attack, and thus also reduces the amount of the power stolen. The protection value (PV) of the protection power is subtracted from the damage rating (DR) of the Power Theft. The remaining damage is subtracted from the target's power, and that number of ranks of the power are granted to the character with Power Theft. The target keeps the remaining ranks of their power.
Strike is a hand-to-hand normal attack which inflicts Endurance damage. The Strike could be claws, radiation, cold, a sword, or even darkness or light, and this must be chosen when the Strike power is purchased. Attacking with Strike requires a successful Hand-to-hand Combat (Brawn + Power Level) roll against a Hand-to-hand Combat (Brawn) roll of the target, or a Hand-to-hand Combat (Brawn + Power Level) roll of the target if the target has Damage Resistance or Force Field. If the attacker succeeds at this roll, then the target's Endurance is reduced by one (or more, if using the optional [[Bulletproof_Blues_3e_EN:Actions#Margin_Of_Success_(Optional)|margin of success]] rules).


If the character is staggered, they may attempt a challenging Willpower task roll (task difficulty 12) to keep their Power Theft activated. If the Willpower roll fails or if the character goes unconscious, the Power Theft turns off, and any stolen power ranks are returned to the target.  The character may also turn off their Power Theft voluntarily.
'''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.


The damage from Power Theft is temporary. The power returns to the target after the fight is over, when the target has had a chance to rest and recuperate.
'''Stunning:''' Some characters' attacks are specifically designed to be non-lethal. Damage from a stunning attack is temporary. Record it separately; it all comes back after the fight is over, when the character has had a chance to rest and recuperate.


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


'''Ranged:''' The Power Theft is a ranged attack, with an effective range based on its rank. Using Power Theft requires an Agility roll against the Agility of the intended target. ''+1 character point''
Area Strike is a hand-to-hand, area normal attack which inflicts Endurance damage. The Area Strike could be claws, radiation, cold, a sword, or even darkness or light, and this must be chosen when the Area Strike power is purchased. Attacking with Area Strike requires a successful Hand-to-hand Combat (Brawn + Power Level) roll against a Hand-to-hand Combat (Brawn) roll of each target in the affected area, or a Hand-to-hand Combat (Brawn + Power Level) roll of a target if that target has Damage Resistance or Force Field. If the attacker succeeds at this roll, then the target's Endurance is reduced by one (or more, if using the optional [[Bulletproof_Blues_3e_EN:Actions#Margin_Of_Success_(Optional)|margin of success]] rules).


'''Versatile:''' Normally, Power Theft only allows the character to steal one power at a time. The Versatile power enhancement allows the character to steal two powers simultaneously (although stealing each power is a separate attack action). This enhancement may be taken multiple times: each additional Versatile power enhancement allows the character to simultaneously steal one additional power. ''+1 character point''
The attacker rolls once for the attack. Normally, each target in the affected area rolls individually against the attack, but if the GM prefers, she may roll once for each group of similar targets.


===Probability Control===
<div id="Selective Area Strike"></div>
:'''Activation:''' Activated
===Strike, Selective Area===
:'''Task roll:''' --
:''Standard action''
:'''Target:''' Single Target
:''Prerequisite:'' [[Bulletproof_Blues_3e_EN:Powers#Area_Strike|Area Strike]]
:'''Range:''' Ranged
:'''Cost:''' 2 character points per rank


A character with Probability Control 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.
Selective Area Strike is a hand-to-hand, area normal attack which inflicts Endurance damage. The Area Strike could be claws, radiation, cold, a sword, or even darkness or light, and this must be chosen when the Area Strike power is purchased. Attacking with Area Strike requires a successful Hand-to-hand Combat (Brawn + Power Level) roll against a Hand-to-hand Combat (Brawn) roll of each selected target in the affected area, or a Hand-to-hand Combat (Brawn + Power Level) roll of a target if that target has Damage Resistance or Force Field. If the attacker succeeds at this roll, then the target's Endurance is reduced by one (or more, if using the optional [[Bulletproof_Blues_3e_EN:Actions#Margin_Of_Success_(Optional)|margin of success]] rules).


Using Probability Control requires the player to describe a favorable or unfavorable circumstance and how that circumstance might have come about. If the GM agrees that the circumstance is possible (however unlikely it might be), then the GM will decide how this unlikely event impacts the characters. The simplest way to translate this favorable or unfavorable circumstance into game terms is to grant a +3 bonus on a task roll if the circumstance is favorable for the character attempting the task or imposing a +3 difficulty modifier on a task roll if the circumstance is unfavorable for the character attempting the task. The use of Probability Control could also influence events in a less straightforward manner, and the GM should encourage players to be creative with the power. Each use of Probability Control should be roughly as useful as a +3 modifier: significant, but not game-breaking.
The attacker rolls once for the attack. Normally, each target in the affected area rolls individually against the attack, but if the GM prefers, she may roll once for each group of similar targets.


During each game session, the number of times the character can influence probability is equal to the rank of the Probability Control power. Probability Control may be used to influence a task roll either before or immediately after the roll has been made.
===Super-agility===
:''Constant''


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


'''Conservation Of Probability (major defect):''' Normally, there is no karmic debt incurred by a character with Probability Control. A character with the Conservation of Probability defect must maintain parity between events so that the ledgers of karma remain balanced. If the character uses their power to grant a +3 bonus on a task roll, for example, they must balance this out with a compensating +3 difficulty modifier on another task roll before the end of the scene. If they don't, the balance will re-assert itself in the following scene in a way that is inconvenient for the character with Probability Control, and the character will be unable to use their power to prevent it. ''-1 character point''
===Super-brawn===
:''Constant''


===Regeneration===
Super-brawn is a self-only power which permits the character to attempt Brawn tasks of extraordinary difficulty. The character's Power Level is added to their Brawn for the purpose of making noncombat skill rolls.
:'''Activation:''' Always On
:'''Task roll:''' --
:'''Target:''' Personal
:'''Range:''' --
:'''Cost:''' 1 character point per rank


The Regeneration power accelerates the healing process and allows the character to recover from injury more quickly. Normally, an injured character recovers half the Endurance they have recently lost after they have had a chance to rest and recuperate for half an hour or so. After that, injuries normally heal only with extended rest or with medical care. With this rest or medical care, the character will regain one Endurance per day; without it, they will regain one Endurance per week.
===Super-flight===
:''Move action''
:''Prerequisite:'' [[Bulletproof_Blues_3e_EN:Powers#Flight|Flight]]


The Regeneration power drastically reduces this recovery time. However, the best results are still obtained with rest and medical care.
Super-flight is a self-only power which permits the character to fly impossibly fast. The character's Power Level is added to their Agility for the purpose of determining their base move, double move, and all-out move.




{| cellpadding="4" cellspacing="1"
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Regeneration
|+Table: Super-flight
|- class="h1row"
|-  
! class="aligncenter" rowspan="2"|Rank
! class="aligncenter"|Agility +<br />Power Level
! class="aligncenter" rowspan="2"|Recovers Half
! class="aligncenter"|Fly
! class="aligncenter" colspan="2"|Recovers 1
! class="aligncenter"|Double Move
|- class="h1row"
! class="aligncenter"|All-out Move
! class="aligncenter"|With Care
! class="aligncenter"|km/h
! class="aligncenter"|Without
|-
|- class="oddrow"
| class="aligncenter"|1
| class="aligncenter"|1
| class="alignright"|15 minutes
| class="alignright"|2 m
| class="alignright"|16 hours
| class="alignright"|4 m
| class="alignright"|4 days
| class="alignright"|12 m
|- class="evenrow"  
| class="alignright"|7 km/h
|-
| class="aligncenter"|2
| class="aligncenter"|2
| class="alignright"|8 minutes
| class="alignright"|4 m
| class="alignright"|8 hours
| class="alignright"|8 m
| class="alignright"|2 days
| class="alignright"|24 m
|- class="oddrow"  
| class="alignright"|14 km/h
|-
| class="aligncenter"|3
| class="aligncenter"|3
| class="alignright"|4 minutes
| class="alignright"|7 m
| class="alignright"|4 hours
| class="alignright"|14 m
| class="alignright"|1 day
| class="alignright"|42 m
|- class="evenrow"  
| class="alignright"|25 km/h
|-
| class="aligncenter"|4
| class="aligncenter"|4
| class="alignright"|2 minutes
| class="alignright"|13 m
| class="alignright"|2 hours
| class="alignright"|26 m
| class="alignright"|16 hours
| class="alignright"|78 m
|- class="oddrow"  
| class="alignright"|47 km/h
|-
| class="aligncenter"|5
| class="aligncenter"|5
| class="alignright"|1 minute
| class="alignright"|40 m
| class="alignright"|1 hour
| class="alignright"|80 m
| class="alignright"|8 hours
| class="alignright"|240 m
|- class="evenrow"  
| class="alignright"|140 km/h
|-
| class="aligncenter"|6
| class="aligncenter"|6
| class="alignright"|30 seconds
| class="alignright"|130 m
| class="alignright"|30 minutes
| class="alignright"|260 m
| class="alignright"|4 hours
| class="alignright"|780 m
|- class="oddrow"  
| class="alignright"|470 km/h
|-
| class="aligncenter"|7
| class="aligncenter"|7
| class="alignright"|12 seconds
| class="alignright"|400 m
| class="alignright"|15 minutes
| class="alignright"|800 m
| class="alignright"|2 hours
| class="alignright"|2,400 m
|- class="evenrow"  
| class="alignright"|1,400 km/h
|-
| class="aligncenter"|8
| class="aligncenter"|8
| class="alignright"|6 seconds
| class="alignright"|1,300 m
| class="alignright"|8 minutes
| class="alignright"|2,600 m
| class="alignright"|1 hour
| class="alignright"|7,800 m
|- class="oddrow"  
| class="alignright"|4,700 km/h
|-
| class="aligncenter"|9
| class="aligncenter"|9
| class="alignright"|3 seconds<sup>1</sup>
| class="alignright"|4 km
| class="alignright"|4 minutes
| class="alignright"|8 km
| class="alignright"|30 minutes
| class="alignright"|24 km
|- class="evenrow"  
| class="alignright"|14,000 km/h
|-
| class="aligncenter"|10
| class="aligncenter"|10
| class="aligncenter"|--<sup>2</sup>
| class="alignright"|13 km
| class="alignright"|2 minutes
| class="alignright"|26 km
| class="alignright"|15 minutes
| class="alignright"|78 km
|- class="oddrow"  
| class="alignright"|47,000 km/h
|-
| class="aligncenter"|11
| class="aligncenter"|11
| class="aligncenter"|--<sup>2</sup>
| class="alignright"|40 km
| class="alignright"|1 minutes
| class="alignright"|80 km
| class="alignright"|8 minutes
| class="alignright"|240 km
|- class="evenrow"  
| class="alignright"|140,000 km/h
|-
| class="aligncenter"|12
| class="aligncenter"|12
| class="aligncenter"|--<sup>2</sup>
| class="alignright"|130 km
| class="alignright"|30 seconds
| class="alignright"|260 km
| class="alignright"|4 minutes
| class="alignright"|780 km
|- class="oddrow"  
| class="alignright"|470,000 km/h
|-
| class="aligncenter"|13
| class="aligncenter"|13
| class="aligncenter"|--<sup>2</sup>
| class="alignright"|400 km
| class="alignright"|12 seconds
| class="alignright"|800 km
| class="alignright"|2 minutes
| class="alignright"|2,400 km
|- class="evenrow"  
| class="alignright"|1,400,000 km/h
|-
| class="aligncenter"|14
| class="aligncenter"|14
| class="aligncenter"|--<sup>2</sup>
| class="alignright"|1,300 km
| class="alignright"|6 seconds
| class="alignright"|2,600 km
| class="alignright"|1 minute
| class="alignright"|7,800 km
| class="alignright"|4,700,000 km/h
|-
| class="aligncenter"|15
| class="alignright"|4,000 km
| class="alignright"|8,000 km
| class="alignright"|24,000 km
| class="alignright"|14,000,000 km/h
|-
| class="aligncenter"|16
| class="alignright"|13,000 km
| class="alignright"|26,000 km
| class="alignright"|78,000 km
| class="alignright"|47,000,000 km/h
|-
| class="aligncenter"|17
| class="alignright"|40,000 km
| class="alignright"|80,000 km
| class="alignright"|240,000 km
| class="alignright"|140,000,000 km/h
|-
| class="aligncenter"|18
| class="alignright"|130,000 km
| class="alignright"|260,000 km
| class="alignright"|780,000 km
| class="alignright"|470,000,000 km/h
|-
| class="aligncenter"|19
| class="alignright"|400,000 km
| class="alignright"|800,000 km
| class="alignright"|2,400,000 km
| class="alignright"|0.99 c
|-
| class="aligncenter"|20
| class="alignright"|1,300,000 km
| class="alignright"|2,600,000 km
| class="alignright"|7,800,000 km
| class="alignright"|0.9999 c
|}
|}
#At rank 9, the character may recover half of the damage from an attack with a task action.
#At rank 10 and above, the character may recover half of the damage from an attack with a free action. In effect, they heal half of every attack as soon as it hits them.


===Shapeshifting===
===Super-jumping===
:'''Activation:''' Activated
:''Move action''
:'''Task roll:''' --
 
:'''Target:''' Personal
Super-jumping is a self-only power which permits the character to leap impossibly far and fast. For example, the character might have legs like a grasshopper, they might wear rocket-propelled shoes, or they may just have massive and powerful thighs. The character's Power Level is added to their Brawn for the purpose of determining the height and distance of the character's long jump.
:'''Range:''' --
 
:'''Cost:''' 2 character points per rank
 
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Super-lifting and Super-jumping
|-
! class="aligncenter" rowspan="2"|Brawn +<br />Power Level
! class="aligncenter" colspan="2"|Super-lifting
! class="aligncenter" rowspan="2"|Super-jumping
|- class="h2row"
! class="aligncenter"|Lift
! class="aligncenter"|Throw (25 kg)
|-
| class="aligncenter"|0
| class="alignright"|25 kg
| class="alignright"|1 m
| class="alignright"|0 m
|-
| class="aligncenter"|1
| class="alignright"|55 kg
| class="alignright"|1 m
| class="alignright"|1 m
|-
| class="aligncenter"|2
| class="alignright"|120 kg
| class="alignright"|2 m
| class="alignright"|1 m
|-
| class="aligncenter"|3
| class="alignright"|260 kg
| class="alignright"|5 m
| class="alignright"|2 m
|-
| class="aligncenter"|4
| class="alignright"|550 kg
| class="alignright"|11 m
| class="alignright"|5 m
|-
| class="aligncenter"|5
| class="alignright"|1,700 kg
| class="alignright"|35 m
| class="alignright"|11 m
|-
| class="aligncenter"|6
| class="alignright"|5,500 kg
| class="alignright"|110 m
| class="alignright"|35 m
|-
| class="aligncenter"|7
| class="alignright"|17 t
| class="alignright"|350 m
| class="alignright"|110 m
|-
| class="aligncenter"|8
| class="alignright"|55 t
| class="alignright"|1,100 m
| class="alignright"|350 m
|-
| class="aligncenter"|9
| class="alignright"|170 t
| class="alignright"|3,500 m
| class="alignright"|1,100 m
|-
| class="aligncenter"|10
| class="alignright"|550 t
| class="alignright"|11 km
| class="alignright"|3,500 m
|-
| class="aligncenter"|11
| class="alignright"|1,700 t
| class="alignright"|35 km
| class="alignright"|11 km
|-
| class="aligncenter"|12
| class="alignright"|5,500 t
| class="alignright"|110 km
| class="alignright"|35 km
|-
| class="aligncenter"|13
| class="alignright"|17,000 t
| class="alignright"|350 km
| class="alignright"|110 km
|-
| class="aligncenter"|14
| class="alignright"|55,000 t
| class="alignright"|1,100 km
| class="alignright"|350 km
|-
| class="aligncenter"|15
| class="alignright"|170,000 t
| class="alignright"|3,500 km
| class="alignright"|1,100 km
|-
| class="aligncenter"|16
| class="alignright"|550,000 t
| class="alignright"|11,000 km
| class="alignright"|3,500 km
|-
| class="aligncenter"|17
| class="alignright"|1,700,000 t
| class="alignright"|35,000 km
| class="alignright"|11,000 km
|-
| class="aligncenter"|18
| class="alignright"|5,500,000 t
| class="alignright"|110,000 km
| class="alignright"|35,000 km
|-
| class="aligncenter"|19
| class="alignright"|17,000,000 t
| class="alignright"|350,000 km
| class="alignright"|110,000 km
|-
| class="aligncenter"|20
| class="alignright"|55,000,000 t
| class="alignright"|1,100,000 km
| class="alignright"|350,000 km
|}
#'''Lift''' indicates the greatest weight that a character with Super-lifting can "deadlift" (pick up off the ground to the level of the hips). A character carrying or supporting such a weight can take at most one or two steps per round. A character can move normally while carrying a weight corresponding to one less than their Brawn + Power Level. For example, a character with Brawn + Power Level 8 could carry up to 17 tonnes and suffer no penalties to their movement while doing so.
#'''Throw (25 kg)''' indicates the farthest distance that a character with Super-lifting could throw a compact object weighing 25 kg. To see how far a character can throw heavier objects, subtract the Brawn + Power Level required to lift the object from the character's total Brawn + Power Level. Look up the difference in the "Brawn + Power Level" column: this indicates how far the character can throw the object. For example, a character with Brawn + Power Level 8 could throw an object weighing 65 kg (such as a cooperative slender human) up to 350 meters.
#'''Super-jumping''' indicates the character's standing long jump. With a running long jump, the character's ground movement is added to their long jump distance.


A character with Shapeshifting can change their shape and appearance, but not their mass or size (unless the character also has the Growth or Shrinking powers). The character gains the physical attributes of their new shape, such as Brawn, Agility, Endurance, Invulnerability, claws, wings, and so on. This usually includes any natural movement powers of the new shape. The rank of the new shape's attributes and powers are limited to the rank of the Shapeshifting power or to the rank that the shape would plausibly have, whichever is less.
===Super-lifting===
:''Constant''


Assuming the shape of a specific person, creature, or object is more difficult than changing into a generic example of a particular shape. If someone is actively looking at the character, or has any reason to suspect that the character is not the genuine article, the person observing the shapeshifted character may attempt a Perception task roll against the rank of the Shapeshifting. If the Perception roll is successful, the observer can tell that the shapeshifted character is not who or what they appear to be.
Super-lifting is a self-only power which permits the character to lift and throw impossibly heavy objects. For example, the character might have control over the force of gravity, they might wear some kind of powered armor, or they may just have massive arm muscles. The character's Power Level is added to their Brawn for the purpose of determining what the character can lift and throw.


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


'''Obvious (major defect):''' Normally, there is no obvious visual indication that a character is using Shapeshifting. With this defect, the Shapeshifting has 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. ''-1 character point''
Super-presence is a self-only power which permits the character to attempt Presence tasks of extraordinary difficulty. The character's Power Level is added to their Presence for the purpose of making noncombat skill rolls.


===Shrinking===
===Super-reason===
:'''Activation:''' Activated
:''Constant''
:'''Task roll:''' --
:'''Target:''' Personal
:'''Range:''' --
:'''Cost:''' 1 character point per rank


Shrinking permits a character to become smaller than normal. Each rank of Shrinking gives the character:
Super-reason is a self-only power which permits the character to attempt Reason tasks of extraordinary difficulty. The character's Power Level is added to their Reason for the purpose of making noncombat skill rolls.


* x1/2 height
===Super-running===
* x1/8 mass
:''Move action''
* -1 Brawn


Additionally, a character with Shrinking is more diffficult to hit in combat. A character with Shrinking is granted a +1 defense bonus for each rank of Shrinking the target has.
Super-running is a self-only power which permits the character to run impossibly fast. For example, the character might have wings on their feet, they might wear rocket-powered roller skates, or they may just move their feet really quickly. The character's Power Level is added to their Agility for the purpose of determining their base move, double move, and all-out move.




{| cellpadding="4" cellspacing="1"
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Shrinking
|+Table: Super-running
|- class="h1row"
|-  
! class="aligncenter"|Rank
! class="aligncenter"|Agility +<br />Power Level
! class="aligncenter"|Height
! class="aligncenter"|Walk<br />(Base Move)
! class="aligncenter"|Mass
! class="aligncenter"|Run<br />(Double Move)
! class="aligncenter"|Brawn<sup>1</sup>
! class="aligncenter"|Sprint<br />(All-out Move)
! class="aligncenter"|Defense Bonus<sup>2</sup>
! class="aligncenter"|Sprint<br />(km/h)
|- class="oddrow"
|-
| class="aligncenter"|1
| class="aligncenter"|1
| class="alignright"|x1/2 (3 feet)
| class="alignright"|2 m
| class="alignright"|25 pounds
| class="alignright"|4 m
| class="aligncenter"|-1
| class="alignright"|12 m
| class="aligncenter"|+1
| class="alignright"|7 km/h
|- class="evenrow"
|-
| class="aligncenter"|2
| class="aligncenter"|2
| class="alignright"|x1/4 (18 inches)
| class="alignright"|4 m
| class="alignright"|3 pounds
| class="alignright"|8 m
| class="aligncenter"|-2
| class="alignright"|24 m
| class="aligncenter"|+2
| class="alignright"|14 km/h
|- class="oddrow"
|-
| class="aligncenter"|3
| class="aligncenter"|3
| class="alignright"|x1/8 (9 inches)
| class="alignright"|7 m
| class="alignright"|6 ounces
| class="alignright"|14 m
| class="aligncenter"|-3
| class="alignright"|42 m
| class="aligncenter"|+3
| class="alignright"|25 km/h
|- class="evenrow"
|-
| class="aligncenter"|4
| class="aligncenter"|4
| class="alignright"|x1/16 (4 1/2 inches)
| class="alignright"|13 m
| class="alignright"|1 ounce
| class="alignright"|26 m
| class="aligncenter"|-4
| class="alignright"|78 m
| class="aligncenter"|+4
| class="alignright"|47 km/h
|- class="oddrow"
|-
| class="aligncenter"|5
| class="aligncenter"|5
| class="alignright"|x1/32 (2 inches)
| class="alignright"|40 m
| class="alignright"|1/8 ounce
| class="alignright"|80 m
| class="aligncenter"|-5
| class="alignright"|240 m
| class="aligncenter"|+5
| class="alignright"|140 km/h
|- class="evenrow"
|-
| class="aligncenter"|6
| class="aligncenter"|6
| class="alignright"|x1/64 (1 inch)
| class="alignright"|130 m
| class="alignright"|1/64 ounce
| class="alignright"|260 m
| class="aligncenter"|-6
| class="alignright"|780 m
| class="aligncenter"|+6
| class="alignright"|470 km/h
|- class="oddrow"
|-
| class="aligncenter"|7
| class="aligncenter"|7
| class="alignright"|x1/128 (1/2 inch)
| class="alignright"|400 m
| class="alignright"|1/512 ounce
| class="alignright"|800 m
| class="aligncenter"|-7
| class="alignright"|2,400 m
| class="aligncenter"|+7
| class="alignright"|1,400 km/h
|- class="evenrow"
|-
| class="aligncenter"|8
| class="aligncenter"|8
| class="alignright"|x1/256 (1/4 inch)
| class="alignright"|1,300 m
| class="alignright"|1/4,096 ounce
| class="alignright"|2,600 m
| class="aligncenter"|-8
| class="alignright"|7,800 m
| class="aligncenter"|+8
| class="alignright"|4,700 km/h
|- class="oddrow"
|-
| class="aligncenter"|9
| class="aligncenter"|9
| class="alignright"|x1/512 (1/8 inch)
| class="alignright"|4 km
| class="alignright"|1/32,768 ounce
| class="alignright"|8 km
| class="aligncenter"|-9
| class="alignright"|24 km
| class="aligncenter"|+9
| class="alignright"|14,000 km/h
|- class="evenrow"
|-
| class="aligncenter"|10
| class="aligncenter"|10
| class="alignright"|x1/1,024 (1/16 inch)
| class="alignright"|13 km
| class="alignright"|1/262,144 ounce
| class="alignright"|26 km
| class="aligncenter"|-10
| class="alignright"|78 km
| class="aligncenter"|+10
| class="alignright"|47,000 km/h
|- class="oddrow"
|-
| class="aligncenter"|11
| class="aligncenter"|11
| class="alignright"|x1/2,048 (1/32 inch)
| class="alignright"|40 km
| class="alignright"|1/2,097,152 ounce
| class="alignright"|80 km
| class="aligncenter"|-11
| class="alignright"|240 km
| class="aligncenter"|+11
| class="alignright"|140,000 km/h
|- class="evenrow"
|-
| class="aligncenter"|12
| class="aligncenter"|12
| class="alignright"|x1/4,096 (1/64 inch)
| class="alignright"|130 km
| class="alignright"|1/16,777,216 ounce
| class="alignright"|260 km
| class="aligncenter"|-12
| class="alignright"|780 km
| class="aligncenter"|+12
| class="alignright"|470,000 km/h
|- class="oddrow"
|-
| class="aligncenter"|13
| class="aligncenter"|13
| class="alignright"|x1/8,192 (1/128 inch)
| class="alignright"|400 km
| class="alignright"|1/134,217,728 ounce
| class="alignright"|800 km
| class="aligncenter"|-13
| class="alignright"|2,400 km
| class="aligncenter"|+13
| class="alignright"|1,400,000 km/h
|- class="evenrow"
|-
| class="aligncenter"|14
| class="aligncenter"|14
| class="alignright"|x1/16,384 (1/256 inch)
| class="alignright"|1,300 km
| class="alignright"|1/1,073,741,824 ounce
| class="alignright"|2,600 km
| class="aligncenter"|-14
| class="alignright"|7,800 km
| class="aligncenter"|+14
| class="alignright"|4,700,000 km/h
|-
| class="aligncenter"|15
| class="alignright"|4,000 km
| class="alignright"|8,000 km
| class="alignright"|24,000 km
| class="alignright"|14,000,000 km/h
|-
| class="aligncenter"|16
| class="alignright"|13,000 km
| class="alignright"|26,000 km
| class="alignright"|78,000 km
| class="alignright"|47,000,000 km/h
|-
| class="aligncenter"|17
| class="alignright"|40,000 km
| class="alignright"|80,000 km
| class="alignright"|240,000 km
| class="alignright"|140,000,000 km/h
|-
| class="aligncenter"|18
| class="alignright"|130,000 km
| class="alignright"|260,000 km
| class="alignright"|780,000 km
| class="alignright"|470,000,000 km/h
|-
| class="aligncenter"|19
| class="alignright"|400,000 km
| class="alignright"|800,000 km
| class="alignright"|2,400,000 km
| class="alignright"|0.99 c
|-
| class="aligncenter"|20
| class="alignright"|1,300,000 km
| class="alignright"|2,600,000 km
| class="alignright"|7,800,000 km
| class="alignright"|0.9999 c
|}
|}
#Down to minimum rank 1
#Not applicable against mental attacks


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


Shrinking may affect a character's ground movement. The character's base running speed and swimming speed are reduced by the same proportion as their height. The character's jumping distance and any power based movement, such as Super-running and Super-swimming, are unaffected.
Super-swimming is a self-only power which permits the character to swim impossibly fast. For example, the character might have a powerful tail like a dolphin, they might wear turbo-jet boots, or they may just swim really fast. The character's Power Level is added to their Agility for the purpose of determining their base move, double move, and all-out move.


At Shrinking rank 14, the character is about as tall as the diameter of a human hair. As small as it is, this is still too large to enter a human body through the pores, and is too large to pass through most air and water filters.


A character with Shrinking does not have to use it at full power. A character who has 6 ranks in Shrinking, for example, could elect to be merely 18 inches tall rather than their full 1 inch.
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Super-swimming
|-
! class="aligncenter"|Agility +<br />Power Level
! class="aligncenter"|Swim<br />(Base Move)
! class="aligncenter"|Fast Swim<br />(Double Move)
! class="aligncenter"|Swim Sprint<br />(All-out Move)
! class="aligncenter"|Swim Sprint<br />(km/h)
|-
| class="aligncenter"|1
| class="alignright"|1 m
| class="alignright"|2 m
| class="alignright"|6 m
| class="alignright"|4 km/h
|-
| class="aligncenter"|2
| class="alignright"|2 m
| class="alignright"|4 m
| class="alignright"|12 m
| class="alignright"|7 km/h
|-
| class="aligncenter"|3
| class="alignright"|3 m
| class="alignright"|6 m
| class="alignright"|18 m
| class="alignright"|11 km/h
|-
| class="aligncenter"|4
| class="alignright"|4 m
| class="alignright"|8 m
| class="alignright"|24 m
| class="alignright"|14 km/h
|-
| class="aligncenter"|5
| class="alignright"|7 m
| class="alignright"|14 m
| class="alignright"|42 m
| class="alignright"|25 km/h
|-
| class="aligncenter"|6
| class="alignright"|13 m
| class="alignright"|26 m
| class="alignright"|78 m
| class="alignright"|47 km/h
|-
| class="aligncenter"|7
| class="alignright"|22 m
| class="alignright"|44 m
| class="alignright"|132 m
| class="alignright"|79 km/h
|-
| class="aligncenter"|8
| class="alignright"|40 m
| class="alignright"|80 m
| class="alignright"|240 m
| class="alignright"|140 km/h
|-
| class="aligncenter"|9
| class="alignright"|70 m
| class="alignright"|140 m
| class="alignright"|420 m
| class="alignright"|260 km/h
|-
| class="aligncenter"|10
| class="alignright"|130 m
| class="alignright"|260 m
| class="alignright"|780 m
| class="alignright"|470 km/h
|-
| class="aligncenter"|11
| class="alignright"|220 m
| class="alignright"|440 m
| class="alignright"|1,320 m
| class="alignright"|790 km/h
|-
| class="aligncenter"|12
| class="alignright"|400 m
| class="alignright"|800 m
| class="alignright"|2,400 m
| class="alignright"|1,400 km/h
|-
| class="aligncenter"|13
| class="alignright"|700 m
| class="alignright"|1,400 m
| class="alignright"|4,200 m
| class="alignright"|2,600 km/h
|-
| class="aligncenter"|14
| class="alignright"|1,300 m
| class="alignright"|2,600 m
| class="alignright"|7,800 m
| class="alignright"|4,700 km/h
|-
| class="aligncenter"|15
| class="alignright"|2 km
| class="alignright"|4 km
| class="alignright"|12 km
| class="alignright"|7,900 km/h
|-
| class="aligncenter"|16
| class="alignright"|4 km
| class="alignright"|8 km
| class="alignright"|24 km
| class="alignright"|14,000 km/h
|-
| class="aligncenter"|17
| class="alignright"|7 km
| class="alignright"|14 km
| class="alignright"|42 km
| class="alignright"|26,000 km/h
|-
| class="aligncenter"|18
| class="alignright"|13 km
| class="alignright"|26 km
| class="alignright"|78 km
| class="alignright"|47,000 km/h
|-
| class="aligncenter"|19
| class="alignright"|22 km
| class="alignright"|44 km
| class="alignright"|132 km
| class="alignright"|79,000 km/h
|-
| class="aligncenter"|20
| class="alignright"|40 km
| class="alignright"|80 km
| class="alignright"|240 km
| class="alignright"|140,000 km/h
|}
 
===Super-teleportation===
:''Move action''
:''Prerequisite:'' [[Bulletproof_Blues_3e_EN:Powers#Teleportation|Teleportation]]
 
Super-teleportation is a self-only power which permits the character to travel incredible distances without traversing the intervening space. The character's Power Level is added to their Agility for the purpose of determining their base move, double move, and all-out move.


===Stretching===
:'''Activation:''' Activated
:'''Task roll:''' --
:'''Target:''' Personal
:'''Range:''' --
:'''Cost:''' 1 character point per rank


A character with Stretching can deform their body and attenuate their extremities. A character with Stretching might have telescoping robotic tentacles, their physical body might be composed of separate pieces held together by elastic tethers, or the character's body may simply be incredibly malleable. This increases the character's effective reach and permits them to perform tasks and make hand-to-hand attacks at greater distances. Hand-to-hand attacks made by a Stretching character are resolved with Brawn rolls, as usual.
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Super-teleportation
|-
! class="aligncenter"|Agility +<br />Power Level
! class="aligncenter"|Base Move
! class="aligncenter"|Double Move
! class="aligncenter"|All-out Move
|-
| class="aligncenter"|1
| class="alignright"|2 m
| class="alignright"|4 m
| class="alignright"|7 km
|-
| class="aligncenter"|2
| class="alignright"|4 m
| class="alignright"|8 m
| class="alignright"|14 km
|-
| class="aligncenter"|3
| class="alignright"|7 m
| class="alignright"|14 m
| class="alignright"|25 km
|-
| class="aligncenter"|4
| class="alignright"|13 m
| class="alignright"|26 m
| class="alignright"|47 km
|-
| class="aligncenter"|5
| class="alignright"|40 m
| class="alignright"|80 m
| class="alignright"|140 km
|-
| class="aligncenter"|6
| class="alignright"|130 m
| class="alignright"|260 m
| class="alignright"|470 km
|-
| class="aligncenter"|7
| class="alignright"|400 m
| class="alignright"|800 m
| class="alignright"|1,400 km
|-
| class="aligncenter"|8
| class="alignright"|1,300 m
| class="alignright"|2,600 m
| class="alignright"|4,700 km
|-
| class="aligncenter"|9
| class="alignright"|4 km
| class="alignright"|8 km
| class="alignright"|14,000 km
|-
| class="aligncenter"|10
| class="alignright"|13 km
| class="alignright"|26 km
| class="alignright"|47,000 km
|-
| class="aligncenter"|11
| class="alignright"|40 km
| class="alignright"|80 km
| class="alignright"|140,000 km
|-
| class="aligncenter"|12
| class="alignright"|130 km
| class="alignright"|260 km
| class="alignright"|470,000 km
|-
| class="aligncenter"|13
| class="alignright"|400 km
| class="alignright"|800 km
| class="alignright"|1,400,000 km
|-
| class="aligncenter"|14
| class="alignright"|1,300 km
| class="alignright"|2,600 km
| class="alignright"|4,700,000 km
|-
| class="aligncenter"|15
| class="alignright"|4,000 km
| class="alignright"|8,000 km
| class="alignright"|14,000,000 km
|-
| class="aligncenter"|16
| class="alignright"|13,000 km
| class="alignright"|26,000 km
| class="alignright"|47,000,000 km
|-
| class="aligncenter"|17
| class="alignright"|40,000 km
| class="alignright"|80,000 km
| class="alignright"|140,000,000 km
|-
| class="aligncenter"|18
| class="alignright"|130,000 km
| class="alignright"|260,000 km
| class="alignright"|470,000,000 km
|-
| class="aligncenter"|19
| class="alignright"|400,000 km
| class="alignright"|800,000 km
| class="alignright"|0.99 light years
|-
| class="aligncenter"|20
| class="alignright"|1,300,000 km
| class="alignright"|2,600,000 km
| class="alignright"|0.9999 light years
|}


The distance the character is able to stretch is based on the rank of the power. Find the rank of the power in the Benchmarks table, and look up the value in the "Throws" column. This is the maximum distance that the character can stretch in a single direction. If the character is stretching in two or more directions at once (to form a tent or parachute, for example, or to type into two keyboards located in two different rooms), the maximum distance they may stretch in each direction is one-half of their usual maximum.
===Super-tunneling===
:''Move action''
:''Prerequisite:'' [[Bulletproof_Blues_3e_EN:Powers#Tunneling|Tunneling]]


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


'''Squeezing:''' Normally, a character with Stretching is not able to squeeze through any hole smaller than their head. The Squeezing power enhancement allows the character to make their body thinner as well as longer. The character may squeeze through a hole or a gap no smaller than 1 inch divided by the rank of the power cubed. For example, a character with rank 2 Stretching and Squeezing could squeeze through a gap one eighth of an inch wide (1 inch/2<sup>3</sup> = 1 inch/8 = 0.125 inch), and a character with rank 7 Stretching and Squeezing could flatten themselves to less than the thickness of an average sheet of laser printer paper. ''+1 character point''


===Strike===
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
:'''Activation:''' Attack
|+Table: Super-tunneling
:'''Task roll:''' Brawn
|-
:'''Target:''' Single Target
! class="aligncenter"|Agility +<br />Power Level
:'''Range:''' Touch
! class="aligncenter"|Base Move
:'''Cost:''' 1 character point per rank
! class="aligncenter"|Double Move
! class="aligncenter"|All-out Move
! class="aligncenter"|km/h
|-
| class="aligncenter"|1
| class="alignright"|1 m
| class="alignright"|2 m
| class="alignright"|6 m
| class="alignright"|4 km/h
|-
| class="aligncenter"|2
| class="alignright"|2 m
| class="alignright"|4 m
| class="alignright"|12 m
| class="alignright"|7 km/h
|-
| class="aligncenter"|3
| class="alignright"|3 m
| class="alignright"|6 m
| class="alignright"|18 m
| class="alignright"|11 km/h
|-
| class="aligncenter"|4
| class="alignright"|4 m
| class="alignright"|8 m
| class="alignright"|24 m
| class="alignright"|14 km/h
|-
| class="aligncenter"|5
| class="alignright"|7 m
| class="alignright"|14 m
| class="alignright"|42 m
| class="alignright"|25 km/h
|-
| class="aligncenter"|6
| class="alignright"|13 m
| class="alignright"|26 m
| class="alignright"|78 m
| class="alignright"|47 km/h
|-
| class="aligncenter"|7
| class="alignright"|22 m
| class="alignright"|44 m
| class="alignright"|132 m
| class="alignright"|79 km/h
|-
| class="aligncenter"|8
| class="alignright"|40 m
| class="alignright"|80 m
| class="alignright"|240 m
| class="alignright"|140 km/h
|-
| class="aligncenter"|9
| class="alignright"|70 m
| class="alignright"|140 m
| class="alignright"|420 m
| class="alignright"|260 km/h
|-
| class="aligncenter"|10
| class="alignright"|130 m
| class="alignright"|260 m
| class="alignright"|780 m
| class="alignright"|470 km/h
|-
| class="aligncenter"|11
| class="alignright"|220 m
| class="alignright"|440 m
| class="alignright"|1,320 m
| class="alignright"|790 km/h
|-
| class="aligncenter"|12
| class="alignright"|400 m
| class="alignright"|800 m
| class="alignright"|2,400 m
| class="alignright"|1,400 km/h
|-
| class="aligncenter"|13
| class="alignright"|700 m
| class="alignright"|1,400 m
| class="alignright"|4,200 m
| class="alignright"|2,600 km/h
|-
| class="aligncenter"|14
| class="alignright"|1,300 m
| class="alignright"|2,600 m
| class="alignright"|7,800 m
| class="alignright"|4,700 km/h
|-
| class="aligncenter"|15
| class="alignright"|2 km
| class="alignright"|4 km
| class="alignright"|12 km
| class="alignright"|7,900 km/h
|-
| class="aligncenter"|16
| class="alignright"|4 km
| class="alignright"|8 km
| class="alignright"|24 km
| class="alignright"|14,000 km/h
|-
| class="aligncenter"|17
| class="alignright"|7 km
| class="alignright"|14 km
| class="alignright"|42 km
| class="alignright"|26,000 km/h
|-
| class="aligncenter"|18
| class="alignright"|13 km
| class="alignright"|26 km
| class="alignright"|78 km
| class="alignright"|47,000 km/h
|-
| class="aligncenter"|19
| class="alignright"|22 km
| class="alignright"|44 km
| class="alignright"|132 km
| class="alignright"|79,000 km/h
|-
| class="aligncenter"|20
| class="alignright"|40 km
| class="alignright"|80 km
| class="alignright"|240 km
| class="alignright"|140,000 km/h
|}
 
===Telekinesis===
:''Standard action''


Strike is a hand-to-hand attack which inflicts Endurance damage. The Strike could be claws, radiation, cold, a sword, or even darkness or light, and this must be chosen when the Strike power is purchased. The Strike has a damage rating equal to the rank of the power or the character's Brawn rank + 1, whichever is greater.
Telekinesis is a ranged special attack which permits a character to grapple a character or object without touching it. Attacking with Telekinesis requires a successful Ranged Combat (Power Level) roll against a Ranged Combat (Agility) roll of the target. Grabbing inanimate objects with Telekinesis is generally automatic, unless the GM wants to make it difficult for some reason.


Using Strike requires a Brawn roll against the Brawn of the intended target. If the attacker rolls an extreme success, then the attacker may choose one of the standard benefits of extreme success, either overwhelming, smashing, or staggering the target of the Strike.
If the attacker's roll is equal to or greater than the defender's roll, the target is [[Bulletproof_Blues_3e_EN:Actions#Restrained_Characters|restrained]]. A restrained character is not helpless, but they can't use move actions until they break free of the Telekinesis. A restrained character incurs a penalty die on all rolls other than rolls to escape the Telekinesis.


Any power or equipment that provides protection from Endurance damage, such as Invulnerability and Force Field, reduces the amount of damage the target takes from the attack. The protection value (PV) of the protection power is subtracted from the damage rating (DR) of the Strike. The remaining damage is subtracted from the target's Endurance.
The maximum mass the character can lift with their Telekinesis is based on the character's Power Level.


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


'''Explosive Strike:''' The Strike causes damage to everyone within 50 feet of the character (full rank within the first 25 feet, half rank from 25 feet to 50 feet). Because an exploding attack does not need to be aimed at a specific target, the difficulty of the task roll is 9. However, because exploding attacks are not targeted at specific individuals, they do not benefit from extreme success. ''+1 character point''


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


The character can leap impossibly far and fast, either innately or by using some type of equipment. For example, the character might have legs like a grasshopper, they might wear rocket-propelled shoes, or they may just have massive and powerful thighs. The height and distance of the character's long jump are based on the rank of the power. Find the rank of the power in the [[Bulletproof_Blues_3e_EN:Actions#Benchmarks|Benchmarks table]], and look up the value in the "Base Move" column. This is the height and the distance that the character can standing long jump in a single round.


If a character has Super-jumping, then they move at the speed indicated by the power rather than at the speed indicated by their Brawn. Super-jumping does not add to a character's natural (Brawn-based) jumping distance.
====Breaking Free Of Telekinesis====


===Super-running===
To break free of Telekinesis, the restrained character must use a standard action to make a successful Ranged Combat (Brawn) roll against a Ranged Combat (Power Level) roll of the attacker. If the target succeeds at this roll, they break free of the Telekinesis. If the target has not broken free of the Telekinesis by the end of the scene, then they break free of it shortly thereafter. Alternately, the attacker may release the restrained character at any time, without using an action.
:'''Activation:''' Activated
:'''Task roll:''' --
:'''Target:''' Personal
:'''Range:''' --
:'''Cost:''' 1 character point per rank


The character can run impossibly fast, either innately or by using some type of equipment. For example, the character might have wings on their feet, they might wear rocket-powered roller skates, or they may just move their feet really quickly. The character's base move, double move, and all-out move are based on the rank of the power. Find the rank of the power in the [[Bulletproof_Blues_3e_EN:Actions#Benchmarks|Benchmarks table]], and look up the values in appropriate columns. Rank 2 is as fast as a cheetah, rank 4 is faster than the speed of sound, and rank 7 is as fast as a rocket.
====Hurting A Held Target====


If a character has Super-running, then they move at the speed indicated by the power rather than at the speed indicated by their Agility. Super-running does not add to a character's natural (Agility-based) ground movement speed.
If the attacker wishes to squeeze the restrained character, they must use a standard action to make a Ranged Combat (Agility + Power Level) roll against a Ranged Combat (Agility) roll of the target, or a Ranged Combat (Agility + Power Level) roll of the target if the target has Damage Resistance or Force Field. If the attacker succeeds at this roll, then the target's Endurance is reduced by one (or more, if using the optional [[Bulletproof_Blues_3e_EN:Actions#Margin_Of_Success_(Optional)|margin of success]] rules).


====Enhancements====
====Moving A Held Target====


'''Defy Gravity:''' The character runs so fast that they can run up or down vertical surfaces without falling and run across bodies of water without sinking. If they stop running, of course, gravity takes over. ''+1 character point''
If the attacker wishes to move the restrained character, they must use another standard action. The distance an attacker may move the defender is based on the Power Level of the attacker and the mass of the restrained character. First, look up the mass of the defender or object to be moved in the "Lift" column (rounding to the nearest mass value), and find the corresponding Power Level for that mass. Subtract that from the Power Level of the attacker, and look up that resulting value in the "Throw" column. This is how far the attacker can move or throw the held character.


'''Moving Target:''' The character may substitute their rank in Super-running for their Brawn or Agility for the purpose of avoiding attacks. ''+1 character point''
===Telepathy===
:''Standard action''
:''Follow through powers:'' [[Bulletproof_Blues_3e_EN:Powers#Mind_Control|Mind Control]], [[Bulletproof_Blues_3e_EN:Powers#Possession|Possession]]
[[File:BB3 Telepathy chart.png|633px]]


<div id="Super Senses"></div>
Telepathy is a ranged mental attack which permits a character to communicate directly with the mind of another person. However, if the willing target of Telepathy also has Telepathy, the maximum distance between the two telepaths is effectively unlimited.


===Super Senses ★===
To communicate directly with the mind of an unwilling person, the character must succeed at a Mental Combat (Power Level) roll against a Mental Combat (Presence) roll of the target, or a Mental Combat (Presence + Power Level) roll of the target if the target has Mental Resistance. With a successful attack roll, the attacker may mentally communicate with the target and may read their surface thoughts. The attacker may read the target's memories if the attacker achieves a margin of success of 3 or more (each memory viewed requires a separate roll).
:'''Activation:''' Activated
:'''Task roll:''' Perception
:'''Target:''' Personal
:'''Range:''' Varies
:'''Cost:''' 1 character point per rank


Super Senses grants the character the ability to perceive in ways unavailable to ordinary people. Each rank in Super Senses grants the character one additional sense from the list below. These must be selected when the power is purchased, and may not normally be changed thereafter.  
To break free of Telepathy, the target must use a standard action to make a successful Mental Combat (Presence) roll against a Mental Combat (Power Level) roll of the attacker. If the target has Mental Resistance, they add their Power Level to their roll. If the target succeeds at this roll, they break free of the Telepathy. If the target has not broken free of the Telepathy by the end of the scene, then they break free of it shortly thereafter.


* '''360&deg; Vision:''' The character can see equally well in every direction simultaneously.
To communicate directly with the mind of a willing person, no attack roll is needed. With a willing target, the telepath may mentally communicate with the target and may read their surface thoughts and (if the target consents) their memories. A willing participant may end the telepathic contact at any time. The telepath may also set up a group communication among willing participants. The maximum number of simultaneous willing participants is equal to the telepath's Power Level.
* '''Blindsight:''' The character can sense shapes and textures as clearly as with ordinary vision, but without the ability to perceive color; this could be a form of sonar, radar, sensitivity to air currents, or some other form of alternate perception.
* '''Detect [Element]:''' The character can perceive, locate, and analyze a substance, material, or energy. The player must choose the specific type of detect: detect magic, detect metal, detect temporal anomalies, etc.
* '''ESP:''' The character can attempt to make a challenging (task difficulty 12) Perception task roll to perceive things at a distance.
* '''Hyperacuity:''' The character can attempt to make a challenging (task difficulty 12) Perception task roll to sense details far too small or faint for ordinary human perception to detect. They can taste the number of salt grains on a pretzel, read printed text by touching it, see fingerprints on surfaces, identify a person by the sound of their heartbeat, track someone through a city by their cologne, and so on.
* '''Infrared Vision:''' The character see in the infrared spectrum. They are able to see an image in the darkest of nights as though it were twilight, and they can see through light fog, rain and smoke. They can detect small temperature differences by looking at them.
* '''Night Vision:''' The character can see in pitch darkness as clearly as in daylight.
* '''Postcognition:''' The character can see into the past, or can "read" the history of items and people by touching them. Seeing into the past is never completely reliable: Postcognition is primarily a roleplaying power under the control of the GM.
* '''Precognition:''' The character can see into the future, or can "read" the destiny of items and people by touching them. Seeing into the future is never completely reliable: Precognition is primarily a roleplaying power under the control of the GM.
* '''Ultraviolet Vision:''' The character see in the ultraviolet spectrum. They are able to see an image in the darkest of nights as though it were twilight, and they can perceive patterns and colors invisible to normal human vision.
* '''Vibration Sense:''' The character can perceive, locate, and analyze things touching the ground (or water, with the GM's permission).
* '''X-ray Vision:''' The character can see through objects. The player must define a reasonably common substance, material, or energy that the character can't see through.


Using Super Senses requires a Perception task roll against a task difficulty set by the GM. This is typically a challenging (task difficulty 12) Perception task roll, but it may be higher or lower depending on the ambient "noise" and how obvious the thing being perceived is. If the thing being perceived is relatively obvious (to someone with the appropriate senses), no task roll should be necessary.
===Teleportation===
:''Move action''
:''Follow through powers:'' [[Bulletproof_Blues_3e_EN:Powers#Mass_Teleportation|Mass Teleportation]], [[Bulletproof_Blues_3e_EN:Powers#Super-teleportation|Super-teleportation]]
[[File:BB3 Teleportation chart.png|633px]]


===Super-speed===
Teleportation is a self-only power which permits the character to use a move action to travel from one point to another without traversing the intervening space. The distance the character may travel before re-appearing is based on their Agility. The character may double-move and all-out move using Teleportation. A character using Teleportation may carry with them whatever they can carry, based on their Brawn. This may include equipment or even other characters.
:'''Activation:''' Activated
:'''Task roll:''' --
:'''Target:''' Personal
:'''Range:''' --
:'''Cost:''' 1 character point per rank


The Super-speed power allows the character to perform everyday tasks at a rate much faster than usual. Each rank of Super-speed moves the time it takes to complete the task one level up the Super-speed table. For example, a character with 3 ranks in Super-speed could accomplish a 15 minute task in 2 minutes (2 minutes is three rows up from 15 minutes in the Super-speed table).
A character using Teleportation cannot re-appear inside of a solid object, nor into any area affected by Power Suppression; other than this, objects in the physical world generally have no effect on a character using Teleportation. If a character using Teleportation unknowingly attempts to re-appear inside of a solid object, they lose half of their Endurance (rounded down) and are shunted to the nearest unoccupied space, or the teleportation attempt fails entirely, at the GM's discretion.


Super-speed is only applicable to everyday tasks, tasks that are routine (task difficulty 9 or less), and tasks performed when the character is under no pressure and there is no penalty for failure. Super-speed does not enhance the character's combat abilities, nor does it grant any other speed-related powers, such as Regeneration or Super-running. However, in cases where the order of play is determined by a Perception roll, a character with Super-speed gets a bonus to the Perception task roll equal to their rank in Super-speed (for example, rank 4 Super-speed would provide a +4 bonus to the Perception roll for purposes of determining the order of play).  See [[Bulletproof_Blues_3e_EN:Actions#Order_Of_Play|Order Of Play]] for more information.
'''Requires A Medium:''' Some characters may only teleport through a specific medium. For example, a character with electrical powers might only be able to teleport through conductive material. Alternately, the character might only be able to teleport between specific locations. For example, a character attuned to the spirit of cities might only be able to teleport within and between cities, or a character with darkness powers might only be able to teleport within and between dark areas such as shadows. Such a character never needs to worry about appearing inside of a solid object: when they reach their destination, they simply step out of the medium.




{| cellpadding="4" cellspacing="1"
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Super-speed
|+Table: Teleportation
|- class="h1row"
|-  
! class="aligncenter"|Task Duration
! class="aligncenter"|Agility
|- class="oddrow"  
! class="aligncenter"|Base Move
| class="aligncenter"|3 seconds
! class="aligncenter"|Double Move
|- class="evenrow"  
! class="aligncenter"|All-out Move
| class="aligncenter"|6 seconds
|-
|- class="oddrow"  
| class="aligncenter"|1
| class="aligncenter"|12 seconds
| class="alignright"|2 m
|- class="evenrow"  
| class="alignright"|4 m
| class="aligncenter"|30 seconds
| class="alignright"|7 km
|- class="oddrow"  
|-
| class="aligncenter"|1 minute
| class="aligncenter"|2
|- class="evenrow"  
| class="alignright"|4 m
| class="aligncenter"|2 minutes
| class="alignright"|8 m
|- class="oddrow"  
| class="alignright"|14 km
| class="aligncenter"|4 minutes
|-
|- class="evenrow"  
| class="aligncenter"|3
| class="aligncenter"|8 minutes
| class="alignright"|7 m
|- class="oddrow"  
| class="alignright"|14 m
| class="aligncenter"|15 minutes
| class="alignright"|25 km
|- class="evenrow"  
|-
| class="aligncenter"|30 minutes
| class="aligncenter"|4
|- class="oddrow"  
| class="alignright"|13 m
| class="aligncenter"|1 hour
| class="alignright"|26 m
|- class="evenrow"  
| class="alignright"|47 km
| class="aligncenter"|2 hours
|-
|- class="oddrow"  
| class="aligncenter"|5
| class="aligncenter"|4 hours
| class="alignright"|40 m
|- class="evenrow"  
| class="alignright"|80 m
| class="aligncenter"|8 hours
| class="alignright"|140 km
|- class="oddrow"  
|-
| class="aligncenter"|16 hours
| class="aligncenter"|6
|- class="evenrow"
| class="alignright"|130 m
| class="aligncenter"|1 day
| class="alignright"|260 m
|- class="oddrow"  
| class="alignright"|470 km
| class="aligncenter"|2 days
|-
|- class="evenrow"
| class="aligncenter"|7
| class="aligncenter"|4 days
| class="alignright"|400 m
|- class="oddrow"
| class="alignright"|800 m
| class="aligncenter"|1 week
| class="alignright"|1,400 km
|- class="evenrow"  
|-
| class="aligncenter"|2 weeks
| class="aligncenter"|8
|- class="oddrow"  
| class="alignright"|1,300 m
| class="aligncenter"|1 month
| class="alignright"|2,600 m
|- class="evenrow"
| class="alignright"|4,700 km
| class="aligncenter"|3 months
|-
|- class="oddrow"  
| class="aligncenter"|9
| class="aligncenter"|6 months
| class="alignright"|4 km
|- class="evenrow"
| class="alignright"|8 km
| class="aligncenter"|1 year
| class="alignright"|14,000 km
|-
| class="aligncenter"|10
| class="alignright"|13 km
| class="alignright"|26 km
| class="alignright"|47,000 km
|}
|}


===Super-swimming===
:'''Activation:''' Activated
:'''Task roll:''' --
:'''Target:''' Personal
:'''Range:''' --
:'''Cost:''' 1 character point per rank


The character can swim impossibly fast, either innately or by using some type of equipment. For example, the character might have a powerful tail like a dolphin, they might wear turbo-jet boots, or they may just swim really fast. The character's base move, double move, and all-out move are based on the rank of the power. Find the rank of the power in the [[Bulletproof_Blues_3e_EN:Actions#Benchmarks|Benchmarks table]], and look up the values in appropriate columns. Rank 2 is as fast as a sailfish, rank 3 is as fast as the ''Spirit of Australia'' speed boat, and rank 5 is faster than the speed of sound (which is approximately 3,489 mph in sea water).
<div id="Mass Teleportation"></div>
 
===Teleportation, Mass===
:''Move action''
:''Prerequisite:'' [[Bulletproof_Blues_3e_EN:Powers#Teleportation|Teleportation]]
:''Follow through powers:'' [[Bulletproof_Blues_3e_EN:Powers#Selective_Mass_Teleportation|Selective Mass Teleportation]]
 
Mass Teleportation is a self-only, area power which permits the character to take everyone within the affected area with them when they teleport.
 
Characters teleported with Mass Teleportation cannot re-appear inside of a solid object, nor into any area affected by Power Suppression; other than this, objects in the physical world generally have no effect on a character using Mass Teleportation. If any character being moved with Mass Teleportation would re-appear inside of a solid object, the character with Mass Teleportation loses half of their Endurance (rounded down), and everyone is shunted to the nearest unoccupied space. Alternately, the teleportation attempt fails entirely, at the GM's discretion.
 
A character with Mass Teleportation does not have to use it at full power. They may teleport with everyone within 1 meter, 10 meters, or anywhere up to their maximum area.
 
<div id="Selective Mass Teleportation"></div>
===Teleportation, Selective Mass===
:''Move action''
:''Prerequisite:'' [[Bulletproof_Blues_3e_EN:Powers#Mass_Teleportation|Mass Teleportation]]
 
Selective Mass Teleportation is a self-only, area power which permits the character to take everyone within the affected area with them when they teleport. Furthermore, it allows the character with the Selective Mass Teleportation to select who within that area is teleported, and who is not.
 
Characters teleported with Selective Mass Teleportation cannot re-appear inside of a solid object, nor into any area affected by Power Suppression; other than this, objects in the physical world generally have no effect on a character using Selective Mass Teleportation. If any character being moved with Selective Mass Teleportation would re-appear inside of a solid object, the character with Selective Mass Teleportation loses half of their Endurance (rounded down), and everyone is shunted to the nearest unoccupied space. Alternately, the teleportation attempt fails entirely, at the GM's discretion.
 
A character with Selective Mass Teleportation does not have to use it at full power. They may teleport with selected individuals within 1 meter, 10 meters, or anywhere up to their maximum area.
 
===Time Control===
:''Standard action''
:''Prerequisite:'' [[Bulletproof_Blues_3e_EN:Powers#Time_Travel|Time Travel]]
[[File:BB3 Time Travel chart.png|393px]]
 
Time Control is a self-only power which permits the character to influence the ebb and flow of time, skipping forward and back through the time stream. A character with Time Control can "rewind" time to make different choices. During each game session, the number of times the character can rewind time is equal to their Power Level.


If a character has Super-swimming, then they move at the speed indicated by the power rather than at the speed indicated by their Agility. Super-swimming does not add to a character's natural (Agility-based) swimming speed.
How much time may be re-wound is subject to GM approval and is largely plot-dependent. During combat, for example, the player may declare that they are rewinding time at the end of a round in order to play that round over. Out of combat, the player may declare that they are rewinding a 20 minute conversation, or they may wish to rewind time by a half-hour and take a different route through the city. If the GM approves of this use of Time Control, the elapsed time is erased from history, and the status of every character and the world at large is restored to the condition at the beginning of the rewound time period. Normally, the only person aware of this temporal reversal is the character with Time Control, but characters who have some way to detect temporal anomalies would be aware of what has happened. To everyone else, time proceeds as if they had never lived through the rewound time before (although particularly perceptive individuals may get a sense of ''deja vu'').


===Telekinesis===
===Time Travel===
:'''Activation:''' Attack
:''Move action''
:'''Task roll:''' Agility
:''Follow through powers:'' [[Bulletproof_Blues_3e_EN:Powers#Time_Control|Time Control]]
:'''Target:''' Single Target
:'''Range:''' Ranged
:'''Cost:''' 1 character point per rank


Telekinesis permits a character to move objects at range. The maximum mass the character can lift with their Telekinesis is based on the rank of the power. Find the rank of the power in the [[Bulletproof_Blues_3e_EN:Actions#Benchmarks|Benchmarks table]] and look up the corresponding value in the "Lifts" column. Telekinesis is not normally able to inflict damage directly (to do so, use [[Bulletproof_Blues_3e_EN:Powers#Blast|Blast]]), but it may be used to squeeze a target or hurl a target against unyielding surfaces.
Time Travel is a self-only power which permits the character to traverse the time stream, stepping into the past or the future. Depending on the method used, the character may be able to take others with them. Whether the time traveler can change the past or simply creates a divergent time stream is a bone of contention among philosophers and temporal physicists (the Kalos Universe generally assumes the latter). Time Travel is a plot dependent power and may not always be available, at the GM's discretion.


Telekinesis may be targeted using either Agility or Willpower. The attribute used by the attacker to hit the target must be chosen when the power is purchased, and may not normally be changed thereafter.
<div id="Transformation Ray"></div>
===[Transformation] Ray===
:''Standard action''


Using Telekinesis requires an Agility (or Willpower) task roll against the Agility of the intended target. Grabbing inanimate objects with Telekinesis is generally automatic, unless the GM wants to make it difficult for some reason. To break free of the Telekinesis, the target must make a successful Brawn task roll against the rank of the Telekinesis.  
[Transformation] Ray is a is a ranged alteration attack which allows a character to use a personal power as an attack. Attacking with [Transformation] Ray requires a successful Ranged Combat (Power Level) roll against a Ranged Combat (Agility) roll of the target, or a Ranged Combat (Agility + Power Level) roll of the target if the target has Alteration Resistance. [Transformation] Ray ignores all normal forms of protection such as armor and Damage Resistance.


If the attacker rolls an extreme success, then the rank of the Telekinesis is increased by 1 for the purpose of breaking free of it. For example, if a character is being held by a rank 6 Telekinesis, and the attacker rolled an extreme success, the affected character would need to make a Brawn task roll against task difficulty 15 (7 + 8) to break free of the Telekinesis.
The power being used as an attack is under the control of the character with the [Transformation] Ray power; the target of the ray has no control over the power. The specific personal power to be used as an attack must be chosen when this power is purchased. Available personal powers which may be used as attacks with [Transformation] Ray are:


If the defender succeeds at the Brawn task roll to break free, they may use their remaining movement action. If the character being held with Telekinesis gets an extreme success on this roll, then they break free as a free action instead of a task action. For example, if a character is affected by a rank 6 Telekinesis, they would need to make a Brawn task roll against task difficulty 14 (6 + 8). If they roll a 17 or more, they achieve an extreme success, and breaking free is simply a free action. If the defender has Telekinesis, they may use the rank of their own Telekinesis in lieu of their Brawn to break free.
* Density Control
* [Element] Form
* Growth
* Intangibility
* Invisibility
* Shapeshifting
* Shrinking


Characters being held by Telekinesis are considered "restrained". A restrained character is not helpless, but they can't use normal movement until they break free of the Telekinesis. Attacking the held character is easier (attackers gain a +3 attack bonus when attacking the held character), and their attacks are easier to avoid (defenders gain a +3 defense bonus when the held character attacks them).
To recover from the transformation, the target must use a standard action to make a successful Survival (Presence) roll against a Ranged Combat (Power Level) roll of the attacker. If the target has Alteration Resistance, they add their Power Level to their roll. If the target succeeds at this roll, they recover from the transformation. If the target has not recovered from the [Transformation] Ray by the end of the scene, then they recover from it shortly thereafter.


A character with Telekinesis may either squeeze or move what they are holding with the power.
===Tunneling===
:''Move action''
:''Follow through powers:'' [[Bulletproof_Blues_3e_EN:Powers#Super-tunneling|Super-tunneling]]
[[File:BB3 Tunneling chart.png|393px]]


If the character with Telekinesis wishes to exert strength in an attempt to hurt the held character, the compression causes Endurance damage, and the damage rating (DR) of this attack is equal to the attacker's rank in Telekinesis. Any power or equipment that provides protection from Endurance damage, such as Invulnerability and Force Field, reduces the amount of damage the target takes from the attack. The protection value (PV) of the protection power is subtracted from the damage rating of the Telekinesis. The remaining damage is subtracted from the target's Endurance.
Tunneling is a self-only power which permits the character to move through the earth as easily as other people move through water. However, the character is unable to pass through force fields and other energy barriers. The character's base move, double move, and all-out move while tunneling are based on their Agility.


If the character with Telekinesis wishes to move the held character, the distance an attacker may move the defender is based on the Telekinesis of the attacker and the mass of the defender. First, look up the mass of the defender or object to be moved in the "Lifts" column of the [[Bulletproof_Blues_3e_EN:Actions#Benchmarks|Benchmarks table]] (rounding to the nearest weight value), and find the corresponding rank for that weight. Subtract that rank from the Telekinesis of the attacker, and look up that resulting rank in the [[Bulletproof_Blues_3e_EN:Actions#Benchmarks|Benchmarks table]]. Find the corresponding distance in the "Throws" column. This is how far the attacker could move an object of that weight in one round. This rank is also the damage rating (DR) of the impact if the attacker makes the defender hit a solid object such as a wall or the ground. Particularly soft or yielding surfaces can reduce the impact damage by as much as half.
The character may choose to leave a hole through which others may follow, or not, at any time.


''Example:''


''Darkmind has Telekinesis 7, and wants to move Stone. Stone weighs 800 pounds, which would be rank 4 in the "Lifts" column in the [[Bulletproof_Blues_3e_EN:Actions#Benchmarks|Benchmarks table]]. Subtracting 4 from Darkmind's rank 7 Telekinesis gives us rank 3. Consulting the "Throws" column for rank 3, we find that Darkmind can move Stone 25 feet per round.''
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Tunneling
|-
! class="aligncenter"|Agility
! class="aligncenter"|Base Move
! class="aligncenter"|Double Move
! class="aligncenter"|All-out Move
! class="aligncenter"|km/h
|-
| class="aligncenter"|1
| class="alignright"|1 m
| class="alignright"|2 m
| class="alignright"|6 m
| class="alignright"|4 km/h
|-
| class="aligncenter"|2
| class="alignright"|2 m
| class="alignright"|4 m
| class="alignright"|12 m
| class="alignright"|7 km/h
|-
| class="aligncenter"|3
| class="alignright"|3 m
| class="alignright"|6 m
| class="alignright"|18 m
| class="alignright"|11 km/h
|-
| class="aligncenter"|4
| class="alignright"|4 m
| class="alignright"|8 m
| class="alignright"|24 m
| class="alignright"|14 km/h
|-
| class="aligncenter"|5
| class="alignright"|7 m
| class="alignright"|14 m
| class="alignright"|42 m
| class="alignright"|25 km/h
|-
| class="aligncenter"|6
| class="alignright"|13 m
| class="alignright"|26 m
| class="alignright"|78 m
| class="alignright"|47 km/h
|-
| class="aligncenter"|7
| class="alignright"|22 m
| class="alignright"|44 m
| class="alignright"|132 m
| class="alignright"|79 km/h
|-
| class="aligncenter"|8
| class="alignright"|40 m
| class="alignright"|80 m
| class="alignright"|240 m
| class="alignright"|140 km/h
|-
| class="aligncenter"|9
| class="alignright"|70 m
| class="alignright"|140 m
| class="alignright"|420 m
| class="alignright"|260 km/h
|-
| class="aligncenter"|10
| class="alignright"|130 m
| class="alignright"|260 m
| class="alignright"|780 m
| class="alignright"|470 km/h
|}
 
===X-ray Vision===
:''Free action''


''Darkmind uses Telekinesis to smash Stone into an armored car. The impact has a damage rating of 3. After subtracting Stone's rank 7 Invulnerability, the attack does no damage to Stone at all. The armored car has Invulnerability rank 5 and Endurance 5. It is rocked on its wheels a bit, but suffers no real damage from having Stone smashed into it.''
X-ray Vision is a self-only power which permits the character to make a moderately difficult (DV 3) Perception (Reason + Power Level) roll to see through objects. On a successful roll, they focus their vision at a specific distance, ignoring intervening physical barriers. The player must define a reasonably common substance, material, or energy that the character can't see through.


===Telepathy===
===Ultra-power===
:'''Activation:''' Attack
:''Varies''
:'''Task roll:''' Willpower
:''Prerequisite:'' Five powers with the same unifying theme
:'''Target:''' Single Target
:'''Range:''' Ranged
:'''Cost:''' 1 character point per rank


Telepathy permits a character to communicate directly with the mind of another person. If the target of Telepathy is willing, then no roll is needed. With a willing target or a successful Willpower vs. Willpower roll, the telepath may mentally communicate with the target and may read their thoughts.
Ultra-power is a self-only power which permits the character to use any power, one at a time, as long as it belongs to the character's unifying theme. If the power the character wants to use has a prerequisite, the character must have the prerequisite power apart from the Ultra-power. For example, a character with "Ultra-power: Electrical Mastery" could use Blast and Force Field, but their Ultra-Power could not grant them the use of Area Blast unless they already had Blast outside of the Ultra-power.


The highest Willpower the character may overcome with Telepathy is equal to the telepath's Willpower or the rank of the Telepathy, whichever is greater. For example, a character with rank 3 Willpower and rank 2 Telepathy could attempt to read the mind of an unwilling target with Willpower rank 3, but would be unable to read the mind of an unwilling target with Willpower rank 4. However, if the telepath rolls an extreme success, the highest Willpower the telepath may overcome increases by 1.
In order to have Ultra-power, the character must first buy five powers that adhere to a specific unifying theme. Some typical unifying themes for Ultra-power are trick arrows, sorcerous spells, gadgets, mastery of a fundamental force, and a cosmic amulet that lets the user create any solid-energy construct they can imagine. The player can pick any unifying theme they like, subject to the GM's approval.


===Teleportation===
<blockquote>
:'''Activation:''' Activated
====SIDEBAR: Use And Abuse Of Ultra-power====
:'''Task roll:''' --
:'''Target:''' Personal
:'''Range:''' --
:'''Cost:''' 2 character points per rank


Teleportation permits a character to travel from one point to another without traversing the intervening space. The range the character may travel is based the rank of the power. The character may double-move and all-out move using Teleportation, and incurs the normal penalties when doing so. A teleporter may carry with them whatever they can carry, based on their Brawn. This may include equipment or even other characters.
Ultra-power is open to abuse by players who care less about having fun than they do about "winning". It's important to stress that the powers in an Ultra-power should have a tightly unifying theme. If the character has a relatively low Power Level, then the GM may want to turn a blind eye if the player plays a bit fast and loose with the "tightly unifying theme". After all, there's not much harm in allowing the player some latitude when the character has a Power Level of only 1 or 2. For a character whose Power Level is more potent, enforcing the theme becomes more important. A character who can accomplish anything the player can think of can easily spoil a game and ruin everyone's fun.
</blockquote>


A teleporter cannot use Teleportation to teleport into a solid object, or into any area that has a Power Suppression in effect which would be sufficient to prevent the character from teleporting out of it; other than this, objects in the physical world generally have no effect on a teleporter in transit. If a teleporter unknowingly attempts to teleport into a solid object, they are [[Bulletproof_Blues_3e_EN:Actions#Staggering|staggered]] and shunted to the nearest unoccupied space, or the teleportation attempt fails entirely, at the GM's discretion.
==Power Modifiers==


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


'''Radius Effect:''' The character can teleport with everything in their immediate vicinity, up to the radius indicated by the power's rank. The character can choose the radius affected each time they use Teleportation, up to the maximum granted by the rank of the power. ''+1 character point''
===Increased Area===


'''Radius Effect (people only):''' The character can teleport with everyone in their immediate vicinity, up to the radius indicated by the power's rank. The character can choose the radius affected each time they use Teleportation, but they may not choose which people go with them and which are left behind. ''+1 character point''
Increased Area is a power modifier which expands the maximum area of all of the character's area powers. Each time this power modifier is purchased, the maximum area affected by the character's area powers is multiplied by ten. The character's powers which normally affect everyone within short range (10 m) of the target affect everyone within medium range (100 m) of the target, powers which normally affect everyone within medium range (100 m) affect everyone within long range (1 km), and so on.


====Defects====
<blockquote>
====SIDEBAR: Spreading An Attack (Optional)====


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


===Time Control===
===Increased Range===
:'''Activation:''' Attack
:'''Task roll:''' Power
:'''Target:''' Single Target
:'''Range:''' Ranged
:'''Cost:''' 2 character points per rank


A character with Time Control can influence the ebb and flow of time, skipping forward and back through the time stream. Time Control does not allow the character to time travel ''per se'', but a character with Time Control can "rewind" time to make different choices. During each game session, the number of times the character can rewind time is equal to the rank of the Time Control power.
Increased Range is a power modifier which extends the maximum range of all of the character's ranged powers. Each time this power modifier is purchased, the maximum range of the character's ranged powers is multiplied by ten. If the character's powers normally have short range (10 m) they become medium range (100 m), medium range (100 m) powers become long range (1 km), and so on.


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


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


===[Transformation] Ray===
==New Follow Through Powers==
:'''Activation:''' Attack
:'''Task roll:''' Agility
:'''Target:''' Single Target
:'''Range:''' Ranged
:'''Cost:''' 1 character point per rank


[Transformation] Ray allows the character to use a personal power as an attack. The power being used as an attack is under the control of the character with the [Transformation] Ray power; the target of the ray has no control over the power. The specific personal power to be used as an attack must be chosen when this power is purchased. Available personal powers which may be used as attacks with [Transformation] Ray are:
You can create more powerful versions of these powers by creating new follow through powers. The two most common types of follow-through powers are those that increase the range and those that apply the power to an area. The GM and player should work together to ensure that the follow-through power is still within the limits of the game the GM wants to run. Just because the rules permit it doesn't mean you should do it.


* [Element] Form
===Area (or Mass) [Power]===
* Growth
* Increased Density
* Intangibility
* Invisibility
* Shapeshifting
* Shrinking


The rank of the power being used as an attack is equal to the rank of the [Transformation] Ray, unless the [Transformation] Ray combines two or more powers. For example, a [Transformation] Ray might combine Shapeshifting and Shrinking. If the [Transformation] Ray combines two or more powers, the ranks of the individual powers must add up to the rank of the [Transformation] Ray.
A prerequisite power which affects a single target may have a follow through power which affects everyone within a certain area of the target, based on the character's [[Bulletproof_Blues_3e_EN:Attributes#Power_Level|Power Level]]. Making the prerequisite power affect an area does not modify the skill used for the attack, nor the skill used to resist it.


Using [Transformation] Ray requires an Agility roll against the Agility of the intended target. If the attacker rolls an extreme success, then the rank of the [Transformation] Ray is increased by 1 for the purpose of breaking out of it. For example, if a character is affected by a rank 6 [Transformation] Ray, and the attacker rolled an extreme success, the affected character would need to make a Willpower task roll against task difficulty 15 (7 + 8) to break out of the [Transformation] Ray.
The attacker rolls once for the attack. Normally, each target in the affected area rolls individually against the attack, but if the GM prefers, she may roll once for each group of similar targets.


To break out of the [Transformation] Ray, the target must make a successful Willpower task roll against the rank of the [Transformation] Ray. If the character succeeds at this task roll, they may use their remaining movement action. If the transformed character gets an extreme success on this roll, then they break out as a free action. For example, if a character is affected by a rank 6 [Transformation] Ray, they would need to make a Willpower task roll against task difficulty 14 (6 + 8). If they roll a 17 or more, they achieve an extreme success, and breaking out is a free action rather than a task action.
===Selective Area (or Selective Mass) [Power]===


If the character has not broken out of the [Transformation] Ray by the end of the scene, then they break out of it shortly thereafter.
A prerequisite power which affects an area may have a follow through power which permits the character to select who is affected within a certain area of the target, based on the character's [[Bulletproof_Blues_3e_EN:Attributes#Power_Level|Power Level]]. Making the prerequisite power affect a selective area does not modify the skill used for the attack, nor the skill used to resist it.


===Tunneling===
The attacker rolls once for the attack. Normally, each selected target in the affected area rolls individually against the attack, but if the GM prefers, she may roll once for each group of similar targets.
:'''Activation:''' Activated
:'''Task roll:''' --
:'''Target:''' Personal
:'''Range:''' --
:'''Cost:''' 2 character points per rank


Tunneling enables the character to move through the earth almost as easily as other people do above it. The speed at which the character may dig is based on the rank of the power. Find the rank of the power in the [[Bulletproof_Blues_3e_EN:Actions#Benchmarks|Benchmarks table]], and look up the value in the "Base Move" column. This is the distance that the character can tunnel in a single round. This assumes the character is not taking any time to shore up the tunnel behind her. If she is attempting to leave a hole through which others may follow, she moves at half normal speed.
===Ranged [Power]===


The density of the material the character can dig through is based on the rank of the power. Find the rank of the power in the Benchmarks table, and look up the value in the "Breaks" column. This is the toughest material which the character may dig through. The character is unable to pass through force fields and other energy barriers.
A hand-to-hand prerequisite power may have a follow through power which is a ranged power with a [[Bulletproof_Blues_3e_EN:Actions#Range|range]] based on the character's [[Bulletproof_Blues_3e_EN:Attributes#Power_Level|Power Level]].


===[Ultra-power]===
==New Powers==
:'''Activation:''' Varies
:'''Task roll:''' Varies
:'''Target:''' Varies
:'''Range:''' Varies
:'''Cost:''' 3 character points per rank


[Ultra-power] permits the character to use a wide range of powers which have a tightly unifying theme and which all derive from the same power source. Typical unifying themes for [Ultra-power] include trick arrows with varying effects, sorcerous spells and incantations, gadgets and high-tech devices, a suit of powered armor with a number of built-in weapons and sensors, and a cosmic amulet that lets the user create any solid-energy construct they can imagine. The specific unifying theme and power source must be chosen when this power is purchased. The player can pick any unifying theme and power source they like, subject to the GM's approval.
You might not have found the power you want in this chapter. After all, the page count of this book is limited, while your imagination is not. If the power you want is very similar to one already listed, the easiest thing to do is just change the name and description slightly, and get on with the game. Talk to the GM and the other players about it, and see if they agree. If they do, your problem is solved.


[Ultra-power] may contain any theme-appropriate power with a cost per rank up to 2, and any power made possible with the [Ultra-power] has no more than the rank of the [Ultra-power] itself. For example, a rank 6 [Ultra-power] defined as "Cybervole Powered Armor" might have a rank 6 electrical Blast, rank 6 Tunneling, and any other rank 6 power the player (and the GM) thinks is appropriate for Cybervole. These powers do not need to be chosen until the character wants to use them, but it is a good idea to figure them out beforehand so that the player does not bog down the game by dithering over what their character should do next. Due to the tightly unifying theme of the [Ultra-power], power-altering powers such as Power Drain affect the entire [Ultra-power].
On the other hand, not everything that works in a comicbook works in a game. It's entirely possible to create an invisible power that can attack anyone, anywhere, at no risk to the character -- but where's the fun in that? If the power you have imagined is significantly more powerful than anything in this chapter, then maybe you should go back to the drawing board.


Another character might have a rank 5 [Ultra-power] defined as "Time Mastery". This character could have rank 2 Amazing Movement (Astral Travel, Time Travel), rank 5 Danger Sense, rank 5 Healing, rank 5 Super-speed, and rank 5 Time Control. However, the character could not use their [Ultra-power] to have Duplication, because Duplication costs 3 points per rank. If the player wanted the character to have Duplication, that power would need to be purchased separately from the [Ultra-power].
But if you want to make up a new power, here are some basic guidelines.


<blockquote>
===Hand-to-hand Normal Powers===
====SIDEBAR: Use And Abuse Of [Ultra-power]====


[Ultra-power], which permits the character to use a wide range of powers for 3 character points per rank, is open to abuse by players who care less about having fun than they do about "winning". It's important to stress that the powers in an [Ultra-power] should have a tightly unifying theme and should all derive from the same power source. If the [Ultra-power] is relatively low-powered, then the GM may want to turn a blind eye if the player plays a bit fast and loose with the "tightly unifying theme". After all, there's not much harm in allowing the player some latitude when the rank of the [Ultra-power] is only 1 or 2.
Hand-to-hand normal powers are targeted with the Hand-to-hand Combat skill. The attack roll is based on the character's Brawn, and the character's Power Level is added to their attack roll. The defense roll is based on the target's Brawn, and the target's defenses, such as Damage Resistance or Force Field, are applicable. A hand-to-hand power affects a single target.


For a character whose main power is the [Ultra-power], enforcing the theme becomes more important. A character who can accomplish anything the player can think of can easily spoil a game and ruin everyone's fun.
===Ranged Normal Powers===


It's also important to recognize that just because the [Ultra-power] is rank 6, for example, that doesn't mean that every power in the [Ultra-power] necessarily has rank 6. For example, [[Bulletproof_Blues_3e_EN:Characters#Scanner|Scanner]]'s "Psychic Scanner" [Ultra-power] is truly formidable at rank 9, yet he has several powers which are of far less rank than that. His Telekinesis, for example, is only rank 1. The most important thing to consider when choosing the rank of a power in an [Ultra-power] is what makes sense for the character.
Ranged normal powers are targeted with the Ranged Combat skill. The attack roll is based on the character's Agility, and the character's Power Level is added to their attack roll. The defense roll is based on the target's Agility, and the target's defenses, such as Damage Resistance or Force Field, are applicable. A ranged power has a [[Bulletproof_Blues_3e_EN:Actions#Range|range]] based on the character's [[Bulletproof_Blues_3e_EN:Attributes#Power_Level|Power Level]], and affects a single target.


The theme and the rank of the [Ultra-power] are important limits on the character, but the most important limit should be what makes sense for the character's background and abilities. A character should never have a power simply because the rules permit it. You control the game, not the rulebook.</blockquote>
===Ranged Mental Powers===


==Power Modifiers==
Ranged mental powers are targeted with the Mental Combat skill. The attack roll is based on the character's Power Level, and the defense roll is based on the target's Presence. The target's normal defenses, such as Damage Resistance or Force Field, are not applicable, but Mental Resistance is. A mental power has a [[Bulletproof_Blues_3e_EN:Actions#Range|range]] based on the character's [[Bulletproof_Blues_3e_EN:Attributes#Power_Level|Power Level]], and affects a single target.


===Power Enhancements===
===Alteration Powers===


Power enhancements make a power more useful than it normally is. For example, if a character has an explosive fire blast that can burn everything within an area around the target, that would be a power enhancement (Explosive Damage, to be specific), since Blast can normally only shoot at one target at a time.
Alteration powers are targeted with the Hand-to-hand Combat skill if the power is hand-to-hand, or the Ranged Combat skill if the power is ranged. The attack roll is based on the character's Power Level, and the defense roll is based on one of the target's attributes, usually Brawn or Agility. The target's normal defenses, such as Damage Resistance or Force Field, are not applicable, but Alteration Resistance is. An alteration power is either hand-to-hand (1 m) or has a [[Bulletproof_Blues_3e_EN:Actions#Range|range]] based on the character's [[Bulletproof_Blues_3e_EN:Attributes#Power_Level|Power Level]], and affects a single target.


Most power enhancements increase the cost of the power by one character point. So if the character had a rank 7 Fire Blast with the Explosive Damage enhancement, the power would cost 8 character points.
===Environmental Powers===


Power enhancements are under the control of the character with the power. A character can choose whether or not to use a specific enhancement on a case by case basis. Just because a character ''can'' burn everything within an area around the target doesn't mean that they ''must''. However, if a character ''must'' use an enhancement, and this lack of control can cause serious problems for the character (as it would be, in case of a character throwing fiery explosions), then their lack of control may be a power defect.
Powers which alter the environment in some non-damaging way are usually targeted with the Ranged Combat skill. The attack roll is based on the character's Agility, and the character's Power Level is added to their attack roll. The defense roll is based on one of the target's attributes, but the target's normal defenses, such as Damage Resistance or Force Field, are not applicable, nor are unusual defenses, such as Mental Resistance or Alteration Resistance. An environmental power typically has a [[Bulletproof_Blues_3e_EN:Actions#Range|range]] and an area based on the character's [[Bulletproof_Blues_3e_EN:Attributes#Power_Level|Power Level]].


==="Roleplay" Powers===


{| cellpadding="4" cellspacing="1"
Sometimes a character has a power that is important for characterization and roleplaying, but doesn't really have an impact on the game. For example, consider a character who is centuries old, and never ages, but who can die from injury or accident just like anyone else (unlike [[Bulletproof_Blues_3e_EN:Powers#Immortality|Immortality]]). This is definitely a power, but what does it really ''do''? It doesn't give the character a measurable benefit either in or out of combat. It's important to the character, and there is a remote chance that it will be useful in combat if the characters encounter a villain with the power to rapidly age her enemies, but for most games its usefulness will be limited to roleplaying. Powers like this are "roleplay" powers. There is no cost for "roleplay" powers.
|+Table: Power enhancements
|- class="h1row"
! class="alignleft"|Power Enhancement
! class="aligncenter"|Cost
|- class="oddrow"
| class="alignleft"|Explosive Damage
| class="aligncenter"|1
|- class="evenrow"  
| class="alignleft"|Increased Range
| class="aligncenter"|1-3
|- class="oddrow"
| class="alignleft"|Penetrating Damage
| class="aligncenter"|1
|- class="evenrow"
| class="alignleft"|Radius Effect
| class="aligncenter"|1
|}


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


====Explosive Damage====
==Villain Powers==


A power with the Explosive Damage power enhancement causes its damage to everyone within a certain range of the target. Because an exploding attack does not need to be aimed at a specific target, the difficulty of the task roll is 9. However, because exploding attacks are not targeted at specific individuals, they do not benefit from extreme success.
Powers can sometimes work quite differently for villains than it does for player characters. For example, a character with Mind Control will rarely be able to maintain their control over a target for more than a few minutes, but a villain might have an NPC under their control for weeks or even years. Villains can accomplish things that are simply beyond the capabilities of player characters. However, do not overuse this technique, or the players will grow tired of it.


The radius of the explosion is assumed to be 50 feet (the same distance as rank 1 on the [[Bulletproof_Blues_3e_EN:Actions#Benchmarks|Benchmarks table]] under "Affects"). The radius of the explosion can be increased one rank for each additional character point spent on this power enhancement. For example, a rank 3 Blast with four levels of the Explosive Damage power enhancement would cost 7 points and cover an area 3,200 feet in diameter (a radius of 1,600 feet).
Here are a few villain-only powers to get you started.


The damage rating of the explosion diminishes with distance from the center. If so, the damage rating is at its full value within half of the total radius, and at one-half of its full value in the remainder of the explosion. For example, a rank 3 Blast with four levels of the Explosive Damage power enhancement would cost 7 points, have a damage rating of 3 from the center out to a radius of 800 feet (half its total radius), and a damage rating of 2 from 800 feet out to the limit of its radius of 1,600 feet.
<div id="Continuous Blast"></div>
===Blast, Continuous===
:''Standard action''
:''Prerequisite:'' [[Bulletproof_Blues_3e_EN:Powers#Seeking_Blast|Seeking Blast]]
:''Follow through powers:'' [[Bulletproof_Blues_3e_EN:Powers#Continuous_Area_Blast|Continuous Area Blast]]


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


A power with the Increased Range power enhancement can affect targets at ranges beyond the power's default range. Each application of this enhancement increases the effective range of the power by 3 ranks on the [[Bulletproof_Blues_3e_EN:Actions#Benchmarks|Benchmarks table]] under "Affects". For example, a rank 4 Blast normally has an effective range of 1,600 feet. Adding the Increased Range power enhancement would increase the power's effective range by 3 ranks, to 20 miles. Applying this power enhancement a second time would increase the effective range to 1,200 miles.
Continuous Blast has limited independence from the attacker. The Continuous Blast will continue to attack the target every round until it misses. The attacker rolls the attack again as a quick action, but no interaction or attention is required from the attacker for these additional attacks.


====Penetrating Damage====
<div id="Continuous Area Blast"></div>
===Blast, Continuous Area===
:''Standard action''
:''Prerequisite:'' [[Bulletproof_Blues_3e_EN:Powers#Continuous_Blast|Continuous Blast]]


A power with the Penetrating Damage power enhancement ignores 50% of the defender's protection (round in defender's favor). The Penetrating power enhancement should only be added to powers that inflict damage directly, such as Blast.
Continuous Area Blast is a ranged, area normal attack which inflicts Endurance damage. The Continuous Area Blast could be radiation, fire, cold, arrows, or even darkness or light, and this must be chosen when the Continuous Area Blast power is purchased. Attacking with Continuous Area Blast requires a successful Ranged Combat (Agility + Power Level) roll against a Ranged Combat (Agility) roll of each target in the affected area, or a Ranged Combat (Agility + Power Level) roll of a target if that target has Damage Resistance or Force Field.


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


A power with the Radius Effect power enhancement is centered on the character, and can cover an area up to a radius based on its power rank (see [[Bulletproof_Blues_3e_EN:Actions#Benchmarks|Benchmarks]]). For example, a character with rank 7 Telepathy that has the Radius Effect enhancement would allow the character to simultaneously read the minds of everyone within 20 miles. For powers which affect others, the character makes their associated roll (a Willpower roll, in the case of Telepathy), and compares that to any targets in the affected area. A character can choose the radius each time they use the power, up to the maximum granted by the rank of the power.
Continuous Area Blast has limited independence from the attacker. The Continuous Area Blast will continue to attack each target in the affected area every round until it misses that target. Once the attack misses a target in the affected area, the attack no longer affects that target. The attacker rolls the attack again as a quick action, but no interaction or attention is required from the attacker for these additional attacks.


This is a very potent enhancement, and should not be added to powers that inflict damage directly, such as Blast.
<div id="Selective Mass Mind Control"></div>
===Mind Control, Selective Mass===
:''Standard action''
:''Prerequisite:'' [[Bulletproof_Blues_3e_EN:Powers#Mass_Mind_Control|Mass Mind Control]]


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


Power defects make a power less useful than it normally is. For example, if a character has a Fire Blast that can only be used if there is an existing source of fire, that would be a power defect, since most characters with a Fire Blast can generate their own flame.
The attacker rolls once for the attack. Normally, each target in the affected area rolls individually against the attack, but if the GM prefers, she may roll once for each group of similar targets.


A minor power defect, such as the character needing a specific item on hand in order to use their powers (a gun, a wand, a magic ring, etc.), does not affect the cost of the power. Every power has minor defects: some are just more obvious than others. If a player doesn't think of minor defects on their own, rest assured that the GM will think of some for them.
To break free of Selective Mass Mind Control, each target must use a standard action to make a successful Mental Combat (Presence) roll against a Mental Combat (Power Level) roll of the attacker. If a target has Mental Resistance, they add their Power Level to their roll. If a target succeeds at this roll, they break free of the Selective Mass Mind Control. If a target has not broken free of the Selective Mass Mind Control by the end of the scene, then they break free of it shortly thereafter.


A major power defect, such as a Blast power that needs an existing source of flame, reduces the total cost of the power by one character point. So if the character had a rank 7 Fire Blast with this defect, the power would cost 6 character points.
<div id="Extended Transformation Ray"></div>
===[Transformation] Ray, Extended===
:''Standard action''
:''Prerequisite:'' [[Bulletproof_Blues_3e_EN:Powers#Transformation_Ray|[Transformation] Ray]]
:''Follow through powers:'' [[Bulletproof_Blues_3e_EN:Powers#Permanent_Transformation_Ray|Permanent [Transformation] Ray]]


An extreme power defect, such as a Fire Blast which can only be used once per day, reduces the total cost of the power by two character points. So if the character had a rank 7 Fire Blast which could only be used once per day (a character with some dragon ancestry, let's say), the power would cost 5 character points.
Extended [Transformation] Ray is a is a ranged alteration attack which allows a character to use a personal power as an attack. Attacking with Extended [Transformation] Ray requires a successful Ranged Combat (Power Level) roll against a Ranged Combat (Agility) roll of the target, or a Ranged Combat (Agility + Power Level) roll of the target if the target has Alteration Resistance. Extended [Transformation] Ray ignores all normal forms of protection such as armor and Damage Resistance.


The cost of a power may not be reduced below one character point. Even the most defective power costs at least one character point.
The power being used as an attack is under the control of the character with the Extended [Transformation] Ray power; the target of the ray has no control over the power. The specific personal power to be used as an attack must be chosen when this power is purchased. Available personal powers which may be used as attacks with Extended [Transformation] Ray are:


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


You might not have found the power you want in this chapter. After all, the page count of this book is limited, while your imagination is not. If the power you want is very similar to one already listed, the easiest thing to do is just change the name and description slightly, and get on with the game. Talk to the GM and the other players about it, and see if they agree. If they do, your problem is solved. If that doesn't work, see if adding a power enhancement will give you the result you want. In most cases, it will.
Once an hour, the target may use a standard action to attempt a Survival (Presence) roll against a Ranged Combat (Power Level) roll of the attacker. If the target has Alteration Resistance, they add their Power Level to their roll. If the target succeeds at this roll, they recover from the transformation.


On the other hand, not everything that works in a comicbook works in a game. It's entirely possible to create an invisible power that can attack anyone, anywhere, at no risk to the character -- but where's the fun in that? If the power you have imagined is significantly more powerful than anything in this chapter, then maybe you should go back to the drawing board.
<div id="Permanent Transformation Ray"></div>
===[Transformation] Ray, Permanent===
:''Standard action''
:''Prerequisite:'' [[Bulletproof_Blues_3e_EN:Powers#Extended_Transformation_Ray|Extended [Transformation] Ray]]


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


Sometimes a character has a power that is important for characterization and roleplaying, but doesn't really have an impact on the game. For example, consider a character who is centuries old, and never ages, but who can die from injury or accident just like anyone else. This is definitely a power, but what does it really ''do''? It doesn't give the character a measurable advantage either in or out of combat. It's important to the character, and there is a remote chance that it will be useful in combat if the characters encounter a villain with the power to rapidly age her enemies, but for most games its usefulness will be limited to roleplaying. Powers like this are "roleplay" powers, and they cost a flat one character point.
The power being used as an attack is under the control of the character with the Permanent [Transformation] Ray power; the target of the ray has no control over the power. The specific personal power to be used as an attack must be chosen when this power is purchased. Available personal powers which may be used as attacks with Permanent [Transformation] Ray are:


Don't go too crazy with "roleplay" powers. Unless there is a plausible circumstance where the power might be genuinely useful, just consider it part of the character's background and description.
* [Element] Form
* Density Control
* Growth
* Intangibility
* Invisibility
* Shapeshifting
* Shrinking


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


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

Latest revision as of 19:25, 18 April 2022

Arrow up 16x16.png Contents

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

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

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

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

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

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

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

Types Of Attacks

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

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

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

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

Power Descriptions

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

Absorption

Free action

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

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

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

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

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

Agility Drain

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

BB3 Agility Drain chart.png

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

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

Agility Drain Ray

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

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

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

Agility Theft

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

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

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

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

Agility Theft Ray

Standard action
Prerequisite: Agility Drain Ray or Agility Theft

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

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

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

Alteration Resistance

Constant

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

Alternate Forms

Standard action

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

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

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

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

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

Ambient Awareness

Free action

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

Astral Travel

Move action

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

Blast

Standard action
Follow through powers: Area Blast, Seeking Blast

BB3 Blast chart.png

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

Blast, Area

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

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

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

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

Blast, Seeking

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

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

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

Blast, Seeking Area

Standard action
Prerequisite: Area Blast or Seeking Blast

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

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

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

Blast, Selective Area

Standard action
Prerequisite: Area Blast

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

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

Blindsight

Free action

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

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

Brawn Drain

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

BB3 Brawn Drain chart.png

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

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

Brawn Drain Ray

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

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

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

Brawn Theft

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

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

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

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

Brawn Theft Ray

Standard action
Prerequisite: Brawn Drain Ray or Brawn Theft

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

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

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

Bulletproof

Constant
Prerequisite: Damage Resistance or Force Field

BB3 Bulletproof chart.png

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

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

Clairvoyance

Standard action

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

Clinging

Free action

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

Combination

Standard action

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

Example:

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

Command Animals

Standard action

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

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

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

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

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

Command Machines

Standard action

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

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

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

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

Command Objects

Standard action

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

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

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

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

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

Damage Resistance

Constant
Follow through powers: Bulletproof

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

Damaging Aura

Free action
Follow through powers: Area Damaging Aura

BB3 Damaging Aura chart.png

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

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

Damaging Aura, Area

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

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

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

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

Damaging Aura, Selective Area

Free action
Prerequisite: Area Damaging Aura

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

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

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

Danger Sense

Free action

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

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

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

Darkness

Standard action

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

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

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

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

Dazzle

Standard action
Follow through powers: Mass Dazzle

BB3 Dazzle chart.png

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

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

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

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

Dazzle, Mass

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

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

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

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

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

Dazzle, Selective Mass

Standard action
Prerequisite: Mass Dazzle

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

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

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

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

Density Control

Quick action

Density Control is a self-only power which permits the character to become more massive, making them stronger and tougher than normal. The effects of Density Control are based on the Power Level of the character. At Power Level 5, the character is denser than any naturally occurring substance on Earth.

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

A character with Density Control does not have to use it at full power. A character with Power Level 5, for example, could elect to be merely 400 kilograms rather than their full 17 tonnes.

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

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


Table: Density Control
Power Level Mass Brawn
1 260 kg +1
2 550 kg +1
3 1,700 kg +2
4 5,500 kg +2
5 17 t +3
6 55 t +3
7 170 t +4
8 550 t +4
9 1,700 t +5
10 5,500 t +5


Detect [Element]

Standard action
Follow through powers: Sense [Element]

BB3 Detect Element chart.png

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

Dimensional Travel

Move action

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

Duplication

Quick action

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

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

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

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

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


Table: Duplication
Power Level Duplicates
1 2
2 4
3 8
4 16
5 32
6 64
7 125
8 250
9 500
10 1,000


[Element] Form

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

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

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

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

[Element] Immunity

Constant
Follow through powers: Element Form

BB3 Element Immunity chart.png

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

Element Mimicry

Quick action
Prerequisite: [Element] Form

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

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

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

[Element] Wall

Standard action

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

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

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

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

Emotion Control

Standard action
Follow through powers: Mass Emotion Control

BB3 Emotion Control chart.png

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

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

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

Emotion Control, Mass

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

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

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

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

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

Emotion Control, Selective Mass

Standard action
Prerequisite: Mass Emotion Control

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

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

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

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

Endurance Drain

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

BB3 Endurance Drain chart.png

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

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

Endurance Drain Ray

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

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

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

Endurance Theft

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

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

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

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

Endurance Theft Ray

Standard action
Prerequisite: Endurance Drain Ray or Endurance Theft

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

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

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

Environmental Control

Standard action

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

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

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

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

Environmental Immunity

Constant

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

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

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

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

Etheric Travel

Move action

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

Extra Actions

Quick action

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

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

Flight

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

BB3 Flight chart.png

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

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

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


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

Flight, Mass

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

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

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

Flight, Selective Mass

Move action
Prerequisite: Mass Flight

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

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

Force Field

Quick action
Follow through powers: Bulletproof

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

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

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

Growth

Quick action

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

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

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

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


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

Haste

Standard action

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

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


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

Healing

Standard action

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

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

Hold

Standard action

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

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

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

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

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

Hyperacuity

Free action

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

Illusion

Standard action

Illusion is a ranged, area environmental power which permits the character to create realistic three-dimensional phantasms, complete with all associated sensory accompaniment. An illusory lion will roar, illusory snow will feel cold and wet, and so on.

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

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

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

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

Immortality

Constant

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

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

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

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

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

Intangibility

Quick action

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

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

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

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

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

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

Invisibility

Quick action

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

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

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

A character with Invisibility can activate or deactivate the power once per turn, using a quick action. If the character goes unconscious, the character becomes visible.

The character may make another person (or person-sized object) invisible by touching the other person, but only as long as the character with the Invisibility is touching the second character.

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

Mental Resistance

Constant

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

Mind Blast

Standard action
Follow through powers: Mass Mind Blast

BB3 Mind Blast chart.png

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

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

Mind Blast, Mass

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

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

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

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

Mind Blast, Selective Mass

Standard action
Prerequisite: Mass Mind Blast

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

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

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

Mind Control

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

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

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

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

Mind Control, Mass

Standard action
Prerequisite: Mind Control

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

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

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

Mind Hold

Standard action

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

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

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

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

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

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

Night Vision

Free action

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

Possession

Standard action
Prerequisite: Telepathy

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

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

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

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

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

Power Drain

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

BB3 Power Drain chart.png

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

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

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

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

Power Drain Ray

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

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

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

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

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

Power Mimicry

Standard action
Follow through powers: Power Theft

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

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

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

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

Power Suppression

Standard action
Prerequisite: Power Drain Ray

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

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

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

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

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

Power Theft

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

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

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

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

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

Power Theft Ray

Standard action
Prerequisite: Power Drain Ray or Power Theft

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

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

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

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

Presence Drain

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

BB3 Presence Drain chart.png

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

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

Presence Drain Ray

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

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

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

Presence Theft

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

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

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

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

Presence Theft Ray

Standard action
Prerequisite: Presence Drain Ray or Presence Theft

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

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

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

Probability Control

Free action

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

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

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

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

Radio Communication

Free action

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

Reason Drain

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

BB3 Reason Drain chart.png

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

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

Reason Drain Ray

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

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

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

Reason Theft

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

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

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

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

Reason Theft Ray

Standard action
Prerequisite: Reason Drain Ray or Reason Theft

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

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

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

Reflection

Free action

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

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

Regeneration

Standard Action

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

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

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

Sense [Element]

Free action
Prerequisite: Detect [Element]

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

Shapeshifting

Quick action

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

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

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

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

Shrinking

Quick action

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

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

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


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

Space Travel

Move action

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

Speak With Objects

Standard action

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

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

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

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

Stretching

Quick action

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


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

Strike

Standard action
Follow through powers: Area Strike

BB3 Strike chart.png

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

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

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

Strike, Area

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

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

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

Strike, Selective Area

Standard action
Prerequisite: Area Strike

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

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

Super-agility

Constant

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

Super-brawn

Constant

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

Super-flight

Move action
Prerequisite: Flight

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


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

Super-jumping

Move action

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


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

Super-lifting

Constant

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

Super-presence

Constant

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

Super-reason

Constant

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

Super-running

Move action

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


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

Super-swimming

Move action

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


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

Super-teleportation

Move action
Prerequisite: Teleportation

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


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

Super-tunneling

Move action
Prerequisite: Tunneling

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


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

Telekinesis

Standard action

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

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

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

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


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


Breaking Free Of Telekinesis

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

Hurting A Held Target

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

Moving A Held Target

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

Telepathy

Standard action
Follow through powers: Mind Control, Possession

BB3 Telepathy chart.png

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

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

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

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

Teleportation

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

BB3 Teleportation chart.png

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

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

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


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


Teleportation, Mass

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

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

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

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

Teleportation, Selective Mass

Move action
Prerequisite: Mass Teleportation

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

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

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

Time Control

Standard action
Prerequisite: Time Travel

BB3 Time Travel chart.png

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

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

Time Travel

Move action
Follow through powers: Time Control

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

[Transformation] Ray

Standard action

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

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

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

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

Tunneling

Move action
Follow through powers: Super-tunneling

BB3 Tunneling chart.png

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

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


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

X-ray Vision

Free action

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

Ultra-power

Varies
Prerequisite: Five powers with the same unifying theme

Ultra-power is a self-only power which permits the character to use any power, one at a time, as long as it belongs to the character's unifying theme. If the power the character wants to use has a prerequisite, the character must have the prerequisite power apart from the Ultra-power. For example, a character with "Ultra-power: Electrical Mastery" could use Blast and Force Field, but their Ultra-Power could not grant them the use of Area Blast unless they already had Blast outside of the Ultra-power.

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

SIDEBAR: Use And Abuse Of Ultra-power

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

Power Modifiers

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

Increased Area

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

SIDEBAR: Spreading An Attack (Optional)

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

Increased Range

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

Personal Immunity

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

New Follow Through Powers

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

Area (or Mass) [Power]

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

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

Selective Area (or Selective Mass) [Power]

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

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

Ranged [Power]

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

New Powers

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

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

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

Hand-to-hand Normal Powers

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

Ranged Normal Powers

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

Ranged Mental Powers

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

Alteration Powers

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

Environmental Powers

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

"Roleplay" Powers

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

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

Villain Powers

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

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

Blast, Continuous

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

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

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

Blast, Continuous Area

Standard action
Prerequisite: Continuous Blast

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

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

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

Mind Control, Selective Mass

Standard action
Prerequisite: Mass Mind Control

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

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

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

[Transformation] Ray, Extended

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

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

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

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

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

[Transformation] Ray, Permanent

Standard action
Prerequisite: Extended [Transformation] Ray

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

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

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

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