Acid: A character with this power can shoot streams of Acid from his fingers. Use of this power is treated as/or normal physical attack with AV/EVs equal to the APs of power and OV/RVs equal to the target's Dex/Body. If acid is used to attack a metallic object such as an android character, the target's RV is decreased by one collumn.
Bomb: The bomb powre allows a character to cause an explosion which starts at the point of groun contact and extends out a distance equal to the APs of th epower divided by two. The character possessing this power is not affected by the explosion, although the character is affected by explosions created by other characters using this power. use of the bomb power is treaed as an explosion. The explosion, a physical attack against everyone an everything within range except the power user, strikes with an AV/EV equal to the aps of the power. Both the AV and EV of this attack are reduced by 2 APs for every AP of distance between the target and the initial point of the explosion.
Claws: A character with this power possesses claws or other sharpened attack methods. The character's dex acts as the AV whlie the APs of the claws powre acts as the EV for any attack th echaracter makes with the claws weapon. Claws APs can also substitude for the Character's EV in an attempt to cut or rend materials.
Use of claws on another character automatically constitutes killing combat and HP awards will be adjusted accordingly.
Cling: Cling allows a character to traverse a perfectly vertical or even inverted serfaces as if they were level ground. Attempts to cling to any unusually slippery substances are resolved according to the Universal Modifier Table.
Each AP of cling allows the character to carry 1AP of weight. The APs of power must be sufficient to support the weight of the character and any objects bing carried; the collective weight of the objects carried while the character uses cling canno exceed the character's str.
Cold Immunity: This power allows the character to protect himself against cold weather conditions or cld based attacks. A character with cold immunity adds the APs of power to his RV when defending agianst such attacks.
Darkness: Darkness allows a character to generate a field of darkness through which no normal light can pass. Vision powers requiring light are completely blocked, and the Aps of Darkness become the OV/RV of an Ultra Vision attempt to see thruogh the darkness.
The field of generated darkness has a volume equal to the character's APs of power plus five, which can be shaped and centered any way the user desires (within normal range). Anyone within the darkness field has his AV and OV of all physical actions reduced by the Aps of darkness. Darkness remains in effect as long as the character wishes (through the expdenditure of an automatic action each successive phase) or until the character either falls unconcscious or exits range. Use of this power does not affect the vision of the character using Darkness.
Digging: Digging enables a character to tunnel through an assortment of substances. The AV/EVs for a Digging attempt are equal to the character's APs of pwer; OV/RVs are determined according to the following table. The RAPs of the digging action check equal the volume of the substance removed.
Disintegration: This power allows a character to break down the actual bonding of an object, causing it's structure to dissolve into nothingness. Th use of disintegration is a physical attack with the attacker's Dex/Body as the OV/RV.
Once a target has been successfully attacked with disintegration, he will continue to be attacked by the power each successive phase, using the APs of the power as the AV/EV and the victim's Body/Body as OV/RV until one of these attacks fails. If any attack with this power reduces a victim to a level equal to negative his original body score the character will be completely disintegrated, with no portion of him remaining. Partially-disintegrated characters recover damage normally.
Note: use of this power on on living creatures is always concidered Killing Combat.
Energy Absorption: This power allows a character to absorb damage from physical attacks with the exception being normal hand to hand combat. The energy absorbed is gradually dissipated throughou the character's system with no ill effect. Absorbed energy cannot be diverted or changed, only neutralized.
A character with this powre must come into contact with the attack for th epower to function, at which point the character's Aps of Energy Absorption are subtracted from the RAPs of the attack. If damage inflicted exceeds the characters' Aps of power, the power fails and the character susstains full damage to his current body condition.
Energy Blast: This power allows a character to fire a bold of pur energy from any particular part of the body, such as eyes or hands. This power is a physical attack, with the APs serving as both AV and EV.
A character should define which type of energy blast fired when purchasing the power.
Extra limb: A character with the extra limb power has a fully functional limb or appendage which is not possessed by a normal human.
When lifting objects or making physical attacks, the character's Dex acts as the AV while the APs of extra limb substitute for the character's Str as EV. In addition, a character with one or more extra limbs recieves a -1 CS to the opponent's OV for each additional limb when making a grappling attack.
This power may be purchased more then once for characters with more then one extra limb.
Flame Being: This power allows a character to create and cover himself in a sheet of fire while sustaining no damage. This flame covering will continue to burn for as long as the character desires (through the expenditure of an Auto Action each successive phase) or until he falls unconscious.
Any fire or head-based attack against a character with active flame being is made with the character's APs of th epower added to his RV. Conversely, the character's RV recieves a -2 CS penalty against ice or cold based attacks.
Additionally, anyone touched by, or touching a character with the power active incurs a physical attack with AV/EVs equal to the APs of Flame Being; this special attack form does not count as an action for the character using the power. The Aps of Flame Being may also be substituted for a character's str as the EV of any hand to hand attacks.
Flame Immunity: This power allows a character protect himself against fire and heat based attacks. The Aps of power are added to the character's RV against any and all such attacks.
Flame Project: A PC with this power can fire forth a stream of flame from his body like a flamethrower. Use of this power is a physical attack with the AV/EVs equal to the APs of Power.
>Flash: This power allows a PC to produce a burst of brilliant, pur light. If the target PC is not prepared for this attack, he may be blinded. To determine this, the APs of Flash act as the AV/EV and the Target's Dex/Dex as the OV/RV. RAPs are subtracted from the target's Dex and Initiative for a number of phases equal to the RAPs of the Flash attack.
Additionally, Flash my be steadily produced at a lowered intensity to effectively crete a bright glowing light.
Flight: Flight allows a PC to move freely in any direction through air or space. (Most forms of flight also allow travel underwater at the usual -2Ap speed penalty.) Flight by itself does not allow a character to survive in outer space but does provide him with the ability to move through it.
The APs of flight are the APs of distance that a PC can travel each phase. In addition, a character may use the APs of flight as the OV against any physical attacks provided he performs no Dice Action during that phase.
Fog: Fog allows a PC to use any atmospheric moisture to form a dense fog which obscures vision and vision-related powers. (such as Sonar, Thermal Vision, Ultra Vision and Xray Vision). The OV/RV of an attempt to see through the fog using one of these powers is equal to the PCs' APs of power. Any attacks made by characters within the fog recieve a +2 CS mod to the OV. The APs of foge plus five equal the volume of fog cover, which must take th eform of a simple sphere unless conforming to an enclosure.
The fog created by thi spower will travel with the PC if so desired, provided the character is not travelling at a speed surpassing the APs of fog power. A wind or volume of air moving faster then the Aps of power will instantly dissipate the fog.
Force Field: This power allows a PC to create a field of physical energy to protect his own body. The Aps of power are added to the character's RV against physical attacks.
A force field is spherical in form and is centered around the character of origin. A field shelter may be generated at the same APs of volume as the power's APS, protecting all characters within the field. No physical attacks with exterior targets can be made from within the field.
Force Shield: This power allows a character to create a shield of physial energy which provides protection from physical attacks. Anyone protected by a force shield has the Aps of power added to his RV against physical attacks.
The Force Shield called into being is circular in shape, possesses and approximate diameter of four feet, and can be projected at range. Such a shield is useless against any attacks which originate from behind the character unless the PC establishes the shield there, in which case the character is defenseless against frontal assualt.
Gliding: This power allows a PC to glide through the air at APs of distance equal to the sum of the APs of power and the APs of height the character begins above the ground.
Glue: A PC with this power can emit a sticky substance which glues the target to the ground or surrounding terrain upon a successful Action Check. To glue a target, a PC makes an action check using the APs of power as the AV/EV against the target's Dex/Str as the OR/RV. Positive RAPs indicate that the target cannot move and has his Dex and Initiative reduced by the APs of the Glue attack until he breaks free.
In order to break free, a glued character must make a succesfful action check using Str as both AV and EV against the OV/RV equal to the RAPs gained by the original glue attack.
Growth: This power allows a PC to increase his size. For each AP of the Grother powre Engaged, the following effects occur.
- 1 AP is added to the PC's RV against physical attacks.
- 1 AP is added to the PC's weight and volume.
- 1 AP is added to the character's strength score.
Additionally, for every three APs of power engaged, a PC's height is increased by 1Ap and he gains a +1 AP to his Running speed.
As a character becomes larger, he is also easier to see and hit with attacks. As a result, for every two APs of growth engaged, a character's Ov against Physical Attacks and perception checks decreases on AP.
Hypersensitive Touch: This power allows a PC to "see" with his fingertips. The character can read a newspaper by feeling the ridges of the ink, feel the vibration of a smoothly running machine through a thick wall, or listen to phone conversations by touching the phone lines. A PC using this power makes an action check using the APs of powre as AV/EV against OV/RV's determined by the GM. Positive RAPs indicate success in an attempt.
Ice Production: This Power allows a PC to create volumes of ice from thin air. The aice produced may be formed into any shape the use desires, such as a wall, an ice dagger, a bridge, etc. Ice Production has a number of useful applications.
Icing: Icing allows a PC to cover himself with a sheet of ice and not incur any damage. The APs of Icing are added to the character's RV against ice or cold based attacks.
Against fire or heat based attacks such a character suffers a -2CS modifier to his RV. APs of icing may also be substituted for the character's EV when making Hand to Hand attacks.
Invisibility: No explanation, if you've seen TV or Read a comic book, or played D&D you should know what this power is. Systems will be explained by the GM.
Invulnerability: A PC with this power is very difficult to kill, though it does not make him any harder to injure. When such a character has suffered damage from physical attacks which would cause him to die under normal circumstances, he makes an action check using Current Body APs as OV/RV and the APs of Invulnerability as AV/EVs. RAPs from this roll equal the number of Body Points the character regains.
A side effect of this powre is its ability to extend the life of a character. It allows a check even if the character dies of natural causes or desease. The actual impact of this power on the life span of player characters is up to the Gm's discretion.
Jumping: This power allows a PC to leap across great distances, or to great heights through a natural or mechanical prowess. A character with thi spower can travers a horisontal distance equal to the Aps of powre and can jump to heights equal to the APs of power minus 1.
Lightning: This power allows a PC to fire and control a bold of lightning from his body. Lightning strickes as a physical attack in combat with AV/EV equal to the APs of power and OV/RVs equal to the opponents' Dex/Body.
An opponent who is naturally insulated has a +2 CS mnod added to his RV against Lightning. Electronic and/or metallic devices and characters receive a -2 CS penalty to their RV against Lightning.
Mimic: A PC with the Mimic Power can duplicate and use the Str Attirbute or Powers of any other PC within Range. The APs of Mimic are the APs of time the character can use any Mimicked Power.
To Mime a power, a character must make an action check using the APs of the power as the AV/EV and the target's APs of the power to be mimicked as the OV/RV. A character who successfully mimics a power receieveds that power in APs equal to his APs of the Mimikced power's link attribute, plus the RAPS receieved on the Mimic attemp, up to a total equal to the APs of power the target possesses. An attempt to mimec the str attribute of an opponent has an OV/RV equal to the opponent's Str/Str. Multi Attacks may be made using this power; at any one time, a character may only possess a number of mimicked pwoers equal to his APs of mimic.
Mutation: Talk to the GM, it's too hard to type out.
Omni-Arm: The Omni-arm power allows a character to tranform the physical shape of his own limbs into anything desired. Material and mass of the transformed object remain the same but shape and function can vary. Arms can be converted into lobster claws, hammers, or giant scissors for example.
When using the power a character my substitute his APs for Str when performing an action.
Paralysis: This power allows a character to physically restric an opponent. AV/EVs for such an attack are equal to the character's APs of power while OV/RVs equal the opponent's Dex/Body; postivie RAPs indicate success, with the opponent held fst and unable to move (Dex =0).
A paralyzed opponent may attempt to free himself through an acton check with AV/EVs equal to the opponents Str/Str against OV/RVs equal to the RAPs of the successful paralysis attack. If cumulative RAPs from this action check equal or exceed RAPs from the Paralysis attack, the opponent is released.
Poison Touch: A character with this power is able to generate a substance which irritates the skin on contact, causing damage to an opponent. Inial attack is made with the user's Dex/APs of power as AV/EV and the opponent's Dex/Boyd as OV/RV, respectively, the opponent sustaining RAPs of damage.
in successive phases, the opponent is further attacked by the APs of poison touch as the AV/EV against the victim's Boyd/Body as the OV/RV. These attacks continues each phase until on e fo them fails. These continuing attacks simulate the spread of the poison through the opponetn's body. The attacker may not make another attempt to poison touch the victim until the previous attack fails. Cumulative attacks are not possible.
Projectile Weapons: This powre allows a character to fire projectiles from his own body at an opponent or target. The AV/EVs of an attack using this powre equal the Dex/APs of power while the OV/RVs equal the opponent's Dex/Body.
Running: Umm Duh.
Sealed Systems: This power allows a PC to sustain himself in any style atmosphere or environment, even those in which the character could not normally survive. Sealed Systems lasts for a length of time in APs equal to the characters APs of the power. Byond this time, the power fails and must be recovered normally.
In addition, a character with this power can add the APs of power to his RV againts gas or radiation attacks.
Self Manipulation: This power allows a character to shape his own body into that of any object he desires. The character must divide his APs of Self manipulation between the physical attributes and powers of any objects assumed. However, any object formed retains the using Character's Body and damage done to the object is sustained by the character.
The Volume of any object assumed cannot exceed the character's Aps of power.
Shade: This power provides a character with protection from sudden changes in lighting conditions, such as the use of the Flash Power. The Aps of power are added to the character's RV againts any and all such attacks.
Shrinking: This power allows a character to decrease his size. For each AP of the power that such a character engages, on AP is added to his OV againts Physical attacks and one AP is subtracted from his movement speed. A character need not use the full Aps of shrinking; he may choose how much to shrink. A character's attributes are not affected by the use of thi spower.
In addition, a character with this power might be hard to notice in certain situations, depending on the character's size. If a perception check i smade to notice a shrunken character, the Aps of power currently engaged serve as the OV/RV to the perception attempt.
Skin Armor: This power allows a character to add his Aps of Skin Armor to the RV(body) against those physical attacks that cause injury through force or impact. Possession of this powre makes a character extremely resistant to these forms of physical damages. However, skin armor has no effect against attacks such as gas or radiation.
Snare: This power allows a character to entangle a target in ropelike bonds. To snare a targer, a character makes an action check using the APs of power as the AV/EV against the target's Dex/Str as the OV/RV. Postive RAPs indicate that the target has been caught in the snare, and has his dex and initiative reduced by the RAPs of the attack until he can break free.
If the character wishes the snare to restrict the target's movement he must use a trick shot, suffering a +2 CS mod to the OV. If the attack is successful, however, RAPs are subtracted from both the target's Dex and his movement speed.
In order to rbeak free, a snared character must make a successful action check using Str as both the AV adn EV against OR/RVs equal to the RAPs gainsted by the original snare attack.
Solar Sustenance: PC gains nourishment from solar energy. Talk to the GM.
Sonic Beam: A Sonci beam is a coherent stream of sonic energy which has th eability to shatter solid objects. Projection of a sonic beam against a living being is treated as a physical attack with an AV/EV equal to the APs of the power. If sonic beam is projected against an inanimate object, the target will vibrate, crack and finally shatter upon receiving damage equal to twice its Body.
If a sonic beam is directed against a character using a hearing power, the RV of the attack receives a special -2 CS modifier. If an inanimate object is destroyed by a sonic beam trick shot, the reuslting vibrations can cause the object to explode with a force dqual to it's original body Aps. If no trick shot is utilized, no explositve damage is inflicted by this power.
A Sonic Beam must have a medium through which to travel. This power does not work in a vacuum.
Split: This power allows a character to separate himself into two or more comoplete beings. Each split being possesses the same attributes, powers and skills as the original character at the character's AP leve, minus one for each split.
A character can split a total number of times equal to the Aps of powre. Rejoining of duplicates is instantaneous at the original character's will, at which point the character sustains the gratest amount of damage taken by any one of th eduplicates. Dead Duplicates cannot rejoin with the original character; additionally, for every duplicate which dies, the original character automatically loses one AP from each of his attributes, powers, and skills.
Stretching: This powre allows a PC to elongate his own body a number of Aps of distance equal to the Aps of power.
In addition, a character with Stretching cna absorb most physcial attacks by stretching under the impact, thus slowing the force of a punch or projectile. In this manner, a character adds the APs of stretching to his RV. However, to utilize this aspect of the power, a character must announce that he is defending during the phase and taking no other action.
Super Breath: You're a blowhard, figure it out.
Superspeed: Superspeed gives a character the ability to move, run, type, read, or perform any other physical action faster then is humanly possible. A character with this power can do a number of things:
- Add the Aps of power when calculating Initiative to perform any action.
- Travel at a speed equal to the APs of the Power, and
- Subtract the APs of power fro mthe time (in APs) necessary to perform some task.
In addition, a PC with superspeed has the option each phase of substituting the APs of power for Dex or Substituting the power's APs for the EV when performing a physical action.
Swimming: Pretty self explanitory, see the Duh section under Running only think Water.
Systematic Antidote: This power gives a character a limited immunity to physical damage caused by any chemical, poison or drug attack. In such case, the APs of power are added to the character's RV againts such attacks.
Two Dimensional: This power allows a character to move along the surface of an object like a shadow. While the character using this powre can only be physically attacked by another person using the power, the character will still sustain samage/effects from all gas and radiation attacks such as flash, fog, etc.
A character using this powre is invisible when viewed fro mthe side. In such situations, the character is treated as if he had the invisibility power rated at an AP level equivalent to the Two Dimensional power.
Vibe: Vibe gives the user the ability to vibrate nearby objects at frequencies great enough to damage those objects. Such an attack is a dice action using the APs of Vibe as the AV/EV against OV/RVs equal to the target's Dex/Body if a living being or gadget, or Body/Body of an inanimate object. RAPs earned equal damage from the attack.
Water Freedom: This power allows a character to move through water and other liquids as easily as the average human moves through air. A character with water freedom does not suffer any underwater combat penalties.
While submerged a character with thi spowre can breathe freely and may substitute his APs of power for Dex. (modifying Initiative for new score).
This power allows a character to duplicate any existing power or skill from any other character. To utilize Adaptation, a character must have witnessed the use of the power/skill to be adapted, and be within normal range of that character to adapt any number of powers and or skills, provided the cumulative APs do not exceed his APs of Adaptation.
A character using this power must concentrate for one phase prior to utilizing the adapted power/skill, at which point he recieves aps of the power or skill equal to those of the character from whom the power was adapted; if the adapted power was linked the adapting character recieves APs of power equal to his APs in the adapted powers link attribute.
once a character has adapted certain powers and or skills, he cna keep them until he replaces them with other powers or skills. (although he may intentionally lose them at will without adding new powers)
NOTE: Powers and Skills with a base cost greater then 100 Heropoints can never be adapted using this power.
Air Control: This power allows a character to control the movement of a volume of air. A character with air control may utilize this power toward a number of applications:
- The user may aim forceful wind gusts at an opponent in an attempt to samage him/it. This is treated as a physical attack using the APs of air control as the AV/EV and the target's Dex/Body as the OV/RV.
- The user may summon strong winds to buffet about opponents. This is treated exactly like the attacks made via the super breath power, except the winds affect everyone and everything within a volume equal to the Aps of power. The user may shape this volume as desired. In addition the power user may choose the direction in which to Knock Back each of the targers. Damage sustained through knockback is considered killing combat.
- The user can remove existing volumes of air to create a vacuum. This attack requires a successful action check with the user's Aps of air control as the AV/EV against an OV/RV equal to the volume of air to be displaced. the Ov/RV recieves a special +2 CS modifier due to the difficulty of creating a vacuum. Characters caught in a vacuum lose 1 AP of current body condition per phase of exposure.
- The user may propel himself via gusts of air, moving at a distance per phase equal to the APs of Air Control.
- Finally the user may simply move a volume of air. OV/RV of such an attempt are the APs of volume to be moved; RAPs equal the distance the volume is displaced. For example, a character with this power could use it to push a cloud of poisonous or radioactive air away from a crowd of spectators or toward a group of villains.
This power allows a character to walk, fight, and run on the air itself as if it were solid ground. While airbound, the character cna move at normal land movement rate in any direction. (including straight up and straight down).
The APs of power equal the maximum height from the ground level that the user can attain by use of the power. Some forme of atmosphere must be present for this power to function: Air Walking will not work in outerspace or in a vacuum.
Analytical Smell/Tracking Scent: The Analytical Smell portion of this power allows a character to identify an item or person by scent alone following a successful action check useing the APs of power as AV/EV. The OV/RVs of particular scents vary: common scents are equal to 0, uncoomon from 2-4, rare or masked scents have a 6-8 and unique faint or alien scents have up to a 15.
If three or fewer RAPS are earned on an check the character will possess a basic idea of what or where the smell is coming from. If 4 or more RAPs are earned the character can identify the source of the smell precisely.
A character using the Tracking Scent portion of this power is allowed to track a being or object by scent alone. once the character has encountered a scent, he may use this power to track the scent. OV/Rvs of such a tracking attempt are at 6/6 for a generic type of scenet, 8/8 for a specific individual or location.
On tracking attmepts RAPs received on the check equal the length of time in APs a character cna follow the movements of ihs quarry without needing to reroll the tracking attempt. Inclement weather can increase the OVs to an attempt from 1 to as much as 8.
Animal Mimicry: This power allows the user to mimic the powers, skills and physical attributes of any animal. Hower, animal mimicry does not give the user the shape of the animal or it's natural weaponry.
the Aps of animal mimicry are the maximum APs an oriiginal animal cna possess if it's ability is to be mimicked. A character mimicking an animal may choose to take on any of th eanimal's powers, skills and physical attributes, but need not mimic all of them, only what's desired.
The Character can must divide the APs of mimicked powers and such between his APs of Animal Mimicry.
Attraction/Repulsion: This power allows a character to attract and repel creatures and objects toward or away from the character's own body. This attack requires a successful action check with AV/EVs equal to the APs of the power.
The OV of an attraction/repulsion attempt is equal to the tart's Dex or Str whichever is higher, if the targer is a living creature or the target's speed or body if the target is an inanimate object; the RV is equal to the target's weight in APs. RAPs indicate the distrance which the target was moved closer to or further from the power user.
Broadcast Empath: This power allows a character to make another character feel any emotion the user wishes. For example, the user could make an opponent run in total fear, feel to sad to do anything, or feel blissful and calm. the use of this power is treated as a normal mental attack with AV/EVs equal to the users APs of power: howerver, a successfullly attacked victim takes no mental damage. Instead, if the RAPs earned by the attack roll are greater then or equal to the opponent's Mind, the opponent succumbs to whatever emotion the user broadcasts. This emotional state will last for RAPs of time.
A character affected by thi spower can break free of the effect by making a successful action check with Int/Will as the AV/EV and the RAPs of the powers attac as the OV/RV.
Cell Rot: This power gives a character the ability to cause any formerly living material to decompose. For this purpose, "formerly living material" is defined as any natural substance derived from a once linving source, including leather, hemp rope, cloth, paper and wood products.
A character with cell rot can completely decompose an inanimate object in an amount of time equal to the object's Body minus the Character's APs of power.
Cell Rot can also be used as a normal physical attack against living creatures. In such case the AV/EV is equal to the character's Dex/Aps of power while the OV/RVs are equal to the opponent's Dex/Body. Damage from this cell rot attack is normal physical damage, ceasing at that phase with no continuing damage in subsequent phases.
Chameleon: A character with this power can alter his appearance to resemble any other character. For greatest effectiveness, the impersonated character should be roughly the same height, weight, and build as the power user (within one foot and sixty pounds). Normally, the chemeleon's clothing also transforms to resemble that of the target, although weapons and special gear are not duplicated.
The APs of power act as the OV/RV of any perception check made to penetrate the user's disguise. This OV/RV automatically receives a -2 CS mod if the user is attemtping to impersonate a member of the opposite sex or someone with a radically different build.
NOTE: Chameleon does not include the ability to duplicate a targer's voice or personality, as does the Actor Subskill or Artist.
Comprehend Languages: A character with this power may attempt to commuincate with another intelligent being who speaks a different language. The AV/EVs of such a communication attempt are equal to the character's AP of power, OV/RVs are determined relative to the degree of difference between the user's language and the target creature's language.
Continuum Control: Phenomenally potent, this power provides a character with the ability to alter the very nature of matter and thus control over the Time/Space continuum. A character this power is able to automatically mimic the effects of each of the followering powers: Damage Transference, Energy Blast, Matter manipulation, Regeneration, Teleportation, and Time Travel.
The APs of Continuum Control function as the APs of any power the user wishes to mimic. A user wishing to mimic more then one power at a tame must divide the APs of Continuum Control between the powers as desired.
A character using Continuum Control must spend noe full phase to activate the power. Beginning with the next phase, the power is activated and the user can mimic other powers. All uses of powers mimicked with Continuum Control during a phase are treated as a single Dice Action when determining the number of actions in that phase. (thus regardless of the number of powers mimicked via this power, the collective attacks serve only as the character's power use action for that phase)
NOTE: When mimicked via Continuum Control, Teleportation has a Range of Normal instead of it's usual +7. However the user may teleport any target within normal range, not just those within 0APs.
Control: this power allows a character to mentally attack an opponent and then dictate all the opponent's actions. When a character successfully uses this power on another, he is able to completely control the cictim's body.
To control a target, the user must make an action check with the AV/EVs equal to the Aps of power and the Ov/RVs equal to the target's Int?Mind. If RAPs exceed the opponent's Mind, the victim falls under the user's control and will remain controlled until the user voluntarily releases the opponent, falls unconscious, or the opponent succeeds in breaking free of th econtrol.
Whlie controlled, a victim's actions are entirely dictated by the power user. The user must expend an Automatic Action each phase to transmit instructions to any and all characters under control, with no need for direct communication (instructions are given mentally with an unlimited range)
A victim of control is entitled to combat the effect each phase with an AV/EV equal to the victim's Int/Will against an OV/RV equal to the controller's APs of power.
Damage Transference: This power allows a character to heal physical wounds. With the power a character can heal up to his APs of power in Body damage to any other character. (when this power is initially purchased, the player may choose to have it affect Mind or Spirit instead of Body). Use of Damage transference takes one minute.
The character using this power runs the risk of injury each time he uses the power. The number of Aps of damage the user heals in any phase becomes the Av/EV of an action check against OV/RVs equal to the users Int/Mind. RAPs from this check equal the amount of damage sustained by the user, who may distribute this damage between Mind and Body in any fasion desired.
Danger Sense: This power allows a character sense the fact that he is in imminent danger. When such a character is in a situation where comse person, item, or presence poses an immediate threat, the GM must make an Action Check using the character's Aps of Danger Sense as AV/Evs against OV/RVs determined by the intensity of the danger.
if this action check earns between 1 and 7 RAPs, the GM must indicate that the character is in danger. If the action check recieves 8 or more RAPs the Gm must reveal the exact source of the danger.
Density Increase: This powre allows a character to increase his mass at will. Each AP of power engaged by the character initiates the following effects.
- one AP is added to the character's RV against physical attacks.
- one Ap is added to the character's weight.
- one AP is subtracted from the Character's Dex for every 2Aps of power engaged.
APs of power equal th emaximum amount o fdensity the character cna increase. The character need not activate all of his APs of power at any given time. (This power can be purchased with a special +3 factor cost bonus: APs of power engaged add to Str)
Detect: This power gives a character the ability to detect any one specific item, presence, or quality (termed IPQ). Exactly what it is the character can detect must be specified when the power is purchased (i.e., Detect Evil, Detect lies, Detect Radiation, etc.) The IPQ selected must be fairly specific and is subject to GM approval.
Detect is treated as an automatic action unless there is an intelligent creature attempting to mask the IPQ from the power user. In such case, Detect becomes a Dice Action where the detector must make an action check using the APs of power as AV/EV against the OV/RVs equal to the opponents' Int/Mind. Positive RAPs indicate success.
Directional Hearing: this power allows a character to pinpoint the exact location of the source of a sound. This is an automatic action unless the source of the sound is a character or gadget with the Stealth Subskill of Thief or some power which allows silent movement.
this power does not allows the character to hear sounds at an increased distrance, as does the extended hearing power. It merely locates the exact location of a normally audible sound.
Dispersal: This power allows a character to disperse his atoms to become intangible to the piont of being able to pass through solid objects. Each Ap of disperal engaged by the user has the following effects.
- One AP is added to the character's OV/RV against physical attacks.
- One AP is subtracted from the character's Str (to a minimum of 0 APs) and weight.
In addition, a character with APs of dispersal greater then or equal to th ebody of an object my freely pass through the object, meeting with no resistance whatsoever.
A character with dispersal may use it as a physial attack by putting his hand inside his target then partially solidifying. This attack is dangerous to Both attacker and defender; both suffer attacks with the AV/EVs equal to the attackers Dex/APs of power. The OV/RV for the attacker is his Body/Body, while the defender's is his Dex/Body. The only powers that will aid either character against this attack are Density Increase and dispersal, which will add their Aps to the OV and RV against this attack.
Earth Control: This power allows a character to cause and control the movement of a volume of earth, rock, or soil. A character with this power may utilize the power toward a number of applications, including:
- the power user may fling earth at an opponent in an attempt to damage him/it. This is treated as a physical attack with AV/EVs equal to the user's Aps of power and OV?RV equal to the opponent's Dex/Body.
- The power user may create a powerful dirt storm in an attempt to blind characters within a volume equal to the user's APs of power. In this case, the player must make an action check with an AV/EV equal to the APs of earth control while the OV/RV is equal to each of the target's Dex/Dex. RAPS earned are then subtracted from each targ's Dex (and intiative total) for a number of phases equal to the RAPs of the attack. All targets within an affected volume are attacked separately and without the usual Multi attack penalties.
- The Power user may simply move a volume of earth, this requires an action check with AV/EVs equal to the APs of earth control an dOV/RVs equal to the mass of the earth the user wishes to move. RAPs equal the distance the user may move the volume of earth.
This power allows a character to feel the emotions of others and determine the person's exact emotional quality: Happy, sad, angry, afraid, or experienceing any other basic emotion.
Successful action checks with OV/RVs equal to the target's Int/Mind is necesarry for this power to function. Positive RAPs indicated the character "tunes in" on the target's emotions. If the check earns 5 or more RAPS, the character also discovers the cause of the target's emotions.
The results of a successful empathy check will reveal actual feelings and emotions; no method of masking true feelings will subvert this power.
Extended Hearing: This power allows a character to increase the range of his normal hearing. A character with active extended hearing subtracts the APs of power from the distance between him and a sound, the result being the apparent distance between the character and the sound.
If someone shouts within an effective 1 AP distance of a character using extended hearing, the character is temporarily deafened, an effect which will last for a number of phases equal to the APs of extended hearing which were active.
Flame Control: this power allows a character to control both the intensity and spread of flames. flame Control does not however give the character the ability to generate fire. Only the ability to manipulate pre existing flames. Flame control can be used each phase toward one of the following effects:
- The user may increase or decrease the intensity of a volume of flame.
- The user can simply move a volume of flame.
(For exact systems see Air control or Earth Control)
Force Manipulation: this power gives a character the ability to shape energy into solid constructs. The character can create any object desired out of thi sformidable energy. Created objects have total APs in physical attributes and powers equal to the character's APs of Force manipulation. The character may divide the power Aps between the object's physical attributes and powers as desired. Created objects have a maximum volume in APs equal to the APs of power.
Full Vision: This power allows it's user to see anything within a full 360-degree sphere around his person. It is impossible to blindside someone with the full vision power unless the attack originates at a distance greater then the character's APs of Full Vision.
Gravity Decrease: This power allows a character to decrease the pull of gravity on any given object. The character can subtract the APs of Gravity Decrease from the weight of any object.
An object whose weight has been completely negated through the use of this power will float in place unless somehow propelled. If fewer then the full APs of power are needed to cancelt th eweight of an object, the character can propel the object at a speed equal to the remaining APs of the Power.
Gravity Increase: This power allows a character to increase the pull of gravity on any given object. If the target is an inanimate object, the character simply adds the APs of power to the target's weight. If the target is another character, the power user must make an action check against an OV/RV equal to the targets' Str/Body.
If the action check succeeds with RAPs equal to or exceeding the target's str, the target is considered to be grappled with a str equal to the APs of Gravity Increase. In addition, any RAPs that exceed the target's str are taken as damage to the target's current body condition.
Heat Vision: This power allows a character to heat, burn, or melt objects through the projection of intense beams of light from the character's eyes. The APs of power are used at the AV/EV in a normal physical attack. Beings or objects using cold based items or powers as defenses suffer a -2 CS penalty to their RV against heat Vision.
Hypnotism: This power allows a character to mesmerize a victim. The use of hypnotism is an action check with AV/EVs equal to the APs of power and OV/RV equal to the opponent's Int/Mind. The character may then implant suggestions as he wishes, up to the number of RAPs recieved on the check.
the character must divide the RAPs earned between each of the implanted suggestions as desired. The completion of each suggestion is then treated as a separate action check with AV/EVs equal to the RAPs allocated by the character, and the Ov/RVs equal to the opponents Int/Mind. If an action check succeeds the suggestion is carried out by the victim.
A hypnotism victim will not do anything completely against his motivations or beliefs, but a clever character can often get around this restriction. If someone attempted to hypnotize Batman into injuring Commissioner Gordon, for example, the attempt would fail; but the person could possibly hypnotize Batman into believing that the commissioner was actually the Joker, probably creating the same result.
Ice Control: this power allows a character to move and control volumes of ice. Ice Control does not however give the character the ability to generate ice. Only the ability to control and manipulate pre-existing ice formations.
Ice Control has a number of useful effects including:
- The ability to hurl ice at a target to cause damage. This is treated as a physical attack.
- the ability to surround oneself with ice formations which will provide defense against physical attacks.
- the ability to move volumes of Ice.
this power allows a character to make others see what he wants them to see. the illusion power does not create matter where there is none, but it may alter the appearance of existing matter. An illusory staircase could not be climbed, but a rickety staircase could be made to look good as new. Since an illusion is unreal, it cannot negate material reality. A wall could be disguised or made invidible, but anyone who tried to pass through the wall would still hit it.
the APs of the illusion power serve as both the amount of time an illusion will remain believable and the maximum volume the illusion can occupy. The power use could, however, create an identical illusion just before an illusion was to expire, effectively "resetting the clock" on the illusion's believability.
the APs of illusion also serve as Ov/RVs to any perception checks made to determine whether or not an object is real. If a character suddenly saw a huge golden city in the middle of the desert where a moment ago there was none, he could make a perception check to determine whether or not it was real or illusory.
The GM should make all perception checks for the character in secret, determining the number of Hero Points the character wishes to spend on AV/EVs before rolling the dice. In thi smanner, a character who attempts to detect an illusion and fails will be unable to tell if the object truly exists or if it is simply beyond his powers of detection to penetrate the illusion.
An illusion itself cannot cause physical damage but a living target can believe that he has been hurt, causing great mental strain (RAPs of the illusion doing normal Mental Damage) If the illusion power is used to creat an illusion of a living creature or anything else capable of damaging an opponent, the creature or object created will fight with Attributes, Powers, and Skills equal to the user's APs of Illusion.
Damage from illusory objects is sustained by the target's Mind although the target may believe the damage to be Physical.
Iron Will: This power allows a character to resist all forms of mental control powers, including (but not limited to) Broadcast Empath, Control, and Hypnotism. The APs of Iron Will are added to the character's RV against such powers.
This power does not protect a character from mental Attacks (such as Aura of Fear and mind Blast).
Life Sense: This power allows a character to detect the exact locations of any living beings within Range. The character may attempt to detect the location of a specific living being or merely the presence of life in general. In the former case, the character is informed of the target's exact location; in the latter, the character is informed of the number of life formes within Range and their type. (ie., three humans and one dog).
Life Sense becomes a Dice Action if the character is attempting to detect the locations of someone who is avoiding detection. In this case, the character must make an action check with AV/EVs equal to the APs of Life Sense against the OV/RVs equal to the target's Int/Mind.
Postive RAPs indicate success and the character is then entitled to the appropriate information. A specific living being who avoids detection and is unfamiliar to (never encountered by) the detecting character receives a +2 CS modifier to his OV/RV.
Magnetic Control: Thi spower allows a character to create and then control the flow of magnetic fields around his person. A character with Magnetic Control may utilize the power toward a number of applications, including:
- The ability to hurl metallic objects at a target to cause physical damage.
- The ability to defend oneself from attacks involving metallic objects (swords, bullets, physical attacks by characters in metal battlesuits, etc>) In this case the character adds the APs of power to his OV.
- The ability to move metals and metallic objects.
This power allows a character to temporarily alter both th ebasic shape and the molecular structure of non-organic matter. The character could, for example turn lead into gold or create an iron cage out of thin air.
To use the power, the character must make an action check with AV/EV equal to the Aps of power and the OV/RVs equal to either the Body of the object to be manipulated OR the Body of the new object the character is trying to make, whichever is higher. If this action check succeeds, the character can create a new object, assigning the APs of Matter Manipulation as desired to the object's physical attributes and powers. The volume of the created object must be equal to the volume of the original object, plus or minus the number of RAPs scored on the check. A charcter may not affect an object which has more volume then has APs of Matter Manipulation.
Usually, objects created can only possess APs of physical attributes and powers, but they may have metnal powres if those powers have a physical derivation. Mental powres that can be possessed by objected created by use of this power include (but are not limited to) Air Contro, Extended hearing, Heat Vision, Magnetic Control, Microscopic Vision, radar Sense, Reflection/Deflection, Remote Senseing, Sensory Block, Sonar, Telescopic Vision, Thermal Vision, Ultra Vision and Water Control.
Manipulated matter automatically returns to it's original form following a time equal to the character's APs of Matter Manipulation power.
Mental Blast: This power allows a character to project a bolt of force from his mind which is capable of causing physical harm. This force strikes as a physical attack with AV?EVs equal to the APs of powre and OV/RVs equal to the target's Dex/Body. RAPs equal the amount of damage done to the targets Body.
Mental Freeze: This power allows a character to mentally restrict an opponent. AV/EVs for such an attack equal the character's APs of mental freeze while OV/RVs equal the opponent's Int/Mind; positive RAPs indicate success, with the opponent held fast and unable to move (Dex=0)
A mentally frozen opponent may attempt to free himself through an action check with AV/EVs equal to the opponent's Int/Will against OV/RVs equal to the RAPs of the successful Mental Freeze attack.
Mental Illusion: This power allows its user to alter the perception of its target, causing him to perceive whatever the user wishes. The mental illusion is visible only to its target' but that person will react to it as if it were real.
To project a mental illusion, the user must make an action check with AV/EVs equal to the APs of power against the OV/RVs equal to the target's Int/Mind. If the RAPs exceed the victim's Mind, the victim perceives whatever the user wishes. the illusions will endure for a time in APs equal to the amount of RAPs which exceeded the victim's Mind. A subsequent check can be made before this time is up to continue the illusion.
A victime of this power can subconsciously combat it's effects each phase by making an action check by pitting his Int/Will vs the users mental illusion APs.
A target under the effects of mental illusion can sustain damage if he is "attacked" by the illusion he is experiencing. Any illusory damage done is sustained by the targets Mind, though he may perceive it as physical damage.
Microscopic Vision: Fairly self explanitory, I'm not typing it out :)
Mind Blank: This power allows a character to negate any and all mind reading and or mind scanning attempt made upon him. The character adds the APs of Mind Blank to the RV againts attacks utilizing powers such as Life Sense, Mind Probe, and Telepathy.
Mind Blast: This power allows a character to launch a powerful psionic attack upon another character. The AV/EVs of this attack are equal to the user's APs of mind blast while the Ov/RV equal to the target's Int/Mind. RAPs from the attack represent the mental damage sustained by the target from the attack.
Mind Drain: This power allows a character to drain Mind APs from his opponent and add those APs to his own Mind. Use of Mind Drain is treated as a mental attack. RAPs are subtracted from the opponent's Mind and added to the attack's Mind.
Results of mind Drain are treated as normal mental damage. A character may never use this power to increase his own Mind higher than it's normal AP level.
Mind Field: This power allows a character to create a field of metnal energy to protect himself. When using this power, a character adds the APs of power to his RV against mental attacks.
A mind field is pherical in form and is centered around the character of origin. A field shelter may be generated at the same Aps of volume as the power's APs and protects any characters located within that volume from exterior mental attacks. No Mental Attacks with exterior targets may be made from within the field.
Power can be purchased with the ability to make mental attacks through the field, but this doubles the base cost and increases the factor cost by +1.
Mind Probe: This power allows a character to read the thoughts and memories of other characters. When using Mind Probe, a character must be searching for a specific subject or memory. There is no limit to how far into a target's memory a character may serarch.
use of Mind Probe requires an action check with AV/EVs equal to the APs of power and OV/RVs equal to the target's Int/Mind. RAPs are the number of knowledge points gained by the probing character.
Mind over Matter: This power allows a character to neutralize the effects of damage sustained in physical attacks from a short period of time. After sustaining physical damage sufficient to render him unconscious, a character possessing Mind over Matter may continue combat for a number of phases equal to the APs of the power. At the end of this time, the character will fall unconscious as the power automatically fails. The power bust be recovered normally.
If a character possessing this power ever sustains damage enough to kill him, the power automatically fails.
Mind Shield: this power allows a character create a shiel of mental energy which provides protection from mental Attacks. Anyone protected by a mind shield has the APs of power added to his RV against mental attacks.
Molecular Chameleon: This power gives a character the ability to restructure his own molecules into any material touched. A character may use this power to assume the shape of any existing gas, liquid, or solid.
Neutralize: This power allows a character to negate one of his opponent's powers. Such an attack requires an action check with an AV/EV equal to the opponent's APs of the power to be negated. RAPs are then temporarily subtracted from the opponent's APs of the power. Powers neutralized in this manner must be recovered noramlly.
Neutralize can also negate powers possessed by a gadget and a character's Str Attribute (to a minimum of 5 APs).
Object Awareness: This power allows a character to tune in on any familiar object and become aware of it's location and surroundings provided the object was in physical contact with the user within twenty four hours of power use.
only one object may be "tuned in" by the character at any one time. Once the object is tuned in, the character can use any sense (sight, hearing, smell, etc) as if he were standing alongside the object. the APs of object awareness equal the maximum distance over which an object can be detected. The mental presence of the character using this power cannot be sensed in any way at the object's location. Further, no attack of any kind can be projected or received throug the object.
Personality Transfer: This power allows a character to take possession of an opponent's body. Use of personality transfer requires an action check with AV/EVs equal to the APs of power and OV/RVs equal to the opponent's Int/Mind. RAPs must be greater then or equal to the opponent's mind for personality transfer to succeed.
While possessing an opponent, the character moves his own Mental and Mystical attributes, powers and skills, and his own physical skills into the opponent (temporarily replacing the opponet's own). Physical attributes and powers of the character are not transferred to the opponent.
While this power is active, the body of the character using Personality Transfer temporarily disappears. When the character leaves the opponent, the body reappears within 10 feet of the released opponent.
A character successfully using Personality Transfer possessed total control over all the opponent's Physical Attributes, Powers and Skills. HOwever, none of the opponent's Mental or Mystical Attributes, Powers or Skills can be used by either the possessing character or the victim while this power is in effect.
A victime of this power can subconsciously combat the effects each phase by making an action check using his Mental attributes of Int/Will vs the users APs of power.
Phobia: This power allows a character to create a great irrational fear in the mind of an opponent. Use of Phobia automatically manifests an illusion of whatever is most feared by the opponent (this is only visible to the victim of the power).
use of Phobia requires an Action Check pitting the APs of power vs the target's Int/Mind. RAPs must equal or exceed the opponent's Mind for the attack to succeed, in which case the opponent can do nothing but quiver in fear for a time equal to the RAPs earned by the Phobia action check. The effects of this power are instantly cancelled if the using character exits Range, is knowkced unconscious or decides to voluntarily release the opponent.
A victim of this power can attempt to free himself each phase by making a mental attack using his Int/Mind against the RAPs gathered in the initial Phobia attack.
Postcognition: this power allows a character to touch an object and sense what has happened to that object in the past. Such an attemp requires an action check pitting the APs of Power used vs the Time transpired.
RaPs from this power equal the knowledge points gained by the user.
Power Drain: this power allows a character to absorb the powers of an opponent. Such an attack necessitates an action check with AV/EVs equal to the APs of Power Drain and OV/RVs equal to the victim's appropriate Action and Resistance attribute based on what kind of power is being drained. RAPs of this check are subtracted from the opponents APs of power and are added temporarily to the character.
Powers drained in this manner are maintained by the character for a time equal to the acquired RAPs of the initial action check. The opponent must regain the lost powers through normal recovery.
Power Reserve: This power allows a character to establish a "pool" of APs which he can later divide and add directly to specific Attributes and Powers. APs allocated to various Attributes and Powers through Power reserve can be redistributed by the character at any time. Doing so in combat is an Automatic Action.
When the power is purchased, the character must specify exactly which attributes or powers are to be augmented by this power. Five Hero Points must be added to the Base Cost for every eligible Attribute or Power past the second.
NOTE: This power can be purchased with a special limitation: Must Be Fueled By Energy Absorbtion. This limitation can only be used if the character also has the Energy Absorbtion power with the Special bonus : "Absorbed Energy Adds to Power Reserve" This limitation subtracts 5 from the factor cost of the power and reduces the base cost to 75 points.
Precognition: This power allows a character to view the future. AV/EVs to such an attempt are equal to the APs of Precognition while the OV/RVs are equal to how far into the future the character is trying to see. RAPs from this attemp equal the number of knowledge points earned.
Pyrotechnics: This power enables a character to use one's mind to accelerate a target's molecular motion. If the power user so desires, this motion can be increased to the point where the target becomes uncomfortably hot and possibly to the point where the target bursts into flames.
This attack uses the APs of power as the AV/EV vs the OV/RV equal to the opponent's Dex/Body.
Radar Sense: This power allows a character to emit radar waves adn "see" objects and persons in the vicinity as detailed outlines. When in use, Radar Sense will automatically be detected by characters in Normal range with 3APs or more of super hearing or radio communication.
A character with this power projects a radar beam in the direction he is facing. Any object greater then 1/2 inch in size located along this beam is automatically distinguised by the character.
Radar Sense can be jammed electronically, OV/RV to sucah an attempt are equal to the character's APs of Radar Sense.
Radio Communication: This power allows communication over radio waves. A character with this power can receive any radio signal and transmit to any radio within Range. Locating a specific frequency requires an action check using Int as the AV and the APs of power as EV against OV/RVs determined by the GM.
This power may be special bonus : Scrambled. making it more difficult for the users conversations to be heard or picked up. This is a +1 factor cost bonus.
Recall: This power lets a character mentally retain vast amounts of information. the amount of information which can be retained is effectively limitless; the APs of power represent how good the character is at utilizing this storehouse of information.
Reflection/Deflection: This power allows a character to deflect incoming physical attacks (excluding any normal hand to hand combat blows). The use of this power consumes both the character's movement and dice actions for the phase.
Using this powre requires an action check with AV/EVs equal to the APs of power and OV/RVs equal to the APs of incoming attack. Positive RAPs indicate the attack is automatically deflected away from the character and does not strike him. The character then has the option of attempting to Reflect this attack toward the original attacker, in which case the AV/EVs of the counterattack will equal the RAPs which were earned from the original roll. the medium of this attack is the same as the original deflected attack and can never be at a higher AP level then the original attack.
A character attacked physically who has not declared the use of this power for the phase has the option of abotring his declared actions for that phase and initiating the use of this power if they have not yet acted in that phase.
Regeneration: This power allows a character to accelerate his own natural recuperative powers, enabling him to regenerate Current Boddy, Mind, and Spirit conditions at an exceptional rate. The Character's APs of Regeneration are added to the APs of time spent Recovering, meaning that the character can make Recovery Checks with increased frequency and thus heal more quickly.
A character with 10 Aps of Regeneration can make a Bashing Recovery Check each phase during combat (doing so counts as a dice action). A character with 11 Aps of Regeneration can make two bashing recovery checks each phase, 12Aps gets three checks etc.
Likewise, a character with 15 APs of Regeneration can make a Killing Recovery Check each phase during combat(again this is dice action). A character with 16 APs can make 2 etc.
Attempting multiple recovery checks during one phase counts as a single dice action regardless of how many checks are made. A character with this power need not be conscious to utilize it.
Remote Sensing: This power allows a character to use senses to observe an area from afar. Such a character may choose any specific location within normal range to remotely sense, receiving sensory imput just as if her were actually at that location.
The maximum amount of total time that this powre may be used to observe an area equals the character's APs of power minus the APs of distance over which the character is using the power. At the conclusion of this time the power will fail and must be recovered normally.
Sensory Block: This power allows a character to totally obstruct the senses of an opposing character. Such an attempt requires an action check with AV/EVs equal to the APs of power and OV/RVs equal to the opponent's Int/Mind. If RAPs exceed the opponent's Mind, his senses will be completely blocked for an amount of time equal to the RAPs earned.
A character with blocked senses has the OV/RV of any action check he attempts increased by the RAPs earned by the power attack. In addition such a character suffers a -2 CS mod to his OV against physical attacks.
Shape Change: This power allows a character to alter his shape into that of any known and pre existing animal. The character automatically gains the animal's attributes, powers, skills and natural attack forms, while also maintaining all of his own Powers, and Skills. Note that the character's Mental and Mystical attributes are never affected by Shape Change.
There is a limit to the size of the animal form assumed. The Aps of power represent both the maximum limit of the Body of forms assumed and their APs of shrinking if necesary.
In addition to assuming animal form, the character may add the Aps of power to any of the animal's attributes, powers or skills (or divide the Aps between several items as desired) provided no ability is raised to more then twice it's initial value.
A character can assume a new animal form each phase, if desired, although each change does count as an automatic action. Damage sustained in one form, transfers to the next form, even if that change is a return to original shape.
Sonar: This power allows a character to "see" nearby objects through the emission of high frequency sound pulses. Sonar is accurate enough for a character to receive all information normally recieved through sight, with the exception of color.
Sonar provides a full 360 degree awareness around the character to a range equal to the character's Aps of power. A character possessing this power cannot be Blindsided from any attack within the Range of Sonar. But attacks that originate from outside the applicable range are calculated normally.
Speak with Animals: This power gives a character the ability to speak with all animals in their native tongus although it does not guarantee the animals will be friendly, just understandable. It should be noted that some animals, particualrly smaller creatures and those that eat plants, are not very intelligent. Spean with Animals does not make animals smarter, it simply allows a character to communicate. The Aps of power equal the APs of time during which an animal may be questioned.
Super Hearing: This power allows a character to hear sounds of extremely high or low frequency. A character with this power can detect sounds well outside the normal range of human hearing including dog whistles, radio and television transmissions, and radar waves.
Super ventriliquism: This power allows a character to "throw" ihs voice a distance in APs equal to the APs of power. (yes, it's a stupid stupid power)
Suspension: This power allows a character to enter into a deep, transelike state. A character who uses Suspension must state the specific amount of time he wishes to remain in this trance or what event will trigger his revival. While under the effects of this power a character may subtract the APs of power from the amount of Subjective Time that passes for him. Such a character will Age, heal, and Consume food and air at the same subjective rate.
Characters in Suspension cannot attack in any manner, but will sustain physical, mental, or mystical damage if so attacked.
Telekinesis: This character allows the user to move objects with mind power alone. The APs of power equal the weight (in APs) of any objects moved plus the distance that those objects may be moved in a single phase.
A character with this power need not use the full APs at any one time; he may choose to move an object less then the maximum distance available.
Telepathy: This power allows a character to establish mental contact with another sentient being. A telepath may automatically establish a mental link with any other characters within Range. Each additional character past the first inclusded in the mental linke reduces the maximum telepathic range between the linked character by 1Ap.
Characters in the link may communicate as if they were able to speak to each other as long as contact is maintained with the linking telepath. Telepathy only allows free communication: This power does not allows a character to read the thoughts of another against his will (see mind probe) Characters who are mentally linked through this power may engage in mind to mind combat. Attacks made in this fashion do mental damage using the attacks mental stats or powers as AV/EV and the defender's Mental stats or powers as OV/RVs.
the character possessing the telepathy power may automatically disengage anyone from the mental link at any time desired. A mentally linked character may attempt to sever the link using his Int/Will against the Aps of Telepathy. Positive RAPs indicate success, do damage to the current mind condition and are subtracted from the telepath's APs of telepathy Power. APs lost in this manner must be recovered normally.
Teleportation: This power lets a character "jump" from one physical location to another location within Range. The maximum weight which a character can transport via this power equals the APs of Teleportaion. All objects or persons to be transported must be within 0APs of the character, who may choose which objects/persons within that area to Teleport.
This power may be resisted by a non willing target by them conducting an action check using APs of Teleport vs the targets' Int/Mind Partial teleports are not allowed without special bonus added. This power has a range boost of +7 to the APs for determining distance able to travel in one jump.
Telescopic Vision: Think about it.. pretty easy to grasp huh?
Thermal Vision: Hey.. it's a vision power, bet you can figure it out.
Time Travel: Don't ask, I'll say no. Too much paperwork and continuity manipulation here. But you can dream.
Truesight: This power allows a character a chance to instantly break the effects of any illusory image, invisiblity or other concealing effect in use within the range of the user. This involves an action check using the Powers APs versus the APs of the power attempting to be penetrated.
Ultra Vision: You know you played a drow at one time.. here ya go. You see perfectly in the dark and have a chance of breaking concealing powers such as Invisibility.
Warp: This power allows for the creation of extra dimensional doorways between two specific points of real speace, with instantaneous travel then possible by stepping through the warp. A warp may not be opened within solid matter.
The OV/RV to an attempt to open a warp is equal to the distance between the locations connected by the warp. The user of the power must be familiar with the location they wish to send something, either by having been there before, or seen a reasonable image. The warp remains open until the user passes through it or he decides to close it. There is no limit to the number of individuals or objects or weight that may be transported as long as it can be physically manipulated through the portal.
This power can be used as an attack pitting the power versus the Dex/Body of the target, success indicates the target is sucked into the portal and transported to the desired location.
Water Control: This power allows a character to control the movement and flow of water. Water Control does not give a character the ability to create water, however, only the ability to manipulate pre existing water. A character with this power may utilize it in a number of different ways, as follows.
- The ability to summon a large wave to attack an opponent.
- the Ability to sweep an opponent underwater in an effort to drown him.
- the ability to automatically summon forth a large wave for propulsion. In this manner a character can travel at a speed equal to the APs of water control. To a maximum of 8APs per phase.
- The ability to move volumes of water.
Every boy's dream, and every girls' nightmare. Pretty straight forward except that the user must choose at creation a material that their vision cannot see through. *(Supe's couldn't see through lead etc.)
This power allows a character to summon into existence a swirling whirlwind creature who will follow the power user's instructions for a length of time equal to the Character's Aps of power. At the end of this time, the creature will disperse into normal air.
A character using air animation divides the Aps of power into two numbers as desired. the first number serves as the creatures' Dex, Str and Body, while the second number serves as the creature's influence, aura and spirit against mystical attacks. Such creatures have no mental attributes as such are immune to such attacks.
The Air creature occupies a volume equal to it's APs of Str and moves at a speed equal to it's Dex. Due to the turbulent nature of this creature, any physical attack made against it automatically suffers a +1 Column Shift modifier to the OV.
Animal Control: Umm, you control animals. Pretty easy to figure out. No one actually uses this power so if necesary i'll explain individually.
Animal Summoning: Watched Cartoons and seen Aquaman summon forth Moby Dick? yeah well this is how he does it. Again not a very used power so we wont' get into it here.
Animate Dead: Hey.. I made a Zombie! Look Ma, it's got no brains! But it's mine.
Animate Image: Talk to me, oddly powerful and creative power which I'm not very keen on alot of people having.
Animate Objects: Beware my lethal toaster monster! Yeah.. you give life of a sorts to inanimate objects. Hell hath no fury like a Pop Machine on a rampage, ever seen maximum overdrive?
Aura of Fear: This power allows a character to generate an aura which causes opponents to feel extreme fear. the aura extends to a distance equal to the character's APs of power. Any character within range of Aura of Fear is attacked separately with no Multi Attack penalty. The Character utilizing the power may volunearily exclude characters from the power's effects.
To use the power, a character must make an action check using APs of power vs the opponent's Inf/Spirit. If RAPs scored are greater thatn or equal to an opponent's Spirit, the opponent will simply stand in place and quiver with fear for the duration of the power. Otherwise, if positive RAPs were scored, the opponent will flee the scene. In either case, the effect lasts for a length of time equal to the RAPs earned.
Awareness: Popular power, GM intensive. Take it and we'll discuss how it messes with you :)
Dimension Travel: From the 13th chapter of No, in the 13th verse of No, from the Book of No.. NO!!!!
Dumb Luck: This power allows a character to invoke unknown mystical forces which cause the character to be exceptionally fortunate in his actions, the use of which is the game equivalent of rubbing a rabbit's foot.
To use Dumb Luck, a character must make an action check against his own Mystical stats. RAPs from this check may be added to the character's AV, EV, OV, or RV the following phase. This effect occurse regardless of the type of Dice Action that follows.
The Dumb Luck power may be used cumulatively, adding the RAPs from dumb luck attempt to the AV or EV of another attempt: However, shoudl a character ever fail such a cumulative roll, the RAPs gained to that point will be subtracted from the either the character's AV, EV, OV, or RV (gm option) for the following phase.
Earth Animation: See Air animation, but think walking mountain. Thank you carry on.
Enchantment: This power allows a character to bestow upon another character a temporary but dramatic increase in Powers. The character may add his Aps of Enchantment to any one of another character's Pre existing Attributes, power, skills or divide his APs amongst a number of these things.
A person will remain Enchanted for a length of time equal to the character's APs of Power, or until the user volunetarily removes the effect. Enchantment may only be performed upon one individual at any given time.
Exorcism: "I need an Old Priest and a Young Priest, the Power of Crust compells you!" yeah, you have the power to kick another entities control over a person out and give them control again. Congrats you're a movie waiting to happen.
Eye of the Cat: Don't bother, never comes into play.
Flame Animation: Heh, gee see a pattern here? Replace Air or Earth with Flame and there ya go. Animated things don't necesarily like cold or water.
Ice Animation: Geee do I need to go on?
Joined: This power allows a character to effectively "join" himself to the Earth. While so joined (normally at the feet), a character cannot be knocked back, blown away or otherwise moved easily. A character with this power adds the APs of joined to his RV against potential Knock Back attacks made against the character.
Magic Blast: This power allows a character to emit a powreful bold of Eldritch energy from his body. Magic Blast is treated as a mystical Attack with AV/EVs equal to the Aps of power and Ov/RVs equal to the opponent's Infl/Spirit.
Magic Field: See Force Field or Mind field, but insert Magical attacks. Same limitations and bonuses apply.
Magic Sense: This power allows a character to automatically detect all magic and magic using creatures within range. Use of this powre will only reveal that an item or character has some form of mystical abilities; no information will be available relative to what those abilities might be or how powerful they are.
Magic Shield: See the before mentioned Shield powers, same rules apply but only to Magical Attacks.
Mystic Freeze: As mental freeze power, but all rolls are based on the Mystical Attributes of the opponent.
Plant Control: Here's a winner, notice how well Swamp Thing comics are moving currently.. LAME.
Plant Growth: See above sarcasm.
Sorcery: Concider the Book of NO slammed on your fingers for even concidering it. I can be motivated with sufficient cajoling, but it's not likely to happen.
Speak with Plants: "So Mr. Cactus, what did you do today?" yeah, that's what I thought, who would possibly want this power?
Spirit Travel: This power allows a character to separate the spirit from his or her body. The spirit may then travel at a speed equal to the character's Aps in power. A separated spirit can only observe the physical plane and can make no attacks, but it can easily pass through any physical obstacles. A spearated spirit is subject only to mystical attacks from the non spirit world while in this state. However, such a character is subject to all normal effects from other spirit travelling characters while in this state.
While the spirit is separated, a character's body is left barely alive(it cannot move and possesses no consciousness). the body remains susceptable to physicla damage during this time (although the body's normal physical defenses remain active and the character may burn hero points to remove inflicted damage).
If a character's body is destroyed while the spirit is separated, the spirit will be trapped in it's free state and will begin to dissipate at the rate of 1Ap of Spirit per day until it dies.
Spiritual Drain: This power allows a character to absorb the APs of another character's Spirit. An opponent must be touched for spiritual drain to take effect. To use this power against an opponent, a character muse make an action check with AV/EVs equal to his Dex/APs of power against OV/RVs equal to the opponent's Dex/Spirit.
If this attempt is successful, the RAPs are temporarily subtracted from the opponent's spirit and added to the attack character's spirit. APs acquired in this manner will remain transferred in this way for a number of phases equal to the character's APs of power.
A victim of spirit drain may not be drained again until the original effect ceases. A character's spirit cannot be elevated to higher then his normal AP level through the use of spirit drain, while an opponent's spirit may never be reduced to less then zero.
Transmutation: this powre allows a character to permanently turn any element or compound into any other element or compound. To be affected by Transmutation, an elemnet or compound must be 90% pure; impurities remain unchanged.
To utilize Transmutation, a character must make an action check with AV/Evs equal to the APs of power against OV/RVs equal to the substance's Body/Body. RAPs indicate the volume of the chosen material which may be transmuted. Changes wrought through use of this power are permanent unless negated by another use of the power. Transmutation will not function on Organic (living) matter.
Vampirism: This power allows a character to transfer APs of Body from an opponent to his own Body. Such an attempt requires an action check with AV/EV equal to the APs of power and OV/RV equal to the opponent's Dex/Body; RAPs equal the number of APs transferred through the vampirism attack.
APs transferred through the use of Vampirism will repair damage a character has received. however, the total body of a character may never rise abose his normal AP level through the use of this power. A fully healed character may still use Vampirism as an attack from to damage an opponent.
Voodoo: This powre allows a character to inflict physical damage upon an opponent by causing similar damage to a magical doll which contains an item belonging to the opponent.
use of Voodoo is a mystical attack with AV/EVs equal to the APs of power against Ov/RVs equal to the opponent's Infl/Spirit. RAPs are always taken by the opponent as physical damage and are subtracted from the opponent's Body.
A character with Voodoo can create a suitable voodoo doll in one minute provided he has access to an item which belongs to the opponent. If the attacking character is separated from the doll, the voodoo effects will ceas until the doll is recovered.
Water Animation: Here we are again, this verse same as the first, but water can be fun right?
Weather Control: This power allows a character to manipulate and control patterns of local weather. Difficulty to utilize this power is based on current weather conditions and the level of change and volume of area desired. (moderated by the GM)
Special Powers and Power Modifications:Edit
Physical, Mental, or Mystical Linking:
For a +10 Hero Point modifier to the base cost of a power, you can alter the Link Attribute of a power. Thus turning perhaps a physical power into either a Mental or Mystic based power instead. Linking to the corresponding attribute from the new Stat controls. Also modifying which forms of defenses would in turn affect these powers.
Self Link: For a 50 point addition to a powers base cost, the user can effectively Become the power he/she is using. Example, if you Self Linked Flame Being, the character would become a being of living flame as opposed to simply enshrouding himself with the power. Someone using a self linked power may fly at a speed equal to half the APs rounded down. Not all powers are suitable for self linking, the GM has the final say on what powers may be self linked.
Darkforce Manipulation: This power is frighteningly powerful, not only for it's origins but the sheer versatility it presents. A character with this power is a direct conduit to the Dimension of Darkforce. A cold and merciless realm where only death and terror hold meaning.
Those blessed or cursed with this power have access to many different abilities as the forces drawn from this dimension can duplicate or mimic many separate powers much like Continuum Control. Powers that may be duplicated or accessed via Darkforce Manipulation are as follows: *Force manipulation, Energy Blast, Flight, Warp, Dimension Travel, Shade, Darkness, Energy Absorbtion, Cell Rot, and Force Manipulation.
These powers are usable equal to the APs of the Darkforce Manipulation power, if multiple powers are to be mimicked the APs of Darkforce Manip must be divided between the selected powers. All powers activated in this manner be it in Dice actions, move actions or whatnot are resolved as if using one Dice action.
*Special modifier* This power can be purchased with Dimension Travel only affecting the user of the power and not allowing the Banishment or Summoning of said power which cuts the base cost of the power in Half.
Lightforce Manipulation: This power is the anathema to Darkforce manipulation. It's origins come from the Lightforce realm which personify life and healing energies. Again a character with this power finds themselves as a direct conduit between the real world and this dimension and as such can manifest a number of various abilities based on the natural atmosphere of the Lightforce Realm. These powers are as follows.: *Energy Blast, Flight, Warp, Coloration, Healing, Force Manipulation, Flash, Dimension Travel.
These powers are usable at the APs of Lightforce Manipulation owned by the character. If multiple powers are to be accessed at the same time, APs of power must be divided between each mimicked power. All powers activated in this manner are resolved in one Dice action, regardless of how many effects are used. No multi attack penalties apply.
*Special modifier* This power can be purchased with the Dimension travel being limited to only functioning on the user of the power and not having access to the banishment and summoning portions of Dimension travel. If this is done, the base cost for Lightforce manipulation is divided in half.
Both Lightforce and Darkforce Manipulation are concidered Mental Powers, with Will being the Link attribute. As for the Material, Object, substance that Force Manipulation will not function against, use the opposite energy as this substance.
If two characters meet with one possessing Lightforce Manip and the other possessing Darkforce Manip and they enter combat, the character with the higher AP of power will cancel out the other. If both characters share the same APs in their respective abilities, both users have their powers canceled out as per the Catastrophic Burnout Limitation and the powers must be recovered normally. Adrenaline Surge: this power allows a character to PUsh a pre selected ability or attribute, which can then be immediately used to resolve a dice action. When pushing with Adrenaline Surge, instead of using the APs of the Ability/Attribute as the AV/EV, use the APs of power instead. The OV/RV is still equal to the APs of the pushed Ability/Attribute. RAPs are added to the APs of the pushed stat just like a standard Push.
This power allows the character to violate several of the standard push rules. Namely there is no hero point cost, and Adrenalin Surge does not count as the Dice Action for the turn in which it is used.
The Ability or Attribute this power works on must be declared at the time of purchase, 5 hero points are added to the base cost of the power for every stat after the first that this power can function with.
Emotion Control: This power allows a character to feed off the feelings and emotions from anyone in the surrounding area and use them to increase his personal abilities, adding to his own Attributes and/or Powers. In order to absorb Emotions, a character with this power must initiate a mental attack against victim(s) who is capable of feeling emotion. The AV/EV of this attack is equal to the APs of power and uses the victim's Int/Will as OV/RV. The maximum amount of RAPs able to be absorbed from a victim is equal to the RV. In the case of column shifts, use the lowest AP value of the range. These RAPs do not cause damage to the victim.
The RAPs absorbed must be immediately distributed among the eligible abilities of the Emotion Absorber. This increse in APs will last for a time in APs equal to the Aps of power. The max Aps that may be absorbed at one tim eis equal to the APs of Emotion Absorbtion.
The Powers and Attributes that the power applies to must be defined at purchase. Five hero Points must be added to the Base Cost of the power for each eligible power or attribute after the second.
Petrification: With a touch, a character with this power has the chance of turning an opponent to stone. The AV/EV of this attack is Dex/APs of power, while the OV/RV of the target equals Dex/Body. Inanimate objects defend with Body/Body. If RAPs gained are greater then the targets' body, then he becomes a stone like statue unable to move.
The Target's body becomes 9 the durablitiy of stone, and dex is reduced to 0. The effect lasts an amount of time equal to the RAPs acheived in the attack. A victim can combat this effect each phase by using his Original Body rating against the RAPs gained in the initial attack.
Time Control: Similar to, but not as powerful as Continuum Control, this power allows a character to manipulate the effects of Time itself on his local enviornment. To that end, Time Control may be used to mimic the effects of each of the following Time Related powers with various bonuses and limitations noted afterwards. : Cell Rot, Invulnerability, Superspeed, Spiritual Drain, Suspension, and Time Stop.
Cell Rot may only be used with the Aging Acceleration bonuse. Invulnerability is against Aging Attacks Only. Superspeed does not always automatically add to the hero's Initiative. Spirit Drain may only be used with the Age Reducing bonus. Suspension has the Aging Defense bonus.
APs of Time Control function as the APs of any power that is being Mimicked. If utilizing more then one power, then the APs must be divided between each use, though all powers mimicked via this power in a single phase are concidered one Dice Action when determining the number of actions in that phase.
Playing with Time is a dangerous thing, everytime this power is accessed the user suffers a mental attack using the APs of accessed Time Control vs his Mind Score. RAPs scored are immediately suffered as Mental Bashing damage and subtracted from the Current Mind Condition.
Time Stop: This power slows down the passage of time in a given area. The range of the Time Stop is treated as an explosion radiating out from the character. It strikes as a mentally based attack against everyone and everything within range, except the user, with no penalty for multi attacking.
AV/EV equal to the APs of the power and OV/RV equal to each target's Dex/Mind. Characterw with Superspeed, time travel,time control, and continuum control may substitute APs of power for Dex. For every AP of distance between the target and the initial point of explosion, the AV and EV of the attack are reduced by 2 APs. Postive RAPs indicated that the target is frozen in time and has his Dex and Initiative reduced by the RAPS of the Time Stop. This effect continues until he either breaks free, moves out of range of th estopped time, or the time limit of APs of Time Stop runs out.
In order to break free, a target muts make an action check using Will as both AV and EV against the OV/RV of the RAPs gained in the successful use of Time Stop. If cumulative RAPS from this action check equal or surpass the RAPS from the attack, the target may move as normal.