Defensive Powers

Absorption, Energy
Absorption, Kinetic
Absorption, Sound
Adaptable Defense
Anchor
Deflection Aerokinetic
Deflection Hydrokinetic
Deflection Magical
Deflection Pyrokinetic
Deflection Terrakinetic
Field Acid
Field Electrical
Field Fire
Field Gravity
Field Ice
Field Laser
Field Magnetic
Field Matter
Field Microware
Field Solar
Field Sonic
Field Void
Forcefield
Immunity
Poison Blood
Reflect

 

ABSORPTION, ENERGY

The ability to absorb all forms of energy. The character can absorb any kind of energy attack directed against him be it pure energy, electricity or lightning, fire (not heat), and lasers. The character can absorb up to 2 points of damage per WIS, plus an equal amount per level. In terms of other power sources such as batteries or power plants the character can absorb a maximum of 1 megawatt per WIS, +1 per level. If he also has an energy emission power he can add the damage he absorbs into the damage done by the blast.

10 points to buy this power. +1 point of damage per WIS each time rebought.

 

ABSORPTION, KINETIC

The ability to absorb all forms of kinetic damage. The character can absorb any kind of physical attack directed against him be it a punch, kick, fall, arrow or bullet. The character can absorb up to 2 points of damage per WIS, plus an equal amount per level. He can then rechannel the damage into any physical attacks performed by himself.  

For example, a character is shot with a full clip from an Ingram Model 10 and does 100 points of damage. The damage taken is added to the STR damage bonus until the all the energy is redirected. The character can divide the bonus any way he wants, i.e. 2 attacks with +20 to damage, or 4 attacks with +10 to damage, and so on. If the energy is held for too long it will hurt the character and may even kill him. The character can store kinetic energy the number of melee rounds equal to his CON. If it is held for longer then that time, then the character takes 2D6 times the number of extra points of kinetic energy to his HPs every melee round until all the energy is redirected. 

10 points to buy this power. +1 point of damage per WIS each time rebought.

 

ABSORPTION, SOUND

The character can remove all sound from within a 3 metre per WIS range, +3 metres per level over a 1 metre per WIS radius +1 metre per level. This also allows him to absorb any kind of sonic attack directed against him of up to 2 points of damage per WIS, plus an equal amount per level. If he also has the sonic emission power he can add the damage he absorbs into the damage done by the blast.

10 points to buy this power. +3 metre range, +1 metre radius and +1 point of damage per WIS each time rebought.

 

ADAPTABLE DEFENCE

When in combat the character instantly gains the necessary power/s required to counter an enemy, but is still restricted to his natural limit of power points. Whatever other powers he has are temporarily displaced until the situation passes. He can also compensate for a target's combat style and reflexes. This power can't be used to defend against sneak attacks. 

10 points to buy this power. It cannot be rebought.

 

ANCHOR

This power prevents the character from being forcibly removed via banishment, dimensional transport, gateway, portal, or any form of time displacement. 

10 points to buy this power. It cannot be rebought.

 

DEFLECTION AEROKINETIC 

With this power the character can parry any air and sonic based attacks with no damage taken to the limb used. +4 to parry when using this and can only parry 1 attack per 4 WIS per round. The character can attempt to deflect the attack back to the person who fired it by making a successful thaco roll. 

5 points to buy this power. +1 attack each time rebought. 

 

DEFLECTION HYDROKINETIC 

With this power the character can parry any Acid, Ice or Water based attacks with no damage taken to the limb used. +4 parry when using this and can only parry 1 attack per 4 WIS per round. The character can attempt to deflect the attack back to the person who fired it by making a successful thaco roll. 

5 points to buy this power. +1 attack each time rebought. 

 

DEFLECTION MAGICAL 

With this power the character can parry any magical spell or attack with no damage taken to the limb used. +4 parry when using this and can only parry 1 attack per 4 WIS per round. The character can attempt to deflect the attack back to the person who fired it by making a successful thaco roll. 

5 points to buy this power. +1 attack each time rebought. 

 

DEFLECTION PYROKINETIC

With this power the character can parry any electrical, fire, laser, or microwave attacks with no damage taken to the limb used. +4 parry when using this and can only parry 1 attack per 4 WIS per round. The character can attempt to deflect the attack back to the person who fired it by making a successful thaco roll. 

5 points to buy this power. +1 attack each time rebought. 

 

DEFLECTION TERRAKINETIC

With this power the character can parry any bullets, arrows, or physical attacks with no damage taken to the limb used. +4 parry when using this and can only parry 1 attack per 4 WIS per round. The character can attempt to deflect the attack back to the person who fired it by making a successful thaco roll. 

5 points to buy this power. +1 attack each time rebought. 

 

FIELD ACIDIC

This is the ability to create an acidic cloud mist of up to (10 centimetres per WIS thick, +30 centimetres per level) x (30 centimetres per WIS tall, 30 centimetres per level) x (15 centimetres per WIS radius, 30 centimetres per level) anywhere within 2 metres per WIS, +3 metres per level. This does not block movement but does slightly obscure line of sight. Any character within or passing through a section suffers D6 damage per 5 WIS for each metre passed through. The mist lasts only while the character concentrates on it.

As a side effect he is immune to damage from acid.

5 points to buy the power at the minimum level listed. +5 points to rebuy with the listed increases. 

 

FIELD ELECTRICAL

Can form a shield or wall of electricity (10 centimetres per WIS thick, +30 centimetres per level) x (30 centimetres per WIS tall, 30 centimetres per level) x (15 centimetres per WIS radius, 30 centimetres per level) anywhere within 2 metres per WIS, +3 metres per level. Does D6 damage per 5 WIS for every 30 centimetres the victim walks through. 

As a side effect he is immune to electrocution but not the physical damage from electrical attacks.

5 points to buy the power at the minimum level listed. +5 points to rebuy with the listed increases. 

 

FIELD FIRE

Can form a shield or wall of fire (10 centimetres per WIS thick, +30 centimetres per level) x (30 centimetres per WIS tall, 30 centimetres per level) x (15 centimetres per WIS radius, 30 centimetres per level) anywhere within 2 metres per WIS, +3 metres per level. Does D6 damage per 5 WIS for every 30 centimetres the victim walks through. 

As a side effect he is immune to the effects from heat but not the damage from fire attacks.

5 points to buy the power at the minimum level listed. +5 points to rebuy with the listed increases. 

 

FIELD GRAVITY

The ability to create an intense area of gravity around oneself or any within the character's line of sight. The size is up to (10 centimetres per WIS thick, +30 centimetres per level) x (30 centimetres per WIS tall, 30 centimetres per level) x ( 15 centimetres per WIS radius, 30 centimetres per level) anywhere within 2 metres per WIS, +3 metres per level. 

The affected area increases gravity in it by a factor of +2% per WIS, +5% per level.

5 points to buy this power. +1% intensity per WIS each time rebought.

 

FIELD HYDROKINETIC

This is the ability to draw condensation and form a shield or wall of water (10 centimetres per WIS thick, +30 centimetres per level) x (30 centimetres per WIS tall, 30 centimetres per level) x (15 centimetres per WIS radius, 30 centimetres per level) anywhere within 2 metres per WIS, +3 metres per level until concentration broken. Most weapons will have their range halved by the water if not swept away together. 

As a side effect the character can draw oxygen more efficiently from water allowing him to breathe in it.

5 points to buy the power at the minimum level listed. +5 points to rebuy with the listed increases. 

 

FIELD ICE

Can form a wall or shield of ice (10 centimetres per WIS thick, +30 centimetres per level) x (30 centimetres per WIS tall, 30 centimetres per level) x (15 centimetres per WIS radius, 30 centimetres per level) anywhere within 2 metres per WIS, +3 metres per level. The field has 100 HPs per square metre.

As a side effect he is immune to the effects of cold but not the damage from ice attacks.

5 points to buy with a 1 square metre size, 100 HPs, and within a 30 metre range. +1 square metre, +10 HPs and +3 metre range each time rebought. 

 

FIELD LASER

Can form a shield or wall of lasers (10 centimetres per WIS thick, +30 centimetres per level) x (30 centimetres per WIS tall, 30 centimetres per level) x (15 centimetres per WIS radius, 30 centimetres per level) anywhere within 2 metres per WIS, +3 metres per level. Does D6 damage per 5 WIS for every 30 centimetres victim walks through. 

As a side effect he is immune to the effects from radiation but not the physical damage from laser attacks.

5 points to buy the power at the minimum level listed. +5 points to rebuy with the listed increases. 

 

FIELD MAGMA

Can form a shield or wall of magma (10 centimetres per WIS thick, +30 centimetres per level) x (30 centimetres per WIS tall, 30 centimetres per level) x (15 centimetres per WIS radius, 30 centimetres per level) anywhere within 2 metres per WIS, +3 metres per level. D10 damage per 5 WIS for every 30 centimetres the victim walks through. 

As a side effect he is immune to the effects from heat but not the damage from magma attacks.

5 points to buy the power at the minimum level listed. +5 points to rebuy with the listed increases. 

 

FIELD MATTER

Can form a wall or shield of matter (10 centimetres per WIS thick, +30 centimetres per level) x (30 centimetres per WIS tall, 30 centimetres per level) x (15 centimetres per WIS radius, 30 centimetres per level) anywhere within 2 metres per WIS, +3 metres per level. The field has 100 HPs per square metre.

5 points to buy the power at the minimum level listed. +5 points to rebuy with the listed increases. 

 

FIELD MICROWAVE

The character can form a shield or wall of microwaves (10 centimetres per WIS thick, +30 centimetres per level) x (30 centimetres per WIS tall, 30 centimetres per level) x (15 centimetres per WIS radius, 30 centimetres per level) anywhere within 2 metres per WIS, +3 metres per level. 

Does D6 damage per 5 WIS for every 30 centimetres the victim walks through. The radiated particles have exceptional penetration power against all non-metallic substances. Even tinfoil will deflect the rays with no damage. Everything else however is penetrated easily. Plastic, Kevlar, wood, glass, ceramics, and other common substances are useless as a defence. Beings wearing plastic or composite body armour take damage from the microwave beam as if they weren't wearing any armour. However a knight in a suit of metal armour is completely protected - his armour doesn’t even take damage. Against force fields, electromagnetic disturbances, characters who are impervious to energy attacks, have Hardened Molecular Structure or Invulnerability, half damage is inflicted. Those who are impervious to fire and heat take no damage at all. 

As a side effect he is immune to the effects from heat but not the damage from microwave attacks.

5 points to buy the power at the minimum level listed. +5 points to rebuy with the listed increases. 

 

FIELD SOLAR

Can form a shield or wall of radiation (10 centimetres per WIS thick, +30 centimetres per level) x (30 centimetres per WIS tall, 30 centimetres per level) x (15 centimetres per WIS radius, 30 centimetres per level) anywhere within 2 metres per WIS, +3 metres per level. Inflicts D6 rads +D6 per level for every 30 centimetres victim walks through. 

As a side effect he is immune to the effects of radiation but not the damage from it.

5 points to buy the power at the minimum level listed. +5 points to rebuy with the listed increases. 

 

FIELD SONIC

The ability to create (10 centimetres per WIS thick, +30 centimetres per level) x (30 centimetres per WIS tall, 30 centimetres per level) x (15 centimetres per WIS radius, 30 centimetres per level) anywhere within 2 metres per WIS, +3 metres per level. 

Does D6 damage per 5 WIS for every 30 centimetres the victim walks through. Victims are also –6 and cant hear properly for 1 minute per round spent in the field, plugging ears reduces the effects by half.  

As a side effect he is immune to the effects of loud noises but not the physical damage from sonic attacks.

5 points to buy the power at the minimum level listed. +5 points to rebuy with the listed increases. 

 

FIELD VOID

The ability to create a semi visible layer of shielding which vaporises anything touching it. Can create shields around oneself or any within the character's line of sight. The size is up to (10 centimetres per WIS thick, +30 centimetres per level) x (30 centimetres per WIS tall, 30 centimetres per level) x (15 centimetres per WIS radius, 30 centimetres per level) anywhere within 2 metres per WIS, +3 metres per level. 

The shield can destroy up to WIS x10 HPs, plus x1 per level (eg. at third level the HPs would be WIS x12). The total HPs replenishes at a rate of WIS x1 HP (+1 per level) per minute of non use. Can create multiple shields so long as the combined HPs don’t exceed the total.

5 points to buy this power. It cannot be rebought.

 

FORCEFIELD

The ability to create an invisible or semi visible layer of protection, until depleted or cancelled. This includes;

1. Surrounding oneself or any within the character's line of sight with a body armour type field of force or an area of 12 metre radius +3 per level, with WIS x100 HPs (+1 per level). Replenish WIS x10 HPs (+1 per level) per minute of non use. Can create multiple fields so long as combined HPs don’t exceed the total.

2. Can fire small bolts of forcefield over the character's line of sight doing D6 per 20 HPs in bolt's (identical to Field) but can create multiple bolts distributing the total HPs between them.

10 points to buy this power. An additional WIS x1 HP rebought.

 

IMMUNITY

Totally immune to 1 form of attack. Choose from; Magic, Supernatural or 1 type of metapower (eg. if immune to Explode then immune to all explosions).

10 points to buy one form of Immunity. Choose one additional Immunity each time rebought.

 

Poison Blood
The character's blood is a lethal poison which can kill a human size lifeform in 30 minutes, –1 minute per level. One minute is the minimum it can drop to. As a side effect he is immune to all poisons.

5 points to buy this power. -1 minute each time rebought.

 

REFLECT

Can reflect back 1 damage point per WIS of either physical, energy or psi damage back at attacker. Each level increases this by the original WIS amount. Must declare which reflect is being used before the attack begins. +8 WIS, +2 Parry +1 per 3 levels when using Reflect.

10 points to buy this at 1 point per WIS. +1 per WIS each time rebought.

 

Powers Alteration Defensive Mental Manipulation
Offensive Physical Enhancement Travel