Mental Manipulation
Absorb Skill
Aerialkinesis
Ancestral Memory
Animal Control
Animate I
Animate II
Animate III
Backfire
Blend
Chronal Shift
Chronokinesis
Clairaudience
Clairvoyance
Create Solid Energy Construct
Cryokinesis
CSI
Danger Sense
Death Stare
Detect Meta
Diagnose
Disguise Aura
Divination
Divine Aura
Domination I
Domination II
Domination III
Dreamwalk
Electrokinesis
Emotion Control
Empathic
Enhanced Cognition
Exorcism
External Metabolism
Extradimensional Storage
Ghost Stealth
GPS
Gravitykinesis
Holographic Projection
Holy Weapon
Hydrokinesis
Hypnotism
Illusion
Immovable
Insanity
Insect Control
Insight
Intimidate
Invisibility I
Invisibility II
Invisibility III
Invisibility IV
Language
Manipulate Locks
Matter Manipulate
Manipulate Weather
Mechakinesis
Medium
Mental Blast
Mental Control
Mental Drain
Mental Probe
Neural Manipulate
Nullify
Omnisense
Omnitracking
Overload
Parabolic Hearing
Perspective Vision
Postcognition
Precognition
Probability Manipulation
Psi Weapon
Psychic Combat
Psychic Interference
Psychokinesis
Psychometry
Pyrokinesis
Radar Sense
Relive Injury
Replay
Sonar Sense
Suspended Animation
Telekinesis
Telepathy
Telereception
Terrakinesis
Total Memory
True Sight
Undead Control
Willpower
|
ABSORB SKILL |
| This
ability allows the character to gain the skill knowledge needed to use
any non electrical or mechanical object by touching it, and absorbing
the necessary skill/s from the previous owner or user. The skill level
will be equal to that of the previous person's. The skills are retained
for 1 day x
WIS, +1 day per level.
5 points to buy this at 1 day x WIS. +1 day each time rebought. |
|
AERIALKINESIS |
This
is the ability to tap into and manipulate the element of air.
This
conveys several abilities.
1)
The character can surround himself or
any within his line of sight with a pocket of air of up to WIS x10
centimetres radius (+30 centimetres per level) and an MR equal to WIS (+1
per level). Air supply lasts 1 minute per WIS, +1 per level. This can
also act to purify air, removing all pollutants, including but not limited to: smoke, poison
gas, dust and anything of a particulate size of than a grain of sand or
less from its area of effect. It will not affect natural moisture in the
air at all. It will also reduce the duration of any gas based magics or
attacks that are affected.
2) A thin layer of air surrounding the
character is enhanced so that it now forms an armour, with HPs equal to 10
per WIS. This armour retains the transparent properties of clear air and
the recipient can easily see through the Air Armour. Those observing the
target see his outline as slightly blurred or obscured, although not in
such a way that he is more difficult to strike in combat. 4) The character can change the wind's direction and even increase its speed or stop it altogether within a WIS x10 metre radius (+10 metres per level). A wind rush can have a speed of up to WIS x6kph, and is able to knock people and objects over. Using this he can ride the wind at WIS x2kph (+2kph per level), lifting himself and an extra WIS x5kgs, +5kgs per level. One final side effect is he can greatly enhance the effectiveness of missile weapons by increasing the force and accuracy with which they strike. It adds a +1 to the attackers thaco, 1 to damage and doubles the range. 5) The character can create a whirlwind with a 1 metre radius per 2 WIS (+2 metres per level) anywhere in his line of sight. It has a rotational speed of WIS x10kph, +5kph per level. Any caught in it will be swept up and hurled around unable to perform any actions. However his control is such that he can create a cyclonic prison of air. The character may walk in and out of the cyclone as if it were clear air. Otherwise the vortex will not permit anything to exit it and will suck in anything that touches it that fails a successful STR versus STR roll with the vortex having a STR of 20 +1 per 2 WIS. Exiting the vortex does D6 per WIS. It is possible to fly over the top but this requires a DEX roll with recapture and 8D6 of impact damage if you fail. The vortex appears to be smoked glass with dust and fog writhing around in it and is remarkably quiet. Another side to this is his ability to create a similar pocket cyclone around himself. Said cyclone adds -2 to his physical elusiveness against hurled missiles like arrows and spears. This increases to -5 for heavier objects due to the fact the tornado obscures the caster's position. The shield adds -1 to the caster's physical elusiveness against swords, etc. The vortex has a STR of 18, +1 per 5 WIS, and people must make a strength roll to force their way through the vortex to grab the caster. 6) The character can walk on mist, fog, or other vapours as if they were a solid surface. The character uses his normal walking movement on the level and half his normal walking movement while climbing. 10 points to buy this power. +10 points to rebuy with the listed increases (+5, +2, etc. Whatever the bonus is listed after the plus symbol). |
|
ANCESTRAL MEMORY |
|
You have access to the memories of your direct genetic ancestors. If you want to know something the GM must determine whether or not your ancestors knew the answer. Skills available from an era previous to your own may be bought at half price. 5 points to buy this power. It may not be rebought. |
|
ANIMAL CONTROL |
|
The character is one with the animals and can pass among them without disturbing them (birds will not fly away and animals will not hide). He has several abilities; 1) Animals will obey simple telepathic commands. The telepathy works within line of sight or a radius of 10 metres per WIS, +10 per level.2) The character also has empathy with all animals, able to sense their emotional state. 3) He can summon any animals in the area. Up to 1 animal per 2 WIS of choice, +2 per level. He can summon any animal within a 100 metres per WIS radius, +100 metres per level.4) For 1 hour per WIS (+1 hour per level) can add +1 HPs per WIS (+5 per level) to any 1 animal per WIS within range. 10 metre per WIS radius. +3 metres per level. 10 points to buy this power. +10 points to rebuy all the abilities with the listed increases (+5, +2, etc. Whatever the bonus is listed after the plus symbol). |
|
ANIMATE I |
|
The character can cause any non living physical object that he touches to come alive and obey simple commands. The object can talk (will answer questions) and move (if has wheels or legs). Control 1 object per level of up to WIS x10kgs size (+10kgs per level). 5 points to buy this power. +1 object and size +10kgs each time rebought. |
|
ANIMATE II |
|
The character can bring to life any image that he touches including tattoos, paintings, sketches, photos, video and digital images. The image will posses a full body with all weapons, powers, etc displayed in its picture along with HPs equal to the animator's. It will obey all commands but for each day alive has a 10% cumulative chance of gaining free will, –5% per level of animator. Can give life to 1 image per 3 WIS. It will remain for 1 hour per WIS, +1 hour per level. 10 points to buy this power. +1 image and +1 hour each time rebought. |
|
ANIMATE III |
|
The character can transport his life-force into any object that he touches. The character's body disappears and looks as if his body is being poured into the object being animated. If the object touched is initially inanimate then the character cant control that particular object. Example: if a character animated a piece
of wood then he could do nothing at all but lay in the same position. If
the character animated a car then he could start the car and move the
car and use any instruments installed into the car. While the character
is in an inanimate object he would not be able to see, hear, smell, or
be able to sense anything, but, if he is attacked he does take damage
(the object animated takes on the character's hit points). For any of these attacks the damage would be equivalent to a physical hit, plus any damage adjustments. Any inanimate object that the character animates, he then can control any moving parts within the object. 10 points to buy this power. It cannot be rebought. |
|
BACKFIRE |
|
By touching a victim the character can cause their power/s to feedback and do damage to themselves even if they're immune to it. Once touched the victim is affected until he leaves his line of sight. 10 points to buy this power. It cannot be rebought. |
|
BLEND |
|
The character can blend into his surroundings and become 100% undetectable if standing still, 75% if move up to 1 metre per round, 50% if 2 metres per round, 25% if 4 metres per round and 0% if move any faster. 5 points to buy this power. It cannot be rebought. |
|
CHRONAL SHIFT |
| The character can jump a short
distance ahead in time. During the time of a character’s temporal
jump the character is not affected by anything that happens in the
normal time line. When the character comes back in the next round to the
timeline, he/she will notice the after effects that happened during the
previous round. This can also be used on others with the subject
reappearing in exactly the same orientation and condition as before. For
the subject, no time has passed at all. If the space from which the
subject departed is occupied, upon its return to the time stream, it
appears in the closest unoccupied space, still in the original
orientation (determine the closest space randomly if necessary). Finally this can be used to send bullets, etc one round of time ahead or into the past. If taken again then the character gains the ability to alter his chronal frequency and shift between years in time. If the location is not known then the character simply transports over to the same geographical location in the other time frame. The character can travel over a time span of 10 years per WIS, +10 per level (if the power is taken twice then its 20 years per WIS, a third time its 30 per WIS, etc).
The character can affect him self or a victim and 100kgs per WIS. As the
hero rematerializes, gases and liquids move aside before he solidifies.
Normal safeguards prevent the hero from consciously phasing into a solid
mass. Extremely dense materials like Neutronium or black holes are not
impassable to this character. Naturally the character is able to survive
the ravages of crossing time, and as a side effect is also immune to the
pressure less environment of outer space and any high pressure Finally the hero instantly knows what year he is in and how to get home. He can perceive any chronal wormholes, gates, planar portals, etc and where they go. 15 points to buy this power. The character can travel +10 years each time rebought. If the power is taken three times then its 20 years per WIS, a fourth time its 30 per WIS, etc. |
|
CHRONOKINESIS |
|
The ability to control the element of time. This confers several abilites; 1) The character can place himself between two time periods (a fraction of a second between the character’s present time line and the future). As a result, the character’s outline appears blurred, shifting and wavering. This distortion grants the subject semi invisibility (-4 to hit). Another effect of this temporal field is to shroud himself from detection by divination and psionic powers, spells and mystic objects such as crystal balls.2) He can age any object or organism 1 year per WIS, +1 year per level for every melee that touch (unless save). An object can be aged to the point that it weakens or decays. For example a character touching a sword may be able to age it to the point that it rusts, for a door it will age it to the point that it warps, for stone it will weather to the point that it will turn to sand, for food it will decay to the point that it becomes rotten or spoiled etc. The effect lasts for 1 hour per WIS unless the organism dies or the object is destroyed. He can also do the reverse and rejuvenate organisms. 3) The character can slow objects over a 3 metre radius per WIS (+2 metres per level) anywhere within the character's line of sight. If he cant see then it just centres around him. He can slow 1 person or object by 50%, +10% per level for WIS x1 melee. This will of course also effect actions, dodge ability, etc. He can also speed up objects in exactly the same way.15 points to buy this power. +15 points to rebuy with the listed increase (+5, +2, etc. Whatever the bonus is listed after the plus symbol). |
|
CLAIRAUDIENCE |
|
Can tune in to any location that have been to before or person that have met and listen for 1 minute per WIS, +1 per level. In this case he can hear distant sounds and voices despite any intervening distance or barriers. The power is not hindered by factors that affect normal sound transmission such as distance, time lag, muffling, distortion or the absence of a transmitting medium. Because of this Clairaudience has superior range over any enhanced hearing. Only Clairaudience enables the hero to hear across a vacuum for example. Unfortunately Clairaudience can act as a pipeline to direct another's Psionic or Sonic attacks toward the hero. Because of this side-effect the hero is +1 to resist such attacks. These attacks need not even be aimed at the hero but might still affect the hero if the other Power is being used in the area the hero is spying upon. When the power operates it overrides the hero's natural hearing. Distant sounds are sensed at their original volume level. The power is normally a voluntary power that must be summoned. Sometimes it functions automatically; this can be the result of improper control, tampering by outside forces, or be triggered by sudden, dramatic events occurring to someone with whom the hero shares an emotional rapport. When using the power to eavesdrop on another Clairaudient, that person may automatically sense the first Clairaudient's effort. 5 points to buy with one minute limit. +1 minute each time rebought. |
|
CLAIRVOYANCE |
|
The character can tune in to any location that have been to before or person that have met. The duration is 1 minute per WIS, +1 per level. The hero can see distant sights without directly seeing it with his eyes. The hero receives a visual simulation of what he would see if he were actually present at the scene. The power is not hindered by any of the factors that affect normal light transmission such as distance, blockage, obscurement, and time lag. It can be used to see things that are impossible for a telescope or Telescopic Vision. For example current conditions inside a sealed room on the surface of Venus. When in use the power overrides normal vision. Normally the power is consciously controlled. Sometimes it functions automatically. This can be the result of improper control, interference, or be triggered by sudden, dramatic events occurring to someone who whom the hero shares an emotional rapport. The power can work against the hero if unwanted visions obscure the hero's sight or distract him at a crucial moment. When the power is used to spy on another Clairvoyant there is a possibility of that person detecting the use of the Power. Clairvoyance can function as a pipeline to draw light-based and Psionic attacks toward the hero. Such attacks may even affect him if they were aimed at something else within the area he is spying upon. The hero has +1 resistance to such attacks. Clairvoyance can be used in conjunction with other powers to increase the range at which those powers can affect a target. 5 points to buy with one minute limit. +1 minute each time rebought. |
|
CREATE SOLID ENERGY CONSTRUCTS |
| The hero can transform
energy into a matrix that simulates solid matter. This matrix may be any
shape the hero desires, although greater complexity requires an WIS roll
to create. The energy matrix possesses Strength equal to the hero's WIS.
It continues to exist for a duration determined by the hero's WIS x1
minute. After that time the matrix harmlessly dissipates.
Some of the uses for this power
include; Pieces that are "broken off" from the matrix immediately revert to their original energy form. It has a line of sight range with a size of 1 metre per 5 WIS, + 3 per level. HPs per object = WIS x10. Can create any shape objects, up to 1 per 5 WIS, +1 per level. Melee weapons do D6 damage per 10 HPs. 10 point to buy this power. It cannot be rebought. |
|
CRYOKINESIS |
|
This is the ability to tap into and manipulate the element of cold. This conveys several abilities. 1) The hero can increase and decrease the level of a snow storm. He can do all this within a WIS x10 metre radius (+10 metres per level) for WIS x1 minute (+2 minutes per level). This can be used to simply drench someone or be turned into a full blizzard (movement, actions and any combat rolls reduced by two thirds). Cold effects apply during a blizzard.2) The character can reduce the temperature dramatically anywhere within his line of sight. This can cause a victim's hands and feet to get frostbitten, as if from exposure to extreme cold. The victim gets a save against this effect, but it must be made at -2. When affected by Frostbite the victim will fight with -4 and -40% on all rolls. These effects persist until the victim's extremities are defrosted by heat. Note that any extremity in a frostbitten state for more than 3 hours could potentially become gangrenous. Surfaces on the other hand will become extremely slippery and in some cases brittle. 3) He can sculpt and shape snow and ice as he desires. One side effect of this is the ability to turn a pile of ice into a weapon which does D6 damage per 4 WIS. 4) The character can draw on an snow or ice source and surround himself with it so that it now forms an armour, with HPs equal to 15 per WIS. 5) The hero can reach out to snow and ice and form arms or other shapes out of the ground. He can then exert his strength through these arms. The arms can take damage equal to his total HPs, and its stretching ability is dependant on the amount of material available for it to draw on. Does D10 damage per 3 metres height. 6) The character is totally immune to cold and like attacks. 10 points to buy this power. +10 points to rebuy with the listed increases (+5, +2, etc. Whatever the bonus is listed after the plus symbol). |
|
CSI |
| This allows the hero to
determine the exact cause of death of a corpse. He can also see whatever
the recipient corpse saw at the very instant of death with the intent of
learning the identity of the murderer, or at least the location of
death. As a side effect by looking at a person he can sense if they are about to die within the next 24 hours, and if so how. 5 points to buy this power. It cannot be rebought. |
|
DANGER SENSE |
|
This power automatically warns the hero about impending danger. There are 2 different ways it may work. The character chooses at the start which type he has. It either; 1) Actively gives him a sense of imminent danger with a warning time of 1 minute per 5 WIS, +1 minute per level. Will know direction and threat level. +1 to Perception. Gain +1 willpower save per 5 WIS, and +1 every 2 levels. 2) Whenever there is impending danger to the character he avoids it by not noticing its there. He becomes distracted by a passing pretty girl and avoids a punch. He bends over to pick up the shiny pebble and dodges a bullet, etc. Gain +1 willpower save per 5 WIS, and +1 every 2 levels. 5 points to buy this power. +1 minute each time rebought. |
|
DEATH STARE |
| Must have eye contact. Once this is
achieved the victim must save vs. Willpower or die. Even if the victim
saves then he is knocked out for 1 day per WIS of the user. The character
is immune to own stare.
10 points to buy this power. It cannot be rebought. |
|
DETECT META ABILITIES |
|
The character has the unique ability to sense super powers in other beings. He automatically senses when a super being comes within sight range. With this ability it is also possible to determine some things about the being. The character can sense the general power of the abilities (latent, low, equal to the character, high, powerful), the nature of the being's powers (mutant, alien, or experiment), and their general type (energy expulsion, heightened senses, some sort of shapeshifting). Magical super abilities cannot be sensed or tracked due to their non biological nature. 5 points to buy this power. It cannot be rebought. |
|
DIAGNOSE |
|
By carefully laying on hands, the character can sense the subtle currents of living energy within an organism. He can detect any flaws within this energy flow and diagnose ailments and injuries. 5 points to buy this power. It cannot be rebought. |
|
DISGUISE AURA |
| This is the ability to disguise
one's true aura concealing experience, health, powers, magic, etc. After
third level the character can also alter the auras of other living
organisms within his line of sight. This transference can lead to
innocent beings being considered powerful beings or practitioners of
magic. Can affect up to 1 organism within line of sight per 5 WIS, +1
per level.
5 points to buy this and affect 1 organism within sight per 5 WIS. +1 per 5 WIS each time rebought. |
|
DIVINATION |
|
This power confers precognitive flashes which can be used to determine correctly the procedure for overcoming a problem or surviving (eg. escape a trap, defuse a bomb, etc). 5 points to buy this power. It cannot be rebought. |
|
DIVINE AURA |
|
This character can surround himself with a field which makes him seem more imposing. May only use 1 of the following at a time; 1) Once per melee he can issue a command (eg. stop, look, no, etc) which everyone who hears must obey. Victims are –1 to attack.2) The character can attract one follower per 4 WIS (+1 per level) who will obey only him and do all he commands unquestioningly. 3) He can subtly alter his aura to one of extreme intimidation. When this is active anyone looking at the character must save vs trauma or break down, start crying and beg for mercy until the power is turned off. 4) Another aura shift can cause nausea to all in view. When this is active anyone looking at the character must save at –2 (additional –1 per 2 levels) or start vomiting until the power is turned off. 10 points to buy this power. It cannot be rebought. |
|
DOMINATION I |
|
This character can transfer his mind into any life forms within his line of sight. Once inside he takes over the body completely (the victim will remember nothing from moment that he is taken over). He can still use his own skills but not any other powers he may have. Victims can make a saving throw at the start and then once every one hour per WIS of the victim. If taken twice he can transfer his entire body. 10 points to buy this power. It can only be rebought once. |
|
DOMINATION II |
|
This is a unique form of Domination. By touching a dead body (human, animal or alien) he can transfer his mind into the living body of whomever last saw the dead victim alive. He will initially be disorientated for D4 turns as he takes stock of where he has ended up. Once inside the victim he can still use his own skills but not any other powers he may have. There is no limit to the distance of transferral but it must be in the same dimension and era. If taken twice he can transfer his entire body. 10 points to buy this power. It can only be rebought once. |
|
DOMINATION III |
|
This character can transfer his mind into any machine within his line of sight. Once inside he takes over the device completely. He can still use his own skills but not any other powers he may have. The device has no saving throw. If taken twice he can transfer his entire body. 10 points to buy this power. It can only be rebought once. |
|
DREAMWALK |
| This hero can actually
enter into the short lived pocket dimensions created by a person's
dreams and nightmares. These Dreamworlds are outside the boundaries of
normal reality and exist solely as a reflection of the dreamer's
imagination. The Dreamtraveller must be within line of sight of the
dreamer in order for the power to function. The Dreamtraveller has
no direct control over the conditions within the Dreamworld. He can
interact with things within that world by performing
"physical" actions much as he would in the real world.
If the hero has other powers these exist in equivalent forms. The Dreamtraveller can suffer real damage as a result of events that affect him within the Dreamworld. He might even die. The equivalent of the damage appears in the hero's real body. Normally the hero's real body retains its solidity during Dreamwalking. Each Dreamworld is unique to the specific dreamer and retains no existence except during the act of dreaming. Dreamworlds are not the same as the Dream Dimension, although it is possible they exist within the greater Dream Dimension. It is possible that Dreamworlds touch each other and may even overlap in the case of telepathic dreamers. If so, it is possible that the Dreamtraveller can enter one Dreamworld and exit one of someone else's. 5 points to buy this power. It cannot be rebought. |
|
ELECTROKINESIS |
|
This is the ability to tap into and manipulate the element of electricity. This conveys several abilities. 1) The character can interrupt the electrical signals in a victim's brain. The victim will become dazed and disorientated. Combat rolls will be -10 and -50%. Range is line of sight.2) The character can hinder the function of electrical devices by slowing the current that powers the object. WIS x2% chance +10 per level of disrupting and ruining any electrical equipment. Line of sight or WIS x10 metre radius, +2 metres per level. 3) The character can change the nature of normal weapons into electrical ones. This may be either melee weapons or batches of missile weapons (arrows, bullets, bolts) which are within his line of sight. The electrical characteristic of a weapon does not appear until he concentrates on it, and then lasts until the first time it hits something or can no longer see it. Weapons do an additional +D4 per 3 WIS. This however can be regulated. So if he could normally do +4D4 then he can choose to do anywhere between +D4 to +4D4. 4) He can sense all electromagnetic fields and locate any operating electrical devices (eg. hidden surveillance devices, power cables, electrical traps, etc) within his line of sight or WIS x10 metres, +10 per level.5) The character is immune to all electrical type attacks. 6) He can target specific electrical systems within his line of sight and overload them. Alternatively he can manipulate any electricity into lashing out up to 1 metre per 2 WIS +4.5 metres per level doing 3D6, +D6 per level. 10 points to buy this power. +10 points to rebuy with the listed increases (+5, +2, etc. Whatever the bonus is listed after the plus symbol). Damage begins at D6 and increases by the same amount each time rebought. |
|
EMOTION CONTROL |
| The hero can
transmit either his own emotional state to another or
manipulate their emotions to what he desires. They must be
within his line of sight or
20 metre radius (+5 metres per level). The power functions for as long as the hero
concentrates on using it.
Confusion will affect the victim's ability to make decisions, his sense of direction, time or what is going on. -3 on everything. Despair will cause a 3% chance of surrender per WIS, +2% per melee. Combat rolls halved but fleeing MR is doubled. Fear will cause a 4% chance of fleeing per WIS, +3% per melee. Combat rolls reduced to one third but fleeing MR is doubled. Hate will cause the victim to act rashly, with a 4% chance per WIS to attack the source of his dislike (old hatreds surface), +1 to hit source, -1 all else. Satisfaction will cause a 4% chance per WIS to reconsider actions, not attack, show mercy, halt rampage, etc. 10 points to buy this power. It cannot be rebought. |
|
EMPATHIC |
| The hero can detect the
emotional state of any one person within his line of sight or 20 metre
radius (+5 metres per level) and further refine that knowledge to
discover the target's physical state, surroundings, and location,
insofar as these have an influence on the emotions. It can be used to
detect lies or sense a nearby presence.
5 points to buy this power. It cannot be rebought. |
|
ENHANCED COGNITION |
| This character
is of gifted intelligence. 1) Mathematical equations are a breeze, and he can solve virtually any problem in his head in a matter of seconds. 2) Memories are permanent and can be recalled with crystal clarity at any time. 3) Can read through 1 page per minute per WIS. +1 page per level. 4) Can learn one additional skill per level. 5 points to buy this power. It cannot be rebought. |
|
EXORCISM |
|
Force out anyone/thing possessing a victim unless save. Even if fail the victim gains a new attempt at resisting the possession at +1 per exorcism attempt. 5 points to buy this power. It cannot be rebought |
|
EXTERNAL METABOLISM |
|
The character can assign part of his metabolism to any other life form with his line of sight. The victim's body will perform the task for him, so long as their own metabolism is adequate to cope. Thus another person could do the breathing while he went underwater, or make them vomit if he was ill, or have them suffer the effects of his illness. 5 points to buy this power. It cannot be rebought. |
|
EXTRA DIMENSIONAL STORAGE |
|
The character has the ability to place physical objects into a pocket dimension. It travels near the character at all times and is not centred upon any physical object. It takes 1 melee action to pull objects out of or put them into the pocket. The pocket dimension has a maximum storage capacity of WIS x9kgs, +4.5kgs per level. The size of the object matters not, just the mass. The character can sense what is going on inside the pocket. Further, those attempting to open the pocket dimension are immediately known to the character. In an emergency the character can place himself in the pocket but it will remain in the same spot. While he can breathe in there he wont have any food or water except what he takes in with him. 10 points to buy this power. + an extra x1kg each time rebought. |
|
GHOST STEALTH |
| The character has several
small abilities that comprise his unnatural stealth.
1) He can jog (running at half speed) while prowling and make no more noise than if he were walking. He can mask his body heat to be equal with those of his surroundings, thus becoming invisible to thermal vision and heat sensing devices. External body temperature can be varied (plus or minus) by 10C degree per 3 WIS at level one plus 10C degree per level of experience. 2) His natural odour is almost imperceptible, causing a -3% per WIS to attempts to track him by smell alone (or require a difficult perception roll). Animals (most anyway) will not recognize the character as a human or as a predator. Deer will graze and birds will continue to chirp in the character's presence. 3) Social Invisibility is a pseudo psionic power that warps the mind of all those who view the character. This unrecognition enables the character to slip from other people's memory. An eyewitness will be unable to describe the character. People will wonder if they actually met the character or not. This can be a very useful power for heroes (or spies) who wish to remain anonymous but can be disadvantageous to those who rely on personal reputation or recognition. This power allows the character to fit in anywhere. Most people will ignore the social invisible character and soon pass them off without a second glance. 4) Finally a bio-aura surrounds this character making him invisible to all cameras, electronic sensors, artificial optics, robots, etc... This power does not affect normal sight unless the viewer is relying on an electronic means of perception. 10 points to buy this power. It cannot be rebought. |
|
GPS |
| This ability allows the character
to know exactly where he is geographically on any planet. He will know
everything about the area within a WIS x1 kilometre radius.
5 points to buy this power. It cannot be rebought. |
|
GRAVITYKINESIS |
|
This is the ability to tap into and manipulate the element of gravity. This conveys several abilities. 1) The character can rearrange his centre of gravity so that any designated surface becomes "down". If he jumps off the surface then normal gravity takes effect again. This can allow the character to walk along walls or ceilings but without needing to worry about weight or speed restrictions.2) The character if successful in grabbing hold of another person can use his gravitational power to crush his opponent. The character can also increase his physical grip by forming a gravitational field in his hands and arms. This effectively increases his gripping STR by 8 points, plus 1 per level. STR damage bonus applies to damage done with these attacks. 3) The character can make his body and any object within a 1 metre radius impervious to the effects of external gravitational fields allowing him to float. The character can then focus his attractive power on a distant heavy object, pulling himself towards it. Combined with his float power, above, the character gains a limited flight capability. The character must always be moving towards the object he is focused on. A severe limitation on the character's flight is that he needs an object behind him to slow down. This might not pose a problem in locations with many buildings, etc, but must be taken into consideration. The character can also grapple onto objects above ground level to gain altitude (coming back down is easy, because the ground is always there). 4) The character can surround himself with a field of gravity. While not adding any HPs it will draw straight to the ground any kinetic attacks, preventing him from being hit. It has no effect on other attacks such as lasers or mental. 5) The character can hurl objects from him. It relies on rotational motion, functioning like a hammer throw. If a character pulls an object towards him, he gives it velocity. The character can then step out of the object's path, and pull it towards him so that it traces a somewhat circular path (with the character at the centre). The character can then release the object, and it will travel in a straight path towards the target. The limitation is that objects must have a mass no greater than one third the mass of the character, or he will be pulled off of his feet towards the object/s being hurled. This will cause the character to lose control of the object, sending it off behind him. Objects must initially be no closer than 3 metres away and no further than 180 metres plus 6 metres per level. The range of the thrown object is 30 metres. After landing the object will likely skid for a short distance doing half damage to anything it strikes. 2D4 x10 damage +4 per level. 6) The character can pull objects towards him with an effective STR of 40, +5 per level. Note when objects are pulled they often have considerable velocity, especially if they're not held back by large frictional forces. This means small objects will typically move faster than large objects when pulled in this manner.Characters can regulate the effective STR of their pull by 5 attribute points per level of experience. The character can stop using his power before the object reaches him, hoping that friction with the ground will slow it down. If the character attempts to pull large objects (comparable to his own mass), he will feel the gravitational attraction as well, and must "anchor" himself to an object in the opposite direction. This anchoring is a natural reflex, and costs no additional attacks. 180 metres + 8 per level. Example: A fourth level character can opt not to use the +15 effective STR bonus, and can lower the standard STR of 40 to as little as a STR of 20. If the character steps out of the way the object will cause the effective STR times 2 HPs damage to whatever was behind the character. If the character doesn't step out of the way the object will strike him. The object has likely been pulled with an effective STR greater than the character's actual STR, and will cause 2 HPs for every point of difference between the two (reduced because the character can try to "catch" the object). For small objects (22.5kgs) the object does only 1 HPs per PS point. 10 points to buy this power. +10 points to rebuy each ability with the listed increase (+5, +2, etc. Whatever the bonus is listed after the plus symbol). |
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HOLOGRAPHIC PROJECTION |
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Can project a realistic 3D image of anything the person can imagine up to one metre away with a radius of 30 centimetres. The projection can be a realistic simulation of something the character saw, a fanciful creation direct from the hero's mind, or an abstract display of light. If the character has telepathy he can project whatever he sees in the other person's mind. 5 points to buy this power. It cannot be rebought. |
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HOLY/UNHOLY WEAPON |
|
Can mentally will into existence a
soul weapon of light or dark which can affect both physical and ethereal
supernatural creatures. Thrown Weapons - Short bows, shuriken, throwing axes, and throwing knives. The weapon has 20% more range than a normal weapon of its type. Use limited only by number of melee attacks of character. Whips - Can fire a soul rope WIS x1metre +1 metre per level and mentally control end of it making it sticky, allowing people to swing on it, climb up it or entangle with STR equal to WIS.10 points to buy this power. It cannot not be rebought. |
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HYDROKINESIS |
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This is the ability to tap into and manipulate the element of water. This conveys several abilities. 1) The hero can reach out through a pool or lake, forming arms or other shapes out of the water. He can then exert his strength through the water arms. The arms can take damage equal to his total HPs, and its stretching ability is dependant on the amount of water available for it to draw on. Does D6 damage per 3 metres height.2) He can breathe any true water which has oxygen in it. 3) He can exert control over a nearby body of water able to calm it or create waves. 2 metre radius per WIS, +3 metres per level within line of sight while concentrate. The size of the wave can be up to WIS x1 metre doing D6 damage per metre size. If the body is large enough he can even create a whirlpool of 1 metre radius per 2 WIS, +2 metres per level until his concentration is broken. 4) The character can purify any water so that it is suitable for drinking. In the case of sea water it removes the salt content. 2 metre radius per WIS, +3 metres per level. As a side effect he can also remove toxins from himself or another. He must first make a cut somewhere on the body. From this cut he can then summon out any poison, venom or other toxins from the body. 5) He can form a protective barrier of water around himself from an existing water source. Any kinetic attacks are simply caught in the water and slowed to the point of ineffectiveness. Lasers are diffused and rendered harmless. There are no actual HPs. 6) The character or any within his line of sight can walk on water. 10 points to buy this power. +10 points to rebuy with the listed increases (+5, +2, etc. Whatever the bonus is listed after the plus symbol). |
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HYPNOTISM |
|
This allows the hero to; 5 points to buy this power. It cannot be rebought. |
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ILLUSION |
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Can create realistic 3D images of anything the person can imagine anywhere within line of sight with a radius of 2 metres per WIS +5 per level. Although not physical images will look, sound and smell real to the victim. These Illusions can be mechanically detected and recorded by such means as photography or television. The Illusion can take any size or appearance the hero desires and is limited only by his imagination. The Illusion can be a realistic simulation, a fanciful creation direct from the hero's mind, or an abstract display of light. The hero is playing with light itself and can create anything that is visible. Since most people depend on vision to gain information on their surroundings, this power presents the awesome ability to apparently alter the nature of reality. The hero can cast his Illusions anywhere though he must be able to clearly see the area where the Illusion is formed if he wants to make it at all realistic. If the hero possesses a means of extending the range of his senses, he can maintain the realism of his Illusion at up to full range of both this Power and that of whatever means he uses to extend his vision. Ways of increasing the senses' range include mechanical means such as binoculars and remote TV cameras and sense-extending Powers, most notably Telescopic Vision and Clairvoyance. The GM is free to determine how long the hero can maintain his concentration in a given circumstance. Breaking the hero's concentration abruptly terminates the Illusion, while merely getting distracted causes the Illusion to begin to lose realism (drift, lose detail, become translucent, and so on). The Illusion's effect on a viewer varies. A viewer must make a Psionic save at -1 per level of the Illusionist, success means the viewer now recognizes the Illusion's true nature. Players running characters viewing an Illusion are only allowed to make a roll if they suspect the Illusion. This can occur if they physically touch the Illusion, if the Illusion is somehow flawed, or if the character is just naturally cynical. Since Illusion-Casting includes the Power of Light Control, Illusions can provide a measure of protection against light-based attacks. An Illusory tent would provide protection against both infrared and ultraviolet light, thus keeping the hero cool and safe from sunburn. It does not provide protection against any of the other ways Moms Nature has of affecting us. That Illusory tent would be drafty, cold, and flimsy. If the Illusion-caster has any of the Energy Expulsion Powers, these can be redirected to apparently originate from the Illusion rather than from the hero. More commonly, the power is used to disguise the true nature of anything the hero or her companions might be doing. The main drawback to Illusion is that the hero must keep his Power's true nature a secret from his adversaries. It must be presented as if it were another power entirely. Even if the Power's nature is public knowledge, the Power is still effective. The Powers of Light Emission and Light Control are innate factors of Illusion. As such, the hero has the ability to generate any intensity and frequency of light. He can warp light, alter its frequency, and change its degree of coherency. The hero can simulate other visual Powers with some effectiveness as well. As well the character can simulate invisibility. The effects are nearly the same, anyway; the hero becomes effectively invisible to any living or artificial being. The hero actually remains visible but he can now surround himself with a holographic Illusion of empty space. This field can be limited to the hero's body or increased to cover a large area. Within the Illusory Invisibility, things remain visible. From the point of view of anyone within the Power's protection, it appears that the area has been surrounded by an irregularly-shaped transparent balloon that causes weird tricks of light. Outside the "balloon" a viewer sees only the Illusion of empty space, even if the viewer has just stepped out of the invisibility field. Standing at the edge of the field can result in a headache as the viewer's eyes see both the reality and the Illusion. Of course, the hero has to be able to see his intended target; otherwise he would be unable to simulate the appearance of emptiness appropriate to the target area. Casting an Illusory Invisibility in the air or in space is easier. Note that as this is an Illusion, it can be detected by careful visual examination or the simplest of physical tests. The "empty space" is only what the hero imagines such an empty space to look like. As the hero tries to hide more area, the problems of realism multiply. If the Illusory Invisibility and the viewer move in relationship to each other, the viewer might be able to detect a slight distortion of light at the edge of the field. (The player can imagine it by thinking of a clear drinking glass). The flaw is when the field is viewed from above; a viewer sees the ground below but may realize that the surface detail is not continuous. Rivers And roads have sudden, unexplained gaps. Clairvoyance cannot detect Illusions at all and thus would also penetrate the deception. The Power cannot deceive any of the other senses or such Powers as Radar, True Sight or Telepathy. 10 points to buy this power. It cannot be rebought. |
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IMMOVABLE |
| The ability to withstand
great amounts of expected kinetic force and remain in a perfect upright
position. As long as the character knows he's about to be hit by sudden
force like a truck, he automatically becomes almost impossible to move.
5 tons per
WIS
+1 per level. The subject must be aware of an attack to
prepare for the blow. If the user is permitted to make a dodge or a
parry roll, then he is able to activate his power. Likewise if he grabs
the ground with his fingers or toes he is extremely difficult to lift
(with the same abilities).
HPs
+4D6 x10.
10 points to buy this power. It cannot be rebought. |
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INSANITY |
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Through eye contact with the victim the character can force him to witness the moment of death of all those he has harmed, through his victims' eyes and develop a random insanity. For every minute of eye contact the victim has 10% cumulative chance of going into coma. Victim can save vs. insanity at –1 per level. 10 points to buy this power. It cannot be rebought. |
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INSECT CONTROL |
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The ability to command insects. This confers several abilities; 1) Insects will obey simple telepathic commands. The telepathy works within line of sight or a radius of 10 metres per WIS, +10 per level.2) The character also has empathy with all insects, able to sense their emotional state. 3) For 1 hour per WIS (+1 hour per level) can add +1 HPs per WIS (+5 per level) to any 1 insect per WIS within range. 10 metre per WIS radius. +3 metres per level.4) The character can summon 100 insects per 2 WIS of choice, +100 per level. He can summon any insect within a 100 metres per WIS radius, +100 metres per level. If desired he can make them cover him creating a form of armour with 10 HPs per WIS, +30 HPs per level. 10 points to buy this power. +10 points to rebuy all the abilities with the listed increases (+5, +2, etc. Whatever the bonus is listed after the plus symbol). |
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INSIGHT |
|
This has three components; 5 points to buy this power. It cannot be rebought. |
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INTIMIDATE |
| The ability to instil fear in
others through eye contact or within a 5 metre radius +5 metres per
level. Victims who fail to save break down, start crying and beg for
mercy until the power is turned off. From third level on the fear attack
also causes the victim to vomit until the attack ceases. The base
victim save is -1 per WIS of the user, +1 every 2 levels. Immune to all
fear attacks including magical.
5 points to buy this with 5 metre radius. -1 save and +5 metres each time rebought. |
| INVISIBILITY |
| With this power a hero can render
himself undetectable by normal, consciously willed sight. There are four
very different means of accomplishing this effect. Each form has unique
characteristics regarding such factors as the area made invisible,
protection against light-based attacks, mechanical detection, and
detection by other means.
He can affect himself + an additional 3kgs per WIS +3kgs per level. Simple physical contact can alert others to the hero's presence (Physics, Hallucinatory, Holographic). An invisible character may find himself surrounded by a coating material (rain, dust, and paint for example). This only effects the physics based Invisibility.
Type I This is the form possessed by Sue Richards. The hero's body is totally transparent to the visible light spectrum. He cannot be mechanically detected or recorded (i.e. by photography or television) and is immune to attacks using visible light (lasers mostly). The invisibility range can be extended to cover other sections of the energy spectrum (infrared and ultraviolet light, radio waves, hard radiation); this also bestows immunity to attacks using these forms. At these levels the hero can also extend the area of invisibility beyond his body. This permits the hero to protect others and more importantly to wear clothing.Type II With this power a hero can telepathically render himself undetectable by normal, consciously willed sight. The hero is actually visible but is ignored and immediately forgotten by beings who would otherwise be capable of detecting his presence. He is also immune to detection by other senses. He can be mechanically detected and recorded (this is where this Power gets weird); a video monitor or alarm that reveals the hero's presence will be ignored by anyone within range of the hero's Power. Photographic film records the hero, but anyone looking at it while within range of the hero's Power will ignore the hero's image. Anyone outside this range can see the hero quite clearly, and will be very confused about the lack of reaction by those around the hero. He can extend this invisibility to anyone in physical contact with him. If the hero loses touch (literally) with someone whom he was protecting in this way, that person is immediately susceptible to the Power's effect and forgets that the hero was ever there. Robots and cybernetic beings are unaffected by this Power, but they can be protected by it. The Power does not affect any light-based attack but does provide protection against psionic attacks +2 vs. Psionics. Type III This is a variation on the telepathic invisibility power (Invisibility II). The hero is actually visible but is surrounded by a telepathic field that makes others see an empty spot where the hero is. The hallucination can incorporate the hero's surroundings and affect real-time viewers at a great distance. In other words the hero can disguise the area around himself and this disguise will fool anyone looking at the area, even if they are miles away. However this power doesn't fool film or videotape; these record the scene as it really is. Hallucination also prevents detection by other senses. The hero can be mechanically detected and recorded; as with the telepathic form anyone within range of the effect ignores the hero. Robots and cybernetic beings can also detect him. Simple physical contact can alert others to the hero's presence. This power provides no protection against light-based attacks, but does provide a +2 protection against psionic attacks. Type IV The hero is actually visible but has surrounded himself with a holographic image of empty space. The holograph can incorporate a wide area and affects anyone within line of sight (if someone can see across interstellar space, the holograph fools you). Simple physical contact can alert others to the hero's presence. The holograph can be mechanically detected and recorded as if it were real. It will not prevent detection by other senses. Robots and cybernetic life accept the holograph as real. It provides protection against light based attacks equal. 10 points to buy this power. It cannot be rebought. |
|
LANGUAGE |
| The hero has the ability
to rapidly learn any language if sufficient material is available for
him to work with. Once the language is mastered the hero is fluent in
that language, provided he is physically capable of communicating in it.
The number of languages a hero is currently fluent in is limited to his
level + INT. When a hero exceeds that limit he begins to forget a
previously mastered language. This will usually be some obscure tongue
the hero has had little use for. The speed with which a hero can learn a
new language is determined by its strangeness and what source materials
are available. He can read, write, speak and understand any language
at his base INT score after 1 day (-1 hour per INT of listening, studying
and practicing it).
5 points to buy this power. The amount of languages known increases by his INT score each time rebought. eg. With an INT of 11 he would start with the ability to learn 11 languages. If bought again it increases to 22. |
|
MANIPULATE LOCKS |
| This power allows the
character to open anything stuck, barred, or locked. It opens secret
doors, as well as locked or trick-opening boxes or chests. It also
loosens welds, shackles, and chains. However he must touch the
object to open it.
5 points to buy this power. It cannot be rebought. |
| MANIPULATE WEATHER |
|
The
character can alter the weather in various ways. He can primarily make the
sky overcast although it remains the GM's decision how far away the clouds
he needs to summon are. Once done it allows the following abilities;
1) Once in position he can bump the clouds together to create loud thunderclaps which will startle most people and usually cause animals to flee. 2) He can increase and decrease the level of precipitation. He can do all this within a WIS x10 metre radius (+10 metres per level) for WIS x1 minute (+2 minutes per level). This can be used to simply drench someone or be turned into a torrential downpour (movement, actions and any combat rolls reduced by two thirds). 3) The character can call down a lightning bolt anywhere in his line of sight if it is overcast doing D6 per WIS. +2 thaco with the bolt. 4) He can create a 1 metre per 2 WIS +1 metre per level radius cloud in which victims are blind and have trouble breathing with –9 on all rolls. 5) This ability can be used without any clouds present. He is in tune with the atmospheric pressure around him, and senses when something moves within it (much like a motion detector). His sense radius is WIS x1 metre, +1 metre per level. 10 points to buy this power. It cannot be rebought. |
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MATTER MANIPULATE |
|
This character can alter the molecular structure of anything that he touches with a 30 cm radius per level from each hand, changing 2 elements per WIS. If the elements are next to each other on the periodic table then the change is instant, if not then it requires 1 melee for each space it is away, –1 per level (minute of 1). 10 points to buy this at 2 elements per WIS. +1 element per WIS each time rebought. |
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MECHAKINESIS |
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By touching any machine whether electrical or mechanical the character will instantly be able to use, maintain and repair it (but only for so long as continue touching it). Can also directly interface with computers by touch (they will respond to any command). As a side effect the character can also access the internet just by touching a linked modem or phone line. All he need do is close his eyes and he'll able to see the internet as if it were on a computer screen. 5 points to buy this. It cannot be rebought. |
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MEDIUM |
|
This character can see and talk to spirits and
ghosts. Specifically he can; 5 points to buy this power. It
cannot be rebought. |
|
MENTAL BOLT |
| Through touch or line of
sight the hero can send a mental bolt causing 1 point of pain per WIS to
the victim’s WIS. If this exceeds the victim’s WIS then he collapses for
1 melee per WIS, otherwise he is –1 on all rolls for every 2 WIS effected. Gain
+1 psi save per 5 WIS, and +1 every 2 levels.
5 points to buy this and cause 1 point of pain per WIS. +1 point of pain per WIS each time rebought. |
|
MENTAL CONTROL |
|
The character can take control of the body and voice of any one victim per 5 WIS (+1 per level) within his line of sight. 10 points to buy this power. +1 victim each time rebought. |
MENTAL DRAIN |
| By touching a victim the character can wipe any
memory he desires. However the character cant just read all the victim's
memories and pick one to erase. He must know ahead of time which memory
he wants to remove. He cant affect memories he doesn't know about. The
memory loss lasts for 1 day per WIS, +1 day per level.
10 points to buy this power. +1 day per WIS each time rebought. |
|
MENTAL PROBE |
| The character can bond with another
person via touch and learn everything the victim knows
unless they save.
The knowledge gained lasts for 1 minute per WIS,
+1 minute per level.
5 points to buy this power. +1 minute each time rebought. |
|
NEURAL MANIPULATE |
|
The ability to induce trauma to the nervous system through the power of the mind to anyone within the character's line of sight. Can use on one victim per level. It includes the following abilities; 1) Blindness which causes -9 on rolls.2) Deafness which removes any initiative and causes -6 on thaco and AC to any attacks outside of the victim's immediate line of sight. 3) Muteness which prevents sonic abilities and some magic.4) Pain which causes 1 point damage per WIS. If this exceeds the victim’s CON then he is incapacitated, otherwise –1 on all rolls for every 2 CON effected. 10 points to buy this power. It cannot be rebought. |
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NULLIFY |
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The ability to neutralize certain types of abilities. The character can affect one person per 3 WIS, +1 per level. There are three different ability types he can nullify. Choose one: Magic; victims cant cast any spells or invoke any magic from any object so long as they remain within line of sight of the negator (this includes magic enhancements). Metapowers; victims cant use any of their metapowers so long as they remain within line of sight of the negator. Supernatural; victims cant use any of their supernaturally derived abilities or enhancements so long as they remains within line of sight of the negator. A Were would revert to human in his presence. 10 points to buy this power, choose one type when first bought. Choose a new one each time rebought . |
|
OMNISENSE |
| The ability to instantly know what
dimension the character is in (Note: it may be possible for Cosmic
beings in another dimension to block his senses) and the ability to
perceive wormholes, gates, planar portals, etc and where they go.
Further the hero always knows which way is polar north, and what the
exact time is according to the time zone he is in.
5 points to buy this. It cannot be rebought. |
|
OMNITRACKING |
| The character can psionically locate a chosen
target. This differs from normal tracking in that no physical or sensory
contact however tenuous is required. Consequently the power is not
hampered by the concealment, erasure, or absence of the target's scent.
It can operate over immense distances and even time. The only factors
that can hinder the power are those that diminish any psionic activity.
He can track a specific person or lifeform anywhere within the same
dimension over a time span of 10 years per WIS, +10 per level.
5 points to buy this power. +10 years per WIS each time rebought. |
|
OVERLOAD |
|
The ability to push one's own super abilities beyond their normal limits by drawing from his own HPs. He can reduce his HPs all the way down to 0, but becomes comatose at this point for D4+2 hours. Only a medical doctor can determine that he isn't dead. This confers several abilities; 1) He can increase his CHA, WIS, STR, DEX and CON by 1 per HP or MR by 2 per HP. 2) He can add +1 die (usually a D6) to damage of an attack power per HP used (4 HPs = +4D6 damage bonus on 1 attack). For attacks that do D4x10 or D6x10 damage, or anything similar 3 HPs can instead give a +10 damage bonus. 3) Each HP used can add a melee to duration of a power that is measured in melees, or can add a minute to a power with a duration in minutes, etc.4) For animal control powers 20% more animals than normal can be affected for 3 HPs per hour. For more powerful abilities (controlling people, creating giant insects, or creating more duplicates than normally possible) the cost is 5 HPs per extra per hour. 5) Each 1 HP can be used to give +20% range bonus on visual ranges, and effect lasts for 1 minute. For effect powers the range of effect or the area of the effect (2 different concepts) can be boosted by +10% per HP for 1 melee. 6) For 1 HP accuracy of a heightened sense can be increased by 20% per HP per melee 7) 2 HPs will boost running or flying speed by 16 kph for 1 minute per level. Valid only for characters with super fast running or flying speeds. 10 points to buy this power. It cannot be rebought. |
|
PARABOLIC HEARING |
| The character can pick anywhere
within his line of sight to tune in to. He can then listen in as if the
person were right next to him.
5 points to buy this. It cannot be rebought. |
|
PERSPECTIVE VISION |
|
The ability to see things from a different location, as if his eyes had floated out to a point and then looked around. This point can be up to 1 metre per 3 WIS away, +3 metres per level. When using this a hero can see around corners, looking around them as if he were standing beyond them. He can also look back at himself and see his surroundings. The only restriction is that the character must be able to see the point that he wishes to use as his perspective. 5 points to buy this power. +3 metres each time rebought. |
|
POSTCOGNITION |
| The hero has the ability
to see the past. The power requires the hero to have physical contact
with the target whose history is being examined. The hero can mentally
examine a person, item, or site and mentally relive a specific moments
of history. As such it only reveals factors that somehow affected the
target. It need not be connected to the person. It may also come as a
dream within the area.
Postcognition can be used to gain information on what an item is and who may have handled it. It cannot provide a detailed analysis of the item's internal structure or as yet unrealized potential. Range of 10 metres per WIS, +100 metres per level. How far the person can see into the past is identical to a precog's ability to see into the future. Gain +1 psi save per 5 WIS, and +1 every 2 levels. 5 points to buy this power. +100 metres each time rebought. The timeframe also increases identically to the Precog power. |
|
PRECOGNITION |
| This power
gives the hero sufficiently clear insight into upcoming events that he
might be able to use that foreknowledge to his advantage.
The problem lies in two areas; the flexibility of the timestream and the preparedness of the GM. One problem with the Power is that the timestream is extremely malleable. Each decision made creates an alternate timeline, a parallel Earth almost but not quite identical to the version of earth where your campaign occurs. Each vision is an event that will come to pass in some time stream somewhere. It need not be the hero's impending timeline. That's where Precognition comes in. Each precog vision gives the hero a chance to consciously shape his world's timeline. Because of this the envisioned event might never come to pass, at least not where the hero is concerned. This leads to the second problem, that of GM preparedness. To accurately and realistically portray precognition the GM would need to work out a detailed timeline of the campaign's future events, including variables that account for probable player actions. Short range precognition can be useful in combat. The hero can use his power to discover his opponent's next move. This form can be used by any precog regardless of the limits otherwise constraining the power. The character can see up to WIS x1 minute ahead. If rebought he can see up to WIS x5 minutes ahead. If rebought again then WIS x10 minutes ahead. Then WIS x30 minutes ahead. WIS x1 hour ahead. WIS x1 day ahead. WIS x1 week ahead. WIS x1 month ahead. And finally WIS x1 year ahead. 5 points to buy this power. The ability increase as detailed above each time rebought. |
|
PROBABILITY MANIPULATION |
|
The ability to control the random elements known as luck and chaos. 1) He can cause something unlucky to happen to any 1 enemy per WIS within his line of sight. This may include fumbling thaco rolls, failing saves, taking critical damage from a minor blow, etc. 2) Conversely he can also choose to have something lucky happen to any one person per WIS within his line of sight. This may include performing a failed roll, saving against great penalties, turning a minor hit into a critical one, etc. 10 points to buy this power. It cannot be rebought. |
|
PSI WEAPON |
|
The character can mentally will into existence a
weapon of psychic energy which does synaptic damage directly to the
victim’s brain. Can use this either to paralyse for 1 melee per
WIS, or
induce shock/coma unless psi save. Types include; Hand Held Weapons - Swords, axes, machetes, staves, maces, and all manner of melee weapons.Thrown Weapons - Short bows, shuriken, throwing axes, and throwing knives. The weapon has 20% more range than a normal weapon of its type. Use limited only by number of melee attacks of character. Whips Can fire a psirope WIS x1 metre +1 metre per level. Can mentally control the end of it making it sticky, allowing people to swing on it, climb up it or entangle with STR equal to WIS.10 points to buy this power. It cannot be rebought. |
|
PSYCHIC COMBAT |
| The character can phase
himself and someone else's spirit into the Mindscape unless they save
vs Psi. Their physical bodies remain behind unmoving and defenceless.
The two can then engage in psychic combat.
The following is a variation on Dan
Steiner's Psi Combat rules; Mental Trauma table; 10 points to buy this power. It
cannot be rebought. |
|
PSYCHIC INTERFERENCE |
| The character
can radiate a field of psionic static within a WIS x2 metre radius, +2
metres per level around him. This doesn't prevent the use of powers but
can dampen out psionic abilities. An example would be causing
interference in telepathic communications making transmissions to sound
like they are full of static and barely audible (like a badly tuned in
radio).
5 points to buy this power. +2 metres and +1 save each time rebought. |
|
PSYCHOKINESIS |
| The character can touch
any physical object and charge it with kinetic energy. The longer the
object is held the more damage it does (initially doing x2 damage, +1
point per round +1 per level), the greater the blast radius (initially
30 centimetres
+10 per round, +10 per level) and the greater the range
(initially x2, +1 metre per round +1 per level). As a side effect falls,
explosions,
physical
attacks and melee weapons only do half damage.
5 points to buy this power. Additional x1 damage, +10 centimetres radius and an extra x1 range each time rebought. Also reduce damage against character by half each time rebought. |
|
PSYCHOMETRY |
| The power to touch an
object and read images and the history about any who have previously
held it. The character can also deliberately imprint images and other
sensations into any objects he touches. The implanted images and
sensations only last for one day per WIS + the level of the character.
It will be impossible for any mage or psychic reading these impressions
to know what is a true impression or an implanted impression. This can
be used to implant a message onto a object that can be only picked up by
reading the object or to provide a false trail. The final ability of
this power allows the character to psychically wipe or clean any object
of any impressions.
5 points to buy this power. +1 day per WIS each time rebought. |
|
PYROKINESIS |
|
This is the ability to tap into and manipulate the element of fire. This conveys several abilities. 1) The character can change the nature of normal weapons into flaming ones. This may be either melee weapons or batches of missile weapons (arrows, bullets, bolts) which are within his line of sight. The flaming characteristic of a weapon does not appear until he concentrates on it, and then lasts until the first time it hits something or can no longer see it. Weapons do an additional +D4 per 3 WIS. This however can be regulated. So if he could normally do +4D4 then he can choose to do anywhere between +D4 to +4D4.2) He can manipulate any flames within his line of sight of up to a 27 metre radius +2 metres per level. The character can either extinguish flames or increase their size. He can cause the fire to lash out up to 1 metre per 2 WIS +4.5 metres per level doing 3D6, +D6 per level. 3) If there is an existing flame source within his line of sight he can create a 1 metre per 2 WIS +1 metre per level radius smoke cloud in which victims are blind and have trouble breathing with –9 and -50% penalties. 4) The hero can also breathe smoke, brimstone, and other noxious materials. 5) He can cause any 1 object per round within his line of sight which is combustible to ignite doing D6 per level. If used on human skin it can scar the entire body and melt the skin, making the effective CHA 1. The fire only does 1 point of pain damage every turn, slowly torturing the person to death, but does no real damage except for that of the marring of facial features. 6) The hero can use an existing flame source to spot weld any two pieces of stone or metal he touches. It is especially useful for sealing entrances and exits in a hurry. 10 points to buy this power. +10 points to rebuy with the listed increases (+5, +2, etc. Whatever the bonus is listed after the plus symbol). |
|
RADAR SENSE |
|
The hero can sense objects in total darkness including shape, distance, direction and speed. It has a radius of 10 metres per WIS, +30 metres per level radius. +4 Initiative, +2 AC, +3 thaco and +1 Attack. The ability is halved in heavy rain, snow and other multiple obscuring objects. 5 points to buy this power. +30 metres each time rebought. |
|
RELIVE INJURY |
|
This is the power to make people re-experience any injury from their memory. The victim immediately suffers the full effects of that injury. This includes cuts, broken limbs, ruptured organs, etc. However he can only relive previous injuries through this power not suffer new ones. The range is line of sight. 10 points to buy this power. It cannot be rebought. |
|
REPLAY |
|
At any point the character can reverse time and repeat an event. You and any other players remember what happened the 'first time', but the NPCs don't. You can now act on what you learned, or avoid things that didn't work out the way you wanted them to. However each event can only be repeated once. You can rewind up to one minute per WIS, +1 minute per level. 15 points to buy this at one minute per WIS. +1 minute per WIS each time rebought. |
|
SONAR SENSE |
|
This is the underwater equivalent of Radar Sense. The hero can sense objects in total darkness including shape, distance, direction and speed while in a liquid environment. It has a radius of 10 metres per WIS, +30 metres per level radius. +4 Initiative, +2 AC, +3 thaco and +1 Attack. 5 points to buy this power. +30 metres each time rebought. |
|
SUSPENDED ANIMATION |
|
This power allows the character to place himself or anyone he touches to enter a state of suspended animation for 1 hour per WIS. During this period he will not age, cannot move nor react to pain. It is especially useful in medical situations. 5 points to buy this power. It cannot be rebought. |
|
TELEKINESIS |
| The character can handle
material objects without having to make direct or indirect physical
contact (pushing or blowing for example). He can perform any action
that could be accomplished using normal strength. Most telekinetics
visualize their power in terms of an amorphous arm extending from the
body. Line of sight range. Can move up to 20kgs (+1 per level) per
WIS
or push/punch with
STR 2 per
WIS. The character's punch can be
augmented telekinetically to do +1 damage per 4
WIS. Additionally it can
be used to block blows and projectiles by making a successful parry
roll. Finally telekinesis can be used to levitate the character up to
WIS
x2 metres (+2 metres per level), and fly at a rate of
WIS
x3kph (+3kph
per level).
10 points to buy this power. It cannot be rebought. |
|
TELEPATHY |
|
The ability to read minds and communicate with others by thought. It confers the following powers; 1) He can mentally communicate with 1 person per 3 WIS (+1 per level) within his line of sight or 100 metre radius, +10 metres per level. From third level on he can create a multi linkup between all people that are communicating with. Can also bond with another person via touch and learn everything the victim knows for 1 minute per WIS, +1 per level unless save. From fifth level he can track any person that have previously linked with by their thoughts if within 10km radius, +10 per level.2) He can attack a victim's mind through touch or line of sight causing 1 point of pain per WIS to the victim’s WIS. If this exceeds the victim’s WIS then he collapses for 1 melee per WIS, otherwise –1 on all rolls for every 2 WIS effected. 3) He can create mental illusions identical to the Illusion power but only the victim can see it. Affect 1 person per 4 WIS within line of sight, +1 per level.4) The character can detect the location and number of any hidden lifeforms by their thoughts within a 30 metre radius (+5 metres per level) even if hidden by magic (unless save). 5) He can shield himself +1 person per 2 WIS, +1 per level against any psionic attack or intrusion gaining +1 save per level.10 points to buy this power. It cannot be rebought. |
|
TELERECEPTION |
| This is the ability to transmit
what the character is experiencing through his own senses to another.
This can be either what he is currently seeing, hearing, tasting,
touching or feeling. The person it is being transmitted to must either be well
known to the hero or within his line of sight. +1 person per level.
5 points to buy this power. Can transmit to one additional person each time rebought. |
|
TERRAKINESIS |
|
This is the ability to tap into and manipulate the element of earth. This conveys several abilities. 1) The character can dig a hole in the earth by force of will alone. He may choose to have the excavated material pile up at the edge of the hole or to have it slip off deeper into the earth. The hole takes 1 minute to excavate per 100 cubic metres. He can also split the ground open up to (1 metre wide per 3 WIS, +2 per level) x (1 metre deep per 2 WIS, +3 per level) x (1 metre length per WIS, +5 per level). The second method however is not as precise or controllable as the first.If he goes deep enough he may bring forth a geyser or even lava. Geysers consist of hot, sulphurous water and any hit will take a scalding D4 points of burn damage. Lava on the other hand does D6 per second. Anything combustible will instantly catch alight. 2) The hero can reach out to the earth and form arms or other shapes out of the ground. He can then exert his strength through these arms. The arms can take damage equal to his total HPs, and its stretching ability is dependant on the amount of earth available for it to draw on. Does D10 damage per 3 metres height. Alternatively he can soften the soil making it not unlike quicksand with a (1 metre radius per 3 WIS, +1 per level) x (1 metre depth per 2 WIS, +2 per level). Victims sink at a rate of 60 centimetres per round and are -5 on all combat rolls. 3) He can refine earth materials and cause them to separate into their component minerals. One kilogram per WIS per round may be sorted, +1kg per level. 4) The character can draw on an existing earth source and surround himself with it so that it now forms an armour, with HPs equal to 20 per WIS. 5) By touching any stone or earth material he can see through it up to 1 inch per WIS. Lack of light does not affect this sight. 6) The character can hurl pieces of earth at nearby victims whether rocks or shards. 2 metres per WIS, +3 metres per level. 2kgs per WIS, +5 per level at a speed of up to 150kph doing D6 damage per 4.5kgs and per 10kph of speed. 10 points to buy this power. +10 points to rebuy with the listed increases (+5, +2, etc. Whatever the bonus is listed after the plus symbol). |
|
TOTAL MEMORY |
| This power grants the
character an almost perfect memory. By studying a map or document for 1
minute, -2 seconds per WIS the character will be able to recall them
with total accuracy. The character will also be able to recognize
faces, costumes, and cars that they have only seen once or twice before.
Memories are permanent and can be recalled with crystal clarity at any
time.
5 points to buy this power. It cannot be rebought. |
|
TRUE SIGHT |
| This character can see the true
image of any person or object regardless of any form of concealment,
disguise, illusion or invisibility. This also includes the ability to
detect whether it is magical, but not the exact nature of the magic
aside from whether it is harmful or helpful.
5 points to buy this power. It cannot be rebought. |
|
UNDEAD CONTROL |
| The character can dominate
the wills and actions of previously living, still-corporeal beings
whether humans or animals. Part of the power is used to halt the process of decay and
to maintain the structural integrity of the remaining body parts.
Once control is established the hero can order the undead to perform any task he desires, so long as it is within their ability. Control ceases when the task is accomplished but can be reinstated at that time. This power cannot affect anything living. Intelligent undead may hold a grudge against the hero and later try to destroy him. Worse they might attempt to make the hero into one of themselves. In this instance undead refers to both zombies and skeletons. 1) Undead will obey simple telepathic commands. The character also has empathy with them able to sense their emotional state. The telepathy works within line of sight or a radius of 10 metres per WIS, +10 per level. 2) The character is immune all Undead special attacks. 3) For 1 hour per WIS (+1 hour per level) can add +1 HPs per WIS (+5 per level) to any 1 undead per WIS within range. 10 metre per WIS radius. +3 metres per level.4) The character can summon up to 1 undead per 2 WIS of choice, +2 per level. He can summon any undead within a 100 metres per WIS radius, +100 metres per level. Any zombies over that number are in effect free agents who can act independently. Such free zombies never attack their animator though unless they are unique in some way. 5) The effect of the control on an undead is peculiar. Undead don't actually heal since that is a function of living organisms. Any attempt to heal them actually kills them by negating the animation. Note: The popular misconception is that undead are inherently evil. This is not true. Undead are only a reflection of their Animator's personality. 10 points to control 1 undead per 5 WIS. +1 each time rebought. |
|
WILLPOWER |
| The character can shield
himself from 1 person per 5 WIS, +1 person per level against any psionic
attack or intrusion.
5 points to buy this power. Can shield one additional person each time rebought. |
| Powers | Alteration | Defensive | Mental Manipulation |
| Offensive | Physical Enhancement | Travel |