Offensive

 

Attraction/Repulsion
Brittle
Emission Acid
Emission Aerokinetic
Emission Bomb
Emission Cold
Emission Electricity
Emission Fire
Emission Gravitonic Pulse
Emission Hydrokinetic
Emission Light
Emission Magma
Emission Microwave
Emission Multiple Ballistic
Emission Projectile
Emission Solar
Emission Sonic
Emission Vibration
Energy Punch
Explode
Glow
Poison Breath

 

ATTRACTION/REPULSION

The character has the ability to create a beam of force that can attract or repulse any physical objects within his line of sight. Up to 45kgs per WIS +5kgs per level can be attracted or repulsed. Victims who fail to dodge will be dragged towards (or pushed away) from the character a number of metres per melee per 3 points of strength of the beam per melee. Anyone hit by a repulsion beam also suffers knockdown and take D4 damage per 10 pts of the beam's STR. The victim is also pushed back a number of metres equal to the beam's.

Its possible to use the beam as a climbing tool (+2 bonus). Disarming an opponent with the beam is also possible; add a +2 bonus at levels two and four, +1 more at levels seven, and ten. Halve the bonus if the character is attempting to snatch a weapon away and into his own hand.

Finally it can be used as a jump booster (can jump a total number of metres equal to x2 the beam's STR).

5 points to buy this with a pull of 45kgs per WIS, all abilities are instantly gained. +5kgs each time rebought.

 

BRITTLE

This particular nasty power allows the character to cause a victim's bone to break by touching it. 

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

 

EMISSION ACID

This is the ability to generate acid from ones' hands. He can either;

1. Spray the acid from his hands doing D6 per 5 WIS (+D6 per level over 1 metre per 2 WIS, +1 per level), 

2. Or just secrete it directly onto an object and do D6 per 4 WIS, +D6 per level. 

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

5 points to buy this power. +D6 damage and +1 metre range each time rebought.

 

EMISSION AEROKINETIC

The ability to fire a blast of rapidly spinning air molecules from his arms that hit like a ton of bricks doing STR damage D6 per 5 WIS +D6 per level, over 1 metre per WIS per level. This pushes the victim back 1 metre per STR point greater than the victim’s. 

5 points to buy this power. +D6 and +1 metre each time rebought. 

 

EMISSION BOMB

The ability to manipulate explosive forces in 2 ways;

1. Can cause a 1 metre radius per 5 WIS (+1 metre per level explosion), within the character's line of sight doing D6 per 5 WIS, +D6 per level. Anyone caught within the sphere is subject to knockback.

2. Can create energy spheres which can be thrown over the character's normal range with a blast radius of 1 metre per 5 WIS +1 metre per level, doing D6 per 5 WIS (+D6 per level). Anyone caught within the sphere is subject to knockback. Can be made to last for up to 1 hour per WIS before detonating, +1 hour per level.

As a side effect he is immune to the direct damage from an explosion but not any indirect damage (such as shrapnel).

5 points to buy this power. +D6 and +1 metre blast radius each time rebought.

 

EMISSION COLD

The ability to control the elements of cold in 2 ways;

1) A chilling bolt of cold can be directed at victims doing D6 per 5 WIS +D6 per level, over 1 metre per WIS per level. Taking more than 22 points of damage at once will reduce the victim's bonuses and speed by a cumulative 10%, and wears off in D4 mins. A being that loses all HPs in this manner falls into cryostasis and must be revived. Using heat will revive the victim in 3D4 minutes with little if any side effects. Using this power it is possible to build up amounts of ice, equal in HPs to the damage rolled (each attack keeps adding strength to the ice).

2) Can also form Ice Balls at the rate of 1 per round which do D6 damage (+D6 per level), and Ice Shards at a rate of 2 per round per level which do 2D6 (+D6 per level), normal throwing range. 

3) Or create snowballs at a rate of 1 per 4 INT once per round which does 1 point of damage.

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

5 points to buy this power. +D6 damage and +15 metre range each time rebought. Snowball does not increase regardless of how many times it is rebought.

 

EMISSION ELECTRICAL

The character can fire;

1. Lightning bolts which do D6 per 5 WIS +D6 per level, over 1 metre per WIS per level. 

2. Electro Magnetic Pulse bolts which will disrupt and ruin any electrical equipment. 

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

5 points to buy this power. +D6 damage and range increase each time rebought. 

 

EMISSION FIRE

The character can manipulate fire in 2 ways;

1. Throw fireballs over his normal distance x2. They do D8 per 5 WIS +D8 per level and have a 20% chance, +10% per level of causing anything combustible to catch alight. 

2. Form a continuous gorge of fire which does D6 per 5 WIS +D6 per level, over 1 metre per WIS per level. Anything combustible instantly catches alight. 

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

5 points to buy this power. Ball does +D8 damage and +10% and Flamethrower does +D6 damage and +4.5 metre range each time rebought. 

 

EMISSION GRAVITONIC PULSE
A directed pulse of gravitic energy can be fired by the character like a "reverse bullet." The impact has a high knockdown value but in the forward direction. Characters who brace themselves for the impact in the wrong direction will be pulled forward off of their feet. Because of this unusual effect targets have a difficult time adjusting to the blast and suffer a penalty of -6 their next rolls. Further because the waves easily travel through matter, armoured characters take half damage to their own HPs in addition to the full damage done to the armour.

Effective range is about 1 metre per WIS per level. D6 damage per 5 WIS +D6 per level.

5 points to buy this power. +D6 damage and range increase each time rebought. 

 

EMISSION HYDROKINETIC

This is the ability to draw condensation from the air and direct it as a jet stream of water doing STR damage D6 per 5 WIS +D6 per level, over 1 metre per WIS per level. This pushes the victim back 1 metre per STR point greater than the victim’s. A shot to an open mouth can drown a victim. As a side effect the character can draw oxygen more efficiently from water allowing him to breathe in it.

5 points to buy this power. +D6 and +15 metres each time rebought. 

 

EMISSION LIGHT

The power to control amplified light. The character can fire a laser bolt which does D6 per 5 WIS +D6 per level, over 1 metre per WIS per level. As a side effect he is immune to the effects from radiation but not the physical damage from laser attacks.

5 points to buy this power. +D6 damage and +15 metres each time rebought. 

 

EMISSION MAGMA

The character can manipulate magma in 2 ways;

1. Throw magma balls over his normal distance x2. They do D12 per level and have a 20% chance, +10 per level of causing anything combustible to catch alight. 

2. Alternatively he can form a continuous torrent of hot magma which does D6 per 5 WIS +D6 per level, over 1 metre per WIS per level. Anything combustible instantly catches alight. 

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

5 points to buy this power. +D12 damage, +4.5 metres and +10% each time rebought. 

 

EMISSION MICROWAVE

This creates a beam of pure heat which does D6 per 5 WIS +D6 per level, over 1 metre per WIS per level. 

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 this power. +D6 damage and +15 metre range each time rebought. 

 

EMISSION MULTIPLE BALLISTIC

By touching a missile (including arrows, bolts, bullets, stones, etc) the character can cause it to create a replica of itself when fired or thrown at a target. The hit is only rolled once, either all the missiles strike or they all fail. Can create one additional replica per 4 WIS, +1 per level. Note the replicas only appear once the object is fired. Once they have hit or missed they all disappear.

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

 

EMISSION PROJECTILE

The ability to expel projectiles from your body (can be small needles like a porcupine, shards of glass, etc). D6 per 5 WIS +D6 per level, over 1 metre per WIS + an equal increase in range per level.

5 points to buy this power. +D6 and + an equal increase in range each time rebought.

 

EMISSION SOLAR

The ability to control solar energy in 2 ways;

1. The character can fire radioactive bolts which do D10 rads per WIS +D100 per level, over 1 metre per WIS per level with a 30cm radius at core expanding 1cm for every 5 metres travelled. 

2. Can melt objects with a 1000C per level touch with a 30 centimetre radius +10cms per level. Can generate heat at a rate of 500C per round per level. 

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

5 points to buy this power. +1000C damage, +10 centimetres each time rebought, and Radioactive Bolt +D100 rads and +10 metres each time rebought. 
Rads Effects
1+ Discomfort.
101+ Nausea and vomiting for 1 hour. 50% chance of gaining anemia. 30% chance of gaining leukaemia after 3 months.
150+ Nausea and vomiting for 1 day. 75% chance of gaining anemia. 50% chance of gaining leukaemia after 3 weeks.
600+ Nausea, vomiting, bloody diarrhoea and fever. Loss of hair in D10 days and loss of immune system in 12 +3D6 days. Gain anemia and leukaemia after 3 days. After 4 weeks go into coma for D10 days before dieing.
4000+ Physically crippled and die within D4 days.
5000+ Instant death.
Maximum Rad Exposure 8 rads per 13 weeks or 30 rads per year. No more than 25 rads in one dose.

 

EMISSION SONIC

The ability to control sound. The character can release a concentrated sonic blast against opponents equivalent to 10 decibels per WIS, +10 per level. These do D6 per 5 WIS +D6 per level, over 10 metres per WIS per level. Victims are –6 until the noise stops, 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.

A table on decibel effects can be found here.

5 points to this power. +D6 and +10 metres each time rebought. 

 

EMISSION VIBRATION

The hero has the ability to control vibrations in 2 ways;

1. He can fire a single burst which does D6 per 5 WIS +D6 per level, over 1 metre per WIS per level. Knockback applies. 

2. Or he can instead send out smaller waves over a 2 metre per WIS range, +2 metres per level.  This does 1 point of damage per WIS + an equal amount per level cracking roads, walls, etc. with Knockback also applying.

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

5 points to buy each ability at its base level. Each ability increases by the amount shown each time rebought.

 

ENERGY PUNCH

This power surrounds the character's fists with an energy shield which augments his STR damage x2 (+1 per 2 levels) while protecting his hands. Each time an opponent is hit he receives the following penalties: loses his next attack, -2 to thaco and AC, and inflicts an automatic knockback. The penalties last for D4+1 melees and are cumulative. 

5 points to buy at STR damage x2. An additional x1 each time rebought.

 

EXPLODE

The character can blow him self up and safely reintegrate a short time after after. This confers several abilities;

1) The character can detonate his entire body with a radius of WIS x10 metres (+1 per level) doing HPs x10 damage (+1 per level). The person reintegrates after D4 rounds.

2) Or he can detonate just one limb with a radius of WIS x1 metre (+1 per level) doing HPs x1 damage (+1 per level). Each limb detonated counts as one attack. The limb is restored within 1 round.

3) He can parry using his explosive force. It acts just like an normal parry but it does D6 damage to the object parried.

4) As a last resort he can put all his energy into one mega blast;
Damage is 10,000 points x (character's WIS + level) over a 30 metre radius x (character's WIS + level).
5000 points x WIS + (character's WIS + level) over the next 30 metre radius x (character's WIS + level).
2500 points x WIS + (character's WIS + level) over the next 45 metre radius x (character's WIS + level).
1250 points x WIS + (character's WIS + level) over the next 60 metre radius x (character's WIS + level).
625 points x WIS + (character's WIS + level) over the next 75 metre radius x (character's WIS + level).
310 points x WIS + (character's WIS + level) over the next 100 metre radius x (character's WIS + level).
150 points x WIS + (character's WIS + level) over the next 125 metre radius x (character's WIS + level). 

The character requires one hour per 1000 points of damage expended to reintegrate and one day per 1000 points of damage expended to recover any of his powers.

10 points to buy this power. An additional x1 to to both each time rebought (thus WIS x11 if bought twice). 

 

GLOW

This character can emit extreme amounts of light allowing him several abilities;

1) Once per melee he can generate a brilliant flash of light to blind all people within a 30 metres radius +1 per level. The effect lasts for 2D6 melees per level and causes -6 on all rolls.

2) He can shed a lesser amount of light that can be used to see by all in a 15 metre radius +3 per level, equal to 150 watts +25 per level. This light can be seen for a few kilometres at night. Opponents are at -2 to hit with any ranged attack, -5 with melee combat in a very dark area (near blinding). Opponents are at -1 to hit with any ranged attack, -3 with melee combat in a dimly lit area (semi- blinding). Opponents are at -1 to strike with melee attacks in daylight or a well lit area.

3) He can create an intense spotlight from any part of his body with a range of 50 metres per 10,000 watts.

4) As a side effect he is immune to the effects of blinding light.

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

 

POISON BREATH

Special glands within the throat/lungs allows the character to breath out a cloud of gas up to 1 metre per 3 WIS length, +1 metre per level x10 centimetre per WIS diametre, +50 centimetres per level. As a side effect he is immune to the effects of all forms of toxins and poisons but not any physical damage done by them, +3 to save vs. drugs. All victims must save vs. poisons/toxins/drugs. The different gas types are listed below;

Blindness which prevents the victim from seeing for 3D4 minutes.

Burning Acid which causes major skin irritation and burns flesh. It does 2D6 per melee for 3D6 melees. No save.

Death which will kill an opponent on a failed save. If the save is successful then the victim suffers 4D6 damage.

Hallucination which causes victims to see things such as spiders and bugs crawling over them, twice as many opponents as there really are, etc. It lasts for 2D6 minutes and victim suffers -3 thaco and AC and has a 60% chance of attacking the hallucination as opposed to an actual opponent.

Knock-Out which renders victims unconscious for D6 hours. If save then will remain awake but feel groggy and slow. -2 on all rolls and -1 attack for D6 minutes.

Nausea which causes victims to become violently ill, continuously vomiting. All attacks per melee reduced to 2 and all combat bonuses halved and looses initiative for duration. Lasts 3D4 melees.

5 points to buy this power. All gas cloud types will initially have the base length and diametre. +1 metre length and +50cms diametre each time rebought. 

Blind +D4 minutes each time rebought. Burning Acid +D6 damage and +D6 melees each time rebought. Hallucination +D6 minutes each time rebought. Knock-Out +1 hour each time rebought. Nausea +D4 melees each time rebought.

 

Powers Alteration Defensive Mental Manipulation
Offensive Physical Enhancement Travel