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
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ATTRACTION/REPULSION
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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.
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B RITTLE
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| 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.
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EMISSION ACID
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| 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.
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EMISSION AEROKINETIC
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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.
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EMISSION BOMB
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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.
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EMISSION COLD
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| 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. |
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EMISSION ELECTRICAL
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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.
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EMISSION FIRE
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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.
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| 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.
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EMISSION HYDROKINETIC
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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.
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EMISSION LIGHT
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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.
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EMISSION MAGMA
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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.
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EMISSION MICROWAVE
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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.
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EMISSION MULTIPLE BALLISTIC
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| 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.
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EMISSION PROJECTILE
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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.
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EMISSION SOLAR
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| 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.
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| 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. |
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EMISSION SONIC
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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.
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EMISSION VIBRATION
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| 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.
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ENERGY PUNCH
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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.
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EXPLODE
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| 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).
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GLOW
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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.
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POISON BREATH
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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.
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