Travel

Alternate Reality Retrieval
Astral Body
Dimensional Shift
Flight Electrical
Flight Lightspeed
Flight Magnetic
Flight Microwave
Flight Platform
Flight Rocket
Flight Telekinetic
Flight Thermal
Flight Void
Flight Winged

Gateway
Teleport
Telereformation
Whirl

 

ALTERNATE REALITY RETRIEVAL

This is the power to find almost any desired item in an alternate world, and "retrieve" it across the dimensions. It does not let the character visit an alternate world in person.

To grab an item the character must concentrate, undisturbed, for at least one round. He must clearly visualize the item he wants. He should have at least one hand free, the hand will be seen to make reaching motions. He then rolls vs. INT. A successful roll means that the desired item is in his hand or sitting within arm's reach as he prefers. A failure means that nothing was obtained. A roll of 1 means the wrong item was grabbed. This item will not be immediately dangerous unless he was
trying for something dangerous. In theory the character can get anything, in practice some things are so hard to find that it is little use trying for them. In general the character has a good chance of getting any item that exists in his own world, or any reasonably similar item, any item that ever existed in his own world's past history, or any reasonably similar item. If the desired item is rumoured to exist or have existed but has never been proven then the GM applies an INT penalty to each attempt of -4 or worse.

However the character cannot get an item that works by natural
laws wholly different from those in his own world. For example if the character's world has no magic and he wants a magical item. Whatever he obtains will no longer function on his world.

The character can retrieve up to 1 kg per INT +1 kg per level.

10 points to buy this power. +1 kg weight each time rebought.

 

ASTRAL BODY

The ability to shift one's soul into the astral plane. The character's spirit is intangible and invisible while in this plane but he can see and hear others. He can instantly appear at a known location or fly to an unknown one at 2.997925 x108 metres per second. He can remain in the astral plane for 1 minute per WIS, +1 minute per level.

5 points to buy this power. If rebought he can phase his entire physical body into the astral plane. He must then phase into the solid world to interact with it.

 

DIMENSIONAL SHIFT

The power to alter one's dimensional frequency and shift between universes. The location must be within line of sight, a place well known to the person or a location which have an image of. If the location is not known then the character simply transports over to the same geographical location in the other universe.

He can affect himself or anyone within sight plus 20kgs per WIS, +10kgs per level. 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 dimensions, and as a side effect is also immune to the pressure less environment of outer space and any high pressure areas.
Finally the hero instantly knows what dimension he is in and how to get home. He can perceive any wormholes, gates, planar portals, etc and where they go. 

20 points to affect himself and 20kgs per WIS. +10kgs per WIS each time rebought. Thus bought twice = 30kgs per WIS.

 

FLIGHT
Listed below are the various different forms of flight movement.
Type Ability
Electrical

The power to fly by transforming into an electrical bolt. Speed is WIS x10kph, +10kph per level. There is no ceiling height. The character can carry his normal weight carrying capacity without it affecting his speed (anything he carries is also transformed). After that he loses 1kph for every 10 additional kilograms.

5 points to buy this power. +5kph each time rebought. Thus bought twice = <WIS x10> +5kph.

Explosive

The ability to fly via a form of explosive discharge. Speed is WIS x10kph, +10kph per level. The character can accelerate at a rate of half his maximum rate per melee however he can never travel below half speed. In time it is possible for the character to reach orbit.

5 points to buy this power. +5kph each time rebought.

Lightspeed

The ability to fly faster than light by transforming into a form of energy. This doesn't work well within an atmosphere or short distance as he would constantly overshoot. Can fly at 1 light year per WIS per day, –1 hour per level. While in travel mode he doesn't need to breathe and is immune to the vacuum, radiation and cold of space.

10 points to buy the power at the speed of 1 light year per day (–1 hour each time rebought).

Magnetic

The power to fly by tapping into a planet's magnetic field (if it has any). Speed is WIS x10kph, +10kph per level. There is no ceiling height. The character can carry his normal weight carrying capacity without it affecting his speed. After that he loses 1kph for every 10 additional kilograms.

5 points to buy this power. +5kph each time rebought.

Microwave

The power to fly by expelling microwave energy from the character's legs. Speed is WIS x10kph, +10kph per level. There is no ceiling height. The character can carry his normal weight carrying capacity without it affecting his speed. After that he loses 1kph for every 10 additional kilograms. As a side effect the character leaves a minor ionised trail of up to 3 metres which does D10 +D10 per level to anyone who passes through it.

5 points to buy this power. +5kph each time rebought.

Platform

This character is able to create a 30 centimetre radius energy disc under each foot which he may use to fly at WIS x10kph, +10kph per level with a maximum ceiling height of one kilometre. The character can carry his normal weight carrying capacity without it affecting his speed. After that he loses 1kph for every 10 additional kilograms.

The 2 small discs can be combined to form a larger one with a radius of 60 centimetres, +5 centimetres per level. 

5 points to buy at WIS x10kph with a 30 centimetre disc, +5kph and +5 centimetres each time rebought. Thus bought twice = <WIS x10> +5kph.

Thermal

The power to fly by riding a planet's thermal currents (if it has any). Speed is WIS x10kph, +10kph per level with a maximum ceiling height of 100 metres per WIS. The character can carry his normal weight carrying capacity without it affecting his speed. After that he loses 1kph for every 10 additional kilograms. Speed is also reduced accordingly in colder climates, as determined by the GM.

5 points to buy this power. +5kph each time rebought.

Telekinetic

The ability to literally walk or run on air. The character can walk off a building and maintain the same height or move up and down as if they were using stairs. Maximum ceiling height of 100 metres per WIS.

5 points to buy this power. If rebought it changes into Telekinetic Propulsion instead. Details follow;

The power to fly unaided at WIS x10kph, +10kph per level with a maximum ceiling height of 100 metres per WIS. The character can carry his normal weight carrying capacity without it affecting his speed. After that he loses 1kph for every 10 additional kilograms.

Void

The power to fly by creating a vacuum directly in front of the character which serves to pull him forward. The maximum speed possible when using this is WIS x10kph, +10kph per level. There is no maximum ceiling height. The character can carry his normal weight carrying capacity without it affecting his speed. After that he loses 1kph for every 10 additional kilograms.

5 points to buy this power. +5kph each time rebought.

Wings

The power to fly with either feather or insect wings at WIS x10kph, +10kph per level with a maximum ceiling height of one kilometre. The character can carry his normal weight carrying capacity without it affecting his speed. After that he loses 1kph for every 10 additional kilograms. The character can also hit enemies with his wings with each wing doing damage equal to the character's own STR. The HPs of each wing is equal to half the character's total HPs.

5 points to buy this power. +5kph each time rebought.

 

GATEWAY

The character can create a vertical gateway of up to 1 metre x1 metre for every 4 WIS, anywhere within 2 metres per WIS (+2 per level). This gate can lead to any location that know well, can see or have a detailed picture of. The hero forms two parallel space warps at the desired point of detachment, then shifts the location of the outer warp. 

10 points to buy the power and create a vertical gateway of up to 1 metre x1 metre, anywhere within 30 metres. +3 metres each time rebought.

 

TELEPORT

The ability to instantly transport oneself from one place to another. The location must be within line of sight, a place well known to the person or a location which have an image of. The character can move himself or anyone within sight plus 30kgs per WIS, +20kgs per level. As the hero rematerializes, gases and liquids move aside before he solidifies. Normal safeguards prevent the hero from consciously Teleporting into a solid mass. Certain conditions can prevent the hero from Teleporting such as extremely dense materials like Neutronium or black holes which are impassable. 

10 points to buy this power at its base level. +20kgs each time rebought.

 

TELEREFORMATION

This is a peculiar form of Self Teleportation. The hero can disintegrate his body, transport his lifeforce over a distance, and then create a new body out of materials available at the destination site. The power shapes these into substances that composed the hero's original body. The new location must be within line of sight, a place well known to the person or a location which have an image of

Alternatively the character can create an altered version of his self-image. Obviously most heroes with this Power cannot carry objects, passengers, or clothing. However a costume may likewise be generated from available material. The power can be diminished or destroyed by mental Powers that alter the hero's self-image. If the hero loses his self image, then the next use of the Power results in his bodily annihilation and conversion to an Independent Spirit.

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

 

WHIRL

The ability to spin at speeds of WIS x10kph, +10kph per level. Movement speed is WIS x5kph, +5kph per level with a maximum ceiling height of 100 metres per WIS. While spinning the character is not affected by nausea or vertigo maintaining a perfect balance, can breathe normally and has 3600 vision. Automatically deflect bullets, thrown objects and gas attacks.

The character can use his spin to pick up and hurl loose objects and dust at anyone within a 30 metre diametre +5 metres per level. Victims caught in the spin can’t attack, cast spells, speak, etc while trapped and once free are –4 on all abilities for 1 minute per melee that were caught in the spin. At 80kph spin any caught within it are hurled 2 metres in the air for every 10kph of speed. At 90kph also do D6 per round to anything within, +D6 per 10kph over 90.

10 points to buy the power at 60kph (+30kph per each time rebought). While spinning can move at 32kph (+32kph each time rebought) and leap 3 metres up (+3 metres each time rebought) x 6 metres per level across (+6 metres each time rebought).

 

 

Powers Alteration Defensive Mental Manipulation
Offensive Physical Enhancement Travel