Re: Powers List
Travel
01-04 Carrier Wave Propel the character’s body by use of energy (magnetism, sound, light etc.)
05-08 Astral Body
09-12 Dimension Travel It is suggested that the Judge assign an intensity to specific dimensions to reflect how difficult it is to access them. This will have the effect of keeping certain dimensions out of the reach of characters without sufficiently high power ranks. A character with the Dimensional Geography talent gains a +1CS to all Dimensional Travel FEATs. In addition to the basic travel function, there are two other uses that can be developed as power stunts.
The first is Banishment, used to strand a target in an alien dimension. In order to use Banishment, the character must make a Dimensional Travel FEAT to open the gateway into the other universe. If this is successful, the targeted creature must make an AGI or PSY FEAT (whichever is better) to avoid being sucked through the portal. Banishment can never be used against an object whose Material Strength or weight exceeds Dimensional Travel’s power rank (counting power rank as STR in the case of weight). Each different dimension to which a character can banish is a separate power stunt.
The second function is Summoning, used to pull an alien creature or object from its dimension and to the character. The procedure and limitations for Summoning are the same as for Banishment. Furthermore, the character must have prior knowledge of the creature or object to be summoned. Summoning does not give the character any sort of influence over a summoned creature’s behavior.
13-16 Energy Path The hero is transformed into a specific type of energy and can travel at power rank speed along currents of that energy.
17-20 Floating Disc
21-24 Gateway Travel to any point in space, time or dimension.
Location requires a green FEAT
Time a yellow FEAT
Dimensions a red FEAT.
25-28 Gliding Top speed is Shift-X
29-32 Hyper-Digging
33-36 Hyper-Leaping Possible power stunts include:
Kick Attack: The Hero can make a kicking action with Leaping as a substitute for strength.
Midair-leap: Despite the physical impossibility of it, the Hero may make one single leap in midair without any support.
37-40 Hyper-Running
41-44 Hyper-Swimming
45-48 Levitation
49-52 Rocket Flight by means of a rocket-like exhaust.
53-56 Skywalk Walk along an invisible path created by the hero only usable by him.
57-60 Spiderclimb
61-66 Teleport – Self
Power Stunts:
Stunt—Teleportals: With this stunt, the Hero can open temporary "holes" or portals in space, connecting two different points in the same dimension. If an object passes into one end of a portal, it instantly passes out the other side, wherever the other side may be.
Stability: Any one portal can stay on even if the Hero doesn’t concentrate on it. It will not move unless the Hero wills it, however.
Multi-portal: The Hero can open more than one portal at once, and can move the portals.
Portal attack: The Hero may make a striking distance attack within seeing distance by punching (or kicking, or whatever) through their portals to their target. The Hero should bear in mind that the Teleportals are two-way, and opponents may reach back through the portals if he doesn’t close them.
Portal slicing: The Hero can cause Intensity damage to anything by closing a portal around it.
67-72 Telereformation Disintegrates the characters body and transports the life force to the new location where the body is build up from available material. At a limitation of -1CS the character can recreate his original body when he returns to the site where it was destroyed.
73-76 Time Travel Up to power rank number * 1000 years in the past, times 10 years in the future.
77-80 Troubleseeker Character is unwillingly transported to a site where a person is in need of help, he must remain within 10 areas of the spot where help is needed. The character can transport up to 1 pound per rank number in matter (including maybe unwilling persons).
81-84 True Flight
85-88 Water Walking
89-92 Whirlwind Transport by creating small whirlwinds.
93-95 Spinner
96-98 Displacement The hero has the power to avoid danger by automatically teleporting away when first encountering a hazard or suffering damage at the start of a round. The distance teleport is found on Column A. The judge decides where the hero teleport to. If there is no safe place, the automatic response won't work. The hero may intentionally teleport with a successful power rank feat roll, but the distance is halved, round fractions up. Failure indicates the hero is stunned for one round
99-100 Super Flight With this power, the character has the ability to fly at speeds greater than light (or, FTL). To determine the exact multiple of lightspeed the character can move at, simply cube the power rank. For example, a character with Amazing Super Flight can move at
50 X 50 X 50 = 125000 times lightspeed.
Now, this power doesn't allow for such things as atmospheric friction, or even breathable air. In other words, the character must bring his own air with him. Also, trying to use this power in an atmosphere is suicide, as the atmosphere would melt him like wax paper due to the enormous friction involved.
01-04 Carrier Wave Propel the character’s body by use of energy (magnetism, sound, light etc.)
05-08 Astral Body
09-12 Dimension Travel It is suggested that the Judge assign an intensity to specific dimensions to reflect how difficult it is to access them. This will have the effect of keeping certain dimensions out of the reach of characters without sufficiently high power ranks. A character with the Dimensional Geography talent gains a +1CS to all Dimensional Travel FEATs. In addition to the basic travel function, there are two other uses that can be developed as power stunts.
The first is Banishment, used to strand a target in an alien dimension. In order to use Banishment, the character must make a Dimensional Travel FEAT to open the gateway into the other universe. If this is successful, the targeted creature must make an AGI or PSY FEAT (whichever is better) to avoid being sucked through the portal. Banishment can never be used against an object whose Material Strength or weight exceeds Dimensional Travel’s power rank (counting power rank as STR in the case of weight). Each different dimension to which a character can banish is a separate power stunt.
The second function is Summoning, used to pull an alien creature or object from its dimension and to the character. The procedure and limitations for Summoning are the same as for Banishment. Furthermore, the character must have prior knowledge of the creature or object to be summoned. Summoning does not give the character any sort of influence over a summoned creature’s behavior.
13-16 Energy Path The hero is transformed into a specific type of energy and can travel at power rank speed along currents of that energy.
17-20 Floating Disc
21-24 Gateway Travel to any point in space, time or dimension.
Location requires a green FEAT
Time a yellow FEAT
Dimensions a red FEAT.
25-28 Gliding Top speed is Shift-X
29-32 Hyper-Digging
33-36 Hyper-Leaping Possible power stunts include:
Kick Attack: The Hero can make a kicking action with Leaping as a substitute for strength.
Midair-leap: Despite the physical impossibility of it, the Hero may make one single leap in midair without any support.
37-40 Hyper-Running
41-44 Hyper-Swimming
45-48 Levitation
49-52 Rocket Flight by means of a rocket-like exhaust.
53-56 Skywalk Walk along an invisible path created by the hero only usable by him.
57-60 Spiderclimb
61-66 Teleport – Self
Power Stunts:
Stunt—Teleportals: With this stunt, the Hero can open temporary "holes" or portals in space, connecting two different points in the same dimension. If an object passes into one end of a portal, it instantly passes out the other side, wherever the other side may be.
Stability: Any one portal can stay on even if the Hero doesn’t concentrate on it. It will not move unless the Hero wills it, however.
Multi-portal: The Hero can open more than one portal at once, and can move the portals.
Portal attack: The Hero may make a striking distance attack within seeing distance by punching (or kicking, or whatever) through their portals to their target. The Hero should bear in mind that the Teleportals are two-way, and opponents may reach back through the portals if he doesn’t close them.
Portal slicing: The Hero can cause Intensity damage to anything by closing a portal around it.
67-72 Telereformation Disintegrates the characters body and transports the life force to the new location where the body is build up from available material. At a limitation of -1CS the character can recreate his original body when he returns to the site where it was destroyed.
73-76 Time Travel Up to power rank number * 1000 years in the past, times 10 years in the future.
77-80 Troubleseeker Character is unwillingly transported to a site where a person is in need of help, he must remain within 10 areas of the spot where help is needed. The character can transport up to 1 pound per rank number in matter (including maybe unwilling persons).
81-84 True Flight
85-88 Water Walking
89-92 Whirlwind Transport by creating small whirlwinds.
93-95 Spinner
96-98 Displacement The hero has the power to avoid danger by automatically teleporting away when first encountering a hazard or suffering damage at the start of a round. The distance teleport is found on Column A. The judge decides where the hero teleport to. If there is no safe place, the automatic response won't work. The hero may intentionally teleport with a successful power rank feat roll, but the distance is halved, round fractions up. Failure indicates the hero is stunned for one round
99-100 Super Flight With this power, the character has the ability to fly at speeds greater than light (or, FTL). To determine the exact multiple of lightspeed the character can move at, simply cube the power rank. For example, a character with Amazing Super Flight can move at
50 X 50 X 50 = 125000 times lightspeed.
Now, this power doesn't allow for such things as atmospheric friction, or even breathable air. In other words, the character must bring his own air with him. Also, trying to use this power in an atmosphere is suicide, as the atmosphere would melt him like wax paper due to the enormous friction involved.