Powers List
This is a list of Powers for the game.
Powers with a * by them cost 20 CP to purchase, due to the nature of their rarity.
All other Powers cost 10 CP.
After the initial 10 CP (or 20) for the Power, additional CP is used to raise the ability, starting in increments of 10, but then going by the cost after. Bear in mind that this is all spent at character creation. Character Advancement is done through Karma and is in a different section.
To raise to Good (10) - 10 CP
To raise to Excellent (20) - 10 CP
To raise to Remarkable (30) - 10 CP
To raise to Incredible (40) - 10 CP
To raise to Amazing (50) - 10 CP
To raise to Monstrous (75) - 25 CP
To raise to Unearthly (100) - 25 CP
Add together the CP for each advancement.
Examples: To have an Amazing Flight: The cost is 50 CP + the initial 10 CP. To have an Excellent Body Armor, the cost is 20 CP + 10 CP.
To have Aura Field at Remarkable, the initial cost is 20 CP + 30 CP for Remarkable, totaling 50 CP.
Limitations: Characters may have Limitations to Powers which can adjust and grant some CP back, based at GM/Judge discretion.
Defensive Powers
Body Armor - Artificial or Natural Body Armor. This is like skin, tough hide, can be mechanical as well, but it protects the person without having to 'wear' body armor.
Force Field - Completely absorbs any attacks that have an intensity equal or less than the power rank number. The remaining Intensity breaches the field and affects anyone within its diminished effect. The character will have one type, but can add in additional 'fields' of defense.
Specific Force Fields vs. Die Roll Force Fields
Force Field vs. Emotion (Minimum Power Rank = Intuition +1CS)
Force Field vs. Energy
Force Field vs. Magic
Force Field vs. Mental (Minimum Power Rank=Psyche +1CS)
Force Field vs. Physical
Force Field vs. Power Manipulation
Force Field vs. Vampirism
Death Field * - This is a field-effect version of Life Absorption. The Death field drains the life force out of all within the area of the field, and adds this energy to the PC's health. The PC must first make a power FEAT against the intensity of the victim's Psyche. Each FEAT allows the PC to drain up to a number of health points from each target in the field area that is equal to the power's rank number, until he/she regains the normal maximum health. If the target's health drops to 0 as a result, the victim dies, and his/her body disintegrates.
Null-Field - This power surrounds the PC with a field that dampens all forms of energy within the area. This power’s rank number reduces all energy in the area. The field also reduces a -1CS on all attacks within the area by a number that is equal to 10% of the power's rank number. For example, an Excellent Null-Field reduces all attacks in the area by a -2CS. This power affects even attacks not directed to the PC.
Bubble - This is a force bubble that surrounds the PC. The Bubble provides protection against all physical and energy attacks that are equal to or less than the power's rank number. If an intensity of applied force is more than 1/2 of this power's rank number, the bubble merely bounces away. The Bubble is also slippery, so that all attempts to grapple it are at a –1CS that is equal to 10% or the power's rank number. For example, all attempts to grapple an Incredible Bubble are at -4CS.
Aura Field * - This is an energy type of force field (See the Energy Emissions section for available types). Each field carries its own characteristics that affect the ways the PC uses his/hers power. The maximum size of the field is the number of areas equal to 10% of the power's rank number. For example, an Amazing Aura Field can encompass 5 areas. This field automatically provides protection and life support of rank number. The field completely absorbs any physical attack that has an intensity that is equal to or less than the power's rank number. If the intensity is higher, it's reduced by the power's rank number. The remaining intensity breaches the field and affects the PC's health. If the field is destroyed, the PC must make a red FEAT to regain it. Possible ways of destroying an Aura Field include Energy Control and Conversion, Power Control, and Magic. The hero has a -2CS vulnerability to powers that can affect this type of energy field. However, he/she gets a +2CS resistance to attacks of the same form of energy. This field is also assumed to have an unlimited supply of energy. When creating the PC, the player can opt to raise the power rank +1CS if the power is considered temporary. If the player does not choose the latter, then the power is permanent. The permanent power begins at Shift-0 increasing every round until it reaches an intensity equal to that of the maximum power's rank number.
Reflection - The power rank of the power is subtracted from the attack’s intensity. The rest is reflected back. A Typical FEAT is required to reflect the attack in a random direction, and Amazing FEAT is required to direct the attack -3CS back to the attacker. A Unearthly FEAT to completely turn the attack. When the power is breached once the user has to make a green FEAT to use the power again, when breached for the 2nd time he has to make a yellow FEAT, for each following breach he must make a red FEAT. If a Player wants a specific attack reflected by this Power, then he/she can raise it to a +1CS. Note: Reflection can be any Energy Emission or attack. Possible power stunts include:
Internal Energy Eruption - If the energy has no place to go, instead of harming everyone else, the Hero can turn the energy inward and cause themselves to suffer the Intensity of the energy
Energy Conversion: The Hero may convert another form of energy into the form they can reflect (at same intensity). Alternately, they can convert the energy that they normally reflect into another type. One stunt must be learned for each type of conversion.
Resistances Die Roll Resistances
Resist: Emotion (Minimum Power Rank = Intuition +1CS)
Resist: Energy
Resist: Magic
Resist: Mental (Minimum Power Rank = Psyche + 1CS)
Resist: Physical
Resist: Power Manipulation
Resist: Vampirism
Sense Protection The PC has a special protection against any one sense.
Electronic Counter Measures This power reflects the ability to avoid electronic detection and thwart any and all attempts to be controlled by electronic means. This provides Power rank Invisibility against such detection efforts as Radar and Sonar, as well as any other power, which is being duplicated through electronic means. It also grants Power rank Resistance to hackers or, if the character is in a powered suit of armor, to outside override attempts.
___________________________________________________________________________________
Detection Powers
Astral Detection - The character can automatically “see” astral creatures or projections even while not in astral form herself. This is the same as Astral Sight.
Abnormal Sensitivity - The hero can hear/feel/see things he cannot normally see and vice versa. He can for instance see infrared but not normal.
Sense Artificial Intelligence - The hero can sense artificial life of either the A.I. sort or magical nature. This should be specified.
Death Sense - The PC can detect aura of immanent death. The Death Sense automatically functions if the target or targets are in a life-threatening situation, or if they're fixing to enter one. Before an adventure, the Judge makes a secret red Psyche FEAT roll to see if any of the Characters will die that adventure. If there is a success, no one will die. If a miss, then the PC sees a "death glow" around a random character. The Player of the character then is unable to spend Karma on Endurance FEATs during the adventure
Aura Perception * - The PC can virtually see and gain knowledge of almost everything about a person or an object a person has been in proximity with. Seeing an aura can indicate the following:
The Karma of a character or object
The Popularity of a character or object
The Resource rank number of a character or object
The Health of a character or object
The rank number of a pronounced ability or object
The rank number of a pronounced power or object
The Physical Form of a character or object
This power also enables the PC to read the psychic Aura of an object and "hear" the psychic thoughts of characters that who've been in proximity of an object. (The PC can recognize any Aura that he/she's previously seen. Even if the target is disguised, it can be recognized by its distinct Aura. A red Psyche FEAT against the intensity rank number of the disguise must be made in order to allow the hidden target to be seen by the PC.
Note: This is a Godly Power, so Player must work with the Judge.
Circular Vision - 360 Degree vision +1CS Fighting, -1CS Popularity
Cosmic Perception * - The PC has a heightened sense on a universal scale. This sense is a detection power automatically at CL1000 power rank. Player can choose to roll on the table below, or just choose one of the five types of detection: (Judge's discretion)
Die Roll Sense
01-51 Energy
52-67 Magic
68-72 Space (Telescopic, microscopic, extradimensional all in one)
73-00 Psionic
Various Power stunts:
Penetrate illusions by focusing on the true energy patterns;
Perceive the physical and mental condition of a being;
Perceive the occurrences in other realities;
Penetrate concealment and disguises, and see the true nature of matter;
Perceive occurrences beyond the barrier of dimensions;
See through matter.
Note: This is a Cosmic Power, so player must work with the Judge. Furthermore, this power can also lead to insanity.
Energy Detection - This can detect various types of energy from electrical, magnetic, kinetic (physical) energy, etc.
Enhanced senses The PC has one or more of the five normal senses (hearing, sight, smell, touch, and taste) enhanced. Each 'sense' must be bought separately.
Environmental Awareness - Complete knowledge of the surroundings
Genetic Perception - Unlike Power Detection, this is the true "Mutant Detection". The PC can perceive and decipher genetic codes.
Extradimensional Detection - This can pick up entities who are Extradimensional or rifts/portals from these realms. This can lead to madness, considering some Planes of Hell aren't so grand to peer into.
Hyper Sense - Die Roll Hyper Senses
Hearing Sonic Attacks at +1CS
Olfactory When unable to block nasty scents -1CS Endurance
Touch
Taste
Life Detection - Identify presence and nature of lifeforms.
Magic Detection - Detects magic in a region or from a person or object.
Microscopic Vision
Penetration Vision/X-ray vision
Power Detection - Detects powers. Identify specific heroes with an Unearthly FEAT
Psionic Detection
Radar Sense - -1CS vs. electrical and Magnetic attacks
Reality Perception * - The PC can see the network patterns of matter and energy that form the universe. This power functions like a combination of the powers; Extradimensional and True Sight and potentially Astral Detection.
Sonar Sonic - attacks +1CS
Telescopic Vision
Thermal Vision
Tracking
True Sight - Penetrate any disguise below this rank
Ultraviolet Vision - See clearly through fog and water
VR Vision - The PC has a virtual sense. The Vision allows the PC to travel distances through virtual sight, without ever leaving the area he/she's in. The PC receives a visual simulation of a virtual world, as if he/she were actually present at the scene. The power is not hindered by factors at all. The VR Vision when in use overrides the normal sight. The vision is consciously controlled, and can practically travel anyplace. A disadvantage of the sight, is if unwanted visions obscure the view or distract the PC at a crucial moment.
Weakness Detection - Rank Good or below, physical weaknesses only. Excellent to Amazing mental and physical. Monstrous and above, mental, Physical, and power based.
Powers with a * by them cost 20 CP to purchase, due to the nature of their rarity.
All other Powers cost 10 CP.
After the initial 10 CP (or 20) for the Power, additional CP is used to raise the ability, starting in increments of 10, but then going by the cost after. Bear in mind that this is all spent at character creation. Character Advancement is done through Karma and is in a different section.
To raise to Good (10) - 10 CP
To raise to Excellent (20) - 10 CP
To raise to Remarkable (30) - 10 CP
To raise to Incredible (40) - 10 CP
To raise to Amazing (50) - 10 CP
To raise to Monstrous (75) - 25 CP
To raise to Unearthly (100) - 25 CP
Add together the CP for each advancement.
Examples: To have an Amazing Flight: The cost is 50 CP + the initial 10 CP. To have an Excellent Body Armor, the cost is 20 CP + 10 CP.
To have Aura Field at Remarkable, the initial cost is 20 CP + 30 CP for Remarkable, totaling 50 CP.
Limitations: Characters may have Limitations to Powers which can adjust and grant some CP back, based at GM/Judge discretion.
Defensive Powers
Body Armor - Artificial or Natural Body Armor. This is like skin, tough hide, can be mechanical as well, but it protects the person without having to 'wear' body armor.
Force Field - Completely absorbs any attacks that have an intensity equal or less than the power rank number. The remaining Intensity breaches the field and affects anyone within its diminished effect. The character will have one type, but can add in additional 'fields' of defense.
Specific Force Fields vs. Die Roll Force Fields
Force Field vs. Emotion (Minimum Power Rank = Intuition +1CS)
Force Field vs. Energy
Force Field vs. Magic
Force Field vs. Mental (Minimum Power Rank=Psyche +1CS)
Force Field vs. Physical
Force Field vs. Power Manipulation
Force Field vs. Vampirism
Death Field * - This is a field-effect version of Life Absorption. The Death field drains the life force out of all within the area of the field, and adds this energy to the PC's health. The PC must first make a power FEAT against the intensity of the victim's Psyche. Each FEAT allows the PC to drain up to a number of health points from each target in the field area that is equal to the power's rank number, until he/she regains the normal maximum health. If the target's health drops to 0 as a result, the victim dies, and his/her body disintegrates.
Null-Field - This power surrounds the PC with a field that dampens all forms of energy within the area. This power’s rank number reduces all energy in the area. The field also reduces a -1CS on all attacks within the area by a number that is equal to 10% of the power's rank number. For example, an Excellent Null-Field reduces all attacks in the area by a -2CS. This power affects even attacks not directed to the PC.
Bubble - This is a force bubble that surrounds the PC. The Bubble provides protection against all physical and energy attacks that are equal to or less than the power's rank number. If an intensity of applied force is more than 1/2 of this power's rank number, the bubble merely bounces away. The Bubble is also slippery, so that all attempts to grapple it are at a –1CS that is equal to 10% or the power's rank number. For example, all attempts to grapple an Incredible Bubble are at -4CS.
Aura Field * - This is an energy type of force field (See the Energy Emissions section for available types). Each field carries its own characteristics that affect the ways the PC uses his/hers power. The maximum size of the field is the number of areas equal to 10% of the power's rank number. For example, an Amazing Aura Field can encompass 5 areas. This field automatically provides protection and life support of rank number. The field completely absorbs any physical attack that has an intensity that is equal to or less than the power's rank number. If the intensity is higher, it's reduced by the power's rank number. The remaining intensity breaches the field and affects the PC's health. If the field is destroyed, the PC must make a red FEAT to regain it. Possible ways of destroying an Aura Field include Energy Control and Conversion, Power Control, and Magic. The hero has a -2CS vulnerability to powers that can affect this type of energy field. However, he/she gets a +2CS resistance to attacks of the same form of energy. This field is also assumed to have an unlimited supply of energy. When creating the PC, the player can opt to raise the power rank +1CS if the power is considered temporary. If the player does not choose the latter, then the power is permanent. The permanent power begins at Shift-0 increasing every round until it reaches an intensity equal to that of the maximum power's rank number.
Reflection - The power rank of the power is subtracted from the attack’s intensity. The rest is reflected back. A Typical FEAT is required to reflect the attack in a random direction, and Amazing FEAT is required to direct the attack -3CS back to the attacker. A Unearthly FEAT to completely turn the attack. When the power is breached once the user has to make a green FEAT to use the power again, when breached for the 2nd time he has to make a yellow FEAT, for each following breach he must make a red FEAT. If a Player wants a specific attack reflected by this Power, then he/she can raise it to a +1CS. Note: Reflection can be any Energy Emission or attack. Possible power stunts include:
Internal Energy Eruption - If the energy has no place to go, instead of harming everyone else, the Hero can turn the energy inward and cause themselves to suffer the Intensity of the energy
Energy Conversion: The Hero may convert another form of energy into the form they can reflect (at same intensity). Alternately, they can convert the energy that they normally reflect into another type. One stunt must be learned for each type of conversion.
Resistances Die Roll Resistances
Resist: Emotion (Minimum Power Rank = Intuition +1CS)
Resist: Energy
Resist: Magic
Resist: Mental (Minimum Power Rank = Psyche + 1CS)
Resist: Physical
Resist: Power Manipulation
Resist: Vampirism
Sense Protection The PC has a special protection against any one sense.
Electronic Counter Measures This power reflects the ability to avoid electronic detection and thwart any and all attempts to be controlled by electronic means. This provides Power rank Invisibility against such detection efforts as Radar and Sonar, as well as any other power, which is being duplicated through electronic means. It also grants Power rank Resistance to hackers or, if the character is in a powered suit of armor, to outside override attempts.
___________________________________________________________________________________
Detection Powers
Astral Detection - The character can automatically “see” astral creatures or projections even while not in astral form herself. This is the same as Astral Sight.
Abnormal Sensitivity - The hero can hear/feel/see things he cannot normally see and vice versa. He can for instance see infrared but not normal.
Sense Artificial Intelligence - The hero can sense artificial life of either the A.I. sort or magical nature. This should be specified.
Death Sense - The PC can detect aura of immanent death. The Death Sense automatically functions if the target or targets are in a life-threatening situation, or if they're fixing to enter one. Before an adventure, the Judge makes a secret red Psyche FEAT roll to see if any of the Characters will die that adventure. If there is a success, no one will die. If a miss, then the PC sees a "death glow" around a random character. The Player of the character then is unable to spend Karma on Endurance FEATs during the adventure
Aura Perception * - The PC can virtually see and gain knowledge of almost everything about a person or an object a person has been in proximity with. Seeing an aura can indicate the following:
The Karma of a character or object
The Popularity of a character or object
The Resource rank number of a character or object
The Health of a character or object
The rank number of a pronounced ability or object
The rank number of a pronounced power or object
The Physical Form of a character or object
This power also enables the PC to read the psychic Aura of an object and "hear" the psychic thoughts of characters that who've been in proximity of an object. (The PC can recognize any Aura that he/she's previously seen. Even if the target is disguised, it can be recognized by its distinct Aura. A red Psyche FEAT against the intensity rank number of the disguise must be made in order to allow the hidden target to be seen by the PC.
Note: This is a Godly Power, so Player must work with the Judge.
Circular Vision - 360 Degree vision +1CS Fighting, -1CS Popularity
Cosmic Perception * - The PC has a heightened sense on a universal scale. This sense is a detection power automatically at CL1000 power rank. Player can choose to roll on the table below, or just choose one of the five types of detection: (Judge's discretion)
Die Roll Sense
01-51 Energy
52-67 Magic
68-72 Space (Telescopic, microscopic, extradimensional all in one)
73-00 Psionic
Various Power stunts:
Penetrate illusions by focusing on the true energy patterns;
Perceive the physical and mental condition of a being;
Perceive the occurrences in other realities;
Penetrate concealment and disguises, and see the true nature of matter;
Perceive occurrences beyond the barrier of dimensions;
See through matter.
Note: This is a Cosmic Power, so player must work with the Judge. Furthermore, this power can also lead to insanity.
Energy Detection - This can detect various types of energy from electrical, magnetic, kinetic (physical) energy, etc.
Enhanced senses The PC has one or more of the five normal senses (hearing, sight, smell, touch, and taste) enhanced. Each 'sense' must be bought separately.
Environmental Awareness - Complete knowledge of the surroundings
Genetic Perception - Unlike Power Detection, this is the true "Mutant Detection". The PC can perceive and decipher genetic codes.
Extradimensional Detection - This can pick up entities who are Extradimensional or rifts/portals from these realms. This can lead to madness, considering some Planes of Hell aren't so grand to peer into.
Hyper Sense - Die Roll Hyper Senses
Hearing Sonic Attacks at +1CS
Olfactory When unable to block nasty scents -1CS Endurance
Touch
Taste
Life Detection - Identify presence and nature of lifeforms.
Magic Detection - Detects magic in a region or from a person or object.
Microscopic Vision
Penetration Vision/X-ray vision
Power Detection - Detects powers. Identify specific heroes with an Unearthly FEAT
Psionic Detection
Radar Sense - -1CS vs. electrical and Magnetic attacks
Reality Perception * - The PC can see the network patterns of matter and energy that form the universe. This power functions like a combination of the powers; Extradimensional and True Sight and potentially Astral Detection.
Sonar Sonic - attacks +1CS
Telescopic Vision
Thermal Vision
Tracking
True Sight - Penetrate any disguise below this rank
Ultraviolet Vision - See clearly through fog and water
VR Vision - The PC has a virtual sense. The Vision allows the PC to travel distances through virtual sight, without ever leaving the area he/she's in. The PC receives a visual simulation of a virtual world, as if he/she were actually present at the scene. The power is not hindered by factors at all. The VR Vision when in use overrides the normal sight. The vision is consciously controlled, and can practically travel anyplace. A disadvantage of the sight, is if unwanted visions obscure the view or distract the PC at a crucial moment.
Weakness Detection - Rank Good or below, physical weaknesses only. Excellent to Amazing mental and physical. Monstrous and above, mental, Physical, and power based.