[hider=Marvel RPG Stuff] [center][color=FFE500][h2][u][i][b]Character Sheets and Other Stuff[/b][/i][/u][/h2][/color][/center] This RP is going to be doing things a little bit differently than we have in the past with regards to the character sheets that we're using. We're going to try out something different. When I started being a GM way back when the only roleplaying game I had ever played was Dungeons and Dragons, so I did a lot of what I did based off of that. Well, fun fact, in the years since then, Marvel actually released their own roleplaying game. So for this RP, I'm adapting that for this roleplay. Taking a few liberties here or there with it, but we're trying it out. If it doesn't end up fully working out, I'll adapt it to just let us use Dungeons and Dragons d20 dice rules. Here is the Character Sheet. [hider=Character Sheet] [code][hider=Character Sheet][hr.][hr.][center][h2][color=???][b]Hero Name[/b][/color][/h2][/center][hr.][hr.] [center][img]Character image[/img][/center] [center][b][color=???]Ability Scores[/color][/b][/center][table=bordered][row][cell][center][b][color=???]Melee[/color][/b] ---[/center][/cell][cell][center][b][color=???]Agility[/color][/b] ---[/center][/cell][cell][center][b][color=???]Resilience[/color][/b] ---[/center][/cell][cell][center][b][color=???]Vigilance[/color][/b] ---[/center][/cell][cell][center][b][color=???]Ego[/color][/b] ---[/center][/cell][cell][center][b][color=???]Logic[/color][/b] ---[/center][/cell][/row][/table][center][color=???][b]Defense Scores (10 + ability score)[/b][/color][/center][table=bordered][row][cell][center][b][color=???]Melee[/color][/b] ---[/center][/cell][cell][center][b][color=???]Agility[/color][/b] ---[/center][/cell][cell][center][b][color=???]Resilience[/color][/b] ---[/center][/cell][cell][center][b][color=???]Vigilance[/color][/b] ---[/center][/cell][cell][center][b][color=???]Ego[/color][/b] ---[/center][/cell][cell][center][b][color=???]Logic[/color][/b] ---[/center][/cell][/row][/table][center][color=???][b]Damage[/b][/color][/center] [table=bordered][row][cell][center][b][color=???]Melee[/color][/b] d6 x Rank + Score[/center][/cell][cell][center][b][color=???]Agility[/color][/b] d6 x Rank + Score[/center][/cell][cell][center][b][color=???]Ego[/color][/b] d6 x Rank + Score[/center][/cell][cell][center][b][color=???]Logic[/color][/b] d6 x Rank + Score[/center][/cell][/row][/table][center][color=???][b]Extra Info[/b][/color][/center] [table=bordered][row][cell][center][b][color=???]Rank[/color][/b] ---[/center][/cell][cell][center][b][color=???]Health (30 x Resilience)[/color][/b] ---[/center][/cell][cell][center][b][color=???]Focus (30 x Vigilence)[/color][/b] ---[/center][/cell][cell][center][b][color=???]Karma[/color][/b] ---[/center][/cell][cell][center][b][color=???]Damage Reduction[/color][/b] ---[/center] [/cell][/row][/table] [center][color=???][u][b][h3]Biography[/h3][/b][/u][/color][/center] [color=???][b]Full Name:[/b][/color] [color=???][b]Pronouns:[/b][/color] [color=???][b]Age:[/b][/color] [color=???][b]Birthday (month day year, starting date is September 8, 2043):[/b][/color] [color=???][b]Height:[/b][/color] [color=???][b]Weight:[/b][/color] [color=???][b]Gender:[/b][/color] [color=???][b]Sexuality:[/b][/color] [color=???][b]Eye Color:[/b][/color] [color=???][b]Hair Color:[/b][/color] [color=???][b]Distinguishing Features:[/b][/color] [color=???][b]Build:[/b][/color] [color=???][b]Origin:[/b][/color] [color=???][b]Team:[/b][/color] [color=???][b]Base:[/b][/color] [color=???][b]Alignment:[/b][/color] [color=???][b]Hobbies:[/b][/color] [color=???][u][b]History[/b][/u][/color] [color=???][u][b]Personality[/b][/u][/color] [color=???][u][b]Fears (list 2-3 fears your character has):[/b][/u][/color] [list][*] [/list] [color=???][u][b]Traits[/b][/u][/color] [list][*] [/list] [color=???][u][b]Tags[/b][/u][/color] [list][*] [/list] [center][color=???][u][b][h3]Powers[/h3][/b][/u][/color][/center] (Label Power Type here) [list][*]List each power and what it does. Make sure to separate out each power type.[/list] [color=???][b]Extra Stuff:[/b][/color][/hider][/code] [/hider] I have separated things out for the different sections that are important on the sheet and tried to keep explanations as simple and coherent as possible. If you need help or have questions, just ask. [hider=Ability Scores] For the character sheets. You will have Ability Scores. What determines the ability scores exactly? Well, you the player do. Now there are limitations on this. First of all, that would be your [b]Rank[/b]. Rank is determined by a few different things, but since we're trying something new for everyone, you all are going to be starting at [b]Rank 1[/b]. Essentially the equivalent of 1st level. You're all deemed to be Rookies, since you're just starting out and learning how to use your powers. Which you'll progress further as time goes on and you learn more. What does your rank have to do with ability scores? It determines how many points you get for the scores. At Rank 1, you all start off with 5 ability points. Naturally all of the scores start at zero. You can then put points into all of them. Say you want to just be a well rounded character, you put 1 point in all except one of your stats. That is certainly a choice for it. But maybe not for [i]your[/i] character. You can put up to a maximum of 4 points in one score. And you can choose to lower one of your scores down below zero up to -4 to get extra points to spend too. Another thing is Karma. Karma gets accumulated during a single day in the game. And can be used to reroll one of your dice or to cause an enemies attack to have a disadvantage. Once the day in game is over, you lose your accumulated Karma so use it ir lose it. There is an exception to this rule, if you have the Heroic Tag. If you have the Heroic tag, you automatically get Karma up to your character rank. [/hider][hider=Origins] Special Origins can effect a few different things about your character. Everyone involved in the RP will automatically get the [i]Mutant[/i] origin. But if you discuss things with me, it is possible for others to creep in to help you flesh out your character. These origins give you Traits and Tags, which either don't do a whole lot extra aside from additional knowledge about your character. Or they could potentially harm or aid your character in doing various different things. Since everyone is a Mutant, as mentioned you get that Origin and likely just that Origin. If you want to potentially use other origins or have a potential interesting idea, we'll talk about it. Since this is still a fairly newer thing, trying to keep it as simple as possible for everyone (that and there isn't a master list I can just copy and paste over) Being a mutant means you get these two tags: Hounded, X-Gene. [/hider][hider=Traits and Tags] Characters at Rank 1 get one extra trait aside from any that technically come from the Origins if any. So you get to choose 1 extra trait from below to add to your character. Make sure it fits well with your person though! [hider=Trait List] [list][*] Abrasive: Edge to Ego to intimidate. [*] Anathema (list types): Rank 3 attack damage when touching harmful exposure. [*] Audience: Ego check to gain info or resources from a group. [*] Battle Ready: Adds 30 Focus to character’s base. [*] Beguiling: Edge to Ego vs. targets attracted to them. [*] Berserker: Edge on attacks; +2 to Melee, Resilience, Ego; -2 Agility; no ranged weapons; after last enemy, lose 5 Focus. [*] Big: -1 to Melee, Agility defenses; +1 to run Speed; increase reach by 2. [*] Bloodthirsty: Must make Challenging Ego check to keep from killing unconscious foe. [*] Breathe Different: Lose 1 Health per minute in normal Earth air. [*] Clinician: Edge to Logic for medical checks. [*] Clueless: Trouble on Vigilance to spot hidden; enemies’ Agility gain edge to sneak. [*] Combat Expert: Edge on Melee attacks against enemies of Rank 1. [*] Combat Reflexes: One additional reaction each turn. [*] Connections (list types): Can make Ego checks for favors from specified group. [*] Dealmaker: Edge on action checks to make deals. [*] Determination: No trouble when demoralized, aka below 1 Focus. [*] Eidetic Memory: Player may ask GM to remind known details. [*] Enduring Constitution: Go without sleep for 48 hours, edge on Resilience vs. fatigue. [*] Enhanced Physique: Treat as one size bigger for lift, carry, swing, throw actions. [*] Extra Occupation: Choose another occupation. [*] Extraordinary Origin: Choose another origin. [*] Famous: Edge to Ego to favorable groups, trouble to disagreeable groups. [*] Fearless: Edge to action checks vs. fear. [*] First Aid: Edge on Logic check to stop bleeding. [*] Font of Information: Edge on Logic checks for knowledge. [*] Free Running : Edge on Agility for acrobatics while moving. [*] Fresh Eyes: Edge on Logic checks when facing new action for the first time. [*] Gearhead: Edge on Logic checks to figure out how any machine works. [*] Glibness: Edge on Ego to persuade others speaking to for the first time. [*] God Heritage: Edge when deadling with subject of divine godhood domain. [*] Gullible: Others gain edge on Ego to persuade you of something. [*] Honest: Trouble on Ego check to lie, but edge on friendly checks when truthful. [*] Interrogation: Edge on Ego or Logic when asking questions. [*] Inventor: Edge on Logic when creating or repairing things. [*] Investigation: Edge on Vigilance to spot clues, Logic to interpret clues; double if access to forensics lab. [*] Iron Will: Enemies have trouble on Ego to control character; edge to break mind control. [*] Legal Eagle: Edge on Logic checks when dealing with legalities. [*] Leverage: Edge on Logic checks to investigate people, Ego checks to persuade investigated targets) [*] Loner: Cannot be given an edge via assistance from non-teammates. [*] Monster: Edge to intimidate someone. [*] Out of Shape: Treat as one size smaller for lift, carry, swing, throw actions. [*] Piloting: Edge on Agility to control move of any type of air, land, or water vehicle. [*] Presence: Edge on Ego checks to get others’ attention or voluntarily do things. [*] Public Speaking: Edge on Ego checks when attempting to persuade groups. [*] Pundit: Edge on Ego or Logic when giving opinion via media. [*] Quick Learner: Edge on next try to repeat a failed action on next turn. [*] Scientific Expertise: Edge on Logic when dealing with scientific research; double if acces to lab. [*] Signature Attack (note attacks): Edge on using particular kind of weapon or power. [*] Situational Awareness: Edge on initiative checks. [*] Skeptical: Others get trouble on Ego checks to persuade character. [*] Small: +1 to Melee, Agility defenses; -1 to run Speed. [*] Sneaky: Edge on Agility when sneaking around; enemies trouble on Vigilance checks to detect) [*] Stranger: Trouble when trying to decipher customs or pass as local. [*] Surprising Power: Gain a power without rank, origin, or power prerequisites. [*] Tech Reliance: When damaged to unconscious, instead lose tech powers and stay 1 Health. [*] Weakness (list types): Attacks suffered from specific substance ignore damage reduction, ignore Healing Factor. [*] Weird: Edge to Ego to favorable groups, trouble to disagreeable groups.[/list][/hider] Tags can have an unlimited amount of them. They come from different things, whether from origins or other things. As long as it fits with your character and concept, then you are fully capable of picking them out, just make sure you include the ones that go with the Mutant origin at the least. [hider=Tags] [list][*] A.I.: Backup copies of mind available elsewhere. [*] Alien Heritage: Not native to Earth, may know interstellar lore. [*] Alternate Form (list forms): Only use powers in certain forms. [*] Amphibious: Breathe, see, and hear normally underwater. [*] Auditory Issues: Trouble hearing. [*] Authority: Legal status in society. [*] Backup: Can call on organization for immediate backup at any time. [*] Black Market Access: Can buy and sell hard-to-find and illegal things. [*] Chaotic: Trained by cosmic-level primal chaos. [*] Convict: Has well known criminal record. [*] Cursed: Affiliated with Hell. [*] Deceased: Technically dead in legal records. [*] Dependents: Must frequently check on others who rely on character. [*] Enemy (list enemies): Sworn to defeat the character. [*] Eternally Immortal: Doesn’t age, can be resurrected from death at South Pole. [*] Extreme Appearance: Cannot easily hide identity as unusual. [*] Green Door: Gamma mutate returns to life after death, effectively immortal. [*] Headquarters: Safe space available to heal, work, store equipment, and so forth. [*] Heroic: Able to use Karma for action edges or rapid Health or Focus recovery. [*] Hounded: Part of group persecuted for simply being themselves. [*] Hunted: Sought by law enforcement for accused crimes. [*] Imageless: Casts no reflection, and image cannot be captured by cameras. [*] Immunity (list types): Unharmed by the usual effects of substance or exposure. [*] Inhuman Genes: May develop superpowers when exposed to Terrigen Mists. [*] Lab Access: Has equipment, supplies, and tools for technical work. [*] Linguist (list languages): Fluent in these languages. [*] Lunar Transformation: Werewolf compelled to hunt anyone during full moon. [*] Mohd Wy’ry: Accumulated memories driving an Eternal insane. [*] Mentor: Older person available for advice, answers, training. [*] Mute: Character cannot speak verbally, but can communicate otherwise. [*] Mysterious: Source of superpowers is not known or understood. [*] Obligation (list types): Duty to certain people, places, or organizations who rely on them. [*] Poor: Little access to money and struggles to make ends meet. [*] Powerful: Access to resources of the character’s entire community. [*] Public Identity: Easy to ask openly for help, but enemies can find friends, and family. [*] Radioactive: Constant low levels of radiation can be picked up by Geiger counter. [*] Rich: Access to plenty of money, most anything legally available can be bought. [*] Secret Identity: Must take precautions to protect friends and family from enemeis. [*] Signature Weapon (note weapon): Well known for using a specific type of weapon. [*] Sorcerous: Study of traditional magic. [*] Streetwise: Knows about various criminal enterprises and how to deal with them. [*] Supernatural: Superpowers are magical or based on something magical. [*] Villainous: Cares little for the rights or lives of others. [*] Vision Issues: Trouble seeings, from full blindness to just astigmatism. [*] Worshipped: Considered by others to be a god. [*] X-Gene: Mutant genes cause character to develop superpowers. [*] Young: Under 18 years old, may lack access to adult legal rights.[/list][/hider] [/hider][hider=Powers] Now time for the big one. [i]Powers[/i]. These are officially your set of skills that you have easy access to. Might be able to achieve other sort of skills with your ability scores (just ask when they actually come up) but these are the main things you have access to all of the time. Now at Rank 1, you only have 4 powers you can get, and remember, some have prerequisites of others. Also the power you are imagining might not easily fit the mold of what is listed. The nice thing about this set up is it allows for homebrewing and adjusting things so they fit with your character concept. And we can talk about the powers and such if you need help. There are a few with prerequisites, those namely are the 1-4 numbered ones. However I mostly am doing away with the other sort of prereqs to make things simpler. However I do have veto power if you try to make your character too powerful for just now learning to use their powers. There is one other mechanic that is important for characters and powers. That being the Focus Cost. Some powers require to use something called Focus. Which is 30 multiplied by your Vigilence stat. However at a bare minimum, even if your Vigilence is less than 1, will always be 30. Adds a little more strategy to using your powers and selecting them. As some powers require focus, others do not, keep that in mind when selecting your skills. As mentioned, if you have an idea for a concept but unsure how to go about choosing powers to fit, feel free to ask. And I know, there are a lot of them, but helps with being able to make a lot of different characters. If it makes things easier, if your character's power set is potentially similar to a different Marvel character, might be able to pull up their sheet for some ideas. [hider=Basic Powers] [b]BASIC POWERS[/b] [list][*] Accuracy 1: Boosts Agility damage multiplier and non-combat checks by 1. [*] Accuracy 2: Boosts Agility damage multiplier and non-combat checks by 2. [*] Accuracy 3: Boosts Agility damage multiplier and non-combat checks by 3. [*] Accuracy 4: Boosts Agility damage multiplier and non-combat checks by 4. [*] Additional Limbs: Gain edge in Melee and Agility checks. [*] Anger (Base Cost 10) : For Every 10 Focus boost Melee damage +15, suffer Logic defense penalty of -2 and cannot concentrate [*] Brawling: Use Melee defense vs. Agility attacks instead of Agility defense. [*] Brilliance 1: Boosts Logic damage multiplier and non-combat checks by 1. [*] Brilliance 2: Boosts Logic damage multiplier and non-combat checks by 2. [*] Brilliance 3: Boosts Logic damage multiplier and non-combat checks by 3. [*] Brilliance 4: Boosts Logic damage multiplier and non-combat checks by 4. [*] Combat Trickery (Cost 5 Focus): Once per battle, use Focus to gain an automatic 1 on dM, cannot be affected by trouble. [*] Discipline 1: Boosts Ego damage multiplier and non-combat checks by 1. [*] Discipline 2: Boosts Ego damage multiplier and non-combat checks by 2. [*] Discipline 3: Boosts Ego damage multiplier and non-combat checks by 3. [*] Discipline 4: Boosts Ego damage multiplier and non-combat checks by 4. [*] Disguise: Character looks like someone else (like D&D Alter Self). [*] Energy Absorption (Cost 15 Focus): Health damage turns into extra Focus for character to use. [*] Environmental Protection: Immune to harm from cold, heat, pressure, radiation, vacuum. [*] Evasion: Use Agility defense vs. Melee attacks instead of Melee defense. [*] Flight 1: Gain fly speed; outside combat, fly speed x3 (like a bird). [*] Flight 2: Gain fly speed; outside combat, fly speed x50 (like an aircraft). [*] Group Flight (Cost 5 Focus): Carry others while flying. [*] Healing Factor: Regain Health equal to character’s Resilience every turn. [*] Heightened Senses 1: Superior senses, x2 sensory range, edge on Vigilance checks, others suffer trouble to sneak on character. [*] Heightened Senses 2: Radar-like senses, x4 sensory range, double edge on Vigilance checks, others suffer double trouble to sneak on character. [*] Iconic Weapon: Special bonuses for using a specific weapon. [*] Inspiration: Ally within earshot gains edge on all checks for one turn. [*] Integrity: Use Logic defense vs. Ego attacks instead of Ego defense. [*] Mighty 1: Strength to lift about a ton, as 1 size bigger to lift/carry/swing/throw. Boosts Melee damage multiplier and non-combat checks by 1, and gain option to cause knockback. [*] Mighty 2: Strength to lift a bus (several tons), as 2 sizes bigger to lift/carry/swing/throw. Boosts Melee damage multiplier and non-combat checks by 2, and gain option to cause knockback. [*] Mighty 3: Strength to lift a house (10s of tons), as 3 sizes bigger to lift/carry/swing/throw. Boosts Melee damage multiplier and non-combat checks by 3, and gain option to cause knockback. [*] Mighty 4: Extreme superhuman strength (100s of tons), as 4 sizes bigger to lift/carry/swing/throw. Boosts Melee damage multiplier and non-combat checks by 4, and gain option to cause knockback. [*] Reinforced Skeleton: Gain Health damage reduction 1. [*] Shape-Shift: Character changes form and gains natural abilities of new form. (Like D&D Polymorph.) [*] Slow-Motion Dodge: Reaction to give attackers trouble on ranged attack. [*] Sturdy 1: Gain Health damage reduction 1; if reduced to less than 1, no damage at all. [*] Sturdy 2: Gain Health damage reduction 2; if reduced to less than 1, no damage at all. [*] Sturdy 3: Gain Health damage reduction 3; if reduced to less than 1, no damage at all. [*] Sturdy 4: Gain Health damage reduction 4; if reduced to less than 1, no damage at all. [*] Uncanny 1: Gain Focus damage reduction 1; if reduced to less than 1, no damage at all. [*] Uncanny 2: Gain Focus damage reduction 2; if reduced to less than 1, no damage at all. [*] Uncanny 3: Gain Focus damage reduction 3; if reduced to less than 1, no damage at all. [*] Uncanny 4: Gain Focus damage reduction 4; if reduced to less than 1, no damage at all. [*] Wisdom: Use Ego defense vs. Logic attacks instead of Logic defense. [*] Wisecracker: Ego vs. Ego defense of one target within earshot to cause Focus damage.[/list] [/hider] [hider=Elemental Control Powers] [b]ELEMENTAL CONTROL POWERS[/b] - When listing must specify what power type. Most powers fit into this category in some way shape or form. [list][*] Elemental Barrage (Cost 15 Focus): Ego vs. Resilience defense of all targets within 50 feet of a point. [*] Elemental Barrier (Cost 5 Focus): Creates wall that can be attacked to end; when first made, Agility vs. Agility defense of those in the way to place them on either side. [*] Elemental Blast (Base Cost 5 Focus): Agility vs. ranged target’s Agility defense, use Focus to boost damage. [*] Elemental Burst: Agility vs. ranged target’s Agility defense, special effect on Fantastic result. [*] Elemental Form: Character’s body made of element, reforms after Health back to 1 or more. [*] Elemental Grab (Cost 5 Focus): Ego vs. target’s Melee defense to grab. [*] Elemental Infusion (Cost 5 Focus): Close attack gains special effect on Fantastic result. [*] Elemental Prison: Ego vs. targets’ Agility defense to trap them within elemental cage. [*] Elemental Protection 1 (Cost 5 Focus): Ignore a type damage of 10 or less; if 11 or more, protection ends but character unharmed. [*] Elemental Protection 2 (Cost 10 Focus): Ignore damage of 20 or less; if 21 or more, protection ends but character unharmed. [*] Elemental Protection 3 (Cost 15 Focus): Ignore damage of 30 or less; if 31 or more, protection ends but character unharmed. [*] Elemental Protection 4 (Cost 20 Focus): Ignore damage of 40 or less; if 41 or more, protection ends but character unharmed. [*] Elemental Push (Cost 10 Focus): Ego vs. target’s Agility defense to move target, possibly knock prone. [*] Elemental Reinforcement (Cost varies): If damage gets through elemental power, choose to lose Focus instead of Health and keep protection active. [*] Elemental Ricochet (Cost 10 Focus): On Fantastic result, extra ranged attack on another target. [*] Elemental Sphere: Ego defense vs. ranged attacks, Elemental Protection affects area. [*] Elemental Suffocation (Cost 15 Focus): Ego vs. grabbed target’s Resilience defense to pin target. [*] Supernova (Base Cost 15 Focus): Ego vs. Resilience of all targets within 50 feet, option to use Focus to boost damage (+1 per 2 Focus) and chance of special effect.[/list][/hider] [hider=Healing] HEALING POWERS [list][*] Cure-All (Cost 15 Focus): Can cure temporary ailments to anyone they can touch. [*] Healing Hands (Base Cost 10 Focus): Can healing a target with a touch. Heals 10 at base, but adds more healing per extra focus spent. [*] Let's Go (Cost 5 Focus): Eliminates all effects of a target losing all their hit points. Instead of falling unconscious or something worse they stay up and mobile. Cannot resurrect already dead characters. [*] Never Surrender (Cost 5 Focus): Can eliminate all effects of target losing all their focus. [*] Restore (Cost 20 Focus): Character can bring someone back from being shattered. Ego vs. DC 20 check. [*] Resurrect (Cost 20 focus): Character can attempt to bring a character back from the dead. Ego vs DC 20 + 1 for each hour since death. [*] Soothing Touch (Base Cost 10 Focus): Heals focus for someone, automatically heals 10 focus plus 1 per extra focus spent. [/list][/hider] [hider=Illusion Powers] [b]ILLUSION POWERS[/b] [list][*] Animated Illusion (Cost 5 Focus): Create a control a visual-only moving image. [*] Darkness (Cost 5 Focus): Target area becomes too dark to see and negates light. [*] Dazzle (Cost 5 Focus): Ego vs. target’s Vigilance defense to blind, possibly damage. [*] Deafen (Cost 5 Focus): Ego vs. target’s Vigilance defense to deafen, possibly damage. [*] Extend Invisibility (Cost 10 Focus): Make something or something invisible. [*] Flare (Cost 10 Focus): Ego vs. nearby targets’ Vigilance defenses to cause blindness. [*] Grand Illusion (Cost 10 Focus): Create an area sound and sight illusion. [*] Group Invisibility (Cost 15 Focus): Character’s Ego defense equals number of others made invisible. [*] Illumination: Make one object or area glow bright life. (Like D&D Light spell.) [*] Invisibility (Cost 5 Focus): Character becomes invisible, gains edge to sneak, observers suffer trouble. (Unlike in D&D, attacking doesn’t spoil basic invisibility.) [*] Mirror Images (Cost 10 Focus): Character gets illusory duplicates that can draw away attention or attacks. [*] Silence Area (Cost 5 Focus): Nearby area silenced, none inside can hear and those outside cannot hear into area. [*] Silence Self (Cost 5 Focus): Character gains edge on Agility to sneak, enemies suffer Vigilance trouble to perceive character. [*] Static Illusion (Cost 5 Focus): Create a non-moving visual light hologram at a point within 250 feet.[/list] [/hider] [hider=Luck] LUCK POWERS [list][*] Charmed Life: Gains an edge on a single action per round [*] Evil Eye (Cost 5 Focus): Character picks a foe, that foe has trouble on all action checks until duration is over (for as long as character is focusing on it) [*] Jinx You (Cost 5 Focus per round): Character makes a melee check to touch target. On success the power takes effects and the foe has trouble on all action checks. [*] Jinx You All (Cost 10 Focus per round): Up to one foe per rank, foe or foes has trouble on all action checks until end of duration. [*] Lucky Me (Cost 5 Focus per round): Character gains an edge on all action checks. [*] Lucky Us (Cost 10 Focus per round): Pick on ally per rank level, that character gains edge on all action checks. [*] Lucky You (Cost 5 Focus per round): Pick one ally, that ally gains edge on all action checks [*] Real Jinx: All characters who attempt to harm the character by direct action have trouble on their action checks (does not stack with other trouble things) [*] Wish You Luck (Cost 5 Focus per round): Character picks an ally they can see, the character gains an edge on all action checks made while power is in effect. [/list][/hider] [hider=General Magic Based Powers] [b]MAGIC POWERS[/b][list] [*] Astral Form (Cost 5 Focus): Enter trance, fly spirit body into Astral Plane, spy on mortal realm. [*] Brain Drain (Cost 5 Focus): Ego vs. grabbed target’s Vigilance to cause Focus damage and recover Focus points. [*] Exorcism (Cost 15 Focus): Ego vs. possessor’s Ego defense to end a possession power. [*] Leech Life (Cost 5 Focus): Ego vs. grabbed target’s Resilience defense to deal Health damage and character recovers Health. [*] Sense Supernatural: Detect location and status of nearby supernatural creatures, Ego check vs. Vigilance defense to sense resisting targets.[/list][/hider] [hider=Chaos Powers] [b]MAGIC (CHAOS) POWERS[/b][list] [*] Hex Bolt (Cost 5 Focus): Ego ranged attack vs. target’s Agility, causing force damage, possibly cause trouble. (Like D&D Eldritch Blast.) [*] Jinx (Cost 5 Focus): Ego vs. nearby target’s Ego defense to cause trouble on all actions, possible lose next standard action. [*] Powerful Hex (Cost 5 power): Use Focus to simulate the effects of any other power; permanent powers have concentration duration. [*] Probability Manipulation Hex (Cost 10 Focus): Nearby ally making a check with trouble eliminates all trouble and instead gains an edge. [*] Protection Hex (Cost 10 Focus): Ego check becomes character’s defense against any attack, possibly also granting Health damage reduction.[/list][/hider] [hider=Demonic Powers] [b]MAGIC (DEMONIC/CURSED) POWERS[/b][list] [*] Hellfire Chains (Cost 5 Focus): Ego vs. target’s Agility defense to grab and cause Health damage; Ego to grabbed target’ Resilience to cause Health and Focus damage. [*] Penance Stare: Ego vs. target’s Ego defense to cause Focus damage, possibly paralyze, and special rules if shattered. [*] Possess Vehicle (Cost 10 Focus): Character magically controls touched vehicle and engulfs it in damaging hellfire. [*] Possession (Cost 20 Focus): Ego with trouble vs. Ego defense of target with no Focus left to seize control of target’s body. [*] Senses Sin: Ego vs. Ego defense to detect target’s worst past actions, possible intensions on future bad actions.[/list][/hider] [hider=Sorcery Powers] [b]MAGIC (SORCERY) POWERS[/b][list] [*] Bolts of Balthakk (Cost 5 or more Focus): Ego ranged attack vs. target’s Agility, causing electricity damage. Spend Focus to boost damage. Add +1 for every 2 Focus spent (In other words, a D&D lightning cantrip.) [*] Crimson Bands of Cyttorak (Cost 10 Focus): Ego vs. target’s Melee defense to paralyze and pin (like D&D Hold Person). [*] Dispel (Cost 15 Focus): Ego vs. opponent’s Ego defense to end magical effect. [*] Flames of the Faltine (Cost 5 Focus): Ego ranged attack vs. target’s Agility, causing fire damage. Spend Focus to boost damage. (In other words, a D&D fire cantrip.) [*] Icy Tendrils of Ikthalon (Cost 5 Focus): Ego ranged attack vs. target’s Agility, causing cold damage, possibly paralyzing target. (In other words, a D&D cold cantrip.) [*] Images of Ikonn (Cost 5 Focus): Create illusionary duplicates of a person, or character gains double edge on Ego checks against illusions. [*] Mists of Morpheus (Cost 10 Focus): Ego vs. target’s Vigilance defense to cause stun, possibly sleep. [*] Mists of Munnopor (Cost 5 Focus): Creates obscuring fog, also prevents flying, gliding, or webslinging. [*] Shield of the Seraphim (Cost 10 Focus): Attacks causing 20 damage or less are ignored, 21 or more ends shield but target unharmed. [*] Summon Portal (Cost 15 Focus): Open doorway between any two points in the multiverse. [*] Vapors of Valtorr (Cost 10 Focus): Create dark cloud nearby, Ego vs. one target’s Vigilance defense to cause Health damage, possibly blind target. [*] Winds of Watoomb (Cost 10 Focus): Gust of wind reduces speed of all within range, blows away smoke, plus allows Focus to reinforce Shield of the Seraphim protection.[/list][/hider] [hider=Martial Arts Powers] [b]MARTIAL ARTS POWERS[/b][list] [*] Always Ready: Gains one additional reaction per round, only for Martial Arts powers. [*] Attack Stance: Doubles Melee ability bonus to damage. [*] Banging Heads: Melee attack vs. two targets within reach. [*] Brace For Impact (Base cost 5 Focus: Use Focus to negate Health damage caused by an enemy’s attack. For every Focus ignore 1 point of health damage. [*] Chain Strikes (Cost 5 Focus): Make close attack, plus bonus attack on Fantastic result. [*] Counterstrike Technique (Cost 5 Focus): Via Attack Stance, cause half close attack damage back at attacker. [*] Crushing Grip (Cost 5 Focus): Melee vs. grabbed target’s Resilience defense for Health damage and possible pin. [*] Defense Stance: Attackers suffer trouble to close attack character. [*] Do This All Day (Base Cost 5 Focus: As action, recover 2 Health for each 1 extra point of Focus used. [*] Fast Strikes: Melee attack targets two close targets within reach for half damage, or normal damage on Fantastic result. [*] Flying Doublekick (Cost 10 Focus): Close attack against two targets within reach for full damage. [*] Focused Strike: Boost damage by using Focus on a close attack. [*] Grappling Technique (Cost 5 Focus): Close attack grabs and damages a target, possible pin. [*] Leaping Leglock (Cost 15 Focus): Close attack to grab and damage target, possible stun; either way, both character and target knocked prone. [*] Leg Sweep (Cost 5 Focus): Close attack to damage and knock target prone, possibly stun as well. [*] Regain Focus: As action, recover Focus equal to character’s Vigilance. [*] Reverse Momentum Throw (Cost 5 Focus): Reach past enemy and punch from behind, clse attack with edge, possible stun. [*] Spin and Throw (Cost 5 Focus): Melee vs. grabbed target to damage, knock prone and move to new space; Fantastic result also pinned and stunned. [*] Unflappable Poise: Close attacks on character suffer trouble; if using Defense Stance, double trouble. [*] Untouchable Position: If attacked, all other close attacks on character suffer trouble.[/list][/hider] [hider=Melee Weapons] [list]MELEE WEAPON POWERS [*] Exploit (Cost 5 Focus): Melee vs. target’s Resilience defense score, ignore Health damage reduction. [*] Fast Attacks: Melee attack targets two close targets within reach for half damage, or normal damage on Fantastic result. [*] Focused Fury (Base cost 5 Focus): Gain edge on close attack and boost damage by 1 point for every 2 Focus. [*] Focused Strike (Base cost 10 Focus) - Character makes close attack. Add +1 to melee damage for every 2 Focus spent, on a fantastic success target takes double damage and is stunned for a round. [*] Furious Attacks (Base cost 10 Focus): Make close attack against two targets within reach, use Focus to boost damage. [*] Hit and Run: Close attack with edge, and gain extra movement distance on a hit. [*] Riposte: As reaction, close attack on attack who just missed with an attack. [*] Unstoppable Assault (Cost 15 Focus): Melee vs. Melee defense of all targets within reach, option to spend Focus to half move and make extra attacks. [*] Vicious Attack: Close attack, Fantastic result causes bleeding (ongoing damage). [*] Whirling Frenzy (Cost 5 Focus): Agility vs. Agility defense of every target within reach.[/list][/hider] [hider=Ominversal Travel (Dimensional)] OMNIVERSAL TRAVEL (DIMENSIONAL) POWERS [list][*] Dimensional Portal (Cost 15 Focus): Open a doorway between dimensions. (like D&D Gate). [*] Dimensional Travel (Cost 10 Focus): Ego vs. target’s Vigilance defense to send target to another dimension (like D&D Banishment). [*] Dimensional Travel Other (Cost 15 Focus): Teleport self and other to another dimension (like D&D Plane Shift). [*] Dimensional Travel Together (Cost 10 Focus): Teleport to another dimension.[/list][/hider] [hider=Omniversal Travel (Time)] OMNIVERSAL TRAVEL (TIME TRAVEL) POWERS [list][*] Instant Replay (Cost 10 Focus): Once per battle, character completely rerolls one failed check. [*] Time Portal (Cost 15 Focus): Open a doorway between points in time and space. [*] Time Travel (Cost 10 Focus): Ego vs. target’s Vigilance defense to send target to another point in time and space. [*] Time Travel Other (Cost 15 Focus): Move self and another to a different point in time and space. [*] Time Travel Together (Cost 10 Focus): Move to another point in time and space. [*] Time-Out (Cost 15 Focus): Character and allies in nearby area act normally while the rest of the universe is frozen in time for several seconds. [*] Time-Out Bubble (Cost 15 Focus): Grabbed target frozen in time for several seconds. [*] Time-Out Tag (Cost 15 Focus): Character acts normally while the rest of the universe is frozen in time for several seconds.[/list][/hider] [hider=Omniversal Travel (Multiversal)] OMNIVERSAL TRAVEL (MULTIVERSE) POWERS [list][*] Multiversal Portal (Cost 10 Focus): Opens doorway into another universe (timeline, alternate reality). [*] Multiversal Travel (Cost 10 Focus): Ego vs. target’s Vigilance defense to send target to another universe. [*] Multiversal Travel Other (Cost 15 Focus): Teleport self and other to another universe. [*] Multiversal Travel Together (Cost 10 Focus): Teleport self to another universe (timeline, alternate reality).[/list][/hider] [hider=Phasing]PHASING POWERS [list][*] Disrupt Electronics (Cost 5 Focus): Spoil a Tech Reliant power or electronics for one turn. [*] Disrupt Nerves (Cost 5 Focus): Ego vs. target’s Resilience defense to stun for one round. [*] Disrupt Person (Cost 10 Focus): Ignore target’s Health damage reduction for a close attack. [*] Partial Phase (Cost 5 Focus): Portions of character’s body and clothing tangible or intabgible. [*] Phase Object (Cost 5 Focus): Character touches something and makes it intangible. [*] Phase Other (Cost 10 Focus): Touched target and other in contact in a chain becomes intangible. [*] Phase Self: Character becomes intangible, unaffected by anything physical, but still moves as if subject to gravity. [*] Phase Walk (Cost 5 Focus): Character becomes intangible and can walk on air. [*] Quick Phase (Cost 5 Focus): As reaction, character becomes intangible.[/list][/hider] [hider=Plasticity]PLASTICITY POWERS [list][*] Body Sheet (Cost 15 Focus): Gain Health Damage Reduction 3 and Glide Speed. [*] Body Sphere (Cost 15 Focus): Grant Health Damage Reduction 3 to allies within, or envelop an enemy. [*] Bounceback (Cost 5 Focus): Ignore fall damage and even add Jump distance as reaction. [*] Coiling Crush (Cost 10 Focus): Melee attack to paralyze target, damage on Fantastic result and subsequent turns versus target’s Resilience. [*] Extended Reach 1: Character’s reach x4 normal. [*] Extended Reach 2: Character’s reach x10 normal. [*] Flexible Bones 1: Gain Health damage reduction 1, also Agilty edge for contortion and escape. [*] Flexible Bones 2: Gain Health damage reduction 2, also Agilty double edge for contortion and escape. [*] Flexible Fingers: Reshape fingers and hands into lock picks or simple tools. [*] Reverse Punch (Cost 5 Focus): While Defense Stance is active, if attacker’s close attack misses, a reaction knock attacker prone and reflect half attacker’s damage. [*] Rubberneck: Character’s neck can lengthen and twist head away from body to get line of sight to target. [*] Slip Free: The character is impossible to restrain. Reaction, trigger: the character is grabbed or pinned, instant. The character is not grabbed or pinned. [*] Stilt Steps: Stretch legs to double run speed and climb speed.[/list][/hider] [hider=Power Control]POWER CONTROL POWERS [list][*] Boost Powers ( Cost15 Focus): Use Focus to increase effects of nearby ally’s superpowers. [*] Bump Power: Use Focus to increase effect of nearby ally’s superpower. [*] Clone Moves (Cost 5 Focus): Use Focus to duplicate a Basic, Martial Arts, Melee Weapons, Ranged Weapons, Shield Bearer, or Tactics power known to another nearby. [*] Clone Powers (Cost 15 Focus): Use Focus to duplicate superpowers of another nearby. [*] Copy Ability: Use Focus to duplicate a nearby character’s ability. [*] Copy Power (Cost 5 Focus): Use Focus to duplicate a nearby character’s superpower. [*] Copy Trait: Use Focus to duplicate a nearby character’s trait. [*] Dampen Power (Cost 15 Focus): Ego vs. Ego defense to reduce or halve target’s power effects. [*] Power Slider: Character has a single criterion that effects their powers on a spectrum. Powers start normal but can be boosted or dampened from there. [*] Shut Down Powers (Cost 15 Focus): Ego vs. Ego defense of target within 100 feet to remove all superpowers, duration lasts for concentration. [*] Steal Powers (Cost 15 Focus): Ego vs. grabbed target’s Ego to remove target’s powers and gain use of those powers for the duration of concentration. [*] Swap Powers (Cost 10 Focus): Makes an Ego check against a target, on success swap all non-Swap powers of the target with their own. [*] Swipe Power (Cost 10 Focus): Ego vs. Ego defense to remove one superpower from a grabbed target and gain its use for duration of concentration.[/list][/hider] [hider=Ranged Weapon]RANGED WEAPON POWERS [list][*] Covering Fire (Cost 10 Focus): Agility vs. target’s Vigilance defense for Health and Focus damage. [*] Dance Of Death (Cost 10 Focus): Agility ranged attack vs. every target within 50 feet. [*] Double Tap: Fantastic result on ranged attack leaves target bleeding (ongoing damage). [*] Fast Hands: Character gains one extra reaction per round, only for use with a Ranged Weapons power. [*] Headshot (Cost 15 Focus): Make ranged attack with trouble to cause double damage, possible stun. [*] Killzone (Cost 15 Focus): As reaction, make one ranged attack on each target within sight that moves during each target’s turn. [*] Orchestra Of Overkill (Cost 15 Focus): Agility vs. Agility defense of all seen targets within 50 feet, possibly left bleeding (ongoing damage). [*] Point-Blank Parry (Cost 5 Focus): Reaction ranged attack against enemy within 10 feet who misses with an attack. [*] Return Fire (Cost 5 Focus): Reaction to declared attack, Agility vs. target’s Vigilance defense to cause Focus damage, possible stun. [*] Slow-Motion Shoot-Dodge (Cost 10 Focus): Split Agility ranged attack at two targets, incoming attacks suffer trouble, then character falls prone. [*] Snap Shooting: Split Agility ranged attack at two targets, possibly leaving target bleeding (ongoing damage). [*] Sniping (Cost 5 Focus): Ranged attack at target 100 feet or more away, cannot move that turn, Fantastic result causes triple damage. [*] Stopping Power (Cost 5 Focus): Ranged attack, on Fantastic success double damage and make another ranged attack on same target. [*] Suppressive Fire: Agility vs. target’s Vigilance defense to cause Focus damage, possible stun. [*] Weapons Blazing: Ranged attack vs. two targets, on Fantastic result make bonus attack against another target.[/list][/hider] [hider=Resize Powers]RESIZE POWERS [list][*] Grow 1: Become huge size (height 24 feet). [*] Grow 2: Become gigantic size (height 100 feet). [*] Grow 3: Become titanic size (height 400 feet). [*] Grow 4: Become gargantuan size (height 1,600 feet). [*] Growing Attack (Cost 5 Focus): Make a close attack while using grow power. [*] Macrodimensional Travel (Cost 15 Focus): Character enters the Macroverse. [*] Microdimensional Travel (Cost 15 Focus): Character enters subatomic realms. [*] Resize Object (Cost 10 Focus): Grow or shrink an object within reach. [*] Resize Other (Cost 10 Focus): Character resizes a touched or grabbed person. [*] Shrink 1: Character shrinks down to little size (height 1.5 feet/45 cm). [*] Shrink 2: Character shrinks down to tiny size (height 4 inches/10 cm). [*] Shrink 3: Character shrinks down to miniature size (height 1 inch/2.5 cm). [*] Shrink 4: Character shrinks down to microscopic size (height 0.25 inch/0.6 cm). [*] Shrinking Dodge (Cost 5 Focus): Reaction to shrink and cause attackers to suffer trouble on attacking the character.[/list][/hider] [hider=Shield Bearer]SHIELD BEARER POWERS [list][*] Brace For Impact: Use Focus to negate Health damage caused by an enemy’s attack. [*] Do This All Day: As action, recover 2 Health for each 1 Focus used. [*] Hurled Shield Bash (Cost 5 Focus): Ranged attack, shield bounces back to character after attack. [*] Hurled Shield Block (Cost 5 Focus): Nearby ally gains health reduction from attack targeting Agility, then shield bounces back to character. [*] Hurled Shield Deflection (Cost 5 Focus): Attacks vs. Agility suffer trouble to target a nearby ally, then shield bounces back to character. [*] Immovable (Cost 10 Focus): Reduce knockback by character’s Melee defense. [*] Rico-Shield: Ranged attack, if hits possibly knocks target prone and gain extra attack on another target. [*] Shield 1: Character gains Health damage reduction 1. [*] Shield 2 (Cost 5 Focus): Character gains Health damage reduction 2. [*] Shield 3 (Cost 15 Focus): Character gains Health damage reduction 3. [*] Shield 4 (Cost 25 Focus): Character gains Health damage reduction 4. [*] Shield Bash: Use shield to make a close attack on enemy within reach. [*] Shield Deflection: As reaction, attacks on character’s Agility defense have trouble. [*] Shield Wall: Attacks against character suffer trouble if character does not move.[/list][/hider] [hider=Sixth Sense] SIXTH SENSE POWERS [list][*] Cosmic Awareness (Cost 15 Focus): Character can sense things any distance from them. [*] Danger Sense: Can act first even when the group is surprised by someone or something. [*] Detect Supers: Character can sense anyone within a certain radius who has super powers. [*] Intuition (Cost 5 Focus): When faced with a decision, character gets a gut feeling on which to choose. [*] Microscopic Awareness (Cost 5 Focus): Can see and identify things that you would normally need a microscope to see or detect. [*] Postcognition 1 (Cost 5 Focus): Can sense what happened to a person or item within the past 6 hours. [*] Postcognition 2 (Cost 10 Focus): Can sense what happened to a person or item within the past 24 hours) [*] Postcognition 3 (Cost 10 Focus): Can sense what happened to a person or item within the past 24 hours on any specific day of the past year. [*] Postcognition 4 (Cost 20 Focus): Can sense what happened to a person or item within a week long period during the past century. [*] Precognition 1 (Cost 5 Focus): Can gain a sense of what is going to happen to a specific person, place or item in the next 24 hours. [*] Precognition 2 (Cost 10 Focus): Can gain a sense of what is going to happen to a specific person, place or item in the next week. [*] Precognition 3 (Cost 15 Focus): Can gain a sense of what is going to happen to a specific person, place or item in the next month. [*] Precognition 4 (Cost 20 Focus): Can gain a sense of what is going to happen to a specific person, place or item in the next year. [/list][/hider] [hider=Spider Powers]SPIDER-POWERS [list][*] Jump 1: Gain jump speed equal to run speed. [*] Jump 2: Gain jump speed equal to rank x run speed; outside combat, speed x 3. [*] Jump 3: Gain jump speed equal to rank x run speed; outside combat, speed x 50. [*] Spider-Dodge: Agility attacks vs. character suffer trouble, plus on a miss leap at Jump speed. [*] Spider-Pheromones (Cost 5 Focus): Edge on Ego checks to persuade attracted people or intimidate non-attracted people within 25 feet. [*] Spider-Sense: Edge on initiative checks plus Vigilance checks to preceive danger. Boost to Agility defense, and enemies suffer trouble on Agility attacks. [*] Spider-Strike: Attack one or two close targets, on Fantastic result damage and paralyze with webbing, then run, jump, or climb at half speed. [*] Venom Blast: Ranged attack to cause electrical damage, possible stun. [*] Wallcrawling: Climb speed equal to regular speed, and never lose grip on surface. [*] Webcasting: Ranged attack up to 50 feet to paralyze target with webbing, possibly also pin. [*] Webgliding: Glide speed equal to double Run speed. [*] Webgrabbing (Cost 5 Focus): Ranged attack up to 50 feet to grab target with webbing, possible also pin. [*] Webslinging: Swingline speed equal to Run speed x3. [*] Webtrapping (Cost 10 Focus): Make small area difficult terrain that requires an Agility check (target number 20) to avoid getting paralyzed if entered.[/list][/hider] [hider=Superspeed] SUPER-SPEED POWERS [list][*] Blazing Fast Fists: Gain edge on all Melee attacks. [*] Blur (Cost 5 Focus): Move quickly so all attacks on character suffer trouble. [*] Catch Bullets (Cost 10 Focus): Agility vs. attacker’s attack to negate a nearby ranged attack that uses projectiles. [*] Lightning Actions: Gain one extra standard action and one extra reaction each turn, plus dM automatic 1 on initiative. [*] Molecular Destabilization (Cost 15 Focus): Melee attack to make a nearby object expolide, causing regular damage in 10-foot radius. [*] Run On Water: Run speed across surfacea of water, must keep running to avoid sinking. [*] Speed Blast (Cost 5 Focus): Ranged attack to leave target stunned, possibly knocked prone. [*] Speed Run 1: Fast as a car, run speed x rank; outside of combat, x3 as fast. [*] Speed Run 2: Fast as a jet, run speed x rank; outside of combat, x50 as fast. [*] Speed Swim: Fast as a speedboat, swim at run speed x rank; outside of combat, x3 as fast.[/list][/hider] [hider=Super Strength]SUPER-STRENGTH POWERS [list][*] Banging Heads: Melee attack vs. two targets within reach. [*] Clobber: Make close attack; double damage and prone on Fantastic result. [*] Crushing Grip: Melee vs. grabbed target’s Resilience defense for Health damage and possible pin. [*] Ground Shaking Stomp (Cost 10 Focus): Melee vs. Agility defenses of those in nearby area to cause half damage, possibly knocked prone. [*] Immovable: Reduce knockback by character’s Melee defense. [*] Jump 1: Gain jump speed equal to run speed. [*] Jump 2: Gain jump speed equal to rank x run speed; outside combat, speed x 3. [*] Jump 3: Gain jump speed equal to rank x run speed; outside combat, speed x 50. [*] Quick Toss (Cost 10 Focus): Character throws a grabbed person at another target as a ranged attack. [*] Smash (Base Cost 5): Gain +1 Melee damage bonus, plus option to use Focus to further boost damage by +1 per 2 Focus) [*] Unrelenting Smash (Cost 15 Focus): Melee vs. Melee defense of all targets within reach, option to spend Focus to half move and make extra attacks.[/list][/hider] [hider=Tactics]TACTICS POWERS [list][*] Advance (Cost 15 Focus): Allies within earshot gain Ego bonus to movement toward enemy. [*] Battle Plan (Cost 10 Focus): Grant edge Vigilance number of allies within earshot. [*] Change of Plans (Cost 5 Focus): Use Focus to negate trouble for an ally’s action. [*] Combat Support (Cost 10 Focus): Once per battle, use Focus so ally gains an automatic 1 on dM, cannot be affected by trouble. [*] Focus Fire (Cost 10 Focus): Up to Vigilance number of allies gain edge vs. the same target. [*] Hit the Dirt (Cost 5 Focus): Allies within earshot may fall prone to avoid an attack. [*] Keep Moving: As a reaction, one nearby demoralized or stunned ally recovers. [*] On Your Feet (Cost 5 Focus): All prone allies instantly stand up (unless somehow unable). [*] Operations Center (Cost 15 Focus): Don’t move and give edge to Vigilance number of nearby allies. [*] Rally on Me (Cost 10 Focus): Vigilance number of allies within earshot can move toward the character at half speed, recover Focus if reaching character. [*] Scatter (Cost 10 Focus): As reaction, allies in earshot move away from character at half speed and fall prone, may avoid attacks.[/list][/hider] [hider=Telekinesis]TELEKINESIS POWERS [list][*] Group Levitation (Cost 5 Focus): Lift others and fly at running speed. [*] Levitation: Character gains fly speed equal to run speed. [*] Telekinetic Attack (Cost 5 Focus): Logic vs. nearby target’s Melee defense to cause Health damage. [*] Telekinetic Barrier (Cost 5 Focus): Creates wall that can be attacked to end; when first made, Logic vs. Agility defense of those in the way to place them on either side. [*] Telekinetic Crush (Cost 10 Focus): Logic vs. grabbed target’s Resilience defense to cause Health damage, possibly pin. [*] Telekinetic Grab (Cost 5 Focus): Logic vs. target’s Melee defense to grab target, possibly pin. [*] Telekinetic Manipulation: Psionically handle physical objects; Logic vs. opponent’s Agility defense if opposed. [*] Telekinetic Protection 1 (Cost 5 Focus): Attacks causing 10 damage or less are ignored, 11 or more ends shield but target unharmed. [*] Telekinetic Protection 2 (Cost 19 Focus): Attacks causing 20 damage or less are ignored, 21 or more ends shield but target unharmed. [*] Telekinetic Protection 3 (Cost 15 Focus): Attacks causing 30 damage or less are ignored, 31 or more ends shield but target unharmed. [*] Telekinetic Protection 4 (Cost 20 Focus): Attacks causing 40 damage or less are ignored, 41 or more ends shield but target unharmed. [*] Telekinetic Reinforcement: Take Focus damage instead of Health damage and leave telekinetic protection intact. [*] Telekinetic Sphere: Telekinetic protection as an area effect. [*] Telekinetic Toss (Cost 10 Focus): Logic vs. grabbed character’s Agility defense to throw the target, possibly knocking them prone.[/list][/hider] [hider=Telepathy]TELEPATHY POWERS [list][*] Animal Bond: Telepathy to a specific animal companion. [*] Animal Communication: Speak with animals of a specific type. [*] Borrow Senses (Cost 5 Focus): See, hear, feel through a telepathic link or bond. [*] Copy Psyche (Cost 15 Focus): Character can copy the mind of a person who they establish a telepathic link to. [*] Cloak (Cost 5 Focus): Create mental invisibility to hide nearby allies using Logic defense. [*] Cloak group (Cost 10 Focus): Create mental invisibility to hide the character using Logic defense. [*] Command (Cost 5 Focus): Logic vs. Logic to make target of telepathic link obey an order. [*] Domination (Cost 20 Focus): Logic vs. target’s Logic defense, make target of telepathic link that has no Focus left obey all further commands. [*] Edit Memory (Cost 15 Focus): Logic vs. target’s Logic defense, make target of telepathic link remember different thoughts. [*] ESP: Sense location and superpowers of others nearby. [*] Fool (Cost 5 Focus): Mentally appear as someone else in the minds of others, but cannot deceive electronic surveillance. [*] Grand Fool (Cost 10 Focus) : Mentally make a group appear as someone else in the minds of others, but cannot deceive electronic surveillance. [*] Grand Mirage (Cost 10 Focus): Create a full-sensory illusion in the minds of those linked in a telepathic network. [*] Information Upload (Cost 5 Focus): Subject of telepathic link gains use of character’s knowledge-based trait or tag. [*] Machine Telepathy: Communicate to tech devices (super wi-fi); Logic check vs. security. [*] Memory Blip (Cost 5 Focus): Logic vs. telepathic-linked target’s Logic defense to erase a memory from within the past hour. [*] Mental Punch: Melee attack vs. target causes Focus damage instead of Health damage. [*] Mental Shelter (Cost 10 Focus): Extend Uncanny power’s Focus damage reduction to nearby allies. [*] Mind Interrogation (5 Focus): Logic vs. telepathic-linked target’s Logic defense to force answer to one question. [*] Mind Reading: Logic vs. telepathic-linked target’s Logic defense to read surface thoughts, possibly force answer to question. [*] Mirage (Cost 10 Focus): Telepathic-linked target experiences full-sensory hallucination. [*] Orders (Cost 15 Focus): Logic vs. telepathic linked target’s Logic defense to follow a complex set of commands. [*] Telepathic Blast (Cost 5 Focus): Logic vs. target’s Logic defense to cause Focus damage. [*] Telepathic Link: Communicate with the mind of another anywhere in the same dimension; required for using some other telepathic powers. [*] Telepathic Network (Cost 5 Focus): Group communication with the minds of several others, anywhere in the same dimension. [*] Telepathic Possession (Cost 20 Focus): Logic vs. Logic defense of a target without any Focus left to take control of the target’s body.[/list][/hider] [hider=Teleportation]TELEPORTATION POWERS [list][*] Blink: Reaction to avoid an incoming attack by teleporting short distance away. [*] Blink Barrage (Cost 5 Focus): Teleport rapidly to give trouble to opponents targeting character. [*] Blink Defense (Cost 10 Focus): Ego vs. attacker’s Agility to avoid or reverse a ranged attack. [*] Swap Items: Can swap items they have with the items of someone else. [*] Swap Places: Can swap places with another person they can see. [*] Swap Status (Cost 5 Focus): Character can swap status with another target they can see. [*] Teleport 1: Character moves to a known clear space up to rank x 50 feet away, or outside of combat, rank x 500 feet away. [*] Teleport 2: Character moves to a known clear space up to rank x 50 feet away, or outside of combat, roughly rank x 1 miles away. [*] Teleport Blind (Cost 15 Focus): Move to an unknown clear space up to rank x 50 feet away, or outside of combat, rank x 500 feet away. [*] Teleport Object (Cost 10 Focus): Character can teleport while carrying another object. [*] Teleport Other (Cost 15 Focus): Ego vs. grabbed target’s Vigilance defense to teleport the target. [*] Teleport Together (Cost 10 Focus): Character can teleport while holding onto another. [*] Teleportal (Cost 15 Focus): Create a doorway allowing teleportation between two points up to roughly rank * 1 miles apart.[/list][/hider] [hider=Translation]TRANSLATION POWERS [list][*] Detect Lie (Cost 5 Focus): Make an Ego check check against the person talking's Ego defense to tell if the other character is lying. [*] Indecipherable: Character has an internal language that only they can understand. [*] Understand Body Language: Logic vs. DC 13 action to puzzle out body language of a target. [*] Understand Code: Logic vs. DC 13 action check to understand and figure out a code. [*] Understand Sign Language: Logic vs DC 13 action check to figure out the sign language. [*] Understand Spoken Language: Logic vs DC 13 action check to figure out the words and to understand [*] Understand Unusual Communication: Logic vs DC 13 action check to figure out what is being said with the communication [*] Understand Written Language: Logic vs DC 13 action check to figure out the words written down. [/list][/hider] [hider=Weather Control]WEATHER CONTROL POWERS [list][*] Control Fog: Create obscuring cloud or dispel any fog in nearby area. [*] Control Weather 1: Make a rain shower for several miles around. [*] Control Weather 2 (Cost 10 Focus): Use Focus to make a storm for several miles around. [*] Control Weather 3 (Cost 15 Focus): Use Focus to make a thunderstorm for several miles around and add reaction use to Elemental Blast (Electricity). [*] Control Weather 4 (Cost 20 Focus): Use Focus to make raise a hurricane for several miles around and add reaction use to Elemental Blast (Electricity). [*] Thunder: Ego vs. Resilience defenses of all within 50 feet to deafen them, possibly stun as well. cess, the character is also stunned for one round. [*] Weather Chill: Drop temperature in mile radius down to 0 Farenheit/-17 Celsius. [*] Weather Warm: Raise temperature in mile radius up to 100 Farenheit/36 Celsius.[/list][/hider] [/hider] [/hider]