Post by Loki on Feb 3, 2009 19:30:52 GMT -6
Animal Control:
The PC can mentally control the mind of animals at Power rank. This is done by completely overriding the will and conscious mind of the animal. The Power rank determines the intensity of the control the PC has over the animal’s mind. This rank also determines the range and duration of the control.
Biophysical Control:
Alter the physiology of a target at power rank -1CS for every 10 feet separating the character and the target and -1CS per extra target. The character must choose one of the following:
Healing: target gains power rank health, green FEAT handles broken bones and simple wounds, yellow handles wound to organs, terminal diseases and non-fatal poisons, red handles mortal wounds, massive physical trauma.
Regeneration: Heal health as above and regenerate lost limbs.
Revival: resurrection, the target can be dead power rank days, the condition of the corpse determines the color of the FEAT.
Damage transferal: The hero heals someone with his own health and then heals himself at the same rank.
Decay: Power Rank damage
Disruption: also power rank damage
Aging: multiply aging by power rank, green accelerates aging, yellow stops it and red reverses it.
Aura Control:
A hero with this power has the ability to draw a person's essential life essence (their very soul!) away from their body. Unfortunately for the target, they're still using it! This is an incredibly painful attack, so much so that the victim must make a Psyche FEAT roll versus the Intensity of this power to take ANY action, including speech! Attacks made in this fashion are ruled under the Edged Attacks Column and do power rank damage. In addition, if a Red FEAT is rolled (and the subsequent Endurance FEAT is failed) then the target's soul has been forcibly ripped from their body... resulting in instant death! On the beneficial side, if you heal the soul, you heal the body. Characters with this power also gain Healing at a -1CS.
Biolink:
This allows the PC to establish a link between his health points and another character's. This link allows health to be transferred along it: if needed between two or more individuals. You cannot exceed maximum health using this power. The power rank determines two things: one is the maximum number of health points per turn that can be transferred per person in the link. The other is the FEAT that must be rolled.
Link with 1 character: Automatic
Link with 2 characters: Rm FEAT
Link with 3 characters: Am FEAT
No more than 3 characters can be linked to. The other characters in the link must be WILLING, otherwise no link can be established. Range is touch to establish. Example: Lifetap is keeping to the rear of a raging battle. His companions, Inferno and Shamrock are fighting in the forefront and are Biolinked with Lifetap. Both of them get hit. Lifetap's options are absorb health from both of them, absorb from one and give to another, or give to both from his health. His rank is In, so he can give or take 40 with one and 40 with the other.
Bio-Toxin:
The PC can contain a poison of Power rank intensity within his/her body and release it at will anytime. The type of poison specifically characterizes the effects of the poison.
Bio-Vampirism:
Drains health and increases his own Str, End, Psy, and power ranks. Character gains the bonus power of Mind Control over drained victims but must take a weakness. Every turn the bio-vampire must make a FEAT (vs targets Psyche) , if the first FEAT is successful the victim is immobilized. To break of the attack the vampire must make a Psyche FEAT, if he rolls red he enters a frenzy and must feed.
Cybernetic Control:
The PC can literally control the functions and operations of any Cybernetic life form. That is any Cybernetic with an AI (Artificial Intelligence), only. This acts as a Mind Control Power at Power's rank. The Power rank determines the intensity of the control the PC has over the Cybernetics AI. This rank also determines the range and duration of the control.
Distance Healing:
Healing of others from power range, once per day, ceases endurance losses.
Emotion Control:
The ability to control existing emotions of others. Control is vs. Intuition.
Fear-Induced:
The PC has the ability to put Fear into a target, from which he/she cannot ignore while this Power is in effect. During this induced Fear, the target is completely helpless.
The Power rank determines the range and duration of the Power. The Fear affects anyone within in range. The Fear persists even after the duration for 1d10 hours. After that, the victim can overcome the fear naturally. Resist is Intuition based.
Forced Reincarnation:
The charater can hold a dead spirit in stasis while searching a new body, when implanting in a living body he may resist using psyche.
Grafting:
Mad-scientist material.. graft one object to another.
Hypnotic Control:
Control a sybject through hypnosis. Must make eye contact.
Invisibility-Others: The PC can make an individual's body invisible to normal sight.
Life Absorption :
The PC has a special ability to drain the life force out of one or more individuals, and use the energy for personal 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 the target 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.
Mass Alteration:
The PC can alter the mass of a target within the same area. He/she can either increase or decrease it. The intensity of the mass change when increased reflects the roll of the target's Strength FEAT/round. The intensity of the mass change when decreased reflects the roll of the target's Agility FEAT/round. This effect of this Power varies from round to round:
Round 1-any action by the victim requires a Strength or Agility FEAT.
Round 2-any action by the victim requires a Yellow Strength or Agility FEAT.
Round 3-any action by the victim requires a Red Strength or Agility FEAT.
Every following round, the victim must then roll on the Kill column.
Memory Elimination:
The PC can totally wipe out the target's memories at Power rank. The duration of the effect lasts until, either the initiator or someone else restores the victim's memories.
Mind Control:
There are four versions:
Puppetry: target remains aware
Possession: targets mind loses consciousness and control
Negation: targets mind turned off
Magnification: Reason, Int and/or Psy can be increased
Mind Transferal:
The character can transfer his mind into several individuals each believing to be the real one
Molecular Modification:
The PC can molecularly change an individual’s form to that of what he/she desires. The intensity of the change of organic matter, is determined by a Power FEAT.
Neural Manipulation:
Disruption: targets body loses all feelings
Paralysis: body turn rigid
Seizure: muscles spasm
Exaggeration: overreact when attempting movement
Petrifaction:
The PC has the innate ability to transform an object or individual to a solid. The solid can be of any type. This power can permeate through woven material, but cannot through plate materials. Thus a target wearing a costume can be affected, but a target wearing armor, only the armor becomes affected. This power is not "conductive"; Another individual in contact with the target cannot be affected. The material strength and volume size of the solid is based off the Power's rank number.
Plague Carrier:
The Character is himself immune to disease. The Character can infect the target with deadly diseases or cure them. The character has to gain the diseases before he can use them and starts with things like common flu etc.
Plant Control:
Impart plants with limited movement and intelligence.
Plant Growth:
Ability to make plants grow at an excelerated rate.
Seduction:
The PC can cause any person of the opposite sex to fall in love with him/her. The target is then under a limited Mind Control and may try to resist by making a successful Psyche FEAT; however, the PC can try to maintain hold by also making a Psyche FEAT. The target can be totally released from the effects of this Seduction, by either making an equal FEAT to that of the PC, or surpassing it. The target automatically gets to resist, if the PC controls him/her to do something that is not in his/her nature.
Sense Alteration:
Amplify or negate senses.
Soul Absorption:
The PC can literally absorb the victim's mind. The victim's spirit is sent to a peaceful and paradisiacal internal limbo within the PC's being. While the mind is gone, the victim is in a comatose state until the PC releases his/her mind. The Power rank is the intensity of the absorption and the barrier between the reality and the internal limbo. This power must be +1CS of the PC's Psyche, if not then Player gets to either raise his Psyche or the Power to the specific rank; whatever is the highest.
Soul Purification:
The PC has a special ability cleanse a soul. The victim must make a Psyche FEAT roll or lose a rank permanently. In addition the target must make another Psyche FEAT versus a Power rank intensity or is out for 1d100 rounds. If a target's Psyche drops below Feeble, the person's soul is lost forever and he/she goes insane.
Soul Vampirism:
The PC is a carnivore able to increase his/her Health by feeding off the energy in the minds of living beings. The Soul Vampire must make a Power FEAT to initiate the attack. Thereafter, each successful FEAT enables the Vampire to drain original karma points from the victim. The amount drained is equal to the Power rank number.
Spirit Control:
The PC can control the minds of spirit bodies at Power rank. This is done by completely overriding the will and conscious mind of the spirit. The Power rank determines the intensity of the control the PC has over the spirits mind. This rank also determines the range and duration of the control.
Spirit Storage:
Store and communicate with spirits and immune to possession from them. Spirits can escape on a red Psyche FEAT.
Summoning:
Summoned creatures from other planes, green FEAT if creatures Psyche is lower, yellow if equal, red FEAT for higher. Summoned creatures must perform one task.
Teleport – Other:
Send a target from one location to another.
Vertigo:
The PC can instill Vertigo in his/her victims at Power rank intensity. Victims must make a Psyche FEAT against the intensity of the Power or receive a -4CS to all actions. The target is unable to stand for 1+1d10 rounds. However, previous victims only get a -2CS. Characters with a high Agility and acrobatic or gymnastic skills may use the rank number of the ability to resist. Range and duration of the Vertigo are determined by the Power's rank.
The PC can mentally control the mind of animals at Power rank. This is done by completely overriding the will and conscious mind of the animal. The Power rank determines the intensity of the control the PC has over the animal’s mind. This rank also determines the range and duration of the control.
Biophysical Control:
Alter the physiology of a target at power rank -1CS for every 10 feet separating the character and the target and -1CS per extra target. The character must choose one of the following:
Healing: target gains power rank health, green FEAT handles broken bones and simple wounds, yellow handles wound to organs, terminal diseases and non-fatal poisons, red handles mortal wounds, massive physical trauma.
Regeneration: Heal health as above and regenerate lost limbs.
Revival: resurrection, the target can be dead power rank days, the condition of the corpse determines the color of the FEAT.
Damage transferal: The hero heals someone with his own health and then heals himself at the same rank.
Decay: Power Rank damage
Disruption: also power rank damage
Aging: multiply aging by power rank, green accelerates aging, yellow stops it and red reverses it.
Aura Control:
A hero with this power has the ability to draw a person's essential life essence (their very soul!) away from their body. Unfortunately for the target, they're still using it! This is an incredibly painful attack, so much so that the victim must make a Psyche FEAT roll versus the Intensity of this power to take ANY action, including speech! Attacks made in this fashion are ruled under the Edged Attacks Column and do power rank damage. In addition, if a Red FEAT is rolled (and the subsequent Endurance FEAT is failed) then the target's soul has been forcibly ripped from their body... resulting in instant death! On the beneficial side, if you heal the soul, you heal the body. Characters with this power also gain Healing at a -1CS.
Biolink:
This allows the PC to establish a link between his health points and another character's. This link allows health to be transferred along it: if needed between two or more individuals. You cannot exceed maximum health using this power. The power rank determines two things: one is the maximum number of health points per turn that can be transferred per person in the link. The other is the FEAT that must be rolled.
Link with 1 character: Automatic
Link with 2 characters: Rm FEAT
Link with 3 characters: Am FEAT
No more than 3 characters can be linked to. The other characters in the link must be WILLING, otherwise no link can be established. Range is touch to establish. Example: Lifetap is keeping to the rear of a raging battle. His companions, Inferno and Shamrock are fighting in the forefront and are Biolinked with Lifetap. Both of them get hit. Lifetap's options are absorb health from both of them, absorb from one and give to another, or give to both from his health. His rank is In, so he can give or take 40 with one and 40 with the other.
Bio-Toxin:
The PC can contain a poison of Power rank intensity within his/her body and release it at will anytime. The type of poison specifically characterizes the effects of the poison.
Bio-Vampirism:
Drains health and increases his own Str, End, Psy, and power ranks. Character gains the bonus power of Mind Control over drained victims but must take a weakness. Every turn the bio-vampire must make a FEAT (vs targets Psyche) , if the first FEAT is successful the victim is immobilized. To break of the attack the vampire must make a Psyche FEAT, if he rolls red he enters a frenzy and must feed.
Cybernetic Control:
The PC can literally control the functions and operations of any Cybernetic life form. That is any Cybernetic with an AI (Artificial Intelligence), only. This acts as a Mind Control Power at Power's rank. The Power rank determines the intensity of the control the PC has over the Cybernetics AI. This rank also determines the range and duration of the control.
Distance Healing:
Healing of others from power range, once per day, ceases endurance losses.
Emotion Control:
The ability to control existing emotions of others. Control is vs. Intuition.
Fear-Induced:
The PC has the ability to put Fear into a target, from which he/she cannot ignore while this Power is in effect. During this induced Fear, the target is completely helpless.
The Power rank determines the range and duration of the Power. The Fear affects anyone within in range. The Fear persists even after the duration for 1d10 hours. After that, the victim can overcome the fear naturally. Resist is Intuition based.
Forced Reincarnation:
The charater can hold a dead spirit in stasis while searching a new body, when implanting in a living body he may resist using psyche.
Grafting:
Mad-scientist material.. graft one object to another.
Hypnotic Control:
Control a sybject through hypnosis. Must make eye contact.
Invisibility-Others: The PC can make an individual's body invisible to normal sight.
Life Absorption :
The PC has a special ability to drain the life force out of one or more individuals, and use the energy for personal 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 the target 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.
Mass Alteration:
The PC can alter the mass of a target within the same area. He/she can either increase or decrease it. The intensity of the mass change when increased reflects the roll of the target's Strength FEAT/round. The intensity of the mass change when decreased reflects the roll of the target's Agility FEAT/round. This effect of this Power varies from round to round:
Round 1-any action by the victim requires a Strength or Agility FEAT.
Round 2-any action by the victim requires a Yellow Strength or Agility FEAT.
Round 3-any action by the victim requires a Red Strength or Agility FEAT.
Every following round, the victim must then roll on the Kill column.
Memory Elimination:
The PC can totally wipe out the target's memories at Power rank. The duration of the effect lasts until, either the initiator or someone else restores the victim's memories.
Mind Control:
There are four versions:
Puppetry: target remains aware
Possession: targets mind loses consciousness and control
Negation: targets mind turned off
Magnification: Reason, Int and/or Psy can be increased
Mind Transferal:
The character can transfer his mind into several individuals each believing to be the real one
Molecular Modification:
The PC can molecularly change an individual’s form to that of what he/she desires. The intensity of the change of organic matter, is determined by a Power FEAT.
Neural Manipulation:
Disruption: targets body loses all feelings
Paralysis: body turn rigid
Seizure: muscles spasm
Exaggeration: overreact when attempting movement
Petrifaction:
The PC has the innate ability to transform an object or individual to a solid. The solid can be of any type. This power can permeate through woven material, but cannot through plate materials. Thus a target wearing a costume can be affected, but a target wearing armor, only the armor becomes affected. This power is not "conductive"; Another individual in contact with the target cannot be affected. The material strength and volume size of the solid is based off the Power's rank number.
Plague Carrier:
The Character is himself immune to disease. The Character can infect the target with deadly diseases or cure them. The character has to gain the diseases before he can use them and starts with things like common flu etc.
Plant Control:
Impart plants with limited movement and intelligence.
Plant Growth:
Ability to make plants grow at an excelerated rate.
Seduction:
The PC can cause any person of the opposite sex to fall in love with him/her. The target is then under a limited Mind Control and may try to resist by making a successful Psyche FEAT; however, the PC can try to maintain hold by also making a Psyche FEAT. The target can be totally released from the effects of this Seduction, by either making an equal FEAT to that of the PC, or surpassing it. The target automatically gets to resist, if the PC controls him/her to do something that is not in his/her nature.
Sense Alteration:
Amplify or negate senses.
Soul Absorption:
The PC can literally absorb the victim's mind. The victim's spirit is sent to a peaceful and paradisiacal internal limbo within the PC's being. While the mind is gone, the victim is in a comatose state until the PC releases his/her mind. The Power rank is the intensity of the absorption and the barrier between the reality and the internal limbo. This power must be +1CS of the PC's Psyche, if not then Player gets to either raise his Psyche or the Power to the specific rank; whatever is the highest.
Soul Purification:
The PC has a special ability cleanse a soul. The victim must make a Psyche FEAT roll or lose a rank permanently. In addition the target must make another Psyche FEAT versus a Power rank intensity or is out for 1d100 rounds. If a target's Psyche drops below Feeble, the person's soul is lost forever and he/she goes insane.
Soul Vampirism:
The PC is a carnivore able to increase his/her Health by feeding off the energy in the minds of living beings. The Soul Vampire must make a Power FEAT to initiate the attack. Thereafter, each successful FEAT enables the Vampire to drain original karma points from the victim. The amount drained is equal to the Power rank number.
Spirit Control:
The PC can control the minds of spirit bodies at Power rank. This is done by completely overriding the will and conscious mind of the spirit. The Power rank determines the intensity of the control the PC has over the spirits mind. This rank also determines the range and duration of the control.
Spirit Storage:
Store and communicate with spirits and immune to possession from them. Spirits can escape on a red Psyche FEAT.
Summoning:
Summoned creatures from other planes, green FEAT if creatures Psyche is lower, yellow if equal, red FEAT for higher. Summoned creatures must perform one task.
Teleport – Other:
Send a target from one location to another.
Vertigo:
The PC can instill Vertigo in his/her victims at Power rank intensity. Victims must make a Psyche FEAT against the intensity of the Power or receive a -4CS to all actions. The target is unable to stand for 1+1d10 rounds. However, previous victims only get a -2CS. Characters with a high Agility and acrobatic or gymnastic skills may use the rank number of the ability to resist. Range and duration of the Vertigo are determined by the Power's rank.