Post by Loki on Feb 3, 2009 23:06:08 GMT -6
Assimilation:
The PC has an extraordinary ability to copy genetic structures of the superhuman at Power rank and range. The intensity of this Power determines how well the PC can use the duplicated Powers and talents, and how many powers and talents at once he/she can use. Should the Player decide to limit the range by touch, he/she can raise this power rank a +1CS. The range is of this power is found under column B of the Range Table. The PC can assimilate a maximum number of powers. The Player must make a Red Power FEAT at the time chosen, then the number of targets the PC can copy at one time is determined by the maximum rank number (rounded off by tens) and/10.
Avatar:
The PC automatically is given the bonus Power of an Alter Ego of a Diety. This Alter Ego is an Avitar of another Diety or conglomeration of many Diety's abilities. Therefore, all source of powers of the PC are derived from the Avitar. Any previously generated powers are automatically now a portion of the Avatar's powers. When creating the character, the Player follows the rules for creation of a diety combing all previously generations into one. The player must work with a Judge and design the statistics of the Avitar, which he/she has chosen or imagined.
Base:
The PC has a mental link with every portion of his/her base at power rank. The Base moves and shapechanges upon the merest commands of the PC. The Base can also develop both offensive and defensive gadgets, powers and abilities at Power rank.
Control:
Manipulation: change directions by a green feat, alter effects by a yellow feat, completely alter a power by a red feat.
Magnification/Reduction: increase or decrease by this power rank.
Negation: negate at a successful feat. Indirect control can be dodged
Cosmic Host:
The PC is linked mentally with a cosmic entity. When the Player chooses this power, he/she must set aside all previously generated powers, or choose another power. The entity is a separate persona that is a part of the PC, which thrives on his/her emotions. When a certain emotion chosen by the Player and accepted by the Judge is displayed, the PC's persona reverts into the entity's persona. When generating this power, the Player may choose 3 primary abilities to be enhanced a +3CS, and 1 primary ability at a +6CS. All remaining powers generated, automatically are raised a +3CS. All primary abilities have a limit of (UN) except 1 primary ability. All powers also are limited to (UN). Should the PC reach this limit or beyond it, Player must then retire for the True persona of the entity has taken over and becomes an NPC now. This is a delicate and powerful ability, which must be periodically maintained, and reviewed with the Judge.
Dance:
The PC's powers are generated by a Dance, which he/she performs. When generating the character, the Play may opt to choose any number of the previously generated powers and combine them in the Dance.
Hyper-Power:
The PC has a psychological stimulus that increases his/her FASE or RIP to a +1CS when in effect. When creating the character, the Player must come up with a psychological stimulus, and choose which group of ability stats that he/she wants the PC to have enhanced when in contact of the stimuli.
Investment:
The PC can invest a chosen target with powers at Power Rank. The Player must make a Power FEAT, to determine the duration of the bestowed powers. The following is a list of intensity FEATs and the duration:
GREEN FEAT-1d10 hrs.
YELLOW FEAT- 1day
RED FEAT-permanent
Note: Should the PC decide to invest a target with permanent powers, he/she must also spend an additional amount of Karma 5 times the Power rank number.
Multi-Tasking:
The PC has the unique ability to basically use any two powers at once. Player gets to generate one more additional power. He/she may opt to discard this power and choose another.
Omniversal:
The PC has an extraordinary ability to use any power at Power rank and range. All previously generated powers must be discarded when this power is chosen. The PC however must still make a Power FEAT in order to use a chosen power. Should the PC fail his/her FEAT, then he/she must make another FEAT on a different chosen power. Moreover, any power that the PC was not able use, cannot then be used until the following day.
Power Absorption:
The PC can absorb the superhuman powers of his/her victims at Power rank.
Power Domination:
Some sort of domination the character can control the use of powers, it's a FEAT of power rank vs. Psyche.
Power Duplication:
This is the only power a character can have, he duplicates any one power at a time at his own power rank, a green feat enables him to store the knowledge of the power for future use, otherwise he must be within 10 feet of the power used. The other powers rolled when the character was created are powers, which he previously encountered.
Power Focus:
Channel all his power ranks and ability ranks in 1 ability or power burst. They are all totaled together in one massive outburst, afterwards all ranks drop to Feeble. This power rank number is the number of points the character can regain each turn.
Nemesis:
Replaces all other powers. In 2 round the characters can develop a counter-power vs. his adversary or up to a +1cs version of the adversary’s own power. The nemesis power can cope with only 1 person at a time
Power Transferal:
Transfer a part of your powers to another.
Scream:
The PC can emit a Scream that is the source and focus of his/her powers. The Player may opt to choose this power or another. The rank of the power caused by the scream is equal to the original power rank of the power, plus the rank of this power.
Weakness Creation:
Bestow a character with a weakness with a duration of 10 turns x reason.
The PC has an extraordinary ability to copy genetic structures of the superhuman at Power rank and range. The intensity of this Power determines how well the PC can use the duplicated Powers and talents, and how many powers and talents at once he/she can use. Should the Player decide to limit the range by touch, he/she can raise this power rank a +1CS. The range is of this power is found under column B of the Range Table. The PC can assimilate a maximum number of powers. The Player must make a Red Power FEAT at the time chosen, then the number of targets the PC can copy at one time is determined by the maximum rank number (rounded off by tens) and/10.
Avatar:
The PC automatically is given the bonus Power of an Alter Ego of a Diety. This Alter Ego is an Avitar of another Diety or conglomeration of many Diety's abilities. Therefore, all source of powers of the PC are derived from the Avitar. Any previously generated powers are automatically now a portion of the Avatar's powers. When creating the character, the Player follows the rules for creation of a diety combing all previously generations into one. The player must work with a Judge and design the statistics of the Avitar, which he/she has chosen or imagined.
Base:
The PC has a mental link with every portion of his/her base at power rank. The Base moves and shapechanges upon the merest commands of the PC. The Base can also develop both offensive and defensive gadgets, powers and abilities at Power rank.
Control:
Manipulation: change directions by a green feat, alter effects by a yellow feat, completely alter a power by a red feat.
Magnification/Reduction: increase or decrease by this power rank.
Negation: negate at a successful feat. Indirect control can be dodged
Cosmic Host:
The PC is linked mentally with a cosmic entity. When the Player chooses this power, he/she must set aside all previously generated powers, or choose another power. The entity is a separate persona that is a part of the PC, which thrives on his/her emotions. When a certain emotion chosen by the Player and accepted by the Judge is displayed, the PC's persona reverts into the entity's persona. When generating this power, the Player may choose 3 primary abilities to be enhanced a +3CS, and 1 primary ability at a +6CS. All remaining powers generated, automatically are raised a +3CS. All primary abilities have a limit of (UN) except 1 primary ability. All powers also are limited to (UN). Should the PC reach this limit or beyond it, Player must then retire for the True persona of the entity has taken over and becomes an NPC now. This is a delicate and powerful ability, which must be periodically maintained, and reviewed with the Judge.
Dance:
The PC's powers are generated by a Dance, which he/she performs. When generating the character, the Play may opt to choose any number of the previously generated powers and combine them in the Dance.
Hyper-Power:
The PC has a psychological stimulus that increases his/her FASE or RIP to a +1CS when in effect. When creating the character, the Player must come up with a psychological stimulus, and choose which group of ability stats that he/she wants the PC to have enhanced when in contact of the stimuli.
Investment:
The PC can invest a chosen target with powers at Power Rank. The Player must make a Power FEAT, to determine the duration of the bestowed powers. The following is a list of intensity FEATs and the duration:
GREEN FEAT-1d10 hrs.
YELLOW FEAT- 1day
RED FEAT-permanent
Note: Should the PC decide to invest a target with permanent powers, he/she must also spend an additional amount of Karma 5 times the Power rank number.
Multi-Tasking:
The PC has the unique ability to basically use any two powers at once. Player gets to generate one more additional power. He/she may opt to discard this power and choose another.
Omniversal:
The PC has an extraordinary ability to use any power at Power rank and range. All previously generated powers must be discarded when this power is chosen. The PC however must still make a Power FEAT in order to use a chosen power. Should the PC fail his/her FEAT, then he/she must make another FEAT on a different chosen power. Moreover, any power that the PC was not able use, cannot then be used until the following day.
Power Absorption:
The PC can absorb the superhuman powers of his/her victims at Power rank.
Power Domination:
Some sort of domination the character can control the use of powers, it's a FEAT of power rank vs. Psyche.
Power Duplication:
This is the only power a character can have, he duplicates any one power at a time at his own power rank, a green feat enables him to store the knowledge of the power for future use, otherwise he must be within 10 feet of the power used. The other powers rolled when the character was created are powers, which he previously encountered.
Power Focus:
Channel all his power ranks and ability ranks in 1 ability or power burst. They are all totaled together in one massive outburst, afterwards all ranks drop to Feeble. This power rank number is the number of points the character can regain each turn.
Nemesis:
Replaces all other powers. In 2 round the characters can develop a counter-power vs. his adversary or up to a +1cs version of the adversary’s own power. The nemesis power can cope with only 1 person at a time
Power Transferal:
Transfer a part of your powers to another.
Scream:
The PC can emit a Scream that is the source and focus of his/her powers. The Player may opt to choose this power or another. The rank of the power caused by the scream is equal to the original power rank of the power, plus the rank of this power.
Weakness Creation:
Bestow a character with a weakness with a duration of 10 turns x reason.