Defence Powers with different special effects (such as armour and a force field) do not stack. Instead, the best Defence Power is applied against the attack.
Altering the effect of an established Mental Power (such as searching for the answer to a question using Telepathy, changing the appearance of a Mental Illusion, or changing a command using Mind Control) takes a move action.
Characters affected by a Mental Power that allows a Breakout Roll make that roll immediately as an Action that Takes No Time, rather than waiting until their next Phase. If they fail, they can attempt another Breakroll Roll after 1 Turn. In addition, another character can use a move action to interact with an affected character and give them another Breakout Roll as an Action that Takes No Time.
Type: Mental Power, Sensory Power
Duration: Constant
Target: Self Only
Range: Self
Costs Endurance: Yes
Cost: 80 points
A character with this power can travel around the world in an astral form. The character can travel anywhere in the world they can visualise as a move action. An astral form is invisible and desolidified: it can be sensed using mental awareness, and attacked by mental powers and attacks that affect desolified. While using this power, the character's sight and hearing group senses function normally, but the smell/taste and touch group senses do not. Characters may use Astral Travel to establish Line of Sight for other Mental Powers.
Expanded Travel Area: this adder allows the character to travel beyond the world.
|
Cost
|
Travel To ... |
|
+5
|
moon |
|
+10
|
inner solar system |
|
+20
|
solar system |
|
+30
|
Milky Way |
|
+40
|
close galaxies |
|
+50
|
universe |
Leaves Physical Body Behind (-0.25): the character's physical
body remains wherever it was when the Astral Travel power was first used. The
physical body cannot move while the Astral Travel power is active, and has DCV
0. The character returns to their body when stunned or knocked out.
Cannot Use Normal Senses While Travelling (-0.25): the character
cannot use their physical body's senses while the Astral Travel power is active.
Cannot Automatically Return by Conscious Choice (-0.25): the
character cannot automatically return to their physical body by turning off
the Astral Travel power. They must return to the physical location of their
body, and must look for their body if it has been moved. They still automatically
return when stunned or knocked out.
All Barriers (including walls) reduce the DC of an attack by their Defence and BODY. If the attack makes a hole in the Barrier, you subtract the Defence and BODY of the Barrier from the BODY rolled for the attack to determine how many DC the attack that penetrates the Barrier retains.
Two-Way Transparent (+0.25, +0.5): all attacks against a particular defence pass through the Barrier unhindered. The Barrier must offer no protection (0 defence) against the category of attack to which it is transparent. This is an advantage since it's assumed the character will make the Barrier transparent to their own attack powers: if that's not the case the GM might consider reducing the value, or even making Two-Way Transparent a disadvantage.
| Cost |
Defence
|
| +0.25 |
Flash
|
| +0.25 |
Mental
|
| +0.25 |
Power
|
| +0.5 |
Energy
|
| +0.5 |
Physical
|
Characters with Clinging can use their Clinging STR to resist Knockback from a given direction as a free action instead of a move action.
Characters cannot purchase Damage Negation.
Use the Area of Effect advantage to increase the area affected by Darkness.
Cost: 4 points for +1 STR, +1 KB Resistance, and x2 mass, with +1 PD and +1 ED for every 12 points.
Cost: 2 points for +1 REC
An Endurance Reserve provides a source of energy for Powers that is independent of the character's personal reserves. The Endurance Reserve has a separate Recovery score to the character, which is used to determine the frequency of safe use for Powers fuelled by the Endurance Reserve. Endurance Reserves can be exhausted by overuse, but doing so does not cause Stun to the character. Instead, once a Power that can be used 1/scene draws on the Endurance Reserve, the Reserve is exhausted until the scene ends.
All characters with this Power automatically have the Dimensional Travel Skill as an additional Everyperson Skill. This Skill determines how quickly and carefully characters arrive at their destination.
The target's sense group is disabled for as many phases as the damage of the Flash less the target's Flash Defence (if any).
Cost: 2 points for +1m of Flight
| Cost | Category | Height | Width | Mass | STR | CON | PRE | PD | ED | BODY | STUN | Reach | Run | KB |
| 25 | Large |
4m
|
2m
|
800kg
|
+3
|
+1
|
+1
|
+1
|
+1
|
+2
|
+3
|
2m
|
+4m
|
+3
|
| 50 | Enormous |
8m
|
4m
|
6.4t
|
+6
|
+2
|
+2
|
+2
|
+2
|
+4
|
+6
|
4m
|
+8m
|
+6
|
| 90 | Huge |
16m
|
8m
|
50t
|
+9
|
+3
|
+3
|
+3
|
+3
|
+6
|
+9
|
8m
|
+12m
|
+9
|
| 120 | Gigantic |
32m
|
16m
|
400t
|
+12
|
+4
|
+4
|
+4
|
+4
|
+8
|
+12
|
16m
|
+16m
|
+12
|
| 150 | Gargantuan |
64m
|
32m
|
3.2kt
|
+15
|
+5
|
+5
|
+5
|
+5
|
+10
|
+15
|
32m
|
+20m
|
+15
|
For every level of difference in size between an attacker and the character, the attacker gains a +2 OCV bonus and a +2 bonus on PER checks.
Cost: 5 points for +1 DC melee damage
Characters keep track of each individual injury or wound they receive. Healing can be applied to each injury separately.
The default re-use duration is 1 month. The Decreased Re-Use Duration advantage reduces the span of time by one step on the time chart for each +0.25. A re-use duration of 1 day is a +0.5 advantage; 1 hour is a +1 advantage; and 1 turn is +2 advantage.
Simplified Healing heals 1 BODY for every 3 STUN healed.
Characters cannot purchase Killing Attack. Instead, take the +0.5 advantage Attack Versus Resistant Defence on a normal damage attack power. Killing Attacks do as much Knockback as Normal Attacks.
Cost: 2 points for +1 Knockback Resistance
Cost: 1 point for +1m of Leaping
Characters cannot purchase Luck.
Mental Defence is a Characteristic. It resists all Mental Powers and Presence Attacks.
Mind Control automatically comes with telepathic link: No Telepathic Link is a -0.25 disadvantage.
Cost: 40 points to Reflect attack at attacker, +20 points to Reflect attack at any target, +40 points to abort to Reflection
Characters can Reflect attacks not directly targeted at them if they have the Deflection power.
|
Cost
|
1 BODY Regeneration per ... |
4 |
Day |
6 |
6 Hours |
8 |
Hour |
10 |
20 Minutes |
12 |
5 Minutes |
14 |
Minute |
16 |
Turn |
|
18
|
Phase |
Characters cannot purchase Resistant Protection. Instead, take the +0.5 advantage Resistant on the relevant defence.
Cost: 2 points for +1m of Running
Cost: 10 points for 1 level of Shrinking
Characters with Shrinking do not automatically take Knockback when hit by an attack. They take damage from Knockback like any other character.
For every level of difference in size between an attacker and the character, the character gains a +2 DCV penalty and a +2 bonus to the TN for PER checks to sense them.
At 5 levels of Shrinking (6cm tall), ordinary-sized human hands and feet become the equivalent of Area Of Effect attacks against the character. At 7 levels of Shrinking (1cm tall), the character's physical senses cease to interact with other ordinary-sized characters unless bought with the +0.25 advantage Not Affected By Shrinking.
Cost: 1 point for +1m of Swimming
Cost: 1 point for +1m of Swinging
Characters can have Telepathy as either an active or a passive sense.
Active Telepathy is described in the 6th Edition rulebook.
Passive Telepathy is "tuning in" to the alpha waves naturally projected by a thinking mind. Only surface thoughts and deep hidden thoughts are projected: you cannot read another character's memory or subconscious using passive Telepathy. The character using passive Telepathy must hit the desired target's MCV and takes the same range penalties as Mind Scan (that is, based on the number of minds). You cannot use passive Telepathy through Mind Scan, because Mind Scan is an active sense: you must use active Telepathy instead. Passive Telepathy is fully invisible even to Mental Awareness.
Telepathy costs the same amount (5 points for 1 effect) whether or not it is bought as an active or a passive sense. You must buy Telepathy twice if you want to use both modes.
Cost: 2 points for +1m of Teleportation
Type: Adjustment Power, Attack Power
Duration: Instant
Target: Target's DCV
Range: No
Costs Endurance: Yes
Cost: 15 points for every 1 effect of Transfer
A character with Transfer can temporarily take points from the target and give those points to themselves or a third character (the recipient). In effect, Transfer combines the effects of Drain (on the target) and Aid (on the recipient). To use Transfer, the character must succeed on an attack roll against the target (and the recipient, if a third character). The maximum effect of the Transfer is two times the effect of the Transfer. The Transferred points return to the target at the rate of 1 point per Turn.
Only Transfer to Others (-0.25): This form of Transfer cannot
give points to the character with the power.
Only Transfer to Self (-0.25): This form of Transfer cannot
give points to anyone except the character with the power.
Cost: 6 points to Tunnel 1m through 1 PD materials, +2 points for +1m, +2 points for +1 PD