
Variant Powers for MEGS
Context
This is an alternate take on some Powers in DC Heroes/Blood of Heroes/MEGS, to improve gameplay and patch some weaknesses.
It is a different take than most rules discussion on writeups.org, since it :
- Directly addresses the system and how it behaves in actual play. WORG articles are usually more about patching weaknesses in the system when it comes to modelling published characters.
- More freely reorganises the system than other WORG articles, which seek to minimise the amount of change.
- Has Blood of Heroes: Special Edition (2nd printing) as its only reference. It isn’t synched with other Powers work on writeups.org. No character writeup on writeups.org uses these rules, unless *specifically* noted.
Sequence
This article is part of a series of three:
- A modular skills system for MEGS.
- Variant Powers for MEGS.
- Other variant rules for MEGS.
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Adaptation
Replaces: Adaptation (p. 59).
Link Attribute: INT
Base Cost: 250
AV/EV:
Range: Special
Factor Cost: 10
OV/RV:
Action Type: Auto
Description: See Adaptation (p. 59).
Special:
Adaptation may be purchased with the following special Factor Cost Bonus: Recallable.
If a Character possessing the Recall Power as well as Adaptation with the Recallable Bonus has previously duplicated a Power or Skill using Adaptation, they may make an Action Check using the APs of Recall as the AV/EV vs. an OV/RV of 6/6 or the APs of Time since the Power or Skill was last duplicated (whichever is greater)
If the Character from whom the Power or Skill was previously copied is currently within Range, but not currently using the Power or Skill, the OV/RV of the Recall Check is simply 6/6.
Positive RAPs indicate that the Character may duplicate the Power or Skill in the current Phase as if the target Character was currently using it within Range.
The Character must still expend the Automatic Action necessary to use Adaptation. The Recall Check only allows him the opportunity to re-Adapt the ability.
The maximum number of APs that may be Adapted (or Mimicked) in this manner is equal to the APs of the Power or Skill that the Character had previously duplicated or the RAPs of the Recall Action Check (whichever is less).
Recallable Adaptation for Skills is a +1 FC Bonus. Recallable Adaptation for Powers is a +2 FC Bonus.
Air Walking
Replaces: Air Walking (p. 60). Thanks to Nick Yankovec.
Link Attribute: WILL
Base Cost: 5
AV/EV:
Range: Self
Factor Cost: 2
OV/RV:
Action Type: Move
Description: See Air Walking (p. 60).
Special:
A Character’s APs of Air Walking represent the maximum speed at which they may travel while using the Air Walking Power. Rather than the height at which they may do so.
Animate Image
Replaces: Animate Image (p. 62). Thanks to Doug (kent808state).
Link Attribute: AURA
Base Cost: 35
AV/EV:
Range: Normal
Factor Cost: 7
OV/RV:
Action Type: Auto
Description: See Animate Image (p. 62).
Special:
Images animated with Animate Image actually become the Animated Image. For instance, if the source of the Animated Image is a man depicted on a billboard, the billboard will have a blank spot in place of the animated image for the duration of the Power.
Furthermore, if the Animated Image is destroyed, the space will remain permanently blank. (Hero Point awards may be reduced for the destruction of works of art.) Animated Images that are Neutralized or otherwise “dispelled” simply return to their original locations.
Also, images animated with Animate Image may only possess Powers that are very clearly represented in the image. This is unless the image is of an iconic character or object, in which case the Animated Image may have all the well-known Powers of the image, and may only possess Skills that the character in the image would obviously have. A doctor, for example, would possess Medicine, and Batman would possess Charisma (Intimidation).
Gadgets possessed by the Animated Image are subject to the same restrictions. A sword is just a sword, for example, and typically may have only a very select set of Powers. But if that sword is wielded by King Arthur or Elric of Melnibone, the list of Powers that the sword may possess increases greatly.
Animate Image may be purchased with the following Bonus: Categorical Attribute Distribution (+50 BC, +3 FC).
Images Animated with this Bonus have the APs of Animate Image distributed among the Image’s Attribute Categories (Physical, Mental, Mystical) rather than the individual Attributes. However, each Category must contain at least 1 AP.
Claws
Replaces: Claws (p. 64).
Link Attribute: DEX
Base Cost: 25
AV/EV: DEX/APs
Range: Touch
Factor Cost: 1
OV/RV: DEX/BODY
Action Type: Dice
Description: See Claws (p. 64).
Special:
Claws may be purchased with the following Bonus: Additive (+10 BC, +5 FC). Claws with the Additive Bonus may add APs of Claws to the Character’s STR when making Physical Attacks rather than substituting APs.
Further, Additive Claws use STR as the Link Attribute.
Damage Capacity v1.3.1
Replaces: n/a. Thanks to Patrick Good and Paul ‘Z’ Ewande.
Link Attribute: Special
Base Cost: 25
AV/EV:
Range: Self
Factor Cost: 6
OV/RV:
Action Type: Auto
Description:
Damage Capacity increases the amount of damage a Character can sustain, but without increasing their resistance to that damage. Damage Capacity must be purchased separately for each type of damage – Physical, Mental or Mystical – and has a Link Attribute of BODY, MIND or SPIRIT, respectively.
When checking for stunning, unconsciousness, death, or maximum allowed Bashing damage, the Character’s APs of Damage Capacity are added to their appropriate Resistance Attribute. This is done before doubling, in the case of checking for death.
Also, the Hero Point ceiling for Last Ditch Defense vs. Physical, Mental, or Mystical damage is increased by 1 for each AP of Physical, Mental, or Mystical Damage Capacity, respectively, possessed by the Character.
Because Damage Capacity does not affect the Character’s RV, it has no effect on Hero Point Expenditure. Thus, the Character may still spend only the number of Hero Points on RV that they could spend without the Power.
Special:
Damage Capacity may be purchased with the following special Factor Cost Limitations: Not vs. Death (–1 FC).
Damage Capacity with the Not vs. Death Limitation is not doubled when checking for death; Only vs. Death (–3 FC): Damage Capacity with the Only vs. Death Limitation is applied only when checking for death and is not doubled for the purpose of the comparison.
No Last Ditch Defense (–1 FC): Characters with Damage Capacity with the No Last Ditch Defense Limitation may only spend the normal number of Hero Points on Last Ditch Defense.
Damage Transference
Replaces: Damage Transference (p. 66).
Link Attribute: WILL
Base Cost: 15
AV/EV:
Range: Touch
Factor Cost: 5
OV/RV:
Action Type: Auto
Description:
Damage Transference allows a Character to heal Physical damage.
Use of Damage Transference requires one minute (4 APs, or 15 phases). Each AP of Damage Transference activated may be used either to remove one point of Physical damage from the target Character or to subtract 1 AP from the required time to use Damage Transference (to a minimum of 0 APs, or 1 phase).
Whenever a Character uses Damage Transference, the GM makes an Action Check using the APs of Damage Transference activated as the AV/EV and the user’s INT/MIND as the OV/RV. RAPs are then applied toward the user as Physical or Mental damage (or a combination of the two), at the Power user’s discretion.
A Character may not use Damage Transference on themselves, and they may only use Damage Transference once on any given wound.
Danger Sense
Replaces: Danger Sense (p. 66).
Link Attribute: INT
Base Cost: 25
AV/EV: APs/APs
Range: Normal
Factor Cost: 3
OV/RV: Special
Action Type: Dice/Free
Description: See Danger Sense (p. 66).
Special:
Danger Sense may be purchased with the following special Factor Cost Bonus: Continuous (+1 FC).
Characters may substitute their APs of Continuous Danger Sense for the OV vs. any attacks for the remainder of the Phase. This ability may not be used before the Character may take an Action (i.e., their Initiative) unless they declare a Dodge).
Darkness
Replaces: Darkness (p. 66).
Link Attribute: STR
Base Cost: 5
AV/EV:
Range: Normal
Factor Cost: 7
OV/RV:
Action Type: Auto
Description:
Darkness allows a Character to generate a field of darkness through which no normal light can pass. Vision Powers that require light (such as Telescopic Vision) are completely blocked, although sight-based Powers that operate on other forms of sensing (such as Radar Sense or X-Ray Vision) are unaffected.
Characters who possess Thermal Vision or Ultra Vision may make an Action Check each phase with the APs of Thermal Vision or Ultra Vision serving as AV/EV and the active APs of Darkness as OV/RV. This Action Check does not count as one of the Character’s Actions for the phase.
RAPs on the Action Check are the number of phases for which the Character may ignore the Darkness.
The user of Darkness may automatically ignore their own Darkness.
The Darkness field has a maximum Volume equal to the Character’s APs of Darkness +5, which can be shaped and centered any way the user desires within Normal Range. Any Character within the Darkness field whose vision is blocked has the OV of all physical Actions increased by the APs of Darkness.
Likewise, any Character whose vision is blocked and who attempts to target a Character or object within the Darkness field has their OV similarly increased.
Characters in the Darkness field attempting to target another Character or object within the field do not have the OV increased twice.
The Darkness field remains in effect as long as the Character wishes provided they remain in Range and use an Automatic Action each phase to maintain the field.
Special:
Darkness may be purchased with the following Factor Cost Bonus: Intense (+1 FC).
Intense Darkness automatically blocks Thermal Vision and Ultra Vision, and Radar Sense and X-Ray Vision must make an Action Check to penetrate the Darkness in the same way that Ultra Vision is used to penetrate normal Darkness.
Density Increase
Replaces: Density Increase (p. 67).
Link Attribute: WILL
Base Cost: 10
AV/EV:
Range: Self
Factor Cost: 7
OV/RV:
Action Type: Auto
Description: See Density Increase (p. 67).
Special:
Active APs of Density Increase do not subtract from DEX (doing so is a –2 FC Limitation). As such, the Factor Cost of Density Increase is increased by +2 (to 7), and the Factor Cost reduction for the Weight Only Limitation becomes –6 FC.
Also, the Hero Point ceiling for Last Ditch Defense against Physical damage is increased by one for each AP of Density Increase engaged.
A Character may not simultaneously have active APs of both Density Increase and Dispersal. If a Character is forced to activate both Powers simultaneously, treat the Character as if they had only the difference in APs active in the Power with more active APs.
Digging
Replaces: Digging (p. 67).
Link Attribute: STR
Base Cost: 5
AV/EV: APs/APs
OV/RV: Special
Range: Touch
Factor Cost: 2
Action Type: Dice
Description: See Digging (p. 67).
Digging is a Dice Action, not an Automatic Action.
Dimension Travel
Replaces: Dimension Travel (p. 67).
Link Attribute: WILL
Base Cost: 500
AV/EV: Special
Range: Special
Factor Cost: 6
OV/RV: Special
Action Type: Dice
Description: See Dimension Travel (p. 67).
Special:
The OV and RV of a Banishment or Summoning Action Check are equal to the target’s highest Opposing and Resistance Attributes, respectively, rather than INT/MIND. Inanimate objects still use BODY/BODY as normal.
Diminution
Replaces: Diminution (p. 69).
Link Attribute: MIND
Base Cost: 20
AV/EV: DEX/APs
Range: Touch
Factor Cost: 4
OV/RV: Special
Action Type: Dice
Description: See Diminution (p. 69).
Special:
A Character may not simultaneously have active APs of both Growth and Shrinking. If a Character is forced to activate both Powers simultaneously (e.g., through the use of the Diminution or Enlarge Powers), treat the Character as if they had only the difference in APs active in the Power with more active APs.
Dispersal
Replaces: Dispersal (p. 70).
Link Attribute: WILL
Base Cost: 100
AV/EV:
Range: Self
Factor Cost: 6
OV/RV:
Action Type: Auto
Description: See Dispersal (p. 69).
Special:
The APs of Dispersal necessary to pass through an object are equal to the Density of the object, rather than the object’s BODY. Any references to BODY in the description of Dispersal should instead be altered to read as Density.
Most animals (including humans) have a Density of 0 APs unless affected by the Density Increase or Dispersal Powers, in which case the APs of Density Increase or Dispersal add or subtract, respectively, to or from their APs of Density.
For other materials, determine APs of density by comparison to the following chart:
Material | SI Density | Density APs |
---|---|---|
Air | –10 | |
Cork | –2 | |
Wood, acetone, alcohol | 0 | |
Water, oil, nylon, rubber | 1 | |
Aluminum, brick, stone | 2 | |
Diamond, titanium, titanium alloy | 3 | |
Iron, steel, copper, silver, nickel, brass, bronze, lead | 4 | |
Gold, platinum, mercury, osmium, iridium | 5 | |
The sun (avg.) | ~100g/cm3 | 7 |
White dwarf | ~107g/cm3 | 24 |
Neutron star | ~1014g/cm3 | 47 |
A Character may not simultaneously have active APs of both Density Increase and Dispersal. If a Character is forced to activate both Powers simultaneously, treat the Character as if they had only the difference in APs active in the Power with more active APs.
Dumb Luck
Replaces: Dumb Luck (p. 71).
Link Attribute: INFL
Base Cost: 200
AV/EV: APs/APs
Range: Self
Factor Cost: 7
OV/RV: APs/APs
Action Type: Dice
Description: See Dumb Luck (p. 71).
Special:
The OV and RV of the Dumb Luck Action Check are the APs of Dumb Luck, not the User’s Attributes.
Electrical Control
Replaces: Electrical Control (p. 72).
Link Attribute: INT
Base Cost: 15
AV/EV: APs/APs
Range: Normal
Factor Cost: 8
OV/RV: Special
Action Type: Auto/Dice
Description: See Electrical Control (p. 72).
Special:
APs may be distributed between OV and RV when defending against attacks.
Also, Electrical Control may be used to mimic the Electromagnetic Pulse Power (cf.).
Electromagnetic Pulse (EMP) v1.1
Replaces: n/a. Thanks to Bryant Berggren.
Link Attribute: STR
Base Cost: 20
AV/EV: APs/APs
Range: Normal
Factor Cost: 3
OV/RV: DEX/Special
Action Type: Dice
Description:
Electromagnetic Pulse allows a Character to generate a powerful burst of electromagnetic energy that can disrupt electrical equipment and radio transmissions.
The use of Electromagnetic Pulse is a Dice Action with AV/EV equal to the APs of Electromagnetic Pulse, OV equal to the target’s DEX, and RV equal to the highest AP value among all electronic-based Powers (including any Radio Communication Power) or Attributes (including the Mental Attributes and Recall Powers of computers) possessed by the target or any equipment they carry.
RAPs are subtracted from all such powers for RAPs phases.
Electromagnetic Pulse may be purchased with the following Factor Cost Bonus: Intense (+5 BC, +2 FC).
EMP Action Checks with the Intense bonus apply their RAPs as Ability damage to all applicable Attributes and Powers, which must be Recovered normally.
Special:
This power should replace Magnetic Control in the descriptions of atomic weapons.
EMP Shielding
Replaces: n/a. Thanks to Bryant Berggren.
Link Attribute: BODY
Base Cost: 5
AV/EV:
Range: Self
Factor Cost: 4
OV/RV:
Action Type: Auto
Description:
EMP Shielding allows a Character (or, more often, a Gadget) to protect themselves from the Electromagnetic Pulse Power. APs of EMP Shielding are added to the Character’s RV against any Electromagnetic Pulse attack.
EMP Shielding may be purchased with a special +1 Factor Cost Bonus: Protects Equipment.
APs of EMP Shielding with the Protects Equipment Bonus may be added to the RV of the Character’s carried equipment against attacks made by Electromagnetic Pulse.
Energy Absorption
Replaces: Energy Absorption (p. 73).
Link Attribute: BODY
Base Cost: 35
AV/EV:
Range: Self
Factor Cost: 6
OV/RV:
Action Type: Auto
Description: See Energy Absorption (p. 73).
Special:
Energy Absorption does not Fail if the Character sustains more Energy-based damage in a phase than their APs of Energy Absorption. Doing so is a –1 FC Limitation.
Energy Being
Replaces: Electric Being (p. 72), Flame Being (p. 75).
Link Attribute: STR
Base Cost: 10
AV/EV:
Range: Self
Factor Cost: 6
OV/RV:
Action Type: Auto
Description:
Energy Being allows a Character to create and cover themselves with a sheet of energy while sustaining no damage from it.
The energy will continue to cover the surface of the Character for as long as the Character desires provided the Character spends an Automatic Action to maintain it each Phase.
The specific type of energy (electricity, flame, radiation, etc.) that covers the Character should be defined at the time that Energy Being is purchased.
Any Character or object touching or touched by a Character with an active Energy Being — including contact in hand-to-hand combat — incurs a Physical Attack with AV/EV equal to the active APs of Energy Being. This does not require an Action by the Energy Being user.
The APs of Energy Being may also be substituted for the Character’s STR as the EV of any hand-to-hand attacks.
Energy Project
Replaces: Flame Project (p. 75), Lightning (p. 84).
Link Attribute: STR
Base Cost: 15
Range: Normal
AV/EV: APs/APs
OV/RV: DEX/BODY
Factor Cost: 3
Action Type: Dice
Description: See Energy Blast (p. 73).
Enhanced Reaction
Replaces: n/a.
Link Attribute: INT
Base Cost: 18
AV/EV:
Range: Self
Factor Cost: 2
OV/RV:
Action Type: Free
Description:
Enhanced Reaction enhances a Character’s Reaction Speed. APs of Enhanced Reaction are added to the Character’s Initiative.
Enhanced Reaction does not require an Action to use. Enhanced Reaction may not be used in the same phase as the Lightning Reflexes Advantage.
Enlarge
Replaces: Enlarge (p. 74).
Link Attribute: MIND
Base Cost: 20
AV/EV: DEX/APs
Range: Touch
Factor Cost: 8
OV/RV: Special
Action Type: Dice
Description: See Enlarge (p. 74).
Special:
A Character may not simultaneously have active APs of both Growth and Shrinking. If a Character is forced to activate both Powers simultaneously (e.g., through the use of the Diminution or Enlarge Powers), treat the Character as if they had only the difference in APs active in the Power with more active APs.
Extended Hearing
Replaces: Extended Hearing (p. 74).
Link Attribute: INT
Base Cost: 5
AV/EV:
Range: Normal
Factor Cost: 1
OV/RV:
Action Type: Auto
Description:
Extended Hearing allows a Character to increase the range of their normal hearing. A Character with active Extended Hearing subtracts their APs of Extended Hearing from the Distance between them and a sound. The result is the apparent Distance between the Character and the sound.
Typically, a whisper can be clearly discerned at a range of 0 APs, normal conversation at a range of 3 APs, and loud shouts at a range of 7 APs.
If someone shouts within an effective 1 AP Distance of a Character using Extended Hearing, the Character may be temporarily deafened. Make an Action Check using AV/EVs of 7 + APs of Extended Hearing – the APs of (actual) Distance vs. OV/RVs equal to the Character’s BODY/BODY (+APs of Shade, if applicable). RAPs equal the number of Phases that the Character is deafened.
Extra Limbs
Replaces: Extra Limb (p. 74).
Link Attribute: DEX
Base Cost: 15
AV/EV:
Range: Self
Factor Cost: 5
OV/RV:
Action Type: Auto
Description:
A Character with the Extra Limbs Power has one or more fully functional additional limbs or appendages that are not possessed by normal human beings. Examples include prehensile tails, extra arms, etc.
When making a Grappling Attack, or when attempting to break a Grapple, a Character with Extra Limbs may add their APs of Extra Limbs to the AV of the Attack.
Likewise, a Character with Extra Limbs may add their APs of Extra Limbs to their OV when resisting an opponent’s attempt to break a Grapple.
If Grappling more than one opponent, however, the number of APs they may add to such attempts is reduced by 2 for each Grappled opponent beyond the first.
Additionally, a Character with Extra Limbs who is already involved in a Grapple may still make Physical Attacks on Characters other than the opponents with whom they are Grappled. This is only possible provided the number of already-grappled opponents is no greater than half the Character’s APs of Extra Limbs. However, they must accept Multi-Attack penalties to account for all Grappled opponents (whether or not they actually attacks them).
Finally, a Character with at least 2 APs of Extra Limbs may perform a Sweep maneuver without the need for an object.
Eye of the Cat
Replaces: Eye of the Cat (p. 74).
Link Attribute: WILL
Base Cost: 10
AV/EV:
Range: Normal
Factor Cost: 2
OV/RV:
Action Type: Auto
Description: See Eye of the Cat (p. 74).
Special:
Eye of the Cat also allows the Character to use the animal’s other senses.
Flight
Replaces: Flight (p. 76).
Link Attribute: DEX
Base Cost: 10
AV/EV:
Range: Self
Factor Cost: 3
OV/RV:
Action Type: Auto/Move
Description: See Flight (p. 76).
Special:
When using APs of Flight as OV in an enclosed space, the OV may not exceed the largest distance (in APs) between obstructions (usually walls).
Fog
Replaces: Fog (p. 76).
Link Attribute: STR
Base Cost: 5
AV/EV:
Range: Normal
Factor Cost: 3
OV/RV: APs/APs
Action Type: Auto
Description: See Fog (p. 76).
Special:
The +2 CS modifier to OV applies if either the attacker or the target is within the area affected by Fog.
Gravity Decrease
Replaces: Gravity Decrease (p. 79).
Link Attribute: INT
Base Cost: 20
AV/EV: APs/APs
Range: Normal
Factor Cost: 4
OV/RV: DEX/BODY
Action Type: Dice
Description:
Gravity Decrease allows a Character to decrease the pull of gravity on any given object. The Character can subtract the APs of Gravity Decrease from the Weight of the object.
To do this, the Character makes an Action Check with the APs of Gravity Decrease as AV/EV, and the target’s DEX/BODY as OV/RV. Positive RAPs reduce the Weight of the target by the APs of Gravity Decrease.
This power does not allow the Character to move the object, only reduce its Weight. At the GM’s option, however, very light objects may be moved about by air currents. Use the equivalent APs of Air Control for the current weather conditions.
Growth
Replaces: Growth (p. 79).
Link Attribute: STR
Base Cost: 40
AV/EV:
Range: Self
Factor Cost: 10
OV/RV:
Action Type: Auto
Description: See Growth (p. 79).
Special:
APs of Growth are subtracted from the EV of incoming Physical Attacks (to a minimum EV of 1) rather than being added to the RV.
If the Character’s active APs of Growth are greater than the EV of the attack, the Hero Point ceiling for Last Ditch Defense against Physical damage from that Attack is increased by 1 for every 2 points by which the active APs of Growth exceed the EV.
A Character with at least 10 APs of Growth may perform hand-to-hand attacks against all targets in a radius equal to half the active APs of Growth (round down) minus 4.
A Character may not simultaneously have active APs of both Growth and Shrinking. If a Character is forced to activate both Powers simultaneously (e.g., through the use of the Diminution or Enlargement Powers), treat the Character as if they had only the difference in APs active in the Power with more active APs.
Heat Vision
Replaces: n/a.
Link Attribute: INT
Base Cost: 20
AV/EV: APs/APs
Range: Normal
Factor Cost: 3
OV/RV: DEX/BODY
Action Type: Dice
Description:
Heat Vision allows a Character to project beams of heat from their eyes.
The AV/EV of this Attack is equal to the Character’s APs of Heat Vision, while the OV/RV is equal to the target’s DEX/BODY. RAPs from the Attack represent Physical damage.
Characters employing Heat Vision against cold-based targets receive a –1 CS bonus to RV.
If purchased with the No AV Limitation, Heat Vision uses INT as AV (the same as for Perception Checks).
Icing
Replaces: Icing (p. 81).
Link Attribute: STR
Base Cost: 25
AV/EV:
Range: Self
Factor Cost: 6
OV/RV:
Action Type: Auto
Description:
Icing allows a Character to cover themselves with a sheet of ice and not incur any damage.
The Character’s APs of Icing may be added to their RV against Physical Attacks. The Character also receives a +2 Column Shift modifier to their RV against ice- or cold-based Attacks, and a –2 Column Shift modifier to their RV against fire- or heat-based Attacks.
APs of Icing may also be substituted for the Character’s EV when making hand-to-hand attacks.
Immunity
Replaces: Cold Immunity (p. 65), Flame Immunity (p. 75).
Link Attribute: BODY
Base Cost: 5
AV/EV:
Range: Self
Factor Cost: 4
OV/RV:
Action Type: Auto
Description:
Immunity allows a Character to protect themselves against certain types of environments and Attacks.
The type of environment or Attack to which the Character is Immune should be defined at the time of purchase. Examples include fire and heat, cold, electrical, sonic, and virtually any other kind of energy the Player can think of (for kinetic energy, use Skin Armor).
A Character with Immunity adds their APs of Immunity to their RV when defending against Attacks of their chosen type of energy.
Invisibility
Replaces: Invisibility (p. 82). Thanks to John Colagioia for Obscurity.
Link Attribute: DEX
Base Cost: 45
AV/EV:
Range: Self
Factor Cost: 4
OV/RV:
Action Type: Auto
Description: See Invisibility (p. 82).
Special:
Invisibility may be purchased with the following special Factor Cost Limitations:
Obscurity (–1 FC):
A Character using Invisibility with the Obscurity Limitation is still somewhat “visible” (or detectable by the sense to which the Power applies), but they appears indistinct or is otherwise very difficult to detect.
The Character may still be targeted with the defined sense, but the APs of Obscurity are added to the OV of any Dice Actions that do so. Other Characters may attempt to perceive the Character who is using Obscurity in the same manner as they would normal Invisibility, but they receive a –1 Column Shift Bonus to the OV/RV of the Perception Check.
If this Perception Check is made with normal senses, then the attacker either applies the Column Shift modifiers listed for normal Invisibility, or use the normal OV penalty that Obscurity provides. Whichever is less.
Mirror Images (–2FC):
Mirror Images creates a duplicate of the Character for every AP of the Power, making it difficult to know which image to target.
The Power acts in most ways like Obscurity, except that:
- The Power does not protect against area effect attacks.
- The OV for Multi-Attacks is increased by only the APs of Mirror Images in excess of the number of images targeted rather than by the full AP value (in addition to the normal Multi-Attack modifier).
In addition, for each image that is attacked, the image disappears, and the Power is reduced (damaged) by 1 AP and must be Recovered normally.
Example:
Illusion Master has Mirror Images 7, and thus creates seven duplicates of himself. Hondo wants to attack Illusion Master, but doesn’t know which one is the real Illusion Master. He decides to Multi-Attack four of the seven images. His OV is increased by 3 APs (7 APs of Mirror Images minus 4 target images; 7 – 4 = 3), then by +2 CS for the Multi-Attack.
If he hits, Illusion Master will suffer the normal effects of Hondo’s attack and will lose 3 APs of Mirror Image (and thus three images); if he misses, Illusion Master will instead lose 4 APs of Mirror Image for the four images that Hondo targeted.
Mirror Images may be purchased with a special +1 FC Bonus (for a net change of –1 FC from base Invisibility): Persistence of Vision. The Mirror Images Power with the Persistence of Vision Bonus does not take damage from normal attacks; the APs of Power are retained.
Speed-based (–1 FC):
Speed-based Invisibility is only effective up to an AP level equal to the Character’s current APs of movement – (Distance to the viewer + viewer’s APs of Superspeed + 7).
This form of Invisibility is always on when the Character is moving, but has no effect if the Character’s current APs of movement – Distance to the viewer is less than 9 APs.
Speed-based Invisibility comes from the Character’s ability to move through a viewer’s field of view too fast to be seen. Because of this, if another Character uses a perception Power (i.e., something other than normal senses) to detect the Character with Speed-based Invisibility, they do not need to make another attempt to spot the Character if the Character’s movement rate – and thus their effective rank of Invisibility – increases.
Invulnerability
Replaces: Invulnerability (p. 82).
Link Attribute: BODY
Base Cost: 5
AV/EV:
Range: Self
Factor Cost: 7
OV/RV:
Action Type: Dice
Description: See Invulnerability (p. 82).
Special:
RAPs on the Invulnerability Action Check convert Killing damage into Bashing damage instead of removing the damage entirely.
Joined
Replaces: Joined (p. 83).
Link Attribute: STR
Base Cost: 5
AV/EV:
Range: Self
Factor Cost: 1
OV/RV:
Action Type: Auto
Description: See Joined (p. 83).
Special:
Joined may be purchased with a +3 Factor Cost Bonus: Rooted. The effect of this Bonus is that, while Joined, the APs of Joined are directly subtracted from the APs of any Knockback incurred rather than added to the Character’s RV only against intended Knockback attacks.
Junk Field
Replaces: n/a.
Link Attribute: BODY
Base Cost: 10
AV/EV: APs/APs
Range: Self
Factor Cost: 6
OV/RV: DEX/BODY
Action Type: Auto
Description:
A Character with an active Junk Field creates around themselves a maelstrom of scrap and debris that will strike anyone who gets too close.
Any Character or object touched by or touching the Character with an active Junk Field — including contact made in hand-to-hand combat — incurs a Physical Attack with AV/EV equal to the active APs of Junk Field. This special attack form does not require an Action on the part of the Junk Field user.
The APs of Junk Field may also be substituted for the Character’s STR as the EV of any hand-to-hand attacks.
Junk Field requires an Automatic Action to maintain each phase.
Kinetic Absorption
Replaces: Kinetic Absorption (p. 83).
Link Attribute: BODY
Base Cost: 45
AV/EV:
Range: Self
Factor Cost: 7
OV/RV:
Action Type: Auto
Description: See Kinetic Absorption (p. 83).
Special:
Kinetic Absorption does not Fail if the Character sustains more Energy-based damage in a phase than their APs of Kinetic Absorption. Doing so is a –1 FC Limitation.
Knockout Gas
Replaces: Knockout Gas (p. 83).
Link Attribute: BODY
Base Cost: 20
Range: Special
Factor Cost: 4
AV/EV:
OV/RV:
Action Type: Dice
Description: See Knockout Gas (p. 83).
Special:
Ignore the Example in the rulebook; it is wrong.
Laser Beam
Replaces: Laser Beam (p. 83).
Link Attribute: INT
Base Cost: 20
AV/EV: APS/APs
Range: Normal
Factor Cost: 4
OV/RV: DEX/BODY
Action Type: Dice
Description: See Laser Beam (p. 83).
Special:
Laser Beams may be bounced off of mirrors with no penalties. Multi-Attacks or Trick Shots are not required. However, Laser Beams cannot penetrate mirror-surfaced objects (or armors), and will instead reflect off of them.
The maximum effective EV of Laser Beam attacks against such surfaces is 0 unless the surface becomes dirty. Each time such a surface is Physically Attacked with an EV greater than 0, the surface gets a little dirtier, adding +1 AP to the maximum effective EV of Laser Beam attacks against such objects.
Magnetic Control
Replaces: Magnetic Control (p. 85).
Link Attribute: WILL
Base Cost: 20
AV/EV: APs/APs
Range: Normal
Factor Cost: 10
OV/RV: DEX/BODY, Weight/Weight
Action Type: Auto/Dice
Description: See Magnetic Control (p. 85).
Special:
APs may be distributed between OV and RV when defending against attacks from metallic objects. Also, Magnetic Control may be used to mimic the Electromagnetic Pulse Power (cf.).
Matter Production
Replaces: n/a.
Link Attribute: STR
Base Cost: 20
AV/EV:
Range: Normal
Factor Cost: 5
OV/RV:
Action Type: Auto
Description:
Matter Production allows a character to produce a volume of material seemingly from nowhere. This material may be of any non-living substance, and in any form.
Matter Production may create solid material constructs, such as walls, bridges, etc., with Weight, Volume and BODY equal to the APs of Power. These constructs may not have Abilities of any kind other than BODY.
The material exists for an amount of Time (in APs) equal to the APs of Matter Production minus the APs of BODY.
The APs of Matter Production are the total APs of material (in Weight or Volume) that can exist at any one time. If the Character wishes to Produce additional material and does not have enough APs left, they must wait until the necessary amount of material already Produced dissipates.
Special:
Matter Production may be purchased with a special +1 FC Bonus: May Dissolve Produced Matter at Will.
Matter Production may be purchased with a special –1 FC Limitation: May Only Produce One Specific Kind of Material. The material must be chosen at the time Matter Production is purchased.
Mind Over Matter
Replaces: Mind Over Matter (p. 87).
Link Attribute: MIND
Base Cost: 15
AV/EV:
Range: Self
Factor Cost: 4
OV/RV:
Action Type: Auto
Description: See Mind Over Matter (p. 87).
Special:
There is no limit to the amount of Bashing damage that a Character with Mind Over Matter may accumulate until the Character is actually unconscious, at which point, any damage in excess of the damage cap is removed.
Object Awareness
Replaces: Object Awareness (p. 89).
Link Attribute: WILL
Base Cost: 20
Range: Normal
Factor Cost: 1
Action Type: Auto
AV/EV:
OV/RV:
Description: See Object Awareness (p. 89).
Special:
Characters possessing Life Sense (p. 84) may detect the Character using Object Awareness as if they were in the area of the object. Use the Character’s INT/MIND or the APs of Object Awareness (whichever is higher) as the OV/RV.
If detected, the Character is considered to be in the location of the object for the purposes of Telepathy (p. 103).
Poison Touch
Replaces: Poison Touch (p. 91). Thanks to Sébastien Andrivet.
Link Attribute: STR
Base Cost: 20
AV/EV: DEX/APs
Range: Touch
Factor Cost: 1
OV/RV: DEX/BODY
Action Type: Dice
Description:
A Character with Poison Touch is able to generate some form of toxin that can damage an opponent on contact.
The initial Attack is made with the user’s DEX/APs of Poison Touch as AV/EV, and the opponent’s DEX/BODY as OV/RV. RAPs indicate the amount of Physical damage. As with most Attacks, Poison Touch can cause either Bashing or Killing damage.
If the initial Attack scores positive RAPs, the target is further Attacked (without requiring an Action on the part of the Character with Poison Touch). This occurs at set intervals of time with AV/EV equal to the APs of Poison touch vs. OV/RV equal to the victim’s BODY/BODY.
These additional Attacks simulate the spread of the toxin through an opponent’s organism. They continue until one of them fails to get positive RAPs.
Further Poison Touch Attacks against the victim will have no effect as long as the toxin is still able to score RAPs against the victim. I.e., until one of the Attacks fails. The target’s system is already saturated, unless the APs of the subsequent Poison Touch Attack exceed those of the initial one.
The standard time interval for the continuing Poison Touch Attacks is 9 APs of Time (about half an hour). Poison Touch can be purchased with a special Factor Cost Bonus that changes that interval. For every +1 FC, the number of APs of Time decreases by one. With a +2 FC Bonus, for instance, the interval of time is 7 APs.
Special:
Poison Touch can also be purchased with a special Attack Medium Bonus (+25 BC, +1 FC). Using this Bonus, the toxin is delivered by another Power (such as Projectile Weapons, Claws, Energy blast, etc.) that is capable of causing Physical damage. This Power becomes the Attack Medium.
The Character uses the Attack Medium Power normally, and any Character damaged by the Power suffers the continuing effects of the Poison Touch Power after its usual interval. Poison Touch Attacks delivered via an Attack Medium do not require an additional Action (as only the continuing effects apply). But the Character may not use Poison Touch for the initial Attack.
If the Character wishes to use a Power that does not normally do Physical damage as the Attack Medium, the Bonus increases by an additional +1 FC. If the Attack Medium covers a volume (Fog, Darkness, Bomb…), then the cost of the Bonus increases by an additional +25 BC +2 FC.
For especially exotic variants, Poison Touch can be purchased with a special +1 FC Bonus allowing it to do Mental or Mystical damage instead of Physical damage. The type of damage that the Power does must be chosen at the time of purchase.
Power Reserve
Replaces: Power Reserve (p. 92).
Link Attribute: WILL
Base Cost: 150
AV/EV:
Range: Self
Factor Cost: 10
OV/RV:
Action Type: Auto
Description: See Power Reserve (p. 92).
Special:
The maximum Factor Cost of any of the Attributes and Powers (including Bonuses and Limitations) that can be augmented by Power Reserve is 10.
Power Reserve may be purchased with the following special Factor Cost Bonus: Increased Maximum Factor Cost (variable).
Power Reserve with the Increased Maximum Factor Cost Bonus may augment Powers with Factor Costs (including Bonuses and Limitations) greater than 10. The Maximum Factor Cost of an Attribute or Power that Power Reserve can augment is increased by the same amount as the Factor Cost Bonus applied to Power Reserve.
Power Reserve may be purchased with the following special Factor Cost Limitation: Decreased Maximum Factor Cost (variable).
The Maximum Factor Cost of Attributes or Powers that Power Reserve can augment must be defined at the time the Limitation is taken. For each –1 FC taken in the Decreased Maximum Factor Cost Limitation, the maximum Factor Cost of any of the Attributes and Powers (including Bonuses and Limitations) that can be augmented by Power Reserve is reduced by 2 FC.
Psychic Link
Replaces: n/a.
Link Attribute: Special
Base Cost: +5
AV/EV:(Mental)
Factor Cost: N/A
OV/RV:
Range: Self
Action Type: N/A
Description:
Psychic Link is not a distinct Power that functions alone. Rather it allows a Character to purchase a Physical Power and utilize that power to cause Mental effects.
A Psychically Linked Power’s effects are automatically considered Mental. Meaning that such Powers will have greater effect against Characters who are particularly vulnerable to psychic phenomena.
Psychic Link must be purchased in conjunction with a Physical Power. To do so, a Character must spend 5 extra Hero Points (the Base Cost of Psychic Link) in addition to the Base Cost of the Power to be linked. The Character then purchases individual APs of the Psychically Linked Power at that Power’s normal Factor Cost. The Character does not purchase individual APs of Psychic Link.
Once a Power has been purchased with Psychic Link, it functions exactly as described in its own Power description. With the exception that the Power now has a Link Attribute of INT if its Link Attribute was DEX, WILL if its Link Attribute was STR, or MIND if its Link Attribute was BODY.
Certain individual Power descriptions list specific changes that must be made to the way the power works if Psychically Linked.
There is a difference between “Psychically Linking” and “Linking”. A Power that is Psychically Linked has its Link Attribute changed but is not automatically linked to its Link Attribute. If a Player wishes to link the Power, they must do so using the new Mental Attribute as the Link Attribute, receiving all the usual advantages and penalties for doing so (see p. 24).
Short notation for Psychically Linked Powers is the placement of the letter ‘P’ after the APs of the Power.
Pyrotechnics
Replaces: Pyrotechnics (p. 93).
Link Attribute: WILL
Base Cost: 20
AV/EV: APs/APs
Range: Normal
Factor Cost: 5
OV/RV: DEX/BODY
Action Type: Dice
Description: See Pyrotechnics (p. 93).
Special:
Pyrotechnics is an indirect effect. Because there is no transmission of energy, objects between the Attacker and the Target do not impede and are not affected by Pyrotechnics.
The greatest effect of this is that a Pyrotechnics Attack cannot be Blocked by interposing an object between the Attacker and the Target, nor will a Power such as Force Shield, which only partly covers its user, protect against such an Attack.
Closed defenses such as Force Fields and armor will protect against Pyrotechnics, but can be circumvented with a successful Trick Shot, provided the intended Target is visible through the defense.
Recall
Replaces: Recall (p. 94). Thanks to KalEl el Vigilante.
Link Attribute: MIND
Base Cost: 5
AV/EV: APs/APs, RAPs/EV
Range: Self
Factor Cost: 1
Action Type: Auto/Dice
OV/RV: AV/EV
Description: See Recall (p. 94).
Special:
A Character with Recall may choose to be able to automatically remember specific information by stating that they are “committing it to memory” as they are exposed to the information.
However, the Character must subtract a number of APs from the AV/EV of all Recall Checks equal to the total amount of Information (in APs) that they have committed to memory. The Character may relinquish such information to normal status at any time.
Recall may be purchased with the following special Factor Cost Limitation: Storage Only (–0 FC).
Recall with the Storage Only Limitation may only use the “committed to memory” option, but the Information is stored at –20 APs (e.g., storing 1 GB of data requires only 1 AP of Recall with the Storage Only Limitation).
For reference purposes, the AP Information chart is reproduced here:
APs | Information |
---|---|
0 | Paragraph |
1 | Typed page |
2 | Two typed pages |
3 | 1000 words |
4 | Chapter from a book |
5 | Term paper |
6 | Short story |
7 | 64 kB memory |
8 | Novella |
9 | Paperback novel |
10 | Elementary textbook |
11 | 1 MB memory |
12 | Tolstoy’s War and Peace |
13 | 4 MB memory |
14 | 8 MB memory |
15 | 1 year of DC Comics |
16 | Set of encyclopedias |
17 | Oxford English Dictionary |
18 | 128 MB memory |
19 | 256 MB memory |
20 | 512 MB (½ GB) memory |
Reflection/Deflection
Replaces: Reflection/Deflection (p. 94).
Link Attribute: WILL
Base Cost: 40
AV/EV: APs/APs, RAPs/EV
Range: Self
Factor Cost: 5
Action Type: Dice
OV/RV: AV/EV
Description: See Reflection/Deflection (p. 94).
Special:
The OV/RV of the attempt is the AV/EV of the incoming attack, not the APs of the incoming attack.
If Psychically or Mystically Linked, Reflection/Deflection may be used against Mental or Mystical Attacks instead of Physical Attacks as appropriate.
The type of Attacks against which Reflection/Deflection protects must be defined at the time the Psychically or Mystically Linked Reflection/Deflection is purchased.
Regeneration
Replaces: Regeneration (p. 94). Thanks to Paul ‘Z’ Ewande.
Link Attribute: WILL
Base Cost: 25
AV/EV:
Range: Self
Factor Cost: 6
OV/RV:
Action Type: Auto/Dice/Free
Description: See Regeneration (p. 94).
Special:
By default, Regeneration reduces the Recovery time for only one type of damage (Physical, Mental, Mystical, or Ability). Which must be defined at the time of purchase. The Factor Cost of Regeneration has been reduced to 6 in order to reflect this change, but note that Ability damage is now an option.
If a Character sustains enough damage to render them unconscious before a Recovery Check can be made, the Character must remain unconscious until an amount of Time has passed based on their APs of Regeneration as follows:
APs of Regeneration | Time |
---|---|
1 | 10 APs |
2 | 9 APs |
3-4 | 8 APs |
5-8 | 7 APs |
9-16 | 6 APs |
Add APs of Time if the knockout attack did Killing damage.
The Character still makes Recovery Checks at the normal times. They just don’t awaken until the allotted time has passed, even if their Recovery Checks would decrease their damage to less than their Resistance Attribute. However, Desperation Recovery will still awaken the Character.
Characters wishing not to fall unconscious should purchase the Mind Over Matter Power.
Regeneration may be purchased with a special +1 Factor Cost Bonus for each additional type of damage that can be Regenerated.
Shape Change
Replaces: Shape Change (p. 97).
Link Attribute: WILL
Base Cost: 35
AV/EV:
Range: Self
Factor Cost: 10
OV/RV:
Action Type: Auto
Description: See Shape Change (p. 97).
Special:
The highest APs among an animal’s Growth, Shrinking, or BODY determine whether a Character may assume the animal’s form via Shape Change.
Furthermore, the Character may only distribute APs of Shape Change in excess of this number. Thus, if a Character with Shape Change: 07 assumes the form of a gorilla with BODY 05, they may assign only 2 APs to enhancing the gorilla’s Abilities.
Animal shapes assumed via the “Can Assume Any Imagined Animal Form” Bonus must either be described by the Player in explicit detail or else must have some kind of historic or mythological basis.
Characters with this Bonus may Shape Change into hybrids of animal forms by distributing APs of Shape Change to each of the forms they want to take. Humans require 1 AP of Shape Change for this purpose.
Sharpness v1.3
Replaces: n/a. Thanks to Nick Yankovec and Sébastien Andrivet.
Link Attribute: BODY
Base Cost: 50
AV/EV:
Range: Self
Factor Cost: 7
OV/RV:
Action Type: Auto
Description:
Sharpness enhances one of a Character’s Physical Powers, enabling it to shear through physical armor with great efficiency. The APs of Sharpness are subtracted from the RV of any Attacks made with the enhanced Power.
For example: attacking a target with a Physical RV of 14 with Claws enhanced by Sharpness 05 leaves the target with an RV of 09.
The Power with which Sharpness can be used must be specified at the time that Sharpness is purchased, and the RV is reduced only after all Hero Point expenditure has occurred.
Sharpness does not affect energy barriers and cannot reduce the RV provided by Force Field or Force Shield. Nor can it reduce the final RV of any Attack to less than 00.
If the Character wishes to use Sharpness with a Mental or a Mystical Power, they must purchase Sharpness with a Psychic or Mystic Link, respectively.
Special:
The Sharpness Power can be purchased with the following special Factor Cost Bonuses: Force Rending (+2 FC): Sharpness may reduce the RV provided by of Force Fields, Force Shields or other energy barriers.
Penetrating Blows (+3 FC): Sharpness may reduce the RV whenever the Character makes a striking Attack using STR or Martial Artist as EV.
The Sharpness Power can be purchased with the following special Factor Cost Limitation: Lack of Depth (variable): While the Power enhanced by Sharpness can penetrate armor, it lacks the ability to inflict especially deep wounds. The minimum value to which Sharpness may reduce the Attack’s RV is increased. The Factor Cost of Sharpness is reduced by half the minimum RV, to a minimum of FC 1.
Shrinking
Replaces: Shrinking (p. 97).
Link Attribute: STR
Base Cost: 15
AV/EV:
Range: Self
Factor Cost: 1
OV/RV:
Action Type: Auto
Description:
Shrinking allows a Character to decrease their size.
For each active AP of Shrinking, 1 AP is subtracted from the Character’s Weight and Volume.
For every 2 active APs of Shrinking, 1 AP is added to the OV/RV of Perception checks made to notice the Character.
For every 3 active APs of shrinking, the Character’s height and non-Powered movement are each reduced by 1 AP.
Furthermore, the Character may substitute half their APs of Shrinking (rounded down) for their OV vs. Physical Attacks.
In general, a Character’s Attributes are not affected by the use of Shrinking.
Shrinking may be purchased with the following special Factor Cost Limitations:
- Character’s STR is reduced by the active APs of Shrinking (–1 FC).
- All movement (Powered and non Powered) is reduced by the active APs of Shrinking (–1 FC).
- Character’s Weight is not reduced by the active APs of Shrinking (–0 FC).
Special:
A Character may not simultaneously have active APs of both Growth and Shrinking. If a Character is forced to activate both Powers simultaneously (e.g., through the use of the Diminution or Enlargement Powers), treat the Character as if they had only the difference between active APs in the Power with more active APs.
Solar Sustenance
Replaces: Solar Sustenance (p. 98). Thanks to Charlie Luce.
Link Attribute: BODY
Base Cost: 5
AV/EV:
Range: Self
Factor Cost: 1
OV/RV:
Action Type: Auto
Description: See Solar Sustenance (p. 98).
Special:
The APs of Power +4 (rather than the APs of Power) determine the length of time that a Character can remain sustained without traditional nourishment or exposure to sunlight.
Super Breath
Replaces: Super Breath (p.101).
Link Attribute: STR
Base Cost: 10
Range: Normal
Factor Cost: 4
Action Type: Dice
AV/EV: APs/APs
OV/RV: DEX/STR
Description: See Super Breath (p. 101).
Special:
The RV vs. Super Breath is STR, not BODY.
Super Hearing
Replaces: Super Hearing (p. 102).
Link Attribute: INT
Base Cost: 5
AV/EV:
Range: +3
Factor Cost: 1
OV/RV:
Action Type: Auto
Description: See Super Hearing (p. 102).
Special:
Super Hearing does not allow the Character to hear electromagnetic waves (e.g., radio and television transmissions). For that, use the Radio Communication Power.
It does allow the Character to hear all kinds of mechanical waves (e.g., dog whistles, sonar, etc.).
Superspeed
Replaces: Superspeed (p. 102).
Link Attribute: DEX
Base Cost: 50
AV/EV:
Range: Self
Factor Cost: 10
OV/RV:
Action Type: Auto
Description: See Superspeed (p. 102).
Special:
Characters may add their APs of Superspeed to their normal non-Powered movement Speed, although they may still substitute their APs of Superspeed for Powered movement.
Characters with Superspeed are not subject to the hazards of High-Speed Movement (unless they choose to be) unless their total Speed is higher than their APs of Superspeed. In which case they suffer the full effects of High-Speed Movement.
If any acceleration rules are in place, Characters may accelerate up to their APs of Superspeed each Phase.
Telekinesis
Replaces: Telekinesis (p. 103).
Link Attribute: WILL
Base Cost: 15
AV/EV: APs/APs
Range: Normal
Factor Cost: 6
OV/RV: DEX/BODY
Action Type: Auto/Dice
Description: See Telekinesis (p. 103).
Special:
Objects may be moved a distance per Phase equal to the Character’s APs of Telekinesis minus the object’s Weight.
The EV of Attacks made by hurling objects is equal to the APs of Telekinesis. Heavy objects hurt because they are heavy; light objects hurt because they are fast.
Characters held by Telekinesis may attempt to break free from the Telekinetic grip by making a Physical Attack using STR/STR as the AV/EV (some Powers may be substituted for STR at GM’s discretion) against OV/RVs equal to the APs of Telekinesis. Positive RAPs indicate that the Character is freed from the Telekinetic grip.
Telepathy
Replaces: Telepathy (p. 103).
Link Attribute: INT
Base Cost: 20
AV/EV:
Range: Normal
Factor Cost: 4
OV/RV:
Action Type: Auto
Description: See Telepathy (p. 103).
Special:
Telepathy maybe purchased with the following special Bonus: Not Limited By Physical Range (+40 BC).
A Character using Telepathy with the Not Limited By Physical Range Bonus requires the target of Telepathy to be in Range only to establish the initial link. Once the mental link is established, it can be maintained no matter how far the Characters separate.
Time Control
Replaces: Time Control (p. 104).
Link Attribute: WILL
Base Cost: 250
AV/EV:
Range: Normal
Factor Cost: 10
OV/RV:
Action Type: Auto/Dice
Description: See Time Control (p. 104).
Special:
Superspeed gained via Time Control may not substitute for EV.
Time Travel
Replaces: Time Travel (p. 104).
Link Attribute: WILL
Base Cost: 500
AV/EV:
Range: Special
Factor Cost: 4
OV/RV:
Action Type: Auto
Description: See Time Travel (p. 104).
Special:
The APs of Time Travel is the maximum length of Time (in APs) that a Character may travel in either direction per Phase (relative to the Traveler). The Character may continue to Time Travel, with the amount of relative Time that passes equal to the actual Time traveled minus the Character’s APs of Time Travel.
Warp
Replaces: Warp (p. 106).
Link Attribute: WILL
Base Cost: 100
AV/EV: APs/APs
Range: Special
Factor Cost: 5
OV/RV: DEX/BODY,DEX/DEX
Action Type: Dice
Description: See Warp (p. 106).
Special:
When attempting to force another character through the Warp, if done at the time the Warp is called into existence.
If the distance from the Warp to the target is 0 APs or less, the OV/RV is DEX/DEX instead of DEX/BODY.
Water Freedom
Replaces: Water Freedom (p. 107).
Link Attribute: DEX
Base Cost: 5
AV/EV:
Range: Self
Factor Cost: 3
OV/RV:
Action Type: Auto
Description: See Water Freedom (p. 107).
Special:
Water Freedom does not make the Character immune to the intense pressures of the deep. However, it does mitigate the effects. Add the Character’s APs of Water Freedom to their OV/RV vs. Attacks due to deep water pressure.
Water Freedom also grants the ability to “speak” and be “heard” underwater. Water Freedom does not, however, grant any ability to be understood. The Character must still be able to speak and understand the language of anyone with whom they wish to communicate while underwater.
