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Armory Summoning (4)

Skills: Magic, Mental, or Power

You can summon unique weapons or armor out of thin air by making a skill roll. Each Shift generated on the roll is used to decide the Weapon or Armor Rating and pay for any special effects for the power.

Applying Limits to the weapon or armor refunds points, as normal.

Barrage has the ability to summon various types of guns out of thin air. She makes a roll and gets 4-Shifts, creating a rifle. She decides to give it the Dangerous special effect, which normally costs two points. That gives her rifle a Weapon Rating 2, but once per scene she can spend a fate point to cause the target to take a Moderate Consequence instead of stress.

Later, she rolls to summon some armor. This time she spends a fate point to invoke an appropriate aspect, and gets 5-Shifts. She decides to summon a suit with Armor 3 rating, and uses the remaining 2-Shifts to apply both the Durable and Low Impervious special effects.

The weapon or armor remains until you dismiss it or you are Taken Out. You can allow other characters to use it, but you cannot summon a new piece until you dismiss the current one.

To summon more than one type of weapon or armor at a time, you must purchase the power multiple times or divide your Shifts.

Special Effects Dual Weapons (1):

You can summon a pair of single-handed weapons, such as two knives, two short swords, or two pistols.

Dual wielding grants you +1 to the Attack action or Create an Advantage action when having two weapons would apply to the situation aspect.

Rapid Power (1): The roll to use the power counts as a free action instead of a normal action.

Astral

Projection (1)

Skills: None

The hero can separate his astral form from his body, leaving behind an unconscious shell.

The astral form can pass through hostile physical environments and barriers as if they did not exist, and cannot be harmed by physical entities (except with powers derived from a mental or mystical power source), but also cannot affect the physical world. The hero can, however, be attacked and harmed normally by other astral and spiritual entities. Damage taken when in astral form carries over to the physical body, but always affects the mental stress track.

Astral heroes can make themselves visible and communicate to a corporeal hero at will. Otherwise, corporeal heroes trying to sense an astral form must make an Overcome action, providing they have a sensory power that would allow them to do so.

When the astral form is separated from the body, the body can still be attacked and harmed. The astral form will know immediately if the body suffers

damage. Reentering the body is automatic whenever the character wishes to do so. If something is blocking the hero from reaching his body, he cannot reenter his corporeal form without taking the appropriate action (usually an Overcome action) to get past the obstacle.

If the body is destroyed or killed, the hero will remain trapped as a free spirit.

Aura (3)

Skills: None

The hero is surrounded by some sort of field or aura that damages those who come into contact with it.

Whenever the hero successfully defends against a melee attack (typically hand-to-hand), the attacker takes 2-hits of damage. Additionally, if your Defend action succeeded with style, you can spend a fate point to place an aspect on the target instead of a Boost. The aspect must represent your aura. Some examples are: Burning Skin for a fire aura, Shocked for an electrical aura, Cold Sap for an ice aura, or even Distracting Cuts from protruding spines. You get one free invocation of the aspect. Removing the aspect requires your opponent to succeed at an Overcome action against a Fair (+2) opposition.

Due to the aura surrounding your body, you also receive a +2 to Attack actions when using Fight.

Special Effects

Intense Aura (1): Against ranged attacks, your aura provides a +2 bonus to Defend actions, if the attack is something your aura would provide protection against— such as an ice aura against bullets or other physical projectiles, or an energy aura against energy based attacks.

Blast (1-6)

Skills: Accuracy

You can fire some sort of distance attack, whether plasma beams, concussive force, ice shards, fireballs, or even spikes. Each power level grants you Weapon: 1 rating, up to a maximum of Weapon:

6, and has a range of power level +1 zones away from the character.

Applying special effects to the power customizes it to fit the type of blast your character can fire. Below are examples of how to create various types of Blast with one or two special effects. Use them as examples for building your own, or apply them to your character for

a ready-to-play power. Simply purchase your levels of Blast, and then add the cost below to the final total.

Concussive (2): For each Weapon rating you reduce from your damage, you knock your target back two zones instead of the normal one. You also gain a +2 bonus when using your blast to Create an Advantage, such as Stunned, or Weakened Structure.

Corrosive (2): When destroying objects, your power does double the amount of Material Strength reduction.

In combat, if the attack succeeds with style, the character can lower the damage and place an Aspect instead of the normal Boost to represent the sticky nature of the corrosive substance.

Darkness (2): You can attack everyone within the same zone without having to split your result. When you succeed with style on an attack, you do not have to reduce your damage to place a Boost on the target.

Earth (1): When you succeed with style, you do not have to reduce your damage to place a Boost on the target.

Electrical (2): When attacking electrical opponents, such as robots, you gain a +4 to the attack roll.

EMP (1): The weapon automatically shuts down electronic devices, such as smartphones, cars, computers, electrical grids, and NPC robots.

Energy (1): For each Weapon rating you reduce your damage by, you extend the range of your blast by an additional zone.

Fire (3): Once per scene, when your attack causes the target to take a Consequence from your power, you may spend a fate point. Doing so causes the fire to continue to attack the target each consecutive round with a skill rating equal to the Shifts you generated on the attack roll. The target uses Physique or Athletics to Defend. To stop the consecutive attacks, the target must succeed at a Defend action.

Ice (1): If you succeed with style on the attack, you can lower your damage (both the weapon rating and damage gained from Shifts) and use your ice to automatically encase your target in ice.

To break free of the ice, the opponent must roll against passive opposition equal to the amount of damage you transferred to the encasement.

Light (2): You gain a +2 bonus when using Light Blast to place a situation aspect. When you succeed with style on an attack, you do not have to reduce your damage to place a boost on the target.

Physical Projectile (1): Once per Issue, when you force an opponent to take a consequence (except through the use of the Potent, Deadly, or Lethal special effects), you can spend a fate point to increase the consequence’s severity (so mild becomes moderate, moderate becomes severe). If your opponent was already going to take a severe consequence, he must either take a severe consequence and a second consequence or be taken out.

Radiation (2): Once per scene, you can spend a fate point on a successful attack action and cause your opponent to take both stress and a consequence of equal value. If the target was already going to take a consequence, he takes two consequences instead.

Sonic (2): When you succeed with style on an attack and lower your damage to place a boost, you instead gain a situation aspect with a free invocation, representing a Stunned or Lost Equilibrium type of situation.

Once per scene you may spend a fate point to force your opponent to take a Mild Consequence instead of stress.

Vibration (1): Your vibration attacks can shatter both people and objects. When destroying objects, your power does double the amount of Material Strength reduction.

Water (1): When you succeed with style on an attack and lower your damage to place a boost, you instead place an aspect, such as Drowning or Water In Your Lungs.

Boost (2)

Skills: Magic, Mental, or Power

A hero with Boost can temporarily increase the skill level of another person, willing or unwilling.

To boost a skill, the character must succeed at an Overcome action with opposition equal to the current skill rank. Success increases the skill by +2 levels, and a success with style increases the skill by +4 (along with placing the normal Boost).

The boosted skill lasts for number of rounds equal to twice the boosted level— so 4 or 8 rounds. After the boosted skill drops back to normal, the character is considered fatigued from the experience. Place an aspect on the character to represent the strain the boost caused. The aspect lasts for one scene, and can be removed during the scene with an Overcome action against Fair (+2) opposition.

A character can only be under one effect of Boost at a time.

Limits

Overload (–1): The hero’s ability to boost another person has the nasty habit of overloading and burning out the ability. Whenever the hero boosts a skill, the target must make an immediate Will roll against an Opposition equal to the amount of the boost. If the roll fails, the target takes a mild consequence related to his body being overloaded by the power.

Single Skill (–1): The hero can only Boost a single type of skill, chosen when the power is taken.

Burrowing (2)

Skills: None

The character moves by burrowing under the ground, allowing him to ignore ground based situation aspects (such as zone border obstacles). Noticing a burrowing character is an Overcome action, typically against passive opposition equal to the burrower’s Athletics or Stealth.

If the burrowing character remains unnoticed, they can erupt from the ground and gain a +2 bonus to an immediate Create an Advantage action for placing an aspect, such as Taken by Surprise or Knocked off Balance.

Chameleon (2)

Skills: None

The hero can alter his appearance and voice to resemble any other living being. The new appearance should be of the same relative size and weight as the hero with this power. Although the hero’s clothing, gear, and equipment change to resemble the target’s items, these items do not become functional. In other words, the hero appears to be wearing a gun when impersonating a police officer, but the gun cannot be drawn or fired.

Shifting into another character does not require a roll, but does constitute your action for the exchange.

Place a temporary aspect on yourself to represent the new appearance. When in the other form, you do not gain any powers the original person might possess. To be able to do that, you must also have Power Mimicry in your power set (maybe even with the ranged mimic special effect).

To notice that the hero is not actually the simulated person, the viewer must make an opposed roll against the character’s Deceive skill, and the Deceive skill receives +2 bonus.

Special Effect

Near Perfect Form(1): The hero’s Deceive skill receives an additional +2 bonus when rolling to avoid being discovered as a shape-shifter.

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