Duration: Concentration Range: special read below Base Damage Value: none
Managing Skill: Know-how (Cosmic Awareness),
investigation, tracking
Cost: 3 Per Rank
Your character’s perceptions go far beyond that of normal men – she can perceive on a cosmic scale! She can sense when Ka is being expended, or when something in her general area is being destroyed, releasing its stored energy. She can also see, just by looking at a person or thing, how much of this universal energy is stored in them. This allows her to judge how powerful someone is by rolling her Cosmic Awareness Power versus the target’s Presence. The range of this power is in meters, and increases exponentially – see the sidebar at the beginning of this chapter.
Everything in the universe leaves a unique signature – everything. This is the ultimate tracking Power, allowing the character to fi nd anyone or anything virtually anywhere in the universe by their Ka signature. All the hero needs is an item that once belonged to the target, so she can get the “scent.” Once this is done, the character will be able to feel the Ka signature of that target, if it is in her Power range, letting her know where the target is with only a 6-meter margin of error.
The character rolls her tracking against a diffi culty determined by where the target is within the character’s range. The target’s current Ka pool also modifi es the roll.
Power’s range Diffi culty number
Short range 15 minus target’s current Ka pool
Medium Range 20 minus target’s current Ka pool
Long 25 minus target’s current Ka pool
The base range of this power is 1 Km and doubles per rank of the power. If the target’s Ka Pool is reduced it becomes signifi cantly harder for the target to be tracked. Such conditions, and other problems – such as someone working VERY hard to hide, by some esoteric means – are dictated by your Game Master, who may rule that this Power will not work to fi nd a particular person.
DETECT
Duration: Permanent Range: normal
Base Damage Value: none Managing Skill: Search Cost: 2 Per Rank
Your hero has the ability to detect a certain type of situation or object, selected when you pick this Power. For instance, she can detect water, danger, fear, etc. She will know the general direction and whereabouts of this focus. The character adds the die code of the power to her search roll when detecting the focus of this power.
EMPATHY
Duration: Concentration Range: normal
Base Damage Value: none Managing Skill:
Cost: 4 Per Rank
The Hero can sense and affect the emotions of others. She can magnify existing emotions or insert new ones. The base diffi culty is the target’s willpower modifi ed by the chart below. The hero rolls her rank in dice of the Empathy power versus the resistance diffi culty number.
Those affected by the power feel any emotion at any intensity dictated by the hero. This translates into a bonus towards any Presence based rolls equal to 1D per rank of the power. In combat situation the power can cause the target to feel strong fear, anger, or love giving them a penalty or bonus of +1 per rank to their defense total and a penalty or bonus to their attacks equal to 1D per rank.
The effects of the power last for minutes equal to the power rank minus the targets willpower. The victim of this power may try to break free of the empath’s thrall after combat rounds equal to the power rank. If she succeeds she breaks the empathic enchantment and may act normally, if she fails she must wait an additional amount of time equal to the power rank etc. The target breaks the empathic hold by making an opposed roll of her will power versus the Empathy power rank in dice.
Targets Diffi culty
Modifi er
Target is experiencing Intense Emotions +5
Target alone -3
Target in a small group +1
Target in a crowd +3
Target in a large group +5
Broadcasting/Infl uencing a single emotion to: * One person +0 Two People +3 A few people +5 A small group +10 A crowd +15 A Horde +20
*= The hero suffers no multiple action penalty for affecting groups beyond the modifi es listed above.
Example: The Fear Monger wants to scare an elite team of S.W.A.T. that’s cornered him in a building. The diffi culty to affect the entire team would be 20 (10 for the base metal defense and an additional 10 because it is a small group that he is affecting).
If the group was already feeling strong emotion, like anger, he would have an additional penalty of +5.
Example Two: the villain known as the Adversary wants to incite a small group of Nazi skin heads to riot. The Skinheads are standing in a large group of protesters that
are demonstrating peacefully. To incite the small group of Nazis would be a diffi culty 25 (10 for the base metal defense and an additional +10 because it is a small group that he is affecting, plus the Nazis are standing within a large group for an additional +5).
Special Power Limitation: Emotion Expertise
-2 Per rank
The character has a narrowly focus area of expertise when sensing or imparting emotion. Now the hero can only trigger or sense one Emotion.
ESP
Duration: Concentration Range: 100 Kilometers per rank Base Damage Value: none
Managing Skill: Know-how, search, Investigation Cost: 2 Per Rank
ESP allows the character to sense things at a range not normally possible. The character is allowed to use all fi ve senses normally while using ESP but is completely oblivious to her immediate surroundings. It is easier to see a location that is known to the character, whereas locations unfamiliar to the character are harder to visualize
A roll is required (using the ESP power rank in dice versus the diffi culty) each time the hero wishes to perform any activity with this power, such as searching a room, hearing a conversation, or smelling what’s cooking in a pot. Otherwise the perceptions will be dreamlike and unclear. The base diffi culty to use ESP is Easy, modifi ed by the circumstances on the chart below.
Location Diffi culty
Modifi er
A place the character is deeply familiar with 0
A place the character has been once +5
A place the character has seen in a book or on TV +10 A place the character was told about briefl y +15
A completely unknown area. +20
Perception Quality
Blurry and dreamlike 0
Clear perception +5
Adding an additional Sense, such as smell, hearing
and touch +5
Seeing beyond the character’s normal range (for
88
HEX
Duration: Activated Range: normal
Base Damage Value: None Managing Skill: None Cost: 6 per Rank
The hero has the ability to change the probability of the successful completion of her target’s action. Hexes can be either a boon or a bane for her target and that must be stated before the power is used. The target of the Hex must make a successful willpower roll versus the hero’s dice rank in the power. If the target fails to resist the Hex she is susceptible to the Hexing ability of the hero for that round.
The hero may subtract or add dice equal to her rank to her target’s dice roll. Dice used in that round may not be used to manipulate another action in that same round, so the character is limited by the rank of her power. This power may not be used on the character herself to enhance her rolls – only rolls made by other people.
When used to enhance another person’s dice rolls the hero suffers a dice penalty equal to the amount she has bestowed. A dice roll is still made as normal to see if the power is susceptible to the Hex power…there is no automatic success even when suing the power to benefi t someone.
N.B. The Hex does not affect the actual power, skill, or attribute; only the roll. A rank 5 Hex power will not lower an Energy Blast power by 5 dice only reduce the chance of hitting by 5dice.
The HEX is essentially a penalty.
Perhaps the opponent slipped as he was trying to hit the hero or maybe the sun was in his eyes.
Example: The Fabulous Al has 5 ranks of the Hex power. Running from two police offi cers through a back alley Al tries to lose the police. Both he and the Policemen must make running rolls to navigate the trash-strewn alley. Al decides to Hex both Policemen and succeeds in beating both their will power rolls. He subtracts 3D from the fi rst policemen’s running roll guaranteeing that he fails the roll, and subtracts 2D from the other cop. This leaves the Fabulous Al with no Hex ability for the rest of that round.
ILLUSION
Duration: Concentration
Range: variable, depends on the number of people affected Base Damage Value: none
Managing Skill: Know-how, search, Investigation Cost: 3 Per Rank
The hero can create images in another person’s mind. The hero rolls the die code in the power to determine if the illusion was created. If successful, the target must make a willpower roll versus the hero’s illusion roll to notice if something is odd or out of place. The Game Master will determine when a roll is allowed. The more something is out of place the more likely that someone will believe that something is amiss. The base diffi culty for an illusion is Easy and is modifi ed by the list below, based on the complexity of the illusion and the number of people involved.
Size of the illusion Diffi culty Modifi er
Small, a piece of furniture +0
A room +3
An entire house +5
A small building +10
A large building +15
A large area, such as a city block. +20
Minds affected 1 person 0 2-6 people +5 7-15 people +10 16-32 people +15 33-100 people +20 100-500 people +25 500-1,000 people +35
Additional Senses affected
Sight 0