Range: Range: Range: Range: Range: Personal Target: Target:Target: Target:Target: You Duration: Duration: Duration:
Duration: Duration: 1 round/level (D) Effect:
Effect:Effect:
Effect:Effect: You create a fluctuating gravity field that grants you a +8 deflection bonus to Armor Class against physical attacks and a +2 deflection bonus to Armor Class against energy attacks. This bonus
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CHAPTER FOUR: QUANTUM POWERS
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Duration: Duration:Duration: Duration:
Duration: Concentration (up to 1 round/level) or instantaneous; see text
Saving Throw: Saving Throw: Saving Throw: Saving Throw:
Saving Throw: Will negates (object) or None; see text Power Resistance:
Power Resistance:Power Resistance: Power Resistance:
Power Resistance: Yes (object); see text Effect:
Effect:Effect: Effect:
Effect: You can manipulate a target’s gravity field to pick it up, hold it, throw it, etc. This follows the same rules as telekinesis, ex- cept that you are considered three character levels lower for all de- tails except duration.
Holo
“Strike me — the real me – if you can!” Quantum
Level: Level: Level: Level: Level: 2
Manifestation Time: Manifestation Time:Manifestation Time:
Manifestation Time:Manifestation Time: 1 standard action Range:
Range:Range:
Range:Range: Medium (100 ft. + 10 ft./level) Effect:
Effect: Effect:
Effect: Effect: Figment that cannot extend beyond four 10-ft. cubes + one 10-ft. cube/level (S)
Duration: Duration:Duration:
Duration:Duration: Concentration + 1 round/level Saving Throw:
Saving Throw:Saving Throw:
Saving Throw:Saving Throw: Will disbelief (if interacted with) Power Resistance:
Power Resistance:Power Resistance: Power Resistance:Power Resistance: No Power Points: Power Points:Power Points: Power Points:Power Points: 2
Description: Description: Description:
Description: Description: You can create images — illusions, if you will — with which to trick and befuddle others.
Effect: Effect:Effect:
Effect:Effect: This power creates a visual, auditory, olfactory, tactile or flavor illusion, as visualized by you. Specify which sense you affect when you select the power. You can move the illusion within the limits of the size of the effect. It disappears when struck by an opponent unless you cause the illusion to react appropriately.
Extras
Extra Sense: You can create illusions that affect two senses at once. Cost: 2 pp.
Healing
“Don’t worry; I’ll have you fixed up in no time!” Quantum Level: Level: Level: Level: Level: 1 Manifestation Time: Manifestation Time:Manifestation Time: Manifestation Time:
Manifestation Time: 1 standard action Range: Range:Range: Range: Range: Touch Target: Target:Target: Target:
Target: Creature touched Duration:
Duration: Duration: Duration:
Duration: Instantaneous Saving Throw: Saving Throw:Saving Throw: Saving Throw:
Saving Throw: Will half (harmless) Power Resistance:
Power Resistance:Power Resistance: Power Resistance:
Power Resistance: Yes (harmless) Power Points:
Power Points:Power Points: Power Points:
Power Points: Variable; see text Description:
Description:Description: Description:
Description: You can heal almost any injury to yourself or an- other by manipulating quantum energies.
Effect: Effect:Effect: Effect:
Effect: Each power point you spend heals 1d8+1 hit points of damage.
Extras
Cure: You can cleanse a target of any poison or disease, ending immediately all temporary poison effects and removing any diseases or parasites that the subject suffers from currently. Additionally, the target is immune to the effects of poison or disease for a duration of 1 minute per your character level.
The power does not reverse instantaneous poison effects, such as hit point damage, temporary ability damage, or effects that don’t go away on their own. It also does not prevent reinfection after a new exposure to the same disease at a later date. Cost: 3 pp.
Regenerate: You can reattach a target’s severed body parts and grow back limbs or organs. This functions like the Regeneration su- perhuman feat enhancement, except that you spend all the power points at once (no more than 6 per round, however, until the total points required are spent). Cost: Variable; see text.
Homunculus
“You know what they say — two heads are better than one.” Quantum
Level: Level: Level: Level: Level: 3
Manifestation Time: Manifestation Time:Manifestation Time:
Manifestation Time:Manifestation Time: 1 standard action Range:
Range:Range: Range:Range: Personal Effect: Effect:Effect:
Effect:Effect: 1 animated limb or creature separate from your body Duration:
Duration:Duration: Duration:Duration: See text Power Points: Power Points:Power Points: Power Points:Power Points: 2
Description: Description: Description:
Description: Description: You can detach portions of your body that you re- tain control of, create small creatures from your own flesh, or even break yourself down into a swarm of tiny creatures!
Effect: Effect:Effect:
Effect:Effect: With a successful DC 20 Fortitude save, you can detach a body part up to an entire limb (except your head) or extrude a por-
ABERRANT
tion of your flesh to shape into a creature. This is a standard action; recombining it is a move action with no additional roll needed. Once created, a homunculus requires no further power point expenditure to maintain.
A creature is a warped version of you — whether miniature (size Small) or twisted in appearance (if you want a perfect duplicate, use clone instead). You can shape the creature to have a different appearance with a successful Craft (visual art) check (the GM sets the DC depending on what you hope to achieve).
The homunculus’s base attack bonus, Armor Class, saves, ability scores are equal to one-half your scores (round down). Its speed equals yours. It has none of your superhuman feats or quantum pow- ers. With a successful DC 15 Will save, you can shift points from one ability to another at the time of creation (every ability must retain a minimum score of 1).
You lose the limb or mass and 1d10 hit points while a homunculus exists. It gains hit points equal to your character level plus the num- ber of hit points you lost. If it is destroyed, you recover hit points as normal, but the limb or mass does not regenerate. You can absorb the homunculus at any time, regaining the limb or mass, hit points and any experiences that it had.
You can control its actions as long as it remains in line of sight up to 120 feet. Beyond that range, the homunculus stops moving after completing any assigned task.
Detaching a body part or creating a single homunculus counts as a free technique; you may choose one additional free technique and purchase others with available power slots.