Duration: Semi permanent Range: n/a
Base Damage Value: n/a Managing Skill: none Cost: 2 Per Rank
Your hero can survive without air for a number of days equal to his Physique multiplied by his rank of the power. During this time, he is immune to the rigors of space or Deep Ocean depths, including the conditions of high and low pressure or bone-chilling cold and blistering heat. After the allotted time, the character begins suffering the
normal environment and resting (generally for a time equal to the amount of time the Power was in use) will allow the character to return to a hostile environment and use this Power again.
LONGEVITY
Duration: Permanent Range: n/a
Base Damage Value: none Managing Skill: none Cost: 5 points
The character lives longer than the average Human. The character should gain peripheral bonuses during game play because of his “longer outlook.” A character may not have this ability more than once. Often, this Super Power has a Limitation attached that governs what the character must do to maintain his life.
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LUCK
Duration: Permanent Range: n/a
Base Damage Value: none Managing Skill: none Cost: 7 Per Rank
A character with Luck can call on one of the following benefi ts once per adventure per rank: action, alertness, breakthrough, haste, hero, opponent fails, or second chance (see the “Luck Benefi ts” below for details on each of these options). Calling upon one’s luck does not count as an action.
If the character has not used his Great Luck during an adventure and something really disastrous happens, the Game Master may choose to automatically use the Character’s power, temporarily “burning it out” and using up the character’s Luck for the adventure. Usually, this is done when the character does something stupid or the player is the victim of incredibly bad luck – die rolling, not the Disadvantage – and something “stops” the effect. This is a “last ditch,” Game Master-controlled effort when circumstances get out of control. It is also a nice thing for inexperienced role-players to have – just in case they do something they really shouldn’t have, they get another chance.
Example: The character’s mission is to turn off the power at a nuclear plant, or it will explode and destroy the city that’s conveniently downwind. Unfortunately, the character takes too long fi ghting the minions of the bad guy who set the plant to overload, and, according to the rules, the whole city should go up in a radioactive fi reball. The character is too late. The Game Master might choose to have the character be really lucky – the villain was bluffi ng, and there’s really more time on the clock than anyone thought, or the power plant begins a long meltdown procedure instead of exploding. In any case, the character’s Luck is gone for this adventure (his luck ran out), but he has a chance of averting disaster.
Luck Benefi ts
Action: Add 2 to all skill or attribute totals for the round.
Alertness: The character has a “sixth sense” outside of all other
rules and situations that will help him to spot a previously unseen item, character, or clue selected by the Game Master. The benefi t does not confer omniscience, however, and the Game Master can select a time for having it come into effect. It is normally used to allow a character to spot something he missed in a previous search that is important to the adventure.
Breakthrough: Add 1D to any one skill die code in which the
character has no additional pips or dice (in other words, a skill in which the character is untrained). The benefi t also eliminates the unskilled modifi er for using that skill.
Haste: Gain one additional action for one round.
Hero: Receive one bonus Fate Point, which the character must use
immediately.
Opponent fails: After an opponent or enemy has completed an
action against the character, the character may call upon this benefi t to cancel the effects entirely. This nullifi es the opponent’s action, and play continues. The lucky character may not use this benefi t to cancel an action that is not directed at least partially at him.
Second chance: Using this benefi t allows the character to “do
over” any action she has just tried, from the very beginning. This benefi t cannot negate “bad choices” – the character must perform the same action again – nor does it allow the character to “get back” Fate Points, Character Points, or cards spent on the original action. The character merely gets another chance, immediately following the fi rst attempt, to perform the action again. All effects from the fi rst attempt are ignored.
MIMICRY
Duration: Activated Range: normal
Base Damage Value: none Managing Skill: none Cost: 9 Per Rank
Your character has the ability to mimic any Power or Skill, but only ones she has seen used recently. She need only see the Power or Skill used once, and then roll her Mimicry rank in dice versus a diffi culty equal to three times the unmodifi ed cost per rank of the power. If successful, she then gains the ability temporarily. If more than one Power is mimicked, the hero can divide her Power ranks between them.
The character is limited in how much of a power she can mimic by the rank of the power she sees. She cannot have a mimicked power with ranks higher than the original power witnessed.
Example: Vex has 6 ranks of Mimic and sees a hero that has an energy blast at rank 3. The most Vex could mimic is 3 ranks of the energy blast power, not 6 ranks.
The character has the power for 30 minutes per power rank. Once this time has elapsed the character can no longer use the mimicked power. The memory of the power fades from the character’s mind and she must see the power in use again in order to mimic it.
Example: Vex has 6 ranks of Mimicry and sees Pyra using her Flame Jet power (rank 5). Vex decides that this would be a handy ability to possess. Vex must make an opposed roll of his Mimicry against the cost of the cost per rank of the Flame projection power. The cost for Flame Jet is 4 points per rank so the diffi culty to acquire this power is 12 (4x3=12).Since vex can only mimic a maximum of 5 ranks he rolls 5 dice and tries to beat a diffi culty of 12. Vex could keep this power for 2 and a half hours before it faded from his memory.
NOTE: Ka manipulation can never be mimicked Special Limitation:
No range
-2 Per Rank
The character must make physical contact with her target in order to duplicate the power.