Roll failed by 4-8 points Roll 2D
2 The heroes skin color changes to a random color for minutes equal to the power rank 3 Magical steam pours from the characters
ears for minutes equal to the power rank 4 The Hero’s shadow animates and annoys
the character by giving the character wet willies, wedgies, and messing his hair. 5 Animals shy away from the character or
become violent is cornered
6 For one minute the hero’s hair grows rapidly. In that time period the hair will grow 1D inches
7 There is an echo when the character speaks
8 cough up fl ies for rounds equal to the power rank
9 Character has a foul odor for rounds equal to the power rank
10 An article of clothing turns into bologna or some other lunch meat or a processed cheese spread
11 The hero gains a pot belly for a day 12 The character grows a horn or bone spur
on a random body location
Roll failed by 9-12 points
Roll 2D 2 Character shrinks one scale rank 3 The hero is stunned for rounds equal to
the power rank. She can take no offensive action during that time
4 An clothing article turns to into a lunch meat, vegetable or fruit (GM’s discretion) 5-6 The hero’s tongue becomes forked or she
grows a third eye, or she grows a vestigial tail (GM’s choice) the affl iction last for minutes equal to the power rank
7 The spell diffi culty for the next magical roll is increased by 1D
8 Character glows for minutes equal to the power rank. The glow is bright enough to read by and has a radius of 1 meter per power rank
9 Character falls prone and cannot keep her balance for rounds equal to the power rank 10 The hero grows one scale rank
11 Character takes damage equal to half the power rank rounded up
12 The character falls forward in time 1 round per rank of the power
Roll failed by 13-15 points
Roll 2D 2 A number of inanimate objects equal to the power rank spring to life near the caster and run around causing havoc for rounds equal to the power rank
3 All buckles unlatch and doors unlock and open in a radius around the character equal to 2 meters per rank of the power
4 The character is blinded for rounds equal to the power rank
5-7 The magic affects the last person targeted by the caster, not its intended target 8 The reverse effect hits the spell target 9 Spell rebounds on the caster
10 Caster takes damage equal to the power rank
11 Electrical equipment stops working in a meter radius equal to the power rank 12 The character burst into fl ames. The
fl ames do the power rank in damage to the character and anything in the immediate area.
Roll failed by 16-19 points
Roll 2D 2 Vermin attacks the character for one round 3 The hero is teleported in a random direction
1D meters per rank of the power 4 Spell has random effect (GM’s choice) 5 Spell rebounds on caster
6 Spell strikes unintended target (roll randomly)
7 The character burst into fl ames. The fl ames do the power rank in damage to the character and anything in the immediate area.
8 The spell diffi culty for the next magical roll is increased by 2D
9 The character falls forward in time 1D rounds per rank of the power
10 An evil duplicate of the hero sprouts from the character’s head and will work against the hero until a diffi cult willpower roll is made. If the character is knocked unconscious the duplicate disappears 11 The character burst into fl ames. The
fl ames do the power rank in damage to the character and anything in the immediate area for rounds equal to the power rank 12 An infernal portal opens to a nether realm
and an infernal entity escapes into the heroes home dimension
Roll failed by 20 or more points
Roll 1D 1 A black hole opens above the character and sucks everything within 5 meters per power rank in. a moderate diffi culty dodge roll is needed to stay out of the void. Those sucked in by the void will be spat out 1D kilometers away in a random direction 2-3 The hero gains one disadvantage for weeks
equal to the power rank. The disadvantage is chosen by the GM
4 The power shorts out for days 3D days minus the characters willpower (minimum of 1 day)
5 Character gains the Bad Luck disadvantage for weeks equal to the power rank
6 The hero is surrounded by magical lightning that affects everyone around her. She must make a willpower roll every round against a diffi culty of 10+ the power rank or shock a random person for 1d damage per rank
100
SUMMONING
Duration: Concentration Range: n/a
Base Damage Value: n/a Managing Skill: none Cost: 10 Per Rank
The character has the ability to summon beings from another place or dimension. These beings with usually be friendly towards the hero and do his bidding. The hero determines what type of being to be summoned and the GM usually takes care of the attributes and powers.
The hero must make a diffi culty roll on the chart below using his dice in the power. The diffi culty increases the more capable the being is. A power level one creature is far easier to summon than a power level six being. For each additional being summoned the diffi culty is raised by +3. Multiple beings are harder to coordinate during combat therefore the character must spend an additional action during combat for each creature summoned.
Once the being is summoned it will act in the best interest of the hero for an amount of time determined by the rank of the power and the diffi culty of the summoning. Summoning and enthralling living beings is incredibly taxing on the mind and the Hero must spend an action each round to keep the being under his command. At any time of his choosing the Summoner may send the being back to its place of origin.
Example: Calkin has 7 ranks of Summoning and needs to summon a Garuda bird to fl y over the impassable mountains in front of him. The Garuda is a power animal so the GM decides it’s a power 3 creature. Since he needs to travel several hundred miles beyond the mountain Calkin decides that he needs to keep the large bird here for a few hours. The Final diffi culty that the hero needs to overcome is 35 (+25 for the power level 3 creature and +10 for time modifi er)
Summoning Diffi culty Diffi culty
Power level One 15
Power level Two 20
Power level Three 25
Power level Four 30
Power level Five 40
Power level Six 60
Time Modifi er Modifi er
1 round per rank +0
1 minute per rank +5
1 hour per rank +10
1 day per rank +20
1 month per rank +30
1 year per rank +40
Modifi ers Modifi er
Additional being +3
Extra Time taken (10 minutes) -5
Special Power Limitation: Staging Area
-2 Per rank
The Hero must prepare the area before he can summon the being. The preparation can be anything from drawing a circle on the ground, putting cooking at ones door or even some sort of sacrifi ce. The style and type of preparation is left up to the character.
Special Power Limitation: Antagonistic
-4 Per rank
What ever being the hero summoned doesn’t like being yanked from where ever it was. The character must beat the being in a willpower roll (the GM will determine the being’s attributes as normal). If the hero is successful the being will act as an ally of the character, but if the contest goes poorly the being will turn on the hero and attack him.
102
MOVEMENT POWERS
All movement powers are treated like normal movement. If a character wants to move at twice her movement rate she must roll the applicable skill such as fl ying, running, jumping, etc….
To double the movement rate the character must make a roll at diffi culty 5; to triple the movement rate it is a diffi culty 10; to quadruple the rate it is 15; and so on. The diffi culty can also be modifi ed by the type of terrain being traversed or the obstacles that stand in the hero’s way.
NOTE: Dimensional Travel and Spatial Warping do not suffer or benefi t from the movement rules described above.