Power Points:Power Points: Power Points: Power Points: 1
Effect: Effect:Effect: Effect:
Effect: You can create a total number of homunculi equal to your Quantum score. All details apply as noted above, except that you lose only 1d6 hit points for each one created; the additional power point cost applies to each homunculus created beyond the first.
Regenerate
Power Points: Power Points:Power Points: Power Points: Power Points: See textEffect: Effect:Effect: Effect:
Effect: You can regenerate the limb or mass lost from a destroyed homunculus. This functions like the Regeneration superhuman 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).
Swarm
Duration: Duration:Duration: Duration: Duration: 1 round/level (D) Power Points:Power Points:Power Points: Power Points: Power Points: 4
Effect: Effect:Effect: Effect:
Effect: Instead of using the base homunculus effect, you can split your entire body into thousands of Fine creatures that act as a single creature. You retain your standard hit points, Armor Class and other abilities (including superhuman feats and powers). Your swarm occu- pies a square (or a cube, if flying) 10 feet on a side with a reach of 0 feet. You can move through occupied squares without impediment, but are subject to attacks of opportunity.
While a swarm, you have no clear front or back and no discernable anatomy, which conveys the following advantages: not subject to critical hits or flanking; immune to all weapon damage; im- mune to targeting effects (whether single- or multiple-targets), with the exception of mind-affecting effects; cannot be staggered, tripped,
are susceptible to high winds (treat the swarm as a single creature of Fine size for wind effects). Upon falling to 0 hit points, you re-incor- porate into your natural form.
Instead of a standard melee attack, you deal 1d6 points of dam- age per four character levels automatically to any creature whose space you occupy at the end of your move, with no attack roll needed. You do not threaten creatures in your square and cannot make at- tacks of opportunity.
Any living creature vulnerable to your swarm damage that be- gins its turn within your square is nauseated for 1 round; a Fortitude save (DC 10 + 1/2 your character level + your Con modifier) negates the effect. Using skills that involve patience and concentration within the swarm requires a DC 20 Concentration check.
Hypermovement
“‘Faster than a speeding bullet’? Sounds slow to me.” Quantum
Level: Level: Level: Level: Level: 2
Manifestation Time: Manifestation Time:Manifestation Time:
Manifestation Time:Manifestation Time: 1 free action Range:
Range:Range: Range:Range: Personal Target: Target:Target: Target:Target: You Duration: Duration:Duration:
Duration:Duration: 1 min./level (D) Power Points:
Power Points:Power Points: Power Points:Power Points: 2
Description: Description: Description:
Description: Description: You can run, fly or swim at super-fast speeds, even outpacing bullet trains and jets.
Effect: Effect:Effect:
Effect:Effect: When you select the power, choose which mode of move- ment to enhance: running, swimming or flight. You cannot use this power with movement techniques from powers such as elemental anima or gravity control.
Multiply your speed by your Quantum to determine your tactical hypermovement speed. (So, a character with Quantum 6 who takes hyperrunning can move 180 feet as a standard action, while a character with Quantum 4 who takes hyperflight can move at 160 feet.) You also gain a +1 circumstance bonus to Armor Class for every 100 feet that you move each round. Calculate local and overland movement rates from this speed as normal (Player’s Handbook, Chapter 9, “Movement”).
Extras
Boost: Calculate your overland movement by multiplying your tactical movement (above) by 10; this becomes your overland speed in miles per hour. You break the sound barrier if you exceed 762 mph (the speed of sound at sea level), triggering a sonic boom; handle as the Thunderclap superhuman feat enhancement with the [explosive] extra along your backward trajectory. Using this extra requires your full concentration; you can take no other action and are considered
ABERRANT
CHAPTER FOUR: QUANTUM POWERS
171
Immobilize
“Struggling shall only ensnare you deeper in my web.” 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: 1 creature Duration: Duration:Duration: Duration:
Duration: 1 round/level (D); see text Saving Throw:
Saving Throw:Saving Throw: Saving Throw:
Saving Throw: Fortitude, Reflex or Will negates; see text 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 ensnare targets in some way. The specific method depends on your powers — whether trapping a target in a block of ice, secreting a paralytic poison into her bloodstream, or simply imprisoning her within a quantum field.
Effect: Effect:Effect: Effect:
Effect: You paralyze a target on a successful melee touch at- tack. She is aware and breathes normally but cannot take any actions. Each subsequent round on her turn, she may attempt a saving throw to break free.
Determine the type of imprisonment when you select the power; this also determines the type of save a target makes — physical im- prisonment allows a Reflex save, drugs or physiological impairment allows a Fortitude save, and mental imprisonment allows a Will save.
Effect: Effect: Effect:
Effect: Effect: Choose a specific phenomenon when you select the power. You gain resistance to energy equal to one-half your Quantum score (round down) against attacks of the same type as your immo- late nimbus. Its appearance is typically the same as the phenomenon — crackling blue for electricity, red flames for fire, clear crystal for ice, etc. You may determine a different color, but this cannot change once the power is selected. If the phenomenon produces light, the nimbus illuminates a 10-foot radius around you.
An attacker striking you with its body or a handheld weapon deals normal damage, but takes 1d6 points of damage +1 point per character level (maximum +15) in the process. The damage type is dependent upon the phenomenon you selected, and the attacker can apply power resistance and other defenses as appropriate. Creatures wielding weapons with exceptional reach are not subject to this dam- age if they attack you.
Extras
Multiple: You can manifest a nimbus of two distinct phenomenon at the same time. Cost: 2 pp.
Selective: You can shunt the damaging effects of the nimbus away from a portion of your body (hands, face, feet, etc.) so that you may interact with your environment without causing damage to it. Cost: 1 pp.
Immolate
“Embrace me and know the meaning of pain!” 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: Personal; see text Target: Target:Target: Target: Target: You Duration: Duration:Duration: Duration: Duration: 1 round/level (D) Power Points:
Power Points:Power Points: Power Points: Power Points: 2
Description: Description: Description: Description:
Description: You wreathe yourself in flame, electricity, raw quan- tum forces or some other dangerous phenomenon, protecting you from attacks of that same energy type and causing damage to anyone who touches you.
Intuition
“I have a bad feeling about this.” Quantum
Level: Level: Level: Level: Level: 1
Manifestation Time: Manifestation Time:Manifestation Time:
Manifestation Time:Manifestation Time: 1 free action Range:
Range:Range:
Range:Range: Close (25 ft. + 5 ft./2 levels) Effect:
Effect:Effect: Effect:Effect: See text Duration: Duration:Duration:
Duration:Duration: Constant; see text Power Points:
Power Points:Power Points: Power Points:Power Points: 0
Description: Description: Description:
Description: Description: This sensory power warns you of impending dan- gers or threats.
Effect: Effect:Effect:
Effect:Effect: When the GM designates that you are the target of some threat within close range — you are about to trip a trap, someone points a gun at you, etc. — you may make a Sense Motive check with a bonus equal to your Quantum score to be aware of it automatically. The check is a free action; the DC depends on the severity and im- mediacy of the danger, as noted on the corresponding chart.
DC DCDC
DCDC Category of DangerCategory of DangerCategory of DangerCategory of DangerCategory of Danger
13 Imminent and severe, directed (a lethal attack directed at you) 15 Imminent and severe, general (a bomb is about to detonate in
the area)
18 Imminent or severe, directed (triggering a tripwire, someone is moving to get a clear shot on you)
20 Imminent or severe, general (an earthquake starts, the floor may give way)
ABERRANT
Invulnerability
“Is that all you’ve got?” Quantum
Level: Level: Level: Level: Level: 2
Manifestation Time: Manifestation Time:Manifestation Time: Manifestation Time:Manifestation Time: See text Range:
Range:Range: Range:Range: Personal Target: Target:Target: Target:Target: You Duration: Duration: Duration:
Duration: Duration: Constant; see text Power Points:
Power Points:Power Points: Power Points:Power Points: See text
Description: Description:Description:
Description:Description: You gain tremendous protection against a specific attack form.
Effect: Effect:Effect:
Effect:Effect: When you first select the power, determine which dam- age or effect type it applies to: acid, bludgeoning, cold, compulsion, darkness, death, electricity, fear, fire, force, healing, language-de- pendent, light, mind-affecting, negative energy, piercing, positive energy, slashing or sonic.
If the power applies to an effect that inflicts damage, you gain damage reduction or energy resistance against that specific effect equal to three times your Quantum score. Further, you are not sub- ject to critical hits from attacks of that type.
If the power applies to a non-damaging effect (e.g., compulsion, fear, mind-affecting), you gain a +2 bonus per Quantum on relevant saving throws to resist it. Further, if you fall subject to that specific effect, its listed duration is halved (minimum 1).
Invulnerability remains active only as long as you have at least 2 unspent power points (this applies solely to your own supply; you cannot use power points stored in eufiber or by other means).
Extras
Multiple: You gain invulnerability to one additional damage or ef- fect type. Cost: You must keep two additional power points unspent. When aware of a threat, you are not considered flat-footed and
may act in a surprise round before regular rounds begin (see the Player’s Handbook, Chapter 8: Combat, “Initiative,” Surprise).
This power is always active and requires no power points to maintain; however, it alerts you only to dangers to yourself and offers no indication of the severity or source of the possible threat.
Extras
Others: You can detect dangers that anyone around you is sub- ject to within 10 feet per level. This extra lasts 10 minutes per level. Cost: 2 pp.
Premonition: You may glean the general nature (refer to chart), degree and direction of the danger. This extra lasts 10 minutes per level. Cost: 2 pp.
Invisibility
“Come out, come out, wherever you are, Ether Girl — ooofff!” 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: Personal Target: Target:Target: Target: Target: You Duration: Duration: Duration: Duration:
Duration: 1 min./level (D); see text Power Points:
Power Points:Power Points: Power Points: Power Points: 2
Description: Description: Description: Description:
Description: You vanish from sight, and possibly from other senses as well.
Effect: Effect:Effect: Effect:
Effect: You are undetectable by all forms of sight except those that state explicitly that they can perceive invisible targets. You are not silent, and certain other conditions can render you detectable (such as stepping in a puddle).
This power works only for your body; rendering your clothes, effects or carried items invisible requires the Attunement background feat. Any items covered by Attunement are invisible when in your possession while you are invisible, and become visible if you drop them or put them down. Any part of an item that you carry which extends more than 10 feet from you becomes visible.
Your invisibility disrupts if you attack any creature, rendering you visible for one full round. For purposes of this power, an attack includes any power targeting a foe or whose area or effect includes a foe. (Exactly who is a foe depends on your perceptions.) Actions di- rected at unattended objects do not disrupt the power and causing harm indirectly is not an attack.
Extras
ABERRANT
CHAPTER FOUR: QUANTUM POWERS
173
Range: Range:Range: Range: Range: Personal Target: Target:Target: Target: Target: You Duration: Duration: Duration: Duration:
Duration: 1 round/2 levels Power Points:
Power Points:Power Points: Power Points: Power Points: 1
Description: Description: Description: Description:
Description: You enjoy extraordinary luck. Effect:
Effect:Effect: Effect:
Effect: On your action each round while the power is active, allocate a number of points up to your Quantum score as a bonus to your Armor Class or among any attack rolls, damage rolls, saving throws, skill checks or ability checks you make. So, a character with Quantum 5 could apply a +2 bonus to his Armor Class, a +1 bonus on his attack roll and a +2 bonus on his damage roll one round; apply a +5 bonus on his Reflex save the next round; and so on. You may use luck a number of times per day equal to your Charisma modifier.