Powers

Powers

Powers represent abilities characters may possess well beyond the bounds of Skills or Specs; generally, things which a normal person simply could not do.

Most powers have both a Rating and up to three Ranks. Unless otherwise noted, a character can purchase Ranks of a given power up to three times; their effects are generally cumulative, or may progress as noted in the specific power description. A character may only purchase Ranks of powers of his Character Rating or lower. A power’s Rating determines how much it costs. A power with multiple listed Ratings means it has different versions available at different Ratings. A character may only purchase Ranks of a Power of the same Rating. The character may upgrade a lower Rating purchase of a power to a higher Rating simply by paying the difference, so long as he could purchase the new rank normally.

Most Powers are governed by a Power Pool. When purchasing a power, the player specifies the Stat+Skill combination that governs the power. Some powers, especially Meta-Power, may calculate different Power Pools for different uses and effects, at the discretion of the player and the GM.

Some powers provide static bonuses to a player’s rolls or defenses. Bonuses from different powers do not stack. Example: If a character has Super Stat: Physical Might, Super Skill: Resilience, and the Armor Power, all of which would normally add a bonus to a Passive defense, the character may only apply the one which provides the best bonus.

Targeting:

In order to target a power, a character must be able to perceive her target, whether an enemy combatant or a target area. In most cases, they must also have a clear line of fire to the target for any power to be able to hit them. Powers with a target that requiring sustaining, whether through Concentration or Duration, must maintain a line of fire from the wielder to the target to be sustained. If at any point the line of fire is broken, the sustained effect ends. For example, a character may concentrate a stream of fire or a mind control effect at a target. If the target manages to duck behind a wall that blocks the fire by providing total cover, the concentration ends. Partial cover does not break a line of fire. On the other hand, if the character had some sort of ESP to allow for the target to be detected psychically behind the wall, the mind control effect would not be interrupted by a wall, as the character could still detect the target. Line of Sight and Line of Fire are ultimately up the GM, and can vary based on power description.

Activation and Duration:

Most powers take an Action to activate, including the Attack power. Once activated, their Duration determines how long they take effect.

Instantaneous: Powers of Instantaneous duration happen immediately, then end, though their effects, including damage and healing, may persist. Most Attacks, even ones with the Lingering mod, are Instantaneous effects, as is Healing. They take effect and then are finished. Example, a fire-based attack may have the Lingering mod, in which case it may continue to burn its target, though the fire itself has already been lit.

Concentration: Powers of Concentration duration require the character to spend their Action each round to keep the power in effect. Upon activation, the power lasts until the start of the character’s next turn. The character may then spend their Action immediately at the start of their next turn to Concentrate on a power, causing its effects to persist until the start of his next turn. The power’s effects end immediately if the character does not do this, or suffers an effect which would prevent him from spending an Action to concentrate on his next turn, even if it is not currently his turn. If a character becomes Incapacitated, the power ends immediately. The character may also choose to end its effects on his turn as a free action. If the power targets a specific individual, switching targets on subsequent turns is considered a new activation, not Concentration.

Direction: Powers of Direction Duration require the character to spend a Move each action to keep their power in effect. A character spends an Action to activate the power. On subsequent turns, the character must spend a Move to direct the power immediately at the start of his turn. The power’s effects end immediately if the character does not do this, or suffers an effect which would prevent him from spending a Move to Direct the power on his next turn, even if it is not currently his turn. If a character becomes Incapacitated, the power ends immediately. The character may also choose to end its effects on his turn as a free action. If the power targets a specific individual, switching targets on subsequent turns is considered a new activation, not Direction.

Conscious: Powers of Conscious Duration may be activated on a Character’s turn as an Action, and remain in effect so long as the character remains conscious. They may be deactivated once during a character’s turn as a free action. If a character becomes Incapacitated, the power’s effects end immediately. If a character must keep a power active continuously for more than one encounter, he may reactivate it by paying any cost associated with it to let it remain continuously active throughout the next scene.

Permanent: Permanent Powers are always in effect, never need activation, and cannot normally be deactivated voluntarily or otherwise, or nullified. They remain in effect even when the character is Incapacitated.

Mods:

Mods are available for many powers. These allow the player to customize their powers to suit their specific concept. Advantageous mods increase the cost of a power by adding benefits, while negative mods decrease its cost. General Mods available to many powers are listed below. Not all mods will be appropriate for every power. Many powers will have mods specifically available to them listed in their description.

As a general guideline, a -1 negative mod should cause the character a moderate inconvenience, discourage, or otherwise prevent a character from using a power approximately one third of the time, while a -2 mod should cause a severe inconvenience, discourage or otherwise prevent a character from using a power approximately two thirds of the time. If any given negative mod would not cause this hesitation in the character, it may be added to the power, but the character would not gain any points for it.

When customizing a power, players must define the power and describe how it works, what it looks like, etc. This description may affect how it interacts with other powers and the environment. For example, an Attack power designed as a blast of fire would be mitigated if not completely negated by Immunity designated against fire or heat. Telekinesis: Metal might likely be described as magnetism, and may play havoc with another character’s Focus for their powers based on metal and/or electronic construction.

A power may only have as many Positive mods as would double its base unmodded cost. A power may have as many negative mods as are appropriate, but may not lower its cost to less than half its base unmodded cost.

General Mods:

Buff 0/1
You may choose to confer the benefits of a defensive power on one willing ally instead of yourself. If combined with the Multiple Targets mod, it may affect more than one individual. At +0, you may only use it on others, not yourself.

Charge-Up -2
This power may not be used until it has been charged. To charge it, the character must spend an Action and roll their Power Pool DC (Rank x Rating) plus one threshold. He must then spend the action on his subsequent turn either activating the power or holding the charge for use on a further subsequent turn. This power is normally a -2 mod. If taken for a power with Conscious duration, this is only a -1 mod. It may not be taken with a power of Permanent duration. A power may not have both Charge Up and Recharge.

Defensive +1
You may use your Action to calculate an Active defense using your Power pool. This Defense lasts until the start of your next turn. The exact nature of this defense is subject to GM approval.

Destructive -1
Your power does serious collateral damage to the area around its target location, or around you if it only affects you. In order for this spec to be worth points, your character must be concerned with avoiding causing collateral damage in most circumstances.

Draining -2
You take a Wound whenever you activate or sustain this power, and are Shocked until the end of your next turn. This Wound cannot be prevented, but it can be healed after the Shocked condition wears off.

Duration 1/-1 per Mod
The power moves one step on the Duration scale. For example, Flight, normally a Conscious power, may become Direction duration instead of Conscious (-1), or Permanent (
1). This may be taken more than once; its effects stack. Many powers may not be eligible for this Mod, including the Attack power.

Focus -1/+2
This power comes not from the character directly, but from a mystical artifact, gadget, or symbol, one which can be lost or taken from the character and not immediately replaced. Without wearing or possessing this item, the character may not use this power. Yet, the item remains attuned or calibrated specifically for the character, so it would not convey the powers attached to it upon anyone else that tried to use it. The Focus will inevitably be regained by the character, whether by being rebuilt, summoned, or retrieved by the character and his allies. The +2 version functions identically, but may be purchased by a character of a Rating one lower than the power would otherwise require.

Focus -2/1/2
Operates as Focus -1, but another character that picked up the item may gain access to one or more of the powers conveyed by the Focus, at the GM’s option, and it is not guaranteed these powers will be returned. A character may not sell back any traits linked to this Focus unless it is in his possession. The +1 version functions identically, but may be purchased by a character with a Rating one lower than the power would otherwise require. The +2 version may be purchased by a character of two Ratings lower than the power. The GM should make it possible for the character to retrieve the item, but such may be the focal point of a quest or mission, with the character having to make do several sessions without the powers associated with the Focus.

Instant Activation +2
This power may be activated during the character’s turn for free (no action). This power may still only be activated once per turn. This mod may not be applied to Attack.

Limited Duration -1
Your power is not permanent, and must be activated or sustained. Your power moves one step on the Duration scale: Permanent becomes Conscious, Conscious becomes Direction, Direction becomes Concentration. This mod may be taken more than once; each time, it moves the power one step on the Duration scale.

Linked -1/-2
This power is linked to another power or group of powers that all have the same source. Should one power be nullified or otherwise made unavailable to use, the rest of the powers are equally affected. The first two powers to benefit from this mod receive the -1 version. Any other powers added to the group beyond the first two benefit from the -2 version.

Magazine -1/-2
You may use your power a number of times in an encounter equal to 1/4 the max result of your Wield Power skill. At the -1 version, you must then take an Action to reload. At the -2 version, you must take at least an hour of downtime to reload or recharge. Each reload of a magazine has a cost equal to the Rating of the power. This is mod is combined with the Focus mod.

Magnitude 1/2
A numerical effect of your power other than Attack range or damage is multiplied after all other calculations. This could include lifting capacity, radius of effect, duration, etc. The +1 version multiplies the effects by 2. The +2 version multiplies by 10. Only Rating 3 powers may benefit from the +2 version. This Mod can be taken multiple times; its effects stack.

Obvious -1
Your power lights up around you like a beacon, changes your appearance while active, or otherwise puts a big sign over your head declaring you for what you are. This mod confers no points on powers that already have obvious effects.

Quick Activation: +1
This power may be activated with a Move instead of an Action. The power may still only be activated once per turn. This Mod may not be applied to Attack.

Recharge: -1

Once this power has been used, the character must build its strength back up. The character must spend an action and roll their Power Pool DC 5 + (Rank x Rating). With a success, he may then use it again within that Encounter. The power automatically recharges after an encounter. This may not be taken for powers with a Conscious or Permanent duration. A power may not have both Recharge and Charge-up.

Restriction -1, -2
The power only works in certain conditions, under certain circumstances, or against certain targets, and is useless against other normally valid targets. At -1, the condition is inconvenient, but not debilitating, i.e: only when angry or hurt, only at night, only against electronic enemies, only when the character has eaten a specific rare food within the past 24 hours, only when not exposed to a specific common substance. At -2, the condition becomes debilitating: Only under a visible Full Moon, only against enemies with a specific genetic sequence, only when the character has performed a specific, time-consuming ritual. The GM is the final arbiter as to how debilitating a particular Restriction will be in a given campaign. Note that some attacks, especially ones with the Area mod, may actually benefit from only affecting certain types of targets, in which case the character must take the mod Friendly Fire instead.

-Scaling Accuracy +1:
Prerequisite: Super Stat: Finesse 2 or 3 – You can forego +2 of the accuracy bonus from attacking something of Scale one larger than yourself to reduce the damage reduction caused by Scale by one step. For each level of Scaling Accuracy, you may forego an additional +2 Accuracy to ignore an additional level of damage. Alternatively, each level of Scaling Accuracy may allow you to ignore one -2 penalty per level from attacking something of smaller scale by reducing the damage upgrade by one step. You may only benefit from a number of points of Scaling Accuracy equal to the difference in scale between you and the target.

Special: If the character has any ranks of Super Stat: Finesse 2, add one level of Scaling Accuracy automatically. If the character has any ranks of Super Stat: Finesse 3, he instead adds two levels of Scaling Accuracy. This bonus is also conferred on any Power that benefits from a Super Stat as part of its power pool. Scaling Accuracy may only be used with the Finesse-based stat for which it was purchased.

-Scaling Leverage + 1: Prerequisite: Super Stat: Might 2 or 3 – When you engage in a resisted Might roll against something of larger scale with this power, you gain a bonus to a your Physical Might roll equal to the scale bonus enjoyed by the opposing party, up to +10 per level of Scaling Leverage. In addition, a target of larger scale downgrades the damage dealt by this the attack one step less per level of Scaling Leverage. If the power has a Defensive capability, attacks from sources of larger scale are downgraded one less per level than normal. If throwing, this mod increases your effective scale when determining what things you can throw and any penalties associated with it. This mod may be taken multiple times; its effects stack.

Special: If the character has any ranks of Super Stat: Might Rank 2, add one level of Scaling Leverage automatically. If the character has any ranks of Super Stat: Might Rank 3, he instead adds two levels of Scaling Leverage. This bonus is also conferred on any Power that benefits from a Super Stat as part of its power pool. Scaling Leverage may only be used with the Might-based stat for which it was purchased.

Tiring -1
You take a Hit whenever you activate or sustain this power, and are Shocked until the end of your next turn. This Hit cannot be prevented, but it can be healed.

Uncontrollable -2
Your power is always on, and cannot be tempered. Your Super Strength commonly breaks doors, furniture, and tablewear, your damaging aura constantly melts everything around you, your Telepathy cannot shut out the random thoughts of everyone around you, or your Attack power constantly fires off, requiring channeling or filtering in order to keep it from destroying anything in front of you.

Unreliable -2
The character must spend a FLUX point to activate this power. He does not receive the normal FLUX point benefits for this expenditure.

Powers:

Adaptation 2
Permanent

Choose one of the following Adaptations. This power may be taken multiple times; each time, it applies a different Adaptation. Special: Each Adaptation is purchased separately for 12 points.

-Ageless: You do not age, and do not suffer any effects of old age.

-Aquatic: You may breath water as well as air. You normally may not speak while breathing water. You may swim at your normal base movement. Any powers that add to movement must be purchased separately for swimming (except for Super Stat: Physical Finesse).

-Alternate Physiology (x2): Your body does not have a traditional physical make-up. You may be made out of plant matter or another hardier life form. You may purchase this adaptation twice. At the first purchase, you automatically stabilize from Wound damage. You gain a +5 to passive defenses versus all toxins and diseases. At the second purchase, your body is no longer flesh, but some other substance, such as rock, crystal, or metal. You automatically stabilize from Maiming damage. You become immune to nearly all toxins and diseases, though your unique physiology may have other, equally unique weaknesses. This adaptation is most often combined with negative specs such as Inhuman.

-No Appetite: You no longer need to eat or drink. You may still do so if you so choose.

-Pressure-adapted: You suffer no ill effects from intense pressure, such as being deep under water, including transitioning from such an environment to a normal pressure. This does not make you immune to crushing attacks; it merely allows you to quickly equalize the pressure inside your body to that outside.

-Rad-resistant: You suffer no ill effects from ambient environmental radiation, including that encountered in deep space, or near exposed nuclear materials. This provides a +2 bonus to defense vs. radiation-based attacks.

-Sleepless: You no longer need to sleep. You may still do so if you choose. You gain a +2 bonus to defenses against effects which force you to sleep.

-Vacuum-adapted: You suffer no ill effects from being in a vacuum. If not combined with Breathless, you must still make arrangements to breathe, or hold your breath.

Alternate Form 3
Conscious

The character transforms into a radically different form, giving him access to abilities to which he would not normally have access. At the time of purchase, the character specifies the nature of his alternate form, including appearance and the powers it conveys. The form may be anything: hulking monster, dragon, pillar of living flame, or even giant robot; the form is limited only by the character’s imagination.

Rank 1 The Alternate Form may have powers up to Rating 1 associated with it.
Rank 2 The Alternate Form may have powers up to Rating 2 associated with it.
Rank 3 The Alternate Form may have powers up to Rating 3 associated with it.

The character gains a number of points equal to the points spent on Alternate Form. These points may be used to purchase Powers with the Alternate Form Mod. The player may spend other points on powers with the Alternate Form Mod as well. The character may access anything purchased this way only when in his Alternate Form. All powers attached to an Alternate Form have the mod Alternate Form: -1.

The character spends an Action to transform either into or out of his Alternate Form. Powers with the Permanent duration are active only while the character remains in his Alternate Form. If the character falls Incapacitated, he reverts back to his normal form, loses access to any powers with the Alternate Form mod. Any ongoing Power effects cease immediately.

Mod: Alternate Form: -1
A power with this mod associated with it is only accessible when the character’s Alternate Form is active.

Mod: Second Form 1/2
You have a second, separate form available for use via the Alternate Form power. You may build this form in the same way as your primary form, using both points spent on the Alternate Form power and any points spent on powers with the Alternate Form -1 mod. At the +1 version, you may not activate a form if you started your turn in an Alternate Form. At the +2 version, you may shift directly between your forms normally.

Special: This spec may be taken multiple times; its effects stack. Points spent on the Second Form mod do not count toward your pool of points available to build your forms.

Armor 1, 2, 3
Permanent

Armor 1: Each rank adds 1 to a Physical Might-based defense and downgrades one Hit from a physical attack.
Armor 2: Each rank adds 2 to a Physical Might-based defense and applies two one-step downgrades to damage from a physical attack. Special: At least one rank of Armor 2 allows a character to calculate a Passive defense vs. Wounding attacks.
Armor 3: Each rank adds 3 to a Physical Might-based defense and applies three downgrades to damage from a physical attack. Special: at least one rank of Armor 3 allows a character to calculate a Passive defense vs. Maiming attacks.

*Special:
-The Armor power does not stack with mundane armor worn by the character; the character benefits from whichever is best versus any given attack. The passive defense bonus granted by Armor does not stack with other power bonuses. Armor does not stack with Immunity or Invulnerability; apply whichever one is most beneficial to the character. Armor Defense bonuses do not stack with bonuses from Super Stat or Super Skill.

Mod: Hardened +1
Prerequisite: Rating 1 or 2 Armor ONLY. Your Armor is effective against a Damage type one higher than normal. For example, Armor 1 may downgrade a Wound to a Hit, or Armor 2 may downgrade a Maiming to a Hit, or two Maimings to two Wounds.

Mod: Ablative- -2
Each time an attack applies damage to a character after being reduced by the Armor power, the character loses one rank of that power. These ranks return at the same rate that Wounds heal for that character.

Mod: Heavy -1
While active, apply the following cumulative penalties for each rank in Armor: your speed is reduced by 2m, any Movement or Speed power also is reduced by one rank, and you take a -2 to all finesse-based defenses.

Mod: Sealed +1
Your Armor provides you with immunity to Toxins and Diseases with the Contact or Airborne vectors. Any Wounds which you sustain from damage in an encounter eliminate this immunity until they are healed, or, if the Armor is mundane or attached to a Focus, until it can be repaired.

Attack 1, 2, 3:
Instantaneous

At the time of purchase, the player defines the specific nature and effects of the character’s Attack power; anything from a custom firearm, eye beams, an electrified whip, a psychic blast, razor claws, a mind-controlling suggestion, or a shockwave-inducing foot stomp. First, the player specifies whether the Attack is Melee or Ranged. Then, he chooses one appropriate Stat to govern the use of the power. Physical Might is most often appropriate for Melee Attacks, while Physical Finesse is most often appropriate for ranged attacks, but this can vary. A dexterous character may use Physical Finesse for a whip-like Melee attack, while a mentalist concept might use Mental Might to govern a Psychic blast. Ultimately, the Stat used will be subject to GM approval. This Stat is then combined with the Wield Power skill to determine the dice pool for the power. If the player has added the Focus mod to the power in the form of a weapon, it may be appropriate for the player to use a different combat skill instead of Wield Power, in which case they may wish to consider the Weapon mod.

Thresholds beyond the first add one level of damage of the base type dealt by the attack, as with any other form of attack.

Rating 1 gives you either a melee or unarmed attack, OR a ranged attack with base range equal to your Power Pool in meters, that deals base Hit damage, and gains +1 mod for free.
At Rating 2, it deals a base Wound OR 1 Hit + 1 Hit per attack, defined at the moment of purchase, and gains +1 mod for free.
At Rating 3, it deals base Maiming, OR Wound +1 hit per attack, OR Hit + 2 Hits per attack, defined at the moment of purchase, and gains +1 mod for free.

Rank 2 adds one level of damage per attack of the base type dealt by the attack and +1 mod for free.

Rank 3 adds one level of damage per attack of the base type dealt by the attack and +1 mod for free.

Note: Free mods granted by ranks in the Attack power do not count against the limit of specs which may be purchased for a power.

Attack Mods:

-Accurate +1: You gain a +2 bonus to rolls with this attack when it is opposed by an Active Defense.

-Accurate +2: The bonus from Accurate +1 increases to +5.

-Alternate Fire +1: Your Attack power has an alternate mode of attack, granting you versatility in combat. You gain a number of points equal to the number of points spent on the Attack power, minus the points spent on Alternate Fire, to construct a brand new power, specified at the time of purchase. The new power may deal a different base damage type and have different mods than the original power, with the following specifications: The new power must have the same Source and Power Pool as the original power. If the original power has the mods Focus or Linked, the new power must also be built with them. In addition, the new power must include the Recharge mod as a +0 mod or the Charge-Up mod as a -1 mod. It must share thematic elements with the original power; for example, an ice-based Attack power’s Alternate Fire mode would still be based on Ice, while a Psychic Blast damaging power may have an alternate fire mode that deals no damage with the Mind Control Mod, while a super-speed charge may turn into an area-of-affect shockwave. If a character has Attack Focus for the original power, it applies to Alternate Fire versions of the Attack as well, though other Specs may only apply to one version of the power. If the character improves the original power, they may also use any new points received to improve the Alternate Fire mode as well.

-Alternate Shape +1, +2: Choose a different shape for a power which normally encompasses a circular or spherical area, such as an Area or Aura power. This could be used to simulate several types of effects, such as a cone or line of flame from a flamethrower, the jagged line of a lightning bolt, or a wall of ice. The shape is the same every time you create it, with the same orientation towards you, and no part of the shape may be created further away from you than the maximum range of the power. At the +1 version, you must define this shape at the time of purchase. At the +2 version, you may chose the shape

-Area +1, +2: The power targets any characters and objects in the area that can be affected. At the +2 version, this power has an area of effect up to a number of meters in diameter equal to the maximum result of your Wield Power skill, chosen at the time of activation or sustaining, with an origin anywhere within range of the power. At the +1 version, the power must always be created at its maximum size. Each time you create the If applied to a Melee attack, it targets every valid target within reach of the weapon. Roll once for all targets with a -2 penalty. Area attack powers are subject to the Set for Area condition.

-Aura +1: The power gains a Concentration duration. The character may not attack with this power normally. Each time a target hits the character or the character hits a target with a Unarmed attack, or if either character renews a grab on the other, the target takes an attack from this power. This is separate from any damage dealt by a character’s attack, and may be reduced separately. No one target may take damage from this power more than once per each of its turns. A character is immune to its own Aura.

-Aura +2: As Aura 1, but applies a radius equal to a distance up to 1/4 your Power Pool Max Result, chosen at the time of activation or sustaining. Any being entering or starting their turn within this area is subject to the attack. They still may not take the damage more than once per each of their turns. At the start of the character’s turn, any objects in the area also take this damage.

-Backlash +1: Any target within a radius equal to the max result of your power pool x ranks in the power in meters that damages you with an attack takes an attack from your power with a -2 penalty, whether hitting you in melee or ranged. Any target may only take this damage once per each of its turns. This mod is most often applied to Psychic attacks.

-Ballistic (ranged only) +1: Each attack adds one Hit to living tissue.

-Blowback +1: The target flies back a number of meters equal to the amount by which the attack roll exceeded the target’s defense. If this distance exceeds the target’s (Physical Finesse + Athletics) divided by 2, he falls prone at the end. Round up to nearest 2m when using a grid. In addition to a Super Stat bonus to the roll, the distance is doubled if the attacker applied any ranks of Super Stat Might: 2 to the attack, and is multiplied by 5 if the attacker applied any ranks of Super Stat 3. This replaces the Knockback mechanic for this Attack.

-Breaker +1: Add +5 to hit inanimate objects. This only counts against vehicles if they are not currently in operation. This may be taken up to three times; its effects stack.

-Clumsy -1: All Finesse-based defenses gain a +2 bonus versus this attack.

-Clumsy -2: All Finesse-based defenses gain a +5 bonus versus this attack.

-Debilitating +1: Targets hit by this power are affected by a condition chosen by you at the time the power is purchased. Possible conditions include Blind, Deaf, Disarmed, Hamstrung, Prone, Shocked, Stunned, or Weakened. This condition lasts until the end of the attacker’s next turn, or if caused by a sustained power, until the power is no longer sustained.

-EMP +1: Against electronic targets, gain +5 to hit, any damage applies the Stunned condition until the end of their next turn.

-Explosive +2: Targets any characters and objects in the area that can be affected. The area of effect for this attack is a radius in meters equal to one half the maximum result of your Wield Power skill, with an origin anywhere within range of the power. Roll once for all targets. The attack roll receives no penalty against any targets within 2 meters of the Origin of the explosion. Take a -2 penalty against all other targets. In addition, downgrade the base damage of the attack one step for every target more than half the radius away from the origin. A target may benefit from cover in between itself and the point of origin of the blast. Explosive powers are subject to the Set for Area condition.

-Extra Target +2: You may target one additional target beyond the first with the same attack. You may purchase this mod multiple times; each time, it adds one additional possible target. Roll once for all targets with a -2 penalty. A power with the Extra Target mod is subject to the Set for Area condition. You instead may still opt to attack a single target with no penalty.

-Friendly Fire +2: Does not affect those you so designate, whom would otherwise be a target of the attack. Most often used in conjunction w/ Area or Hazard.

-Hazard +1: The power gains Concentration duration. You do not make a normal attack. Choose an area with a diameter up to 1/2 your power pool, whose origin is within line of sight and Power Pool Max Result in meters. You create a Hazard in that space that lasts until the start of your next turn. Any character entering or starting their turn in such a space is subject to an attack from the power at a -2 penalty. If taking damage at the start of their turn and applying a Finesse-based defense, the target must spend a move at the start of their turn to move out of the area upon a successful defense. If entering the area, the character may only apply a Finesse-based defense if they end their movement out of the area. No character may take this damage from this power more than once per each of its turns.
*Hazard Alternatives: Chosen at time of Purchase
-Instead of a radius Area, you choose a number of 2m radius spaces equal to Rank x Rating. No one area so created may be more than the base range of the power from you or each other.
-You may choose at the time of purchase to make the Hazard solid. If so, you cannot create it in currently occupied spaces. If solid, the hazard deals no damage, has a passive DV of 5, and can take one level of damage per Rank per Rating of the power before being destroyed. For a +1 Mod, characters ending their turn adjacent to a Solid Hazard or hitting it with an unarmed strike are subject to an attack at a -2 penalty. Regardless of circumstance, a character still may not take this damage more than once per each of its turns.
*You are not normally automatically immune to your own Hazards.

-Hazard +2: As Hazard +1, but the power remains instantaneous, and the Hazards each last until the end of the encounter. Subsequent uses of this power do not stack; spaces created by previous uses of the power end when the power is used again.

-Hallucination +2: Prerequisite: Attack Rating 2. As Psychic +1. The power gains Concentration duration. In addition, you deal no damage. You make the target believe something which is not true. For one threshold, you may create one thing which they perceive and interacts with them as you desire. For example, one person (such as the target) becomes someone else, one enemy is suddenly perceived as an ally, or a weapon becomes a dangerous animal. For two thresholds, you may change one general category of thing in the encounter. For example, all people suddenly look like zombies, all food is suddenly rotten inedible, or all books in a library begin flying around. For three thresholds, you may totally control the target’s perceptions of the entire environment. The specifics of what they perceive are up to you. Enemies could appear as allies and vice versa, the character could wake up from reality as if it were a dream, or the room could crumble away into madness. In combat, Hallucination lasts until the end of the attacker’s next turn. Outside of combat, the hallucination lasts as long as the attacker concentrates on it. Once per each of the target’s turns, any time a Hallucination would cause a character to do something he would never do, the target may roll Mental Might + Resolve or Mental Finesse + Perception or Subterfuge against a defense calculated with the attacker’s power pool. If they succeed, the hallucination ends. Telepathy used successfully on the attacker or target reveals the use of this power. A target gains a FLUX point every time this power successfully hits them beyond the first, or every time the attacker sustains it in a combat encounter.

Attacks with this Mod are often linked with Telepathy.

-Immobilizing: +1 A target hit by this attack is considered Grabbed by the Power in the spot where they were hit by the attack, and must escape as such, DC equal to the static value of the wielder’s power pool. The wielder need not sustain this grab, but the power cannot be used to apply secondary Grab effects (such as Dragging or Damage) on subsequent turns. If the target was flying, it falls, then remains Grabbed in the spot in which it lands.

-Infectious: The power does not apply immediate damage. It ignores all mundane armor or the Armor power, save for that with the Sealed Mod. It gains a Vector, Incubation and Interval.

Choose one Vector:
Injury, Injested, Bloodborne: +0
Contact: +1
Airborne: +2
*Infects others once patient zero manifests the disease: +2

Choose one Incubation period
1 Week: -2
1 Day: -1
1 Hour: -0

Choose one Interval:
1 Week: +0
1 Day: +1
1 Hour: +2

Per the Disease rules, the power activates when a target is exposed to it via one of the above vectors. It deals damage each interval after exposure. As an Action, you may activate the power by coating a weapon, food, or a syringe, exuding it from your pores, or exhaling it. It lasts until you have successfully exposed a target and rolled your Power Pool to determine if the target is poisoned, after which it must be reactivated. By default, you are immune to all of your Infectious powers, save for those purchased with the Focus mod.

-Lethal +2: Upgrade the base damage of an attack one step. This mod may be taken up to two times, until the attack does base Maiming damage.

-Lingering +2: Successful attacks allow the attacker to re-roll the attack again on that target on the attacker’s following turn as a free action with a -5 penalty. Add a cumulative -5 penalty every round that it remains active. A missed attack ends the effect. The target may use an action during its turn to roll its defense pool against a defense calculated from the attacker’s attack pool to end this effect. Characters can only have one Lingering effect on them at a time from any one specific source.

-Long Range +1: Multiply the base range increment of a Ranged attack by 2. This mod may be taken more than once; each adds one base range increment.

-Long Range +2: Multiply the base range by 10. This may be taken more than once. Each time it is taken, multiply the current base range by 10.

-Memory Manipulation +2: As Psychic +1. In addition, you deal no damage. Instead, for every threshold, you may erase, implant, or change at one encounter’s worth of memories (approximately 5 minutes). With two thresholds, you may instead affect one section or related set of memories. With three thresholds on a single roll, you may alter large swaths of a targets long-term memory. Completely reprogramming someone with new memories takes an extended roll, with at least as many thresholds of success as the number of years to be altered. Whenever confronted with information that would directly contradict the altered memories, targets may roll Mental Might + Resolve, or spend an Action to roll Mental Finesse + Subterfuge or Perception, DC the static value of the attacker’s Power Pool, to realize the new memories are fake, and recall their original memories. Each threshold of success negates one use of this power.

Attacks with this Mod are often linked with Telepathy. Without telepathy, an attacker does not know what memories they are erasing.

-Mind Control +2: As Psychic +1. The power gains Concentration duration. In addition, you deal no damage. The target cannot speak on their own or attempt anything else of their own volition beyond thinking until the end of your next turn. For every threshold beyond the first, you may dictate one of the target’s Actions or Moves on their turn, or make the target speak as directed. Telepathy used successfully on either the target or the attacker immediately reveals the use of the power. Outside of combat, the power lasts so long as the attacker concentrates on it. The target is completely under their control, though the power grants no knowledge of the target to the controller beyond what they may already perceive. Once per turn their turn, when forced to take an Action or Move, a successfully controlled target may roll their Mental Might + Resolve vs. the attacker’s best Mental Defense (no action) to break the control. The target gains +5 to this roll if the action would cause them to harm an ally or otherwise do something they would never normally do. A target gains a FLUX point every time this power successfully hits them beyond the first or every time the attacker sustains it in a combat encounter.

Attacks with this Mod are often linked with Telepathy.

-Mundane -1, -2: The damage from your Attack is less effective than normal. At the -1 version, the effective Rating of the damage from your attack is considered one less than normal for purposes of a target’s Invulnerability. At the -2 version, the damage of your Attack is effectively Rating 0. You may not take Mundane -2 for a Rating 1 Attack.

-No Damage -1: The Attack does no actual damage. This must be paired with other effects.

-Nullify +2
Prerequiste: Rating 3 powers only.
Your power suppresses the powers of others. The power gains the No Damage mod as a +0 mod, and a duration of Concentration. At the time of purchase, specify a Source for the powers you wish to Nullify which is available in the setting: Magic, Mutation, Electronic Technology, etc. Before rolling, specify a Power possessed by the target; you may specify a specific effect you suspect is caused by a power if you do not know the name of a power. On a successful attack, the target loses access to one Rank in the specified power per Rank in Nullify. If this would reduce the power to zero effective ranks, the target loses access to the power so long as the Nullification remains in effect. Any ongoing effects end immediately, and it may not be reactivated until the target is no longer affected by Nullify. For every additional threshold beyond the first, the target loses access to an additional power. The attacker may specify them, or if the attacker does not have enough knowledge of the target’s powers, the GM may choose additional powers to be nullified, using the following priorities: any single power in a group of linked powers should be nullified first, then powers currently being sustained, then conscious powers, then permanent powers.

Special: If a power with the Linked mod is nullified, all other powers linked to the first one are nullified as well for as long as the effect lasts.

Special: Innate Adaptations and Super Skills not gained from a Focus are not affected by Nullify.

Mod: Extra Power +1: Your initial threshold may target an additional power.

Mod: Extra Source +2: When purchasing Nullify, you may choose an additional Source of powers that may be targeted by Nullify.

-Penetrating +1: All Might-based defenses take a -2 penalty versus this attack. In addition,

-Penetrating +2: All Might-based defenses take a -5 penalty versus this attack.

-Powerful +1: Add one Hit to any already successful attack. If you already have a damage add, you may instead upgrade it one step. The damage adds of an attack cannot be of a damage type more lethal than the base damage of the attack. This mod may be purchased once per rank of the power in question; its effects stack.

-Psychic +1: Character uses a Mental or Social stat instead of a Physical one to attack. The attack has no effect on inanimate objects or electronics. The target’s defenses are based on Mental stats, not physical, and the skills Perception, Subterfuge, or Resolve. Armor does not apply; Mental Discipline does.

-Reach +1 Add 2m reach to a Melee attack. This may be taken more than once; its effects stack.

-Suggestion +1: As Psychic +1, save for the following: the power gains the No Damage mod as a +0 mod. On a success, you may tell the target to do one thing.

-Toxic +2: The power does not apply immediate damage. It ignores all mundane armor and the Armor power, save for those with the Sealed mod. It gains a Vector and Interval.

Choose one Vector:
Injury or Injested: +0
Contact: +1
Airborne: +2

Choose one Interval:
1 Day: +0
1 Hour: +1
1 Round: +2

Per the Toxin rules, the power activates when a target is exposed to it via one of the above vectors. It deals damage each interval after exposure. As an Action, you may activate the power by poisoning a weapon, food, or a syringe, exuding it from your pores, or exhaling it. It lasts until you have successfully exposed a target and rolled your Power Pool to determine if the target is poisoned, after which it must be reactivated. By default, you are immune to all of your Toxin powers, save for those purchased with the Focus mod.

-Versatile +1: You may downgrade the base damage of this power without a penalty.

-Weak -1: All Might-based defenses gain a +2 bonus versus this attack.

-Weak -2: All Might-based defenses gain a +5 bonus versus this attack.

-Weapon +0: The character uses a specific combat skill instead of Wield Power to govern the use of this power, such as Melee, Unarmed, or Firearms. This is most often combined with the Focus mod.

Detection 2
Concentration

Whether ESP, magical divination, or a technological sensor suite, you have a method of detecting things beyond the normal five senses. Specify a medium by which you detect things other than the visible spectrum of light, whether infra-red/ultraviolet, psychic, magical divination, etc.

Rank 1: You can pinpoint the location of a target, though you retain any penalties from Concealment they have against you.
Rank 2: You ignore the target’s Concealment, and Total Concealment is downgraded to Concealment.
Rank 3: You ignore Concealment and Total Concealment.

*Special: Detection negates the effects of Invisibility, unless the Invisibility power in question has a mod against that Detection’s specific medium.

Mod: Extra Medium +1: Your Detection uses multiple media, all of which must be defeated to negate it.

Flight (2, 3)
Conscious

Flight 2: You are able to fly in a normal atmosphere, most likely using wings. Your base flight movement equals your land speed +4. You must move at least 8m (4 squares) every turn. If you do not move or land on your turn, you fall at the end of your turn. If you are Grabbed, you fall unless supported by the mechanism which grabbed you. For Each Rank beyond the first, add 4m to your flight speed, and gain a +1 to Physical Finesse-based defenses until the start of your next turn whenever you use your flight.

Flight 3: You may fly in any gaseous or vacuum environment. Your base flight movement equals your land speed, x2. You have no minimum movement, and may hover indefinitely. For each rank beyond the first, add 8m on top of the already doubled base move, and +2 to any Physical Finesse defense until the start of your next turn after any previous round in which you flew a minimum of 10m. If you are Grabbed, you do not automatically fall.

Special: The highest rank of flight determines the base mechanic; the rest add to movement.

Mod: Super Jump -2 Prerequisite: One rank of Super Stat: Physical Might Rank 2 or higher.
Rather than actual flight, you just jump really far. You use the same mechanic for flight as above, with the following exceptions: You must travel in a straight line, unless you have a solid surface off of which to push to change directions. You do not take damage from ending your movement on a normal surface. If you do not end your movement on a solid surface, you immediately fall. You may take a double-move to take a single jump at twice your speed, but must make a Physical Might + Athletics roll DC 10 to land where intended. The GM may move your landing spot one meter for every point by which you missed this roll in whichever direction he deems most detrimental to your character.

Force Field 3
Concentration

A Force Field is an ablative barrier projected around a character to keep them safe. A character uses an Action to put up their Force Field. Force Fields are typically skin-tight and transparent but obvious by default. A character with an active Force Field may calculate an Active Defense with a Finesse-based Power Pool or a Passive defense with a Might-based Power Pool. When first activated, a Force Field has a number of Health Levels equal to the power’s Rank x Rating. Every time a character would take damage, the source instead damages the Force Field first. Damage is applied to Force Field before any other of the character’s powers affect it, such as Armor or Invulnerability. Hits, Wounds, and Maimings are all treated equally by Force Fields, and attackers gain no benefit from Vital Shots against characters protected by a Force Field. Any damage left over after the Force Field has been destroyed is then applied to the target normally, including the effects of a Vital Shot.

As an Action, a character may roll Stat + Wield Power DC 10 to replace one level of damage on a damaged or destroyed Force Field. Each additional threshold restores an additional level. The power must be combined with the Duration Mod in order to make use of this aspect.

-Mod: Area 1/2
The Force Field gains a radius of 1/4 Power Pool Max Result x Rank in meters, centering on the character. The character may make it smaller when first creating it if they so choose. It may be created as a hemisphere or sphere, but must be created in an unoccupied space. If created as an uninterrupted sphere, it may move with the character, so long as the character has a means of moving without walking. If created on a flat surface, it remains immobile, with the wielder at the center. If the wielder should leave the field, the effect ends. Any characters inside the force field benefit from its protection; the Force Field must be destroyed before attackers outside the field may damage targets within it. In this case, attackers must attack the force field directly against a Defense calculated with the character’s Power Pool and destroy it before they can attack anything within it. At the +1 version, the Force Field is impermeable, meaning nothing may pass through it, including attacks, characters, or even air. At the +2 version, it is selectively permeable, allowing things to exit but not enter. If Area is combined with the mod Buff +1, the force field may center on another willing or inanimate target.

-Mod: Ballistic Only -1
Your Force Field only blocks things moving quickly, such as bullets, rockets, or thrown grenades. Something moving slowly may pass through it. If applied to the normal version of Force Field, the power is not affective against Grabs or damage applied by grab damage. If applied to the Area version, anything capable of movement may spend a Move to enter the area of the Force Field; however, once created, it can move with the person on object on which it is centered, though said object is limited to one half its normal in combat speed, and may not use out-of-combat movement speeds.

-Mod: Block Teleport +1
The Teleportation power may not be used to cross the threshold of your Force Field while it is active. This mod must be combined with the Area Mod.

-Mod: Impervious 1/2
At the +1 version, the Force Field ignores one additional level of damage from each attack before taking damage. At the +2 version, it ignores two levels of damage.

-Mod: Non-Pysical -2
Your Force Field is not effective against physical attacks, such as punches, knives, or bullets. This mod must be combined with Psychic Shield or Anti-Effect Aura

-Mod: Opaque -1/+1 Your Force Field is not transparent. At the -1 version, no one may see through it, including you. At the +1 version, those inside the Force Field may see out, but not vice-versa.

-Mod: Psychic Shield +2
The force field is also effective against Psychic attacks.

-Mod: Suppression Field 1/2
Each time you purchase this mod at the +1 version, specify an effect. This could be something like fire, electricity, light, sound, or a certain type of radiation, or the effects of certain specific powers, such as Teleport or a specific type of Detection. Inside the field while the Force Field is active, mundane effects do not work; fires snuff, electrical charges do not transfer, or all light fails to reflect, causing complete blackness. Characters attempting to activate powers suppressed by your Force Field must succeed on a roll against a defense created by your Force Field power pool. If combined with the Psychic Shield mod, no Psychic powers may work inside the field while it is active. At the +2 version, you may instead specify a source of powers appropriate to the campagin, such as magic, technological, or mutation. Characters must succeed on a reflexive roll to allow their powers to continue function within the field for a turn. This roll can be a power pool roll for a single specific power, Mental Might + Resolve for Mental-based powers, Physical Might + Resilience for Physical-based powers, or Social Might + Communication for Social-based powers.

-Mod: Wall 0/1
The character creates a two-dimensional wall of force. The wall must be created within reach of the character, and remains in effect until destroyed, dismissed, or the character creates a new one. It has a maximum height and width equal to 1/4 Power Pool Max Result x Rank in meters. At the +0 version, it is impermeable. At the +1 version, it is selectively permeable, allowing things to exit but not enter.

Mod: Force Shield -2
The character creates a small wall of force wielded like a shield. The character may use the Force Shield to parry, with a shield bonus of +1 per Rank. Every time it is successfully used to parry an attack, the shield takes one threshold of damage from the attack it parried. In addition, while Guarding, the character gains a +5 cover bonus against attacks of which he is aware, or that come from the direction he is facing. A Force Shield may not provide a Passive defense, though characters may still gain the Cover bonus to their Passive defenses. Special: The Force Shield mod may not be combined with any other Force Field-specific mods except for Impervious.

Heal (1, 2, 3)
Instantaneous

You touch a target. Roll your Power Pool, DC 5 + one threshold.

With one threshold, each rank of Heal downgrades one level of damage one step or removes one application of a condition, based on its Rating. Additional thresholds each downgrade an additional level of damage or remove condition. Add one threshold to already successful Heal rolls for every Rating of Heal you have above the base type required to heal the hardest type of damage or condition you’re attempting to Heal.

Thus, if you have Heal 2 and are healing only hits and/or the Stunned condition, add one threshold. If you have Heal 3 and are healing only hits and/or the Stunned condition, add two thresholds. If the target’s damage and conditions are a mix of difficulty, you may choose before rolling to target the

Heal 1 ranks each may heal Hits, or remove Stunned or Weakened.
Heal 2 ranks each may heal Hits, downgrade Wounds to Hits, or may remove Stunned or non-permanent Blinded, Deafened, Maimed, or Weakened.
Heal 3 ranks each may heal Hits, downgrade Wounds to Hits, downgrade Maimings to Wounds, or may remove Stunned, or permanent or non-permanent applications of Blinded, Deafened, Maimed, or Weakened.

Heal may be used to remove the effects of a Toxin or Disease, though they may be reapplied until it has run its course.

A Shocked character may not benefit from normal applications of the Heal power.

You may spend a FLUX point before rolling to allow a single successful application of the Heal power to remove the Shocked condition, in lieu of any other effects. You take an unpreventable Hit of damage from successfully doing this.

Mod: Curative +1: A Heal roll may be used to cure a Toxin or Disease. The Damage or Effects dealt by the Toxin or Disease determine the Rating of Heal needed to cure it. On a successful roll, each Rank or additional threshold moves the victim down one on the Toxin or Disease track.

Mod: Healing Rest -2
Your touch puts a willing target into a deep sleep. Targets must rest for a full scene before they benefit from each application of your healing. They stabilize as soon as they begin resting.

Mod: Medical Technician +1
You may use Medicine instead of Wield Power to calculate your Power Pool for Heal.

Mod: Ranged +2
Your Heal power gains a range equal to your Power Pool Max Result in meters.

Mod: Sacrifice -1
When healing while in a combat, you take a number of levels of damage equal to the number you healed, each downgraded 1 step from the types you healed, to a minimum 1 Hit. Removed conditions deal damage the same as the maximum type of damage healed by the Rating of Heal required to heal those conditions. If you fail, you still take a minimum 1 Hit. If you Botch, you take a Wound. Whenever you take this damage, you are also Shocked until the end of your next turn. This voluntary damage cannot be prevented, but can be healed.

Illusion 3:
Concentration

You create false images which fool one or more of a person’s senses. Unlike the Hallucination variant of the Attack power, the illusions appear independently outside of someone’s mind, regardless of their mental defenses. Illusion has a range equal to your Power Pool max result x Ranks in meters, and may create illusions within a single area no larger than a radius of your Power Pool + Ranks in meters. Roll your Power Pool every time you activate or sustain this power; this defines the current difficulty others have of perceiving your illusion as false with a standard Perception roll. Illusions are not physical, and do not provide Cover, but do provide Concealment, even if recognized as illusory.

Rank 1: Your illusions are static images that, once created, do not change. False walls and illusory terrain are the most common uses of this. Alternatively, they may be sounds which originate from nowhere: music, voices, machinery, animals, or anything else the wielder can imagine.
Rank 2: Your illusions may be animated, and may include both sight and sound at the same time.
Rank 3: Your illusions may appear to react normally to outside stimuli: shooting an illusory wall produces bullet holes, tipping over an imaginary cup spills water, etc.

Disguise: 0/1
You may touch an object and change its appearance, so long as that appearance conforms roughly to the size and shape of the object. The illusion moves with the object on which it is set. At Rank 2, the illusion may be animated. At Rank 3, you may touch a person and lay an illusion upon them, causing them to look and sound like someone else. At the +0 version, you may not create illusions in an area, and may only use the Disguise variant.

Mod: Permanent +2
If you spend at least five consecutive minutes creating the illusion, it becomes permanent until dispelled, no longer requiring you to sustain it. The illusion persists, even if no longer within your line of sight. When creating it, choose a common condition that could easily happen which will cause the illusion to be dispelled. Examples of dispel conditions might include: when touched, when exposed to sunlight, when leaving a certain area, or when something happens which would be improbable or impossible were the illusion real. The GM is the final arbiter of an appropriate dispel condition.

Immunity 2:
Permanent

Immunity does not stack w/ Armor or Invulnerability. Only apply whichever one is most beneficial to the character vs. a given source of damage. Choose a specific type of non-kinetic damage: Fire/Heat, Poison, Cold, Electricity, Radiation, etc.
Rank 1: All damage from this specific source is downgraded one step.
Rank 2: All damage from this specific source is downgraded two steps.
Rank 3: All damage is ignored from this specific source.

Invisibility 2
Concentration

You become difficult or impossible to see within the normally visible spectrum of light.
Rank 1: You gain concealment while the power is active. If you already have concealment from another source, it becomes total concealment.
Rank 2: You gain total concealment so long as you do not move or attack. If you attack, move or are forced to move, it becomes regular concealment until the start of your next turn, unless you also have concealment from another source.
Rank 3: You gain total concealment, even when moving or attacking. Attempts to pinpoint your location may not be based on sight.

This power normally only affects the spectrum of light naturally visible to the unaided human eye.

Mod: Extra Bandwidth +1 This power is effective against infra-red and ultra-violet detection methods as well.

Mod: Sound Dampening +2 This power also dampens the sound around a character.
Rank 1: Apply a -2 penalty on any checks involving another being being able to hear the character.
Rank 2: The bonus to avoid detection and penalty increases to +5.
Rank 3: It is impossible to pinpoint the character via sound unless he has just attacked and has not moved. It is impossible to hear the character.

Mod: Detection Resistance: +1 This power is effective against a single more exotic form of detection, such as sonar, gravitics, magical augury, psychic scrying, etc.

Mod: Visible: -2 This power is not effective within the normal visual spectrum. This Mod must be taken with the Extra Bandwidth, Sound Dampening, or Detection Resistance mod.

Special: If you make an Attack, characters may automatically pinpoint your location until the start of your next turn. They still receive Concealment penalties if they choose to attack you.

Invulnerability (1, 2, 3)
Permanent

Invulnerability applies individually to each level of damage a character suffers from any source, be it a Hit, Wound, or Maiming, though its effect will vary based on the Rating of the damage source. In addition, Invulnerability often cannot fully negate all damage from a single source close in rating to the character.

Invulnerability 1:
1. Every level of damage from a Rating 0 or 1 source is downgraded 1 step.
2. Every level of damage from a Rating 0 or 1 source is downgraded 2 steps; every level from a Rating 2 source is downgraded 1 step.
3. Every level of damage from a Rating 0 or 1 source is downgraded 3 steps; every level from a Rating 2 source is downgraded 2 steps, every level from a Rating 3 source is downgraded 1 step.

Invulnerability 1 may not reduce the total damage of all damage levels from a Rating 0 source below one Hit, from a Rating 1 source below one Wound or two Hits, or from a Rating 2 or 3 attack below 1 Maiming, 1 Wound and 1 Hit, or 3 hits.

Invulnerability 2:
1. Every level of damage from a Rating 0, 1, or 2 source is downgraded 1 step.
2. Every level of damage from a Rating 0, 1, or 2 source is downgraded 2 steps; every level from a Rating 3 source is downgraded 1 step.
3. Every level of damage from a Rating 0, 1, or 2 source is downgraded 3 steps; every level from a Rating 3 source is downgraded 2 steps.

Invulnerability 2 may fully negate damage from a Rating 0 source. Invulnerability 2 may not reduce the total damage from a Rating 1 source below 1 Hit, from a Rating 2 source below 1 Wound or 2 Hits, or from a Rating 3 source below 1 Maiming, 1 Wound and 1 Hit, or 3 Hits.

Invulnerability 3:
1: Every level of damage received by the character is downgraded 1 step.
2: Every level of damage received by the character is downgraded 2 steps.
3: Every level of damage received by the character is downgraded 3 steps.

Invulnerability 3 may fully negate damage from a Rating 0 or 1 source. It may not reduce the total damage from a Rating 2 source below 1 Hit, or from a Rating 3 source below 1 Wound or 2 Hits.

Special: Invulnerability does not stack with Armor, Immunity, or mundane armor. Apply whichever source of damage reduction is most beneficial for the character against a given source of damage.

When calculating the effects of both Scale and Invulnerability, apply Scale first.

Special: When determining the Rating of a source of damage:
Most inhospitable Environmental Effects: Rating 0
Extreme Environmental Effects: Rating 1 or 2
Powers: Per Power Rating
Unarmed Strikes: Per rating of Super Stat: Physical Might of attacker.
Weapons: Mundane weapons are normally Rating 0. Some specialized or heavy weapons may have a higher rating.

Mod: Iron Skin +2: The minimum damage suffered from any attack is lowered by 1 downgrade.

Mental Discipline/Psychic Shield (1, 2, 3):
Conscious

As Armor, but only against Mental assault. Versus non-damaging mental assault and Nullification, each rank subtracts one threshold. If the Rating of your Mental Shield is lower than that of the attacking power, it may not reduce the attack below one Hit of damage, or one threshold of success.

Meta Power: 3
Conscioius

Your powers are vast and intricate, allowing you to perform nearly any feat you can imagine, within the limits only of your own specific in-character paradigm and the GM’s approval. This power has no benefit in and of itself; rather, a character may use the number of points he spent on the power itself, NOT counting any Mods except the Extra Powers Mod, to buy temporary powers. As an Action, the character allocates a number of points up to the total he has spent on Meta Power to the purchase of a new power. The character may not allocate more Ranks to any given power than the Ranks he has in Meta Power. Each power so purchased must include the Mod: Allocated +1 in the cost. This mod confers no benefit; it merely designates that the power was gained from Meta Power.

These allocations last until the end of an encounter, at which point the character loses the temporary powers but regains the points spent on them. A character may continue to allocate points beyond the end of an encounter if they so choose, so long as they remain conscious.

Mod: Reactive +2
If the character is threatened by an incoming attack or danger, the player may sacrifice his next upcoming Action to allocate unspent points as a free action, even if it is not their turn, for a power that has a defensive component, and may then activate the recently purchased power as a free action. The character must be aware of the threat to react to it this way.

Mod: Extra Powers +1 This mod adds no benefit in and of itself, save that its cost allows the player to spend more points on Meta Power so that they will have more to spend when building their own powers.

Mod: Prepared Powers -1 The character must take an extended period of time to allocate all of his points for Meta Power, at least one hour per Rank x Rating of power being built, and must take an equal amount of time to unallocate any points spent on such Powers.

Movement 1 – Leaper
Permanent

Rank 1: Multiply the end result of any jump by 2.
Rank 2: Multiply instead by 3.
Rank 3: Multiply instead by 4.

Movement 2 – Medium Travel
Permanent

Choose a special medium or method of travel through which you may move half your unmodified speed. Rank 2 allows you to move your full speed. Rank 3 allows you to move at double your speed.
Medium Examples: Water, Rock, Plants, Shadows, Mirrors
Methods: Swimming, Climbing, Burrowing

Premonition 1, 2, 3
Instantaneous (no action)

A character has visions of possible futures, giving them an advantage.

Rating 1: Each Rank allows the character to reroll any roll once per encounter, or to force an attacker reroll an attack roll made on them. These rerolls may not be combined with any other reroll effect. No effect may allow a character to reroll a Botch, or force a character to reroll a Crit.

Rating 2: As Rating 1. In addition, the character may allow an ally to reroll an attack roll, or force an enemy to reroll an attack on an ally, so long as that ally can hear them. Instead of a reroll, the player may negate surprise for themselves and, if they choose to call out, any characters that can see or hear them.

Rating 3: As Rating 1 and 2. In addition, instead of a reroll, at the end of a character’s turn, a character may instead take their entire turn over again, or force another character to take their entire turn over again. All actions are treated as having never happened, and any resulting effects are reversed. This is considered a reroll effect. The possessor of this power alone retains the knowledge of what happened, and may speak as a free action to attempt to keep an ally from repeating the same action, or to influence an enemy into doing likewise.

Mod: Precognition +2 You may predict a more long-term future.

Rank 1 may predict a single event no more than a few days in the future, or the immediate consequences of one decision.

Rank 2 may predict the course of a larger series of events, such as how likely a single course of action will turn out, extended weather patterns over the next week, or public opinion over the course of the next year.

Rank 3 may predict long-term effects of a course of action, including the most likely outcome for years or even decades to come.

Rating 1: You are an expert at Statistics and Predictive Analysis. Given enough time, data, and computing power, you can use mathematics to predict all sorts of things, such as upcoming weather patterns, sporting events, and democratic votes. Spend at least as much time compiling data equal to 1/10th the length of time in the future you wish to predict. The more raw data available and the longer you spend analyzing it, the lower the DC assigned by the GM.

Rating 2: You have a preternatural sixth sense for predicting courses of action. While not true second sight, you have an intrinsic sense for which courses of action will yield positive or negative results. While the DC is still based on your current knowledge of the factors involved, it’s based more on your intrinsic, subconscious understanding of the situation rather than your conscious perceptions. You may not know what actually will happen, but you often know whether a course of action will yield a desirable result.

Rating 3: You receive visions and portents of future events. These events are often hazy, or come in the form of symbolic visions. For each threshold beyond the DC, you gain an additional prediction, and know how likely each one is to come to pass, respectively.

Roll Mental Finesse + Wield Power, Minimum DC 5. The GM will increase the DC based on the amount of data available, the length of time in the future, the number of factors in play, and the sureness that a given event will actually come to pass.

Ultimately, this power is subject to GM approval. It may be useful for the GM to give hints to the party, but it could also cause potential spoilers. Regardless, the future is always in motion, and the very act of observing possible futures may change which ones come to pass.

Mod: Meditative -2
You do not gain the reroll benefits of Premonition. This Mod must be combined with Oracle.

Mod: Divination -1
Prerequiste: Rating 2 or 3 Premonition only, must be combined with the Precognition mod.
Your predictions must always involve a period of study, meditation, calculation, or investigation of at least 1/10th the length of time in the future of the events you are attempting to predict.

Regeneration (1, 2, 3)
Permanent

Rating 1. Downgrade one additional Hit per Rank when you spend an Action and roll Physical Might + Resilience to do so, DC 5 + one threshold. Additional thresholds may heal additional Hits. If you spend a FLUX point to shake off a Hit, you may instead shake off an application of the Shocked or Stunned condition. You automatically heal one wound per rank per week.

Rating 2. When you spend an Action to roll Physical Might + Resilience DC 5 + one threshold to downgrade a Hit, you instead apply two downgrades per Rank to Hits or Wounds, or apply two downgrades to remove one application of non-permanent Blinded, Deafened, or Maimed. Each extra threshold grants an additional downgrade. If you do not spend an Action to do so, you may downgrade one Hit or application of the Stunned condition per Rank at the end of your turn. If you spend a FLUX point to shake off a Hit, you may instead shake off one Wound, one of the above conditions, or an application of the Shocked condition. You automatically heal one Maiming per rank per week.

Rating 3. When you spend an Action to Roll Physical Might + Resilience to downgrade a Hit, you instead apply 3 downgrades per Rank to Hits, Wounds, or Maimings. You may instead spend two Downgrades to remove one application of non-permanent Blinded, Deafened, or Maimed, or 3 downgrades to any other condition which may not normally be healed besides Shocked or Stunned. Each extra threshold provides one additional downgrade. If you do not spend an action to do so, you may apply 1 downgrade per Rank for any of the above effects at the end of your turn. If you spend a FLUX point to shake off a hit, you instead may shake off a Wound or Maiming, or any condition, including Shocked.

Regeneration may remove the effects of a Toxin or Disease, but the effects may be reapplied by the toxin or disease until it runs its course.

Mod: Supernatural Metabolism +1: Choose Toxins or Diseases. In place of a level of damage or condition, the character moves one step down on the Toxin or Disease track. This Mod may be taken twice; each time, choose Toxin or Disease.

Size Increase/Decrease 2
Conscious

When you purchase this power, choose whether to Increase or Decrease your size.
Your scale increases or decreases by one per rank, gaining all the benefits and drawbacks thereof. Note: the Attack power is not affected by increase or decreases of Scale, unless it is dependent on your Unarmed attack via the Weapon +1 mod.

Shapeshift (2, 3)
Conscious

Rating 2- As an Action, you change into a different, preset form. For each rank, you learn to shift into one form. You gain a number of points equal to the amount you spent on this power, not including Mods beyond the Powerful Form Mod. You may also temporarily “sell back” Stats and Super Stats when creating this Form, which you then lose access to while in your form. You may not sell back or purchase Skills or Specs in this way. With them you may build your various forms, choosing your purchases from the following:

Armor
Attack 1, 2
Flight 2
Leaper 1
Movement 2
Size Increase
Stats
Super Stats 1, 2
Tough 1, 2

Rating 3- As Rating 2, save you gain a number of points based on how much you spent on this power from which you may build new forms at will. It is recommended you build a number of forms ahead of time into which you might shift.

If you lose consciousness, you revert back to your normal form.

Mod: Powerful Forms +1: This mod carries no intrinsic benefit, other than allowing more points to spend on building forms.

Super Skill (1, 2, 3)
Permanent

Choose a specific skill to which this will be applied. Special: Rating 3 Super Skill may ONLY be purchased by Rating 1 characters. Rating 2 may be purchased by Rating 1 or 2 characters. Rating 1 may be purchased by anyone. Special: Super Skill: Wield Power may be purchased at any rating by anyone.

Benefits from Super Skills and Super Stats do not stack; apply whichever is most beneficial in a given situation.

Super Skill 1 -
-Adds +1 per rank to rolls with this skill when combined with a Finesse stat or when taking the average outside of combat, and after dividing to determine a Static Value.
-Adds +2 per rank to an already successful roll when combined with any Might stat or when taking the average outside of combat, and before dividing to determine a Static Value.

Super Skill (2) – Allows a Might-based unarmed defense to apply to Wound attacks.
-Adds 2 to Finesse
-Adds 4 to Might

Super Skill (3) – Allows a Might-based unarmed defense to apply to Maiming attacks.
-Adds 3 to Finesse
-Adds 6 to Might

Mod: Supernatural Combatant
Prerequisite: Super Skill: Combat Skill used for Attack. Reinforced weapon (Melee/Unarmed only).
Your attacks with this skill are treated as a source of damage one Rating higher than normal. In addition, you gain one level of Scaling Leverage when using it with a Might-based pool, or one level of Scaling Accuracy when using it with a Finesse-based pool. If using this with a melee weapon or a weapon built for use with Unarmed, you may only benefit from this spec without the risk of breaking your weapon if it has the reinforced mod. Unarmed attacks that do not use a weapon automatically benefit from this spec. If using a Ranged weapon, it may only benefit if it has the Overcharge customization.

Super Speed (1, 2, 3)
Permanent

Specify a method of movement at the time of purchase, whether walking, swimming, Flight, Teleport, or the Movement power.

Rating 1: Each Rank increases your base speed by 5m. You gain a +1 bonus per rank to Physical Finesse-based attacks, and Finesse-based defenses against readied attacks triggered by your movement, or after moving at least 10m during your turn until the start of your next turn.

Rating 2: Each Rank adds 10m to your base move in combat, and outside of combat also multiplies it by a factor of 2. You gain a +2 bonus per rank to Physical Finesse-based attacks, and Finesse-based defenses against readied attacks triggered by your movement, or until the end of your next turn after moving more than 10m in a round.

Rating 3: Each Rank adds 20m to your base move in combat, and outside of combat also multiplies it by a factor of 10. You gain a +3 bonus per rank to Physical Finesse-based attacks, and Finesse-based defenses against readied attacks triggered by your movement, or until the end of your next turn after moving more than 10m in a round.

Special: Super Speed Movement bonuses apply in addition to movement bonuses from increased pools due to Super Stats or Super Skills. Attack and Defense bonuses from Super Speed do not stack with other powers.

Special: if you apply Super Speed to a movement method granted by a power, Super Speed activates automatically whenever using that power, as the Linked mod. You do not gain additional points from this.

Mod: Fast Tasks +1: Prerequisite: At least one rank of Super Speed 3
Your Speed multiplier also applies to the speed by which you perform manual tasks, including sewing, rebuilding an engine, typing, or reading a book.

Super Stat (1, 2, 3)
Permanent
At the time of purchase, specify a specific stat to which this power will apply. The power’s benefits will be different depending on whether the chosen Stat is a Might or Finesse stat. This power may be purchased more than once; each time, it applies to a different Stat.

Benefits from Super Skills and Super Stats do not stack with each other or bonuses from other powers; apply whichever is most beneficial in a given situation.

Special: If the character has any ranks of Super Stat: Might Rank 2, add one level of Scaling Leverage automatically. If the character has any ranks of Super Stat: Might Rank 3, he instead adds two levels of Scaling Leverage. This bonus is also conferred on any Power that benefits from a Super Stat as part of its power pool. Scaling Leverage may only be used with the Might-based stat for which it was purchased.

Special: If the character has any ranks of Super Stat: Finesse 2, add one level of Scaling Accuracy automatically. If the character has any ranks of Super Stat: Finesse 3, he instead adds two levels of Scaling Accuracy. This bonus is also conferred on any Power that benefits from a Super Stat as part of its power pool. Scaling Accuracy may only be used with the Finesse-based stat for which it was purchased.

Special: If a Might-based attack with a mundane melee weapon from a character with Super Stat 2 or 3 hits but deals no damage, the weapon breaks.

Special: Every rank of Super Stat 2 for a Might stat automatically applies one rank of Long Range +1 when throwing an object with a Might-based pool. Every rank of Super Stat 3 applies one rank of Long Range +2.

Super Stat (1)
Each rank adds +1 to all rolls and static values with the given stat.

Super Stat (2) – Allows a Might-based unarmed defense to apply to Wound attacks.
Each rank adds +2 to all rolls and static values with the given stat.

Super Stat (3) – Allows a Might-based unarmed defense to apply to Maiming attacks.
Each rank adds +3 to all rolls and static values with a given stat.

Telekinesis 3
Concentration

You move objects and people simply though simple force of will. As an action, you may lift and move an amount of inanimate material based on the lifting/dragging mechanic, using your Power Pool to calculate your capacity, within range equal to the max result of your Power Pool x Ranks in meters. As a move action or as part of spending your action to sustain it, you may move lifted objects anywhere within range a number of meters equal to your Power Pool + Power Rank.

Rank 1: You may only target inanimate, incapacitated, or willing targets.

Rank 2: You may use an Action to calculate an Active defense versus things you may manipulate with Telekinesis. You may use this power on another character, as per the Grab rules. This grab is sustained for free as per normal, so long as the power continues to be sustained. A target so grabbed may be moved per the rules above. In order to use a further Grab option, including an Attack, Throw, or Drag, the character must have the Duration extra applied to this power at least once to free up his Action from Concentrating. This grab inflicts a base 1 hit damage. The Throw option uses the distance you may move something with this power instead of the Knockback rules.

Rank 3: You may calculate an Active defense with this power automatically in addition to any other Actions taken whenever you sustain it. In addition, when you successfully grab a target, you may immediately apply one of the effects of a grab.

This power is often paired or linked with Attack and Forcefield.

Mods:

-Light Lifter -2: You can only lift up to one Kg (two pounds) per Rank. You may not add Magnitude to this power, and may not use this power for Defense or for a Grab.

-Matter/Energy Manipulator: +0: You can manipulate only one specific type of matter or energy, chosen at the time of purchase. While you may not manipulate other forms of matter or energy, your control over your specified medium becomes much deeper.

Choose a specific type of energy: fire/heat, electricity, gravity, light, radiation, magic, etc., or a specific type of inanimate matter: rock, water, metal, wood, air, plants, etc. In addition to moving it, you may manipulate the specified substance in various ways not covered by Attack. This power is often paired with or linked to Attack, Force Field, Immunity, Telekinesis, etc.
The following affects happen in addition to the effects of Telekinesis as outlined above.

Rank 1: You may manipulate existing amounts of your chosen matter or energy in ways beyond normal Telekinesis. The exact nature of this manipulation depends on the energy type, but transferring it or dissipating it in a harmless direction generally works, or reshaping matter into new forms, but you may not increase the amount of the material or energy available. Gravity could be negated or change direction, but could not increase, water could be formed into static waves and plumes, or metal could be reforged into a cage. Unlike the haphazard destruction of an Attack, this may be used constructively to charge capacitors, weld metal, or reform rock and stone to suit your purpose.

Rank 2: You may spend an Action to calculate an Active defense versus an Attack or environmental effect based on your chosen matter or Energy. You may apply the normal Grab effects from Rank 2 Telekinesis, provided you have enough of a chosen matter to grab a target.

Rank 3: You may calculate an Active defense with this power automatically in addition to any other Actions taken whenever you sustain it. You may generate your chosen substance from the power of your own will. If an effect created by this power would pose a danger to someone, it does so per Environmental damage. More direct offense would be the purview of the Attack power.

Telepathy 3:
Concentration

You are capable of reading the minds of other human beings. You can read the thoughts of any being within line of sight and a number of meters equal to your Power Pool max result. For a willing, incapacitated, or unaware target, roll your power Pool DC 5. Each threshold determines how much and how useful information you receive. For an unwilling target or a target you wish to remain unaware of your intrusion, roll your Power Pool vs. the target’s Mental defense. Mental Discipline or Psychic Shield negate one threshold of success per rank.

Rank 1: You can read emotions of a nearby target, including their current mood and how busy their thoughts are currently running, and with effort, surface thoughts.
Rank 2: You can easily read surface thoughts and search through the target’s conscious memory, or communicate your own thoughts and emotions into the mind of a target. With a roll, you can find a familiar mind or a certain train of thought within a crowd.
Rank 3: You can read deeply embedded subconscious memories of which the target is not even aware.

*This power is often paired with Attack with the Psychic keyword and Mental Shield.

Mod: Versatile +1

Choose a specific class of being: animals, computers, a specific alien species, etc. Your Telepathy works on that class of being.

Mod: Non-Standard Minds -1

Your telepathy does not work on other human beings. This mod must be combined with the Versatile Mod.

Mod: Psychic Tactical Link +2 Prerequisite: At least 2 ranks in Telepathy.
You can establish a psychic link with a number of valid targets equal to the max result of your Wield Power skill x your ranks in the power. So long as the power remains active, you and the targets may speak mentally with each other at will. This link remains active even if the target leaves your line of sight and out to double your normal range. This link only conveys intentional statements, not surface thoughts. At the GM’s option, certain characters unused to being a target of the link may unintentionally convey their surface thoughts. Those that wish to convey information may selectively convey it to one target or everyone at once, though the character remains aware of all communications. At your option, you may filter or alter the contents or recipients of any given message with a successful Mental Finesse + Subterfuge roll vs. the recipient’s Mental defense (no action).

Teleport (3)
Instantaneous

You disappear from your current location and reappear in another location within your Power Pool Max result x Rank in Meters within Line of Sight. If a target would appear within a space already occupied by another object, the power fails, and you take an unpreventable Hit of damage from feedback. If you have a special Detection power which would allow you to view a remote location, you may consider that location to be within your line of sight while the Detection power is on.

This power is often combined with the Quick Activation mod. If the player adds the Defensive mod, he may use his power pool to calculate an Active defense. Special: whenever an attack fails to beat an Active defense provided by Teleport, you may teleport two meters per Rank in the power as a free action.

Mod: Waypoint +1 Choose one specific location with which you are intimately familiar. You may teleport to that location without seeing it, even if it is out of range or Line of Sight. This mod may be taken multiple times. Each time, choose a new location. You must be in the location you wish to purchase in order to purchase it.

Mod: Extra Targets +1: You may bring along one willing, helpless, or inanimate target no larger than your Scale per Rank in this power, so long as they are touching you. Alternatively, each Rank may instead increase the Scale of one target by one step. This spec may be taken multiple times; its effects stack.

Mod: Banish +2: You may roll your power pool to send an unwilling target you touch to a location of your choice within range. Take a -5 penalty if the destination would be immediately hazardous to the target.

Mod: Blind Jump +2: You may teleport to a location within range even without seeing it. As as Action, roll Mental Finesse + Perception, DC 5 + 1 threshold. Success allows you to teleport to a destination out of your line of sight. When jumping blind, the feedback damage from a failed teleport increases to Wounds.

Mod: Others only: -2 You cannot teleport yourself. This mod must be combined with either Extra Targets or Banish.

Mod: Ranged Target +1: You may teleport a target within your Power Pool Max result meters.

Powers

FLUX JonathanTimmermann