Post by torment on Jun 9, 2005 14:22:15 GMT -5
NEW ACTIONS
ANIMATE OBJECT/DRAWINGS:
- COST LEVEL = AN + 1
-This power brings to life the inanimate; causing things to move and act in manner they would not normally. This is represented by placing stones into this action. Those stones represent all actions the object may make (attack, movement, etc.).
Stones in an object are limited by the mass of the item. Keep in mind that certain properties such as size or hardness may give modifiers to the object.
Drawings work in the same way. Anything the drawing appears able to do or is expected to do can happen (ie – a dragon can breathe flame).
-OPTIONS
X - (no additional cost) Animate drawings instead of objects.
X - (+3) Drawings and Objects
X - (-1) Must touch object or drawing
X - (-1/-2) If it must be you who created picture/item
X - (-1) Only works on specific types of items (wood, glass, etc.)
-COMMENTS –
A unique power, to be sure, with a wide range of applications. Hard to pin down a certain person as the user of the power, as well.
-RULES
o-Spend stones to act through and object or drawing
o-Max stones based on weight
o-Situational modifiers may apply based on construction
o-Range: 2
-EXAMPLE
Picasso knew he was in trouble Ash landed no more than 20 feet from him. The villain wore a sinister smile as a burst of flame appeared in his hand. Reacting quickly, Picasso pulled a drawing out of his pocket and flung it at his foe; before Ash could get the blast off a large, ravenous wolf appeared out of thin air growling its displeasure.
CHANNEL
- COST LEVEL = AN + 3
- This action allows a character to generate a force blast through a medium namely some form of melee weapon. The action comes with a weapon modifier and can also be used to attack in an ‘arc or swath’ hitting multiple targets in a line. To determine the size of this arc, compare stones spent specifically on the size of the arc with the area row on the D&R and double the amount. The range is 3.
- OPTIONS –
o (-1) For the use of a specific weapon
- COMMENTS –
This is a powerful form of force blast that has an inherent modifier (Yeah! Free Stones!) and a partial area of effect at will. A very moderate price for a potent weapon
- RULES –
o Must channel through an object
o Free Weapon Modifier
o Can create Arc (Reflexive dodge still counts)
o Range of 3
- EXAMPLE –
Cain swung the sword in a wide arc. A swath of electricity streaked outward from the slashing silver metal. The police in the front line were hit the hardest. Their hair singed, their bodies twitched, their faces contorted, and then one by one, like grisly dominoes, they toppled lifelessly to the street.
CLAIRAVOYANCE
- COST LEVEL = AN + OPTIONS
- This psychic power allows a character to cast his mind into the future and the past or perceive the unperceivable. For instance the basic power here is that you can see the invisible, spirits, etc. Once they are perceived it costs 1 stone/panel to continue seeing them.
- OPTIONS – For all options that deal with seeing in time, refer to the duration row on the D&R.
o (+2) Remote Viewing: Observe places well beyond your current ability to sense. Refer to range on the D&R.
o (+1) Pyschometry: Read the ‘psychic imprint’ people leave on an object. Allows you to see the past events involving the object
o (+2) Precognition: Allows you to see the most likely events of the future at your current locale. Remember, however, that the future can be changed.
o (+1) Postcognition: See the past events of a location.
o (+1) Aura Sight: Read a beings aura. This gives clues as to their emotional state and the type of being they are.
o (+2) Intelligence Bonus
o You may buy Prescience at a (-1) to the cost level
- COMMENTS –
A very useful power that has nothing to do with combat. If applied wisely this action can be considered quite powerful. Great for the person who wants to know everything.
- RULES
o (Insert Options)
o Percieve the unseen; 1 stone/panel to maintain
- EXAMPLE –
Cloud picked up the gun and let the memories wash over him: There had been an argument, heated and intense. Feelings of jealousy washed over the clairavoyant hero. He saw the pretty blonde pull the gun from her purse and fire off 2 shots at point blank range.
The man she shot staggered, but did not fall. Instead he laughed a deep dark laugh.
Cloud opened his eyes and turned towards Lobo, “Whoever this killer is bullets do not seem to faze him.”
CONFUSE
- COST LEVEL = AN + 3
- This power simulates a wide variety of things. It can represent a supernatural ability that confuses or disorientates a victim (like Vertigo, Equilibrius, Angar the Screamer, etc) in which case it attacks a victims INT or it can simulate tear gas, toxins, mace, or other chemical agents in which case it attacks a victims DUR. The result is the following – stones that get past the ability score cause the victim that number in resistance to all actions. It decreases 1/panel.
- OPTIONS –
o (+2) Extended Duration: The harmful effect now decreases only 1/ 2 panels.
- COMMENTS –
A useful power that can simulate a wide range of effects. While it does not inflict actual damage, it has the power to greatly cripple an enemy’s effectivness.
- RULES –
o Range 2
o Victim suffers a negative modifier = to # of stones getting through. This effect lessens at a rate of 1/panel
o The effect does not stack with subsequent attacks
- EXAMPLE –
Kat landed gracefully, leaping through the window bouncing off a crate and landing dead center in the warehouse. Across from her stood Cacaphony, his dark hood covering his features.
Kat spoke, “Do you have my money?”
The hooded man spoke, and it sounded like a thousand voices hissing from the darkness, “No, little kitty, I do not.”
Kat was pissed. It was time to take this little old man down, but as she moved to attack him she lurched and staggerd, nearly falling. His voice would just not stop echoing in her head!
CREATIVITY
- COST LEVEL – AN + 5
- This power is for the resourceful character. It essentially allows a character to achieve options for their power based on their ability to be ‘creative’ in a situation. A character with this action may acquire advantages such as 2x dmg, area effect, etc. The cost in stones is equal to the adjustment of the advantage.
- RULES –
o Spent stones give other actions advantages
o Advantage is in play only during panel in which creativity is used
o Advantages cost = stones needed
o Intelligence Bonus
- EXAMPLE
Swift is in trouble. This is the last time he insults two police men at the same time. He has gotta think. He’s got it. The one cop is getting awful wild with that baton of his, if only Swift can use that against him.
Timing it perfectly, Swift agilely sidesteps the baton thrust and pulls the one cop forward into the other; completely KO’ing the one who just got hit by his buddies baton. (Spent 5 in creativity to add a weapon mod in additon to his close Combat)
ENERVATE
- COST LEVEL – AN + 4
- By touching an opponent you drain one of their ability scores. The amount drained is the amount of stones spent in enervate. You can never lower an ability lower than a 1. The duration of the drain lasts as long as the user of the power maintains it for one stone/panel and the victim remains within a range of 2. To enervate durability the cost is 3 stones/ panel; as is the initial loss of the ability. In other words it costs 3 red stones in Enervate to drain 1 ability point of durability. It also costs 3 red a panel to keep that loss active. The costs are 2/panel and 2/ 1 point lost for intelligence when a victim uses that as their energy base.
- OPTIONS –
o (+1) Range Attack – allows the use of the power to be at a range of 2 instead of by touch.
o (+2) Versatility – allows the user to drain any ability of his choice; not just one predetermined one.
- COMMENTS –
A pricey power for sure but consider what can be done with it if you say, oh I don’t know, combine it with Area Effect. Definitely an interesting combination that could be very deadly. It is important to note however that it does not effect machinery, robots, etc.
- RULES –
o Decrease an opponent’s ability by spending energy
o Must touch (unless have range option)
o –1 to ability per stone spent (Read Du/In variant)
o 1 stone to maintain (DU/IN=3,2)
o Split stones for multiple targets
- EXAMPLE –
Spectre laughed as Hawkeye shot another arrow through him, bare disturbing his wraith-like form.
His hollow voice filled the air, “Come now, how long can you keep this up?”
Spectre gestured his way and tendrils of invisible evil spread out from his withered hand.
In mere seconds, Hawkeye was crumpled on the ground his bow beside him, to heavy to lift.
ENHANCE
- COST LEVEL = AN + 2
- You can increase one Ability Number, chosen when this Action is first
acquired, by an amount equal to the number of stones you spend. After that, you can maintain the effect for an Energy cost of only 1 stone per Panel, total. The newly Enhanced Ability is treated normally in every respect, beyond the fact that it costs Energy to maintain it. It can be used to match higher Difficulty Numbers, as you would expect; however, you must provide the Energy needed to beat any Resistance, since the Action does not. If you Enhance your Durability, the cost is tripled, as usual, so you gain only a +1 bonus for every 3 stones (rounded down), and the maintenance cost is 3 per Panel. This grants you extra Health and Energy stones, and you regenerate faster, although, in practice, the extra Energy will have to be used just to maintain the effect. When you deactivate the power, the extra Health stones are the first to disappear, which can pose a real problem, if you are wounded. If this would reduce your new total to zero or less, you can treat the loss as damage and choose to be knocked unconscious, instead of losing all of your remaining Health stones (see page 82 of the core book). If you Enhance your Intelligence and use the Special Intelligence-Energy Rule, from page 41 of the core book, then the cost is doubled, so you gain only a +1 bonus for every 2 stones (rounded down), and the maintenance cost is 2 per Panel.
- OPTIONS –
o (+1) Aid Others – You can use this power on someone else by touching them. Note, however, you pay the cost both initially and for maintentece
o (+2) Versatility – You can change ‘enhance’ any ability
- COMMENTS –
Remember that you can only affect the single Ability that you chose when you purchased this Action. If you want to affect more than one Ability, you must either take the Action separately for each one or add the Versatile Option. The logic behind this Action and its CL is simple: you are buying extra Ability points that (on the positive side) can add to an existing score but (on the negative side) cost Energy to activate. This also means that they disappear when you are unconscious or otherwise unable to pay the Energy cost. In a sense, you are adding an Ability Bonus to an Ability, much as you could for an Action like Close Combat, and this allows you to reach higher totals for a cheaper creation price. For example, buying both Strength 3 and Enhance Strength 5 costs only 7 white creation stones, whereas buying Strength 8 would cost 9. To look at it another way, you are effectively buying a portion of your Ability with a Disadvantage: Costs Energy to Activate. This Action is actually slightly better than that, because the Energy cost drops to 1 per Panel, once the power has been activated. On the other hand, it uses up an Action Box, to do so, and activating it will use up one of your Actions during a Panel (although maintaining it will not).
- RULES –
o Increase an ability by spending energy
o +1/stone spent (except Du/In)
o Costs 1 stone to maintain
- EXAMPLE –
Amp was being chased by at least three of those goddamn human looking sentinels. There was no way in hell, he was going to make it unless he ‘amped up’. Suddenly with a burst of speed and fresh strength in his legs, Amp started to pull away from the mutant hunting monstrosities.
ENTANGLE
- COST LEVEL = AN + 1
- This power allows you to bind an opponent with a physical substance that hinders his mobility and physical (but not purely mental) Actions. It comes with a Range of 2, which can be improved with an Advantage, as usual. Entangle is treated as a Ranged Combat attack, although the stones that may be placed in it are limited by your Entangle AN. Toughness does not provide any defense against this attack, but Reflexive Dodge does, as do defenses that block attacks from coming into contact with the victim (such as an active Force Field). The red stones that get through defenses should be noted, as they represent both the Resistance and, to a lesser degree, the Difficulty of any attempts to break the Entangle. The Difficulty cannot exceed one-half of the power’s AN, rounded down, which means that a particularly successful hit might only improve the Resistance. You may attack a target with this Action repeatedly, over several Panels, to “layer” the binding. Each successful attack that strikes for at least 1 red stone adds +1 to the Difficulty, until the limit of one-half AN is reached, but all red stones that get through defenses are added to the Resistance, without limit. In this manner, the Resistance can be increased far beyond the power’s AN, making it more time-consuming for the victim to escape (although no more impossible). To break out, the victim must use an Action and put stones into Strength or an appropriate damaging attack. Other people whom can attempt to damage the binding, as well, may assist the victim. If an ally uses any type of ranged Action to do this, then the victim is automatically struck by the attack, as well. He takes one-half of any damage caused (rounded down), while the binding takes full damage. If a victim cannot escape, then the binding dissolves on its own after an appropriate interval, determined by the GM (usually, about one hour).
- OPTIONS –
o (+1) Controlled – You can dissolve your own substance at anytime
o (+1) Obfuscating – Your substance also shuts down the senses. (Sight, sound, etc)
o (+1) Sturdy – Your substance is strong enough to make simple structures, bridges, barriers, shields etc. The stones you put in are the resistance needed to overcome it though each stone absorbed damages it and lowers its effective resistance.
o (+2) Stronger – Difficulty is now = to AN not ½ AN
o (-1) Maintenece – You must pay an upkeep of 1/stone per panel to maintain your substance.
- COMMENTS –
This is an excellent way to disable opponents without causing serious harm. Beware of targets with massive Strength scores, however, as they may rip through your binding in a single Panel. The Area Effect Advantage works nicely with this power. I use this power to represent a lot of things in my campaigns from the Trapster to Iceman’s ability to freeze opponents.
- RULES –
o Bind a target to hinder actions and movement
o Range 2
o Split Stones for multiple attacks
o Difficulty = ½ AN; Resistance = stones spent
o Binding can be layered. Increase D by + 1 (to max) and resistance by stones spent
o – 1 to the cost of Web-slinging or appropriate action
- EXAMPLE – read spiderman
FLASH
- COST LEVEL = AN + 1
- You are able to produce a blinding flash of light that overloads your target's vision, temporarily dazzling him. This is treated as a normal attack with a Range of 2, except that it does no actual damage. Instead, for every red stone that gets through, the target suffers a +1 Resistance Situational Modifier on all Actions affected by vision, including most forms of attack. This Modifier applies at full strength during the target's next Panel, but drops by 1 per Panel, thereafter, until it has vanished entirely. You can Flash a target more the once; however, the effects are not additive, so only the largest Modifier applies at any given time. This power has no effect on someone who is already blind. It gains +1 stone from the General Pool against a target with heightened senses; however, such victims can often compensate for the problem. The GM may decide to halve the effect of the resulting Situational Modifier during each Panel (rounding up), reducing the disability but not the duration. For example, if Wolverine is Flashed, and 3 stones get through his Defense (including the extra stone from the General Pool), the Situational Modifier would be 2 on the first Panel and 1 on the second and third Panels (after which it would vanish).
- OPTIONS –
o (+1)Controlled – You can cancel the effects of your power at any time.
o (+1) Increase to a range of 4
o (+2) Increase duration to lessen the penalty 1 / 2 panels
- COMMENTS –
This Action can also be used to simulate many effects that are not light-related. For example, you could define your Flash as a chemical spray attack. This would not affect the way the power works but might come up, now and then, under unusual circumstances. A mirror could not reflect it, for example, but it would be blocked completely by good pair of goggles. You could even use this to simulate some form of irritant, which causes a Situational Modifier due to pain and distraction, rather than blindness. Combined with Area Effect, you could simulate tear gas, laughing gas, or even a weak nerve toxin.
- EXAMPLE –
Star considered the options before her. She could simply blast these 2 muggers into oblivion or she could flash them, she though cheekily.
One minature supernova later and there were 2 temporarily blinded thieves outside of Wilkins Theatre.
LAW ENFORCEMENT
- COST LEVEL = AN + 2
- This action entails knowledge of things such as criminal law and police procedures. It is in some aspects a flavored version of Black Ops. It does come with specialties (interrogation, criminal psych, stakeouts, etc) and if purchased at an AN 3 or more, it grants a –1 cost level to Ranged Combat and Vehicle Operation.
- COMMENTS –
This action allows for upholding the law and knowledge of how to get around it. The cost breaks it entails make it as cost effective as Black Ops.
- RULES –
o Int bonus
o 3 AN and up = -1 CL of Vehicle ops and Range Combat
- EXAMPLE –
Detective Wilkerson surveyed the crime scene. Blood spattered on the mirror behind the bar. It was odd like an arc, almost too neat. Like someone had put it there on purpose. These were the kind of things you noticed on the beat after 25 years.
MECHANIC
- COST LEVEL = AN +2
- This action is a hybrid of technology and invention; except, of course, it is strictly limited to vehicles. It allows for the creation, construction, and modification of vehicles. A mechanic may affect any such vehicles as defined by its difficulty (use Vehicle Operations on the D&R). This knowledge also allows for the modification or addition of vehicular weapons if you desire. Also included is a –1 cost level to vehicle operations if bought at a 3 or more.
- OPTIONS
o (+1) Can customize weapons for vehicle
- RULES
o Intelligence bonus
o Works as Invention this action filling in for both that and technology
- EXAMPLE –
Gadget was at home under the hood of the classic car. Of course by this time next week it wasn’t going to be so much of a classic car as it is going to be a hovercraft he thought.
OBJECT EXPLOSION
- COST LEVEL = AN + 4
- This is the ability to focus on a single non-living object within your line of sight and cause it to explode. You apply stones vs. the object's Durability... if you meet or exceed the Durability, the object explodes as an Area Effect, causing damage to anything nearby. The force of the explosion is the number of stones by which you exceeded the object's Durability, plus the object's mass in stones (the total can only go up to twice the object's mass.) The type of energy, of course, is simply concussive force. An attempt at explosion that doesn't overcome the target's Durability is a failure... you cannot apply stones slowly over time to eventually explode an object. Finally, the range of this power is 4.
Note that indestructible material/weapons cannot be made to explode, nor can adamantium or immaterial objects (energy constructs like pure force fields, etc.) Note also that you cannot alter the area of explosion by adding extra stones... if you just barely put in enough stones to cause a 5-stone (mass) object to explode, then the Area Effect will cover a level-5 area.
- COMMENTS –
Very powerful, especially considering that you can split stones as needed to strike multiple objects. Worth the price
- RULES
o Split stones for multiple objects
o Target must be in line of sight and non-living
o Apply stones vs target Durability
o Damage = Stones that exceed Durability + object’s mass
o Area of Effect = dmg
o Damgage cannot exceed twice the object’s mass
- EXAMPLE
Detonator wasted no time and continued his march towards the bank despite the fact 5 cops hand guns pulled on him. After one second and a series of small explosions there were no more guns and 5 cops with bloody stumps instead of hands.
TACTICS/STRATEGY
- COST LEVEL = AN + 3
- This allows you to plan and execute a tactic or strategy and benefit from it. It essentially lowers the resistance of another character's Action, or of a specific problem or situation. You may apply any number of stones to the Action/problem/situation, even over multiple panels, but only up to your Action Number plus your Intelligence. Then, in any panel afterwards (unless the situation alters, in which case you lose your stones) you may take advantage of your analysis. This is done by performing another Action to exploit the advantage you've gained. The Resistance of the situation is lowered, after taking into account situational modifiers, to a minimum of 0. The Difficulty of the situation is also reduced by -1 (regardless of the number of stones applied.) This power may be used again on a specific situation after the situational advantage has been exploited. Comes with a free Intelligence bonus.
- COMMENTS –
While similar to Concentration, this Action instead reduces Resistance rather than boosting your effort, and can often make the impossible possible. Just remember that any advantage you acquire by applying this Action to a situation must be exploited before the situation changes, or you lose your stones and must reapply them. You may describe the situational advantage you gain if you wish, but usually the GM does so... after all, part of the point of this Action is so that you can be as tactically ruthless as your character is supposed to be, without actually having to think up the tactics!
- RULES
o Intelligence Bonus
o Resistance of situation is lowered by stones spent
o Difficulty is lowered by one
- EXAMPLE
Agent Gill kept telling himself he had been in worse situations than this one. Of course the bomb sitting in front of him slowy ticking off the seconds begged to differ. Gill had a fair understanding of technology, but this explosive was beyond him. He needed to think of something and fast! Then the answer hit him; he could just avoid the exterior wires, the ones that kept throwing him for a loop, and focus on the interior – which was much more familiar to him. Hopefully he had time to work this out.
ANIMATE OBJECT/DRAWINGS:
- COST LEVEL = AN + 1
-This power brings to life the inanimate; causing things to move and act in manner they would not normally. This is represented by placing stones into this action. Those stones represent all actions the object may make (attack, movement, etc.).
Stones in an object are limited by the mass of the item. Keep in mind that certain properties such as size or hardness may give modifiers to the object.
Drawings work in the same way. Anything the drawing appears able to do or is expected to do can happen (ie – a dragon can breathe flame).
-OPTIONS
X - (no additional cost) Animate drawings instead of objects.
X - (+3) Drawings and Objects
X - (-1) Must touch object or drawing
X - (-1/-2) If it must be you who created picture/item
X - (-1) Only works on specific types of items (wood, glass, etc.)
-COMMENTS –
A unique power, to be sure, with a wide range of applications. Hard to pin down a certain person as the user of the power, as well.
-RULES
o-Spend stones to act through and object or drawing
o-Max stones based on weight
o-Situational modifiers may apply based on construction
o-Range: 2
-EXAMPLE
Picasso knew he was in trouble Ash landed no more than 20 feet from him. The villain wore a sinister smile as a burst of flame appeared in his hand. Reacting quickly, Picasso pulled a drawing out of his pocket and flung it at his foe; before Ash could get the blast off a large, ravenous wolf appeared out of thin air growling its displeasure.
CHANNEL
- COST LEVEL = AN + 3
- This action allows a character to generate a force blast through a medium namely some form of melee weapon. The action comes with a weapon modifier and can also be used to attack in an ‘arc or swath’ hitting multiple targets in a line. To determine the size of this arc, compare stones spent specifically on the size of the arc with the area row on the D&R and double the amount. The range is 3.
- OPTIONS –
o (-1) For the use of a specific weapon
- COMMENTS –
This is a powerful form of force blast that has an inherent modifier (Yeah! Free Stones!) and a partial area of effect at will. A very moderate price for a potent weapon
- RULES –
o Must channel through an object
o Free Weapon Modifier
o Can create Arc (Reflexive dodge still counts)
o Range of 3
- EXAMPLE –
Cain swung the sword in a wide arc. A swath of electricity streaked outward from the slashing silver metal. The police in the front line were hit the hardest. Their hair singed, their bodies twitched, their faces contorted, and then one by one, like grisly dominoes, they toppled lifelessly to the street.
CLAIRAVOYANCE
- COST LEVEL = AN + OPTIONS
- This psychic power allows a character to cast his mind into the future and the past or perceive the unperceivable. For instance the basic power here is that you can see the invisible, spirits, etc. Once they are perceived it costs 1 stone/panel to continue seeing them.
- OPTIONS – For all options that deal with seeing in time, refer to the duration row on the D&R.
o (+2) Remote Viewing: Observe places well beyond your current ability to sense. Refer to range on the D&R.
o (+1) Pyschometry: Read the ‘psychic imprint’ people leave on an object. Allows you to see the past events involving the object
o (+2) Precognition: Allows you to see the most likely events of the future at your current locale. Remember, however, that the future can be changed.
o (+1) Postcognition: See the past events of a location.
o (+1) Aura Sight: Read a beings aura. This gives clues as to their emotional state and the type of being they are.
o (+2) Intelligence Bonus
o You may buy Prescience at a (-1) to the cost level
- COMMENTS –
A very useful power that has nothing to do with combat. If applied wisely this action can be considered quite powerful. Great for the person who wants to know everything.
- RULES
o (Insert Options)
o Percieve the unseen; 1 stone/panel to maintain
- EXAMPLE –
Cloud picked up the gun and let the memories wash over him: There had been an argument, heated and intense. Feelings of jealousy washed over the clairavoyant hero. He saw the pretty blonde pull the gun from her purse and fire off 2 shots at point blank range.
The man she shot staggered, but did not fall. Instead he laughed a deep dark laugh.
Cloud opened his eyes and turned towards Lobo, “Whoever this killer is bullets do not seem to faze him.”
CONFUSE
- COST LEVEL = AN + 3
- This power simulates a wide variety of things. It can represent a supernatural ability that confuses or disorientates a victim (like Vertigo, Equilibrius, Angar the Screamer, etc) in which case it attacks a victims INT or it can simulate tear gas, toxins, mace, or other chemical agents in which case it attacks a victims DUR. The result is the following – stones that get past the ability score cause the victim that number in resistance to all actions. It decreases 1/panel.
- OPTIONS –
o (+2) Extended Duration: The harmful effect now decreases only 1/ 2 panels.
- COMMENTS –
A useful power that can simulate a wide range of effects. While it does not inflict actual damage, it has the power to greatly cripple an enemy’s effectivness.
- RULES –
o Range 2
o Victim suffers a negative modifier = to # of stones getting through. This effect lessens at a rate of 1/panel
o The effect does not stack with subsequent attacks
- EXAMPLE –
Kat landed gracefully, leaping through the window bouncing off a crate and landing dead center in the warehouse. Across from her stood Cacaphony, his dark hood covering his features.
Kat spoke, “Do you have my money?”
The hooded man spoke, and it sounded like a thousand voices hissing from the darkness, “No, little kitty, I do not.”
Kat was pissed. It was time to take this little old man down, but as she moved to attack him she lurched and staggerd, nearly falling. His voice would just not stop echoing in her head!
CREATIVITY
- COST LEVEL – AN + 5
- This power is for the resourceful character. It essentially allows a character to achieve options for their power based on their ability to be ‘creative’ in a situation. A character with this action may acquire advantages such as 2x dmg, area effect, etc. The cost in stones is equal to the adjustment of the advantage.
- RULES –
o Spent stones give other actions advantages
o Advantage is in play only during panel in which creativity is used
o Advantages cost = stones needed
o Intelligence Bonus
- EXAMPLE
Swift is in trouble. This is the last time he insults two police men at the same time. He has gotta think. He’s got it. The one cop is getting awful wild with that baton of his, if only Swift can use that against him.
Timing it perfectly, Swift agilely sidesteps the baton thrust and pulls the one cop forward into the other; completely KO’ing the one who just got hit by his buddies baton. (Spent 5 in creativity to add a weapon mod in additon to his close Combat)
ENERVATE
- COST LEVEL – AN + 4
- By touching an opponent you drain one of their ability scores. The amount drained is the amount of stones spent in enervate. You can never lower an ability lower than a 1. The duration of the drain lasts as long as the user of the power maintains it for one stone/panel and the victim remains within a range of 2. To enervate durability the cost is 3 stones/ panel; as is the initial loss of the ability. In other words it costs 3 red stones in Enervate to drain 1 ability point of durability. It also costs 3 red a panel to keep that loss active. The costs are 2/panel and 2/ 1 point lost for intelligence when a victim uses that as their energy base.
- OPTIONS –
o (+1) Range Attack – allows the use of the power to be at a range of 2 instead of by touch.
o (+2) Versatility – allows the user to drain any ability of his choice; not just one predetermined one.
- COMMENTS –
A pricey power for sure but consider what can be done with it if you say, oh I don’t know, combine it with Area Effect. Definitely an interesting combination that could be very deadly. It is important to note however that it does not effect machinery, robots, etc.
- RULES –
o Decrease an opponent’s ability by spending energy
o Must touch (unless have range option)
o –1 to ability per stone spent (Read Du/In variant)
o 1 stone to maintain (DU/IN=3,2)
o Split stones for multiple targets
- EXAMPLE –
Spectre laughed as Hawkeye shot another arrow through him, bare disturbing his wraith-like form.
His hollow voice filled the air, “Come now, how long can you keep this up?”
Spectre gestured his way and tendrils of invisible evil spread out from his withered hand.
In mere seconds, Hawkeye was crumpled on the ground his bow beside him, to heavy to lift.
ENHANCE
- COST LEVEL = AN + 2
- You can increase one Ability Number, chosen when this Action is first
acquired, by an amount equal to the number of stones you spend. After that, you can maintain the effect for an Energy cost of only 1 stone per Panel, total. The newly Enhanced Ability is treated normally in every respect, beyond the fact that it costs Energy to maintain it. It can be used to match higher Difficulty Numbers, as you would expect; however, you must provide the Energy needed to beat any Resistance, since the Action does not. If you Enhance your Durability, the cost is tripled, as usual, so you gain only a +1 bonus for every 3 stones (rounded down), and the maintenance cost is 3 per Panel. This grants you extra Health and Energy stones, and you regenerate faster, although, in practice, the extra Energy will have to be used just to maintain the effect. When you deactivate the power, the extra Health stones are the first to disappear, which can pose a real problem, if you are wounded. If this would reduce your new total to zero or less, you can treat the loss as damage and choose to be knocked unconscious, instead of losing all of your remaining Health stones (see page 82 of the core book). If you Enhance your Intelligence and use the Special Intelligence-Energy Rule, from page 41 of the core book, then the cost is doubled, so you gain only a +1 bonus for every 2 stones (rounded down), and the maintenance cost is 2 per Panel.
- OPTIONS –
o (+1) Aid Others – You can use this power on someone else by touching them. Note, however, you pay the cost both initially and for maintentece
o (+2) Versatility – You can change ‘enhance’ any ability
- COMMENTS –
Remember that you can only affect the single Ability that you chose when you purchased this Action. If you want to affect more than one Ability, you must either take the Action separately for each one or add the Versatile Option. The logic behind this Action and its CL is simple: you are buying extra Ability points that (on the positive side) can add to an existing score but (on the negative side) cost Energy to activate. This also means that they disappear when you are unconscious or otherwise unable to pay the Energy cost. In a sense, you are adding an Ability Bonus to an Ability, much as you could for an Action like Close Combat, and this allows you to reach higher totals for a cheaper creation price. For example, buying both Strength 3 and Enhance Strength 5 costs only 7 white creation stones, whereas buying Strength 8 would cost 9. To look at it another way, you are effectively buying a portion of your Ability with a Disadvantage: Costs Energy to Activate. This Action is actually slightly better than that, because the Energy cost drops to 1 per Panel, once the power has been activated. On the other hand, it uses up an Action Box, to do so, and activating it will use up one of your Actions during a Panel (although maintaining it will not).
- RULES –
o Increase an ability by spending energy
o +1/stone spent (except Du/In)
o Costs 1 stone to maintain
- EXAMPLE –
Amp was being chased by at least three of those goddamn human looking sentinels. There was no way in hell, he was going to make it unless he ‘amped up’. Suddenly with a burst of speed and fresh strength in his legs, Amp started to pull away from the mutant hunting monstrosities.
ENTANGLE
- COST LEVEL = AN + 1
- This power allows you to bind an opponent with a physical substance that hinders his mobility and physical (but not purely mental) Actions. It comes with a Range of 2, which can be improved with an Advantage, as usual. Entangle is treated as a Ranged Combat attack, although the stones that may be placed in it are limited by your Entangle AN. Toughness does not provide any defense against this attack, but Reflexive Dodge does, as do defenses that block attacks from coming into contact with the victim (such as an active Force Field). The red stones that get through defenses should be noted, as they represent both the Resistance and, to a lesser degree, the Difficulty of any attempts to break the Entangle. The Difficulty cannot exceed one-half of the power’s AN, rounded down, which means that a particularly successful hit might only improve the Resistance. You may attack a target with this Action repeatedly, over several Panels, to “layer” the binding. Each successful attack that strikes for at least 1 red stone adds +1 to the Difficulty, until the limit of one-half AN is reached, but all red stones that get through defenses are added to the Resistance, without limit. In this manner, the Resistance can be increased far beyond the power’s AN, making it more time-consuming for the victim to escape (although no more impossible). To break out, the victim must use an Action and put stones into Strength or an appropriate damaging attack. Other people whom can attempt to damage the binding, as well, may assist the victim. If an ally uses any type of ranged Action to do this, then the victim is automatically struck by the attack, as well. He takes one-half of any damage caused (rounded down), while the binding takes full damage. If a victim cannot escape, then the binding dissolves on its own after an appropriate interval, determined by the GM (usually, about one hour).
- OPTIONS –
o (+1) Controlled – You can dissolve your own substance at anytime
o (+1) Obfuscating – Your substance also shuts down the senses. (Sight, sound, etc)
o (+1) Sturdy – Your substance is strong enough to make simple structures, bridges, barriers, shields etc. The stones you put in are the resistance needed to overcome it though each stone absorbed damages it and lowers its effective resistance.
o (+2) Stronger – Difficulty is now = to AN not ½ AN
o (-1) Maintenece – You must pay an upkeep of 1/stone per panel to maintain your substance.
- COMMENTS –
This is an excellent way to disable opponents without causing serious harm. Beware of targets with massive Strength scores, however, as they may rip through your binding in a single Panel. The Area Effect Advantage works nicely with this power. I use this power to represent a lot of things in my campaigns from the Trapster to Iceman’s ability to freeze opponents.
- RULES –
o Bind a target to hinder actions and movement
o Range 2
o Split Stones for multiple attacks
o Difficulty = ½ AN; Resistance = stones spent
o Binding can be layered. Increase D by + 1 (to max) and resistance by stones spent
o – 1 to the cost of Web-slinging or appropriate action
- EXAMPLE – read spiderman
FLASH
- COST LEVEL = AN + 1
- You are able to produce a blinding flash of light that overloads your target's vision, temporarily dazzling him. This is treated as a normal attack with a Range of 2, except that it does no actual damage. Instead, for every red stone that gets through, the target suffers a +1 Resistance Situational Modifier on all Actions affected by vision, including most forms of attack. This Modifier applies at full strength during the target's next Panel, but drops by 1 per Panel, thereafter, until it has vanished entirely. You can Flash a target more the once; however, the effects are not additive, so only the largest Modifier applies at any given time. This power has no effect on someone who is already blind. It gains +1 stone from the General Pool against a target with heightened senses; however, such victims can often compensate for the problem. The GM may decide to halve the effect of the resulting Situational Modifier during each Panel (rounding up), reducing the disability but not the duration. For example, if Wolverine is Flashed, and 3 stones get through his Defense (including the extra stone from the General Pool), the Situational Modifier would be 2 on the first Panel and 1 on the second and third Panels (after which it would vanish).
- OPTIONS –
o (+1)Controlled – You can cancel the effects of your power at any time.
o (+1) Increase to a range of 4
o (+2) Increase duration to lessen the penalty 1 / 2 panels
- COMMENTS –
This Action can also be used to simulate many effects that are not light-related. For example, you could define your Flash as a chemical spray attack. This would not affect the way the power works but might come up, now and then, under unusual circumstances. A mirror could not reflect it, for example, but it would be blocked completely by good pair of goggles. You could even use this to simulate some form of irritant, which causes a Situational Modifier due to pain and distraction, rather than blindness. Combined with Area Effect, you could simulate tear gas, laughing gas, or even a weak nerve toxin.
- EXAMPLE –
Star considered the options before her. She could simply blast these 2 muggers into oblivion or she could flash them, she though cheekily.
One minature supernova later and there were 2 temporarily blinded thieves outside of Wilkins Theatre.
LAW ENFORCEMENT
- COST LEVEL = AN + 2
- This action entails knowledge of things such as criminal law and police procedures. It is in some aspects a flavored version of Black Ops. It does come with specialties (interrogation, criminal psych, stakeouts, etc) and if purchased at an AN 3 or more, it grants a –1 cost level to Ranged Combat and Vehicle Operation.
- COMMENTS –
This action allows for upholding the law and knowledge of how to get around it. The cost breaks it entails make it as cost effective as Black Ops.
- RULES –
o Int bonus
o 3 AN and up = -1 CL of Vehicle ops and Range Combat
- EXAMPLE –
Detective Wilkerson surveyed the crime scene. Blood spattered on the mirror behind the bar. It was odd like an arc, almost too neat. Like someone had put it there on purpose. These were the kind of things you noticed on the beat after 25 years.
MECHANIC
- COST LEVEL = AN +2
- This action is a hybrid of technology and invention; except, of course, it is strictly limited to vehicles. It allows for the creation, construction, and modification of vehicles. A mechanic may affect any such vehicles as defined by its difficulty (use Vehicle Operations on the D&R). This knowledge also allows for the modification or addition of vehicular weapons if you desire. Also included is a –1 cost level to vehicle operations if bought at a 3 or more.
- OPTIONS
o (+1) Can customize weapons for vehicle
- RULES
o Intelligence bonus
o Works as Invention this action filling in for both that and technology
- EXAMPLE –
Gadget was at home under the hood of the classic car. Of course by this time next week it wasn’t going to be so much of a classic car as it is going to be a hovercraft he thought.
OBJECT EXPLOSION
- COST LEVEL = AN + 4
- This is the ability to focus on a single non-living object within your line of sight and cause it to explode. You apply stones vs. the object's Durability... if you meet or exceed the Durability, the object explodes as an Area Effect, causing damage to anything nearby. The force of the explosion is the number of stones by which you exceeded the object's Durability, plus the object's mass in stones (the total can only go up to twice the object's mass.) The type of energy, of course, is simply concussive force. An attempt at explosion that doesn't overcome the target's Durability is a failure... you cannot apply stones slowly over time to eventually explode an object. Finally, the range of this power is 4.
Note that indestructible material/weapons cannot be made to explode, nor can adamantium or immaterial objects (energy constructs like pure force fields, etc.) Note also that you cannot alter the area of explosion by adding extra stones... if you just barely put in enough stones to cause a 5-stone (mass) object to explode, then the Area Effect will cover a level-5 area.
- COMMENTS –
Very powerful, especially considering that you can split stones as needed to strike multiple objects. Worth the price
- RULES
o Split stones for multiple objects
o Target must be in line of sight and non-living
o Apply stones vs target Durability
o Damage = Stones that exceed Durability + object’s mass
o Area of Effect = dmg
o Damgage cannot exceed twice the object’s mass
- EXAMPLE
Detonator wasted no time and continued his march towards the bank despite the fact 5 cops hand guns pulled on him. After one second and a series of small explosions there were no more guns and 5 cops with bloody stumps instead of hands.
TACTICS/STRATEGY
- COST LEVEL = AN + 3
- This allows you to plan and execute a tactic or strategy and benefit from it. It essentially lowers the resistance of another character's Action, or of a specific problem or situation. You may apply any number of stones to the Action/problem/situation, even over multiple panels, but only up to your Action Number plus your Intelligence. Then, in any panel afterwards (unless the situation alters, in which case you lose your stones) you may take advantage of your analysis. This is done by performing another Action to exploit the advantage you've gained. The Resistance of the situation is lowered, after taking into account situational modifiers, to a minimum of 0. The Difficulty of the situation is also reduced by -1 (regardless of the number of stones applied.) This power may be used again on a specific situation after the situational advantage has been exploited. Comes with a free Intelligence bonus.
- COMMENTS –
While similar to Concentration, this Action instead reduces Resistance rather than boosting your effort, and can often make the impossible possible. Just remember that any advantage you acquire by applying this Action to a situation must be exploited before the situation changes, or you lose your stones and must reapply them. You may describe the situational advantage you gain if you wish, but usually the GM does so... after all, part of the point of this Action is so that you can be as tactically ruthless as your character is supposed to be, without actually having to think up the tactics!
- RULES
o Intelligence Bonus
o Resistance of situation is lowered by stones spent
o Difficulty is lowered by one
- EXAMPLE
Agent Gill kept telling himself he had been in worse situations than this one. Of course the bomb sitting in front of him slowy ticking off the seconds begged to differ. Gill had a fair understanding of technology, but this explosive was beyond him. He needed to think of something and fast! Then the answer hit him; he could just avoid the exterior wires, the ones that kept throwing him for a loop, and focus on the interior – which was much more familiar to him. Hopefully he had time to work this out.