Powers List

Absorption (4 Power Points)
This ability allows an avatar to absorb damage and negate it, or even channel the energy back into his own body. Absorption only works on a particular type of energy, such as ice and cold, fire and heat, magic, radiation, kinetic (includes bullets and punching), slicing (swords and knives), etc.

The avatar must make a Vigor roll when wounded. Each success and raise eliminates a wound.

Modifiers

  • Requires Activation (–1 Power Point) – The power must be activated. This is a free action, but it isn’t the avatar’s “normal” state (i.e., his absorption works only when he’s actively engaged it). If taken by surprise, the power has no affect.
  • Transference (+3 Power Points) – Each wound negated increases Strength or Vigor one step. The increases last three rounds.
  • Reflection (+5 Power Points) – This modifier actually redirects the damage back toward its source, as long as the source is within the avatar’s line of sight. Every wound absorbed causes a wound to the original attacker.

Altered Form (3 Power Points)
The avatar has a body made of sand, water, metal, rubber, or other matter, or he can stretch or manipulate it. He can assume any basic shape, but does not actually look like other items or people without the chameleon power. The basic power costs 3 points and allows him to extend or compact his body by 50%. This gives him a Reach of square as well.

Rubbery bodies or those made of matter (earth, sand, water, insects, and so on) have +4 armor against attacks resulting from other matter and kinetics (including bullets, fists, etc.).

Bodies made of energy are exactly opposite (+4 armor versus energy attacks but no protection against physical damage).

Modifiers

  • Fall-Proof (+1 Power Point) – Avatars with this modifier suffer half damage from falling, crashes, or similar incidents. They can never be killed by a fall or crash (though they can be Incapacitated).
  • More Elastic (+1 Power Point per level) – Each time this modifier is taken allows the avatar to further modify his size, width, and thickness by an additional 50%, and his Reach by +1 square. With More Elastic +2, for example, he could grow 150% larger (15’ high for a typical man) and has a Reach of 3 squares.
  • Replenish (+3 Power Points) – If the avatar’s form is actually made of energy or matter and he contacts an identical, substantial source of energy or matter, he may spend an action to make a Spirit roll. A success grants him +2 steps in Strength for 5 rounds or heals one wound.
  • Requires Activation (–1 Power Point) – The power must be activated. This is a free action, but it isn’t the avatar’s “normal” state. If taken by surprise, he is caught in his normal form.

Animal Control (Varies)
The avatar has the ability to control animals within a number of miles equal to his Spirit, and may even have a constant animal companion.

Animal Control Table
Cost…….Types of Animals Controlled
3…………A swarm of rats, insects, or other vermin. A specific animal less than Large size.
5…………A single Large animal. Two smaller animals.
10……….A single Huge animal, two Large animals or five animals less than Large size.

Modifiers

  • Animal Companion (x2 Power Points) - The animals are always with the avatar wherever he goes. This can be as much of a drawback as it is an advantage.
  • Shapechanger (+5 Power Points) – Instead of controlling animals, the avatar can become them. He gains the physical Attributes of the creature if greater than his own (Agility, Strength, and Vigor) and all special abilities of the animal, including all forms of movement. This modifier cannot be combined with the other animal control modifiers except Unique; in which case, the avatar can only transform into one specific animal form.
  • Summoning (+5 Power Points) – The animal(s) can be summoned and dispelled at will. The creatures appear within 12 squares of the avatar.
  • Supernatural Powers – (Variable) – Special creatures can be created as well. Start with the basic statistics of the animal (or a similar creature) and add Power Points at a cost of 1 point per Power Point spent.
  • Telepathic Link (+1 Power Points) – The avatar can call to animals via telepathy. They understand his basic instructions, and he can read their basic emotions.
  • Unique (Half) – Halve the total cost of the creature(s) if it is unique and cannot be easily replaced when slain. Replacement should be an adventure in itself and may require a long trek to a remote location,

Aquatic (1 Power Point)
The avatar is native to the water. He doesn’t have to make Swimming rolls to avoid drowning when in water, and adds +2 to all Swimming rolls.

While in the water, his Pace is equal to his Swimming skill.

Modifiers

  • Needs Water (–1 Power Point) – The avatar must be completely immersed in salt water at least once every 24 hours or suffer a level of Fatigue. Incapacitated water-dwellers die 24 hours later if not immersed again. Every four hours spent immersed in salt water heals one level of Fatigue. This limitation does make this power free.

Armor (2/4/6 Power Points)
Your avatar gains 3 points of armor each time this power is purchased. This could represent mystical armor, power armor, or some other source of protection.
Armor does not stack with regular armor, such as chain mail or Kevlar. The avatar takes the highest value instead.

Modifiers

  • Heavy Armor (+2 Power Points) – The armor is considered Heavy Armor, and can
    only be hurt by Heavy Weapons.
  • Requires Activation (–1) - The armor must be activated. This is a free action, but isn’t the avatar’s “normal” state (i.e., he doesn’t eat, sleep, and walk about in public armored up). If taken by surprise, the power has no affect.
  • Partial Protection (–1) – The armor only covers the torso of the avatar. The head and limbs are exposed.

Attack, Melee (2 Power Points/level)
Your avatar has a special melee attack. Each level of this power adds 1d6 to his hand-to-hand attack damage, to a maximum of +6d6. This counts as a Heavy Weapon.
This bonus may be stacked with hand weapons as usual. An avatar with a great sword (Str
d10 damage) and one level in attack, melee, for instance, does Str+d10+1d6 points of damage.

Modifiers

  • Armor Piercing (+1 Power Point/2) – Every point put into this attack gives your attack an AP value of 2, allowing it to bypass that many points of armor.
  • Focus (+3 Power Points) – Your avatar may choose to bypass and ignore the armor of inanimate objects (not people or the armor they wear) by taking a –4 to his Fighting roll. If a avatar with this ability attacks a tank with a Toughness of 77 (60), he ignores the 60 points of armor and attacks its base Toughness of 17.
  • Knockback (+2 Power Points) – Your attacks cause targets to fly back 1d4 squares for each success and raise on the attack roll. If you normally cause knockback, this increases to 1d10 squares.
  • Nonlethal (+1 Power Point) – Foes wounded by your attack can be rendered un- conscious rather than risking death after Incapacitation. It’s your choice whether any given attack is lethal or not.
  • Reach (+1 Power Point) – Your avatar’s natural attacks have a Reach of 1 square. This modifier may be purchased multiple times to further extend his reach.
  • Elemental (+2 Power Points) – Your avatar may add one option from the list of Elemental Effects that occurs every time this attack is used.

Attack, Ranged (3 Power Points)
You have a ranged attack of some sort. The range is 12/24/48 squares, the damage is 2d6, and the attack counts as a Heavy Weapon.

Modifiers

  • Area Effect (2/4 Power Points) – For 2 additional points, the attack affects an area the size of a Medium Burst Template or Cone Template. For 4 points it’s the size of a Large Burst Template. Everyone within the template suffers the attack’s damage
  • Armor Piercing (+1 Power Point/2) – Every point put into this modifier gives your attack an AP value of 2, allowing it to bypass that many points of armor.
  • Extra Damage (+3 Power Points/d6) – Your attack does an extra 1d6 damage for every 3 additional points put into this modifier, up to a maximum of 5d6.
  • Focus (+3 Power Points) – Your avatar may choose to bypass and ignore the armor of inanimate objects (not people or the armor they wear) by taking a –4 to his Shooting roll.
  • Knockback (+2 Power Points) – Your attack causes targets to fly back 1d6” for each success and raise.
  • Nonlethal (+1 Power Point) – Foes wounded by your attack can be rendered unconscious rather than risking death after Incapacitation. It’s your choice whether any given attack is lethal or not.
  • Rapid Fire (+3 Power Points/extra shot) – You can fire an extra missile each action, up to a maximum Rate of Fire of 3. You suffer no penalty for these extra attacks.
  • Requires Material (–2 Power Points) – You attack by hurling, throwing, or manipulating matter of some sort that you cannot create or carry with you (huge chunks of metal, shards of ice, etc). If the material isn’t present, you cannot use your power.
  • Elemental (+2 Power Points) – Your avatar may add one option from the list of Elemental Effects that occurs every time this attack is used.

Awareness (3 Power Points)
Avatars with awareness suffer no penalties due to bad lighting, fog, or other obscurement. Cover modifiers for solid protection (hiding behind a wall, prone, etc.) apply normally.

Modifiers

  • Danger Sense (+5 Power Points) – The power serves as an early warning system. All attacks against the avatar suffer a –4 penalty as he dodges ahead of the actual attack. This does not stack with modifiers from deflection, parry, flight, or speed. The avatar also gets a Smarts roll to detect ambushes or hidden dangers.
  • Requires Activation (–1 Power Point) – Your avatar ’s awareness must be activated. This is a free action but it isn’t the avatar’s “normal” state (i.e., he doesn’t walk around with his antenna up, bat ears out, etc.). If taken by surprise, the power has no effect.

Broadcast (1 Power Point)
The avatar can tap into and control local radio and television broadcasts within one mile, further with a direct feed of some sort.

Modifiers

  • Manipulation (+5 Power Points) – This dastardly power allows your avatar to not only tap into broadcasts, but to manipulate them as well. He can render any electronic image or sound, mimicking popular news anchors, pop stars, or others as long as he has studied that person before.
  • More Range (+2 Power Points) – The avatar can tap into broadcasts within an additional 1000 miles each time this modifier is purchased.

Burrowing (2 Power Points)
Burrowing avatars can tunnel through earth at their basic Pace (and may “run” as well).
A burrowing avatar may tunnel on her action and erupt from the ground at any point within her burrowing Pace the same round if desired. Burrowers cannot be attacked while beneath the earth unless the attacker has some special means of detecting them and penetrating the intervening dirt.

Burrowers strike by erupting from beneath their opponents and taking them by surprise. When this occurs, the burrowing avatar makes an opposed Stealth roll versus the target’s Notice. If the burrower wins, she gains +2 to attack and damage that round, +4 if she gains a raise. If the target wins and was on Hold, he may attack just as the burrower erupts from the ground.

Solid rock, metal, and other hard substances stop the tunneler cold.

Modifiers

  • Tunneler (+3 Power Points) – The avatar can tunnel through rock, metal, and other hard substances at the rate of 10 feet per minute.

Chameleon (3 Power Points)
This power allows the avatar to assume the appearance of another being or animal. The avatar cannot emulate someone more than 2 Size levels different from himself.
Someone familiar with the original target gets a Notice roll at –2 to detect that something is off (but even then only after short range interaction). Clever roleplaying and intimate questions might also see through the disguise as well.

Chameleons do not gain any of the target’s abilities or Traits—only his appearance. A chameleon with the copycat power can be very convincing!

Modifiers -

  • Inanimate Object (+3 Power Points) – The avatar can assume the shape of inanimate objects. The form assumed cannot vary from the avatar’s size by more than 50%.
  • Voice (+2 Power Points) – Your avatar can emulate voices as well. The mimicry is perfect enough to fool voice identification devices. Combined with an assumed form, this modifier increases the Notice roll allowed to detect the chameleon to –4.

Construct (5 Power Points)
This avatar is a living automaton, cyborg, robot, statue, or android. Player avatar constructs have emotions and can feel fear.

Constructs add +2 when attempting to recover from being Shaken, do not suffer from Wound modifiers, and are immune to disease or poison.

Constructs do not heal wounds normally, and cannot recover wounds from the Healing skill or power. Repair is used instead. Each Repair roll requires tools and spare parts (–2 modifier without tools, another –2 without spare parts) and 1d6 hours work.

Copycat (2 Power Points/level)
This power allows the avatar to mimic the effect of any one other power she sees with a point value up to her level in this power. The power copied must be identical to the original in all ways, including all modifiers and trappings.

Copycat cannot duplicate effects created by devices, so a foe using technology may have very little for the copycat to mimic.

Copying a power is an action. Copied powers last for 12 hours or until a new one is copied.

Modifiers

  • Devices (+3 Power Points) – The power can copy device effects as well, usually by creating a similar item somehow—from metal, magic, or even tangible illusions.
  • Extra Duration (+3 Power Points) – The power is retained until a new one is copied.
  • Savant (+3 Power Points) – This powerful avatar can choose to alter the point cost of a target power by dropping any or all modifiers taken. Modifiers may only be dropped from a power, not added.
  • Touch (–3 Power Points) – The avatar must touch the original possessor of the target to copycat his power (a successful touch attack).
  • Versatility (+3 Power Points) – The avatar may copy multiple powers as long as the total cost is not greater than her level in this power.

Damage Field (3 Power Points)
This power creates a dangerous aura of some kind around the avatar. The damage field must be activated, though this is a free action. Once on, it may remain that way until the avatar decides to shut it down.

At the end of the avatar ’s movement for a round, every adjacent creature suffers 2d6 damage. This counts as a Heavy Weapon. The power does not cause damage to those the avatar passes by during his movement.

Modifiers

  • Medium Template (+3 Power Points) – Everyone within a Medium Burst Template centered on the avatar suffers the damage.
  • Selective (+3 Power Points) – The avatar can control who is affected by his power and who isn’t.
  • Elemental (+2 Power Points) – Your avatar may add one option from the list of Elemental Effects that occurs every time this attack is used.

Darkvision (2 Power Points)
The avatar can see in the dark and ignores all darkness penalties.

Modifiers

  • Low Light Vision (–1 Power Points) – The avatar can see in Dim and Dark conditions, but not in total darkness.
  • Requires Activation (–1) – The power must be activated. This is a free action, but it isn’t the avatar’s “normal” state (i.e., his darkvision works only when he’s actively engaged it). If taken by surprise, the power has no effect.

Decay (3 Power Points)
This truly terrible power destroys matter. Each full round spent in contact with a substance destroys 10 pounds of matter.

Living beings touched by decay must make a Vigor roll or suffer a wound. Touching the victim typically requires a touch attack with a called shot to hit exposed skin.

Modifiers

  • Midas Touch (–2 Power Points) – The avatar can’t turn off his power. Everything he touches (except himself) with his bare hands begins to decay.
  • Rapid Decay (+2 Power Points) – Each time this modifier is chosen, the amount of matter destroyed in a round doubles. It has no additional effect on living beings.
  • Strong (+2 Power Points) – Vigor rolls to resist decay are made at –2.

Deflection (1-6 Power Points)
This handy power deflects incoming ranged attacks. If you want actual armor from such attacks, see armor or force control. To block melee attacks, see parry.

Every Power Point spent on deflection subtracts one from Shooting, Throwing, or other ranged attack rolls made against the deflector up to a maximum of –6. Deflection does not stack with penalties from flight, invisibility, or speed.

Modifiers

  • Limited (Halve Total Power Points) – The avatar can only deflect one type of attack (fire, cold, kinetic energy, etc.).
  • Requires Activation (–1 Power Point) – The power must be activated. This is a free action, but it isn’t the avatar’s “normal” state (i.e., his deflection works only when he’s actively engaged it). If taken by surprise, the power has no effect.

Duplication (5 Power Points)
Avatars and creatures possessing this ability can create exact copies of themselves (without the duplication power). The copies created are Extras even if the “parent” is a Wild Card and are completely under the creator’s control.

The duplicates must stay within 5” of the creator. A dupe disappears if it moves beyond this range—voluntarily or otherwise!

Duplicates are always slightly off. Perhaps they don’t sweat, don’t cast shadows, or have some other “defect.” Those who make a Notice roll at –2 can determine if a particular dupe is the real avatar or not. Note that foes don’t instantly spot the original—they simply can tell whether or not a particular dupe is real or not.

The duplicates may be “dispelled” at the caster’s whim and automatically vanish if the “original” is Incapacitated.

Modifiers

  • Extra Duplicates (+3 Power Points/Dupe) – Each time this is taken the avatar gains another duplicate. Every two duplicates created inflicts a –1 concentration penalty to the avatars rolls.

Earthquake (1 Power Point)
Earthquake allows a avatar to create a small rend in the earth that can stun and entrap foes. The crack is a shallow (two feet deep or so) crevice which races 12 squares from the avatar in a straight line. Every target in the line of attack must make an Agility roll or be Shaken. Those who are Shaken are stuck in the crack and cannot move until they become unshaken.

Modifiers

  • Earthshake (+3 Power Points) – The avatar can also cause a circle of earth to tremble and shake. The size of the tremor is equal to a Large Burst Template, positioned up to 24 squares distant from the creator. All those within must make an Agility roll or be Shaken. Normal buildings within the area of effect generally suffer significant damage. Hardened buildings suffer minor damage at best, but might be breached if the power is repeated for several minutes.
  • Trigger (1 Power Points) – If this power is used at the heart of a fault-line, such as deep within the earth at a tectonic plate, and the avatar has this modifier, the results can be catastrophic. Roll a d6 when this is attempted (no more than once per game week). On a 6, a real earthquake is triggered. The size of the earthquake and its extent depends on the fault line, but is generally a d43 in intensity on the Richter scale and affects a d20 x 10 mile radius from the epicenter.

Energy Control (2 Power Points)
Energy control allows a avatar to manipulate raw force or energy. The controller must choose a particular type of energy when taking this power, such as fire, kinetic energy, cold, darkness, electricity, light, psionics, radiation, or sound.

Energy control allows the user to manipulate enough energy to fill a Medium Burst Template. Within the template, fires may be nullified, air evacuated (or filled), electricity drawn or drained, etc.

Small effects—lighting a match with fire, making a cool breeze with air, etc.— require an action but no roll. Additional effects are described below. All powers have a range of 12 squares.

Nullify – With a Smarts roll, the controller can completely contain or otherwise negate the appropriate energy in a Medium Burst Template so that it causes no harm to those inside. Direct attacks of the same type that enter the zone do half damage.

Damage – Energy control can be used to injure targets by striking them with force, surrounding them with dangerous energy, dehydrating their bodies, and so on. The attack is the size of a Medium Burst Template. Everyone within suffers damage equal to 2d6. This counts as a Heavy Weapon. (If you want a more powerful attack, take the attack, ranged power separately.)

Modifiers

  • Large Burst Template (+3 Power Points) – All energy control references to a Medium Burst Template are changed to a Large Burst Template.
  • Selective (+2 Power Points) – All the different powers that affect an area, such as a nullify or damage, affect everything under it unless this modifier is purchased. With this modifier, the controller decides who gains the protection, gets hit, etc.
  • Elemental (+2 Power Points) – Your avatar may add one option from the list of Elemental Effects that occurs every time this attack is used.

Ensnare (3)
This power allows the avatar to restrain his target with some sort of binding material, whether via energy, ropes, vines, webbing, or some other binding matter.

Ensnaring a victim is a Fighting roll against an adjacent foe. If the attack is successful, the victim is bound and suffers a –2 penalty to Pace and skills linked to Agility and Strength until freed. With a raise, the binding fully restrains the target, who cannot make any physical action except to try and break free.

In either case, the target may make a Strength or Agility roll at –2 to break free. A raise allows the victim to break free and act in the same round.

Modifiers

  • Area Effect (+2 Power Points) – The snare is the size of a Large Burst Template and affects every target within.
  • Ranged Attack (+2 Power Points) – Targets up to 12 squares distant may be bound with a Shooting roll.
  • Stronger (+3 Power Points) – The binding material is very tough. Those caught within it must make their Strength or Agility rolls at –4 to escape.

Extra Limbs (4 Power Points/level)
Your character has an additional prehensile limb of some sort. He can take an additional physical action with it every round, and he does not suffer from multi-action or off- hand penalties while using it.

He may also assign extra limbs to take a sustained action, such as grappling someone.
You may purchase powers that only affect the limb at the same cost as devices (1 less point for every 5 points invested in the power).

You may purchase this power multiple times for multiple limbs.

Modifiers

  • Reach (1 Point/1 square) – The avatar’s limbs have Reach at the cost of 1 per square.

Fear (3 Power Points)
Some avatars are so menacing they cause Guts checks in all who see them. The range is 12 squares in good lighting, where targets can get a clear look at his appearance, sense his cold vibe, etc.

The power must be activated on the avatar’s turn, but is a free action. Even those who are permanently terrifying must yell, scream, glare, or otherwise “activate” the power.

No foe may be affected more than once per scene with this power.

Modifiers

  • Scary (–2 Power Points) – The effect is permanent or inherent and subtracts 2 from the avatar’ss Charisma.
  • Terror (+2 Power Points) – The Guts check is made at –2.

Fearless (2 Power Points)
Fearless avatars never suffer from Fear effects and cannot be Intimidated.

Flight (2-15 Power Points)
Your avatar can fly. The more points put into the power, the faster he can move. If it becomes important, his climb is equal to half his flying Pace.

The number listed under Attack Penalty is the modifier foes suffer when trying to attack the flier when he’s moving at this speed. Surprise attacks against the avatar when he’s at rest suffer no such penalties.

Flight Table
Points…..Speed………Attack Penalty
2………….Pace…………………….0
4………….2x Pace………………..0
6………….4x Pace……………….-1
8………….Pace of 48…………..-2
10………..Pace of 96…………..-4
15………..Speed of Sound……-8

Force Control (2 Power Points/level)
This power allows a avatar to create and control a force of pure energy that can lift objects, form shapes, bind enemies, or act as a protective barrier. The Strength of the field is d8 initially, and each additional level in the power adds a further die step (level 4 is d12+1). This is its damage if used to attack, how much it can lift, and so on, just as if it were an avatar. Those who are hit by it suffer the force’s damage (its Strength die, just like an avatar).

The avatar can reach 12 squares with his force.

The force can form rough shapes— giant hammers, fly swatters, scoops, and so on. Fine manipulation (creating a key or a Fabergé egg) isn’t possible with this power.

Modifiers

  • Bind (+1 Power Points) – The avatar can use his power to restrain foes. This requires an opposed Strength roll between the and the force. If the victim fails, he is bound and may attempt to break free on his actions with a Strength or Agility roll (his choice) opposed by the field’s Strength. Once bound, a foe is automatically hit each round if the attacker desires. Roll Strength damage for the force normally.
  • Flight (+4 Power Points) – The force can be used to “carry” the controller (and possibly his associates depending on its Strength), basically giving him the flight power at half the level he has in this power (two levels in force control is equal to one level of flight, 10 levels gives level 5 flight, etc).
  • Focus (+3 Power Points) – Bypass and ignore the armor of inanimate objects (not people or the armor they wear) by taking a –4 to the Fighting roll.
  • Force Field (+4 Power Points) – This allows the controller to create a bubble of energy that protects whatever is inside. The field covers any one person in the avatar ’s range. The sphere adds +1 to the Toughness of those protected for every level the user has in force control. This is not armor, and is not reduced by armor- piercing attacks. The controller may create portals in the field at will to let allies or attacks in or out. Foes can push their way into or out of the force field by making an opposed Strength roll with the field.
  • Heavy Weapon (+1 Power Point) – The force counts as a Heavy Weapon.
  • Maneuverable (+3 Power Points) – Avatars with this modifier may rapidly move their projection to strike many foes at once. Pick a starting point anywhere within the avatar’s range and move it in any path up to 1d10 squares. Every figure touched by the path must make an opposed Strength roll (versus the force’s Strength— not the avatar’s) or be knocked prone. Those rolling a 1 on their Strength die are Shaken as well.
  • Medium Template (+2 Power Points) – The avatar may use force control to effect a Medium Burst Template (this template can be used with all of the other modifiers as well). If used for Fighting or Binding, only one roll is made and applied to all foes underneath.

Extra Actions (3 Power Points/level)
This power allows you to take one additional action per round with no multi-action penalty. With this power, you could take two actions at no penalty, for example, or three actions at only –2 each.

The power may be taken multiple times to gain additional actions. An avatar may not perform the same action more than once in a round as usual (he can’t make a gun fire faster than it would normally or attack with a melee weapon in the same hand twice).

Modifiers

  • Repeat Action (x2 Power Points) – This modifier allows the avatar to perform the same action more than once per round. Weapons may be used twice, movement doubled, etc.

Gifted (1 Power Point)
The avatar ignores the –2 penalty when making unskilled rolls.

Growth (2 Power Points/level)
Growth allows a avatar to become larger, increasing his Size and Strength. It takes one entire action to grow or return to the avatar ’s normal size. The avatar may increase his size by less than allowed if he wants.

Each time growth is purchased it adds +1 to Size, which is added directly to Toughness and adds one step to the avatar’s Strength.

Between Size 4 to +7, the avatar is considered Large. Between +8 to +10, the avatar is considered Huge. Forms larger than Size10 generally add another square per level.

Modifiers

  • Monster (–1 Power Point) – The user can’t turn this power off; he is always this size. This gives him a –2 to Charisma, makes him much easier to track, and makes it difficult to find gear the proper size.

Healing (2 Power Points)
Your avatar can heal herself and others with a touch. To do so, she must spend an entire action in contact with the patient and make a Spirit roll minus the victim’s wounds. Failure simply indicates a lost action. Success heals one wound instantly, but costs the healer a Fatigue level that fades 24 hours later. A raise does not heal an additional wound, but does prevent the healer from suffering Fatigue.

Victims with multiple wounds require multiple attempts to heal completely.
Extras can also be returned to action using the same process outlined above. The GM must check to see if an Extra has expired or not before the healer makes her roll. It generally requires a Smarts roll on the healer’s part to recognize whether or not an Extra is beyond saving.

Modifiers

  • Refresh (+2 Power Points) – This power allows a healer to give her comrades a temporary respite. She makes a Spirit roll as a flood of healing energies floods out from her in a Medium Burst Template. Anyone within the template (friend or foe) automatically recovers from Shaken.
  • Rejuvenation (+3 Power Points) – The avatar can heal nonpermanent crippling injuries. This requires a Healing roll at –2 (and minus any wound penalties) and may only be attempted one time per injury. This is a separate roll from those used to treat any actual wound levels.
  • Restoration (+5 Power Points) – The avatar can heal permanent crippling injuries. This requires a Healing roll at –4 (and minus any wound penalties) and may only be attempted one time per injury by this avatar (a different healer could try again).
  • Revive (+2 Power Points) – The avatar can remove one Fatigue level from himself or others with a touch and a successful Spirit roll. Only one level per round may be so relieved. This feat may only be performed once per day on any particular victim. Any more than that requires actual food, rest, water, etc.
  • Resurrection (+10 Power Points) – The ultimate healing ability is the power to raise a creature from the dead. The body must have been dead no longer than 12 hours and must be reasonably intact (approximately 75%). Resurrected victims return to life with three wounds that fade at the rate of one per week, regardless of any other treatment, magic, miracles, or even the Revive modifier.

Heightened Senses (1 Power Point)
The avatar ’s senses are heightened for some reason. He adds +2 to Notice rolls. Some avatars with heightened senses should have the awareness power as well.

Modifiers

  • Eagle Eyes (+1 Power Point) – The avatar can see details twice as far as most
    members of his species.
  • Tracking (+1 Power Point) – Your avatar has a keen sense of smell, giving him a +2 to Tracking rolls.

Illusion (2 Power Points/level)
Illusion allows your avatar to create imaginary images and sounds. The illusions cannot actually affect the real world, but can pretend to. An imaginary monster might “pick up” a real car, but in truth, the car is just “blotted out” while a false one is hurled by the beast. The illusion must cover the “removed” object, and cannot mimic true invisibility.
The maximum size of the illusion is shown below.

Illusion Area Effect Table
Level……..Dimensions
1………….2 Squares Cubed
2………….4 Squares Cubed
3………….8 Squares Cubed
4………….16 squares Cubed
5………….32 Squares Cubed

Modifiers

  • Film Quality (+1 Power Point) – Cameras and microphones detect and record the illusions as well.
  • Psychosomatic Trauma (+2 Power Points) -Each round, the illusion may attack one target per level of the power. The illusion automatically “hits” and each target affected must make a Smarts roll or be Shaken. Those who roll a 1 on their Smarts die suffer a wound. A second Shaken result from an illusion never causes an actual wound.
  • Targeted (–1 Power Point) – The illusion affects the mind rather than creating tricks of light. Any avatar who wishes to “disbelieve” a particular illusion can make a Smarts roll at –2. If successful, she can detect what is real and what is false.

Immunity (4 Power Points)
Your avatar has limited immunity against a particular matter or energy based attack, such as air/wind, cold/ ice, fire/heat, radiation, darkness, light, steel, wood and so on. Avatars made of a particular substance (such as sand or insects) typically purchase this power for the same type of matter or energy as well.

You may choose this power multiple times to select different immunities.

Background effects of the particular energy type (walking through fire, in a nuclear reactor, etc.) are completely negated. Damage from direct attacks from the selected energy form is halved (roll normally, then halve the total).

Modifiers

  • Requires Activation (–1 Power Point) – The power must be activated. This is a free action, but it isn’t the avatar’s “normal” state (i.e., his immunity works only when he’s actively engaged it). If taken by surprise, the power has no effect.
  • Nearly Complete Coverage (x4 Power Points) – With this modifier, the avatar’s immunity applies to all matter and energy types except one, and he is barred from taking Immunity again for that one exemption. Depending on the exception chosen, such an avatar can typically survive unaided in airless space or at the depths of the ocean.

Intangibility (5 Power Points)
Intangibility makes the avatar unable to affect or be affected by physical and energy attacks or objects. The character can walk through walls or other barriers but cannot affect the physical world while intangible.

Turning intangibility on or off requires a Spirit roll and is an action.

While intangible, any items the character carries also become intangible and do not function. Other beings carried by the character do not become intangible and are dropped.

Vulnerabilities – Some attack forms still affect the intangible character (depending on her trappings). If a character chose mist form as her trapping, for example, the GM might decide that fire or wind-based trappings still affect her normally. Similarly, a ghost might be affected by magical or spiritual attacks. Magical or psychic attacks should almost always affect incorporeal creatures.

Modifiers

  • Phaser (+2 Power Points) – The avatar can phase in and out very rapidly. A Spirit roll is still required, but it counts as a free action.

Interface (2 Power Points)
Your avatar can interface with electronic gadgets, giving him much greater access to its inner workings than others. He gains +4 to rolls involving the use of computers or other electronics.

Modifiers

  • Code Breaker (+1 Power Points) – Using an audio imitator, a mini-computer with
    lockpicking software, a retinal falsifier, or other device, your avatar can open electronic locks and other protection devices with a simple Knowledge (Electronics) roll. This takes four rounds, two if the you score a raise on the skill roll.

Invent (2 Power Points/level)
This impressive ability allows an avatar to create one-off devices that duplicate any other power in this book. A avatar must have a minimum Smarts of d10, a Knowledge (Engineering) of d10, and a Repair skill of d10 to take this power.

The inventor can create a device that mimics any power in this book. He does not get the discount for it being a device, however—that’s already figured into the price of this power. The cost of the power duplicated can never be greater than the creator’s level of invent. An inventor who wants to create an invisibility cloak, for example, must have invent at level 5 since invisibility is a 5-point power.

The inventor can make several devices as long as he has the Power Points in invent to pay for them. A avatar with invent at level 10 could have two 4-point devices and a third 2-point device.

The device invented requires 10 minutes times its original cost (a 5-point invisibility cloak takes 50 minutes to assemble). Ultra-tech gadgets aren’t really created in a few hours—the inventor is assumed to have been working on his many devices in his spare time, but only puts the design together when needed.

The devices created are permanent, but must be disassembled for “parts” to make a new device (thereby freeing up the Power Points to invent something new).

Devices may be given to other creatures, but Trait rolls made to use the device are made at –2 as only the inventor truly understands his jury-rigged creations.

Invisibility (5 Power Points)
The avatar can become invisible at will. Becoming visible or invisible requires an action.
Attacks made against an invisible foe suffer a –6 penalty (which does not stack with deflection, parry, flight, or speed). Invisible beings always leave some tell-tale trace for those who are looking, whether it’s a shimmer, a smell, footsteps, etc., so foes get a Notice roll at –4 to detect their presence if given some reason or if the invisible avatar closes within 1 square.

Jinx (2 Power Points)
Your enemies are constantly suffering minor slips, misfires, and other mishaps. Any foe making a direct action against your avatar—whether an attack, a test of wills, or other action—suffers a mishap if his skill die is a natural 1, regardless of Wild Die. When this occurs, the foe’s weapon malfunctions, he slips and falls, a rival avatar’s power fails, and so on. The exact effect is up to the Game Master, but should usually cause the foe to miss his turn at the very least.

Modifiers

  • Area Effect (+2/4 Power Points) – This power affects everyone within a Medium Burst Template centered on the avatar, including allies. With the four point version he can choose who is affected under the template.
  • Improved Jinx (x2 Power Points) – Foes suffer misfortune on a roll of 1 or 2 on their Trait die.

Leaping (1-5 Power Points)
Avatars with this ability have incredible jumping capacity. The number of points you put into this power determines how far he can jump.

Your avatar ignores falling damage for heights up to his vertical distance. This might occasionally be negated if he is bound or unconscious and cannot land on his feet.

Death From Above – If combined with a melee attack, the leaper may add his level to any damage caused at the end of his jump. The victim can see it coming though, so each +1 added to damage is subtracted from the attack roll.

Leaping Table
Level……..Vertical Distance……..Horizontal Distance
1………………2 Squares…………………4 Squares
2………………4 Squares………………..8 Squares
3………………8 Squares………………..16 Squares
4………………16 Squares……………….32 Squares
5………………32 Squares……………….64 Squares

Modifiers

  • Bounce (+1 Power Points) – The avatar learned to bounce off vertical surfaces to climb higher than he might otherwise. He may scale any height as long as he has an opposing wall within half his horizontal distance to bounce off of.

Malfunction (3 Power Points)
The avatar can cause technological devices to simply fail. To cause a malfunction, the avatar picks a target within 12 squares and makes a Spirit roll, minus the modifiers below. If successful, the device malfunctions in some way. Simple and moderately complex devices just stop working. Complex devices lose a random subsystem, determined by the GM.

Particular sub-systems of complex devices can be selected as well. This incurs a further –2 penalty on the device. Causing a tank’s gun to malfunction, for example, is a total modifier of –6 (–4 for complex device, –2 for a subsystem).

Malfunction Table
Penalty……..Device
0……………….Simple (can opener, handgun, bow)
–2……………..Moderate (rifle, car transmission, microwave oven)
–4……………..Complex (tank, shielded military hardware)

Matter Control (4 Power Points/level)
The avatar can shape and control a particular type of material. He may cover an area the size of a Medium Burst Template for each level of this power. Normally this is a thickness of a few (game world) inches, but these templates may be stacked together to increase the effect. The amount of material affected is shown below.

Matter Control Table
Material……………………..Weight per Level
Earth/Stone/Sand………………10,000 lbs
Ice/Water…………………………..10,000 lbs
Glass…………………………………..20,000 lbs
Plants…………………………………50,000 lbs
Metal………………………………….10,000 lbs
Synthetics…………………………..20,000 lbs
Cloth…………………………………..10,000 lbs

The material must be visible and within 24 squares to be manipulated. Any sort of manipulation, including maintaining hold, requires an action. The Toughness of the material per section is 10.

Distraction – Matter can be manipulated to distract foes by showering them with dirt, glass, or other material. This is an opposed roll of the controller’s Spirit versus the target’s Agility. On a success, anyone attacking the target gains a +2 until the victim’s next action. With a raise, the target is also Shaken. Multiple foes may be targeted at a -1 penalty for each (showering three foes subtracts 2 from all opposed rolls, for example).
Note that matter control does not allow your avatar to make attacks with the material he controls. Take the attack, ranged power for that.

Modifiers

  • Binding (+1) – The avatar has enough speed and control over the material to bind his foes. This requires an opposed Spirit roll versus the target’s Agility. If the victim fails, he is bound and may attempt to break free on his actions by a Strength or Agility roll opposed by the controller’s Spirit. Multiple foes may be “attacked” each round at a standard multi-action penalty. Maintaining the bind requires concentration and subtracts 1 from all other rolls for each victim held. Once bound, a foe is automatically hit each round if the attacker wants to crush him. Roll damage using the controller’s Spirit die.
  • Gliding (+4) – The avatar can move along the matter he shapes, whether he’s sliding on ice or being carried along by a piece of earth or metal. He effectively has flight equal to his level of matter control.

Mind Control (3 Power Points)
The power to control minds is perhaps the ultimate ability. With it, the avatar can contact and control another mind within 12 squares by making an opposed Smarts roll with the target. This counts as an action. Because of their divine nature, other avatars are unaffected by this power.

Success means the target is completely under the avatar control. If the avatar also has telepathy, he has a mental link of infinite distance with his victim. The subject may now venture outside the controller’s range of 12 squares and can mentally relay any information the controller requires.

The subjects are complete slaves, but being forced to attack loved ones or act completely against their nature allows them to make another contested Smarts roll to break the link.

Any time the controller is Shaken, sleeps, is knocked unconscious, or otherwise cannot main- tain basic concentration, all minds under his control are instantly released.

Modifier

  • Mind Wipe (+3 Power Points) – The controller can manipulate the victim’s memories so that he does not remember what he’s done while under mind control.
  • More Minds (+2 Power Points) – The mentalist can control another target each time this Modifier is bought.

Mind Reading (3 Power Points)
Mind reading allows an avatar to read another ’s thoughts. This is an opposed Smarts roll with a range of 12 squares. A success detects surface thoughts, but the target is aware that someone is in his head. A raise reveals deeper notions and does not betray the telepath’s presence.

Entering another person’s mind is always taxing. It requires an action, and automatically Fatigues the mind reader.

Drunk or drugged targets suffer a –2 penalty to their Smarts rolls.

Modifier

  • Mind Rider (+3 Power Points) – The telepath can see, hear, taste, touch, and feel through his target’s senses. Doing so lasts as long as desired but requires absolute concentration. Any other action taken while mind riding is considered a multi-action.

Followers (1 Power Point/level)
Each time this power is taken, your avatar gains a faithful and reasonably loyal follower with the following statistics. More competent followers must be obtained through normal roleplaying.

Follower
Attributes – Agility d6, Smarts d4, Spirit d6, Strength d8, Vigor d8
Skills – Fighting d8, Notice d6, Shooting d6, Throwing d6
Pace – 6; Parry – 6; Toughness – 6
Gear – That’s up to you and your wallet.

Modifiers

  • Summonable (+2 Power Points) – You can summon your minion to you via warpgate, magical portal, rapid transport, etc. They will arrive within 1d4 rounds of summoning. This modifier must be purchased for each summoned minion.
  • Empowered Followers (Variable) – Special followers can be created as well. Each point spent on this modifier grants one Power Point to every followers.

Negation (2 Power Points/level)
This handy power allows your avatar to negate others’ powers and abilities. To do so, he must make a successful touch attack. He then makes a Spirit roll opposed by his target.
If successful, he may reduce any of the target’s powers by a number of Power Points equal to his level in negation. The reduction in Power Points affects positive modifiers first, then the base power. In the case of partial reductions of a power, avatars may only use power effects they can pay for fully.

An avatar with this power may instead negate one step of an attribute or two steps of a skill per power level to a minimum of d4.

The Power Points return after 2d6 rounds.

To steal someone’s abilities, see the copycat power.

Modifiers

  • Improved Duration (+2 Power Points) – The Power Points return after 1d6 hours.
  • Range (+3 Power Points) – The avatar can use his power without touching his foe, at a distance of up to 12 squares.
  • Restricted to Copycat (–2 Power Points) – The avatar may only negate powers he also mimics with copycat.

Paralysis (2 Power Points)
A successful touch attack causes the victim to make a Vigor roll. With a raise on the Vigor roll, the victim is unaffected. With a success, the victim is Shaken. If he fails, the victim is paralyzed for one round. On the victim’s second action after being paralyzed, he improves his condition to Shaken and may recover normally from that point on.

Modifiers

  • Extra Duration (+1 Power Points) – The paralysis lasts one extra round for each Power Point spent on this modifier before the victim improves his condition to Shaken.
  • Extra Power (+1 Power Points) – The victim’s Vigor rolls are made at –2.
  • Extra Range (+4 Power Points) – The power is tied to a ranged attack of some sort, such as special bullets, an energy blast, and so on. You must have attack, ranged to use this modifier.

Parry (2/4/6 Power Points)
Your avatar’s Parry increases by +3 per level. Note that you’re better off increasing Fighting via the avatar skill power until you hit d12, when it becomes more cost-effective to purchase parry instead.

Modifiers

  • Catch and Throw (+2 Power Points) – Your avatar can catch ranged weapons and hurl them back instantly. Catching a thrown projectile such as a rock or spear requires an Agility roll. Arrows and other muscle-powered projectiles require an Agility roll at –2, and catching a single bullet is an Agility roll at –4. Throwing it back is a normal Throwing roll with a range of 3/6/12. Thrown weapons such as spears cause their normal damage. Bullets, arrows, and the like cause Strength damage. This throwing roll is a free action.
  • Requires Activation (–1 Power Points) – The power must be activated. This is a free action, but it isn’t the avatar’s “normal” state (i.e., his parry works only when he’s actively engaged it). If taken by surprise, the power has no effect.

Regeneration (5 Power Points)
Whether through self-knitting flesh and blood or advanced technology, your avatar’s wounds heal themselves in an amazingly short amount of time.

Make a Vigor roll every hour. If the roll is successful, your avatar heals one wound.

Modifiers

  • Fast Regeneration (+5 Power Points) – Your avatar rolls to recover wounds every minute.
  • True Regeneration (+10 Power Points) – Your avatar rolls to recover wounds every round. This can be upgraded from Fast Regeneration for 5 points.

Speak Language (2 Power Points)
Your avatar can speak any language.

Modifiers

  • Written Word (+1 Power Points) – He can read and write any language as well.

Speed (variable)
Your avatar can run at incredible speeds depending on the number of points you put into it, as shown below.

The number listed under Penalty is the modifier foes suffer when trying to attack the avatar, assuming he’s actually in motion. Surprise attacks against the avatar when he’s at rest suffer no such penalties. In combat, assume the avatar is always in motion unless he’s bound, entangled, or the player specifically says he’s stopped moving.

Speed Table
Points……….Speed……….Penalty
1……………..2 x Pace…………..0
3…………….4x Pace……………-1
5…………….Pace of 48……….-2
8…………….Pace of 96……….-4
10……….Speed of Sound…..-8

Modifiers

  • Pummel (+2 Power Points) – Your avatar can pummel a foe with a multitude of quick strikes. This is a Fighting attack at –2 that consumes the avatar’s entire action and must use either fists or small weapons no larger than knives. If the pummel is successful (he “hits”), the pummeler has hit with enough of his blows to seriously rattle his foe and hit his weak spots. Add the penalty others need to hit the avatar to his damage roll (add +8 to damage with Sonic Speed, for example).
  • Whirlwind (+5 Power Points) – By running in a tight circle (the size of a Large Burst Template or smaller), every creature within must make a Strength roll or be sucked into a miniature whirlwind and thrown into the air. Place all figures 1d10 squares away from their current position in a d12 direction (read it like a clock face). Creatures or objects weighing over 300 pounds are not tossed, but suffer a –2 penalty until the whirlwind stops or they move out of it, which requires a Strength roll at –2.

Storm (3 Power Points)
The very atmosphere trembles at your avatar ’s whims. With this power he can both summon and dispel storms. 1d6 rounds after activating storm, a small tempest appears overhead, or an existing storm is dispelled.

The storm is 10 miles in diameter. The power only works outdoors. In areas where storms do not typically exist (the desert), summoning a storm requires a Spirit roll at –4, and may only be attempted once per week.

When a storm is created, the rain reduces visibility to 24”, extinguishes most normal fires (but not avatar-powered fires) within 1d10 rounds, and only volatile materials still have a random chance of catching fire from flame-based attacks.

Storm conditions inflict a –1 penalty to most actions from slipping, difficulty hearing, and so on. The Game Master must decide which actions are affected (tests of wills, soak rolls, and other “passive” rolls are generally unaffected).

Modifiers

  • Downpour (+1 Power Points) – The rain is very heavy and comes down in thick sheets. Visibility is reduced to 12 squares, and the ground becomes very slick. Deep puddles form quickly, and raw earth turns to slippery mud. Anyone running in the mud must make an Agility roll or fall prone and become Shaken.
  • Gale Force (+1 Power Points) – The avatar can focus the storm into a small but powerful blast once per round by making a Spirit roll. She then places a Large Burst Template anywhere within 24 squares. All those within must make a Strength roll or be knocked prone and Shaken.
  • Lightning Strike (+3 Power Points) – The avatar can call down a bolt of lightning from a storm to strike a single target. This requires a Spirit roll, which acts as the avatar’s attack skill. Powers, Edges, and other abilities that generally subtract from ranged attack rolls subtract from the Spirit roll as well. Damage from a lightning strike is 3d10, and it is considered a Heavy Weapon. It has no range modifier.

Stun (2 Power Points)
This power allows the user to place a single Medium Burst Template up to 12 squares distant. Avatars within the template must make a Vigor roll or be Shaken.

Modifiers

  • Larger (+2 Power Points) – The area of effect is a Large Burst Template.
  • More Range (+2 Power Points) – The range is 24 squares.
  • Smarts (+1 Power Points) – The targets must make Smarts rolls instead of Vigor rolls.
  • Stronger (+2 Power Points) – Foe’s Vigor rolls are made at –2.

Divine Attribute (1 Power Point/step)
This power increases your avatar’s attributes, often from some sort of supernatural enhancement. Each Power Point spent increases an attribute one step. A d12 becomes a d12+1, and so on.

Note that derived statistics, such as Toughness, round down, so that a d12+1 Vigor produces a Toughness of 8.

Modifiers

  • Requires Activation (–1) – The increase in attributes must be activated. This is a free action, but it isn’t the avatar ’s “normal” state (i.e., he doesn’t eat, sleep, and walk about in public with increased attributes). Subtract –1 from the total paid for this power, regardless of how many attributes are affected. The power always costs at least 1 point however.

Divine Edge (2 Power Points)
Spending two Power Points grants the avatar any one Combat Edge allowed in the setting—regardless of its requirements (except other required Edges—for example, a avatar still has to have Frenzy before taking Improved Frenzy).

Note that Power Points cannot grant other types of Edges (Background, Social, Legendary, etc.)

Divine Skill (1 Power Point/2 skill points)
Avatar skill grants you 2 points to increase your avatar ’s skills (new skills cost 2 points to buy at d4), and usually reflects extreme training or supernatural enhancement of some sort. Each Power Point spent increases a skill one step.

Unlike normal skill advancement, it doesn’t matter if the skill is over the linked attribute or not (though it still matters if you use regular advancements to increase the skill further).

Note that derived statistics, like Parry, round down, so that a d12+3 Fighting produces a Parry of 9.

Modifiers

  • Requires Activation (–1) – The boosted skills must be activated. This is a free action, and isn’t the avatar ’s “normal” state (i.e., he doesn’t eat, sleep, and walk around with the increased skills). Subtract –1 from the total paid for this power, regardless of how many skills are affected. The power always costs at least 1 point however.

Deep Magic (3 Power Points/level)
Avatars with this power have mastered the fundamental principles of the universe. While mortal sorcerers focus on only a small handful of spells, gods can manipulate raw magic itself.

Avatars must have a Smarts of at least d8, and Spirit of d8 or more to gain this power. Avatar sorcerers can give themselves any power in this book at will as a “spell,” including any Modifiers, up to their level in avatar sorcery. Each spell cast takes an action, requires a Spellcasting roll, and the sorcerer must be able to move both hands and speak.

If a 1 is rolled on the Spellcasting die (regardless of the Wild Die), the sorcerer has made a mistake in his incantations and suffers a dangerous spike in energy. He is automatically Shaken and all his current spells are negated.

Once cast, a spell may be maintained as long as the caster desires—it simply takes up that many of his allowable casting points. The temptation for greater power is always present—a avatar sorcerer can go over the limit, borrowing additional casting points up to his level in this power. This is very dangerous, and if his Spellcasting die rolls equal to or less than the number of points borrowed, the caster must roll on the Backlash Table.

Swinging (3 Power Points)
Avatars with any kind of cord, rope, webbing, or other grappling lines can move through certain types of settings—such as the tall buildings of large cities—with ease. The avatar can travel through such environments at a Pace of 12.

Modifiers

  • Strong Line (+1 Power Point/1000 lbs) – The line can safely hold 1000 more pounds for each point in this Modifier.

Telekinesis (2 Power Points/level)
Telekinesis is the ability to move objects or creatures (including one’s self) with pure thought or will.

The range of the power is 12 squares, and its Strength starts at d10, plus 1 die step per additional level (d12+2 at level 4, and so on). This is the Strength used to throw objects (which still requires a Throwing roll) or damage targets with objects (by Fighting) as if it were wielded by an avatar of the same Strength.

Actively using telekinesis counts as an action, so while an avatar may use the power to carry five baseball bats, striking with each of them is still five separate actions (a –8 multi-action penalty to each).

Living Creatures – If the telekinetic wants to lift a living creature, the target may try to resist with a Spirit roll opposed by the caster. If the telekinetic wins, he may pick up the target and move it up to 2d6 squares per round. Smashing the victim into something causes Strength damage automatically. Dropping him causes falling damage as usual.

Modifiers

  • Focus (+3 Power Points) – Bypass and ignore the armor of inanimate objects (not people or the armor they wear) by taking a –4 to the Fighting roll.
  • Heavy Weapon (+1 Power Points) – Counts as a Heavy Weapon.
  • More Range (+2 Power Points) – The range of the power is 24 squares, but still requires line of sight.

Telepathy (2 Power Points)
The avatar can communicate with anyone and everyone in sight through telepathy.
Specific known individuals who are not in sight may be reached with a Smarts roll within one mile, a Smarts roll at –4 if further away. Once established, the connection may be maintained as desired, but requires concentration. This inflicts a –2 penalty to all other actions no matter how many connections are maintained.

Modifiers

  • Broadcast (1/3 Power Points) – The telepath may contact all minds within 1 mile. This is not selective, however, and must go to every sentient mind in range. For 3 points, the message can be broadcast across an entire world.

Teleport (3)
Teleport allows a avatar to disappear and instantly reappear up to 12 squares distant. This counts as his movement for the round and is not an action. Adjacent opponents do not get a free attack against the teleporting avatar.

The teleporter must be able to see his destination to teleport with no roll. If he’s teleporting to a place he’s previously seen, he may do so safely with a Smarts roll at –2. If he wishes to teleport to a previously unseen location, he must roll at –4. Failure means the teleporter has hit an object of some sort. He returns to where he came from and is Shaken. A roll of 1 on the Smarts die (regardless of the Wild Die) results in 3d6 damage.

The teleporter can never enter a solid space, even if he tries. The power instantly returns him to his starting location as above.

Carrying Others – The teleporter can carry others with him, but this automatically causes one level of Fatigue per additional “rider.” Up to three may be carried at once, but causes instant Incapacitation. One level of Fatigue is removed for every 10 minutes of rest.

Modifiers

  • More Range (+2 Power Points/12 Squares) - The avatar’s range is increased by 12 squares every time this is purchased.
  • Rapid Teleport (3 Power Points) – The avatar can teleport very rapidly, up to three times per action. The avatar can divide multi-actions or extra attacks over the teleportations. If the teleporter uses his ability to maneuver around a single foe and makes at least two attacks (via two weapons, the Frenzy Edge, etc.), he attacks from multiple sides just as if the foe were being ganged up on, which gives the attacker a +1 to hit (2 if making 3 attacks).
  • Taxi (+2 Power Points) – The teleporter gets a Vigor roll to resist Fatigue caused by each additional “rider.”
  • Teleport Other (+5 Power Points) – Avatars with this ability can teleport others to them. If the target is friendly, the avatar makes a Spirit roll (one individual per action, additional targets may be transferred as a multi-action). Hostile foes get an opposed Spirit roll to resist being teleported. This may be performed as a multi-action as well to move more than one foe in a single action.

Toughness (3/6/9 Power Points)
Your avatar’s Toughness improves by 2/4/+6 from mystical protection, thickened skin, dense bones, etc. Note that this is different from armor because it cannot be negated by Armor Piercing attacks.

Modifiers

  • Hardy (+4 Power Points) – Your avatar is so tough only the most serious damage can harm him. If he is Shaken, additional Shaken results have no effect—they do not cause a Wound.
  • Requires Activation (–1) – The increase in Toughness must be activated. This is a free action, but it isn’t the avatar ’s “normal” state (i.e., he isn’t as tough in his “normal” guise).

Vehicle (variable)
This power allows your avatar to have their own sweet ride. The cost of the power depends on the cost of the vehicle you use as a base.

Vehicle Costs Table
Cost…………………………Vehicle Cost
1 Power Point………….Up to $10,000
2 Power Points………..Up to $50,000
3 Power Points………..Up to $500,000

Powers can be purchased for vehicles at the reduced cost for devices (–1 Power Point per 5 points of powers). While vehicles cannot go everywhere, any defensive powers affect everyone in the vehicle.

Modifiers

  • AI (+1 Power Point) – Your vehicle has a rudimentary artificial intelligence that allows it to follow any simple, short, programmable instructions. It has target recognition, object avoidance and location-finding capabilities, but is not capable of anything more complex than that. Example instructions include – “drive forward and release this bomb,” “come to this location when I give the signal,” or “attack anyone that comes within 5 yards of your front flame-thrower.”
  • Secure Access (+1 Power Point) – Your vehicle has ultra-high security (retinal scan, voice recognition) and can only be operated by someone with the proper access. Any unauthorized access will trigger an alarm and may activate any security defenses, including any powers built into the vehicle.

Wall Walker (1 Power Points)
Avatars possessing this power can walk on horizontal surfaces or even upside down at their normal Pace (and may run). As long as the surface can support it, wall-walking avatars may carry their normal load limit with them as they go.

Whirlwind (2 Power Points)
The avatar can create a small moveable cyclone that can scatter and disrupt his foes.
The whirlwind is the size of a Medium Burst Template. It must remain within 24 squares of the avatar controlling it or instantly disappear. The whirlwind can be moved up to 2d6 squares each round.

Controlling the whirlwind is an action. Conjuring it takes one full round (two if indoors), and no other actions are allowed.

Anyone touched by the whirlwind must make a Strength roll or be knocked prone. If their Strength die rolls a 1 they are also Shaken.

Modifiers

  • Larger Whirlwind (+2 Power Points) – The whirlwind uses a Large Burst Template.
  • Twister (2 Power Points) – The whirlwind has the strength of a cyclone. Creatures must make Strength rolls at –2 or be sucked up and thrown 1d10 squares in a random direction (roll a d12) for 2d6 damage (1d6 if the victim hit a solid object in addition to the ground). Thrown victims are automatically Shaken regardless of damage.

Powers List

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