Friday, December 13, 2013

New Mental Powers

New Mental Powers!


Adaptation (revision)
This power may be purchased with a special +2 FC Bonus: Can Adapt Attributes. The character can adapt a type of attribute. Each type- physical, mental, or mystical is a separate Bonus. To use this Bonus, the character must touch the target, requiring a Dice Action with the attacker’s DEX as AV/EV and the target’s DEX as OV/RV. RAPs indicate that the target has been touched.
This power may be purchased with a special -2 FC Limitation: Time Limit. The powers adapted only last APs of time equal to the APs of power before they cease to work and must be adapted again.


Air Control (revision)
           This power also allows a character to create barriers of air that add his APs of power to his RV against physical attacks that do not rely upon energy. He can also create constructs of whirling air that possess a STR and BODY. The APs of these attributes can be designated by the character by dividing his APs of power between them.
                                     


Analytical Smell/Tracking Scent (revision)
This power may be purchased with a special +1 FC Bonus: Diagnostic Smell: The character can use his Analytical Smell to smell diseases and toxins (including poisons and drugs) in the bloodstream of others. The AV/EV of these attempts is equal to the APs of power and the OV/RV is equal to the Plague Touch or Poison Touch APs of the contaminant. The range of this is 0 APs.






Animal Mimicry (official revision)

Characters with Animal Mimicry have the ability to mimic the power of insects. When doing so, assume all insects have a “proportional” ability of 7 APs. Therefore, an Animal Mimicry character could absorb 7 APs of Strength from the ant, 7 APs of Cling from a spider, and 7 APs of Jumping from a grasshopper, etc. There must be suitable insects within range.



Compel Truth
Link: WILL

Range: Normal
Type: Dice
Base Cost: 25
Factor Cost: 5
The character can force others to tell the truth. This truth will be only the truth that the target believes or is aware of. It could still be misinformation or incomplete if the target does not know better. This power is resolved as a mental attack with APs of power as AV/EV and the target’s WILL/MIND as OV/RV. RAPs are the number of questions that can be asked that a target must answer truthfully.












 Confusion
Link: WILL

Range: Normal
Type: Dice
Base Cost: 25
Factor Cost: 5
The character can cause disorientation and confusion in a target, making it hard for the target to think clearly and move normally. This power is resolved as a mental attack with APs of power as AV/EV and the target’s INT/MIND as OV/RV. RAPs are subtracted from the target’s DEX and INT for a number of phases equal to the RAPs of the attack.






Continuum Control (clarification)
            It takes an Automatic Action to use one of the powers mimicked by Continuum Control, even if that power is normally a dice action. Thus, up to three powers per phase can be used. This is a really scary power.





Cybertelepathy
Link: WILL

Range: Normal
Type: Auto/Dice
Base Cost: 75
Factor: 10
This power allows a character to mentally attack a machine and then access all of its programming and dictate all of its actions. It is an extremely versatile power, allowing the character remotely operate vehicles and weapons, manipulate computer databases and programs, psychically dominate robots, etc. If the character lacks the Genius advantage and uses this power against advanced technology, he suffers a +1 CS to all of his OV/RV. Against machines that have mystical attributes, the character with the power suffers a +2 CS to all of his OV/RVs due to the sentient machine’s innate resistance to outside control. The power will not work against magical artifacts, even those designed to resemble or mimic machines, nor will it affect machines that operate without electricity, like ancient weapons and vehicles.
           
To control a machine, the user must make an action check with the AV/EV being the APs of Cybertelepathy and the OV/RV being either the computer’s INT/WILL or the machine’s APs of power in its primary function (movement power for vehicles, attack power for weapons, sensory power for sensors, protection power for defenses, etc). If the RAPs exceed the computer’s MIND or the machine’s APs of power in its primary function, the machine falls under the user’s control and will remain controlled until the user voluntarily releases the machine, the character is knocked unconscious, or a skilled character takes back control of the machine.
While controlled, the machine’s actions are entirely dictated by the power user. The user must expend an Automatic Action each phase to transmit instructions to the any and all machines under his control, with no need for direct communication (instructions are given mentally with an unlimited range).
Controlling a computer, the user may perform any of the following actions:
  •      The character can locate, browse, access, and steal information from the computer’s memory banks or from a website. If the information is freely and readily available, this is an automatic action. This is resolved with a dice action using the character’s APs of power as AV/EV and the computer’s INT/MIND as OV/RV. RAPs are the APs of information gathered from the computer. These RAPs are limited by the computer’s APs of Recall.
  •    The character can implant false information into the computer’s memory, including false images and recordings, or alter a website. The AV/EV of this attempt is equal to the character’s APs of power and the OV/RV is the target computer’s Recall/WILL. RAPs indicate the APs of false or altered information that the character can implant, as well as the OV/RV of Perception Checks to recognize that information has been altered or planted.
  •        The character can attack the computer or network. This attack has an AV/EV of the character’s APs of power and an OV/RV of the computer’s INT/MIND. RAPs are MIND damage done to the computer.   
Using Spy (Hacking), Weaponry, or Vehicles (or other appropriate skill), or an appropriate power, a character can wrest control of the machine from the user. Doing this requires an action check with the APs of skill acting as AV/EV and the APs of Cybertelepathy being the OV/RV. Hero Point expenditure on the OV/RV is not allowed. If/when the cumulative RAPs of this check exceed the cybertelepath’s APs of power, then the control is broken.
            A machine with mystical attributes can attempt to break free on its own each phase with an AV/EV equal to its INT/WILL against the cybertelepath’s APs of power as OV/RV. Hero Point expenditure on the OV/RV is not allowed. If/when the cumulative RAPs of this check exceed the cybertelepath’s APs of power, then the control is broken.
  

Dispersal (revision)
This power may be purchased with a special +2 FC Bonus: Phasing. If the character passes through electronics while dispersed he damages them. This is treated as a physical attack with APs of power as AV/EV and the object’s BODY as OV/RV. It only has an effect on electrical devices. It will affect robots.






Earth Control (revision)
     This power also allows a character to create barriers of earth that add his APs of power to his RV against physical attacks. He can also create constructs of earth that possess a STR and BODY. The APs of these attributes can be designated by the character by dividing his APs of power between them.

Energy Control
Link: INT

Range: Normal
Type: Auto/Dice
Base Cost: 20
Factor Cost: 9
This power allows a character to control energy. This includes all types of energy, including electricity, heat, solar, radiation, etc. It does not include elemental energy types like magma, fire, air, water, etc. Nor does it include sonic or kinetic energy. This allows the character to mimic the following powers: 
* The character can create bursts of energy that can be blasted at targets. This is a physical attack with APs of power as AV/EV. Each time an energy attack is made, the character must declare what kind of energy he is using in the attack.
 
* The character may add his APs of power to his RV when resisting any energy-based attack.
 
* The character can also create constructs of energy that possess a STR and BODY. The APs of these attributes can be designated by the character by dividing his APs of power between them.

* The character may drain the energy from objects, including robots. This is a physical attack with APs of power as AV/EV and the object’s APs of primary power as OV/RV. Primary power is the power which the object uses as its primary function, like a vehicle’s movement power or a weapon’s attack power. Only objects that require energy are affected by this drain. RAPs of the attack are added to the R# of the object until it either fails a reliability roll or is recharged.
            If attacking a robot, each of the robot’s powers must be targeted separately for attack. RAPs become the burn out number for power burnouts when the robot uses affected powers.
 
* The character can recharge an object. This requires that he touch the object and dedicate his dice action to the recharge. The object is restored to operational status. Only objects that use energy are affected by this power. The character can restore lost MIND and SPIRIT to damaged robots as if healing them. He can also restore lost APs of burnt out powers. In this case, the user makes a dice action with APs of power as AV/EV and the RAPs of damage or lost power as OV/RV. RAPs are restored APs. Only one damaged ability may be restored at a time.
 
Flame Control (revision)
This power also allows a character to create constructs of fire that possess a STR and BODY. The APs of these attributes can be designated by the character by dividing his APs of power between them.

Ice Control (revision)
This power also allows a character to create constructs of ice that possess a STR and BODY. The APs of these attributes can be designated by the character by dividing his APs of power between them. Remember, he cannot create the ice, only rearrange existing ice.

Intuition
Link: INT

Range: Self
Type: Dice
Base Cost: 5
Factor Cost: 1
 This power allows a character to make intuitive jumps, guessing things correctly that they do not know and have not researched. It also allows him to experience psychic hunches that allow him to notice or locate things with uncanny accuracy, such as lost items, directional north, or what the weather will be like the next day..  The APs of power are used as the AV/EV of Knowledge Checks or Perception Checks. If the check fails, the character cannot make another Intuition check for the same knowledge until he has been exposed to new information.
 
Mind Drain (revision)

            This power may be purchased with a special +3 FC Bonus: Drained RAPs Add to Power Reserve. Only a character with both Mind Drain and Power Reserve may acquire this Bonus.
            RAPs drained by this attack must be immediately assigned as desired among the Powers and Attribute eligible for augmentation. This increase lasts for APs of time equal to the APs of Mind Drain, minus the RAPs drained from the attack. A character may never have more total RAPs drained at one time than his APs of Power Reserve.
            Note that the increases gained by the use of the power are independent of the increases gained from the Power Reserve’s own APs.
            This power may be purchased with a special +2 FC Bonus: Drained MIND Can Be Used to Heal. The RAPs drained during the attack can be applied immediately to any lost RAPs of MIND the character is currently suffering. This cannot increase the character’s APs of MIND, only to heal it.
This power may be purchased with a special +2 FC Bonus: Steal Memories. The user steals the memories from the minds he drains. RAPs of MIND drained act as temporary APs of the Recall power that the character may access. This acts to allow the character to access the memories of the target. The Recall power disappears after an amount of time equal to the APs of Mind Drain.
 


Power Reserve (revision)
            This power can be purchased with a special limitation that offers a -5 FC and reduces its Base Cost to 75: Must Be Fueled by Drain. This Limitation can only be used by characters who also have either Mind Drain, Spirit Drain, or Vampirism with the special bonus “Drained RAPs Add to Power Reserve.” With this Limitation, the APs of Power Reserve only represent the maximum RAPs that can be absorbed at one time. Without any absorbed RAPs, the Power Reserve is empty (0 APs).
             Once APs are added to the selected abilities, they are considered ‘spent’ and are subtracted from the Power Reserve total until replenished again by the absorbing or draining power. The added APs remain for APs of time equal to the absorbing or draining power, at which time they return to their normal levels unless augmented again.
This power can be purchased with a special -2 FC Limitation: Rampage. The character’s Power Reserve is triggered by his anger. The angrier he gets, the more APs of Power Reserve he can activate. The character gets angry enough to activate his Power Reserve when he is provoked. This activates 1 AP of his Power Reserve. This is automatic if he is attacked, but otherwise is up to the player to declare. It must be declared before Initiative is rolled. Once in combat, the APs of Power Reserve are activated 1 AP per phase until the full APs are operating. However, getting hurt gets the character angry faster. Every RAP of damage he takes adds an AP to his Power Reserve until the full APs are operating.
If he has the Rage drawback, any failed Rage roll will automatically activate the full APs of power and, vise versa, any time the full APs of power are activated, the character automatically fails his Rage and does not come out until he has ceased using his Power Reserve and has clamed down as normal.
 
Power Sense
Link: INT

Range: Normal
Type: Dice
Base Cost: 5
Factor Cost: 2
The user has the ability to sense the powers of others that are within an area equal to the APs of power. This is resolved as a Perception Check, with APs of power acting as AV/EV and the OV/RV equal to the target’s INT/MIND. 1 RAP indicates that a target has powers and maybe which category they belong to (he is a psychic, she is a magician, he is a mutant, etc). Half RV indicates all that 1 RAP reveals, and also a vague sense of how powerful or versatile those abilities are (he is a very potent psychic, she is novice magician, he is a mutant with a lot of powers, etc). Full RV indicates all that half RV reveals, but gives specifics on the individual abilities of the target (he is a very potent telepath who can also control minds, she is a novice magician who uses the elements, he is a mutant with claws, regeneration, and a mastery of several unpleasant martial arts, etc).
          

Pulse
Link: WILL

Range: Normal
Type: Dice
Base Cost: 20
Factor Cost: 3
 This power allows a character to emit a powerful EM Pulse, attacking all electrical devices within range.
The APs of power are the AV/EV of the attack. It has an explosive radius that moves outward from the character, extending to a range of half the power’s APs (round down). It attacks all targets within range separately and with no Multi-Attack penalties. It loses 2 APs of EV for every 1 AP of distance outward it travels.
            The OV/RV of the attack is the target’s INT/MIND if it has one. A Pulse will damage cyborgs, robots, and androids like an ordinary mental attack. This means that those characters do not suffer a CS against this power. RAPs are subtracted as damage from MIND and must be repaired.
            If the attacked device lacks mental attributes, the Pulse will target the power that defines the device’s primary function. On sensor devices, it will target the device’s sensory power, recording devices have their Recall targeted, vehicles will have their movement power targeted, weapons will have their attack power targeted, etc. The GM will have to make the call based on the criteria that the Pulse is designed to stop the device from functioning. Only electrical devices can be harmed. RAPs are subtracted as damage from the targeted power and must be repaired.
 
Radar Sense (revision)
       This powers similarly to Telepathy in that the range is only applicable when the first connection is made. After that, range is meaningless. If the character or device can go out of range, this should be a special -1 FC Limitation: Limited Range.
          For devices with a Reliability Number and this power, the first failed reliability roll indicates that the device has lost the signal and will have to be returned to within Normal range to reacquire the signal.
           In science fiction settings, this power is slightly expanded to include starship sensors suites. It can be used to scan and map planets, stars, starships, and space. It can detect anomalous energy sources, weather patterns, gravity or radiation patterns, and generally any one of a dozen other science fiction plot devices.
 


Radio Communication (note)
        Any modern or futuristic device with this power can also access and surf the Internet. Using this, he can also communicate with computers that have modems and are within range. If he possesses the Spy (Hacking) subskill, he can infiltrate and attack those computers. If the device is part of the computer’s network, or can be hacked into it, he can download a Split of the network’s central computer.


Sensitivity
Link: INT

Range: 1 AP
Type: Dice
Base Cost: 15
Factor Cost: 3
 This power is the classic psychic power. It allows a character to detect the presence of unseen forces and entities such as ghosts, spirits, demons, or the scrying of powerful psychics or sorcerers.  The APs of power are used as the AV/EV with the OV/RV being the appropriate power of the entity: Invisibility, Spirit Travel, Sorcery, Personality Transfer, etc. 
1 RAP indicates that the being is detected and its general location revealed: “We are not alone in this house.” Half RV RAPs reveals the exact location and general identity of the entity: “This house is haunted by a ghost that lives in the cellar.” Full RV RAPs indicates the exact identity and general intent of the entity: “This house is haunted by Will Hamlin, the man who built it and who committed suicide in the cellar. He means to drive us out at any cost.”
If the check fails, the character cannot make another Sensitivity check for the same entity until he has been exposed to new information or the entity takes some new action that affects the character.

Super Hearing (revision)

            This power may be purchased with a special +2 FC Bonus: Polygraph Hearing. The character can hear changes in the pulse of someone who is lying and is therefore able to tell when someone isn’t telling him the truth. The AV/EV of the attempt is equal to the APs of power and the OV/RV is equal to the INFL/AURA of the subject who is lying.
       

Time Travel (revision)

            This power may be purchased with a special +6 FC Bonus: Time Stop. The character can halt time. This is resolved as a dice action with the APs of power as AV/EV and the OV/RV equal to APs of time the character wishes to stop. RAPs are the APs of area in which time is stopped for the desired duration. Characters with Time Travel are not affected and may act as normal. If they attack a character who is frozen in time, then that character is automatically broken free of the frozen time the following phase and can act as normal. In addition, characters with Superspeed may roll to break free of frozen time using their APs of power as AV/EV against an OV/RV equal to the APs of the character’s Time Travel. Characters frozen in time are helpless and can be attacked normally, though they do not age, cannot get sick, and cannot be poisoned.


Virtual Projection
Link: WILL

Range: Self
Type: Auto
Base Cost: 20
Factor Cost: 2
 This power allows a character to separate his psyche from his body and project it into the world of virtual reality created called, alternately, cyberspace, the matrix, the web, the net, etc. VR looks like normal reality, but is often very symbolic. For example, a powerful AI computer may look like a dragon or a firewall like a bank vault. In many areas of VR, the “setting” may be different. So, one area may look like a town in the old west, another like a battlefield of giant mecha, another like the world of Dungeons and Dragons, etc. Within a setting, every power used must be interpreted through the lens of the setting by the player. A character’s Mind Blast could be a shotgun in the old west, a rocket launcher in the mecha world, a bow that fires energy arrows in Dungeons and Dragons, etc. If the player cannot come up with an acceptable metaphor, he cannot use the power.
            The GM should treat all VR projections as mini-games with their own settings.
            The psyche can only be projected into VR an amount of time in APs equal to the APs of power. It may travel through VR at a speed equal to the character’s AP of Virtual Projection, though a metaphor will be required.
All entities in the VR world have virtual physical stats, allowing them to possess virtual bodies that can attack and interact physically with each other. The attributes are equal to their mental equivalent (DEX is equal to INT, STR to WILL, and BODY to MIND). In addition, a character with Virtual Projection can imitate powers that affect, damage, heal, or protect physical attributes, regardless of their category and physical skills or boost physical attributes using his power. To do so, he must divide his APs of power among all of the abilities he desires. He may have any number or type of abilities he wishes, as long as the cumulative APs do not exceed his APs of power. These abilities only work in VR and only if the character can interpret them to suit the VR setting. The character will retain his own mental powers and skills in the VR world. Only a character with the Mystical Effect bonus can use mystical powers and skills in the VR world.
A projected psyche cannot observe or interact in any way with the physical plane, but it can use all of its mental powers on computers that it encounters. A separated psyche is subject only to attacks from the within the VR world while in this state. All attacks in the VR world do mental damage.
            While the psyche is separated, the character’s body is left barely alive (it cannot move and possesses no consciousness). The body remains susceptible to physical damage during this time, although the body’s normal physical RV remains active and the character may burn HPs to remove inflicted damage.
            If a character’s body is destroyed while the psyche is projected, the psyche will be trapped in the VR world and will begin to dissipate at the rate of 1 AP of MIND every length of time that passes that is equal to his APs of Virtual Projection. A body whose psyche is destroyed while separated dies instantly.
            Virtual Projection does not allow the control of computers. Only the Cybertelepathy power allows that.

Warp (revision)
               This power can be purchased with a special -2 FC Limitation: Cannot Be Used to Attack. In this case, it can only be used for movement.

Water Control (revision)
This power also allows a character to create constructs of water that possess a STR and BODY. The APs of these attributes can be designated by the character by dividing his APs of power between them.

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