By Tim Layne (tazz@ramlink.net)
Each area has different powers that can be chosen, and each area also allows access into another part of a different area.
**Any area of Discipline can be combined with these
*These have a special benefit, listed later.
Evocation of Energy | Blast, Absorption |
Elemental Force | Fire, Air, Earth, Water |
Powers of the Mind | ESP, Telekinesis, Psyche, Psychotherapy |
Physical | Superhuman attributes, Mind over matter |
Sound | Blast, Absorption, Manipulation, Creation |
Light | Blast, Absorption, Manipulation, Creation |
Mental | Superhuman attributes |
Manipulation | Superhuman attributes, Hypnotics, Charm |
Minor areas of study work like this. Each special power has a point cost. In the Character's main area of Discipline, a power costs the given amount; in a minor area, it cost 50% more. Example; Bloodgruv chooses Physical as his major area of Discipline. He picks superhuman agility as his free power, and decides to get Reverb from the Sound area. Reverb would cost 4 points to get if Sound was his major area, but since he chose physical, it will cost him 6 points total.
Attributes: | 7 6 5 |
Abilities: | 13 9 5 |
Willpower: | 5 |
Superpowers: | 10 |
Freebies: | 15 |
Cost to purchase: 2
Description: This is as the name implies. Note that anything within the realms of the player's imagination can be used for the physical appearance of the blast, and where exactly it came from.
Damage: 2
Cost to use: 1/3
Range: 50 yds
Detonation
Cost to purchase: 4
Description: This power causes an explosion to erupt within a given object. Inanimate objects within 10 pounds per level of the mutant are destroyed. If the detonation power is used on something heavier, the attack fizzles, and the Power points are lost. Beginning at level 15, mutants with this power can begin using this attack on living matter.
Damage: 4
Cost to use: 2 Power
Range: 10 yds
Cost to purchase: 3/6
Description: This power enables the mutant to absorb any plasma energy directed toward her. She can also store the energy for 10 minutes per level of the mutant as free Power points, but unless discharged, the energy will damage the mutant. A mutant can store any amount of Power points that would have been dice of damage, unless the attacker is of higher level, in which case, only 50% of the Power is stored, the rest is scored damage. The more expensive 6 point form allows a mutant to absorb life force. She can drain away mutant powers; the loss is temporary to the victim, unless death occurs, but no health is gained. For the duration, which is base 1 hour - five minutes per level, all flaws gained by the drainer work at 150% efficiency, while merits are suppressed completely.
Damage: 2 for every 3 seconds contact is made, or none.
Cost to use: 1
Range: Touch
Energy Charge
Cost to purchase: 4
Description: This power allows a mutant to charge virtually any small object with power. The objects detonate with a small explosion upon forceful contact (i.e. throwing, stepping on etc). A mutant can also give a minor charge to an object to provide light as well.
Damage: 3
Cost to use: 2, 1/4 (For minor charge)
Range: Special
Shield
Description: Dispels all energy attacks made against it.
Cost to use: 6
Flight
Description: Duh!
Cost: 2
Heat illusion
Description: -2 dice to hit when in effect.
Cost to use: 2
Mirage
Description: Name gives it away, but keep it within reason. Cost to use: 2
Tremor
Description: Disoriented, -2 to dice pool on the round it's in effect, and the one immediatly after.
Cost to use: 2
Fault
Description: A large crack opens up under one victim, swallows him for 5 minutes (which reflects the time used to climb out) and causes 5 damage.
Cost to use: 4
Breathe water
Description: Well duh!
Cost to use: 2
Purify water
Description: The mutant can purify water at the rate of 2 gallons per level. Cost to use: 2
Flight
Description: The mutant can fly on currents of air of her own creation.
Cost to use: 2
Unnatural Weather
Description: Although an Air mutant can control and cause weather, it takes a little study to make it rain in the Mojave!
Cost to use: 4
Cost to purchase: 6
Description: Thought projection allows the mutant to send his thoughts to another person. The person on the recieving end see the face of the sender, andcan hear the sender's voice. A conversation can take place if one of two conditions are filled. 1, if both involved have thought projection, or 2, if the sender is above 8th level.
Damage: -
Cost to use: 3
Range: Sender knowledge
Superception
Cost to purchase: 4 points
Description: Superception allows the mutant to perceive things beyond that of humans. Reading the card with the pattern end facing them, telling where someone is looking. Discerning emotions, and more at the storyteller's option, are avaliable with Superception.
Damage: -
Cost to use: 1
Range: 3 yds
Cost to purchase: 5
Description: Telekinesis allows the mutant to manipulate things with his mind as easily as another person could with his hands. For each level, a mutant can move 30# of stuff
Damage: -
Cost to use: 2
Range: 50 yds
Cost to purchase: 4
Description: As the name implies. The victim can roll her willpower to resist the effects. The difficulty is the level of the reader times 2.
Damage: -
Cost to use: 3
Range: 10 feet
Foresight
Cost to purchase: 6
Description: This power allows a mutant to see what will happen in the immediate future of himself or others. He can see 1 hour into the future for every 2 levels. It may be noted that the future is in no circumstance set in stone. The players can still modify actions to try and avoid a nasty fate.
Damage: -
Cost to use: 6
Range: Self
Cost to purchase: 7
Description: This fiendish power allows a mutant to raid the mind of another, and cause one of the following effects in a victim.
Feebleness: | -3 to dice pool |
Stupidity: | All mental attributes are reduced to one, and all knowledge rolls get a +3 to difficulty |
Fear: | -2 to dice pool. Courage virtue reduced to 1 |
Insanity: | -5 to dice pool, and mutant is no longer under control of player. |
All these effects last for 1 hour for every level of the mutant using it.
Damage: -
Cost to use: 6 Power
Range: 20 feet
Mental shield
Cost to purchase: 4
Description: This allows the mutant to protect herself from any attack that can affect the mind. The mutant can shield herself from any effect from an attacker of lower level than herself, and can roll a willpower check to resist the effects of a higher level mutant. The difficulty is twice the level of the attacker over the defender.
Damage: -
Cost to use: 4
Range: Self
Psi-Blade
Cost to purchase: 2
Description: This attack allows the user to do minor damage to a victim, imbue them her memories, or take a few. It should be noted that it does cause damage, even if it's a friendly memory loaner.
Damage: 2
Cost to use: 1/2 Power point
Range: Punch reach + 6 inches
Mental Repairman
Cost to purchase: 4
Description: This is a power that allows the mutant to remove any psychological flaws at the rate of 1 month for every point the flaw was. This is a very nice thing to use, but is less than reliable. At the end of every month the patient underwent treatment, a willpower roll is required, the "repaiman's" level serves as the difficulty. If the willpower check fails, the patient feels no more adverse effects of the flaw; if it passes, it bursts through, and treatment must pick up at the beginning, which can be done any number of times.
Damage: -
Cost to use: 3 per treatment (At least 4 per month)
Range: Self
Cost to purchase: 4
Description: This power imbues the mutant with Superhuman attributes. He receives a bonus dot in either Strength, Dexterity, or Stamina. If he uses Power points to augment that, he recieve an 8 in that attribute for the next hour. He also receives these bonuses:
Strength: | Brawl bonus. The mutant does 2 extra dice of damage while brawling |
Dexterity: | Celerity. The mutant gains 3 actions/round |
Stamina: | Invulnerability. Think about it for a minute |
Damage: -
Cost to use: 4
Range: Self
Cost to purchase: 4
Description: A mutant with the healing factor can regenerate 2 points of damage per 5 minute intervals of rest. Strenuous activity reduces this to 1 point every 10 minutes.
Damage: -
Cost to use: 3
Range: Self
Super speed
Cost to purchase: 4
Description: Super speed allows the mutant to move at an advanced rate, somewhere around 200 mph without anything heavy to lug. In brawl and combat, the mutant will be able to attack or act 5 times a round.
Damage: -
Cost to use: 4
Range: Self
Teleportation
Cost to purchase: 6/4
Description: This allows the mutant to teleport herself and up to 3 others anywhere within 200 yds. The less expensive form allows the mutant enter a state of etherealness, and she can basically walk through walls
Damage: -
Cost to use: 5/3
Strecheroo
Cost to purchase: 4
Description: Basically, stretchy skin. The mutant can extend his limbs to fantastic lengths, but if he goes too far, it hurts. A special costume will be neccesary, or incredibly loose clothes at least, to accommodate this talent.
Damage: 2 (ST says when too far is too far)
Cost to use: 2
Range: Self
Flight
Cost to purchase: 4
Description: Let the name speak for itself. A mutant can fly for as long as she wants or until she gets tired, which is found by taking her stamina times 4 and adding 3 for every level. That's how many hours a mutant can fly, and exhaustion will cause the need for more power points to be poured in to keep aloft.
Damage: - (Except from falling!!!)
Cost to use: 2
Range: Self
Body weapons
Cost to purchase: 4
Description: The mutant can grow weapons from his body and use them. Damage is determined by the ST, but it's usually 2 to 5 damage; any more or less is ridiculous
Damage: 2 - 5
Cost to use: 2
Range: Self
Heightened senses
Cost to purchase: 1 Description: This allows the mutant to have senses even more advanced senses than the merit. They are always in effect, and the range can be doubled by spending Power points. A character can augment all 5 senses, but must spend points to augment each sense.
Damage: -
Cost to use: 0 to 1
Range: Self
Armonaut
Cost to purchase: 6
Description: This power allows the mutant to make her skin solid metal. She are invulnerable to anything short of a neutron bomb, and any attacks against her will result in pain, broken weapons, etc. The transformation lasts for 1 hour +10 minutes per level of the mutant.
Damage: -
Cost to use: 4
Range: Self
Shape shifting
Cost to purchase: 4
Description: This allows the mutant to alter his physical size, shape, color, etc. The transformation costs points, but reverting back to true form is free. Anything vaguely man sized can be mimicked, but the ST might allow something extra.
Damage: -
Cost to use: 3
Range: Self
Description: Sound and light are also handled differently than the rest. These powers are relatively weak compared to a punch from Colossus, so they are given benefits to balance them out. The Absorption, Manipulation, and Creation are handled the same way for both Light and Sound. For every level, 10 decibels of sound, or light equaling that of a 200 watt lightbulb can be created. For instance, at 5th level, a mutant could affect the sound of a small rock concert, or dim the lights in a city block. The blasts aren't the same, however, so the details are given below.
Cost to purchase: 4
Description: This keening wail can do a few things. It can force back a lot of people caught in the blast, make them temporarily deaf, and hurt them to the point of damage. People caught in the blast are temporarily stunned for 2 rounds. It is so named for the famous mutant who first developed it.
Damage: 3
Cost to use: 2
Range: 10 yds out, 8 yds up, conical from mutant's mouth
Reverb
Cost to purchase: 4
Description: A mutant must absorb sound to use this power. The mutant can store and release the energy in a stunning, or painful wave, as desired. To release a stunning wave, a mutant need only absorb a small amount of sound, but a painful wave needs more behind it. A good rule to follow is this: a minute of talking for a stunning wave, or 5 minutes of talking for a painful one. Modifiers are set to this, making it harder or easier to absorb sound.
Damage: 4 or none
Cost to use: 2 or 4
Range: 50 yds out (The reverb does not have to project from the mouth)
Cost to purchase: 2
Description: This allows the mutant to project a bright light. If a victim looks directly at the light, he is dazzled for that round and the two immediately following. He receives a -1 to his dice pool, and a +2 difficulty to a perception roll requiring vision. Heightened vision, either by merit or power, reduces it to the immediate round.
Damage: 1
Cost to use: 1/3 Power point
Range: Circle, 6 foot radius
Will'o'wisp
Cost to purchase: 2
Description: This mean little trick brings into being a little globe of light. It flies around the head of the victim, which distracts her. She is at a -1 to her dice pool, and will forsake all other actions to try and rid herself of the little bugger. A successful willpower roll (Diff 5) reminds her of other, more important things at hand, and she no longer loses the dice.
Damage: -
Cost to use: 1 Power point Range: Within sight is reasonable
Cost to purchase: 4
Description: This power imbues the mutant with Superhuman attributes. He receives a bonus dot in either Perception, Intellegence, or Wits. If he uses Power points to augment that, he receives an 8 in that attribute for the next hour. He also receives these bonuses.
Perception: | Can't fool me. While this is in effect, any stealth, slight of hand, or other rolls where sneakiness is involved get a +2 penalty to difficulty. | |
Intelligence: | The mutant will be able to figure his way through any problem requiring reasoning in a number of rounds equal to his intelligence divided by 2. Any knowledge rolls are made at a -2 to difficulty | |
Wits: | I know it first. Anytime a question of wits is brought up for for initiative in combat, etc, this allows the mutant to go first, whether or not he has a higher wits. |
Damage: -
Cost to use: 4
Range: Self
Description: This power imbues the mutant with Superhuman attributes. She receive a bonus dot in either Manipulation, Charisma or Appearance. If she uses Power points to augment that, she receives an 8 in that attribute for the next hour. She also receives these bonuses.
Charisma: | Leadership. All mutants feel favorably inclined, and will allow themselves to be lead if a willpower roll is failed or refused. | Manipulation: | All mine. The mutant can influence the decisions of other; Manipulation X 2 at - 2 difficulty. | Appearance: | Hey Baby. This is not do much a physical transformation than a mental readjustment. Members of the opposite sex must make a willpower roll at +2 difficulty to avoid putting themselves becoming amorous. |
Damage: -
Cost to use: 4
Range: Self
Cost to purchase: 3
Description: This allows the mutant to manipulate the minds of others. Some possibles are an urge to sleep, seeing snakes, and cooking supper (?) Unless a Willpower roll is passed, a suicide suggestion will be followed; fortunately, the roll is at -2 difficulty. A second willpower roll allows the mutant to resist these effects completely.
Damage: -
Cost to use: 4
Range: Earshot of victim
Cost to purchase: 2
Description: This is a weaker version of suggestion. The mutant who uses charm has an effective charisma and manipulation of 7 to the person he charms. The intended victims will in no way obey a suicide command, and will not readily give up ideals or beliefs unless a willpower roll at a -2 difficulty is made.
Damage: -
Cost to use: 2
Range: Self
Attribute | 5 per dot |
Ability | 2 per dot |
Power pool point | 2 per dot |
Mutant power point | 4 for each point |
Health | 1 per dot |
Willpower | 1 per dot |
Backgrounds | 2 per dot |
* | School is new, and is run by a teacher that is 5 levels higher than the most advanced student |
** | School has been around for a while, and is run by a competent professional 10 levels higher than the most advanced student |
*** | School is widely known, and has a rival or two from the other way of thinking. Teacher is 15 levels higher than the most advanced student |
**** | School is very popular, but has many rivals from the other way of thinking. Teacher is 20 levels higher than the most advanced student. |
***** | Professor Charles Xavier's school for gifted children. (What else could I say?) |
* | Finger claws, like Sabretooth's. |
** | Adamantium limbs. Fist, feet, skull, etc. (Only one type) |
*** | Adamantium skeleton (-4 difficulty to soak roll) |
**** | Adamantium claws, like Wolverine's, or other types of blades. |
***** | Adamantium infused skin. -2 to damage done, aggravated damage on 8 or higher. |
Weapon | Diff | Damage | Notes |
Ninja to | 4 | 3 | |
Claws | 2 | 4 | Implanted internally |
Claws | 4 | 3 | External version |
Katana | 6 | 5 | |
2 handed sword | 8 | 7 | |
Staff | 5 | 4 | |
Axe | 6 | 5 | |
Longsword variant | 6 | 5 | |
Broadsword variant | 7 | 6 | |
Energy Pistol | 5 | 5 | |
Energy Rifle sized | 6 | 6 | |
Cable's favorites | 7 | 7 |