At Field Rules And Lists

AT Field Techniques

All AT Field Techniques are divided into a number of groups, known as Disciplines. AT Field Disciplines are themed around certain approaches, although Techniques within the same Discipline can do all kinds of things.

The Disciplines are as follows:

  • Innate. These are fundamental Techniques intrinsic to the AT Field.
  • Dirac. This Discipline is focused around manipulating transdimensional uses of the AT Field, such as teleportation or bending space.
  • Kinetic. This Discipline is focused around manipulating force, either augmenting it or slowing it down. It excels at augmentations, especially defensive ones.
  • Psychic. This Discipline is focused around mental energies, such as telepathy. It tends to focus around inflicting ailments on enemies.
  • Radiance. This Discipline is focused around manipulating light, and is home to various perception tricks and powerful, high-level attack Techniques.
  • Thermal. This Discipline is focused around manipulating heat, and is predominantly offensive in nature.
  • Transmutation. This Discipline is focused on altering organic and inorganic states to something else, and tends to excel at augmentation.

The Techniques of each Discipline are divided into 3 tiers, like talents. However, they are not purchased individually; instead, each Discipline's tier has a corresponding talent, and purchasing that talent unlocks the Techniques of that tier.

Using Techniques

Provided you have an AT Field active to the scale you're using (which means mostly E-Scale), and you possess the power, you can use the power. How exactly you do this is below.

All AT Techniques are divided into two broad types: Patterns and Powers

  • Patterns are passive effects that represent your active AT Field's 'resting state', the default form your AT Field energy sits in when it isn't being used in a more direct way. They require actions (usually a Free Action) to activate or swap to, but once on they are always on and are otherwise are freely maintained and provide powerful bonuses based off your AT Bonus. They also almost always provide some Deflection. You may only have one Pattern active at a time. You must have a Pattern in use before you can use Powers. Finally, you can only change Patterns once per turn.
  • Powers are effects that represent you directing your AT Field into a more active form. They require actions to activate. Some can be maintained, requiring you spend an action each round to maintain the effect, whilst others are one-use that occur and are resolved immediately. Powers that have the Action keywords 'Attack' and 'Concentration' are governed by the normal rules on action limits. Powers all have an effectiveness based off your AT Bonus. Powers may only be used if you have a Pattern spread.

If you have not spread your AT Field, then you must first activate a Pattern, which is done by using the Action outlined on the Pattern itself. The same action is used to swap from one Pattern to another. Once you turn off your Pattern, any maintained Powers, or Powers still in play, end.

To use an AT Power, you must first have a Pattern active (doesn't matter which). Every power has an effect, the strength of which depends on your AT Bonus. For example, a power that harms enemies might deal ATB damage to them. When you activate a Power, you must first decide whether to activate it at Base strength or Surge strength.

Base strength activates the Power using your total ATB. If you have an ATB of 4, and you activate the power, you follow its instructions as though you had an ATB of 4.

Surge strength activates the Power using twice your total ATB. However, it has the following side effects:

  • You lose all benefits of your Pattern until the start of your next turn. This includes Deflection. If the power is a Maintain action, then you lose all benefits until the start of the turn after you stop maintaining it. You may only maintain a single Surge strength power at once.
  • You may only Surge once per round.
  • The Power takes twice as long to activate than normal; if a power lists Half Action, it now takes a Full Action, and so on. If this makes the Power an extended action (eg, 2 Full actions), then you lose the benefits of your Pattern at the start of using the power, not the end.
    • Reaction Powers do not take any longer, but you lose the benefits of your Pattern afterwards regardless.
    • Free Actions are now Half Actions.

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Special AT Field Mechanics

Below is a list of special AT Field terms and mechanics and how they work.

Keywords. All AT Powers have a collection of Keywords that categorise their overall effect:

  • Offense powers focus on improving your Technique to deal damage.
  • Defense powers focus on preventing damage.
  • Augments improve your capabilities. Augment Powers do not stack with themselves unless specified; if you use the same Power twice on the same target, then the first instance is replaced.
  • Sappers damage enemy capabilities. Sapper Powers do not stack with themselves unless specified; if you use the same Power twice on the same target, then the first instance is replaced.
  • Mental powers affect psychology and the mind.
  • Attack powers act as an attack, and are governed by the rules on how many attacks may be performed per turn.
  • Concentration powers are governed by the rules on how many concentration actions may be performed per turn.
  • Simple powers do not count toward the limit on maintaining powers.

Attack types. Several AT Powers deal damage to enemies and use the following descriptors to determine how the attack is performed. All of these are subject to the same modifiers as a normal melee or ranged attack as appropriate.

  • Standard Attack. This acts like a standard attack, and can be called and dodged as normal.
  • Burst. This acts like a normal Burst attack, where your Hits cap is equal to your effective ATB.
  • Multi-Target. The user nominates a single target within range and Line of Sight, then makes the listed test. On a success, the user strikes the target, but for every DoS strikes a different target, so long as that target is in range and hitting them would be no harder than hitting the original target. Any DoS in excess of targets produces wasted hits.
  • Spray. This attack acts as though it has the Spray quality, automatically hitting everything in range within a 30 degree cone. The target may dodge this as normal.
  • Blast. This attack acts as though it has the Blast quality. The user nominates a single location within range and Line of Sight, then makes the listed test. On a success, then everything within the radius of the power is struck by the attack. The target may dodge this as though they were dodging a Blast attack.
  • Line. This attack acts as though it has the Line quality. The user nominates a single location within range and Line of Sight, then makes the listed test. On a success, the power hits everything between the user and the location, unless negated or blocked (eg deflected, parried or sacrificed against). The target may dodge this as normal. May be called.
  • Opposed. This power is an Opposed test against a target. The user nominates a target (or more, if the power allows) and makes the listed test. The target then opposes with the 'Opposed Test' listed. If you win, you apply the effects to the target. Opposed tests may not be Parried or Dodged.

Breaching. All AT Powers have the "Breaching" Quality.

Surge Strength Bonuses. Some Powers are augmented in certain ways when used at Surge Strength. The details are on the power's card. Note that these augmentations are optional and do not need to be used.

Maintained Powers. Some powers are maintained, meaning that their effects apply for as long as the user maintains the power (unless this is interrupted somehow). If the power has the 'maintain x' phrase in its Action line, then that means it may be maintained. Each turn, the user must spend that action type maintaining the power. The maintain action cost is not increased by using them at Surge Strength.

  • Characters may maintain multiple Powers at the same time. Any character attempting to maintain more than one power at once must spend the longest action from all maintained powers to maintain them (eg, if the character is maintaining 2 maintain Halfs, they spend 1 Half Action to maintain both; they do not spend both Halfs. Similarly if they are maintaining 1 Half and 1 Full, they spend 1 Full).
  • However, maintaining multiple Powers can be taxing and draw on a good deal of willpower. A character may maintain a number of AT Powers up to their WPB/2.
    • Powers with the 'Simple' Keyword do not count toward this total. Patterns don't either.
  • The user must stay within range of the target(s) to continue maintaining, unless specified otherwise.

Division. Many powers divide by 2 or 4. In this case, they always use your effective ATB as the base, and always round down unless otherwise specified.

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AT Abilities

Innate Abilities

Tier 1

Deflection Field

Name Deflection Field Action No Action/Free to Swap
Type Spread Pattern Range Self
Keywords - Damage -
Effect
You spread your AT Field in a sitting passive state, providing a Deflector with a strength of 10% per ATB.

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Flood Deflection

Name Flood Deflection Action Reaction
Type Power Test None
Range Self Damage -
Keywords -
Effect
You may use this in reaction to being attacked. You count your base Deflection as being doubled for this attack only, and may then roll Deflection as normal; after this attack, your base Deflection is halved until the start of your next turn.
Surge Strength Effect
-

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Neutralise

Name Neutralise Action Half Action, Maintain Free
Type Power Test None
Range 4 dm per ATB Damage -
Keywords Sapper, Simple
Effect
You neutralise 10% of the target's Deflection per ATB. This stacks with neutralisations from other allies.
Surge Strength Effect
-

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Negate Power

Name Negate Power Action Reaction
Type Power Test Opposed AT Field, +0
Range 4 dm per ATB Damage -
Keywords Sapper, Simple
Effect
Whenever an enemy within range uses an AT Power, you may make an AT Field Test, with a -20 penalty if the target Surged their power. If you succeed, you cancel out the power and prevent it from occurring. Note that if the power is directed at you, then you may not both use Negate Power and attempt to dodge it; it must be one or the other.
Surge Strength Effect
You add a +20 bonus to your test.

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Tier 2

AT Bolt

Name AT Bolt Action Half
Type Power Test BS or AT Field, +10
Range 5 dm per ATB Damage 1d10, ATB/2 Damage and Penetration
Opposed - Qualities -
Keywords Attack
Effect
This is a Burst attack that deals the above damage, and has a Hits score equal to your effective ATB. The damage type may be chosen by you freely.

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Flare

Name Flare Action Free Action
Type Power Test None
Range 100 dm per ATB Damage -
Opposed - Qualities -
Keywords -
Effect
You spike your AT Field, making it extremely noticeable to anyone within range who possesses an active AT Field. They become aware of your presence, and can target you with abilities that do not require Line of Sight. Entities that rely predominantly on their AT Fields for perception, as well as Angels, must pass an Intelligence test; on a failure, they cannot act against anything else until the end of their next turn unless that something attacked them after the flare, or is engaged with them in melee.
Surge Strength Effect
The range becomes 1000 dm per ATB.

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Tier 3

Offensive Field

Name Offensive Field Action No Action/Half to Swap
Type Pattern Range Self
Keywords - Damage -
Effect
AT Powers with the 'Attack' or 'Offense' keyword add half your WPB to your effective ATB. You gain no Deflection and cannot use 'Defense' keyword powers.

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Defensive Field

Name Defensive Field Action No Action/Half to Swap
Type Pattern Range Self
Keywords - Damage
Effect
AT Powers with the 'Defense' keyword add half your WPB to your effective ATB. You gain 10% Deflection per ATB and cannot use 'Attack' or 'Offense' keyword powers.

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Anti-AT Field

Name Anti-AT Field Action Full, Maintain Full
Type Power Test AT Field, -30
Range ATB*5 dm Damage
Keywords Attack, Concentration
Effect
This Power does nothing unless activated with an ATB of 18 or higher by an entity with an S2 Organ. When activated properly, the Anti-AT Field grants you incredible power and flexibility, allowing you to do almost anything to anything within range, with GM's discretion. It cannot be used to instantly destroy foes; if it does damage, it either replicates an existing weapon (including an N2 Mine), or deals 2d10 damage to a target, ignoring Deflection, Evasion, Toughness, Armour or other soak. Ability scores can be decayed by this Power, but only by an amount equal to half the score's regular level. One-off effects only apply when activated, and the Power must be reactivated for those effects to apply again. Other effects remain so long as the Power is being maintained.
The user of this Power, along with anyone else within range, instantly loses 1d10 Ego on activation, and another 1d10 at the start of their turns so long as it is maintained and they are protected by an AT Field. Individuals who are not protected by a Field suffer 10 times of that 1d10 result instead.

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Disruptor Bomb

Name Disruptor Bomb Action Full
Type Power Test BS or AT Field, -10
Range ATB*5 dm Damage 2d10 X, ATB/2 Damage and Penetration
Opposed - Qualities Blast (ATB/2)
Keywords Attack, Concentration, Sapper
Effect
A Blast attack that hits only enemies within the area. All enemies have their Deflectors weakened by 10% per ATB until the start of your next turn.

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Dirac Abilities

Tier 1

Dirac Trace

Name Dirac Trace Action Free Action
Type Power Test Perception
Range 100 dm per ATB Damage -
Opposed Willpower Qualities -
Keywords -
Effect
You may activate this power whenever someone in range activates a power with the Dirac keyword. You test Perception, opposed by their Willpower; on a success, you know the location exit point(s) of the power.

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Pocket Cache

Name Pocket Cache Action Free Action, Maintain No
Type Power Test -
Range 1 dm per ATB Damage -
Keywords Dirac
Effect
By using this power, you can store any held or worn item in a dimensional cache. This cache remains in operation even if you are asleep or unconscious, unable to access your AT Field powers or if your AT Field is powered down or unspread. If you die, the cache reopens 1d5 days later at a random location with a tie to you emotionally, dumping all of its contents within. You can also use this power to withdraw an item from a cache, either into your hand, onto your body or anywhere within range.

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Shifting Strike

Name Shifting Strike Action Half Action
Type Power Test -
Range 1 dm per ATB Damage -
Keywords Augment, Dirac, Offense
Effect
Select one ally, or yourself. The next attack they make gains additional range equal to your ATB; this applies to melee weapons as well.

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Tier 2

Inverted Field

Name Inverted Field Action No Action/Half to Swap
Type Pattern Range Self
Keywords Dirac Damage -
Effect
You shift into an Inverted Field, placing yourself inside a Dirac Sea. AT Powers with the 'Dirac' keyword treat you as having double your effective ATB. You project a shadow onto reality, which may be any sort of image, although it doesn't do anything; this shadow doesn't move, even if you move within the dirac dimension. If you leave, you reappear from this shadow. You have Line of Sight up to 5*ATB dm from this shadow, although you cannot physically affect or attack anything, or be physically affected, by anything outside of it. You can still use your AT Field, and others can target you with Mental attacks. You gain no Deflection from this Pattern.

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Dimension Hole

Name Dimension Hole Action Half, Maintain Free
Type Power Test -
Range ATB*1,000 dm Damage -
Keywords Dirac
Effect
This power creates a dirac-created 'hole' between two points in space, making them count as being adjacent no matter how far their distance. This hole is small, large enough to accommodate attacks from weapons and maybe a hand (of either scale) but not enough to fit a living creature. This hole may be used to breach into or out of Dirac Seas.
Surge Strength Effect
You may create one extra wormhole per 5 ATB.

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Dirac Skip

Name Dirac Skip Action Half Action
Type Power Test -
Range ATB*3 dm Damage -
Keywords Dirac
Effect
You select a location in range and instantly teleport to it, functioning as a regular 'teleport' action. You must be aware of the location, at least familiar with the layout, although you do not need Line of Sight. Like all teleports, this disconnects umbilicals.
Surge Strength Effect
The range becomes ATB*4 dm.

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Wrap Projectile

Name Wrap Projectile Action Reaction
Type Power Test AT Field
Range ATB*2 dm Damage -
Keywords Dirac
Effect
This power allows you to redirect an incoming ranged or Shifting Strike melee attack aimed at someone within range. This works just like a normal Evasion test, only you roll against your AT Field score. If the attack has Breaching (including AT Field attacks), you take a -5 penalty per point of Penetration.
Surge Strength Effect
You take a -20 penalty, but if you succeed, you can redirect the attack to strike any enemy within range.

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Tier 3

Abduction

Name Abduction Action Full
Type Power Test -
Range ATB*1 Square Damage -
Opposed Agility Qualities -
Keywords Dirac, Attack
Effect
You must be in the Inverted Field pattern. You may choose anything within range to be absorbed into your Inverted Field's pocket dimension with you. They may not leave unless you shunt them out as a Free, or until you stop maintaining the Inverted Field.

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Dirac Jump

Name Dirac Jump Action Full Action
Type Power Test -
Range ATB*100 dm Damage -
Keywords Dirac
Effect
This power uses split-second dirac breaches to shunt you into across massive distances. You select a location in range and instantly teleport to it, functioning as a regular 'teleport' action; you may also take anything within ATB dm of you with you (unwilling passengers may resist by passing an Agility test). You must be aware of the location, at least familiar with the layout or its coordinates, although you do not need Line of Sight. However, landing a Jump accurately is very hard; you always appear within 1d100 dm of your target spot, reducing your roll by your Willpower score.
Surge Strength Effect
The range vastly increases, allowing you to teleport anywhere on Earth or, at GM's discretion, within the nearby solar system or farther.

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Lock Zone

Name Lock Zone Action Full, Maintain Free
Type Power Test AT Field
Range ATB*2 dm Damage 1d10
Opposed AT Field Qualities -
Keywords Sapper
Effect
So long as this power is maintained, anyone who is either within range of you who activates a Power or Pattern with the Dirac keyword, or activates such a power intending to lead within that range, must make an AT Field test, opposed by your own; if you succeed, not only does their action fail and their actions wasted, they take 1d10 damage to the torso or hull, ignoring Soak.
Notes
Most generic teleports are affected by this power as well.

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Kinetic Abilities

Tier 1

Barrier Field

Name Barrier Action No Action/Half Swap
Type Pattern Test -
Range Self Damage -
Effect
So long as this FIeld is active, you select one direction of your choosing, which you can change whenever you perform an action (not a reaction); you create a straight plane of force in this direction, with a radius of 1dm per ATB/4. This plane of force has a deflection of 15% per ATB. Enemies may not move through the plane of force unless their AT Field score is greater than its Deflection. Your Deflection from other directions drops to 0%, however.

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Kinetic Wave

Name Kinetic Wave Action Half
Type Power Test -
Range ATB*3 dm Damage 1d10 I, +ATB/2 damage, +ATB Penetration
Opposed - Qualities Spray; Concussive
Keywords Attack
Effect
This is a Spray attack, automatically hitting all within the Spray cone for the above damage. It has the Concussive quality, allowing it to knock enemies prone.

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Telekinesis

Name Telekinesis Action Half, Maintain Free
Type Power Test -
Range ATB*2 dm Damage -
Keywords Simple
Effect
You may manipulate ATB/2 objects within Close Range with all the precision and dexterity as though you were manipulating them with your own hands. Your SB and TB count as ATB/4 for all purposes related to weight and damage. You can move any objects affected by this power to any point in range as a free action once per turn. Using objects using Telekinesis is possible, but requires the same action as though you were holding it in your hand.
Notes
This power may not be used on anything capable of spreading an active AT Field.

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Tier 2

Accelerator Field

Name Accelerator Action No Action/Free to Swap
Type Pattern Range Self
Keywords - Damage -
Effect
You increase your AB by your ATB/2. This Pattern provides a Deflector of 5% per ATB.

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Bunker Field

Name Bunker Field Action No Action/Free to Swap
Type Pattern Range Self
Keywords - Damage
Effect
This Pattern provides you, and any ally within 3 dm, with a Deflector of 5% per ATB. This Deflector strength triples against non-Line AoE attacks.

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Containment

Name Containment Action Half, Maintain Free
Type Power Test AT, +0
Range ATB*2 dm Damage -
Opposed Toughness or AT Field Qualities
Keywords Sapper
Effect
This is an Opposed test. On a success, your chosen target cannot move in any direction other than towards you so long as the power is contained. Any ranged or area attack aimed at the target by someone other than you, or vice versa, must breach your Deflection first before striking the target.

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Float

Name Float Action Half, Maintain Reaction
Type Power Test -
Range ATB*4 dm Damage -
Keywords Augment
Effect
Select a point in range; you fly to that point. This movement does not trigger Attacks of Opportunity.
Notes
This power may be maintained, in which case you gain the Flight (ATB) trait.

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Massive Momentum

Name Massive Momentum Action Half
Type Power Test -
Range ATB*1 dm Damage -
Opposed - Qualities Gains Breaching
Keywords Augment, Offense
Effect
Select yourself or one ally in range. Their next attack gains the Breaching Quality (and loses the Mundane Quality), but also gains one other Quality chosen from the list below. Each Quality has a minimum ATB threshold that your power's effective ATB level must meet or exceed.
Tearing (1 ATB)
Burning and Powerfield (15) (2 ATB)
Precise (3 ATB)
Slayer (4 ATB)
Exposing (5 ATB)
Piercing (6 ATB)
Savage (7 ATB)
Vengeful (-1) (8 ATB)
Keen (9 ATB)
Felling (4) (10 ATB)
Choose Any Two (16 ATB)

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Tier 3

Reflective Field

Name Reflective Field Action No Action/Half to Swap
Type Pattern Range Self
Keywords - Damage -
Effect
This Pattern provides you with a Deflector with a strength of ATB*5%. However, whenever you deflect a Ranged attack, you reflect the attack back on the attacker, dealing a single hit to them.

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Maelstrom

Name Maelstrom Action Full, Maintain Half
Type Power Test AT, -10
Range ATB*2 dm Damage 2d10 I, +ATB/2 Damage and Penetration
Opposed Qualities Blast (ATB/2), Snare
Keywords Attack, Concentration
Effect
This is a Blast attack that affects the targeted area. All within the affected area suffer the above effects. If maintained, then you make the test at the start of each turn; on a pass, all within suffer the effects again. If failed, the vortex slips out of control, scattering 1d10 dm in a random direction, hitting anything in its path as above, before dissipating.
Surge Strength Effect
The attack gains the Vengeful Quality, -1 per entity in the targeted area, to a max of -3.

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Friction Flood

Name Friction Flood Action Half, Maintain Half
Type Power Test AT, +0
Range ATB*3 dm Damage Special
Opposed Toughness, Willpower or AT Field Qualities -
Keywords Sapper
Effect
This is an Opposed test. On a success, the target is enveloped in a field of friction; they treat all movement as though it were over Difficult Terrain (with a penalty equal to your AT/2). If the target ever fails a Difficult Terrain test whilst suffering from this effect, they take damage equal to your ATB/2, which ignores TB or AP.
Notes
If used on an enemy using the Accelerator Pattern, the power has no effect other than to prevent them from gaining any extra AB from Accelerator.

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Psychic Abilities

Tier 1

Reflexive Field

Name Reflexive Field Action No Action/Free to Swap
Type Pattern Range Self
Keywords - Damage
Effect
This pattern grants you a +20 bonus to Perception tests and a +10 bonus to Evasion tests. Furthermore, it also enables the ability to parry ranged attacks with melee weapons. It grants no Deflector.

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AT Ping

Name AT Ping Action Free
Type Power Test -
Range ATB*5 dm Damage -
Keywords Mental
Effect
You very briefly expand your AT Field in a weakened state to feel the resistance of other AT Fields. You may detect any Active AT Field within range. You know the presence and location of an active AT Field, even if the generator is hidden. However, they also sense your presence. By passing a Perception test, you can discern the AT Field score of one target within this field.
Surge Strength Effect
Passing your Perception score lets you gauge the AT Field score of all within range. It also allows you to detect those with 'passive' AT Fields, such as humans.

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Beacon

Name Beacon Action Half, Maintain Free
Type Power Test AT+20
Range ATB*3 dm Damage -
Opposed Agility or Willpower Qualities -
Keywords Mental, Sapper
Effect
Select one target within range and make the test. So long as the power is sustained, you are capable of innately sensing and knowing where the target is. Target may not hide from you, may not ambush you, and you do not suffer penalties to hit them due to fog, darkness, blindness or other visual obstruction. This effect persists even if the enemy leaves the ability's range.
Surge Strength Effect
The effect has a range of ATB*6 dm, increasing the distance the target must move in order to break the Beacon.
Notes
The AT Beacon effect may be removed from yourself with the use of the Neutralisation power.

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Guidance

Name Guidance Action Half, Maintain Free
Type Power Test -
Range ATB*2 dm Damage -
Keywords Augment, Concentration, Mental
Effect
Select one ally within range. That ally's next test rerolls and takes the preferred result.
Surge Strength Effect
If the affected test is an attack test, then the attack also has the Guided Quality.

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Psychaudience

Name Psychaudience Action Half, Maintain Free
Type Power Test -
Range ATB*5 dm Damage -
Keywords Mental
Effect
You may detect the surface thoughts or emotions of AT Fielded entities within range. These thoughts tend to be uncomplex, active ones kept in your short-term memory (30 sec~), i.e. thoughts you are actively thinking about now. The amount of data you receive in any given round is likely to be equal to about 10-20 words.
Notes
Sufficiently alien or advanced lifeforms are likely to provide an overwhelming amount of data (delivering negative repercussions to you) or simply be unreadable.
The Mind Shield Pattern automatically protects an individual from this power.

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Telepathy

Name Telepathy Action Half, Maintain Free
Type Power Test -
Range ATB*10 dm Damage -
Keywords Concentration, Mental
Effect
Use this power on ATB/2 targets whose locations you know and you are aware of. This creates a Telepathic Bond; you are capable of conversing with them, sending them images and abstract concepts. Be warned, however, that contact with a powerful entity such as an Angel is extremely dangerous; furthermore, should a mental attack affect one member of a Telepathic bond, it will also affect the other. If you use this power to connect yourself and at least 2 other allies, you all gain a +10 to all tests and may use the Assist action for fellowship, intelligence or perception related skills on each other regardless of range.
Surge Strength Effect
This power gains a range that covers most of the solar system.
Notes
You may use this power to broadcast a single message (made up of several images and no less than 50 words) to all individuals or entities within range.

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Tier 2

Mind Shield

Name Mind Shield Action No Action/Free to Swap
Type Pattern Range Self
Keywords - Damage
Effect
This pattern provides you a Deflector of 10% per ATB, but unlike other Deflectors, this Deflector blocks mental attacks only; it is ineffective against physical attacks.

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Inspire

Name Inspire Action Half Action, Maintain Free
Type Power Test -
Range ATB*2 dm Damage -
Keywords Mental, Augment, Defense
Effect
Select an ally, including yourself, within range. So long as the power is maintained, they gain the Fearless (ATB/5) trait, minimum 1.
Notes
If used on a character suffering from fear or panic, they may instantly test Willpower to overcome the effect.

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Nightmare Fray

Name Nightmare Fray Action Half
Type Power Test AT, +0
Range ATB*3 dm Damage 1d5+WPB Impact Damage
Opposed Willpower Qualities -
Keywords Concentration, Mental, Attack
Effect
This is an Opposed test on a single target. On a failure, the target takes the above damage that ignores Toughness or Armour, reduced by their WPB. If the damage after soak is greater than their WPB, the target becomes Confused for a round.
Surge Strength Effect
You can choose which effect happens on the Confusion table.

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Shroud

Name Shroud Action Half Action, Maintain Half
Type Power Test -
Range ATB*2 dm Damage -
Keywords Concentration, Mental
Effect
You may select ATB/2 allies. So long as the power is sustained, the target(s) gains +10 to stealth tests, and are invisible to AT Pings with an ATB weaker than your own (AT Beacon is still effective, however).

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Tier 3

Paralyse Mind

Name Paralyse Mind Action Half, Maintain Half
Type Power Test AT Field, -10
Range ATB*2 dm Damage 1d10 Impact Damage
Opposed Willpower or AT Field, +10 Qualities -
Keywords Mental, Concentration, Attack
Effect
This is an Opposed test. On a success, the target is stunned and takes the above damage, ignoring toughness or Armour but being reduced by Willpower Bonus instead. So long as the power is maintained, you repeat the test at the start of each turn, inflicting the same results if you win.

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Mindscan

Name Mindscan Action Extended
Type Power Test AT Field, +0
Range Touch Damage -
Opposed Willpower or AT Field, +10 Qualities -
Keywords Concentration, Mental, Attack
Effect
You actively deploy your AT Field against a single adjacent individual. In doing this, you intend to fully explore the intricacies of their AT Field, reaching information held in their long-term memory and subconscious. In this way, this power is a less powerful- yet still intrusive- version of the Angelic Mindscan. This power is an extended action, taking one hour. This is an Opposed test. If you succeed, you manage to access your target's mind. On a failure, however, your opponent has successfully resisted you and you are unable to use this power on them again for another 24 hours. For every degree of success you obtain, you reduce the net duration of the power by 5 minutes, to a minimum of 10 minutes. Depending on your Degrees of Success, you unlock extra information, as seen below:
0-1 DoS: Surface Information. You are able to sense data from your target, but only barely. These thoughts tend to be uncomplex, active ones kept in your short-term memory (30 sec~), i.e. thoughts you are actively thinking about now. The amount of data you receive is likely to be equal to about 10-20 words.
2-4 DoS: Basic Information. You are able to sense basic data from your target, including thoughts less than 24 hours old. You can sense a character's Insanity Points, Ego Barrier, Wounds, and current state of mind. You may also source up to three pieces of information from the target, but they must be from within the last 24 hours and are conveyed through the target's perception (i.e. through what they heard or saw).
5-6 DoS: Long-Term Memory. You are able to sense a good deal of data from your target, including thoughts from their long-term memory. However, the data must be things the target has conscious awareness of. As above, but you may also sense a character's Characteristics, Skills, Talents, AT Field Powers, Formations, Tactics, Traits, Assets, OD Assets, Drawbacks, Instabilities, Coherencies and Disorders. If a character has the Dark Secret drawback, then you may learn the contents of this Secret, so long as they themselves are aware of it. You may source up to five pieces of information from the target, but they must be from their long-term conscious memory and are conveyed through the target's perception.
7+ DoS: Subconscious. You are able to sense essentially everything about your target, including things they may not be aware of themselves, hidden in the subconscious. As above, but you may source up to six pieces of information from the target, which will be revealed to you so long as the data is there, either in their subconscious or active mind. Retrieving subconscious data is painful, however, and deals between 1d5 and 5d5 insanity to the target depending on the content involved.
Notes
Once you have achieved a specific level of depth with a target, then the next time you use this power on the target, you may choose to access information at that level regardless of DoS scored.
Trying to use this power on a superior lifeform- such as, for example, an unshielded human being trying to use the power on an Evangelion- is extremely foolhardy and, unless you have the Mind Shield Pattern active, instantly fails and deals 20d5 Willpower and AT Field decay, and inflicts 5d5 levels of fatigue on you; the decay lasts until the fatigue wears off. With the Mind Shield Pattern, then you may proceed as usual, albeit the target is treated as having +60 to their tests, and on a failure you take 1d10 Willpower and AT Field decay for an hour; during that time you are also stunned.

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Suggestion

Name Suggestion Action Full Action
Type Power Test AT Field, -10
Range ATB dm Damage -
Opposed Willpower or AT Field, +0 Qualities -
Keywords Concentration, Mental, Attack
Effect
This is an Opposed Test. On a success, you may order the character to instantly perform a single action, which they must undertake as competently as possible. This action must be conceivably doable within a single round's worth of time. If the suggestion would require the target to harm an ally (unless there's a very good reason, such as a personal hatred) or themselves, then the target takes a +30 bonus to their Willpower test. This Power counts as Mind Control.
Surge Strength Effect
This ability can be used to more permanently alter an individual's memory or feelings or thoughts, although not by very much. Using it to make someone neutral to you friendly is plausible; swaying an enemy to your side is not. Memory-wise, you are able to alter up to 5 minutes per DoS' worth of memories; this includes editing the memories, erasing them or creating new ones. However, one's soul never forgets a true memory, and certain techniques (including Mindscan) can retrieve them.

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Radiance Abilities

Tier 1

Flash

Name Flash Action Half
Type Power Test BS or AT, +0
Range ATB*2 dm Damage 1d5 E Damage, +1 Damage per ATB/2
Opposed - Qualities -
Keywords Attack
Effect
This is a Standard ranged attack that deals the above damage and ignores Armour; if the target takes damage after soak, they must make a Toughness or Perception test or be Blinded for one Round. Machine enemies are Stunned instead.

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Living Light

Name Living Light Action Half, Maintain Free
Type Power Test -
Range ATB*5 dm Damage -
Opposed - Qualities -
Keywords Sapper
Effect
Select one enemy; they are Marked for as long as the power is maintained.

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Project Object

Name Project Object Action Half Action, Maintain Free
Type Power Test Intelligence, +0
Range ATB*1 dm Damage -
Opposed - Qualities -
Keywords Concentration
Effect
You compress a portion of your AT Field into creating a simulacrum of an object of which you are aware; the item may not have a Cost surpassing your ATB. This object functions just like a regular object, but it fades from existence if you are out of range; furthermore, the object may not violently explode for any reason, instead fading from existence.

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Tier 2

Luminous Limb

Name Luminous Limb Action Half, Sustain Free
Type Power Test -
Range Self Damage -
Keywords Concentration, Augment
Effect
You compress your AT Field into a shape analogous with an arm, leg, or tentacle that grows out of your body. In this way, you can replace lost limbs, which possess a wound count of ATB, die on 0 wounds without progressing to Lethal Damage, and your natural Strength and Toughness. Alternatively, you can do something more fantastical with AT Appendages; the common uses are below.
Multiple Arms. You may use this power to gain the Multiple Arms (+1) trait.
Multiple Legs. You may use this power to gain the Multiple Legs (+1) Trait.
Tentacles. You may use this power to gain a mass of tentacles, which count as a Natural Weapon with 3 dm range and the Snare (0) Quality.
Wings. You may use this power to gain a pair of wings, giving yourself the Hoverer (ATB) and Flight (ATB) Traits.

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Mirror Image

Name Mirror Image Action Half, Maintain Free
Type Power Test -
Range ATB*1 Square Damage -
Keywords Augment
Effect
You may use this power on yourself or another (usually an ally) within range. It creates an illusory copy of the target next to them. This copy cannot physically affect anything and has no AT Field, but it can speak with the target's voice and provide Flanking bonuses. It may make a Full Action move on your turn, but it can never be farther away from you than your WPB*2 dm. If attacked, the image vanishes. Attacks against the target take a -10 penalty for every copy adjacent to them.
Surge Strength Effect
You create 1 copy for every 4 ATB you have.

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Tier 3

Invisibility Field

Name Invisibility Field Action No Action/Half to Swap
Type Pattern Range Self
Keywords - Damage -
Effect
You gain the Demivisibility trait, unless your ATB is 8 or more, in which case you gain Invisibility. This Pattern provides you with a Deflector of 5% per ATB.

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Bright Beam

Name Bright Beam Action Full
Type Power Test BS or AT, +0
Range ATB*15 dm Damage 1d10 Energy, +ATB Damage and Penetration
Opposed - Qualities Line; Laser
Keywords Attack
Effect
This is a Line attack that deals the above damage.
Surge Strength Effect
The attack's range becomes Sensory, meaning it is essentially infinite for the purposes of combat.

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Radiant Cross

Name Radiant Cross Action Full
Type Power Test BS or AT, +0
Range ATB*5 dm Damage 1d10 Energy, + ATB Damage and Penetration
Opposed - Qualities Blast (ATB/2)
Keywords Attack
Effect
This is a Blast attack that deals the above damage.
Surge Strength Effect
The attack gains the Brutal Quality.

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Thermal Abilities

Tier 1

Blast Field

Name Blast Field Action No Action/Half to Swap
Type Pattern Range Self
Keywords - Damage
Effect
At the start of your turn, all enemies adjacent to you take an attack dealing ATB Energy Damage, with ATB Penetration, and the Burning Quality; this hits their torso. This Pattern provides a Deflector with 5% strength per ATB.

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Dissipate Heat

Name Dissipate Heat Action Half, Maintain Free
Type Power Test -
Range ATB*3 dm Damage -
Keywords Augment, Offense
Effect
You may use this power on yourself or an ally within range. The ally is immune to being set on fire for the duration of the effect (with any flames on them going out), and their attacks lose the Overheat Quality, if they possess it.

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Thermal Amplification

Name Thermal Amplification Action Half, Maintain Free
Type Power Test -
Range ATB*2 dm Damage -
Keywords Concentration
Effect
You increase the heat in a localised are around you. This power has multiple effects, of which you choose one when executing the power.
Passive Amplification: You passively increase the heat in as many dm in range as you desire. This heat increase is usually enough to increase the heat of all objects by ATB degrees celsius per round. Individuals may not be directly affected by this ability.
Active Amplification: You may select a single dm in range and focus heat on it. This increase is usually enough to increase the heat of all objects within the square by ATB*5 degrees per round. Individuals may not be directly affected by this ability.
Notes
Depending on the circumstances, use of this ability can cause phase transition in objects (eg. Melting ice into water). It can also cause objects to burst into flame without any apparent external source depending on their composition: Autoignition Temperature.

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Thermal Negation

Name Thermal Negation Action Half, Maintain Free
Type Power Test -
Range ATB*2 dm Damage -
Keywords Concentration
Effect
You decrease the heat in a localised are around you. This power has multiple effects, of which you choose one when executing the power.
Passive Negation: You passively decrease the heat in as many dm in range as you desire. This heat decrease is usually enough to cool all objects by ATB degrees celsius per round, to a minimum of -50 degrees celsius. Individuals may not be directly affected by this ability.
Active Amplification: You may select a single square in range and rob the heat from it. This decrease is usually enough to cool all objects within the square by ATB*5 degrees per round, to a miimum of -100 degrees celsius. Individuals may not be directly affected by this ability.
Notes
Depending on the circumstances, use of this ability can cause phase transition in objects (eg. Turning water into Ice).

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Tier 2

Fireblast

Name Fireblast Action Half
Type Power Test BS or AT, +10
Range ATB*10 dm Damage 1d10 Explosive, +ATB Damage and Penetration
Opposed - Qualities Burning
Keywords Attack
Effect
This is a Standard ranged attack that deals the above damage.

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Flash Freeze

Name Flash Freeze Action Half
Type Power Test BS or AT, +10
Range ATB*10 dm Damage 1d10 Explosive, +ATB Damage and Penetration
Opposed - Qualities Subdual
Keywords Attack
Effect
This is a Standard ranged attack that deals the above damage. Any target struck by this attack suffers Agility decay equal to twice the amount of damage taken.

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Inferno

Name Inferno Action Full
Type Power Test -
Range Self Damage 1d10 Explosive, +ATB Damage and Penetration
Opposed - Qualities Aura (ATB/2), Concussive, Burning
Keywords Attack
Effect
This is an Aura attack that deals the above damage.

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Tier 3

Absolute Zero

Name Absolute Zero Action Full
Type Power Test BS or AT, +0
Range ATB*2 dm Damage 2d10 Explosive, +ATB/2 Damage and Penetration
Opposed - Qualities Blast (ATB/3), Subdual
Keywords Attack
Effect
This is a Blast attack that deals the above damage. Those struck by it who take damage must pass a Toughness test or be Dazed for one round.
Surge Strength Effect
Those who fail their Toughness test are Stunned instead.

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Fusion Blast

Name Fusion Blast Action Full
Type Power Test -
Range ATB dm Damage 1d10 Energy, +ATB Damage and Penetration
Opposed - Qualities Piercing, Felling (4), Burning
Keywords Attack
Effect
This is a Standard ranged attack that deals the above damage.
Surge Strength Effect
The Felling Quality becomes ATB/2 instead, assuming it's higher than 4.

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Transmutation Abilities

Tier 1

Sunder

Name Sunder Action Half
Type Power Test WS or AT, +10
Range 1 Square (Melee) Damage 1d10 R, +ATB/2 Damage and Penetration
Opposed - Qualities Power Field (AT/2), Cracking (ATB/2)
Keywords Attack
Effect
This is a Standard melee attack that deals the above damage.

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Stitch Material

Name Stitch Material Action Full
Type Power Test -
Range 1 Square (Touch) Damage -
Keywords Concentration, Augment, Defense
Effect
This repairs the touched object or creature. Damaged armour regains ATB/2 AP, destroyed weapons and items are repaired, and damaged characters regain ATB/2 wounds, distributed as you like; however the process is painful, so non-Machine targets must pass a Toughness test or suffer ranks of Fatigue equal to the amount of wounds restored.

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Tier 2

Layered Field

Name Layered Field Action No Action/Free to Swap
Type Pattern Range Self
Keywords - Damage
Effect
This AT Field strengthens your armour, giving yourself ATB/2 AP on all areas. It provides no Deflector.

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Physical Cleansing

Name Physical Cleansing Action Full
Type Power Test -
Range 1 Square (Touch) Damage -
Keywords Concentration, Augment, Defense
Effect
This cleanses impurities from an object or creature. On objects, it unjams weapons and improves the quality of raw materials. On creatures, it removes most toxins, toxin effects (including toxin-induced fatigue), inebriation, chemical effects and diseases.

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Transmute Inorganic

Name Transmute Inorganic Action 1 Minute
Type Power Test -
Range 1 Square (Touch) Damage -
Opposed - Qualities -
Keywords Concentration
Effect
You transmute an inorganic object into another inorganic material. This takes too long to work on moving things (such as Angels) unless they are completely unable to move. You can transmute any amount of material, so long as it is connected to the material you are touching by inorganic matter and within ATB/2 dm. This transmutation also allows you to shape the object, allowing you to use this power to, for example, draw a weapon out of a steel wall. The transmutation is permanent.
Notes
Transmutations using this power can be undone by reusing it on the same object.

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Transmute Organic

Name Transmute Organic Action 1 Minute
Type Power Test -
Range 1 Square (Touch) Damage -
Opposed - Qualities -
Keywords Concentration
Effect
You transmute an organic object into another organic material. This takes too long to work on moving things (such as Angels) unless they are completely unable to move. You can transmute any amount of material, so long as it is connected to the material you are touching by organic matter and within ATB/2 dm. This transmutation also allows you to shape the object, allowing you to use this power to, for example, heal Lethal Damage, by 1 point per minute (causing incredible pain to the tune of an automatic 1 fatigue per point healed), so long as the amount of Lethal Damage is less than your ATB, although it cannot return lost/vaporised body parts. The transmutation is permanent.
Notes
Transmutations using this power can be undone by reusing it on the same object.

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Tier 3

Form Restoration

Name Form Restoration Action Intermittently over a month
Type Power Test -
Range - Damage -
Keywords -
Effect
This powerful ability is used to restore massive amounts of physical damage to an object or creature. Damaged objects are completely restored, with vaporised/missing parts synthesised out of nothing. This also allows you to heal characters who are missing limbs or organs, restoring them to full health.

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Negate Blow

Name Negate Blow Action Full, Maintain Free
Type Power Test -
Range 1 Square (Touch) Damage -
Keywords Concentration, Augment, Defense
Effect
You modify the touched character or object, giving it ATB/2 extra AP against a single damage type of your choice. A character or object can only benefit from one instance of Negate Blow at a time, and changing it requires another Full.

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Organic and Inorganic

Name Organic and Inorganic Action One Minute, Maintain Free
Type Power Test -
Range 1 Square (Touch) Damage -
Keywords Concentration
Effect
This power works exactly like the "Inorganic to Inorganic" and "Organic to Organic" powers, with one exception: it can be used to transmute organic matter to inorganic matter, and vice versa. The transformation is not permanent, and will revert the moment you cease touching the object or stop maintaining it. This still has the potential to kill an individual.

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Refine Object

Name Refine Object Action Intermittently over a week (or more at the GM's discretion)
Type Power Test -
Range - Damage -
Keywords -
Effect
You use this power to either refine or synthesise a new object. This can be used to improve the Craftsmanship quality of an existing piece of equipment, or to create a new one, so long as the new item's Value does not surpass your ATB.

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Shaping

Name Shaping Action Full, Maintain Free
Type Power Test -
Range 1 Square (Touch) Damage -
Keywords Concentration, Augment
Effect
You select a single characteristic score from Strength, Toughness, Agility or Perception. This score now counts as having the Unnatural Characteristic (+ATB/4) trait.
Surge Strength Effect
If your effective ATB is 16+, then you gain a special trait depending on the score you choose:
Strength: All melee attacks gain the Concussive quality.
Toughness: Gain the Stuff of Nightmares trait.
Agility: Gain an extra reaction.
Perception: Gain the Precognition trait.
Notes
Maintain range on this power is ATB dm.

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