Advanced At Powers

Advanced AT Powers refer to special uses of AT Fields available to some AT Field Users. Instead of being specific powers in their own right, Advanced Powers represent a sophisticated understanding of the AT Field, enough to combine or utilise the basic powers in ways that a novice might not. Advanced Powers do not come with their own XP cost; rather, if a character meets all of the prerequisites, they are considered to be able to use the power.

All Advanced AT Powers have an ATP Cost, Action cost, Prerequisites, Restrictions and Effect:
ATP Cost represents how much the power costs in ATP to use.
Action cost represents what action must be spent to activate the power.
Prerequisites represents what AT Field Powers the user must already possess, as well as a minimum base ATS level (i.e. if your ATS naturally is equal or higher to the prerequisite, then you may use this power, even if your current ATS is lower). As a rule, Advanced Powers always have at least two Power prerequisites.
Restrictions represents limits on how an Advanced Power might be used. This might be a time limit ('once per day') or a more specific limit ('Must be using Deflective Field').
Effect represents the effects of the power.

Spread Patterns

Chaotic Field

Name: Chaotic Field
Deflection per ATS: 5% Action: Half/Full to Spread, Maintain Free
Prerequisites: Deflective Field, Dirac Cache, Inverted Field, ATS 8, SL (AT Fields+20) Restrictions: -
Effect
You generate a patchwork, roiling AT Field that constantly flutters fretfully between realspace and the chaos of the Dirac Sea, weakening its consistency but making it difficult to disrupt through mundane means. You may Deflect as normal; however your Deflection is unaffected by the Pulse or Positron qualities.

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Defensive Field

Name: Defensive Field
Deflection per ATS: 15% Action: Half/Full to Spread, Maintain Free
Prerequisites: Deflective Field, ATS 10, SL (AT Fields+10), Spread Mastery (Particle Screen) Restrictions: -
Effect
You consolidate your AT Field around you, hardening it but diminishing your ability to affect your surroundings meaningfully. Any attacks aimed your way automatically incur Deflection tests and do not remove your ability to dodge or parry. However, you halve all ATP gained per turn.

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Offensive Field

Name: Offensive Field
Deflection per ATS: 5% Action: Half/Full to Spread, Maintain Free
Prerequisites: Deflective Field, ATS 10, SL (AT Fields+10), Spread Mastery (Particle Screen) Restrictions: May not be selected with Oscillating Field
Effect
You weaken your AT Field in order to devote energy to active uses. You gain an extra amount of ATP per turn equal to half your natural ATS.

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Reflective Field

Name: Reflective Field
Deflection per ATS: 5% Action: Half/Full to Spread, Maintain Free
Prerequisites: Deflective Field, Kinetic Mastery, Wrap Beam, ATS 10, SL (AT Fields+10), Spread Mastery (Particle Screen) Restrictions: -
Effect
You attune your Pattern to take on a bizarre, twisted geometric pattern that uses sophisticated physics to not only deflect but reflect attacks. Whenever you Deflect a ranged attack by 2 Degrees of Success or more, you automatically launch the attack back at your attacker, testing their flat BS with a -30 penalty. On a success, the target suffers a single hit from their own weapon as though they themselves had fired it. This Pattern cannot reflect AoE attacks.

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Bio Powers

Flesh Stitch

Name: Flesh Stitch
ATP: 2 ATP Action: Full Action
Prerequisites: Kinetic Mastery, Shaping; Medicae+10, SL (AT Fields+10), ATS 10 Restrictions: -
Damage: - Range: Touch
Effect
You may use your AT Field to heal injuries, although the process is painful. You restore one wound to yourself or a willing target. They instantly test Toughness; on a failure, they take a level of Fatigue. If this ability is used on the target again in the next 24 hours, then they instantly take a level of fatigue without chance for a test. This ability may not remove Critical Damage.
Special Notes and Effects
This Power also removes any instances of Blood Loss and Crippling.
Augment
+1 wound restored per 2 ATP.

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Form Restoration

Name: Form Restoration
ATP: 10 ATP Action: One Campaign Turn
Prerequisites: Kinetic Mastery, Shaping, Telepathy; Medicae+20, SL (AT Fields+20, Biology+20), ATS 15 Restrictions: -
Damage: - Range: Touch
Effect
A sufficiently powerful Field can restore even the most twisted of flesh. Over the course of a full Campaign Turn, you remove all Critical Damage from yourself or a willing ally and restore them to full wounds. The patient must do nothing but rest during this time.
Special Notes and Effects
This Power also removes any instances of Blood Loss and Crippling.
If the patient has no Critical Damage or Wounds, but possesses a permanent injury, then you may instead remove a single injury during this time instead.

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Sculpt Form

Name: Sculpt Form
ATP: 10 ATP Action: One Campaign Turn
Prerequisites: Kinetic Mastery, Shaping; SL (AT Fields+20, Biology+20), ATS 15 Restrictions: -
Damage: - Range: Self
Effect
To a sufficiently powerful field, all flesh is subordinate. Over the course of one Campaign Turn, you devise a specific physical form for yourself. This form possesses your Characteristics, Skills, Talents, AT Field and Powers; however, in appearance and biology it may be radically different, whether these are aesthetic or something more. The new form may possess up to five traits, within reason. Once a form has been created, it is stored away and may be swapped to with two Full Actions. However, wounds and critical damage sustained in one form persist in another, and if you have taken enough damage to lose a limb, then you are unable to change form until the next Campaign Turn.
Special Notes and Effects
Any equipment you possess that is incompatible with a form you have shifted into is either dropped, falls off or is damaged as appropriate.
You may store a number of forms equal to your Willpower Bonus. You may 'forget' a form as a Free Action.

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Dirac Powers

Chaotic Jaunt

Name: Chaotic Jaunt
ATP: 10 ATP Action: Extended Action (2 Full Actions)
Prerequisites: Angelic Senses, Dirac Jaunt, Inverted Field, Scholastic Lore (AT Fields+20), ATS 15 Restrictions: -
Range: 100km - -
Effect
The Chaotic Jaunt method is a violent attempt to baffle dirac tracking; the target has parts shredded from it which are then jaunted at once in a hundred different directions. Any traces would get hundreds of results, and by the time they've narrowed it down, the target has already jaunted away. When activating this power, Test Synch Ratio-20. If you succeed, you and everything within 10 dm of you is absorbed into a Dirac Sea. This can be dodged like any other area attack. Everything absorbed into the Chaotic Sea takes 1d5 damage to all locations, ignoring armour and toughness; hordes instead suffer 1d5 magnitude per squad remaining. If you fail, everything absorbed into the Chaotic Sea takes 2d5 damage to all locations, ignoring armour and toughness; hordes instead suffer 2d5 magnitude per squad remaining. Furthermore, all occupants end up in random, different places. Everything absorbed into the Sea of Dirac is teleported with a maximum range of roughly 100km, the point of exit being decided by the person who activated this power. Precisely choosing your point of exit is impossible, but some are better at it than others. Roll a Synch Ratio Test. On a success, you end up with 1d10 km of your chosen destination. On a failure, you end up within 1d100 km of your chosen destination.
Special Notes and Effects
If you are using the Inverted Field Spread Pattern and have an ATS of 5 or greater after activating this power, the teleporting has no maximum range as long as you can clearly visualize your destination.
Should you be defeated by the damage as a part of this power, all occupants of the Dirac Sea takes 1d10 damage as they are violently deposited into their destination, which is treated as a failure.
Augment
For every additional ATP spent on this power, the range increases by another 1,000 dm. Additionally, you may spend 2 ATP to selectively choose what is absorbed into the Dirac Sea, effectively dealing no collateral damage as a result from this power.

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Kinetic-Based Powers

Compression Shock

Name: Compression Shock
ATP: 4 ATP Action: Half Action
Prerequisites: AT Blast, Inertia Restrictions: -
Damage: 1d10+4X, Pen 2, AT Pen 2. Tearing Range: Medium (60dm/6km)
Effect
You generate a tiny sphere of hyper-compressed force, which you then hurl at your opponent; once within it detonates, causing horrendous damage. This is a single-target ranged attack; roll to hit with either BS or WP, then inflict the damage as above.
Augment
+1 Damage per 1 ATP. +1 Pen and AT Pen per 2 ATP. Increase Range by one step per 4 ATP, to a maximum of Very Long (150dm, 15km). The attack gains the Concussive quality at 8 ATP or more.

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Kinetic Bolt

Name: Kinetic Bolt
ATP: 4 ATP Action: Half Action
Prerequisites: AT Blast, Inertia Restrictions: -
Damage: 1d10+4I, Pen 2, AT Pen 2 Range: Medium (60dm/6km)
Effect
You channel your AT Field into a small point of compressed force, which you launch at a foe. This is a single-target ranged attack; roll to hit with either BS or WP, then inflict the damage as above.
Augment
+1 Damage per 1 ATP. +1 Pen and AT Pen per 2 ATP. Increase Range by one step per 4 ATP, to a maximum of Very Long (150dm, 15km). The attack gains the Pneumatic quality at 8 ATP or more.

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Kinetic Surge

Name: Kinetic Surge
ATP: 6 ATP Action: Full
Prerequisites: AT Wave, Inertia, Repulsion, SL (AT Fields+10) Restrictions: -
Damage: AT Penetration 3 Range: Close (30dm/3km)
Effect
You create a surge of momentum around a target and send them flying backwards. This is a single-target ranged attack that hits automatically, and may not be dodged or parried, although it may be deflected. The opponent makes either a Toughness or SR test opposed by your SR. On a success, the target is thrown a number of dm/m away from you equal to the difference between your DoS and their DoS/F. Flying units fall the same distance. After being moved, and assuming the target hit the ground, they are knocked prone and take falling damage equal to the distance travelled (unlike usual falling damage, this type can fury).
Augment
+10 bonus to your test per 2 ATP. You may choose an extra target per 4 ATP.

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Maelstrom

Name: Maelstrom
ATP: 10 ATP Action: Full Action, Sustained Half
Prerequisites: AT Blast, Kinetic Mastery, Repulsion, SL (AT Fields+20), ATS 10 Restrictions: -
Damage: 2d10+5X Pen 5, AT Pen 10 Range: Close (30dm/3km)
Effect
Your mastery of kinetic forces allows you to create a violent storm of competing forces, emanating from a single point. This attack creates a Blast (5) vortex centered on a single point. Everything within the area of effect takes a -20 penalty to Agility tests and suffers the above damage. So long as it is sustained, any target moving through the vortex also suffers a hit. Anyone who takes a hit from Maelstrom must make a Toughness test or be thrown 1dm/m per degree of failure, suffering falling damage and landing prone; if the character was moving, this ends their movement immediately. Anyone within the Maelstrom at the start of your next turn suffers the effects.
Augment
+1 Damage, Penetration, AT Penetration, Blast radius and -5 penalty to target toughness tests per 2 ATP. At 20 ATP, the attack effects all adjacent squares in Strategic Mode.

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Redirect Projectile

Name: Redirect Projectile
ATP: 4 ATP Action: Reaction
Prerequisites: Wrap Beam, Kinetic Manipulation Restrictions: -
Damage: - Range: Long (100dm/10km)
Effect
You can attune your AT Field to redirect tiny projectiles as well as energy. Anytime a Ballistic Skill test with a ranged I/R/X attack is rolled, you may use this power and test BS yourself to redirect the shot at another target (which need not be a specific object) within the attack's normal range.
Special Notes and Effects
If you possess the Heavenly Smite talent, you may use your SR In place of your BS, but only if the attack path passed through the range of your Angelic Senses.
If redirecting an attack against the originator of the attack, your test takes a -20 penalty.
This power may not be used on a Positron or AT Penetrating weapon unless the total ATP spent is higher than the AT Penetration value of the weapon.
This power may be used if an I/R/X attack missed or was dodged to attempt to attack the target a second time, but may not be used if the attack was deflected, parried, sacrificed or subjected to Protect Ally.
Augment
May endure +1 AT Penetration per 1 ATP.

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Psychic-Based Powers

Drive Sense

Name: Drive Sense
ATP: 2 ATP Action: Extended Action
Prerequisites: AT Ping, Telepathy, ATS 8, SL (AT Fields+10) Restrictions: -
Range: Adjacent - -
Effect
Understanding the concept of 'drives', you try to explore an AT Field to obtain a detailed understanding of such a field's foibles. This action takes one hour. Make a Willpower test; on a success and every degree of success, the duration drops by 5 minutes, to a minimum of 10 minutes. On a success, you will be able to sense the balance of the Drives of the AT Field.
Special Notes and Effects
If you possess an item associated with the individual, or one that has absorbed a good deal of their AT Field's radiation, such as a channelled weapon, then you may use Drive Sense on the item instead, with a penalty ranging from -50 to -10 depending on the material and suitability of the item (an item that's associated with their identity (eg: Blue's hat) is likely to give a low penalty, whilst an item they handled for a day is likely to be at best a -50 penalty).
Augment
+5 to the test per extra 2 ATP.

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Little Aegis

Name: Little Aegis
ATP: 15 ATP Action: One Campaign Turn
Prerequisites: AT Ping, Mind Shield, Telepathy, ATS 15, SL (AT Fields+20), Aegis of Azariah Restrictions: Target may not possess the 'Soul-Bound' quality.
Range: Adjacent - -
Effect
Although a temporary measure, you nonetheless have enough ability to generate a weak version of Azariah's Aegis. You and the target must spend a Campaign Turn together, during which you may undertake no other missions. For the next campaign Turn, you are considered to be immune to mental powers attempting to harm or subvert you. This little Aegis, however, is unable to shield you from the powers of True Destiny. Furthermore, it quickly fades; at the end of every Campaign Turn, you make a Willpower-10 test. On a failure, you lose the benefits of Little Aegis. For every campaign turn test you pass, you gain a stacking -10 to the next aegis test you make.
Augment
None.

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Mental Cleansing

Name: Mental Cleansing
ATP: 10 ATP Action: Extended
Prerequisites: AT Ping, Telepathy, ATS 10, SL (AT Fields+20) Restrictions: -
Range: Adjacent - -
Effect
You analyse another's AT Field, searching for irregularities or problems. This ability takes one day, and causes the target to take a level of fatigue that persists until the end of the Campaign Turn (or, if done at the end of the Campaign Turn, persists until the end of the next one). You automatically detect obvious damage or abnormalities to a target's AT Field, such as ego damage from an angelic contact, Instabilities or Coherency Disruptions. By testing Willpower with a penalty equal to half of the target's missing Ego Barrier (so an Ego Barrier of 40 would be missing 60, thus giving you a -30 penalty), you may recover 1d10 ego damage to the target (which may not surpass the decimal threshold) and suppress a single Instability or Coherency Disruption until the end of the next Campaign Turn.
Special Notes and Effects
If your target has a Seed of Control, and your Willpower test scores 3 Degrees of Success or more, then you may detect and remove the Seed of Control instead of applying the usual benefits.
Augment
+10 bonus per 5 ATP

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Mind Bolt

Name: Mind Bolt
ATP: 6 ATP Action: Full Action
Prerequisites: AT Ping, AT Torpedo, Telepathy, ATS 6, SL (AT Fields+10) Restrictions: -
Range: Close (30dm/3km) Damage: 1d10 Insanity
Effect
You launch a brute-force AT attack on an enemy. Select a single target in range; they must pass a Willpower test. On a failure, they take 1d10 Insanity and are Stunned for 1 turn.
Special Notes and Effects
The target automatically fails if they are a much inferior being compared to you (for example, an Evangelion against a normal, unshielded human (inc. Superheavy pilots)).
Augment
Target takes a -10 penalty to WP per 2 ATP.

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Nightmare

Name: Nightmare
ATP: 5 ATP Action: Full Action
Prerequisites: AT Ping, Telepathy, ATS 10, SL (AT Fields+20) Restrictions: -
Range: Medium (60dm/6km) Damage: -
Effect
Alien, nightmarish thoughts fill the target, who are unwillingly confronted with their worst fears. The target tests Fear against your Fear rating (1 if you don't possess one).
Augment
Increase Fear Rating by 1 (max 4) per 4 ATP; select one extra target per 5 ATP.

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Psychic Sanctuary

Name: Psychic Sanctuary
ATP: 2 ATP Action: Half, Maintain Free
Prerequisites: Mind Shield, Telepathy, ATS 8, SL (AT Fields+10), AT Extension Restrictions: Must be using Mind Shield.
Range: Close (30dm/3km) - -
Effect
You broaden your mental defenses in order to shield vulnerable allies from threats both esoteric and mundane. Select one ally in range. They now count as benefitting from your Mind Shield. Your Mind Shield's Deflection is treated as though this power's ATP had not been spent. Furthermore, they add half your Deflection to any Pinning or Fear tests.
Augment
May select another ally per 2 ATP. Increase Range by one step per 4 ATP, to a maximum of Very Long (150dm, 15km).

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Psychaudience (Focused)

Name: Psychaudience (Focused)
ATP: 6 ATP Action: Extended (See Below)
Prerequisites: AT Ping, Telepathy, ATS 8, SL (AT Fields+20) Restrictions: -
Range: Adjacent - -
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 at least one hour. You make an Opposed Willpower test, opposed by the opponent's own Willpower. If your ATP is higher than the opponent's current ATS, then you take a +5 bonus per point of difference; if your ATP is lower, then instead you take a -5 penalty per point of difference. Characters with 0 ATS are treated as such. 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 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.
Special Notes and Effects
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 insanity and 10d5 Ego damage to you, stuns you for 1d5 hours, and inflicts 5d5 levels of fatigue on you. With the Mind Shield Pattern, then you may proceed as usual, albeit the target is treated as having at least 20 ATS and 30 WP, and on a failure you take 1d10 Insanity and Ego damage and are stunned for an hour.
Augment
No effect other than increasing success bonus.

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Psychaudience (Passive)

Name: Psychaudience (Passive)
ATP: 1 ATP Action: Half Action, Maintain Free
Prerequisites: AT Ping, Telepathy, ATS 6 Restrictions: -
Range: Assault (10dm/1km) - -
Effect
Your advanced understanding of how thought and AT Fields combine allow you to expand your field in order to detect the surface thoughts emanated by others' Fields. 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.
Special Notes and Effects
Sufficiently alien or advanced lifeforms are likely to provide an overwhelming amount of data; if you are attempting to read individuals like this you take 1d10 insanity for every turn (unless you have the Mind Shield Pattern active, in which case you may test deflection first), and the data you get is likely to be very abstract. This includes, for example, a human being or Guard Apostle trying to sense an Evangelion's thoughts.
The Mind Shield Pattern automatically protects an individual from this power, unless the ATP spent to activate it exceeds the ATS of the Pattern.
Augment
Increase Range by one step per 4 ATP, to a maximum of Very Long (150dm, 15km).

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Seed of Control

Name: Seed of Control
ATP: 10 ATP Action: Extended (See Below)
Prerequisites: AT Beacon, AT Ping, AT Torpedo, Telepathy, ATS 10, SL (AT Fields+20) Restrictions: -
Range: Adjacent Damage: 1d10 Insanity and Ego Damage
Effect
By forcing a sliver of your own AT Field into another, you can open up a 'chink' in their barrier, making them susceptible to your abilities at a later time. This power is an extended action, taking at least one hour. You make an Opposed Willpower test, opposed by the opponent's own Willpower. If your ATP is higher than the opponent's current ATS, then you take a +5 bonus per point of difference; if your ATP is lower, then instead you take a -5 penalty per point of difference. Characters with 0 ATS are treated as such. On a success, you implant a Seed of Control within the target. So long as the Seed of Control is within the target, whenever they would be called upon to make a Willpower test against you or one of your abilities, they instead automatically fail and you automatically succeed. On a failure, however, your opponent has successfully resisted you and you are unable to use this power on them again for another Campaign Turn. One month after the process, and every month thereafter, the target is able to make a single Opposed Willpower test (that does not automatically fail) against you; on a success, they overcome the Seed of Control and expel it. Every failure grants them a cumulative +5 bonus to the test.
Special Notes and Effects
So long as you have a Seed of Control active, you reduce your maximum ATS by 1; this stacks if you have multiple Seeds of Control.
You may instead expend Seed of Control to apply a Willpower-testing ability (besides Seed of Control) to your target no matter where they are; the ability triggers instantaneously.
Augment
No effect other than increasing success bonus.

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Suggestion

Name: Suggestion
ATP: 5 ATP Action: Full Action
Prerequisites: AT Ping, Telepathy, ATS 8, SL (AT Fields+20) Restrictions: Direct visual contact
Range: Assault (10dm/1km) - -
Effect
By enveloping a telepathic message in a packet of raw AT Power, you can turn it into a powerful mental suggestion. Select one target within range and make an opposed Willpower test; if your ATP is less than double the target's ATS, then the test automatically fails. 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.
Special Notes and Effects
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 Psychaudience (Focused)) can retrieve them.
Augment
+5 to test per 2 ATP. Increase Range by one step per 6 ATP, to a maximum of Very Long (150dm, 15km).

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