Updated AT Powers

Special AT Field Rules

Special AT Field Rules

Spread Patterns

Accelerated Territory

Name: Accelerated Territory
Deflection per ATS: 5% Action: Half/Full to Spread, Maintain Free
Effect
Your AB increases by 1 per 10% of Deflection for the purposes of movement.

-- Back to Top --

Barrier Field

Name: Barrier Field
Deflection per ATS: 20% Action: Reaction/Half/Full to Spread, Maintain Reaction
Effect
You spread your AT Field into a wide plane of energy in a single direction. This plane has a radius of 1m/dm per 20% Deflection (or 1dm/1km per 100% Deflection, min. 1, for strategic). All attacks made against you from this direction must penetrate the Barrier Field first. Enemies cannot move through the Field unless their ATS is higher than your own, or if they're spending more ATP on neutralising you than your ATS. Attacks aimed at you or others behind the Barrier Field automatically incur Deflection tests and do not remove your or others' ability to dodge or parry.
Special Notes and Effects
This Pattern can be changed to as a Reaction, but by doing so you lose 1 Half Action on your next turn.
The direction of the Barrier Field may be changed once as a free action on your turn.
Any attacks aimed directly at the 'Barrier Field', without intending to hit anyone behind it (eg Positron Burrow), take a +30 bonus to their hit roll.

-- Back to Top --

Blast Field

Name: Blast Field
Deflection per ATS: 5% Action: Half/Full to Spread, Maintain Free
Effect
Any one attacking you with a melee attack, deflected or not, takes 1d5 energy damage, +1 Damage and Pen per 5% Deflection. An attacker may only trigger this reaction once per turn.
Special Notes and Effects
This attack has a Devastating Quality equal to 1 per 10% of Deflection.

-- Back to Top --

Bunker Field

Name: Bunker Field
Deflection per ATS: 5% Action: Half/Full to Spread, Maintain Free
Effect
You wrap yourself in a bubble of ablative AT Field energy. Any attacks aimed your way automatically incur Deflection tests and do not remove your ability to dodge or parry. If your Deflection is 20% or higher, you gain immunity to all cones, blasts and other AoE effects. The only exception is the N2 Strike, against which you count your total Deflection as being 20% per ATS for the purposes of reduction.

-- Back to Top --

Deflective Field

Name: Deflection Field
Deflection per ATS: 10% Action: Half/Full to Spread, Maintain Free
Effect
You spread your AT Field in a normal passive state. You may test Deflection to deflect attacks, but any attack you attempt to deflect you may not dodge or parry.

-- Back to Top --

Illusion Field

Name: Illusion Field
Deflection per ATS: 5% Action: Half/Full to Spread, Maintain Free.
Effect
You create a wide phantom mist around you with a range of 5m/5dm per 5% Deflection (or 1dm/1KM per 10% Deflection in Strategic). Within the field, enemies' vision is reduced to Point Blank range, and for movement purposes are treated as being in deepest darkness. All enemies within the Field take Perception Tests at -20, as well as a -30 to attacks that exceed Point Blank range. Enemies may try to see beyond Point Blank range, but requires a perception test, and gain +5dm/1km per 2 degrees of success. Communications beyond 20dm/1km are also suppressed by the Field, and any communications from outside the field to inside or vice versa are blocked. Angelic Senses are blocked by this ability, unless the Angel's ATS is currently equal to or higher than the your ATS.

-- Back to Top --

Inverted Field

Name: Inverted Field
ATP: - Action: Full Spread, Maintain Free
Effect
If your ATS is 5 or higher, you are absorbed into a Sea of Dirac of your own making; no sign of you remains in real space other than visual 'reflection' of the extra-dimensional space. This reflection is anchored and may not move, even if you move within your Dirac Sea. From within your Dirac Sea, you may not affect anything on the outside, nor can you be harmed, although your AT Field can still be affected.
Special Notes and Effects
If your ATS drops below 5, you are shunted out of the Sea and reappear in realspace, stunned for 1 round.

-- Back to Top --

Gravity Territory

Name: Gravity Territory
Deflection per ATS: 5% Action: Half/Full Spread, Maintain Free
Effect
You spread an AT Field that creates an inverse relationship between specific objects around you, making them heavier the farther away they go. Enemies in melee range with an ATS lower than you cannot move more than their SB amount of dm away from you. If you move, they are dragged along with you, and must test Agility or fall prone.

-- Back to Top --

invisibility Field

Name: Invisibility Field
Deflection per ATS: 0% Action: Half/Full Spread, Maintain Free
Effect
At 5 ATS, you are partially invisible and take +20 to stealth tests, and any attempts to shoot or hit you take a -30 penalty (The Invisibility Field also blocks smell and hearing) unless they are purely AT sense based. At 10 ATS, you are completely invisible and automatically pass stealth tests. Any attempts to shoot or hit you take a -50 penalty, unless the shooter has Angelic Senses or is aided by AT Ping; even then, they must pass an Intelligence check and still take -30. Attacks made by an Invisible attacker cannot be dodged or parried unless the defender passes a -10 Awareness test or has Angelic Senses.
Special Notes and Effects
For every 10% of Neutralisation you receive, treat Invisibility Field's effects as though your ATS were reduced by 1.

-- Back to Top --

Layered Field

Name: Layered Field
Deflection per ATS: 5% Action: Half/Full Spread, Maintain Free
Effect
You gain +1 AP to all areas per 10% Deflection.

-- Back to Top --

Mind Shield

Name: Mind Shield
Deflection per ATS: 10% Action: Half/Full Spread, Maintain Free
Effect
The Mind Shield spread acts exactly like a Deflective Field, except it deflects mental attacks instead of physical attacks.
Special Notes and Effects
Using the Mind Shield whilst using telepathy on an Angel will protect you from insanity or ego damage, unless that Angel's ATS is more than double your own.

-- Back to Top --

Time Field

Name: Time Field
Deflection per ATS: 5% Action: Half/Full Spread, Maintain Free
Effect
Your expand your AT Field into a bubble around itself that slows the passage of time within the area to an agonising crawl. The area is equal to your 5m/5dm per 5% Deflection (or 1dm/1km per 10%). Beings within the field who lack AT Fields are unable to take actions. Anything that does possess an AT Field (such as an Evangelion, even if it's field is not spread) can take only half actions. Creatures within the Time Field who have Deflection equal or higher than your own may take full actions as normal. However, even then they're not immune to the full effects of the Field. Unless creatures within the Time Field have a deflection double or more of yours they take a -10 penalty to dodge, BS and WS. Meanwhile, you take +30 bonuses to dodge, and +20 to WS and BS.

-- Back to Top --

Powers

Offensive Powers

AT Beam

Name: AT Beam
ATP: 10 ATP Action: Full
Damage: 1d10+10E, Pen 10, AT Pen 10 Range: 100m/dm, 10dm/km (Strategic)
Effect
Ranged attack with the Line quality. Roll to hit with BS or WP, and inflict damage as above.
Stategic Changes
This attack hits all squares between you and the target spot, which starts at 10km and gains +1 km per ATP.
Augment
+1 damage, penetration and AT Penetration and +10 dm per 1 ATP. At 20 ATP total, gain orbital range and add +1d10 damage.

-- Back to Top --

AT Blast

Name: AT Blast
ATP: 4 ATP Action: Half
Damage: 1d10+4E, Pen 2, AT Pen 2 Range: 80m/dm, 8dm/km (Strategic)
Effect
Single-target ranged attack, roll to hit with BS or WP, and inflict damage as above.
Augment
+1 damage and +10dm per 1 ATP, +1 Pen and AT Pen per 2 ATP. At +10 ATP total, generate a second blast with all the properties of the first. Generate an extra blast for every extra 10 ATP spent.

-- Back to Top --

AT Bomb

Name: AT Bomb
ATP: 2 ATP Action: Full
Damage: 1d10+(ATS)X, Pen Special Range: Special
Effect
Create an organ out of your own Eva's biomass, surrounding it in a part of your AT Field. The organ has 1 ATS, and on creation deals 1d5 Rending to one body part of your choice (Ignores AP/TB). The organ lasts for a number of rounds equal to your ATS, and launches itself towards a spot at a speed of 10m/dm*ATS/round. On reaching its target or at the end of its lifespan, the organ explodes, neutralising all AT Fields within 10m/dm by an amount equal to its own ATS. After the neutralisation has resolved, anything within the area of effect takes 1d10X damage, plus an additional +1 per ATS of the organ, with Penetration equal to twice the damage deal to the Eva from the lost biomass.
Strategic Changes
In Strategic Combat, the AT Bomb has a speed of 1dm/km*ATS per round. Furthermore when it explodes it affects all adjacent squares.
Special Notes and Effects
Layered Field must be spread. Attack possesses the Devastating (Bomb's ATS) quality.
Augment
For every extra 2 ATP spent on this power, the organ's ATS increases by 1. If the organ's ATS is equal to 5 or higher, then it deals 2d10 damage instead of 1d10.

-- Back to Top --

AT Wave

Name: AT Wave
ATP: 4 ATP Action: Half
Damage: 1d10+4R Pen 2 AT Pen 2 Range: 40m/dm, 4dm/4km (Strategic)
Effect
Automatically hits. Attack possesses the Cone quality: all enemies within a 30 degree arc must successfully dodge or take a hit.
Strategic Changes
In Strategic Combat, this attack only affects a single square. However, calculate its Cone damage off its non-Strategic range (So 1/4 of 40m, not 1/4 of 4dm).
Augment
+1 Damage per ATP. +1 Pen and AT Pen per 2 ATP.

-- Back to Top --

Blast Array

Name: Blast Array
ATP: 6 ATP Action: Full
Damage: 1d10+5E Pen 3 AT Pen 3 Range: 80dm
Effect
Select a number of targets within range up to WPB. Each target is automatically hit on a random body location.
Special Notes and Effects
By expending a Reaction, you may select which body part is struck.
Instead of striking a number of targets, you may focus the attacks on a single Horde, dealing +1 Magnitude damage per attack generated.
Augment
+1 Damage per ATP. +1 Hit, Pen and AT Pen and +10dm per 2 ATP.

-- Back to Top --

Cross Blast

Name: Cross Blast
ATP: 8 ATP Action: Full
Damage: 1d10+8E Pen 4 AT Pen 8 Range: 80m/80dm, 8dm/km (Strategic)
Effect
Automatically hits everything between user and target in a 5dm wide blast. Blast also extends 5dm to the sides and behind the target. Confirms Righteous Fury on a Willpower+20 test. Has the Devastating (4) quality.
Strategic Changes
In Strategic Combat, this attack only affects a single square. Treat it as having the Blast (4) quality.
Augment
+1 Damage, Penetration, AT Penetration and +10dm per 1 ATP. +1 Devastating per 2 ATP.

-- Back to Top --

Friction Flood

Name: Friction Flood
ATP: 5 ATP Action: Full, Maintain half
Damage: Special Range: 20m/dm, 2dm/km (Strategic)
Effect
Target is automatically enveloped in field of intense friction. Enemy movement is halved, and they take damage at the end of their turn equal to half of the m/dm moved on their turn, ignoring TB/AP. Teleports and Jaunts are unaffected.
Strategic Changes
In Strategic Combat, calculate the damage the target takes from moving as being the distance moved*5.
Special Notes and Effects
Accelerated Territory must be spread.
If used on an enemy using the Accelerated Territory Pattern, the power has no effect, but the enemy does not gain extra AB from Accelerated Territory.
Augment
+1 damage and -10 penalty to Agility tests per 5 ATP.

-- Back to Top --

Fusion Bolt

Name: Fusion Bolt
ATP: 4 ATP Action: Full
Damage: 1d10E Pen 4 AT Pen 4 Range: 1m/dm
Effect
Hits single target within range, roll to hit with BS/WP, and inflict damage as above. Attack has the Cumbersome and Fusion quality.
Strategic Changes
In Strategic Combat, this attack's range is 1dm/km, and only increases by 1 per 10 ATP augment.
Special Notes and Effects
The range of this power may not be increased by Winged Form or by any sort of other range-boosting effect other than Augmentation.
Augment
+1 Damage, +1 Penetration, +1 AT Penetration and +1m/dm range per 1 ATP.

-- Back to Top --

Inferno

Name: Inferno
ATP: 8 ATP Action: Full
Damage: 1d10+8E Pen 4 AT Pen 8 Range: Self
Effect
You create a Blast (5) attack centered on you (that doesn't hit you) that deals damage as above. Attack has the Devastating (4) Quality.
Strategic Changes
In Strategic Combat, this attack hits all adjacent squares as well as your own.
Special Notes and Effects
If you have the Bunker Field spread active, then whenever you use Inferno, you may use the Repulsion power as a free action with no extra ATP, with ATP equal to the amount allocated for Inferno.
Augment
+1 Damage, Penetration and AT Penetration per 1 ATP. +1 Devastating quality per 2 ATP. +1 to Blast quality per 4 ATP.

-- Back to Top --

Positron Beam

Name: Positron Beam
ATP: 1 ATP Action: Full
Damage: 1E, Pen 1 Range: 10m/dm, 1m/km
Effect
Single target, roll to hit with BS or WP. On hit, target suffers damage as above with no opportunity to dodge. Attack has the Positron quality, and automatically confirms Fury.
Augment
+1 Damage and Penetration and +10m/dm or +1dm/km per 1 ATP. At a total of 20 ATP or more, gains orbital range.

-- Back to Top --

Repulsion

Name: Repulsion
ATP: 8 ATP Action: Full
Damage: - Range: 20m/dm, 2dm/km (Strategic)
Effect
Affects everything within range of you. All E-Scale creatures must test Strength and Synch Ratio. If they fail one test, they are pushed back 2d10+10dm and knocked prone, taking appropriate Falling damage. If they fail both, the distance is increased by 4d10. P-Scale fail this test automatically and take damage as appropriate.
Special Notes and Effects
Hordes roll as well, but take 10 Mag damage and are pushed back 1d10m/dm (Or 1dm/km Strategic) on a single failure, 20 Mag damage and +1d10dm (or +1dm/km Strategic) on a double-failure. Small hordes automatically fail both tests.
Augment
Objects take -10 penalty to both tests per 4 ATP.

-- Back to Top --

Rising Cross

Name: Rising Cross
ATP: 8 ATP Action: Full
Damage: 1d10+8E Pen 8 AT Pen 8 Range: 80m/dm, 8dm/km Strategic
Effect
Single target, automatically hits, strikes body. Inflicts damage as above, has the Tearing and Devastating (4) qualities. Confirms Fury on a WP+20 test.
Augment
+1 Damage, Penetration, AT Penetration and +10m/dm (or +1dm/km strategic) per 1 ATP. May fire a second blast at another target per 4 ATP, but may not attack same target twice.

-- Back to Top --

Shackle

Name: Shackle
ATP: 5 ATP Action: Full, Maintain Free
Damage: - Range: 20m/dm, 2dm/km Strategic
Effect
Select an enemy within range and test Willpower, opposed by their Toughness. On a failure they are knocked Prone and treated as Grappled. The effect ends if you stop maintaining the power, or they take control of the grapple.
Augment
-5 penalty to their Toughness test per 4 ATP, unless their ATS is higher than your ATP expenditure.

-- Back to Top --

Enhancement Powers

AT Beacon

Name: AT Beacon
ATP: 5 ATP Action: Half, Maintain Half/Reaction
Damage Bonus: - Range: 20dm
Effect
Select one target within range. 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 gain a +20 to WS and BS tests against the target, or a +30 to hit with AT Field or AT Enhanced attacks. This effect persists even if the enemy leaves the ability's range. If the enemy is more than 1km away, then the effect lasts for an extra 1d5 rounds before breaking, unless you spend a Full Action to maintain the power.
Special Notes and Effects
The AT Beacon effect may be removed from yourself with the use of the Neutralisation power; any ATP will do.
If you are Blinded, then you may target Beacon-afflicted targets as though you were not, but sacrifice the to-hit bonuses from AT Beacon.
Augment
You may maintain this power as a free by spending +5 ATP.

-- Back to Top --

AT Funnel

Name: AT Funnel
ATP: 4 ATP Action: Half, Maintain Free
Damage Bonus: +2 Dam, Pen, AT Pen Range: Own weapon
Effect
Apply to a ranged weapon you are currently wielding. The range of the weapon is doubled for a round, and the damage dealt by its next attack is increased as above. May not be fired on anything but Single Shot.
Augment
+1 Damage, Penetration and AT Penetration per 2 ATP.

-- Back to Top --

AT Torpedo

Name: AT Torpedo
ATP: 2 ATP Action: Half
Damage Bonus: - Range: Own weapon
Effect
Apply to a melee or ranged weapon you are currently wielding. Attack creates a 'torpedo explosion' that distorts AT Fields of targets that it hits. When striking an enemy with an AT Field, if the attack hits, then the enemy loses 10% Deflection for 1d3 rounds.
Special Notes and Effects
If used against an enemy with the Layered Field pattern, the attack also reduces their AP bonus from Layered Field by 1 per 10% Deflection lost for the same period of time as the lost Deflection.
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.
Augment
Extra 10% Deflection lost per 2 ATP.

-- Back to Top --

Blast Fist

Name: Blast Fist
ATP: 10 ATP Action: Half, Maintain Free
Damage Bonus: +1d10E, AT Pen 10 Range: Own weapon
Effect
Select an empty hand or natural weapon. It is encased in a burning AT Field. Gains extra damage as above, changes damage type to Energy, and gains the Heat quality. Persists until maintenance lost.
Augment
+1 AT Pen per 1 ATP. +1 Damage and Penetration per 2 ATP.

-- Back to Top --

Force Channel

Name: Force Channel
ATP: 10 ATP Action: Half, Maintain Free
Damage Bonus: - Range: Own weapon
Effect
Apply to a melee or ranged weapon you are currently wielding. Weapon gains the Force Bolt quality. Only applies to targets within 100dm. Persists until maintenace lost.
Special Notes and Effects
Use of this power does not diminish your ATS for the purposes of calculating extra damage from Force Bolt.
When wielding a weapon that already possesses Force Bolt, the extra damage is equal to ATS, instead of ATS/2.
Augment
May effect targets +10dm away per 1 ATP.

-- Back to Top --

Force Null

Name: Force Null
ATP: 10 ATP Action: Full, Maintain Half
Damage Bonus: - Range: Self
Effect
Select a single damage type (Energy, Explosive, Impact, Rending). Damage of this type after TB/AP is halved.
Augment
May select an extra damage type per 10 ATP.

-- Back to Top --

Guided Weapon

Name: Guided Weapon
ATP: 5 ATP Action: Half, Maintain Half
Damage Bonus: - Range: Own weapon
Effect
Apply to one melee or ranged weapon you are currently wielding. You may test SR in place of WS/BS when using this weapon. Only applies to targets within 100dm. Persists until maintenance lost.
Special Notes and Effects
If you possess the 'Heavenly Smite' talent, then attacks made with Guided Weapons within Angelic Senses range now incur a -20 penalty to parry and dodge on the target.
If attacking an enemy on whom you have an AT Beacon, you may roll against SR regardless of range.
Augment
May effect targets +20dm away per 1 ATP.

-- Back to Top --

Kinetic Damping

Name: Kinetic Damping
ATP: 5 ATP Action: Half
Damage Bonus: - Range: Self
Effect
Apply to yourself. Any attacks made against you must reroll their damage and take the worst result. Negates 1 damage reroll benefit (Prog, Tearing etc).

-- Back to Top --

Massive Momentum

Name: Massive Momentum
ATP: 4 ATP Action: Half, Maintain Free
Damage Bonus: +2 Dam, Pen, AT Pen Range: Own weapon
Effect
Apply to a melee weapon you are currently wielding. Before making a melee damage roll, you may expend this power to add the above damage to the profile.
Special Notes and Effects
You may freely change the damage type of your melee weapon to another (Energy, Explosive, Impact, Rending) so long as this power is maintained. Effect expires when power is expended.
Augment
+1 Damage, Penetration and AT Penetration per 2 ATP.

-- Back to Top --

Restrict Shot

Name: Restrict Shot
ATP: 4 ATP Action: Half/Reaction, Maintain Free
Damage Bonus: - Range: Own ranged weapon
Effect
Apply to a ranged weapon you are currently wielding. Ranged weapon does not deal collateral damage on a miss.
Special Notes and Effects
When applied to Semi/Full Auto attacks, the attack loses its hit bonus, but all of the attacks strike the same body location and the attack may be Called.
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.
Augment
May endure +1 AT Penetration per 1 ATP.

-- Back to Top --

Shaping

Name: Shaping
ATP: 5 ATP Action: Full, Maintain Free
Damage Bonus: - Range: Self
Effect
Select a single characteristic from Strength, Toughness, Agility or Perception. Characteristic now counts as having the Unnatural Characteristic (+1) trait.
Special Notes and Effects
Gain a special ability at 20 ATP depending on the characteristic chosen:
Strength: All melee attacks gain the Concussive quality.
Toughness: Resilient Shell (May spend reaction to test Toughness to negate an entire attack. Immune to knockdown or stun)
Agility: Gain an extra reaction.
Perception: Gain the Precognition ability.
Augment
Unnatural Characteristic bonuses increases by 1 per 5 ATP. At 20 ATP, you gain a special ability (see Special Notes).

-- Back to Top --

Wrap Beam

Name: Wrap Beam
ATP: 4 ATP Action: 1 Reaction
Damage Bonus: - Range: 100dm
Effect
Anytime a Ballistic Skill test with a ranged energy attack is rolled, 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 energy 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 or sacrificed.
Augment
May endure +1 AT Penetration per 1 ATP.

-- Back to Top --

Dirac Sea Powers

Dirac Abduction

Name: Dirac Abduction
ATP: 3 ATP Action: 1 Full
Range 30dm
Effect
From inside your Dirac Sea, attempt to absorb everything within 30dm of you. Unwilling targets must test dodge as though avoiding a blast attack. Effect lasts until your ATS is reduced to 4 or lower, or you are defeated.
Special Notes and Effects
This power may only be used if you are using the Inverted Spread Pattern and would possess 5 or more ATS after the ATP cost of this power has been paid. If your ATS drops to 4 or lower, you are shunted back into realspace and stunned for 1 round.
Augment
+10dm and may selectively choose what to absorb and what to leave behind per 2 ATP.

-- Back to Top --

Dirac Breach

Name: Dirac Breach
ATP: 5 ATP Action: 1 Half, Maintain Half
Range Sensory
Effect
You use your dirac sea to warp space-time into a superluminal structure analogous to a wormhole. This wormhole has two entrances. The first is created adjacent to you. The second may be created anywhere so long as you can see or perceive it clearly- either through your own eyes, through a monitor, or through having precise coordinates for it. The generated wormhole has a diameter of roughly 5 metres. Anything that passes through one end of the wormhole passes out into the other, potentially increasing the range of weapons by a drastic amount. The wormhole remains open for as the power is maintained, even if you move away from it. You may move either or both ends of the wormhole as a half action, up to a distance of 10dm.
Special Notes and Effects
You may attempt to redirect ranged attacks targeted at or fired from a point within 10dm of you. If this power is active, you may test agility-20 as a reaction to shift an end of the wormhole in front of the ranged attack. If successful, you catch the attack, which is resolved as though fired out of the other end of the wormhole in a straight line, potentially hitting a target.
You may use this power to breach into a Dirac Sea, or out of one, including your own. If you are using the Inverted Field pattern, you treat your dirac shadow's line of sight as your own.
Augment
May create an extra wormhole per 5 ATP.

-- Back to Top --

Dirac Cache

Name: Dirac Cache
ATP: 2 ATP Action: Half, Maintain free
Range Self
Effect
Choose one weapon or smaller object. You create a small Dirac Sea and place the item inside. The object will remain there until the Sea is opened again, which may be done as a free whenever you chooses, or 1d5 rounds after you stops maintaining the power. Multiple items may be placed into the same Cache at no extra cost, but still require a half action.
Special Notes and Effects
When you have an item in a Dirac Cache, you may use the 'ready' action on it as a free action, essentially 'flashing' it into your hands or onto your body.

-- Back to Top --

Dirac Division

Name: Dirac Division
ATP: 5 ATP Action: Full, maintain Free
Range Adjacent
Effect
Using time displacement aided by a Dirac Sea, you manage to essentially occupy two places at once, a 'shadow' of your soul in space, with a physical copy of your body occupying the space as well. You duplicate yourself, generating a 'copy' which appears adjacent to you. This copy has your talents, equipment and abilities. However, your duplicate has -10 to WS, BS, Strength, Toughness and Agility, dies if any critical damage is inflicted, and has -2 ATS. Furthermore, the duplicate may only make half actions and reactions. Even worse, so long as this power is sustained, you take a -10 penalty to all tests. However, so long as this power is sustained, the real you may shift places as a free action with your duplicate, and at the start of your turn, both you and your duplicate's wound pools reset to match, using the highest amount between you.
Augment
+1 duplicate per 5 ATP.

-- Back to Top --

Dirac Jaunt

Name: Dirac Jaunt
ATP: 10 ATP Action: 1 Full
Range 100km
Effect
You expand your personal Dirac Sea and then use it to breach another point in space as it collapses. This allows you to travel long distances almost instantaneously. However, it can be difficult to control and is both dangerous and complex. When activating this power, Test Synch Ratio. If you succeed, you and everything within 10 dm of you is absorbed into a Dirac Sea with no harm. This can be dodged like any other area attack and counts as a small area of effect for the purposes of collateral. If you fail, everything within another 10 dm per degree of failure is also absorbed into the Sea of Dirac, dealing 1d5 damage that ignores armor and toughness to all body parts to all occupants as the Dirac Sea becomes unstable. Such a failure also counts as a large area of effect attack in terms of collateral damage done. Everything absorbed into the Sea of Dirac is teleported with a maximum range of roughly 10,000 dm, 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 1d100 dm of your chosen destination. On a failure, you take 1d5 points of damage that ignores armor and toughness to all body parts and the distance from your chosen point of exit is doubled.
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 the Activator of this power’s Evangelion be defeated by the damage from a poorly rolled SR Test 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. Furthermore, it should be noted that any Evangelion who is transported through this power will not have an Umbilical to draw power from on the other side unless one can be provided there.
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.

-- Back to Top --

Dirac Step

Name: Dirac Step
ATP: 2 ATP Action: 1 Reaction
Range Self
Effect
An evasion action like Parry or Dodge. Test Willpower. On a success, you are instantly teleported to a single point within WPB range, avoiding the attack entirely. If you reappear adjacent to your attacker, you may instantly perform a counter-attack if you possess the requisite talent.
Special Notes and Effects
If you succeed on the test with 3 or more degrees of success, then the reaction is not spent.
Augment
+10 to the WP test per 2 ATP.

-- Back to Top --

Dirac Trap

Name: Dirac Trap
ATP: 6 ATP Action: 1 Reaction
Range Adjacent
Effect
Test WS against an adjacent enemy. On a success, you and the maneuvered enemy are forced into a small Dirac Sea similar to the Dirac Abduction power. Neither you nor the enemy may be targeted or harmed by any force outside of the Sea of Dirac. If your Eva is defeated, then the power ends and you and your enemy are shunted back into real space. You and your enemy may remain in the phase trap for up to three rounds, before which the trap decays and you are both shunted back into real space. Staying any longer requires the activator to switch their Spread Pattern to Inverted Field.
Special Notes and Effects
If your AT Field is completely neutralised by your opponent, you are both shunted back into real space, and you are stunned for 1 round.

-- Back to Top --

Utility Powers

Anti-AT Field

Name: Anti-AT Field
ATP: 20 ATP Action: 1 Full, Maintain Half
Range 60dm
Effect
You rewrite reality around you and may cause any single effect so long as it does not extend beyond the range of this power, is not effectively 'instantly destroy this foe', and has GM approval. If it would do damage, the most it may do is either replicate an attack with another weapon or A.T. Power, an N2 Mine (with you at the epicenter) or deal 2d10 damage that ignores AT Fields, Armor and TB to a location of the user's choice against a single target. Similarly, no Characteristic of an enemy with an active A.T. Field may be reduced by this Power below half its value. The effects of the Anti-A.T. Field last for as long as it is maintained, but it may only produce the original single effect and repeated use (such as if used to deal damage) requires multiple different activations. For every turn the Anti-AT Field is active, the user and everyone within range must test Willpower or take 1d5 Ego damage. People without the protection of a powerful AT Field such as an Evangelion instantly fail their Willpower test and multiply their Ego damage by ten.
Common Uses
Anti-AT Blast: Fire a single attack that instantly hits and deals 2d10 damage to a single enemy within range that ignores AT Fields, Armor and TB to a location of the user's choice.
Anti-AT Barrage: Fire five attacks that instantly hit and deal 1d5 damage, allocated amongst available targets within range, that ignores AT Fields, Armor and TB to a location of the user's choice.
Remove Deflection: Remove all Deflection from all units within range.
Halve Characteristic: Halve one Characteristic of a single target within range.
Suppression: Single target loses the ability to use all AT Field powers.
Augment
+10dm range and +1d10 damage cap per 10 ATP.

-- Back to Top --

AT Appendage

Name: AT Appendage
ATP: 4 ATP Action: Full, Maintain Free
Range Self
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 or grow new ones. The new limb has all the traits of a normal limb, albeit with only 4 wounds; it also vanishes if its wounds are dropped to 0.
Special Notes and Effects
If you grow an extra limb, then it takes the hit-chance of 31-50.
You may grow additional limbs beyond the first, but each one requires an additional use and maintenance of this power. If you grow more than 1 extra limb, you gain the Multiple Arms trait.
Augment
+1 wound to limb per 1 ATP. +10 Strength and Toughness to limb per 2 ATP.

-- Back to Top --

AT Blanket

Name: AT Blanket
ATP: 4 ATP Action: Half, Maintain Half/Reaction
Range 5dm radius
Effect
You create a telekinetic dome centered on you with a 5dm radius. Everything within this dome, should you wish it, increases their AP on all areas by 2 against attacks originating outside the dome, and take a +10 to dodge tests due to the slowed projectiles.
Augment
+1 AP per 2 ATP. +5 dm per 4 ATP.

-- Back to Top --

AT Flare

Name: AT Flare
ATP: 2 ATP Action: Free
Range 40dm
Effect
You spike your AT Field and spread it thin but widely, creating a very bright and noticeable AT Field signal. Any Angel within 40dm of you automatically knows your location, and must test an Intelligence test. If this test is failed, the Angel considers the activator of the power a priority threat and target them specifically. The Angel automatically succeeds if it is already in combat with an opponent with a spread AT Field, or is being neutralised by someone else with an AT Field.
Special Notes and Effects
The Angel takes a +10 to the test if there is another Eva nearby with an unmodified spread ATS higher than the activator.
Augment
+10dm per 1 ATP. -10 penalty to Intel test per 2 ATP.

-- Back to Top --

AT Ping

Name: AT Ping
ATP: 1 ATP Action: Free Action
Range 100dm
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 E-Scale AT Field within 100dm. You know the presence and location of an active AT Field, even if the generator is hidden.
Augment
Range doubles per 2 ATP. May detect the Fields of human beings, although knowing the exact amount becomes difficult in large groups, after 3 ATP.

-- Back to Top --

AT Weapon

Name: AT Weapon
ATP: 4 ATP Action: Full, Maintain Free
Range Self
Effect
You compress a portion of your AT Field into a melee weapon. This weapon deals 1d10+2 damage, Pen 2, AT Pen 2, and can do either Rending or Impact damage. This weapon fades if you are stunned, unable to maintain it, or it is more than 20m/dm from you.
Augment
May change the weapon type into a small hand weapon (1d5+3 damage, Light and Fast qualities) or into a great weapon (2d10+1 damage, slow quality) with extra 1 ATP. +1 damage, pen and AT Pen per 2 ATP.

-- Back to Top --

Containment

Name: Containment
ATP: 4 ATP Action: Half, Maintain Free
Range 20dm
Effect
One target of your choice within 20dm 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 must breach your AT Field first before striking the target.

-- Back to Top --

Cursed Distortion

Name: Cursed Distortion
ATP: 4 ATP Action: Full, Maintain Half
Range 50dm
Effect
You select one enemy within range. They now gain a single Curse Point per round unless they spend a Full Action to remove it.
Augment
For every 4 ATP you may select an additional target.

-- Back to Top --

Float

Name: Float
ATP: 4 ATP Action: Half, Maintain Reaction
Range -
Effect
You may use this power to move a distance to an amount up to your normal Run distance. This movement does not provoke Attacks of Opportunity. Sprint and Hard Target apply to this movement.
Special Notes and Effects
If by using this power to end your turn suspended in mid-air, you must expend a reaction to maintain the power or fall to the ground. So long as you maintain the power, you are treated as having the Flyer (AB) trait.
Augment
AB is counted as +1 for movement purposes per 4 ATP.

-- Back to Top --

Greater Shroud

Name: Greater Shroud
ATP: 3 ATP Action: Full Action, Sustain Half
Range 50dm
Effect
You may select one allied Horde within range. All attacks against this Horde must reroll their attack roll and take the worse result.
Augment
For every 3 ATP you may select another allied Horde.

-- Back to Top --

Inertia

Name: Inertia
ATP: 2 ATP Action: Half, Maintain Free
Range 20dm
Effect
Designate one small object within range. It flies in a single direction until it hits something, leaves your range, or , if flying towards you, you catch it, which you can do automatically. When using this power, your SB and TB are treated as 1 for the purposes of lifting, making it difficult to lift most things. This power is only useful for crude manipulation, and fragile objects can be shaken apart by the strain. The object may be directed to strike a target within range as a SR test, where it deals 1d5-2+SB damage unless it is a weapon made for throwing, in which case it deals usual profile damage, using Inertia's SB instead of your own..
Special Notes and Effects
This power may not be moved on anything capable of spreading an active AT Field.
Augment
+10dm range per 1 ATP, +1 SB and TB per 2 ATP.

-- Back to Top --

Kinetic Manipulation

Name: Kinetic Manipulation
ATP: 4 ATP Action: Half, Maintain Free
Range 40dm
Effect
You may manipulate a single object within 40dm with all the precision and dexterity as though you were manipulating them with your own hands. Your SB and TB count as 2 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 Kinetic Manipulation is possible, but requires the same action as though you were holding it in your hand.
Special Notes and Effects
This power may not be moved on anything capable of spreading an active AT Field.
Augment
+10dm range per 1 ATP. +1 SB and TB per 2 ATP. May affect one extra object (same action restrictions apply) per 3 ATP.

-- Back to Top --

Kinetic Mastery

Name: Kinetic Mastery
ATP: 6 ATP Action: Half, Maintain Free
Range 40dm
Effect
You may manipulate a number of objects equal to your WPB within 40dm with all the precision and dexterity as though you were manipulating them with your own hands. Your SB and TB count as 2 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 Kinetic Mastery is possible, but requires the same action as though you were holding it in your hand. However, you generate one extra Half Action which may be used only to manipulate objects controlled by Kinetic Mastery, and may repeat actions with this.
Augment
+10dm range per 1 ATP. +1 SB and TB per 2 ATP. May affect one extra object (same action restrictions apply) per 3 ATP. Generate +1 Half Action per 4 ATP.

-- Back to Top --

Lock Zone

Name: Lock Zone
ATP: 4 ATP Action: Half, Maintain Free
Range 30dm
Effect
So long as this power is maintained, any Dirac Sea powers within range cost +4 ATP to activate. Anyone attempting to teleport or use Dirac Jaunt within that range (whether it be out of that range, into it, or between two points within that range) must test WP or instead move 0dm.
Special Notes and Effects
Anyone with +4 ATS higher than the activator, or the Light of the Soul traits, automatically passes the WP test.
Augment
+5dm per 1 ATP. On a failed WP test, the teleporter is instead moved to any point of the user's liking within 30dm on augment of 2 ATP.

-- Back to Top --

Mirror Image

Name: Mirror Image
ATP: 5 ATP Action: Half, Maintain Free
Range 20dm
Effect
Create an illusory copy of yourself within 20dm. This copy cannot physically affect anything and has no AT Field. If attacked, the image vanishes.
Special Notes and Effects
If the image is adjacent to you, you may, as a Reaction, trick an attack into striking the mirror image instead.
Augment
May generate an extra copy per 5 ATP.

-- Back to Top --

Probability Field

Name: Probability Field
ATP: 4 ATP Action: Half, Maintain Free
Range Self
Effect
You may reroll one test per round, and gain a +10 bonus to dodging.
Augment
May encase an extra ally within 20dm per 4 ATP.

-- Back to Top --

Shield

Name: Shield
ATP: 2 ATP Action: Half, Maintain Free
Range Self
Effect
Select one body part. Its AP increases by 2 points, and attacks against it treat the part as though it had 40% Deflection (on top of any Deflection from Spread patterns).
Special Notes and Effects
If applied to an arm, that arm gains the Defensive quality.
Augment
+1 AP and +20% Deflection per 1 ATP.

-- Back to Top --

Telepathy

Name: Telepathy
ATP: 1 ATP Action: Half, Maintain Free
Range 100dm
Effect
Use this power on any one individual or entity within 100dm. 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.
Special Notes and Effects
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.
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.
Augment
Double range and include 1 extra entity per 1 ATP. Extra entities develop Bonds with every other member of the Bond.

-- Back to Top --

Neutralization Powers

Destructive Interference

Name: Destructive Interference
ATP: 1 ATP Action: Half, Maintain Free
Range 30dm
Effect
Neutralizes 10% of Deflection, reduces target's ATS by 1. If 5 ATP or more is spent on this power, then the target suffers a -10 penalty to all tests so long as the power is maintained.
Special Notes and Effects
This power is likely to cause the target to aggressively attack the user.
Augment
Neutralizes 10% of Deflection and +1 ATS reduction per extra ATP.

-- Back to Top --

Neutralise

Name: Neutralise
ATP: 1 ATP Action: Half, Maintain Free
Range 20dm
Effect
Neutralises 10% of deflection, reduces target's ATS by 1.
Augment
Neutralizes 10% of Deflection and +1 ATS reduction per extra ATP.

Reality Reinforcement

Name: Reality Reinforcement
ATP: Varies Action: Half, Maintain Half
Range 20dm
Effect
By spending a number of ATP equal to the target's Toughness Bonus, you may select one AT Field Ability or AT-derived Trait the target possesses. So long as the target remains in range, it is treated as not having that ability.
Special Notes and Effects
Certain traits or AT Field Abilities may not be cancelled out. The general rule is that any ability that forces the target to change shape may not be targeted, and the trait in question should derive from its unnatural AT Field abilities as opposed to its natural qualities. The following traits may not then usually be cancelled:
AT Abilities: Angel, Superior Action
Traits: Amorphous, Amphibious, Armor Plating, AT Field, Aquatic, Bestial, Blind, Brutal Charge, Burrower, Crawler, Dark Sight, Flyer, From Beyond, Hoverer, Natural Weapons, Improved Natural Weapons, Iron GuardMk1/3, Machine, Multiple Arms, Natural Armour, Perpetual, Quadruped, Size, Soul Bound, Solomon Prime, Stampede, Sturdy, Touched by the Fates, Toxic, Undying, Unnatural Characteristic, Unnatural Senses
Augment
Neutralizes 10% of Deflection and +1 ATS reduction per extra ATP.

-- Back to Top --

AT Field Abilities

Angel

Name: Angel
Effect
You are an Angel. You are immune to Fear, Fatigue, Insanity, Ego damage and Pinning. You may spend a Fate Point to heal an amount of wounds equal to your TB distributed as you wish. You may burn a Fate Point to heal 1d10+TB wounds, or automatically negate an attack that you deem too dangerous. If the regenerated wounds are enough to bring a limb out of Critical Damage you lose all penalties associated with the damage instantly, but may not heal destroyed limbs.
Special Notes and Effects
If your SR/LS is 101+, you gain Unnatural Characteristic for all Characteristics, with a value equal to your SR Bonus/10, rounded down.
If your SR/LS is 151+, you gain the Superior Action ability if your Fates are all spent.
If your SR/LS is 201+, you gain the Celerity ability.

-- Back to Top --

Celerity

Name: Celerity
Effect
You gain a second round to act on per turn. Roll initiative twice; you may act on both resulting positions of the turn order, essentially having 2 turns per round. However, your Reactions do not refresh on the second turn, and status effects with durations (eg. Stun 4 rounds) do not count the second turn when ticking down duration. You lose your second action if you take Critical Damage to any body part.

-- Back to Top --

Dirac Mastery

Name: Dirac Mastery
Effect
All Dirac Powers reduce their ATP cost by 2, to a minimum of 1 ATP. Your Jaunts are perfectly accurate and do not require SR tests. Furthermore, the cost of all of your non-Dirac Powers are reduced by 4 ATP if you are using them in a Dirac Sea (but not if the target or the origin point is outside a Sea).

-- Back to Top --

Forceful Regeneration

Name: Forceful Regeneration
Effect
You automatically heal 1d5 wounds per round.

-- Back to Top --

Forewarning

Name: Forewarning
Effect
You gain an extra Reaction per round, and gain a +20 to evasion tests.

-- Back to Top --

Light of the Soul

Name: Light of the Soul
Effect
You do not need to spend ATP to use powers or to augment them, but your total ATP expenditure for a power cannot rise above your ATS.

-- Back to Top --

Perfect Resilience

Name: Perfect Resilience
Effect
So long as your ATS is 1 or higher, you gain +6 AP, +2 TB, and halve damage after soak of any attack that is not AT augmented or AT Based.

-- Back to Top --

Precognition

Name: Precognition
Effect
You gain a number of rerolls per round equal to your Willpower Bonus. These rerolls may be granted to allies within WPB*5dm.

-- Back to Top --

Superior Action

Name: Superior Action
Effect
You may make Full Actions as though they were Half Actions, and may perform a Half Action as a Reaction once per round. You may use attack actions more than once per round, so long as it is with different weapons.

-- Back to Top --

Horde AT Field Powers

Guidance

ATP: 3, Range: Own Horde
The Horde gains a +10 to all attack rolls.

Shroud

ATP: 3, Range: Own Horde
Attacks against the Horde reroll and take the worse result.

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License