AT Powers

Original Powers

Spread Patterns

Name: Accelerated Territory
Deflection per ATS: 10% Action: Half/Full to Spread, Maintain Free
Effect
Your AB increases by 1 per 20% of Deflection for the purposes of movement.

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Offensive Powers

Name: AT Beam
ATP: 10 ATP Action: Full
Damage: 1d10+10E, Pen 10, AT Pen 10 Range: Long Range (10km)
Effect
Ranged attack with the Line quality. Roll to hit with BS or WP, and inflict damage as above.
Augment
+1 damage, penetration and AT Penetration per 1 ATP. Increase Range by one step per 5 ATP, to a maximum of Orbital. Increase damage code by +1d10 per 10 ATP, to a maximum of +2d10.

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Enhancement Powers

Name: AT Beacon
ATP: 5 ATP Action: Half, Maintain Half/Reaction
Damage Bonus: - Range: Close Range (3km)
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.

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Dirac Powers

Name: Dirac Abduction
ATP: 3 ATP Action: 1 Full, Maintain Free
Range Self
Effect
From inside your Dirac Sea, you centre a Blast (3) effect on yourself, absorbing any caught within. Unwilling targets may test dodge as normal. The effect lasts until your Dirac Sea collapses, you cease to sustain it 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
You may selectively choose what you take with you if you spend +2 ATP. The range increases by a step to a maximum of Long Range (10km) per 4 ATP.

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Utility Powers

Name: Anti-AT Field
ATP: 20 ATP Action: 1 Full, Maintain Half
Range Medium Range (6km)
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, AP 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, AP 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
Range increases by one step and +1d10 damage cap per 10 ATP.

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Neutralisation Powers

Name: Destructive Interference
ATP: 1 ATP Action: Half, Maintain Free
Range Close Range (3km)
Effect
Neutralizes 15% of target's Deflection. If 5 ATP or more is spent on this power, then the target suffers a -10 non-stacking 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 15% of Deflection per extra ATP.

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Angelic Powers

Angelic Spread Patterns

Name: Absolute Terror
Deflection per ATS: 0 Action: Half/Full to Spread, Maintain Free.
Prerequisites: ATS 20, Anti AT-Field, Scholastic Lore (Angels+20, AT Fields+20) Restrictions: -
Effect
You manifest a miniature Anti-AT Field around yourself, which extends to 1km per 10 ATS. Anyone, friend or foe, within range of the field loses all Deflection, and at the start of every round, anything within the field must take a Willpower test or take 1d10 ego damage. Furthermore, everyone within this area takes 1 damage to all locations which ignores TB and AP. Creatures without spread AT Fields take 5 damage to all areas, automatically fail their Willpower test and increase their ego damage by *5.

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Angelic Offensive Powers

Name: Fusion Bolt
ATP: 4 ATP Action: Full
Damage: 1d10E Pen 4 AT Pen 4 Range: Assault Range (1km)
Prerequisites: ATS 10, Cross Blast, Kinetic Mastery, Wrap Beam, Scholastic Lore (Physics, AT Fields+10) Restrictions: -
Effect
Hits single target within range, roll to hit with BS/WP, and inflict damage as above. Attack has the Cumbersome and Fusion quality.
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 and +1 AT Penetration per 1 ATP. Range increases by 1 step per 10 ATP, to a maximum of Very Long (15km).

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Angelic Dirac Powers

Name: Dirac Division
ATP: 5 ATP Action: Full, maintain Free
Prerequisites: Willpower 60, ATS 15, Dirac Jaunt, Telepathy, Scholastic Lore (AT Fields+20), Angelic Senses 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 version is identical to you, possesses all your powers, talents, abilities and so forth, and gains a Full Action and reaction every round. It may act independently of you, however, the both of you are still limited to one Concentration or Attack type action per round (that is, only one of you can do a Concentration or Attack type action per round). When one of you is hit by an attack, or uses this power again, you must then decide which of the two of you is the 'real' one; the other one instantly vanishes.
Augment
+1 duplicate per 5 ATP, to a max equal to your WPB.

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Angelic Utility Powers

Name: Cursed Distortion
ATP: 4 ATP Action: Full, Maintain Half
Prerequisites: ATS 10, Mind Shield, Telepathy, Scholastic Lore (AT Fields+20), Angelic Senses Range: Medium (6km)
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.

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Advanced AT Powers

Advanced Spread Patterns

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 Disrupt or Positron qualities.

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Bio Powers

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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Advanced Dirac Powers

Name: Chaotic Jaunt
ATP: 10 ATP Action: Extended Action (2 Full Actions)
Prerequisites: Angelic Senses, Dirac Jaunt, Inverted Field, Scholastic Lore (AT Fields+20, Dirac+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. Test Synch Ratio. If you succeed, you and everything within 1km of you is absorbed into a Dirac Sea with no harm. This can be dodged like a Blast (1) 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 2d5 km of your chosen destination. On a failure, you end up within 50d5 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 10km. Additionally, you may spend 2 ATP to selectively choose what is absorbed into the Dirac Sea.

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Kinetic-Based Powers

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 (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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Psychic-Based Powers

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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Thermodynamic Powers

Name: Thermal Amplification
ATP: 5 ATP Action: Half Action, Sustained Free
Prerequisites: AT Blast, Kinetic Manipulation; Scholastic Lore (AT Fields+10, Physics+10) Restrictions: -
Damage: - Range: Close (3km)
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 squares in range as you desire. This heat increase is usually enough to increase the heat of all objects by 10 degrees celsius per round. Individuals may not be directly affected by this ability.
Active Amplification: You may select a single square in range and focus heat on it. This increase is usually enough to increase the heat of all objects within the square by 50 degrees per round. Individuals may not be directly affected by this ability.
Special Notes and Effects
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.
Augment
Passive Amplification: Increase the range by one step per 4 ATP, to a maximum of Very Long (150dm/15km). Increase the heating rate by 10 degrees every 5 ATP.
Active Amplification: Increase the range by one step per 4 ATP, to a maximum of Very Long (150dm/15km). Increase the heating rate by 50 degrees every 5 ATP.

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