Powers

blather
Power List Notes

Lanceropt-Spectrum

"…" NOTE: Abilities based primarily around damage.
Lanceropt-Spectrum powers follow a different process during power creation, as described here: Powers - Offensive

Meitner-Spectrum

"…" NOTE: Sensory Abilities

Vectrof-Spectrum

"…" NOTE: Movement/Spatial Abilities

Speed

"…"
Classification: Speed Action: Free
Damage: - Range Self
Effect
While affected by this power, you gain a +4 Agility Bonus and ignore Difficult Terrain. You also receive a +10 bonus to dodge and parry attempts and impose Run penalties to hit with ranged weapons regardless of how far you move.
Boons
Breakneck While under the effects of this power, targets take a -20 penalty to dodge or parry your attacks. +1 EP
Lightning Response May trigger this power as a reaction upon being Surprised to act in the surprise round with an initiative one point higher than the fastest attacker. +1 EP
- +1 EP
Blitz Rush When using this power as part of a charge, melee attacks receives a +10 to hit, +1 to damage and gain the Pneumatic quality. +2 EP
Flash Step The Contractor may spend a single use of this power to add one Reaction to their pool. If this reaction is successfully used, the contractor may move a distance equivalent to their AB or - if they are engaged in melee combat - move to any point adjacent to any enemy in melee range. +2 EP
Quicksilver When using this power, the Contractor is considered to be in possession of the Lightning Attack talent. If you already possess Lightning Attack, add AB/2 to all damage made with these attacks. +3 EP
Banes
Inertia Strain The Contractor must pass an Agility+20 test to change directions while moving under this power. If you fail, move an extra number spaces straight ahead equivalent to the Degrees of Failure. - Take damage as per Falling Damage if you strike a solid object. -1 EP
Shifted Perceptions For one turn after terminating this power, the Contractor takes a -10 to all tests as their perceptions struggle to adjust. -1 EP
Weakened Strikes All melee attacks the Contractor makes while under the influence of this power calculate SB at -2. -1 EP
No Brakes! When moving with this power, you must pass an Agility+10 test or move an additional number of squares equal to the Degrees of Failure. If you strike a solid object, calculate damage as per Falling Damage. -2 EP
Exhausting When using this power, test Toughness or take 1 point of Fatigue. -2 EP
Friction Burns When using this power you must pass a Toughness-10 test or take 1d3 wounds, ignoring AP and TB. -3 EP

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Teleportation

"…"
Classification: Teleportation Action: -
Damage: - Range -
Effect
-
Special Notes
-
Boons
- - +1 EP
- - +1 EP
- - +1 EP
- - +2 EP
- - +2 EP
- - +3 EP
Banes
- - -1 EP
- - -1 EP
- - -1 EP
- - -2 EP
- - -2 EP
- - -3 EP

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Distortion

"…"
Classification: Distortion Action: Half
Damage: - Range -
Effect
Create a Blast (5) attack centered on any space within range. All affected squares count as being double the distance for the purposes of moving through them, which lasts for 1d3 rounds. When this is due to expire, you may expend another use of your power to maintain the Distortion for another 1d3 rounds.
Special Notes
-
Boons
Discerning You may freely define who is and who isn't affected by your Distortions. +1 EP
Grasping Running or charging through Distortion space requires the character to pass a -10 Agility test or fall prone. +1 EP
Expanse Your Distortions instead triple the movement required to travel through them. +1 EP
Closing Distance Instead of the normal use of this power, you may instead opt to generate a Blast (4) zone of Easy Terrain within range. This terrain can be crossed without associated movement cost, and any unit inside it may move to any other square as a free action. +2 EP
Liquid Terrain Instead of the normal effect of this power, you may opt to select a number of contiguous spaces equal to your IB. Any cover, environmental effects or blast attacks that could apply to one of these squares now applies to all of them. +2 EP
Gravity Well On top of the normal effects of this power, you may opt to deploy a devastating zone of high gravity at the epicenter of your Distortion. At the start of every turn, any characters within a Distortion housing a gravity well must pass a Strength check -10 or be pulled one square directly towards the well - characters may opt to spend their full action rooting themselves in space, which changes this to a Strength +10 check. Attempting to move away from the well requires a -20 check, and failing this by 2 degrees or more shifts the character one square towards the well. If at any point a character reaches the gravity well, they instantly suffer a 1d10+2I Graviton hit to the body, which repeats at the start of every turn so long as they remain there. +3 EP
Banes
Fluctuating Control At the start of every turn when a Distortion is active, roll a 1d10. On a roll of 6-10, nothing changes. On a 2-5, the Blast radius of your Distortion decreases by 1. On a roll of 1 the Distortion is instantly removed, with no option to renew it as a free action. -1 EP
- - -1 EP
- - -1 EP
- - -2 EP
- - -2 EP
- - -3 EP

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Displacement

"…"
Classification: - Action: -
Damage: - Range -
Effect
-
Special Notes
-
Boons
- - +1 EP
- - +1 EP
- - +1 EP
- - +2 EP
- - +2 EP
- - +3 EP
Banes
- - -1 EP
- - -1 EP
- - -1 EP
- - -2 EP
- - -2 EP
- - -3 EP

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Flight

"…"
Classification: Flight Action: -
Damage: - Range -
Effect
-
Special Notes
-
Boons
- - +1 EP
- - +1 EP
- - +1 EP
- - +2 EP
- - +2 EP
- - +3 EP
Banes
- - -1 EP
- - -1 EP
- - -1 EP
- - -2 EP
- - -2 EP
- - -3 EP

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Telekinesis

"…"
Classification: Telekinesis Action: -
Damage: - Range -
Effect
-
Special Notes
-
Boons
- - +1 EP
- - +1 EP
- - +1 EP
- - +2 EP
- - +2 EP
- - +3 EP
Banes
- - -1 EP
- - -1 EP
- - -1 EP
- - -2 EP
- - -2 EP
- - -3 EP

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Schroeder-Spectrum

"…" NOTE: Enhancement Powers

Augmentation

"…"
Classification: - Action: -
Damage: - Range -
Effect
-
Special Notes
-
Boons
- - +1 EP
- - +1 EP
- - +1 EP
- - +2 EP
- - +2 EP
- - +3 EP
Banes
- - -1 EP
- - -1 EP
- - -1 EP
- - -2 EP
- - -2 EP
- - -3 EP

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Probability

"…"
Classification: - Action: -
Damage: - Range -
Effect
-
Special Notes
-
Boons
- - +1 EP
- - +1 EP
- - +1 EP
- - +2 EP
- - +2 EP
- - +3 EP
Banes
- - -1 EP
- - -1 EP
- - -1 EP
- - -2 EP
- - -2 EP
- - -3 EP

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Enhancement

"…"
Classification: Enhancement Action: Free
Damage: - Range Self
Effect
Personal Characteristic Enhancement. Select two at purchase from list below.
Special Notes
Available: STR, TO, AG, INT, PER, FEL
Boons
- Pick extra characteristic +1 EP
- Unique benefit +1 EP
- Added boost +1 EP
- Engage two characteristics at once. +2 EP
- Slow Fade (1d3 rounds) +2 EP
- Share Power +3 EP
Banes
- - -1 EP
- - -1 EP
- - -1 EP
- Unique Drawback -2 EP
- - -2 EP
- - -3 EP

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Barrier

"…"
Classification: - Action: -
Damage: - Range -
Effect
-
Special Notes
-
Boons
- - +1 EP
- - +1 EP
- - +1 EP
- - +2 EP
- - +2 EP
- - +3 EP
Banes
- - -1 EP
- - -1 EP
- - -1 EP
- - -2 EP
- - -2 EP
- - -3 EP

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Divide

"…"
Classification: - Action: -
Damage: - Range -
Effect
-
Special Notes
-
Boons
- - +1 EP
- - +1 EP
- - +1 EP
- - +2 EP
- - +2 EP
- - +3 EP
Banes
- - -1 EP
- - -1 EP
- - -1 EP
- - -2 EP
- - -2 EP
- - -3 EP

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Capri-Spectrum

"…" NOTE: Utility Powers

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