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The document outlines various powers and abilities for characters in a game, including mechanics for duplication, enhancement, entanglement, and explosive attacks. Each power has specific costs, actions, effects, and optional extras that can modify their use. Examples illustrate how these powers function in gameplay scenarios, emphasizing strategic choices and character interactions.

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G'io Hesse
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0% found this document useful (0 votes)
25 views5 pages

Sample

The document outlines various powers and abilities for characters in a game, including mechanics for duplication, enhancement, entanglement, and explosive attacks. Each power has specific costs, actions, effects, and optional extras that can modify their use. Examples illustrate how these powers function in gameplay scenarios, emphasizing strategic choices and character interactions.

Uploaded by

G'io Hesse
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Body check. If you fail, you suffer any negative Result Levels in damage.

If you’re
taken out, remove your duplicates from play.

Extras
• One Copy. You can only make one duplicate of yourself per game. This reduces the
cost of your power by 1 slot.

Example: The alien Z-Rox uses a Special action and copies himself! When the
duplicate Z-Rox arrives within 6" of the master version, he can take his turn as soon
as Z-Rox himself finishes his turn. If his Health hits zero, he’s taken out and Z-Rox

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has to make a TN13 check or suffer damage.

ENHANCE

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Cost: 2
Action: Free
Effects: TN9 / TN11 / TN13
Range: 12" / 9" / 6"
You can increase the capabilities of other characters within your range. Use a Free
action and make a Mind / Will check based on your type. You hit the DB on these
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checks on double 5s and double 6s. On a success, you grant your target +1 to a single
Stat of your choice for their next check using that Stat. If you hit the DB on your
check, you can award an additional +1 bonus to the same or a different model within
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your range. No Stat may receive more than +1 in bonuses from any Enhance power.
Once used, any bonuses you grant fade.

Once per battle you may also use this power on yourself.
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Extras
• Drain. You can decrease the capabilities of an enemy model within your range.
Spend a Combat action and your target must make a Will check vs. a TN based on
your type: TN15 / TN13 / TN11. If they fail, they suffer -1 to a Stat of your choice.
If they roll double 1s or double 2s on their check, they suffer -1 to a second Stat of
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your choice. Once applied to a Stat check, any negative modifiers fade. +1 slot, or
+0 if all you can do is Drain.
• Power Surge. You can use your power to make your target’s powers surge out of
control! Use a Combat action and make Mind / Will vs. Will check. If you win,
your Result Levels equal the number of Power Slots worth of powers you can affect.
If you wish to use this ability on an allied model, make your Mind / Will check vs.
a TN based on your type (TN9 / TN11 / TN13). Any of your target’s powers that
you select surge out of control. In order to use an affected power, your target must
make a successful Will check against a TN based on your type (TN15 / TN13 /
TN11). If they succeed, they add the following applicable bonuses to their power:
+1 damage, +1 TN / -1 TN, +3" Move/Range. +1 slot.

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• Rapport. Your enhancement only works on one named character. Decide which
one at character creation. Should this named character ever perish, you can name a
new character for your rapport. This reduces the cost of Enhance to one slot.

Example: Prof. Weird tries to Enhance Ox and Simian. His rolls succeeds and gets
5 Result Levels! This gives him two +1 bonuses to impart, and he gives one to Ox
and one to Simian.

ENHANCED SENSES
Cost: 1

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Effects: You have amazingly sharp senses. You hit the DB on Perception checks on
double 5s and 6s instead of just double 6s. When you hit the DB, you can choose to
gain an extra +2 bonus to your final total. Additionally, once per game before rolling any

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dice, you can gain a bonus to your Perception check based on your type: +3 / +2 / +1.

ENTANGLE
Cost: 2
Action: Combat
Range: 24" / 18" / 12"
Effects: TN13+ / TN11+ / TN9+
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You can entrap foes within your power’s range. This could be summoned tentacles,
plant vines, elastic limbs, telekinesis, webs, or anything else you can think of. Make
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a Shooting attack that does no damage. On a success, your foe is entrapped by your
power and cannot move or make physical attacks.

Entangled characters can use a Move or Special action to make breakout attempts
against a base TN set by the entangling character’s type. Every 2 Result Levels from
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the entangle attack add +1 to this base TN. If the entangled character succeeds on
the check, they free themselves. The attacker can also spend a Free action to simply
release the target.
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Foes gain +1 on physical attacks against entangled characters. Allies within 3" may also
use a Special action to break the target out. If you entangle a hovering target, they are
tethered in place. If they fail their first breakout attempt, they land on the spot below
them and remain entangled. You may entangle multiple targets over several turns.

Example: Mind Hawk (a Standard character) wants to use her psi-tendrils to trap
Bot. She makes her attack with a total of 16 vs. Bot’s 11 defense — he’s trapped!
On his turn, he can spend a Move or Special action to attempt to free himself vs. a
TN13 (base TN11 + 2 for the Result Levels).

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EXPLOSION
Cost: 2
Action: Combat

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Effects: +4 / +3 / +2 (damage bonus)
You can spend a Combat action to literally explode! This counts as a Radius Attack
(See Chapter 3 for more details on this) centered on your current position. Any
affected models make separate Dodge checks against a TN based on your character
type: TN15 / TN13 / TN11. If they fail, add your power’s damage bonus to any
negative Result Levels for the total damage. Any targets rolling double 1s on their
defense check suffer +2 extra damage.
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The distance of your radius effect is also based on your type: 12" / 9" / 6".
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You reform at the end of your next turn. Until then, you’re a shapeless ball of energy
who cannot speak, attack, or be targeted with physical attacks.

Extras
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• Stronger Blast. Add +1 to your Explosion TN. +1 slot.

Example: Volatar (Standard character type) battles Captain Starr in melee combat
as his sidekick Starr-Lad looks on from 7" away. On his turn, Volatar explodes!
Captain Starr resists the attack with his Dodge and gets a 12, suffering 4 damage.
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Starr-Lad gets a total of 17, dodging the blast. Meanwhile, Volatar will reform at
the end of his next turn!

EXTRA POWER LEVEL


Cost: 1
Effects: You can select this power multiple times. Each time you do, apply it to one of
your other powers. If you are a Minor or Standard character, treat your power as if it
were one rank higher. For example, if you’re a Minor character and you apply Extra
Power to your Attack [Melee] power, your attacks would do +3 damage instead of
+2 damage.

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FAST
Cost: 1
Effects: You’re no speedster, but you’re quicker than normal! Add +3" to your base Move.

FORCE CONTROL
Cost: Variable
Range: 12" / 9" / 6"
Action: Variable
Effects: You control fundamental forces like cosmic energy, psionics, gravity,
magnetism, or strong or weak quantum fields. You can use these forces to accomplish

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several effects on the battlefield. We list the selection cost for each aspect of this
power. Select the number of options that fit your character budget.

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Grapple / Wield. +2 slots.
As a Special or Combat action, you can lift, carry, and wield objects within your range
as if you had Super-Strength commensurate with your character type — this includes
using an object as a Super-Club! Any target must also be within your range. You can
also use a Combat action to grapple a foe within your range as if you possessed Super-
Strength commensurate with your character type.

Pull / Push. +1 slot.


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You shoot blasts of force that draw your target toward you or do knockback, but no
direct damage. Make a Shooting attack opposed by your target’s Dodge stat, and if
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you succeed, each damage point you would do instead draws your target forward or
knocks them back a distance based on your character type: 3" / 2" / 1". Foes successfully
targeted by this power must make a TN11 Body check or suffer a knockdown result.
See the Lasso power for more details on how to adjudicate compulsory pulls, and
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Chapter 3 for more on knockback.

Protection. +2 slots.
You can spend 1 Fate Point and use a Special action to project a bubble or dome of
pure force to protect yourself or others within its range. Use a Free action to dismiss
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your force bubble.

When you activate your power, choose a center point for it that is within your
range. This center point can be you, another character, or an object. If centered on
a character or objective, your force bubble is mobile and moves with the character
or object it is centered on. Your force bubble can protect a number of characters or
objectives based on your character type: 3 / 2 / 1. Its range of protection is a 6" radius
from the centering character or object.

Friendly characters may move into or out of the bubble at will. Unless destroyed,
its 6" radius of protection is impassable to enemies. Your bubble will squeeze to fit
through narrow areas defined by terrain, or to allow you to move past enemies more
than 1" away from you but who are within the bubble’s normal 6" radius.
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Your force bubble possesses a static TN against physical attacks based on your type:
TN15 / TN13 / TN11. It possesses 10 Health. Anyone attacking a target protected by
it must first destroy it. Use the rules for attacking objects covered in Chapter 3. Apply
any attack that reduces your bubble’s health to zero to the model it was originally
targeting — that character must make a Dodge check against the original attack
check that destroyed the bubble.

Characters protected by a Force Bubble can make physical attacks out of it if they first
use a Free action and make a successful TN13 Perception check.

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You can dismiss your bubble with a Free action, and you can only have one force bubble
in play at a time. The effects of multiple Force Bubbles from different characters do
not stack. Always use the strongest force bubble when more than one affects the same

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character or objective.

Containment. +2 slots.
You can use your power to imprison foes in a force bubble with Health 10 and a TN
based on your type: TN15 / TN13 / TN11. Spend 1 Fate and use a Combat action
to make a Shooting or Mind / Will check against your target’s Dodge check. On a
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success, your target is imprisoned in place and must break out by making a Body or
Fighting check vs. your power’s TN. Any Result Levels the target scores count as lost
Health for your bubble. You can imprison a number of targets based on your type:
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3 / 2 / 1. They must all be within a 6" radius from your central target.

You can use a Special action to move your containment bubble (and any imprisoned
foes) up to 6". If you move your bubble off of the edge of a high precipice, it (and all of
its contents) fall just as with a normal model. Your containment bubble automatically
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vanishes when it strikes the ground.

Once summoned, your bubble remains in play until it is destroyed or you use a Free
action to dismiss it. You can have one bubble in play at a time.
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Hardened. +1 slot.
Your Protection and Containment bubbles are tougher than normal. Add +1 to their
TN and +5 to their Health.

FORTUNE
Cost: 1
Effects: You’re luckier than most folks! Anytime you spend a Fate Point, make a
Chance Roll. If you succeed, you get that Fate Point back to use again.

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