Powers! Where do they come from and Mega Powers Engaged!
Blast(known) “Cybernetic TW Nova Rifle”
- Blast
Rank: Seasoned
Power Points: 3
Range: Smarts ×2
Duration: Instant
Trappings: Cybernetic forearm blaster. Similiar to a TW Nova Rifle (swirling explosion of red energy)
Blast launches a ball of explosive energy or matter. The area of effect is a Medium Blast Template. Every target within suffers 2d6 damage, or 3d6 with a raise (see Area Effect Attacks, page 97).
- AREA EFFECT (+0/+1): The caster can focus the blast to a Small Blast Template for no extra cost, or a Large Blast Template for +1.
- DAMAGE (+2): The blast causes 3d6 damage (4d6 with a raise).
- GREATER BLAST (+4): The blast causes 4d6 Mega Damage (5d6 with a raise).
Bolt(known)- Cybernetic TW water blaster
- Rank: Novice
Power Points: 1
Range: Smarts ×2
Duration: Instant
Trappings: Forearm cybernetic blaster secondary mode. Integrated TW water blaster.
Bolt sends damaging bursts of energy, streaks of holy light, or shards of matter toward one's foes. There are no Range penalties, but the arcane skill roll is affected by Cover, Illumination, and all other usual penalties. The damage of the bolt is 2d6, or 3d6 with a raise.
- DAMAGE (+2): The bolt causes 3d6 damage (4d6 with a raise)
- GREATER BOLT (+4): The bolt causes 4d6 Mega Damage (5d6 with a raise).
- ONSLAUGHT (+2): The bolt attack is made at Rate of Fire 2 (ignores the Recoil penalty and Bullets Per Rate of Fire rule) and may be used for Suppressive Fire (see Savage Worlds).
Entangle(tw revolver) “TW constrictor”
- Rank: Novice
Power Points: 2
Range: Smarts
Duration: Instant
Trappings: Similar to a TW constrictor where a magic net entangles foes.
Entangle allows the caster to restrain a target with ice, bands of energy, or other vine-like Trappings (Hardness 5). If successful, the target is Entangled. With a raise, he's Bound. Victims may break free on their turn as detailed under Bound & Entangled on page 98.
- AREA OF EFFECT (+2/+3): For +2 points the power affects everyone in a Medium Blast Template. For +3 points the area of effect is increased to a Large Blast Template.
Fear(TW shadow cloak) “Horror Factor”
- Rank: Novice
Power Points: 2
Range: Smarts
Duration: Instant
Trappings: Supernatural Horror Factor
This power causes overwhelming dread and horror. The affected make a Fear roll. Extras who fail are Panicked and Wild Cards roll on the Fear Table. If the power is cast with a raise, the Fear roll is at −2 and Wild Cards add +2 to Fear Table results.
Dispel(tw revolver arcane disruption)
- Rank: Seasoned
Power Points: 1
Range: Smarts
Duration: Instant
Trappings: Similar to the TW disruptor pistol, but an arcane disruptor version.
Dispel allows a hero to negate enemy powers. It has no effect on permanent enchantments or innate abilities such as a dragon's breath or a banshee's scream. Dispel affects arcane devices normally (see Arcane Devices, page 153). Dispel can be used on a power already in effect or to counter an enemy power as it's being used. The latter requires the countering mage to be on Hold and interrupt his foe's action. In either case, dispelling an opponent's power is an opposed roll of arcane skills (with a −2 modifier if the rival's power is of another type such as magic vs. miracles, psionics vs. weird science, etc.). If the dispelling character wins, the targeted power ends immediately (or fails if it was countered with the usual results of failure). With a raise, the recipient of the dispelled power is also Distracted.
boost(known, auto raise, aspect, self) “TW Cyberwire”
- Rank: Novice
Power Points: 1 (normally 2 but aspect so no lower)
Range: Smarts
Duration: 5 (boost)
Trappings: TW Cyberwire.
This power allows a character to increase or decrease a target's Trait (attribute or skill). Boosting an ally's Trait increases the selected Trait one die type, or two with a raise, for five rounds. Lowering an enemy's Trait has a Duration of Instant and lowers the selected attribute or skill a die type with success, or two with a raise (to a minimum of d4). A victim automatically tries to shake off the effect with a Spirit roll as a free action at the end of his following turns. Success improves the effect one die type, and a raise removes the effect entirely. Additional castings don't stack on a single Trait (take the highest), but may affect different Traits.
- GREATER BOOST/LOWER TRAIT (+2): The power's effects are enhanced— with a success the selected Trait gains a free reroll once per round, on a raise once per action. For lower Trait the target takes the lowest result re-rolled.
Invisibility(TW shadow cloak) “Shadow Meld”
- Rank: Seasoned
Power Points: 5
Range: Smarts
Duration: 5
Trappings: Shadow Meld.
With a success, the character and his personal items are transparent except for a vague blur or outline. Any action taken against him that requires sight is made at −4, or −6 with a raise. The same penalty applies to Notice rolls to detect the unseen presence.
Intangibility(known) “Dimensional Phase cybernetic upgrade mode”
- Rank: Heroic
Power Points: 5
Range: Smarts
Duration: 5
Trappings: Dimensional phase
With a successful arcane skill roll, whoever receives this power becomes incorporeal. He is unable to affect the physical world, and it cannot affect him. He can travel through walls, and non-magical weapons pass straight through him. Any items carried at the time of casting are also incorporeal. While incorporeal, the character may affect other incorporeal beings (including himself), and he is still susceptible to supernatural attacks, including powers and enchanted items. The being becomes corporeal when the power ends, but if within someone or something he's shunted to the nearest open space and Stunned. If cast on an unwilling target, the victim resists with Spirit.
- GREATER INTANGIBILITY (+3): Intangibility's Duration is measured in minutes instead of rounds. The recipient reduces the damage from supernatural attacks by four points, eight with a raise.
Teleport(known), “TW bombs away bomb”
- Rank: Seasoned
Power Points: 2
Range: Smarts
Duration: Instant
Trappings: Teleportation Bombs
Teleport allows a character to disappear and instantly reappear up to 12″ (24 yards) distant, or double that with a raise. Teleporting to an unseen location incurs a −2 penalty on the arcane skill roll. Opponents adjacent to a character who teleports away don't get a free attack (see Withdrawing from Melee, page 109). If casting teleport on a willing subject, the caster decides where they move to, not the target.
- ADDITIONAL RECIPIENTS (+1): The power may affect more than one target for 1 additional Power Point each.
- TELEPORT FOE (+2): Foes may be targeted by a Touch attack (page 108). This is an action, so the casting must be the second part of a Multi-Action if the attack is successful. The foe resists the casting with an opposed Spirit roll against the arcane skill total and is sent up to 12″ away with success and 24″ with a raise. Foes may not be teleported into solid objects.
- GREATER TELEPORT (+2): The distance teleported extends to 25" (50 yards) or double that with a raise.
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Detect arcana(TW magic optics)(self only, aspect)
- Rank: Novice
Power Points: 2
Range: Smarts
Duration: 5 (detect);
Trappings: Magical arcane sight Goggles
Detect arcana allows the recipient of the power to see and detect all supernatural persons, objects, or effects in sight for five rounds. This includes invisible foes, enchantments on people or items, weird science devices, and so on. With a raise, the caster knows the general type of enchantment as well—harmful, obscurement, magic, miracles, etc. Detect arcana also allows a character to ignore up to 4 points of penalties when attacking foes hidden by magical darkness, invisibility, or similar abilities (or all penalties with a raise).
Darksight(TW magic optics)(self only)
- Darksight Rank: Novice
Power Points: 1
Range: Smarts
Duration: One hour
Trappings: Magical arcane sight Goggles
Darksight allows a hero to see in the dark. With success, he ignores up to 4 points of illumination penalties. With a raise, he ignores up to six points and can see in pitch darkness.
Farsight (TWmagic optics)
- Rank: Seasoned
Power Points: 2
Range: Smarts
Duration: 5
Trappings: Magical arcane sight Goggles
allows the recipient to see in detail over great distances. She can read lips or read fine print up to a mile distant. With a raise, she also halves Range penalties for Shooting, Athletics (throwing), or other abilities affected by Range.
Smite (known) “Silver Nanites”
- Rank: Novice
Power Points: 2
Range: Smarts
Duration: 5
Trappings: Tube of nanites capable of turning any melee weapon or ranged ammo into a potent magically embodied silver.
This power is cast on a weapon of some sort. If it's a ranged weapon, it affects one entire magazine, 20 bolts, shells, or arrows, or one full “load” of ammunition (the GM determines the exact quantity for unusual weapons). While the power is in effect, the weapon's damage is increased by +2, or +4 with a raise.
- ADDITIONAL RECIPIENTS (+1): The power may affect more than one target for 1 additional Power Point each.
- GREATER SMITE (+2): The weapon's damage is increased by +4, or +6 with a raise—it also deals Mega Damage, if it didn't already.
Healing (Known) “ Cellular Regeneration Nano Bots”
Rank: Novice
Power Points: 3
Range: Touch
Duration: Instant
Trappings: Injection by some magical nano bots.
Healing removes Wounds less than an hour old. A success removes one Wound, and a raise removes two. The power may be cast additional times to remove additional Wounds within that hour and as long as the healer has enough Power Points. For Extras, the GM must first determine if the ally is still alive (see Aftermath, page 96). If so, a successful arcane skill roll returns the ally to action (Shaken if it matters.)
- GREATER HEALING (+10): Greater healing can restore any Wound, including those more than an hour old.
- CRIPPLING INJURIES (+20): The power can heal a permanent Crippling Injury (see Incapacitation, page 95). This requires an hour of preparation and only one casting is permitted per injury. If it fails, this caster cannot heal that particular injury (but someone else may try). If successful, the subject is Exhausted for 24 hours.
- NEUTRALIZE POISON OR DISEASE (+1): A successful healing roll negates any poison or disease. If the poison or disease has a bonus or penalty associated with it, the modifier applies to the arcane skill roll as well.
- MASS HEALING (+2/+3): For +2 Power Points, healing affects all allies within a Medium Blast Template centered on the caster (or a Large Blast Template for +3). Ignore individual wound penalties of the treated and apply a flat −2 instead.