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).
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)
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.
- STRONG (+2): The entangling material is particularly resilient. Rolls to break free are made at −2 and its Hardness increases to 7.
Fear(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.
- 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.
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.- POWER (+1): For +1 Power Points, dispel can disrupt enchanted devices for one round, or two with a raise. The difficulty to do so is −2 for permanently enchanted items such as found in most swords & sorcery campaigns, or −4 for divine or legendary relics.
boost(known, auto raise, aspect) “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.
- ADDITIONAL RECIPIENTS (+1): The power may affect more than one target for 1 additional Power Point each.
Invisibility(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.
- ADDITIONAL RECIPIENTS (+3): The power may affect more than one target for 3 additional Power Points each.
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.
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
Wall walker(armor, self only), “Column of Smoke”
- Rank: Novice
Power Points: 1( was 2, but self only drops it to 1)
Range: Smarts
Duration: 5
Trappings: A column of smoke lets the wearer of the armor climb otherwise unscalable surfaces.
Wall walker allows the recipient to walk on vertical or horizontal surfaces. With success, she moves at half her normal Pace. With a raise, she may move at full Pace and even run. If forced to make an Athletics roll to climb or hang on to a surface, she adds +4 to the total.
- ADDITIONAL RECIPIENTS (+1): The caster may affect others at the cost of 1 Power Point each.
Detect arcana(magic optics)
Darksight(magic optics)
Farsight(magic optics)