Showing posts with label Mystical. Show all posts
Showing posts with label Mystical. Show all posts

Spirit Travel

Spirit Travel
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Class:     Mystical    Link:        Aura
Range:     Self        Type:        Auto
Base Cost: 20          Factor Cost: 2     

Description: This Power allows a Character to separate the spirit from their body. The spirit may travel at a speed equal to the Character's AP's of Spirit Travel. A separated spirit can only observe the physical plane and can make no attacks, but it can easily pass though any physical obstacles. A separated spirit is subject only to Mystical Attacks from the non-Spirit world while in this state. However, such a Character is subject to all normal effects (Physical, Mental and Mystical) from other Spirit Travelling Characters while in this state.

While the spirit is separated, a Character's body is left barely alive (it cannot move and possess no consciousness.) The body remains susceptible to Physical damage during this time (although the body's normal Physical defense remain active and the Character may burn Hero Points to remove inflicted damage.)

If a Character's body is destroyed while the spirit is separated, the spirit will be trapped in its free state and will begin to dissipated as the rate of 1 AP of Spirit per day until it dies (reaches a negative Spirit; a separated Character with a normal Spirit of 7 AP's would die upon reaching -8 AP's of Spirit.)



Source: 3rd Edition Rulebook, page 72



Ed's Notes: See Flight for a full discussion on Travel Speed. 

Magic Sense

Magic Sense
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Class:     Mystical    Link:        Infl
Range:     Normal      Type:        Auto
Base Cost: 5           Factor Cost: 1     

Description: This Power allows a Character to automatically detect all magic and magic-using creatures with Range. Use of Magic Sense will only reveal that an item or Character has some form of Mystical abilities; no information will be available relative to what those abilities might be or how powerful they are.



Source: 3rd Edition Rulebook, page 70

Dumb Luck

Dumb Luck
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Class:     Mystical    Link:        Self
Range:     Self        Type:        Dice
Base Cost: 200         Factor Cost: 7     

Description: This Power allows a Character to invoke unknown Mystical forces which cause the Character to be exceptionally fortunate in their actions, the use of which is the game equivalent of rubbing a rabbit's foot.

To use Dumb Luck, a Character must make an Action Check against their own Mystical statistics. The AV/EV is the APO's of the Power, while the OV/RV is the Character's own Infl/Spirit. RAP's form this Action Check, if any, may be added to the Character's AV, EV, OV or EV the following phase (Player's choice.) This effect occurs regardless of the type of the Dice Action that follows (attack, defense, clue analysis, Perception, etc...)

The Dumb Luck Power may be used cumulatively, adding the RAP's from one Dumb Luck attempt to the AV or EV of another  attempt; however, should a Character ever fail such a cumulative roll, the RAP's gained to that point will be subtracted from  either the Character's AV, EV, OV or RV (GM option) for the following phase. 

Example: A Character with Dumb Luck of 8 AP's and an Infl/Spirit of 7/6 wished to "get lucky" on their next Energy Blast attack. The Character makes an Action check sing 8/8 (their AP's of Dumb Luck) as the AV/EV and 7/6 (their Infl/Spirit) as the OV/RV. The Character rolls a 13, which provide them with an additional 4 AP's to utilize on either AV or EV next phase.

Plastic Man has this Power



Source: 3rd Edition Rulebook, page 62



Ed's Notes: So... to clarify something, by the book you can not divide the RAP's between AV, EV, OV and RV. You have to pick just ONE. Perhaps a useful, standard bonus would be that the Character would be allowed to divide the RAP's as they wish.

Ice Animation

Ice Animation
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Class:     Mystical    Link:        Aura
Range:     Normal      Type:        Auto
Base Cost: 25          Factor Cost: 8     

Description: This Power allows a Character to summon into existence an actual creature of living ice who will follow the Character's instructions for a length of time (in AP's) equal to the Character's AP's of Ice Animation. At the end of this time, the creature will disperse into ice and water.

A Character using the Ice Animation Power divides the AP's of Power into two numbers as desired. The first number serves as the creature's Dex, Str and Body while the second number serves as the creature's Infl, Aura and Spirit against Mystical Attacks. Ice creatures do not possess Mental Attributes and, as such, are immune to all Mental Attacks.

The ice creature occupies a volumes equal to its AP's of Str and moves at a speed equal to it's Dex. In addition a animated ice creature suffers a -2 Column Shift modifier to its RV against heat-based attacks.



Source: 3rd Edition Rulebook, page 70

Flame Animation

Flame Animation
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Class:     Mystical    Link:        Aura
Range:     Normal      Type:        Auto
Base Cost: 25          Factor Cost: 8     

Description: This Power allows a Character to summon into existence an actual creature of living flame who will follow the Character's instructions for a length of time (in AP's) equal to the Character's AP's of Flame Animation. At the end of this time, the creature will disperse into thin air.

A Character using the Flame Animation Power divides the AP's of Power into two numbers as desired. The first number serves as the flame creature's Dex, Str and Body while the second number serves as the creature's Infl, Aura and Spirit against Mystical Attacks. Flame creatures do not possess Mental Attributes and, as such, are immune to all Mental Attacks.

The earth creature occupies a volumes equal to its AP's of Str and moves at a speed equal to it's Dex. In addition an animated flame creature suffers a -2 Column Shift modifier to its RV against cold-based attacks.



Source: 3rd Edition Rulebook, page 70

Water Animation

Water Animation
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Class:     Mystical    Link:        Aura
Range:     Normal      Type:        Auto
Base Cost: 25          Factor Cost: 8     

Description: This Power allows a Character to summon into existence an actual creature of living water who will follow the Character's instructions for a length of time (in AP's) equal to the Character's AP's of Water Animation. At the end of this time, the creature will disperse into normal water.

A Character using the Water Animation Power divides the AP's of Power into two numbers as desired. The first number serves as the water creature's Dex, Str and Body while the second number serves as the creature's Infl, Aura and Spirit against Mystical Attacks. Water creatures do not possess Mental Attributes and, as such, are immune to all Mental Attacks.

The water creature occupies a volumes equal to its AP's of Str and moves at a speed equal to it's Dex. In addition an animated water creature suffers a -2 Column Shift modifier to its RV against  cold- heat-based attacks.



Source: 3rd Edition Rulebook, page 73

Air Animation

Air Animation
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Class:     Mystical    Link:        Aura
Range:     Normal      Type:        Auto
Base Cost: 30          Factor Cost: 8     

Description: This Power allows a Character to summon into existence a swirling whirlwind creature who will follow the Power user's instructions for a length of time (in AP's) equal to the Character's AP's of Air Animation. At the end of this time, the creature will disperse into normal air.

A Character using Air Animation divides the AP's of Power into two numbers as desired. The first number serves as the air creature's Dex, Str and Body while the second number serves as the creature's Infl, Aura and Spirit against Mystical Attacks. Such air creatures do not possess Mental Attributes and, as such, are immune to all Mental Attacks.

The air creature occupies a volumes equal to its AP's of Str and moves at a speed equal to it's Dex. Due to the turbulent nature of this creature, any Physical Attack made against it automatically suffers a +1 Column Shift Penalty to the OV.



Source: 3rd Edition Rulebook, page 66

Earth Animation

Earth Animation
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Class:     Mystical    Link:        Aura
Range:     Normal      Type:        Auto
Base Cost: 25          Factor Cost: 8     

Description: This Power allows a Character to summon into existence an actual creature of living earth and rock who will follow the Power user's instructions for a length of time (in AP's) equal to the Character's AP's of Earth Animation. At the end of this time, the creature will disperse into normal earth.

A Character using Earth Animation divides the AP's of Power into two numbers as desired. The first number serves as the earth creature's Dex, Str and Body while the second number serves as the creature's Infl, Aura and Spirit against Mystical Attacks. Earth creatures do not possess Mental Attributes and, as such, are immune to all Mental Attacks.

An earth creature occupies a volumes equal to its AP's of Str and moves at a speed equal to it's Dex.



Source: 3rd Edition Rulebook, page 69

Animate Image

Animate Image
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Class:     Mystical    Link:        Aura
Range:     Normal      Type:        Auto
Base Cost: 35          Factor Cost: 7     

Description: This Power allows a Character to turn an existing two-dimensional (such as a cartoon figure, billboard painting, or an image on a television screen) into an exact three-dimensional duplicate figure which will obey the Character's commands. There must be an existing two-dimensional image for Animate Image to function; a Character cannot simply summon a figure from their imagination.

The three-dimensional figure created by Animate Image will possess Physical, Mental and Mystical Attributes. The Character with Animate Image must divide the AP's of Power between these Attributes as desired to determine the image's statistics. 

An animated image will possess all Powers and Skills of the figure it represents. For example, an animated bird would have Flight, an animated singer should have the Singer Subskill of Artist, and an animated Superman would have all of Superman's Powers and Skills. Each Animated Images Powers and Skills is at an AP level equal to the Link Attribute of the respective Power and Skill (just as if the Power/Skill were linked.)

An animated image will exits for a length of time (in AP's) equal to the Power user's AP's of Animate Image or until the Character voluntarily dispels the image.

Superman's nemesis, Mr. Mxyzptlk, has this Power.



Source: 3rd Edition Rulebook, page 67

Animate Objects

Animate Objects
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Class:     Mystical    Link:        Aura
Range:     Normal      Type:        Auto
Base Cost: 30          Factor Cost: 5     

Description: This Power allows a Character to cause inanimate objects to move and behave as if they were alive. Animated objects are always under the total control of the Power user. The AP's of Animate Objects equal both the maximum Body of any individual object which can be animated and the maximum number of objects which can be animated at any  one time.

An animated object will possess a Dex and Str equal to the Character's AP's of Power but retains it's own Body. the object also possesses Mystical Attributes equal to the Character's AP's of Animate Objects. An animated object possesses no Mental Attributes and is immune to Mental Attack.

Animate objects cannot change shape but if the object has any limbs or appendage-like constructs, these can function as arms and legs, allowing the object to move and fight.

Brother Power the Geek has this Power.



Source: 3rd Edition Rulebook, page 67

Animal Summoning

Animal Summoning
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Class:     Mystical    Link:        Infl
Range:     Normal      Type:        Auto
Base Cost: 35          Factor Cost: 2     

Description: This Power allows a Character to convoke animal of a specif type (sharks, falcons, rabbit's, etc...) within the Range of the Power. As many animal of the species type as the Character desires will answer the summons automatically and will travel towards the Character at best speeds. Animal Summoning may not be use dto to summon an animal with a Body greater that the Character's AP's of Power, nor may it be used to summon creatures with human of greater intelligence. Animal Statistics can be found in Appendix B.

This Power may be purchased with the following Bonuses: Summon a Category Of Animals (birds, mammals, sea life, etc...) (+1 Factor Cost); Summon Any Animal (+3 Factor COst).

Aquaman has this Power.



Source: 3rd Edition Rulebook, page 70




Ed's Notes: Two things... (1) I need an entry for generic animals. Can't believe I didn't do one yet. I could have sworn I did! And (2) I'm confused about that "Bonus," and how the Power is supposed to be defined. Because Aquaman's comes with the LIMITATION "only works on sea life." And if that was meant to apply only to his other Animal Powers, why isn't "applies to ALL sea-life," listed as a Bonus? What's more, Batman's Bat-Call Gadget has this power, again with the LIMITATION that it only works on bats. But... Is that really a Limitation? Seems like that's just how the power is DEFINED here. And I checked 2nd Edition, and it's the same. That first paragraph is word for word the entire description of the Power. 

Magic Field

Magic Field
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Class:     Mystical    Link:        Aura
Range:     Self        Type:        Auto
Base Cost: 20          Factor Cost: 6     

Description: This Power allows a Character to create a field of arcane energy to protect his body. The AP's of Power are added to the Character's RV against Mystical Attacks. A Magic Field is spherical in form and is centered around the Character of origin. A field shelter may be generated tat the same AP's of volume  as the Power's AP's and protects all Characters within the field's volume. No Magical Attacks with exterior targets can be made from within the field.

This Power may be purchased with a special -2 Factor Cost Limitation: Field Protect Power User Only.

This Power may be purchased with a special Bonus: Can Attacks Through Field. This Bonus allows Mystical Attacks with exterior targets to be made by Characters within the Magic Field. It doubles the Base Cost of the Power (to 40) and adds +1 to the Factor Cost.


Source: 3rd Edition Rulebook, page 71

Joined

Joined
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Class:     Mystical    Link:        Aura
Range:     Self        Type:        Auto
Base Cost: 5           Factor Cost: 1     

Description: This Power allows a Character to"join" themselves to the Earth. While so joined (normally at the feet,) a Character cannot be Knocked Back, blown away or otherwise moved easily. A Charterer wit this Power adds the AP's of Joined to his RV against potential Knockback attacks made against the Character (the Planned Knockback Maneuver, Super breath, etc.)

Swamp Thing has this Power.



Source: 3rd Edition Rulebook, page 70


Magic Blast

Magic Blast
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Class:     Mystical    Link:        Aura
Range:     Normal      Type:        Dice
Base Cost: 20          Factor Cost: 3     

Description: This Power allows a Character to emit a powerful bolt of Eldritch energy from his body (the blast normally emanating from the hands or fingertips.) Magic Blast is treated as a Mystical Attack with AV/EV's equal to the AP's of Power and OV/RV's equal to the opponent's Infl/Spirit.



Source: 3rd Edition Rulebook, page 70