Super Powers

Super Powers List

Absorption 2.5 points per level
    Absorption allows the character to take another form of energy and transfer it to personal use in some other specific way.  One level of absorption allows the character to absorb 3 points of energy and transfer it to some specific use as if it were super power points.  One point of energy is equal to the amount of energy necessary to do one hit of damage to a living being. The energy at base level fades at the rate of one point per 3 seconds (this may be bought slower).  Some energy sources may require a seperate power to have access to the energy (life essence would require drain).  Energy once absorbed is gone though it disappears from the one using the power.  This power costs one vitae per use.  To have the ability to absorb more than one power source requires buying the power more than once.
Power modifiers
- 1/2 very limited form of energy (xenon rays)
- 1/2 the controller has no control over the power it absorbs to
+ 0 typical energy source (electricity, fire, kinetic)
+ 1/2 very common energy (sunlight)
+ 1 any absorbed energy does no damage to absorber
+ 1 + 1/4 per foot may absorb at range does not require touching
+ 1/2 may use absorbed energy on several closely related abilities (body mass, strength, size)
+ 1 may use absorbed energy on all related abilities (body mass, strength, size, speed, hits)
+ 2 may use absorbed energy on all abilities
+1/4 per lowered time scale (3 seconds, 15 seconds, 45 seconds, 2 minute, 10 minutes, 1 hour, 5 hours, 1 day, 1 week, 1 week per additional)
Notes
It is recommended that characters with this power write out the number of points needed for certain levels with at least their most common use of these powers.  For those powers limited to only one use this shouldn't be too difficult.  This involves considerably more work in the beginning but will prevent the powers accidental misuse or slowing down of the game.

Aid 2.5 points per level
    This power allows the user to increase another person's characteristics or powers.  The base cost of this power includes the ability to use one specific personal power source to increase one specific power or characteristic.  This effect is temporary unless the person the power is used on is below his normal maximum in that characteristic.  The user may spend a number of points equal to his level to Aid another.  The recepient recieves 3 super power points per point spent.  The power fades at a rate of 1 super power point per 3 seconds.
Power modifiers
- 1/2 hard to replinish energy (willpower points)
- 1/2 the controller has no control over the power or characteristic increased
+ 0 typical energy source (vitae, power pool)
+ 1 + 1/4 per foot may aid at range does not require touching
+ 1/2 may use aid energy on several closely related abilities (body mass, strength, size)
+ 1 may use aid energy on all related abilities (body mass, strength, size, speed, hits)
+ 2 may use aid energy on all abilities
+1/4 per lowered time scale (3 seconds, 15 seconds, 45 seconds, 2 minute, 10 minutes, 1 hour, 5 hours, 1 day, 1 week, 1 week per additional)
+ 1/2 per additional super power point per level.
Notes
It is recommended that characters with this power write out the number of points needed for certain levels with at least their most common use of these powers.  For those powers limited to only one use this shouldn't be too difficult.  This involves considerably more work in the beginning but will prevent the powers accidental misuse of slowing down of the game.

Body Coating +2.5 per level
    This power allows the character to coat his body with some substance.  The character is still flesh inside.  This power allows the character to buy merits and flaws associated with the form and turn them on and off when the power is turned off.  The character may also buy super powers associated with the form (only touch and immediate effect powers may be so added) and there is no additional vitae charge to use those powers.    The body coating power costs one vitae per combat turn to use and all merits, flaws, and powers associated with it are turned on.  The character must have a number of levels in body coating equal to 1/5th the number of super power points in separate powers present in the form.  Flaws subtract from the total points in the form making it easier to make.

Body Of +5 per level
    This power changes the character's entire body into a specific substance.  The character is completely composed of a mobile human shaped version of the substance.  The character can move much as a human being can move unless merits, flaws or powers alter this.
    This power allows the character to buy merits and flaws associated with the form and turn them on and off when the power is turned off.  The character may also buy super powers associated with the form (no ranged powers or delayed effects may be added) and there is no additional vitae charge to use those powers.  The body of power costs one vitae per combat turn to use and all merits, flaws, and powers associated with it are turned on.  The character must have a number of levels in body coating equal to 1/8th the number of super power points in separate powers present in the form.  Flaws subtract from the total points in the form making it easier to make.

Change Environment +1.5 per level
    The user of this power may cause changes in the environment.  The base cost of this power allows the character to make a specific relatively minor changes in the environment.  This power has an area effect of one hex per level.  This power costs 1 vitae per turn.  The gm should be careful to not allow a use of this power that gives a character several powers for the cost of this one.
Power Modifiers
- 1/4 very limited alteration (make the smell of daisies)
+ 0 limited alteration (alter the temperature by 2 degrees)
+ 1/2 powerful alteration (normal darkness, or silence)
+ 1 very powerful alteration (total darkness to all senses)
+ 1 1/2 superpowerful alteration (remove oxygen from area; it does immediately whoosh back in)
+ 1/2 allows alteration within a general type (alter temperature up or down)
+ 1 allows variable alterations (must also pay the alteration power modifier for the most powerful alteration you can make)

Clairsentience +1.5 per level
    The user of this power may move the point of reference of one of his senses to a different location.  The character percieves from that new location with that sense as if he were there.  The character may buy an additional sense for 5 character points.  All alterations of normal senses are carried through the power (ie dark sight, infrared vision).  However special senses (aura sight) must be bought as an additional sense.  The point of reference may be 15 feet away per level of this power.
    Precognition allows the character to look into the future.  This power costs +10 points per level and works with all senses the character has clairsentience with automatically.  The character may move ahead 1 time scale per level.  The character may also move their point of reference within their clairsentience range.
    Postcognition allows the character to look into the past.  This power costs +5 points per level and may move backwards 1 time scale per level (time scale is 1 week, 1 month, 1 year, 5 years, 25 years, 100 years, 100 years per scale afterwards)

Density Increase +2 per level
    The user of this power may increase their physical mass, toughness, and strength.  Each level of this power increases the character's Body (in all aspects except size) by 3 levels and increases the characters weight by 50 lbs.  Once the character reaches 2 tons the character may use the size damage scale for vehicles if those modifiers are in common use in the game.

Desolidification 12.5 points
    The user has the ability to make himself insubstantial.  While in this state the character can walk through walls and ignore most damage.  However, while in this state the character must still breath, eat and drink (unless the character buys appropriate super merits).  The character can change just enough weight to make reasonable clothing desolid.  The character must have a weakness to one particular type of reasonably common attack form that is related to the special effect.  (Example: while turned magically desolid one would still be affected by magical attacks.)
Power Modifiers
- 1/4 none of the character's equipment can be desolidified even things as light as clothing.
+ 1/4 the character may also make about 5 lbs extra weight desolid with himself
+ 1 the character can make about 25 lbs of weight desolid with himself
+ 2 the character can make other normal sized and massed persons desolid (or an equivalent amount of weight) if the target is another sentient then they must be willing.
+1 the character can make some body parts desolid while others are solid and still function as a whole entity

Detect +1 per level
    The character may detect one specific object.  The base level of this power allows the character to detect one specific object on a perception roll.  The level of this power defines the range. This does not give the character any descriminatory ability other than the detection.  Therefore, those who wish to detect a very broad range of things like living things can't tell whether it is a cat or a fish.  However, if you chose leftpawed spayed cats that is all you can detect but you know when that left pawed spayed cat is about.

Dispel +2.5 per level
    The character may turn off another's power.  To turn of the power the level of dispel must completely overwhelm the power. (ie have more levels than the target power).  The base level of this power only allows the character to turn off one power or one specific special effect. To use this power requires rolling dispel level +d10 versus power level +d10 highest wins.
Power Modifiers
+1/2 the character may turn off any power with a specific special effect
+1/2 the character may turn off any specific power no matter what the special effect
+2 the character may turn off any power

Drain +2.5 per level
    The character may temporarily lower the value of an opponent's characteristic or power.  This does not give the character any power to use but may be linked to absorb to do so.  This power may only be used to drain one specific attribute or power.
+1 the character may drain any power with a specific special effect
+1 the character may drain any related attribute (all physical or all mental)

Duplication +5 per level
    The character may create duplicates of himself.  The duplicates appear within one foot of the character (unless a power modifier is bought) and have exactly the same powers and attributes (except duplicate)   The duplicates fade out within one turn unless the power is used again the next turn to maintain the duplicate (that does not move it back to within one foot.  If duplicates are killed the character goes down one health block (no specific location).  One duplicate may be created per level.  This power costs 1 vitae per use.
Power modifiers
- 1 The character and all duplicates are harmed when any duplicate is harmed.

Entangle +3 per level
    The character may create an object that is immobile but may either entangle another or prevent movement in a given direction.  (Examples: spiderman's webbing, iceman's ice blockades.) The base level of this power can hold d6 Body for one turn.  For each level of power add one to the Body that can be held and one turn to the length of time that they can be held.  For each point of Body difference between the strength of the entangle and the Body of the target either shorten or lengthen the time the target can be held by three turns.  If the target has the higher Body then shorten the time.  If the target has the lower Body lengthen the time the target can be held.

Extra-Dimensional Travel Variable
    The character may travel from dimension to dimension.  This power must exist in a gaming reality that allows for this power.  The base level of this power transports the character to one specific dimension to the exact analog of the present location in the other dimension.  Physical laws may differ in the other dimension which may allow for some interesting effects.  If these special effects imitate another power then the character must also buy the other power.
+10 points -- One single dimension
+15 points -- Five chosen dimensions
+20 points -- Any dimension which you are very familiar (area knowledge in that dimension of at least +2)
+30 points -- Any dimension to which you have been taken too (2 IP per dimension)
+50 points -- Any dimension the character can imagine existing

Faster than Light Travel +5 per level
    At first level the character may travel the speed of light.  For each level over the first multiply the speed x5  Character's when using this power have little or no maneuverability (except in the astronomical sense).  The character has no protection from atmospheric conditions and cannot go slower than the speed of light.  The character may, however, go a slower speed of light if they wish.  The character who wishes to fly should buy the flight power also.

Flight + 2.5 per level
    The character has some power that allows him to fly. (use the flight merit if it is some natural form of locomotion).  The character may fly 5 miles/hour per level in the flight power.  The character with this power can maneuver as well as an airplane to increase maneuverability the character must buy power modifiers.
Power Modifiers
+0 the character may maneuver as well as an airplane (mostly steady slow turns)
+1/4 the character may maneuver as well as a modern combat plane (some faster turns)
+1/2 the character can maneuver as well as a helicopter (faster turns the ability to stop in air)
+1  the character can maneuver as well as a bird of prey (really fast turns)
+1 1/2 the character can maneuver as well as a hummingbird (360 degree motion with almost no turn time)

Force Field +2.5 per level
    The character with this power can create a field of force that can be used to protect the character and his companions.  This field of force can take 4 points of damage per level and hold back strength 4 +1 per level.  The force field is limited to the hex the character is in and only takes up one hex.  The force field can be sensed by two senses.  The force field moves with the character.  The force field covers 3 sides (chosen when the power is first chosen) and has a particular shape (also chosen when created)
Power Modifiers
+1/2 the character may chose the particular sides protected each turn.
+1/2 the character may have the field protect all directions (to get to chose which sides that must be purchased as well).
+1 1/2 the character may define the exact shape of the field each turn (this includes the ability to chose the sides).

Growth +3 per level
    The user of this power may increase his physical size, mass, toughness, and strength.  Each level of this power increases the character's Body Type (in all aspects) by 3 levels increases the character's Movement Allowance by 2 levels and the character's height by an additional 6 inches and weight by an additional 50 lbs.  This power must be maintained once per number of turns equal to the level of the power. Once the character reaches 2 tons the character may use the damage and attack scale for the vehicle size scale if it is in common use in the game.

Immovability +2 per level
    The character can plant himself in a location and make himself practically impossible to move. Add 5 per level to the effective Body of the character for purposes of moving the character when this power is used.  Note this does not protect the character in this way for this armor or force field must be purchased.  The character must take one turn to set himself.  When set the character can perform any actions that do not move him from his target hex and from the chosen surface.  The character choses one surface that they cannot be moved across when the power is chosen (water or land)
Power Modifiers
-1/2 the character can only be immovable to one specific substance.  (Ice, Mercury, Steel)
+1/2 the character can be unmovable on nonsolid substances (Air)
+1/2 the character can be unmovable on any substance (including Air if he has the above merit)

Instant Change +5 points
    The character can instantly change between any two forms or costumes.  In the case of costumes this would probably only be allowed in more 4 color campaigns. This power may add other forms or costumes for an additional +5 points per form.

Killing Attack +3 per level
    The character has an attack form that uses some form of energy.  This power does 1d6 of damage per level.  The attack form has no range though the character may purchase at range.   This power at base has no range and exudes from one particular point (hands count as one point).  This power is used to simulate lazer beams from the eyes or flame covered hands.
The beam may be very thin or incredibly thick depending on the description of the power.

Mental Attack +2.5 per level
    The character has the ability to attack the mind of another.  The attack only does stun damage but ignores all physical means of armor and defense.  The character must still fend with the target's mental defenses (Will and mental defense power).  Each turn the character rolls 1d6 per level to overcome the target's Will + mental defense.  Any points over the target's defenses does 1 point of stun damage.  Roll stun as normal.  Also add all stun modifiers as if the character was physically damaged.

Mental Defense +1.5 per level
    The character has the ability to protect one's own mind.  This ability is a modifier added directly to Will when resisting mental attacks, mental illusions, mind readings or any other mind effect powers. This power may also resist mental powers that are not normally resistable.  For each level in this ability add +2 to Will for purposes of resisting mind effects.

Mental Illusions +3 per level
    The character can create illusions that are simply in the minds of the targets.  The character rolls 1d6/level of effect to overcome the target's Will + mental defense.  The target automatically fills in the blanks to make the illusion realistic if the target fails the roll.  For especially disbelievable illusions there may be modifiers to this roll.  If the character fails their roll by more than five then the target does not see the illusion at all.  If the character fails their roll by 5 or less then the target sees the illusion but can see outlines of reality through it.  These illusions cannot be filmed and only the target can see it.  The target must be within 10 feet per level of the character and be in plain sight during the entire illusion.  The character must make one roll per turn the illusion is kept up at -5 to the difficulty to maintain.
    The power modifier area effect may be purchased for this power.

Mind Control +4 per level
    The character may try to take over the mind of another.  The target must be bested in a contest of wills.  The target's Will + mental defense + d10 versus the character's Will + mind control + d10.  Each level of mind control allows the character to control another for one turn.  At the end of that time the character may chose to reinstitute the mind control again by besting the target.  If the target wins the contest of will the character cannot control that target's mind again that day. The target must be touched to use this power unless the range modifier is bought.

Mind Link  Variable
    The character may mentally link himself to another with the ability to listen to the thoughts of and exchange subvocalized communication with another.  Unless both parties have this power then the communication exchange is one way.  The person possessing this power may listen to subvocalized thoughts of another, and exchange sensory stimuli of the one whom he has the mind link.  The target of this power must be willing or have been mentally bested (mentally attacked into unconsciousness)  The one who has a mind link on themselves always knows it.  Different characters may have different levels of the link power but to be able to use your mindlink on another that person must be included in your definition.  There must be some common tie between the individuals (except at +35 level of course).  The character must touch the target creature to form the link.
Number involved in link
+5 two individuals
+7.5 three to five individuals (small group)
+10 six to fifteen individuals (club)
+12.5 sixteen to one hundred individuals (large club)
+17.5 any person of a particular species
+22.5 any being (animal at least)

Misile Deflection +2.5 per level
    The character may deflect some sort of missiles away from themselves and even possibly back to the target.  The missile deflection must be of one general type (physical, energy, psychic, magical).  The higher the level in missile deflection the more powerful a weapon may be deflected. The character can make an attack roll (Missile deflection skill) versus the attack roll of the opponent.  If they are successful by more than five the weapon is deflected back to the opponent.  If they win the roll by less than five then the weapon is simply deflected.  The character may deflect 1d6 of weapon per level in this skill.

Power Pool  Variable
    This ability gives the character a pool of power that can be used to create other powers or merits. All merits purchased in this way lasts until the power is respent.  The cost of this power is dependent on how much effort and time is involved in altering the powers.  This power can be used to create superscience characters or the silver surfer.  The vitae cost of the power is equal to the power being used.  Special effects may be variable as well.  A level allows approximately 5 points worth of merits.  At the lower cost levels the character may spend the points individually at the more expensive levels the character may only spend to buy the base powers.  When purchasing with modifiers each level of powerpool is worth 5 super power points.
 
cost per level Time required to change how power pool points are spent
6 1 month (may subtlely spend points with power modifiers)
9 1 week (may subtlely spend points with power modifiers)
12 1 day (may subtley spend points with power modifiers)
15 1 hour (only base powers allowed)
20 1 minute (only base powers allowed)
30 May change spending of points each turn. (only base powers allowed)
Power modifiers (the minimum cost for power pool is 6 points per level)
- 1/4 requires a specific special effect
- 1 the character has a limited list of powers that may be used and must pay points to add others (most appropriate for a gadgetier who must build with limited resources or an adventurer who found an alien spaceship).  To add powers costs 1/4 the number of points to buy the powers naturally (round up).  The character may be have three times as many points total in powers that may be switched to as they have powers in the power pool
- 1/2 the character has limited powers that may be used and must pay points to add others.  The character may have 5 times as many points as they have in the power pool.  The character must pay 1/4 the cost of the power to add powers.
-1/4 to changing powers has some limitation.  It requires presence in your lab or small influx of cash.
-1/2 to change powers has a very effective limitation.  Large influxes of cash, help from your alien friend who requires some sort of favor etc.
-1/2 the character cannot use one power more than once per day. (most appropriate for ones whose power changes each turn)

Power Source +1 per level
    The character has a reserve of power that he may use to power certain other abilities.  This power source is earmarked for a specific power (or set of powers).  The power regenerates at a rate of 1 point per minute and acts exactly like vitae for purposes of powering powers. Each level in power source gives the character 1 point in the power pool.
Power Modifiers
+1/2 the power source works with a group of powers with the same special effect
+1 the power source works with any power that the character possesses.
-1 the power regenerates very slowly 1 point per hour instead of 1 point per minute

Sensory Illusions +3 per level
    The character may create sensory illusions.  These illusions are physically real though they cannot be touched in any way.  The base power includes one sense (touch cannot be one of the senses used with this power unless the character has telekinesis. Though those two powers could be linked very effectively).  The illusions may take up one hex per level and be one hex away from the character per level.  The character must make a skill roll versus the target's awareness/notice to see whether the target believes the illusion.  (Note target's who completely disbelieve an illusion can still be effected by it by hiding real threats.)  Everyone present can sense the illusion.
Power Modifiers
+1/4 the character can see reality and the illusions transposed on it.
+1/4 the character can effect one additional sense (buy this multiple times for all senses)

Sensory Overload +2.5 per level
    The character may disable temporarily another's sense by overloading it in someway (the sense is chosen when the power is bought).  For each level of flash bought the character adds +1 to a flash roll to overcome the target's body (double defense if target has flash defense)  The character rolls one d6 +1 per level of flash. The flash lasts for one turn + 1 turn per point the roll is over the target's body.
Power Modifiers
+1/4 one extra sense
+1/2 three extra sense
+1 all senses

Shrinking +3 per level
    The user of this power may decrease his physical size, mass, toughness, and strength.  Each level of this power decreases the character's Body (in all aspects) by 3 levels (until 1 and then it decreases it by one fourth each level).  However for each level of this power the character becomes more difficult to see (add 3 to any difficulty roll to detect) and hit (+2 per level to the difficulty to hit).  Also add +1 to the character's ability to hit another per level of this power.  The character for every three levels of this power takes 1 less die of damage from kinetic attacks and some weapons simply knock the character back.  The character's mass decreases approximately 25% per level in this ability.  If the size scale rules are in effect once the character reaches 25 lbs use those rules for combat.

Stun Blast +2 per level
    The character is able to shoot some force at another that does very little physical damage but does a lot of stun damage.  (example taser like effects).  Each level does 1d6 of stun damage.   The character who wants the ability to do both killing and stun attacks must buy Killing Attack as well.  The standard range for this power is touch only though this power may buy the at range modifier.

Summoning Variable
    The character can summon another creature to his location.  The creature is not controlled by the character in any way once summoned but must go to the character. The cost is variable depending on the power of the creatures and the number and variation of creatures summonable.  The  base level for the abilities before super powers are added is equal to an average person.
+5 the character may summon one average power creature (25 points in super powers) or several creatures totalling 15 pts
+10 the character may summon one creature (50 points in super powers) or several creatures totalling 25 points
+15 the character may summon one creature (75 points in super powers) or several creatures totalling 50 points
+25 the character may summon one creature (100 points in super powers) or several creatures totalling 75 points
+35 the character may summon one creature (150 points in super powers) or several creatures totalling 100 points
Power Modifiers
+1 the character may summon creatures of a given type up to the point total (ie rats or dogs)
+1 1/2 the character may summon any creature of a broad type (felines, birds)
+2 the character may summon any creature he choses up to the point total.
+1/2 the character may modify slightly the particular creatures summoned
+1 the creature does not have to travel the intervening distance the summoning spell brings them to the character

Supress + 3.5 per level
    The character may turn off or partially supress another's power.  The base level of this power only allows the character to supress one power with one specific special effect.
Power Modifiers
+1 the character may supress any power with a specific special effect
+1/2 the character may supress any specific power no matter what the special effect
+2 the character may supress any power

Telekinesis +2.5 per level
    The character can move things with his thoughts.  This power must have an object to attach to (if you want an attack power kinetic knock you must purchase a separate power).  The power increases by level and requires a line of sight.  The character begins with strength level 2 and the strength of the power increases at a rate of one body per level.  The character may manipulate an object as well as a human leg.
Power Modifiers
+ 1/2 the power may manipulate an object about as well as a paw or foot
+ 1 the power may manipulate an object about a well as a hand
+1 1/2 the power may manipulate an object at a microscopic level

Telepathy +2.5 per level
    The character can send and recieve thoughts.  The range on this power is touch at first level and then follows the normal range rules.  This only sends and recieves subvocalized speech.  This power is primarily useful for communication purposes though sometimes one thinks things that they would never say.  Allow a d6 + level roll to overcome Will + Mental Defense to protect the target from detecting stray thoughts.  The base level of this power can send to any open mind.
Power Modifiers
- 1/4 the power can only send (or only recieve) thoughts
- 1/2 the power can only detect emotions as stray thoughts
+1/2 the power can send emotions
+1/4 the power can only send emotions.

Teleportation +5 per level
    The character can move himself around in the dimension they are occupying without requirement that they move through the intervening space.  This allows the character to instantaneously move between the intervening space and ignore all barriers. The power does not give the character any information about the space they are moving into and if the there is an obstacle in the intervening space then the power does not work.  This power moves one hex at first level and follows the range modifiers thereafter.
Power modifiers
+1/4 the power can only go to a place the character has been before
-1/2 if the power does not work then the character is teleported a random distance and direction
+1/4 the character can take about 5 lbs or weight with them
+1/2 the character can take about 25 lbs with them
+1 the character can take other willing parties with them (1 + 1 per 1/4 modifier)
+1 the character can take about 250 lbs with them (nonliving)
-2 the character will appear in any location whether there is an object there or not (this flaw is not valid if they have an easy out)
-1/4 the character will appear in any location but has a power from making this only a minor incovenience

Teleportation Range Chart
 
level range level  range
1 1 hex 5 1/2 mile
2 5 hexes 6 1 mile
3 10 hexes 7 5 miles 
4 100 hexes 8 + double each level hereafter

Transform  +3 per level
    The character can transform one thing into one other thing.   The character can make minor cosmetic changes at first level and may make a gradually increasingly minor change depending on level.  Without power modifiers the character can change one thing to one other thing.
Power Modifiers
+1/4 may change several closely related things to one thing (wealthy metals to gold (requires level 1))
+1/2 may change several closely related things to closely related things (wealthy metal to wealthy metal (requires level 1))
+3/4 can change related things to one thing (cats to bullfrogs (requires level 4))
+1 can change related things to related things (any feline to any other feline (requires level 4))
+1 1/2 can change things in the same family to things to related things (any mammal to a feline (requires level 5))
+2  can change anything in the same family to anything in the same family (any mammal to any bird (requires level 6)
+3 can change any living thing to any other living thing (requires level 6)
+3 can change any nonliving thing to any other nonliving thing (requires level 6)
+4 can change anything to anything else (requires level 8)

Unsensible +5 per sense
    The character can be unsensible to one sense.  This sense must be chosen when the power is purchased.  This power At base level this only includes the normal human sense.  Those with infrared or ultraviolet sight would still be able to see the invisible character. To add an entire sense group: such as all visual signals is +15 per sense.

Main Super Powers Page
 
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