Powers
Psionics
ISP: 20
Cosmic Glory (
boost Trait, Auto-Raise)
ISP: 1; Range: 12"; Duration: 5
Success: +1 DT to Trait; Raise: +2 DT to Trait
Notes: May be cast as an Innate Power, Self Only Limitation (thus, -1 ISP cost)
Trapping: Meditating on an Idealized Self-image
MODIFIERS:
Hurry (+1): Target gains +2 Pace
Greater (+2): Target gains free Reroll with Trait once/Action)
Celestial Harmony (
mind link)
ISP: 1; Range 12"; Duration: 30 Min
Special: No Roll/ISP/Range limits cost with Twinned Souls
Once linked, communication works for up to 1 mile (5 miles w/Raise)
Any linked Wounded, all others must roll Smarts or be Shaken
Trapping: Mentally erases the boundaries between himself and those he links to.
MODIFIERS:
Range (+1/+2): x2/x3 Range
Exalted (+2): Success: One-way broadcast of short message to all w/in 1 mile; Raise: 5 mile range
Telepathic Switchboard (+2): Up to 12 minds linked at once, all able to communicate at will
Star Traveler (
speak language, Self Only)
ISP: 1; Duration: 10 Min
Success: Target reads/speaks/writes one additional language
Raise: Also may use and understand dialects
Trapping: Hum briefly, as voice attunes to the person being spoken to.
MODIFIERS:
None.
Tachyon Absorption (
speed, Self/Innate)
iSP: 1 (one point of Modifiers for free); Range: 12"; Duration 5
Success: Double all Movement
Raise: May Run with no penalty on actions
Notes: May be cast as an Innate Power, Self Only Limitation (thus, -1 ISP cost)
Trapping: Psychically draw an infusion of tachyons, creating a temporal warp that makes him move faster. Accompanied by a blueshift effect.
MODIFIERS:
Hurry (+1): Target gains +2 Pace
Quickness (+2): Reduce MAP by 2
Exalted Quickness (+4): No MAP
Greater Speed: Success: Run Die is max value; Raise: Nimble (-1 to be hit by aware attacks, +1 to Evasion)
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Magic
PPE: 40
Cosmic Presence (
damage field)
PPE: 4; Range: 12"; Duration: 10
Success: All adjacent characters to target take 2d4 damage at the end of target's turn
Trapping: Violet field of cosmic radiation
MODIFIERS:
Damage (+2): 2d6 Damage
Armor Piercing (+1 to +3): The attack seeks out a foe’s exposed areas. Each
Power Point spent grants the power AP 2 (see page 65), to a maximum of AP 6.
Heavy Weapon (+2): The caster pours his energy into the attack, creating a focused blast. The attack counts
as a Heavy Weapon.
Hurry (+1): Target gains +2 Pace
Lingering Damage (+2): The target is hit by radiation sickness that continues to cause damage after
the initial attack. On the victim’s next turn, he suffers the power’s base damage minus one die type
(one additional turn only). If hit with a 2d6 bolt, for example, the victim takes 2d4 damage at
the start of his next turn. If the base damage is already a d4 die type, it loses a die instead.
Range (+1/+2): x2/x3 Range
GREATER DAMAGE FIELD (+4): The damage field causes 3d6 Mega Damage.
RADIUS (+2): The caster may extend the damage field into a Small Blast
Template centered on herself, the caster is immune to her own damage field.
Selective (+1): When using Radius, can exclude targets within the field.
Sunder Arcanum (
dispel)
PPE: 1; Range: 12"
Opposed Arcane Skill vs. targeted effect's caster
Success = Shut down Power; Raise = Distract recipient of dispelled effect
Spellcasting at -2 against other 'Arcane Backgrounds
Use as Counterspell if on Hold
Trapping: A series of slashing gestures, while using Draconic to "Unname" the spell
MODIFIERS:
Range (+1/+2): x2/x3 Range
Power (+1): Shut down magic item 1 rd w/Success; 2 rd w/Raise
Exalted (+2/+4/+6): Affect all effects within SBT/MBT/LBT
Selective (+1): AoE ignores some targets
Enlarge/Diminish (
growth/shrink)
PPE: 2 per; Range: 12"; Duration: 10
Unwilling target opposes with Spirit
Every 2 PPE spent increases or decreases Size/Strength/Toughness by 1
Minimum Final Size -2; Minimum Strength d4; Minimum Toughness 2
Trapping: Hold up hands/claws to look like they're holding the target, then pull them apart or shrink them while speaking Draconic phrases.
MODIFIERS:
Fatigue (+2): Target suffers Vigor for duration of Power; no Incap
Hinder (+1): Target suffers -2 Pace
Hurry (+1): Target gains +2 Pace
Range (+1/+2): x2/x3 Range
Greater (+2): Duration is Minutes
Tiny Yet Mighty (+2): Shrink does not reduce Strength/Toughness
Fundamental Alchemy (
elemental manipulation)
PPE: 1; Range: 12"; Duration: 10
Success: Move chosen Element w/ Str d6; Raise: Str d8
Effects by Element:
AIR: Push someone, blow out torch, fan flame, cool someone down (+2 to Fatigue vs. oppressive heat)
EARTH: Move a square foot of earth (half that in stone) each round, cover tracks.
FIRE: Conjure torch flame, hurl blast of fire at target (Str damage), spread existing flame (page 127)
WATER: Conjure a quart of water (not “inside” objects or people), purify a gallon of water per casting.
Trapping: Flick a fleck of blood onto the element being manipulated; if creating the element outright, just flick the blood where the element is to appear. Command the blood in Draconic.
MODIFIERS:
Range (+1/+2): x2/x3 Range
Elemental Fury (+2): Effect harasses everyone in Range for Duration; Success = -1, Raise = -2 to all Trait rolls
Selective (+1): AoE ignores some targets
Exalted (+2): The elemental effect lashes out at the caster’s opponents. Once per round
the caster may use a free action to Test a target within Range using his arcane skill.
One With The Elements (+1): Duration is in Minutes
Celestial Dominion (
puppet)
PPE: 3; Range: 12"; Duration: 10
Opposed by Spirit
Success: Target obeys any command other than harm self/allies
Raise: If ordered to harm self/allies, target gets Spirit roll to resist: TN 4 = ignore command, TN 8 = break free
Trapping: Speak the True Name of the species being targeted, then issue the command.
MODIFIERS:
Range (+1/+2): x2/x3 Range
Additional Recipients (+2): Each use adds one extra target
Hurry (+1): Target gains +2 Pace
Mind Control (+3): Spirit rolls to resist commands are at −2 (– 4 with a raise). If the caster has and uses
mind
link on the target, she may extend her control of him to any distance, even out of her sight.
Majestic Roar (
stun)
PPE: 2; Range: 12"
Success: Target must roll Vigor or be Stunned; Raise: Vigor -2
Stunned = Distracted (-2), Fall Prone, no Move or Actions, subject to the Drop
Start of turn, Stunned character rolls Vigor; Success = Distracted + Vulnerable until end of next turn, Raise = Complete recovery
Trapping: A huge bellow, directed at the target, leaving them insensible for at least a moment.
MODIFIERS:
AoE (+2/+3): MBT/LBT
Range (+1/+2): x2/x3 Range
Greater: Vigor roll to resist is at additional -2
Song of War (
warrior's gift)
PPE: 4; Range: 12"; Duration: 10
Success: Bestow a single Combat Edge of my Rank or less.
Raise: Gain "Improved" version of the same Edge.
Trapping: Call out to the spirits of warriors of a thousand thousand worlds to bestow their skills on the target.
MODIFIERS:
Additional Recipients (+2): Each use adds one extra target
Hurry (+1): Target gains +2 Pace
Range (+1/+2): x2/x3 Range
GREATER WARRIOR’S GIFT (+4): The recipient gains two Combat Edges at once.