Powers
Arcane Background: Psionics
ISP: 10/10 -
Recovery: 5/
hour
Trapped Power Name [Arcane Protection] (1 ISP) [Novice]
- Range: Self
- Duration: 5
- Trapping: Chosen trapping.
- Effect: Success with arcane protection means hostile powers suffer a −2 penalty (−4 with a raise) to affect this character. If the power causes harm, damage is also reduced a like amount.
Arcane protection stacks with Arcane Resistance should the recipient have both!
- Limitations: Self (-1)
Trapped Power Name [Detect/Conceal Arcana] (2 ISP) [Novice]
- Range: Self
- Duration: 5 (detect); one hour (conceal)
- Trapping: Chosen trapping.
- Effect: 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).
Conceal arcana prevents detection of arcane energies on one being or item of Normal Scale for one hour (see the Size Table page 179).
Detect vs. Conceal: Detecting arcana against someone or something that’s been concealed is an opposed roll of arcane skills (roll each time it’s attempted, but no more than once per turn). If the concealment wins, the character cannot see through the ruse with this casting, but may terminate this instance and try again.
- Limitations: Self (-1)
- Modifiers:
- STRONG (+1): Conceal only. Detection rolls to see through the concealment are made at −2.
Trapped Power Name [Protection] (1 ISP) [Novice]
- Range: Self
- Duration: 5
- Trapping: Chosen trapping.
- Effect: Protection creates a field of energy or armor around a character, giving him 2 points of Armor, or +4 with a raise.
Whether the protection is visible or not depends on the Trapping—this is entirely up to the caster.
Protection stacks with all other armor, natural or worn, and is negated by AP as usual.
- Limitations: Self (-1)
- Modifiers:
- MORE ARMOR (+1): Success grants 4 points of Armor (+6 with a raise).
- TOUGHNESS (+1): Protection provides Toughness instead of Armor and is not affected by AP (magical or otherwise).
Techno-Wizard Bionic Energy Projector
Energy Projector Powers are activated with no power modifiers as an Action. Roll Spirit (no penalty for Strain) to activate the power. Each power may be activated with one of the following trappings: Cold Iron, Electricity, Fire, Holy Sun Beam/Light or Silver trappings.
Trapped Power Name [Bolt] (1 ISP) [Novice]
- Range: 12” (Smarts)
- Duration: Instant
- Trapping: Projectile fired from Bionic hand.
- Effect: 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.
Trapped Power Name [Burst] (1 ISP) [Novice]
- Range: Cone Template
- Duration: Instant
- Trapping: Fan of destructive energy from Bionic hands.
- Effect: Burst produces a large fan of energy that bathes its targets in red-hot fire, a cone of cold, or other damaging matter or energy.
Success creates a Cone Template starting at the caster and extending outward (see Area Effect Attacks, page 97). Everything within suffers 2d6 damage (or 3d6 with a raise).
Trapped Power Name [Smite] (1 ISP) [Novice]
- Range: Self
- Duration: 5
- Trapping: Blades and Spikes are infused with deadly energy.
- Effect: 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 becomes Mega Damage and is increased by +2, or +4 with a raise.
- Limitations: Only affects Magical Blades and Spikes Bionics.