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d20 v2.2
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Absorption
Adaptation
Additional Limbs
Alternate Form
Anatomic Separation
Animate Object
Animal Control
Animal Mimicry
Art of Distraction
Astral Projection
Aura of Command
Blast
Blending
Boost
Burrowing
Combat Sense
Comprehend
Communication
Concealment
Confuse
Corrosion
Cosmic Power
Create Object
Data link
Dazzle
Death Touch
Defense Combat Mastery
Deflection
Density Control
Device
Dimensional Travel
Disintegration
Divine Relationship
Drain
Dynamic Sorcery
Duplication
Exorcism
Extra Attacks
Elasticity
Elemental Control
Emotional Control
Energy Control
Energy Field
Enhanced Ability
Environmental Control
Enhanced Ability
ESP
Features
Fatigue
Flight
Frictional Control
Force Field
Gadgets
Gestalt
Growth
Healing
Illusion
Immovable
Immunity
Incorporeal
Invisibility
Leaping
Life Control
Luck
Magic
Mental Blast
Mental Duplication
Mental Protection
Microscopic Vision
Mimic
Mind Control
Mind Reading
Mind Shield
Mind Switch
Morph
Nauseate
Natural Weapons
Nemesis
Nemesis
Nullify
Object Mimicry
Obscure
Organizational Ties
Own A Big Mecha
Paralyze
Pain
Pet Monster
Power Defense
Paralysis
Plant Control
Post cognition
Power Control
Precognition
Probability Control
Protection
Quickness
Regeneration
Reincarnation
Rejuvenation
Sensory Protection
Shape Matter
Shape shift
Shield
Shrinking
Sixth Sense
Slick
Slow
Snare
Space-Flight
Spatial Control
Speed
Spinning
Spirit Ward
Strike
Stun
Suffocate
Summon
Super Movement
Super Senses
Super Skill
Super Speed
Super Strength
Swimming
Telekinesis
Telepathy
Teleport
Telescopic Sense
Time Control
Train a Cute Monster
Transfer
Transmutation
Trip
Unknown Power
Vibration Control
Variable Power
Wealth
Weather Control

Skills
Feats
Defects
Wealth
Equipment
Playing the Game
Creatures
Future
Mecha
Role Playing

COLD CONTROL

Effect: General

Action: Standard

Range: Ranged

Duration: Sustained

Cost: 2 points per rank Saving Throw: Fortitude

Optional: Fatigue

You can create an area of extreme cold with a radius of 5 feet at rank 1. Each additional rank moves the area one step up the Time and Value Progression Table. See The Environment, page 167, for the effects of extreme cold.

POWER FEATS

• Alternate Powers: Suitable Alternate Power feats for this power include: Blast (cold or ice), Create Object (ice shapes), Drain Toughness (Ranged, Limited to objects by super freezing them –1), Environmental Control (Distraction, Hamper Movement), Obscure (visual, blinding snow), and Snare (ice bonds).

COSMIC ENERGY CONTROL

Effect: Attack

Action: Standard

Range: Ranged

Duration: Instant

Cost: 2 points per rank

Saving Throw: Toughness

Optional: Fatigue

You wield primal cosmic power. You can project Blasts (see page 77) of cosmic force.

POWER FEATS

• Alternate Powers: Suitable Alternate Power feats for this power include: Animation, Boost, Create Object, Dazzle, Disintegration, Healing, Snare, and Teleport. Each effect is a separate power feat. Other Alternate Powers are possible at the GM’s discretion.

DARKNESS CONTROL

Effect: Sensory

Action: Standard

Range: Ranged

Duration: Sustained

Cost: 2 points per rank

Optional: Fatigue

You can blanket an area in darkness, creating total visual concealment in a 5-foot radius at rank 1. Each additional rank moves the radius one step up the Time and Value Progression Table.

POWER FEATS

• Alternate Powers: Suitable Alternate Power feats for this power include: Animate Shadows, Blast, Create Object (shadow constructs), Dazzle (visual), Drain Constitution (life-energy drain), Fatigue (energy drain), ESP (visual and auditory, Medium: darkness or shadows –1), Snare (shadow bonds), Strike (shadow weapon), and Teleport (Medium: darkness or shadows –1).

ELECTRICAL CONTROL

Effect: Attack

Action: Standard

Range: Ranged

Duration: Instant

Cost: 2 points per rank

Optional: Fatigue

You can generate electricity, projecting a Blast (see page 77) of lightning at your power rank.

POWER FEATS

• Alternate Powers: Suitable Alternate Power feats for this power include: Animate Objects (Limited to electrical devices –1), Confuse, Datalink, Dazzle (auditory or visual), Strike (Aura, electrical), Stun, and Teleport (Medium: power lines –1).

GRAVITY CONTROL

Effect: General

Action: Standard

Range: Ranged

Duration: Sustained

Cost: 2 points per rank

Optional: Fatigue

You can control the intensity of gravity in a radius of (power rank × 5) feet within your range. This works like Telekinesis (see page 105) at your power rank, except you can only move objects in two directions: toward the Earth (increased gravity) or away from it (decreased gravity). Targets of increased gravity add your power’s heavy load to their encumbrance. If this exceeds the target’s maximum carrying capacity, he falls prone and cannot move without making a Strength check (DC 10 + Gravity Control rank). A successful check allows the target to take a standard or move action (but not both). Normal movement is restricted to crawling 5 feet per move action.

Targets of reduced gravity have their weight reduced by up to your power’s heavy load. If this results in a negative weight, the target “falls” upward, away from the Earth, as if thrown by someone with (Gravity Control rank × 5) Strength.

POWER FEATS

• Alternate Power: Suitable Alternate Power feats for this power include Blast and Telekinesis.

HELLFIRE CONTROL

Effect: Attack

Action: Standard

Range: Ranged

Duration: Instant

Cost: 2 points per rank

Saving Throw: Toughness

Optional: Fatigue

You can generate and project a mystical energy called “hellfire,” which appears flame-like, although it is not actual fire. You can choose the color and style of your hellfire when you acquire this power. Typical examples include white, black, red, or green flames. By changing the descriptor, you can also make this power “Holy Fire” or “Mystic Fire,” for example. You can project a Blast (see page 77) of hellfire, inflicting damage equal to your power rank.

POWER FEATS

• Alternate Powers: Suitable Alternate Power feats for this power include: Create Object (hellfire shapes), Emotion Control (despair, fear, or hate), Mental Blast, Minions (fiends), and Strike (hellfire weapons).

KINETIC CONTROL

Effect: Attack

Action: Standard

Range: Ranged

Duration: Instant

Cost: 2 points per rank

Saving Throw: Toughness

Optional: Fatigue

You can generate and project kinetic energy as a Blast of force at your power rank (see page 77).

POWER FEATS

• Alternate Powers: Suitable Alternate Power feats for this power include: Deflect (slow and fast projectiles), Paralyze, Speed, and Telekinesis.

LIGHT CONTROL

Effect: General

Action: Standard

Range: Ranged

Duration: Sustained

Cost: 2 points per rank

Optional: Fatigue

You can generate light as bright as daylight, like a use of Environmental Control (see page 84).

POWER FEATS

• Alternate Powers: Suitable Alternate Power feats for this power include: Blast, Create Object (“hard” light shapes), Dazzle (visual), Healing (“healing light”), Illusion (visual), Obscure (visual, blinding light), and Strike (light weapon).

MAGNETIC CONTROL

Effect: General

Action: Standard

Range: Perception

Duration: Sustained

Cost: 2 points per rank

Optional: Fatigue

You can move objects of ferrous metal—such as iron and steel—like a use of Telekinesis (see page 105) at your power rank.

POWER FEATS

• Alternate Powers: Suitable Alternate Power feats for this power include: Blast, Obscure Radio (static), and Nullify Electronics (electromagnetic pulse).

MAGNETIC CONTROL

Effect: General

Action: Standard

Range: Perception

Duration: Sustained

Cost: 2 points per rank

Optional: Fatigue

You can move objects of ferrous metal—such as iron and steel—like a use of Telekinesis (see page 105) at your power rank.

POWER FEATS

• Alternate Powers: Suitable Alternate Power feats for this power include: Blast, Obscure Radio (static), and Nullify Electronics (electromagnetic pulse).

PLASMA CONTROL

Effect: Attack

Action: Standard Range: Ranged

Duration: Instant

Cost: 2 points per rank

Saving Throw: Toughness

Optional: Fatigue

You can generate and project Blasts of high-energy plasma.

POWER FEATS

• Alternate Power: Suitable Alternate Power feats for this power include: Dazzle (visual) and Disintegrate.

RADIATION CONTROL

Effect: Attack

Action: Standard

Range: Ranged

Duration: Instant

Cost: 2 points per rank

Saving Throw: Toughness

Optional: Fatigue

You can generate and project Blasts of radiation. Note this is usually “comic book” radiation, visible as glowing energy with effects similar to intense heat. More realistic radiation is Subtle (invisible to all but specialized radiation detection) and has effects more like Drain Constitution. Radiation Control can counter other radiation effects.

POWER FEATS

• Alternate Power: Suitable Alternate Power feats for this power include: Dazzle (visual), Drain Constitution (Disease +2, Ranged +1, radiation sickness), Nullify (mutation-based powers), Transform (mutations).

SONIC CONTROL

Effect: Attack

Action: Standard

Range: Ranged

Duration: Instant

Cost: 2 points per rank

Saving Throw: Reflex

Optional: Fatigue

You can generate a deafening blast of sound in a radius of (rank × 5) feet that acts as an auditory Dazzle effect (see page 81).

POWER FEATS

• Alternate Powers: Suitable Alternate Power feats for this power include: Blast, Obscure (auditory), Drain Toughness (Ranged +1, Limited to crystalline or brittle objects –1), Illusion (auditory), Nauseate (vertigo), and Stun.

VIBRATION CONTROL

Effect: Attack

Action: Standard

Range: Ranged

Duration: Instant

Cost: 2 points per rank

Saving Throw: Toughness

Optional: Fatigue

You can generate and project a Blast (see page 77) of vibratory energy.

POWER FEATS

• Alternate Powers: Suitable Alternate Power feats for this power include: Drain Toughness (Ranged, Limited to crystalline or brittle objects), Nauseate (vertigo), Obscure (Tremorsense), Strike (vibroweapon), and Stun.

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Seth Blevins