
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.
