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POWERS

Characters receive powers at levels:
1, 3, 5, 8, 12, 17, 23, 30, 50, 100, 150, 200 . . .
All powers work unless stated otherwise by the GM. Any form changes (Liquid Metal Morph, Shapeshift powers, etc.) occur instantaneously, having take 1 round to do.
For: Shapeshift into Creature, Humans, Humanoids, Parts of Body, Objects, the character must have seen the thing in real life or in motion film, in order to turn into it.
For: Shapeshift into Creatures, Humans, Humanoids, the character can use all powers if the body part (in the case of shooting powers) exists in the new thing turned into.
For all powers in which the character turns into something, the longest the form can be held is six hours (this also includes animate).

1. Animate

With this power the character can transport his life-force into something that he touches. Anything, alive or inanimate, but nothing dead, can be touched and animated. The character's body disappears and looks as if his body is being "poured" into the object being animated.
If the object touched is initially inanimate then the character can control that particular object.
Example: if a character animated a piece of wood then he could do nothing at all but lay in the same position. If the character animated a car then he could start the car and move the car and use any instruments installed into the car.
While the character is "in" an inanimate object he would not be able to see, hear, smell, or be able to sense anything, but, if he is attacked he does take damage (the object animated takes on the character's hit points.) If the character animates a weapon (dagger, bullet, etc.) then once the weapon is used, with the character "in" the weapon, the character would take damage.
Example: if a character animated a dagger and someone picked it up and stabbed someone, then the character would take damage from the attack.
For any of these attacks the damage would be equivalent to a physical hit, plus any damage adjustments. Any inanimate object that the character animates, he then can control any moving parts within the object.
If the character animates a living creature he then has control over it. He can move around in whatever form the creature does, he sees through the creature's eyes, and has all the abilities the creature has. The character cannot use any of his powers when he has animated something.
Example: if the character animates a bat then the character can see very well and fly and use sonar.
The creature does not take on the hit points that the character has. Rather, both the character and the creature have their own hit points, separate from each other. If the creature is hit, then both the creature and the character take the respective damage. If the creature's intelligence is 8 (average) or higher then it can try to "push" the character out of its body and regain control over its body. The creature can try to "push" the character out of its body once every ten minutes (ten rounds). This is done in a matter similar to battle. That is, initiative is rolled between the character and the creature, the winner does one "attack." This "attack," if the creature won could be trying to "push" the character out of its body.
If the character is already in battle and he animates an enemy of his, then the creature rolls initiative with the character's enemies. Whereas, if the character, in battle, animates an ally of his then the creature (ally) rolls initiative with the character because he is an ally.
The player must roll the percentile dice for his character's animate score. While "within" a person the player must roll against the character's animate score whenever the creature is trying to regain control. This is done to see if the character's life-force can remain in control of the body or not. Every level the character goes up the player rolls 1d10 and adds it to the animate score until the score is 85%. If the character "enters" a person who is unconscious or comatose, that person cannot try to regain control of his body until he regains consciousness. The character cannot do anything if the body is unconscious or comatose.
While the character is "in" something, an animal, inanimate object, or creature, he cannot use any of his powers except animate to deanimate the thing or to fight back if the creature is trying to regain control. The character retains his own conscious thoughts while he is "in" something. The minimum size of an object that the character can animate is about the size of a penny to a maximum size of about a large garbage truck (not the dumpster type.) This power can be used 24 times daily. One usage comes off every round it is used in battle. Also, if the character uses this on a creature, who is trying to "push" the character out, one usage comes off every time the character tries to fight this.

2. Breathe in Lack of Oxygen

The character can breathe in conditions where there is little or no oxygen. As long as the character can survive those conditions (temperature, pressure, etc.) other than oxygen content, then he will survive by both having to breathe oxygen. This is always being used just as normal breathing.

3. Cleric

With this power the character becomes a cleric and can then cast clerical spells. At least one hour of praying per day is needed each day. All explanations for receiving spells, casting spells, creating spells, items, scrolls, etc., are in the Player's Handbook. Cleric levels go up every time the character goes up in level.

4. Druid

Druids follow the spell progression as the Cleric does. The druid, however, is limited to the following spheres: all, animal, elemental, healing, plant, and weather. Druids can cast any spells in the above spheres, but these are the only spheres of spells that a druid can cast in. Druids can speak a secret language and they jealously guard this language from others (non-druids) learning it.
Level 2; he can identify plants, animals, and pure water with perfect accuracy. He
Level 3; He can pass throw overgrown areas (thick thorn bushes, tangled vines, briar patches, etc.) without leaving a trail and at his normal movement rate.
Level 4; He can learn the languages of woodland creatures (centaurs, dryads, elves, fauns, gnomes, dragons, giants, lizard men, manticores, nixies, pixies, sprites, and treants). The druid can add one language at level four and one more every time he advances a level above fourth.
Level 5; he can cause wood to smolder and burst into flame in 1 minute of concentration. The druid must concentrate 1 minute for every hour of flame or the flame will go out of control and burn the druid.
Level 6; he is immune to charm spells cast by woodland creatures.
Level 7; he gains the ability to shapechange into a reptile, bird, or mammal up to three times per day +1 per additional 2 levels to a maximum of 12. Any size of creature is allowed. Upon assuming a new form the druid heals 1d6 x 10 % of all damage he has suffered (round fractions down). The druid receives the creature's characteristics.

6. Electrical Touch

This power allows the character to use an electrical touch as an attack. The character must touch his enemy, or have a conducting material (metal, impure water) between himself and the enemy for the enemy to take damage. The damage is 4d8.

7. Explosive Field

The character produces a field that envelops him and it explodes 30 feet (9 meters) in all directions except up and down from the character's feet to his head or arms if outstretched. 6d10 damage. 12 times daily.

8. Extra Strength

With this power the character receives 25 strength and a +8 damage adjustment. The character can now carry 1500 lbs. and can lift 2000 lbs. The character's muscles do not grow unless the player wants them to in which case the player and GM must decide on a reasonable size.

9. Flash Speed

This power allows the character to move as fast as the Flash. The actual speed is about the speed of sound (1200km/h or 340m/s.) During battle the character can do twice as many moves if they are done at flash speed. When a character is moving at flash speed, no extra energy is used, only the same amount as usual. When a character takes this power then his dexterity improves to 25 and he receives a +3 to hit adjustment. The character can shoot powers at Flash Speed. That is he can shoot two different shooting powers in the same round if Flash Speed is used.

10. Flight

With this power the character can fly as fast as his normal running rate. The character can also hover or float as well. The exertion spent by the character when flying is the same as when walking or running, depending on how fast the character is flying.

11. Gumby Factor

This power allows the character to form basic shapes (a ball, cube, ladder, rope, wheel, etc.) or become 1 cm thick. If attacked, while as one of the above forms, then the character takes one quarter the actual damage. In this state the character and his items/weapons turn black and are basically invulnerable, as the character is rubbery, the character remains in his human shape until he changes his shape into something else. If the character turns into a ball and rolls off a cliff he would bounce like a bouncy ball. If the character wishes to swim in this form then the character can form a hollow cavity and trap air inside (maximum air capacity of twenty minutes.) In this state all senses and extra-sensory perceptions remain the same. This power can be used 24 times daily one coming off every round used in battle.

12. Heal/Steal Wounds

The character can heal his wounds as well as anyone else's. The GM rolls 1d20 for every heal wound used and the number is added to the character's wounds. The character can also steal wounds. That is, the character touches someone and the creature's wounds are decreased by 1d20 for every steal wound used. The creature experiences pain when this is used. During a battle sequence, to steal wounds the character must make a successful attack. That is the player must roll the attack die and if the character hit then the creature takes the appropriate damage. The character can use heal or steal wounds a total of 24 times daily.

13. Hydrokinesis

With this power the character is able to control water. The character's power over water increases as the character's level increases by two. The increases in power are as follows:
Level one; The character can produce water by drawing moisture from a substance or from the air and condense it into water. The character can create up to 1 litre per round (note cannot be used on a living object and doesn't alter the physical properties of the object). The object must contain moisture and no more moisture can be drawn out than is in the object.
Level two; The character can control the flow of water (against gravity), but only water that he creates.
Level three; The character can walk, swim, and move as fast in the water as when on land.
Level four; The character can control water that he creates as well as water that he doesn't create. The character can control all water within a 10 ft. radius
Level five; The character can cause water to change from solid (ice) to a scalding vapour causing 1d6 points of damage when vapour. The character forms a minimum of one litre of liquid to change.
Level six; The character can make himself into a water form,24 times per day with one usage coming off every round used in battle, and can travel along within any water (this includes; water pipes, rivers, waterfalls, etc.) without being noticed or taking damage.

14. Infra Vision

With this power the character can see as well in the dark as he normally can in the light no matter how dark it is.

15. Infrared Vision

With this power the character can see heat trails left by anything which produces heat. This power works as well in daylight as in darkness. The colder the object the darker the colour (black), the hotter the object the brighter the colour (white).

16. Intangibility

This power allows the character to be able to change his density from that of as thin as mist to as thick as diamond. When he is as thick (hard) as a diamond his physical attacks go up to 3d8 damage. When the character is as thin as mist then all attacks pass through the character and the character cannot cause damage to anyone, except certain powers such as shooting powers. This power can be used 24 times daily. One usage comes off every round used in battle (every initiative roll).

17. Invisibility

This power allows the character to turn invisible so that no one can see him. All items and weapons are likewise invisible. Anything dropped by the character, items, weapons, blood, clothing, etc., all become visible. Any missile attack performed by the character becomes visible once the shot has cleared the character's items. That means that if a gun is fired, the bullet will become visible once the entire bullet has cleared the barrel of the gun. All melee weapons used remain invisible. The character can use this power 24 times daily. One usage comes off every round it is used in battle.

18. Limb Regeneration

With this power the character can regenerate any of his limbs, if completely severed off. The character can also regenerate someone else's limbs. In order to regenerate a limb it cannot be connected to the whole body in any way. The character can regenerate any limbs (arms, legs, head) but not an entire body. The character needs to have his upper torso (defined as from the shoulders to the bottom of the rib cage) and his heart present, as a whole, in order to regenerate any one limb. The character can regenerate anyone else's head but not his own. If the character wants to regenerate someone's head the person's upper torso and heart must not have decomposed beyond full capacity to work. Regenerated limbs form where the lost ones originally were. In order to regenerate a limb the character must rest, that is sleep or extremely low activity (eating, excreting wastes, no major movement.) The time to regenerate limbs is as follows:
Arm:12 hours (.5 of a day)
Leg: 12 hours (.5 of a day)
Head: 60 hours (2.5 days)
Lower Torso: 24 hours (1 day)
Hand: 6 hours (.25 of a day)
Foot: 6 hours (.25 of a day)
Anything smaller than a hand or foot: 1 hour
Examples of anything smaller than a hand or foot are: fingers, toes, ears, genitals, nose, teeth, etc.. If someone else's limbs are being regenerated, the character needs to touch the person, and, immediately following being touched, the person needs to be in low activity for the amount of time required.

19. Liquid Metal Morphing

The character can change his body into metal. The character cannot change into people and there is no mass alteration. The character shifts mass to make one area larger than another; the player chooses what parts to increase or decrease in size. This power can be used 24 times daily, one usage coming off every round it is used in battle.
Example: changing arms into metal spikes, flattening against the floor, becoming taller and skinnier.
The damage for anything that is created (spikes) is the damage of the thing created. The character cannot enter into any creature, dead or alive. It takes one round for the character to turn into liquid metal and one round to turn back into himself.

20. Molecular Energy Discharge

With this power the character can fire off a molecular energy discharge from any item picked up. The character can use this on anything which is not living, not in a gaseous or liquid form. The object which the character wants to discharge must be something the character can pick up and hold. The character can fire off one shot per round. The character can fire:
1 shot for 5d8 damage
5 shots for 1d8
10 shots for 1d4 for every one object used. The object disappears into nothingness after the shot has been fired. For firing off one shot, the beam is a burst which is 2cm wide and 50' long. For 5 and 10 shots, each shot is 2cm wide and 5cm long.

21. Move Through Objects

This power allows the character to move through solid objects, unless otherwise stated by the GM. The character cannot exist within any object, such as a wall, rather the character must move through the entire object and thus arrive on the other side. If the character moves through a large creature, he would not be able to exist within it because he cannot exist between objects. As a general guideline, the character can only go through something if, on the other side, there is enough room for the character to crouch. This power can be used 12 times daily.

22. Psionics

With this power the character is able to use psionic abilities and powers according to the Psionics Handbook. The player can choose the discipline which he studies, however the GM chooses the sciences, devotions, and defense modes.

23. Pyrokinesis

The character is able to start a fire and control fires with this power. Fires can only be started if there is fuel available to burn (oxygen and/or a combustible material.) The character's power over fire increases as the character's level increases by two. The increases in power are as follows:
Level one; the character can ignite any combustible material within visual range. He cannot, yet, control the direction or the magnitude of the created fire.
Level two; the character is able to control the direction of the fires which he creates. That is, he can control how the fire burns the combustible material. He can only control the fire which he creates.
Example: if he lit a tree on fire and it spreads to another tree, then he can control the flame on the second tree as well as the fire on the first tree. But, if he finds a tree on fire, which he did not start using his power, then he cannot control this fire.
Level three; the character can control the intensity (magnitude) of the fire. This includes the amount of heat and light which is radiated from the fire. These two areas (heat and light) are controlled individually. That is, the fire created can have a low amount of heat but be extremely bright, and vice versa.
Level four; the character is able to control other fires other than those that he has created including all natural and artificially made fires. This doesn't include magical fires
Level five; the character can become a human shaped flame. The character can launch many fireballs (see above) as permitted by his hand to hand movement (via combat ability or flash speed). The character and his items are not harmed by his flame state and all melee weapons will do an additional 1d4 points (no additional damage because the character's weapons also turn into fire.)s.
Level six; the character is able to make fire without the need for combustible materials, except he still needs oxygen present.
Example: if the character was in a dungeon he would be able to make a fire ball that he could have float beside him and use it as a light source. Damage of the fireball is 2d6 points damage.

24. Retrieve Object

This power allows the character to retrieve any object within a 30 km radius. The character must know where the object is and it must be no larger than 2.1m (7') as its largest dimension. The character must know specifically where the object is, not just a rough estimate. This power can be used 12 times daily.

25. Shapeshift into Creatures

With this power the character can become any creature which he has encountered or seen. The creatures cannot be humanoid like. The character gets use of all the creature's powers and abilities. The character can think and act for himself (he does not need to follow the lines of the creature's alignment.) The character can only speak the language which the creature can speak. The character remains the same size, so if he turned into an ant, then he would be an enormous ant. The creatures which the character can turn into can be vetoed by the GM at any time.
The character has two choices whenever he turns into a creature. He can either keep all of his own powers and his size and attributes and take the physical appearance of the creature, or the character can take on all the creature's powers, size but lose his own powers. Either the character looks like it or the character is it.
This power can be used 24 times daily. One usage comes off every round it is used in battle.

26. Shapeshift into Humans

With this power the character can turn into specific humans. The character gets all the powers and abilities of the person he turns into. The character must have encountered or has seen the person which he turns into. The GM can veto any person whom the character wants to turn into.
The character has two choices with this power. He can either keep his own powers and take on the other human's physical appearance, or he can take on all of the other human's powers and size but lose all his own powers. Either the character looks like the other human or the character is the other human. This power can be used 24 times daily. One usage comes off every round it is used in battle.

27. Shapeshift into Humanoids

With this power the character can turn into different humanoidal creatures. This is the exact opposite of Shapeshift into Creatures. The character gets the humanoid's powers and abilities. The character stays his size, he does not change size to fit with the chosen humanoid. The character can think and act for himself, he does not have to follow the humanoid's alignment. The character can only speak the language which the humanoid can speak. The GM may veto any humanoid that the character wants to turn into.
The character has two choices. He can either keep his own powers, size, attributes and take on the physical appearance of the creature, or he can take on the creature's powers, size, attributes and lose his own powers. Either the character looks like the creature or the character is the creature. This power can be used 24 times daily. One usage comes off every round it is used in battle.

28. Shapeshift into Objects

With this power the character can turn into objects, no magical objects. When the character does this he takes the exact shape of the object. The object can be as small as a penny to the size of a garbage truck (not the dumpster type.) The character receives all normal sensory information (sight, hearing, etc.) and the character takes damage if attacked. This power can be used 24 times daily. One usage comes off every round it is used in battle.

29. Shapeshift Parts of the Body

With this power the character can change his body parts (arms, legs, head, etc.) into anything (living or nonliving material) except for the entire thing cannot be larger than the character. The damage for any weapon "created" would be the normal damage, according to the weapon sheet.
Example: truck wheels would not be possible because the whole truck is larger than the character. Bat's wings are possible because the bat as a whole is smaller than the character.
If the character changes his arm to a sword and if this sword is attacked and damaged, then when the sword changes back to the original arm, the arm would show the damage taken. This power can be used 24 times daily. One usage comes off every round it is used in battle.

30. Shapeshift Size

With this power the character can increase in size to a maximum of 100m and decrease in size to a minimum of 1cm. As the character increases and decreases in size his strength along with all abilities remain constant, only his height and weight change. This means that as the character grows larger he cannot suddenly be able to lift buildings up or cause more damage with an attack. The change in terms of attacking is that if the character grows very large he can step on other characters and kill them, but only if the character's weight is sufficient enough to kill anyone (this is up to the GM.) If the character shrinks to 1 cm tall, his strength is the same but he cannot lift a normal sized two-handed sword because the sword is simply too large for the character to handle. This power can be used 24 times daily. One usage comes off every round it is used in battle.

31. Shadow Ability

With this power the character can change his body into a shadow (a black shape lacking detail and substance.) The character has a choice between a two-dimensional form and a three-dimensional form, the character remains his normal size in both forms.
As the two-dimensional form, the character can slide under doors, along, walls, and onto ceilings. The character had 100% hide in shadows. The character can shrink himself so that he is the same size as the existing shadow. If the character is "in" another shadow there is no way for anyone to detect him, even with telepathy. The character can also pass through transparent objects such as glass.
As the three-dimensional form, the character can move around as a shadow version of himself, the only way to attack is with a shadow shard. This attack can be shot from anywhere the character wants and causes 1d12 damage. Anything which is larger than the character's surface will flatten him, but anything smaller will go through the character. This is in the case off projectiles, vehicles, boulders, etc..
Example: a boulder, larger than the character would flatten him, but a normal sword would go through the character.
The character (as either form) can only be damaged by light (lasers, energy weapons, fire, etc.) or magical attacks. The character can use this power 24 time daily. One usage comes off every round it is used in battle or for every round it is used in direct sunlight. Two usages come off every round the character is in direct sunlight while in a battle. If the character is "in" another shadow, when outside while it is sunny, then no usages come off.

32. Sonar

With this power the character senses his surroundings like a bat. The character sends out sound waves which come back to the character and with this information he knows what his surroundings are like in terms of objects (walls, tables, floors, people, etc..) The character only knows what the surroundings have as objects, but cannot specify as to what the objects are.

33. Status Field

With this power a field of invisible immaterial energy surrounds the character. The field is used to carry food, weapons, and items. The objects that are taken into the field can be in the character's hands or simply on their person. The character can store as much as their strength attribute will allow.
Weapon changing and reloading a weapon no longer takes one round to do, the character can change a weapon and attack with in one round. The field always stays on, including while sleeping, therefore nothing in the field can be taken out except by the character himself. The field cannot store anything with an active energy charge such as a flashlight, or any other battery powered instrument. But, if the energy charge could be turned off, then the item could be stored in the field. This power can be used 12 times daily. That is, each time the character uses the field to take something, they can only take in a maximum of twelve objects per day.

34. Telekinesis

This power allows the character to move objects that are within his sight. Any time the character wants to move something he must continually look at it while using this power. The character can fly if he can see himself, in a mirror, or if he floats on something, but, the character would need to keep his eyes on the mirror and his image or the object on which he floats, in order to maintain his flight. The initial weight which the character can move is 5d20 pounds, every level that the character goes up, 1d20 pounds are added.

35. Telekinetic Field

With this power the character place a force field around himself which essentially adds on more hit points. The force field can stop melee and missile attacks, but it cannot stop energy or magic (unless the GM decides otherwise). The force field has separate hit points for melee attacks and missile attacks. When the character first gets this power you roll 2d10 for the total HP that can be allocated. You can allocate the points any way you like as long as the total HP of melee and missile does not exceed the number rolled.
Example: You roll 2d10 for a total of 9. You can put 9 on melee and 0 on missile. Or you can put 6 on missile and 3 on melee.
Every level the character goes up, you roll 1d10 and allocate the points any way you wish.The character can turn the force field on and off as many times as he likes, but it takes one round to turn the force field on or off.

36. Telepathy

This power allows the character to know what other creatures (human or not) are thinking and feeling. Eventually the character can change a being's ideas and thoughts of the past and the present. If this occurs then the being believes that these new thoughts did occur or are occurring. If the character dies then all telepathic commands and effects become void or reversed. The character must use the powers of telepathy, they are not working all the time. In other words, the character must "turn" the telepathic powers "on" and "off." The character's telepathy power increases as the character's level increases by two.
Level one; the character can sense the presence of a being or beings and he knows the immediate thoughts of the being(s). This can be used up to a distance of the character's sight (not through walls, doors, floors, etc..)
Level two; the distance increases so that it is still the character's sight but also through walls, doors, floors, etc.. The character can mentally connect with a creature. This means that the character can now see through the creature's eyes and hear through its ears, etc..
Level three; the character can "go into" the memories of a being, but the character can only retrieve these memories, he cannot yet change them.
Level four; the character can place thoughts into the being, in the form of words or images and sounds, but immediate thoughts only. The thoughts put into the being's mind stay there as long as the being is within the radius of the character's sight. The character could speak to the being telepathically. The character can only do this when he can "feel" the being. The character can remove any of these thoughts which he implants, and any events which are caused (directly or indirectly) from the implanted thoughts.
Level five; the character can sense "a telepathic residue" from objects and places. The object gives the character information about the most recent owner. The character must hold the object to receive the information. The information consists of a general biography of the most recent owner. That is, who owned it, what they look like where they were when they lost the item, what they desire. The character senses certain events which occurred within an area. The events consist of extreme emotional episodes; such as: murder, assault, suicide, battle, love. The character immediately senses these events when he moves over the specific point where the episode occurred.
Level six; the character can put in "false memories." That is, place in memories that never occurred, similar to level four. The character can place thoughts into the being, in the form of words or images and sounds, but immediate thoughts only. The thoughts put into the being's mind stay there as long as the being is within the radius of the character's sight. The character can only do this when he can "feel" the being. The character can remove any of these thoughts which he implants, and any events which are caused (directly or indirectly) from the implanted thoughts.
Level seven; the character can mentally block any telepath who attempts to probe his mind. This prevents the telepath from putting thoughts into the character's mind or taking information out. When the character is being probed, he knows that he is, so he can put the "probe shield." When this is being used, the character cannot use any other telepathic powers.
Level eight; the character can control one creature (intelligence 1-10). The character forms a mental link in which the character receives all sensory information from the creature and can control the creature in any way within its physical and mental limitations. If the character's focus is broken (the character suffers damage or falls unconscious, the character needs to memorize spells or pray to a deity) then the mental link is broken and the character no longer has control over the creature.
Level nine; the character can invoke emotions into any being within the radius of sight of the character. Any emotion can be "implanted" into the being's mind. The emotion lasts until the character "dispels" the emotion(s) or the being is no longer within the radius of sight of the telepath.
Level ten; language identification. The character can understand all languages of the particular being. The character cannot speak these languages, but he can communicate with the beings that speak this language.

37. Teleport

This power allows the character to teleport anywhere within a 30km radius. The character does need to know where he is teleporting to or the character will not be teleported. The character must have seen the place in person in order to teleport there. If the final destination is out of the 30km radius then the character cannot teleport to that location. This power can be used 12 times daily.

38. Teleport Something

This power allows the character to teleport anything equal to or smaller than the character to a maximum distance of 30km. The thing which the character wants to teleport must be within 15m (50') of the character. This power can be used 12 times daily.

39. Telescopic Vision

With this power the character can see something 10km away as well as if he was only 1m away. This power is only in effect when the player says so.

40. Touch of Invisibility

This power allows the character to touch something and it will turn invisible. Only the character can see the object that he turned invisible. The sizes of the objects that the character can turn invisible are from the size of a penny to the size of a garbage truck (not the dumpster type.) The object remains invisible until the character makes the object visible. The character can use this power 24 times daily. One usage comes off every round that the object is invisible during combat.

41. Vampire Abilities

With this power the character has a vampire's abilities. The abilities are as follows:
-hypnotism
-turn into a wolf
-turn into mist
-turn into a bat (a vampire bat)
-grow fangs and claws
When the character is going to hypnotize someone, the player announces this and describes what the message will be. The message (command) cannot be anything which goes against the being's morals. If the GM allows this to occur, not against the being's morals, then the player rolls the percentile dice. If the player rolls his character's hypnotism level or lower then the hypnotism was successful. The person then follows the instructions. If the player rolls higher than the character's hypnotism level then the character does not hypnotize the being and the being does not know that he was going to be hypnotized. The level of hypnotism is found by rolling 2d10 when the character takes this power, then, every succeeding level, the player rolls 1d10 and adds the score to the previous score. The highest level is 85%.
When the character turns into mist he cannot cause damage nor can he be damaged. Everything that the character is has on (clothes, weapons, items, etc.) turn into mist as well. Anything which cannot be concealed does not turn into mist. The character, as mist, can see and hear as well as he can normally. The mist can be seen as others as a light, wispy fog in one small location (not much more than 1m (3.3')). The mist cannot be broken apart by winds, water, etc..
When the character turns into a wolf or a bat, he becomes that type of animal according to the Monstrous Manual. He becomes the size of the animal and has all the abilities of the animal. The character cannot use any other powers which he has, except for the ability to turn back into himself. The character cannot communicate to humans, because these two animals cannot speak. But, if the character has telepathy as a power, he could mentally communicate with others. The character can turn into mist, a bat, a wolf 24 times daily with one usage coming off every round used in battle.
The character can grow fangs and claws, both at the same time, or just one or the other. If the character wants to, he can just grow his fingernails and not his toenails, or vice versa. The claws (fingernails and toenails) grow to about half an inch long, and the fangs (eyeteeth) grow to about half an inch as well. Damage for fangs is 1d8. Damage for claws is 1d12.

42. Wizard

With this power the character becomes a wizard and can use wizard spell, etc.. See page 16 in the Player's Handbook for the level of intelligence corresponding with the level of wizard spells, etc.. All rules for casting spells, creating spells and magical items, etc., are in the Player's Handbook. Wizard levels go up every time the character goes up in level.

43. X-ray Vision

This power allows the character to see through objects. The character cannot see what makes up the objects, he only sees through objects. This power is only in effect when the player says so. If there is no light on the other side of the object, then the character could not see anything beyond the object, only blackness, but, if the character had Infra Vision or Infrared Vision, he could see beyond the object.
Example: The player says that his character sees through a wall using X-ray Vision. The GM would then describe what is beyond the wall, but only if the area is lit or the character as another sight power as written above.

SHOOTING POWERS

With any of the following shooting powers the player must choose where the character is going to shoot the power from, but once the location is chosen, it can NEVER be changed. More than one power can come from the same location. The player can choose from this list of locations:
a) Mouth
b) Eyes
c) Hand(s)
d) Nostrils
The player can, with the GM'S approval, choose a location not mentioned above, or use a combination of more than one location. If the area from which a character shoots a power, is severed in some way, then the character shoots the power from the closest area to that original area.
Example: a character has shoot acid, which is shot from his left hand. If his left hand is severed, then he would shoot the acid from his left wrist.
Any creatures within the area of effect for any one shooting power, takes the effects and/or damage described. All clouds, cones, or streams last for one round unless stated otherwise.
If there is no stated distance of how far the power can be shot, the distance is one hundred feet (100').

1. Shoot Acid

This power allows the character to shoot a stream of acid up to 21m (70') long. The width of the stream is as wide as the area which it is shot from. The damage of the acid is 4d8.

2. Blinding Shard

With this power the character can shoot a shard which is 10cm (4 inches) long and 2cm (.8 of an inch) in diameter. When this shard hits a creature, the creature becomes blind for 2d6 rounds.

3. Shoot Chlorine Gas

This power allows the character to shoot a cloud of poisonous gas, which must be inhaled to be effective. The cloud surrounds one object no more than 2.4m (8') as the largest dimension. The damage of the gas is 4d8.

4. Shoot Cold (Frost)

This power allows the character to shoot a cone of cold (frost) which affects one object no more than 2.4m (8') as its largest dimension. The damage of the cold is 4d8.

5. Shoot Corrosive Gas

With this power the character can shoot a cloud of flesh corrosive gas. The cloud surrounds one object no more 2.4m (8') as its largest dimension. The gas ONLY causes damage to flesh, including eyeballs, inside and outside (lips) of the mouth, and skin. The damage for this gas is 4d8.

6. Shoot Fire

This power allows the character to shoot a cone of fire which affects one object no more than 2.4m (8') as the largest dimension. The fire burns all combustibles and causes 4d8 damage.

7. Shoot Glowing Shard

With this power the character can shoot a glowing shard which is 10cm (4 inches) long and 2cm (.8 of an inch) in diameter. The shard glows extremely bright, thus blindness may ensue. The character can shoot this shard to a maximum distance of 21m (70'). The creatures within 12m (40') of the position of contact by the shard have a 50% chance of being blinded for 1d8 rounds. The damage for the shard is 3d8, for the creature (or object) which is hit by the shard (the position of contact.)

8. Shoot Ice

This power allows the character to shoot a cone of ice which surrounds one object no more than 2.4m (8') as the largest dimension. When the ice hits it causes 3d8 damage. The ice will melt off, but only if the surrounding temperature is above 0 degrees Celsius, in 1d8 rounds. Otherwise the ice will remain frozen, surrounding the object, until the surrounding temperature is above 0 degrees Celsius.

9. Shoot Lasers

With this power the character can shoot two laser blasts or one laser beam. Each blast is 10cm (4 inches) long and 5cm (2 inches) wide which travel for 21m (70') until they dissipate. The laser beam is 10cm (4 inches) wide and travels for 21m (70'). Each blast causes 2d8 damage and are separate from each other (roll 1d20 for each blast.) The beam causes 4d8 damage and only 1d20 rolled.

10. Shoot Lightning Bolt

With this power the character is able to shoot a bolt of lightning which is as wide as the area which it comes from and is 21m (70') long in a straight line. The damage caused by the lightning is 4d8.

11. Shoot Paralyzation Gas

This power allows the character to shoot a cloud of gas which surrounds one object no more than 2.4m (8') as the largest dimension. Any creature caught in the cloud become paralyzed for 2d8 rounds. That is, the creature continues involuntary functions (seeing, hearing, breathing, etc.), but cannot use any involuntary motor functions (speaking, moving, etc..)

12. Shoot Repulsion Gas

With this power the character can shoot a cloud of repulsion gas which surrounds one object no more than 2.4m (8') as the largest dimension. Any creature caught in the gas must move in the opposite direction where the gas came from, for 2d6 rounds at its fastest speed.

13. Shoot Sand

With this power the character can shoot a cloud of sand particles which surrounds one object no more than 2.4m (8') as the largest dimension. The sand causes 2d8 damage and blinds any creature caught in the cloud for 2d6 rounds, unless the creature has something covering its eyes. The covering would have to be able to block out small sand particles. Therefore any cloths (cotton, wool, etc.) would be ineffective. The creature would need to be wearing some type of goggles. The goggles would need to be wrapped around the entire eye area so that there are no open areas for the small sand particles to get into the eyes.

14. Shoot Shadows

With this power the character can shoot a shadow which surrounds one object no more than 2.4m (8') as the largest dimension. Whatever the shadow hits turns into a shadow itself. That is, a two-dimensional image of what used to be a physical object.
Example: a character shoots a shadow at an apple and now, where the apple was, is a two-dimensional, flat, shadow of the apple.
Any floating object hit by this would turn into a shadow on the ground, floor, or table depending on what is underneath the original object. If the shadow hits a floor, ceiling, wall, or some other surface larger than the actual 2.4m, then the area where the shadow hit will become a shadow at the size announced by the player.
If the shadow hits, the object turns into a shadow for 2d4+5 rounds. During this period nobody can pick up the shadow or touch what was its items. The shadow can only be damaged by light attacks (fire, energy, etc.) The damage caused would be the listed damage of the particular attack.

15. Shoot Sleep Gas

This power allows the character to shoot a cloud of sleep gas which surrounds one object no more than 2.4m (8') as the largest dimension. Any creature caught in the gas fall asleep for 2d4.

16. Shoot Toxic Gas

With this power the character can shoot a cloud of toxic gas which surrounds one object no more than 2.4m (8') as the largest dimension. The gas causes damage, not only through inhalation, but also through a creature's skin. The damage for the gas is 4d8.

17. Shoot Violet Lozenge

This power allows the character to shoot a faceted violet lozenge up to 21m (70') away. The lozenge is 10cm (4 inches) long and 2cm (.8 of an inch) in diameter. Any creature caught in the blast, within 12m (40') of the position of contact, have a 50% chance of being knocked unconscious for 1d4 rounds and take 2d8 points of damage.

18. Shoot Webbing

With this power the character can shoot two streams of webbing. The character cannot shoot two streams simultaneously, but can shoot one stream per round. The webbing causes 1d6 points damage to anything hit by it. The webbing can be fired in the form of a strand or a cone, both can hold up to twice the body weight of the character.
If the webbing is fired in strand form it si 1cm (.4 of an inch) wide and 30m (100') long, maximal. When the strand hits any surface of an object, the strand spreads in a circular form 1cm (.4 of an inch) wide. It pulls back on the object forming a cone from the surface of the object to the strand 1.25cm (.5 of an inch) long (see the diagram). If the surface of the object is less than 1.25cm (.5 of an inch) wide, the "spreading" of the strand will go around the object (see the diagram).
The only object which the character can create is a shield to a maximum of 1.5m (5') in diameter and 5cm (2 inches) wide (see the diagram). The shield has a sticky side and a non-sticky side. The shield is permeable to all gases and liquids. Weapons, items, people, etc. all stick to the sticky side of the shield. If a person is stuck to the shield, the area the person is stuck to will extend 1.25cm (.5 of an inch).
The character can also shoot webbing the form of a cone which is 1.5m (5') wide, and can be shot up to 15m (50') away. This can be used to cover an enemy, or secure an enemy to the ground, etc.. All rules for this are the same as the strand form.
The webbing cannot be damaged until it starts to degenerate (or more than twice the body weight of the character is placed on the webbing.) After 30 minutes + 5 minutes/level, after the webbing has been shot, it starts to degenerate. 10 minutes after that time, a person stuck in the webbing, who is struggling to get out, rolls 1d10 to see how long it will take him to get out.
Example: Arcon shoots a cone of webbing at Desdemona. The webbing covers up Desdemona entirely. During the entire time of being stuck in the webbing, Desdemona struggles to get out. Her struggles are futile until the 10 minute degenerating period starts. The GM rolls a 5 on a d10. This means that Desdemona will get out of the webbing after 5 minutes after the degenerating period starts, unknown to the player.