The character may choose one of the following minor powers as part of this major ability: Barrier Force Field, Personal Force Field, Power Channeling, or Flight: Wingless (no S.D.C.tm bonus is gained). The power is based in some way on the character's control over kinetic energy, but can be used separately from the other aspects of this power. If the player desires, abilities #2 and #7 can be sacrificed in order to select a second minor ability from the previous list.
The character radiates a protective shield that causes all kinetic attacks to do half damage. This is an instinctive and constant use of the power. If the character so desires, he can also become totally impervious to kinetic assaults. The concentration required to do this imposes a -2 on initiative and the loss of one attack. While this is being done, the character cannot use abilities 4-6.
Like the Manipulate Kinetic Energy ability, only better. The character can triple the range and double the damage of a thrown object. Hitting objects beyond the normal range is done at a -2 penalty. The character need only hold an object for a moment to infuse it with the kinetic energy. This can be done with a brief touch and combined with the throwing of the energized object. Damage is unaltered.
The character can create a momentary field of kinetic energy that will block all incoming kinetic attacks (does not defend against energy attacks). This ability can be used to deflect an oncoming enemy or a hail of bullets. Add +2 to use as a parry, +1 more at levels three, six, nine, and twelve. Also add a +1 to deflect/ parry to for an M.E. of 16-21, a +2 if the M.E. is 22-27, or a +3 bonus for an M.E. of 28 or higher. No other bonuses can be used (entirely mental). The character can affect about a 45 square foot area +5 feet per level. A kinetic barrier requires one melee action to create but can absorb almost any amount of damage (anything over 500 S.D.C.tm in kinetic damage is instead cut in half).
Range: 300ft +25ft per level. Damage: 1d6 damage +1d6 per level of experience. Duration: Instant Attacks Per Melee: Each pulse counts as one melee action. Bonuses: +3 to strike aimed or +1 to strike wild. In Rifts®: Increase damage to 6d6 S.D.C.tm +1d6 per level. A light burst of kinetic energy, which is about the equivalent of a very strong punch. This is variable in increments of 1d6 damage, even at level one. Divided attacks are possible at level three.
Range: 575ft +25ft per level. Damage: 6d6 damage, +1d6 per level of experience. Duration: Instant Attacks Per Melee: Each pulse counts as one melee action. Bonuses: +3 to strike aimed or +1 to strike wild. In Rifts®: Increase to mega- damagetm. A much stronger kinetic pulse. This is enough to shatter glass and knock people off their feet. Damage can be controlled in 1d6 increments, even at level one. Divided attacks are possible at level three.
Range: Self Damage: Add another +2d6 damage to hand to hand attacks. Duration: As long as maintained. Bonuses: +2 to initiative, +2 to parry and dodge, and +4 to pull punch and to roll with punch, fall, or impact. Limitation: Engaging this enhancement requires one melee action of focus, and abilities 3-6 cannot be used while this is performed. In Rifts®: Increase the hand to hand attacks to mega- damagetm intensity, or instead add +2d6 damage. The character is able to internalize his kinetic powers and boost his own physical capabilities. He can move faster, hit harder, defend himself easier, and jump a number of feet equal to his M.E. and P.S. combined (vertically or horizontally). For anyone with a powerful jumping ability, increase jumping distance by +25%. The character's Spd. attribute is doubled, or add 20% to the top speed for super speed characters. Also add +5 to the P.S. and change it to Extraordinary (or Superhuman if already Extraordinary). With this ability in use the character can parry bladed weapons and bullets with his bare hands, but failure means that he takes damage as normal (meaning half damage from kinetic attacks). The kinetic energy also provides the mutant with a +2 to initiative, +2 to parry and dodge, and +4 to pull punch and to roll with punch, fall, or impact. If an automatic dodge is possessed, add a +1 to the auto dodge.
The user may create 100 pounds of matter per point of Mental Endurance. This range of this ability is 60 feet plus five feet per level. The material will exist for five minutes plus 1 minute per level unless allowed to dissolve earlier by the user. A created object may last indefinitely if in constant contact with the creator. Creation costs one attack. The total S.D.C.tm of created material may never exceed 50 times the M.E. of the creator. Items that can be created using simple creation include brick walls, metal cages, large masses of water (great for vampires!), etc.
This ability allows the creator to generate speciallized items that require thought in their design, composition, or appearance. A creator may generate ten pounds per point of M.E. of these advanced items with the same S.D.C.tm restriction as simple creation. Advanced creation costs two attacks, and an appropriate skill roll must be made; mechanical engineering for devices, chemistry for substances, NBC warfare for truly vicious things. All these rolls suffer penalties due to complexity as determined by the GM. Only simple devices are possible - a revolver or parachute being about the most complex. High quality swords (+1 to strike, parry, and/or damage) are also possible with weaponsmithing skills. Electronics are simply not possible. Dangerous chemical substances may react very violently when the skill/creation roll is failed. All these items have the same duration restrictions as simple creation.
This is most useful if the character has some science skills, such as Chemistry or Physics. With a touch the character can turn one substance into another similar substance. This isn't as hard as you think - lead and gold are only different by one proton, and a diamond is just crystallized carbon. This process requires a skill roll for either Chemistry of Physics (one may be more applicable than the other at times) with a -20% penalty. If the roll is successful then the change takes place, but if it fails there is a 5% chance (reduce to 3% at level six) of the target matter losing molecular cohesion and disentigrating. The transmutation process is difficult and time consuming (one minute per five pounds of matter with full concentration required), but has the benefit of being permanent. Lead can be turned to gold, coal can be turned into diamonds, and water can be turned into wine. If the character possesses either Physics or Chemistry, add a +20% bonus to the one skill. If both are known, add +10% to each. If the character has neither, give the character an 'instinctive' Chemistry and Physics skill with a 10% base skill +3% per level for each.
This attack has a range of sixty feet plus five per level, and the resulting matter will last 5 minutes plus 1 minuter per level. It may be used either with simple creation (a block of metal for instance) or advanced creation (handcuffs). It requires a strike roll (without bonuses) in addition to applicable skill rolls.
This can take the form of firing off created material or dropping created material atop someone. The range for firing off material is 100 ft plus 10 feet per level and the damage is 3d6 plus 1d6 per level. The applicable bonuses are +3 for an aimed shot and +1 for wild; P.P. bonuses may be included. Dropping material upon someone is -2 to strike without P.P. bonuses and may do between 1d6 and 1d6x10 depending on size of the object. The range is sixty feet plus 5 feet per level. This is similar to Ranged Attack: Substance, but it is much more varied in capacity and grows in strength with the character.
Exactly the same as the listed ability. The character may be prevented access by sophiticated programs (to include AI programs) and high- level security, but has the capability to work around these blockades with some successful Computer Operations and Computer Hacking rolls. If the character doesn't have the skill of Computer Hacking, they have a natural proficiency with a base of 30% +5% per level of experience. Those who do have hacking skills get the usual +20% bonus.
The character has the capacity to understand alien technology, state of the art human technology, and Psi- Mechanictm and Techno- Wizardtm devices. The base skill is equal to 50% +4% per additional level of experience. With the proper tools and enough time, the character can also learn how to repair and operate any device. If the device was just found, impose a -40% penalty. If the character can study it for a few days (or the device is relatively simple), the penalty is reduced to -20%. After studying a particular device for a week or so, there is no penalty at all. Note that the character probably won't have the ability to use Techno- Wizardtm or Psi- Mechanictm devices (see the Overload minor power for a possible sidestep).
Within seconds of touching any well- known machine, the character becomes aware of any problems plaguing it (a scratched hard disk, faulty cooling system, clipped brake lines, burned out power core, broken power cables, electrical short, etc.) and how serious the problem is. Anything that is contrary to the 'natural' state of the device will be sensed. Thus, if a bomb was placed underneath the driver's seat it wouldn't be sensed. If that bomb were instead hidden inside the engine in a way that disrupted functioning, then a problem with the engine would be sensed. The character's knowledge of a well- known machine he is in contact with has a base skill of 70% +5% per additional level of experience in regards to schematic, operational, and compositional data. Use the mechanics and electrical skills for repairs - the base skill is only for knowledge about the specific machine.
When piloting a machine, the character can forge a mental link with the machine and gain the following bonuses (in addition to applicable ones listed below): One additional attack per melee +1 on initiative +2 to strike with all weapon systems +1 to strike with a punch, kick, or body block +1 more to strike with a flying melee attack +2 to pull punch +2 to roll with impack +2 to parry normally, with hands and arms +1 more to parry with hand to hand weapon systems (vibro blades and such) +3 to dodge on ground and +4 in the air If piloting a land vehicle that can move at a speed greater than 60mph, the character can even dodge with the vehicle, whether it is a tank or '67 Mustang.
The character's natural talent with machinery provides him with a +20% bonus on all piloting, pilot related, computer related, electrical, and mechanical skills. The character also gains a +2 bonus to strike (aimed or burst fire) with vehicle weapon systems, energy weapons, artillery weapons, and all manner of firearms.
In addition to the abilities of the Summoned Weapon under Personal Weapon (minor), this power allows a character to create a powerful energy field around any object (whether it is a summoned weapon or not). The character can either create the energy field around a weapon and hold the weapon or throw it, in which case the energy fades once it strikes something. There is no limit to how long the energy field can be maintained, but it can only be produced around one melee weapon at level one and one more (for paired weapons) at level three. Energizing one (or two weapons at level three) requires one melee action. The energy field gives the weapon a +1 bonus to strike, parry (or entangle for whips), disarm, and throw the weapon. Add +1 more to each at level four. No strike bonuses are given to ranged weapons. If the held object is a bonded weapon, as per the Summoned Weapon, add the bonuses together. Range is also increased too, to 50% more than before. However, at the normal range to the increased range (100% to 150%) the energy field fades and the thrown weapon or projectile does normal damage. The focus of this ability isn't in range or accuracy - it's power! For an energized hand held weapon, add a +8 damage bonus, +2 more per level of experience. For paired hand held energized weapons, cut the damage bonus in half and add it to the damage of each weapon. Energized thrown objects do an extra +4, damage +1 more per level of experience. This also applies to ranged melee weapons such as bows and crossbows. Modern projectile weapons such as pistols, rifles, and machineguns can be energized too, but the bonus damage is reduced to +2 points of damage, +1 more per level. For bursts and sprays, change this bonus damage to an additional +2 to the multiplier. Energy weapons, artillery weapons, explosive rounds, and vehicle mount weapons (generally anything over .50 Caliber and all missile weapons) cannot be energized. Example - a 4th level character with this power could use a long sword doing 2d6+2 damage (4-14) and crank it up to do 2d6+18 damage (20-30). If he threw it, he would only do 2d6+10 damage (12-22). If he chose to whip out his .45 Automatic (4d6 damage) he would be able to charge up the bullets and do 4d6+6 damage (10-30). An full- clip burst of seven bullets at a target would normally cause one round times 5 in damage (4d6x5, or 20-120, or 70 points on average), but when energized it does a lot more on average (4d6x7, or 28-168, or 98 on average). The player must decide exactly what form the energy field takes (plasma, electrical, kinetic, light, etc.) for damage purposes. If the character has an APS or control power the energy field should be a derivative of that power. Energized weapons are considered indestructible for parrying purposes, and attempts to disarm them from the character are made at a -4 penalty. The energy field is lost if the weapon is knocked away. The energized weapons can damage all APS beings and most supernatural creatures. In Rifts® the additional damage becomes mega- damagetm. If energizing an S.D.C.tm weapon the extra damage is halved and the object does one- third of its normal S.D.C.tm damage in M.D.C.tm So, a 4th level character energizing a 2d6+2 long sword in Rifts® would produce a 1d4+1 sword with a damage bonus of +8!
For an energized hand held weapon, add a +8 damage bonus, +2 more per level of experience. For paired hand held energized weapons, cut the damage bonus in half and add it to the damage of each weapon. Energized thrown objects do an extra +4, damage +1 more per level of experience. This also applies to ranged melee weapons such as bows and crossbows. Modern projectile weapons such as pistols, rifles, and machineguns can be energized too, but the bonus damage is reduced to +2 points of damage, +1 more per level. For bursts and sprays, change this bonus damage to an additional +2 to the multiplier. Energy weapons, artillery weapons, explosive rounds, and vehicle mount weapons (generally anything over .50 Caliber and all missile weapons) cannot be energized.
Radius: Three feet plus one foot at levels two, three, four, five, six, eight, and ten. Measure it from the navel of the character. Damage: 3d6 damage can be caused to anything inside the sphere, +1d6 per level of experience. The only truly effective defense is to leave the sphere. Attacks Per Melee: Equal to the number of hand to hand attacks per melee. Bonuses: +2 to strike with damaging effects within the sphere, +1 more at levels three, six, and ten. In Rifts®: The attacks do half the listed amount in mega- damagetm. Inside the sphere the character is almost a god. The temperature, air, and pressure are all under mental control and can be altered at will. He can even survive in space, as long as he has an air supply (or doesn't need to breathe). Anything in the sphere's area can be harmed at will. A strike roll of 1 to 4 is still a miss, otherwise damage is normal. Fatal attacks require a called death blow with a natural roll of 16-20, and require two melee actions. Standard death blow damage is applied. It is possible to pull glasses of water closer, make heads explode, and bend metal with seeming telekinetic force. Actually, it is reality that is being altered to some degree. This aspect of the power drives many of its possessors to megalomania. Though this is extremely powerful, it is limited by the sphere's radius. Anything outside of it is beyond the power of the character. The character has a Telekinesis ability equivalent to the psionic power, weight limit of 100 lbs +20 lbs per level of experience, but only within the sphere. Small changes in temperature can be achieved with one to three melee actions - fires can be started on combustible materials and water can be frozen with enough concentration. With a melee of concentration the temperature and air quality can be changed to normal in the same area. This can be used to protect others if they are near enough. Ambient radiation can also be blocked when in space (see #3 if defending radiation attacks). Water can also be forced out and transformed to provide a breathable air pocket underwater. Air cannot be created in space - nothing to work with. Taking on this character in hand to hand combat is extremely foolish, since his short- range attacks are barely perceptible (a -4 to dodge and parry penalty is applied to anyone without Radar, Vibration, Sixth Sense, or the psychic power of Telekinesis). GMs should be judicious in allowing the character to perform certain actions. Death blows probably shouldn't be allowed until at least the third level of experience.
Range: 25ft +5ft per level of experience Damage: 1d4x10 damage, +1d4x10 more at levels four, eight, and twelve. Duration: Instant Attacks Per Melee: Can be used up to three times per melee Bonuses: +2 to strike aimed or +0 wild, +1 more at levels five and ten. In Rifts®: Double the range, the fractures do mega- damagetm, and they can be used a number of times equal to the melee attacks of the character. By focusing his mental energy, the character can cause his protective aura to momentarily fracture. These fractures release powerful destructive energies from inside the sphere. Everything in the path of the fracture takes damage. Beings who are invulnerable, have a Hardened Molecular Structure, possess Kinetic Energy Absorbtion, are supernatural (like vampires), or are impervious to kinetic attacks take half damage. The fractures actually cause atomic bonds to weaken and do impressive damage to even the hardiest structures. Though the fractures seem to travel along the ground (churning it into rubble), anything above or below it for a 10ft distance will take damage. They can also be fired into the air and into the ground. Dodging these attacks (must be a normal dodge - automatic won't do it) is done with a -2 penalty. Parrying is totally impossible unless done with another Sphere Fracture or strong kinetic energy attack (doing an approximately equal amount of damage).
The spherical aura is also a powerful defensive tool. Any attacks directed at the character can be parried, deflected, or simply stopped dead in their tracks. Slow moving objects like thrown boulders and would- be hand to hand combatants can be parried (actually, deflected is a better term) with a +4 bonus. Bullets, arrows, and other fast moving projectiles are stopped with a +2 bonus. Energy blasts, falling debris, and explosive forces get parried with a +0 bonus (they're fast and strong, but the character is equally fast and doesn't suffer the usual -6 penalty). Add another +1 to parry all these attacks at levels three, seven, and ten. This defense is not automatic, however. The character must be able to see the attacker and/ or the incoming attack in order to block it. Merely sensing it (like with Radar) is not enough. Attempting to parry an unseen attack is possible but it is done with no bonuses (a straight roll). These bonuses cannot be combined with any P.P. or combat form bonuses, because the parry is purely mental. The parries do not take any melee actions to perform - consider them automatic. Note: If a mutant with Power Sphere is facing off against another being with this same power, they can parry each other's sphere fractures. They can also see/ sense each other's attacks and do not suffer any penalties to defend.
Pressure gradients can cause damage equal to 3d6 + 1d6 per level per attack. On completely unmoving targets, this may be revved up beforehand, for up to several minutes (2 per level of character) , and then cause cumulative damage all at once to dramatic effect (that imploding house.) Against moving targets, a roll to strike must be made with no Physical Prowess or skill bonuses. Against a man in armor, this damage is only applied to the armor. Howvere, if the strike roll breaches AR, environmentally sealed armor has been pierced. The range of this ability is 100 feet plus 10 feet per level. It can also be used against most kinds of sealed containers and doors, except doors with a lot of open space for air to flow through (like jail cell doors).
Fortunately, most living creatures are fluid filled and not therefore subject to compression; with some exception. Upon a successful attack roll (no P.P. or skill bonuses), the victim must save versus pain as his ears and sinuses attempt to implode/explode. Failure indicates the victim is -4 to all actions. The victim must then make a save versus non-lethal poison to determine if he is deafened, for an additional -2 to all actions if he fails or no penalty if he saves. Okay, but the fun's not over yet. If the victim remains in the area of effect for a full round, he is subject to nitrogen dissolution in his blood. Hence leaving the area of effect is like surfacing from five hundred feet below the water in a matter of seconds. The victim in that case must save versus lethal poison, dying if he fails. If he doesn't fail, the victim will double over in pain with -8 to all actions, potentially cumulative. He also loses all S.D.C.tm and half his hit points (or M.D.C.tm). The body is in a greatly weakened state, and for 1d4+3 days afterward the lucky victim will be at half strength (halve all physical attributes, halve all bonuses, halve the number of attacks, etc.) The range of this power is 100 feet plus ten feet per level and the area of effect is a sphere 5' to 1' per level in radius. Maintaining the area requires constant concentration and no other actions may be taken by the 'compression caster'. Environmentally sealed armor must be pierced before this technique will work.
Upon a successful strike roll (no P.P. or skill bonus) an area of 5 foot + 1 foot radius per level may be all but evacuated of air, causing suffocation. Human size creatures will run out of air within two minutes, and will be unable to function after one. This assumes that the victims take in a good breath of air - if they don't (maybe because they are fighting) they succumb to suffocation within half the time! Holding one's breath in a vaccuum is difficult (and dangerous) because of the pressure differential - the air will try to escape the lungs. Nature abhors a vaccuum. Maintaining this area requires full concentration of the character. Alternately, the air content can be greatly reduced in an area (double the radius of effect as above). If this is done, the character loses only two melee attacks and a -2 on initiative due to concentration. Anyone in the radius of effect loses half their attacks, half their bonuses, and their physical attributes are reduced by half also. Without an ample supply of air the body will get tired very, very fast. Every five minutes in a low- oxygen area (like the suffocation field) is like an hour of continuous exertion - very fatiguing! Beings that never fatigue (like those with Healing Factor) are cut in physical power by 25% and not half. Beings that do not breathe suffer none of the above effects! Note that the suffocation field will also stop fires by reducing the oxygen level - great against beings that wield fire. Any spellcasters that require a spoken word to cast magic are also in trouble.
Most supernatural creatures rely on some sort of air supply, no matter how strong they are or how many powers they possess. The average supernatural creature will react to a lack of air just like any humanoid. For super-tough beings like demigods, vampires, and dragons, they suffer half the penalties. Thus when a dragon is being affected by a full power suffocation field they will be able to function for two minutes and go unconcious in four. Dragons will also only have their attacks, bonuses, and physical attributes reduced by 25% when compressed or deprived of air.
Range: 90ft +10ft per level of experience or self when targeted to affect a single person or object. The range is reduced to 30ft +5ft per level for field effects. Damage: Varies Duration: If not an instant effect, the singularity will last for one minute per level. If maintained, the duration can be extended indefinitely. Attacks Per Melee: Can be used up to twice per melee. Maintaining a field or a personal singularity means only one singularity attack can be made per melee. Bonuses: +3 to strike aimed or +1 wild. Add a +1 to strike for an M.E. of 16-24 or a +2 to strike if the M.E. is 25 or higher. No other bonuses may be added. Save Throw: Save vs Singularity, a roll of 14 or higher with P.E. bonuses added in (and also any bonuses to save vs Temporal effects/ magic). Increase the save throw difficulty to 16 at level five and to 18 at level eight. In Rifts®: Double the range, and the singularities can be varied to do mega- damagetm or S.D.C.tm damage. Dodging a 'targeted' singularity attack is made at -4 (difficult to see) and a normal dodge is required. Also, instead of adding P.P. bonuses to the strike roll of a singularity attack, add the M.E. bonuses - this power is a matter of concentration. If a singularity misses, it has no effect if so desired ('strays' are easy to control). A single singularity can be maintained on a desired target (self, a single being, or an area) for an indefinite duration, until the character gets bored, but then only one other singularity use is possible per melee. If a 'personal' singularity is centered on oneself it can be maintained indefinitely with no strike roll required, but only one personal singularity at a time can be focused upon and a 'field' singularity cannot be maintained at the same time. The concentration involved imposes a -2 on initiative and the loss of one attack. A singularity 'field' can also be created. It affects a 4ft radius at level one, 6ft radius at level five, and a 10ft radius at level ten. Not all singularity attacks can be field effects. Also, it is not possible to create a field effect while a personal singularity is being maintained (and vice versa). Fields have half the duration of a targeted singularity.
For a brief duration, the mass of an object can be amplified or negated entirely. See page 274 (Gravity Manipulation) and page 296 (Weight Manipulation) for more info on the effects of increased/ decreased gravity. Low Gravity: If mass is negated, the target will float about like a balloon. The maximum weight reduction limit is 2000 lbs plus 500 lbs per level. High Gravity: On the other hand, if mass is amplified, the maximum gravity field increase is 4 G plus 1 G per level of experience. See page 274 for the penalties of increased gravity, but halve the penalties. Gravitic Deflection: As a counter- strike, the character can deflect most attacks with a gravity singularity. Use the strike bonus as a parry bonus. The G- field has an instantaneous effect (no duration) but can be used as an automatic parry. Valid against lasers/ light (and not any other energy attack), physical blows (but not pure kinetic energy), thrown weapons, projectiles, short bursts from weapons (up to 15 rounds), and up to 3 missiles at a time. If used as a field effect, one melee action is required but missile volleys and any number of bullets/ slugs can be deflected.
It is possible for the mutant to create a field of 'negative energy' (which is actually theorized to exist around black holes) that will cancel out true/ positive energy. Damage Resistance: The targeted person or area can be made resistant to energy attacks (half damage), and after level six the affected will become totally impervious to energy attacks. However, targeted beings will also be unable to use any natural energy attacks, cast energy- based spells, or use energy- projecting psionic powers. Well used against a dangerous energy- emitting opponent. The energy forms affected are energy, fire, ion/ electricity, microwaves/ heat, radiation, light/ laser, and particle beams. Power Reduction: The other use of this singularity is to negate the flow of power in an area or object. It soaks up all the electricity (or whatever power) that is flowing and essentially shuts a system down. If the power source of a vehicle can be targeted (standard called strike) it is possible to affect the entire vehicle with a power loss. Could be used to get more time during a nuclear power plant overload Force Field Penetration: Against some force fields, this effect is also useful. Electric fields, flaming walls, and energy barriers can be penetrated by throwing an energy singularity at them to produce a hole! The duration of this effect is half that of the normal duration. Psionic and magic force fields are not normally affected.
Time Deprivation: Much like the T-Dep spell on page 79 of Rifts® England, the character can create a singularity that reduces the time flow in a target. Victims will not know what time it is - their perception of it is so skewed that they have to see the sun in order to know if it is day or night. Appointments will be forgotten, clocks will be misread, reactions will be timed wrong, and coordination is thrown way off. The victim suffers the following: -10% on all skills, -60% on skills involving time measurement (Demolitions, Piloting, and Navigation skills are good examples), -1 to strike, parry, and dodge, -3 on initiative, and loses one melee action. Further, it is not possible to use paired weapons (can't coordinate)! Temporal Paralysis: With this singularity effect, the character is able to negate the time flow of a target. The result? The target will stop immediately, frozen in whatever position it was in. If struck by the paralysis in mid- air they will remain there until it wears off! Remember, it is not the motion of the target that is being inhibited but the flow of time. The afflicted will have no memory of events passing while they are frozen - it stops when they are paralyzed and continues when they are not. Another strange result is that the frozen target is impervious to all damage! Time, like everything in the universe, is a vibration and since the paralyzed being has no vibration at all he cannot be affected by attacks. Even phase beams do no damage. This singularity can clearly be used both offensively and defensively. Temporal Wizards, Warriors, and Raiders, Time Lords, Phase Mystics, First Stage Prometheans, and powerful supernatural beings (gods, dragons, demons, supernatural intelligences) get a +4 bonus to save against this. Second Stage Prometheans and any 4-D creatures are immune to this effect, as is the character himself.
Space Warp: This is mainly an offensive use of the Singularity power, and allows a mutant to warp the three- dimensional space that an intended target exists in. The effect is kind of like a nipple twist like kids used to dish out in high school (don't they hurt?), but far more intense and widespread. Attempts to save vs pain from this are -8! It can harm only material beings and objects, doing 4d6 damage plus +1d6 per level of experience. It also affects all supernatural creatures and will do half damage to invulnerable mutants, mutants with a hardened molecular structure, and all supernatural shape shifters (vampires, werewolves, demons, supernatural intelligences, gods, dragons, etc.) Damage can be regulated at level one, but divided attacks are not possible. A field effect will do the listed damage to every target in the field once per melee. Space Fold: The singularity power also lets the character cause three dimensional objects to make short 'jumps' in our continuum, teleportation. The size and weight of the object doesn't matter at all, because the range is so short. Objects can be made to move two feet plus one foot per level of experience. With this power the character can make a very short range teleportation, which might not be enough to get out of the way of all attacks. This effect cannot be turned into a long- duration field effect, only long enough to move groups of matter (one melee action in duration). If used to help someone dodge, it adds a +3 bonus. If used to 'move' oncoming physical objects the character must make a successful parry roll (use strike bonuses) to shift the objects. The fold has an instantaneous effect (no duration) but can be used as an automatic parry. Valid against attacking beings, thrown weapons, projectiles, short bursts from weapons (up to 15 rounds), and up to 3 missiles at a time. If used as a field effect, one melee action is required but missile volleys and any number of bullets/ slugs can be deflected. Large objects like cars and boulders can't be shifted effectively - it is better to fold space to help a dodge.
With a dimensional singularity, targets can be transformed such that they are thinner than paper! The effect is much the same as the Temporal Spell of D-Shift: Two Dimensions. The 2-D being can hide with 85% effectiveness, can't be detected by thermo- optics, body heat, motion detectors, etc. Weight is reduced to one- sixteenth. Physical blows do half damage if the 2-D being is braced against something. Gases and fumes also do half damage with half duration, and toxins that must be ingested or injected are ineffective. The character in 2-D form cannot speak, eat, drink, or cast most magic spells when in the altered form. Distance judgement is also impossible - all combat rolls are made with no bonuses whatsoever! Further, damage from punches and kicks delivered by a 2-D creature is reduced to one- quarter the normal damage. Movement is reduced to a Spd. of about 6, attacks are cut in half, and no initiative is possible (time moves very slowly). Also, the character is still vulnerable to energy attacks, environmental effects, magic, and psionics. A gust of wind will easily blow the character away like a kite! On the plus side, it is pretty tough to hit a 2-D being (a -6 strike penalty is applied).
The player may choose one of the following options, dependent upon the senses desired: Option One: The character has the minor super ability of Radar, and the estimation and interpreting shape skills all gain a +20% bonus. He can even sense colors, a feat that is impossible with normal radar. The wavelengths of light that are reflected off a surface can be sensed by way of interference with other signals, so the color sense is passive in nature. The base skill is 30% +5% per level of experience. Option Two: The character has Super Vision: Advanced Sight with a base visual distance of three miles (instead of just two), and may select two other Super Vision minor abilities (perhaps these?) Option Three: The character can select one super vision power of choice. Plus, all of the character's senses are 'adaptive' in that they quickly adjust to any extremes. The character can't be deafened by a 200 decibel noise and can't be blinded by a burst of light. This isn't to say they are immune to deafness and blindness, just those kinds brought on by extreme stimuli. A disease that causes blindness and Bio- Manipulation to produce deafness are fully effective. Option Four: If the character has an M.E. of at least 12 and the GM allows it, he can have psychic senses! He gains the power of Super Vision: Paranormal. He also becomes a minor psychic with an I.S.P.tm base of the M.E. plus 10, plus 1d4+1 per additional level. For mutants that already posess super abilities and psychic powers combined, instead add a bonus of +10 I.S.P.tm The player can select four of the following Sensitive psychic powers: Clairvoyance, Empathy, Object Read, Presence Sense, See the Invisible, Sense Evil, Sense Time, or Sixth Sense.
As listed in Heroes Unlimitedtm on page 295. +3 to use for teleport dodges (one melee action required), +1 more at levels four, eight, and twelve. I'd suggest improving the range to five miles per level of experience.
Range: 300 miles per level Duration: Every 25 miles of distance requires a melee of unbending concentration (no other actions are possible). When transport is achieved it is instantaneous. Weight Limitation: Self and 500 lbs +500 lbs per level, plus living matter can be transported after level three. The character is highly skilled at transporting himself to far away locations. The success rate is 100% for familiar or seen locations, 95% +1% per level for a well- studied place (even if studied by way of maps and videotape), and 30% +1% per level for a not well- known place. It is not possible to teleport to a place that is not studied. The character needn't roll on the table on HU 190 - if their success roll fails, they don't teleport. Instead, they must start transport all over. This power is not efficient as a dodge. Even to teleport oneself with no additional weight requires a melee of concentration.
Range: 18ft +2ft per level. Duration: Instant Attacks Per Melee: Each use counts as one melee action. Weight Limitation: Self and 90lbs +10lbs per level, and no living matter may be blinked. Bonus: +4 to use as a defensive action, +1 more at levels three, seven, nine, and twelve. This gives the character the capacity to teleport himself short distances in the blink of an eye. There is no risk of failure, as the character's subconcious remembers safe areas that have been seen as potential teleport locations. At level three the character becomes so talented at 'blinking' that he can use his teleport as an automatic dodge, which takes no melee actions but the dodge bonus is halved. It is good against all attacks directed at the character at the moment of the dodge. If a teleport is the last action taken in a melee, the character gains a +2 bonus on initiative for the next melee (enemies lose track of the character).
Range: Another dimension. Duration: Teleportation is instantaneous, but only one dimensional teleport can be performed per ten minutes. Weight Limitation: Self and 200lbs +50lbs per level, no living matter until level five. Bonus: +2 to use as a defensive action, +1 more at levels four, eight, and twelve. Instead of teleporting to a different location, the character is able to instantly teleport himself to another dimension. The success rate is 100% for returning to the character's native dimension, 70% +5% per level for teleporting to a well- known dimension, and 30% +3% per level for teleporting to a dimension that has been visited a few times. Failure means the character appears in a dimension he did not intend to go to. The character can always travel to a random dimension at will. Those with this power also have a 'danger sense' involving the location they teleport to in the target dimension. If the location is hostile to life (whether for environmental, war- related, or wildlife reasons) the character can cancel his trip at the last minute. The character can go to any dimension that has been visited in the past. By failing teleports, the character can visit a vast number of alternate dimensions and planes of existence. A small sampling of dimensions includes the astral plane, the Nightlandstm, Hades, Dyval, Phase Worldtm, and Wormwoodtm.
Created by the Cubist (with expansion by Brett Hegr)This is the ability to convert one's body into a number of energy spikes that damage any target that gets in the way of movement. The power is essentially a short range teleportation that harms anything that gets in the way of the body's movement. Note that the focus of this power is not distance, but speed and offensive capability. The character is immune to attack while teleporting except for attacks from charged particle attacks (particle beams), negatively charged matter (like the Negative Matter power), and electrical attacks. No additional matter may be transported other than clothing, personal items, body armor, a light backpack, and a few weapons (less than 60 lbs of additional weight). 1. Offensive Teleport: Range: 40ft +10ft per level of experience Damage: 1d4x10 at level one, +10 points of damage at levels two, five, eight, and twelve. The damage is either kinetic or energy in nature (player's choice upon creation of character). Attacks Per Melee: Counts as two attacks. Wild attacks only count as one, but have less chance to strike. Bonuses: +2 strike on aimed attack and +0 to strike wild. Add +1 to strike for both at levels three, seven, and ten. While teleporting the character has an effective dodge bonus of +2 (no other dodge bonuses may be used). Successful strikes damage the character just before he can teleport. 2. Defensive Teleport: Range: 10ft +2ft per level of experience. Attacks Per Melee: Each use counts as one melee action. It is good against all attacks directed at the character at the moment of the dodge. Bonus: +4 to dodge, +1 more at levels four and eight.
Range: 40ft +10ft per level of experience Damage: 1d4x10 at level one, +10 points of damage at levels two, five, eight, and twelve. The damage is either kinetic or energy in nature (player's choice upon creation of character). Attacks Per Melee: Counts as two attacks. Wild attacks only count as one, but have less chance to strike. Bonuses: +2 strike on aimed attack and +0 to strike wild. Add +1 to strike for both at levels three, seven, and ten. While teleporting the character has an effective dodge bonus of +2 (no other dodge bonuses may be used). Successful strikes damage the character just before he can teleport.
Range: 10ft +2ft per level of experience. Attacks Per Melee: Each use counts as one melee action. It is good against all attacks directed at the character at the moment of the dodge. Bonus: +4 to dodge, +1 more at levels four and eight.