Copyright crap: The author of this thingy retains full copyright of the material, while hereby granting full permission for it to be reprinted in any format whatsoever, with the provisos that his name be forever attached to it, the text of the document be forever unaltered, and if anyone manages to figure out how to make big bucks off of it, the above mentioned author wants a cut. Oh, yes, and lest I forget, this notice must remain attached to the main text. I. Marc Carlson IMC@VAX2.UTULSA.EDU 1 April 1994 *************************************************************************** BTRC, TimeLords, WarpWorld, SpaceTime, Guns Guns Guns, 3G3, More Guns, and those components dealing with subjects covered by BTRC products are copyrighted by Greg Porter. Note that their use herein does not connote any official stamp of approval by Greg Porter, nor should their use by imply an abandonment of those rights and privileges guaranteed to the holder of said copyrights. =============================================================================== The Incomplete Advantages List: For TimeLords systems games Compiled by I. Marc Carlson With lots of material by Greg Porter, The "Phantom of the Library" , and others Name Cost Physical Advantage: (5AP) Acceleration Tolerance 10AP Acute Hearing 2AP/+1 (+5 Max) Acute Olifactory Sensitivity 2AP/+1 (+5 Max) Acute Tactile Sensitivity 2AP/+1 (+5 Max) Acute Taste 2AP/+1 (+5 Max) Acute Vision 2AP/+1 (+5 Max) Acute Night Vision 1AP/+1 (5 Max) Night Vision 10AP Ambidexterity: 1AP/-1 (-10 Max) Combat Reflexes 10AP Directional Hearing 5AP Double-Jointed 5AP G-Tolerance 5AP/level of difference in gravity. Immunity: 5AP/10AP Pain Tolerance: 5AP Peripheral Vision 15AP Protect: 10AP Tracking Olifactorally 5AP Trick: 5AP or SP Mental Advantages: Alertness 5AP/+1 Clairsentience: Aura Vison 10AP Chronolocation 25AP Clairaudience: 50AP Clairvoyance: 50AP Danger Sense: 10AP Direction Sense: 10AP Distance Sense: 5AP Dowsing 20AP Empathy: 20AP Lightning Calculation: 10AP Perfect Pitch 5AP Precognition/Prolepsis: 20AP Psychometry 20AP Retrocognition 10AP Rightness: 10AP Sensitive 20AP Spatial Sense 25AP Time Sense: 10AP Warpsense: 20AP Weather Sense 10AP Eidetic Memory General 10AP Olifactory 5AP Phonographic 5AP Photographic 20AP Fearlessness 2AP/+1 Language Talent 10AP Natural Aptitude: 10AP Self Control 1AP/+1 (+5 Max) Other: Alternate Identity Temporary 2AP/False Document Legally procured 5AP Illegally procured 15AP Contact/Ally/Patron/Friend/Claim to Hospitality/Secret Patron/Enemy: 5AP/Level Gadgeteer/Inventer: 5AP+ Reputation Cost as per attribute purchase. Social Class 5AP/+1 Social Class Level Unusual Background 10AP+ Wealth (Best Skill)^2*10*(Age-15+Modifiers) Official Position Clerical Investment 5AP Diplomatic Immunity 50AP/Country Knighthood 5-10AP Legal Enforcement Powers Police, Constable 10AP FBI, Royal Guard 20AP CIA, KGB, MI-5 30AP Military Rank 5AP/Rank Level Powers/Others Alter Probability 100AP (+/- Modifiers from designing power) Animal Empathy 5AP Armor 100AP (+/- Modifiers from designing power) Astral Projection: 100AP (+/- Modifiers from designing power) Being of Pure Thought 1000AP Energy Manipulation: 100AP (+/- Modifiers from designing power) Blast: Pyrokinesis: Telekinesis: Enlightened/Illuminated 50AP Guardian Spirit 5AP Invisibility: 100AP (+/- Modifiers from designing power) Luck: 100AP (+/- Modifiers from designing power) Magical/Psionic Aptitude: 50AP Medium 20AP Mind Attack: 100AP (+/- Modifiers from designing power) Mind Control: 100AP (+/- Modifiers from designing power) Mind Defense: 100AP (+/- Modifiers from designing power) Mind Illusions: 100AP (+/- Modifiers from designing power) Negate Entropy: 100AP (+/- Modifiers from designing power) Power Manipulation: 100AP (+/- Modifiers from designing power) Power Tap: 100AP (+/- Modifiers from designing power) Regeneration Immortality: 50/100AP Permanent 50AP Needs Renewal 25AP Longevity/Slowed Aging 40AP Immortal/Unaging 100AP Rapid healing 5AP/+1 (+5 Max) Accelerated healing: 10AP Enhanced Regeneration 50AP Enhanced Reg. with Loss Replacement 75AP Superhuman Regeneration 75AP Superhuman Reg. with Loss replacement 90AP Metahuman Regenerative 500AP Semi-Divine Regeneration 1000AP Divine Regeneration 5000AP Resistance (Magical/Psi) 5AP/+1 Shapeshifting 50/100/500AP Telepathy: 10/25AP Teleport: 25/50/100/200AP Time Alter: 100AP (+/- Modifiers from designing power) Transform: 100AP (+/- Modifiers from designing power) Wyrd/Fate/Destiny (Good) 15/10/5AP Name Cost Physical Advantage: (5AP) You have a known but uncommon physical advantage of some type. This costs 5AP and exact effects must be determined by the player and GM. Examples would be Ambidexterity, a slightly higher than normal running speed, or an especially keen physical or mental ability. Acceleration Tolerance 10AP The character gets a +5 to Constitution and Stamina when resisting the detrimental effects of high acceleration. Acute Hearing 2AP/+1 (+5 Max) Gives a +1 bonus per level to perception rolls involving the sense advantage is purchased for. Acute Olifactory Sensitivity 2AP/+1 (+5 Max) Gives a +1 bonus per level to perception rolls involving the sense advantage is purchased for. Acute Tactile Sensitivity 2AP/+1 (+5 Max) Gives a +1 bonus per level to perception rolls involving the sense advantage is purchased for. Acute Taste 2AP/+1 (+5 Max) Gives a +1 bonus per level to perception rolls involving the sense advantage is purchased for. Acute Vision 2AP/+1 (+5 Max) Gives a +1 bonus per level to perception rolls involving the sense advantage is purchased for. Acute Night Vision 1AP/+1 (5 Max) The character can see better in the dark than a normal person. They may add up to 5 to their night adjusted Perception, but must subtract the same amount from their daytime perception due to overly sensitive retinas. The amount is chosen once, and is permanent. This does not mean that the character can see in the dark. This daytime subtraction may be countered by sunglasses, at the GMs option. Night Vision 10AP You can see with any light level, and may ignore darkness penalties, except for complete darkness. However, your eyes are no longer anything resembling human, though they may be only as distinctive as a cat's. It is also likely that you no longer possess Color vision, or are extremely myopic. Ambidexterity: 1AP/-1 (-10 Max) A character may be partially or totally ambidextrous, able to perform an action with either hand. Complete Ambidexterity costs 10AP, which completely counteracts the normal -10 off-hand use penalty, or at the GMs option purchased a point at a time. Combat Reflexes 10AP +1 to all active defenses, +2 to Bravado and fear rolls, and +1 to initiative; you won't freeze in combat, and you're +6 to recover from being surprised or mentally stunned. Directional Hearing 5AP The character can identify what direction a particular sound came from, even under circumstances that might otherwise inhibit such a feat. The only restriction is that they have to be able to actually HEAR the sound in order to locate it. Double-Jointed 5AP Due to your extremely flexible joints, you are +2 on any escape attempt, climbing, or mechanics check where such an ability might be handy. G-Tolerance 5AP/level of difference in gravity. Having spent a lot of time in non-standard gravities, your DXex and Str penalties when dealing with gravitational differences are halved. Microgravity (0G-.3G) Low Gravity (.31G-.9G) Terrstrial Gravity (.91G-1.09G) High Gravity (1.1G-5G) Very High Gravity (5G+) Immunity: 5AP/10AP The character has, at some point in their life, been contracted and recovered from a disease, and developed a natural immunity to it. This generally only applies to viral diseases, and is intended for the most debilitating ones such as Polio, Tetanus, Diptheria, Smallpox, etc. at the 5AP cost per disease. Also for 5AP a character can have an immunity to all forms of Influenza. For 10AP. they can be immune to rabies or some other particulalry nasty, though uncommon disease. Characters in a society with a reasonably advanced technology can acquire these immunities for a cost of money, rather than AP, The character can also have an immunity to certain toxins, such as rattlesnake venom, or alcohol for 5AP, although this requires a background that would justify such an immunity. Pain Tolerance: 5AP This is an extremely useful advantage, and represents physical conditioning and knowledge of how to take inevitable hits. This cost 5AP, but allows the character to ignore non-lethal impairment on any attack up to thier Willpower aptitude. The character must be conscious and aware of the attack in order for the advantage to work. Peripheral Vision 15AP Roll vs. Perception to see something happening "behind your back; Initiative: Attacking into Sector I +0 II, VI +0 III, V -1 IV -3 Melee: Target in your Sector I -0 II, VI -3 III, V -6 IV -9 Protect: 10AP The character is immune to the effects of one condition of their environment that would inherently harm a normal person, such as drowning, vacuum, acid, tear gas, poison, etc. The level of protection is equal to ME, and there may be other skills or modifiers that need to come into play depending on the specifics of a situation (Drowning in water vs. toxic waste). This will not protect against something the character is otherwise vulnerable to (such as toxic waste). Tracking Olifactorally 5AP The character can identify what direction a particular odor or sent came from, even under circumstances that might otherwise inhibit such a feat. The only restriction is that they have to be able to actually smell the sound in order to locate it. Trick: 5AP or SP A character may have a "trick", or something that they can reliably do that is neither quite a skill or ability. No roll is needed under most circumstances, and there is no skill involved. The limitations of a trick are that it can no supplant a regular skill, although it may act as a +1 in certain circumstances. A trick costs either 5AP or SP, and the player must not in their background on how they learned it. Mental Advantages: Alertness 5AP/+1 Gives a +1 bonus to _any_ perception roll. Clairsentience: The ME is the maximum Perception that the character can use from another viewpoint, which does not have to be in the line of sight, but which will take extra perception modifiers to target. Aura Vison 10AP You can see auras Chronolocation 25AP You know to the nonosecond, where you are in time, although calendar changes can really mess you up. Clairaudience: 50AP "Far hearing". The ability to hear at far greater distances than humanly possible. The character may us the ME as Perception on area that the character knows. If the character is not familiar with the area, they must make a targeting roll, based on their Perception and the following modifiers: Area seen several times +2 Area seen once +0 Area seen in a picture -1 Area well described -3 Area poorly described -7 Area only heard of -13 Range of area ? Clairvoyance: 50AP "Far seeing". The ability to see at far greater distances than humanly possible. The character may us the ME as Perception on area that the character knows. If the character is not familiar with the area, they must make a targeting roll, based on their Perception and the following modifiers: Area seen several times +2 Area seen once +0 Area seen in a picture -1 Area well described -3 Area poorly described -7 Area only heard of -13 Range of area ? Danger Sense: 10AP This is a combination of subconscious analysing of a given situation combined with unconscious empathy with any creatures in the area. The net effect is that the character gets a modifer of the ME (based on either the ambient Power or the Power of the Attacker) to a Perception Roll vs. the Danger, and if successful, the character can sense the danger in advance, up to the ME number of seconds. They will also get a perception roll versus the danger, even is they normally wouldn't. Direction Sense: 10AP The character can always tell the direction of magnetic north to within 1 compass point (or 22 degrees). This ability can be blocked by large masses of metal or mountains, near or around the character. Distance Sense: 5AP The character can tell how far they have walked in any given jaunt to within 5%. Although this applies specifically to walking, for character what spend the majority of their time with a specific form of transport (Ocean vessel, horse, automobile, etc.) They are also exceptional judges of distance when gauging by eye. A failure of the Perception roll required to determine said distance means that the estimate will be underestimated by 5% per point the roll was failed by, with a maximum error of 25% Dowsing 20AP You can tell where a particular substance, usually water, is buried. Empathy: 20AP This allows a character to sense or project emotions or feelings. The effects of this are that the character may use their ME as a modifier to Bravado, or any skill involving communication. Lightning Calculation: 10AP This is the ability to perform complex calculations in your head faster than most people can do with a calculator. (Power+2) is the number of significant digits gotten to in one phase for simple calculations. The maximum number of digits is (Power*2)+3, and will take an extra phase per digit. The net effect is that Power may be used as a positive modifier to any purely Intelligence based skill. This has no Power cost to use. Perfect Pitch 5AP You can tell the exact pitch of a musical tone. Precognition/Prolepsis: 20AP Allows the character to check (ME) hours into the future, and ask the GM a single, simple question per use. Psychometry 20AP Handle items and get knowledge about their past Retrocognition 10AP This is similar to Psychometry, except the information is gathered from the location. the character can see things that have already happened Rightness: 10AP Rightness is similar to Danger Sense, but doesn't warn of physical danger. It just gives the character of physical danger when all is not as it should be. With a successful Perception roll, the character will will notice something is wrong, and may make an Intellegence roll to deduce exactly what it is. Sensitive 20AP Sense Psychic Energies, and "feel" changes and fluxuations int the ambient psychic field. Spatial Sense 25AP This works like Direction Sense, but in 3 dimensions. Time Sense: 10AP The character has a mental clock that allows them to know the number of hours until sunrise or sunset, and determine what time it is. They can count off short periods of time as accurately as a clock, provided that they are not too distracted. They should be able to know instictively, as cats do, where the sun ought to be in the sky at any given time, and be able to navigate long distances longitudinally (north and south). Warpsense: 20AP The character can "feel" changes in probability such as thos caused by the Orbs of Carnos, or the power Alter Probability. Weather Sense 10AP The character can sense what the general weather patterns for the next few days are going to be (wet, dry, whatever), and even make a fairly adaquate stab at the level of intensity. Eidetic Memory General 10AP You remember the general sense of everything around you. Intellegence skills are bought at half price, and if you, the player, forgets something, the GM makes an Intellegence roll for your character, with success meaning he has to fill you in. (Take lots of NOTES) Olifactory 5AP The character never forgets a smell. Phonographic 5AP The character never forgets a sound or grouping of sounds, such as a song, or a speech. Photographic 20AP You have truly photographic memory -- you never forget anything! No IQ rolls are needed to remember anything, and mental skills are one-quarter cost. Fearlessness 2AP/+1 Gives a bonus to Willpower and Bravado rolls, only vs. Fright Checks and attempts to intimidate. Language Talent 10AP +1 to all Language skills, including Linguistics. Natural Aptitude: 10AP This means that you are genetically gifted with a "knack" for certain things. This HALVES (round up) the cost of any attribute or skill. The catch is that once the point cost of 10AP has been paid, the attribute is chosen randomly, although you may chose the skill you want after the attribute is picked. Self Control 1AP/+1 (+5 Max) +1 to Will rolls. Other: Alternate Identity Temporary 2AP/False Document Legally procured 5AP Illegally procured 15AP You can buy an extra identity, to all appearences, purchased legally: including a set of "papers," drivers' licenses, fingerprint registrations, etc. This is illegal for most people; a person with Legal Enforcement Powers can buy legal extra identities for 5AP apiece. Contact/Ally/Patron/Friend/Claim to Hospitality/Secret Patron/Enemy: Level 1; 1; Single Person; Acquaintance; Small favors; Small Area; Owe Minor Obligation; Enemies don't know you yet 5AP Level 2; 2-50; Friends; Do favors with small risk; Medium Sized area; Small Organization; Owe Great Obligation; Enemies know who you are. 10AP Level 3; 50-250; Close Friends; Do Favors with Great Risk; Reasonably powerful Organization; Enemies keep a complete file on you. 15AP Level 4; 250-2000; Lifelong Friends; Do favors at Risk of Prosecution; Huge Area; Very Powerful Orgization; Owe Life or Livelyhood; Enemies maintain orders to terminate you on sight 20AP Level 5; 20,000+; Family Members; Risk anything for you; National Level; Extremely Powerful Organization; Enemies employ people whose job is to actively hunt you down and kill you 25AP Level 6; The Government 30AP Level 7; God 35AP Tough or has special tools +5AP Sometimes +0 Full Time +5AP Fanatic +10AP Gadgeteer/Inventer: 5AP+ You are a natural inventor; this allows a character to use previously undefined "Gizmos" The basic advantage costs 5AP, regardless of the nature of the campaign In a `Realistic'campaign, "Gizmos" cost 50AP@ (Maximum of three), and need to be only minimally defined, as in "Scientific Instruments", "Mechanical Device" and so forth, then assigned a size and a mass acceptable to both the player and the GM. In a `Pulp'/Cinemagraphic Style game, they are 10AP@ (Maximum of four), and only need to be assigned a size and mass. Reputation Cost as per attribute purchase. You can only have 3 reps at one time. A reputation can help or hinder all sorts of skill and attribute rolls. Social Class 5AP/+1 Social Class Level All characters, regardless of origin have a basic Social Class of 0, unless they decide to buy up levels upon the creation of the character. A character that tries to increase their status later, may do so, but only very gradually. Anyone who figures out a way to do it in one shot will be considered "Neuveau Riche" lose the points spent and not gains any status at all. A high status reflects a high social standing. Class -4*: Outlaw, traitor, leper, "worthless scum" Class -3*: Serf, Begger, slave, Street Criminal, dole recipients Class -2*: Poor Peasant, Begger, Poacher, Miner, Huntsman, Bondsman, Outsider, Underworld figure. Class -1*: Poor tenant farmer, Urban Poor, Servant, Lackey, Well placed slave. Class 0: Freeman, Craftsman, Soldier (Ranks 0-2), Lackey, Working Stiff, Citizen. Plain old PC. Class 1: Respected member of the community such as a Doctor, University Faculty, Freehold farmer, Craftsman, Low ranking Monk, Impoverished Noble, Soldier (Officer) (Ranks 3-4), Shopowner, Merchant, Police Officer, Medieval Squire, Minor Clergyman, Alderman, or City Councilmember. Class 2: Extremely respected member of the community such as a Priest, Monk, Village Elder, Tribal Leader, Reeve/Treasurer, Constable, County Sheriff, Burgomeister, successful businessman, Great Merchant, Mob Lieutenant, Mayor of a small town, Engineer, Scientist, University Faculty, Medical Specialist, Military Officer (Rank 5), state assemblyman, Impoverished (high ranking) Noble, Unlanded knight Class 3: Industrialist, Major Local Employer, Mayor of a Large City, State Officer, Military Officer (Rank 6), Minor Celebrity or Media Figure, Mob Boss, Rich Merchant, Guild Master, Landless Knight, Lesser Landed Knight, Lesser Lord, Abbess or Abbott, Class 4: Mayor of Major Metropolis, Military Officer (Rank 7), someone found in Who's Who, Congressperson, Lesser or Minor Noble, Landed Knight, Landed Lord, Knight of a Major Order, Shire-reeve "Sherrif". Class 5: Junior Senator, Senior Congressperson, Owner or CEO of a National Corporation, Megacelebrity, Military Officer (Lowest Rank 8), Titled Noble, Bishop, Abbott or Abbess of a Great Monastary, Baron, low ranked Prince, Vizier, Royal Advisor Class 6: Major Corporate Boss, Governor of a state or territory, Senior Senator, retired President or Prime Minister of a Major Nation, President or Prime Minister of a Minor Nation, Minor King, Sultan, Powerful Baron, Duke or Subking, Archbishop, Distant Member of the Royal Family. Class 7: President or Prime Minister of a Major Nation, Monarch, Head of State, Great Sultan, King Class 8: Holy Roman Emperor, High King, Pope, Daly Lama, Calif, Ruler of several states Gives a +1 on reaction rolls for each positive difference in Class between the character and whomever they are reacting to. *These are disadvantages here to keep the table complete. Unusual Background 10AP+ The Background MUST justify the skills and powers. It it is REALLY unusual, this may cost more than the listed 10AP Wealth (Best Skill)^2*10*(Age-15+Modifiers) Modifier +1/1 (Max = Willpower) Official Position Clerical Investment 5AP You're a priest or minister of some religion, with all the rights and privileges thereof. Note that this may come with some Social Class bonuses. Diplomatic Immunity 50AP/Country You can ignore the laws of specific countries except your own with impunity. You cannot be arrested or prosecuted for _any_ crime when in those countries. Knighthood Candidate (Squire) 5AP Knighthood (SCA) 5AP Knighthood 10AP Legal Enforcement Powers At 10 points, the character has the equivalent of local police jurisdiction, and can obtain warrants, arrest criminals, and possibly carry a concealed weapon as well. At 20 pts., they can add one of the following: a)national/international jurisdiction, b)no obligation to respect civil rights, c)covert investigation powers, d)"license to kill". At 30 pts., add three or more of the above. Police, Constable 10AP FBI, Royal Guard 20AP CIA, KGB, MI-5 30AP Military Rank 5AP/Rank Level Rank 0: Enlisted, Conscript, Cannon fodder, Grunt, Dogface, Able Bodied Sea or Spaceman [E1-E3] Rank 1: Junior NCO, Squad or Platoon NCO, Legionary, Auxiliary Troop, Junior tech and specialist, Petty Officers [E4-E6] Rank 2: Senior NCO, Company or Battalion NCO, Provincial Decurion, Senior Techs and Specialists, Midshipmen, Chief Petty Officers [E7-E9] Rank 3: Lowest Officer Rank, Subalterns, Ensigns, Lieutenant, LTj.g. (Naval), Warrant Officers, Provincial Centurion, Cataphractus, Cavalry Decurion [O1-O2; WO1-WO2] Rank 4: "Company" Grade Officer; Captain, Major, Lieutenant (Naval), Lt Commander, Provincial Prefect, Centurion.[O3-O4; WO3-WO4] Rank 5: Command Grade Officer, Lt. Colonel, Commander, Tribune, Prefect. [O5] Rank 6: Colonel, Captain (Naval), Prefect of the Camp. [O6] Rank 7: Army Grade Officer, Brigadier General, Major General, Commodore, Fleet Captain, Rear Admiral, Legate [O7-O8] Rank 8: Field Grade Officer, Lieutenant General or higher, Admiral or higher, Consul [O9+] Usually, Each 3 levels of rank counts as 1 level of Status. Powers/Others Alter Probability 100AP (+/- Modifiers from designing power) The ME is the chance that a pseudo-random occurance in the target area will happen, like a gun misfiring. More difficult effects include narrowing the possibilities of exactly what happens. The character may use the ME as a modifier to any dice roll or rolls in the area of effect, at any time before they are rolled. Animal Empathy 5AP Animals and you get along great. +2 to reactions with wild animals, +4 to reactions with tame animals. +4 to any "animal" skill roll such as Animal Handling or Riding. However, you will never kill an animal w/o good reason (such as the need for food). +3 to find game in hunting situations. Armor 100AP (+/- Modifiers from designing power) The character can create a defensive wall around a person sized object that stops up to the ME used in all forms of physical or energy damage. Astral Projection: 100AP (+/- Modifiers from designing power) This allows the character's spirit or soul to separate from their body, travel along the astral plane untill the desired location is reached, to get full sensory input from where your body isn't. To do this, the character must prepare and mediate for 5d10 minutes in an area free from distractions This requires the complete Concentration, Willpower and Power aptitude of the character per phase, which leaves their body defenseless from both physical and astral attack. Being of Pure Thought 1000AP You have no physical body, existing rather in the astral plane. You can fly at a rate equal to your Move score. You can perceive the physical plane, but require psi abilities to communicate or otherwise interact with it. (This advantage basically requires a campaign with psi abilities to be of any use). Energy Manipulation: 100AP (+/- Modifiers from designing power) The character may project or control energy on a specific band of the Electo-Magnetic spectrum (such as light, heat, x-ray, radio, electricity), or project a Force (such as Telekinesis). The Modified Effect may either be a Damage Level, an addition to analyzation skills, communication range, or AV vs. attacks of the same kind. A more difficult task is channeling existing sources of energy, like using the light of a fire as a directed attack. Another Possible task is converting one form of energy into another, like light into sound, heat into pressure, etc. NOTE: Campaign variation: For the basic cost of 25AP, the character may redirect and channel existing forms of energy into the desired format. For a greater cost of 50AP, the character can generate and convert the specific energy from their own bioenergy. For the cost of 75AP, the character can convert other forms of energy into one they can control. Blast: The character can do Lethal Damage equal to the ME of the blast. Pyrokinesis: Each point of effect will raise the temperature in the area of effect (one hit location) by 5 degrees C per phase. This can quickly cause surface effects on flammable substances. Telekinesis: The ability to move matter by mental pressure or channeling of other forces. Each point of ME may move 10kg or count as an AV of 1 over the area of effect. Enlightened/Illuminated 50AP You've had a mystical experience that's essentially useless from a gaming perspective. Guardian Spirit 5AP You have a friend :) Invisibility: 100AP (+/- Modifiers from designing power) This makes the character less likely to be noticed, not transparent. The ME is a negative modifer to the Perception to all creatures which could normally perceive the creature, regardless of whether they are in the "area of Effect" or not. Luck: 100AP (+/- Modifiers from designing power) Luck is everything, a combination of all psionic abilities to make things work for the character. If the character is ever in a life threatening situation, they should make a Power roll. If they succeed, the GM should alter the circumstances so that the character is not killed. Wounded, maybe. Exactly what happens is up to the GM. However, this costs a permanent loss of a Power Point. Magical/Psionic Aptitude: 50AP The character is able to project their raw power. Medium 20AP The character can contact Spirits and hear them. Mind Attack: 100AP (+/- Modifiers from designing power) The ME is taken as non-lethal damage to the target. This requires a called shot to the head to be effective. Mind Control: 100AP (+/- Modifiers from designing power) The ME is an impairment to the Willpower roll that the target must make to resist commands. Moreover, the ME is the maximum level of skill that the controller can use through the resisting target. Mind Defense: 100AP (+/- Modifiers from designing power) The ME adds to the effective Power of the target for resisting effects of mental attacks and probes. Mind Illusions: 100AP (+/- Modifiers from designing power) The ME is a blurring of reality, a modifier to all Perception and skill rolls. Negate Entropy: 100AP (+/- Modifiers from designing power) The ME is the fraction of a damaged or impaired item that can be restored to full effectiveness. It may not be used cumulatively. Power Manipulation: 100AP (+/- Modifiers from designing power) This has no effect in an of itself, but can be used to add to the Power of the target area (including spells), thus making it more difficult for opposing spells or powers to take effect. Power Tap: 100AP (+/- Modifiers from designing power) The ME is the fraction of the natural power of an area that may be used to sustain another power or spell. This can be used to create a self-sustaining effect. Regeneration Immortality: 50/100AP A character with this advantage does not age, or does so only very slowly. In addition, they MAY regenerate lost body parts. There are two forms of immortality, permanent and limited. The permanent form is immutable. The limited form must be renewed from some outside source every few years, or else the character will revert to his or her true age at either the rate of one year per day, or one year per second. Permanent 50AP Needs Renewal 25AP Longevity/Slowed Aging 40AP Age at half rate thus living an unnaturally long lifespan. You can't take this if you have the Age disadvantage (Past age 30). Immortal/Unaging 100AP The character does not age at all Rapid healing 5AP/+1 (+5 Max) The character has a modifier to their Constitution for the purposes of determining healing times Accelerated healing: 10AP They may multiply their Constitution by (ME/10) for as many hours as the ME. The character needs to eat and drink proportionately more, or else no healing should occur. If reversable, the character will be able to slow their healing by the same amount, removing from Constitution AND speed. All Effect Times for drugs and diseases will be proportionately larger, and food, air and water requirements will be less. If Speed goes to 0, the character is essentially in suspended animation and will require NO food, water, or air for the duration of the ME. The Character may define any Effect Time up to 12 hours, and may snap out of it at any time, but speed is only regained at 1 pt per turn. Enhanced Regeneration 50 Leth Imp. # hrs NL Imp. # Mins StaImp. 1/2 in sec. POW 1/2 in min. Enhanced Reg. with Loss Replacement 75AP (Regen body parts (takes # of months x Lethal Impairment) Leth Imp. # hrs NL Imp. # Mins StaImp. 1/2 in sec. POW 1/2 in min. Superhuman Regeneration 75AP Leth Imp. # Mins NL Imp. # Secs StaImp..5/.1secs POW 1/2 in sec. Superhuman Reg. with Loss replacement 90AP (Regen body parts (takes x10 as long as for wound to heal) Leth Imp. # Mins NL Imp. # Secs StaImp..5/.1secs POW 1/2 in sec. Metahuman Regenerative 500AP Leth Imp. # Secs NL Imp..5/.1sec StaImp..5/.01s POW .5/.1sec Semi-Divine Regeneration 1000AP Leth Imp. # Secs NL Imp..5/.1sec StaImp..5/.01s POW .5/.1sec Divine Regeneration 5000AP Leth Imp. .5/.1s NL Imp..5/.01s StaImp..5/.001s POW .5/.01sec Resistance (Magical/Psi) 5AP/+1 Acts as an impairment from Modified Effect of any psionic or magical attempt where the resistant character is the subject. However, it also acts as an impairment to the BASE Effect of any attempts to use psionics or magic _by_ the resistant character. This can't generally be "turned off" Shapeshifting One Form 50AP Multiple forms 100AP Any form 500AP Telepathy: 10/25AP Basic Telepathy (10): This is essentially "Mind Reading", and can be two way if the user desires it. Range is line of sight for mind reading, and if the target makes a Perception roll, they realize that someone is reading their mind, and can try to break contact. Only surface thoughts can be read, so reading from uncooperative individuals is difficult. No translation ability is gained, but images can be used instead of words. The ME is the rate of communication in Words per second. Advanced Telepathy (25): Initially Range is Line of Sight, but Psychic links or rapports can be installed to increase range or intensity of contact. Teleport: 25/50/100/200AP The ME is the distance in meters (or tens of meters, hundreds of meters, or thousands of meters, depending on the cost. 25/50/100/200 AP) that the character may be traversed without crossing the intervening space. The area to be teleported must be in view, or well known, for the teleport to succeed. The character can't teleport into anything more dense than water, and if there is anything blocking the teleport site the character will either rebound to the location they started from, or else will shift to the nearest unblocked area. Time Alter: 100AP (+/- Modifiers from designing power) The ME is the modifier to the flow of time in the area of effect in 5% increments. Transform: 100AP (+/- Modifiers from designing power) The ME is the temporary modifier that can be placed on the attributes of any object, like AV, Mass, physical character attributes, etc. Wyrd/Fate/Destiny (Good) The character has a destiny. Great (Become Ruler) 15AP Major (Place of Death) 10AP Minor (Help hero) 5AP