Freedom Throughout the Ages
Control powers provide control over different energies, elements, forces, or materials.
Device: Control Devices often take the form of directed items: guns, wands, and other sorts of things you can point at a target. They can also be worn items like a crown, circlet, or helm, a ring, or a pair of gloves.
Animal Mimicry (Cost x2 Per Level)
You can duplicate the powers of any one animal within sight and use them yourself. Unlike Power Duplication, touch is not required. You gain all the target’s powers at their existing level or your Animal Mimicry level, whichever is less. So if you have Animal Mimicry 4, any powers you duplicate are limited to a level no greater than 4.
You retain any duplicated powers until you choose to duplicate another set or you are rendered unconscious, in which case you lose any previously duplicated powers.
Bonus Power – Spontaneous Mimicry: As a bonus power, you can mimic a number of animals without them being within sight. The number of animals in your repertoire is equal to half your power level. So if you have Animal Mimicry 6, you can have a list of three animals whose powers you can duplicate without those animals being present.
Bonus Power – Any Animal: As a bonus power, you can mimic the powers of any animal within site.
Alteration Ray (Power Group)
This power group is made up of Alteration Powers you can use on others rather than yourself(see
Alteration Powers). Choose an option from the list below:
Density Ray: You increase the target’s density.
Growth Ray: You enlarge the target.
Invisibility Ray: You make the target invisible.
Phasing Ray: You make the target intangible.
Shrinking Ray: You shrink the target.
Transformation Ray: You transform the target into a different shape, like a use of Transformation.
You have to make a Coordination test to affect the target. A successful hit subjects the target to the effect of the Alteration Power. See the individual power descriptions for details.
You can endow inanimate objects with the ability to move and act on your command. Objects have Strength equal to their Strength (see Difficulty Modifier Table Reference), Prowess and Coordination equal to your power level, and Stamina equal to their Strength. They have no mental abilities.
The attacks and movement abilities of animated objects depend on their shape and size, but are generally based on their new Strength and Coordination. You can only animate objects with Strength of your power level or less, and weighing no more than Strength of your power level could lift (see Difficulty Modifier Table Reference).
Elemental Control (Power Group)
This power group includes abilities to control different elements. Each type constitutes a separate power: Air Control, Darkness Control, and so forth. Choose one of the listed options. You can only manipulate an existing source of the element; you do not possess the ability to spontaneously create it. The GM may limit your effective power level based on the amount of the element available for you to control. Light Control is limited in areas of dim illumination, for example, and useless in complete darkness. Clever foes may try to cut you off from your element to weaken you or render you powerless. Choose two of the following power effects you can perform with your Elemental Control. You can acquire the others as bonus powers:
Attacking: You can wield your element as an attack, like a Blast at your Elemental Control power level.
Creating: You can spontaneously create your chosen element, giving you an unlimited source of it to control.
Defending: You can use Elemental Control to defend against attacks like a Force Field at its power level.
Detection: You can detect the element you control, like the Detection power at your Elemental Control level.
Moving: You can use Elemental Control to lift and move objects of your chosen element, and possibly others as well, by using the element as a medium. You do so with Strength equal to your Elemental Control level.
Shaping: You can control your chosen element to form different shapes as you will, up to an amount you can move (based on your power level). You can shape the element into walls and simple geometric forms, and even more complex shapes with a suitable power test; the GM sets the difficulty level based on the desired shape. Such objects retain their shape for as long as you maintain them, although stable forms (such as shaped earth or metal) may remain so, at the GM’s discretion.
Choose one of the following Elemental Types below:
Air: You can manipulate winds to attack, create protective barriers, move objects, etc.
Cold/Ice: You can generate blasts of freezing cold or deadly icicles, form objects out of ice, etc.
Darkness: You can manipulate darkness and shadows to blind opponents, block sources of light, etc.
Earth: You can manipulate the ground to attack, create walls of earth that act as armor, move objects, etc.
Electrical: You can manipulate electricity to attack, create force fields, move
Fire: You can manipulate fire to attack, increase or decrease the temperate of a flame, create a wall of fire like a force field, etc.
Gravity: You can manipulate gravity to make things lighter or heavier, create gravitic shields, move objects, etc.
Light: You can manipulate light to attack, blind opponents, create force fields, etc.
Magnetic: You can manipulate ferrous metals to attack, create walls of metal that act as armor, move metallic objects, etc.
Radiation: You can manipulate radiation to attack, create force fields, heat up objects, etc.
Sound: You can manipulate sound waves to attack, deafen, create force fields, etc.
Water: You can manipulate water to attack, create walls of water that act as armor, move objects, etc.
Weather: You can manipulate the weather. This power can be especially powerful since it allows a character to manipulate air, lightning, rain, fog, and any other aspect associated with storms/weather. This selection costs X2 per level.
Bonus Power – Additional Effects: You may choose an additional Power Effect listed above for each Bonus Power.
You can restore lost Stamina and Strength to others by touch. You heal up to your power level in Stamina per use and you can use Healing up to twice on any given subject per day. Additional Healing uses cost you a point of Determination per use. A use of Healing can also restore one lost Strength level. This requires a Healing (3) test. If the test fails, the lost Strength is restored, but the healer loses a level of Strength, which must be recovered normally through rest. Healing 8+ automatically succeeds at this test, you don’t have to roll.
Bonus Power – Disease/Toxin Healing: As a bonus power the character may be able to eliminate the effects of some diseases and toxins. This generally requires a Healing test, with the difficulty based on the potency of the disease or toxin, and at least a moderate success, although major success may be required in some cases, with moderate success just holding the malady at bay temporarily, rather than curing it.
You can control plants within extended range, forcing them to twist and turn and using them to wrestle, attack opponents, or block attacks using your Plant Control level in place of the usual abilities for those actions.
Bonus Power – Plant Growth: As a bonus power, you can make plants grow rapidly in an area, giving you more to control.
You have the ability to nullify — completely negate — the powers of another within extended range. Roll a Power Nullification test, with the opposing power’s level as the difficulty. If the attempt fails, you suffer damage equal to one-half (round up) the level of the targeted power. With a moderate success, the targeted power works at half its effectiveness (round up). With a major or better success, the power is negated (reduced to an effective level of 0) for a number of pages equal to your power level.
Bonus Power – No Fail Consequences: As a bonus power you can choose to suffer no feedback damage on a failed Power Nullification.
Probability Control (Cost x2 Per Level)
You can exert some influence over random chance. This power gives you extra Determination equal to its level, usable only for determined effort and retcons. These points renew along with your normal Determination but are not otherwise affected by changes to your Determination total.
Choose one of the abilities below:
- Probability Control for “good luck.”
- Probability Control for “bad luck.”
Good luck Probability Control is good for determined effort and retcons explainable as “lucky breaks.” Bad luck Probability control works in reverse: you can use determined effort to reduce the efforts of others, the opposite of determined effort for yourself, giving those tests a -2 penalty for each Determination spent. You can also retcon “unlucky breaks” for others.
Unlike normal uses of Determination, the points from your Probability Control do not require tagging one of your aspects to use them. In effect, your power itself is the associated “aspect” for the points: you’re “tagging” your “good luck” or “bad luck” to use them. In some cases, the GM may require you to make a power test against an appropriate ability of a target (such as Willpower) to inflict bad luck on them.
You have the ability to move objects in visual range without touching them. The power’s level is treated as its Strength for lifting and moving things. Use your Willpower as your telekinetic “Coordination”.
Bonus Powers – Additional Effects: You can also acquire the following bonus powers:
Attacking: You can strike targets with bolts of telekinetic force – using Willpower in place of Coordination for the Blasting or Throwing test. A successful attack deals damage equal to your Telekinesis level.
Defending: You can use your Telekinesis like a Force Field (see Defensive Powers) at your Telekinesis power level.
Moving: You can lift and move yourself, giving you Flight (see Movement Powers) at your Telekinesis power level.
Time Control (Cost x2 Per Level)
You can exert control over the flow of time, allowing you to perform a number of effects. Choose two you can do when you get this power:
- Slow down time relative to you, giving you Super-Speed at your Time Control level.
- Slow down time for those within close range, giving you Fast Attack at your Time Control level.
- “Freeze” time around a subject, like the Paralysis power (p.50) at your Time Control level.
- Place someone (including yourself) in a state of suspended animation, with time slowed to suspend the effects of a condition like poison or the loss of Strength levels while dying. One minute passes for the subject for every (power level x 10) minutes in the outside world.
- Summon duplicates of yourself from alternate timelines, like the Duplication power at your Time Control level.
- Travel in time, going into the past or future or alternate timelines. It’s up to the GM whether or not you can actually change history by traveling into the past; by default, assume you create a divergent or parallel universe if you “change history.” Likewise, any future you visit is only a “possible future,” not necessarily set in stone. See Postcognition and Precognition under Sensory Powers for more about interacting with the past and future.
Bonus Power – Additional Effects: You may choose an additional Power Effect listed above for each Bonus Power.
Transmutation (Cost x2 Per Level)
You can transform chemical elements and compounds, turning non-living materials into different non-living materials. Transmutation doesn’t affect living beings and can’t create animate beings out of inanimate matter (see the Transformation Ray and Animation powers to do those things). To transform an object, make a Transmutation test against the object’s Strength (see Difficulty Modifier Table Reference): success turns the object into the desired material. You can only affect objects as a whole and only as much mass as Strength of your power level could lift. You also must have a limitation on your Transmutation power. Choose one of the following or work out a similar suitable limitation with the Game Master:
- You must touch objects to transmute them. (Transmutation normally works at extended range.)
- Your transformations only last for 10 pages, then revert to normal. (Transmutation is normally permanent until reversed.)
- You affect a very limited mass, less than the amount for level 1 Strength, as little as a few pounds.
- You can only affect a particular state of matter: solid, liquid, or gas, and can’t transmute other matter. (Transmutation normally affects all states of matter.)
- Transmutation is especially taxing for you, causing you 2 points of Stamina damage each time you use it.
- You must spend a point of Determination in order to use Transmutation.
Wizardry (Power Group) (Cost x2 Per Level)
You have the ability to do virtually anything, duplicating the effects of other powers at your Wizardry power level. You can only use one Wizardry power per page, although you can maintain multiple Wizardry powers equal to your power level. Your Wizardry power level is linked to one of your mental abilities (Intellect, Awareness, or Willpower) and cannot exceed your level in that ability, reduce a rolled value above that level to your ability level. At the GM’s discretion, an appropriate Specialty (such as Occult) may increase the effective level of your ability.
Choose one of the following types of Wizardry. You can also make up other types with the Game Master’s permission.
Cosmic Power (Awareness): You can simply will effects into being using a cosmic or primal power. Choose a suitable weakness for your Cosmic Power, such as an inability to affect a certain subject (material, color, etc.).
Gadgets (Intellect): You have or can produce a wide range of devices, giving you various powers. Your gadgets can be taken away from you, however, just like other devices.
Magic (Willpower): You can cast spells to create magical effects. Most spells require the ability to freely speak and gesture. If you are held, gagged, or otherwise unable to gesture or speak, you cannot cast spells.
Choose two Power you can duplicate with your Wizardry. Any power is a potential Wizardry power stunt.
Bonus Power – Extra Powers: As a Bonus Power you can choose an additional Power to duplicate with your Wizardry.