MEGA-EDGES |
Mega-Might: * | Scale is increased by an additional +1 for Throwing and Lifting Objects. Objects Gain Thrown and Pushing tags. Gains Enhancement to Strength related checks equal to rating. Reroll 9's. |
Mega-Dexterity: * | Are able to removed rank complications for dexterity rolls. Gain's Enhancement on Dexterity checks equal to Rating. Reroll 9's. |
Mega-Stamina:* * * | Time to resolve Injury complications lowered by 1 time rank. Gain's Enhancement rating on all Stamina related checks. Reroll 9's. |
Immortality: 3 | Requires, Ascended or Somatic. Requires Stamina 5 and Power 8. Upon Death the Character loses 10 power points and their body atomizes. Rank 1 = 10 days. Rank 2 = 10 minutes, Rank 3 = 10 rounds. |
Toughness: 3 | Adds Armor rating equal to Rank up to their Mega-Stamina rank to soft armor. Armor is treated at Complete (3). Current +3 Soft Armor. |
Regeneration: 1 | Costs 1 Psi to Heal dmg equal to your Mega-Stamina at a cost equal to the damage penalty. 1 for Bruised lvls, 2 for Injured lvls, 4 for Maimed levels |
APTITUDES |
QUANTAKINESIS |
Noetic Sight: This allows the Ascended to detect, identify and discern the types of powers any superhuman type or Quantum infused area. This detects even powered down or non active quantum effects within range of the Ascended's sight. Details are based on Cunning + Psi check. Successes reveal detailed information about any powers and effects in a target regardless of its origin or source. |
Noetic Sense: This allows the Ascended to sense the use of quantum powers or effects within their attunement range when they are not directly looking at it. This includes the use of powers, biokinetic enhancements, subtle powers like clairsentients scrying. They can discern the aptitude, mode, and dot rating of the power within the location. With Quantum powers and Talents, they can only detect the presence of them and their function, such as damaging, defensive, concealing, etc. |
Energetics: * * * * * |
Conversion: If successful, the character can transform one type of energy in their radius into another type of energy. Used defensively, this Can use successes to negate energy attacks. |
Production: Costs 1 psi point. Creates a burst of any type of energy. This hits with the appropriate damage equal to the Mode rating. By spending 1 success, they can add Deadly, or Nonlethal indirect tags. An additional power point expands this attack to an area attack that hits everyone within his initial targets close range. They can also produce this on a much smaller level, creating light, sparking fires, heating up food or beverages and the like. |
Destruction: Costs 2 psi points. This allows the Ascended to destroy energy by transforming it into sub-quantum particles. they can protect a single target within their radius from damaging energies by increasing the difficulty of all attempts to use Inflict Damage stunt and reducing the damage rating of all forms of indirect damage. Used subtly, this power can drain batteries and power packs from vehicles and weapons. This can effectively render most technology useless. |
Change Properties: Costs 3 psi points. Success allows the Ascended to alter any specific type of energy occurring within their radius per success spent. This change doesn't effect the energies other properties. Examples would be, like causing electricity not to be conductive through metal, or removing fires ability to burn organic material, etc. |
Null: Costs 4 psi points. This give the Ascended complete control of how they interact with energy. Within this zone, the Ascended is not affected by these energies in any way they do not permit. They can add one other target to this power per power point spent as long as that target is in their radius. The Ascend might become completely invisible deciding they transparent to light, partially or entirely immune to gravity, or impervious to heat or electricity within the zone. They can also sense everything around them normally regardless of other senses. |
Fundamentals: * * * * * * * |
Resist: Successes impose difficulty to a targets power activation rolls. |
Shield: Costs 1 psi point. When attempting to shield against a power, the Ascended imposes a complication with a level equal to one for every two successes on all powers used against the Ascended. |
Drain: Costs 2 psi points. This allows the Quantakinetic to roll a Difficulty equal to targets power trait. The Ascended drains half their mode + Successes of that targets power points. |
Manipulate: Costs 3 psi points. This allows the Quantakinetic to alter the properties of as though they cast the power themselves. They can also buy down the power, by spending the same points the caster spent to cause a power to fail. |
Transference: Costs 4 psi points. This allows the Quantakinetic to clear away corruption, taint and flux in a target or area. Roll against a difficulty equal to the areas corruption area. Successes floods the area with psi energy and purifies everything within. |
Fundamental Harmony: Costs 1 psi point per scale enhancement. When using a power from Fundamentals, you can increase the scale of the power by spending additional power points. |
Shutdown: Costs 10 psi points. Roll Power rating toward a difficulty of the targets Power rating. Success temporarily denys the target access to any power beyond human range. Shutting down a being made of pure psi or pure corruption will destroy the target. |
Transmutation: * * |
Molecular Scanning: This allows the Quantakinetic to sense the make up of. They can sense weak spots, hard points, understand the physical composition, and even know the best way to repair a structure. Successes, lower a target's armor rating. |
Malleability: Costs 1 psi point. The Quantakinetic exerts control over the shapes and forms of solids, liquids, and gases. |
PSYCHOKINESIS |
Distant Touch: Successes lets the character sense the surfaces of all objects and precisely the determine all movement in a radius of short range. This removes all Complications or increased difficulty caused by reduced visibility. |
Nudge: This allows the Character to move one tiny object, but can spend one success to increase the size of to small. They can move the item at a speed scale of 1, but may spend successes to increase it to scale of 2. |
Indokinesis: * * |
Harden: Costs 1 psi point. This allows the psion to strength the molecular bonds in any target. Essentially organic targets gains +1 soft armor per success up the Mode rating. Inorganic targets gain +1 composite armor up the mode rating. |
Weaken: Costs 1 psi point. This allows the psion to weaken the molecular bonds in any target. Essentially the target loses -1 soft armor per success up the Mode rating. Inorganic targets lose -1 composite armor up to the mode rating. |
Telekinesis: * * * * * * |
Tow: Success lets the Ascended telekinetically move objects of up to their Size parameter within their range. Every two successes allow the Ascended to increase the object's size by a maximum of +1. The object moves at a scale speed of 1 or space speed 1. |
Remote Hands: If successful, the Ascended can manipulate objects up to their radius away. The telekinetic can use this power with their Power rating as Might. This lasts their mode dots in minutes. |
Velocity: Costs 1 psi point. The Ascended can increase or decrease the speed of any object by 1 scale per 2 successes. Space speed can be increased by 1 for every 3 successes. Targets the as large as the Ascended's size or lower can be increased by 1 for ever 1 success. This can also accelerate bullets or like sized objects to deal incredible damage. Mode rating for Enhancements. Tags for this attack can be Automatic, Brutal, Deadly, Piercing, and Spread. |
Kinetic Enhancement: Costs 2 psi points. Success gives the character a wide range of abilities. They can enhance their Might by one dot per Success. No more than the Ascended's Power Rating can be added to Might, though this can only take the Might score up to 10. Extra successes can be used on Enhancements. This also gives the Ascended the ability to fly at a speed scale equal to the dots in this mode. Additional successes and increase a maximum of +1. Speed scale 6 is the fastest possible without use of Telekinetic Mastery. The Ascended can carry others by spending a power point or extra success per person up to their mode level. |
Telekinetic Dynamics: Costs 3 psi points. For the Duration of this power, the Ascended gains +1 Enhancement to all Telekinesis rolls that are part of mixed actions. In addition, the Ascended reduces the cost of using any one of his other Telekinesis powers by 1 power point. The Ascended can use Kinetic Enhancement to cause a number of targets within range, up to his Mode dots, to fly, and can increase the number by spending 1 success per additional target. This power last his Mode Rating times his Duration. Alternatively, the Ascended can cause one object within his range to explode. This can affect any object with their size parameter -1. Anyone within close range of the explosion suffers damage equal to his Mode rating. This attack possesses the Deadly tag. Targets within short range are hit with damage equal to half the Ascended's Mode rating rounded up with no tags. This will not explode a living creature. |
Telekinetic Mastery: Costs 1 psi point per scale enhancement. When using a power from telekinesis, you can increase the scale of the power by spending additional power points. |
Perikinesis: * * * * * * |
Kinetic Shield: Cost 1 psi point. Can generate a shield that blocks physical attacks with a Defense equal to your Mode. Can be activated reflexively. |
Energy Shield: Cost 1 psi point. Can generate a shield that blocks energy attacks with a Defense equal to your Mode. Can be activated reflexively. |
Shaped Projection: Cost 1 psi point per size scale. Can create a shield barrier with a size equal to your Psi rating as well as tools, weapons or armor. Created Items have a duration of 1 scene, Armor created will have 1 soft armor rating per Psi point spent up to the mode Rating |
Bulk Shielding: Costs 2 psi points. Can create Multiple Force Fields. This adds the Character's Mode Dots to a targets soft armor. The number of individuals that can be shielded are equal to the successes. Can Shield an enemy to slow their movements, inflicting Mode/3 difficulty on any action that requires movement. Lasts Mode Dots x duration. |
Selective Permeability: Cost 1 psi point. This power lets the player stop or allow any substance, material or energy type through their shields. |
Perikinetic Mastery: Costs 1 psi point per scale enhancement. When using a power from perikinesis, you can increase the scale of the power by spending additional power points. |
PATHS & CONTACTS |
Supernatural Outcast: * * * * - Haunted and Stalked by Supernatural Events and Beings. Skills: (Empathy, Enigmas, Integrity, and Science). Edges: (Danger Sense, Iron Will, Cool Under Fire, Keen Sense, Indomitable, Striking). |
The Green Woman, Associated Nature Spirits - An ancient Nature Spirit that turned out to be Danan. The mother and watcher of life on Earth. |
Lyl, Associated Flux Spirits - A demonic presence that until recently was tied to him. She used to also possess his best friend Alice. |
Marie Laveau - Mythical and powerful Witch who lives in New Orleans. |
Hades and Hel, Associated Gods of Death - Keepers of the Underworld and the transition of Mortal souls. |
Guardian: * * - Strives to protect those he cares about and to a lesser degree mankind as a whole. Skills: (Aim, Athletics, Close Combat, Command). Edges: (Adrenaline Spike, Big Hearted, Tough Cookie, Forceful Martial Arts, Precise Martial Arts, Against the Ocean, Waiting to greet the Storm, Armor Expert, Endurance) |
Master Han - Ancient Psionic Master, Founder of the Aeon Society. |
Loretta (Lori) La'Fluer - Ancient Witch, (Known as the Goddess Eir) who resided in American, originally from 5000 BCE Norway. Also Sevren's Grandmother |
Aeon Society: * *- Works with the most respected and established organization for superhuman affairs in the world. Skills: (Humanities, Persuasion, Science, Larceny). Edges: (Followers, Library, Wealth, Alternate Identity, Artifacts, Wonderous Items.) |
Master Han - Ancient Psionic Master, Founder of the Aeon Society. |
James Black - Sevren's uncle and paranormal detective for the Aeon Society. |
ADDITIONAL PATHS & CONTACTS |
Ghost Shadows: * - New Orleans Thieves Guild. Skills: (Athletics, Enigmas, Larceny and Survival.) Edges: Adrenaline Spike, Alternate Identity, Always Prepared, Danger Sense, Hair Trigger Reflexes, Hardy, Mr Fix-it, and Tough Cookie.) |
John Paul Manuel (Ghost) - New Leader of the Thieves guild who became a superhuman who renamed the Thieves guild, the Ghost Shadow, to honor the fallen members of the guild. |