Pulp Powers

Absolute Vision
Adventure Cost: 3
Action Value: PER +6
Range: Self
Tech Rating: 25
System Limit: 12
This power gives the character 360-degree vision and improved vision. Using the power is a simple action, and must be taken as an action. The power value is used instead of PER for vision perception rolls.

Adrenaline
Adventure Cost: 10
Action Value: TOU + 2
Range: Self
Tech Rating: 26
System Limit: 9
This power lets the character tap into their reserves, removing all shock damage and boosting their STR and DEX. The difficulty of the roll is the time they want to be boosted; the result points are read off the Power Push table and added to STR and DEX. If the roll is failed, the power is burned out until 3 additional possibilities are paid.

If the character tries to use this power more than twice a day, then shock damage is not healed, each additional attempt causes an extra +1 to the difficulty, and each raound of use causes 1 shock point.

Animal Companion
Adventure Cost: 3
Action Value: CHA + 5
Range: Unlimited
Tech Rating: 26
System Limit: 7
This power gives the character one specific animal companion that is loyal to them and with which they have a strong bond. They will do anything for each other, and can manage to communicate...the animal will understand the character's speech, and the character will just understand what the animal means.

There is a DN of the animal's Spirit to send the companion away on a dangerous mission, the only time a roll is needed.

Animal Friend
Adventure Cost: 3
Action Value: CHA + 2
Range: User's Voice
Tech Rating: 26
System Limit: 7
This power gives the user the crude ability to communicate with all members of the animal kingdom. This communication is limited to very simple "communications" since almost all animals are only capable of communicating very simple ideas and feelings. You couldn't use this power to stroll up to an elephant and ask if he has seen three trucks full of shocktroopers recently, for example. But you could ask "Is danger present?" or "Where is the nearest danger?" To ask one question successfully, the user must make a roll with a DN of the animal's Spirit.

If the animal is of the same inclination as the character, then the character can get the animal to perform one simple task by making a roll with a DN of the animal's Spirit. If the task would put the animal at risk, a Superior success is required.

Note: Not all animals have inclinations. Of those that do, about 90% are Good.

Brainbuster
Adventure Cost: 3
Action Value: MIN+5
Range: 15 meters
Tech Rating: 28
System Limit: 10

Brainbuster inflicts mental damage against a target. To use it, the character must maintain eye contact for a full round (successful Maneuver in combat). If the contact is kept, the power total is compared to the target's Willpower, doing mental damage, which can only be healed by time, psychology or powers.

If the attack results in negative result points, those are read as damage on the attacker.

Chameleon
Adventure Cost: 5
Action Value: CHA+5
Range: Self
Tech Rating: 27
System Limit: 9
This power lets its user change her appearance. Any roll succeeds, but the roll provides the DN for anyone else to make a Perception roll to notice something wrong.

Mass, height, sex, etc., cannot be changed with this power, but a good enough success means the user can make a reasonable try of it.

Claws
Adventure Cost: 2/3
Action Value: STR + 3
Range: Self
Tech Rating: 25
System Limit: 10
This power gives the character claws on their hands. Normal claws have an adventure cost of 2, retractable claws have an adventure cost of 3. Unarmed Combat skill applies.

Darkness
Adventure Cost: 3
Action Value: STR + 5
Range: 2.5 meter radius globe centered on character
Tech Rating: 27
System Limit: 12
Use of this power creates a field of darkness around the character. The skill roll is the DN of a Perception roll to see the character or anything else in the darkness. Attacks on an unseen character are at -5 to hit. The user of the power can see through it.

Dazzle
Adventure Cost: 3
Action Value: STR +2
Range: 25 m
Tech Rating: 20
System Limit: 12
This power creates a flash of light that can blind an opponent. The power total is compared to the target's Dexterity; the number of success levels is the number of rounds the target is blinded. A blinded character has their Dexterity (and all skills therefrom) reduced by 3.

Dispersal
Adventure Cost: 5
Action Value: TOU + 10
Range: Self
Tech Rating: 31
System Limit: 5
This power lets the user become incorporeal. They may pass through objects with a Toughness equal to or less than their power total. All physical attacks on the character have the power total treated as armor. The character may make no physical attacks.

Characters with Dispersal 20 or less look like vague, misty versions of themselves. At Dispersal 30 or greater, the character is a nearly invisible mist.

Unless the character has a special movement power, they move at DEX-4 while dispersed.

Electro-Ray
Adventure Cost: 4
Action Value: STR+10
Range: 3-10/11-25/26-60
Tech Rating: 27
System Limit: 7
This is the power to throw electrical bolts. To-hit rolls are based on Dexterity, though skill adds may be bought for this attack.

Whenever a positive bonus number is rolled, the player has the option of using it on damage or using 0. If they use the positive bonus number, they take 2 points of shock damage as fatigue.

Far Vision
Adventure Cost: 2
Action Value: MIN + 10
Range: Value
Tech Rating: 25
System Limit: 10
This power lets the character see what is happening to one specific target, giving them a vision as though they were 10 meters away from the target.

Fear
Adventure Cost: 4
Action Value: Cha + 2
Range: 15 meters
Tech Rating: 27
System Limit: 7
This is the power to generate irrational fear in opponents. To use the power, the power total is compared to the target's Spirit. A 'spooked' character always goes last in the round.

A minimal success results in the target being spooked for 1 round. An average success spooks the target for 2 rounds. A good success spooks them for 3 rounds and stymies them. A superior success spooks them for 4 rounds, stymies them, gives them -5 to all totals, and forces them to try and run.

On a spectacular sucess, they will either surrender immediately (if the Fear-ing character is Good), or take the result points as mental damage (if their nemesis is Evil). Evil characters can kill through fear.

Most characters with this power have some trademark action (a laugh, a scream, a pose) associated with the power.

Fire Blast/Fire Wall
Adventure Cost: 5
Action Value: STR + 10
Range: 3-10/25/40
Tech Rating: 30
System Limit: 10
This power lets the character shoot a jet of flame or create a circular wall of flame about them. The wall has a 2.5 meter radius.

The power value is the damage value of the fire blast or fire wall. The fire wall can be maintained for a number of rounds equal to the character's Toughness. It takes 1 minute to recharge. Use of the fire blast attack causes 2 shock points as fatigue.

Flight
Adventure Cost: 3
Action Value: DEX
Range: Self
Tech Rating: 24
System Limit: 12
This power lets the character fly under their own power. The Power value is the speed of flight.

Fog Screen
Adventure Cost: 3
Action Value: TOU + 5
Range: 5 meter radius globe around user
Tech Rating: 21
System Limit: 13
This power lets the character create a globe of fog or smoke that blocks others' view. The globe lasts for 10 rounds or until dispersed. All attacks aimed at a target in or behind the fog are at -5 to hit. The power value is the DN of Perception rolls to find something in or behind the fog, though making such a roll does not cancel the penalty.

The character is immune to the effects of their own fog screen.

Force Field
Adventure Cost: 5
Action Value: TOU + 10
Range: 2.5 meter radius globe around the character
Tech Rating: 30
System Limit: 10
The force field power surrounds its user in a globe of invisible energy. The value of the power is the user's armor value, and the force field can also absorb damage. If the force field is 'knocked unconscious', it disappears for the rest of the combat. If mortally wounded, it loses 1 shock until it reaches 0, then 'falls unconscious'. If it receives 4 or more wounds, the power is lost forever.

The force field retains no damage between uses. The power may be used for a number of rounds equal to the user's TOU. The power must be rested for 1 minute between uses.

At values of 20 or more, air and other gases do not penetrate the field.

Grow
Adventure Cost: 5
Action Value: STR+7
Range: Self
Tech Rating: 30
System Limit: 5
This power allows the user to triple their height (while remaining proportional) for a number of rounds equal to their power value.

When at full size, the user's strength is increased to the power value. Their toughness is likewise increased by 7 or to the power value, whichever is less.

All physical attacks on the grown character are at +5 to hit.

Ice Blast/Ice Wall
Adventure Cost: 5
Action Value: STR + 10
Range: 3-10/25/40
Tech Rating: 30
System Limit: 10
This power is identical to fire blast, except that it cannot be used in extremely dry conditions, and the ice wall has a Toughness equal to the power value.

Illusion
Adventure Cost: 6
Action Value: MIN + 2
Range: Value
Tech Rating: 28
System Limit: 9
This power allows the user to create illusions in the minds of others, capable of fooling all the senses. The user's power value is the DN for anyone to make a Perception roll and see through the illusion (such a roll is at +3 if another character has seen through the illusion already and tells the rolling character).

Illusion-caused damage is only the result of mental stress, and wears off once the illusion has been stopped or seen through.

Invisibility
Adventure Cost: 4
Action Value: MIN+10
Range: Self
Tech Rating: 31
System Limit: 13
This power makes the character invisible in the visible spectrum. The power may be maintained for a number of rounds equal to the character's Mind. The power value is the DN for any Perception checks to find the character. Attacks on an invisible character are at -3 if the Perception roll to find the character are made, -10 if it is not.

Jump
Adventure Cost: 2
Value: DEX-3
Range: Self
Tech Rating: 23
System Limit: 6
This power lets the character jump remarkable distances. The power value is the character's long jump limit value. They can jump straight up for power value -3 in distance.

Magnetism
Adventure Cost: 2
Action Value: STR + 10
Range: 30 meters
Tech Rating: 28
System Limit: 13
Magnetism lets the character attract or repel ferromagnetic material. If the bonus rolled is positive, the power acts in the desired fashion; if the bonus rolled is negative, the power works, but in the opposite mode.

The total weight affected is the power total. The maximum speed of the pull or push is 1/2 the power total.

The power is normally on for five rounds. To reverse the polarization or turn the power off early requires a new roll.

Mega-Hearing
Adventure Cost: 3
Action Value: PER + 5
Range: Self
Tech Rating: 25
System Limit: 10
This power lets characters hear sounds at a fair lower volume and greater distance than normal, but does not let them filter out other noise.

Mega Scent
Adventure Cost: 3
Value: PER + 5
Range: Self (~50 m)
Tech Rating: 27
System Limit: 6
This is the power of an incredibly good sense of smell. The character may use their Mega Scent value instead of Find skill to find hidden characters or objects with distinctive smells within 50 meters. Higher levels of success let them identify particular creature types or individuals at a distance. Many substances can be identified through Mega-Scent.

Mega-Sight
Adventure Cost: 3
Action Value: PER + 5
Range: Value
Tech Rating: 25
System Limit: 10
This is the power of incredibly good eyesight. The power value may be used on all sight-based Perception rolls, and anything in range with a clear line of sight may be looked at as though it were at a few inches' range.

Mind Controd
Adventure Cost: 5
Action Value: MIN + 5
Range: 5 m for initial control, then unlimited
Tech Rating: 28
System Limit: 8
This power lets the user take over someone else's mind, giving them verbal or telepathic orders that they must follow. The DN is the target's Mind. The power total is the value of the duration of the control. The victim gets (5 - levels of success above average) attempts to shake off the control, which are spaced evenly through the duration.

The shakeoff attmempt is a Mind roll against the controller's Mind.

Orders that are particularly unpleasant to the victim give them an automatic attempt to shake off the control, if they have any attempts left, with a +3 bonus. Other events, such as a friend trying to shake them out of it, can let them use another shakeoff attempt without the +3 bonus.

Mind Control may not be used on multiple targets, and does not confer the ability to telepathically send orders.

Mind Reading
Adventure Cost: 5
Action Value: MIN+5
Range: 25 Meters
Tech Rating: 28
System Limit: 7
This power lets the character scan other people's thoughts. Minimal or average success gives very surface thoughts and emotions. Good success gives full thoughts, with some context. Superior success gives carefully hidden thoughts. Spectacular success lets the character rummage through the target's memories.

Mind Reading may not be used on multiple targets and does not allow for projecting thoughts.

Regeneration
Adventure Cost: 5
Action Value: TOU
Range: Self
System Limit: 6
When this power is activated, the character may remove a K, an O, or one wound. O's must be removed before K's, which must be removed before wounds.

To remove an O or K requires a power roll of TOU-3. To remove Wounded, the DN is TOU. To reduce Heavy Wound to Wound is TOU +3. To reduce a Mortal Wound to a Heavy Wound is TOU +6. If any roll fails, the player may not use their power again until they have healed past that level by other means.

Running
Adventure Cost: 3
Action Value: DEX
Range: Self
Tech Rating: 22
System Limit: 10
The power value of this power is the character's running limit value.

Sense Magic
Adventure Cost: 1
Action Value: PER + 7
Range: Value
System Limit: 9
This power must be consciously activated. When it does, the power total is compared to the casting total for each magic item, ward, or spell within range. Success lets the character know that the item is magical and active, and will usually let them identify the realm of origin, and skill/pattern knowledge involved. The power, once activated, lasts for ten minutes, and takes 12 hours to recharge.

Shrinking
Adventure Cost: 12 (!!!)
Action Value: DEX+5
Range: Self
Tech Rating: 31
System Limit: 5
This power lets the character shrink to 2 inches high, with proportional build. They get +5 DEX and +10 Stealth, but -5 STR, TOU, and Running.

Sonic Scream
Adventure Cost: 6
Value: STR + 5
Range: 10 meters
Tech Rating: 27
System Limit: 9
This power lets the character make a sonic attack. CHA is the attack roll attribute, and the power value is the damage. As with some other powers, positive bonus numbers cause fatigue, so the character has a choice between a positive bonus number and a bonus of 0.

Super Attribute
Adventure Cost: 3
Action Value: None
Range: Self
Tech Rating: 27 (Not available through Gizmos)
This power gives the character 3 extra attribute points, which may take their attributes above cosm maximums. This power may be bought more than once. I think I'll allow fractional levels...adventure cost of 1 for each extra attribute point.

Super Skill
Adventure Cost: 3
Action Value: None
Range: Self
Tech Rating: 26 (Not available through Gizmos)
This power gives the character +3 adds in one skill; when used in character generation, it is on top of the 3 add limit. Also, it makes all adds to that skill cost 2 possibilities. This power may be bought for multiple skills.

Swimming
Adventure Cost: 3
Action Value: DEX
Range: Self
Tech Rating: 20
System Limit: 9
The power value for Swimming becomes the character's swimming limit value and may be used for swimming maneuver rolls.

Teleportation
Adventure Cost: 5
Action Value: TOU
Range: Self
Tech Rating: 30
System Limit: 8
This power lets the character get from one place to another without covering the space in between. They may teleport a maximum range of their power value. If the space they are teleporting to is full, they bounce back to their starting location. All teleportation attempts cost 2 shock points of fatigue.

Ultra-Sight
Adventure Cost: 2
Action Value: PER
Range: Vision
Tech Rating: 25
System Limit: 10
This power lets the character see in the dark. The character takes no penalties to skill use or Perception rolls in the dark. The character is immune to the effects of the Darkness power.

Wall Walking
Adventure Cost: 3
Action Value: DEX
Range: Self
Tech Rating: 27
System Limit: 6
This power lets the character walk along walls, ceilings, etc. They are still subject to gravity. Their maximum walking speed along walls is their power value.

Water Breathing
Adventure Cost: 2
Action Value: None
Range: Self
Tech Rating: 26
System Limit: 6
This power lets the character breathe water indefinitely.

Withering Touch
Adventure Cost: 10
Action Value: TOU + 10
Range: Touch
Tech Rating: 30
System Limit: 16
This power lets the character kill with a touch. If the character can touch another characters bare flesh, the power value subtracts the target's Toughness and causes normal combat damage. In addition, for each Wound caused, the target apparently ages 10 years and loses 1 point from their Strength, Dexterity, and Toughness. 12 hours rest will remove the additional effects of one Wound.

X-Ray Vision
Adventure Cost: 3
Action Value: STR+5
Range: Vision
Tech Rating: 25
System Limit: 20
This power lets the character look through solid objects, up to a maximum cumulative Toughness of their power total. Whenever they roll a positive bonus number, they can opt to use it (and take 2 shock points of fatigue) or take a 0 bonus.

X-Ray Vision can never penetrate lead and perhaps some other substances.