Fuzion Instant Power System
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Fuzion Instant Power System

Name Level Cost Duration Range
360 Degree Vision
2PersistentSelf
Acid
7InstantStandard
Adrenaline Surge
14Adjustment EffectSelf
Air Walking
3ConstantSelf
Animal Control
4ConstantStandard
Animate
17ConstantTouch
Animate Zombie
20ConstantStandard
Anti-Disease
3PersistantSelf
Anti-Toxin
3PersistantSelf
Armor
5PersistentSelf
Blindness
9See BelowTouch
Block Wormhole
11ConstantSelf
Bone Shatter
15InstantStandard
Chameleon
5ConstantSelf
Claws
7ConstantMelee
Control Air
17ConstantStandard
Control Earth
21ConstantStandard
Control Water
12ConstantStandard
Counter Power
7InstantSelf
Create Creature
12ConstantStandard
Create Matter
5Instant0
Crushing Hand
14ConstantStandard
Danger Sense
5ConstantSelf
Density Increase
5ConstantSelf
Detect Mind
3Constant0
Detect Wormhole
2ConstantSelf
Disolve
7ConstantStandard
Dispersal
8ConstantSelf
Energy Absorption
5Adjustment EffectSelf
Energy Aura
10ConstantSelf
Energy Barrier
5ConstantStandard
Energy Blast
5InstantStandard
Energy Deflection
7InstantSelf
Energy Fist
5InstantMelee
Explosion
5Instant0
Extended Spectrum Vision
2PersistantSelf
Extended Specturm Hearing
2PersistantSelf
Extra LImbs
2+PersistantSelf
Fear
5ConstantStandard
Flame Strike
6InstantStandard
Flare
11See BelowStandard
Flight
5ConstantSelf
Flow Matter
4See BelowTouch
Grasping Hand
6ConstantStandard
Growth
5ConstantSelf
Healing
10InstantTouch
Imbue
7Adjustment EffectTouch
Jump
3ConstantSelf
Kinetic Absorption
5Adjustment EffectSelf
Kinetic Barrier
5ConstantStandard
Kinetic Deflection
6InstantSelf
Mental Absorption
5Adjustment EffectSelf
Mental Fortress
5ConstantSelf
Mind Blast
7InstantStandard
Paralysis
10ConstantTouch
Patron
6Adjustment EffectSelf
Photosynthesis
3PersistantSelf
Poison
8ConstantTouch
Postcognition
4Constant0
Projectile
4InstantStandard
Psi Sword
5ConstantMelee
Quanta Conduit
6Adjustment EffectTouch
Radio Communication
2PersistentSee below
Regeneration
10ConstantSelf
Running
5ConstantSelf
Scry
4ConstantSee Below
Sending
2See BelowUnlimited
Sense Emotion
5StandardStandard
Shred Soul
5InstantTouch
Shrinking
5ConstantSelf
Slow Time
13ConstantSelf
Spider Climb
5ConstantSelf
Spike
8InstantStandard
Spirit Blast
7InstantStandard
Spirit Shield
5ConstantSelf
Spiritual Absorption
5Adjustment EffectSelf
Strengthen Nephilim
12Adjustment PowerTouch
Summon Air Elemental
20ConstantStandard
Summon Earth Elemental
20ConstantStandard
Summon Nephilim
8Instant0
Summon Water Elemental
18ConstantStandard
Swimming
3ConstantSelf
Telekinesis
10ConstantStandard
Telekinetic Kill
7InstantStandard
Teleport
6InstantSelf
Teleport, Combat
5InstantSelf
Teleport, Interplanetary
10InstantSelf
Teleport, Interstellar
14InstantSelf
Telescopic Vision
2ConstantSelf
Transmute
9InstantStandard
Trust
5ConstantStandard
Tunnel
6ConstantSelf
Vision Protection
3ConstantSelf
Wall
7ConstantStandard
Water Breathing
3ConstantSelf
Weaken Nephilim
12Adjustment PowerTouch
Web
7ConstantStandard
Wings
3PersistentSelf


Name: 360 Degree Vision
Level Cost: 2
Duration: Persistent
Range: Self

The character has 360 degree vision and can see in all directions. However the human mind is not very capable of processing that sort of signal. When using this power to observe something outside normal human range of vision the characters effective perception skill is the level of this power.

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Name: Acid
Level Cost: 7
Duration: Instant
Range: Standard

The character can project acid form his body. The acid does 1 PEC of normal damage per level. Every level of this power ablates physical armors by 1 KD.

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Name: Adrenaline Surge
Level Cost: 14
Duration: Adjustment Effect
Range: Self

The character puts their adrenal gland into overdrive. Each level of this power gives one AEC toward increasing the character's PHYS and CBT stats. This power affects both stats simultaneously without having to divide the characters AECs between the stats.

Normal adjustment effects rules apply.

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Name: Air Walking
Level Cost: 3
Duration: Constant
Range: Self

The character can walk on air. The speed is constrained by both 5 times the powers level and the characters normal speed on the ground. The maximum altitude this power can attain is the level of the power squared in meters.

Some atmosphere is needed for this power to work.

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Name: Animal Control
Level Cost: 4
Duration: Constant
Range: Standard

The character can extend influence over animals of all sorts. Each level gives the character a MEC of mind control. The more like the animals normal behavior the more likely the character is to succeed.

Effect >= Resistance Target will perform action he is inclined to do.
Effect >= Resistance + 10 Target will perform actions he wouldn't mind doing.
Effect >= Resistance + 20 Target will perform actions he is against.
Effect >= Resistance + 30 Target will perform any action.

Although the animals won't do anything the character doesn't want it to do, unless the character can communicate with animals specific orders will be hard to give.

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Name: Animate
Level Cost: 17
Duration: Constant
Range: Touch

The character may temporarily install a soul in a soulless fleshtoy or orgedist construction. The character gets a number of AEC equal to the level of this power. This power adds to both Mental and Spirit (which must be 0 for the power to work). This power fades at an hourly rate.

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Name: Animate Zombie
Level Cost: 20
Duration: Constant
Range: Standard

This power allows the character to raise the body of the dead. This zombie can do nothing but follow the orders of the character that created it.

The zombie's CBT is equal the level of the power -2, its PHY is equal to the level of the power +2, its SPI is equal to the level of the power. The zombie has no MEN stat and is immune to powers that require it have a mind. The zombie can not be persuaded or reasoned with. Luckily it is very stupid, it has no ingenuity all it can do is follow orders.

The zombie is an automation and immune to stun and similar effects. The zombie has any purely physical powers the body had before it died.

The word zombie is used to describe the animated dead but the word skeleton among others would work just as well.

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Name: Anti-Disease
Level Cost: 3
Duration: Persistant
Range: Self

The character is particularly resistant to diseases. Each level of this power grants a +1 to all save type rolls with regards to diseases. This power also grants 1 PAC per level against disease related damage.

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Name: Anti-Toxin
Level Cost: 3
Duration: Persistant
Range: Self

The character is particularly resistant to poisons. Each level of this power grants a +1 to all save type rolls with regards to poisons. This power also grants 1 PAC per level against poison.

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Name: Armor
Level Cost: 5
Duration: Persistent
Range: Self

The character has some sort of armor. Each level of this power provides one PAC.

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Name: Blindness
Level Cost: 9
Duration: See Below
Range: Touch

The character can scramble a targets optic nerves with just a touch. The character must make a normal brawling or martial arts attack on the target. If successful the target goes temporarily blind.For each level of this power the character causes the target to be lose the use all his visual senses for one phase.

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Name: Block Wormhole
Level Cost: 11
Duration: Constant
Range: Self

When this power is activated it impedes Wormhole aspected powers. This power is effective in a sphere with a radius equal to the level of this power in meters.

Anyone trying to teleport or scry into or out of the area effected by this power will have the power they attempted to use suppressed. This happens automatically without the character having to take an action. The power is attacked by 1 AEC per level of this power. This attack occurs before the teleport or scry is resolved. If the wormhole power is no longer sufficient level to accomplish what ever it was attempting to do, the action fails.

When the character drops this power everyone's power returns to their normal levels. If someone who has had their power blocked attempts to use their power in a way that does not affect the blocked area in any way they may ignore any adjustment effects caused by this power for that action.

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Name: Bone Shatter
Level Cost: 15
Duration: Instant
Range: Standard

This power causes the target's bones to splinter. The bone shrapnel moving through the body causes great trauma. Each level of this power does 1 PEC of killing damage to the target. This power bypasses armor and other defenses. The target must still hit the target as normal.

Nephilim's Song Note: Force Fields protect against this protection.

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Name: Chameleon
Level Cost: 5
Duration: Constant
Range: Self

The character either bends light around himself or alters his coloration, or the coloration of whatever he is wearing so that he blends into the background. If he alters his own coloring he can't be wearing anything outside his skin. If he alters the color of what he is wearing he must be completely covered including the head and most of the face.

If the character manifests this power through the less restrictive bending of light the Level Cost goes up by 1 for a total of 6.

This power makes the character difficult to spot adding the level of this power to the characters stealth rolls. At 5 levels the character is effectively invisible if he is standing still. At 8 levels the character remains invisible even while moving.

This power also makes the character difficult to hit. Each level of this power gives an attacker a -1 to hit.

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Name: Claws
Level Cost: 7
Duration: Constant
Range: Melee

The character has claws. Claws do killing damage equal a number of PECs equal to the character's PHY(Str) plus the level of this power. It is a brawling or martial arts action to hit with claws.

Nephilim's Song Note: The Ley version of the this power requires gauntlets or some other source of matter.

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Name: Control Air
Level Cost: 17
Duration: Constant
Range: Standard

This power gives the character the power to control the movement of the air. This can be used for a number of effects.

The most straight forward effect is to create a blast of air to hurl at a target. This blast of air does 1 PEC per level of the power. If the game is using knockback rules this power causes double knockback.

This power can also be used to control a volume of air equal to a sphere with a radius equal to the level of this power. This is a AoE attack against any selected targets in the sphere.

The character also has the power to remove the air from the sphere or any part of it. This causes a vacuum which is a killing attack doing 1 PEC per level in the power.

The character can also use the power to propel himself and others through the air. At level one of this power the character can move one person at 5 m per level. Each additional level allows the character to move one more person and add 5 m to the speed which he can move people.

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Name: Control Earth
Level Cost: 21
Duration: Constant
Range: Standard

The character can control Earth. This power can be used in a number of ways. Most basically the character can throw Earth at a target. This power does a PEC of normal damage per level of this power. An attack roll is required.

This power can also be used to throw up huge amount of dust and dirt obscuring the vision of everyone in the area of effect. This power can effect a sphere with a radius equal to the level of this power in meters. Anyone inside this sphere has thier perception rolls reduced by the level of this power. Attack and dodge rolls are also reduced by the level of this power up to the penalties normally associated with being blinded.

Lastly the character can move a volume of earth equal to a sphere equal to half the level of this power in meters.

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Name: Control Water
Level Cost: 12
Duration: Constant
Range: Standard

The character can control water. He can use this power for a number of effects.

The character can generate a wave that is damaging to a target. This wave does 1 PEC of normal damage per level of this power and uses a physical to hit roll.

If a target is in a sufficient amount of water the character can cause the target to be dragged underwater. The target can break free of the current that holds him down. The current has an Str equal to the level of this power. If the target wins the contest he can travel an number of meters equal to the amount the character won the roll by. Any effects of being under water for a prolonged period of time apply.

Lastly the character can use the water to propel himself and 1 other person per level of this power through water. The character can reach speeds of 10 m per level of the power.

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Name: Counter Power
Level Cost: 7
Duration: Instant
Range: Self

The character must choose a special effect that this power effects. When attacked with a power of that special effect the character can block the power with this power. When attacked the character rolls an attack against his attacker's attack. This is done Stat + User Power + 3D6 vs Stat + Use Power + 10. If successful the character rolls his power level in AEC (D6) and uses that number as armor(KD) against the attack. This power is reflexive meaning it can be activated as a 0-Phase action when attacked.

If the attack is a compound attack only the part that comes from the countered special effect may be countered. For example if a character with the Counter Flame Power is attacked by someone with a flaming sword, that attack is made up of DC from Str, DC form the sword, and DC from the fire. Only the damage that comes from the flame may be countered. If you don't choose to keep track of which damage came from which source assume that average damage was done from the special effect. i.e. If the flame sword had 2 DC due to flame assume at most 7 (3.5 times 2) points of damage could be countered by Counter Flame.

Nephilim's Song Note: This power effects an entire domain of powers (i.e. Anima, Elemental, Fairy, Flux or Ley). A nephilim from the Anima domain can buy a version of this power that effects all nephilim powers with a level cost of 10.

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Name: Create Creature
Level Cost: 12
Duration: Constant
Range: Standard

The character may create a living creature. The average of this creature's Combat and Physical stats will be equal to the level of this power. The creature may have whatever powers its physical form suggests it would have. (i.e. if the form has claws the creature will probably have the claws power) It will not have any mental or spiritual powers.

The creature will have no mental of physical stats. It can't follow orders or even take any action to defend itself. This power by itself is not useful for creating independent creatures. It must be used in conjunction with the Animate power (or something similar) to create a whole creature.

It is possible to build a creature that has a reflexive response to stimulation. These responses will not be complex, aimed, or generally useful in combat. But it is possible to mimic many living artifacts using this power.

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Name: Create Matter
Level Cost: 5
Duration: Instant
Range: 0

For each level of this power the character can create a cubic meter of matter. The matter is all of the same material. The character can only create matter in a simple shape (sphere, pyramid, disk, etc.) not in the shape of complex machinery.

If the character can only create a single type of material the level cost is reduced by 1.

Nephilim's Song Note: There is no single type matter creation modifier.

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Name: Crushing Hand
Level Cost: 14
Duration: Constant
Range: Standard

A hand reaches up from the Earth or other surface the target happens to be standing on and grabs the target. This hand has 1 PEC of SDC and 1 PAC per level of this power. The target is grabbed until he breaks free. The target can use his strength or any other innate ability that doesn't require gestures or other movement to attack the hand, the hand can also be attacked by external forces.

The phase after the hand grabs the target it starts crushing him. The hand inflicts 1 PEC of damage per level of the power each phase on the character's initiative without the character having to expend an action.

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Name: Danger Sense
Level Cost: 5
Duration: Constant
Range: Self

A character with this power has a finely tuned sense of danger. The character can utilize this to avoid ambushes and anticipate blows.

For every level of this power the character gets a +1 to their evade (or calm) skill and a +1 to their perception skill to notice ambushes and traps.

The character may also receive vague feelings about dangers not so narrowly focused.

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Name: Density Increase
Level Cost: 5
Duration: Constant
Range: Self

The character can increase his density. For each level of this power the character's mass doubles and he gains +5 stun, +5 hits, and +2 Def. Knockback is also reduced by 2 m per level.

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Name: Detect Mind
Level Cost: 3
Duration: Constant
Range: 0

The character can detect minds within a sphere with a radius of 10 m per level of this power. The character gets 1 MEC per level of this power. If the character rolls higher than the targets resistance, then the character knows the target is there. The character rolls his MEC once and compares it with all minds in range. If the target is actively trying to conceal his mind (zen state) then he may add his calm skill to his resistance.

If most of those in range are of a unified strong emotional state the character can usually pick up on that emotional state.

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Name: Detect Wormhole
Level Cost: 2
Duration: Constant
Range: Self

If a wormhole aspected power is used in an area within the character's sensory range he can make a Int + level of power + 3d6 vs spirit of person using power + active points used divided by 5 roll to detect it. This is most often used to detect people trying to scry on the character.

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Name: Disolve
Level Cost: 7
Duration: Constant
Range: Standard

The character can disolve non-living material. Each level of this power does one PEC of normal damage to an object each phase. This power has no effect on people or other living creatures.

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Name: Dispersal
Level Cost: 8
Duration: Constant
Range: Self

The character can spread his molecules out making him only partially there. For each level of this power the character gets 1 PAC.

The character can also move through solid objects with a def less than twice the level of this power. The characters max speed while moving through objects is the level of this power minus the Def/2 of the object (Level - Def/2) meters per phase.

While dispersed the character's PHY(Str) and any PECs dealt by the character are reduced by the level of this power.

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Name: Energy Absorption
Level Cost: 5
Duration: Adjustment Effect
Range: Self

The character can funnel the energy from attacks into their own power. The character gets 1 AEC for each level of this power. However the character can not roll more than the damage rolled by the incoming energy attack. This power may be used once per incoming energy attack.

The character must choose which stat or power is increased by the AEC when purchasing this power. Normal Adjustment effect rules apply. This power provides no defense against incoming attacks.

Nephilim's Song Note: This power will aid a familiar or other nephilim. Each point rolled adds 1 to the nephilim's spirit pool. It is presumed that the nephilim providing this power is the beneficiary of it. If this power can be used to aid any nephilim of the same domain as the nephilim providing the power increase the level cost by 1. If this power can be used to benefit any nephilim then increase the level cost by 2.

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Name: Energy Aura
Level Cost: 10
Duration: Constant
Range: Self

The character invokes an aura of energy around himself. This aura does not damage or protect the character but if someone comes into contact with it they will take damage. Energy Aura does 1 PEC of normal damage per level of this power. This damage is dealt if someone touches the character or if the character touches someone else. If this touch takes the form of a strike the damage is applied separately and defenses apply separately. The aura also surrounds any object carried by the character allowing the character to add the damage caused by the aura to the damage caused by a a melee weapon.

When this power is bought the character must choose what sort of energy the aura is made of (fire, electricity, radiation, plasma, heat, etc.)

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Name: Energy Barrier
Level Cost: 5
Duration: Constant
Range: Standard

The character can erect a translucent barrier that prevents harmful energy from passing through it. Each level of the power grants the wall one PEC of SDP, and one PAC of KD against energy attacks. The barrier has a maximum size equal to a square whose sides are equal to the level of the power. The actual shape of the barrier can be chosen by the character. Until the barrier's SDP is depleted the barrier will stop all harmful energy from passing through it.

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Name: Energy Blast
Level Cost: 5
Duration: Instant
Range: Standard

The character can project some form of energy at range. This power does 1 PEC of normal damage per level of this power. The character must specify what form of energy this power uses (electricity, laser, fire, plasma, radiation, etc.)

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Name: Energy Deflection
Level Cost: 7
Duration: Instant
Range: Self

The character can deflect incoming ranged energy attacks (lasers, electricity, fire, etc.) If the level of this power is greater than the incoming attack's PECs the character can try to deflect it. The character rolls MEN(Will) + Use Power + 3D6 against the attack roll. If successful the character deflects the attack.

For a +4 Level Cost the character can reflect the attack back at the attacker. If a succeful deflection took place the character can make another roll to hit his attacker with the attackers own attack. For a +6 Level Cost the character can redirect the attack to any target.

The character can only use this power a number times each phase equal to the level of this power.

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Name: Energy Fist
Level Cost: 5
Duration: Instant
Range: Melee

The character can surround his fist with energy (Fire, electricity, etc) and use it to cause increased damage to his target. The character must hit his target with a brawling or martial arts attack to use this power. The damage done by this power is equal to the character's PHYS(Str) plus the level of this power in PECs of normal damage.

If the Energy causes killing damage, add 2 to the level cost of the power.

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Name: Explosion
Level Cost: 5
Duration: Instant
Range: 0

The character causes an explosion centered on himself. This explosion does 1 PEC of normal damage per level of this power at the center and drops by 1 PEC for every 2 m from the center (remove the highest rolled die). The character himself is immune from the damage caused by his (but not other character's) explosion power.

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Name: Extended Spectrum Vision
Level Cost: 2
Duration: Persistant
Range: Self

The character can see into the infrared or ultraviolet spectrums. The character must specify which spectrum he can see into when buying this power. If the character can see into both spectrums increase the Level Cost of the power by 1.

Since the human mind is not properly evolved to analyze visual cues from these spectrums the character's perception skill equals the level of this power when looking into the extended spectrums.

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Name: Extended Specturm Hearing
Level Cost: 2
Duration: Persistant
Range: Self

The character can hear sub-sonic or super-sonic sounds. The character must specify which frequencies he can hear into when buying this power. If the character can hear into both frequencies increase the Level Cost of the power by 1.

Since the human mind is not properly evolved to analyze audio vibrations in these frequencies the character's perception skill will equal the level of this power when listening into the extended frequencies.

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Name: Extra LImbs
Level Cost: 2+
Duration: Persistant
Range: Self

The character has a number of extra limbs. These extra limbs can be spare arms, tails, tentacles or even hair. For each extra limb beyond the first add 1 to the level cost of this power. The level of this power represents the strength of the extra limbs.

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Name: Fear
Level Cost: 5
Duration: Constant
Range: Standard

The character can instill fear in a target. Each level of this power gives the character one MEC.

If the character rolls greater than the targets resistance, the target quakes in fear. The target can not attack the character or do anything to cause him harm.

If the character rolls greater than the targets resistance + 10, the target is paralyzed with fear. The target can defend himself but otherwise he just stands there terrified.

If the character rolls greater than the targets resistance + 20, the target flees from the character as effectively as possible. The target will drop his DV to flee at non combat speeds if that is his best movement.

If the target's psychological limitations may add a bonus to this power. For example a character with the coward disadvantage would add 1/5th the OP bonus for the disadvantage to the character's effect roll.

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Name: Flame Strike
Level Cost: 6
Duration: Instant
Range: Standard

A character with this power causes a column of fire to engulf the target. If the character makes a successful ranged attack against the target this power deals 1 PEC per level of this power. Since this power does not travel in the normal way from character to target it bypasses most barriers. Purely personal defenses still apply.

Nephilim's Song Note: Force fields protect against this power.

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Name: Flare
Level Cost: 11
Duration: See Below
Range: Standard

The character projects a bright light into the eyes of the target causing him to go temporarily blind for each level of this power the character causes the target to be lose the use all his visual senses for one phase.

In order to use this power the character must hit the target in the normal physical ranged power way.

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Name: Flight
Level Cost: 5
Duration: Constant
Range: Self

The character can fly. The exact methodology is left up to the character. The character can move at 5m per phase per level of this power.

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Name: Flow Matter
Level Cost: 4
Duration: See Below
Range: Touch

This power can flow or shape matter as if it were clay or similiar substance. The character doesn't have to actually touch the material, but he can't initiate the effect at range.

It takes about 5 minutes to activate this power and then takes a further 5 minutes for the flow to occur. This power only effects inantimate matter. The character can normally effect a sphere with a radius of 1 m/y per level of this power.

If the actual amount of matter flowed may be less depending upon the matter. For every 2 points of def the matter has subtract 1 m/y or radius.

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Name: Grasping Hand
Level Cost: 6
Duration: Constant
Range: Standard

A hand reaches up from the Earth or other surface the target happens to be standing on and grabs the target. This hand has 1 PEC of SDC and 1 PAC per level of this power. The target is grabbed until he breaks free. The target can use his strength or any other innate ability that doesn't require gestures or other movement to attack the hand, the hand can also be attacked by external forces.

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Name: Growth
Level Cost: 5
Duration: Constant
Range: Self

The character gets bigger. Greater size also bring greater PHYS(Str), and travel speed but makes the character easier to see and hit.

Each level of this power adds 1 to the chars PHYS(Str), 1 to the characters CBT(Dex) for the purposes of determining how fast the character walks, runs, sprints, etc. Each level also adds +1 to attacks against the character and perception rolls to notice the character.

Every 3 levels of this power doubles the character's height, width, and depth.

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Name: Healing
Level Cost: 10
Duration: Instant
Range: Touch

The character has the power to heal wounds. For each level of this power the character gets 1 AEC that can be applied to healing hits and stun. The character can heal a maximum of what can be rolled on the effect dice in any given "scene." Although this power grants AEC the effects are permanent. Once hits and stun are healed they won't return to their damaged level unless the character is damaged again.

This power can not be used to raise hits or stun above their starting (fully healthy) level. This power also can not be used to replace lost limbs or organs.

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Name: Imbue
Level Cost: 7
Duration: Adjustment Effect
Range: Touch

The character can summon a spiritual force and implant it in an object. The process takes about 5 minutes to complete. During the Imbuing process the character is at 0 DCV.

After the activation process the character makes a activation roll (Pre + Spirit Singer + Domain Rating + 3d6 vs level cost of desired power + 20). If successful, the character has a number of AEC equal to the level of this power. The effects fade at a rate of 1 level per hour.

Any power may be increased as if the object had that power at level 0. Characteristics of the object may also be modified by this power.

Object is defined as anything that doesn't currently have a soul, spirit, or other spiritual force in it. The object can not be doubly imbued because it will have a spiritual force inside it and thus doesn't qualify as an object.

Nephilim's Song Specific: If the object is designed for it Elemental Crystal can fuel the powers, otherwise the imbuer's own quanta is used.

Nephilim's Song Note: In the Nephilim's Song campaign this power implants a nephilim with a spirit pool equal to the AEC roll and will know one power.

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Name: Jump
Level Cost: 3
Duration: Constant
Range: Self

The character can jump exceptionally far. For each level of this power the character can add 5 meters to his jump.

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Name: Kinetic Absorption
Level Cost: 5
Duration: Adjustment Effect
Range: Self

The character can funnel the kinetic energy from attacks into his own power. The character gets 1 AEC for each level of this power. However the character can not roll more than the damage rolled by the kinetic energy attack. This power may only be used once per incoming attack.

The character must choose which power is powered by the AEC when purchasing this power. Normal Adjustment rules apply. This power provides no defense against the incoming attack.

Nephilim's Song Note: This power will aid a familiar or other nephilim. Each point rolled adds 1 to the nephilim's spirit pool. It is presumed that the nephilim providing this power is the beneficiary of it. If this power can be used to aid any nephilim of the same domain as the nephilim providing the power increase the level cost by 1. If this power can be used to benefit any nephilim then increase the level cost by 2.

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Name: Kinetic Barrier
Level Cost: 5
Duration: Constant
Range: Standard

The character can erect a translucent barrier that prevents kinetic energy from passing through it. This effectively stops everything but energy, mental and spiritual attacks. Each level of the power grants the wall one PEC of SDP, and one PAC of killing defense. The barrier has a maximum size equal to a square whose sides are equal to the level of the power in meters. The actual shape of the barrier can be chosen by the character. Until the barrier's SDP are depleted the barrier will stop all kinetic energy from passing through it.

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Name: Kinetic Deflection
Level Cost: 6
Duration: Instant
Range: Self

The character can deflect incoming ranged kinetic attacks (bullets, arrows, projectiles, etc.) If the level of this power is greater than the incoming attacks PECs the character can try to deflect it. The character rolls MEN + Use Power + 3D6 against the attack roll. If successful the character deflects the attack.

For a +4 Level Cost the character can reflect the attack back at the attacker. If a successful deflection took place the character can make another roll to hit his attacker with the attackers own attack. For a +6 Level Cost the character can redirect the attack to any target.

The character can only use this power a number times each phase equal to the level of this power.

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Name: Mental Absorption
Level Cost: 5
Duration: Adjustment Effect
Range: Self

The character can funnel the mental energy from mental attacks into his own power. The character gets 1 AEC for each level of this power. However the character can not roll more than the damage rolled by the mental attack. This power may only be used once per incoming attack.

The character must choose which power is powered by the AEC when purchasing this power. Normal Adjustment rules apply. This power provides no defense against the incoming attack.

Nephilim's Song Note: This power will aid a familiar or other nephilim. Each point rolled adds 1 to the nephilim's spirit pool. It is presumed that the nephilim providing this power is the beneficiary of it. If this power can be used to aid any nephilim of the same domain as the nephilim providing the power increase the level cost by 1. If this power can be used to benefit any nephilim then increase the level cost by 2.

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Name: Mental Fortress
Level Cost: 5
Duration: Constant
Range: Self

The character steels his mind against mental attacks. Each level of this power grants 1 MAC to the character. The MD supplied is subtracted from any mental attacks (i.e. result of MEC dice rolled).

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Name: Mind Blast
Level Cost: 7
Duration: Instant
Range: Standard

The character summons mental force and unleashes on the target. This power provides 1 MEC of stunning damage per level of power, MD protects against this power. To hit a target the character rolls a standard mental attack roll. If successful the character rolls his MEC as stun damage against the target.

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Name: Paralysis
Level Cost: 10
Duration: Constant
Range: Touch

With a touch the character causes the target's nervous system to shut down. The target must exert a force of will to restart his nervous system.

When the character shuts down the target's nervous system he rolls a MEC for each level of the power, this is the threshold to break the paralysis. On his action the target may roll a number of MECs equal to his Men(Will) stat to try and break the paralysis. The target's roll decreases the threshold, when the threshold reaches zero the target is free. The target is not capable of physical action until he breaks free of the paralysis.

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Name: Patron
Level Cost: 6
Duration: Adjustment Effect
Range: Self

This power is not an internal capability, it is the ability to call on a powerful spiritual entity to do the character a favor. This favor will take the form of granting a power to the character for a limited period of time.

It takes a while to activate this power. The metaphysics of the campaign will alter this somewhat but normally it takes 1 minute per level of the power to activate it. During this time the character is engrossed in a prayer or ritual to connect the character to the patron entity and so the character's DV is effectively 0.

After the activation time the character makes a activation roll (Pre + Spirit Singing + Domain Rating + 3d6 vs level cost of desired power + 20). If successful the GM must determine if the effect is within the patrons power and in his interest. Generally characters who do not have exceptional status will only be able to get favors well within the entities power. If it is not in the entities interest it does not happen and character may lose status. If the patron is agreeable the character rolls AEC for each level of this power. This power diminishes at a rate of 1 level per hour. This acts just like an adjustment effect on a power that the character has at level 0. If the character desires this roll can be split into 2 or more powers.

The patron power costs twice the normal amount of End.

Depending on the metaphysics of the campaign there may other restrictions or requirements to using this power.

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Name: Photosynthesis
Level Cost: 3
Duration: Persistant
Range: Self

The character can survive by absorbing light energy much like plants do. For each level of this power the character can absorb 5% of his calorie requirements with each hours exposure to sunlight. Overcast skies reduce absorption rate to 4% of his calories and in indoor lighting the character can only absorb 3% of his calories per hour.

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Name: Poison
Level Cost: 8
Duration: Constant
Range: Touch

The character has some sort of poison generation and delivery system. Generally this power is attatched to claws or fangs. If an attack with these powers successfully penetrate the defenses of the target and do damage the character can inject poison into the target. For a number of phases equal to the level of this power the target must make a Phys(Bod) + 3d6 vs 12 + Level of the power. Each phase he fails he takes 1D6 of poison damage. The only thing that protects against this damage is the Anti-Toxin power.

This power can also be a contact poision in which the character only needs to touch exposed skin for the poison to work. If this is the case the Level Cost of this power goes up to 10.

The character is normally immune to his own poison but not to any other poision.

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Name: Postcognition
Level Cost: 4
Duration: Constant
Range: 0

The character can look back through time. The character's range through time starts at one day at level 1 and for each additional level moves 1 step down the time chart (1 week, 1 month, 1 season, 1 year, 5 year, 25 years, 1 century, 5 centuries, 25 centuries, 100 centuries, etc.)

The character first must locate the time they want to watch. This is an Int + Use Power + 3D6 roll. DV of the roll will vary by target event. Generally the longer ago the event and less obviously momentous the more difficult.

Find a major fight 20 minutes ago would have a difficulty of about 10. Finding when the emperor was poisoned (by a light touch) 5 centuries ago would have a difficulty of 35+.

Picking out specific details (i.e. perception roll) in the vision use the level of this power as the perception skill.

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Name: Projectile
Level Cost: 4
Duration: Instant
Range: Standard

The character can cause stuff to fly at his target. Usual choices for this power are small rocks, coins or even bullets. Something of that sort must be available for the character to use or he can't use this power. Larger object can be used but they travel slower, in the end causing the same damage.

This power causes 1 PEC of normal damage per level of this power if the character hits with a ranged attack. This is normal damage if the power does killing damage then apply a +2 Level Cost. For a +1 Level Cost the character doesn't have to find his ammo but can make it himself.

Nephilim's Song Note: This power can not make its own ammo in the Nephilim's Song campaign.

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Name: Psi Sword
Level Cost: 5
Duration: Constant
Range: Melee

The character can summon psionic force into a blade looking thing that causes mental trauma if it hits the target. The character must roll a melee, martial arts or brawling attack to hit the target. If successful the character does 1 MEC per level of this power as stunning damage.

Normally the psi sword has no physical existence and can't be used parry or any way used as a normal blade. If the psi blade can be used to parry and have some sort of physical existence (it still can not inflict physical damage) increase the level cost by 2.

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Name: Quanta Conduit
Level Cost: 6
Duration: Adjustment Effect
Range: Touch

The character may greatly add to a nephilim derived power's effectiveness for a single use of the power.

The character can take a number of phases up to the level of this power and add to the effectiveness of the power. For each phase taken the character can roll a number of AEC equal to the level of this power.

A power may safely be increased to the lesser of twice its original level or its original level plus the level of this power. Within these limits, after it is used every level added to the power will cause burnout for a number of phases equal to the number of levels added to the power.

If the power is increased above this safe limit, it is burned out for a number of minutes equal to the number of levels added to the power. In addition the character using the power recieves 1 DC per level added to the power. No armor protects from this damage. If the power was in an item both the person using the item and the item receive this damage.

The increased level of power may only be used once. If it is a constant power, it will only work for a number of phases equal to the level of this power before burning out as mentioned above.

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Name: Radio Communication
Level Cost: 2
Duration: Persistent
Range: See below

The character can 'hear' and transmit in radio waves in any of the normal radio frequencies. The characters range is given by the below table.

LevelRange
11 Mile
25 Miles
350 Miles
4500 Miles
55,000 Miles
650,000 Miles
71,000,000 Miles
815,000,000 Miles
9300,000,000 Miles
1010,000,000,000 Miles

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Name: Regeneration
Level Cost: 10
Duration: Constant
Range: Self

The character hyper accelerates his healing processes. While this power is active the character heals a number of hits equal to the level of this power every turn.

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Name: Running
Level Cost: 5
Duration: Constant
Range: Self

The character can run at superhuman speeds. For every level of this power the character adds 5 meters to his run speed and 7.5 meters to his sprint speed.

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Name: Scry
Level Cost: 4
Duration: Constant
Range: See Below

The character can project their senses some distance away. The distance is determined by the level of this power.

1  1 block
2  across the neighborhood
3  across a town
4  across a large city
5  across a small state
6  across a large state
7  across the country
8  intercontinental,
9  anywhere on earth
10 low Earth orbit

At low level the he vision is hazy. The character uses the level of this power in the place of the perception skill when trying to observer things through this power.

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Name: Sending
Level Cost: 2
Duration: See Below
Range: Unlimited

This power can send an image of the character to a particular person. This image will last for a number of phases equal to the level of the power. This sending is one way this power returns no information about the targets response or even if he is awake.

In order to send the message to the right place the character must make a skill roll (level of power + use power + 3D6). The difficulty of the skill roll depends on the distance and how well the target is known.

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Name: Sense Emotion
Level Cost: 5
Duration: Standard
Range: Standard

The character tunes into the emotional state of a single individual. The character rolls Int + Use Power + 3D6 vs Int + Calm to make contact with the target. The character gets a MEC for each level of this power. If the character exceeds the target's resistance the character will be able to read the target's emotional state. The more the MEC roll exceed the targets resistance the more information the character learns.

For every 10 points the character exceeds the target's resistance, the character gets a +1 with all interpersonal skills.

If the target is actively resisting he may add his calm to his resistance for the purpose of this power.

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Name: Shred Soul
Level Cost: 5
Duration: Instant
Range: Touch

The character has the power to disrupt the targets connection to his soul. Each level of this power does 1 SEC of normal damage to the target. This damage is stopped by SD.

Nephilim's Song Notes: In Nephilim's Song this power has a factor cost of 6. The damage from this power can be added to the damage done by Amara (the Anima martial arts style).

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Name: Shrinking
Level Cost: 5
Duration: Constant
Range: Self

The character gets smaller. Getting smaller has certain effects on the characters stats and opponents ability to see and hit he character.

Each level of this power subtracts 1 from the to hit and perception rolls against the character. Each level of this power also subtracts 1 from the character's PHYS(Str) and CBT(Dex) for the purposes of determining walking, running, sprinting, etc.

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Name: Slow Time
Level Cost: 13
Duration: Constant
Range: Self

The world is in slow motion to the character. The character can act and react much faster. Each level of this power gives the character a +1 initiative in addition to the effects listed in the below table.

LevelEffect
11 free abort action per turn
2 1 free action per turn
31 free action and 1 free abort action per turn
42 free actions per turn (no more than one per phase)
52 free actions and 1 free abort action per turn (no more than one per phase)
63 free action per turn (no more than one per phase)
73 free actions and 1 free abort action per turn (no more than one per phase)
81 free action per phase
91 free action per phase plus 1 free abort action per turn
101 free action per phase plus 1 free abort action per phase

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Name: Spider Climb
Level Cost: 5
Duration: Constant
Range: Self

The character can adhere to walls and or ceilings. For each level of this power the character can exert that much PHYS(Str) toward staying attached to the relevant surface. Each level of this power reduces knockback by 5m.

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Name: Spike
Level Cost: 8
Duration: Instant
Range: Standard

This power allows the character to use the local material as a weapon. The character can make a wall or floor grow a spike that will impale the target. This attack does 1 PEC of killing damage per level of the power. The attack is considered a melee attack against the target. Since the attack originates near the target barriers do not offer protection against this power.

Nephilim's Song Note: Force fields do not protect against this power.

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Name: Spirit Blast
Level Cost: 7
Duration: Instant
Range: Standard

The character unleashes a bolt of mystical energy at the target. This energy doesn't hurt the physical body but attacks the spiritual essence of the target. The character gets 1 SEC of normal damage per level of this power.The target can resist the damage using SD. This power calls for a standard spiritual attack roll.

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Name: Spirit Shield
Level Cost: 5
Duration: Constant
Range: Self

The character can invoke a force of will that protects his spirit. Each level of this power provides 1 SAC against spiritual powers.

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Name: Spiritual Absorption
Level Cost: 5
Duration: Adjustment Effect
Range: Self

The character can funnel the spiritual energy from spiritual attacks into their own power. The character gets 1 AEC for each level of this power. However the character can not roll more than the damage rolled by the spiritual attack. This power may only be used once per incoming attack.

The character must choose which power(s) is powered by the AEC when purchasing this power. Normal Adjustment rules apply. This power profides no defense against the incoming attack.

Nephilim's Song Note: This power will aid a familiar or other nephilim. Each point rolled adds 1 to the nephilim's spirit pool. It is presumed that the nephilim providing this power is the beneficiary of it. If this power can be used to aid any nephilim of the same domain as the nephilim providing the power increase the level cost by 1. If this power can be used to benefit any nephilim then increase the level cost by 2.

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Name: Strengthen Nephilim
Level Cost: 12
Duration: Adjustment Power
Range: Touch

The character may increase the power of a nephilim. The character gets an AEC to increase a nephilim derived power (familiar bonds, medicine sticks or souls).

If this power only affects nephilim of a certain domain reduce the factor cost to 11. Add the result of the AEC roll to the nephilim's spirit pool.

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Name: Summon Air Elemental
Level Cost: 20
Duration: Constant
Range: Standard

This power allows the character to summon into existence an air elemental. While the elemental is an independent entity it is loyal the character and will attempt to follow his orders. The Elemental stays around for a number of rounds equal to the level of the power before dispersing into normal air.

The range for this power designates how far from the character the elemental can appear.

The elemental's MEN and SPI is equal to the level of the power. Its CBT is the level of the power + 1 and its PHY is equal to the level of the power -1 (min of 1). The Elemental has the air control and dispersal power at the level of this power.

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Name: Summon Earth Elemental
Level Cost: 20
Duration: Constant
Range: Standard

This power allows the character to summon into existence an earth elemental. While the elemental is an independent entity it is loyal the character and will attempt to follow his orders. The Elemental stays around for a number of rounds equal to the level of the power before dispersing into normal air.

The range for this power designates how far from the character the elemental can appear.

The elemental's MEN and SPI is equal to the level of the power. Its CBT is the level of the power - 1 (min of 1) and its PHY is equal to the level of the power +1. The Elemental has the earth control and armor power at the level of this power.

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Name: Summon Nephilim
Level Cost: 8
Duration: Instant
Range: 0

To summon a nephilim the character must make a number of successful summon rolls. A summon roll is Pre + Spirit Singing + Domain Status + 3D6 vs 20 + Nephilim Rating.

Twice the level of this power is the highest rated nephilim that can be summoned. A summon roll for an imp takes 1 phase per rating of the imp to summon. A summon roll for a spirit takes 1 min per level of the spirit to summon. A summon roll for a lord takes 10 min per level of the lord to summon. During this time the character is at 0 DV.

To successfully summon a nephilim the character must build up a summon pool equal the spirit pool of the nephilim being summoned. When the summon roll is made the number succeeded (or failed) by is added (or subtracted) from the summon pool.When this summon pool equals the active points for the nephilim, it is summoned.

If the summon pool is ever less than 0 and the character is trying to summon a particular nephilim, there is no chance he will succeed for at least 24 hours. If the character does anything besides summon rolls the summon pool is lost.

Nephilim will have stats equal to their rating. An imp will have a spirit pool equal to 8 times thier rating.

Imps will generally stick around for a number of minutes equal to the level of this power or however long it takes to accomplish a single task. Imps will have rating between 1 and 12.

Spirits know all powers of their domain. Spirits over level 10 have access to about half the powers of another domain but will require twice the normal quanta to use them on behalf of the character. Spirits will generally stick around for a number of phases equal to the level of this power or however long it takes to accomplish a single task. Spirits will have rating between 8 and 20.

Lords have access to all powers. Lords will stick around to hear the character plead his case and either dismiss (or chastise) the character or take some action based on the pleaded case. There are no Lords with ratings less than 15.

For information on how spirit pools work see Familiar Bond Plug-in in the rules section of Nephilim's Song.

In addition to the normal quanta cost of using this power, if successful the nephilim demands quanta equal to its spirit pool immediately upon arrival. In addition to that someone (or a group of someones) will also have to provide quanta to power anything the nephilim does on behalf of the character.

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Name: Summon Water Elemental
Level Cost: 18
Duration: Constant
Range: Standard

This power allows the character to summon into existence a water elemental. While the elemental is an independent entity it is loyal to the character and will attempt to follow his orders. The Elemental stays around for a number of rounds equal to the level of the power before dispersing into normal water. A significant volume of water is required to summon the elemental.

The range for this power designates how far from the character the elemental can appear.

The elemental's stats are equal to the level of the power. The Elemental has the water control and dispersal power at the level of this power.

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Name: Swimming
Level Cost: 3
Duration: Constant
Range: Self

The character can swim exceptionally fast. For each level of this power the character can add 5 meters to his swimming speed.

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Name: Telekinesis
Level Cost: 10
Duration: Constant
Range: Standard

The character can exert PHYS(Str) at range. For each level of this power he can exert 1 point of PHYS(Str). The PHYS(Str) is not attached to the character so he couldn't use the the PHYS(str) to drag himself or attach himself to something.

Normally the character doesn't have fine control over the str. He can lift, crush, throw and punch things but if he wants to turn a key or tie a shoelace the level cost goes up by 2.

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Name: Telekinetic Kill
Level Cost: 7
Duration: Instant
Range: Standard

The character has the power to remotely reach into the targets chest and squeeze his heart or something similar. This power does 1 SEC of normal damage per level of this power and the target is protected by SD.

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Name: Teleport
Level Cost: 6
Duration: Instant
Range: Self

The character can teleport in non-combat situations. The teleportation takes a full turn (4 phases) per level of this power to activate. During the activation period the character is at 0 DV. The character can teleport himself plus one person per level of this power. How far the character can teleport is determined by the below chart.

1  1 block
2  across the neighborhood
3  across a town
4  across a large city
5  across a small state
6  across a large state
7  across the country
8  intercontinental,
9  anywhere on earth
10 low Earth orbit

This power can not teleport a character out of orbit. Unless the character can see his destination teleporting requires a skill roll. The difficulty is dependent on openness of destination, distance, familiarity, variability of destination (how static is it?), etc.

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Name: Teleport, Combat
Level Cost: 5
Duration: Instant
Range: Self

The character can teleport in a combat situation. The character can move 5 m per level in this power without passing through intervening space. This power can be activated as the characters movement action. If a full action is taken and defenses dropped (i.e. non combat movement) the characters range is increased by 7.5 m per level. The character must be able to see or he must know his destination well.

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Name: Teleport, Interplanetary
Level Cost: 10
Duration: Instant
Range: Self

The character can use this power to teleport between planetary objects. For each level of this power the character can bring 1 person and teleport the square of the level in Astronomical Units (AU), the Earth is 1 AU from the Sun. Remember that planets don't line up in a straight line, depending on when the distance to Mercury may be a little less or a little more than an AU. It takes a minute per level to activate this power. During the activation time the character is at 0 DV.

Unless the character can see his destination, teleporting requires a skill roll. The difficulty is dependent on openness of destination, distance, familiarity, variability of destination (how static is it?), etc.

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Name: Teleport, Interstellar
Level Cost: 14
Duration: Instant
Range: Self

The character can use this power to teleport between stars systems. For each level of this power the character can bring 1 person extra person and teleport the square of the level in light years. It takes 5 minutes per level to activate this power during which the character is at 0 DV.

Unless the character can see his destination, teleporting requires a skill roll. The difficulty is dependent on openness of destination, distance, familiarity, variability of destination (how static is it?), etc.

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Name: Telescopic Vision
Level Cost: 2
Duration: Constant
Range: Self

The character can extend his vision to see distant details. This power counters up to its level in penalties for perception, shooting or other activities penalized by range.

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Name: Transmute
Level Cost: 9
Duration: Instant
Range: Standard

The character can transform the material which an inanimate object is composed. For example he could use this power to turn a lead bar into a gold one. If the character hits a target using the normal ranged attack rules he gets a PEC for each level of this power. These PECs don't actually damage the object, but the number rolled is tracked and if the sum of these numbers equals twice the objects SDP the material the object is made of is changed.

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Name: Trust
Level Cost: 5
Duration: Constant
Range: Standard

The character can instill trust in a target. Each level of this power gives the character one MEC.

If the character rolls greater than the targets resistance, the target is generally credulous towards the charter. He will seem to exude honesty and in most cases there will be no need to verify anything believable said by the character.

If the character rolls greater than the targets resistance + 10, the target implicitly trust the character as if they had been friends and companions for years.

If the character rolls greater than the targets resistance + 20, the target would gladly follow the character into hell.

If the target's psychological limitations may add a bonus to this power. For example a target with the naive disadvantage would add 1/5th the OP bonus for the disadvantage to the character's effect roll.

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Name: Tunnel
Level Cost: 6
Duration: Constant
Range: Self

The character can tunnel through solid matter at an incredible rate. The character can tunnel through solid material with Def less than twice the level of this power. The character can move at 2 m per level of this power.

Nephilim Song Note: Flux nephilim do this by slipping the character between particles of dirt.

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Name: Vision Protection
Level Cost: 3
Duration: Constant
Range: Self

This power protects the character's vision from being attacked. This power reduces the duration of any blinding attack by its level.

If this power only protects against over stimulation (i.e. flare) reduce the level cost to 2.

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Name: Wall
Level Cost: 7
Duration: Constant
Range: Standard

The character causes material to flow into the form of a wall. Each level of the power grants the wall one PEC of SDP, and one PAC of killing defense. The wall has a maximum size equal to a square whose sides are equal to the level of the power. The actual shape of the wall can be chosen by the character. When the wall's SDP is depleted it crumbles into dust.

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Name: Water Breathing
Level Cost: 3
Duration: Constant
Range: Self

This power allows the character to breath water. The character may use this power for a number of consecutive hours equal to the level of this power.

After using this power, the length of time that a character can breath water is reduced by the length of time he was breathing water. It increases by the amount of time spent breathing air. In other words the character must recharge the time spend breathing water.

For example a character with this power at level 2 spends two hours breathing water. At this point the character couldn't breath water for another minute. After spending half an hour breathing air he could breath water for an additional half an hour. If he breathed air for two hours, he would again be able to breath water for two hours, his maximum duration for breathing water.

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Name: Weaken Nephilim
Level Cost: 12
Duration: Adjustment Power
Range: Touch

This is the reverse of Strengthen Nephilim. See that power for details.

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Name: Web
Level Cost: 7
Duration: Constant
Range: Standard

The character can project a web that entangles his target. The target can try breaking out with strength or other innate ability. Each level of this power provides 1 PEC of SDC and 1 PAC of armor for the web. The target has to destroy the SDC of the web to be free. External attacks attacking the web in combat conditions effect the target and web equally.

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Name: Wings
Level Cost: 3
Duration: Persistent
Range: Self

The character has wings and can use them to fly. The character can fly at 5 m per level in this power. The character's wings can be fouled. If the character can't use his wings he falls.

While flying the charcter must expend End as if this was a constant power.

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