Showing posts with label Mystical Abilities. Show all posts
Showing posts with label Mystical Abilities. Show all posts

Sunday, December 2, 2018

Iron Hide


10 / 15 / 20
Power: Body Mastery.
Prerequisites: Body Awareness 1.

Your control over your body lets you take tremendous blows without feeling pain, and eventually without suffering injury. At first level, you no longer suffer stun penalties, have all penalties from various pain conditions halved, and enjoy a +3 bonus to any rolls that involve resisting the effects of pain.

At second, you gain DR 2. This DR is natural and does not reduce blunt trauma damage or prevent contact effects from affecting you. Furthermore, any follow-up effect whose carrier inflicts exactly zero or more damage after this damage resistance still affects you. At third level, this DR increases to 4.

Enhanced Skills: +2 to Autohypnosis, Meditation, and any rolls to enter a trance.


Statistics: High Pain Threshold (PM, -10%) [9] + Autotrance. At second and third level, add Damage Resistance 2 (PM, -10%; Tough Skin, -40%) [5/level].

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Saturday, November 24, 2018

Mystical Protection


24 / 51 / 120
Power: Body Mastery.
Prerequisites: Body Awareness 2.

You have developed a strong resistance to the mystical powers of others. This is not detectable, and at first level, reduces damage taken from mystical abilities by 3 and grants a +3 bonus to all rolls to resist them. This damage reduction and resistance bonus increases to 8 and +3, respectively. Finally, at third level, your resistance increases to DR 20 and you automatically succeed any resistance rolls.

Your Body Awareness level must be at least twice that of your Mystical Protection level.

Enhanced Skills: +4 to Mental Strength and Mind Block to resist mystical abilities.


Statistics: At first level, this is Resistant to Mystical Abilities (+3) [10] + Damage Resistance 3 (Limited, Mystical Abilities, -20%; No Signature, +20%; PM, -10%) [14]. At second level, this increases to Resistant to Mystical Abilities (+8) [15] + Damage Resistance 8 (Limited, Mystical Abilities, -20%; No Signature, +20%; PM, -10%) [36], and at third level, this becomes Immunity to Mystical Abilities [30] + Damage Resistance 20 (Limited, Mystical Abilities, -20%; No Signature, +20%; PM, -10%) [90].

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Sunday, November 18, 2018

Soul Shield


1 point / level
Power: Body Mastery.
Prerequisites: Body Awareness 1.
Activation Cost: 1 FP.

Activation Roll: Will/2 + 3.

You can summon a spiritual shield of pure will to protect you against attacks of any kind. This requires you to spend 1 FP and make a successful roll against Will/2 + 3, at +1 for Combat Reflexes and +1 per level of Body Awareness. Each additional use that turn costs another 1 FP and imposes a cumulative -4 penalty on the success roll.

The shield has ablative DR equal to your Soul Shield level; for every point of damage it absorbs, its total DR is reduced by 1 until it is gone. This DR regenerates fully after five minutes of nonuse. It is safe for GMs to assume that time between encounters is usually long enough for this to occur.

A Soul Shield cannot be perceived without magical or mystical means. To those fighting a mystic with this ability, blows seem to be glancing or just narrowly miss him.

Statistics: Damage Resistance (Ablative, -80%; Active Defense, -40%; Based on Will, +20%; Costs 1 FP, -10%; Force Field, +20%; No Signature, +20%; PM, -10%) [1/level].

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Sunday, September 23, 2018

Holy Diver


5 / 7 / 9 / 11 / 13 / 14 / 16 / 18 / 20 / 22
Power: Body Control.
Prerequisites: Body Awareness 1.

You are an exceptional diver. You can withstand pressures to depth of about 500 feet. Every level after the first doubles the length of time you can hold your breath, too – in and out of the water. Your swimming speed is unaffected, and you can still drown – it just takes longer.

Enhanced Skills: +2 to Breath Control, Running, Swimming, and rolls to suddenly hold your breath.

Statistics: Pressure Support 1 (PM, -10%) [5]. Further levels add levels Breath-Holding (PM, -10%) at a price of [1.8/level], rounded up.

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Sunday, September 9, 2018

Water Strider


13 points
Power: Body Mastery.
Prerequisites: Body Awareness 4; Cat’s Step 4; Inner Balance.
Activation Cost: 1 FP to activate; 1 FP per 2 minutes to maintain.

Your step is so light that you can even walk on water as if it were solid ground. In fact, any liquid will bear your weight, but just because you don’t fall in doesn’t mean caustic or otherwise harmful liquids won’t still affect you normally! You also ignore up to -2 in penalties to DX-based skills due to slippery or wet surfaces.

Saturday, September 1, 2018

Wolverine’s Vigor


5 / 14 / 23 / 32
Power: Body Mastery.
Prerequisites: HT 12; Body Awareness 1.

You heal faster than normal. At first level, you gain a +5 bonus to all rolls to recover lost HP or overcome crippling injuries, and at second level, healing rolls recover 2 HP instead of just one. At third level, you recover an additional 1 HP every twelve hours, beyond any other healing. At fourth level, you even recover from unconsciousness 60 times faster than usual: treat hours as minutes, minutes as seconds, and seconds as a 1 second of mental stun.

Thursday, August 30, 2018

Eschew Food & Water


2 / 4 / 6 / 8 / 9
Power: Body Mastery.
Prerequisites: Body Awareness 1.

Your body sustains itself on your spiritual connection to the world spirit. This allows you to eat and drink less while maintaining perfect health. At first level, you require only 2 meals and 1/3 of a gallon of water per day, and at second level, you require 1 meal and 2/3 of a quart of water per day. Third level sees this reduced to needing 1 meal and 2/3 of quart of water per week, and fourth level further reduces this to a per-month basis. The fifth and final level abolishes your need for physical sustenance.

Friday, August 24, 2018

You Gonna Eat That?


1 point / level
Power: Body Mastery.
Prerequisites: Body Awareness 1.

You adjust your digestive processes to handle anything you eat, no matter how rancid or nauseating. You must still consume the usual amount of food, but the quality no longer matters. This reduces your food costs tremendously. Multiply these costs by 2/3 at first level, 1/3 at second level, 5% at third level, and 1% at fourth level. At fifth level, you no longer have to pay for food because you can eat literally any organic matter you find.

Thursday, August 16, 2018

Pristine Balance


25 points
Power: Body Mastery.
Prerequisites: Body Awareness 2.

You can sense the flow of the world around you, adapt yourself to its currents, and balance your being against the universe. This gives you near perfect balance, allowing you to eschew die rolls for the narrowness of any surface on which you walk. Moreover, you gain a bonus equal to your Body Awareness level +4 to all rolls to keep your feet or avoid being knocked down, with an additional +2 bonus for slippery surfaces, and if your unmodified skill level, with bonuses, is 16+, don’t bother rolling at all – you just succeed!

Sunday, August 12, 2018

Cat Step


3 points / level
Power: Body Mastery.
Prerequisites: Body Awareness 1.

Your footfalls are as a ghosts, leaving little sound and less trace. This grants you a +2/level bonus to Stealth checks to avoid being heard and allows you to learn Light Walk.

At third level, you no longer leave any discernable footprints. This lets you roll against Perception to cover you tracks, as if using Tracking for that purpose. If you already know Tracking, you gain a +2 bonus to the skill for this purpose, instead.

Monday, August 6, 2018

Hare’s Leap


9 / 18
Power: Body Mastery.
Prerequisites: Acrobatics-12, Flying Leap-12, or Jumping-12, and Body Awareness 1.
Activation Cost: 1 FP/use.
Activation Roll: Varies, see p. B352.

By spending 1 FP, you can greatly increase your jumping distance. At first level, figure jumping distance as if you had run your full Move – even if making a standing jump – and double it. At second level, you no longer need to take the usual two Concentrate maneuvers to prepare without penalty, and you quadruple your jumping distance instead of doubling it.

Thursday, August 2, 2018

Discorporating Blow

15 / 30 / 44 / 59 / 74 / 88
Power: Projection.
Prerequisites: Pressure Secrets, Projector 1.

Activation Cost: 1 FP/use.

By precisely striking an opponent with a kick or punch, you can knock his spirit from his body. Roll the attack normally, with an extra -2 for targeting a pressure point. If this succeeds and your target fails to defend, make a Quick Contest of your Pressure Secrets skill versus your target’s Will, at -1 per level past the first. If you win, your target’s soul is knocked free of his body for a number of minutes equal to your Margin of Success. His body falls harmlessly to the ground in an unconscious heap for this duration.

Sunday, July 29, 2018

Eschew Sleep


2 / 4 / 6 / 8 / 9 / 11 / 13 / 15 / 18
Power: Dream Mastery.
Prerequisites: Dream Walking 1.

Your need for sleep slowly dissipates until you no longer require any. You require one fewer hours of sleep per day per level, for up to eight levels, at which point you no longer require any sleep. Ninth level is special in that it grants immunity to sleep-related effects.

Friday, July 27, 2018

Veiled Perception


35 points / 51 level
Power: Perception Mastery.
Prerequisites: Mystic Perception 1.
Activation Cost: 1 FP to activate; 1 FP per 2 minutes to maintain.

Wednesday, July 25, 2018

Word of Command


25 points + 5 points / level
Power: Telepathy.
Prerequisites: Telepathic Talent 1.
Activation Roll: IQ.
Complimentary Skills: Body Language.

By pitching your voice and adjusting your speech patterns, you are able to speak directly to a person’s soul and compel him to action. Using this ability requires a full minute of Concentration on another person’s speech and mannerisms, after which you speak your command, which requires your subject both hear and understand. If your subject cannot hear you or cannot understand the language you issued your command in, the ability automatically fails. If your command is understood, however, you must then make a Quick Contest of your IQ versus your subject’s Will. Only range penalties apply, see Speed/Range Table, (p. B550).

Saturday, July 21, 2018

Feet of Luck


17 points
Power: Fate Mastery.
Prerequisites: None.

For the next ten seconds, your feet just happen to find the best possible footing out of pure luck rather than skill, no matter how horrible the terrain is. This allows you to ignore all terrain penalties to movement speed, DX rolls, and DX-based skills for the next ten seconds.

Enhanced Skills: +2 to Climbing, Running, and Swimming; +2 to DX, Acrobatics, and Jumping rolls to stick landings or otherwise not lose your footing.

Statistics: Terrain Adaptation (Active, +300%; Maximum Duration, 10 seconds, -75%; PM, -10%; Switchable, +10%) [17].

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