Reality Distortion#
Cancel Gravity#
Cost: 10 XP
Study, Major Action, 2 Mana
Exclude yourself or an item that you hold from the force of gravity until the end of the next round. The target gains the Trait Weightless for the duration of the power. Gravity fields have no effect on the target while the cancellation is active. That said, the target still has mass, and targets of considerable mass require some effort to move. You may dispel the power at will.
- Area [+1 Mana]: The gravity cancellation affects a nearby zone. Any item or character within the zone are Weightless while in it as long as the power is active.
- Size Matters Not [+X Mana]: Additional Mana is required for large targets. Up to GM discretion.
- Staying Afloat [+1 Mana]: The power remains active one additional round.
- Target [+1 Mana]: The power may be used on a character within reach.
Dimensional Gate#
Cost: 10 XP
Study, Minor Action, 2 Mana
You link two points in space through hyperplane geometry. The dimensional gate remains open until the end of the scene, or until you choose to close it. To place a gate, you must spend a minor action at the location of one end, and a second minor action at the location of the other end.
- Remote [+1 Mana]: Place one end of the gate at a nearby location that you can see. This improvement may be repeated for the second end.
Enhanced Gravity#
Cost: 5 XP
Study, Major Action, 1 Mana
You exert your will on nature itself, amplifying the force of gravity. A nearby target falls Prone and suffers 2 damage.
- Area [+2 Mana]: The power takes effect on all characters within a nearby zone.
- Intensify [+1 Mana]: Targets suffer 3 damage instead.
Kinetic Charge#
Cost: 10 XP
Study, Reaction Action, 4 Mana
Your skin fends off the bullets and the blows, absorbing their velocity into a single deadly burst. You ignore all physical damage, up to twice your Reality Distortion focus, until the end of your next turn. As a major action, you may release the same amount of damage upon a target within reach. Otherwise, you suffer the stored damage as Piercing damage when the affect ends.
Lightning#
Cost: 5 XP
Study, Major Action, 1 Mana
With a wave of the hand, lightning erupts, setting your target alight. You deal 2 Piercing damage to a nearby enemy.
Magnetic Dome#
Cost: 10 XP
Study, Major Action, 3 Mana
A vibrant field encapsulates you and any characters within reach, deflecting any hostile projectiles shot your way. The dome is active until the end of the next round.
- Extend Duration [+1 Mana]: Extend the duration of the power one more round. This requires a major action.
Magnetic Pull#
Cost: 5 XP
Study, Major Action, 1 Mana
Your powers of attraction are second to none - at least when it comes to metals. Pull a nearby metallic item to yourself. If the item is held in one hand, you have to succeed in a Study test at difficulty 2, and difficulty 3 if it is held in two hands.
- May The Force Be With You [+1 Mana]: Reduce the difficulty of the skill test by -1.
- Farther [+X Mana]: Increase the range of Magnetic Pull by 1 zone per Mana spent.
Optical Illusion#
Cost: 5 XP
Study, Minor Action, 2 Mana
Light bends and breaks on your command, creating a mirage that multiplies your image. Your appearance is duplicated by two adjacent mirror replicas. A replica disappears as soon as it receives damage, and lasts no longer than a number of rounds equal to your Reality Distortion focus.
- The More The Merrier [+X Mana]: Create additional replicas around you. +1 Mana for 1 additional replica, +2 Mana for 2 additional replicas.
- Pru Urvu [+1 Mana]: The power applies to a nearby target instead.
Rejection Field#
Cost: 5 XP
Study, Minor Action, 1 Mana
With a mental note, you reflect the force of gravity around you, causing the earth itself to push you away. This power may be used to soften landings or fling yourself to high places.
- Catch a Ride [+X Mana]: You may carry with you additional characters as long physical touch is maintained, +1 Mana per character.
Revert Time#
Cost: 10 XP
Study, Major Action, 3 Mana
They say time only goes one way, and that’s true. For most people. You or a nearby target return to the location and state that they were in at a point of your choice in the previous round. Targets keep their memories.
- You and I Go Way Back [+3 Mana]: Push the target one additional round back, up to your Reality Distortion focus. This improvement is repeatable.
Slow Motion#
Cost: 10 XP
Study, Free Action, 3 Mana
Take another turn immediately. You do not trigger reactions from enemies.
Spare Time#
Cost: 10 XP
Study, Minor Action, 2 Mana
You tweak the flow of time for yourself or a nearby character, bargaining with the hands of the clock. The target gains the Trait Accelerated for a number of rounds equal to your Reality Distortion focus, granting -1 difficulty to skill tests made Swiftly. This effect does not stack.
- Quickened [+1 Mana]: Targets gain the Quickened condition.
- Blurry Movement [+1 Mana]: Targets gain the Trait Blurry as well, adding +1 difficulty to ranged attacks against it.
- Multiple Targets [+X Mana]: The power affects one additional target for each Mana spent.
Teleport#
Cost: 10 XP
Study, Minor Action, 2 Mana
Space bends and shifts around you as your form vanishes and reappears somewhere nearby. You can teleport to any nearby, available, visible space.
- Farther [+X Mana]: Increase the range of Teleport by 1 zone per Mana spent.
- Hitchhike [+X Mana]: Take with you additional characters that are within reach, 1 character per Mana spent.
- Nostalgic [+1 Mana]: You don’t have to see the destination of your teleport, as long as it’s within range and you’ve been there before.