Special
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Attribute

Cost

Description
Astral Projection

3

The character can leave their body and swoop about in their spirit. Higher levels make you faster.
Contamination

1-2

The ability to infect or curse somebody to have the same supernatural or other problem that you have (like being a vampire). 
Dimensional Portal

2-4

The character can open a portal to their own private "pocket universe". Higher levels give you a larger dimension. The portal can be fixed or mobile. 
Dynamic Sorcery   Replaced by Dynamic Powers
Dynamic Power

2+

The ability to spontaneously use other Abilities in a related theme.
Elasticity

1

Streaching and elongating parts of your body. 
Electronic Counter-Measures

1

The character posesses electronic counter-measures. Choose the type of counter-measures from: Commo Jamming, Missle Jamming, and Sensor Jamming. Higher levels increase the range, add another type of Jamming for a point. 
Energy Regeration

4

The character regenerates Energy every round. The level determines how much and if you have to be resting or not.
Environmental Control

1-2

The ability to control a specific aspect of the environment such as Light, Darkness, Weather, or Temparature. Higher levels allow you to control the environment in larger areas.
Exorcism

1

Drive out demons, ghosts, and other things that can posess people or things.
Extra Arms

1

The higher the attribute the more extra limbs you have to manipulate and hold things. 
Extra Identities

1

Each level gives you an extra superhero or mundane identity.  It isn't easy maintaining each identity, but it can make tracking you down harder.  Keep the Eternal War magical "Law of Identity" in mind.
Features or Accessories

1

Useful, mundane, and non-combat related extras such as longevity, night vision, stereo, cell phone, and others. The higher the level the more features/accessories you have.
Flight

3-4

The ability to fly or glide. If you can't hover, it costs 3. Gliding makes the total cost 2 less, while the abilty to only hover a few meters off the ground costs 1 point less. Higher levels let you fly faster. 
Force Field

2-4

 An energy field that protects the character from harm.
Ground Speed

2

 
Healing

4

 
Heavy Armour

4

 
Heightened Senses

1

 
Illusion

2-6

 
Insubstantial

4

 
Invisibility

3-7

 
Item of Power

2

Each level gives you 5 points to buy the Abilities of the item(s).
Jumping

1

 
Life Support

1

 
Light Armor

1

 
Magic (or Psionics)

4

Replaced by Themed Power
Meld

2 or 4

 
Metamorphosis

5

 
Mind Control

1-4

 
Mecha Attributes    
Mental Armor

1

5 Points Mental Defense per level
Mind Shield

1

+2 MDV per level
Natural Weapons

1

 
Own a Big Mecha

4

 
Place of Power

1

 
Precognition

1-2

 
Regeneration

4

 
Reincarnation

3

 
Sensors

1

 
Servant

1-2

 
Shape Change

2-3

 
Shield

1

 
Sixth Sense

1

 
Size Change

1-2

 
Space Flight

2

 
Special Defense

1

 
Special Movement

1

 
Speed

1

 
Spirit Ward

1

 
Star Flight

2

 
Stealth

1

 
Super Strength

2-3

 
Swarm

2

 
Telekinesis

1-2

 
Telepathy

1-3

 
Teleport

5-10

 
Themed Power

2+

Each level gives 10 points to buy other Attributes.  All powers must fit a theme and cost Energy to use.
Transmutation

1-4

 
Tunneling

2

 
Water Speed

2-3

 
Weapon Attack

4

 
Unique Attribute

1+

Feel free to make up your own attributes. All of the above are just suggestions. The GM has final say on the cost and effects.

New/Changed Attributes

Energy Regeneration

 
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