Energy Doppleganger: The character is able to create a copy of himself, a Doppleganger, composed of pure energy, from his own body. The player must decide whether the Doppelganger is simply an extension of the character's will or if it has an independent, but obedient, mind. The character is always in control of the Doppleganger and is the only one who can make the Doppleganger perform an action. An independent Doppelganger is only capable of carrying out simple commands on its own. Although the energy clone has the exact same attributes and skills as the original, it acts at 4th level and has its own unique set of powers and abilities. The Doppelganger automatically has the Power of Flight, plus 1d4 additional abilities, which are determined at character creation. The character gains no experience earned from his energy clone. If the creator dies or the duration of this power ends, the doppleganger disappears as if it never existed. However, the clone will remain if the character is knocked unconscious or lapses into a coma, and defend him to the bitter end.
If separated, the character can effectively exert control over his energy doppelganger at a range of Intelligence + Charisma x 10 x Level inches. Control can be blocked by lead, or an energy field, such as a Force Field. PR=5 per turn.
Psionics: Psychic Link: The Character has a mental link with another single sentient being. The being linked to is set at character creation and cannot be changed. The link is always there, at a certain low level, but can be used for a number of functions:
- If one of the beings experiences strong emotion the other linked being will be aware of it. If one of the beings is injured it will trigger the link as well. - The linked beings will always know the general direction and approximate distance of the other.
Range is effectively unlimited, but GMs may impose restrictions as they see fit. PR=0.
Psionics: Psychic Tracking: This Character can track other characters through the use of extra-sensory insights, independent of any physical tracks or traces. It may function through a variety of methods depending on the character. The character may be telepathically detecting the quarry’s mind, following psychic or ectoplasmic residue, be guided by clairvoyant or precognitive visions, have a subconscious knowledge which gradually surfaces at need, etc. It may simply be a highly developed intuitive sense, where the tracker has ill-explained hunches guiding his/her steps. The Character must be within 1" of the quarry in order to initially “tune” his or her particular brand of insight to follow a particular quarry. Once a quarry has been tuned in, Range no longer matters, so long as the Character is following the trail. Note that this Power does not immediately reveal the quarry’s location. The Power reveals the trail, but the character must follow the trail, step by step, to arrive at the target’s current location.
The base percentage chance is 75% +3% per level -3% per hour the trail is cold. If the quarry's trail is lost, it can be reacquired by the character making a successful Detect Hidden role. The GM may apply penalties to the percentage chance if the Character is unfamiliar with the quarry, or the quarry has powers which would hinder the tracker's abilities. GM discretion on what constitutes “familiarity” with a quarry, it may be through a personal relationship, through a prior psychic contact such as a telepathic communication or a vision via Precognition or Postcognition, etc.).
Nullify Sound: The character generates a field through which no sound can pass. Normal hearing is completely blocked. Powers such as Sonic Abilities and sound based senses are completely ineffective. The maximum area that a character can nullify sound in is a sphere with a radius in inches of 1/4 of his full Power score. The maximum range at which the ability will operate is A x 3. Creating a nul-sound area, or reshaping an old one, costs 2 points of Power. Once created, however, it costs no power to maintain. One action must be spent to create the area, and an additional action is required each turn to maintain it, though reshaping the area may be performed as movement. GMs may wish to impose penalties on affected characters Detect Hidden and Detect Danger percentages.
Body Power: Energy Claws: The character can form a set of claws out of pure energy, that appear at the ends of their fingers. The claws are treated as Natural Weaponry, granting +3 to hit and +6 HTH attack bonus.
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