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SLA-GURPS Ebb powers

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SLA-GURPS Ebb powers Powered By Docstoc
					Ebb powers.
                                                                                                                            Last updated 02 March 2010
                                                                                                                            Written by Mads Vogt-Nielsen
Equations.
Force Ebb Kinetics -Blast............................................ 4             Thought Plant VI – Puppet Mastery (15 pts) ......... 11
  Blastª (3 pts / level) .................................................. 4     Augmentation -Enhancement ................................... 11
  Bombª (4 pts / level) ................................................ 4          Teeth (1 pts) ........................................................... 11
Blue Thermal –Glacial Ebb ........................................ 4                Claws (4 pts) .......................................................... 11
  Freezing Blastª (3 pts / level) ................................... 4             Attribute boost –Strength (9 pts / level) ................. 11
  Ice bladeª (3 pts / level)............................................ 4          Attribute boost –Speed (7 pts / level) ..................... 11
  Cold aura (3 pts / level)............................................ 5           Attribute boost – Health (3 pts / level) ................... 12
  Resist Heat (5 pts / level) ......................................... 4           Attribute boost – Tough skin (5 pts / level)............ 12
  Create Cold (3 pts / level) ........................................ 4            Ebb Beast (30+ pts) ................................................ 12
Red Thermal –Inferno Ebb ......................................... 5                Physical manipulation* .......................................... 13
  Burnª (3 pts / level) .................................................. 5        Physical Manipulation – Growth* (24 pts) ............ 13
  Thermal Ballª (3 pts / level) ..................................... 5           Sense Perception -Sense ............................................. 13
  Body Blaze (3 pts / level) ........................................ 5             Shock Sense (16 pts) .............................................. 13
  Resist Cold (5 pts / level) ......................................... 5           Restore (10 pts) ...................................................... 13
  Create Heat (3 pts / level) ........................................ 5            Super Sense (13 pts) ............................................... 13
Art of Healing and purification –Healing .................. 5                       Scare (11 pts) ......................................................... 14
  Heal (8 pts) .............................................................. 5     Mind block (4 pts / level) ....................................... 14
  Physical manipulation* (20 pts)............................... 6                  Shock Resistance* (4 pts) ...................................... 14
  Precognitive Healing (10 pts) .................................. 6                Total recall (7 pts) .................................................. 14
  Retardation of psychosis (8+ pts) ............................ 6                Ebb Illumination -Illumination ................................. 14
  Resurrection (99 pts)................................................ 6           Light (1 pt / lvl) ...................................................... 14
Force Focus -Telekinesis ............................................. 7            Blindª (13 pts / level) ............................................. 15
  Telekinesis (5 pts / level) ......................................... 7           Chargeª (5 pts / level) ............................................. 15
  Shield (5 pts / level) ................................................. 7        Lightning boltª (5 pts / level) ................................. 15
  Fly (11 pts)............................................................... 7     Ebon Eyes* (25 pts) ............................................... 15
  Throttleª (3 pts / level) ............................................. 8         Perfect Night Vision (12 pts) ................................. 15
  Chokeª (21 pts) ........................................................ 8        Chameleon (26 pts) ................................................ 15
Ebb Manipulation -Reality folding............................. 8                  Ebb Awareness -Detect .............................................. 15
  Jump Port -Self (25 pts) ........................................... 8            Detect (7 pts) .......................................................... 15
  Wall Walk (18 pts)................................................... 9           Track (8 pts) ........................................................... 16
  Jump port -Object (16 pts) ....................................... 9              True Track (5 pts) .................................................. 16
  Fold time (20 pts / level) .......................................... 9           Impression (5 pts)................................................... 16
Voice of the Ebb -Communication ............................. 9                     Defensive Precognition* (12 pts) ........................... 16
  Thought Plant (8 pts) ............................................... 9           Death seek (17 pts) ................................................. 16
  Mind read (6 pts) ................................................... 10        Ebon guard -Protect.................................................. 16
  Mind Read II – Mind Probe (6 pts) ........................ 10                     Heal Deathsuit (6 pts) ............................................ 16
  Thought Plant II – Power Aura (10 pts)................. 10                        Charge Deathsuit (4 pts / level) .............................. 16
  Thought Plant III – Charm* (4 pts / level) ............. 10                       Suck Flux (10 pts +2 per level) .............................. 17
  Thought plant IV – Sway Emotions (10 pts) ......... 10                            Interdermilization (10 pts)...................................... 17
  Thought Plant V – Memory Wipe (10 pts) ............ 11



 Modifiers with an * can not be combined. You must
chose either or.

Half points always rounds up after being multiplied by
level. For instance: +0,5 per level, for a lvl 7 power
would be +4 pts (3,5 rounded up to 4).


Some power require prerequisites. This is noted in the
powers description.

The GM is also free to limit any power to a certain level. 5 is
a good limitation if you want to keep an average powerlevel.
10 should be max in all cases. Above 10 is super-powers
level.




                                                                                                                                                 Side 1 af 17
There are three types of Ebb powers:                                 normal combat actions using them. From an AoA:
                                                                     Determined to a Deceptive attack. You can even make make
                                                                     multiple attacks using AoA:Double. You have to pay a flux
         Normal Ebb Powers.                                         cost per use of the power of course.
                                                                     You could also use Rapid Strike/Rapid Shot if your power
         Attack Powers.                                             lives up to the requirements for that. For isntance, Ice blade
                                                                     breaks upon inpact and you need RoF:3 or more to use Rapid
         Advantage Powers.                                          Shot.

                                                                     Attack powers always cost Flux, no matter if the attack fails
                                                                     due to a miss or due to the roll going over the Ebb Skill.
Common for all Ebb Powers is that they can only be used if
wearing the Deathsuit or other special Science Friction gear         Very few attack powers can be modified, instead you can get
that allows the use of a particular power.                           a wide variety of Science Friction gear to help improve or
                                                                     change them.


Normal Ebb powers.                                                   Advantage Powers.
Normal Ebb powers are the bulk of the powers. They are also          Advantage powers are very different from both of the other
refered to as Ebb abilities. Most of them are directly based on      powers. They are not really Ebb powers as such, rather they
Advantages from the GURPS Basic set and refer directly to            are Advantages that you can buy permanently thanks to your
the book‟s description of them.                                      knowledge of the ebb.
 All normal Ebb powers cost Flux. If the Power refers to an          Advantage powers are noted with a small asterix: * .
Advantage in the Basic book and this advantage cost FP, read
this as flux instead. Some advantages cost flux „per level‟, in      Most advantage powers only work as long as you wear your
this case you can always use a power at a lower level which          deathsuit.
cost less flux.
                                                                     Advantage powers do not cost flux as they are a permanent
All normal Ebb powers require a skill roll with its                  change to the ebb users body.
corresponding Ebb skill to be activated. Most have special
rules for modifiers, see the individual powers.                      Advantage powers can only rarely be modified. Some
                                                                     however comes in levels, often a predefined number.
Many normal Ebb power requires several seconds of
Concentration to activate. Roll any skill activation roll in the     The Augmentation power contains a large list of possible
last second of concentration. If concentration is broken before      Advantage powers. These works differently that the others.
the time is up the power fails.                                      They cost both flux and a Skill roll to activate but they work
                                                                     even if they do not wear their deathsuit.
  If a normal Power fails due to a failed skill roll the flux cost   They can also be removed again by using the power once
  must still be paid. If it fails due to a broken concentration      again.
  there is no Flux Cost, the ebb user hasn‟t even started to
  formulate yet.

Almost all normal Ebb powers can be modified and improved
with levels and/or modifiers.




Attack Powers.
Attack powers work different than normal Ebb powers. They
are noted with a small upper a: ª .

All attack powers cost flux. All attack powers comes in levels
and, like normal ebb powers you can always choose to use a
lower level with a reduced effect and flux cost.

Attack powers also have Ebb skills but they do not roll
against then to activate their powers, rather their skill
functions as an Ebb Malfunction number. Attack powers also
have an attack skill associated with it which you need to
actually hit your target.
If you, on your attack roll, roll equal to or over your Ebb Skill
the power fails, and you still have to pay the full flux cost.
This means it is often useless to increase your effective Ebb
skill with attack powers above Skill:16.
But on the other hand you need to put points into an attack
power to actually hit with it.

Attack powers do not require Concentration or Ready actions
to activate them. They are designed to work instantly so they
are of any use in combat. This means that you can take any
                                                                                                                          Side 2 af 17
Prerequisites.
Almost all pwoers have a prerequisite power you need to           information
be able to buy it.                                                Power aura: People will follow your             10
                                                              4
You need at least one power (just level 1) of a lower             suggestions
number (rank) to buy one of a higher rank. For instance           Charm: People like you and wants to           4*/lvl
                                                              5
Freezing blast is Rank 2, you need at least level 1 Create        listen to you
Cold to buy any level of Freezing blast.                      6   Sway emotions: Change targets emotions          10
                                                              7   Memory swipe: Change persons memory             10
But see the individual abilitites for exact prerequisites.    8   Puppet Mastery: Control target                  15
Some require more than, and Bomb for instance can‟t go            Augmentation -Enhancement
higher than the blast level.                                  1   Teeth: Gain long sharp teeth                    1
                                                                  Claws: gain long sharp armour piercing          4
                                                              1
Rank   Ebb Powers                                   Cost          claws
       Force Ebb Kinetics – Blast                             1   Attribute boost – Strength                     9/lvl
 1     Blasta: Ranged armour piercing attack        3 / lvl   1   Attribute boost – Speed                       21/lvl
 2     Bomba: Ranged area energy attack             4 / lvl   1   Attribute boost – Health                       3/lvl
       Blue thermal – Glacial Ebb                             2   Attribute boost – Tough skin                   5/lvl
 1     Create cold: Lower temperature of area.      3 / lvl   3   Ebb beast: transform into combat beast          30
 2     Freezing blasta: Ranged crushing attack      3 / lvl       Physical manipulation: Manipulate body;          -
                                                              4
 3     Ice bladea: Melee armour piercing blade      3 / lvl       gain extra limbs, gorw or shrink and so on
 2     Resist Heat: Resist heat and fire attacks    5 / lvl       Sense Perception -Sense
       Cold Aura: Create aura of coldness that      3 / lvl       Shock Sense: Overload targets sense             16
 3                                                            1
       damages those you touch.                                   temporarily
       Red Thermal –Inferno Ebb                               2   Restore: Restore overloaded sense               10
 1     Create Heat: Raise temperature of area.      3 / lvl   2   Super Sense: Gain Hyper Spectral Vision         13
 2     Burna: Ranged burning attack                 3 / lvl       Scare: Overload targets sense to scare          11
                                                              3
       Thermal balla: Armour destroying ball of     3 / lvl       them
 3
       fire                                                       Mind block: Concealment from Ebb              4/lvl
                                                              3
 2     Resist Cold: Resist cold and frost attacks   5 / lvl       detection
       Body Blaze: Create aura of fire that         3 / lvl       Shock Resistance: Immunity to the Shock         4
 3                                                            4
       damages those you touch.                                   Sense power
       Art of Healing and purification –                          Total recall: Remember everything that          7
                                                              4
       Healing                                                    happened in the past few minutes
 1     Heal: Heal HP of target                        8           Ebb Illumination -Illumination
       Physical manipulation: Change body to be      20*      1   Light: lighten area                            1/lvl
 2
       resistent against bullets                              2   Blinda: Creates flash that blinds people      13/lvl
 2
       Precognitive Healing: Gives temporary          10      3   Chargea: Stun touched target                   6/lvl
       HP to target                                               Lightninga: Ranged electrical armour           5/lvl
                                                              4
       Retardation of psychosis: Temporarily         8+           piercing attack
 2
       remove mental disability from target                   5   Ebon eyes: Electrical ressitance               25*
       Ressurection: Ressurect resently dead          99      6   Perfect night vision: Dark vision w. colour     12
 3
       body                                                       Chameleon: Invisibility, only for self and      26
                                                              7
       Force Focus –Telekinesis                                   ebb gear
 1     Telekinesis: See p.92                        5/lvl         Ebb Awareness -Detect
 2     Shield: Create energy shield that gives DR   5/lvl         Detect: Detect ebon presense or past            7
                                                              1
 2     Fly: You can fly                              11           presense in area
       Throttlea: Kinetic push that does not deal   3/lvl         Track: Track ebon when presense has             8
 2                                                            2
       damage but only knockback                                  been detected
 3     Choke: Strangulate person from a distance    12/lvl        True track: Track person from personal          5
                                                              3
       Ebb Manipulation -Reality folding                          belonging
       Jump port – self: Teleport to visible          25          Impression: Gain impression of past             5
 1                                                            4
       location (see p.97)                                        happenings in area
 2     Wall walk: Move through walls                  16      5   Defensive precognition: Danger Sense           12*
       Jump port – object: Teleport small object      16          Death seek: See dead persons last 24 hour      17
 2                                                            6
       too you                                                    of life
       Fold time: Slow down the world for a         20/lvl        Ebon guard -Protect
 2
       second                                                 1   Heal Deathsuit: Heals lost DR                   6
       Voice of the Ebb -Communication                        2   Charge Deathsuit: Boost DR of suit            5/lvl
       Thougt plant: Send telepatic messege           8       3   Suck flux: Suck flux from touched target      10+2
 1
       (conversation)                                         4   Interdermilization                             10
       Mind read: Read surface mind of touched        6
 2
       target
 3     Mind probe: Search target memory for           6
                                                                                                          Side 3 af 17
Force Ebb Kinetics -Blast                                          Extend duration             20y                               +1
                                                                   -                           50y                               +2

Blastª (3 pts / level)
                                                                   -                           100y                              +3
Fire a single focused fast moving blast towards the                Reduce time                 20ºf per sec                     +0,5
target. This can be dodged.                                        -                           40ºf per sec                      +1

 Dam                 Acc     Range     Rof     Rcl     Flux
 1d+2 pi (2)          0       5/20      1       1       1
                                                                   Freezing Blastª (3 pts / level)
Bombª (4 pts / level)                                              Prerequisite: Ctreate cold.
Prerequisite: an equal level of Blast.                              Dam                 Acc      Range        Rof     Rcl       Flux
Channel the energy to explode upon impact. People can               2d cr                0        5/10         1       1         1
only dodge this if they can move out of the area [2y
radius]. But as the explosion is less focused it does not          Flux: 1 per level.
have an Armour divisor.
                                                                   Skill: Freezing Blast (IQ/H)
 Dam                 Acc     Range     Rof     Rcl     Flux        Secondary skill: Innate attack (projectile) (DX/E)
 2d+1 cr [2y]         0       5/20      1       1       2

Each level increases the Damage and Flux cost, but
nothing else; with level 5, Blast would do 5d+10                   Ice bladeª (3 pts / level)
damage and cost 5 flux. Bomb would do 10d+5 damage                 Prerequisite: Create cold.
and cost 10 flux.
                                                                   You form a blade of ice. It breaks upon impact freezing
Skill: Blast (IQ/H)                                                the blood of the target.
Secondary skill: Innate attack (projectile) (DX/E)                 The blade is used as a normal sword using Broadsword
                                                                   skill to hit and giving Swing or Trust damage + a
Modifiers can be added to change the other stats. Note             number of die determined by the level of the Ice Blade.
that increasing Range or Acc for Blast, would not                  And then the next second the follow up damage kicks
increase it for Bomb as well. Increasing Acc to 2 for              in dealing 1 damage per level.
both variants would cost 1+1= +2 more per level.
                                                                   Each level increases the Damage and Flux cost, but
                                                                   nothing else; with level 5, it would deal swing or thrust
Blue Thermal –Glacial Ebb
                                                                   +5d damage with a follow up of 5 damage if the attack
The normal human temperature tolerance is 35ºf-90ºf
                                                                   penetrates. It would cost 10 flux.
(2ºc-32ºc). The normal temperature on Mort is 60ºf
(15ºc)
                                                                   Note that the blade doesn’t have to be used
                                                                   immediately and it can even be used to parry, however
                                                                   if it is used to parry any weapon (or if a weapon
Create Cold (3 pts / level)                                        parries it) you have to roll for breakage as if it is
Lowers the temperature of 2y area within 10y, by 40ºf              parrying a heavy weapon, the blade count as Cheap
(20ºc), at the speed of 10ºf (5ºc) per sec, per level.             (+2 to break).
Requires constant concentration.
                                                                    Dam                       Follow up       Reach     Parry
Flux: 1 per level.                                                  Sw +1d cut (2)              1 cold         1, 2       0
                                                                    Thr +1d imp(2)              1 cold          2         0
So at level 5 you could reduce the temp. by 200ºf at the
speed of 40ºf per sec. Costing 5 flux. (100ºc at 20ºc per sec.)    Flux: 2 per level.

                                                                   Skill: Ice blade (IQ/H)
Modifiers (Create                                    Ekstra pris
                           Effekt                     per level    Secondary skill: Broadsword (DX/A) or Two-handed
Cold)
Increase area              4y                           +2,5       Sword (DX/A)
-                          8y                            +5
-                          16y                          +7,5
-                          32y                          +10
-…                         (double)                    (+2,5)
                                                                   Resist Heat (5 pts / level)
                                                                   Prerequisite: Create cold.
Improved Range             20y                          +1         Increases the caster, and anything he holds, high-
-                          50y                          +2
                                                                   temperature threshold by HT*2ºf per level.
-                          100y                         +3



                                                                                                                            Side 4 af 17
This also grants a bonus of +1 DR against fire/heat             Thermal Ballª (3 pts / level)
attacks per level, to both the user (including eyes) and
                                                                Prerequisite: Create heat.
all his equipment.
                                                                You create a fiery ball of about 30cm in diameter,
Flux: 1 per level: 1 per level per minute to maintain.
                                                                which is thrown at the target. Use innate attack skill to
                                                                hit. DR is doubled against it.
                                                                Corrosive dam: Destroys 1 point of DR per 5 damage.
Cold aura (3 pts / level)
Prerequisite: Resist Heat.                                       Dam               Acc   Range      Rof     Rcl       Flux
                                                                 3d(0,5) cor        4    50/50       1       1         2
Your entire body freezes with such a speed and to such
                                                                 ex
a low degree that it is harmful just to touch you.
                                                                Flux: 2 per level.
Neither you nor anything you hold takes damage.
Use brawling or other unarmed combat skills to hit.
If grabbling or being grabbed by someone they                   Skill: Thermal Ball (IQ/H)
automatically take damage each turn they are                    Secondary skill: Innate attack (projectile) (DX/E)
grabbled/grabbling.

 Dam                       Reach     Parry    Flux              Resist Cold (5 pts / level)
 1d FP (freeze)              c         -       2                Prerequisite: Create heat.

The aura also grants a temperature tolerance.                   Increases the caster, and anything he holds, low-
Increasing the low-temperature threshold by HTºf per            temperature threshold by HT*2ºf per level.
level.
Flux: 2 per level: can be maintained for 1 flux per             This also grants a bonus of +1 DR against cold/ice
level, per min.                                                 attacks per level, to both the user (including eyes) and
                                                                all his equipment.
Skill: Cold Aura (IQ/H)
                                                                Flux: 1 per level: 1 per level per minute to maintain.

Red Thermal –Inferno Ebb
The normal human temperature tolerance is 35ºf-90ºf             Body Blaze (3 pts / level)
(2ºc-32ºc). The normal temperature on Mort is 60ºf              Prerequisite: Resist cold.
(15ºc)
                                                                Your entire body is on fire, you become a living torch.
                                                                Neither you nor anything you hold takes damage.
Create Heat (3 pts / level)                                     Use brawling or other unarmed combat skills to hit.
Increases the temperature of 2y area within 10y, by             If grabbling or being grabbed by someone they
40ºf (20ºc), at the speed of 10ºf (5ºc) per sec, per level.     automatically take damage each turn they are
Requires constant concentration.                                grabbled/grabbling.

Flux: 1 per level.                                                Dam                 Reach Parry
                                                                  1d+3 burn              c        -
So at level 5 you could increase the temp. by 200ºf at          The aura also grants a temperature tolerance.
the speed of 40ºf per sec. Costing 5 flux. (100ºc at 20ºc per   Increasing the high-temperature threshold by HTºf per
sec.)                                                           level.
                                                                Flux: 2 per level: can be maintained for 1 flux per
                                                                level, per min.
Burnª (3 pts / level)
                                                                Skill: Body Blaze (IQ/H)
Prerequisite: Create heat.

 Dam                 Acc     Range     Rof     Rcl     Flux
 2d+2 burn            1      10/20      1       1       1       Art of Healing and purification –Healing

Skill: Burn (IQ/H)                                              Heal (8 pts)
Secondary skill: Innate attack (projectile) (DX/E)              Heal 2 HP per Flux used.
                                                                Maximum 2 flux can be used without improving the
Flux: 1 per level.                                              power.
                                                                Takes 4 secs of concentration actions to use.
                                                                Must touch targets bare skin.


                                                                                                                  Side 5 af 17
Physiology modifiers: -2 to heal humans and frothers, -3 to heal
stormers, -4 to heal shaktars or wraithraiders.

Repeated attempts are at -3 per attempt.                                  Retardation of psychosis (8+ pts)
                                                                          Prerequisite: Heal.
Heal crippled limb at -6 (only one attempt), must heal enough HP to
cure the location fully (for instance a cirppled led og a person with
HP:10 would require 6 HP to be fully healed).                             Temporarely supresses a mental disability
                                                                          (Disadvanage) from touched subject. Must succeed a
Skill: Heal (IQ/H)                                                        skill roll vs. subjects Will (subject may choose not to
                                                                          save, if sane and willing enough to wish so).

Modifiers (Heal)            Effekt                          Ekstra pris   The disadvantage is supreesed for 5 hours per succees
Reduce cap                  Increase Flux cap to 4 flux        +2         you win with.
-                           - 6 flux                           +4
-                           - 8 flux                           +6
-                           - 10 flux                          +8         Time to use: Takes 5 hours of preperations, do not have
Remove cap                  No flux cap.                       +10        to have contact during the 5 hours. You do not have to
                                                                          prepare „per disadvantage‟ but you do have to prepare
Reduce Time                 Takes 2 sec to use                 +1         „per subject‟.
-                           Takes 1 sec to use                 +2
                                                                          Cost: 10 flux.
Heal diseases and           You can now cure diseases          +6
poisons                     and poisons see page 59.
Regrowth                    You can regrow a lost              +30        Skill: Retardation of psychosis (IQ/H) [1 pts]
                            body part, as if it was                       Extra modifiers, you gain -1 to the check per 5 pts the disad is worth.
                            crippled, but with a -8
                            penalty to the check.
                                                                          Cost is dependent on which Disadvantages you can
                                                                          supress. Just add the price of the disadvantage that can
                                                                          be supressed to the cost of Retardation of psychosis.
                                                                          Some examples:
Physical manipulation* (20 pts)                                           Disad.                          pts     Disad.                pts
Prerequisite: Heal.                                                       Bad temper*                      +10 Manic depressive           +20
                                                                          Bully*                           +10 Obsession*                 +10
                                                                          Callous                           +5 Sadism*                    +15
You gain Injury tolerance: Unliving. Permanently.                         Chronic depression*              +15 Selfish*                     +5
You reduce the damage modifier for Impaling and                           Compulsive behaviour*            +15 Split personality *        +15
Piercing damage to the following:                                         Delusions                        +15
Imp & pi++: 1/1 | Pi+: 1/2 | Pi: 1/3 | Pi-: 1/5.                          *Remember to modify the cost dependent on Self control Number.
                                                                          For instance, Bad Temper [6] would cost +20, while Bad Temper
                                                                          [15] would only cost +5.

Precognitive Healing (10 pts)                                             You are allowed to choose more than one. Treat additional disads as
                                                                          „alternates‟ reducing their cost by /5. (Pay full price for the most
Prerequisite: Heal.                                                       expensive one). When using this power, you supress all
                                                                          disadvantages you have „access‟ too, unless you specicy to not
Boost targets body to withstand damage.                                   supress some.
Gives touched target 10 Ablative DR for 10 min per
success on your skill roll.
                                                                          Resurrection (99 pts)
Time to use: 32 secs. of constant concentration.
Cost: 7 flux.                                                             Prerequisite: Precognitive healing.
Skill: Precognitive healing (IQ/H)
                                                                          You can ressurect the dead!
Modifiers (Precog.                                          Ekstra pris   You must touch the deads bare skin.
                            Effekt
Healing)
Reduce Time                 Takes 16 sec to use                +1         The „dead‟ then makes a HT check, if he succeeds he
-                           Takes 8 sec to use                 +2         starts to regenerate 1 HP per hour until he is above -
-                           Takes 4 sec to use                 +3
-                           Takes 2 sec to use                 +4
                                                                          1xHP.
-                           Takes 1 sec to use                 +5         Each success on his HT roll gives him 16 to regenerate,
                                                                          if he has lost more HP than he can regenerate during
Extend duration             30 mins per success                +2         that time, the Ressurection fails imidiatly and can not
-                           1 hour per success                 +4         be tried again.
-                           6 hours per success                +6

Increase DR                 Give 20 DR instead                 +1         Note that this only bring people back to life, it does not
-                           Give 30 DR instead                 +2         regrow lost bodypart.
-                           Give 40 DR instead                 +3
-                           Give 50 DR instead                 +4
                                                                          Can only be tried once. Only works on the dead.
                            (+10 DR)                          (+1)
                                                                          Can be used again but at -2 to skill?



                                                                                                                                     Side 6 af 17
Cost: 40 flux.
Skill: Resurrection (IQ/H) may use Surgery (IQ/VH) if                    Cost: 1 Flux per level to activate and 1 flux per minute
better.                                                                  to maintain.

-1 to roll per hour after death                                          Skill: Telekinesis (IQ/H)
Physiology modifiers: -2 to heal humans and frothers, -3 to heal
                                                                         Secondary skill: Throwing (DX/A) {DX-3}
stormers, -4 to heal shaktars or wraithraiders.
                                                                                                                            Ekstra pris
Example: Joe has HP:10 and HT:10, he took 45 damage reducing             Modifiers (Telekinesis)   Effekt                    per level
him to -35 HP, that would take him below -3xHP and force 3 survival      Increase range            20y                          +1
rolls. He fails and dies.                                                -                         50y                         +1,5
 Now someone will try to ressurect him. Joe has to roll against his      -                         100y                         +2
HT. Joe has to succeed this roll by 3 or more in order to regenerate
                                                                                                   200y                        +2,5
enough to come back to life. Lets say Joe rolls a 6, suceeding his HT
check by 4, he regenerates 26 hours bringing him to -9 HP and is
                                                                         Increase speed only       +1 y/s                       +2
alive!
                                                                         -                         +2 y/s                       +4
 Succceeding his HT roll by 4 could have brought him back to life
even if he was reduced to -73 hp (-73+4*16 = -9).                        -                         +3 y/s                       +6
                                                                         -                         (+1 y/s)                    (+2)

                                                                         Increase lift only        +2 ST                        +3
Modifiers                                                  Ekstra pris
                            Effekt                                       -                         +4 ST                        +6
(Ressurection)
                                                                         -                         +6 ST                        +9
Better ressurection         Heal 1 HP per 30 mins            +20
                                                                         -                         (+2 ST)                     (+3)
-                           Heal 1 HP per 20 mins            +26
-                           Heal 1 HP per 15 mins            +30
-                           Heal 1 HP per 10 mins            +33
-                           Heal 1 HP per 5 mins             +36         Shield (5 pts / level)
-                           Heal 1 HP per 1 min              +41
-                           Heal 1 HP per 30 secs            +81         Prerequisite: Telekinesis.
-                           Heal 1 HP per 20 secs            +94
-                           Heal 1 HP per 15 secs            +101        Generate forcefield of Ablative DR.
-                           Heal 1 HP per 10 secs            +107        5 DR per level, reduced by 1 DR per 2 damage taken.
-                           Heal 1 HP per 5 secs             +114
-                           Heal 1 HP per 1 sec              +124
                                                                         Hardened to reduce AD by one step (10)→(5), (5)→(3),
                                                                         (3)→(2), (2)→(none).
                                                                         Only protect you from the front.
Hospitals and Ressurection.
Unless the ebon has a natural knack for healing and                      Cost 2 flux per level; 1 per min to maintain.
ressurection, learning the Ressurection ability takes about 4-5          Skill: Shield (IQ/H)
years and that is for the most basic Ressurection and with a
limited skill. In addition most Ressurection ebons also learn                                                               Ekstra pris
mundane Medical abilitites and other Healing abilities as                Modifiers (Telekinesis)   Effekt                    per level
well. Furthermore Ebons who know Ressurection are often                  Increase Hardened         Reduce by two steps         +1,5
send to war worlds or other hot-spots.                                   -                         Reduce by three steps       +2,5
                                                                         -                         Reduce by four steps         +4
For these reasons a Ressurection ebon is even rarer than a
                                                                         Decress ablative level    Lose 1 DR per 3 dam          +1
specialised surgeon, a brain surgeon for instance. Only the
                                                                         -                         Lose 1 DR per 5 dam          +2
largest hospitals have one constantly on hold and there are              -                         Lose 1 DR per 10 dam         +3
often long waits for these.

The price for a ressurection is extremely high easily higher
than LaD prices. On the plus side an educated resurrector has
the best equipment availeble (giving +4 to skill) and are
usually well educated (Skill: 15-20). Additional assistant who           Fly (11 pts)
know the Ressurection power and has a skill of 12+ gives +1              Prerequisite: Telekinesis.
more; +2 if they have skill 15+ (max +6 fro massistans).
See Bio-Tech p.138 Use Surgery modifiers)?                               You can fly at you Basic move x2.
So despite the long wait and high price they can often bring
                                                                         Cost: 7 flux, 4 flux per min to maintain
back people who have been dead for many hours.
                                                                         Skill: Fly (IQ/H)
Force Focus -Telekinesis                                                 Secondary skill: Aerobatics (DX/H) {DX-6}

Telekinesis (5 pts / level)
                                                                                                                            Ekstra pris
                                                                         Modifiers (Fly)           Effekt
Telekinesis p.92                                                                                                             per level
                                                                         Increase speed            +1 y/s                       +2
                                                                         -                         +2 y/s                       +4
Manipulate objects at 10 y range, at ST 2/level.                         -                         +3 y/s                       +6
Move them at 1y/s per level.                                             -                         (+1 y/s)                    (+2)

Requires constant concentration.                                         Enhanced move (air)       Flight speed x1,5           +10
                                                                         -                         Flight speed x2             +20


                                                                                                                           Side 7 af 17
-                              Flight speed x3                     +30
-                              Flight speed x4                     +40        Modifiers (Choke)       Effekt                        Ekstra pris
                               Flight speed x6                     +50        Reduce time             2 sec to use                      +1
                                                                              -                       1 sec to use                      +3
Extend duration                4 flux per 3 mins                   +8
-                              4 flux per 10 mins                  +16
                               4 flux per 30 mins                  +24
                               4 flux per hour                     +32        Ebb Manipulation -Reality folding

                                                                              Jump Port -Self (25 pts)
Throttleª (3 pts / level)                                                     See Warp, p.97.
Prerequisite: Telekinesis.                                                    Limited to 10y, and you can only jump to locations you
                                                                              can already see (See Removal on p.98).
Telekinetic „push‟.
Doesn‟t deal damage, only knockback.                                          You can carry up to Light Load.
A person is knocked back 1y for each multiplier of his ST-2 the attack
deals.He has to make a DX/Acrobatics check at -1 per Yard to avoid
falling over.                                                                 The Jump disturbs the air and you can hear an audiable
                                                                              „pop‟ as the person vanishes or appear, but otherwise it
    Dam                 Acc       Range          Rof     Rcl      Flux        is not easily detected.
    6d cr                1        20/50           1       1        2
    For ease of play, instead of rolling 12d on lvl 2, and 18 on lvl 3,       Cost 2 Flux but you can boost your skill with +1 per
    instead just multiply the result by level. So a lvl 5 Throttle would      additional Flux.
    deal 6dx5 damage.
                                                                              Skill: Jump port-self (IQ/H)
Skill: Throttle (IQ/H)                                                        Secondary skill: Body Sense (DX/H) {DX-
Secondary skill: Innate attack (beam) (DX/E)                                  6/Acrobatics-3}

Flux: 2 per level.                                                            Modifiers (Jump port)   Effekt                        Ekstra pris
                                                                              Longer range            Increase to 20y                  +5
Modifiers (Throttle)           Effekt
                                                                Ekstra pris                           Increase to 100y                 +10
                                                                 per level    -                       Increase to 500y                 +15
Improved Accuracy              Acc: 2                             +0,5        -                       Increase to 2 miles              +20
-                              Acc: 3                              +1         -                       Increase to 10 miles             +25
                                                                              -                       Increase to 100 miles            +30
Increase max range             -/100                              +0,5
                                                                              -                       Increase to 1,000 miles          +35
-                              -/200                               +1
                                                                              -                       Increase to 10,000 miles         +40
                                                                              -                       Increase to 100,000 miles        +45
Increase ½range                50/-                               +0,5
                                                                              -                       No limit.                        +50
-                              100/-                               +1
                                                                              Increase load           Up to Medium load                +10
Double knockback               2x knockback distance.              +1
                                                                              -                       Up to Heavy load                 +20
                                                                              -                       Up to Extra-Heavy load           +40


Chokeª (21 pts)                                                               Blind jumping.          You can jump blindly see         +50
                                                                                                      notes on p.98.
Prerequisite: Throttle.

You use your telekinetic powers to choke a person.                            Area effect             2y                              +50
                                                                              -                       3y                              +75
                                                                              -                       4y                              +100
Roll a Quick Contest of your skill vs. targets HT. You                        -                       6y                              +125
are at -1 per y to target. The target is at -1 HT per level                   -                       8y                              +150
of Manipulation – Choke.
You need line of sight.                                                       Extra Lifting ST        +5 lifting ST                     +6
                                                                              -                       +10 lifting ST                   +12
If you win the Target chokes for 1 sec per success you
                                                                              -                       +15 lifting ST                   +18
won by. When choking you lose 1 FP per sec.                                   -                       +20 lifting ST                   +24
The Targets DR does not protect.                                              -                       +25 lifting ST                   +30
                                                                              -                       +30 lifting ST                   +36
There is no visible signature for the effect. This means                      -                       +35 lifting ST                   +42
it is silent and it is not clear where the attack comes                       -                       (+5 lifting ST)                  (+6)
from.                                                                         Fold ship               No range limitation. But         +60
                                                                                                      can not jump less than
It takes 4 sec to use the power.                                                                      186,000 miles.
It costs 6 flux.                                                              Hyber jump              One light year (5,87*1012          -
                                                                                                      miles) per day [-17 skill]
                                                                              Blind only              Need corodinates.                  -
Skill: Choke (IQ/H)                                                           Super Lift              +500 ST. (25 tons)                 -
                                                                                                      Cost 1 Flux per minute!


                                                                                                                                   Side 8 af 17
                                                                   Modifiers (Jump                                        Ekstra pris
                                                                                          Effekt
Increased lift              +700 ST (50 tons)           +6         object)
-                           +1,000 ST (100 tons)       +12         Bigger item            1 lb item (ST:2)                    +4
-                           +1,500 ST (225 tons)       +18                                2 lb item (ST:3)                    +8
-                           +2,000 ST (400 tons)       +24                                3 lb item (ST:4)                   +12
-                           (+speed/range y table)     (+6)                               5 lb item (ST:5)                   +16
                                                                                          7 lb item (ST:6)                   +20
                                                                                          10 lb item (ST:7)                  +24
                                                                                          13 lb item (ST:8)                  +28
                                                                                          16 lb item (ST:9)                  +32
Wall Walk (18 pts)                                                                        20 lb item (ST:10)                 +36
                                                                                          (as BL of +1 ST per                (+4)
Prerequisite: Jump port – self.                                                           increase)

See Permeation p.75.                                               Reduced time           3 secs to use                      +16
You can walk through walls doors or other objects.                                        2 secs to use                      +32
                                                                                          1 secs to use                      +48
You can carry up to Light Load.                                    Increase range         20y                                 +2
                                                                                          30y                                 +3
Cost 7 flux to use and 4 flux per min to maintain.                                        40y                                 +4
                                                                                          50y                                 +6
Skill: Wall Walk (IQ/H)                                                                   Change from -1 per yard to
                                                                   Improve accuracy       use speed/range table for          +40
Modifiers (Wall Walk)       Effekt                   Ekstra pris                          penalties
Increase load               Up to Medium load           +8
-                           Up to Heavy load            +16
-                           Up to Extra-Heavy load      +32

                                                                   Fold time (20 pts / level)
                                                                   Prerequisite: Jump port – self.
Jump port -Object (16 pts)
Prerequisite: Jump port – self.                                    See Altered Time Rate p.38.
                                                                   You fold time around your effectively slowing it down
You can teleport an obect too your hand or side.                   allowing you to act at what would appear to others as
                                                                   very fast.
The object must be within 10y and weight no more                   You can take two manouvers per second.
than 0,24 lb (120g).                                               Increased levels let you take more actions per sec.
If the oject is held by someone you must roll a Quick
Contest of you‟re the effective ST of your Jump port -             Cost 6 flux, 3 per sec to maintain.
object vs. the targets ST (or Retain Weapon skill).
The effective ST of your jump port oject is ST:1 per
default, but can be increased.                                     Voice of the Ebb -Communication
If the target is part of a construction (such as the trigger
of a gun or part of an armour), you would have to rol
                                                                   Thought Plant (8 pts)
lthrust damage for the effective ST and do enoguh                  See Telecommunication (Telesend) p.91.
„damage‟ to be able to port it away. (The trigger of a
gun would typical have DR:4, HP:2, needing 6 damage                You can send messeges to other ebb users at the speed
to port it -so at least ST:13 althought it doesn‟t weight          you could tell them the messege or the speed with
more than ST:1 could handle).                                      witch you could draw a picture. You must be able to
                                                                   see them.
You can never port parts of living creatures. Nor can              Your messege must be in a language you can talk and
you port any single part of a Science Friction item,               the subject has to be able to understand the language.
except the ammo gem of an ebb gun.
                                                                   Cost 2 flux to use, 1 per min to maintain.
It takes 5 secs of concentration to use this power.                Skill: Thought plant (IQ/H)
Cost: 2 flux (4 flux for additional repeated attempts
within an hour).                                                                                                          Ekstra pris
                                                                   Modifiers (Thought
                                                                                          Effekt
                                                                   Plant)
Skill: Jump port Object (IQ/H)                                     All races              You can send to all races           +6
                                                                   Converse               Allows for receiver to talk         +6
Use Removal penaltise as for Warp.                                                        back, at same speed.
-1 to skillper 1y to target.                                       Blind                  You do not have to have             +6
-1 per repeated attempt within an hour.                                                   line of Sight to the target.
                                                                                          See p.91 for details on
                                                                                          modifiers.
                                                                   Universal              Language is no barrier             +15


                                                                                                                         Side 9 af 17
                       anymore. The subjec will                 Skill: Thought plant (IQ/H)
                       understand your messege
                       and you him if you have
                                                                -1 per person already Affected.
                       „Converse‟.
                                                                +2 if concentrationg for a full minute, +4 if concentrating for a full
                                                                hour. You need fysical contact with the subject for all that time,
                                                                unless you have „Ranged‟.
Mind read (6 pts)                                                                                                             Ekstra pris
                                                                Modifiers (Sway
Prerequisite: Thought plant.                                                                 Effekt
                                                                Amotions)
                                                                Ranged                       You do not have to                  +12
See Mind Reading p.96.                                                                       physically touch the
                                                                                             subject. Use Regular
                                                                                             Range penalties (-1 per y
Allows reading of subjects surface thoughts.                                                 to the target).
Requires you to touch the subject for the power to              Better range                 Use Speed/Range penalties          (+3)
work. You have to know the language the subject is                                           instead of Regular.
thinking in, in order to understand the thoughts.

Cost: 5 flux to use, 3 per min to maintain.
Skill: Mind reading (IQ/H)
                                                                Thought Plant III – Charm* (4 pts / level)
Modifiers (Thought                                Ekstra pris   Prerequisite: Thought plant II – power aura.
                       Effekt
Plant)
Universal              Language is no barrier        +15        You have a natural aura of trust around you. This
                       anymore. You understand
                       regardless of language.                  works just like Charisma (p.41). You must switch this
                                                                ability on, even if it doesn‟t requrie a skill roll or any
                                                                Flux.

                                                                Each level grants a +1 to reaction modifiers.
                                                                With a ready action you can change this to -1 reaction
                                                                per level changing the aura to one of intimidation and
Mind Read II – Mind Probe (6 pts)                               menace.
Prerequisite: Mind read
                                                                This ability is a sublet use of Ebb so its use can be
See Mind Probe p.96.                                            tracked and it only works as long as you wear your
                                                                Deathsuit.
You can „deep scan‟ the subjects mind.
You have to know the language the subject is thinking
in, in order to understand the thoughts.                        Thought plant IV – Sway Emotions (10 pts)
Cost 9 flux to use, 5 per min to maintain.                      Prerequisite: Thought plant III – Charm
Skill: Mind Read (IQ/H)
Secondary skill: Interrogation if higher.                       See Mind Control p.68 and Sway Emotions p.192.

Modifiers (Thought                                Ekstra pris   Install the subject with any one emotion of the casters
                       Effekt
Plant)                                                          choice
Universal              Language is no barrier        +10        Must touch subject.
                       anymore. You understand
                       regardless of language.
                                                                Duration is for as long as you concentrate and then 1
                                                                hour per success you win the Quick Contest by after
                                                                that.

                                                                Cost 11 flux to use
Thought Plant II – Power Aura (10 pts)                          Skill: Thought plant (IQ/H)
Prerequisite: Thought plant.                                    -1 per person already under your sway.
                                                                +2 if concentrationg for a full minute, +4 if concentrating for a full
See Mind Control p.68 and Suggest p.191.                        hour. You need fysical contact with the subject for all that time,
                                                                unless you have „Ranged‟.

Give your victim a single, simple suggestion that they          Modifiers (Sway                                               Ekstra pris
must follow.                                                                                 Effekt
                                                                Emotions)
Must touch subject.                                             Ranged                       You do not have to                  +12
Duration is for as long as you concentrate and then 30                                       physically touch the
                                                                                             subject. Use Regular
mins per success you win the Quick Contest by after
                                                                                             Range penalties (-1 per y
that.                                                                                        to the target).
                                                                Better range                 Use Speed/Range penalties          (+3)
Cost 9 flux to use                                                                           instead of Regular.


                                                                                                                           Side 10 af 17
                                                                            Augmentation -Enhancement
Thought Plant V – Memory Wipe (10 pts)                                      Teeth (1 pts)
Prerequisite: Thought plant IV – Sway emotions                              Gain Sharp Teeth. You can bite for thrust-1 Cut.
See Mind Control p.68 and Conditioning p.69.                                Cost: 1 flux, and 1 flux per hour to maintain.
                                                                            Skill: Teeth (IQ/H)
Rewrite the subjects memory, permanently.
                                                                            Modifiers (Teeth)        Effekt                       Ekstra pris
Cost 25 flux to use                                                         Increase duration        5 hours                         +1
Skill: Thought plant (IQ/H)                                                                          Permanent                       +2
Secondary Skill: Brainwashing if higher (IQ/H)
                                                                            Add Armour Divisor.      AD: (2)                         +4
                                                                                                     AD: (3)                         +8
+2 if concentrationg for a full minute, +4 if concentrating for a full
                                                                                                     AD: (5)                         +12
hour. You need fysical contact with the subject for all that time,
unless you have „Ranged‟.



                                                                            Claws (4 pts)
Thought Plant VI – Puppet Mastery (15 pts)                                  Prerequisite: Teeth
Prerequisite: Thought plant V – Memory wipe
                                                                            Gain Claws (Talons). You attack for thrust-1 Imp or
See Mind Control p.68.                                                      thrust-1 Cut.

Take control over the subject. The subject is however                       As long as the claws are ‘out’ you suffer from the
mindless and will only carry out simple and very direct                     Hamfisted [-5] disadvantage (p.138)
orders. It is a puppet.
Must touch subject.                                                         Cost: 4 flux, and 2 flux per min to maintain.
Duration is for as long as you concentrate and then 5                       Skill: Claws (IQ/H)
hour per success you win the Quick Contest by after
                                                                            Modifiers (Teeth)        Effekt                       Ekstra pris
that.
                                                                            Increase duration        3 mins                          +1
                                                                            -                        10 mins                         +2
Cost 15 flux to use                                                         -                        30 mins                         +4
Skill: Mind control (IQ/H)                                                  -                        1 hour                          +6
                                                                            -                        5 hours                         +8
-1 per person already under your control.                                   -                        16 hours                        +10
+2 if concentrationg for a full minute, +4 if concentrating for a full      -                        Permanent                       +12
hour. You need fysical contact with the subject for all that time,
unless you have „Ranged‟.                                                                            Your can do swing Swing
                                                                            Swing damage             Cut damage. (Still only         +5
                                                              Ekstra pris                            thrust imp).
Modifiers (Sway
                             Effekt
Amotions)
Ranged                       You do not have to                  +12
                             physically touch the                           Add Armour Divisor.      AD: (2)                         +5
                             subject. Use Regular                           -                        AD: (3)                         +10
                             Range penalties (-1 per y                      -                        AD: (5)                         +15
                             to the target).                                -                        AD: (10)                        +20
Better range                 Use Speed/Range penalties           (+3)
                             instead of Regular.

Not a puppet                 Your subjects are not               +20        Attribute boost –Strength (9 pts / level)
                             mindless puppets but can                       Boost your ST, giving +2 Lifting and +2 Striking ST
                             act as a full person under
                             your control.
                                                                            per level.
No Memory                    The Subject will have no            +5
                             memory of what it has                          Cost: 2 flux per level; half to maintain per min.
                             doen while under your                          Skill: Attribute boost (IQ/H)
                             control

Increase duration            16 hours per success                +10
-                            Permanent (until you are            +20        Attribute boost –Speed (7 pts / level)
                             dead).
                                                                            Boost your Basic Speed by +1.00 (effectively increasing
                                                                            your Dodge and Move with 1).

                                                                            Cost: 2 flux per level; half to maintain per min.
                                                                            Skill: Attribute boost (IQ/H)


                                                                                                                               Side 11 af 17
Attribute boost – Health (3 pts / level)
Boost your HT and therefore also your FP with +1 per              Ebb Beast (30+ pts)
level, but not your Basic Speed.                                  Prerequisite: Teeth, claws, Boost: ST, Speed, HT and
                                                                  Tough skin.
Cost: 1 flux per level; half to maintain per min.
Skill: Attribute boost (IQ/H)                                     The Ebb user grows a few inches and his body is bulging
                                                                  with new muscles that tense and flex with ease and the
Modifiers (Teeth)       Effekt                      Ekstra pris   adrenaline surging through him.
Increase duration       3 mins                         +1         His skin toughens and darkens. His whole appearance warps
-                       10 mins                        +2         into a hidious visage.
-                       30 mins                        +3         He growns long razor sharp claws and teeth.
-                       1 hour                         +4
-                       5 hours                        +5
                                                                  The Exact advantages are based on the level of the
-                       16 hours                       +6
                                                                  power.

                                                                  The default level grants:
                                                                  SM: +0
Attribute boost – Tough skin (5 pts / level)                      ST: +5 (including HP).
Prerequisite: Health.                                             DX: +1
                                                                  HT: +1 (including FP)
                                                                  Basic speed: total of +1 (including bonus from HT and DX,
Toughens the skin granting 4 Damage Reduction per
                                                                  remember this also means +1 dodge and +1 Move).
level, (but with the Tough Skin Limitation, making it             DR: 10* (Tough skin limitation).
flexible).
This DR stacks with all other armour and count as                 Apperance Level: Reduced to Ugly.
„internal armour‟.
                                                                  Claws (Sharp Talons) and Teeth (Sharp) both with AD: (2)
Cost: 2 flux per level; half to maintain per min.
Skill: Attribute boost (IQ/H)
                                                                  It takes only a single turn to use the power, but it takes
                                                                  8 secs to transform into the beast, during wich the user
                                                                  can only take “Do Nothing” manouvers.
                                                                  Cost: 8 Flux; 4 to maintain per 5 mins.
DNA Hallmark (2 pts / lvl)                                        Skill: Ebb Beast (IQ/H)
Ctreate a DNA-hallmark tattoo on touched subject.                 The next levels dos not grant new abilitites but
                                                                  improved versions, at a higher cost. See the chart for a
The size of the tattoo is determined by the level of the          neasier overwiev, level 4 is often refered to as Ebb
power; 3cm2 per level.                                            Demon:

The design is determined by the Artist (body art) skill.          Beast level       1           2              3                 4
                                                                  DR :             10          20             30                40
It is possible to create multiple tattoos on the same             Claws AD:        (2)         (3)            (5)              (10)
                                                                  Teeth AD:        (2)         (3)            (5)               (5)
subject. It is even possible to change DNA –tattoos, they
                                                                  ST:              +5          +10            +15              +20
can not be changed to be smaller than 3cm2 though and             DX:              +1          +2             +3                +5
it‟s not possible to remove them.                                 Total Basic      +1          +2             +3                +5
                                                                  Speed:
Cost: 1 flux per level.                                           HT:              +1           +2         +3                  +5
                                                                  SM:               0           +1         +1                  +2
Time to cast: 10 min per 3cm2 (This might be higher if
                                                                  Appearance:     Ugly        Hidious    Monstrous           Horrific
the design is complicated. This is up to the GM to
decide.)                                                          Cost             30           53            78               106

                                                                  Modifiers                                     Ekstra pris
                                                                                 Effekt                       Afhængit af level
                                                                  (Ebb Beast)
                                                                  Reduced time   -                       1      2        3         4
                                                                  -              4 sec to transform     +15    +27      +39       +53
                                                                  -              2 sec to transform     +30    +54      +78       +106
                                                                  -              1 sec to transform     +45    +81      +117      +159


                                                                  Increased
                                                                  duration       10 mins                +15    +27      +39       +53
                                                                  -              20 mins                +30    +54      +78       +106
                                                                                 30 mins                +45    +81      +117      +159
                                                                                 45 mins                +60    +107     +156      +202
                                                                                 1 hour                 +75    +133     +195      +255




                                                                                                                        Side 12 af 17
Physical manipulation*                                                           It takes 10 secs of concentration to change size.
                                                                                 Cost: 30 Flux.
Prerequisite: Ebb beast.
                                                                                 Skill: Physical manipulation (IQ/H)
An Augmentation Ebb User can modify his body in                                  Modifiers
any number of ways.                                                                                       Effekt                         Ekstra pris
                                                                                 (Manipulation)
                                                                                 Reduce time              5 secs                            +3
The GM can allow any physical Advantage to be                                    -                        3 secs                            +6
bought as a Physical Manipulation.                                               -                        2 secs                            +9
                                                                                 -                        1 sec                             +12
Heres a suggested list:
 Name                  Cost     Page   Name                     Cost      Page
 Constriction           15      B43    Super jump               10/lvl    B89
 attack
 Spines               1 or 3    B88    Breath holding           2/lvl     B41    Sense Perception -Sense
 Extended lifespan     2/lvl    B53    Damage resistance        5/lvl     B46
 Less sleep            2/lvl    B65    Filter lungs               5       B55
 Longevity
 Reduced
                        2
                        2
                                B66
                                B80
                                       Imp. G tolerance
                                       Nictitating
                                                               5 to 25
                                                                1/lvl
                                                                          B60
                                                                          B71
                                                                                 Shock Sense (16 pts)
 consumption                           membrane
 Regeneration        Varies     B80    Pressure support        5 to 15    B77
                                                                                 Overloads on of the targets sense, chose one
 Regrowth               40      B80    Protected sense         5/sense    B78    disadvantage to inflict:
 Subsonic speech     0 to 10    B89    Radiation                Varies    B79
                                       tolerance
                                                                                      Blindness.
 Ultrasonic speech    0 or 10   B94    Temp. tolerance           1/lvl    B93         Deafness.
 Arm ST                3+ lvl   B40    Resistant                Varies    B80
 Flexibility              5     P56    360 degrees vision         25      B34
                                                                                      No sense of taste/smell.
 Extra arms           Varies    B53    Acute senses              2/lvl    B35
 Extra head          15/head    B54    Discriminatory senses   15 or 10   B49
 Extra legs           Varies    B54    Infravision              0 or 10   B60
                                                                                 Requries a concentration maneouver. Roll your Shock
 Extra mouth         5/mouth    B55    Night vision              1/lvl    B71    Sense skill vs. targets HT, you are at -1 to skill per yard
 Payload              1/level   B74    Peripheral vision          15      B74    to target. DR does not protect.
 Amphibious              10     B40    Subsonic hearing         0 or 5    B89
 Brachiator               5     B41    Telescopic vision         5/lvl    B92
 Catfall                 10     B41    Ultrahearing             0 or 5    B94    If you win the target suffers from the disadvantage 1
 Enhanced move         20/lvl   B52    Ultravision              0 or 10   B94
 Flight (winged)         30     B56    Vibration sense            10      B96    sec per success you win by.
 Super climbing         3/lvl   B89                                              And after that it is stunned.

The GM is free to disallow any Advantage or at least                             Cost: 6 flux.
limit them to a few levels (from 1-4 is a good idea with                         Skill: Shock Sense (IQ/H)
most leveled advantages).
                                                                                 Modifiers (Shock                                        Ekstra pris
                                                                                                          Effekt
It cost 20 FP to use.                                                            sense)
The effect is permanent.                                                         Increase duration        3 sec per succes                  +1
                                                                                 -                        10 secs per succes                +2
It takes 8 hour for the new advantage to develop during                          -                        30 secs per succes                +3
wich time the Ebb User is in Mild pain (-1 to all DX                             -                        1 min per success                 +4
and IQ checks).                                                                                           3 mins per success                +6
There is a -20% discount on the advantage.                                       -                        10 mins per success               +8
Skill: Physical manipulation (IQ/H)                                              -                        30 mins per success               +10
                                                                                 -                        1 hour per success                +12
                                                                                 -                        5 hours per success               +14
                                                                                 -                        16 hours per success              +16
                                                                                 -                        Permanent!                        +19

Physical Manipulation – Growth* (24 pts)                                         Increase range           Use Speed/Range table for         +5
                                                                                                          Skill penalty instead.
Prerequisite: Ebb beast.

This is a special case of Physical Manipulation and so
gets it own Power.
                                                                                 Restore (10 pts)
This increases or reduces the SM of the caster by one                            Prerequisite: Shock sense.
(SM: +1/-1).
This does not affect your ST or HP or the point cost to                          Removes the disadvantage inflicted by Shock Sense.
buy them.                                                                        Must touch subject and take concentration action. Can
                                                                                 also be used on yourself.
Note that the deathsuit and all other Science Friction
equipment growths or shrinks as well, to fit the wearer,                         Cost: 4 flux.
but nothing else does.                                                           Skill: Shock Sense (IQ/H)

The change is permanent, but the Ebb user cnan always
cahnge back to his normal size by using the power                                Super Sense (13 pts)
again.                                                                           Prerequisite: Restore.


                                                                                                                                      Side 13 af 17
Gain Hyper spectral Vision (p.60)                              He gets a penalty to his skill based on how long ago the thing he is
                                                               trying to remember is.
                                                               Use speed range table but each yard = 1 min. So an hour ago would
Cost: 4 flux, 2 per min to maintain.                           be -8.
Skill: Super Sense (IQ/H)
                                                               Ebb Illumination -Illumination
Scare (11 pts)                                                 Light (1 pt / lvl)
Prerequisite: Restore.                                         You can create light in a 2y area up to 10y away.
                                                               Each level removes -1 vision penalty, so the effective
See Terror p.93 and Terror (Active) in Powers p.84             maximum level is 10, to remove a -10 vision penalty in
                                                               total darkness.
Cost: 7 Flux.
Skill: Scare (IQ/H)                                            The light is brigthened with 1 vision modifier per sec.
                                                 Ekstra pris
                                                               (So if you have level 10 and are in complete dakrness it
Modifiers (Terror)       Effekt
Increase range           20y                        +3
                                                               would take 10 secs to light the area).
-                        50y                        +6
-                        100y                       +9         The initial area is 2y, but the power also lights the
                                                               sorrounding area with level-1 per additional incriment
                                                               of radius.
                                                               For instance, if you have level 5, then you remove -5
Mind block (4 pts / level)                                     vision penalty in the middle 2y, -4 at 4y, -3 at 6y, -2 at
Prerequisite: Super Sense.                                     8y and -1 at 10y.

Gives Detect users -1 per level to detect you, and             You must maintain the power, otherwise the area
anything within 2y of you.                                     grows dark again, at the same rate, of 1 penalty per sec.
Level 10 makes you completely „invisible‟ to them.
                                                               Cost 1 flux per level; half per min to maintain.
Requires concentration to activate.                            Skill: Light (IQ/H)
                                                                                                                              Ekstra pris
Cost 4 flux: 2 per min to maintain.                            Modifiers (Light)           Effekt                              per level
Skill: Mind Block (IQ/H)                                       Increase duration           3 mins                                +1
                                                               -                           10 mins                               +2
Modifiers (Mind                                  Ekstra pris   -                           30 mins                               +3
                         Effekt                   per level    -                           1 hour                                +4
block)
Increase duration        30 mins                    +1
-                        5 hours                    +2         Increase range              20y                                  +0,5
-                        Permanent (can be          +3         -                           50y                                   +1
                         switched off at will)                 -                           100y                                 +1,5
                                                               -                           200y                                  +2
                                                               -                           500y                                 +2,5

                                                               Increase area               4y                                   +2,5
Shock Resistance* (4 pts)                                      -                           8y                                    +5
Prerequisite: Mind Block.                                      -                           16y                                  +7,5
                                                               -                           32y                                  +10
                                                               -                           (Double area)                       (+2,5)
The ebb user have by now built up an immunity to
Shock Sense attacks.                                           Darkness                    You can also make the area
                                                                                           dark, adding one vision
                                                                                                                                +2,5
                                                                                           penalty per sec up to a max
                                                                                           of your level (max -10).

Total recall (7 pts)
Prerequisite: Mind Block.                                      Orb                         Instead of lighting a static           2
                                                                                           area, you create a small orb
                                                                                           that you can move around.
The ebb user can remember an exact details back in                                         The area and range is the
time, as if he had Photographic memory (p.60).                                             same as normal, the move
                                                                                           of the orb is 1y/s at default
                                                               -Increase speed             2y/s                                  +2
On a critical success he might even get a glimpse of the       -                           3y/s                                  +4
situation.                                                     -                           4y/s                                  +6
                                                               -                           (+1 y/s)                             (+2)
It takes 4 sec of concentration to use.
Cost: 5 flux                                                   Star orb                    You explode the orb in a               2
                                                                                           shower of tiny stars that
Skill: Total recall (IQ/H)                                                                 light the twice the area for
                                                                                           10sec, with no
                                                                                           maintenance required.


                                                                                                                           Side 14 af 17
                            However it costs 1 flux per
                            level to make the orb
                                                                          Cost: 2 flux per level.
                            explode. Or twice per level
                            if you do not already have                    Skill: Lightning bolt (IQ/H)
                            an orb, but just creates the                  Secondary skill: Innate attack (projectile) (DX/E).
                            star orb.
Increased persistance       The light persist for 30             +1
                            secs
                            -100sec                              +2       Ebon Eyes* (25 pts)
                            -5 mins                              +3       Prerequisite: Lightning bolt.
                            -15 mins                             +4
                            -1 hour                              +5
                                                                          The Ebb illumination user is so attuned with the power
                                                                          of illumination that it changes his body. His eyes begin
Note: Star orb and orb can not lower visibility and give
                                                                          to glow slightly and his entire skin appears more bright
darkness penalties even if you have the Darkness
                                                                          and clean. His body is also able to withstand large
modifier.
                                                                          amount of electricity, up to 10.000 volts.
Blindª (13 pts / level)                                                    Giving +10 DR vs. electricity and Resistance to
Prerequisite: Light.                                                      electrical stun at +8 HT.

Creates a powerfull flash that potentially blinds
everyone within a 2y area.                                                Perfect Nightvision (12 pts)
                                                                          Prerequisite: Ebon Eyes
Roll against HT or be blinded for 1 sec per point you
fail by, and stunned after that. Each level of Blind
                                                                          The caster gets perfect night vision, he can see in the
above level 1 gives -1 to the HT check.
                                                                          thickest darkness, as though it was daylight.
 Dam                      Acc     Range        Rof      Rcl      Flux     Cost: 5; 2 to maintain per min.
 HT (blind) [2y]           0       5/10         1        1        1       Skill: Night Vision (IQ/H)
Cost 2 flux per level.
Skill: Blind (IQ/H)
Secondary Skill: Innate attack (projectile) (DX/E)
                                                                          Chameleon (26 pts)
Chargeª (5 pts / level)                                                   Prerequisite: Perfect nightvision.
Prerequisite: Blind.
                                                                          This equation makes you and any science friction items
                                                                          invisible to the naked eye. This include the deathsuit. So
Knocks target unconscious with electricity.
                                                                          an ebb user wearing a deathsuit would in effect be
                                                                          invisible.
 Dam                    Range         Parry        Flux
                                                                          The invisibility does not stretch to normal weapons or
 Afl. HT (5)                C            -           2
 Unconsciousness: Target is unconscious for 1 min per
                                                                          clothes worn though, only other science friction items
 HT failure.                                                              such as the flintlock pistol or the vector box.
 Stun: After that they are stunned.                                        The caster is only invisible to normal sight and normal
HT is a -1 per level above level 1.                                       surveillance. Infra red or motion scanners will detect the
The target gains a bonus to its HT roll equal to its                      caster.
DR/5.

Cost: 2 flux per level.                                                   Cost: 5; 3 maintain per min.
Skill: Charge (IQ/H)                                                      Skill: Chameleon (IQ/H)
Secondary skill: Barwling (DX/E).

                                                                          Ebb Awareness -Detect
Lightning boltª (5 pts / level)
Prerequisite: Charge.                                                     Detect (7 pts)
                                                                          See Detect p.48.
Strike your target with lightning.                                        Forklaring: Du slår dit Detect slag og betaler Flux. På en succes får
                                                                          du så af vide om der er blevet brugt flux i området (10y area),
 Dam                    Acc      Range        Rof          Rcl    Flux    hvornår det seneste blev brugt (inden for 24 timer) og ca. hvor meget.
                                 100/200                                  Du får modifiers både for afstand i tid og i sted. I begge tilfælde
 1d burn (5)             4                     1            1      2      bruger du Speed/range tabellen, men for tid udskifter du yards med
 Stun: Target must roll vs. HT-1 per 2 dam or be stunned                  timer.
 Surge: On a critical hit any electrical equipment on the target short-   Derefter slår du et Formulation skill slag. Hvis du klare den får du af
 circuits.                                                                vide hvor mange forskellige gange der er blevet brugt flux, hvornår

                                                                                                                                   Side 15 af 17
relativt til hinanden og ca. hvor meget. Critical succes på dette slag    Defensive Precognition* (12 pts)
kan give præcis info om hvilke Powers fluxen er blevet brugt til,
hvor meget flux, powerlevel og måske endda formula level hos              Prerequisite: Impression.
personen der har brugt det.
                                                                          The ebb usere is so aware of his surroundings that he
Cost: 3 flux.                                                             can sense danger before it happens.
Skill: Detect (Per/H)                                                     Gain the Danger Sense (p.47) advantage.
Secondary skill: Formulation (IQ/H)
     Used instead of IQ for analysing what the flux was
     used for. (Also used with Track)
                                                                          Death seek (17 pts)
                                                                          Prerequisite: Defensive precognition.
Track (8 pts)                                                             See Mind probe p.69.
Prerequisite: Detect.
                                                                          You are able to roam through the memories of a dead
See Detect p.48.                                                          persons last 24 hours of life.
Forklaring: Du slår dit Track slag og betaler Flux. På en succes får du   The meories are jumbled together and unconnected and
så af vide om der er har været en Eb buser i området (10y area),
hvornår den seneste var der (inden for 5 timer). Du får modifiers
                                                                          often vague.
både for afstand i tid og i sted. I begge tilfælde bruger du
Speed/range tabellen, men for tid udskifter du yards med timer.           The dead can no resist the power so there is no opposed
Derefter slår du et Formulation skill slag. Hvis du klare den får du af   Will roll, as long as the user manages his roll it works.
vide hvor mange forskellige Ebb users der har været i området og
hvornår relativt til hinanden. Critical succes på dette slag kan give
præcis info om en Ebb useren, udeseende, personlighed og enddog           This power requries a reasonably whole body to work.
ebb powers og formula level.                                              At the very elast the head and brain should be almost
Ved et succesfuldt Formulation slag kan du nu vælger at maintaine         unharmed.
din Track power og følge sporet efter en af Ebb usersne aura. Sporet
kan følges så længe poweren maintaines og du holder dig inden for
din area af sporet. (Bemærk; pludselige ændringer i den fulgte ebb        Cost: 6 flux per question.
users spor, så som meget hurtigt transport eller Reality folding, kan     Skill: Impression (IQ/H)
kræve nye Track slag).

Cost: 4 flux.
Skill: Track (Per/H)
                                                                          Ebon guard -Protect
Secondary skill: Formulation (IQ/H)
     Used instead of IQ for analysing what the flux was                   Heal Deathsuit (6 pts)
     used for. (Also used with Detect)                                    You can heal the DR of your deathsuit, not others.

                                                                          This cost 1 flux per 2 DR.

True Track (5 pts)                                                        Skill: Heal Deathsuit (IQ/H)
Prerequisite: Track.
See Detect p.48.                                                          Charge Deathsuit (3 pts / level)
Forklaring: Du slår dit True Track slag og betaler Flux. På en succes     Prerequisite: Heal Deathsuit.
får du af vide hvilken retning ejeren af tingen befinder sig og du kan
følge sporet til ejeren så længe du maintainer evnen. Du får modifiers    You boost the DR of your Deathsuit with 2 DR per
baseret på long range og på hvor personlig den personlige ejendel er.
                                                                          level.
Cost: 6 flux, 3 to maintain.
Skill: Track (Per/H)                                                      Note this works no matter the type of Deathsuit and no
                                                                          matter its modifications.

                                                                          This costs 1 flux per level; half per 3 min to maintain.
Impression (5 pts)                                                        Skill: Charge Deathsuit (IQ/H)
Prerequisite: True Track.
                                                                          Modifiers (Charge                                 Ekstra pris
See Psychometry p.79 and Psychometry (Sensitive) in Powers p.69.                                 Effekt                      per level
                                                                          deathsuit)
                                                                          Increase duration      3 mins                        +1
Experience things that happened in the past.                                                     10 mins                       +2
Only actively, and to a max of 24 hours back in time.                                            30 mins                       +3
                                                                          -                      1 hour                        +4
                                                                                                 5 hours                       +5
Cost: 6 flux.                                                                                    16 hours                      +6
Skill: Impression (IQ/H)




                                                                                                                         Side 16 af 17
Suck Flux (10 pts +2 per level)                           It takes 10 sec for the suit to interdermilize. To draw
                                                          the suit out again requires another skill roll, 1 flux and
Prerequisite: Charge deathsuit.
                                                          10 secs as well.
See Leech p.96 of Powers.
                                                          Cost: 1 flux.
                                                          Skill: Interdermilization (IQ/H)
Leech flux at the rate of 1 flux per sec per level and
replenishes the same amount of flux for you.
                                                          As default this ability only allows you to draw the
Skill: Suck Flux (IQ/H)
                                                          basic deathsuit in, to be able to contain a heavier suit
                                                          requries increases with modifiers.

                                                          Modifiers                                          Ekstra pris
Interdermilization (10 pts)                               (Interdermilization)
                                                                                   Effekt

Prerequisite: Suck Flux.                                  Light deathsuit          -                            +2
                                                          Medium deathsuit         -                            +3
                                                          Heavy deathsuit          -                            +4
The ebon can draw the deathsuit in, under his skin, in
                                                          Super deathsuit          -                            +5
effect hiding it as part of his body. The deathsuit       Angle deathsuit          -                            +6
doesn‟t protect when drawn in under the skin, but still   -With Bone structure 1   -                           (+2)
allows for the use of Ebb powers.                         -With Bone structure 2   -                           (+3)
                                                          -With Bone structure 3   -                           (+4)
The ebb user can chose to allow some of the deathsuit     -With glyh-weave 1       -                           (+1)
                                                          -With glyh-weave 2       -                           (+2)
to show, and only withdraw parts of it. Allowing it to    -With glyh-weave 3       -                           (+4)
cover selected parts of the body.                         -Combination             Just add modifiers.           -

The deathsuit can not be Charged with DR or have flux
store in it while interdermalized. Nor can it have any
flux gems imbedded in it.




                                                                                                          Side 17 af 17

				
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