Force (Action Powers Form)
|Heroic Action Role-Play|
Force is raw energy manifesting as physical forces, energy fields, or tangible but immaterial objects. It appears semi-transparent and is not affected by most normal physical phenomena. Some see forces as the purest kind of supernatural energy.
- Alternate Names: Kinesis, Force Fields, Cosmic Energy
- Creature : Aberrations
- Skill : Create
- Attribute : Mind
- Sense : None
- Mood : Determined, Inflexible
- Blast: Impact
You can do minor telekinesis, slowly and jerkily levitating objects weighing up to a kilogram within Mind meters of you.
You are supernaturally enchanting to certain creatures. You master whatever form of communication they use, even if you are normally unable to communicate with them at all.
Enchanting someone requires an opposed Charm roll. On an Outcome equal to the target's Mind, the target falls for your enchantment. On a lesser success you gain an advantage. A failed check interrupts the process, forcing you to look for a new opportunity at a later time.
Once someone has been enchanted, they will willingly follow and help you out. They seek to avoid conflict with their old allies, but if push comes to shove you cannot guarantee how they will react; they will try to avoid seeing you harmed, but they might make you a captive to save you later or even to have you at their mercy, or they might decide to throw in their lot with you and abandon their former allies. Someone who you have enchanted expects trust and help from you, but the enchantment breaks automatically only in the most blatant cases of maltreatment. If you are callous and disregard their interests they can make opposed Charm rolls against you to see through the enchantment. The same applies if a friend points out they have been charmed, but in this case it is an opposed roll against the friend's Charm skill and takes a Limit Break to do.
Enchantment normally wears off in about a weeks time, but can be maintained through continuous use of the power; it will last indefinitely if reapplied once per day. Even after the power ends you leave your targets with fond memories of you unless you mistreated them. Someone who realizes they have been enchanted and used can become vindictive or even downright hostile, but this is not the normal result.
This power only works on Aberrations. Aberrations are still alien beings even when charmed, and you are not protected against their alien nature.
You send out a magical message to creatures of a particular kind, which is delivered to random creatures beginning with ones close and reaching further depending on your Charm. All creatures will fit a general description you give. You can’t send a specific message, this spell is an open invitation to make contact and establish communication. You don’t know whether the message was received, nor any specific details about what creatures received it or how many. Creatures that receive the message know from where you called them.
Because this doesn’t call or summon the target, the target must have its own way to reach the place. There are no restrictions on how the creatures react to being contacted, and they might ignore the call, respond with hostility, parley, entertain an alliance, or attack. Creatures that come and investigate do so in their own time. For the purpose of powers like scrying, targets have firsthand knowledge of you and a connection similar to if it possessed a likeness of you.
To use this power, you must satisfy two of the following requirements. If you fulfill additional requirements, the power is stronger and more exact.
- Have a name or mental image of the creature, a description or depiction suffices.
- Have an object or body part made or used by creatures such as the one you wish to contact.
- Be in a location that used to be frequented by creatures such as the one you wish to contact.
- Perform the calling in language common to the creatures you wish to contact.
Music of the Spheres
Everyone dances to your music, or at least their spatial position is controlled by you. Make an opposed Charm check against all creatures you select in a diameter equal to your Mind. Those you succeed lose three shots dancing. Those against whom you get an outcome matching their Mind join a stately dance until the end of the scene.
Dancers stay in the initial area, as specified when you used the power. If somehow brought outside this area, the power ends. If targets are attacked or under immediate threat, the power ends as well.
You can analyze the properties of Force powers. You learn the exact effect, form, and technique of the power.
You can also find and understand other forces, natural or otherwise, using this power. You can gain information about the mechanics of power-generating engines or devices, the statics of intricate architecture, the equilibrium of forces in a static system and so on.
You can create simple objects out of intangible force fields. You can make these items semitransparent or merely translucent, but not fully solid-looking. They glow, but you can make this glow so faint it is only visible in the dark. In this way, you can create basic tools, arms, and armor of no more than Blacksmith sophistication. These items' hardness exceeds that or normal metal but they lack a certain solidity and they perform as ordinary items of their type. The duration is minutes equal to the Action Result. The difficulty is the Toughness of the item; weapons and armor are made for a specific creature and have a difficulty equal to they damage or toughness they grant.
Your target's skin is protected by a very tight and form-fitting force field. He gains 2 points of armor, increasing Toughness. The armor shimmers and is easy to see, but does not alter appearance. You can target yourself in this way. Force Armor lasts for one scene. You can maintain this armor on yourself between scenes, but not on others; to protect others you must use it in or right before an action scene. Force Armor also acts to keep out hostile environments for its duration, but the air inside the armor is fouled after one scene and needs to be renewed.
You create specialized tools made of tangible force fields and powered by telekinesis. You design these tools with a specific Create task in mind, and the tools will help you perform this task, allowing you to do things that would normally require specialized tools and/or knowledge to do, such as a machine shop or Safecracking and Security. However, you do not get any raw materials, knowledge, contacts, or other resources you'd normally get, and your power use may leave clues for others to follow. This counts as a Lab for Tinkerig.
You seal a door, portal, or even a narrow tunnel with a field of force. The sum of the opening's height and with in meters cannot exceed your Mind. The sealed object gains a Dodge equal to your Create. If it is fitted with a lock or other security, it now requires an Outcome matching your Mind to defeat that security. When used to seal an open passage such as a corridor or doorless portal, or used on a door that is less robust than this, the barrier has a Toughness equal to your Create. A portal seal is permanent until dispelled. You can open your own Portal Seal without dispelling it. You can give the seal a key, an item, password, gesture, or even physical description that opens it.
Wall of Force
Basic Action, Trigger Action
You can create or remove a wall of night-invulnerable force. A wall of force is transparent and permits speech and interactions, but hinders powers and stops attacks. The wall lasts for a scene unless destroyed. If the placement of the wall needs to be very precise, such as between two melee combatants, this may require a Create against Maneuver. As a basic action you can create a flat force wall up to 3 by 3 meters. You can spend multiple basic actions to build a large continuous force field, but no dimension of such a force field can be more than your Create in meters. If you create a continuous barrier hedging an area in the horizontal plane, you can create a roof and floor as well with no additional effort. A continuous wall counts as a single effect for dispelling and destroying. The wall is stationary relative to its frame of reference—if created on a vehicle it moves with that vehicle. It is unaffected by gravity and can be placed wholly or partially inside material objects. Any creature inside the wall when it appears is pushed to either side of it—the creature chooses which side. If your become unconscious or your concentration is broken (typically a Setback) the wall disappears. If it takes damage matching twice your Create it disappears, but you can choose to take a Trigger Action to sustain the wall, exerting yourself to increase the limit to three times your Create for the current shot. It can be broken with a Feat of Strength by Body matching your Create.
Bronze Bell Block
Create a protective sphere of energy around you when you take damage. Gain an Armor bonus of +8 for this shot only, increasing your Toughness to Body +8 if it is currently lower than that. Does not combine with any other armor.
You can focus when you take Physical damage. The attack need not hit, cause a Hit, or otherwise have any effect on you.The damage must come from the environment or from an enemy to let you focus - attacking yourself or having a friend attack does no good. It is ok to set up a situation where you take environmental damage.
Trigger Action (Defense)
You create a shield of force to block attacks. For this shot and until you take your next action of any type (including a trigger action), you gain a Dodge bonus of +3. Any actions you take in the shot when you use this power does not end the defensive bonus.
You create an armor of force. This appears as a field of refraction, visible at close range (effectively Medium sized), but clearly visible when it resists impacts. You gain 3 points of armor, giving you a Toughness equal to your Body +3.
Personal Force Field
You surround yourself with a personal force field, a glowing bubble with a diameter slightly larger than you are tall. Add your Mind to your Dodge and to any skill used to resist a Power. You are also protected from hostile environments. You can move around unhindered by the field. The Personal Force Field does not float in water, catch the wind, or otherwise interact with the environment more than you normally would yourself. While inside this field, you can converse and observe but not physically interact with the surroundings. Using a Powers against or physically interacting with something outside the Personal Force Field immediately brings it down. At your option, you can expand the field to cover the area immediately around you (on a grid, this is the hexes or squares adjacent to you), as long as all the creatures there are willing to be encased in the field. Such a field protects everyone inside from everyone outside and vice versa, but is immobile.
Add your Mind to your soak attribute against Impact damage for the rest of the scene. You are normally assumed to do this at the beginning of each scene, but sometimes you may want to not do it to be more inconspicuous.
You conjure bands of pure force and use them to restrain a creature. Make an Impress check against the target's Dodge. On a success the target is partially bound and suffers one of the penalties noted below. On an Outcome matching the target's Reflexes he is more severely bound and suffers three of the conditions, or you can apply one restriction of your choice. Roll 1d6 for a random restraint, adding +1 for each previous restraint.
Physical restraint in Action does not completely prevent a hero from action, they impose handicaps to be overcome.
- Gagging prevents mundane speech. Stymies all Charm and Impress checks.
- Handcuffing is when your hands are tied in front of you, but not so tightly as to make them completely unusable; you can still use one hand effectively, such as using weapons or tools of Small size or smaller.
- Hobbling indicates restrained legs, but not fixed to each other. It means you cannot move as part of a normal Basic Action, and can only move your normal move when you do a Full Move action or otherwise do an action that grants extra movement..
- Immobilized, stuck to something, alternatively on a short leash which prevents movement beyond one or two meters. If you are stuck to a creature whose Body is greater than yours, you are forced along as it moves, otherwise you are both immobilized unless you two cooperate.
- Bound Legs you fall prone and cannot stand unsupported, which prevents and hinders many actions as determined by the situation and stunt description. Your Move is reduced to 1. Swimming and flying creatures are entangled, with similar effects.
- Bound Arms prevent most physical manipulation and the use of weapons and implements. You can still use tackles and head butts for (Body +0) damage or a Tiny Ranged Weapon, but limited to Close range.
- Blinded restricts your awareness, giving you only a rough estimate of objects and creatures in a diameter equal to your Mind; you are insensitive to things beyond this range. Everyone has enough concealment to Sneak on you, and against creatures beyond your perception range, you have to use Reflexes rather than Recon for defense against Recon stunts.
- (or more) Hogtie A hogtied character cannot act physically and can only move one meter as a standard action; no movement is otherwise allowed. This also prevents all Defense actions.
These restraints cannot be burst, but they can be dispelled, escaped with a Contortions stunt pitting Reflexes against your Impress. If your concentration is broken (typically a Setback) the force bonds disappear. If they take damage matching twice your Impress they disappear, but you can choose to take a Trigger Action to sustain the force bonds, exerting yourself to increase the limit to three times your Create for the current shot. Weapons larger and more unwieldy than a dagger take an attack penalty equal to their damage add when attacking force bonds.
Someone held in Force Bonds cannot teleport.
You create a cage to imprison a creature in an immobile cage of power. The cage is transparent and permits conversation. No powers or attacks can bypass it but it can be destroyed. If it takes damage matching twice your Impress it disappears, but you can choose to take a Trigger Action to sustain the force cage, exerting yourself to increase the limit to three times your Impress for the current shot. It can be broken with a Feat of Strength by Body matching your Impress. If your concentration is broken (typically a Setback) the force cage disappears.
You must make an Impress attack against the creature's Dodge to imprison a creature. Creatures can be summoned to appear inside the cage; this is automatically successful. The cage can be used to protect allies, objects, and bystanders as well as imprison foes. It can also protect against extremes of weather and environment.
You create a cage to imprison a creature in an mobile cage of power, slightly larger than the creature. The effect is similar to Force Cage except that it is a Curse, invulnerable to brute force, and that you can move the prison with a Move equal to your Mind as a Basic Action. The creature inside does not need to consume or excrete anything.
Basic Action or Finisher
- If the attack scores an Outcome matching the target's Move, the penalty is increased by two.
- If performed as a Finisher, the penalty is increased by two and the effect is a Curse - including any previous Slow results.
The target also loses as many shots as the penalty, with a minimum of three shots lost.
You can suppress the force emanation from any powers you are using; your power-use cannot be detected. As long as you don't do anything spectacular and only affect yourself, your powers will escape detection by other powers. The effect of powers are not concealed; an obvious effect is still obvious.
You can end the effects of other powers. You can only dispel powers you know of (though a vague description, such as "whatever is making Bert turn green" is ok). You can try to dispel a single Finisher, Limit Break, or any power that has been in effect for a week or more, or you can try to dispel all powers except those mentioned above on one creature or in an area with a diameter equal to your Mind. When dispelling several powers at once, you can choose to ignore some of them as long as you know of each power you want to make an exception for.
A power that has been dispelled cannot be used again by that creature in this scene, and another creature that tries to use the same power in the same general area must match your Know with the stunt the power is used with, or it fails.
This will not negate a Curse, but will tell you how to defeat the curse if the roll is successful.
Inherent powers cannot be dispelled.
The difficulty is the skill of the most skilled creature involved in making the effect. Effects that have been around a long time are harder to dispel: see the table. Use the highest relevant difficulty.
You can dispel any power of the Force form and any power that moves things or gives a movement ability.
You can imbue existing unattended objects with mobility and a rudimentary mind. This lasts until the end of the next round, but you can spend another Basic Action to renew the effect. You can either animate one object as a Henchman or a number of objects equal to your Reflexes as a group of identical Minions.
- Body depends on the mass of the object.
- Reflexes is equal to your Maneuver minus the object's Body.
- Mind is 1.
- Move is 4. They cannot fly but can move as if they were wielded by a human, which can give the impression they can fly.
- They have the Impassive and Varmint powers.
- They have Melee and Dodge equal to your Maneuver and can make a melee attack for Body +2 damage of a type appropriate to their form.
- Maneuver equal to the object's Reflexes
Trigger Action (Defense)
You can move through the air instead of along the ground.
You can manipulate objects within Mind meters of you, just as if you were using your regular hands. This allows you to perform basic tasks, melee attacks, and such at a limited range - which often lets you position yourself out of harms way. This cannot be used with area attacks.
Attack an opponent from a distance. The range of your strike in meters is equal to your Mind. Damage is normal for the type of attack. If your attack hits, you have managed to keep that opponent at bay for some time. Because your opponent now has a hard time reaching through your guard to strike back at you, your passive Dodge against his Melee attacks is increased by +3 until he hits you or until the end of the round, whichever comes first. This bonus does not stack with any other Dodge bonuses.
Stance (Damage Boost)
You can imbue a Melee or Shoot attack with an additional type of damage. The damage of the attack increases by +2. Against a target that has different soak values against the two types of damage, use the lesser soak value but decrease the damage by 2. Force Touch does Impact damage.
You create one or more melee weapons in your hand(s). These function exactly as normal weapons of the type you choose to create, but are constructs made of ephemeral materials and not of any particular material a creature might be vulnerable or resistant to. They disappear at the end of any round when it is not in your hand. You must be familiar with a weapon to create it this way. This power can create any melee weapon of Clockwork or lower tech level.
Push an opponent by making a Melee attack that does Body +4 Blunt damage. For each point your damage exceeds the target's Toughness he is pushed one meter away from you. If the target is pushed he loses a shot regaining his balance.
Against immobile objects, Ram Touch does +5 damage instead of pushing them back, breaking what it cannot push.
Soul of Force
You create invisible eyes that float about under your command - each command is a basic action. You must spend at least one basic action each round on an eye to maintain it. You can maintain several eyes at once by doing this several times each round. Remote eyes have one Hit, Dodge, Recon, Move, and Recon skills equal to your Recon and have Blur. The eyes are material but can exert only minimal force and cannot pass barriers that would stop a toy balloon driven by a light breeze. A common use for this is to send the eyes out to survey an area or spy on a person. To gain information this way you make an opposed check against the targets' Recon. You gain valuable information based on the outcome of this roll; if the outcome matches the target's Mind you gain clear and important insights into the target's activities. On a failed roll, you learn obvious details and trivia; if the negative Outcome matches your Mind you learn misleading information or the target notices your spying. You can make one scry roll for every fifteen minutes of surveillance, and the eyes must move into the area before surveillance can begin.
You can sense the presence of Force powers at a distance. Make a skill roll and multiply the result by 10; this is the range in meters. You must make an opposed Recon check to sense a creature that is Sneaking or an object in such a creature's possession.
You create a disk of force that floats under your command and can carry passengers or cargo. The disc has a Body equal to your Ride skill, Move equal to yours and carries things like a creature of its Body. It is a flat or hourglass-shaped surface whose exact form you can control as long as its no more than 2 meters in diameter. If you sit on the disc it works like an open vehicle, if you move independently it trails after you. You can remote control its movement as a basic action, but it never moves more than Mind meters away from you. You can dismiss it as a basic action, and it disappears if you create a new one.
You create a force field around a creature whose Body does not exceed your Ride. This field conserves the environment around the creature, maintaining ambient temperature, pressure, radiation, humidity and other environmental factors conductive to survival. The field negates any problems with buoyancy and is similarly non-hampering in other environments. The field does not protect against damage, interaction, or attacks of any kind, but neither is it damaged by such things. The survival sphere lasts for a scene and can be renewed.
You can move objects and creatures, even very heavy objects. Make a Ride check against the target's Dodge. On a success the target is unbalanced and loses one shot and Telekinesis ends. On an Outcome matching the target's Body the target is also suspended and unable to move around under its own power until you the end of the round, and you can move the target with a Move equal to your Mind. The an inanimate object has zero Dodge and Body depending on its mass. If you use this to move a heavy object into position to drop it as a missile or use it to ram, it is highly inaccurate; use your Mind as the attack skill doing Concussion damage equal to your Ride skill.
This is intended as a travel power useful in chase scenes and somewhat impractical for ordinary adventuring.
You take off and fly through the air with a Move equal to your Ride skill. You must continuously use this or rely on another flight power to remain airborn. If you don't, you sink towards the ground at a rate of Ride meters per shot expended on other actions.
You can blast everyone in a globe with a diameter equal to your Mind in meters. Damage is Mind +2, or more if you are using an Implement. Make a separate attack roll against each target, including friends and bystanders. Force Blast does Impact damage. Its target-seeking and ignores Cover.
You can make a Ranged Attack - either the basic stunt or using some other stunt, schtick, or power. Damage is Mind +2, or more if you are using an Implement to improve damage. Force bolt does Impact damage. Its target-seeking and ignores Cover.
You can blast all enemies in a globe with a diameter equal to your Mind; you must be somewhere in this area. Your control of this attack is so precise that you can avoid any friends in the area. Damage is Mind +2, or more if you are using an Implement to improve damage. Make a separate attack roll against each target. Force Burst does Impact damage. Its target-seeking and ignores Cover.
Trigger Action (Defense) Focus your power defensively, deflecting blows without any physical contact. Use this when you are about to be damaged by an attack, after the hit is determined. Substitute your Shoot for your Toughness to soak damage.
Notice that as a Basic Action, this cannot be combined with many other abilities.
You can make a Ranged Attack - either the basic stunt or using some other stunt, schtick, or power. Damage is Mind +2, or more if you are using an Implement to improve damage. Force Ram deals Blunt damage and pushes creatures or objects with Body no more than higher than the damage value. For each point your damage exceeds a creature's Toughness he is pushed one meter away from you. If the target is pushed he loses a shot regaining his balance. Against immobile objects or targets with Body five or more points above the damage value, Force Ram does +5 additional damage instead of pushing them back, breaking what it cannot push.
You can make a Ranged Attack - either the basic stunt or using some other stunt, schtick, or power. Damage is Mind +2, or more if you are using an Implement to improve damage. Lift does concussion damage. It damages foes by causing them to fall upwards, then come crashing down. It does not matter if there is a roof above, as the effect is the same from one impact with the floor or two impacts from floor and ceiling. Flying creatures are affected normally, as the disruption of gravity disrupts their spatial sense. A flier that takes any damage ends up on the floor.
You can blast everyone in a globe with a diameter equal to your Mind in meters. Damage is Mind +2, or more if you are using an Implement. Make a separate attack roll against each target, including friends and bystanders. The target can use Body as Dodge if Body is higher. Reverse Gravity does concussion damage. It damages foes by causing them to fall upwards, then come crashing down. It does not matter if there is a roof above, as the effect is the same from one impact with the floor or two impacts from floor and ceiling. Flying creatures are affected normally, as the disruption of gravity disrupts their spatial sense. A flier that takes any damage ends up on the floor.