OAGS Spacial Manipulation

Ability to temporarily alter the laws of physics creating a variety of dramatic effects such as teleportation, matter manipulation and force manipulation.

Core Powers

Time Trace 2cp Requires Free Agent
The functionality of the various time-recall devices is replicated in the psychic's powers of spacial manipulation. She can, with a moment's concentration, return to her time of origin. For a plot point it can be done instantly and reflexively. This power does not work if she is already in her time of origin.

Psychic Leaping 2cp
The psychic is capable of leaping to incredible heights and across incredible distances, propelled by his powers. She can high jump up to 10 times his willpower in feet. He may long jump up to twice this distance.

Dimensional Locker 2cp
The psychic can store items out of sync with reality, and retrieve them as she pleases. She can store as many items that fit in an area of her volume that is roughly cuboid shaped. It takes an action to either put away or withdraw a single item. The psychic can not use this ability to hide herself - she cannot fit! A without or another psychic with dimensional locker, dimensional closet or dimensional store can pluck things out of the psychic's dimensional space as easily as she can! If they do so, they procure a single random item. If she resists, it is a melee attack to attempt to take an item in this manner.

Defying the Laws

Gravity Neutral 2cp
The psychic may become functionally weightless. You don't simply float away, but can stand on and move around on any object without breaking or collapsing it. Even a thin piece of paper stretched out horizontally can hold you. Any weight added to the psychic adds to their weight as normal, save for reasonably light clothing and equipment (no heavy weapons or armor). Also, the psychic takes no falling damage.

Water Walking 2cp
The psychic can walk, run, jump up and down and roll around on the surface of water as if were solid ground. He may go beneath the waters just as easily if he wishes.

Psychic Flight 5cp
The psychic can fly at his normal ground speed (walking speed if moving casually or running speed if exerting himself). He may substitute willpower for athletics when working out speed. Characters with this Advantage take no falling damage.

Invisibility 5cp
The psychic can become invisible at will. This can be done instantly and reflexively and the she can become visible again just as easily. While invisible, she enjoys a +3 bonus to Stealth, a +2 bonus to Dodge and a +1 bonus to Block against sight-dependent opponents. These do not stack with any modifiers for reduced visibility.

Breaking the Boundaries

Dimensional Closet 4cp
The psychic can store items out of sync with reality, and retrieve them as she pleases. She can store as many items that fit in an area of about six times her volume that is roughly cuboid shaped. It takes an action to either put away or withdraw a single item. The psychic can not use this ability to hide herself as there would be no one to retrieve her!! A without or another psychic with dimensional locker, dimensional closet or dimensional store can pluck things out of the psychic's dimensional space as easily as she can! If they do so, they procure a single random item. If she resists, it is a melee attack to attempt to take an item in this manner.

Blink 5cp
Gaps and minor obstacles are scarcely a problem for this psychic. She can teleport up to 10m in a straight line as a single action. She can also make a willpower test to blink further - adding 3m times the result to the potential distance of the teleport. Due to momentary disorientation, blinking this extra distance gives the psychic a -2 penalty to block and dodge until her next round.

Dimensional Store 6cp
The psychic can store items out of sync with reality, and retrieve them as she pleases. She can store as many items that fit in an area of about twenty times her volume that is roughly cuboid shaped. It takes an action to either put away or withdraw a single item. The psychic can not use this ability to hide herself as there would be no one to retrieve her! A without or another psychic with dimensional locker, dimensional closet or dimensional store can pluck things out of the psychic's dimensional space as easily as she can! If they do so, they procure a single random item. If she resists, it is a melee attack to attempt to take an item in this manner.

Time Tunnel 10cp
The psychic has developed perhaps the holy grail of supernatural powers - time travel. She can travel in time with a range of up to 20 years from her natural time with a minute's concentration. After one jump, an hour's rest is required before it can be done again. She always appears in the same point relative to the center of the Earth, or whatever planet you happen to be on. Requires GM approval.

Time Trip 20cp
The psychic has developed perhaps the holy grail of supernatural powers - time travel. She can travel in time with a range of up to 100 years from her natural time with a minute's concentration. After one jump, an hour's rest is required before it can be done again. She always appears in the same point relative to the center of the Earth, or whatever planet you happen to be on. Requires GM approval.

Right of Return 10cp
The character may spend a combat action to vanish from her current location. As her action next round, she reappears in an an area she is intimately familiar with. It is understood that you would be able to count these places on one hand and are likely things such as her room at home, her seat in HQ etc. The turn she re-emerges, she is treated as having fired a heavy weapon. This power has literally unlimited range though if you are in a parallel universe, it teleports you to the relative location in the same dimension.

Defensive Distortions

Blur 2cp
The psychic can opt to distort reality around her outline, creating a blur effect. This can be done instantly and reflexively and the she can become normal again just as easily. The blur effect affords +1 dodge whilst standing still, and a further +3 dodge while moving.

Heatsink/Lightning Rod/Warmth 2cp
The psychic produces a dampening effect on a certain energy type that transfers to those around her. She and anyone in melee range of her, friend or foe, are resistant to either fire, electric or cold.

Reflective Layer 2cp
The character projects an invisible refraction field that scuppers laser attacks. She is immune to lasers.

Elementproof 5cp
The psychic's powers act to null offensive energies before they get close enough to affect her. The psychic is immune to fire, cold and electric.

Bulletproof 5cp
Bullets just seem to bounce off the psychic's body. The psychic takes no damage from bullets and metallic slugs propelled at speed. Note; this may still ruin the psychic's clothing.