Supernatural Powers

Minor Supernatural Powers

All Minor Supernatural Powers cost 2cp

Aura Sight
The character can perceive auras. This allows him to identify the Natures of other beings instantly. It also grants him a +1 bonus to Empathy checks concerning emotions.

Blindsight
The character is not sight-dependent and suffers no penalties for impaired visibility due to darkness, fog, smoke, bright light, etc.

Elemental Manipulation, Lesser
The character has some minor control over a specific element. There are several variations. To use Elemental Manipulation requires 10 seconds of concentration and cannot be done in combat.

Fire: The character may create, reshape or extinguish any fire up to the size of a camp fire.

Water: The character may condense, evaporate or move up to 3 feet up to a gallon of water.

Air: The character may cause localized mild weather conditions such as a moderate breeze, light clouds or light showers of rain.

Earth: The character may cause a hole up to 10 feet deep to form itself out of soil, dirt, gravel, sand or similar.

Ghost Touch
The character, along with anything he carries or wears, can touch, injure and interact with incorporeal objects and beings, just as if they were corporeal. Likewise, incorporeal spirits can touch, injure and interact with the character.

Ghost Touch includes Ghost Sight. Ghost Touch cannot be turned off.

Ghost Sight
The character is able to see spirits. Of course, what he actually sees may depend on the ghost's will. The character knows he has this ability and who is or isn't a spirit. He does not inherently know what sort of spirit he is looking it, but can learn with training or aura sight.

Note: A minor foible can be taken for the character to not realise he has this ability and hence not be able to tell the difference between spirits and living things.

Gift of Tongues
The character can choose to speak in the language of Babel. When he does so, all sentient beings that hear it will hear it perfectly translated into their native language. This effect persists if the sound is recorded and played back.

Immunity
The character is immune to one of the following;

  • Fire Damage
  • Cold Damage
  • Electricity Damage
  • Corrosive Damage
  • Laser Damage
  • Poison and Disease
  • Telepathy
  • Weapons of a certain material (Lead, Steel, Iron, Gold, Silver, Wood etc.)

Invisibility, Permanent
The character is permanently invisible. he 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 modifers for reduced visibility. He can not have the Attractive or Famous Advantages or the No Identity, Infamous, Wanted, Ugly or Nonhuman Appearance Disadvantages.

Levitation
The character may become functionally weightless. They don't simply float away, but they 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 them. Any weight added to them adds to their weight as normal, save for reasonably light clothing and equipment (no heavy weapons or armour). While levitating, the character takes no falling damage.

Sixth Sense
The character can sense a certain presence with perfect accuracy and the general direction relative to himself. There is no overt indicator - they just know. Choose any reasonably well defined physical group, such as humans, felines, canines, a type of xenoform, vampires, werewolves, any range of magick user, withouts, robots, magick items, a particular kind of magick item and so on and so on. The more common the subject, the more range-limited the sense is. For example, if your chosen sense is for rats or humans, you can sense them within a hundred metres or so and the effect is easily slowed or even blocked by dense materials or magick effect. You will be able to clock vampires and werewolves within a few miles, and if you choose wizards, you can sense their location from anywhere on the planet.

Supernatural Attack, Minor
The character is capable of using a minor supernatural attack. Choose one of the attacks listed below or consult with the GM to design your own attack. All supernatural attacks are two-handed and count as Subtle. They do not need to be drawn and cannot be disarmed.

Arc of Flame: Ranged, 10 Fire Damage
Ice Touch: Melee, (6 + Twice Strength) Cold Damage
Acid Spray: Ranged, 5 Corrosive Damage, Area, Short Range

Telepathic Communication
The character may silently send messages or images into the minds of those around him. If they specifically think "at" him, he can also hear their replies. The maximum range of this power is 10 times the telepath's Willpower in metres.

For access to more advanced telepathic abilities, click here.

Telekinesis, Lesser
The character can lift, throw, break or hold objects at range with a Strength of 2.

He may, as a combat action, knock an enemy prone or forcibly move them 5 feet or less, unless they pass a difficulty 2 Athletics test. He may then hold them against either the floor or the wall unless they pass a Difficulty 2 Strength test. The enemy is treated as pinned(with Strength 2), but the telekentic may defend himself as normal, though his must spend his action each turn maintaining the pin.

Alternatively, the telekinetic may use the objects in the surroundings to attack his enemy. This is treated as a two-handed Ranged Area attack with Damage according to what's in the area.

Weapon Damage
Dirt or Sand No Damage
Books or Sticks 1 Damage
Cutlery or Stones 2 Damage
Broken Glass 3 Damage
Preprepared Weapons 4 Damage

Lastly, he may attempt to injure his enemies by using telekinesis to interfere with their breathing or blood circulation. This is treated as a two-handed Ranged attack that deals 4 points of Damage and ignores Soak.

True-Name Aware
The character is mystically linked to his True Name. Whenever it is spoken or written, he can see and hear everything that happens in that location for the next 10 seconds.

Water Walking
The character 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.

Moderate Supernatural Power

All Moderate Supernatural Powers cost 5cp

Animal Control
As the Major Supernatural Power of the same name, but only on one reasonably broad “kind” of animal (insects, canines, felines, birds, fish, rodent or reptiles for instance),

Elemental Manipulation
The character has impressive control of a certain element. There are several variations. To use Elemental Manipulation requires 10 seconds of concentration and cannot be done in combat.

Fire: In addition to what can be done with Lesser Elemental Manipulation (Fire), the character may ignite, extinguish or reshape any fire up to the size of a large bonfire.

Water: In addition to what can be done with Lesser Elemental Manipulation (Water), the character may divert small rivers, cause water pipes to burst and condense or evaporate up to 10 gallons of water.

Air: In addition to what can be done with Lesser Elemental Manipulation (Air), the character may seriously alter medium-scale weather patterns. In any climate, he could cause heat-waves, thunderstorms or blizzards.

Earth: In addition to what can be done with Lesser Elemental Manipulation (Earth) the character may dig 10 foot deep holes into rock or stone. He can cause the foundations of houses to collapse or form earth and stone into solid and lasting walls.

Flight
The character can fly at his normal ground speed (walking speed if moving casually or running speed if exerting himself). Characters with this Advantage take no falling damage.

Healing, Lesser
The character may heal someone, causing them to regain their Toughness in Hit Points, once per target per hour. He may not heal himself.

Hunches
The character has vague hunches concerning the future. The player may declare retroactively to have taken small preparations against future events without spending a plot point, provided that these preparations do not contradict prior events.

Hypnosis
As Mind Control, except that it only operates if the victim is looking into the character's eyes.

Immunity
You are immune to one of the following

  • Explosives (some large explosions inflict a mixture of explosive damage and fire damage)
  • Bullets (not including buckshot, artillary shells or railgun solinoids)
  • Blades
  • Blunt Weapons
  • Piercing Weapons
  • Natural Weapons
  • Pain (characters immune to pain take no wound penalties)

Invisibility
The character can become invisible at will. This can be done instantly and reflexively and the character can become visible again just as easily. While invisible, he 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 modifers for reduced visibility.

Mind Reading
The character can communicate as per Telepathic Communication. In addition, he can read the surface thoughts of the people around him. If the victim suspects his mind is being read, or passes a Perception check opposed by the telepath's Socialize to realise; he may attempt a Willpower check opposed by the mind reader's Socialize to block out his thoughts. The maximum range of this power is 10 times the telepath's Willpower in metres.

For access to more advanced telepathic abilities, click here.

Reflection
Select a kind of Damage from the list below. Anytime you would suffer from Damage of that type, your attacker suffers the Damage instead.

  • Fire Damage
  • Cold Damage
  • Electricity Damage
  • Corrosive Damage
  • Laser Damage
  • Damage from Weapons of a certain material(i.e. Gold, Silver, Iron, Steel, Wood)

Regeneration, Lesser
The character regains hit points equal to his Toughness every hour.

Sizeshift:
The character can shift between being human sized and being gigantic. He can shift between being human-sized, Large or Huge as a combat action. While Large, he suffers a -2 to Dodge, -1 to Melee and Block and a +2 to Toughness and Strength. While Huge, he suffers a -4 to Dodge, -2 to Block and Melee and a +4 to Toughness and Strength.

Spirit Control
As Mind Control, except that it only effects spirits. Requires Ghost Touch.

Supernatural Atack, Moderate
The haracter is capable of unleashing a moderately impressive supernatural attack. Choose one of the attacks listed below or consult with the GM to design your own attack. All supernatural attacks are two-handed and count as Subtle. They do not need to be drawn and cannot be disarmed.

Lightning Bolt: Ranged, 15 Electrical Damage
Ignition: Ranged, 10 Fire Damage, Burning.

Teleportation, Lesser
The character may spend a combat action to vanish from his current location. As his action next round, he reappears up to 100 metres away. Alternatively, he may teleport up to 15 metres per round while still taking another action, so long as he doesn't move otherwise.

Telekinesis
The character can lift, throw, break or hold objects at range with a Strength of 4.

He may, as a combat action, knock an enemy prone or forcibly move them 10 feet or less, unless they pass a difficulty 4 Athletics test. He may then hold them against either the floor or the wall unless they pass a Difficulty 4 Strength test. The enemy is treated as pinned(with Strength 4), but the telekentic may defend himself as normal, though his must spend his action each turn maintaining the pin.

Alternatively, the telekinetic may use the objects in the surroundings to attack his enemy. This is treated as a two-handed Ranged Area attack with Damage according to what's in the area.

Weapon Damage
Dirt or Sand 2 Damage
Books or Sticks 3 Damage
Cutlery or Stones 4 Damage
Broken Glass 5 Damage
Preprepared Weapons 6 Damage

Lastly, he may attempt to injure his enemies by telekentically snapping their bones or choking them. This is treated as a two-handed Ranged attack that deals 8 points of Damage and ignores Soak.

True Faith
The character has True Faith and acts as a living channel of the power of the Authority. He cannot be persuaded to act against the Will of the Authority by either natural eloquence or supernatural power. He is treated as a holy item in and of himself and can repel Beings of Darkness accordingly. Furthermore, whenever he touches a Being of Darkness, he deals damage to it equal to his Willpower: if he is making a Melee attack, this is added to the damage. This damage is also deal to any Being of Darkness who strikes him with a Melee attack.

Humans with True Faith are often granted other supernatural powers in addition, especially Enhanced Willpower and Immunity (Pain).

Weapon Affinity
The character has a supernatural understanding of weaponry. As long as an item's primary purpose is as a weapon, he understands how it works and how to use it the instant he lays eyes on it. This includes Firearms Training. The character may use weaponized explosives as though he had Demolitions Training and may fly fighter jets, bombers or gunships as though he had Pilot. The character never takes penalties for being unfamiliar with a given weapon, even if he has never encountered it before.

Major Supernatural Powers

All Major Supernatural Powers cost 10cp

Alternate Form
The character can shift between two different forms. The character has a second character sheet, built on up to the same number of points as the first, which must also have the Alternate Form Power. It takes a few minutes to shift between forms.

GMs are advised to keep a close eye on the use of this power and GM permission is required for it.

Animal Control
The character may control any animal within his line of sight. The animals do exactly as he desires while within his line of sight, but if sent out of it, can only operate at the level of their intellect (so a wolf could track prey, but a goldfish could not obey any order for longer than 3 seconds). Two characters with Animal Control attempting to control the same animal make opposed Willpower checks each round to determine whose orders the animal obeys.

Elemental Manipulation, Greater
The character has peerless control of a certain element. There are several variations. To use Elemental Manipulation requires 10 seconds of concentration and cannot be done in combat.

Fire: In addition to what can be done with Elemental Manipulation (Fire), the character may ignite, extinguish or reshape any fire up to the size of a small block of flats.

Water: In addition to what can be done with Elemental Manipulation (Water), the character may divert larger rivers, cause dams or levies to burst and condense or evaporate up to 100 gallons of water.

Air: In addition to what can be done with Elemental Manipulation (Air), the character may create or stop highly abnormal weather such as tornadoes, tsunamis and hurricanes

Earth: In addition to what can be done with Elemental Manipulation (Earth) the character may cause localized earthquakes. At their most severe, these can destroy whole city blocks. By setting of enough of these localized earthquakes on fault lines, larger earthquakes can occur. Likewise, he can halt earthquakes if he can reach the epicentre.

Healing
As Lesser Healing, but the character may heal each target once every five minutes.

Immunity
You are immune to one of the following

  • Solid Projectiles (firearms, thrown weapons, bows and crossbows)

Incorporeality
The character can shift between being corporeal and being a incorporeal Spirit as a single combat action.

The character's player must stat his incorporeal form as a Spirit built on the same number of character points. This Spirit form must have Manifestation.

Lucky
Some people have all the luck. It's as though a spotlight shines down on them, marking them as the main character is some kind of narrative. Blows always seem to just miss them. When rocks fall, they never fall on them. The first round of gunfire always seems to go over their heads.

A character with the Lucky has 20 luck points in addition to his hit points. When he is hit by an attack, it deals damage to his luck points instead of his hit points. Luck point loss doesn't cause wound penalties and it unaffected by soak or regeneration. The hit becomes a near-miss instead. When an attack has reduced his luck points to zero or less(damage does not "roll-over" from luck points to hit points from a single attack), the character becomes vulnerable. For the rest of the scene, he takes damage to hit points, just like a normal character.

Luck points refill at the beginning of every new scene.

Mind Control 10cp
The character can control the minds of others. When he attempts to take control of someone he makes a Socialize check opposed by the victim's Willpower. If the controller wins the opposed check, he controls the victim's actions for an hour, at which point the victim may attempt another check. If orderered to do something against his nature, the target is allowed an immediate new check, to which he receives a +2 bonus. If orderered to do something suicidal, they are allowed a new check with a +4 bonus. Mind Control requires a clear line of sight and a minute of concentration.

For access to more advanced telepathic abilities, click here.

Petty Illusion
The character can obscure his appearance with illusions, including making himself invisible. This Advantage is effectively the Mimicry and Invisibility (at will) Advantages combined.

Precognition
The character can see into the future sometimes, in a murky and uncontrolled way. This has 3 effects.

Firstly, the player may at anytime spend a plot point to ask the GM a single yes/no question, which the GM must answer. The GM may answer dishonestly when the future is obscured by other forces, but must, in this case, give the player 2 plot points back when the truth is revealed.

Secondly, the player may, once per session, declare the current scene to have been a vision his character was having and restart the scene, with his character able to act on their future knowledge.

Thirdly, the GM may occasionally choose to present the player with a vision of the future, often of a cryptic or symbolic nature.

Regeneration
The character heals a number of hit points equal to his Toughness every 5 minutes. He may regenerate a severed limb in a hour.

Reflection
Select a kind of Damage from the list below. Anytime you would suffer from Damage of that type, your attacker suffers the Damage instead.

  • Explosives (some large explosions inflict a mixture of explosive damage and fire damage)
  • Bullets (not including buckshot, artillary shells or railgun solinoids)
  • Blades
  • Blunt Weapons
  • Piercing Weapons
  • Natural Weapons

Supernatural Attack, Major
The character is capable of unleashing a potent supernatural attack. Choose one of the attacks listed below or consult with the GM to design your own attack. All supernatural attacks are two-handed and count as Subtle. They do not need to be drawn and cannot be disarmed.

Hellfire: Ranged, 25 Damage
Fire Blast: Ranged, 12 Fire Damage, Area

Telekinesis, Greater
The character can lift, throw, break or hold objects at range with a Strength of 8.

He may, as a combat action, knock an enemy prone or forcibly move them 20 feet or less, unless they pass a difficulty 8 Athletics test. He may then hold them against either the floor or the wall unless they pass a Difficulty 8 Strength test. The enemy is treated as pinned(with Strength 8), but the telekentic may defend himself as normal, though his must spend his action each turn maintaining the pin.

Alternatively, the telekinetic may use the objects in the surroundings to attack his enemy. This is treated as a two-handed Ranged Area attack with Damage according to what's in the area.

Weapon Damage
Dirt or Sand 6 Damage
Books or Sticks 7 Damage
Cutlery or Stones 8 Damage
Broken Glass 9 Damage
Preprepared Weapons 10 Damage

Lastly, he may attempt to injure his enemies by telekentically ripping their bodies apart or stopping their heart. This is treated as a two-handed Ranged attack that deals 15 points of Damage and ignores Soak.

Teleportation
The character may spend a combat action to vanish from his current location. As his action next round, he reappears up to 100 km away. Alternatively, he may teleport up to 30 metres per round while still taking another action, so long as he doesn't move otherwise.

Time Travel
The character may, with a few moments concentration, teleport himself precisely into some time in the past or future. He remains in the same location, relative to the Earth. Alternatively, as a combat action, he may teleport himself into an approximate time in the future or past. GM approval is needed for this power.

Without
The character is unaffected by all supernatural effects, including magick, psychic powers or any Supernatural Power save those possessed by the character himself and other Withouts.

Legendary Supernatural Powers

All Legendary Supernatural Powers cost 20 cp.

Grand Illusion
In addition to the benefits the Petty Illusion power, the character may also create an illusion of the surrounding area. Amongst other uses, this allows the character to rend his allies invisible, as per the Advantage

Healing, Greater
The character can heal grevious wounds with a touch. As a combat action, the character may lay hands upon someone. The target regains a numer of Hit Points equal to their Toughness. This can be done once a round. He may not heal himself.

Reflection
Select one item from the list below. Anytime you would experience an effect from that source, that effect is reflected back at it's origin.

  • Solid Projectiles (firearms, thrown weapons, bows and crossbows)

Regeneration, Rapid
Every round, the character regains a number of hit points equal to his Toughness(up to his maximum). He can heal from a severed limb in five minutes and will grow a new body in 20 minutes should he be decapitated. He dies only if his brain is destroyed

Shapeshifting
The character can shapeshift. He can assume the form of any species of animal, though each animal form is specific: the character always transforms into the same wolf, the same tiger, the same hawk and so on. See OAGS Shapeshifter Forms

Supernatural Attack, Legendary
The character is capable of unleashing a massively powerful supernatural attack. Choose one of the attacks listed below or consult with the GM to design your own attack. All supernatural attacks are two-handed and count as Subtle. They do not need to be drawn and cannot be disarmed.

Lightning Storm: Ranged, 15 Electrical Damage, 3 shots
Greater Hellfire: Ranged, 45 Damage.
Dragonfire: Ranged, 40 Fire Damage, Splash. Special Rule: Fire Resistance and Immunity does not apply to Dragonfire.
Banshee Scream:Ranged, 18 Damage, Area, No Soak. Special Rules: Deaf beings and inanimate objects take no damage.

Teleportation, Greater
The character may spend a combat action to vanish from his current location. As his action next round, he reappears up to 100,000 km away. Alternatively, he may teleport up to 60 metres per round while still taking another action, so long as he doesn't move otherwise.

Other

Temporal Free Agent: 0cp
The character has travelled through time and his consciousness is now independent of linear time. He will always recall his original timeline, even if the timeline is altered.

Time Sense: 1 or 2cp
The character can work out the effect of alterations of the past upon the future. For 1 point, the character has a good idea of the changes, but can be mistaken. For 2 points, the character is far more reliable. In addition, with either version, the character is always aware of the precise date and time.