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Powers Chart

darkshire.net/jhkim/rpg/truthandjustice/powers.html

POWER
NAME DESCRIPTION

Adaptation Adapt quickly to any environment or situation

Beam (of Offense; cannot be parried; pay 1 HP to do super-scale damage to a living target
Something)

Bolt (of Offense; cannot be reflected; pay 1 HP to do super-scale damage to a living target
Something)

Control Communicate/command
(Something)

Duplication TN = max number of duplicates; rank indicates duration

Flight Requires Super-Speed to achieve orbit

FTL Travel Effective speed depends on GM fiat

Healing Restore MOD ranks per action; at Near Range

Immortality Never die per se; rank may indicates speed of healing or number of extra lives

Intense Gain 2+2xMOD (min 4) points of Qualities


Training

Invisibility MOD downshifts to attackers; MOD Upshifts to own attacks; TN for detections

Invulnerability Defense

Luck Control Invoke up to MOD upshifts or downshifts per scene

Mind Control Successful complicated roll vs NPC to command for Rank duration; successful conflict
vs PC to command for MOD actions

Minions TN "named lieutenants" and large number of faceless drones; controlled by GM; roll
2d6+MOD to control

Phasing Pass thru matter; must determine flicker and dropped object rules

Power-Armor A form of Super-Armor; note 3 routine Spin-off stunts

Power Upon successful attack, target must beat TN to use any Power; ties downshift
Neutralization Neutralization; Duration based on rank

Power Theft Steal MOD ranks (min 1) per target; return at end of scene

Precognition GM-controlled passive use; combat sense grants MOD upshifts per scene

Quality Theft Steal MOD ranks (min 1) per target; return at end of scene

Regeneration Heal MOD ranks per turn if no offensive action is taken

Shapeshifting Gain one equal rank Quality, Quasi-Power, or Power


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Sizeshifting Add MOD (min 1) upshifts when large/small size is useful; MOD (min 1) upshifts against
when detrimental

Sorcery

Super-Armor Defense; ignore up to TN normal scale damage or MOD super-scale damage; downshift
1 to avoid all damage done by a single attack

Super-
Gadgets

Super- Pay 2 HP + stunt cost + 2xMOD of Power Rank; start with two gadgets
Gadgeteering

Super-
Intelligence

Super-Quality

Super-Senses

Super-Sidekick (TN-1) Quality points; MOD (min 1) Power points; GM can control only as a Revoltin'
Development

Super-Speed MOD extra actions per turn

Super- Offense; lift Weight based on Rank


Strength

Super-Vehicle 2xMOD (min 1) Quality points; MOD (min 1) Power points; one Revoltin' Development
per session

Telepathy Complicated for normal NPCs or Conflict for strong-willed NPCs; Range based on Rank

Teleportation Range based on Rank; affect MOD (min 1) targets

Time Control See Duplication and Super-speed

Transformation Difficulty based on degree of change; Duration based on rank

QUALITY
NAME DESCRIPTION

Armor Defend; downshift 1 to block all damage in one attack up to TN

Battlesuit

Gadgets

Gadgeteering Pay 1 HP + Quality MOD + number of alterations; start with four gadgets of up to 6 HP
cost

Minions TN minions; controlled by GM; roll 2d6+MOD to control

Quasi-Power

Sidekick (TN-1) Quality points; GM can control only as a Revoltin' Development

Vehicle 2xMOD Quality Points; one Revoltin' Development per session


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