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Powers Chart
Powers Chart
darkshire.net/jhkim/rpg/truthandjustice/powers.html
POWER
NAME DESCRIPTION
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)
Immortality Never die per se; rank may indicates speed of healing or number of extra lives
Invisibility MOD downshifts to attackers; MOD Upshifts to own attacks; TN for detections
Invulnerability Defense
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 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
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-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
QUALITY
NAME DESCRIPTION
Battlesuit
Gadgets
Gadgeteering Pay 1 HP + Quality MOD + number of alterations; start with four gadgets of up to 6 HP
cost
Quasi-Power