All Special Abilities and Special Qualities have a certain cost associated with them. This cost is represented in the number of feats or prerequisites are required to purchase them. A feat or talent is gain when a character levels or from ECL bonuses.
Cost
Special Abilities, Special Qualities, Social Abilities and other effects have a cost in feats or prerequisites. This value is represented by the number of feats and prerequisites. For example Weapon Focus, which is a +1 attack, costs One feat and One prerequisite, BAB minimum +1, to purchase. When a value of 3 prerequisites is achieved this becomes +1 feat, that is an additional feat dedicated to this effect is required.
All Special Abilities, Special Qualities, and other effects cost One feat at minimum. After base feat cost prerequisites or multiple feat cost are applied.
F = Feat
+1 = One Prerequisite
?F = Multiple Feat cost
Example
2F +2 = Two Feats plus two prerequisites.
Less Then
In special cases an SA, SQ, and so on, can cost less than a Feat. These costs are used to create Combo Feats and cannot be purchased stand alone.
F standard cost
+1 cost is 1/3
+2 cost is 2/3
Feat and Talent Trees
A tree is a serious of feats or talents that are purchased in order allowing feats or talents later in the tree to be more powerful.
Prerequisites
A Prerequisite is a number of skill ranks, another feat, or other element a character mus possess to purchase the desired feat or talent.
Action Points
An Action Point Cost requires you to spend an AP to activate this feat.
Effect: 1 AP cost increases available feat cost x2. 2 AP cost increases available feat cost x2cost increases available feat cost x5. 3 AP cost increases available feat cost x10.
Skill Ranks
A Skill Rank prerequisite is the number of ranks in a specific skill or skills you must possess before you can take this feat or talent.
Effect: Minimum 5+ ranks is 1 prerequisite. Minimum 8+ ranks is 2 prerequisites. Minimum 13+ ranks is 3 prerequisites. Minimum 18+ ranks is 4 prerequisites. Lastly, minimum 23+ ranks is 5 prerequisites.
Ability Minimum
This is the minimum Ability score a character must possess to purchase the feat.
Effect: Ability 13+ is 1 prerequisite. Ability 15+ is 2 prerequisites. Ability 17+ is 3 prerequisites. Ability 19+ is 4 prerequisites. Lastly an Ability 21+ is 5 prerequisites.
BAB Minimum
This is the minimum BAB score a character must possess to purchase the feat.
Effect: BAB +1 is 1 prerequisite. BAB +3 is 2 prerequisites. BAB +8 is 3 prerequisites. BAB +15 is 4 prerequisites. Lastly, BAB +25 is 5 prerequisites.
Attack or Defense Penalty
This penalty is applied when ever this feat is used.
Effect: Penalty -1 for 1 prerequisite. Penalty -2 for 2 prerequisites. Penalty -3 for 3 prerequisites.
Penalty -4 for 4 prerequisites. Lastly, penalty -5 for 5 prerequisites.
Level Effects
A level effect is when an ability increases over a characters level. The number of levels until the next bonus determines the prerequisite bonus.
Effect: Every 2 levels for 1 prerequisite. Every 3 levels for 2 prerequisites. Every 4 levels for 3 prerequisites. Every 5 levels for 4 prerequisites. Lastly, every 6 levels for 5 prerequisites.
Minimum Level
The minimum level a character possesses is required to purchase this feat or talent.
Effect: Minimum Level of 3 for 1 prerequisite. Minimum level of 5 for 2 prerequisites. Minimum level of 10 for 3 prerequisites. Minimum level of 17 for 4 prerequisites. Minimum level of 27 for 5 prerequisites.
OR
Gain 1 prerequisite for every 2 levels.
Required Feat
A specific feat or number of feats is required to purchase this feat or talent.
Effect: Each required feat counts as 1 prerequisite. If an effect was to require you to spend two feats for that one effect this counts as 3 prerequisites.
Required Class
A level of a specific Base Class is required to purchase this feat or talent.
Effect: One prerequisite.
.Special Qualities, Special Abilities, Rules
Special Abilities
All Special Abilities are powers or skills that effect the environment or others. A special ability will have a point cost which can be payed for through feats or with bonus points. A special ability will be rolled in the same fashion as a skill or attack roll and has ranks. The general rule for special ability roles is Key Ability + Ranks + BAB + Misc. Bonuses + D20 roll. Ranks in a special ability cannot be increased with skill points. Special ability ranks are different from skill ranks for this purpose.
Special Qualities
A special quality is an aspect of a character or creature that does not require a skill roll. Special qualities are usually innate and considered always 'on' for the purposes of combat or surprise actions.
Ability Bonus
The character possesses an astounding Ability score. Ability bonus stacks with a characters current score.
Type: Special Quality
Effect: +1 Ability (Str, Dex, Con, Int, Wis, Cha)
Cost: 1F
ABILITY SHTICK
A Shtick bonus is added to the ability bonus of a character but can only be used a single attack per round or applied to one ability per scene. Changing an ability during a scene tales several minutes as you reorient yourself.
Variable: A variable Shtick allows you to add that bonus to any other Ability bonus. The ability you are applying can only be changed during the following round. During known combat the bonus can only be changed after a “reset” which can be a few minutes or hours.
Target: Self
Action Type: Inherent
Effect:
Replace One Ability with your Ability Schtick. Cost: 1F+1
Replace any One Ability with your Ability Schtick; Variable. Cost: 2F
Gain +1 to any One Ability Bonus, Variable. Cost: 2F
Stack One Ability with your Ability Schtick. Cost: 2F
Stack any One Ability with your Ability Schtick, Variable. Cost: 3F
+1 to all Ability Bonuses. Cost: 3F
Stack your Ability Schtick with all other Abilities. Cost: 5F
Absolute Roll
This ability grants the user a one time auto roll. If you are required to make a roll this ability makes it succeed according to the version. This ability cost 1 Action Point, add this cost if the Action Point reducer is used to decrease cost.
Type: Special Ability
Effect:
Auto-Roll “10” with one action or ability. Cost: 1F
Auto-Roll “10” with any action or ability. Cost: 2F
Auto-Roll “20” with one action or ability. Cost: 2F
Auto-Roll “20” with all actions or group of abilities. Cost: 3F
Auto-Roll “30” with one action or ability. Cost: 3F
Auto-Roll “30” with all actions or group of abilities. Cost: 4F
+5 to Auto-Effect. Cost: 1F
Auto-Natural 20. Cost: 5F
One Re-Roll per day. Cost: 2F
Maximize: All damage is at Maximum Value. Cost:
Empower: . Cost:
Action Points
Type: Special Quality
Effect:
Roll D8’s when spending Action Points. Cost: 1F
Increase die type one. Cost: 2F
1 to all AP rolls and +1 AP each Level. Cost: 1F
+1 AP per game. Cost: 1F
Adaptation (Con)
The Character has the uncanny ability to adapt to one environment and gains no penalties associated with that environment. When a character or creature is confronted with an attack that is related or similar to your adaptation, they gain the benefit of 1 point of damage reduction.
Type: Special Quality
Effect: Breathing, Radiation, Poison, Disease, Cold, Heat, Aging, Space
Cost: 1F per Adaptation
Adhesion (Str)
Characters can effortlessly stick to any surface.
Type: Special Ability
Effect: Move across any surface, horizontal or vertical. Each time this is taken gain +1 to climb, sleight of hand, and Grapple checks.
Restrictions: Loose Rocks, crumbling plaster, ice, oil or other slippery surfaces will prevent the character from adhering to it.
Cost: 1F per Adhesion Rank
Alter Limbs (Con)
A character with this power will be able to change his arms, legs, hands, and feet into different and useful items.
Type: Special Ability
Effect: A mundane tool or item can be created to replace one required for a skill check. More complicated items requires equipment levels.
Cost: Mimic Mundane equipment for 1F. Mimic Complicated Equipment for additional 1F per Equipment Rank.
Alternate Form (Con)
Alternate Form is a type of shape shift that creates a new and distinct personality, this new personality has the same number of levels as the first and can be any class or race different from the original form. The second form cannot have more points or levels than the first.
Note: Highly Restricted, all Alternate forms must be approved by GM. Bonus Points should be used sparingly.
Type: Special Quality, requires Full action to use
Cost: 1F per form. Gain +3 forms per additional 1F
AREA EFFECT
Your Special Ability has an effect over an area.
Type: Special Quality to one Special Ability
Cost:
Bonus Actions (Dex)
Gain Extra Attacks per Turn at your Highest Attack Bonus
Type: Special Quality
Normal: Any character may take additional actions for -5 penalty, they may not have a negative bonus.
Effect:
1 Gain One additional Action at your highest attack bonus
2 Flurry or Two-Weapon Fighting: Gain One additional Attack at, -2 for light weapons and -4 for medium weapons, penalty to all Attacks
3 Semi-Auto Fire: Gain One additional Attack at -4 penalty to all attacks
4 Auto Fire: Gain Two Actions for -6 penalty to all attacks
Cost: 1. 2F, 2.-4. 1F+1
Boost or Drain (Con)
Increase or decrease the effectiveness of a Skill, Ability, or Power Pool. This power effects individual powers or abilities or limited groups.
Type: Special Ability
Attack: Touch Attack
Effect: Increase or Decrease one Special Ability, Special Quality, Social Ability, Skill, or Special Group by 1d6. This roll reduces the effectiveness by 1 feats worth of effect.
Cost: 2F per 1d6. +1F to increase to D8s and so on.
Combat Mastery
Combat Mastery provides generic bonuses to combat.
Type: Special Quality
Effect:
+1 Attack Bonus to One Attack. Cost: 1F+1
+1 to either Melee, Ranged, or Psi. Cost: 1F+2
+1 Base Attack Bonus. Cost: 2F
+1 All Combat (BAB, All Defenses, Initiative). Cost: 3F
+1 Defense (Choose 1). Cost: 1F
+1 to all Defenses. Cost: 2F
+4 Initiative. Cost: 1F
+1 to Disarm, Grapple, Trip, or Sunder Attempts. Cost: 1F
Ignore AoO with one action. Cost: +1
Evasion. Cost: 1F+2
Uncanny Dodge. Cost: 1F+2
Improved Uncanny Dodge. Cost:
Improved Evasion. Cost:
Whirlwind Attack. Cost:
Increase BAB level progression One Step. Cost: 5F
Increase Defense level progression One Step. Cost: 3F
Create Construct or Robot
This ability allows the user to instantly create a minion. Cost determines the HD of the Minion.
Type: Special Ability
Effect: Create 10 HD of Construct.
Cost: 1F
Damage (Str/Dex)
Type: Special Ability
Effect:
+2 Damage to One attack. Cost: 1F+1
Sneak Attack 1D6. Cost: 1F
+1 point of Damage with One Attack. Cost: +2
+1 die of Damage with One Attack. Cost: 1F+2
+1 Die of Damage with all Ranged, Melee, or Psi attacks. Cost: 2F+1
+1 Die of Damage with all attacks. Cost: 3F
2 Feats for +1 die of damage with all attacks
2 Feats for +1 die of damage with Ranged or Melee
1 Feat for +1D6 Damage against Flat-footed or flanked foes.
2 Points for +1 die of damage with one attack.
1 Point for +1 damage with any attack
Note: Bonus damage is always the same die type as the weapon or your attack. All attacks start at D6 unless noted, to increase die type (D6, D8, D10, D12, D20) costs 2 Feats.
1 Feat for Critical Threat Range increase by +1
1 Feat to increase critical damage +1 (x2, x3, x4)
2 Feats to Double existing Critical Range
3 Feats for 1 rank of Fortification. Fortification reduces the critical range or critical multiply by the number of ranks.
Damage Reduction (Con)
Damage Reduction reduces damage against specific attack types. Acid, Cold, Fire, Force (Kinetic), Lightning, and Sonic.
Type: Special Quality
Effect: Energy Resistance of 5 versus One Type. Damage Resistance versus All Types
Cost: Energy Resistance, 1F. Damage Resistance, 1F
Duplication (Con)
This is the incredible power to make more of yourself, become a one man army or have the ability to rise from the ashes as a Pheonix.
Type: Special Quality
Cost: 3 Feats for the First Duplicate, 8 Points for the Second, 6 Points for the third, and so on. At 1 point each additional
Duplicate is 1 point.
Dynamic Power
Cost - 2 Feats per rank
Effect - Each Rank of Dynamic Power allows you to use a feat you do not posses. To use this feat you must meet all the prerequisite for that feat.
Each rank is Dynamic and can be changed at will outside of combat. This change takes an amount of time determined by the GM. A character can instantly change feats for 1 AP.
Restrictions - You cannot gain bonus skill points, bonus Action Points, or increase Progress Level and Class Feats. Social abilities and Equipment Restriction are prohibited but a GM can allow it's use in special situations. In these instances each rank of Dynamic Power provide one rank of Social Ability.
Energy Absorption (Con)
This Character is a sort of living energy sponge that can soak up, store and convert or release energy.
Target: Self
Type: Special Quality
Cost: 1 Point per 1d6 of absorbtion versus one energy type.
Effect: Absorb damage (electricity) to add Temporary Points to another Power (such as energy attack); these points fade at 5 per turn.
Entangle (Dex)
Entangle is the extraordinary power to capture and ensnare a target.
Type: Special Ability
Effect: Target is surrounded by 25 Hit Points of Substance.
Cost: 1F per 25 HP or F-1 per 5 HP
Energy Attack (Dex)
The player usually determines the energy type. Fire, Electricity, Acid, Cold, Kinetic, Radiation, Sonic
Type: Special Ability
Effect: Attack for 3d6 Damage
Cost: 1F
Extraordinary Senses (Wis)
The Meta gains a superhuman sense.
Type: Special Quality
Effect: Senses: Infrared, Ultraviolet, X-Ray, Scent, Discriminatory (with 1 sense), Radar, Spatial Awareness
Cost: 1F. +3 to Sense for 1F
Fast Heal (Con)
This power allows the character to heal at an incredible rate, 1 Hit Point per round.
Type: Special Quality
Effect: Fast Heal 1 or Limb Regeneration
Cost: 1F
Flight (Dex)
This power grants the character-powered flight, either winged or wingless.
Type: Special Quality
Effect:
1 Gain Additional Movement Type
2 Gain +10' to existing Movement type
Note: For Space Flight, base move is 1000’, +500 per 1 point.
Cost: 1. 1F, 2. F
Force Field (Con)
Create a barrier that protects you and others. This Field protects you or can be increased to an Area to protect others. You may designate the Barrier as one way or closed to all attacks. DR does not apply to Force Field and all damage is subtracted first until your Force Field is depleted. If any other powers are linked to your force field they may remain active, your ff is not strong enough to block damage.
Type: Special Quality
Benefit: 50 points of Force Field
Cost: 1F
FTL (Con)
Faster than light Travel, the FTL multiplier changes the standard Travel time of FTL travel.
Type: Special Quality
Cost:
10 x4
20 x2
30 x1
40 x1/2
50 x1/4
60 x1/8
70 x1/16
80 x1/32
Genius
The character has a level of technological understanding above and beyond the mundane or ordinary person.
Type: Special Quality
Effect: When ever a character makes a craft check they may ignore a number of Equipment Levels equal to their Genius Bonus for calculating the DC of a craft check. The character can roll a DC 5 and craft an object a number of Equipment levels equal to their Genius Bonus. If a Genius has reached the maximum Equipment ranks for a device they may exceed that max a number of time equal to their Genius rank.
Cost: 1F+2
Healing (Con)
This power provides to miraculously heal the wounds of someone.
Type: Special Ability, touch attack
Cost: 1 Point per 1D6
+20 points for Resurrection with 0 Vitality
+30 for Resurrection with Full Vitality
Hit Dice (Con)
Type: Special Quality
Effect:
1 Gain +1 Hit Point per Level
2 Increase Hit Die Type
3 Bonus Hit Dice
Cost: 1. 1F, 2. 1F, 3. 1F for +3 HD or F-1 for 1 HD
Hypercombat (Con)
The ability to move or react at incredible speeds.
Type: Special Quality
Cost: 1 Feat per Rank of Hypercombat
Benefit: Each rank of Hypercombat allows a character to move at increased speed, not just increased distance. Characters may add thier ranks of Hypercombat to Initiative, Reflex defense, and can increase their velocity +5' per rank when moving one increment. With increased velocity a character moves 5' but has a velocity of 10', additionally when a charge is performed increase the number of damage dice 1 per rank of Hypercombat. Subtract your ranks of Hypercombat from the -5 penalty for one bonus action. With 1 rank you may take one bonus action at -4, 2 ranks at -3 and so on. At 5 ranks you may take +1 action at -0. At 6 ranks you may take +1 action at -0 and one bonus action at -4.
Illusions (Wis)
This power can create powerful and believable illusions.
Type: Special Ability
Cost: 2 points per 1 rank of Illusions
DC 10 silent image
DC 15 silent image any size
DC 25 Image with sight and sound
DC +5 increase size one size category
Intangibility (Con)
This power affects the bonding element of molecules, making the person and 20lbs of additional material intangible. The character while intangible can effect the physical world but is at a penalty of -1 per 2 pts.
Type: Special Quality
Cost: 1 point to ignore 2 pts of damage or structural HP
Effect: You are immune to your total amount of Intangibility per round or can pass through any substance with less HP than your Intangibility.
Bonus Effects:
Disruption: You Disrupt organic matter when you pass through it. Cause 1D6 Wounds per 2 Feats, versus Fort Defense.
Heywire: You cause electrical devices to go haywire when you pass through them. All electrical devices suffer a –1 penalty per 2 Feats.
Carry: An intangible person can carry x2 his weight (including himself) while intangible, this can be increased by +1 per 3 point.
Fly: Intangible characters can have controlled flight for 2 points and +5’ per 1 point.
Note: You must be vulnerable to (1) type of attack. Example: Gas, electricity, fire, and so on. Standard is gas attacks because you still breath as normal.
Invisibility (Wis)
The character and anything he is wearing or carrying can be turned invisible at will.
Type: Special Quality
Cost: 1 Feat per 1 rank of Invisibility. Each rank reduces any spot, listen, or search check to find you. Roll Concealment and Move Silent as normal to determine threshold. Treat you Concealment roll as 20 when not moving.
Invulnerability (Con)
An Impressive power that makes the character an almost indestructible juggernaut. Invulnerability does not heal, you recover all Invulnerability points at the end of a scene. DR is not applied to Invulnerability, any damage taken is first subtracted from Invulnerability until you run out.
Type: Special Quality
Benefit: 30 points of Invulnerability
Cost: 1F
Manipulate “Force” (Wis)
The ability to manipulate a force such as storms or fire.
Type: Special Ability
Force Roll (Wis + Force Bonus + Misc)
DC 15 – Minor (Ran, Light wind)
DC 20 – Hindering ( -1 to actions and -5’ move, increase by -1/-5’ per +5 great than DC)
DC 35 – Obstruction (Lose a sense, negate one movement typ
DC 70 – Incapacitating ( Stop all sense, negate all movement types)
Cost: 1F per Rank
Mastercraft (Int)
Add Mastercraft levels to an item. These levels once assigned can only be changed by spending an action point. Item levels that are innate can only be changed with a craft check.
A Genius Bonus is applied when ever a character crafts an item, this bonus provides a bonus level.
Type: Special Ability
Cost: 2 Feats per +1 Mastercraft
Mechano-Link (Wis)
A bizarre ability that enables the character to link with any kind of machine so that man and machine becomes one. Toast will be made better and Vehicles respond to the drivers thought. This power allows you to use your existing skills at range and/or provide a bonus to your skills with technology.
Type: Special Ability
Cost:
Mechano-Link Machine Link: 1 Feat. Mentally communicate, control, and use skills with technology.
Mechano-Link TK (Str 10 or characters Int) 1 Feat. Control manual devices with TK.
Mechano-Link Bonuses: +1 with Technology (Skill and Combat) 2 Feats.
Improved Technology: 2 Feats to add +1 equipment rank to one piece of technology
Download (Mind): download your mind to any suitable technology, 3 Feats; other minds +2 Feats.
Copy (Mind): copy your mind into any suitable technology, 12 Feats; other minds +3 Feats. This copy is –1 current level, additional copies are an additional –1 level.
Machine Slave: Perform actions through a surrogate, gain +1 Move and Attack action with that surrogate. Cost is 3 Feats per slave.
Mind Control (Wis)
Mind Control is the ability to bend someone’s will to the characters. This is a powerful ability and should not be used lightly.
Type: Special Ability
Benefit: Command, Mental Illusions, Combat Influence
Cost: 1F+1
Make Targets Forget Actions
Cost: +2F
Make Commands Permanent
Cost: +3F
Emotion Sculpting - create or change deep seated emotions
Cost: +5F
Enthrall - Target becomes completely loyal
Cost:
Mind Control Roll (greater than Will Defense)
Equal to Will - 1 Minor Command
Will + 5 - +1 minor command per +5
Will + 20 - 1 Major command
Will + 25 - +1 Major command per +5
Will + 40 - 1 Master Command
Will + 45 - +1 Master Command
Resisting: Each time a character is “Controlled” he resists by applying -10 to the Mind Control roll.
Minor Command, Make someone like you, or drop a weapon
Major command, make someone do something against their will, attack an ally, flee a battle; but not kill themselves.
Master Command, cause someone to do things against their will
Combat Control (roll on your initiative)
Will + 10 - Cause Hesitation: +1 Reflex
Will + 20 - Fall on your blade: +1 attack
Will + 30 -
Mental Stun (Wis)
Mental Attack allows the Character to attack with a bolt of mental energy. This is a stunning attack, if the attack is meant to do lots of damage, buy Energy Expulsion.
Type: Special Ability
Cost: 2 Points per 1 rank of stun
Benefit: After a successful Psi attack you roll 1d20+Wis Bonus+Mental Stun ranks, if you exceed a targets Wis Score they are stunned for a number of rounds.
Moral Bonus (Cha)
You give allies a bonus to Attack, Defense, Initiative, or Skill rolls as a Moral bonus.
Type: Special Ability
Cost: 12 pts - +1 Overall
9 pts - +1 All Combat
-2 pts - Targets only 1 adversary or ally
Movement (Con)
Target: Self
Type: Special Quality
Cost: 1 point per +5 to (1) movement type.
Run at x4 your movement. Increase run to x5 for 1 point, x6, x7, x8, and so on.
Probability Control (Wis)
Probability Control is the unique power that can adjust the odds in the character’s favor.
Type: Special Quality
Cost: 12 points for +1D6 to all D20 rolls.
Progress Level (int)
Progress Level is the cost to master a technology level or use it without penalty. The cost of a Progress Level is split between understanding one type of science or all sciences of that progress level. (Penalty becomes progressively more difficult from level to level. PL7 -2, PL8 -5, PL9 -10, PL10 -20 This penalty applies to using, crafting or even understanding technology of that level)
Progress Level sub-categories - Genetics, Bi-Tech, Starships, ect.
Type: Intellect
Cost: One Science Use Only
PL 7 10 pts 5 2
PL 8 30 (+20) 15 6
PL 9 70 (+40) 35 12
PL 10 150 (+80) 50 30
Special: Fifth cost to only know how to use tech. Half cost to craft one science.
Shape Change (Con)
The character can Shape change into another creature.
Type: Special Quality
Cost: 5 Minor (Anything, Same Size), 10 Greater, 15 Major, 20 Superior, 25 supreme
Shrink (Con)
The power to shrink enables the character to greatly reduce his size. See size chart.
Type: Special Quality
Cost: 2 Feats per (1) level of size reduction.
Size (Con)
The 'size' of a creature or character grants special bonuses.
Type: Special Quality
Cost: Size rating times 2 Feats
Abilities: Str +2 and Con +2 per Size Rating (Con only for Living Creatures)
Super-Str: 1 level per Size Rating
Damage Reduction: 1 per Size Rating
Skill Mastery (Int)
Skill Mastery provides generic bonuses to skills.
Type: Special Quality
Cost: 1 Point per +1 to a skill
1 Feat for +2 to Two Skills
1 Feat for +1 to all Knowledge, Craft, Profession, or Science skills
4 points +1 all skills of One Ability
2 Feats for a +1 to all skills
3 Feats for a +1 Overall Bonus [Apply this bonus to all D20 rolls, all Defenses, and all Damage]
1 Feat to increase Skill Points per level by +1 (30 SPs over 30 levels)
1 Feat to increase Skill Point Max ranks by +1
2 points to purchase a Skill Trick
2 Feats per step on time chart for 1 AP or 12 points with no AP cost
Stretching/Reach (Con)
This is a very interesting power because it has several, uniquely different, applications.
Type: Special Quality
Cost: 1 point per 5’ of stretching
Super Strength (Str)
Use super strength to represent the ability to lift incredibly heavy objects or throw powerful punches.
Type: Power Pool (1 pt for increase Lift and Carry, 4 points for +1D6 damage)
Type: Special Quality
Cost: 3 pts per Rank of Super-Strength
Benefit: Each rank provides the following bonuses, x2 Lift/Carry and +1D6 to all melee damage.
Telekinesis (Wis)
This power allows you to move or effect strength at range
Type: Special Ability
Effect: 1 rank of super-str at range per 1 Feat. Combat is Psi based. TK can be used restrained with a Str equal to the characters Wis score.
Cost: 1 Feat
Telepathy (Wis)
The super ability to read thoughts and communicate through thought. To make a Telepathy attack a character makes an attack roll (BAB + Telepathy + Wis) versus Will Defense.
Type: Special Ability
Effect: Telepathy can be used to search the memories of a target and read thoughts or search for a specific mind among many. A side benefit is to create a mindlink between many individuals. Gain bonus with interaction skills with Telepathy roll.
Cost: 4 points per 1 rank of Telepathy
Benefit: Read Thoughts, Mind Search, Combat Read
+2 Feats to edit memory.
+10 to make permanent edits.
15 pts Download your mind into a suitable receptacle, usable against others +5 pts.
20 pts Copy your mind into a suitable receptacle, each copy is -1 level per copy (Copy 1 is -1, Copy 2 is -2), usable against others for +10 pts.
Improved Mind Link: +1 mind per 1 point
Telepathy Roll (greater than Will Defense)
Equal to Will - See 1 surface thought
Will + 10 - See One surface thought per +10
Will + 20 - See One Deep Thought or Memory
Will + 25 - See One Memory per +5
Will + 40 - See One Subconscious Thought or Deep Memory
Will + 45 - See One Subconscious Thought
Combat Telepathy Roll (Make roll before Initiative is rolled)
Will + 10 - Predict Attack: +1 Initiative
Will + 20 - Predict Action: +1 Reflex
Will + 30 - Effective Counter Attack: +1 attack
Perception: Each time a character is “snooped” on he may notice something is going on and begin to resist. He will not know who is or that a telepath is attacking him but each new attack will be -10 to attack.
Teleport (Wis)
This power can instantly transport you from one location to another in the blink of an eye. To use teleport, a Wis attack roll is made versus the distance you are traveling. When a teleport must be performed through dense or shield substances your attack roll determines the amount of DR you can teleport through. If you fail any teleport role the character bounces back to were they started.
Type: Special Quality
Cost: 1 Feat, 1 rank to Teleport Roll
Teleport other 1 size level for 1 Feat
Teleport Roll
Base teleport distance is 30'
DC 5 move 30', Swift Action
DC 10 move your level times 30' [example: Level 5 character can move 150'], Move Action
DC +5 , Standard Action