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City of the Damned Power Sets

Johnathon Thorne Technopathy


Features:

Remote: You can function like a universal remote control in


relationship to machines that include such capabilities, turning
them on or off or controlling them like a regular remote. +1 point

Starting Powers:

Assemble: Ranged Continuous Transform 2 (parts into finished


machine) 8 points
Disassemble: Ranged Continuous Transform 2 (assembled to
disassembled) 8 points
Interface: Comprehend Machines 2 4 points
Network Jump: Teleport 3, Accurate, Extended, Medium (Networks)
9 points
Good Karma

Bad Karma

Control Technology: Perception Ranged


Cumulative Affliction 2 (Controlled; Resisted by
Fortitude, Overcome by skill or Fortitude),
Limited to third degree only, Affects Objects
Only, Limited to Technology 4 points

Technomorph: Variable (Tech Powers), Continuous


Duration, Move Action 9 points per rank

Animate Machines: Summon Animated Object 1,


Controlled, General Type (Machines), SelfPowered (see Summoning Powers section) 3
points

Machine Mind: Immunity 10 (mental powers) +10 poin

Tech Savant: Enhanced Skill (Technology) 10


10 points (+20 skill ranks).

+2 Awareness (+4 points)


Machine Body: Immunity 30 (Fortitude effects) +30
points
+4 Strength and Agility (+16 Points)

Hannah Schwendtner Pyrokinesis


Features:

Creating a tiny flame, like a match, useful for lighting other fires. +1
point
Displays of fireworks or similar pyrotechnics; pretty and possibly
attention-getting, but having no other game effects. +1 point

Starting Powers:

Pyrokinesis: Ranged damage 3 (fire) +6 points


o Flaming Fists: Close Damage 6 (fire) +1 points (1 EP)
Rocket Flight: Flight 2 +4 points
Immunity to Cold: Immunity 5 (Cold Damage) +5 points
Immunity to Heat: Immunity 10 (Heat Effects) +10 points

Good Karma
Smoke Cloud: Ranged Cloud Area Visual
Concealment Attack 15-foot radius 8 points
(+4 points per +1 distance rank to radius
Suffocation: Ranged Progressive Affliction
(Dazed, Stunned, Incapacitated) Resisted by
Fortitude (DC 10 + rank), overcome by
Fortitude 4 points per rank
Heatstroke: Perception Ranged Cumulative
Affliction 3 (Fatigued, Exhausted,
Incapacitated) Resisted by Fortitude (DC 10 +
rank), Overcome by Fortitude (DC + 10 rank)
4 points per rank

Bad Karma
Napalm Grenade: Ranged Burst Area 2 Damage 2
(Napalm) +6 points
Napalm Bath: Perception Ranged Napalm Damage 2,
Concentration Duration +8 points

Napalm Nova: Burst Area Napalm Damage 3, Area 3,


Feature 1 (Extraordinary Effort for +2 effect rank),
Tiring 120-foot radius, Dodge resistance check (DC
10 + rank) for half effect +10 points

[Cassies Character] Electrokinesis


Features:

You can power electrical devices as if you were a battery or standard


electrical outlet simply by touching or holding the device or its power
cord. +1 point
You have a limited charge of electricity within yourself. Whenever it
empties you are effectively human until you can recharge. +1 point

Starting Powers:

Electric Drain: Absorption 5, absorbs: energy, effect: boost electrical powers; Energy Storage (50 energy points), Power Magnet
(500 ft.); Limited, Energy Type (Electricity)
Electrokinesis: Ranged Damage 8 (electrical) +16 points (1 EP)
o Electric Fist: Close Damage 8 (electrical) +1 points (1 EP)
o Blackout: Nullify Electronics 2, Broad, Burst Area,
Concentration, Simultaneous, Close Range +1 points (5 EP)
Electromagnetic Field: Protection 10, Sustained 10 points (2 EP)
Arc Riding: Leaping 5 +5 points

Good Karma
Taser: Ranged Affliction 2 (Resisted and
Overcome by Fortitude; Dazed, Stunned,
Incapacitated) +4 points (1 EP)
(Additional Effect for Taser) ElectoGernade: Ranged Burst Area 1 Affliction 2
(Resisted and Overcome by Fortitude; Dazed,
Stunned, Incapacitated) +1 (5 EP)
Lightning Strike: Ranged Damage 10 Indirect 2
(Lightning from the sky) (electricity) +12 points
(5 EP)

Bad Karma
Shock Grenade: Ranged Burst Area 2 Damage 2
(Electricity) +6 points (5 EP)
Chain Lightning: Multiattack Ranged Damage 4
(electrical) 12 points (3 EP)

Lightning Storm: Cylinder Ranged Damage 10 Indirect


2 (Lightning Storm from the sky) (electricity) +13
points (10 EP)

[Jordans Character] Geokinesis


Features:

You can shed dust and dirt (including mud) at will, keeping yourself and
your clothing clean under almost any conditions. +1 points

Starting Powers:

Geokinesis: Earth Blast: Ranged Damage 4 (rock impact) +8 points


o Stone Strike: Strength-based Damage 7, Variable (stone
weapons) +1 points
o Earth Moving: Perception Ranged Move Object 4, Limited to
Earth +1 point
o Stone Shape: Ranged Continuous Transform 2 (earth and stone
From one shape to another) +1 point
o Earthworks: Continuous Create 2 Earthworks +1 point
Rock Armor: Impervious Protection 3 +6 points
Earth Immunity: Immunity 10 (Earth Effects) +10 points
Good Karma

Earth Spray: Ranged Cumulative Affliction 4


(Impaired, Disabled, Unaware), Limited to Vision +8
points

Stone Grip: Ranged Affliction 8 (Resisted by


Dodge, Overcome by Damage; Hindered and
Vulnerable, Defenseless and Immobilized), Extra
Condition, Limited Degree +16 points
Earthquake: Ranged Burst Area 6 Affliction
2(Resisted by Dodge, Overcome by Fortitude;
Dazed and Vulnerable, Stunned and Prone), Extra
Condition, Secondary Effect, Limited Degree,
Limited to along the ground; 120-foot radius 5
points per rank, +1 point per rank per +1 to area
distance rank

Bad Karma
Chasm: Line Area Ranged Affliction 2 (Resisted by Dodge;
Dazed, Prone), Instant Recovery (the Dazed and Prone
conditions only last for a round), Limited Degree, Linked
Line Area Burrowing Attack (Limited to downward), Linked
to Line Area Ranged Damage, Limited to Targets Affected
by Second Degree of Affliction +8 points
Stone Form: Enhanced Strength 3, Immunity 10 (Life
Support), Impervious Protection +26 points

Mountain Form: Growth 8 +16 points

Sam Wilde Time Manipulation


Features:

Chronal Memory: You have the ability to remember other


timelines. If someone changes history, your memory contains two
versions of events: the current timeline and the original one. These
differing recollections let you know, first, that history has been
changed and, second, may provide clues as to how and when it
changed and what you can do about it.
Chronal Bulwark: You are fixed in time such that when history is
changed (see Temporal Tampering, following) you do not change
with it. The difficulty is that only you (and others like you)
remember the original timeline and you are now unfamiliar with the
new world. If you have both this and the Chronal Memory
Feature, you retain your traits from the original timeline, but
remember both.

Starting Powers:

Temporal Ambush: Percpetion Ranged Damage 5 (objects and


hazards of opportunity), Indirect 4, Variable Descriptor 1 +20
points
Replay: Senses 4 (Precognition), Feature 1 (retcon events) 6
points

Good Karma

Bad Karma

Time Freeze: Cumulative Affliction 3 (time freeze;


Resisted and Overcome by Will; Dazed, Stunned,
Incapacitated) 6 points
Time Stop: Quickness (Subtle 2), Speed 2 (Subtle
2), Quirk: Limited to routine actions while active (4
points) 4 points
Manipulative Area Temporal Shift: Perception
Range Burst Area Teleport Attack 3 (Resisted by
(Choose a Defense when purchased)), Limited to
things you can physically move 15 points

Age Manipulation: Cumulative Affliction 4 (aging; Resisted


and Overcome by Fortitude; Impaired, Disabled,
Transformed) 8 points
Temporal Summoning: Summon, Broad Type 2 (beings from
history) 8 points

Rapid Strike: Multiattack on Strength Damage 1 point


per rank up to Strength rank, 2 points per additional rank

Temporal Shift: Accurate Teleport 3, Limited to places you can


reach physically 2 points per rank

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