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All Powers

Accelerated Recovery (Physical) [AN]

This Power is similar to Healing Factor (though not as powerful in that sphere), but is especially useful to Willpower junkies and supers with Rage. Essentially, the super recovers at least one point of Rage, one point of Willpower, or one Health Level per hour - assuming that any damage that the super has taken is not aggravated. Moreover, the super never loses dice from his Stamina pool for any reason, even for debilitating poisons or normal dice penalties for accumulated damage. No roll is required to use this Power. Note that this Power does not recover Rage for supers who do not have that Power!

Rank

● The super recovers one point of any advantage (Health Levels, Rage, Willpower, Power Charge, Ka, etc.) every hour.
●● The super recovers two points per hour. These points can be assigned in any combination (two Health Levels, one Health and one Rage, two Willpower, etc.).
●●● Three points per hour. The super also recovers one Health Level of aggravated damage per day.
●●●● Four points per hour.
●●●●● Five points per hour. One of these points can be applied to a level of aggravated danage.
●●●●● ● Six points per hour. Two levels of aggravated damage can be healed.
●●●●● ●● Seven points per hour. Three levels of aggravated damage.
●●●●● ●●● Eight points per hour. Four levels of aggravated.
●●●●● ●●●● Full recovery, every hour.
●●●●● ●●●●● Permanent losses of Stamina, Willpower, etc. can be restored at an Exp. cost of 1 x current rather than the normal cost.

Power Stunts

● Shake off - the super may resist the effects of stuns, soporifics and other drugs many times faster than normal; if the effect normally lasts an hour, it only lasts a few minutes on the super. If its time is measured in minutes, the effect is reduced to a matter of rounds.
●● No fatigue - any Stamina checks for muscle endurance or fatigue are considered to succeed completely (one success for every die in the pool).
●●● Hold off - the super’s sterling powers of recovery prevent her from feeling the effects of injuries until the end of the round in which she receives them — dice penalties are not applied until the beginning of the next round.
●●● Mega-Stamina - you may purchase the Power: Mega-Stamina with Experience.
●●●●● Bounce Back - Spend a Power Charge and you may roll your Stamina (as your only action in a round) to recover up to your Rank in Health Levels, so long as you're recovering bashing damage.


Adrenal Vampirism (Physical) [AL]

This Power allows a super to leech away the metabolic energy of others. He can absorb (at least temporarily) another person's Strength and Stamina, augmenting his own. The main requirement of this Power is that the victim have an equivalent body chemistry; a super cannot steal the metabolic energy of a Skrull or a reptile. Each point drained from the victim's Strength is added to the super’s own, but he cannot augment his own Strength beyond his natural Strength + Power Potential; the same is true of Stamina. The super cannot absorb a person's last point of Strength or Stamina, nor can he absorb Mega-Strength or Mega-Stamina (so if a character with Mega-Strength 4 was drained to the dregs, he would still have a Strength of 5) or bonuses from such Powers as Sizeshifting or Matter Body.

Rank

● The super rolls his Stamina + Adrenal Vampirism (diff 6); the victim can resist with Stamina + Athletics (diff 6). Each success on the super’s part (over and above the successes of the victim) represents one point of Strength or Stamina that the super can absorb; he can absorb a total of one point each per turn.
●● The super can absorb up to two points each of Stamina and Strength per turn.
●●● Up to three points each
●●●● Up to four points each
●●●●● Up to five points each
●●●●● ● In addition to physical stats, the super can steal one action from the victim, allowing the super to act twice in one round. If this action is the only one that the victim is eligible for, she will be stunned for that round. This can be resisted with a Willpower check.
●●●●● ●● Two actions; the victim will be stunned for up to two rounds. The super cannot steal more energy from her until the inactive period is up.
●●●●● ●●● Three actions and up to three rounds.
●●●●● ●●●● The super can 'deep draw' with the expenditure of a point of Willpower. This allows the super to bring victims below one point in their physical attributes, either to zero (incapacity) or to "steal" a point of Mega-attribute. Up to six points each.
●●●●● ●●●●● Up to seven points each.


Aisle of Faerie (Social) [AN]

Oddly, the super functions as a walking magical/chimerical nexus, serving almost the same purpose as a ley line for magicians and supernatural forces of all sorts. The Gauntlet and Banality of the surrounding area is lowered, magical abilities are augmented, and almost anything seems possible with the super around. The super smells strongly of the Wyld to werewolves, who will tend to respond favorably to her. No roll is required. 

Note that enemies or strangers in the area of effect will also gain the benefits of the Aisle.

Rank

● The super’s aisle of effect extends ten feet to the front and rear of her, and is six feet across. The Gauntlet and Banality of the area is lowered by one. All magical or spiritual abilities (including True Magic, Hedge Magic, Thaumaturgy, Ka, Glamour, and any Power with the words 'Magic', 'Spirit', or 'Dream' in its name) get one bonus die to the appropriate pools. 
●● All Arcanoi that interact with the physical world enjoy a -1 reduction in difficulty. Two bonus dice. 
●●● The Gauntlet and Banality of an area are reduced by two. The super’s aisle acts as holy ground for immortals. The aisle doubles in length and width. Three bonus dice. All Arts enjoy a -1 reduction in difficulty. 
●●●● Four bonus dice to appropriate pools. All True Magic performed in the Aisle is considered coincidental. 
●●●●● Five bonus dice to appropriate pools. The aisle doubles again in length and width. The Gauntlet and Banality of an area are reduced by three, and all Arts and physical-world Arcanoi enjoy a -2 reduction in difficulty. 
●●●●● ● Six bonus dice. The aisle doubles again in length and width. 
●●●●● ●● Six bonus dice and one automatic 'six' (if this is a success, count it as such). 
●●●●● ●●● Six bonus dice and two automatic 'sixes'. 
●●●●● ●●●● Six bonus dice and two automatic 'sevens'. 
●●●●● ●●●●● Six bonus dice and three automatic 'sevens'.

Power Stunts

●●●● Enchantment - any person intersecting the Aisle is automatically Enchanted (Willpower save to resist, if desired — Dauntain resist automatically) for one hour per Rank. 
●●●● No Banality - apart from the use of Arts that force a changeling to accumulate banality, other sources (such as botches, or the presence of Dauntain) will not affect a changeling in the Aisle. 
●●●●● Bedlam - the super can attempt to inflict Bedlam on a changeling or enchanted mortal — this will create level one Bedlam in a sane person, or advance a pre-existing level one state of Bedlam to level two. It has no effect on someone that is already in Bedlam of level two or three. The super spends a point of Power Charge and engages in a contested Willpower check with his opponent. The difficulty for the super is 6; the difficulty for the changeling or enchanted mortal is 6, modified by the difference between her Glamour and Willpower. A higher Willpower decreases the changeling's difficulty; a higher Glamour increases it. The super must beat the changeling by at least two successes to inflict Bedlam.


Alter Senses (Mental) [AH]

This Power allows the super to change how another person's senses operate. He can do such things as induce blindness (or have all visual data be interpreted by the brain as sounds) or make every noise that the person hears seem to boom, or even make everything taste like banana pudding. Inducing hallucinations is even possible at higher ranks. The system for this is Perception + Alter Senses; the difficulty is typically 6. Disorientation and blindness, etc. can increase the target's difficulties by one or more. Note that all of these changes last up to one scene, and are not cumulative (a super could not be affected by the Power at Rank one five times in one scene to produce strangeness in all five senses).
Note that the super can, in conjunction with any Altered Perceptions Powers that he might have, create equivalent Altered Perceptions in other people using this Power.

Rank

● The super can affect one sense at a time (but cannot induce hallucinations).
●● Two senses can be affected.
●●● Three sense can be affected; the super can create hallucinations in one of these.
●●●● Four senses can be affected, including Intuition, Combat Sense, Danger Sense, and other 'senses'. Hallucinations can be created in two of these.
●●●●● Five senses can be affected, including hallucinations.
●●●●● ● The super can affect six senses, if he himself has six.

Power Stunts

●● Patch Cable - the super may 'exchange' the sensory experiences of two subjects (including himself, if desired) - affecting a number of senses equal to half his Rank.


Anatomical Grafting (Physical) [AL]

This Power is absolutely disgusting, but here goes. Like Terror of Terror, Inc., your super has the ability to detach his body parts and replace them with new ones from dead bodies. Yuck. These bodies must be carbon-based life forms, etc. and must have been recently alive (no vampires). In essence, this Power allows the super to get new physical attributes by stealing body parts. A metis werewolf's arm, for instance, might grant a Strength of seven in that arm. This requires a little bit of bookkeeping, since different parts will have different attributes. Sometimes this can allow for some neat effects - the Hulk's arm would be pretty damage resistant, for instance... A one-time Stamina check (difficulty 8) is required to graft the limb for the first time.

Rank

●●● The super may graft on any part that he can get to fit and function. Yuck.


Anatomical Separation (Physical) [AL]

OK, this Power is pretty gross. Like Terror of Terror, Inc. and Elsie-Dee the android, your super has the ability to detach parts of his body and have them continue to function by calling out simple commands ("Come here", "Attack that guy!", "A little more to the left!" This allows multiple attacks, etc. Arms can't fly, but can pull themselves along the ground... fingers crawl along like inchworms, heads roll, etc. For every part that is separated from the host, all parts lose one die from their dice pools. Each part gets its own action every turn. If the super attempts to separate more parts than he has Ranks, then he loses control of all of his parts, and must reassert control one-by-one over his normal maximum of mobile parts.

Rank

● One part can be separated
●● Two parts
●●● Three parts
●●●● Four parts
●●●●● Five parts
●●●●● ● Six parts
●●●●● ●● Seven parts
●●●●● ●●● Eight parts
●●●●● ●●●● Nine parts
●●●●● ●●●●● Ten parts

Power Stunts

● Life Support - you may purchase the Power: Life Support with Experience.
●● Cutting Dodge - the super takes an action preparing to make a separation, and rolls Stamina + Anatomical Separation. Any cutting or edged attack on the super initiates a separation. The super’s successes are subtracted both from the enemy's roll to hit and the damage roll.
●● Unique Physiology - you may purchase the Power: Unique Physiology with Story Points.
●●● Remote control - non-verbal commands, you control the part as you normally would and you feel what it feels. Dice pool splitting may be necessary in many cases.
●●● Stepped out - the super can remove seemingly vital parts (such as the heart or brain) with no ill effects. Such organs perform their functions for the body even over great distances (perhaps through some sort of spatial warp).
●●●●● Canopic Jar - requires the Stunt: Stepped out. You may store a vital part (such as a heart, brain, or kidney) separately for an indefinite period. This does not require concentration. Note that the super cannot die from lethal damage if the heart and brain are not present; aggravated damage will still do the trick.
●●●●● Self-Contained - requires the Stunts: Life Support and Canopic Jar. You may purchase the Power: Decentralized Identity with Experience.

Quirks & Perks

One-Trick Pony (1-point Quirk) - each point in this Power represents a single part that can be separated - that is, a super with this Quirk and one Rank in this Power might only be able to separate his left hand, for instance, rather than electing to detach some other part. At Rank two, he might be able to separate only his left hand and his right eye. Garrison Kane of Weapon X has this Quirk.


Ancestral Memory (Mental) [IN]

One of the rare Powers that always comes at the time of birth, Ancestral Memory will probably make the super’s teachers think that he or she is a developmental genius. This is true, in a way. The super is born with the memories of all of his ancestors up to the time of his birth. This Power is always hereditary. If the super is the first to have this Power, then he remembers everything from his father's life up to the time that the super himself was born, and everything from the lives of the prior generations. This memory always passes along sex lines (father to son, mother to daughter). If the super is the third (or fourth, or what have you), then he only has the memories of his progenitors to the point in their lives when the next same-sex descendant in line was born. (So, the super would have his granddad's memories up to the point when his dad was born, not when his dad's older brother was born. He gets more memories from his granddad than the male sons of his uncle. He gets memories from his dad up until the point that he was born. If his granddad was the first to have the power, then he has all the memories of his great-granddad, and so on back through the ages). Note that if his granddad is still alive when he is born (even if he is the first to have this power), then he only gets his granddad's memories up to the point when he himself is born, just as with his father. No roll is required to use this Power (except maybe an Intelligence check of some kind to remember a particular detail).

Rank

●● The super gets 15/15/15 for Abilities instead of 13/9/5. Favor should be given to some archaic skills like tracking, history, etc.

Power Stunts

●● Hunter-Gatherer - the super can improve Survival at a cost of 1 x current, and gets two automatic successes.


Animal Telepathy (Mental) [AH]

This is the ability to connect your mind with those of animals, either to chat or to command. Moonstar of the New Supers and the Vulture both displayed variations of this power. It is otherwise undistinguishable from normal Telepathy, save that humans cannot be contacted with it (whereas normal TP cannot reach the minds of animals). An animal TPath can always contact a werewolf, even when he is in 'homid' form. The basic roll is Perception + Telepathy to detect, Manipulation + Telepathy to actively manipulate, Intelligence + Telepathy to attack, or Charisma + Telepathy to convince.

Rank

● Detect animals, mental conversation, read emotional impressions, shield mind
●● Detect telepaths and other unusual minds (like insane folks, or mages) Read surface thoughts
●●● Deliver imperatives (Manipulation + Telepathy, Willpower to resist)- requires a separate roll for each command, Read memories, induce emotional state (same system) - can cause a Garou to frenzy
●●●● Alter perceptions, implant memories, cause derangement, dominate
●●●●● Astral form, prevent power use, mental blocks, mental assault (can actually cause physical damage!)

Power Stunts

● Detect - Detect wraiths, spirits, and astral travelers (Per + Awareness)
●● Multitasking - you can perform a physical action as well as a mental one at +2 difficulty to each. Higher than ten difficulty means that it is impossible to perform that action.
●● ESP - you can buy the power Mega-Perception (ESP) with Story Points points, even if you did not start with it.
●●● Subtle implant - you can make it seem (Manipulation + Subterfuge) as though an imperative that you implant actually originated in the target's mind. Difficulty of the victim's Int + Subterfuge.
●●● Understand language - use the knowledge from an animal's head to carry on a conversation in a language that you don't know (like dolphin - don't try this with porcupines)!
●●●● Invisibility - you don't notice me! The difficulty is the target's Perception + Intuition or Perception + Awareness.
●●●● Mental Blocks - you can erect a block (roll Telepathy, count the successes) in a target's mind to keep it from performing a certain action. If the target attempts to perform the action anyway, he requires as many successes on a Willpower check as you got successes to erect the block. Destroying the block in this way takes an action.
●●●● Primal mind - you can affect a normal person by playing with the primitive parts of the brain that you're used to talking to in animals. There are any number of nasty things you can do to someone by playing with his ganglia.
●●●● Sensory overload - force a sense to shut down temporarily. No permanent damage. Difficulty of the target's Stamina.
●●●● Astral travel - surf the Astral Plane. Weird and wonderful.
●●●●● Astral possession - better than dominate. You can skinride like a wraith and take over a body. Requires Astral travel. Once inside the host, a battle of wills takes place - each round, the two contest each other in a Willpower check (diff 4). The victor drains one point from the loser's supply of Temporary Willpower. When one or the other is reduced to zero Willpower, hegemony over the body is determined.
●●●●● ● Astral survival - live through the destruction of your body! Good luck getting another one, though... Requires Astral travel.

Quirks & Perks

One Voice (1-3 points) - the super can only contact one type of animal, be it mammals, birds, fish, or reptiles (one point) or perhaps canines, felines, raptors, or snakes (two points), or even as specific as wolves, cougars, hawks, or rattlers (three points). The Vulture can only communicate with birds.


Apportation (Social) [AH]

This is the ability to teleport objects from anywhere in the super’s range to anywhere else in range. The super need not have line of sight with the object. This is a useful means of summoning things to hand. Though she did not use this Power to do so, Magik often apported her Soulsword. Roll Dexterity + Apportation (diff 7).

Rank

● Range of five meters and 20 pounds
●● Five miles and 50 pounds
●●● Five hundred miles and 500 pounds
●●●● Anywhere on Earth and 5 tons
●●●●● Anywhere you've been (in this dimension) and 500 tons
●●●●● ● Anywhere you know very well in another dimension and 5 kilotons.
●●●●● ●● Anywhere you've been in another dimension and 50 kilotons.
●●●●● ●●● Anywhere you've seen in another dimension and 500 kilotons.
●●●●● ●●●● Anytime you remember vividly and 5 megatons.
●●●●● ●●●●● Anytime you've been and 50 megatons.

Power Stunts

●●● Come To Me - the super can apport living, willing subjects in the same way that objects are handled.


Assimilation (Physical) [AL]

This is a strange mutation that will end in the character looking more like a cyborg than a super; it allows him to actually absorb technological devices into his body and interface them with his nervous system. Naturally, there is a limit to the volume, matter, and power requirements for such devices that limits the super’s ability to assimilate them. These devices do not have to be visible all the time, but can be hidden inside the super’s body. When the super needs an assimilated device, it comes forward to protrude from hands, feet, chest, etc. The super may also (at any time) release a device from his body (returning it to its original state as he does so).
Note that while a device is part of a super’s body, he need not pull triggers or press buttons; these functions are now connected to the character's nervous system. The roll to assimilate or reject an item is Stamina + Assimilation.

Rank

● A total number of items that weigh (at most) up to two pounds can be assimilated, and these must be self-powered.
●● Items weighing up to five pounds may be assimilated. Normal current (such as that obtainable from a wall socket) can be supplied by the super’s nervous system.
●●● Items with a total weight of up to ten pounds may be absorbed, with current equal to that from Energy Emission at Rank one being available.
●●●● Items with a total weight of up to twenty pounds may be absorbed, and electricity of a potency equivalent to Energy Emission at Rank two is available.
●●●●● Items with a total weight of up to fifty pounds may be assimilated, with electricity equivalent to EE at Rank 3.
●●●●● ● Items with a total weight of one hundred pounds may be assimilated, with electricity equivalent to EE at Rank 5.
●●●●● ●● Items that are the same weight as the super or less may be assimilated.
●●●●● ●●● Items that are twice the weight of the super may be assimilated (these may be larger than the super; obviously, such objects cannot be hidden, and the super may resemble a graft onto the object rather than the reverse).
●●●●● ●●●● Items that are four times the weight of the super may be assimilated.
●●●●● ●●●●● Items that are ten times the weight of the super may be assimilated.

Power Stunts

● Detect Technology - the super can make a Perception + Assimilation roll to detect hidden technology in an object. If he has enough Ranks in Technology, Science, and Repair, he can also make an Intelligence + Technology roll to determine its function.
●●●● Info Dump - absorb a computation device and glean its info.


Astral Projection (Mental) [AL]

This power, rare indeed among mutants, allows the super to seep across the Gauntlet where it is weak and enter the Penumbra. What you do when you get there is your own business. See Werewolf: the Apocalypse, Umbra: the Velvet Shadow, and Axis Mundi for more info on the Umbra and its spirits. No roll is required. The super may buy the Talent: Awareness with Freebies or Story Points.

Rank

● You can cross the Gauntlet, after about 20 minutes of preparation, if the rating is only 3.
●● You can cross at places where the Gauntlet is 4. 10 minutes.
●●● Gauntlet 5. 5 minutes.
●●●● Gauntlet 6. 1 minute.
●●●●● Gauntlet 7. 1 round.

Power Stunts

● See Across Gauntlet - any place where your super can cross over (where the Gauntlet is weak enough), she can observe events on the other side. Perception + Awareness, diff 4.
●●●● Shift Across the Shroud - the super can choose to enter the Shadowlands (the Umbra of the dead) instead of the Penumbra. The same restrictions for Gauntlet numbers apply to the Shroud.


Attribute Vampirism (Physical) [AL]

This Power has an empathic tint to it, but is not entirely empathic. In essence, the super touches his intended victim, and his body begins to manufacture a customized pheromone that will induce a euphoric state in the victim. The result is subtler than it sounds, and will generally induce feelings of love and loyalty - frequently, strong sexual attraction. This is only part of the story. The other part is the fact that the super slowly drains away the Attributes of his victim, and exchanges them for his own. Any attribute of the victim's that is superior to that of the super will slowly drain away until it is reduced to a level equal to that of the super. The super’s attribute will increase in like manner. This requires a long period of time (thus the empathic effect), but the effects will ultimately become permanent if the contact is not severed. In order to establish the link, the super must roll Appearance + Attribute Vampirism (diff of the victim's Willpower; if the victim has a spouse, the difficulty is increased by three).
Each time the super drains an Attribute from an individual, he must make a Taint check. The Hardening process is worth a point of temporary Taint for every point of difference between the super’s old Attribute(s) and the new one(s).

Rank

● The super drains Attributes at a rate of one point per week. The first ones to go are Strength, Stamina, Appearance, and Dexterity. Next, Perception, Wits, and Intelligence. Finally, Charisma and Manipulation. Once no attribute remains in which the victim is superior to the super, a 'hardening' process takes place. After a month of this process, the Attribute levels become permanent, and the super can leave. The super can only affect one person at a time in this way. If contact is broken before the 'hardening' is finished, the victim regains her Attributes at the rate of one per day. Here, contact means spending at least six hours a day together, and no more than one day apart. The super can re-establish contact at any time if it has been broken, but if the victim has been apprised of the situation, it may be difficult to maintain it. Naturally, even though the super can spend a day apart from his victim, the day that was missed does not count towards the seven days required to drain an Attribute.
●● The super drains Attributes at a rate of two points per week. The hardening process takes three weeks.
●●● The super drains Attributes at a rate of three points per week. The hardening process takes two weeks. The super can spend as much as two days apart without breaking contact.
●●●● The super drains Attributes at a rate of a point every two days. The hardening process takes ten days. The super can spend as much as three days apart without breaking contact.
●●●●● The super drains Attributes at a rate of one point every day. The hardening process takes a week. The super can spend as much as a week apart without breaking contact.
●●●●● ● The super drains attributes at a rate of one point every six hours. The hardening process takes three days.
●●●●● ●● The super drains attributes at a rate of one point every three hours. The hardening process takes two days.
●●●●● ●●● The super drains attributes at a rate of one point every two hours. The hardening process takes a day.
●●●●● ●●●● The super drains attributes at a rate of one point per hour. The hardening process takes a day.
●●●●● ●●●●● The super drains attributes at a rate of two points per hour. The hardening process takes a day.

Power Stunts

●●● Disease - the super may 'transfer' a disease or other affliction to his victim, effectively curing himself of it. This takes as long as the hardening process.
●●●● Health - the super may also drain Health Levels to replenish his own lost levels. He may not gain extra Health Levels in this way.


Audiokinesis (Mental) [AH]

You have special power to create and still vibrations with your mind if you have audiokinesis, but your range of action is specifically related to audible vibrations. It requires considerable concentration, but you need no attack roll — sound is created anywhere within your range of hearing. Speech is possible without opening your mouth, and a powerful and creative super could even simulate an enormous rock concert. Requires an Intelligence + Audiokinesis (difficulty is usually 6).

Rank

● Two points of sound damage may be created, dampened, or redirected.
●● Three points.
●●● Four points.
●●●● Five points.
●●●●● Six Health Levels.
If the super loses her concentration, the effect vanishes (the sound fades away, resumes its regular volume, or moves in its regular direction) and she must begin again.

Power Stunts

●●● Mimicry - make a Perception + Expression roll (difficulty varies with how well you know the target — six for a casual friend) to study the voice of a person. For the rest of the scene, you can mimic his voice (Manipulation + Audiokinesis). The number of successes on the first roll determines the quality of the mimicry.


Aura Control (Social) [AL]

An unusual power, Aura Control allows a super to tinker with the energy signatures that are given off by all living things. At low Ranks, the super may only perceive auras, or alter her own, but her mastery increases with experience. The Kirlian Man (of Astro City) has this Power. Perceiving auras usually requires a Perception + Aura Control roll (diff. 4), while active control of auras uses Manipulation + Aura Control (difficulty varies — see below). All the uses of this Power are temporary, lasting as long as the super maintains light concentration.

Rank

● The super may perceive auras, including her own, with light concentration (Perception + Aura Control, diff. 4). With practice, she will be able to distinguish humans from supers from vampires.
●● The super may manipulate the appearance of her own aura, fooling those who are capable of perceiving them into thinking that she is something else (a normal human, vampire, lycanthrope, etc.). This requires a Manipulation + Aura Control roll, difficulty equal to her Power Charge.
●●● The super may make deeper changes to her own aura, which may allow her to escape detection by certain exclusive effects (for example, a character with super detection would not be able to perceive her as one) or allow inclusion by similarly exclusive effects (a healing art that only worked on changelings, for example, would work on her). Note that this change _does not_ make the super into something else, or allow her to learn exclusive abilities such as gifts or disciplines. The difficulty of this roll is the super’s Power Charge + 1.
●●●● The super may affect the auras of others as Rank two. The super must touch the target to initiate the change, which has standard difficulty (the target's Power Charge).
●●●●● The super may affect the auras of others as Rank three; she may also affect any Power (hers or another's) that is aura-based. This includes Altered Perceptions (See Auras), Aura of Decay, Diabolic Aura, Horror Factor, and any Power that specifically mentions or utilizes auras (such as Synch's ability to mimic super powers). The super may utilize any of the effects of Power Amplification, Power Dampening, or even Power Puppetry against _aura abilities only_. These effects function at two Ranks lower than the super’s Rank in Aura Control, and function at a difficulty equal to the target's Power Charge + 1. If the target is not a super (for example, the super is attempting to interfere with a vampire's use of Auspex), the difficulty is equal to the target's controlling ability (rank in Auspex, current Ka, etc.) + 3. As with Rank four, making these changes requires that the super touch the target.
●●●●● ● The super may create an aura around an object that would not normally have one (anything that is not magical, not alive, etc.), which can allow it to be affected by exclusive effects, as per Rank two, or protect it from exclusive effects. The difficulty for this is six (for an object that is human-sized or less), modified upward for larger objects as the Mastermind sees fit (a small building should be at least 9). Note that auras can only be granted to discreet objects — you can't give an aura to half of a car, for example.
●●●●● ●● Aura Mimicry - the super may mimic any aura-related Powers that she can perceive (as if she had Power Mimicry) and maintain them with light concentration. The difficulty is the target's Power Charge + 1, or governing ability + 3.

Power Stunts

● See Auras - the super may purchase the Power: Altered Perceptions (See Auras) with Story Points. This obviates the need to concentrate to perceive auras.
●● High Fidelity - the super’s ability to perceive auras is very fine; she may perceive the differences between the auras of two people of the same 'type' (two supers, for example), and isolate the differences using Intelligence + Power Lore, Intelligence + Garou Lore, or whatever knowledge seems appropriate. To make a detailed study of another person's aura requires a Perception + Fine Control roll (difficulty base 6, increases or decreases with familiarity with the subject).
●●● Aura Duplication - requires the Stunt: High Fidelity. The super may 'fool' devices that check auras to discern identity by exactly duplicating the aura of someone that she is very familiar with. The difficulty of this roll (Manipulation + Aura Control) is equal to the super’s Power Charge + 3.
●●●● Auto-Keying - the super may use a target's aura in exacting detail (duplicating it, if she has the stunt, or gaining a High Fidelity image, if she has that stunt) by touching the target. No further roll is required.
●●●●● Hedging - requires the stunt: Aura Duplication. The super may prevent an enemy from touching her (or another target) by overlaying her aura with her enemy's aura. Note that this will also prevent her from touching the enemy!
●●●●● Power Hedging - requires the stunt: Hedging. Any Powers such as Energy Emission or Hedge Magic that the target might have (that use energy of some kind or involve direct interaction, like Telepathy) are also hedged, as the Hedging stunt. Note that some Powers can get around this (there's nothing stopping a hedged target from throwing a rock at the super using his TK, even if he can't affect her directly with it).


Aura of Decay (Social) [AL]

This is a Power of death and destruction, erosion and decay. It does not affect living matter, but affects non-living matter, organic or inorganic. These objects will crumble, thin, or shrivel as appropriate to the matter of which they are composed, until very little remains. The aura extends one meter from the super’s body. Most objects will not receive any form of absorb; special cases may allow a resistance roll of some kind. Note that this Power cannot operate simultaneously with a Diabolic Aura. The Mastermind has the final say on how many Health Levels a particular object might have. Typically, the super’s own possessions (at least, those that he is carrying) are exempt from the damaging effects of the Aura of Decay.

Rank

● Two dice of damage per round on any object intersecting the super’s foul aura.
●● Four damage dice.
●●● Six dice.
●●●● Eight dice.
●●●●● Ten dice.

Power Stunts

●● Discrimination - the super can choose a target that won't be affected.
●● Vision of Decay - the super can purchase the Power: Vision of Decay with Story Points.
●●● Entropic touch - the super can channel the effect of the aura into an object. Only that specifically targeted object will take damage.
●●●● Nether - you may purchase Energy Sheath: Nether with Story Points.
●●●● Tentacles - the super can concentrate the aura into tentacles. The tentacle does not have any Strength or Stamina rating, only a Dexterity rating. The tentacle does not have Health Levels and can't take damage. The damage pool is split between the tentacles in any combination the super chooses. A tentacle is two meters in length to begin with and must have at least one die of damage pool. For every extra damage die, the Tentacle grows one meter in length.
●●●● Ray of oblivion - a beam or bolt of concentrated oblivion, 2 dice damage/rank. Use Dex + Directed Blast. If the super has the Dark Touch variation, this Stunt does full damage to human flesh and it is absorbed with Charisma rather than Stamina.
●●●●● Obliviating radiance - the super can spread the aura's effects into the surrounding area as if it were radiation. The damage potential diminishes by one die for every two meters it expands, so the further away things are the slower they decay. At a distance of nine meters the damage will have diminished by four dice.

Quirks & Perks

Decaying Possessions (2 point Quirk) - Your aura affects your own possessions; the Attunement background is not proof against this.
Foul Contact (4 point Perk) - if the Aura of Decay comes into contact with an object to which a super is attuned, that person will feel sharp pain while the object decays, suffering dice penalties in that round equal to one die per Health Level that the object loses. This pain lasts only for the round in which the object takes damage, but assuming the contact and damage is continuous, the victim will continue to suffer from dice penalties in varying amounts until the object is destroyed.

Variation

Dark Touch - for four extra Experience or freebie points per Rank, the aura also affects living matter. However, the damage dice are halved. Make a Taint check when this is used against a living person.


Autumn Force (Social) [AN] **

A super with this Power can possess no other. Like Grey the Mundane of the Xanth novels, the super is an extremely potent Autumn Person - not in personality, but in his influence on reality. In the super’s presence, no Magic, Gifts, Disciplines, Arcanoi, or Powers function. Werewolves are forced into Homid or Lupus form. All Attributes in excess of 5 are 'cut back' to that level. Vampires are not affected by sunlight, nor are werewolves especially susceptible to silver. Spirits are instantly banished to the Umbra. The Gauntlet becomes uncrossable. In short, normality surrounds the super like an impenetrable cloud. Nothing within one mile of the super can be anomalous. This Power is involuntary.
Note that it affects the super’s own paranormal abilities as well! Does not require a roll of any kind.

Rank

●●● Your super is a force for normality in our time.

Power Stunts

●●● Autumn's Rot - the super is an exceptionally powerful Dauntain (see Changeling: the Dreaming) and adds one point of temporary Banality per minute to any changeling in his immediate area.
●●● Cast off the Scales - mortals who have been Enchanted must make a Willpower check or suffer the Fog as if they had a Banality of 8.
●●● Falling Leaves - the super may touch someone and spend a point of Power Charge. That person will become a miniature Autumn Person for one day per point that the victim has in Power Charge, dampening all Powers and paranormal activity the way the super himself would, except with a reduced range of one hundred feet.
●●● November Rain - the power dampening effect of Autumn Force lasts for one day per point of Power Charge after the super leaves the area.
●●● Spring Melt - the super may temporarily 'shut off' his Power; this requires a successful Willpower check, difficulty of 10 minus his Intelligence, and lasts for a scene.