Many of these new attributes are directly inspired by the Megaveral System for conversion. The goal is to add depth without needless complexity.
ENHANCED REFLEXES
Cost: 1 point/Level
Relevant Stat: None (Combat Value)
Type: Normal
Similar to Manoeuvre Bonus, but applies to the character. At Level 4 the character also gains Reaction Dodge.
A Reaction Dodge occurs if the character calls a dodge and succeeds against the attacker by 3 or more, resulting in no penalty for an upcoming dodge performed against the same character in the same round.
LEVEL 1 The character gains +1 to Initiative.
LEVEL 2 The character gains +1 to Initiative and +1 to Defense Combat Value.
LEVEL 3 The character gains +2 to Initiative and +1 to Defense Combat Value.
LEVEL 4 The character gains +2 to Initiative and +2 Defense Combat Value. Character also gains Reaction Dodge
LEVEL 5 The character gains +3 to Initiative and +2 to Defense Combat Value.
LEVEL 6 The character gains +3 to Initiative and +2 to Defense Combat Value.
MARTIAL ARTS TRAINING (NEW)
Cost: 1 point/Level
Relevant Stat: None (Combat Value)
Type: Normal
The character has spent some time honing techniques to make every defense effective and every hit count.
- Locks - More advanced version of holds. A target of a lock can escape, but unless they have elasticity, suffers 5 points of damage if successful and remains locked if unsuccessful.
- Reaction Throw - If a grab succeeds, and the grappler’s roll succeeds by 3 or more, the target is immediately thrown.
- Reaction Hold or Lock - Choose either hold or locks (Locks must be selected as well). If a grab succeeds, and the grappler’s roll succeeds by 3 or more, the target is immediately put into a hold or lock. Can be selected twice for both.
- Combination Attacks - Unarmed version of Kensi ability Two Weapon Fighting when trying to defend and attack against the same opponent.
- Reaction Attack - If the defender wins by 3 or more, an automatic counter-attack is made. The original attacker can defend with normal modifiers for defense. A successful attack does only ACV damage.
- Knockdown Attack - A tripping, hooking, or clotheslining attack. If used, it lowers the attack damage by 5 points, but the target is left prone. They will lose a number of points equal to the success on the next initiative and need to spend an action to get upright. While prone, use ground fighting rules.
- Kip-up - If knocked down, the character can get up and act on the same action.
MATTER GENERATION
Cost: 4-6 points/Level
Relevant Stat: Mind
Type: Paranormal
This Attribute is similar to Transmutation, but instead of reforming existing material into something else, it reforms the character’s energy into a new material. The material chosen is of a specific type such as Air, Water, Metal, Earth, Citric Acid, Rubber, etc. While the new material cannot be animate, it can be organic like wood, bone, skin (helpful for a doctor in emergencies).
Whether the player’s desired effect should be covered under this ability, Transmutation or both, is a discussion to have with the GM, (preferably before the game starts).
Matter Generation costs 4 points/Level if the character can create the specified material (within the limits of his Level) in either cubes or spheres.
It costs 5 points/Level if the character can create the specified material (within the limits of his Level) into either simple shapes or mundane Personal Gear. Example, they could create a sword but the handle would be of the same material. They could create a bar of material of specific cross section and length, but not a twisted bar (however, said bar could be worked into that shape).
It costs 6 points/Level if the Matter Generation can be used to make into any shape limited only by the character’s imagination or understanding. Example being recreating the airframe of an F-14 Tomcat from many various pieces of material to a few large pieces of mithril with very tight tolerances.
The GM is free to restrict any categories that seem overly broad or too powerful. The mass of the Matter Generation varies by the character’s Level as shown below.
Matter Generation is limited in the new devices it can create. The most important factor being each piece must be generated separately and cannot be outside the character’s experience. The character could make something that looked like a gun, but unless they had some skill showing they knew how it worked, it might be a non-functioning replica. It may function only once. That is up to the GM.
The GM may allow multiple pieces to be generated at once, but each adds a +1 penalty to the required Mind Stat check modified by a relevant Skill. As a rule, Matter Generation is only able to create objects that could be classed as Personal Gear. While it cannot create Items or Mecha, it might be used to make repair parts like tires or bearings.
Objects that are created will generally remain for a few minutes to a few hours before disappearing. Making the item permanent requires an additional 10 EP (or more depending on the GM). Matter Generation is a very powerful ability, and the GM may also set additional limits to ensure that its utilization does not unbalance the game.
To gain the ability to generate matter at a distance, the character must also acquire Weapon Attack with the Linked (Matter Generation) Ability.
The following list gives some ideas of the amount of material that can be made based on mass and volume.
• Air
The character can generate air (or other gasses). A cubic meter (roughly 3’ X 3’ X 3’) of air weighs about 1.3 kg (2.86 lbs). Enough air to fill a 3 meter by 3 meters by 3 meters (roughly 10’ X 10’ X 10’) room weighs 35 kg (77 lbs).
• Earth
The character can generate dirt, rock, stone, sand, etc. He or she cannot affect treated metals. A cubic meter of packed dirt masses about 2 tonnes; the same mass of concrete masses about 2.5 tonnes, while a cubic meter of solid granite masses about 2.7 tonnes.
• Metal
The character can generate metal. The metal created is usually a pure element. Alloys can be produced if within a character's personal experience or a sample is available. A new alloy can be created from outside the character's experience at a penalty of +4. If the character has skills in chemistry and physics, they can use that skill bonus.
• Water
The character can generate water. A cubic meter of water (1,000 Liters) masses about a tonne. A
gallon of water (about 4 Liters) masses about 4 kilograms.
• Wood
The character can generate wood (hard or soft).
LEVEL 1 The character can create up to .5 kg (1 lb) of material.
LEVEL 2 The character can create up to 5 kg (10 lb) of material.
LEVEL 3 The character can create up to 50 kg (100 lbs) of material.
LEVEL 4 The character can create up to 500 kg (1000 lbs) of material.
LEVEL 5 The character can create up to 5 tonnes (5 tons, 10,000 lbs) of material.
LEVEL 6 The character can create up to 50 tonnes (50 tons 100, 000 lbs) of material.