Armored
• Tier One: You reduce all damage you take by 1, to a minimum of 1.
• Tier Two: You reduce all damage you take by an additional 1 (for a total of 2 reduction), to a
minimum of 0.
• Tier Three: You gain +2 Stress Capacity.
Blast (Active)
• Tier One: You may make a Ranged Attack that deals 1 damage. You never have to reload this
Ranged Attack.
• Tier Two: Your Blast does +1 damage for a total of 2 damage.
• Tier Three: Your Blast always counts as having the benefits of Focus applied to it. Additional
Focus Actions do nothing extra for your Blast.
Elemental Control (Active)
Tier One:
• Air: Evade affects up to 2 allies of your choice for free.
• Earth: 3 targets must make a Save Test or fall prone.
• Fire: You can control or manipulate Fire. You can do a Fire Blast (as per the Tier One
Blast power). You can also cause any Fire within sight of you to extinguish itself in d6 rounds.
• Water: You can breathe underwater. You can summon a Blast of Water that deals 1
damage as a Ranged Attack. You cannot do this more than once per turn.
Tier Two:
• Air: You always count as having Evade on you for free when being attacked with Ranged
Attacks. You also have the Tier One Flight power.
• Earth: You can summon a suit of armor from the earth as an Action. This suit has 3 Stress
Capacity that must be damaged before you take physical damage.
• Fire: You can summon a shield of fire around yourself. You gain the Tier One Flight Power, and
anyone who strikes you with a Melee attack takes 1 damage.
• Water: When under water, you can move as though you had the Tier One Super-Speed power.
Tier Three:
• Air: You can summon tornados. As an action, you can force one target to make a Save with
Disadvantage. If they fail, they are hurled backwards 3d6 meters. If they strike something, they
suffer 2 damage.
• Earth: Tier Two Blast power, Tier Two Elemental Control: Earth Stress Capacity
bonusincreases to +6.
• Fire: You gain the Tier Two Blast power, The Tier Two Flight power, and your Tier Two
Elemental Control: Fire power now does 2 damage.
• Water: You gain the Tier Three Regeneration power when in water. Additionally, your Tier One
Elemental Control: Water power now does 3 damage.
Energy Control
Tier One:
• Absorption: Choose one form of energy. When struck by that type of attack, you may make a
Save Test. Success means that you suffer no damage from the attack and regain 1 Stress
Capacity. You may only Save against one attack per round.
• Darkness: You can cast an area (a circle roughly ten feet in diameter) into absolute darkness,
causing anyone within the darkness to gain Disadvantage.
• Electricity: As an action, you can generate an electrical shock that causes 1 damage to
anything you can directly touch. This damage can be transferred to additional targets if there is
conductive material involved at the GM’s discretion.
• Light: You may generate a brilliant flash that can blind others. Anyone who can see you must
make a Save Test. A failed save against your attack gives Disadvantage on their next Action if it
depends upon vision in any way.
• Time: You gain the Vigilant Trait. You can never be granted Disadvantage on initiative rolls
unless inflicted by other time-manipulation abilities.
Tier Two:
• Absorption: You may now Save against two attacks per round and choose a second form of
energy. Each successful Save Test allows you to choose one of the following: regain 1 Stress
Capacity, add +1 damage to your next attack, or add +5 speed to your next move. You may only
gain a particular benefit once per round.
• Darkness: You gain the Tier One Teleport Power, but you may only use it in areas of darkness,
from shadow to shadow.
• Electricity: You gain the Tier One Blast power and can target up to 3 Targets as one Action.
• Light: You gain the Tier One Blast power and deal 2 damage.
• Time: As an action, you may summon a time displaced duplicate of yourself (who counts as a
Medium entity). This duplicate may use the same powers you have (excluding this one), but you
may not use the same powers in the same round. You may only have one duplicate in existence
at any time. To avoid paradox, your duplicate vanishes if reduced to 1 Stress Capacity, ensuring
your survival elsewhere in the time continuum.
Tier Three:
• Absorption: You may Save against a maximum of three attacks per round, and choose a third
form of energy you may absorb. You may choose a benefit from your Tier Two Energy Control:
Absorption power up to twice per round.
• Darkness: You may transform your body into shadow, allowing you to pass through solid
objects. This takes one Action. It lasts until you choose. You take no damage from physical
attacks, but energy can still affect you. You cannot interact with physical objects.
• Electricity: You can transform your body into pure electricity. You gain the Tier Two Blast power
and the Tier One Teleport power.
• Light: You gain the Tier One Healing power and the Tier One Flight power. Your Tier Two
Energy Control: Light power now deals 3 damage.
• Time: You gain a third action per round.
Flight (Passive)
• Tier One: You can fly, moving up to near the speed of sound at your peak. It takes you two
actions to reach your top speed.
• Tier Two: You can fly faster than before, using your momentum to smash into enemies. Any
Melee Attack done while you are flying at top speed does +1 damage.
• Tier Three: You can fly faster than the speed of sound, faster than a speeding bullet. It only
takes you one Action to get to full speed. While flying at full speed, any attacks against you
suffer Disadvantage.
Force Field (Active)
• Tier One: As an action, you can summon or use your Force Field. Until your next turn, any
attacks against you only succeed on a roll of “6” (instead of 5 and 6).
• Tier Two: You can summon your Force Field on your turn without spending an Action.
However, this quick summoning causes you to take 1 damage.
• Tier Three: You no longer take damage for summoning your Force Field using your Tier Two
Force Field power.
Gravitics (Active)
• Tier One: As an action, you can hurl one target up, or pin them to the ground. They must make
a Save Test. If they fail, they lose one Action on their next turn.
• Tier Two: You can hurl items at targets (effectively making them a small “Center of Gravity”) or
do the inverse, hurling a target into a new center of gravity. If you hurl your target into an object,
they take 1 damage. Any objects hurled at them do 1 damage. You gain the Tier One Flight
power.
• Tier Three: Your Tier One Gravitics Action now imposes Disadvantage. You gain Tier One
Force Field.
Healing (Active)
• Tier One: As an Action, you can restore 1 Stress Capacity to one target you can touch.
• Tier Two: As an Action, you can restore 1 Stress Capacity to two targets you can touch.
• Tier Three: As an Action, you can restore 2 Stress Capacity to one target, or 1 Stress capacity
to up to 3 targets you can touch.
Immunity (Passive)
• Tier One: You can select one environmental concern, and you disregard it. Choose from:
Breathing, Pressure, Vacuum, Poisons, Heat (regular amounts. Intense flames will still burn
you), Cold (regular amounts. Intense freeze will still harm you)
Tier Two: You can select one additional option from the Tier one list.
• Tier Three: You can select two more additional options from the Tier One list, or one from the
list below.
• Death (if killed you come back in d3 weeks. You must select a weakness that will permanently
kill you)
• One type of weapon (Unarmed, Light Melee, Heavy Melee, Ranged) or one power that does
damage. You ignore that damage.
Invisibility (Active)
• Tier One: As an Action, you can turn invisible. Until you attack or harm someone, you remain
invisible. Any roll to find you has Disadvantage. If you are invisible and attack, your attack gains
Advantage.
• Tier Two: As an Action, you can turn any singular target you touch invisible. This can be an
object or person. It follows the same rules as Tier One invisibility.
• Tier Three: You can go invisible without spending an Action once on your turn.
Mind Reading (Active)
• Tier One: You can read the mind of a singular target, gaining Advantage on your next roll
involving them. This takes one Action.
• Tier Two: For one turn after you use your Tier One Mind Reading power, you can Evade the
target of your Action without needing to take an Evade Action.
• Tier Three: You can read the mind of up to three targets with your Action for your Tier one
ability.
Phasing (Active)
• Tier One: You may become incorporeal. You may not interact with physical objects and cannot
be harmed by physical attacks, although energy attacks are still effective. You may only move at
half your normal rate while you are incorporeal.
• Tier Two: When you are incorporeal you are no longer affected by energy attacks. You may
move at your normal rate while you are incorporeal.
• Tier Three: You gain Flight Tier One power while incorporeal. You may make others
incorporeal as well, as long as you maintain physical contact with them. Anyone you release
while phased may become trapped within another object as if they had been affected by a Tier
Two Snare Attack.
Regeneration (Passive)
• Tier One: You recover 1 Stress Capacity at the start of your turn.
• Tier Two: You recover 2 Stress Capacity at the start of your turn if you have Stress Capacity
equal to half your maximum Stress Capacity or less. Otherwise this power functions like
Tier 1.
• Tier Three: If you die, you come back 1d6 days later. You must specify one event, item, or
Action that will permanently end your existence.
Snare (Active)
• Tier One: You impede your enemy’s movement with webs, ice, quicksand, or anything else
along those lines. You make a Ranged Attack against a target, who must succeed at a Save
Test or have their movement halved. They may make a Save Test each subsequent round to
end the effect.
• Tier Two: Your targets now are incapable of movement without a successful Save Test; even if
their Save is successful, they still suffer half movement.
• Tier Three: Your snare may entrap up to three targets, and inflicts 1 damage if they fail their
Save Test.