Supernatural Arts
Power stunts share drawbacks with the powers they are based on. For example, if a power is fatiguing, then any of its stunts are fatiguing unless specified otherwise.
General Power Stunts- Range (+1): Improve range by one step (self, touch, ranged, mental, perception)
- Area (+1): Widen area of effect.
- Duration (+1): Improve duration by one step (concentration, maintenance, duration) or by lengthening effect (rounds, minutes, hours).
- Action (+2): Improve action speed by one step (full, standard, move, swift, immediate).
- Link (+2): Combine two effects into a single action.
- Improved Cure (+1): Heals hit points equal to Cure modifier.
- Improved Cure (+2): Heals hit points equal to Cure check result.
- Cure Condition (+2) (see below)
- Vitality Spark (+1): Heals hit points equal to 1/4 Cure rank + ability as a swift action, provides +2 bonus to Toughness for one round.
- Cure Ability (+1): Cures ability damage and penalty equal to half rank + ability, distributed among one or more abilities.
- Cure Ability (+2): Cures ability drain equal to 1/4 ranks, distributed among one or more abilities.
- Cure Ability (+3): Cures ability damage and penalty equal to power modifier and ability drain equal to half rank + ability, distributed among one or more abilities.
- Cure Ability (+2): Cures ability drain equal to 1/4 ranks, distributed among one or more abilities.
- Improved Cure Condition (+1): Removes sickness, stunning, dazing. Removes nausea and confusion with a power check.
- Improved Cure Condition (+1): Remove blinding, deafening, and other dazzle effects.
- Total Cure (+5): Removes physical and mental conditions, cures ability damage, penalty, and drain equal to power modifier, distributed among one or more abilities.
- Blast (+1): Fire a blast with your power, dealing damage equal to half rank + ability.
- Pushing Blast (+1): Fire nonlethal Blast, push target back.
- Sculpting (+1): Control your power with great finesse, accomplishing tasks with precision.
- Aura (+1) : Emanate energy type, damage subjects in contact and within one panel each round.
- Resist (+1): Confers resistance against the type of damage dealt by your power.
- Aspiring Grasp (+2): Manipulate air to grasp and move objects. Functions like Telekinesis with available air.
- Blade of Air (+1): Create air blade that deals lethal damage as a sword. Use Esoteric Attack, use key ability in place of Str or Dex.
- Ignition (+1): Fire Shaping attacks have a chance of catching targets on fire like the ignite use of Fire Shaping.
- Explosion (+1): Use Fire Shaping to create forceful explosions.
- Plasma Shaping (+2): Create very hot fires; melt, evaporate, or sublimate objects.
- Chill (+1): Cold Shaping attacks have a chance of inflicting fatigue like the chill use of Cold Shaping.
- Ice Shaping (+1): Control, move, and shape ice.
- Mist Shaping (+1): Raise and direct mist, evaporate water, condense mist into water.
- Water Whip (+1): Create a weapon from water that deals lethal damage as a whip. Use Esoteric Attack, use key ability in place of Str or Dex.
- Water Tendrils (+1): Animate water to manipulate objects as if using a hand.
- Water Tendrils (+2): Trip, disarm, knockback, grapple, or wield weapons with animated water.
- Purify Water (+1): Purify poisonous, contagious, or contaminated fluid.
- Earth Sculpting (+1): Control earth as with Telekinesis, create structures, alter the hardness, Toughness, or other properties of earthen matter.
- Wield Earth (+1): Shape weapon out of earth that deals damage as equivalently sized weapon. Can use Esoteric Attack, use key ability in place of of Str or Dex.
- Create Current (+1): Generate electric energy without using any power source.
- Store Energy (+1): Store drained power as a pool of electric energy, use it as energy supply or to create currents.
- Absorb Electricity (+2): Store electric energy that is absorbed by electricity resistance.
- Electric Recharge (+2): Use stored or tapped electric energy to relieve conditions or restore HP.
- Plant Sculpting (+1): Grow unusual plant type, alter plant properties, attack with a plant.
- Wondrous Bloom (+1): Cultivate supernatural properties in plants.
- Venomous Bloom (+1): Cultivate poisons in plants.
- Flourish (+1): Cause many plants to grow at once.
- Blast (+1): Direct telekinetic blast, deals damage equal to half rank + ability.
- Telekinetic Manuever (+1): Trip, disarm, grapple, and knockback using Telekinesis.
- Manipulate Object (+1): Use telekinesis with precision, make skill checks and attack rolls with telekinetically controlled objects.
- Animate Object (+2): Cause an object to move and act like a creature.
- Levitation (+1): Allow subjects to fly by mental levitation.
- Suggestion (+1): Impel a subject toward an action.
- Dominate (+2): Mentally control a subject’s actions.
- Psychic Blast (+1): Deal nonlethal damage equal to power check, reduced by target’s Will.
- Psychic Blast (+2): Deal lethal damage equal to half rank + ability.
- Psychic Lash (+3): Deal Charisma damage equal to 1/4 ranks.
- Psychic Blast (+2): Deal lethal damage equal to half rank + ability.
- Confusion (+2): Cause a subject to behave erratically.
- Sense Minds (+1): Sense the presence of minds in a radius, judge rough location relevant to you.
- Read Minds (+1): Become aware of subject’s conscious thoughts.
- Sleep (+2): Cause drowsiness and sleep in subjects.
- Psychic Reflection (+2): Gain control of a mental power that you defeat with Psychic Shield, redirect it at opponent.
- Psychic Trap (+3): Use your own power on an opponent after defeating a mental attack with Psychic Shield. (Psychic Shield)
- Apport (+2): Transport objects or other subjects from place to place.
- Self Heal (+1): Heal yourself with Body Control in the same way as the Cure power.
- Self Regulate (+2): Resist attacks against your body or health with a Body Control check.
- Aura Reading (+1): Detect the conditions of a subject, determine overall wellbeing and the presence of outside influences.
- Fateread (+1): Use Chance Shaping after knowing the success or failure of a roll.
- Improve Luck (+1): Generate luck points as a move action.
- Synchronicity (+1): Receive some luck points as a reaction to specified events or actions.
- Touchsight (+2): Sense your surroundings as if in close contact.
- Clairtangency (+3): Act on objects remotely, use some powers in an area being clairvoyantly perceived.
- Reshape (+1): Change the form and function of an object while transmuting.
- Sublimate (+1): Transmute liquids and solids into gas, or gas into liquids or solids.
- Depetrify (+1): Transmute non-organic matter into organic matter such as wood.
- Transmute Poison (+2): You can convert matter into poisons.
- Transmute Acid (+1): You can convert matter into acids.
- Stasis (+1): Temporarily suspend subject in time.
- Time Hop (+1): Project subject forward in time.
