Partida Rol por web

No sin mis noches de Rol.

Narel: Tiny Supers

Cargando editor
21/10/2024, 20:27
Narel

INDICE

Cargando editor
21/10/2024, 20:27
Narel

SISTEMA Y FICHA

Tiras tantos d6 como tienes en el pool y coges el resultado más alto.

  • 1-3: Fallo
  • 4-5: Éxito Parcial
  • 6: Éxito Completo
  • 66: Crítico

Si tu pool es de 0 dados lanzas 2 d6 y te quedas con el peor.

Si tu pool es de -1 dados la acción es fracaso automático.

 

Salud: 6

Estrés: 6

Gastas Estrés para:

  • 1 de estrés para ayudar a un compañero (darle 1d6, solo una vez)
  • 2 de estrés para ganar 1d6 (tantas veces como quieras/puedas)
  • 1 de estrés para reducir un Efecto (Tirada de Salvación/Defenderte)
  • Variable: hacer un flashback

 

Rasgos Iniciales: 3

Poderes: 2

(Podéis cambiar 1 Poder por 2 Rasgos Iniciales adicionales)

 

Añadir una de estas opciones:

  • +5 Habilidades
  • +3 Salud
  • +3 Estrés
  • +2 Rasgos Iniciales
  • +1 Poder

 

Habilidades:

  • Cuerpo: Atletismo y Ejercer Violencia
  • Agilidad: Coordinación y Actos Criminales
  • Mente: Estudiar y Conocimientos
  • Social: Influir y Socializar

 

Método Sencillo: 3 habilidades comienzan a nivel 2, otras 3 habilidades comienzan a nivel 1 y las 2 últimas habilidades a nivel 0.

Método Custom: reparte 9 puntos entre las 8 habilidades como quieras hasta un máximo de 2 puntos por habilidad.

 

Cada punto asignado a Conocimiento te da acceso a 2 Conocimientos:

Conocimientos: Medicina, Supervivencia, Ocultismo, Historia, Geografía, Arcana, Naturaleza, Religión, Ingeniería, Matemáticas, Física, Química,…

 

Percepción es siempre nivel 2 salvo que la mejores con un Rasgo.

 

Defensas: Cada atributo es igual a la media (redondeando hacia arriba) de sus habilidades. Lanzas esos dados si necesitas defenderte de algún efecto. (Tiradas de Salvancia en DnD o reducir Efectos en BitD)

 

Armas: elige un grupo de armas para tenerlo a nivel 2, otro a nivel 1 y otro a nivel 0:

  • Armas Ligeras. 1 de daño, Alcance Corto.
  • Armas Pesadas. 2 de daño, Alcance Medio.
  • Armas a Distancia. 1 de daño, Alcance Largo.

Elige un arma que siempre llevas.

 

Debilidad: elegid un punto débil (o más), físico, mental, espiritual o combinación cualesquiera. Prometo no usarlo en contra de vuestors pjs. Palabrita O:)

 

Creencia: Una frase que resuma los ideales de tu pj. “Un gran poder…”

 

Poderes:

Elegid poder/es y asignad tantos dados a ese poder como queráis de los disponibles. Por ejemplo, Inivisibilidad 2 o Control Llamas 1 y Control Aire 1.

Además, podéis escoger hasta un máximo de un poder a nivel 0.

Si el poder es activo tienes acceso a los tres niveles de poder descritos para ese Poder. Para usar poderes activos (que requieran tirada) lanzáis tantos dados como le habéis asignado al poder. Por cada nivel de poder por encima del primero perdéis un dado del pool.

En los ejemplos anteriores para Control de Llamas a nivel 1 lanzaría 1 d6. Para usar el poder de nivel 2 lanzaría 0 dados. Sin embargo para Invisibilidad a nivel 2 lanzaría 1 d6.

Si el poder es pasivo tienes solo acceso a los niveles que hayas comprado.

 

Elige carga:

  • Ligero: 3 slots y puedes cambiar entre identidad super y mundana a voluntad
  • Medio: 5 slots, puedes cambiar entre identidad super y mundana con cierto tiempo si encuentras un lugar tranquilo donde cambiarte.
  • Pesado: 6 slots, no puedes cambiar la identidad de super.
Cargando editor
21/10/2024, 20:27
Narel

RASGOS

Experto en: Subes a nivel 3 una habilidad que tuvieras a nivel 2.

Experto en Arma: Eliges 1 arma (1 Arma, no un Grupo de Armas) del grupo que tienes a nivel 2. Lanzas 3d6 con este arma.

Jack-of-All-Trades: tienes 3 puntos más de habilidades.

Alchemist: Provided the right reagents and recipes, you can mix potions, elixirs, and poisons. You also gain Advantage when identifying unknown liquids

Armor Master: cuando llevas armadura ganas 3 de Salud. No se puede curar. Las reparaciones llevan 8 horas de trabajo.

Barfighter: Puedes escoger Armas Improvisadas como grupo de armas.

Beastspeaker: You are able to communicate with animals. This form of communication is primitive and very simplistic

Beserker: When attacking with a Melee Weapon, you can choose to make an attack with Disadvantage. If you do and succeed, you deal an extra point of damage-

Brawler: Si luchas desarmado tienes 1 dado extra para defenderte

Dark-fighter: You do not suffer Disadvantage for having your sight impaired.

Diehard: Cuando un ataque te reduciría a 0 de Salud te reduce a 1. Una vez por día.

Familiar: Tienes un espíritu familiar corpóreo.

Fleet of Foot: tu velocidad aumenta en 1 casilla.

Healer: Si estás cerca de alguien puedes hacer una prueba con 2d6 para curarlo. 1-3: curas 1 nivel, 4-5: curas 2 niveles, 6: curas 3 niveles, 66: curas 5 niveles. Puede curar venenos, enfermedades, etc, que no sean de naturaleza mágica.

Lucky: Puedes repetir 1 tirada por sesión.

Marksman: cuando te centras ganas 2d6 en vez de 1d6.

Quick Shot: Puedes realizar dos ataques por turno.

Resolución: Elige un atributo. Ganas Ventaja en las Defensas de ese atributo.

Spell Reader: Puedes leer pergaminos mágicos.

Spell-Touched: Puedes hacer magia. Comienza como un poder a nivel 0.

Tough: Ganas +2 Salud

Resiliente: Ganas +2 Estrés

Welthy: perteneces al 1%

Cargando editor
21/10/2024, 20:28
Narel

PODERES

Armored (Passive)

• 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)

You can control one element of your choice. Choose Earth, Air, Fire, or Water. You may select more than one element by selecting this power multiple times.

• Tier One:

• Air: As an Action, you can Evade. When you use this power, your Evade affects up to 2 allies of your choice for free.

• Earth: You can cause the ground to buckle. When you use your power as an Action, 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 without any issues or penalty. Additionally, 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: You can gain the Tier Two Blast power, and your Tier Two Elemental Control: Earth Stress Capacity bonus increases 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 (Active)

You may select one of the following abilities: Absorption, Darkness, Electricity, Light, or Time. You may select more than one ability by purchasing this power multiple times.

Tier One:

Absorption: Choose one form of energy (fire, electricity, light, etc.). 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 timemanipulation 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, and the GM must approve it).

• 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. This does not stack with Tier 1, but instead replaces it.

• 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.

 

Shapeshifting (Active)

You may select one of the following abilities: Stretching, Mimic, Growth, or Shrinking. You may select more than one ability by purchasing this power multiple times.

• Tier One:

• Stretching: You may elongate your limbs and torso to twice their normal length. You gain +1 Stress Capacity.

• Mimic: As an Action, you may completely alter your appearance to that of another person. Normal clothing can be duplicated as well. You gain Advantage on any attempts to deceive or pass yourself off as someone else.

• Growth: You may grow up to double your size as an Action. You gain the Strong and Tough Traits when in your enlarged size, but because you are such a large target, ranged attacks gain Advantage against you while you are using this power.

• Shrinking: You may reduce yourself in size to six inches tall as an Action. You gain the Sneaky Trait while in this form. Ranged Attacks against you suffer Disadvantage.

• Tier Two:

• Stretching: You may elongate your limbs and torso to three times their normal length. You gain Tier One Armored and Tier One Regeneration powers.

• Mimic: You may change your form into that of an animal roughly the same size as you are. You gain any relevant Traits as determined by the GM based on your new form, but you also have limitations based on that form, and cannot verbally communicate. Combining this with Tier One Shapeshifting: Growth or Shrinking can allow you to assume the form of larger or smaller animals.

• Growth: You may grow up to triple your size as an action. You gain the Tier One Armored and Tier One Super Strength powers in this form.

• Shrinking: You may reduce yourself in size down to an inch as an Action. You gain the Tough Trait when in this form.

• Tier Three:

• Stretching: You may elongate your limbs and torso to quadruple their normal length. You gain Tier Two Armored and Tier Two Regeneration powers.

• Mimic: You may assume the shape of an inanimate object of roughly the same size and mass as yourself (or of different sizes, if combined with Tier One Shapeshifting: Growth or Shrinking).

• Growth: You may grow up to quadruple your normal size as an Action. You gain the Tier Two Armored and Tier Two Super Strength powers in this form.

• Shrinking: You may reduce yourself in size to less than an inch as an Action. You gain The Tier One Armored and Tier One Invisible powers in this form.

 

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.

 

Summoning (Active)

NOTE: Summoning is the only power where a higher Tier prohibits use of a previous tier. If you gain Summoning Tier Two, you can no longer use Tier One. If you gain Summoning Tier Three, you can no longer use Tier One or Two. When minions are summoned, they only gain 1 action per turn.

• Tier One: As an action, you may summon either four minions (who count as Fodder) or two minions (who count as Low). These minions may take whatever form you desire, but are roughly human-sized. You may allocate your powers to your minions when purchased if you desire, but this choice is permanent, which means only your minions (not you) may use them.

• Tier Two: As an action, you may summon either eight minions (who count as Fodder), four minions (who count as Low), or two minions (who count as Medium). These minions may take whatever form you desire, but are roughly human-sized. You may allocate your powers to your minions when purchased if you desire, but this choice is permanent.

• Tier Three: As an action, you may summon either sixteen minions (who count as Fodder), eight minions (who count as Low), four minions (who count as Medium), or two minions (who count as High). These minions may take whatever form you desire, but are roughly human-sized. You may allocate your powers to your minions when purchased if you desire, but this choice is permanent.

 

Super Movement (Passive)

Tier One: Choose one of the following options and gain its benefits:

Jump: When you jump, you can jump several city blocks. When you land from a Jump, anyone in Melee with you takes 1 damage (your choice if they suffer damage or not, but everyone in Melee must suffer the damage).

Climbing: You do not have to Test to climb (treat it like normal movement).

Swinging: You can swing from one location to another (either by rope, web, some natural ability, or grappling hook). You can move between two locations that you could run to with two actions.

• Tier Two: You can select a Tier Two upgrade of a Tier One Super Movement you have, or an additional Tier One Super Movement.

• Jump: You can jump even farther, clearing entire swathes of city scape, or miles of countryside in a single bound.

Your landings now deal 2 damage and will destroy buildings or terrain if you desire.

Climbing: You climb so fast, once per turn, you can climb without spending an Action).

Swinging: You can let go during your swing, allowing yourself to be flung farther, taking one Action to move as far as you could run with two Actions. You must have a target to attach your swinging implement at the end of your action.

Tier Three: There are no Tier Three Super Movement Powers.

 

Super Senses (Passive)

Tier One: Choose one sense. You ignore any penalties for having it impaired or reduced (such as ignoring blindness, or deafness).

Tier Two: You always count as having Focused when making checks related to the sense you chose at Tier One.

• Tier Three: You can sense things outside of the normal five senses, such as magic, evil, or good. Alternatively, you can choose to apply your Tier One power to a second sense.

 

Super Speed (Passive)

• Tier One: Any turn in which you move, you also count as having taken the Evade Action.

Tier Two: You can move without taking an Action once per turn.

Tier Three: When you take a single Move Action, you can move three times.

 

Super Strength (Passive)

• Tier One: If you don’t have it, you gain the Strong Trait. Your Melee attacks do +1 damage.

Tier Two: You always count as having Focused when making Strength Tests.

• Tier Three: Your Melee Attacks do an additional +1 damage (for a total of +2).

 

Telekinesis (Active)

• Tier One: As an action, you can interact with objects in your line of sight as though you were adjacent to them.

• Tier Two: You can hurl objects or targets with an Action. Targets must make a Save Test with Disadvantage. If they fail, you can hurl them into another object or target you can see, dealing them 2 damage. You gain Tier One Flight power.

• Tier Three: You gain Tier One Force Field power. Your Tier Two power no longer allows for a Save Test.

 

Teleport (Active)

• Tier One: You can move to any point you can see with an Action. You simply disappear from your current position and reappear at the other.

• Tier Two: You can create a portal between two locations you are familiar with, lasting until the start of your next turn, or until you stop spending your whole turn concentrating on it. Anyone may use this portal as an Action.

• Tier Three: You can teleport a target with a successful Melee Attack. They go to any location you are familiar with.

Cargando editor
21/10/2024, 23:36
Narel
  Bruno / Hugo 12 años Kune / Viviane Rahel / Desdemona 9 años
Salud Máxima 6 6 6
Salud 1 1 0
Estrés Máximo 9 6 6
Estrés 0 2 2
       
       
Cuerpo 1 1 1
Agilidad 2 1 2
Mente 2 2 1
Social 1 2 2
       
Atletismo 1 1 1
Forzar 0 0 0
Coordinacion 2 1 2
Criminal 1 0 2
Estudiar 2 2 0
Conocimientos 2 1 1
Influir 0 2 1
Socializar 1 2 2
       
  Rasgos Rasgos Rasgos
  Fisica, Quimica, Matematicas, Naturaleza Religion, Medicina Ocultismo, Naturaleza
  Fllet of Foot Familiar: Tressim Punky Cuqui. Familiar: Tortuga
  Resiliente Welthy Spell Touched. 1 Dado
  Lucky Lucky Beastspeaker
       
Carga Ligera Ligera Ligera
       
Armas Ligeras 2 0 1
Armas Pesadas 0 2 0
Armas A Distancia 1 1 2
       
Arma Tonfu Lanzallamas Tirachinas
Debilidad Gafas de culo de botella Intolerante al gluten Miedo a la Oscuridad
       
  Poderes Poderes Poderes
  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.
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.
Darkness: You can cast an area (a circle roughly ten feet in diameter) into absolute darkness, causing anyone within the darkness to gain Disadvantage.
• Darkness: You gain the Tier One Teleport Power, but you may only use it in areas of darkness, from shadow to shadow.
• 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.
  • Time: You gain the Vigilant Trait. You can never be granted Disadvantage on initiative rolls unless inflicted by other timemanipulation abilities.
• 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.
• 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.
Telekinesis (Active)
• Tier One: As an action, you can interact with objects in your line of sight as though you were adjacent to them.
• Tier Two: You can hurl objects or targets with an Action. Targets must make a Save Test with Disadvantage. If they fail, you can hurl them into another object or target you can see, dealing them 2 damage. You gain Tier One Flight power.
• Tier Three: You gain Tier One Force Field power. Your Tier Two power no longer allows for a Save Test. 
       
       

Notas de juego

Link Excel