Viewing Effect - Repel
Prevent targets from approaching you

Create a Repel Power


You can prevent a being from moving closer towards you for a short time. They are still free to move otherwise, but cannot come any closer than they already were as long as you maintain your concentration.


Exert your Mind, and roll [[activation-roll]], which the target can resist by rolling [[resistance]]. Success prevents the target from approaching within [[range]] of you for [[duration]]. A tie cuts the target's move speed in half while moving towards you within [[range]] for the same amount of time.

This Power requires continuous concentration to maintain. You may only move at walking speed while concentrating, and any significant interruption (such as taking damage or being grappled) will break the effect.


Eject (Targets already within range when this Power comes into effect are pushed out of range)

Repulsion Field (This Power now affects all targets within [[range]] of you, including those that enter the area after the initial activation.)

Battery-operated (Instead of Exerting Mind to activate this Power, it has its own 3-point Source pool. The Source regenerates at the rate of one point per day and cannot be raised with Experience.)
Powers can share a battery pool by taking this Enhancement on each Power and specifying the same Source. Each additional Power after the first increases the capacity of the Source by 2, to a maximum of 10. This Enhancement cannot be used to enhance the owning character's source.

Too Slow! (You may use this Power as a Reaction.)

You May Approach Me (You may choose to exclude an individual from your Repulsion Field)

Maintain Focus (If your concentration is interrupted, you may Exert your Mind to re-activate the Power as a free action, without interrupting the effect.)
Any rolls required by the power must be re-rolled, and any duration associated with the power is reset. This cannot be used if you choose to drop your concentration and end the power, only if it is interrupted by something outside your control.

Combat Repulsion (You may engage in combat, at a -2 dice penalty, without interrupting the concentration needed to keep the repulsion going.)

Pax (Any affected target cannot attack you for the duration of this Power.)

Safe Zone (Instead of always centering on you, you may opt to leave the source of the repulsion in a fixed location.)

Curse (Instead of taking effect immediately, you may apply this Power as a curse. Specify a condition that, when fulfilled, causes the suspended effect to occur. The target is informed that they have been cursed and of the condition.)
Any activation rolls occur when you attempt to cast the curse, not when it takes effect. The manner of the target being made aware is flexible. Speaking the curse aloud is a popular choice. Unless this Power is Concealed, the target is likely to believe they've been truly cursed. If this Power has a visual effect, it still occurs at the time of cast. If the Power is one that can be dodged or otherwise Reacted to, it is still dodgable at time of casting. No two active curses may have the same Condition.


Focus (Activating this Power requires a specific kind of item.)
Subject to GM approval.
Once per Day (May only use this Power once per day.)
Conditional (Only usable when a certain condition is met. This condition must be severe enough that the Power is unusable the majority of the time.)
Condition must be significant. Subject to GM approval.
Unique Focus (This Power takes the form of a specific, unique item, which can be borrowed, lost, or stolen.)
Traumatic (Make a Trauma roll when you use this power)
Scarring (You receive a Battle Scar when you activate this Power. If this Power is benign (e.g. healing), the target receives the scar.)
Long Cast (This Power takes one minute to activate.)
Critical Failure (Roll a single D10 when you activate this Power. If you roll a 1, you critically fail in a way that is extraordinarily dangerous. Failure should cause at least a Severity-4 Injury, a mutilating Battle Scar, or some other terrible consequence.)
Mage (Activating this Power requires at least two committed Actions and involves intricate use of the arms, hands and either the voice or an object. If interrupted during activation, the Power Fails.)
Just about any attempt to interrupt the ritual should be successful. Even neutral events (like a cat wandering up) may cause it to fail. GM's discretion. If the cast time for the Power is longer than the minimum two actions required, the ritual must last for the entire cast time.
Biased (Only affects a specific type of being. For example, undead creatures, animals, or mundane humans.)
Stand Your Ground (You must stay in the same spot throughout the duration, or the effect ends)
Sacrifice (Activating requires you to take a Severity-1 Injury instead of Exerting your Mind or spending a point of Source.)
You cannot use Armor to soak this damage.
Draining (After this Power ends, you cannot move quicker than a walk for one minute and suffer a -1 dice penalty for an hour.)
Fuel (Using this Power consumes some material good in addition to its other costs.)
The unit of material consumed per activation must be specified at power creation time. For example, "A quart of gasoline," or "a head's worth of human hair" etc. The amount should be proportionate to the difficulty to access the material. For instance, something you can get in town (gasoline, ink) should require a half gallon per activation, something abundant like water should require at least a gallon, something rare like mercury should require a cup or so.
Monstrous (This Power causes a mutation that elicits a strong, negative social response from the average person in your World. The mutation is ALWAYS present and visible even if you are wearing long sleeves, pants, and shoes. Maximum one per Contractor)
This mutation is ALWAYS present, even when the Power is not being used, and ALWAYS extreme and difficult to conceal. This mutation may complicate social situations at the GMs discretion. Maximum of one Power with the Monstrous Drawback per Contractor.

Parameter - Duration

Default Level: 0

Seasoned Threshold: 2

Veteran Threshold: 3

  1. 3 Rounds
  2. 1 Minute
  3. 1 Hour
  4. 1 Day

Parameter - Range

Default Level: 0

Seasoned Threshold: 2

Veteran Threshold: 3

  1. 15 feet
  2. 45 feet
  3. 300 feet
  4. 1 mile

Example Powers

No Example Powers Yet