The Powers
    The powers that the character discovers and learns to use come from two sources: the body and the sphere.  The sphere electronically enhances and amplifies latent telepathic and telekenetic abilities in the brain within and animates the body (along with the yellow fluid "blood" inside), which has it's own special resilience.

These following powers are for characters who still have physical form.  All player-characters start play this way, and "Sphere Allies" (see Merits and Flaws on the previous page) do not.

Telepathy
 
· Dream Link -- The ability to RECEIVE dreams from others of your kind.  It is a requirement for the "Mentor" background.
·· Concentration -- The ability to focus ones mind to the extend that it is harder to read and reach telepathically.  Adds +2 to mind reading/altering rolls against the character when active.  Requires expedature of 1 temporary willpower to activate per scene.  Affected powers include vampiric auspex and mage Mind rolls, and the like.
··· Conversation -- This allows telepathic contact with another OF THE CHARACTER'S OWN KIND.  Willing contact requires no roll.  If resisted, both players roll Willpower.  Highest successes wins.  Requires line-of-sight or prior dream-contact.  The target need not have Conversation.
···· Dream Transmission -- Allows the character to transmit visions to other characters in the form of dreams.  If the target is of the character's own kind, then simply knowing of the traget's existance is all that's needed.  If the target is not of the character's own kind, then physical contact is required.  Resisted actions are handled as "Conversation."
····· Speech Transmission -- Same as Conversation, but now includes others NOT of the character's own kind.

Telekinesis
· Manipulate -- The ability to move small inanimate objects with one's mind.   Examples include flipping channels without a remote, knocking over a glass, flipping a light switch.  Roll Dex + Alertness, Difficulty 6, plus any modifiers of the Storyteller's choosing.
·· Gravitate -- The ability to lift objects with one's mind.  Objects must weigh less than the character employing the power.  The character must choose which direction the objects mnove in.  They move in only ONE direction per use of the power.  For instance, one could make a table rise off the floor, but could not make it fly forwards at the same time.  Likewise, one could slide the table down the hall, but could not make it rise at the same time.  Roll Strength + Alertness, Difficulty 6 + any modifiers.
··· Translocate -- The ability to move objects with one's mind having already lifted them with Gravitate.  For example, the table mentioned above, once gravitated, can then fly around the room or be slammed into a wall.  In addition to the Roll made for Gravitation, a temporary Willpower must be spent to make it Translocate.
···· Isolate -- The character can now put up telekinetic "walls" in front of, behind, or all around a living or non-living target.  An example of this would be, in the original Phantasm, when the Tall Man caused Mike's motorcycle to crash into something that wasn't there.  A sucessful Strength + alertness roll is required, difficulty 6 for one wall, 7 for two, 8 for a complete forcefield.  The effect lasts for only ONE round.  To extend it, temporary willpower must be spent per round.
····· Incinerate -- The character can now raise the ambient level of kinetic energy within an object, thus causing it to heat up.  An example of this occurred in Phantasm III, when the Tall Man scorched Jody's sphere.  Two temporary willpower must be spent to activate, and a successful Perception + Science roll must be made. (If the player has "Physics" as an alternate science, the roll can be made at -1 to the difficulty.) Ordinarily, the difficulty is 8.  This cannot be done to a person, but it can be done to one limb at a time.  The object takes one level of aggrivated/lethal damage for every success above 3, and if living (or a bodiless sphere), is stunned for 1 round.

Enhanced Strength
This power is used, mehanically, exactly like the vampiric Potance from Vampire: The Masquerade, only it requires a successful Willpower roll to activate per round.


Bodiless Characters

The character's body has seven health levels.  When these levels are exausted, or the sphere within the body is removed, the body dies, permanently.  As it was not really alive, it can not be Embraced, and Life can not be used to heal it.  All hope is not gone, however.  The sphere does have existance separated from the body.  There are distinct disadvantages, however.  Below are notes on how to convert, within the game mechanics, a character sheet of a bodiless Sphere.

  1. The Sphere now has four health levels (OK, OK, -1 (Incapacitated), DESTROYED)
  2. In order to appear as the character once did, he/she must make a willpower roll, Diff 7.  The result is a hologram of the former visage, unable to interact physicaly with its environment, but that can communicate normally.  This roll must be repeated each scene to retain the form.
  3. All Powers still function, however Enhanced Strength now becomes Sentinel Skill, as below:
· Extract/Retract Blades -- A Sucsessful Dex+Alertness roll must be made vs. Tragets Dex+Dodge to hit, standard Diff.  Damage roll is Stregnth + 2, normal.
·· Extract/Retract  Drill -- Must be used in conjunction with Blades.  Once embedded, drill may be extended.  Roll Strength, standard Diff; target may resist with Stamina, Diff +2.  Only one suceess is required to hit, unless Target gets more successes.  Damage is 1 level normal.
··· Activate Bloodpump -- Must be used in conjunction with Drill; Roll Dex, number of successes is number of blood/liquid points drained per combat round.
···· Scanner -- Motion detector.  Roll Perception + Alertness to detct hiding people, Standard Diff -2.  Dex + Stealth to resist, Standard Diff +1.  Beam of red light is emitted from sphere to scan an area.
····· Laser -- The Sphere's laser is now active.  Roll Dex+Alertness to hit, Dex+Dodge to resist.  A successful Scanner contact reduces Diff by 2.  Damage is 8 Lethal/Agg.