A character with a Mental Power does not automatically possess Mental Awareness. It must be purchased as an Enhanced Sense.
Mental Powers include Clairsentience - Astral Form, Ego Blast, Mental Illusions, Mind Control, Mind Scan, Missile Deflection against Mental Powers, and Telepathy.
Characters who want to have an astral form should buy Clairsentience with sight and hearing group, targeting, 13000 km range, 0 END (+0.5), persistent (+0.5), complete concentration, cannot use normal senses, physical body cannot move, 0 DCV (-1.5), can be attacked at the "perception point" by mental powers and attacks that affect desolidified (-1) [230 active points, 66 character points]. This is a Mental Power, and characters with it may use Clairsentience to establish Line of Sight for other Mental Powers. If the character must look for their body when they stop using Clairsentience and cannot automatically locate it, the Clairsentience has an additional -0.5 limitation," cannot automatically return by conscious choice". They still automatically return when stunned or knocked out.
Characters with Clinging can use their Strength to resist Knockback from a given direction as a free action instead of a move action. Characters who wish to resist Knockback from all directions should increase their Knockback Resistance.
All characters with this Power automatically have the Dimensional Travel Skill as an additional Everyperson Skill. This Skill determines how quickly and carefully characters arrive at their destination.
A character with this Power is exceptionally good at using their Analyse Skill to find a weakness in the defences of an opponent, and gains a +6 bonus when attempting to find a weakness with one attack (10 points), a related group of attacks (20 points), or all attacks (30 points).
The target of a Flash has the appropriate Sense disabled for a period of time based on the total number of BODY rolled on the Flash dice less the target's Flash Defence. Every 3 points of BODY mean the target's sense is disabled for a full phase, as counted from your current Initiative score to immediately before your Initiative score in the next Phase.
If there is no remainder, the target's Sense is disabled until immediately before your action in the appropriate Phase. If there is a remainder of 1 point, the target's Sense is disabled until immediately before they can take their next action, while if there is a remainder of 2 points, the target's Sense is disabled until immediately after they take their next action or immediately before your next action, whichever occurs first. Special initiative actions (delaying, readying, and aborting) do not count as taking an action for this purpose.
If you and/or your target change your Initiative score, it is the relevant original score determines when the target's Sense ceases to be disabled.
Example: Lightburst (Initiative score 7) hits the Brute with a blinding ray of light. The flash attack rolls 11 BODY, blinding the Brute for 3 full phases and leaving a remainder of 2 points. On her go (Initiative score 4), the Brute delays, waiting for her sight to return. Lightburst spends three phases firing energy blasts at the Brute with little effect.
Because there was a remainder of 2 points, the Brute remains blinded until she has taken her next action or Lightburst's Initiative score comes up again, so her sight doesn't return if she continues to delay her action when Initiative score 4 arrives. If there was a remainder of 1 point, however, the Brute would regain her sight immediately before Initiative score 4, allowing her to attack Lightburst with no OCV penalty before his next action.
All walls (including Force Walls) reduce the DC of an attack by their DEF and BODY. If the Wall breaks, you subtract the DEF and BODY of the Wall from the BODY rolled for the attack to determine how many DC the attack that penetrates the Wall retains. Exception: if the BODY rolled for the attack totals double or more the DEF and BODY of the Wall, the Wall has no effect on the attack.
Hand-to-Hand Attack costs 5 Character Points for each DC of normal damage. DC from STR stack with Hand-to-Hand Attack, but the character must recalculate the effective STR by applying any advantages that affect the Hand-to-Hand Attack.
Example: a Hand-to-Hand Attack with the Attack Versus Resistant Defence and Armour Piercing advantages has a total of +1 in relevant advantages. A character with 20 STR (20 active points) normally has 4 DC from STR. However, their effective STR is only 10 when these two advantages are applied to their active points, so they only add 2 DC to the Hand-to-Hand Attack.
Extra radius is a +5/+10 adder, not a +0.25 advantage.
Killing Attack is not a separate power. Instead, take the Attack Versus Resistant Defence advantage on a normal damage attack power. Killing Attacks do as much Knockback as Normal Attacks.
All characters have 10 Knockback Resistance. Each +1 Knockback Resistance costs 2 Character Points.
Lack of Weakness must be bought separately for the following categories: normal PD and ED, resistant PD and ED, MD, Power Defence, and analyse fighting ability. You add your Lack of Weakness bonus (when applicable) to the target number for Analyse attempts against you and to your DCV against called shots.
Characters cannot purchase Luck.
Mental Defence is no longer a Power, but is now a Figured Characterisic. It still resists all Mental Powers, and also resists Presence Attacks.
Mind Control automatically comes with telepathic link: No Telepathic Link is a -0.25 limitation.
This Standard Power allows characters to block incoming ranged attacks. Missile Deflection either affects physical and energy attacks or affects mental attacks: anyone wishing to deflect both groups of attacks must purchase the power twice. It costs the full 20 points to affect mental attacks: this is considered a Mental Power.
Characters with Missile Deflection normally deflect incoming attacks in a random direction. To reflect an attack back at the attacker is a +1 advantage. To reflect an attack at any target is a +1.5 advantage.
It is possible to buy Missile Deflection that will affect attacks not aimed directly at the character. To deflect attacks directed at targets in an adjacent hex to the character is a +0.5 advantage. To deflect attacks at range is a +1 advantage. Characters can reflect attacks not targeted directly at them as a +0.5 advantage.
Missile Deflection Cost: 5 points for thrown objects, 10 points for arrows, 15 points for bullets, 20 points for all attacks. To reflect attacks at the attacker is a +1 Power Advantage; to reflect attacks at any attacker is a +1.5 Power Advantage. To deflect adjacent attacks is a +0.5 Power Advantage; to deflect ranged attacks is a +1 Power Advantage. To reflect attacks not directly targeted at the character is a +0.5 Power Advantage. Missile Deflection costs no END to use.
Characters can have Telepathy as either an active or a passive sense.
Active Telepathy is described in the 5th Edition rulebook.
Passive Telepathy is "tuning in" to the alpha waves naturally projected by a thinking mind. Only surface thoughts and deep hidden thoughts are projected: you cannot read another character's memory or subconscious using passive Telepathy. The character using passive Telepathy must hit the desired target's ECV and takes the same range penalties as Mind Scan (that is, based on the number of minds). You cannot use passive Telepathy through Mind Scan, because Mind Scan is an active sense: you must use active Telepathy instead. Passive Telepathy is fully invisible even to Mental Awareness.
Telepathy costs the same amount (5 points for 1d6) whether or not it is bought as an active or a passive sense. You must buy Telepathy twice if you want to use both modes.
Tunnelling costs 2 points for 1" of movement and 3 points for each 1 DEF the character can tunnel through.