Good
PowerPowers · p.128
Open source p.128Sources: Divine, Magical (“White Magic”), Moral, or Spirit. Focus: Pure Good. This power enables the wielder to sense and channel the forces of Good. He can call upon benevolent spirits – “angels” – for aid, and can provide warmth, healing, and blessings to those around him. This power normally stems from tangible Good (Moral), but might instead flow from unselfish magic (Magical) or a beneficent higher power (Divine or Spirit). It’s the anti-power of Evil (p. 127), and includes defenses against that power. Good Talent 5 points/level Good Abilities Allies (angels), with Summonable; Blessed; Channeling, with Specialized, Angels (-50%); Detect, for either Good or Evil; Empathy; Healing; Higher Purpose; Medium, with Specialized, Angels (-50%); Mind Neutralize (Evil), but not with Power Theft; Protected Power; Resistant, to the abilities of Evil; Static (Evil), with Resistible; Temperature Control, with Heat; Terror (Awe); True Faith, with Turning; and Visualization, with Blessing. Any beneficial Affliction with Advantage or Negated Disadvantage is acceptable. All such abilities must have Malediction, Melee Attack, or Sense-Based. Good power rarely allows true attacks, save perhaps for cinematic “Rays of Truth” or “Bolts of Pure Good.” If the GM permits these, they’re Burning Attacks Accessibility, Truly Evil beings only (-50%). Power Modifier: Good. The advantage belongs to the Good power. This modifier is most often Divine (-10%), Magical (-10%), Moral (-20%), or Spirit (-25%).