House Powers

House Powers are powers available to the Dark Days Universe that are no in the standard rule books, but feel should be included into the available powers.

Death Field
Cost: Death Field: This is a field-effect version of Life Absorption. The Death field drains the life force out of all within the area of the field, and adds this energy to the PC's health. The PC must first make a power FEAT against the intensity of the victim's Psyche. Each FEAT allows the PC to drain up to a number of health points from each target in the field area that is equal to the power's rank number, until he/she regains the normal maximum health. If the target's health drops to 0 as a result, the victim dies, and his/her body disintegrates.

Death Sense
Cost: Death Sense: The PC can detect aura of immanent death. The Death Sense automatically functions if the target or targets are in a life-threatening situation, or if they're fixing to enter one. Before an adventure, the Judge makes a secret red Psyche FEAT roll to see if any of the Characters will die that adventure. If there is a success, no one will die. If a miss, then the PC sees a "death glow" around a random character. The Player of the character then is unable to spend Karma on Endurance FEATs during the adventure.

Mutant Detection
Cost: Mutant Detection similar to power detection, but this power only detects true mutants and their energy signatures.

Photographic Reflexes
Cost:

Photographic Reflexes: The PC can perform any action he/she has seen at Power rank. All FEATS requiring Agility or Fighting done in the presence of the PC, are recorded and photographically etched into his/her mind. The PC must make a Power FEAT first, and then he /she can perform those same FEATS without expenditure of Karma. The PC however, must study the target for minimum of 3 rounds.

Prediction Ability
Cost:

Prediction Ability: In combat, The PC can predict the actions of any studied foe. Each round he tries to do so, he receives an Intuition Feat roll for each enemy he is aware of in the vicinity. If the roll is successful, the PC's action that round is not decided until the opponents have declared their actions. The PC however, must study the target for minimum of 3 rounds and The PC must make a Power FEAT first. Once successful, The target when confronted by the PC receives a special ill fortune of dropping his/her Fighting and Agility to a -2CS. The PC also retains the same Talents that the victim has.