In other words, DUPs are tool to improve both the role and the numbers.
The other Grade two options (full immunity, solidification attack, ec.) are not gained if this option is taken.
The character can "phase" 25 kg without difficulty, allowing them to carry their clothes and so forth. Larger masses cost 1d6 HTC/+50 kg, and the cost is applied each turn after the first full turn of "phasing." Most humans can therefore be carried for 1d6HTC/turn since they mass less than 75 kg.
This is a custom spell available as a gimmick.
For 5 MP the mystic weapon is forged. The form of the weapon should be chosen at character creation and be fixed. As an option, one could also choose to have both mystic weapon and mystic shield, but each "forging" would be seperate. The caster may choose for the weapon to do damage as either a one-handed or two-handed concussive or penetrative weapon, regardless of the actual form of the weapon. eg. one can have a mystic sword which does concussive type damage. The damage is chosen at character creation and is fixed.
The weapon strikes in either a frame or an action, depending on the chosen damage rather than the form.
Each additional magic point spent allows an extra d6 damage, caster's choice of HTC or HTK, but the dice may not be split by more than 2 - like energy attack. In order to use these bonus dice, the attack must take an action - even if the form and/or basic damage of the weapon is one-handed. eg. If The Warder has a mystic sword which does damage as a 1-handed penetrative weapon, but has spent an extra 3 magic points to raise the damage by 2d6HTC and 1d6HTK to 3d6HTC and 3d6HTK total, he must use an action to attack if he wishes to do his full damage. If he attacks in a frame, he will only do the base 1-handed penetrative damage of 1d6HTC/2d6HTK.
The weapon strikes as WC3, but may be trained with like any other weapon, perhaps even gaining Weapon Skill, as the power. (If WS is already a power, then the Mystic Weapon or Weapons may be taken as the WS weapon.)
Strength damage bonus may not be added to Mystic Weapons.
For 3 more Magic Points, the Mystic Weapon will reduce a target's damage dividers by 2.
When cast, all other spells of the caster's are immediately dispelled.
It requires one additional magic point per round to maintain the weapon.
The Mystic Weapon may never be a speciality spell. (Think about it. Half-cost, so you could create a weapon doing 10d6HTC and 7d6-6HTK, and use it all day long. Blech.)
The weapons persist for as long as they are directly held/used by the creator. If they leave his possession, including firing ammunition, they disappear 1 round later. Likewise, if the character is knocked out, the weapons disappear 1 round later.
Obviously this power requires a good deal of GM oversight.
Simon Burley, the author of the game, says that we have not been interpreting the Energy Attack parry rules the way he intended. As written, we, and many others it seems, believed that a 1d6 EB could completely parry an incoming blast - as per the missile mode parry of a missile attack. He says that is not the case, the damage of the parry should come off the damage of the attack as it does for melee. I like the misinterpretation, and we will play it that way.
For comparison, I think the way it is supposed to work is:
Immortal For some reason, the character is 'immortal' and will never die from natural causes (old age, disease, etc), though they can still die of unnatural causes. The player can select one Minor Health Superpower to accompany this Advantageous Background.I'd also be willing to entertain the following options: the character may select a few minor skills to represent their old age, or the character may choose to have a heightened Financial Resource Rating to represent investments and so on. The player may choose one of the above options, and the exact one would depend on the rationale.