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==ACID BLOOD== | ==ACID BLOOD== | ||
Class: Alpha | Class: Alpha | ||
+ | |||
+ | Type: Bio | ||
Cost: -- | Cost: -- | ||
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Dice Pool: N/A | Dice Pool: N/A | ||
− | Range: | + | Range: Self |
− | Area: N/A | + | Area: N/A |
Duration: Permanent | Duration: Permanent | ||
− | Effect: The character's blood is a highly corrosive substance, and opponents who strike the character in melee risk being burned by his blood. Whenever a character comes in contact with this character's blood (such as by dealing at least one level of lethal or aggravated damage to the character), | + | Effect: The character's blood is a highly corrosive substance, and opponents who strike the character in melee risk being burned by his blood. Whenever a target character comes in contact with this character's blood (such as by dealing at least one level of lethal or aggravated damage to the character with a melee or point-blank ranged attack, or by attempting to perform surgery on this character), this character ''must'' make an immediate Stamina + Acid Blood roll, with each success dealing one level of lethal damage to the target. It is up to the Storyteller to determine whether or not the target's Defense applies to a given Acid Blood attack. The Stamina + Acid Blood roll should also be made for objects that pierce or cut the character's flesh, and at the Storyteller's discretion, other nearby objects or characters may also be affected. |
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==AFFLICT== | ==AFFLICT== | ||
Class: Beta | Class: Beta | ||
+ | |||
+ | Type: Mystic | ||
Cost: 1 Verve | Cost: 1 Verve | ||
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Area: N/A | Area: N/A | ||
− | Duration: (Afflict - target's Stamina) turns, minimum 1 | + | Duration: (5 + Afflict - target's Stamina) turns, minimum 1 |
− | Effect: The character is able to fundamentally weaken living things. | + | Effect: The character is able to fundamentally weaken living things. Each success on the activation roll incurs a -1 penalty to the target's physical actions and Speed for the duration. These penalties can be removed by any effect that removes bashing damage on a 1:1 basis. Multiple uses of Afflict do not fully stack, but increase the previous affliction by 1 and reset the duration. Non-living targets are unaffected. |
− | Extras: | + | Extras: None |
==ARMOR== | ==ARMOR== | ||
Class: Beta | Class: Beta | ||
+ | |||
+ | Type: Tech, Mystic or Bio | ||
Cost: N/A | Cost: N/A | ||
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Bypass - This power does not apply to one category of damage (physical, mental, energy or magic) which must be relatively common. | Bypass - This power does not apply to one category of damage (physical, mental, energy or magic) which must be relatively common. | ||
− | + | NOTE: In the Bloody Knuckles & Domino Masks chronicle, Armor is an Alpha class power, not Beta. | |
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==BOOST== | ==BOOST== | ||
Class: Beta | Class: Beta | ||
+ | |||
+ | Type: Tech, Mystic, or Bio | ||
Cost: 1 Verve | Cost: 1 Verve | ||
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Duration: One scene | Duration: One scene | ||
− | Effect: The character is able to temporarily increase one of his Attributes, selected when the power is bought. When this power is activated, the character gains one dot in the selected Attribute for every dot he has in Boost. This is | + | Effect: The character is able to temporarily increase one of his Attributes, selected when the power is bought. When this power is activated, the character gains one dot in the selected Attribute for every dot he has in Boost. This is a direct increase to the Attribute in question, and as such may affect the character’s derived stats (such as Speed or Willpower). A character is allowed to benefit from only one use of Boost for a given Attribute at a time; for example, a character with Boost (Strength) 3 would not be able to activate it twice per scene to gain +6 Strength. |
Extras: | Extras: | ||
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Specific - The effect increases a Skill instead of an Attribute. | Specific - The effect increases a Skill instead of an Attribute. | ||
− | Highly Specific - The effect increases a Specialty instead of an Attribute, but unlike other specialties, | + | Highly Specific - The effect increases a Specialty instead of an Attribute, but unlike other specialties, can go above 1 dot. |
− | |||
− | |||
==BOUNDING LEAP== | ==BOUNDING LEAP== | ||
Class: Alpha | Class: Alpha | ||
− | Cost: | + | Type: Tech, Mystic, or Bio |
+ | |||
+ | Cost: 1 Verve | ||
Dice Pool: N/A | Dice Pool: N/A | ||
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Duration: One scene | Duration: One scene | ||
− | Effect: The character is able to leap a far greater distance than would normally be expected. | + | Effect: The character is able to leap a far greater distance than would normally be expected. All of the character's final jumping distances are multiplied by the character's (Power Level + Bounding Leap); EG, a Size 5 character with Power Level 2 and Bounding Leap 2, who makes a running broad jump and scores three successes on the Strength + Athletics roll, would travel a grand total of [5 + (4 x 3)] x (4) = 68 feet. |
− | |||
− | |||
Extras: None. | Extras: None. | ||
==CLONE== | ==CLONE== | ||
− | Class: | + | Class: Gamma |
+ | |||
+ | Type: Mystic or Bio | ||
Cost: 1+ Verve | Cost: 1+ Verve | ||
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Duration: One scene | Duration: One scene | ||
− | Effect: The character creates multiple copies of herself within range, up to her dots in Clone + 1 at once, at a cost of at least one Verve per clone, and taking one turn. Each clone is an almost-identical copy of the originating character, with the same Attributes, Skills, powers, clothing and equipment, etc. (The player may opt to give her clones a distinct appearance to suit the rationale for this power, but gains no mechanical benefit in exchange.) | + | Effect: The character creates multiple copies of herself within range, up to her dots in Clone + 1 at once, at a cost of at least one Verve per clone, and taking one turn. Each clone is an almost-identical copy of the originating character, with the same Attributes, Skills, powers, clothing and equipment, etc. (The player may opt to give her clones a distinct appearance to suit the rationale for this power, but gains no mechanical benefit in exchange.) However, the clones are not as powerful as the original character; each clone suffers a -2 penalty to all dice pools, each clone has only half as many Health levels as the original, and clones do not possess the Clone power themselves. Clones share no mental link with each other or the originating character, and must communicate normally. A clone lasts until the end of the scene or until the originating character wills it out of existence. Clones have the amount of Verve their creator spent to activate this power - 1. |
− | + | Clones act on the same initiative. The character may only have a number of clones at a time equal to twice her dots in Clone. | |
− | |||
− | Clones act on the same initiative | ||
− | |||
− | The character may only have a number of clones at a time equal to twice her dots in Clone. | ||
This power is similar to the Duplicate power. Players considering Clone for their character may wish to look over the Duplicate power as well. | This power is similar to the Duplicate power. Players considering Clone for their character may wish to look over the Duplicate power as well. | ||
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Hive Mind - The clones share thoughts and senses with the originating character. | Hive Mind - The clones share thoughts and senses with the originating character. | ||
− | + | Weaknesses: | |
+ | |||
+ | Degradation - Clones have one less dot in all powers than the originating character. If this would cause them to lose a technique, it's always the same one. | ||
+ | Fragile - Clones have no Health, and disappear if they take any damage. | ||
− | == | + | ==CYBERKINESIS== |
+ | Class: Beta | ||
− | + | Type: Tech | |
Cost: 1 Verve | Cost: 1 Verve | ||
− | Dice Pool: | + | Dice Pool: Composure + (Computer) + Cyberkinesis |
Action: Instant | Action: Instant | ||
− | Range: (Power Level + | + | Range: (Power Level + Cyberkinesis) x 5 yards |
+ | |||
+ | Duration: Concentration | ||
+ | |||
+ | Effect: The character is able to manipulate computers and technology. The character can take control of any device with mechanical, or electronic parts. A single success is all that’s required for the character to control a given piece of technology; if another character wishes to take control away from the cyberkineticist, the opponent must make an appropriate contested roll (such as Strength + Drive, Dexterity + Drive, or Intelligence + Computer) and score more successes than the character scored on her initial activation roll. | ||
− | + | While under the character's control the piece of technology can take any action it could logically take if a person who was trained in it's use was using it to do. If the character wishes to make an attack with the item, the base pool is Wits + Cyberkinesis. The Storyteller may well want to impose penalties due to the appropriateness of the item being used (generally it would have to at least be mobile, as this power doesn't make things fly that can't under their own power). Likewise the object's damage modifier, if any, is up to the ST. | |
+ | |||
+ | If the piece of technoligy requires power to function, the system in question must be powered on to use this power effectively. An activation roll of the power can be used to power up the device if it has access to a power source though (usually meaning it's plugged in), and without a roll. | ||
− | + | Cyberkinesis has an associated [[MTH:Power_Trees|Power Tree]]. | |
− | + | ==DEATH TOUCH== | |
− | + | Class: Gamma | |
− | + | Type: Mystic or Bio | |
− | |||
− | Cost: | + | Cost: 2 Verve |
− | Dice Pool: | + | Dice Pool: Dexterity + (Brawl) + Death Touch – (target’s armor + defense + Power Level) |
Action: Instant | Action: Instant | ||
− | Range: | + | Range: Touch |
− | + | Area: N/A | |
− | + | Duration: Instant | |
− | + | Effect: The character is able to destroy living things with little effort. The activation roll is an attack that deals aggravated damage. If the target takes any damage, it takes 1 aggravated continuous damage until it succeeds on a reflexive Stamina roll. Non-living targets take bashing damage from the initial attack and no continuous damage. | |
− | + | This is a very, very mean power to use regularly and will usually warrant a Degeneration roll unless justified. | |
− | + | Extras: None | |
==DENSITY CONTROL== | ==DENSITY CONTROL== | ||
Class: Beta | Class: Beta | ||
+ | |||
+ | Type: Tech, Mystic or Bio | ||
Cost: 1 Verve | Cost: 1 Verve | ||
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Duration: One scene | Duration: One scene | ||
− | Effect: The character may increase | + | Effect: The character may either increase OR decrease his density (chosen when the power is purchased). If the character is increasing his density, each success gained on the activation roll doubles the character’s weight and grants the character +1/+1 armor and +1 effective Strength for the purposes of lifting objects and close combat attacks (note that this bonus Strength does not affect the character’s Speed and has no effect on the character’s ability to jump, climb, swim, or anything else where his increased weight would be a problem). If the character is decreasing his density, the number of successes gained on the activation roll is compared to the chart below to determine the effects. |
− | If the character is decreasing his density, | + | * One success: the character gains +1 Defense. He may ooze through cracks or tiny openings at a rate of one inch per turn. |
+ | |||
+ | * Two successes: the character gains +2 Defense, but his Health decreases by one (treat this as though the character had lost a single temporary Health level). The damage dealt to the character by physical attacks, as well as the damage dealt by the character’s own close combat and thrown physical attacks, is halved, with fractional successes rounding up (IE if a gunshot deals five points of damage to the character, he only takes three levels of lethal damage). The character may flow through cracks or tiny openings at a rate of one yard per turn. | ||
+ | |||
+ | * Three successes: the character gains +3 Defense, but his Health decreases by two. The character is completely intangible; physical attacks deal no damage to him (energy and attacks affecting the mind or senses function as normal), and he is unable to physically interact with his environment at all. The character may move in all three dimensions unaffected by gravity and pass through physical barriers (walls, ceilings, floors) at his normal movement rate. Note that the character is normally not able to breathe if his head or chest is passing through any substance other than air, so the length of time he can spend passing through a substance is limited by how long he is able to hold his breath. | ||
+ | |||
+ | * Four successes: as three successes, except that the character only takes half damage from energy-based sources (such as force blasts or fire). | ||
+ | |||
+ | * Five or more successes: as three successes, except that the character also takes no damage from energy-based sources. By spending a point of Verve, the character may solidify part or all of his body for one turn; such a body part may be used for physical interaction (using tools, attacking etc.), but may also be targeted as per the normal rules for targeting body parts, taking damage as normal. | ||
+ | |||
+ | Using Density Control is an extended action, and the character may roll and gain successes a number of times per scene up to his effective Stamina. Each roll takes one turn. Returning to normal density is a reflexive action and does not require a Verve expenditure. | ||
+ | |||
+ | '''Alternate Version of Density Control''' (''note: I amalagated 1 & 2 successes in to level 1, to bring this power more in line with other Class 2 powers'') | ||
+ | |||
+ | '''Density Increase:''' If the character is increasing his density, each level in this power doubles the character’s weight and grants the character +1/+1 armor and +1 effective Strength for the purposes of lifting objects and close combat attacks (note that this bonus Strength does not affect the character’s Speed and has no effect on the character’s ability to jump, climb, swim, or anything else where his increased weight would be a problem). | ||
+ | |||
+ | '''Density Decrease:''' If the character is decreasing his density, consult the following power descriptions: | ||
+ | |||
+ | * '''1 Level:''' Purchasing 1 level in Density Control gives the character +2 Defense, but his Health decreases by one (treat this as though the character had lost a single temporary Health level). The damage dealt to the character by physical attacks, as well as the damage dealt by the character’s own close combat and thrown physical attacks, is halved, with fractional successes rounding up (IE if a gunshot deals five points of damage to the character, he only takes three levels of lethal damage). The character may flow through cracks or tiny openings at a rate of one yard per turn. | ||
+ | |||
+ | * '''2 Levels:''' Purchasing 2 levels in Density Control gives the character +3 Defense, but his Health decreases by two. The character is completely intangible; physical attacks deal no damage to him (energy and attacks affecting the mind or senses function as normal), and he is unable to physically interact with his environment at all. The character may move in all three dimensions unaffected by gravity and pass through physical barriers (walls, ceilings, floors) at his normal movement rate. Note that the character is normally not able to breathe if his head or chest is passing through any substance other than air, so the length of time he can spend passing through a substance is limited by how long he is able to hold his breath. | ||
+ | |||
+ | * '''3 Levels:''' Purchasing 3 level in Density Control gives the character the same abilities as 2 levels, except that the character now only takes half damage from energy-based sources (such as force blasts or fire). | ||
+ | |||
+ | * '''4 Levels:''' as 3 Levels, except that the character now takes no damage from energy-based sources. | ||
+ | |||
+ | * '''5 Levels:''' as 4 levels, except that by spending a point of Verve, the character may solidify part or all of his body for one turn; such a body part may be used for physical interaction (using tools, attacking etc.), but may also be targeted as per the normal rules for targeting body parts, taking damage as normal. | ||
+ | |||
+ | Extras (for both versions): Full Control - (Character may both increase and decrease density). | ||
==DISRUPT== | ==DISRUPT== | ||
Class: Alpha | Class: Alpha | ||
+ | |||
+ | Type: Tech, Mystic or Bio | ||
Cost: 1 Verve | Cost: 1 Verve | ||
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Duration: One scene | Duration: One scene | ||
− | Effect: The character is able to disrupt other characters' superpowers | + | Effect: The character is able to disrupt other characters' superpowers. Each success on the activation roll creates one point of disruption which rests on one superpower the target has. If the character does not know the target's powers, the target chooses a valid one. Each time the target rolls to activate that power they have one success negated for each point of disruption on that power, and one point of disruption is removed from the pool. Powers that do not need to roll to activate are unaffected. The pool of disruption fades at the end of the scene. |
− | |||
− | Each success on the activation roll creates one point of disruption which rests on one superpower the target has. | ||
The resistance trait applied is whichever one is appropriate for the activation roll for the power (Stamina for physical attributed powers for example). | The resistance trait applied is whichever one is appropriate for the activation roll for the power (Stamina for physical attributed powers for example). | ||
Extras: | Extras: | ||
+ | |||
+ | Disable - Instead of the normal effect, each success on the activation roll removes one dot from one power for one turn per dot in Disrupt. It takes 2 successes to remove the last dot. Any effect that removes bashing damage can restore dots lost this way on a 1:1 basis. | ||
==DOMINATION== | ==DOMINATION== | ||
Class: Beta | Class: Beta | ||
+ | |||
+ | Type: Mystic, Bio or Tech | ||
Cost: 1 Verve | Cost: 1 Verve | ||
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==ONEIROMANCY== | ==ONEIROMANCY== | ||
Class: Alpha | Class: Alpha | ||
+ | |||
+ | Type: Mystic | ||
Cost: Varies | Cost: Varies | ||
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Class: Omega | Class: Omega | ||
+ | |||
+ | Type: Mystic or Bio | ||
Cost: 1 Verve | Cost: 1 Verve | ||
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==DURABILITY== | ==DURABILITY== | ||
− | Class: | + | Class: Alpha |
+ | |||
+ | Type: Bio | ||
Cost: -- | Cost: -- | ||
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Effect: The character is incredibly resilient, able to take massive amounts of damage before showing signs of injury. Every dot in Durability grants the character one additional health level. | Effect: The character is incredibly resilient, able to take massive amounts of damage before showing signs of injury. Every dot in Durability grants the character one additional health level. | ||
+ | |||
+ | God Machine Chronicle Rules Update: If using the rules update treat this power as a beta power, due to the static nature of exp costs in the update. | ||
Extras: None. | Extras: None. | ||
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==ELEMENTAL MASTERY== | ==ELEMENTAL MASTERY== | ||
Class: Beta | Class: Beta | ||
+ | |||
+ | Type: Mystic or Bio | ||
Cost: 1 Verve | Cost: 1 Verve | ||
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The character may give their creation up to (Power Level) Durability. | The character may give their creation up to (Power Level) Durability. | ||
− | If you are looking to have your character fling the element forward as an attack, see the Force | + | If you are looking to have your character fling the element forward as an attack, see the Force Bolt power. If you want the character to be able to propel themselves along with the power, use a variant of the flight power. |
Elemental Mastery has a rather large [[MTH:Power_Trees|Power Tree]] associated with it. | Elemental Mastery has a rather large [[MTH:Power_Trees|Power Tree]] associated with it. | ||
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==EMPATHIC MANIPULATION== | ==EMPATHIC MANIPULATION== | ||
− | Empathic | + | Class: Beta |
+ | |||
+ | Type: Tech, Mystic, or Bio | ||
+ | |||
+ | Cost: 1 Verve | ||
+ | |||
+ | Dice Pool: Manipulation + (Empathy) + Empathic Manipulation vs. target's Composure + Power Level | ||
+ | |||
+ | Action: Contested; resistance is reflexive | ||
+ | |||
+ | Range: (Power Level + Empathic Manipulation) x 5 yards | ||
+ | |||
+ | Area: N/A | ||
+ | |||
+ | Duration: One scene | ||
+ | |||
+ | Effect: The character is able to manipulate the emotions of a target. If the character wins the contested activation roll, he is able to increase or decrease the intensity of an emotion that the target is already feeling, or instill a mild version of an emotion that the current is not currently feeling: for example, on a successful activation roll, the character could turn passing interest into infatuation or burning anger into mild irritation, or instill a feeling of anxiety into a target who would otherwise have no reason to feel afraid. On an exceptional success, the character is able to drastically alter the target's emotional state or instill a strong emotion where there was none previously: mild anxiety can turn to paralyzing terror or true love to apathy, or a previously calm and placid individual can suddenly explode into a furious rage. Note that the character has no control over the target's behavior, only her emotional state, and it is up to the Storyteller to determine how Storyteller characters affected by this power would behave. The emotional changes wrought by Empathic Manipulation fade at the end of the scene. | ||
+ | |||
+ | God Machine Chronicle variant: The character may spend a point of verve to add their Empathic Manipulation + Power Rating rating to a First Impressions roll or the rolls to open a Door. | ||
+ | |||
+ | Extras: | ||
+ | |||
+ | Multiple Emotions - The character is able to affect multiple emotions at a time, one for every dot in Empathic Manipulation he has. If the character gains two successes above that which the | ||
+ | target rolls, they may impart an appropriate emotional Condition. | ||
+ | |||
+ | Weaknesses: | ||
+ | |||
+ | Single Emotion - The character can only ever affect one emotion, chosen when this power is first purchased. | ||
+ | |||
+ | ==ENERGY ABSORPTION== | ||
+ | Class: Alpha | ||
+ | |||
+ | Type: Tech, Bio, or Mystic | ||
+ | |||
+ | Cost: 1 Verve | ||
+ | |||
+ | Dice Pool: Stamina + Energy Absorption x 2 | ||
+ | |||
+ | Action: Reflexive | ||
+ | |||
+ | Range: Self | ||
+ | |||
+ | Duration: Instant | ||
+ | |||
+ | Effect: The character is able to draw energy from one type of damage (physical, mental, magic or energy), chosen when this power is first purchased. When this power is activated, the character ignores 1 damage per success of the chosen type, then adds 3 dice per damage ignored this way to a bonus pool. This pool can be added in whole or in part to the character's rolls in a specific way, most often boosting another power, and is expended after use as well as at the end of the scene. | ||
+ | |||
+ | Extras: | ||
+ | |||
+ | Invigorating - Each 3 dice in the character's bonus pool grants a temporary Health level. | ||
+ | |||
+ | Reflect - Whenever this power reduces damage to 0, the character may reflexively roll Dexterity + (Athletics) + Energy Absorption as a ranged attack with a range of (Power Level + Energy Absorption) x 5 yards, which is treated as a firearm and deals the same type and severity of damage that was absorbed. | ||
+ | |||
+ | Weaknesses: | ||
+ | |||
+ | Single Source - The character can only absorb damage from a specific source, such as fire or metal. | ||
==ENERGY LEECH== | ==ENERGY LEECH== | ||
Class: Beta | Class: Beta | ||
+ | |||
+ | Type: Tech, Bio or Mystic | ||
Cost: N/A | Cost: N/A | ||
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==EXTRA LIMBS== | ==EXTRA LIMBS== | ||
Class: Alpha | Class: Alpha | ||
+ | |||
+ | Type: Tech, or Bio | ||
Cost: N/A | Cost: N/A | ||
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Coordinated - As part of an all-out attack using Brawl, the character may add his Extra Arms dots to his dice pool. | Coordinated - As part of an all-out attack using Brawl, the character may add his Extra Arms dots to his dice pool. | ||
− | + | Discrete - The appendages may be hidden or unmade when not in use. They may be retractable, dissipate into smoke or whatever else is appropriate for the rational supporting the power. | |
− | + | ==FLIGHT== | |
+ | Class: Alpha | ||
− | + | Type: Tech, Bio, or Mystic | |
− | |||
− | Cost: | + | Cost: 1 Verve |
Dice Pool: N/A | Dice Pool: N/A | ||
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When flying, strength isn't useful for lifting. In general, strength requires something to push against. When attempting to lift something while flying, us Flight + Athletics as opposed to Strength + Athletics. The same applies to attacks that would usually use Strength but are being done from the air. Flight + Weaponry or Brawl becomes the appropriate pool. | When flying, strength isn't useful for lifting. In general, strength requires something to push against. When attempting to lift something while flying, us Flight + Athletics as opposed to Strength + Athletics. The same applies to attacks that would usually use Strength but are being done from the air. Flight + Weaponry or Brawl becomes the appropriate pool. | ||
− | The character can make a aerial attack provided they can get up to full speed before doing so, slamming their target with their body, or striking them with a limb or weapon. To get up to this speed, the character must spend one or more turns doing nothing but accelerating. This effectively works like an aiming, except that the character does not need to have a target until the turn in which they attack, and they may 'aim' this kind of attack for a number of turns up to their power's rating plus Power Level. The aerial attack isn't limited to the three bonus dice limit that aiming is, and it does not benefit from rules that further benefit aiming. | + | The character can make a aerial attack provided they can get up to full speed before doing so, slamming their target with their body, or striking them with a limb or weapon. To get up to this speed, the character must spend one or more turns doing nothing but accelerating. This effectively works like an aiming, except that the character does not need to have a target until the turn in which they attack, and they may 'aim' this kind of attack for a number of turns up to their power's rating plus Power Level. The aerial attack isn't limited to the three bonus dice limit that aiming is, and it does not benefit from rules that further benefit aiming. |
+ | The character's flight apparatus is visible, bulky and inconvenient, especially when not in flight. He may sport large wings, an integrated biomechanical jet-pack or be constantly wreathed in a cracking miasma of energy. This can cause difficulties in flight, requiring extra space, somewhere to run for a launch, or other conditions to be met. To avoid these issues see the Discrete extra below. | ||
+ | |||
Extras: | Extras: | ||
Gravitic Grounding - The character's flight method circumvents physics to some degree. They can use Strength in place of Flight for lifting or attacking. | Gravitic Grounding - The character's flight method circumvents physics to some degree. They can use Strength in place of Flight for lifting or attacking. | ||
− | + | Discrete - The character's flight apparatus is much more convenient, possibly even invisible. The wings may disappear or retract, or the character may simply move through the air without them. The power carries no particular difficulties for use. | |
− | |||
− | |||
==FORCE STRIKE== | ==FORCE STRIKE== | ||
Class: Alpha | Class: Alpha | ||
+ | |||
+ | Type: Tech, Bio or Mystic | ||
Cost: 0 | Cost: 0 | ||
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The character effectively has a natural weapon which can be used at any time. It has an initiative modifier of (-3 + Force Strike), meaning that when first purchased the power has an initiative modifier of -2, and by the fifth dot it has a +2 modifier. The damage rating is equal to the character's Power Level. | The character effectively has a natural weapon which can be used at any time. It has an initiative modifier of (-3 + Force Strike), meaning that when first purchased the power has an initiative modifier of -2, and by the fifth dot it has a +2 modifier. The damage rating is equal to the character's Power Level. | ||
− | The power should take the form of some sort of connected weapon, like fangs | + | The power need not manifest as literal claws, but should take the form of some sort of connected weapon, like fangs, spiked fists, a barbed tongue or anything else that seems like it would use the same rules. |
Variation: Different rationals may allow for a different form of defense to be applicable. For example, if the strike is a discharge of psychic energy, it may use the lower of Resolve or Composure for the applicable armor. | Variation: Different rationals may allow for a different form of defense to be applicable. For example, if the strike is a discharge of psychic energy, it may use the lower of Resolve or Composure for the applicable armor. | ||
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==FORCE FIELD== | ==FORCE FIELD== | ||
− | Class: | + | Class: Beta |
+ | |||
+ | Type: Tech or Mystic | ||
Cost: 1 Verve | Cost: 1 Verve | ||
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Area: N/A | Area: N/A | ||
− | Duration: | + | Duration: Instant |
+ | |||
+ | Effect: The character is able to absorb the damage from physical, mental, magic or energy-based attacks (choose two when the power is purchased). Whenever the character takes damage from the appropriate source, she may activate this power to reduce that damage by one per dot in Force Field. | ||
+ | |||
+ | This power can of course only be activated if the character is aware of an attack; it is therefore the perfect power to refluff as enhanced reflexes. | ||
− | + | God Machine Chronicle Rules Variant: Treat the rating in this power as general armor against the appropriate attack type. | |
Extras: | Extras: | ||
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Versatile - The character's Force Field may absorb damage from an additional damage category. | Versatile - The character's Force Field may absorb damage from an additional damage category. | ||
− | + | Barrier - (cannot be taken with the Set Extra, below) The character may activate Force Field to protect someone else within Power Level + Force Field yards. | |
− | Boosting - Each level of damage absorbed by this power | + | Boosting - Each level of damage absorbed by this power grants a +1 bonus to some future roll involving one chosen Attribute in the following turn. |
Charging - If at least 3 damage is absorbed by this power at once, the next Verve cost paid by the character in the same scene is reduced by 1. | Charging - If at least 3 damage is absorbed by this power at once, the next Verve cost paid by the character in the same scene is reduced by 1. | ||
− | + | Set - The Duration for the effect becomes One Scene. | |
Weaknesses: | Weaknesses: | ||
− | Ablative - Each level of damage absorbed by this power reduces the field's effectiveness by one until it is activated again. | + | Ablative - (may only be taken with Set Extra, above) Each level of damage absorbed by this power reduces the field's effectiveness by one until it is activated again. |
Specialized - The character's Force Field may absorb damage from only one damage category. | Specialized - The character's Force Field may absorb damage from only one damage category. | ||
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==GRAVITY CONTROL== | ==GRAVITY CONTROL== | ||
Class: Beta | Class: Beta | ||
+ | |||
+ | Type: Tech, Mystic or Bio | ||
Cost: 1 Verve | Cost: 1 Verve | ||
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==HEALING== | ==HEALING== | ||
Class: Gamma | Class: Gamma | ||
+ | |||
+ | Type: Tech, Bio or Mystic | ||
Cost: Varies | Cost: Varies |