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==ILLUSION==
 
==ILLUSION==
 
Class: Beta
 
Class: Beta
 +
 +
Type: Tech or Mystic
  
 
Cost: 1 Verve
 
Cost: 1 Verve
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Duration: One scene
 
Duration: One scene
  
Effect: The character is able to subvert the senses of others. The activation roll can create one static illusionary object per success, or one non-static illusion per two successes. Non-static illusions are those which move or interact on their own in a complicated fashion. Simple, or repetitive motions are still considered static. For instance, a statue would be a static illusion, as would a waterfall, but an animal that responds to complicated interactions would be non-static. As a guideline, if the interaction is more complicated than what a typical video-game could manage, it is non-static. A jogger who just runs is a static illusion. If you can stop and have a realistic conversation with the jogger, that's not a static illusion. Illusions can't respond with knowledge the illusionist doesn't have.
+
Effect: The character is able to subvert the senses of others. The activation roll can create one static illusionary object per success, or one non-static illusion per two successes. Non-static illusions are those which move or interact on their own in a complicated fashion. Simple, or repetitive motions are still considered static. For instance, a statue would be a static illusion, as would a waterfall, but an animal that responds to complicated interactions would be non-static. As a guideline, if the interaction is more complicated than what a typical video-game could manage, it is non-static. A jogger who just runs is a static illusion. If you can stop and have a realistic conversation with the jogger, that's a static illusion. Illusions can't respond with knowledge the illusionist doesn't have.
  
 
If someone interacts with a static illusion and gets a weird response, this doesn't end the effect, but it does tip them off that something is off.
 
If someone interacts with a static illusion and gets a weird response, this doesn't end the effect, but it does tip them off that something is off.
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==IMMOBILIZE==
 
==IMMOBILIZE==
 
Class: Beta
 
Class: Beta
 +
 +
Type: Tech, Mystic of Bio
  
 
Cost: 1 Verve
 
Cost: 1 Verve
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==IMMOLATION==
 
==IMMOLATION==
 
Class: Beta
 
Class: Beta
 +
 +
Type: Tech, Bio or Mystic
  
 
Cost: 1 Verve
 
Cost: 1 Verve
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==INVISIBILITY==
 
==INVISIBILITY==
 
Class: Beta
 
Class: Beta
 +
 +
Type: Tech, Mystic or Bio
  
 
Cost: 1 Verve
 
Cost: 1 Verve
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==INVULNERABILITY==
 
==INVULNERABILITY==
 
Class: Beta
 
Class: Beta
 +
 +
Type: Tech, Mystic or Bio
  
 
Cost: N/A
 
Cost: N/A
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Duration: Permanent
 
Duration: Permanent
  
Effect: The character is highly resistant to one source of damage or form of attack, chosen when this power is purchased.  A character's Invulnerability must be fairly specific: "hard radiation," "fire," and "mind control" are all viable Invulnerabilities, but "energy attacks," "physical attacks, "mental attacks," and "superpowers" are not.  Each dot in Invulnerability negates one damage from any appropriate attack or effect that affect the character. The effects of Invulnerability stack with (and are applied after) any penalties for armor, Defense, and powers such as Force Field.
+
Effect: The character is highly resistant to one source of damage or form of attack, chosen when this power is purchased.  A character's Invulnerability must be fairly specific: "hard radiation," "fire," and "mind control" are all viable Invulnerabilities, but "energy attacks," "physical attacks, "mental attacks," and "superpowers" are not.  Each dot in Invulnerability negates one ''success'' from any appropriate attack or damage rolls that affect the character, or one level of damage if the source deals automatic damage without rolling. The effects of Invulnerability stack with (and are applied after) any penalties for armor, Defense, and powers such as Force Field.
  
 
A character cannot have more dots in an Invulnerability than their Power Level.
 
A character cannot have more dots in an Invulnerability than their Power Level.
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A character may buy multiple forms of Invulnerability, but no more types then their Power Level. Example: Kryptonians living under a yellow sun develop Broad Category (see below) Invulnerability, Physical Attacks and Energy Attacks. These would be a pair of gamma powers.   
 
A character may buy multiple forms of Invulnerability, but no more types then their Power Level. Example: Kryptonians living under a yellow sun develop Broad Category (see below) Invulnerability, Physical Attacks and Energy Attacks. These would be a pair of gamma powers.   
  
Extras: Broad Category - (The character may elect to be invulnerable to "physical attacks," "mental attacks," "magic," or "energy attacks," "superpowers" or "damage").
+
Extras: Broad Category - (The character may elect to be invulnerable to "physical attacks," "mental attacks," "magic," or "energy attacks," but not "superpowers" or "damage").
  
 
==JUDGEMENT BRAND==
 
==JUDGEMENT BRAND==
  
 
Class: Alpha  
 
Class: Alpha  
 +
 +
Type: Mystic
  
 
Cost: 0+ Verve
 
Cost: 0+ Verve
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Class: Alpha  
 
Class: Alpha  
 +
 +
Type: Mystic
  
 
Cost: None
 
Cost: None
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==LUCK==
 
==LUCK==
 
Class: Beta
 
Class: Beta
 +
 +
Type: Mystic, or Bio
  
 
Cost: 1 Verve
 
Cost: 1 Verve
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==MATTER CONTROL==
 
==MATTER CONTROL==
 
Class: Gamma
 
Class: Gamma
 +
 +
Type: Tech, Mystic or Bio
  
 
Cost: 1 Verve
 
Cost: 1 Verve
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==MEGA-ATTRIBUTE==
 
==MEGA-ATTRIBUTE==
Class: Alpha
+
Class: Gamma
 +
 
 +
Type: Tech, Mystic, or Bio
  
 
Cost: --
 
Cost: --
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Duration: Permanent
 
Duration: Permanent
  
Effect: There are nine Mega-Attributes, one for each standard Attribute. The player selects which attribute the power applies to with each purchase, and can certainly have more than one Mega-Attribute.
+
Effect: There are nine Mega-Attributes, one for each standard Attribute. Each dot in a Mega-Attribute increases its base Attribute by 2 dots for the purposes of rolling dice and meeting prerequisites.  Alternatively, characters may reduce a penalty on a roll by three per mega dot instead of adding two dice.  This may be done whole or in part, as the player wishes.
  
Each dot in a Mega-Attribute increases its base Attribute by 1 dots for the purposes of rolling dice or using the attribute as a form of resistance. It also increases the cap on that specific attribute by 1. Mega-Attributes may be rolled as part of extended actions as usual, but do not add to the number of rolls the character can make in an extended action.
+
A character may have no more dots in a Mega-Attribute than he does in its base Attribute or Power Level, whichever is lower.
  
Mega-Attributes cannot be used to add dice in direct attacks on beings with the Superhuman Template (using the dice that would normally be applied to the roll to instead remove penalties is still acceptable). Players are encouraged to use their Mega-Attribute to generate indirect damage in combat or other cinematic effects. (So, for Mega-Strength, rather than punching a person's head into jelly, try throwing the car that they are in, or bringing down the building on their head. For Mega-Dex, called shots are your friend.) As to why Mega-Attributes cannot cause direct damage, please see the discussion page.
+
Mega-Attributes do not stack with Mega-Skills or Mega-Specialties without the Stacking extra applied to all applicable traits.
  
Mega-Attributes do not stack with Mega-Skills.
+
Mega-Attributes do not apply to secondary traits.
 
 
Mega-Attributes do not apply to secondary traits.
 
 
 
Often the system refers to 'effective [attribute]'. This means the character's normal attribute + mega attribute.
 
  
 
Extras: None.
 
Extras: None.
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==MEGA-SKILL==
 
==MEGA-SKILL==
  
Class: Alpha
+
Class: Beta
 +
 
 +
Type: Tech, Mystic or Bio
  
 
Cost: --
 
Cost: --
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Duration: Permanent
 
Duration: Permanent
  
Effect: There are twenty-four Mega-Skills, one for each standard Skill. The player selects which at the time of purchase and can purchase multiple Mega-Skills. Each dot in a Mega-Skill increases its base Skill by 1 dots for the purposes of rolling dice or reaching Availability minimums.  
+
Effect: There are twenty-four Mega-Skills, one for each standard Skill. Each dot in a Mega-Skill increases its base Skill by 2 dots for the purposes of rolling dice and meeting prerequisites. Alternatively, character may reduce a penalty on a roll by three per mega dot instead of adding two dice. This may be done whole or in part, as the player wishes.
 +
 
 +
A character may have no more dots in a Mega-Skill than he does in its base Skill.
 +
 
 +
Mega-Skills do not stack with Mega-Attributes or Mega-Specialties without the Stacking extra applied to all applicable traits.
 +
 
 +
Extras: Stacking.
 +
 
 +
==MEGA-SPECIALTY==
 +
 
 +
Class: Alpha
 +
 
 +
Type: Tech, Mystic or Bio
 +
 
 +
Cost: --
 +
 
 +
Dice Pool: N/A
 +
 
 +
Action: N/A
 +
 
 +
Range: Self
  
Mega-Skills do not stack with Mega-Attributes.
+
Area: N/A
 +
 
 +
Duration: Permanent
  
Often the system refers to 'effective [skill]'. This means the character's normal skill + mega skill. Specialties are applied, when appropriate, to 'effective [skill]', but Mega Specialties are not.
+
Effect: Mega-Specialties are defined with the same breadth as normal specialties. Each dot in a Mega-Specialty increases its base Skill by 2 dots for the purposes of rolling dice when that specialty applies. Alternatively, character may reduce a penalty on a roll by three per dot instead of adding two dice. This may be done whole or in part, as the player wishes.
  
Mega-Skills do increase the number of rolls a character can make in extended actions.  
+
A character may have no more dots in a Mega-Specialty than he does in its base Skill or Power Level, whichever is lower.  Likewise, a character must have a matching normal specialty to have a Mega-Specialty.
  
Mega-Skills cannot be used to add dice in direct attacks on beings with the Superhuman Template (using the dice that would normally be applied to the roll to instead remove penalties is still acceptable). Players are encouraged to use their Mega-Skills to generate indirect damage in combat or other cinematic effects. (So, for Mega-Brawl, rather than punching a person's head into jelly, try throwing the car that they are in, or bringing down the building on their head. For Mega-Firearms, called shots are your friend.) As to why Mega-Skills cannot cause direct damage, please see the discussion page.
+
Mega-Specialties do not stack with Mega-Skills or Mega-Attributes without the Stacking extra applied to all applicable traits.
  
Extras:
+
Extras: Stacking.
  
 
==MIMIC==
 
==MIMIC==
 
Class: Beta
 
Class: Beta
 +
 +
Type: Mystic or Bio
  
 
Cost: 1 Verve
 
Cost: 1 Verve
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Power Vampire - When mimicking a trait, you can choose to 'take' what you mimic from the target. You remove one dot from the target's pool per your own dots in mimic (i.e. with five dots in mimic you can totally eliminate a five dot power, attribute, or skill). The target regains their trait once the duration of the mimic effect has ended. When stealing a trait, the duration of the effect becomes only one turn per success, with no option to extend.
 
Power Vampire - When mimicking a trait, you can choose to 'take' what you mimic from the target. You remove one dot from the target's pool per your own dots in mimic (i.e. with five dots in mimic you can totally eliminate a five dot power, attribute, or skill). The target regains their trait once the duration of the mimic effect has ended. When stealing a trait, the duration of the effect becomes only one turn per success, with no option to extend.
 +
 +
==NATURE MASTERY==
 +
Class: Gamma
 +
 +
Type: Mystic or Bio
 +
 +
Cost: Varies
 +
 +
Dice Pool: Varies
 +
 +
Action: Varies
 +
 +
Range: Varies
 +
 +
Duration: Varies
 +
 +
Effect: The character is able to communicate with and influence plants and animals.  The character knows one of the following techniques for each dot in Nature Mastery he possesses; he may attempt to use a technique that he does not specifically know, but doing so increases the Verve cost of the technique by one and imposes a –1 penalty to the activation roll.
 +
 +
God Machine Variant: If using the GMC Rules Update the Nature Mastery Power grants one technique when purchased, but does not grant additional techniques per dot. Instead, the player may purchase new techniques for two experiences each.
 +
 +
Extras: None.
 +
 +
===ANIMAL COMPANION===
 +
Cost: Varies
 +
 +
Dice Pool: Manipulation + (Animal Ken) + Nature Mastery vs. target's Composure
 +
 +
Action: Extended and contested; resistance is reflexive
 +
 +
Range: See below
 +
 +
Duration: See below
 +
 +
Effect: The character attempts to establish a bond with an animal through a combination of personal interaction and vigorous application of the Nature Mastery power.  Use of this power is an extended and contested action; each roll costs one Verve, and represents one hour of interaction with the animal (playing a game, sharing food, handling the animal, etc.).  Both the character and the target animal have a target number equal to the opposing party's Willpower.  If the animal reaches its target number first, the attempt to use Animal Companion fails and the character may not make another attempt on this same animal for a number of days equal to the animal's Composure.  If the character reaches his target number first, the power takes effect and the animal regards the character as its friend and boon companion.  So long as the character does not abuse, attack, or otherwise act in a manner against the animal that would break the bonds of friendship, the animal will remain loyal to the character and obey his instructions, as well as coming to his aid in times of need (up to and including fighting alongside the character against his enemies).  Note, however, that an animal under the effects of this technique is still an animal, not an automaton; it still has its normal instincts and intelligence, and will continue to behave in an appropriate manner unless specifically ordered not to by the character (and even then, an animal companion will not act in an obviously suicidal or self-destructive manner, and ordering the target animal to do so will cancel the effects of the power).  Unless cancelled prematurely by unfriendly action on the part of the character, the effects of Animal Companion last until the character voluntarily releases the target animal from his service.  A character may only have one animal companion at a time.
 +
 +
This power does not effect sentient animals at all.
 +
 +
===ANIMAL CONTROL===
 +
Cost: 1 Verve
 +
 +
Dice Pool: Intelligence + (Animal Ken) + Nature Mastery vs. target's Resolve
 +
 +
Action: Contested, resistance is reflexive
 +
 +
Range: (Power Level + Nature Mastery) x 5 yards
 +
 +
Duration: Varies
 +
 +
Effect: The character is able to impose his will on animals, forcing them to perform actions they otherwise might not.  This technique functions identically to the "Domination" power, except that it only works on animals (and the Storyteller has the final say on what constitutes an "animal" or not, if there is room for debate), and the dice pool for the activation roll is Intelligence + (Animal Ken) + Nature Mastery.
 +
 +
===ANIMAL SHAPE===
 +
Cost: 1 Verve
 +
 +
Dice Pool: N/A
 +
 +
Action: Instant
 +
 +
Range: Self
 +
 +
Duration: One scene
 +
 +
Effect: The character transforms his body and equipment into a single normal animal, predefined when this technique is first learned. Since even a large animal is no match for a typical superhuman in combat, no attempt will be made to balance this effect. While this power is active, the character loses all other powers. The character may change back to normal at any time.
 +
 +
This technique may be chosen multiple times for additional animal shapes.
 +
 +
This technique does not normally require an activation roll. If the character does not know Animal Shape and attempts to use it at the cost of 1 Verve, he must roll Wits + Nature Mastery.
 +
 +
===ANIMAL SPEECH===
 +
 +
Effect:  In place of one of the other techniques listed here, the player can effectively gain the Animal Speech merit, but applicable to all types of animal.
 +
 +
This effect is not a technique and cannot be attempted at the cost of 1 Verve.
 +
 +
===ENVIRONMENTAL ADAPTATIONS===
 +
 +
Effect: In place of one of the other techniques listed here, the player can elect to gain one dot in the Environmental Adaptations merit per dot in Nature Mastery, and can spend 1 Verve to adapt to a different environment for one scene.
 +
 +
This effect is not a technique and cannot be attempted at the cost of 1 Verve.
 +
 +
===PLANT ANIMATION===
 +
Cost: 1 Verve
 +
 +
Dice Pool: Manipulation + (Survival) + Nature Mastery
 +
 +
Action: Instant
 +
 +
Range: (Power Level + Nature Mastery) x 5 yards
 +
 +
Duration: Instant
 +
 +
Effect: The character is able to animate the plant life of an area to attack, constrict, or otherwise hinder an opponent.  This power functions identically to the Animation technique of the Elemental Anima power, except that the activation dice pool is the character's Manipulation + (Survival) + Nature Mastery, and the power only works on plant life (or, at the Storyteller's discretion, on sufficiently advanced fungi or protists such as mushrooms, algae, moss, or kelp). Note that plants will not uproot themselves under the influence of this power, and so cannot be given a Speed value.
 +
 +
===PLANT GROWTH===
 +
Cost: 1 Verve
 +
 +
Dice Pool: Intelligence + (Survival) + Nature Mastery
 +
 +
Action: Instant
 +
 +
Range: (Power Level + Nature Mastery) x 5 yards
 +
 +
Area: N/A
 +
 +
Duration: One scene
 +
 +
Effect: The character is able to make normal plants grow to a wondrous size. Each success on the activation roll either fills 1 cubic yard or covers 4 square yards with dense vegetation. This effect must be contiguous and begin with a natural living plant, unless the character spends 1 additional point of Verve.
 +
 +
Alternately, the character may grow a plant to grapple an opponent within 1 yard of it. The power's activation roll counts as the grapple roll, and the character's Intelligence counts as Strength for the purpose of holding the grapple.
 +
 +
===SUMMON ANIMALS===
 +
Cost: 1 Verve
 +
 +
Dice Pool: Presence + (Animal Ken) + Nature Mastery - targets' average Composure
 +
 +
Action: Instant
 +
 +
Range: Varies
 +
 +
Duration: Instant
 +
 +
Effect: The character issues a telepathic summons (possibly in conjunction with a bird call or a wolf's howl), compelling nearby animals to converge on his current position.  The character may elect which kind of animals the summons affects, such as "all predators," "only deer," or "my pet dog."  One success on the activation roll is enough to call most of the viable animals within a radius equal to the character's (Power Level + Nature Mastery) x 100 yards (a handful of individual animals with particularly high Composure might resist the summons, but the vast majority will be affected); each additional success doubles this distance.  Affected animals move towards the character's current location as fast as reasonably possible, though they will stop to eat and sleep if necessary.  Once the summoned animals reach their destination, they will revert to their normal behavior unless the character uses other Nature Mastery techniques on them.
 +
 +
===SWARM SHAPE===
 +
Cost: 1 Verve
 +
 +
Dice Pool: N/A
 +
 +
Action: Instant
 +
 +
Range: Self
 +
 +
Duration: One round
 +
 +
Effect: The character transforms his body and equipment into a swarm of flying insects. When this power is activated, the character gains a fly speed of 10 yards + 5 yards per dot in Nature Mastery, ignores one success per dot in Nature Mastery from physical attacks, automatically escapes from a grapple, and can squeeze through almost any opening.
 +
 +
This technique does not normally require an activation roll. If the character does not know Swarm Shape and attempts to use it at the cost of 1 Verve, he must roll Wits + Nature Mastery.
  
 
==NEGATION FIELD==
 
==NEGATION FIELD==
 
Class: Beta
 
Class: Beta
 +
 +
Type: Tech, Mystic or Bio
  
 
Cost: 1 Verve
 
Cost: 1 Verve
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==PHASING==
 
==PHASING==
 
Class: Beta
 
Class: Beta
 +
 +
Type: Tech, Mystic or Bio
  
 
Cost: 1 Verve
 
Cost: 1 Verve
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Duration: One turn
 
Duration: One turn
  
Effect: The character is able to "phase" through matter like a ghost, passing through solids and liquids as easily as through air. Essentially a highly specialized form of Density Control (decrease), it allows the character to pass through any solid objects with Durability up to her dots in Phasing + Power Level, and to move through liquids and difficult terrain at full speed.  The character can also levitate (but not truly fly) while this power is active, so she won't fall through the ground.  As with Density Control (decrease), a character using the Phasing power is normally unable to breathe while her head and chest are inside a solid object or a liquid, and the character may risk suffocation if she is forced to spend multiple turns inside such an object.
+
Effect: The character is able to "phase" through matter like a ghost, passing through solids and liquids as easily as through air. Essentially a highly specialized form of Density Control (decrease), it allows the character to pass through any solid objects with Durability up to her dots in Phasing + Power Level, and to move through liquids and difficult terrain at full speed.  The character can also levitate (but not truly fly) while this power is active, so she won't fall through the ground.  As with Density Control (decrease), a character using the Phasing power is normally unable to breathe while her head and chest are inside a solid object or a liquid, and the character may risk drowning if she is forced to spend multiple turns inside such an object.
  
 
In addition, while this power is active, the character ignores one success per dot in Phasing from any physical attacks made against her. This power can be activated in reaction to such an attack.
 
In addition, while this power is active, the character ignores one success per dot in Phasing from any physical attacks made against her. This power can be activated in reaction to such an attack.
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Extras: None.
 
Extras: None.
 +
 +
==PHYLACTERY CREATION==
 +
Class: Omega
 +
 +
Type: Mystic
 +
 +
Cost: 1 Verve
 +
 +
Dice Pool: Resolve + Phylactery Creation - Target's Power Level
 +
 +
Action: Instant
 +
 +
Range: Power Level + Phylactery Creation
 +
 +
Area: N/A
 +
 +
Duration: Varies
 +
 +
Effect: For each success on the activation roll, the user is able to take one dot of one superpower from a willing target target in a power of their choosing, and channel it. Through multiple uses, or even single and highly successful uses, the character can effectively remove entire powers from their targets. However, the user cannot use those powers for herself - not directly. Once channeled, the dots must be imbued into an inanimate object - granting the wielder that power at the same number of dots imbued into the item with the Contingent Activation (Phylactery) weakness automatically applying to the power - or directly into another character of their choosing, within their range.
 +
 +
The power keeps any extras or weaknesses which were applied to it when bestowed upon an object or other character. If an object carrying a power is destroyed, it returns to its original user, likewise if a character imbued with a power through Phylactery Creation is killed, the power returns to its original user. There are strict rules of only one power per item, and only three powers per character.
 +
 +
If a character is given more than one power, the duration of the effect is one scene before the second dissipates. If a character is given three powers, the duration becomes a number of turns equal to the Phylactery Creator's power level plus 1 before the third power dissipates and returns to its original user, leaving the second power until the end of the scene. Otherwise, the effects of Phylactery Creation have no set duration, though they may be dispelled by the character that created the Phylactery in the first place - an object with a power retains it until destroyed, and a character with only one power bestowed upon them retains it until killed or the effect is dispelled.
 +
 +
Weaknesses:
 +
 +
Monotypical Apotheosis: You may only channel powers to create phylacteries if they are of a particular nature, i.e. you can only make phylacteries out of mental powers, energy powers, magic powers, biological powers, etc
 +
 +
Note: In the Bloody Knuckles & Domino Masks chronicle, powers taken in this way retain the morality of their original users. If you are wielding a phylactery - or are one - and the morality of the power is on the opposite of the spectrum to your own, you must make a reflexive Resolve check each time you use the power, with each failure either removing or adding a dot to your morality (depending on whether the power's original user was good or evil). Powers of an exceptional morality (1 or 10) apply a cumulative penalty of 1 to the resolve checks, so after a while even the most stalwart hero wielding a TRUE villain's power will begin to feel the corruption of its negative influence.
  
 
==PLASTICITY==
 
==PLASTICITY==
 
Class: Alpha
 
Class: Alpha
 +
 +
Type: Mystic or Bio
  
 
Cost: 1 Verve
 
Cost: 1 Verve
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Shock Absorbing - The character also absorbs physical bashing damage equal to her dots in Plasticity.
 
Shock Absorbing - The character also absorbs physical bashing damage equal to her dots in Plasticity.
  
 +
==PLURIPOTENCE (Beta, Gamma and Omega)==
 +
 +
Class: Beta, Gamma and Omega
 +
 +
Type: Tech or Mystic
 +
 +
Cost: Varies
 +
 +
Dice Pool: Power Level + Pluripotence
 +
 +
Action: Varies
 +
 +
Range: Varies
 +
 +
Area: Varies
 +
 +
Duration: Varies (Never Permanent)
 +
 +
Effect: Pluripotence is an incredibly flexible power, and may be used to represent super-science, sorcery, breaking the fourth wall or other extremely versatile power sets.  To represent this, it is bought as 1-3 separate powers, with some unique rules.  Beta, Gamma, and Omega versions are effectively separate powers, which do not have one another as prerequisites.
 +
Each level of Pluripotence allows the character to mimic all of the other powers from the Class below it, with the following changes;
 +
 +
1) Pluripotence costs twice the typical amount of experience points at all levels.
 +
 +
2) The character rolls their Power Level + Pluripotence for any applicable rolls.
 +
 +
3) If multiple techniques exist for the power, only one technique can be performed.
 +
 +
4) Each Class of this power (Beta, Gamma and Omega) requires the player to select two generic weaknesses (other than Single Technique). Whenever activating the power, the player must choose one of the two weaknesses to apply for the appropriate level. If there is no logical way to apply either weakness (Storyteller call), then the power cannot be mimicked.  The player may choose the same weaknesses for each level of the power if they wish.
 +
 +
Pluripotence cannot duplicate Powers with a Permanent Duration.
 +
 +
Clarification: Taking the Omega level requires an additional Weakness as usual, meaning that 
 +
the Power requires a total of three Weaknesses.
  
 
==PREMONITION==
 
==PREMONITION==
 
Class: Alpha
 
Class: Alpha
 +
 +
Type: Mystic or Bio
  
 
Cost: 1 Verve
 
Cost: 1 Verve

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