Difference between revisions of "MTH:Powers Q-Z"

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==REGENERATION==
+
==RAISE DEAD==
Rank: 2
+
 
 +
Class: Gamma
  
Cost: --
+
Cost: 1 Verve
  
Dice Pool: N/A
+
Dice Pool: Power Level + Raise Dead + (Occult)
  
Action: Reflexive
+
Action: Instant
  
Range: Self
+
Range: Power Level x 2
  
 
Area: N/A
 
Area: N/A
  
Duration: Instant
+
Duration: One Scene
 
 
Effect: The character heals much faster than ordinary humans.  The character
 
  
automatically heals one level of bashing damage per dot in Regeneration every
+
Effect: This power allows the character to bring life to the dead, to serve her in battle or other tasks. On a normal success, the reanimated body has a dice pool of 7 for all physical actions, and a dice pool of 3 for all mental actions, with a defense equal to half the character's dots in Raise Dead - if the target is the body of a meta-human, treat all superpowers as if they only had a single dot, and actions requiring verve or willpower draw from the character's own verve pool. Bodies reanimated with a single success do not retain merits or skill specialties. On an exceptional success, the reanimated target retains all of their stats from before dying, with a plus 1 to all physical actions - if the target is the body of a meta-human, their powers retain all dots from before death, and they arise with 10 verve to spend. Bodies reanimated on an exceptional success are sentient, though regardless of prior goals are now cooperative with the character (you can bring an enemy back to life with an exceptional success without being attacked by him/her). Bodies reanimated on an exceptional success also retain all merits from their former life. A body can only be reanimated once, after that it cannot be given life a third time. A character can only have a number of reanimated bodies working with her equal to her dots in Raise Dead.
  
turn at the start of his action, regardless of whether he is conscious or not,
+
Extras: None
  
and he heals one level of lethal damage every fifteen minutes.  Aggravated
+
Weaknesses:
  
damage heals at the ordinary rate.
+
Fresh Bodies: Each turn the target has been dead applies a cumulative -1 penalty to attempts to use Raise Dead.  
  
Extras: Accelerated Regeneration (the character automatically heals one level
+
Pushing Daisies: A body must be touched as an instant action to be reanimated, and once reanimated will only be cooperative with the character to the extent that they would in life.
  
of either bashing or lethal damage per dot in Regeneration every turn at the  
+
Note: Some storytellers may find it necessary to have their characters make a reflexive morality roll when using this power at a penalty equal to half their dots in Raise Dead, depending on how they fluff the effect. Asking a body's corporeal spirit to fight alongside you one last time before passing on is not necessarily evil, while turning a mortal's corpse into a shambling meat-shield is not necessarily good.
  
start of his action, whether he is conscious or not [starting with bashing
+
==REGENERATION==
  
damage first]; the character also heals one level of Aggravated damage every
+
Class: Beta
  
two days).
+
Cost: 1 Verve
  
 +
Dice Pool: N/A
  
==SHAPESHIFT==
+
Action: Reflexive
Rank: 3
 
 
 
Cost: 1 Verve, see below
 
 
 
Dice Pool: Stamina + (Survival) + Shapeshift
 
 
 
Action: Instant
 
  
 
Range: Self
 
Range: Self
Line 48: Line 41:
 
Area: N/A
 
Area: N/A
  
Duration: One scene
+
Duration: Instant
  
Effect: The character is able to alter her physical form. The character is  
+
Effect: The character heals much faster than ordinary humans. The character automatically heals one level of bashing damage, or downgrades one level of lethal damage, per dot in Regeneration, every turn at the start of his action. These effects may be mixed, so a character who has 2 lethal levels of damage and 4 dots in regeneration may downgrade both levels to bashing and heal them in the same turn. Aggravated damage heals at the ordinary rate. This power is reflexive, so the character heals regardless of whether he is conscious or not.
  
able to make one of the following changes for every success she gains on the
+
Extras:
  
activation roll, plus one for every dot in Shapeshift she possesses:
+
Versatile Regeneration - Aggravated damage may be downgraded as well.
  
* Increase or decrease her Size by one, to a minimum of zero.
+
Weaknesses:
  
* Increase a Physical Attribute by one.
+
Second Wind - This power must be deliberately activated as an instant action, taking the character's action for the turn.
  
* Shift any number of dots in Physical Attributes around, on a one-for-one
+
==RESURRECTION==
  
basis; no Attribute may be reduced below one in this manner.
+
Class: Alpha
  
* Increase her Speed's species factor (normally 5) by one.
+
Cost: One permanent dot in this Power
  
* Trade any number of dots between her Physical Attributes and her Speed's
+
Dice Pool: N/A
  
species factor, on a one-for-one basis; no Attribute may be reduced below
+
Action: Reflexive
  
one in this manner, and her Speed's species factor may not be reduced below
+
Range: Self
  
zero.
+
Area: N/A
  
* Take one dot in a physical superpower.  The Storyteller is the final arbiter
+
Duration: Permanent
  
of what powers can be emulated with Shapeshift; things like Claws, Armor, and
+
Effect: All characters in More Than Human have an out-of-character license to return from the dead due the Asylum mechanics. This one has an in-character rational for doing so. Using this power means the character gets to lose a dot of Resurrection and take on some extra hassle instead of losing a dot of Asylum when coming back from the grave.
 +
 +
The exact rational for this power will vary between characters, but their Resurrection will always depend on a Contingent Activation (as the Weakness, though it does not reduce the class of the Power) The player must choose which of these is the case with their character. Enemies who know of this contingency will most-likely seek to ensure it doesn't occur. The ST should work with the player to determine the specifics this entails.
  
Physical Mega-Attributes are appropriate, while powers such as Mental Blast,
+
==SCAN==
  
Force Field, and Teleport generally aren't.  These powers must be activated as
+
Class: Alpha
  
normal (paying any necessary costs), but if an action is required to activate
+
Cost: 1 Verve
  
them, they may be activated in the same turn as the Shapeshift action is taken.
+
Dice Pool: Intelligence + (Investigation) + Scan - target's Resolve
  
* Trade any number of dots in Physical Attributes for dots in Rank 1 or Rank
+
Action: Instant
  
2 physical superpowers, on a one-for-one basis; no Attribute may be reduced
+
Range: (Power Level + Scan) x 5 yards
  
below one in this manner.  Again, superpowers acquired in this manner must be
+
Area: N/A
  
activated as normal, though they can be activated simultaneously to the Shapeshift
+
Duration: Instant
  
power.
+
Effect: The character is able to discern the powers and capabilities of a target. <p>
  
Once a character has shapeshifted, the changes persist for one scene; the character
+
For every success on the activation roll the character may learn one of the following, with it's applicable rating:
  
may shapeshift again before the end of the scene, but doing so requires another
+
*one Attribute
 +
*one Skill (specialties as well)
 +
*one Superpower
 +
*one Enhancement Merit related to a skill or attribute
  
activation roll and the expenditure of another Verve.
+
Extras:
  
Extras: None.
+
Multiple targets - The character may elect to allocate her successes among all the possible targets in range, rather than choosing only one.
  
 +
==SHAPESHIFT==
  
==SHROUD==
+
Class: Alpha
Rank: 2
 
  
Cost: 1 Verve
+
Cost: 1 Verve, see below
  
Dice Pool: Dexterity + (Stealth) + Shroud
+
Dice Pool: Stamina + (Survival) + Shapeshift
  
 
Action: Instant
 
Action: Instant
  
Range: (Power Level + Stealth) x 5 yards
+
Range: Self
  
Area: (Power Level + Stealth) yards
+
Area: N/A
  
Duration: Concentration
+
Duration: One scene
  
Effect: The character creates a field of dark shadow, cloaking mist, nebulous
+
Effect: The character is able to alter her physical form. 
  
energy or some other vision-obscuring medium. For each success the character  
+
Using Shapeshift is either a simple action taking one turn. A character may take multiple turns to achieve more radical changes than a single roll can produce. Additional turns of shifting cost only time, not Verve, and the character may roll a number of times up to his effective Stamina in a scene.
  
gains on the activation roll, any chararacters (friend or foe) within the area
+
Once a character has stopped shifting the changes persist for one scene; the character may shapeshift again before the end of the scene (within the stamina limit above), but doing so requires another activation roll and the expenditure of another Verve. If the character wishes to stay in their assumed shape after one scene, they may continue to do so for one verve. This allows them to hold the form for the rest of the scene without a roll. Additional scenes cost one verve per.
  
of the shroud, or trying to see through it, receive a –1 penalty to all
+
The character may cancel their shift, reverting back to their normal form, at any time as a reflexive action. This is an all-or-nothing reversion. If the player only wants to revert part of their form, they must activate the power again.
  
sight-based perception rolls. On an exceptional success, the shroud is so
+
The simplest use of this power is simply to look like another person or similar being, without making any more significant physical changes. Essentially, successes on the activation roll are added to successes on attempts at disguise or impersonation. In addition, the shapeshifter is able to shift her appearance to that of a human or humanoid of any gender, may appear biological, robotic, living or dead, making it impossible to recognize her through cursory visual examination. The character will still smell and taste the same, however, should that come up. 
  
thick as to be effectively opaque; it is impossible to see through the area
+
With out additional Shapeshift merits, this power can be used to simulate powers that aid disguise but don't actually alter the character's physical form, such as holographic projections and identity-oriented illusions.
  
covered by the shroud at all, and characters caught within the area of effect
+
The character may choose to take an obvious identifying feature as a Persistent Condition for this power. Such a feature might be the inability to change the character's distinctive coloration (think Beast Boy or Plastic Man), or having a distinctive odor. The Condition allows those who are familiar with the shapeshifter to identify them without a roll. This is worth a beat when it becomes a problem for the character.
  
are blinded. Normally Shroud only affects normal vision, but for one
+
Shapeshifting has an associated [[MTH:Power_Trees|Power Tree]].
  
additional Verve the activating character may also have it obscure other types
+
Other then the kinds of powers detailed above, Shapeshift cannot allow the character to emulate other super powers, but it can be used as a rational for buying those powers with experience points.
 +
Weaknesses:
  
of vision (such as infrared or ultraviolet).
+
Single Shape - The character can only take on a single predefined shape, but does not have to roll for activation. If the shape requires multiple successes it now only requires one success, but manifests the same way every time.
  
Extras: Semisolid (each yard moved within the area of the shroud counts as two
+
Slow Activation - The shift comes on slowly, requiring some other extended action with a target number of 5 successes. Determine an appropriate pool with the Storyteller when this power is taken. Examples might include meditation (as per the core book), an arcane ritual (Intelligence + Occult), or an invocation to a deity (Presence + Expression).
  
yards, and the shroud may be formed into a wall providing +1/+1 armor per dot
+
Evidence - When the character shapeshifts, they leave something behind, such as a shed skin or shell, glowing green mucus, or scorch marks. Whatever it is, it's distinctive and an obvious sign of the character's presence.
  
of Shroud to anyone attacked through it), Sensory Deprivation Field (the shroud
+
Players looking to do so may want to look at the generic weaknesses Contingent Activation, Convergent Activation and Obvious.
  
may block other senses or forms of detection, at a cost of one Verve per
+
==SHROUD==
 +
Class: Alpha
  
additional sense, up to a maximum of the user’s dots in Shroud; examples
+
Cost: 1 Verve
  
include smell, hearing, psychic detection, or motion tracking).
+
Dice Pool: Dexterity + (Stealth) + Shroud
  
 +
Action: Reflexive
  
==TELEKINESIS==
+
Range: (Power Level + Stealth) x 5 yards
Rank: 2
 
  
Cost: 1 Verve
+
Area: (Power Level + Stealth) yards
  
Dice Pool: Dexterity + (Athletics) + Telekinesis
+
Duration: Concentration
  
Action: Instant
+
Effect: The character creates a field of dark shadow, cloaking mist, nebulous energy or some other vision-obscuring medium.  For each success the character gains on the activation roll, any characters (friend or foe) within the area of the shroud, or trying to see through it, receive a –1 penalty to all sight-based perception rolls. Those within count as blind for the purposes of combat if more then two successes are scored.
  
Range: (Power Level + Telekinesis) x 5 yards
+
On an exceptional success, the shroud is so thick as to be effectively opaque; it is impossible to see through the area covered by the shroud at all, and characters caught within the area of effect are blinded. Normally Shroud only effects normal vision, but for one additional Verve the activating character may also have it obscure other types of vision (such as infrared or ultraviolet).
  
Area: N/A
+
Extras:  
  
Duration: Instant
+
Sensory Deprivation Field - The shroud may block other senses or forms of detection. This Extra can be taken multiple times, blocking three senses or forms of detection per purchase. Examples include smell, hearing, psychic detection, motion tracking, or mystic sight.
  
Effect: The character may telekinetically lift, move, or hurl objects through
+
==SKINCHANGER==
 +
Class: Alpha
  
the air.  The character may move objects of a Size up to her Telekinesis
+
Cost: 1 Verve
  
without difficulty; to move objects larger than this, the character must make
+
Dice Pool: Stamina + Skinchanger
  
an activation roll, with each success allowing her to move an object one Size
+
Action: Instant
  
larger.  A character may move any object she can lift up to ten yards per dot
+
Range: Self
  
in Telekinesis, and may move objects outside the original range of the power if
+
Area: N/A
  
so desired.  A character may also use Telekinesis to hurl an object she is
+
Duration: One scene
  
capable of lifting; the range of such a projectile is (character’s Dexterity +
+
The character may change their shape into a variety of stolen forms. The character may only take on the shapes which currently exist in their "library", and start with only their natural shape in their library. To add a shape the character must kill the current 'owner' of the shape in some specific and gruesome fashion taking no less then fifteen minutes to complete.
  
Athletics + Telekinesis – object’s Size) yards, doubled for aerodynamic
+
The exact way in which this happens is left for the ST and player to determine. The character may skin the person alive and crawl into the resulting skin-suit, beat them to a pulp and absorb the victim through the skin, cut their head open and study their brain, or just chop them up and dine upon a chili made from their flesh and seasoned with their tears. 
  
projectiles as normal. Telekinesis may also be used to attack or grapple a
+
Whatever the case the victim must die, must suffer, and must be a sapient organic being. While in the stolen form they may elect to use the forms physical attributes when making a roll. Secondary traits alter as usual. If the stolen form has powers with a physical and organic rational the Skinchanger may choose to purchase them immediately or purchase them later. In either case they are bought with the Contingent Activation drawback; They may only be used while in the appropriate form.
  
target directly; in such a situation, the activation roll counts as the  
+
The form is set at the time of death. It's attributes and powers may not be further developed. Likewise it does not age. A Skinchanger may effectively extend their life by shifting between stolen forms and not re-entering their original if they suspect their original form has lived past its normal allotment of years.
  
character’s attack roll, and the target’s Defense and armor apply. Attacks
+
Players should keep in mind that this power in no way offers any exemption from the Degeneration rolls it will inevitably cause. Standard use of this power requires torture in some form, though Compassionate Monster (below) may allow this to be upgraded to 'mere' premeditated murder. It is the Storyteller's call weather use of this power under the Heart's Blooded extra qualifies as being a lesser sin then general torture, if applicable.  
  
made in this manner do bashing damage. Telekinesis does not grant a character
+
This power operates similar to Shapeshift, players looking at one may wish to look at the other.
  
the ability to fly, though a character’s telekinetic abilities may serve as
+
Extras:
  
justification for her purchase of the Flight power.
+
Compassionate Monster - The victim need not die suffering.
  
Extras: Size Matters Not (all objects count as Size 0 for the purposes of
+
Heart's Blooded - Less then sapient creatures are now valid targets (it doesn't have to qualify as a person).
  
lifting or determining range).
+
Extended Duration - The power now costs a Verve a day.
  
 
+
==SUMMON MINION==
==TELEPORT==
+
Class: Alpha
Rank: 2
 
  
 
Cost: 1 Verve
 
Cost: 1 Verve
  
Dice Pool: Wits + (Investigation) + Teleport
+
Dice Pool: Intelligence + (Occult) + Summoning
  
Action: Instant
+
Action: Instant or Extended
  
Range: Self
+
Range: (Power Level + Summoning) x 2 yards
  
 
Area: N/A
 
Area: N/A
  
Duration: Instant
+
Duration: Until banished or killed
 +
 
 +
Effect: The character is able to summon a specific type of supernatural creature. The stats of the creature are based upon a template for an animal out of the [[MTH:World_of_Darkness_Animals|World of Darkness Animal Stats]] or an alternative one approved by the Storyteller. Alternatives may include templates based upon Spirits as defined in the core rules.
  
Effect: The character is able to travel instantly from one point to another,
+
Every summoned entity has a Summoning Rating. The Summoning Rating is the number of successes needed on the activation roll needed to bring the being forth. If using one of the templates from the link above, the Summoning Rating is equal to the Size of the template. If using a template based upon a spirit, use the spirit's Rank. When creating templates of your own, start with one of the templates provided from either source. The ST should raise or lower the Summoning Rating relative to how much more or less powerful the custom entity is. 
  
without passing through the intervening space. In order to use this power, the
+
The player starts with one template and may learn additional templates by either studying the creature they are based upon or researching them by occult means. Mechanically this means buying additional templates at a cost of 1 per experience.
  
character must first select a target destination and determine how far away it
+
Using Summoning is either an instant or an extended action. The character may choose to continue summoning next turn, adding his successes together, up to the number of dice in his unmodified pool. Additional turns of summoning cost only time, not Verve, and the character may roll a number of times up to his effective Stamina. Each roll takes one turn.
  
is. One success on the activation roll allows the character to accurately
+
Creatures summoned in this way are not under the control of the summoner. The summoner may want a to take some variation of the Domination power or the Banish power too deal with that.
  
teleport a distance of up to 10 yards; each additional success multiplies this
+
Extras:
  
distance by a factor of ten (so, three successes on the activation roll would
+
Group Summons – Any character with a Mystic power can choose to let the character with this power guide them through a summoning ritual for the minion. This must be an extended action, but other Mystic heroes can be involved in a teamwork effort towards the summons.
  
allow the character to accurately teleport up to 1,000 yards). If the  
+
Greater Summons - The character's successes on the activation roll count double. Most of the templates used for Greater Summons should represent sentient creatures.
  
character does not roll enough successes to reach his destination, he ends up
+
==SUMMON ANIMALS==
 +
Class: Alpha
  
in a location (d10 + number of additional successes needed to reach target) x
+
Cost: 1 Verve
  
10 yards away from his intended direction, in a location determined by the
+
Dice Pool: Composure + (Animal Ken) + Animal Mastery - target's Resolve
  
Storyteller.  If the character can see his location, or has seen it before in
+
Action: Simple
  
person, he may elect to count his dots in Teleportation as automatic successes,
+
Range: (Power Level + Animal Mastery) x 5 yards
  
rather than adding them to the activation pool; however, if he has never
+
Duration: Until arrival
  
personally seen his target location, he is “teleporting blind” and suffers a –1
+
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 + Summon Animals) x 100 yards. Once the summoned animals reach their destination, they will revert to their normal behavior. Most characters who have this power will use it to tame, hunt or otherwise use the animals they summon.
  
penalty to the activation roll for every full 100 yards he tries to teleport. 
+
==SUPER SPEED==
  
On a botched activation roll, the character not only counts as having failed
+
Class: Alpha
  
his activation roll for the purposes of determining where he ends up, he also
+
Cost: 1 Verve
  
teleports into a dangerous situation—inside a solid object, for example, or
+
Dice Pool: N/A
  
several hundred feet above the ground or underwater.  Teleportation into the
+
Action: Reflexive
  
air or underwater is covered by the rules for falling and drowning,
+
Range: Self
  
respectively; if the character teleports into a solid object, the character
+
Area: N/A
  
takes one level of Lethal damage for every point of Durability the object has,
+
Duration: One turn
  
and the object takes one level of damage for every point of Stamina the
+
Effect: The character is very, very fast. Super Speed must be activated each turn to gain it's benefits.  Those benefits are:
  
character has; the character is then ejected from the object by the shortest
+
* The character’s Speed is multiplied by the number of dots she has in Super Speed, plus one; IE a character with Super Speed 1 doubles her Speed, a character with Super Speed 2 triples it etc. This effects running speed and special speeds such as Flight identically.
  
route possible.
+
* Outside of dramatic time, tasks the character undertakes have their time for completion divided by the number of dots in this power plus one. The Verve cost for this is equal to one for every hour of time, or portion of an hour, before reduction. Thus, an hour long task with Super Speed 3 takes 15 minutes, and costs one Verve.
  
Extras: Combat Teleport (teleportation is a reflexive action, rather than an
+
Super Speed has an associated [[MTH:Power_Trees|Power Tree]]. Please read about the Power Tree before editing this power.
  
instant action), Mass Teleport (the character may teleport up to one additional
+
==TELEKINESIS==
 +
Class: Beta
  
character for every dot in Teleport he possesses), Safe Blind Teleport (the
+
Cost: 1 Verve
  
penalty for teleporting blind is halved, rounding in favor of the character).
+
Dice Pool: See below
  
 +
Action: Instant
  
==TEMPORAL MANIPULATION==
+
Range: (Power Level + Telekinesis) x 5 yards
Rank: 3
 
  
Cost: Varies
+
Area: N/A
  
Dice Pool: Varies
+
Duration: Instant
  
Action: Varies
+
Effect: The character may lift, move, or hurl objects through the air by will. Assume the character can manipulate objects as if she were touching them, and without being harmed by doing so. If moving an object such that it would require Strength or Dexterity as part of a roll, use the dots in this merit in place of the appropriate attribute. 
  
Range: Varies
+
If Telekinesis is used to attack or grapple a target directly the target is surprised unless the ST decides the defender had reason so expect such an attack (typically any opponent will be surprised only the first time they are attacked this way by the same character). Telekinesis does not grant a character the ability to fly, though a character’s telekinetic abilities may serve as justification for her purchase of the Flight power.
  
Area: Varies
+
God Machine Chronicles Rules Update: If using the rules update, ignore the Telekinesis Merit in favor of this power.
  
Duration: Varies
+
==TELEPATHY==
 +
Class: Gamma
  
Effect: The character is able to manipulate the flow of time.  The character
+
Cost: 0
  
knows one of the following techniques for each dot in Temporal Manipulation she
+
Dice Pool: Resolve + (Empathy or Intimidation) + Telepathy
  
possesses; she may attempt to use a technique that she does not specifically
+
Action: Varies
  
know, but doing so increases the Verve cost of the technique by one and imposes
+
Range: (Power Level + Telepathy) x 10 yards
  
a –1 penalty to the activation roll (if any).  In addition to any other
+
Area: Varies
  
techniques she may have, any character with dots in Temporal Manipulation
+
Duration: Varies
  
possesses an extremely accurate internal clock; she always knows exactly what
+
Effect: The character is also able to communicate telepathically. The character establishes a mental link with her sapient target through which the two characters can communicate, whether or not they share a common language. The target character is aware of the link being established, and if he chooses, he may attempt to contest the contact. If so, the telepathic character must gain at least one success on Wits + Empathy + Power Level minus the targets Resolve + Composure + Power Level '''''[[(Normal non-rolled resistances only include one attribute + Supernatural Resistance. This power should be modified accordingly)]]'''''. Forcing entry into someone's mind is an invasive act, and may prompt a Breaking Point for some individuals. Having one's mind broken into is an even more traumatizing experience, and is likewise more likely to provoke a breaking point, especially in individuals who are particularly guarded and private. Characters that loose Integrity due to telepathic communication are likely to develop 'interesting' psychological states, perhaps even taking on personality traits or values of one another.
  
time it is, and is able to mentally time events with the accuracy of a
+
Once the link has been created, it remains in place until either the character severs it or the target tries to push them out again on subsequent turns, prompting another roll.
  
stopwatch.
+
Ignore the Telepathy Merit in the core rules with More Than Human.
  
Extras: None.
+
Telepathy has an associated [[MTH:Power_Trees|Power Tree]].
  
 +
==TELEPORT==
 +
Class: Beta
  
===AGE ALTERATION===
+
Cost: 0+ Verve
Cost: 2 Verve
 
  
Dice Pool: Intelligence + (Medicine) + Temporal Manipulation – target’s Stamina
+
Dice Pool: Wits + (Investigation) + Teleport
  
Action: Extended
+
Action: Instant
  
Range: Touch
+
Range: Self
  
 
Area: N/A
 
Area: N/A
  
Duration: Permanent
+
Duration: Instant
  
Effect: Each success on the activation roll increases or decreases the target’s
+
Effect: The character is able to travel instantly from one point to another, without passing through the intervening space. If the character teleports 5 yards away or less into a location they can see, there is no activation roll. To teleport up to 10 yards or into a location they cannot see requires at least one success on an activation roll. Each additional 10 yards penalizes the roll by -1. The player may choose to buy off these penalties at a cost of one verve per penalty. 
  
physical age by one year; the Storyteller is the final arbiter of what effects,  
+
Failing the roll gives the Storyteller the entertaining option of choosing the destination of the teleport. On a dramatic failure, the character not only counts as having failed his activation roll for the purposes of determining where he ends up, he also teleports into a dangerous situation, such as several hundred feet above the ground or underwater, or creates some sort of compromising medical anomaly, at the ST's option. The character cannot, intentionally or not, teleport into a space they cannot occupy.
  
if any, this has on the target.  Note that only the target’s physical body is
+
Extras:
  
changed, while his mental maturity, his knowledge level, and his superpowers
+
Combat Teleport - The character may teleport reflexively once per dot in Teleport during his turn. In addition, as a dodge, he may contest one attack with a Teleport activation roll, negating the attacker's successes with his own. If he rolls more successes than the attacker, he teleports to his intended destination after the attack is resolved.
  
remain intact; however, the immature brain of a child or the aged brain of a
+
Long Teleport - The character may teleport twice as far for the same cost.
  
geriatric may not function as effectively as that of an adult, meaning the
+
Mass Teleport - The character may teleport up to one additional character for every dot in Teleport and Power Level he possesses.
  
target may not be able to use that knowledge or those skills to full effect. 
+
Weaknesses:
  
Using Age Alteration is an extended action, and the character may roll and gain
+
Flash Step - The character actually does pass through the intervening space, and cannot teleport through any sort of cover, even if he can see through it.
 
 
successes a number of times per scene up to her Stamina (including any bonus
 
 
 
for Mega-Stamina).  Each roll takes one turn.
 
  
 +
==TEMPORAL MANIPULATION==
 +
Class: Beta
  
===ACCELERATE TIME===
 
 
Cost: 1 Verve
 
Cost: 1 Verve
  
 
Dice Pool: Wits + (Science) + Temporal Manipulation
 
Dice Pool: Wits + (Science) + Temporal Manipulation
  
Action: Varies
+
Action: Reflexive
  
 
Range: (Power Level + Temporal Manipulation) x 5 yards
 
Range: (Power Level + Temporal Manipulation) x 5 yards
Line 358: Line 361:
 
Area: N/A
 
Area: N/A
  
Duration: One turn
+
Duration: One round
 +
 
 +
Effect: The character can slow or speeds the passage of time around the target, altering their ability to act and to respond to the world around them. Each success on the activation roll reduces or improves the target’s Initiative and Defense by 1, to a minimum of 0 each; a character reduced to 0 Initiative may not act in combat at all this turn, as he is simply unable to keep up with the speed of events happening around him.
 +
 
 +
Any character with dots in Temporal Manipulation possesses an extremely accurate internal clock; she always knows exactly what time it is, and is able to mentally time events with the accuracy of a stopwatch.
  
Effect: The character accelerates the passage of time for herself or for
+
Temporal Manipulation has an associated [[MTH:Power_Trees|Power Tree]].
  
someone else, allowing the affected character to perform long and complex tasks
+
==TETHER==
 +
Class: Alpha
  
in the blink of an eye or unleash a flurry of blows on a hapless opponent.  A
+
Cost: None
  
character under the effects of Accelerate Time counts as having a number of
+
Dice Pool: Dexterity + (Athletics) + Tether
  
dots in the Hypermovement ability equal to the number of successes on the
+
Action: Instant
  
activation roll, up to a maximum of the original character’s dots in Temporal
+
Range: (Power Level + Tether) x 5 yards
  
Manipulation.  The affected character also counts as having the Hyperspeed
+
Duration: Instant or One scene
  
Attack extra, but the bonus to attack rolls is halved (rounding up).
+
Effect: The character is able to extend a chain or web that pulls things. On a successful activation, the character anchors himself to an object. If the target is fixed and capable of supporting his weight, the character either pulls himself to it, or may swing up to 10 yards per success. If the target is loose, the character pulls it to himself instead. The character can pull a loose object of a Size up to his own Size or his dots in Tether + his successes rolled, whichever is lower. When attempting to pull another character with this power, the target's Defense applies to the activation roll.
  
Activating this power is a reflexive action if the character uses it on
+
The character can use this power to cling to a wall or ceiling, but cannot move freely across such a surface unless he has the Wallcrawler merit.
  
herself; if used on another character, activating the power counts as an  
+
The character can choose to remain attached to the target until end of scene, until his grip is broken by force, or until he ends the effect reflexively. When attached, the character and target cannot move apart. Attempting to break the character's grip is an instant Strength roll contested reflexively by the character's Strength + Tether. If the target breaks free, it can move up to its Speed in the same action.
  
instant action.
+
Clarification: This power represents an innate ability, as opposed to a piece of equipment. A player who simply wants their character to have a grappling hook should use the appropriate equipment from existing books.
  
 +
==VECTOR MANIPULATION==
 +
Class: Gamma
  
===DILATE TIME===
 
 
Cost: 1 Verve
 
Cost: 1 Verve
  
Dice Pool: Wits + (Science) + Temporal Manipulation
+
Dice Pool: Wits + (Science) + Vector Manipulation
  
Action: Instant
+
Action: Reflexive
  
Range: (Power Level + Temporal Manipulation) x 5 yards
+
Range: (Power Level + Vector Manipulation) x 5 yards
  
 
Area: N/A
 
Area: N/A
  
Duration: One turn
+
Duration: Instant
  
Effect: The character slows the passage of time around the target, reducing
+
Effect: The character is able to alter the direction of projectiles. Whenever a ranged attack passes within (Power Level + Vector Manipulation) yards of the character, he may redirect the attack at a target of his choice, using the activation roll as an attack roll.
  
their ability to act and to respond to the world around them. Each success on
+
Using this power counts as a dodge action.
  
the activation roll reduces the target’s Initiative and Defense by 1, to a
 
  
minimum of 0 each; a character reduced to 0 Initiative may not act in combat at
+
==VENOM==
 +
Class: Beta
  
all this turn, as he is simply unable to keep up with the speed of events
+
Cost: Varies
  
happening around him.  Dilate Time can also inflict penalties to actions
+
Dice Pool: Intelligence + (Medicine) + Venom
  
involving reaction time or quick action, both inside and outside of combat; the
+
Action: Instant
  
Storyteller is the final arbiter of how such penalties are applied.
+
Range: Self
 
 
 
 
===STOP TIME===
 
Cost: 1 Verve, 1 Willpower
 
 
 
Dice Pool: Intelligence + (Science) + Temporal Manipulation vs. target’s
 
 
 
Resolve + Power Level
 
Action: Contested; resistance is reflexive
 
 
 
Range: (Power Level + Temporal Manipulation) yards
 
  
 
Area: N/A
 
Area: N/A
  
Duration: Varies
+
Duration: One scene
 
 
Effect: A more potent version of Dilate Time, Stop Time does just that—stops
 
 
 
the passage of time around a target.  Each success on the activation roll
 
 
 
freezes a target in time for one turn; on an exceptional success, the target is
 
 
 
frozen for an entire scene.  While frozen in time, the target cannot act or be
 
 
 
acted upon in any way; he may not use any powers or abilities, and he is
 
  
unaffected by and unaware of outside phenomena (attacks, superpowers, etc.).
+
Effect: The character is able to synthesize deadly poisons from his body. When this power is activated, the character creates one dose of poison per success and spends 1 Verve per success. If the character has insufficient Verve or chooses to create fewer doses, the remaining successes are wasted. The poison has toxicity equal to the character's dots in Venom and one method of delivery of the character's choice. The character is immune to any poison he creates.
  
An unwilling target may attempt to resist this power with a reflexive Resolve +
+
Once per turn as a reflexive action, he character may apply one dose of any poison he creates to his own hands or an object he can touch, but not forcefully poison another character.
  
Power Level roll; if the target wins the contested roll, he counts as being
+
Extras: None
  
under the effects of Dilate Time rather than Stop Time.
 
  
  
* [[MTH:Superpowers]]
+
* [[MTH:Superpowers|Back to Superpowers]]
  
* [[MTH:Main_Page]]
+
* [[MTH:Main_Page|Back to Main]]

Latest revision as of 11:59, 1 May 2018

RAISE DEAD[edit]

Class: Gamma

Cost: 1 Verve

Dice Pool: Power Level + Raise Dead + (Occult)

Action: Instant

Range: Power Level x 2

Area: N/A

Duration: One Scene

Effect: This power allows the character to bring life to the dead, to serve her in battle or other tasks. On a normal success, the reanimated body has a dice pool of 7 for all physical actions, and a dice pool of 3 for all mental actions, with a defense equal to half the character's dots in Raise Dead - if the target is the body of a meta-human, treat all superpowers as if they only had a single dot, and actions requiring verve or willpower draw from the character's own verve pool. Bodies reanimated with a single success do not retain merits or skill specialties. On an exceptional success, the reanimated target retains all of their stats from before dying, with a plus 1 to all physical actions - if the target is the body of a meta-human, their powers retain all dots from before death, and they arise with 10 verve to spend. Bodies reanimated on an exceptional success are sentient, though regardless of prior goals are now cooperative with the character (you can bring an enemy back to life with an exceptional success without being attacked by him/her). Bodies reanimated on an exceptional success also retain all merits from their former life. A body can only be reanimated once, after that it cannot be given life a third time. A character can only have a number of reanimated bodies working with her equal to her dots in Raise Dead.

Extras: None

Weaknesses:

Fresh Bodies: Each turn the target has been dead applies a cumulative -1 penalty to attempts to use Raise Dead.

Pushing Daisies: A body must be touched as an instant action to be reanimated, and once reanimated will only be cooperative with the character to the extent that they would in life.

Note: Some storytellers may find it necessary to have their characters make a reflexive morality roll when using this power at a penalty equal to half their dots in Raise Dead, depending on how they fluff the effect. Asking a body's corporeal spirit to fight alongside you one last time before passing on is not necessarily evil, while turning a mortal's corpse into a shambling meat-shield is not necessarily good.

REGENERATION[edit]

Class: Beta

Cost: 1 Verve

Dice Pool: N/A

Action: Reflexive

Range: Self

Area: N/A

Duration: Instant

Effect: The character heals much faster than ordinary humans. The character automatically heals one level of bashing damage, or downgrades one level of lethal damage, per dot in Regeneration, every turn at the start of his action. These effects may be mixed, so a character who has 2 lethal levels of damage and 4 dots in regeneration may downgrade both levels to bashing and heal them in the same turn. Aggravated damage heals at the ordinary rate. This power is reflexive, so the character heals regardless of whether he is conscious or not.

Extras:

Versatile Regeneration - Aggravated damage may be downgraded as well.

Weaknesses:

Second Wind - This power must be deliberately activated as an instant action, taking the character's action for the turn.

RESURRECTION[edit]

Class: Alpha

Cost: One permanent dot in this Power

Dice Pool: N/A

Action: Reflexive

Range: Self

Area: N/A

Duration: Permanent

Effect: All characters in More Than Human have an out-of-character license to return from the dead due the Asylum mechanics. This one has an in-character rational for doing so. Using this power means the character gets to lose a dot of Resurrection and take on some extra hassle instead of losing a dot of Asylum when coming back from the grave.

The exact rational for this power will vary between characters, but their Resurrection will always depend on a Contingent Activation (as the Weakness, though it does not reduce the class of the Power) The player must choose which of these is the case with their character. Enemies who know of this contingency will most-likely seek to ensure it doesn't occur. The ST should work with the player to determine the specifics this entails.

SCAN[edit]

Class: Alpha

Cost: 1 Verve

Dice Pool: Intelligence + (Investigation) + Scan - target's Resolve

Action: Instant

Range: (Power Level + Scan) x 5 yards

Area: N/A

Duration: Instant

Effect: The character is able to discern the powers and capabilities of a target.

For every success on the activation roll the character may learn one of the following, with it's applicable rating:

  • one Attribute
  • one Skill (specialties as well)
  • one Superpower
  • one Enhancement Merit related to a skill or attribute

Extras: Multiple targets - The character may elect to allocate her successes among all the possible targets in range, rather than choosing only one.

SHAPESHIFT[edit]

Class: Alpha

Cost: 1 Verve, see below

Dice Pool: Stamina + (Survival) + Shapeshift

Action: Instant

Range: Self

Area: N/A

Duration: One scene

Effect: The character is able to alter her physical form.

Using Shapeshift is either a simple action taking one turn. A character may take multiple turns to achieve more radical changes than a single roll can produce. Additional turns of shifting cost only time, not Verve, and the character may roll a number of times up to his effective Stamina in a scene.

Once a character has stopped shifting the changes persist for one scene; the character may shapeshift again before the end of the scene (within the stamina limit above), but doing so requires another activation roll and the expenditure of another Verve. If the character wishes to stay in their assumed shape after one scene, they may continue to do so for one verve. This allows them to hold the form for the rest of the scene without a roll. Additional scenes cost one verve per.

The character may cancel their shift, reverting back to their normal form, at any time as a reflexive action. This is an all-or-nothing reversion. If the player only wants to revert part of their form, they must activate the power again.

The simplest use of this power is simply to look like another person or similar being, without making any more significant physical changes. Essentially, successes on the activation roll are added to successes on attempts at disguise or impersonation. In addition, the shapeshifter is able to shift her appearance to that of a human or humanoid of any gender, may appear biological, robotic, living or dead, making it impossible to recognize her through cursory visual examination. The character will still smell and taste the same, however, should that come up.

With out additional Shapeshift merits, this power can be used to simulate powers that aid disguise but don't actually alter the character's physical form, such as holographic projections and identity-oriented illusions.

The character may choose to take an obvious identifying feature as a Persistent Condition for this power. Such a feature might be the inability to change the character's distinctive coloration (think Beast Boy or Plastic Man), or having a distinctive odor. The Condition allows those who are familiar with the shapeshifter to identify them without a roll. This is worth a beat when it becomes a problem for the character.

Shapeshifting has an associated Power Tree.

Other then the kinds of powers detailed above, Shapeshift cannot allow the character to emulate other super powers, but it can be used as a rational for buying those powers with experience points. Weaknesses:

Single Shape - The character can only take on a single predefined shape, but does not have to roll for activation. If the shape requires multiple successes it now only requires one success, but manifests the same way every time.

Slow Activation - The shift comes on slowly, requiring some other extended action with a target number of 5 successes. Determine an appropriate pool with the Storyteller when this power is taken. Examples might include meditation (as per the core book), an arcane ritual (Intelligence + Occult), or an invocation to a deity (Presence + Expression).

Evidence - When the character shapeshifts, they leave something behind, such as a shed skin or shell, glowing green mucus, or scorch marks. Whatever it is, it's distinctive and an obvious sign of the character's presence.

Players looking to do so may want to look at the generic weaknesses Contingent Activation, Convergent Activation and Obvious.

SHROUD[edit]

Class: Alpha

Cost: 1 Verve

Dice Pool: Dexterity + (Stealth) + Shroud

Action: Reflexive

Range: (Power Level + Stealth) x 5 yards

Area: (Power Level + Stealth) yards

Duration: Concentration

Effect: The character creates a field of dark shadow, cloaking mist, nebulous energy or some other vision-obscuring medium. For each success the character gains on the activation roll, any characters (friend or foe) within the area of the shroud, or trying to see through it, receive a –1 penalty to all sight-based perception rolls. Those within count as blind for the purposes of combat if more then two successes are scored.

On an exceptional success, the shroud is so thick as to be effectively opaque; it is impossible to see through the area covered by the shroud at all, and characters caught within the area of effect are blinded. Normally Shroud only effects normal vision, but for one additional Verve the activating character may also have it obscure other types of vision (such as infrared or ultraviolet).

Extras:

Sensory Deprivation Field - The shroud may block other senses or forms of detection. This Extra can be taken multiple times, blocking three senses or forms of detection per purchase. Examples include smell, hearing, psychic detection, motion tracking, or mystic sight.

SKINCHANGER[edit]

Class: Alpha

Cost: 1 Verve

Dice Pool: Stamina + Skinchanger

Action: Instant

Range: Self

Area: N/A

Duration: One scene

The character may change their shape into a variety of stolen forms. The character may only take on the shapes which currently exist in their "library", and start with only their natural shape in their library. To add a shape the character must kill the current 'owner' of the shape in some specific and gruesome fashion taking no less then fifteen minutes to complete.

The exact way in which this happens is left for the ST and player to determine. The character may skin the person alive and crawl into the resulting skin-suit, beat them to a pulp and absorb the victim through the skin, cut their head open and study their brain, or just chop them up and dine upon a chili made from their flesh and seasoned with their tears.

Whatever the case the victim must die, must suffer, and must be a sapient organic being. While in the stolen form they may elect to use the forms physical attributes when making a roll. Secondary traits alter as usual. If the stolen form has powers with a physical and organic rational the Skinchanger may choose to purchase them immediately or purchase them later. In either case they are bought with the Contingent Activation drawback; They may only be used while in the appropriate form.

The form is set at the time of death. It's attributes and powers may not be further developed. Likewise it does not age. A Skinchanger may effectively extend their life by shifting between stolen forms and not re-entering their original if they suspect their original form has lived past its normal allotment of years.

Players should keep in mind that this power in no way offers any exemption from the Degeneration rolls it will inevitably cause. Standard use of this power requires torture in some form, though Compassionate Monster (below) may allow this to be upgraded to 'mere' premeditated murder. It is the Storyteller's call weather use of this power under the Heart's Blooded extra qualifies as being a lesser sin then general torture, if applicable.

This power operates similar to Shapeshift, players looking at one may wish to look at the other.

Extras:

Compassionate Monster - The victim need not die suffering.

Heart's Blooded - Less then sapient creatures are now valid targets (it doesn't have to qualify as a person).

Extended Duration - The power now costs a Verve a day.

SUMMON MINION[edit]

Class: Alpha

Cost: 1 Verve

Dice Pool: Intelligence + (Occult) + Summoning

Action: Instant or Extended

Range: (Power Level + Summoning) x 2 yards

Area: N/A

Duration: Until banished or killed

Effect: The character is able to summon a specific type of supernatural creature. The stats of the creature are based upon a template for an animal out of the World of Darkness Animal Stats or an alternative one approved by the Storyteller. Alternatives may include templates based upon Spirits as defined in the core rules.

Every summoned entity has a Summoning Rating. The Summoning Rating is the number of successes needed on the activation roll needed to bring the being forth. If using one of the templates from the link above, the Summoning Rating is equal to the Size of the template. If using a template based upon a spirit, use the spirit's Rank. When creating templates of your own, start with one of the templates provided from either source. The ST should raise or lower the Summoning Rating relative to how much more or less powerful the custom entity is.

The player starts with one template and may learn additional templates by either studying the creature they are based upon or researching them by occult means. Mechanically this means buying additional templates at a cost of 1 per experience.

Using Summoning is either an instant or an extended action. The character may choose to continue summoning next turn, adding his successes together, up to the number of dice in his unmodified pool. Additional turns of summoning cost only time, not Verve, and the character may roll a number of times up to his effective Stamina. Each roll takes one turn.

Creatures summoned in this way are not under the control of the summoner. The summoner may want a to take some variation of the Domination power or the Banish power too deal with that.

Extras:

Group Summons – Any character with a Mystic power can choose to let the character with this power guide them through a summoning ritual for the minion. This must be an extended action, but other Mystic heroes can be involved in a teamwork effort towards the summons.

Greater Summons - The character's successes on the activation roll count double. Most of the templates used for Greater Summons should represent sentient creatures.

SUMMON ANIMALS[edit]

Class: Alpha

Cost: 1 Verve

Dice Pool: Composure + (Animal Ken) + Animal Mastery - target's Resolve

Action: Simple

Range: (Power Level + Animal Mastery) x 5 yards

Duration: Until arrival

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 + Summon Animals) x 100 yards. Once the summoned animals reach their destination, they will revert to their normal behavior. Most characters who have this power will use it to tame, hunt or otherwise use the animals they summon.

SUPER SPEED[edit]

Class: Alpha

Cost: 1 Verve

Dice Pool: N/A

Action: Reflexive

Range: Self

Area: N/A

Duration: One turn

Effect: The character is very, very fast. Super Speed must be activated each turn to gain it's benefits. Those benefits are:

  • The character’s Speed is multiplied by the number of dots she has in Super Speed, plus one; IE a character with Super Speed 1 doubles her Speed, a character with Super Speed 2 triples it etc. This effects running speed and special speeds such as Flight identically.
  • Outside of dramatic time, tasks the character undertakes have their time for completion divided by the number of dots in this power plus one. The Verve cost for this is equal to one for every hour of time, or portion of an hour, before reduction. Thus, an hour long task with Super Speed 3 takes 15 minutes, and costs one Verve.

Super Speed has an associated Power Tree. Please read about the Power Tree before editing this power.

TELEKINESIS[edit]

Class: Beta

Cost: 1 Verve

Dice Pool: See below

Action: Instant

Range: (Power Level + Telekinesis) x 5 yards

Area: N/A

Duration: Instant

Effect: The character may lift, move, or hurl objects through the air by will. Assume the character can manipulate objects as if she were touching them, and without being harmed by doing so. If moving an object such that it would require Strength or Dexterity as part of a roll, use the dots in this merit in place of the appropriate attribute.

If Telekinesis is used to attack or grapple a target directly the target is surprised unless the ST decides the defender had reason so expect such an attack (typically any opponent will be surprised only the first time they are attacked this way by the same character). Telekinesis does not grant a character the ability to fly, though a character’s telekinetic abilities may serve as justification for her purchase of the Flight power.

God Machine Chronicles Rules Update: If using the rules update, ignore the Telekinesis Merit in favor of this power.

TELEPATHY[edit]

Class: Gamma

Cost: 0

Dice Pool: Resolve + (Empathy or Intimidation) + Telepathy

Action: Varies

Range: (Power Level + Telepathy) x 10 yards

Area: Varies

Duration: Varies

Effect: The character is also able to communicate telepathically. The character establishes a mental link with her sapient target through which the two characters can communicate, whether or not they share a common language. The target character is aware of the link being established, and if he chooses, he may attempt to contest the contact. If so, the telepathic character must gain at least one success on Wits + Empathy + Power Level minus the targets Resolve + Composure + Power Level (Normal non-rolled resistances only include one attribute + Supernatural Resistance. This power should be modified accordingly). Forcing entry into someone's mind is an invasive act, and may prompt a Breaking Point for some individuals. Having one's mind broken into is an even more traumatizing experience, and is likewise more likely to provoke a breaking point, especially in individuals who are particularly guarded and private. Characters that loose Integrity due to telepathic communication are likely to develop 'interesting' psychological states, perhaps even taking on personality traits or values of one another.

Once the link has been created, it remains in place until either the character severs it or the target tries to push them out again on subsequent turns, prompting another roll.

Ignore the Telepathy Merit in the core rules with More Than Human.

Telepathy has an associated Power Tree.

TELEPORT[edit]

Class: Beta

Cost: 0+ Verve

Dice Pool: Wits + (Investigation) + Teleport

Action: Instant

Range: Self

Area: N/A

Duration: Instant

Effect: The character is able to travel instantly from one point to another, without passing through the intervening space. If the character teleports 5 yards away or less into a location they can see, there is no activation roll. To teleport up to 10 yards or into a location they cannot see requires at least one success on an activation roll. Each additional 10 yards penalizes the roll by -1. The player may choose to buy off these penalties at a cost of one verve per penalty.

Failing the roll gives the Storyteller the entertaining option of choosing the destination of the teleport. On a dramatic failure, the character not only counts as having failed his activation roll for the purposes of determining where he ends up, he also teleports into a dangerous situation, such as several hundred feet above the ground or underwater, or creates some sort of compromising medical anomaly, at the ST's option. The character cannot, intentionally or not, teleport into a space they cannot occupy.

Extras:

Combat Teleport - The character may teleport reflexively once per dot in Teleport during his turn. In addition, as a dodge, he may contest one attack with a Teleport activation roll, negating the attacker's successes with his own. If he rolls more successes than the attacker, he teleports to his intended destination after the attack is resolved.

Long Teleport - The character may teleport twice as far for the same cost.

Mass Teleport - The character may teleport up to one additional character for every dot in Teleport and Power Level he possesses.

Weaknesses:

Flash Step - The character actually does pass through the intervening space, and cannot teleport through any sort of cover, even if he can see through it.

TEMPORAL MANIPULATION[edit]

Class: Beta

Cost: 1 Verve

Dice Pool: Wits + (Science) + Temporal Manipulation

Action: Reflexive

Range: (Power Level + Temporal Manipulation) x 5 yards

Area: N/A

Duration: One round

Effect: The character can slow or speeds the passage of time around the target, altering their ability to act and to respond to the world around them. Each success on the activation roll reduces or improves the target’s Initiative and Defense by 1, to a minimum of 0 each; a character reduced to 0 Initiative may not act in combat at all this turn, as he is simply unable to keep up with the speed of events happening around him.

Any character with dots in Temporal Manipulation possesses an extremely accurate internal clock; she always knows exactly what time it is, and is able to mentally time events with the accuracy of a stopwatch.

Temporal Manipulation has an associated Power Tree.

TETHER[edit]

Class: Alpha

Cost: None

Dice Pool: Dexterity + (Athletics) + Tether

Action: Instant

Range: (Power Level + Tether) x 5 yards

Duration: Instant or One scene

Effect: The character is able to extend a chain or web that pulls things. On a successful activation, the character anchors himself to an object. If the target is fixed and capable of supporting his weight, the character either pulls himself to it, or may swing up to 10 yards per success. If the target is loose, the character pulls it to himself instead. The character can pull a loose object of a Size up to his own Size or his dots in Tether + his successes rolled, whichever is lower. When attempting to pull another character with this power, the target's Defense applies to the activation roll.

The character can use this power to cling to a wall or ceiling, but cannot move freely across such a surface unless he has the Wallcrawler merit.

The character can choose to remain attached to the target until end of scene, until his grip is broken by force, or until he ends the effect reflexively. When attached, the character and target cannot move apart. Attempting to break the character's grip is an instant Strength roll contested reflexively by the character's Strength + Tether. If the target breaks free, it can move up to its Speed in the same action.

Clarification: This power represents an innate ability, as opposed to a piece of equipment. A player who simply wants their character to have a grappling hook should use the appropriate equipment from existing books.

VECTOR MANIPULATION[edit]

Class: Gamma

Cost: 1 Verve

Dice Pool: Wits + (Science) + Vector Manipulation

Action: Reflexive

Range: (Power Level + Vector Manipulation) x 5 yards

Area: N/A

Duration: Instant

Effect: The character is able to alter the direction of projectiles. Whenever a ranged attack passes within (Power Level + Vector Manipulation) yards of the character, he may redirect the attack at a target of his choice, using the activation roll as an attack roll.

Using this power counts as a dodge action.


VENOM[edit]

Class: Beta

Cost: Varies

Dice Pool: Intelligence + (Medicine) + Venom

Action: Instant

Range: Self

Area: N/A

Duration: One scene

Effect: The character is able to synthesize deadly poisons from his body. When this power is activated, the character creates one dose of poison per success and spends 1 Verve per success. If the character has insufficient Verve or chooses to create fewer doses, the remaining successes are wasted. The poison has toxicity equal to the character's dots in Venom and one method of delivery of the character's choice. The character is immune to any poison he creates.

Once per turn as a reflexive action, he character may apply one dose of any poison he creates to his own hands or an object he can touch, but not forcefully poison another character.

Extras: None