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==ACID BLOOD==
 
==ACID BLOOD==
 
Class: Alpha
 
Class: Alpha
 +
 +
Type: Bio
  
 
Cost: --
 
Cost: --
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==AFFLICT==
 
==AFFLICT==
 
Class: Beta
 
Class: Beta
 +
 +
Type: Mystic
  
 
Cost: 1 Verve
 
Cost: 1 Verve
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==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.
  
 
==BANISHMENT==
 
==BANISHMENT==
  
 
Class: Alpha
 
Class: Alpha
 +
 +
Type: Mystic
  
 
Cost: 1 Verve
 
Cost: 1 Verve
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Effect: The character attempts to send a being not of this world back to where it belongs. To do so the character needs to achieve successes equal to the Rank of the spirit or the Summoning Rating of a corporeal being. This can be done as an instant or extended action, as needed. Any character with an occult rating equal to the target number required may participate in the ritual if it is an extended action.
 
Effect: The character attempts to send a being not of this world back to where it belongs. To do so the character needs to achieve successes equal to the Rank of the spirit or the Summoning Rating of a corporeal being. This can be done as an instant or extended action, as needed. Any character with an occult rating equal to the target number required may participate in the ritual if it is an extended action.
  
Only beings which have a Summoning Rating or which are spirits may be subject to Banishment.
+
Only beings not native to the realm of existence they are currently on may be subject to Banishment.
  
 
Creating a ritual area, with whatever trappings are appropriate to the character's mystic style, aids in extended rituals of this type. Assume each 1/2 hour of effort put in to preparation of the ritual adds one die to the roll, up to the character's Power Level.
 
Creating a ritual area, with whatever trappings are appropriate to the character's mystic style, aids in extended rituals of this type. Assume each 1/2 hour of effort put in to preparation of the ritual adds one die to the roll, up to the character's Power Level.
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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 an unnatural effect, and so will not 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.
+
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, this specialty can go above 1 dot.
+
Highly Specific - The effect increases a Specialty instead of an Attribute, but unlike other specialties, can go above 1 dot.
 
 
Conditional Activation - The effect can only be activated when the character has a specific Condition on them (You wouldn't like me when I am angry...).
 
  
 
==BOUNDING LEAP==
 
==BOUNDING LEAP==
 
Class: Alpha
 
Class: Alpha
 +
 +
Type: Tech, Mystic, or Bio
  
 
Cost: 0 Verve
 
Cost: 0 Verve
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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. The character can jump equally well running as not, and equally well vertically as horizontally. The character can jump 10ft on a simple success on a normal jumping roll (Strength + Athletics + equipment). For each additional 10ft the character wishes to jump, apply a -1 modifier to the roll.
+
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.
 
 
For each dot in this power, after the first, the increment adds 10ft. Thus at three dots the character can jump 30ft with a simple success, or 150ft with a -5 penalty.
 
  
 
Extras: None.
 
Extras: None.
  
 
==CLONE==
 
==CLONE==
Class: Beta
+
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.
  
The clones are not as powerful as the original character; each clone suffers a -2 penalty to all dice pools, and possess no super powers themselves. Clones have no Health, and disappear if they take any damage. Clones share no mental link with each other or the originating character, and must communicate normally. It is assumed that the clones have the same memories and agenda as the character and thus act in accordance (unless the player says otherwise, which would indicate the character being torn on the issue in question). A clone lasts until the end of the scene or until the originating character wills it out of existence. Clones have no verve or willpower.
+
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, but may not act on the turn they are created.  
 
 
 
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.
  
Robust - Each clone has health levels equal to their Stamina.
+
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.
  
==CONDITIONING (Condition)==
+
==CYBERKINESIS==
 +
Class: Beta
  
Class: Alpha
+
Type: Tech
  
 
Cost: 1 Verve
 
Cost: 1 Verve
  
Dice Pool: Varies
+
Dice Pool: Composure + (Computer) + Cyberkinesis
  
 
Action: Instant
 
Action: Instant
  
Range: (Power Level + Power) yards
+
Range: (Power Level + Cyberkinesis) x 5 yards
  
Area: N/A
+
Duration: Concentration
  
Duration: Until Resolved
+
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.
  
Effect: This is a catch-all power description for a power whose sole effect is to create a specific Condition in the target. Choose a Condition upon taking the power. A rational for how the Condition is created must be supplied by the player, and that rational should be used to determine the die pool. It is assumed to be a temporary Condition. The Condition cannot be use to generate beats for any given character more than once a story unless the ST says otherwise.  
+
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 appropriate, a variation of this power "Tilting (Tilt)" can be taken for a given Tilt.
+
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==
  
==CYBERKINESIS==
 
 
Class: Beta
 
Class: Beta
  
Cost: 1 Verve
+
Type: Mystic or Bio
 +
 
 +
Cost: 2 Verve
  
Dice Pool: Composure + (Computer) + Cyberkinesis
+
Dice Pool: Dexterity + (Brawl) + Death Touch – (target’s armor + defense + Power Level)
  
 
Action: Instant
 
Action: Instant
  
Range: (Power Level + Cyberkinesis) x 5 yards
+
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 lethal damage. If the target takes any damage, it takes 1 lethal continuous damage until it succeeds on a reflexive Stamina roll. Non-living targets take bashing damage from the initial attack and no continuous damage.
  
Duration: Concentration
+
Extras:  
  
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.
+
Aggravated - The attack deals aggravated damage.
  
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.
+
Afflicting - The attack applies a Tilt to the target if it lands, chosen at the time the power is taken and appropriate to the rational for the power.
  
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.
+
Weakness:
  
Cyberkinesis has an associated [[MTH:Power_Trees|Power Tree]].
+
Non-Lethal: The attack does bashing damage.
  
 
==DENSITY CONTROL==
 
==DENSITY CONTROL==
 
Class: Beta
 
Class: Beta
 +
 +
Type: Tech, Mystic or Bio
  
 
Cost: 1 Verve
 
Cost: 1 Verve
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==DISRUPT==
 
==DISRUPT==
 
Class: Alpha
 
Class: Alpha
 +
 +
Type: Tech, Mystic or Bio
  
 
Cost: 1 Verve
 
Cost: 1 Verve
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Extras:  
 
Extras:  
 +
 +
Duel Purpose - With appropriate rational the power counts as more than one type. The second type is chosen at the same time as the first. A truly creative rational could incorporate all three types, making this a Gamma power.
  
 
==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: Gamma
 
Class: Gamma
 +
 +
Type: Bio
  
 
Cost: --
 
Cost: --
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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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==EMPATHIC MANIPULATION==
 
==EMPATHIC MANIPULATION==
Empathic manipulation was removed as it essentially duplicates several Mega Skills and Mega Attributes for a cheaper cost.
+
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.
 +
 
 +
'''''[[(( You may want to consider this having a more short term effect. First Impression is one that has a long term effect on the game. Not to mention Doors take days, sometimes weeks to open]]'''''
 +
 
 +
'''''I suggest "The target gains the "Emotional" condition. With emotional having the description "You characters base emotional state has been altered by supernatural effect, and you are liken to follow it. Any roll to resist temptation based on that emotion gets a -2.; Resolution: You succumb to the emotional state or the scene ends. Beat: N/A" and on an exception success the target gains the "Impassioned" condition "You are suddenly overwhelmed by an emotion, spontaneously acting based on it. Whenever the offer to indulge that emotion come up you must make a Resolve + Composure roll in order to turn it down. Resolution: You willingly indulge in the targeted emotion. This does not include failed die rolls. Beat: Your character is put in harms way by acting on said emotion"))'''''
 +
 
 +
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.
  
Weakness
+
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.
 
 
Indiscrete - The appendages may not be hidden or unmade when not in use. Otherwise assume they have some convenient means of being hidden.
 
  
 
==FLIGHT==
 
==FLIGHT==
 
Class: Beta
 
Class: Beta
  
Cost: None
+
Type: Tech, Bio, or Mystic
 +
 
 +
Cost: 1 Verve
  
 
Dice Pool: N/A
 
Dice Pool: N/A
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==FORCE STRIKE==
 
==FORCE STRIKE==
 
Class: Alpha
 
Class: Alpha
 +
 +
Type: Tech, Bio or Mystic
  
 
Cost: 0
 
Cost: 0
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==FORCE FIELD==
 
==FORCE FIELD==
 
Class: Alpha
 
Class: Alpha
 +
 +
Type: Tech or Mystic
  
 
Cost: 1 Verve
 
Cost: 1 Verve
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Duration: Scene
 
Duration: Scene
  
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 reflexively. Treat the rating in this power as general and ballistic armor against the appropriate attack type while active.  
+
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 reflexively. Treat the rating in this power as general armor against the appropriate attack type while active.  
  
 
Extras:  
 
Extras:  
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Distant Field - (cannot be taken with the Set Extra, below) The character may activate Force Field to protect someone else within Power Level + Force Field yards.
 
Distant Field - (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 creates a 'charge'. The charge grants a +1 bonus to some roll involving one chosen Attribute. These charges dissipate at the end of scene.
+
Boosting - Each level of damage absorbed by this power creates a 'charge'. The charge grants a +1 bonus to some future roll involving one chosen Attribute. These charges dissipate at the end of scene.
  
 
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.
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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

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