Editing MTH:Powers A-H
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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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==BOOST== | ==BOOST== | ||
Class: Beta | Class: Beta | ||
+ | |||
+ | Type: Tech, Mystic, or Bio | ||
Cost: 1 Verve | Cost: 1 Verve | ||
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==BOUNDING LEAP== | ==BOUNDING LEAP== | ||
Class: Alpha | Class: Alpha | ||
+ | |||
+ | Type: Tech, Mystic, or Bio | ||
Cost: 0 Verve | Cost: 0 Verve | ||
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==CLONE== | ==CLONE== | ||
Class: Beta | Class: Beta | ||
+ | |||
+ | Type: Mystic or Bio | ||
Cost: 1+ Verve | Cost: 1+ Verve | ||
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Robust - Each clone has health levels equal to their Stamina. | Robust - Each clone has health levels equal to their Stamina. | ||
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==CYBERKINESIS== | ==CYBERKINESIS== | ||
Class: Beta | Class: Beta | ||
+ | |||
+ | Type: Tech | ||
Cost: 1 Verve | Cost: 1 Verve | ||
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==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 | + | 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. | ||
− | + | Discrete - The appendages may be hidden or unmade when not in use. They may be retractable, dissipate into smoke or whatever else is appropriate for the rational supporting the power. | |
− | |||
− | |||
==FLIGHT== | ==FLIGHT== | ||
Class: Beta | Class: Beta | ||
− | Cost: | + | 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 | + | 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 |