Editing MTH:Powers I-P

Jump to: navigation, search

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision Your text
Line 346: Line 346:
  
 
Power Vampire - When mimicking a trait, you can choose to 'take' what you mimic from the target. You remove one dot from the target's pool per your own dots in mimic (i.e. with five dots in mimic you can totally eliminate a five dot power, attribute, or skill). The target regains their trait once the duration of the mimic effect has ended. When stealing a trait, the duration of the effect becomes only one turn per success, with no option to extend.
 
Power Vampire - When mimicking a trait, you can choose to 'take' what you mimic from the target. You remove one dot from the target's pool per your own dots in mimic (i.e. with five dots in mimic you can totally eliminate a five dot power, attribute, or skill). The target regains their trait once the duration of the mimic effect has ended. When stealing a trait, the duration of the effect becomes only one turn per success, with no option to extend.
 +
 +
==NATURE MASTERY==
 +
Class: Gamma
 +
 +
Type: Mystic or Bio
 +
 +
Cost: Varies
 +
 +
Dice Pool: Varies
 +
 +
Action: Varies
 +
 +
Range: Varies
 +
 +
Duration: Varies
 +
 +
Effect: The character is able to communicate with and influence plants and animals.  The character knows one of the following techniques for each dot in Nature Mastery he possesses; he may attempt to use a technique that he does not specifically know, but doing so increases the Verve cost of the technique by one and imposes a –1 penalty to the activation roll.
 +
 +
God Machine Variant: If using the GMC Rules Update the Nature Mastery Power grants one technique when purchased, but does not grant additional techniques per dot. Instead, the player may purchase new techniques for two experiences each.
 +
 +
Extras: None.
 +
 +
===ANIMAL CONTROL===
 +
Cost: 1 Verve
 +
 +
Dice Pool: Intelligence + (Animal Ken) + Nature Mastery vs. target's Resolve
 +
 +
Action: Contested, resistance is reflexive
 +
 +
Range: (Power Level + Nature Mastery) x 5 yards
 +
 +
Duration: Varies
 +
 +
Effect: The character is able to impose his will on animals, forcing them to perform actions they otherwise might not.  This technique functions identically to the "Domination" power, except that it only works on animals (and the Storyteller has the final say on what constitutes an "animal" or not, if there is room for debate), and the dice pool for the activation roll is Intelligence + (Animal Ken) + Nature Mastery.
 +
 +
===PLANT ANIMATION===
 +
Cost: 1 Verve
 +
 +
Dice Pool: Manipulation + (Survival) + Nature Mastery
 +
 +
Action: Instant
 +
 +
Range: (Power Level + Nature Mastery) x 5 yards
 +
 +
Duration: Instant
 +
 +
Effect: The character is able to animate the plant life of an area to attack, constrict, or otherwise hinder an opponent.  This power functions identically to the Animation technique of the Elemental Anima power, except that the activation dice pool is the character's Manipulation + (Survival) + Nature Mastery, and the power only works on plant life (or, at the Storyteller's discretion, on sufficiently advanced fungi or protists such as mushrooms, algae, moss, or kelp). Note that plants will not uproot themselves under the influence of this power, and so cannot be given a Speed value.
 +
 +
===PLANT GROWTH===
 +
Cost: 1 Verve
 +
 +
Dice Pool: Intelligence + (Survival) + Nature Mastery
 +
 +
Action: Instant
 +
 +
Range: (Power Level + Nature Mastery) x 5 yards
 +
 +
Area: N/A
 +
 +
Duration: One scene
 +
 +
Effect: The character is able to make normal plants grow to a wondrous size. Each success on the activation roll either fills 1 cubic yard or covers 4 square yards with dense vegetation. This effect must be contiguous and begin with a natural living plant, unless the character spends 1 additional point of Verve.
 +
 +
Alternately, the character may grow a plant to grapple an opponent within 1 yard of it. The power's activation roll counts as the grapple roll, and the character's Intelligence counts as Strength for the purpose of holding the grapple.
 +
 +
===SUMMON ANIMALS===
 +
Cost: 1 Verve
 +
 +
Dice Pool: Presence + (Animal Ken) + Nature Mastery - targets' average Composure
 +
 +
Action: Instant
 +
 +
Range: Varies
 +
 +
Duration: Instant
 +
 +
Effect: The character issues a telepathic summons (possibly in conjunction with a bird call or a wolf's howl), compelling nearby animals to converge on his current position.  The character may elect which kind of animals the summons affects, such as "all predators," "only deer," or "my pet dog."  One success on the activation roll is enough to call most of the viable animals within a radius equal to the character's (Power Level + Nature Mastery) x 100 yards (a handful of individual animals with particularly high Composure might resist the summons, but the vast majority will be affected); each additional success doubles this distance.  Affected animals move towards the character's current location as fast as reasonably possible, though they will stop to eat and sleep if necessary.  Once the summoned animals reach their destination, they will revert to their normal behavior unless the character uses other Nature Mastery techniques on them.
  
 
==NEGATION FIELD==
 
==NEGATION FIELD==

Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see RPGnet:Copyrights for details). Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)