Difference between revisions of "MTH:Powers I-P"

From RPGnet
Jump to: navigation, search
(MIMIC)
(MIMIC)
Line 410: Line 410:
 
In order to use this power, the character must touch her intended target; touching an unwilling target requires a Dexterity + Brawl roll, and the target’s Defense applies.   
 
In order to use this power, the character must touch her intended target; touching an unwilling target requires a Dexterity + Brawl roll, and the target’s Defense applies.   
  
Once she has successfully touched the target, They must succeed in an activation roll. The character may spend one Verve to copy one of the target’s Attributes, Skills, Merits, or superpowers for each dot in Mimic she has. In the case of Attributes, Skills, or superpowers, the character’s rating in the ability increases to either the target’s rating in the ability or the character’s own Power Level, whichever is lower.   
+
Once she has successfully touched the target, They must succeed in an activation roll. The character may spend one Verve to copy one of the target’s Attributes, Skills, Merits, or superpowers for each dot in Mimic she has. In the case of Attributes, Skills, or superpowers, the character’s rating in the ability increases to either the target’s rating in the ability or the character’s own Power Level, whichever is lower.  Copying the same trait from multiple sources does not stack, but increases the highest by 1 dot, up to normal limits.
  
 
In the case of Merits, the character may only copy Merits worth a number of dots equal to or less than her own Mimic rating; the character need not necessarily meet the prerequisites a copied Merit, but the Storyteller is the final arbiter of which Merits can be copied (as a general rule, “internal” Merits like Gunslinger or Eidetic Memory can be copied, while “external” merits like Resources or Allies cannot).   
 
In the case of Merits, the character may only copy Merits worth a number of dots equal to or less than her own Mimic rating; the character need not necessarily meet the prerequisites a copied Merit, but the Storyteller is the final arbiter of which Merits can be copied (as a general rule, “internal” Merits like Gunslinger or Eidetic Memory can be copied, while “external” merits like Resources or Allies cannot).   
Line 422: Line 422:
 
Mystic Replication - The character's mimicry manipulates fate and memory, and it can copy 'external' merits, reweaving society and chance to achieve the effect.
 
Mystic Replication - The character's mimicry manipulates fate and memory, and it can copy 'external' merits, reweaving society and chance to achieve the effect.
  
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.
+
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==
 
==NATURE MASTERY==

Revision as of 03:26, 30 April 2014

ILLUSION

Class: Beta

Cost: 1 Verve

Dice Pool: Intelligence + (Expression) + Illusion

Action: Instant

Range: (Power Level + Illusion) x 5 yards

Area: N/A

Duration: One scene

Effect: The character is able to subvert the vision of others. One success on the activation roll can change the superficial appearance of an object or character. Two successes can make something appear to exist when it doesn't. The size of the illusion cannot exceed (2 + Power Level + Illusion x 2). No application of this power may have any tangible effect beyond misdirection or concealment. Opponents with more effective dots in Wits than the character's successes will know something is off. Opponents with superhuman senses might be harder to fool. Recognizing the effect as illusory does not show the truth.

Extras:

Auditory Illusion - The character can also alter or create sounds as part of an illusion.

IMMOBILIZE

Class: Beta

Cost: 1 Verve

Dice Pool: Dexterity + (Athletics) + Immobilize - target's Defense + Power Level

Action: Instant

Range: (Power Level + Immobilize) x 5 yards

Area: N/A

Duration: See below

Effect: The character is able to hinder his opponents' movement with layers of ice, quick-drying glue, zero-point energy fields or some other means. This power has two main uses: restricting another character's body movements and reducing her ability to perform physical tasks, or anchoring another character to a solid object and stopping her from moving around.

If used to impede physical performance, the target takes a penalty to all rolls involving physical action (including attack rolls and most superpower activation rolls) equal to the number of successes gained on the character's Immobilize activation roll; if used to anchor the target, a successful activation roll reduces the target's Speed to 0, effectively pinning her in place (note that there must be a solid object present to anchor the target to, or else this technique cannot be used).

In either case, the target's Defense is reduced by one for every success gained on the activation roll. If the activation roll is an exceptional success, the target suffers both effects: her Speed is reduced to 0, and she takes the penalty to physical actions (as well as to Defense). In order for the target character to escape from an Immobilize power, she must succeed on a Strength + Stamina roll, with a negative modifier equal to the number of successes gained on the activation roll; if Immobilize was used to impede the character's physical actions, that penalty does not stack with the penalty to escape the Immobilize power.

Another character may attempt to aid the Immobilized character's escape, using the rules for Teamwork as described in the World of Darkness core rulebook (with the Immobilized character as the primary actor). The immobilizing agent may also be damaged to reduce its effectiveness, either by the immobilized character (if possible) or by an ally. The immobilizing agent has an effective Durability equal to the activating character's dots in Immobilize, and each level of damage dealt to it reduces the penalty to physical actions, the penalty to Defense, and the penalty to the escape roll by one; if the penalty is reduced below zero, the target is able to escape without making a roll.

Extras:

Ephemeral - The immobilizing agent cannot be attacked to reduce its effectiveness.

Radius - The effect has a blast radius, effecting all viable targets in a sphere with a radius of 2 yards + 1 yard per additional point of Verve spent in the activation. Each target requires a separate activation roll. The character may not spend more Verve to increase the radius than his dots in Immobilize.

Constriction - By spending 1 Verve, the character can deal one point of bashing damage (this cannot be negated by armor, but can be negated by Invulnerability if the source of the immobilization matches the immunity) to a target that he has immobilized. By spending 2 Verve, he can deal one point of lethal damage to a target he has immobilized. This is a reflexive action, but can only be done on the character's turn and once per turn per target.

Weaknesses:

Limited Means - Only effects biologic creatures, robots/machines, sinners (Morality 5-), the undead, etc.

IMMOLATION

Class: Beta

Cost: 1 Verve

Dice Pool: N/A

Action: Instant

Range: Self

Area: N/A

Duration: One scene

Effect: The character is capable of causing damage to anything that touches her. The source of damage dealt (fire, electricity, angry ghosts etc.) must be chosen when this power is first purchased. When the character activates this power, anything that contacts the character's body (her own gear and clothing excepted) takes an amount of lethal damage equal to the character's dots in Immolation or an amount of bashing damage equal to the character's Immolation dots + 2, as appropriate; if this contact is maintained for more than one turn, this damage is dealt each turn.

Note that this damage is dealt to everything the character touches or that touches the character, including unarmed attacks or weapons that strike the character (in this case, the damage is dealt after the attack in question lands), other characters struck by the character's unarmed attacks, and even the ground under the character's feet. Once the character has paid the Verve cost for this power, she may switch it on and off at will for the duration of the scene; deactivating this power is a reflexive action, while reactivating it is an instant action, and the character may not do both in the same turn.

The player must decide when this power is purchased whether the damage type inflicted is physical, mental, energy, or magical. Armor applies to the damage if it protects against the damage type.

Extras:

Hazard - While this power is active, at the start of the character's turn, everything within 1 yard of her takes this power's damage minus armor or durability.

Variable - The character's immolation may be either of two damage sources; the character may alternate between these sources up to once per turn as a reflexive action.

INVENTION

Class: Alpha, Beta or Gamma

Cost: 1 Verve + appropriate materials

Dice Pool: Intelligence + (Crafts) + Invention

Action: 1 hour

Range: Self

Area: N/A

Duration: Permanent

Effect: The character is able to create super-advanced gadgets that work only for him. On a successful activation, an invention is created that functions as any single power of the same class as this power or lower, with up to one dot per success capped at the character's dots in this power. An invention's power is considered to have the Object Focus weakness without reducing class. Alternately, the character may upgrade one of his existing inventions up to the aforementioned cap, but not in the same session it was created.

The character may carry multiple inventions as long as their total equivalent XP value does not exceed this power's XP value. If the character wishes to create an invention he cannot carry, he must put one into storage, and he may only own a number of inventions equal to his dots in this power + his Power Level. If he reaches this limit, one invention must be scrapped in the process of creating the next one.

Extras: None; the nature of this power forbids changes to its class.

INVISIBILITY

Class: Beta

Cost: 1 Verve

Dice Pool: Wits + (Stealth) + Invisibility

Action: Instant

Range: Self

Area: N/A

Duration: One turn per dot in Invisibility

Effect: The character is able to turn himself, his clothing, and his personal possessions invisible. The power typically does not need an activation roll, unless contested by another power. Characters who are not actively searching for him become unable to see him at all, and characters who are actively searching for the invisible character must roll Wits + Composure and score more successes than the Invisible character's Power Level. To even attempt this roll the character must have some rational for detecting the invisible character. If this Wits + Composure roll is successful, the opposing characters are able to discern the invisible character's location in some manner and may attack him, with a -2 penalty due to his concealment; otherwise, the opposing characters are unable to locate the invisible character and must use the rules for Fighting Blind if they wish to attack him.

This power's duration ends at the end of the character's turn, allowing her to keep spending Verve on it.

Note that Invisibility only renders the character imperceptible to standard vision; other methods of detection (hearing, smell, infrared vision, telepathic scanning) will detect the character as normal.

Extras:

Enhanced Effect - The character may render himself undetectable to senses other than standard vision at a cost of one additional Verve per sense, up to a maximum number of senses equal to the character's dots in Invisibility.

Weaknesses:

Brief - The power always requires an activation roll, and its duration is one turn per success.

Shimmer In The Air - Opponents actively searching for the character need only one success and don't need to justify their search.

INVULNERABILITY

Class: Beta

Cost: N/A

Dice Pool: N/A

Action: N/A

Range: Self

Area: N/A

Duration: Permanent

Effect: The character is highly resistant to one source of damage or form of attack, chosen when this power is purchased. A character's Invulnerability must be fairly specific: "hard radiation," "fire," and "mind control" are all viable Invulnerabilities, but "energy attacks," "physical attacks, "mental attacks," and "superpowers" are not. Each dot in Invulnerability negates one success from any appropriate attack or damage rolls that affect the character, or one level of damage if the source deals automatic damage without rolling. The effects of Invulnerability stack with (and are applied after) any penalties for armor, Defense, and powers such as Force Field.

A character cannot have more dots in an Invulnerability than their Power Level.

A character may buy multiple forms of Invulnerability, but no more types then their Power Level. Example: Kryptonians living under a yellow sun develop Broad Category (see below) Invulnerability, Physical Attacks and Energy Attacks. These would be a pair of gamma powers.

Extras: Broad Category - (The character may elect to be invulnerable to "physical attacks," "mental attacks," "magic," or "energy attacks," but not "superpowers" or "damage").

JUDGEMENT BOLT

Class: Alpha

Cost: --

Dice Pool: Dexterity + (Empathy) + Judgement Bolt – (target’s Morality)

Action: Instant

Range: (Power Level + Judgement Bolt) x 5 yards

Area: N/A

Duration: Instant

Effect: The character is able to fire a beam of pure good to punish evildoers. This power's activation roll is an attack that deals bashing damage. Targets with Morality higher than the character's own are immune.

This power is considered to have the Cannot Kill extra for free.

Variants:

Power Of Friendship (not an Extra or Weakness) - This power can only be used by two or more allied characters on the same turn. Their pools are combined into one, and multiple Heroic Effort bonuses do not stack.

Extras:

Irresistible - Powers cannot lessen or negate this power's damage.

Note: If using the God Machine Chronicle rules update, ignore this power, as it does not function in the absence of a Morality Trait.

JUDGEMENT BRAND

Class: Alpha

Cost: 0+ Verve

Dice Pool: N/A

Action: Instant

Range: (Judgement Brand + Power Level) x 4 yards

Area: (Judgement Brand + Power Level) yards

Duration: Instant

Effect: The target feels the weight of their actions come to bear as they experience a psychic montage of their crimes. This causes no harm to those who's karmic burden is light, but it becomes crushing to those who have led a life of immorality. Subtract the target's Morality from 8. The remaining number is the amount of lethal damage the target takes. This damage bypasses general damage reduction such as the Armor power, but not Invulnerability to its damage category. This power cannot be used on the same target more then once per session, unless the target's Morality drops later that session. A target with higher Power Level than the character's dots in Judgement Brand is immune.

This power normally has one target. For each point of Verve spent, the character can choose one additional target in the area.

Extras:

Castigation - The damage is aggravated.

Weaknesses:

Judgement Stare - The character and target must make eye contact for this power to take effect.

Note: If using the God Machine Chronicle rules update, ignore this power, as it does not function in the absence of a Morality Trait.

JUDGEMENT GAZE

Class: Alpha

Cost: None

Dice Pool: Composure + Empathy + Judgement Gaze

Action: Simple

Range: (Judgement Gaze + Power Level) x 5 yards

Area: N/A

Duration: Instant

Effect: The character learns the current level of Morality the target possesses, their Virtue, or their Vice. Each success on the activation roll tells you the morality, vice, or virtue of a single person within range. Multiple successes may be spread among multiple targets.

Extra:

Seek The Sin - The character need not make an activation roll to use this power, and should they need to make a roll to notice any being with a Morality trait, they add dice to their pool equal to (7 - Target's Morality).

Note: If using the God Machine Chronicle rules update, ignore this power, as it does not function in the absence of a Morality Trait.

JUDGEMENT STRIKE

Class: Alpha

Cost: 1 Verve

Dice Pool: Strength + (Brawl or Weaponry) + Equipment + Judgement Strike + Morality - (target's Defense + Armor + Morality)

Action: Instant

Range: Touch

Area: N/A

Duration: Instant

Effect: The character can infuse his body or weapon with good energy to better fight evil. This power's activation roll is a Brawl or Weaponry attack that deals damage normally, except to creatures of purest evil such as demons which take aggravated damage, and to targets with Morality higher than the character's own which reflect all damage back at him.

If the character deals more damage to the target with this attack than the target's Morality, the target loses its next action.

Extras: None

LUCK

Class: Beta

Cost: 1 Verve

Dice Pool: Luck + Power Level

Action: Reflexive

Range: Sensory*

Area: N/A

Duration: Instant

Effect: The character carries an unstable probability field around their person which they are able to manipulate. The player may activate this power to bless a given roll with a higher chance of success. For each success on the activation roll the number required to roll a success drops by one, to a minimum of three. For example, if the activation roll grants two successes, the blessed roll would garner one success for every 6, 7, 8, 9, or 10.

The character can bless multiple rolls in the same turn, but cannot effect the same roll twice. This is declared in response to the action being declared, outside of the usual turn order.

Players and STs should keep in mind that it is the player, and not the character, who chooses which pools receive the luck. It may benefit ends the player wants but which the character doesn't, and the character does not need to be conscious (*Sensory range, in this case, would mean the range of the character's senses were they conscious). As the character isn't aware of the power activating, they cannot spend willpower on it.

Extras:

Black Cat - With the Black Cat extra the character may use this power to curse a roll. Each success produces the result on the chart below, cumulative. If the targeted roll doesn't have a given step, skip it. Thus if the activation roll has two successes, and the targeted roll has no 9-again or 8-again quality, it would loose the 10-again quality and not count 8s as successes.

Successes Effect 1 8-again does not effect the roll. 2 9-again does not effect the roll. 3 10-again does not effect the roll. 4 8s do not count as successes. 5 9s do not count as successes. 6 The roll becomes a chance die.

The character may have Black Cat as a Beta power by itself.

MATTER CONTROL

Class: Gamma

Cost: 1 Verve

Dice Pool: Dexterity + (Crafts) + Matter Control

Action: Instant

Range: Touch

Area: N/A

Duration: One scene

Effect: The character is able to transform, refine, reinforce, repair or disintegrate inanimate objects. This power is identical in effect to the Shaping technique of the Elemental Anima power, except it can target any matter that isn't part of a character, its cost is 1 Verve and its range is Touch. In addition, the character can spend successes to increase or decrease an object's durability or equipment bonus on a 1:1 basis, to deal aggravated damage to an object on a 1:1 basis, or to remove damage from an object on a 1:1 basis.

Extras: None

MEGA-ATTRIBUTE

Class: Gamma

Cost: --

Dice Pool: N/A

Action: N/A

Range: Self

Area: N/A

Duration: Permanent

Effect: There are nine Mega-Attributes, one for each standard Attribute. Each dot in a Mega-Attribute increases its base Attribute by 2 dots for the purposes of rolling dice and meeting prerequisites. Alternatively, characters may reduce a penalty on a roll by three per mega dot instead of adding two dice. This may be done whole or in part, as the player wishes.

A character may have no more dots in a Mega-Attribute than he does in its base Attribute or Power Level, whichever is lower.

Mega-Attributes do not stack with Mega-Skills or Mega-Specialties without the Stacking extra applied to all applicable traits.

Mega-Attributes do not apply to secondary traits.

Extras: None.

MEGA-SKILL

Class: Beta

Cost: --

Dice Pool: N/A

Action: N/A

Range: Self

Area: N/A

Duration: Permanent

Effect: There are twenty-four Mega-Skills, one for each standard Skill. Each dot in a Mega-Skill increases its base Skill by 2 dots for the purposes of rolling dice and meeting prerequisites. Alternatively, character may reduce a penalty on a roll by three per mega dot instead of adding two dice. This may be done whole or in part, as the player wishes.

A character may have no more dots in a Mega-Skill than he does in its base Skill.

Mega-Skills do not stack with Mega-Attributes or Mega-Specialties without the Stacking extra applied to all applicable traits.

Extras: Stacking.

MEGA-SPECIALTY

Class: Alpha

Cost: --

Dice Pool: N/A

Action: N/A

Range: Self

Area: N/A

Duration: Permanent

Effect: Mega-Specialties are defined with the same breadth as normal specialties. Each dot in a Mega-Specialty increases its base Skill by 2 dots for the purposes of rolling dice when that specialty applies. Alternatively, character may reduce a penalty on a roll by three per dot instead of adding two dice. This may be done whole or in part, as the player wishes.

A character may have no more dots in a Mega-Specialty than he does in its base Skill or Power Level, whichever is lower. Likewise, a character must have a matching normal specialty to have a Mega-Specialty.

Mega-Specialties do not stack with Mega-Skills or Mega-Attributes without the Stacking extra applied to all applicable traits.

Extras: Stacking.

MIMIC

Class: Beta

Cost: 1 Verve

Dice Pool: Manipulation + Mimic

Action: Reflexive

Range: Touch

Area: N/A

Duration: Two turns per success

Effect: The character is able to copy the abilities and powers of another character.

In order to use this power, the character must touch her intended target; touching an unwilling target requires a Dexterity + Brawl roll, and the target’s Defense applies.

Once she has successfully touched the target, They must succeed in an activation roll. The character may spend one Verve to copy one of the target’s Attributes, Skills, Merits, or superpowers for each dot in Mimic she has. In the case of Attributes, Skills, or superpowers, the character’s rating in the ability increases to either the target’s rating in the ability or the character’s own Power Level, whichever is lower. Copying the same trait from multiple sources does not stack, but increases the highest by 1 dot, up to normal limits.

In the case of Merits, the character may only copy Merits worth a number of dots equal to or less than her own Mimic rating; the character need not necessarily meet the prerequisites a copied Merit, but the Storyteller is the final arbiter of which Merits can be copied (as a general rule, “internal” Merits like Gunslinger or Eidetic Memory can be copied, while “external” merits like Resources or Allies cannot).

A character may only copy a total number of stats up to her dots in Mimic at a time. Abilities gained using Mimic disappear at the end of the duration unless the character spends another point of Verve to extend the duration to a scene.

Extras:

I Spy - The character need only see her target use an ability to copy it and need not touch the target.

Mystic Replication - The character's mimicry manipulates fate and memory, and it can copy 'external' merits, reweaving society and chance to achieve the effect.

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

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.

Extras: None.

ANIMAL COMPANION

Cost: Varies

Dice Pool: Manipulation + (Animal Ken) + Nature Mastery vs. target's Composure

Action: Extended and contested; resistance is reflexive

Range: See below

Duration: See below

Effect: The character attempts to establish a bond with an animal through a combination of personal interaction and vigorous application of the Nature Mastery power. Use of this power is an extended and contested action; each roll costs one Verve, and represents one hour of interaction with the animal (playing a game, sharing food, handling the animal, etc.). Both the character and the target animal have a target number equal to the opposing party's Willpower. If the animal reaches its target number first, the attempt to use Animal Companion fails and the character may not make another attempt on this same animal for a number of days equal to the animal's Composure. If the character reaches his target number first, the power takes effect and the animal regards the character as its friend and boon companion. So long as the character does not abuse, attack, or otherwise act in a manner against the animal that would break the bonds of friendship, the animal will remain loyal to the character and obey his instructions, as well as coming to his aid in times of need (up to and including fighting alongside the character against his enemies). Note, however, that an animal under the effects of this technique is still an animal, not an automaton; it still has its normal instincts and intelligence, and will continue to behave in an appropriate manner unless specifically ordered not to by the character (and even then, an animal companion will not act in an obviously suicidal or self-destructive manner, and ordering the target animal to do so will cancel the effects of the power). Unless cancelled prematurely by unfriendly action on the part of the character, the effects of Animal Companion last until the character voluntarily releases the target animal from his service. A character may only have one animal companion at a time.

This power does not effect sentient animals at all.

ANIMAL CONTROL

Cost: 1 Verve

Dice Pool: Intelligence + (Animal Ken) + Nature Mastery vs. target's Resolve

Action: Contested, resistance is reflexive

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

Duration: Varies

Effect: The character is able to impose his will on animals, forcing them to perform actions they otherwise might not. This technique functions identically to the "Domination" power, except that it only works on animals (and the Storyteller has the final say on what constitutes an "animal" or not, if there is room for debate), and the dice pool for the activation roll is Intelligence + (Animal Ken) + Nature Mastery.

ANIMAL SHAPE

Cost: 1 Verve

Dice Pool: N/A

Action: Instant

Range: Self

Duration: One scene

Effect: The character transforms his body and equipment into a single normal animal, predefined when this technique is first learned. Since even a large animal is no match for a typical superhuman in combat, no attempt will be made to balance this effect. While this power is active, the character loses all other powers. The character may change back to normal at any time.

This technique may be chosen multiple times for additional animal shapes.

This technique does not normally require an activation roll. If the character does not know Animal Shape and attempts to use it at the cost of 1 Verve, he must roll Wits + Nature Mastery.

ANIMAL SPEECH

Effect: In place of one of the other techniques listed here, the player can effectively gain the Animal Speech merit, but applicable to all types of animal.

This effect is not a technique and cannot be attempted at the cost of 1 Verve.

ENVIRONMENTAL ADAPTATIONS

Effect: In place of one of the other techniques listed here, the player can elect to gain one dot in the Environmental Adaptations merit per dot in Nature Mastery, and can spend 1 Verve to adapt to a different environment for one scene.

This effect is not a technique and cannot be attempted at the cost of 1 Verve.

PLANT ANIMATION

Cost: 1 Verve

Dice Pool: Manipulation + (Survival) + Nature Mastery

Action: Instant

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

Duration: Instant

Effect: The character is able to animate the plant life of an area to attack, constrict, or otherwise hinder an opponent. This power functions identically to the Animation technique of the Elemental Anima power, except that the activation dice pool is the character's Manipulation + (Survival) + Nature Mastery, and the power only works on plant life (or, at the Storyteller's discretion, on sufficiently advanced fungi or protists such as mushrooms, algae, moss, or kelp). Note that plants will not uproot themselves under the influence of this power, and so cannot be given a Speed value.

PLANT GROWTH

Cost: 1 Verve

Dice Pool: Intelligence + (Survival) + Nature Mastery

Action: Instant

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

Area: N/A

Duration: One scene

Effect: The character is able to make normal plants grow to a wondrous size. Each success on the activation roll either fills 1 cubic yard or covers 4 square yards with dense vegetation. This effect must be contiguous and begin with a natural living plant, unless the character spends 1 additional point of Verve.

Alternately, the character may grow a plant to grapple an opponent within 1 yard of it. The power's activation roll counts as the grapple roll, and the character's Intelligence counts as Strength for the purpose of holding the grapple.

SUMMON ANIMALS

Cost: 1 Verve

Dice Pool: Presence + (Animal Ken) + Nature Mastery - targets' average Composure

Action: Instant

Range: Varies

Duration: Instant

Effect: The character issues a telepathic summons (possibly in conjunction with a bird call or a wolf's howl), compelling nearby animals to converge on his current position. The character may elect which kind of animals the summons affects, such as "all predators," "only deer," or "my pet dog." One success on the activation roll is enough to call most of the viable animals within a radius equal to the character's (Power Level + Nature Mastery) x 100 yards (a handful of individual animals with particularly high Composure might resist the summons, but the vast majority will be affected); each additional success doubles this distance. Affected animals move towards the character's current location as fast as reasonably possible, though they will stop to eat and sleep if necessary. Once the summoned animals reach their destination, they will revert to their normal behavior unless the character uses other Nature Mastery techniques on them.

SWARM SHAPE

Cost: 1 Verve

Dice Pool: N/A

Action: Instant

Range: Self

Duration: One round

Effect: The character transforms his body and equipment into a swarm of flying insects. When this power is activated, the character gains a fly speed of 10 yards + 5 yards per dot in Nature Mastery, ignores one success per dot in Nature Mastery from physical attacks, automatically escapes from a grapple, and can squeeze through almost any opening.

This technique does not normally require an activation roll. If the character does not know Swarm Shape and attempts to use it at the cost of 1 Verve, he must roll Wits + Nature Mastery.

NEGATION FIELD

Class: Beta

Cost: 1 Verve

Dice Pool: Resolve + Power Level + Negation Field

Action: Instant

Range: 0 yards

Area: (Power Level + Negation Field) yards

Duration: One scene

Effect: The character is able to suppress all superhuman powers. When this power is activated, the character creates an area centered on herself, that moves with her, inside which all other superhumans are treated as having one less dot in all powers per success rolled. Once the activation cost has been paid, the character may switch the field on or off at the start of her turn.

The character may activate this power multiple times, taking the highest result.

Extras:

Fixed - Instead of rolling to activate this power, the character is considered to have rolled one success per dot in Negation Field.

Impenetrable - Attacks made using powers passing through the field take a -1 penalty per success rolled.

Verve Sink - All other superhumans who end their turn in the field lose 1 Verve per success rolled.

Weaknesses:

Single Origin - The field only affects a specific category of superhuman, such as "mages" or "mutants".

PHASING

Class: Beta

Cost: 1 Verve

Dice Pool: Stamina + (Survival) + Phasing

Action: Reflexive

Range: Self

Area: N/A

Duration: One turn

Effect: The character is able to "phase" through matter like a ghost, passing through solids and liquids as easily as through air. Essentially a highly specialized form of Density Control (decrease), a successful activation roll allows the character to become insubstantial and pass through any solid objects she encounters and to move through water and difficult terrain at full speed for a single turn. As with Density Control (decrease), a character using the Phasing power is normally unable to breathe while her head and chest are inside a solid object or a liquid, and the character may risk drowning if she is forced to spend multiple turns inside such an object. This power may also be activated as a Dodge action to defend against physical attacks; in this case, each success on the activation roll imposes a -1 penalty to any physical attack roll made against the character that turn.

Characters who run out of Verve or simply refuse to spend it while inside an object will be forcefully ejected if the power is allowed to lapse while inside a solid substance. Assume a character will be thrown through a material in the shortest direction possible when ejected, and will take damage as if they had fallen a similar distance. Also, there is no guarantee that conditions where the character is ejected will be favorable or even safe.

Extras: None.

PHYLACTERY CREATION

Class: Omega

Cost: 1 Verve

Dice Pool: Resolve + Phylactery Creation - Target's Power Level

Action: Instant

Range: Power Level + Phylactery Creation

Area: N/A

Duration: Varies

Effect: Phylactery creation is one of the more unique powers, and potentially one of the most powerful. For each success, the user is able to take one dot from the target in a power of their choosing, and channel it. Through multiple uses, or even single and highly successful uses, the character can effectively remove entire powers from their targets. However, the user cannot use those powers for herself - not directly. Once channeled, the dots must be imbued into an inanimate object - granting the wielder that power at the same number of dots imbued into the item with the Object Focus weakness automatically applying to the power - or directly into another character of their choosing, within their range. The power keeps any extras or weaknesses which were applied to it when bestowed upon an object or other character. If an object carrying a power is destroyed, it returns to its original user, likewise if a character imbued with a power through Phylactery Creation is killed, the power returns to its original user. There are strict rules of only one power per item, and only three powers per character. If a character is given more than one power, the duration of the effect is one scene before the second dissipates. If a character is given three powers, the duration becomes a number of turns equal to the Phylactery Creator's power level plus 1 before the third power dissipates and returns to its original user, leaving the second power until the end of the scene. Otherwise, the effects of Phylactery Creation have no set duration, though they may be dispelled by the character that created the Phylactery in the first place - an object with a power retains it until destroyed, and a character with only one power bestowed upon them retains it until killed or the effect is dispelled.

Weaknesses:

Monotypical Apotheosis: You may only channel powers to create phylacteries if they are of a particular nature, i.e. you can only make phylacteries out of mental powers, energy powers, magic powers, biological powers, etc

Note: In the Bloody Knuckles & Domino Masks chronicle, powers taken in this way retain the morality of their original users. If you are wielding a phylactery - or are one - and the morality of the power is on the opposite of the spectrum to your own, you must make a reflexive Resolve check each time you use the power, with each failure either removing or adding a dot to your morality (depending on whether the power's original user was good or evil). Powers of an exceptional morality (1 or 10) apply a cumulative penalty of 1 to the resolve checks, so after a while even the most stalwart hero wielding a TRUE villain's power will begin to feel the corruption of its negative influence.

PLASTICITY

Class: Alpha

Cost: 1 Verve

Dice Pool: N/A

Action: Reflexive

Range: Self

Area: N/A

Duration: One scene

Effect: The character is able to stretch and contort as though she were made of rubber. When this power is active, the character is able to stretch her arms, legs, torso, and neck a maximum of three yards for every dot in Power Level she possesses, and may add her Plasticity rating to all rolls made to grapple another character or to escape from a grapple. She is also able to squeeze her entire body through any opening that would allow a being to pass through which was size [her size - Plasticity rating]. Thus a normal size person (size 5) with Plasticity 3 could fit through a size 2 opening.

Note: In this game, there are many ways to increase your chance of escaping a grapple or bypass a grapple entirely, while the grappler relies on Strength alone to prevent escape. Storytellers should consider giving characters with this power higher effective Strength for the purpose of holding a grapple.

Extras:

Shock Absorbing - The character also absorbs physical bashing damage equal to her dots in Plasticity.

PLURIPOTENCE (Beta, Gamma and Omega)

Class: Beta, Gamma and Omega

Cost: Varies

Dice Pool: Power Level + Pluripotence

Action: Varies

Range: Varies

Area: Varies

Duration: Varies (Never Permanent)

Effect: Pluripotence is an incredibly flexible power, and may be used to represent super-science, sorcery, breaking the fourth wall or other extremely versatile power sets. To represent this, it is bought as 1-3 separate powers, with some unique rules. Beta, Gamma, and Omega versions are effectively separate powers, which do not have one another as prerequisites. Each level of Pluripotence allows the character to mimic all of the other powers from the Class below it, with the following changes;

1) Pluripotence costs twice the typical amount of experience points at all levels.

2) The character rolls their Power Level + Pluripotence for any applicable rolls.

3) The cost to activate is as per the power mimicked.

4) If multiple techniques exist for the power, the activation roll for each technique has a -2 penalty.

5) Each Class of this power (Beta, Gamma and Omega) requires the player to select two generic weaknesses (other than Single Technique) from the list given on this site. Alternatively, the ST can allow other weaknesses at her option. Whenever activating the power, the player must choose one of the two weaknesses to apply for the appropriate level. If there is no logical way to apply either weakness (Storyteller call), then the power cannot be mimicked. The player may choose the same weaknesses for each level of the power if they wish.

Pluripotence cannot duplicate Powers with a Permanent Duration.

Extras: None (do you need any?).

PREMONITION

Class: Alpha

Cost: 1 Verve

Dice Pool: Wits + Composure + Premonition

Action: Reflexive

Range: Self

Area: N/A

Duration: One scene

Effect: The character is able to sense impending danger or threats to her person. To use this power, the character simply pays the appropriate Verve cost; no activation roll is required. For the rest of the scene, any time something threatens the character—someone points a gun at her, or she is about to trip a trap—the Storyteller must secretly roll her Wits + Composure + Premonition as she attempts to detect the danger. On a success, the character learns that she is in danger and has a general idea of from what location or direction the threat originates (IE “There is a threat to you on the other side of this door”); on an exceptional success, the character also learns the exact nature of the threat (IE “There is a man with a crowbar on the other side of the door, waiting to ambush you”). If the character has the Danger Sense merit, the bonus given by that merit applies to Premonition rolls as well.

The character can activate this power as part of an Initiative roll to gain a +1 bonus per dot.

Extras:

My Brother's Keeper - The character’s Premonition can detect dangers to anyone within [Power Level + Premonition] yards of the character.

One Second Ahead - Once per turn while this power is active, the character may spend 1 Verve and make an activation roll to impose a -1 penalty per success on one attack made against her.