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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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 | + | 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, | + | Highly Specific - The effect increases a Specialty instead of an Attribute, but unlike other specialties, can go above 1 dot. |
− | |||
− | |||
==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. | + | 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. |
− | |||
− | |||
Extras: None. | Extras: None. | ||
==CLONE== | ==CLONE== | ||
− | Class: | + | 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. |
− | + | 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 | ||
− | |||
− | 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. | ||
− | + | 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. | ||
− | == | + | ==CYBERKINESIS== |
+ | Class: Beta | ||
− | + | Type: Tech | |
Cost: 1 Verve | Cost: 1 Verve | ||
− | Dice Pool: | + | Dice Pool: Composure + (Computer) + Cyberkinesis |
Action: Instant | Action: Instant | ||
− | Range: (Power Level + | + | Range: (Power Level + Cyberkinesis) x 5 yards |
− | + | Duration: Concentration | |
− | + | 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. | |
− | + | 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 | + | 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== | ||
− | |||
Class: Beta | Class: Beta | ||
− | Cost: | + | Type: Mystic or Bio |
+ | |||
+ | Cost: 2 Verve | ||
− | Dice Pool: | + | Dice Pool: Dexterity + (Brawl) + Death Touch – (target’s armor + defense + Power Level) |
Action: Instant | Action: Instant | ||
− | Range: | + | 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. | ||
− | + | Extras: | |
− | + | Aggravated - The attack deals aggravated damage. | |
− | + | 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. | |
− | + | Weakness: | |
− | + | 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 | + | 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 |