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Duration: One scene
 
Duration: One scene
  
Effect: The character is able to subvert the senses of others. The activation roll can create one static illusionary object per success, or one non-static illusion per two successes. Non-static illusions are those which move or interact on their own in a complicated fashion. Simple, or repetitive motions are still considered static. For instance, a statue would be a static illusion, as would a waterfall, but an animal that responds to complicated interactions would be non-static. As a guideline, if the interaction is more complicated than what a typical video-game could manage, it is non-static. A jogger who just runs is a static illusion. If you can stop and have a realistic conversation with the jogger, that's not a static illusion. Illusions can't respond with knowledge the illusionist doesn't have.
+
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 superhuman senses might be harder to fool. Recognizing the effect as illusory does not show the truth.
 
 
If someone interacts with a static illusion and gets a weird response, this doesn't end the effect, but it does tip them off that something is off.
 
 
 
If an illusion is non-static the illusionist must direct one reflexive mental action each turn toward controlling it. This means that you cannot take other mental actions while controlling the illusion.
 
 
 
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, concealment, or emotionally effecting people in a natural way. Illusions effect all five senses.
 
 
 
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:  
 
Extras:  
  
Milieu - The illusion can be described in terms of a setting, such as a dance hall full of dancers or a field with lots of plants and animals. Treat the listed range as a radius. Successes indicate how many details you can specify, one for one. All illusions are static, though the character can use additional roles to add non-static features.
+
Auditory Illusion - The character can also alter or create sounds as part of an illusion.
 
 
Weakness:
 
 
 
Partial Senses - The illusion cannot effect all senses. Choose two senses that cannot be duplicated. Taste and smell are treated as one sense for these purposes.
 
  
 
==IMMOBILIZE==
 
==IMMOBILIZE==
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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.  
 
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:  
+
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 diameter equal to 2 yards + 1 yard per point of verve spent in the activation.
 
 
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.
+
Weaknesses: Limited Means - Only effects biologic creatures, robots/machines, sinners (Morality 5-), the undead, etc.
 
 
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==
 
==IMMOLATION==
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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.
 
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.  
+
The player must decide when this power is purchased weather the damage type inflicted is physical, mental, energy, or magical. Armor applies to the damage if it protects against the damage type.  
  
 
Extras:
 
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.
+
Hazard - While this power is active, at the start of the character's turn, she must roll a dice pool equal to her Immolation dots if this power deals lethal damage, or her Immolation dots + 2 if this power deals bashing damage. Everything within 1 yard of her then takes 1 damage per success.
  
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.
+
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.
 +
 
 +
==IMMORTALITY==
 +
Class: Alpha
 +
 
 +
Cost: N/A
 +
 
 +
Dice Pool: N/A
 +
 
 +
Action: N/A
 +
 
 +
Range: Self
 +
 
 +
Area: N/A
 +
 
 +
Duration: Permanent
 +
 
 +
Effect: The character is protected from death. First, he does not age and is thus immune to forced aging. More importantly, he can only be killed by taking more damage from a single source (one attack, one turn of environmental damage, one fall, etc.) than his mortal threshold, which equals (Immortality + Power Level + Stamina) bashing damage, (Immortality + Power Level) lethal damage, and (Immortality) aggravated damage. If a source of damage is mixed, he uses the lowest applicable threshold. When the character is saved by this power, he is still unconscious and his Health is still full of aggravated damage, he just isn't dead. Any amount of Immortality means the character cannot die from bleeding out. This power does not prevent death from deprivation.
 +
 
 +
Once the character is beaten into a should-be-dead state, enemies may attempt to sever his head, pierce his heart, burn him to ashes, or otherwise destroy his body with no resistance. This requires a series of extended actions, adding successes from consecutive rolls until they exceed the character's mortal threshold. However, it wouldn't realistically occur to them to do so unless they are aware of this power.
 +
 
 +
Extras: None
 +
 
 +
==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. When this power is activated, it is replaced by one power of the character's choice, with the same class and number of dots. The new power is considered to have the Object Focus weakness without reducing class. The character may take this power multiple times.
 +
 
 +
If the character wishes to create another invention, he must put one into storage, and he may only own a number of inventions equal to the number of times he took the Invention power + his Power Level + his unaugmented Intelligence. If he reaches this limit, one invention must be scrapped in the process of creating the next one. An invention only fits into an instance of this power with equal or greater XP value.
 +
 
 +
Extras: None; the nature of this power forbids changes to its class.
  
 
==INVISIBILITY==
 
==INVISIBILITY==
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Duration: Permanent
 
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 damage from any appropriate attack or effect that affect the character. The effects of Invulnerability stack with (and are applied after) any penalties for armor, Defense, and powers such as Force Field.
+
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 cannot have more dots in an Invulnerability than their Power Level.
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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.   
 
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," "superpowers" or "damage").
+
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.
 +
 
 +
Extras:
 +
 
 +
Irresistible - Powers cannot lessen or negate this power's damage.
 +
 
 +
Weaknesses:
 +
 
 +
Power Of Friendship - The character needs a predefined number of nearby allies giving up their actions to use this power at all, adding 3 times that number to the activation roll.
 +
 
 +
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==
 
==JUDGEMENT BRAND==
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Class: Alpha  
 
Class: Alpha  
  
Cost: 0+ Verve
+
Cost: None
  
 
Dice Pool: N/A
 
Dice Pool: N/A
  
Action: Instant
+
Action: Simple
  
Range: (Judgement Brand + Power Level) x 4 yards
+
Range: (Judgement Gaze + Power Level) yards
  
Area: (Judgement Brand + Power Level) yards
+
Area: N/A
  
 
Duration: Instant
 
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.
+
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.  Powers cannot lessen or negate this damage. This power cannot be used on the same target more then once per session, unless the target's Morality drops later that session.
 
 
This power normally has one target. For each point of Verve spent, the character can choose one additional target in the area.
 
  
 
Extras:  
 
Extras:  
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Note: If using the God Machine Chronicle rules update, ignore this power, as it does not function in the absence of a Morality Trait.
 
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==
 
==LUCK==
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The character may have Black Cat as a Beta power by itself.
 
The character may have Black Cat as a Beta power by itself.
  
==MATTER CONTROL==
+
==MEGA-ATTRIBUTE==
 
Class: Gamma
 
Class: Gamma
  
Cost: 1 Verve
+
Cost: --
  
Dice Pool: Dexterity + (Crafts) + Matter Control
+
Dice Pool: N/A
  
Action: Instant
+
Action: N/A
  
Range: Touch
+
Range: Self
  
 
Area: N/A
 
Area: N/A
  
Duration: One scene
+
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.
  
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.
+
Mega-Attributes do not apply to secondary traits.
  
Extras: None
+
Extras: None.
 +
 
 +
==MEGA-SKILL==
  
==MEGA-ATTRIBUTE==
+
Class: Beta
Class: Alpha
 
  
 
Cost: --
 
Cost: --
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Duration: Permanent
 
Duration: Permanent
  
Effect: There are nine Mega-Attributes, one for each standard Attribute. The player selects which attribute the power applies to with each purchase, and can certainly have more than one Mega-Attribute.
+
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.
  
Each dot in a Mega-Attribute increases its base Attribute by 1 dots for the purposes of rolling dice or using the attribute as a form of resistance. It also increases the cap on that specific attribute by 1. Mega-Attributes may be rolled as part of extended actions as usual, but do not add to the number of rolls the character can make in an extended action.
+
A character may have no more dots in a Mega-Skill than he does in its base Skill.
  
Mega-Attributes cannot be used to add dice in direct attacks on beings with the Superhuman Template (using the dice that would normally be applied to the roll to instead remove penalties is still acceptable). Players are encouraged to use their Mega-Attribute to generate indirect damage in combat or other cinematic effects. (So, for Mega-Strength, rather than punching a person's head into jelly, try throwing the car that they are in, or bringing down the building on their head. For Mega-Dex, called shots are your friend.) As to why Mega-Attributes cannot cause direct damage, please see the discussion page.
+
Mega-Skills do not stack with Mega-Attributes or Mega-Specialties without the Stacking extra applied to all applicable traits.
  
Mega-Attributes do not stack with Mega-Skills.
+
Extras: Stacking.
  
Mega-Attributes do not apply to secondary traits.
+
==MEGA-SPECIALTY==
 
 
Often the system refers to 'effective [attribute]'. This means the character's normal attribute + mega attribute.
 
 
 
Extras: None.
 
 
 
==MEGA-SKILL==
 
  
 
Class: Alpha
 
Class: Alpha
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Duration: Permanent
 
Duration: Permanent
  
Effect: There are twenty-four Mega-Skills, one for each standard Skill. The player selects which at the time of purchase and can purchase multiple Mega-Skills. Each dot in a Mega-Skill increases its base Skill by 1 dots for the purposes of rolling dice or reaching Availability minimums.  
+
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.
 
 
Mega-Skills do not stack with Mega-Attributes.
 
 
 
Often the system refers to 'effective [skill]'. This means the character's normal skill + mega skill. Specialties are applied, when appropriate, to 'effective [skill]', but Mega Specialties are not.
 
  
Mega-Skills do increase the number of rolls a character can make in extended actions.  
+
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-Skills cannot be used to add dice in direct attacks on beings with the Superhuman Template (using the dice that would normally be applied to the roll to instead remove penalties is still acceptable). Players are encouraged to use their Mega-Skills to generate indirect damage in combat or other cinematic effects. (So, for Mega-Brawl, rather than punching a person's head into jelly, try throwing the car that they are in, or bringing down the building on their head. For Mega-Firearms, called shots are your friend.) As to why Mega-Skills cannot cause direct damage, please see the discussion page.
+
Mega-Specialties do not stack with Mega-Skills or Mega-Attributes without the Stacking extra applied to all applicable traits.
  
Extras:
+
Extras: Stacking.
  
 
==MIMIC==
 
==MIMIC==
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Cost: 1 Verve
 
Cost: 1 Verve
  
Dice Pool: Manipulation + Mimic
+
Dice Pool: Manipulation + Empathy
  
 
Action: Reflexive
 
Action: Reflexive
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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.  Copying the same trait from multiple sources does not stack, but increases the highest by 1 dot, up to normal limits.
+
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.   
  
 
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).   
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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. When stealing a trait, the duration of the effect becomes only one turn per success, with no option to extend.
+
Power Vampire - Mimicked traits are lost by the target until the effect ends.
 +
 
 +
==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 + (Animal Ken).
 +
 
 +
===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.
  
==NEGATION FIELD==
+
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 + (Animal Ken).
Class: Beta
+
 
 +
==NULL POWER FIELD==
 +
Class: Gamma
  
 
Cost: 1 Verve
 
Cost: 1 Verve
  
Dice Pool: Resolve + Power Level + Negation Field
+
Dice Pool: N/A
  
 
Action: Instant
 
Action: Instant
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Range: 0 yards
 
Range: 0 yards
  
Area: (Power Level + Negation Field) yards
+
Area: (Power Level + Null Power Field) yards
  
 
Duration: One scene
 
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.
+
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 dot in Null Power Field. 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:  
 
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 dot in Null Power 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.
+
Verve Sink - All other superhumans who end their turn in the field lose 1 Verve per dot in Null Power Field.
  
 
Weaknesses:  
 
Weaknesses:  
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Cost: 1 Verve
 
Cost: 1 Verve
  
Dice Pool: N/A
+
Dice Pool: Stamina + (Survival) + Phasing
  
 
Action: Reflexive
 
Action: Reflexive
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Duration: One turn
 
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), it allows the character to pass through any solid objects with Durability up to her dots in Phasing + Power Level, and to move through liquids and difficult terrain at full speed.  The character can also levitate (but not truly fly) while this power is active, so she won't fall through the ground.  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 suffocation if she is forced to spend multiple turns inside such an object.
+
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.
 
 
In addition, while this power is active, the character ignores one success per dot in Phasing from any physical attacks made against her. This power can be activated in reaction to such an attack.
 
  
 
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.   
 
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.   
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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.
 
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:  
+
Extras: None.
 +
 
 +
==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.
  
Shock Absorbing - The character also absorbs physical bashing damage equal to her dots in Plasticity.
+
Pluripotence cannot duplicate Powers with a Permanent Duration.
  
 +
Extras: None (do you need any?).
  
 
==PREMONITION==
 
==PREMONITION==
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Duration: One scene
 
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.
+
Effect: The character is able to sense impending danger or threats to his 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—she may make a reflexive Wits + Composure + Premonition roll to attempt 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 feat 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.
+
The character can also add their Power Level to their Initiative rolls.
  
 
Extras:  
 
Extras:  
  
 
My Brother's Keeper - The character’s Premonition can detect dangers to anyone within [Power Level + Premonition] yards of the character.
 
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.
 
  
  

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