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==RESURRECTION==
 
==RESURRECTION==
  
Class: Alpha
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Class: Omega
  
 
Cost: One permanent dot in this Power
 
Cost: One permanent dot in this Power
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Duration: Permanent
 
Duration: Permanent
  
Effect: All characters in More Than Human have an out-of-character license to return from the dead due the Asylum mechanics. This one has an in-character rational for doing so. Using this power means the character gets to lose a dot of Resurrection and take on some extra hassle instead of losing a dot of Asylum when coming back from the grave.
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Effect: No matter the hardship, no matter how many pieces he may have been blown into, a character with this power always stands a chance of coming back. This power only goes up to 5 dots.
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The exact rational for this power will vary between characters, but their Resurrection will always depend on a Contingent Activation (as the Weakness, though it does not reduce the class of the Power) The player must choose which of these is the case with their character. Enemies who know of this contingency will most-likely seek to ensure it doesn't occur. The ST should work with the player to determine the specifics this entails.
 
The exact rational for this power will vary between characters, but their Resurrection will always depend on a Contingent Activation (as the Weakness, though it does not reduce the class of the Power) The player must choose which of these is the case with their character. Enemies who know of this contingency will most-likely seek to ensure it doesn't occur. The ST should work with the player to determine the specifics this entails.
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Dots in this power effect the process in two ways. First, they allow for a faster resurrection, with the minimum waiting time being (5 - Resurrection) days. If all 5 dots in this power are taken, the character will resurrect at the end of the scene provided the conditions allow it. The second benefit is that one month per dot can pass before resurrection is no longer an option. Should conditions not allow the character to resurrect, their allies have more time to change the situation.
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Coming back from the dead is a harrowing experience. Characters who do so will need to roll for degeneration. If the death was particularly disturbing, the ST may impose a penalty.
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If the character with this power does not have the Ageless Merit, they will still die of old age if the Chronicle lasts long enough for this to matter.
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Extras: None
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Weaknesses:
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Death's Toll - The character doesn't come back whole. Perhaps they resurrect with crippling amnesia (penalty to skills and some merits) or the body of a baby (penalty to attributes and size). Whatever it is, it's a hassle, but the Storyteller always provides a way to restore the character even if it isn't convenient or obvious.
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God Machine Chronicle Rules Update: If using the update, Resurrection should qualify as a Breaking Point each time it is used, until the character rolls an exceptional success on the degeneration roll. Coming back to life is almost certainly a reason to take on a Condition.
  
 
==SCAN==
 
==SCAN==
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Multiple targets - The character may elect to allocate her successes among all the possible targets in range, rather than choosing only one.
 
Multiple targets - The character may elect to allocate her successes among all the possible targets in range, rather than choosing only one.
  
==SHAPESHIFT==
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==SHAPESHIFT (Alpha, Beta, Gamma or Omega)==
  
Class: Alpha
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Class: Alpha, Beta, Gamma or Omega
  
 
Cost: 1 Verve, see below
 
Cost: 1 Verve, see below
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Dice Pool: Stamina + (Survival) + Shapeshift
 
Dice Pool: Stamina + (Survival) + Shapeshift
  
Action: Instant
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Action: Instant or Extended
  
 
Range: Self
 
Range: Self
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Duration: One scene
 
Duration: One scene
  
Effect: The character is able to alter her physical form.   
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Effect: The character is able to alter her physical form.  There are three versions of this power, with each of the later versions including the earlier.  Thus if you have Shapeshifting Gamma you also possess Shapeshifting Beta and Alpha.
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Using Shapeshift is either an instant or an extended action.  The character may pay the cost once and shift for the scene, or they may pay the cost, look at the result, and choose to continue shifting next turn.  Additional turns of shifting cost only time, not Verve, and the character may roll a number of times up to his effective Stamina. Each roll takes one turn. 
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Once a character has shapeshifted, the changes persist for one scene; the character may shapeshift again before the end of the scene, but doing so requires another activation roll and the expenditure of another Verve.  If the character wishes to stay in their assumed shape after one scene, they may continue to do so for one verve.  This allows them to hold the form for the rest of the scene without a roll.  Additional scenes cost one verve per.
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The character may cancel their shift, reverting back to their normal form, at any time as a reflexive action.  This is an all-or-nothing reversion.  If the player only wants to revert part of their form, they must activate the power again.
  
Using Shapeshift is either a simple action taking one turn. A character may take multiple turns to achieve more radical changes than a single roll can produce. Additional turns of shifting cost only time, not Verve, and the character may roll a number of times up to his effective Stamina in a scene.  
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Other then the kinds of powers detailed in the Gamma version of the power, Shapeshift cannot allow the character to emulate other super powers, but it can be used as a rational for buying those powers with experience points.
  
Once a character has stopped shifting the changes persist for one scene; the character may shapeshift again before the end of the scene (within the stamina limit above), but doing so requires another activation roll and the expenditure of another Verve. If the character wishes to stay in their assumed shape after one scene, they may continue to do so for one verve. This allows them to hold the form for the rest of the scene without a roll. Additional scenes cost one verve per.
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'''Alpha Version'''
  
The character may cancel their shift, reverting back to their normal form, at any time as a reflexive action. This is an all-or-nothing reversion. If the player only wants to revert part of their form, they must activate the power again.  
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The simplest use of this power is simply to look like another person or similar being, without making any more significant physical changes. If the character succeeds on the activation roll, she is able to shift her appearance to that of a human or humanoid of any gender, biological, robotic, living or dead, making it impossible to recognize her through cursory visual examination. The character will still smell the same, however, and may still be recognizable through distinctive birthmarks, scars or other esoteric means of identification.  Essentially, successes on the activation roll are added to successes on attempts at disguise or impersonation.
  
The simplest use of this power is simply to look like another person or similar being, without making any more significant physical changes. Essentially, successes on the activation roll are added to successes on attempts at disguise or impersonation. In addition, the shapeshifter is able to shift her appearance to that of a human or humanoid of any gender, may appear biological, robotic, living or dead, making it impossible to recognize her through cursory visual examination. The character will still smell and taste the same, however, should that come up.  
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Shapeshift Alpha can be used to simulate powers that aid disguise but don't actually alter the character's physical form, such as holographic projections and identity-oriented illusions.
  
With out additional Shapeshift merits, this power can be used to simulate powers that aid disguise but don't actually alter the character's physical form, such as holographic projections and identity-oriented illusions.
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Extras: The character may also shift thier scent, as well as all other means of identification that does not rely on the character's mental state (such as telepathy) or spiritual state (such as a character identifying another soul through magic).
  
The character may choose to take an obvious identifying feature as a Persistent Condition for this power. Such a feature might be the inability to change the character's distinctive coloration (think Beast Boy or Plastic Man), or having a distinctive odor. The Condition allows those who are familiar with the shapeshifter to identify them without a roll. This is worth a beat when it becomes a problem for the character.
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If the character can alter the appearance of another person (requiring touch and a second activation roll), this would also count as an extra. Should the target resist treat this as a touch-based attack using the die pool of the activation roll (thus defense would apply).
  
Shapeshifting has an associated [[MTH:Power_Trees|Power Tree]].
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'''Beta Version'''
  
Other then the kinds of powers detailed above, Shapeshift cannot allow the character to emulate other super powers, but it can be used as a rational for buying those powers with experience points.
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The most complex (and most flamboyant) use of Shapeshift is to alter the character's body size and shape, increasing or redistributing muscle mass and growing claws or armor.  The new form must still be very vaguely humanoid.  A character using Shapeshift in this manner is able to make two of the following changes for every success she gains on the activation roll, and these may stack:
Weaknesses:  
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* Increase or decrease her Size or species Speed factor by one, to a (functional) minimum of zero.
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* Increase or decrease a Physical Attribute by one.
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* Make the form appear to have two dots less or more Strength or Stamina. 
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* Shift any one dot in Physical Attributes around; no Attribute may be reduced below one in this manner.
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* Hide up to three health levels of wounds.
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* Stop bleeding or hemorrhaging other bodily fluids.
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* Negate one point of wound-penalties.
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* Add two dots in a physical merit or enhancement merit.
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* Reattach a severed limb or organ.  Not that this does not heal the damage that severed it for the purposes of health levels.
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* Temporarily regain the function of a lost limb or other organ, other then the brain (because you would be dead before you got to activate the power).  If the character chooses to retain the shifted form while retaining a replacement limb or organ, they must pay an additional verve when they pay to sustain the power at the beginning of a scene.  For simplicity's sake, assume the entire torso of a human being counts as two organs, and the abdomen counts as three. 
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Yes, this does mean that a very, very lucky shape-shifter might have a chance at surviving decapitation.
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The character may choose to take an obvious identifying feature as a weakness for this power. Such a feature might be the inability to change the character's distinctive coloration (think Beast Boy or Plastic Man), or having a distinctive odor.  Treat this flaw as if the character does not have Shapeshift Alpha for mechanical purposes, unless the character's very distinctive mark just happens to resemble what they are trying to impersonate (like if Beast Boy tried to pass as a green lizard).
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'''Gamma Version'''
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Using this power, a character can turn almost anything, provided it is entirely one piece.  A character using Shapeshift in this manner is able to make one of the following changes for every success she gains on the activation roll, plus one for every dot in Shapeshift she possesses:
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* Take one dot in a purely biological Alpha or Beta superpower.  This power must be taken from a premade list of one power per dot in Shapeshift.  The Storyteller is the final arbiter of what powers can be emulated with Shapeshift; things like Claws and Armor are appropriate, while powers such as Mental Blast, Force Field, and Teleport aren't.  These powers must be activated as normal, but if an action is required to activate them, they may be activated in the same turn as the Shapeshift action is taken.  The character pays for them as normal, with verve, and uses the default listed die pool.  They '''do not''' substitute their rating in Shapeshift for their rating in the appropriate power.
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* Trade any two dots in Physical Attributes or Size for dots in Alpha or Beta biological superpowers; no Attribute may be reduced below one in this manner.  Again, superpowers acquired in this manner must be activated as normal, though they can be activated simultaneously to the Shapeshift power.
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The distinctive feature option for the Beta version of this power is also an option for the Gamma version.
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If the shapeshifter is mechanical in nature (usually a rational for the distinctive feature drawback), they may copy Alpha and Beta powers with a plausible mechanical rational as an extra. 
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Extras: None.
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Weaknesses: Single Shape - The character can only take on a single predefined shape, but does not have to roll for activation. The activation always receives one success per die in the pool. The character may not spend more successes on any one thing than his dots in Shapeshift. This can be used to create were-creatures or power-up forms. Players looking to do so may want to look at the generic weaknesses Contingent Activation and Convergent Activation.
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One Class - This flaw is viable for either Beta or Gamma level shape shifting only. The character can only make changes to their form as described in that class's description. Essentially, Beta shape shifting does not include Alpha and Gamma does not include Alpha or Beta.
  
Single Shape - The character can only take on a single predefined shape, but does not have to roll for activation. If the shape requires multiple successes it now only requires one success, but manifests the same way every time.
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Size Change - This is a weakness for the Beta level power. The only options the character can shift are their Size trait and Physical traits, and they do not have the Alpha options.  
  
Slow Activation - The shift comes on slowly, requiring some other extended action with a target number of 5 successes. Determine an appropriate pool with the Storyteller when this power is taken. Examples might include meditation (as per the core book), an arcane ritual (Intelligence + Occult), or an invocation to a deity (Presence + Expression).  
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Shrink - This is a weakness for the Beta level power. The only options the character can shift is their Size and Physical traits (downward or back to normal), and they do not have the Alpha options. They are treated as having a minimum number of successes on the activation roll equal to their Power Level, and can choose not to roll at all if they wish to take the minimum. Ending the power is automatic and reflexive.
  
Evidence - When the character shapeshifts, they leave something behind, such as a shed skin or shell, glowing green mucus, or scorch marks. Whatever it is, it's distinctive and an obvious sign of the character's presence.  
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Grow - This is a weakness for the Beta level power. The only options the character can shift is their Size and Physical traits (upward or back to normal), and they do not have the Alpha options. They are treated as having a minimum number of successes on the activation roll equal to their Power Level, and can choose not to roll at all if they wish to take the minimum. Ending the power is automatic and reflexive.
  
Players looking to do so may want to look at the generic weaknesses Contingent Activation, Convergent Activation and Obvious.
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Variant: Transmutation - The character may activate Shapeshifting on others rather than themselves. The Cost to activate becomes 1 verve per turn to an unwilling victim or 1 verve per scene to a willing one. Unwilling victims subtract their power level from the activation roll. Transmutation is a typically a Mystic Power, but can be a Tech Power if taken with a Contingent activation with respect to a chamber, vat or similar item. It can be given the same weaknesses.
  
 
==SHROUD==
 
==SHROUD==
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Class: Alpha  
 
Class: Alpha  
  
Cost: 1 Verve
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Cost: 0 Verve, unless extending duration (as per Shapeshifter)
  
Dice Pool: Stamina + Skinchanger
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Dice Pool: Manipulation + Survival + Skinchanger
  
 
Action: Instant
 
Action: Instant
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Duration: One scene
 
Duration: One scene
  
The character may change their shape into a variety of stolen forms. The character may only take on the shapes which currently exist in their "library", and start with only their natural shape in their library. To add a shape the character must kill the current 'owner' of the shape in some specific and gruesome fashion taking no less then fifteen minutes to complete.  
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This power, except for the changes noted here, operates exactly like Shapeshift Beta.
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The character may only take on the shapes which currently exist in their "Library", and start with only their natural shape in their library. To add a shape the character must kill the current 'owner' of the shape in some specific and gruesome fashion taking no less then fifteen minutes to complete. They must then assimilate the new shape in a process also taking no less then fifteen minutes. 
  
 
The exact way in which this happens is left for the ST and player to determine. The character may skin the person alive and crawl into the resulting skin-suit, beat them to a pulp and absorb the victim through the skin, cut their head open and study their brain, or just chop them up and dine upon a chili made from their flesh and seasoned with their tears.   
 
The exact way in which this happens is left for the ST and player to determine. The character may skin the person alive and crawl into the resulting skin-suit, beat them to a pulp and absorb the victim through the skin, cut their head open and study their brain, or just chop them up and dine upon a chili made from their flesh and seasoned with their tears.   
  
Whatever the case the victim must die, must suffer, and must be a sapient organic being. While in the stolen form they may elect to use the forms physical attributes when making a roll. Secondary traits alter as usual. If the stolen form has powers with a physical and organic rational the Skinchanger may choose to purchase them immediately or purchase them later. In either case they are bought with the Contingent Activation drawback; They may only be used while in the appropriate form.
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Whatever the case the victim must die, must suffer, and must be a sapient organic being. Modifications made to the character's stats by this power must be associated with the taken form.
 
 
The form is set at the time of death. It's attributes and powers may not be further developed. Likewise it does not age. A Skinchanger may effectively extend their life by shifting between stolen forms and not re-entering their original if they suspect their original form has lived past its normal allotment of years.  
 
  
 
Players should keep in mind that this power in no way offers any exemption from the Degeneration rolls it will inevitably cause. Standard use of this power requires torture in some form, though Compassionate Monster (below) may allow this to be upgraded to 'mere' premeditated murder. It is the Storyteller's call weather use of this power under the Heart's Blooded extra qualifies as being a lesser sin then general torture, if applicable.  
 
Players should keep in mind that this power in no way offers any exemption from the Degeneration rolls it will inevitably cause. Standard use of this power requires torture in some form, though Compassionate Monster (below) may allow this to be upgraded to 'mere' premeditated murder. It is the Storyteller's call weather use of this power under the Heart's Blooded extra qualifies as being a lesser sin then general torture, if applicable.  
 
This power operates similar to Shapeshift, players looking at one may wish to look at the other.
 
  
 
Extras:  
 
Extras:  
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Heart's Blooded - Less then sapient creatures are now valid targets (it doesn't have to qualify as a person).
 
Heart's Blooded - Less then sapient creatures are now valid targets (it doesn't have to qualify as a person).
 
Extended Duration - The power now costs a Verve a day.
 
  
 
==SUMMON MINION==
 
==SUMMON MINION==
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==SUPER SPEED==
 
==SUPER SPEED==
  
Class: Alpha
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Class: Beta
  
 
Cost: 1 Verve
 
Cost: 1 Verve
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Cost: 1 Verve
 
Cost: 1 Verve
  
Dice Pool: See below
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Dice Pool: Wits + Composure + Telekinesis
  
 
Action: Instant
 
Action: Instant
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Duration: Instant
 
Duration: Instant
  
Effect: The character may lift, move, or hurl objects through the air by will. Assume the character can manipulate objects as if she were touching them, and without being harmed by doing so. If moving an object such that it would require Strength or Dexterity as part of a roll, use the dots in this merit in place of the appropriate attribute.
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Effect: The character may telekinetically lift, move, or hurl objects through the air. The character may move objects of a Size up to her Telekinesis without difficulty; to move objects larger than this, the character must make an activation roll, with each success allowing her to move an object one Size larger. A character may move any object she can lift up to ten yards per dot in Telekinesis plus five yards per additional success, and may move objects outside the original range of the power if so desired. Moving an object straight up counts as double the distance. When attempting to move another character as an object, the target's Defense applies to the activation roll. A character may also use Telekinesis to hurl an object she is capable of lifting; the range of such a projectile is (character’s Dexterity + Athletics + Telekinesis – object’s Size) yards, doubled for aerodynamic projectiles as normal. Telekinesis may also be used to attack or grapple a target directly; in such a situation, the activation roll counts as the character’s attack roll, and the target’s Defense applies. Attacks made in this manner do bashing damage. The character uses her Wits in place of Strength for the purpose of holding a grapple this way. Telekinesis does not grant a character the ability to fly, though a character’s telekinetic abilities may serve as justification for her purchase of the Flight power.
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Extras:
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Fling Sky High - Moving an object straight up counts as normal distance.
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Size Matters Not - All objects count as Size 0 for the purposes of lifting or determining range.
  
If Telekinesis is used to attack or grapple a target directly the target is surprised unless the ST decides the defender had reason so expect such an attack (typically any opponent will be surprised only the first time they are attacked this way by the same character). Telekinesis does not grant a character the ability to fly, though a character’s telekinetic abilities may serve as justification for her purchase of the Flight power.
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Unavoidable - The activation roll ignores Defense.
  
 
God Machine Chronicles Rules Update: If using the rules update, ignore the Telekinesis Merit in favor of this power.
 
God Machine Chronicles Rules Update: If using the rules update, ignore the Telekinesis Merit in favor of this power.
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Clarification: This power represents an innate ability, as opposed to a piece of equipment. A player who simply wants their character to have a grappling hook should use the appropriate equipment from existing books.
 
Clarification: This power represents an innate ability, as opposed to a piece of equipment. A player who simply wants their character to have a grappling hook should use the appropriate equipment from existing books.
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==VARIABLE ARRAY==
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Class: Gamma
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Cost: 1 Verve
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Dice Pool: N/A
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Action: Instant
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Range: Self
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Area: N/A
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Duration: Permanent
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Effect: The character has the option to trade one power of the same Type for another. The player chooses two Beta powers or three Alpha powers. The character has those powers with the same number of dots as Variable Array, but only one of them can have any effect at any given time. The character can switch between these powers at the cost of 1 Verve once per turn.
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Extras: None; the nature of this power forbids changes to its class.
  
 
==VECTOR MANIPULATION==
 
==VECTOR MANIPULATION==

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