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− | == | + | ==REGENERATION== |
+ | Rank: 2 | ||
+ | |||
+ | Cost: -- | ||
+ | |||
+ | Dice Pool: N/A | ||
+ | |||
+ | Action: Reflexive | ||
+ | |||
+ | Range: Self | ||
+ | |||
+ | Area: N/A | ||
− | + | Duration: Instant | |
− | Cost: 1 Verve | + | Effect: The character heals much faster than ordinary humans. The character automatically heals one level of bashing damage per dot in Regeneration every turn at the start of his action, regardless of whether he is conscious or not, and he heals one level of lethal damage every fifteen minutes. Aggravated damage heals at the ordinary rate. |
+ | |||
+ | Extras: Accelerated Regeneration (the character automatically heals one level of either bashing or lethal damage per dot in Regeneration every turn at the start of his action, whether he is conscious or not [starting with bashing damage first]; the character also heals one level of Aggravated damage every two days). | ||
+ | |||
+ | ==SHAPESHIFT== | ||
+ | Rank: 3 | ||
+ | |||
+ | Cost: 1 Verve, see below | ||
− | Dice Pool: | + | Dice Pool: Stamina + (Survival) + Shapeshift |
Action: Instant | Action: Instant | ||
− | Range: | + | Range: Self |
Area: N/A | Area: N/A | ||
− | Duration: One | + | Duration: One scene |
− | Effect: | + | Effect: The character is able to alter her physical form. The simplest use of this power is simply to look like another person, 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 generic human or humanoid of any gender, 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 or scars. (The Storyteller and player should decide ahead of time if the character has any such distinctive features.) Shapeshift can also be used in conjunction with more mundane disguise methods to emulate the appearance of a specific person; if used in this matter, each success on the activation roll adds a +1 modifier to the character's contested disguise roll. 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; using this power, a character can turn into an animal, a creature out of myth, or a hellish montrosity. 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: |
− | + | * Increase or decrease her Size by one, to a minimum of zero. | |
− | + | * Increase a Physical Attribute by one. | |
− | + | * Shift any number of dots in Physical Attributes around, on a one-for-one basis; no Attribute may be reduced below one in this manner. | |
− | + | * Increase her Speed's species factor (normally 5) by one. | |
− | + | * Trade any number of dots between her Physical Attributes and her Speed's species factor, on a one-for-one basis; no Attribute may be reduced below one in this manner, and her Speed's species factor may not be reduced below zero. | |
− | + | * Take one dot in a physical superpower. The Storyteller is the final arbiter of what powers can be emulated with Shapeshift; things like Claws, Armor, and Physical Mega-Attributes are appropriate, while powers such as Mental Blast, Force Field, and Teleport generally aren't. These powers must be activated as normal (paying any necessary costs), but if an action is required to activate them, they may be activated in the same turn as the Shapeshift action is taken. | |
+ | |||
+ | * Trade any number of dots in Physical Attributes for dots in Rank 1 or Rank 2 physical superpowers, on a one-for-one basis; 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 Shapeshiftpower. | ||
+ | |||
+ | 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. | ||
+ | |||
+ | Extras: None. | ||
− | + | ==SHROUD== | |
+ | Rank: 2 | ||
Cost: 1 Verve | Cost: 1 Verve | ||
− | Dice Pool: | + | Dice Pool: Dexterity + (Stealth) + Shroud |
+ | |||
+ | Action: Instant | ||
+ | |||
+ | Range: (Power Level + Stealth) x 5 yards | ||
− | + | Area: (Power Level + Stealth) yards | |
− | + | Duration: Concentration | |
− | + | Effect: The character creates a field of dark shadow, cloaking mist, nebulous | |
− | + | energy or some other vision-obscuring medium. For each success the character | |
− | + | gains on the activation roll, any chararacters (friend or foe) within the area | |
− | + | of the shroud, or trying to see through it, receive a –1 penalty to all | |
− | + | sight-based perception rolls. On an exceptional success, the shroud is so | |
− | + | thick as to be effectively opaque; it is impossible to see through the area | |
− | + | covered by the shroud at all, and characters caught within the area of effect | |
− | + | are blinded. Normally Shroud only affects normal vision, but for one | |
− | + | additional Verve the activating character may also have it obscure other types | |
− | + | of vision (such as infrared or ultraviolet). | |
− | + | Extras: Semisolid (each yard moved within the area of the shroud counts as two | |
− | + | yards, and the shroud may be formed into a wall providing +1/+1 armor per dot | |
− | + | of Shroud to anyone attacked through it), Sensory Deprivation Field (the shroud | |
− | + | may block other senses or forms of detection, at a cost of one Verve per | |
− | + | additional sense, up to a maximum of the user’s dots in Shroud; examples | |
− | + | include smell, hearing, psychic detection, or motion tracking). | |
− | |||
− | |||
− | |||
− | + | ==TELEKINESIS== | |
+ | Rank: 2 | ||
Cost: 1 Verve | Cost: 1 Verve | ||
− | Dice Pool: | + | Dice Pool: Dexterity + (Athletics) + Telekinesis |
Action: Instant | Action: Instant | ||
− | Range: (Power Level + | + | Range: (Power Level + Telekinesis) x 5 yards |
Area: N/A | Area: N/A | ||
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Duration: Instant | Duration: Instant | ||
− | Effect: The character | + | 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, and may move objects outside the original range of the power if | |
+ | |||
+ | so desired. 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 and armor apply. Attacks | |
− | + | made in this manner do bashing damage. 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. | |
− | + | Extras: Size Matters Not (all objects count as Size 0 for the purposes of | |
− | + | lifting or determining range). | |
− | |||
− | + | ==TELEPATHY== | |
+ | Rank: 3 | ||
− | + | Cost: Varies | |
− | + | Dice Pool: Varies | |
− | + | Action: Varies | |
− | + | Range: Varies | |
− | + | Area: Varies | |
− | + | Duration: Varies | |
− | + | Effect: The character is able to project her consciousness into the minds of | |
− | + | others. The character knows one of the following techniques for each dot in | |
− | |||
− | + | Telepathy she possesses; she may attempt to use a technique that she 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 (if any). | |
− | + | Extras: None. | |
− | |||
− | |||
+ | ===COMMUNICATE=== | ||
Cost: 1 Verve | Cost: 1 Verve | ||
− | Dice Pool: | + | Dice Pool: Intelligence + (Expression) + Telepathy [vs. target's Resolve + Power Level] |
+ | |||
+ | Action: Instant or contested; resistance is reflexive | ||
+ | |||
+ | Range: (Power Level + Telepathy) x 5 yards | ||
+ | |||
+ | Area: N/A | ||
+ | |||
+ | Duration: One scene | ||
+ | |||
+ | Effect: The character is able to communicate telepathically. On a successful | ||
+ | |||
+ | activation roll, the character establishes a mental link with her target through | ||
+ | |||
+ | which the two characters can communicate, whether or not they share a common | ||
− | + | language. The target character is aware of the link being established, and if | |
− | + | he chooses, he may attempt to contest the Telepathy activation roll with a reflexive | |
− | + | Resolve + Power Level roll; if the target wins this roll, the telepathic link is | |
− | + | not established. Once the link has been created, it remains in place for one | |
− | + | scene, unless one of the characters decides to sever it; the activating character | |
− | + | may sever a telepathic link automatically as a reflexive action, while the target | |
− | + | character must make roll his Resolve + Power Level in a contested action against | |
− | + | the original activation roll in order to sever the link. | |
− | |||
− | |||
+ | ===MENTAL BLOODHOUND=== | ||
Cost: 1 Verve | Cost: 1 Verve | ||
− | Dice Pool: | + | Dice Pool: Intelligence + (Investigation) + Telepathy |
Action: Instant | Action: Instant | ||
− | Range: | + | Range: Varies |
Area: N/A | Area: N/A | ||
− | Duration: | + | Duration: Instant |
− | The character | + | Effect: The character is able to track a target from a great distance by focusing |
− | + | on his mental activity. In order to locate a target with this power, the activating | |
− | + | character must be familiar with that target, either through previous telepathic | |
− | + | contact or through some other means of interaction. A single success on the | |
− | + | activation roll allows the character to detect her target if he is anywhere within | |
− | + | (Power Level + Telepathy) miles; each additional success on the activation roll | |
− | + | doubles this range. If the target character is in range and his brain is functional, | |
− | + | the activating character is immediately aware of his exact location in relation to | |
− | + | her. If the target is not in range, or if his brain is no longer functioning, this | |
− | + | power fails automatically. | |
− | |||
− | |||
+ | ===MEMORY ALTERATION=== | ||
Cost: 1 Verve | Cost: 1 Verve | ||
− | Dice Pool: Intelligence + ( | + | Dice Pool: Intelligence + (Expression) + Telepathy vs. target's Resolve + Power Level |
− | Action: | + | Action: Contested; resistance is reflexive |
− | Range: (Power Level + | + | Range: (Power Level + Telepathy) x 5 yards |
Area: N/A | Area: N/A | ||
− | Duration: | + | Duration: Instant |
− | Effect: | + | Effect: An extension of the Mind Probe technique, this power allows the character |
− | + | to alter the memories of another. In order to use this technique, the character | |
− | + | must first find and learn the information she wishes to change using the Mind | |
− | + | Probe technique; once this is done, the character may make a contested activation | |
− | + | roll to alter the memory. If the character wins the activation roll with an | |
− | + | ordinary success, she is able to alter any single memory or piece of information | |
− | + | in the target's mind; however, any related thoughts or memories (such as mnemonic | |
− | + | devices for remembering passwords) will be left intact, which may end up confusing | |
− | + | the target or alerting him to the memory alteration. If the character wins with | |
− | |||
+ | an exceptional success, not only is the chosen memory or piece of information | ||
+ | |||
+ | altered, but any related memories will also shift and alter to accomodate the | ||
+ | |||
+ | changed information, rendering the target unable to detect the memory alteration | ||
+ | |||
+ | without outside help. The memory changes caused by use of this technique are | ||
+ | |||
+ | permanent, although the target may eventually realize that his memories are incorrect | ||
+ | |||
+ | through interaction with other characters. | ||
+ | |||
+ | |||
+ | ===MIND PROBE=== | ||
Cost: 1 Verve | Cost: 1 Verve | ||
− | Dice Pool: | + | Dice Pool: Wits + (Investigation) + Telepathy (vs. target's Resolve + Power Level) |
+ | |||
+ | Action: Extended, or extended and contested; resistance is reflexive | ||
+ | |||
+ | Range: (Power Level + Telepathy) x 5 yards | ||
+ | |||
+ | Area: N/A | ||
+ | |||
+ | Duration: Instant | ||
+ | |||
+ | Effect: The character is able to read the thoughts and memories of her target. | ||
+ | |||
+ | In order to use this power, the character must make an extended activation roll | ||
+ | |||
+ | and score a number of successes based on the target's Resolve and the nature of | ||
+ | |||
+ | the thoughts or memories being sought. Accessing a target's surface thoughts | ||
− | + | or short-term memory requires only a number of successes equal to the target's | |
− | + | Resolve. Accessing non-confidential information stored in the character's long- | |
− | + | term memory (such as family birthdays or basic job information) requires a number | |
− | + | of successes equal to the target's (Resolve x 3). Intimate or personal thoughts, | |
− | + | or confidential memories (blackmail information, criminal activities, security | |
− | + | codes) require a number of successes equal to the target's (Resolve x 5) to uncover, | |
+ | and learning the deepest-hidden thoughts and most-repressed memories require a | ||
+ | |||
+ | number of successes equal to the target's (Resolve x 7). It's also possible to | ||
+ | |||
+ | learn a target's basic personality traits (in game terms, his Virtue and Vice) in | ||
+ | |||
+ | this manner; the Storyteller should determine how many successes are necessary to | ||
+ | |||
+ | learn this information based on the above guidelines and how honest or dissembling | ||
+ | |||
+ | the target is. The character using the Mind Probe technique may make a maximum | ||
+ | |||
+ | number of rolls equal to the character's Resolve, and each roll takes one turn. A | ||
+ | |||
+ | character targeted by Mind Probe may make a reflexive (Wits + Composure - activating | ||
+ | |||
+ | character's Telepathy rating) roll to become aware of the psychic intrusion, and | ||
+ | |||
+ | if successful, may contest the activation roll with a reflexive Resolve + Power | ||
+ | |||
+ | Level roll each turn; if the target wins, the activating character does not gain | ||
+ | |||
+ | any successes towards learning the desired information that turn. | ||
+ | |||
+ | |||
+ | ===THOUGHT DETECTION=== | ||
Cost: 1 Verve | Cost: 1 Verve | ||
− | Dice Pool: | + | Dice Pool: Intelligence + (Investigation) + Telepathy |
− | Action: | + | Action: Instant |
− | Range: | + | Range: Varies |
Area: N/A | Area: N/A | ||
− | Duration: | + | Duration: Instant |
+ | |||
+ | Effect: The character is able to expand her awareness and detect nearby mental | ||
+ | |||
+ | activity. A single success on the activation roll makes the character aware of | ||
+ | |||
+ | every entity with at least the intelligence of an insect within (Power Level | ||
+ | |||
+ | + Telepathy) x 5 yards of her. Each additional success on the activation roll | ||
+ | |||
+ | doubles this distance. The character is aware of both the location and the | ||
+ | |||
+ | nature of each detected intelligence; for example, she would be able to recognize | ||
+ | |||
+ | that the primitive minds in the floorboards belong to cockroaches and that the | ||
+ | |||
+ | more advanced, familiar intelligences on the other side of the wall are humans. | ||
+ | |||
+ | When faced with an unfamiliar intelligence, such as an A.I. or an extradimensional | ||
− | + | being, the character will learn the qualities of the intelligence ("highly | |
− | + | advanced and extremely logical," or "similar in strength to a human but completely | |
− | + | unfamiliar") but will not recognize the manner of entity to which they belong. | |
− | |||
− | == | + | ==TELEPORT== |
− | + | Rank: 2 | |
Cost: 1 Verve | Cost: 1 Verve | ||
− | Dice Pool: | + | Dice Pool: Wits + (Investigation) + Teleport |
Action: Instant | Action: Instant | ||
− | Range: | + | Range: Self |
Area: N/A | Area: N/A | ||
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Duration: Instant | Duration: Instant | ||
− | Effect: The character | + | Effect: The character is able to travel instantly from one point to another, |
+ | |||
+ | without passing through the intervening space. In order to use this power, the | ||
+ | |||
+ | character must first select a target destination and determine how far away it | ||
− | + | is. One success on the activation roll allows the character to accurately | |
− | + | teleport a distance of up to 10 yards; each additional success multiplies this | |
− | == | + | distance by a factor of ten (so, three successes on the activation roll would |
− | + | ||
+ | allow the character to accurately teleport up to 1,000 yards). If the | ||
+ | |||
+ | character does not roll enough successes to reach his destination, he ends up | ||
+ | |||
+ | in a location (d10 + number of additional successes needed to reach target) x | ||
+ | |||
+ | 10 yards away from his intended direction, in a location determined by the | ||
+ | |||
+ | Storyteller. If the character can see his location, or has seen it before in | ||
+ | |||
+ | person, he may elect to count his dots in Teleportation as automatic successes, | ||
+ | |||
+ | rather than adding them to the activation pool; however, if he has never | ||
+ | |||
+ | personally seen his target location, he is “teleporting blind” and suffers a –1 | ||
+ | |||
+ | penalty to the activation roll for every full 100 yards he tries to teleport. | ||
+ | |||
+ | On a dramatic failure, the character not only counts as having failed | ||
+ | |||
+ | his activation roll for the purposes of determining where he ends up, he also | ||
+ | |||
+ | teleports into a dangerous situation—inside a solid object, for example, or | ||
+ | |||
+ | several hundred feet above the ground or underwater. Teleportation into the | ||
+ | |||
+ | air or underwater is covered by the rules for falling and drowning, | ||
+ | |||
+ | respectively; if the character teleports into a solid object, the character | ||
+ | |||
+ | takes one level of Lethal damage for every point of Durability the object has, | ||
+ | |||
+ | and the object takes one level of damage for every point of Stamina the | ||
+ | |||
+ | character has. The character is then ejected from the object by the shortest | ||
+ | |||
+ | route possible. | ||
+ | |||
+ | Extras: Combat Teleport (teleportation is a reflexive action, rather than an | ||
+ | |||
+ | instant action), Mass Teleport (the character may teleport up to one additional | ||
+ | |||
+ | character for every dot in Teleport he possesses), Safe Blind Teleport (the | ||
+ | |||
+ | penalty for teleporting blind is halved, rounding in favor of the character). | ||
+ | |||
+ | |||
+ | ==TEMPORAL MANIPULATION== | ||
+ | Rank: 3 | ||
− | Cost: | + | Cost: Varies |
− | Dice Pool: | + | Dice Pool: Varies |
Action: Varies | Action: Varies | ||
− | Range: | + | Range: Varies |
Area: Varies | Area: Varies | ||
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Duration: Varies | Duration: Varies | ||
− | Effect: The character is | + | Effect: The character is able to manipulate the flow of time. The character |
+ | |||
+ | knows one of the following techniques for each dot in Temporal Manipulation she | ||
+ | |||
+ | possesses; she may attempt to use a technique that she 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 (if any). In addition to any other | |
− | + | techniques she may have, any character with dots in Temporal Manipulation | |
− | + | possesses an extremely accurate internal clock; she always knows exactly what | |
+ | |||
+ | time it is, and is able to mentally time events with the accuracy of a | ||
+ | |||
+ | stopwatch. | ||
+ | |||
+ | Extras: None. | ||
− | |||
− | |||
− | Cost: | + | ===AGE ALTERATION=== |
+ | Cost: 2 Verve | ||
− | Dice Pool: | + | Dice Pool: Intelligence + (Medicine) + Temporal Manipulation – target’s Stamina |
− | Action: | + | Action: Extended |
− | Range: | + | Range: Touch |
Area: N/A | Area: N/A | ||
− | Duration: | + | Duration: Permanent |
+ | |||
+ | Effect: Each success on the activation roll increases or decreases the target’s | ||
+ | |||
+ | physical age by one year; the Storyteller is the final arbiter of what effects, | ||
− | + | if any, this has on the target. Note that only the target’s physical body is | |
− | + | changed, while his mental maturity, his knowledge level, and his superpowers | |
− | + | remain intact; however, the immature brain of a child or the aged brain of a | |
− | + | geriatric may not function as effectively as that of an adult, meaning the | |
− | + | target may not be able to use that knowledge or those skills to full effect. | |
− | + | Using Age Alteration is an extended action, and the character may roll and gain | |
− | + | successes a number of times per scene up to her Stamina (including any bonus | |
− | + | for Mega-Stamina). Each roll takes one turn. | |
− | |||
− | |||
+ | ===ACCELERATE TIME=== | ||
Cost: 1 Verve | Cost: 1 Verve | ||
Dice Pool: Wits + (Science) + Temporal Manipulation | Dice Pool: Wits + (Science) + Temporal Manipulation | ||
− | Action: | + | Action: Varies |
Range: (Power Level + Temporal Manipulation) x 5 yards | Range: (Power Level + Temporal Manipulation) x 5 yards | ||
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Area: N/A | Area: N/A | ||
− | Duration: One | + | Duration: One turn |
− | Effect: The character | + | Effect: The character accelerates the passage of time for herself or for |
− | + | someone else, allowing the affected character to perform long and complex tasks | |
− | + | in the blink of an eye or unleash a flurry of blows on a hapless opponent. A | |
− | + | character under the effects of Accelerate Time counts as having a number of | |
− | |||
− | + | dots in the Hypermovement ability equal to the number of successes on the | |
− | Dice Pool: | + | activation roll, up to a maximum of the original character’s dots in Temporal |
+ | |||
+ | Manipulation. The affected character also counts as having the Hyperspeed | ||
+ | |||
+ | Attack extra, but the bonus to attack rolls is halved (rounding up). | ||
+ | |||
+ | Activating this power is a reflexive action if the character uses it on | ||
+ | |||
+ | herself; if used on another character, activating the power counts as an | ||
+ | |||
+ | instant action. | ||
+ | |||
+ | |||
+ | ===DILATE TIME=== | ||
+ | Cost: 1 Verve | ||
+ | |||
+ | Dice Pool: Wits + (Science) + Temporal Manipulation | ||
Action: Instant | Action: Instant | ||
− | Range: (Power Level + | + | Range: (Power Level + Temporal Manipulation) x 5 yards |
− | + | Area: N/A | |
− | + | Duration: One turn | |
− | The character | + | Effect: The character slows the passage of time around the target, reducing |
− | + | their ability to act and to respond to the world around them. Each success on | |
− | + | the activation roll reduces the target’s Initiative and Defense by 1, to a | |
− | + | minimum of 0 each; a character reduced to 0 Initiative may not act in combat at | |
− | |||
− | Cost: 1 Verve | + | all this turn, as he is simply unable to keep up with the speed of events |
+ | |||
+ | happening around him. Dilate Time can also inflict penalties to actions | ||
+ | |||
+ | involving reaction time or quick action, both inside and outside of combat; the | ||
+ | |||
+ | Storyteller is the final arbiter of how such penalties are applied. | ||
+ | |||
+ | |||
+ | ===STOP TIME=== | ||
+ | Cost: 1 Verve, 1 Willpower | ||
+ | |||
+ | Dice Pool: Intelligence + (Science) + Temporal Manipulation vs. target’s | ||
− | + | Resolve + Power Level | |
− | Action: | + | Action: Contested; resistance is reflexive |
− | Range: (Power Level + | + | Range: (Power Level + Temporal Manipulation) yards |
Area: N/A | Area: N/A | ||
− | Duration: | + | Duration: Varies |
+ | |||
+ | Effect: A more potent version of Dilate Time, Stop Time does just that—stops | ||
+ | |||
+ | the passage of time around a target. Each success on the activation roll | ||
+ | |||
+ | freezes a target in time for one turn; on an exceptional success, the target is | ||
+ | |||
+ | frozen for an entire scene. While frozen in time, the target cannot act or be | ||
+ | |||
+ | acted upon in any way; he may not use any powers or abilities, and he is | ||
+ | |||
+ | unaffected by and unaware of outside phenomena (attacks, superpowers, etc.). | ||
+ | |||
+ | An unwilling target may attempt to resist this power with a reflexive Resolve + | ||
− | + | Power Level roll; if the target wins the contested roll, he counts as being | |
− | + | under the effects of Dilate Time rather than Stop Time. | |
− | == | + | ==VERVE RECOVERY== |
− | + | Rank: 2 | |
− | Cost: | + | Cost: N/A |
− | Dice Pool: | + | Dice Pool: N/A |
− | Action: | + | Action: N/A |
Range: Self | Range: Self | ||
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Area: N/A | Area: N/A | ||
− | Duration: | + | Duration: Permanent |
− | Effect: The character | + | Effect: The character recovers his energy extremely quickly. Every time this |
− | + | character recovers Verve, he gains an additional number of Verve equal to his | |
− | + | Verve Recovery rating. | |
+ | Extras: None. | ||