MTH:Powers A-H: Difference between revisions
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street to make a Dexterity + Athletics roll to avoid tripping and falling over. | street to make a Dexterity + Athletics roll to avoid tripping and falling over. | ||
The Storyteller is the final arbiter of what Attributes or Skills to roll in | |||
such a case, and the target’s Power Level may be added as a bonus to the roll. | such a case, and the target’s Power Level may be added as a bonus to the roll. | ||
==FLIGHT== | ==FLIGHT== |
Revision as of 16:07, 11 July 2005
ABSORPTION
Rank: 2
Cost: Varies
Dice Pool: Stamina + (Survival) + Absorption
Action: Reflexive
Range: Self
Area: N/A
Duration: See below
Effect: The character is able to absorb the damage from either physical or
energy-based attacks (chosen when the power is purchased). Whenever the
character takes damage from the appropriate source, she may spend one Verve and
make an activation roll; each success absorbs one level of damage, reducing the
amount of damage dealt the attack by one. In addition, the character may spend
additional points of Verve to convert levels of absorbed damage to points of
Strength; each dot of Strength gained in this manner costs one point of Verve
and either two levels of bashing or lethal damage or one level of aggravated
damage. Characters who can absorb energy-based attacks may also drain power
from other sources, such as electrical appliances, and the Storyteller is the
final arbiter of how much Strength a character can gain from any given source.
In any case, the maximum amount by which a character may increase her Strength
is equal to the number of dots in Absorption the character possesses.
Additional dots in Strength gained from Absorption last for one scene.
Extras: Energy Magnet (as an instant action, the character may actively absorb
energy from sources up to [Power Level + Absorption] x 5 yards away; only
characters who can absorb energy-based attacks may use this Extra), Multiple
Energy Types (character may absorb damage from both physical and energy-based
attacks).
ARMOR
Rank: 2
Cost: --
Dice Pool: N/A
Action: N/A
Range: Self
Area: N/A
Duration: Permanent
Effect: The character is covered in layers of chitin or scales, or his flesh is
simply incredibly resistant to damage. Each dot in Armor gives the character
+1/+1 armor.
Extras: Bulletproof (the character’s armor downgrades lethal damage from
Firearms attacks to bashing damage), Superheavy Armor (for every point of Verve
the character spends, up to a maximum of his Armor rating, he gains +1/+1 armor
and takes a –1 penalty to Initiative and Speed; this Verve expenditure is an
instant action, and the effects last for the scene).
BIOLUMINESCENCE
Rank: 1
Cost: 1 Verve
Dice Pool: N/A
Action: Reflexive
Range: Self
Area: N/A
Duration: One scene
Effect: The character is able to emit light. When this power is active, the
character can illuminate a radius equal to her Bioluminescence rating in yards;
this light is bright enough to see by, but not bright enough to blind anyone
who isn’t exceptionally sensitive to light. By spending one additional Verve,
the character may project a beam of light similar to a flashlight beam; this
beam has a maximum range of (Power Level + Bioluminescence) x 5 yards.
Extras: Increased Spectrum (the character is able to emit light in the
ultraviolet and infrared spectrums of light, as well as the visible spectrum).
BODYMORPH
Rank: 2
Cost: 2 Verve
Dice Pool: Stamina + (Survival) + Bodymorph
Action: Instant
Range: Self
Area: N/A
Duration: One scene
Effect: The character’s entire body transforms into a form of matter or
energy—stone, sand, fire, electricity, etc. […]
BOOST
Rank: 2
Cost: 1 Verve
Dice Pool: N/A
Action: Instant
Range: Self
Area: N/A
Duration: One scene
Effect: The character is able to temporarily increase one of his Attributes,
selected when the power is bought. When this power is activated, the character
gains one dot in the selected Attribute for every dot he has in Boost. This is
a direct increase to the Attribute in question, and as such may affect the
character’s derived stats (such as Speed or Willpower).
Extras: Extra Attribute (power increases two Attributes simultaneously instead
of one), Affect Other (character may use this power on another character by
touching her; an unwilling target may roll her Stamina + Power Level to
resist), Reflexive Activation (activating this power is a reflexive action
rather than an instant action).
CLAWS
Rank: 1
Cost: 1 Verve
Dice Pool: N/A
Action: Reflexive
Range: Self
Area: N/A
Duration: One scene
Effect: The character can extrude sharp claws from her fingertips, turn her
fists to sharp-edged stone, or else enhance her unarmed attacks in some way.
Each dot in Claws adds +1 damage to a character’s Brawl attacks while the claws
are active; Brawl attacks made with claws deal lethal damage. Claws also give
a +2 bonus to all climbing-related checks while they are active. The Verve
cost is for the scene; once it has been paid, the character may extend and
retract her claws at will.
Extras: Kinetic Discharge (the character’s Claws rating also adds to Weaponry
attacks, and upgrades bashing damage to lethal; by spending one additional
Verve per attack, the character may also add her Claws rating to thrown or
Firearms attacks).
CLONE
Rank: 3
Cost: Varies
Dice Pool: Stamina + (Medicine) + Clone
Action: Instant
Range: Self
Area: N/A
Duration: One scene
Effect: The character creates one duplicate of herself for every success gained
on the activation roll, at a cost of one Verve per clone; if the character
elects not to spend a Verve for every success, the extra successes are lost.
Each clone is an almost-identical copy of the originating character, with the
same Attributes, Skills, powers, clothing and equipment, etc. However, the
clones are not as powerful as the original character; each clone suffers a –1
penalty to all dice pools for each clone created, and each clone has a Power
Level equal to the original character’s Power Level minus the number of clones
created, to a minimum of 1. For example, if a character with Power Level 6
created 5 clones in one action, each clone would suffer a –5 penalty to all
dice pools and have a Power Level of 1 (note that, if a character uses multiple
actions to create multiple clones of herself, these penalties are NOT
cumulative). In addition, a character’s clones do not possess the Clone power
themselves. Clones share no mental link with each other or with the
originating character, and must communicate as normal. A clone lasts until the
end of the scene or until the originating character wills it out of existence.
Extras: None.
CYBERKINESIS
Rank: 3
Cost: Varies
Dice Pool: Varies
Action: Varies
Range: Varies
Area: Varies
Duration: Varies
Effect: The character is able to manipulate computers and technology. The
character knows one of the following techniques for each dot in Cyberkinesis
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.
ALTER DATA
Cost: 1 Verve
Dice Pool: Intelligence + (Computer) + Cyberkinesis
Action: Extended
Range: Touch
Area: N/A
Duration: Instant
Effect: The character is able to alter, insert, or delete data on a computer
disk. As a rule of thumb, each success on the activation roll allows the
character to alter one gigabyte of data; the Storyteller should use this to
determine the number of successes necessary to complete any given task, and
assign penalties to the activation roll depending on how well-protected the
files are (for example, a typical home computer would have no penalty, while a
corporate mainframe protected by multiple layers of encryption and intrusion
countermeasures would impose a –4 or –5 penalty). Using Alter Data is an
extended action; the character may continue to roll and gain successes as long
as she has sufficient time to do so. Each roll takes one turn.
CONTROL
Cost: 1 Verve
Dice Pool: Manipulation + (Computer) + Cyberkinesis
Action: Instant
Range: (Power Level + Cyberkinesis) x 5 yards
Area: N/A
Duration: Concentration
Effect: The character can take control of any device with mechanical,
hydraulic, or electronic parts. A single success is all that’s required for
the character to control a given piece of technology; if another character
wishes to take control away from the cyberkineticist, the opponent must make an
appropriate contested roll (such as Strength + Drive, Dexterity + Drive, or
Intelligence + Computer) and score more successes than the character scored on
her initial activation roll.
FOOL
Cost: 1 Verve
Dice Pool: Manipulation + (Computer) + Cyberkinesis
Action: Instant
Range: (Power Level + Cyberkinesis) x 5 yards
Area: N/A
Duration: Concentration
Effect: The character can plant false images and readings in surveillance
equipment or communications devices. In order to use this technique, the
character must succeed on an activation roll, with a negative modifier based on
the complexity and reliability of the device in question: a typical security
camera would probably not impose any modifier, while a multi-spectrum
surveillance system and motion tracker powered by its own AI might impose a
penalty of –4 or –5. Success on this roll allows the character to control the
information recorded or transmitted by the device. For example, a security
camera might be made to transmit a false image, a tape recorder could record a
conversation that never happened, or either of these machines could be made to
record nothing but static. Another character examining such altered
information may attempt to see through this illusion; to do so, the opposing
character must roll Wits + Resolve and score more successes on the roll than
the cyberkinetic scored on the activation roll.
OVERLOAD
Cost: 1 Verve
Dice Pool: Intelligence + (Computer) + Cyberkinesis
Action: Instant
Range: (Power Level + Cyberkinesis) x 5 yards
Area: N/A
Duration: Varies
Effect: The character is able to shut down mechanical and electronic devices.
On a successful activation roll, the target device is rendered inoperable for
the duration of the scene; on an exceptional success, the device breaks
permanently and will not work until it is repaired. Well-made or highly
reliable devices may impose a penalty on the activation roll, at the
Storyteller’s discretion.
REPROGRAM
Cost: 1 Verve
Dice Pool: Intelligence + (Computer) + Cyberkinesis
Action: Extended
Range: Touch
Area: N/A
Duration: Instant
Effect: The character is able to rewrite the code of a computer’s operating
system or software, changing the way the software functions. The Storyteller
should determine how many successes are needed to effect any given change on a
computer’s software, and impose a difficulty penalty based on the complexity of
the software being rewritten. Using Reprogram is an extended action; the
character may continue to roll and gain successes as long as she has sufficient
time to do so. Each roll takes one turn.
WEBRIDER
Cost: See below
Dice Pool: N/A
Action: N/A
Range: See below
Area: N/A
Duration: Permanent
Effect: The character is able to project her consciousness into a computer
network or the Internet, allowing her to exercise her other Cyberkinesis
techniques on any computer or device she can reach through a network
connection. Using a Cyberkinesis technique in this manner increases the
technique’s activation cost by one Verve. The Storyteller may impose penalties
on the character’s activation rolls based on the distance to the target device
and the strength of the connection; for example, reprogramming a computer on
the other side of a college campus through the university’s T1 network would
probably impose no penalty at all, while trying to do the same to a computer on
the other side of the world through a spotty 56k connection would impose a
penalty of –4 or –5.
DENSITY CONTROL
Rank: 2
Cost: 1 Verve
Dice Pool: Stamina + (Survival) + Density Control
Action: Extended
Range: Self
Area: N/A
Duration: One scene
Effect: The character may either increase OR decrease his density (chosen when
the power is purchased). If the character is increasing his density, each
success gained on the activation roll doubles the character’s weight and grants
the character +1/+1 armor and +1 effective Strength for the purposes of lifting
objects and close combat attacks (note that this bonus Strength does not affect
the character’s Speed and has no effect on the character’s ability to jump,
climb, swim, or anything else where his increased weight would be a problem).
If the character is decreasing his density, the number of successes gained on
the activation roll is compared to the chart below to determine the effects.
- One success: the character gains +1 Defense. He may ooze through cracks or
tiny openings at a rate of one inch per turn.
- Two successes: the character gains +2 Defense, but his Health decreases by
one (treat this as though the character had lost a single temporary Health
level). The damage dealt to the character by physical attacks, as well as the
damage dealt by the character’s own close combat and thrown physical attacks,
is halved, with fractional successes rounding up (IE if a gunshot deals five
points of damage to the character, he only takes three levels of lethal
damage). The character may flow through cracks or tiny openings at a rate of
one yard per turn.
- Three successes: the character gains +3 Defense, but his Health decreases by
two. The character is completely intangible; physical attacks deal no damage
to him (energy and attacks affecting the mind or senses function as normal),
and he is unable to physically interact with his environment at all. The
character may pass through physical barriers (walls, ceilings, floors) at his
normal movement rate, though he may not float. Note that the character is
normally not able to breathe if his head or chest is passing through any
substance other than air, so the length of time he can spend passing through a
substance is limited by how long he is able to hold his breath.
- Four successes: as three successes, except that the character only takes half
damage from energy-based sources (such as force blasts or fire).
- Five or more successes: as three successes, except that the character also
takes no damage from energy-based sources. By spending a point of Verve, the
character may solidify part or all of his body for one turn; such a body part
may be used for physical interaction (using tools, attacking etc.), but may
also be targeted as per the normal rules for targeting objects.
Using Density Control is an extended action, and the character may roll and
gain successes a number of times per scene up to his Stamina (including any
bonus for Mega-Stamina). Each roll takes one turn. Returning to normal
density is a reflexive action and does not require a Verve expenditure.
Extras: Full Control (character may both increase and decrease density), Affect
Other (character may use this power on another character by touching her; when
used on an unwilling target, the target’s Stamina is applied as a penalty to
the activation roll).
DOMINATION
Rank: 2
Cost: 1 Verve
Dice Pool: Manipulation + (Persuasion) + Domination vs. target's Resolve + Power Level
Action: Contested; resistance is reflexive
Range: (Power Level + Domination) x 5 yards
Area: N/A
Duration: See below
Effect: The character is able to control the minds of others. In order to use
this power, the character must be able to communicate effectively with her victim,
either vocally or through some other means (Telepathy, sign language etc.). If
the character wins the contested activation roll, she may issue a single command that
the target must attempt to follow to the best of his ability. The command cannot be
longer than 2-3 sentences, and it must be fairly simple: a single, straightforward
task ("Purchase a shotgun at the local sporting goods store"), or a single prohibition
("Do not make eye contact with anyone"). Commands that are blatantly impossible
("Count all the grains of sand on this beach") or self-destructive ("Jump off the roof
of this building") fail automatically. If the character wins the activation roll with
an exceptional success, these requirements are waived; even self-destructive or
impossible commands must be followed to the best of the target's ability, and the
character may make her commands as long or complex as she desires. If the command takes
longer than one minute to perform and is physically or mentally taxing (such as the
aformentioned sand-counting command), the target may make a reflexive Resolve + Power
Level roll every minute against the character's initial Domination activation roll to
attempt to break control. If following the command would result in direct harm to the
target character or his allies, he may make this resistance roll every turn. So
long as the character remains dominated, however, he will resist any attempts to prevent
him from following his commands.
Extras: Telepathic Domination (the character need not be able to communicate effectively
with her target in order to use Domination).
DURABILITY
Rank: 2
Cost: --
Dice Pool: N/A
Action: N/A
Range: Self
Area: N/A
Duration: Permanent
Effect: The character is incredibly resilient, able to take massive amounts of
damage before showing signs of injury. Every dot in Durability grants the
character one additional health level.
Extras: None.
ELEMENTAL MASTERY
Rank: 3
Cost: Varies
Dice Pool: Varies
Action: Varies
Range: Varies
Area: Varies
Duration: Varies
Effect: The character is able to create and control one specific “element,”
chosen when this power is purchased. The Storyteller is the final arbiter of
what constitutes a viable “element” for this power; possible examples include
the classical Aristotelian and Feng Shui elements (Fire, Air, Water, Wood, and
Earth and Metal respectively), ice, electricity, light, darkness, and sound.
The character knows one of the following techniques for each dot in Elemental
Mastery 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.
[…]
ENTROPY CONTROL
Rank: 3
Cost: Varies
Dice Pool: Varies
Action: Varies
Range: Varies
Area: Varies
Duration: Varies
Effect: The character is able to manipulate entropy and probability. The
character knows one of the following techniques for each dot in Entropy Control
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.
BIOENTROPY STORM
Cost: Varies
Dice Pool: Intelligence + (Medicine) + Entropy Control vs. targets’ Stamina +
Power Level
Action: Contested; resistance is reflexive
Range: (Power Level + Entropy Control) x 5 yards
Area: (Power Level + Entropy Control) yards
Duration: Instant
Effect: The character inflicts entropic effects on all biological matter within
a given area; when this power manifests, plants wilt and creatures age or
develop spontaneous injuries. By spending one Verve, the character can inflict
one level of bashing damage on any living creature (plant or animal) in the
affected area for each success achieved on the activation roll; by spending one
additional Verve, the character may instead deal lethal damage with this power.
Any creature affected by this power may attempt to resist by rolling its
Stamina + Power Level as a reflexive action; if the target wins the contested
roll, it suffers no damage at all from the power.
BREAKDOWN
Cost: 1 Verve
Dice Pool: Intelligence + (Crafts) + Entropy Control
Action: Instant
Range: (Power Level + Entropy Control) x 5 yards
Area: N/A
Duration: Varies
Effect: The character inflicts entropic effects on a mechanical or
technological device, causing it to cease functioning as its parts
spontaneously wear out or lose power. In order to be affected by this power, a
device must have at least one moving, electric, or electronic part; the
Storyteller may impose penalties on the activation roll against particularly
simple devices, as it is far easier for something to suddenly go wrong in a
computer than it is in a door hinge. Success on the activation roll causes the
targeted device to stop functioning properly for the duration of the scene; on
an exceptional success, the device breaks permanently, and will not function
properly until it is fixed.
ENTROPIC SHIELD
Cost: 1 Verve
Dice Pool: Stamina + (Science) + Entropy Control
Action: Extended
Range: Self
Area: N/A
Duration: One scene
Effect: The character projects a field of increased entropy that protects him
from harm; bullets develop faults in mid-flight that affect their trajectory,
melee attackers stumble or misjudge the distance to him, etc. Each success
gained on the activation roll imposes a –1 penalty to any physical or
energy-based that targets the character. Using Entropic Shield is an extended
action, and the character may roll and gain successes a number of times per
scene up to his Stamina (including any bonus for Mega-Stamina). Each roll
takes one turn.
PROBABILITY CORRUPTION
Cost: 1 Verve
Dice Pool: Wits + (Science) + Entropy Control
Action: Instant
Range: (Power Level + Entropy Control) x 5 yards
Area: N/A
Duration: See below
Effect: The character manipulates the forces of entropy relating to his target,
either increasing or decreasing the target’s chances of success. Each success
on the activation roll gives either a +1 bonus or a –1 penalty to the target’s
next action, whenever that action may be; this power remains in effect until it
is triggered. Also, if the character gains an exceptional success on the
activation roll, he may force the target to roll for an action that otherwise
would require no roll; he could, for example, force a target walking down the
street to make a Dexterity + Athletics roll to avoid tripping and falling over.
The Storyteller is the final arbiter of what Attributes or Skills to roll in
such a case, and the target’s Power Level may be added as a bonus to the roll.
FLIGHT
Rank: 2
Cost: 1 Verve
Dice Pool: N/A
Action: Reflexive
Range: Self
Area: N/A
Duration: One scene
Effect: The character is able to soar through the air. She gains a flying
Speed equal to her Flight + 10. Flight normally requires no dice rolls;
however, the Storyteller may require Dexterity + Athletics + Flight rolls in
order to successfully perform aerial acrobatics or other stunts.
Extras: Effortless (the power’s Duration is increased to Permanent, and the
character may activate it without spending any Verve).
FORCE BOLT
Rank: 2
Cost: Varies
Dice Pool: Dexterity + (Athletics) + Force Bolt – target’s Defense and armor
Action: Instant
Range: (Power Level + Force Bolt) x 5 yards
Area: N/A
Duration: Instant
Effect: The character blasts a target with a specific type of energy, which
must be selected when the power is purchased. A character’s Force Bolt may
deal either bashing or lethal damage, but not both; the type of damage dealt
must be determined when the power is purchased. Force Bolts that deal bashing
damage have no Verve cost, while Force Bolts that deal lethal damage cost one
Verve to use; in either case, the power’s activation roll counts as the attack
roll, and the target’s Defense and armor (if any) apply.
Extras: Extra Energy Type (the character’s Force Bolt may manifest as one
additional form of energy), Rapid/Continuous Fire (for one additional Verve,
the character’s Force Bolt may be fired as an automatic weapon), Supercharge
(for one additional Verve, each success on the activation roll deals two levels
of bashing or lethal damage, as appropriate; the character also takes one level
of bashing damage himself as the energy output wracks his body), Variable Power
Level (the character’s Force Bolt is capable of dealing both bashing and lethal
damage, and the character may choose which type of damage to deal for each
attack).
FORCE FIELD
Rank: 2
Cost: 1 Verve
Dice Pool: Stamina + (Survival) + Force Field
Action: Extended
Range: Self
Area: N/A
Duration: One scene
Effect: The character projects a field of energy that protects him from harm.
Each success gained on the activation roll imposes a –1 penalty to any physical
or energy-based attack that targets the character. Using Force Field is an
extended action, and the character may roll and gain successes a number of
times per scene up to his Stamina (including any bonus for Mega-Stamina). Each
roll takes one turn.
Extras: Bulletproof (the character’s force field downgrades lethal damage from
Firearms attacks to bashing damage), Force Wall (the character is able to
project his force field outward from his body a distance of [Force Field x 3]
yards, covering an area of up to [Force Field x 4] square yards), Mental Shield
(the character’s force field also protects him from psychic attacks).
GRAVITY CONTROL
Rank: 3
Cost: Varies
Dice Pool: Varies
Action: Varies
Range: Varies
Area: Varies
Duration: Varies
Effect: The character is able to manipulate gravitational forces. The
character knows one of the following techniques for each dot in Gravity Control
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.
GRAVITIC BLAST
Cost: Varies
Dice Pool: Dexterity + (Athletics) + Gravity Control – target’s Defense (not
armor)
Action: Instant
Range: (Power Level + Gravity Control) x 5 yards
Area: N/A
Duration: Instant
Effect: The character creates vortices of intense, rapidly changing gravity
around the target, crushing it or tearing it apart. Every success gained on
the activation roll deals one level of damage. It costs one Verve to activate
a Gravitic Blast that deals bashing damage; a lethal blast costs two Verve to
activate.
GRAVITATIONAL FIELD
Cost: 1 Verve
Dice Pool: Intelligence + (Science) + Gravity Control
Action: Extended
Range: (Power Level + Gravity Control) x 5 yards
Area: (Power Level + Gravity Control) yards
Duration: Concentration
Effect: Each success on the activation roll allows the character to increase or
decrease the gravity of the affected area by 0.5g. As a general rule,
characters in a Gravitational Field of 0.6g or less gain +1 Strength, while
those in a field of 2g or greater suffer –2 Strength. A Gravitational Field of
sufficient strength may also be capable of pinning opponents to the ground, or
inflicting bashing or even lethal damage through crushing, and objects can be
made so heavy that they collapse under their own weight; on the other hand,
characters and objects in a 0g field will become completely weightless, and
characters or objects in a negative gravity field will actually fall upwards
until they leave the field. A character that takes falls through a
Gravitational Field multiplies the number of yards fallen through the field by
the strength of the field for the purposes of taking falling damage, rounding
fractions up; for example, a character that falls 3 yards through a 1.5g field
counts as falling 5 yards. Using Gravitational Field is an extended action,
and the character may roll and gain successes a number of times per scene up to
his Stamina (including any bonus for Mega-Stamina). Each roll takes one turn.
GRAVITIC FLIGHT
Cost: 1 Verve
Dice Pool: Dexterity + Athletics + Gravity Control
Action: Reflexive
Range: Self
Area: N/A
Duration: One scene
Effect: The character is able to levitate herself and fly crudely. She gains a
flying Speed of Gravity Control + 5.
GRAVITIC SHIELD
Cost: 1 Verve
Dice Pool: N/A
Action: Instant
Range: Self
Area: N/A
Duration: One Scene
Effect: Waves of negative gravity project outward from the character’s body,
repulsing and deflecting attacks. Each dot in Gravity Control the character
has imposes a –1 penalty on all physical attacks directed against her while the
Gravitic Shield is active. Energy-based attacks (and damage from energy
sources such as fire or electricity) are unaffected.
GRAVITOKINESIS
Cost: 1 Verve
Dice Pool: Dexterity + (Athletics) + Gravity Control
Action: Instant
Range: (Power Level + Gravity Control) x 5 yards
Area: N/A
Duration: Instant
Effect: The character manipulates the force of gravity of an object, allowing
her to levitate and move it. This power functions identically to the
Telekinesis power. Gravitokinesis may not be used to attack other characters
directly; this is the purview of the Gravitic Blast and Gravitational Field
powers.
HEALING
Rank: 2
Cost: Varies
Dice Pool: Intelligence + (Medicine) + Healing
Action: Extended
Range: Touch
Area: N/A
Duration: Instant
Effect: This power has three main uses: to treat injury, to treat disease, and
to purge poisons or toxins. In each case, the character must spend one Verve
per success in order to gain these effects; if the character has insufficient
Verve or chooses not to spend it, any excess successes are wasted. If used to
treat injury, each success on the activation roll allows the character or her
patient to heal one level of lethal damage or two levels of bashing damage, to
turn two levels of lethal damage into bashing damage, or to turn one level of
aggravated damage into lethal damage. This power may also be used to
regenerate ruined organs or severed limbs, but doing so doubles the Verve cost
of the power and requires the expenditure of a Willpower point. If used to
treat disease, the character or her patient may immediately make an additional
Stamina + Resolve roll to try and fight off the disease, with a number of bonus
dice equal to the number of successes gained on the Healing activation roll.
If used to purge poisons or toxins, the toxin or poison is successfully
neutralized if a number of successes are gained on the Healing activation roll
in excess of the substance’s toxicity rating. Using Healing 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.
Extras: Efficient (the character need only spend one Verve per roll to gain the
full benefit from Healing, not one Verve per success).
HYPERMOVEMENT
Rank: 2
Cost: 1 Verve
Dice Pool: N/A
Action: Reflexive
Range: Self
Area: N/A
Duration: One turn
Effect: The character is capable of moving at incredibly fast speeds. When
Hypermovement is activated, the character’s Speed is multiplied by the number
of dots she has in Hypermovement, plus one; IE a character with Hypermovement 1
doubles her Speed, a character with Hypermovement 2 triples it etc. In
addition, while Hypermovement is active, all attacks directed against the
character suffer a –1 penalty for every dot in Hypermovement the character
possesses, and the character adds her Hypermovement rating to her Initiative.
Hypermovement applies to any form of Speed the character has (running, flying,
swimming etc.). Note that, because of the character’s enhanced speed, she may
be able to perform certain physical tasks at an accelerated rate; the
Storyteller is the final arbiter of what a character with Hypermovement is
capable of doing, and how fast the character is capable of doing it.
Extras: Extended Duration (the duration of the character’s Hypermovement is
increased to one scene), Hyperspeed Attack (when Hypermovement is active, the
character may add her dots in Hypermovement as bonus dice to any attack roll).