MTH:Powers I-P: Difference between revisions
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==INVISIBILITY== | |||
Rank: 2 | |||
Cost: 1 Verve | |||
Dice Pool: Wits + (Survival) + Invisibility | |||
Action: Instant | |||
Range: Self | |||
Area: N/A | |||
Duration: One scene | |||
Effect: The character is able to turn himself, his clothing, and his personal | |||
possessions invisible. If the character succeeds | |||
on the activation roll, characters who are not actively searching for him | |||
become unable to see him at all, and characters who are actively searching | |||
for the invisible character must roll Wits + Composure and score more | |||
successes than the character scored on his activation roll. If this Wits + | |||
Composure roll is successful, the opposing characters are able to discern | |||
the invisible character's location in some manner and may attack him at a | |||
-1 penalty; otherwise, the opposing characters are unable to locate the | |||
invisible character and must use the rules for Fighting Blind if they wish | |||
to attack him. Note that Invisibility only renders the character | |||
imperceptible to standard vision; other methods of detection (hearing, smell, | |||
infrared vision, telepathic scanning) will detect the character as normal. | |||
Extras: Enhanced Effect (the character may render himself undetectable to | |||
senses other than standard vision, at a cost of one additional Verve per sense). | |||
==INVULNERABILITY== | ==INVULNERABILITY== | ||
Rank: 2 | Rank: 2 | ||
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attacks," "mental attacks," or "energy attacks," but not "superpowers" or "damage"). | attacks," "mental attacks," or "energy attacks," but not "superpowers" or "damage"). | ||
==LUCK== | ==LUCK== |
Revision as of 18:53, 13 July 2005
INVISIBILITY
Rank: 2
Cost: 1 Verve
Dice Pool: Wits + (Survival) + Invisibility
Action: Instant
Range: Self
Area: N/A
Duration: One scene
Effect: The character is able to turn himself, his clothing, and his personal
possessions invisible. If the character succeeds
on the activation roll, characters who are not actively searching for him
become unable to see him at all, and characters who are actively searching
for the invisible character must roll Wits + Composure and score more
successes than the character scored on his activation roll. If this Wits +
Composure roll is successful, the opposing characters are able to discern
the invisible character's location in some manner and may attack him at a
-1 penalty; otherwise, the opposing characters are unable to locate the
invisible character and must use the rules for Fighting Blind if they wish
to attack him. Note that Invisibility only renders the character
imperceptible to standard vision; other methods of detection (hearing, smell,
infrared vision, telepathic scanning) will detect the character as normal.
Extras: Enhanced Effect (the character may render himself undetectable to
senses other than standard vision, at a cost of one additional Verve per sense).
INVULNERABILITY
Rank: 2
Cost: N/A
Dice Pool: N/A
Action: N/A
Range: Self
Area: N/A
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
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.
Extras: Broad category (the character may elect to be invulnerable to "physical
attacks," "mental attacks," or "energy attacks," but not "superpowers" or "damage").
LUCK
Rank: 1
Cost: N/A
Dice Pool: N/A
Action: Reflexive
Range: Self
Area: N/A
Duration: Instant
Effect: Fortune smiles upon this character. Each dot in Luck allows the character
to, once per scene, add or subtract a single die from a single roll that directly
affects that character. This may be done multiple times for a single roll. For
example, a character with Luck 3 may add +3 dice to one of her attack rolls, or
add +2 dice to the attack roll and subtract one die from her opponent's attack roll,
but she could not add any dice to an ally's attack rolls or subtract any dice from
attack rolls made against that ally.
Extras: None.
MEGA-ATTRIBUTE
Rank: 3
Cost: --
Dice Pool: N/A
Action: N/A
Range: Self
Area: N/A
Duration: Permanent
Effect: There are nine Mega-Attributes, one for each standard Attribute. Each
dot in a Mega-Attribute increases its base Attribute by 3 dots. A character may
have no more dots in a Mega-Attribute than he does in its base attribute.
Extras: None.
MENTAL BLAST
Rank: 2
Cost: 1 Verve
Dice Pool: Intelligence + (Expression) + Mental Blast – target’s Resolve
Action: Instant
Range: (Power Level + Mental Blast) x 5 yards
Area: N/A
Duration: Instant
Effect: The character blasts his opponent’s mind with a wave of mental energy,
causing psychosomatic injury and pain. Each success on the activation roll
deals one level of bashing damage to the target. This power only functions on
targets with a central nervous system (IE people and most animals, but not
plants).
Extras: None.
MIMIC
Rank: 2
Cost: 1 Verve
Dice Pool: N/A
Action: Reflexive
Range: Touch
Area: N/A
Duration: One scene
Effect: The character is able to copy the abilities and powers of another
character. 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, 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
Mimic rating, whichever is lower. In the case of Merits, the character may
only copy Merits worth a number of dots equal to 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 Eidectic Memory can be copied, while
“external” merits like Resources or Allies cannot). A character may only copy
a total number of abilities up to her dots in Mimic at a time. Abilities
gained using Mimic disappear at the end of the scene unless the character
spends another point of Verve at the start of the next scene to maintain them.
Extras: Copycat (the character need only see her target use an ability to copy
it and need not touch the target).
PLASTICITY
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 stretch and contort as though she were made of
rubber. When this power is active, the character is able to stretch her arms,
legs, torso, and neck a maximum of two yards for every dot in Plasticity she
possesses. She is also able to squeeze her entire body through any opening
large enough to accommodate her fist.
Extras: Effortless flexibility (the power’s duration is increased to Permanent,
and the character may activate it without spending any Verve).
POWER VAMPIRE
Rank: 2
Cost: 1 Verve
Dice Pool: Stamina + (Survival) + Power Vampire – target’s Stamina
Action: Reflexive
Range: Touch
Area: N/A
Duration: One scene
Effect: The character is able to steal the abilities and powers of another
character or to simply drain the life out of them (chosen when the power is
purchased). If the character is stealing an ability (an Attribute, Skill,
Merit, or superpower) from the target, his target loses one dot in the chosen
ability and he gains one dot in the ability for every success on the activation
roll. The target character cannot have an ability reduced below zero by this
power. If the character is trying to steal a multiple-dot Merit from his
target, this power only works if the character gains enough successes on the
activation roll to steal every dot of the Merit. If the character is stealing
health from the target, his target takes one point of lethal damage and the
character gains one temporary health level for every success on the activation
roll. Stolen powers are returned and temporary health levels are lost at the
end of the scene; however, if the target took damage from Power Vampire, this
damage heals at the normal rate.
Extras: None.
PREMONITION
Rank: 2
Cost: 1 Verve
Dice Pool: Wits + Composure + Premonition
Action: Reflexive
Range: Self
Area: N/A
Duration: One scene
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.
Extras: Others (the character’s Premonition can detect dangers to anyone within
[Power Level + Premonition] yards of the character), Permanent (the power’s
duration is increased to Permanent, and the character may activate it without
spending any Verve).