MTH:Powers I-P
IMMOBILIZE
Rank: 2
Cost: 1 Verve
Dice Pool: Dexterity + (Athletics) + Immobilize - target's Defense
Action: Instant
Range: (Power Level + Immobilize) x 5 yards
Area: N/A
Duration: See below
Effect: The character is able to hinder his opponents' movement with layers
of ice, quick-drying glue, zero-point energy fields or some other means.
This power has two main uses: restricting another character's body movements
and reducing her ability to perform physical tasks, or anchoring another
character to a solid object and stopping her from moving around. If used to
impede physical performance, the target takes a penalty to all rolls involving
physical action (including attack rolls and some superpower activation rolls)
equal to the number of successes gained on the character's Immobilize activation
roll; if used to anchor the target, a successful activation roll reduces the
target's Speed to 0, effectively pinning her in place (note that there must be a
solid object present to anchor the target to, or else this technique cannot be
used). In either case, the target's Defense is reduced by one for every success
gained on the activation roll. If the activation roll is an exceptional success,
the target suffers both effects: her Speed is reduced to 0, and she takes the
penalty to physical actions (as well as to Defense). In order for the target
character to escape from an Immobilize power, she must succeed on a Strength +
Stamina roll, with a negative modifier equal to the number of successes gained on
the activation roll; if Immobilize was used to impede the character's physical
actions, that penalty does not stack with the penalty to escape the Immobilize
power. Another character may attempt to aid the Immobilized character's escape,
either as a supporting actor (with the Immobilized character as the primary actor),
or by attacking the immobilizing agent directly. Each level of damage dealt to
the immobilizing agent reduces the penalty to physical actions, the penalty to
Defense, and the penalty to the escape roll by one; if the penalty is reduced below
zero, the target is able to escape without making a roll. An immobilized character
may be able to attack her own immobilizing agent, at the Storyteller's discretion.
Extras: Ephemeral (the immobilizing agent cannot be attacked to reduce its
effectiveness).
IMMOLATION
Rank: 2
Cost: 1 Verve
Dice Pool: N/A
Action: Instant
Range: Self
Area: N/A
Duration: One scene
Effect: The character is capable of causing damage to anything that touches her.
The source of damage dealt (fire, electricity etc.) must be chosen when
this power is first purchased. When the character activates this power,
anything that contacts the character's body (her own gear and clothing
excepted) takes an amount of lethal damage equal to the character's dots
in Immolation or an amount of bashing damage equal to the character's
Immolation dots + 1, as appropriate; if this contact is maintained for
more than one turn, this damage is dealt each turn. Note that this damage
is dealt to everything the character touches or that touches the
character, including unarmed attacks or weapons that strike the character
(in this case, the damage is dealt after the attack in question lands),
other characters struck by the character's unarmed attacks, and even the
ground under the character's feet. Once the character has paid the Verve
cost for this power, she may switch it on and off at will for the duration
of the scene; activating and deactivating this power are both reflexive
actions, but the character may not do both in the same turn.
Extras: Variable (the character's immolation may be either of two damage
sources; the character may alternate between these sources up to once per
turn as a reflexive action).
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,
up to a maximum number of senses equal to the character's dots in Invisibility).
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).
OMNI
Rank: 3
Cost: Varies
Dice Pool: Power Level + Omni (+/- appropriate modifiers)
Action: Varies
Range: Varies
Area: Varies
Duration: Varies
Effect: The character is one of those rare individuals whose powers are so
flexible, they are effectively limited only by his imagination. The character
may activate any power listed in this document whose duration is not Permanent,
and, at the Storyteller's discretion, may even activate powers that are not
listed in this document; in the case of powers that reference the power's rating
for their effects, the character references his Omni rating. However, if the power
in question requires an activation roll, a character using Omni to emulate it
rolls Power Level + Omni rather than the standard activation roll (though
situational modifiers and modifiers for the target's Defense/armor/etc. apply
as normal). Note that, if the character is emulating a technique from a Rank 3
power with multiple included techniques (such as Elemental Anima), he is still
subject to the -1 activation roll penalty and increased Verve cost for using a
technique he hasn't specifically learned.
Extras: None.
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).