MTH:Powers Q-Z
REGENERATION
Rank: 2
Cost: --
Dice Pool: N/A
Action: Reflexive
Range: Self
Area: N/A
Duration: Instant
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).
SHROUD
Rank: 2
Cost: 1 Verve
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
Dice Pool: Dexterity + (Athletics) + Telekinesis
Action: Instant
Range: (Power Level + Telekinesis) x 5 yards
Area: N/A
Duration: Instant
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).
TELEPORT
Rank: 2
Cost: 1 Verve
Dice Pool: Wits + (Investigation) + Teleport
Action: Instant
Range: Self
Area: N/A
Duration: Instant
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 botched activation roll, 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: Varies
Dice Pool: Varies
Action: Varies
Range: Varies
Area: Varies
Duration: Varies
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.
AGE ALTERATION
Cost: 2 Verve
Dice Pool: Intelligence + (Medicine) + Temporal Manipulation – target’s Stamina
Action: Extended
Range: Touch
Area: N/A
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
Dice Pool: Wits + (Science) + Temporal Manipulation
Action: Varies
Range: (Power Level + Temporal Manipulation) x 5 yards
Area: N/A
Duration: One turn
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
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
Range: (Power Level + Temporal Manipulation) x 5 yards
Area: N/A
Duration: One turn
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
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: Contested; resistance is reflexive
Range: (Power Level + Temporal Manipulation) yards
Area: N/A
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.