Difference between revisions of "MTH:Power Trees"

From RPGnet
Jump to: navigation, search
(ELEMENT SENSE (*))
(VITAL FORCE (*))
Line 81: Line 81:
 
Effect: The character can automatically sense their element and it's quantity, purity and similar details automatically.
 
Effect: The character can automatically sense their element and it's quantity, purity and similar details automatically.
  
==VITAL FORCE (*)==
+
===VITAL FORCE (*)===
  
 
Prerequisites: Elemental Mastery
 
Prerequisites: Elemental Mastery

Revision as of 02:44, 23 February 2015

Power Trees

Several of the powers listed for this system previously had techniques or a lot of Extras. Since some ideas for techniques or extras were a little too potent in themselves, and because powers with all the options a proficient user might have may seem overwhelming, we created Power Trees, folding both into the Trees.

Power Trees are Merits, each of which have 1 or more powers as prerequisites, and often have one or more merits in the same tree as prerequisites.

Cyberkinesis

MASSIVE ALTERATION (* to *****)

Prerequisites: Cyberkinesis, Computers 1

Effect: After taking control of a computer system with Cyberkinesis the character is able to manipulate a computer at inhuman levels of speed and precision. Assume that the time for the task for any computer-related action is divided by the rating in this merit +1. Any penalties to the roll for accuracy of transcribed data the character has access to or derived from information the character has access to are reduced by the rating in this merit. Any rolls to conceal forgery in data also have their penalties reduced by the rating in this merit. This allows for the creation of false data in numerical and language form only, not images, sounds and other input-dependent information. Assume this merit can create/remove/alter only as can be done with a keyboard, just much much faster and at range.

SHADOW USER (*)

Prerequisites: Massive Alteration **+

Effect: When using Cyberkinesis on a computerized system, the system no longer needs to be on. This give the added bonus of not letting on that the system is being manipulated to any watching parties, and this partially includes security software. Any attempt to evade or disable security software has a +3 bonus. Any security software not disabled or evaded will not raise any kind of alarm until the system is powered on.

DISTANT SIGNAL (*)

Prerequisites: Cyberkinesis

Effect: This merit extends the range of Cyberkinesis, changing the 5 yard increment to 100 yards.

FOOL (* or **)

Prerequisite: Shadow User

Effect: While manipulating a device, the character can plant complex 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.

Interactive real-time deceptions, such as having a telephone conversation using someone else's voice, or using someone else's face while using Skype, require the second dot in this merit. The ST may want to impose penalties for complex deceptions. Skype with someone else's face and voice might impose a -1 penalty for instance. Adding a crowd in the background might lead to a total -2 penalty. Additional penalties are levied the longer the charade goes on; assume these penalties are cumulative each minute. Assume failure means the dupe get's wise. A dramatic failure will let the mark know who they are really talking to, at least.

OVERLOAD (*)

Prerequisites: Cyberkinesis

Effect: The character is able to shut down mechanical and electronic devices. On a successful activation roll of Cyberkinesis or if already controlling the device, the target 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.

INTUITIVE PROGRAMMER (*)

Prerequisites: Cyberkinesis

Effect: The character may (re)program software in a device they currently are manipulating using Cyberkinesis without actually knowing the programming language required (or any programming language). The Cyberkineticist won't even know what programming language was used unless they care to check. This ability carries with it a strange side benefit; The character may communicate with artificial intelligences as if they had Telepathy. For purposes of mechanics treat the character's rating in Cyberkinesis as a rating in Telepathy.

WEBRIDER (*)

Prerequisites: Distant Signal, Intuitive Programer

Effect: The character essentially has a Wifi brain. Anywhere there is an internet signal, she can connect to it as if she was using an entirely lag-free device. This connection can be turned on and off at will, and online users may notice her as wireless network connection while it is on. She may choose to project a network name or allow her brain to be represented by a meaningless strand of letters and numbers. She may choose to allow access to her mind as a hotspot for anyone with a capable device.

The character's mind cannot be hacked, except under abnormal means, such as by someone with the Intuitive Programmer merit. Use the rules for forcing telepathic contact under Telepathy.

Elemental Mastery

GOLEM (***)

Prerequisites: Elemental Mastery 2+

Effect: The character creates an approximation of life out of their chosen element.

Golem creation is either an Instant or Extended action, with the target number being the minimum number of successes needed to create any number of golems the character can attempt to create with the materials on hand. Those materials must all be within (Power Level + Elemental Mastery) x 5 yards.

If the elemental material is not in a mobile shape, any golems made from it must take an action to mold themselves into one. They may take on whatever cosmetic touches their creator wishes in doing so.

Automata created by the Animation technique are effectively mindless; they require orders from the character before they will do anything, and once they have begun a task, they will not stop until either the task is completed or they have been destroyed. They last as long an other creations of Elemental Mastery.

Use the profiles from the World of Darkness Animal Stats as the basis for a golem's stats. To animate a golem approximating a given creature the player must roll one success per point of size. If they have enough successes, and enough material on hand, the character may animate more then one golem.

MASSIVE ANIMATION (***)

Prerequisites: Golem, Power Level 2+

Effect: This merit builds upon Golem. Now when the character rolls to animate golems, she multiplies her successes by her Power Level to determine their maximum size.

ELEMENT SENSE (*)

Prerequisites: Elemental Mastery

Effect: The character can automatically sense their element and it's quantity, purity and similar details automatically.

VITAL FORCE (*)

Prerequisites: Elemental Mastery

Effect: The techniques of this power may be used on living creatures if the elemental type is appropriate (bone for earth, water for blood). Any resistance granted adds Stamina and Power Level to the resistance pool.


DESTRUCTION/REINFORCEMENT (*)

Prerequisites: Elemental Mastery

Effect: The character is able to undo the molecular bonds holding structured objects together of their chosen element, causing them to disintegrate. Spending 1 Verve and rolling Dex + Athletics + Elemental Mastery, each success on the activation roll deals one level of aggravated damage to an object. The normal rules for targeting an object apply, and this technique may not be used on sentient living creatures, even with the Vital Force merit. Sentient undead (such as vampires and revenants) are also immune to this technique; the magic empowering them is too strong to be overcome by this power.

Alternatively, if the element is in the form of an object with Durability, the character can negate one level of durability or add to it per success.

(DIS)ENHAZARD (**)

Prerequisites: Elemental Mastery, Elemental Immunity

Effect: The character spends a point of verve and rolls Intelligence + (Science or Medicine) + Elemental Mastery. Successes can be put towards the following alterations on a mass of the given element up to (Elemental Mastery x Power Level) cubic yards:

  • Irradiate/Cleanse: The character may spend two successes to render a substance radioactive or corrosive, such that proximity with the substance deals a level of lethal or bashing damage each turn. The character may also increase or decrease the lethality of an already hazardous substance at the rate of one level of lethal or bashing damage per success.
  • Toxicity: The character may increase or decrease the Toxicity of a substance at a rate of one point of Toxicity per success.

ELEMENTAL IMMUNITY (*, ** or ***)

Prerequisites: Elemental Mastery, Power Level equal to twice the merit level.

Effect: This merit protects the bearer from harm done by her chosen element. The first dot negates all bashing damage, the second negates all lethal and the third negates all aggravated.

ELEMENTAL INSTANCIATION (*)

Prerequisites: Elemental Mastery 3+

Effect: The character is not only able to command her chosen element; she can also conjure it from thin air. A character with this technique no longer requires a significant amount of her chosen element nearby in order to use her Elemental Mastery power.

EMBODY (***)

Prerequisites: Elemental Immunity 2+

Effect: For 2 Verve the character transmutes her body into a humanoid-shaped instance of her element. While in this shape the character automatically passes any roll involving Composure which does not relate to the activation of a power.

In addition, each success on the activation roll grants a +1 bonus to Armor for solid elements or to Defense for nonsolid elements, as well as one temporary dot in Durability for solid elements or in Plasticity for nonsolid elements, up to the character's dots in Elemental Mastery - 1. At the Storyteller's discretion, this temporary power may be replaced by another non-rolled Alpha power appropriate for the character's element.

While in this shape, the character fights like a force of nature. She may use her dots in Elemental Mastery in place of either Strength or Brawl when making unarmed attacks, and these attacks deal damage of the same type as her elemental attacks.