Difference between revisions of "MTH:Power Trees"

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A lot of additional power trees need to be added. The next ones coming up are are Entropy Control, Force Bolt, and Gravity control.
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A lot of additional power trees need to be added. The next ones coming up are are Force Bolt, and Gravity control.

Revision as of 00:44, 3 March 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.

SNAP INSTANCIATION (**)

Prerequisites: Elemental Instanciation, Golem

Effect: The character may shape their manifestation of the element as a projection of thought rather than craft, creating a shaped object or faux being almost instantly. Rather than crafting the element as an extended action like a normal craft roll, the player makes a normal power activation roll, with a single success being enough to craft a target that would normally need 3 successes. The player may try for more challenging snap creations, with a -1 penalty for every additional 1-3 additional successes that would normally be needed. In other words, if the normal target number for the extended roll would have been 13, the player may attempt to create their item or golem at a -4 penalty.

ONEIROMANCY

SHARE DREAM (* to **)

Prerequisites: Oneiromancy

Effect: The character walks in the dream of their target, provided they make a successful activation roll.

While within the dream they are aware of everything the dreamer is aware of, including information that does not have a clear sensory source. This can be highly disorienting, especially if the dream is an emotional one. If the character is attempting to communicate with or glean information from the target the ST may require appropriate rolls and levi penalties dependent on the nature of the dream.

If the character has a reason to suspect that their target is asleep while outside the usual range of Oneiromancy, they may attempt to enter their dreams at a -5 to the activation roll. A dramatic failure on that roll may result in the Souless persistent condition, a breaking point, or whatever spiritual weirdness the ST feels is appropriate. Beyond that there is no limit to the range of this power. It may sometimes even contact individuals outside of the dimension the user is in. The ST may decide that being in even more exotic localities then a parallel dimension block the use of this power or not.

While in the dream, the character using this power appears as themselves, though cosmetic effects alter to match the context of the dream. The character cannot hide themselves in the dream.

ASTRAL PROJECTION (**)

Prerequisites: Share Dream

Effect: At a cost of 1 Verve per scene the character may send their spirit through the Astral Plane. While this power is active, the character enters a defenseless, dreamlike state, and her mind is projected to any location within range. She may observe events in the Astral, or peek in on our plane to spy on events there. She is limited to passive observation in the latter case, and cannot act on anything except through the use of other Oneiromancy techniques. She may return to her body at any time. Only characters with the Oneiromancy or Telepathy powers can see or hear her projection, using a normal activation roll.

What, if anything, or import is happening on the Astral plane is up to the ST.

This technique has a range of (Power Level + Oneiromancy) x 10 miles.

FABRICATE DREAM (*)

Prerequisites: Share Dream

Effect: At the cost of 1 Verve, while walking within a dream, the character may alter or create an entirely new dream, either 'clicking' into it or sliding it seamlessly into an existing one. The character rolls Manipulation + Empathy + Oneiromancy – a 1 to 5 penalty related to the emotional potency of the dream, as determined by the storyteller. If the dream is a replay of an actual memory, this penalty may be further added to, from 1 to 5. Failure allows the dream to be crafted as usual, but alerts the target to the fact that it is artificial. Dramatic failure can cause psychological harm to one or both parties, resulting in the Shaken or Broken Conditions, a breaking point, or some other related problem, at the STs discretion.

The Oneiromancer cannot totally hide their presence in the dream, but may cast themselves as any object or creature that could conceivably symbolize their real self. If the target knows the character, either from the waking world or the dreaming one, they may roll Wits + Empathy + Oneiromancy to recognize the character altering their dream.

FARTHING (* to *****)

Prerequisites: Oneiromancy, Power Level equal to merit

Effect: For each dot in this merit the range of this power is multiplied by 10.

SLEEPWALK (***)

Prerequisites: Share Dream, Fabricate Dream

Effect: This technique is identical in effect to the Domination power, except it only affects a dreaming target while the character is within their dream, and substitutes Oneiromancy for Domination in activation rolls.

NOCTURNAL MIGRATION (***)

Prerequisites: Sleep Walk, Farthing 3+

Effect. Rolls to use Sleepwalk may target all sleeping individuals in the range of the power. Use the individual with the best stats for resistance as the primary target.

Next

A lot of additional power trees need to be added. The next ones coming up are are Force Bolt, and Gravity control.