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==ACID BLOOD==
 
==ACID BLOOD==
 
Class: Alpha
 
Class: Alpha
 +
 +
Type: Bio
  
 
Cost: --
 
Cost: --
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Dice Pool: N/A
 
Dice Pool: N/A
  
Range: 1 yard
+
Range: Self
  
Area: N/A  
+
Area: N/A
  
 
Duration: Permanent
 
Duration: Permanent
  
Effect: The character's blood is a highly corrosive substance, and opponents who strike the character in melee risk being burned by his blood. Whenever a character comes in contact with this character's blood (such as by dealing at least one level of lethal or aggravated damage to the character), the character takes bashing damage equal to the in this power. This is not an optional effect. The attackers's Defense does not apply to this effect, but armor does. Nearby objects may also be affected.
+
Effect: The character's blood is a highly corrosive substance, and opponents who strike the character in melee risk being burned by his blood. Whenever a target character comes in contact with this character's blood (such as by dealing at least one level of lethal or aggravated damage to the character with a melee or point-blank ranged attack, or by attempting to perform surgery on this character), this character ''must'' make an immediate Stamina + Acid Blood roll, with each success dealing one level of lethal damage to the target. It is up to the Storyteller to determine whether or not the target's Defense applies to a given Acid Blood attack. The Stamina + Acid Blood roll should also be made for objects that pierce or cut the character's flesh, and at the Storyteller's discretion, other nearby objects or characters may also be affected.
 
 
Extras: Potent Acid - The Acid deals lethal damage. This Extra can be taken twice, making it a Gamma Power, and dealing aggravated.
 
 
 
Blood Spurt - The character's blood pressure spikes when damaged. The spurt deals Acid Blood + Power Level in damage.
 
  
 
==AFFLICT==
 
==AFFLICT==
 
Class: Beta
 
Class: Beta
 +
 +
Type: Mystic
  
 
Cost: 1 Verve
 
Cost: 1 Verve
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Area: N/A
 
Area: N/A
  
Duration: (Afflict - target's Stamina) turns, minimum 1
+
Duration: (5 + Afflict - target's Stamina) turns, minimum 1
  
Effect: The character is able to fundamentally weaken living things. Every 2 successes on the activation roll incurs a -1 penalty to the target's physical actions and Speed for the duration. These penalties can be removed by any effect that removes bashing damage on a 1:1 basis. Multiple uses of Afflict do not fully stack, but increase the previous affliction by 1 and reset the duration. Non-living targets are unaffected.
+
Effect: The character is able to fundamentally weaken living things. Each success on the activation roll incurs a -1 penalty to the target's physical actions and Speed for the duration. These penalties can be removed by any effect that removes bashing damage on a 1:1 basis. Multiple uses of Afflict do not fully stack, but increase the previous affliction by 1 and reset the duration. Non-living targets are unaffected.
  
Extras: Distance - The Range increment becomes (Power Level x 5) yards
+
Extras: None
  
 
==ARMOR==
 
==ARMOR==
 
Class: Beta
 
Class: Beta
 +
 +
Type: Tech, Mystic or Bio
  
 
Cost: N/A
 
Cost: N/A
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Bypass - This power does not apply to one category of damage (physical, mental, energy or magic) which must be relatively common.
 
Bypass - This power does not apply to one category of damage (physical, mental, energy or magic) which must be relatively common.
  
==BANISHMENT==
+
NOTE: In the Bloody Knuckles & Domino Masks chronicle, Armor is an Alpha class power, not Beta.
 
 
Class: Alpha
 
 
 
Cost: 1 Verve
 
 
 
Dice Pool: Intelligence + (Occult) + Banishment
 
 
 
Action: Instant or Extended
 
 
 
Range: (Power Level + Banishment) x 2 yards
 
 
 
Area: N/A
 
 
 
Duration: N/A
 
 
 
Effect: The character attempts to send a being not of this world back to where it belongs. To do so the character needs to achieve successes equal to the Rank of the spirit or the Summoning Rating of a corporeal being. This can be done as an instant or extended action, as needed. Any character with an occult rating equal to the target number required may participate in the ritual if it is an extended action.
 
 
 
Only beings which have a Summoning Rating or which are spirits may be subject to Banishment.
 
 
 
Creating a ritual area, with whatever trappings are appropriate to the character's mystic style, aids in extended rituals of this type. Assume each 1/2 hour of effort put in to preparation of the ritual adds one die to the roll, up to the character's Power Level.
 
 
 
At the STs discretion, some beings may require special materials to be obtained or situations to arise before they can be banished.
 
  
 
==BOOST==
 
==BOOST==
 
Class: Beta
 
Class: Beta
 +
 +
Type: Tech, Mystic, or Bio
  
 
Cost: 1 Verve
 
Cost: 1 Verve
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Dice Pool: N/A
 
Dice Pool: N/A
  
Action: Simple (takes an action to perform)
+
Action: Instant
  
 
Range: Self
 
Range: Self
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Duration: One scene
 
Duration: One scene
  
Effect: The character is able to temporarily increase one of his Attributes, selected when the power is bought. When this power is activated, the character gains one dot in the selected Attribute for every dot he has in Boost.  This is an unnatural effect, and so will not affect the character’s derived stats (such as Speed or Willpower). A character is allowed to benefit from only one use of Boost for a given Attribute at a time; for example, a character with Boost (Strength) 3 would not be able to activate it twice per scene to gain +6 Strength.
+
Effect: The character is able to temporarily increase one of his Attributes, selected when the power is bought. When this power is activated, the character gains one dot in the selected Attribute for every dot he has in Boost.  This is a direct increase to the Attribute in question, and as such may affect the character’s derived stats (such as Speed or Willpower). A character is allowed to benefit from only one use of Boost for a given Attribute at a time; for example, a character with Boost (Strength) 3 would not be able to activate it twice per scene to gain +6 Strength.
  
 
Extras:  
 
Extras:  
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Extra Attribute - Power increases two Attributes simultaneously instead of one.
 
Extra Attribute - Power increases two Attributes simultaneously instead of one.
  
Mega-Boost - The effect can be activated cumulatively, stacking up to once per Power Level.
+
Mega-Boost - The effect stacks up to once per Power Level.
  
 
Boost Other - The character may use this power on other people they are currently touching. One activation covers one person. Alternatively, the character can take this ability in place of being able to boost themselves. This alternative does not count as an Extra.
 
Boost Other - The character may use this power on other people they are currently touching. One activation covers one person. Alternatively, the character can take this ability in place of being able to boost themselves. This alternative does not count as an Extra.
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Specific - The effect increases a Skill instead of an Attribute.
 
Specific - The effect increases a Skill instead of an Attribute.
 
Highly Specific - The effect increases a Specialty instead of an Attribute, but unlike other specialties, this specialty can go above 1 dot.
 
 
Conditional Activation - The effect can only be activated when the character has a specific Condition on them (You wouldn't like me when I am angry...).
 
  
 
==BOUNDING LEAP==
 
==BOUNDING LEAP==
 
Class: Alpha
 
Class: Alpha
  
Cost: 0 Verve
+
Type: Tech, Mystic, or Bio
 +
 
 +
Cost: 1 Verve
  
 
Dice Pool: N/A
 
Dice Pool: N/A
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Duration: One scene
 
Duration: One scene
  
Effect: The character is able to leap a far greater distance than would normally be expected. The character can jump equally well running as not, and equally well vertically as horizontally. The character can jump 10ft on a simple success on a normal jumping roll (Strength + Athletics + equipment). For each additional 10ft the character wishes to jump, apply a -1 modifier to the roll.
+
Effect: The character is able to leap a far greater distance than would normally be expected. All of the character's final jumping distances are multiplied by the character's (Power Level + Bounding Leap); EG, a Size 5 character with Power Level 2 and Bounding Leap 2, who makes a running broad jump and scores three successes on the Strength + Athletics roll, would travel a grand total of [5 + (4 x 3)] x (4) = 68 feet.
  
For each dot in this power, after the first, the increment adds 10ft. Thus at three dots the character can jump 30ft with a simple success, or 150ft with a -5 penalty.
+
Extras: None.
  
Extras: None.
+
==CLAWS (Alpha and Beta)==
 +
Class: Alpha or Beta
  
==CLONE==
+
Type: Tech, Mystic, Bio
Class: Beta
 
  
Cost: 1+ Verve
+
Cost: 1 Verve
  
 
Dice Pool: N/A
 
Dice Pool: N/A
  
Action: Instant
+
Action: Reflexive
  
Range: (Power Level + Clone) yards
+
Range: Self
  
 
Area: N/A
 
Area: N/A
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Duration: One scene
 
Duration: One scene
  
Effect: The character creates multiple copies of herself within range, up to her dots in Clone + 1 at once, at a cost of at least one Verve per clone, and taking one turn. Each clone is an almost-identical copy of the originating character, with the same Attributes, Skills, powers, clothing and equipment, etc. (The player may opt to give her clones a distinct appearance to suit the rationale for this power, but gains no mechanical benefit in exchange.)
+
Effect: The character can extrude sharp claws from her fingertips, turn her fists to sharp-edged stone, summon a nimbus of deadly energy around her hands, or else enhance her unarmed attacks in some way. With the Alpha version, the character adds her dots in Claws to Brawl attacks to deal damage. With the Beta version, the character's Brawl attacks deal 1 extra damage per dot in Claws. With both versions, Brawl attacks made with claws deal lethal damage. Claws also give a +2 bonus per dot to all climbing-related checks while they are active. The Verve cost is for the scene; once it has been paid, the character may extend and retract her claws at will.
  
The clones are not as powerful as the original character; each clone suffers a -2 penalty to all dice pools, and possess no super powers themselves. Clones have no Health, and disappear if they take any damage. Clones share no mental link with each other or the originating character, and must communicate normally. It is assumed that the clones have the same memories and agenda as the character and thus act in accordance (unless the player says otherwise, which would indicate the character being torn on the issue in question). A clone lasts until the end of the scene or until the originating character wills it out of existence. Clones have no verve or willpower.
+
The power need not manifest as literal claws, but should take the form of some sort of connected weapon, like fangs, spiked fists, a barbed tongue or anything else that seems like it would use the same rules.
  
Clones act on the same initiative, but may not act on the turn they are created.
+
God Machine Rules Variant: The Claws have a damage rating and an Initiative modifier that are set when the power is bought and can be changed when the power is upgraded. Split the character's (Claws + Power Level) up between the these two stats.  
 
 
The character may only have a number of clones at a time equal to twice her dots in Clone.
 
 
 
This power is similar to the Duplicate power. Players considering Clone for their character may wish to look over the Duplicate power as well.
 
  
 
Extras:  
 
Extras:  
  
Haste - The clones may act on the turn they are created.
+
Armor Piercing - The Armor Piercing quality is applied to the character's Brawl attacks when using Claws.  
  
Hive Mind - The clones share thoughts and senses with the originating character.
+
Extended Reach - While the character's Claws are active, she may make melee attacks at a range equal to her (Power Level + Claws) yards.
  
Robust - Each clone has health levels equal to their Stamina.
+
Kinetic Discharge - The character's Claws rating also adds to Weaponry attacks, and upgrades bashing weapon damage to lethal; by spending one additional Verve per attack, the character may also add her Claws rating to thrown or Firearms attack.  
  
 +
Natural Body - The Claws do not cost verve to activate.
  
==CONDITIONING (Condition)==
+
==CLONE==
 +
Class: Gamma
  
Class: Alpha
+
Type: Mystic or Bio
  
Cost: 1 Verve
+
Cost: 1+ Verve
  
Dice Pool: Varies
+
Dice Pool: N/A
  
 
Action: Instant
 
Action: Instant
  
Range: (Power Level + Power) yards
+
Range: (Power Level + Clone) yards
  
 
Area: N/A
 
Area: N/A
  
Duration: Until Resolved
+
Duration: One scene
 +
 
 +
Effect: The character creates multiple copies of herself within range, up to her dots in Clone + 1 at once, at a cost of at least one Verve per clone, and taking one turn.  Each clone is an almost-identical copy of the originating character, with the same Attributes, Skills, powers, clothing and equipment, etc.  (The player may opt to give her clones a distinct appearance to suit the rationale for this power, but gains no mechanical benefit in exchange.)  However, the clones are not as powerful as the original character; each clone suffers a -2 penalty to all dice pools, each clone has only half as many Health levels as the original, and clones do not possess the Clone power themselves.  Clones share no mental link with each other or the originating character, and must communicate normally.  A clone lasts until the end of the scene or until the originating character wills it out of existence.  Clones have the amount of Verve their creator spent to activate this power - 1.
  
Effect: This is a catch-all power description for a power whose sole effect is to create a specific Condition in the target. Choose a Condition upon taking the power. A rational for how the Condition is created must be supplied by the player, and that rational should be used to determine the die pool. It is assumed to be a temporary Condition. The Condition cannot be use to generate beats for any given character more than once a story unless the ST says otherwise.  
+
Clones act on the same initiative. The character may only have a number of clones at a time equal to twice her dots in Clone.
  
If appropriate, a variation of this power "Tilting (Tilt)" can be taken for a given Tilt.
+
This power is similar to the Duplicate power.  Players considering Clone for their character may wish to look over the Duplicate power as well.
 +
 
 +
Extras:
 +
 
 +
Haste - The clones may act on the turn they are created.
 +
 
 +
Hive Mind - The clones share thoughts and senses with the originating character.
 +
 
 +
Weaknesses:
 +
 
 +
Degradation - Clones have one less dot in all powers than the originating character. If this would cause them to lose a technique, it's always the same one.
 +
 
 +
Fragile - Clones have no Health, and disappear if they take any damage.
  
 
==CYBERKINESIS==
 
==CYBERKINESIS==
 
Class: Beta
 
Class: Beta
 +
 +
Type: Tech
  
 
Cost: 1 Verve
 
Cost: 1 Verve
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Cyberkinesis has an associated [[MTH:Power_Trees|Power Tree]].
 
Cyberkinesis has an associated [[MTH:Power_Trees|Power Tree]].
 +
 +
==DEATH TOUCH==
 +
 +
Class: Gamma
 +
 +
Type: Mystic or Bio
 +
 +
Cost: 2 Verve
 +
 +
Dice Pool: Dexterity + (Brawl) + Death Touch – (target’s armor + defense + Power Level)
 +
 +
Action: Instant
 +
 +
Range: Touch
 +
 +
Area: N/A
 +
 +
Duration: Instant
 +
 +
Effect: The character is able to destroy living things with little effort. The activation roll is an attack that deals aggravated damage. If the target takes any damage, it takes 1 aggravated continuous damage until it succeeds on a reflexive Stamina roll. Non-living targets take bashing damage from the initial attack and no continuous damage.
 +
 +
This is a very, very mean power to use regularly and will usually warrant a Degeneration roll unless justified.
 +
 +
Extras: None
  
 
==DENSITY CONTROL==
 
==DENSITY CONTROL==
 
Class: Beta
 
Class: Beta
 +
 +
Type: Tech, Mystic or Bio
  
 
Cost: 1 Verve
 
Cost: 1 Verve
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Duration: One scene
 
Duration: One scene
  
Effect: The character may increase or decrease his density.  If the character is increasing his density, each success gained on the activation roll doubles the character’s weight and grants the character +1/+1 armor.  
+
Effect: The character may either increase OR decrease his density (chosen when the power is purchased).  If the character is increasing his density, each success gained on the activation roll doubles the character’s weight and grants the character +1/+1 armor and +1 effective Strength for the purposes of lifting objects and close combat attacks (note that this bonus Strength does not affect the character’s Speed and has no effect on the character’s ability to jump, climb, swim, or anything else where his increased weight would be a problem).  If the character is decreasing his density, the number of successes gained on the activation roll is compared to the chart below to determine the effects.
 +
 
 +
* One success: the character gains +1 Defense.  He may ooze through cracks or tiny openings at a rate of one inch per turn.
 +
 
 +
* Two successes: the character gains +2 Defense, but his Health decreases by one (treat this as though the character had lost a single temporary Health level).  The damage dealt to the character by physical attacks, as well as the damage dealt by the character’s own close combat and thrown physical attacks, is halved, with fractional successes rounding up (IE if a gunshot deals five points of damage to the character, he only takes three levels of lethal damage).  The character may flow through cracks or tiny openings at a rate of one yard per turn.
 +
 
 +
* Three successes: the character gains +3 Defense, but his Health decreases by two.  The character is completely intangible; physical attacks deal no damage to him (energy and attacks affecting the mind or senses function as normal), and he is unable to physically interact with his environment at all.  The character may move in all three dimensions unaffected by gravity and pass through physical barriers (walls, ceilings, floors) at his normal movement rate.  Note that the character is normally not able to breathe if his head or chest is passing through any substance other than air, so the length of time he can spend passing through a substance is limited by how long he is able to hold his breath.
 +
 
 +
* Four successes: as three successes, except that the character only takes half damage from energy-based sources (such as force blasts or fire).
 +
 
 +
* Five or more successes: as three successes, except that the character also takes no damage from energy-based sources.  By spending a point of Verve, the character may solidify part or all of his body for one turn; such a body part may be used for physical interaction (using tools, attacking etc.), but may also be targeted as per the normal rules for targeting body parts, taking damage as normal.
 +
 
 +
Using Density Control is an extended action, and the character may roll and gain successes a number of times per scene up to his effective Stamina.  Each roll takes one turn.  Returning to normal density is a reflexive action and does not require a Verve expenditure.
 +
 
 +
'''Alternate Version of Density Control''' (''note: I amalagated 1 & 2 successes in to level 1, to bring this power more in line with other Class 2 powers'')
 +
 
 +
'''Density Increase:''' If the character is increasing his density, each level in this power doubles the character’s weight and grants the character +1/+1 armor and +1 effective Strength for the purposes of lifting objects and close combat attacks (note that this bonus Strength does not affect the character’s Speed and has no effect on the character’s ability to jump, climb, swim, or anything else where his increased weight would be a problem). 
 +
 
 +
'''Density Decrease:''' If the character is decreasing his density, consult the following power descriptions:
 +
 
 +
* '''1 Level:''' Purchasing 1 level in Density Control gives the character +2 Defense, but his Health decreases by one (treat this as though the character had lost a single temporary Health level).  The damage dealt to the character by physical attacks, as well as the damage dealt by the character’s own close combat and thrown physical attacks, is halved, with fractional successes rounding up (IE if a gunshot deals five points of damage to the character, he only takes three levels of lethal damage).  The character may flow through cracks or tiny openings at a rate of one yard per turn.
 +
 
 +
* '''2 Levels:''' Purchasing 2 levels in Density Control gives the character +3 Defense, but his Health decreases by two.  The character is completely intangible; physical attacks deal no damage to him (energy and attacks affecting the mind or senses function as normal), and he is unable to physically interact with his environment at all.  The character may move in all three dimensions unaffected by gravity and pass through physical barriers (walls, ceilings, floors) at his normal movement rate.  Note that the character is normally not able to breathe if his head or chest is passing through any substance other than air, so the length of time he can spend passing through a substance is limited by how long he is able to hold his breath.
 +
 
 +
* '''3 Levels:''' Purchasing 3 level in Density Control gives the character the same abilities as 2 levels, except that the character now only takes half damage from energy-based sources (such as force blasts or fire).
 +
 
 +
* '''4 Levels:''' as 3 Levels, except that the character now takes no damage from energy-based sources. 
 +
 
 +
* '''5 Levels:''' as 4 levels, except that by spending a point of Verve, the character may solidify part or all of his body for one turn; such a body part may be used for physical interaction (using tools, attacking etc.), but may also be targeted as per the normal rules for targeting body parts, taking damage as normal.
  
If the character is decreasing his density, every two successes increases their Defense by 1. In addition, a less dense character has an easier time slipping through cracks and getting through tight openings. For every two successes, lower their effective size by one for the purposes of moving through spaces only.
+
Extras (for both versions): Full Control - (Character may both increase and decrease density).
  
 
==DISRUPT==
 
==DISRUPT==
 
Class: Alpha
 
Class: Alpha
 +
 +
Type: Tech, Mystic or Bio
  
 
Cost: 1 Verve
 
Cost: 1 Verve
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Duration: One scene
 
Duration: One scene
  
Effect: The character is able to disrupt other characters' superpowers, of the same type. If this power is bought as a Mystic power it disrupts Mystic Powers for example.  
+
Effect: The character is able to disrupt other characters' superpowers. Each success on the activation roll creates one point of disruption which rests on one superpower the target has. If the character does not know the target's powers, the target chooses a valid one. Each time the target rolls to activate that power they have one success negated for each point of disruption on that power, and one point of disruption is removed from the pool. Powers that do not need to roll to activate are unaffected. The pool of disruption fades at the end of the scene.
 
 
Each success on the activation roll creates one point of disruption which rests on one superpower the target has. The character must know the target has the specific power to target it. Each time the target rolls to activate that power they have one success negated for each point of disruption on that power, and one point of disruption is removed from the pool. Powers that do not need to roll to activate are unaffected. The pool of disruption fades at the end of the scene.
 
  
 
The resistance trait applied is whichever one is appropriate for the activation roll for the power (Stamina for physical attributed powers for example).
 
The resistance trait applied is whichever one is appropriate for the activation roll for the power (Stamina for physical attributed powers for example).
  
 
Extras:  
 
Extras:  
 +
 +
Disable - Instead of the normal effect, each success on the activation roll removes one dot from one power for one turn per dot in Disrupt. It takes 2 successes to remove the last dot. Any effect that removes bashing damage can restore dots lost this way on a 1:1 basis.
  
 
==DOMINATION==
 
==DOMINATION==
 
Class: Beta
 
Class: Beta
 +
 +
Type: Mystic, Bio or Tech
  
 
Cost: 1 Verve
 
Cost: 1 Verve
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Telepathic Domination - The character need not be able to communicate effectively with her target in order to use Domination.
 
Telepathic Domination - The character need not be able to communicate effectively with her target in order to use Domination.
  
==ONEIROMANCY==
+
==DREAM MANIPULATION==
 
Class:  Alpha
 
Class:  Alpha
 +
 +
Type: Mystic
  
 
Cost:  Varies
 
Cost:  Varies
  
Dice Pool: Wits + Empathy + Oneiromancy
+
Action:  Varies
 +
 
 +
Range:  Varies
 +
 
 +
Area:  Varies
 +
 
 +
Duration:  Varies
 +
 
 +
Effect:  The character is able to manipulate, suppress, fabricate, influence, manifest, sense, and observe Dreams and the Astral Plane. The character knows one of the following techniques for each dot in Dream 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).
 +
 
 +
God Machine Variant: If using the GMC Rules Update the Dream Manipulation Power grants one technique when purchased, but does not grant additional techniques per dot. Instead, the player may purchase new techniques for two experiences each.
 +
 
 +
Extras: None
 +
 
 +
===ASTRAL PROJECTION===
 +
Cost:  1 Verve
 +
 
 +
Dice Pool:  Wits + Dream Manipulation
 +
 
 +
Action:  Extended
 +
 
 +
Range:  (Power Level + Dream Manipulation) x 10 miles
 +
 
 +
Area:  N/A
 +
 
 +
Duration:  1 Scene
 +
 
 +
Effect: The character is able to sense distant events 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 is limited to passive observation, and cannot act on anything except through the use of other Dream Manipulation techniques. She may return to her body at any time. Only characters with the Dream Manipulation or Telepathy powers can see or hear her projection.
 +
 
 +
===FABRICATE DREAM===
 +
Cost:  1 Verve
 +
 
 +
Dice Pool: Wits + Dream Manipulation
 +
 
 +
Action:  Extended
 +
 
 +
Range:  (Power Level + Dream Manipulation) x 5 yards
  
Action:  Varies
+
Area:  N/A
 +
 
 +
Duration:  1 Scene
 +
 
 +
Effect:  This skill allows the character to manipulate and control down to every minute detail the target’s dream as if they were the dream itself.  The character is simply the atmosphere, creating the world out of independently harmless illusions. (ie. An Architect in Inception)  With this skill alone, the character cannot harm, or physically affect the target beyond their fabricated dream world, however the way the character uses the dream to directly influence the target is greatly flexible.  One can deeply traumatize an enemy by accurately creating a gruesome situation of torture, or bolster the confidence of an ally by temporarily bringing back a lost love one to give a motivational speech.
 +
 
 +
===DREAM MANIFESTATION===
 +
Cost:  1 Verve
 +
 
 +
Dice Pool:  Manipulation + Dream Manipulation
 +
 
 +
Action:  Extended
 +
 
 +
Range:  (Power Level + Dream Manipulation) x 5 yards
 +
 
 +
Area:  N/A
 +
 
 +
Duration:  1 Scene
 +
 
 +
Effect:  Similar to Fabricate Dream, with this power the character is able to enter the targets dream, however with this particular skill, instead of becoming, and controlling the dream you become a participant, physically manifesting in the Targets currently existing Dream World, and affecting the Target as if they were in the real world.  Important to note that while in the Dream World they are as susceptible to the environment as the target of the dream.  Although a player can fabricate a dream and then manifest in it they lose all control and are now as susceptible to the environment as if it were their own dream. If the dream that the user enters ends up killing them, they would wake up as if it were their own dream. However if the target of the dream ends up killing or injuring you personally you would take damage as normal.
 +
 
 +
===SENSE DREAM===
 +
Cost:  None
 +
 
 +
Dice Pool: N/A
 +
 
 +
Action:  Passive
 +
 
 +
Range:  (Power Level + Dream Manipulation) x 10 yards
 +
 
 +
Area:  N/A
 +
 
 +
Duration:  Permanent
 +
 
 +
Effect:  The character is able to detect a dreaming target in her set radius.  She is able to determine the exact mood of the dream within (Example: Nightmare, Night Terror, Good Dream, Passionate Dream, etc.)  The character is able to discern the duration of the dream, how long of the dream is left or if the target is near to waking.  The physical representation of this skill is up to the player, and storyteller’s discretion whether it be a mental connection felt by the character, or several blips of color visible to the character.
 +
 
 +
This technique does not normally require an activation roll. If the character does not know Sense Dream and attempts to use it at the cost of 1 Verve, she must roll Wits + Dream Manipulation, and its duration becomes one scene.
 +
 
 +
===SLEEPWALK===
 +
Cost: 1 Verve
 +
 
 +
Dice Pool: Wits + (Persuasion) + Dream Manipulation vs. target's Resolve + Power Level
  
Range: (Power Level + Oneiromancy) x 10 yards (This refers to the distance between the target and user of this power. Distance within a dream is meaningless.)
+
Action: Contested; resistance is reflexive
  
Duration: Scene
+
Range: (Power Level + Dream Manipulation) x 5 yards
  
Effect: The character is automatically able to detect a dreaming target in her set radius. She is able to determine the exact mood of the dream within (Example: Nightmare, Night Terror, Good Dream, Passionate Dream, etc.), also automatically. The character is able to discern the duration of the dream thus far, or if the target is near to waking.  The physical representation of this skill is up to the player.
+
Area: N/A
  
Use of this power does not tell the character where the sleeper is, aside from knowing they are in the radius of the power. Likewise the user of this power does not know what the sleeper looks like in real life, or any other details about them (though they can make inferences as usual). They simply know that, as a dreamer, the individual is active on the astral plane and their general state.
+
Duration: See below
  
Oneiromancy has an associated [[MTH:Power_Trees|Power Tree]].
+
Effect: This technique is identical in effect to the Domination power, except it only affects a dreaming target.
  
 
==DUPLICATE==
 
==DUPLICATE==
  
 
Class: Omega
 
Class: Omega
 +
 +
Type: Mystic or Bio
  
 
Cost: 1 Verve  
 
Cost: 1 Verve  
Line 345: Line 478:
  
 
==DURABILITY==
 
==DURABILITY==
Class: Gamma
+
Class: Alpha
 +
 
 +
Type: Bio
  
 
Cost: --
 
Cost: --
Line 360: Line 495:
  
 
Effect: The character is incredibly resilient, able to take massive amounts of damage before showing signs of injury.  Every dot in Durability grants the character one additional health level.
 
Effect: The character is incredibly resilient, able to take massive amounts of damage before showing signs of injury.  Every dot in Durability grants the character one additional health level.
 +
 +
God Machine Chronicle Rules Update: If using the rules update treat this power as a beta power, due to the static nature of exp costs in the update.
  
 
Extras: None.
 
Extras: None.
Line 365: Line 502:
 
==ELEMENTAL MASTERY==
 
==ELEMENTAL MASTERY==
 
Class: Beta
 
Class: Beta
 +
 +
Type: Mystic or Bio
  
 
Cost: 1 Verve
 
Cost: 1 Verve
Line 388: Line 527:
 
The character may give their creation up to (Power Level) Durability.
 
The character may give their creation up to (Power Level) Durability.
  
If you are looking to have your character fling the element forward as an attack, see the Force Strike power with the Force Bolt Merit. If you want the character to be able to propel themselves along with the power, use a variant of the flight power.
+
If you are looking to have your character fling the element forward as an attack, see the Force Bolt power. If you want the character to be able to propel themselves along with the power, use a variant of the flight power.
  
 
Elemental Mastery has a rather large [[MTH:Power_Trees|Power Tree]] associated with it.
 
Elemental Mastery has a rather large [[MTH:Power_Trees|Power Tree]] associated with it.
Line 397: Line 536:
  
 
==EMPATHIC MANIPULATION==
 
==EMPATHIC MANIPULATION==
Empathic manipulation was removed as it essentially duplicates several Mega Skills and Mega Attributes for a cheaper cost.
+
Class: Beta
 +
 
 +
Type: Tech, Mystic, or Bio
 +
 
 +
Cost: 1 Verve
 +
 
 +
Dice Pool: Manipulation + (Empathy) + Empathic Manipulation vs. target's Composure + Power Level
 +
 
 +
Action: Contested; resistance is reflexive
 +
 
 +
Range: (Power Level + Empathic Manipulation) x 5 yards
 +
 
 +
Area: N/A
 +
 
 +
Duration: One scene
 +
 
 +
Effect: The character is able to manipulate the emotions of a target.  If the character wins the contested activation roll, he is able to increase or decrease the intensity of an emotion that the target is already feeling, or instill a mild version of an emotion that the current is not currently feeling: for example, on a successful activation roll, the character could turn passing interest into infatuation or burning anger into mild irritation, or instill a feeling of anxiety into a target who would otherwise have no reason to feel afraid.  On an exceptional success, the character is able to drastically alter the target's emotional state or instill a strong emotion where there was none previously: mild anxiety can turn to paralyzing terror or true love to apathy, or a previously calm and placid individual can suddenly explode into a furious rage.  Note that the character has no control over the target's behavior, only her emotional state, and it is up to the Storyteller to determine how Storyteller characters affected by this power would behave.  The emotional changes wrought by Empathic Manipulation fade at the end of the scene.
 +
 
 +
God Machine Chronicle variant: The character may spend a point of verve to add their Empathic Manipulation + Power Rating rating to a First Impressions roll or the rolls to open a Door.
 +
 
 +
Extras:
 +
 
 +
Multiple Emotions - The character is able to affect multiple emotions at a time, one for every dot in Empathic Manipulation he has. If the character gains two successes above that which the
 +
target rolls, they may impart an appropriate emotional Condition.
 +
 
 +
Weaknesses:
 +
 
 +
Single Emotion - The character can only ever affect one emotion, chosen when this power is first purchased.
 +
 
 +
==ENERGY ABSORPTION==
 +
Class: Alpha
 +
 
 +
Type: Tech, Bio, or Mystic
 +
 
 +
Cost: 1 Verve
 +
 
 +
Dice Pool: Stamina + Energy Absorption x 2
 +
 
 +
Action: Reflexive
 +
 
 +
Range: Self
 +
 
 +
Duration: Instant
 +
 
 +
Effect: The character is able to draw energy from one type of damage (physical, mental, magic or energy), chosen when this power is first purchased. When this power is activated, the character ignores 1 damage per success of the chosen type, then adds 3 dice per damage ignored this way to a bonus pool. This pool can be added in whole or in part to the character's rolls in a specific way, most often boosting another power, and is expended after use as well as at the end of the scene.
 +
 
 +
Extras:
 +
 
 +
Invigorating - Each 3 dice in the character's bonus pool grants a temporary Health level.
 +
 
 +
Reflect - Whenever this power reduces damage to 0, the character may reflexively roll Dexterity + (Athletics) + Energy Absorption as a ranged attack with a range of (Power Level + Energy Absorption) x 5 yards, which is treated as a firearm and deals the same type and severity of damage that was absorbed.
 +
 
 +
Weaknesses:
 +
 
 +
Single Source - The character can only absorb damage from a specific source, such as fire or metal.
  
 
==ENERGY LEECH==
 
==ENERGY LEECH==
 
Class: Beta
 
Class: Beta
 +
 +
Type: Tech, Bio or Mystic
  
 
Cost: N/A
 
Cost: N/A
Line 419: Line 614:
  
 
Extras: None
 
Extras: None
 +
 +
==ENTROPY CONTROL==
 +
Class: Gamma
 +
 +
Type: Tech, Bio, or Mystic
 +
 +
Cost: Varies
 +
 +
Dice Pool: Varies
 +
 +
Action: Varies
 +
 +
Range: Varies
 +
 +
Area: Varies
 +
 +
Duration: Varies
 +
 +
Effect: The character is able to manipulate entropy and probability. The character knows one of the following techniques for each dot in Entropy Control he possesses; he may attempt to use a technique that he 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.
 +
 +
God Machine Variant: If using the GMC Rules Update the Entropy Control Power grants one technique when purchased, but does not grant additional techniques per dot. Instead, the player may purchase new techniques for two experiences each.
 +
 +
Extras: None.
 +
 +
===BIOENTROPY STORM===
 +
Cost: Varies
 +
 +
Dice Pool: Intelligence + (Medicine) + Entropy Control vs. targets’ Stamina + Power Level
 +
 +
Action: Contested; resistance is reflexive
 +
 +
Range: (Power Level + Entropy Control) x 5 yards
 +
 +
Area: (Power Level + Entropy Control) yards
 +
 +
Duration: Instant
 +
 +
Effect: The character inflicts entropic effects on all biological matter within a given area; when this power manifests, plants wilt and creatures age or develop spontaneous injuries.  By spending one Verve, the character can inflict one level of bashing damage on any living organic creature in the affected area for each success achieved on the activation roll; by spending one additional Verve, the character may instead deal lethal damage with this power. Any creature affected by this power may roll its Stamina + Power Level as a reflexive action; each success reduces the damage by one. Treat levels of armor as automatic successes on this roll.
 +
 +
===BREAKDOWN===
 +
Cost: 1 Verve
 +
 +
Dice Pool: Intelligence + (Crafts) + Entropy Control
 +
 +
Action: Instant
 +
 +
Range: (Power Level + Entropy Control) x 5 yards
 +
 +
Area: N/A
 +
 +
Duration: Varies
 +
 +
Effect: The character inflicts entropic effects on a mechanical or technological device, causing it to cease functioning as its parts spontaneously wear out or lose power.  In order to be affected by this power, a device must have at least one moving, electric, or electronic part; the Storyteller may impose penalties on the activation roll against particularly simple devices, as it is far easier for something to suddenly go wrong in a computer than it is in a door hinge.  Success on the activation roll causes the targeted device to stop functioning properly for the duration of the scene; on an exceptional success, the device breaks permanently, and will not function properly until it is fixed.
 +
 +
===ENTROPIC BLAST===
 +
Cost: Varies
 +
 +
Dice Pool: Dexterity + (Athletics) + Entropy Control - target's armor
 +
 +
Action: Instant
 +
 +
Range: (Power Level + Entropy Control) x 5 yards
 +
 +
Duration: Instant
 +
 +
Effect: The character directs the full force of his power against a single target, breaking it down with a wave of entropic force.  Essentially a more concentrated form of Bioentropy Storm, each success on the activation roll deals one level of damage to any target.  An Entropic Blast that deals bashing damage may be fired at no cost, while one that deals lethal damage costs one Verve.
 +
 +
===ENTROPIC SHIELD===
 +
Cost: 1 Verve
 +
 +
Dice Pool: Stamina + (Science) + Entropy Control
 +
 +
Action: Simple
 +
 +
Range: Self
 +
 +
Area: N/A
 +
 +
Duration: One scene
 +
 +
Effect: The character projects a field of increased entropy that protects him from harm; bullets develop faults in mid-flight that affect their trajectory, melee attackers stumble or misjudge the distance to him, etc.  Each success gained on the activation roll imposes a -1 penalty on any physical or energy-based attack that targets the character.
 +
 +
If the character's rational for this power is that it comes from a magical source, it will defend against magic and energy-based attacks, as opposed to physical attacks.
 +
 +
===ENTROPIC ZONE===
 +
Cost: 1 Verve
 +
 +
Dice Pool: Intelligence + (Science) + Entropy Control
 +
 +
Action: Instant
 +
 +
Range: (Power Level + Entropy Control) x 5 yards
 +
 +
Area: (Power Level + Entropy Control) yards
 +
 +
Duration: One turn per success
 +
 +
Effect: The character bends physical laws to create a zone plagued with bad luck. On a successful activation, characters inside the area lose the 10-again rule (unless rolling against themselves for some reason), and characters outside it attacking inside gain the 9-again rule.
 +
 +
===PROBABILITY CORRUPTION===
 +
Cost: 1 Verve
 +
 +
Dice Pool: Wits + (Science) + Entropy Control
 +
 +
Action: Instant
 +
 +
Range: (Power Level + Entropy Control) x 5 yards
 +
 +
Area: N/A
 +
 +
Duration: See below
 +
 +
Effect: The character manipulates the forces of entropy relating to his target, either increasing or decreasing the target’s chances of success.  Each success on the activation roll gives either a +1 bonus or a –1 penalty to the target’s next dice action in the scene, whenever that action may be; this power remains in effect until it is triggered or until the end of the scene, whichever comes first.  Also, if the character gains an exceptional success on the activation roll, he may force the target to roll for an action that otherwise would require no roll; he could, for example, force a target walking down the street to make a Dexterity + Athletics roll to avoid tripping and falling over. The Storyteller is the final arbiter of what Attributes or Skills to roll in such a case, and the target’s Power Level may be added as a bonus to the roll.
  
 
==EXTRA LIMBS==
 
==EXTRA LIMBS==
 
Class: Alpha
 
Class: Alpha
 +
 +
Type: Tech, or Bio
  
 
Cost: N/A
 
Cost: N/A
Line 449: Line 759:
 
Coordinated - As part of an all-out attack using Brawl, the character may add his Extra Arms dots to his dice pool.
 
Coordinated - As part of an all-out attack using Brawl, the character may add his Extra Arms dots to his dice pool.
  
Weakness
+
Discrete - The appendages may be hidden or unmade when not in use. They may be retractable, dissipate into smoke or whatever else is appropriate for the rational supporting the power.
  
Indiscrete - The appendages may not be hidden or unmade when not in use. Otherwise assume they have some convenient means of being hidden.
+
==FLIGHT==
 +
Class: Alpha
  
==FLIGHT==
+
Type: Tech, Bio, or Mystic
Class: Beta
 
  
Cost: None
+
Cost: 1 Verve
  
 
Dice Pool: N/A
 
Dice Pool: N/A
Line 472: Line 782:
 
When flying, strength isn't useful for lifting. In general, strength requires something to push against. When attempting to lift something while flying, us Flight + Athletics as opposed to Strength + Athletics. The same applies to attacks that would usually use Strength but are being done from the air. Flight + Weaponry or Brawl becomes the appropriate pool.
 
When flying, strength isn't useful for lifting. In general, strength requires something to push against. When attempting to lift something while flying, us Flight + Athletics as opposed to Strength + Athletics. The same applies to attacks that would usually use Strength but are being done from the air. Flight + Weaponry or Brawl becomes the appropriate pool.
  
The character can make a aerial attack provided they can get up to full speed before doing so, slamming their target with their body, or striking them with a limb or weapon. To get up to this speed, the character must spend one or more turns doing nothing but accelerating. This effectively works like an aiming, except that the character does not need to have a target until the turn in which they attack, and they may 'aim' this kind of attack for a number of turns up to their power's rating plus Power Level. The aerial attack isn't limited to the three bonus dice limit that aiming is, and it does not benefit from rules that further benefit aiming.
+
The character can make a aerial attack provided they can get up to full speed before doing so, slamming their target with their body, or striking them with a limb or weapon. To get up to this speed, the character must spend one or more turns doing nothing but accelerating. This effectively works like an aiming, except that the character does not need to have a target until the turn in which they attack, and they may 'aim' this kind of attack for a number of turns up to their power's rating plus Power Level. The aerial attack isn't limited to the three bonus dice limit that aiming is, and it does not benefit from rules that further benefit aiming.
  
 +
The character's flight apparatus is visible, bulky and inconvenient, especially when not in flight. He may sport large wings, an integrated biomechanical jet-pack or be constantly wreathed in a cracking miasma of energy. This can cause difficulties in flight, requiring extra space, somewhere to run for a launch, or other conditions to be met. To avoid these issues see the Discrete extra below.
 +
 
Extras:  
 
Extras:  
  
 
Gravitic Grounding - The character's flight method circumvents physics to some degree. They can use Strength in place of Flight for lifting or attacking.
 
Gravitic Grounding - The character's flight method circumvents physics to some degree. They can use Strength in place of Flight for lifting or attacking.
  
Weakness:
+
Discrete - The character's flight apparatus is much more convenient, possibly even invisible. The wings may disappear or retract, or the character may simply move through the air without them. The power carries no particular difficulties for use.
  
Indiscrete - The character's flight apparatus is visible, bulky and inconvenient, especially when not in flight. He may sport large wings, an integrated biomechanical jet-pack or be constantly wreathed in a cracking miasma of energy. This can cause difficulties in flight, requiring extra space, somewhere to run for a launch, or other conditions to be met. It typically looks a bit odd too, depending on the company, and may apply social penalties at the discretion of the ST. Characters without this weakness may have wings or other visible apparatus of flight, but they fold away neatly, disappear or otherwise aren't an issue unless this weakness is taken.
+
==FORCE BOLT==
 +
Class: Alpha
  
==FORCE STRIKE==
+
Type: Tech, Bio or Mystic
Class: Alpha
 
  
Cost: 0
+
Cost: 0 or 1 Verve
  
Dice Pool: Strength + Brawl
+
Dice Pool: Dexterity + (Athletics) + Force Bolt – (target’s armor) or (target's armor + defense)
  
 
Action: Instant
 
Action: Instant
  
Range: Melee
+
Range: (Power Level + Force Bolt) x 5 yards
  
 
Area: N/A
 
Area: N/A
Line 497: Line 809:
 
Duration: Instant
 
Duration: Instant
  
Effect: The character can extrude sharp claws from her fingertips, turn her fists to sharp-edged stone, summon a nimbus of deadly energy around her hands, or else enhance her unarmed attacks in some way.  
+
Effect: The character blasts a target with a ranged attack; common examples include plasma blasts, mystic fireballs, lightning bolts, laser beams, telekinetic waves, or simply generic "energy blasts" with no other defining characteristics. The Bolt deals bashing damage. Spending a verve raises this to lethal.
 +
 
 +
The power’s activation roll counts as the attack roll, and the target’s armor (if any) and other appropriate ranged-attack penalties apply to the activation roll. As usual, the character can use the aiming rules for the attack if they wish. While aiming, it becomes obvious that the character is aiming, as visible force begins to build up in whatever way is appropriate to the form of the power.
  
The character effectively has a natural weapon which can be used at any time. It has an initiative modifier of (-3 + Force Strike), meaning that when first purchased the power has an initiative modifier of -2, and by the fifth dot it has a +2 modifier. The damage rating is equal to the character's Power Level.  
+
Players must choose one of the following categories for the Bolt to fall into for the purposes of power interactions: Energy, physical, mental or magical/mystical.
 
   
 
   
The power should take the form of some sort of connected weapon, like fangs, claws, spiked fists, an energy discharge or anything else that seems like it would use the same rules.
+
The Bolt is considered a firearm for purposes of whether or not the target's Defense is applied.
  
Variation: Different rationals may allow for a different form of defense to be applicable. For example, if the strike is a discharge of psychic energy, it may use the lower of Resolve or Composure for the applicable armor.  
+
The player should consider how the attack manifests for purposes of description or circumvention (laser beams from the eyes, a force wave thrown from a punch, a sonic blast from the mouth, a mystic life-bolt from the heart chakra, etc).
  
Force Strike has an associated [[MTH:Power_Trees|Power Tree]].
+
Variation: Different rationals may allow for a different form of defense to be applicable. For example, if the bolt is a discharge of psychic energy, it may use the lower of Resolve or Composure for the applicable defense. If, as in the case of this example, the Bolt manifests in such a way as to effect targets minds, it would ignore armor, and be unable to target anything without a mind.
 +
 
 +
Extras: <br>
 +
'''Lethal''' - The Bolt does lethal damage. Spending additional Verve does not make this damage aggravated (that's a different extra), but adds 1 damage on a hit.<br>
 +
'''Armor Piercing''' - The Armor Piercing quality is applied to the Bolt. <br>
 +
'''Charged''' - When taking time to aim a Bolt, add the character's dots in this power to the bonus gained. <br>
 +
'''Double Bolt''' - The character can fire bolts from two hands at once, allowing the use of the Gunslinger merit if Firearms is part of the pool. <br>
 +
'''Rapid Fire''' - The character can use the rules for autofire (WoD pg160) when attacking with this power.  Medium bursts take and additional point of verve, and long bursts take an additional two. <br>
 +
'''Ricochet''' - The Bolt may bounce once per turn. This is usable in two ways: either to go around cover, or to attack two targets. In the latter case, the second roll counts one less number as successes. In both cases, the Bolt cannot travel further than its normal range.<br>
 +
'''Improved Range''' - the "x 5 yards" part of the range calculation becomes "x 10 yards". <br>
 +
'''Homing Bolt''' - The projectile created by the power is able to home in on a particular kind of target. The player chooses the type when the power is purchased. Example types include 'heat', 'metal', 'ice', 'humans' and anything else the ST will allow. If a bolt aimed at the correct type misses it's target, it will turn to try to strike the target on the following turn, with two fewer dice then the original die pool, rounded down. Should it miss again, the same will happen the following turn, cutting the die pool down further. This process repeats until the die pool becomes zero or less, after penalties are applied. At any point, the character may spend a point of verve to refresh the penalties on the roll. A target with access to the Stylish Execution ability can cut short these rebounds with an appropriately cinematic dodge, such as deflecting the bolt with an object. Alternately, the Bolt may be modified to home in on anything the character sees, but only once and with a -3 penalty.<br>
 +
'''Force Burst''' - The effect activates as a sphere rather than a Bolt. The power gains an area of 3 yards. All of those caught in the effect are subject to the attack, and each target requires a separate roll. This extra may be taken twice to make the effect selective.<br>
  
 
==FORCE FIELD==
 
==FORCE FIELD==
Class: Alpha
+
Class: Beta
 +
 
 +
Type: Tech or Mystic
  
 
Cost: 1 Verve
 
Cost: 1 Verve
Line 520: Line 847:
 
Area: N/A
 
Area: N/A
  
Duration: Scene
+
Duration: Instant
 +
 
 +
Effect: The character is able to absorb the damage from physical, mental, magic or energy-based attacks (choose two when the power is purchased).  Whenever the character takes damage from the appropriate source, she may activate this power to reduce that damage by one per dot in Force Field. 
 +
 
 +
This power can of course only be activated if the character is aware of an attack; it is therefore the perfect power to refluff as enhanced reflexes.
  
Effect: The character is able to absorb the damage from physical, mental, magic or energy-based attacks (choose two when the power is purchased).  Whenever the character takes damage from the appropriate source, she may activate this power reflexively. Treat the rating in this power as general and ballistic armor against the appropriate attack type while active.  
+
God Machine Chronicle Rules Variant: Treat the rating in this power as general armor against the appropriate attack type.  
  
 
Extras:  
 
Extras:  
Line 528: Line 859:
 
Versatile - The character's Force Field may absorb damage from an additional damage category.
 
Versatile - The character's Force Field may absorb damage from an additional damage category.
  
Distant Field - (cannot be taken with the Set Extra, below) The character may activate Force Field to protect someone else within Power Level + Force Field yards.
+
Barrier - (cannot be taken with the Set Extra, below) The character may activate Force Field to protect someone else within Power Level + Force Field yards.
  
Boosting - Each level of damage absorbed by this power creates a 'charge'. The charge grants a +1 bonus to some roll involving one chosen Attribute. These charges dissipate at the end of scene.
+
Boosting - Each level of damage absorbed by this power grants a +1 bonus to some future roll involving one chosen Attribute in the following turn.
  
 
Charging - If at least 3 damage is absorbed by this power at once, the next Verve cost paid by the character in the same scene is reduced by 1.
 
Charging - If at least 3 damage is absorbed by this power at once, the next Verve cost paid by the character in the same scene is reduced by 1.
  
Evocative - If at least 3+ damage is absorbed by this power over the course of the scene the character gains a condition chosen at the time the power is taken.
+
Set - The Duration for the effect becomes One Scene.
  
 
Weaknesses:
 
Weaknesses:
  
Ablative - Each level of damage absorbed by this power reduces the field's effectiveness by one until it is activated again.
+
Ablative - (may only be taken with Set Extra, above) Each level of damage absorbed by this power reduces the field's effectiveness by one until it is activated again.
  
 
Specialized - The character's Force Field may absorb damage from only one damage category.
 
Specialized - The character's Force Field may absorb damage from only one damage category.
  
 
==GRAVITY CONTROL==
 
==GRAVITY CONTROL==
Class: Beta
+
Class: Gamma
 +
 
 +
Type: Tech, Mystic or Bio
 +
 
 +
Cost: Varies
 +
 
 +
Dice Pool: Varies
 +
 
 +
Action: Varies
 +
 
 +
Range: Varies
 +
 
 +
Area: Varies
 +
 
 +
Duration: Varies
 +
 
 +
Effect: The character is able to manipulate gravitational forces.  The character knows one of the following techniques for each dot in Gravity Control 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).
 +
 
 +
God Machine Variant: If using the GMC Rules Update the Gravity Control Power grants one technique when purchased, but does not grant additional techniques per dot. Instead, the player may purchase new techniques for two experiences each.
  
 +
Extras: None.
 +
 +
===GRAVITATIONAL FIELD===
 
Cost: 1 Verve
 
Cost: 1 Verve
  
Line 557: Line 909:
 
Duration: Concentration
 
Duration: Concentration
  
Effect: The character is able to manipulate gravitational forces.  
+
Effect: Each success on the activation roll allows the character to either increase the gravity of the affected area by 2g or decrease it by 0.5g.  As a general rule, characters in a Gravitational Field of 0.5g or less gain +1 Strength, while those in a field of 3g or greater suffer –2 Strength.  A Gravitational Field of sufficient strength (gs in excess of the character's effective strength) may also be capable of pinning opponents to the ground, or inflicting a bashing level each turn (9g) or even one lethal damage per turn (15+g) through crushing, and objects can be made so heavy that they collapse under their own weight (one bashing level per turn for each g in excess of the objects Durability).
 +
 
 +
On the other hand, characters and objects in a 0g field will become completely weightless, and characters or objects in a negative gravity field will actually fall away from the center of the field until they leave it.
 +
 
 +
A character that impacts on an object or surface falling through -1g gravity field takes damage exactly as if they had fallen downwards an equivalent distance (WoD corebook, p179). A character that takes falls through a Gravitational Field multiplies the number of yards fallen through the field by the strength of the field for the purposes of taking falling damage, rounding fractions up; for example, a character that falls 3 yards through a 1.5g field counts as falling 5 yards, while a character that falls 10 yards, 8 of which were through a 0g field, counts as having fallen only 2 yards. 
 +
 
 +
Using Gravitational Field is an extended action, and the character may roll and gain successes a number of times per scene up to his effective Stamina.  Each roll takes one turn.
 +
 
 +
===GRAVITIC BLAST===
 +
Cost: Varies
 +
 
 +
Dice Pool: Dexterity + (Athletics) + Gravity Control
 +
 
 +
Action: Instant
 +
 
 +
Range: (Power Level + Gravity Control) x 5 yards
 +
 
 +
Area: N/A
 +
 
 +
Duration: Instant
 +
 
 +
Effect: The character creates vortices of intense, rapidly changing gravity around the target, crushing it or tearing it apart.  Every success gained on the activation roll deals one level of damage; note that the target's armor does NOT apply as a penalty to the activation roll.  It costs one Verve to activate a Gravitic Blast that deals bashing damage; a lethal blast costs two Verve to activate.
 +
 
 +
===GRAVITIC FLIGHT===
 +
Cost: 1 Verve
 +
 
 +
Dice Pool: N/A
 +
 
 +
Action: Reflexive
 +
 
 +
Range: Self
 +
 
 +
Area: N/A
 +
 
 +
Duration: Two turns per success
  
Each success on the activation roll allows the character to either increase the gravity of the affected areaAs a general rule, each success put towards increasing local gravity decreases the effective Strength of all in the field by 1 per success, and penalizing all physical actions by the same amount (user included). Characters with less Strength then the successes rolled are pinned in place (going prone) unless they succeed in a Strength + Athletics check, penalized by the user's Power Level, each turn. An equal penalty is applied to everyone's initiative.
+
Effect: The character is able to reduce her own gravity, allowing her to flyShe gains a flying Speed of (Gravity Control x 10). The Storyteller may require Dexterity + (Athletics) + Gravity Control rolls in order to successfully perform aerial acrobatics or other stunts.
  
When falling, add the number of successes rolled to the distance fallen in yards for the purposes of damage.
+
This technique does not normally require an activation roll. If the character does not know Gravitic Flight and attempts to use it at the cost of 1 Verve, she must roll Dexterity + (Athletics) + Gravity Control each turn, and her movement is capped at 10 yards per success.
  
Using the power to decrease the local gravity reverses this effect; everyone in the field gains 1 effective Strength per success. Unfortunately, moving around in lower gravity is strange and disruptive, so the penalties to initiative remain.
+
If the player wishes they may purchase the Flight power, representing the character having mastered a more skilled degree of flight control. Doing so allows the character to exchange this technique for another Gravity Control technique.
  
When falling, subtract the number of successes rolled to the distance fallen in yards for the purposes of damage.
+
===GRAVITIC GRASP===
 +
Cost: 1 Verve
  
These Strength adjustments effect combat, athletics effects, and secondary stats as usual.
+
Dice Pool: Intelligence + (Science) + Gravity Control - target's Defense
  
Gravity Control can work as a rational for several other powers, such as flight and telekinesis.
+
Action: Instant
  
Gravity Control has an associated [[MTH:Power_Trees|Power Tree]].
+
Range: (Power Level + Gravity Control) x 5 yards
 +
 
 +
Area: N/A
 +
 
 +
Duration: Instant
 +
 
 +
Effect: The character is able to use gravity to hold a single opponent in place. The activation roll counts as a grapple roll, except it is ranged. The character uses her Intelligence in place of Strength for the purpose of holding a grapple this way. A flying target grappled this way immediately falls.
 +
 
 +
===GRAVITOKINESIS===
 +
Cost: 1 Verve
 +
 
 +
Dice Pool: Dexterity + (Athletics) + Gravity Control
 +
 
 +
Action: Instant
 +
 
 +
Range: (Power Level + Gravity Control) x 5 yards
 +
 
 +
Area: N/A
 +
 
 +
Duration: Instant
 +
 
 +
Effect: The character manipulates the force of gravity of an object, allowing her to levitate and move it.  This power functions identically to the Telekinesis power.  However, Gravitokinesis may not be used to attack other characters directly; this is the purview of the Gravitic Blast and Gravitational Field techniques.
 +
 
 +
===REVERSE GRAVITY===
 +
 
 +
Cost: 1 Verve
 +
 
 +
Dice Pool: Dexterity + (Athletics) + Gravity Control - target's Defense
 +
 
 +
Action: Instant
 +
 
 +
Range: (Power Level + Gravity Control) x 5 yards
 +
 
 +
Area: N/A
 +
 
 +
Duration: Instant
 +
 
 +
Effect: The character manipulates an object or other character's gravitational field to make it fall upward. Each success on the activation roll moves the target 3 yards straight up, at which point the character may either let the target fall back down and take damage normally, or spend 1 additional Verve to keep it weightless at the apex for one turn. Use of this technique on a willing target as a means of locomotion is not recommended.
  
 
==HEALING==
 
==HEALING==
Class: Gamma
+
Class: Beta
 +
 
 +
Type: Tech, Bio or Mystic
  
 
Cost: Varies
 
Cost: Varies

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