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Extras: None
 
Extras: None
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==ENTROPY CONTROL==
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Class: Gamma
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Type: Tech, Bio, or Mystic
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Cost: Varies
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Dice Pool: Varies
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Action: Varies
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Range: Varies
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Area: Varies
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Duration: Varies
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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.
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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.
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Extras: None.
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===BIOENTROPY STORM===
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Cost: Varies
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Dice Pool: Intelligence + (Medicine) + Entropy Control vs. targets’ Stamina + Power Level
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Action: Contested; resistance is reflexive
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Range: (Power Level + Entropy Control) x 5 yards
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Area: (Power Level + Entropy Control) yards
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Duration: Instant
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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.
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===BREAKDOWN===
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Cost: 1 Verve
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Dice Pool: Intelligence + (Crafts) + Entropy Control
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Action: Instant
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Range: (Power Level + Entropy Control) x 5 yards
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Area: N/A
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Duration: Varies
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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.
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===ENTROPIC BLAST===
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Cost: Varies
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Dice Pool: Dexterity + (Athletics) + Entropy Control - target's armor
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Action: Instant
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Range: (Power Level + Entropy Control) x 5 yards
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Duration: Instant
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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.
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===ENTROPIC SHIELD===
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Cost: 1 Verve
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Dice Pool: Stamina + (Science) + Entropy Control
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Action: Simple
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Range: Self
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Area: N/A
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Duration: One scene
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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.
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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.
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===ENTROPIC ZONE===
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Cost: 1 Verve
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Dice Pool: Intelligence + (Science) + Entropy Control
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Action: Instant
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Range: (Power Level + Entropy Control) x 5 yards
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Area: (Power Level + Entropy Control) yards
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Duration: One turn per success
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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.
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===PROBABILITY CORRUPTION===
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Cost: 1 Verve
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Dice Pool: Wits + (Science) + Entropy Control
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Action: Instant
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Range: (Power Level + Entropy Control) x 5 yards
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Area: N/A
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Duration: See below
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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==

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