Difference between revisions of "MTH:Powers A-H"

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(FORCE BOLT)
m (FORCE FIELD: Added ballistic armor since receiving damage from guns or arrows and such is considered as a physical attack. If the "physical attack" written here is referring to close range attacks, please change it to melee instead of physical.)
 
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==ABSORPTION==
+
==ACID BLOOD==
Rank: 2
+
Class: Alpha
  
Cost: Varies
+
Cost: --
 +
 
 +
Dice Pool: N/A
 +
 
 +
Range: 1 yard
 +
 
 +
Area: N/A
 +
 
 +
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.
 +
 
 +
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==
 +
Class: Beta
 +
 
 +
Cost: 1 Verve
  
Dice Pool: Stamina + (Survival) + Absorption
+
Dice Pool: Dexterity + (Brawl) + Afflict – (Power Level + armor)
  
Action: Reflexive
+
Action: Instant
  
Range: Self
+
Range: Touch
  
 
Area: N/A
 
Area: N/A
  
Duration: See below
+
Duration: (Afflict - target's Stamina) turns, minimum 1
  
Effect: The character is able to absorb the damage from either physical or energy-based attacks (chosen when the power is purchased). Whenever the character takes damage from the appropriate source, she may spend one Verve and make an activation roll; each success absorbs one level of damage, reducing the amount of damage dealt the attack by one.  In addition, the character may spend additional points of Verve to convert levels of absorbed damage to points of Strength; each dot of Strength gained in this manner costs one point of Verve and either two levels of bashing or lethal damage or one level of aggravated damage. Characters who can absorb energy-based attacks may also drain power from other sources, such as electrical appliances, and the Storyteller is the final arbiter of how much Strength a character can gain from any given source.  In any case, the maximum amount by which a character may increase her Strength is equal to the number of dots in Absorption the character possesses. Additional dots in Strength gained from Absorption last for one scene.
+
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.
  
Extras: Energy Magnet (as an instant action, the character may actively absorb energy from sources up to [Power Level + Absorption] x 5 yards away; only characters who can absorb energy-based attacks may use this Extra), Multiple Energy Types (character may absorb damage from both physical and energy-based attacks).
+
Extras: Distance - The Range increment becomes (Power Level x 5) yards
  
 
==ARMOR==
 
==ARMOR==
Rank: 2
+
Class: Beta
  
Cost: --
+
Cost: N/A
  
 
Dice Pool: N/A
 
Dice Pool: N/A
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Duration: Permanent
 
Duration: Permanent
  
Effect: The character is covered in layers of chitin or scales, or his flesh is simply incredibly resistant to damage.  Each dot in Armor gives the character +1/+1 armor.
+
Effect: The character is covered in layers of chitin or scales, or his flesh is simply incredibly resistant to damage.  When damaged, each dot in Armor downgrades one level of damage one category.
  
Extras: Bulletproof (the character’s armor downgrades lethal damage from Firearms attacks to bashing damage), Fortified Armor (for every point of Verve the character spends, up to a maximum of his Armor rating, he gains +1/+1 armor and takes a –1 penalty to Initiative and Speed; this Verve expenditure is an instant action, and the effects last for the scene).
+
If the player wishes to be able to switch Armor on or off at the start of the character's turn, this can be arranged, but he always starts a scene with Armor off, making him vulnerable to surprise attacks.
  
==BIOLUMINESCENCE==
+
Extras:  
Rank: 1
 
  
Cost: 1 Verve
+
Bulletproof - The character's armor reduces damage levels as opposed to downgrading them.
  
Dice Pool: N/A
+
Alternate Rule: In more lethal chronicles, the Storyteller may decide the Bulletproof extra adds the character's dots in Armor to his armor stat, in addition to downgrading damage but instead of reducing damage. If the player wants this power to reduce damage, that's an extra named Impervious and counts as two extras.
  
Action: Reflexive
+
Weaknesses:  
  
Range: Self
+
Bypass - This power does not apply to one category of damage (physical, mental, energy or magic) which must be relatively common.
  
Area: N/A
+
==BANISHMENT==
  
Duration: One scene
+
Class: Alpha
  
Effect: The character is able to emit light.  When this power is active, the character can illuminate a radius equal to her Bioluminescence rating in yards; this light is bright enough to see by, but not bright enough to blind anyone who isn’t exceptionally sensitive to light.  By spending one additional Verve, the character may project a beam of light similar to a flashlight beam; this beam has a maximum range of (Power Level + Bioluminescence) x 5 yards.
+
Cost: 1 Verve
 
 
Extras: Increased Spectrum (the character is able to emit light in the ultraviolet and infrared spectrums of light, as well as the visible spectrum).
 
  
==BODYMORPH==
+
Dice Pool: Intelligence + (Occult) + Banishment
Rank: 3
 
  
Cost: 1 Verve, see below
+
Action: Instant or Extended
  
Dice Pool: N/A
+
Range: (Power Level + Banishment) x 2 yards
 
 
Action: Instant
 
 
 
Range: Self
 
  
 
Area: N/A
 
Area: N/A
  
Duration: One scene
+
Duration: N/A
 
 
Effect: The character’s entire body transforms into a different form of matter or energy (stone, sand, fire, electricity, etc.), chosen when this power is first purchased.  In addition to conferring a variety of basic advantages, a character's Bodymorph power also grants him a number of other superpowers that may only be used in his alternate form.  The character may have a number of dots in subordinate powers of Rank 1 or Rank 2 equal to his dots in Bodymorph (note that each technique in a Rank 3 power is effectively a Rank 2 power); for example, a character with three dots in Bodymorph could have one dot in Claws and two dots in Armor as subordinate powers.  These subordinate powers must be activated and any activation costs payed as normal; however, if a subordinate power normally requires an action to activate, the character may choose to activate it in the same turn as he activates Bodymorph.  The following are examples of possible Bodymorph types, with appropriate advantages and subordinate powers; the Storyteller is encouraged to come up with other Bodymorph types.  As always, the Storyteller is also the final arbiter as to whether a given power or advantage is appropriate for a given Bodymorph type.
 
  
* Stone/metal/hard solid: the character gains +1/+1 armor, and his unarmed attacks deal an additional die of damage.  Possible subordinate powers include additional dots in Armor, Claws, or Density Control (Increase).
+
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.
  
* Water/smoke/fluid or gas: the character gains the ability to breathe whatever fluid or gas his form is composed of, and the ability to move at normal speed in any direction through liquids or gases (as appropriate), without the need for dice rolls.  His fluid, malleable form also grants him +1 Defense.  Possible subordinate powers include Density Control (Decrease), Plasticity, Flight (for gaseous characters), Poison (for characters who transform into a toxic substance), or Immolation (for characters who transform into a corrosive substance).
+
Only beings which have a Summoning Rating or which are spirits may be subject to Banishment.
  
* Flame/light/energy: The character's Defense increases by +1, and his unarmed attacks deal lethal damage. Possible subordinate powers include Immolation, Invulnerability (of the appropriate type), Force Bolt, Force Field, Flight, or Density Control (Decrease).
+
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.
  
Extras: None.
+
At the STs discretion, some beings may require special materials to be obtained or situations to arise before they can be banished.
  
 
==BOOST==
 
==BOOST==
Rank: 2
+
Class: Beta
  
 
Cost: 1 Verve
 
Cost: 1 Verve
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Dice Pool: N/A
 
Dice Pool: N/A
  
Action: Instant
+
Action: Simple (takes an action to perform)
  
 
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 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 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 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.
  
Extras: Extra Attribute (power increases two Attributes simultaneously instead of one), Mega-Boost (the character is allowed to activate and gain benefit from Boost a number of times per scene equal to his Stamina), Reflexive Activation (activating this power is a reflexive action rather than an instant action).
+
Extras:  
  
==CLAWS==
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Extra Attribute - Power increases two Attributes simultaneously instead of one.
Rank: 1
 
  
Cost: 1 Verve
+
Mega-Boost - The effect can be activated cumulatively, stacking 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.
 +
 
 +
Weaknesses:
 +
 
 +
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==
 +
Class: Alpha
 +
 
 +
Cost: 0 Verve
  
 
Dice Pool: N/A
 
Dice Pool: N/A
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Duration: One scene
 
Duration: One scene
  
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. Each dot in Claws adds +1 damage to a character’s Brawl attacks while the claws are active; Brawl attacks made with claws deal lethal damage.  Claws also give a +2 bonus 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.
+
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.
 +
 
 +
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: 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 attacks), Extended Reach (while the character's Claws are active, she may make melee attacks at a range equal to her [Power Level + Claws] yards).
+
Extras: None.
  
 
==CLONE==
 
==CLONE==
Rank: 3
+
Class: Beta
  
Cost: Varies
+
Cost: 1+ Verve
  
Dice Pool: Stamina + (Medicine) + Clone
+
Dice Pool: N/A
  
 
Action: Instant
 
Action: Instant
  
Range: Self
+
Range: (Power Level + Clone) yards
  
 
Area: N/A
 
Area: N/A
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Duration: One scene
 
Duration: One scene
  
Effect: The character creates one duplicate of herself for every success gained on the activation roll, at a cost of one Verve per clone; if the character elects not to spend a Verve for every success, the extra successes are lost. Each clone is an almost-identical copy of the originating character, with the same Attributes, Skills, powers, clothing and equipment, etc. However, the clones are not as powerful as the original character; each clone suffers a –1 penalty to all dice pools for each clone created, and each clone has a Power Level equal to the original character’s Power Level minus the number of clones created, to a minimum of 1.  For example, if a character with Power Level 6 created 5 clones in one action, each clone would suffer a –5 penalty to all dice pools and have a Power Level of 1 (note that, if a character uses multiple actions to create multiple clones of herself, these penalties are NOT cumulative).  In addition, a character’s clones do not possess the Clone power themselves.  Clones share no mental link with each other or with the originating character, and must communicate as normal.  A clone lasts until the end of the scene or until the originating character wills it out of existence.
+
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.)
  
Extras: None.
+
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.
 +
 
 +
Clones act on the same initiative, but may not act on the turn they are created.  
  
==CYBERKINESIS==
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The character may only have a number of clones at a time equal to twice her dots in Clone.
Rank: 3
 
  
Cost: Varies
+
This power is similar to the Duplicate power.  Players considering Clone for their character may wish to look over the Duplicate power as well.
  
Dice Pool: Varies
+
Extras:  
  
Action: Varies
+
Haste - The clones may act on the turn they are created.
  
Range: Varies
+
Hive Mind - The clones share thoughts and senses with the originating character.
  
Area: Varies
+
Robust - Each clone has health levels equal to their Stamina.
  
Duration: Varies
 
  
Effect: The character is able to manipulate computers and technology.  The character knows one of the following techniques for each dot in Cyberkinesis 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).
+
==CONDITIONING (Condition)==
  
Extras: None.
+
Class: Alpha
  
===ALTER DATA===
 
 
Cost: 1 Verve
 
Cost: 1 Verve
  
Dice Pool: Intelligence + (Computer) + Cyberkinesis
+
Dice Pool: Varies
  
Action: Extended
+
Action: Instant
  
Range: Touch
+
Range: (Power Level + Power) yards
  
 
Area: N/A
 
Area: N/A
  
Duration: Instant
+
Duration: Until Resolved
 
 
Effect: The character is able to alter, insert, or delete data on a computer disk.  As a rule of thumb, each success on the activation roll allows the character to alter one gigabyte of data; the Storyteller should use this to determine the number of successes necessary to complete any given task, and assign penalties to the activation roll depending on how well-protected the files are (for example, a typical home computer with no firewall would impose no penalty, while a corporate mainframe protected by multiple layers of encryption and intrusion countermeasures would impose a –5 penalty).  Using Alter Data is an extended action; the character may continue to roll and gain successes as long as she has sufficient time to do so.  Each roll takes one turn.
 
  
===CONTROL===
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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.
Cost: 1 Verve
 
  
Dice Pool: Manipulation + (Computer) + Cyberkinesis
+
If appropriate, a variation of this power "Tilting (Tilt)" can be taken for a given Tilt.
  
Action: Instant
+
==CYBERKINESIS==
 +
Class: Beta
  
Range: (Power Level + Cyberkinesis) x 5 yards
 
 
Area: N/A
 
 
Duration: Concentration
 
 
Effect: The character can take control of any device with mechanical, hydraulic, or electronic parts.  A single success is all that’s required for the character to control a given piece of technology; if another character wishes to take control away from the cyberkineticist, the opponent must make an appropriate contested roll (such as Strength + Drive, Dexterity + Drive, or Intelligence + Computer) and score more successes than the character scored on her initial activation roll.
 
 
===FOOL===
 
 
Cost: 1 Verve
 
Cost: 1 Verve
  
Dice Pool: Manipulation + (Computer) + Cyberkinesis
+
Dice Pool: Composure + (Computer) + Cyberkinesis
  
 
Action: Instant
 
Action: Instant
  
 
Range: (Power Level + Cyberkinesis) x 5 yards
 
Range: (Power Level + Cyberkinesis) x 5 yards
 
Area: N/A
 
  
 
Duration: Concentration
 
Duration: Concentration
  
Effect: The character can plant 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 –5Success 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.
+
Effect: The character is able to manipulate computers and technology. The character can take control of any device with mechanical, or electronic partsA single success is all that’s required for the character to control a given piece of technology; if another character wishes to take control away from the cyberkineticist, the opponent must make an appropriate contested roll (such as Strength + Drive, Dexterity + Drive, or Intelligence + Computer) and score more successes than the character scored on her initial activation roll.
  
===OVERLOAD===
+
While under the character's control the piece of technology can take any action it could logically take if a person who was trained in it's use was using it to do. If the character wishes to make an attack with the item, the base pool is Wits + Cyberkinesis. The Storyteller may well want to impose penalties due to the appropriateness of the item being used (generally it would have to at least be mobile, as this power doesn't make things fly that can't under their own power). Likewise the object's damage modifier, if any, is up to the ST.
Cost: 1 Verve
 
  
Dice Pool: Intelligence + (Computer) + Cyberkinesis
+
If the piece of technoligy requires power to function, the system in question must be powered on to use this power effectively. An activation roll of the power can be used to power up the device if it has access to a power source though (usually meaning it's plugged in), and without a roll.
  
Action: Instant
+
Cyberkinesis has an associated [[MTH:Power_Trees|Power Tree]].
  
Range: (Power Level + Cyberkinesis) x 5 yards
+
==DENSITY CONTROL==
 
+
Class: Beta
Area: N/A
 
 
 
Duration: Varies
 
  
Effect: The character is able to shut down mechanical and electronic devices.  On a successful activation roll, the target device 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.
 
 
===REPROGRAM===
 
 
Cost: 1 Verve
 
Cost: 1 Verve
  
Dice Pool: Intelligence + (Computer) + Cyberkinesis
+
Dice Pool: Stamina + (Survival) + Density Control
  
 
Action: Extended
 
Action: Extended
  
Range: Touch
+
Range: Self
  
 
Area: N/A
 
Area: N/A
  
Duration: Instant
+
Duration: One scene
 
 
Effect: The character is able to rewrite the code of a computer’s operating system or software, changing the way the software functions.  The Storyteller should determine how many successes are needed to effect any given change on a computer’s software, and impose a difficulty penalty based on the complexity of the software being rewritten; altering the OS of a typical desktop or laptop would impose no penalty, while attempting to reprogram a complex supercomputer or AI would impose a -5 penalty.  Using Reprogram is an extended action; the character may continue to roll and gain successes as long as she has sufficient time to do so.  Each roll takes one turn.
 
 
 
===WEBRIDER===
 
Cost: See below
 
  
Dice Pool: N/A
+
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.
  
Action: N/A
+
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.
  
Range: See below
+
==DISRUPT==
 
+
Class: Alpha
Area: N/A
 
 
 
Duration: Permanent
 
 
 
Effect: The character is able to project her consciousness into a computer network or the Internet, allowing her to exercise her other Cyberkinesis techniques on any computer or device she can reach through a network connection.  Using a Cyberkinesis technique in this manner increases the technique’s activation cost by one Verve.  The Storyteller may impose penalties on the character’s activation rolls based on the distance to the target device and the strength of the connection; for example, reprogramming a computer on the other side of a college campus through the university’s T1 network would probably impose no penalty at all, while trying to do the same to a computer on the other side of the world through a spotty 56k connection would impose a penalty of –5.
 
 
 
==DENSITY CONTROL==
 
Rank: 2
 
  
 
Cost: 1 Verve
 
Cost: 1 Verve
  
Dice Pool: Stamina + (Survival) + Density Control
+
Dice Pool: Intelligence + (Science) + Disrupt - target's Resolve, Stamina, or Composure
  
Action: Extended
+
Action: Instant
  
Range: Self
+
Range: Touch
  
 
Area: N/A
 
Area: N/A
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Duration: One scene
 
Duration: One scene
  
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.
+
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.  
 
 
* 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.
+
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.
  
Using Density Control is an extended action, and the character may roll and gain successes a number of times per scene up to his Stamina (including any bonus for Mega-Stamina).  Each roll takes one turn.  Returning to normal density is a reflexive action and does not require a Verve expenditure.
+
The resistance trait applied is whichever one is appropriate for the activation roll for the power (Stamina for physical attributed powers for example).
  
Extras: Full Control (character may both increase and decrease density).
+
Extras:  
  
 
==DOMINATION==
 
==DOMINATION==
Rank: 2
+
Class: Beta
  
 
Cost: 1 Verve
 
Cost: 1 Verve
  
Dice Pool: Manipulation + (Persuasion) + Domination vs. target's Resolve + Power Level
+
Dice Pool: Intelligence + (Persuasion) + Domination vs. target's Resolve + Power Level
  
 
Action: Contested; resistance is reflexive
 
Action: Contested; resistance is reflexive
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Duration: See below
 
Duration: See below
  
Effect: The character is able to control the minds of others.  In order to usethis power, the character must be able to communicate effectively with her victim, either vocally or through some other means (Telepathy, sign language etc.).  If the character wins the contested activation roll, she may issue a single command that the target must attempt to follow to the best of his ability. The command cannot be longer than 2-3 sentences, and it must be fairly simple: a single, straightforward task ("Purchase a shotgun at the local sporting goods store"), or a single prohibition ("Do not make eye contact with anyone"). Commands that are blatantly impossible ("Count all the grains of sand on this beach") or self-destructive ("Jump off the roof of this building") fail automatically. If the character wins the activation roll with an exceptional success, these requirements are waived; even self-destructive or impossible commands must be followed to the best of the target's ability, and the character may make her commands as long or complex as she desires. If the command takes longer than one minute to perform and is physically or mentally taxing (such as the aformentioned sand-counting command), the target may make a reflexive Resolve + Power Level roll every minute against the character's initial Domination activation roll to attempt to break control.  If following the command would result in direct harm to the target character or his allies, he may make this resistance roll every ''turn''.  So long as the character remains dominated, however, he will resist any attempts to prevent him from following his commands.  A dominated character remains dominated  
+
Effect: The character is able to control the minds of others.  In order to use this power, the character must be able to communicate effectively with her victim, either vocally or through some other means (Telepathy, sign language etc.).  Mind control works in stages. For each success on the activation roll over the resistance roll, the target may be subjected to one stage of the character's mind control, or freed from one stage of an opposing mind control, but subjecting a target to multiple stages at once costs 1 additional Verve per additional stage.
until his task is complete or he successfully breaks the mental control.
+
* Stage 1: The character may issue a single negative command (and don't even think about using double negatives!), such as "don't attack me" or "don't make eye contact with anyone", that the target must not defy, but the target is otherwise free to choose his actions.
 +
* Stage 2: The character may issue a single negative or positive command, such as "purchase a rifle at the local sporting goods store" or "stand perfectly still for one minute", that the target must follow to the best of his ability.
 +
Commands given at stages 1 and 2 cannot be longer than 10 words, cannot be blatantly impossible ("count all the grains of sand on this beach"), cannot pose any apparent danger to the target or his allies ("walk off this cliff"), and cannot end a conflict instantly ("go to the police station and turn yourself in").
 +
* Stage 3: As stage 2, except conflict-ending commands are allowed.
 +
* Stage 4: As stage 3, except impossible or dangerous commands are allowed.
 +
* Stage 5: As stage 4, except the command can be as long and complex as the character wants.
 +
A target can be subjected to any number of stages of mind control beyond 5 to increase the effect's duration.
 +
If the command takes longer than 10 minutes to perform, the target may make a reflexive Resolve roll each 10 minutes to free himself from one stage of mind control, possibly invalidating the command. If the command takes longer than one minute to perform and is physically or mentally taxing (such as the aforementioned sand-counting command), he may make this roll each minute instead.  If following the command would result in direct harm to the target character or his allies, he may make this roll each ''turn'' at the end of his turn instead.  So long as the character remains dominated, however, he will resist any attempts to prevent him from following his commands.  A dominated character remains dominated until his task is complete, until he successfully breaks all stages of mind control, or until the source of his domination issues a different command.
  
Extras: Telepathic Domination (the character need not be able to communicate effectively with her target in order to use Domination).
+
Extras:  
  
==DURABILITY==
+
Mind Blank - The target does not realize it was dominated even after the effect ends.
Rank: 2
 
  
Cost: --
+
Telepathic Domination - The character need not be able to communicate effectively with her target in order to use Domination.
  
Dice Pool: N/A
+
==ONEIROMANCY==
 +
Class: Alpha
  
Action: N/A
+
Cost: Varies
  
Range: Self
+
Dice Pool: Wits + Empathy + Oneiromancy
  
Area: N/A
+
Action: Varies
  
Duration: Permanent
+
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.)
  
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.
+
DurationScene
  
Extras: None.
+
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.
  
==ELEMENTAL ANIMA==
+
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.
Rank: 3
 
  
Cost: Varies
+
Oneiromancy has an associated [[MTH:Power_Trees|Power Tree]].
  
Dice Pool: Varies
+
==DUPLICATE==
  
Action: Varies
+
Class: Omega
  
Range: Varies
+
Cost: 1 Verve
  
Area: Varies
+
Dice Pool: N/A
  
Duration: Varies
+
Action: Instant
  
Effect: The character is able to control one specific “element,” chosen when this power is purchased.  The Storyteller is the final arbiter of what constitutes a viable “element” for this power; possible examples include the classical Aristotelian and Feng Shui elements (Fire, Air, Water, Wood, and Earth and Metal respectively), ice, electricity, light, darkness, and sound.  In order to use this power, the character must have a significant source of the element nearby, unless she has acquired the Elemental Mastery technique; it is up to the player and Storyteller to determine what constitutes "a significant source" and "nearby" for the character (some characters might require nothing more than a candle or a puddle somewhere in the character's line of sight, while others might require a lake or a roaring bonfire within a few dozen feet).  The character knows one of the following techniques for each dot in Elemental Anima she possesses; she may attempt to use a technique that she does not specifically know (with the exception of Elemental Mastery), but doing so increases the Verve cost of the technique by one and imposes a –1 penalty to the activation roll.
+
Range: Self
  
Extras: None.
+
Area: N/A
  
===ALTER TEMPERATURE===
+
Duration: Permanent (Until merged, see below)
Cost: 1 Verve
 
  
Dice Pool: Intelligence + (Science) + Elemental Anima
+
Effect: The character splits themselves into two identical people, at a cost of 1 Verve, and taking one turn.  Each is an identical copy of the originating character, with the same Attributes, Skills, powers (meaning the duplicates can duplicate), and clothing. Equipment important enough to have game traits will not be duplicated in this manner. 
 +
Duplicates share a Verve pool.  Multiple uses of or replenishment of Verve in the same turn do not stack.  Willpower is shared in the same fashion, and likewise does not stack for the purposes of replenishment or expenditure.  Essentially, the group is treated as one individual for the purposes of gaining or using Verve or Willpower. 
 +
Duplicates remain until reabsorbed, which also takes a turn and body contact.  Duplicates merging together take the average wounds of both, rounded up.
  
Action: Instant
+
Duplicates share no mental link with each other or with the originating character, and must communicate as normal (unless they possess additional powers which would allow otherwise).  Knowledge gained by one is shared by both upon merging. 
 +
This power has the side effect of allowing the character to train multiple traits at once.  One or more duplicates can train while one or more are otherwise active.  Duplicates share an experience pool, but spend the points individually.  Thus if one remains at home while the other travels, either may spend points on a trait increase while the other doesn’t, but only one would get the trait increase until the two merge again.  Should the more learned duplicate die before merging, the experience points are lost.
  
Range: (Power Level + Elemental Anima) x 5 yards
+
Duplicates act on the same initiative.  The character may have a number of bodies at a time equal to his dots in Duplicate + 1.
  
Area: (Power Level + Elemental Anima) yards
+
Note that this power is very similar to the power Clone.  Players considering this power for their character may also want to consider that power.
  
Duration: One scene
+
Extras: None
  
Effect: The character is able to change the ambient temperature of an area.  Each success on the activation roll allows the character to increase or decrease the temperature of an affected area by 10 degrees Celsius.
+
Weaknesses:  
  
===BLAST===
+
Shared Health - The group is treated as one individual for the purpose of taking damage.
Cost: N/A
 
  
Dice Pool: Dexterity + (Athletics) + Elemental Anima - target's Defense and armor
+
==DURABILITY==
 +
Class: Gamma
  
Action: Instant
+
Cost: --
 
 
Range: (Power Level + Elemental Anima) x 5 yards
 
 
 
Area: N/A
 
 
 
Duration: Instant
 
 
 
Effect: The character is able to lash out at her enemies with nonlethal force: smothering them in darkness, buffeting them with wind, hammering them with sonic shockwaves etc.  Each success on the activation roll deals inflicts one level of bashing damage on the target.
 
 
 
===ELEMENTAL MASTERY===
 
Cost: N/A
 
  
 
Dice Pool: N/A
 
Dice Pool: N/A
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Action: N/A
 
Action: N/A
  
Range: N/A
+
Range: Self
  
 
Area: N/A
 
Area: N/A
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Duration: Permanent
 
Duration: Permanent
  
Effect: The character is not only able to command her chosen element; she can also conjure it from thin airA character with this technique no longer requires a significant amount of her chosen element nearby in order to use her Elemental Anima power.
+
Effect: The character is incredibly resilient, able to take massive amounts of damage before showing signs of injuryEvery dot in Durability grants the character one additional health level.
  
===ENHANCE/DIMINISH===
+
Extras: None.
Cost: 1 Verve
 
  
Dice Pool: Intelligence + (Science) + Elemental Anima
+
==ELEMENTAL MASTERY==
 +
Class: Beta
  
Action: Instant
 
 
Range: (Power Level + Elemental Anima) x 5 yards
 
 
Area: (Power Level + Elemental Anima) yards
 
 
Duration: One scene
 
 
Effect: The character is able to increase or decrease the effect of her chosen element in a given area.  This manifests differently for different elements; energetic "elements" such as light, sound, or fire increase and decrease in intensity, while material elements such as earth, water, and air increase or decrease their density or pressure (though the volume of the element in question does not change accordingly).  Each success on the activation roll increases or decreases the element's presence in the affected area by 25%, or by two dice or damage levels in the case of damaging phenomena such as fire.  A character cannot use this power to enhance the effect of her own or another character's elemental powers, but she can ''diminish'' those powers; at the Storyteller's discretion, the character whose powers are being diminished may be allowed a Resolve + Power Level roll to resist.
 
 
===LETHAL BLAST===
 
 
Cost: 1 Verve
 
Cost: 1 Verve
  
Dice Pool: Dexterity + (Athletics) + Elemental Anima - target's Defense and armor
+
Dice Pool: Dexterity + Craft + Elemental Mastery
  
Action: Instant
+
Action: Instant or Extended
  
Range: (Power Level + Elemental Anima) x 5 yards
+
Range: (Power Level + Elemental Mastery) x 5 yards  
  
Area: N/A
+
Area: Varies
 
 
Duration: Instant
 
 
 
Effect: The character is able to lash out at her enemies with lethal force: shredding them with razor-sharp shards of ice, blasting them with fire or superheated air, rupturing organs with pulses of sonic energy, etc.  Each success on the activation roll deals inflicts one level of lethal damage on the target.
 
 
 
===PROPEL===
 
Cost: 1 Verve
 
  
Dice Pool: N/A
+
Duration: Scene
 
 
Action: Reflexive
 
 
 
Range: Self
 
 
 
Area: N/A
 
  
Duration: One scene
+
Effect: The character is able to control one specific “element,” chosen when this power is purchased.  The Storyteller is the final arbiter of what constitutes a viable “element” for this power; possible examples include the classical Aristotelian and Feng Shui elements (Fire, Air, Water, Wood, and Earth and Metal respectively), ice, electricity, light, darkness, and sound. As a guideline, assume an element must be physical and must be naturally occurring, at least some of the time.
  
Effect: The character is able to "ride" her chosen element, allowing her to move at considerable speed.  When using this method of movement, the character has a Speed equal to (Elemental Anima + 10) yards.  Naturally, the exact nature of this movement will vary from element to element; a character whose element is darkness might teleport from shadow to shadow, a character whose element is earth might ride waves of rock or levitating boulders, and a character whose element is fire might soar through the air on flaming wings.
+
In order to use this power, the character must have a significant source of the element nearby. It is up to the player and Storyteller to determine what constitutes "a significant source" for the action attempted.
  
===SHIELD===
+
The character cannot manipulate the element if it is part of a living being.
Cost: 1 Verve
 
  
Dice Pool: Wits  + (Survival) + Elemental Anima
+
The basic use of this power allows the character to craft the element without tools and without damaging themselves. Even if the shape the character wishes to leave the element in is unnatural for it the element will remain in that shape until the end of the scene, when normal physics takes over. By spending additional Verve the object may be able to persist. If the character spends a point of Verve at the beginning of each new scene the created item will continue. Normal crafting rules otherwise govern whatever the character is making, except that they use the die pool above.
  
Action: Instant
+
The character may give their creation up to (Power Level) Durability.
  
Range: Self
+
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.
  
Area: N/A
+
Elemental Mastery has a rather large [[MTH:Power_Trees|Power Tree]] associated with it.
  
Duration: One scene
+
Weakness:
  
Effect: The character calls her chosen element to her, forming it into a protective shield. Each success on the activation roll increases the character's armor by +1/+1.
+
Narrow Purview - The character can only effect a subset of one of the typical elements (gold or glass instead of earth, saltwater or blood instead of water, etc.) and cannot have Elemental Instantiation (because otherwise this isn't much of a weakness).
  
 
==EMPATHIC MANIPULATION==
 
==EMPATHIC MANIPULATION==
Rank: 2
+
Empathic manipulation was removed as it essentially duplicates several Mega Skills and Mega Attributes for a cheaper cost.
 
 
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.
 
 
 
Extras: Multiple Emotions (the character is able to affect multiple emotions at a time, one for every dot in Empathic Manipulation he has).
 
  
 
==ENERGY LEECH==
 
==ENERGY LEECH==
Rank: 2
+
Class: Beta
  
 
Cost: N/A
 
Cost: N/A
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Duration: Instant
 
Duration: Instant
  
Effect: The character is able to draw energy from other characters in order to fuel her own abilities.  Each success on the activation roll reduces the target's Verve (or the equivalent, IE Essence, Vitae, Mana etc.) total by one, and increases the character's Verve total by one; the character may not increase her Verve total above its allowed maximum in this manner.  If the target character has no Verve remaining, each success on the activation roll instead reduces the character's Willpower point total by one; if the character has no Verve and no Willpower points remaining, each success on the activation roll deals one level of lethal damage to the target.
+
Effect: The character is able to draw energy from other characters in order to fuel her own abilities.  Each success on the activation roll reduces the target's Verve* total by one, and increases the character's Verve total by one; the character may not increase her Verve total above its allowed maximum in this manner.  If the target character has no Verve remaining, each success on the activation roll instead reduces the character's Willpower point total by one; if the character has no Verve and no Willpower points remaining, each success on the activation roll deals one level of lethal damage to the target.
  
Extras: Selective (the character may elect to drain Willpower from a target who still has Verve remaining, or to deal lethal damage to a target who has both Verve and Willpower remaining).
+
Variant: The character may be able to drain a different fuel stat, such as Mana or Essence, either converting it to Verve or holding it in the same state.
  
==ENTROPY CONTROL==
+
Extras: None
Rank: 3
 
  
Cost: Varies
+
==EXTRA LIMBS==
 +
Class: Alpha
  
Dice Pool: Varies
+
Cost: N/A
  
Action: Varies
+
Dice Pool: N/A
  
Range: Varies
+
Action: N/A
  
Area: Varies
+
Range: Self
  
Duration: Varies
+
Area: N/A
  
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.
+
Duration: Permanent
  
Extras: None.
+
Effect: The character possesses more than the standard human complement of dexterous appendages: two added for every dot he has in this power.  Whenever this character attempts to grapple an opponent, he may add a number of dice to his dice pool equal to the number of dots he possesses in Extra Arms.
  
===BIOENTROPY STORM===
+
He may also attempt to grapple multiple opponents at once, to a maximum of one opponent for every dot in Extra Arms the character possesses; the character suffers a cumulative -1 penalty to all grappling rolls for each additional opponent grappled after the first.  The character may still only make one attack per turn in combat (unless Merits such as Fighting Style: Boxing or Fighting Style: Kung Fu are purchased). 
Cost: Varies
 
  
Dice Pool: Intelligence + (Medicine) + Entropy Control vs. targets’ Stamina + Power Level
+
Furthermore, if the character is able to hold multiple automatic weapons and elects to fire a burst as his attack, he may elect to fire all of the guns at once and allocate the bullets fired between each weapon.
  
Action: Contested; resistance is reflexive
+
Out of combat, of course, there are a great many benefits to having more than the standard number of hands; the Storyteller is the final arbiter as to what effect this has in-game, but as a general rule, the character should not be able to perform more tasks at once than his Wits or Intelligence (whichever is lower), and only if the tasks are not particularly mentally taxing.
  
Range: (Power Level + Entropy Control) x 5 yards
+
Note: In this game, there are many ways to increase your chance of escaping a grapple or bypass a grapple entirely, while the grappler relies on Strength alone to prevent escape. Storytellers should consider giving characters with this power higher effective Strength for the purpose of holding a grapple.
  
Area: (Power Level + Entropy Control) yards
+
Extras:  
  
Duration: Instant
+
Coordinated - As part of an all-out attack using Brawl, the character may add his Extra Arms dots to his dice pool.
  
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 creature (plant or animal) 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 attempt to resist by rolling its Stamina + Power Level as a reflexive action; if the target wins the contested roll, it suffers no damage at all from the power.
+
Weakness
  
===BREAKDOWN===
+
Indiscrete - The appendages may not be hidden or unmade when not in use. Otherwise assume they have some convenient means of being hidden.
Cost: 1 Verve
 
  
Dice Pool: Intelligence + (Crafts) + Entropy Control
+
==FLIGHT==
 +
Class: Beta
  
Action: Instant
+
Cost: None
  
Range: (Power Level + Entropy Control) x 5 yards
+
Dice Pool: N/A
  
Area: N/A
+
Action: Reflexive
 
 
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 SHIELD===
 
Cost: 1 Verve
 
 
 
Dice Pool: Stamina + (Science) + Entropy Control
 
 
 
Action: Extended
 
  
 
Range: Self
 
Range: Self
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Duration: One scene
 
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, etcEach success gained on the activation roll imposes a –1 penalty to any physical or energy-based that targets the characterUsing Entropic Shield is an extended action, and the character may roll and gain successes a number of times per scene up to his Stamina (including any bonus for Mega-Stamina).  Each roll takes one turn.
+
Effect: The character is able to soar through the airShe gains a flying Speed equal to her (Flight x 10)Flight normally requires no dice rolls; however, the Storyteller may require Dexterity + Athletics + Flight rolls in order to successfully perform aerial acrobatics or other stunts.
 
 
===PROBABILITY CORRUPTION===
 
Cost: 1 Verve
 
  
Dice Pool: Wits + (Science) + Entropy Control
+
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.
  
Action: Instant
+
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.
  
Range: (Power Level + Entropy Control) x 5 yards
+
Extras:  
  
Area: N/A
+
Gravitic Grounding - The character's flight method circumvents physics to some degree. They can use Strength in place of Flight for lifting or attacking.
  
Duration: See below
+
Weakness:
  
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.
+
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.
  
==FLIGHT==
+
==FORCE STRIKE==
Rank: 2
+
Class: Alpha
  
Cost: 1 Verve
+
Cost: 0
  
Dice Pool: N/A
+
Dice Pool: Strength + Brawl
  
Action: Reflexive
+
Action: Instant
  
Range: Self
+
Range: Melee
  
 
Area: N/A
 
Area: N/A
  
Duration: One scene
+
Duration: Instant
 
 
Effect: The character is able to soar through the air.  She gains a flying Speed equal to her Flight + 10.  Flight normally requires no dice rolls; however, the Storyteller may require Dexterity + Athletics + Flight rolls in order to successfully perform aerial acrobatics or other stunts.
 
 
 
Extras: Effortless (the power’s Duration is increased to Permanent, and the character may activate it without spending any Verve).
 
 
 
==FORCE BOLT==
 
Rank: 2
 
 
 
Cost: Varies
 
 
 
Dice Pool: Dexterity + (Athletics) + Force Bolt – target’s armor
 
  
Action: 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.
  
Range: (Power Level + Force Bolt) x 5 yards
+
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.
 +
 +
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.
  
Area: N/A
+
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.
  
Duration: Instant
+
Force Strike has an associated [[MTH:Power_Trees|Power Tree]].
 
 
Effect: The character blasts a target with a specific type of energy, which must be selected when the power is purchased.  Examples include plasma blasts, fireballs, lightning bolts, laser beams, telekinetic bullets, or simply generic "energy blasts" with no other defining characteristics.  A character’s Force Bolt may deal either bashing or lethal damage, but not both; the type of damage dealt must be determined when the power is purchased.  Force Bolts that deal bashing damage have no Verve cost, while Force Bolts that deal lethal damage cost one Verve to use.  In either case, the power’s activation roll counts as the attack roll, and the target’s Defense and armor (if any) apply.
 
 
 
Extras: Extra Energy Type (the character’s Force Bolt may manifest as one additional form of energy), Rapid/Continuous Fire (for one additional Verve, the character’s Force Bolt may be fired as an automatic weapon), Supercharge (for one additional Verve, each success on the activation roll deals two levels of bashing or lethal damage, as appropriate; the character also takes one level of bashing damage himself as the energy output wracks his body), Variable Power Level (the character’s Force Bolt is capable of dealing both bashing and lethal damage, and the character may choose which type of damage to deal for each attack).
 
  
 
==FORCE FIELD==
 
==FORCE FIELD==
Rank: 2
+
Class: Alpha
  
 
Cost: 1 Verve
 
Cost: 1 Verve
  
Dice Pool: Stamina + (Survival) + Force Field
+
Dice Pool: N/A
  
Action: Extended
+
Action: Reflexive
  
 
Range: Self
 
Range: Self
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Area: N/A
 
Area: N/A
  
Duration: One scene
+
Duration: Scene
 
 
Effect: The character projects a field of energy that protects him from harm.  Each success gained on the activation roll imposes a –1 penalty to any physical or energy-based attack that targets the character.  Using Force Field is an extended action, and the character may roll and gain successes a number of times per scene up to his Stamina (including any bonus for Mega-Stamina).  Each roll takes one turn.
 
  
Extras: Bulletproof (the character’s force field downgrades lethal damage from Firearms attacks to bashing damage), Force Wall (the character is able to project his force field outward from his body a distance of [Force Field x 3] yards, covering an area of up to [Force Field x 4] square yards), Mental Shield (the character’s force field also protects him from psychic attacks).
+
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.  
  
==GRAVITY CONTROL==
+
Extras:  
Rank: 3
 
  
Cost: Varies
+
Versatile - The character's Force Field may absorb damage from an additional damage category.
  
Dice Pool: Varies
+
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.
  
Action: Varies
+
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.
  
Range: Varies
+
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.
  
Area: Varies
+
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. 
  
Duration: Varies
+
Weaknesses:
  
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).
+
Ablative - Each level of damage absorbed by this power reduces the field's effectiveness by one until it is activated again.
  
Extras: None.
+
Specialized - The character's Force Field may absorb damage from only one damage category.
 
===GRAVITIC BLAST===
 
Cost: Varies
 
  
Dice Pool: Dexterity + (Athletics) + Gravity Control – target’s Defense (not armor)
+
==GRAVITY CONTROL==
 
+
Class: Beta
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.  It costs one Verve to activate a Gravitic Blast that deals bashing damage; a lethal blast costs two Verve to activate.
 
 
===GRAVITATIONAL FIELD===
 
 
Cost: 1 Verve
 
Cost: 1 Verve
  
Line 662: Line 557:
 
Duration: Concentration
 
Duration: Concentration
  
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 (say, 5g or greater) may also be capable of pinning opponents to the ground, or inflicting bashing (9g) or even lethal damage (15+g) through crushing, and objects can be made so heavy that they collapse under their own weight (15+g).  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 upwards until they leave the field.  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 Stamina (including any bonus for Mega-Stamina).  Each roll takes one turn.
+
Effect: The character is able to manipulate gravitational forces.  
 
 
===GRAVITIC FLIGHT===
 
Cost: 1 Verve
 
 
 
Dice Pool: N/A
 
 
 
Action: Reflexive
 
 
 
Range: Self
 
 
 
Area: N/A
 
 
 
Duration: One scene
 
 
 
Effect: The character is able to reduce her own gravity, allowing her to fly.  She gains a flying Speed of Gravity Control + 10.  Gravitic Flight normally requires no dice rolls; however, the Storyteller may require Dexterity + Athletics + Gravity Control rolls in order to successfully perform aerial acrobatics or other stunts.
 
 
 
===GRAVITIC SHIELD===
 
Cost: 1 Verve
 
 
 
Dice Pool: N/A
 
 
 
Action: Instant
 
 
 
Range: Self
 
  
Area: N/A
+
Each success on the activation roll allows the character to either increase the gravity of the affected area.  As 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.
  
Duration: One Scene
+
When falling, add the number of successes rolled to the distance fallen in yards for the purposes of damage.
  
Effect: Waves of negative gravity project outward from the character’s body, repulsing and deflecting attacks.  Each dot in Gravity Control the character has imposes a –1 penalty on all physical attacks directed against her while the Gravitic Shield is active.  Energy-based attacks (and damage from energy sources such as fire or electricity) are unaffected.
+
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.
  
===GRAVITOKINESIS===
+
When falling, subtract the number of successes rolled to the distance fallen in yards for the purposes of damage.
Cost: 1 Verve
 
  
Dice Pool: Dexterity + (Athletics) + Gravity Control
+
These Strength adjustments effect combat, athletics effects, and secondary stats as usual.
 
 
Action: Instant
 
 
 
Range: (Power Level + Gravity Control) x 5 yards
 
 
 
Area: N/A
 
  
Duration: Instant
+
Gravity Control can work as a rational for several other powers, such as flight and telekinesis.
  
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.
+
Gravity Control has an associated [[MTH:Power_Trees|Power Tree]].
  
 
==HEALING==
 
==HEALING==
Rank: 2
+
Class: Gamma
  
 
Cost: Varies
 
Cost: Varies
Line 724: Line 588:
 
Duration: Instant
 
Duration: Instant
  
Effect: This power has three main uses: to treat injury, to treat disease, and to purge poisons or toxins.  In each case, the character must spend one Verve per success in order to gain these effects; if the character has insufficient Verve or chooses not to spend it, any excess successes are wasted.  If used to treat injury, each success on the activation roll allows the character or her patient to heal one level of lethal damage or two levels of bashing damage, to turn two levels of lethal damage into bashing damage, or to turn one level of aggravated damage into lethal damage.  This power may also be used to regenerate ruined organs or severed limbs, but doing so requires the expenditure of a Willpower point.  If used to treat disease, the character or her patient may immediately make an additional Stamina + Resolve roll to try and fight off the disease, with a number of bonus dice equal to the number of successes gained on the Healing activation roll.  If used to purge poisons or toxins, the toxin or poison is successfully neutralized if a number of successes are gained on the Healing activation roll in excess of the substance’s toxicity rating.  Using Healing is an extended action, and the character may roll and gain successes a number of times per scene up to her Stamina (including any bonus for Mega-Stamina).  Each roll takes one turn.
+
Effect: This power has three main uses: to treat injury, to treat disease, and to purge poisons or toxins.  In each case, the character must spend one Verve per success in order to gain these effects; if the character has insufficient Verve or chooses not to spend it, any excess successes are wasted.   
  
Extras: Efficient (the character need only spend one Verve per roll to gain the full benefit from Healing, not one Verve per success).
+
If used to treat injury, each success on the activation roll allows the character or her patient to heal one level of bashing damage, or downgrade one level of higher damage.
  
==HYPERMOVEMENT==
+
This power may also be used to regenerate ruined organs or severed limbs, but doing so requires 5 successes per body part and a week of rest for the patient. 
Rank: 2
 
  
Cost: 1 Verve
+
If used to treat disease, the character or her patient may immediately make an additional Stamina + Resolve roll to try and fight off the disease, with a number of bonus dice equal to the number of successes gained on the Healing activation roll. 
  
Dice Pool: N/A
+
If used to purge poisons or toxins, the poison or toxin is successfully neutralized if a number of successes are gained on the Healing activation roll in excess of the substance’s toxicity rating. 
 
 
Action: Reflexive
 
 
 
Range: Self
 
 
 
Area: N/A
 
  
Duration: One turn
+
Using Healing is an extended action. The character may choose to continue healing next turn, adding her successes together, up to the number of dice in her unmodified pool. This power only takes effect and costs Verve when the character decides to stop rolling, and the character may roll a number of times up to her effective Stamina. Each roll takes one turn.
  
Effect: The character is capable of moving at incredibly fast speeds.  When Hypermovement is activated, the character’s Speed is multiplied by the number of dots she has in Hypermovement, plus one; IE a character with Hypermovement 1 doubles her Speed, a character with Hypermovement 2 triples it etc.  In addition, while Hypermovement is active, all attacks directed against the character suffer a –1 penalty for every dot in Hypermovement the character possesses, and the character adds her Hypermovement rating to her Initiative.  Hypermovement applies to any form of Speed the character has (running, flying, swimming etc.).  Note that, because of the character’s enhanced speed, she may be able to perform certain physical tasks at an accelerated rate; the Storyteller is the final arbiter of what a character with Hypermovement is capable of doing, and how fast the character is capable of doing it.
+
By spending 1 Verve before rolling, the character can extend the range of this power to (Power Level + Healing) x 5 yards, taking a -1 penalty to the activation roll per 5 yards.
  
Extras: Hyperspeed Attack (when Hypermovement is active, the character may add her dots in Hypermovement as bonus dice to any attack roll, and she may move, attack, and move again in the same turn, so long as she does not move a distance greater than her current Speed during the turn).
+
Extras:  
  
 +
Efficient - The character need only spend one Verve per roll before rolling to gain the full benefit from Healing, not one Verve per success after rolling. Healing organs does not require the week long rest period.
  
 
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Latest revision as of 00:03, 1 July 2023

ACID BLOOD[edit]

Class: Alpha

Cost: --

Dice Pool: N/A

Range: 1 yard

Area: N/A

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.

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[edit]

Class: Beta

Cost: 1 Verve

Dice Pool: Dexterity + (Brawl) + Afflict – (Power Level + armor)

Action: Instant

Range: Touch

Area: N/A

Duration: (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.

Extras: Distance - The Range increment becomes (Power Level x 5) yards

ARMOR[edit]

Class: Beta

Cost: N/A

Dice Pool: N/A

Action: N/A

Range: Self

Area: N/A

Duration: Permanent

Effect: The character is covered in layers of chitin or scales, or his flesh is simply incredibly resistant to damage. When damaged, each dot in Armor downgrades one level of damage one category.

If the player wishes to be able to switch Armor on or off at the start of the character's turn, this can be arranged, but he always starts a scene with Armor off, making him vulnerable to surprise attacks.

Extras:

Bulletproof - The character's armor reduces damage levels as opposed to downgrading them.

Alternate Rule: In more lethal chronicles, the Storyteller may decide the Bulletproof extra adds the character's dots in Armor to his armor stat, in addition to downgrading damage but instead of reducing damage. If the player wants this power to reduce damage, that's an extra named Impervious and counts as two extras.

Weaknesses:

Bypass - This power does not apply to one category of damage (physical, mental, energy or magic) which must be relatively common.

BANISHMENT[edit]

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[edit]

Class: Beta

Cost: 1 Verve

Dice Pool: N/A

Action: Simple (takes an action to perform)

Range: Self

Area: N/A

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.

Extras:

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.

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.

Weaknesses:

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[edit]

Class: Alpha

Cost: 0 Verve

Dice Pool: N/A

Action: Reflexive

Range: Self

Area: N/A

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.

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.

CLONE[edit]

Class: Beta

Cost: 1+ Verve

Dice Pool: N/A

Action: Instant

Range: (Power Level + Clone) yards

Area: N/A

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.)

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.

Clones act on the same initiative, but may not act on the turn they are created.

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:

Haste - The clones may act on the turn they are created.

Hive Mind - The clones share thoughts and senses with the originating character.

Robust - Each clone has health levels equal to their Stamina.


CONDITIONING (Condition)[edit]

Class: Alpha

Cost: 1 Verve

Dice Pool: Varies

Action: Instant

Range: (Power Level + Power) yards

Area: N/A

Duration: Until Resolved

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.

If appropriate, a variation of this power "Tilting (Tilt)" can be taken for a given Tilt.

CYBERKINESIS[edit]

Class: Beta

Cost: 1 Verve

Dice Pool: Composure + (Computer) + Cyberkinesis

Action: Instant

Range: (Power Level + Cyberkinesis) x 5 yards

Duration: Concentration

Effect: The character is able to manipulate computers and technology. The character can take control of any device with mechanical, or electronic parts. A single success is all that’s required for the character to control a given piece of technology; if another character wishes to take control away from the cyberkineticist, the opponent must make an appropriate contested roll (such as Strength + Drive, Dexterity + Drive, or Intelligence + Computer) and score more successes than the character scored on her initial activation roll.

While under the character's control the piece of technology can take any action it could logically take if a person who was trained in it's use was using it to do. If the character wishes to make an attack with the item, the base pool is Wits + Cyberkinesis. The Storyteller may well want to impose penalties due to the appropriateness of the item being used (generally it would have to at least be mobile, as this power doesn't make things fly that can't under their own power). Likewise the object's damage modifier, if any, is up to the ST.

If the piece of technoligy requires power to function, the system in question must be powered on to use this power effectively. An activation roll of the power can be used to power up the device if it has access to a power source though (usually meaning it's plugged in), and without a roll.

Cyberkinesis has an associated Power Tree.

DENSITY CONTROL[edit]

Class: Beta

Cost: 1 Verve

Dice Pool: Stamina + (Survival) + Density Control

Action: Extended

Range: Self

Area: N/A

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.

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.

DISRUPT[edit]

Class: Alpha

Cost: 1 Verve

Dice Pool: Intelligence + (Science) + Disrupt - target's Resolve, Stamina, or Composure

Action: Instant

Range: Touch

Area: N/A

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.

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).

Extras:

DOMINATION[edit]

Class: Beta

Cost: 1 Verve

Dice Pool: Intelligence + (Persuasion) + Domination vs. target's Resolve + Power Level

Action: Contested; resistance is reflexive

Range: (Power Level + Domination) x 5 yards

Area: N/A

Duration: See below

Effect: The character is able to control the minds of others. In order to use this power, the character must be able to communicate effectively with her victim, either vocally or through some other means (Telepathy, sign language etc.). Mind control works in stages. For each success on the activation roll over the resistance roll, the target may be subjected to one stage of the character's mind control, or freed from one stage of an opposing mind control, but subjecting a target to multiple stages at once costs 1 additional Verve per additional stage.

  • Stage 1: The character may issue a single negative command (and don't even think about using double negatives!), such as "don't attack me" or "don't make eye contact with anyone", that the target must not defy, but the target is otherwise free to choose his actions.
  • Stage 2: The character may issue a single negative or positive command, such as "purchase a rifle at the local sporting goods store" or "stand perfectly still for one minute", that the target must follow to the best of his ability.

Commands given at stages 1 and 2 cannot be longer than 10 words, cannot be blatantly impossible ("count all the grains of sand on this beach"), cannot pose any apparent danger to the target or his allies ("walk off this cliff"), and cannot end a conflict instantly ("go to the police station and turn yourself in").

  • Stage 3: As stage 2, except conflict-ending commands are allowed.
  • Stage 4: As stage 3, except impossible or dangerous commands are allowed.
  • Stage 5: As stage 4, except the command can be as long and complex as the character wants.

A target can be subjected to any number of stages of mind control beyond 5 to increase the effect's duration. If the command takes longer than 10 minutes to perform, the target may make a reflexive Resolve roll each 10 minutes to free himself from one stage of mind control, possibly invalidating the command. If the command takes longer than one minute to perform and is physically or mentally taxing (such as the aforementioned sand-counting command), he may make this roll each minute instead. If following the command would result in direct harm to the target character or his allies, he may make this roll each turn at the end of his turn instead. So long as the character remains dominated, however, he will resist any attempts to prevent him from following his commands. A dominated character remains dominated until his task is complete, until he successfully breaks all stages of mind control, or until the source of his domination issues a different command.

Extras:

Mind Blank - The target does not realize it was dominated even after the effect ends.

Telepathic Domination - The character need not be able to communicate effectively with her target in order to use Domination.

ONEIROMANCY[edit]

Class: Alpha

Cost: Varies

Dice Pool: Wits + Empathy + Oneiromancy

Action: Varies

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.)

Duration: Scene

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.

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.

Oneiromancy has an associated Power Tree.

DUPLICATE[edit]

Class: Omega

Cost: 1 Verve

Dice Pool: N/A

Action: Instant

Range: Self

Area: N/A

Duration: Permanent (Until merged, see below)

Effect: The character splits themselves into two identical people, at a cost of 1 Verve, and taking one turn. Each is an identical copy of the originating character, with the same Attributes, Skills, powers (meaning the duplicates can duplicate), and clothing. Equipment important enough to have game traits will not be duplicated in this manner. Duplicates share a Verve pool. Multiple uses of or replenishment of Verve in the same turn do not stack. Willpower is shared in the same fashion, and likewise does not stack for the purposes of replenishment or expenditure. Essentially, the group is treated as one individual for the purposes of gaining or using Verve or Willpower. Duplicates remain until reabsorbed, which also takes a turn and body contact. Duplicates merging together take the average wounds of both, rounded up.

Duplicates share no mental link with each other or with the originating character, and must communicate as normal (unless they possess additional powers which would allow otherwise). Knowledge gained by one is shared by both upon merging. This power has the side effect of allowing the character to train multiple traits at once. One or more duplicates can train while one or more are otherwise active. Duplicates share an experience pool, but spend the points individually. Thus if one remains at home while the other travels, either may spend points on a trait increase while the other doesn’t, but only one would get the trait increase until the two merge again. Should the more learned duplicate die before merging, the experience points are lost.

Duplicates act on the same initiative. The character may have a number of bodies at a time equal to his dots in Duplicate + 1.

Note that this power is very similar to the power Clone. Players considering this power for their character may also want to consider that power.

Extras: None

Weaknesses:

Shared Health - The group is treated as one individual for the purpose of taking damage.

DURABILITY[edit]

Class: Gamma

Cost: --

Dice Pool: N/A

Action: N/A

Range: Self

Area: N/A

Duration: Permanent

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.

Extras: None.

ELEMENTAL MASTERY[edit]

Class: Beta

Cost: 1 Verve

Dice Pool: Dexterity + Craft + Elemental Mastery

Action: Instant or Extended

Range: (Power Level + Elemental Mastery) x 5 yards

Area: Varies

Duration: Scene

Effect: The character is able to control one specific “element,” chosen when this power is purchased. The Storyteller is the final arbiter of what constitutes a viable “element” for this power; possible examples include the classical Aristotelian and Feng Shui elements (Fire, Air, Water, Wood, and Earth and Metal respectively), ice, electricity, light, darkness, and sound. As a guideline, assume an element must be physical and must be naturally occurring, at least some of the time.

In order to use this power, the character must have a significant source of the element nearby. It is up to the player and Storyteller to determine what constitutes "a significant source" for the action attempted.

The character cannot manipulate the element if it is part of a living being.

The basic use of this power allows the character to craft the element without tools and without damaging themselves. Even if the shape the character wishes to leave the element in is unnatural for it the element will remain in that shape until the end of the scene, when normal physics takes over. By spending additional Verve the object may be able to persist. If the character spends a point of Verve at the beginning of each new scene the created item will continue. Normal crafting rules otherwise govern whatever the character is making, except that they use the die pool above.

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.

Elemental Mastery has a rather large Power Tree associated with it.

Weakness:

Narrow Purview - The character can only effect a subset of one of the typical elements (gold or glass instead of earth, saltwater or blood instead of water, etc.) and cannot have Elemental Instantiation (because otherwise this isn't much of a weakness).

EMPATHIC MANIPULATION[edit]

Empathic manipulation was removed as it essentially duplicates several Mega Skills and Mega Attributes for a cheaper cost.

ENERGY LEECH[edit]

Class: Beta

Cost: N/A

Dice Pool: Stamina + (Survival) + Energy Leech - target's Stamina

Action: Instant

Range: Touch

Area: N/A

Duration: Instant

Effect: The character is able to draw energy from other characters in order to fuel her own abilities. Each success on the activation roll reduces the target's Verve* total by one, and increases the character's Verve total by one; the character may not increase her Verve total above its allowed maximum in this manner. If the target character has no Verve remaining, each success on the activation roll instead reduces the character's Willpower point total by one; if the character has no Verve and no Willpower points remaining, each success on the activation roll deals one level of lethal damage to the target.

Variant: The character may be able to drain a different fuel stat, such as Mana or Essence, either converting it to Verve or holding it in the same state.

Extras: None

EXTRA LIMBS[edit]

Class: Alpha

Cost: N/A

Dice Pool: N/A

Action: N/A

Range: Self

Area: N/A

Duration: Permanent

Effect: The character possesses more than the standard human complement of dexterous appendages: two added for every dot he has in this power. Whenever this character attempts to grapple an opponent, he may add a number of dice to his dice pool equal to the number of dots he possesses in Extra Arms.

He may also attempt to grapple multiple opponents at once, to a maximum of one opponent for every dot in Extra Arms the character possesses; the character suffers a cumulative -1 penalty to all grappling rolls for each additional opponent grappled after the first. The character may still only make one attack per turn in combat (unless Merits such as Fighting Style: Boxing or Fighting Style: Kung Fu are purchased).

Furthermore, if the character is able to hold multiple automatic weapons and elects to fire a burst as his attack, he may elect to fire all of the guns at once and allocate the bullets fired between each weapon.

Out of combat, of course, there are a great many benefits to having more than the standard number of hands; the Storyteller is the final arbiter as to what effect this has in-game, but as a general rule, the character should not be able to perform more tasks at once than his Wits or Intelligence (whichever is lower), and only if the tasks are not particularly mentally taxing.

Note: In this game, there are many ways to increase your chance of escaping a grapple or bypass a grapple entirely, while the grappler relies on Strength alone to prevent escape. Storytellers should consider giving characters with this power higher effective Strength for the purpose of holding a grapple.

Extras:

Coordinated - As part of an all-out attack using Brawl, the character may add his Extra Arms dots to his dice pool.

Weakness

Indiscrete - The appendages may not be hidden or unmade when not in use. Otherwise assume they have some convenient means of being hidden.

FLIGHT[edit]

Class: Beta

Cost: None

Dice Pool: N/A

Action: Reflexive

Range: Self

Area: N/A

Duration: One scene

Effect: The character is able to soar through the air. She gains a flying Speed equal to her (Flight x 10). Flight normally requires no dice rolls; however, the Storyteller may require Dexterity + Athletics + Flight rolls in order to successfully perform aerial acrobatics or other stunts.

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.

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.

Weakness:

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 STRIKE[edit]

Class: Alpha

Cost: 0

Dice Pool: Strength + Brawl

Action: Instant

Range: Melee

Area: N/A

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.

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.

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.

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.

Force Strike has an associated Power Tree.

FORCE FIELD[edit]

Class: Alpha

Cost: 1 Verve

Dice Pool: N/A

Action: Reflexive

Range: Self

Area: N/A

Duration: Scene

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.

Extras:

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.

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.

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.

Weaknesses:

Ablative - 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.

GRAVITY CONTROL[edit]

Class: Beta

Cost: 1 Verve

Dice Pool: Intelligence + (Science) + Gravity Control

Action: Extended

Range: (Power Level + Gravity Control) x 5 yards

Area: (Power Level + Gravity Control) yards

Duration: Concentration

Effect: The character is able to manipulate gravitational forces.

Each success on the activation roll allows the character to either increase the gravity of the affected area. As 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.

When falling, add the number of successes rolled to the distance fallen in yards for the purposes of damage.

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.

When falling, subtract the number of successes rolled to the distance fallen in yards for the purposes of damage.

These Strength adjustments effect combat, athletics effects, and secondary stats as usual.

Gravity Control can work as a rational for several other powers, such as flight and telekinesis.

Gravity Control has an associated Power Tree.

HEALING[edit]

Class: Gamma

Cost: Varies

Dice Pool: Intelligence + (Medicine) + Healing

Action: Extended

Range: Touch

Area: N/A

Duration: Instant

Effect: This power has three main uses: to treat injury, to treat disease, and to purge poisons or toxins. In each case, the character must spend one Verve per success in order to gain these effects; if the character has insufficient Verve or chooses not to spend it, any excess successes are wasted.

If used to treat injury, each success on the activation roll allows the character or her patient to heal one level of bashing damage, or downgrade one level of higher damage.

This power may also be used to regenerate ruined organs or severed limbs, but doing so requires 5 successes per body part and a week of rest for the patient.

If used to treat disease, the character or her patient may immediately make an additional Stamina + Resolve roll to try and fight off the disease, with a number of bonus dice equal to the number of successes gained on the Healing activation roll.

If used to purge poisons or toxins, the poison or toxin is successfully neutralized if a number of successes are gained on the Healing activation roll in excess of the substance’s toxicity rating.

Using Healing is an extended action. The character may choose to continue healing next turn, adding her successes together, up to the number of dice in her unmodified pool. This power only takes effect and costs Verve when the character decides to stop rolling, and the character may roll a number of times up to her effective Stamina. Each roll takes one turn.

By spending 1 Verve before rolling, the character can extend the range of this power to (Power Level + Healing) x 5 yards, taking a -1 penalty to the activation roll per 5 yards.

Extras:

Efficient - The character need only spend one Verve per roll before rolling to gain the full benefit from Healing, not one Verve per success after rolling. Healing organs does not require the week long rest period.