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

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Effect: The character is able to temporarily increase one of his Attributes, selected when the power is bought.  When this power is activated, the character gains one dot in the selected Attribute for every dot he has in Boost.  This is a direct increase to the Attribute in question, and as such may affect the character’s derived stats (such as Speed or Willpower).  A character is allowed to benefit from only one use of Boost for a given Attribute at a time; for example, a character with Boost (Strength) 3 would not be able to activate it twice per scene to gain +6 Strength.
 
Effect: The character is able to temporarily increase one of his Attributes, selected when the power is bought.  When this power is activated, the character gains one dot in the selected Attribute for every dot he has in Boost.  This is a direct increase to the Attribute in question, and as such may affect the character’s derived stats (such as Speed or Willpower).  A character is allowed to benefit from only one use of Boost for a given Attribute at a time; for example, a character with Boost (Strength) 3 would not be able to activate it twice per scene to gain +6 Strength.
  
Extras: 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 effective Stamina).
+
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 effective Stamina before using Boost).
  
 
==BOUNDING LEAP==
 
==BOUNDING LEAP==

Revision as of 02:44, 3 July 2011

ABSORPTION

Rank: 2

Cost: Varies

Dice Pool: Stamina + (Survival) + Absorption

Action: Reflexive

Range: Self

Area: N/A

Duration: See below

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 by the attack by one. In addition, the character gains one dot of Strength, Dexterity or Stamina (chosen when the power is purchased) for every two levels of damage absorbed (bashing, lethal, or aggravated). 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, Dexterity or Stamina a character can gain from any given source. In any case, the maximum amount by which a character may increase her physical Attributes is equal to the number of dots in Absorption the character possesses. Additional dots in Strength, Dexterity or Stamina gained from Absorption last for one scene.

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), Versatile - (Character may absorb damage from both physical and energy-based attacks).

ACID BLOOD

Rank: 1

Cost: --

Dice Pool: N/A

Range: Self

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 target character comes in contact with this character's blood (such as by dealing at least one level of lethal or aggravated damage to the character with a melee or point-blank ranged attack, or by attempting to perform surgery on this character), this character must make an immediate Stamina + Acid Blood roll, with each success dealing one level of lethal damage to the target. It is up to the Storyteller to determine whether or not the target's Defense applies to a given Acid Blood attack. The Stamina + Acid Blood roll should also be made for objects that pierce or cut the character's flesh, and at the Storyteller's discretion, other nearby objects or characters may also be affected.

ALACRITY

Rank: 1

Cost: 1 Verve

Dice Pool: N/A

Range: Self

Area: N/A

Duration: Instant

Effect: A component of superspeed (see also, Hypermovement and/or Rapidity), Alacrity focuses on the benefits of moving quickly with respect to reaction times. While active, for each dot of Alacrity the character adds one to their Initiative and Defense, and removes one negative penalty on their attacks imposed by any target’s natural Defense. In other words, a character with Alacrity three would have a +3 to their Initiative, a +3 to their Defense, and would impose a -3 to the natural Defense of any opponent they attacked (this penalty cannot reduce a natural defense below zero).

Note that Alacrity must be activated each turn to remain effective. Characters can activate Alacrity at any point in a turn, including during someone else’s turn (which can be useful for defense).

Since Alacrity can change the character’s Initiative, it may cause the player to act in a different order then they did in previous turns. If a character activates Alacrity after the earliest time in a turn that their new Initiative would allow them to act treat them as having held their action. The player may then elect to act any time after that in the turn just as if they had held their action.

Extras: Sustained Alacrity - Each activation of Alacrity lasts a number of turns equal to the Power Level of the character.

ARMOR

Rank: 2

Cost: --

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. Each dot in Armor gives the character +1/+1 armor.

Extras: Bulletproof - (The character’s armor downgrades lethal damage from attacks made with firearms to bashing damage), Superheavy Armor - (The character may spend Verve as an instant action to fortify his 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 for the duration of the scene).

BIOLUMINESCENCE

Rank: 1

Cost: 1 Verve

Dice Pool: N/A

Action: Reflexive

Range: Self

Area: N/A

Duration: One scene

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.

Extras: Increased Spectrum - (The character is able to emit light in the ultraviolet and infrared spectra of light, as well as the visible spectrum).

BODYMORPH

Rank: 3

Cost: 1 Verve, see below

Dice Pool: N/A

Action: Instant

Range: Self

Area: N/A

Duration: One scene

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 paid 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).
  • 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, gas characters cannot be attacked physically, only by mental powers or energy. 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).
  • 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).

Bodymorph is useful for building a 'power form' for a character, much like a werewolf, or even The Hulk's green bod (The Hulk's requirement that he be angry and less in control in this form would be an excellent example of a weakness for Bodymorph).

Extras: All in one (Any cost for any extra subordinate powers is not included).

BOOST

Rank: 2

Cost: 1 Verve

Dice Pool: N/A

Action: Instant

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 a direct increase to the Attribute in question, and as such may affect the character’s derived stats (such as Speed or Willpower). A character is allowed to benefit from only one use of Boost for a given Attribute at a time; for example, a character with Boost (Strength) 3 would not be able to activate it twice per scene to gain +6 Strength.

Extras: 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 effective Stamina before using Boost).

BOUNDING LEAP

Rank: 1

Cost: 1 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. All of the character's final jumping distances are multiplied by the character's (Power Level + Bounding Leap); EG, a Size 5 character with Power Level 2 and Bounding Leap 2, who makes a running broad jump and scores three successes on the Strength + Athletics roll, would travel a grand total of [5 + (4 x 3)] x (4) = 68 feet.

Extras: None.

CLAWS

Rank: 1

Cost: 1 Verve

Dice Pool: N/A

Action: Reflexive

Range: Self

Area: N/A

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 per dot to all climbing-related checks while they are active. The Verve cost is for the scene; once it has been paid, the character may extend and retract her claws at will.

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).

CLONE

Rank: 3

Cost: Varies

Dice Pool: N/A

Action: Instant

Range: Self

Area: N/A

Duration: One scene

Effect: The character creates multiple duplicates of herself, at a cost of one Verve per clone. 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 in a single action, 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. Clones have half the amount of Verve their creator had (after activation of this power), minus one for each clone created at the same time, to a minimum of zero.

Clones act on the same initiative.

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: None.

CYBERKINESIS

Rank: 3

Cost: Varies

Dice Pool: Varies

Action: Varies

Range: Varies

Area: Varies

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).

Extras: None.

ALTER DATA

Cost: 1 Verve

Dice Pool: Intelligence + (Computer) + Cyberkinesis

Action: Extended

Range: Touch

Area: N/A

Duration: Instant

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. Deletion of data takes only one turn per gigabyte, insertion and alteration may take considerably longer. The Storyteller should the amount and specificity of the data 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).

Assume one gig of data can be worked on at a time, and making alterations to that data, while it uses Intelligence + Computer + Cyberkinesis, is not an activation roll (it does not require further Verve). Copying data from an available source, without alteration, takes one turn per gig. Altering data specifically, such as going line by line changing addresses in a contact listing, takes as long as it would entering the data manually, divided by the character's Power Level.

If a more detailed frame of reference is needed, assume a character with a Dexterity + Computers pool of 1 can compose a page of typed information in about 20 turns. For pools higher then one (meaning just about anyone's) divide that time by the number of dice in the pool. This may mean that higher die pools can type exceedingly fast, but remember, this is a game about people who are More Than Human.

CONTROL

Cost: 1 Verve

Dice Pool: Manipulation + (Computer) + Cyberkinesis

Action: Instant

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

Dice Pool: Manipulation + (Computer) + Cyberkinesis

Action: Instant

Range: (Power Level + Cyberkinesis) x 5 yards

Area: N/A

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 –5. Success on this roll allows the character to control the information recorded or transmitted by the device. For example, a security camera might be made to transmit a false image, a tape recorder could record a conversation that never happened, or either of these machines could be made to record nothing but static. Another character examining such altered information may attempt to see through this illusion; to do so, the opposing character must roll Wits + Resolve and score more successes on the roll than the cyberkinetic scored on the activation roll.

OVERLOAD

Cost: 1 Verve

Dice Pool: Intelligence + (Computer) + Cyberkinesis

Action: Instant

Range: (Power Level + Cyberkinesis) x 5 yards

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

Dice Pool: Intelligence + (Computer) + Cyberkinesis

Action: Extended

Range: Touch

Area: N/A

Duration: Instant

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 make a maximum number of rolls equal to her Computer + Cyberkinesis. Each roll takes one turn.

WEBRIDER

Cost: See below

Dice Pool: N/A

Action: N/A

Range: See below

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

Dice Pool: Stamina + (Survival) + Density Control

Action: Extended

Range: Self

Area: N/A

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.

  • One success: the character gains +1 Defense. He may ooze through cracks or tiny openings at a rate of one inch per turn.
  • Two successes: the character gains +2 Defense, but his Health decreases by one (treat this as though the character had lost a single temporary Health level). The damage dealt to the character by physical attacks, as well as the damage dealt by the character’s own close combat and thrown physical attacks, is halved, with fractional successes rounding up (IE if a gunshot deals five points of damage to the character, he only takes three levels of lethal damage). The character may flow through cracks or tiny openings at a rate of one yard per turn.
  • Three successes: the character gains +3 Defense, but his Health decreases by two. The character is completely intangible; physical attacks deal no damage to him (energy and attacks affecting the mind or senses function as normal), and he is unable to physically interact with his environment at all. The character may move in all three dimensions unaffected by gravity and pass through physical barriers (walls, ceilings, floors) at his normal movement rate. Note that the character is normally not able to breathe if his head or chest is passing through any substance other than air, so the length of time he can spend passing through a substance is limited by how long he is able to hold his breath.
  • Four successes: as three successes, except that the character only takes half damage from energy-based sources (such as force blasts or fire).
  • Five or more successes: as three successes, except that the character also takes no damage from energy-based sources. By spending a point of Verve, the character may solidify part or all of his body for one turn; such a body part may be used for physical interaction (using tools, attacking etc.), but may also be targeted as per the normal rules for targeting body parts, taking damage as normal.

Using Density Control is an extended action, and the character may roll and gain successes a number of times per scene up to his effective Stamina. Each roll takes one turn. Returning to normal density is a reflexive action and does not require a Verve expenditure.

Alternate Version of Density Control (note: I amalagated 1 & 2 successes in to level 1, to bring this power more in line with other Rank 2 powers)

Density Increase: If the character is increasing his density, each level in this power doubles the character’s weight and grants the character +1/+1 armor and +1 effective Strength for the purposes of lifting objects and close combat attacks (note that this bonus Strength does not affect the character’s Speed and has no effect on the character’s ability to jump, climb, swim, or anything else where his increased weight would be a problem).

Density Decrease: If the character is decreasing his density, consult the following power descriptions:

  • 1 Level: Purchasing 1 level in Density Control gives the character +2 Defense, but his Health decreases by one (treat this as though the character had lost a single temporary Health level). The damage dealt to the character by physical attacks, as well as the damage dealt by the character’s own close combat and thrown physical attacks, is halved, with fractional successes rounding up (IE if a gunshot deals five points of damage to the character, he only takes three levels of lethal damage). The character may flow through cracks or tiny openings at a rate of one yard per turn.
  • 2 Levels: Purchasing 2 levels in Density Control gives the character +3 Defense, but his Health decreases by two. The character is completely intangible; physical attacks deal no damage to him (energy and attacks affecting the mind or senses function as normal), and he is unable to physically interact with his environment at all. The character may move in all three dimensions unaffected by gravity and pass through physical barriers (walls, ceilings, floors) at his normal movement rate. Note that the character is normally not able to breathe if his head or chest is passing through any substance other than air, so the length of time he can spend passing through a substance is limited by how long he is able to hold his breath.
  • 3 Levels: Purchasing 3 level in Density Control gives the character the same abilities as 2 levels, except that the character now only takes half damage from energy-based sources (such as force blasts or fire).
  • 4 Levels: as 3 Levels, except that the character now takes no damage from energy-based sources.
  • 5 Levels: as 4 levels, except that by spending a point of Verve, the character may solidify part or all of his body for one turn; such a body part may be used for physical interaction (using tools, attacking etc.), but may also be targeted as per the normal rules for targeting body parts, taking damage as normal.

Extras (for both versions): Full Control - (Character may both increase and decrease density).

DISRUPT

Rank: 2

Cost: 1 Verve

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

Action: Instant

Range: (Power Level + Disrupt) x 5 yards

Area: N/A

Duration: One scene

Effect: The character is able to disrupt other characters' superpowers. Each success on the activation roll negates one dot in one of a target character's superpowers; if all of the target character's dots in a particular superpower are negated in this manner, the target character may not use that superpower at all until the effects of Disrupt end. The character may not reduce any one of her target's superpowers by more dots than she has dots in Disrupt; for example, if a character has Disrupt 3 and scores five successes on the activation roll, she could reduce one of her target's superpowers by three dots and another by two dots, or five of her target's superpowers by one dot each, but she could not reduce a single superpower by five dots. The Storyteller decides which resistance Attribute applies as a penalty to the activation roll; generally, if the power being disrupted has an activation roll itself, the resistance Attribute should be in the same category (Mental, Physical, or Social) as the Attribute used in the disrupted power's activation roll.

Extras: None.

DOMINATION

Rank: 2

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 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 until his task is complete or he successfully breaks the mental control.

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

DUPLICATE

Rank: 3

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.

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.

DURABILITY

Rank: 1

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 ANIMA

Rank: 3

Cost: Varies

Dice Pool: Varies

Action: Varies

Range: Varies

Area: Varies

Duration: Varies

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.

Extras: None.

ALTER TEMPERATURE

Cost: 1 Verve

Dice Pool: Intelligence + (Science) + Elemental Anima

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 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.

ANIMATION

Cost: 1 Verve

Dice Pool: Manipulation + (Persuasion) + Elemental Anima

Action: Instant

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

Area: N/A

Duration: One scene

Effect: The character is able to animate a portion of her chosen element, turning it into an automaton. A single success on the activation roll allows the character to animate up to Size 5 worth of her chosen material, while each additional success increases the maximum possible Size by 5. The character may split this control up in whatever manner she pleases: for example, a character who scored three successes on the activation roll could control three Size 5 servitors, five Size 3 servitors, a single Size 15 servitor, fifteen Size 1 servitors, or any other combination of Sizes that adds up to 15. The automata created by this technique each have a number of health levels equal to their Size + the character's dots in Elemental Anima, and have a dice pool of the character's Manipulation + Elemental Anima for any physical actions they attempt to perform. Automata created by the Animation technique are effectively mindless; they require orders from the character before they will do anything, and once they have begun a task, they will not stop until either the task is completed or they have been destroyed.

BLAST

Cost: Varies

Dice Pool: Dexterity + (Athletics) + Elemental Anima - target's armor

Action: Instant

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 her elemental anima: smothering them in darkness, blasting them with fire, hammering them with sonic shockwaves etc. This power is identical in effect to the Force Blast power, except that the dice pool for the activation roll is the character's Dexterity + (Athletics) + Elemental Anima.

ELEMENTAL MASTERY

Cost: N/A

Dice Pool: N/A

Action: N/A

Range: N/A

Area: N/A

Duration: Permanent

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

ENHANCE/DIMINISH

Cost: 1 Verve

Dice Pool: Intelligence + (Science) + Elemental Anima

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.

PROPEL

Cost: 1 Verve

Dice Pool: N/A

Action: Reflexive

Range: Self

Area: N/A

Duration: One scene

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 x 10). 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.

SHAPING

Cost: 1 Verve

Dice Pool: Dexterity + (Crafts) + Elemental Anima

Action: Instant

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

Area: N/A

Duration: One scene

Effect: The character is able to give shape and form to her chosen element. A single success on the activation roll allows the character to form an amount of her element up to Size 5 into simple shapes, such as geometric forms or a rough humanoid effigy; additional successes on the roll allow the character to either affect more of her chosen element (every additional success on the activation roll increases the maximum Size that can be shaped by +5), or to add an increasing amount of detail or aesthetic appeal to her "sculptures" (note: in situations where the construct is intended solely as an artistic piece, the Storyteller may want to call for Dexterity + (Expression) + Elemental Anima as the activation roll instead). Sculptures formed with the Shaping ability have the same Durability that the element normally possesses. Once crafted, the sculpture will stand immobile (or as immobile as possible, in the case of fire- or shadow-sculptures) for a scene unless given movement by the Animation technique.

SHIELD

Cost: 1 Verve

Dice Pool: Wits + (Survival) + Elemental Anima

Action: Instant

Range: Self

Area: N/A

Duration: One scene

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.

STORM

Cost: 1 Verve

Dice Pool: Stamina + (Athletics) + Elemental Anima

Action: Instant

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

Area: (Power Level + Elemental Anima) yards

Duration: Concentration

Effect: The character creates a localized storm of her chosen element, such as a tornado, a firestorm, or a localized earthquake. Targets caught within the storm's area of effect suffer a -1 penalty to all actions involving physical movement or concentration and take one level of bashing damage per turn for every success on the activation roll, up to a maximum of the character's dots in Elemental Anima (at the discretion of the player and Storyteller, Defense and/or armor may apply against the damage dealt by the storm). If the character spends an additional point of Verve, the storm deals lethal damage instead of bashing.

WALL

Cost: 1 Verve

Dice Pool: Stamina + (Survival) + Elemental Anima

Action: Instant

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

Area: See below

Duration: One scene

Effect: The character forms her chosen element into a protective barrier. A single success on the activation roll allows the character to form a barrier with an area of one square yard; each additional success doubles the size of the barrier. Any attacks made through the wall suffer a -1 penalty for each dot the activating character possesses in Elemental Anima. The wall also has an effective Durability equal to the character's dots in Elemental Anima for the purpose of resisting attacks directed against it. This technique can also be used offensively, in order to trap an opponent in a cage of the character's chosen element; in this case, the target's Defense applies as a penalty to the activation roll.

EMPATHIC MANIPULATION

Rank: 2

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

Rank: 2

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 (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.

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).

ENTROPY CONTROL

Rank: 3

Cost: Varies

Dice Pool: Varies

Action: Varies

Range: Varies

Area: Varies

Duration: Varies

Effect: The character is able to manipulate entropy and probability. The character knows one of the following techniques for each dot in Entropy Control he possesses; he may attempt to use a technique that he does not specifically know, but doing so increases the Verve cost of the technique by one and imposes a –1 penalty to the activation roll.

Extras: None.

BIOENTROPY STORM

Cost: Varies

Dice Pool: Intelligence + (Medicine) + Entropy Control vs. targets’ Stamina + Power Level

Action: Contested; resistance is reflexive

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

Area: (Power Level + Entropy Control) yards

Duration: Instant

Effect: The character inflicts entropic effects on all biological matter within a given area; when this power manifests, plants wilt and creatures age or develop spontaneous injuries. By spending one Verve, the character can inflict one level of bashing damage on any living 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.

BREAKDOWN

Cost: 1 Verve

Dice Pool: Intelligence + (Crafts) + Entropy Control

Action: Instant

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

Area: N/A

Duration: Varies

Effect: The character inflicts entropic effects on a mechanical or technological device, causing it to cease functioning as its parts spontaneously wear out or lose power. In order to be affected by this power, a device must have at least one moving, electric, or electronic part; the Storyteller may impose penalties on the activation roll against particularly simple devices, as it is far easier for something to suddenly go wrong in a computer than it is in a door hinge. Success on the activation roll causes the targeted device to stop functioning properly for the duration of the scene; on an exceptional success, the device breaks permanently, and will not function properly until it is fixed.

ENTROPIC BLAST

Cost: Varies

Dice Pool: Dexterity + (Athletics) + Entropy Control - target's armor

Action: Instant

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

Duration: Instant

Effect: The character directs the full force of his power against a single target, breaking it down with a wave of entropic force. Essentially a more concentrated form of Bioentropy Storm, each success on the activation roll deals one level of damage to any target. An Entropic Blast that deals bashing damage may be fired at no cost, while one that deals lethal damage costs one Verve.

ENTROPIC SHIELD

Cost: 1 Verve

Dice Pool: Stamina + (Science) + Entropy Control

Action: Extended

Range: Self

Area: N/A

Duration: One scene

Effect: The character projects a field of increased entropy that protects him from harm; bullets develop faults in mid-flight that affect their trajectory, melee attackers stumble or misjudge the distance to him, etc. Each success gained on the activation roll imposes a –1 penalty to any physical or energy-based that targets the character. Using Entropic Shield is an extended action, and the character may roll and gain successes a number of times per scene up to his effective Stamina. Each roll takes one turn.

PROBABILITY CORRUPTION

Cost: 1 Verve

Dice Pool: Wits + (Science) + Entropy Control

Action: Instant

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

Area: N/A

Duration: See below

Effect: The character manipulates the forces of entropy relating to his target, either increasing or decreasing the target’s chances of success. Each success on the activation roll gives either a +1 bonus or a –1 penalty to the target’s next dice action in the scene, whenever that action may be; this power remains in effect until it is triggered or until the end of the scene, whichever comes first. Also, if the character gains an exceptional success on the activation roll, he may force the target to roll for an action that otherwise would require no roll; he could, for example, force a target walking down the street to make a Dexterity + Athletics roll to avoid tripping and falling over. The Storyteller is the final arbiter of what Attributes or Skills to roll in such a case, and the target’s Power Level may be added as a bonus to the roll.

EXTRA ARMS

Rank: 2

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 arms: two 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.

The extra 'arms' need not be literal arms. Any similarly sized and dexterous appendage may do.

Extras: None.

FLIGHT

Rank: 2

Cost: 1 Verve

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.

Extras: None.

FORCE BOLT

Rank: 2

Cost: Varies

Dice Pool: Dexterity + (Athletics) + Force Bolt – target’s armor

Action: Instant

Range: (Power Level + Force Bolt) x 5 yards

Area: N/A

Duration: Instant

Effect: The character blasts a target with a blast of energy; common examples include plasma blasts, fireballs, lightning bolts, laser beams, telekinetic waves, or simply generic "energy blasts" with no other defining characteristics. A character may elect to deal either bashing or lethal damage with this power; 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 armor (if any) and other appropriate ranged-attack penalties apply to the activation roll.

Extras: Armor Piercing - (The target's armor does not apply as a penalty to the activation roll), Rapid or 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), Cannot Kill - Deals no damage to incapacitated characters; must be combined with Single Technique:bashing only (this pays for the extra).


Common Extras/Weaknesses that combine well: Single Technique (bashing/lethal only), Damage Upgrade, Anima Flare, Reduced Verve Cost.

FORCE FIELD

Rank: 2

Cost: 1 Verve

Dice Pool: Stamina + (Survival) + Force Field

Action: Extended

Range: Self

Area: N/A

Duration: One 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 effective Stamina. Each roll takes one turn.

Alternate version of Force Field (not rolled):

Effect: The character projects a field of energy that protects him from harm. Each level in this power success imposes a –2 penalty to any physical or energy-based attack that targets the character.

Extras (For both versions): Bulletproof - (While the character’s force field is active, firearms deal bashing rather than lethal 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 3 x Power Level]^2] square yards), Mental Shield - (the character’s force field also protects him from psychic attacks).

GRAVITY CONTROL

Rank: 3

Cost: Varies

Dice Pool: Varies

Action: Varies

Range: Varies

Area: Varies

Duration: Varies

Effect: The character is able to manipulate gravitational forces. The character knows one of the following techniques for each dot in Gravity Control she possesses; she may attempt to use a technique that she does not specifically know, but doing so increases the Verve cost of the technique by one and imposes a –1 penalty to the activation roll (if any).

Extras: None.

GRAVITIC BLAST

Cost: Varies

Dice Pool: Dexterity + (Athletics) + Gravity Control

Action: Instant

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

Area: N/A

Duration: Instant

Effect: The character creates vortices of intense, rapidly changing gravity around the target, crushing it or tearing it apart. Every success gained on the activation roll deals one level of damage; note that the target's armor does NOT apply as a penalty to the activation roll. It costs one Verve to activate a Gravitic Blast that deals bashing damage; a lethal blast costs two Verve to activate.

GRAVITATIONAL FIELD

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: 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 effective Stamina. Each roll takes one turn.

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 x 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

Duration: One Scene

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.

GRAVITOKINESIS

Cost: 1 Verve

Dice Pool: Dexterity + (Athletics) + Gravity Control

Action: Instant

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

Area: N/A

Duration: Instant

Effect: The character manipulates the force of gravity of an object, allowing her to levitate and move it. This power functions identically to the Telekinesis power. However, Gravitokinesis may not be used to attack other characters directly; this is the purview of the Gravitic Blast and Gravitational Field techniques.

HEALING

Rank: 2

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 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 dot. 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 effective Stamina. Each roll takes one turn.

Extras: Efficient (the character need only spend one Verve per roll to gain the full benefit from Healing, not one Verve per success).

HYPERMOVEMENT

Rank: 2

Cost: 1 Verve

Dice Pool: N/A

Action: Reflexive

Range: Self

Area: N/A

Duration: One turn

Effect: Hypermovement is a component of superspeed (see also Rapidity and Alacrity). 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.).

In combat, assume the same calculation can be applied to the character's acting and running speed. A character with Strength 2 and Dexterity 3 would have a normal acting speed of 10 in combat. With two dots in Hypermovement the character's acting speed would become 30 (2+1=3, 3x10=30).

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. As a rule of thumb, characters can divide the time a task should take by their rating in hypermovement plus one. A character with Hypermovement three trying to accomplish a task that would normally take twenty minutes would only need five minutes to accomplish that task (3+1=4, ¼ of 20=5).


Extras: Hyperspeed Attack - (When Hypermovement is active, the character may add her dots in Hypermovement as bonus dice to any attack roll, and may treat any of her attacks as automatic weapon bursts).