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

From RPGnet
Jump to: navigation, search
(EMPATHIC MANIPULATION)
(FORCE STRIKE)
Line 602: Line 602:
 
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 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 need not manifest as literal claws, but should take the form of some sort of connected weapon, like fangs, spiked fists, a barbed tongue or anything else that seems like it would use the same rules.
+
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.  
 
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.  

Revision as of 23:50, 6 September 2015

ACID BLOOD

Class: Alpha

Type: Bio

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.

AFFLICT

Class: Beta

Type: Mystic

Cost: 1 Verve

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

Action: Instant

Range: Touch

Area: N/A

Duration: (5 + Afflict - target's Stamina) turns, minimum 1

Effect: The character is able to fundamentally weaken living things. Each success on the activation roll incurs a -1 penalty to the target's physical actions and Speed for the duration. These penalties can be removed by any effect that removes bashing damage on a 1:1 basis. Multiple uses of Afflict do not fully stack, but increase the previous affliction by 1 and reset the duration. Non-living targets are unaffected.

Extras: None

ARMOR

Class: Beta

Type: Tech, Mystic or Bio

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.

NOTE: In the Bloody Knuckles & Domino Masks chronicle, Armor is an Alpha class power, not Beta.

BANISHMENT

Class: Alpha

Type: Mystic

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 not native to the realm of existence they are currently on 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

Class: Beta

Type: Tech, Mystic, or Bio

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 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 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, can go above 1 dot.

BOUNDING LEAP

Class: Alpha

Type: Tech, Mystic, or Bio

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. 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.

CLONE

Class: Gamma

Type: Mystic or Bio

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.) However, the clones are not as powerful as the original character; each clone suffers a -2 penalty to all dice pools, each clone has only half as many Health levels as the original, and clones do not possess the Clone power themselves. Clones share no mental link with each other or the originating character, and must communicate normally. A clone lasts until the end of the scene or until the originating character wills it out of existence. Clones have the amount of Verve their creator spent to activate this power - 1.

Clones act on the same initiative. The character may only have a number of clones at a time equal to twice her dots in Clone.

This power is similar to the Duplicate power. Players considering Clone for their character may wish to look over the Duplicate power as well.

Extras:

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

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

Weaknesses:

Degradation - Clones have one less dot in all powers than the originating character. If this would cause them to lose a technique, it's always the same one.

Fragile - Clones have no Health, and disappear if they take any damage.

CYBERKINESIS

Class: Beta

Type: Tech

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.

DEATH TOUCH

Class: Beta

Type: Mystic or Bio

Cost: 2 Verve

Dice Pool: Dexterity + (Brawl) + Death Touch – (target’s armor + defense + Power Level)

Action: Instant

Range: Touch

Area: N/A

Duration: Instant

Effect: The character is able to destroy living things with little effort. The activation roll is an attack that deals lethal damage. If the target takes any damage, it takes 1 lethal continuous damage until it succeeds on a reflexive Stamina roll. Non-living targets take bashing damage from the initial attack and no continuous damage.

Extras:

Aggravated - The attack deals aggravated damage.

Afflicting - The attack applies a Tilt to the target if it lands, chosen at the time the power is taken and appropriate to the rational for the power.

Weakness:

Non-Lethal: The attack does bashing damage.

DENSITY CONTROL

Class: Beta

Type: Tech, Mystic or Bio

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

Class: Alpha

Type: Tech, Mystic or Bio

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:

Duel Purpose - With appropriate rational the power counts as more than one type. The second type is chosen at the same time as the first. A truly creative rational could incorporate all three types, making this a Gamma power.

DOMINATION

Class: Beta

Type: Mystic, Bio or Tech

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

Class: Alpha

Type: Mystic

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

Class: Omega

Type: Mystic or Bio

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

Class: Alpha

Type: Bio

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.

God Machine Chronicle Rules Update: If using the rules update treat this power as a beta power, due to the static nature of exp costs in the update.

Extras: None.

ELEMENTAL MASTERY

Class: Beta

Type: Mystic or Bio

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 Bolt power. If you want the character to be able to propel themselves along with the power, use a variant of the flight power.

Elemental Mastery has a rather large 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

Class: Beta

Type: Tech, Mystic, or Bio

Cost: 1 Verve

Dice Pool: Manipulation + (Empathy) + Empathic Manipulation vs. target's Composure + Power Level

Action: Contested; resistance is reflexive

Range: (Power Level + Empathic Manipulation) x 5 yards

Area: N/A

Duration: One scene

Effect: The character is able to manipulate the emotions of a target. If the character wins the contested activation roll, he is able to increase or decrease the intensity of an emotion that the target is already feeling, or instill a mild version of an emotion that the current is not currently feeling: for example, on a successful activation roll, the character could turn passing interest into infatuation or burning anger into mild irritation, or instill a feeling of anxiety into a target who would otherwise have no reason to feel afraid. On an exceptional success, the character is able to drastically alter the target's emotional state or instill a strong emotion where there was none previously: mild anxiety can turn to paralyzing terror or true love to apathy, or a previously calm and placid individual can suddenly explode into a furious rage. Note that the character has no control over the target's behavior, only her emotional state, and it is up to the Storyteller to determine how Storyteller characters affected by this power would behave. The emotional changes wrought by Empathic Manipulation fade at the end of the scene.

God Machine Chronicle variant: The character may spend a point of verve to add their Empathic Manipulation + Power Rating rating to a First Impressions roll or the rolls to open a Door.

(( You may want to consider this having a more short term effect. First Impression is one that has a long term effect on the game. Not to mention Doors take days, sometimes weeks to open

I suggest "The target gains the "Emotional" condition. With emotional having the description "You characters base emotional state has been altered by supernatural effect, and you are liken to follow it. Any roll to resist temptation based on that emotion gets a -2.; Resolution: You succumb to the emotional state or the scene ends. Beat: N/A" and on an exception success the target gains the "Impassioned" condition "You are suddenly overwhelmed by an emotion, spontaneously acting based on it. Whenever the offer to indulge that emotion come up you must make a Resolve + Composure roll in order to turn it down. Resolution: You willingly indulge in the targeted emotion. This does not include failed die rolls. Beat: Your character is put in harms way by acting on said emotion"))

Extras:

Multiple Emotions - The character is able to affect multiple emotions at a time, one for every dot in Empathic Manipulation he has. If the character gains two successes above that which the target rolls, they may impart an appropriate emotional Condition.

Weaknesses:

Single Emotion - The character can only ever affect one emotion, chosen when this power is first purchased.

ENERGY ABSORPTION

Class: Alpha

Type: Tech, Bio, or Mystic

Cost: 1 Verve

Dice Pool: Stamina + Energy Absorption x 2

Action: Reflexive

Range: Self

Duration: Instant

Effect: The character is able to draw energy from one type of damage (physical, mental, magic or energy), chosen when this power is first purchased. When this power is activated, the character ignores 1 damage per success of the chosen type, then adds 3 dice per damage ignored this way to a bonus pool. This pool can be added in whole or in part to the character's rolls in a specific way, most often boosting another power, and is expended after use as well as at the end of the scene.

Extras:

Invigorating - Each 3 dice in the character's bonus pool grants a temporary Health level.

Reflect - Whenever this power reduces damage to 0, the character may reflexively roll Dexterity + (Athletics) + Energy Absorption as a ranged attack with a range of (Power Level + Energy Absorption) x 5 yards, which is treated as a firearm and deals the same type and severity of damage that was absorbed.

Weaknesses:

Single Source - The character can only absorb damage from a specific source, such as fire or metal.

ENERGY LEECH

Class: Beta

Type: Tech, Bio or Mystic

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

Class: Alpha

Type: Tech, or Bio

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.

Discrete - The appendages may be hidden or unmade when not in use. They may be retractable, dissipate into smoke or whatever else is appropriate for the rational supporting the power.

FLIGHT

Class: Beta

Type: Tech, Bio, or Mystic

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.

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

Class: Alpha

Type: Tech, Bio or Mystic

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

Class: Beta

Type: Tech or Mystic

Cost: 1 Verve

Dice Pool: N/A

Action: Reflexive

Range: Self

Area: N/A

Duration: Instant

Effect: The character is able to absorb the damage from physical, mental, magic or energy-based attacks (choose two when the power is purchased). Whenever the character takes damage from the appropriate source, she may activate this power to reduce that damage by one per dot in Force Field.

This power can of course only be activated if the character is aware of an attack; it is therefore the perfect power to refluff as enhanced reflexes.

God Machine Chronicle Rules Variant: Treat the rating in this power as general armor against the appropriate attack type.

Extras:

Versatile - The character's Force Field may absorb damage from an additional damage category.

Barrier - (cannot be taken with the Set Extra, below) The character may activate Force Field to protect someone else within Power Level + Force Field yards.

Boosting - Each level of damage absorbed by this power grants a +1 bonus to some future roll involving one chosen Attribute in the following turn.

Charging - If at least 3 damage is absorbed by this power at once, the next Verve cost paid by the character in the same scene is reduced by 1.

Set - The Duration for the effect becomes One Scene.

Weaknesses:

Ablative - (may only be taken with Set Extra, above) Each level of damage absorbed by this power reduces the field's effectiveness by one until it is activated again.

Specialized - The character's Force Field may absorb damage from only one damage category.

GRAVITY CONTROL

Class: Beta

Type: Tech, Mystic or Bio

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

Class: Gamma

Type: Tech, Bio or Mystic

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.