MTH:Powers A-H

From RPGnet
Revision as of 12:05, 3 January 2006 by 206.176.161.21 (talk) (FORCE BOLT)
Jump to: navigation, search

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 the attack by one. In addition, the character may spend additional points of Verve to convert levels of absorbed damage to points of Strength; each dot of Strength gained in this manner costs one point of Verve and either two levels of bashing or lethal damage or one level of aggravated damage. Characters who can absorb energy-based attacks may also drain power from other sources, such as electrical appliances, and the Storyteller is the final arbiter of how much Strength a character can gain from any given source. In any case, the maximum amount by which a character may increase her Strength is equal to the number of dots in Absorption the character possesses. Additional dots in Strength gained from Absorption last for one scene.

Extras: Energy Magnet (as an instant action, the character may actively absorb energy from sources up to [Power Level + Absorption] x 5 yards away; only characters who can absorb energy-based attacks may use this Extra), Multiple Energy Types (character may absorb damage from both physical and energy-based attacks).

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 Firearms attacks to bashing damage), Fortified Armor (for every point of Verve the character spends, up to a maximum of his Armor rating, he gains +1/+1 armor and takes a –1 penalty to Initiative and Speed; this Verve expenditure is an instant action, and the effects last for the scene).

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 spectrums 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 payed as normal; however, if a subordinate power normally requires an action to activate, the character may choose to activate it in the same turn as he activates Bodymorph. The following are examples of possible Bodymorph types, with appropriate advantages and subordinate powers; the Storyteller is encouraged to come up with other Bodymorph types. As always, the Storyteller is also the final arbiter as to whether a given power or advantage is appropriate for a given Bodymorph type.

  • Stone/metal/hard solid: the character gains +1/+1 armor, and his unarmed attacks deal an additional die of damage. Possible subordinate powers include additional dots in Armor, Claws, or Density Control (Increase).
  • Water/smoke/fluid or gas: the character gains the ability to breathe whatever fluid or gas his form is composed of, and the ability to move at normal speed in any direction through liquids or gases (as appropriate), without the need for dice rolls. His fluid, malleable form also grants him +1 Defense. Possible subordinate powers include Density Control (Decrease), Plasticity, Flight (for gaseous characters), Poison (for characters who transform into a toxic substance), or Immolation (for characters who transform into a corrosive substance).
  • 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).

Extras: None.

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 at a time; for example, a character with Boost (Strength) 3 would not be able to activate it twice per scene to gain +6 Strength.

Extras: Extra Attribute (power increases two Attributes simultaneously instead of one), Mega-Boost (the character is allowed to activate and gain benefit from Boost a number of times per scene equal to his Stamina), Reflexive Activation (activating this power is a reflexive action rather than an instant action).

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 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: Stamina + (Medicine) + Clone

Action: Instant

Range: Self

Area: N/A

Duration: One scene

Effect: The character creates one duplicate of herself for every success gained on the activation roll, at a cost of one Verve per clone; if the character elects not to spend a Verve for every success, the extra successes are lost. Each clone is an almost-identical copy of the originating character, with the same Attributes, Skills, powers, clothing and equipment, etc. However, the clones are not as powerful as the original character; each clone suffers a –1 penalty to all dice pools for each clone created, and each clone has a Power Level equal to the original character’s Power Level minus the number of clones created, to a minimum of 1. For example, if a character with Power Level 6 created 5 clones in one action, each clone would suffer a –5 penalty to all dice pools and have a Power Level of 1 (note that, if a character uses multiple actions to create multiple clones of herself, these penalties are NOT cumulative). In addition, a character’s clones do not possess the Clone power themselves. Clones share no mental link with each other or with the originating character, and must communicate as normal. A clone lasts until the end of the scene or until the originating character wills it out of existence.

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; the Storyteller should use this to determine the number of successes necessary to complete any given task, and assign penalties to the activation roll depending on how well-protected the files are (for example, a typical home computer with no firewall would impose no penalty, while a corporate mainframe protected by multiple layers of encryption and intrusion countermeasures would impose a –5 penalty). Using Alter Data is an extended action; the character may continue to roll and gain successes as long as she has sufficient time to do so. Each roll takes one turn.

CONTROL

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 continue to roll and gain successes as long as she has sufficient time to do so. Each roll takes one turn.

WEBRIDER

Cost: See below

Dice Pool: N/A

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.

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

Extras: Full Control (character may both increase and decrease density).

DOMINATION

Rank: 2

Cost: 1 Verve

Dice Pool: Manipulation + (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).

DURABILITY

Rank: 2

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.

BLAST

Cost: N/A

Dice Pool: Dexterity + (Athletics) + Elemental Anima - target's Defense and 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 nonlethal force: smothering them in darkness, buffeting them with wind, hammering them with sonic shockwaves etc. Each success on the activation roll deals inflicts one level of bashing damage on the target.

ELEMENTAL MASTERY

Cost: N/A

Dice Pool: N/A

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.

LETHAL BLAST

Cost: 1 Verve

Dice Pool: Dexterity + (Athletics) + Elemental Anima - target's Defense and 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 lethal force: shredding them with razor-sharp shards of ice, blasting them with fire or superheated air, rupturing organs with pulses of sonic energy, etc. Each success on the activation roll deals inflicts one level of lethal damage on the target.

PROPEL

Cost: 1 Verve

Dice Pool: N/A

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 + 10) yards. Naturally, the exact nature of this movement will vary from element to element; a character whose element is darkness might teleport from shadow to shadow, a character whose element is earth might ride waves of rock or levitating boulders, and a character whose element is fire might soar through the air on flaming wings.

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.

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 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 Stamina (including any bonus for Mega-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.

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 + 10. Flight normally requires no dice rolls; however, the Storyteller may require Dexterity + Athletics + Flight rolls in order to successfully perform aerial acrobatics or other stunts.

Extras: Effortless (the power’s Duration is increased to Permanent, and the character may activate it without spending any Verve).

FORCE BOLT

Rank: 2

Cost: Varies

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

Action: Instant

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

Area: N/A

Duration: Instant

Effect: The character blasts a target with a specific type of energy, which must be selected when the power is purchased. Examples include plasma blasts, fireballs, lightning bolts, laser beams, telekinetic bullets, or simply generic "energy blasts" with no other defining characteristics. A character’s Force Bolt may deal either bashing or lethal damage, but not both; the type of damage dealt must be determined when the power is purchased. Force Bolts that deal bashing damage have no Verve cost, while Force Bolts that deal lethal damage cost one Verve to use. In either case, the power’s activation roll counts as the attack roll, and the target’s Defense and armor (if any) apply.

Extras: Extra Energy Type (the character’s Force Bolt may manifest as one additional form of energy), High Velocity (the target's Defense does not apply against this power, though armor applies as normal), Rapid/Continuous Fire (for one additional Verve, the character’s Force Bolt may be fired as an automatic weapon), Supercharge (for one additional Verve, each success on the activation roll deals two levels of bashing or lethal damage, as appropriate; the character also takes one level of bashing damage himself as the energy output wracks his body), Variable Power Level (the character’s Force Bolt is capable of dealing both bashing and lethal damage, and the character may choose which type of damage to deal for each attack).

FORCE FIELD

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 Stamina (including any bonus for Mega-Stamina). Each roll takes one turn.

Extras: Bulletproof (the character’s force field downgrades lethal damage from Firearms attacks to bashing damage), Force Wall (the character is able to project his force field outward from his body a distance of [Force Field x 3] yards, covering an area of up to [Force Field x 4] square yards), Mental Shield (the character’s force field also protects him from psychic attacks).

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 – target’s Defense (not armor)

Action: Instant

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

Area: N/A

Duration: Instant

Effect: The character creates vortices of intense, rapidly changing gravity around the target, crushing it or tearing it apart. Every success gained on the activation roll deals one level of damage. It costs one Verve to activate a Gravitic Blast that deals bashing damage; a lethal blast costs two Verve to activate.

GRAVITATIONAL FIELD

Cost: 1 Verve

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 Stamina (including any bonus for Mega-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 + 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 point. If used to treat disease, the character or her patient may immediately make an additional Stamina + Resolve roll to try and fight off the disease, with a number of bonus dice equal to the number of successes gained on the Healing activation roll. If used to purge poisons or toxins, the toxin or poison is successfully neutralized if a number of successes are gained on the Healing activation roll in excess of the substance’s toxicity rating. Using Healing is an extended action, and the character may roll and gain successes a number of times per scene up to her Stamina (including any bonus for Mega-Stamina). Each roll takes one turn.

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: The character is capable of moving at incredibly fast speeds. When Hypermovement is activated, the character’s Speed is multiplied by the number of dots she has in Hypermovement, plus one; IE a character with Hypermovement 1 doubles her Speed, a character with Hypermovement 2 triples it etc. In addition, while Hypermovement is active, all attacks directed against the character suffer a –1 penalty for every dot in Hypermovement the character possesses, and the character adds her Hypermovement rating to her Initiative. Hypermovement applies to any form of Speed the character has (running, flying, swimming etc.). Note that, because of the character’s enhanced speed, she may be able to perform certain physical tasks at an accelerated rate; the Storyteller is the final arbiter of what a character with Hypermovement is capable of doing, and how fast the character is capable of doing it.

Extras: Hyperspeed Attack (when Hypermovement is active, the character may add her dots in Hypermovement as bonus dice to any attack roll, and she may move, attack, and move again in the same turn, so long as she does not move a distance greater than her current Speed during the turn).