MTH:Powers A-H

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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), Superheavy 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: 2

Cost: 2 Verve

Dice Pool: Stamina + (Survival) + Bodymorph

Action: Instant

Range: Self

Area: N/A

Duration: One scene

Effect: The character’s entire body transforms into a form of matter or

energy—stone, sand, fire, electricity, etc. […]


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).

Extras: Extra Attribute (power increases two Attributes simultaneously instead

of one), Affect Other (character may use this power on another character by

touching her; an unwilling target may roll her Stamina + Power Level to

resist), 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, 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 damage to lethal; by spending one additional

Verve per attack, the character may also add her Claws rating to thrown or

Firearms attacks).


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 would have no penalty, while a

corporate mainframe protected by multiple layers of encryption and intrusion

countermeasures would impose a –4 or –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. 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 –4 or –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 pass through physical barriers (walls, ceilings, floors) at his

normal movement rate, though he may not float. 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 objects.

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), Affect

Other (character may use this power on another character by touching her; when

used on an unwilling target, the target’s Stamina is applied as a penalty to

the activation roll).


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 MASTERY

Rank: 3

Cost: Varies

Dice Pool: Varies

Action: Varies

Range: Varies

Area: Varies

Duration: Varies

Effect: The character is able to create and 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.

The character knows one of the following techniques for each dot in Elemental

Mastery 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.

[…]


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 action, whenever that action may be; this power remains in effect until it

is triggered. 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. A character’s Force Bolt may

deal either bashing or lethal damage, but not both; the type of damage dealt

must be determined when the power is purchased. Force Bolts that deal bashing

damage have no Verve cost, while Force Bolts that deal lethal damage cost one

Verve to use; in either case, the power’s activation roll counts as the attack

roll, and the target’s Defense and armor (if any) apply.

Extras: Extra Energy Type (the character’s Force Bolt may manifest as one

additional form of energy), Rapid/Continuous Fire (for one additional Verve,

the character’s Force Bolt may be fired as an automatic weapon), Supercharge

(for one additional Verve, each success on the activation roll deals two levels

of bashing or lethal damage, as appropriate; the character also takes one level

of bashing damage himself as the energy output wracks his body), Variable Power

Level (the character’s Force Bolt is capable of dealing both bashing and lethal

damage, and the character may choose which type of damage to deal for each

attack).


FORCE FIELD

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 increase or

decrease the gravity of the affected area by 0.5g. As a general rule,

characters in a Gravitational Field of 0.6g or less gain +1 Strength, while

those in a field of 2g or greater suffer –2 Strength. A Gravitational Field of

sufficient strength may also be capable of pinning opponents to the ground, or

inflicting bashing or even lethal damage through crushing, and objects can be

made so heavy that they collapse under their own weight; 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. 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: Dexterity + Athletics + Gravity Control

Action: Reflexive

Range: Self

Area: N/A

Duration: One scene

Effect: The character is able to levitate herself and fly crudely. She gains a

flying Speed of Gravity Control + 5.


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. Gravitokinesis may not be used to attack other characters

directly; this is the purview of the Gravitic Blast and Gravitational Field

powers.


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 doubles the Verve cost

of the power and 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: Extended Duration (the duration of the character’s Hypermovement is

increased to one scene), Hyperspeed Attack (when Hypermovement is active, the

character may add her dots in Hypermovement as bonus dice to any attack roll).