MTH:Powers I-P

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SUPERPOWERS I - P

MEGA-ATTRIBUTE

Rank: 2

Cost: --

Dice Pool: N/A

Action: N/A

Range: Self

Area: N/A

Duration: Permanent

Effect: There are nine Mega-Attributes, one for each standard Attribute. Each

dot in a Mega-Attribute increases its base Attribute by +3 for all purposes

EXCEPT derived stats, such as Speed, Defense, Initiative, Health, or Willpower.

For example, a character with Strength 3 and Mega-Strength 3 has an effective 

Strength of 12 for close-combat attacks, jumping, and lifting/throwing items,

but he only counts his base Strength of 3 for the purposes of determining his

Speed.

Extras: None.


MENTAL BLAST

Rank: 2

Cost: 1 Verve

Dice Pool: Intelligence + (Expression) + Mental Blast – target’s Resolve

Action: Instant

Range: (Power Level + Mental Blast) x 5 yards

Area: N/A

Duration: Instant

Effect: The character blasts his opponent’s mind with a wave of mental energy,

causing psychosomatic injury and pain. Each success on the activation roll

deals one level of bashing damage to the target. This power only functions on

targets with a central nervous system (IE people and most animals, but not

plants).

Extras: Neural Scourge (this power deals lethal damage instead of bashing).

MIMIC

Rank: 2

Cost: 1 Verve

Dice Pool: N/A

Action: Reflexive

Range: Touch

Area: N/A

Duration: One scene

Effect: The character is able to copy the abilities and powers of another

character. In order to use this power, the character must touch her intended

target; touching an unwilling target requires a Dexterity + Brawl roll, and the

target’s Defense applies. Once she has successfully touched the target, the

character may spend one Verve to copy one of the target’s Attributes, Skills,

Merits, or superpowers for each dot in Mimic she has. In the case of

Attributes, Skills, or superpowers, the character’s rating in the ability

increases to either the target’s rating in the ability or the character’s own

Mimic rating, whichever is lower. In the case of Merits, the character may

only copy Merits worth a number of dots equal to her own Mimic rating; the

character need not necessarily meet the prerequisites a copied Merit, but the

Storyteller is the final arbiter of which Merits can be copied (as a general

rule, “internal” Merits like Gunslinger or Eidectic Memory can be copied, while

“external” merits like Resources or Allies cannot). A character may only copy

a total number of abilities up to her dots in Mimic at a time. Abilities

gained using Mimic disappear at the end of the scene unless the character

spends another point of Verve at the start of the next scene to maintain them.

Extras: Copycat (the character need only see her target use an ability to copy

it and need not touch the target).


PLASTICITY

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 stretch and contort as though she were made of

rubber. When this power is active, the character is able to stretch her arms,

legs, torso, and neck a maximum of two yards for every dot in Plasticity she

possesses. She is also able to squeeze her entire body through any opening

large enough to accommodate her fist.

Extras: Effortless flexibility (the power’s duration is increased to Permanent,

and the character may activate it without spending any Verve).


POWER VAMPIRE

Rank: 2

Cost: 1 Verve

Dice Pool: Stamina + (Survival) + Power Vampire – target’s Stamina

Action: Reflexive

Range: Touch

Area: N/A

Duration: One scene

Effect: The character is able to steal the abilities and powers of another

character or to simply drain the life out of them (chosen when the power is

purchased). If the character is stealing an ability (an Attribute, Skill,

Merit, or superpower) from the target, his target loses one dot in the chosen

ability and he gains one dot in the ability for every success on the activation

roll. The target character cannot have an ability reduced below zero by this

power. If the character is trying to steal a multiple-dot Merit from his

target, this power only works if the character gains enough successes on the

activation roll to steal every dot of the Merit. If the character is stealing

health from the target, his target takes one point of lethal damage and the

character gains one temporary health level for every success on the activation

roll. Stolen powers are returned and temporary health levels are lost at the

end of the scene; however, if the target took damage from Power Vampire, this

damage heals at the normal rate.

Extras: None.


PREMONITION

Rank: 2

Cost: 1 Verve

Dice Pool: Wits + Composure + Premonition

Action: Reflexive

Range: Self

Area: N/A

Duration: One scene

Effect: The character is able to sense impending danger or threats to his

person. To use this power, the character simply pays the appropriate Verve

cost; no activation roll is required. For the rest of the scene, any time

something threatens the character—someone points a gun at her, or she is about

to trip a trap—she may make a reflexive Wits + Composure + Premonition roll to

attempt to detect the danger. On a success, the character learns that she is

in danger and has a general idea of from what location or direction the threat

originates (IE “There is a threat to you on the other side of this door”); on

an exceptional success, the character also learns the exact nature of the

threat (IE “There is a man with a crowbar on the other side of the door,

waiting to ambush you”). If the character has the Danger Sense merit, the

bonus given by that feat applies to Premonition rolls as well.

Extras: Others (the character’s Premonition can detect dangers to anyone within

[Power Level + Premonition] yards of the character), Permanent (the power’s

duration is increased to Permanent, and the character may activate it without

spending any Verve).