Difference between revisions of "Bygone Powers"
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| 3/5/8/10 || "Size (Bygone Power)" || 3 = +1 (larger) / -1 (smaller) health level, +1/-1 Strength or Stamina <br /> 5 = +2/-2 health levels, +2/-2 total Strength and/or Stamina, -1/+1 diff for others to spot or hit you <br /> 8 = +3/-3, +3/-3, -2/+2 <br /> 10 = +4/-4, +4/-4, -3/+3 | | 3/5/8/10 || "Size (Bygone Power)" || 3 = +1 (larger) / -1 (smaller) health level, +1/-1 Strength or Stamina <br /> 5 = +2/-2 health levels, +2/-2 total Strength and/or Stamina, -1/+1 diff for others to spot or hit you <br /> 8 = +3/-3, +3/-3, -2/+2 <br /> 10 = +4/-4, +4/-4, -3/+3 | ||
|- | |- | ||
− | | 2 || | + | | 2 || Soul-Sense (aka Death-Sense) || 2 = Soul-Sense: Perception + Awareness or Occult to detect mystical creature (even if it's hidden/disguised) or person/place that is deeply holy/evil/etc. <br /> 3 = Death-Sense: sense when (if ever) someone is likely to die <br /> magical concealment provides resistance |
|- | |- | ||
| 8/10/15 || Spirit Travel || 8 = one dimension <br /> 10 = two dimensions <br /> 15 = three dimensions | | 8/10/15 || Spirit Travel || 8 = one dimension <br /> 10 = two dimensions <br /> 15 = three dimensions |
Revision as of 08:28, 21 April 2018
italics = not in database yet, will review on request
Cost | Power | Notes |
---|---|---|
2-3 | Acute Smell | +N on scent-related Perception rolls |
1-4 | Armor | +N soak dice |
4-6 | Bond Sharing | 4 = one sense or environmental tolerance 5 = all senses or tolerances 6 = all senses and tolerances |
4/6/8 | Chameleon Coloration | 4 = darken to blend with shadows (Shadow-walking) 6 = hues of one color 8 = any color Wits + Alertness vs 7 to see you against same-color background |
3/5/7 | "Claws (Bygone)" "Teeth (Bygone)" (aka Fangs) "Horn (Bygone)" |
3 = one 5 = two 7 = three double for agg |
3 | Deadly Demise | dying attack that likely kills your killer |
3/5/7/10/15 | Elemental Touch | 3 = sense large quantity (Perception + Awareness vs 6-9) 5 = sense smaller quantity (Perception + Awareness vs 6-9) 7 = bend small amount (spend Willpower and roll Manipulation + Awareness vs 6-9) 10 = create small amount (spend Willpower and roll Manipulation + Awareness vs 6-9) 15 = bend large amount (spend 2 Willpower and roll Manipulation + Awareness vs 6-9) |
variable | "Enhancement (Bygone)" | +1 attribute or health level per 5 dots House rule: capped at +8 to attributes and +3 to health levels |
3 per | Extra Heads | +2 per extra head to resist ambush +2 per extra head participating in same Brawl attack may attack different targets using split actions decapitation is only an auto-kill if all heads are severed |
3 per | "Extra Limbs (Bygone)" | may attack different targets using split actions |
variable | Extra Speed | every 5 points gives +1 extra (not split) action per turn and multiplies running speed by 1.5 |
2-6 | Feast of Nettles | 2 = eat 3 Paradox per week 3 = 5 per week 4 = 10 per week 5 = 15 per week 6 = 20 per week must concentrate for 2-4 turns before and sleep it off after eating only part of a backlash requires Wits + Awareness vs 8, exceeding your limit kills you instantly |
2 | Flexible | +1 Dodge, +2 grapple |
variable | "Hazardous Breath (Bygone)" | 5*N points gives N levels of damage on Dexterity + Brawl vs 7 increase to 7*N to make it caustic (1 more level per turn until washed off) double = agg target can soak (if they can normally soak that type of damage) cannot use it more times per scene than your Stamina multiple Brawl successes = extra target in range at ST discretion |
3/6 | Healing Lick | 3 = heal 1 non-agg health level (self or other) per turn 6 = also heals agg does not regrow severed parts (need Regrowth for that) |
2 | Hibernation | don't need food/water until you wake up |
1 | Human Speech | while in non-human form |
2/5/10/15 | Immunity | 2 = minor nuisance or rare threat 5 = major or moderately rare threat 10 = deadly or common threat 15 = death itself |
3 | Information Font | Perception + relevant ability vs 7 to obtain obscure information, others roll Intelligence + Enigmas vs 6-10 to understand you |
8/10 | Intangibility | 8 = invisible 10 = incorporeal spend Willpower to change state incorporeal: magic still affects you; turning it off takes a full turn (during transition, seeing you requires Perception + Awareness or Alertness vs 8, but you can be touched) invisible: Perception + Awareness vs 7 to detect you with sensory magic, vs 9 to detect you disturbing the environment; does not mask your scent |
3/6 | Mesmerism | 3 = freeze target 6 = draw target slowly closer Charisma + Intimidation, extended, accumulate successes equal to target's Willpower, botch = target cannot be hypnotized this way again |
3 | Musical Influence | relevant social attribute + relevant ability vs target's Willpower, extra successes = extra targets if target realizes why they feel the effect, they still feel it but can act against it |
variable | Mystic Shield | every 2 points gives +1 countermagic or +1 diff to magic targeting you counts as a defensive action like Dodge |
3 | Nightsight | Perception + Alertness vs 8 to see in total darkness fog, smoke, etc.: ST discretion |
variable | Rapid Healing | every 2 points lets you heal at the speed of 1 health level less injured |
2/4/6 | Regrowth | 2 = tail, tentacle, horn, etc. (1 day) 4 = severed limb, gouged eye (3 days) 6 = anything short of complete bodily destruction (1 week for vital organ, 2 weeks for multiple such injuries) this is in addition to normal healing time for health levels fire/acid can cauterize a stump and stop it from regrowing |
3/5/8 | Shapechanger | 3 = one alternate form 5 = one range (e.g. birds, humans, cats, fish) 8 = anything any powers besides changing shape must be bought separately, and only apply while in a relevant shape others may roll Perception + Awareness vs 7 or other relevant sensory magic to see your true form, scent is ST discretion |
5/7 | Shared Knowledge | use each other's knowledges, Wits + Intuition vs (3 + knowledge level) for complex understanding 7 = can also see through each other's eyes range limited to (100 * your Willpower) yards |
3/5/8/10 | "Size (Bygone Power)" | 3 = +1 (larger) / -1 (smaller) health level, +1/-1 Strength or Stamina 5 = +2/-2 health levels, +2/-2 total Strength and/or Stamina, -1/+1 diff for others to spot or hit you 8 = +3/-3, +3/-3, -2/+2 10 = +4/-4, +4/-4, -3/+3 |
2 | Soul-Sense (aka Death-Sense) | 2 = Soul-Sense: Perception + Awareness or Occult to detect mystical creature (even if it's hidden/disguised) or person/place that is deeply holy/evil/etc. 3 = Death-Sense: sense when (if ever) someone is likely to die magical concealment provides resistance |
8/10/15 | Spirit Travel | 8 = one dimension 10 = two dimensions 15 = three dimensions |
3 | Spirit Vision | similar to Spirit Sight merit, hazier but less distracting, can choose to focus on it if e.g. a ghost is approaching |
3 | Tunneling | soft earth: walking speed to move through, half walking speed to leave tunnel long tunnels may require Stamina + Willpower |
2 | Unaging | same as Unaging merit |
variable | Venom | 3*N points adds N levels of aggravated damage to a bite/claw/spur/sting attack increase to 5*N to apply it to anyone who touches or eats part of you |
4 | Wall-Crawling | resistance (e.g. strong wind, slippery surface, someone grabbing you) requires Strength + Athletics vs 7 |
2/5 | Water-Breathing | 2 = can breathe both water and air 5 = don't need to breathe at all |
5 | Webbing | Dexterity + Webworking (secondary skill) vs 5 (travel), 6 (create), 7 (trap), 8 (grab at distance / block entrance) webbing has 6 soak dice and 3 health levels trapped victim must roll Strength vs 8 and get 3+ successes (or at ST discretion, roll Strength resisted by web's Strength 8) |
3/5 | "Wings (Bygone)" | 3 = jogging speed (13 yards per turn) 5 = 20 yards per turn |