Difference between revisions of "Bygone Powers"
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| 10 || 14 || 26 + Dexterity || 45 + (3 * Dexterity) | | 10 || 14 || 26 + Dexterity || 45 + (3 * Dexterity) | ||
|} | |} | ||
+ | </div> | ||
+ | * 5+ points = +1 extra (not split) action per turn, 10 points = +2 | ||
+ | * also increases walking/running speed per table on right | ||
* Dexterity bonuses are from MtA 223 | * Dexterity bonuses are from MtA 223 | ||
* For moving and doing something else in same turn, see [[Combat#Movement]] | * For moving and doing something else in same turn, see [[Combat#Movement]] | ||
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| 2-6 || Feast of Nettles || 2 = eat 3 Paradox per week <br /> 3 = 5 per week <br /> 4 = 10 per week <br /> 5 = 15 per week <br /> 6 = 20 per week <br /> must concentrate for 2-4 turns before and sleep it off after <br /> eating only part of a backlash requires Wits + Awareness vs 8, exceeding your limit kills you instantly | | 2-6 || Feast of Nettles || 2 = eat 3 Paradox per week <br /> 3 = 5 per week <br /> 4 = 10 per week <br /> 5 = 15 per week <br /> 6 = 20 per week <br /> must concentrate for 2-4 turns before and sleep it off after <br /> eating only part of a backlash requires Wits + Awareness vs 8, exceeding your limit kills you instantly | ||
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| 3/5/8/12 || Telekinesis || max (10 lbs / 50 lbs / 100 lbs / effectively 350 lbs) <br /> Willpower vs 6+ depending on weight and what you're doing with it <br /> over 100 lbs requires spending a Willpower per additional 25 lbs | | 3/5/8/12 || Telekinesis || max (10 lbs / 50 lbs / 100 lbs / effectively 350 lbs) <br /> Willpower vs 6+ depending on weight and what you're doing with it <br /> over 100 lbs requires spending a Willpower per additional 25 lbs | ||
+ | |- | ||
+ | | 2/4/6 || "Telepathy (bygone power)" || Intelligence + (Empathy, Etiquette, Intimidation, or other appropriate ability) <br /> unwilling target may do a resisted Willpower roll to block it out <br /> 2 = one character in line of sight <br /> 4 = add a number of characters equal to your Willpower <br /> 6 = extend range to 1 mile <br /> listening in as an outside party requires appropriate means (may be mundane technology depending on the bygone) and spending a Willpower | ||
|- | |- | ||
| 3 || Tunneling || soft earth: walking speed to move through, half walking speed to leave tunnel <br /> long tunnels may require Stamina + Willpower | | 3 || Tunneling || soft earth: walking speed to move through, half walking speed to leave tunnel <br /> long tunnels may require Stamina + Willpower |
Revision as of 14:55, 12 December 2020
- NOTE: Powers are approved at staff discretion. They need to make conceptual sense for your creature type. Any sensible IC explanation is fine, however just "I want it" is not sufficient.
- italics = not in database yet, will review on request
- House rules are highlighted like this.
- Chimerical bygones (page 98) are allowed, can treat redes as powers, and have Glamour equivalent to wilder changelings.
- Must take Wyrd rede. Must use Wyrd rede to ICly exist in normalspace (similar to wraiths using Embody).
- Other redes are at staff discretion.
- Non-chimerical bygones can't have redes.
- 20th Anniversary powers (Gods and Monsters 201-214) may be allowed at staff discretion.
Cost | Power | Notes |
---|---|---|
2-3 | "Acute Smell (Bygone power)" | +N on scent-related Perception rolls |
1-4 | Armor | +N soak dice |
1/3 | Bare Necessities | items shapeshift with you, similar to items dedicated by shifters 1 = clothes, small items worn close to your skin (e.g. wallet, watch, knife strapped to your leg) 3 = items small and light enough to carry in one hand (e.g. backpack, sword, walking stick, pistol, but not a semi-automatic rifle) Reference: Gods and Monsters 202 |
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 | Death-Sense | sense when (if ever) someone is likely to die magical concealment provides resistance |
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, but attributes don't cost extra XP beyond the cost of the power |
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 |
3/5/7/9/10 | Extra Speed |
|
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)" | House rule: Does dice of damage, not automatic levels 5*N points gives N dice of damage on Dexterity + Brawl vs 7 increase to 7*N to make it caustic (1 more die 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 (bygone power)" | don't need food/water until you wake up |
2/4 | Human Guise | 2 = visible tells (e.g. gills, cat eyes, reptile scales) but potentially concealable by makeup/clothes, one dot in Appearance 4 = appear entirely human unless another supernatural power/ability is used Reference: Gods and Monsters 206 |
1 | Human Speech | while in non-human form |
2/5/10/15 | "Immunity (bygone)" | 2 = minor nuisance or rare threat 5 = major or moderately rare threat 10 = deadly or common threat 15 = death itself (house rule: requires an Achilles' heel at staff discretion, but complete bodily destruction doesn't automatically defeat it) |
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 | Lack of Scent | guess |
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 | Mystick Shield | every 2 points gives +1 countermagic or +1 diff to magic targeting you (not both) (house rule: must pick an allocation in advance, +diff is assumed until/unless allocating some/all to countermagic is explicitly requested, each aspect is capped at 10 points for +5) must be activated, counts as a defensive action like Dodge (house rule: does not impose penalties beyond the normal extra/split action rules) |
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 house rule: if this would be off the chart, keep using the speed for 1 damage (bruised) |
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 house rule: these Awareness checks are limited on the same basis as '+rules sniping' |
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 Without this power, your native form can be maybe a step or two larger/smaller than human, but without any stat bonuses |
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. house rule: Death-Sense is a separate power and does not include effects of Soul-Sense magical concealment provides resistance |
8/10/15 | Spirit Travel | Middle Umbra, astral lands, and/or Underworld 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 |
3/5/8/12 | Telekinesis | max (10 lbs / 50 lbs / 100 lbs / effectively 350 lbs) Willpower vs 6+ depending on weight and what you're doing with it over 100 lbs requires spending a Willpower per additional 25 lbs |
2/4/6 | "Telepathy (bygone power)" | Intelligence + (Empathy, Etiquette, Intimidation, or other appropriate ability) unwilling target may do a resisted Willpower roll to block it out 2 = one character in line of sight 4 = add a number of characters equal to your Willpower 6 = extend range to 1 mile listening in as an outside party requires appropriate means (may be mundane technology depending on the bygone) and spending a Willpower |
3 | Tunneling | soft earth: walking speed to move through, half walking speed to leave tunnel long tunnels may require Stamina + Willpower |
2 | "Unaging (Bygone)" | same as Unaging merit |
variable | "Venom (Bygone)" | 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 (bygone)" | 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 |