Bygone Powers
Revision as of 17:45, 28 July 2019 by imported>WhoopingCrane
italics = not in database yet, will review on request
- 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.
Cost | Power | Notes |
---|---|---|
2-3 | "Acute Smell (Bygone power)" | +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 | 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 | 5+ points = +1 extra (not split) action per turn, 10 points = +2 every 5 points multiplies running speed by 1.5 (see table on page 115 for in-between values) |
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 |
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) must be activated, 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 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 | 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 (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 | 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 |