Bygone Powers

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  • 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
  • Powers are listed by the name found in the COH Database - please use the exact words and punctuation for it to show up on a +sheet.
  • 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.
Bygone Powers
Cost Power Notes Book
2-3 Acute Smell (Bygone power) +N on scent-related Perception rolls BB 111
2-6 Alacrity Speed! For each 2 points spend in Alacrity (max is 6 total), you can spend a Willpower and take 1 extra action within a single turn. 2 points = 2 actions, 4 points = 3 actions, 6 points = 4 actions. Extra willpower spends does not give extra bonuses in the same turn. Bonus last for only one turn per point of Willpower spent that turn. You can spend again for the next turn, until Willpower runs out. G&M 201
1-4 Armor +N soak dice BB 111
1-4 Aww! +N social dice when endearing yourself to someone through your sheet cuteness. Only grants half the usual bonus (rounded up) when in human guise. G&M 202
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)
G&M 202
4-6 Bond Sharing 4 = one sense or environmental tolerance
5 = all senses or tolerances
6 = all senses and tolerances
BB 111
variable Cause Insanity (bygone Power Target must be within visual sight. Spend 1 Willpower, roll 1 die for every 2 points in this Advantage, difficulty is target's WP.
1 success forces the target to assume a Derangement for one day per success rolled. If target is a mage, 3 successes or more also force that mage to make a WP roll (diff mage's current Paradox +2) or else suffer one level of Quiet too.
G&M 203
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
BB 111
3/5/7 Claws (Bygone)
Fangs (bygone)
Horn (Bygone)
Teeth (Bygone)
3 = one
5 = two
7 = three
double for agg
BB 111
3 Death-Sense sense when (if ever) someone is likely to die
magical concealment provides resistance
BB 118
1 Dominance +3 dice to Social interactions with the appropriate groups, and reduce difficulties for Intimidation or Leadership rolls by -2 G&M 204
2 Earthbond Reduces difficulty for perception rolls by -2 if you're trying to spot potential trouble G&M 204
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)
BB 111
variable Enhancement (Bygone) +1 attribute or health level per 5 dots
House rule: capped at raising to 8 dots maximum for attributes, and +3 dots to health levels, but attributes don't cost extra XP beyond the cost of the power
BB 113
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
BB 113
3 per Extra Limbs (Bygone) may attack different targets using split actions BB 113
3/5/7/9/10 Extra Speed
  • 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
  • For moving and doing something else in same turn, see Combat#Movement
BB 113
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
BB 114
2 Flexible +1 Dodge, +2 grapple BB 114
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
BB 114
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)
BB 114
2 Hibernation (bygone power) don't need food/water until you wake up BB 114
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
G&M 206
1 Human Speech while in non-human form BB 114
2/5/10/15 Immunity (bygone) 2 = minor nuisance (poison oak, common cold) or very rare threat (basilisks)
5 = major (disease, hunger) or moderately rare threat (poisons, extreme heat or cold)
10 = deadly (fire, drowning) or common threat (fire, metals (i.e.: silver, kryptonite))
15 = death itself (house rule: requires an Achilles' heel at staff discretion, but complete bodily destruction doesn't automatically defeat it)
BB 114
3 Information Font Perception + relevant ability vs 7 to obtain obscure information, others roll Intelligence + Enigmas vs 6-10 to understand you BB 115
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
BB 115
3 Lack of Scent guess BB 115
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
BB 116
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
BB 116
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)
BB 116
3 Needle Teeth Enhances bite attacks only. Can bite through up to 3 levels of armor G&M 209
3 Nightsight Perception + Alertness vs 8 to see in total darkness
fog, smoke, etc.: ST discretion
BB 116
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)
BB 116
3 Razorskin Unarmed attacks (Brawl or Martial Arts - where bare skin hits your skin) attacker suffers an attack of his own Strength +1 in lethal damage. This is always active unless you shapechange or cover/transform skin. G&M 210
1 Read And Write You can read and write whatever human language you know. G&M 210
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
BB 116
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'
BB 117
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
BB 117
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
You can +request custom +shift forms based on your Shapechanger Power Level to reflect the Size (Bygone Power) level stat changes and what sort of form it is. This does not apply to Human, or if your native form is about the same size as Human.
BB 117
5 Soak Agg You can soak both lethal and aggravated damage. G&M 211
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
BB 118
8/10/15 Spirit Travel Middle Umbra, astral lands, and/or Underworld
8 = one dimension
10 = two dimensions
15 = three dimensions
BB 119
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 BB 119
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
G&M 212
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
G&M 212
3 Tunneling soft earth: walking speed to move through, half walking speed to leave tunnel
long tunnels may require Stamina + Willpower
BB 120
2 Unaging (Bygone) same as Unaging merit BB 120
5 Universal Translator Works for any form of communication that you have encountered before. If you have not, then make an Intelligence + Empathy roll to puzzle it out. Diff is 6, but could be as high as 9 if it is an especially arcane language (i.e. waving fronds of a plant-spirit, shifting colors of an alien species' body hair). Languages can be translated if you can perceive it as a language. Telepathic communication or subtle symbolic codes are beyond you unless you can recognize them for what they are. Understanding will tend literal unless you have enough contact to recognize slang, sarcasm, cultural references, etc. G&M 213
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
BB 120
4 Wall-Crawling resistance (e.g. strong wind, slippery surface, someone grabbing you) requires Strength + Athletics vs 7 BB 120
2/5 Water-Breathing 2 = can breathe both water and air
5 = don't need to breathe at all
BB 120
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)
BB 120
3/5 Wings (Bygone) 3 = jogging speed (13 yards per turn)
5 = 20 yards per turn
BB 120
7 Wyrd Required for all Chimerical Bygones. Costs 1 Willpower per scene to use. Allows non-chimerical interaction. C20 323