Difference between revisions of "Powers"
From Tenebrous Isles
m |
m |
||
Line 62: | Line 62: | ||
! <h1 style="margin:0; background:#00004C; font-size:120%; font-weight:bold; border:1px solid #D4D4D4; text-align:left; color:#D4D4D4; padding:0.2em 0.4em;">Physical Powers</h1> | ! <h1 style="margin:0; background:#00004C; font-size:120%; font-weight:bold; border:1px solid #D4D4D4; text-align:left; color:#D4D4D4; padding:0.2em 0.4em;">Physical Powers</h1> | ||
|- | |- | ||
− | |style="color:#000;"|Powers | + | |style="color:#000;"|Powers directly regarding the NeverNever. |
:<u>'''Faster, Stronger'''</u>: You are literally just faster and stronger. Add +1 to all Physical skill rolls when defending, creating an advantage, or overcoming. | :<u>'''Faster, Stronger'''</u>: You are literally just faster and stronger. Add +1 to all Physical skill rolls when defending, creating an advantage, or overcoming. | ||
:*Physical skills include: Athletics, Fight, Notice, Physique, and Stealth. | :*Physical skills include: Athletics, Fight, Notice, Physique, and Stealth. | ||
− | :<u>'''Tougher'''</u>: Being flat out tougher and harder to hurt is a helpful thing indeed. Gain + | + | :<u>'''Tougher'''</u>: Being flat out tougher and harder to hurt is a helpful thing indeed. Gain +2 boxes to your Vitality stress track. |
:<u>'''Winged-Kin'''</u>: You have large, <insert color here> wings concealed or revealed by glamour under your control. These wings are capable of short-term flight, such that you automatically succeed if facing an overcome action that may be aerially circumvented. | :<u>'''Winged-Kin'''</u>: You have large, <insert color here> wings concealed or revealed by glamour under your control. These wings are capable of short-term flight, such that you automatically succeed if facing an overcome action that may be aerially circumvented. | ||
|- | |- | ||
Line 105: | Line 105: | ||
|- | |- | ||
|style="color:#000;"|The powers of Magic Use | |style="color:#000;"|The powers of Magic Use | ||
− | :<u>'''Channeling'''</u>: You have the ability to make magical, quick effects with a single element. Channeling can be used to attack, create an advantage, defend, or overcome with the Casting skill. Each use of Channeling causes 1 stress to your vitality track, at minimum. All attacks are made with a | + | :<u>'''Channeling'''</u>: You have the ability to make magical, quick effects with a single element. Channeling can be used to attack, create an advantage, defend, or overcome with the Casting skill. Each use of Channeling causes 1 stress to your vitality track, at minimum. All attacks are made with a weapon rating of 1. |
− | :<u>'''Evocation'''</u>: You have the ability to make magical, quick effects with 3 different elements. Evocation can be used to attack, create an advantage, defend, or overcome with the Casting skill. Each use of Evocation causes 1 stress to your vitality track, at minimum. All attacks are made with a | + | :<u>'''Magical Duelist'''</u>: You specialize in fighting with magic. Your attacks made with magic now benefit from an additional +1 to your weapons rating, bringing to Weapons 2. |
+ | :<u>'''Evocation'''</u>: You have the ability to make magical, quick effects with 3 different elements. Evocation can be used to attack, create an advantage, defend, or overcome with the Casting skill. Each use of Evocation causes 1 stress to your vitality track, at minimum. All attacks are made with a weapon rating of 1. | ||
+ | :<u>'''In Case of Emergency, Break Self'''</u>: You may mark the Doomed consequence to overcome the restrictions of being Burned Out for one scene. | ||
:<u>'''Master of The Third Eye'''</u>: You are remarkably good at seeing through your third eye. Add +1 to your Will and Lore skill rolls when overcoming and defending while using The Third Eye. | :<u>'''Master of The Third Eye'''</u>: You are remarkably good at seeing through your third eye. Add +1 to your Will and Lore skill rolls when overcoming and defending while using The Third Eye. | ||
:<u>'''Ritual'''</u>: You are able to create Thaumaturgical magic effects using a specific type of Thaumaturgy. Thaumaturgical effects are typically effects that occur over long term, though they can be used to attack, create an advantage, defend, or overcome with the Casting skill in the right situations. | :<u>'''Ritual'''</u>: You are able to create Thaumaturgical magic effects using a specific type of Thaumaturgy. Thaumaturgical effects are typically effects that occur over long term, though they can be used to attack, create an advantage, defend, or overcome with the Casting skill in the right situations. | ||
+ | :<u>'''Self-Immolation'''</u>: At your discretion, you may mark the In Peril consequence to use the effect for which you would normally mark Exhausted. | ||
:<u>'''Spellsinger'''</u>: Music is magic, at least for you. You may use your Performance skill rather than your Casting skill for using Magic. | :<u>'''Spellsinger'''</u>: Music is magic, at least for you. You may use your Performance skill rather than your Casting skill for using Magic. | ||
:<u>'''Thaumaturgy'''</u>: You are able to create Thaumaturgical magic effects using any type of Thaumaturgy. Thaumaturgical effects are typically effects that occur over long term, though they can be used to attack, create an advantage, defend, or overcome with the Casting skill in the right situations. | :<u>'''Thaumaturgy'''</u>: You are able to create Thaumaturgical magic effects using any type of Thaumaturgy. Thaumaturgical effects are typically effects that occur over long term, though they can be used to attack, create an advantage, defend, or overcome with the Casting skill in the right situations. | ||
:*Types of Thaumaturgy include: Summoning and Binding, Conjuration, Divination, Veils, Wards, Crafting (Magical Items and Potions), Transformation and Distruption, Transportation and Worldwalking, Biomancy, Diabolism, Ectomancy, Entropomancy, Necromancy, Photomancy, Psychomancy. | :*Types of Thaumaturgy include: Summoning and Binding, Conjuration, Divination, Veils, Wards, Crafting (Magical Items and Potions), Transformation and Distruption, Transportation and Worldwalking, Biomancy, Diabolism, Ectomancy, Entropomancy, Necromancy, Photomancy, Psychomancy. | ||
− | :<u>'''Runic Magic'''</u>: You | + | :<u>'''Runic Magic'''</u>: You utilize a set of powerful runes to wield ancient Norse magic. You may use the Casting skill to attack, create an advantage, defend, or overcome based on your Runic magic. All attacks are made with a weapon rating of 1. |
+ | :<u>'''Wanderer of the Ways'''<u>: Your advanced knowledge of the Nevernever’s Ways enables rapid travel. Once per scene, you may conveniently arrive at a location in a manner and time of your choosing without consideration of time or distance. | ||
|- | |- | ||
! <h2 style="margin:0; background:#03104F; font-size:120%; font-weight:bold; border:1px solid #D4D4D4; text-align:left; color:#D4D4D4; padding:0.2em 0.4em;">True Faith</h2> | ! <h2 style="margin:0; background:#03104F; font-size:120%; font-weight:bold; border:1px solid #D4D4D4; text-align:left; color:#D4D4D4; padding:0.2em 0.4em;">True Faith</h2> | ||
Line 131: | Line 135: | ||
:*After a successful feeding, any further feeding attempts in that scene using Emotional Vampirism are made at +1. | :*After a successful feeding, any further feeding attempts in that scene using Emotional Vampirism are made at +1. | ||
:*Once per scene, you may make a full recovery on your Hungry stress track by killing someone via a complete drain of their emotions. | :*Once per scene, you may make a full recovery on your Hungry stress track by killing someone via a complete drain of their emotions. | ||
+ | :<u>'''The Kiss'''</u>: Your saliva is a powerful narcotic. Whenever you succeed with style on a bite attack (see Hungry), you can declare that your opponent is dosed with your saliva, and you gain +1 to all actions in subsequent exchanges against the same target in the same scene. The target gains the aspect of 'High from the Kiss' until the aspect is overcome. | ||
:<u>'''Tattoos of St Giles'''</u>: ''Requires Red Court Infectee Template.'' Your affiliation with the Order of St Giles has been quite the boon to you. | :<u>'''Tattoos of St Giles'''</u>: ''Requires Red Court Infectee Template.'' Your affiliation with the Order of St Giles has been quite the boon to you. | ||
:*You now have a warning literally tattooed into your skin that only becomes visible when you're hungry. This mechanically creates a bonus to anyone's Notice when looking at you, equal to the number of boxes filled in on your Hungry stress track. | :*You now have a warning literally tattooed into your skin that only becomes visible when you're hungry. This mechanically creates a bonus to anyone's Notice when looking at you, equal to the number of boxes filled in on your Hungry stress track. | ||
:*When you attempt to defend using Will, and your tattoos are visible, gain +1 to the roll. If someone you are dealing with has knowledge of the Order of St Giles, gain +1 to Provoke when using it to create an advantage, attack, or overcome vs that person. :*Along with getting the tattoos themselves, the Order has trained you well. Gain +1 to Lore when using it to overcome and identify supernatural threats. Gain +2 to lore when using it to overcome and identify signs of the Red Court at work. | :*When you attempt to defend using Will, and your tattoos are visible, gain +1 to the roll. If someone you are dealing with has knowledge of the Order of St Giles, gain +1 to Provoke when using it to create an advantage, attack, or overcome vs that person. :*Along with getting the tattoos themselves, the Order has trained you well. Gain +1 to Lore when using it to overcome and identify supernatural threats. Gain +2 to lore when using it to overcome and identify signs of the Red Court at work. | ||
:*Finally, you gain 2 boxes on the length of your Hungry stress track, due to your ability to focus and keep the raging beast of blood hunger at bay. | :*Finally, you gain 2 boxes on the length of your Hungry stress track, due to your ability to focus and keep the raging beast of blood hunger at bay. | ||
+ | :<u>'''Vampiric Physique'''</u>: When brute strength or sheer speed is requisite, call upon your vampiric nature to gain a bonus of +2 per box of Hungry checked. Furthermore, any physical actions taken may. | ||
+ | :<u>'''Vampiric Toughness'''</u>: Sometimes having the constitution of a Vampire comes in handy. Mark one box of Hungry to soak two points of stress. | ||
+ | :<u>'''Vampiric Recovery'''</u>: Outside of conflict, mark one box of Hungry to clear a sticky consequence, or two boxes to begin recovery from a lasting consequence. Only consequences based on physical injury can be recovered in this way. | ||
|- | |- | ||
|} | |} |
Revision as of 21:04, 11 April 2017
|