Difference between revisions of "Powers"
From Tenebrous Isles
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:<u>'''Glamours (2)'''</u>: Veil with Will or Deceit. Disguise yourself with Will or Deceit. You can only use this on yourself, things that belong to you, or on those people that have made a Fae pact with you. | :<u>'''Glamours (2)'''</u>: Veil with Will or Deceit. Disguise yourself with Will or Deceit. You can only use this on yourself, things that belong to you, or on those people that have made a Fae pact with you. | ||
:<u>'''Seelie Magic (4)'''</u>: Magic sponsored by the Summer Court of Faerie. Using this magic works exactly the same as using Channeling and Ritual. You simply have Summer as your Element and Thaumaturgical effect. Especially strong (+1) vs. those things of the Winter Court. You may cast spells that fit the nature of Summer: growth, abundance, vigor, fire. All Seelie magic has a warm ambiance, even if its connection to Summer is metaphorical. This magic is ultimately sponsored by the Summer Queens, and using it in a manner counter to their agenda may mark you as an enemy to Summer. | :<u>'''Seelie Magic (4)'''</u>: Magic sponsored by the Summer Court of Faerie. Using this magic works exactly the same as using Channeling and Ritual. You simply have Summer as your Element and Thaumaturgical effect. Especially strong (+1) vs. those things of the Winter Court. You may cast spells that fit the nature of Summer: growth, abundance, vigor, fire. All Seelie magic has a warm ambiance, even if its connection to Summer is metaphorical. This magic is ultimately sponsored by the Summer Queens, and using it in a manner counter to their agenda may mark you as an enemy to Summer. | ||
+ | ::*This Power allows you to create very specific Rotes or Enchanted Items. | ||
:<u>'''Unseelie Magic (4)'''</u>: Magic sponsored by the Winter Court of Faerie. Using this magic works exactly the same as using Channeling and Ritual. You simply have Winter as your Element and Thaumaturgical effect. Especially strong (+1) vs. those things of the Summer Court. You may cast evocations that fit the nature of Winter: death, slumber, ice. All Unseelie magic has a cold ambiance, even if its connection to Winter is metaphorical. This magic is ultimately sponsored by the Winter Queens, and using it in a manner counter to their agenda may mark you as an enemy to Winter. | :<u>'''Unseelie Magic (4)'''</u>: Magic sponsored by the Winter Court of Faerie. Using this magic works exactly the same as using Channeling and Ritual. You simply have Winter as your Element and Thaumaturgical effect. Especially strong (+1) vs. those things of the Summer Court. You may cast evocations that fit the nature of Winter: death, slumber, ice. All Unseelie magic has a cold ambiance, even if its connection to Winter is metaphorical. This magic is ultimately sponsored by the Winter Queens, and using it in a manner counter to their agenda may mark you as an enemy to Winter. | ||
− | :<u>'''Wyld Magic (4)'''</u>: Magic sponsored by the Wyld Court of Faerie. Using this magic works exactly the same as using Channeling and Ritual. You simply have Wyld as your Element and Thaumaturgical effect. Tends to be oriented to the Hunt, and all things wild. You may cast evocations that fit the nature of Wyldness: hunting, animalism, unfettered growth, awareness. Wyld is primal, unpredictable, and motivated to fulfill basic needs with no moral or ethical compunctions. All Wyld magic has a truly wild ambiance, even if its connection to Wyld is metaphorical. This magic is ultimately sponsored by the Erlking, and using it in a manner counter to their agenda may mark you as an enemy to the Wyld Court. | + | ::*This Power allows you to create very specific Rotes or Enchanted Items. |
+ | :<u>'''Wyld Magic (4)'''</u>: Magic sponsored by the Wyld Court of Faerie. Using this magic works exactly the same as using Channeling and Ritual. You simply have Wyld as your Element and Thaumaturgical effect. Tends to be oriented to the Hunt, and all things wild. You may cast evocations that fit the nature of Wyldness: hunting, animalism, unfettered growth, awareness. Wyld is primal, unpredictable, and motivated to fulfill basic needs with no moral or ethical compunctions. All Wyld magic has a truly wild ambiance, even if its connection to Wyld is metaphorical. This magic is ultimately sponsored by the Erlking, and using it in a manner counter to their agenda may mark you as an enemy to the Wyld Court. | ||
+ | ::*This Power allows you to create very specific Rotes or Enchanted Items. | ||
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! <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;">Items of Power</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;">Items of Power</h2> | ||
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|style="color:#000;"|For those with just a little spark... | |style="color:#000;"|For those with just a little spark... | ||
− | :<u>'''Animal Speaker (1)'''</u>: | + | :<u>'''Animal Speaker (1)'''</u>: You can talk to animals. Must be able to see and hear those animals, and must speak aloud. |
:<u>'''Night Sight (1)'''</u>: You can see in the dark, without penalties. It's pretty freaky, but you can do it. | :<u>'''Night Sight (1)'''</u>: You can see in the dark, without penalties. It's pretty freaky, but you can do it. | ||
:<u>'''Ghost Speaker (1)'''</u>: You see dead people. Unfortunately, when you can see that kind of thing, you can never really avoid seeing that kind of thing. Ghosts can see you, too. You're able to speak to the dead rather freely if they come up and start the conversation. If you can manage to get the attention of one, you can converse with Ghosts that don't initiate the conversation as well. | :<u>'''Ghost Speaker (1)'''</u>: You see dead people. Unfortunately, when you can see that kind of thing, you can never really avoid seeing that kind of thing. Ghosts can see you, too. You're able to speak to the dead rather freely if they come up and start the conversation. If you can manage to get the attention of one, you can converse with Ghosts that don't initiate the conversation as well. | ||
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:*Physical skills include: Athletics, Fight, Notice, Physique, and Stealth. | :*Physical skills include: Athletics, Fight, Notice, Physique, and Stealth. | ||
:<u>'''Power Through (2)'''</u>: You're capable of taking much more damage than some others, and because of this, you might need a while to recover. Gain a new consequence slot called 'Hurt', good for 4 shifts of damage. | :<u>'''Power Through (2)'''</u>: You're capable of taking much more damage than some others, and because of this, you might need a while to recover. Gain a new consequence slot called 'Hurt', good for 4 shifts of damage. | ||
− | :<u>'''Quick Recovery (2)'''</u>: Outside of combat, you may recover a Sticky consequence as if it were fleeting. | + | :<u>'''Quick Recovery (2)'''</u>: Outside of combat, you may recover a Sticky consequence as if it were fleeting, but that consequence must be of a physical nature. |
:<u>'''Tougher (2)'''</u>: Being flat out tougher and harder to hurt is a helpful thing indeed. Gain +2 boxes to your Vitality stress track. | :<u>'''Tougher (2)'''</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 (1)'''</u>: You have large, <insert color here> wings concealed or revealed by | + | :<u>'''Winged-Kin (1)'''</u>: You have large, <insert color here> wings concealed or revealed by a Human Guise 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. |
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! <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;">Psychic Abilities</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;">Psychic Abilities</h2> | ||
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:<u>'''Additional Emotion (1)'''</u>: ''Requires Incite Emotion.'' You've become adept at triggering another emotion within others. (Any upgrades purchased for Incite Emotion effect all emotions purchased.) | :<u>'''Additional Emotion (1)'''</u>: ''Requires Incite Emotion.'' You've become adept at triggering another emotion within others. (Any upgrades purchased for Incite Emotion effect all emotions purchased.) | ||
:<u>'''Ranged Incite (1)'''</u>: ''Requires Incite Emotion.'' You no longer need to touch someone to trigger emotions within them. Up to 1 zone away, you can trigger emotions in another person. (Single target only.) | :<u>'''Ranged Incite (1)'''</u>: ''Requires Incite Emotion.'' You no longer need to touch someone to trigger emotions within them. Up to 1 zone away, you can trigger emotions in another person. (Single target only.) | ||
− | :<u>'''Lasting Emotion (1)'''</u>: ''Requires Incite Emotion.'' Instead of simply creating an advantage, you can now use Provoke or Deceit to inflict mental damage upon someone via | + | :<u>'''Lasting Emotion (1)'''</u>: ''Requires Incite Emotion.'' Instead of simply creating an advantage, you can now use Provoke or Deceit to inflict mental damage upon someone via a mental attack with a bite to it, as you have a weapon rating of 1. |
:<u>'''Potent Emotion (1)'''</u>: ''Requires Lasting Emotion.'' Not only can you hit someone mentally, you're particularly adept at it. Your mental 'teeth' are sharpened to the point that they bite quite deep and your weapon rating is now 3. | :<u>'''Potent Emotion (1)'''</u>: ''Requires Lasting Emotion.'' Not only can you hit someone mentally, you're particularly adept at it. Your mental 'teeth' are sharpened to the point that they bite quite deep and your weapon rating is now 3. | ||
:<u>'''Psychometry (1)'''</u>: Use your Notice to assess the history of an object as either an overcome or creating an advantage game action. The difficulty for time goes up incrementally from -1 for the last hour, to -6 for the last day. | :<u>'''Psychometry (1)'''</u>: Use your Notice to assess the history of an object as either an overcome or creating an advantage game action. The difficulty for time goes up incrementally from -1 for the last hour, to -6 for the last day. | ||
− | :<u>'''The Third Eye (1)'''</u>: You're able to open your 'third eye' to view the world in all of its glorious truth. This can be quite scarring. Use Lore to make sense of the world around you with an overcome action. Use Will to | + | :<u>'''The Third Eye (1)'''</u>: You're able to open your 'third eye' to view the world in all of its glorious truth. This can be quite scarring. Use Lore to make sense of the world around you with an overcome action. Use Will to defend against the damage looking upon the truth of things can inflict. |
:*Soulgaze comes with The Third Eye, as you can see the truth of the world, and the truth within another. | :*Soulgaze comes with The Third Eye, as you can see the truth of the world, and the truth within another. | ||
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:<u>'''Animorphism (2)'''</u>: You can take the form of any natural animal once a month. Deceive is used to take the shape of any uncoded form. (Requires Modular Abilities for alternate forms to have their own Creature Features or Physical Powers) | :<u>'''Animorphism (2)'''</u>: You can take the form of any natural animal once a month. Deceive is used to take the shape of any uncoded form. (Requires Modular Abilities for alternate forms to have their own Creature Features or Physical Powers) | ||
:<u>'''Beast Change (1)'''</u>: You can take the form of one specific animal once a month. (Comes with Form Powers for alternate form to have Creature Features or Physical Powers) | :<u>'''Beast Change (1)'''</u>: You can take the form of one specific animal once a month. (Comes with Form Powers for alternate form to have Creature Features or Physical Powers) | ||
+ | :<u>'''Face In The Crowd (1)'''</u>: Your ability to simply blend into the background is astounding. Once per scene, you may conveniently arrive at a location in a manner and time of your choosing simply by stepping out of the crowd and announcing that you'd been there the whole time. Yes, you can even step forward as a previously unnamed NPC, pull off a disguise, and announce it was you all along! | ||
:<u>'''Fluid Shapeshifting (3)'''</u>: You can take any human or animal form, including the unnatural, once a month. Deceive is used to take the shape of any uncoded form. (Requires Modular Abilities for alternate forms to have their own Creature Features or Physical Powers) | :<u>'''Fluid Shapeshifting (3)'''</u>: You can take any human or animal form, including the unnatural, once a month. Deceive is used to take the shape of any uncoded form. (Requires Modular Abilities for alternate forms to have their own Creature Features or Physical Powers) | ||
− | |||
:<u>'''Gaseous Form (3)'''</u>: You can take the form of gas or mist. One exchange to transform. Cannot attack/defend. Nothing can harm you via physical attacks (Though other clever attacks could cause you problems), you fly instead of walk, and are insubstantial. Just remember, the wind can blow you away, someone could capture you in a bottle, fans are the enemy. | :<u>'''Gaseous Form (3)'''</u>: You can take the form of gas or mist. One exchange to transform. Cannot attack/defend. Nothing can harm you via physical attacks (Though other clever attacks could cause you problems), you fly instead of walk, and are insubstantial. Just remember, the wind can blow you away, someone could capture you in a bottle, fans are the enemy. | ||
:*Liquid Transformation: In lieu of transforming into your full gaseous form, you can instead transform into a liquid form. This uses the same rules as ''Liquid Form (-2)''. Transforming from solid to liquid, liquid to gas, gas to liquid, or gas to solid, is an additional shape change. | :*Liquid Transformation: In lieu of transforming into your full gaseous form, you can instead transform into a liquid form. This uses the same rules as ''Liquid Form (-2)''. Transforming from solid to liquid, liquid to gas, gas to liquid, or gas to solid, is an additional shape change. | ||
:<u>'''Healing Transformation (2)'''</u>: Once per scene, when you resume human form after a transformation, recover from In Peril or begin recovery of a Doomed, provided either condition reflects physical injury. | :<u>'''Healing Transformation (2)'''</u>: Once per scene, when you resume human form after a transformation, recover from In Peril or begin recovery of a Doomed, provided either condition reflects physical injury. | ||
− | :<u>'''The Human Touch (1)'''</u>: As long as the intended recipient knows you’re a werecreature, you may communicate simple, single-word concepts (run, attack, guard, distract, etc.) that casual observation will not detect. Roll Deceive to avoid detection from focused attention. | + | :<u>'''The Human Touch (1)'''</u>: As long as the intended recipient knows you’re a werecreature/shapeshifted, you may communicate simple, single-word concepts (run, attack, guard, distract, etc.) that casual observation will not detect. Roll Deceive to avoid detection from focused attention. |
:<u>'''Liquid Form (2)'''</u>: You can take the form of liquid. It's difficult to move unless you're on an inclined surface (in which case it's nearly impossible to stop moving). You are immune to physical damage save for anything that would be a problem for liquid (I.E. being frozen, boiled, steamed). | :<u>'''Liquid Form (2)'''</u>: You can take the form of liquid. It's difficult to move unless you're on an inclined surface (in which case it's nearly impossible to stop moving). You are immune to physical damage save for anything that would be a problem for liquid (I.E. being frozen, boiled, steamed). | ||
− | :<u>'''Modular Abilities (1+)'''</u>: Required to be taken by all shapeshifters that want powers in their alternate forms that are different than those on their native form, save for those with Beast Change. All powers purchased for your alternate forms cost double. (I.E. Wings will cost 2 refresh instead of 1.) | + | :<u>'''Modular Abilities (1+)'''</u>: Required to be taken by all shapeshifters that want powers in their alternate forms that are different than those on their native form, save for those with Beast Change. All powers purchased for your alternate forms cost double. (I.E. Wings will cost 2 refresh instead of 1, Hulking Size costs 4 instead of 2.) |
− | :<u>'''Shapeshifter's Mystique (2)'''</u>: You can take any human form you like, once a month. Deceive is used to take the shape of any uncoded form. | + | :<u>'''Ready Transformation (1)'''</u>: You are capable of shapeshifting once per scene rather than once every month. |
− | :<u>'''Skill Shuffle (1+)'''</u>: Purchased individually | + | :<u>'''Shapeshifter's Mystique (2)'''</u>: You can take any human form you like, once a month. Deceive is used to take the shape of any uncoded form. (Requires Modular Abilities for alternate forms to have their own Creature Features or Physical Powers) |
− | :<u>'''True Shapeshifting (4)'''</u>: You can literally become anything once a month. Person, plant, animal, inanimate object. You can shapeshift into any form. Deceive is used to take the shape of any uncoded form. | + | :<u>'''Skill Shuffle (1+)'''</u>: Purchased individually to apply to each coded, alternate form you want to be able to use Skill Shuffle for. |
+ | :<u>'''True Shapeshifting (4)'''</u>: You can literally become anything once a month. Person, plant, animal, inanimate object. You can shapeshift into any form. Deceive is used to take the shape of any uncoded form. (Requires Modular Abilities for alternate forms to have their own Creature Features or Physical Powers) | ||
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! <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;">Spellcraft</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;">Spellcraft</h2> | ||
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|style="color:#000;"|The powers of Magic Use | |style="color:#000;"|The powers of Magic Use | ||
:<u>'''Channeling (2)'''</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>'''Channeling (2)'''</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. | ||
+ | ::*This Power allows you to create very specific Rotes. | ||
:<u>'''Combat Magician (1)'''</u>: You are well versed in using magic in battle. Gain two stress boxes explicitly for the purposes of enhancing evocations, thus these stress boxes may not absorb attacks. | :<u>'''Combat Magician (1)'''</u>: You are well versed in using magic in battle. Gain two stress boxes explicitly for the purposes of enhancing evocations, thus these stress boxes may not absorb attacks. | ||
:<u>'''Magical Duelist (1)'''</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>'''Magical Duelist (1)'''</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 (3)'''</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>'''Magical Battler (1)'''</u>: ''Requires Magical Duelist.'' You are highly specialized in fighting with magic. Your attacks made with magic now benefit from an additional +1 to your weapons rating, bringing to Weapons 3. |
+ | :<u>'''Elements Master (1)'''</u>: ''Requires Evocation or Runic Magic.'' After some time and effort, you are now fully capable of using all 5 elements when casting Magic. | ||
+ | :<u>'''Evocation (3)'''</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. | ||
+ | ::*This power allows you to design Rotes. | ||
:<u>'''In Case of Emergency, Break Self (1)'''</u>: You may mark the Doomed consequence to overcome the restrictions of being Burned Out for one scene. | :<u>'''In Case of Emergency, Break Self (1)'''</u>: You may mark the Doomed consequence to overcome the restrictions of being Burned Out for one scene. | ||
:<u>'''Master of The Third Eye (1)'''</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 (1)'''</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 (2)'''</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 (2)'''</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. | ||
+ | ::*This Power allows you to create very specific Enchanted Items. | ||
:<u>'''Self-Immolation (2)'''</u>: At your discretion, you may mark the In Peril consequence to use the effect for which you would normally mark Exhausted. | :<u>'''Self-Immolation (2)'''</u>: At your discretion, you may mark the In Peril consequence to use the effect for which you would normally mark Exhausted. | ||
:<u>'''Spellsinger (1)'''</u>: Music is magic, at least for you. You may use your Performance skill rather than your Casting skill for using Magic. | :<u>'''Spellsinger (1)'''</u>: Music is magic, at least for you. You may use your Performance skill rather than your Casting skill for using Magic. | ||
− | :<u>'''Thaumaturgy (3)'''</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 (3)'''</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. |
+ | ::*This power allows you to create Enchanted Items. | ||
+ | :*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 Evocation (3)'''</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. | ||
+ | ::*This power allows you to design Runic Rotes. | ||
+ | :<u>'''Runic Thaumaturgy (3)'''</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. | ||
+ | ::*This power allows you to create Runic Enchanted Items. | ||
:*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. | ||
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:<u>'''Wanderer of the Ways (1)'''</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. | :<u>'''Wanderer of the Ways (1)'''</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. | ||
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Revision as of 14:23, 12 April 2017
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