Powers F - Z

Fading

(Mana, Free Action, Range of Self, Special Duration)

Using this power, a creature completely disappears from existence, both physically and astrally. Some believe that they go to the metaplanes, other just don't know.


Fear

(Mana, Complex Action, Range LOS, Special Duration)

This power causes the target to become fearful of the creature itself or the terrain. A target so affected will attempt to race away in panic to the nearest point of perceived safety. An Opposed Test is made, the creature's Essence versus the target's Willpower. The creature's net successes determines the degree of the fear, with the terror lasting a number of Combat Turns equal to the successes.


Flame Aura

(Physical, Free Action, Range of Self, Sustained Duration)

With this power, a critter becomes wreathed in flames in a number of centimeters equal to the critter's essence. +2 to the power of any melee attack made by the critter as well. If attacking a critter with this power, you must resist (Creature's Essence)M physical damage, with impact armor applying as per normal.


Glamour

(Mana, Complex Action, Special Range, Sustained Duration)

Using this power, the critter creates an illusion based on the setting. It could make a cliff face an oasis in a desert, it could make a pit of spikes appear to be a well with a boy trapped inside. The defender is not subject to perceiving reality, no matter how much you scream at them, even if perceiving astrally.

An Opposed Test is made, pitting Twice the Creature's Essence versus the target's Willpower, and this power affects ALL targets within the creature's domain.


Guard

(Physical, Complex Action, LOS Range, Sustained Duration)

This power may be used to prevent Accidents - normal and via the Accident power - within the terrain it controls.


Hardened Armor

(Physical, Auto Action, Range of Self, Always Duration)

Critters with this power have an extraordinarily durable skin or carapace, giving the critter a natural layer of armor. If the power of an attack does not exceed the critter's armor rating, then they do not do any damage. APDS and AV ammo halves the rating of the armor.


Hypnotic Song

(Mana, Complex Action, LOS Range, Sustained Duration)

This is an odd power, treat each use of the song as if it were doing (Essence)M damage ((Essence)L for cyberears with dampeners, or earplugs, wax, fingers in ears). If you reach D stun, you're paralyzed completely. if the song is interrupted, the hypnotism starts anew as if it never happened. This power affects all metahumans within earshot.

A creature so paralyzed that is attacked may make an Opposed test, pitting their Willpower versus the creature's Essence. If the target succeeds they are freed; however, they suffer a +2 TN modifier on the turn they are freed as they try to clear their head.


Immunity

(Physical, Auto Action, Range of Self, Always Duration)

A creature with immunity has an armor rating of its Essence x 2 when dealing with the type of damage it is immune to. In addition, if the damage does not exceed the armor value of the creature it suffers no damage. This power operates versus magical and normal effects.

  • Immunity to age: the critter does not age, at all, ever.
  • Immunity to Normal Weapons does not make the critter immune to weapon foci, and any elemental attack (water cannon, Incendiary Ammo) halves the amount of armor given, APDS and AV ammo do only normal damage.

Infection

(Physical, Auto Action, Range of Touch, Permanent Duration)

When a Critter with the power "Essence Drain" drains a target to zero, they may infect the target with the essence drain power. The target takes on a death like pallor, then arises, filled with an insatiable hunger for essence. Any player infected immediately becomes an NPC.


Influence

(Mana, Complex Action, LOS Range, Instant Duration)

This power allows the creature to insinuate suggestions into the target's mind, predisposing them towards a certain action. Make an Opposed Test pitting the creature's Essence versus the target's Willpower. The number of net successes in the creature's favor decides how strong the influence is.


Innate Spell

(Physical, Complex Action, LOS Range, Instant Duration)

This power grants the critter a spell with a Force equal to their Essence, using their Essence as their Sorcery skill. The creature suffers no drain from casting this spell unless they sustain it, in which case they must resist (Essence)S. Sustained innate spells cover a number of square meters equal to the creature's Essence.


Magical Guard

(Mana, Free Action, LOS Range, Sustained Duration)

This power provides Spell Defense as a magician's power of the same name, with a number of dice equal to their Essence.


Magical Skill

(Mana, Variable Action, Variable Range, Variable Duration)

Beings with this power may have Sorcery, Conjuring, and other magical spells as per a character. They may use Astral Projection. They may cast spells, summon spirits, and use other aspects of their power. Their Magic Rating is equal to their Essence, and some may even be Initiated.


Magic Sense

(Mana, Simple Action, Special Range, Instant Duration)

Creatures with this power can detect magic and Awakened creatures on the same plane with them. They make an Essence (2) Test modified by the chart below. Creatures with this power subtract one half their Essence (round down) from the target number for Astral Patrolling

Situation Modifier
Range to target, every (Essence) meters +1
Surrounding terrain
Open Terrain (flat countryside) -4
Normal Terrain (typical countryside) -2
Restricted Terrain (light woods, suburban streets +0
Tight Terrain (urban mazes, dense woods) +2
Complex Terrain (building interiors) +4
Background Count +Level
Target has active foci/spells -1 per 2 Force *
Creature/Target magically active -1 per 2 Magical Attribute/Force *

* Unless Masked


Materialization

(Physical, Simple Action, Range of Self, Special Duration)

With this power, a spirit manifests in the physical plane. They are Immune to age, weapons (double Essence rating as armor) and pathogens (unless noted otherwise). A summoned nature spirit cannot stay manifested past dawn or sundown, and spirits in general do not like being manifested unless they're ordered to, or have a reason to be manifested. In manifested form, spirits get +10 to initiative, and can make attacks with their reaction as a combat skill.

See specific spirit types for situational bonus or hindrances.


Mimicry

(Physical, Simple Action, LOS Range, Sustained Range)

With the power of Mimicry, a critter can replicate many sounds, ranging from animal calls, speech, to other similar noises. To see through such an illusion, the defender makes a Perception Test (Cyber ear mods /do/ apply) against a TN of the critter's essence +3.


Mist Form

(Physical, Exclusive Complex Action, Range of Self, Sustained Duration)

As the name implies, this power grants a critter the ability to take the form of a mist. They may travel through any porous surface, only a complete seal will stop their exit. Even security measures that work against gas, or pollution cannot stop them. Nothing short of bacterial or viral seals can halt a critter in this form. In mist form, the being is immune to normal weapons, including things it normally is vulnerable to. When assaulted by something it has an allergy to however, the critter is forced back into it's normal form, though only sunlight, liquid or powder can apply (can't stake a vamp that is intangible). Switching from mist to normal form is a Complex, as is shifting from normal to mist, however, being forced out of mist form is instantaneous.


Movement

(Physical, Complex Action, LOS Range, Sustained Duration)

The movement power allows the creature using it to add or hinder a target's movement rate, multiplying the target's movement by its Essence, or dividing it if trying to hinder.

If used on a vehicle, the creature makes an EssenceTtest vs. half the vehicle's body. Multiply the successes by the vehicle's acceleration, and add or subtract the result from the vehicle's speed in the /next/ combat turn. The critter can continue to make tests to accelerate or decelerate the vehicle, though for extreme rates of movement, a Crash Test should be made.


Noxious Breath

(Physical, Complex Action, Range of Touch, Instant Duration)

With this power, a critter belches up a horrifically powerful stench to immobilize it's prey. The defender rolls Willpower or Body (whichever is greater) versus (Creature's Essence)S Stun. Respirators reduce the power by 2 and stage the damage to M, but no other armor has any effect versus this power, nor do dermal modifications.


Paralyzing Touch/Howl

(Physical, Complex Action, Touch or LOS Range, Special Duration)

A creature with this power, when in unarmed combat, subtracts (Creature Essence) from the target's Quickness for a period of 2D6 minutes. Repeated touches are cumulative. If reduced to zero, the defender is completely paralyzed. When reduced past zero, a character can die.To keep breathing, the target must roll Willpower versus the creature's Essence every minute that they are under it's effect. In the event of failure, the character will die in 1D6 minutes unless first aid is applied or the power wears off.

The variant of this, Paralyzing Howl, affects anyone in audible range. The creature makes an Essence test vs Willpower of the target, then the reverse for the target. If the creature gets one net success, the attack is successful. If a silence spell is used, subtract the Force of the spell from the Power of the attack.


Pestilence

(Physical, Auto Action, Range of Touch, Instant Duration)

With the pestilence power, a creature is carrying some sort of disease, such as VITAS or HMHVV. If an creature touches, or the target comes into contact with the critter's body fluids, through plain contact or wounding, make a Body Test versus the creature's Essence -2. If the target fails teh Body roll they contract the disease, and on 1 or 2 successes they may only contract a temporary illness. Unless mentioned otherwise, treat this disease as VITAS-3.


Petrifying Gaze

(Physical, Complex Action, LOS Range, Sustained Duration

Ever see Clash of the titans? You got it, this is the Medusa power that calcifies your living tissue. If a creature with this power meets the gaze of a player, make an Opposed Test between the creature's Essence and the target's Intelligence. If the creature exceeds the defender's successes, the victim if petrified. A creature with this power can keep a number of victims petrified equal to his Essence. When petrified, the only action you may take it to continue to resist the petrification, repeating the aforementioned Resistance Test. If the critter is slain, then all petrified victims return to normal.

A petrified body has a barrier rating equal to it's Body. When a character is damaged while in petrified form, the damage is inflicted when and if the character returns to normal. Chipping and breaking can manifest as terrible wounds, such as mangling or removing a limb, etc.

A mage may use dispelling to break the effects of this power as if it was a petrify spell at the rating of the creature's essence.


Possession

(Mana, Complex Action, Special Range, Special Duration)

A spirit with possession can possess the body of anyone they defeat in astral combat, but the target must have a physical body to possess. In a case where a host is willing, regardless of the host's ability to access the astral plane, anything with a living body can be possessed. The host keeps all his own physical skills and attributes, and adds the force of the spirit to all physical attributes, but their mental attributes, become that of the spirit's. A non willing host gives the actions of the controlling spirit a +2 to target number. If a target is incapacitated IE: D physical wound, the spirit is undamaged and driven into it's astral form. Banishing disrupts instead of killing.When the spirit departs the body, the host must resist (Force)D stun using willpower. Mana spells cast on the host affect the spirit, not the host.


Psychokinesis

(Physical, Complex Action, LOS Range, Sustained Duration)

This power functions as the spell "Magic fingers", with Quickness and Strength equal to the creature's Essence.


Regeneration

(Physical, Auto Action, Range Self, Always Duration)

When a creature has regeneration, it it impossible to kill them by any normal damage except in the case of a brain or spinal injury. To determine if the creature dies from taking Deadly damage, roll 1d6. A roll of one is survival. In the instance of mass tissue damage (fire, acid, explosions), the creature dies on a 1 and a 2. The creature is only affected by the damage until the beginning of his next combat turn, when he also returns to full health.

In the case of damage with Weapon foci, if the creature is pushed into a D wound, the creature must make an Essence Test versus the Rating of the focus not to die.


Search

(Physical, Exclusive Complex Action, LOS Range, Special Duration)

A spirit with this power may search for any person place or thing within it's terrain. The creature rolls its Essence in an Opposed Test versus the target's Intelligence, the one with the most successes is the victor. In the event of an object, the TN is the object resistance rating, but they roll Essence x 2. The concealment power on a person, object or thing adds the Essence of the critter using concealment to the target number to find it.


Shadow Cloak

(Physical, Free Action, Range of Self, Sustained Duration)

This power allows a creature to blend into darkness, making it appear as only a shadow. This power is useless in full daylight, +2 to perception to see with minimal light, +4 in partial, and in the case of glare, -1.


Silence

(Physical, Complex Action, Special Range, Sustained Duration)

A creature using this power creates a sphere of silence in a radius of its Essence in meters. Within this sphere, nothing can be heard, no matter what. A creature with the ability to create several spheres of silence within it's terrain is limited to a number no greater than his Essence.


Sonic Projection

(Physical, Complex Action, LOS Range, Instant Duration)

This power comes in the form of a powerful screech that causes pain to other creatures. +2 to all TNs of characters who can hear the screech for one full Combat Turn after the screech is heard. Dampening renders this power ineffective, but in the instance of high frequency hearing, add +3 to TNs instead. Victims may roll Willpower vs the creature's Essence in an Opposed Test, each net success over the critter grants then -1 to the effects of the power. If the power is used within the confines of a silence spell, subtract the power from the Force of the spell.


Spraying

(Physical, Complex Action, Special Range, Instant Duration)

Ever owned a male cat? The critter using this power squirts out some odoriferous musk in an area of Essence x 2 meters. To avoid being sprayed, make a Quickness (8) test, one success is enough. If you get hit, you can't make any actions other than defense for that Combat Turn, but on the next you may act normally, though with +1 to TNs for (Essence)d6 turns. A sprayed PC must discard all surface clothing, no scrubbing will ever get the reek out. A respirator blocks the TN mods, but you still have to replace your outer layer of armor.


Venom

(Physical, Auto Action, Range of Touch, Instant Duration)

This attack is venomous, with a Damage Code of (Essence)S. Treat this as a toxin with a speed of one Combat Turn. Individual creatures will have variations on how this power works and the damage caused.


Weather Control

(Physical, Complex Action, LOS Range, Sustained Duration)

A creature or spirit with this power has the ability to manipulate weather patterns, so long as they are feasible in the surroundings. It is a slow power, taking 1d6 hours to come to fruition. To push it sooner, the critter rolls Essence vs TN 8, each success knocks off an hour.

The power only summons the desire weather, it does not control it, (i.e. The storm cloud does not rain down lightning on your enemies.)

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