Friday, December 13, 2013

New Mystical Powers

New Mystical Powers!


Age Manipulation
Link: INFL

Range: Normal
Type: Dice
Base Cost: 50
Factor Cost: 8
This power allows a character to increase or decrease the age of a target as an attack. He cannot turn the target into a fetus or age him to death- the power does not actually shorten the lifespan, only creates a state of age. The power is resolved as a mystical attack with APs of power as AV/EV and the OV/RV being the target’s INFL/SPIRIT. RAPs are subtracted from the target’s Initiative, representing either feebleness of body or mind. If RAPs equal half the target’s RV, then the target also suffers a -1 CS penalty to physical and mental RVs. If the RAPs equal or exceed the target’s RV, then he suffers a -1 CS to physical and mental OVs and RVs. The effect lasts APs of time equal to the APs of power.
            Immortal characters are immune to this power.
 
 
Charm
Link: INFL

Range: Normal
Type: Auto
Base Cost: 15
Factor Cost: 2
This power allows a character to exert mystical influence on others when making Persuasion dice actions. He may add his APs of power to his AV/EV when making such attempts. Also, he may add his APs of power to his INT or AURA attributes when making Bluff or Charm maneuvers, respectively.
 
           


Cloud the Mind
Link: INFL

Range: Normal
Type: Dice
Base Cost: 50
Factor Cost: 4
This power allows a character to temporarily alter a target’s personality by changing his Motivation. This is resolved as a mystical attack with APs of power as AV/EV and the target’s INFL/SPIRIT as OV/RV. If the RAPs of the attack are equal to half the target’s AURA, then his Motivation may be altered to a similar one (heroic or villainous). If the RAPs exceed the target’s AURA, then the character’s motivation is changed to an opposing one (from heroic to villainous or vise versa). RAPs less than half AURA have no effect. The changed motivation lasts for a time in APs equal to the APs of the power. 

Dimension Travel (revision)
          This power may be purchased with a special +4 FC Bonus: Warp Reality. With this bonus, the character can actually alter an area of the dimension he is currently in, overwriting with the reality of another dimension. This is a dice action with the APs of power as AV/EV against the travel distance difficulty of the overwriting dimension. RAPs indicate the APs of area affected by the warping.
When a dimension is overwritten by a reality warp, everything within the affected distance is altered to a form more suitable to the overwriting dimension, including buildings, life forms, weapons- even the heroes and villains themselves.
For example, a character with this power could alter Metropolis by turning it into a dark Faerie Tale Realm. In this realm, the Daily Planet would be a small village in the heart of an enchanted forest governed by Perry White. Lois would be the princess, Superman the shining knight, and Lex Luthor an evil sorcerer bent on destroying it all. All of Superman’s powers would be translated into magic items like a cape that allows him to fly, armor that makes him invulnerable and super strong, a helmet that amplifies his senses, etc.
Objects and characters without mystical attributes transform instantly upon entering or leaving the altered area. Objects and characters possessing mystical attributes that travel into the altered area will transform, becoming natives in APs of time equal to their AURA. Those trying to leave the altered area must make a mystical attack using INFL/AURA as AV/EV against the RAPs of the warp roll as OV/RV. RAPs indicate that the being will transform back into its original form in a number of phases equal to the RAPs of the warp roll.
The overwriting lasts until the character wishes it to stop, is knocked unconscious, or until an amount of time equal to his APs of power have transpired.
 
Energy Animation
Link: AURA

Range: Normal
Type: Auto
Base Cost: 30
Factor Cost: 8
This power allows a character to summon into being a creature of pure energy. The being will follow the instructions of the character for a time in APs equal to the character’s APs of power. After that time, the being dissipates.
            A character using Energy Animation divides the APs of power into two numbers as desired. The first number serves as the energy elemental’s DEX, STR and BODY while the second number serves as its INFL, AURA and SPIRIT against mystical attacks. Elementals do not possess mental attributes and, as such, are immune to all mental attacks.
            The energy elemental occupies a volume equal to its APs of STR and moves at a speed equal to its DEX.
 
 
Fabricate
Link: AURA

Range: Self
Type: Auto
Base Cost: 100
Factor Cost: 10
The character can produce objects from thin air, either creating them or pulling them forth from a pocket dimension. The items created can be anything that can be worn or carried (like a weapon or armor) and appears on the body of the character or in his hand. Once created, the item remains created for a time in APs equal to the APs of power or until it has taken enough damage to destroy it. The item functions exactly like a Gadget- hand held objects can be taken away or dropped in combat and worn objects cannot.
            The creation of an item always takes the user’s dice action, even though he does not have to roll any dice. The item can have any physical attribute, including italicized attributes, or powers the character wishes, but the total APs of the abilities cannot exceed the character’s APs of power.
            This power can be purchased with a special +2 FC Bonus: Items May Possess Mental or Mystical Abilities. Each is a separate bonus.
 
 
Fortean Rain
Link: INFL

Range: Normal
Type: Dice
Base Cost: 25
Factor Cost: 1
This power allows the character to make strange, small things fall from the sky. These things could be toads, locusts, blood, yellow rain, pebbles, money, etc. They cannot directly cause harm, but they can cause havoc by panicking people and triggering Irrational Fears or Attractions. At the GM’s discretion, some objects could shatter glass or render water undrinkable.
            This is a dice action with APs of power as AV/EV and the area in APs the character wishes the rain to fall on as OV/RV. RAPs of the attack indicate the number of phases these things fall from the sky, covering the area. The Fortean objects dissipate after a time in APs equal to the APs of the power.
 
 
Healing
Link: SPIRIT

Range: Touch
Type: Dice
Base Cost: 15
Factor Cost: 8
This power allows a character to heal the physical injuries of others by touching them. To Heal a target, neither the target nor the user may do anything else in the phase. Healing is a dice action with the APs of power as AV/EV and the RAPs of damage as OV/RV. RAPs are Current BODY Condition restored to the character. This power cannot raise a character’s Current BODY Condition above his BODY attribute.
This power can be purchased with a special +2 FC Bonus: May Heal Mental or Mystical Damage. Each is a separate bonus.
 
 
Hex
Link: AURA

Range: Normal
Type: Dice
Base Cost: 200
Factor Cost: 10
This power allows the character to inflict bad luck on targets by causing objects in the area to malfunction or break. This is treated as a mystical attack, with AV/EV equal to APs of power. The target’s INFL/SPIRIT acts as OV/RV. Groups of people can be affected with a Multi-Attack, but all of the targets must be within 1 AP of one another.
RAPs from the Action Check are used to affect objects within 1 AP of the target. The RAPs can be divided among numerous objects or focused on one. They can be used in two ways.
* The RAPs can be added to the Reliability Number of gadgets. If the gadget has no Reliability Number, treat it as having a R#0 and add RAPs to that. This increased Reliability lasts until the item malfunctions or for APs of time equal to the APs of power. When the Reliability is rolled, the gadget is broken and must be repaired before it can be used again.
* Against more static objects, like walls or floors, Hex is simply an attack causing physical damage. However, the debris resulting from the attack always impedes the original target, either by falling on him, slowing his movement, or otherwise obstructing his actions. The power user chooses which.
If the debris falls on the target, treat the RAPs of the attack as AV/EV of an attack against the target’s DEX/BODY as OV/RV.
If the debris slows the target, subtract the RAPs of the attack from the APs of speed of the target. If reduced to 0 APs or less, the target is tripped and falls to the ground.
If the debris obstructs the target, then subtract the RAPs of the attack from the AV of the target’s actions in that phase.  
This power can be purchased with a special +3 FC Bonus: Affects Organic. With this bonus, the power can be used to directly affect targets. In this case, the RAPs of the attack can be divided among any powers the target has. The applied RAPs act as a Burn Out number, causing the target’s power to become subject to Burn Out while the power endures.
If the target has no powers, the RAPs can be subtracted from the AV of any one action. Used this way, the Hex’s effects last only a single action. 
  


Magic Resistance
Link: SPIRIT

Range: Self
Type: Auto
Base Cost: 50
Factor Cost: 5
This power allows a character to add his APs of Magic Resistance to the RV (SPIRIT) against mystical attacks. However, Magic Resistance has no effect against interaction attempts.
 
 




Mystic Fire
Link: AURA

Range: Normal
Type: Dice
Base Cost: 25
Factor Cost: 4
A character with the Mystic Fire power can fire forth a stream of the mystical flames from his body like a flamethrower. Use of this power is an attack with AV/EV equal to the APs of power. The OV/RV of the attack is the target’s DEX/SPIRIT. RAPs are applied as damage to Current SPIRIT Condition. Mystical Fire will not cause things to burst into flames and has no effect on ice, nor is it affected by ice or water in any way. Flame Immunity cannot protect a character from Mystic Fire.
Mystic Fire can attack characters on the Astral Plane. When doing so, the OV of the attack is equal to the target’s INFL.
 
 
Necroscope
Link: INFL

Range: Normal
Type: Dice
Base Cost: 150
Factor Cost: 9
The character can call upon the dead for assistance and they will answer. This power allows a character to summon the spirit of any dead person with an area in APs equal to his APs of power. That spirit can then enter the user and allow the user to substitute the any of the spirit’s skills as his own. In addition, he gains the benefit of any of the spirit’s advantages that do not involve contacts and physical abilities. The spirit has all the abilities in death that it possessed in life. The character gains the abilities at the same APs that the spirit possessed in life.
            To use this power is a dice action with the APs of power as AV/EV and the spirit’s INFL/SPIRIT as OV/RV. RAPs are APs of time the user may substitute the spirit’s abilities. This dice action does not indicate that the spirit is forced into cooperating, but that the user and the spirit are forming a mystical link to each other. An unwilling spirit will never aid a character unless he first Persuades it to do so. A character cannot call on a spirit that has been dead for a time in APs greater than the user’s APs of Necroscope.
            This power may be purchased with a special +2 FC Bonus: May Substitute Attributes. The user can substitute the spirit’s attributes for his own.
This power may be purchased with a special +3 FC Bonus: May Gain Powers. The user gains any of the power the spirit possessed in life.
This power may be purchased with a special -2 FC Limitation: Gains Drawbacks. The character gains any Drawbacks such as Irrational Fears, Attractions, and Hatreds or Vulnerabilities that the spirit possessed in life.
 
 
Plant Animation
Link: AURA

Range: Normal
Type: Auto
Base Cost: 25
Factor Cost: 8
This power allows a character to summon into being a creature made of plants and wood. The being will follow the instructions of the character for a time in APs equal to the character’s APs of power. After that time, the being dissipates.
            A character using Plant Animation divides the APs of power into two numbers as desired. The first number serves as the elemental’s DEX, STR and BODY while the second number serves as its INFL, AURA and SPIRIT against mystical attacks. Elementals do not possess mental attributes and, as such, are immune to all mental attacks.
            The plant elemental occupies a volume equal to its APs of STR and moves at a speed equal to its DEX.
 
 
Polymorph
Link: AURA

Range: Normal
Type: Dice
Base Cost: 100
Factor Cost: 10
This power allows a character to alter the shape of another into that of any known and normal animal. The target automatically gains the animal’s attributes, powers, skills, and natural attack forms, while maintaining his own mental and mystical attributes.
            This is resolved as a mystical attack, with APs of power as AV/EV. The target’s INFL/SPIRIT is AV/EV. RAPs must exceed the target’s BODY. If they do, the target is transformed into the animal for a time in APs equal to the APs of power. If used benevolently on a willing target, the user gets a -2 CS to OV/RV.
            This power may be purchased with a special -1 FC Limitation: Target Maintains Powers. With this limitation, the target of the power maintains any powers he possessed.
            This power may be purchased with a special -2 FC Limitation: Chaotic. With this limitation, any time the attacking character rolls double tens he is affected by the power in similar fashion to the target and his Polymorph power burns out.
            This power may be purchased with several special effects that can be Bonuses or Limitations. In the case of these special effects, the transformed target maintains all of his powers, so that special limitation is not available if any of these bonuses are selected. As a Bonus, the effect is worth +1 FC and allows the character to transform the target as normal and as indicated by the special effect. As a Limitation, the effect is worth -3 FC and it is the only transformation the character may utilize.
*Apes: This is technically a normal animal, but the target is not quite as altered as normal. Still, this is bizarrely common in comics, so it is presented here. Targets are transformed into apes. They still possess all their normal abilities, but they get +2 APs to STR and +1 AP to BODY, -1 CS to the OV/RV of any rolls involving Climbing, the Extra Limb (Prehensile Feet) power at APs equal to their unmodified STR, and the Strange Appearance drawback, and are going to have a very hard time if they have Secret Identities. The transformation lasts a time in APs equal to the APs of power.
 


*Kids: Targets are transformed into 12 year olds. They gain the Age Drawback for youth. The transformation lasts a time in APs equal to the APs of power.
 


*Scramble: Everyone, excluding the user, in Normal range switches bodies. They will have the physical abilities and mental and mystical powers of their new body, but will retain their own mental and mystical attributes and all their own skills. To determine who gets what body, put all the names of the affected targets in a hat and have the players draw the names out one at a time (it is possible that some targets will not change bodies). The switch lasts for an amount of time equal to the user’s APs of power.


*Sex Change: Targets are changed into an attractive member of the opposite sex. They still possess all their normal abilities, but now have the Attractive bonus, even if they normally didn’t. Significant others are going to be very surprised. The transformation lasts a time in APs equal to the APs of power.
           
 




Shadow Animation
Link: AURA

Range: Normal
Type: Auto
Base Cost: 25
Factor Cost: 8
This power allows a character to summon into being a creature made of shadow. The being will follow the instructions of the character for a time in APs equal to the character’s APs of power. After that time, the being dissipates.
            A character using Shadow Animation divides the APs of power into two numbers as desired. The first number serves as the elemental’s DEX, STR and BODY while the second number serves as its INFL, AURA and SPIRIT against mystical attacks. Elementals do not possess mental attributes and, as such, are immune to all mental attacks.
            The shadow elemental occupies a volume equal to its APs of STR and moves at a speed equal to its DEX.
 
 
Sorcery (revision)
            To clarify: It takes an Automatic Action to invoke a spell. Once the power is invoked it may be used as normal. This means that the power is used as an Automatic or Dice Action as appropriate.
            Sorcery may be customized through a variety of special Limitations:
*Incantations (-1 FC Limitation): The character must speak his spells aloud. If he cannot speak or is otherwise silenced, he is powerless.
 
*Implements (-1 or -2 FC Limitation): The character must possess a mystical charm to cast his spells, such as a staff, wand, hat, amulet, or other such. The implement is useless to anyone else, but without it, the sorcerer is powerless. If the item is one that cannot easily be taken away, such as a ring or amulet, then it lowers the FC by -1. If the item is one easily taken away, such as a wand, hat, or staff, then it lowers the FC by -2 FC.
 
*Channeling (-1 FC Limitation): This limitation represents a character who calls upon powerful mystical entities from other planes for magic. He channels the energy of the entity. The character purchasing Sorcery with this Limitation must also have the Speak to Spirits power. The character can only call upon a single entity at a time and the character’s Motivation must be the same as his chosen patron entity’s.
            When Channeling, the sorcerer must use a Dice Action to invoke his spells. When invoking spells, he must roll a Sorcery check using his APs of power as AV/EV and the Travel Distance (see Dimension Travel) of the contacted entity as OV/RV. RAPs are the APs of power that the sorcerer may use in the invoking of the desired power. Characters that channel their spells do not suffer mystic bashing damage.
 
*Wizardry (-1 FC Limitation): This limitation represents a character who does not invoke his magic, but rather is vastly schooled in the mystic arts and spells. The character must also have the Occultist skill and his APs of skill always acts as the AV for all powers imitated by Sorcery.
This character does not suffer mystic bashing damage when casting spells and his spells are cast as a dice, not an automatic, action. Instead, Wizards cast spells by rolling a Sorcery check with his APs of power as AV/EV and the APs of the spell he wishes to invoke as OV/RV. RAPs are the APs of power actually invoked.
 
*Lethal Backlash (-4 FC Limitation): The mystic damage the sorcerer suffers from the casting of his spells is Killing damage instead of Bashing.
 
 
Speak with Spirits
Link: INFL

Range: Special
Type: Dice
Base Cost: 35
Factor Cost: 5
This power gives a character the ability to speak and understand all spirits, ghosts, and other extra-dimensional beings, although it does not guarantee that they will be friendly, just understandable. The APs of power are the AV/EV for the contact attempt, with the Travel Distance (see Dimension Travel) as the OV/RV. RAPs equal the APs of time during which an entity may be questioned. An entity is subject to all interaction maneuvers just like any other NPC. It can provide information to the character about activity in and details of other planes, as well as other entities, but a character will have to interact with it to get it to do so.
If the contacted spirit is a ghost, it can also answer questions concerning its own life and demise.
            This power does not allow a character to see a spirit, nor does it allow others to hear the spirit.
 
 
Spirit Drain (revision)
            This power may be purchased with a special +3 FC Bonus: Drained RAPs Add to Power Reserve. Only a character with both Spirit Drain and Power Reserve may acquire this Bonus.
            RAPs drained by this attack must be immediately assigned as desired among the Powers and Attribute eligible for augmentation. This increase lasts for APs of time equal to the APs of Spirit Drain, minus the RAPs drained from the attack. A character may never have more total RAPs drained at one time than his APs of Power Reserve.
            Note that the increases gained by the use of the power are independent of the increases gained from the Power Reserve’s own APs.
            This power may be purchased with a special +2 FC Bonus: Drained SPIRIT Can Be Used to Heal. The RAPs drained during the attack can be applied immediately to any lost RAPs of SPIRIT the character is currently suffering. This cannot increase the character’s APs of SPIRIT, only to heal it.
 
 
 
Swarm
Link: AURA

Range: Normal
Type: Dice
Base Cost: 25
Factor Cost: 8
The character can summon a swarm composed of thousands of insects or hundreds of vermin. The swarm has a volume equal to the character’s APs of power. It can slip through any opening large enough to admit the insects or vermin of the swarm.
Swarms of insects can blind targets by becoming a cloud around them or impede their movement by swarming around their feet. Either is a physical attack using the character’s APs of power as AV/EV against the target’s DEX/BODY as OV/RV. If successful the target is affected for a number of phases equal to the RAPs of the attack. While affected, the RAPs are subtracted from the defenders’ DEX and Initiative.
Alternately, the character can summon a swarm of stinging insects that can harm targets. This is a physical attack using the character’s APs of power as AV/EV against the target’s DEX/BODY as OV/RV. This is considered Killing Combat.
Swarms of vermin can impede movement by swarming around the feet of targets. This is a physical attack using the character’s APs of power as AV/EV against the target’s DEX/BODY as OV/RV. If successful the target is affected for a number of phases equal to the RAPs of the attack. While affected, the RAPs are subtracted from the defenders’ DEX and Initiative.
Alternately, the character can have the vermin swarm bite and scratch targets. This is a physical attack using the character’s APs of power as AV/EV against the target’s DEX/BODY as OV/RV. This is considered Killing Combat.
Swarms are comprised of only a single type of insect or vermin at a time and possess all the powers of the single type of creature.
A swarm that is limited to either insects or vermin enjoys a -1 FC Limitation.
For a -2 FC limitation, the swarms could be limited to a few types of creatures (a number no more than half the APs of power), such as rats, bats, and wolves or scarabs, locusts, and flies. The types of creatures must be specified when the power is purchased.
For a -4 FC limitation, the swarm could be limited to a single type of creature, such as wolves or rats, specified when the power is purchased.
 
 
Turn Undead
Link: AURA

Range: Normal
Type: Dice
Base Cost: 15
Factor Cost: 4
A character with this power can use his force of will to drive off the undead, be they vampires and zombies or incorporeal monsters like ghosts and wraiths. This is resolved as a mystical attack with APs of power acting as AV/EV and the target’s INFL/AURA as OV/RV. RAPs indicate the APs of distance to which the creature must withdraw. The effect lasts for APs of time equal to the character’s APs of power.
            If the creature can be warded by a specific symbol or substance, then a character using this power with the specific symbol or substance enjoys a -2 CS to OV/RV.


Vampirism (revision)
            This power may be purchased with a special +3 FC Bonus: Drained RAPs Add to Power Reserve. Only a character with both Vampirism and Power Reserve may acquire this Bonus.
            RAPs drained by this attack must be immediately assigned as desired among the Powers and Attribute eligible for augmentation. This increase lasts for APs of time equal to the APs of Vampirism, minus the RAPs drained from the attack. A character may never have more total RAPs drained at one time than his APs of Power Reserve.
            Note that the increases gained by the use of the power are independent of the increases gained from the Power Reserve’s own APs.
            This power may be purchased with a special +2 FC Bonus: Drained BODY Can Be Used to Heal. The RAPs drained during the attack can be applied immediately to any lost RAPs of BODY the character is currently suffering. This cannot increase the character’s APs of BODY, only to heal it.

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