Powers

A list of powers and their costs, sorted by rough category and alphabetically.

Please note: All powers are 'flavorable.' While one person may have Mega-Strength, and appear as a normal human, another may be a bulked out hulk, and a third may have a light based structure appear around them augment their natural strength. Blast may be lightning, fire, ice, pure energy, or anything else. Please note how your powers appear on your character sheet.

To add a power to your character sheet, open the collapsible below it and copy the code.

Defensive

Defensive powers allow you to reduce, reverse, or prevent damage dealt to you. Holy crap, we have five of these? What the fuck?
Absorption: 3 points per level
Prerequisites: Stamina of at least 3.
Restrictions: None.
Willpower Cost: 1
Description: For each level of this power, you may absorb one health level of damage per attack.

Armor: 5 points per level. Comes in Mental and Physical varieties.
Prerequisites: None
Restrictions: None
Willpower Cost: 0
Description: For each level you take in this, you may ignore one level of damage dealt to you by an outside force. You may take this up to three times for Physical Armor and three times for Mental Armor

Healing: 3 per level if limited to self, 5 per level if capable of healing others, 7 per level for both.
Prerequisites: None
Restrictions: None
Willpower Cost:1
Description: User can heal one level of damage per level. May be taken 4 times.

Shield: 3 per level.
Prerequisites: None
Restrictions: None
Willpower Cost: 1
Description: Shields up to 2 points of damage, per run, per level. May take three levels. Comes in Mental and Physical flavour.

Shroud: 5 points
Prerequisites: None.
Restrictions: The Shroud drops the turn after you attack from within it.
Willpower Cost: 2
Description: You can call up a cloak of some element, to help shield you from sight, or defend yourself from attack. Flames, shadows, ice, or the like come to your call.

Mind

Mind powers involve doing fancy shit with your mind.

Disrupt: 5 points per level.
Prerequisites: None
Restrictions: May not have any other powers.
Willpower Cost: 2
Description: By rolling Disrupt+Intelligence, you may attempt to cancel out another character's use of their powers. You may take this power up to five times.

Domination: 6 points per level
Prerequisites: Intelligence five or higher, Telepathy
Restrictions: None.
Willpower Cost: 3
Description: By rolling Intelligence+Domination, you may temporarily gain control of another character, forcing them to do your bidding for (Number of levels of Domination) rounds. You may take no other actions while controlling said character, except defense. You may take this power up to five times.

Telekinesis:5 points per level
Prerequisites:None.
Restrictions: None.
Willpower Cost:1 for anything you have to roll for, 0 for purely cosmetic uses.
Description: You can lift things… with your mind! Or maybe you have control over magnetic fields? Whatever it is, you can make things move at a distance, by rolling intelligence + telekinesis. You can take this power up to four times.

Telepathy: 4 points per level
Prerequisites: None
Restrictions: None
Willpower Cost: 1 if non consensual, zero if the recipient is consenting.
Description: By rolling intelligence + Telepathy, you can read peoples minds, and send messages to them.

Offensive

Offensive powers give you special ways to attack enemies.

Blast: 3 per level
Prerequisites: None.
Restrictions: None.
Willpower Cost: 1
Description: Roll Perception + Blast to produce a ranged attack of some sort, elemental psychic, or otherwise. May be taken three times.

Redirection: 4 points per level
Prerequisites: At least two levels of Absorption
Restrictions: None.
Willpower Cost: 1
Description: This power allows you to bleed off damage taken with Absorption, as a melee attack. Each level allows you to bleed up more levels at the same time. May be taken up to five times.

Roll

Roll powers directly affect the roll outcomes of you and others.

Luck: 4 per level
Prerequisites: None
Restrictions: None
Willpower Cost: 0
Description: You may ignore up to your level in 1's each session. You may take this as many times as you can pay for.

Unluck: 7 points
Prerequisites: Luck
Restrictions: None.
Willpower Cost: 1
Description: Instead of simply ignoring your 1's, you store them, and can unleash them on another character at any point in time.

Luck Deferred: 7 points
Prerequisites: Luck
Restrictions: None.
Willpower Cost: 1 if used by yourself, 2 if passed to someone else.
Description: You may store any 10s you roll, and use them on a later roll. Stored tens do not count towards your success total on your roll. You only pay will power when using saved tens.

Talent

Talent powers are powers that just let you do things that normal people can't.

Alchemy: 7 points per level
Prerequisites: Intelligence 4
Restrictions:None
Willpower Cost: 1, ahead of time.
Description: You are an expert in making potions of all sorts. Each level allows you to learn two new potions or poisons. Please talk to Bright about exactly what kind of potions you can make. Generally, you can only affect something up to your level in Alchemy, such as a potion of Strength granting +3 to strength for a limited period, if you have Alchemy*3.

Fictional Structures: 8 points
Prerequisites: Illusions
Restrictions: None
Willpower Cost: DM decision.
Description:With an effort of will, you can make an illusion solid for a scene. The more complicated an illusion, the more will it costs. A sword might cost one will, a gun two, and a firebreathing dragon would be at least seven.

Flight: 5 points
Prerequisites: None.
Restrictions: None.
Willpower Cost: 0
Description: Whether you have wings, a flying disc, or just the power of your mind, you can fly!

Illusions: 8 points
Prerequisites:None
Restrictions: None
Willpower Cost: 1, if it affects a scene, 0 if just used for light rp.
Description: User can create fantastic illusions, that fool all sense but touch.

Invisibility: 8 points
Prerequisites: None
Restrictions: None
Willpower Cost: 1 to turn on, 0 to turn off.
Description: With an act of will, you fade from sight. You are still detectable by other means.

Super Speed: 6 points
Prerequisites: Dexterity of 4 or more
Restrictions: If used more then twice in a row during combat, user begins to take one wound level each time its used.
Willpower Cost: 2
Description: You can move faster then the eye can see. When using this power, you can take two actions each turn you invoke this power.

Variable

Variable powers are highly customizeable, and could mean very different things to different characters. Also includes custom powers.

Alternate Form: 10 points
Prerequisites: A really good back story.
Restrictions: None
Willpower Cost: 4 to change into, 0 to change back
Description: The actual benefits of an alternate form need to be worked out with Bright ahead of time, but it allows you to change into something else, that is likely stronger then your normal form, such as a werewolf, or elemental body.

Mega-Attribute: 5 points
Prerequistes:Any Attribute at 5
Restrictions: May not be taken more than once for any category. (Physical/Social/Mental) May not be tainted.
Willpower Cost: 0
Description:You are more than human in one specific Attribute. Buying this power increases this attribute to 6.

The House Always Wins: Variable
Prerequisites: None
Restrictions: None
Willpower Cost: Variable
Description: The House sometimes changes people, in weird and unusual ways. If you take this power, you can put as many points as you want into it. Then, after the rest of your character creation is done, Bright will use those points to add a new and original power or powers to your character. They may relate to your character, or be completely unusual, but that's the risk you take.

Other: Varied
Prerequisites: None
Restrictions: None
Willpower Cost:Varied
Description: Maybe you want claws that pop out of your hands, the ability to shapeshift, or cast spells? Well, come talk to me, in chat, or site PM and we'll work it out.

Taints

Taints are things you can take that make your powers less powerful, but also less expensive. To add a taint to a power, copy the code below it and add it to the end of the code from your Power.

Painful: Painful lowers the cost of a power by two per level. Each time you use the power, you take a health level of damage.

Expensive: Each time you take Expensive for a power, it increases the willpower cost, and decreases the point cost. You may take this up to three times per power.

Uncontrolled: Lowers the point cost of a power by three per level. The GM can choose to activate your power, forcing you to spend willpower, whenever he wants.

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