Mortal Abilities

  • January 31, 2006 at 11:48 am #1599
    VEST Paradox
    Participant

    [div align=”center”]Mortal Abilities[/div]

    An Ability is what science would calls an extraordinary feat in a mortal being. These are the abilities that set mortals apart, in strength, intellect and faith. Every mortal has the potential for power, but it is a small few who learn to tap into it. Fewer still are the ones who learn to master them.

    Sample Ability Listing:

    Ability Name [ Cost ]
    Room Command: Room command for activation
    Breed ID: Wether the ability can cause a Breed ID
    Generation Cost: ability point cost at Generation
    Experience Cost: ability cost with Experience Points
    Range: Self, Touch, FEC, LOS
    Roll System: The roll required to activate the ability and the target number needed for the character to succeed
    Duration/Activation: How long the effects of the masteries last. The role-played effects of certain masteries can last a lot longer than the combat effects. Also listed here is the number of rounds it takes to activate the ability.
    Effect/Description: This is a description of the ability and its effects.

    Most of the time your character tries to use an Ability, you will need to do three things. First, your character must harness the energy within required to activate the ability. Whether this be concentrating on a target, chanting a ritual, screaming at the top of your lungs, etc. Then you must enter the room command. This command is listed in parenthesis on the top line of the abilities description. They are used to alert the host and the other players that you are using an Ability. The other characters may not be aware of this, but their players should be. During the duration of the ability, you burn the fuel in order to perform it. Therefore, once the abilities duration is concluded you will expend the soul listed. You must decrease your character's soul statistic by each point listed to the right of the abilities name. The final thing you have to do is follow the rest of the description. This is usually a dice roll and upon success, some sort of effect.

    Range of Effect definitions:
    Masteries include four different areas of effect. These are: Self, Touch, Forced Eye Contact (FEC), and Line of Sight (LOS). Below are the descriptions of how these work. Some masteries will not apply to these ranges such as Extended Mindspeak (EMS).

    Self ~ Masteries with a range of Self can only be used on the user, there are no exceptions. Some examples of this are the various shape changing masteries the breeds have (Minor Cat Form, Bat Form, Horus Form, etc…)

    Touch ~ Masteries with a range of Touch require you to touch the person via RP. If resisted, then use the normal grapple or attack rules. (Both rolls must be witnessed by a Host or ST). Once Touch is made, the ability can be rolled immediately on the same round. This contact must be maintained for the entire activation time of the ability and if the contact is broken before it is successfully activated the ability fails.

    (e.g. it takes two rounds to activate an Ability being used on someone then you must hold onto them the full two rounds)

    FEC ~ Masteries with a range of FEC can only be used within conversation distance (roughly 15 feet). In order to catch a persons eye and maintain contact the user must roll 2d6 + Will -vs- the Targets 2d6 + Inits (This pits the users will against the targets ability to be quick enough to not look or break contact). Once Touch is made, the Ability can be rolled immediately on the same round. This contact must be maintained for the entire activation time of the Ability and if the contact is broken before it is successfully activated the Ability fails.

    LOS ~ Line of Sight Masteries require just that, a line of sight. The target of the Ability can be any distance as long as they can see the target. This contact must be maintained for the entire activation time of the Ability and if the contact is broken before it is successfully activated the Ability fails.

    [div align=”center”]Abilities[/div]

    Awaken [ NA ]
    Room Command: NA
    Generation Cost: 3 Points
    Experience Cost: 15 Points
    Range: Self
    Roll System: None Required
    Duration/Activation: Permanent
    Effect/Description: Some mortals are capable of pushing beyond the normal boundaries placed up humanity and become beings of great power. When a mortal Awakens they will be able to become one of the Magi or Psions, though they cannot be both, the two beliefs are mutually exclusive. Once this Ability is purchased the Mortal may choose to begin training in either Magical Skills (Casting, Duration, and Range) or Psionic Skills (Focus, Density, or Extension). The will also gain the appropriate additional Innate Ability bestowed for that training. Before this Ability can be purchased you must complete the Initiation for the breed you are becoming in full, then you are able to become either a Magi or Psion. If you have already purchased Innate Magic you can become a Magi and any spells you purchased previously you will retain. If you have already purchased Innate Psi you can become a Psion and any talents that you purchased you will retain. If you have already purchased Mad Science, you may not take this Ability and thus you are unable to become a Magi or Psion. A Character with Innate Psi cannot become a Magi, or vice versa.

    Medium [Varies]
    Room Command: No Room Command Needed
    Generation Cost: 5 Points / Level
    Experience Cost: 25 Points / Level
    Range: Self
    Roll System: Varies
    Duration/Activation: Permanent
    Effect/Description: Some mortals are intune to the spirit world to such a degree that they can detect the presence of a spirit in their vacinity. Some develop this talent to such a strong degree that they can actually see and communicate with these entities. When a Mortal develops this Ability they gain an awareness of the spirit world that overlaps the physical one we live in. This Ability begins modestly, usually the user will get a chill is a powerful enough spirit in in their vacinity, though at times they can concentrate and discern lesser spirits in the area. Anytime a Medium wishes to know if there are spirits in the area they simply need to ask a ST or Room Host. Other times, the Room Host or ST may send that player an IM and inform them that they are feeling a presence. Higher levels of this Ability grant a greater expansion on this connection.

    Level 1 – Sense Spirit : The character can feel the presence of spirits.This feeling generally only comes when an Aenima (spirit of a dead person) is in their presence as well as some greater spirits. Lesser spirits require more concentration. If the Medium suspects that there may be lesser spirits in the area or that the area should be devoid of any spirit activity, they can roll 2d6+Discipline+Alertness to sense their presence. This roll must be witnessed by a GM or ST, but regardless a GM should be questioned about the presence of spirits in the area.

    Level 2 – Echo of Life : The Medium can now hear the echoing voices of the spirit world. They can hear the lamentations of Aenima and the commanding voices of Elementals and other creatures of spirit. Though they can hear this as well as they can hear the voices of those in the physical world around them, they can distinguish between the two, since the voices from the spirit world have an echoing metallic ring to them. The Medium can shut off this sense by spending a point of Spirit and can reactivate it at will. To notify this deactivate use ## Echo of Life – Off / On ##. One thing to note Spirits do not always speak the same language. Many natural Spirits (Elementals, Animal Spirits, Nature Spirits, etc.) speak a language native to them, though some may speak multiple different tongues. Aenima speak the languages they knew in life though some are capable of learning new languages.

    Level 3 – Perceive : The Medium can now Perceive the Spirit World. The Spirit world is a place of memory and emotion. It's a world free of the laws of the physical world and though it may parallel our world, it differs greatly. (To understand more, please read the Spirit World Folder) This new sight overlaps the sight of the physical, the Medium can see the outlines of old buildings overlapping new ones which do not exist there, they can see Spirits and Aenima travelling about conducting what they have of lives, and can see ghostly souvenirs of long past sentiment cluttering the landscape. With this ability they can see the vibrance, or lack of, of Spirit in those around them. They can see the idealistic spiritual selves of those they encounter in the physical world. Though they may not gain much knowledge of the person they can familiarize themselves with that unchangeable inner beaing. If someone is disguised the Medium can make a 2d6+Discipline+Awareness roll vs the targets 2d6+Discipline+Acting roll to recognize a person by their Spirit self.

    Level 4 – Converse : The Medium now gains the ability to communicate telapathically with the spirits the can see and hear. The Medium must spend a point of Fatigue to activate this Ability for the night. Once they do they can communicate with and Spirit Around them. Please remember that some Spirits may not understand your language. When this is used in the rooom, the convention is [Spirit Name] — Message –.

    Level 5 – Perceive II : The Medium can see Spirits who are possessing the bodies of others. This shows itself as a doubled soul to those wtinessing it. The Medium can also tell that a Construct, Elemental (Summoned), or Golem is more than just an ordinary person. Constructs have no true Soul to speak of, they seem artificial. Elementals have Souls that are true Elementals, instead of an Aenima. Lastly, Golems do not have the vibrant Aenima of someone who is still alive, they have the Soul of one of the Dead. To see this effect in place, the Medium must roll 2d6+Discipline+Awareness vs the targets Soul x 3.

    Channel [ 1 Spirit ]
    Room Command: ## Channel ##
    Generation Cost: 5 Points
    Experience Cost: 25 Points
    Requirement: Medium 2
    Range: Self
    Roll System: 2d6+Will vs TN 26
    Duration/Activation: 4 rounds or 1 Minute; 1 round to activate
    Effect/Description: Should the Medium already have the ability to communicate with the spirits in the Spirit World, they can learn to channel them to allow them to speak and act through their body. This isn't an easy task, but once it is done the spirit will temporarily inhabit the body of the Medium. When they speak it's their own voice, not that of the Medium, and they can move or act for a short time. The duration of this mastery is four rounds or one minute, should the Medium wish to allow the spirit to inhabit them longer they can spend a point of Spirit for an additional four rounds or one minute. The Medium can keep this Ability active for as long as they have the Spirit and Soul to fuel it. Though once out of Spirit, should the Medium begin spending Soul it becomes harder and harder to resist the control the inhabiting spirit has on the Medium.

    While the spirit is inhaiting the Medium, it use the skills that it had in life, it has the knowledge that it had in life, though the Medium can temper their actions as they are fully aware while being inhabitted, they are just a passenger in their own body. Should the spirit attempt an Action that the Medium disagrees with or one that would physically harm the Medium, they will have to enter a contest of Wills. Each rolls 2d6+Will vs 2d6+Will and the Medium is considered the defender always. The Medium cannot end this pre-maturely, this Ability will last for the full duration and only then will the spirit be driven back out.

    Should the medium roll 1 1's on the activation roll for this Ability, the spirit they were trying to channel possesses them for the next hour and is free to do as they wish. The Medium can only sit back and watch the events that take place.

    Fleet Foot [1 Endurance]
    Room Command: ##Fleet foot##
    Generation Cost: 5 Points
    Experience Cost: 25 Points
    Range: Self
    Roll System: None Required
    Duration/Activation: Scene; Takes 0rounds to activate.
    Effect/Description: When faced with danger, Mortals have developed the so-called 'Fight-or-Flight' response, basically a surge of epinephrine (ie Adrenaline) to enhance strength and reduce reaction time. Mortals who have taken this 'Fight-or-Flight' response to the next step, i.e. Mortals who have purchased this Ability have controlled their response to only the Flight portion. Upon activation of this Ability, the Mortal has focused his concentration enough to allow him a better chance to elude those seeking to harm them, granting them a+4 to his Quickness while escaping. However, the normal time limits on escape must be followed.

    Heightened Awareness [1 Fatigue]
    Room Command: ##Aware##
    Generation Cost: 5 Points
    Experience Cost: 25 Points
    Range: Self
    Roll System: roll 2d6+Will vs. TN 22
    Duration/Activation: Scene; takes 1round to activate.
    Effect/Description: Some people are just naturally more aware then others. Call it paranoia. Call it vigilance. Call it heightened awareness. When concentrating, some mortals can expand their senses, making themselves more aware of their surroundings. This Ability grants the mortal a +3 to all initiative rolls. This bonus also works when trying to notice something hidden (including Dispas, Shadow Manipulation, surprise attacks, etc.).

    Improved Ambidexterity [ NA ]
    Room Command: No Room Command Needed
    Generation Cost: 5 Points
    Experience Cost: 25 Points
    Requirement: Ambidextrous Advantage
    Range: Self
    Roll System: None Required
    Duration/Activation: Always Active (See Below)
    Effect/Description: To some, nature bestows special gifts. These people have the unique ability of using both hands equally well. This Ability is always active and reduces the Dual hand penalties by -4/-4 at no cost. The character still gains 2 attacks per round as does anyone who is Dual Hand Fighting, though they are more adept at it than most. These attacks are limited to Medium Melee, Small Melee, Small Arms, and Hand-to-Hand fighting, as the rest of the skills tend to require the use of two hands. The defender is allowed to dodge normally, taking a -2 penalty for each attack after the first for the round. i.e. If another character is dodging an Ambidextrous mortal as his first dodge for the round, he dodges the first attack normally. The dodge for the second attack is at -2. Each dodge after that suffers a -2 penalty as normal.

    Innate Magic [ NA ]
    Room Command: NA
    Generation Cost: 5 Points
    Experience Cost: 25 Points
    Range: Self
    Roll System: NA
    Duration/Activation: Permanent
    Effect/Description: You have learned to tap into some innate latent magical ability. This may be something passed down through your family or somethign that has budded unique in yourself. When you buy this Ability, you don't gain anything right off. Instead you gain the ability to develop magical talents. You can buy any of the 25 XP Spells in the Magi list and must specify an Element the same as any Magi (You cannot ignore requirements) and you are able to buy the skills to utilize those abilities. You can take this at generation in which case you can buy any of the 5 GP Magi Spells though you cannot buy any Spells that do not belong to your chosen Element at Generation. (You cannot buy this Ability, or start with it, if you have Innate Psi or Mad Science.)

    Innate Psi [ NA ]
    Room Command: NA
    Generation Cost: 5 Points
    Experience Cost: 25 Points
    Range: Self
    Roll System: NA
    Duration/Activation: Permanent
    Effect/Description: You have learned to tap into some innate latent psionic ability. This may be something passed down through your family or somethign that has budded unique in yourself. When you buy this Ability, you don't gain anything right off. Instead you gain the ability to develop psionic talents. You can buy any of the 25XP Psion Talents (You cannot ignore requirements) as well as the skills to utilize those abilities. (Focus, Density, and Extension) and you must choose a Discipline like any other Psion. You can take this at generation in which case you can buy any of the 5 GP Psion Talents though you cannot buy any Talents that do not belong to your Discipline at Generation. (You cannot buy this Ability, or start with it, if you have Innate Magic or Mad Science.)

    Shepherd's Aura [1 Spirit]
    Room Command: ## Shep Aura##
    Generation Cost: 5 Points
    Experience Cost: 25 Points
    Range: LOS
    Roll System: 2d6+Will vs. 2d6+Will
    Duration/Activation: Scene; takes 1 round to activate.
    Effect/Description: Some mortals seem to be blessed with a natural affinity toward animals. With the use of this Ability, a mortal can calm an animal and befriend him for a time, be it wild or tame. Simple, one word verbal commands given to the animal will be understood. The duration can be extended with the expenditure of extra soul, no re-roll is necessary. Shepherd's Aura has the potential to affect a breed while it is in an animal form as long as that form is fully or partially animal in nature. In any case, if the roll is against a player character, then the roll is vs the targets 2d6+Will. These feelings tend to carry over to the mortal form and are viewed as good vibes.

    Brink of Death [1 Spirit]
    Room Command: ##Brink Of Death##
    Generation Cost: 10 Points
    Experience Cost: 50 Points
    Range: Self
    Roll System: None Required
    Duration/Activation: Continuous; takes 0 rounds to activate.
    Effect/Description: Ever notice how, just when the hero is going down, they make an amazing come back and strikes a blow for truth and justice? How about the bad guy that always comes back for one final scare? The ability to return from the brink of death is possessed by some Mortals. When the Mortal takes enough damage to take his Body statistic past 0,the character's will to live will drain it's inner force in order to survive. No roll is required, but the mortal's Body must first reach -1 for this Ability to begin, once it does, each round the Mortal loses 1 Soul and gain 1 Body. This will work until the Mortal has either drained all its current Soul or returned to a current body of 1. This Ability may only be used once per night.

    Leap Of Faith [2 Spirit]
    Room Command: ##Leap Of Faith##
    Generation Cost: 10 Points
    Experience Cost: 50 Points
    Range: Self
    Roll System: None Required
    Duration/Activation: Instant; takes 0 rounds to activate.
    Effect/Description: In intense situations, the human soul is known to manifest itself during desperate times of need. During times of intense fear or when faith is the only thing they have left, mortals tend to reach deep down into places they didn't even know existed and harnessing this energy from everything that makes them mortal. As a result, the player may add +8 to the next Faith roll their character makes (only applies when a the Faith skill is used). This Ability may only be used twice per night.

    Mad Science [ NA ]
    Room Command: NA
    Generation Cost: 10 Points
    Experience Cost: 50 Points
    Range: Self
    Roll System: NA
    Duration/Activation: Permanent
    Effect/Description: Mad Science. Everyone has heard of it, crazy eccentric inventors locked up in their labs expirementing on living and dead subjects, creating bizzare machines. It's everywhere as the Age of Reason takes hold and scientists explore new grounds that were thought impossible to reach years before. Mad Sience allows the character to create odd machines and inventions that can at times defy the laws of reality, which is the only way for science to solidify them is by pushing them to their limit. See the Mad Science rules for more details. (You cannot buy this Ability, or start with it, if you have Innate Magic or Innate Psi.)

    Tranquility [1 Spirit]
    Room Command: ##Tranq##
    Generation Cost: 10 Points
    Experience Cost: 50 Points
    Range: LOS
    Roll System: 2d6+Presence+Artistry vs. victim's 2d6+Will
    Duration/Activation: Instant; this takes 1 round to activate.
    Effect/Description: For ages, music's soothing quality has been known to calm both humans and beasts. Some musicians have learned to harness this quality of music, especially in their endeavors with those creatures of the night. Any character which succumbs to the effect may not make any aggressive actions. This includes attacking and using aggressive masteries or spells. Although they will defend themselves, even though defending may potentially harm another. If the player using this has lore level 12 and a specialty in the breeds this is used on, any that are in an alternate form will revert to their mortal form. The player may not choose who is effected. All characters who hear the music are affected. The single die roll made by the musician above is compared to the rolls of all the individuals who are within hearing range (50 feet outside or the same room inside) to determine who is affected. Meaning they may make no other agressive actions until the Ability has lost its effect. The user may choose to end the Ability prematurely at the end of any round before the next wave of initiative begins. On the other hand, the user may need stop the use of the Ability to defend themselves. These effects are subtle and the victims will have no idea the music created the effect unless the musician is obvious about their intentions.

    True Love [1 Spirit]
    Room Command: ##TL##
    Generation Cost: 10 Points
    Experience Cost: 50 Points
    Range: Self
    Roll System: None Required
    Duration/Activation: See Below
    Effect/Description: Sometimes love for another person creates a bond deeper than any other ties that bind. This isn't only the love for a husband and wife, or lovers, some friendships are so compelling that people will die in the defense of that person. In times of great emotion, you will have a brief glimpse of that moment. it may not be a visual thing, one minute you might know that your True Love is extremely happy, sad, angry, fearful, jealous, or any other emotion felt strongly at that time. Should someone attack the Mortal's True Love, they will have a 30 second (2 Round) vision through the eyes of their loved one of the scene, then their love will be channeled into a blind rage. If the lover focuses their soul on the rage (spending 1 Spirit), they gain +4 to all attack rolls for the remainder of the scene. This bonus is only applicable after a physical attack causing damage to the Beloved, which is witnessed by the Mortal visually or via their 30 second vision. The loved one must be stated when this Ability is purchased, additional loved ones can be added through one month of roleplay and the expenditure of 25 XP. Should you lose all of your loved ones, the True Love Ability is lost and has to be purchased again. When repurchased, state the SN of your loved one next to this masteries title.

You must be logged in to reply to this topic.