I'm going to post some relatively generic powers here, both as a guide for making your own, & as open source for Gifts.
Excellent for Ellis & Jimmy, not bad for any soldier type.
Mad Bomber (Current Rating x6)
1) Tinkering
You have a knack for making powerful explosives.
System: A number of damage dice equal to your rating in this power are automatically successes. To gain this effect, you must build the explosive yourself.
2) Nose for Trouble
You can “sniff out” explosives in your vicinity, no matter how well hidden.
System: Roll Perception + Alertness (Difficulty: 6). Each success reveals all combustibles, explosives, & similar (including bullets) in a 10 ft radius.
3) Big Badda Boom
You can amplify the power of an explosive through will alone.
System: Spend 1 w.p. & roll Willpower (difficulty: 6). Each success increases the blast power of the affected bomb by one die. You must touch the device to use this ability, & the “charge” lasts for 1 turn per point of your Permanent Willpower.
4) Thrown Clear
Your ability to walk away from explosions with just a few bruises is lots of fun at parties.
System: Explosions of any type only inflict Bashing Damage on you. You are typically catapulted out of the blast area, & collateral effects will still harm you normally.
5) Must be a Dud
You can suppress an explosion through will (& prayer!). A single device is easy enough, but an entire area may be affected with enough effort.
System: Roll Manipulation + Engineering (Difficulty: 7). Each success prevents an explosive (of any sort, bullets included) from detonating for one turn. By spending a w.p. on the activation roll, this effect can be extended to a 10 ft radius per success, affecting all items in that area for the full duration.
I would change the wording in (3) to "the charge lasts for a number of turns equal to your Permanent Willpower", to clarify that you aren't spending permanent willpower.
I really really really really really like the 4th dot of this. It's freaking awesome.
Yeah, Ellis is stoked to have this particular path. He tends to take a few too many risks as far as standing too close to explosions goes.
Soldier (C. R. x6)
1) Thousand Yard Stare
Your eyes reveal a haunted, traumatized soul. You are unmoved by horrors that would make strong men weep, even as you become one such horror…
System: Spend 1 w.p. to activate. Lasts as long as desired. While activated, Self-Control & Courage rolls are -2 Difficulty, while Conviction rolls are +2.
2) Guts & Grit
The character can shrug off the most grievous wounds, fighting on as if uninjured.
System: Spend a w.p. & roll Stamina + Endurance (Diff: damage levels taken +2). Each success allows the soldier to ignore all wound penalties, up to Crippled for one Scene. Incapacitated soldiers can move, and even fight, but are at a -5 penalty to their dice pools. This power can be maintained, for the full original duration, by spending another point of Willpower.
3) Combat Rush
The fear & adrenalline of real combat drives you to extraordinary lengths, with an inevitable "come down".
System: Roll Willpower (Diff: 7). For each success, raise ALL your Physical Attributes by +1, to a maximum of your usual trait limit. This effect lasts for the scene, after which you must Soak a number of dice Bashing damage equal to the successes you rolled in activation.
4) Battle Sense
You have an uncanny "6th sense" for nascent conflicts. You are never caught unprepared.
System: Add 10 to your Initiative total. If desired, you may add another 10 to this number per Willpower point you choose to spend.
5) Devil's Own
The soldier has survived many a battle by this point, & seen many an atrocity. Whether the Devil looks after her own or God has seen fit to have mercy, the soldier is one hard man to kill.
System: You may ignore a number of "1's" rolled per session equal to your Willpower. This effect stacks with Charmed Existence, & you may choose how many you wish to ignore (if any) per roll. Usable at will.
This would go great with Pulse. :D
Hmm… I've written a lot of powers for NPCs that I put in my games. One that I especially like is this pool. I'll post it here in case someone wants to edit, adapt, or run with the idea.
Illusionary Speed Pool
Illusionary speed has a permanent rating and a temporary rating and allows the holder to borrow some time from their near future. The Illusionary speed pool is always active. In a given round, the illusionist can either choose to spend or recover one temporary point. If the illusionist chooses to spend a point, they gain an extra action that round. If they choose to recover a point, their speed is sapped and they suffer a dice penalty equal to the difference between their permanent and temporary pool. While this pool is filled, the character can effectively ignore it, but when it is even partially depleted they must either choose to keep spending or recovering until it is full.
Kind of a cost-benefit thing. I've toyed with the idea of increasing the dice penalty, pairing it with a path (lets the holder spend more than one point at a time etc.), and using it with other abilities and such, but in its current form it fits my purposes.
Use it as you will.
I like this one. If I was to do it, the effect would be more severe than a dice penalty, however, but would also not require you to buy a rating. Like so:
Time Warp: You may take 1 extra action in a given turn. You do not need to declare use of this ability at the beginning of the round, but gain a "warp" point every time this ability is used. You may hold a maximum of "10" warp points.
Time Debt: Any time you are carrying positive warp points, you risk "paying" time debt in stressful situations (time debt is harder to manage under such conditions). If you roll an "odd" number on Initiative when a combat you are involved in begins, you are frozen for a number of full actions equal to your warp score. Every action spent frozen "burns" 1 warp point.
Another one we used to throw around for risk takers was The Chaos Die. Representing an odd twist of fortune, the Chaos Die was rolled as an additional die on all checks made (ideally a different colour than the others). If you rolled 1-5, it was a "botch". If you rolled 6-10 it was an automatic success.
Psion Template (May be awarded as 1 Gift if requirements are met)
Requirements: Psion: 10, at least 3 Psychic Powers, Seasoned or higher.
Psions are Master Psychics, typically divided into Sensitive (Mind Melters) or Physical (Bleeders) specialists. A Psion must choose one specialty, which may not be changed at a later time.
The Psion Template has the following effects:
- Psions may reduce the x.p. cost for Psychic Abilities within their specialty (Sensitive or Physical) by -1 (Current Rating x5).
- Psions may "overdrive" Psychic Powers within their specialty, temporarily increasing them from 1-3 levels, even raising them over 5. This "overdrive" lasts for the duration of the activated power only. Using this effect causes certain side effects depending on how much the power is used.
Physical Overdrive:
+1 Power Level: The Psychic takes 1 Unsoakable Lethal damage & bleeds from the nose.
+2 Power Levels: The Psychic takes 3 Unsoakable Lethal damage & bleeds from the nose & eyes.
+3 Power Levels: The Psychic takes 6 Unsoakable Lethal damage & bleeds from all orifices.
Sensitive Overdrive:
+1 Power Level: The Psychic must make a Conviction check (Diff: 8) or gain a Derangement.
+2 Power Levels: The Psychic must make a Conviction check (Diff: 8, 3 successes required) or gain a Derangement.
+3 Power Levels: The Psychic must make a Conviction check (Diff: 8, 5 successes required) or gain a Derangement.
The Psion template is compatible with other Templates provided they allow Psychic Powers.
This is the kind of thing that we should adapt into a path, right? Cat Aura.
Nonsense! You love being tortured by them and you know it. You were never forced into the "All Night Ignatz Challenge".
There is a set of open source powers available to some characters based on being an iconic figure of a certain Country. The powers are really good, cheap, but only work on your Native soil or land you personally own. There are currently 2 Active & 1 MIA (America, Spain, & England respectively). Let me know if you want to run one of these guys: I'll work it in.
Here are the powers as they apply to the American character. Really only the names change.
The American Way (All powers of this type may only be employed on American soil or on land you own) (Cost: Current Rating x5)
Congress (The American Way)
1) Persuasive Manner
You have an unusual charm, and can subtly steer conversations as you wish.
System: Roll Charisma + Subterfuge (Difficulty: 6). All social rolls are reduced in Difficulty by 1 until the end of the scene.
2) Fearsome Mien
You are capable of exuding menace and threat with a raised eyebrow or resounding "Huzzah!"
System: Roll Appearance + Intimidation (Difficulty: Target's Willpower). Each success reduces the target's dice pools by 1 for the scene. 3+ successes will cause a target to flee unless they spend a Willpower. Only one target can be affected at a time.
3) Invoke Protocol
You can demand that foes you encounter abide by the rules of "Fair Play", or be noted for the Cravens they are.
System: Roll Charisma + Persuasion (Difficulty: 8). Everyone who can see you must make Degeneration checks as if they had your equivalent Enlightenment rating. Lasts for the scene.
4) Sense of Propriety
A proper gentleman keeps his emotions in check. You are not easily swayed as the common man by temptation or vice.
System: Any attempt to alter your emotions has the difficulty increased by your rating in this Path (likely creating a threshold). In addition, any effect that does pierce this defense may be ignored by spending a single Willpower point.
5) Mantle of Authority
The elected Leader is guarded by the mandate of the people. This resplendent authority radiates off you, bringing common men to their knees.
System: Anyone wishing to attack you must make a spend a Willpower and make a Courage roll (Difficulty: 8). This ability may be activated at will, and immediately draws the attention of all onlookers.
Senate (The American Way)
1) Word of Command
You may enforce one-word commands by making eye contact and stressing the word in question.
System: Make eye contact and roll Charisma + Intimidation (Difficulty: Target's Willpower). The number of successes gained will determine how dramatically the target obeys. Self-destructive commands will not function, though clearly endangering ones will.
2) Senatorial Decree
You may now make more complex commands and expect obedience from your “followers”.
System: Make eye contact and roll Manipulation + Subterfuge (Difficulty: Target's Willpower). The number of successes gained will determine how dramatically the target obeys. Self-destructive commands will not function (though clearly endangering ones will). These commands may have several contingencies, though compulsions will typically fade if not acted on within 1 day per success.
3) Revisionist History
The Victor rewrites the history books! Even more so, the Leader may alter the memory of his “followers”.
System: Make eye contact and roll Manipulation + Subterfuge (Difficulty: Target's Willpower). Successes determine how much alteration is possible. Regardless of successes, memories can only be altered within the limits of your knowledge and in 15 minute blocks.
4) Unbending Resolve
It is unseemly for a Leader to be commanded by those below his station. Your mind is hardened to such effects.
System: Any attempt to alter your thoughts has the difficulty increased by your rating in this Path (likely creating a threshold). In addition, any effect that does pierce this defense may be ignored by spending a single Willpower point.
5) Oath of Loyalty
Loyalty declared to the Leader is binding indeed…
System: To use this ability, the target must swear an oath or service to you. This oath cannot be coerced in any way. You must spend 1 Willpower to seal the oath. Afterwards the subject must make a Self-Control roll (Difficulty: Your Willpower) to defy the Oath in any way. Even if the roll is successful, a Willpower must be spent to actually carry through with the disobedient act. This effect lasts until the Oath is fulfilled or for a year and a day, whichever comes first.
General (The American Way)
1) Inspiration
By exerting your will, you may fuel the resolve of those who follow you.
System: The wielder spends 1 Willpower point. For the remainder of the scene, his allies within 100 feet gain 1 automatic success on any Willpower rolls they are required to make.
2) Hearts in Concert
The passion and determination of a charismatic leader can rally and inspire the troops.
System: Anyone under the effects of this path may choose to share your Nature for the duration, as if possessing the "Dual Nature" Merit. If the subjects already share your Nature, they regain an extra Willpower whenever appropriate.
3) Bolster Morale
The courage and tenacity of a fearless leader are emulated by those under his command.
System: Anyone under the effects of this path may now elect to use the wielder's Virtues in place of their own on any roll or check that requires them. Note that this does confer qualities gained by Merits or other Paths.
4) Brothers in Arms
When wielding this ability, the Commander's allies find their efforts harmonized to a fearsome concert.
System: Spend 1 Willpower and Roll Charisma + Persuasion (Difficulty: 7). For the rest of the scene, all combat actions made by his allies within 100 feet (Melee, Ranged or Defensive) have their Difficulty reduced by 1, to the usual minimum of 3. This ability does not require an action to initiate.
5) Strength of Will
A Leader with this power could lead his allies into Hell itself.
System: Spend 1 Willpower and roll Charisma + Persuasion (Difficulty: 8). For each success, allies within 100 feet raise their Permanent Willpower rating by one. This power can raise their ratings beyond 10. These extra points may be rolled or spent as normal, and last for the scene. This ability may only be used once per scene.
Homeland (The American Way)
1) Lay of the Land
You have an innate bond with your country and property, and it never fails to guide you home.
System: You may roll Perception + Survival (Difficulty: 6) to determine the approximate distance and direction of any structure you own. Usable at will.
2) Voice of the Manor
When residing at the manor, you have an unusual awareness of guests, unexpected or otherwise.
System: While in contact with a structure you own, you may roll Perception + Intuition (Difficulty: 7) to determine the exact number and approximate location of any living creature on the premises. You will know if the detected creature is sentient, known to you, or hostile. This power ignores supernatural stealth.
3) Standard Bearer
From Sea to Shining Sea!
System: By spending a Willpower and rolling Willpower (Difficulty: 8) you may temporarily "claim" an area equal to your (Willpower x10 meters, double if you have a flag). For the remainder of the scene, all your American Way powers can be used to full effect.
4) America the Beautiful
You may commune with your native land, gaining a wealth of information concerning the area.
System: Spend a Willpower and roll Perception + Survival (Difficulty: 8). Success allows local spirits to inform you of any significant details concerning the surrounding area (GM's discretion on what is revealed).
5) The Essence of America
When you stand under the Aegis of God and Country, you are almost invincible.
System: While on your land, you may add this Path rating to all Ability rolls. Always in effect.
There are currently 2 Active & 1 MIA (America, Spain, & England respectively).
Let's hope the MIA is the English one. Otherwise the time may come when we see how useful these powers are in the absence of the nation associated with them.
Very Appropriate for the ever so patriotic Corporal Howard, US Marine Corps.
Now, the stipulation is being on the soil of the land you own. My question then is what happens when you get levitated? Do you lose the Power when you lose contact with Mother Terra and if not, how high do you have to be for it not to count? Does flying over your home constitute being in your home?
Some of the details are unclear, allow me to clarify:
When you are awarded a Mythic Attribute (inherent, not a Talisman), then you become able to raise the selected Attribute to a maximum of 8. Not every character is suitable for this bonus, as the "Mythic" quality should be apparent (Hercules, William Tell, etc.). No more than 2 Mythic Attributes may ever be awarded to one character (though items can be awarded normally). The "Mythic" bonus only occurs when the Attribute is raised above 5, thus the +1 to +3 bonus would be recorded as the additional effect gained from raising the attribute to 6, 7, & 8 respectively.
When you are awarded an item that grants a bonus, it should be awarded at +1 to a given Attribute per Gift invested. Just as above, the "Mythic" bonus is only unlocked if you increase the stat beyond 5 in this manner. Obviously, you must have the talisman on your person for it to work, & further limitations may apply in the individual item description.
Mythic Attributes
These are modified by intent to better match up with other house game stuff. Only House Game Gifts may achieve these results.
(Manipulation may be changed if we move away from Nature/Demeanors)
Strength
+1: Difficulty of damage rolls reduced by 1, slide two levels up the Feat of Strength chart for lifting capacity, jumping distance doubled
+2: Difficulty of damage rolls reduced by 2, slide 4 levels up the Feat of Strength chart, jumping distance tripled.
+3: Difficulty of damage rolls reduced by 3, slide 6 levels up the Feat of Strength chart, jumping distance quadrupled.
Dexterity
+1: +1 action per turn, +2 to initiative rolls.
+2: +2 actions per turn, +4 to initiative rolls.
+3: +3 actions per turn, +6 to initiative rolls.
Stamina
+1: +1 Bruised Health Level, hold breath twice as long, may soak Lethal damage at difficulty 8
+2: +2 Bruised Health Levels, immune to non-magical poisons and diseases, May soak Lethal at difficulty 6, Aggravated at difficulty 8.
+3: +3 Bruised Health Levels, immune to fatigue, all damage soaked at difficulty 6.
Charisma
+1: Difficulty of social rolls reduced by 2
+2: Anyone interacting with the character must roll Willpower, difficulty of the wielders' Charisma, or be overcome by fear or awe as the player desires. Individuals will perform most commands without thinking first, especially if it does not go against their Nature. Awakened beings may spend a Willpower point to overcome this effect for the scene.
+3: As above but now usable on crowds and gatherings. Awakened beings must spend 1 Willpower point per turn to remain unaffected.
Manipulation
+1: The character may change a targets Demeanor by engaging them in a conversation and rolling Manipulation + Subterfuge against a difficulty of their Willpower. The change lasts until some event would naturally change it.
+2: The character is immune to any non-magical method of lie detection, and may substitute his Manipulation score for the difficulty of any effect that would determine if he was lying or discover his nature.
+3: The manipulator may now change a targets Nature, just as they were previously able to change Demeanor. Alternatively the wielder may send a frenzy-prone target into that state, or add a derangement of their choosing.
Appearance
+1: By allowing others to perceive what you wish, minor control over emotions is possible. Roll Appearance + Subterfuge, difficulty 8. Anyone viewing the wielder will be instilled with the chosen base emotion, with additional successes adding to the intensity.
+2: Emotion control as above, but now at difficulty 6. Additionally, the wielder may appear to be the ideal of whatever the viewer(s) would find irresistibly attractive.
+3: Emotion control is now at difficulty 4. Targets who might be attracted to the character who become the target of their attention must make a Stamina roll, difficulty 8, or faint outright.
Perception
+1: Enhanced senses, Perception rolls are at -2 difficulty, vulnerable to sharp noises and the like.
+2: Extended senses (infrared, ultraviolet, sonar, etc.) May roll Perception as "Countermagic" against any effect that clouds, obscures, or deceives the senses.
+3: May substitute Perception for Dexterity in combat, immune to any sense confounding magic up to the fifth level of power, impervious to Arcane.
Intelligence
+1: Eidetic memory, lightning calculator.
+2: Intuitive Knowledge. May roll Intelligence, difficulty 7, to gain temporary levels in a Skill or Knowledge not possessed or at less than 5. Each success on this roll gives a temporary level, up to 5. The maximum number of intuitive skills a character may have is equal to their Intelligence. Intuitive skills last for the scene.
+3: Collective. The wielder may absorb the memories of a target, using any knowledge, applicable skill or magic as if it were their own, as well as accessing deep memories. Roll Intelligence, difficulty 7, and spend several hours near the target uninterrupted. For a complete success 3 or more successes are required. A resisting target may roll Willpower, difficulty 7, to resist, with each success deducting as usual. If the wielder succeeds, he may hold the memories for one day per Path he has, needing to make Self-Control rolls per day thereafter, or gain a derangement.
Wits
+1: Add +5 to initiative rolls. Can multi-task simple actions (non combat/magical).
+2: Always goes first in a fight, regardless of initiative numbers. Cannot be surprised, even if attacked unaware; instantly reacts.
+3: May go into an autistic state, shutting out all distractions; Adds Wits to any Mental Attribute roll while entranced. Earlier levels of Mythic Wits are suspended while this trance is maintained.
The official answer is "no" however your Regional GM ma amend that if desired. As always, individual mileage will vary.
While I love that these are going up, why not make pages for them linked to the Powers page? Is that not desirable?
I'm putting them here so that they are open for discussion.
Here are my criticisms of the current systems.
Appearance probably needs a resistance roll, to make it fair to those observing the guy.
The second dot of wits makes the first dot largely obsolete.
And the first dot of mythic intelligence is largely underwhelming. Most characters over here who are quite smart take those merits at creation.
Yeah, before Devin died we had 3 characters in the NC cell who all had Eidetic Memory and Lightning Calculator, so while it does make some sense flavorwise, I feel that what you gain from a mythic attribute should not be something that you can have already at creation.
Both good points.
On the Intelligence angle, it should be better, but nothing has yet been offered.
Agreed on Appearance wholesale. Resisted by what, do you think?
Wits 6 is made obsolete by Wits 7 because Wits 7 is so insanely good. Increasing the modifier instead of "always 1st" might be more accurate (though people will cry about the auto-initiative loss: immune to surprise makes up for it).
Well, for intelligence, you could put something similar to the charisma mythic attribute. -1 on all intelligence checks, perhaps? Or you could speed up their ability to process information, that would also work out pretty nicely.
For an appearance resistance roll, perception + subterfuge, perhaps? Since according to flavor text, you are achieving this control by showing them what you want them to see, a perception roll might allow the target to realize what you are doing.
Hmm for intelligence, immunity to failures (or even botches) on intelligence rolls could be one thing. Some sort of very limited ability to extrapolate the future might be fitting, but would be more complicated.
Agreed with Demondream on appearance resistance roll. Another option would be to roll self control, difficulty of successes garnered on the power's roll to subtract. That's makes it more powerful.
For wits, I really have only one idea. I once wrote a power that might be adapted. The character who would have held it is now dead. It would need to be simplified, and might take up too much time with rolling dice anyway.
4. Extrapolate Ramifications (requires 6 wits)
When faced with a multitude of options in a stressful situation, many are tempted to make poor decisions. The skillful investigator is capable of accurately determining the immediate results of several possible actions and choosing the best one.
(System: in combat, Tracy may pay a willpower and roll wits + investigation difficulty 8. For each success he gets one scenario. Each scenario consists of one choice that Tracy is able to take that round. All dice are rolled, attack, damage, soak, but the action does not happen unless Tracy chooses that one. If he chooses that action, use the dice rolls that he got during his speculation for himself and his targets.
So for example, he might have two possible scenarios, One in which he punches the opponent, and one in which he fires his gun. He rolls all associated dice for both actions as if he made that choice. In his punch he deals two bashing, but he misses the gunshot. Tracy would probably choose to take the punch action, and it will deal its two bashing that it got during speculation, no rolls necessary.)
Wits 6 is still useful when you meet an opponent who automatically wins initiative due to an ability other than Mythic Wits. In that case, initiative would be rolled normally, and the +5 bonus would come into play.
When someone recently questioned me about Mythic Intelligence 6, complaining that she already had both of those Merits, I ruled that you could take any two dots in Mental Merits. I like what ya'll did here better, though.
I'd like to point out to those suggesting that Intelligence checks should take less time, that speed of thought has traditionally been the domain of Wits.
For Intelligence, what about spending a w.p. to add your mythic rating to your dice pool for an action (or turn, if you're splitting dice), representing your ability to calculate the best way to perform the action.
For the social attributes, Virtue checks might be appropriate if the target is being influenced in a way that goes against their nature or path of enlightenment. Awakened beings being able to spend w.p. to resist Appearance might be appropriate as well.
I'm a big supporter of Mr. Sleeps idea about the limited Luck for intelligence rolls.