Post by logan9a on Sept 18, 2019 14:55:03 GMT
I've decided to post these for two reasons.
First, enough people have 'been through the list' and/or have enough of them that these shouldn't be a mystery by now.
Second, I could use more.
IF YOU WANT TO COMMENT ON A POWER (or whatever) PLEASE START A SEPARATE THREAD FOR EACH POWER.
TIER 1 POWERS - ROLL THAT SHIT
Powers requiring MP. For these, character gets starting skill (always ‘LEARN’). Failing the roll costs half the MP. {12}
Note: Each of these can only be gotten once. If the person has run out of these to get and new ones have not been developed, they’re just out of luck (no power) till new ones are some day developed at which time I suppose they can back fill if they should have had more than 12 powers.
Big Jump \\1\\
Casting time: 1 round (while you are doing the initial ‘jump roll’ for accuracy)
Range: Self and reasonable gear only, may not carry others.
Duration: Cast is instant, effect may go up to four rounds but may not do anything else while moving under this effect, see description.
MP cost: 6
Description: This is a way to evade non Agents and DORA’s. D6 SAN for doing or observing, 12 max. Jump forward is at normal sprinting speed. For a ground chase, this means that if you are jumping forward (assuming you make the ‘big jump’ roll) it would have been as though you made four rounds worth of sprint rolls traveling forward at 10m per round. The downside is that (unless you can get a haste effect for an extra action that round) you are ‘locked in to’ the action of ‘move forward ten meters’. No turning, no dodging, nothing - just continuing forward.
Note that should the initial ‘jump skill’ roll (you make two initial rolls - ‘big jump’ for the effect and ‘jump skill’ for accuracy) is flubbed then even though you may have made the ‘big jump’ roll for distance you may still hit the side of some other building then fall to your death.
Limitations: Landing zone is only at the same height or up to 5m lower - up is not possible with this. Maximum range, 40m. (Note the world record is 9m.) If you are falling and try to use this for landing, you can fall up to 5m without damage (beyond 5m is full damage) but suffer a knock down.
Disruptor \\2\\
Casting time: 1 round
Range: 10m
Duration: Concentration
MP cost: 4 MP per round
Description: Spend 4 MP then win ESS vs ESS roll with someone who is within 10m to disrupt one of their Matrix powers (your choice which) or spell or spell like effect for one round. This is your whole action. [Example: Attempt to disrupt an Agent's super dodge while everyone else shoots him.] 0 SAN doing or observing. This only disrupts Matrix powers. (Note if you succeed in the spell but the enemy wins the ESS roll, it still costs the 4 MP.)
Doubler \\3\\
Casting time: Instant
Range: 10m
Duration: Per other spell
MP cost: 6
If the player wishes this effect, it is cast (no extra action) at the same time the spell (or Matrix power) is cast. This allows the same effect from a ‘self’ range (only) spell (or Matrix power) to affect someone else as well. Example: The player has super dodge (MP cost 6) and successfully casts it - they say “I will use doubler so Jones can get it’s effects as well.” They then spend another 6 MP on doubler (12 MP total). Assuming they make the Doubler skill roll as well, both the caster and Jones has the ‘Super Dodge’ for the round. The MP cost of the doubler is a one time payment so if the caster wanted to keep ‘Super Dodge’ going for both of them next round as well, it would merely be another 6 MP. Note that the target of the doubler is free to ignore it’s effects or break their spell (if the caster put a ‘concentration’ spell on Jones but Jones felt like walking off) without affecting the caster. If the target the doubler is used on goes outside of 10m away, the doubler and other spell effects end.
Ever Full Gun \\4\\
Casting time: Instant
Range: Touch (must be held, handing off weapon ends effect and the weapon is empty)
Duration: Combat or till lull
MP cost: 2 MP
This makes ammo something that the character no longer needs to worry about. This works only on the ‘casters’ gun. It only works for things that have more than one shot loaded at the same time and that come out in individual projectiles. In other words, a cannon would not work (only one shot loaded at a time) where as an MRL would work. A slug or laser pistol would work, a flame thrower would not. If the weapon is handed off, dropped, switched, etc it is empty of ammo and the spell must be recast for a new weapon. If attempting to create ammo that is of a tech the zone the person is in would not support they are at the usual negatives to cast this - unless those negatives negated by ‘circumventer’ power.
Freeze Fade \\5\\
Casting time: 2 rounds (one round of holding still then the next round it is in effect)
Range: Self
Duration: Until you move (max of one hour)
MP cost: 2
Description: Invisible if holding completely still to ‘background folk’. Agents will automatically spot you (if they are in the area and you are using this power) as an anomaly and try to kill you. 0 SAN doing. [No SAN loss for PC’s as this only works on BF. Moving breaks this effect. This also makes you invisible to cameras unless an agent (who will then come to kill you) or DORA is monitoring the feed. This does not work if observed by ‘background folk’ - at all. If even one BF sees you do this, the effect is ruined - you waste 2MP (if you successfully rolled the skill) or 1MP if you failed the skill roll. Any DORA’s seeing you do this (it doesn’t ruin the effect if DORA’s watch you do it - only if BF see you do it) will note only a faint dulling of you colors. Ones unfamiliar with this effect might think you’re just standing still like an idiot. Sadly, you can’t talk (only involuntary muscles while holding completely still) to explain that you are not an idiot, you are hiding. Like every other spell or effect in existence, the caster knows if this is active or not though if it fails (due to being observed) they might not be aware of who it was that saw them. Best to do this in private. See above permanent power ‘ghost in the machine’. Not useful outside the Wall of Fire.
Ghost Form \\6\\
Casting time: Instant though you must use it before any attacks against you are rolled.
Range: Self
Duration: As many rounds as you have the MP for.
MP cost: 6 MP
Description: You can choose not to be affected by anything for the round. You become a white ethereal ghostlike being while phased. 1/d6 (12 max) SAN for doing or observing (toward 'phased being'). You can use ghost abilities (if known, sold separately) while being phased. Physically, you can’t harm anyone. You can’t walk through doors or walls. Gear you are wearing is also phased. Note - this power can be countered by weapons designed to be able to hit ethereal/phased/ghost creatures.
Healing \\7\\
Casting time: 1 round
Range: Self or up to 10m
Duration: Instant
MP cost: 2 or higher even number.
Description: PC must declare how many MP they are spending before rolling. Each MP spent (even numbers only) gives same number of HP back to the target. If skill roll is failed, half of declared MP is lost.
Quick \\8\\
Casting time: Instant, on your turn
Range: Self
Duration: 1 round
MP cost: 6 MP
Description: This round, you get two full actions (not including using this ability which is a free action). 0 SAN doing or observing. Note - you can only use this ability once per round.
Super Dodge \\9\\
Casting time: Instant
Range: Self
Duration: 1 round
MP cost: 6 (per round, not per dodge)
Description: This must be used (and MP deducted) before you start rolling dodge rolls against incoming attacks. For the entire round, all ranged attacks may be dodged at full. If someone attacks you with anything not ranged it can only be dodged normally - this ability does nothing. 0 SAN for observing. No SAN loss for the user.
Telekinesis \\10\\
Casting time: 1 round - thing comes to you next round, see description
Range: 10m
Duration: 1 round
MP cost: 2mp
Description: Summons any object smaller than a liter of soda from up to 10 meters away into your hand. Good for things out of reach or if you are too lazy to get up. 1 SAN doing or observing (2 max). Cast Time: 1 round to make gesture, thing comes next round but does not cost you an action then - unless you want to 'catch' it. Yeah, that’s a roll. Failure to catch means it clatters to your feet and you look like an idiot. Nobody said being a Jedi was easy.
You can’t take things tied down (etc) or in resisting hands.
Ground Pounder \\11\\
Casting time: Free action
Range: Self
Duration: 1 round
MP cost: 2mp
Instead of the normal movement rate of 3m/10m per round, using this skill before rolling the run roll (if this is successful) gives the movement rate of 5m/15m per round.
Mauler \\12\\
Casting time: Free action
Range: Self
Duration: Instant
MP cost: 2mp
If you roll a critical in combat, you can roll this.
Critical: Instead of x2 damage, you get x3 damage AND reroll any 1’s.
Success at half: Triple damage instead of normal critical damage.
Success: Regular x2 damage but reroll any 1’s.
Failure: Just regular critical damage.
Fumble: THE ENTIRE ATTACK IS NOT A CRIT - IT IS A FUMBLE.
(It’s a bitch to build up but once it is high, you are a nasty piece of work!)
First, enough people have 'been through the list' and/or have enough of them that these shouldn't be a mystery by now.
Second, I could use more.
IF YOU WANT TO COMMENT ON A POWER (or whatever) PLEASE START A SEPARATE THREAD FOR EACH POWER.
TIER 1 POWERS - ROLL THAT SHIT
Powers requiring MP. For these, character gets starting skill (always ‘LEARN’). Failing the roll costs half the MP. {12}
Note: Each of these can only be gotten once. If the person has run out of these to get and new ones have not been developed, they’re just out of luck (no power) till new ones are some day developed at which time I suppose they can back fill if they should have had more than 12 powers.
Big Jump \\1\\
Casting time: 1 round (while you are doing the initial ‘jump roll’ for accuracy)
Range: Self and reasonable gear only, may not carry others.
Duration: Cast is instant, effect may go up to four rounds but may not do anything else while moving under this effect, see description.
MP cost: 6
Description: This is a way to evade non Agents and DORA’s. D6 SAN for doing or observing, 12 max. Jump forward is at normal sprinting speed. For a ground chase, this means that if you are jumping forward (assuming you make the ‘big jump’ roll) it would have been as though you made four rounds worth of sprint rolls traveling forward at 10m per round. The downside is that (unless you can get a haste effect for an extra action that round) you are ‘locked in to’ the action of ‘move forward ten meters’. No turning, no dodging, nothing - just continuing forward.
Note that should the initial ‘jump skill’ roll (you make two initial rolls - ‘big jump’ for the effect and ‘jump skill’ for accuracy) is flubbed then even though you may have made the ‘big jump’ roll for distance you may still hit the side of some other building then fall to your death.
Limitations: Landing zone is only at the same height or up to 5m lower - up is not possible with this. Maximum range, 40m. (Note the world record is 9m.) If you are falling and try to use this for landing, you can fall up to 5m without damage (beyond 5m is full damage) but suffer a knock down.
Disruptor \\2\\
Casting time: 1 round
Range: 10m
Duration: Concentration
MP cost: 4 MP per round
Description: Spend 4 MP then win ESS vs ESS roll with someone who is within 10m to disrupt one of their Matrix powers (your choice which) or spell or spell like effect for one round. This is your whole action. [Example: Attempt to disrupt an Agent's super dodge while everyone else shoots him.] 0 SAN doing or observing. This only disrupts Matrix powers. (Note if you succeed in the spell but the enemy wins the ESS roll, it still costs the 4 MP.)
Doubler \\3\\
Casting time: Instant
Range: 10m
Duration: Per other spell
MP cost: 6
If the player wishes this effect, it is cast (no extra action) at the same time the spell (or Matrix power) is cast. This allows the same effect from a ‘self’ range (only) spell (or Matrix power) to affect someone else as well. Example: The player has super dodge (MP cost 6) and successfully casts it - they say “I will use doubler so Jones can get it’s effects as well.” They then spend another 6 MP on doubler (12 MP total). Assuming they make the Doubler skill roll as well, both the caster and Jones has the ‘Super Dodge’ for the round. The MP cost of the doubler is a one time payment so if the caster wanted to keep ‘Super Dodge’ going for both of them next round as well, it would merely be another 6 MP. Note that the target of the doubler is free to ignore it’s effects or break their spell (if the caster put a ‘concentration’ spell on Jones but Jones felt like walking off) without affecting the caster. If the target the doubler is used on goes outside of 10m away, the doubler and other spell effects end.
Ever Full Gun \\4\\
Casting time: Instant
Range: Touch (must be held, handing off weapon ends effect and the weapon is empty)
Duration: Combat or till lull
MP cost: 2 MP
This makes ammo something that the character no longer needs to worry about. This works only on the ‘casters’ gun. It only works for things that have more than one shot loaded at the same time and that come out in individual projectiles. In other words, a cannon would not work (only one shot loaded at a time) where as an MRL would work. A slug or laser pistol would work, a flame thrower would not. If the weapon is handed off, dropped, switched, etc it is empty of ammo and the spell must be recast for a new weapon. If attempting to create ammo that is of a tech the zone the person is in would not support they are at the usual negatives to cast this - unless those negatives negated by ‘circumventer’ power.
Freeze Fade \\5\\
Casting time: 2 rounds (one round of holding still then the next round it is in effect)
Range: Self
Duration: Until you move (max of one hour)
MP cost: 2
Description: Invisible if holding completely still to ‘background folk’. Agents will automatically spot you (if they are in the area and you are using this power) as an anomaly and try to kill you. 0 SAN doing. [No SAN loss for PC’s as this only works on BF. Moving breaks this effect. This also makes you invisible to cameras unless an agent (who will then come to kill you) or DORA is monitoring the feed. This does not work if observed by ‘background folk’ - at all. If even one BF sees you do this, the effect is ruined - you waste 2MP (if you successfully rolled the skill) or 1MP if you failed the skill roll. Any DORA’s seeing you do this (it doesn’t ruin the effect if DORA’s watch you do it - only if BF see you do it) will note only a faint dulling of you colors. Ones unfamiliar with this effect might think you’re just standing still like an idiot. Sadly, you can’t talk (only involuntary muscles while holding completely still) to explain that you are not an idiot, you are hiding. Like every other spell or effect in existence, the caster knows if this is active or not though if it fails (due to being observed) they might not be aware of who it was that saw them. Best to do this in private. See above permanent power ‘ghost in the machine’. Not useful outside the Wall of Fire.
Ghost Form \\6\\
Casting time: Instant though you must use it before any attacks against you are rolled.
Range: Self
Duration: As many rounds as you have the MP for.
MP cost: 6 MP
Description: You can choose not to be affected by anything for the round. You become a white ethereal ghostlike being while phased. 1/d6 (12 max) SAN for doing or observing (toward 'phased being'). You can use ghost abilities (if known, sold separately) while being phased. Physically, you can’t harm anyone. You can’t walk through doors or walls. Gear you are wearing is also phased. Note - this power can be countered by weapons designed to be able to hit ethereal/phased/ghost creatures.
Healing \\7\\
Casting time: 1 round
Range: Self or up to 10m
Duration: Instant
MP cost: 2 or higher even number.
Description: PC must declare how many MP they are spending before rolling. Each MP spent (even numbers only) gives same number of HP back to the target. If skill roll is failed, half of declared MP is lost.
Quick \\8\\
Casting time: Instant, on your turn
Range: Self
Duration: 1 round
MP cost: 6 MP
Description: This round, you get two full actions (not including using this ability which is a free action). 0 SAN doing or observing. Note - you can only use this ability once per round.
Super Dodge \\9\\
Casting time: Instant
Range: Self
Duration: 1 round
MP cost: 6 (per round, not per dodge)
Description: This must be used (and MP deducted) before you start rolling dodge rolls against incoming attacks. For the entire round, all ranged attacks may be dodged at full. If someone attacks you with anything not ranged it can only be dodged normally - this ability does nothing. 0 SAN for observing. No SAN loss for the user.
Telekinesis \\10\\
Casting time: 1 round - thing comes to you next round, see description
Range: 10m
Duration: 1 round
MP cost: 2mp
Description: Summons any object smaller than a liter of soda from up to 10 meters away into your hand. Good for things out of reach or if you are too lazy to get up. 1 SAN doing or observing (2 max). Cast Time: 1 round to make gesture, thing comes next round but does not cost you an action then - unless you want to 'catch' it. Yeah, that’s a roll. Failure to catch means it clatters to your feet and you look like an idiot. Nobody said being a Jedi was easy.
You can’t take things tied down (etc) or in resisting hands.
Ground Pounder \\11\\
Casting time: Free action
Range: Self
Duration: 1 round
MP cost: 2mp
Instead of the normal movement rate of 3m/10m per round, using this skill before rolling the run roll (if this is successful) gives the movement rate of 5m/15m per round.
Mauler \\12\\
Casting time: Free action
Range: Self
Duration: Instant
MP cost: 2mp
If you roll a critical in combat, you can roll this.
Critical: Instead of x2 damage, you get x3 damage AND reroll any 1’s.
Success at half: Triple damage instead of normal critical damage.
Success: Regular x2 damage but reroll any 1’s.
Failure: Just regular critical damage.
Fumble: THE ENTIRE ATTACK IS NOT A CRIT - IT IS A FUMBLE.
(It’s a bitch to build up but once it is high, you are a nasty piece of work!)