this is it for genres! feels like I'm in the home stretch for headers and then it's on to other cleanups Signed-off-by: Brian S. Stephan <bss@incorporeal.org>
924 lines
55 KiB
Diff
924 lines
55 KiB
Diff
--- _tmp/ccsrd.md 2025-06-05 20:57:53.285921268 -0500
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+++ _tmp/ccsrd.new.md 2025-06-13 07:32:18.339664588 -0500
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@@ -10198,6 +10198,10 @@
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Apocalyptic Stare: Your demeanor is of someone who shouldn't be trifled with. You are trained in intimidation. Enabler.
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+App Tinkerer: If you spend at least one day tinkering with a magical app in your possession, it functions at one level
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+higher than normal. This applies to all magical apps in your possession, but they retain this bonus only for you.
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+Enabler.
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+
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Applying Your Knowledge: When you help another character undertake any action that you're untrained in, you are treated
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as if you are trained in it. Action.
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@@ -10613,6 +10617,12 @@
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provides you with inherent weaponry. This allows you to fire a blast of energy up to long range that inflicts 5 points
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of damage. There is no cost for you to use this ability. Action.
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+Bullet Jaunt (5 Intellect points): Every Spell Bullet you fire leaves a faint path of magic that you can see and follow.
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+Choose the path of one Spell Bullet within long range that you fired in the past minute; you instantly teleport to any
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+place you want along its path. Alternatively, you can use Spell Bullet to conjure a standard bullet, fire it at a target
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+within gun range, and jaunt as part of the action of firing the bullet. Action to teleport along an existing path or to
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+fire a bullet and teleport along its path.
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+
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Burning Light (3 Intellect points): You send a beam of light at a creature within long range and then tighten the beam
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until it burns, inflicting 5 points of damage. Action.
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@@ -10696,6 +10706,17 @@
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Captivate With Starshine: For as long as you speak, you keep the attention of all level 2 or lower NPCs who can hear
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you. If you also have the Enthrall ability, you can similarly captivate all level 3 NPCs. Action to initiate.
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+Car Magic (3+ Intellect points): You can alter a magical ability you cast so it also affects the vehicle you're driving,
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+as if it were a part of you. For example, if you're driving and you cast Hover on yourself, you and the car begin to
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+float; if you cast Invisibility on yourself, you and the car turn invisible. Spells cast on a car this way tend to last
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+only a few rounds before expiring (although the spell still lasts its full duration on you). The cost of Car Magic is
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+added to the cost of the spell you're casting. In addition to the normal options for using Effort, you can use Effort to
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+affect other creatures within the car; each level of Effort used in this way affects up to two additional creatures in
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+the car. Enabler.
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+
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+The main reason to cast Hover on a moving car is to make awesome-looking jumps that would be impossible without ramps,
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+magic, or Hollywood special effects.
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+
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Car Surfer: You can stand or move about on a moving vehicle (such as on the hood, on the roof, in the open door well,
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etc.) with a reasonable expectation of not falling off. Unless the vehicle veers sharply, stops suddenly, or otherwise
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engages in extreme maneuvers, standing or moving about on a moving vehicle is a routine task for you. If the vehicle
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@@ -10894,6 +10915,10 @@
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of online hackers and regular street criminals. These people are not necessarily your friends and might not be
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trustworthy, but they owe you a favor. You and the GM should work out the details of your contacts. Enabler.
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+Continuous Transfer: When you use either Drain Creature or Tap Currents to drain energy, you can transfer it to another
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+creature within short range, restoring points to their Might or Speed Pools (or health for an NPC). This occurs
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+seamlessly, as part of the same action. Enabler.
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+
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Contortionist (2 Speed points): You can wriggle free from bindings or squeeze through a tight spot. You are trained in
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escaping. When you use an action to escape or move through a tight area, you can immediately use another action. You may
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use this action only to move. Enabler.
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@@ -10962,6 +10987,10 @@
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usually a matter of the character applying quick thinking in the face of immediate danger. The ability doesn't rely on
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supernatural means, but rather a practical act.)
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+Countercharm (5 Intellect points): If you are affected by an unwanted ongoing magical condition or affliction (such as a
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+curse, paralysis spell, withering hex, and so on) that gives you additional rolls to end it early, your rolls to end it
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+early are eased by two steps until you break free. Enabler.
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+
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Countermeasures (4 Intellect points): You immediately end one ongoing effect (such as an effect created by a character
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ability) within immediate range. Alternatively, you can use this as a defense action to cancel any incoming ability
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targeted at you, or you can cancel any device or the effect of any device for 1d6 rounds. You must touch the effect or
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@@ -11119,6 +11148,10 @@
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duration for an additional minute. If you have the Scramble Machine or Disable Mechanisms ability (or an ability that
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works similarly), when you apply a level of Effort to any of them, you gain an additional free level of Effort. Action.
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+Deadeye: You inflict an additional 6 points of damage with any single-target attack spell cast through a firearm using
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+Spell Bullet. If the attack spell doesn't inflict damage, you instead can modify the spell as if you had applied two
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+levels of Intellect Effort to it. If you have the Iron Eye ability, you can exchange it for Trained Guncasting. Enabler.
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+
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Deadly Aim (3 Speed points): For the next minute, all ranged attacks you make inflict 2 additional points of damage.
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Action to initiate.
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@@ -11163,6 +11196,9 @@
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Deep Water Guide: While underwater, any creature you choose that can see you has an asset on swimming tasks. Enabler.
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+Deer in the Headlights: When you cast an attack spell while driving, you can modify the spell as if you had applied two
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+levels of Intellect Effort to it. Enabler.
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+
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Defend All the Innocent: You protect everyone within immediate range whom you have designated as innocent with your
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Designation ability. Speed defense rolls made by such creatures gain an asset. Enabler.
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@@ -11523,6 +11559,11 @@
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Echolocation: You are especially sensitive to sound and vibration, so much so that you can sense your environment within
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a short distance regardless of your ability to see. Enabler.
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+Eclipse (2 Intellect points): You drain the light from an immediate area within long range. Bright light (like a sunny
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+day outdoors) becomes dim light, normal light (like inside a well-lit room) becomes very dim light, and anything darker
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+becomes darkness. If you cast this spell on an object, the darkness moves with the object, and can be suppressed if it
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+is enclosed in a light-proof container or wrapping. Action.
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+
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Effective Skill: Choose one noncombat skill when you gain this ability. You get a minor effect with that skill when you
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roll a natural 14 or higher (the d20 shows "14" or more). You get a major effect with that skill when you roll a natural
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19 or higher (the d20 shows "19" or higher). You can select this ability more than once. Each time you select it, you
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@@ -12405,6 +12446,9 @@
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Hardiness: You are trained in Might defense tasks. Enabler.
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+Hasty Guncasting: You can make two gun attacks as a single action; one is a spell (using Spell Bullet) and the other is
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+a normal gunshot. You can make these attacks in either order, but the second one is hindered by two steps. Enabler.
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+
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Have Spacesuit, Will Travel: Somehow or another, you became the legal owner of a fully functional and advanced
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spacesuit. The spacesuit provides +1 Armor and, more important, allows you to survive in the vacuum of space using suit
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reserves for up to twelve hours at a time with enough reaction mass to get around in zero gravity on jets of ionized gas
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@@ -12454,6 +12498,9 @@
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Heroic Monster Bane: When you inflict damage to creatures more than twice as large or massive as you, you inflict 3
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additional points of damage. Enabler.
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+Heroic Witch Bane: When you inflict damage to witches (or other intelligent creatures who cast spells), you inflict 3
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+additional points of damage. Enabler.
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+
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Hidden Closet: The magic ally from your Bound Magic Creature ability can store items for you within its bound object,
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including extra sets of clothing, tools, food, and so on. The interior of the object is, in effect, a 10-foot (3 m)
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square pocket dimension that normally only the magic ally can access. Enabler.
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@@ -12647,6 +12694,9 @@
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points. If you roll a natural 20 and choose to deal damage instead of achieve a special major effect, you deal 5 extra
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points of damage. Enabler.
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+Improved Witch Bane: When you inflict damage to witches (or other intelligent creatures who cast spells), you inflict 3
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+additional points of damage. Enabler.
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+
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Improvise (3 Intellect points): When you perform a task in which you are not trained, you can improvise to gain an asset
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on the task. The asset might be a tool you cobble together, a sudden insight into overcoming a problem, or a rush of
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dumb luck. Enabler. (Improvise can be used on a task a character has an inability in, but instead of gaining an asset,
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@@ -12657,6 +12707,9 @@
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friends would be damaged, you can choose to take up to half the number of points of damage they would otherwise take,
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but only if you're not already impaired or debilitated. Enabler.
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+Incapacitate (4 Intellect points): You use necromantic magic to make one creature in short range fall prone and be
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+unable to take actions for one round. Action.
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+
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Incomparable Pilot: While on a starcraft you own or have a direct connection with, your Might Edge, Speed Edge, and
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Intellect Edge increase by 1. When you make a recovery roll on a starcraft you're familiar with, you recover 5
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additional points. Enabler.
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@@ -12835,6 +12888,10 @@
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round, which means that if you use Scratch Existence or Shred Existence, attacking each target along your path is eased
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by two steps. Enabler.
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+Iron Eye: You inflict an additional 3 points of damage with any single-target attack spell cast through a firearm using
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+Spell Bullet. If the attack spell doesn't inflict damage, you instead can modify the spell as if you had applied a level
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+of Intellect Effort to it. Enabler.
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+
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Iron Fist: Your unarmed attacks deal 4 points of damage. Enabler.
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Iron Punch (5+ Intellect points): You magnetically pick up a metallic heavy object within short range and hurl it at
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@@ -12970,6 +13027,9 @@
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of a horse or a basilisk instead of a lizard, but doing so should require applying at least one level of Effort to the
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change, and the character wouldn't gain any of the creature's magical abilities.
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+Lend a Hand: If an ally attempts a magical task and fails, they can try again without spending Effort if you help them.
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+You provide this advantage to your friend even if you are not trained in the task that they're retrying. Enabler.
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+
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Lethal Damage: Choose one of your existing attacks that inflicts points of damage (depending on your type and focus,
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this might be a specific weapon, a special ability such as a blast of fire, or your unarmed attacks). When you hit with
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that attack, you inflict an additional 5 points of damage. Enabler.
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@@ -12991,8 +13051,16 @@
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coercion or intimidation. During rests, you put friends and comrades at ease so much that they gain +1 to their recovery
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rolls. Enabler.
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+Library Life: When a problem needs solving, you may not know the solution, but you know where to look. You are trained
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+in research. Enabler.
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+
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Life Lessons: Choose any two noncombat skills. You are trained in those skills. Enabler.
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+Lightning Flash (4+ Intellect points): Lightning strikes within long range, filling an immediate area and inflicting 3
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+points of damage on all affected creatures. Effort applied to one attack counts for all attacks against targets in the
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+area of the flash. Even on an unsuccessful attack, a creature in the area still takes 1 point of damage. Your attack is
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+eased against targets wearing, carrying, or made of a significant amount of metal. Action.
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+
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Like the Back of Your Hand: All tasks directly related to a starcraft that you own or have a direct connection with are
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eased. Tasks include repair, refueling, finding a breach in the hull, finding a stowaway, and so on. The same goes for
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any attack or defense rolls you make within the starcraft against enemy boarders, as well as any attack or defense rolls
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@@ -13089,10 +13157,18 @@
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Magic Training: You are trained in the basics of magic (including the operation of magic artifacts and cyphers) and can
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attempt to understand and identify its properties. Enabler.
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+Magical App Hacker: All magical app cyphers you use function at one level higher than normal. If given a week, you can
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+tinker with one of your magical app cyphers, transforming it into another magical app cypher of the same type that you
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+had in the past. The GM and player should collaborate to ensure that the transformation is logical—for example, a
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+magical app that creates a fiery explosion probably can't be turned into a healing app. Enabler.
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+
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Magical Power Current (2+ Intellect points): You provide electricity to a device that runs on standard house current,
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such as a laptop computer, circular saw, or microwave oven, allowing it to function as if plugged in for one hour. The
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cost is 2 Intellect points plus 1 point per level of the device. Action.
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+Magical Programmer: You are trained in crafting magical apps and in using (and exploiting) computer software. You know
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+one or more computer languages well enough to write basic programs, and you are fluent in internet protocol. Enabler.
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+
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Magical Repertoire: The number of subtle cyphers you can bear at the same time increases by two. If you spend one hour
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preparing your magic, you can fill any of your open cypher slots with subtle cyphers chosen randomly by the GM (this
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hour can be part of a one-hour or ten-hour recovery action if you are awake for the entire time). As part of this
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@@ -13151,6 +13227,9 @@
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machine to create the bond, but afterward, there is no range limitation. This bond lasts for one week. You can bond with
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only one machine at a time. Action to initiate.
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+Master Magical Programmer: You are specialized in crafting magical apps and in using (and exploiting) computer software.
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+Enabler.
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+
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Master of Unarmed Fighting Style: You are specialized in unarmed attacks. If you are already specialized in unarmed
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attacks, you instead deal 2 additional points of damage with unarmed attacks. Enabler.
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@@ -13231,6 +13310,9 @@
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addition to the normal options for using Effort, you can choose to use Effort to extend the duration by one hour for
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each level of Effort applied. Action to initiate.
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+Mental Magic: When attempting a magic-based Might or Speed task, you can instead roll as if it were an Intellect action.
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+This means that if you apply Effort, you spend points from your Intellect Pool and use your Intellect Edge. Enabler.
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+
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Mental Projection (6+ Intellect points): Your mind fully leaves your body and manifests anywhere you choose within
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immediate range. Your projected mind can remain apart from your body for up to 24 hours. This effect ends early if your
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Intellect Pool is reduced to 0 or if your projection touches your resting body.
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@@ -13350,6 +13432,14 @@
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for using Effort, you can choose to use Effort to increase the area (one level of Effort to fill a short area, two to
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fill a long area, or three to fill a very long area). Action.
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+Mist Form (4 Intellect points): You change into a cloud of mist for up to ten minutes, filling an immediate area. You
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+gain an asset to sneaking tasks and Speed defense tasks, but you lose the benefit of any armor you wear. You can pass
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+through any barrier that allows air to move through it (such as a fence, wire screen, cloth, or pipe), moving up to an
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+immediate distance each round. You can't affect or be affected by normal matter, but energy attacks (like fire or
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+explosions) and mental attacks still affect you. You cannot speak but can still use abilities that don't rely on human
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+speech or affecting physical matter (other than yourself). If large portions of the mist are separated (such as behind a
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+closed door) when you return to human form, you move one step down the damage track. Action to change or revert.
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+
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Mobile Fighter (3 Speed points): As part of your attack, you can leap on or over obstacles, swing from ropes, run along
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narrow surfaces, or otherwise move around the battlefield at your normal speed as if such tasks were routine (difficulty
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0). You can't use this ability if your Speed Effort costs are reduced from wearing armor. Enabler.
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@@ -13401,6 +13491,17 @@
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Monster Lore: You are trained in the names, habits, suspected lairs, and related topics regarding the monsters of your
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world. You can make yourself understood in their languages (if they have one). Enabler.
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+Moon Adaptation: You can survive indefinitely in a vacuum environment (such as the moon or space).
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+
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+Although Moon Adaptation protects you from the airless environment of the moon, people traveling with you aren't so
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+lucky—unless you teleport directly to a pressurized location such as a moon base or an abandoned NASA vehicle.
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+
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+Moon Portal (6+ Intellect points): You instantaneously transmit yourself to any location on Earth, as long as moonlight
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+is shining on you and on the spot you want to be. Alternatively, you can instantaneously transport yourself from Earth
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+to the moon or back again. In addition to the normal options for using Effort, you can use Effort to bring other people
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+with you; each level of Effort used in this way affects up to three additional targets. You must touch any additional
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+targets. Action.
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+
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Moon Shape (4+ Intellect points): You change into a monstrous natural beast, such as a wolf, bear, or other terrestrial
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creature, for up to one hour. If you try to change during daylight hours when you are not deep underground (or otherwise
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away from the daylight), you must apply a level of Effort. In your new form, you add 8 points to your Might Pool, gain
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@@ -13411,6 +13512,21 @@
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and eat at least one substantial creature while in beast form, the penalty increases to –2 and affects all your rolls
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for the next day. Action to change; action to revert.
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+Moonbeam (1+ Intellect point): You emit a cone of pale, cool moonlight from your hand, illuminating up to a short
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+distance with dim light, lasting for one minute. As your action or as part of the action of activating this ability, you
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+can tighten the beam so it focuses on one creature, inflicting either 4 points of cold damage or 2 points of Intellect
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+damage (ignores Armor), which immediately ends the spell. You automatically know if the struck creature is a
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+shapechanger (such as a werewolf), although this doesn't tell you what kind of shapechanger they are or what their true
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+form is. Action.
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+
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+Moonlight Barrage (4+ Intellect points): You call down dozens of rays of moonlight into an adjacent short area. All
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+within the area take 4 points of damage from mystical cold and glow with faint moonlight equivalent to a candle for one
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+minute (a creature can end this glow early as an action or by entering an area that moonlight cannot penetrate, such as
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+a deep cave or a room with no windows). You automatically know if any creature in the area is a shapechanger (such as a
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+werewolf), although this doesn't tell you what kind of shapechanger they are or what their true form is. If you apply
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+Effort to increase the damage rather than to ease the task, you deal 2 additional points of damage per level of Effort
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+(instead of 3 points); targets in the area take 1 point of damage even if you fail the attack roll. Action.
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+
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Mount: A level 3 creature serves you as a mount and follows your instructions. While you're mounted on it, the creature
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can move and you can attack on your turn, which provides an asset to your attack. You and the GM must work out the
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details of the creature, and you'll probably make rolls for it when it takes noncombat actions. The mount acts on your
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@@ -13583,6 +13699,8 @@
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a creature to boost yourself over something. If an obstacle would normally require a Might or Speed task to overcome,
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such as swinging on a rope, balancing on a rope, or jumping over a hole, you are trained in that task. Enabler.
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+One Hand on the Wheel: As an action, you can cast a one-action spell and attempt a driving task. Enabler.
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+
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One With the Wild (6 Intellect points): For the next hour, natural animals and plants within long range will not
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knowingly harm you or those you designate. In addition, your Might Edge, Speed Edge, and Intellect Edge increase by 1,
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and if you make any recovery rolls during this period, you recover twice as many points. Action to initiate.
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@@ -13680,6 +13798,13 @@
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Perfect Control: You no longer need to make a roll to use Beast Form or change into your normal form. You can change
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back and forth as your action. When you return to your normal form, you no longer take a penalty to your rolls. Enabler.
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+Perfect Parking Space (3 Intellect points): You can send your car into a pocket dimension that moves with you and is
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+just large enough to hold it. Nobody other than you can perceive or access this space unless they have the ability to
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+interact with transdimensional areas. The space is a part of you, so you can't use it to store the car if you and the
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+car have more cyphers than your limit, a detonation cypher activated inside the car while it's in the space harms you,
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+and so on. Storing or retrieving the car happens over one minute as it slowly (and visibly) vanishes or reappears; you
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+can reduce this time to just one round if you succeed at a level 4 Intellect task. Action to initiate.
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+
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Perfect Speed Burst (6 Speed points): You can take two separate actions this round. Enabler.
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Perfect Stranger (3 Intellect points): You alter your posture and way of speaking and make a small but real alteration
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@@ -13698,6 +13823,14 @@
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action, but others must expend exceptional ingenuity to prevent the illusion from regenerating even if it has apparently
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been dispersed. Enabler.
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+Petrify (6+ Intellect points): You slowly transform a creature within short range into lifeless stone. The target must
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+be level 2 or lower. If your attack succeeds, the creature takes 6 points of damage and moves one step down the damage
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+track as their flesh begins to mineralize. If the transformation is not interrupted by the end of your next turn, the
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+creature fully becomes a harmless stone statue. You can cast this spell to restore a petrified target back into their
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+living self. In addition to the normal options for using Effort, you can use Effort to increase the maximum level of the
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+target. Thus, to petrify a level 6 target (four levels above the normal limit), you must apply four levels of Effort.
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+Action.
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+
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Phase Detonation (2+ Might points): When you use Phase Sprint or Walk Through Walls, you can choose to significantly
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damage normal matter around you with a blast of transdimensional energy when you first go into or come out of phase
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(your choice). This detonation inflicts 4 points of damage that ignores Armor to all creatures and objects within
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@@ -13764,6 +13897,9 @@
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or something just as extreme, you are now immune to poisons, toxins, or any kind of particulate threat. You are not
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immune to viruses, bacteria, or radiation. Enabler.
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+Poison Touch (2 Intellect points): You touch a creature and lines of poison crawl through their skin. They take 3 points
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+of Speed damage (ignores Armor) and are hindered on their next turn. Action.
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+
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Post-Apocalyptic Survivor: You are trained in stealth and Might defense tasks. Enabler.
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Power Strike (3+ Might points): If you successfully attack a target, you knock it prone in addition to inflicting
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@@ -13875,6 +14011,14 @@
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movements, and any sounds you make for the next ten minutes. Anyone present at the location can see and hear you as if
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||
you were there. However, you do not perceive through your projection. Action to initiate.
|
||
|
||
+Protective Instincts (6+ Might, Speed, or Intellect points): When engaging in combat to defend your coven or home, you
|
||
+can attack up to five different foes with a single action as long as they are within immediate range of each other. All
|
||
+the attacks must be the same sort of attack (melee, ranged, or spell), and the point cost of this ability is deducted
|
||
+from whichever Pool the attack uses. Pay the costs (if any) separately for each attack, and make a separate attack roll
|
||
+for each foe. Anything that modifies your attack or damage applies to all attacks. You remain limited by the amount of
|
||
+Effort you can apply to one action. In addition to the normal options for using Effort, you can use Effort to increase
|
||
+the number of foes you can attack, with one additional foe per level of Effort. Enabler.
|
||
+
|
||
Protective Wall (6+ Might points): When engaging in combat that directly relates to defending a community you are
|
||
associated with, you can attack up to five different foes as a single action as long as they are all within immediate
|
||
range. If you hit an attacker, they are pushed back an immediate distance. All of the attacks have to be the same sort
|
||
@@ -14071,6 +14215,16 @@
|
||
Read the Signs (4 Intellect points): You examine an area and learn precise, useful details about the past (if any
|
||
exist). You can ask the GM up to four questions about the immediate area; each requires its own roll. Action.
|
||
|
||
+Reading Decomposition (3 Intellect points): You gain knowledge about an area by reading energy released by decomposition
|
||
+and decay. You can ask the GM a single, matter-of-fact question about the location and get an answer if you succeed on
|
||
+the Intellect roll. "What was the last ritual performed in this room?" is a good example of a simple question. "Why was
|
||
+this room used for a ritual?" is not an appropriate question, because it has more to do with the mindset of whoever
|
||
+performed the ritual than with qualities of the room. Simple questions usually have a difficulty of 2, but technical
|
||
+questions or those that involve facts meant to be kept secret can have a much higher difficulty. Action.
|
||
+
|
||
+Unless an environment is absolutely sterilized, there are enough microbes, fungal spores, and other organic debris in an
|
||
+area to allow you to use Reading Decomposition.
|
||
+
|
||
Reading the Room (3 Intellect points): You gain knowledge about an area by speaking with dead spirits or reading
|
||
residual energies from the past. You can ask the GM a single, matter-of-fact question about the location and get an
|
||
answer if you succeed on the Intellect roll. "What killed the cattle in this barn?" is a good example of a simple
|
||
@@ -14159,6 +14313,9 @@
|
||
alien, high-technology, or otherwise mysterious machines. In addition to the normal options for using Effort, you can
|
||
use Effort to increase the target level that can be affected by 1. Action.
|
||
|
||
+Repeated Rituals: If you've successfully completed a ritual in the past, tasks for performing that ritual again are
|
||
+eased by two steps. Enabler
|
||
+
|
||
Repel Metal: By manipulating magnetism, you are trained in Speed defense tasks against any incoming attack that uses
|
||
metal. Enabler.
|
||
|
||
@@ -14261,6 +14418,10 @@
|
||
using Effort, you can choose to use Effort to affect more targets; each level of Effort applied affects two additional
|
||
targets. You must touch additional targets to affect them. Action to initiate.
|
||
|
||
+Rewind Rot: Your grasp on life and death energy means that you can heal—even from death—as long as your head, heart, and
|
||
+hands remain intact. One minute after descending a step on the damage track, you regain 2 Pool points. However, if you
|
||
+return from death, it is with a permanent 2-point reduction in your Intellect Pool. Enabler.
|
||
+
|
||
Ribbons of Dark Matter (2 Intellect points): For the next minute, dark matter condenses within an area within long range
|
||
that is no bigger than an immediate distance in diameter, manifesting as swirling ribbons. All tasks attempted by
|
||
creatures in the area are hindered, and leaving the area requires a creature's entire action to move. You can dismiss
|
||
@@ -14268,6 +14429,9 @@
|
||
|
||
Rider: You are trained in riding any kind of creature that serves as a mount, such as a noble warhorse. Enabler.
|
||
|
||
+Ritual Guidance: When you participate in a magical ritual with two or more members of your coven, ritual tasks for all
|
||
+participants are eased by two steps. Enabler.
|
||
+
|
||
Roaming Third Eye (3 Intellect points): When you use your Third Eye ability, you can place the sensor anywhere within
|
||
long range. In addition, until that ability ends, you can use an action to move the sensor anywhere within short range
|
||
of its starting position. Enabler.
|
||
@@ -14743,6 +14907,19 @@
|
||
range who is able to understand you. When they make a recovery roll, they must spend only half the normal amount of time
|
||
required to do so (minimum one action). Action.
|
||
|
||
+Spell Bullet: In your hands, a typical handgun or rifle never needs to be loaded because you can automatically conjure a
|
||
+standard bullet for it as part of your attack action with that weapon.
|
||
+
|
||
+Alternatively, instead of casting a spell in the normal manner, you can channel it through your handgun, firing it like
|
||
+a bullet. This is as loud as firing a normal bullet and uses the handgun's range (typically long) if that is longer than
|
||
+the spell's normal range. If the spell is an attack spell, instead of making an Intellect-based attack you make a
|
||
+Speed-based attack; assets and skill with guns apply to the attack, and you use your Speed Pool if you apply Effort to
|
||
+ease the attack. This means you use Intellect to cast the spell (and for applying Effort for additional effects or extra
|
||
+damage) and Speed for the attack roll (using Intellect Edge and Speed Edge for their respective Pools). Enabler.
|
||
+
|
||
+You can use Spell Bullet to cast a spell that affects multiple targets. This might look like you're firing multiple
|
||
+times or the one shot is passing through or ricocheting off each target.
|
||
+
|
||
Spellpay (1 Intellect point): You initiate a transaction with another person or business cashier within short range,
|
||
giving them an amount of money that you specify. The currency comes from cash in your possession, money in your account,
|
||
or a mix of both; the recipient receives this money in the same form as it came from you. For example, if you send
|
||
@@ -14753,6 +14930,15 @@
|
||
Spellpay can access any monetary account you use, such as a checking or savings account through a bank or credit union,
|
||
or a mobile payment service such as Apple Pay, PayPal, or Venmo
|
||
|
||
+Spells Have No Speed Limit: Any car you have driven for at least a minute responds to you like a well-trained robot,
|
||
+allowing you to mentally give it orders from a long distance away. This control includes any aspect of driving the car
|
||
+(such as steering, accelerating, and braking) and any moveable parts on the car (such as opening or closing the doors,
|
||
+hood, or trunk). The car takes actions on your turn, and you make rolls for it in combat or when it takes actions. You
|
||
+can only control one car at a time with this ability (although you could manually drive one car and magically control
|
||
+another car at the same time). If you are driving the car you're controlling with this ability, your driving tasks and
|
||
+extreme tricks with the car (such as jumping a ravine or other vehicle, spinning in the air, landing safely on another
|
||
+vehicle, and so on) are eased. Enabler.
|
||
+
|
||
Spin Attack (5+ Speed points): You stand still and make attacks against up to five foes, all as part of the same action
|
||
in one round. All of the attacks have to be the same sort of attack (melee or ranged). Make a separate attack roll for
|
||
each foe. You remain limited by the amount of Effort you can apply on one action. Anything that modifies your attack or
|
||
@@ -14788,6 +14974,11 @@
|
||
creature can pass through solid matter without hindrance, but solid energy barriers, such as magical fields of force,
|
||
keep it at bay.)
|
||
|
||
+Spore Cloud (1 Intellect point): You throw a handful of mushrooms that speed toward a target within long range. The
|
||
+attack inflicts 3 points of damage and envelops the target in a haze of toxic spores, which inflicts 1 additional point
|
||
+of damage per round (ignores Armor) for the next minute or until the target uses an action to wash the spores away.
|
||
+Action.
|
||
+
|
||
Spot Weakness: If a creature that you can see has a special weakness, such as a vulnerability to fire, a negative
|
||
modification to perception, or so on, you know what it is. (Ask and the GM will tell you.) Enabler.
|
||
|
||
@@ -14999,6 +15190,12 @@
|
||
witnessed in your life that's so over the top yet so convincing that, if you are successful, the foe is dazed for one
|
||
minute, during which time its tasks are hindered. Action.
|
||
|
||
+Tap Currents: You can draw energy from the earth itself into your body. If you concentrate and don't move from where
|
||
+you're standing for one minute, you restore 3 points to your Might or Speed Pool. Once you use this ability, you can't
|
||
+use it again until you've made a ten-hour recovery roll. If you have the Store Energy ability, you can instead use Tap
|
||
+Currents to add 3 points to your Siphon Pool. (This use of this ability is not limited to one use per ten-hour recovery
|
||
+roll.) Action to initiate.
|
||
+
|
||
Targeting Eye: You are trained in any physical ranged attack that is a character ability or comes from a device. For
|
||
example, you are trained when using an Onslaught force blast because it's a physical attack, but not when using an
|
||
Onslaught mindslice because it's a mental attack. Enabler.
|
||
@@ -15253,6 +15450,8 @@
|
||
Trained for Toughing It: Choose one noncombat skill that would be helpful for surviving after the apocalypse, such as
|
||
hunting, tracking, carpentry, or stealth. You are trained in that skill. Enabler.
|
||
|
||
+Trained Guncasting: You are trained in using guns (whether firing normal bullets or Spell Bullets). Enabler.
|
||
+
|
||
Trained Gunner: You can choose from one of two benefits. Either you are trained in using guns, or you have the Spray
|
||
ability (which costs 2 Speed points): If a weapon has the ability to fire rapid shots without reloading (usually called
|
||
a rapid-fire weapon, such as an automatic pistol), you can spray multiple shots around your target to increase the
|
||
@@ -15655,6 +15854,13 @@
|
||
solid surface) and can't move from their location until they use an action to break free. The target can still attack
|
||
and defend. Action for touch; enabler for weapon.
|
||
|
||
+Witch Bane: You inflict 1 additional point of damage with weapons. When you inflict damage to witches (or other
|
||
+intelligent creatures who cast spells), you inflict 3 additional points of damage. Enabler.
|
||
+
|
||
+Witch Lore: You are trained in the traditional names, habits, suspected lairs, and related topics regarding the witches
|
||
+of your world. You know enough of at least one quasi-magical language (such as Latin or Ancient Greek) that you can make
|
||
+yourself understood to them. Enabler.
|
||
+
|
||
Wooden Body (1+ Might points): You transform your body into living wood for ten minutes, which grants you several
|
||
benefits. You gain +1 to Armor and you are practiced in using your limbs as medium weapons. You need about one-tenth as
|
||
much air as a human. Hiding among trees or on a tree is eased. However, in your wooden form you move more stiffly than a
|
||
@@ -43304,14 +43510,11 @@
|
||
|
||
Tier 1:
|
||
|
||
-Magical Programmer: You are trained in crafting magical apps and in using (and exploiting) computer software. You know
|
||
-one or more computer languages well enough to write basic programs, and you are fluent in internet protocol. Enabler.
|
||
+Magical Programmer
|
||
|
||
Tier 2:
|
||
|
||
-App Tinkerer: If you spend at least one day tinkering with a magical app in your possession, it functions at one level
|
||
-higher than normal. This applies to all magical apps in your possession, but they retain this bonus only for you.
|
||
-Enabler.
|
||
+App Tinkerer
|
||
|
||
Connected
|
||
|
||
@@ -43321,15 +43524,11 @@
|
||
|
||
Confidence Artist
|
||
|
||
-Master Magical Programmer: You are specialized in crafting magical apps and in using (and exploiting) computer software.
|
||
-Enabler.
|
||
+Master Magical Programmer
|
||
|
||
Tier 4:
|
||
|
||
-Magical App Hacker: All magical app cyphers you use function at one level higher than normal. If given a week, you can
|
||
-tinker with one of your magical app cyphers, transforming it into another magical app cypher of the same type that you
|
||
-had in the past. The GM and player should collaborate to ensure that the transformation is logical—for example, a
|
||
-magical app that creates a fiery explosion probably can't be turned into a healing app. Enabler.
|
||
+Magical App Hacker
|
||
|
||
Tier 5:
|
||
|
||
@@ -43377,18 +43576,7 @@
|
||
|
||
Practiced With Guns
|
||
|
||
-Spell Bullet: In your hands, a typical handgun or rifle never needs to be loaded because you can automatically conjure a
|
||
-standard bullet for it as part of your attack action with that weapon.
|
||
-
|
||
-Alternatively, instead of casting a spell in the normal manner, you can channel it through your handgun, firing it like
|
||
-a bullet. This is as loud as firing a normal bullet and uses the handgun's range (typically long) if that is longer than
|
||
-the spell's normal range. If the spell is an attack spell, instead of making an Intellect-based attack you make a
|
||
-Speed-based attack; assets and skill with guns apply to the attack, and you use your Speed Pool if you apply Effort to
|
||
-ease the attack. This means you use Intellect to cast the spell (and for applying Effort for additional effects or extra
|
||
-damage) and Speed for the attack roll (using Intellect Edge and Speed Edge for their respective Pools). Enabler.
|
||
-
|
||
-You can use Spell Bullet to cast a spell that affects multiple targets. This might look like you're firing multiple
|
||
-times or the one shot is passing through or ricocheting off each target.
|
||
+Spell Bullet
|
||
|
||
Tier 2:
|
||
|
||
@@ -43398,36 +43586,27 @@
|
||
|
||
Ability Choice: Choose either Iron Eye or Trained Guncasting as your tier 3 ability.
|
||
|
||
-Iron Eye: You inflict an additional 3 points of damage with any single-target attack spell cast through a firearm using
|
||
-Spell Bullet. If the attack spell doesn't inflict damage, you instead can modify the spell as if you had applied a level
|
||
-of Intellect Effort to it. Enabler.
|
||
+Iron Eye
|
||
|
||
-Trained Guncasting: You are trained in using guns (whether firing normal bullets or Spell Bullets). Enabler.
|
||
+Trained Guncasting
|
||
|
||
Tier 4:
|
||
|
||
-Hasty Guncasting: You can make two gun attacks as a single action; one is a spell (using Spell Bullet) and the other is
|
||
-a normal gunshot. You can make these attacks in either order, but the second one is hindered by two steps. Enabler.
|
||
+Hasty Guncasting
|
||
|
||
Tier 5:
|
||
|
||
-Bullet Jaunt (5 Intellect points): Every Spell Bullet you fire leaves a faint path of magic that you can see and follow.
|
||
-Choose the path of one Spell Bullet within long range that you fired in the past minute; you instantly teleport to any
|
||
-place you want along its path. Alternatively, you can use Spell Bullet to conjure a standard bullet, fire it at a target
|
||
-within gun range, and jaunt as part of the action of firing the bullet. Action to teleport along an existing path or to
|
||
-fire a bullet and teleport along its path.
|
||
+Bullet Jaunt
|
||
|
||
Tier 6:
|
||
|
||
Ability Choice: Choose either Deadeye or Special Shot as your tier 6 ability.
|
||
|
||
-Deadeye: You inflict an additional 6 points of damage with any single-target attack spell cast through a firearm using
|
||
-Spell Bullet. If the attack spell doesn't inflict damage, you instead can modify the spell as if you had applied two
|
||
-levels of Intellect Effort to it. If you have the Iron Eye ability, you can exchange it for Trained Guncasting. Enabler.
|
||
+Deadeye
|
||
|
||
Special Shot
|
||
|
||
Hunts Witches
|
||
|
||
You know enough about magic to mistrust anyone who uses it, especially witches—people who study ancient rituals, make
|
||
pacts with evil creatures, and use their power for personal gain. Warped by their abilities, they are dangerous threats
|
||
@@ -43465,12 +43644,9 @@
|
||
|
||
Tier 1:
|
||
|
||
-Witch Bane: You inflict 1 additional point of damage with weapons. When you inflict damage to witches (or other
|
||
-intelligent creatures who cast spells), you inflict 3 additional points of damage. Enabler.
|
||
+Witch Bane
|
||
|
||
-Witch Lore: You are trained in the traditional names, habits, suspected lairs, and related topics regarding the witches
|
||
-of your world. You know enough of at least one quasi-magical language (such as Latin or Ancient Greek) that you can make
|
||
-yourself understood to them. Enabler.
|
||
+Witch Lore
|
||
|
||
Tier 2:
|
||
|
||
@@ -43480,16 +43656,13 @@
|
||
|
||
Ability Choice: Choose either Improved Witch Bane or Misdirect as your tier 3 ability.
|
||
|
||
-Improved Witch Bane: When you inflict damage to witches (or other intelligent creatures who cast spells), you inflict 3
|
||
-additional points of damage. Enabler.
|
||
+Improved Witch Bane
|
||
|
||
Misdirect
|
||
|
||
Tier 4:
|
||
|
||
-Countercharm (5 Intellect points): If you are affected by an unwanted ongoing magical condition or affliction (such as a
|
||
-curse, paralysis spell, withering hex, and so on) that gives you additional rolls to end it early, your rolls to end it
|
||
-early are eased by two steps until you break free. Enabler.
|
||
+Countercharm
|
||
|
||
Tier 5:
|
||
|
||
@@ -43501,10 +43674,9 @@
|
||
|
||
Hard to Kill
|
||
|
||
-Heroic Witch Bane: When you inflict damage to witches (or other intelligent creatures who cast spells), you inflict 3
|
||
-additional points of damage. Enabler.
|
||
+Heroic Witch Bane
|
||
|
||
Inks Spells on Skin
|
||
|
||
Your enchanted heritage is etched upon you. Studying strange formulas, mystic runes, and magical glyphs to learn spells
|
||
is one thing. Making spells truly a part of you is another, but that's exactly what you do when you apply magical inks
|
||
@@ -43547,23 +43719,13 @@
|
||
|
||
Fleet of Foot
|
||
|
||
-Poison Touch (2 Intellect points): You touch a creature and lines of poison crawl through their skin. They take 3 points
|
||
-of Speed damage (ignores Armor) and are hindered on their next turn. Action.
|
||
+Poison Touch
|
||
|
||
Tier 2:
|
||
|
||
-Eclipse (2 Intellect points): You drain the light from an immediate area within long range. Bright light (like a sunny
|
||
-day outdoors) becomes dim light, normal light (like inside a well-lit room) becomes very dim light, and anything darker
|
||
-becomes darkness. If you cast this spell on an object, the darkness moves with the object, and can be suppressed if it
|
||
-is enclosed in a light-proof container or wrapping. Action.
|
||
+Eclipse
|
||
|
||
-Mist Form (4 Intellect points): You change into a cloud of mist for up to ten minutes, filling an immediate area. You
|
||
-gain an asset to sneaking tasks and Speed defense tasks, but you lose the benefit of any armor you wear. You can pass
|
||
-through any barrier that allows air to move through it (such as a fence, wire screen, cloth, or pipe), moving up to an
|
||
-immediate distance each round. You can't affect or be affected by normal matter, but energy attacks (like fire or
|
||
-explosions) and mental attacks still affect you. You cannot speak but can still use abilities that don't rely on human
|
||
-speech or affecting physical matter (other than yourself). If large portions of the mist are separated (such as behind a
|
||
-closed door) when you return to human form, you move one step down the damage track. Action to change or revert.
|
||
+Mist Form
|
||
|
||
Tier 3:
|
||
|
||
@@ -43571,10 +43733,7 @@
|
||
|
||
Command
|
||
|
||
-Lightning Flash (4+ Intellect points): Lightning strikes within long range, filling an immediate area and inflicting 3
|
||
-points of damage on all affected creatures. Effort applied to one attack counts for all attacks against targets in the
|
||
-area of the flash. Even on an unsuccessful attack, a creature in the area still takes 1 point of damage. Your attack is
|
||
-eased against targets wearing, carrying, or made of a significant amount of metal. Action.
|
||
+Lightning Flash
|
||
|
||
Outwit
|
||
|
||
@@ -43582,8 +43741,7 @@
|
||
|
||
Elemental Protection
|
||
|
||
-Incapacitate (4 Intellect points): You use necromantic magic to make one creature in short range fall prone and be
|
||
-unable to take actions for one round. Action.
|
||
+Incapacitate
|
||
|
||
Tier 5:
|
||
|
||
@@ -43597,17 +43755,11 @@
|
||
|
||
Divide Your Mind
|
||
|
||
-Petrify (6+ Intellect points): You slowly transform a creature within short range into lifeless stone. The target must
|
||
-be level 2 or lower. If your attack succeeds, the creature takes 6 points of damage and moves one step down the damage
|
||
-track as their flesh begins to mineralize. If the transformation is not interrupted by the end of your next turn, the
|
||
-creature fully becomes a harmless stone statue. You can cast this spell to restore a petrified target back into their
|
||
-living self. In addition to the normal options for using Effort, you can use Effort to increase the maximum level of the
|
||
-target. Thus, to petrify a level 6 target (four levels above the normal limit), you must apply four levels of Effort.
|
||
-Action.
|
||
+Petrify
|
||
|
||
Summon Demon
|
||
|
||
Is A Car Wizard
|
||
|
||
Your skill behind the wheel is legendary, combining natural talent and specialized magic to perform stunts and tricks
|
||
that are impossible for regular people. Nothing beats the feel of wind in your hair, except maybe the intense purr of a
|
||
@@ -43643,18 +43795,9 @@
|
||
|
||
Tier 2:
|
||
|
||
-One Hand on the Wheel: As an action, you can cast a one-action spell and attempt a driving task. Enabler.
|
||
-
|
||
-Car Magic (3+ Intellect points): You can alter a magical ability you cast so it also affects the vehicle you're driving,
|
||
-as if it were a part of you. For example, if you're driving and you cast Hover on yourself, you and the car begin to
|
||
-float; if you cast Invisibility on yourself, you and the car turn invisible. Spells cast on a car this way tend to last
|
||
-only a few rounds before expiring (although the spell still lasts its full duration on you). The cost of Car Magic is
|
||
-added to the cost of the spell you're casting. In addition to the normal options for using Effort, you can use Effort to
|
||
-affect other creatures within the car; each level of Effort used in this way affects up to two additional creatures in
|
||
-the car. Enabler.
|
||
+One Hand on the Wheel
|
||
|
||
-The main reason to cast Hover on a moving car is to make awesome-looking jumps that would be impossible without ramps,
|
||
-magic, or Hollywood special effects.
|
||
+Car Magic
|
||
|
||
Tier 3:
|
||
|
||
@@ -43662,14 +43805,7 @@
|
||
|
||
Expert Driver
|
||
|
||
-1Perfect Parking Space (3 Intellect points):
|
||
-
|
||
-You can send your car into a pocket dimension that moves with you and is just large enough to hold it. Nobody other than
|
||
-you can perceive or access this space unless they have the ability to interact with transdimensional areas. The space is
|
||
-a part of you, so you can't use it to store the car if you and the car have more cyphers than your limit, a detonation
|
||
-cypher activated inside the car while it's in the space harms you, and so on. Storing or retrieving the car happens over
|
||
-one minute as it slowly (and visibly) vanishes or reappears; you can reduce this time to just one round if you succeed
|
||
-at a level 4 Intellect task. Action to initiate.
|
||
+Perfect Parking Space
|
||
|
||
Tier 4:
|
||
|
||
@@ -43677,28 +43813,17 @@
|
||
|
||
Tier 5:
|
||
|
||
-Deer in the Headlights: When you cast an attack spell while driving, you can modify the spell as if you had applied two
|
||
-levels of Intellect Effort to it. Enabler.
|
||
+Deer in the Headlights
|
||
|
||
Tier 6:
|
||
|
||
Ability Choice: Choose either Spells Have No Speed Limit or Trick Driver as your tier 6 ability.
|
||
|
||
-Spells Have No Speed Limit: Any car you have driven for at least a minute responds to you like a well-trained robot,
|
||
-allowing you to mentally give it orders from a long distance away. This control
|
||
-
|
||
-includes any aspect of driving the car (such as steering, accelerating, and braking) and any moveable parts on the car
|
||
-(such as opening or closing the doors, hood, or trunk). The car takes actions on your turn, and you make rolls for it in
|
||
-combat or when it takes actions. You can only control one car at a time with this ability (although you could manually
|
||
-drive one car and magically
|
||
-
|
||
-control another car at the same time). If you are driving the car you're controlling with this ability, your driving
|
||
-tasks and extreme tricks with the car (such as jumping a ravine or other vehicle, spinning in the air, landing safely on
|
||
-another vehicle, and so on) are eased. Enabler.
|
||
+Spells Have No Speed Limit
|
||
|
||
Trick Driver
|
||
|
||
Learned From the Classics
|
||
|
||
Magic comes intuitively to some people, but you've always had to work a bit harder. Luckily, you find that research
|
||
comes naturally. You know what questions to ask; you know which books, websites, or professionals will have the answers.
|
||
@@ -43726,8 +43851,7 @@
|
||
|
||
Enhanced Intellect
|
||
|
||
-Library Life: When a problem needs solving, you may not know the solution, but you know where to look. You are trained
|
||
-in research. Enabler.
|
||
+Library Life
|
||
|
||
Tier 2:
|
||
|
||
@@ -43739,8 +43863,7 @@
|
||
|
||
Enhanced Intellect Edge
|
||
|
||
-Repeated Rituals: If you've successfully completed a ritual in the past, tasks for performing that ritual again are
|
||
-eased by two steps. Enabler
|
||
+Repeated Rituals
|
||
|
||
Tier 4:
|
||
|
||
@@ -43756,10 +43879,9 @@
|
||
|
||
Greater Enhanced Intellect
|
||
|
||
-Mental Magic: When attempting a magic-based Might or Speed task, you can instead roll as if it were an Intellect action.
|
||
-This means that if you apply Effort, you spend points from your Intellect Pool and use your Intellect Edge. Enabler.
|
||
+Mental Magic
|
||
|
||
Practices Moon Magic
|
||
|
||
The moon is a powerful force on the world, in terms of both science and magic. She hangs overhead like a watchful eye,
|
||
makes creatures act strangely, represents cycles of time, and causes the ebb and flow of the tides. To you, she is a
|
||
@@ -43792,12 +43914,7 @@
|
||
|
||
Tier 1:
|
||
|
||
-Moonbeam (1+ Intellect point): You emit a cone of pale, cool moonlight from your hand, illuminating up to a short
|
||
-distance with dim light, lasting for one minute. As your action or as part of the action of activating this ability, you
|
||
-can tighten the beam so it focuses on one creature, inflicting either 4 points of cold damage or 2 points of Intellect
|
||
-damage (ignores Armor), which immediately ends the spell. You automatically know if the struck creature is a
|
||
-shapechanger (such as a werewolf), although this doesn't tell you what kind of shapechanger they are or what their true
|
||
-form is. Action.
|
||
+Moonbeam
|
||
|
||
Tier 2:
|
||
|
||
@@ -43814,29 +43931,15 @@
|
||
|
||
Spur Effort
|
||
|
||
-Moon Adaptation: You can survive indefinitely in a vacuum environment (such as the moon or space).
|
||
-
|
||
-Although Moon Adaptation protects you from the airless environment of the moon, people traveling with you aren't so
|
||
-lucky—unless you teleport directly to a pressurized location such as a moon base or an abandoned NASA vehicle.
|
||
+Moon Adaptation
|
||
|
||
Tier 4:
|
||
|
||
-Moonlight Barrage (4+ Intellect points): You call down dozens of rays of moonlight into an adjacent short area. All
|
||
-within the area take 4 points of damage from mystical cold and glow with faint moonlight equivalent to a candle for one
|
||
-minute (a creature can end this glow early as an action or by entering an area that moonlight cannot penetrate, such as
|
||
-a deep cave or a room with no windows). You automatically know if any creature in the area is a shapechanger (such as a
|
||
-
|
||
-werewolf), although this doesn't tell you what kind of shapechanger they are or what their true form is. If you apply
|
||
-Effort to increase the damage rather than to ease the task, you deal 2 additional points of damage per level of Effort
|
||
-(instead of 3 points); targets in the area take 1 point of damage even if you fail the attack roll. Action.
|
||
+Moonlight Barrage
|
||
|
||
Tier 5:
|
||
|
||
-Moon Portal (6+ Intellect points): You instantaneously transmit yourself to any location on Earth, as long as moonlight
|
||
-is shining on you and on the spot you want to be. Alternatively, you can instantaneously transport yourself from Earth
|
||
-to the moon or back again. In addition to the normal options for using Effort, you can use Effort to bring other people
|
||
-with you; each level of Effort used in this way affects up to three additional targets. You must touch any additional
|
||
-targets. Action.
|
||
+Moon Portal
|
||
|
||
Tier 6:
|
||
|
||
@@ -43894,18 +43997,11 @@
|
||
|
||
Tier 4:
|
||
|
||
-Ritual Guidance: When you participate in a magical ritual with two or more members of your coven, ritual tasks for all
|
||
-participants are eased by two steps. Enabler
|
||
+Ritual Guidance
|
||
|
||
Tier 5:
|
||
|
||
-Protective Instincts (6+ Might, Speed, or Intellect points): When engaging in combat to defend your coven or home, you
|
||
-can attack up to five different foes with a single action as long as they are within immediate range of each other. All
|
||
-the attacks must be the same sort of attack (melee, ranged, or spell), and the point cost of this ability is deducted
|
||
-from whichever Pool the attack uses. Pay the costs (if any) separately for each attack, and make a separate attack roll
|
||
-for each foe. Anything that modifies your attack or damage applies to all attacks. You remain limited by the amount of
|
||
-Effort you can apply to one action. In addition to the normal options for using Effort, you can use Effort to increase
|
||
-the number of foes you can attack, with one additional foe per level of Effort. Enabler.
|
||
+Protective Instincts
|
||
|
||
Tier 6:
|
||
|
||
@@ -43942,8 +44038,7 @@
|
||
|
||
Tier 1:
|
||
|
||
-Lend a Hand: If an ally attempts a magical task and fails, they can try again without spending Effort if you help them.
|
||
-You provide this advantage to your friend even if you are not trained in the task that they're retrying. Enabler.
|
||
+Lend a Hand
|
||
|
||
Tier 2:
|
||
|
||
@@ -43955,11 +44050,7 @@
|
||
|
||
Buddy System
|
||
|
||
-Tap Currents: You can draw energy from the earth itself into your body. If you concentrate and don't move from where
|
||
-you're standing for one minute, you restore 3 points to your Might or Speed Pool. Once you use this ability, you can't
|
||
-use it again until you've made a ten-hour recovery roll. If you have the Store Energy ability, you can instead use Tap
|
||
-Currents to add 3 points to your Siphon Pool. (This use of this ability is not limited to one use per ten-hour recovery
|
||
-roll.) Action to initiate.
|
||
+Tap Currents
|
||
|
||
Tier 4:
|
||
|
||
@@ -43975,13 +44066,11 @@
|
||
|
||
Explosive Release
|
||
|
||
-Continuous Transfer: When you use either Drain Creature or Tap Currents to drain energy, you can transfer it to another
|
||
-creature within short range, restoring points to their Might or Speed Pools (or health for an NPC). This occurs
|
||
-seamlessly, as part of the same action. Enabler.
|
||
+Continuous Transfer
|
||
|
||
Drain at a Distance
|
||
|
||
Turns Decay to Growth
|
||
|
||
You're comfortable with decomposition: the bacteria and fungi that break down organic material are living creatures, and
|
||
you coax magic from the interplay of life and death. To you, rot isn't cause for revulsion—it's an opportunity to build
|
||
@@ -44012,10 +44101,7 @@
|
||
|
||
Wilderness Lore
|
||
|
||
-Spore Cloud (1 Intellect point): You throw a handful of mushrooms that speed toward a target within long range. The
|
||
-attack inflicts 3 points of damage and envelops the target in a haze of toxic spores, which inflicts 1 additional point
|
||
-of damage per round (ignores Armor) for the next minute or until the target uses an action to wash the spores away.
|
||
-Action.
|
||
+Spore Cloud
|
||
|
||
Tier 2:
|
||
|
||
@@ -44025,15 +44111,7 @@
|
||
|
||
Ability Choice: Choose either Reading Decomposition or both Grasping Foliage and Necromancy at tier 3.
|
||
|
||
-Reading Decomposition (3 Intellect points): You gain knowledge about an area by reading energy released by decomposition
|
||
-and decay. You can ask the GM a single, matter-of-fact question about the location and get an answer if you succeed on
|
||
-the Intellect roll. "What was the last ritual performed in this room?" is a good example of a simple question. "Why was
|
||
-this room used for a ritual?" is not an appropriate question, because it has more to do with the mindset of whoever
|
||
-performed the ritual than with qualities of the room. Simple questions usually have a difficulty of 2, but technical
|
||
-questions or those that involve facts meant to be kept secret can have a much higher difficulty. Action.
|
||
-
|
||
-Unless an environment is absolutely sterilized, there are enough microbes, fungal spores, and other organic debris in an
|
||
-area to allow you to use Reading Decomposition.
|
||
+Reading Decomposition
|
||
|
||
Grasping Foliage
|
||
|
||
@@ -44046,9 +44124,7 @@
|
||
|
||
Greater Necromancy
|
||
|
||
-Rewind Rot: Your grasp on life and death energy means that you can heal—even from death—as long as your head, heart, and
|
||
-hands remain intact. One minute after descending a step on the damage track, you regain 2 Pool points. However, if you
|
||
-return from death, it is with a permanent 2-point reduction in your Intellect Pool. Enabler.
|
||
+Rewind Rot
|
||
|
||
Tier 5:
|
||
|