Difference between revisions of "Powers"

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:<u>'''Wings'''</u>: You have wings, you can fly! Use Athletics for flight and ignore any land-based borders (pay attention to the mountains though, they are tall).
 
:<u>'''Wings'''</u>: You have wings, you can fly! Use Athletics for flight and ignore any land-based borders (pay attention to the mountains though, they are tall).
 
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! <h2 style="margin:0; background:#03104F; font-size:120%; font-weight:bold; border:1px solid #D4D4D4; text-align:left; color:#D4D4D4; padding:0.2em 0.4em;">Power Type</h2>
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|style="color:#000;"|Those powers inherited from the Fae.
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:<u>'''Glamours'''</u>: Veil with Will or Deceit. Disguise yourself with Will or Deceit. You can only use this on yourself, things that belong to you, or on those people that have made a Fae pact with you.
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:<u>'''Seelie Magic'''</u>: Magic sponsored by the Summer Court of Faerie. Especially strong (+1) vs. those things of the Winter Court.
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:<u>'''Unseelie Magic'''</u>: Magic sponsored by the Winter Court of Faerie. Especially strong (+1) vs. those things of the Summer Court.
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:<u>'''Wyld Magic'''</u>: Magic sponsored by the Wyld Court of Faerie. Tends to be oriented to the Hunt, and all things wild.
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! <h2 style="margin:0; background:#03104F; font-size:120%; font-weight:bold; border:1px solid #D4D4D4; text-align:left; color:#D4D4D4; padding:0.2em 0.4em;">Items of Power</h2>
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|style="color:#000;"|For those walking around with power, but only because they hold something that has power.
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:<u>'''Item of Power'''</u>: These are pretty much entirely custom. They need to be discussed with Staff and planned out. There is no refund for the price of the Item.
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Items of Power can have a myriad of effects, ranging from strength to talking to plants and animals. There has to be the following criteria met:
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*Solid story. (Why on earth do you have this item?)
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! <h2 style="margin:0; background:#03104F; font-size:120%; font-weight:bold; border:1px solid #D4D4D4; text-align:left; color:#D4D4D4; padding:0.2em 0.4em;">Minor Abilities</h2>
 
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|style="color:#000;"|{{tab}}Info about the Power type and Powers available goes here
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|style="color:#000;"|For those with just a little spark...
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:<u>'''Animal Speaker'''</u>: Can talk to animals. Must be able to see and hear those animals, and must speak aloud.
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:<u>'''Night Sight'''</u>: You can see in the dark, without penalties. It's pretty freaky, but you can do it.
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:<u>'''Ghost Speaker'''</u>: You see dead people. Unfortunately, when you can see that kind of thing, you can never really avoid seeing that kind of thing. Ghosts can see you, too. You're able to speak to the dead rather freely if they come up and start the conversation. If you can manage to get the attention of one, you can converse with Ghosts that don't initiate the conversation as well.
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:<u>'''Mana Static'''</u>: Modern equipment hates you, but you hate it more. So much so that you can deliberately hex the modern electrical equipment around you with but a flick of your eyelids, or a finger, or whatever it is you flick to get the equipment to fry out.
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:<u>'''Marked By Power'''</u>: Gain +1 to social skills with the magical community. Mark of Power upon you by your patron is visible to those who can see such things (I.E. using The Third Eye or other beings that can see such things) and is incredibly hard to conceal. (Only available to the Emissary of Power template)
 
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! <h2 style="margin:0; background:#03104F; font-size:120%; font-weight:bold; border:1px solid #D4D4D4; text-align:left; color:#D4D4D4; padding:0.2em 0.4em;">Power Type</h2>
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|style="color:#000;"|{{tab}}Info about the Power type and Powers available goes here
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! <h1 style="margin:0; background:#00004C; font-size:120%; font-weight:bold; border:1px solid #D4D4D4; text-align:left; color:#D4D4D4; padding:0.2em 0.4em;">Power Type</h1>
 
! <h1 style="margin:0; background:#00004C; font-size:120%; font-weight:bold; border:1px solid #D4D4D4; text-align:left; color:#D4D4D4; padding:0.2em 0.4em;">Power Type</h1>
 
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|style="color:#000;"|{{tab}}Info about the Power type and Powers available goes here
 
|style="color:#000;"|{{tab}}Info about the Power type and Powers available goes here
 
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! <h1 style="margin:0; background:#00004C; font-size:120%; font-weight:bold; border:1px solid #D4D4D4; text-align:left; color:#D4D4D4; padding:0.2em 0.4em;">Power Type</h1>
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! <h2 style="margin:0; background:#03104F; font-size:120%; font-weight:bold; border:1px solid #D4D4D4; text-align:left; color:#D4D4D4; padding:0.2em 0.4em;">Power Type</h2>
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|style="color:#000;"|{{tab}}Info about the Power type and Powers available goes here
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! <h2 style="margin:0; background:#03104F; font-size:120%; font-weight:bold; border:1px solid #D4D4D4; text-align:left; color:#D4D4D4; padding:0.2em 0.4em;">Power Type</h2>
 
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|style="color:#000;"|{{tab}}Info about the Power type and Powers available goes here
 
|style="color:#000;"|{{tab}}Info about the Power type and Powers available goes here

Revision as of 04:03, 11 April 2017


Powers List

Here you will find a list of the Powers used at Tenebrous Isles along with a description of what they're used for.


Creature Features

Powers for those taking some sort of beast, or beastly, form.
Aquatic: You cannot drown and you ignore all water-based borders.
Breath Weapon:W:1, can hit up to 1 zone away.
Claws: Gain W:1 on your attack rolls due to having some sort of natural weapon.
Diminutive Size: You're smaller than a human by far, likely closer to the size of a normal house cat or even smaller still. Because of your size gain +4 to Stealth to hide. +2 to to notice small details. Your Physique is capped at Mediocre. +1 to Athletics for dodging. Max 1 stress per attack.
Hulking Size: +1 to be hit. +2 stress boxes. Border 1 for normal doors. +2 Physique to lift/break, +1 Athletics to cover distance. +2 Provoke. Mediocre Stealth, no more than 1 shift can be achieved through Stealth rolls.
Pack Instincts: +1 Notice when near pack members. Communicate single words wordlessly. Locate pack members with Notice. All or no pack members are surprised.
Supernatural Sense: You have the sense of something strange. It's not one of your natural 5 senses, but a sense of something that shouldn't be a normal thing you can 'feel'.
Venemous: Prerequisite: Claws. Your natural weapons are envenomed. Use Fight to create an advantage and place a 'Poisoned' aspect on your opponent. Until this aspect is overcome with a Physique roll or the expenditure of a Fate point, roll one free Fight vs. Physique roll against the victim of your venom.
Wings: You have wings, you can fly! Use Athletics for flight and ignore any land-based borders (pay attention to the mountains though, they are tall).

Faerie Magic

Those powers inherited from the Fae.
Glamours: Veil with Will or Deceit. Disguise yourself with Will or Deceit. You can only use this on yourself, things that belong to you, or on those people that have made a Fae pact with you.
Seelie Magic: Magic sponsored by the Summer Court of Faerie. Especially strong (+1) vs. those things of the Winter Court.
Unseelie Magic: Magic sponsored by the Winter Court of Faerie. Especially strong (+1) vs. those things of the Summer Court.
Wyld Magic: Magic sponsored by the Wyld Court of Faerie. Tends to be oriented to the Hunt, and all things wild.

Items of Power

For those walking around with power, but only because they hold something that has power.
Item of Power: These are pretty much entirely custom. They need to be discussed with Staff and planned out. There is no refund for the price of the Item.

Items of Power can have a myriad of effects, ranging from strength to talking to plants and animals. There has to be the following criteria met:

  • Solid story. (Why on earth do you have this item?)

Minor Abilities

For those with just a little spark...
Animal Speaker: Can talk to animals. Must be able to see and hear those animals, and must speak aloud.
Night Sight: You can see in the dark, without penalties. It's pretty freaky, but you can do it.
Ghost Speaker: You see dead people. Unfortunately, when you can see that kind of thing, you can never really avoid seeing that kind of thing. Ghosts can see you, too. You're able to speak to the dead rather freely if they come up and start the conversation. If you can manage to get the attention of one, you can converse with Ghosts that don't initiate the conversation as well.
Mana Static: Modern equipment hates you, but you hate it more. So much so that you can deliberately hex the modern electrical equipment around you with but a flick of your eyelids, or a finger, or whatever it is you flick to get the equipment to fry out.
Marked By Power: Gain +1 to social skills with the magical community. Mark of Power upon you by your patron is visible to those who can see such things (I.E. using The Third Eye or other beings that can see such things) and is incredibly hard to conceal. (Only available to the Emissary of Power template)

Power Type

 Info about the Power type and Powers available goes here

Power Type

 Info about the Power type and Powers available goes here

Power Type

 Info about the Power type and Powers available goes here

Power Type

 Info about the Power type and Powers available goes here