Powers

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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 animals. To be able to gain this, you need a 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)

Physical Powers

Powers that deal with how you physically effect the world
Faster: You are literally just faster. Add +1 to all Athletics rolls when defending, creating an advantage, or overcoming.
Stronger: Being stronger is helpful in many situations. Add +1 to all Physique rolls when defending, creating an advantage, or overcoming.
Tougher: Being flat out tougher and harder to hurt is a helpful thing indeed. Gain +1 box to your Vitality stress track.

Psychic Abilities

Those with the Power of Mind.
Fortune's Gift: You are able to toy with fate.
  • Blessing of Fortune: You can roll Discipline to place aspects on people or objects, referring to enhanced luck. The default (but modifiable) difficulty is Mediocre, which gives you a fragile aspect. Higher results create sticky aspects, lasting for a scene, and every three shifts gives you an extra tag. Normally, these aspects last for a scene at most. If you are blessing someone or something in a certain endeavor, then the aspect is narrower, but can last longer: until the endeavor is either accomplished, abandoned, or definitively failed. You can make a blessing 'conditional', in which case the aspect will vanish if the character betrays a certain condition. (For example, a weapon might be blessed, but only if it is not turned against innocents or surrendering enemies.) A conditional blessing can last up to a week. Note that after the tags are used up, characters must use fate points to invoke this aspect.
  • Curses of Fortune: You can roll Discipline as an offensive maneuver, placing aspects on people or things, referring to damaged luck. The target defends with the better of Discipline or Conviction. A tie results in a fragile aspect, while shifts result in a sticky aspect, and every three shifts gives an extra tag. Normally, a sticky aspect lasts up to a scene. A conditional curse, such as 'you will suffer hardship unless you reconcile with your long-lost son', can last longer, depending on the roll: a week for 1 shift, and each further shift is one step up on the Time table. However, note that once tags are used up, characters must use fate points to invoke this aspect - and any time the aspect is invoked to the sufferer's detriment, they claim the fate point.
Incite Emotion: Touch is required for this to work. You are able to trigger Emotions within others, usually to your own benefit in some way, and usually the negative emotions are the ones used. Use Provoke in creating an advantage to trigger Anger or Fear, Deceive for all other emotions. The typical emotions triggered are: Lust, Fear, Anger, Despair.
Additional Emotion (Incite): You've become adept at triggering another emotion within others. (Any upgrades purchased for Incite Emotion effect all emotions purchased.)
Ranged Incite: Requires Incite Emotion. You no longer need to touch someone to trigger emotions within them. Up to 1 zone away, you can trigger emotions in another person. (Single target only.)
Lasting Emotion: Requires Incite Emotion. Instead of simply creating an advantage, you can now use Provoke or Deceit to inflict mental damage upon someone via an Attack with a bite to it, as you have a weapon rating of 1.
Potent Emotion: Requires Lasting Emotion. Not only can you hit someone mentally, you're particularly adept at it. Your mental 'teeth' are sharpened to the point that they bite quite deep and your weapon rating is now 3.
Psychometry: Use your Notice to assess the history of an object as either an overcome or creating an advantage game action. The difficulty for time goes up incrementally from -1 for the last hour, to -6 for the last day.
The Third Eye: You're able to open your 'third eye' to view the world in all of its glorious truth. This can be quite scarring. Use Lore to make sense of the world around you with an overcome action. Use Will to resist the damage looking upon the truth of things can inflict.
  • Soulgaze comes with The Third Eye, as you can see the truth of the world, and the truth within another.

Power Type

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Power Type

 Info about the Power type and Powers available goes here

Power Type

 Info about the Power type and Powers available goes here