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Power Stunts

SP Cost Power Stunt


1–3 (Core) Powerful Manifestation: Increase the Force of your power by 1 per SP spent, to a maximum of 3.
Skillful Power: Reduce the PP cost of the power by 1. This can reduce the cost to 0. If the power requires a
2
fatigue test, reduce its TN by 2.
2 Mighty Power: If the power does damage, one target of your choice takes an extra 1d6 damage.
Lasting Power: If the power has a duration beyond instantaneous, it remains in effect twice as long with no
3 additional PP cost. Burning Shield would last 2 rounds per point of Willpower instead of 1, for example. Powers
that last until the end of the encounter are extended by 1d6 minutes instead.
Power Shield: You use the residual energy of the power to set up a temporary protective shield. You gain a +2
3
bonus to Defense until the beginning of your next turn.
Fast Use: After you resolve this power, you can immediately use another. The second power must require a
4 major action or a minor action’s worth of time to use. If you roll doubles on the roll to use the power, you do not
get any more SP.
Imposing Power: The power manifests in a much more dramatic fashion than usual, or perhaps radiates a sinister
aura. Until the beginning of your next turn, anyone attempting to make a melee attack against you must make a
4
successful Willpower (Courage) test with a TN of 10 + your Willpower ability. Those who fail must take a move
or defend action instead.
Omen: The power attunes its user to occult sources of information: secret energy flows, whispering spirits, or
4 prophetic visions, for instance. This automatically unlocks one lead in a relevant investigation, even creating a
lead to unlock if one isn’t present, or it provides one piece of useful information determined by the GM.
Split Power: If the power affects only one target, you can have it affect two, so long as the second target is within
4 the power’s range and no more than 6 yards from the original target. There is no additional PP cost. Targets test
against the power separately.
Disrupt Power: In addition to its normal effects, your power disrupts another extraordinary effect (such as an
arcana’s power) on the target. Roll an immediate test of your Intelligence (Occultism) vs. the Force of any one
5 effect on the target. Success removes the effect. Doubles on the test do not generate SP. Note that the GM may
decide that one type of extraordinary power may not disrupt another, so that, for example, arcana can’t disrupt
psychic powers.
Lethal Power: If the power does damage, one of its targets takes an extra 2d6 damage. Alternately, all targets of
5
the power take an additional 1d6 damage.

Power Format
Force. This entry details the type of test the power
requires, if any. The effects of the test are given in the
power’s description.
Extraordinary powers in the following sections use the Each power concludes with a description of what the power
following format: does in detail, including the results of successful or failed
• Name: What the power is called. Characters and tests.
power users in the setting may refer to it by a different
name, such as some arcanists calling a flame blast a
“pyromantic strike,” or a psychic who calls telekinesis
“psychokinesis” or “ghost hands.”
Power Stunts
Like most mundane actions, the use of extraordinary powers
• Requirement(s): You must meet the necessary can make stunts possible if the player rolls doubles. All the
requirement(s) in order to acquire this power, usually a normal rules for acquiring and spending stunt points apply.
particular degree in its power talent. By default, the player of the power user selects stunts from
• Cost: This is the cost in power points (PP) necessary to the Power Stunts table. The selected stunt must fit the
use the power. power’s description, so that non-damaging powers can’t
trigger stunts that inflict extra damage. The stunt must also
• Time: This is the amount of time necessary to use the fit the rationale for the power in the campaign. For example,
power. If the time is expressed in the form of a major or in a setting where magic hides itself from the uninitiated, and
minor action, then the power can be used during action appears to be a set of coincidences, it might not be possible to
time (see Action Time and Taking Actions in Chapter 2). use Imposing Power.
• Target Number: Your power test result must equal or The GM may allow a power user’s player to pick stunts from
exceed this number in order to use the power successfully. other tables as well, if it makes sense. For instance, using a
• Test: Some powers require a test from the target or power in combat may make a number of general combat
subject of the power, typically against the power’s stunts appropriate.

Chapter 6 - Extraordinary Powers 93

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