Powers
PPE: 20/20
- Power Points Edge: +5 (IA)
- AB (Runecaaster): 15 (PB)
Recovery: 5 per hour
Eye of Vecna (Detect Arcana; 0 PPE)
[Novice]
Range: Smarts (10)
Duration: 5
Trapping: Gamil's right eye has been replaced by the Runed Orb, the Eye of Vecna. When Gamil squints his right eye, he is able to see/detect arcana.
Modifier(s): None
Effect: The
detect arcana function (only), from Sense Magic, may be used at-will, with no PP cost, as an action.
Shroud of Vecna (Conceal Arcana; 2 (4) PPE)
[Novice]
Range: Smarts (10)
Duration: One Hour
Trapping:
Modifier(s):
- STRONG (+1): Rolls to see through the concealment are made at -2.
- SHROUD (+1): Shroud dims and slightly obscures the target so that attacks against her suffers a -1 penalty and she adds +1 to her Stealth rolls.
Effect: Conceal arcana prevents detection of arcane energies on one being or item of Normal Scale for one hour (see the Size Table page 179).
Detect vs. Conceal: Detecting arcana against someone or something that’s been concealed is an opposed roll of arcane skills (roll each time it’s attempted, but no more than once per turn). If the concealment wins, the character cannot see through the ruse with this casting, but may terminate this instance and try again.
Rod of Vecna (Elemental Manipulation; 1 (2) PPE)
[Novice]
Range: Smarts (10)
Duration: 5
Trapping:
Modifier(s):
- RANGE (+1): Double the power’s listed Range for 1 Power Point.
Effect:
This power grants basic control over the four traditional elements: air, earth, fire, and water (the elements may vary depending on the setting). The power acts as if it has a d6 Strength, or d8 with a raise.
Here are some ideas for what each element can do. Each is an action.
AIR: Push someone, blow out a torch, fan a flame, cool someone down (+2 to Fatigue rolls in oppressive heat).
EARTH: Move a square foot of earth (half that in stone) each round, cover tracks.
FIRE: Conjure flame about the size of a torch, hurl a small blast of fire at someone (Str damage), spread existing flame (see Fire on page 127).
WATER: Conjure a quart of water (not “inside” objects or people), purify a gallon of water per casting
Oath of Droam (Burst; 2 (6) PPE)
[Novice]
Range: Cone Template
Duration: Instant
Trapping: Oath of Droam converts from a Great Axe into a fire-spewing two-handed crossbow-like weapon. The Shoulder unscrews down to the Pommel and becomes the Stock. The Double Blades fold down and slip back to the Langet above the Pommel on the Belly of the axe forming the Grip. The Dangue, spike at the end of the axe opens up into a cone-like muzzle from which fire spews forth.
Modifier(s):
- DAMAGE (+2): The burst causes 3d6 damage, or 4d6 with a raise.
- LINGERING DAMAGE (+2): The target is hit by fire that continues to cause damage after the initial attack. On the victim’s next turn, he suffers the power’s base damage minus one die type (one additional turn only). 3d4 damage, or 4d4 with a raise.
Effect:
Burst produces a large fan of energy that bathes its targets in red-hot fire, a cone of cold, or other damaging matter or energy.
Success creates a Cone Template starting at the caster and extending outward (see Area Effect Attacks, page 97). Everything within suffers 2d6 damage (or 3d6 with a raise).
Mask of Vecna (Empathy; 1 PPE)
[Novice]
Range: Smarts (10)
Duration: 5
Trapping: A full face mask made of stone and bronze with various runes inscribed upon it.
Modifier(s): None
Effect:
The caster forms an emotional bond between himself and the target with a successful arcane skill vs Spirit roll. He knows the target’s emotional state and most basic surface thoughts, and gains +1 (+2 with a raise) to Intimidation, Persuasion, Performance, or Taunt rolls against him.
Empathy also works on animals, adding +2 to Riding or other rolls used to interact with the creature.
Hand of Vecna (Burrow; 2 (4) PPE)
[Novice]
Range: Smarts (d10)
Duration: 5
Trapping: Bronze gauntlets with claw-like fingers.
Modifier(s):
- POWER (+1): Gamil can burrow through stone, concrete, or similar substances
- HURRY (+1): Gamil can move at his pace +2 (7) while burrowing.
Effect:
Burrow allows the recipient to meld into raw earth. He can remain underground if he wants in a sort of “limbo” or burrow through the ground at half his normal Pace (or full Pace with a raise). He may not run.
A burrowing character may attempt to surprise a foe by making an opposed Stealth versus Notice roll. If the burrower wins, the target is Vulnerable to him only. With a raise, the burrower gets the Drop. Targets on Hold may attempt to interrupt the attack before it occurs.
Burrowers can’t usually surprise a foe once their presence is known, but can still burrow for protection and mobility.
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Modifier(s): None
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