SWD & TLPG Powers and Mega Powers

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Krozog
Posts: 153
Joined: Sat May 05, 2018 3:14 pm
Location: Texas

SWD & TLPG Powers and Mega Powers

Post by Krozog »

SWD & TLPG Powers and Mega Powers

Each power entry is listed in this format:
  • Standard Power
    Mega Power
    Standard Power Code
    Standard Power + Mega Power Code
You will only need to copy one of the two versions of the code, never both. (Read: Only add one version of the two codes to your character sheet!)

Table of Contents (Alphabetical) Table of Contents (By Rank)
Last edited by Krozog on Sun Jul 22, 2018 11:21 pm, edited 23 times in total.
Krozog, Paladin of Light
Krozog, Ogre Paladin
Pace: 7; Parry: 8(2)
Toughness: 10(0)
  • +2 vs Ranged
  • +2 vs Creatures of Darkness and Flame and their servants.
  • +1 vs damage causing arcane powers.
Combat-Relevant Edges & Abilities:
  • Bad Eyes: Ogres suffer a -2 on all Trait rolls dealing with anything more than 5” away.
    Battle Hardened: +2 to Soak rolls.
    Big Target: Attackers gain +1 to attack rolls made against Ogres.
    Champion: +2 to damage and +2 to Toughness vs Supernaturally Evil creatures.
    Magical Resistance: +1 Armor vs Damaging magic, +1 to resist opposed magic (friendly spells subtract this modifier)
    Reach: Ogres have Reach 1
    Size +2: Ogres are Size+2
    Thermal Vision: Ogres have the Infravision Monstrous Ability
Wounds: 0/3; Fatigue: 0/2; Essence: 5/10
Bennies: 0/3
Adventure Cards
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User avatar
Krozog
Posts: 153
Joined: Sat May 05, 2018 3:14 pm
Location: Texas

(Mega) Powers (Alphabetical: A-C)

Post by Krozog »

(Mega) Powers (Alphabetical: A-C)

Trapped Power Name [Armor] (2 PPE/ISP) [Novice]
Range: Touch
Duration: 3 (1/round)
Trapping: Chosen Trapping
Effect
Armor creates a field of magical protection around a character or an actual shell of some sort, effectively giving the target Armor. Success grants the recipient 2 points of Armor. A raise grants 4 points of Armor.
Whether the armor is visible or not depends largely on the trapping.
Trapped Mega Power Name [Greater Armor] (5 PPE/ISP)
Range: Touch
Duration: 3 (1/round)
Trapping: Chosen Trapping
Effect
Success grants +5 M.D.C. Armor, a raise grants +10.
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Armor

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[b]Trapped Power Name[/b] [Armor] (2 PPE/ISP) [Novice]
[b]Range:[/b] [size=73]Touch[/size]
[b]Duration:[/b] [size=73]3 (1/round)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Armor creates a field of magical protection around a character or an actual shell of some sort, effectively giving the target Armor. Success grants the recipient 2 points of Armor. A raise grants 4 points of Armor.
Whether the armor is visible or not depends largely on the trapping.[/size][/ooc]
Greater Armor

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[b]Trapped Power Name[/b] [Armor] (2 PPE/ISP) [Novice]
[b]Range:[/b] [size=73]Touch[/size]
[b]Duration:[/b] [size=73]3 (1/round)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Armor creates a field of magical protection around a character or an actual shell of some sort, effectively giving the target Armor. Success grants the recipient 2 points of Armor. A raise grants 4 points of Armor.
Whether the armor is visible or not depends largely on the trapping.[/size][/ooc][b]Trapped Mega Power Name[/b] [Greater Armor] (5 PPE/ISP)
[b]Range:[/b] [size=73]Touch[/size]
[b]Duration:[/b] [size=73]3 (1/round)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Success grants +5 M.D.C. Armor, a raise grants +10.[/size][/ooc]

Trapped Power Name [Banish] (3 PPE/ISP) [Veteran]
Range: Smarts
Duration: Instant
Trapping: Chosen Trapping
Effect
Whether ghosts, elementals, or demons, banish removes them all. This power can affect any creature that is not native to the current plane of existence (GM’s determination).
This spell is an opposed roll of the caster’s arcane skill versus the target’s Spirit. On a success, the target is Shaken. On a raise, it is sent to its proper plane of existence.
If the target is a Wild Card, each casting of banish causes a wound instead. If the target already has three wounds, it is then banished to its native plane—but it is not slain.
Trapped Mega Power Name [Banish the Horde] (6 PPE/ISP)
Range: Smarts x2
Duration: Instant
Trapping: Chosen Trapping
Effect
The caster targets all summoned entities within a Large Burst Template. For example, a mob of demons could be sent back to their hellish realm, or a group of elementals brought from another plane could be dismissed. Each target rolls its own opposed Spirit check to resist.
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Banish

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[b]Trapped Power Name[/b] [Banish] (3 PPE/ISP) [Veteran]
[b]Range:[/b] [size=73]Smarts[/size]
[b]Duration:[/b] [size=73]Instant[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Whether ghosts, elementals, or demons, banish removes them all. This power can affect any creature that is not native to the current plane of existence (GM’s determination).
This spell is an opposed roll of the caster’s arcane skill versus the target’s Spirit. On a success, the target is Shaken. On a raise, it is sent to its proper plane of existence.
If the target is a Wild Card, each casting of banish causes a wound instead. If the target already has three wounds, it is then banished to its native plane—but it is not slain.[/size][/ooc][b]Trapped Mega Power Name[/b]
Banish the Horde

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[b]Trapped Power Name[/b] [Banish] (3 PPE/ISP) [Veteran]
[b]Range:[/b] [size=73]Smarts[/size]
[b]Duration:[/b] [size=73]Instant[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Whether ghosts, elementals, or demons, banish removes them all. This power can affect any creature that is not native to the current plane of existence (GM’s determination).
This spell is an opposed roll of the caster’s arcane skill versus the target’s Spirit. On a success, the target is Shaken. On a raise, it is sent to its proper plane of existence.
If the target is a Wild Card, each casting of banish causes a wound instead. If the target already has three wounds, it is then banished to its native plane—but it is not slain.[/size][/ooc][b]Trapped Mega Power Name[/b] [Banish the Horde] (6 PPE/ISP)
[b]Range:[/b] [size=73]Smarts x2[/size]
[b]Duration:[/b] [size=73]Instant[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]The caster targets all summoned entities within a Large Burst Template. For example, a mob of demons could be sent back to their hellish realm, or a group of elementals brought from another plane could be dismissed. Each target rolls its own opposed Spirit check to resist.[/size][/ooc]

Trapped Power Name [Barrier] (1 PPE or ISP/Section) [Seasoned]
Range: Smarts
Duration: 3 (1/section, per round)
Trapping: Chosen Trapping
Effect
Barrier creates a solid, immobile wall to protect the user against attack or to entrap an opponent.
Regardless of what the barrier is made of (ice, thorns, stone, energy, etc.), it has a Toughness of 10. Every Power Point spent creates a 1” wide section of wall. The barrier ranges in thickness from a few “real world” inches for stone or other hard materials up to a foot for things like bones or ice. (If you’re using a gridded mat to play, draw the barrier between the squares directly along the grid-lines.) The exact placement of each section is defined by the caster, but each section must be connected to at least one other section after the first.
When the spell expires or a section is broken, it crumbles to dust or dissipates. Trappings are never left behind.
Each section of the barrier may be destroyed by an attack that equals its Toughness of 10. Physical walls are treated exactly like inanimate objects; they are considered to have a Parry of 2 (ranged attacks work as normal), but raises on the attack roll do not grant bonus damage nor do damage dice Ace. Opponents may climb the barrier at –2 to their Climbing roll if it is made of something solid. Fiery versions of the barrier cause 2d4 damage to anyone who wishes to leap through instead.
Trapped Mega Power Name [Stalwart Walls] (2 PPE or ISP/section)
Range: Smarts x2
Duration: 3 (1/section, per round)
Trapping: Chosen Trapping
Effect
In addition to the base 10 Toughness of barrier, this Mega Power adds 12 M.D.C. Armor to each summoned section.
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Barrier

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[b]Trapped Power Name[/b] [Barrier] (1 PPE or ISP/Section) [Seasoned]
[b]Range:[/b] [size=73]Smarts[/size]
[b]Duration:[/b] [size=73]3 (1/section, per round)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Barrier creates a solid, immobile wall to protect the user against attack or to entrap an opponent.
Regardless of what the barrier is made of (ice, thorns, stone, energy, etc.), it has a Toughness of 10. Every Power Point spent creates a 1” wide section of wall. The barrier ranges in thickness from a few “real world” inches for stone or other hard materials up to a foot for things like bones or ice. (If you’re using a gridded mat to play, draw the barrier between the squares directly along the grid-lines.) The exact placement of each section is defined by the caster, but each section must be connected to at least one other section after the first.
When the spell expires or a section is broken, it crumbles to dust or dissipates. Trappings are never left behind.
Each section of the barrier may be destroyed by an attack that equals its Toughness of 10. Physical walls are treated exactly like inanimate objects; they are considered to have a Parry of 2 (ranged attacks work as normal), but raises on the attack roll do not grant bonus damage nor do damage dice Ace. Opponents may climb the barrier at –2 to their Climbing roll if it is made of something solid. Fiery versions of the barrier cause 2d4 damage to anyone who wishes to leap through instead.[/size][/ooc]
Stalwart Walls

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[b]Trapped Power Name[/b] [Barrier] (1 PPE or ISP/Section) [Seasoned]
[b]Range:[/b] [size=73]Smarts[/size]
[b]Duration:[/b] [size=73]3 (1/section, per round)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Barrier creates a solid, immobile wall to protect the user against attack or to entrap an opponent.
Regardless of what the barrier is made of (ice, thorns, stone, energy, etc.), it has a Toughness of 10. Every Power Point spent creates a 1” wide section of wall. The barrier ranges in thickness from a few “real world” inches for stone or other hard materials up to a foot for things like bones or ice. (If you’re using a gridded mat to play, draw the barrier between the squares directly along the grid-lines.) The exact placement of each section is defined by the caster, but each section must be connected to at least one other section after the first.
When the spell expires or a section is broken, it crumbles to dust or dissipates. Trappings are never left behind.
Each section of the barrier may be destroyed by an attack that equals its Toughness of 10. Physical walls are treated exactly like inanimate objects; they are considered to have a Parry of 2 (ranged attacks work as normal), but raises on the attack roll do not grant bonus damage nor do damage dice Ace. Opponents may climb the barrier at –2 to their Climbing roll if it is made of something solid. Fiery versions of the barrier cause 2d4 damage to anyone who wishes to leap through instead.[/size][/ooc][b]Trapped Mega Power Name[/b] [Stalwart Walls] (2 PPE or ISP/section)
[b]Range:[/b] [size=73]Smarts x2[/size]
[b]Duration:[/b] [size=73]3 (1/section, per round)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]In addition to the base 10 Toughness of barrier, this Mega Power adds 12 M.D.C. Armor to each summoned section.[/size][/ooc]

Trapped Power Name [Beast Friend] (PPE/ISP: Special) [Novice]
Range: Smarts x 100 yards
Duration: 10 minutes
Trapping: Chosen Trapping
Effect
This spell allows mages to speak with and guide the actions of nature’s beasts. It works only on creatures with animal intelligence, not humanoids. Nor does it work on conjured, magical, or otherwise “unnatural” animals.
The target must be within the sorcerer’s range — it is not conjured.
The cost to control a creature depends on its Size. The base cost is 3, plus twice its Size for creatures with a Size greater than 0. A great white shark (Size +4) costs 3 plus 8 (2x4), or 11 points. A roc (Size +8) costs 19 Power Points to control.
Swarms may also be controlled. Small swarms cost 3, Mediums 5, and Large 8. Thus a single rat costs 3 to control, as does a small swarm of the creatures.
Trapped Mega Power Name [Exalted Beast Friend] (+2 PPE/ISP)
Range: Smarts x1000 yards
Duration: 30 minutes
Trapping: Chosen Trapping
Effect
This Mega Power extends the Range and Duration of the beast friend power, and allows the caster to affect magical and mythical beasts. Such creatures must still have only animal intelligence to be influenced.
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Beast Friend

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[b]Trapped Power Name[/b] [Beast Friend] (PPE/ISP: Special) [Novice]
[b]Range:[/b] [size=73]Smarts x 100 yards[/size]
[b]Duration:[/b] [size=73]10 minutes[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]This spell allows mages to speak with and guide the actions of nature’s beasts. It works only on creatures with animal intelligence, not humanoids. Nor does it work on conjured, magical, or otherwise “unnatural” animals.
The target must be within the sorcerer’s range — it is not conjured.
The cost to control a creature depends on its Size. The base cost is 3, plus twice its Size for creatures with a Size greater than 0. A great white shark (Size +4) costs 3 plus 8 (2x4), or 11 points. A roc (Size +8) costs 19 Power Points to control.
Swarms may also be controlled. Small swarms cost 3, Mediums 5, and Large 8. Thus a single rat costs 3 to control, as does a small swarm of the creatures.[/size][/ooc]
Exalted Beast Friend

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[b]Trapped Power Name[/b] [Beast Friend] (PPE/ISP: Special) [Novice]
[b]Range:[/b] [size=73]Smarts x 100 yards[/size]
[b]Duration:[/b] [size=73]10 minutes[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]This spell allows mages to speak with and guide the actions of nature’s beasts. It works only on creatures with animal intelligence, not humanoids. Nor does it work on conjured, magical, or otherwise “unnatural” animals.
The target must be within the sorcerer’s range — it is not conjured.
The cost to control a creature depends on its Size. The base cost is 3, plus twice its Size for creatures with a Size greater than 0. A great white shark (Size +4) costs 3 plus 8 (2x4), or 11 points. A roc (Size +8) costs 19 Power Points to control.
Swarms may also be controlled. Small swarms cost 3, Mediums 5, and Large 8. Thus a single rat costs 3 to control, as does a small swarm of the creatures.[/size][/ooc][b]Trapped Mega Power Name[/b] [Exalted Beast Friend] (+2 PPE/ISP)
[b]Range:[/b] [size=73]Smarts x1000 yards[/size]
[b]Duration:[/b] [size=73]30 minutes[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]This Mega Power extends the Range and Duration of the beast friend power, and allows the caster to affect magical and mythical beasts. Such creatures must still have only animal intelligence to be influenced.[/size][/ooc]

Trapped Power Name [Blast] (2-6 PPE/ISP) [Seasoned]
Range: 24/48/96
Duration: Instant
Trapping: Chosen Trapping
Effect
Blast is an area effect power that can put down many opponents at once. The caster first picks where he wants to center the blast, then makes the appropriate skill roll. Normal ranged attack modifiers apply.
The area of effect is a Medium Burst Template. If the roll is failed, the blast deviates as a launched projectile.
Targets within the blast suffer 2d6 damage. Blast counts as a Heavy Weapon.
  • Additional Effects: For double the Power Points, the blast does 3d6 damage, or the size is increased to a Large Burst Template. For triple the points, it does both.
Trapped Mega Power Name [Greater Blast] (+4 PPE/ISP)
Range: 36/72/144
Duration: Instant
Trapping: Chosen Trapping
Effect
By adding +4 Power Points to the casting cost of blast, the damage dice are increased from d6 to d10. Greater blast inflicts Mega Damage like the base power.
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Blast

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[b]Trapped Power Name[/b] [Blast] (2-6 PPE/ISP) [Seasoned]
[b]Range:[/b] [size=73]24/48/96[/size]
[b]Duration:[/b] [size=73]Instant[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Blast is an area effect power that can put down many opponents at once. The caster first picks where he wants to center the blast, then makes the appropriate skill roll. Normal ranged attack modifiers apply.
The area of effect is a Medium Burst Template. If the roll is failed, the blast deviates as a launched projectile.
Targets within the blast suffer 2d6 damage. Blast counts as a Heavy Weapon.
[list][*][b]Additional Effects:[/b] For double the Power Points, the blast does 3d6 damage, or the size is increased to a Large Burst Template. For triple the points, it does both.[/size][/list][/ooc]
Greater Blast

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[b]Trapped Power Name[/b] [Blast] (2-6 PPE/ISP) [Seasoned]
[b]Range:[/b] [size=73]24/48/96[/size]
[b]Duration:[/b] [size=73]Instant[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Blast is an area effect power that can put down many opponents at once. The caster first picks where he wants to center the blast, then makes the appropriate skill roll. Normal ranged attack modifiers apply.
The area of effect is a Medium Burst Template. If the roll is failed, the blast deviates as a launched projectile.
Targets within the blast suffer 2d6 damage. Blast counts as a Heavy Weapon.
[list][*][b]Additional Effects:[/b] For double the Power Points, the blast does 3d6 damage, or the size is increased to a Large Burst Template. For triple the points, it does both.[/size][/list][/ooc][b]Trapped Mega Power Name[/b] [Greater Blast] (+4 PPE/ISP)
[b]Range:[/b] [size=73]36/72/144[/size]
[b]Duration:[/b] [size=73]Instant[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]By adding +4 Power Points to the casting cost of blast, the damage dice are increased from d6 to d10. Greater blast inflicts Mega Damage like the base power.[/size][/ooc]

Trapped Power Name [Blind] (2-6 PPE/ISP) [Novice]
Range: 12/24/48
Duration: Instant
Trapping: Chosen Trapping
Effect
This power temporarily blinds a target or targets. Those affected must make an Agility roll at –2 to avert their gaze and avoid the effect (at –4 if the caster got a raise on the attack roll). On a failure, victims are Shaken and –2 to Parry until their next action. If the target rolls a 1 on his Agility die (regardless of the Wild Die), he’s Shaken and fully blind until he recovers from being Shaken. Blinded victims suffer a –6 penalty to all Trait rolls that require vision and have their Parry reduced to 2.
  • Additional Effects: For 2 Power Points, the power affects a single target. For 4 Power Points, the power affects everyone in a Medium Burst Template. For 6 points, it affects everyone in a Large Burst Template.
Trapped Mega Power Name [Greater Blind] (+2 PPE/ISP)
Range: 18/36/72
Duration: Instant
Trapping: Chosen Trapping
Effect
Adding +2 to the casting cost of blind increases the penalties to resist the power to −4, or −6 with a raise.
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Blind

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[b]Trapped Power Name[/b] [Blind] (2-6 PPE/ISP) [Novice]
[b]Range:[/b] [size=73]12/24/48[/size]
[b]Duration:[/b] [size=73]Instant[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]This power temporarily blinds a target or targets. Those affected must make an Agility roll at –2 to avert their gaze and avoid the effect (at –4 if the caster got a raise on the attack roll). On a failure, victims are Shaken and –2 to Parry until their next action. If the target rolls a 1 on his Agility die (regardless of the Wild Die), he’s Shaken and fully blind until he recovers from being Shaken. Blinded victims suffer a –6 penalty to all Trait rolls that require vision and have their Parry reduced to 2.
[list][*][b]Additional Effects:[/b] For 2 Power Points, the power affects a single target. For 4 Power Points, the power affects everyone in a Medium Burst Template. For 6 points, it affects everyone in a Large Burst Template.[/size][/list][/ooc]
Greater Blind

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[b]Trapped Power Name[/b] [Blind] (2-6 PPE/ISP) [Novice]
[b]Range:[/b] [size=73]12/24/48[/size]
[b]Duration:[/b] [size=73]Instant[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]This power temporarily blinds a target or targets. Those affected must make an Agility roll at –2 to avert their gaze and avoid the effect (at –4 if the caster got a raise on the attack roll). On a failure, victims are Shaken and –2 to Parry until their next action. If the target rolls a 1 on his Agility die (regardless of the Wild Die), he’s Shaken and fully blind until he recovers from being Shaken. Blinded victims suffer a –6 penalty to all Trait rolls that require vision and have their Parry reduced to 2.
[list][*][b]Additional Effects:[/b] For 2 Power Points, the power affects a single target. For 4 Power Points, the power affects everyone in a Medium Burst Template. For 6 points, it affects everyone in a Large Burst Template.[/size][/list][/ooc][b]Trapped Mega Power Name[/b] [Greater Blind] (+2 PPE/ISP)
[b]Range:[/b] [size=73]18/36/72[/size]
[b]Duration:[/b] [size=73]Instant[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Adding +2 to the casting cost of blind increases the penalties to resist the power to −4, or −6 with a raise.[/size][/ooc]

Trapped Power Name [Bolt] (1/missile) [Novice]
Range: 12/24/48
Duration: Instant
Trapping: Chosen Trapping
Effect
Bolt is a standard attack power of wizards, and can also be used for ray guns, bursts of energy, streaks of holy light, and other ranged attacks. The damage of the bolt is 2d6.
  • Additional Bolts: The character may cast up to 3 bolts by spending a like amount of Power Points. The bolts may be spread among targets as the character chooses. This is rolled just like fully-automatic weapons fire but without the fullauto penalty—the character rolls a spellcasting die for each bolt and compares each to the Target Number separately. If the caster is a Wild Card, he also rolls a Wild Die, which may replace any of the casting dice.
  • Additional Damage: The caster may instead cast a single 3d6 bolt for 2 Power Points. He may not cast multiple bolts when using this ability.
Trapped Mega Power Name [Onslaught] (2-8 or 4 PPE/ISP)
Range: 18/36/72
Duration: Instant
Trapping: Chosen Trapping
Effect
The caster can throw up to four 3d6 bolts for two Power Points each, or a single 6d6 bolt for 4 Power Points. In either case, the damage is Mega Damage.
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Bolt

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[b]Trapped Power Name[/b] [Bolt] (1/missile) [Novice]
[b]Range:[/b] [size=73]12/24/48[/size]
[b]Duration:[/b] [size=73]Instant[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Bolt is a standard attack power of wizards, and can also be used for ray guns, bursts of energy, streaks of holy light, and other ranged attacks. The damage of the bolt is 2d6.
[list][*][b]Additional Bolts:[/b] The character may cast up to 3 bolts by spending a like amount of Power Points. The bolts may be spread among targets as the character chooses. This is rolled just like fully-automatic weapons fire but without the fullauto penalty—the character rolls a spellcasting die for each bolt and compares each to the Target Number separately. If the caster is a Wild Card, he also rolls a Wild Die, which may replace any of the casting dice.
[*][b]Additional Damage:[/b] The caster may instead cast a single 3d6 bolt for 2 Power Points. He may not cast multiple bolts when using this ability.[/size][/list][/ooc]
Onslaught

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[b]Trapped Power Name[/b] [Bolt] (1/missile) [Novice]
[b]Range:[/b] [size=73]12/24/48[/size]
[b]Duration:[/b] [size=73]Instant[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Bolt is a standard attack power of wizards, and can also be used for ray guns, bursts of energy, streaks of holy light, and other ranged attacks. The damage of the bolt is 2d6.
[list][*][b]Additional Bolts:[/b] The character may cast up to 3 bolts by spending a like amount of Power Points. The bolts may be spread among targets as the character chooses. This is rolled just like fully-automatic weapons fire but without the fullauto penalty—the character rolls a spellcasting die for each bolt and compares each to the Target Number separately. If the caster is a Wild Card, he also rolls a Wild Die, which may replace any of the casting dice.
[*][b]Additional Damage:[/b] The caster may instead cast a single 3d6 bolt for 2 Power Points. He may not cast multiple bolts when using this ability.[/size][/list][/ooc][b]Trapped Mega Power Name[/b] [Onslaught] (2-8 or 4 PPE/ISP)
[b]Range:[/b] [size=73]18/36/72[/size]
[b]Duration:[/b] [size=73]Instant[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]The caster can throw up to four 3d6 bolts for two Power Points each, or a single 6d6 bolt for 4 Power Points. In either case, the damage is Mega Damage.[/size][/ooc]

Trapped Power Name [Boost/Lower Trait] (2 PPE/ISP) [Novice]
Range: Smarts
Duration: 3 (1/round)
Trapping: Chosen Trapping
Effect
This power allows a character to increase any of a target’s Traits by one die type for a standard success, or by two with a raise. The affected Trait can exceed d12. Each step over d12 adds +1 to his Trait total. For example, a raise on someone who already has a d12 in the affected Trait grants him d12+2 for the duration of the power.
The power can also be used to lower an opponent’s Trait. This is an opposed roll against the victim’s Spirit. Success lowers any Trait of the caster’s choice one step, a raise lowers it two steps. A Trait cannot be lowered below a d4. Multiple castings stack, though the caster must keep track of when each casting expires as usual.
  • Additional Targets: The power may affect an additional target for every additional Power Point spent, up to a maximum of five targets. All targets share the same effect and Trait affected.
Trapped Mega Power Name [Greater Boost/Lower Trait] (4 PPE/ISP)
Range: Smarts x2
Duration: 3 (1/round)
Trapping: Chosen Trapping
Effect
This Mega Power doubles the power’s effect; two die types for a success, four with a raise.
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Boost/Lower Trait

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[b]Trapped Power Name[/b] [Boost/Lower Trait] (2 PPE/ISP) [Novice]
[b]Range:[/b] [size=73]Smarts[/size]
[b]Duration:[/b] [size=73]3 (1/round)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]This power allows a character to increase any of a target’s Traits by one die type for a standard success, or by two with a raise. The affected Trait can exceed d12. Each step over d12 adds +1 to his Trait total. For example, a raise on someone who already has a d12 in the affected Trait grants him d12+2 for the duration of the power.
The power can also be used to lower an opponent’s Trait. This is an opposed roll against the victim’s Spirit. Success lowers any Trait of the caster’s choice one step, a raise lowers it two steps. A Trait cannot be lowered below a d4. Multiple castings stack, though the caster must keep track of when each casting expires as usual.
[list][*][b]Additional Targets:[/b] The power may affect an additional target for every additional Power Point spent, up to a maximum of five targets. All targets share the same effect and Trait affected.[/size][/list][/ooc]
Greater Boost/Lower Trait

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[b]Trapped Power Name[/b] [Boost/Lower Trait] (2 PPE/ISP) [Novice]
[b]Range:[/b] [size=73]Smarts[/size]
[b]Duration:[/b] [size=73]3 (1/round)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]This power allows a character to increase any of a target’s Traits by one die type for a standard success, or by two with a raise. The affected Trait can exceed d12. Each step over d12 adds +1 to his Trait total. For example, a raise on someone who already has a d12 in the affected Trait grants him d12+2 for the duration of the power.
The power can also be used to lower an opponent’s Trait. This is an opposed roll against the victim’s Spirit. Success lowers any Trait of the caster’s choice one step, a raise lowers it two steps. A Trait cannot be lowered below a d4. Multiple castings stack, though the caster must keep track of when each casting expires as usual.
[list][*][b]Additional Targets:[/b] The power may affect an additional target for every additional Power Point spent, up to a maximum of five targets. All targets share the same effect and Trait affected.[/size][/list][/ooc][b]Trapped Mega Power Name[/b] [Greater Boost/Lower Trait] (4 PPE/ISP)
[b]Range:[/b] [size=73]Smarts x2[/size]
[b]Duration:[/b] [size=73]3 (1/round)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]This Mega Power doubles the power’s effect; two die types for a success, four with a raise.[/size][/ooc]

Trapped Power Name [Burrow] (3 PPE/ISP) [Novice]
Range: Smarts x2
Duration: 3 (2/round)
Trapping: Chosen Trapping
Effect
Burrow allows a mage standing on raw earth to meld into it. He can remain underground if he wants in a sort of “limbo” or burrow to anywhere with a Pace equal to the power’s Range. A mage with a Smarts of d8 could therefore move up to 16” (32 yards) on the first round, then maintain the spell and stay submerged for the second and move another 16”.
A burrowing earth mage can attempt to surprise a foe (even one who saw him burrow) by making an opposed Stealth versus Notice roll. If the mage wins, he gains +2 to attack and damage that round, or +4 with a raise. Targets on Hold may attempt to interrupt the attack as usual.
  • Additional Targets: The power may affect an additional target for every additional Power Point spent, up to a maximum of five targets.
Trapped Mega Power Name [Greater Burrow] (6 PPE/ISP)
Range: Smarts x20
Duration: 3 (2/round)
Trapping: Chosen Trapping
Effect
The distance covered by the burrow power is expanded to Smarts × 20 each round!
Code
Burrow

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[b]Trapped Power Name[/b] [Burrow] (3 PPE/ISP) [Novice]
[b]Range:[/b] [size=73]Smarts x2[/size]
[b]Duration:[/b] [size=73]3 (2/round)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Burrow allows a mage standing on raw earth to meld into it. He can remain underground if he wants in a sort of “limbo” or burrow to anywhere with a Pace equal to the power’s Range. A mage with a Smarts of d8 could therefore move up to 16” (32 yards) on the first round, then maintain the spell and stay submerged for the second and move another 16”.
A burrowing earth mage can attempt to surprise a foe (even one who saw him burrow) by making an opposed Stealth versus Notice roll. If the mage wins, he gains +2 to attack and damage that round, or +4 with a raise. Targets on Hold may attempt to interrupt the attack as usual.
[list][*][b]Additional Targets:[/b] The power may affect an additional target for every additional Power Point spent, up to a maximum of five targets.[/size][/list][/ooc]
Greater Burrow

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[b]Trapped Power Name[/b] [Burrow] (3 PPE/ISP) [Novice]
[b]Range:[/b] [size=73]Smarts x2[/size]
[b]Duration:[/b] [size=73]3 (2/round)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Burrow allows a mage standing on raw earth to meld into it. He can remain underground if he wants in a sort of “limbo” or burrow to anywhere with a Pace equal to the power’s Range. A mage with a Smarts of d8 could therefore move up to 16” (32 yards) on the first round, then maintain the spell and stay submerged for the second and move another 16”.
A burrowing earth mage can attempt to surprise a foe (even one who saw him burrow) by making an opposed Stealth versus Notice roll. If the mage wins, he gains +2 to attack and damage that round, or +4 with a raise. Targets on Hold may attempt to interrupt the attack as usual.
[list][*][b]Additional Targets:[/b] The power may affect an additional target for every additional Power Point spent, up to a maximum of five targets.[/size][/list][/ooc][b]Trapped Mega Power Name[/b] [Greater Burrow] (6 PPE/ISP)
[b]Range:[/b] [size=73]Smarts x20[/size]
[b]Duration:[/b] [size=73]3 (2/round)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]The distance covered by the burrow power is expanded to Smarts × 20 each round![/size][/ooc]

Trapped Power Name [Burst] (2 PPE/ISP) [Novice]
Range: Cone Template
Duration: Instant
Trapping: Chosen Trapping
Effect
Burst produces a large fan of energy that bathes its targets in red-hot fire or other damaging energy.
When cast, place the thin end of the Cone Template at the character’s front. Targets within the template may make Agility rolls versus the caster’s arcane skill roll to avoid the blaze. Those who fail suffer 2d10 damage. This counts as a Heavy Weapon.
Trapped Mega Power Name [Greater Burst] (4 PPE/ISP)
Range: Cone Template
Duration: Instant
Trapping: Chosen Trapping
Effect
Use of this Mega Power enhances the burst power to 3d12 Mega Damage.
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Burst

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[b]Trapped Power Name[/b] [Burst] (2 PPE/ISP) [Novice]
[b]Range:[/b] [size=73]Cone Template[/size]
[b]Duration:[/b] [size=73]Instant[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Burst produces a large fan of energy that bathes its targets in red-hot fire or other damaging energy.
When cast, place the thin end of the Cone Template at the character’s front. Targets within the template may make Agility rolls versus the caster’s arcane skill roll to avoid the blaze. Those who fail suffer 2d10 damage. This counts as a Heavy Weapon.[/size][/ooc]
Greater Burst

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[b]Trapped Power Name[/b] [Burst] (2 PPE/ISP) [Novice]
[b]Range:[/b] [size=73]Cone Template[/size]
[b]Duration:[/b] [size=73]Instant[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Burst produces a large fan of energy that bathes its targets in red-hot fire or other damaging energy.
When cast, place the thin end of the Cone Template at the character’s front. Targets within the template may make Agility rolls versus the caster’s arcane skill roll to avoid the blaze. Those who fail suffer 2d10 damage. This counts as a Heavy Weapon.[/size][/ooc][b]Trapped Mega Power Name[/b] [Greater Burst] (4 PPE/ISP)
[b]Range:[/b] [size=73]Cone Template[/size]
[b]Duration:[/b] [size=73]Instant[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Use of this Mega Power enhances the burst power to 3d12 Mega Damage.[/size][/ooc]

Trapped Power Name [Clairvoyance (TLPG)] (3+ PPE/ISP) [Seasoned]
Range: Varies
Duration: 3 (1/round)
Trapping: Chosen Trapping
Effect
Clairvoyance allows the caster to sense people, places, and things outside of normal perception. The Range varies depending on the Arcane skill roll. A success gives the caster a Range equal to her Spirit × 10 in miles, and a raise increases that to Spirit × 100 miles. Walls, doors, and other barriers do not hamper clairvoyance in any way, though magical barriers may block it at the GM’s discretion. While it’s active, the user of this power can shift the point of observation to anywhere within her Range as a free action.
When using clairvoyance, the caster chooses a single sense (usually sight) to project. For each additional 1 PP she spends at casting, she may add an additional sense; this does not affect maintenance costs.
Trapped Mega Power Name [World Scry] (6+ PPE/ISP)
Range: Varies
Duration: 3 (1/round)
Trapping: Chosen Trapping
Effect
The Mega Power version of clairvoyance increases the Range to Spirit × 1,000 miles. A raise increases that to anywhere on the planet. It costs 6 Power Points, +1 per additional sense the caster wishes to project.
Code
Clairvoyance

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[b]Trapped Power Name[/b] [Clairvoyance] (3+ PPE/ISP) [Seasoned]
[b]Range:[/b] [size=73]Varies[/size]
[b]Duration:[/b] [size=73]3 (1/round)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Clairvoyance allows the caster to sense people, places, and things outside of normal perception. The Range varies depending on the Arcane skill roll. A success gives the caster a Range equal to her Spirit × 10 in miles, and a raise increases that to Spirit × 100 miles. Walls, doors, and other barriers do not hamper clairvoyance in any way, though magical barriers may block it at the GM’s discretion. While it’s active, the user of this power can shift the point of observation to anywhere within her Range as a free action.
When using clairvoyance, the caster chooses a single sense (usually sight) to project. For each additional 1 PP she spends at casting, she may add an additional sense; this does not affect maintenance costs.[/size][/ooc]
World Scry

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[b]Trapped Power Name[/b] [Clairvoyance] (3+ PPE/ISP) [Seasoned]
[b]Range:[/b] [size=73]Varies[/size]
[b]Duration:[/b] [size=73]3 (1/round)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Clairvoyance allows the caster to sense people, places, and things outside of normal perception. The Range varies depending on the Arcane skill roll. A success gives the caster a Range equal to her Spirit × 10 in miles, and a raise increases that to Spirit × 100 miles. Walls, doors, and other barriers do not hamper clairvoyance in any way, though magical barriers may block it at the GM’s discretion. While it’s active, the user of this power can shift the point of observation to anywhere within her Range as a free action.
When using clairvoyance, the caster chooses a single sense (usually sight) to project. For each additional 1 PP she spends at casting, she may add an additional sense; this does not affect maintenance costs.[/size][/ooc][b]Trapped Mega Power Name[/b] [World Scry] (6+ PPE/ISP)
[b]Range:[/b] [size=73]Varies[/size]
[b]Duration:[/b] [size=73]3 (1/round)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]The Mega Power version of clairvoyance increases the Range to Spirit × 1,000 miles. A raise increases that to anywhere on the planet. It costs 6 Power Points, +1 per additional sense the caster wishes to project.[/size][/ooc]

Trapped Power Name [Confusion] (1 PPE/ISP) [Novice]
Range: Smarts x 2
Duration: Instant
Trapping: Chosen Trapping
Effect
Hypnotic lights, brief illusions, loud noises. Instilling confusion in enemies is a powerful aid in combat, and this power provides that ability. On a success, a target must make a Smarts roll at –2 or be Shaken, and on a raise, the roll is made at –4.
  • Additional Targets: The character may affect up to five targets by spending a like amount of additional Power Points.
Trapped Mega Power Name [Greater Confusion] (1 PPE/ISP)
Range: Smarts x2
Duration: Instant
Trapping: Chosen Trapping
Effect
The caster can affect up to 10 targets instead of only five. He must still spend 1 Power Point per target.
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Confusion

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[b]Trapped Power Name[/b] [Confusion] (1 PPE/ISP) [Novice]
[b]Range:[/b] [size=73]Smarts x 2[/size]
[b]Duration:[/b] [size=73]Instant[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Hypnotic lights, brief illusions, loud noises. Instilling confusion in enemies is a powerful aid in combat, and this power provides that ability. On a success, a target must make a Smarts roll at –2 or be Shaken, and on a raise, the roll is made at –4.
[list][*][b]Additional Targets:[/b] The character may affect up to five targets by spending a like amount of additional Power Points.[/size][/list][/ooc]
Greater Confusion

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[b]Trapped Power Name[/b] [Confusion] (1 PPE/ISP) [Novice]
[b]Range:[/b] [size=73]Smarts x 2[/size]
[b]Duration:[/b] [size=73]Instant[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Hypnotic lights, brief illusions, loud noises. Instilling confusion in enemies is a powerful aid in combat, and this power provides that ability. On a success, a target must make a Smarts roll at –2 or be Shaken, and on a raise, the roll is made at –4.
[list][*][b]Additional Targets:[/b] The character may affect up to five targets by spending a like amount of additional Power Points.[/size][/list][/ooc][b]Trapped Mega Power Name[/b] [Greater Confusion] (1 PPE/ISP)
[b]Range:[/b] [size=73]Smarts x2[/size]
[b]Duration:[/b] [size=73]Instant[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]The caster can affect up to 10 targets instead of only five. He must still spend 1 Power Point per target.[/size][/ooc]
Last edited by Krozog on Sun Jul 22, 2018 8:40 pm, edited 7 times in total.
Krozog, Paladin of Light
Krozog, Ogre Paladin
Pace: 7; Parry: 8(2)
Toughness: 10(0)
  • +2 vs Ranged
  • +2 vs Creatures of Darkness and Flame and their servants.
  • +1 vs damage causing arcane powers.
Combat-Relevant Edges & Abilities:
  • Bad Eyes: Ogres suffer a -2 on all Trait rolls dealing with anything more than 5” away.
    Battle Hardened: +2 to Soak rolls.
    Big Target: Attackers gain +1 to attack rolls made against Ogres.
    Champion: +2 to damage and +2 to Toughness vs Supernaturally Evil creatures.
    Magical Resistance: +1 Armor vs Damaging magic, +1 to resist opposed magic (friendly spells subtract this modifier)
    Reach: Ogres have Reach 1
    Size +2: Ogres are Size+2
    Thermal Vision: Ogres have the Infravision Monstrous Ability
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Krozog
Posts: 153
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(Mega) Powers (Alphabetical: D-F)

Post by Krozog »

(Mega) Powers (Alphabetical: D-F)

Trapped Power Name [Damage Field] (4 PPE/ISP) [Seasoned]
Range: Touch
Duration: 3 (2/round)
Trapping: Chosen Trapping
Effect
Damage field creates an effect around a character that deals damage to anyone who contacts them in close combat. The damage affects any adjacent character who makes a successful attack roll against the subject. It has no effect on non-adjacent attackers (for example, Reach or ranged attacks).
If a character with a damage field strikes someone in unarmed combat, the target takes the field’s damage plus the character’s Strength die (Str+2d6). The character may also simply touch the opponent (+2 to Fighting) and do the field’s damage only. A target who is grappled suffers the field’s damage each round on the attacker’s action; if the attacker chooses on following rounds to actively damage the target, he adds his Strength die to the damage roll as above and may get a bonus die for a raise.
With a success, the power does 2d6 damage. With a raise, damage field causes 2d8 damage.
Trapped Mega Power Name [Exalted Damage Field] (8 PPE/ISP)
Range: Touch
Duration: 3 (2/round)
Trapping: Chosen Trapping
Effect
This Mega Power gives the caster two options. She can have a damage field of 2d8 Mega Damage, or 2d10 with a raise. Alternately, she can extend the damage field to a Medium Burst Template, centered on herself. In the latter case, it affects anyone in that area each round. The caster is immune to her own damage. On the rounds after she casts it, the damage is rolled at the end of her turn.
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Damage Field

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[b]Trapped Power Name[/b] [Damage Field] (4 PPE/ISP) [Seasoned]
[b]Range:[/b] [size=73]Touch[/size]
[b]Duration:[/b] [size=73]3 (2/round)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Damage field creates an effect around a character that deals damage to anyone who contacts them in close combat. The damage affects any adjacent character who makes a successful attack roll against the subject. It has no effect on non-adjacent attackers (for example, Reach or ranged attacks).
If a character with a damage field strikes someone in unarmed combat, the target takes the field’s damage plus the character’s Strength die (Str+2d6). The character may also simply touch the opponent (+2 to Fighting) and do the field’s damage only. A target who is grappled suffers the field’s damage each round on the attacker’s action; if the attacker chooses on following rounds to actively damage the target, he adds his Strength die to the damage roll as above and may get a bonus die for a raise.
With a success, the power does 2d6 damage. With a raise, damage field causes 2d8 damage.[/size][/ooc]
Exalted Damage Field

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[b]Trapped Power Name[/b] [Damage Field] (4 PPE/ISP) [Seasoned]
[b]Range:[/b] [size=73]Touch[/size]
[b]Duration:[/b] [size=73]3 (2/round)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Damage field creates an effect around a character that deals damage to anyone who contacts them in close combat. The damage affects any adjacent character who makes a successful attack roll against the subject. It has no effect on non-adjacent attackers (for example, Reach or ranged attacks).
If a character with a damage field strikes someone in unarmed combat, the target takes the field’s damage plus the character’s Strength die (Str+2d6). The character may also simply touch the opponent (+2 to Fighting) and do the field’s damage only. A target who is grappled suffers the field’s damage each round on the attacker’s action; if the attacker chooses on following rounds to actively damage the target, he adds his Strength die to the damage roll as above and may get a bonus die for a raise.
With a success, the power does 2d6 damage. With a raise, damage field causes 2d8 damage.[/size][/ooc][b]Trapped Mega Power Name[/b] [Exalted Damage Field] (8 PPE/ISP)
[b]Range:[/b] [size=73]Touch[/size]
[b]Duration:[/b] [size=73]3 (2/round)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]This Mega Power gives the caster two options. She can have a damage field of 2d8 Mega Damage, or 2d10 with a raise. Alternately, she can extend the damage field to a Medium Burst Template, centered on herself. In the latter case, it affects anyone in that area each round. The caster is immune to her own damage. On the rounds after she casts it, the damage is rolled at the end of her turn.[/size][/ooc]

Trapped Power Name [Darksight] (1 PPE/ISP) [Novice]
Range: Touch
Duration: 1 hour (1/hour)
Trapping: Chosen Trapping
Effect
Whereas light creates a source of illumination usable by others, darksight affects only a single person and can be much more clandestine.
On a success, this spell halves any darkness penalty for the subject (round down). For example, a character in Dim (–1) lighting would suffer no penalty, and one in Pitch Darkness (–4) would only suffer a –2. On a raise, the spell negates all darkness penalties up to the maximum of –6.
  • Additional Targets: The character may affect up to five targets by spending a like amount of additional Power Points.
Trapped Mega Power Name [Exalted Darksight] (2 PPE/ISP)
Range: Touch
Duration: 1 hour (1/hour)
Trapping: Chosen Trapping
Effect
Exalted darksight makes it virtually impossible to impair the target’s vision in
any way. Blind does not work on him, nor does any form of obscure or other lighting penalties. He can also see anyone using the invisibility power.
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Darksight

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[b]Trapped Power Name[/b] [Darksight] (1 PPE/ISP) [Novice]
[b]Range:[/b] [size=73]Touch[/size]
[b]Duration:[/b] [size=73]1 hour (1/hour)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Whereas light creates a source of illumination usable by others, darksight affects only a single person and can be much more clandestine.
On a success, this spell halves any darkness penalty for the subject (round down). For example, a character in Dim (–1) lighting would suffer no penalty, and one in Pitch Darkness (–4) would only suffer a –2. On a raise, the spell negates all darkness penalties up to the maximum of –6.
[list][*][b]Additional Targets:[/b] The character may affect up to five targets by spending a like amount of additional Power Points.[/size][/list][/ooc]
Exalted Darksight

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[b]Trapped Power Name[/b] [Darksight] (1 PPE/ISP) [Novice]
[b]Range:[/b] [size=73]Touch[/size]
[b]Duration:[/b] [size=73]1 hour (1/hour)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Whereas light creates a source of illumination usable by others, darksight affects only a single person and can be much more clandestine.
On a success, this spell halves any darkness penalty for the subject (round down). For example, a character in Dim (–1) lighting would suffer no penalty, and one in Pitch Darkness (–4) would only suffer a –2. On a raise, the spell negates all darkness penalties up to the maximum of –6.
[list][*][b]Additional Targets:[/b] The character may affect up to five targets by spending a like amount of additional Power Points.[/size][/list][/ooc][b]Trapped Mega Power Name[/b] [Exalted Darksight] (2 PPE/ISP)
[b]Range:[/b] [size=73]Touch[/size]
[b]Duration:[/b] [size=73]1 hour (1/hour)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Exalted darksight makes it virtually impossible to impair the target’s vision in
any way. Blind does not work on him, nor does any form of obscure or other lighting penalties. He can also see anyone using the invisibility power.[/size][/ooc]

Trapped Power Name [Deflection] (2 PPE/ISP) [Novice]
Range: Touch
Duration: 3 (1/round)
Trapping: Chosen Trapping
Effect
Deflection powers work in a variety of ways. Some actually deflect incoming attacks, others blur the target’s form or produce other illusionary effects. The end result is always the same however — to misdirect incoming melee and missile attacks from the user.
With a standard success, attackers must subtract 2 from any Fighting, Shooting, or other attack rolls directed at the user. A raise increases the penalty to –4. This also acts as Armor against area effect weapons.
Trapped Mega Power Name [Greater Deflection] (4 PPE/ISP)
Range: Touch
Duration: 3 (1/round)
Trapping: Chosen Trapping
Effect
This Mega Power version of deflection grants a −4 effect on a success, or −6 on a raise.
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Deflection

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[b]Trapped Power Name[/b] [Deflection] (2 PPE/ISP) [Novice]
[b]Range:[/b] [size=73]Touch[/size]
[b]Duration:[/b] [size=73]3 (1/round)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Deflection powers work in a variety of ways. Some actually deflect incoming attacks, others blur the target’s form or produce other illusionary effects. The end result is always the same however — to misdirect incoming melee and missile attacks from the user.
With a standard success, attackers must subtract 2 from any Fighting, Shooting, or other attack rolls directed at the user. A raise increases the penalty to –4. This also acts as Armor against area effect weapons.[/size][/ooc]
Greater Deflection

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[b]Trapped Power Name[/b] [Deflection] (2 PPE/ISP) [Novice]
[b]Range:[/b] [size=73]Touch[/size]
[b]Duration:[/b] [size=73]3 (1/round)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Deflection powers work in a variety of ways. Some actually deflect incoming attacks, others blur the target’s form or produce other illusionary effects. The end result is always the same however — to misdirect incoming melee and missile attacks from the user.
With a standard success, attackers must subtract 2 from any Fighting, Shooting, or other attack rolls directed at the user. A raise increases the penalty to –4. This also acts as Armor against area effect weapons.[/size][/ooc][b]Trapped Mega Power Name[/b] [Greater Deflection] (4 PPE/ISP)
[b]Range:[/b] [size=73]Touch[/size]
[b]Duration:[/b] [size=73]3 (1/round)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]This Mega Power version of deflection grants a −4 effect on a success, or −6 on a raise.[/size][/ooc]

Trapped Power Name [Detect/Conceal Arcana] (2 PPE/ISP) [Novice]
Range: Sight
Duration: 3 (1/round) or 1 hour (1/hour)
Trapping: Chosen Trapping
Effect
Detect/conceal arcana allows a character to sense supernatural persons, objects, or effects within sight. This includes invisible foes, enchantments on people or items, mad science devices, and so on.
The power can also be reversed to conceal a single supernatural item, being, or effect. This has the same cost, but the duration is much longer — 1 hour with a maintenance cost of 1 per hour. When used in this way, those who wish to see through the ruse with detect arcana use their arcane skill roll as an opposed roll against the concealer’s skill (rolled anew each time detect arcana is cast). The detecting character may only attempt to see through concealed powers once per fresh casting.
Trapped Mega Power Name [Exalted Detect/Conceal Arcana] (4 PPE/ISP)
Range: Sight
Duration: 3 (1/round) or 1 hour (1/hour)
Trapping: Chosen Trapping
Effect
This Mega Power effect greatly enhances detect arcana, giving it expanded analytical effects. With a successful arcane skill check on a particular magical effect or supernatural entity or phenomena, the caster can learn the following:
  • What kind of magic is at work.
  • Currently active powers.
  • General type of supernatural creature (vampire, werewolf, dragon, etc).
  • Any enchantments present on an item.
  • How much PPE or ISP a target possesses.
  • Other information the GM thinksappropriate.

When used on a supernatural creature, a raise on the arcane skill check reveals any general susceptibilities, including Weaknesses and ways to bypass Invulnerability. The power might reveal a ghost must be laid to rest by finding an object important to it in life, but not exactly what that object is or where it’s located.
This Mega Power effect can be used by Masters of Magic who have detect arcana at will. They must spend 2 Power Points to use it.
There is a drawback, however. Using exalted conceal arcana means the caster is −2 (or −4 with a raise) to be seen or found with clairvoyance or divination.
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Detect/Conceal Arcana

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[b]Trapped Power Name[/b] [Detect/Conceal Arcana] (2 PPE/ISP) [Novice]
[b]Range:[/b] [size=73]Sight[/size]
[b]Duration:[/b] [size=73]3 (1/round) or 1 hour (1/hour)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Detect/conceal arcana allows a character to sense supernatural persons, objects, or effects within sight. This includes invisible foes, enchantments on people or items, mad science devices, and so on.
The power can also be reversed to conceal a single supernatural item, being, or effect. This has the same cost, but the duration is much longer — 1 hour with a maintenance cost of 1 per hour. When used in this way, those who wish to see through the ruse with detect arcana use their arcane skill roll as an opposed roll against the concealer’s skill (rolled anew each time detect arcana is cast). The detecting character may only attempt to see through concealed powers once per fresh casting.[/size][/ooc]
Exalted Detect/Conceal Arcana

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[b]Trapped Power Name[/b] [Detect/Conceal Arcana] (2 PPE/ISP) [Novice]
[b]Range:[/b] [size=73]Sight[/size]
[b]Duration:[/b] [size=73]3 (1/round) or 1 hour (1/hour)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Detect/conceal arcana allows a character to sense supernatural persons, objects, or effects within sight. This includes invisible foes, enchantments on people or items, mad science devices, and so on.
The power can also be reversed to conceal a single supernatural item, being, or effect. This has the same cost, but the duration is much longer — 1 hour with a maintenance cost of 1 per hour. When used in this way, those who wish to see through the ruse with detect arcana use their arcane skill roll as an opposed roll against the concealer’s skill (rolled anew each time detect arcana is cast). The detecting character may only attempt to see through concealed powers once per fresh casting.[/size][/ooc][b]Trapped Mega Power Name[/b] [Exalted Detect/Conceal Arcana] (4 PPE/ISP)
[b]Range:[/b] [size=73]Sight[/size]
[b]Duration:[/b] [size=73]3 (1/round) or 1 hour (1/hour)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]This Mega Power effect greatly enhances detect arcana, giving it expanded analytical effects. With a successful arcane skill check on a particular magical effect or supernatural entity or phenomena, the caster can learn the following:
[list][*]What kind of magic is at work.
[*]Currently active powers.
[*]General type of supernatural creature (vampire, werewolf, dragon, etc).
[*]Any enchantments present on an item.
[*]How much PPE or ISP a target possesses.
[*]Other information the GM thinksappropriate.[/list]
When used on a supernatural creature, a raise on the arcane skill check reveals any general susceptibilities, including Weaknesses and ways to bypass Invulnerability. The power might reveal a ghost must be laid to rest by finding an object important to it in life, but not exactly what that object is or where it’s located.
This Mega Power effect can be used by Masters of Magic who have detect arcana at will. They must spend 2 Power Points to use it.
There is a drawback, however. Using exalted conceal arcana means the caster is −2 (or −4 with a raise) to be seen or found with clairvoyance or divination.[/size][/ooc]

Trapped Power Name [Disguise] (3-5 PPE/ISP) [Seasoned]
Range: Touch
Duration: 10 minutes (1/10 minutes)
Trapping: Chosen Trapping
Effect
Disguise allows the character to assume the appearance (but none of the abilities) of another person. The base cost is 3 Power Points, plus 1 point per level of Size difference between the character and the person she is impersonating. The character cannot emulate someone more than 2 Size levels different from themselves. It requires a Notice roll at –2 to see through disguise if someone is familiar with the specific person mimicked; the penalty increases to –4 with a raise. If unfamiliar, the penalties are –4 and –6 respectively.
Trapped Mega Power Name [Mass Disguise] (+4 PPE/ISP)
Range: Special
Duration: 10 minutes (1/10 minutes)
Trapping: Chosen Trapping
Effect
The caster can affect anyone she wishes within a Large Burst Template, centered on herself. The disguise remains on the targets until the caster drops it, fails a concentration check from damage, or is Incapacitated.
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Disguise

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[b]Trapped Power Name[/b] [Disguise] (3-5 PPE/ISP) [Seasoned]
[b]Range:[/b] [size=73]Touch[/size]
[b]Duration:[/b] [size=73]10 minutes (1/10 minutes)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Disguise allows the character to assume the appearance (but none of the abilities) of another person. The base cost is 3 Power Points, plus 1 point per level of Size difference between the character and the person she is impersonating. The character cannot emulate someone more than 2 Size levels different from themselves. It requires a Notice roll at –2 to see through disguise if someone is familiar with the specific person mimicked; the penalty increases to –4 with a raise. If unfamiliar, the penalties are –4 and –6 respectively.[/size][/ooc]
Mass Disguise

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[b]Trapped Power Name[/b] [Disguise] (3-5 PPE/ISP) [Seasoned]
[b]Range:[/b] [size=73]Touch[/size]
[b]Duration:[/b] [size=73]10 minutes (1/10 minutes)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Disguise allows the character to assume the appearance (but none of the abilities) of another person. The base cost is 3 Power Points, plus 1 point per level of Size difference between the character and the person she is impersonating. The character cannot emulate someone more than 2 Size levels different from themselves. It requires a Notice roll at –2 to see through disguise if someone is familiar with the specific person mimicked; the penalty increases to –4 with a raise. If unfamiliar, the penalties are –4 and –6 respectively.[/size][/ooc][b]Trapped Mega Power Name[/b] [Mass Disguise] (+4 PPE/ISP)
[b]Range:[/b] [size=73]Special[/size]
[b]Duration:[/b] [size=73]10 minutes (1/10 minutes)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]The caster can affect anyone she wishes within a Large Burst Template, centered on herself. The disguise remains on the targets until the caster drops it, fails a concentration check from damage, or is Incapacitated.[/size][/ooc]

Trapped Power Name [Dispel] (3 PPE/ISP) [Seasoned]
Range: Smarts
Duration: Instant
Trapping: Chosen Trapping
Effect
Dispel allows a hero to negate enemy spells, miracles, mad science, or super powers. It has no effect on innate powers, such as a dragon’s breath or a banshee’s scream. Neither does dispel work on magic items or permanent enchantments unless the specific item or enchantment says otherwise.
Dispel can be used on a power already in effect or to counter an enemy power as it’s being used. The latter requires the countering mage to be on Hold and interrupt his foe’s action as usual.
In either case, dispelling the opponent’s power is an opposed roll of arcane skills. The dispelling character suffers a –2 modifier if the target power is of another type (magic vs. miracles, superpowers vs. mad science, etc).
Trapped Mega Power Name [Exalted Dispel] (6 PPE/ISP)
Range: Smarts x2
Duration: Instant (1d6 minutes)
Trapping: Chosen Trapping
Effect
This is the ultimate directed dispel power, able to undo any active power currently active in a Large Burst Template. It can also dampen enchantments on items within the area, shutting them down for 1d6 minutes. When used against items, the casting roll is against a base 4 instead of opposed; the GM should feel free to impose penalties for particularly powerful items (−2 for a major item, −4 for an artifact, or even −6 for a true relic of great power).
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Dispel

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[b]Trapped Power Name[/b] [Dispel] (3 PPE/ISP) [Seasoned]
[b]Range:[/b] [size=73]Smarts[/size]
[b]Duration:[/b] [size=73]Instant[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Dispel allows a hero to negate enemy spells, miracles, mad science, or super powers. It has no effect on innate powers, such as a dragon’s breath or a banshee’s scream. Neither does dispel work on magic items or permanent enchantments unless the specific item or enchantment says otherwise.
Dispel can be used on a power already in effect or to counter an enemy power as it’s being used. The latter requires the countering mage to be on Hold and interrupt his foe’s action as usual.
In either case, dispelling the opponent’s power is an opposed roll of arcane skills. The dispelling character suffers a –2 modifier if the target power is of another type (magic vs. miracles, superpowers vs. mad science, etc).[/size][/ooc]
Exalted Dispel

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[b]Trapped Power Name[/b] [Dispel] (3 PPE/ISP) [Seasoned]
[b]Range:[/b] [size=73]Smarts[/size]
[b]Duration:[/b] [size=73]Instant[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Dispel allows a hero to negate enemy spells, miracles, mad science, or super powers. It has no effect on innate powers, such as a dragon’s breath or a banshee’s scream. Neither does dispel work on magic items or permanent enchantments unless the specific item or enchantment says otherwise.
Dispel can be used on a power already in effect or to counter an enemy power as it’s being used. The latter requires the countering mage to be on Hold and interrupt his foe’s action as usual.
In either case, dispelling the opponent’s power is an opposed roll of arcane skills. The dispelling character suffers a –2 modifier if the target power is of another type (magic vs. miracles, superpowers vs. mad science, etc).[/size][/ooc][b]Trapped Mega Power Name[/b] [Exalted Dispel] (6 PPE/ISP)
[b]Range:[/b] [size=73]Smarts x2[/size]
[b]Duration:[/b] [size=73]Instant (1d6 minutes)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]This is the ultimate directed dispel power, able to undo any active power currently active in a Large Burst Template. It can also dampen enchantments on items within the area, shutting them down for 1d6 minutes. When used against items, the casting roll is against a base 4 instead of opposed; the GM should feel free to impose penalties for particularly powerful items (−2 for a major item, −4 for an artifact, or even −6 for a true relic of great power).[/size][/ooc]

Trapped Power Name [Divination] (5 PPE/ISP) [Heroic]
Range: Self
Duration: 1 minute
Trapping: Chosen Trapping
Effect
This power allows the caster to contact an otherworldly being to gain information. Due to the extraplanar nature of this power, it is very draining to the caster.
On a success, the caster may ask one question that can be answered by “Yes,” “No,” or “Possibly” (if there is no absolute answer). On a raise, the question may be answered in five words or less (the GM may allow a longer, more detailed answer in cryptic form).
The spell’s duration is one minute, during which the caster may take no other actions or movement. If the caster is Shaken during that time, he must make a Smarts roll or the power is disrupted.
If the question relates to a living being (including beings who may “live” by mystical means such as undead, constructs, elementals, etc.), then the arcane skill roll is opposed by their Spirit. Divination is also opposed by conceal arcana. In the case of conceal arcana on a being, the divination must first beat the conceal arcana, and then if successful, the subject may roll Spirit against the divination result.
Trapped Mega Power Name [Communion] (10 PPE/ISP)
Range: Self
Duration: 1 minute
Trapping: Chosen Trapping
Effect
Success with this Mega Power grants a single answer of one to three sentences, while a raise grants the equivalent of a paragraph or more (at the GM’s discretion). A raise might even mean a full, interactive conversation with an appropriate entity.
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Divination

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[b]Trapped Power Name[/b] [Divination] (5 PPE/ISP) [Heroic]
[b]Range:[/b] [size=73]Self[/size]
[b]Duration:[/b] [size=73]1 minute[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]This power allows the caster to contact an otherworldly being to gain information. Due to the extraplanar nature of this power, it is very draining to the caster.
On a success, the caster may ask one question that can be answered by “Yes,” “No,” or “Possibly” (if there is no absolute answer). On a raise, the question may be answered in five words or less (the GM may allow a longer, more detailed answer in cryptic form).
The spell’s duration is one minute, during which the caster may take no other actions or movement. If the caster is Shaken during that time, he must make a Smarts roll or the power is disrupted.
If the question relates to a living being (including beings who may “live” by mystical means such as undead, constructs, elementals, etc.), then the arcane skill roll is opposed by their Spirit. Divination is also opposed by conceal arcana. In the case of conceal arcana on a being, the divination must first beat the conceal arcana, and then if successful, the subject may roll Spirit against the divination result.[/size][/ooc]
Communion

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[b]Trapped Power Name[/b] [Divination] (5 PPE/ISP) [Heroic]
[b]Range:[/b] [size=73]Self[/size]
[b]Duration:[/b] [size=73]1 minute[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]This power allows the caster to contact an otherworldly being to gain information. Due to the extraplanar nature of this power, it is very draining to the caster.
On a success, the caster may ask one question that can be answered by “Yes,” “No,” or “Possibly” (if there is no absolute answer). On a raise, the question may be answered in five words or less (the GM may allow a longer, more detailed answer in cryptic form).
The spell’s duration is one minute, during which the caster may take no other actions or movement. If the caster is Shaken during that time, he must make a Smarts roll or the power is disrupted.
If the question relates to a living being (including beings who may “live” by mystical means such as undead, constructs, elementals, etc.), then the arcane skill roll is opposed by their Spirit. Divination is also opposed by conceal arcana. In the case of conceal arcana on a being, the divination must first beat the conceal arcana, and then if successful, the subject may roll Spirit against the divination result.[/size][/ooc][b]Trapped Mega Power Name[/b] [Communion] (10 PPE/ISP)
[b]Range:[/b] [size=73]Self[/size]
[b]Duration:[/b] [size=73]1 minute[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Success with this Mega Power grants a single answer of one to three sentences, while a raise grants the equivalent of a paragraph or more (at the GM’s discretion). A raise might even mean a full, interactive conversation with an appropriate entity.[/size][/ooc]

Trapped Power Name [Drain Power Points] (3 PPE/ISP) [Heroic]
Range: Smarts
Duration: Instant
Trapping: Chosen Trapping
Effect
This spell removes a spellcaster’s source of power, limiting his ability to cast magic.
The caster picks a single target within range and makes an opposed arcane skill roll. The caster suffers a –2 modifier if the target power is of another type (magic vs. miracles, superpowers vs. mad science, for example).
With a success, he drains 1d6+1 Power Points from the victim. On a raise, the victim loses 1d8+2 Power Points. These rolls don’t Ace. Targets with Arcane Background: Weird Science lose the Power Points from all “gizmos” on their person equally.
The victim cannot be reduced below zero Power Points. Drained Power Points are not taken by the caster — they are simply lost to the victim. Drained Power Points recharge as normal. The spell works only on creatures with an Arcane Background — it has no effect on magic items except those created through Arcane Background: Weird Science as noted above.
Trapped Mega Power Name [PPE Thief] (9 PPE/ISP)
Range: Smarts x2
Duration: Instant
Trapping: Chosen Trapping
Effect
When using this Mega Power variant of drain Power Points, the dice are doubled for the amount drained (2d6+1, or 2d8+2 with a raise).
Furthermore, drained PPE/ISP is gained by the caster (if of a type she uses). This replenishes spent Power Points but cannot raise the caster above her normal maximum.
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Drain Power Points

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[b]Trapped Power Name[/b] [Drain Power Points] (3 PPE/ISP) [Heroic]
[b]Range:[/b] [size=73]Smarts[/size]
[b]Duration:[/b] [size=73]Instant[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]This spell removes a spellcaster’s source of power, limiting his ability to cast magic.
The caster picks a single target within range and makes an opposed arcane skill roll. The caster suffers a –2 modifier if the target power is of another type (magic vs. miracles, superpowers vs. mad science, for example).
With a success, he drains 1d6+1 Power Points from the victim. On a raise, the victim loses 1d8+2 Power Points. These rolls don’t Ace. Targets with Arcane Background: Weird Science lose the Power Points from all “gizmos” on their person equally.
The victim cannot be reduced below zero Power Points. Drained Power Points are not taken by the caster — they are simply lost to the victim. Drained Power Points recharge as normal. The spell works only on creatures with an Arcane Background — it has no effect on magic items except those created through Arcane Background: Weird Science as noted above.[/size][/ooc]
PPE Thief

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[b]Trapped Power Name[/b] [Drain Power Points] (3 PPE/ISP) [Heroic]
[b]Range:[/b] [size=73]Smarts[/size]
[b]Duration:[/b] [size=73]Instant[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]This spell removes a spellcaster’s source of power, limiting his ability to cast magic.
The caster picks a single target within range and makes an opposed arcane skill roll. The caster suffers a –2 modifier if the target power is of another type (magic vs. miracles, superpowers vs. mad science, for example).
With a success, he drains 1d6+1 Power Points from the victim. On a raise, the victim loses 1d8+2 Power Points. These rolls don’t Ace. Targets with Arcane Background: Weird Science lose the Power Points from all “gizmos” on their person equally.
The victim cannot be reduced below zero Power Points. Drained Power Points are not taken by the caster — they are simply lost to the victim. Drained Power Points recharge as normal. The spell works only on creatures with an Arcane Background — it has no effect on magic items except those created through Arcane Background: Weird Science as noted above.[/size][/ooc][b]Trapped Mega Power Name[/b] [PPE Thief] (9 PPE/ISP)
[b]Range:[/b] [size=73]Smarts x2[/size]
[b]Duration:[/b] [size=73]Instant[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]When using this Mega Power variant of drain Power Points, the dice are doubled for the amount drained (2d6+1, or 2d8+2 with a raise).
Furthermore, drained PPE/ISP is gained by the caster (if of a type she uses). This replenishes spent Power Points but cannot raise the caster above her normal maximum.[/size][/ooc]

Trapped Power Name [Elemental Manipulation] (1 PPE/ISP) [Novice]
Range: Novice
Duration: 3 (1/round)
Trapping: Chosen Trapping
Effect
A character who chooses this power can perform basic “tricks” using the four elements: air, earth, fire, and water (these elements may vary depending on the setting). The GM is the final arbiter on what effects can be performed (nothing that mimics another power), but some examples are listed below.
  • Air: The caster can create lesser air currents to blow out a candle, fan a flame, lift a skirt, or cool his body in oppressive heat (+1 to a single Fatigue roll caused by heat).
  • Earth: A wave of the hand can open a one-foot square hole in soft earth (or half that in stone), or cause a spray of sand that might blind an opponent (+1 to a Trick roll).
  • Fire: The caster can snap his fingers to create a small flame (about the size of a hot match). With existing fire, he can urge it to spread (+1 to see if a fire spreads), cause it to flare (perhaps as part of a Trick maneuver), or slowly light an object over the course of a few rounds (as if holding a match to it).
  • Water: The caster can conjure up to a pint of water somewhere within his sight (not “inside” objects or people). A wave of his hand also purifies one gallon of water, whether it be poisoned or simply salt-water. Those who have been poisoned within the last minute also get a second chance to resist any remaining effects.
Trapped Mega Power Name [One with the Elements] (2 PPE/ISP)
Range: Smarts x3
Duration: 1 hour (1/hour)
Trapping: Chosen Trapping
Effect
Casting this Mega Power version of elemental manipulation dramatically increases its Range and Duration. Each use of the power counts as an action.
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Elemental Manipulation

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[b]Trapped Power Name[/b] [Elemental Manipulation] (1 PPE/ISP) [Novice]
[b]Range:[/b] [size=73]Novice[/size]
[b]Duration:[/b] [size=73]3 (1/round)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]A character who chooses this power can perform basic “tricks” using the four elements: air, earth, fire, and water (these elements may vary depending on the setting). The GM is the final arbiter on what effects can be performed (nothing that mimics another power), but some examples are listed below.
[list][*][b]Air:[/b] The caster can create lesser air currents to blow out a candle, fan a flame, lift a skirt, or cool his body in oppressive heat (+1 to a single Fatigue roll caused by heat).
[*][b]Earth:[/b] A wave of the hand can open a one-foot square hole in soft earth (or half that in stone), or cause a spray of sand that might blind an opponent (+1 to a Trick roll).
[*][b]Fire:[/b] The caster can snap his fingers to create a small flame (about the size of a hot match). With existing fire, he can urge it to spread (+1 to see if a fire spreads), cause it to flare (perhaps as part of a Trick maneuver), or slowly light an object over the course of a few rounds (as if holding a match to it).
[*][b]Water:[/b] The caster can conjure up to a pint of water somewhere within his sight (not “inside” objects or people). A wave of his hand also purifies one gallon of water, whether it be poisoned or simply salt-water. Those who have been poisoned within the last minute also get a second chance to resist any remaining effects.[/size][/list][/ooc]
One with the Elements

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[b]Trapped Power Name[/b] [Elemental Manipulation] (1 PPE/ISP) [Novice]
[b]Range:[/b] [size=73]Novice[/size]
[b]Duration:[/b] [size=73]3 (1/round)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]A character who chooses this power can perform basic “tricks” using the four elements: air, earth, fire, and water (these elements may vary depending on the setting). The GM is the final arbiter on what effects can be performed (nothing that mimics another power), but some examples are listed below.
[list][*][b]Air:[/b] The caster can create lesser air currents to blow out a candle, fan a flame, lift a skirt, or cool his body in oppressive heat (+1 to a single Fatigue roll caused by heat).
[*][b]Earth:[/b] A wave of the hand can open a one-foot square hole in soft earth (or half that in stone), or cause a spray of sand that might blind an opponent (+1 to a Trick roll).
[*][b]Fire:[/b] The caster can snap his fingers to create a small flame (about the size of a hot match). With existing fire, he can urge it to spread (+1 to see if a fire spreads), cause it to flare (perhaps as part of a Trick maneuver), or slowly light an object over the course of a few rounds (as if holding a match to it).
[*][b]Water:[/b] The caster can conjure up to a pint of water somewhere within his sight (not “inside” objects or people). A wave of his hand also purifies one gallon of water, whether it be poisoned or simply salt-water. Those who have been poisoned within the last minute also get a second chance to resist any remaining effects.[/size][/list][/ooc][b]Trapped Mega Power Name[/b] [One with the Elements] (2 PPE/ISP)
[b]Range:[/b] [size=73]Smarts x3[/size]
[b]Duration:[/b] [size=73]1 hour (1/hour)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Casting this Mega Power version of elemental manipulation dramatically increases its Range and Duration. Each use of the power counts as an action.[/size][/ooc]

Trapped Power Name [Entangle] (2/4 PPE/ISP) [Novice]
Range: Smarts
Duration: Special
Trapping: Chosen Trapping
Effect
This power allows the character to restrain a target with snaking vines, lengths of hair, spider webs, or some other vine-like trapping.
The arcane skill roll is opposed by the target’s Agility. Success indicates partial restraint so that the target suffers a –2 penalty to Pace and skills linked to Agility and Strength. A raise restrains the target fully. He cannot move or use any skills linked to Agility or Strength.
Each following action, an entangled target may make a Strength or Agility roll to break free. Other characters may also attempt to free the ensnared person by making a Strength roll at –2.
For 2 Power Points entangle targets a single opponent. For 4 points it affects everyone in a Medium Burst Template.
Trapped Mega Power Name [Greater Entangle] (+2 PPE/ISP)
Range: Smarts x2
Duration: Special
Trapping: Chosen Trapping
Effect
Using this Mega Power version means targets are fully entangled on a success. A raise means attempts to escape are made at −4.
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Entangle

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[b]Trapped Power Name[/b] [Entangle] (2/4 PPE/ISP) [Novice]
[b]Range:[/b] [size=73]Smarts[/size]
[b]Duration:[/b] [size=73]Special[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]This power allows the character to restrain a target with snaking vines, lengths of hair, spider webs, or some other vine-like trapping.
The arcane skill roll is opposed by the target’s Agility. Success indicates partial restraint so that the target suffers a –2 penalty to Pace and skills linked to Agility and Strength. A raise restrains the target fully. He cannot move or use any skills linked to Agility or Strength.
Each following action, an entangled target may make a Strength or Agility roll to break free. Other characters may also attempt to free the ensnared person by making a Strength roll at –2.
For 2 Power Points entangle targets a single opponent. For 4 points it affects everyone in a Medium Burst Template.[/size][/ooc]
Greater Entangle

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[b]Trapped Power Name[/b] [Entangle] (2/4 PPE/ISP) [Novice]
[b]Range:[/b] [size=73]Smarts[/size]
[b]Duration:[/b] [size=73]Special[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]This power allows the character to restrain a target with snaking vines, lengths of hair, spider webs, or some other vine-like trapping.
The arcane skill roll is opposed by the target’s Agility. Success indicates partial restraint so that the target suffers a –2 penalty to Pace and skills linked to Agility and Strength. A raise restrains the target fully. He cannot move or use any skills linked to Agility or Strength.
Each following action, an entangled target may make a Strength or Agility roll to break free. Other characters may also attempt to free the ensnared person by making a Strength roll at –2.
For 2 Power Points entangle targets a single opponent. For 4 points it affects everyone in a Medium Burst Template.[/size][/ooc][b]Trapped Mega Power Name[/b] [Greater Entangle] (+2 PPE/ISP)
[b]Range:[/b] [size=73]Smarts x2[/size]
[b]Duration:[/b] [size=73]Special[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Using this Mega Power version means targets are fully entangled on a success. A raise means attempts to escape are made at −4.[/size][/ooc]

Trapped Power Name [Environmental Protection] (2 PPE/ISP) [Novice]
Range: Touch
Duration: 1 hour (1/hour)
Trapping: Chosen Trapping
Effect
Adventurers sometimes travel beneath the waves, in space, or other hazardous environments. This power protects them from the crushing depths or blazing sun as they do.
This power allows the target to breathe, speak, and move at his normal Pace while in one normally harmful environment, such as underwater, a zero-G vacuum, the lava of a volcano, or even the heat of the sun. Pressure, atmosphere, air, etc, are all provided for.
The power does not protect against attacks with similar trappings though. A fire attack still causes normal damage, for example. With a raise on the casting roll, maintaining the power becomes 1 Power Point per two hours.
  • Additional Targets: The character may affect up to five targets by spending a like amount of additional Power Points.
Trapped Mega Power Name [Life Support] (4 PPE/ISP)
Range: Touch
Duration: 1 hour (1/hour)
Trapping: Chosen Trapping
Effect
Life Support expands the effects of environmental protection to protect against all negative environmental effects.
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Environmental Protection

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[b]Trapped Power Name[/b] [Environmental Protection] (2 PPE/ISP) [Novice]
[b]Range:[/b] [size=73]Touch[/size]
[b]Duration:[/b] [size=73]1 hour (1/hour)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Adventurers sometimes travel beneath the waves, in space, or other hazardous environments. This power protects them from the crushing depths or blazing sun as they do.
This power allows the target to breathe, speak, and move at his normal Pace while in one normally harmful environment, such as underwater, a zero-G vacuum, the lava of a volcano, or even the heat of the sun. Pressure, atmosphere, air, etc, are all provided for.
The power does not protect against attacks with similar trappings though. A fire attack still causes normal damage, for example. With a raise on the casting roll, maintaining the power becomes 1 Power Point per two hours.
[list][*][b]Additional Targets:[/b] The character may affect up to five targets by spending a like amount of additional Power Points.[/size][/list][/ooc]
Life Support

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[b]Trapped Power Name[/b] [Environmental Protection] (2 PPE/ISP) [Novice]
[b]Range:[/b] [size=73]Touch[/size]
[b]Duration:[/b] [size=73]1 hour (1/hour)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Adventurers sometimes travel beneath the waves, in space, or other hazardous environments. This power protects them from the crushing depths or blazing sun as they do.
This power allows the target to breathe, speak, and move at his normal Pace while in one normally harmful environment, such as underwater, a zero-G vacuum, the lava of a volcano, or even the heat of the sun. Pressure, atmosphere, air, etc, are all provided for.
The power does not protect against attacks with similar trappings though. A fire attack still causes normal damage, for example. With a raise on the casting roll, maintaining the power becomes 1 Power Point per two hours.
[list][*][b]Additional Targets:[/b] The character may affect up to five targets by spending a like amount of additional Power Points.[/size][/list][/ooc][b]Trapped Mega Power Name[/b] [Life Support] (4 PPE/ISP)
[b]Range:[/b] [size=73]Touch[/size]
[b]Duration:[/b] [size=73]1 hour (1/hour)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Life Support expands the effects of environmental protection to protect against all negative environmental effects.[/size][/ooc]

Trapped Power Name [Farsight] (3 PPE/ISP) [Seasoned]
Range: Touch
Duration: 3 (1/round)
Trapping: Chosen Trapping
Effect
This spell endows the recipient to see over great distances. With a success, ranged penalties are halved for the subject (–1 at Medium and –2 at Long). If a raise is achieved, all range increments for the subject are doubled in addition (12/24/48 becomes 24/48/96).
Trapped Mega Power Name [Greater Farsight] (6 PPE/ISP)
Range: Touch
Duration: 3 (1/round)
Trapping: Chosen Trapping
Effect
Greater farsight removes all penalties for Range, and like the normal version, doubles range increments on a raise.
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Farsight

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[b]Trapped Power Name[/b] [Farsight] (3 PPE/ISP) [Seasoned]
[b]Range:[/b] [size=73]Touch[/size]
[b]Duration:[/b] [size=73]3 (1/round)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]This spell endows the recipient to see over great distances. With a success, ranged penalties are halved for the subject (–1 at Medium and –2 at Long). If a raise is achieved, all range increments for the subject are doubled in addition (12/24/48 becomes 24/48/96).[/size][/ooc]
Greater Farsight

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[b]Trapped Power Name[/b] [Farsight] (3 PPE/ISP) [Seasoned]
[b]Range:[/b] [size=73]Touch[/size]
[b]Duration:[/b] [size=73]3 (1/round)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]This spell endows the recipient to see over great distances. With a success, ranged penalties are halved for the subject (–1 at Medium and –2 at Long). If a raise is achieved, all range increments for the subject are doubled in addition (12/24/48 becomes 24/48/96).[/size][/ooc][b]Trapped Mega Power Name[/b] [Greater Farsight] (6 PPE/ISP)
[b]Range:[/b] [size=73]Touch[/size]
[b]Duration:[/b] [size=73]3 (1/round)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Greater farsight removes all penalties for Range, and like the normal version, doubles range increments on a raise.[/size][/ooc]

Trapped Power Name [Fear] (2 PPE/ISP) [Novice]
Range: Smarts x2
Duration: Instant
Trapping: Chosen Trapping
Effect
This power causes the target overwhelming dread and horror. The area of effect is the Large Burst Template. Every creature beneath the template must make a Fear check, at –2 if the caster got a raise. Wild Cards who fail roll on the Fear Table. Extras are Panicked instead.
Trapped Mega Power Name [Greater Fear] (4 PPE/ISP)
Range: Smarts x3
Duration: Instant
Trapping: Chosen Trapping
Effect
Using this Mega Power causes targets to suffer a −2 to resist fear, or a −4 with a raise.
Code
Fear

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[b]Trapped Power Name[/b] [Fear] (2 PPE/ISP) [Novice]
[b]Range:[/b] [size=73]Smarts x2[/size]
[b]Duration:[/b] [size=73]Instant[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]This power causes the target overwhelming dread and horror. The area of effect is the Large Burst Template. Every creature beneath the template must make a Fear check, at –2 if the caster got a raise. Wild Cards who fail roll on the Fear Table. Extras are Panicked instead.[/size][/ooc]
Greater Fear

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[b]Trapped Power Name[/b] [Fear] (2 PPE/ISP) [Novice]
[b]Range:[/b] [size=73]Smarts x2[/size]
[b]Duration:[/b] [size=73]Instant[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]This power causes the target overwhelming dread and horror. The area of effect is the Large Burst Template. Every creature beneath the template must make a Fear check, at –2 if the caster got a raise. Wild Cards who fail roll on the Fear Table. Extras are Panicked instead.[/size][/ooc][b]Trapped Mega Power Name[/b] [Greater Fear] (4 PPE/ISP)
[b]Range:[/b] [size=73]Smarts x3[/size]
[b]Duration:[/b] [size=73]Instant[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Using this Mega Power causes targets to suffer a −2 to resist fear, or a −4 with a raise.[/size][/ooc]

Trapped Power Name [Fly] (3/6 PPE/ISP) [Veteran]
Range: Touch
Duration: 3 (1/round)
Trapping: Chosen Trapping
Effect
Fly allows a character to fly at his basic Pace with a Climb of 0. He may double his Pace by spending twice the number of Power Points.
  • Additional Targets: The character may affect up to five targets by spending a like amount of additional Power Points.
Trapped Mega Power Name [Swift Flight] (8/10 PPE/ISP)
Range: Touch
Duration: 3 (1/round)
Trapping: Chosen Trapping
Effect
Swift Flight increases the target’s flying speed. For 8 Power Points, the recipient flies at 4 × Pace and is −1 to be hit by ranged attacks. For 10 PPs, the recipient flies at 8 × Pace and is −2 to be hit by ranged attacks. These penalties do not stack with similar effects, like deflection; use the higher benefit.
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Fly

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[b]Trapped Power Name[/b] [Fly] (3/6 PPE/ISP) [Veteran]
[b]Range:[/b] [size=73]Touch[/size]
[b]Duration:[/b] [size=73]3 (1/round)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Fly allows a character to fly at his basic Pace with a Climb of 0. He may double his Pace by spending twice the number of Power Points.
[list][*][b]Additional Targets:[/b] The character may affect up to five targets by spending a like amount of additional Power Points.[/size][/list][/ooc]
Swift Flight

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[b]Trapped Power Name[/b] [Fly] (3/6 PPE/ISP) [Veteran]
[b]Range:[/b] [size=73]Touch[/size]
[b]Duration:[/b] [size=73]3 (1/round)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Fly allows a character to fly at his basic Pace with a Climb of 0. He may double his Pace by spending twice the number of Power Points.
[list][*][b]Additional Targets:[/b] The character may affect up to five targets by spending a like amount of additional Power Points.[/size][/list][/ooc][b]Trapped Mega Power Name[/b] [Swift Flight] (8/10 PPE/ISP)
[b]Range:[/b] [size=73]Touch[/size]
[b]Duration:[/b] [size=73]3 (1/round)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Swift Flight increases the target’s flying speed. For 8 Power Points, the recipient flies at 4 × Pace and is −1 to be hit by ranged attacks. For 10 PPs, the recipient flies at 8 × Pace and is −2 to be hit by ranged attacks. These penalties do not stack with similar effects, like deflection; use the higher benefit.[/size][/ooc]
Last edited by Krozog on Sun Jul 22, 2018 7:55 pm, edited 3 times in total.
Krozog, Paladin of Light
Krozog, Ogre Paladin
Pace: 7; Parry: 8(2)
Toughness: 10(0)
  • +2 vs Ranged
  • +2 vs Creatures of Darkness and Flame and their servants.
  • +1 vs damage causing arcane powers.
Combat-Relevant Edges & Abilities:
  • Bad Eyes: Ogres suffer a -2 on all Trait rolls dealing with anything more than 5” away.
    Battle Hardened: +2 to Soak rolls.
    Big Target: Attackers gain +1 to attack rolls made against Ogres.
    Champion: +2 to damage and +2 to Toughness vs Supernaturally Evil creatures.
    Magical Resistance: +1 Armor vs Damaging magic, +1 to resist opposed magic (friendly spells subtract this modifier)
    Reach: Ogres have Reach 1
    Size +2: Ogres are Size+2
    Thermal Vision: Ogres have the Infravision Monstrous Ability
Wounds: 0/3; Fatigue: 0/2; Essence: 5/10
Bennies: 0/3
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Krozog
Posts: 153
Joined: Sat May 05, 2018 3:14 pm
Location: Texas

(Mega) Powers (Alphabetical: G-Q)

Post by Krozog »

(Mega) Powers (Alphabetical: G-Q)

Trapped Power Name [Greater Healing] (10/20 PPE/ISP) [Veteran]
Range: Touch
Duration: Instant
Trapping: Chosen Trapping
Effect
Greater healing restores wounds more than one hour old. This use of the power requires 10 Power Points and otherwise works exactly like the healing power. It can also be used to neutralize any poison, disease, or sickness.
Greater healing can also heal Permanent Crippling Injuries. This requires an arcane skill roll at –4, 1d6 hours of time, and 20 Power Points. Only one casting is permitted per injury — if it fails, the injury really is permanent.
Trapped Mega Power Name [Resurecction] (30 PPE/ISP)
Range: Touch
Duration: Instant
Trapping: Chosen Trapping
Effect
Possibly the most powerful—and controversial—spell effect in the world, resurrection brings a spirit back to her dead body, then returns her to life. The time and energy involved is massive, the risks are literally life-threatening, and there’s only ever one chance for the spell to work for a given being.
To return the dead to life, the caster must make a skill roll with a penalty based on how long the target has been dead. Less than an hour is the easiest at −2, a day is −4, up to one month is −6, within a year is −8, and anyone dead longer than a year is at −10.
It takes 2d6 hours to cast the spell (time of death is considered from when casting begins), and if the caster fails the roll, death claims him for his hubris and he dies!
Fortunately, the caster can seek aid from others who can make a cooperative roll using the same Arcane Skill as the primary character. These aides do not need to have greater healing and can only provide up to the normal +4 bonus maximum. Characters who make the cooperative roll do not die on a failure but are Incapacitated by Fatigue, and each level can only be recovered by eight hours of rest.
A resurrected character returns to life Incapacitated with three wounds and a permanent injury from her cause of death. The damage and injury could be healed with use of the greater healing power as normal.
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Greater Healing

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[b]Trapped Power Name[/b] [Greater Healing] (10/20 PPE/ISP) [Veteran]
[b]Range:[/b] [size=73]Touch[/size]
[b]Duration:[/b] [size=73]Instant[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Greater healing restores wounds more than one hour old. This use of the power requires 10 Power Points and otherwise works exactly like the healing power. It can also be used to neutralize any poison, disease, or sickness.
Greater healing can also heal Permanent Crippling Injuries. This requires an arcane skill roll at –4, 1d6 hours of time, and 20 Power Points. Only one casting is permitted per injury — if it fails, the injury really is permanent.[/size][/ooc]
Resurrection

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[b]Trapped Power Name[/b] [Greater Healing] (10/20 PPE/ISP) [Veteran]
[b]Range:[/b] [size=73]Touch[/size]
[b]Duration:[/b] [size=73]Instant[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Greater healing restores wounds more than one hour old. This use of the power requires 10 Power Points and otherwise works exactly like the healing power. It can also be used to neutralize any poison, disease, or sickness.
Greater healing can also heal Permanent Crippling Injuries. This requires an arcane skill roll at –4, 1d6 hours of time, and 20 Power Points. Only one casting is permitted per injury — if it fails, the injury really is permanent.[/size][/ooc][b]Trapped Mega Power Name[/b] [Resurecction] (30 PPE/ISP)
[b]Range:[/b] [size=73]Touch[/size]
[b]Duration:[/b] [size=73]Instant[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Possibly the most powerful—and controversial—spell effect in the world, resurrection brings a spirit back to her dead body, then returns her to life. The time and energy involved is massive, the risks are literally life-threatening, and there’s only ever one chance for the spell to work for a given being.
To return the dead to life, the caster must make a skill roll with a penalty based on how long the target has been dead. Less than an hour is the easiest at −2, a day is −4, up to one month is −6, within a year is −8, and anyone dead longer than a year is at −10.
It takes 2d6 hours to cast the spell (time of death is considered from when casting begins), and if the caster fails the roll, death claims him for his hubris and he dies!
Fortunately, the caster can seek aid from others who can make a cooperative roll using the same Arcane Skill as the primary character. These aides do not need to have greater healing and can only provide up to the normal +4 bonus maximum. Characters who make the cooperative roll do not die on a failure but are Incapacitated by Fatigue, and each level can only be recovered by eight hours of rest.
A resurrected character returns to life Incapacitated with three wounds and a permanent injury from her cause of death. The damage and injury could be healed with use of the greater healing power as normal.[/size][/ooc]

Trapped Power Name [Growth/Shrink] (2+ PPE/ISP) [Seasoned]
Range: Smarts
Duration: 3 (2/round)
Trapping: Chosen Trapping
Effect
Growth doubles the overall size of the target. The subject gains +1 Size for each 2 Power Points invested when the spell is cast. Each step of Size grants the target a one-step increase to Strength and a point of Toughness. This spell may be cast multiple times on the same target, though the caster must track each casting separately.
Shrink reduces the Size of the subject by one step for each 2 Power Points, down to a minimum of Size –2 (approximately the size of a rat). Each level of Size reduction reduces the target’s Strength by one die type (minimum of d4) and his Toughness by 1 (minimum of 2).
Subjects from Size +4 to +7 have the Large ability and fill a 2” square on the table-top. From Size +8 to +10, they are Huge and occupy an area 3” square. If the target is +11 or more, he is considered Gargantuan and occupies a 4” square area. Creatures of Size –2 have the Small ability.
For unwilling targets, the caster’s arcane skill roll is opposed by their Spirit.
Trapped Mega Power Name [Tiny Yet Mighty] (+2 PPE/ISP)
Range: Smarts x3
Duration: 3 (1/round)
Trapping: Chosen Trapping
Effect
When using shrink with this Mega Power enhancement, the caster empowers the target to retain his Strength and Toughness while small. For growth, spending +2 Power Points extends the casting Range, just as for shrink.
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Growth/Shrink

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[b]Trapped Power Name[/b] [Growth/Shrink] (2+ PPE/ISP) [Seasoned]
[b]Range:[/b] [size=73]Smarts[/size]
[b]Duration:[/b] [size=73]3 (2/round)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Growth doubles the overall size of the target. The subject gains +1 Size for each 2 Power Points invested when the spell is cast. Each step of Size grants the target a one-step increase to Strength and a point of Toughness. This spell may be cast multiple times on the same target, though the caster must track each casting separately.
Shrink reduces the Size of the subject by one step for each 2 Power Points, down to a minimum of Size –2 (approximately the size of a rat). Each level of Size reduction reduces the target’s Strength by one die type (minimum of d4) and his Toughness by 1 (minimum of 2).
Subjects from Size +4 to +7 have the Large ability and fill a 2” square on the table-top. From Size +8 to +10, they are Huge and occupy an area 3” square. If the target is +11 or more, he is considered Gargantuan and occupies a 4” square area. Creatures of Size –2 have the Small ability.
For unwilling targets, the caster’s arcane skill roll is opposed by their Spirit.[/size][/ooc]
Tiny Yet Mighty

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[b]Trapped Power Name[/b] [Growth/Shrink] (2+ PPE/ISP) [Seasoned]
[b]Range:[/b] [size=73]Smarts[/size]
[b]Duration:[/b] [size=73]3 (2/round)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Growth doubles the overall size of the target. The subject gains +1 Size for each 2 Power Points invested when the spell is cast. Each step of Size grants the target a one-step increase to Strength and a point of Toughness. This spell may be cast multiple times on the same target, though the caster must track each casting separately.
Shrink reduces the Size of the subject by one step for each 2 Power Points, down to a minimum of Size –2 (approximately the size of a rat). Each level of Size reduction reduces the target’s Strength by one die type (minimum of d4) and his Toughness by 1 (minimum of 2).
Subjects from Size +4 to +7 have the Large ability and fill a 2” square on the table-top. From Size +8 to +10, they are Huge and occupy an area 3” square. If the target is +11 or more, he is considered Gargantuan and occupies a 4” square area. Creatures of Size –2 have the Small ability.
For unwilling targets, the caster’s arcane skill roll is opposed by their Spirit.[/size][/ooc][b]Trapped Mega Power Name[/b] [Tiny Yet Mighty] (+2 PPE/ISP)
[b]Range:[/b] [size=73]Smarts x3[/size]
[b]Duration:[/b] [size=73]3 (1/round)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]When using shrink with this Mega Power enhancement, the caster empowers the target to retain his Strength and Toughness while small. For growth, spending +2 Power Points extends the casting Range, just as for shrink.[/size][/ooc]

Trapped Power Name [Havoc] (2/4 PPE/ISP) [Seasoned]
Range: Smarts x2
Duration: Instant
Trapping: Chosen Trapping
Effect
While unpredictable, this spell allows a wizard to change the field of battle in an instant as targets are thrown in every direction.
With a success, the caster places a Medium Burst Template anywhere within range. Any character touched by the template must make a Strength roll (at –2 if the caster gets a raise). Any target that fails is knocked 2d6” in a random direction (roll a d12 and read the result as a clock facing) and becomes prone. If the target strikes an inanimate object, he is Shaken as well. Targets with cover may subtract the cover modifier from the total distance moved (to a minimum of 0), and flying targets suffer an additional –2 to their Strength roll. Additionally, roll a d6 to see if the flyer is moved toward the ground (1 – 2), stays level (3 – 4), or is moved away from the ground (5 – 6).
  • Additional Effects: For double the Power Points, havoc affects a Large Burst Template.
Trapped Mega Power Name [Greater Havoc] (+2 PPE/ISP)
Range: Smarts x3
Duration: Instant
Trapping: Chosen Trapping
Effect
Greater havoc enhances the penalties to resist to −2, or −4 with a raise. Furthermore, targets are knocked back a total of 3d6" and automatically Shaken, regardless of hitting an object.
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Havoc

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[b]Trapped Power Name[/b] [Havoc] (2/4 PPE/ISP) [Seasoned]
[b]Range:[/b] [size=73]Smarts x2[/size]
[b]Duration:[/b] [size=73]Instant[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]While unpredictable, this spell allows a wizard to change the field of battle in an instant as targets are thrown in every direction.
With a success, the caster places a Medium Burst Template anywhere within range. Any character touched by the template must make a Strength roll (at –2 if the caster gets a raise). Any target that fails is knocked 2d6” in a random direction (roll a d12 and read the result as a clock facing) and becomes prone. If the target strikes an inanimate object, he is Shaken as well. Targets with cover may subtract the cover modifier from the total distance moved (to a minimum of 0), and flying targets suffer an additional –2 to their Strength roll. Additionally, roll a d6 to see if the flyer is moved toward the ground (1 – 2), stays level (3 – 4), or is moved away from the ground (5 – 6).
[list][*][b]Additional Effects:[/b] For double the Power Points, havoc affects a Large Burst Template.[/list][/size][/ooc]
Greater Havoc

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[b]Trapped Power Name[/b] [Havoc] (2/4 PPE/ISP) [Seasoned]
[b]Range:[/b] [size=73]Smarts x2[/size]
[b]Duration:[/b] [size=73]Instant[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]While unpredictable, this spell allows a wizard to change the field of battle in an instant as targets are thrown in every direction.
With a success, the caster places a Medium Burst Template anywhere within range. Any character touched by the template must make a Strength roll (at –2 if the caster gets a raise). Any target that fails is knocked 2d6” in a random direction (roll a d12 and read the result as a clock facing) and becomes prone. If the target strikes an inanimate object, he is Shaken as well. Targets with cover may subtract the cover modifier from the total distance moved (to a minimum of 0), and flying targets suffer an additional –2 to their Strength roll. Additionally, roll a d6 to see if the flyer is moved toward the ground (1 – 2), stays level (3 – 4), or is moved away from the ground (5 – 6).
[list][*][b]Additional Effects:[/b] For double the Power Points, havoc affects a Large Burst Template.[/list][/size][/ooc][b]Trapped Mega Power Name[/b] [Greater Havoc] (+2 PPE/ISP)
[b]Range:[/b] [size=73]Smarts x3[/size]
[b]Duration:[/b] [size=73]Instant[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Greater havoc enhances the penalties to resist to −2, or −4 with a raise. Furthermore, targets are knocked back a total of 3d6" and automatically Shaken, regardless of hitting an object.[/size][/ooc]

Trapped Power Name [Healing] (3 PPE/ISP) [Novice]
Range: Touch
Duration: Instant
Trapping: Chosen Trapping
Effect
Healing repairs recent bodily damage. It must be used within the “Golden Hour,” though, for it has no effect on wounds more than one hour old.
For Wild Cards, each use of the healing spell removes a wound with a success, two with a raise. The roll suffers a penalty equal to the victim’s wounds (in addition to any the caster might be suffering himself).
For Extras, the GM must first determine if the ally is dead (see Aftermath on page 78). If so, no healing may be attempted. If not, a successful arcane skill roll returns the ally to the game Shaken.
Healing can also cure poison and disease if used within 10 minutes of the event.
Trapped Mega Power Name [Mass Healing] (6 PPE/ISP)
Range: Special
Duration: Instant
Trapping: Chosen Trapping
Effect
The healing power can be cast on all allies within Spirit × 2 of the caster. Ignore individual wound penalties of the treated and apply a flat −2 instead. The power is selective; the caster chooses who is affected.
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Healing

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[b]Trapped Power Name[/b] [Healing] (3 PPE/ISP) [Novice]
[b]Range:[/b] [size=73]Touch[/size]
[b]Duration:[/b] [size=73]Instant[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Healing repairs recent bodily damage. It must be used within the “Golden Hour,” though, for it has no effect on wounds more than one hour old.
For Wild Cards, each use of the healing spell removes a wound with a success, two with a raise. The roll suffers a penalty equal to the victim’s wounds (in addition to any the caster might be suffering himself).
For Extras, the GM must first determine if the ally is dead (see Aftermath on page 78). If so, no healing may be attempted. If not, a successful arcane skill roll returns the ally to the game Shaken.
Healing can also cure poison and disease if used within 10 minutes of the event.[/size][/ooc]
Mass Healing

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[b]Trapped Power Name[/b] [Healing] (3 PPE/ISP) [Novice]
[b]Range:[/b] [size=73]Touch[/size]
[b]Duration:[/b] [size=73]Instant[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Healing repairs recent bodily damage. It must be used within the “Golden Hour,” though, for it has no effect on wounds more than one hour old.
For Wild Cards, each use of the healing spell removes a wound with a success, two with a raise. The roll suffers a penalty equal to the victim’s wounds (in addition to any the caster might be suffering himself).
For Extras, the GM must first determine if the ally is dead (see Aftermath on page 78). If so, no healing may be attempted. If not, a successful arcane skill roll returns the ally to the game Shaken.
Healing can also cure poison and disease if used within 10 minutes of the event.[/size][/ooc][b]Trapped Mega Power Name[/b] [Mass Healing] (6 PPE/ISP)
[b]Range:[/b] [size=73]Special[/size]
[b]Duration:[/b] [size=73]Instant[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]The healing power can be cast on all allies within Spirit × 2 of the caster. Ignore individual wound penalties of the treated and apply a flat −2 instead. The power is selective; the caster chooses who is affected.[/size][/ooc]

Trapped Power Name [Illusion (TLPG)] (3 PPE/ISP) [Novice]
Range: Smarts
Duration: 3 (1/round)
Trapping: Chosen Trapping
Effect
Illusion makes a single target see something that isn’t there, or else see things differently than they actually are. The caster’s arcane skill roll is opposed by the target’s Spirit; a success means the target perceives the illusion as real with all of her senses, but each direct interaction with the illusion (an attack, directly touching it, or being impeded by the image in some way) grants the target an additional opposed roll to realize it’s not real. With a raise by the
caster, the target is convinced the illusion is real for as long as it’s maintained.
Illusory attacks can’t actually wound a target but can cause the perception of damage. Such “attacks” are made with the caster’s arcane skill opposed by the target’s Spirit with a success causing a Shaken. Passive illusions, like a wall, take little effort to maintain. The Power Point cost must be met, but only normal maintenance penalties apply. Active illusions, such as a black cat or attacking enemies (see above), require constant concentration. The caster must use an action each round spent maintaining such illusions. This power only works on sapient beings. It is useless against animals, robots, or mindless creatures.
Trapped Mega Power Name [Deadly Illusion] (6 PPE/ISP Cost)
Range: Smarts x2
Duration: 3 (1/round)
Trapping: Chosen Trapping
Effect
This Mega Power causes illusion to become potentially deadly for those who are targeted. A raise on the opposed roll for an illusory attack causes a wound, as does a success if the target is already Shaken.
Code
Illusion

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[b]Trapped Power Name[/b] [Illusion] (3 PPE/ISP) [Novice]
[b]Range:[/b] [size=73]Smarts[/size]
[b]Duration:[/b] [size=73]3 (1/round)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Illusion makes a single target see something that isn’t there, or else see things differently than they actually are. The caster’s arcane skill roll is opposed by the target’s Spirit; a success means the target perceives the illusion as real with all of her senses, but each direct interaction with the illusion (an attack, directly touching it, or being impeded by the image in some way) grants the target an additional opposed roll to realize it’s not real. With a raise by the
caster, the target is convinced the illusion is real for as long as it’s maintained.
Illusory attacks can’t actually wound a target but can cause the perception of damage. Such “attacks” are made with the caster’s arcane skill opposed by the target’s Spirit with a success causing a Shaken. Passive illusions, like a wall, take little effort to maintain. The Power Point cost must be met, but only normal maintenance penalties apply. Active illusions, such as a black cat or attacking enemies (see above), require constant concentration. The caster must use an action each round spent maintaining such illusions. This power only works on sapient beings. It is useless against animals, robots, or mindless creatures.[/size][/ooc]
Deadly Illusion

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[b]Trapped Power Name[/b] [Illusion] (3 PPE/ISP) [Novice]
[b]Range:[/b] [size=73]Smarts[/size]
[b]Duration:[/b] [size=73]3 (1/round)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Illusion makes a single target see something that isn’t there, or else see things differently than they actually are. The caster’s arcane skill roll is opposed by the target’s Spirit; a success means the target perceives the illusion as real with all of her senses, but each direct interaction with the illusion (an attack, directly touching it, or being impeded by the image in some way) grants the target an additional opposed roll to realize it’s not real. With a raise by the
caster, the target is convinced the illusion is real for as long as it’s maintained.
Illusory attacks can’t actually wound a target but can cause the perception of damage. Such “attacks” are made with the caster’s arcane skill opposed by the target’s Spirit with a success causing a Shaken. Passive illusions, like a wall, take little effort to maintain. The Power Point cost must be met, but only normal maintenance penalties apply. Active illusions, such as a black cat or attacking enemies (see above), require constant concentration. The caster must use an action each round spent maintaining such illusions. This power only works on sapient beings. It is useless against animals, robots, or mindless creatures.[/size][/ooc][b]Trapped Mega Power Name[/b] [Deadly Illusion] (6 PPE/ISP Cost)
[b]Range:[/b] [size=73]Smarts x2[/size]
[b]Duration:[/b] [size=73]3 (1/round)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]This Mega Power causes illusion to become potentially deadly for those who are targeted. A raise on the opposed roll for an illusory attack causes a wound, as does a success if the target is already Shaken.[/size][/ooc]

Trapped Power Name [Intangibility] (5 PPE/ISP) [Heroic]
Range: Touch
Duration: 3 (2/round)
Trapping: Chosen Trapping
Effect
With a successful arcane skill roll, the user becomes incorporeal. He is unable to affect the physical world, and it in turn cannot affect him. He can travel through walls, and non-magical weapons pass straight through him. Any items carried at the time of casting are also incorporeal.
While incorporeal, the mage may affect other incorporeal beings (including himself), and he is still susceptible to magic attacks, including physical powers, such as bolt, and magic items.
The character may not become corporeal while within someone or something. If that occurs, the caster is instantly shunted to the nearest open space, and he is Shaken.
Trapped Mega Power Name [Astral Form] (10 PPE/ISP)
Range: Self
Duration: 1 minute (1/minute)
Trapping: Chosen Trapping
Effect
The caster is able to leave his body behind as his astral self—a ghostly, translucent form, easily concealable (but not invisible) and able to wander in any direction at a 4 × his Pace. Some mystical barriers might block passage at the GM’s discretion, but he can otherwise go through anything in this form.
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Intangibility

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[b]Trapped Power Name[/b] [Intangibility] (5 PPE/ISP) [Heroic]
[b]Range:[/b] [size=73]Touch[/size]
[b]Duration:[/b] [size=73]3 (2/round)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]With a successful arcane skill roll, the user becomes incorporeal. He is unable to affect the physical world, and it in turn cannot affect him. He can travel through walls, and non-magical weapons pass straight through him. Any items carried at the time of casting are also incorporeal.
While incorporeal, the mage may affect other incorporeal beings (including himself), and he is still susceptible to magic attacks, including physical powers, such as bolt, and magic items.
The character may not become corporeal while within someone or something. If that occurs, the caster is instantly shunted to the nearest open space, and he is Shaken.[/size][/ooc]
Astral Form

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[b]Trapped Power Name[/b] [Intangibility] (5 PPE/ISP) [Heroic]
[b]Range:[/b] [size=73]Touch[/size]
[b]Duration:[/b] [size=73]3 (2/round)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]With a successful arcane skill roll, the user becomes incorporeal. He is unable to affect the physical world, and it in turn cannot affect him. He can travel through walls, and non-magical weapons pass straight through him. Any items carried at the time of casting are also incorporeal.
While incorporeal, the mage may affect other incorporeal beings (including himself), and he is still susceptible to magic attacks, including physical powers, such as bolt, and magic items.
The character may not become corporeal while within someone or something. If that occurs, the caster is instantly shunted to the nearest open space, and he is Shaken.[/size][/ooc][b]Trapped Mega Power Name[/b] [Astral Form] (10 PPE/ISP)
[b]Range:[/b] [size=73]Self[/size]
[b]Duration:[/b] [size=73]1 minute (1/minute)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]The caster is able to leave his body behind as his astral self—a ghostly, translucent form, easily concealable (but not invisible) and able to wander in any direction at a 4 × his Pace. Some mystical barriers might block passage at the GM’s discretion, but he can otherwise go through anything in this form.[/size][/ooc]

Trapped Power Name [Invisibility] (5 PPE/ISP) [Seasoned]
Range: Self
Duration: 3 (1/round)
Trapping: Chosen Trapping
Effect
Being invisible is a powerful aid in combat and useful for spying on maidens’ changing rooms as well.
With a success, the character is transparent, but a vague outline is visible. A character may detect the invisible presence if he has a reason to look and makes a Notice roll at –4. Once detected, he may attack the foe at –4 as well. With a raise, the character is completely invisible. The penalty to Notice or hit him is –6.
In either case, the power affects the character and his personal items. Anything picked up after the power was cast remains visible.
  • Additional Targets: The character may affect up to five targets by spending a like amount of additional Power Points.
Trapped Mega Power Name [True Invisibility] (10 PPE/ISP)
Range: Self
Duration: 3 (1/round)
Trapping: Chosen Trapping
Effect
Normal invisibility generally applies to normal sight-based Notice checks; true invisibility applies to all senses, including mystical, technological, or greatly enhanced ones. The recipient cannot be seen or detected by any means, unless he attacks someone. In that circumstance, any attempt to detect or attack the character with true invisibility is made at −8.
True invisibility also makes it impossible for anyone using most means of scrying or other detection to find the character; this includes divination and clairvoyance. Those using detect arcana suffer a −4 penalty to see someone using true invisibility (though exalted detect arcana works at no penalty). Generally speaking, it is nearly impossible for the character to be seen or detected if he does not take an aggressive action against someone else; the GM is final arbiter of this power’s ultimate limits.
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Invisibility

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[b]Trapped Power Name[/b] [Invisibility] (5 PPE/ISP) [Seasoned]
[b]Range:[/b] [size=73]Self[/size]
[b]Duration:[/b] [size=73]3 (1/round)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Being invisible is a powerful aid in combat and useful for spying on maidens’ changing rooms as well.
With a success, the character is transparent, but a vague outline is visible. A character may detect the invisible presence if he has a reason to look and makes a Notice roll at –4. Once detected, he may attack the foe at –4 as well. With a raise, the character is completely invisible. The penalty to Notice or hit him is –6.
In either case, the power affects the character and his personal items. Anything picked up after the power was cast remains visible.
[list][*][b]Additional Targets:[/b] The character may affect up to five targets by spending a like amount of additional Power Points.[/list][/size][/ooc]
True Invisibility

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[b]Trapped Power Name[/b] [Invisibility] (5 PPE/ISP) [Seasoned]
[b]Range:[/b] [size=73]Self[/size]
[b]Duration:[/b] [size=73]3 (1/round)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Being invisible is a powerful aid in combat and useful for spying on maidens’ changing rooms as well.
With a success, the character is transparent, but a vague outline is visible. A character may detect the invisible presence if he has a reason to look and makes a Notice roll at –4. Once detected, he may attack the foe at –4 as well. With a raise, the character is completely invisible. The penalty to Notice or hit him is –6.
In either case, the power affects the character and his personal items. Anything picked up after the power was cast remains visible.
[list][*][b]Additional Targets:[/b] The character may affect up to five targets by spending a like amount of additional Power Points.[/list][/size][/ooc][b]Trapped Mega Power Name[/b] [True Invisibility] (10 PPE/ISP)
[b]Range:[/b] [size=73]Self[/size]
[b]Duration:[/b] [size=73]3 (1/round)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Normal invisibility generally applies to normal sight-based Notice checks; true invisibility applies to all senses, including mystical, technological, or greatly enhanced ones. The recipient cannot be seen or detected by any means, unless he attacks someone. In that circumstance, any attempt to detect or attack the character with true invisibility is made at −8.
True invisibility also makes it impossible for anyone using most means of scrying or other detection to find the character; this includes divination and clairvoyance. Those using detect arcana suffer a −4 penalty to see someone using true invisibility (though exalted detect arcana works at no penalty). Generally speaking, it is nearly impossible for the character to be seen or detected if he does not take an aggressive action against someone else; the GM is final arbiter of this power’s ultimate limits.[/size][/ooc]

Trapped Power Name [Light/Obscure] (2 PPE/ISP) [Novice]
Range: Smarts
Duration: 30 minutes (1/10 minutes) or 3 (1/round)
Trapping: Chosen Trapping
Effect
The ability to affect visibility (create or remove obscurement) is a pretty simple but very effective power.
Light/obscure can be cast on an inanimate object, but if the item is in an opponent’s possession, the arcane skill roll is opposed by Agility.
Light negates any darkness/obscurement penalty up to –6 in an area equal to a Large Burst Template for 30 minutes (1/10 minutes). The reverse of the power, obscure, creates a –6 obscurement penalty of the same size lasting for 3 (1/round).
Trapped Mega Power Name [Eternal Light/Greater Obscure] (10/4 PPE/ISP)
Range: Smarts x2
Duration: Permanent/3 (1/round)
Trapping: Chosen Trapping
Effect
Eternal light is the Mega Power ritual—it takes 10 minutes—that allows the caster to cause light to become a permanent effect. This can be put on any object, or even a person if the target is willing. Note that if anyone with Arcane Background (Miracles) enacts this ritual, she may will the light to be holy in nature, having the same effect on certain creatures (such as vampires) as sunlight, and its radius is considered holy ground.
Greater obscure expands the effect of obscure to the caster’s Smarts in radius, and he is automatically immune to the power’s effects.
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Light/Obscure

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[b]Trapped Power Name[/b] [Light/Obscure] (2 PPE/ISP) [Novice]
[b]Range:[/b] [size=73]Smarts[/size]
[b]Duration:[/b] [size=73]30 minutes (1/10 minutes) or 3 (1/round)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]The ability to affect visibility (create or remove obscurement) is a pretty simple but very effective power.
Light/obscure can be cast on an inanimate object, but if the item is in an opponent’s possession, the arcane skill roll is opposed by Agility.
Light negates any darkness/obscurement penalty up to –6 in an area equal to a Large Burst Template for 30 minutes (1/10 minutes). The reverse of the power, obscure, creates a –6 obscurement penalty of the same size lasting for 3 (1/round).[/size][/ooc]
Eternal Light/Greater Obscure

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[b]Trapped Power Name[/b] [Light/Obscure] (2 PPE/ISP) [Novice]
[b]Range:[/b] [size=73]Smarts[/size]
[b]Duration:[/b] [size=73]30 minutes (1/10 minutes) or 3 (1/round)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]The ability to affect visibility (create or remove obscurement) is a pretty simple but very effective power.
Light/obscure can be cast on an inanimate object, but if the item is in an opponent’s possession, the arcane skill roll is opposed by Agility.
Light negates any darkness/obscurement penalty up to –6 in an area equal to a Large Burst Template for 30 minutes (1/10 minutes). The reverse of the power, obscure, creates a –6 obscurement penalty of the same size lasting for 3 (1/round).[/size][/ooc][b]Trapped Mega Power Name[/b] [Eternal Light/Greater Obscure] (10/4 PPE/ISP)
[b]Range:[/b] [size=73]Smarts x2[/size]
[b]Duration:[/b] [size=73]Permanent/3 (1/round)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Eternal light is the Mega Power ritual—it takes 10 minutes—that allows the caster to cause light to become a permanent effect. This can be put on any object, or even a person if the target is willing. Note that if anyone with Arcane Background (Miracles) enacts this ritual, she may will the light to be holy in nature, having the same effect on certain creatures (such as vampires) as sunlight, and its radius is considered holy ground.
Greater obscure expands the effect of obscure to the caster’s Smarts in radius, and he is automatically immune to the power’s effects.[/size][/ooc]

Trapped Power Name [Mind Reading] (3 PPE/ISP) [Novice]
Range: Smarts
Duration: 1
Trapping: Chosen Trapping
Effect
Mind reading allows a character to read another’s thoughts. This is an opposed roll versus the target’s Smarts. A success allows the character to gain one truthful answer from the subject. The target is aware of the mental intrusion unless the mind reader gets a raise. The GM may apply modifiers based on the subject’s mental Hindrances or current state of mind.
Trapped Mega Power Name [Mind Walk] (6 PPE/ISP)
Range: Smarts x2
Duration: 5 minutes (1/minute)
Trapping: Chosen Trapping
Effect
Mind walk allows the caster to walk through the mind and memories of the subject.
While the spell is in effect, the caster can ask any number of questions, explore memories, or simply have a conversation with the inner consciousness of the target. If a particular question or thought is of a vital or dangerous nature, or the caster explores deep hidden fears or something of great emotional value to the target, an additional contested roll may be called for.
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Mind Reading

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[b]Trapped Power Name[/b] [Mind Reading] (3 PPE/ISP) [Novice]
[b]Range:[/b] [size=73]Smarts[/size]
[b]Duration:[/b] [size=73]1[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Mind reading allows a character to read another’s thoughts. This is an opposed roll versus the target’s Smarts. A success allows the character to gain one truthful answer from the subject. The target is aware of the mental intrusion unless the mind reader gets a raise. The GM may apply modifiers based on the subject’s mental Hindrances or current state of mind.[/size][/ooc]
Mind Walk

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[b]Trapped Power Name[/b] [Mind Reading] (3 PPE/ISP) [Novice]
[b]Range:[/b] [size=73]Smarts[/size]
[b]Duration:[/b] [size=73]1[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Mind reading allows a character to read another’s thoughts. This is an opposed roll versus the target’s Smarts. A success allows the character to gain one truthful answer from the subject. The target is aware of the mental intrusion unless the mind reader gets a raise. The GM may apply modifiers based on the subject’s mental Hindrances or current state of mind.[/size][/ooc][b]Trapped Mega Power Name[/b] [Mind Walk] (6 PPE/ISP)
[b]Range:[/b] [size=73]Smarts x2[/size]
[b]Duration:[/b] [size=73]5 minutes (1/minute)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Mind walk allows the caster to walk through the mind and memories of the subject.
While the spell is in effect, the caster can ask any number of questions, explore memories, or simply have a conversation with the inner consciousness of the target. If a particular question or thought is of a vital or dangerous nature, or the caster explores deep hidden fears or something of great emotional value to the target, an additional contested roll may be called for.[/size][/ooc]

Trapped Power Name [Pummel] (2 PPE/ISP) [Seasoned]
Range: Cone Template
Duration: Instant
Trapping: Chosen Trapping
Effect
Pummel allows a character to knock down multiple foes. The caster makes an arcane skill roll and then places a Cone Template in front of him. Any friend or foe touched by the template must make a Strength roll (at –2 if the caster gets a raise). Any target that fails is knocked back 2d6” and becomes prone. If the target strikes an inanimate object, he is Shaken as well. Targets with cover may subtract the cover modifier from the total distance moved (to a minimum of 0), and flying targets suffer an additional –2 to their Strength roll.
Trapped Mega Power Name [Greater Pummel] (4 PPE/ISP)
Range: Cone Template
Duration: Instant
Trapping: Chosen Trapping
Effect
Using this Mega Power increases the penalty to resist pummel to −2, or −4 with a raise. Furthermore, targets are knocked back a total of 3d6" and a re automatically Shaken, regardless of hitting an object.
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Pummel

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[b]Trapped Power Name[/b] [Pummel] (2 PPE/ISP) [Seasoned]
[b]Range:[/b] [size=73]Cone Template[/size]
[b]Duration:[/b] [size=73]Instant[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Pummel allows a character to knock down multiple foes. The caster makes an arcane skill roll and then places a Cone Template in front of him. Any friend or foe touched by the template must make a Strength roll (at –2 if the caster gets a raise). Any target that fails is knocked back 2d6” and becomes prone. If the target strikes an inanimate object, he is Shaken as well. Targets with cover may subtract the cover modifier from the total distance moved (to a minimum of 0), and flying targets suffer an additional –2 to their Strength roll.[/size][/ooc]
Greater Pummel

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[b]Trapped Power Name[/b] [Pummel] (2 PPE/ISP) [Seasoned]
[b]Range:[/b] [size=73]Cone Template[/size]
[b]Duration:[/b] [size=73]Instant[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Pummel allows a character to knock down multiple foes. The caster makes an arcane skill roll and then places a Cone Template in front of him. Any friend or foe touched by the template must make a Strength roll (at –2 if the caster gets a raise). Any target that fails is knocked back 2d6” and becomes prone. If the target strikes an inanimate object, he is Shaken as well. Targets with cover may subtract the cover modifier from the total distance moved (to a minimum of 0), and flying targets suffer an additional –2 to their Strength roll.[/size][/ooc][b]Trapped Mega Power Name[/b] [Greater Pummel] (4 PPE/ISP)
[b]Range:[/b] [size=73]Cone Template[/size]
[b]Duration:[/b] [size=73]Instant[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Using this Mega Power increases the penalty to resist pummel to −2, or −4 with a raise. Furthermore, targets are knocked back a total of 3d6" and a re automatically Shaken, regardless of hitting an object.[/size][/ooc]

Trapped Power Name [Puppet] (3 PPE/ISP) [Veteran]
Range: Smarts
Duration: 3 (1/round)
Trapping: Chosen Trapping
Effect
Sometimes it pays to persuade others to do your fighting for you. Some do this by blatant mind control, others do it by manufacturing visual and auditory illusions. Puppet is an opposed roll of the character’s arcane skill versus the target’s Spirit. The user must score a success and beat the target’s roll to gain complete control. The victim will attack friends and even commit suicide, though such acts allow the victim another opposed Spirit roll to break the spell.
Trapped Mega Power Name [Mind Control] (6 PPE/ISP)
Range: Smarts x2
Duration: Special
Trapping: Chosen Trapping
Effect
This greatly enhanced version of puppet allows the user a longer period of control. Success increases the Duration to one minute (1/per minute). With a raise, Duration is extended to 5 minutes (1/5 minutes), and with two raises, it becomes 10 minutes (1/10 minutes). Issuing a command is a free action but maintaining control requires concentration, inflicting a −1 penalty on all other actions while the power is active.
Any time a target is forced to do something completely against his nature, he gains a new roll to break control. A success enables him to resist the action, doing nothing instead. A raise means he’s completely free of the power.
If the caster has and uses telepathy on the target, she may extend her control of him to any distance, even out of her sight.
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Puppet

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[b]Trapped Power Name[/b] [Puppet] (3 PPE/ISP) [Veteran]
[b]Range:[/b] [size=73]Smarts[/size]
[b]Duration:[/b] [size=73]3 (1/round)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Sometimes it pays to persuade others to do your fighting for you. Some do this by blatant mind control, others do it by manufacturing visual and auditory illusions. Puppet is an opposed roll of the character’s arcane skill versus the target’s Spirit. The user must score a success and beat the target’s roll to gain complete control. The victim will attack friends and even commit suicide, though such acts allow the victim another opposed Spirit roll to break the spell.[/size][/ooc]
Mind Control

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[b]Trapped Power Name[/b] [Puppet] (3 PPE/ISP) [Veteran]
[b]Range:[/b] [size=73]Smarts[/size]
[b]Duration:[/b] [size=73]3 (1/round)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Sometimes it pays to persuade others to do your fighting for you. Some do this by blatant mind control, others do it by manufacturing visual and auditory illusions. Puppet is an opposed roll of the character’s arcane skill versus the target’s Spirit. The user must score a success and beat the target’s roll to gain complete control. The victim will attack friends and even commit suicide, though such acts allow the victim another opposed Spirit roll to break the spell.[/size][/ooc][b]Trapped Mega Power Name[/b] [Mind Control] (6 PPE/ISP)
[b]Range:[/b] [size=73]Smarts x2[/size]
[b]Duration:[/b] [size=73]Special[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]This greatly enhanced version of puppet allows the user a longer period of control. Success increases the Duration to one minute (1/per minute). With a raise, Duration is extended to 5 minutes (1/5 minutes), and with two raises, it becomes 10 minutes (1/10 minutes). Issuing a command is a free action but maintaining control requires concentration, inflicting a −1 penalty on all other actions while the power is active.
Any time a target is forced to do something completely against his nature, he gains a new roll to break control. A success enables him to resist the action, doing nothing instead. A raise means he’s completely free of the power.
If the caster has and uses telepathy on the target, she may extend her control of him to any distance, even out of her sight.[/size][/ooc]

Trapped Power Name [Quickness] (4 PPE/ISP) [Seasoned]
Range: Touch
Duration: 3 (2/round)
Trapping: Chosen Trapping
Effect
This power grants incredible swiftness to the recipient. With success the target has two separate turns per round on his action card instead of the usual one. Each turn is handled independently with its own actions, but the character must resolve one turn entirely before beginning the second. With a raise, the recipient can redraw any initiative cards lower than Eight each round.
Trapped Mega Power Name [Exalted Quickness] (8 PPE/ISP)
Range: Touch
Duration: 3 (2/round)
Trapping: Chosen Trapping
Effect
In addition to the two complete turns the character gains with quickness, he may ignore up to two points of multi-action penalties on each of those turns.
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Quickness

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[b]Trapped Power Name[/b] [Quickness] (4 PPE/ISP) [Seasoned]
[b]Range:[/b] [size=73]Touch[/size]
[b]Duration:[/b] [size=73]3 (2/round)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]This power grants incredible swiftness to the recipient. With success the target has two separate turns per round on his action card instead of the usual one. Each turn is handled independently with its own actions, but the character must resolve one turn entirely before beginning the second. With a raise, the recipient can redraw any initiative cards lower than Eight each round.[/size][/ooc]
Exalted Quickness

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[b]Trapped Power Name[/b] [Quickness] (4 PPE/ISP) [Seasoned]
[b]Range:[/b] [size=73]Touch[/size]
[b]Duration:[/b] [size=73]3 (2/round)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]This power grants incredible swiftness to the recipient. With success the target has two separate turns per round on his action card instead of the usual one. Each turn is handled independently with its own actions, but the character must resolve one turn entirely before beginning the second. With a raise, the recipient can redraw any initiative cards lower than Eight each round.[/size][/ooc][b]Trapped Mega Power Name[/b] [Exalted Quickness] (8 PPE/ISP)
[b]Range:[/b] [size=73]Touch[/size]
[b]Duration:[/b] [size=73]3 (2/round)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]In addition to the two complete turns the character gains with quickness, he may ignore up to two points of multi-action penalties on each of those turns.[/size][/ooc]
Last edited by Krozog on Sun Jul 22, 2018 8:38 pm, edited 2 times in total.
Krozog, Paladin of Light
Krozog, Ogre Paladin
Pace: 7; Parry: 8(2)
Toughness: 10(0)
  • +2 vs Ranged
  • +2 vs Creatures of Darkness and Flame and their servants.
  • +1 vs damage causing arcane powers.
Combat-Relevant Edges & Abilities:
  • Bad Eyes: Ogres suffer a -2 on all Trait rolls dealing with anything more than 5” away.
    Battle Hardened: +2 to Soak rolls.
    Big Target: Attackers gain +1 to attack rolls made against Ogres.
    Champion: +2 to damage and +2 to Toughness vs Supernaturally Evil creatures.
    Magical Resistance: +1 Armor vs Damaging magic, +1 to resist opposed magic (friendly spells subtract this modifier)
    Reach: Ogres have Reach 1
    Size +2: Ogres are Size+2
    Thermal Vision: Ogres have the Infravision Monstrous Ability
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Krozog
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(Mega) Powers (Alphabetical: S-W)

Post by Krozog »

(Mega) Powers (Alphabetical: S-W)

Trapped Power Name [Shape Change] (Special ISP/PPE Cost) [Novice]
Range: Self
Duration: 1 minute (1/minute)
Trapping: Chosen Trapping
Effect
Many cultures have legends of shamans or wizards who take on the shape of animals. This power does just that. This version of the power only allows a user to transform into mundane animals, but more bizarre transmutations may be found.
A character may learn this spell while of Novice Rank but cannot transform into the more powerful creatures until he attains the appropriate Rank. The cost in Power Points depends on the type of creature the character wishes to change into. Use the Shape Change table as a guideline for unlisted creatures.
Weapons and other personal effects are assumed into the animal’s form and reappear when the power ends, but other objects are dropped.
While transformed, the character retains his own Smarts, Spirit, and linked skills (though he may not be able to use them since he cannot speak). He gains the animal’s Agility, Strength, and linked skills and cannot use most devices. He has no capacity for speech and cannot use powers, though he may continue to maintain powers previously activated. Vigor is the higher of the caster’s or the creature’s.
The GM has final say on what an animal can and cannot do. A shaman in dog-form might be able to pull the trigger on a shotgun, for instance, but would use a default skill roll of d4–2 as the animal has no Shooting score of its own. The shaman’s Persuasion functions normally, but might suffer a –4 or worse penalty without speech, depending on what he tries to accomplish.


Shape Change

Cost
Novice: 3
Seasoned: 4
Veteran: 5
Heroic: 6
Legendary: 7

Animal Types
Novice: Hawk, rabbit, cat
Seasoned: Dog, wolf, deer
Veteran: Lion, tiger
Heroic: Bear, shark
Legendary: Great white shark
Trapped Mega Power Name [Greater Shape Change] (+2 PPE/ISP)
Range: Self
Duration: 1 minute (1/minute)
Trapping: Chosen Trapping
Effect
With this Mega Power version of the shape change power, the caster is able to take on the form of any character or creature: humans, humanoids, and even magical monsters and beings. In addition, the caster is able to cast other powers while in any animal form, and she can speak clearly for others to hear without any issues, unless the form has no mouth.
Note that only natural, inherent abilities to the form are gained, not anything derived from technology or training. Greater shape change cannot confer a Juicer’s chemical and nanotech enhancements, nor does it give the caster a Ley Line Walker’s spellcasting or ley line abilities.


Greater Shape Change

Cost
Novice: 5
Seasoned: 6
Veteran: 7
Heroic: 8
Legendary: 9

Creature Types
Novice: Dire wolf, giant spider
Seasoned: Small humanoid (goblin)
Veteran: Medium humanoid (brodkil)
Heroic: Large creature (rhino buffalo)
Legendary: Huge creature (dragon)
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Shape Change

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[b]Trapped Power Name[/b] [Shape Change] (Special ISP/PPE Cost) [Novice]
[b]Range:[/b] [size=73]Self[/size]
[b]Duration:[/b] [size=73]1 minute (1/minute)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Many cultures have legends of shamans or wizards who take on the shape of animals. This power does just that. This version of the power only allows a user to transform into mundane animals, but more bizarre transmutations may be found.
A character may learn this spell while of Novice Rank but cannot transform into the more powerful creatures until he attains the appropriate Rank. The cost in Power Points depends on the type of creature the character wishes to change into. Use the Shape Change table as a guideline for unlisted creatures.
Weapons and other personal effects are assumed into the animal’s form and reappear when the power ends, but other objects are dropped.
While transformed, the character retains his own Smarts, Spirit, and linked skills (though he may not be able to use them since he cannot speak). He gains the animal’s Agility, Strength, and linked skills and cannot use most devices. He has no capacity for speech and cannot use powers, though he may continue to maintain powers previously activated. Vigor is the higher of the caster’s or the creature’s.
The GM has final say on what an animal can and cannot do. A shaman in dog-form might be able to pull the trigger on a shotgun, for instance, but would use a default skill roll of d4–2 as the animal has no Shooting score of its own. The shaman’s Persuasion functions normally, but might suffer a –4 or worse penalty without speech, depending on what he tries to accomplish.[/size]

[b]Shape Change[/b]

[size=73][b]Cost[/b]
Novice: 3
Seasoned: 4
Veteran: 5
Heroic: 6
Legendary: 7

[b]Animal Types[/b] 
Novice: Hawk, rabbit, cat
Seasoned: Dog, wolf, deer
Veteran: Lion, tiger
Heroic: Bear, shark
Legendary: Great white shark[/size][/ooc]
Greater Shape Change

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[b]Trapped Power Name[/b] [Shape Change] (Special ISP/PPE Cost) [Novice]
[b]Range:[/b] [size=73]Self[/size]
[b]Duration:[/b] [size=73]1 minute (1/minute)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Many cultures have legends of shamans or wizards who take on the shape of animals. This power does just that. This version of the power only allows a user to transform into mundane animals, but more bizarre transmutations may be found.
A character may learn this spell while of Novice Rank but cannot transform into the more powerful creatures until he attains the appropriate Rank. The cost in Power Points depends on the type of creature the character wishes to change into. Use the Shape Change table as a guideline for unlisted creatures.
Weapons and other personal effects are assumed into the animal’s form and reappear when the power ends, but other objects are dropped.
While transformed, the character retains his own Smarts, Spirit, and linked skills (though he may not be able to use them since he cannot speak). He gains the animal’s Agility, Strength, and linked skills and cannot use most devices. He has no capacity for speech and cannot use powers, though he may continue to maintain powers previously activated. Vigor is the higher of the caster’s or the creature’s.
The GM has final say on what an animal can and cannot do. A shaman in dog-form might be able to pull the trigger on a shotgun, for instance, but would use a default skill roll of d4–2 as the animal has no Shooting score of its own. The shaman’s Persuasion functions normally, but might suffer a –4 or worse penalty without speech, depending on what he tries to accomplish.[/size]

[b]Shape Change[/b]

[size=73][b]Cost[/b]
Novice: 3
Seasoned: 4
Veteran: 5
Heroic: 6
Legendary: 7

[b]Animal Types[/b] 
Novice: Hawk, rabbit, cat
Seasoned: Dog, wolf, deer
Veteran: Lion, tiger
Heroic: Bear, shark
Legendary: Great white shark[/size][/ooc][b]Trapped Mega Power Name[/b] [Greater Shape Change] (+2 PPE/ISP)
[b]Range:[/b] [size=73]Self[/size]
[b]Duration:[/b] [size=73]1 minute (1/minute)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]With this Mega Power version of the shape change power, the caster is able to take on the form of any character or creature: humans, humanoids, and even magical monsters and beings. In addition, the caster is able to cast other powers while in any animal form, and she can speak clearly for others to hear without any issues, unless the form has no mouth.
Note that only natural, inherent abilities to the form are gained, not anything derived from technology or training. Greater shape change cannot confer a Juicer’s chemical and nanotech enhancements, nor does it give the caster a Ley Line Walker’s spellcasting or ley line abilities.[/size]

[b]Greater Shape Change[/b]

[size=73][b]Cost[/b]
Novice: 5
Seasoned: 6
Veteran: 7
Heroic: 8
Legendary: 9

[b]Creature Types[/b]
Novice: Dire wolf, giant spider
Seasoned: Small humanoid (goblin)
Veteran: Medium humanoid (brodkil)
Heroic: Large creature (rhino buffalo)
Legendary: Huge creature (dragon)[/size][/ooc]

Trapped Power Name [Slow] (1 PPE/ISP) [Seasoned]
Range: Smarts x2
Duration: 3 (2/round)
Trapping: Chosen Trapping
Effect
Skilled fighters and monsters with fast reflexes can strike before lesser beings have time to blink. Slowing their reflexes reduces their advantage.
The caster makes an arcane skill roll opposed by the target’s Spirit. With a success, movement becomes an action, giving the target a multi-action penalty if he wants to move and act in the same round. With a raise, the target must redraw initiative cards above 10, except Jokers.
A victim who usually draws multiple initiative cards discards only those with a value higher than the spell allows.
  • Additional Targets: The character may affect up to five targets by spending a like amount of additional Power Points.
Trapped Mega Power Name [Exalted Slow] (2 PPE/ISP)
Range: Smarts x3
Duration: 3 (2/round)
Trapping: Chosen Trapping
Effect
Exalted slow causes these additional effects:
  • The target’s Pace is cut in half (round down), and he cannot run.
  • The target’s Parry is reduced by 2, and ranged attacks against him receive a +2.
  • All Agility and linked skill rolls are made at −2.
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Slow

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[b]Trapped Power Name[/b] [Slow] (1 PPE/ISP) [Seasoned]
[b]Range:[/b] [size=73]Smarts x2[/size]
[b]Duration:[/b] [size=73]3 (2/round)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Skilled fighters and monsters with fast reflexes can strike before lesser beings have time to blink. Slowing their reflexes reduces their advantage.
The caster makes an arcane skill roll opposed by the target’s Spirit. With a success, movement becomes an action, giving the target a multi-action penalty if he wants to move and act in the same round. With a raise, the target must redraw initiative cards above 10, except Jokers.
A victim who usually draws multiple initiative cards discards only those with a value higher than the spell allows.
[list][*][b]Additional Targets:[/b] The character may affect up to five targets by spending a like amount of additional Power Points.[/list][/size][/ooc]
Exalted Slow

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[b]Trapped Power Name[/b] [Slow] (1 PPE/ISP) [Seasoned]
[b]Range:[/b] [size=73]Smarts x2[/size]
[b]Duration:[/b] [size=73]3 (2/round)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Skilled fighters and monsters with fast reflexes can strike before lesser beings have time to blink. Slowing their reflexes reduces their advantage.
The caster makes an arcane skill roll opposed by the target’s Spirit. With a success, movement becomes an action, giving the target a multi-action penalty if he wants to move and act in the same round. With a raise, the target must redraw initiative cards above 10, except Jokers.
A victim who usually draws multiple initiative cards discards only those with a value higher than the spell allows.
[list][*][b]Additional Targets:[/b] The character may affect up to five targets by spending a like amount of additional Power Points.[/list][/size][/ooc][b]Trapped Mega Power Name[/b] [Exalted Slow] (2 PPE/ISP)
[b]Range:[/b] [size=73]Smarts x3[/size]
[b]Duration:[/b] [size=73]3 (2/round)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Exalted slow causes these additional effects:
[list][*]The target’s Pace is cut in half (round down), and he cannot run.
[*]The target’s Parry is reduced by 2, and ranged attacks against him receive a +2.
[*]All Agility and linked skill rolls are made at −2.[/list][/size][/ooc]

Trapped Power Name [Slumber] (2 PPE/ISP) [Seasoned]
Range: Smarts x2
Duration: 1 minute (1/minute)
Trapping: Chosen Trapping
Effect
Blasting a hoard of enemies into tiny pieces may be popular with some mages, but those who favor stealth or have a pacifistic bent are drawn to this spell.
The caster picks where he wants to center the spell and places a Medium Burst Template. He then makes an arcane skill roll. Any living creature (not undead or constructs) within the area must make a Spirit roll, at –2 if the caster scored a raise. Those who fail fall asleep.
Loud noises awaken the sleepers as if they were a normal sleeper (Notice roll). When the duration expires, the sleepers naturally wake up.
Trapped Mega Power Name [Greater Slumber] (4 PPE/ISP)
Range: Smarts x3
Duration: 1 minute (1/minute)
Trapping: Chosen Trapping
Effect
Using this Mega Power increases the penalties to resist slumber to −2, or −4 with a raise. Furthermore, it takes a full round of active effort to awaken a victim of greater slumber; loud noises and the like aren’t enough.
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Slumber

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[b]Trapped Power Name[/b] [Slumber] (2 PPE/ISP) [Seasoned]
[b]Range:[/b] [size=73]Smarts x2[/size]
[b]Duration:[/b] [size=73]1 minute (1/minute)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Blasting a hoard of enemies into tiny pieces may be popular with some mages, but those who favor stealth or have a pacifistic bent are drawn to this spell.
The caster picks where he wants to center the spell and places a Medium Burst Template. He then makes an arcane skill roll. Any living creature (not undead or constructs) within the area must make a Spirit roll, at –2 if the caster scored a raise. Those who fail fall asleep.
Loud noises awaken the sleepers as if they were a normal sleeper (Notice roll). When the duration expires, the sleepers naturally wake up.[/size][/ooc]
Greater Slumber

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[b]Trapped Power Name[/b] [Slumber] (2 PPE/ISP) [Seasoned]
[b]Range:[/b] [size=73]Smarts x2[/size]
[b]Duration:[/b] [size=73]1 minute (1/minute)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Blasting a hoard of enemies into tiny pieces may be popular with some mages, but those who favor stealth or have a pacifistic bent are drawn to this spell.
The caster picks where he wants to center the spell and places a Medium Burst Template. He then makes an arcane skill roll. Any living creature (not undead or constructs) within the area must make a Spirit roll, at –2 if the caster scored a raise. Those who fail fall asleep.
Loud noises awaken the sleepers as if they were a normal sleeper (Notice roll). When the duration expires, the sleepers naturally wake up.[/size][/ooc][b]Trapped Mega Power Name[/b] [Greater Slumber] (4 PPE/ISP)
[b]Range:[/b] [size=73]Smarts x3[/size]
[b]Duration:[/b] [size=73]1 minute (1/minute)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Using this Mega Power increases the penalties to resist slumber to −2, or −4 with a raise. Furthermore, it takes a full round of active effort to awaken a victim of greater slumber; loud noises and the like aren’t enough.[/size][/ooc]

Trapped Power Name [Smite] (2 PPE/ISP) [Novice]
Range: Touch
Duration: 3 (1/round)
Trapping: Chosen Trapping
Effect
This power is cast on a weapon of some sort. If it’s a ranged weapon, it affects one entire magazine, 20 bolts, shells, or arrows, or one full “load” of ammunition (the GM may have to determine the exact quantity for unusual weapons). While the spell is in effect, the weapon’s damage is increased by +2 or +4 with a raise.
  • Additional Targets: The character may affect up to five targets by spending a like amount of additional Power Points.
Trapped Mega Power Name [Greater Smite] (4 PPE/ISP)
Range: Touch
Duration: 3 (1/round)
Trapping: Chosen Trapping
Effect
This Mega Power version of smite confers two effects:
[*]The bonus damage is +4 with success, +8 with a raise, and the damage becomes Mega Damage.
[*]The caster may choose any Trapping to confer at the time of casting. This might be silver, fire, holy light, etc.[/size]
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Smite

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[b]Trapped Power Name[/b] [Smite] (2 PPE/ISP) [Novice]
[b]Range:[/b] [size=73]Touch[/size]
[b]Duration:[/b] [size=73]3 (1/round)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]This power is cast on a weapon of some sort. If it’s a ranged weapon, it affects one entire magazine, 20 bolts, shells, or arrows, or one full “load” of ammunition (the GM may have to determine the exact quantity for unusual weapons). While the spell is in effect, the weapon’s damage is increased by +2 or +4 with a raise.
[list][*][b]Additional Targets:[/b] The character may affect up to five targets by spending a like amount of additional Power Points.[/list][/size][/ooc]
Greater Smite

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[b]Trapped Power Name[/b] [Smite] (2 PPE/ISP) [Novice]
[b]Range:[/b] [size=73]Touch[/size]
[b]Duration:[/b] [size=73]3 (1/round)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]This power is cast on a weapon of some sort. If it’s a ranged weapon, it affects one entire magazine, 20 bolts, shells, or arrows, or one full “load” of ammunition (the GM may have to determine the exact quantity for unusual weapons). While the spell is in effect, the weapon’s damage is increased by +2 or +4 with a raise.
[list][*][b]Additional Targets:[/b] The character may affect up to five targets by spending a like amount of additional Power Points.[/list][/size][/ooc][b]Trapped Mega Power Name[/b] [Greater Smite] (4 PPE/ISP)
[b]Range:[/b] [size=73]Touch[/size]
[b]Duration:[/b] [size=73]3 (1/round)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]This Mega Power version of smite confers two effects:
[*]The bonus damage is +4 with success, +8 with a raise, and the damage becomes Mega Damage.
[*]The caster may choose any Trapping to confer at the time of casting. This might be silver, fire, holy light, etc.[/size][/ooc]

Trapped Power Name [Speak Language] (1 PPE/ISP) [Novice]
Range: Touch
Duration: 10 minutes (1/10 minutes)
Trapping: Chosen Trapping
Effect
This power allows a character to speak, read, and write a language other than his own. The language must be of an advanced form — not animalistic. A raise on the arcane skill roll allows the user to project a particular dialect as well.
Trapped Mega Power Name [Mass Understanding] (2 PPE/ISP)
Range: Special
Duration: 10 minutes (1/10 minutes)
Trapping: Chosen Trapping
Effect
The caster causes characters within Spirit × 2 of him to be able to understand one another, regardless of language spoken. The power is selective, affecting only those the caster wishes.
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Speak Language

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[b]Trapped Power Name[/b] [Speak Language] (1 PPE/ISP) [Novice]
[b]Range:[/b] [size=73]Touch[/size]
[b]Duration:[/b] [size=73]10 minutes (1/10 minutes)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]This power allows a character to speak, read, and write a language other than his own. The language must be of an advanced form — not animalistic. A raise on the arcane skill roll allows the user to project a particular dialect as well.[/size][/ooc]
Mass Understanding

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[b]Trapped Power Name[/b] [Speak Language] (1 PPE/ISP) [Novice]
[b]Range:[/b] [size=73]Touch[/size]
[b]Duration:[/b] [size=73]10 minutes (1/10 minutes)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]This power allows a character to speak, read, and write a language other than his own. The language must be of an advanced form — not animalistic. A raise on the arcane skill roll allows the user to project a particular dialect as well.[/size][/ooc][b]Trapped Mega Power Name[/b] [Mass Understanding] (2 PPE/ISP)
[b]Range:[/b] [size=73]Special[/size]
[b]Duration:[/b] [size=73]10 minutes (1/10 minutes)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]The caster causes characters within Spirit × 2 of him to be able to understand one another, regardless of language spoken. The power is selective, affecting only those the caster wishes.[/size][/ooc]

Trapped Power Name [Speed] (1 PPE/ISP) [Novice]
Range: Touch
Duration: 3 (1/round)
Trapping: Chosen Trapping
Effect
Warriors who need to close with their foes quickly often use this power, as do those who sometimes need to outrun things Man Was Not Meant to Know. Speed allows the target of the power to move faster than usual. With a success, the recipient’s basic Pace is doubled. With a raise, running becomes a free action, so he may ignore the usual –2 running penalty.
Trapped Mega Power Name [Greater Speed] (2 PPE/ISP)
Range: Touch
Duration: 3 (1/round)
Trapping: Chosen Trapping
Effect
This Mega Power version of speed grants the following added effects:
  • The recipient’s Pace is tripled, not doubled.
  • The recipient doesn’t need to roll a run die; assume the maximum whenever it would be rolled.
  • Attacks against the recipient are at −2. This penalty does not stack with similar effects, like deflection; use the higher benefit.
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Speed

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[b]Trapped Power Name[/b] [Speed] (1 PPE/ISP) [Novice]
[b]Range:[/b] [size=73]Touch[/size]
[b]Duration:[/b] [size=73]3 (1/round)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Warriors who need to close with their foes quickly often use this power, as do those who sometimes need to outrun things Man Was Not Meant to Know. Speed allows the target of the power to move faster than usual. With a success, the recipient’s basic Pace is doubled. With a raise, running becomes a free action, so he may ignore the usual –2 running penalty.[/size][/ooc]
Greater Speed

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[b]Trapped Power Name[/b] [Speed] (1 PPE/ISP) [Novice]
[b]Range:[/b] [size=73]Touch[/size]
[b]Duration:[/b] [size=73]3 (1/round)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Warriors who need to close with their foes quickly often use this power, as do those who sometimes need to outrun things Man Was Not Meant to Know. Speed allows the target of the power to move faster than usual. With a success, the recipient’s basic Pace is doubled. With a raise, running becomes a free action, so he may ignore the usual –2 running penalty.[/size][/ooc][b]Trapped Mega Power Name[/b] [Greater Speed] (2 PPE/ISP)
[b]Range:[/b] [size=73]Touch[/size]
[b]Duration:[/b] [size=73]3 (1/round)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]This Mega Power version of speed grants the following added effects:
[list][*]The recipient’s Pace is tripled, not doubled.
[*]The recipient doesn’t need to roll a run die; assume the maximum whenever it would be rolled.
[*]Attacks against the recipient are at −2. This penalty does not stack with similar effects, like deflection; use the higher benefit.[/list][/size][/ooc]

Trapped Power Name [Stun] (2 PPE/ISP) [Novice]
Range: 12/24/48
Duration: Special
Trapping: Chosen Trapping
Effect
Stun shocks those within a Medium Burst Template with concussive force, sound, light, magical energy, or the like.
If the arcane character scores a success, targets within the area of effect must make Vigor rolls or be Shaken. With a raise, victims must make Vigor rolls at –2.
Trapped Mega Power Name [Greater Stun] (4 PPE/ISP)
Range: 18/36/72
Duration: Special
Trapping: Chosen Trapping
Effect
Greater stun enhances the core stun effects in a couple of ways. First, the area is increased to a Large Burst Template. Second, all resistance rolls are made at −2, or −4 with a raise. Finally, any Vigor check of 1 or less means the target is Incapacitated; such targets make Vigor checks each following round to recover to Shaken status.
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Stun

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[b]Trapped Power Name[/b] [Stun] (2 PPE/ISP) [Novice]
[b]Range:[/b] [size=73]12/24/48[/size]
[b]Duration:[/b] [size=73]Special[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Stun shocks those within a Medium Burst Template with concussive force, sound, light, magical energy, or the like.
If the arcane character scores a success, targets within the area of effect must make Vigor rolls or be Shaken. With a raise, victims must make Vigor rolls at –2.[/size][/ooc]
Greater Stun

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[b]Trapped Power Name[/b] [Stun] (2 PPE/ISP) [Novice]
[b]Range:[/b] [size=73]12/24/48[/size]
[b]Duration:[/b] [size=73]Special[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Stun shocks those within a Medium Burst Template with concussive force, sound, light, magical energy, or the like.
If the arcane character scores a success, targets within the area of effect must make Vigor rolls or be Shaken. With a raise, victims must make Vigor rolls at –2.[/size][/ooc][b]Trapped Mega Power Name[/b] [Greater Stun] (4 PPE/ISP)
[b]Range:[/b] [size=73]18/36/72[/size]
[b]Duration:[/b] [size=73]Special[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Greater stun enhances the core stun effects in a couple of ways. First, the area is increased to a Large Burst Template. Second, all resistance rolls are made at −2, or −4 with a raise. Finally, any Vigor check of 1 or less means the target is Incapacitated; such targets make Vigor checks each following round to recover to Shaken status.[/size][/ooc]

Trapped Power Name [Succor] (1 PPE/ISP) [Novice]
Range: Touch
Duration: Instant
Trapping: Chosen Trapping
Effect
Succor removes one Fatigue level, two with a raise. It can also remove a character’s Shaken status.
Succor may be used to restore consciousness to those who have been Incapacitated due to wounds as well, though the wounds remain. It does not stop bleeding or otherwise stop mortal wounds from worsening, however.
Trapped Mega Power Name [Mass Succor] (2 PPE/ISP)
Range: Special
Duration: Instant
Trapping: Chosen Trapping
Effect
The caster can use this Mega Power to affect all allies within Spirit × 2. It is a selective effect, helping only those the caster chooses.
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Succor

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[b]Trapped Power Name[/b] [Succor] (1 PPE/ISP) [Novice]
[b]Range:[/b] [size=73]Touch[/size]
[b]Duration:[/b] [size=73]Instant[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Succor removes one Fatigue level, two with a raise. It can also remove a character’s Shaken status.
Succor may be used to restore consciousness to those who have been Incapacitated due to wounds as well, though the wounds remain. It does not stop bleeding or otherwise stop mortal wounds from worsening, however.[/size][/ooc]
Mass Succor

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[b]Trapped Power Name[/b] [Succor] (1 PPE/ISP) [Novice]
[b]Range:[/b] [size=73]Touch[/size]
[b]Duration:[/b] [size=73]Instant[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Succor removes one Fatigue level, two with a raise. It can also remove a character’s Shaken status.
Succor may be used to restore consciousness to those who have been Incapacitated due to wounds as well, though the wounds remain. It does not stop bleeding or otherwise stop mortal wounds from worsening, however.[/size][/ooc][b]Trapped Mega Power Name[/b] [Mass Succor] (2 PPE/ISP)
[b]Range:[/b] [size=73]Special[/size]
[b]Duration:[/b] [size=73]Instant[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]The caster can use this Mega Power to affect all allies within Spirit × 2. It is a selective effect, helping only those the caster chooses.[/size][/ooc]

Trapped Power Name [Summon Ally] (3+ PPE/ISP) [Novice]
Range: Smarts
Duration: 3 (1/round)
Trapping: Chosen Trapping
Effect
This power allows the character to summon a loyal and obedient servant. On a success, the ally is placed at any point within the range of the power. On a raise, the ally is more durable and gains the Hardy ability. A summoned ally acts on the initiative card of the caster and gets an immediate action as soon as it is summoned.
All Allies are Extras, even Mirror Selves (see below).
A character may learn this spell while of Novice Rank, but he cannot summon more powerful allies until he attains the appropriate Rank. The cost in Power Points depends on the type of ally the character wishes to summon. Use the Summon Ally table as a guideline for unlisted creatures.
A caster of sufficient Rank to summon more powerful allies may instead choose to summon additional lower Rank allies instead at the same cost. For each decrease in Rank, he gains one additional ally. For example, a Veteran caster could spend 5 Power Points to summon one Veteran-Rank-allowed ally, two Seasoned-Rank-allowed allies, or three Novice-Rank allowed allies. Allies summoned by a single casting must all be of the same type.
See the Bestiary for statistics of some of the creatures listed below.

Summon Ally
Cost
Novice: 3
Seasoned: 4
Veteran: 5
Heroic: 6
Legendary: 7

Ally Types
Novice: Bodyguard, experienced soldier (SWD p 117)
Seasoned: Dire wolf, ogre
Veteran: Elemental (any kind)
Heroic: Sentinel (SWD p 118)
Legendary: Mirror Self (SWD p 118)
Trapped Mega Power Name [Force Multiplication] (+2 PPE/ISP per ally)
Range: Smarts
Duration: 3 (1/round)
Trapping: Chosen Trapping
Effect
With force multiplication, each +2 Power Points summons an additional ally of the same type or category, brought in at the same time.
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Summon Ally

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[b]Trapped Power Name[/b] [Summon Ally] (3+ PPE/ISP) [Novice]
[b]Range:[/b] [size=73]Smarts[/size]
[b]Duration:[/b] [size=73]3 (1/round)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]This power allows the character to summon a loyal and obedient servant. On a success, the ally is placed at any point within the range of the power. On a raise, the ally is more durable and gains the Hardy ability. A summoned ally acts on the initiative card of the caster and gets an immediate action as soon as it is summoned.
All Allies are Extras, even Mirror Selves (see below).
A character may learn this spell while of Novice Rank, but he cannot summon more powerful allies until he attains the appropriate Rank. The cost in Power Points depends on the type of ally the character wishes to summon. Use the Summon Ally table as a guideline for unlisted creatures.
A caster of sufficient Rank to summon more powerful allies may instead choose to summon additional lower Rank allies instead at the same cost. For each decrease in Rank, he gains one additional ally. For example, a Veteran caster could spend 5 Power Points to summon one Veteran-Rank-allowed ally, two Seasoned-Rank-allowed allies, or three Novice-Rank allowed allies. Allies summoned by a single casting must all be of the same type.
See the Bestiary for statistics of some of the creatures listed below.[/size]
[b]Summon Ally[/b]
[size=73][b]Cost[/b]
Novice: 3
Seasoned: 4
Veteran: 5
Heroic: 6
Legendary: 7

[b]Ally Types[/b]
Novice: Bodyguard, experienced soldier (SWD p 117)
Seasoned: Dire wolf, ogre
Veteran: Elemental (any kind)
Heroic: Sentinel (SWD p 118)
Legendary: Mirror Self (SWD p 118)[/size][/ooc]
Force Multiplication

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[b]Trapped Power Name[/b] [Summon Ally] (3+ PPE/ISP) [Novice]
[b]Range:[/b] [size=73]Smarts[/size]
[b]Duration:[/b] [size=73]3 (1/round)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]This power allows the character to summon a loyal and obedient servant. On a success, the ally is placed at any point within the range of the power. On a raise, the ally is more durable and gains the Hardy ability. A summoned ally acts on the initiative card of the caster and gets an immediate action as soon as it is summoned.
All Allies are Extras, even Mirror Selves (see below).
A character may learn this spell while of Novice Rank, but he cannot summon more powerful allies until he attains the appropriate Rank. The cost in Power Points depends on the type of ally the character wishes to summon. Use the Summon Ally table as a guideline for unlisted creatures.
A caster of sufficient Rank to summon more powerful allies may instead choose to summon additional lower Rank allies instead at the same cost. For each decrease in Rank, he gains one additional ally. For example, a Veteran caster could spend 5 Power Points to summon one Veteran-Rank-allowed ally, two Seasoned-Rank-allowed allies, or three Novice-Rank allowed allies. Allies summoned by a single casting must all be of the same type.
See the Bestiary for statistics of some of the creatures listed below.[/size]
[b]Summon Ally[/b]
[size=73][b]Cost[/b]
Novice: 3
Seasoned: 4
Veteran: 5
Heroic: 6
Legendary: 7

[b]Ally Types[/b]
Novice: Bodyguard, experienced soldier (SWD p 117)
Seasoned: Dire wolf, ogre
Veteran: Elemental (any kind)
Heroic: Sentinel (SWD p 118)
Legendary: Mirror Self (SWD p 118)[/size][/ooc][b]Trapped Mega Power Name[/b] [Force Multiplication] (+2 PPE/ISP per ally)
[b]Range:[/b] [size=73]Smarts[/size]
[b]Duration:[/b] [size=73]3 (1/round)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]With force multiplication, each +2 Power Points summons an additional ally of the same type or category, brought in at the same time.[/size][/ooc]

Trapped Power Name [Telekinesis] (5 PPE/ISP) [Seasoned]
Range: Smarts
Duration: 3 (1/round)
Trapping: Chosen Trapping
Effect
Telekinesis is the ability to move a single object or creature (including one’s self) with arcane will. The weight a caster can lift is equal to 10 pounds times his Spirit die type, 50 pounds times his Spirit with a raise.
  • Lifting Creatures: Living targets may resist with an opposed Spirit roll. If the roll is greater than the caster’s skill total, the victim is unaffected. If the creature loses, however, it is lifted as usual and does not get another attempt to break free.
    Occasionally a victim might manage to grab onto something solid to prevent itself from being lifted. When this happens, the victim may make an opposed Strength roll versus the caster’s arcane skill. If the victim is successful, he manages to grab onto whatever was available and is not moved, bashed, orotherwise affected that round.
  • Telekinetic Weapons: A caster can use telekinesis to wield a weapon. When this occurs, the weapon’s Fighting is equal to his arcane skill, and its damage is based on the caster’s Spirit instead of his Strength. A sword that does Strength+d6 damage, for example, does Spirit+d6 when wielded by telekinesis. The weapon otherwise functions normally, including granting bonus damage when it strikes with a raise.
  • Dropping Things: Particularly ruthless characters often use telekinesis to drop their foes or bash them into walls and the like. A creature affected by this power can be moved up to the caster’s Smarts in inches per turn in any direction. Dropped creatures suffer falling damage as usual.
    Victims who are bashed into walls or other solid objects suffer the caster’s Spirit+d6 as damage. If a caster with a d12 Spirit smashes an orc into a wall, for example, the orc suffers d12+d6 damage.
Trapped Mega Power Name [Exalted Telekinesis] (10 PPE/ISP)
Range: Smarts x2
Duration: 3 (1/round)
Trapping: Chosen Trapping
Effect
Using exalted telekinesis is slightly different than normal telekinesis. The caster’s telekinetic strength is calculated as his Spirit die with four die steps added. Thus a psionic with a Spirit of d8 has an exalted telekinesis strength of d12+2.
Those using exalted telekinesis consult the Super Strength Table (page 65) to determine how much they can lift and manipulate. With a successful roll, they use the Load Limit column, or the Max Weight column with a raise. Note that objects weighing 1,000 or more pounds automatically deal Mega Damage when used as weapons.
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Telekinesis

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[b]Trapped Power Name[/b] [Telekinesis] (5 PPE/ISP) [Seasoned]
[b]Range:[/b] [size=73]Smarts[/size]
[b]Duration:[/b] [size=73]3 (1/round)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Telekinesis is the ability to move a single object or creature (including one’s self) with arcane will. The weight a caster can lift is equal to 10 pounds times his Spirit die type, 50 pounds times his Spirit with a raise.
[list][*][b]Lifting Creatures:[/b] Living targets may resist with an opposed Spirit roll. If the roll is greater than the caster’s skill total, the victim is unaffected. If the creature loses, however, it is lifted as usual and does not get another attempt to break free.
Occasionally a victim might manage to grab onto something solid to prevent itself from being lifted. When this happens, the victim may make an opposed Strength roll versus the caster’s arcane skill. If the victim is successful, he manages to grab onto whatever was available and is not moved, bashed, orotherwise affected that round.
[*][b]Telekinetic Weapons:[/b] A caster can use telekinesis to wield a weapon. When this occurs, the weapon’s Fighting is equal to his arcane skill, and its damage is based on the caster’s Spirit instead of his Strength. A sword that does Strength+d6 damage, for example, does Spirit+d6 when wielded by telekinesis. The weapon otherwise functions normally, including granting bonus damage when it strikes with a raise.
[*][b]Dropping Things:[/b] Particularly ruthless characters often use telekinesis to drop their foes or bash them into walls and the like. A creature affected by this power can be moved up to the caster’s Smarts in inches per turn in any direction. Dropped creatures suffer falling damage as usual.
Victims who are bashed into walls or other solid objects suffer the caster’s Spirit+d6 as damage. If a caster with a d12 Spirit smashes an orc into a wall, for example, the orc suffers d12+d6 damage.[/list][/size][/ooc]
Exalted Telekinesis

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[b]Trapped Power Name[/b] [Telekinesis] (5 PPE/ISP) [Seasoned]
[b]Range:[/b] [size=73]Smarts[/size]
[b]Duration:[/b] [size=73]3 (1/round)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Telekinesis is the ability to move a single object or creature (including one’s self) with arcane will. The weight a caster can lift is equal to 10 pounds times his Spirit die type, 50 pounds times his Spirit with a raise.
[list][*][b]Lifting Creatures:[/b] Living targets may resist with an opposed Spirit roll. If the roll is greater than the caster’s skill total, the victim is unaffected. If the creature loses, however, it is lifted as usual and does not get another attempt to break free.
Occasionally a victim might manage to grab onto something solid to prevent itself from being lifted. When this happens, the victim may make an opposed Strength roll versus the caster’s arcane skill. If the victim is successful, he manages to grab onto whatever was available and is not moved, bashed, orotherwise affected that round.
[*][b]Telekinetic Weapons:[/b] A caster can use telekinesis to wield a weapon. When this occurs, the weapon’s Fighting is equal to his arcane skill, and its damage is based on the caster’s Spirit instead of his Strength. A sword that does Strength+d6 damage, for example, does Spirit+d6 when wielded by telekinesis. The weapon otherwise functions normally, including granting bonus damage when it strikes with a raise.
[*][b]Dropping Things:[/b] Particularly ruthless characters often use telekinesis to drop their foes or bash them into walls and the like. A creature affected by this power can be moved up to the caster’s Smarts in inches per turn in any direction. Dropped creatures suffer falling damage as usual.
Victims who are bashed into walls or other solid objects suffer the caster’s Spirit+d6 as damage. If a caster with a d12 Spirit smashes an orc into a wall, for example, the orc suffers d12+d6 damage.[/list][/size][/ooc][b]Trapped Mega Power Name[/b] [Exalted Telekinesis] (10 PPE/ISP)
[b]Range:[/b] [size=73]Smarts x2[/size]
[b]Duration:[/b] [size=73]3 (1/round)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Using exalted telekinesis is slightly different than normal telekinesis. The caster’s telekinetic strength is calculated as his Spirit die with four die steps added. Thus a psionic with a Spirit of d8 has an exalted telekinesis strength of d12+2.
Those using exalted telekinesis consult the Super Strength Table (page 65) to determine how much they can lift and manipulate. With a successful roll, they use the Load Limit column, or the Max Weight column with a raise. Note that objects weighing 1,000 or more pounds automatically deal Mega Damage when used as weapons.[/size][/ooc]

Trapped Power Name [Telepathy (TLPG)] (2 PPE/ISP) [Novice]
Range: One mile
Duration: 3 (1/round)
Trapping: Chosen Trapping
Effect
Telepathy is used to communicate mentally with other people. If the target is willing, a simple success is all that is needed. Otherwise, the roll is opposed by the target’s
Spirit. Success allows communication with the target. Only those thoughts and images the participants wish to send can be sensed; anything more requires mind reading.
If the caster cannot see the target, they must know and be able to identify the intended recipient in some reasonable fashion; their roll suffers a −4 penalty. Once telepathic contact is established, it may be maintained up to one mile away.
Trapped Mega Power Name [Exalted Telepathy] (4 PPE/ISP)
Range: Special
Duration: 3 (1/round)
Trapping: Chosen Trapping
Effect
This Mega Power version of telepathy allows the user to reach any ally’s mind within one mile without needing a roll, and contacting someone else only requires a roll with no penalties. Beyond the one-mile radius, rolls for allies are at −2, while other rolls are at −4.
Furthermore, the psi can choose to broadcast a telepathic message to every sentient mind within a mile radius. Alternately, she can connect up to her Smarts die in minds as a kind of telepathic switchboard, creating open communication for everyone connected. This last ability is somewhat taxing, imposing a −2 penalty on any other Trait rolls while she maintains it.
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Telepathy

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[b]Trapped Power Name[/b] [Telepathy] (2 PPE/ISP) [Novice]
[b]Range:[/b] [size=73]One mile[/size]
[b]Duration:[/b] [size=73]3 (1/round)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Telepathy is used to communicate mentally with other people. If the target is willing, a simple success is all that is needed. Otherwise, the roll is opposed by the target’s
Spirit. Success allows communication with the target. Only those thoughts and images the participants wish to send can be sensed; anything more requires mind reading.
If the caster cannot see the target, they must know and be able to identify the intended recipient in some reasonable fashion; their roll suffers a −4 penalty. Once telepathic contact is established, it may be maintained up to one mile away.[/size][/ooc]
Exalted Telepathy

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[b]Trapped Power Name[/b] [Telepathy] (2 PPE/ISP) [Novice]
[b]Range:[/b] [size=73]One mile[/size]
[b]Duration:[/b] [size=73]3 (1/round)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Telepathy is used to communicate mentally with other people. If the target is willing, a simple success is all that is needed. Otherwise, the roll is opposed by the target’s
Spirit. Success allows communication with the target. Only those thoughts and images the participants wish to send can be sensed; anything more requires mind reading.
If the caster cannot see the target, they must know and be able to identify the intended recipient in some reasonable fashion; their roll suffers a −4 penalty. Once telepathic contact is established, it may be maintained up to one mile away.[/size][/ooc][b]Trapped Mega Power Name[/b] [Exalted Telepathy] (4 PPE/ISP)
[b]Range:[/b] [size=73]Special[/size]
[b]Duration:[/b] [size=73]3 (1/round)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]This Mega Power version of telepathy allows the user to reach any ally’s mind within one mile without needing a roll, and contacting someone else only requires a roll with no penalties. Beyond the one-mile radius, rolls for allies are at −2, while other rolls are at −4.
Furthermore, the psi can choose to broadcast a telepathic message to every sentient mind within a mile radius. Alternately, she can connect up to her Smarts die in minds as a kind of telepathic switchboard, creating open communication for everyone connected. This last ability is somewhat taxing, imposing a −2 penalty on any other Trait rolls while she maintains it.[/size][/ooc]

Trapped Power Name [Teleport] (3+ PPE/ISP) [Seasoned]
Range: Special
Duration: Instant
Trapping: Chosen Trapping
Effect
Teleport allows a character to disappear and instantly reappear up to 10” distant for each 3 Power Points spent, or 15” with a raise. This counts as his movement for the round. Adjacent opponents do not get a free attack against the teleporting character. If the hero wishes to teleport somewhere he can’t see, he must make a Smarts roll at –2. If it is an unknown area he has never seen, the roll is at a –4 penalty.
Failure of either roll means the teleporter hit an object of some sort. He returns where he came from and is Shaken. A roll of 1 on the casting die (regardless of the Wild Die) indicates a more serious disaster — in addition to being Shaken he also suffers 2d6 damage.
The teleporter can never enter a solid space even if he tries. The power instantly returns him to his starting location as above.
  • Carrying Others: The hero can carry other beings with him at the cost of a level of Fatigue per additional “rider.” More than two may be carried at once, but causes instant Incapacitation. One Fatigue level is regained for each full hour of rest.
Trapped Mega Power Name [Greater Teleport] (5+ PPE/ISP)
Range: Special
Duration: Instant
Trapping: Chosen Trapping
Effect
Greater teleport extends the Ranges to 20" (40 yards) per 5 PPE or ISP spent, or 30" (60 yards) with a raise. The caster can carry up to five others without having to risk Fatigue. Each additional person he carries beyond those five imposes an automatic Fatigue level, as per the core teleport power.
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Teleport

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[b]Trapped Power Name[/b] [Teleport] (3+ PPE/ISP) [Seasoned]
[b]Range:[/b] [size=73]Special[/size]
[b]Duration:[/b] [size=73]Instant[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Teleport allows a character to disappear and instantly reappear up to 10” distant for each 3 Power Points spent, or 15” with a raise. This counts as his movement for the round. Adjacent opponents do not get a free attack against the teleporting character. If the hero wishes to teleport somewhere he can’t see, he must make a Smarts roll at –2. If it is an unknown area he has never seen, the roll is at a –4 penalty.
Failure of either roll means the teleporter hit an object of some sort. He returns where he came from and is Shaken. A roll of 1 on the casting die (regardless of the Wild Die) indicates a more serious disaster — in addition to being Shaken he also suffers 2d6 damage.
The teleporter can never enter a solid space even if he tries. The power instantly returns him to his starting location as above.
[list][*][b]Carrying Others:[/b] The hero can carry other beings with him at the cost of a level of Fatigue per additional “rider.” More than two may be carried at once, but causes instant Incapacitation. One Fatigue level is regained for each full hour of rest.[/list][/size][/ooc]
Greater Teleport

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[b]Trapped Power Name[/b] [Teleport] (3+ PPE/ISP) [Seasoned]
[b]Range:[/b] [size=73]Special[/size]
[b]Duration:[/b] [size=73]Instant[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Teleport allows a character to disappear and instantly reappear up to 10” distant for each 3 Power Points spent, or 15” with a raise. This counts as his movement for the round. Adjacent opponents do not get a free attack against the teleporting character. If the hero wishes to teleport somewhere he can’t see, he must make a Smarts roll at –2. If it is an unknown area he has never seen, the roll is at a –4 penalty.
Failure of either roll means the teleporter hit an object of some sort. He returns where he came from and is Shaken. A roll of 1 on the casting die (regardless of the Wild Die) indicates a more serious disaster — in addition to being Shaken he also suffers 2d6 damage.
The teleporter can never enter a solid space even if he tries. The power instantly returns him to his starting location as above.
[list][*][b]Carrying Others:[/b] The hero can carry other beings with him at the cost of a level of Fatigue per additional “rider.” More than two may be carried at once, but causes instant Incapacitation. One Fatigue level is regained for each full hour of rest.[/list][/size][/ooc][b]Trapped Mega Power Name[/b] [Greater Teleport] (5+ PPE/ISP)
[b]Range:[/b] [size=73]Special[/size]
[b]Duration:[/b] [size=73]Instant[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Greater teleport extends the Ranges to 20" (40 yards) per 5 PPE or ISP spent, or 30" (60 yards) with a raise. The caster can carry up to five others without having to risk Fatigue. Each additional person he carries beyond those five imposes an automatic Fatigue level, as per the core teleport power.[/size][/ooc]

Trapped Power Name [Wall Walker] (2 PPE/ISP) [Novice]
Range: Touch
Duration: 3 (1/round)
Trapping: Chosen Trapping
Effect
Spellcasters are frequently targeted in combat because of their arcane prowess and high-utility spells such as this are great for getting the caster safely out of harm’s way. Of course, it has countless other uses too.
Wall walker allows the recipient to function much like a human spider. He can stick to any surface, allowing him to climb walls and even hang from the ceiling. With a success, the character can move along such surfaces at half his normal Pace. With a raise, he may move at full Pace and even run.
  • Additional Targets: The character may affect up to five targets by spending a like amount of additional Power Points.
Trapped Mega Power Name [Greater Wall Walker] (4 PPE/ISP)
Range: Touch
Duration: 3 (1/round)
Trapping: Chosen Trapping
Effect
Using greater wall walker means the target automatically gains the ability to move at full Pace. He also gains +4 to resist being moved by such powers as havoc, pummel, or telekinesis, and he gains +4 to resist the Push maneuver.
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Wall Walker

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[b]Trapped Power Name[/b] [Wall Walker] (2 PPE/ISP) [Novice]
[b]Range:[/b] [size=73]Touch[/size]
[b]Duration:[/b] [size=73]3 (1/round)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Spellcasters are frequently targeted in combat because of their arcane prowess and high-utility spells such as this are great for getting the caster safely out of harm’s way. Of course, it has countless other uses too.
Wall walker allows the recipient to function much like a human spider. He can stick to any surface, allowing him to climb walls and even hang from the ceiling. With a success, the character can move along such surfaces at half his normal Pace. With a raise, he may move at full Pace and even run.
[list][*][b]Additional Targets:[/b] The character may affect up to five targets by spending a like amount of additional Power Points.[/list][/size][/ooc]
Greater Wall Walker

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[b]Trapped Power Name[/b] [Wall Walker] (2 PPE/ISP) [Novice]
[b]Range:[/b] [size=73]Touch[/size]
[b]Duration:[/b] [size=73]3 (1/round)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Spellcasters are frequently targeted in combat because of their arcane prowess and high-utility spells such as this are great for getting the caster safely out of harm’s way. Of course, it has countless other uses too.
Wall walker allows the recipient to function much like a human spider. He can stick to any surface, allowing him to climb walls and even hang from the ceiling. With a success, the character can move along such surfaces at half his normal Pace. With a raise, he may move at full Pace and even run.
[list][*][b]Additional Targets:[/b] The character may affect up to five targets by spending a like amount of additional Power Points.[/list][/size][/ooc][b]Trapped Mega Power Name[/b] [Greater Wall Walker] (4 PPE/ISP)
[b]Range:[/b] [size=73]Touch[/size]
[b]Duration:[/b] [size=73]3 (1/round)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Using greater wall walker means the target automatically gains the ability to move at full Pace. He also gains +4 to resist being moved by such powers as havoc, pummel, or telekinesis, and he gains +4 to resist the Push maneuver.[/size][/ooc]

Trapped Power Name [Warrior's Gift] (4 PPE/ISP) [Seasoned]
Range: Touch
Duration: 3 (1/round)
Trapping: Chosen Trapping
Effect
Even combat mages cannot afford to spend all their time learning new combat maneuvers and martial skills. For those who enjoy the thrill of melee or want to improve their companions’ skills, this spell provides a quick solution to a lack of training.
With a successful arcane skill roll, the recipient gains the benefits of a single Combat Edge chosen by the caster. The caster (not the recipient) must be one Rank higher than the Rank requirement of the Edge but ignores other requirements, even those requiring other Edges. For the duration of the spell, the recipient gains all the benefits of the Edge.
Edges gained through this power provide no additional benefit if the character already has the Edge.
Trapped Mega Power Name [Greater Warrior's Gift] (8 PPE/ISP)
Range: Touch
Duration: 3 (1/round)
Trapping: Chosen Trapping
Effect
Greater warrior’s gift allows the target to select two Combat Edges at once, and those Edges may be up to the target’s current Rank.
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Warrior's Gift

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[b]Trapped Power Name[/b] [Warrior's Gift] (4 PPE/ISP) [Seasoned]
[b]Range:[/b] [size=73]Touch[/size]
[b]Duration:[/b] [size=73]3 (1/round)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Even combat mages cannot afford to spend all their time learning new combat maneuvers and martial skills. For those who enjoy the thrill of melee or want to improve their companions’ skills, this spell provides a quick solution to a lack of training.
With a successful arcane skill roll, the recipient gains the benefits of a single Combat Edge chosen by the caster. The caster (not the recipient) must be one Rank higher than the Rank requirement of the Edge but ignores other requirements, even those requiring other Edges. For the duration of the spell, the recipient gains all the benefits of the Edge.
Edges gained through this power provide no additional benefit if the character already has the Edge.[/size][/ooc]
Greater Warrior's Gift

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[b]Trapped Power Name[/b] [Warrior's Gift] (4 PPE/ISP) [Seasoned]
[b]Range:[/b] [size=73]Touch[/size]
[b]Duration:[/b] [size=73]3 (1/round)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Even combat mages cannot afford to spend all their time learning new combat maneuvers and martial skills. For those who enjoy the thrill of melee or want to improve their companions’ skills, this spell provides a quick solution to a lack of training.
With a successful arcane skill roll, the recipient gains the benefits of a single Combat Edge chosen by the caster. The caster (not the recipient) must be one Rank higher than the Rank requirement of the Edge but ignores other requirements, even those requiring other Edges. For the duration of the spell, the recipient gains all the benefits of the Edge.
Edges gained through this power provide no additional benefit if the character already has the Edge.[/size][/ooc][b]Trapped Mega Power Name[/b] [Greater Warrior's Gift] (8 PPE/ISP)
[b]Range:[/b] [size=73]Touch[/size]
[b]Duration:[/b] [size=73]3 (1/round)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Greater warrior’s gift allows the target to select two Combat Edges at once, and those Edges may be up to the target’s current Rank.[/size][/ooc]
Last edited by Krozog on Sun Jul 22, 2018 10:49 pm, edited 9 times in total.
Krozog, Paladin of Light
Krozog, Ogre Paladin
Pace: 7; Parry: 8(2)
Toughness: 10(0)
  • +2 vs Ranged
  • +2 vs Creatures of Darkness and Flame and their servants.
  • +1 vs damage causing arcane powers.
Combat-Relevant Edges & Abilities:
  • Bad Eyes: Ogres suffer a -2 on all Trait rolls dealing with anything more than 5” away.
    Battle Hardened: +2 to Soak rolls.
    Big Target: Attackers gain +1 to attack rolls made against Ogres.
    Champion: +2 to damage and +2 to Toughness vs Supernaturally Evil creatures.
    Magical Resistance: +1 Armor vs Damaging magic, +1 to resist opposed magic (friendly spells subtract this modifier)
    Reach: Ogres have Reach 1
    Size +2: Ogres are Size+2
    Thermal Vision: Ogres have the Infravision Monstrous Ability
Wounds: 0/3; Fatigue: 0/2; Essence: 5/10
Bennies: 0/3
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Krozog
Posts: 153
Joined: Sat May 05, 2018 3:14 pm
Location: Texas

(Mega) Powers (Alphabetical: Z)

Post by Krozog »

(Mega) Powers (Alphabetical: Z)

Trapped Power Name [Zombie (Unavailable in Rifts)] (3 PP/corpse) [Veteran]
Range: Smarts
Duration: Special
Trapping: Chosen Trapping
Effect
This power is considered evil in most settings, and so is typically used only by villainous nonplayer characters such as necromancers, evil scientists, dark cultists, and the like.
When cast, zombie raises a number of dead specified by the character when he spent his Power Points. The undead are immediately obedient, though perhaps a bit mischievous and literal-minded in their duties.
Corpses aren’t summoned by this ability, so there must actually be a supply of bodies available for the power to have any effect. The bodies don’t have to be fresh — zombie can raise servants that have been waiting patiently for centuries. Graveyards, morgues, and battlefields can all serve this purpose.
With a success, the dead remain animated for 1 hour. With a raise, they remain animated for 1d6 hours. With two raises, they remain animated for an entire day.
Certain powerful necromancers may have improved versions of this power that are cheaper to cast and create permanent undead.
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Zombie

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[b]Trapped Power Name[/b] [Zombie] (3 PP/corpse) [Veteran]
[b]Range:[/b] [size=73]Smarts[/size]
[b]Duration:[/b] [size=73]Special[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]This power is considered evil in most settings, and so is typically used only by villainous nonplayer characters such as necromancers, evil scientists, dark cultists, and the like.
When cast, zombie raises a number of dead specified by the character when he spent his Power Points. The undead are immediately obedient, though perhaps a bit mischievous and literal-minded in their duties.
Corpses aren’t summoned by this ability, so there must actually be a supply of bodies available for the power to have any effect. The bodies don’t have to be fresh — zombie can raise servants that have been waiting patiently for centuries. Graveyards, morgues, and battlefields can all serve this purpose.
With a success, the dead remain animated for 1 hour. With a raise, they remain animated for 1d6 hours. With two raises, they remain animated for an entire day.
Certain powerful necromancers may have improved versions of this power that are cheaper to cast and create permanent undead.[/size][/ooc]
Last edited by Krozog on Sun Jul 22, 2018 10:01 pm, edited 3 times in total.
Krozog, Paladin of Light
Krozog, Ogre Paladin
Pace: 7; Parry: 8(2)
Toughness: 10(0)
  • +2 vs Ranged
  • +2 vs Creatures of Darkness and Flame and their servants.
  • +1 vs damage causing arcane powers.
Combat-Relevant Edges & Abilities:
  • Bad Eyes: Ogres suffer a -2 on all Trait rolls dealing with anything more than 5” away.
    Battle Hardened: +2 to Soak rolls.
    Big Target: Attackers gain +1 to attack rolls made against Ogres.
    Champion: +2 to damage and +2 to Toughness vs Supernaturally Evil creatures.
    Magical Resistance: +1 Armor vs Damaging magic, +1 to resist opposed magic (friendly spells subtract this modifier)
    Reach: Ogres have Reach 1
    Size +2: Ogres are Size+2
    Thermal Vision: Ogres have the Infravision Monstrous Ability
Wounds: 0/3; Fatigue: 0/2; Essence: 5/10
Bennies: 0/3
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User avatar
Krozog
Posts: 153
Joined: Sat May 05, 2018 3:14 pm
Location: Texas

Novice (Mega) Powers (Alphabetical: A-F)

Post by Krozog »

Novice (Mega) Powers (Alphabetical: A-F)

Trapped Power Name [Armor] (2 PPE/ISP) [Novice]
Range: Touch
Duration: 3 (1/round)
Trapping: Chosen Trapping
Effect
Armor creates a field of magical protection around a character or an actual shell of some sort, effectively giving the target Armor. Success grants the recipient 2 points of Armor. A raise grants 4 points of Armor.
Whether the armor is visible or not depends largely on the trapping.
Trapped Mega Power Name [Greater Armor] (5 PPE/ISP)
Range: Touch
Duration: 3 (1/round)
Trapping: Chosen Trapping
Effect
Success grants +5 M.D.C. Armor, a raise grants +10.
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Armor

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[b]Trapped Power Name[/b] [Armor] (2 PPE/ISP) [Novice]
[b]Range:[/b] [size=73]Touch[/size]
[b]Duration:[/b] [size=73]3 (1/round)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Armor creates a field of magical protection around a character or an actual shell of some sort, effectively giving the target Armor. Success grants the recipient 2 points of Armor. A raise grants 4 points of Armor.
Whether the armor is visible or not depends largely on the trapping.[/size][/ooc]
Greater Armor

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[b]Trapped Power Name[/b] [Armor] (2 PPE/ISP) [Novice]
[b]Range:[/b] [size=73]Touch[/size]
[b]Duration:[/b] [size=73]3 (1/round)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Armor creates a field of magical protection around a character or an actual shell of some sort, effectively giving the target Armor. Success grants the recipient 2 points of Armor. A raise grants 4 points of Armor.
Whether the armor is visible or not depends largely on the trapping.[/size][/ooc][b]Trapped Mega Power Name[/b] [Greater Armor] (5 PPE/ISP)
[b]Range:[/b] [size=73]Touch[/size]
[b]Duration:[/b] [size=73]3 (1/round)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Success grants +5 M.D.C. Armor, a raise grants +10.[/size][/ooc]

Trapped Power Name [Beast Friend] (PPE/ISP: Special) [Novice]
Range: Smarts x 100 yards
Duration: 10 minutes
Trapping: Chosen Trapping
Effect
This spell allows mages to speak with and guide the actions of nature’s beasts. It works only on creatures with animal intelligence, not humanoids. Nor does it work on conjured, magical, or otherwise “unnatural” animals.
The target must be within the sorcerer’s range — it is not conjured.
The cost to control a creature depends on its Size. The base cost is 3, plus twice its Size for creatures with a Size greater than 0. A great white shark (Size +4) costs 3 plus 8 (2x4), or 11 points. A roc (Size +8) costs 19 Power Points to control.
Swarms may also be controlled. Small swarms cost 3, Mediums 5, and Large 8. Thus a single rat costs 3 to control, as does a small swarm of the creatures.
Trapped Mega Power Name [Exalted Beast Friend] (+2 PPE/ISP)
Range: Smarts x1000 yards
Duration: 30 minutes
Trapping: Chosen Trapping
Effect
This Mega Power extends the Range and Duration of the beast friend power, and allows the caster to affect magical and mythical beasts. Such creatures must still have only animal intelligence to be influenced.
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Beast Friend

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[b]Trapped Power Name[/b] [Beast Friend] (PPE/ISP: Special) [Novice]
[b]Range:[/b] [size=73]Smarts x 100 yards[/size]
[b]Duration:[/b] [size=73]10 minutes[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]This spell allows mages to speak with and guide the actions of nature’s beasts. It works only on creatures with animal intelligence, not humanoids. Nor does it work on conjured, magical, or otherwise “unnatural” animals.
The target must be within the sorcerer’s range — it is not conjured.
The cost to control a creature depends on its Size. The base cost is 3, plus twice its Size for creatures with a Size greater than 0. A great white shark (Size +4) costs 3 plus 8 (2x4), or 11 points. A roc (Size +8) costs 19 Power Points to control.
Swarms may also be controlled. Small swarms cost 3, Mediums 5, and Large 8. Thus a single rat costs 3 to control, as does a small swarm of the creatures.[/size][/ooc]
Exalted Beast Friend

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[b]Trapped Power Name[/b] [Beast Friend] (PPE/ISP: Special) [Novice]
[b]Range:[/b] [size=73]Smarts x 100 yards[/size]
[b]Duration:[/b] [size=73]10 minutes[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]This spell allows mages to speak with and guide the actions of nature’s beasts. It works only on creatures with animal intelligence, not humanoids. Nor does it work on conjured, magical, or otherwise “unnatural” animals.
The target must be within the sorcerer’s range — it is not conjured.
The cost to control a creature depends on its Size. The base cost is 3, plus twice its Size for creatures with a Size greater than 0. A great white shark (Size +4) costs 3 plus 8 (2x4), or 11 points. A roc (Size +8) costs 19 Power Points to control.
Swarms may also be controlled. Small swarms cost 3, Mediums 5, and Large 8. Thus a single rat costs 3 to control, as does a small swarm of the creatures.[/size][/ooc][b]Trapped Mega Power Name[/b] [Exalted Beast Friend] (+2 PPE/ISP)
[b]Range:[/b] [size=73]Smarts x1000 yards[/size]
[b]Duration:[/b] [size=73]30 minutes[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]This Mega Power extends the Range and Duration of the beast friend power, and allows the caster to affect magical and mythical beasts. Such creatures must still have only animal intelligence to be influenced.[/size][/ooc]

Trapped Power Name [Blind] (2-6 PPE/ISP) [Novice]
Range: 12/24/48
Duration: Instant
Trapping: Chosen Trapping
Effect
This power temporarily blinds a target or targets. Those affected must make an Agility roll at –2 to avert their gaze and avoid the effect (at –4 if the caster got a raise on the attack roll). On a failure, victims are Shaken and –2 to Parry until their next action. If the target rolls a 1 on his Agility die (regardless of the Wild Die), he’s Shaken and fully blind until he recovers from being Shaken. Blinded victims suffer a –6 penalty to all Trait rolls that require vision and have their Parry reduced to 2.
  • Additional Effects: For 2 Power Points, the power affects a single target. For 4 Power Points, the power affects everyone in a Medium Burst Template. For 6 points, it affects everyone in a Large Burst Template.
Trapped Mega Power Name [Greater Blind] (+2 PPE/ISP)
Range: 18/36/72
Duration: Instant
Trapping: Chosen Trapping
Effect
Adding +2 to the casting cost of blind increases the penalties to resist the power to −4, or −6 with a raise.
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Blind

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[b]Trapped Power Name[/b] [Blind] (2-6 PPE/ISP) [Novice]
[b]Range:[/b] [size=73]12/24/48[/size]
[b]Duration:[/b] [size=73]Instant[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]This power temporarily blinds a target or targets. Those affected must make an Agility roll at –2 to avert their gaze and avoid the effect (at –4 if the caster got a raise on the attack roll). On a failure, victims are Shaken and –2 to Parry until their next action. If the target rolls a 1 on his Agility die (regardless of the Wild Die), he’s Shaken and fully blind until he recovers from being Shaken. Blinded victims suffer a –6 penalty to all Trait rolls that require vision and have their Parry reduced to 2.
[list][*][b]Additional Effects:[/b] For 2 Power Points, the power affects a single target. For 4 Power Points, the power affects everyone in a Medium Burst Template. For 6 points, it affects everyone in a Large Burst Template.[/size][/list][/ooc]
Greater Blind

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[b]Trapped Power Name[/b] [Blind] (2-6 PPE/ISP) [Novice]
[b]Range:[/b] [size=73]12/24/48[/size]
[b]Duration:[/b] [size=73]Instant[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]This power temporarily blinds a target or targets. Those affected must make an Agility roll at –2 to avert their gaze and avoid the effect (at –4 if the caster got a raise on the attack roll). On a failure, victims are Shaken and –2 to Parry until their next action. If the target rolls a 1 on his Agility die (regardless of the Wild Die), he’s Shaken and fully blind until he recovers from being Shaken. Blinded victims suffer a –6 penalty to all Trait rolls that require vision and have their Parry reduced to 2.
[list][*][b]Additional Effects:[/b] For 2 Power Points, the power affects a single target. For 4 Power Points, the power affects everyone in a Medium Burst Template. For 6 points, it affects everyone in a Large Burst Template.[/size][/list][/ooc][b]Trapped Mega Power Name[/b] [Greater Blind] (+2 PPE/ISP)
[b]Range:[/b] [size=73]18/36/72[/size]
[b]Duration:[/b] [size=73]Instant[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Adding +2 to the casting cost of blind increases the penalties to resist the power to −4, or −6 with a raise.[/size][/ooc]

Trapped Power Name [Bolt] (1/missile) [Novice]
Range: 12/24/48
Duration: Instant
Trapping: Chosen Trapping
Effect
Bolt is a standard attack power of wizards, and can also be used for ray guns, bursts of energy, streaks of holy light, and other ranged attacks. The damage of the bolt is 2d6.
  • Additional Bolts: The character may cast up to 3 bolts by spending a like amount of Power Points. The bolts may be spread among targets as the character chooses. This is rolled just like fully-automatic weapons fire but without the fullauto penalty—the character rolls a spellcasting die for each bolt and compares each to the Target Number separately. If the caster is a Wild Card, he also rolls a Wild Die, which may replace any of the casting dice.
  • Additional Damage: The caster may instead cast a single 3d6 bolt for 2 Power Points. He may not cast multiple bolts when using this ability.
Trapped Mega Power Name [Onslaught] (2-8 or 4 PPE/ISP)
Range: 18/36/72
Duration: Instant
Trapping: Chosen Trapping
Effect
The caster can throw up to four 3d6 bolts for two Power Points each, or a single 6d6 bolt for 4 Power Points. In either case, the damage is Mega Damage.
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Bolt

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[b]Trapped Power Name[/b] [Bolt] (1/missile) [Novice]
[b]Range:[/b] [size=73]12/24/48[/size]
[b]Duration:[/b] [size=73]Instant[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Bolt is a standard attack power of wizards, and can also be used for ray guns, bursts of energy, streaks of holy light, and other ranged attacks. The damage of the bolt is 2d6.
[list][*][b]Additional Bolts:[/b] The character may cast up to 3 bolts by spending a like amount of Power Points. The bolts may be spread among targets as the character chooses. This is rolled just like fully-automatic weapons fire but without the fullauto penalty—the character rolls a spellcasting die for each bolt and compares each to the Target Number separately. If the caster is a Wild Card, he also rolls a Wild Die, which may replace any of the casting dice.
[*][b]Additional Damage:[/b] The caster may instead cast a single 3d6 bolt for 2 Power Points. He may not cast multiple bolts when using this ability.[/size][/list][/ooc]
Onslaught

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[b]Trapped Power Name[/b] [Bolt] (1/missile) [Novice]
[b]Range:[/b] [size=73]12/24/48[/size]
[b]Duration:[/b] [size=73]Instant[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Bolt is a standard attack power of wizards, and can also be used for ray guns, bursts of energy, streaks of holy light, and other ranged attacks. The damage of the bolt is 2d6.
[list][*][b]Additional Bolts:[/b] The character may cast up to 3 bolts by spending a like amount of Power Points. The bolts may be spread among targets as the character chooses. This is rolled just like fully-automatic weapons fire but without the fullauto penalty—the character rolls a spellcasting die for each bolt and compares each to the Target Number separately. If the caster is a Wild Card, he also rolls a Wild Die, which may replace any of the casting dice.
[*][b]Additional Damage:[/b] The caster may instead cast a single 3d6 bolt for 2 Power Points. He may not cast multiple bolts when using this ability.[/size][/list][/ooc][b]Trapped Mega Power Name[/b] [Onslaught] (2-8 or 4 PPE/ISP)
[b]Range:[/b] [size=73]18/36/72[/size]
[b]Duration:[/b] [size=73]Instant[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]The caster can throw up to four 3d6 bolts for two Power Points each, or a single 6d6 bolt for 4 Power Points. In either case, the damage is Mega Damage.[/size][/ooc]

Trapped Power Name [Boost/Lower Trait] (2 PPE/ISP) [Novice]
Range: Smarts
Duration: 3 (1/round)
Trapping: Chosen Trapping
Effect
This power allows a character to increase any of a target’s Traits by one die type for a standard success, or by two with a raise. The affected Trait can exceed d12. Each step over d12 adds +1 to his Trait total. For example, a raise on someone who already has a d12 in the affected Trait grants him d12+2 for the duration of the power.
The power can also be used to lower an opponent’s Trait. This is an opposed roll against the victim’s Spirit. Success lowers any Trait of the caster’s choice one step, a raise lowers it two steps. A Trait cannot be lowered below a d4. Multiple castings stack, though the caster must keep track of when each casting expires as usual.
  • Additional Targets: The power may affect an additional target for every additional Power Point spent, up to a maximum of five targets. All targets share the same effect and Trait affected.
Trapped Mega Power Name [Greater Boost/Lower Trait] (4 PPE/ISP)
Range: Smarts x2
Duration: 3 (1/round)
Trapping: Chosen Trapping
Effect
This Mega Power doubles the power’s effect; two die types for a success, four with a raise.
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Boost/Lower Trait

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[b]Trapped Power Name[/b] [Boost/Lower Trait] (2 PPE/ISP) [Novice]
[b]Range:[/b] [size=73]Smarts[/size]
[b]Duration:[/b] [size=73]3 (1/round)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]This power allows a character to increase any of a target’s Traits by one die type for a standard success, or by two with a raise. The affected Trait can exceed d12. Each step over d12 adds +1 to his Trait total. For example, a raise on someone who already has a d12 in the affected Trait grants him d12+2 for the duration of the power.
The power can also be used to lower an opponent’s Trait. This is an opposed roll against the victim’s Spirit. Success lowers any Trait of the caster’s choice one step, a raise lowers it two steps. A Trait cannot be lowered below a d4. Multiple castings stack, though the caster must keep track of when each casting expires as usual.
[list][*][b]Additional Targets:[/b] The power may affect an additional target for every additional Power Point spent, up to a maximum of five targets. All targets share the same effect and Trait affected.[/size][/list][/ooc]
Greater Boost/Lower Trait

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[b]Trapped Power Name[/b] [Boost/Lower Trait] (2 PPE/ISP) [Novice]
[b]Range:[/b] [size=73]Smarts[/size]
[b]Duration:[/b] [size=73]3 (1/round)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]This power allows a character to increase any of a target’s Traits by one die type for a standard success, or by two with a raise. The affected Trait can exceed d12. Each step over d12 adds +1 to his Trait total. For example, a raise on someone who already has a d12 in the affected Trait grants him d12+2 for the duration of the power.
The power can also be used to lower an opponent’s Trait. This is an opposed roll against the victim’s Spirit. Success lowers any Trait of the caster’s choice one step, a raise lowers it two steps. A Trait cannot be lowered below a d4. Multiple castings stack, though the caster must keep track of when each casting expires as usual.
[list][*][b]Additional Targets:[/b] The power may affect an additional target for every additional Power Point spent, up to a maximum of five targets. All targets share the same effect and Trait affected.[/size][/list][/ooc][b]Trapped Mega Power Name[/b] [Greater Boost/Lower Trait] (4 PPE/ISP)
[b]Range:[/b] [size=73]Smarts x2[/size]
[b]Duration:[/b] [size=73]3 (1/round)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]This Mega Power doubles the power’s effect; two die types for a success, four with a raise.[/size][/ooc]

Trapped Power Name [Burrow] (3 PPE/ISP) [Novice]
Range: Smarts x2
Duration: 3 (2/round)
Trapping: Chosen Trapping
Effect
Burrow allows a mage standing on raw earth to meld into it. He can remain underground if he wants in a sort of “limbo” or burrow to anywhere with a Pace equal to the power’s Range. A mage with a Smarts of d8 could therefore move up to 16” (32 yards) on the first round, then maintain the spell and stay submerged for the second and move another 16”.
A burrowing earth mage can attempt to surprise a foe (even one who saw him burrow) by making an opposed Stealth versus Notice roll. If the mage wins, he gains +2 to attack and damage that round, or +4 with a raise. Targets on Hold may attempt to interrupt the attack as usual.
  • Additional Targets: The power may affect an additional target for every additional Power Point spent, up to a maximum of five targets.
Trapped Mega Power Name [Greater Burrow] (6 PPE/ISP)
Range: Smarts x20
Duration: 3 (2/round)
Trapping: Chosen Trapping
Effect
The distance covered by the burrow power is expanded to Smarts × 20 each round!
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Burrow

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[b]Trapped Power Name[/b] [Burrow] (3 PPE/ISP) [Novice]
[b]Range:[/b] [size=73]Smarts x2[/size]
[b]Duration:[/b] [size=73]3 (2/round)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Burrow allows a mage standing on raw earth to meld into it. He can remain underground if he wants in a sort of “limbo” or burrow to anywhere with a Pace equal to the power’s Range. A mage with a Smarts of d8 could therefore move up to 16” (32 yards) on the first round, then maintain the spell and stay submerged for the second and move another 16”.
A burrowing earth mage can attempt to surprise a foe (even one who saw him burrow) by making an opposed Stealth versus Notice roll. If the mage wins, he gains +2 to attack and damage that round, or +4 with a raise. Targets on Hold may attempt to interrupt the attack as usual.
[list][*][b]Additional Targets:[/b] The power may affect an additional target for every additional Power Point spent, up to a maximum of five targets.[/size][/list][/ooc]
Greater Burrow

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[b]Trapped Power Name[/b] [Burrow] (3 PPE/ISP) [Novice]
[b]Range:[/b] [size=73]Smarts x2[/size]
[b]Duration:[/b] [size=73]3 (2/round)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Burrow allows a mage standing on raw earth to meld into it. He can remain underground if he wants in a sort of “limbo” or burrow to anywhere with a Pace equal to the power’s Range. A mage with a Smarts of d8 could therefore move up to 16” (32 yards) on the first round, then maintain the spell and stay submerged for the second and move another 16”.
A burrowing earth mage can attempt to surprise a foe (even one who saw him burrow) by making an opposed Stealth versus Notice roll. If the mage wins, he gains +2 to attack and damage that round, or +4 with a raise. Targets on Hold may attempt to interrupt the attack as usual.
[list][*][b]Additional Targets:[/b] The power may affect an additional target for every additional Power Point spent, up to a maximum of five targets.[/size][/list][/ooc][b]Trapped Mega Power Name[/b] [Greater Burrow] (6 PPE/ISP)
[b]Range:[/b] [size=73]Smarts x20[/size]
[b]Duration:[/b] [size=73]3 (2/round)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]The distance covered by the burrow power is expanded to Smarts × 20 each round![/size][/ooc]

Trapped Power Name [Burst] (2 PPE/ISP) [Novice]
Range: Cone Template
Duration: Instant
Trapping: Chosen Trapping
Effect
Burst produces a large fan of energy that bathes its targets in red-hot fire or other damaging energy.
When cast, place the thin end of the Cone Template at the character’s front. Targets within the template may make Agility rolls versus the caster’s arcane skill roll to avoid the blaze. Those who fail suffer 2d10 damage. This counts as a Heavy Weapon.
Trapped Mega Power Name [Greater Burst] (4 PPE/ISP)
Range: Cone Template
Duration: Instant
Trapping: Chosen Trapping
Effect
Use of this Mega Power enhances the burst power to 3d12 Mega Damage.
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Burst

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[b]Trapped Power Name[/b] [Burst] (2 PPE/ISP) [Novice]
[b]Range:[/b] [size=73]Cone Template[/size]
[b]Duration:[/b] [size=73]Instant[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Burst produces a large fan of energy that bathes its targets in red-hot fire or other damaging energy.
When cast, place the thin end of the Cone Template at the character’s front. Targets within the template may make Agility rolls versus the caster’s arcane skill roll to avoid the blaze. Those who fail suffer 2d10 damage. This counts as a Heavy Weapon.[/size][/ooc]
Greater Burst

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[b]Trapped Power Name[/b] [Burst] (2 PPE/ISP) [Novice]
[b]Range:[/b] [size=73]Cone Template[/size]
[b]Duration:[/b] [size=73]Instant[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Burst produces a large fan of energy that bathes its targets in red-hot fire or other damaging energy.
When cast, place the thin end of the Cone Template at the character’s front. Targets within the template may make Agility rolls versus the caster’s arcane skill roll to avoid the blaze. Those who fail suffer 2d10 damage. This counts as a Heavy Weapon.[/size][/ooc][b]Trapped Mega Power Name[/b] [Greater Burst] (4 PPE/ISP)
[b]Range:[/b] [size=73]Cone Template[/size]
[b]Duration:[/b] [size=73]Instant[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Use of this Mega Power enhances the burst power to 3d12 Mega Damage.[/size][/ooc]

Trapped Power Name [Confusion] (1 PPE/ISP) [Novice]
Range: Smarts x 2
Duration: Instant
Trapping: Chosen Trapping
Effect
Hypnotic lights, brief illusions, loud noises. Instilling confusion in enemies is a powerful aid in combat, and this power provides that ability. On a success, a target must make a Smarts roll at –2 or be Shaken, and on a raise, the roll is made at –4.
  • Additional Targets: The character may affect up to five targets by spending a like amount of additional Power Points.
Trapped Mega Power Name [Greater Confusion] (1 PPE/ISP)
Range: Smarts x2
Duration: Instant
Trapping: Chosen Trapping
Effect
The caster can affect up to 10 targets instead of only five. He must still spend 1 Power Point per target.
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Confusion

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[b]Trapped Power Name[/b] [Confusion] (1 PPE/ISP) [Novice]
[b]Range:[/b] [size=73]Smarts x 2[/size]
[b]Duration:[/b] [size=73]Instant[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Hypnotic lights, brief illusions, loud noises. Instilling confusion in enemies is a powerful aid in combat, and this power provides that ability. On a success, a target must make a Smarts roll at –2 or be Shaken, and on a raise, the roll is made at –4.
[list][*][b]Additional Targets:[/b] The character may affect up to five targets by spending a like amount of additional Power Points.[/size][/list][/ooc]
Greater Confusion

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[b]Trapped Power Name[/b] [Confusion] (1 PPE/ISP) [Novice]
[b]Range:[/b] [size=73]Smarts x 2[/size]
[b]Duration:[/b] [size=73]Instant[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Hypnotic lights, brief illusions, loud noises. Instilling confusion in enemies is a powerful aid in combat, and this power provides that ability. On a success, a target must make a Smarts roll at –2 or be Shaken, and on a raise, the roll is made at –4.
[list][*][b]Additional Targets:[/b] The character may affect up to five targets by spending a like amount of additional Power Points.[/size][/list][/ooc][b]Trapped Mega Power Name[/b] [Greater Confusion] (1 PPE/ISP)
[b]Range:[/b] [size=73]Smarts x2[/size]
[b]Duration:[/b] [size=73]Instant[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]The caster can affect up to 10 targets instead of only five. He must still spend 1 Power Point per target.[/size][/ooc]

Trapped Power Name [Darksight] (1 PPE/ISP) [Novice]
Range: Touch
Duration: 1 hour (1/hour)
Trapping: Chosen Trapping
Effect
Whereas light creates a source of illumination usable by others, darksight affects only a single person and can be much more clandestine.
On a success, this spell halves any darkness penalty for the subject (round down). For example, a character in Dim (–1) lighting would suffer no penalty, and one in Pitch Darkness (–4) would only suffer a –2. On a raise, the spell negates all darkness penalties up to the maximum of –6.
  • Additional Targets: The character may affect up to five targets by spending a like amount of additional Power Points.
Trapped Mega Power Name [Exalted Darksight] (2 PPE/ISP)
Range: Touch
Duration: 1 hour (1/hour)
Trapping: Chosen Trapping
Effect
Exalted darksight makes it virtually impossible to impair the target’s vision in
any way. Blind does not work on him, nor does any form of obscure or other lighting penalties. He can also see anyone using the invisibility power.
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Darksight

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[b]Trapped Power Name[/b] [Darksight] (1 PPE/ISP) [Novice]
[b]Range:[/b] [size=73]Touch[/size]
[b]Duration:[/b] [size=73]1 hour (1/hour)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Whereas light creates a source of illumination usable by others, darksight affects only a single person and can be much more clandestine.
On a success, this spell halves any darkness penalty for the subject (round down). For example, a character in Dim (–1) lighting would suffer no penalty, and one in Pitch Darkness (–4) would only suffer a –2. On a raise, the spell negates all darkness penalties up to the maximum of –6.
[list][*][b]Additional Targets:[/b] The character may affect up to five targets by spending a like amount of additional Power Points.[/size][/list][/ooc]
Exalted Darksight

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[b]Trapped Power Name[/b] [Darksight] (1 PPE/ISP) [Novice]
[b]Range:[/b] [size=73]Touch[/size]
[b]Duration:[/b] [size=73]1 hour (1/hour)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Whereas light creates a source of illumination usable by others, darksight affects only a single person and can be much more clandestine.
On a success, this spell halves any darkness penalty for the subject (round down). For example, a character in Dim (–1) lighting would suffer no penalty, and one in Pitch Darkness (–4) would only suffer a –2. On a raise, the spell negates all darkness penalties up to the maximum of –6.
[list][*][b]Additional Targets:[/b] The character may affect up to five targets by spending a like amount of additional Power Points.[/size][/list][/ooc][b]Trapped Mega Power Name[/b] [Exalted Darksight] (2 PPE/ISP)
[b]Range:[/b] [size=73]Touch[/size]
[b]Duration:[/b] [size=73]1 hour (1/hour)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Exalted darksight makes it virtually impossible to impair the target’s vision in
any way. Blind does not work on him, nor does any form of obscure or other lighting penalties. He can also see anyone using the invisibility power.[/size][/ooc]

Trapped Power Name [Deflection] (2 PPE/ISP) [Novice]
Range: Touch
Duration: 3 (1/round)
Trapping: Chosen Trapping
Effect
Deflection powers work in a variety of ways. Some actually deflect incoming attacks, others blur the target’s form or produce other illusionary effects. The end result is always the same however — to misdirect incoming melee and missile attacks from the user.
With a standard success, attackers must subtract 2 from any Fighting, Shooting, or other attack rolls directed at the user. A raise increases the penalty to –4. This also acts as Armor against area effect weapons.
Trapped Mega Power Name [Greater Deflection] (4 PPE/ISP)
Range: Touch
Duration: 3 (1/round)
Trapping: Chosen Trapping
Effect
This Mega Power version of deflection grants a −4 effect on a success, or −6 on a raise.
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Deflection

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[b]Trapped Power Name[/b] [Deflection] (2 PPE/ISP) [Novice]
[b]Range:[/b] [size=73]Touch[/size]
[b]Duration:[/b] [size=73]3 (1/round)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Deflection powers work in a variety of ways. Some actually deflect incoming attacks, others blur the target’s form or produce other illusionary effects. The end result is always the same however — to misdirect incoming melee and missile attacks from the user.
With a standard success, attackers must subtract 2 from any Fighting, Shooting, or other attack rolls directed at the user. A raise increases the penalty to –4. This also acts as Armor against area effect weapons.[/size][/ooc]
Greater Deflection

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[b]Trapped Power Name[/b] [Deflection] (2 PPE/ISP) [Novice]
[b]Range:[/b] [size=73]Touch[/size]
[b]Duration:[/b] [size=73]3 (1/round)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Deflection powers work in a variety of ways. Some actually deflect incoming attacks, others blur the target’s form or produce other illusionary effects. The end result is always the same however — to misdirect incoming melee and missile attacks from the user.
With a standard success, attackers must subtract 2 from any Fighting, Shooting, or other attack rolls directed at the user. A raise increases the penalty to –4. This also acts as Armor against area effect weapons.[/size][/ooc][b]Trapped Mega Power Name[/b] [Greater Deflection] (4 PPE/ISP)
[b]Range:[/b] [size=73]Touch[/size]
[b]Duration:[/b] [size=73]3 (1/round)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]This Mega Power version of deflection grants a −4 effect on a success, or −6 on a raise.[/size][/ooc]

Trapped Power Name [Detect/Conceal Arcana] (2 PPE/ISP) [Novice]
Range: Sight
Duration: 3 (1/round) or 1 hour (1/hour)
Trapping: Chosen Trapping
Effect
Detect/conceal arcana allows a character to sense supernatural persons, objects, or effects within sight. This includes invisible foes, enchantments on people or items, mad science devices, and so on.
The power can also be reversed to conceal a single supernatural item, being, or effect. This has the same cost, but the duration is much longer — 1 hour with a maintenance cost of 1 per hour. When used in this way, those who wish to see through the ruse with detect arcana use their arcane skill roll as an opposed roll against the concealer’s skill (rolled anew each time detect arcana is cast). The detecting character may only attempt to see through concealed powers once per fresh casting.
Trapped Mega Power Name [Exalted Detect/Conceal Arcana] (4 PPE/ISP)
Range: Sight
Duration: 3 (1/round) or 1 hour (1/hour)
Trapping: Chosen Trapping
Effect
This Mega Power effect greatly enhances detect arcana, giving it expanded analytical effects. With a successful arcane skill check on a particular magical effect or supernatural entity or phenomena, the caster can learn the following:
  • What kind of magic is at work.
  • Currently active powers.
  • General type of supernatural creature (vampire, werewolf, dragon, etc).
  • Any enchantments present on an item.
  • How much PPE or ISP a target possesses.
  • Other information the GM thinksappropriate.

When used on a supernatural creature, a raise on the arcane skill check reveals any general susceptibilities, including Weaknesses and ways to bypass Invulnerability. The power might reveal a ghost must be laid to rest by finding an object important to it in life, but not exactly what that object is or where it’s located.
This Mega Power effect can be used by Masters of Magic who have detect arcana at will. They must spend 2 Power Points to use it.
There is a drawback, however. Using exalted conceal arcana means the caster is −2 (or −4 with a raise) to be seen or found with clairvoyance or divination.
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Detect/Conceal Arcana

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[b]Trapped Power Name[/b] [Detect/Conceal Arcana] (2 PPE/ISP) [Novice]
[b]Range:[/b] [size=73]Sight[/size]
[b]Duration:[/b] [size=73]3 (1/round) or 1 hour (1/hour)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Detect/conceal arcana allows a character to sense supernatural persons, objects, or effects within sight. This includes invisible foes, enchantments on people or items, mad science devices, and so on.
The power can also be reversed to conceal a single supernatural item, being, or effect. This has the same cost, but the duration is much longer — 1 hour with a maintenance cost of 1 per hour. When used in this way, those who wish to see through the ruse with detect arcana use their arcane skill roll as an opposed roll against the concealer’s skill (rolled anew each time detect arcana is cast). The detecting character may only attempt to see through concealed powers once per fresh casting.[/size][/ooc]
Exalted Detect/Conceal Arcana

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[b]Trapped Power Name[/b] [Detect/Conceal Arcana] (2 PPE/ISP) [Novice]
[b]Range:[/b] [size=73]Sight[/size]
[b]Duration:[/b] [size=73]3 (1/round) or 1 hour (1/hour)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Detect/conceal arcana allows a character to sense supernatural persons, objects, or effects within sight. This includes invisible foes, enchantments on people or items, mad science devices, and so on.
The power can also be reversed to conceal a single supernatural item, being, or effect. This has the same cost, but the duration is much longer — 1 hour with a maintenance cost of 1 per hour. When used in this way, those who wish to see through the ruse with detect arcana use their arcane skill roll as an opposed roll against the concealer’s skill (rolled anew each time detect arcana is cast). The detecting character may only attempt to see through concealed powers once per fresh casting.[/size][/ooc][b]Trapped Mega Power Name[/b] [Exalted Detect/Conceal Arcana] (4 PPE/ISP)
[b]Range:[/b] [size=73]Sight[/size]
[b]Duration:[/b] [size=73]3 (1/round) or 1 hour (1/hour)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]This Mega Power effect greatly enhances detect arcana, giving it expanded analytical effects. With a successful arcane skill check on a particular magical effect or supernatural entity or phenomena, the caster can learn the following:
[list][*]What kind of magic is at work.
[*]Currently active powers.
[*]General type of supernatural creature (vampire, werewolf, dragon, etc).
[*]Any enchantments present on an item.
[*]How much PPE or ISP a target possesses.
[*]Other information the GM thinksappropriate.[/list]
When used on a supernatural creature, a raise on the arcane skill check reveals any general susceptibilities, including Weaknesses and ways to bypass Invulnerability. The power might reveal a ghost must be laid to rest by finding an object important to it in life, but not exactly what that object is or where it’s located.
This Mega Power effect can be used by Masters of Magic who have detect arcana at will. They must spend 2 Power Points to use it.
There is a drawback, however. Using exalted conceal arcana means the caster is −2 (or −4 with a raise) to be seen or found with clairvoyance or divination.[/size][/ooc]

Trapped Power Name [Elemental Manipulation] (1 PPE/ISP) [Novice]
Range: Novice
Duration: 3 (1/round)
Trapping: Chosen Trapping
Effect
A character who chooses this power can perform basic “tricks” using the four elements: air, earth, fire, and water (these elements may vary depending on the setting). The GM is the final arbiter on what effects can be performed (nothing that mimics another power), but some examples are listed below.
  • Air: The caster can create lesser air currents to blow out a candle, fan a flame, lift a skirt, or cool his body in oppressive heat (+1 to a single Fatigue roll caused by heat).
  • Earth: A wave of the hand can open a one-foot square hole in soft earth (or half that in stone), or cause a spray of sand that might blind an opponent (+1 to a Trick roll).
  • Fire: The caster can snap his fingers to create a small flame (about the size of a hot match). With existing fire, he can urge it to spread (+1 to see if a fire spreads), cause it to flare (perhaps as part of a Trick maneuver), or slowly light an object over the course of a few rounds (as if holding a match to it).
  • Water: The caster can conjure up to a pint of water somewhere within his sight (not “inside” objects or people). A wave of his hand also purifies one gallon of water, whether it be poisoned or simply salt-water. Those who have been poisoned within the last minute also get a second chance to resist any remaining effects.
Trapped Mega Power Name [One with the Elements] (2 PPE/ISP)
Range: Smarts x3
Duration: 1 hour (1/hour)
Trapping: Chosen Trapping
Effect
Casting this Mega Power version of elemental manipulation dramatically increases its Range and Duration. Each use of the power counts as an action.
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Elemental Manipulation

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[b]Trapped Power Name[/b] [Elemental Manipulation] (1 PPE/ISP) [Novice]
[b]Range:[/b] [size=73]Novice[/size]
[b]Duration:[/b] [size=73]3 (1/round)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]A character who chooses this power can perform basic “tricks” using the four elements: air, earth, fire, and water (these elements may vary depending on the setting). The GM is the final arbiter on what effects can be performed (nothing that mimics another power), but some examples are listed below.
[list][*][b]Air:[/b] The caster can create lesser air currents to blow out a candle, fan a flame, lift a skirt, or cool his body in oppressive heat (+1 to a single Fatigue roll caused by heat).
[*][b]Earth:[/b] A wave of the hand can open a one-foot square hole in soft earth (or half that in stone), or cause a spray of sand that might blind an opponent (+1 to a Trick roll).
[*][b]Fire:[/b] The caster can snap his fingers to create a small flame (about the size of a hot match). With existing fire, he can urge it to spread (+1 to see if a fire spreads), cause it to flare (perhaps as part of a Trick maneuver), or slowly light an object over the course of a few rounds (as if holding a match to it).
[*][b]Water:[/b] The caster can conjure up to a pint of water somewhere within his sight (not “inside” objects or people). A wave of his hand also purifies one gallon of water, whether it be poisoned or simply salt-water. Those who have been poisoned within the last minute also get a second chance to resist any remaining effects.[/size][/list][/ooc]
One with the Elements

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[b]Trapped Power Name[/b] [Elemental Manipulation] (1 PPE/ISP) [Novice]
[b]Range:[/b] [size=73]Novice[/size]
[b]Duration:[/b] [size=73]3 (1/round)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]A character who chooses this power can perform basic “tricks” using the four elements: air, earth, fire, and water (these elements may vary depending on the setting). The GM is the final arbiter on what effects can be performed (nothing that mimics another power), but some examples are listed below.
[list][*][b]Air:[/b] The caster can create lesser air currents to blow out a candle, fan a flame, lift a skirt, or cool his body in oppressive heat (+1 to a single Fatigue roll caused by heat).
[*][b]Earth:[/b] A wave of the hand can open a one-foot square hole in soft earth (or half that in stone), or cause a spray of sand that might blind an opponent (+1 to a Trick roll).
[*][b]Fire:[/b] The caster can snap his fingers to create a small flame (about the size of a hot match). With existing fire, he can urge it to spread (+1 to see if a fire spreads), cause it to flare (perhaps as part of a Trick maneuver), or slowly light an object over the course of a few rounds (as if holding a match to it).
[*][b]Water:[/b] The caster can conjure up to a pint of water somewhere within his sight (not “inside” objects or people). A wave of his hand also purifies one gallon of water, whether it be poisoned or simply salt-water. Those who have been poisoned within the last minute also get a second chance to resist any remaining effects.[/size][/list][/ooc][b]Trapped Mega Power Name[/b] [One with the Elements] (2 PPE/ISP)
[b]Range:[/b] [size=73]Smarts x3[/size]
[b]Duration:[/b] [size=73]1 hour (1/hour)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Casting this Mega Power version of elemental manipulation dramatically increases its Range and Duration. Each use of the power counts as an action.[/size][/ooc]

Trapped Power Name [Entangle] (2/4 PPE/ISP) [Novice]
Range: Smarts
Duration: Special
Trapping: Chosen Trapping
Effect
This power allows the character to restrain a target with snaking vines, lengths of hair, spider webs, or some other vine-like trapping.
The arcane skill roll is opposed by the target’s Agility. Success indicates partial restraint so that the target suffers a –2 penalty to Pace and skills linked to Agility and Strength. A raise restrains the target fully. He cannot move or use any skills linked to Agility or Strength.
Each following action, an entangled target may make a Strength or Agility roll to break free. Other characters may also attempt to free the ensnared person by making a Strength roll at –2.
For 2 Power Points entangle targets a single opponent. For 4 points it affects everyone in a Medium Burst Template.
Trapped Mega Power Name [Greater Entangle] (+2 PPE/ISP)
Range: Smarts x2
Duration: Special
Trapping: Chosen Trapping
Effect
Using this Mega Power version means targets are fully entangled on a success. A raise means attempts to escape are made at −4.
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Entangle

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[b]Trapped Power Name[/b] [Entangle] (2/4 PPE/ISP) [Novice]
[b]Range:[/b] [size=73]Smarts[/size]
[b]Duration:[/b] [size=73]Special[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]This power allows the character to restrain a target with snaking vines, lengths of hair, spider webs, or some other vine-like trapping.
The arcane skill roll is opposed by the target’s Agility. Success indicates partial restraint so that the target suffers a –2 penalty to Pace and skills linked to Agility and Strength. A raise restrains the target fully. He cannot move or use any skills linked to Agility or Strength.
Each following action, an entangled target may make a Strength or Agility roll to break free. Other characters may also attempt to free the ensnared person by making a Strength roll at –2.
For 2 Power Points entangle targets a single opponent. For 4 points it affects everyone in a Medium Burst Template.[/size][/ooc]
Greater Entangle

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[b]Trapped Power Name[/b] [Entangle] (2/4 PPE/ISP) [Novice]
[b]Range:[/b] [size=73]Smarts[/size]
[b]Duration:[/b] [size=73]Special[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]This power allows the character to restrain a target with snaking vines, lengths of hair, spider webs, or some other vine-like trapping.
The arcane skill roll is opposed by the target’s Agility. Success indicates partial restraint so that the target suffers a –2 penalty to Pace and skills linked to Agility and Strength. A raise restrains the target fully. He cannot move or use any skills linked to Agility or Strength.
Each following action, an entangled target may make a Strength or Agility roll to break free. Other characters may also attempt to free the ensnared person by making a Strength roll at –2.
For 2 Power Points entangle targets a single opponent. For 4 points it affects everyone in a Medium Burst Template.[/size][/ooc][b]Trapped Mega Power Name[/b] [Greater Entangle] (+2 PPE/ISP)
[b]Range:[/b] [size=73]Smarts x2[/size]
[b]Duration:[/b] [size=73]Special[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Using this Mega Power version means targets are fully entangled on a success. A raise means attempts to escape are made at −4.[/size][/ooc]

Trapped Power Name [Environmental Protection] (2 PPE/ISP) [Novice]
Range: Touch
Duration: 1 hour (1/hour)
Trapping: Chosen Trapping
Effect
Adventurers sometimes travel beneath the waves, in space, or other hazardous environments. This power protects them from the crushing depths or blazing sun as they do.
This power allows the target to breathe, speak, and move at his normal Pace while in one normally harmful environment, such as underwater, a zero-G vacuum, the lava of a volcano, or even the heat of the sun. Pressure, atmosphere, air, etc, are all provided for.
The power does not protect against attacks with similar trappings though. A fire attack still causes normal damage, for example. With a raise on the casting roll, maintaining the power becomes 1 Power Point per two hours.
  • Additional Targets: The character may affect up to five targets by spending a like amount of additional Power Points.
Trapped Mega Power Name [Life Support] (4 PPE/ISP)
Range: Touch
Duration: 1 hour (1/hour)
Trapping: Chosen Trapping
Effect
Life Support expands the effects of environmental protection to protect against all negative environmental effects.
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Environmental Protection

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[b]Trapped Power Name[/b] [Environmental Protection] (2 PPE/ISP) [Novice]
[b]Range:[/b] [size=73]Touch[/size]
[b]Duration:[/b] [size=73]1 hour (1/hour)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Adventurers sometimes travel beneath the waves, in space, or other hazardous environments. This power protects them from the crushing depths or blazing sun as they do.
This power allows the target to breathe, speak, and move at his normal Pace while in one normally harmful environment, such as underwater, a zero-G vacuum, the lava of a volcano, or even the heat of the sun. Pressure, atmosphere, air, etc, are all provided for.
The power does not protect against attacks with similar trappings though. A fire attack still causes normal damage, for example. With a raise on the casting roll, maintaining the power becomes 1 Power Point per two hours.
[list][*][b]Additional Targets:[/b] The character may affect up to five targets by spending a like amount of additional Power Points.[/size][/list][/ooc]
Life Support

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[b]Trapped Power Name[/b] [Environmental Protection] (2 PPE/ISP) [Novice]
[b]Range:[/b] [size=73]Touch[/size]
[b]Duration:[/b] [size=73]1 hour (1/hour)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Adventurers sometimes travel beneath the waves, in space, or other hazardous environments. This power protects them from the crushing depths or blazing sun as they do.
This power allows the target to breathe, speak, and move at his normal Pace while in one normally harmful environment, such as underwater, a zero-G vacuum, the lava of a volcano, or even the heat of the sun. Pressure, atmosphere, air, etc, are all provided for.
The power does not protect against attacks with similar trappings though. A fire attack still causes normal damage, for example. With a raise on the casting roll, maintaining the power becomes 1 Power Point per two hours.
[list][*][b]Additional Targets:[/b] The character may affect up to five targets by spending a like amount of additional Power Points.[/size][/list][/ooc][b]Trapped Mega Power Name[/b] [Life Support] (4 PPE/ISP)
[b]Range:[/b] [size=73]Touch[/size]
[b]Duration:[/b] [size=73]1 hour (1/hour)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Life Support expands the effects of environmental protection to protect against all negative environmental effects.[/size][/ooc]

Trapped Power Name [Fear] (2 PPE/ISP) [Novice]
Range: Smarts x2
Duration: Instant
Trapping: Chosen Trapping
Effect
This power causes the target overwhelming dread and horror. The area of effect is the Large Burst Template. Every creature beneath the template must make a Fear check, at –2 if the caster got a raise. Wild Cards who fail roll on the Fear Table. Extras are Panicked instead.
Trapped Mega Power Name [Greater Fear] (4 PPE/ISP)
Range: Smarts x3
Duration: Instant
Trapping: Chosen Trapping
Effect
Using this Mega Power causes targets to suffer a −2 to resist fear, or a −4 with a raise.
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Fear

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[b]Trapped Power Name[/b] [Fear] (2 PPE/ISP) [Novice]
[b]Range:[/b] [size=73]Smarts x2[/size]
[b]Duration:[/b] [size=73]Instant[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]This power causes the target overwhelming dread and horror. The area of effect is the Large Burst Template. Every creature beneath the template must make a Fear check, at –2 if the caster got a raise. Wild Cards who fail roll on the Fear Table. Extras are Panicked instead.[/size][/ooc]
Greater Fear

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[b]Trapped Power Name[/b] [Fear] (2 PPE/ISP) [Novice]
[b]Range:[/b] [size=73]Smarts x2[/size]
[b]Duration:[/b] [size=73]Instant[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]This power causes the target overwhelming dread and horror. The area of effect is the Large Burst Template. Every creature beneath the template must make a Fear check, at –2 if the caster got a raise. Wild Cards who fail roll on the Fear Table. Extras are Panicked instead.[/size][/ooc][b]Trapped Mega Power Name[/b] [Greater Fear] (4 PPE/ISP)
[b]Range:[/b] [size=73]Smarts x3[/size]
[b]Duration:[/b] [size=73]Instant[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Using this Mega Power causes targets to suffer a −2 to resist fear, or a −4 with a raise.[/size][/ooc]
Last edited by Krozog on Sun Jul 22, 2018 11:00 pm, edited 6 times in total.
Krozog, Paladin of Light
Krozog, Ogre Paladin
Pace: 7; Parry: 8(2)
Toughness: 10(0)
  • +2 vs Ranged
  • +2 vs Creatures of Darkness and Flame and their servants.
  • +1 vs damage causing arcane powers.
Combat-Relevant Edges & Abilities:
  • Bad Eyes: Ogres suffer a -2 on all Trait rolls dealing with anything more than 5” away.
    Battle Hardened: +2 to Soak rolls.
    Big Target: Attackers gain +1 to attack rolls made against Ogres.
    Champion: +2 to damage and +2 to Toughness vs Supernaturally Evil creatures.
    Magical Resistance: +1 Armor vs Damaging magic, +1 to resist opposed magic (friendly spells subtract this modifier)
    Reach: Ogres have Reach 1
    Size +2: Ogres are Size+2
    Thermal Vision: Ogres have the Infravision Monstrous Ability
Wounds: 0/3; Fatigue: 0/2; Essence: 5/10
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Krozog
Posts: 153
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Novice (Mega) Powers (Alphabetical: G-W)

Post by Krozog »

Novice (Mega) Powers (Alphabetical: G-W)

Trapped Power Name [Healing] (3 PPE/ISP) [Novice]
Range: Touch
Duration: Instant
Trapping: Chosen Trapping
Effect
Healing repairs recent bodily damage. It must be used within the “Golden Hour,” though, for it has no effect on wounds more than one hour old.
For Wild Cards, each use of the healing spell removes a wound with a success, two with a raise. The roll suffers a penalty equal to the victim’s wounds (in addition to any the caster might be suffering himself).
For Extras, the GM must first determine if the ally is dead (see Aftermath on page 78). If so, no healing may be attempted. If not, a successful arcane skill roll returns the ally to the game Shaken.
Healing can also cure poison and disease if used within 10 minutes of the event.
Trapped Mega Power Name [Mass Healing] (6 PPE/ISP)
Range: Special
Duration: Instant
Trapping: Chosen Trapping
Effect
The healing power can be cast on all allies within Spirit × 2 of the caster. Ignore individual wound penalties of the treated and apply a flat −2 instead. The power is selective; the caster chooses who is affected.
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Healing

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[b]Trapped Power Name[/b] [Healing] (3 PPE/ISP) [Novice]
[b]Range:[/b] [size=73]Touch[/size]
[b]Duration:[/b] [size=73]Instant[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Healing repairs recent bodily damage. It must be used within the “Golden Hour,” though, for it has no effect on wounds more than one hour old.
For Wild Cards, each use of the healing spell removes a wound with a success, two with a raise. The roll suffers a penalty equal to the victim’s wounds (in addition to any the caster might be suffering himself).
For Extras, the GM must first determine if the ally is dead (see Aftermath on page 78). If so, no healing may be attempted. If not, a successful arcane skill roll returns the ally to the game Shaken.
Healing can also cure poison and disease if used within 10 minutes of the event.[/size][/ooc]
Mass Healing

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[b]Trapped Power Name[/b] [Healing] (3 PPE/ISP) [Novice]
[b]Range:[/b] [size=73]Touch[/size]
[b]Duration:[/b] [size=73]Instant[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Healing repairs recent bodily damage. It must be used within the “Golden Hour,” though, for it has no effect on wounds more than one hour old.
For Wild Cards, each use of the healing spell removes a wound with a success, two with a raise. The roll suffers a penalty equal to the victim’s wounds (in addition to any the caster might be suffering himself).
For Extras, the GM must first determine if the ally is dead (see Aftermath on page 78). If so, no healing may be attempted. If not, a successful arcane skill roll returns the ally to the game Shaken.
Healing can also cure poison and disease if used within 10 minutes of the event.[/size][/ooc][b]Trapped Mega Power Name[/b] [Mass Healing] (6 PPE/ISP)
[b]Range:[/b] [size=73]Special[/size]
[b]Duration:[/b] [size=73]Instant[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]The healing power can be cast on all allies within Spirit × 2 of the caster. Ignore individual wound penalties of the treated and apply a flat −2 instead. The power is selective; the caster chooses who is affected.[/size][/ooc]

Trapped Power Name [Illusion (TLPG)] (3 PPE/ISP) [Novice]
Range: Smarts
Duration: 3 (1/round)
Trapping: Chosen Trapping
Effect
Illusion makes a single target see something that isn’t there, or else see things differently than they actually are. The caster’s arcane skill roll is opposed by the target’s Spirit; a success means the target perceives the illusion as real with all of her senses, but each direct interaction with the illusion (an attack, directly touching it, or being impeded by the image in some way) grants the target an additional opposed roll to realize it’s not real. With a raise by the
caster, the target is convinced the illusion is real for as long as it’s maintained.
Illusory attacks can’t actually wound a target but can cause the perception of damage. Such “attacks” are made with the caster’s arcane skill opposed by the target’s Spirit with a success causing a Shaken. Passive illusions, like a wall, take little effort to maintain. The Power Point cost must be met, but only normal maintenance penalties apply. Active illusions, such as a black cat or attacking enemies (see above), require constant concentration. The caster must use an action each round spent maintaining such illusions. This power only works on sapient beings. It is useless against animals, robots, or mindless creatures.
Trapped Mega Power Name [Deadly Illusion] (6 PPE/ISP Cost)
Range: Smarts x2
Duration: 3 (1/round)
Trapping: Chosen Trapping
Effect
This Mega Power causes illusion to become potentially deadly for those who are targeted. A raise on the opposed roll for an illusory attack causes a wound, as does a success if the target is already Shaken.
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Illusion

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[b]Trapped Power Name[/b] [Illusion] (3 PPE/ISP) [Novice]
[b]Range:[/b] [size=73]Smarts[/size]
[b]Duration:[/b] [size=73]3 (1/round)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Illusion makes a single target see something that isn’t there, or else see things differently than they actually are. The caster’s arcane skill roll is opposed by the target’s Spirit; a success means the target perceives the illusion as real with all of her senses, but each direct interaction with the illusion (an attack, directly touching it, or being impeded by the image in some way) grants the target an additional opposed roll to realize it’s not real. With a raise by the
caster, the target is convinced the illusion is real for as long as it’s maintained.
Illusory attacks can’t actually wound a target but can cause the perception of damage. Such “attacks” are made with the caster’s arcane skill opposed by the target’s Spirit with a success causing a Shaken. Passive illusions, like a wall, take little effort to maintain. The Power Point cost must be met, but only normal maintenance penalties apply. Active illusions, such as a black cat or attacking enemies (see above), require constant concentration. The caster must use an action each round spent maintaining such illusions. This power only works on sapient beings. It is useless against animals, robots, or mindless creatures.[/size][/ooc]
Deadly Illusion

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[b]Trapped Power Name[/b] [Illusion] (3 PPE/ISP) [Novice]
[b]Range:[/b] [size=73]Smarts[/size]
[b]Duration:[/b] [size=73]3 (1/round)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Illusion makes a single target see something that isn’t there, or else see things differently than they actually are. The caster’s arcane skill roll is opposed by the target’s Spirit; a success means the target perceives the illusion as real with all of her senses, but each direct interaction with the illusion (an attack, directly touching it, or being impeded by the image in some way) grants the target an additional opposed roll to realize it’s not real. With a raise by the
caster, the target is convinced the illusion is real for as long as it’s maintained.
Illusory attacks can’t actually wound a target but can cause the perception of damage. Such “attacks” are made with the caster’s arcane skill opposed by the target’s Spirit with a success causing a Shaken. Passive illusions, like a wall, take little effort to maintain. The Power Point cost must be met, but only normal maintenance penalties apply. Active illusions, such as a black cat or attacking enemies (see above), require constant concentration. The caster must use an action each round spent maintaining such illusions. This power only works on sapient beings. It is useless against animals, robots, or mindless creatures.[/size][/ooc][b]Trapped Mega Power Name[/b] [Deadly Illusion] (6 PPE/ISP Cost)
[b]Range:[/b] [size=73]Smarts x2[/size]
[b]Duration:[/b] [size=73]3 (1/round)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]This Mega Power causes illusion to become potentially deadly for those who are targeted. A raise on the opposed roll for an illusory attack causes a wound, as does a success if the target is already Shaken.[/size][/ooc]

Trapped Power Name [Light/Obscure] (2 PPE/ISP) [Novice]
Range: Smarts
Duration: 30 minutes (1/10 minutes) or 3 (1/round)
Trapping: Chosen Trapping
Effect
The ability to affect visibility (create or remove obscurement) is a pretty simple but very effective power.
Light/obscure can be cast on an inanimate object, but if the item is in an opponent’s possession, the arcane skill roll is opposed by Agility.
Light negates any darkness/obscurement penalty up to –6 in an area equal to a Large Burst Template for 30 minutes (1/10 minutes). The reverse of the power, obscure, creates a –6 obscurement penalty of the same size lasting for 3 (1/round).
Trapped Mega Power Name [Eternal Light/Greater Obscure] (10/4 PPE/ISP)
Range: Smarts x2
Duration: Permanent/3 (1/round)
Trapping: Chosen Trapping
Effect
Eternal light is the Mega Power ritual—it takes 10 minutes—that allows the caster to cause light to become a permanent effect. This can be put on any object, or even a person if the target is willing. Note that if anyone with Arcane Background (Miracles) enacts this ritual, she may will the light to be holy in nature, having the same effect on certain creatures (such as vampires) as sunlight, and its radius is considered holy ground.
Greater obscure expands the effect of obscure to the caster’s Smarts in radius, and he is automatically immune to the power’s effects.
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Light/Obscure

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[b]Trapped Power Name[/b] [Light/Obscure] (2 PPE/ISP) [Novice]
[b]Range:[/b] [size=73]Smarts[/size]
[b]Duration:[/b] [size=73]30 minutes (1/10 minutes) or 3 (1/round)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]The ability to affect visibility (create or remove obscurement) is a pretty simple but very effective power.
Light/obscure can be cast on an inanimate object, but if the item is in an opponent’s possession, the arcane skill roll is opposed by Agility.
Light negates any darkness/obscurement penalty up to –6 in an area equal to a Large Burst Template for 30 minutes (1/10 minutes). The reverse of the power, obscure, creates a –6 obscurement penalty of the same size lasting for 3 (1/round).[/size][/ooc]
Eternal Light/Greater Obscure

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[b]Trapped Power Name[/b] [Light/Obscure] (2 PPE/ISP) [Novice]
[b]Range:[/b] [size=73]Smarts[/size]
[b]Duration:[/b] [size=73]30 minutes (1/10 minutes) or 3 (1/round)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]The ability to affect visibility (create or remove obscurement) is a pretty simple but very effective power.
Light/obscure can be cast on an inanimate object, but if the item is in an opponent’s possession, the arcane skill roll is opposed by Agility.
Light negates any darkness/obscurement penalty up to –6 in an area equal to a Large Burst Template for 30 minutes (1/10 minutes). The reverse of the power, obscure, creates a –6 obscurement penalty of the same size lasting for 3 (1/round).[/size][/ooc][b]Trapped Mega Power Name[/b] [Eternal Light/Greater Obscure] (10/4 PPE/ISP)
[b]Range:[/b] [size=73]Smarts x2[/size]
[b]Duration:[/b] [size=73]Permanent/3 (1/round)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Eternal light is the Mega Power ritual—it takes 10 minutes—that allows the caster to cause light to become a permanent effect. This can be put on any object, or even a person if the target is willing. Note that if anyone with Arcane Background (Miracles) enacts this ritual, she may will the light to be holy in nature, having the same effect on certain creatures (such as vampires) as sunlight, and its radius is considered holy ground.
Greater obscure expands the effect of obscure to the caster’s Smarts in radius, and he is automatically immune to the power’s effects.[/size][/ooc]

Trapped Power Name [Mind Reading] (3 PPE/ISP) [Novice]
Range: Smarts
Duration: 1
Trapping: Chosen Trapping
Effect
Mind reading allows a character to read another’s thoughts. This is an opposed roll versus the target’s Smarts. A success allows the character to gain one truthful answer from the subject. The target is aware of the mental intrusion unless the mind reader gets a raise. The GM may apply modifiers based on the subject’s mental Hindrances or current state of mind.
Trapped Mega Power Name [Mind Walk] (6 PPE/ISP)
Range: Smarts x2
Duration: 5 minutes (1/minute)
Trapping: Chosen Trapping
Effect
Mind walk allows the caster to walk through the mind and memories of the subject.
While the spell is in effect, the caster can ask any number of questions, explore memories, or simply have a conversation with the inner consciousness of the target. If a particular question or thought is of a vital or dangerous nature, or the caster explores deep hidden fears or something of great emotional value to the target, an additional contested roll may be called for.
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Mind Reading

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[b]Trapped Power Name[/b] [Mind Reading] (3 PPE/ISP) [Novice]
[b]Range:[/b] [size=73]Smarts[/size]
[b]Duration:[/b] [size=73]1[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Mind reading allows a character to read another’s thoughts. This is an opposed roll versus the target’s Smarts. A success allows the character to gain one truthful answer from the subject. The target is aware of the mental intrusion unless the mind reader gets a raise. The GM may apply modifiers based on the subject’s mental Hindrances or current state of mind.[/size][/ooc]
Mind Walk

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[b]Trapped Power Name[/b] [Mind Reading] (3 PPE/ISP) [Novice]
[b]Range:[/b] [size=73]Smarts[/size]
[b]Duration:[/b] [size=73]1[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Mind reading allows a character to read another’s thoughts. This is an opposed roll versus the target’s Smarts. A success allows the character to gain one truthful answer from the subject. The target is aware of the mental intrusion unless the mind reader gets a raise. The GM may apply modifiers based on the subject’s mental Hindrances or current state of mind.[/size][/ooc][b]Trapped Mega Power Name[/b] [Mind Walk] (6 PPE/ISP)
[b]Range:[/b] [size=73]Smarts x2[/size]
[b]Duration:[/b] [size=73]5 minutes (1/minute)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Mind walk allows the caster to walk through the mind and memories of the subject.
While the spell is in effect, the caster can ask any number of questions, explore memories, or simply have a conversation with the inner consciousness of the target. If a particular question or thought is of a vital or dangerous nature, or the caster explores deep hidden fears or something of great emotional value to the target, an additional contested roll may be called for.[/size][/ooc]

Trapped Power Name [Shape Change] (Special ISP/PPE Cost) [Novice]
Range: Self
Duration: 1 minute (1/minute)
Trapping: Chosen Trapping
Effect
Many cultures have legends of shamans or wizards who take on the shape of animals. This power does just that. This version of the power only allows a user to transform into mundane animals, but more bizarre transmutations may be found.
A character may learn this spell while of Novice Rank but cannot transform into the more powerful creatures until he attains the appropriate Rank. The cost in Power Points depends on the type of creature the character wishes to change into. Use the Shape Change table as a guideline for unlisted creatures.
Weapons and other personal effects are assumed into the animal’s form and reappear when the power ends, but other objects are dropped.
While transformed, the character retains his own Smarts, Spirit, and linked skills (though he may not be able to use them since he cannot speak). He gains the animal’s Agility, Strength, and linked skills and cannot use most devices. He has no capacity for speech and cannot use powers, though he may continue to maintain powers previously activated. Vigor is the higher of the caster’s or the creature’s.
The GM has final say on what an animal can and cannot do. A shaman in dog-form might be able to pull the trigger on a shotgun, for instance, but would use a default skill roll of d4–2 as the animal has no Shooting score of its own. The shaman’s Persuasion functions normally, but might suffer a –4 or worse penalty without speech, depending on what he tries to accomplish.


Shape Change

Cost
Novice: 3
Seasoned: 4
Veteran: 5
Heroic: 6
Legendary: 7

Animal Types
Novice: Hawk, rabbit, cat
Seasoned: Dog, wolf, deer
Veteran: Lion, tiger
Heroic: Bear, shark
Legendary: Great white shark
Trapped Mega Power Name [Greater Shape Change] (+2 PPE/ISP)
Range: Self
Duration: 1 minute (1/minute)
Trapping: Chosen Trapping
Effect
With this Mega Power version of the shape change power, the caster is able to take on the form of any character or creature: humans, humanoids, and even magical monsters and beings. In addition, the caster is able to cast other powers while in any animal form, and she can speak clearly for others to hear without any issues, unless the form has no mouth.
Note that only natural, inherent abilities to the form are gained, not anything derived from technology or training. Greater shape change cannot confer a Juicer’s chemical and nanotech enhancements, nor does it give the caster a Ley Line Walker’s spellcasting or ley line abilities.


Greater Shape Change

Cost
Novice: 5
Seasoned: 6
Veteran: 7
Heroic: 8
Legendary: 9

Creature Types
Novice: Dire wolf, giant spider
Seasoned: Small humanoid (goblin)
Veteran: Medium humanoid (brodkil)
Heroic: Large creature (rhino buffalo)
Legendary: Huge creature (dragon)
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Shape Change

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[b]Trapped Power Name[/b] [Shape Change] (Special ISP/PPE Cost) [Novice]
[b]Range:[/b] [size=73]Self[/size]
[b]Duration:[/b] [size=73]1 minute (1/minute)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Many cultures have legends of shamans or wizards who take on the shape of animals. This power does just that. This version of the power only allows a user to transform into mundane animals, but more bizarre transmutations may be found.
A character may learn this spell while of Novice Rank but cannot transform into the more powerful creatures until he attains the appropriate Rank. The cost in Power Points depends on the type of creature the character wishes to change into. Use the Shape Change table as a guideline for unlisted creatures.
Weapons and other personal effects are assumed into the animal’s form and reappear when the power ends, but other objects are dropped.
While transformed, the character retains his own Smarts, Spirit, and linked skills (though he may not be able to use them since he cannot speak). He gains the animal’s Agility, Strength, and linked skills and cannot use most devices. He has no capacity for speech and cannot use powers, though he may continue to maintain powers previously activated. Vigor is the higher of the caster’s or the creature’s.
The GM has final say on what an animal can and cannot do. A shaman in dog-form might be able to pull the trigger on a shotgun, for instance, but would use a default skill roll of d4–2 as the animal has no Shooting score of its own. The shaman’s Persuasion functions normally, but might suffer a –4 or worse penalty without speech, depending on what he tries to accomplish.[/size]

[b]Shape Change[/b]

[size=73][b]Cost[/b]
Novice: 3
Seasoned: 4
Veteran: 5
Heroic: 6
Legendary: 7

[b]Animal Types[/b] 
Novice: Hawk, rabbit, cat
Seasoned: Dog, wolf, deer
Veteran: Lion, tiger
Heroic: Bear, shark
Legendary: Great white shark[/size][/ooc]
Greater Shape Change

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[b]Trapped Power Name[/b] [Shape Change] (Special ISP/PPE Cost) [Novice]
[b]Range:[/b] [size=73]Self[/size]
[b]Duration:[/b] [size=73]1 minute (1/minute)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Many cultures have legends of shamans or wizards who take on the shape of animals. This power does just that. This version of the power only allows a user to transform into mundane animals, but more bizarre transmutations may be found.
A character may learn this spell while of Novice Rank but cannot transform into the more powerful creatures until he attains the appropriate Rank. The cost in Power Points depends on the type of creature the character wishes to change into. Use the Shape Change table as a guideline for unlisted creatures.
Weapons and other personal effects are assumed into the animal’s form and reappear when the power ends, but other objects are dropped.
While transformed, the character retains his own Smarts, Spirit, and linked skills (though he may not be able to use them since he cannot speak). He gains the animal’s Agility, Strength, and linked skills and cannot use most devices. He has no capacity for speech and cannot use powers, though he may continue to maintain powers previously activated. Vigor is the higher of the caster’s or the creature’s.
The GM has final say on what an animal can and cannot do. A shaman in dog-form might be able to pull the trigger on a shotgun, for instance, but would use a default skill roll of d4–2 as the animal has no Shooting score of its own. The shaman’s Persuasion functions normally, but might suffer a –4 or worse penalty without speech, depending on what he tries to accomplish.[/size]

[b]Shape Change[/b]

[size=73][b]Cost[/b]
Novice: 3
Seasoned: 4
Veteran: 5
Heroic: 6
Legendary: 7

[b]Animal Types[/b] 
Novice: Hawk, rabbit, cat
Seasoned: Dog, wolf, deer
Veteran: Lion, tiger
Heroic: Bear, shark
Legendary: Great white shark[/size][/ooc][b]Trapped Mega Power Name[/b] [Greater Shape Change] (+2 PPE/ISP)
[b]Range:[/b] [size=73]Self[/size]
[b]Duration:[/b] [size=73]1 minute (1/minute)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]With this Mega Power version of the shape change power, the caster is able to take on the form of any character or creature: humans, humanoids, and even magical monsters and beings. In addition, the caster is able to cast other powers while in any animal form, and she can speak clearly for others to hear without any issues, unless the form has no mouth.
Note that only natural, inherent abilities to the form are gained, not anything derived from technology or training. Greater shape change cannot confer a Juicer’s chemical and nanotech enhancements, nor does it give the caster a Ley Line Walker’s spellcasting or ley line abilities.[/size]

[b]Greater Shape Change[/b]

[size=73][b]Cost[/b]
Novice: 5
Seasoned: 6
Veteran: 7
Heroic: 8
Legendary: 9

[b]Creature Types[/b]
Novice: Dire wolf, giant spider
Seasoned: Small humanoid (goblin)
Veteran: Medium humanoid (brodkil)
Heroic: Large creature (rhino buffalo)
Legendary: Huge creature (dragon)[/size][/ooc]

Trapped Power Name [Smite] (2 PPE/ISP) [Novice]
Range: Touch
Duration: 3 (1/round)
Trapping: Chosen Trapping
Effect
This power is cast on a weapon of some sort. If it’s a ranged weapon, it affects one entire magazine, 20 bolts, shells, or arrows, or one full “load” of ammunition (the GM may have to determine the exact quantity for unusual weapons). While the spell is in effect, the weapon’s damage is increased by +2 or +4 with a raise.
  • Additional Targets: The character may affect up to five targets by spending a like amount of additional Power Points.
Trapped Mega Power Name [Greater Smite] (4 PPE/ISP)
Range: Touch
Duration: 3 (1/round)
Trapping: Chosen Trapping
Effect
This Mega Power version of smite confers two effects:
[*]The bonus damage is +4 with success, +8 with a raise, and the damage becomes Mega Damage.
[*]The caster may choose any Trapping to confer at the time of casting. This might be silver, fire, holy light, etc.[/size]
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Smite

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[b]Trapped Power Name[/b] [Smite] (2 PPE/ISP) [Novice]
[b]Range:[/b] [size=73]Touch[/size]
[b]Duration:[/b] [size=73]3 (1/round)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]This power is cast on a weapon of some sort. If it’s a ranged weapon, it affects one entire magazine, 20 bolts, shells, or arrows, or one full “load” of ammunition (the GM may have to determine the exact quantity for unusual weapons). While the spell is in effect, the weapon’s damage is increased by +2 or +4 with a raise.
[list][*][b]Additional Targets:[/b] The character may affect up to five targets by spending a like amount of additional Power Points.[/list][/size][/ooc]
Greater Smite

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[b]Trapped Power Name[/b] [Smite] (2 PPE/ISP) [Novice]
[b]Range:[/b] [size=73]Touch[/size]
[b]Duration:[/b] [size=73]3 (1/round)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]This power is cast on a weapon of some sort. If it’s a ranged weapon, it affects one entire magazine, 20 bolts, shells, or arrows, or one full “load” of ammunition (the GM may have to determine the exact quantity for unusual weapons). While the spell is in effect, the weapon’s damage is increased by +2 or +4 with a raise.
[list][*][b]Additional Targets:[/b] The character may affect up to five targets by spending a like amount of additional Power Points.[/list][/size][/ooc][b]Trapped Mega Power Name[/b] [Greater Smite] (4 PPE/ISP)
[b]Range:[/b] [size=73]Touch[/size]
[b]Duration:[/b] [size=73]3 (1/round)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]This Mega Power version of smite confers two effects:
[*]The bonus damage is +4 with success, +8 with a raise, and the damage becomes Mega Damage.
[*]The caster may choose any Trapping to confer at the time of casting. This might be silver, fire, holy light, etc.[/size][/ooc]

Trapped Power Name [Speak Language] (1 PPE/ISP) [Novice]
Range: Touch
Duration: 10 minutes (1/10 minutes)
Trapping: Chosen Trapping
Effect
This power allows a character to speak, read, and write a language other than his own. The language must be of an advanced form — not animalistic. A raise on the arcane skill roll allows the user to project a particular dialect as well.
Trapped Mega Power Name [Mass Understanding] (2 PPE/ISP)
Range: Special
Duration: 10 minutes (1/10 minutes)
Trapping: Chosen Trapping
Effect
The caster causes characters within Spirit × 2 of him to be able to understand one another, regardless of language spoken. The power is selective, affecting only those the caster wishes.
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Speak Language

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[b]Trapped Power Name[/b] [Speak Language] (1 PPE/ISP) [Novice]
[b]Range:[/b] [size=73]Touch[/size]
[b]Duration:[/b] [size=73]10 minutes (1/10 minutes)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]This power allows a character to speak, read, and write a language other than his own. The language must be of an advanced form — not animalistic. A raise on the arcane skill roll allows the user to project a particular dialect as well.[/size][/ooc]
Mass Understanding

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[b]Trapped Power Name[/b] [Speak Language] (1 PPE/ISP) [Novice]
[b]Range:[/b] [size=73]Touch[/size]
[b]Duration:[/b] [size=73]10 minutes (1/10 minutes)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]This power allows a character to speak, read, and write a language other than his own. The language must be of an advanced form — not animalistic. A raise on the arcane skill roll allows the user to project a particular dialect as well.[/size][/ooc][b]Trapped Mega Power Name[/b] [Mass Understanding] (2 PPE/ISP)
[b]Range:[/b] [size=73]Special[/size]
[b]Duration:[/b] [size=73]10 minutes (1/10 minutes)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]The caster causes characters within Spirit × 2 of him to be able to understand one another, regardless of language spoken. The power is selective, affecting only those the caster wishes.[/size][/ooc]

Trapped Power Name [Speed] (1 PPE/ISP) [Novice]
Range: Touch
Duration: 3 (1/round)
Trapping: Chosen Trapping
Effect
Warriors who need to close with their foes quickly often use this power, as do those who sometimes need to outrun things Man Was Not Meant to Know. Speed allows the target of the power to move faster than usual. With a success, the recipient’s basic Pace is doubled. With a raise, running becomes a free action, so he may ignore the usual –2 running penalty.
Trapped Mega Power Name [Greater Speed] (2 PPE/ISP)
Range: Touch
Duration: 3 (1/round)
Trapping: Chosen Trapping
Effect
This Mega Power version of speed grants the following added effects:
  • The recipient’s Pace is tripled, not doubled.
  • The recipient doesn’t need to roll a run die; assume the maximum whenever it would be rolled.
  • Attacks against the recipient are at −2. This penalty does not stack with similar effects, like deflection; use the higher benefit.
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Speed

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[b]Trapped Power Name[/b] [Speed] (1 PPE/ISP) [Novice]
[b]Range:[/b] [size=73]Touch[/size]
[b]Duration:[/b] [size=73]3 (1/round)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Warriors who need to close with their foes quickly often use this power, as do those who sometimes need to outrun things Man Was Not Meant to Know. Speed allows the target of the power to move faster than usual. With a success, the recipient’s basic Pace is doubled. With a raise, running becomes a free action, so he may ignore the usual –2 running penalty.[/size][/ooc]
Greater Speed

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[b]Trapped Power Name[/b] [Speed] (1 PPE/ISP) [Novice]
[b]Range:[/b] [size=73]Touch[/size]
[b]Duration:[/b] [size=73]3 (1/round)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Warriors who need to close with their foes quickly often use this power, as do those who sometimes need to outrun things Man Was Not Meant to Know. Speed allows the target of the power to move faster than usual. With a success, the recipient’s basic Pace is doubled. With a raise, running becomes a free action, so he may ignore the usual –2 running penalty.[/size][/ooc][b]Trapped Mega Power Name[/b] [Greater Speed] (2 PPE/ISP)
[b]Range:[/b] [size=73]Touch[/size]
[b]Duration:[/b] [size=73]3 (1/round)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]This Mega Power version of speed grants the following added effects:
[list][*]The recipient’s Pace is tripled, not doubled.
[*]The recipient doesn’t need to roll a run die; assume the maximum whenever it would be rolled.
[*]Attacks against the recipient are at −2. This penalty does not stack with similar effects, like deflection; use the higher benefit.[/list][/size][/ooc]

Trapped Power Name [Stun] (2 PPE/ISP) [Novice]
Range: 12/24/48
Duration: Special
Trapping: Chosen Trapping
Effect
Stun shocks those within a Medium Burst Template with concussive force, sound, light, magical energy, or the like.
If the arcane character scores a success, targets within the area of effect must make Vigor rolls or be Shaken. With a raise, victims must make Vigor rolls at –2.
Trapped Mega Power Name [Greater Stun] (4 PPE/ISP)
Range: 18/36/72
Duration: Special
Trapping: Chosen Trapping
Effect
Greater stun enhances the core stun effects in a couple of ways. First, the area is increased to a Large Burst Template. Second, all resistance rolls are made at −2, or −4 with a raise. Finally, any Vigor check of 1 or less means the target is Incapacitated; such targets make Vigor checks each following round to recover to Shaken status.
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Stun

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[b]Trapped Power Name[/b] [Stun] (2 PPE/ISP) [Novice]
[b]Range:[/b] [size=73]12/24/48[/size]
[b]Duration:[/b] [size=73]Special[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Stun shocks those within a Medium Burst Template with concussive force, sound, light, magical energy, or the like.
If the arcane character scores a success, targets within the area of effect must make Vigor rolls or be Shaken. With a raise, victims must make Vigor rolls at –2.[/size][/ooc]
Greater Stun

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[b]Trapped Power Name[/b] [Stun] (2 PPE/ISP) [Novice]
[b]Range:[/b] [size=73]12/24/48[/size]
[b]Duration:[/b] [size=73]Special[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Stun shocks those within a Medium Burst Template with concussive force, sound, light, magical energy, or the like.
If the arcane character scores a success, targets within the area of effect must make Vigor rolls or be Shaken. With a raise, victims must make Vigor rolls at –2.[/size][/ooc][b]Trapped Mega Power Name[/b] [Greater Stun] (4 PPE/ISP)
[b]Range:[/b] [size=73]18/36/72[/size]
[b]Duration:[/b] [size=73]Special[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Greater stun enhances the core stun effects in a couple of ways. First, the area is increased to a Large Burst Template. Second, all resistance rolls are made at −2, or −4 with a raise. Finally, any Vigor check of 1 or less means the target is Incapacitated; such targets make Vigor checks each following round to recover to Shaken status.[/size][/ooc]

Trapped Power Name [Succor] (1 PPE/ISP) [Novice]
Range: Touch
Duration: Instant
Trapping: Chosen Trapping
Effect
Succor removes one Fatigue level, two with a raise. It can also remove a character’s Shaken status.
Succor may be used to restore consciousness to those who have been Incapacitated due to wounds as well, though the wounds remain. It does not stop bleeding or otherwise stop mortal wounds from worsening, however.
Trapped Mega Power Name [Mass Succor] (2 PPE/ISP)
Range: Special
Duration: Instant
Trapping: Chosen Trapping
Effect
The caster can use this Mega Power to affect all allies within Spirit × 2. It is a selective effect, helping only those the caster chooses.
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[b]Trapped Power Name[/b] [Succor] (1 PPE/ISP) [Novice]
[b]Range:[/b] [size=73]Touch[/size]
[b]Duration:[/b] [size=73]Instant[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Succor removes one Fatigue level, two with a raise. It can also remove a character’s Shaken status.
Succor may be used to restore consciousness to those who have been Incapacitated due to wounds as well, though the wounds remain. It does not stop bleeding or otherwise stop mortal wounds from worsening, however.[/size][/ooc]
Mass Succor

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[b]Trapped Power Name[/b] [Succor] (1 PPE/ISP) [Novice]
[b]Range:[/b] [size=73]Touch[/size]
[b]Duration:[/b] [size=73]Instant[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Succor removes one Fatigue level, two with a raise. It can also remove a character’s Shaken status.
Succor may be used to restore consciousness to those who have been Incapacitated due to wounds as well, though the wounds remain. It does not stop bleeding or otherwise stop mortal wounds from worsening, however.[/size][/ooc][b]Trapped Mega Power Name[/b] [Mass Succor] (2 PPE/ISP)
[b]Range:[/b] [size=73]Special[/size]
[b]Duration:[/b] [size=73]Instant[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]The caster can use this Mega Power to affect all allies within Spirit × 2. It is a selective effect, helping only those the caster chooses.[/size][/ooc]

Trapped Power Name [Summon Ally] (3+ PPE/ISP) [Novice]
Range: Smarts
Duration: 3 (1/round)
Trapping: Chosen Trapping
Effect
This power allows the character to summon a loyal and obedient servant. On a success, the ally is placed at any point within the range of the power. On a raise, the ally is more durable and gains the Hardy ability. A summoned ally acts on the initiative card of the caster and gets an immediate action as soon as it is summoned.
All Allies are Extras, even Mirror Selves (see below).
A character may learn this spell while of Novice Rank, but he cannot summon more powerful allies until he attains the appropriate Rank. The cost in Power Points depends on the type of ally the character wishes to summon. Use the Summon Ally table as a guideline for unlisted creatures.
A caster of sufficient Rank to summon more powerful allies may instead choose to summon additional lower Rank allies instead at the same cost. For each decrease in Rank, he gains one additional ally. For example, a Veteran caster could spend 5 Power Points to summon one Veteran-Rank-allowed ally, two Seasoned-Rank-allowed allies, or three Novice-Rank allowed allies. Allies summoned by a single casting must all be of the same type.
See the Bestiary for statistics of some of the creatures listed below.

Summon Ally
Cost
Novice: 3
Seasoned: 4
Veteran: 5
Heroic: 6
Legendary: 7

Ally Types
Novice: Bodyguard, experienced soldier (SWD p 117)
Seasoned: Dire wolf, ogre
Veteran: Elemental (any kind)
Heroic: Sentinel (SWD p 118)
Legendary: Mirror Self (SWD p 118)
Trapped Mega Power Name [Force Multiplication] (+2 PPE/ISP per ally)
Range: Smarts
Duration: 3 (1/round)
Trapping: Chosen Trapping
Effect
With force multiplication, each +2 Power Points summons an additional ally of the same type or category, brought in at the same time.
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Summon Ally

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[b]Trapped Power Name[/b] [Summon Ally] (3+ PPE/ISP) [Novice]
[b]Range:[/b] [size=73]Smarts[/size]
[b]Duration:[/b] [size=73]3 (1/round)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]This power allows the character to summon a loyal and obedient servant. On a success, the ally is placed at any point within the range of the power. On a raise, the ally is more durable and gains the Hardy ability. A summoned ally acts on the initiative card of the caster and gets an immediate action as soon as it is summoned.
All Allies are Extras, even Mirror Selves (see below).
A character may learn this spell while of Novice Rank, but he cannot summon more powerful allies until he attains the appropriate Rank. The cost in Power Points depends on the type of ally the character wishes to summon. Use the Summon Ally table as a guideline for unlisted creatures.
A caster of sufficient Rank to summon more powerful allies may instead choose to summon additional lower Rank allies instead at the same cost. For each decrease in Rank, he gains one additional ally. For example, a Veteran caster could spend 5 Power Points to summon one Veteran-Rank-allowed ally, two Seasoned-Rank-allowed allies, or three Novice-Rank allowed allies. Allies summoned by a single casting must all be of the same type.
See the Bestiary for statistics of some of the creatures listed below.[/size]
[b]Summon Ally[/b]
[size=73][b]Cost[/b]
Novice: 3
Seasoned: 4
Veteran: 5
Heroic: 6
Legendary: 7

[b]Ally Types[/b]
Novice: Bodyguard, experienced soldier (SWD p 117)
Seasoned: Dire wolf, ogre
Veteran: Elemental (any kind)
Heroic: Sentinel (SWD p 118)
Legendary: Mirror Self (SWD p 118)[/size][/ooc]
Force Multiplication

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[b]Trapped Power Name[/b] [Summon Ally] (3+ PPE/ISP) [Novice]
[b]Range:[/b] [size=73]Smarts[/size]
[b]Duration:[/b] [size=73]3 (1/round)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]This power allows the character to summon a loyal and obedient servant. On a success, the ally is placed at any point within the range of the power. On a raise, the ally is more durable and gains the Hardy ability. A summoned ally acts on the initiative card of the caster and gets an immediate action as soon as it is summoned.
All Allies are Extras, even Mirror Selves (see below).
A character may learn this spell while of Novice Rank, but he cannot summon more powerful allies until he attains the appropriate Rank. The cost in Power Points depends on the type of ally the character wishes to summon. Use the Summon Ally table as a guideline for unlisted creatures.
A caster of sufficient Rank to summon more powerful allies may instead choose to summon additional lower Rank allies instead at the same cost. For each decrease in Rank, he gains one additional ally. For example, a Veteran caster could spend 5 Power Points to summon one Veteran-Rank-allowed ally, two Seasoned-Rank-allowed allies, or three Novice-Rank allowed allies. Allies summoned by a single casting must all be of the same type.
See the Bestiary for statistics of some of the creatures listed below.[/size]
[b]Summon Ally[/b]
[size=73][b]Cost[/b]
Novice: 3
Seasoned: 4
Veteran: 5
Heroic: 6
Legendary: 7

[b]Ally Types[/b]
Novice: Bodyguard, experienced soldier (SWD p 117)
Seasoned: Dire wolf, ogre
Veteran: Elemental (any kind)
Heroic: Sentinel (SWD p 118)
Legendary: Mirror Self (SWD p 118)[/size][/ooc][b]Trapped Mega Power Name[/b] [Force Multiplication] (+2 PPE/ISP per ally)
[b]Range:[/b] [size=73]Smarts[/size]
[b]Duration:[/b] [size=73]3 (1/round)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]With force multiplication, each +2 Power Points summons an additional ally of the same type or category, brought in at the same time.[/size][/ooc]

Trapped Power Name [Telepathy (TLPG)] (2 PPE/ISP) [Novice]
Range: One mile
Duration: 3 (1/round)
Trapping: Chosen Trapping
Effect
Telepathy is used to communicate mentally with other people. If the target is willing, a simple success is all that is needed. Otherwise, the roll is opposed by the target’s
Spirit. Success allows communication with the target. Only those thoughts and images the participants wish to send can be sensed; anything more requires mind reading.
If the caster cannot see the target, they must know and be able to identify the intended recipient in some reasonable fashion; their roll suffers a −4 penalty. Once telepathic contact is established, it may be maintained up to one mile away.
Trapped Mega Power Name [Exalted Telepathy] (4 PPE/ISP)
Range: Special
Duration: 3 (1/round)
Trapping: Chosen Trapping
Effect
This Mega Power version of telepathy allows the user to reach any ally’s mind within one mile without needing a roll, and contacting someone else only requires a roll with no penalties. Beyond the one-mile radius, rolls for allies are at −2, while other rolls are at −4.
Furthermore, the psi can choose to broadcast a telepathic message to every sentient mind within a mile radius. Alternately, she can connect up to her Smarts die in minds as a kind of telepathic switchboard, creating open communication for everyone connected. This last ability is somewhat taxing, imposing a −2 penalty on any other Trait rolls while she maintains it.
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Telepathy

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[b]Trapped Power Name[/b] [Telepathy] (2 PPE/ISP) [Novice]
[b]Range:[/b] [size=73]One mile[/size]
[b]Duration:[/b] [size=73]3 (1/round)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Telepathy is used to communicate mentally with other people. If the target is willing, a simple success is all that is needed. Otherwise, the roll is opposed by the target’s
Spirit. Success allows communication with the target. Only those thoughts and images the participants wish to send can be sensed; anything more requires mind reading.
If the caster cannot see the target, they must know and be able to identify the intended recipient in some reasonable fashion; their roll suffers a −4 penalty. Once telepathic contact is established, it may be maintained up to one mile away.[/size][/ooc]
Exalted Telepathy

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[b]Trapped Power Name[/b] [Telepathy] (2 PPE/ISP) [Novice]
[b]Range:[/b] [size=73]One mile[/size]
[b]Duration:[/b] [size=73]3 (1/round)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Telepathy is used to communicate mentally with other people. If the target is willing, a simple success is all that is needed. Otherwise, the roll is opposed by the target’s
Spirit. Success allows communication with the target. Only those thoughts and images the participants wish to send can be sensed; anything more requires mind reading.
If the caster cannot see the target, they must know and be able to identify the intended recipient in some reasonable fashion; their roll suffers a −4 penalty. Once telepathic contact is established, it may be maintained up to one mile away.[/size][/ooc][b]Trapped Mega Power Name[/b] [Exalted Telepathy] (4 PPE/ISP)
[b]Range:[/b] [size=73]Special[/size]
[b]Duration:[/b] [size=73]3 (1/round)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]This Mega Power version of telepathy allows the user to reach any ally’s mind within one mile without needing a roll, and contacting someone else only requires a roll with no penalties. Beyond the one-mile radius, rolls for allies are at −2, while other rolls are at −4.
Furthermore, the psi can choose to broadcast a telepathic message to every sentient mind within a mile radius. Alternately, she can connect up to her Smarts die in minds as a kind of telepathic switchboard, creating open communication for everyone connected. This last ability is somewhat taxing, imposing a −2 penalty on any other Trait rolls while she maintains it.[/size][/ooc]

Trapped Power Name [Wall Walker] (2 PPE/ISP) [Novice]
Range: Touch
Duration: 3 (1/round)
Trapping: Chosen Trapping
Effect
Spellcasters are frequently targeted in combat because of their arcane prowess and high-utility spells such as this are great for getting the caster safely out of harm’s way. Of course, it has countless other uses too.
Wall walker allows the recipient to function much like a human spider. He can stick to any surface, allowing him to climb walls and even hang from the ceiling. With a success, the character can move along such surfaces at half his normal Pace. With a raise, he may move at full Pace and even run.
  • Additional Targets: The character may affect up to five targets by spending a like amount of additional Power Points.
Trapped Mega Power Name [Greater Wall Walker] (4 PPE/ISP)
Range: Touch
Duration: 3 (1/round)
Trapping: Chosen Trapping
Effect
Using greater wall walker means the target automatically gains the ability to move at full Pace. He also gains +4 to resist being moved by such powers as havoc, pummel, or telekinesis, and he gains +4 to resist the Push maneuver.
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Wall Walker

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[b]Trapped Power Name[/b] [Wall Walker] (2 PPE/ISP) [Novice]
[b]Range:[/b] [size=73]Touch[/size]
[b]Duration:[/b] [size=73]3 (1/round)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Spellcasters are frequently targeted in combat because of their arcane prowess and high-utility spells such as this are great for getting the caster safely out of harm’s way. Of course, it has countless other uses too.
Wall walker allows the recipient to function much like a human spider. He can stick to any surface, allowing him to climb walls and even hang from the ceiling. With a success, the character can move along such surfaces at half his normal Pace. With a raise, he may move at full Pace and even run.
[list][*][b]Additional Targets:[/b] The character may affect up to five targets by spending a like amount of additional Power Points.[/list][/size][/ooc]
Greater Wall Walker

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[b]Trapped Power Name[/b] [Wall Walker] (2 PPE/ISP) [Novice]
[b]Range:[/b] [size=73]Touch[/size]
[b]Duration:[/b] [size=73]3 (1/round)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Spellcasters are frequently targeted in combat because of their arcane prowess and high-utility spells such as this are great for getting the caster safely out of harm’s way. Of course, it has countless other uses too.
Wall walker allows the recipient to function much like a human spider. He can stick to any surface, allowing him to climb walls and even hang from the ceiling. With a success, the character can move along such surfaces at half his normal Pace. With a raise, he may move at full Pace and even run.
[list][*][b]Additional Targets:[/b] The character may affect up to five targets by spending a like amount of additional Power Points.[/list][/size][/ooc][b]Trapped Mega Power Name[/b] [Greater Wall Walker] (4 PPE/ISP)
[b]Range:[/b] [size=73]Touch[/size]
[b]Duration:[/b] [size=73]3 (1/round)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Using greater wall walker means the target automatically gains the ability to move at full Pace. He also gains +4 to resist being moved by such powers as havoc, pummel, or telekinesis, and he gains +4 to resist the Push maneuver.[/size][/ooc]
Last edited by Krozog on Sun Jul 22, 2018 11:04 pm, edited 6 times in total.
Krozog, Paladin of Light
Krozog, Ogre Paladin
Pace: 7; Parry: 8(2)
Toughness: 10(0)
  • +2 vs Ranged
  • +2 vs Creatures of Darkness and Flame and their servants.
  • +1 vs damage causing arcane powers.
Combat-Relevant Edges & Abilities:
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    Battle Hardened: +2 to Soak rolls.
    Big Target: Attackers gain +1 to attack rolls made against Ogres.
    Champion: +2 to damage and +2 to Toughness vs Supernaturally Evil creatures.
    Magical Resistance: +1 Armor vs Damaging magic, +1 to resist opposed magic (friendly spells subtract this modifier)
    Reach: Ogres have Reach 1
    Size +2: Ogres are Size+2
    Thermal Vision: Ogres have the Infravision Monstrous Ability
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Krozog
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Seasoned (Mega) Powers (Alphabetical: B-G)

Post by Krozog »

Seasoned (Mega) Powers (Alphabetical: B-G)

Trapped Power Name [Barrier] (1 PPE or ISP/Section) [Seasoned]
Range: Smarts
Duration: 3 (1/section, per round)
Trapping: Chosen Trapping
Effect
Barrier creates a solid, immobile wall to protect the user against attack or to entrap an opponent.
Regardless of what the barrier is made of (ice, thorns, stone, energy, etc.), it has a Toughness of 10. Every Power Point spent creates a 1” wide section of wall. The barrier ranges in thickness from a few “real world” inches for stone or other hard materials up to a foot for things like bones or ice. (If you’re using a gridded mat to play, draw the barrier between the squares directly along the grid-lines.) The exact placement of each section is defined by the caster, but each section must be connected to at least one other section after the first.
When the spell expires or a section is broken, it crumbles to dust or dissipates. Trappings are never left behind.
Each section of the barrier may be destroyed by an attack that equals its Toughness of 10. Physical walls are treated exactly like inanimate objects; they are considered to have a Parry of 2 (ranged attacks work as normal), but raises on the attack roll do not grant bonus damage nor do damage dice Ace. Opponents may climb the barrier at –2 to their Climbing roll if it is made of something solid. Fiery versions of the barrier cause 2d4 damage to anyone who wishes to leap through instead.
Trapped Mega Power Name [Stalwart Walls] (2 PPE or ISP/section)
Range: Smarts x2
Duration: 3 (1/section, per round)
Trapping: Chosen Trapping
Effect
In addition to the base 10 Toughness of barrier, this Mega Power adds 12 M.D.C. Armor to each summoned section.
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Barrier

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[b]Trapped Power Name[/b] [Barrier] (1 PPE or ISP/Section) [Seasoned]
[b]Range:[/b] [size=73]Smarts[/size]
[b]Duration:[/b] [size=73]3 (1/section, per round)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Barrier creates a solid, immobile wall to protect the user against attack or to entrap an opponent.
Regardless of what the barrier is made of (ice, thorns, stone, energy, etc.), it has a Toughness of 10. Every Power Point spent creates a 1” wide section of wall. The barrier ranges in thickness from a few “real world” inches for stone or other hard materials up to a foot for things like bones or ice. (If you’re using a gridded mat to play, draw the barrier between the squares directly along the grid-lines.) The exact placement of each section is defined by the caster, but each section must be connected to at least one other section after the first.
When the spell expires or a section is broken, it crumbles to dust or dissipates. Trappings are never left behind.
Each section of the barrier may be destroyed by an attack that equals its Toughness of 10. Physical walls are treated exactly like inanimate objects; they are considered to have a Parry of 2 (ranged attacks work as normal), but raises on the attack roll do not grant bonus damage nor do damage dice Ace. Opponents may climb the barrier at –2 to their Climbing roll if it is made of something solid. Fiery versions of the barrier cause 2d4 damage to anyone who wishes to leap through instead.[/size][/ooc]
Stalwart Walls

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[b]Trapped Power Name[/b] [Barrier] (1 PPE or ISP/Section) [Seasoned]
[b]Range:[/b] [size=73]Smarts[/size]
[b]Duration:[/b] [size=73]3 (1/section, per round)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Barrier creates a solid, immobile wall to protect the user against attack or to entrap an opponent.
Regardless of what the barrier is made of (ice, thorns, stone, energy, etc.), it has a Toughness of 10. Every Power Point spent creates a 1” wide section of wall. The barrier ranges in thickness from a few “real world” inches for stone or other hard materials up to a foot for things like bones or ice. (If you’re using a gridded mat to play, draw the barrier between the squares directly along the grid-lines.) The exact placement of each section is defined by the caster, but each section must be connected to at least one other section after the first.
When the spell expires or a section is broken, it crumbles to dust or dissipates. Trappings are never left behind.
Each section of the barrier may be destroyed by an attack that equals its Toughness of 10. Physical walls are treated exactly like inanimate objects; they are considered to have a Parry of 2 (ranged attacks work as normal), but raises on the attack roll do not grant bonus damage nor do damage dice Ace. Opponents may climb the barrier at –2 to their Climbing roll if it is made of something solid. Fiery versions of the barrier cause 2d4 damage to anyone who wishes to leap through instead.[/size][/ooc][b]Trapped Mega Power Name[/b] [Stalwart Walls] (2 PPE or ISP/section)
[b]Range:[/b] [size=73]Smarts x2[/size]
[b]Duration:[/b] [size=73]3 (1/section, per round)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]In addition to the base 10 Toughness of barrier, this Mega Power adds 12 M.D.C. Armor to each summoned section.[/size][/ooc]

Trapped Power Name [Blast] (2-6 PPE/ISP) [Seasoned]
Range: 24/48/96
Duration: Instant
Trapping: Chosen Trapping
Effect
Blast is an area effect power that can put down many opponents at once. The caster first picks where he wants to center the blast, then makes the appropriate skill roll. Normal ranged attack modifiers apply.
The area of effect is a Medium Burst Template. If the roll is failed, the blast deviates as a launched projectile.
Targets within the blast suffer 2d6 damage. Blast counts as a Heavy Weapon.
  • Additional Effects: For double the Power Points, the blast does 3d6 damage, or the size is increased to a Large Burst Template. For triple the points, it does both.
Trapped Mega Power Name [Greater Blast] (+4 PPE/ISP)
Range: 36/72/144
Duration: Instant
Trapping: Chosen Trapping
Effect
By adding +4 Power Points to the casting cost of blast, the damage dice are increased from d6 to d10. Greater blast inflicts Mega Damage like the base power.
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Blast

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[b]Trapped Power Name[/b] [Blast] (2-6 PPE/ISP) [Seasoned]
[b]Range:[/b] [size=73]24/48/96[/size]
[b]Duration:[/b] [size=73]Instant[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Blast is an area effect power that can put down many opponents at once. The caster first picks where he wants to center the blast, then makes the appropriate skill roll. Normal ranged attack modifiers apply.
The area of effect is a Medium Burst Template. If the roll is failed, the blast deviates as a launched projectile.
Targets within the blast suffer 2d6 damage. Blast counts as a Heavy Weapon.
[list][*][b]Additional Effects:[/b] For double the Power Points, the blast does 3d6 damage, or the size is increased to a Large Burst Template. For triple the points, it does both.[/size][/list][/ooc]
Greater Blast

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[b]Trapped Power Name[/b] [Blast] (2-6 PPE/ISP) [Seasoned]
[b]Range:[/b] [size=73]24/48/96[/size]
[b]Duration:[/b] [size=73]Instant[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Blast is an area effect power that can put down many opponents at once. The caster first picks where he wants to center the blast, then makes the appropriate skill roll. Normal ranged attack modifiers apply.
The area of effect is a Medium Burst Template. If the roll is failed, the blast deviates as a launched projectile.
Targets within the blast suffer 2d6 damage. Blast counts as a Heavy Weapon.
[list][*][b]Additional Effects:[/b] For double the Power Points, the blast does 3d6 damage, or the size is increased to a Large Burst Template. For triple the points, it does both.[/size][/list][/ooc][b]Trapped Mega Power Name[/b] [Greater Blast] (+4 PPE/ISP)
[b]Range:[/b] [size=73]36/72/144[/size]
[b]Duration:[/b] [size=73]Instant[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]By adding +4 Power Points to the casting cost of blast, the damage dice are increased from d6 to d10. Greater blast inflicts Mega Damage like the base power.[/size][/ooc]

Trapped Power Name [Clairvoyance (TLPG)] (3+ PPE/ISP) [Seasoned]
Range: Varies
Duration: 3 (1/round)
Trapping: Chosen Trapping
Effect
Clairvoyance allows the caster to sense people, places, and things outside of normal perception. The Range varies depending on the Arcane skill roll. A success gives the caster a Range equal to her Spirit × 10 in miles, and a raise increases that to Spirit × 100 miles. Walls, doors, and other barriers do not hamper clairvoyance in any way, though magical barriers may block it at the GM’s discretion. While it’s active, the user of this power can shift the point of observation to anywhere within her Range as a free action.
When using clairvoyance, the caster chooses a single sense (usually sight) to project. For each additional 1 PP she spends at casting, she may add an additional sense; this does not affect maintenance costs.
Trapped Mega Power Name [World Scry] (6+ PPE/ISP)
Range: Varies
Duration: 3 (1/round)
Trapping: Chosen Trapping
Effect
The Mega Power version of clairvoyance increases the Range to Spirit × 1,000 miles. A raise increases that to anywhere on the planet. It costs 6 Power Points, +1 per additional sense the caster wishes to project.
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Clairvoyance

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[b]Trapped Power Name[/b] [Clairvoyance] (3+ PPE/ISP) [Seasoned]
[b]Range:[/b] [size=73]Varies[/size]
[b]Duration:[/b] [size=73]3 (1/round)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Clairvoyance allows the caster to sense people, places, and things outside of normal perception. The Range varies depending on the Arcane skill roll. A success gives the caster a Range equal to her Spirit × 10 in miles, and a raise increases that to Spirit × 100 miles. Walls, doors, and other barriers do not hamper clairvoyance in any way, though magical barriers may block it at the GM’s discretion. While it’s active, the user of this power can shift the point of observation to anywhere within her Range as a free action.
When using clairvoyance, the caster chooses a single sense (usually sight) to project. For each additional 1 PP she spends at casting, she may add an additional sense; this does not affect maintenance costs.[/size][/ooc]
World Scry

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[b]Trapped Power Name[/b] [Clairvoyance] (3+ PPE/ISP) [Seasoned]
[b]Range:[/b] [size=73]Varies[/size]
[b]Duration:[/b] [size=73]3 (1/round)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Clairvoyance allows the caster to sense people, places, and things outside of normal perception. The Range varies depending on the Arcane skill roll. A success gives the caster a Range equal to her Spirit × 10 in miles, and a raise increases that to Spirit × 100 miles. Walls, doors, and other barriers do not hamper clairvoyance in any way, though magical barriers may block it at the GM’s discretion. While it’s active, the user of this power can shift the point of observation to anywhere within her Range as a free action.
When using clairvoyance, the caster chooses a single sense (usually sight) to project. For each additional 1 PP she spends at casting, she may add an additional sense; this does not affect maintenance costs.[/size][/ooc][b]Trapped Mega Power Name[/b] [World Scry] (6+ PPE/ISP)
[b]Range:[/b] [size=73]Varies[/size]
[b]Duration:[/b] [size=73]3 (1/round)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]The Mega Power version of clairvoyance increases the Range to Spirit × 1,000 miles. A raise increases that to anywhere on the planet. It costs 6 Power Points, +1 per additional sense the caster wishes to project.[/size][/ooc]

Trapped Power Name [Damage Field] (4 PPE/ISP) [Seasoned]
Range: Touch
Duration: 3 (2/round)
Trapping: Chosen Trapping
Effect
Damage field creates an effect around a character that deals damage to anyone who contacts them in close combat. The damage affects any adjacent character who makes a successful attack roll against the subject. It has no effect on non-adjacent attackers (for example, Reach or ranged attacks).
If a character with a damage field strikes someone in unarmed combat, the target takes the field’s damage plus the character’s Strength die (Str+2d6). The character may also simply touch the opponent (+2 to Fighting) and do the field’s damage only. A target who is grappled suffers the field’s damage each round on the attacker’s action; if the attacker chooses on following rounds to actively damage the target, he adds his Strength die to the damage roll as above and may get a bonus die for a raise.
With a success, the power does 2d6 damage. With a raise, damage field causes 2d8 damage.
Trapped Mega Power Name [Exalted Damage Field] (8 PPE/ISP)
Range: Touch
Duration: 3 (2/round)
Trapping: Chosen Trapping
Effect
This Mega Power gives the caster two options. She can have a damage field of 2d8 Mega Damage, or 2d10 with a raise. Alternately, she can extend the damage field to a Medium Burst Template, centered on herself. In the latter case, it affects anyone in that area each round. The caster is immune to her own damage. On the rounds after she casts it, the damage is rolled at the end of her turn.
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Damage Field

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[b]Trapped Power Name[/b] [Damage Field] (4 PPE/ISP) [Seasoned]
[b]Range:[/b] [size=73]Touch[/size]
[b]Duration:[/b] [size=73]3 (2/round)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Damage field creates an effect around a character that deals damage to anyone who contacts them in close combat. The damage affects any adjacent character who makes a successful attack roll against the subject. It has no effect on non-adjacent attackers (for example, Reach or ranged attacks).
If a character with a damage field strikes someone in unarmed combat, the target takes the field’s damage plus the character’s Strength die (Str+2d6). The character may also simply touch the opponent (+2 to Fighting) and do the field’s damage only. A target who is grappled suffers the field’s damage each round on the attacker’s action; if the attacker chooses on following rounds to actively damage the target, he adds his Strength die to the damage roll as above and may get a bonus die for a raise.
With a success, the power does 2d6 damage. With a raise, damage field causes 2d8 damage.[/size][/ooc]
Exalted Damage Field

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[b]Trapped Power Name[/b] [Damage Field] (4 PPE/ISP) [Seasoned]
[b]Range:[/b] [size=73]Touch[/size]
[b]Duration:[/b] [size=73]3 (2/round)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Damage field creates an effect around a character that deals damage to anyone who contacts them in close combat. The damage affects any adjacent character who makes a successful attack roll against the subject. It has no effect on non-adjacent attackers (for example, Reach or ranged attacks).
If a character with a damage field strikes someone in unarmed combat, the target takes the field’s damage plus the character’s Strength die (Str+2d6). The character may also simply touch the opponent (+2 to Fighting) and do the field’s damage only. A target who is grappled suffers the field’s damage each round on the attacker’s action; if the attacker chooses on following rounds to actively damage the target, he adds his Strength die to the damage roll as above and may get a bonus die for a raise.
With a success, the power does 2d6 damage. With a raise, damage field causes 2d8 damage.[/size][/ooc][b]Trapped Mega Power Name[/b] [Exalted Damage Field] (8 PPE/ISP)
[b]Range:[/b] [size=73]Touch[/size]
[b]Duration:[/b] [size=73]3 (2/round)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]This Mega Power gives the caster two options. She can have a damage field of 2d8 Mega Damage, or 2d10 with a raise. Alternately, she can extend the damage field to a Medium Burst Template, centered on herself. In the latter case, it affects anyone in that area each round. The caster is immune to her own damage. On the rounds after she casts it, the damage is rolled at the end of her turn.[/size][/ooc]

Trapped Power Name [Disguise] (3-5 PPE/ISP) [Seasoned]
Range: Touch
Duration: 10 minutes (1/10 minutes)
Trapping: Chosen Trapping
Effect
Disguise allows the character to assume the appearance (but none of the abilities) of another person. The base cost is 3 Power Points, plus 1 point per level of Size difference between the character and the person she is impersonating. The character cannot emulate someone more than 2 Size levels different from themselves. It requires a Notice roll at –2 to see through disguise if someone is familiar with the specific person mimicked; the penalty increases to –4 with a raise. If unfamiliar, the penalties are –4 and –6 respectively.
Trapped Mega Power Name [Mass Disguise] (+4 PPE/ISP)
Range: Special
Duration: 10 minutes (1/10 minutes)
Trapping: Chosen Trapping
Effect
The caster can affect anyone she wishes within a Large Burst Template, centered on herself. The disguise remains on the targets until the caster drops it, fails a concentration check from damage, or is Incapacitated.
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Disguise

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[b]Trapped Power Name[/b] [Disguise] (3-5 PPE/ISP) [Seasoned]
[b]Range:[/b] [size=73]Touch[/size]
[b]Duration:[/b] [size=73]10 minutes (1/10 minutes)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Disguise allows the character to assume the appearance (but none of the abilities) of another person. The base cost is 3 Power Points, plus 1 point per level of Size difference between the character and the person she is impersonating. The character cannot emulate someone more than 2 Size levels different from themselves. It requires a Notice roll at –2 to see through disguise if someone is familiar with the specific person mimicked; the penalty increases to –4 with a raise. If unfamiliar, the penalties are –4 and –6 respectively.[/size][/ooc]
Mass Disguise

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[b]Trapped Power Name[/b] [Disguise] (3-5 PPE/ISP) [Seasoned]
[b]Range:[/b] [size=73]Touch[/size]
[b]Duration:[/b] [size=73]10 minutes (1/10 minutes)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Disguise allows the character to assume the appearance (but none of the abilities) of another person. The base cost is 3 Power Points, plus 1 point per level of Size difference between the character and the person she is impersonating. The character cannot emulate someone more than 2 Size levels different from themselves. It requires a Notice roll at –2 to see through disguise if someone is familiar with the specific person mimicked; the penalty increases to –4 with a raise. If unfamiliar, the penalties are –4 and –6 respectively.[/size][/ooc][b]Trapped Mega Power Name[/b] [Mass Disguise] (+4 PPE/ISP)
[b]Range:[/b] [size=73]Special[/size]
[b]Duration:[/b] [size=73]10 minutes (1/10 minutes)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]The caster can affect anyone she wishes within a Large Burst Template, centered on herself. The disguise remains on the targets until the caster drops it, fails a concentration check from damage, or is Incapacitated.[/size][/ooc]

Trapped Power Name [Dispel] (3 PPE/ISP) [Seasoned]
Range: Smarts
Duration: Instant
Trapping: Chosen Trapping
Effect
Dispel allows a hero to negate enemy spells, miracles, mad science, or super powers. It has no effect on innate powers, such as a dragon’s breath or a banshee’s scream. Neither does dispel work on magic items or permanent enchantments unless the specific item or enchantment says otherwise.
Dispel can be used on a power already in effect or to counter an enemy power as it’s being used. The latter requires the countering mage to be on Hold and interrupt his foe’s action as usual.
In either case, dispelling the opponent’s power is an opposed roll of arcane skills. The dispelling character suffers a –2 modifier if the target power is of another type (magic vs. miracles, superpowers vs. mad science, etc).
Trapped Mega Power Name [Exalted Dispel] (6 PPE/ISP)
Range: Smarts x2
Duration: Instant (1d6 minutes)
Trapping: Chosen Trapping
Effect
This is the ultimate directed dispel power, able to undo any active power currently active in a Large Burst Template. It can also dampen enchantments on items within the area, shutting them down for 1d6 minutes. When used against items, the casting roll is against a base 4 instead of opposed; the GM should feel free to impose penalties for particularly powerful items (−2 for a major item, −4 for an artifact, or even −6 for a true relic of great power).
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Dispel

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[b]Trapped Power Name[/b] [Dispel] (3 PPE/ISP) [Seasoned]
[b]Range:[/b] [size=73]Smarts[/size]
[b]Duration:[/b] [size=73]Instant[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Dispel allows a hero to negate enemy spells, miracles, mad science, or super powers. It has no effect on innate powers, such as a dragon’s breath or a banshee’s scream. Neither does dispel work on magic items or permanent enchantments unless the specific item or enchantment says otherwise.
Dispel can be used on a power already in effect or to counter an enemy power as it’s being used. The latter requires the countering mage to be on Hold and interrupt his foe’s action as usual.
In either case, dispelling the opponent’s power is an opposed roll of arcane skills. The dispelling character suffers a –2 modifier if the target power is of another type (magic vs. miracles, superpowers vs. mad science, etc).[/size][/ooc]
Exalted Dispel

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[b]Trapped Power Name[/b] [Dispel] (3 PPE/ISP) [Seasoned]
[b]Range:[/b] [size=73]Smarts[/size]
[b]Duration:[/b] [size=73]Instant[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Dispel allows a hero to negate enemy spells, miracles, mad science, or super powers. It has no effect on innate powers, such as a dragon’s breath or a banshee’s scream. Neither does dispel work on magic items or permanent enchantments unless the specific item or enchantment says otherwise.
Dispel can be used on a power already in effect or to counter an enemy power as it’s being used. The latter requires the countering mage to be on Hold and interrupt his foe’s action as usual.
In either case, dispelling the opponent’s power is an opposed roll of arcane skills. The dispelling character suffers a –2 modifier if the target power is of another type (magic vs. miracles, superpowers vs. mad science, etc).[/size][/ooc][b]Trapped Mega Power Name[/b] [Exalted Dispel] (6 PPE/ISP)
[b]Range:[/b] [size=73]Smarts x2[/size]
[b]Duration:[/b] [size=73]Instant (1d6 minutes)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]This is the ultimate directed dispel power, able to undo any active power currently active in a Large Burst Template. It can also dampen enchantments on items within the area, shutting them down for 1d6 minutes. When used against items, the casting roll is against a base 4 instead of opposed; the GM should feel free to impose penalties for particularly powerful items (−2 for a major item, −4 for an artifact, or even −6 for a true relic of great power).[/size][/ooc]

Trapped Power Name [Farsight] (3 PPE/ISP) [Seasoned]
Range: Touch
Duration: 3 (1/round)
Trapping: Chosen Trapping
Effect
This spell endows the recipient to see over great distances. With a success, ranged penalties are halved for the subject (–1 at Medium and –2 at Long). If a raise is achieved, all range increments for the subject are doubled in addition (12/24/48 becomes 24/48/96).
Trapped Mega Power Name [Greater Farsight] (6 PPE/ISP)
Range: Touch
Duration: 3 (1/round)
Trapping: Chosen Trapping
Effect
Greater farsight removes all penalties for Range, and like the normal version, doubles range increments on a raise.
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Farsight

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[b]Trapped Power Name[/b] [Farsight] (3 PPE/ISP) [Seasoned]
[b]Range:[/b] [size=73]Touch[/size]
[b]Duration:[/b] [size=73]3 (1/round)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]This spell endows the recipient to see over great distances. With a success, ranged penalties are halved for the subject (–1 at Medium and –2 at Long). If a raise is achieved, all range increments for the subject are doubled in addition (12/24/48 becomes 24/48/96).[/size][/ooc]
Greater Farsight

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[b]Trapped Power Name[/b] [Farsight] (3 PPE/ISP) [Seasoned]
[b]Range:[/b] [size=73]Touch[/size]
[b]Duration:[/b] [size=73]3 (1/round)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]This spell endows the recipient to see over great distances. With a success, ranged penalties are halved for the subject (–1 at Medium and –2 at Long). If a raise is achieved, all range increments for the subject are doubled in addition (12/24/48 becomes 24/48/96).[/size][/ooc][b]Trapped Mega Power Name[/b] [Greater Farsight] (6 PPE/ISP)
[b]Range:[/b] [size=73]Touch[/size]
[b]Duration:[/b] [size=73]3 (1/round)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Greater farsight removes all penalties for Range, and like the normal version, doubles range increments on a raise.[/size][/ooc]

Trapped Power Name [Growth/Shrink] (2+ PPE/ISP) [Seasoned]
Range: Smarts
Duration: 3 (2/round)
Trapping: Chosen Trapping
Effect
Growth doubles the overall size of the target. The subject gains +1 Size for each 2 Power Points invested when the spell is cast. Each step of Size grants the target a one-step increase to Strength and a point of Toughness. This spell may be cast multiple times on the same target, though the caster must track each casting separately.
Shrink reduces the Size of the subject by one step for each 2 Power Points, down to a minimum of Size –2 (approximately the size of a rat). Each level of Size reduction reduces the target’s Strength by one die type (minimum of d4) and his Toughness by 1 (minimum of 2).
Subjects from Size +4 to +7 have the Large ability and fill a 2” square on the table-top. From Size +8 to +10, they are Huge and occupy an area 3” square. If the target is +11 or more, he is considered Gargantuan and occupies a 4” square area. Creatures of Size –2 have the Small ability.
For unwilling targets, the caster’s arcane skill roll is opposed by their Spirit.
Trapped Mega Power Name [Tiny Yet Mighty] (+2 PPE/ISP)
Range: Smarts x3
Duration: 3 (1/round)
Trapping: Chosen Trapping
Effect
When using shrink with this Mega Power enhancement, the caster empowers the target to retain his Strength and Toughness while small. For growth, spending +2 Power Points extends the casting Range, just as for shrink.
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Growth/Shrink

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[b]Trapped Power Name[/b] [Growth/Shrink] (2+ PPE/ISP) [Seasoned]
[b]Range:[/b] [size=73]Smarts[/size]
[b]Duration:[/b] [size=73]3 (2/round)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Growth doubles the overall size of the target. The subject gains +1 Size for each 2 Power Points invested when the spell is cast. Each step of Size grants the target a one-step increase to Strength and a point of Toughness. This spell may be cast multiple times on the same target, though the caster must track each casting separately.
Shrink reduces the Size of the subject by one step for each 2 Power Points, down to a minimum of Size –2 (approximately the size of a rat). Each level of Size reduction reduces the target’s Strength by one die type (minimum of d4) and his Toughness by 1 (minimum of 2).
Subjects from Size +4 to +7 have the Large ability and fill a 2” square on the table-top. From Size +8 to +10, they are Huge and occupy an area 3” square. If the target is +11 or more, he is considered Gargantuan and occupies a 4” square area. Creatures of Size –2 have the Small ability.
For unwilling targets, the caster’s arcane skill roll is opposed by their Spirit.[/size][/ooc]
Tiny Yet Mighty

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[b]Trapped Power Name[/b] [Growth/Shrink] (2+ PPE/ISP) [Seasoned]
[b]Range:[/b] [size=73]Smarts[/size]
[b]Duration:[/b] [size=73]3 (2/round)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Growth doubles the overall size of the target. The subject gains +1 Size for each 2 Power Points invested when the spell is cast. Each step of Size grants the target a one-step increase to Strength and a point of Toughness. This spell may be cast multiple times on the same target, though the caster must track each casting separately.
Shrink reduces the Size of the subject by one step for each 2 Power Points, down to a minimum of Size –2 (approximately the size of a rat). Each level of Size reduction reduces the target’s Strength by one die type (minimum of d4) and his Toughness by 1 (minimum of 2).
Subjects from Size +4 to +7 have the Large ability and fill a 2” square on the table-top. From Size +8 to +10, they are Huge and occupy an area 3” square. If the target is +11 or more, he is considered Gargantuan and occupies a 4” square area. Creatures of Size –2 have the Small ability.
For unwilling targets, the caster’s arcane skill roll is opposed by their Spirit.[/size][/ooc][b]Trapped Mega Power Name[/b] [Tiny Yet Mighty] (+2 PPE/ISP)
[b]Range:[/b] [size=73]Smarts x3[/size]
[b]Duration:[/b] [size=73]3 (1/round)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]When using shrink with this Mega Power enhancement, the caster empowers the target to retain his Strength and Toughness while small. For growth, spending +2 Power Points extends the casting Range, just as for shrink.[/size][/ooc]
Last edited by Krozog on Sun Jul 22, 2018 11:05 pm, edited 8 times in total.
Krozog, Paladin of Light
Krozog, Ogre Paladin
Pace: 7; Parry: 8(2)
Toughness: 10(0)
  • +2 vs Ranged
  • +2 vs Creatures of Darkness and Flame and their servants.
  • +1 vs damage causing arcane powers.
Combat-Relevant Edges & Abilities:
  • Bad Eyes: Ogres suffer a -2 on all Trait rolls dealing with anything more than 5” away.
    Battle Hardened: +2 to Soak rolls.
    Big Target: Attackers gain +1 to attack rolls made against Ogres.
    Champion: +2 to damage and +2 to Toughness vs Supernaturally Evil creatures.
    Magical Resistance: +1 Armor vs Damaging magic, +1 to resist opposed magic (friendly spells subtract this modifier)
    Reach: Ogres have Reach 1
    Size +2: Ogres are Size+2
    Thermal Vision: Ogres have the Infravision Monstrous Ability
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Krozog
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Seasoned (Mega) Powers (Alphabetical: H-W)

Post by Krozog »

Seasoned (Mega) Powers (Alphabetical: H-W)

Trapped Power Name [Havoc] (2/4 PPE/ISP) [Seasoned]
Range: Smarts x2
Duration: Instant
Trapping: Chosen Trapping
Effect
While unpredictable, this spell allows a wizard to change the field of battle in an instant as targets are thrown in every direction.
With a success, the caster places a Medium Burst Template anywhere within range. Any character touched by the template must make a Strength roll (at –2 if the caster gets a raise). Any target that fails is knocked 2d6” in a random direction (roll a d12 and read the result as a clock facing) and becomes prone. If the target strikes an inanimate object, he is Shaken as well. Targets with cover may subtract the cover modifier from the total distance moved (to a minimum of 0), and flying targets suffer an additional –2 to their Strength roll. Additionally, roll a d6 to see if the flyer is moved toward the ground (1 – 2), stays level (3 – 4), or is moved away from the ground (5 – 6).
  • Additional Effects: For double the Power Points, havoc affects a Large Burst Template.
Trapped Mega Power Name [Greater Havoc] (+2 PPE/ISP)
Range: Smarts x3
Duration: Instant
Trapping: Chosen Trapping
Effect
Greater havoc enhances the penalties to resist to −2, or −4 with a raise. Furthermore, targets are knocked back a total of 3d6" and automatically Shaken, regardless of hitting an object.
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Havoc

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[b]Trapped Power Name[/b] [Havoc] (2/4 PPE/ISP) [Seasoned]
[b]Range:[/b] [size=73]Smarts x2[/size]
[b]Duration:[/b] [size=73]Instant[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]While unpredictable, this spell allows a wizard to change the field of battle in an instant as targets are thrown in every direction.
With a success, the caster places a Medium Burst Template anywhere within range. Any character touched by the template must make a Strength roll (at –2 if the caster gets a raise). Any target that fails is knocked 2d6” in a random direction (roll a d12 and read the result as a clock facing) and becomes prone. If the target strikes an inanimate object, he is Shaken as well. Targets with cover may subtract the cover modifier from the total distance moved (to a minimum of 0), and flying targets suffer an additional –2 to their Strength roll. Additionally, roll a d6 to see if the flyer is moved toward the ground (1 – 2), stays level (3 – 4), or is moved away from the ground (5 – 6).
[list][*][b]Additional Effects:[/b] For double the Power Points, havoc affects a Large Burst Template.[/list][/size][/ooc]
Greater Havoc

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[b]Trapped Power Name[/b] [Havoc] (2/4 PPE/ISP) [Seasoned]
[b]Range:[/b] [size=73]Smarts x2[/size]
[b]Duration:[/b] [size=73]Instant[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]While unpredictable, this spell allows a wizard to change the field of battle in an instant as targets are thrown in every direction.
With a success, the caster places a Medium Burst Template anywhere within range. Any character touched by the template must make a Strength roll (at –2 if the caster gets a raise). Any target that fails is knocked 2d6” in a random direction (roll a d12 and read the result as a clock facing) and becomes prone. If the target strikes an inanimate object, he is Shaken as well. Targets with cover may subtract the cover modifier from the total distance moved (to a minimum of 0), and flying targets suffer an additional –2 to their Strength roll. Additionally, roll a d6 to see if the flyer is moved toward the ground (1 – 2), stays level (3 – 4), or is moved away from the ground (5 – 6).
[list][*][b]Additional Effects:[/b] For double the Power Points, havoc affects a Large Burst Template.[/list][/size][/ooc][b]Trapped Mega Power Name[/b] [Greater Havoc] (+2 PPE/ISP)
[b]Range:[/b] [size=73]Smarts x3[/size]
[b]Duration:[/b] [size=73]Instant[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Greater havoc enhances the penalties to resist to −2, or −4 with a raise. Furthermore, targets are knocked back a total of 3d6" and automatically Shaken, regardless of hitting an object.[/size][/ooc]

Trapped Power Name [Invisibility] (5 PPE/ISP) [Seasoned]
Range: Self
Duration: 3 (1/round)
Trapping: Chosen Trapping
Effect
Being invisible is a powerful aid in combat and useful for spying on maidens’ changing rooms as well.
With a success, the character is transparent, but a vague outline is visible. A character may detect the invisible presence if he has a reason to look and makes a Notice roll at –4. Once detected, he may attack the foe at –4 as well. With a raise, the character is completely invisible. The penalty to Notice or hit him is –6.
In either case, the power affects the character and his personal items. Anything picked up after the power was cast remains visible.
  • Additional Targets: The character may affect up to five targets by spending a like amount of additional Power Points.
Trapped Mega Power Name [True Invisibility] (10 PPE/ISP)
Range: Self
Duration: 3 (1/round)
Trapping: Chosen Trapping
Effect
Normal invisibility generally applies to normal sight-based Notice checks; true invisibility applies to all senses, including mystical, technological, or greatly enhanced ones. The recipient cannot be seen or detected by any means, unless he attacks someone. In that circumstance, any attempt to detect or attack the character with true invisibility is made at −8.
True invisibility also makes it impossible for anyone using most means of scrying or other detection to find the character; this includes divination and clairvoyance. Those using detect arcana suffer a −4 penalty to see someone using true invisibility (though exalted detect arcana works at no penalty). Generally speaking, it is nearly impossible for the character to be seen or detected if he does not take an aggressive action against someone else; the GM is final arbiter of this power’s ultimate limits.
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Invisibility

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[b]Trapped Power Name[/b] [Invisibility] (5 PPE/ISP) [Seasoned]
[b]Range:[/b] [size=73]Self[/size]
[b]Duration:[/b] [size=73]3 (1/round)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Being invisible is a powerful aid in combat and useful for spying on maidens’ changing rooms as well.
With a success, the character is transparent, but a vague outline is visible. A character may detect the invisible presence if he has a reason to look and makes a Notice roll at –4. Once detected, he may attack the foe at –4 as well. With a raise, the character is completely invisible. The penalty to Notice or hit him is –6.
In either case, the power affects the character and his personal items. Anything picked up after the power was cast remains visible.
[list][*][b]Additional Targets:[/b] The character may affect up to five targets by spending a like amount of additional Power Points.[/list][/size][/ooc]
True Invisibility

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[b]Trapped Power Name[/b] [Invisibility] (5 PPE/ISP) [Seasoned]
[b]Range:[/b] [size=73]Self[/size]
[b]Duration:[/b] [size=73]3 (1/round)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Being invisible is a powerful aid in combat and useful for spying on maidens’ changing rooms as well.
With a success, the character is transparent, but a vague outline is visible. A character may detect the invisible presence if he has a reason to look and makes a Notice roll at –4. Once detected, he may attack the foe at –4 as well. With a raise, the character is completely invisible. The penalty to Notice or hit him is –6.
In either case, the power affects the character and his personal items. Anything picked up after the power was cast remains visible.
[list][*][b]Additional Targets:[/b] The character may affect up to five targets by spending a like amount of additional Power Points.[/list][/size][/ooc][b]Trapped Mega Power Name[/b] [True Invisibility] (10 PPE/ISP)
[b]Range:[/b] [size=73]Self[/size]
[b]Duration:[/b] [size=73]3 (1/round)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Normal invisibility generally applies to normal sight-based Notice checks; true invisibility applies to all senses, including mystical, technological, or greatly enhanced ones. The recipient cannot be seen or detected by any means, unless he attacks someone. In that circumstance, any attempt to detect or attack the character with true invisibility is made at −8.
True invisibility also makes it impossible for anyone using most means of scrying or other detection to find the character; this includes divination and clairvoyance. Those using detect arcana suffer a −4 penalty to see someone using true invisibility (though exalted detect arcana works at no penalty). Generally speaking, it is nearly impossible for the character to be seen or detected if he does not take an aggressive action against someone else; the GM is final arbiter of this power’s ultimate limits.[/size][/ooc]

Trapped Power Name [Pummel] (2 PPE/ISP) [Seasoned]
Range: Cone Template
Duration: Instant
Trapping: Chosen Trapping
Effect
Pummel allows a character to knock down multiple foes. The caster makes an arcane skill roll and then places a Cone Template in front of him. Any friend or foe touched by the template must make a Strength roll (at –2 if the caster gets a raise). Any target that fails is knocked back 2d6” and becomes prone. If the target strikes an inanimate object, he is Shaken as well. Targets with cover may subtract the cover modifier from the total distance moved (to a minimum of 0), and flying targets suffer an additional –2 to their Strength roll.
Trapped Mega Power Name [Greater Pummel] (4 PPE/ISP)
Range: Cone Template
Duration: Instant
Trapping: Chosen Trapping
Effect
Using this Mega Power increases the penalty to resist pummel to −2, or −4 with a raise. Furthermore, targets are knocked back a total of 3d6" and a re automatically Shaken, regardless of hitting an object.
Code
Pummel

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[b]Trapped Power Name[/b] [Pummel] (2 PPE/ISP) [Seasoned]
[b]Range:[/b] [size=73]Cone Template[/size]
[b]Duration:[/b] [size=73]Instant[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Pummel allows a character to knock down multiple foes. The caster makes an arcane skill roll and then places a Cone Template in front of him. Any friend or foe touched by the template must make a Strength roll (at –2 if the caster gets a raise). Any target that fails is knocked back 2d6” and becomes prone. If the target strikes an inanimate object, he is Shaken as well. Targets with cover may subtract the cover modifier from the total distance moved (to a minimum of 0), and flying targets suffer an additional –2 to their Strength roll.[/size][/ooc]
Greater Pummel

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[b]Trapped Power Name[/b] [Pummel] (2 PPE/ISP) [Seasoned]
[b]Range:[/b] [size=73]Cone Template[/size]
[b]Duration:[/b] [size=73]Instant[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Pummel allows a character to knock down multiple foes. The caster makes an arcane skill roll and then places a Cone Template in front of him. Any friend or foe touched by the template must make a Strength roll (at –2 if the caster gets a raise). Any target that fails is knocked back 2d6” and becomes prone. If the target strikes an inanimate object, he is Shaken as well. Targets with cover may subtract the cover modifier from the total distance moved (to a minimum of 0), and flying targets suffer an additional –2 to their Strength roll.[/size][/ooc][b]Trapped Mega Power Name[/b] [Greater Pummel] (4 PPE/ISP)
[b]Range:[/b] [size=73]Cone Template[/size]
[b]Duration:[/b] [size=73]Instant[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Using this Mega Power increases the penalty to resist pummel to −2, or −4 with a raise. Furthermore, targets are knocked back a total of 3d6" and a re automatically Shaken, regardless of hitting an object.[/size][/ooc]

Trapped Power Name [Quickness] (4 PPE/ISP) [Seasoned]
Range: Touch
Duration: 3 (2/round)
Trapping: Chosen Trapping
Effect
This power grants incredible swiftness to the recipient. With success the target has two separate turns per round on his action card instead of the usual one. Each turn is handled independently with its own actions, but the character must resolve one turn entirely before beginning the second. With a raise, the recipient can redraw any initiative cards lower than Eight each round.
Trapped Mega Power Name [Exalted Quickness] (8 PPE/ISP)
Range: Touch
Duration: 3 (2/round)
Trapping: Chosen Trapping
Effect
In addition to the two complete turns the character gains with quickness, he may ignore up to two points of multi-action penalties on each of those turns.
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Quickness

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[b]Trapped Power Name[/b] [Quickness] (4 PPE/ISP) [Seasoned]
[b]Range:[/b] [size=73]Touch[/size]
[b]Duration:[/b] [size=73]3 (2/round)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]This power grants incredible swiftness to the recipient. With success the target has two separate turns per round on his action card instead of the usual one. Each turn is handled independently with its own actions, but the character must resolve one turn entirely before beginning the second. With a raise, the recipient can redraw any initiative cards lower than Eight each round.[/size][/ooc]
Exalted Quickness

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[b]Trapped Power Name[/b] [Quickness] (4 PPE/ISP) [Seasoned]
[b]Range:[/b] [size=73]Touch[/size]
[b]Duration:[/b] [size=73]3 (2/round)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]This power grants incredible swiftness to the recipient. With success the target has two separate turns per round on his action card instead of the usual one. Each turn is handled independently with its own actions, but the character must resolve one turn entirely before beginning the second. With a raise, the recipient can redraw any initiative cards lower than Eight each round.[/size][/ooc][b]Trapped Mega Power Name[/b] [Exalted Quickness] (8 PPE/ISP)
[b]Range:[/b] [size=73]Touch[/size]
[b]Duration:[/b] [size=73]3 (2/round)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]In addition to the two complete turns the character gains with quickness, he may ignore up to two points of multi-action penalties on each of those turns.[/size][/ooc]

Trapped Power Name [Slow] (1 PPE/ISP) [Seasoned]
Range: Smarts x2
Duration: 3 (2/round)
Trapping: Chosen Trapping
Effect
Skilled fighters and monsters with fast reflexes can strike before lesser beings have time to blink. Slowing their reflexes reduces their advantage.
The caster makes an arcane skill roll opposed by the target’s Spirit. With a success, movement becomes an action, giving the target a multi-action penalty if he wants to move and act in the same round. With a raise, the target must redraw initiative cards above 10, except Jokers.
A victim who usually draws multiple initiative cards discards only those with a value higher than the spell allows.
  • Additional Targets: The character may affect up to five targets by spending a like amount of additional Power Points.
Trapped Mega Power Name [Exalted Slow] (2 PPE/ISP)
Range: Smarts x3
Duration: 3 (2/round)
Trapping: Chosen Trapping
Effect
Exalted slow causes these additional effects:
  • The target’s Pace is cut in half (round down), and he cannot run.
  • The target’s Parry is reduced by 2, and ranged attacks against him receive a +2.
  • All Agility and linked skill rolls are made at −2.
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Slow

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[b]Trapped Power Name[/b] [Slow] (1 PPE/ISP) [Seasoned]
[b]Range:[/b] [size=73]Smarts x2[/size]
[b]Duration:[/b] [size=73]3 (2/round)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Skilled fighters and monsters with fast reflexes can strike before lesser beings have time to blink. Slowing their reflexes reduces their advantage.
The caster makes an arcane skill roll opposed by the target’s Spirit. With a success, movement becomes an action, giving the target a multi-action penalty if he wants to move and act in the same round. With a raise, the target must redraw initiative cards above 10, except Jokers.
A victim who usually draws multiple initiative cards discards only those with a value higher than the spell allows.
[list][*][b]Additional Targets:[/b] The character may affect up to five targets by spending a like amount of additional Power Points.[/list][/size][/ooc]
Exalted Slow

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[b]Trapped Power Name[/b] [Slow] (1 PPE/ISP) [Seasoned]
[b]Range:[/b] [size=73]Smarts x2[/size]
[b]Duration:[/b] [size=73]3 (2/round)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Skilled fighters and monsters with fast reflexes can strike before lesser beings have time to blink. Slowing their reflexes reduces their advantage.
The caster makes an arcane skill roll opposed by the target’s Spirit. With a success, movement becomes an action, giving the target a multi-action penalty if he wants to move and act in the same round. With a raise, the target must redraw initiative cards above 10, except Jokers.
A victim who usually draws multiple initiative cards discards only those with a value higher than the spell allows.
[list][*][b]Additional Targets:[/b] The character may affect up to five targets by spending a like amount of additional Power Points.[/list][/size][/ooc][b]Trapped Mega Power Name[/b] [Exalted Slow] (2 PPE/ISP)
[b]Range:[/b] [size=73]Smarts x3[/size]
[b]Duration:[/b] [size=73]3 (2/round)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Exalted slow causes these additional effects:
[list][*]The target’s Pace is cut in half (round down), and he cannot run.
[*]The target’s Parry is reduced by 2, and ranged attacks against him receive a +2.
[*]All Agility and linked skill rolls are made at −2.[/list][/size][/ooc]

Trapped Power Name [Slumber] (2 PPE/ISP) [Seasoned]
Range: Smarts x2
Duration: 1 minute (1/minute)
Trapping: Chosen Trapping
Effect
Blasting a hoard of enemies into tiny pieces may be popular with some mages, but those who favor stealth or have a pacifistic bent are drawn to this spell.
The caster picks where he wants to center the spell and places a Medium Burst Template. He then makes an arcane skill roll. Any living creature (not undead or constructs) within the area must make a Spirit roll, at –2 if the caster scored a raise. Those who fail fall asleep.
Loud noises awaken the sleepers as if they were a normal sleeper (Notice roll). When the duration expires, the sleepers naturally wake up.
Trapped Mega Power Name [Greater Slumber] (4 PPE/ISP)
Range: Smarts x3
Duration: 1 minute (1/minute)
Trapping: Chosen Trapping
Effect
Using this Mega Power increases the penalties to resist slumber to −2, or −4 with a raise. Furthermore, it takes a full round of active effort to awaken a victim of greater slumber; loud noises and the like aren’t enough.
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Slumber

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[b]Trapped Power Name[/b] [Slumber] (2 PPE/ISP) [Seasoned]
[b]Range:[/b] [size=73]Smarts x2[/size]
[b]Duration:[/b] [size=73]1 minute (1/minute)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Blasting a hoard of enemies into tiny pieces may be popular with some mages, but those who favor stealth or have a pacifistic bent are drawn to this spell.
The caster picks where he wants to center the spell and places a Medium Burst Template. He then makes an arcane skill roll. Any living creature (not undead or constructs) within the area must make a Spirit roll, at –2 if the caster scored a raise. Those who fail fall asleep.
Loud noises awaken the sleepers as if they were a normal sleeper (Notice roll). When the duration expires, the sleepers naturally wake up.[/size][/ooc]
Greater Slumber

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[b]Trapped Power Name[/b] [Slumber] (2 PPE/ISP) [Seasoned]
[b]Range:[/b] [size=73]Smarts x2[/size]
[b]Duration:[/b] [size=73]1 minute (1/minute)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Blasting a hoard of enemies into tiny pieces may be popular with some mages, but those who favor stealth or have a pacifistic bent are drawn to this spell.
The caster picks where he wants to center the spell and places a Medium Burst Template. He then makes an arcane skill roll. Any living creature (not undead or constructs) within the area must make a Spirit roll, at –2 if the caster scored a raise. Those who fail fall asleep.
Loud noises awaken the sleepers as if they were a normal sleeper (Notice roll). When the duration expires, the sleepers naturally wake up.[/size][/ooc][b]Trapped Mega Power Name[/b] [Greater Slumber] (4 PPE/ISP)
[b]Range:[/b] [size=73]Smarts x3[/size]
[b]Duration:[/b] [size=73]1 minute (1/minute)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Using this Mega Power increases the penalties to resist slumber to −2, or −4 with a raise. Furthermore, it takes a full round of active effort to awaken a victim of greater slumber; loud noises and the like aren’t enough.[/size][/ooc]

Trapped Power Name [Telekinesis] (5 PPE/ISP) [Seasoned]
Range: Smarts
Duration: 3 (1/round)
Trapping: Chosen Trapping
Effect
Telekinesis is the ability to move a single object or creature (including one’s self) with arcane will. The weight a caster can lift is equal to 10 pounds times his Spirit die type, 50 pounds times his Spirit with a raise.
  • Lifting Creatures: Living targets may resist with an opposed Spirit roll. If the roll is greater than the caster’s skill total, the victim is unaffected. If the creature loses, however, it is lifted as usual and does not get another attempt to break free.
    Occasionally a victim might manage to grab onto something solid to prevent itself from being lifted. When this happens, the victim may make an opposed Strength roll versus the caster’s arcane skill. If the victim is successful, he manages to grab onto whatever was available and is not moved, bashed, orotherwise affected that round.
  • Telekinetic Weapons: A caster can use telekinesis to wield a weapon. When this occurs, the weapon’s Fighting is equal to his arcane skill, and its damage is based on the caster’s Spirit instead of his Strength. A sword that does Strength+d6 damage, for example, does Spirit+d6 when wielded by telekinesis. The weapon otherwise functions normally, including granting bonus damage when it strikes with a raise.
  • Dropping Things: Particularly ruthless characters often use telekinesis to drop their foes or bash them into walls and the like. A creature affected by this power can be moved up to the caster’s Smarts in inches per turn in any direction. Dropped creatures suffer falling damage as usual.
    Victims who are bashed into walls or other solid objects suffer the caster’s Spirit+d6 as damage. If a caster with a d12 Spirit smashes an orc into a wall, for example, the orc suffers d12+d6 damage.
Trapped Mega Power Name [Exalted Telekinesis] (10 PPE/ISP)
Range: Smarts x2
Duration: 3 (1/round)
Trapping: Chosen Trapping
Effect
Using exalted telekinesis is slightly different than normal telekinesis. The caster’s telekinetic strength is calculated as his Spirit die with four die steps added. Thus a psionic with a Spirit of d8 has an exalted telekinesis strength of d12+2.
Those using exalted telekinesis consult the Super Strength Table (page 65) to determine how much they can lift and manipulate. With a successful roll, they use the Load Limit column, or the Max Weight column with a raise. Note that objects weighing 1,000 or more pounds automatically deal Mega Damage when used as weapons.
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Telekinesis

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[b]Trapped Power Name[/b] [Telekinesis] (5 PPE/ISP) [Seasoned]
[b]Range:[/b] [size=73]Smarts[/size]
[b]Duration:[/b] [size=73]3 (1/round)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Telekinesis is the ability to move a single object or creature (including one’s self) with arcane will. The weight a caster can lift is equal to 10 pounds times his Spirit die type, 50 pounds times his Spirit with a raise.
[list][*][b]Lifting Creatures:[/b] Living targets may resist with an opposed Spirit roll. If the roll is greater than the caster’s skill total, the victim is unaffected. If the creature loses, however, it is lifted as usual and does not get another attempt to break free.
Occasionally a victim might manage to grab onto something solid to prevent itself from being lifted. When this happens, the victim may make an opposed Strength roll versus the caster’s arcane skill. If the victim is successful, he manages to grab onto whatever was available and is not moved, bashed, orotherwise affected that round.
[*][b]Telekinetic Weapons:[/b] A caster can use telekinesis to wield a weapon. When this occurs, the weapon’s Fighting is equal to his arcane skill, and its damage is based on the caster’s Spirit instead of his Strength. A sword that does Strength+d6 damage, for example, does Spirit+d6 when wielded by telekinesis. The weapon otherwise functions normally, including granting bonus damage when it strikes with a raise.
[*][b]Dropping Things:[/b] Particularly ruthless characters often use telekinesis to drop their foes or bash them into walls and the like. A creature affected by this power can be moved up to the caster’s Smarts in inches per turn in any direction. Dropped creatures suffer falling damage as usual.
Victims who are bashed into walls or other solid objects suffer the caster’s Spirit+d6 as damage. If a caster with a d12 Spirit smashes an orc into a wall, for example, the orc suffers d12+d6 damage.[/list][/size][/ooc]
Exalted Telekinesis

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[b]Trapped Power Name[/b] [Telekinesis] (5 PPE/ISP) [Seasoned]
[b]Range:[/b] [size=73]Smarts[/size]
[b]Duration:[/b] [size=73]3 (1/round)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Telekinesis is the ability to move a single object or creature (including one’s self) with arcane will. The weight a caster can lift is equal to 10 pounds times his Spirit die type, 50 pounds times his Spirit with a raise.
[list][*][b]Lifting Creatures:[/b] Living targets may resist with an opposed Spirit roll. If the roll is greater than the caster’s skill total, the victim is unaffected. If the creature loses, however, it is lifted as usual and does not get another attempt to break free.
Occasionally a victim might manage to grab onto something solid to prevent itself from being lifted. When this happens, the victim may make an opposed Strength roll versus the caster’s arcane skill. If the victim is successful, he manages to grab onto whatever was available and is not moved, bashed, orotherwise affected that round.
[*][b]Telekinetic Weapons:[/b] A caster can use telekinesis to wield a weapon. When this occurs, the weapon’s Fighting is equal to his arcane skill, and its damage is based on the caster’s Spirit instead of his Strength. A sword that does Strength+d6 damage, for example, does Spirit+d6 when wielded by telekinesis. The weapon otherwise functions normally, including granting bonus damage when it strikes with a raise.
[*][b]Dropping Things:[/b] Particularly ruthless characters often use telekinesis to drop their foes or bash them into walls and the like. A creature affected by this power can be moved up to the caster’s Smarts in inches per turn in any direction. Dropped creatures suffer falling damage as usual.
Victims who are bashed into walls or other solid objects suffer the caster’s Spirit+d6 as damage. If a caster with a d12 Spirit smashes an orc into a wall, for example, the orc suffers d12+d6 damage.[/list][/size][/ooc][b]Trapped Mega Power Name[/b] [Exalted Telekinesis] (10 PPE/ISP)
[b]Range:[/b] [size=73]Smarts x2[/size]
[b]Duration:[/b] [size=73]3 (1/round)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Using exalted telekinesis is slightly different than normal telekinesis. The caster’s telekinetic strength is calculated as his Spirit die with four die steps added. Thus a psionic with a Spirit of d8 has an exalted telekinesis strength of d12+2.
Those using exalted telekinesis consult the Super Strength Table (page 65) to determine how much they can lift and manipulate. With a successful roll, they use the Load Limit column, or the Max Weight column with a raise. Note that objects weighing 1,000 or more pounds automatically deal Mega Damage when used as weapons.[/size][/ooc]

Trapped Power Name [Teleport] (3+ PPE/ISP) [Seasoned]
Range: Special
Duration: Instant
Trapping: Chosen Trapping
Effect
Teleport allows a character to disappear and instantly reappear up to 10” distant for each 3 Power Points spent, or 15” with a raise. This counts as his movement for the round. Adjacent opponents do not get a free attack against the teleporting character. If the hero wishes to teleport somewhere he can’t see, he must make a Smarts roll at –2. If it is an unknown area he has never seen, the roll is at a –4 penalty.
Failure of either roll means the teleporter hit an object of some sort. He returns where he came from and is Shaken. A roll of 1 on the casting die (regardless of the Wild Die) indicates a more serious disaster — in addition to being Shaken he also suffers 2d6 damage.
The teleporter can never enter a solid space even if he tries. The power instantly returns him to his starting location as above.
  • Carrying Others: The hero can carry other beings with him at the cost of a level of Fatigue per additional “rider.” More than two may be carried at once, but causes instant Incapacitation. One Fatigue level is regained for each full hour of rest.
Trapped Mega Power Name [Greater Teleport] (5+ PPE/ISP)
Range: Special
Duration: Instant
Trapping: Chosen Trapping
Effect
Greater teleport extends the Ranges to 20" (40 yards) per 5 PPE or ISP spent, or 30" (60 yards) with a raise. The caster can carry up to five others without having to risk Fatigue. Each additional person he carries beyond those five imposes an automatic Fatigue level, as per the core teleport power.
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Teleport

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[b]Trapped Power Name[/b] [Teleport] (3+ PPE/ISP) [Seasoned]
[b]Range:[/b] [size=73]Special[/size]
[b]Duration:[/b] [size=73]Instant[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Teleport allows a character to disappear and instantly reappear up to 10” distant for each 3 Power Points spent, or 15” with a raise. This counts as his movement for the round. Adjacent opponents do not get a free attack against the teleporting character. If the hero wishes to teleport somewhere he can’t see, he must make a Smarts roll at –2. If it is an unknown area he has never seen, the roll is at a –4 penalty.
Failure of either roll means the teleporter hit an object of some sort. He returns where he came from and is Shaken. A roll of 1 on the casting die (regardless of the Wild Die) indicates a more serious disaster — in addition to being Shaken he also suffers 2d6 damage.
The teleporter can never enter a solid space even if he tries. The power instantly returns him to his starting location as above.
[list][*][b]Carrying Others:[/b] The hero can carry other beings with him at the cost of a level of Fatigue per additional “rider.” More than two may be carried at once, but causes instant Incapacitation. One Fatigue level is regained for each full hour of rest.[/list][/size][/ooc]
Greater Teleport

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[b]Trapped Power Name[/b] [Teleport] (3+ PPE/ISP) [Seasoned]
[b]Range:[/b] [size=73]Special[/size]
[b]Duration:[/b] [size=73]Instant[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Teleport allows a character to disappear and instantly reappear up to 10” distant for each 3 Power Points spent, or 15” with a raise. This counts as his movement for the round. Adjacent opponents do not get a free attack against the teleporting character. If the hero wishes to teleport somewhere he can’t see, he must make a Smarts roll at –2. If it is an unknown area he has never seen, the roll is at a –4 penalty.
Failure of either roll means the teleporter hit an object of some sort. He returns where he came from and is Shaken. A roll of 1 on the casting die (regardless of the Wild Die) indicates a more serious disaster — in addition to being Shaken he also suffers 2d6 damage.
The teleporter can never enter a solid space even if he tries. The power instantly returns him to his starting location as above.
[list][*][b]Carrying Others:[/b] The hero can carry other beings with him at the cost of a level of Fatigue per additional “rider.” More than two may be carried at once, but causes instant Incapacitation. One Fatigue level is regained for each full hour of rest.[/list][/size][/ooc][b]Trapped Mega Power Name[/b] [Greater Teleport] (5+ PPE/ISP)
[b]Range:[/b] [size=73]Special[/size]
[b]Duration:[/b] [size=73]Instant[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Greater teleport extends the Ranges to 20" (40 yards) per 5 PPE or ISP spent, or 30" (60 yards) with a raise. The caster can carry up to five others without having to risk Fatigue. Each additional person he carries beyond those five imposes an automatic Fatigue level, as per the core teleport power.[/size][/ooc]

Trapped Power Name [Warrior's Gift] (4 PPE/ISP) [Seasoned]
Range: Touch
Duration: 3 (1/round)
Trapping: Chosen Trapping
Effect
Even combat mages cannot afford to spend all their time learning new combat maneuvers and martial skills. For those who enjoy the thrill of melee or want to improve their companions’ skills, this spell provides a quick solution to a lack of training.
With a successful arcane skill roll, the recipient gains the benefits of a single Combat Edge chosen by the caster. The caster (not the recipient) must be one Rank higher than the Rank requirement of the Edge but ignores other requirements, even those requiring other Edges. For the duration of the spell, the recipient gains all the benefits of the Edge.
Edges gained through this power provide no additional benefit if the character already has the Edge.
Trapped Mega Power Name [Greater Warrior's Gift] (8 PPE/ISP)
Range: Touch
Duration: 3 (1/round)
Trapping: Chosen Trapping
Effect
Greater warrior’s gift allows the target to select two Combat Edges at once, and those Edges may be up to the target’s current Rank.
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Warrior's Gift

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[b]Trapped Power Name[/b] [Warrior's Gift] (4 PPE/ISP) [Seasoned]
[b]Range:[/b] [size=73]Touch[/size]
[b]Duration:[/b] [size=73]3 (1/round)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Even combat mages cannot afford to spend all their time learning new combat maneuvers and martial skills. For those who enjoy the thrill of melee or want to improve their companions’ skills, this spell provides a quick solution to a lack of training.
With a successful arcane skill roll, the recipient gains the benefits of a single Combat Edge chosen by the caster. The caster (not the recipient) must be one Rank higher than the Rank requirement of the Edge but ignores other requirements, even those requiring other Edges. For the duration of the spell, the recipient gains all the benefits of the Edge.
Edges gained through this power provide no additional benefit if the character already has the Edge.[/size][/ooc]
Greater Warrior's Gift

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[b]Trapped Power Name[/b] [Warrior's Gift] (4 PPE/ISP) [Seasoned]
[b]Range:[/b] [size=73]Touch[/size]
[b]Duration:[/b] [size=73]3 (1/round)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Even combat mages cannot afford to spend all their time learning new combat maneuvers and martial skills. For those who enjoy the thrill of melee or want to improve their companions’ skills, this spell provides a quick solution to a lack of training.
With a successful arcane skill roll, the recipient gains the benefits of a single Combat Edge chosen by the caster. The caster (not the recipient) must be one Rank higher than the Rank requirement of the Edge but ignores other requirements, even those requiring other Edges. For the duration of the spell, the recipient gains all the benefits of the Edge.
Edges gained through this power provide no additional benefit if the character already has the Edge.[/size][/ooc][b]Trapped Mega Power Name[/b] [Greater Warrior's Gift] (8 PPE/ISP)
[b]Range:[/b] [size=73]Touch[/size]
[b]Duration:[/b] [size=73]3 (1/round)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Greater warrior’s gift allows the target to select two Combat Edges at once, and those Edges may be up to the target’s current Rank.[/size][/ooc]
Last edited by Krozog on Sun Jul 22, 2018 11:06 pm, edited 2 times in total.
Krozog, Paladin of Light
Krozog, Ogre Paladin
Pace: 7; Parry: 8(2)
Toughness: 10(0)
  • +2 vs Ranged
  • +2 vs Creatures of Darkness and Flame and their servants.
  • +1 vs damage causing arcane powers.
Combat-Relevant Edges & Abilities:
  • Bad Eyes: Ogres suffer a -2 on all Trait rolls dealing with anything more than 5” away.
    Battle Hardened: +2 to Soak rolls.
    Big Target: Attackers gain +1 to attack rolls made against Ogres.
    Champion: +2 to damage and +2 to Toughness vs Supernaturally Evil creatures.
    Magical Resistance: +1 Armor vs Damaging magic, +1 to resist opposed magic (friendly spells subtract this modifier)
    Reach: Ogres have Reach 1
    Size +2: Ogres are Size+2
    Thermal Vision: Ogres have the Infravision Monstrous Ability
Wounds: 0/3; Fatigue: 0/2; Essence: 5/10
Bennies: 0/3
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Krozog
Posts: 153
Joined: Sat May 05, 2018 3:14 pm
Location: Texas

Veteran (Mega) Powers

Post by Krozog »

Veteran (Mega) Powers

Trapped Power Name [Banish] (3 PPE/ISP) [Veteran]
Range: Smarts
Duration: Instant
Trapping: Chosen Trapping
Effect
Whether ghosts, elementals, or demons, banish removes them all. This power can affect any creature that is not native to the current plane of existence (GM’s determination).
This spell is an opposed roll of the caster’s arcane skill versus the target’s Spirit. On a success, the target is Shaken. On a raise, it is sent to its proper plane of existence.
If the target is a Wild Card, each casting of banish causes a wound instead. If the target already has three wounds, it is then banished to its native plane—but it is not slain.
Trapped Mega Power Name [Banish the Horde] (6 PPE/ISP)
Range: Smarts x2
Duration: Instant
Trapping: Chosen Trapping
Effect
The caster targets all summoned entities within a Large Burst Template. For example, a mob of demons could be sent back to their hellish realm, or a group of elementals brought from another plane could be dismissed. Each target rolls its own opposed Spirit check to resist.
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Banish

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[b]Trapped Power Name[/b] [Banish] (3 PPE/ISP) [Veteran]
[b]Range:[/b] [size=73]Smarts[/size]
[b]Duration:[/b] [size=73]Instant[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Whether ghosts, elementals, or demons, banish removes them all. This power can affect any creature that is not native to the current plane of existence (GM’s determination).
This spell is an opposed roll of the caster’s arcane skill versus the target’s Spirit. On a success, the target is Shaken. On a raise, it is sent to its proper plane of existence.
If the target is a Wild Card, each casting of banish causes a wound instead. If the target already has three wounds, it is then banished to its native plane—but it is not slain.[/size][/ooc][b]Trapped Mega Power Name[/b]
Banish the Horde

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[b]Trapped Power Name[/b] [Banish] (3 PPE/ISP) [Veteran]
[b]Range:[/b] [size=73]Smarts[/size]
[b]Duration:[/b] [size=73]Instant[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Whether ghosts, elementals, or demons, banish removes them all. This power can affect any creature that is not native to the current plane of existence (GM’s determination).
This spell is an opposed roll of the caster’s arcane skill versus the target’s Spirit. On a success, the target is Shaken. On a raise, it is sent to its proper plane of existence.
If the target is a Wild Card, each casting of banish causes a wound instead. If the target already has three wounds, it is then banished to its native plane—but it is not slain.[/size][/ooc][b]Trapped Mega Power Name[/b] [Banish the Horde] (6 PPE/ISP)
[b]Range:[/b] [size=73]Smarts x2[/size]
[b]Duration:[/b] [size=73]Instant[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]The caster targets all summoned entities within a Large Burst Template. For example, a mob of demons could be sent back to their hellish realm, or a group of elementals brought from another plane could be dismissed. Each target rolls its own opposed Spirit check to resist.[/size][/ooc]

Trapped Power Name [Fly] (3/6 PPE/ISP) [Veteran]
Range: Touch
Duration: 3 (1/round)
Trapping: Chosen Trapping
Effect
Fly allows a character to fly at his basic Pace with a Climb of 0. He may double his Pace by spending twice the number of Power Points.
  • Additional Targets: The character may affect up to five targets by spending a like amount of additional Power Points.
Trapped Mega Power Name [Swift Flight] (8/10 PPE/ISP)
Range: Touch
Duration: 3 (1/round)
Trapping: Chosen Trapping
Effect
Swift Flight increases the target’s flying speed. For 8 Power Points, the recipient flies at 4 × Pace and is −1 to be hit by ranged attacks. For 10 PPs, the recipient flies at 8 × Pace and is −2 to be hit by ranged attacks. These penalties do not stack with similar effects, like deflection; use the higher benefit.
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Fly

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[b]Trapped Power Name[/b] [Fly] (3/6 PPE/ISP) [Veteran]
[b]Range:[/b] [size=73]Touch[/size]
[b]Duration:[/b] [size=73]3 (1/round)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Fly allows a character to fly at his basic Pace with a Climb of 0. He may double his Pace by spending twice the number of Power Points.
[list][*][b]Additional Targets:[/b] The character may affect up to five targets by spending a like amount of additional Power Points.[/size][/list][/ooc]
Swift Flight

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[b]Trapped Power Name[/b] [Fly] (3/6 PPE/ISP) [Veteran]
[b]Range:[/b] [size=73]Touch[/size]
[b]Duration:[/b] [size=73]3 (1/round)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Fly allows a character to fly at his basic Pace with a Climb of 0. He may double his Pace by spending twice the number of Power Points.
[list][*][b]Additional Targets:[/b] The character may affect up to five targets by spending a like amount of additional Power Points.[/size][/list][/ooc][b]Trapped Mega Power Name[/b] [Swift Flight] (8/10 PPE/ISP)
[b]Range:[/b] [size=73]Touch[/size]
[b]Duration:[/b] [size=73]3 (1/round)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Swift Flight increases the target’s flying speed. For 8 Power Points, the recipient flies at 4 × Pace and is −1 to be hit by ranged attacks. For 10 PPs, the recipient flies at 8 × Pace and is −2 to be hit by ranged attacks. These penalties do not stack with similar effects, like deflection; use the higher benefit.[/size][/ooc]

Trapped Power Name [Greater Healing] (10/20 PPE/ISP) [Veteran]
Range: Touch
Duration: Instant
Trapping: Chosen Trapping
Effect
Greater healing restores wounds more than one hour old. This use of the power requires 10 Power Points and otherwise works exactly like the healing power. It can also be used to neutralize any poison, disease, or sickness.
Greater healing can also heal Permanent Crippling Injuries. This requires an arcane skill roll at –4, 1d6 hours of time, and 20 Power Points. Only one casting is permitted per injury — if it fails, the injury really is permanent.
Trapped Mega Power Name [Resurecction] (30 PPE/ISP)
Range: Touch
Duration: Instant
Trapping: Chosen Trapping
Effect
Possibly the most powerful—and controversial—spell effect in the world, resurrection brings a spirit back to her dead body, then returns her to life. The time and energy involved is massive, the risks are literally life-threatening, and there’s only ever one chance for the spell to work for a given being.
To return the dead to life, the caster must make a skill roll with a penalty based on how long the target has been dead. Less than an hour is the easiest at −2, a day is −4, up to one month is −6, within a year is −8, and anyone dead longer than a year is at −10.
It takes 2d6 hours to cast the spell (time of death is considered from when casting begins), and if the caster fails the roll, death claims him for his hubris and he dies!
Fortunately, the caster can seek aid from others who can make a cooperative roll using the same Arcane Skill as the primary character. These aides do not need to have greater healing and can only provide up to the normal +4 bonus maximum. Characters who make the cooperative roll do not die on a failure but are Incapacitated by Fatigue, and each level can only be recovered by eight hours of rest.
A resurrected character returns to life Incapacitated with three wounds and a permanent injury from her cause of death. The damage and injury could be healed with use of the greater healing power as normal.
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Greater Healing

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[b]Trapped Power Name[/b] [Greater Healing] (10/20 PPE/ISP) [Veteran]
[b]Range:[/b] [size=73]Touch[/size]
[b]Duration:[/b] [size=73]Instant[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Greater healing restores wounds more than one hour old. This use of the power requires 10 Power Points and otherwise works exactly like the healing power. It can also be used to neutralize any poison, disease, or sickness.
Greater healing can also heal Permanent Crippling Injuries. This requires an arcane skill roll at –4, 1d6 hours of time, and 20 Power Points. Only one casting is permitted per injury — if it fails, the injury really is permanent.[/size][/ooc]
Resurrection

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[b]Trapped Power Name[/b] [Greater Healing] (10/20 PPE/ISP) [Veteran]
[b]Range:[/b] [size=73]Touch[/size]
[b]Duration:[/b] [size=73]Instant[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Greater healing restores wounds more than one hour old. This use of the power requires 10 Power Points and otherwise works exactly like the healing power. It can also be used to neutralize any poison, disease, or sickness.
Greater healing can also heal Permanent Crippling Injuries. This requires an arcane skill roll at –4, 1d6 hours of time, and 20 Power Points. Only one casting is permitted per injury — if it fails, the injury really is permanent.[/size][/ooc][b]Trapped Mega Power Name[/b] [Resurecction] (30 PPE/ISP)
[b]Range:[/b] [size=73]Touch[/size]
[b]Duration:[/b] [size=73]Instant[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Possibly the most powerful—and controversial—spell effect in the world, resurrection brings a spirit back to her dead body, then returns her to life. The time and energy involved is massive, the risks are literally life-threatening, and there’s only ever one chance for the spell to work for a given being.
To return the dead to life, the caster must make a skill roll with a penalty based on how long the target has been dead. Less than an hour is the easiest at −2, a day is −4, up to one month is −6, within a year is −8, and anyone dead longer than a year is at −10.
It takes 2d6 hours to cast the spell (time of death is considered from when casting begins), and if the caster fails the roll, death claims him for his hubris and he dies!
Fortunately, the caster can seek aid from others who can make a cooperative roll using the same Arcane Skill as the primary character. These aides do not need to have greater healing and can only provide up to the normal +4 bonus maximum. Characters who make the cooperative roll do not die on a failure but are Incapacitated by Fatigue, and each level can only be recovered by eight hours of rest.
A resurrected character returns to life Incapacitated with three wounds and a permanent injury from her cause of death. The damage and injury could be healed with use of the greater healing power as normal.[/size][/ooc]

Trapped Power Name [Puppet] (3 PPE/ISP) [Veteran]
Range: Smarts
Duration: 3 (1/round)
Trapping: Chosen Trapping
Effect
Sometimes it pays to persuade others to do your fighting for you. Some do this by blatant mind control, others do it by manufacturing visual and auditory illusions. Puppet is an opposed roll of the character’s arcane skill versus the target’s Spirit. The user must score a success and beat the target’s roll to gain complete control. The victim will attack friends and even commit suicide, though such acts allow the victim another opposed Spirit roll to break the spell.
Trapped Mega Power Name [Mind Control] (6 PPE/ISP)
Range: Smarts x2
Duration: Special
Trapping: Chosen Trapping
Effect
This greatly enhanced version of puppet allows the user a longer period of control. Success increases the Duration to one minute (1/per minute). With a raise, Duration is extended to 5 minutes (1/5 minutes), and with two raises, it becomes 10 minutes (1/10 minutes). Issuing a command is a free action but maintaining control requires concentration, inflicting a −1 penalty on all other actions while the power is active.
Any time a target is forced to do something completely against his nature, he gains a new roll to break control. A success enables him to resist the action, doing nothing instead. A raise means he’s completely free of the power.
If the caster has and uses telepathy on the target, she may extend her control of him to any distance, even out of her sight.
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Puppet

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[b]Trapped Power Name[/b] [Puppet] (3 PPE/ISP) [Veteran]
[b]Range:[/b] [size=73]Smarts[/size]
[b]Duration:[/b] [size=73]3 (1/round)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Sometimes it pays to persuade others to do your fighting for you. Some do this by blatant mind control, others do it by manufacturing visual and auditory illusions. Puppet is an opposed roll of the character’s arcane skill versus the target’s Spirit. The user must score a success and beat the target’s roll to gain complete control. The victim will attack friends and even commit suicide, though such acts allow the victim another opposed Spirit roll to break the spell.[/size][/ooc]
Mind Control

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[b]Trapped Power Name[/b] [Puppet] (3 PPE/ISP) [Veteran]
[b]Range:[/b] [size=73]Smarts[/size]
[b]Duration:[/b] [size=73]3 (1/round)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Sometimes it pays to persuade others to do your fighting for you. Some do this by blatant mind control, others do it by manufacturing visual and auditory illusions. Puppet is an opposed roll of the character’s arcane skill versus the target’s Spirit. The user must score a success and beat the target’s roll to gain complete control. The victim will attack friends and even commit suicide, though such acts allow the victim another opposed Spirit roll to break the spell.[/size][/ooc][b]Trapped Mega Power Name[/b] [Mind Control] (6 PPE/ISP)
[b]Range:[/b] [size=73]Smarts x2[/size]
[b]Duration:[/b] [size=73]Special[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]This greatly enhanced version of puppet allows the user a longer period of control. Success increases the Duration to one minute (1/per minute). With a raise, Duration is extended to 5 minutes (1/5 minutes), and with two raises, it becomes 10 minutes (1/10 minutes). Issuing a command is a free action but maintaining control requires concentration, inflicting a −1 penalty on all other actions while the power is active.
Any time a target is forced to do something completely against his nature, he gains a new roll to break control. A success enables him to resist the action, doing nothing instead. A raise means he’s completely free of the power.
If the caster has and uses telepathy on the target, she may extend her control of him to any distance, even out of her sight.[/size][/ooc]

Trapped Power Name [Zombie (Unavailable in Rifts)] (3 PP/corpse) [Veteran]
Range: Smarts
Duration: Special
Trapping: Chosen Trapping
Effect
This power is considered evil in most settings, and so is typically used only by villainous nonplayer characters such as necromancers, evil scientists, dark cultists, and the like.
When cast, zombie raises a number of dead specified by the character when he spent his Power Points. The undead are immediately obedient, though perhaps a bit mischievous and literal-minded in their duties.
Corpses aren’t summoned by this ability, so there must actually be a supply of bodies available for the power to have any effect. The bodies don’t have to be fresh — zombie can raise servants that have been waiting patiently for centuries. Graveyards, morgues, and battlefields can all serve this purpose.
With a success, the dead remain animated for 1 hour. With a raise, they remain animated for 1d6 hours. With two raises, they remain animated for an entire day.
Certain powerful necromancers may have improved versions of this power that are cheaper to cast and create permanent undead.
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Zombie

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[b]Trapped Power Name[/b] [Zombie] (3 PP/corpse) [Veteran]
[b]Range:[/b] [size=73]Smarts[/size]
[b]Duration:[/b] [size=73]Special[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]This power is considered evil in most settings, and so is typically used only by villainous nonplayer characters such as necromancers, evil scientists, dark cultists, and the like.
When cast, zombie raises a number of dead specified by the character when he spent his Power Points. The undead are immediately obedient, though perhaps a bit mischievous and literal-minded in their duties.
Corpses aren’t summoned by this ability, so there must actually be a supply of bodies available for the power to have any effect. The bodies don’t have to be fresh — zombie can raise servants that have been waiting patiently for centuries. Graveyards, morgues, and battlefields can all serve this purpose.
With a success, the dead remain animated for 1 hour. With a raise, they remain animated for 1d6 hours. With two raises, they remain animated for an entire day.
Certain powerful necromancers may have improved versions of this power that are cheaper to cast and create permanent undead.[/size][/ooc]
Last edited by Krozog on Sun Jul 22, 2018 11:07 pm, edited 1 time in total.
Krozog, Paladin of Light
Krozog, Ogre Paladin
Pace: 7; Parry: 8(2)
Toughness: 10(0)
  • +2 vs Ranged
  • +2 vs Creatures of Darkness and Flame and their servants.
  • +1 vs damage causing arcane powers.
Combat-Relevant Edges & Abilities:
  • Bad Eyes: Ogres suffer a -2 on all Trait rolls dealing with anything more than 5” away.
    Battle Hardened: +2 to Soak rolls.
    Big Target: Attackers gain +1 to attack rolls made against Ogres.
    Champion: +2 to damage and +2 to Toughness vs Supernaturally Evil creatures.
    Magical Resistance: +1 Armor vs Damaging magic, +1 to resist opposed magic (friendly spells subtract this modifier)
    Reach: Ogres have Reach 1
    Size +2: Ogres are Size+2
    Thermal Vision: Ogres have the Infravision Monstrous Ability
Wounds: 0/3; Fatigue: 0/2; Essence: 5/10
Bennies: 0/3
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Krozog
Posts: 153
Joined: Sat May 05, 2018 3:14 pm
Location: Texas

Heroic (Mega) Powers

Post by Krozog »

Heroic (Mega) Powers

Trapped Power Name [Divination] (5 PPE/ISP) [Heroic]
Range: Self
Duration: 1 minute
Trapping: Chosen Trapping
Effect
This power allows the caster to contact an otherworldly being to gain information. Due to the extraplanar nature of this power, it is very draining to the caster.
On a success, the caster may ask one question that can be answered by “Yes,” “No,” or “Possibly” (if there is no absolute answer). On a raise, the question may be answered in five words or less (the GM may allow a longer, more detailed answer in cryptic form).
The spell’s duration is one minute, during which the caster may take no other actions or movement. If the caster is Shaken during that time, he must make a Smarts roll or the power is disrupted.
If the question relates to a living being (including beings who may “live” by mystical means such as undead, constructs, elementals, etc.), then the arcane skill roll is opposed by their Spirit. Divination is also opposed by conceal arcana. In the case of conceal arcana on a being, the divination must first beat the conceal arcana, and then if successful, the subject may roll Spirit against the divination result.
Trapped Mega Power Name [Communion] (10 PPE/ISP)
Range: Self
Duration: 1 minute
Trapping: Chosen Trapping
Effect
Success with this Mega Power grants a single answer of one to three sentences, while a raise grants the equivalent of a paragraph or more (at the GM’s discretion). A raise might even mean a full, interactive conversation with an appropriate entity.
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Divination

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[b]Trapped Power Name[/b] [Divination] (5 PPE/ISP) [Heroic]
[b]Range:[/b] [size=73]Self[/size]
[b]Duration:[/b] [size=73]1 minute[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]This power allows the caster to contact an otherworldly being to gain information. Due to the extraplanar nature of this power, it is very draining to the caster.
On a success, the caster may ask one question that can be answered by “Yes,” “No,” or “Possibly” (if there is no absolute answer). On a raise, the question may be answered in five words or less (the GM may allow a longer, more detailed answer in cryptic form).
The spell’s duration is one minute, during which the caster may take no other actions or movement. If the caster is Shaken during that time, he must make a Smarts roll or the power is disrupted.
If the question relates to a living being (including beings who may “live” by mystical means such as undead, constructs, elementals, etc.), then the arcane skill roll is opposed by their Spirit. Divination is also opposed by conceal arcana. In the case of conceal arcana on a being, the divination must first beat the conceal arcana, and then if successful, the subject may roll Spirit against the divination result.[/size][/ooc]
Communion

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[b]Trapped Power Name[/b] [Divination] (5 PPE/ISP) [Heroic]
[b]Range:[/b] [size=73]Self[/size]
[b]Duration:[/b] [size=73]1 minute[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]This power allows the caster to contact an otherworldly being to gain information. Due to the extraplanar nature of this power, it is very draining to the caster.
On a success, the caster may ask one question that can be answered by “Yes,” “No,” or “Possibly” (if there is no absolute answer). On a raise, the question may be answered in five words or less (the GM may allow a longer, more detailed answer in cryptic form).
The spell’s duration is one minute, during which the caster may take no other actions or movement. If the caster is Shaken during that time, he must make a Smarts roll or the power is disrupted.
If the question relates to a living being (including beings who may “live” by mystical means such as undead, constructs, elementals, etc.), then the arcane skill roll is opposed by their Spirit. Divination is also opposed by conceal arcana. In the case of conceal arcana on a being, the divination must first beat the conceal arcana, and then if successful, the subject may roll Spirit against the divination result.[/size][/ooc][b]Trapped Mega Power Name[/b] [Communion] (10 PPE/ISP)
[b]Range:[/b] [size=73]Self[/size]
[b]Duration:[/b] [size=73]1 minute[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]Success with this Mega Power grants a single answer of one to three sentences, while a raise grants the equivalent of a paragraph or more (at the GM’s discretion). A raise might even mean a full, interactive conversation with an appropriate entity.[/size][/ooc]

Trapped Power Name [Drain Power Points] (3 PPE/ISP) [Heroic]
Range: Smarts
Duration: Instant
Trapping: Chosen Trapping
Effect
This spell removes a spellcaster’s source of power, limiting his ability to cast magic.
The caster picks a single target within range and makes an opposed arcane skill roll. The caster suffers a –2 modifier if the target power is of another type (magic vs. miracles, superpowers vs. mad science, for example).
With a success, he drains 1d6+1 Power Points from the victim. On a raise, the victim loses 1d8+2 Power Points. These rolls don’t Ace. Targets with Arcane Background: Weird Science lose the Power Points from all “gizmos” on their person equally.
The victim cannot be reduced below zero Power Points. Drained Power Points are not taken by the caster — they are simply lost to the victim. Drained Power Points recharge as normal. The spell works only on creatures with an Arcane Background — it has no effect on magic items except those created through Arcane Background: Weird Science as noted above.
Trapped Mega Power Name [PPE Thief] (9 PPE/ISP)
Range: Smarts x2
Duration: Instant
Trapping: Chosen Trapping
Effect
When using this Mega Power variant of drain Power Points, the dice are doubled for the amount drained (2d6+1, or 2d8+2 with a raise).
Furthermore, drained PPE/ISP is gained by the caster (if of a type she uses). This replenishes spent Power Points but cannot raise the caster above her normal maximum.
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Drain Power Points

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[b]Trapped Power Name[/b] [Drain Power Points] (3 PPE/ISP) [Heroic]
[b]Range:[/b] [size=73]Smarts[/size]
[b]Duration:[/b] [size=73]Instant[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]This spell removes a spellcaster’s source of power, limiting his ability to cast magic.
The caster picks a single target within range and makes an opposed arcane skill roll. The caster suffers a –2 modifier if the target power is of another type (magic vs. miracles, superpowers vs. mad science, for example).
With a success, he drains 1d6+1 Power Points from the victim. On a raise, the victim loses 1d8+2 Power Points. These rolls don’t Ace. Targets with Arcane Background: Weird Science lose the Power Points from all “gizmos” on their person equally.
The victim cannot be reduced below zero Power Points. Drained Power Points are not taken by the caster — they are simply lost to the victim. Drained Power Points recharge as normal. The spell works only on creatures with an Arcane Background — it has no effect on magic items except those created through Arcane Background: Weird Science as noted above.[/size][/ooc]
PPE Thief

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[b]Trapped Power Name[/b] [Drain Power Points] (3 PPE/ISP) [Heroic]
[b]Range:[/b] [size=73]Smarts[/size]
[b]Duration:[/b] [size=73]Instant[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]This spell removes a spellcaster’s source of power, limiting his ability to cast magic.
The caster picks a single target within range and makes an opposed arcane skill roll. The caster suffers a –2 modifier if the target power is of another type (magic vs. miracles, superpowers vs. mad science, for example).
With a success, he drains 1d6+1 Power Points from the victim. On a raise, the victim loses 1d8+2 Power Points. These rolls don’t Ace. Targets with Arcane Background: Weird Science lose the Power Points from all “gizmos” on their person equally.
The victim cannot be reduced below zero Power Points. Drained Power Points are not taken by the caster — they are simply lost to the victim. Drained Power Points recharge as normal. The spell works only on creatures with an Arcane Background — it has no effect on magic items except those created through Arcane Background: Weird Science as noted above.[/size][/ooc][b]Trapped Mega Power Name[/b] [PPE Thief] (9 PPE/ISP)
[b]Range:[/b] [size=73]Smarts x2[/size]
[b]Duration:[/b] [size=73]Instant[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]When using this Mega Power variant of drain Power Points, the dice are doubled for the amount drained (2d6+1, or 2d8+2 with a raise).
Furthermore, drained PPE/ISP is gained by the caster (if of a type she uses). This replenishes spent Power Points but cannot raise the caster above her normal maximum.[/size][/ooc]

Trapped Power Name [Intangibility] (5 PPE/ISP) [Heroic]
Range: Touch
Duration: 3 (2/round)
Trapping: Chosen Trapping
Effect
With a successful arcane skill roll, the user becomes incorporeal. He is unable to affect the physical world, and it in turn cannot affect him. He can travel through walls, and non-magical weapons pass straight through him. Any items carried at the time of casting are also incorporeal.
While incorporeal, the mage may affect other incorporeal beings (including himself), and he is still susceptible to magic attacks, including physical powers, such as bolt, and magic items.
The character may not become corporeal while within someone or something. If that occurs, the caster is instantly shunted to the nearest open space, and he is Shaken.
Trapped Mega Power Name [Astral Form] (10 PPE/ISP)
Range: Self
Duration: 1 minute (1/minute)
Trapping: Chosen Trapping
Effect
The caster is able to leave his body behind as his astral self—a ghostly, translucent form, easily concealable (but not invisible) and able to wander in any direction at a 4 × his Pace. Some mystical barriers might block passage at the GM’s discretion, but he can otherwise go through anything in this form.
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Intangibility

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[b]Trapped Power Name[/b] [Intangibility] (5 PPE/ISP) [Heroic]
[b]Range:[/b] [size=73]Touch[/size]
[b]Duration:[/b] [size=73]3 (2/round)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]With a successful arcane skill roll, the user becomes incorporeal. He is unable to affect the physical world, and it in turn cannot affect him. He can travel through walls, and non-magical weapons pass straight through him. Any items carried at the time of casting are also incorporeal.
While incorporeal, the mage may affect other incorporeal beings (including himself), and he is still susceptible to magic attacks, including physical powers, such as bolt, and magic items.
The character may not become corporeal while within someone or something. If that occurs, the caster is instantly shunted to the nearest open space, and he is Shaken.[/size][/ooc]
Astral Form

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[b]Trapped Power Name[/b] [Intangibility] (5 PPE/ISP) [Heroic]
[b]Range:[/b] [size=73]Touch[/size]
[b]Duration:[/b] [size=73]3 (2/round)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]With a successful arcane skill roll, the user becomes incorporeal. He is unable to affect the physical world, and it in turn cannot affect him. He can travel through walls, and non-magical weapons pass straight through him. Any items carried at the time of casting are also incorporeal.
While incorporeal, the mage may affect other incorporeal beings (including himself), and he is still susceptible to magic attacks, including physical powers, such as bolt, and magic items.
The character may not become corporeal while within someone or something. If that occurs, the caster is instantly shunted to the nearest open space, and he is Shaken.[/size][/ooc][b]Trapped Mega Power Name[/b] [Astral Form] (10 PPE/ISP)
[b]Range:[/b] [size=73]Self[/size]
[b]Duration:[/b] [size=73]1 minute (1/minute)[/size]
[b]Trapping:[/b] [size=73]Chosen Trapping[/size]
[ooc=Effect][size=73]The caster is able to leave his body behind as his astral self—a ghostly, translucent form, easily concealable (but not invisible) and able to wander in any direction at a 4 × his Pace. Some mystical barriers might block passage at the GM’s discretion, but he can otherwise go through anything in this form.[/size][/ooc]
Krozog, Paladin of Light
Krozog, Ogre Paladin
Pace: 7; Parry: 8(2)
Toughness: 10(0)
  • +2 vs Ranged
  • +2 vs Creatures of Darkness and Flame and their servants.
  • +1 vs damage causing arcane powers.
Combat-Relevant Edges & Abilities:
  • Bad Eyes: Ogres suffer a -2 on all Trait rolls dealing with anything more than 5” away.
    Battle Hardened: +2 to Soak rolls.
    Big Target: Attackers gain +1 to attack rolls made against Ogres.
    Champion: +2 to damage and +2 to Toughness vs Supernaturally Evil creatures.
    Magical Resistance: +1 Armor vs Damaging magic, +1 to resist opposed magic (friendly spells subtract this modifier)
    Reach: Ogres have Reach 1
    Size +2: Ogres are Size+2
    Thermal Vision: Ogres have the Infravision Monstrous Ability
Wounds: 0/3; Fatigue: 0/2; Essence: 5/10
Bennies: 0/3
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