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Ozzy Crowley's Stand Houserules: Wild Talents

Sep 7th, 2015
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  1. THINGS TO KEEP IN MIND:
  2. It took me a while to get the hang of this, so here's a rundown of how customization works in this game. You don't buy "ranks" in powers, you buy dice in their Qualities(Attack, Defend, and Utility), along with Extras and Flaws. If a power doesn't initially have a quality, you can buy it for 2 points and that gets you the first die in that quality. Skills and stats may be priced differently, however. Dice are priced as follows:
  3. Stat Dice: 1d=5 points, 1hd=10 points, 1wd=20 points
  4. Hyperstat Dice: 1d=4 points, 1hd=8 points, 1wd=16 points
  5. Skill Dice: 1d=2 points, 1hd=4 points, 1wd=8 points
  6. Hyperskill Dice: 1d=1 point, 1hd=2 points, 1wd=4 points
  7. Quality Dice: 1d=2 points, 1hd=4 points, 1wd=8 points
  8. Extras and Flaws modify the base cost of dice, but hard dice are always twice the cost of regular dice, and wiggle dice are always four times that cost.
  9. Hard Dice indicate a power that always has maximum success on its dice rolls, and mechanically a Hard Die functions as a die that always comes up 10. You need at least 2 Hard Dice to get a "guaranteed success" power, but this isn't as good as it sounds, because with things like attacks, the number displayed on the dice that match indicates where you hit the enemy. This means an attack with Hard Dice will always hit the enemy in the head, which can be a problem when things like cover and attempted non-lethality are taken into consideration(especially given that killing in cold blood can seriously hurt your character's Willpower).
  10. Wiggle Dice indicate a power with precision and control. Star Platinum probably has loads of Wiggle Dice. Mechanically, a Wiggle Die can display any number you want, allowing for a greater degree of control over the effects of your powers.
  11.  
  12. 0001 Archetype: Stand User(incomplete)
  13. 0002 Custom Extra: Sense Link(+1)
  14. 0003 Custom Flaw: Metamiracle(-2)
  15. 0004 Custom Flaw: Soul Bond(-4)
  16. 0005 Custom Metamiracle: Spirit Form(6)
  17. 0006 Template: Default Stand(40)
  18. 0007 Template: Punchghost(52)
  19. 0008 Template: Ranged(53)
  20. 0009 Template: Special(49)
  21. 0010 Template: Bound(15)
  22. 0011 Template: Collective(76)
  23. 0012 Template: Suit
  24. 0013 Template: Automatic
  25.  
  26. _________________________________________________________________________________________________________________________________
  27. 0001
  28.  
  29. Stand-User Archetype
  30.  
  31. >Source:
  32. Paranormal
  33. >Permissions:
  34. Hyperstat: Command
  35. Source Miracle: Stand Body
  36. Miracles with the Metamiracle(Stand Body) Flaw
  37. Miracles, Hyperstats, and Hyperskills with the Attached(Stand Body) Flaw
  38. >Intrinsic:
  39. Mandatory Power: Perceive(Paranormal)
  40.  
  41. _________________________________________________________________________________________________________________________________
  42. 0002
  43.  
  44. Custom Extra: Sense Link(+1)
  45. This extra permits a Miracle's user to perceive things from the Miracle's vantage point, effectively using them as a second set of eyes and ears. If the Miracle has dice in Sense-based Skills, the Miracle's user can use these dice while looking through the Miracle's eyes, and can add them to their own pool. If the Miracle is a ranged attack with the Speeding Bullet Extra and neither it nor the user have Hyperskill dice in Sense-based Skills or Hyperstat dice in Sense or Command, the user must roll Endurance when using this Extra. On a failure, they suffer motion sickness and take a penalty die to all rolls for the next round.
  46. _________________________________________________________________________________________________________________________________
  47. 0003
  48.  
  49. Custom Flaw: Metamiracle[Miracle](-2)
  50. This Flaw causes a Miracle to originate from another Miracle, rather than its user. The Miracle with this Flaw is designated as the Metamiracle, and the Miracle that serves as its origin is the Source Miracle. For all intents and purposes, the Source Miracle functions as the user of the Metamiracle. Metamiracles with Self capacity affect the Source Miracle, Metamiracles with Touch capacity affect whatever the Source Miracle can touch, and Metamiracles with Range capacity can affect whatever's within range of the Source Miracle. In addition, Metamiracles cannot be directly altered by their users' Extras like Augment with Self capacity; instead, the Source Miracle must possess said Extras itself. If the Source Miracle is prevented from functioning, the Metamiracle cannot function either; however, this only applies to effects that totally nullify the Miracle in question rather than merely impeding it. Only Miracles that can carry out actions of their own can be designated Source Miracles.
  51. _________________________________________________________________________________________________________________________________
  52. 0004
  53.  
  54. Custom Flaw: Soul Bond(-4)
  55. This flaw only applies to Miracles with some kind of manifestation or focus that can be attacked. The Miracle in question shares the vital force of its wearer, inextricably binding the health of one to the other. For a Miracle without hit locations, this works simply: The Miracle and character share a single set of hit locations. If either one is damaged by an attack, the damage is marked on the same wound boxes, and thus both are affected.
  56. If the Miracle in question has hit locations that differ from its user's through a Miracle like Custom Hit Locations, Extra Tough, or the Globular Intrinsic Meta-Quality, or through a Miracle applied to its user, things get more complicated. They have two separate sets of hit locations, but they are kept in synch with each other. Whenever one or the other takes damage, the other also takes damage in the corresponding hit zone(in the chest if hit in a zone that doesn't correspond to a limb or head); however, rather than taking the same damage, it leaves the same number of wound boxes unmarked. If a hit zone takes Killing damage that amounts to less than its Shock damage, this rule is only applied to the wound boxes that are damaged, treating boxes with Shock damage as the undamaged boxes.
  57. This rule means, for example, that if somebody has a Sidekick with this Flaw and that Sidekick has Custom Hit Locations, giving it a large torso hit zone and small, vestigial "arms," the user, struck in the torso, deals more damage to the Sidekick than the Sidekick would deal to the user if struck in the torso itself. On the other hand, if the Sidekick were damaged in the arm-like stubs, the user would lose the use of an arm far quicker than the Sidekick would if the user were injured in the same location.
  58. _________________________________________________________________________________________________________________________________
  59. 0005
  60.  
  61. Custom Metamiracle: Spirit Form(Cost: 6)
  62. Qualities: D1d U1d
  63. Defends Extras and Flaws: Variable Effect +4, Full Power Only -1, Permanent +4, Always On -1, Metamiracle -2, Attached -2(Die Cost: 4)
  64. Capacities: Self.
  65. Useful Extras and Flaws: Self Only -3, Permanent +4, Always On -1, Variable Effect +4, Metamiracle -2, Attached -2(Die Cost: 2)
  66. Capacities: Self.
  67. Effect: Stands generally have at least 2 hard dice in this Metamiracle. Its main effect is that it renders its possessor intangible, allowing any and all attacks without the Non-Physical Extra to pass right through. It also grants them total immunity to environmental hazards. Additionally, as a Variable Effect, it grants invisibility to any who lack the Perceive(Paranormal) Miracle. This can be taken by a character as a regular Miracle, but doing so removes the Metamiracle and Attached Flaws and renders it more expensive.
  68. Variable Effect(Willpower Cost: 0): Invisibility to Normals
  69. Qualities: D1d U1d
  70. Defends Extras and Flaws: Permanent +4, Always On -1, If/Then -2(Ignored by Perceive[Paranormal]), Full Power Only -1.
  71. Capacities: Self.
  72. Useful Extras and Flaws: Permanent +4, Always On -1, Self Only –3, If/Then -2(Ignored by Perceive[Paranormal]), Full Power Only -1.
  73. Capacities: Self.
  74. _________________________________________________________________________________________________________________________________
  75. 0006
  76.  
  77. Template: Default Stand(Total Base Cost: 40)
  78.  
  79. Custom Source Miracle: Stand Body(Cost: 14)
  80. Qualities: A1d D1d U1d
  81. Attacks Extras and Flaws: Non-Physical +2, Extra Capacity(Mass) +2(Die Cost: 6)
  82. Capacities: Touch, Mass
  83. Defends Extras and Flaws: Soul Bond -4(Die Cost: 1)
  84. Capacities: Self
  85. Useful Extras and Flaws: Duration +2, Sense Link +1, Extra Capacity(Mass) +2(Die Cost: 7)
  86. Capacities: Range, Mass
  87. Effect: This Miracle allows you to summon a Stand, a manifestation of your life force and fighting spirit. Stands are usually humanoid, but they can vary widely in form and function. This Miracle functions largely the same as the Sidekick Miracle, with a few minor tweaks. It is controlled by the will of its user, who can also see through its eyes, and generally serves as a Source Miracle for Metamiracles. In most cases, this includes hard dice in the Spirit Form Miracle, but some Stands are Bound Stands, and take physical form one way or another. Those ones lack the Soul Bond Flaw on their Defends dice, and dissipate in a single successful hit unless equipped with the Extra Tough Miracle or Armored Defense Flaw.
  88.  
  89. Metamiracle: Spirit Form(Cost: 6, Total Cost: 24)
  90. Qualities: D2hd U2hd
  91. Defends Extras and Flaws: Variable Effect +4, Full Power Only -1, Permanent +4, Always On -1, Metamiracle(Stand Body) -2, Attached(Stand Body) -2(Die Cost: 4)
  92. Capacities: Self.
  93. Useful Extras and Flaws: Self Only -3, Permanent +4, Always On -1, Variable Effect +4, Metamiracle(Stand Body) -2, Attached(Stand Body) -2(Die Cost: 2)
  94. Capacities: Self.
  95. Variable Effect(Willpower Cost: 0): Invisibility to Normals
  96. Qualities: D2hd U2hd
  97. Defends Extras and Flaws: Permanent +4, Always On -1, If/Then -2(Ignored by Perceive[Paranormal]), Full Power Only -1.
  98. Capacities: Self.
  99. Useful Extras and Flaws: Permanent +4, Always On -1, Self Only –3, If/Then -2(Ignored by Perceive[Paranormal]), Full Power Only -1.
  100. Capacities: Self.
  101.  
  102. Metamiracle: Flight(Cost: 2)
  103. Qualities: D1d U1d
  104. Defends Extras and Flaws: Metamiracle(Stand Body) -2(Die Cost: 1)
  105. Capacities: Self.
  106. Useful Extras and Flaws: Metamiracle(Stand Body) -2(Die Cost: 1)
  107. Capacities: Speed.
  108. Effect: With 1 Die, as shown here, this allows the Stand to fly at 2 yards per round.
  109. _______________________________________________________________________________________________________________________________
  110. 0005
  111.  
  112. Template: Punchghost(Total Base Cost: 52)
  113.  
  114. Source Miracle: Punchghost Body(Cost: 18)
  115. Qualities: A1d D1d U1d
  116. Attacks Extras and Flaws: Non-Physical +2, Extra Capacity(Mass) +2, Spray 3d +3(Die Cost: 9)
  117. Capacities: Touch, Mass
  118. Defends Extras and Flaws: Soul Bond -4, Variable Effect(Skills: Block, Dodge) +4(Die Cost:2)
  119. Capacities: Self
  120. Useful Extras and Flaws: Duration +2, Sense Link +1, Extra Capacity(Mass) +2(Die Cost: 7)
  121. Capacities: Range, Mass
  122. Effect: This is a slightly-modified variant of the Stand Body Miracle. With a Spray rating attached to its Attack quality and hard dice in a permanent Extra Tough Metamiracle, the Punchghost is well-equipped for melee combat. It most likely either applies its Metamiracles by punching, or uses them to facilitate a flurry of blows. In any case, getting within arm's reach of an angry Punchghost is a bad idea. Punchghosts tend to have plenty of dice in the Attacks and Defends qualities.
  123.  
  124. Metamiracle: Spirit Form(Cost: 6, Total Cost: 24)
  125. Qualities: D2hd U2hd
  126. Defends Extras and Flaws: Variable Effect +4, Full Power Only -1, Permanent +4, Always On -1, Metamiracle(Stand Body) -2, Attached(Stand Body) -2(Die Cost: 4)
  127. Capacities: Self.
  128. Useful Extras and Flaws: Self Only -3, Permanent +4, Always On -1, Variable Effect +4, Metamiracle(Stand Body) -2, Attached(Stand Body) -2(Die Cost: 2)
  129. Capacities: Self.
  130. Variable Effect(Willpower Cost: 0): Invisibility to Normals
  131. Qualities: D2hd U2hd
  132. Defends Extras and Flaws: Permanent +4, Always On -1, If/Then -2(Ignored by Perceive[Paranormal]), Full Power Only -1.
  133. Capacities: Self.
  134. Useful Extras and Flaws: Permanent +4, Always On -1, Self Only –3, If/Then -2(Ignored by Perceive[Paranormal]), Full Power Only -1.
  135. Capacities: Self.
  136.  
  137. Metamiracle: Extra Tough(Cost: 2, Total Cost: 12)
  138. Qualities: U3hd
  139. Useful Extras and Flaws: Engulf +2, Permanent +4, Always On -1, Self Only –3, Metamiracle -2(Die Cost: 2)
  140. Capacities: Self.
  141. Effect: When you activate this power, it gives you width in additional wound boxes on every hit location. With this many hard dice, for example, it grants 3 wound boxes per location.
  142.  
  143. Metamiracle: Flight(Cost: 2)
  144. Qualities: D1d U1d
  145. Defends Extras and Flaws: Metamiracle(Stand Body) -2(Die Cost: 1)
  146. Capacities: Self.
  147. Useful Extras and Flaws: Metamiracle(Stand Body) -2(Die Cost: 1)
  148. Capacities: Speed.
  149. Effect: With 1 Die, as shown here, this allows the Stand to fly at 2 yards per round. The Stand is still limited by its own Utility pool's Range capacity, however.
  150. _______________________________________________________________________________________________________________________________
  151. 0006
  152.  
  153. Template: Ranged(Total Base Cost: 53)
  154.  
  155. Source Miracle: Ranged Stand Body(Cost: 19)
  156. Qualities: A1d D1d U1d
  157. Attacks Extras and Flaws: Non-Physical +2, Extra Capacity(Mass) +2, Extra Capacity(Range) +2, Spray 2d +2 (Die Cost: 10)
  158. Capacities: Range, Mass
  159. Defends Extras and Flaws: Soul Bond -4, Variable Effect(Skill: Dodge) +4 (Die Cost: 2)
  160. Capacities: Self
  161. Useful Extras and Flaws: Duration +2, Sense Link +1, Extra Capacity(Mass) +2(Die Cost: 7)
  162. Capacities: Range, Mass
  163. Effect: This is another Stand Body tweak. Like the Punchghost, its attacks have a Spray rating and it benefits from the Extra Tough Metamiracle, but its dice are lower in both regards. In exchange, it gains the Range capacity on its attacks, affording it tactical advantages and a chance to stay out of the fray. Ranged Stands generally run on the same basic logic as Punchghosts, applied at range: They use their projectiles to hit you with their Metamiracles, or they use their Metamiracles to hit you with your projectiles. In any case, they tend to prefer wanton bursts of fire over precision, and only resort to frontal assaults when collateral damage isn't a concern. This often leads to a sneakier approach, as befits their nature.
  164.  
  165. Metamiracle: Spirit Form(Cost: 6, Total Cost: 24)
  166. Qualities: D2hd U2hd
  167. Defends Extras and Flaws: Variable Effect +4, Full Power Only -1, Permanent +4, Always On -1, Metamiracle(Stand Body) -2, Attached(Stand Body) -2(Die Cost: 4)
  168. Capacities: Self.
  169. Useful Extras and Flaws: Self Only -3, Permanent +4, Always On -1, Variable Effect +4, Metamiracle(Stand Body) -2, Attached(Stand Body) -2(Die Cost: 2)
  170. Capacities: Self.
  171. Variable Effect(Willpower Cost: 0): Invisibility to Normals
  172. Qualities: D2hd U2hd
  173. Defends Extras and Flaws: Permanent +4, Always On -1, If/Then -2(Ignored by Perceive[Paranormal]), Full Power Only -1.
  174. Capacities: Self.
  175. Useful Extras and Flaws: Permanent +4, Always On -1, Self Only –3, If/Then -2(Ignored by Perceive[Paranormal]), Full Power Only -1.
  176. Capacities: Self.
  177.  
  178. Metamiracle: Extra Tough(Cost: 2, Total Cost: 8)
  179. Qualities: U2hd
  180. Useful Extras and Flaws: Engulf +2, Permanent +4, Always On -1, Self Only –3, Metamiracle -2(Die Cost: 2)
  181. Capacities: Self.
  182. Effect: When you activate this power, it gives you width in additional wound boxes on every hit location. With this many hard dice, for example, it grants 2 wound boxes per location.
  183.  
  184. Metamiracle: Flight(Cost: 2)
  185. Qualities: D1d U1d
  186. Defends Extras and Flaws: Metamiracle(Stand Body) -2(Die Cost: 1)
  187. Capacities: Self.
  188. Useful Extras and Flaws: Metamiracle(Stand Body) -2(Die Cost: 1)
  189. Capacities: Speed.
  190. Effect: With 1 Die, as shown here, this allows the Stand to fly at 2 yards per round. The Stand is still limited by its own Utility pool's Range capacity, however.
  191. _______________________________________________________________________________________________________________________________
  192. 0007
  193.  
  194. Template: Special(Total Base Cost: 49)
  195.  
  196. Source Miracle: Special Stand Body(Cost: 23)
  197. Qualities: A1d D1d U1d
  198. Attacks Extras and Flaws: Non-Physical +2, Extra Capacity(Mass) +2, Augment +4(Die Cost: 10)
  199. Capacities: Touch, Mass
  200. Defends Extras and Flaws: Soul Bond -4, Augment +4(Die Cost: 2)
  201. Capacities: Self
  202. Useful Extras and Flaws: Duration +2, Sense Link +1, Extra Capacity(Mass) +2, Augment +4(Die Cost: 11)
  203. Capacities: Range, Mass
  204. Effect: Special Stands are a broad category, and above is only the tamest variant; Special Stands are often barely humanoid, if at all, for their primary strength lies in their Metamiracles. Unlike Punchghosts and Ranged Stands, which tend to use their Metamiracles in close conjunction with ordinary attacks, Special Stands let their Metamiracles stand on their own, sometimes functioning as nothing more than a symbolic manifestation of a far broader power. To that end, Metamiracles have the Augment Extra on all of their dice pools; even if their users are unlikely to take many dice in their base templates, they can at least improve the performance of their Metamiracles. Many Special Stands have the Globular or Custom Hit Locations Metamiracle, or permanent hard dice in Size Shift's shrinking application, to represent a bizarre and inhuman configuration.
  205.  
  206. Metamiracle: Spirit Form(Cost: 6, Total Cost: 24)
  207. Qualities: D2hd U2hd
  208. Defends Extras and Flaws: Variable Effect +4, Full Power Only -1, Permanent +4, Always On -1, Metamiracle(Stand Body) -2, Attached(Stand Body) -2(Die Cost: 4)
  209. Capacities: Self.
  210. Useful Extras and Flaws: Self Only -3, Permanent +4, Always On -1, Variable Effect +4, Metamiracle(Stand Body) -2, Attached(Stand Body) -2(Die Cost: 2)
  211. Capacities: Self.
  212. Variable Effect(Willpower Cost: 0): Invisibility to Normals
  213. Qualities: D2hd U2hd
  214. Defends Extras and Flaws: Permanent +4, Always On -1, If/Then -2(Ignored by Perceive[Paranormal]), Full Power Only -1.
  215. Capacities: Self.
  216. Useful Extras and Flaws: Permanent +4, Always On -1, Self Only –3, If/Then -2(Ignored by Perceive[Paranormal]), Full Power Only -1.
  217. Capacities: Self.
  218.  
  219. Metamiracle: Flight(Cost: 2)
  220. Qualities: D1d U1d
  221. Defends Extras and Flaws: Metamiracle(Stand Body) -2(Die Cost: 1)
  222. Capacities: Self.
  223. Useful Extras and Flaws: Metamiracle(Stand Body) -2(Die Cost: 1)
  224. Capacities: Speed.
  225. Effect: With 1 Die, as shown here, this allows the Stand to fly at 2 yards per round. The Stand is still limited by its own Utility pool's Range capacity, however.
  226. _______________________________________________________________________________________________________________________________
  227. 0008
  228.  
  229. Template: Bound(Total Base Cost: 15)
  230.  
  231. Source Miracle: Bound Stand Body(Cost: 15)
  232. Qualities: A1d D1d U1d
  233. Attacks Extras and Flaws: Non-Physical +2, Extra Capacity(Mass) +2, If/Then(Substance of composition present) -1(Die Cost: 5)
  234. Capacities: Touch, Mass
  235. Defends Extras and Flaws: Variable Effect(Skills: Block or Dodge) +4, If/Then(Substance of composition present) -1(Die Cost: 5)
  236. Capacities: Self
  237. Useful Extras and Flaws: Duration +2, Extra Capacity(Mass) +2, If/Then(Substance of composition present) -1(Die Cost: 5)
  238. Capacities: Range, Mass
  239. Effect: Bound Stands differ from ordinary Stands in that they take physical form by "possessing" objects or substances in their environment. This changes a lot of the basic assumptions regarding Stands, and though it has advantages and disadvantages, it catches most Stand-users off-guard, and therefore often proves to be an advantage. Bound Stands can take many forms: They are most often bound to loose substances like sand, dust, or vapour, but they can also be bound to solid objects like swords or cars.
  240.  
  241. In any case, most Bound Stands have some kind of shapeshifting ability, and usually at least one of their forms has Flight or Unconventional Movement. As a result of their physical nature, Bound Stands lack the Soul Bond Flaw and Sense Link Extra that most Stands possess. They also lack the Spirit Form Metamiracle. This means that they're visible to ordinary people, and vulnerable to physical damage; however, it also means that damage to the Stand won't keep a Bound Stand down for good. The user becomes the only weak point, and as a result most Bound Stands are protective in nature. By default, Bound Stands dissipate in a single successful hit; however, they can take the Globular or Extra Tough Metamiracles or the Armored Defense Flaw if they want better survivability; in either case, a fallen Bound Stand can just be summoned again as long as the appropriate material is around.
  242.  
  243. Aside from the properties innate to their physical composition, Bound Stands tend not to have many Metamiracles, if any at all. Instead, they generally take advantage of their cheap template and buy lots of dice, serving as formidable physical combatants- possibly even stronger than Punchghosts. That's how Bound Stands are: Simple, but strong.
  244. _______________________________________________________________________________________________________________________________
  245. 0009
  246.  
  247. Template: Collective(Total Base Cost: 76)
  248.  
  249. Source Miracle: Collective Stand Body(Cost: 17)
  250. Qualities: A1d D1d U1d
  251. Attacks Extras and Flaws: Non-Physical +2, Extra Capacity(Mass) +2, Spray 3d +3(Die Cost: 9)
  252. Capacities: Touch, Mass
  253. Defends Extras and Flaws: Soul Bond -4(Die Cost: 1)
  254. Capacities: Self
  255. Useful Extras and Flaws: Duration +2, Sense Link +1, Extra Capacity(Mass) +2(Die Cost: 7)
  256. Capacities: Range, Mass
  257. Effect: Generally speaking, a Stand consists of a single body. This body corresponds to the user's body; whatever happens to the user happens to the Stand, and whatever happens to the Stand happens to the user. Collective Stands are an exception to that rule. Sometimes known as "Swarm Stands," Collective Stands generally consist of a large number of tiny Stand bodies. Stands like these are very rare, and tend not to have many abilities aside from their small size and large numbers-- but those are enough to make them very dangerous. Capable of performing multiple tasks at once, spreading themselves out, concentrating their numbers, and making calculated sacrifices, Collective Stands can be a very real nuisance even without the kinds of Metamiracles other Stands have access to.
  258.  
  259. Metamiracle: Globular(Cost: 8)
  260. A Collective Stand has many bodies, spread out over an area. It treats the health of the collective like another Stand would one.
  261. All 34 of its wound boxes are contained in a single hit location (1-10), but four wound boxes on the Stand's character sheet must be marked as brain boxes, representing whatever focus the Collective Stand's user possesses. If these boxes are filled with Shock damage, the user is knocked unconscious. If they fill with Killing, the user dies.
  262. Any of the Stand's brain boxes can “split off” from the rest of the herd, abandoning it in case of gross physical damage (only one can do so; the rest die along with the body). If this is done, you lose all Willpower points except 1. You then can heal your hit boxes back normally, up to your normal level, as per the regular healing rules.
  263. In addition, if killed, the user of a Collective Stand may maintain a single Stand body after their death. This uses the suffocation rules; specifically, the rules dealing with holding breath. However, instead of their Body stat, the user uses their Command stat; in addition, instead of rolling Endurance, they roll Stability. The user can expend any remaining Willpower on these rolls. During this period, the Stand is unable to use any Metamiracles that logically derive from its numbers, and it is treated as if it has used its Size Shift power to shrink. When they would normally begin to suffocate, the Stand simply winks out for good.
  264.  
  265. Metamiracle: Spirit Form(Cost: 6, Total Cost: 24)
  266. Qualities: D2hd U2hd
  267. Defends Extras and Flaws: Variable Effect +4, Full Power Only -1, Permanent +4, Always On -1, Metamiracle(Stand Body) -2, Attached(Stand Body) -2(Die Cost: 4)
  268. Capacities: Self.
  269. Useful Extras and Flaws: Self Only -3, Permanent +4, Always On -1, Variable Effect +4, Metamiracle(Stand Body) -2, Attached(Stand Body) -2(Die Cost: 2)
  270. Capacities: Self.
  271. Variable Effect(Willpower Cost: 0): Invisibility to Normals
  272. Qualities: D2hd U2hd
  273. Defends Extras and Flaws: Permanent +4, Always On -1, If/Then -2(Ignored by Perceive[Paranormal]), Full Power Only -1.
  274. Capacities: Self.
  275. Useful Extras and Flaws: Permanent +4, Always On -1, Self Only –3, If/Then -2(Ignored by Perceive[Paranormal]), Full Power Only -1.
  276. Capacities: Self.
  277.  
  278. Metamiracle: Bind(Cost: 1)
  279. Qualities: U1d
  280. Useful Extras and Flaws: Power Capacity (Mass) +2, Touch Only -2, Metamiracle -2(Die Cost: 1)
  281. Capacities: Touch, Mass.
  282. Effect: A Collective Stand can dog-pile a target and immobilize it. A bound target cannot take any actions. The Power Capacity (Mass) Extra allows the Stand to hold fast an inanimate mass. To hold another character, its Bind roll must succeed in a contest with the target’s Brawling Skill roll or whatever other dice pool the GM thinks could resist this power. A bound target can attempt to escape once per round.
  283.  
  284. Metamiracle: Multiple Actions(Cost: 2)
  285. Qualities: U1d
  286. Useful (more actions) Extras and Flaws: Duration +2, Self Only –3, Metamiracle -2(Die Cost: 1)
  287. Capacities: Self.
  288. Useful (noncombat) Extras and Flaws: Duration +2, Self Only –3, Metamiracle -2(Die Cost: 1)
  289. Capacities: Self.
  290. Effect: A Collective Stand has so many hands to work with that all actions, even multiple actions, are easy. When it activates its Multiple Actions power, it gains its width in bonus dice, which it can use on any action. The bonus dice are available for the power’s duration, but once they're used, the Stand must activate the power again to gain more.
  291. If the Stand doesn’t actually declare multiple actions in a roll, it still gets the bonus dice; having so many bodies makes it that much easier when piling them all on a single task.
  292. Outside combat, this power reduces any action’s time increment by its width in steps. If an action normally takes hours, with Multiple Actions width 2 it takes minutes; if it normally takes minutes, with a successful Multiple Actions roll it takes a single round.
  293.  
  294. Metamiracle: Unconventional Move(Cost: 3)
  295. Qualities: U1d
  296. Useful Extras and Qualities: Extra Capacity(Touch) +1, Extra Capacity(Mass) +2, Metamiracle -2(Die Cost: 3)
  297. Capacities: Touch, Mass, Speed.
  298. Effect: A Collective Stand can climb sheer surfaces like a swarm of insects, carrying whatever its bodies are strong enough to hold. With enough dice in this Miracle, it can carry people, whether willing passengers, its user, or targets subdued with the Bind ability.
  299.  
  300. Metamiracle: Size Shift(Shrink) (21)
  301. Qualities: D1d U10hd
  302. Defends Extras and Flaws: Attached to Useful quality –2, Metamiracle -2(Die Cost: 1)
  303. Capacities: Self.
  304. Useful Extras and Flaws: Duration +2, Self Only –3, If/Then(only height)-1, Metamiracle -2(Die Cost: 1)
  305. Capacities: Mass.
  306. Effect: A collective Stand's individual bodies are tiny. This never changes, of course, but the Stand-user can choose to spread out or concentrate the bodies, effectively treating them as a single amorphous mass or many small entities. When the Stands spread out, they are effectively treated as having shrunk. With this number of hard dice, this reduces the Stand's effective height to 8 inches.
  307.  
  308. _______________________________________________________________________________________________________________________________
  309. 0010
  310.  
  311. Template: Suit
  312.  
  313. _______________________________________________________________________________________________________________________________
  314. 0011
  315.  
  316. Template: Automatic
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