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DVV: Suggested Powers

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Nov 13th, 2014
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  1. POWERS
  2.  
  3.  
  4. -Ride'm!
  5. No matter if it be some strange horse or a bony fish or an even bigger lizard, the character is capable of riding anything able to carry his or her weight.
  6.  
  7. -Heroic Sights
  8. When fighting with a Revolver, the character may spend a Will point to gain a +5 roll to hit a specific target (i.e, knocking the weapon out of someone's hands.)
  9.  
  10. -Quick Draw King
  11. You may always make one attack in the surprise round, and never suffer penalties in the surprise round.
  12.  
  13. -Shaman
  14. May spend a heart point to receive aid from powerful spirits.
  15.  
  16. -Are You Scared?
  17. Identify one character. You are able to discern their greatest fear. All allies get +2 to cause a social Strike.
  18.  
  19. -Ever Thought about Unionising?
  20. Affects a group of enemies that serve some sort of leader. The leader must be absent. You are able to identify and explain that they are being mistreated. Chance of a Social Strike against each individual targeted.
  21.  
  22. -Placeholder Name
  23. Identify one character. Discern that which they are most proud of.
  24.  
  25.  
  26. -Achilles Heel
  27. Identify one target enemy. You are able to spot a crippling weak point. All allied attacks against this enemy get +2 to cause a physical Strike or whatever the terminology is.
  28.  
  29. -My Word is as Good as Law
  30. When swearing any sort of oath or making any sort of promise, you may spend a heart point to gain a +5 bonus to any checks you need to directly fulfill the oath or promise.
  31.  
  32. -Zealous Champion
  33. Pick a cause. You cannot be dissuaded from your cause by Illusions or social skills unless the other party spends a heart point.
  34.  
  35. -Fated Duel
  36. Choose an enemy and reduce two Strikes from both your and the chosen foe . Both can only attack each other.
  37. +5 to all combat rolls until enemy is defeated
  38. Kings are immune.
  39.  
  40. -Protector
  41. If an ally has suffered a combat Strike in a battle, you can choose to defend and fight alongside that character. Both characters gain +4 to combat while fighting together
  42.  
  43. -Steel Drivin'
  44. Spend one Heart Point. Gain a huge bonus for the next five non-combat physical acts of strenght
  45.  
  46. -Charge of the Light Brigade
  47. Character gets a +4 bonus to combat stats when doing something incredibly foolhardy and unlikely to succeed in combat. Note: trait only activates if it's still foolhardy and unlikely to succeed after figuring in the bonus.
  48.  
  49. -Everybody Hold It! (Charisma)
  50. +4 bonus to halting a fight already in progress via diplomacy/shouting really loudly. Preventing it from starting up again is, unfortunately, another roll.
  51.  
  52. -Rock and Roll will Never Die
  53. Apply song- and dance-related bonuses or penalties to characters with Tin Ear at half effectiveness. (Probably better suited to a Power for song-based characters than a trait.)
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