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HighMoon

powers and shit

Aug 11th, 2017
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  1. Fixed Stare (•)
  2. The Promethean must first make eye contact with his intended victim, then he can paralyze the target, sapping her will to act for as long as he maintains eye contact. The Transmutation can be maintained indefinitely, but the Created must continue to match his target’s gaze, and he must likewise stay motionless. The effect ends instantly if the victim is attacked or harmed in any way. Otherwise, though, she will have no memory of what happened while she was mentally ensnared.
  3. Cost: None
  4. Dice Pool: Presence+Resolve+Intimidation vs. Resolve+Azoth
  5. Action: Contested
  6. Roll Results
  7. -Dramatic Failure: The attempt to paralyze the target fails, and the target is immune to any further Mesmerism attempts by the Promethean for the next day.
  8.  
  9. -Failure: The attempt to paralyze the target fails, but the Created can try again.
  10.  
  11. -Success: The target remains motionless and utterly unaware of her surroundings as long as the Promethean himself stands still and maintains eye contact. Although the Promethean cannot move, he can still speak, so this Transmutation is often used to incapacitate targets before more invasive mind-altering effects are deployed. Once the effect ends for any reason, the target becomes aware of the Promethean, if she was not already. She will have no recollection of the time that has passed. If the target is attacked from any quarter, or even threatened with what appears to be an imminent attack, this power ends immediately.
  12.  
  13. -Exceptional Success: When the effect ends, the target is momentarily disoriented. If the Promethean leaves immediately, the target will forget that he was ever there unless her player gets more successes on a refl exive Wits + Composure roll than were rolled for the Promethean on the Transmutation’s activation roll.
  14.  
  15. Never Too Far (•)
  16. Much as some Vulcanus Transmutations allow Prometheans to locate sources of Flux or Pyros in their general area, Never Too Far allows a member of a Branded throng to sense the presence of other members by honing in on their particular Azoth.
  17. Cost: None
  18. Dice Pool: Azoth + Wits
  19. Action: Instant
  20. The Created may automatically sense the location of all nearby members of his Branded throng. This effect is a radius of (one mile times the targeting Promethean’s Azoth). In addition, he may attempt to locate the presence of any particular member of the throng beyond that area. To do so, the Promethean must concentrate on the particular throng-member, and the character’s player must make a successful roll. Note: This information is given for the target’s location at the time. Location changes that happen after triggering Never Too Far are not known unless the Transmutation is used again.
  21. Roll Results
  22. -Dramatic Failure: The Created gets an erroneous result. This can include pinpointing the targeted throng-member in the wrong location or targeting a Pandoran rather than the intended target.
  23. -Failure: The Promethean fails to locate the throng-member.
  24. -Success: The Promethean senses the location of her chosen target. This location is given in the form of a direction and general distance.
  25. -Exceptional Success: The Created knows the location of the throng-member he has detected. Rather than a single flash of insight, this locative connection lasts for an entire scene and updates the Created if the targeted throng-member moves.
  26.  
  27.  
  28. Autonomic Control (•)
  29. Prometheans are remarkably enduring in the face of harsh environments, and this Transmutation enhances that resistance. The Promethean gains conscious control of his autonomic nervous system and other automatic functions of his body. With adjustments to his system, he can ignore fatigue, pain and hunger.
  30. Cost: None
  31. Dice Pool: None
  32. Action: Reflexive
  33. The effects of this Transmutation are automatically available to the Promethean when they are needed.
  34. With a Stamina + Subterfuge roll, the Promethean can control his breathing (allowing him to play dead). The Transmutation doesn’t prevent him from taking damage due to suffocating (see World of Darkness Rulebook, p.49), though it does add his Resolve to the Stamina roll to
  35. delay this.
  36. The Created may ignore pain, in addition to his normal ability to ignore wound penalties. This allows him to add his Stamina twice for rolls based upon withstanding pain, such as resisting coercion (World of Darkness Rulebook,p. 47).
  37. The Promethean is also immune to the effects of extreme temperatures such as arctic weather or desert heat. He doesn’t suffer frostbite or sunburns. He begins to contendwith fatigue (World of Darkness Rulebook, pp. 179–180) only after 72 hours (three full days) of staying awake. He can go for a number of days equal to his Resolve + twice his Stamina before suffering deprivation due to hunger (World of Darkness Rulebook, pp. 175–176).
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