Game System:Advanced Qualities
From Eldritch Wiki
The following is information on the Advanced Qualities available on Eldritch MUSH.
| Quality | Cost | Quality | Cost | Quality | Cost |
|---|---|---|---|---|---|
| Acute Senses | 1/group | Age | 2/lvl | Anagogic | 3 |
| Anamnesis | 5 | Beast Mind | 2 | Creature Feature | 1-4 |
| Demonic Heritage | 2 | Emotional Influence | 2-5/lvl | Extended Sense | 1/extension |
| Hypnosis | 5/lvl | Immortal | 0 | Increased Essence Points | 1/lvl |
| Increased Life Points | 1/lvl | Inhuman | 1 | Insight | 3 |
| Intangible Form | 8 | Invisibility | 8-16 | Magic | 4/lvl |
| Medium | 2 | Natural Armor | 1/lvl | Natural Weapon | 1-3/lvl |
| Poison | 1-2/lvl | Protection | 1/lvl | Psychometry | 4 |
| Pyrokinesis | 8 | Quick Cast | 5 | Regeneration | 2/lvl |
| Resistance | 1/lvl | Special Sense | 1 or 2 Points | Supernatural Attack | 3-5/lvl |
| Swarm | 3/lvl | Telekinesis | 8 | Telepathy | 3/lvl |
| Unique Kill | 5 |
Acute SensesSome people have the eyes of a hawk, or the ears of a bat. Though the ones with visible features like that are generally of the demon persuasion. Characters with this Quality have one sense that is more refined and sensitive than the rest. Normally, the five senses are wrapped into the Perception Attribute. When bought as a Quality, an Acute Sense gives your character a +3 bonus to any Perception-related roll that relies on that sense (or group of sense). Acute Sense has four iterations: Scent/Taste; Hearing; Touch; and Sight. Note that having Acute Touch, while seemingly useless, offers its bonus not only to touch-related things, but also rolls to keep your balance. Also note that Acute Scent does not allow you to track by it. For versatility rather than enhancement, see the Extended Sense Quality, below.
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AgeSome beings have been alive and active for several life spans; they could be True Demons, ancient undead, or simply have Dick Clark's genes. Ancient characters are very powerful, having refined their abilities with centuries of practice. This Quality assumes that the character has some other powers or natural abilities, like vampirism or demonhood, which allowed him to survive this long (such powers must be purchased separately). Each level of Age adds one century to your character's life span. Truly ancient supernaturals (a millennium old or older) have ten or so levels of Age, and are extremely dangerous. As such, they are not appropriate as characters in most games (but more than fun for antagonists for Staff to pit the characters against!). The Age Quality only refers to periods during which the character was active. Many supernatural beings have long periods of "down time," times when they were in stasis (a fancy term for chillin' in a big way). As you get older, you learn more (at least that's the theory). Each Age level grants one point per level of Intelligence to put into skills, to a maximum of four per level. Age is not without its downsides though. Over time, enemies and secrets are accumulated, and these always seem to outlast friendships and renown. For each level of Age, the character must take one level of either Adversary or Secret and gains no character points for these Drawbacks. Cost: 2/level | ||||||||||||||||||||||||||||
Anagogic
Some people call it The Sight, others call it being in-tune with the paranormal. It doesn't matter what you call it, your character's got it. They're anagogic. The character can see magic and traces of supernatural power. He can also tell if someone is preparing to cast a spell and see at a glance if an item is magical. He can even see a faintly glowing residue indicating that magic has been used in an area during the last few hours. If the being spends a minute or so inspecting someone closely and makes a Perception + Empathy roll, he may be able to tell if they're supernatural. Apply a penalty to the roll depending on the supernatural being in question based on the adjacent table. Though anagogic characters cannot sense robots and people who've been genetically altered as such, robots read as nothing (while normal humans read as human) and genetically altered people read as off (you don't know what, but something's wrong). Failure on a roll means the target reads as normal (as long as it's not rather obvious they aren't). A Perception + Occult roll can determine if a spell is being cast, or has been cast. Noticing a spell currently being cast applies no penalty. To sense the residue from a spell that was cast before the character arrived, apply a penalty of -1 to the roll for every half hour that has passed since the casting. Of course, if the location is riddled with occult symbols and black candles… well… you'd have to be an idiot not to notice, right? The same Perception + Occult roll can be used to figure out if an object or place is magical. If a magical object is level 4, the character gains no bonus nor suffers a penalty. Apply a -2 penalty for every level below 4 (the mystical energies are weaker to detect) and a bonus of +1 for every level above 4 (the mystical energies are strong in this one). To know if a location is mystical, a normal roll will suffice. Such places are usually dead ringers, anyway, and should set-off an anagogic character's mystical senses reflexively. Any mystical obfuscation (such as natural abilities or spells that hide or obfuscate the target's supernatural nature) should apply, either by raising the penalty on the roll, or nullifying the roll all-together (depending on the effect's power).
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AnamnesisEveryone reincarnates — at least, that's the theory — but only a few people are gifted with the ability to recall their past lives with vivid clarity. You have been reborn, again and again, life after life; and what's more, on some occasions, you can reach into your subconscious and pull from it memories from before your current life; memories that most would not be able to access. As a result, you sometimes can acquire a level of competence in a skill you normally don't have. Once per scene, the player picks a skill and makes a Willpower (doubled) roll. Each Success Level attained on the roll provides a +1 bonus to one skill, even one you have no ranks in, for the rest of the scene; the skill must be picked before the roll. Languages is a special case: Anamnesis can add to the Languages skill (but not grant access to more languages); or it can provide 1 point of Fluency in a language of choice per Success Level. Accessing knowledge from your previous life takes one turn, as you concentrate on your soulful past and reach within to procure the knowledge or ability you seek. Cost: 5 | ||||||||||||||||||||||||||||
Beast MindMany people have psychic powers. However, psionics are usually of the human (or humanoid demon) persuasion, and thus their powers work on those whose thought process is the same or similar to their own. Animals, having a different type of thought process, are exempt from such powers. Shapeshifters who assume a hybrid half-man half-beast form are somewhere in between, and psychics find their minds accessible, but with much more effort. Some psychics, however, have transcended this limitation. Upon gaining this Quality, the character's psychic powers (Emotional Influence, Hypnosis, Insight, and/or Telepathy) work as normal on animals (although in some cases at a much more limited level, as animal minds are more simplistic). Beastmind also does away with the -3 penalty of attempting to use psychic powers on shapeshifters in their hybrid form. Cost: 2 | ||||||||||||||||||||||||||||
Creature FeatureSome demons (or creatures; not everything that goes bump in the night is demonic) have certain features, or bonuses, or some little thing that makes them exemplary at one or two specific tasks, or at avoiding the downside of certain things. A Creature Feature is something physical, but not necessarily easily discernible, that augments the character's ability to perform a certain task, or eliminates a certain type of penalty or debility. This bonus often comes in the way of something based off of an animal (a pair of glide-capable armpit wings, or gills for breathing underwater); but it doesn't necessarily have to be based on an animal to belong in this category. It does, however, have to manifest physically. Due to its mandatory physical manifestation, Creature Feature is often accompanied with some level or another of the Unusual Appearance Drawback. Be sure to talk to Staff when setting something like this up; some powers may not require/support it (such as Squirm) while others may make it all but mandatory (Prehensile Tail). Talk to Staff, you'll be glad you did.
Cost: 2
Cost: 1
Cost: 1/limb
The character gains +3 for the Grapple Maneuver, and also to maintain it; in addition to adding +2 to STR for the purposes of Lifting Tests. In addition, she gains the minor benefits of extra limbs (such as the ability to hold a flashlight while re-loading a shotgun and digging out their car keys simultaneously). This Quality does not grant additional actions. Cost: 2
Cost: 1
Cost: 3
Cost: 1
Cost: 2
Cost: 1
Cost: 1
This ability may take many forms according to the character: an Aragna might spit silken webbing, while other demons might spin gouts of foul-smelling adhesive from unclean hands, and a cyborg might weave plastic-like, artificial-seeming strands to bind their foes. Regardless of how it's made, the material is extremely sticky and strong, with the equivalent of 10 points of Natural Armor (Total) and 10 Life Points. Those caught by the Webbing's adhesive coating must succeed at a resisted Strength (doubled) roll against the web's Strength of 6 (doubled) -- or a Muscle Score of 18 -- to escape. A character trying to catch someone in a web must perform a standard DEX or PER + Thrown roll which can be dodged, but -not- blocked or parried. The webbing is transluscent enough to be difficult to see in shadowy or dark areas (-2 to any Perception + Notice rolls to spot it). Cost: 4 | ||||||||||||||||||||||||||||
Demonic HeritageYou are not a demon, but somewhere way back in your family tree, someone was. You don't get lots of nifty abilities like they had, but unlike a vanilla human, you do have a little more going for you. You can raise either your mental or physical attributes (you must choose which at Chargen) to a max of 6, instead of 5. However, you also read as not quite human to people able to discern natures (Such as Anagogics or those with Insight, or spells which determine a being's nature). Cost: 2 | ||||||||||||||||||||||||||||
Emotional Influence
If the target of a power wins the roll, it has no effect; he is too willful, rooted in his emotional stability, or perhaps possesses special resistance to your powers; you must also wait at least a full hour before attempting another Emotional Influence roll against that target, and that roll comes with a penalty equal to the extra Success Levels of his previous Willpower (doubled) roll (though if more than a day passes, the rolls return to normal, with no penalties). It can become quite a chore to emotionally manipulate someone very willful, and if the character with Emotional Influence outright fails a roll (he rolls 8 or less) he cannot influence that target again for a full month. Emotional Influence does not work on animals; characters trying to use Emotional Influence on shapeshifters in their feral forms suffer a -3 penalty on the attempt.
The player rolls Willpower + Influence against the target's Willpower (doubled). The net Success Levels of the character's roll determine the duration of the altered state of feeling in the following order: (1) one minute; (2) half an hour; (3) one hour; (4) one day; (5+) one week. Effects of this power might include penalties or bonuses to resisting certain things such as Fear Checks.
Cost: 2-5/level | ||||||||||||||||||||||||||||
Extended SenseCharacters with this Quality have one or more senses that process stimuli beyond the normal ranges of detection for humans. For example, a character may be able to see heat as well as visible light or see with no difficulty in the dark; to hear high frequency pitches like a dog or be able to apply echolocation; to recognize pheromones like a bee or track by scent like a wolf. There is no fixed mechanical effect for this broader sensitivity, but Staff and Narrators should accommodate the character's gift when narrating sensory details. If this Quality is taken in conjunction with the appropriate Acute Sense, the character's heightened awareness also applies to the unusual ranges of that sense. Every significant expansion of a single sense costs 1 Quality point, and character may take more than one such instance, and are encouraged to come up with their own. Each instance will have it's own simple and self-explanatory rules, decided on a case-by-case basis by Theme Staff. Common iterations include:
Cost: 1/extension | ||||||||||||||||||||||||||||
HypnosisSome demons, undead, or powerful psychics have the power to control the minds of others. Against single opponents or those without much in the way of will, this ability can be devastating. Like most other powers, Hypnosis comes in levels. Different than other powers, each level grants the character one specific power related to Hypnotism that they can make use of. A character must buy levels in the order presented in the list, and each level costs 5 character points. Using Hypnosis on someone requires eye-contact to initiate it but, unless otherwise noted, is not required to maintain it. A character may only take a single Hypnosis-based action per turn but may take other actions if they have multiple actions in a turn. Needless to say, if the target of a power wins the roll, it has no effect; he is too willful, stubborn, or perhaps possess special resistance to your psychic powers; you must also wait at least a full hour before attempting another Hypnosis roll against that target, and that roll comes with a penalty equal to the extra Success Levels of his previous Willpower (doubled) roll (though if more than a day passes, the rolls return to normal, with no penalties). It can become quite a chore to control someone very willful, and if the character with Hypnosis outright fails a roll (he rolls 8 or less) he cannot hypnotize that target again for a full month. Hypnosis does not work on animals; characters trying to use Hypnosis on shapeshifters in their feral forms suffer a -3 penalty on the attempt.
Example: Jeff Swirlyeyes is a Hypnotist with a 5 Willpower and a 5 Influence, who starts his initiative at 16. He attempts to paralyze Bruce Sheepish who has a Willpower of 2 and begins his initiative at 15. Bruce punched Jeff last action, so he doesn't need to roll to establish eye contact. He rolls his Paralyze and gets a 17, for 5 SLs. Bruce rolls his willpower, doubled, and gets an 11, for 2 SLs. Bruce is paralyzed and unable to defend himself for 3 actions. That means he can take no actions this turn (he would normally have had actions at 15, 10, and 5). Jeff has two more actions, which he uses to punch Bruce twice. Even though Jeff isn't the best at hand-to-hand, Bruce cannot dodge, so his attacks land and he damages Mr. Sheepish. If Bruce only had 1 action this turn, he would remain paralyzed into the next turn (and possibly the one after that) until 3 actions of his had been bypassed.
This power isn't always completely effective. Greater memories may return in pieces as dreams, or through sensory triggers like a familiar odor or spoken phrase. Even so, months or years may pass before the subject regains enough of her lost memories to make sense of the fragments. The character rolls Willpower + Influence, resisted by the subject's Willpower (doubled) roll. Simply gaining a higher roll than the subject is enough to pacify them for the amount of time it takes to perform the verbal alteration, provided the character does not act aggressively toward the victim. The above-right table depicts the kind of control the character can achieve, based on the net Success Levels she gains in the contested roll.
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ImmortalNot as in "cannot be killed" but more as in "not getting any older here." Some supernatural beings don't age normally, staying the same apparent age for centuries or millennia; some humans have had chemical or biogenetic experiments go wrong (or right) and gained eternal life, or maybe made a pact with some demon with a wicked sense of humor. Maybe you're just part of a group of gifted people who do not age and must face each other in mortal combat by sword, beheading each other as they make their way to the Ultimate Prize. Regardless, this doesn't cost points by itself (let's face it, much as we'd like to think differently, few games are going to span centuries), but Immortal characters can gain the Age Quality if their characters have been around for a few centuries. Cost: 0 | ||||||||||||||||||||||||||||
Increased Essence PointsYour character not only has an enhanced Essence Pool due to having the Magic Quality, she has reached far deeper than other sorcerers and found her center, and thus can pull forth more power than normal. For each level taken, the character adds 5 to her Essence Pool. This Quality requires that the character have the Magic Quality, and cannot be taken more times than she has levels in the Magic Quality. Cost: 1/level | ||||||||||||||||||||||||||||
Increased Life PointsSome supernaturals are much harder to kill than your average innocent bystander... or bull elephant. They could have redundant organs or their guts are just harder to rip out. These critters have more Life Points than the normal formula would allow for someone with their Strength and Constitution. Each level of this power adds an extra ten (10) Life Points. Cost: 1/level | ||||||||||||||||||||||||||||
InhumanYour character is more than human. This trait only applies if the character has, or has the potential to have, Attributes above 5 (or certain other traits that are otherwise limited, such as Hard to Kill, above the human norm). Inhuman is a Quality that allows a character to take that step that carries them beyond the threshold of normal mortals. It is never taken by itself; it must be included in a package (usually for characters that are Demons or Empowered Warriors, though it may see use in less supernatural packages, such as Superscientist). It only confers the ability to go above the limits — actually going above those limits requires buying the traits. Cost: 1 | ||||||||||||||||||||||||||||
Intangible FormThe character can alter their physical makeup so as to become something else that doesn't have a stable shape. This affords the character a certain level of pseudo-intangibility (despite the full-intangibility suggested by the Quality's name). This can occur in one of two ways: the character can become something of a Liquid variety; or he can become something of a Gaseous variety. This isn't meant to limit the types of forms characters may take: the Byblos Demon use the rules for Gaseous Form, even though they turn into living -shadows-. If the character possesses the Gaseous iteration of this Quality, he can dissolve his body into a gaseous state, be it mist, smoke, foul miasma, or some semi-tangible shadow-like shape. While in this shape, the character can glide through the air at his normal walking speed, and cannot be harmed by physical attacks such as fists, claws or bullets. Energy attacks such as fire or radiation affect him as usual, as do most psychic or mind-based powers (save those requiring eye contact). He may not attack physically while in this form, and though the shape will hold together in most winds, more powerful winds or magical winds made specifically to harm will inflict damage.
Cost: 8 | ||||||||||||||||||||||||||||
InsightThere are people with a talent for seeing what lies beneath others' rough exterior; people who can see past the superficial and discern, no matter how vaguely, that something else lies just under the surface. Then there are people who make those people look like social idiots. A person with Insight is one of the latter. Insight is the supernatural ability to gaze beyond the surface of a person and see their deepest recesses. Some say it's like looking into someone's soul; still others attribute it to a reading of auras. It doesn't matter how you define it, the results are the same: just by looking at someone, you can gain insight into their nature, hopes, and dreams, as well as what defines them. First things first: this only works on sentient beings (people, demons, artificial intelligences, and mystical constructs). It falls to Staff and the Narrator to decide what constitutes 'sentient', but those are the basics. To successfully gain insight into a target, make a resisted Perception + Empathy against the target's Willpower (doubled) roll. If the target wins the roll, you get no information; he is too willful, stubborn, or perhaps at the moment too shut-away from the world; you must also wait a full day before attempting another Insight roll against that target, and that roll comes with a penalty equal to the extra success levels of his previous Willpower (doubled) roll. It can become quite a chore to read someone very willful, and if the character with Insight outright fails a roll (he rolls 8 or less) he cannot read that target again for a full month. Insight does not work on animals; characters trying to use Insight on shapeshifters in their feral forms suffer a -3 penalty on the attempt.
A character can perform subsequent Insight rolls to gain more information (skipping over any information he might already have acquired) until he's learned all there is to learn, or the target spurns his attempts (re: wins several resisted rolls consecutively, as described above). Some beings have protection against this sort of intrusion. See the Resistance Quality for details. Cost: 3 | ||||||||||||||||||||||||||||
InvisibilitySeeing is believing. Except if you're confronted with someone with this Quality. Characters with this trait can become invisible; and we're not talking Predator super-camouflage; we're talking full-on, completely see-through. Being invisible gifts a character with many possibilities; and depending on the level taken, the character may benefit from a few of them, or all of them. For starters, anyone trying to detect an invisible person must roll Perception + Notice with a penalty of -5, against the invisible person's Dexterity + Acrobatics (or Larceny). Acute and Enhanced Senses help, but if that sense is Sight, only half the bonus applies (you may see small disturbances or footprints made by someone invisible, but it's not the same as hearing or smelling them, for which you don't need sight at all).
In addition, the character is undetectable by modern visual security and methods of surveillance (such as video, photography, light sensors), though thermal sensors and motion detectors based on touch still function as normal (a laser grid might not detect you and you won't appear on camera, but if you step on the weight-sensitive alarm trigger or your temperature's too hot for the sensors not to notice, you're busted). Needless to say, we're not going to go into the gory details of what an invisible person can do but... well... there's always the girl's locker room.
Cost: 8-16 | ||||||||||||||||||||||||||||
MagicYour character is a witch, sorcerer, wizard, shaman, or other type of spell caster. She doesn’t just have the force of will to bend reality and the knowledge to do so accurately; she also has sheer power and talent backing her up. She adds her levels in this Quality to Willpower + Occult rolls to cast spells. In addition, she gains a much larger Essence Pool. Use the following formula: [Willpower x (Magic +1) + Constitution] to determine her full Essence Pool. She has a Grimoire, which allows her to cast spells without the aid of a magical tome, though it does not allow her to Quickcast. At character creation, she has a number of spells which cannot have an added Power Level higher than half her (Magic x Occult). She also gains access to other Magic Qualities. Cost: 4/level | ||||||||||||||||||||||||||||
MediumYou possess the natural affinity to sense and communicate with spirits, ghosts, and shades. Though you cannot touch them, you can sense them, see them, hear them, and otherwise interact with them and, through pleading and cajoling, draw them to your presence. You may call upon them for aid or advice, but there will always be a price. The downside is that you're like Whoopie Goldberg in Ghost — everyone and their dead grandmother might want your help. To call spirits to your aid, make a Willpower + Occult roll. Success Levels determine the speed with which the ghosts might reply. Note that spirits are under the provenance of Staff and Narrators. You can also try to perceive hidden spirits, or ghosts that don't want to be seen with a Perception + Occult roll (no penalty, unlike characters with Anagogic; your powers of supernatural perception are much more limited). Cost: 2 | ||||||||||||||||||||||||||||
Natural Armor
Kinetic damage, which is what the Natural Armor Quality covers guarding against, comes in two varieties: Bashing and Lethal. This trait comes in three flavors, each one giving different degrees of natural armor for each of the two types of damage. Depending on which you choose your character to have, he may be more resilient to one or the other or both. The chart depicts the different combinations one can take. Each point spent on Natural Armor purchases one of the combinations in the chart. You may ONLY purchase one type of Natural Armor, Bashing, Lethal, or Total. You cannot buy levels of Bashing only, then levels of Lethal only. When buying more in the future, can only buy the one type you have already purchased. These are cumulative. Cost: 1/level | ||||||||||||||||||||||||||||
Natural Weapon
A natural weapon cannot be disarmed. It's implicit that it's a part of the character, either physical or through a mystical bond. Even those natural weapons that can be launched or thrown at an enemy either replace their ammunition immediately, or can be called back or re-summoned. Thus, the only way to disarm someone with this trait is to quite literally dis-arm them (or de-limb them, depending on what shape the weaponry takes). It's also implicit that natural weapons are retractable. If a natural weapon cannot be retracted, reduce the total cost by 1 (so a level 3 natural Lethal weapon that cannot be retracted would cost 5 points, instead its usual 6). Upon purchasing this Quality, decide if your character uses his Natural Weapon with Brawl (claws, horns, spikes) or Melee (mystical-bonded sword) for hand-to-hand; and if you also purchase it as a ranged weapon, weather it uses Marksman (launched stingers) or Thrown (detachable forearm blades). The most common type of natural weaponry does Lethal damage (claws, fangs, spikes, mystically-bonded swords). Each level gives the natural weapon a different multiplier, making it deadlier the higher the level. Level 1 starts it at (Strength x 3), and makes its way up by one per level (so a level 3 natural Lethal weapon would do (Strength x 5) Lethal damage). Each level of natural Lethal weaponry costs 2 points. Some creatures have natural weapons that are less effective, and only do Bash damage. The damage modifiers remain the same, but the damage is Bashing (with all that that entails). Each level of natural Bash weaponry costs 1 point. Still other creatures can launch their weapons at their foes. If such is the case, the weapon can be used hand-to-hand or at range (use the corresponding skills for each type of attack). Regardless if it does Bash or Lethal damage, add +1 to the cost per level. Cost: 1-3/level | ||||||||||||||||||||||||||||
PoisonThe character is capable of injecting poison into a foe, whether through venom glands or poisonous body fluids such as saliva. For the poison to enter the victim's system, the character must inflict at least 5 LP of Lethal damage, or find some other way that ensure's the substance's injection (to the satisfaction of Staff and/or the Narrator). Different poisons have different effects: pick an attribute to affect (Strength, Dexterity, Constitution, Intelligence, Perception, or Willpower). Victims of the poison roll (target Attribute + CON) -- or CON (doubled) if the target Attribute is Constitution -- against the poison's STR (doubled). If the victim wins the roll, they are unaffected by the toxin. However, if they submit to the toxin, the target Attribute begins to drop in rating, hampering the character's actions with it. If the Attribute is reduced to 0 (zero), the character can take -no action- involving active -or- passive use of that Attribute, until the effect wears off. Some poisons are deadly. In these cases, after the target Attribute is reduced to 0 (zero), the poison begins eroding the character's Constitution (if CON was the original target, treat it as if it were reducing CON all over again). If the victim's CON reaches 0 (zero) during this second phase, they die. Poison is bought depending on how strong it is and how fast it acts. At base levels, a poison's STR is bought at 2 per point spent (2:1), is -not- lethal, and reduces a victim's Attribute by 1/day. If the poison is deadly -or- if the poison reduces a victim's Attribute by 1/hour, the cost of each level of poison STR is worth 1 point (1:1). If it's both deadly -and- acts per hour, each level of STR costs 2 points (1:2). Every poison has an antidote; and it can be synthesized with the poison itself or with the blood of whoever or whatever the poison came from, or -- in rare cases -- has a natural antidote that exists in nature. Cost: 1-2/level | ||||||||||||||||||||||||||||
ProtectionCertain people -- or beings -- are less easily harmed by certain things. Not as encompassing as the Natural Armor Quality, this trait only protects against certain sources of damage, offering a more personalized type of soak against the chosen source of damage. This trait only adds to soak and thus is only effective against attacks that damage a character's Life Points. Each level of this Quality gives the character a +6 bonus to soak any damage from the source attributed to the Quality, both Lethal and Bashing. A character may possess more than one iteration of this Quality, given Staff permission. Common iterations of this Quality include:
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PsychometryYour character possesses a preternatural sensitivity to objects and the energies others leave when they touch them. He can gain information about items and places uses this ability. Characters with psychometry often get impressions from simply bumping against a wall or touching the steering wheel of a car — many beings with this power wear gloves most of the time. Anything that cannot be read by Telepathy because it isn't considered "sentient" is most likely subject to being psychometrically studied (we're talking robots, dead body parts, etc). These visions are determined by Staff or the Narrator (based on the chart which follows). To use this ability actively, your character must touch the object and roll Perception + Notice (Acute/Enhanced Touch applicable). The exact result depends both upon the roll and upon the history of the object being touched. Assume that each Success level offers one piece of information. While one Success Level tells the character only that "a man held this knife last," three reveal that he was "petty, middle-aged, and afraid." Four Success Levels discover his name, and five or more reveal his connection to the watch as well as some of the things he did with it in his possession. Keep in mind that Staff or the Narrator might modify the "read" depending on the needs of the storyline.
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PyrokinesisPyrokinesis. The ability to manipulate and control fire with one's mind. But before we get into what it does, let's clarify what it doesn't do: it does not allow the character to start a fire. Taking this trait does not make a character a firestarter. You want to start fires? Take a fire-based Supernatural Attack; or easier still… light a match. It really is that simple. Despite the fact that a pyrokinetic can't start fires willy-nilly, that doesn't make them any less powerful than someone who can. Imagine, if you will, a fireplace. Now imagine you can snuff that fire out or intensify it to become a raging inferno with only a thought. Imagine you can play with the fire; twirl it about your fingers and make it dance in fantastic shapes; and burst at your enemies in controlled but unkempt tongues of pyre. That, is pyrokinesis. Being able to manipulate flames means two things: a.) the character can raise or lower the intensity of an existing source of fire, making a candle into an inferno and vice versa; b.) the character can make the fire move and dance at his whim, curling, licking and otherwise creating shapes that it would be almost impossible to find flames making in nature. To raise or lower the intensity of an existing flame, the player rolls Willpower (doubled). Each Success Level intensifies or diminishes the flame by one level according to the adjacent table. It's not possible to intensify a flame above the fifth level (at that point, if there's anything to burn, the inferno will intensify itself) and diminishing any flame below the first level snuffs the flame out completely. Altering the intensity of a flame takes one turn. Keep in mind that if the fire has no fuel, it will either go back to its original intensity or snuff itself out within a number of turns equal to the pyrokinetic's Willpower. As one of the most entertaining (and potentially deadly) abilities a pyrokinetic has, manipulating the physical aspect of flames can be used both as exquisite, beautiful entertainment, and also as a devastatingly explosive combat measure. In the first instance, no real roll is needed. Unless the character is trying to perform something truly artistic with the flames at his command in which case a Perception + Art roll may be required to gauge the beauty of the burning creation.
As a bonus ability, a pyrokinetic can — by rolling Willpower (doubled) — raise the temperature of an area equal to (Perception x Willpower) yards by 10 degrees Farenheit per Success Level on the roll. He can use the same roll to lower the temperature, but never below the original temperature of the room. A pyrokinetic cannot make a room colder — just control how much hotter it gets. People with vulnerability to intense heat might suffer damage from such a change — see the Vulnerability Drawback for details. An area's temperature must be known before the player makes the roll; and anyone making a Perception + Notice (Acute/Enhanced Touch comes particularly handy in this situation) roll at a penalty set by Staff or the Narrator can tell that the pyrokinetic is the source of the change in temperature. Cost: 8 | ||||||||||||||||||||||||||||
QuickcastYour magic-worker has honed her magical skills like a cowboy in the Old West hones his quick-draw. She can now attempt to Quickcast any spell that allows it. Some spells are not available for quickcasting. Quickcasting a spell occurs on the character’s Initiative and is always the character’s first action. Some spells do not allow the character to perform certain actions (attacking, moving, anything but casting) during the same turn as it is being cast. A character can only cast one spell per turn, regardless of the magnitude of their spellcasting pool and/or simplicity of the spells in question. You cannot have Quickcasting without at least two levels of the Magic Quality. Power Level 0 spells can usually be cast quickly enough that it does not require having this Quality. Cost: 5 | ||||||||||||||||||||||||||||
Regeneration
Regardless, your character heals very fast, compared to everyone else. Your character adds a bonus equal to his level, not cost, in this trait to resist poisons and drugs. At the first level, your character cannot re-grow limbs. You just don't heal that fast. If you lose an arm or a leg or an eye, you'll have to find some other way to replace it or make it grow again, it won't do it on its own. At higher levels however, your healing rate is rapid enough that you can effectively regrow digits, eyes, and entire limbs. This takes longer than just healing your Life Points, though. The larger the body part, the longer it takes; body parts are categorized in small (eye, finger, hand, ear) and large (arm, leg). At level 2, you regrow small body parts in (10 - CON) days, and large body parts in (15 - CON) days. At level 3, you regrow small body parts in (5 - CON) days, and large body parts in (10 - CON) days. Cost: 2/level | ||||||||||||||||||||||||||||
ResistanceCertain people -- or beings -- are less easily affected by certain things. Unlike the Natural Armor or Protection Qualities, Resistance does not offer any bonus to Soaking damage. Instead, this Quality gives a bonus to resisting the effects of certain powers or sensations. This trait only applies if the situation calls for a resisted roll -- or a roll brought forth by the source to which the Resistance Quality is applied -- and adds a bonus to the roll equal to the level of the this trait. If you want to be able to Soak damage from the same source (for cases such as 'magic', where the source is capable of both creating an effect and levying damaging attacks), that the appropriate iteration of the Protection Quality. A character may possess more than one iteration of this Quality, given Staff permission. Common iterations of this Quality include:
Cost: 1/level | ||||||||||||||||||||||||||||
Special SenseThere is something you can sense -- maybe through one of your actual five senses, or maybe beyond those -- that allows you to discern something about a person or an object, or perhaps find something specific or identify a certain type of... something. A Special Sense, depending on how special, can be worth 1 or 2 points, which is decided by Staff once the player has expressed the desire to possess a Special Sense, and both the player and Staff have worked out the details. Cost: 1 or 2 | ||||||||||||||||||||||||||||
Supernatural AttackMaybe your supernatural can expel fire out of some unmentionable orifice, or spit gobs of acid, or something equally nasty. This type of attack is not dependent on the critter's Strength (unlike Natural Weapon). The more damage the attack does, the more it costs. How far the attack reaches also plays into the cost. Close combat attacks (use Brawl to "hit" the enemy) are cheaper than ranged attacks (use Thrown to "shoot" the attack). Upon choosing this Quality, the player must describe the attack and its nature, and how/why it fits the character. In addition, she must pick whether it is an attack based on cold, heat, chemical, psionic, or magic (if a supernatural attack doesn't fall within the first four categories, it's automatically considered magical). The damage is considered Lethal (and soaked accordingly, adding any additional Lethal soak from Protection). If a character assaulted by this power has a version of Endurance or Resistance Quality appropriate to the one chosen by the character using this attack, they add that to their soak as well. A Supernatural Attack works on how well the character can hit the target. At level one, the character does (5 x net Success Levels) Life Points of damage on an attack. Each level above one raises that multiplier by 5 — level 2 is x10; level 3 is x15. Each level of this Quality costs 3 character points if it's a hand-to-hand (Brawl) attack. If it's a ranged (Thrown) it costs 5 character points per level; a character cannot have more than 4 levels in this Quality. Cost: 3-5/level | ||||||||||||||||||||||||||||
SwarmIf you have this trait, we can safely assume you're not human. Maybe once upon a time you were, but now? You're made up of something else. A lot of something elses, in fact. This power allows the character to break up his body into a number of smaller wholes, each one fully alive and possessed of its "owner's" sentience. The make-up of these individual parts is up to the player to decide: most resemble small animals such as rodents or snakes. When a character wishes to disperse into a swarm, he must concentrate (taking no other action for the round). At the end of the round (or when he suffers damage, if he does so before the end of the round), he will break up into his component parts, which may then scatter as desired. At this time, the only way to be fully rid of the character is to find and destroy every individual part, a difficult prospect, indeed. However, unless the character also possesses the Regeneration Quality, he will suffer terribly if he attempts to reform without all his pieces. Once re-assembled, the character can heal damage more quickly by consuming more matter (that of his component creature). The 'assimilation' of the matter occurs at a rate equal to the character's (Constitution x 2). Usually, beings with this ability keep "food" back home to help speed up the healing process should they be hurt.
Each level allows the character to divide his Life Points by a greater number, thus ensuring more and smaller, harder to hit targets that are susceptible to less damage and with a greater chance of escape. There are four levels to this power. A character cannot take a level in this power that would create individual parts worth less than 2 Life Points each (the character must have at least twice the amount of Life Points as the dividend being applied). The prior table shows what dividend to apply and its cost according to level. Any remaining Life Points after they have been divided constitutes one "full" part, and will always be the last one slain. Cost: 3/level | ||||||||||||||||||||||||||||
TelekinesisTelekinesis. A power that needs no introduction — we're gonna give it one anyway. A telekinetic is someone who has the amazing ability to move things with the sheer power of their minds. These people are psionics with physical connotations, and those that have honed their skills and practiced their telekinetic abilities can be truly awe-inspiring and powerful individuals. Fortunately, this power is fairly straight-forward when it comes to how it works, mechanic-wise. A character can telekinetically affect anything within [(Perception + Willpower) x 2] yards. Moving things with Telekinesis is much like moving things normally, it's just that different Attributes come into play. When moving things with their minds, the psionic replaces Strength and Dexterity for Willpower and Perception, respectively. To move something, determine whether the character can lift it (use Strength Table, but replace 'Strength' with 'Willpower'). Unless there's a specific task involved, the character can move anything he can lift freely, just like anyone else. A telekinetic can have a number of things levitated simultaneously equal to his Intelligence score. If the character wants to perform a certain task using his telekinetic abilities, the same Attribute replacements apply; and just roll it normally. If the character wants to strike someone with a levitated baseball bat, roll Perception + Melee. In effect, any roll that would require Strength, applies Willpower instead; and any roll that would require Dexterity, applies Perception instead. Attacking is the same as normal (with the attribute change), except in the case of attacking with a pure telekinetic assault. A character on the receiving end of a Perception + Brawl attack rolls his defence at -2. However, doing damage this way is difficult. Not only is it Bash damage, but the telekinetic's Willpower is considered one point lower for purposes of damage. Grapple attempts, being 'thrown' with this power, and other such combat-type things are resisted exactly the same way (i.e. same roll) by the target as they would if it were hand-to-hand. Characters don't 'dodge' with telekinesis (if they want to physically get out of the way, they still have to use Dexterity), though they may deflect attacks with it by trying to telekinetically affect whatever is coming at them. This is done the same way as normal. A telekinetic can, if his Willpower is high enough, fly. Calculate speed using Perception and Willpower in place of Dexterity and Strength. However, maneuvering in mid-air and dodging attacks while in mid-flight still require the use of Dexterity (not Perception). If a telekinetic uses his powers for more consecutive turns than he has points in Constitution, he must make a Willpower + Constitution roll. Failure drops any telekinetic effect (yes, even flight), as the character suffers from sudden psychosomatic exhaustion. If the roll succeeds, make a new one for every following turn the character continues using his powers, with a cumulative -2 roll each turn, until he fails (or stops using the power). A character who fails this roll cannot use his powers again until has has rested for at least (5 - CON (minimum 1)) hours. Cost: 8 | ||||||||||||||||||||||||||||
TelepathySome beings have the power to communicate and intrude on the minds of others. Against those without much in the way of will, this ability can be incredibly informative. Like most other powers, Telepathy comes in levels. Different than other powers, each level grants the character one specific power related to Telepathy that they can make use of. A character must buy levels in the order presented below (from top tp bottom) and each level costs 3 character points. If the target of a telepathy attempt wins the roll, it has no effect; he is too willful, stubborn, or perhaps possesses special resistance to psychic powers; the telepath must also wait at least a full hour before attempting another Telepathy roll against that target, and that roll comes with a penalty equal to the net Success Levels of the target's previous Willpower (doubled) roll (though if more than a day passes, the rolls return to normal, with no penalties). It can become quite a chore to telepathically read someone very willful, and if the character with Telepathy outright fails a roll (he rolls 8 or less) he cannot use telepathy on that target again for a full month. If the target is another telepath, and she wins the roll, she recognizes the attempt on part of the character and immediately knows who it was if she can see them visually. She can also immediately return the favor (use any of her powers) without needing eye-contact. Telepathy does not work on animals; characters trying to use Telepathy on shapeshifters in their feral forms suffer a -3 penalty on the attempt.
If a person the telepath has communicated with before attempts to initiate a conversation, but is not a telepath themselves, the telepath rolls Perception + Empathy. A single success is enough to hear the other person's attempt to communicate, and henceforth, communication is possible as usual. The language of the mind is universal among intelligent beings; and telepaths suffer no linguistic barriers when using Rapport with others.
Characters with this ability don't so much as 'hear' thoughts as they experience them. It's not just the current, worded thoughts of the target that the prober can access. Depending on the successes, the prober can fully experience aspects of a target's life, retrieve important information, and otherwise glean invaluable insight into the mind and psyche of his target.
However, a telepath with this power can also 'share' his senses with anyone he's in telepathic communication with; and it works vice-versa (he can experience what they are experiencing). Roll Perception + Empathy. Each Success Level allows the character to experience (or make the target experience) one of the five senses. If a target is not willing to participate, or is ignorant of the attempt, they roll their standard Willpower (doubled) roll to resist, detracting Success Levels from the telepath's roll. A telepath can 'send' his senses or experience someone else's; but cannot do both simultaneously.
The telepath rolls Willpower + Influence against the target's Willpower (doubled). For every net success, the target spends one turn immobilized by unspeakable wracking pain. Victims can roll Constitution (doubled) with a penalty equal to the character's Willpower score to take a limited action on a turn (crawling, speaking, etc.) but suffer a penalty equal to the telepath's (Willpower + net SLs) on any full actions. Constitution checks must be made each turn the victim wants to act, until the effect expires. Telepaths must wait a full turn between each use of Blast (unless it's ineffective, in which case it falls under the normal rules).
Alternatively, the character may create an 'astral realm' into which he can pull another character. This requires a Willpower (doubled) roll against the same roll from the target. If the telepath is successful, he can pull another character into an astral realm for a number of minutes equal to the net Success Levels achieved on the roll (though the target may subsequently choose to stay longer). Astral Realms follow the rules of the person who created them; though with a sufficiently strong will, those rules can and may be broken. For more information on how Astral Realms work, see Astral Realms. Cost: 3/level
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Unique KillSome supernaturals can't be killed by conventional means; something extraordinary is needed. Some demons need to be beheaded, for example, or their bodies must be burned to ashes. That doesn't mean your guy doesn't take damage normally, and can't be incapacitated, he just doesn't die from it. If the character isn't destroyed in the correct way, he eventually heals from any injuries and rises again. This Quality only applies if there is one specific way to kill the supernatural. While it's true that vampires can only be dusted in certain ways, those ways are fairly numerous. Having that many "limited ways" to be aced just doesn't make the grade. Vamps don't enjoy the Unique Kill Quality. Cost: 5 | ||||||||||||||||||||||||||||
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