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Power Aptitudes

 

Power aptitudes are, of course,  those that effect the character's power in some way or another.

 

Blood Pool (cost: 500/ rel: Physical Stats- see desc): The character can use physical energy as well as spiritual energy to fuel their power usage. They can burn off health and use it as essentia. Vigor is a one for one exchange. If the character is out of Vigor they can use Vim and each is worth ten essentia.

 

Extra Essentia (cost: 200 per): This grants 5 Essentia each time it is taken. The limit is up to the Narrator's, but is suggested to be no more than twice per tier.

 

Extra Sanctum (cost: 500 per): This allows the character to have another Sanctum, though all other rules for a Sanctum apply as normal. The Narrator may allow this to be taken more than once, though if so the limit should be once per tier.

 

Quick Awareness Shift (500): There is no AP cost to Shift Awareness. The essentia cost remains the same.

 

Lasting Awareness Shift (200): The normal duration for an Awareness Shift increases from 10 minutes to 1 hour.

 

Permanent Awareness Shift (1,000): The character's default Awareness is shifted. To return to normal awareness takes 1 AP and lasts about ten minutes. The Quick Awareness Apt can be used when shifting to normal awareness.

 

Healing Trick (cost: 500/ rel: Fortress): The character has learned to heal themselves with spiritual energy. For some empowered this doesn't require an apt since it is part of their magic nature, such as a Hidden Troll or a Lizard of Legend. For this they use a Recovery action and spend ten essentia to gain back wound equal to 1/10th their Fortress score. This can be done over multiple rounds to maximize the effect, meaning the fraction adds up in continuous successive rounds.

 

Believable (500): The character has the knack for making his power more believable so it less easy to be disbelieved. For the purposes of setting the goal score for disbelief each additional witness only counts for half (1 per rather than 2 per).

 

Power Tricks (100 to 1,000): These are special Power uses that don't require a power roll, though may still require a focus or adroitness roll to hit a target. Generally the character should have succeeded at least a few times at doing it before learning it as a trick. Tricks are organized by Magnitude. Generally the rule of thumb for tricks is effectively 1/10th of the Fervor score per Magnitude. This greatly affects the damage capability of tricks as they lack the raw energy of a regular power use. Each trick costs 100xp per Magnitude and is limited to

A power trick can have a lower multiplier or such other limitation to give some other benefit like less AP or essence.

 

Minor Powers (100 to 1,000) : These are incredibly limited powers, sometimes called "Spot on the Wall" powers. The term comes from a famous old example of someone whose lone power is to make a spot appear on the wall. These are for character's that are technically empowered but for rule purposes are basically the same Touched normal people. Story-wise some initiated people will develop such a power after being exposed to powers. For some it is like a side effect, for others it is merely awakening a power much more buried than most. Such powers are fairly well defined and lack the flexibility of other powers. As such the character does not have the power stats. In empowered society they tend to be looked down on and are often pitied or mocked by other empowered beings. Minor Powers cost at least 100xp though could cost more depending the overall usefulness. What is allowed as a minor power and the cost is determined by the Narrator. As the story continues the Narrator may give the player the option to develop the minor power into a full fledged power.

 

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