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Gifts
ActionsTimeDurationRangeArea
AnimateRoundsSecond Nature3 MetersObject
ConjureRoundsInstant3 MetersObj./Ind.
  Duplicate {!}RoundsInstant3 MetersObj./Ind.
Eliminate {!}RoundsInstant3 MetersObj./Ind.
  WeaponActionsInstantTouchObj./Ind.
MovementRoundsSecond Nature3 MetersSelf
Phase {!}ActionsConstantTouchSelf
ResistActionsInstantTouchSelf
  ArmorActionsInstantTouchSelf
SenseRoundsSecond NatureTouchGlobe
Transfer {!}RoundsInstantMetersObj./Ind.
  RedirectActionsInstantTouchObj./Gift
TransformRoundsInstantMetersObj./Ind.
Transmute {!}RoundsInstantMetersObj./Ind.
ElementsTimeDurationRangeArea
AppearanceRoundsSecond NatureMetersObj./Ind.
BulkRoundsCommittedTouchGlobe
EnergyActionsInstantMetersGlobe
  ElectricityActionsInstantTouchGlobe
  Gravity {!}RoundsCommittedMetersGlobe
  Heat and FlameActionsInstantMetersGlobe
  LightActionsSecond Nature3 MetersGlobe
  MagnetismActionsSecond NatureMetersGlobe
  SoundActionsSecond Nature3 MetersGlobe
Characters {!}RoundsConstantTouchGlobe
  Banes & FlawsRoundsConstantTouchGlobe
  GiftsRoundsConstantTouchGlobe
Life {!}MinutesInstantTouchGlobe
  AnimalsRoundsInstantMetersGlobe
  InjuriesHoursInstantTouchGlobe
  PlantsRoundsInstant3 MetersGlobe
MagicRoundsInstant3 MetersGlobe
MineralRoundsInstantMetersGlobe
  GasActionsInstant3 MetersIrregular Volume
  LiquidActionsInstantMetersIrregular Volume
  SolidActionsInstantMetersGlobe
ObjectsActionsInstantTouchGlobe
  DamageHoursInstantTouchObject
PsychicRoundsInstantMetersIndividual
  DispositionRoundsSecond NatureMetersGlobe
  EmotionsRoundsInstantMetersGlobe
  MemoriesRoundsInstant / Min'sMeters / DaysIndividual
  PainRoundsSecond NatureMetersGlobe
  PerceptionRoundsSecond NatureMetersIndividual
  Skills {!}RoundsConstantTouchIndividual
  SleepRoundsMinutesMetersIndividual
  ThoughtsRoundsInstantMetersIndividual
SocialRangeInstant300 MetersGlobe
  InformationRangeInstant300 MetersGlobe
  LawsRangeInstant300 MetersGlobe
Time/Age {!}RoundsInstantTouch / RoundsSelf
WeatherMinutesInstant300 MetersGlobe

Gift Actions Descriptions

Animate
This gift allows a hero to turn an inanimate object (or base element such as fire or water) into a seemingly living creature. Animated objects are assumed to have no metabolism. The difficulty for animate is mass, and animation will not alter the object's build skill or any armor gifts it possesses.

The Narrator must determine the specific abilities of any animated object or creature. For instance, the Narrator may decide that an animated statue of a lion has all of the normal abilities of a lion (initiative skill, running, senses, and claws and teeth as weapons), or she may decide that the statue has only the lion's weapons and assign initiative, running, and senses as she feels is appropriate for the statue's substance (i.e., a stone statue may not be as fast as an ivory statue). Each method of determining specifics has its own merits and drawbacks.

{1} It's Alive!: Animations may or may not have stamina skill determined when the animate ability is designed. For instance, a wizard might turn statues into creatures of flesh and blood suddenly giving them stamina skill, and requiring them to eat, drink, sleep and breathe. On the other hand, the same wizard may animate water without giving it any stamina skill and without it requiring food, sleep or air to remain animate.

Control Methods: There are three methods of determining an animated object's ability to function. Each method has its own advantages and drawbacks, however, one method must be selected when the gift is designed. From this point on any time the gift is used this method is used to determine the object's function.

{2} Controlled: The first method is to assume that the object is animate, but requires direct control from the animator much like the strings of a puppet. The time and duration of any ability possessed by the animation are relative to the animator, as if the animation were a part of the animator's body. This method prevents the creature from doing anything the creator doesn't want it to, however, it requires a lot of maintenance from the animator. An animator who creates controlled animations must have a significant initiative skill if they want to control more than one animation during a fight scene.

Example: Technophile has the ability to turn mechanical and electronic devices into controlled animations. Technophile animates a car which is several meters away, and causes it to drive toward him, running down his enemies and providing him with an escape. The vehicle's movement ability is committed duration, however, so as long as technophile is controlling the car, he must act as if maintaining a committed ability of his own in addition to the animate ability.

{1} Free Willed: This method assumes that the animated object is given free will and a mind of its own. The free willed animation's attitudes and methods will vary dependant upon the object. The animator can give the free willed animation commands, however, since it has a mind of its own, there is no guarantee that it will obey, or that it will follow its instructions precisely. Exactly how the animator communicates with their animations may be determined at the time of the ability's design, however, once determined (whether it's speech, sign language, a deck of cards, or a Narrator Fiat) it may not be altered.

EXAMPLE: Tarot is a mystic who uses a deck of cards to cast and control her spells. One of Tarot's spells will allow her to animate stone. Once it has been animated, the stone thinks for itself and may make its own decisions. Tarot may communicate her desires to the stone by displaying several of her cards to it. There is little or no chance that the stone will misunderstand her, however, it may choose to help or it may refuse, or it may choose to take a completely separate course of action entirely on its own.

{1!} Free willed animations which must follow the animator's orders are a +5 option. The animations may still choose to do some things without being told, although if it is told to stop it must (it simply can't force it's limbs to do otherwise once the command is given). This animation may still cause the animator problems by either add-libbing its instructions or taking the animator too literally. Free willed animations which can not willingly perform feats they suspect the animator would disapprove of is a +10 option.

{2} Free Roaming: This method assumes that the animated object has a limited ability to think for itself, but that it is not free willed, and thus must act on the animator's commands. A free roaming animation will wait until a command is given, and then follow its own most logical course of action in order to fulfill the given command. Note that an animation's most logical course of action may not coincide with the animator's. Thus, very simple commands (kill, bring me object x, etc) work quite well, while more complicated commands (persuade x, prepare food, etc) will often have mixed (sometimes catastrophic) results.

Players should note as well that the free roaming animation only acts on command, so if it is commanded to bring you a particular item, and is attacked in the process, it is not likely to defend itself since it hasn't been told to (and they don't have a survival instinct). The method by which the hero communicates with a free roaming animation must be determined when the ability is designed, as with free willed animations.

EXAMPLE: Stamen has the ability to animate plants, however, the plants don't really care one way or the other about what's going on around them and will merely follow Stamen's instructions. Since they don't care about anything else, they'll follow Stamen's instructions fairly precisely but will not "ad-lib". If one of Stamen's animations is attacked, it will not defend itself unless told to do so. Stamen communicates with the animations by simple hand gestures, so commands with any complexity are quite difficult to manage, and Stamen generally tries to avoid complicated commands at all costs.

Animals: Yes, it is possible to animate creatures which are already animated. This type of ability is used to represent the ability to control the minds of other creatures. This could in theory be done by using the other psychic elements, however, the animate action provides a much simpler solution.

A separate animate ability must be defined for each type of animal (birds, reptiles, aquatic, arthropods, canines, felines, primates, etc). Mammals are broken down into smaller groups because we assume that most heroes will encounter more of them than of the other types of animals. The Narrator may choose for mammals to be a single group for stories which take place in different environments where another type of animal is most common. For instance, in a story in which all of the heroes are amphibious, the ability to animate mammals would be a single skill, while the ability to animate aquatic animals would be broken down into several smaller groups (fish, cepholopods, crustaceans, etc).

These abilities are resisted by resolve skill instead of having mass difficulty. The method by which an animated animal is controlled must still be determined in the same fashion as per other animations, being either controlled, free willed, or free roaming. Regardless of the method of control, the subject will retain its memories of events afterward. An eliminate memories gift might be linked to the animate ability to force the subject to forget the time they spend under the animator's control.

Armor
Armor is available in most societies at varying levels of effectiveness and cost. A separate armor skill must be developed against each type of damage or injury. The level of the armor gift is subtracted directly from the damage of any weapon when determining the results of its use.

Armor against conventional weapons is available in three varieties; blunt, edged, and piercing weapons. Blunt weapons include fists, staves, slingshots, maces, cudgels, brass knuckles, etc., etc. Edged weapons include knives, broad swords, axes, etc., etc. Piercing weapons include fencing foils, javelins, spears, arrows, and bullets.

Most forms of armor are moderately effective against similar types of damage or injury. This peripheral effectiveness doesn't change the karma value of the armor. For instance, chain-mail armor resists edged weapons with full effectiveness, although it will also resist blunt, piercing and various other types of weapons with its passive resistance value.

Conjure
This ability allows a hero to create the given element, seemingly out of thin air. The hero must have a separate conjure ability for each element they wish to create with this ability. The difficulty for conjure depends upon the element conjured.

EXAMPLE: Crystal has the ability to conjure diamonds. The difficulty for this ability is mass (mineral: solid). Crystal must spend rounds to conjure diamonds within meters range, and with instant duration.

{1} Living Creatures: If a conjure ability creates an animate creature, the ability must define the manner in which the conjurer controls the conjured creature, in the same fashion as an animation.

EXAMPLE: Swarm has the ability to conjure large number of insects and decides that they will be free roaming in nature. These living insects will follow Swarm's verbal orders to the letter and do nothing else.

Duplicate
These abilities allow a hero to duplicate objects, individuals, gifts, skills, flaws, etc. The difficulty for duplicating an element is the same as the conjure gift, and is based upon the element duplicated. Duplicate allows a hero to conjure a wide variety of objects (animals, abilities, etc) with a single skill. The ability to duplicate animals is a separate skill for each wide variety of animals (amphibians, aquatic, birds, reptiles, marsupials, primates, etc). The ability to duplicate gifts requires a separate skill for each type of gift (magic, psychic, etc). The ability to duplicate either skills or flaws also requires a separate skill for each type. The ability to duplicate inanimate objects requires a separate skill for each type of mineral (metal, stone, etc) or for each type of object (jewelry, electronics, armor, weapons, etc).

{1} Animated Duplicates: If the target of a duplicate ability is an animated creature (including self), the player must determine how the hero controls the duplications, just as if the duplicate were an animation.

EXAMPLE: Drone has the ability to duplicate people, however, these duplicates don't include the original's memories, skills or mental quirks. The player decides that these duplicates will be controlled.

{1} Gestalt Duplicates: Duplicates of objects or individuals may share a single build skill with a -5 option. Thus, if one duplicate is injured or damaged all duplicates are equally harmed. Instant-duration duplicates of this nature may be "reunited" if they touch each other for the "time" required to use the ability. The range for reuniting duplicates may be increased with a +1 option per level by which the range is increased on the relative definitions table on page twelve.

EXAMPLE: Gemini can create a single duplicate of himself. He and the duplicate share a single build skill (-5 option). When the duplicate is injured, the original Gemini is equally injured, and vice versa.

{1} Animals: The ability to duplicate primates (or an appropriate variety of animal) may duplicate a human (or other intelligent species), however, the target of the ability's memories and mental (and or psychic) skills, abilities, quirks and flaws must be duplicated separately. The target's aura & disposition, physical elements (stance, bulk, scale and mass), and biological, physical and social abilities, flaws and quirks will be copied automatically. Each type of ability, bane, flaw or quirk which is not duplicated (biological, physical or social) is a -2 option. The difficulty for this ability is mass, with each successful use of the ability creating a single new duplicate.

{2} Characters: Optionally, a duplicate "humans" (or other intelligent species) skill will duplicate the individual including all of their memories, skills, and other psychic abilities and flaws. This is a single skill for each species of intelligent creatures, unlike the ability to duplicate animals. The difficulty for this ability is mass, with each successful use of the ability creating a single new duplicate.

{2} Self: The ability to duplicate self is a single skill which duplicates the complete individual (as with characters), however, since the ability affects self, there is no necessity for a skill roll. The number of levels of the ability represents the maximum number of duplicates (including the original), thus, at level two, the hero could create one duplicate of himself.

Each duplicate requires a separate use of the ability to create. {1-2!} Duplicates may be created simultaneously with a +5 option. If duplicates are created simultaneously, the maximum number of duplicates may be doubled with a +3 option, tripled with a +5 option, or made indefinite with a +10 option. If the maximum number of duplicates are increased, no more than the skill level may be created each time the ability is used.

The duplicate self ability is permanently reduced by one level each time a duplicate is destroyed. This may be avoided with an additional +10 option.

Eliminate
This ability is the antithesis of the conjure gift. Like conjure, the difficulty for this gift is based upon the element eliminated. Once the time is spent, and the skill roll succeeds, the element simply vanishes in one form or fashion. An eliminate ability can not be used to destroy animals or people, although it can be used to alter their state (eliminate bulk, eliminate build skill, etc).

EXAMPLE: Simon Small has an ability which eliminates his bulk. Since this ability has self area of effect, no skill roll is necessary. Each level of skill will reduce Simon's size by one scale level.

Movement
Movement abilities, (with a few exceptions), are based on the running skill which has a time of one round, a constant duration, meters range and self area of effect. To add additional movement abilities to your character, other than running, leaping, climbing, and swimming, which are standard skills, simply place options on the most appropriate movement skill to create the new ability.

EXAMPLE: Flight is one of the most common forms of movement abilities. The basic flight ability is rounds time, committed duration, 10 meters range and self area of effect. In addition to this, flight has a second range of 30 meters to determine it's maximum altitude. Each additional level of the altitude range is a +1 option, or a -1 option for each level of altitude lost.

It is entirely possible for a hero to have a flight ability with an altitude range less than the movement range. This would represent a "skimming" effect, wherein the character flies very quickly at low altitudes. Encumbrance will affect both the ability's speed and maximum altitude. More realistic flight abilities will also be calculated with a minimum speed, accept for rotary wing aircraft, which are more maneuverable at the expense of speed and power.

A movement ability with greater than self area of effect requires a second definition for range (with a base of meters), although they may skip cone area of effect. Thus, increasing the area of a movement ability to globe is only a +6 option, not +15. For movement abilities with object or individual area, the shorter range determines the maximum distance the subject may be moved per round (with difficulty based on mass), while the longer distance determines the maximum distance between the hero and the target of the ability. For movement abilities with globe or greater area, these range values are reversed.

Phase
These abilities allow a character to pass through solid objects or other phenomena almost as if they didn't exist. A separate phasing skill must be developed for each substance or type of substance. No phasing skill roll is necessary. The hero's phasing skill level indicates the maximum amount of movement skill which can be used while phasing through a given substance. The passive resistance value for the object or substance's build skill is used as a skill level penalty to the hero's phasing skill.

EXAMPLE: Urth has the ability to phase through stone. Urth's phasing ability is level five, which would allow him to use up to two levels of movement skill while traveling through stone with a build skill level of nine to eleven. While traveling through stone with a build skill level of twelve to fourteen, he could use no more than one level of movement skill.

{1} Skill Groups: A phasing skill group which is linked, (the character must phase through all elements in order to phase through any one element in the group), is purchased as a single skill, since the linked option cancels out the skill-group option. A separate reverse phasing ability may be defined to allow a phased hero to affect certain elements while he is phased to an entire group.

EXAMPLE: Spectre phases through all physical elements (including energies), which would normally be a +10 skill group option. Since Spectre can not select which elements he phases through at any given time, the normal skill-group option is negated, giving the ability a total of zero options (0 options). So long as spectre is phased, he can not affect any physical object, light or sound. Spectre also has a reverse phasing skill group which allows him to affect light and sound, which is also linked, with a total of zero options (0 options). This second phasing ability will allow spectre to show himself and speak to people who aren't phased.

{1} Others with the ability: Two phased characters may or may not act and react to each other normally, dependent upon their methods of phasing. If they use the same method, they are most likely to act and react normally to each other. The Narrator may wish for the player to define whether there are characters with the same ability and whether they affect each other normally at the time the ability is designed.

EXAMPLE: Shadow turns himself into a living shadow, and can move through transparent objects, although stained glass gives him a problem. Other characters who turn themselves into living shadow, or who are phased to light pass through him.

EXAMPLE: Spectre is able to move his body into the spirit realm, causing him to be phased to all physical objects, elements and energies (including light and sound). While most people can not see or hear spectre (unless he wants them to), other spirits see, hear, act, react and affect him as if neither of them were phased.

{1} Liquids: It is also possible to phase through liquids. The ability to phase through a liquid allows the hero to breathe while immersed, and allowing them to use no more than one level of swimming skill per level of the phasing ability.

{1} Gases: The ability to phase through gases allows a character to breathe without choking on smoke inhalation or suffering from toxic gases. Only one ability is necessary to phase through all forms of gas, and a minimum of two levels of phasing skill are necessary. There is no penalty to movement while phasing through gases.

{2} Energies: The ability to phase through a particular type of energy functions in a similar fashion as the ability to phase through gas. A separate skill is required for each type of energy. The phasing ability would be used to actively resist (even if the hero is unaware of the attack) any attack which uses the given form of energy to inflict injury.

In addition, the ability to phase through an energy will hinder senses which use the energy as a carrier. A phasing ability of three to five levels will make a passive sense useless, and reduce standard senses to passive senses with regard to the hero. A phasing ability of six to eight levels will reduce a targeting sense to a standard sense. A phasing ability of nine to eleven levels will make a standard or passive sense useless and reduce a targeting sense to a passive sense. A phasing ability of twelve levels or more will make even targeting senses useless in attempting to locate the hero.

EXAMPLE: Stalker has three levels of phasing through sound. Listening is a standard sense, and will be reduced to a passive sense for any individual trying to locate her by sound. Sonic attacks will be actively resisted by Stalker's phasing skill, regardless of Stalker's awareness of the attack.

{2} Senses or Gifts: A phasing skill could in theory be developed in order to phase through senses or gifts. The important difference between being resistant to a sense or gift and being phased to it is that the sense or gift passes directly through the phased hero, whereas it stops when it strikes the resistant hero. A separate skill is required for each sense, or each type (magic, psychic, etc) of gift. The phasing ability is then used as active resistance against the given phenomenon (whether the hero is aware of the sense or gift's use or not), however, anyone or anything behind the phased character may be affected by the overflow.

EXAMPLE: Enigma is six levels phased with regard to magical phenomena. When a wizard uses a magical weapon with meters range and individual area of effect against Enigma, the player makes a phasing skill roll as active resistance against the weapon. The weapon skill roll is six, and Enigma's phasing skill roll is five, which indicates a net success of one (6-5=1) for the weapon to affect Enigma, and a net success of two (Enigma's phasing skill roll, minus the difficulty for range [meters] from the wizard) for the weapon to affect anyone or anything directly behind him.

Redirect
Redirect allows a hero to redirect various types of energies, attacks, or abilities back upon their sources, or in other directions, to affect other targets. To redirect an ability or phenomenon, the line between the target and source must pass through the redirect ability's area of effect. The basic area for redirect abilities is self, which means the hero could only redirect abilities targeted at themselves.

To redirect an ability, the hero must actively resist it with the redirect ability. A second redirect skill roll must be made to direct the ability at another specific target, otherwise it is deflected in a random direction. The difficulty is based on the range between the hero and the new target, with a success bonus equal to the net success of the first resist skill roll, and passively resisted by the skill level of the phenomena being redirected.

A separate skill is necessary for each type of energy or each type of gift (magic, psychic, etc) to be redirected. The ability to redirect solid objects is a single skill, although the objects must be thrown or fired, i.e., moving at a minimum of meters range, and the scale modifier should be applied to the redirect difficulty.

{1} A redirect ability which can not be used to select a new target is a -5 option. A redirect ability which can only be used to target the source of the ability is a -3 option.

Resist
This ability allows a character to be resistant to affects which do not normally cause injury. Typically, resistance is to a "type" category of abilities (magic, psychic, etc). Occasionally, a hero may have a more specialized resistance to a particular element (resistant to cold) or effect (resistant to affects which eliminate surveillance). These specialty resistances have no option values because they work regardless of the "type" of phenomenon which causes the affect which is resisted.

It may seem that this ability is redundant, as there is already resolve skill, build, stamina and other skills which are used to resist other abilities. A resistance gift allows the character to be far more resistant to a much more limited array of effects. If a particular phenomenon is already resisted by another skill (such as resolve or build), the resistance gift will act cooperatively with the skill to resist the given phenomenon.

{1!} With a +10 option, a resistance ability may be used as active resistance regardless of the character's state of mind or awareness of the element being resisted. In this case, the Narrator must make any applicable resistance skill rolls for the character.

Sense
These abilities allow a hero to perceive the universe in some fashion which is different than the manner in which humans do. Although a sense's basic range is touch, most senses affect energies which may be used as carriers to sense other objects which may block or alter the energy sensed. Surveillance for instance is an ability to sense any light which touches the individual in a ninety degree cone. Since light is either absorbed or alterred and reflected by any object it touches, the surveillance ability becomes a very potent ability to sense any object touched by light which then reaches the individual.

Sometimes it is easier to modify one of the five standard senses (listening, scent, surveillance, taste & touch) to create the sense a player wishes their character to have. Peripheral vision for instance may be easily created by placing an additional +3 option on their surveillance skill to increase its area of effect to a 180 degree cone.

To see things other than light within the normal electromagnetic range of human vision, such as infrared light, ultraviolet light, x-rays, auras, etc., etc., the player would define surveillance skill as a skill group, each additional element sensed representing one additional skill. If the player wanted their hero to have telescopic vision, they might define their surveillance as being resistant to range.

To hear things other than sound within the normal range of human hearing, a player would calculate their hero's listening skill as a skill group, treating each additional element heard as another skill. Common choices are subsonic, and supersonic waves (as are used in sonar and other electronic devices), and shortwave, AM, and FM band radio transmissions.

In some genres, it is not unheard of for an individual to smell elements that do not have a scent to the common person. These are also defined as scent skill groups. Common elements include disposition, magic, mutations, psychic gifts, etc.

Touch may also be taken as a skill group. Some interesting twists include the ability to feel disposition, magic and psychic gifts, and even thoughts, representing a character who could read minds, but only while touching the given subject. Without any other added options, this would represent a very subtle ability which could be performed without the subject's even knowing, simply by shaking, or holding hands.

Active, Passive and targeting: All senses must be defined as active, passive or targeting. These definitions help to determine how accurate the sense is with regard to locating the element sensed, and whether or not the sense can be used to aim other range-difficulty abilities.

Targeting (+5 option) senses allow a hero to use range difficulty abilities on any target sensed, without any penalties. Note that an ability to sense an energy may allow an individual to target any object which blocks or alters the given energy. Thus any object (unless it is phased to light) is a viable target with surveillance skill. A targeting sense has a +5 option. Surveillance is a targeting sense.

Active senses senses may be used to target range difficulty abilities within the area of the sense, however, these abilities suffer significant penalties. The maximum skill level of an ability which may be used with an active sense is equal to the skill's passive resistance value. Thus, the ability must have a minimum of six skill levels before two levels of skill may be aimed with an active sense. Listening is an active sense.

Passive (-5 option) senses may never be used to aim other abilities, regardless of circumstance. An individual's senses of touch (pressure, texture, vibration and heat), and scent are passive senses. An individual with an active or targeting sense of touch, for instance, could use air-currents and ground vibrations to locate an object and use another ability with range difficulty. Passive senses have a -5 option.

Discriminating and Indiscriminate: A sense's ability to discriminate between one source of an element and another is more or less separate from the ability to determine the source's location. There are three types of discrimination, including indiscriminate, partially discriminate and discriminating.

Indiscriminate (-5 option) senses can distinguish significant differences primarily related to the amount of the element present. This requires no skill roll in most cases. For instance, an indiscriminate ability to sense heat could distinguish between an animal and a flame due to the great difference of intensity. Fate may determine the difficulty of a skill roll to use an indiscriminate sense as partially discriminate. Indiscriminate senses have a -5 option. An individual's senses of scent is normally indiscriminate.

Partially Discriminate abilities can distinguish between similar sources of the element, in most cases without a skill roll. For instance, a partially discriminate ability to sense heat could distinguish the difference between two relatively different species of animals (a cold blooded animal and a warm blooded animal, or any two animals of differing scale values). Fate may determine the difficulty of a skill roll to use a partially discriminate sense as discriminating. Listening and touch are partially discriminate senses.

Discriminating (+5 option) senses can distinguish between specific source of the sensed element, usually without a skill roll. For instance, a discriminating ability to sense heat could distinguish between two individuals of the same species. Fate may determine when skill rolls are necessary and against what difficulties. Discriminating senses have a +5 option. Surveillance is a discriminating sense.

Transfer
This gift allows a character to move an element between objects and individuals, and even from the environment. Some examples of common transfer gifts include gifts, skills, energies (solar, electrical, etc.), and even mass. Although it is a rare occurrence, some characters may even transfer flaws. The direction of transfer must be determined at the time the ability is designed.

Injury: The ability to transfer another's injuries to self is a separate skill from the ability to transfer injuries from self to someone else. Likewise, the ability to transfer injuries from any one person to any other person without using self as a conduit is a third separate skill. This ability assumes that the subjects are living creatures of similar form (i.e., humanoids, amphibious, etc). The ability may function on any creature with a +10 skill group option.

Transform
This ability allows a character to alter the shape and function of a given element. The difficulty for the transform skill roll is mass. The target of a transform ability must be a specific type of creature (primates, canines, felines, marine animals, trees, etc...) or a certain type of object (physical armor, mechanical weapons, etc). Likewise, the result of the transformation must be a single type of object or creature with defined specifications. Each additional target is a separate skill, as is each additional transformation result, however, there is no need to multiply the number of targets by the number of transformation results. For instance, the ability to transform three types of plants into two separate results is four skills, not six (one additional skill for each additional subject, and or target).

Transformation is an all-or-nothing ability in the sense that if the skill roll isn't high enough, nothing happens. To determine the result, calculate the karma difference between the target of the transformation and the end result of the transformation. Each net success represents two-hundred karma worth of difference, i.e., if humans and elves only differ by less than two hundred karma, only one success is necessary for the transformation to take effect. If humans and elves differ by more than two hundred karma, two or more successes may be necessary. If the skill roll doesn't produce enough successes, the target is unaffected, and there are no bonuses to additional attempts to transform the subject.

A cumulative net effect may be applied as per committed, constant or second nature abilities. If the transform ability is instant duration, this is a +10 option. The karma effect may be cut in half by applying a -3 option, or doubled with a +5 option.

Transmute
This ability allows a character to alter the composition of the element. Each transmutation skill must be given both a target element and a resulting element. For instance, a hero with the transmute gift could have one skill to turn flesh to stone and another to turn air to water, although they would not be able to turn stone to water without a third skill. The difficulty for transmutation is mass and it is resisted by resolve skill. Either build or resolve skill (whichever is greatest) is used as passive resistance after the scale modifier has been applied to the difficulty. When creating these abilities, the relative definitions of both the transmute action and both elements must be considered, the least potent of the three being the base level for each definition.

EXAMPLE: An array of solar panels transmutes light into electricity. The time for the transmute ability is normally rounds, although the time of actions for both light and electricity on the gifts list is in bold, so actions is the base time. The duration for both transmute and electricity is instant, though the duration for light is second nature, which is used as the base duration for the ability. The range for transmute is meters, which would normally be reduced to touch by the range for the electricity element, although since the 10 meters range for light is bold on the gifts list, the base range for this ability is 10 meters. Again, the area for the transmute ability is object or individual which would normally be used instead of the globe area for the electricity element, although, since the globe area for light is bold on the gifts list, the base area for this ability is globe.

{1!} Living Creatures: If an animate creature is transmuted into an inanimate compound (i.e., water, stone, etc), they become inanimate and will have no senses or other abilities for the duration of the transmutation, although they will retain any memories they had prior to the event. If you wish to transmute living creatures into animate versions of an inanimate substances, this may be done by linking several conjure and eliminate gifts with object/individual area of effect. The Narrator must determine any other specifics.

{1} Gifts: The type of a gift (magic, psychic, etc) may be transmuted from one to another. Each set of gifts is a separate skill. For example, transmute magic gifts to psychic gifts is a separate ability from transmute magic gifts to biological gifts.

{1} Disposition: If a character's disposition is transmuted, the effects are somewhat different than for other transmutation abilities. A single transmute ability is required for each target aura color. The transmute ability is resisted by the target's resolve skill, and each net success represents one level by which the individual's disposition is altered toward the target disposition. Most transmute disposition abilities will bring an individual's disposition toward crusader, rogue or fiend.

Weapon
Weapons are gifts which cause injury, damage and destruction. The type of damage or injury a weapon causes must be defined when the ability is designed. Most weapons will also cause peripheral types of damage in the same fashion as armor providing peripheral protection. For instance, while a broad sword provides a cutting weapon, it may also be used as a piercing or blunt weapon equal in destructive capability to the cutting weapon's passive resistance value. The most common types include blunt (fists, etc.), edged (knives, etc.) and piercing (bullets, etc.), although a great many others are possible, such as flame, electrical, etc. The level of the weapon gift determines only the amount of damage caused, not the accuracy of the weapon, which must be accounted for with a separate weapon skill. p. 24: Injury

Gift Elements Descriptions

Animals
Animals may be conjured, altered, and manipulated just as any other creature, although they cannot be simply eliminated with a mere skill roll. Each animal skill is confined to a particular species, or small group of species, although various breeds therein are all affected alike. For a conjure ability, each category is a separate skill (although the species may optionally change, i.e., conjure canines could conjure a wolf or a dog). Other animal abilities should have a much wider scope of affect (such as sense mammals).

Appearance
The appearance of any object or individual may be altered in many ways. Physical disguises are common, although magical, and psychic disguises are not unheard of. The thought of a creature capable of changing appearance, without altering any of its basic bulk, mass, stance, abilities, or flaws is also not unreasonable.

The basic difficulty of this element is five, minus the scale modifier for minor, cosmetic changes (hair color, eye color, skin color/texture, etc.). More drastic changes (changing bulk or stance, creating/eliminating limbs, etc.) will carry penalties applied by the Narrator. Appearance altering skills deal with various aspects of appearance, although any person or thing may be affected by this ability, i.e., color, texture, etc. Conjure appearance may not create stand alone illusions, and elimination of appearance may not make someone invisible.

The basic difficulty of this element is five, minus the scale modifier for minor, cosmetic changes (hair color, eye color, skin color/texture, etc.). More drastic changes (changing bulk or stance, creating/eliminating limbs, etc.) will carry penalties applied by the Narrator. Appearance altering skills deal with various aspects of appearance, although any person or thing may be affected by this ability, i.e., color, texture, etc. Creation of appearance may not create stand alone illusions, and elimination of appearance may not make someone invisible.

Banes and Flaws
Banes and flaws may be conjured, duplicated, eliminated, transferred, and even transmuted. A transmute ability may turn any one type of flaw (physical, social, etc) into any one other type of flaw, or any variety of flaw into any other variety of flaw (transmute phobia to compulsion). The difficulty for this is resistance.

{1!} Options: Alternately, a player may choose to alter only the relative definitions of a flaw, or conjure options. Conjure and eliminate require one skill per type (magic, psychic, etc.) and definition (time, duration, etc.). Thus, a single gift may be "conjure psychic-flaw range", or "eliminate physical-flaw duration", etc. In this case, each net success represents one level of increase or decrease for the given parameter on the relative definitions table. Each option conjured or eliminated also represents a separate skill, so a single gift might be "conjure physical-flaw option: unreliable", etc.

Bulk
An object or individual's bulk may be increased (conjure), or decreased (eliminate), altering the target's scale by one level per net success. To determine the target's modified stance dimensions, divide the target's unmodified stance dimensions by its unmodified scale, then multiply the result by the target's modified scale value. The target's build skill is used as passive resistance against these abilities.

Damage
Damage may not simply be conjured, although it may be created through use of the weapon gift. Damage may, however, be eliminated, or transferred. The difficulty for eliminating damage is three, minus the scale modifier. The net success of the skill roll should be compared to the injury table to determine the results of the ability's use.

Disposition
A character's disposition is certainly a mutable quality. Disposition may be sensed, transmuted or disguised (transmute appearance). An indiscriminate ability to sense disposition will tell the hero only good (crusader or hero), selfish (antihero, rogue or scoundrel), or evil (villain or fiend). A partially discriminate ability to sense disposition will tell the hero the specific disposition, and a discriminating ability to sense disposition will be able to identify an individual by their disposition.

Emotions
Emotions may be affected like any other psychic element. While some emotion gifts may be chemical, they are usually psychic in nature. If chemical in nature, the skill used to resist is stamina, instead of resolve. When an emotion is conjured within a target individual, the subject of the emotion may be determined by the character conjuring the emotion, however, if the emotion is already present, and the character merely transmutes it, then the subject remains the same. Transforming an emotion will allow a character to change the subject of an emotion while leaving the emotion itself the same.

Energy
Energy of all kinds may be conjured, altered, manipulated and eliminated just as any other gift element. Most players will not have much technical knowledge about many kinds of energies, and therefore, the rules for energy elements are rather less predefined and more left to the Narrator to define. Transmutation of an energy will alter the kind of energy either up or down in the electromagnetic spectrum.

The upper end of the electromagnetic spectrum includes TV and FM radio waves, cosmic rays, ultraviolet and infrared light. The middle section is visible light, and the lower section includes AM radio waves, gamma and X-Rays. Some energies may not be included in this list, such as plain electricity or magnetism, magic or psychic energies, heat, tachyons, etc. The Narrator must use her better judgment with these energies.

Electricity is a rather complicated thing. It would be difficult to provide a comprehensive set of rules for electricity without volumes of physics text. Sufficed to say that electricity is a highly conductive energy, and will not pass through air accept in large amounts. When electricity does pass through air, it is to connect with another conductive body, preferably a large mass of water, or a conductive metal, although the closest other solid substance will do if neither of these two elements are available.

Gravity is measured in increments called gravity forces or g-forces. One g-force or one (1G) is the amount of gravity experienced by an object or individual at rest on the surface of the earth. All objects have gravity, however, the gravity of an object smaller than a moon is so minute that it is rounded down to zero. To determine an object or individual's relative weight, multiply their mass by the gravity they are experiencing. Any added weight should be applied toward the character's encumbrance.

The difficulty for increasing or decreasing the weight of any particular object or individual is range, minus the scale modifier. Each net success will increase or decrease the target's weight by twenty percent (0.2G). {1} This amount of effect may be doubled with a +5 option, or halved with a -5 option. Gravity can even be conjured in an object with a relative gravity of zero causing (for instance) an individual to be attracted to a wall. This might also be accomplished through the use of a transfer gift.

Heat and Flame: These elements are usually conjured together, although a gift which conjured only heat is a -5 option. Flame can be a very dangerous element to deal with as it can spread and consume anything it touches. Not all objects will burn, all objects (or individuals) will be injured or damaged by fire unless they have an appropriate armor gift. For objects which do burn, a flame gift is considered to be contagious.

A gift which only alters heat requires no skill roll, and will affect up to twenty degrees Fahrenheit per level of the skill within the given area of effect. This effect may be doubled with a +3 option, or halved with a -3 option. It is entirely possible to injure an individual by conjuring (or eliminating) heat. Every forty degrees of heat (conjured or eliminated) represents a one level weapon per minute of exposure.

Light gifts are measured subjectively by the bonuses or penalties they apply to an individual's surveillance (and other skills which require vision). No skill roll is necessary in order to affect light, with each level of skill either creating or eliminating a +1 difficulty penalty.

While there is no limit to the distance light will travel over time (and therefore no limit to the range at which it may be sensed), there is a limit to the range within which it will affect surveillance skill. The penalty applied (or eliminated) by a light gift is reduced by one level per three meters range multiplied by the individual's scale. The source of the light must be within touch range of the individual conjuring (or eliminating) it, unless this range is increased (with the normal +3 option per level on the relative definitions table), although all light gifts are automatically remote.

Light is also measured in frequency, which determines its color. Some frequencies of light, such as ultraviolet, and infrared light are not within the spectrum visible to the naked eye. Transmute light will allow a hero to alter the frequency of a light source (into or out of the normal human range of vision usually, although simply changing color is easily accomplished). Transformation of light will allow the hero to alter the manner in which a light source is perceived, with difficulty and success being relative to the surveillance skill. For instance, a hero might transform a light source, making those who witness it think that it is originating from the headlights of a car, when in fact it is originating from a single oil lamp.

Magnetism is often related strictly to the movement of metals, although this is not the only use for the energy. Magnetism may often be used to perform other feats, such as electromagnetic-pulses which interfere with the functioning of electronic devices, etc.

Sound is measured by volume and frequency. While a sound's volume depends upon the level of the ability, a character with the ability to conjure or eliminate sounds is assumed to be able to conjure or eliminate sounds of any pitch (frequency). No skill roll is necessary to merely create a generic noise. If the hero wishes to create a specific sound, they must make a conjure (duplicate, transmute or transform) skill roll. Transmute sound will allow a hero to alter the frequency of a sound (into or out of the normal human range of hearing usually). Transformation of sound will allow the hero to alter the manner in which a sound is perceived, with difficulty and success being relative to the listening skill. The range of three meters for sound gifts determines the range at which the sound may be identified without a listening skill roll. The source of the sound must be within touch range of the individual affecting it, unless this range is also increased (with the normal +3 option per level on the relative definitions table). These abilities are automatically remote.

Gifts
Gifts may be conjured, duplicated, eliminated, transferred, and even transmuted. Transmute gifts will allow a hero to change any one type (magic, psychic, etc) of gift to any one other type of gift or any gift element (of a given type of gift, i.e., magical etc) to any one other element (transmute thought gift to memory gift). The difficulty for this transmute ability is range or resistance, whichever is greatest.

{1!} Options: Alternately, a player may choose for their hero to alter only the relative definitions of a gift, or conjure options. Conjure and eliminate require one skill per type (magic, psychic, etc.) and parameter (time, duration, etc.). Thus, a single gift may be "conjure magical-gift-time", or "eliminate psychic-gift-duration", etc. In this case, each net success represents one level of increase or decrease for the given parameter on the relative definitions table. Each option conjured or eliminated also represents a separate skill, so a single gift might be "conjure magical-gift option: cooperative" or "eliminate magical-gift option: cooparative".

Information
Information may be in the form of a book, dossier, handwritten letter, files on a computer diskette, audio cassette, photograph, videotape, etc., etc., etc. However the information is recorded, it must be recorded. The amount of time required to perform an information gift is relative to its range. The Narrator must determine the difficulty for information gifts based upon the amount of information contained. While a few sentences scrawled on a sheet of scratch paper may only carry a difficulty of two, a novel, may carry a difficulty of four or five. A top secret government file would be seven or eight points worth of difficulty. Abilities which affect information are particularly helpful when dealing with bureaucracies. A separate skill must be developed for each type of information, i.e., medical records, licences, birth certification, social security, criminal records, etc., etc...

Injuries
Injury may not simply be conjured, although it may be created through use of the weapon gift. Injury may, however, be eliminated or transferred. The difficulty for an injury gift is three, minus the scale modifier. The net success of the skill roll should be compared to the injury table to determine the results of the ability's use. For instance, if the net success of the skill roll is less than four, only one level of fatigue may be affected.

Laws
In most stories, laws will be fairly static, which is to say, none of the heroes or villains will be writing or rewriting them. Certain characters, however, may have immunity to some laws, or know how to find "loopholes" around them. This may be represented by a resistance to law for individuals such as foreign diplomats, secret agents, etc. Of course, if one of the heroes (or one of the villains) is a politician, king or other powerful government figure, it is entirely possible that their abilities could include the ability to conjure, eliminate or even transform laws.

Life
Life may not be simply eliminated by a single die roll, although it may be conjured, or recreated. In this manner, characters and other creatures may be resurrected. The difficulty is relative to the amount of time which has passed between the character's or creature's untimely demise and use of this ability. The maximum time given for this is hours, although this time may be increased or decreased as a range option.

Magic
Magic element gifts will not affect instant duration effects, they will only affect spells as they are being cast, or during their duration. The difficulty is usually resistance, although the skill used to resist is typically an opposing magical gift.

Memories
Memories of prior perceptions, thoughts and emotions may be altered, eliminated, or even conjured. Memories encompass all of a character's senses, thoughts and emotions. The Narrator may place additional modifiers on memory gifts based on the number of senses affected, and the extent of such effects. Each net success represents one minute of memories which are up to days old, defined by the ability's range and area of effect. The temporal area may be increased normally as per area, but is separate from the individual area.

Mineral
Mineral substances may be solid, liquid or gaseous at various pressures and temperatures. To conjure, alter or eliminate any particular mineral, a separate skill must be developed for each state. The difficulties for these depend upon which state the mineral is in when it is affected. Transmutation may be used to alter a mineral from one state to the next, although a separate skill must be developed for each transmutation; solid to liquid (melt), liquid to gas (evaporate), gas to liquid (condense), liquid to solid (freeze), gas to solid or solid to gas.

Gas doesn't have sufficient mass for a difficulty. The difficulty for gifts which conjure, alter, manipulate or eliminate gases is waived, as it is for abilities with self area of effect. A gas may be of any variety, even poisonous or corrosive, however, it will affect everyone within it alike. If the gas is moved by wind, it may very well harm the individual who conjured it. Each type of gas requires a separate skill.

Liquid may be conjured, altered, and eliminated much as a gas is, although a skill roll against the difficulty for mass is necessary. Each type of liquid deserves its own skill. Examples include, water, acid, oil, gasoline, etc., etc...

Solids may be affected by gifts, just as liquids or gases. A separate skill must be developed for each type of solid, such as metals, plastics, fabrics, glass, etc., etc... In some circumstances, a smaller value may be allotted by The Narrator, when a character only wishes to affect a small portion of a much larger object. The best example of this is an ability which eliminates a small section of a very large wall. Only the mass within that section of the wall is important. The difficulty involved in any case is mass.

Objects
Objects may be classified and affected by gifts in a similar manner as raw elements. Each type of object deserves its own gift skills. Common subjects of these abilities include computers, guns, explosives, robots, cars, etc., etc... The Narrator must determine the difficulty of most of these abilities, although mass, and or karma are most appropriate.

Pain
Pain gifts allow characters to conjure, eliminate or transfer pain in themselves or others. The diffiuclty for pain gifts is always resistance, with the net success being compared to the injury table to determine results. The individual for whom pain is conjured or eliminated will act as if sustaining injury of one greater (or lesser) level per three points of the net success of the gift, rounded up. In theory, pain could be transformed or transmuted into an emotion, or vice versa, although the Narrator must determine any specifics. As a rule of thumb, one injury level worth of pain is roughly equivalent to an emotional force which would alter an individual's disposition by one type, i.e. making a crusader only heroic with regard to the subject of the emotion.

Perception
Perception gifts allows characters to create illusions visible (or invisible) to one target individual. Each sense affected requires a separate skill. Perceptions may be either conjured, eliminated or transformed. Transformation of perception is one of the more difficult abilities to define, as it may alter an individual's perception of an object, etc., but may not make the object disappear, or appear to be more than one object. Transformation need not alter an object, i.e., transformation of vision may make an individual think it is night during the middle of the day, or vice versa, (although this is very difficult).

Plants
Plants are often animated, conjured or eliminated in fantasy and four-color comic book stories. For game purposes, plants are divided into five categories, requiring a separate skill for each type of plant life. These five categories include trees, vines, shrubs, fungus and aquatic plants.

Trees include any large plant with a central trunk. Whether a plant is fruit-bearing, tropical or flowers will not effect the rules regarding the ability. Some trees grow in almost all environments.

Vines include any plant with leaves which does not have a central trunk. Vines are commonly used to ensnare unwitting heroes in many fantasy stories. Vines tend to grow mostly in temperate to tropical climates.

Shrubs include bushes, small plants and grasses. While shrubs don't have the strength of trees or the entangling ability of vines, they are far more common than any other kind of plant. Cactus and most other desert plants fall into the category of shrubs.

Fungi include yeasts, molds, mushrooms, moss, lichen and other similar plants. Fungus use the decay and waste of other plants and animals for food, and typically grow in temperate to tropical climates.

Aquatic plants include algae, seaweed, sponges, coral and several other species. An aquatic plant need not be oceanic, as there are many species of fresh-watter seaweed, and algae.

Skills
Skills are almost always psychic in nature, although many of them may be social, physical, etc as well. A transmute ability may alter any one type (physical, social, etc) to any one other type of skill, or any one skill to any one other skill (transmute build to initiative). The difficulty for this transmute ability is range or resistance, whichever is greatest, and it affects two dice of skill per net success. This effect may be doubled with a +3 option, or halved with a -3 option.

Sleep
Sleep may be conjured, eliminated (producing the effects of insomnia) and even resisted. The difficulty for any sleep ability is always resistance, usually resisted by resolve, although some biological abilities to induce sleep might be resisted by stamina. In theory an individual might even be able to transfer sleep (transfering the effects of insomnia), and or transform it, such as a magical creature which feeds off of sleep and uses the energy to increase its other abilities. The Narrator must determine any specifics.

Thoughts
Thoughts may be conjured, eliminated, transformed and even transmuted just as many other elements. A thought may be conjured or eliminated simply by making a skill roll against resistance. Thoughts may also be transformed (change verb) or transmuted (change subject). Only one skill is required to transform thoughts, and only one skill is required to transmute them as well. Thought abilities only function on individuals of higher intelligence, unlike emotion gifts which also function on animals.

Time/Age
Time or age may be sped up (conjure), or slowed down (eliminate). Time lines may be warped and altered, and all manner of other events may take place, with gifts which directly effect time itself. More often in fantasy worlds, the effects are of aging (or reversing age). In science-fiction worlds, it is usually a matter of traveling through time. In some worlds, usually comic-book genre, time is slowed commonly. The difficulty for age affecting abilities is resistance, while the difficulty for affecting time is relative to the amount of time.

Because time is such an all encompassing element, The Narrator must determine many of the parameters of these abilities. In some worlds, such as that of the popular TV show Quantum Leap and the movie series Trancers, time travel is only possible by the mind, leaving the body behind in the present. Time travel may only be possible in reverse, leaving the future undecided, whether or not a return trip is possible. In some worlds, such as that of the popular movie The Terminator and Terminator II, only living material may travel through time, while in others, only inanimate objects may.

Though many books include stories where temporal paradoxes are not possible, it is suggested that a fluid time line which allows paradox be used. In some worlds, such as that of the immortal Dr. Who, an individual may never exist in two places at the same time. In other worlds, such as that of the film Timecop, they may exist in the same time yet not in the same place at the same time, and the results of contact with one's self are disastrous.

Whatever the ability, there are reams of source material for temporal gifts. The Narrator must determine which may be used and what restrictions must be placed upon them. The normal options apply, even when the Narrator determines that they are required for a temporal ability.

Weather
Weather may conjured, eliminated, transmuted, etc. A separate skill is necessary for each type of weather, i.e., rain, snow, hail, lightning, wind, etc. The ability to conjure a particular type of weather, however, does not indicate the ability to control that type of weather. It is entirely possible for one conjure-weather ability to counteract the effects of another conjure-weather ability, such as conjure sunny-weather which would dissipate any form of precipitation (rain, snow, hail, etc).



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