Post by Trakx on Mar 30, 2006 15:32:20 GMT -5
I'm going to post a series of powers that were listed on Dan Hamilton's MSHAG game book compilation. I can't be sure this power, and others that I will post, are by him or that he found them by someone else and added it to the file. I - and him, too, I'm sure - would love feedback on them.
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BIOPHYSICAL MANIPULATION
Trump Suit: Intellect
Exemplars: Scramble
Related Powers: Affliction, Immortality, Life Drain, Regeneration
Your hero has the ability to consciously alter the physiology of a target, much like the Transmutation power. Moreover, the hero may physically alter the target in such a way that he or she receives the benefits of certain body weapons (claws, horns, teeth) or flight through gaining wings. These alterations are generally permanent, as determined by the Narrator. The hero may also use this power to disrupt the smooth functioning of the body, causing damage up to the power’s intensity.
Stunt: Aging: Your hero can accelerate the aging process. This can advance the victim forward a number of years equal to the power’s intensity, or multiply the subject’s aging rate by the intensity (i.e.,. the subject ages the intensity in years per actual year). The hero cannot kill the subject with this power, but can make the subject old and feeble.
Stunt: Age Reversal: Your hero can decelerate a target’s aging process. This stunt can subtract a number
of years equal to the power’s intensity, or divide the subject’s aging rate by the intensity (i.e., the subject ages one year per intensity in years). The hero cannot kill the subject with this power, but can drop him or her back to the moment of birth.
Stunt: Disease Remission: Your hero can arrest any disease by making an average Biophysical Manipulation action opposed by the Affliction power or the disease’s intensity.
Stunt: Grafting: Your hero can perform augmented surgery on a subject, allowing the hero to operate on, dissect, rearrange, and perform transplants without the need for normal medical techniques to ensure success. Most often, this power allows the hero to cobble various types of animal life together, in the manner of Doctor Frankenstein.
Stunt: Healing: Using Biophysical Manipulation, your hero can repair other people’s wounds. The hero draws cards until either at full Hand Size or the value of the cards drawn equal or exceed the intensity.
Stunt: Life Line: Your hero can link his life force with that of another person within striking distance. Essentially, this allows the hero to transfer Fate cards from their hand or Health points to the wounded individual. The stunt cannot be used to exchange cards of higher value than the intensity of the power.
Stunt: Purification: Your hero can eliminate poisons by making an average Biophysical Manipulation action opposed by the Poison power or the poison’s intensity.
Stunt: Sense Alteration: Your hero can deliberately change the manner in which a target either receives sensory stimuli or processes it within the brain. The simplest form negates one or more of the senses, producing instant blindness, deafness, numbness, and so on. However, the hero could also transfer one type of sensory impulse to another sense, allowing the victim to “see” sounds or “feel” tastes, for example.
Stunt: Sleep: Your hero can cause others to fall asleep with a challenging Biophysical Manipulation (Willpower) action for an aura duraction or however long your hero concentrates.
Stunt: Slow Recovery: Damage caused by the power cannot be healed in the normal manner. Only after a week or more of rest will cards or Health return.
Stunt: Stun Blast: By causing intense pain, your hero gains Stunt Blast.
Stunt: Suspended Animation: Your hero can cause others to go into a trance (as the skill of the same name) so deep that no one can tell if he or she is alive. The target cannot sense anything or take any actions while in the trance.
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BIOPHYSICAL MANIPULATION
Trump Suit: Intellect
Exemplars: Scramble
Related Powers: Affliction, Immortality, Life Drain, Regeneration
Your hero has the ability to consciously alter the physiology of a target, much like the Transmutation power. Moreover, the hero may physically alter the target in such a way that he or she receives the benefits of certain body weapons (claws, horns, teeth) or flight through gaining wings. These alterations are generally permanent, as determined by the Narrator. The hero may also use this power to disrupt the smooth functioning of the body, causing damage up to the power’s intensity.
Stunt: Aging: Your hero can accelerate the aging process. This can advance the victim forward a number of years equal to the power’s intensity, or multiply the subject’s aging rate by the intensity (i.e.,. the subject ages the intensity in years per actual year). The hero cannot kill the subject with this power, but can make the subject old and feeble.
Stunt: Age Reversal: Your hero can decelerate a target’s aging process. This stunt can subtract a number
of years equal to the power’s intensity, or divide the subject’s aging rate by the intensity (i.e., the subject ages one year per intensity in years). The hero cannot kill the subject with this power, but can drop him or her back to the moment of birth.
Stunt: Disease Remission: Your hero can arrest any disease by making an average Biophysical Manipulation action opposed by the Affliction power or the disease’s intensity.
Stunt: Grafting: Your hero can perform augmented surgery on a subject, allowing the hero to operate on, dissect, rearrange, and perform transplants without the need for normal medical techniques to ensure success. Most often, this power allows the hero to cobble various types of animal life together, in the manner of Doctor Frankenstein.
Stunt: Healing: Using Biophysical Manipulation, your hero can repair other people’s wounds. The hero draws cards until either at full Hand Size or the value of the cards drawn equal or exceed the intensity.
Stunt: Life Line: Your hero can link his life force with that of another person within striking distance. Essentially, this allows the hero to transfer Fate cards from their hand or Health points to the wounded individual. The stunt cannot be used to exchange cards of higher value than the intensity of the power.
Stunt: Purification: Your hero can eliminate poisons by making an average Biophysical Manipulation action opposed by the Poison power or the poison’s intensity.
Stunt: Sense Alteration: Your hero can deliberately change the manner in which a target either receives sensory stimuli or processes it within the brain. The simplest form negates one or more of the senses, producing instant blindness, deafness, numbness, and so on. However, the hero could also transfer one type of sensory impulse to another sense, allowing the victim to “see” sounds or “feel” tastes, for example.
Stunt: Sleep: Your hero can cause others to fall asleep with a challenging Biophysical Manipulation (Willpower) action for an aura duraction or however long your hero concentrates.
Stunt: Slow Recovery: Damage caused by the power cannot be healed in the normal manner. Only after a week or more of rest will cards or Health return.
Stunt: Stun Blast: By causing intense pain, your hero gains Stunt Blast.
Stunt: Suspended Animation: Your hero can cause others to go into a trance (as the skill of the same name) so deep that no one can tell if he or she is alive. The target cannot sense anything or take any actions while in the trance.