Post by Trakx on Mar 30, 2006 15:38:58 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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DARK SOUL
Trump Suit: Willpower
Exemplars:
Related Powers: Emotion Control, Danger Sense
This power gives the hero an unnaturally evil aura - one that can be used to intimidate and control others. Your hero can also detect evil in persons and objects. If the target's calling is villainous, the hero will know. Evil is a complex concept, so sometimes a person with such a calling won't be evil, while sometimes a person with another calling will. The Narrator gets the final say over whether a person manifests as evil. However, the hero with this power will register as being evil to this power or the Evil Detection stunt, even if he or she is not actually evil. By making an average Dark Soul (Willpower) action, the hero can intimidate others into either doing his or her bidding or into making them cower in fear of flee. When faced with an equal or superior evil force, on a negative Narrator draw, the hero's life will be spared (if it was in danger from the opposing evil), on a neutral narrator draw, will net the hero a job offer or similar opportunity, and on a positive draw, the hero will acquire the previous employment opportunity plus a favorable response (the two do not always go hand in hand) where the hero may be put in charge of the superior force's minions or some such. Obviously, proving oneself may be a necessity but Dark Soul gives the hero a definite advantage.
Stunt--Danger Sense: The hero gains Danger Sense.
Stunt--Emotion Control: The hero gains Emotion Control.
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DARK SOUL
Trump Suit: Willpower
Exemplars:
Related Powers: Emotion Control, Danger Sense
This power gives the hero an unnaturally evil aura - one that can be used to intimidate and control others. Your hero can also detect evil in persons and objects. If the target's calling is villainous, the hero will know. Evil is a complex concept, so sometimes a person with such a calling won't be evil, while sometimes a person with another calling will. The Narrator gets the final say over whether a person manifests as evil. However, the hero with this power will register as being evil to this power or the Evil Detection stunt, even if he or she is not actually evil. By making an average Dark Soul (Willpower) action, the hero can intimidate others into either doing his or her bidding or into making them cower in fear of flee. When faced with an equal or superior evil force, on a negative Narrator draw, the hero's life will be spared (if it was in danger from the opposing evil), on a neutral narrator draw, will net the hero a job offer or similar opportunity, and on a positive draw, the hero will acquire the previous employment opportunity plus a favorable response (the two do not always go hand in hand) where the hero may be put in charge of the superior force's minions or some such. Obviously, proving oneself may be a necessity but Dark Soul gives the hero a definite advantage.
Stunt--Danger Sense: The hero gains Danger Sense.
Stunt--Emotion Control: The hero gains Emotion Control.