Manipulate Adhesion
You can walk up walls or along ceilings at your usual speed for up to a scene. You must maintain contact with the surface at all times with at least some part of your body the size of your hand - thus if you run or jump you lose your adhesive effect and will fall.Action: Reflexive.
Cost: None.
Dice Pool: Intelligence + Athletics + Fundament (versus Stamina + Power Stat for High Torment).
High Torment: You can cause a person you touch to have an adhesive effect on the floor causing them to move at half speed. This doesn't allow them to climb walls or ceilings but does slow them down.
Manipulate Gravity
You may manipulate the gravity beneath your feet to allow you to leap tremendous distances (yards equal to speed x Faith) or fall a certain distance (successes + Faith x 10 feet) without suffering any harm.Action: Instant.
Cost: None.
Dice Pool: Strength + Athletics + Fundament
High Torment: You can cause a wild fluctuation in gravity within a distance of yards equal to Faith that inflicts a -2 penalty on everyone else's physical dice rolls (as well as minor poltergeist-like effects that may disturb the mundane).
Manipulate Cohesion
You can alter the density of matter which allows you to walk on water (or a similar liquid) and ignore your successes worth of Durability or mundane armour when attacking an object or person in melee for turns equal to Faith.Action: Instant.
Cost: None.
Dice Pool: Intelligence + Science + Fundament
High Torment: You can use this power on people or objects within a range in yards equal to Faith which allows you to use bows, firearms and other ranged weaponry to take apart objects and people with ease. This still lasts only for turns equal to Faith.
Manipulate Inertia
You can throw objects over tremendous distance (times regular throwing distance by Faith) and do your lore's successes in lethal damage (plus any damage bonus from the item) OR you can give yourself a force shield that provides an armour bonus equal to successes for scenes equal to Faith which stacks with mundane armour (including enhanced armour) and provides no initiative penalties.Action: Instant.
Cost: None.
Dice Pool: Dexterity + Athletics + Fundament - Defence
High Torment: Your lore use's variables are determined as though your permanent Faith were three points higher (increasing throwing distance or armour duration).
Manipulate Acceleration
You can move blindingly fast. This either grants you a bonus to your defence equal to successes while allowing you to move at Faith + successes x speed per turn for a scene OR allows you to add your successes as additional damage to all melee or thrown attack rolls for the scene (damage is automatically lethal).Action: Instant.
Cost: None.
Dice Pool: Dexterity + Athletics + Fundament - Defence
High Torment: Your speed is so intense that you deal an additional 2 aggravated damage on top of any other automatic damage - this includes if you use the increased speed bonus version to charge an enemy (see core World of Darkness rules). This bonus also lasts for a scene.
Oh, I like this much better than the original version!
ReplyDeleteI kind of like the idea of using these more broadly, like just letting Cohesion mess around with friction. Slide heavy objects! Remove sticky price labels without leaving marks! Make people slip over or escape grapples! Get a better grip during the tense cliff-hanging scene, you know, where their arm is slowly slipping out of your hand...