By Justin Love (jlove@csc.cornell-iowa.edu)
Translated from the latin by Jonathan Saunt.
The Armageddon is the battle of the few for the fate of the many, for the world. There are a few Chosen for each side, given special powers and knowledge to aid them in their battle. There seems to be little in the grand scheme of their selection: they are fundamentaly good or evil, but not perfectly so.
The gifts granted to the Chosen seem heavy tied to the karmic forces guiding them. Each person has a certain measure of forces surrounding them that reflect how that person has acted. The good deeds are at some point rewarded and the evil ones are at some point punished. This however, has been twisted by the forces of Evil to work differently -- their atrocities fuel their vile power, and the corrupt forces guiding these people punish them for straying from the path; evil would not lose its favorite servants. Our strength, however is our goodness, as it should be. The kind acts of our past are redeemed to gain and power the gifts of the just, and turn or, if necessary, vanquish our enemies. Be also wary of avarice; do not let the lust for power guide your charity. Kindness offers the true rewards. Such acts done in greed are not unrewarded, but they are also not unpunished.
The gifts are gained through a form of lucid dreaming where one may choose several paths to reach reward. Be warned that the greater the power, the greater your kindness must have been to earn it. Here follows a brief list of the paths and their respective gifts:
The Path of Knowledge: down this path lies a spirit usually taking a form shaped by the dreamer's vision of his god. The spirit is bound to answer up to five reasonable questions per visit truthfully, though not necessarily completely. These answers are not without a price. Venturing down this path also grants the dreamer one additional rank in the basic power of the chosen, often dubbed Karma Knowledge or Karma Control. It allows the Chosen basing functions of his task, such as identifying friend and foe, as well as manipulating his own karmic forces.
The Path of the Beast: This is the path of physical mutation and change. Its travelers may sprout wings, claws and fangs, or gain a primal connection with one of the magics, among many other things.
The Path of Greatness: Self-improvement comes to those who venture down this path, the changing of the body is a greater labor than the improvement of ability. It is also the place to learn the strange and potent Arts.
The Path of Chaos: This path asks little for its services, but these are unpredictable. Those whom venture here can come out ahead, behind, or right where they started.
The Path of Power: The most expansive path by far, it has three main branches: those to wealth, magical powers, and ancient artifacts of Armageddon past. The distance down the path measures the rank of the gift received. The way of wealth is simple, granting only monetary rewards. The way of artifacts is far too extensive to map completely, as is the way of magic. The way of magic, however has nine fundamental divisions:
Chosen: The Armageddon is intended to be run in the White Wolf Storyteller system, although the World of Darkness is not used, as the author sees no reason for interaction with WoD's fantastic inhabitants. This document assumes the reader to be familiar with both roleplaying in general and the Storyteller system in particular. Many sections here are primarily suggestions -- as always, the Storyteller should feel free to experiment.
Honer Thy Cause: Make an example of your kind behavior and just decisions. Do not engage in the activities that would undo us.
The Task of the Teacher: The Guides are not to intervene in the battle itself. They are ralliers and instructors, not warriors.
Honer Thy Teacher: Ward shall obey their Guides, for the Guide's knowledge is greater and their wisdom well founded.
Further Thy Cause: Do not fail to bring about the chaos. Destroy all who preserve the old ways or would advance cause of good in any way, and do not join them in a single act.
Gather Thine Wards: The Guides are to quickly gather their wards, instruct them, and strike as soon as possible, while our foes are still disorganized.
Obey Thy Master: The wards shall obey their Guide in every command. The Guides have a plan which shall not be deviated from.
The First Armageddon predates known history. It is believed that Good came out the better, and allowed mankind to prosper and grow, though Evil was not entirely destroyed and slowly seeped back into the world. Many early tales of magic were likely inspired at this time, as is possibly true of all Armageddons.
The Second Armageddon occurred much later, around the 5th century, and the Evil forces came out the better, plunging the known world into the Dark Ages. Like before, Good, the losing force, was less pronounced, but still present.
The Third Armageddon, about the 15th century, marked the end the Dark Ages, as barbarians and knights were summoned together, with the forces of Good gaining the upper hand, thus marking the beginning of the Renaissance.
The Fourth Armageddon: Starting now, in the year 2000, the forces of darkness, long in returning and now slowly corrupting the world, once again make their vie for power. Its their turn to win, and no quarter will be shown in the war for it all . . .
If one side is victorious, you may either assume the role of hunters on the victorious side, or hunted on the losing. Under this option, some of the victors may have set up a form of subgovernment or secret society while others go out and do the dirty work. This opens up the possibility of political intrigue.
If both sides are struggling, your play group will be a small band, probably not a group from one area, but a motley of survivors, banding together to continue the battle.
One point that makes this interesting is that the Chosen lose their powers if they are not within the same area as a member of the opposite side. This not only make it virtually impossible to catch someone completely by surprise, but provides incentive for the hunt.
Armageddon, The: The event which calls forth the forces of Good and Evil to battle for the fate of the world. There have been several battles, but as of yet, neither has won the war.
Art: A special type of ability a Chosen may receive.
Artifact: A physical, magical, object that the chosen may receive.
Aspect: A subdivision of one of the schools of magic, as single rated power.
Bad Karma: A Karma point received for doing an evil act, something which physically or emotional harms another person.
Bane: The downside to an aspect of magic; a negative effect which comes with the power.
Chosen: One of the few chosen to fight for the cause of good or evil.
Code, The: A statement of the goals of each side. Many Chosen do not know of The Code, as few would even think to break its principals in the first place.
Dreams, The: When The Armageddon occurs, the Chosen have a form of lucid dreaming in which they have the option of choosing between five paths.
Fallen, The: Chosen whom have failed in their task and defected to the other cause.
Force of Good/Evil: The Chosen have two types, the champions, or forces, for good, and the champions, or forces of evil. This is the designation of which type a particular Chosen is.
Good Karma: A Karma point received for doing a charitable act, something which helps another being somehow.
Guide: A special type of Chosen given advance warning of The Armageddon, so that they may gather and instruct the others.
Karma: The representation of a person's past actions, classified as good or evil. At some point, it intervenes and rewards them for their deeds.
Karma Knowledge: A very important special ability that the Chosen possess. The lower levels of it are considered absolutely necessary to their existence. Some non-Chosen have been know to possess the lowest rank.
Negative Karma: The type of Karma that a Chosen receives for straying from the path. It is the opposite type as they are a force of.
Path: There are five paths, reached in the dreams which grant the chosen their powers. They are Knowledge, Power, Greatness, Chaos, and Beast.
Positive Karma: The type of Karma that a Chosen receives for furthering their goals, and the type they use to gain power. It is the same type as you are a force of.
School: A subdivision of the magical powers of the Chosen. There are nine schools and each school has five aspects.
Ward: A name given to those under the care of a Guide.
Whelp: A name used, most often by evil aligned Guides, for a recently awakened Chosen.
Attributes | 5 points per dot |
Abilities | 2 points per dot |
Willpower | 2 points per dot |
Backgrounds | 1 point per dot |
+1 positive Karma | 1 point per box |
-1 negative Karma | 1 point per box |
A character will typically start with ten negative Karma. The amount of positive Karma one starts with will vary depending on the type of campaign being run. If the players start with no powers, they should start with 30-50, probably depending on if you have experienced players (who will do good deeds from the onset and need to be given less to start) or inexperienced, who may not grasp the necessity of niceness at first. If they may start with powers, up 100 may be used, with the players buying any powers out of this amount at the normal cost.
Path of the Beast | * |
Path of Greatness: | |
Attributes | x4 |
Abilities | 3/x2 |
Karma Knowledge | 1 point per dot |
Path of Chaos | 1 point per spin |
Artifacts | 4 points per dot |
Wealth | 1 point per dot |
Arts: | |
Aid | 5/x3 |
Balance | 3/x2 |
Channeling | 2/x1 |
Common | 5/x3 |
Concentration | 9/x6 |
Exertion | 3/x2 |
Haste | 10/x7 |
Hinder | 5/x3 |
Patience | 7/x4 |
Magic | |
(school) Aspect Emotion | 7/x1 |
Everything else | 7/x4 |
*Varies, see full description
Vampires will disregard the phenomenon at first, and then grow to fear it. The blood of the Chosen has no special potency for them, but many will probably want to try it out for themselves. Though intrigued at first, the Vampires will probably ignore the Chosen in the beginning. However, as the battle escalates and the power that the Chosen can possess becomes evident, they will see them as a threat, and attempt to destroy them before they can outstrip their own power. Though domination and blood bonding are possible of the Chosen, nothing can deter them from their mission, thus allowing limited disobedience of their masters.
Werewolves will likely see the servants of Evil as agents of the Wyrm bringing about the Apocalypse, and attack them if given the opportunity. Though they may mistake the agents of Good for similar things at first, any well meaning Garou who gains knowledge of their nature will most likely aid them, or at least not attack them.
Mages may have had the power to predict the Armageddon, and may also feel jealous of the powers that the Chosen have, though they are less likely than the Vampires to see them as a threat. Instead, they may try to capture and study them, attempting to fathom their powers and wield them themselves. They should perhaps have more fear of the Chosen, who are but a dream away from the power to break their bonds.
Wraiths, being mostly disconnected with the living world, will have little concern with Chosen, except that the ruthless slaying by the forces of Evil may create many new Wraiths.
Changelings see the Chosen as recently awakened prodigals, long lost to banality. Like most non-fae, the Chosen are fairly banal, but less so than the average mortal, as they break the bounds of 'normal' reality and wield fantastic powers. Most Changelings will probably side with the good Chosen if they gain knowledge of them, the evil ones would impose a reign of despair that would smother the Changeling's precious Glamour. Some of the more disruptive Changelings, unseelie Redcaps in particular, may even side with the darker powers, to aid them in instilling fear in the mortals.
Attributes | 4 x current rating | ||||
New ability | 3 points | ||||
Ability | 2 x current rating | ||||
Willpower | 2 x current rating | ||||
Positive Karma | 1 point per box |
* | Aura Perception: Someone with this power (non-Chosen have been known to attain this lowest rank) can perceive the white or black auras that identify the Chosen. | ||||
** | Self-identification: With this rank, the Chosen have a better grasp of their own Karma, and can see their own meters. | ||||
*** | Canceling: This simple power allows a Chosen to simultaneously eliminate one good and one bad Karma. | ||||
**** | Intervention: The Chosen may now spend a point of their dominate Karma type to add one success (and one only) to any roll, after the roll is made, or use the auto-success to achieve the single required success in a simpler matter. | ||||
***** | Disruption: The Chosen may attempt to have the negative forces intervene at a controlled time, thus eliminating one point of their negative Karma. The effects of this will always be felt. If used in combat, a strike may simply be missed. If used for a unimportant goal ("Oh, look, a penny, why don't I make a dex check to pick it up. Whoops, did I fail? Let's try that again.", etc.) thus, the person bringing their opposing force to bear on a trivial actions might trip and inflict some injury on themselves, for instance. Or maybe the penny was dropped because it was burning hot, causing serious and painful burns when picked up. | ||||
****** | Kindred Souls: You may transfer Karma between yourself and another willing subject. | ||||
******* | Sway: By talking to a non-chosen and reasoning with them, and spending one positive point of Karma, you may attempt to sway a them towards your cause. The subject makes a Karma check (roll on die for each dot (10 points) of Karma they have on the side you which to sway them to). If they have any net success, they are swayed further towards your cause. This will effect a change in their behavior, but it does not mean they will help you directly. | ||||
******** | Theft: You may attempt a Karma transfer between yourself and an unwilling subject. Roll willpower, diff. 8, vs the victim's willpower, diff. 6. Each success is one point you may steal. | ||||
********* | Aura Masking: The Chosen may hide her aura. this is a very powerful effect. Characters should only be allowed to have it at storyteller discretion. It is mainly useful as a plot device, i.e. having some stranger be greatly progressed in this respect, thus hiding their true nature from the PC's. | ||||
********** | Aura Falsification: A person may falsify his aura. The same guidelines as Aura Masking should be used. |
* | You give occasionally. |
** | You have done volunteer work, maybe help old ladies across the street. |
*** | You are active in the community. |
**** | You are a community leader. |
***** | Saintly. |
* | You hurt other peoples feeling often. |
** | You are some form of abuser. (child, sexual, spouse, etc) |
*** | You have murdered at least once. |
**** | You are a serial killer. |
***** | Demonic. |
You have fought the Armageddon before and have fallen from your duties and joined the other side. You have been returned to earth to redeem yourself, and, at the commencement of the Armageddon, regained some of your previous knowledge, some of which relates to the Armageddon itself.
For each dot in Fallen Reincarnate, you gain some special freebie points, one starting point of Karma Knowledge, and 10 (one dot) of your opposing Karma type for your former treachery. Additionally, your starting rating for Acts may not exceed 5 minus the rating of Fallen Reincarnate, and your rating in Fallen Reincarnate is added to your dots in negative Karma whenever you make a temptation roll with it. When spending the special points, keep in mind that these points come from experience in long past lives, and thus are unlikely to grant skills in computer or firearms, whereas you are quite likely to pick up an extra language or archery, for example. These extra points may also not be used to buy Karma like normal.
Be very careful, the more negative Karma you have, the more likely you are to succumb again, and the more likely the storyteller is to bring it to bear on your actions. Note that the Armageddons given assume your are playing in the Fourth Armageddon. If you run a historical campaign, adjust the names and highest rating accordingly.
Rating | Armageddons | Karma Knowledge | Addiontal Negative Karma | Maximum Acts | Additional Freebies |
* | One Armageddon (Third) | * | 10 | **** | 10 |
** | Two Armageddons (2nd & 3rd) | ** | 20 | *** | 25 |
*** | Three Armageddons (1st, 2nd, 3rd) | *** | 30 | ** | 45 |
**** | Four Armageddons (the forgotten age, 1st, 2nd, 3rd) | **** | 40 | * | 70 |
***** | Five Armageddons (the forgotten age, 1st, 2nd, 3rd) | ***** | 50 | X | 100 |
If the Chosen is a force of Good, the disk and its paths float in a void, but everything is well lit with a pleasing, soft glow.
If the Chosen is a force of Evil, they are instead among burning flames, lighting everything with a harsh light, flickering from reddish to black.
When they walk down a path, the seemingly infinite distance they could see will quickly come to one of the following. One may choose not to take any path. They may then take more than one path on a future date.
Additionally, each visit to the Path of Knowledge grants the visiter one higher rank in Karma Knowledge. This costs one positive Karma per dot of the level being gained.
Power | Cost | Description |
Erasure | 1 | Removes a Path of the Beast power, a Mutation, a merit, or a flaw. |
Fangs | 2 | You may make a bite attack for str+1damage. You also gain +1 die on intimidation rolls. |
Reflexes | 2 | You gain plus one die to inititive rolls. |
Lizard Limbs | 3 | You may voluntarily detach your limbs, although they must be regrown through some means not supplied by this power. Each limb detached causes one aggravated wound. |
Long Fingers | 3 | You have exceptionally long fingers, allowing you to make related dex checks at +1 die |
Acute Senses | 3 | Separate version for each sense, -2 difficulty to related rolls. Conditions causing excesses in the appropriate area may cause discomfort or pain. |
Double-jointed | 3 | -1 difficulty for appropriate dex checks. |
Infravision | 3 | You see by heat, and no longer need light to see people or other temperate objects. |
Speed | 3 | You may run at rates up to twice what you could do normally. |
Tail | 3 | You gain plus one die to any attempt to maintain your balance. |
Webbed | 3 | Your feet and hands become webbed, allowing you to move 50% faster in water. |
Fountain of Life | 4 | Your healing times are as if you had one health level less. Bruised is healed in but a single hour. |
Disgusting | 4 | By spending one turn concentrating and spending one point of Karma and one point of temporary willpower, you may make your body do unnatural things, eyes bug out, tongue stretches, etc. Roll your wits + intimidation vs their willpower, for each remaining success a witness is at -1 die next turn. |
Berserker | 4 | At will, you may fly into a berserker rage, ignoring all health level penalties. You will ruthlessly attack enemies in this state, and are unable to flee. Control may be regained if a willpower point is spent and a willpower roll succeeded in. |
Danger Sense | 4 | You have a forbidding sense of upcoming danger. |
Huge Size | 4 | You gain 1 extra hurt health level. |
Slimy | 5 | 2 extra successes are needed to grapple you, and rolls to soak fire damage are made at -2 difficulty. |
Tough Hide | 6 | +2 die to soak, not usable vs. fire. |
Claws | 6 | Str+3 brawl attack, All dex checks involving fine hand movements are at +1 difficulty |
Palpita | 6 | You have leathery flaps of skin under your arms which may be used to glide. |
Gills | 6 | You gain gills on your neck in addtion to your lungs, allowing you to be just as at home below water as above it. |
Retractible Claws | 8 | When extended, you may make a str+2 brawl attack, although any fine finger control checks are at +1 difficulty when out. |
Animal Transformation | 9 | You may transform into an animal chosen at the time the power is acquired. Each transformation costs one positive Karma, returning is free. |
Slow Regeneration | 10 | You regain one non-aggravated health level per day. |
Wings | 10 | You have fully functional wings, and may fly. Your choice of feathery, leathery, or bat-like. |
Mist | 10 | You may transform into a mist for 1 Karma, returning is free. |
Animal command | 12 | You may attempt to command any animal to do your bidding, provided you make a successful opposed wits+intimidation or willpower roll. |
Eye Rays | 12 | You may spend one Karma to fire a stun ray at a foe. per + eye rays (a special talent) or per + one half of firearms to hit. If hit, victim makes a willpower check, difficulty of six plus one for each previous time they were hit this scene, if it fails, they are stunned. |
Wereform | 15 | Like animal transformation, except you have a 'half form' also which retains abilities of both your human and animal seemings. |
Fast Regeneration | 15 | You regain one non-aggravated health level per hour. |
Elemental Form | 20 | For 1 Karma you may transform into an elemental of one of the 9 magics, chosen when this power is gained. You may then use any power from this school at the additional cost of 1 Karma per level of the power being used. See the individual descriptions for appearances and special powers of the elementals. All elementals are effectively immune to damage by normal physical attacks, except for Tempus elementals. A character may make an appropiate Aspect Counter roll to damage an elemental. While in elemental form, an elemental will automatically use its Aspect Counter at level five at no cost to oppose an appropiate spell which effects it. While in elemental form, an elemental experiences the banes of all of its school's aspects as if the powers were one rank higher. The bane is treated at level one if the character does not posses the power seperatly. |
Electroform | 20 | You may transform into solid electricity, more like static than lightning, but you may enter electronic networks. This costs one Karma to activate. |
Arts are special abilities the Chosen may use. Upon stepping into the 'z' the signs of the Arts appear around the character, hovering above it in space in a circle. Touching a sign grants the player level one of the art, or advances an Art one rank. The cost for each Art varies and is listed with the title in the format A/xB; A is the cost to gain the first dot, every dot thereafter costs current rank times B.
Description: For each dot you possess in Balance, you may, at the beginning of every round, move any dot in an attribute to another attribute in the same category (physical, mental, social) until the end of the round. This may not cause any attribute to go below one or above you normal trait max.
Description: For each dot you possess in Haste, you may choose to take one extra action. For each action that you take in this manner, you have one less die on all of your rolls this round. This penalty may never be reduced.
Description: You may focus up to one round (or an equivalent amount of time to what the roll will represent) per dot you possess in Patience, adding one die to the roll of your choice on the first round afterwards. For example, if you focused for three turns on an attack action, you could add two dice to your to hit roll, and one to your strength roll on one hit.
Description: For each dot you possess in Concentration, you may, at the beginning of every turn, add one dot to any attribute or ability (you must possess the ability already) for the remainder of the round. This may not allow a trait to go above your normal trait maximum.
Description: For each dot you possess in Exertion, you may spend up one extra willpower to gain an auto success on roll. When you exert yourself, the merit 'Self Confidence' has no effect.
Description: For each dot you possess in Channeling, you may cause one health level of damage to yourself to gain one auto success on a roll; the wound penalties gained in the process do not effect that roll.
Description: With this Art you may transfer resources between yourself and others to maximize their effect. Physical contact is always required and the other person must be willing, unless otherwise stated.
* | You may transfer memories between yourself and another. The memories are not moved, but copied. |
** | You may transfer karma between yourself and another. |
*** | You may transfer willpower between yourself and another. |
**** | You may transfer health levels between yourself and another. |
***** | You may temporarily transfer an attribute point between yourself and another willing subject. This transfer may last or up to a day. |
***** * | You may attempt to perform a transfer on an unwilling subject. Roll your willpower, diff. 7, opposed by their willpower, diff 6. The net success in your favor is the number of units which may be transferred. |
***** ** | You may make a transfer on any willing subject within sight. |
***** *** | You may attempt an unwilling transfer on any subject within sight. The roll is the same as above. |
***** **** | You may make a transfer with any willing subject anywhere. You must of course have some familiarity with the subject to form a mental image of them. |
***** ***** | You may attempt a transfer on any unwilling subject anywhere. You may focus on an individual you know or attempt to steal from a random person. |
Description: Aid allows you to help another succeed. For each dot you possess in Aid, you may add a die from your pool to theirs. The amount of dice added may not be greater than your total dice for the same action. If you are attempting to perform an action on the same turn, it counts as a split action, with the pool being Aided being taken into consideration for the smallest pool. You are at minus one die for each die by which you have Aided them if you do such. Thus if someone was attempting to rally a crowd with charisma + leadership, and you have four in Aid, you may add four dice to her roll. If your charisma + leadership was only three, you could only add three to her roll.
Description: This Art works similar to Aid, except that it subtracts that number of dice from the subjects pool. It can also be used in reaction, for instance Hindering an attack roll instead of a dodge.
1-3: | Attributes |
4-5: | Talents |
6-7: | Skills |
8-9: | Knowledges |
0: | Other traits* |
*Extra abilities, arts, etc. Chaos may not effect Karma Knowledge. If none, reroll or randomly select a special ability from a Player's Guide or other appropriate source to be possible gained. You may also choose to include Willpower in this category.
1 | Strength |
2 | Dexterity |
3 | Stamina |
4 | Charisma |
5 | Manipulation |
6 | Appearance |
7 | Perception |
8 | Intelligence |
9 | Wits |
0 | Reroll |
Abilities: Count down a number of traits equal to the die roll. ex: in Talents, 1 is Alertness, 2 is Athletics, 0 is Subterfuge, etc.
Special Abilities: Make an appropriate roll to determine which trait (if there is more than one) will be affected.
1: | -2 |
2-5: | -1 |
6-9: | +1 |
0: | +2 |
A person touching it loses one Karma per step taken down the path and gains an appropriate amount of money, the same as the liquidated value for resources. The wealth is in an easily usable form, though gems and gold coins are quite appropriate for the path, they are quite useless if they raise 'questions' from the person they are being traded with.
* | $1,000 |
** | $8,000 |
*** | $50,000 |
**** | $500,000 |
***** | $5,000,000 |
Touching this orb, the storyteller should inquire as to what the character's feelings, wishes and desires are. If she does not specify a particular type of artifact or a desired effect, an attempt should be made to work with any other indications, but at this point it is somewhat arbitrary. The cost of an artifact is four times the rating of the desired artifact.
X: This sign indicates a variable rank (number of dots.) It may be any value appropriate, with the effect of each dot used in place of the X specified in the artifacts description.
Weapons use notation: x/+y. Difficulty x to use, str+y damage.
Sap | 4/+0 |
Club | 4/+1 |
Knife | 4/+1 |
Katana | 5/+2 |
Foil | 5/+3 |
Saber | 6/+4 |
Broadsword | 6/+5 |
Armor notation: x/+y/+z. Adds y soak dice and has a dex penalty of +z to the difficulty of any body movement roll. x is the class of the armor, on the table below, which includes the base ratings for normal armor of that type.
1/+1/+0 | Reinforced clothing. |
2/+2/+0 | Armor T-shirt, leather tunic. |
3/+3/+1 | Vest, hardened leather. |
4/+4/+1 | Flack jacket, chain mail. |
5/+6/+2 | Full suit, plate mail. |
* Enhance: +1 to a physical attribute.
* Eyes: If the character's alertness is less than five, it is treated as five; otherwise it gains +1.
** Hyper-Swords: The armor has swords on its elbows which do str+3 damage, dex+brawl to hit. Repeated takings of this feature add +3 damage.
** Chitinous Hide: The armor provides exceptionally protection, adding +3 to your soak roll for each taking of this feature.
** Spiked Hide: Any brawl attack against you which succeeds by only one success causes the person to take its own strength in damage, in addition to damaging you. Each repeated taking of this feature increases the number of successes by one which someone must hit you with to avoid taking damage.
** Small laser: A small laser appears in your forehead, or on a wrist, etc.. Roll dex+body lasers (a special talent, dex+ one half of firearms, rounded up, may be used instead of this skill.) It does four dice of damage if the hit is successful. You may only activate such a laser once each round, (unless you are using Tempus or similar time warping powers to get your extra actions) but you may take multiples of this power to allow you consecutive shots on extra actions. *** Gravity Control: A small metal orb at your waist gives you the ability to fly at will.
***** Gravity Cannon: By spending one round charging, you may make a dex+body lasers roll the next round to fire a powerful gravity cannon. It does eight dice of damage if the hit is successful.
***** Regeneration: The armor regenerates you at a rate of one health level per hour, as long as some part of it or you remains.
***** ***** Hyper Blaster: By dislodging and opening up the armor's chest plates, you reveal two large lasers. You must spend one round opening and one round charging to fire on the third. This releases a huge swath of destruction, with both a wide width (which does not increase appreciably with distance), and long range, stretching off into the distance, doing 30 dice of damage to anything that it hits. It may be avoided by succeeding in a dodge roll at diff. 9, or by getting out of the way when one sees the chest open.
Touching the orb, the player is asked by the Storyteller what the character is feeling, choosing one of the following schools based on that, and then an aspect of that school. The specific power granted may also be based on what the character is interested in. The cost of these powers is listed in the format A/xB, where A is the cost to gain the first dot, and B is the multiplier of the current rank for additional dots in that aspect.
Each aspect has a 'bane,' a negative effect of learning its ways. Most banes will grow with the rank of the power. Most banes are not terribly debiltating, but can make someone think twice before grabbing large amounts of power.
If a player wishes to use a split action to activate a power for which no roll is required (and would thus suffer no penalty from being split) he must divide (round up) his willpower by the number of actions he is splitting it into and roll that number of dice. If a net success is achieved, he may activate the power; if a net failure is scored, he does nothing that action (but dice from it may still be used to dodge,) if a net botch is scored, the Karma (if any) is spent with no effect.
Each power also involves a primary attribute. All rolls for which an ability is only listed are that attribute plus the given ability. Difficulty 6 is assumed unless otherwise noted.
Activation notation: a listing with 'xk', where x is a number, means that x positive Karma must be spent to activate the power. If (xk) appears, it means that the power does not need Karma to be used, but an extended form of it does require an expenditure. This notation requires one action to do, unless otherwise noted.
If a roll is required to use the power, the associated ability is listed at the top, along with the difficulty, which is S if a special difficulty is defined in the description. A '++' at the end indicates an extended roll.
Aspect Emotion: Each power is primally connected with one or more emotions and one of their powers is to temporarily (until end of scene) instill this emotion in another. There are some systems associated with this, but all attempts should be made to roleplay some change in attitude and possibly behavior. A willpower point may be spent to ignore all effects from such a power, if you do so, the same such power may not affect you again this scene.
Each effect also has an Aspect Enhance effect which increases its patron's attribute. These increases last for one scene, may only be used once per scene, and are not taken into account when making magic rolls that depend on that attribute.
If more than one power is listed at the same rank under the same Aspect, both are gained at that rank of the Aspect.
Some effects are identified as enchants. This is to clear up any possible confusion about what something that affects 'enchantments' effects. Mostly, being an enchanment means that it may be countered after it is has been cast. This also specifies what the power may effect. Those that specify person may also effect animals or other beings.
An italicized word indicates the name of a power, the full description of which may be found elsewhere. Unless otherwise specified, the power is in the same school as the mention.