Defensive Powers

DEFENSIVE POWERS

ABSORPTION
Rank: 2
Cost: Varies
Dice Pool: Stamina + (Survival) + Absorption
Action: Reflexive
Range: Self
Area: N/A
Duration: See below
Effect: The character is able to absorb the damage from either physical or energy-based attacks (chosen when the power is purchased). Whenever the character takes damage from the appropriate source, she may spend one Inner Reserves and make an activation roll; each success absorbs one level of damage, reducing the amount of damage dealt by the attack by one. In addition, the character gains one dot of Strength, Dexterity or Stamina (chosen when the power is purchased) for every two levels of damage absorbed (bashing, lethal, or aggravated). Characters who can absorb energy-based attacks may also drain power from other sources, such as electrical appliances, and the Storyteller is the final arbiter of how much Strength, Dexterity or Stamina a character can gain from any given source. In any case, the maximum amount by which a character may increase her physical Attributes is equal to the number of dots in Absorption the character possesses. Additional dots in Strength, Dexterity or Stamina gained from Absorption last for one scene.
Extras: Energy Magnet – (As an instant action, the character may actively absorb energy from sources up to [Power Level + Absorption] x 5 yards away; only characters who can absorb energy-based attacks may use this Extra), Versatile – (Character may absorb damage from both physical and energy-based attacks).

ACID BLOOD
Rank: 1
Cost: —
Dice Pool: N/A
Range: Self
Area: N/A
Duration: Permanent
Effect: The character’s blood is a highly corrosive substance, and opponents who strike the character in melee risk being burned by his blood. Whenever a target character comes in contact with this character’s blood (such as by dealing at least one level of lethal or aggravated damage to the character with a melee or point-blank ranged attack, or by attempting to perform surgery on this character), this character must make an immediate Stamina + Acid Blood roll, with each success dealing one level of lethal damage to the target. It is up to the Storyteller to determine whether or not the target’s Defense applies to a given Acid Blood attack. The Stamina + Acid Blood roll should also be made for objects that pierce or cut the character’s flesh, and at the Storyteller’s discretion, other nearby objects or characters may also be affected.

ARMOR
Rank: 2
Cost: —
Dice Pool: N/A
Action: N/A
Range: Self
Area: N/A
Duration: Permanent
Effect: The character is covered in layers of chitin or scales, or his flesh is simply incredibly resistant to damage. Each dot in Armor gives the character 1/1 armor.
Extras: Bulletproof – (The character’s armor downgrades lethal damage from attacks made with firearms to bashing damage), Superheavy Armor – (The character may spend Inner Reserves as an instant action to fortify his armor; for every point of Inner Reserves the character spends, up to a maximum of his Armor rating, he gains 1/1 armor and takes a –1 penalty to Initiative and Speed for the duration of the scene).

DURABILITY
Rank: 1
Cost: —
Dice Pool: N/A
Action: N/A
Range: Self
Area: N/A
Duration: Permanent
Effect: The character is incredibly resilient, able to take massive amounts of damage before showing signs of injury. Every dot in Durability grants the character one additional health level.
Extras: None.

DAMAGE FIELD
Rank: 2
Cost: 1 Inner Reserves
Dice Pool: N/A
Action: Instant
Range: Self
Area: N/A
Duration: One scene
Effect: The character is capable of causing damage to anything that touches her. The source of damage dealt (fire, electricity, angry ghosts etc.) must be chosen when this power is first purchased. When the character activates this power, anything that contacts the character’s body (her own gear and clothing excepted) takes an amount of lethal damage equal to the character’s dots in Immolation or an amount of bashing damage equal to the character’s Damage Field dots + 2, as appropriate; if this contact is maintained for more than one turn, this damage is dealt each turn.
Note that this damage is dealt to everything the character touches or that touches the character, including unarmed attacks or weapons that strike the character (in this case, the damage is dealt after the attack in question lands), other characters struck by the character’s unarmed attacks, and even the ground under the character’s feet. Once the character has paid the Inner Reserves cost for this power, she may switch it on and off at will for the duration of the scene; deactivating this power is a reflexive action, while reactivating it is an instant action, and the character may not do both in the same turn.
Extras: Variable – (The character’s Damage Field may be either of two damage sources; the character may alternate between these sources up to once per turn as a reflexive action).

FORCE FIELD
Rank: 2
Cost: 1 Inner Reserves
Dice Pool: Stamina + (Survival) + Force Field
Action: Extended
Range: Self
Area: N/A
Duration: One scene
Effect: The character projects a field of energy that protects him from harm. Each success gained on the activation roll imposes a –1 penalty to any physical or energy-based attack that targets the character. Using Force Field is an extended action, and the character may roll and gain successes a number of times per scene up to his effective Stamina. Each roll takes one turn.
Alternate version of Force Field (not rolled):
Effect: The character projects a field of energy that protects him from harm. Each level in this power success imposes a –2 penalty to any physical or energy-based attack that targets the character.
Extras (For both versions): Bulletproof – (While the character’s force field is active, firearms deal bashing rather than lethal damage), Force Wall – (The character is able to project his force field outward from his body a distance of [Force Field x 3] yards, covering an area of up to [[Force Field x 3 x Power Level]^2] square yards), Mental Shield – (the character’s force field also protects him from psychic attacks).

HEALINGOTHERS
Rank: 2
Cost: Varies
Dice Pool: Intelligence + (Medicine) + Healing
Action: Extended
Range: Touch
Area: N/A
Duration: Instant
Effect: This power has three main uses: to treat injury, to treat disease, and to purge poisons or toxins. In each case, the character must spend one Inner Reserves per success in order to gain these effects; if the character has insufficient Inner Reserves or chooses not to spend it, any excess successes are wasted. If used to treat injury, each success on the activation roll allows the character or her patient to heal one level of lethal damage or two levels of bashing damage, to turn two levels of lethal damage into bashing damage, or to turn one level of aggravated damage into lethal damage. This power may also be used to regenerate ruined organs or severed limbs, but doing so requires the expenditure of a Willpower dot. If used to treat disease, the character or her patient may immediately make an additional Stamina + Resolve roll to try and fight off the disease, with a number of bonus dice equal to the number of successes gained on the Healing activation roll. If used to purge poisons or toxins, the toxin or poison is successfully neutralized if a number of successes are gained on the Healing activation roll in excess of the substance’s toxicity rating. Using Healing is an extended action, and the character may roll and gain successes a number of times per scene up to her effective Stamina. Each roll takes one turn.
Extras: Efficient (the character need only spend one Inner Reserves per roll to gain the full benefit from Healing, not one Inner Reserves per success).

INVULNERABILITY
Rank: 2
Cost: N/A
Dice Pool: N/A
Action: N/A
Range: Self
Area: N/A
Duration: Permanent
Effect: The character is highly resistant to one source of damage or form of attack, chosen when this power is purchased. A character’s Invulnerability must be fairly specific: “hard radiation,” “fire,” and “mind control” are all viable Invulnerabilities, but “energy attacks,” "physical attacks, “mental attacks,” and “superpowers” are not. Each dot in Invulnerability negates one success from any appropriate attack or damage rolls that affect the character, or one level of damage if the source deals automatic damage without rolling. The effects of Invulnerability stack with (and are applied after) any penalties for armor, Defense, and powers such as Force Field.
A character cannot have more dots in an Invulnerability than their Power Level.
Extras: Broad category – (The character may elect to be invulnerable to “physical attacks,” “mental attacks,” or “energy attacks,” but not “superpowers” or “damage”).
Weaknessess: Specific weakness – (The character may choose another area which does double damage to them per attack.)

IMMORTALITY
Rank: 4
Cost: Special
Dice Pool: N/A
Action: Reflexive
Range: Self
Area: N/A
Duration: Permanent
Effect: No matter the hardship, no matter how many pieces he may have been blown into, a character with this power always stands a chance of coming back.
Returning from death always costs one dot of Power Level. Should the last dot be sacrificed, the character will still resurrect, but only as a normal person, without this or any other powers or merits not available to superhuman characters.
If the body must be reconstituted then the character’s body must be removed from harm’s way before the process can begin, as is common with Synthetics. Enemies may seek to keep this from coming to pass.
If the body is reformed somewhere, like Mythic gods’ bodies, then this location must be pre-determined. The ST should work with the player to determine the specifics this entails.
Levels in this power effect the process in two ways. First, they add to any dicepools helping in speeding the Immortality to kick in, if applicable. It also lists the time it will take the character to resurrect on their own once they are in a position to do so. The third benefit is that the rating allows more time to pass between death and resurrection attempts. That second option means that, should conditions not allow the character to resurrect, their allies have more time to change the situation.
Resurrection Level Minimum Time Maximum Time
1 1 year 1 year (if you can’t resurrect by then, you’re gone)
2 6 months 5 years
3 1 month 2 decades
4 1 week 5 decades
5 1 day 1 century

PHASING
Rank: 2
Cost: 1 Inner Reserves
Dice Pool: Stamina + (Survival) + Phasing
Action: Reflexive
Range: Self
Area: N/A
Duration: One turn
Effect: The character is able to “phase” through matter like a ghost, passing through solids and liquids as easily as through air. Essentially a highly specialized form of Density Control (decrease), a successful activation roll allows the character to become insubstantial and pass through any solid objects she encounters and to move through water and difficult terrain at full speed for a single turn. As with Density Control (decrease), a character using the Phasing power is normally unable to breathe while her head and chest are inside a solid object or a liquid, and the character may risk drowning if she is forced to spend multiple turns inside such an object. This power may also be activated as a Dodge action to defend against physical attacks; in this case, each success on the activation roll imposes a -1 penalty to any physical attack roll made against the character that turn.
Characters who run out of Inner Reserves or simply refuse to spend it while inside an object will be forcefully ejected if the power is allowed to lapse while inside a solid substance. Assume a character will be thrown through a material in the shortest direction possible when ejected, and will take damage as if they had fallen a similar distance. Note that effects which negate falling damage do not negate this damage. Also, there is no guarantee that conditions where the character is ejected will be favorable or even safe.
Extras: None.

REGENERATION
Rank: 2
Cost: —
Dice Pool: N/A
Action: Reflexive
Range: Self
Area: N/A
Duration: Instant
Effect: The character heals much faster than ordinary humans. The character automatically heals one level of bashing damage per dot in Regeneration every turn at the start of his action, regardless of whether he is conscious or not, and he heals one level of lethal damage every fifteen minutes. Aggravated damage heals at the ordinary rate.
Extras: Accelerated Regeneration (the character automatically heals one level of either bashing or lethal damage per dot in Regeneration every turn at the start of his action, whether he is conscious or not [starting with bashing damage first]; the character also heals one level of Aggravated damage every 15 minutes).

Defensive Powers

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