Use of Powers - apexevolved/site GitHub Wiki
The difficulty (dice penalty) is the sum of the penalty from each applicable category. The mana cost is the sum of the number of steps down each table, with a base cost of one and counting steps down the tables from zero. The tables used are similar (though not identical) to the Mage: The Awakening instant casting rules using advanced tables where available. Not all tables will be applicable to a roll. For example, when targeting a person you need not use the area of effect table unless the target is size 20 or greater.
An effect targeting a single friendly target in close proximity for the instant or duration of the scene will have a MP/GP cost of one and penalties appropriate to the effect.
Also remember that alterations to self have no MP/GP cost as a step.
| Number of Targets | Dice Penalty |
|---|---|
| One | None (Basic Success) |
| Two | β2 |
| Four | β4 |
| Eight | β6 |
| 16 | β8 |
| Each +x2 | β2 |
| Size of Largest Target | Dice Penalty |
|---|---|
| 20 or less | None (Basic Success) |
| 21β30 | β2 |
| 31β40 | β4 |
| 41β50 | β6 |
| 51β60 | β8 |
| Each +10 | β2 |
| Range of Target | Dice Penalty/Bonus |
|---|---|
| Touch or Self | +1 |
| Sensory | +0 |
| Out of sight | -2 |
| Far Away(100 miles+) | β4 |
| Off World | β6 |
| Another Universe | β8 |
| +2 for each level of dimensional separation | β2 |
| Radius | or Volume | Dice Penalty |
|---|---|---|
| 1βyard radius | 5 cu. yards | None (Basic Success) |
| 4βyard radius | 20 cu. yards | β2 |
| 16βyard radius | 80 cu. yards | β4 |
| 64βyard radius | 320 cu. yards | β6 |
| 256βyard radius | 1280 cu. yards | β8 |
| Each +x4 radius | Each +x4 volume | β2 |
| Duration | Dice Penalty |
|---|---|
| One scene/hour | None (Basic Success) |
| 24 hours | β2 |
| 2 days | β4 |
| 1 week | β6 |
| 1 month | β8 |
| Indefinite/until cancelled | -10 |
| Damage Type | Dice Penalty |
|---|---|
| Bashing | None (Basic Success) |
| Lethal | β2 |
| Aggravated | β4 |
Effect Potency: There are times when someone with a similar ability to another may want to dispel or counter and ability the other uses. This is done by making a Power role against the Effect Potency and beating it. Effect Potency is determined by taking the successes and minusing from them the penalties required to generate your desired effect.
Permanent effects: A bonus giving permanent effect cannot be generated with a bonus greater than that of your Gamma or mana. A player may choose to make an immediate permanent effect, rolling at at least a -12 penalty, or may choose to make multiple rolls at a minimum -10 penalty to accumulate 10 successes. Each roll costs one mana.
Pushing Your Limits Sometimes A super really needs to pull off a feat of power either to save their life or the life of another. In these situations a Super can exceed their Max MP/GP/SP Turn,(as described on the Effects of Gamma or Mana table), at the cost of one point of Lethal damage per point of MP/GP spent exceeding her Max MP/GP per Turn relative to her Gamma, Mana, or Source and cannot exceed you Gamma, Mana, or Source.
Granting a Power: When a player wishes to use their power to give a power to another player or NPC they grant new dot is that power based on the number of successes on a power role never exceeding the giftees G/M/S. If the receiving party does not yet have a power then the super granting the power must give one of her Gamma or Mana(Source characters cannot grant power.) to the new player and choose whether you are to be the recipients Source(effectively rendering it temporary) or to give them a dot in your Mana or Gamma permanently. Beings with other templates cannot receive powers this way only bonuses.
Using the Power
Roll the modified dice pool based on the parameters of the effect.
Instant Effect(No Negatives or Hostile Targets: No role is required for the effect to succeed.
Dramatic Failure:(Role a 1 on a chance die) The effect does not work. The effect should go horribly wrong based on storytellerβs discretion.
Failure: The effect does not work; the evolved beings imagination or effort is not made real.
Success: The effect takes place as imagined. Excess successes can be applied to the effects primary factor. Note: If the target can contest the roll and his successes equal or exceed the Power role successes, the effect does not affect him.
Exceptional Success: The effect takes place better than imagined. Maybe granting extra effects or details.
Extended Effect: Each roll allows the Being to accumulate successes toward the total target number needed. The time per roll depends on his G,M,S.
Dramatic Failure:(Role a 1 on a chance die) The effect fails and all accumulated successes are lost; the Being must start over again from scratch.
Failure: No progress is made (no successes are accumulated), although the Being can continue the effect.
Success: Successes are accumulated toward the total needed.Note: If the target can contest the roll and his successes equal or exceed the Power roll successes, the being(s) accumulates no successes this roll.
Exceptional Success: Successes are accumulated toward the total needed. Once the target number is met, the effects take place. If, however, five or more successes are gained than are required, the effects takes place in their most ideal form. The Storyteller decides what this means based on the effects and the situation.
GP/MP Cost: Spend any GP/MP required for the effect. (Make sure the Beings G,M,S allows her to spend this amount in a single turn without incurring damage and penalties.) Instant Effects: If the effect affects a target that is friendly and familiar, reduce the cost of GP/MP expenditure to 1.