Powers
Arcane Background: Magic
PPE: 25 -
Recovery: 5/hour of rest
Powers: damage field, deflection, environmental manipulation, environmental protection, smite
Cold Aura [damage field] (3 PPE) [Seasoned]
- Range: Self
- Duration: 5
- Trapping: Cold field; Limitation (Self) for -1 PPE (factored in above); Innate Ability
- Effect: At the end of the affected character's turn, all adjacent beings (including allies!) automatically take 2d4+2 damage.
- Modifiers:
- DAMAGE (+2): The damage field causes 2d6+2 damage.
- GREATER DAMAGE FIELD (+4): The damage field causes 3d6+2 Mega Damage.
Ice Duplicates [deflection] (2 PPE) [Novice]
- Range: Range
- Duration: Duration
- Trapping: A thin sheath of ice covers Kharis and splits off into duplicates (2 for regular, 4 for greater). Limitation (Self) for -1 PPE (factored in above); Innate Ability
- Effect: Once cast, foes must subtract 2 from attack rolls directed at the user (or 4 with a raise).
- Modifiers:
- GREATER DEFLECTION (+3): The penalty to attack the recipient increases to –4 (–6 on a raise).
Cold [elemental manipulation] (-1 PPE, 1 PPE minimum) [Novice]
- Range: Smarts
- Duration: 5
- Trapping: Cold/ice. Aspect (cold) for -1 PPE (factored in above)
- Effect: Grants basic control over cold/ice. Acts as d6 strength, d8 with a raise, where appropriate. Conjure a ball of cold and hurl it at someone (Str damage). Freeze liquid. Put out fires. Make ice sculptures.
- Modifiers:
- ELEMENTAL FURY (+2): Everyone within Range (except the caster) is harassed by the elemental effect for the power's Duration, suffering a –1 penalty on all Trait rolls, or –2 with a raise.
- EXALTED MANIPULATION (+2): The elemental effect lashes out at the caster's opponents. Once per round the caster may use a free action to Test a target within Range using his arcane skill.
- ONE WITH THE ELEMENTS (+1): The power's duration is measured in minutes instead of rounds.
Core Temperature [environmental protection] (2 PPE) [Novice]
- Range: Smarts
- Duration: 1 hour
- Trapping: Icy chill washes over target when activated.
- Effect: Environmental protection allows the target to breathe, speak, and move at his normal Pace in an otherwise fatal environment. It protects him against intense heat, cold, radiation, atmospheric or fluid pressure, and lack of oxygen. Generally, the adventurer can function normally underwater, in space, within the cone of a volcano, etc. It fails quickly (1d4 rounds) in the presence of super-intense conditions such as actual lava or the massive radiation of a melting nuclear core, for example. Environmental protection reduces damage from like sources by 4 (6 with a raise). If protecting against intense heat, for example, it protects against a flamethrower or bolt with a fire Trapping.
- Modifiers:
- ADDITIONAL RECIPIENTS (+1): The power may affect more than one target for 1 additional Power Point each.
- LIFE SUPPORT (+1): The power protects against an additional negative environmental effect per additional Power Point spent.
Frostbite [smite] (1 PPE) [Novice]
- Range: Self
- Duration: 5
- Trapping: Frost forms along weapon edge; Limitation (Self) for -1 PPE (factored in above); Innate Ability
- Effect: This power is cast on a weapon of some sort. If it's a ranged weapon, it affects one entire magazine, 20 bolts, shells, or arrows, or one full “load” of ammunition (the GM determines the exact quantity for unusual weapons). While the power is in effect, the weapon's damage is increased by +2, or +4 with a raise.
- Modifiers:
- ADDITIONAL RECIPIENTS (+1): The power may affect more than one target for 1 additional Power Point each.
- GREATER SMITE (+2): The weapon's damage is increased by +4, or +6 with a raise—it also deals Mega Damage, if it didn't already.
SILVERSPIKE POWERS
Arctic Gale [speed] (2 PPE, modifier factored in) [Novice]
- Range: Self
- Duration: 5
- Trapping: Aspect (speed) for -1 PPE (factored in above); Limitation (Self) for -1 PPE (factored in above). A chill wind kicks up around Kharis and he taps into its speed.
- Effect: Success with speed doubles the target’s movement (basic Pace and running). With a raise the character also ignores the −2 running penalty.
- Modifiers:
- QUICKNESS (+2): Speed only. The character’s total Multi-Action penalty each turn is reduced by 2 (she can do two actions at no penalty or three at −2 each).
Freeze [entangle] (3 PPE, modifier factored in) [Novice]
- Range: Touch (special)
- Duration: 5
- Trapping: Activated as part of a successful Fighting roll, declared beforehand. Ice forms over the target beginning at the point of contact and spreading until it holds the target in place. Limitation (Touch) for -1 PPE, (factored in above). On the other hand, this increases the PPE cost to power Silverspike by 1.
- Effect: Entangle allows the caster to restrain a target with ice, bands of energy, or other vine-like Trappings (Hardness 5). If successful, the target is Entangled. With a raise, he’s Bound. Victims may break free on their turn as detailed under Bound & Entangled on page 98 of SWADE.
- Modifiers:
- STRONG (+2): The entangling material is particularly resilient. Rolls to break free are
made at −2 and its Hardness increases to 7.
POWERS EMBEDDED IN TW ITEMS
Mend [healing] (3 PPE) [Novice] (Body Armor)
- Range: Touch
- Duration: Instant
- Trapping: A soft blue glow.
- Effect: Healing removes Wounds less than an hour old. A success removes one Wound, and a raise removes two. The power may be cast additional times to remove additional Wounds within that hour and as long as the healer has enough Power Points. For Extras, the GM must first determine if the ally is still alive (see Aftermath, page 96). If so, a successful arcane skill roll returns the ally to action (Shaken if it matters.)
- Modifiers: None.
Succor [relief] (1 PPE) [Novice] (Body Armor)
- Range: Smarts
- Duration: Instant
- Trapping: A soft blue glow.
- Effect: Relief removes one Fatigue level, or two with a raise. It can also remove a character’s Shaken status, and removes Stunned status with a raise.
- Modifiers: None
Magical Resistance [arcane protection] (2 PPE, modifier factored in) [Novice] (TW Shield)
- Range: Self
- Duration: Instant
- Trapping: Limitation (Self) -1 PPE (factored into cost above). The shield glows and pulses in time with any spells/powers/etc. that impact or affect the bearer.
- Effect: Success with arcane protection means hostile powers suffer a −2 penalty (−4 with a raise) to affect this character. If the power causes harm, damage is also reduced a like amount.
- Modifiers:
- EXALTED ARCANE PROTECTION (+2): Hostile powers suffer a –4 penalty (–6 with a raise).
Beacon [blind] (5 PPE, modifiers factored in) [Novice] (TW Shield)
- Range: Cone template
- Duration: Instant
- Trapping: Kharis' shield flashes brilliantly, blinding foes directly in front of him.
- Effect: Those affected by this malicious power suffer blurred vision or near-complete blindness with a raise. Success means the victim suffers a −2 penalty to all actions requiring sight, or −4 with a raise. The victim automatically tries to shake off the effect with a Vigor roll as a free action at the end of his following turns. Success removes 2 points of penalties, and a raise removes the effect entirely.
- Modifiers:
- AREA OF EFFECT (+2): For +2 points the power affects everyone in a Medium Blast Template. (Note: modified to Cone template, which hits the same number of targets).
- STRONG (+1): The Vigor roll to shake off the effect is made at −2.
Arcane Sight [detect Arcana] (1 PPE) [Novice] (Magic Optic System)
- Range: Self
- Duration: 5
- Trapping: Limitation (Self) -1 PPE (factored into cost above).
- Effect: Detect arcana allows the recipient of the power to see and detect all supernatural persons, objects, or effects in sight for five rounds. This includes invisible foes, enchantments on people or items, weird science devices, and so on. With a raise, the caster knows the general type of enchantment as well—harmful, obscurement, magic, miracles, etc. Detect arcana also allows a character to ignore up to 4 points of penalties when attacking foes hidden by magical darkness, invisibility, or similar abilities (or all penalties with a raise). Detect arcana also allows a character to ignore up to 4 points of penalties when attacking foes hidden by magical darkness, invisibility, or similar abilities (or all penalties with a raise). Detect vs. Conceal: Detecting arcana against someone or something that’s been concealed is an opposed roll of arcane skills (roll each time it’s attempted, but no more than once per turn). If the concealment wins, the character cannot see through the ruse with this casting,
but may terminate this instance and try again.
- Modifiers: None.
Scout's Sight [farsight] (1 PPE) [Seasoned] (Magic Optic System)
- Range: Self
- Duration: 5
- Trapping: Limitation (Self) -1 PPE (factored into cost above).
- Effect: Farsight allows the recipient to see in detail over great distances. She can read lips or read fine print up to a mile distant. With a raise, she also halves Range penalties for Shooting, Athletics (throwing), or other
abilities affected by Range.
- Modifiers: None.
Night Sight [darksight] (1 PPE) [Novice] (Magic Optic System)
- Range: Self
- Duration: 5
- Trapping: Limitation (Self) -1 PPE (but minimum of 1 PPE, factored into cost above).
- Effect: Darksight allows a hero to see in the dark. With success, he ignores up to 4 points of illumination penalties. With a raise, he ignores up to six points and can see in pitch darkness.
- Modifiers: None.