Powers


A power is something special that your character has or something special that your character can do. 
 

Excaliber, the sword, is a power.  The ability to fly is a power.  The ability to shift forms from a human to a tiger is a power.  A ring that protects one from the touch of evil is a power. A guardian Angel is a power.
 
The Cost of a power is measured three ways.
 
Major: Does this give the player power over the story?  Can this effect other characters in a signifigant way? If so than it costs 1 point.

Versatility: Is this something that can be used in many ways? 1 point.  Is this something that can be used by many people? also 1 point.

Frequency: How often will the power come into play?  1 point.

Versatility is measured in two different ways, and if either is answered yes, it will cost a point.  If both are answered with a yes, it may cost 2 points.
Powers that hand a lot of control over to the player may be rated twice Major.

Determining Cost:
 

On the Character Creation Page I used an example of a Mermaid Character who wanted the ability to breathe water, turn into a fish, communicate with ocean life and control waves.  There are several ways to handle this.  First we can just rate each power:

Water Breathing - Cost 0 It isn't Frequent, because it shouldn't often effect story, it isn't Major because it doesn't give the mermaid power over the story, and it isn't Versatile, because she is the only one breathing the water.   If she wanted to adjust the power that anyone touching her could also breath water then the power would be versatile and worth 1 point.  as it stands now this power costs nothing.  

Turn into a fish.  Actually the mermaid wants to turn into a human.  This not Frequent or Major but as She wants some control over the various forms of human, mermaid and fish, there is a level of versatility in the power. I would rate it at a cost of 1 for the Versatility.

Communicate with ocean life.  This is also going to be 1 point Versatile power, it could be another freepoint power if it were communicate with fish, but she wants to talk with all things that live underwater.  Cost 1 pt. Versatile.

Control waves.  I do not see this as a Frequent power as it depends on a large water source. Still, she wants the power to raise waters and create great waves to sink ships and flood villages. Were talking Versatile again, she can speed ships along their way, create whirlpools and such. This is also going to be a Major Power.  Some might rate it twice Major, but I would only rate it once Major based again on the dependancy on a large body of water to make it work. This power costs 2 points, Versatile and Major.

Total costs for the individual powers:   4 points.

However these powers can also be bought together as a package called Mermaid Gifts.

Mermaid Gifts would be written out as allowing her the ability to shift from human to fish to mermaid, breath water, communicate with ocean life and control waves.  Still not frequent, but very versatile, twice versatile infact and also major.  Cost for Mermaid Gifts: 3 points.

Consult your GM if you have an idea for bundling powers together.



EXAMPLE POWERS:


From the book: F=Frequent, V=Versatile, M=Major, x2= 2 points F,Vor M.
Cat Familiar 2 pts. (F,V)
Can talk to hero, spy, carry wrtten messages, etc. A2 E2 F1 W5
Wolf Companion 3 pts. (F, V, M)
Can fight, track, stand guard, fetch
A1 E3 F4 W4
Sweat Fire 1 pt. (F)
Produces flame from skin
Throw Fire 2 pts. (F M)
Produces small balls of fire from hand that can be used as weapons
Mastery of Flame 3 pts.(F, V, M)
Like Throw Fire but can also produce light and heat as well
Fast Healing 1 pt. (F)
Recovers 7x faster than normal
Instant Healing  2 pts. (F, M)
Wounds close in minutes
Unkillable 2 pts. (F,M)
Hampered by wounds, sufferes from poisons, just won't die.
Persuasive Voice 1 pt. (F)
Soothing voice that can sway hearts of others.
Dominating Gaze 3 pts. (F, V, M)
Like hypnotism, although the higher the victim's earth score, the sooner they snap out of it.
Priestly Rites 2 pts. (F,V)
Can lead worship, forge oaths, bless crops,improve army's fortune in war etc. Needs Congregation.
Invocation 3 pts. (F, V, M)
Like Priestly rites except needs no congragation.
Werewolf 2pts. (F, M)
Can turn into a powerful wolf immune to normal (non silver) weapons.  If limited by full moon than this is a 0 pt. power
Shapeshifting 3 pts. (F, V, M)
Can turn into any natural creature up to size of horse.
Speak to Animals 1 pt. (F)
Can speak with any animal
Speak to Dead  1 pt. (M)
Can speak with ghosts
Glimps of Future 1 pt. (M)
Gets visions of future
Visionary Ritual  2 pts. (F, M)
Can summon a vision
Mystic Eye, 3 pts (F, V M)
Can see past present and future, near and far.
Spell Reversal 1 pt (M)
Can reverse spells.

Zero Point Powers:

A free point power is a power that isn’t Versatile, Frequent or Major. All Characters get ONE free point power

Examples of Free Point Powers: Breathe water, Unharmed by Fire, Talk to Birds, A sword that never dulls, Once a month turns to a cat

 
 

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