General Variations

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General Variations

Back to Deviants

Adaptability(max level 3)

Type: General

Keywords: Passive

Retest: N/A

Charges: N/A

Slots: 1 Slot

Effect: Enables the Deviant to operate underwater and in vacuums.

  • Level 1: Footpads: The character can move their full speed underwater
  • Level 2: Water Breathing: The character can breathe water
  • Level 3: Space Breathing: the character can exist in a void.

Carapace(Max level 3, can purchase up to 3 times)

Type: General

Keywords: Active, subtle or Obvious

Retest: N/A

Charges: N/A

Slots: 1 Slots

Effect: The Carapace Armor provides the Deviant with extra health levels. 2 per Level of the Carapace. A Character can Purchase the Carapace up to 3 times. ( Meaning a Deviant could have 18 extra health levels)

Electrokinesis(max level 5)

Type: General

Keywords: Active

Retest: Mentals(Science) vs mentals(security) of camera/computer or defense of target for lightning bolt.

Charges: N/A

Slots: 2 Slots

Effect: Command of electricity. Level 1: Lets them not be seen by cameras and hack computers reducing security check by level. Level 2: Allows them to charge any item that needs electricity and soaks level from electric sources. Level 3: Allows them to fire a bolt of lightning for (Level)A.

Face thief(max level 3)

Type: General

Keywords: Active

Retest: Mentals(Stealth) vs mentals(Investigation) if someone attempts to pierce the disguise

Charges: N/A

Slots: 2 Slots

Effect:

The deviant can mimic a person she sees, this counts as mask of a thousand faces but grants the deviant info about the target.

  • Level 1: Gives name and native language
  • Level 2: Lets them know their highest skill and social trait.
  • Level 3: Increases their social traits to match if there is a discrepancy.

Holographic projection(max level 3)

Type: General

Keywords: Active

Retest: Socials(subterfuge) vs socials(willpower)

Charges: N/A

Slots: 1 slot

Effect:

  • Level 1: Lets the Deviant mirror Chimerstry 1-2
  • Level 2 : Lets the Deviant take on the appearance of any generic person.
  • Level 3: Chimerstry level 3 and 4

Hypercompetence(max level 3)

Type: General

Keywords: Passive

Retest: None

Charges: N/A

Slots: 1 Slot

Effect: Skill specialties are worth 5 traits, each level does one skill

Increased attribute(Max level 12, 4 levels/attribute)

Type: General

Keywords: Passive

Retest: None

Charges: N/A

Slots: 1+1 per 3 levels

Effect: Increases trait max by 2/level, every 3 levels takes one additional slot, for a max of 5 slots.

Lash (max level 6)

Type: General

Keywords: Active, subtle or obvious

Retest: None

Charges: N/A

Slots: 1+bonuses

Effect: The Lash provides the Deviant with a built in melee weapon that can be deployed with a step. Each upgrade can be purchased but increases the number of slots the lash takes up. A lash gains a number of Bonuses equal to 2x its rating. A starting Lash is a 2trait 2 Lethal weapon.

  • Adding a trait costs 1 Bonus point
  • Adding a damage costs 1 bonus point
  • Adding a tag costs 1 bonus point.
  • Making it Aggravated costs 2 bonus points.
  • Making it Ranged costs 1 bonus point.
  • Giving it the special ability of a Weapon type costs 1 Bonus Point.

Magnetokinesis (Max level 5)

Type: General

Keywords: Active, subtle or obvious

Retest: None (Activate reflexively when someone's approaching you)

Charges: Equal to level.

Slots: 2 Slots

Effect: Creates a repulsion field that lasts for the scene. Level 1: approaching the character costs 2 steps per step Level 2: approaching the character costs 3 steps per step Level 3: approaching the character costs 4 steps per step

Medic(max level 3)

Type: General

Keywords: Active, subtle or obvious

Retest: N/A

Charges: N/A

Slots: 2 Slots

Effect: Uses nanites or other small creatures to heal a target.

  • Level 1: once a scene deviant restores level in B/L to a target
  • Level 2: deviant restores level in A to a target
  • Level 3: Aura, deviant can heal all they choose within 5 steps with the level 2 power.


Miniaturization(max level 5)

Type: General

Keywords: Active

Retest: N/A(reflexive)

Charges: Equal to level.

Slots: 1 slots

Effect: Duck: a number of times per night equal to level in the power the deviant can dodge an attack by minitruzing to miniscule size. Allows them to use Science to Dodge an attack.

Out of phase(max level 5)

Type: General

Keywords: Passive

Retest: N/A

Slots: 2 slots

Effect:

  • At level 1, the Deviant becomes able to be seen through, granting them Obfuscate equal to the rating of Out of Phase
  • At level 2 The deviant can pass through up to 5*level, feet of solid objects, they can tell how long the jump is before attempting the power.
  • At level 3 they can pass only part of their body through to do things like reach their hand into a safe and pull the object out.

Pyrokinesis(max level 5)

Type: General

Keywords: Active

Retest: Mentals(Science) vs Physicals(No retests) to get smacked by a fireball.

Charges: Charges equal to Level

Slots: 1 slot

Effect:

  • Level 1: move or extinguish fires, the deviant can move a fire at a rate of 1 step/round if it fits in their hands or extinguish it if it’s no bigger than their body.
  • Level 2: Ignite fires, the deviant can spark a fire lighting anything flammable on fire.
  • Level 3: fire orbs: Activating this power as an action has 3 orbs of fire manifest around the deviant, if the deviant is targeted by a power or attack they can direct one of the orbs at that opponent dealing 2A.

Recharger(Max level 5)

Type: General

Keywords: Active

Retest N/A

Charges: Charges equal to level

Slots: 1 Slot

Effect: Restores all charges for another Variation. Cannot be used on another recharger. Takes 5 minutes of concentration.

Sensor Array(Max level 5)

Type: General

Keywords: Active, Subtle or Obvious

Retest Mentals(Awareness) vs Mentals(Stealth) if opposed.

Charges: N/A

Slots: 1 Slot

Effect: Each level grants the Deviant the ability to see through obfuscate effects equal to 1+level of the Variation. In addition they gain one additional sense from the list below at each level of this variation.

  • Heat Vision: See living beings.
  • Xray: See through most walls
  • Night Vision: Cancels Blindness
  • Radar: Immunity to surprise attacks.


Shadows of the past(max level 5)

Type: General

Keywords: Active

Retest: Mentals(Investigation) vs 10 traits

Charges: Charges equal to rating

Slots: 1 slot

Effect:

  • Level 1: the deviant can touch an object and glimpse 15 minutes into the past of that object.
  • Level 2: The deviant can make a mentals challenge to see a vision of a specific event the target was involved in in the past day.
  • Level 3: The deviant can reach back in time once per session in a ruined environment and pull out an object of a destroyed area so long as it is no bigger than a small table so long as the destruction took place less than a month ago.


Superhuman attribute(Max level 5), can be bought as many times as you’d like

Type: General

Keywords: Passive

Retest: N/A

Charges: Charges equal to 2x Rating

Slots: 1 slot

Effect: Can be bought as many times as the Deviant would like for each Attribute separately. May call up to two Discipline retests per challenge. Using any of the retests cost 1 charge.

  • Level 1: Physical retest
  • Level 2: Social retest
  • Level 3: Mental retest

Telekinesis(max level 5)

Type: General

Keywords: Active

Retest: Mentals(Awareness) vs Defense(Athletics) to grapple/move/throw a person.

Charges: Charges equal to rating

Slots: 2 Slots

Effect:

  • Level 1: You may make a grapple at range of 5 steps.
  • Level 2: You can take The move opponent action without being in a grapple so long as the target is within 5 steps.
  • Level 3: You can take the throw opponent action without being in a grapple so long as the target is within 5 steps.

Translocation(Max level 5)

Type: General

Keywords: Active

Retest: Mentals(occult) vs Mentals(willpower) to mark a person.

Charges: Charges equal to rating

Slots: 2 slots.

Effect: Deviant can mark up to Level locations, marking takes an action. Then they may spend 1 step to move to the marked location. Marking a person takes a mentals challenge. Teleportation requires 3 un-interrupted rounds, unless the target blows all charges(Min 2) of the variation in which case it occurs at the end of the round(ala celerity 4).