From Lord Fluffy, a new Power/Class: Attunement
Attunement (Futuristic)
1. Focused Mind
2. Metabolic Control
3. Physical Augmentation
4. Longevity 
5. Total Recall
Attuners  are capable of focusing their mind to control their body in remarkable  ways. Similar to Somatron, Attunement is mind over matter and  concentrating your will to push yourself past your normal limits. 
Focused Mind
Distance: Self Time: See Below Uses: 3/Day
By  becoming more aware of your own thoughts and feelings, you make  yourself harder to control. Any time a luck roll would be required to  paralyze, stun or control you (via Hypnosis, Persuasion, Possession or  damage from weapons like a Electroglove) , if you fail your luck roll  you may use this ability to make another luck roll as if your luck were  +10. You may only make one reroll per failed roll. Also, you may ignore  critical failures on the re-roll.
Alternately, you may expend one  use of this ability to give yourself a +20% bonus on any one skill  attempt. This has no effect on combat skills. You must already possess  the skill. 
Halt Metabolism
Distance: Self  Time: 1 day per power point Uses: See below
You  may deny your body  sleep, food and water for a number days at a time.  You also are more resistant to the elements, such that you could survive  in the arctic in a light jacket or in the desert during the noon day  sun. On the downside, during this period of active topor, you’ll be at  -2 to initiative and you can only heal at half your normal rate. Once  this ability fades, you will be hungry and tired (and at -1 to  initiative for each day your metabolism was halted until you eat and  sleep,) but will need no more food or rest than you would normally. You  may not enter into a state of halted metabolism again for the number of  days you were in it.  You may release the state early if you wish.
If  you are poisoned during this time (or if you activate Halt Metabolism  in the same turn), the poison will have no effect until the power fades.  At that time, any poisons in your system must be dealt with at once,  one by one. If you are administered anti-venom or some similar counter  agent before you release the state, they take effect simultaneously,  counteracting each other.
Physical Augmentation
Distance: Self  Time: 1 turn per point of Power   Uses:  1/day
This  allows a character to temporarily add 20 their Muscle, Speed or Stamina  for the duration of the effect by willfully pumping massive amounts of  adrenaline into their system.  Their Physical, Damage, Attacks and/or  Init is recalculated for the new number. 
If the character is  wounded and ups their Stamina, they may gain life points as if they had  healed for a day immediately; this does not count against or take the  place of their normal healing for the day. They also gain 20+2d10  temporary Life points. These life points are deducted first when the  character is damaged. When the duration ends, the points go away. 
Longevity: As in the skill Futuristic, except the character gains 50 permanent life points (instead of the random amount).
Total Recall: As in the skill Futuristic, except you also gain +20 Mental, permanently (with the corresponding boost in Power). 
Notes:  This power/class was developed because I thought it was strange that  Longevity and Total Recall were skills and fit better as powers. As LoC  allows for random people to have powers for no apparent reason, however,  this is likely one that future folk would have access to.
Chronomancy (Magical)
1. 1 Second ahead
2. Prophecy
3. Slow the Sands
4. Split the Odds
5. Time Travel
1 Second Ahead
Range: Self Time: Permanent Uses: Constant
Your  perception is always projected both in the present moment and one  second ahead. This comes as an impression of things that are about to  happen, though not an actual vision of them. This results in a +2 to  initiative and to luck rolls. 
Prophecy
Range: Self  Time: Instantaneous Uses: 2/Day
You  may use this ability to predict a few moments into the future. As a  result, you can get the most likely outcome to one question per use of  the ability. An acceptable question would be “What happens if I press  this button” or “If I accuse the ambassador of treason, what will  happen?” Bad questions would include things like “am I going to win this  fight?” or “Is the abmbassador a traitor?”
Prophecy cannot  predict the results of more random occurances, like coin flips (or  anything that involves a die roll). It can predict the outcome if you  are successful or if you are unsuccessful, though each of these would  constitute a single use.
Slow the Sands
Range: 100’    Time: 1 Turn Uses: 2/day
You  may slow the relative time around one person or object to cause it to  move ½ as quickly than normal.  The target must make a luck roll  (modified by your Luck minus their luck, min 0). If successful, they  loses one attack on their next turn, take a -1 to their initiative and  lose 10’ on their movement. If they fail, they lose ½ of their attacks,  have ½ their initiative bonus (round down) and ½ their movement rate. 
Split the Odds
Range: Self Time: 1 turn per 2 power Uses : 2/day
You  may call on the aid of versions of yourself in nearby potential  timelines. The copies are under the control of the player and are  identical to the person they are copying (minus this abilitiy),  including any equipment. The user gains 1 copy for each full 5 power  they have.  Each copy may act independently of the others.
If any  of the copies takes damage, it is divided between all copies and the  original (note: this means that catastrophic damage, like jumping into a  volcano or hugging a nuclear weapon, will kill all the copies and the  original). At the end of the effect, the copies (along with any  equipment they had on them, even if they are not holding it) disappear.
While you may use this ability twice per day, you may not use more than one use of this ability at a time. 
Time Travel 
Range: See Below Time:1 Turn Uses: 1/Day
You  may transport yourself and up to 10 people within a 10' radius to  another point in time in the dimension you're currently in. If  attempting to transport someone unwillingly, they receive a luck roll. 
Time  travel is not as precise as the Temporal Travel Power. How close to the  exact moment you arrive depends on how far you're attempting to  transport. Within 1-10 turns if travelling less than a week, 1-10 days  if traveling up to a month, 1-6 weeks if travelling up to a few years,  within 1-3 months if traveling up to a decade, 1-10 years if traveling  over a few centuries, 1-3 decades if traveling over a millennium.
The GM may wish to limit your ability to cross your own timeline.
Once in the new time, you are there until you use another ability, device or other means to travel back.  
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