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UPDATE: More Mastery Powers

Posted: 28 Oct 2019, 21:03
by Mooncalf
The second group of mastery powers have been created for all classes and paths. Here's the lowdown:

Blood Thief
  • Sanguine Lich
    Allows you to feed on supernatural humans and semideus, inheriting their non-mastery powers, as you would with a vampire.
    (Use the same method of feeding as usual for blood thieves.)
Paladin
  • Mark for Death
    Allows you to easily track down any vampire PC you have wounded. Also gives you the location of the next nearest vampire NPC when you kill one.
    (List of trackable vamps is not retroactive, so you'll have to find and hit them when you get this power.)
Sorcerer
  • Chi Maelstrom
    Increase blood of all living creatures in your area by 1, and decrease blood of undead creatures by 1. Also weakens NPCs in the area for 1 hour.
    (All undead NPCs in the area will start with -1 blood for one hour.)
Siren
  • Living Machinations
    For 24 hours, if your target goes into public they will be shot at by cops, humans, hitmen and soldiers.
    (You'll be attacked as if you have a very high notoriety and hit placed on your head. As for humans, they'll have a 1 in 5 chance of attacking per human in the square, though their chance to hit isn't as high. Does not require proximity to use, but is not anonymous.)
Telepath
  • Ghost in the Machine
    Take ownership of cameras, sensors or turrets without the owners knowing, and allows you to open a private elevator temporarily. Does not require proximity.
    (Taking ownership of cameras also gives you a list of everyone in that area, upon use. Private elevator usage lasts until sunrise, but is limited only to the caster. The private elevator owner will be notified by an alarm, but all other uses of this power are anonymous.)
Mystic
  • Totem
    Lay down one of 3 totems which either heals (grid), saps blood and energy (grid), or adds weariness (battle).
    (The grid totems act like a trap, but the Bear totem will heal (+1 blood whereas the Scorpion totem will harm (-1 blood, -10 energy when somebody steps on them. These do not vanish, so you can save up heals for your allies or yourself. The battle totem will only add weariness if the enemy gets within melee range.))
Shadow
  • Asomatous
    Transition into an incorporeal form, allowing you to bypass all non-supernatural or motion-triggered traps, as well as exit a building through any wall for 12 hours.
    (This power might need a slight upgrade on the non-PVP side of things, so perhaps it should let you pass through walls to exit without needing to re-activate the power ever?)
Allurist
  • True Leader
    Upon use, all members of your faction will gain a powerful combat stat boost. Also gives double the usual ally bonus VS enemies.
    (The ally bonus is for team members, sires, childer, or companions. "Double" means double what the system usually gives for having those people fight in your square or on your team.)
Killer
  • Executioner's Bargain
    Auto-crit an enemy in skirmish or battle on your next attack, but in doing so you receive a critical wound yourself.
    (Yes, you can 'die' from this if you're not careful, as you could if somebody else critted you.)
Necromancer
  • Leach Life
    Transfers 1 blood from the target to yourself, without fail, even if you have a critical wound.