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  • The Path of Power
    Artifacts When someone walks down the path they come upon three pedestals above which hover three orbs A person has the option of attempting to touch one going forward or back Going forward presents the same three options at a rank one higher and the path ends when they have reached their maximum trait rating The way of magic is not present beyond rank one unless the person has achieved

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  • School Procreatio
    success Minor Creation 2k Ability Performance 7 Attempts to create a simple non living object of no more than one part and material System Roll intelligence performance diff 7 if the roll succeeds the desired object is created Sculpt 1k enchant self Until the end of the scene you may push and squeeze on any non living object as if were made of soft clay System No roll is required Alter 2k Ability Leadership 7 With a touch you may alter any single property of a non living object You may change color texture and to a more limmitied aspect more fundamental qualities such as density or temperature niether may be affected by more than minor amounts System Roll intelligence leadership diff 7 if the roll succedes the alteration occures Simple Creation 5k Ability Crafts 8 Attempts to create a fairly simple non living object with a few moving parts of different uniform materials System Roll intelligence crafts diff 8 if the roll is successful the desired object is created Reshape 3k Ability Enigmas 8 With a touch you may completly change the phyical configuration of a non living object but not it s material s in any way Essentially you may turn any object into another object made of the same material s and of the same mass System Roll intelligence enigmas diff 8 if the roll succedes the object is reshaped Major Creation 7k Ability Expression 9 Attempts to create non living object of any known complexity and reasonable size known means existing technology though extensions are possible at storyteller discretion This power may create computers cars etc System Roll intelligence expression diff 9 if the roll succeeds the desired object is created Change 5k Ability Etiquette 9 Change attempts to take any non living mass you are touching and turn it into a differnt object having the same mass but whatever different properties you desire The object is limmited in terms of it s complexity you may only turn something into an object you know how to make by yourself you don t need the skill in manufacture just understanding of how it works if you don t understand how to make a computer chip you cannot make anything object including a working computer chip System Roll intelligence etiquette diff 9 if the roll is successfull the object is transformed Arcane Creation S S k Ability Mythlore 5 S The S in both above cases above is the level of the desired artifact and is limited to five This power allows you to create artifacts however powerful ones are very difficult to create System Roll intelligence mythlore difficulty of 4 plus the desired level of artifact a net success indicates the desired artifact was created Procreatio Aspect Life Primary Emotion joy Bane entrancement You revel in the glory of living things and are often facinated by the smallest example of mother natures handiwork You may from time to time become totally enthraled in some small miracle forgetting

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  • School Purgatio
    Cleasnses the target of thier sins This experience causes a glorious feeling of goodness to wash over them though most evil persons will be disgusted with the experience System Removes a number of bad karma equal to your success on a wits empathy roll from an evil victim If cast against a good aligned person it destroys only one point Cleanse 1k Ability Medicine 6 All poisons or other impurities are removed from the subject System Also make a wits medicine roll If the subject has any wounds caused by Corrupt the Body one is healed for each success on the roll If there are more success than the number of wounds caused by Corrupt the Body often zero then for each remaining success one aggravated wound it turned into a normal wound and you may spend 1 positive karma per remaining success to heal one normal health level Sanctuary Sk enchant person or area No one may initiate a hostile action towards another while either is in a field of sanctuary 1k Target being has a field of sanctuary about them as long as you concentrate 3k The place or room you occupy has a field of sanctuary as long as you concentrate 10k The place or room you occupy has a permanent field of sanctuary Decay War Items 1k Abilities Melee special 6 Attempts to weaken and crumble a weapon System Roll wits an appropriate ability firearms for a gun explosives for a bomb etc or melee Each success reduces the weapons damage or damage bonus to strength by one crumbling the item to dust if this reaches zero If you attempt to decay an artifact roll occult opposed by the artifacts level instead Each net success reduces the artifacts level by one curbing power appropriately turning it into a normal item if the level reaches zero which may then be decayed normally Aura of Essence 1k enchant person Target being is surrounding by a revealing Aura of Essence This gives others an impression of the persons true intentions thus a well meaning if not charismatic person will be treated well but a con artist would be driven out of buisness System No roll is required The Hand of Justice Damage you do with brawl or melee attacks leaves painful magical burns which are very difficult to heal and are therefore considered aggravated System No roll is required for normal use but if any such damage remain after soak a person with Corruptio Aspect Counter may roll a a number of dice equal to thier score in this power with each success reducing one such damage to non aggravated Cure the Troubled Mind Ability Enigmas willpower 1k Remove a derangement gained through recent trauma from the subject Roll wits enigmas difficulty of the targets willpower if the roll succeeds the derangement is removed 5k Remove any derangement from the subject The roll is the same as above This takes some time to perform Reflection 5k enchant self This

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  • Systems
    point of negative karma the roll for extra is of course required to gain one extra die on a roll for each dot of thier negative type they possess Karma Knowledge The essential talent of the Chosen Karma Knowledge gives them the tools to manipulate their own karmic forces Level one of this power is considered absolutely necessary to a Chosen s existence and level two is highly recommenced Aura perception Someone with this power non Chosen have been known to attain this lowest rank can perceive the white or black auras that identify the Chosen Self identification With this rank the Chosen have a better grasp of their own karma and can see their own meters Canceling This simple power allows a Chosen to simultaneously eliminate one good and one bad karma Intervention The Chosen may now spend a point of their dominate karma type to add one success and one only to any roll after the roll is made or use the auto success to achieve the single required success in a simpler matter Disruption The Chosen may attempt to have the negative forces intervene at a controlled time thus eliminating one point of their negative karma The effects of this will always be felt If used in combat a strike may simply be missed If used for a unimportant goal Oh look a penny why don t I make a dex check to pick it up Whoops did I fail Let s try that again etc thus the person bringing their opposing force to bear on a trivial actions might trip and inflict some injury on themselves for instance Or maybe the penny was dropped because it was burning hot causing serious and painful burns when picked up Kindred Souls You may transfer karma between yourself and another willing subject Sway By talking to a non chosen and reasoning with them and spending on positive point of karma you may attempt to sway a them twoards your cause The subject makes a karma check roll on die for each dot 10 points of karma they have they have on the side you which to sway them to If they have any net success they are swayed further twoards your cause This will effect a change in thier behavior but it does not mean they will help you directly Theft You may attempt a karma transfer between yourself and an unwilling subject roll willpower diff 8 vs the victims willpower diff 6 each success is one point you may steal Aura Masking The Chosen may hide their aura this is a very powerful effect characters should only be allowed to have it at storyteller discretion It is mainly useful as a plot device i e having some stranger be greatly progressed in this respect thus hiding their true nature from the PC s Aura Falsification A person may falsify their aura The same guidelines as Aura Masking should be used Extra Backgrounds Acts of Charity Cruelty This is

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  • School Tempus
    is simmilar to Retrospect except that it allows you to look in to the future of something System Make a perception occult roll diffulty as per Retrospect each success is one fact or image obtained about future events Forward 1k Ability Stealth 6 A more potent form of Phase Forward allows to travel several turns into the future but takes a complete action to activate System Make a perception stealth roll with each success being one turn you appear to disappear from existance as you jump to a few moments later Rewind 1k Ability Survival 6 The inverse of Forward Rewind allows to return to your current conciesnous to your body a few moments ago allowing you to do second take on recent events System Roll perception survival with the number of successes being the number of turns you backtrack Postcognition 1k Ability Investigation S You may attempt to see into the past of a place person or object with which you are familiar System Roll perception investigation difficulty of five minus the length rating on the relative times chart of how long ago the time you wish to view was The number of successes is how close you got to the exact moment desired on the relative times chart Precognition 1k Ability Enigmas S Allows you to see into the future System As per Postcognition but rolls are made on perception enigmas Future Travel 10k Ability Science S enchant self Attempt to move into the future disappearing from the current time space continuum for an amount of time equal the amount you stay in the other time The future you visit will the future without your effect on it as you are not existing in the past while you are in the future System Make a perception science roll difficulty of 6 minus the rank of your displacement into the future found on the relative times chart the number of success is how close you get to your desired moment by the relative times chart Each hour you spend in the future causes you to expend one positive karma thus it is very difficult to maintain your presence there Keep in mind that if you go to a point in the future at which there are no opposing Chosen in the area your powers will become dormant Past Travel 10k Ability History S enchant self As per Future Travel but make your roll on perception history instead of science Keep in mind that in the past you will not have any powers you had not achieved by the point in time to which you go Also come the Armageddon an equal number of persons will be chosen for each side so killing people before they become Chosen is relatively ineffective Tempus Aspect Warp Primary Emotion hope Bane twisted reality Constantly changing and warping time can lead to serious problems with your perception of reality When you first gain this power you or the storyteller chooses a derangement During any

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  • Game Terms
    for the cause of good or evil Code The A statement of the goals of each side Many Chosen do not know of The Code as few would even think to break it s principals in the first place Dreams The When The Armageddon occurs the Chosen have a form of lucid dreaming in which they have the option of choosing between five paths Fallen The Chosen whom have failed in their task and defected to the other cause Force of Good Evil The Chosen have two types the champions or forces for good and the champions or forces of evil This is the designation of which type a particular Chosen is Good Karma A karma point received for doing a charitable act something which helps another being somehow Guide A special type of Chosen given advance warning of The Armageddon so that they may gather and instruct the others Karma The representation of a person s past actions classified as good or evil At some point it intervenes and rewards them for their deeds Karma Knowledge A very important special ability that the Chosen possess The lower levels of it are considered absolutely necessary to their existence Some non

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  • School Terra
    must soak one damage for each success you made Combine 1k Ability Athletics 8 enchant self You must have contact with some large mass of dirt or stone to activate this effect You enter the material and remain there in state of somewhat suspended animation You retain a slight sense of beings around you on the outside but cannot use any other senses If the part of the earth you are occupying is broken you will instantly be spat out System Make a stamina athletics roll diff 8 for success or failure Diffuse 1k Once you are Combined you may travel through continuous dirt or stone at a speed no faster than your normal walking speed System No roll is required The karma need only be spent to start using the power and may then be maintained so long as you concentrate Quake 2k Ability Performance 6 All persons withen a five to ten mile radius experience violent shaking It may also cause poorly constructed buildings to collapse System Any person affected by the spell must make a dexterity athletics roll to remain standing The difficulty of this roll is equal to 6 your success on a performance roll radius in miles they are within to you Thus if you score three successes everyone within the first mile radius including you has difficulty 6 3 1 8 within the second mile has difficulty 6 3 2 7 the fith mile 6 3 5 4 etc Earth Control 1k Ability Brawl 6 hit Ability none 6 dam With a thought you may command any dirt within sight to do your bidding this turn It may even defy gravity so long as some support is maintained System No roll is required to take controll of the dirt but to manuvering it correctly does You must respend the activation cost each turn you wish to remain control If used to crush or strike roll stamina brawl to hit and unmodified stamina for damage Stone Control 1k Ability Melee 6 hit Ability none 2 6 dam Similar to Earth Control however the control is not flowing like earth rather you may control large hunks of rock to break off and move at your command though they may not fly through the air in any way System Once again nor roll is required to take control just to move the stone effectivly Use stamina melee to hit for a strike or crush and your unmodified stamina plus two for damage Terra Aspect Survival Primary Emotion stubbornness Bane call of adventure The world is a wide open exciting place full of fun and interesting things to do You cannot bear to be relegated to the hun drum exsitance of a daily routine At the end of any day in which you do not try something new or visit a new place roll one die for each dot you posses in Terra Aspect Survivial each succes is one point of temporary willpower that you lose Nourish 1k

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  • The Way of Wealth
    has a yellow or green color and scintillates like sparkling gold coins falling through sunlight A person touching it loses one karma per step taken down the path and gains an appropriate amount of money the same as the liquidated value for resources The wealth is in an easily usable form though gems and gold coins are quite appropriate for the path they are quite useless if they raise questions

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