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added tags, tried the new requirements section
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boldingd committed May 12, 2024
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Showing 1 changed file with 28 additions and 28 deletions.
56 changes: 28 additions & 28 deletions src/datafiles/powers.toml
Original file line number Diff line number Diff line change
Expand Up @@ -13,12 +13,14 @@ You manifest a ball of fire in your hand.
- You can voluntarily dismiss the ball of fire (which is handy, because sleeping with a ball of fire in your hand is ill-advised).
- The ball of fire is, of course, fire, and effects other objects as such. (It will burn other people for 1d10 DV, plus 1 per ten ranks of Spellcraft; it may set a character on fire if an exceptional success is scored.)
- Clarification: since the ball of fire is treated just like any other small object, it can be thrown at an opponent (using all the rules for a ranged attack with a thrown weapon, doing the listed damage, and having the Fire tag), or it can be pressed into an opponent to burn them (a touch-only attack, doing the listed damage, having the Fire tag)."""
tags = ["fire"]

[[powers]]
name = "Exploding Fireball"
general = true
requires = "Fireball and 20 ranks in Spellcraft"
effect = "When using the Fireball power, when your fireball expires (either because you dismissed it or because it left contact with you), you may choose to have it explode. Treat this as a Blast effect, which does your fireball’s damage. (See the rules for Blast effects in Combat)"
tags = ["explosive"]

[[powers]]
name = "Intense Fire"
Expand All @@ -32,11 +34,12 @@ general = true
requires = "10 ranks in Spellcraft"
action = "Quick Action"
effect = "You teleport, moving up to twice your Running movement."
tags = ["teleportation", "movement"]

[[powers]]
name = "Group Jump"
general = true
requires = "Jump, 20 ranks in Spellcraft"
requires = ["Jump", "20 ranks in Spellcraft"]
effect = "when you teleport, you may take objects or other people with you. You may carry either one normal-sized person or 50 Kg of cargo per 10 ranks in Spellcraft."

[[powers]]
Expand Down Expand Up @@ -77,7 +80,7 @@ fluff = "You can enter a deep, meditative state, in which you can nourish, refre
requires = "Transcend, 20 Control"
action = "4-Hour Task Action"
effect = """
\n - After completing the use of this Sleight, you do not need to eat or sleep for 1 day.
- After completing the use of this Sleight, you do not need to eat or sleep for 1 day.
- After completing the Sleight, you recover 1d10÷3 Stress.
- While sustaining this Sleight, you are very difficult to wake; other people will need to shake you violently to wake you (a Standard Action). Other similarly violent actions will wake you — if the building you are in collapses, or if you are attacked, for example. If you are roused from the Sleight before it completes, you suffer a -10 penalty from the exhaustion and disorientation for 1 day."""
[[powers.sections]]
Expand All @@ -103,6 +106,7 @@ effect = """
Your wounds begin to heal.
- While sustaining this power, you have Fast Healing 1.
- While sustaining this power, you may attempt a Control check as a Quick Action; if you succeed, you instead have Fast Healing 2."""
tags = ["restoration"]
[[powers.sections]]
label = "Special"
content = "If you have a few minutes to focus yourself (i.e., when you are out of combat, the GM may allow you to progress to Fast Healing 2 without requiring a check."
Expand All @@ -116,6 +120,7 @@ effect = """
You transfer wounds from a creature that you touch to yourself.
- For every turn that you sustain this power, you take 2 DV; if you do, the creature you are touching is either healed healed for 2 DUR, or one ongoing bleed effect is ended (you choose which).
- This power cannot “transfer” wounds in this way, nor can it heal diseases, congenital defects or poisons."""
tags = ["restoration"]
[[powers.sections]]
label = "Special"
content = "To use this power, you must be touching one other creature, and that creature must have a DUR rating."
Expand All @@ -126,6 +131,7 @@ general = true
requires = "Heal, 20 Control"
action = "Task Action (1 Hour)"
effect = "Roll a Control check. If you succeed, you heal one wound."
tags = ["restoration"]

[[powers]]
name = "Sacrifice"
Expand All @@ -135,6 +141,7 @@ action = "Task Action (1 minute)"
effect = """
You suffer one wound; if you do, the person you are transferring wounds from is healed for one wound. (Note: the wound is not *bound*, it is entirely healed.)
- Using sacrifice can be stressful. A WIL×3 test can be called for to use this power; if the power is used successfully, Stress might be inflicted."""
tags = ["restoration"]
[[powers.sections]]
label = "Special"
content = "To use this power, you must be sustaining Transfer."
Expand All @@ -145,11 +152,12 @@ general = true
requires = "10 Ranks in Control"
action = "Sustained"
effect = """
You join minds with the target, creating a Gestalt. Normally, this is an equal blending; however, under some circumstances – particularly if the target is unwilling – the two minds might fight for dominance over the Gestalt. Treat this as an opposed WIL×3 check, with the winner gaining dominance, and thereafter being able to direct the actions of the gestalt.
You join minds with the target, creating a Gestalt. Normally, this is an equal blending; however, under some circumstances – particularly if the target is unwilling – the two minds might fight for dominance over the Gestalt. Treat this as an opposed WIL×3 check, with the winner gaining dominance, and thereafter being able to direct the actions of the gestalt.
- The gestalt mind has access to the skills, knowledge and memories of both individuals. The gestalt mind will also express the desires of both minds – even if one mind has become dominant, the other mind in the Gestalt cannot be suppressed completely.
- Unsurprisingly, this can be extremely traumatic – this is almost always the case when the target is unwilling.
- Physical action is very difficult, given that one character must maintain physical contact with another – but it can be attempted. Appropriate penalties apply (usually -30).
- For simplicity, assume that the Gestalt functions as one character, at least in so far as it has one initiative score and has the same allotment of actions that any individual character would have."""
tags = ["mental influence", "mental join"]
[[powers.sections]]
label = "Special"
content = """
Expand Down Expand Up @@ -189,6 +197,7 @@ requires = "10 Ranks in Blunt Weapons"
effect = """
You can hurt people with a shield about as well as other people can with a weapon.
You can use your shield as a weapon, using your Blunt Weapons skill and doing 1d10+2+DB DV (AP -)."""
tags = ["blunt"]

[[powers]]
name = "Sneak Attack"
Expand All @@ -197,6 +206,7 @@ requires = "10 ranks in an Attack skill."
effect = """
You are particularly good at striking weak spots.
When you attack an unaware or helpless target, you inflict an additional 1d10 DV."""
tags = ["precision"]

[[powers]]
name = "Blur"
Expand Down Expand Up @@ -233,23 +243,21 @@ Conversation with you is enchanting, in a very literal sense.
- As you spend time in conversation with someone, you can exert a magical influence over them.
- Make an opposed test, your Persuasion versus their Resist Social Manipulation (SAV + INT). If you succeed, they will regard you as a friend, and will view your words and actions in the best possible light.
- This does not grant you magical control of their actions, it simply implies that they will trust you and regard you favorably."""
tags = ["mental influence"]

[[powers]]
name = "Push"
general = true
requires = """
Charm, 20 Ranks in Spellcraft"""
requires = "Charm, 20 Ranks in Spellcraft"
effect = """
You have the ability to “push” your will onto other people.
- When you Charm someone, you may attempt a Persuasion check, opposed by their Resist Social Manipulation. If you win, then you may give them a single instruction, which they will carry out to the best of their ability."""

[[powers]]
name = "Weave"
general = true
requires = """
10 Ranks in Athletics, 10 Ranks in Fray"""
action = """
Standard Action"""
requires = "10 Ranks in Athletics, 10 Ranks in Fray"
action = "Standard Action"
effect = """
You are particularly good at evasive movement.
- In combat, you may take a Standard Action to *move evasively*. You may move up to your running rate. Until the beginning of your next turn, you may defend with your Athletics skill, and you gain +20 to your defenses.
Expand All @@ -260,30 +268,26 @@ You are particularly good at evasive movement.
[[powers]]
name = "Quick Counter"
general = true
requires = """
10 Ranks in Unarmed Combat dunno about that"""
action = """
Quick Action"""
requires = "10 Ranks in Unarmed Combat dunno about that"
action = "Quick Action"
effect = """
You are very good at countering your opponents attacks with a nasty joint lock.
- Until the beginning of your next turn, if you are attacked in melee, defend with your Unarmed Skill, win the opposed check (that is, successfully defend against an attack), and score an Exceptional Success, then you automatically grapple the person who attacked you."""

[[powers]]
name = "Quick Break"
general = true
requires = """
Quick Counter, 20 Ranks in Unarmed Combat"""
requires = "Quick Counter, 20 Ranks in Unarmed Combat"
effect = """
When you counter an opponent, you may instead choose to break a joint.
- When you Quick Counter an opponent, instead of grappling them, you may choose to inflict a single Wound."""
tags = ["precision"]

[[powers]]
name = "Blank"
general = true
requires = """
20 Ranks in Deception"""
action = """
Sustained"""
requires = "20 Ranks in Deception"
action = "Sustained"
effect = """
Though it requires some concentration, you have an uncanny ability to blank your expression, replacing it with pleasant neutral demeanor.
- While sustaining this power, Read checks made against you suffer a -30 penalty.
Expand All @@ -292,10 +296,8 @@ Though it requires some concentration, you have an uncanny ability to blank your
[[powers]]
name = "Conjure"
general = true
requires = """
10 Ranks in Spellcraft"""
action = """
Sustained"""
requires = "10 Ranks in Spellcraft"
action = "Sustained"
effect = """
You can form magic into physical forms, which can mimic simple objects.
- While you sustain this power, you can create either three items with cost category Minor, or one object with cost category Medium.
Expand All @@ -321,7 +323,7 @@ You can form magic into the shape of a living creature, and you can fracture you
[[powers.sections]]
label = "Bonuses"
content = """
\n - Carapace: the Eidolon has a sturdy shell, thick hide, or is otherwise reinforced; it gains 4 Armor.
- Carapace: the Eidolon has a sturdy shell, thick hide, or is otherwise reinforced; it gains 4 Armor.
- Claws: the Eidolon gains claws:
- Attack: Unarmed Combat, 1D10+1+DB, -2 AP; Tags: Natural Weapon, Off-Hand.
- Form: the Eidolon gains the appearance of an animal; it appears to be a normal creature of the given type. (Its stats don’t change, and it is immediately obvious to anyone with Mage Sight that it is a magical conjuration.)
Expand Down Expand Up @@ -505,10 +507,8 @@ name = "Brawler's Sense"
general = true
fluff = """
Your fighter's instinct has been honed to the point that it's almost a sixth sense — or seventh or fifth, it depends on how many sense your race normally has..."""
requires = """
20 ranks in Perception, 20 ranks in Unarmed Combat"""
action = """
Sustained"""
requires = "20 ranks in Perception, 20 ranks in Unarmed Combat"
action = "Sustained"
effect = """
While sustaining this power, you gain *Brawler's Sense* as a sense.
- This sense allows you to gain enough information about a nearby enemy that you can fight them effectively, even if you can't actually see them.
Expand Down

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