Special Powers

Powers represent things your character can do that make them special. They are special rules that enhance gameplay around your character’s strengths. Only player character have powers.

Players are encouraged to make up a power unique to their character, but it must be approved by the GM before becoming cannon and being added to this page.

Rules of Verve

Max verve = power level * 10
Recover 1d10 * power level verve per full nights rest
Typically, 1 verve is spent per success on a power roll

Genius
assign Genius to a skill when you buy your first dot. When you make a skill roll, you may add X die to your die pool, equal to the number of dots you have in Genius. Genius costs 1 verve per dot, and you can use less dice / verve than your max.

Luck
assign Luck to a skill when you buy your first dot. After you make a skill roll, you may re-roll up to X die, where X is equal to the number of dots you have in Luck. Luck costs 1 verve per dot, and you can use less dice / verve than your max.

Orator
Roll Orator to deliver a speech to that inspires action! Gain (results) followers for 4 hours. They will be convinced by your speech to take action, potentially drastic action within the 4 hour window. But be careful, disastrous results may make them less inclined to trust you next time. For every 1 you roll, someone who has been hurt by a previous Orator roll will actively oppose you. Costs 1 verve per result.

Savant
Gain perfect memory for (1d10*result) minutes. Costs 1 verve per result.

Survival Instinct
increase speed, defense, and reflex saves by (result) for the duration of an encounter. Costs 1 verve per result.

Special Powers

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