
Specifications for Power
Resisting Powers
Resisting Magic
Absolute Powers: these are potent, high level fixed powers with immutable commands and effects that cannot be resisted or altered by other powers, but counter measures can be taken by shielding against them, via misdirection and various other means that do not alter the power or its command string. Even such forces with Absolute Targeting combined can be countered by moving the target/s from path of power. Some high level powers require someone to think outside the box to defend against seemingly no win scenario powers. An Absolute Power can only be used once per day and only three can be learned and written into a spell book. Only two Improvised Absolute Powers can be used per day without a special bonus approved by GM.
Arcane: MR resists all Arcane paths. Some races may also have resistance or even an immunity which guards against specific arcane paths. Does not resist Elemental paths.
Limited Paths: MR resists direct inborn spells only, otherwise; these powers can only be resisted by rolling valid checks or saves.
Inborn Paths: Save or successful defense alone can protect against inborn powers.
Path of Chaos: Chaos Aspected: MR is effective only against arcane aspects. Otherwise saves or valid checks may apply, or special resistance against chaos aspected paths must be acquired through play.
Elements: special resistance against elemental paths can be acquired, and some races are born with specified elemental resistance.
Wylde or Unknown Magic: the magic of the Sidhe and other very rare paths of power can only be affected by other Wylde powers, Powers of the Same Kind, Lore, and Benign Shields (which Wylde or most Unknown powers just won't hit for mysterious reasons.)
Checks vs. Magic
- Willpower vs. WP is used against psymantic powers such as domination and dementia.
- Willpower vs. Charisma is used against psymantic powers such as presence.
- Logic and Intelligence vs. Logic and Willpower is used against quantum powers such as phantasms, illusory and quantum projection.
- Willpower and Constitution vs. Level of pain against spells which cause pain.
- Constitution acts as focus vs. Distraction spells.
- Strength vs. Intelligence for holding spells.
- Wisdom vs. Logic to gain knowledge or information from another character.
- Movement = Yards for distance covered in tests of speed.
- Reflexes vs. Dexterity against attacks coming out of haste.
- Hasted Combat does not add to checks, it adjusts HB to +1 per ace; with an AR bonus of +1 AR per ace. HB does not stack with normal HB but AR bonus does stack with normal AR. If normal HB is higher then do not adjust HB for Haste
- Movement vs. Movement + Haste for contests of speed. Haste adds +1 movement per success to normal movement roll.