Specifications for Power

TMK Base Effects

Base Effects

A compilation at all effects that affect stats in the game. If you find anything missing contact GM and effect will be added. List is in alphabetical order.

Note: crits double totals, triple crits triple any total.

  • Absorption: absorb +1, +1 per ace of called check or +1 of a called stat or level gaining stats absorbed.
  • Assimilate Form: take on the form and power of target with a crit.
  • Assimilate Power: take on up to +1 called power, trait, or ability +1 per ace from a target.
  • Assimilate Knowledge: take on up to +1 called skill, +1 per ace from a target.
  • Augment: increase any called stat, check, level or skill by +1, +1 per ace.
  • Boost: restore or increase any called stat, check, level or skill by +1, +1 per ace.
  • Channeled Power: harnessed power which flows to target from caster in a stream, beam, column or area of effect miasma. Can be blocked or shielded from or caster must be interrupted.
  • Cripple: -1 turn, -1 turn per ace on a crit.
  • Direct Damage: Any power which affects Target directly without being ranged, channeled, missiled or an area of effect. Includes many Inborn, and some Arcane or Limited Powers. Cannot be blocked only countered by valid checks or power.
  • Drain: drain -1, -1 per ace of called check or -1 of a called stat or level.
  • Duration: Use for time and permanency affects, or any duration roll as needed. Durations can be changed by altering a condition. Suggested levels establish what duration a power can last unless otherwise stated.

    • Brief Durations: last up to 1 turn, +1 turn per ace. {levels 1-8}
    • Temporary Durations: lasts up to 1 hour, +1 hour per ace. {levels 9-16}
    • Lasting Durations: last up to +1 day per success, or +1 week per success on a crit. {levels 17-24}
    • Long Term Durations: last up to +1 month per success, or +1 year per success on a crit. {Levels 25-32}
    • Called Durations: can last any duration called up to Total Roll=Years or be called as permanent. {Levels 33-40}
  • Enhance: raise a level by +1.
  • Fortify: restore or increase fortitude or AC by +1, +1 per ace.
  • Freeze: aggravated damage and -1 movement, stamina, and dexterity per ace, 0 movement for 2 turns on a crit, and frozen for 2 turns if mvm reaches 0. Those frozen take +5 additional damage per ace on weapons because those frozen are brittle. Double Damage on a natural triple crit. Death blows have a 50% chance of skipping off of ice because of force behind blow.
    • Abyss ice does triple damage on a natural triple crit and drains -1 stam, mvm, dex and health,-1 per ace, frozen with 0 mvm for 3 turns on crit, and 60% chance of deflecting death blow.
  • Harm via Power: damages by power of roll, +level, x2 with crit, x10 with triple crit.
  • Harm via Weapons: damages by power of roll, +weapon damage, +lore level, +strength. ×2 with crit, ×3 with triple crit.
    • TYPES OF DAMAGE 
    • Aggravated Damage: does normal damage and lasts 1 turn, +1 per ace. Aggravated damage is normal damage which continues after a hit, such as wounding, poison, fire, ice, acid and electrical effects inflict.
    • Aggravated Damage Greater: full aggravated damage for +1 turn, +1 per ace.
    • Area of Effect: affects a called radius or area around target center in radius of up to +2 yards +1 foot per success for targeted powers, or for wards up to 10 square yards, +10 per success. Numbers double on a crit and either triple on a triple crit of natural 20, or cover miles per success on owned or controlled areas.
    • Blunt Damage: does concussive damage of roll total and bruising half damage for +1, +1 turn per ace, and reduces AC and Fortitude -1, -1 per ace.
    • Botch: roll of 1 gets no bonuses and always botches on d20 Hit Dice for normal, half damage, or full damage backlash damage to self. Rolls of 1 always miss and get no bonuses.
    • Chance of Damage +1% per success chance of damage occurring.
    • Continuous Damage: damage per turn or round until counteracted.
    • Critical Hit: 16-19 on d20 Hit Dice does double damage,
    • Critical Triple Hit: natural 20 or above 20 on d20 Hit Dice triples damage or can do times ten damage as GM calls.
    • Damage over Time: does a percentage of damage of 1%, +1% per ace rolled per turn (for rapid acting), per round (quick acting), or per day (gradual acting).
    • Death Blow or Deadly Assault (PA/MA): inflict death on single hit but must be called and a triple crit of a natural 20 must be rolled for one shot death to succeed vs. PC. Any defense must be valid and roll either a triple crit or above 20 with bonuses to succeed. One Shot Deaths can only be called twice a day against PCs with one Death Blow per round. Death blows can be called once per round vs named NPCs.
    • Duration Damage: continues to damage as stated per turn for length of duration of at least +1 turn, + 1 per ace, or for +1 turn per success for long durations if indicated.
    • Fixed Damage: base damage set by a fixed number often defined by a power's level, and sometimes added to a d100 roll.
    • Miss: d20 Hit Dice roll of 1 always misses and sometimes botches and add no bonuses, miss of 2-9 just misses and hit bonuses can be added.
    • Missiled and Ranged: Projectile such bolts or arrows, or a channeled stream of power directed at target center such as fireballs, lightning bolts, arcane globes of power, shadow bolts, laser beams, elemental streams, etc. Range is usually up to 6ft, +1 foot per success. Range doubles on crits and triples on triple crits of natural 20.
    • Multi-target: affects up to +1 target, +1 per ace at range of up to 6 feet, +1 foot per success 
    • Normal Damage: 10-15 on Hit Dice does damage of roll, plus level, plus any bonuses as stated.
    • Progressive Damage: damage roll or set damage does full aggravated damage per turn or per round as stated until counteracted, and damage increases by +1-10 as stated per turn or round.
    • Percentage Damage: +1%, +1% per ace, doubles on a crit, +1% per success on triple crit. Often but not always occurs over time for 1 turn, +1 turn per ace or continuous if effect can lead to death.
    • Success Damage: +1 per success, +5 per ace, + level of power used.
  • Heal: +1 HP per success, +5 per ace or roll total = HP.
  • Invigorate: restore or increase Stamina by +1, +1 per ace.
  • Pain: attacks or torture which focus on pain do normal or minimal damage as stated each round until attack ends but also result in loss of mental and physical checks, by -1, -1 per ace per turn until attack ends. Victim must have trait of courage to roll willpower vs pain to mitigate the losses if they succeed against level of pain being rolled. Roll each round with courage bonus until willpower falls too low.
  • Poisons: poisons vary from straight damage, to aggravated damage to the highest level progressive damage. Level of poison determines its base damage if not preset and it's roll determines total damage before aggravated or progressive damage kick in if any.
  • Possess: take over and control a target and their capabilities, soul of target of any still present but overpowered.
  • Possess Form: take over and control a target with transfer of your own full capabilities, gain +1 path or up to +12 powers, abilities and or skills of form. Soul of target of any still present but overpowered, or share control or vanquish soul as called.
  • Projection, Astral: manifest up to +1 astral spectral projection of self, +1 per ace to a called remote location. Astral Projections are mere animated life-like images which can only be moved and spoken through.
  • Projection, Vital: also called living projections, manifest up to +1 vital projection of self, +1 per ace to a called remote location. Powers and physical actions can be channeled through Vital Projections at normal stat cost. Damage displaces them temporarily (-1 turn) and critical damage dismisses them altogether.
  • Protect: guard target from +1 factor as called, +1 with crit, +1 per ace on a triple crit.
  • Reduced Damage: target takes reduced damage of +1%, +1% per ace.
  • Reduced Focus: lowers target hit or crit bonus by -1, -1 per ace.
  • Regenerate: restore HP by regeneration rate each round.
  • Regenerative Boost: increase regen rate by +1, +1 per ace, or for Major Boost by +1 per success.
  • Restore: a called stat up to +1, +1 per ace, or greater restoration of +1 per success, or major restoration of roll total=points restored or full restoration as called or indicated.
  • Resurrection: A power performed by wizards, necromancers, blood mages and sorcerers, which restores a body, the soul to the body, and restores HP (heals), and checks (invigorate stamina, fortify strength and bolster will). Restoring destroyed bodies and souls requires a high level of knowledge.
  • Shield: Adds roll total as AC to one shielded. Shields fall when one shielded takes any combat or hostile action, or if shield is broken down by damage or destroyed by higher roll.
  • Stagger: -1 AR per +1 turn, +1 turn per ace.
  • Strengthen: increase strength by +1, +1 per ace.
  • Stun: -1 AR, -1 per ace per turn.
  • Summon: call 1 specified type of creature to aid, assist or harness power from, and up to +1 added creatures of that type per ace on a crit.
  • Vitalize: grant HP or Vital Force to a target by roll total.
  • Moree Pending...