Showing posts with label wicked wednesday. Show all posts
Showing posts with label wicked wednesday. Show all posts

Wednesday, 9 May 2012

Wicked Wednesday

Mind Blast - you transmit thoughts to others when you want to, shocking imagery, horrible ideas, depictions of pain and cruelty.
The power was something that developed through your life; your family, when they were alive, never told you where it came from.
PCs use with violence; NPCs use maneuvering.

Paralyse - the tips of your middle fingers have venomous stingers in the nail bed that extend and retract.
The toxin, if unresisted, can stop a strong healthy person for at least an hour. You're a freak of nature, it has to be said. If unused you have to milk the venom sacs in your palms once a week. After doing so there is a 4 in d6 chance that the toxin is too dilute for 4d6 hours.
PCs use covertly; NPCs use action.

Telekinesis - following an encounter with an otherworldly power you have been gifted with the ability to move things with the power of your mind. Nothing visible occurs around the object you want to move.
A psychological restriction that your mind imposes on itself is that the object moved must be something you could physically lift.
PCs use for themselves; NPCs use action.

Levitate - a blessing from a djinn means that you can rise from the ground, or slow yourself when falling. You cannot truly 'fly' nor can you express this ability on another.
The djinn embedded this power in your dead grandmother's wedding ring; you must be wearing it in order to levitate. You can attempt to levitate in combat to provide a more difficult target for your opponent.
PCs use for themselves; NPCs use action.

Memory Drain - the ancestors of your people were much sought after for their power to remove unwanted or painful memories. You don't know why you have this power, which last appeared in your people generations ago. You have to decide how best to use it, as there is no-one else to teach you.
You must have physical contact with the person whose memories you are trying to remove.
PCs use with love; NPCs use maneuvering.

Mutate - as a defence mechanism you steal DNA from others, splicing it in with your own. Good for hiding/disguise.
1 on d6, nothing happens; 2-5, you start to resemble the other person. 6, you become them, almost twin-like. You need physical contact so that you can extract DNA.
PCs use for themselves; NPCs use self-protection.

Wednesday, 2 May 2012

Wicked Wednesday

More from my growing collection of Strengths for In A Wicked Age. I'm always looking for more ideas and suggestions, so please add some in the comments if you think of any!

Acrobat - as a child your parents had you practice every day; now you're an expert at tumbling, falling – and most importantly dodging...
In order to maintain this strength you have to make sure you take time regularly to practice.
PCs use for myself; NPCs use action.


Dominate Will - someone with this strength can exert dominance over another, taking control over their actions.
It requires close physical proximity: suggestions are transmitted mind-to-mind. The affected person can still think and feel, but can only act as instructed by the dominator. Strong pain for either party can break the hold.
PCs use covertly; NPCs use maneuvering.

Iron Skin - were you blessed by the gods, or are you a freak of nature? Either way, your skin protects you from harm.
Your skin is always much tougher, there is no on or off switch. It certainly comes in handy in a tight spot.
PCs use for yourself; NPCs use self-protection.

Torture - you are skilled in extracting truth through pain and intimidation.
In order to use this strength well you just need the tools of your 'trade' (whatever they are) and the time to use them.
PCs use violence; NPCs use maneuvering.

Wings - for the longest time you have hidden your true self under a cloak. Your family loved you, and kept you safe. They never told you where your wings came from, or why you were special...
Take flight every few days to keep the muscles limber. And unsheathe them when you fly so they don't get tangled in your cloak.
PCs use directly; NPCs use action.

Read Minds - when you need to, you can hear the thoughts of others as clear as if they were speaking.
This requires no special equipment, rest or practice. You just have to will it. You can only hear, you cannot send.
PCs use covertly; NPCs use maneuvering.

Wednesday, 25 April 2012

Wicked Wednesday

I'm really looking forward to the next time that I GM or play In A Wicked Age. I love how easy it is to set up, but also want to add some spice in terms of strengths for NPCs, and that takes a fair bit of thought at the start of a session, at a time when you just want to get things going.

I'm working on a random table of 36 strengths. Some are skills, some are really special powers. I'll put a few of them up week-by-week. If you have any more suggestions please let me know in the comments!

Bare Knuckle - the warrior monks trained you in the arts of weaponless combat.
There's a lot of flexibility in terms of style here, but you can't be wielding a weapon of any kind.
PCs use with violence; NPCs use action.

Bind Dead - you can command wandering souls, and even reanimated bodies to be bound to a location, an object - even another person.
You have a collection of talismans and must speak words of power while having a clear perception of who/what you are binding.
PCs use for others; NPCs use action.

Burn - basic pyromagic, controlling already extant fire (growing, subduing, shaping).
To command the destructive element a pyro-mage uses hand gestures and concentration.
PCs use directly; NPCs use action.

Charm - tactile hypnosis grants a subtle power of suggestion over a subject.
Skin-to-skin contact and a clear thought to sway the subject (you have to try and make them feel like it is their idea).
PCs use covertly; NPCs use maneuvering.

Heal - your hands can stir up the force of life and healing in an injured person. You are, quite simply, a lifesaver.
You need time, space and no interruptions. Positive results restore an injured or exhausted person. (the person you are attempting to save will roll covertly and for themselves AGAINST you; you might be trying to save them, but it is an intrusion into their body and sense of self to do so)
PCs act for others; NPCs use maneuvering.

Phase - your body is bound together by your mind, and you can shift the density to pass through or allow objects to pass through you.
A rare focusing crystal embedded in your chest gives you all that you need. It would be awful if it were to break...
PCs act for themselves. NPCs use maneuvering.