![]() ![]() This knowledge might become outdated over time, but to start with at least there is nobody on the planet that knows more about them than you. You possess an intrinsic knowledge of the actions, plans, mental structure, and motivations of the Entities (or entity like beings) that arrive on Earth beyond even that available to other SIs. for and additional +1 you increase your range to about a city block. For +1 it can be done at the same cost as touching. By Default it can be done but at a greater cost than simply touching the victim. No longer are you bound by the need to touch your victim, you can pull their powers out at a range of twenty feet and you must be able to accurately target the victim. This perk extended the range at which you can forcefully claim Shards. The Long Arm of the Sovereign: Costs 1 Point For an additional +1 point you can access additional information from their shard, reading memories, or thoughts. No Parahuman can hide from your sight, no parahuman can hope to deceive you for their lies and intentions are as clear as day when you can see the workings of their soul. You know the inner workings of shards, their true potential and purposes are made clear before your eyes. You are a wise Sovereign and can see the truth behind your subjects and the plots of the courts. If this is your only means of stealing powers from the living than this perk costs 0 The phantom will be a child of the same gender as the victim and bear a striking resemblance to them. Its powers will follow a similar theme, but be somewhat different. This power will initially be very weak, but in time your own power will feed it and it will grow to be of similar power to its parent Shard. If you are feeling really merciful and the Shard is at the correct stage of development you can pull out a bud instead. You can pull the Shards out of your victims without killing them. ![]() You will begin with no phantoms but quickly gain access to either five low level phantoms, 3 average phantoms, or 1 greater phantom as designed by the GM or otherwise randomly generated. If you choose this power you can initially only manifest three phantoms at a time, however as you collect more your manifestation ability will increase over time. You have the minor natural ability to multitask in the control of your phantoms, but if you are rendered unconscious they will disappear, needing the Full unlock or the I'm Halping advantage to remain even while you are incapacitated. Should a phantom receive lethal damage it will ‘shatter’ and require a rest period of two hours before you can use it again. Tinker and Thinker Shards will not transmit their knowledge or insights directly to your mind though you have some instinctive grasp of it details need to be stated. Shards using physical powers such as strength or invulnerability will become solid while using such powers. Harvested powers can be manifested as semi-solid phantoms that retain all the powers and skills of the original users but are under you complete control. This allows you to instinctively know vaguely how a parahuman has used their power since gaining it, as well though not their motivations behind the actions. In addition to sensing Shards you have a limited ability to communicate with them and access their data. Doing so will kill the original host, and normally no powers of defense or protection will prevent this but there is some drawback to it. Though with a touch you can rip them from the living. Shards can be collected from the recently dead in your general vicinity. You can also sense the general location of Shards with proximity increasing accuracy and detail. At a single glance you can identify a parahuman regardless of their acting ability, though some advantages or stranger powers may conceal this fact. This power revolves around the harvesting, assimilation and control of the Shards of other parahumans. Twins Power-Sovereign of the Fae: 3 Points - Added new disadvantage "One Who Knew Too Little".Moderate alteration to Enemy, Wildbow, and Ziz'd. - Minor Adjustments under Cauldron Vials, Charles Atlas, Comic Book Pretty, and Bad Publicity.- Minor spelling, grammar, and punctuation corrections.Slight Change to Secret Knowledge advantage in Fairy Queen expansion. ![]() Updated Case 53 to make more clear, made Known Identity it's own disadvantage.Updated Witch Traits in the Puella Magica expansion. Added Perk under Echidna Expansion, minor edit to Become Meguka flaw. Updated Greater Power: Servant to clarify Command Seal cost.Minor edit to Greater Power: Crossover, Greater Power: Servant, Greater Power: Words of Power, World Breaking Power: Crossover, Advantage Endbringer, Edits to Shard-Tan Advantage. Minor edit to wording on Lesser Power: Apprentice to make it more clear. ![]()
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