Difference between revisions of "Drawing Aura"

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(Created page with "'''Cost:''' 30 '''Play Type:''' Limited '''Restrictions:''' Racial Ability OR some level of magic ==Description== The character pulls energy source from anything around them. ...")
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Revision as of 10:57, 5 October 2011

Cost: 30

Play Type: Limited

Restrictions: Racial Ability OR some level of magic

Description

The character pulls energy source from anything around them. Weaker sources often fold around them, but impact on larger things is only noticeable after extended contact. Still, just being around this character is fairly uncomfortable for most races.

There are two substats of Drawing Aura:

Power - The strength of the aura, as well as its range.

  • Very Low - One third a dice of power, 1xSize range.
  • Low - 2xSize range.
  • Mid - Two third a dice of power, 2xSize range.
  • High - 3xSize range.
  • Very High - A dice of power, 3xSize range.

Control - The ability to shut off or control one's field. By default always on. Note that even with full control the character cannot make the aura discern targets, it will always affect any source in the area.

  • Very Low - The character's power is only off with concentration, and any distraction a roll must be made to maintain the deactivation and it comes on by default in high stress situations or low rolls
  • Low - The character has to roll before any high stress situations.
  • Mid - The character has the power under control by default, but low rolls still trigger it.
  • High - Only a critical failure unintentionally activates the power.
  • Very High - The character's power is entirely under their control.

Types

Emotion (Cubus): Emotions can be intense releases of energy, a lot of which is just sound and fury rather than utilized. Cubus are able to draw power from the emotions of people around them. Areas where Cubus can stay can feel less vibrant, and those who stay around them long feel very unmotivated.

Health (Harpie): The most terrifying field for its impact, Harpies drain a sort of 'life' energy from all things around them. Areas where they stay tend to have dead plants and brittle structures, and people around feel as if the life is being drawn out of them.

Matter (Giant): The most noticeably visible field, Giants pull in loose matter. Dirt, leaves, and pebbles to begin with, but as time goes on they can start pulling stuff as large as furniture. Areas where Giants stay long tend to have very little clutter, a sort of barren feel, and people who stay around them feel uncomfortable as the field tries to affect them.

Sound (Raijuu): Sound is another energy that is released routinely without thought, and the Raijuu eagerly eat it. Areas where the Raijuu stay often feel eerily quiet, and people who stay around them have trouble communicating.

Modifiers

Contact (-15): The range of this is reduced to the character's reach, it can never exceed this.

Discerning (30): The character can have the field NOT affect one target per level of Control.

  • Restriction: Magic: Fields - Low

Potent (30): The power of the field is doubled.