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AA: Powers

I’m thinking players start with about 15 points to buy powers. You’ll also be awarded points as XP—so there won’t be any leveling, just points to spend to get more powers and improve current attributes. Do I know what XP will be rewarded for yet? Nope.

Thus far, I’m considering something like Mutant Year Zero, where they are awarded for following your character’s desires and goals. Did you help your best friend? Did you protect the tribe? Did you indulge your flaw? Stuff like that.

This is a small sample of powers that would be in the game.

 

Dark Powers

Call back the dead

Action
Cost: 8
Prerequisites: None
Spend two willpower and roll Dark. You may raise one dead minion to act as a dark servant per success rolled.

Blood Rot

Action
Cost: 6
Prerequisites: None
You may make a Dark roll to attack a creature within 2 inches of you.

Seize Control

Action
Cost: 6 per level
Prerequisites: None
Spend 2 willpower. You may attempt to control a shadow creature within 5 inches of your position using Dark. You may imbue them with willpower up to your level of this power.

Waking Nightmares

Action
Cost: 6
Prerequisites: None
Target a creature. You may roll Dark, defended by the creatures’ willpower. If you have excess successes, the creature gains the condition Terrified with a severity equal to the excess successes. It can only run directly away from you, taking the most reasonable route around obstacles to escape. After it flees, it may again make a willpower roll to attempt to reduce the severity of the condition. If an NPC’s flight would take it off the edge of the board, remove it from play. If a PC’s flight would take it off the edge of the board, it stops at the edge of the board but is still Terrified.

Shadow creatures are immune to this ability.

Shared Nightmares

Cost: 6
Prerequisites: Waking Nightmares
You may use Waking Nightmares on a mob. It affects the mob as if it were one creature.

 

Fierce Powers

Cleaving Swing

Cost: 4
Prerequisites: None
If you kill someone, you can carry over any extra successes to another creature within one inch of you.

Bloody Display

Cost: 4
Prerequisites: None
By making a Bloody Display (hoisting up a severed head, pulling the guts from an enemy, biting the head off a bat), you may attack willpower with a Fierce roll.
Pushed Beyond Endurance

Cost: 7
Prerequisites: None
On your turn, you may lose 2 health to take an additional action.

Savage Blows

Cost: 6
Prerequisites: None
When you damage a creature with an attack, it takes 1 additional damage. When attacking a mob, this power only adds 1 additional damage to your pool instead of doing an additional point of damage to each creature you wound.

Bone-Crushing Blows

Cost: 7
Prerequisites: Savage Blows
Savage Blows now adds 2 additional damage instead of 1.

 

Presence Powers

Iron Will

Cost: 6
Prerequisites: None
You can reroll any number of dice when making a will roll.

Threats Worse Than Death

Cost: 8
Prerequisites: None
Choose one mob in the morale phase. They roll twice as many dice for their morale roll.

Steady, You Dogs!

Cost: 7
Prerequisites: None
A mob you control may reroll any number of morale dice once per round.

Tactical Mind

Cost: 9
Prerequisites: None
A mob you control may reroll any number of Fierce dice once per round, when attacking.

Voice of Command

Cost: 4 per level
Prerequisites: None
You may control an additional two minions.

 

Primal Powers

Speech of the Tyrant Lizards

Cost: 7 per level
Prerequisites: Language of the Beats
You may attempt to control dinosaurs within five inches of you using Primal. You may imbue them with willpower up to your level of this power.
Live Off the Land

Cost: 5
Prerequisites: None
You can find twice as many supplies when you roll Primal while traveling.

Speech of the Beasts

Cost: 6 per level
You may attempt to control Beasts within five inches of you using Primal. You may imbue them with willpower up to your level of this power.
Follow in my Footsteps

Cost: 6 per level
Prerequisites: None
When you roll Primal for stealth, you may choose one willing humanoid NPC or PC per level of this power. The chosen creatures use your stealth roll instead of their own.

Surrounding Awareness

Cost: 4
Prerequisites: None
When you are targeted by a missile attack or when you roll stealth, light cover becomes heavy cover. Heavy cover becomes concealment.

Digging in the Sand

Bones. So many bones. How many people have been buried here?

You find a rusty long sword and a small, golden vulture head worth 250 gp.

Red Sand

The sand here on the edge of the sacrificial ground is loose and looks recently churned.

Vulture Priest

The Vulture Priests are the enemy of knowledge and enlightenment. They seek to bring the eternal silence, the end of all things. Decay and obedience is their only god.

Armor Class 6 [13]
Hit Dice 1 (4hp)
Attacks 1 × Beak (1d4 or by weapon)
THAC0 19 [0]
Movement 120’ (40’)
Saving Throws D12 W13 P14 B15 S16 (1)
Morale 8 (11 when at their temple)
Alignment Lawful
XP 10 
Number Appearing 2d4 (1d6 × 10)
Treasure Type D
Immune to the Divine: The spells and powers of clerics and paladins have no effect on them.
Weapons: They frequently use wickedly curved daggers, which they use for sacrificial purposes.
Soul Clouders: There is a 10% chance that any Vulture Priest can use the sleep spell once per day. The targets are still awake, but they are beset by such a deep depression that it has the same effect as sleep. They may only watch what unfurls around them.