Key powers in T&J

The supplements have introduced some new key powers, and highlighted shortfalls in the ones published in Legends Walk - Truth & Justice Edition.

 

Updated key powers

The following write-ups should replace those from LWTJ across all power programmes. (The changes are to make them a bit more super; to make sure Average level does something useful; and to fit better with the T&J way of doing things.)

 

Master of (specify)

This power boosts your ability across a cluster of similar skills, adding TN to relevant tasks. It’s not actually super-scale, but a sort of halfway house, allowing you to be very good at what you do. Being a power also opens up Stunts. (It’s a bit like a standardised version of T&J’s Super-Quality.)

It could be a wide skill cluster, or a small one, or even just one skill. Common examples include Master of Weapons; Master of Crafts (weaving, pottery, metalwork, etc); and Master of Lore (knowledge skills). However, unless specified only archaic skills are included, eg no firearms or computer use.

First appeared in Pantheon: Celtic

 

Master of Skills

This is the ability to gain access to any skill. You have MOD slots (Average = 1) that can each contain one Rank of any skill-type Quality - this is added on to any abilities you already have. Under stress, changing the skills in your slots takes an action of concentration. If you lose consciousness all slot contents are lost.

Unless stated otherwise, it comes with the Limitation: Archaic Skills Only. Modern stuff like computer use is beyond the Source’s comprehension. Sometimes, though, the idea of total skill mastery can overcome this.

First appeared in Pantheon: Celtic

 

New key powers summary

Pantheon: China introduced: Appoint the Hour, Book of Life and Death, Subdue Demons.

Pantheon: Celtic introduced: none.

 

 

 

 

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