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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