Aura Detection
CP:
1 Range:
Self
Duration: 1
round per CP spent
Roll: SPOT
& Idea
Description: This
lets you see the colors of Isho that swirl around living beings, and
interpret what you see. The vague
effects of Shanthic or other
magic items would
be noticed with such a roll.
Once you see an Aura you can make an Intelligence / Idea Roll. To
determine any of the following:
*Whether they are healthy or diseased, and if so, how severe the
disease is.
*Whether they are benevolent or evil, and how much so. This is also
skewed toward their feelings toward humanity in general.
*Whether they are full of Color and Isho points, overcharged with
them past their normal amount, or depleted.
*How relatively powerful they are rated on a scale of “much
stronger, stronger, equal to, weaker, much weaker” than your
character.
Body as Fuel
HP:
2+
Range: Self
Duration:
Instantaneous
Roll:
None
Description:
For every 2
Hit Points you
burn you can convert them
into 1 Color
Point.
Breath of Life
CP:
1
Range: Self
or touched being
Duration: COL
in rounds (x2 for Boccords)
Roll: Stamina
Description:
The being touched can
breathe underwater, or in gas that would normally be toxic or knock
them out. This duration is
twice as long for Boccords.
Color Armor
CP:
1-4
Range: Self
Duration: For
1 combat
Roll: Luck
Description: You
gain extra armor
protection equal to the Color Points you spend on this power. This
reduces how much damage each successful attack can deal to you.
Danger Sense
CP:
1 to activate, 1 per round
to keep active Range:
COL in meters
Duration: 1
round per CP spent
Roll: Luck
Description: You
have an uncanny ability to sense immediate threats from the nearby
area. You cannot be
ambushed, flanked, or surprised if you have noticed the danger.
Dead Calm
CP:
1+
Range: Self
Duration:
Instantaneous
Roll: Stamina
Description: Use
this power reflexively when your character is faced with a force that
would rattle, scare, stun, or mentally shock them. If successful they
can act normally where others would not be able to. This can be used
to negate the loss of sanity as well.
Displacement
CP:
5
or 10
Range: Self
Duration: 1
combat
Roll: Luck
Description:
Dyshas and physical damage
miss you 25% of the time. If you spend 10
Color Points instead damage
misses you 50% of the time.
Dysha to Light
CP:
8
Range: Self
Duration:
Instantaneous / 1D4
hours
Roll: Luck
Description:
If a Dysha hits you, you
can use this power in response to it. Your
body instead converts the
Dysha into harmless bright
light that emanates off of your skin for 1D4
hours.
False Species
Signature
CP:
5
Range: COL in
Kilometers
Duration: 1
hour
Roll: Luck
Description:
Those who scan for your Isho
Signature will think you are some other species than human. You are
limited in your choices. You can only pretend to be a being that you
have met once. Shantha are better at spotting the real truth.
Hammer of Power
CP:
1-4
Range: Touched
weapon
Duration: 1
combat
Roll:
Effort
Description:
The blunt weapon touched
deals an additional amount of damage equal to the Color Points spent
on this power. Additionally,
those hit and take damage
will lose an equal amount
of Isho Points. Shantha’s
lost x2 the amount of Isho Points.
Heal Others
CP:
4
Range: Touched
Creature
Duration:
Instantaneous
Roll:
None
Description:
You can heal
1D4 damage. This power can be used once every round.
Heal Self
CP:
2
Range: Self
Duration:
Instantaneous
Roll:
None
Description:
You can heal
1D4 damage. This power can be used once every round.
Hear Light, See
Sound
CP:
2
Range: Self
Duration: 1
combat or 1 hour
Roll:
Spot or Listen (whichever is higher)
Description: You
can roll Spot instead of Listen, or roll Listen instead of Spot (you
can roll the higher of the two). If your character is blinded they
can use this power to “see.” If your character loses their sense
of hearing they can “hear.”
Inertial Armor
CP:
10
Range: Self
Duration: 1
combat
Roll:
Stamina
Description: Take
½ of all damage taken from all
Dyshas for this combat.
Interfering with
Dyshas
CP:
1 for every 2 IPs of the
incoming Dysha
Range: 10
meters
Duration:
Instantaneous
Roll: ISHO
vs. your COL
Resistance Roll
Description: If
the Dysha was
interfered with it no longer poses any threat.
Isho Conversion
IP:
2+
Range: Self
Duration:
Instantaneous
Description:
For every 2 Isho
Points you burn you can
convert them into 1
Color Point.
Isho Drain
CP:
10
Range: 10 meters
Duration:
Instantaneous
Roll:
Resistance Roll
Description: A
resistance roll is needed comparing your total current Color Points
vs. the being’s total Isho Points. If you succeed, their Isho
Points are completely kerned out of them violently. They take damage
equal to the Isho Points they lost.
Isho Gift
CP:
2 Range: Touch
Duration:
1 round
Roll:
None
Description:
If you touch a being that
can wield Dyshas, or use Isho in some manner, you can give them some
or all of your Isho Points.
Know
Color
CP:
2
Range: COL in meters
Duration:
Instantaneous
Roll: Spot
Description:
You will know what colors of
Isho are in a Dysha being cast, and the colors of Isho that are more
prevalent in a Shanthic Artifact or Shanthic Blade.
Make Whole
CP:
3+
Range: Touch
Duration: 1
round per point of SIZE
Roll: None
Description:
This power mends one
inanimate broken thing: a door, a shield, a weapon, etc. Complex
items may require multiple uses of this, or to expend more Color
Points. This effect is permanent.
Mask / Camouflage
Signature
IP:
All
Range: COL in
Kilometers
Duration: 1
hour
Roll:
Color / Luck
Description:
Those who scan for your Isho
Signature will not be able to find you at all. Shantha are better at
spotting the real truth.
Mind Shield
CP:
1+
per 5 rounds Range:
Self
Duration: 5
rounds per CP spent
Roll: Color
vs Isho Resistance Roll
Description: This
ability helps protect the Boccord from incoming Dyshas and other
special abilities. When
rolling to interfere with incoming Dyshas you can roll twice and take
the better result. Sanity
loss can also be prevented with Mind Shield.
Muddle
CP:
3
Range: COL in meters
Duration: 1D4
rounds
Roll: CPs
vs Ips / Resistance Roll
Description: If
you succeed on a resistance roll of your current total of Color
Points vs. the target’s current total of Isho Points, then the
being cannon cast any Dyshas, attack, or perform any complex actions,
or make any plans. The being can still move and defend themselves.
Pain Leech
CP:
1
Range: 30 meters
Duration:
Instantaneous
Roll:
Empathy
Description:
For every 1 CP, you can
absorb up to 10
points of damage from a nearby living being. They are healed that
amount but you lose that amount of Hit Points.
Physical Boost
CP:
2
Range: Self
Duration: 1D10
rounds
Roll: Effort
Description:
Physical skills get a +20%
bonus, jumps are longer, climbing
is easier, you tire less
quickly, etc.
Psychometry
CP:
1 per point of Size point
of object
Range:
Touch
Duration:
Instantaneous
Roll: Spot
or Listen (whichever is higher), Idea
Description:
Items are psychic sponges, able
to absorb emotions and impressions from those who have used them. You
can touch an item or place to receive a sense of the emotional state
of the being that used it. Intense emotions are easier for this
power. A successful INT /
Idea roll allows you to identify the user of it. The power will also
manifest a single memory of the object’s use from the object’s
vantage point.
Quickness
CP:
1+
Range: Self
Roll: Dodge
Duration: 1
chase or combat
Description:
Your movement speed
increases +5 meters for each Color Point you put into this power.
Scanning for
Creatures
CP:
3
Range: COL in meters
x 10
Duration: 1
hour
Roll: Spot
Description: You
can scan for Isho Signatures
of other creatures. For each +3 CPs you can scan an extra amount
equal to your COL in meters.
Shanthic Blades
CP:
2
Range: Item Touched
Duration: 1
use or 1 combat
Description:
Boccords can use Shanthic
Blades to devastating effects against those who wield Dyshas.
Spending 2 Color Points allows the Boccord to use one of the powers
of the Shanthic Blade. Often
the wielder doesn’t know what powers are present in the item until
this is attempted.
Spotting High
Isho Creatures
CP:
2
Range: COL x 10
in meters
Duration: 1
hour
Roll: Spot
Description:
You can spot
intense Isho
Signatures given off by
powerful creatures like Shanthas. For each +2 CPs you can scan an
extra amount equal to your COL x 2 in meters.
Slow Fall
CP:
1+
Range: Creature
within COL meters
Duration: Until
the fall ends
Roll: Luck
Description:
The Boccord falls at a much
slower rate. For every CP spent, treat the fall as 10
meter shorter than it really is.
Strength of the
Boccords
CP:
1-3
Range: Self
Duration: 1
combat or 1D4 rounds
Roll:
Effort
Description:
Your STR Stat increases by
+3 for each Color Point you put into this power (to
a max of +9). This effects
the Effort roll as well as possible the damage bonus for combat. Roll
1D100. A roll of 95-100 means that
the character gains +1D4 Strength.
Sustenance
CP:
3
Range: Self
Duration: 1
day
Roll:
Stamina
Description: You
do not need to eat or drink anything for 1 day without having any ill
effects.
Sword of Power
CP:
1-4
Range: Touched
weapon
Duration: 1
combat
Roll: Effort
Description:
The sharp edged weapon
touched deals an additional amount of damage equal to the Color
Points spent on this power. Additionally,
those hit lose an equal amount of Isho Points. Shanthas
take twice the damage.
Telekinesis
CP:
1 per 3 SIZE each round
Range:
COL in meters
Duration: 1
round
Roll: Luck
Description: You
can move objects with just the power of your thoughts. Every Color
Point spent on this power affects 3 SIZE points. It will move at
normal human walking speed through the air or along the ground or
through liquid. The object must stay within range of the Boccord or
it will simply fall. If you
are dealt a major wound, knocked unconscious, fall asleep the object
will fall and the power will end. If the scene is complex, or the
character is too distracted, an INT / Idea roll will be called for to
maintain the power.
Vitality
CP:
2-8
Range: Self
Duration: 1
combat
Roll:
Luck
Description: For
every Color Point that you spend (up to a maximum of 8 CPs) you gain
+1D6 temporary Hit
Points
that fade after the combat ends. These
Hit Points are used up first before regular Hit Points.