GMD CORE RPG: Powers

Powers / Spells

In most genres there will be the Power Users or Spell Casters. In this section you will learn how to use Powers or Spells in your games. 

There different types of Power Users.

In the CORE RPG we concentrate on two categories.

Arcane Path and Super Heroes.

Arcane Path

Characters who follow an Arcane Path will have access to Powers via Specialisations and Perks. 

To cast a power listed under a Power using Specialisation an Arcane Path character must activate the Weaver Perk. This allows the caster to use any of the powers listed in the Specialisation for the duration of the Perk and enhance the Power with Generic Enhancements (See Page XX)

Alternatively, A character may purchase an individual Power as a Specialisation. As long as the character has a Specialisation of at least D4 in a single Power, that character may use that power as an action without the Weaver Perk active. This is a great way to add Powers to your arsenal that are not listed within a Power Specialisation list.

Power Specialisations

Here is a list of Specialisations that have a list of Powers associated with them and their individual rules where appropriate.

Abjuration 

Abjuration specialisation  allows access to Powers that are protective in nature in the form of magical barriers, negate harmful effects, harm trespassers, or banish creatures to other planes of existence.

Available Powers: Absorption, Air Pocket, Armour, Combat Sense, Damaging Aura, Danger Sense, Density Increase, Entangle, Explode, Fear Immunity, Force Field, Immunity, Nullify, Reflection, Resistance, Tough Skin

Summoning  

This Specialisation allows the caster to create or summon objects or beings.

Available Powers: Air Pocket, Animate, Bodyguard, Entangle, Extra Limbs, Energy / Matter Creation, Energy / Matter Attack (Only as a link to Energy / Matter Creation), Replication, Summon

Divination 

The Divination Specialisation allows the user to glimpse the future, or see through illusions or invisibility. Providing the user some form of defence or bonus to attack.

Available Powers: Bonus Action, Combat Sense, Danger Sense, Precognition, Probability Manipulation, Specialised, 

Enchantment

The Enchantment Specialisation bestows powers onto objects or beings.

Available Powers: Armour, Bonus Action, Boost Stat, Enhance Stat, Extra Movement, Fear Immunity, Immunity, Tough Skin, Translate, Wall Crawling

Illusion

The Illusion Specialisation grants access to Powers that can deceive the senses or minds of others. The Power may cause people to see things that are not there or hide objects from sight. The Powers may conjure noises.

Available Powers: Boost Stat (STL Only), Confuse, Darkness, Drain Stat (PER Only), Enhance Stat (STL Only), Fear, Illusion, Invisibility, Light, Slow, Telempathy, 

Necromancy 

The Powers granted by this specialisation manipulate the energies of death and darkness. 

Available Powers: Absorption (Necro or Darkness Energy only), Animal Control (Dead Animals only), Animate (Dead Only), Body of Energy (Darkness Only, Body of Swarming Mass Enhancement is +1 / NRG with this Specialisation), Damaging Aura (Necro or Darkness Energy Only), Dark Vision, Darkness, Decay, Drain Stat (PHY Only), Energy / Matter Attack (Necro or Darkness Energy Only), Energy / Matter Creation (Necro or Darkness Energy Only), Energy / Matter Manipulation (Necro or Darkness Energy Only), Fear, Fear Immunity, Immunity (Necro or Darkness Energy Only), Infection, Paralyse, Poison, Resistance (Necro or Darkness Energy Only), Summon (Dead Only),

Transmute

Transmutation Specialisation are powers that manipulates Matter and transform the recipient physically or change its properties in a more subtle way. 

Available Powers: Animate (Matter Only choose type Stone, Earth Wood, etc..), Body of Energy (Must have Granular Body Enhancement at +1 NRG instead or +2), Burrow, Density Increase, Energy / Matter Manipulation (Matter Only choose type Stone, Earth Wood, etc..), Extra Limbs, Flight (Grows Wings), Growth, Shape Change, Shrinking, Technology Manipulation, Tough Skin, Transmutation

Aeromancy 

The Powers granted by this specialisation can manipulate atmospheric conditions, wind and air.

All Powers are Air/Wind Energy Source Only

Available Powers: Absorption, Air Pocket, Animate, Body of Energy, Damaging Aura, Energy / Matter Attack, Energy / Matter Creation, Energy / Matter Manipulation, Environment Protection, Explode, Flight, Force Field, Immunity, Leaping, Reflection, Resistance, Ricochet Attack,  Slow, Telekinesis (Move Object), Weather Control, Whirlwind, 

Chronomancy

The is the specialisation that allows powers to manipulate the energies of time itself.

Available Powers: Body Guard, Bonus Action, Boost Stat (DEF Only), Combat Sense, Danger Sense, Drain Stat (DEF Only), Enhance Stat (DEF only), Extra Movement, Precognition, Regeneration, Slow, Speed, Teleport, 

Cryomancy

The Cryomancy Specialisation are Powers that specialise in ice magic, often freezing objects solid. 

All Powers are Ice / Cold Energy Source Only

Available Powers: Absorption, Animate, Armour, Body of Energy, Damaging Aura, Density Increase, Energy / Matter Attack, Energy / Matter Creation, Energy / Matter Manipulation, Entangle, Explode, Force Field, Immunity, Reflection, Resistance, Transmutation (Water to Ice Only), 

Electromancer

The Electromancy Specialisation grants access to Powers that manipulate electro / electrical energies.

All Powers are Electricity/Electromagnetic (Choose On selection of Specialisation) Energy Energy Source Only

Available Powers: Absorption, Animate (Metal, Electromagnetic Only), Armour (Metal, Electromagnetic Only), Body of Energy (Electricity Only), Bodyguard (Electromagnetic Only with Metal), Damaging Aura, Decay, Energy / Matter Attack, Energy / Matter Creation, Energy / Matter Manipulation, Entangle (Metal, electromagnetic Only), Explode, Forcefield, Immunity, Malfunction, Paralyse (Electricity Only), Reflection, Resistance, Ricochet Attack (Metal, Electromagnetic only), Stun (Electricity Only), 

Hydromancer

Hydromancy is the specialisation which has the power over liquids.

All Powers are Water / Liquid Energy Source Only

Available Powers: Absorption, Animate, Body of Energy, Energy / Matter Attack, Energy / Matter Creation, Energy / Matter Manipulation, Environmental Protection (Water / Liquid Only), Extra Movement (In Liquid Only), Force Field, Healing, Immunity, Infection, Paralyse (Biological beings only), Poison, Reflection, Resistance, Speed (In Water Only), Weather Control (Rain Enhancements Only and Fog), 

Pyromancy

This specialisation is the ability to manipulate heat and fire energies.

All Powers are Fire / Heat Energy Source Only

Available Powers: Absorption, Animate, Body of Energy, Damaging Aura, Energy / Matter Attack, Energy / Matter Creation, Energy / Matter Manipulation, Environmental Protection (Heat / Fire Only), Explode, Force Field, Fear, Infravision, Immunity, Light, Reflection, Resistance

Geomancy

The Geomancy Specialisation has access to Powers that affect Natural Geological Matter such as Earth, Rocks, Crystals, Metal etc..

All Powers are Earth / Rock / Crystal Natural Matter Source Only, Chosen on Specialisation selection.

Available Powers: Absorption, Animate, Body of Energy (Must Select Granular Body at +1 instead of +2), Burrow, Density Increase, Energy / Matter Attack, Energy / Matter Creation, Energy / Matter Manipulation, Entangle, Reflection, Resistance, Tough Skin, Transmutation (Chosen Matter Source Only)

Mentalism

This Psionic Specialisation are Powers that effect and control the mind or manipulate the psychic energies.

All Powers are Psionic Energy Source Only

Available Powers: Absorption, Animal Communication (telepathically Only), Astral Projection, Combat Sense, Confuse, Danger Sense, Dominate, Drain Stat (MND & FOC Only), ESP, Fear, Fear Immunity, Force Field, Illusion, Invisibility, Paralyse, Precognition, Probability Manipulation, Psi Blast, Reflection, Resistance, Slow, Specialized, Telekinesis, Telempathy, Telepathy 

Theomancy

This divine and holy specialisation taps into powers that manipulate the Celestial Energies.

All Powers are Holy / Celestial / Primordial / Cosmic Energy Source Only

Available Powers: Absorption, Armour, Bonus Action, Boost Stat, Copy Power, Drain Stat, Damaging Aura, Energy / Matter Attack, Energy / Matter Creation, Energy / Matter Manipulation, Enhance Stat, Explode, Extra Health, Fear, Force Field, Healing, Immunity, Light, Nullify, Phasing, Reflection, Regeneration, Resistance.

Technomany

Technomancy is the specialisation that are the study of powers that manipulate technology.

Available Powers: Animate (Devices Only), Decay, Invisibility (To Devices Only), Malfunction, Reflection (Attacks From Devices Only), Technology Control, Technology Manipulation

Power and Duration

Powers come in three types of duration. 

Instant, Active and Permanent.

Instant Powers are powers that are generally fire and forget powers. A Power User will spend the NRG to use the power and the effect happens and that is the end of the power. 

The NRG spent in this way the regenerates.

Active Power are powers that are activated and stay active until deactivated. The NRG spent to activate these Powers are not regenerated. They remain used as long as the Power is active. 

  • To deactivate a Power is a free action and can be done at any time. Once deactivated the NRG then regenerates.
  • Power activated in this way can become deactivated if a character suffers any Stun points. The Power User must make a FOC roll against a Difficulty LVL of the quantity of Stun Points currently taken.

Permanent Powers are superpowers / abilities that are permanently in affect and cannot be deactivated by the user. The NRG cost to activate this Power is permanently used. 

  • If the power is ever deactivated. The power reactivates as soon as what ever deactivated the power in the first place has stopped being in effect. 
  • Permanent Powers cannot be changed in any way by use of NRG. Once chosen the User must choose all the appropriate enhancements that are permanently active at the time of selection.

Power Appearance

It is entirely up to the GM and the Players to decide what the power looks like in game. All powers have a visual residue and it is up to the Player and GM to describe how it looks during the narrative. No power is invisible or silent, even if it is a whisper of humming or a shimmer in the air. It matters not what the appearance of the Power is. No bonus or Penalty can be awarded for clever description. The Power will only do the effect described in the Power List.

Example: Scaros has described his Armour Power to look like that of evil spirits circling his body with glowing demonic eyes. Scaros is hoping to instil fear into his enemies. But Scaros’s Armour effect is just the basic Armour Power effect which provides a bonus to DMG RES, therefore no other effect happens and although the enemy would be wary and appear fearful, there is no in game effect or bonus.

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