Powers
Past Lives: The delta can call upon her
ancestors for skills and advice. By making an easy(5) spirit roll
the Delta can go into a trance to communicate with their spirits.
The trance takes a few minutes, as the inherited has to summon the spirit
and than gain the knowledge. The spirits communicate in whispers
and visions, or can guide the actions of the Delta after the trance ends
(in order to gain skills)
The delta can contact three past lives. These are
created during Character creation, each past life must be of at least 20
years ago and cannot overlap. They can be of any region or historical
time.
They have to be normal humans however, no deltas.
The past lives should have the persons lifespan, name,
occupation and three or four skills that they had in life. (these
don’t have to be fully created character stats, although the player may
do that if she wants)
Each lifetime must be okayed by the Guide.
By calling on a spirit, the Inherited can access one of the following things:
Advice: The spirit will talk with her, offering
what strategies or suggestions that he can.
Vision: The spirit can show her a sight
that the spirit had seen, such as where he buried the treasure.
Skills: The spirit can partially take over
the Inherited, allowing her to gain two levels any skill the ghost has
for the duration of that turn. The possession is tiring however,
and the spirit can only do it once a day.
Quirk:
Possession: if the Inherited Botches the
spirit roll than the spirit fully possesses her. The possession lasts
for 1d6 rounds, in which that past life can do whatever he pleases.
(which may benefit the player, or may not. Whatever happens it is
the Guide who controls the possessed character)
Tricks:
The Will of Many: The spirits are strong
with this one. Anytime she makes a Spirit roll that involves fighting
off possession, telepathy or fear than she gains a +3 on the roll.
(this includes Bravery rolls)
Future Self: The Inherited has the special
ability to try to contact a life in the future. This is very difficult,
and requires a full hour of trance time and a Difficult (15) spirit roll.
The future self is not defined like past lives, instead it’s just a hazy
person somewhere from 10 to 20 years in the future. Whether successful
or not this trance may only be attempted once a day.
The Inherited can ask for skills, just as before, or
ask for advice. Advice about the future is hazy, and usually comes
back muffled or in strange warnings.
Powers
Wind Control: The cyclone can control the
air anywhere within her line of sight or within 10’ around her. The
delta can increase or decrease the wind up to 10mph simply by concentrating
on it. Note that this affects all the air in the area.
With a Challenging (10) Spirit roll the Delta can cause
larger wind changes, around 20 or 30 mph gusts or sudden stalls.
If the Delta suddenly stops a strong wind, anyone traveling
through this wind may find themselves unbalanced. They must make
a Challenging (10) Speed roll to avoid falling. If anyone
is flying they must make a Challenging (10) Flying roll instead.
Gust immunity: If the Delta wishes it, strong winds
slide around her, instead of pushing against her. This means they
are immune to strong wind gusts (very useful for acrobatics as well).
A small amount of air still touches the delta, as she still needs to breathe.
Gasses still affect her, and the immunity does not redirect anything actually
flying through the air, such as bullets, arrows or debris.
Tricks
Gliding the Drifts: Getting blown around
like a leaf isn’t the most fun in the world, but some Cyclones have managed
the gift. By blowing a lot of air underneath them they can fly at
Pace 20. They must make an Easy (5) Flying roll every round. Also,
to get the necessary wind speeds the Delta has to have a large amount of
air to work with, generally that can only be done outside.
Tornado: When Cyclones get mad, they get
very mad. They can increase the winds around them up to Tornado force,
creating a twister around them. The twister always forms with the
delta in the middle of it, unaffected and unharmed.
Everyone and anything within thirty feet around her,
however, are in trouble. All characters must make Strength checks
to remain on their feet. The first round it’s Easy (5), the second
round Challenging (10), and rounds after that are Amazing (20) difficulty.
Flying checks are made at one level higher than the strength check.
Keep in mind that Gust Immunity does not work against a Tornado trick.
Anyone who fails their strength check, and is not tied
down, gets picked up and thrown 1d6x10 feet and take appropriate falling
damage. (1d6+3 massive damage for every 12 feet)
Any materials in the area not nailed down go flying,
and buildings and vehicles in the area start taking damage at the third
round. It’s up to the guide to decide exactly what happens, but at
this stage roofs start getting ripped up and signs start flying.
The tornado can be kept going for one round per die of
Strength that the Delta has.