Revision [1280]

This is an old revision of MMWard made by GilbertoLeon on 2010-10-03 13:44:07.

 

Ward


Effect: Mind Control, Area, Limited Action: Standard (active)
Range: Touch Duration: Sustained
Saving Throw: Will Cost: 1 point per rank


You can hedge out creatures of a particular type from an area up to (rank x 5) feet in radius around you. Choose a creature descriptor when you acquire this power, such as good or evil supernatural creatures, machines, aliens, and so forth. The GM determines if a type of creature is sufficiently limited, based on the details of the setting. Generally categories like "villains" or "super-humans" are too broad.

Affected creatures must make a Will saving throw against the result of your Ward power check. A failed save means the creature must leave the area of your ward immediately and as quickly as possible and cannot enter the affected area so long as the ward is maintained. A successful save means the creature is unaffected. Although affected creatures cannot enter the area of your Ward, they can still launch attacks from outside of it, interact and observe from a distance, and so forth.

Countering


As Ward is essentially a mental effect, other mental effects may be able to counter it, at the GM|s discretion, depending on descriptors. Likewise, Ward may be able to counter certain mental effects, making it useful in warding off the mental influences or powers of creatures it can hedge out, such as a holy ward used actively to counter the mental powers of evil supernatural creatures, for example.

Power Feats


Extras


Flaws


MMPoderes
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