Post by Manah on Dec 8, 2021 23:01:45 GMT -5
New Order: 10
(Int.bonus)
-One of the most powerful Quirks in existence, New Order is a unique Emitter Quirk which grants its user the ability to set 'rules' onto their surroundings, allowing the user to manipulate and grant new properties onto themselves and the world around them, effectively allowing limited reality warping. Up to two rules may be active at once, and activating new rules beyond said two require the user to drop one of their formerly active ones. Also, activating a new rule requires physical contact and stating the name of the target out loud. In game terms, the power functions as described below:
(Int.bonus)
-One of the most powerful Quirks in existence, New Order is a unique Emitter Quirk which grants its user the ability to set 'rules' onto their surroundings, allowing the user to manipulate and grant new properties onto themselves and the world around them, effectively allowing limited reality warping. Up to two rules may be active at once, and activating new rules beyond said two require the user to drop one of their formerly active ones. Also, activating a new rule requires physical contact and stating the name of the target out loud. In game terms, the power functions as described below:
- Set Rule (As Power Cosmic/God-like Powers; Area Attack/Effect up to AN if appropriate; Duration is permanent until rule is undone at user's discretion; limitations must be respected, read below.)
- Empower Self (May use up one of their 2 rules to empower oneself; doing so grants +1 to Str, Agl, Spd, Dur, Ref.Dodge, Toughness per stone played up to AN, and +1 to PL per 3 stones played, with those in between adding to Energy Battery.)
- Conditional Rules (At user's discretion, a given rule may depend on any condition the user wishes to apply to a given effect. Examples of conditions include, but are certainly not limited to: 'if the target moves', 'when a certain event happens', 'when someone says a certain word', etc.)
- Rule of Two (Up to 2 rules may exist at once; to use another one, the user must cancel one of their existing rules.)
- Rule of Contact (Must be able to touch the target in order to be able to affect it.)
- Rule of Naming (Must state the name of the target in order to affect it. For example, 'Travis Howlet Jr.', 'the atmosphere', 'my car', and so on. If a target has a personal name, the actual name must be used - as opposed to, say, 'this guy', making it easier to affect immaterial objects than people.)
- Rule of Identity (If the user knows someone's actual name, but that identity does not correspond to what the individual perceives it to be, this power may be ineffective. For example, even if a target's real name is, for sure, Phil Jones, but Mr. Jones is actually an amnesiac who doesn't know that he is said person, the effect will fail.)