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Discussion: Possible M&M
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<blockquote data-quote="Insight" data-source="post: 5368263" data-attributes="member: 11437"><p>In <strong>Hunter</strong>, the characters are somewhat divinely inspired. Or at least, they seem to be. Some believe in the religious aspects of their powers, while others believe their abilities to come from sheer willpower or something else entirely.</p><p></p><p>In terms of the powers themselves, here is a list of the ones found in <strong>Hunter: the Vigil</strong>:</p><p></p><p>Advanced Armory: Modern, militaristic devices with supernatural powers, especially effective against "creatures of the night".</p><p>Benediction: A series of rituals with healing, protective, and even exorcism abilities.</p><p>Castigation: Calling upon demons and making use of demonic powers (and dealing with the consequences of such).</p><p>Elixir: Concocting potions and mixtures of various kinds.</p><p>Relic: More devices, this time with more of a religious, ancient bent than a modern one.</p><p>Thaumatechnology: Mixing science and the supernatural in the form of implants, grafts, and other medical procedures.</p><p></p><p>Like I said previously, I would like to expand upon this rather limited list with a more dynamic breadth of powers available to the player characters. Really, the whole idea of using <strong>Hunter</strong> as a basis is more of a "feel" thing than trying to force anyone into a particular set of powers.</p><p></p><p>The power sources will be <em>divine</em>, <em>psionic</em>, <em>shadow</em>, and <em>sorcery</em>. Characters should generally have one power source, although I wouldn't necessarily have a problem with a character having powers of different descriptors, depending on the character concept.</p></blockquote><p></p>
[QUOTE="Insight, post: 5368263, member: 11437"] In [b]Hunter[/b], the characters are somewhat divinely inspired. Or at least, they seem to be. Some believe in the religious aspects of their powers, while others believe their abilities to come from sheer willpower or something else entirely. In terms of the powers themselves, here is a list of the ones found in [b]Hunter: the Vigil[/b]: Advanced Armory: Modern, militaristic devices with supernatural powers, especially effective against "creatures of the night". Benediction: A series of rituals with healing, protective, and even exorcism abilities. Castigation: Calling upon demons and making use of demonic powers (and dealing with the consequences of such). Elixir: Concocting potions and mixtures of various kinds. Relic: More devices, this time with more of a religious, ancient bent than a modern one. Thaumatechnology: Mixing science and the supernatural in the form of implants, grafts, and other medical procedures. Like I said previously, I would like to expand upon this rather limited list with a more dynamic breadth of powers available to the player characters. Really, the whole idea of using [b]Hunter[/b] as a basis is more of a "feel" thing than trying to force anyone into a particular set of powers. The power sources will be [i]divine[/i], [i]psionic[/i], [i]shadow[/i], and [i]sorcery[/i]. Characters should generally have one power source, although I wouldn't necessarily have a problem with a character having powers of different descriptors, depending on the character concept. [/QUOTE]
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