Suddenly, your grasp your head in agony as pain shoots through your brain. In your head, voices babble, and strange images flash. Your vision grows spotty, as you gasp for air, literally forcing yourself to breathe. You can feel your heart slow as your near unconsciousness and possibly a coma. Your brain is being re-wired - first for more capacity, and then that new capacity is filled with data. As fast as it started, it ends. Your knees are weak, your breath ragged and your head is still feeling the after-effects. But strangely, you know that you know things now that you did not know before. You know how to use these new "powers", and what they do, but not how they _really_ work. Your powers: ------------ Chad ---- Celerity (3) - 16 points Fortitude (3) - 16 points Potence (2) - 8 points Protean - Gleam of Red Eyes - .5 points Augementing Disciplines ----------------------- Augmenting Disciplines (such as celerity) do not require additional learning, but are purchased according to the following table: Power Level..................Point Cost 1 ........................... 4 points 2 ........................... 8 points 3............................ 16 points 4 ........................... 24 points 5 ........................... 48 points Only one level of an augmented discipline can ever be in effect at one time in order to achieve cumulative effects. For example, a user cannot invoke the Celerity Discipline at Power Level 1 twice to increase his move by +2. Fatigue Points -------------- Fatigue Points are a separate pool. The base pool is defined as (HT+ST)/2. An extra fatigue point can be purchased for 5 XP, up to a maximum of 10 points. Fatigue points are regained at the rate of 1 point per hour if the characters are resting, 1 per 3 hours if the characters are engaged in "normal" activities, and not at all if combat occurs. Each level of power drains 2 points of fatigue per level of power. Effects of Fatigue ------------------ For every point of fatigue a charcter has, his HT (and all HT related attributes, including Hit Points) is reduced by that level. As fatigue is rested off, HT is restored Fatigue for HP -------------- Characters may expend 1 Fatigue point to heal 1 HP Using Powers ------------ Each power, unless noted, takes one full turn of concentration. The power is invoked at the beginning of the next turn. Discipline: Celerity (Augmenting Discipline) - Tier Level 1 Using the Celerity Discipline allows a users to move extremely quickly and take multiple actions in a single turn. When a user invokes Celerity, no skill roll is required. Its affect begin on the next turn (after the turn of concentration). The following chart shows the advantages gained by the individual power levels. Power 1 Adds 1 to Move for 10 minutes Power 2 Adds 2 to Move; 1 extra attack per turn; duration 30 mins Power 3 Adds 4 to Move; 1 extra attack per turn; duration 1 hour Power 4 Adds 6 to Move; 2 extra attacks per turn; duration 2 hours Power 5 Adds 10 to Move; 2 extra attacks per turn; duration 6 hours Note that if a character wishes to save Fatigue points, he can use a lower power than his maximum Celerity. If someone has Power 5, for example, he can use Power 3 and spend only 6 points of Fatigue instead of 10. If the GM is using the Altered Time Rate ability, Celerity can _not_ be combined with ATR for added effect. Discipline: Fortitude (Augmenting Discipline) - Tier Level 1 Fortitude describes a type of supernatural toughness and vigor which allows users to resist harm. With the Fortitude power, users can resist damage from weapons by preventing the harm from them. This translates to an increase in the user's Damage Resistance. To use Fortitude, a user simply concentrates for one turn and the bonuses appear on the next turn. The chart below shows the DR bonuses and duration given each power level in Fortitude. Power 1 +2 DR; duration 10 mins Power 2 +4 DR; duration 30 mins Power 3 +8 DR; duration 1 hour Power 4 +16 DR; duration 2 hours Power 5 +32 DR; duration 6 hours Discipline: Potence (Augmenting Discipline) - Tier Level 1 This discipline allows for physical might that allos for great feats to be accomplished, far beyond what a normal mortal could perform. Potence allows users to jump and leap greater distances, lift greater weights, and inflict greater harm upon objects and indivduals when they are punched or hit. The power level of this Discipline defines the increase in Strength and the duration. To use this Discipline, the user simply concentrates for a turn, and his Strength is increased starting on the next. The chart below shows the advantage gained for each power level. Power 1 +1 ST; duration 10 minutes Power 2 +2 ST; duration 30 minutes Power 3 +4 ST; duration 1 hour Power 4 +6 ST; duration 2 hours Power 5 +10 ST; duration 6 hours Discipline: Protean Gleam of Red Eyes - Power Level 1 With a successful roll, this power allows the caster to see perfectly in normal darkness. Limited vision is even possible in absolute darkness (-5 to Vision rolls and combat). While this power is activated, the caster's eyes glow an eerie red. This power lasts one hour per point of success.