KoA Forums

Appropriation

Appropriation allows the Ancardiobs to discover their opponent’s powers, and then make use of that power.  The old saying goes, "The only fight that is impossible is the one you fight against yourself."

Level (1) Sense the Power

A Ancardiobs, upon touching his opponent or tasting his blood, can know exactly what Powers the target has, what level they are, how old they are, and how much energy to fuel their powers he has left.
System: Roll Perception + Occult [7].  The more successes gained, the more knowledge is gleaned. 

Level (2) Learn the Secret Ways

 A Ancardiobs, after using Sense the Power, can take on one of opponent’s Powers for a time, to use against his opponent.
System: Roll Intelligence + Occult [8].  Each success allows for one dot in any power the opponent possesses.  Note the Ancardiobs may not surpass the target in level, nor may he gain more than his Maximum Allowable Trait Level.  If he gains access to the opponent’s 6+ Level Powers, he may only gain those possessed by the target.  This Boon only functions on one Power at a time, and if it is used to gain another Power, any previous use of this power is lost.  The Ancardiobs possesses the Boon for a number of turns equal to the amount of successes or until he utilizes this power again.

Level (3) Funnel Supernatural Forces

A Ancardiobs may now gain Attributes and Abilities from an opponent he has used Sense the Power on.
System: Roll Intelligence + Occult when borrowing Abilities, difficulty 7.  Each success allows the Ancardiobs one dot in the given Abilities, but he may not surpass the target’s rating in that Ability.  Roll the given Attribute + Occult when gaining Attributes, difficulty 9.  A Ancardiobs may not gain more dots in the Attribute than his opponent has to take, and he may not supercede his Maximum Allowable Trait Level.  The bonuses last until the end of the scene.

Level (4) Overlap the Powers

 A Ancardiobs now gains the power to use Learn the Secret Ways and Funnel Supernatural Forces more than once without losing the advantages of previous uses.
System: This power is automatic, but bonuses gained from the uses of the two powers only last as long as they are stated in the power.

Level (5) Appropriate Power

A Ancardiobs now can not only borrow a Power, but he may steal it for a time from its original possessor.
System: Roll Intelligence + Occult [8].  Each success allows for one dot in the chosen Power, and takes a level of power from the opponent.  This works in the same way as Learn the Secret Ways otherwise, including duration.

Level (6) Appropriate the Body and Mind

A Ancardiobs may now steal his opponent’s Abilities and Attributes, but only for a short while.
System: Roll Intelligence + Occult when stealing Abilities, difficulty 7.  Each success steals one dot from the opponent and gives it to the Ancardiobs.  Roll the given Attribute + Occult when stealing Attributes, difficulty 8.  Each success steals one dot from the opponent and gives it to the Ancardiobs.  The bonuses may not supercede the Maximum Allowable Trait Level for the Ancardiobs and last for a number of turns equal to the amount of dots stolen.

Level (7) Follow in Your Footsteps

This power allows the Ancardiobs to learn one of the Abilities from a willing target, as opposed to simply stealing them.
System: The Ancardiobs must have a willing target to perform this one.  He uses Sense the Power, then rolls Intelligence + Occult, difficulty 8.  Every two successes grant him one dot in the chosen Ability.

Level (8) Rape, Pillage, and Plunder

This power allows a Ancardiobs to steal permanently any Ability from a defeated opponent.
System: The Ancardiobs must first defeat his target in a battle of some sort.  Then he spends a Vim Point, and rolls a contested Willpower Test against the target, difficulty 7.  If the Ancardiobs wins, he may take any Ability from the target.  If he fails, nothing happens.  If he botches, he loses one dot in ALL OF THIS ABILITIES, POWERS, AND ATTRIBUTES.

Level (9) Carbon Copy

The most dangerous of all powers, the Ancardiobs may now, after using Sense the Power, become an exact copy of his opponent.  He looks and sounds like his opponent, and possesses all of his opponent’s Attributes, Abilities, and Powers, but keeps his own Virtues, Humanity, Willpower, and his own Boons.
System: The Ancardiobs must first use Sense the Power on his opponent, then spend three Vim Points.  The transformation is grisly, and takes two turns, unless an extra point of Vim is spent to speed the transformation to one turn.  The power lasts until the end of the scene or until discontinued.  If used on someone of equal or lower generation, the Ancardiobs must roll Willpower [difficulty Target’s highest Trait] or be unable to make the change.  If the power requires the Ancardiobs to surpass his Maximum Allowable Trait Level, he will upon coming down from this power roll a d10 and must attempt to soak that many levels of non-aggravated damage.

Hosted by www.Geocities.ws

1