Powers in Midgard | World Anvil
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Powers

The ability to speak all languages. The ability to pass unseen. The ability to sheathe your blade in heavenly fire. Miracles are powerful abilities granted to believers as reward for their faith and conviction; they are one example of powers.   Powers are an optional series of talents which grant new abilities to your characters. Most powers are active and must be activated for use, requiring that a resource be spent or another condition to be met to manifest the power. Some are passive, granting constant bonuses. Most powers utilize a power source you gain by purchasing a talent. They are usually tied to a belief or lifestyle, such as a religion, and have a relatively narrow, pre-determined effect. Because of this, a character can only have one power source. Every power source is associated with a resource; Christian miracles use Grace, for example, and druidry uses Neart. Each time you purchase a related talent, such as Miracle Worker, you choose a number of powers, as indicated on the talent description, from the powers presented in this section.   If your powers use a power source, your maximum amount of resource is equal to your ranks in a designated skill, plus one for each time you have purchased the power talent. You can also be awarded more resource by the GM for exceptional roleplaying.   As Haering carries the Word through the broken realm of Midgard, all the way to the Iron Wood, he saves a heathen family from a werewolf, and then converts them. Alongside the family, he builds a humble church on the outskirts of the Wood. To commemorate this church, the first of its kind, the GM awards Haering with one additional use of Grace.   Characters are restored to maximum resource each day at early morning. If a character has expended all of the resource needed to use a power, the power cannot be used.

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