|
This document provides some sample Famillia. As Famillia
and Facillia are designed to be used together, it is difficult to just
provide a list of abilities to cherry pick from; each Metruvian's selection
of Famillia and Facillia must be well chosen and tailored. |
Additionally each of the sample Famillia provided are
scalable; a particular Character could have the Blinding Blast Famillia at
40 Active Points or 90 Active Points (or any other Active Point level)
rather than at the 60 Active Points the example has. |
SAMPLE FAMILLIA |
BLINDING BLAST |
The Metruvian is able to release a blast of blinding
magical energy. |
Blinding Blast: Sight Group Flash 12d6 |
Real Cost: 6 points |
OCCULT ORBS |
The Metruvian is able to release a blast of magical
energy. |
Occult Orbs:
Energy Blast 12d6 (vs. ED) |
Real Cost: 6 points |
SPLINTERING SHOT |
The Metruvian is able to release a blast of lethal
magical energy. |
Splintering Shot:
Killing Attack - Ranged 4d6 (vs. ED) |
Real Cost: 6 points |
FLITTING FLIGHT |
The Metruvian is able to take flight. |
Flitting Flight: Flight 25", Position Shift, x4 Noncombat |
Real Cost: 6 points |
GIRDING GLOBE |
The Metruvian is able to create a globe of
nigh-impenetrable magical energy. |
Girding Globe: Force Wall (17 PD/17 ED; 2" long and 2" tall) (uses END Reserve) |
Real Cost: 9 points |
GLORIOUS GLACIS |
The Metruvian is able to create a aura of protective
magical energy. |
Glorious Glacis:
Force Field (15 PD/15 ED/15 Mental Defense/15 Power Defense) |
Real Cost: 6 points |
MENTAL MALLET |
The Metruvian is able to project magical energy directly
into the mind of another, causing great pain. |
Mental Mallet:
Ego Attack 6d6 |
Real Cost: 6 points |
MYSTIC MENDING |
The Metruvian is able to funnel magical energy directly
through a persons body, invigorating and revitalizing them. |
Mystic Mending:
Healing BODY 6d6 |
Real Cost: 6 points |
OCCULT OBSCURATION |
The Metruvian is able to hide themselves from detection
with an aura of magical energy. |
Occult Obscuration:
Invisibility to Sight, Hearing and Smell/Taste Groups and Spatial Awareness
, No Fringe |
Real Cost: 4 points |
PSYCHIC PUPPETRY |
The Metruvian is able to project magical energy directly
into the mind of another, taking control of them. |
Psychic Puppetry:
Mind Control 12d6 (Human class of minds) |
Real Cost: 6 points |
CONFINING COFFIN |
The Metruvian is able to wrap others in a cocoon of
magical energy. |
Confining Coffin:
Entangle 4d6, 6 DEF (Stops A Given Sense Group Sight Group) |
Real Cost: 6 points |
DEEPEST DARKNESS |
The Metruvian is able to create a field of magical
energy that obscures vision. |
Deepest Darkness:
Darkness to Sight Group 3" radius |
Real Cost: 3 points |
HARDENED HIDE |
The Metruvian is able to funnel magical energy into
themselves, hardening their skin to make it more durable than metal. |
Hardened Hide: Armor (13 PD/13 ED) |
Real Cost: 4 points |
MASSIVE METAMORPHOSIS |
The Metruvian is able to funnel magical energy into
themselves, gaining mass and size temporarily. |
Massive Metamorphosis:
Growth (+60 STR, +12 BODY, +12 STUN, -12" KB, 390,160 kg, -8 DCV, +8 PER
Rolls to perceive character, 28.9 m tall, 14.4 m wide) |
Real Cost: 6 points |
MOLE MOVEMENT |
The Metruvian is able to use magical energy to bore
through all but the hardest of materials. |
Mole Movement:
Tunneling 7" through 12 DEF material, Fill In |
Real Cost: 6 points |
SPATIAL STEP |
The Metruvian is able to use magical energy to create a
rift in space allowing them to displace themselves with total control. |
Spatial Step: Teleportation 20", No Relative Velocity, Position Shift, x4 Noncombat |
Real Cost: 6 points |
DREADFUL DEPRIVATION |
The Metruvian is able to funnel magical energy through
others, weakening them. |
Dreadful Deprivation:
Drain BODY 4d6 |
Real Cost: 4 points |
CLIMATE CONTROL |
The Metruvian is able to funnel magical energy into
their environment to create a variety of effects. |
Climate Control:
Change Environment 1" radius, -2 DCV, Varying Combat Effects |
Real Cost: 2 points |
FABULOUS FARSIGHT |
The Metruvian is able to use magical energy to see
things far away as if they were there. |
Fabulous Farsight:
Clairsentience (Sight Group) |
Real Cost: 2 points |