Post by Admin on Apr 25, 2015 15:01:54 GMT
This is NOT a comprehensive list. The comprehensive list would be 97 pages.
Armor
Sample Aspects: Protective Aura, Body Hardening, Genetically
Altered Skin
Base AP Cost: 1
Activation: Metabolic Difficulty 4
Activation Time: Free Action
Duration: Scene
Power Type: Channeling (Auras Only), Shapeshifting, Shaping,
Training, Talent
You have the ability to instantly wrap yourself in some form
protection. This may be hardened skin, a channneler’s aura,
scales, a gargoyle’s skin or other such things.
When activated, this Power grants a natural Armor Rating of
1. Unlike most bonuses, the Armor Rating provided by this
Power does not stack with that provided by wearing actual
armor. Nor does it stack with other sources of Armor Rating
unless stated otherwise. You simply use the greater of the two
Armor Ratings provided.
Modifiers:
+0 (Mental Armor): Instead of protecting against physical
attacks, your armor provides its Armor Rating against direct
mental attacks such as Influence Thoughts or a Power Attack
that attacks your Mental Stress Track. Note that this Power
does not provide protection against more mundane mental
attacks such as those made during a debate, an argument or
from natural fear.
+0 (Determination Boost): Instead of protecting against
physical or psychic mental attacks, your armor provides its
bonus against mundane mental attacks. You do not roll to
activate this Power; you spend a Fate Point to activate it instead.
+0 (Popularity Boost): Instead of protecting you against physical
attacks, your armor represents your popularity in with
people and protects you against social attack. You do not roll to
activate this Power; you spend a Fate Point to activate it instead.
+1 (Life-Force Armor): Instead of protecting against physical
attacks, your armor provides its Armor Rating against
direct Life-Force Attacks such as a Power Attack that attacks
your Life-Force Stress Track or Life-Force Afflictions and
Poisons. Note that this Power will not protect against damage
to the Life-Force taken from over-exertion.
+1 (Ablative Armor): Your Armor provides a short Stress
Track the same way mundane armor does. Your armor gains
a Stress Track of and once Damaged your armor is deactivated
and may not be activated again this scene. The next
time your armor is successfully activated, it will no longer be
Damaged and all stress it suffered will be cleared. For every
additional AP spent you may add more stress boxes, to
a maximum of .
+1 (Improved Armor): For every additional AP you spend
on this Power, the Armor Rating provided is increased by 1.
+1 (Insulating): The armor created is not directly connected
to your body, such as with a force field. Subject to the GM’s
ruling, some attacks that normally ignore armor may still be
hampered by this Power.
+1 (Light Compatibility): You may stack up to 1 points of
the granted Armor Rating from this Power with that of worn
armor or another source of Armor Rating.
+1 (Reactive Armor): You need not have already activated
this Power to make use of it. As long as you are aware of a
potential attack, you can activate this Power as a free action
in response to an incoming attack, even if it’s not your turn.
You need make an activation cost the first time this Power is
used in a scene.
+2 (Heavy Compatibility): You may stack up to 2 points of
the granted Armor Rating from this Power with that of worn
armor or other sources of Armor Rating. You may not also
purchase Light Compatibility.
+2 (Passive): Purchased most often to represent permanent
body hardening, scales or tough skin. Your armor is “always
on” and does not need to be activated.
Passive cannot be taken for Armor of more than 4 points and
is not considered an active psychic ability. All Trained armor
powers will have this modifier.
Passive cannot be taken with the Insulating modifier.
If Passive is taken with the Ablative modifier, then the Damaged
consequence heals as if it were a Major physical consequence,
but does not count against the normal consequence
track.
+1 (Expanded Coverage): For every additional AP you spend
on this Power, you may project your aura of Awe into an additional
zone.
+2 (Passive): This Power is “always on” and never needs to
be activated.
The Passive modifier can be taken with Pure Skill.
Death-Seer
Sample Aspects: Blood Red Eyes, Walks with Death
Base AP Cost: 3
Activation: None
Activation Time: Free Action
Power Type: Magic, Shaper, Talent
The basic form of this Power is passive and requires no Activation
roll. However, the Power does provide new action options
for Sensitive and the Social Abilities basically by expanding
the number of entities that a character can interact with.
Medium: Death-Seers are able to see and speak to ghosts as
easily as any normal person and have an instinctive ability
to tell the living from the dead, even if the ghost in question
has been around enough to look like they were in life rather
than at the time they died. However, the ghosts do tend to
notice being noticed.
Undead are immediately recognizable to a death-seer and
usually provoke feelings of disgust, fear, anger or other such
things in most death-seers. Corrupted death-seers rarely care
about undead.
Death-seers are immediately recognizable to each other by a
sort of glow that exists around them representing their “guiding
light”. This glow can come in a number of different colors,
often slightly unique to the individual death-seer. White, purple,
green, yellow, gray and even black light has been reported.
Fallen death-seers close the passage that allows ghosts to pass
on. As a result, their guiding light has taken the form of a sort
of darkness. The color does not change, but instead of highlighting
the area around them, their darkness obscures instead.
For example, if a fallen death-seer had a black guiding
light, the black color would fall on items and ghosts around
them and make them seem more real and easier to perceive.
Meanwhile, if the same death-seer were to close their light
and become “fallen” that black light would obscure details
and make things more difficult to see for ghosts and other
death-seers.
Spirit Guide: The death-seer acts as a consistent focal point
through which ghosts can pass on beyond the confines of the
mortal world. This cannot be forced, but if the death-seer can
persuade or lead the ghost to the point they’re ready to move
on, then the passage opens around them. With common ghosts, this takes the form of a social contest using Empathy
and Persuasion to gain the ghost’s trust and then help it past
its own lingering needs. For more story important ghosts,
more roleplaying will be required.
This is the only way to permanently get rid of a ghost. However,
while most death-seers see this as the optimal, a few
encourage or force ghosts to remain either as their own servants,
or even going so far as to pushing the dark emotions
of a ghost until they become a vengeful, evil wraith.
Either sort of death-seer is likely to have ghosts around them
at any given time. Corrupted death-seers keep ghosts serving
and dependent on them, normal death-seers might have
ghostly friends or even servants (especially if they’re working
on an “evil” ghost), but the roster usually changes out as some
cross over and new ones come.
Grip of Death: Death-Seers are able to see how close to death
a person is. This is usually several years away, but if there is
injury, illness or poison, then that can change. A roll on their
Sensitive affinity allows them to identify how much time a
person has to live if their current state of health, injury or
illness continues. If a person is likely to die within the next
twenty-four hours, it stands out to the death-seer.
Immortals stand out immediately, even if they’ve covered up
their marks somehow, unless they’ve taken extreme methods
to avoid identification, such as inflicting themselves with a
very slow-acting lethal curse in order to appear to be mortal
to a death-seer.
Death-Cry: If someone dies suddenly and unexpectedly,
whether by an accident or violence, a death-seer will be able
to feel the event as long as it occurs within a number of zones
equal to their Sensitive affinity.
Modifiers:
+1 (Practiced Death-Seer): Your Sensitive is considered +2
higher when using this Power. This may be taken twice by
characters of Ring 8 and three times by characters of Ring 4.
+1 (Natural Exorcist): The Death-Seer gains an Attack action.
// Attack – They may inflict mental stress on a ghost by
making an attack based on their Sensitive against the
ghost’s Willpower. This can be used to drive a ghost
out. However, most death-seers avoid this if possible.
It’s hard to generate the trust necessary to help a ghost
cross over if you’ve previously cleaned its clock.
+1 (Scatter the Soul): A death-seer must already have Natural
Exorcist to purchase this.
Attack – The death-seer gains a second Attack option
targeting the ghost’s Life-Force instead of mind. They
may inflict stress on the target ghost and discorporate
them temporarily. This is still a temporary solution.
+1 (Ghost-Sealer): The death-seer must already have Scatter
the Soul to purchase this. By purchasing this, they acquire
a second Defeated option for when they’ve faced a ghost.
If the death-seer successfully pushes the ghost to defeat, then they
can seal the ghost indefinitely. The seal takes a physical aspect
dependent on the individual death-seer such as black pearls, small
statues, paper seals or even drops of their own blood.
A ghost can allow itself to be sealed and the environment of
the seal is not necessarily unpleasant, and can even be therapeutic.
Gods do this to provide older ghosts a place to rest
in between attempts to convince them to pass on.
+1 (Tongue of the Dead): Any death-seer may try to convince
a ghost to see things from their end at least temporarily, but
some are especially skilled at it. They gain a +2 to any social
contest involving the dead.
+1 (Purifier): The death-seer must already have Dead Enough
and Natural Exorcist.
// Attack – With this, the death-seer can treat any undead
as if it is a ghost possessing a body. This allows the
death-seer to attempt to push the spirit out of the
animated corpse by dealing Life-Force stress to the
undead. This essentially destroys the undead regardless
of weaknesses, but leaves a ghost behind.
+1 (Murder Eyes): Due to their perception of death and its
approach, the death-seer also has an instinctive perception
of how to kill living beings.
Activation: 4
// Maneuver: The death-seer gains the ability to make
maneuvers with their Sensitive affinity in order to
either identify a weakness in a living opponent prepare
to make use of an already identified weakness by placing
Free Invocations on it; or to place Aspects on them
which can be used within that scene.
+1 (Death’s Spring): This adds both Maneuver and Overcome
action options to the Sensitive.
Activation: 4
// Maneuver: You can tell the condition that is most
dangerous to the patient right now. This allows you to
make maneuvers to place free Invocations on an already
identified Aspect; identify an Aspect such as a disease
or curse; or place an Aspect related to identifying a
possible way you could treat the situation.
For example, looking at a smoker would likely show
that the individual would be dying of lung cancer in
some years. The smoker is then shot in the arm; smoking
will still likely be seen as the cause of death. The
smoker is then shot in the chest, and the bullet wound
is now the main likely culprit for death. Once the chest
wound is healed to the point of no longer being a threat,
its back to the lung cancer…at least until the shot in
the arm develops gangrene.
+1 (Where Death Has Tread): This allows an Overcome
option for the death-seer.
Activation: 4
The death-seer may begin to see the way the people around them
have been touched by or dealt with death as per the chart below
Red Haze
Witnessed Violent Death
Black Haze
Witnessed Painful Death
White Haze
Witnesses Peaceful Death
Faded Red Splotches
Feels guilty about a death, but did not cause it themselves.
Red Splotches
Has killed
Black Splotches
Has murdered
Red Breath
Has become innured to dealing death
Black Breath
Enjoys murder
For the purposes of this chart, a murder is a death which, at
the time was done without need or regret and which the
killer enjoyed to a certain extent. Soldiers, spies, and professional
hit men are less likely to have black splotches. Black
splotches develop out of very personal confrontations or
obsessive individuals such as serial killers.
Red breath might simply be a veteran soldier who saw lots of
action and is unlikely to kill for no reason. Black breath means
the person kills simply because he enjoys killing or because
he can’t help himself.
Demigod
Sample Aspects: Daughter of Morrigan, Daughter of Hecate,
Son of Zeus, Spawn of Poseidon
Base AP Cost: 2
Activation: None
Power Type: Touched
One of your character’s biological parents was a God. You
have a second Life-Force stress track based on your Empathy
+ the highest of your Psychic Abilities. This stress track is
Mana and comes with a complete run of Life-Force Cosequences
just like normal. In addition, this Mana stress track
is marked with the Aspect Unskilled Mana(P). Mana can be
tapped when the character thinks that the character of Mana
is best suited to the job at hand. It is also possible to Invoke
Aspects of both Life-Force tracks, though in that case, the
stress you take in activating a power hits both your Mana and
your other Life-Force track equally.
In addition, your character gains a +2 bonus to resist any
attempt to transform your Life-Force in any way and will
recover from physical transformations as if 2 places lower on
the Time scale table. This resistance and recovery bonus
happens regardless of whether your character wants it to or
not unless the transformations are a result of the character’s
own power or decision, such as becoming a full Immortal.
However, the character will have some tendency to think
similarly to the Gods. For example, they might have some
difficulty with yes, no or true, false questions due to the instinctive
perception of a third “maybe” option. There may be
other issues at hand though they should all be less severe
than would afflict a God. Also, remember that while method
of thought processing is inherited, moral values in Divine
Blood are acquired. A child of Zeus, for example, will not
necessarily become a narcissistic rapist.
If, at any point in time, your character were to successfully
become a full God, this power and all Modifiers connected to
it can be converted to other relevant Advantages such as
Resilient Life-Force.
Modifiers:
−1 (Grandchild): You are only the grandchild of a God. Your
Mana Stress Track is half the size it would normally be.
+1 (Novice): Change the Unskilled Mana(P) Aspect to a Novice
Mana Aspect.
+1 (Skilled): You must have already taken the Novice modifier.
Remove the Novice Mana Aspect.
+1 (Split Usage): You must have already taken the Skilled
modifier. When you Invoke both your Mana Aspect and your
other Life-Force, you split the Stress taken in the activation
between both tracks equally, rounded up, rather than take
the full amount of Stress to both.
A Demi-God human telekinetic activates their Telekinesis
Power with a high level of Strength. To succeed,
they use Fate Points to Invoke both human Chi for efficiency
and Godly Mana for stability. They still don’t
quite make the Activation Difficulty and take 5 Stress.
Normally, this 6 Stress would hit both the Mana and
Chi Tracks. However, because this Demi-God has Split
Usage the Stress splits. 5 divided by 2 is 2.5 which rounds
up to 3. So the Demi-God takes 3 Stress to each track,
which effectively deals one extra Stress.
Dreams
Sample Aspects: Sidhe Dreamcaster, Dreaming Deal Breaker
Base AP Cost: 5
Activation Difficulty: Sensitive Difficulty 4
Activation Time: Simple Action
Power Type: Touched
Maneuver – This allows you to place a lasting Aspect on the
target.
This is the power that the sidhe so far believe to be unique to
themselves, with only a few of even their own possessing it.
Through this power, the sidhe can affect the perceptions of
those around them. The dreamcaster shapes the overall criteria
for how they want the target to view reality and then
releases the power. Once released, the dreamcaster has no
direct control over the dream. The target’s own mind and
expectations will fuel the dream until such time as it fades,
meaning that the dreamcaster is never entirely sure what the
target will perceive to achieve the desired effect.
Dreamcasters can place a dream upon themselves as well, but
once they have done so, they will assume the dream is the
reality even though they constructed it themselves. Some of
the most common forms of self-induced dreams are used by
the sidhe to catalyze their power into the deals they make.
Basically they are giving themselves an increase in power and
focus through sheer belief that such deals increase their
power. However, this has nasty effects if deals are ever broken.
The first step to placing a dream is to activate the Power with
a Sensitive roll against a Difficulty of 4. Then they perform a
maneuver on the target rolling their Sensitive against the
target’s Willpower. If successful, the dreamcaster places an
Aspect on the target representing the general nature of the
Dream they created such as: Sees a different woman when
looking at me (useful for avoiding identification, when the
target sees the dreamcaster, the physical features he or she
sees will appear different than reality) or English is German,
German is English (in order to make two people think they’re
speaking in a language that affords them privacy when they’re
really telling the dreamcaster everything), I’m perfectly fine
(to convince someone that the dreamcaster is unhurt and
happy) or Intense Self-Confidence (to improve the confidence
of the target.)
The amount by which the attack succeeds determines the
duration that the dream lasts. Once placed, the dream is fueled
by the target and the dreamcaster can’t control how long it
will last aside from casting it again. The Aspect placed should
be considered a curse and if placed on a player, they should
be unaware of the Aspect until evidence of its existence is
made undeniable. For example, if two people describing the
same person each describe two totally different appearances
or if you think you’re speaking German when someone tells
you that you’re speaking English.
Once the target is confronted with the existence of the dream,
they may roll a test of their Reasoning vs their own Willpower.
If their Reasoning wins out, then the dream breaks, but if
the Willpower wins out, then the dream will persist. If Willpower
succeeds, then the amount by which it succeeds is
compared to the time increment with the dream lasting that
much longer.
For dreams with positive effects, the GM should alter the
relevant difficulties of the target by two, or else occasionally
reroll a NPCs result in a contest. However, note that no dream
has entirely positive effects. The Intense Self-Confidence for
example could be compelled to force the character to not ask
for advice.
Once a dream fades away; the character is made to attempt a
Reasoning vs Willpower roll; or the dream is compelled to
force a character decision rather than the GM merely describing
things falsely, the player receives a Fate Point The character
might still remain unaware of the dream aspect, especially
if it had faded.
Modifiers:
+2 (Dreaming Deal): The dreamcaster can draw strength
from major, long-lasting deals that they have made with
other beings in order to strengthen their Dreams. They gain
one aspect related to a major deal requiring ongoing effort,
one that has broad ramifications for both the sidhe and the
one they made the deal with and may invoke that any time
they use Dream. If they break the deal related to the gained
aspect, it may no longer be invoked for bonus and can now
be Compelled for a penalty.
If the deal ever completes and no longer requires effort on
the part of the sidhe, they lose the aspect. The aspect may be
replaced for free as soon as an appropriate deal is made.
Rendering the deal moot also removes it from being a negative
should the sidhe break a deal.
+1 (Litany of Deals): Requires the Dreaming Deal modifier.
The dreamcaster ties their dreams to another deal and gains
another aspect. They may only have as many Deal Aspects as
their ranks in Sensitive.
+1 (Keeper of Deals): Requires the Dreaming Deal modifier.
As long as the dreamcaster follows through on all deals,
minor or major, they gain a +1 bonus to uses of Dream. If the
sidhe ever breaks any deal, Aspected or otherwise, then this
bonus becomes a -1 penalty. This modifier may be taken twice
by Ring 9 characters and three times by Ring 7 characters.
Recovering from deal breaking with this advantage is the
same as recovering from a defeated Social consequence.
+1 (Forever Binding): Requires the Dreaming Deal and
Keeper of Deals modifiers. The duration of any Dream is increased
by 1 time increment for free. This may be taken twice
by Ring 5 characters and three times by Ring 3 characters.
If the sidhe breaks a deal, the power of all existing dreams is
fractured. Every Deal aspect is instantly compelled, to no fate
point gain, to reduce the power of every pre-existing Dreams
cast by that sidhe which also suffer from the stacking penalty
from any levels of the Keeper of Deals modifier. Also, all
duration bonuses from this modifier are immediately lost.
Recovering from this deal-breaking will require the sidhe to
use XP to buy off each Deal modifier and then use more XP
to buy them up again.
+2 (Bondless): By essentially making a deal with themselves
never to be bound up by a deal the sidhe undermines the
power of deal keepers. When involved in a conflict with another
dreamcaster, the hostile dreamcaster gains no benefit
from any dream modifiers. The power aspect must relate to
this and, as this is a self-induced Dream, it can be compelled
to make you forget deals that you want to keep..
+2 (Dreamland): You may simultaneously place the same
basic dream on a number of people up to your Sensitive rank.
Note that each person will still have their own unique interpretation
of the dream you place.
Half-Demon
Sample Aspects: Son of Jack O’Lantern, Daughter of Moloch,
Scion of Balor
Base AP Cost: 2
Activation: None
Power Type: Touched
One of your character’s biological parents was a Demon. You
have a second Life-Force stress track based on your Perception
+ the highest of your Psychic Abilities. This stress track is
Vitae and comes with a complete run of Life-Force Aspects
just like normal. In addition, this Vitae Aspect is marked with
the Aspect Unskilled Vitae(P). Vitae can be tapped when the
character thinks that the character of Vitae is best suited to
the job at hand. It is also possible to draw on Aspects of both
Life-Force tracks, though in that case, the stress you take in
activating a power hits both your Vitae and your other Life-
Force track.
In addition, your character gains a +2 bonus to resist any
attempt to transform your Life-Force in any way and will
recover from physical transformations as if 2 places lower on
the Time scale table. This resistance and recovery bonus
happens regardless of whether your character wants it to or
not unless the transformations are a result of the character’s
own power.
However, the character will have some tendency to think
similarly to the Demons. This includes a tendency to dismiss
some information as irrelevant where other people would
take time to confirm whether that is true or not. They can
come across as sketchy or reckless. However, the difference
is not as severe as with full Demons.
If, at any point in time, your character were to successfully
become a full Demon, this power and all Modifiers connected
to it can be converted to other Advantages.
Modifiers:
−1 (Grandchild): You are only the grandchild of a Demon.
Your Vitae Stress Track is half the size it would normally be.
Round up.
+1 (Novice): Change the Unskilled Vitae(P) Aspect to a Novice
Vitae Aspect.
+1 (Skilled): You must have already taken the Novice modifier.
Remove the Novice Vitae Aspect.
Illusions
Sample Aspect: Foxfire Artisan, Succubus Trickster
Base AP Cost: 2
Activation: Manipulative Difficulty 6
Activation Time: One Turn
Duration: Scene
Power Type: Talent, Shaping, Magic, Telepathy (Figments only)
Block – This power essentially grants you the Ability to place
a sensory block to avoid realizing that what someone perceives
is fake. Other characters will try to Overcome the block to
identify the illusion.
You can create believable illusions within your line of sight.
The basic version of this Power allows you to create static
images. Though they do not move or make sound, they can
be detailed enough to pass for real.
The result of your roll sets the difficulty of the Perception roll
needed to see the illusion for what it is. A low roll might result
in an illusion that flickers, has an odd texture, or has colors
that just don’t look quite right.
However, a roll that meets a difficulty of 3 is almost always
believable, and rolls to pierce the illusion should only be allowed
if the observer has reason to be wary of illusions, such
as an illusion that isn’t registering to senses or sensors that
it should, or if the illusion is behaving in a strange way.
For example, an illusion of a rock in a field of rocks should
not call for a roll to notice the illusion for what it is. On the
other hand, passing your hand through an illusion for what
it is. On the other hand, passing your hand through an illusion
of an unmoving man would probably allow the observer to
pierce the illusion without rolling.
The most basic illusion is the same size as a human adult (size
0). To make larger illusions, the character suffers a -1 penalty
on his roll per Size category. So, if the character wants to
create the illusion of a car (Size 2), he’d suffer a -2 penalty on
his Manipulative roll to determine how believable it is.
You may maintain a number of illusions at the same time
equal to your Manipulative.
Modifiers:
+1 (Illusion Mastery): Your Manipulative Ability is considered
to be 2 higher for the purposes of using this Power. This
may be taken twice by characters of Ring 8 and three times
by characters of Ring 4.
+1 (Audible Illusion): Your illusions can make sounds. They
can make any sound you desire in a manner that is convincing
to witnesses. So the illusion of a man could talk, speaking
the words you wish him to speak. The illusion of a car could
honk or rev its engine. In addition, you may create sound
alone without a visible component to your illusion.
+1 (Mobile Illusions): As stated above, the base version of
this Power allows you to create static illusions. This modifier
allows your illusions to move around in a convincingly lifelike
manner. It may move at any speed, but disappears if you
lose line of sight with your illusion. Any time an observer
rolls to pierce a moving illusion; he gains a +2 bonus.
+1 (Permanent): Your illusions last until dismissed by you,
and do not require line of sight to maintain. If the illusion
can be made mobile, you may “program” them to perform
some scripted action over and over again in your absence.
+0 (Figments): When using figments, Illusion operates with
Sensitive instead of Manipulative. Your illusion only appears
in the mind of your victims, which can be a number of people
equal to your Sensitive rank. If you have also purchased Phantasms
or Illusory Creature, any stress the Figment inflicts is
suffered as Mental stress instead of Physical. You must be able
to see the victim at all times. If you lose sight of him, he is no
longer affected by the figment. This can trigger a mindscape.
+1 (Dual Canvas): You can create both mental figments and
standard illusions.
+2 (Phantasms): You are able to create illusions that are
seemingly tangible. Your illusion is under your direct control,
like a puppet, and with a simple action you can command it
to take a simple action itself if the illusion is of an object that
can move, such as a car or forklift. It disappears if you lose
line of sight with it. Your illusion may pick up and move
objects, having a Strength, Agility and Endurance equal to
your Manipulative, regardless of its actual shape or size. Your
illusion has a number of stress boxes determined like any
other creature, but if it is forced to take even a single physical
Consequence, it disappears.
+3 (Illusory Creature): You can create an illusion that acts
like a living creature. You can see it, hear it, and even touch
it (without needing to also purchase the Phantasms, Audible
and Mobile Illusion modifiers).
The total number of ranks it has in its Agility, Endurance and
Strength are equal to your Manipulative rank x3, and can be
distributed however you choose so long as no single Ability is
greater than your Manipulative ×2. If it also has equipment,
subtract the Cost of the equipment from the number of Ability
Ranks you get to distribute. Equipment in the form of Weapons
and/or Armor have a WR/AR equal to your Manipulative.
Your illusion has a number of stress boxes determined like
any other creature, but if it is forced to take a Major Physical
Consequence, it disappears.
The illusory creature also has an Aspect that defines what it
looks like. It has no Fate Points itself, but you may spend your
own to invoke its Aspect.
Like a puppet, the creature is under your control. With a
simple action you can mentally command the creature to
perform a simple action itself. This can be a supplemental
action that imposes a −2 on all other rolls.
The illusory creature disappears if you can no longer see it.
+1 (Illusory Disguise): You are able to create an illusion over
yourself to disguise your true nature. The believability of the
illusion is determined as normal. If you have the Audible Illusions
modifier, then you can change the sound of your voice as well.
+3 (Invisibility): You may hide yourself from view by increasing
the activation difficulty to 6. If you have the Audible Illusions
modifier, then you can conceal any sound coming from you as
well. Other non-visual senses might still find you, however.
−1 (Personal Illusions Only): You are only able to use illusions
to alter things about yourself. You must have Illusory
Disguise, Invisibility or both to take this modifier.
+1 (Illusory Attacks): You can make maneuvers to distract
or startle people with appearances of bursts of fire or the like.
The first time you use an illusory attack, roll a Block as per a
normal illusion. This is the difficulty people have to notice
that the attack is not real. Then roll your maneuver as normal.
Each additional time you use the same illusory attack in the
same scene, reduce its Block by 1 as it becomes easier to spot
the flaws.
Any illusory attack can be used to make Mental attacks just
as if they were goading the target with taunts or other tricks.
However, once the target sees through the Block, they are
unaffected by that attack. Given the right circumstances, a
new illusion might work, however.
If you have the Figments modifier, this can be used as an
attack to deal Life-Force stress, but this risks a mindscape.
If you have the Phantasms modifier then this can be used as
an attack to deal real Physical stress.
In the case of figments or phantasms, defeating the illusion’s
Block will grant the target a +2 on their Defense rolls against
these attacks due to being able to clearly see where the danger
is and isn’t.
Oracle
Sample Aspects: Doomsaying Oracle, Oracle of the Best Path
Base AP Cost: 2
Activation Difficulty: Sensitive Difficulty 10
Activation Time: Free Action
Power Type: Touched
You have the ability to perceive flashes of events in different
points along the timeline.
You gain a character Aspect that must include the word Oracle.
This Aspect can be compelled by the GM to grant you
painfully vivid impressions of either the past or the future.
Like any other compel, the player may refuse and reject the
offered FP and flash of insight. However, should he accept,
the oracular flash assaults the user’s mind as a wave of overpowering
sensations. When this occurs, the GM may choose
to roll an attack against the character’s mind. The attack has
a Bonus of +0 to +6 depending on the intensity of the vision
and the character may defend using his Willpower.
These Compels should happen when the character is in a
place where events of great emotion have occurred or when
a significant event is about to happen. They should be connected
to major events.
Perceived future events are not set. When the oracle sees an
event, they introduce a change in the timeline. Oracles have
small personal visions all the time, but these are not compels
since they’re minor and usually connected to events that are
immediately invalidated by the vision itself. For example, if
an oracle who has realized they’re seeing the future goes to
the craps table to gamble. They have a vision of themselves
rolling a 7; however, their state of mind is now changed from
what it would have been so when they actually roll, which
causes them to make different motions than they otherwise
would have and thus they get a different number. When an
event is already well along the way to occurring, or else is
something that they have less influence over the result of
then it is more likely to be accurate. The small flashes of the
past they have are similarly pointless and don’t usually give
the oracle any real advantage.
However, the character can invoke the Oracle Aspect to gain a
bonus like any Aspect. For example, they could invoke to get
a +2 bonus in a poker game, where the cards that have already
been dealt are less likely to change, or to remember where they
left something important. Or a +2 bonus to detect an ambush
by flashing on the bad guys setting it up, or +2 to know what
argument someone is about to use to see it coming.
Unless the Oracle also has Clairsentience, they can only perceive
the past and future of their location or people and things
that are present at the location.
Modifiers:
−1 (Postcognitive): You only have visions of the past.
−1 (Precognitive): You only have visions of the future.
+3 (Future Viewing): By taking a few seconds to meditate,
the Oracle can make a Sensitive roll against a difficulty of 10
to get a deliberate impression of the future. Future Viewing
follows the normal limits about viewing as regular visions.
They have to be looking at the future of their current location
or that of a person or object in their presence. The Oracle
cannot read the future of the President by watching him on
TV but they can attempt to read the future of a particular
investment. Oracles with decent resources aren’t rare, but
just as many are too distracted by their visions to focus on
such things.
The following modifiers can be applied to this Difficulty:
Connection to a Future Event Difficulty
Modifier
You are looking longer a year into the future. 8
You are looking longer than a season into the future. 5
You are looking longer than a month into the future. 2
You are looking longer than a week into the future. 1
You are looking longer than an hour into the future. 0
You are in the presence of two factors or more that will be
present at the future time. −1
You are in presence of four or more factors that will be
present at the future time. −2
The targeted future is less than a week in the future −1
The targeted future is less than a day in the future −2
The targeted future is less than an hour in the future. −3
The targeted future is less than a minute in the future. −4
The GM should ask the player what he wishes to know about
the coming events. The more specific the question, and the
better the roll, the more accurate information the GM should
relate back. The player should also note that this vision is the
most likely future that existed before they looked into the
future, but not the only possible one. After all, now that the
Oracle knows what’s going to happen, there’s a good chance
that things are going to go at least slightly differently.
The PCs are standing outside the door of the cult’s lair.
But before they burst in, Harry wants to get an impression
of what will happen should they do so by using his
oracle power. He tells the others to wait, closes his eyes,
and opens his mind to the flow of time. He’s only looking
at the immediate future, less than a minute away,
so that gives him a -4 to the Difficulty. His final difficulty
is 6.
He rolls his Sensitive and gets a total of 5. He chooses
to suffer 1 Life-Force Stress in order to make it a success.
The GM already knows that the cultist know the PCs
are outside. He also knows that they are heavily armed
and have a number of pre-placed shaped traps and
positions behind cover in the room. Checking the criminal’s
stats, he also knows that some of them are a
pretty good shot. If the PCs burst in, they are dead meat.
So the GM tells Harry that in his moment of insight he
sees himself and his friends burst in, only to die in a
flash of gunfire and chi bursts. The player, now armed
with this knowledge, informs his teammates that they’d
better sneak around and try the back entrance.
+3 (Past Viewing): By taking a few seconds to meditate, the
Oracle can make a Sensitive roll against a difficulty of 8 +
Familiarity modifiers. Otherwise, this works exactly like
Future Viewing.
Connection to an Event Familiarity
Modifier
You have heard about the event. 8
You’ve heard or read a description of what happened at
the event. 5
You have witnessed a similar event. 2
You frequently witness similar events. 1
You were present for the event 0
You triggered the event. −1
+1 (Master Oracle): Your Sensitive is +2 for use with this
Power. This may be taken twice by characters of Ring 8 and
three times by characters of Ring 4.
Oread
Sample Aspects: The Boy Who Never Grew Up, Unaging Warrior,
Immortal by Accident, 16 for more than half my life
Base AP Cost: 2
Activation: None
Power Type: Touched
You are among the rarest individuals in the world. You are
someone who ate a dryad fruit and escaped both death and
transformation into a dryad. The parasite has embedded itself
into your system but failed to dominate completely. As a
matter of mutual survival your body and the dryad vine have
come to a near-perfect symbiosis. Unlike a dryad you still
have access to your Life-Force; in addition, you have access
to the parasite’s Mana-like Life-Force as well. Unfortunately,
while a dryad’s body will continue maturing so as to be a
better mother, your body is frozen at the point it was when
you ate the fruit. Some things, like the logical faculties of the
brain, will finish maturing as normal, but if you ate the fruit
as a teenager you’ll be dealing with puberty and its associated
hormones for the rest of your, likely very long, life. Likewise,
while wounds heal, youth is not regained the way an older
person who became a dryad would.
Also, Gods, Demons and other people who have acquired
immortality in some other way cannot become oreads, they
either defeat the parasite entirely, or they die. Visionaries,
while not immortal, have similar self-defenses and will either
defeat the parasite completely or die. They do not become
dryads or oreads.
Like a Half-Demon or Demi-God you have a second Life-Force.
For all intents and purposes, it is identical to Mana and is thus
equal to your highest Psychic Ability plus your Empathy. When
using psychic Talents or skills you may choose to stress either
your normal Life-Force or this Mana. However, the Mana of an
oread does not heal on its own. It requires meditation and
feeding the parasite some of your own Life-Force. This works
as two Overcome rolls using the oread’s Metabolic rating. The
first roll is made at the start of the treatment period, and the
second is made at the end.
Condition Difficulty Time Required
Stress 2 Five Minutes
Minor Consequence 2 Twenty Minutes
Major Consequence 4 1 Hour
Severe Consequence(P) 6 1 Hr/Day for a Week
Extreme Consequence(P) 8 1 Hr/Day for a Month
Defeated Consequence(P) — Maybe Impossible
// Fail
++ Treatment Start – The treatment does not
begin or else your own Life-Force suffers Stress
equal to the amount by which you failed the
roll.
++ Treatment End – Continue the course of treatment
for the same time frame as before or your
own Life-Force suffers stress equal to the
amount by which you failed the roll.
// Tie
++ Treatment Start – Increase the time required
by one level. In the case of an Extreme Consequence(
P) the time increases to 1 year.
++ Treatment End – The Consequence is downgraded
or the Stress is cleared, but the character
suffers a Boost in the next scene representing
complications that can be used against them.
// Success
++ Treatment Start – The treatment begins as
listed on the chart above.
++ Treatment End – The Stress is cleared or the
Consequence is downgraded
// Success with Spin
++ Treatment Start – Reduce the time required
by one level on the chart above. In the case of
Stress, immediately check to see if it clears.
++ Treatment End – The Consequence downgrades
two levels. The in case of Stress or Minor
Consequences, you gain a Boost representing
your renewed health that can be used in the
next scene.
Prophet
Sample Aspects: What Do You Mean I’m Destined?, Something’s
Coming
Base AP Cost: 2
Activation: Fate Point
Activation Time: Free Action
Power Type: Touched
Prophets are individuals that seem to be destined to lead
people either into great times or through terrible ones. People
that tend to hang around a prophet tend to find themselves
frequently struck with moments of inspiration that either
lead them to great successes. Usually, it is easier to identify
a prophet after the fact rather than during their period of
activity but even that is more than a little problematic.
Prophets constantly and unconsciously perceive a random
distance into the future and share that perception with the
people around them. The outward result is that people near
a prophet tend to come upon inspirations that might otherwise
have taken them hours or even years to otherwise reach.
In essence, prophets make the future that they and their
friends want more likely to occur by giving them earlier access
to skills and ideas that might otherwise not have had until it
was too late.
Font of Inspiration: Spend a Fate Point. You are granted a
number of Fate Points equal to your Sensitive affinity to freely
distribute to any PC or NPC allies within a number of zones
equal to half your Sensitive affinity. This is a free action, and
these extra Fate Points must be spent during this scene or be
wasted.
These Fate Points may not be later given away or traded using
other Advantages.
Bringer of Progress: People around a prophet are likely to
learn faster than they otherwise would have. Allies of the
prophet gain organic experience when their roll the same on
all four dice, not just when they roll all +’s or all –‘s, so long
as the prophet witnesses the action.
Temporal Distortion: Prophets cause a constant filtering
through the timelines which make prediction of what’s to
come next to impossible. At a distance, the distortion is easier
to compensate for, but the closer an oracle gets to a prophet,
the more inaccurate they get.
When someone near a prophet attempts to perceive the future,
they have an increase in difficulty around the prophet equal
to the prophet’s Sensitive Affinity score. Each zone of distance
reduces this penalty by 1.
Modifiers:
(+1)Prophet of Doom: The tendency a prophet has to make
their subconscious perceptions come about means that when
they’re having a bad day, the world seems to be out to get
them. This sometimes leads to the prophet developing an
extremely pessimistic outlook that is naturally catching.
The prophet gains a +2 bonus to resist positive emotions and
induce negative ones.
The Power Aspect must be changed to represent the negative
aspect: I Have A Bad Feeling About This, The World Is A Dark
And Lonely Place
The character cannot have both Prophet of Hope and Prophet
of Doom. To have both positive and negative influences,
the character must upgrade to Moods of Destiny below.
(+1)Prophet of Hope: The tendency a prophet has to make
their subconscious perceptions come about means that when
they’re looking up, the world tends to go in their favor. This
sometimes leads to the prophet developing an extremely
positive outlook on things that is naturally catching.
The prophet gains a +2 bonus to resist negative emotions and
induce positive ones.
The Power Aspect must be changed to represent the positive
attitude: We Can Do This!, Someone Up There Likes Me
(+2)Moods of Destiny: This replaces either Prophet of Hope
or Prophet of Doom and serves as a general +2 to attempts to
resist or induce emotions of any type.
The Power Aspect must be changed to represent the attitude:
My Good Days Are Very Good but My Bad Days Are Very Bad;
Fortune is Fickle
Power Tricks
Sample Aspect: Playful Illusionist, Parlor Tricks, Casual Pyrokinetic
Base AP Cost: 1
Activation: None or Ability Difficulty 4
Activation Time: Simple Action
Power Type: Varies
You have the capacity to perform a number of simple tricks.
These tricks, while limited in their usefulness, allow your
character to use his supernatural talents to entertain and
impress others, or perform simple mundane tasks. This could
represent a subtle control over your power, or it could be that
small tricks are the extent of your ability.
While your character is not limited to a set number of tricks,
a trick must make sense in the context and general theme of
your Talents or psychic skills. For example, a shapeshifter
may be able to temporarily change his hair color, but he
probably shouldn’t be able to make sparks dance between his
fingers.
You only need to take this Power once. It represents the casual
use of all your Powers.
Below you will find a list of example tricks which should give
you an idea of the types of tricks your character can perform.
// Light a candle from a distance
// Levitate a small object weighing less than 1 lb (about
.5kg)
// Create a small, obviously immaterial, illusion in your hand
// Create a sound no louder than a person talking
// Make minor repairs to a mundane item
// Scribe on an object without a pencil or marker
// Clean or dry a soiled or wet item
// Create soft music
// Revitalize or wither a small plant
// Create a floating glowing ball that gives off light like
a candle.
// Heal or kill small normal animals or insects.
// Animate a broom to make it sweep
// Close a door within range
// Create a faint breeze
Generally a trick should not be significant enough to harm a
person or affect a dice roll. However, by making a roll with
your associated Psychic Ability against a Difficulty of 4, the
GM may allow you to perform more useful tricks or to roll
your Affinity Ability to perform a Maneuver. Examples of
these more powerful tricks include:
// Light a camp fire at a distance
// Create a sound loud enough to disorient a person.
(Maneuver: Affinity vs. Endurance to place Stunned on
your target. This Aspect is fragile.)
// Levitate a small object weighing less than 10 lbs (about
5kgs) and slowly move it about.
// Create a small, seemingly real, illusion in your hand.
// Create a flash of light in front of someone’s face. (Maneuver:
Affinity vs. Agility to place Blinded on your
target. This Aspect is fragile.)
// Nudge your opponent with a well timed blast of air.
(Maneuver: Affinity vs. Agility to place Off Balance on
your target. This Aspect is fragile.)
// Teleport an object in your pocket to your hand, or from
a cup in one hand into a cup in the other.
// Whisper a message containing a number of words
equal to your Affinity into the ear of a person within
range.
// Make your eyes glow, or your voice echo, creepily (Maneuver:
Affinity vs. Willpower to place Unnerved on
your target. This Aspect is fragile.)
Attacking with Power Tricks: If you spend a Fate Point then
you can make a physical or mental attack with your Power
Tricks. This attack can target any single target in range, and
is made with your relevant Psychic Ability (WR: 0). The target
may defend with whatever Ability is most suitable to the
attack.
Modifiers:
+1 (Adept Trickster): If you generate Spin on an attempt to
perform a Maneuver with this Power, you may decide to either
make the Aspect persistent, or make it sticky. These sticky
Aspects last the last the duration of the Scene, or until the
victim performs some action to remove them.
+1 (Master Trickster): You do not need to spend a Fate Point
to activate this Power when using the more powerful tricks
as described above, or performing Maneuvers.
Armor
Sample Aspects: Protective Aura, Body Hardening, Genetically
Altered Skin
Base AP Cost: 1
Activation: Metabolic Difficulty 4
Activation Time: Free Action
Duration: Scene
Power Type: Channeling (Auras Only), Shapeshifting, Shaping,
Training, Talent
You have the ability to instantly wrap yourself in some form
protection. This may be hardened skin, a channneler’s aura,
scales, a gargoyle’s skin or other such things.
When activated, this Power grants a natural Armor Rating of
1. Unlike most bonuses, the Armor Rating provided by this
Power does not stack with that provided by wearing actual
armor. Nor does it stack with other sources of Armor Rating
unless stated otherwise. You simply use the greater of the two
Armor Ratings provided.
Modifiers:
+0 (Mental Armor): Instead of protecting against physical
attacks, your armor provides its Armor Rating against direct
mental attacks such as Influence Thoughts or a Power Attack
that attacks your Mental Stress Track. Note that this Power
does not provide protection against more mundane mental
attacks such as those made during a debate, an argument or
from natural fear.
+0 (Determination Boost): Instead of protecting against
physical or psychic mental attacks, your armor provides its
bonus against mundane mental attacks. You do not roll to
activate this Power; you spend a Fate Point to activate it instead.
+0 (Popularity Boost): Instead of protecting you against physical
attacks, your armor represents your popularity in with
people and protects you against social attack. You do not roll to
activate this Power; you spend a Fate Point to activate it instead.
+1 (Life-Force Armor): Instead of protecting against physical
attacks, your armor provides its Armor Rating against
direct Life-Force Attacks such as a Power Attack that attacks
your Life-Force Stress Track or Life-Force Afflictions and
Poisons. Note that this Power will not protect against damage
to the Life-Force taken from over-exertion.
+1 (Ablative Armor): Your Armor provides a short Stress
Track the same way mundane armor does. Your armor gains
a Stress Track of and once Damaged your armor is deactivated
and may not be activated again this scene. The next
time your armor is successfully activated, it will no longer be
Damaged and all stress it suffered will be cleared. For every
additional AP spent you may add more stress boxes, to
a maximum of .
+1 (Improved Armor): For every additional AP you spend
on this Power, the Armor Rating provided is increased by 1.
+1 (Insulating): The armor created is not directly connected
to your body, such as with a force field. Subject to the GM’s
ruling, some attacks that normally ignore armor may still be
hampered by this Power.
+1 (Light Compatibility): You may stack up to 1 points of
the granted Armor Rating from this Power with that of worn
armor or another source of Armor Rating.
+1 (Reactive Armor): You need not have already activated
this Power to make use of it. As long as you are aware of a
potential attack, you can activate this Power as a free action
in response to an incoming attack, even if it’s not your turn.
You need make an activation cost the first time this Power is
used in a scene.
+2 (Heavy Compatibility): You may stack up to 2 points of
the granted Armor Rating from this Power with that of worn
armor or other sources of Armor Rating. You may not also
purchase Light Compatibility.
+2 (Passive): Purchased most often to represent permanent
body hardening, scales or tough skin. Your armor is “always
on” and does not need to be activated.
Passive cannot be taken for Armor of more than 4 points and
is not considered an active psychic ability. All Trained armor
powers will have this modifier.
Passive cannot be taken with the Insulating modifier.
If Passive is taken with the Ablative modifier, then the Damaged
consequence heals as if it were a Major physical consequence,
but does not count against the normal consequence
track.
+1 (Expanded Coverage): For every additional AP you spend
on this Power, you may project your aura of Awe into an additional
zone.
+2 (Passive): This Power is “always on” and never needs to
be activated.
The Passive modifier can be taken with Pure Skill.
Death-Seer
Sample Aspects: Blood Red Eyes, Walks with Death
Base AP Cost: 3
Activation: None
Activation Time: Free Action
Power Type: Magic, Shaper, Talent
The basic form of this Power is passive and requires no Activation
roll. However, the Power does provide new action options
for Sensitive and the Social Abilities basically by expanding
the number of entities that a character can interact with.
Medium: Death-Seers are able to see and speak to ghosts as
easily as any normal person and have an instinctive ability
to tell the living from the dead, even if the ghost in question
has been around enough to look like they were in life rather
than at the time they died. However, the ghosts do tend to
notice being noticed.
Undead are immediately recognizable to a death-seer and
usually provoke feelings of disgust, fear, anger or other such
things in most death-seers. Corrupted death-seers rarely care
about undead.
Death-seers are immediately recognizable to each other by a
sort of glow that exists around them representing their “guiding
light”. This glow can come in a number of different colors,
often slightly unique to the individual death-seer. White, purple,
green, yellow, gray and even black light has been reported.
Fallen death-seers close the passage that allows ghosts to pass
on. As a result, their guiding light has taken the form of a sort
of darkness. The color does not change, but instead of highlighting
the area around them, their darkness obscures instead.
For example, if a fallen death-seer had a black guiding
light, the black color would fall on items and ghosts around
them and make them seem more real and easier to perceive.
Meanwhile, if the same death-seer were to close their light
and become “fallen” that black light would obscure details
and make things more difficult to see for ghosts and other
death-seers.
Spirit Guide: The death-seer acts as a consistent focal point
through which ghosts can pass on beyond the confines of the
mortal world. This cannot be forced, but if the death-seer can
persuade or lead the ghost to the point they’re ready to move
on, then the passage opens around them. With common ghosts, this takes the form of a social contest using Empathy
and Persuasion to gain the ghost’s trust and then help it past
its own lingering needs. For more story important ghosts,
more roleplaying will be required.
This is the only way to permanently get rid of a ghost. However,
while most death-seers see this as the optimal, a few
encourage or force ghosts to remain either as their own servants,
or even going so far as to pushing the dark emotions
of a ghost until they become a vengeful, evil wraith.
Either sort of death-seer is likely to have ghosts around them
at any given time. Corrupted death-seers keep ghosts serving
and dependent on them, normal death-seers might have
ghostly friends or even servants (especially if they’re working
on an “evil” ghost), but the roster usually changes out as some
cross over and new ones come.
Grip of Death: Death-Seers are able to see how close to death
a person is. This is usually several years away, but if there is
injury, illness or poison, then that can change. A roll on their
Sensitive affinity allows them to identify how much time a
person has to live if their current state of health, injury or
illness continues. If a person is likely to die within the next
twenty-four hours, it stands out to the death-seer.
Immortals stand out immediately, even if they’ve covered up
their marks somehow, unless they’ve taken extreme methods
to avoid identification, such as inflicting themselves with a
very slow-acting lethal curse in order to appear to be mortal
to a death-seer.
Death-Cry: If someone dies suddenly and unexpectedly,
whether by an accident or violence, a death-seer will be able
to feel the event as long as it occurs within a number of zones
equal to their Sensitive affinity.
Modifiers:
+1 (Practiced Death-Seer): Your Sensitive is considered +2
higher when using this Power. This may be taken twice by
characters of Ring 8 and three times by characters of Ring 4.
+1 (Natural Exorcist): The Death-Seer gains an Attack action.
// Attack – They may inflict mental stress on a ghost by
making an attack based on their Sensitive against the
ghost’s Willpower. This can be used to drive a ghost
out. However, most death-seers avoid this if possible.
It’s hard to generate the trust necessary to help a ghost
cross over if you’ve previously cleaned its clock.
+1 (Scatter the Soul): A death-seer must already have Natural
Exorcist to purchase this.
Attack – The death-seer gains a second Attack option
targeting the ghost’s Life-Force instead of mind. They
may inflict stress on the target ghost and discorporate
them temporarily. This is still a temporary solution.
+1 (Ghost-Sealer): The death-seer must already have Scatter
the Soul to purchase this. By purchasing this, they acquire
a second Defeated option for when they’ve faced a ghost.
If the death-seer successfully pushes the ghost to defeat, then they
can seal the ghost indefinitely. The seal takes a physical aspect
dependent on the individual death-seer such as black pearls, small
statues, paper seals or even drops of their own blood.
A ghost can allow itself to be sealed and the environment of
the seal is not necessarily unpleasant, and can even be therapeutic.
Gods do this to provide older ghosts a place to rest
in between attempts to convince them to pass on.
+1 (Tongue of the Dead): Any death-seer may try to convince
a ghost to see things from their end at least temporarily, but
some are especially skilled at it. They gain a +2 to any social
contest involving the dead.
+1 (Purifier): The death-seer must already have Dead Enough
and Natural Exorcist.
// Attack – With this, the death-seer can treat any undead
as if it is a ghost possessing a body. This allows the
death-seer to attempt to push the spirit out of the
animated corpse by dealing Life-Force stress to the
undead. This essentially destroys the undead regardless
of weaknesses, but leaves a ghost behind.
+1 (Murder Eyes): Due to their perception of death and its
approach, the death-seer also has an instinctive perception
of how to kill living beings.
Activation: 4
// Maneuver: The death-seer gains the ability to make
maneuvers with their Sensitive affinity in order to
either identify a weakness in a living opponent prepare
to make use of an already identified weakness by placing
Free Invocations on it; or to place Aspects on them
which can be used within that scene.
+1 (Death’s Spring): This adds both Maneuver and Overcome
action options to the Sensitive.
Activation: 4
// Maneuver: You can tell the condition that is most
dangerous to the patient right now. This allows you to
make maneuvers to place free Invocations on an already
identified Aspect; identify an Aspect such as a disease
or curse; or place an Aspect related to identifying a
possible way you could treat the situation.
For example, looking at a smoker would likely show
that the individual would be dying of lung cancer in
some years. The smoker is then shot in the arm; smoking
will still likely be seen as the cause of death. The
smoker is then shot in the chest, and the bullet wound
is now the main likely culprit for death. Once the chest
wound is healed to the point of no longer being a threat,
its back to the lung cancer…at least until the shot in
the arm develops gangrene.
+1 (Where Death Has Tread): This allows an Overcome
option for the death-seer.
Activation: 4
The death-seer may begin to see the way the people around them
have been touched by or dealt with death as per the chart below
Red Haze
Witnessed Violent Death
Black Haze
Witnessed Painful Death
White Haze
Witnesses Peaceful Death
Faded Red Splotches
Feels guilty about a death, but did not cause it themselves.
Red Splotches
Has killed
Black Splotches
Has murdered
Red Breath
Has become innured to dealing death
Black Breath
Enjoys murder
For the purposes of this chart, a murder is a death which, at
the time was done without need or regret and which the
killer enjoyed to a certain extent. Soldiers, spies, and professional
hit men are less likely to have black splotches. Black
splotches develop out of very personal confrontations or
obsessive individuals such as serial killers.
Red breath might simply be a veteran soldier who saw lots of
action and is unlikely to kill for no reason. Black breath means
the person kills simply because he enjoys killing or because
he can’t help himself.
Demigod
Sample Aspects: Daughter of Morrigan, Daughter of Hecate,
Son of Zeus, Spawn of Poseidon
Base AP Cost: 2
Activation: None
Power Type: Touched
One of your character’s biological parents was a God. You
have a second Life-Force stress track based on your Empathy
+ the highest of your Psychic Abilities. This stress track is
Mana and comes with a complete run of Life-Force Cosequences
just like normal. In addition, this Mana stress track
is marked with the Aspect Unskilled Mana(P). Mana can be
tapped when the character thinks that the character of Mana
is best suited to the job at hand. It is also possible to Invoke
Aspects of both Life-Force tracks, though in that case, the
stress you take in activating a power hits both your Mana and
your other Life-Force track equally.
In addition, your character gains a +2 bonus to resist any
attempt to transform your Life-Force in any way and will
recover from physical transformations as if 2 places lower on
the Time scale table. This resistance and recovery bonus
happens regardless of whether your character wants it to or
not unless the transformations are a result of the character’s
own power or decision, such as becoming a full Immortal.
However, the character will have some tendency to think
similarly to the Gods. For example, they might have some
difficulty with yes, no or true, false questions due to the instinctive
perception of a third “maybe” option. There may be
other issues at hand though they should all be less severe
than would afflict a God. Also, remember that while method
of thought processing is inherited, moral values in Divine
Blood are acquired. A child of Zeus, for example, will not
necessarily become a narcissistic rapist.
If, at any point in time, your character were to successfully
become a full God, this power and all Modifiers connected to
it can be converted to other relevant Advantages such as
Resilient Life-Force.
Modifiers:
−1 (Grandchild): You are only the grandchild of a God. Your
Mana Stress Track is half the size it would normally be.
+1 (Novice): Change the Unskilled Mana(P) Aspect to a Novice
Mana Aspect.
+1 (Skilled): You must have already taken the Novice modifier.
Remove the Novice Mana Aspect.
+1 (Split Usage): You must have already taken the Skilled
modifier. When you Invoke both your Mana Aspect and your
other Life-Force, you split the Stress taken in the activation
between both tracks equally, rounded up, rather than take
the full amount of Stress to both.
A Demi-God human telekinetic activates their Telekinesis
Power with a high level of Strength. To succeed,
they use Fate Points to Invoke both human Chi for efficiency
and Godly Mana for stability. They still don’t
quite make the Activation Difficulty and take 5 Stress.
Normally, this 6 Stress would hit both the Mana and
Chi Tracks. However, because this Demi-God has Split
Usage the Stress splits. 5 divided by 2 is 2.5 which rounds
up to 3. So the Demi-God takes 3 Stress to each track,
which effectively deals one extra Stress.
Dreams
Sample Aspects: Sidhe Dreamcaster, Dreaming Deal Breaker
Base AP Cost: 5
Activation Difficulty: Sensitive Difficulty 4
Activation Time: Simple Action
Power Type: Touched
Maneuver – This allows you to place a lasting Aspect on the
target.
This is the power that the sidhe so far believe to be unique to
themselves, with only a few of even their own possessing it.
Through this power, the sidhe can affect the perceptions of
those around them. The dreamcaster shapes the overall criteria
for how they want the target to view reality and then
releases the power. Once released, the dreamcaster has no
direct control over the dream. The target’s own mind and
expectations will fuel the dream until such time as it fades,
meaning that the dreamcaster is never entirely sure what the
target will perceive to achieve the desired effect.
Dreamcasters can place a dream upon themselves as well, but
once they have done so, they will assume the dream is the
reality even though they constructed it themselves. Some of
the most common forms of self-induced dreams are used by
the sidhe to catalyze their power into the deals they make.
Basically they are giving themselves an increase in power and
focus through sheer belief that such deals increase their
power. However, this has nasty effects if deals are ever broken.
The first step to placing a dream is to activate the Power with
a Sensitive roll against a Difficulty of 4. Then they perform a
maneuver on the target rolling their Sensitive against the
target’s Willpower. If successful, the dreamcaster places an
Aspect on the target representing the general nature of the
Dream they created such as: Sees a different woman when
looking at me (useful for avoiding identification, when the
target sees the dreamcaster, the physical features he or she
sees will appear different than reality) or English is German,
German is English (in order to make two people think they’re
speaking in a language that affords them privacy when they’re
really telling the dreamcaster everything), I’m perfectly fine
(to convince someone that the dreamcaster is unhurt and
happy) or Intense Self-Confidence (to improve the confidence
of the target.)
The amount by which the attack succeeds determines the
duration that the dream lasts. Once placed, the dream is fueled
by the target and the dreamcaster can’t control how long it
will last aside from casting it again. The Aspect placed should
be considered a curse and if placed on a player, they should
be unaware of the Aspect until evidence of its existence is
made undeniable. For example, if two people describing the
same person each describe two totally different appearances
or if you think you’re speaking German when someone tells
you that you’re speaking English.
Once the target is confronted with the existence of the dream,
they may roll a test of their Reasoning vs their own Willpower.
If their Reasoning wins out, then the dream breaks, but if
the Willpower wins out, then the dream will persist. If Willpower
succeeds, then the amount by which it succeeds is
compared to the time increment with the dream lasting that
much longer.
For dreams with positive effects, the GM should alter the
relevant difficulties of the target by two, or else occasionally
reroll a NPCs result in a contest. However, note that no dream
has entirely positive effects. The Intense Self-Confidence for
example could be compelled to force the character to not ask
for advice.
Once a dream fades away; the character is made to attempt a
Reasoning vs Willpower roll; or the dream is compelled to
force a character decision rather than the GM merely describing
things falsely, the player receives a Fate Point The character
might still remain unaware of the dream aspect, especially
if it had faded.
Modifiers:
+2 (Dreaming Deal): The dreamcaster can draw strength
from major, long-lasting deals that they have made with
other beings in order to strengthen their Dreams. They gain
one aspect related to a major deal requiring ongoing effort,
one that has broad ramifications for both the sidhe and the
one they made the deal with and may invoke that any time
they use Dream. If they break the deal related to the gained
aspect, it may no longer be invoked for bonus and can now
be Compelled for a penalty.
If the deal ever completes and no longer requires effort on
the part of the sidhe, they lose the aspect. The aspect may be
replaced for free as soon as an appropriate deal is made.
Rendering the deal moot also removes it from being a negative
should the sidhe break a deal.
+1 (Litany of Deals): Requires the Dreaming Deal modifier.
The dreamcaster ties their dreams to another deal and gains
another aspect. They may only have as many Deal Aspects as
their ranks in Sensitive.
+1 (Keeper of Deals): Requires the Dreaming Deal modifier.
As long as the dreamcaster follows through on all deals,
minor or major, they gain a +1 bonus to uses of Dream. If the
sidhe ever breaks any deal, Aspected or otherwise, then this
bonus becomes a -1 penalty. This modifier may be taken twice
by Ring 9 characters and three times by Ring 7 characters.
Recovering from deal breaking with this advantage is the
same as recovering from a defeated Social consequence.
+1 (Forever Binding): Requires the Dreaming Deal and
Keeper of Deals modifiers. The duration of any Dream is increased
by 1 time increment for free. This may be taken twice
by Ring 5 characters and three times by Ring 3 characters.
If the sidhe breaks a deal, the power of all existing dreams is
fractured. Every Deal aspect is instantly compelled, to no fate
point gain, to reduce the power of every pre-existing Dreams
cast by that sidhe which also suffer from the stacking penalty
from any levels of the Keeper of Deals modifier. Also, all
duration bonuses from this modifier are immediately lost.
Recovering from this deal-breaking will require the sidhe to
use XP to buy off each Deal modifier and then use more XP
to buy them up again.
+2 (Bondless): By essentially making a deal with themselves
never to be bound up by a deal the sidhe undermines the
power of deal keepers. When involved in a conflict with another
dreamcaster, the hostile dreamcaster gains no benefit
from any dream modifiers. The power aspect must relate to
this and, as this is a self-induced Dream, it can be compelled
to make you forget deals that you want to keep..
+2 (Dreamland): You may simultaneously place the same
basic dream on a number of people up to your Sensitive rank.
Note that each person will still have their own unique interpretation
of the dream you place.
Half-Demon
Sample Aspects: Son of Jack O’Lantern, Daughter of Moloch,
Scion of Balor
Base AP Cost: 2
Activation: None
Power Type: Touched
One of your character’s biological parents was a Demon. You
have a second Life-Force stress track based on your Perception
+ the highest of your Psychic Abilities. This stress track is
Vitae and comes with a complete run of Life-Force Aspects
just like normal. In addition, this Vitae Aspect is marked with
the Aspect Unskilled Vitae(P). Vitae can be tapped when the
character thinks that the character of Vitae is best suited to
the job at hand. It is also possible to draw on Aspects of both
Life-Force tracks, though in that case, the stress you take in
activating a power hits both your Vitae and your other Life-
Force track.
In addition, your character gains a +2 bonus to resist any
attempt to transform your Life-Force in any way and will
recover from physical transformations as if 2 places lower on
the Time scale table. This resistance and recovery bonus
happens regardless of whether your character wants it to or
not unless the transformations are a result of the character’s
own power.
However, the character will have some tendency to think
similarly to the Demons. This includes a tendency to dismiss
some information as irrelevant where other people would
take time to confirm whether that is true or not. They can
come across as sketchy or reckless. However, the difference
is not as severe as with full Demons.
If, at any point in time, your character were to successfully
become a full Demon, this power and all Modifiers connected
to it can be converted to other Advantages.
Modifiers:
−1 (Grandchild): You are only the grandchild of a Demon.
Your Vitae Stress Track is half the size it would normally be.
Round up.
+1 (Novice): Change the Unskilled Vitae(P) Aspect to a Novice
Vitae Aspect.
+1 (Skilled): You must have already taken the Novice modifier.
Remove the Novice Vitae Aspect.
Illusions
Sample Aspect: Foxfire Artisan, Succubus Trickster
Base AP Cost: 2
Activation: Manipulative Difficulty 6
Activation Time: One Turn
Duration: Scene
Power Type: Talent, Shaping, Magic, Telepathy (Figments only)
Block – This power essentially grants you the Ability to place
a sensory block to avoid realizing that what someone perceives
is fake. Other characters will try to Overcome the block to
identify the illusion.
You can create believable illusions within your line of sight.
The basic version of this Power allows you to create static
images. Though they do not move or make sound, they can
be detailed enough to pass for real.
The result of your roll sets the difficulty of the Perception roll
needed to see the illusion for what it is. A low roll might result
in an illusion that flickers, has an odd texture, or has colors
that just don’t look quite right.
However, a roll that meets a difficulty of 3 is almost always
believable, and rolls to pierce the illusion should only be allowed
if the observer has reason to be wary of illusions, such
as an illusion that isn’t registering to senses or sensors that
it should, or if the illusion is behaving in a strange way.
For example, an illusion of a rock in a field of rocks should
not call for a roll to notice the illusion for what it is. On the
other hand, passing your hand through an illusion for what
it is. On the other hand, passing your hand through an illusion
of an unmoving man would probably allow the observer to
pierce the illusion without rolling.
The most basic illusion is the same size as a human adult (size
0). To make larger illusions, the character suffers a -1 penalty
on his roll per Size category. So, if the character wants to
create the illusion of a car (Size 2), he’d suffer a -2 penalty on
his Manipulative roll to determine how believable it is.
You may maintain a number of illusions at the same time
equal to your Manipulative.
Modifiers:
+1 (Illusion Mastery): Your Manipulative Ability is considered
to be 2 higher for the purposes of using this Power. This
may be taken twice by characters of Ring 8 and three times
by characters of Ring 4.
+1 (Audible Illusion): Your illusions can make sounds. They
can make any sound you desire in a manner that is convincing
to witnesses. So the illusion of a man could talk, speaking
the words you wish him to speak. The illusion of a car could
honk or rev its engine. In addition, you may create sound
alone without a visible component to your illusion.
+1 (Mobile Illusions): As stated above, the base version of
this Power allows you to create static illusions. This modifier
allows your illusions to move around in a convincingly lifelike
manner. It may move at any speed, but disappears if you
lose line of sight with your illusion. Any time an observer
rolls to pierce a moving illusion; he gains a +2 bonus.
+1 (Permanent): Your illusions last until dismissed by you,
and do not require line of sight to maintain. If the illusion
can be made mobile, you may “program” them to perform
some scripted action over and over again in your absence.
+0 (Figments): When using figments, Illusion operates with
Sensitive instead of Manipulative. Your illusion only appears
in the mind of your victims, which can be a number of people
equal to your Sensitive rank. If you have also purchased Phantasms
or Illusory Creature, any stress the Figment inflicts is
suffered as Mental stress instead of Physical. You must be able
to see the victim at all times. If you lose sight of him, he is no
longer affected by the figment. This can trigger a mindscape.
+1 (Dual Canvas): You can create both mental figments and
standard illusions.
+2 (Phantasms): You are able to create illusions that are
seemingly tangible. Your illusion is under your direct control,
like a puppet, and with a simple action you can command it
to take a simple action itself if the illusion is of an object that
can move, such as a car or forklift. It disappears if you lose
line of sight with it. Your illusion may pick up and move
objects, having a Strength, Agility and Endurance equal to
your Manipulative, regardless of its actual shape or size. Your
illusion has a number of stress boxes determined like any
other creature, but if it is forced to take even a single physical
Consequence, it disappears.
+3 (Illusory Creature): You can create an illusion that acts
like a living creature. You can see it, hear it, and even touch
it (without needing to also purchase the Phantasms, Audible
and Mobile Illusion modifiers).
The total number of ranks it has in its Agility, Endurance and
Strength are equal to your Manipulative rank x3, and can be
distributed however you choose so long as no single Ability is
greater than your Manipulative ×2. If it also has equipment,
subtract the Cost of the equipment from the number of Ability
Ranks you get to distribute. Equipment in the form of Weapons
and/or Armor have a WR/AR equal to your Manipulative.
Your illusion has a number of stress boxes determined like
any other creature, but if it is forced to take a Major Physical
Consequence, it disappears.
The illusory creature also has an Aspect that defines what it
looks like. It has no Fate Points itself, but you may spend your
own to invoke its Aspect.
Like a puppet, the creature is under your control. With a
simple action you can mentally command the creature to
perform a simple action itself. This can be a supplemental
action that imposes a −2 on all other rolls.
The illusory creature disappears if you can no longer see it.
+1 (Illusory Disguise): You are able to create an illusion over
yourself to disguise your true nature. The believability of the
illusion is determined as normal. If you have the Audible Illusions
modifier, then you can change the sound of your voice as well.
+3 (Invisibility): You may hide yourself from view by increasing
the activation difficulty to 6. If you have the Audible Illusions
modifier, then you can conceal any sound coming from you as
well. Other non-visual senses might still find you, however.
−1 (Personal Illusions Only): You are only able to use illusions
to alter things about yourself. You must have Illusory
Disguise, Invisibility or both to take this modifier.
+1 (Illusory Attacks): You can make maneuvers to distract
or startle people with appearances of bursts of fire or the like.
The first time you use an illusory attack, roll a Block as per a
normal illusion. This is the difficulty people have to notice
that the attack is not real. Then roll your maneuver as normal.
Each additional time you use the same illusory attack in the
same scene, reduce its Block by 1 as it becomes easier to spot
the flaws.
Any illusory attack can be used to make Mental attacks just
as if they were goading the target with taunts or other tricks.
However, once the target sees through the Block, they are
unaffected by that attack. Given the right circumstances, a
new illusion might work, however.
If you have the Figments modifier, this can be used as an
attack to deal Life-Force stress, but this risks a mindscape.
If you have the Phantasms modifier then this can be used as
an attack to deal real Physical stress.
In the case of figments or phantasms, defeating the illusion’s
Block will grant the target a +2 on their Defense rolls against
these attacks due to being able to clearly see where the danger
is and isn’t.
Oracle
Sample Aspects: Doomsaying Oracle, Oracle of the Best Path
Base AP Cost: 2
Activation Difficulty: Sensitive Difficulty 10
Activation Time: Free Action
Power Type: Touched
You have the ability to perceive flashes of events in different
points along the timeline.
You gain a character Aspect that must include the word Oracle.
This Aspect can be compelled by the GM to grant you
painfully vivid impressions of either the past or the future.
Like any other compel, the player may refuse and reject the
offered FP and flash of insight. However, should he accept,
the oracular flash assaults the user’s mind as a wave of overpowering
sensations. When this occurs, the GM may choose
to roll an attack against the character’s mind. The attack has
a Bonus of +0 to +6 depending on the intensity of the vision
and the character may defend using his Willpower.
These Compels should happen when the character is in a
place where events of great emotion have occurred or when
a significant event is about to happen. They should be connected
to major events.
Perceived future events are not set. When the oracle sees an
event, they introduce a change in the timeline. Oracles have
small personal visions all the time, but these are not compels
since they’re minor and usually connected to events that are
immediately invalidated by the vision itself. For example, if
an oracle who has realized they’re seeing the future goes to
the craps table to gamble. They have a vision of themselves
rolling a 7; however, their state of mind is now changed from
what it would have been so when they actually roll, which
causes them to make different motions than they otherwise
would have and thus they get a different number. When an
event is already well along the way to occurring, or else is
something that they have less influence over the result of
then it is more likely to be accurate. The small flashes of the
past they have are similarly pointless and don’t usually give
the oracle any real advantage.
However, the character can invoke the Oracle Aspect to gain a
bonus like any Aspect. For example, they could invoke to get
a +2 bonus in a poker game, where the cards that have already
been dealt are less likely to change, or to remember where they
left something important. Or a +2 bonus to detect an ambush
by flashing on the bad guys setting it up, or +2 to know what
argument someone is about to use to see it coming.
Unless the Oracle also has Clairsentience, they can only perceive
the past and future of their location or people and things
that are present at the location.
Modifiers:
−1 (Postcognitive): You only have visions of the past.
−1 (Precognitive): You only have visions of the future.
+3 (Future Viewing): By taking a few seconds to meditate,
the Oracle can make a Sensitive roll against a difficulty of 10
to get a deliberate impression of the future. Future Viewing
follows the normal limits about viewing as regular visions.
They have to be looking at the future of their current location
or that of a person or object in their presence. The Oracle
cannot read the future of the President by watching him on
TV but they can attempt to read the future of a particular
investment. Oracles with decent resources aren’t rare, but
just as many are too distracted by their visions to focus on
such things.
The following modifiers can be applied to this Difficulty:
Connection to a Future Event Difficulty
Modifier
You are looking longer a year into the future. 8
You are looking longer than a season into the future. 5
You are looking longer than a month into the future. 2
You are looking longer than a week into the future. 1
You are looking longer than an hour into the future. 0
You are in the presence of two factors or more that will be
present at the future time. −1
You are in presence of four or more factors that will be
present at the future time. −2
The targeted future is less than a week in the future −1
The targeted future is less than a day in the future −2
The targeted future is less than an hour in the future. −3
The targeted future is less than a minute in the future. −4
The GM should ask the player what he wishes to know about
the coming events. The more specific the question, and the
better the roll, the more accurate information the GM should
relate back. The player should also note that this vision is the
most likely future that existed before they looked into the
future, but not the only possible one. After all, now that the
Oracle knows what’s going to happen, there’s a good chance
that things are going to go at least slightly differently.
The PCs are standing outside the door of the cult’s lair.
But before they burst in, Harry wants to get an impression
of what will happen should they do so by using his
oracle power. He tells the others to wait, closes his eyes,
and opens his mind to the flow of time. He’s only looking
at the immediate future, less than a minute away,
so that gives him a -4 to the Difficulty. His final difficulty
is 6.
He rolls his Sensitive and gets a total of 5. He chooses
to suffer 1 Life-Force Stress in order to make it a success.
The GM already knows that the cultist know the PCs
are outside. He also knows that they are heavily armed
and have a number of pre-placed shaped traps and
positions behind cover in the room. Checking the criminal’s
stats, he also knows that some of them are a
pretty good shot. If the PCs burst in, they are dead meat.
So the GM tells Harry that in his moment of insight he
sees himself and his friends burst in, only to die in a
flash of gunfire and chi bursts. The player, now armed
with this knowledge, informs his teammates that they’d
better sneak around and try the back entrance.
+3 (Past Viewing): By taking a few seconds to meditate, the
Oracle can make a Sensitive roll against a difficulty of 8 +
Familiarity modifiers. Otherwise, this works exactly like
Future Viewing.
Connection to an Event Familiarity
Modifier
You have heard about the event. 8
You’ve heard or read a description of what happened at
the event. 5
You have witnessed a similar event. 2
You frequently witness similar events. 1
You were present for the event 0
You triggered the event. −1
+1 (Master Oracle): Your Sensitive is +2 for use with this
Power. This may be taken twice by characters of Ring 8 and
three times by characters of Ring 4.
Oread
Sample Aspects: The Boy Who Never Grew Up, Unaging Warrior,
Immortal by Accident, 16 for more than half my life
Base AP Cost: 2
Activation: None
Power Type: Touched
You are among the rarest individuals in the world. You are
someone who ate a dryad fruit and escaped both death and
transformation into a dryad. The parasite has embedded itself
into your system but failed to dominate completely. As a
matter of mutual survival your body and the dryad vine have
come to a near-perfect symbiosis. Unlike a dryad you still
have access to your Life-Force; in addition, you have access
to the parasite’s Mana-like Life-Force as well. Unfortunately,
while a dryad’s body will continue maturing so as to be a
better mother, your body is frozen at the point it was when
you ate the fruit. Some things, like the logical faculties of the
brain, will finish maturing as normal, but if you ate the fruit
as a teenager you’ll be dealing with puberty and its associated
hormones for the rest of your, likely very long, life. Likewise,
while wounds heal, youth is not regained the way an older
person who became a dryad would.
Also, Gods, Demons and other people who have acquired
immortality in some other way cannot become oreads, they
either defeat the parasite entirely, or they die. Visionaries,
while not immortal, have similar self-defenses and will either
defeat the parasite completely or die. They do not become
dryads or oreads.
Like a Half-Demon or Demi-God you have a second Life-Force.
For all intents and purposes, it is identical to Mana and is thus
equal to your highest Psychic Ability plus your Empathy. When
using psychic Talents or skills you may choose to stress either
your normal Life-Force or this Mana. However, the Mana of an
oread does not heal on its own. It requires meditation and
feeding the parasite some of your own Life-Force. This works
as two Overcome rolls using the oread’s Metabolic rating. The
first roll is made at the start of the treatment period, and the
second is made at the end.
Condition Difficulty Time Required
Stress 2 Five Minutes
Minor Consequence 2 Twenty Minutes
Major Consequence 4 1 Hour
Severe Consequence(P) 6 1 Hr/Day for a Week
Extreme Consequence(P) 8 1 Hr/Day for a Month
Defeated Consequence(P) — Maybe Impossible
// Fail
++ Treatment Start – The treatment does not
begin or else your own Life-Force suffers Stress
equal to the amount by which you failed the
roll.
++ Treatment End – Continue the course of treatment
for the same time frame as before or your
own Life-Force suffers stress equal to the
amount by which you failed the roll.
// Tie
++ Treatment Start – Increase the time required
by one level. In the case of an Extreme Consequence(
P) the time increases to 1 year.
++ Treatment End – The Consequence is downgraded
or the Stress is cleared, but the character
suffers a Boost in the next scene representing
complications that can be used against them.
// Success
++ Treatment Start – The treatment begins as
listed on the chart above.
++ Treatment End – The Stress is cleared or the
Consequence is downgraded
// Success with Spin
++ Treatment Start – Reduce the time required
by one level on the chart above. In the case of
Stress, immediately check to see if it clears.
++ Treatment End – The Consequence downgrades
two levels. The in case of Stress or Minor
Consequences, you gain a Boost representing
your renewed health that can be used in the
next scene.
Prophet
Sample Aspects: What Do You Mean I’m Destined?, Something’s
Coming
Base AP Cost: 2
Activation: Fate Point
Activation Time: Free Action
Power Type: Touched
Prophets are individuals that seem to be destined to lead
people either into great times or through terrible ones. People
that tend to hang around a prophet tend to find themselves
frequently struck with moments of inspiration that either
lead them to great successes. Usually, it is easier to identify
a prophet after the fact rather than during their period of
activity but even that is more than a little problematic.
Prophets constantly and unconsciously perceive a random
distance into the future and share that perception with the
people around them. The outward result is that people near
a prophet tend to come upon inspirations that might otherwise
have taken them hours or even years to otherwise reach.
In essence, prophets make the future that they and their
friends want more likely to occur by giving them earlier access
to skills and ideas that might otherwise not have had until it
was too late.
Font of Inspiration: Spend a Fate Point. You are granted a
number of Fate Points equal to your Sensitive affinity to freely
distribute to any PC or NPC allies within a number of zones
equal to half your Sensitive affinity. This is a free action, and
these extra Fate Points must be spent during this scene or be
wasted.
These Fate Points may not be later given away or traded using
other Advantages.
Bringer of Progress: People around a prophet are likely to
learn faster than they otherwise would have. Allies of the
prophet gain organic experience when their roll the same on
all four dice, not just when they roll all +’s or all –‘s, so long
as the prophet witnesses the action.
Temporal Distortion: Prophets cause a constant filtering
through the timelines which make prediction of what’s to
come next to impossible. At a distance, the distortion is easier
to compensate for, but the closer an oracle gets to a prophet,
the more inaccurate they get.
When someone near a prophet attempts to perceive the future,
they have an increase in difficulty around the prophet equal
to the prophet’s Sensitive Affinity score. Each zone of distance
reduces this penalty by 1.
Modifiers:
(+1)Prophet of Doom: The tendency a prophet has to make
their subconscious perceptions come about means that when
they’re having a bad day, the world seems to be out to get
them. This sometimes leads to the prophet developing an
extremely pessimistic outlook that is naturally catching.
The prophet gains a +2 bonus to resist positive emotions and
induce negative ones.
The Power Aspect must be changed to represent the negative
aspect: I Have A Bad Feeling About This, The World Is A Dark
And Lonely Place
The character cannot have both Prophet of Hope and Prophet
of Doom. To have both positive and negative influences,
the character must upgrade to Moods of Destiny below.
(+1)Prophet of Hope: The tendency a prophet has to make
their subconscious perceptions come about means that when
they’re looking up, the world tends to go in their favor. This
sometimes leads to the prophet developing an extremely
positive outlook on things that is naturally catching.
The prophet gains a +2 bonus to resist negative emotions and
induce positive ones.
The Power Aspect must be changed to represent the positive
attitude: We Can Do This!, Someone Up There Likes Me
(+2)Moods of Destiny: This replaces either Prophet of Hope
or Prophet of Doom and serves as a general +2 to attempts to
resist or induce emotions of any type.
The Power Aspect must be changed to represent the attitude:
My Good Days Are Very Good but My Bad Days Are Very Bad;
Fortune is Fickle
Power Tricks
Sample Aspect: Playful Illusionist, Parlor Tricks, Casual Pyrokinetic
Base AP Cost: 1
Activation: None or Ability Difficulty 4
Activation Time: Simple Action
Power Type: Varies
You have the capacity to perform a number of simple tricks.
These tricks, while limited in their usefulness, allow your
character to use his supernatural talents to entertain and
impress others, or perform simple mundane tasks. This could
represent a subtle control over your power, or it could be that
small tricks are the extent of your ability.
While your character is not limited to a set number of tricks,
a trick must make sense in the context and general theme of
your Talents or psychic skills. For example, a shapeshifter
may be able to temporarily change his hair color, but he
probably shouldn’t be able to make sparks dance between his
fingers.
You only need to take this Power once. It represents the casual
use of all your Powers.
Below you will find a list of example tricks which should give
you an idea of the types of tricks your character can perform.
// Light a candle from a distance
// Levitate a small object weighing less than 1 lb (about
.5kg)
// Create a small, obviously immaterial, illusion in your hand
// Create a sound no louder than a person talking
// Make minor repairs to a mundane item
// Scribe on an object without a pencil or marker
// Clean or dry a soiled or wet item
// Create soft music
// Revitalize or wither a small plant
// Create a floating glowing ball that gives off light like
a candle.
// Heal or kill small normal animals or insects.
// Animate a broom to make it sweep
// Close a door within range
// Create a faint breeze
Generally a trick should not be significant enough to harm a
person or affect a dice roll. However, by making a roll with
your associated Psychic Ability against a Difficulty of 4, the
GM may allow you to perform more useful tricks or to roll
your Affinity Ability to perform a Maneuver. Examples of
these more powerful tricks include:
// Light a camp fire at a distance
// Create a sound loud enough to disorient a person.
(Maneuver: Affinity vs. Endurance to place Stunned on
your target. This Aspect is fragile.)
// Levitate a small object weighing less than 10 lbs (about
5kgs) and slowly move it about.
// Create a small, seemingly real, illusion in your hand.
// Create a flash of light in front of someone’s face. (Maneuver:
Affinity vs. Agility to place Blinded on your
target. This Aspect is fragile.)
// Nudge your opponent with a well timed blast of air.
(Maneuver: Affinity vs. Agility to place Off Balance on
your target. This Aspect is fragile.)
// Teleport an object in your pocket to your hand, or from
a cup in one hand into a cup in the other.
// Whisper a message containing a number of words
equal to your Affinity into the ear of a person within
range.
// Make your eyes glow, or your voice echo, creepily (Maneuver:
Affinity vs. Willpower to place Unnerved on
your target. This Aspect is fragile.)
Attacking with Power Tricks: If you spend a Fate Point then
you can make a physical or mental attack with your Power
Tricks. This attack can target any single target in range, and
is made with your relevant Psychic Ability (WR: 0). The target
may defend with whatever Ability is most suitable to the
attack.
Modifiers:
+1 (Adept Trickster): If you generate Spin on an attempt to
perform a Maneuver with this Power, you may decide to either
make the Aspect persistent, or make it sticky. These sticky
Aspects last the last the duration of the Scene, or until the
victim performs some action to remove them.
+1 (Master Trickster): You do not need to spend a Fate Point
to activate this Power when using the more powerful tricks
as described above, or performing Maneuvers.