Dresden D6 RPG Special Abilities List
       
Creature Features Faerie Magic Items of Power Minor Abilities
Nevernever Powers Psychic Abilities Shapeshifting Speed
Spellcraft Strength Toughness True Faith
Vampirism      
       
       


Creature Features

Ability Name Description Point Cost
Addictive Saliva

Your saliva is a powerful narcotic, leaving a victim insensate in the short term. With just a little more exposure, your victim goes straight from senseless to senselessly addicted. For those poor saps, detoxing is a bitch—it’s easier, and more pleasant, just to play along with whatever you demand of them. Typically, however, this saliva is administered out of combat—usually with an act of intimacy (kissing) or unintentional ingestion (spiking the punch). Victim gets a Willpower save vs. Difficult (16-20) difficulty, otherwise enthralled and addicted.

 

1
Aquatic

You’re an underwater creature, with the benefits that come from that. Can’t Drown. Your move is the same in water as on land.

 

1
Breath Weapon

You’re able to spit or otherwise throw some sort of self-generated projectile over a short distance.

Note: You’ll need to lock down this breath weapon to a single type of effect—e.g., acid, fire, lightning, etc.—when you take this ability.

Breath Weapon. You can attack targets up to 6m away from you with your breath weapon. Roll Marksmanship; if you hit, you deal 2D damage. As with any weapon, you might be able to use your breath to perform combat maneuvers if you can justify it.

 

2
Claws

You have claws, fangs, or other natural weapons that let you add damage when attacking with your “bare” hands.

Note: Unless you have the ability to conceal your nature or change your shape (whether through Flesh Mask, shapeshifting powers, or the application of a Glamour), your claws are always visible.

Natural Weapons: You have claws (or something similar) which act as +2D for your Brawling or Martial Arts attacks. This bonus stacks with strength damage.

Venomous (2D) Your claws are venomous. Brawling Attack; if successful, the target is considered Poisoned. In each subsequent round, the target must roll Stamina or Strength to defend against an attack from the poison. Once the target fails to resist, or is taken out (falling unconscious). However, the damage is already done; without proper medical attention, a taken out victim will die soon (within a few hours, perhaps less), though not immediately. Proper medical attention will end the effect. This is an opposed roll—you can roll the 2D vs. the Medicine roll to set the difficulty to mitigate the poison.

 

1
Diminutive Size

You’re very small, or able to become very small at will if you’re a shapeshifter— at the very largest, you’re dwarfed by even a small human child.

Note: This ability is always in effect unless you have the ability to shapeshift.Hard to Detect. You gain +4 to Stealth attempts to remain hidden.

Small is Big. Being small, you’re much better at picking up on very small details, gaining a +2 to any perception (Alertness, Investigation) rolls needed to spot them.

Wee. While small, your Endurance skill is taken to be no greater than Mediocre for the purpose of determining your health stress capacity. Your ability to manipulate objects and other uses of the Might skill are considered relative to creatures of your small size, rather than human sized. (Since most difficulties are determined for humans, this will usually impose a penalty between –2 and –4, or in some cases, forbid the use of Might at all.)

When your size is a factor in combat, you can only inflict 1 physical stress per attack (but this could be improved by damage bonuses from weapons and the like). Your ability to cross distances (using Athletics) is unaffected, but you gain a +1 to Athletics for dodging.

 

1
Echos of the Beast Some part of you is a beast, an animal—often due to shapechanging abilities or something similar. This brings along the benefits of that animal’s senses.

Musts: Define the type of beast you share a kinship with at the time you take this ability.

Beast Senses. Whether in human form or otherwise, your senses are strongly tuned in a fashion fitting a particular type of beast (you must specify the senses when you take the ability, based on what the beast is known to have). Whenever it seems reasonable that you’d have some sort of beast-born advantage of the senses (for example, a keen sense of smell while making an Perception or Investigation roll), you get a +1D on the roll.

Beast Trappings. You are able to do one minor thing that normal people can’t do, related to the abilities of your beast-kin. This might be tracking by scent (for a wolf or other predator), finding your way around while blind or in total darkness (like a bat), or hiding in plain sight (like a chameleon). that fits your beast kinship. For example, you might say that, because you’re kin to leopards, you gain a +1D to Stealth when barefoot.

Beast Friend. You may achieve at least an instinctual understanding (if not actual communication) with beasts of a similar type.

1
Hulking Size

You’re very large, or able to become very large at will if you’re a shapeshifter—at the very largest, as tall as a house.

Note: This ability is always in effect unless you can shapeshift.

Easy to Hit, Hard to Hurt. You’re a pretty big target, giving any attacker a +1D to hit you when target size is a factor. But that increase in body mass means you can soak up more punishment, adding +2D to 4D to Physique rolls

Everything is Small. You cannot meaningfully interact with any man-sized objects using skills like Security and Repair (but knowledge-related rolls are unaffected), and you’ll have trouble fitting through normal doorways and into rooms But it also means you get a +2D to your Physique rolls to lift or break things—on top of any supernatural Strength bonuses you might have—and a +1D on Running rolls to cover distance with your gigantic stride.

Big is Scary. You get +2D on any Intimidation attempt against a target likely to consider your size an advantage.

Easy to Detect. Your Stealth is automatically considered to be mediocre, and you may never gain more than minimal effectiveness on a Stealth roll.


2
Living Dead

You’re dead, but you keep walking around. It’s kind of gross.

Musts: You’ve got to be dead.

Corpse Body. Your body is a corpse. This means that you cannot recover from consequences with time, because your body does not regenerate. Any physical consequences you suffer are permanent until you take some kind of effort to remove them (know any good taxidermists?) or seek supernatural assistance to reconstruct your body.

Death is a Nuisance. Unless wholly destroyed or killed by special means, you’re already dead, and that doesn’t seem to have fazed you much. No “death” result is ever permanent unless special means are used (usually as determined by your creature type).

Dude! You’re Dead! And that’s pretty scary to a lot of people. When dealing with folks unaccustomed to the walking dead (and that’s most “regular” people), gain a +1D on Intimidation. The downside? Take a –1D penalty on nearly every other social skill (except Persuasion?). For every level of physical consequence you’ve sustained, increase the penalty/bonus by –1D/+1D. That said, the effect is short-lived with any one target—as they become accustomed to a reality where the dead walk, they eventually become inured to it as an additional reason to be terrified.


1
Pack Instincts You are part of a pack and share a certain kind of unspoken, animal communication with one another.

Musts: You must define who is in your pack, and they all must share this ability.

Pack Communion. When near another member of your pack, gain +1D to your Perception. When in the same area as others of your pack, you may communicate with one another wordlessly. Only single words and simple concepts may be communicated: attack, protect, follow, distract. By focusing your senses, you may make an Investigation roll to pick out the approximate location of others of your pack. When ambushed, if any one of your pack spots the ambush (by succeeding at an Perception roll), all packmates are considered to have won the Perception roll as well.
1
Spider Walk

You can climb on things the way a spider would.

Like a Spider. While climbing, you may treat any surface, no matter the angle, as no more difficult than climbing up a vertical surface with plenty of handholds. Ceilings? No problem.

 

1
Supernatural Sense

You have a supernatural sense of some sort, enabling you to detect something no one could normally detect (e.g., smell hope), or to perceive something normally in situations where you otherwise couldn’t (see in complete darkness).

Musts: With each supernatural sense, you must identify whether this is a purely mystical sense (using Lore) or a more physical sense (using Investigation and Perception as appropriate).

Note: The sense you define can’t be a “gamebreaker” without the GM’s approval—no “hear someone’s True Name in their heartbeat,” probably no “see through walls.” Alternatively, such things might be possible, but they should probably cost something at least. A number of abilities already encompass some portion of supernatural sensory ability. Don’t purchase this ability unless it’s clearly something extra, above and beyond what you already enjoy from your other abilities.

Strange Sense. In situations where you might be penalized or otherwise told that it’s impossible to sense something, you can nevertheless attempt to sense the thing you’ve defined, without penalty.

Strange Senses [1]. You may instead define a small set of up to three thematically related supernatural senses.

Broad Senses [2]. Take this instead of Strange Senses. You have a wide array of supernatural senses, easily up to a dozen.


1
Wings

You have wings of some sort—gossamer as a faerie, leathery and batlike as a demon—enabling you to fly.

Musts: Your wings are always present and visible unless you have an ability (Flesh Mask, shapeshifting powers, or the application of a Glamour) allowing you to hide them. You should define the appearance of the wings when you take this ability.

Flight. You can fly, reaching places that can’t normally be reached. Winged flight is governed by the Flying skill.


1

Faerie Magic

Ability Name Description Point cost
Glamours

You are able to create the basic glamours of the fae—minor veils and “seemings” that make something look like what it isn’t.

Minor Veils. With a moment of concentration, you may draw a veil over something (not particularly large—maybe the size of a small, tight group of people), hiding it from sight and other means of detection. Use your Willpower or Sneak to oppose efforts to discover the veil. If the veil is discovered, it isn’t necessary pierced—but the discoverer can tell that it’s there and that it’s wrong.

Seemings. You are able to cause someone or something to appear to be other than what it is—usually this is personal, but it may be used on other objects and people if they belong to you or have entered a pact with you. You may use your Discipline or Sneak skill to oppose any efforts to discover that the seeming is something other than real.

 

2
Greater Glamours

As a pure fae of considerable power, you are able to create true seemings— actual objects, or near enough as to make no difference in the moment (i.e., ectoplasmic constructs). Your veils are potent and your lesser seemings are flawless.

Musts: Character must be a pure fae. This replaces Glamours, if the character previously had it.

Veils. With a moment of concentration, you may draw a veil over something (not particularly large—maybe the size of a small, tight group of people), hiding it from sight and other means of detection, as with the Minor Veils effect of Glamours. Use your Discipline or Sneak at +2D to oppose any efforts to discover the veil. You may set aside this +2D bonus to draw a veil over a whole area.

Seemings. As with the Glamours effect of the same name (above). You may use your Discipline or Sneak skill at +2D to oppose any efforts to discover the seeming. True Seemings. You may create an object—and with some difficulty, even ephemeral creatures— out of ectoplasm, the stuff of the Nevernever. These are not casually detectable as “unreal,” per se, save through magical means of perception, so they are immune to most efforts to discover the seeming. As far as the effects of the object are concerned, simply give it the same attributes a fully real object of its type would have. You may only have one object at a time via seeming—the act of creating another dismisses the first.

 

4
Seelie Magic

Drawing on the power of the Summer Court, you’re able to cast spells that fit its essential nature: wildness, birth, growth, renewal, fire. These magics are under the sway and watch of the Queens of Summer (Lady, Queen, and Mother), and inevitably making use of them will catch their notice. While some might think the Summer Court is all warmth and light, they should pause to consider that unbridled growth favors an ebola virus just as much as it does a pear tree.

Note: Must have Magic Adept or Wizard or Sorcerer Feat

Summer Spellcasting. You are able to cast spells of a deep and true nature, drawing upon the magics of the Summer Court. Due to the faerie nature of this power source, it is less flexible in some areas than mortal spellcasting and is therefore subject to the limitations described in its entry under “Sponsored Magic” in Spellcasting, page 287.

 

4
Unseelie Magic

Drawing on the power of the Winter Court, you’re able to cast spells that fit its essential nature: wildness, death, decay, slumber, ice. These magics are under the sway and watch of the Queens of Winter (Lady, Queen, and Mother), and inevitably making use of them will catch their notice. While some might think the Winter Court is all frozen cruelty, they should remember that without their balance to Summer, the world of man would end, choked off by unbridled nature.

Note: Must have Magic Adept or Wizard or Sorcerer Feat

Winter Spellcasting. You are able to cast spells of a deep and true nature, drawing upon the magics of the Winter Court. Due to the faerie nature of this power source, it is less flexible in some areas than mortal spellcasting and is therefore subject to the limitations described in its entry under “Sponsored Magic” in Spellcasting, page 287.

 

4*

Items of Power

Category Refresh Cost Ability Name Description
Items of Power * Item of Power You have an item of great power—
an artifact that goes beyond the ephemeral items
created by spellcasters and alchemists. This is
an artifact with an ancient story, often drawing
its power from some vast supernatural entity
of old.

Musts: An aspect directly referencing the Item
of Power is required. The Item of Power ability
may not be taken multiple times—even if the
character has multiple items of power. A single
instance of the Item of Power ability covers all
such items that the character carries.

Options: Plenty! An Item of Power is a way
to take Minor Abilities, Strength, Toughness,
Speed, or some other abilities (subject to
approval) at a small discount, gaining back a
point or two of refresh based on the nature of
the item (see below).

One-Time Discount [+1D or +2D ]. You regain
two points of refresh for “externalizing” some
of your abilities in the form of the Item of
Power. This assumes that the Item of Power
is reasonably obvious and easy to detect,
like a sword. If the item is difficult to detect,
allowing concealment, you only regain one
point of refresh. This discount only happens
once, even if you have multiple separate Items
of Power.

The refresh cost of the any abilities
“attached” in this way must be at least –3 in
the case of the +2D option, or at least –2 in the
case of the +1D option. In effect, this says that
the net result of taking the Item of Power
ability should still decrease your refresh—
just less so.

It Is What It Is. The item is often based on a
mundane template—a sword, a shield, a
suit of armor—and as such may have some
armor or damage values completely independent
of its supernatural nature. Swords will
have damage bonuses like swords, armor will
protect like armor. All the same, the item
should be obvious as something unusual.
Unbreakable. As an Item of Power, it cannot be
broken, save through dedicated magical ritual
predicated upon perverting its purpose. How
this manifests may vary; the item may be
breakable but able to repair itself, or it may
simply refuse to be fractured.

Imparted Abilities. Choose a set of abilities
that are imbued within and imparted by the
Item of Power. Take these abilities normally,
recording their refresh cost and noting that
they're part of the Item. Abilities outside of
the Minor Abilities, Strength, Toughness,
and Speed categories must be examined
closely by the GM and may be disallowed.
Simply possessing the Item of Power is not
enough to use the abilities. Rules must be
followed, bargains must be made. Work out
the particulars with the GM.

While the item may be “loaned” once in a
while for a specific single task, it is not an easy
thing to do: the owner of the item must pay a
fate point for every scene in which he allows
another to enjoy its benefits, or the item fails
to work for the recipient. The recipient must
still obey the rules associated with the Item
of Power.
Items of Power -3 Sword of the Cross You possess one of the three
Swords of the Cross, their hilts reportedly
forged from the nails that fixed Christ to the
Cross. Those bearing the Swords are called the
Knights of the Cross.

Musts: You must have a destiny or calling to
inherit the Sword, represented as a high concept
or template.

All Creatures Are Equal Before God. This is the
truest purpose of the Swords of the Cross,
the ability that makes even ancient dragons
take pause when facing a Knight. When
facing an opponent, the Knight may spend a
fate point to ignore that opponent's defensive
abilities (Toughness based ones, primarily),
as well as any mundane armor the foe has, for
the duration of the scene. In essence, a Sword
of the Cross may take the place of whatever it
is that a creature has a weakness to (whatever
“the Catch” is on their Toughness powers, see
page 185), on demand, so long as the Knight
can spend that fate point—particularly
handy when facing ultra-tough Denarians or
true dragons. Whatever abilities a creature
may have, the job of a Sword of the Cross
is creating a mostly even playing field—
or something very much like it—between
mortal and monster.

Divine Purpose. A Sword of the Cross may
only be swung with true selfless purpose in
mind and heart; if this is not the case, the
bond between the Knight and the Sword is
broken and may only be restored by undergoing
some sort of trial of faith. When swung
without such purpose in mind and heart, the
blow does not land (any attack roll automatically
fails), the bond is immediately broken,
and the sword falls from the wielder's hand.
Basically, the GM and player should look
at the description above as a guideline for
how to compel the high concept attached to
the sword—your character might be tempted
to use the sword for selfish reasons, and could
either receive a fate point to stay his hand
or succumb to the temptation and lose the
sword temporarily. If another takes up the
sword and swings it selfishly, your Knight is
still responsible for how the sword is used,
with similar repercussions.

Holy. This weapon is a powerful holy symbol in
its own right. Its very touch is like holy water
or that of a cross or other symbol of faith
backed by the belief of the possessor.
It's a Sword. A Sword of the Cross always takes
the form of a sword, though the precise
type of sword may change through the ages.
There are only three in existence (OW74). As
a sword, it possesses the damage and other
attributes of any sword (page 202).

True Aim. When swung in keeping with its
purpose, a Sword of the Cross grants a +1D to
the wielder's Weapons skill.
Unbreakable. As an Item of Power, it cannot be
broken, save through dedicated magical ritual
predicated upon perverting its purpose.

Discount Already Applied. As an Item of Power,
the sword already includes the one-time
discount (page 167). This means that if the
character possesses more than one Item of
Power, the one-time discount will not apply
on that second item. If the Sword of the
Cross is the second or subsequent artifact the
character gains, the refresh cost is –5.

Minor Abilities

Category Refresh Cost Ability Name Description
Minor Abilities -1 Cloak of Shadows You and the shadows are as one.
You're able to melt into the shadows with ease;
the cover of night offers easy concealment.

See in the Dark. Perception skill rolls are not
penalized by darkness.

Melt into the Shadows. You're more effective
than most at hiding in a reasonably sized
area of darkness or shadow. Under the cover
of darkness, you get a +2D bonus to your
Stealth rolls.
Minor Abilities -1 Ghost Speaker You see dead people. All the time.
Some people mistakenly refer to you as an ectomancer
(a kind of Focused Practitioner—see
page 76), but your ability is more instinctual and
you are not technically a spellcaster (although
this ability can be added on top of an existing
spellcaster if the character template allows for it).

See the Dead. You have no problems perceiving
the presence of spirits and ghosts, unless
they are deliberately trying to conceal themselves—
in which case it's Investigation (or
Perception) vs. Sneak.

Seen by the Dead. Spirits and ghosts have no
problem perceiving you as well, regardless
of how tenuous their manifestation is
(page 170)—they recognize you as a conduit
to the mortal world and will readily come
forward to contact you. This means such
creatures will see and find you more easily
than other people, when all other factors are
equal. Spirits get a +2D when trying to perceive
or locate you.

Speak to the Dead. You can speak and otherwise
communicate directly with ghosts and other
invisible or incorporeal spirits, without any
need to perform thaumaturgy.

Seek the Dead. The dead seek you out, and it
goes the other way as well—enough so that
you may use Contacts to seek out information
and specific individuals among the dead.
Minor Abilities -1 Mana Static Despite not being a mortal practitioner
of magic, you have a tendency to cause
technology to short out the way a wizard or
other mortal spellcaster does.

Musts: If the character ever takes a spellcasting
ability, it replaces this one.

Note: While we don't have documentation of
this sort of ability in our casefiles, it's pretty
well supported by theory. There are plenty of
folks out there with undeveloped magical talent,
and it's easy to see how they might first—and
perhaps only—manifest the hexing aspect of
their abilities.

Effects:

Hexing. You can hex technology deliberately,
as described on page 228. You may need to roll
your Discipline skill occasionally to keep
your emotions in check and avoid accidentally
hexing technology, but you make these rolls
at +2D due to the relative weakness of your
“talent.”
Minor Abilities -1 Marked by Power You've been marked by something
powerful, in a way recognizable to those with a
magical affinity. Such people and creatures will
think twice about acting against you, but they'll
also see you as a representative of the thing that's
marked you.

Musts: Your high concept must reflect the creature
or person who has marked you.

Aegis of Respect. A magical mark is upon you,
placed by a creature or person of significant
power. It's not that the mark provides
any actual protection, but magically aware
people and creatures can perceive this mark
upon you and word tends to get around that
you've been “claimed.” Whenever dealing with
someone in the magical community, all of
your social skill rolls operate at a +1D bonus.
The downside, of course, is that people tend
to see you as a representative of the thing
that marked you, which can lead to some
uncomfortable entanglements and assumptions.
If you absolutely must conceal this
mark, you can, but it takes some concentration—
use any appropriate skill (Stealth or
Persuasion, usually) restricted by Discipline to do
so, but you can't do anything stressful (like
combat) without dropping the concealment.
Minor Abilities 0 Wizard's Constitution You are a wizard, or are like a
wizard—incredibly long lived for a human, able
to recover from injuries just a little better than
the next guy.

Note: This ability is replaced by any Inhuman
or better Recovery or Toughness ability, if any
such abilities are taken. In terms of game effects,
the uses of this ability are so minor that they're
really almost cosmetic; hence the zero cost.

Total Recovery. You're able to recover from physical
harm that would leave a normal person
permanently damaged. You can recover
totally from any consequence—excluding
extreme physical ones—with no other excuse
besides time; simply waiting long enough
will eventually heal you completely. (Many
wizards use this ability to avoid hospitals,
where their tendency to disrupt technology
can put others in serious danger.)

Long Life. As a side-effect of your improved
ability to recover from injury, your lifespan
is significantly extended. In game terms this
will rarely have relevance, but it's why the
Senior Council of the White Council of
wizards can talk at length about the events of
the American Civil War (many of them were
there) and several can go back even further
than that.

Nevernever Powers

Category Refresh Cost Ability Name Description
Nevernever Powers -1 Demesne As a spirit that has been linked
to the mortal world, you naturally create a
space within the Nevernever tied to that place
or concept. This space reflects the landscape of
your “mind.”

Home Turf. You have an immense amount of
control over the features of your demesne; the
“local reality” bends to your will. You automatically
succeed at any declarations about
the physical form of your demesne, and in
combat you can roll Discipline to place scene
aspects in the demesne. You can even roll
your Discipline as a physical attack against
intruders, using the nature of the Nevernever
to harm opponents.
Nevernever Powers -3 Spirit Form You are an incorporeal spirit form,
able to pass through walls and other barriers in
the mortal world (thresholds still have an almost
physical reality to you, however).

Insubstantial. You are incorporeal, able to
pass through walls, reducing most borders
(page 212) to zero. Thresholds (page 230),
however, will act as physical barriers to you.
Without also taking Physical Immunity
(page 186) to a broad range of effects, you can
still be harmed by physical attacks.

Variable Manifestation. You must manifest
visibly to truly perceive anything “useful”
about the world around you. Even when
largely separated from the world, your presence
may be felt by those with a high Lore or
other means of magical sensitivity.

Variable Visage. As a spirit, your form may
change somewhat in response to your mood
or idea of self, causing you to appear more
fearsome or beautiful, granting a +2D to
appropriate social actions based on appearance
(Intimidation for a fearsome appearance,
Con or Persuasion for a beautiful one).
Usually this is as an exaggeration of your
“normal” appearance in some way.

Poltergeist [–2]. If you take this upgrade, your
manifestation is reinforced with solid ectoplasm
and able to manipulate objects in the
mortal world. When doing so, you may use
your Conviction instead of your Might to
move heavy things. You may use physical
combat skills to affect the world as well.
Nevernever Powers -2 Swift Transition Most supernatural creatures may
cross over into the Nevernever naturally, so
long as they are in a place that particularly resonates
with their nature (White Court vampires,
for example, tend to disappear mysteriously in
the backs of strip clubs). With this ability, a
spirit or other creature may cross over into the
Nevernever from nearly anywhere at all.

Everywhere is a Portal. You may transition to
the Nevernever from nearly any location
in the mortal world, so long as you are not
forcibly restrained by some magical or ritual
means.

No Mortal Home [+1]. If it suits your
concept—such as with ghosts—you are so
native to the Nevernever that you are pulled
to it if given no strong reason to remain in the
mortal realm. If you make this choice, then
under high stress or magical assault, you may
need to make Discipline rolls (against a difficulty
in line with the strength of an attack,
etc.) in order to remain in the mortal world.
If knocked unconscious or otherwise wholly
incapacitated, you immediately transition to
the Nevernever, for better or for worse.
Nevernever Powers -2 Worldwalker You have a natural ability to cross
into and out of the Nevernever by opening a
gateway. Others in close proximity to you may
pass through this opening as well—and things
within the Nevernever may use it to get out.
You're also adept at finding places where the
barrier between this world and the Nevernever
is weak and permeable, bypassing the need to
open a rift yourself.

Notes: This is another “extrapolated” ability,
not documented in Harry's casefiles, but pretty
well supported by theory. It's already true that
many supernatural creatures can cross over into
the Nevernever in places that share an affinity
with their kind (such as the White Court ability
to step into and out of the Nevernever at strip
clubs and brothels), so it seems reasonable that
someone with a little bit of latent magic ability
would be able to manifest a similar kind of
affinity.

It's also worth observing that spellcasters
usually needn't worry about this ability—their
spellcraft abilities already provide the ability to
detect and open rifts between the mortal realm
and the Nevernever.

Effects:

Rift Sense. You're able to sense places where the
fabric of reality is weak, allowing easy passage
into or out of the Nevernever. You may use
Investigation or Lore to find such places.

Rift Maker. You are able to tear a temporary hole
between this world and the next, allowing
people and things to pass into or out of the
Nevernever for a few seconds (it takes a true
spellcaster to hold a rift open for longer). You
may only do this once per scene (or per hour,
if more appropriate). Some supernatural
power-players will get a bit agitated or excited
about this, however, since this inevitably
weakens the fabric between the Nevernever
and our own world in a given location.

Strange Worlds. By dint of using this ability
and not, y'know, dying or getting enslaved in
Faerie or the like, you've had enough exposure
to the Nevernever to have a degree of familiarity
with it. All Lore and Survival checks
regarding the geography of the Nevernever
and other trivia involving it are made at +2D ,
and you may use Lore instead of Survival
while there.

Psychic Abilities

Category Refresh Cost Ability Name Description
Psychic Abilities 0 Cassandra's Tears You are afflicted by the condition
known as Cassandra's Tears—you have a limited
ability to see the future and predict the shape
of things to come. But there's a big downside:
most people simply ignore or won't believe your
warnings.

Musts: You must take Cassandra's Tears or
some similar variant as an aspect (because it's
going to get compelled—lots).

Unbelievable Predictions. You are able to make
precognitive predictions or receive them from
the GM. This places an aspect on the “world”
related to the prediction that remains until it
comes true or is otherwise resolved. See the
guidelines on page 324 for more details about
predictions. Whenever trying to warn people
about what you foresee, you are at a –2D to any
attempts to convince them that what you're
saying is correct.
Psychic Abilities -2 Domination This ability is most commonly
seen among a segment of Black Court vampires.
Given a captive victim, a skilled Black Court
vampire or other creature with this ability can
break down the target's will through direct
psychic assault. It's not subtle, and it's not pretty,
and it usually leaves a wreck of a mind in its
wake.

Psychic Domination. Given a helpless captive,
you may use your Discipline skill as an
overt psychic attack, dealing mental stress
and consequences until the victim's mind is
entirely under your sway. While the victim
may defend with his own Discipline, he
usually can't counter-attack, and eventually
he'll just be whittled down—especially
if you get creative with the “preparation” of
your victim.

Create Renfield. If you manage to take out a
victim using this method, you have the option
of turning the character into a “Renfield”
(OW86): a horribly broken individual, with
nothing left to do except foam at the mouth
and fanatically execute on your instructions.
It takes a day to create a Renfield in this
fashion.

Master Dominator [–2]. If you take this
upgrade, increase your psychic attacks to +2D
stress on a successful hit and you can create
enhanced Renfields with Inhuman Strength
(page 183), Inhuman Recovery (page 185),
and lifespans of no longer than a month.
It takes three days to create an enhanced
Renfield.

Possession [–3]. This variant is seen most
commonly among demons; with this upgrade,
you may fully possess your victim once you've
taken him out with your domination attack.
Your domination attacks inflict +2D damage on
successful hits. This upgrade is possible only
when combining this power with another
that allows you to become insubstantial.
Gaseous Form (page 175) could allow you to
possess a victim by way of inhalation, while
Spirit Form (page 170) would allow you to
simply “step into” the victim's body. Once
you've taken possession, you may control
your victim completely—without any easy
telltales of mind control—and gain access to
all of their physical abilities and many of their
mental ones. Once someone has a reason to
be suspicious, you must use your Deceit to
defend against discovery.
Psychic Abilities -1 Incite Emotion You are able to incite certain
strong emotions in a target—usually emotions
of passion or pain. Dark or morally “corrupt”
emotions (lust, wrath, despair, and others) are
the usual ones available. Emotions created by
this ability are real, but not True, so True Love,
Courage, Hope, and so forth are off the table.

Options: This ability costs 1 refresh to start
and requires you to pick a single emotion you
can incite, be it rage, lust, fear, protectiveness,
or the like. More potent versions (see below)
may be purchased by increasing the refresh cost.
The emotion this ability incites may be changed
under special circumstances, as part of character
development.

Effects:

Emotion-Touch. If you can touch someone, you
can make him feel something. You're able
to do maneuvers at +2D to your roll (using
Intimidation for anger or fear and Deceit for
every other emotion) that force an emotion
on a target (as a temporary aspect), so long
as you're in the same zone as he is and you
can physically touch him. The victim defends
with his Discipline. You may be able to
prevent the victim from taking other actions
as well if you do this as a block (page 210)
instead of as a maneuver.

Additional Emotion [–1 or more]. For every
point of refresh spent on this upgrade, you
can choose another emotion to use with your
Incite Emotion ability. All other upgrades
apply to any emotions you can incite.

At Range [–1]. You may use this ability on
targets up to one zone away without touching
them.

Lasting Emotion [–1]. If you increase the
refresh cost of this ability by 1, you gain the
ability to do Emotion-Touch as a mental attack
instead of a mere maneuver or block. If such
an attack hits, you gain a +2D damage bonus on a
successful hit (as though it were Weapon:2),
increasing the chances of inflicting a mental
consequence (and thus, a more lasting
emotional state). The victim defends with his
Discipline.

Potent Emotion [–1]. The Lasting Emotion
upgrade is a prerequisite to this one. You get
another +2D damage bonus on successful attacks
as per Lasting Emotion, as though you had
Weapon:4D.
Psychic Abilities -1 Psychometry You have a semi-magical
(“psychic”) talent for catching glimpses of the
past when you touch objects.

Effects:

Echoes of the Past. You can perform an assessment
action on the history of a given object
that you are able to touch and contemplate.
This is a standard Investigation roll, but
instead of searching a physical location,
you are rifling through the situations that
the object has been exposed to in the past,
looking for glimpses of something significant.
Psychometry assessments are more difficult
than normal (Good or higher), so even with
a high roll, you may only get one aspect or
fact, and you may not receive any additional
context to help you make sense of it.
For example, a knife used as a murder
weapon might only give you fleeting images
from the scene, not enough to make a positive
ID on the killer; but you might see something
like A Butterfly Necklace that you can
tag later as a clue on a future roll.
Psychic Abilities -1 The Sight Wizards and others have learned
to open their third eye, perceiving the magical
world in great detail. The downside here is that
the often phantasmagorical images are burned
into their brains—never forgotten, always vivid.

Musts: You must have a high concept that
shows either that you are a spellcaster or that
you have received training of some kind to open
your third eye.

Effects:
Arcane Senses. Even with your third eye closed
you have heightened arcane senses. You may
use Lore as if it were an arcane Investigation
skill as well as an arcane Alertness skill. You
also gain +1D to Lore when using it in this
fashion.

Wizard's Touch. As another aspect of your
arcane senses, when you touch another being
who has some magic potential, the GM may
ask you to roll Lore to catch just a hint of a
“spark”—indicating their nature as something
other than mundanely mortal. Even on
a failed roll, you might experience some sort
of sense that something is “off,” without being
able to pin it down.

Opening the Third Eye. You may use the Sight
to fully open your third eye, with all of the
risks and rewards that come with it. See
page 223 for details on how the Sight works.
Psychic Abilities -1 Soulgaze Wizards (and a rare few others)
have the ability to gaze upon another's soul
directly—but only the first time they make more
than a moment of eye contact, and only if the
one they gaze upon actually has a mortal soul.
When it doesn't happen, that in and of itself is
an interesting piece of information!


Effects:

Soulgaze. You are subject to the uses and effects
of Soulgaze as described on page 226.
Application of the Sight [+1D]. If you have the
Sight, above, you may take Soulgaze for free
if you so choose. It's not mandatory.

Shapeshifting

Category Refresh Cost Ability Name Description
Shapeshifting --1 Beast Change You're able to take on the form of a
beast, rearranging the priorities of your skill list.
Musts: You must define the particular kind of
beast that you change into.

Effects:

Beast Form. You take on the shape and appearance
of the beast you specified at the time you
took this ability. This only covers a cosmetic
change of form and does not convey additional
abilities like Claws (page 162) or any
supernatural Strength, Speed, or Toughness
abilities—you will need to take those separately
to get the appropriate benefit.

Skill Shuffle. You may shuffle around your skills
for a different configuration while changed
(using the same number of skill points and
following the same rules as during character
creation, page 65), so long as any knowledge
or social skills are not given a higher value
by the change. In other words, you can't
suddenly know more about Shakespeare just
because you're a wolf (or whatever). Physical
and perception skills, however, may (and
perhaps should) be increased in this way.
Shapeshifting -1 Demonic Co-Pilot Running around in a body that
isn't yours is hard, so you contract out the hard
work to a spirit. Usually an evil, angry one.
Musts: You should have an aspect referencing
this pact in some way. The GM is going to be
compelling it. The GM should think about what
the co-pilot's agenda is.

Effects:

Demon's Agenda. You gain a +1D on any skill roll
that's in keeping with your shapeshifted form
or demonic co-pilot's agenda (often having
to do with gleeful murder). When doing so,
you must roll Discipline against the result,
as if you were defending against an attack.
Failure to defend results in mental stress as
if from an attack; psychological consequences
that result are set by the GM, in line with the
demon's agenda.
Shapeshifting -1 Flesh Mask This is a variant on Human Guise
(page 176) that offers a few extra benefits. Most
commonly used by Red Court vampires, a Flesh
Mask is a real-seeming outer layer of ectoplasmic
flesh, usually embodying an idealized
human form. But the creature beneath can move
around inside, sometimes able to perform small
actions underneath its very “skin,” likely unnoticed
by those around it.

Effects:
Flesh Mask. The flesh mask is a pliable outer
shell of false flesh, made of ectoplasm. The
true creature beneath can tear through this
mask with ease, discarding it to take its true
form. Similarly, the flesh mask may be ripped
away from the creature by particularly vicious
attacks—any physical attack that inflicts
a consequence of any size is sure to pierce
the mask, at least a little. It takes only a few
minutes for a flesh mask to be restored after it
has been removed, whatever the means.

Idealized Appearance. Your flesh mask has a
single appearance—usually a stunningly
attractive version of the human you were
before you became a vampire. Any social
action where appearance is a primary factor
gains a +2D on the roll, so long as the target
of your action is not aware of the horror that
lies beneath the outer veneer.
What Lies Beneath. You may move around
within your flesh mask, so long as the motions
are small and subtle—such as pulling your
real arm out of the mask-arm and pointing a
small gun at your opponent. Keeping such an
action concealed is done with a simple Con
or Stealth roll.
Shapeshifting -3 Gaseous Form Certain Black Court vampires
may have the ability to turn into a cloud of
gas, seeping under door cracks, traveling great
distances undetected, and so on. Other creatures
may do this as well.

Gaseous Transformation. You may transform
into a gaseous cloud. In gas form,
you set aside all ability to act in exchange
for the Physical Immunity ability (page 186)
with a Catch of any of your normal weaknesses,
if you have any, plus the vulnerabilities
a cloud of gas might have; the ability to
fly à la the Wings ability (page 165); and the
Insubstantial effect of Spirit Form (page 170).
The only real actions available to you are
movement and maneuvers—you cannot
attack or block while in this form. It takes a
whole exchange to make the transformation.
While in this form, you're potentially
vulnerable to things that can affect a gaseous
cloud: someone could bottle up part of you
if he got off a good enough “attack;” a strong
head-wind could impede travel, adding
borders to zones if you are trying to float into
the face of it. However, you may be able to
ignore other border values entirely by seeping
through cracks under doors or windows,
traveling through ventilation systems, and
so forth. You'll still be stopped by something
airtight and slowed down by something that's
mostly airtight.
Shapeshifting 1 Human Form You're a shapeshifter, but when
you haven't shapeshifted, you're just a normal
person.

Effects:

Regular Joe/Regular Jane. Specify which of
your supernatural abilities (usually most
or all of them) are unavailable to you when
you're not shapeshifted into your “powered”
form. As long as you specify at least 2 points
worth of supernatural powers, you gain back
1 point of refresh for making this choice. If
you only have 1 point of supernatural powers
affected by this, Human Form is not worth
any refresh.

Rare or Involuntary Change [+1D]. If you are
only rarely able to take your powered form
(due to involuntary change, rare times of
the day or month or year, etc.), you regain
two points of refresh for taking this ability,
instead of one. The total cost of the abilities
affected by the Human Form must be greater
than the amount of refresh points paid back
by this effect. So to get this version of Human
Form, it must affect at least 3 refresh points'
worth of powers.
Shapeshifting 0 Human Guise Congratulations, you pretty much
look like everyone else.

Notes: The effects of this ability are so minor
that they're really considered to be almost
cosmetic, at least in terms of the impact on the
game mechanics; hence the zero cost. Ghouls are
one example of a creature with this ability, as are
White Court vampires.

Normal Appearance. You have a number of
supernatural abilities (often from “Creature
Features” on page 162, though others may
apply) that give you an appearance that's
noticeably, often horrifically, different from
normal folks. With this ability, you are able
to take on a human guise that conceals
your supernatural nature from mundane
senses. Supernaturally gifted individuals
may still sense your unusual nature using
Investigation, Perception, or Lore.

Your other abilities are still technically
available to you while you're looking normal,
unlike with Human Form (see this page).
The moment you choose to use your powers,
however, the human guise drops away. So
long as you do not use your abilities, you
don't give away your nature to mundane
senses—though under times of great stress or
high emotion, you may be called on to make a
Discipline roll to keep the guise in place.
Shapeshifting * Mimic Abilities You are able to mimic the abilities
of another individual, at least to an extent.
Musts: You must set aside a number of points of
your refresh equal to the maximum total refresh
value of any mortal stunts and supernatural abilities
you wish to copy from a target. These are
called your mimic points.

Effects:

Eat Power. You may clone the supernatural
powers of your target (see below) under
particular circumstances. This cloning is only
possible if you lay hands on a significant part
of the victim—such as his brain, his heart,
or a large portion of his magic power. If the
victim is not dead from this, then he is at
least diminished while you access his abilities
(reflected by a consequence resulting from
the attack that allowed you to steal from him,
the terms arrived at when taking him out,
etc.). This is what gave the Nightmare not
only Harry's form but also his advanced spellcrafting
abilities in the Grave Peril casefile.
The cloning may be undone if the victim
is able to turn tables on you and reclaim what
you've stolen from him. Usually this requires
winning some sort of supernatural or magical
conflict with you, though it probably goes
without saying that killing you will restore
the victim's power.
You can keep your mimic points configured
in a certain way indefinitely. If you
switch out your current set of powers for a
new one, however, you can't go back to your
previous “settings”—you'd have to eat those
powers again to have access to them.

Mimic Stunt. You are able to clone any of your
target's mortal stunts. You must clone these
abilities by temporarily paying for them out
of your mimic points (above).

Mimic Skill. Allocate one mimic point to copy
any one of your target's skills. This replaces
your actual rating with that skill while the
allocation remains in place.
Shapeshifting -2 Mimic Form You are able to mimic the appearance
of another, given the right materials to
work with: ideally a piece of their flesh, some
strands of hair, a patch of skin, or a vial of blood.
(Mortal monster-hunters, take heed!)

Effects:

Take Form. You may take on the form, voice,
and other seemings of another individual,
provided you have possession of something
significant of theirs—the better the object,
the more convincing the copy. You roll Con
at +4D to fool others if your mimicked appearance
is close to perfect; the bonus decreases
significantly if you don't have the right “fuel.”
Shapeshifting * Modular Abilities You can improve your physique,
taking on a variety of abilities as you change
your form.

Musts: You must “pre-pay” a number of refresh
points equal to the maximum total value of the
abilities you want to be able to change around at
will, plus a surcharge of two refresh (so a pool
of 7 points would cost 9 refresh: the base of 7,
plus 2). These are called your form points.

Function Follows Form. You may shapeshift
your form to take on a variety of abilities,
taking a full action to change them around.
When making such a change, you may reallocate
some or all of your form points (see
above) to purchase new abilities, focusing
on those available as Creature Features
(page 162), certain Minor Abilities (page 169),
Speed (page 178), Strength (page 183), and
Toughness (page 184).
Shapeshifting -4 True Shapeshifting You are able to shapeshift into
a variety of human and non-human (usually
animate) forms.

Options: None, but the Modular Abilities
power (above) is recommended.

Multi-Form. You may take on nearly any
humanoid or beastly form as a supplemental
action. Changing into something else—say,
a tree, a vacuum cleaner, a water bed—takes
a longer amount of time, usually several
actions, or even minutes, depending on how
different. Concealing your true nature while
in these forms is casually easy, but if you
do something to call it into suspicion, your
attempts to evade detection are at +4D on your
Con or Stealth rolls.

Skill Shuffle. As with the skill-shuffling effect
of the same name under the Beast Change
power (page 174), only with multiple different
configurations to suit the form you take.

Speed

Category Refresh Cost Ability Name Description
Speed -2 Inhuman Speed You are very fast, just past the edge
of human capability.

Effects:

Improved Initiative. Your Initiative is at +4D for
the purpose of determining initiative.

Athletic Ability. All your Athletics checks
are made at +1D, including dodging.
When sprinting (see page 212), this bonus is
increased to +2D.

Casual Movement. Whenever moving as part
of another physical activity, you may move
one zone without taking the –1D penalty for a
supplemental action (page 213).

Almost Too Fast To See. Difficulty factors due
to moving are reduced by two when rolling
Stealth.
Speed -6 Mythic Speed You are a rare supernatural creature
whose very essence is tied to the notion of
speed. You're like the wind itself. Hell, you may
be the wind itself.

Musts: This ability replaces Inhuman or
Supernatural Speed if taken.

Effects:

Super Supreme Initiative. You always go first
in initiative order in a conflict, regardless of
your Initiative Roll. If there are other entities
present who share Mythic Speed, you
must then use Initiaive rolls to resolve initiative
order among yourselves.

Extra Superior Athletic Ability. All your
Athletics checks are made at +3D, including
dodging. When sprinting, this bonus is
increased to +6D. You may set aside this bonus
to simply declare that you have no problem
keeping up with a moving vehicle.

Instant Movement. Whenever moving as part of
another physical activity, you may move up to
three zones without taking the –1D penalty for
a supplemental action (page 213).

Like the Wind. No one ever gets a bonus to spot
you when you're using Stealth, no matter how
fast you're moving.
Speed -4 Supernatural Speed You're able to move far faster
than the eye can see—or at least so fast that
what's seen is only a blur. You can cross physical
distances easily and quickly; acting before ordinary
mortals do is trivial.

Notes: This ability replaces Inhuman Speed if
taken.

Effects:

Supreme Initiative. You always go first in initiative
order in a conflict, regardless of your
Alertness rating. If there are other entities
present who share this ability, you must
then use Initiative Rolls to resolve initiative order
among yourselves. If someone has Mythic
Speed (below), it trumps this ability.
Superior Athletic Ability. All your Athletics
checks are made at +2D, including dodging.
When sprinting (see page 212), this bonus is
increased to +4D.

Effortless Movement. Whenever moving as part
of another physical activity, you may move
two zones without taking the –1D penalty for a
supplemental action (page 213).

Faster Than the Eye. Difficulty factors due to
moving are reduced by four levels when rolling
Stealth.

Spellcraft

Category Refresh Cost Ability Name Description
Spellcraft -2 Channeling Description: “Channeling” is one of the many
general names given to a lesser form of Evocation
that is only able to use one particular element.
But more often such abilities are referred to by
names such as pyromancy (fire evocation) and
kinetomancy (kinetic force evocation).

Musts: You must define the element which your
spellcasting is restricted to when you take this
ability.

Effects:

Channeling. You are able to use Evocation
as described on page 249, but your use is
restricted to one particular element, which
you must define when you take this ability.

Item Slots. Channeling comes with two free
Focus Item Slots (page 278). You can design
the items that fit into these slots now, or later
on during play. A single Focus Item Slot may
be traded in for two Enchanted Item Slots
(page 279). You may gain more Item Slots as
one of the options on the Refinement
ability (page 182)—but you may only buy
Refinement for that purpose. All items
created for those slots must be in keeping
with the elemental theme you've chosen for
your power.
Spellcraft -3 Evocation Description: Evocation is the “thug” side
of spellcasting, from some perspectives. It's
all about pushing energy from one place to
another, quickly—and subtlety isn't, truly, part
of its vocabulary. Worse, it runs a real risk of
spiraling out of the caster's control. Those who
have mastered Evocation are among the most
feared spellcasters around. It's not because they
can create widespread destruction (although of
course they can); it's because they're able to do
potent spellcasting at a moment's notice. Those
who haven't quite mastered evocation are usually
dangerous as well—but only until they accidentally
engineer their own demise. For more on
Evocation, see page 249.

Options: Casters whose template allows for
it should consider the Refinement ability
(page 182).

Effects:

Evocation. You're able to use evocation in all of
its forms, as described on page 249.

You Know What You Know. While Evocation
allows the use of a broad range of elements
(fire, air, water, earth, and spirit/force, classically
speaking), the practitioner doesn't
start out familiarized with all of them. When
you take Evocation, you must specify three
elements you do know. You cannot cast spells
using the other elements (which should
number two, if using the classical model).

Specialization. Full Evocation grants the ability
to specialize in one form of Evocation magic,
usually by focusing on a particular known
element (such as Harry's predilection for
fire). This specialization can take one of two
forms—either a power bonus, increasing the
caster's Conviction score by one for any spell
of that element, or a control bonus, increasing
the caster's Discipline roll to control the spell
by one. One or the other must be chosen,
though the specialization does not need to
be defined at the time the ability is taken.
Additional specializations covering different
areas of Evocation may be taken by use of the
Refinement ability (page 182).

Item Slots. Evocation comes with two free
Focus Item Slots (page 278). You can design
the items that fit into these slots now, or later
on during play. A single Focus Item Slot may
be traded in for two Enchanted Item Slots
(page 279). You may gain more Item Slots as
one of the options on the Refinement ability
(page 182).
Spellcraft * Lawbreaker Musts: This ability must be taken immediately
upon breaking one of the Laws of Magic
(page 232). You must specify the Law broken at
the time you take the ability. This ability must
be taken separately for each Law of Magic
broken—noted like so: Lawbreaker (First),
Lawbreaker (Fourth), etc.

Description: You've broken one of the Laws of
Magic:

First: You've taken a life with the use
of magic, turning a little bit of your
soul dark.

Second: You've transformed someone
with the use of magic, destroying your
victim's original body and, quite probably,
mind.

Third: You've invaded someone's
thoughts with the use of magic, violating
the privacy of your victim's mind.

Fourth: You've enthralled or otherwise
laid a compulsion upon another being
with magic, likely causing long-term
psychological trauma to your victim.

Fifth: You've reached beyond the borders
of life and death with your magic, upsetting
the natural order of the universe.

Sixth: You've swum against the flow of
time, upsetting the natural order of the
universe.

Seventh: You've sought knowledge
from beyond the Outer Gates, or otherwise
drawn power from that forbidden
source, upsetting the natural order of the
universe.

For more on the Laws of Magic and the
consequences of breaking them, see page 232.

Effects:

Slippery Slope. Gain a +1D bonus to any spellcasting
roll whenever using magic in a way
which would break the specified Law of
Magic. Increase this spellcasting bonus to +2D
if you've broken this Law three or more times;
additionally, the refresh cost of this ability
increases from –1 to –2 and requires that
you change one of your existing aspects into
a version twisted by the violation of the Law.
Every three times that you break this law past
that point, another (different) aspect must be
changed, though the refresh cost and spellcasting
bonus do not further increase. You
cannot stack bonuses if you break multiple
Laws with one spell—use the highest bonus.

Trouble Comes in Threes. Increase the spellcasting
bonus by one if you have three or
more Lawbreaker abilities in any combination
(i.e., if you've broken three or more Laws
of Magic, sporting a Lawbreaker ability for
each one), making the maximum possible
bonus +3.
Spellcraft -1 Refinement Description: Experienced spellcasters learn
in time how to refine and focus their abilities,
gaining greater strength and diversity.

Effects:

Refined Spellcraft. Refinement is a tool for
improving your spellcasting over time. Each
time Refinement is taken, choose one option
from the following:

Add a new element to your Evocation familiarity
list. You also get one specialization for
that new element.

Or, gain two additional specialization
bonuses for Evocation and/or Thaumaturgy.
You have to structure your specialization
bonuses for each ability according to the same
“column” limits for skills (see page 65).

For example, you can't have a +2D power
bonus for water evocation until after you've
taken +1D in something else, either a control
bonus for water or power/control in another
element. You can't have a +3 bonus until you
also have a +2D and a +1D. If you have two
bonuses at +2D , you must have two more at
+1D, etc.

The same goes for thaumaturgic types
and complexity/control bonuses, but when
you're calculating, look at Evocation and
Thaumaturgy separately—if you have a +1D
complexity bonus to divinations and you
want a +2D , having a +1D power bonus in water
evocation isn't going to help you. You need
to take another thaumaturgic specialization
at +1D.

In addition, you cannot have any specialization
bonuses higher than your Lore skill.
If your Lore is only Fair (+2D ), you can't have
a higher bonus than +2D in any specialization.

Or, gain two additional Focus Item Slots (or
four additional Enchanted Item Slots). For
more details on focus items and enchanted
items, see page 278.
Spellcraft -2 Ritual Description: “Ritual” covers the ability to do one
particular application of thaumaturgy—such
as crafting or wards—to the exclusion of any
others. The application isn't always a technique
so much as a subject matter: for example, some
ectomancers have this ability, giving them a wide
range of thaumaturgic abilities, but restricted
only to spirits and ghosts.

Musts: You must define which single application
of Thaumaturgy your spellcasting is limited to
at the time you take this ability.

Effects:

Ritual. You are able to use Thaumaturgy
as described on page 261, but your use is
restricted to one particular application or
thematic subject matter. You must define this
limit when you take the ability. For an idea of
the options, see page 272.

Item Slots. Ritual comes with two free Focus
Item Slots (page 278). You can design the
items that fit into these slots now, or later
on during play. A single Focus Item Slot
may be traded in for two Enchanted Item
Slots (page 279). You may gain more Item Slots
as one of the options on the Refinement
ability (page 182)—but you may only buy
Refinement for that purpose. All items
created for those slots must be in keeping
with the single application you've chosen for
your power.
Spellcraft * Sponsored Magic Description: Some varieties of magic draw
on power sources external to the practitioner.
Invariably, these sources of power have some
kind of agenda of their own. See Spellcasting,
page 287, for details about the various kinds of
Sponsored Magic.

Notes: The cost of Sponsored Magic changes
depending on whether or not you already
have Evocation or Thaumaturgy. This also
affects whether or not Sponsored Magic gives
you any additional focus item slots. If you're
paying full price, you get four focus item slots
with this ability. If you have either Evocation
or Thaumaturgy, thus reducing the cost of
Sponsored Magic, you only get two additional
focus item slots. If you have both, reducing the
cost more, you don't get any additional focus
item slots.
Spellcraft -3 Thaumaturgy Thaumaturgy is a subtle art—and
slow. It was created by mortal spellcasters due to
their need to produce great power but to keep
that power under control better than Evocation
ever could. This is done through careful preparation
and ritual: Thaumaturgy can't ever be
used quickly enough to be much use in a fight.
However, given enough time, preparation,
materials, and the right caster, it's more than
a match for supernatural forces. For more on
Thaumaturgy, see page 261.

Options: Casters whose template allows for
it should consider the Refinement ability
(page 182).

Effects:

Thaumaturgy. You're able to use Thaumaturgy
in all of its forms, as described on page 261.

Specialization. Full Thaumaturgy grants the
ability to specialize in one form of thaumaturgical
magic, usually by focusing on a
particular application (such as ectomancy,
crafting, or divination—see page 272). This
specialization can take one of two forms—
either a complexity bonus, increasing the
level of complexity you can manage without
preparation by one for spells of a particular
type, or a control bonus, increasing your
rolls to control the specified ritual by one
(crafting uses different bonus types—see
page 280). One or the other must be chosen,
though the specialization does not need to
be defined at the time the ability is taken.
Additional specializations covering different
areas of Thaumaturgy may be taken by use of
the Refinement ability (page 182).

Item Slots. Thaumaturgy comes with two free
Focus Item Slots (page 278). You can design
the items that fit into these slots now, or later
on during play. A single Focus Item Slot may
be traded in for two Enchanted Item Slots
(page 279). You may gain more Item Slots as
one of the options on the Refinement ability
(page 182).

Strength

Category Refresh Cost Ability Name Description
Strength -2 Inhuman Strength You are able to lift more and hit
harder than the average human can, due to your
supernatural heritage.

Effects:

Improved Lifting. Whenever lifting or breaking
inanimate things, you gain a +3D to your
Strength score.

Bruising Strength. Roll Might at +1D whenever
using that skill in conjunction with grappling or brawling
(page 211).

Superior Strength. Whenever using your
Strength to modify (page 214) another skill, it
always provides a +1D regardless of the actual
comparison of your Strength score to the skill
in question.

Hammer Blows. With attacks that depend on
muscular force (Brawling, Melee Combat, etc.),
you are at +2D to damage.
Strength -6 Mythic Strength Your strength is a thing out of
legend—legends that feature you. This ability is
usually only available to NPCs.

Musts: Mythic Strength replaces Inhuman or
Supernatural Strength if taken.

Effects:

Supreme Lifting. Whenever lifting or breaking
inanimate things, you gain a +1D to 2D to your
Strength score.

Unstoppable Strength. Roll Strength at +3D whenever
using that skill in conjunction with
grappling (see page 211).

Supreme Strength. Whenever using your
Strength to modify (page 214) another skill, it
always provides a +3D regardless of the actual
comparison of your Strength score to the skill
in question.

Devastating Blows. With attacks that depend on
muscular force (Brawling, Melee Combat, etc.),
you are at +6D to damage.
Strength -4 Supernatural Strength You have supernatural strength—
you're able to lift and break things you shouldn't
be able to, and people who get in your way tend
to be very, very sorry.

Musts: Supernatural Strength replaces
Inhuman Strength if taken.

Effects:

Superior Lifting. Whenever lifting or breaking
inanimate things, you gain a +6D to your
Stregth score.

Bludgeoning Strength. Roll Strength at +2D whenever
using that skill in conjunction with
grappling (see page 211).

Superlative Strength. Whenever using your
Might to modify (page 214) another skill, it
always provides a +2D regardless of the actual
comparison of your Might score to the skill
in question.

Lethal Blows. With attacks that depend on
muscular force (Fists, thrown Weapons, etc.),
you are at +4D to damage.

Toughness

Category Refresh Cost Ability Name Description
Toughness * The Catch Your Toughness abilities are
limited in some way.

Effects:

The Catch. You must specify something that
bypasses your Toughness abilities. This will
give you a discount on the total cost of any
and all Toughness category powers that you
take, based on how likely it is that the Catch
will be met in play. Add all the relevant
discounts from the list below:

If your abilities only protect you
against something specific, you get a +2D
discount. If they protect you against
everything except something specific, you
get nothing.

If the Catch is bypassed by something
that anyone could reasonably get access
to, but usually doesn't carry on them
(like cold iron), you get a +2 . If it is
bypassed by something only a rare class
of people in the world have (like True
Magic), you get a +1. If it is bypassed by
something only one or two people in the
world have access to or could produce
(like a Sword of the Cross), you get
nothing. Even the mere presence of the
thing that satisfies your Catch will cause
you discomfort (and may be grounds for
a compel or something similar).

If almost anyone with an awareness of
the supernatural knows about the Catch
or could easily find out (like from the
Paranet, or Bram Stoker's Dracula if
you're a Black Court vampire), you get a
+2 . If knowledge of the Catch requires
access to specific research material
that could be restricted (like a wizard's
library), you get a +1. If knowledge of
the Catch requires knowing you personally
to learn about it (like the effect of
Judas' Noose on Nicodemus), you get
nothing.

Any Recovery powers you have are
affected by the Catch, and so will not
speed up the recovery of an injury caused
by something that bypasses the Catch.

Catches cannot reduce the total cost of
your Toughness powers below –1. You
may specify more than one Catch if you so
choose, but you can only receive the discount
once; take the best one.
Toughness -2 Inhuman Recovery You have an incredible fortitude,
able to exert yourself longer and heal faster than
a normal human can.

Musts: You must attach this power to a Catch
(see this page).

Effects:

Total Recovery. You're able to recover from physical
harm that would leave a normal person
permanently damaged. You can recover
totally from any consequence (excluding
extreme ones) with no other excuse besides
time; simply waiting long enough will eventually
heal you completely.

Fast Recovery. Out of combat, you may recover
from physical consequences as if they were
one level lower in severity. So, you recover
from moderate consequences as though they
were mild, etc. Consequences reduced below
mild are always removed by the beginning of
a subsequent scene.

Vigorous. Endurance never restricts (page 214)
other skills due to a lack of rest. You may skip
a night of sleep with no ill effects.

Shrug It Off. In combat, once per scene, you
may clear away a mild physical consequence
(page 203) as a supplemental action
(page 213).
Toughness -2 Inhuman Toughness You're unusually tough and have
incredible fortitude. You're able to take more
punishment than a normal human can.

Musts: You must attach this power to a Catch
(see this page).

Effects:

Hard to Hurt. You naturally have Armor:1D
against all physical stress.

Hard to Kill. You take half damage.
Toughness -6 Mythic Recovery You heal faster than anyone should
be able to. Prometheus' liver has fits of jealousy.

Musts: This ability replaces Inhuman or
Supernatural Recovery. You must attach this
power to a Catch (see page 185).

Effects:
Total Recovery. As with Inhuman Recovery.

Really Amazingly Fast Recovery. Out of
combat, you may recover from all physical
consequences before the beginning of the
next scene after you receive them!

Indefatigable. Endurance never restricts
(page 214) other skills due to a lack of rest. You
never need to sleep.

Ha! You Call That a Hit? Three times per scene,
you may clear away a mild physical consequence
(page 203) as a supplemental action
(page 213).
Toughness -6 Mythic Toughness Issues of the flesh rarely trouble
you. Your body has, to a great extent, transcended
the petty concerns of mortality.

Musts: This ability replaces Inhuman or
Supernatural Toughness. You must attach this
power to a Catch (see page 185).

Effects:

Nearly Impossible to Hurt. You naturally have
Armor:3D against all physical stress.

Nearly Impossible to Kill. You have six additional
boxes of physical stress capacity
(page 201).
Toughness -8 Physical Immunity You simply can't take physical
damage from anything normal.

Musts: You must attach this power to a Catch
(see page 185).

Effects:

Physical Immunity. You take no stress and no
consequences from physical attacks and other
harms, unless someone satisfies your Catch.
This does not make you unusually tough to
such attacks; if you want to be tough in all
cases, even when your Physical Immunity is
compromised, take Inhuman, Supernatural,
or Mythic Toughness as well with a less
susceptible Catch—or one of the Recovery
abilities if you merely want to heal quickly
when your invulnerability is pierced. If a
character spends more than one fate point
on a successful attack only to discover you
are completely immune to it, that character
should be refunded all but one point.

Stacked Catch [+varies]. Normally, all your
Toughness powers can only receive the
refresh rebate effect of one Catch, so you
line them all up and choose the best one.
If you take Physical Immunity, and have
other Toughness abilities already covered
by a Catch, you may also receive the refresh
rebate of a second Catch. This second Catch
may only affect how the Physical Immunity
works, and it's called a Stacked Catch. If you
take a Stacked Catch, the first Catch covering
the other Toughness powers does not include
the Physical Immunity as one of the abilities
covered.

For example, let's say a fire demon has
Supernatural Toughness with the Catch that
he's vulnerable to cold. Normally, this would
give him a refresh rebate of +3: +2 because
cold is easy to come by, and +1 because
research would normally uncover it.
In addition, he has physical immunity
to damage from any kind of fire. The Catch
is that it only applies to attacks with fire.
Normally, this would give a rebate of +5:
+2 for protecting against only one specific
thing, +2 because “not fire” is easy to come
by, and +1 because research would normally
uncover it.

Because you can stack these two refresh
benefits, the demon gets a total of +8D
toward his Toughness powers, so his total
refresh cost is only –4 (–4 for Supernatural
Toughness, –8 for Physical Immunity, +8 for
the stacked benefit).

A character with a Stacked Catch that
that inverts the conditions of the first Catch
is strongly discouraged. A Physical Immunity
to Fire layered on top of Supernatural
Toughness that can only be pierced by Fire
just never happens in reality, and if it did, one
or both Catches would be rightly valued as
worth zero.
Toughness -4 Supernatural Recovery You can exert yourself constantly
without issue and, given just a little downtime,
you can recover from particularly nasty wounds.

Musts: This ability replaces Inhuman Recovery.
You must attach this power to a Catch (see
page 185).

Effects:

Total Recovery. As with Inhuman Recovery.

Faster Recovery. Out of combat, you may
recover from physical consequences as if they
were two levels lower in severity. So, you
recover from severe consequences as though
they were mild, etc. Consequences reduced
below mild are always removed by the beginning
of a subsequent scene.

Unfaltering. Endurance never restricts (page 214)
other skills due to a lack of rest. You may
skip a week of sleep with no ill effects.

It's Nothing. Twice per scene, you may clear away
a mild physical consequence (page 203) as a
supplemental action (page 213).
Toughness -4 Supernatural Toughness Your body can take punishments
that would easily kill a normal man.

Musts: This ability replaces Inhuman
Toughness. You must attach this power to a
Catch (see page 185).

Effects:

Harder to Hurt. You naturally have Armor:2D
against all physical stress.

Harder to Kill. You have four additional boxes
of physical stress capacity (page 201).

True Faith

Category Refresh Cost Ability Name Description
True Faith -1 Bless This House Your faith is proof against the
invasion of the supernatural, enabling you to
improve the strength of a threshold in a place
where you reside.

Effects:

Bless This House. By your very presence in
a place, you may increase the strength of
its threshold (page 230)—assuming you have
anything to work with (a place without a
threshold can't get one). If your Conviction is
higher than the threshold rating of a particular
place, the threshold gets a +2D bonus
while you are there. Multiple individuals who
have this power can stack the effects, making
a den of the faithful potentially very safe from
supernatural incursion—unless someone's so
foolish as to invite a powerful supernatural
creature in.
True Faith -1 Guide My Hand By giving yourself over to your
faith, you may sense the purpose the higher
powers have in mind for you, guiding your
hands (and your feet) to take you to where you
are most needed.

Effects:

Faith Manages. Given the time to pray for guidance
and provided that your goals are pure
and your actions are selfless, you may spend a
fate point to use your Conviction skill instead
of any other skill for one roll. This effect
cannot be used for any attacks or maneuvers,
but it can be used to bypass other kinds of
obstacles.

Spiritual Guidance. You have a semi-conscious
awareness of where you are needed most.
Usually, this simply means you are guided to
the right place at the right time. If the GM
agrees that such a circumstance is in effect,
you need not spend a fate point to stage a
fortuitous arrival (page 20). Sometimes this
might work in reverse, allowing an ally to
show up where you already are.
True Faith -1 Holy Touch When acting with a pure heart
and selfless purpose, your very touch is harmful
to creatures vulnerable to such things.
Musts: You must have taken Righteousness
(below) in order to take this ability.

Effects:

Holy Touch. If you act in keeping with your
calling, keeping a pure heart and selfless
purpose, your touch can be imbued
with a holy power. This could qualify your
touch as satisfying a Catch (page 185) for the
Toughness powers of some creatures. Even
if not, creatures that would be an offense
to your faith take a 1D damage from being
touched by you. You could use this with a
Brawling or Martial Arts attack, to have your hands act effectively
as Str+1D damage against such creatures.

In lieu of this benefit, you may have your
touch justify a compel on the high concept of
any creature that would be offensive to your
faith. This way, you might be able to hold
them at bay temporarily or otherwise keep
them from attacking you.

For example, suppose your character
with this ability is attacked by a Black Court
vampire—you might look at the GM and say,
“Hm. I want to have this confrontation, but
I don't want to fight—what if I hit it with
my Holy Touch, spend a Fate point, and you
compel its Black Courtier aspect to force
it to deal with me a different way?”

The GM says, “Okay, your touch burns
the vampire and it jumps back, eyeing you
cautiously. You still look like dinner, you can
tell, but it's listening—for now.”
True Faith -2 Righteousness Your prayers have a profound
effect.

Effects:

Potent Prayer. When pursuing your calling,
you may make a prayer (page 324) to guide
your actions righteously—spend a fate point
to invoke your high concept and define a
Divinely-inspired purpose you're aiming
at. While in effect, use your Conviction to
complement (page 214) any action that directly
addresses your purpose. If you either achieve
your purpose, take any compels that would
threaten to derail you from your pursuits, or
refuse any compels that are meant to keep
you true to your purpose, the effect immediately
ends.

Desperate Hour. In times of most desperate
need, you may call out a prayer for aid from
the Divine. Any time you are hit by an attack
that requires you to take a severe or extreme
consequence to avoid being taken out, you
may make such a prayer. You may also call
upon this prayer in any scene where a friend,
ally, or innocent victim is taken out, forced to
concede, or otherwise suffer a lasting, terrible
fate (like being crippled, kidnapped, etc.).

Roll your Conviction as an attack against
every non-allied, supernatural creature in
the same zone as you, which can be resisted
by their Discipline. This attack does holy,
physical damage that cannot be offset by any
supernatural abilities (it automatically satisfies
the Catch on any Toughness powers).
You can only make one such prayer per scene.

Vampirism

Category Refresh Cost Ability Name Description
Vampirism -1 Blood Drinker You can (and, with Feeding
Dependency on page 190, must) drink blood.
Feeding on lifeblood sustains you more fully
than any other food might, and you're particularly
good at it. Anything short of freshly-spilled
blood is less vital and, thus, less fulfilling; a fresh
kill is like a three-course meal, while a bag from
the blood bank is like an hors d'oeuvre—small
and tasty, but ultimately leaving you hungry for
the main course. You have no need to eat regular
food (though you might still enjoy it).

Effects:

Drink Blood. Any time you draw blood in close
personal combat—with your claws or your
teeth—you can ingest some of it to gain
sustenance. Roll Brawling or another appropriate
skill (Melee Combat, etc.) to make your victim
bleed. Once you've done this successfully, gain
a +1D to your attack on subsequent exchanges
against the same target. In a grapple, you may
inflict an extra 1D of damage on a target as a
supplemental action.

The Taste of Death. Once per scene, if you inflict
enough damage to kill a
victim from your feeding, you may take an immediate
"free" Healing roll if you have an
ability that lets you heal quickly (page 184).

Blood Frenzy. When in the presence of fresh
blood, you feel a nearly uncontrollable urge
to attack. The GM is within her rights to call
for Discipline rolls to resist the urge. In some
cases, the urge may take the form of a compel
against your high concept.
Vampirism -1 Emotional Vampire You can (and, with Feeding
Dependency on page 190, must) “eat” strong
emotions—often lustful and passionate or
otherwise dark ones. Purely positive emotions,
such as love, are not an option. This very much
follows the law of “you are what you eat”: those
who feed on fear and despair tend to be fearsome
creatures (or at least control freaks), while
those who feed on lust tend to be consummate
seducers and very sexually active.
As a baseline, whenever you're near an
“eligible” strong emotion, you may draw in mild
sustenance from it. This just grazes the surface
of the victim's life force, maybe making them just
a shade less vital in the long term, but it doesn't
have much of an immediate effect. Being in the
presence of many people experiencing strong
emotions—a mob during a panicked riot or an
orgy at a “swingers” convention, for example—
has a multiplicative effect; as such, emotional
vampires are nearly always drawn to such events.
Musts: You must choose the emotion associated
with this power when you take it.

Feeding Touch. Physical contact is where it's
at for a satisfying, long-term meal. When a
victim is in the throes of an eligible emotion
(usually easy for a White Court vampire
using his Incite Emotion ability, page 172), you
may draw some of his life force out of him
to sustain you. This is done as a psychological
attack with an appropriate skill (usually
Deceit or Intimidation). If you have the
Incite Emotion ability, inciting the emotion
and feeding on it may be done as a single
action, based on a single roll. On subsequent
exchanges, if the emotion is still in place you
may continue to feed, gaining a +1D on the roll.

The Taste of Death. Once per scene, if you inflict
enough damage to kill a
victim from feeding, you may take an immediate
“free” Healing roll if you have an
ability that lets you heal quickly (page 184).

Feeding Frenzy. When in the presence of heightened
emotions and willing victims, you feel a
nearly uncontrollable urge to feed. The GM
is within her rights to call for Discipline rolls
to resist the urge. In some cases, the urge may
take the form of a compel against your high
concept.
Vampirism 2 Feeding Dependency You gain some of your supernatural
abilities by feeding on blood (page 188),
emotions (page 189), or something else (in the
case of ghouls, massive quantities of meat). If
you take this ability, it “attaches” to most if not
all of your supernatural powers except for those
from this category (at least 2 points' worth).

Effects:

Hunger Is Stressful. You have an additional
stress track called hunger. The length of the
track works like those of other stress tracks
from Endurance, Conviction, etc., only using
Discipline as the base skill. Unlike other
stress tracks, you may not clear this out at the
end of a scene (see below).

Limited Reserves. At the end of a scene whenever
you have heavily exerted your affected
powers, you must check to see if you experience
feeding failure. This manifests as
an attack with a strength equal to the total
refresh cost of the abilities you used; you roll
Discipline to defend. For example, if you used
Inhuman Strength and Inhuman Toughness
in the scene, that's a total of 4 refresh, so you'd
be rolling your Discipline to meet or beat a
target of 4.

If you succeed, you may clear out your
hunger stress track.

If you fail, you take hunger stress as
though you'd suffered an attack. If you
have physical or mental consequence
slots open, you may use them to buy
off the stress as per the normal rules
(page 203). If you cannot or do not wish
to spare consequences, then you must
lose access to a number of your powers,
up to a refresh cost equal to the amount
of stress taken. These options can be
combined however you choose.

If you have no powers left to lose and are
taken out by a feeding failure, you are
actually taken out (resulting in complete
incapacitation, extreme emaciation, and
other nasty fates).

Highly stressful or emotional situations
can still trigger your need to feed, even if
you've already lost some or all of your abilities.
In such situations (often as the result of
a compel), the strength of the attack is equal
to half of the refresh value of your affected
abilities, rounded up.

Failure Recovery. You can recover your lost abilities
at the rate of up to one point per scene
so long as you opt out of the scene, essentially
because you are spending it feeding. You can
regain all of your lost abilities in one scene
if you feed so forcefully as to kill a victim
outright. In either case, your hunger stress
clears out completely, and any consequences
that resulted from feeding failure vanish
regardless of the usual recovery time.
Vampirism -2 Tattoos of St. Giles You've enlisted or allied with the
Fellowship of St. Giles (OW89) to keep your
Red Court vampirism in check. They've covered
you in normally invisible tattoos that carry a
magic potency, enabling you to better fight off
the dark urges rising within you—and letting
others know when you're in jeopardy of giving
in to your hunger.

Musts: The tattoos are only available to
someone infected, but not yet turned, by Red
Court vampirism. You lose this ability immediately
if you ever turn and become a full Red
Court vampire.

Effects:

A Warning to Others. Whenever you take
hunger stress, your tattoos become visible,
darkening into a black ink, then turning red
when you're at high risk of taking consequences;
this gives others a bonus to any
perception checks to realize your situation.
The bonus is equal to the amount of hunger
stress you take from the attack (see above).

Biofeedback. The tattoos give you a boost when
exercising your self-control. Whenever
your tattoos are visible, you gain +1D to your
Discipline when using it defensively.

Deeper Reserves. You can run longer and harder
before really losing it. Add two boxes to the
length of your hunger stress track.

Supernatural Player. The tattoos mark you as
a member of the Fellowship when those “in
the know” see them on you. If your tattoos
are showing, gain a +1D to your Intimidation
when dealing with such individuals.

Fellowship Training. The tattoos come with the
Fellowship's training program. Gain +1D to
Lore when using it to identify supernatural
threats. Increase this bonus to +2D when
using Lore to identify signs of the Red Court
at work.