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 | |||
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.
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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.
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1 |
Breath Weapon | You’re able to spit or otherwise throw some sort of self-generated projectile over a short distance.
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2 |
Claws | You have claws, fangs, or other natural weapons that let you add damage when
attacking with your “bare” hands.
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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.
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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.
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2 |
Living Dead | You’re dead, but you keep walking
around. It’s kind of gross.
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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.
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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).
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1 |
Wings | You have wings of some sort—gossamer as a faerie, leathery and batlike as a demon—enabling you to fly.
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1 |
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.
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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.
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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.
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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.
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4* |
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. |
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. |
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. |
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. |
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. |
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. |
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). |
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. |
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). |
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. |
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. |