Nevernever Powers
This category of powers is for those creatures other than Faeries that are strongly rooted in the Nevernever—like spirits and ghosts—as well as the ability to affect or reach the Nevernever easily.
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.” Mechanics: 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 Willpower to place environmental conditions upon the demesne. You can even roll your Willpower as a physical attack against intruders, using the nature of the Nevernever to harm opponents. |
Cost: 1 |
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). Mechanics: Insubstantial. You are incorporeal, able to pass through walls, reducing most defenses (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, those with a high Lore or other means of magical sensitivity may feel your presence. 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, Persuasion or Con for a beautiful one). Usually this is as an exaggeration of your “normal” appearance in some way. Poltergeist +2 points to Cost. 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 Willpower instead of your Strength to move heavy things. You may use physical combat skills to affect the world as well. |
Cost: 3 |
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. Mechanics: No Mortal Home +1 point to Cost. 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 damage or magical assault, you may need to make Willpower 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. |
Cost: 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 Mechanics: 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. |
Cost: 2 |