Tag: Rules

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  • Rules Reference

    h2. General [[Breaking Through Things | Breaking Through Things]] [[Buying Things | Buying Things]] [[Lifting Things | Lifting Things]] [[Rolling Dice | Rolling Dice]] [[The Ladder | The Ladder]] [[Time Increments | Time Increments]] h2. …

  • Breaking Through Things

    _(More info on 321)_ *Terrible [-2]:* Window glass *Poor [-1]:* Thin wood *Fair [+2]*: Thick wood, like an interior door *Good [+3]:* Really heavy or thick wood, like an exterior door *Fantastic [+6]:* Metal door (car door, fire door), weak interior …

  • Buying Things

    (More info on page 322) |*Price {Amount}*|What it can buy| |*Terrible {Under $10}*|A candy bar, cigarettes, a movie ticket, a paperback novel, a cheap meal, a quick cab ride, over-the-counter drugs| |*Poor {Under $50}*|A night in a cheap hotel, a …

  • Lifting Things

    (More info on page 321) |*Terrible [-2]:*|A fully loaded backpack or rucksack| |*Poor [-1]:*|A child| |*Mediocre [+0]:*|A heavy chair| |*Average [+1]:*|Most adults| |*Fair [+2]:*|Most furniture, most heavy-set adults| |*Good [+3]:*|Large furniture …

  • Rolling Dice

    Effort = [[Skills | Skill]] + Roll. Effect = Effort – [[Difficulty Guidelines | Difficulty]], measured in shifts. h6. [[Rules Reference |Back to Rules Reference]]

  • The Ladder

    |Legendary|+8| |Epic|+7| |Fantastic|+6| |Superb|+5| |Great|+4| |Good|+3| |Fair|+2| |Average|+1| |Mediocre|+0| |Poor|-1| |Terrible|-2| h6. [[Rules Reference |Back to Rules Reference]]

  • Time Increments

    * Instant * a few moments * half a minute * a minute * a few minutes * 15 minutes * half an hour * an hour * a few hours * an afternoon * a day * a few days * a week * a few weeks * a month * a few months * a season * half a year * a …

  • Actions

    *Attack:* Roll against an opponent to try to inflict stress or consequences on him directly (page 200). *Maneuver:* Roll against an opponent or against a fixed difficulty to try to place an aspect on the opponent or the scene (page 207). *Block:* …

  • Assessment vs Declaration

    h3. Assessments: (More on page 115 & 195) * Player invests a significant amount of time in study or research * Player chooses appropriate [[Skills | skill]] based on perception or knowledge * GM sets [[Difficulty Guidelines | difficulty]] (Openly …

  • Advancing Cities

    PC actions can affect two main types of changes: changes to theme and threat aspects (based on what the characters have done) and changes to locations and faces (based on where the characters have decided to go). Having a fully fleshed out and evolving …

  • Milestones

    h4. Minor Milestone Mostly for switch the focus of your character’s existing abilities or changing something on the character sheet. Occurs at the end of a session of play, or whenever a significant twist of a story is resolved, especially if that …

  • Choosing Aspects

    Aspects are: * What you ARE more than what you can do * Hooks & footholds for your character. * Your most explicit way of telling the GM "This is what I want to see in the game" * *Relationships* (_Mama’s Boy, Apprentice to Ancient Mai_) * *Beliefs* …

  • Temporary Aspects

    Aspects that are introduced to (or inflicted upon) a character or scene by the actions of a character in the game, but fade from that recipient over time. Most commonly results from a successful maneuver (page 207). * A maneuver roll that …

  • Using Aspects

    (More info on page 98) *Invoke:* 1 fate point to get a +2 or reroll or to make a [[Assessment vs Declaration | declaration]] *Compel:* GM pays 1 fate point to constrain and complicate, or player pays 1 fate point to say no thanks to that. *Tag:* A …

  • Art of Spellcasting

    Spellcraft is different from innate powers, such as speaking with the dead, precognition, empathy, etc. Think of spellcraft as a toolset, rather than as a single tool. When crafting the spell you need for the job, you’re accessing what you need from the …

  • Backlash and Fallout

    Backlash affects the wizard; fallout affects the environment or other nearby targets. You get to choose how much backlash you absorb, with the rest going to the GM as fallout. Backlash means that the spell energies run through the wizard, causing …

  • Evocation

    [[File:458937 | class=media-item-align-none | ev.png]] The quick-and-dirty method of using magic. You gather your power, then shove it into a temporary construct of will to control its direction and effect. Because of its quick and dirty nature, …

  • Sponsored Magic

    Sponsored magic is spellcasting that draws on power sources other than the caster himself. These power sources, called sponsors, are at least semi-aware, if not fully-aware, entities with agendas of their own, and they view those to whom they grant a …

  • Thaumaturgy

    [[File:458943 | class=media-item-align-center | ta.png]] The safest, most reliable method of doing magic. You construct a physical ritual construct, then gradually channel energy into the construct. Because of its slow and deliberate nature, …

  • Laws of Magic

    * *Thou shalt not kill by use of magic.* A plea of self-defense is allowed in mitigation, though it seems to work only rarely. Wardens often wield swords when detaining and executing warlocks to avoid a technical infraction of this Law. As an extension of …

  • Hexing

    Mortal spellcasters and technology don’t get along. The effect is called hexing. Hexing happens in two main ways: purposefully or accidentally. h3. Accidental Hexing Accidental hexing is handled either as background description if it does not affect …

  • Degrees of Success

    *0 shifts = Minimal success:* The character pulled it off. It’s neither pretty nor graceful, but it works. *1 shift = Notable success:* This is a clear success. The character’s result is solid and reliable; while it may not be inspired, it is …

  • Ending a Conflict

    h3. Getting Taken Out When the a character can no longer absorb [[Stress and Consequences | stress]] from an attack the character is taken out has decisively lost the conflict and the opponent decide how the character loses. _The outcome must remain …

  • Running Conflicts

    (More info on page 197) Once a conflict begins, follow this regular pattern. 1. Frame the scene. 2. Establish the groups in the conflict. 3. Establish initiative. 4. Establish the stakes 5. Begin the exchange. * Take actions. * Resolve actions. …

  • Stress and Consequences

    (More info on page 201) *Stress = Shifts + Weapon Rating – Armor Rating* *Mild consequences* cancel out 2 stress. They last for one scene after recovery starts (Examples: _Bruised Hand, Nasty Shiner, Winded, Flustered, Distracted_) *Moderate …

  • Weapon Rating

    (More info on page 202) | *Weapon:1* | Small pocket weapons, knives, saps, and “belly guns” | | *Weapon:2* | Swords, baseball bats, batons, most pistols | | *Weapon:3* | Two-handed weapons, over-sized pistols, rifles and shotguns, most fully- …

  • Zones

    A *Zone* is an abstract region of the space the conflict takes place in, an area in which two characters are close enough to interact directly (talk to or punch each other in the face) Same *zone* can touch each other, Adjacent *Zones* away can throw …

  • Stunts

    h4. What Are Stunts? Most people have little tricks, advantages, or knacks that they pull out when they need a bit of something extra. Stunts exist to provide guaranteed situational benefits usually without recurring cost. These benefits might be the …

  • Skill-Alertness

    h2. Description A measure of your passive awareness. A perception skill to notice things that you are not looking for. h2. Trappings *Passive Awareness* Use Alertness to notice things that you do not expect, are not observing closely, and/or are …

  • Skill-Athletics

    h2. Description A measure of your general dexterous physical capability. h2. Trappings *Climbing* Use Athletics to climb. The GM sets a difficulty for a given obstacle. (see page 318.) At the GM’s option, you may use shifts to speed the process …

  • Skill-Burglary

    h2. Description A measure of your knowledge of (and ability to deal with) various security systems (safes, alarms, & locks). h2. Trappings *Casing* Use Burglary as a very specialized perception skill, specifically to declare/assess the …

  • Skill-Contacts

    h2. Description A measure of your network of friends and associates. h3. Special Notes The Contacts skill doesn't work in a vacuum—you need to be able to get out and talk to people for it to be useful; when that isn't possible, neither is the …

  • Skill-Conviction

    h2. Trappings A measure of your strength of belief. h3. Special Notes Conviction determines your mental stress track and is one of the three cornerstone skills for effective spellcasting, along with Discipline and Lore. h2. Trappings *Acts …

  • Skill-Deceit

    h2. Description A measure of your ability to lie convincingly. h2. Trappings *Cat and Mouse* Use Deceit to draw others into your webs of deception. Use your Deceit as a social attack, representing particularly convincing lies you are attempting …

  • Skill-Discipline

    h2. Description A measure of your ability to protect yourself from psychological trauma, stay focused on your goals and actions despite distractions, and control your emotions. h3. Special Notes Discipline determines a character's hunger stress …

  • Skill-Driving

    h2. Description A measure of your ability to operate a motor vehicle and/or otherwise make their way about urban environments. h3. Special Notes If your character doesn't take the Driving skill, that doesn't necessarily mean that he doesn't know …

  • Skill-Empathy

    h2. Description A measure of your ability to understand what other people are thinking and feeling. h2. Trappings *Reading People* Use Empathy to figure out what makes another character tick. After at least ten minutes of intense, personal …

  • Skill-Endurance

    h2. Description A measure of your body’s resistance to shock, effort, disease, and poison and ability to keep performing physical activity despite fatigue or injury. h3. Special Notes Endurance determines a character's physical stress track (see …

  • Skill-Fists

    h2. Description A measure of your ability to hold your own in a fistfight. h4. Special Notes Generally, Fists uses your bare hands (with a few exceptions). Bare hands have the advantage that they’re always with you, but the disadvantage that they …

  • Skill-Guns

    h2. Description A measure of your competency with firearms. h3. Special Notes With a gun, you can shoot up to two [[Zones | zones]] (page 197) away—possibly three or more, if it’s a rifle (borders, page 212, may or may not count, depending on …

  • Skill-Intimidation

    h2. Description A measure of your ability to produce a sudden, strong, negative emotion in a target. h3. Special Notes At its core, Intimidation is about putting the fear of you into someone else. There are more graceful social skills for …

  • Skill-Investigation

    h2. Description A measure of your ability to actively track or hunt for things and, hopefully, find them. h3. Special Notes Investigation is mindful, deliberate perception, in contrast to the passive perception of [[Skill Alertness | Alertness]]. …

  • Skill-Lore

    h2. Description A measure of your occult knowledge. h3. Special Notes Lore is one of the three cornerstone skills for effective [[Art of Spellcasting | spellcasting]], along with [[Skill-Conviction | Conviction]] and [[Skil- Discipline | …

  • Skill-Might

    h2. Description A measure of your pure physical power either through raw strength or simply the knowledge of how best to use the strength you have. h2. Trappings *Breaking Things* Use Might to apply brute force to demolish and destroy things. …

  • Skill-Performance

    h2. Description A measure of your overall artistic ability, including both knowledge of composition of a plethora of creative works (painting, dance, music, writing, and some elements of acting) as well as the performance or production of the …

  • Skill-Presence

    h2. Description A measure of your leadership, reputation, charisma and social toughness—whether or not you’ll flinch and lose face in front of others, and how your image stands up to scrutiny and/or attack. h3. Special Notes Presence determines a …

  • Skill-Rapport

    h2. Description A measure of your ability to talk with people in a friendly fashion, make a good impression, and perhaps convince them to see your side of things. h3. Special Notes Any time you want to communicate without an implicit threat or …

  • Skill-Resources

    h2. Description A measure of your available wealth. h3. Special Notes It’s important to note that Resources represents your personal resources, including your regular forms of income, whether your job is “steady” or not. You may have access to an …

  • Skill-Scholarship

    h2. Description A measure of your general mortal knowledge. h3. Special Notes Scholarship operates as a catch-all skill for most kinds of regular, everyday, “book” knowledge with a few practical applications out in the field as well. h2. …

  • Skill-Stealth

    h2. Description A measure of your ability to remain completely unseen and unheard. h2. Trappings *Ambush* Use Stealth to can set up an ambush. Given time to prepare, you might create aspects on the scene to aid the ambush via other skills. When …

  • Skill-Survival

    h2. Description A measure of your prowess as an outdoors-men, covering hunting, trapping, tracking, fire building, and a lot of other wilderness skills. h3. Special Notes While the Dresdenverse is centered squarely on the urban landscape, …

  • Skill-Weapons

    h2. Description A measure of your proficiency with swords, knives, axes, clubs, whips, etc. h3. Special Notes The exact weapon is more a choice of style than anything else, as this covers everything from fencing to a brawl using broken bottles …

  • Power-Addictive Saliva

    h4. Addictive Saliva [-1] 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 …

  • Power-Aquatic

    h4. Aquatic [-1] You're an underwater creature, with the benefits that come from that. *Skills Affected:* [[Skill-Athletics | Athletics]] *Effects:* _Can't Drown._ You never take stress or consequences from drowning (this is not the same as an …

  • Power-Breath Weapon

    h4. Breath Weapon [-2] You're able to spit or otherwise throw some sort of self-generated projectile over a short distance. 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 …

  • Power-Claws

    h4. Claws [-1] You have claws, fangs, or other natural weapons that let you add damage when attacking with your "bare" hands. Unless you have the ability to conceal your nature or change your shape (whether through Flesh Mask, shapeshifting powers, …

  • Power-Diminutive Size

    h4. Diminutive Size [-1] 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. This ability is always in effect unless you have the ability to shapeshift. …

  • Power-Echoes of the Beast

    h4. Echoes of the Beast [-1] Some part of you is a beast, an animal--often due to shapechanging abilities or something similar. This brings along the benefits of the animal's senses. *Musts:* Define the type of beast you share a kinship with at the …

  • Power-Hulking Size

    h4. Hulking Size [-2] 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. This ability is always in effect unless you can shapeshift. *Skills Affected:* [[Skill-Fists | Fists …

  • Power-Living Dead

    h4. Living Dead [-1] You're dead, but you keep walking around. It's kind of gross. *Musts:* You're got to be dead. *Effects:* _Corpse Body_. Your body is a corpse. This means that you cannot recover from consequences with time, because your …

  • Power-Pack Instincts

    h4. Pack Instincts [-1] 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 must share this ability. *Skills Affected:* [[Skill-Alertness | …

  • Power-Spider Walk

    h4. Spider Walk [-1] You can climb on things the way a spider would. *Skills Affected:* [[Skill-Athletics | Athletics]] *Effects:* _Like a Spider._ While climbing, you may treat any surface, no matter the angle, as no more difficult than …

  • Power-Supernatural Sense

    h4. Supernatural Sense [-1] 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 …

  • Power-Wings

    h4. Wings [-1] 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 …

  • Power-Glamours

    h4. Glamours [-2] You are able to create the basic glamours of the fae--minor veils and "seemings" that make something look like what it isn't. *Skills Affected:* [[Skill-Discipline | Discipline]], [[Skill-Deceit | Deceit]] *Effects:* _Minor …

  • Power-Greater Glamours

    h4. Greater Glamours [-4] 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., extoplasmic constructs). Your veils are potent and your lesser seemings …

  • Power-Seelie Magic

    h4. Seelie Magic [-4] 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 …

  • Power-Unseelie Magic

    h4. Unseelie Magic [-4] 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 …

  • Power-Item of Power

    h4. Item of Power [-Varies] 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 …

  • Power-Sword of the Cross

    h4. Sword of the Cross [-3] 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 …

  • Power-Cloak of Shadows

    h4. Cloak of Shadows [-1] You and the shadows are as one. You're able to melt into the shadows with ease; the cover of night offers easy concealment. *Skills Affected:* [[Skill-Stealth | Stealth]], perception skills *Effects:* _See in the Dark._ …

  • Power-Ghost Speaker

    h4. Ghost Speaker [-1] 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 …

  • Power-Mana Static

    h4. Mana Static [-1] 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. While we don't have documentation of this sort of ability in our casefiles …

  • Power-Marked by Power

    h4. Marked by Power [-1] 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 …

  • Power-Wizards Constitution

    h4. Wizard's Constitution [-0] 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. This ability is replaced by any Inhuman or better Recovery or Toughness …

  • Power-Demesne

    h4. Demesne [-1] 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." *Skills Affected:* [[Skill-Discipline | …

  • Power-Spirit Form

    h4. Spirit Form [-3] 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). *Skills Affected:* Many *Effects:* _Insubstantial._ …

  • Power-Swift Transition

    h4. Swift Transition [-2] 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 …

  • Power-Worldwalker

    h4. Worldwalker [-2] 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 …

  • Power-Cassandras Tears

    h4. Cassandra's Tears [-0] 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 …

  • Competence

    h4. Competency Ladder * *Mediocre (+0)* indicates a lack of either talent or training. * *Average (+1)* indicates a novice level of training, or a high degree of talent with no formal training. * *Fair (+2)* and *Good (+3)* indicate journeyman or “ …

  • Difficulty Guidelines

    A player will nearly always succeed against a difficulty of 2 less than his character’s [[Skills | skill]] without needing to invoke any aspects. A player will usually succeed against a difficulty of 1 less than his character’s skill, but might need to …

  • Power-Domination

    h4. Domination [-2] 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. …

  • Power-Incite Emotion

    h4. Incite Emotion [-1] 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 …

  • Power-Psychometry

    h4. Psychometry [-1] You have a semi magical ("psychic") talent for catching glimpses of the past when you touch objects. *Skills Affected:* [[Skill-Investigation | Investigation]] *Effects:* _Echos of the Past._ You can perform an assessment …

  • Power-The Sight

    h4. The Sight [-1] 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_. * …

  • Power-Soulgaze

    h4. Soulgaze [-1] 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 …

  • Power-Beast Change

    h4. Beast Change [-1] 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. *Skills Affected:* Many *Effects:* _Beast Form._ You …

  • Power-Demonic Copilot

    h4. Demonic Co-pilot [-1] 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 …

  • Power-Flesh Mask

    h4. Flesh Mask [-1] This is a variant on [[Power-Human Guise | Human Guise]] that offers a few extra benefits. Most commonly used by Red Court vampires, a Flesh Mask is a real seeming outer layer of extoplasmic flesh, usually embodying an idealized …

  • Power-Gaseous Form

    h4. Gaseous Form [-3] 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. *Skills Affected:* Various * …

  • Power-Human Form

    h4. Human Form [+1] You're a shapeshifter, but when you haven't shapeshifted, you're just a normal person. *Skills Affected:* Varies *Effects:* _Regular Joe/Regular Jane._ Specify which of your supernatural abilities (usually most or all of …

  • Skills List

    |[[Skill-Alertness |Alertness]]|[[Skill-Athletics |Athletics]]|[[Skill-Burglary |Burglary]]| |[[Skill-Contacts |Contacts]]|[[Skill-Craftmanship |Craftmanship]]|[[Skill-Conviction |Conviction]]| |[[Skill-Deceit |Deceit]]|[[Skill-Discipline |Discipline …

  • Powers Index

    h4. Alphabetical List of Powers |[[Powers that Start with "A"|A]]|[[Powers that Start with "B"|B]]|[[Powers that Start with "C"|C]]|[[Powers that Start with "D"|D]]|[[Powers that Start with "E"|E]]|[[Powers that Start with "F"|F]]| |[[Powers that …

  • Creature Powers

    [[Power-Addictive Saliva |Addictive Saliva]] [[Power-Aquatic | Aquatic]] [[Power-Breath Weapon | Breath Weapon]] [[Power-Claws | Claws]] [[Power-Diminutive Size | Diminutive Size]] [[Power-Echoes of the Beast | Echoes of the Beast]] [[Power-Hulking …

  • Items of Power

    [[Power-Item of Power |Item of Power Creation Rule]] [[Power-Sword of the Cross | Item of Power: Sword of the Cross]] h6. [[Powers Index | Back to Powers Index]]

  • Minor Abilities

    [[Power-Cloak of Shadows |Cloak of Shadows]] [[Power-Ghost Speaker |Ghost Speaker]] [[Power-Mana Static |Mana Static]] [[Power-Marked by Power |Marked by Power ]] [[Power-Wizards Constitution |Wizards Constitution ]] h6. [[Powers Index | Back to …

  • Nevernever Powers

    [[Power-Demesne |Demesne]] [[Power-Spirit Form |Spirit Form]] [[Power-Swift Transition |Swift Transition]] [[Power-Worldwalker |Worldwalker]] h6. [[Powers Index | Back to Powers Index]]

  • Psychic Abilities

    [[Power-Cassandras Tears |Cassandras Tears]] [[Power-Domination |Domination]] [[Power-Incite Emotion |Incite Emotion]] [[Power-Psychometry |Psychometry]] [[Power-The Sight |The Sight]] [[Power-Soulgaze |Soulgaze]] h6. [[Powers Index | Back to …

  • Shapeshifting Powers

    [[Power-Beast Change |Beast Change]] [[Power-Demonic Copilot |Demonic Copilot]] [[Power-Flesh Mask |Flesh Mask]] [[Power-Gaseous Form |Gaseous Form]] [[Power-Human Form |Human Form]] [[Power-Human Guise |Human Guise]] [[Power-Mimic Abilities |Mimic …

  • Alphabetical Index of Powers

    [[Rules Reference |Back to Rules Reference]] [[Powers Index | Back to Powers Index]] h4. A [[Power-Addictive Saliva |Addictive Saliva]] [-1] [[Power-Aquatic |Aquatic]] [-1] h4. B [[Power-Beast Change |Beast Change]] [-1] [[Power-Bless This …

  • Power-Mimic Abilities

    h4. Mimic Abilities [-Varies] 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 …

  • Power-Mimic Form

    h4. Mimic Form [-2] 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! *Skills …

  • Power-Modular Abilities

    h4. Modular Abilities [-Varies] 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 …

  • Power-True Shapeshifting

    h4. True Shapeshifting [-4] You are able to shapeshift into a variety of human and non human (usually animate) forms. *Options:* None, but the [[Power-Modular Abilities | Modular Abilities]] power is recommended. *Skills Affected:* Varies * …

  • Power-Inhuman Speed

    h4. Inhuman Speed [-2] You are very fast, just past the edge of human capability. *Skills Affected:* [[Skill-Athletics | Athletics]], [[Skill-Alertness | Alertness]], and some other physical skills. *Effects:* _Improved Initiative._ Your …

  • Power-Mythic Speed

    h4. Mythic Speed [-6] 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 [[Power-Inhuman Speed | Inhuman]] or [[ …

  • -1 Cost Powers

    [[Power-Addictive Saliva |Addictive Saliva]] [-1] [[Power-Aquatic |Aquatic]] [-1] [[Power-Beast Change |Beast Change]] [-1] [[Power-Bless This House |Bless This House]] [-1] [[Power-Blood Drinker |Blood Drinker]] [-1] [[Power-Claws |Claws]] [-1] [[ …

  • -2 Cost Powers

    [[Power-Breath Weapon |Breath Weapon]] [-2] [[Power-Channeling |Channeling]] [-2] [[Power-Domination |Domination]] [-2] [[Power-Glamours |Glamours]] [-2] [[Power-Hulking Size |Hulking Size]] [-2] [[Power-Inhuman Recovery |Inhuman Recovery]] [-2] [[ …

  • -3 Cost Powers

    [[Power-Evocation |Evocation]] [-3] [[Power-Gaseous Form |Gaseous Form]] [-3] [[Power-Spirit Form |Spirit Form]] [-3] [[Power-Sword of the Cross |Sword of the Cross]] [-3]

  • -4 Cost Powers

    [[Power-Greater Glamours |Greater Glamours]] [-4] [[Power-Seelie Magic |Seelie Magic]] [-4] [[Power-Supernatural Recovery |Supernatural Recovery]] [-4] [[Power-Supernatural Speed |Supernatural Speed]] [-4] [[Power-Supernatural Strength |Supernatural …

  • -6 Cost Powers

    [[Power-Mythic Recovery |Mythic Recovery]] [-6] [[Power-Mythic Speed |Mythic Speed]] [-6] [[Power-Mythic Strength |Mythic Strength]] [-6] [[Power-Mythic Toughness |Mythic Toughness]] [-6]

  • -0 Cost Powers

    [[Power-Cassandras Tears |Cassandras Tears]] [-0] [[Power-Human Guise |Human Guise]] [-0] [[Power-Wizards Constitution |Wizards Constitution]] [-0]

  • Variable Cost Powers

    [[Power-The Catch |Catch, The]] [Varies] [[Power-Item of Power |Item of Power]] [Varies] [[Power-Lawbreaker |Lawbreaker]] [Varies] [[Power-Mimic Abilities |Mimic Abilities]] [Varies] [[Power-Modular Abilities |Modular Abilities]] [Varies]

  • Size-Speed-Strength-Toughness Powers

    [[Power-The Catch |Catch, The]] [Varies] [[Power-Diminutive Size |Diminutive Size]] [-1] [[Power-Hulking Size |Hulking Size]] [-2] [[Power-Inhuman Recovery |Inhuman Recovery]] [-2] [[Power-Inhuman Speed |Inhuman Speed]] [-2] [[Power-Inhuman Strength …

  • Spellcraft Abilities

    [[Power-Channeling |Channeling]] [-2] [[Power-Domination |Domination]] [-2] [[Power-Evocation |Evocation]] [-3] [[Power-Glamours |Glamours]] [-2] [[Power-Lawbreaker |Lawbreaker]] [Varies] [[Power-Mana Static |Mana Static]] [-1] [[Power-Psychometry | …

  • True Faith Powers

    [[Power-Bless This House |Bless This House]] [-1] [[Power-Guide My Hand |Guide My Hand]] [-1] [[Power-Holy Touch |Holy Touch]] [-1] [[Power-Righteousness |Righteousness]] [-2] [[Power-Sword of the Cross |Sword of the Cross]] [-3] h6. [[Powers Index …

  • Vampirism Powers

    [[Power-Addictive Saliva |Addictive Saliva]] [-1] [[Power-Blood Drinker |Blood Drinker]] [-1] [[Power-Domination |Domination]] [-2] [[Power-Emotion Vampire |Emotion Vampire]] [-1] [[Power-Feeding Dependency |Feeding Dependency]] [+1] [[Power-Flesh …

  • Powers that Start with "A"

    [[Power-Addictive Saliva |Addictive Saliva]] [-1] [[Power-Aquatic |Aquatic]] [-1] h6. [[Powers Index | Back to Powers Index]] [[Rules Reference |Back to Rules Reference]]

  • Powers that Start with "W"

    [[Power-Wings |Wings]] [-1] [[Power-Wizards Constitution |Wizards Constitution]] [-0] [[Power-Worldwalker |Worldwalker]] [-2] h6. [[Powers Index | Back to Powers Index]] [[Rules Reference |Back to Rules Reference]]

  • Powers that Start with "T"

    [[Power-Tattoo of St Giles |Tattoo of St. Giles]] [-2] [[Power-Thaumaturgy |Thaumaturgy]] [-4] [[Power-True Shapeshifting |True Shapeshifting]] [-4] h6. [[Powers Index | Back to Powers Index]] [[Rules Reference |Back to Rules Reference]]

  • Powers that Start with "S"

    [[Power-Seelie Magic |Seelie Magic]] [-4] [[Power-The Sight |Sight, The]] [-1] [[Power-Soulgaze |Soulgaze]] [-1] [[Power-Spider Walk |Spider Walk]] [-1] [[Power-Spirit Form |Spirit Form]] [-3] [[Power-Supernatural Sense |Supernatural Sense]] [-1] [[ …

  • Powers that Start with "R"

    [[Power-Refinement |Refinement]] [-1] [[Power-Righteousness |Righteousness]] [-2] [[Power-Ritual |Ritual]] [-2] h6. [[Powers Index | Back to Powers Index]] [[Rules Reference |Back to Rules Reference]]

  • Powers that Start with "P"

    [[Power-Pack Instincts |Pack Instincts]] [-1] [[Power-Psychometry |Psychometry]] [-1] [[Power-Physical Immunity |Physical Immunity]] [-8] h6. [[Powers Index | Back to Powers Index]] [[Rules Reference |Back to Rules Reference]]

  • Powers that Start with "M"

    [[Power-Mana Static |Mana Static]] [-1] [[Power-Marked by Power |Marked by Power]] [-1] [[Power-Mimic Abilities |Mimic Abilities]] [Varies] [[Power-Mimic Form |Mimic Form]] [-2] [[Power-Modular Abilities |Modular Abilities]] [Varies] [[Power-Mythic …

  • Powers that Start with "L"

    [[Power-Lawbreaker |Lawbreaker]] [Varies] [[Power-Living Dead |Living Dead]] [-1] h6. [[Powers Index | Back to Powers Index]] [[Rules Reference |Back to Rules Reference]]

  • Powers that Start with "I"

    [[Power-Incite Emotion |Incite Emotion]] [-1] [[Power-Inhuman Recovery |Inhuman Recovery]] [-2] [[Power-Inhuman Speed |Inhuman Speed]] [-2] [[Power-Inhuman Strength |Inhuman Strength]] [-2] [[Power-Inhuman Toughness |Inhuman Toughness]] [-2] [[Power- …

  • Powers that Start with "H"

    [[Power-Holy Touch |Holy Touch]] [-1] [[Power-Hulking Size |Hulking Size]] [-2] [[Power-Human Form |Human Form]] [+1] [[Power-Human Guise |Human Guise]] [-0] h6. [[Powers Index | Back to Powers Index]] [[Rules Reference |Back to Rules Reference]]

  • Powers that Start with "G"

    [[Power-Gaseous Form |Gaseous Form]] [-3] [[Power-Ghost Speaker |Ghost Speaker]] [-1] [[Power-Glamours |Glamours]] [-2] [[Power-Greater Glamours |Greater Glamours]] [-4] [[Power-Guide My Hand |Guide My Hand]] [-1] h6. [[Powers Index | Back to …

  • Powers that Start with "F"

    [[Power-Feeding Dependency |Feeding Dependency]] [+1] [[Power-Flesh Mask |Flesh Mask]] [-1] h6. [[Powers Index | Back to Powers Index]] [[Rules Reference |Back to Rules Reference]]

  • Powers that Start with "E"

    [[Power-Echoes of the Beast |Echoes of the Beast]] [-1] [[Power-Emotion Vampire |Emotion Vampire]] [-1] [[Power-Evocation |Evocation]] [-3] h6. [[Powers Index | Back to Powers Index]] [[Rules Reference |Back to Rules Reference]]

  • Powers that Start with "D"

    [[Power-Demesne |Demesne]] [-1] [[Power-Demonic Copilot |Demonic Copilot]] [-1] [[Power-Diminutive Size |Diminutive Size]] [-1] [[Power-Domination |Domination]] [-2] h6. [[Powers Index | Back to Powers Index]] [[Rules Reference |Back to Rules …

  • Powers that Start with "C"

    [[Power-Cassandras Tears |Cassandras Tears]] [-0] [[Power-The Catch |Catch, The]] [Varies] [[Power-Channeling |Channeling]] [-2] [[Power-Claws |Claws]] [-1] [[Power-Cloak of Shadows |Cloak of Shadows]] [-1] h6. [[Powers Index | Back to Powers Index …

  • Powers that Start with "B"

    [[Power-Beast Change |Beast Change]] [-1] [[Power-Bless This House |Bless This House]] [-1] [[Power-Blood Drinker |Blood Drinker]] [-1] [[Power-Breath Weapon |Breath Weapon]] [-2] h6. [[Powers Index | Back to Powers Index]] [[Rules Reference |Back …

  • Focus and Enchanted Items

    Spellcasters get a number of “slots” to be used on various items. A spell caster can increase that number via character advancement taking the refinement power.There are three basic kinds of magical items: focus items, enchanted items, potions. Each slot …

  • Skill and Trappings

    |*Skill*|*Trappings*| |*[[Skill-Alertness | Alertness]]*|Avoiding Surprise, Combat Initiative, Passive Awareness| |*[[Skill-Athletics | Athletics]]*|Climbing, Dodging, Falling, Jumping, Sprinting, Other Physical Actions| |*[[Skill-Burglary | Burglary …

  • Power-Evocation

    h3. Evocation [-3] [[Evocation | Evocation]] is the "thug" side of [[Art of Spellcasting | 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. …

  • Power-Thaumaturgy

    h4. Thaumaturgy [-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 | Evocation]] ever could. This is …

  • Power-Channeling

    h3. Channeling [-2] "Channeling" is one of the many general names given to a lesser form of [[Evocation | Evocation]] that is only able to use one particular elements. But more often such abilities are referred to by names such as _pyromancy_ (fire …

  • Power-Ritual

    h3. Ritual [-2] "Ritual" covers the ability to do one particular application of [[Thaumaturgy | 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 …

  • Skill-Craftsmanship

    h2. Description A measure of your practical know-how when it comes to using tools effectively and understanding of how physical/mechanical stuff works. h2. Trappings *Breaking* Use Craftsmanship to destroy, dismantle or otherwise take physical …

  • Power-Lawbreaker

    h3. Lawbreaker [-Varies] You've broken one of the [[Laws of Magic | 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, …

  • Power-Refinement

    h3. Refinement [-1] Experienced spellcasters learn how to refine and focus their abilities, gaining greater strength and diversity. *Skills Affected:* [[Skill-Discipline | Discipline]], [[Skill-Conviction | Conviction]], [[Skill-Lore | Lore]] * …