- Basic Mechanic and Brief Character Creation
- Example Artifacts and Spells
- Further Mechanics and Combat
STEP BY STEP
1) Skim the Lore and World Info page in the sidebar, at least the first couple tabs to get a general idea of things.
2) Skim the Setting Info page in the sidebar, as a reminder for if you need it.
3) Skim the Mechanics page, this one, glance through all the tabs at least, and best to look over the Traits/Features tab especially since some things there are probably going to be relevant.
4) Either make a page using the new character button at the top of the sidebar, take the code block of the character sheet template and paste it in either a local document, or ask Kio for a google doc with it already set up if you want real time help.
5) Make a character as normal, with the 110 starting xp. If converting a character, still do this before moving on.
6) Make sure that all xp spending is represented in the "initial expenditures" part of the character sheet near the bottom. Triple-check your math! At this point, have Kio look over the sheet just in case. After this, if making a new character, skip to step 11.
7) If converting a character, find the total of xp they've earned. Multiply this total by 1.5 and note it down as xp the character has available to spend.
8) Add 1xp for each skill tutor the character has completed. Add 2xp for each power tutor the character has completed.
9) If the total from steps 7 and 8 are greater than or equal to 15, add 15xp. If less than 15, double it.
10) Feel free to spend the xp from steps 7-9 as if advancing the character normally. Any amount of it can be saved, unlike the initial 110, and is subject to normal caps rather than starting caps. Ensure that all xp expenses are recorded on the sheet under advancement.
11) Double check your math again! Then if everything checks out, Kio (and probably another GM also) will check through everything one more time and add your character to the characters list! If your character sheet isn't on the site already, paste it into a new page (preferably made with the new character button) or into the page of the character it's being converted from with a note in the "short description of changes" box to indicate that it's the point of system swap for that character.
12) IF MAKING A NEW CHARACTER, note that the staff gives all new students $200 to help them get situated and to say "go have some fun."
Character Creation: The Short Version
You get 110xp to build a character with.
Attributes start at 1 each, and cost 6xp per point of increase, up to 4, and 12xp for 5-6.
Skills cost 1xp per point up to 3, 2xp up to 6, then 3xp after that.
Gifts cost 2xp per point up to 3, 3 xp up to 6, then 4xp after that.
Powers cost 3xp per point up to 3, 5xp up to 6, then 7xp after that.
The *starting* caps are 4 for attributes, 5 for skills and abilities.
Can't spend more than 60 starting xp on attributes. Can't spend less than 15 on skills.
Abilities are split into 'gifts' and 'powers' - basically, gifts are about half as good as powers. This was necessary since so many people want powers/abilities that are basically half a power or so already, and have to change them around to make the character approve-able.
Also available are 'traits' or 'features,' which cover both weaknesses and benefits that aren't quite up to the level of a power, or simply don't scale. Also some intrinsic artifact-like effects.
Finally, you can increase Health or Psyche by up to 2 combined, at 2xp per point. (May change, feels underpriced at the moment.)
Recall that active characters may be swapped out every 2 weeks, and players may have up to 5 active characters at any given time.
[!--Take note: Tutor scenes give a small amount of xp that is only usable to increase what was tutored. **Do** still record it as xp gain, since it still increases the overall power of the character. Also, anything in these tags will not show on the sheet, only on the edit screen.--] ++++ Basic Info: **Player:** (Player Screenname, please use same or similar for forum and irc) **Name:** (Character Name) **Aliases:** (I call myself...) **XP Unspent/Total:** 0/0 [!--This does not include the 110 xp all characters get for initial creation.--] **Brief Description:** (This bit is for first impressions and quick reference. Include both personality and appearance. Feel free to split this into subsections like demeanor/nature/appearance if you like. Be very brief! Extend it into something longer below.) [[collapsible show="Details" hide="Hide"]] **Sex and Gender:** **Age:** **Date of Birth:** **Height and Weight:** **Hair:** **Eyes:** **Additional:** Any additional information regarding overall build, face shape, etc. Not overall appearance; that's below. [[/collapsible]] **Appearance:** **Personality:** **Hobbies, Likes and Dislikes:** ++++ Attributes: [!--Attributes start at 1 and cost 6xp per point to increase to 2-4, and 12xp per point to increase to 5-6. Attributes are normally capped at 6, but may not be raised beyond 4 during character creation. Some powers might raise the cap as high as 9. Attributes cost 15xp per point to increase to ≥7. It is very strongly recommended to spend at least 36xp on attributes during character creation. It is disallowed to spend more than 60xp on attributes during character creation.--] **Brawn:** # (Mass, Muscle, Endurance and Resilience) **Finesse:** # (Coordination, Agility, Quickness and Grace) **Acuity:** # (Comprehension, Clarity, Perceptiveness and Reasoning) **Resolve:** # (Willpower, Concentration, Determination and Focus) **Charisma:** # (Charm, Presence, Confidence and Poise) ++++ Derived: [!--The static in Health and Psyche costs 2xp to raise to 6-8, 3xp for 9-11, and 5xp to raise to 12. The static in Health and Psyche may not be raised more than twice cumulatively during character creation. Default base Health is Brawn+.5xResolve+5 : (5 plus Brawn, plus half of Resolve) Default base Psyche is .5x(Acuity+Resolve+Charisma)+5 : (5 plus half of the sum of Acuity, Resolve, and Charisma)--] **Initiative:** (Default: Finesse+Acuity) **Health:** (Default: 5 plus Brawn, plus half of Resolve) **Psyche:** (Default: 5 plus half of the sum of Acuity, Resolve, and Charisma) ++++ Quick Defenses: **Vitality Total:** **Reflex Total:** **Willpower Total:** **Parry Roll:** **Mundane DR:** (Armor + 1/3(Vitality+Attribute)) **Ability DR:** **Mundane Tank:** (Armor+Vitality+Attribute) **Ability Tank:** ++++ Skills: [!--Skills cost 1xp per point for 1-3, 2xp for 4-6, and 3xp for 7+. Skills are normally capped at 9, but may not start above 5 during character creation. It is required to spend at least 15xp on skills during character creation.--] * SkillName - (#) //Associated Stat// (Brief flavor bit (optional)) * SkillName - (#) //Associated Stat// (Brief flavor bit (optional)) [!--This is the recommended place to add a spells section if your character dabbles in magic.--] ++++ Abilities: [!--Abilities are split into powers and gifts; gifts should be roughly half as 'strong' as powers. Gifts cost 2xp per point for 1-3, 3xp for 4-6, and 4xp for 7+. Powers cost 3xp per point for 1-3, 5xp for 4-6, and 7xp for 7+. Abilities are normally capped at 9, but may not start above 5 during character creation. If an ability doesn't scale with rating, you probably want it to be a feature or trait instead. Most powers add an attribute for rolls; please **bold** the attribute when it's mentioned. Make sure the linked attribute can be justified, and do ensure that not all powers use the same one.--] **Name - #** (Power/Gift) //Optional Flavor// BRIEF Description [[collapsible show="Details" hide="Hide"]] Extended Description (optional) [!--It's also helpful to bold mechanically-relevant parts if you use this section, especially things like what defense a power targets if it might be unclear.--] [[/collapsible]] **Name - #** (Power/Gift) //Optional Flavor// BRIEF Description [[collapsible show="Details" hide="Hide"]] Extended Description (optional) [[/collapsible]] ++++ Traits/Features: [!--Consult the mechanics page for a list of semi-common, pre-approved features and traits. If you want something not on that list, try making it as an ability first, and see how it comes out. Also consult the section with artifact ideas and examples, as their cost/benefit system is very similar. The primary consideration in cost should be 'if this were a power, what rating of power would it need to be?'. Consider that weaknesses and disadvantages can be included here as well. No more than 5 additional xp should be granted for weaknesses/disadvantages/negative features.--] * FeatureName (Cost) - //Brief Description / What It Does// * FeatureName (Cost) - //Brief Description / What It Does// ++++ Possessions: **Total Currency:** $_ CAD **On Hand** Mine! Also mine... **Stored** Mine! Also mine... ++++ XP and Advancement **Advancement:** List what you've improved with XP since character creation. _xp: +___ **XP History:** List sources of XP and their amounts given. **Initial Details:** [[collapsible show="Starting Expenditures" hide="Hide"]] **Starting Attributes:** _xp (_/_/_/_/_ +_ +_) **Starting Skills:** _xp (Skillname _, Skillname _) **Starting Powers:** _xp (Powername _, Powername _) **Starting Features:** _xp (Traitname _, Traitname _) [[/collapsible]] [!--The "Initial Details" section is helpful when it's necessary to double check back on things.--] ++++ Additional Information **Bibliography / History:** [[collapsible show="Reveal History" hide="Hide"]] (Write Here) [[/collapsible]] **Extra Info:** [[collapsible show="Misc" hide="Hide"]] (Write Here) [[/collapsible]] **Interpersonal Relationships:** Optional, but encouraged once some are built with other characters!
Goals for future release:
Continue example spell list; get Kinetic spells written.
Patch Notes 5: (Ongoing)
Adjusted xp gains to compensate for differences.
Changed Vitality to Vitality/Fitness/Toughness.
Added quick defenses section to character sheet template.
Added hard caps list and xp diminishing returns values.
Clarified approximate ability damage values.
Added precision attacks and sneak attacks.
Changed Martial Expertise and Bestial Fighting to be non-stacking instead of mutually exclusive.
Added a cost for But It Refused. Finally.
Changed Tank to full Vitality instead of 2/3. Increased cap accordingly.
In xp, changed 3 scenes in 3 different weeks to 5 scenes total in the month.
Re-added Eidetic Memory after minor data loss.
In Discussion: Changed combat mechanics for defenses.
Added Grappling, Throw, Burst Fire, Suppression.
Patch Notes 4:
Added a whole mess of features.
Added 9 spells total in fields: Evocation (9)
Added elixir creation skill and example recipe list.
Updated math of 'relative to old system' section.
Adjusted armor values and dodge/tank functionality.
- Minor Patch A: Added sensory loss weakness.
Patch Notes 3:
Changed starting character xp from 100 to 110.
Added example abilities.
Added note on multiple actions and synergy.
Adjusted/normalized costs for 3 healing spells.
Added Fae Nature feature.
- Minor Patch A: Added Flight feature. Added damage reduction caps.
Patch Notes 2:
Added example spell list.
Added 105 spells total in fields: Spatial (10), Thermal (10), Druidic (8), Theurgy (11), Infusion (12), Malediction (12), Dissonant (6), Divination (13), Illusion (13), Mental (10)
- Minor Patch A: Added one more Divination spell.
- Minor Patch B: Explained Extended Tests.
Patch Notes 1:
Corrected max starting skill to 5 (documentation and sheet template were inconsistent).
Raised cost of attributes from 5/10 at 2-4 and 5+ to 6/12/15 at 2-4, 5-6, 7+. Normal cap unchanged.
Adjusted recommended and maximum attribute spending values for new characters to account for cost changes.
Changed "Powers/Abilities" to "Abilities."
Changed "Greater Powers" to "Powers"
Changed "Lesser Powers" to "Gifts"
Added defense stat alteration features.
Added spirit necessary features.
Added natural armor features.
Added attribute cap boost feature.
Added interception features.
Added basic magic affinity features.
Added section on combat and preliminary weapon/armor stats.
Raised base Health and Psyche from 3 to 5, adjusted improvements accordingly.
Added skill list, possibly incomplete.
Added fields of magic and six casting methods.
During hard RP, each character gets a standard action and a minor action each round (about 5 seconds) to use as they wish. A standard action may be converted to a minor action if so wished. Unless otherwise specified, actions refer to standard actions.
Rolls are a pool of d6s, in which each point in whatever you're rolling for is a die - 5s and 6s count toward success, 1-4 are ignored. You may trade in dice before rolling, in batches of 4, for an automatic point of success for each traded batch. Passively in RP, without even rolling or using a skill actively (often just representing skills for flavor purposes), you can also count every 5 as a point of success.
- Why d6s with 2 'hit' options instead of d3s with 1 'hit' option? It's a lot easier to find dice bots who will use the d6, and it's not inconceivable that something might make use of the other numbers… particularly bad luck and 1s, where 1/6 is very different from 1/3.
- Multiple Actions - If so desired, one may take multiple actions during a single action, at the cost of splitting the dice pool used to take those actions between its targets - if the actions would take different skills or abilities, use the lower of the two as a base, getting one extra die if the higher of the two is at least 3 above the lower. If using more than two skills or abilities, somehow, still use the lowest of all of them, still getting one extra die if the highest of the lot is at least 3 above the lowest, but no more than one extra die overall.
- Synergy - If multiple skills or abilities are used together for a single action, one may use the most relevant of the lot, and gets one extra die if the others are either higher, or no more than 2 points lower. An effort must be made to show how the secondary skill or ability is helping the primary!
Extended Tests are for when actions might take more than a single round, and progress can be cumulative toward a given goal. Extended tests have a threshold, target, and time; the threshold is the minimum roll for hits to count. A threshold of 1 means that all hits count, and sometimes threshold is an opposed roll. Target is the total hits needed to complete the goal, and time is how long each roll takes. So an extended test of threshold 3, target 3, time 1 minute would mean that each roll takes 1 minute, only hits equal to or greater than 3 count, and you need a total of 3 counted hits to finish the task.
Ye Olde Kat wants to sneak into a room to… 'acquire' something to remember Jon by. Or possibly to stab him in his sleep. She rolls her Agility (4) plus Stealth (3), meaning 7d6. 3 of the dice land on 5 or 6, so that means 3 levels of success - anyone trying to roll their own Acuity+Perception would need at least that to notice her.
Ye Olde Kat has returned, taking a page from Lilith's book with art scissors. Who's she stabbing? We don't know, but she's rolling Agility (4) plus an attack skill (0) for it! She wants to be sure to at least maybe-hit, so she trades her 4d6 for a free success… sadly her foe has the reflexes to dodge outright, using their 9d6 to buy two hits and rolling the remaining 1d.
Kat wises up after that, and rolls the next time - miraculously, 3 of her 4 dice come up in her favor! Her foe is less lucky, only getting 1 success somehow on his 9 dice. That's 2 points in favor of Kat, meaning she gets to use the scissors' base damage, and add an extra 2 to it!
Regarding XP and Advancement
The first 15 xp any character gains is doubled, to give new characters a boost and to help with early progression - some players might not want certain abilities to be discovered until in game!
At the end of each month, all players who cite at least 5 scenes total that they played a character in during that month gets 8 xp each for up to 5 of their characters, xor 10xp each for up to 3.
Up to twice a month, each character may partake in an approved development scene, scened club activity, write 10 journal entries, write 3 approved newspaper articles, or (other options to come) for 2 xp.
Each month, each player may write a sample of creative writing, preferably in the 400-1000 word range, for 1 xp that may be given to any two of their characters.
Up to 6 times per year, each character may have a tutoring session with another character, to be taught about a skill that the latter character has. The teacher must have the skill at least twice the rank of the learner, and at the conclusion of the scene, once reviewed and approved for purpose, the learner gets 1 xp that must be put toward the learned skill.
Up to 4 times per year, each character may have a training session with another character, to help them learn more about their abilities, how to control them, or to consider new ways to use them. At the conclusion of the scene, once reviewed and approved for purpose, the learner gets 2 xp that must be put toward the ability in question.
Characters may take part in gm-run events for 2-3 xp, extended character-based plots of ~3-5 scenes for 1-4 xp, and runs/missions for ~3-7 xp. Players who run a well-done run, event or plot can earn some xp for them as well, to be given to one of their characters (more if more people are involved and for runs, and less if it's for specific characters and not open to general call, with the exception of continuous run chains or the like. Never more than the involved characters get, usually a little less. Typically only 1 for plots/events serving only 1-2 characters).
Occasionally, players may issue writing challenges with set parameters and topic for additional xp, usually about 1-3.
Diminishing Returns: While xp costs and the value of 1xp remains constant, the amount that characters can gain is not. Every 250 earned xp, all subsequent xp gains are reduced to 1/x, where x is 1+ the multiple of 250. So from 250-500, 1/2 gain. From 500-750, 1/3 gain. From 750-1000, 1/4 gain, and so on. Keep track of decimal xp; it matters.
Since this completely does away with things like 'tiers', characters can be measured by their XP total alone. However, there both isn't an upper limit to XP, and needs to be a curve. Therefore:
After 250xp, xp gains reduced to 1/2; after 500xp, gains reduced to 1/3, and so on. (Exact values may vary depending on how costs turn out, this is approximate.)
KEEP TRACK OF DECIMAL XP.
It would help to change weekly xp to instead be monthly xp - instead of "get 1 xp each week if you played during that week," make it "get 8 xp each month if you can cite at least 3 scenes during 3 different weeks that you played that month." It'd be easier on whoever does the tracker, easier for players to remember to update, and easier to recognize if it's been applied.
Considering how much more xp is needed to reach about the same point, compared to previous system, probably make all runs give 1-3 more xp than they would have before, and make it possible for events and plots to give more than 1. Keep the run gm-ing thing the same. (Prior, typical runs tend to take 4-8 hours, but may be significantly longer. Shorter runs tend to give a base of 2 xp for the level of effort, while longer runs tend to give 3, with perhaps 1 additional xp if particularly hard. Raising the base to 4/5 and reducing xp by 1 if particularly easy / increasing by 1-2 if hard or super long should give a good 3-7 range instead of the prior 2-3 with super-rare 4.)
Note that all told, a character at the current 'Tier 5' point would need over double the post-creation xp to reach that point with this system, compared to previous, not counting health increases or artifacts on either side. (A current tier 5 character needs 283 total xp assuming stats of 2 5 6 translated to 2 3 5 6 6, skills of 6 6 6 5 4 1, and powers of 7 7 2, gift 6. That's 173 post-creation, though with the first 15 doubled it's more like 158 earned. As opposed to 60 earned. This isn't even accounting for traits/features or artifacts.) (We will figure out something to do about this if advancement feels too slow.) Note that, assuming no runs or events, it was possible to get 76xp per character per year, plus another 12 split among them; enough to max a character in a year pretty easily with just a couple runs. With current idea, it's only possible to get 84 per character per year, plus 24 split, leaving advancement at merely about half the rate. On the plus side, converting xp works fine as 1:1 if this stays the case. On the negative, advancing will feel much slower, even if runs give 1 more xp on average.
Soft and Hard Caps
Note that the below may be bypassed by the Transcendent traits (and those traits only).
Attributes are hard-capped at 9 for natural increase, and 12 for temporary modifiers.
Skills are hard-capped at 12 for natural increase, 15 for permanent modifiers, and 18 for temporary modifiers.
Abilities are hard-capped at 9 for natural increase, 12 for permanent modifiers, and 15 for temporary modifiers.
Damage Resistance (armor checks) is soft-capped at 15 for dodge/parry and 24 for tank, with all increase beyond that being reduced by half, and hard-capped at 18 for dodge/parry and 30 for tank.
Attributes, Health, Potentia
Attributes: 2-4: 6xp, 5-6: 12xp, 7+: 15xp. Health/Psyche: 6-8: 2xp, 9-11: 3xp, 12: 5xp
(Health/Psyche xp costs, maximum, and minimum pretty shaky still, we'll see.)
Attributes (formerly 'Stats') go up to 6 for normal humans, but some powers or features might raise the cap as high as 9. Can't raise cap by more than 3 for a single attribute, or 4 cumulatively. Attributes start at 1, can't be set higher than 4 during character creation, and the 'adult human average' should be generally considered about 2.75 (2-3 depending on lifestyle, etc.). The attributes are such:
Brawn - Mass, Muscle, Endurance and Resilience
Finesse - Coordination, Agility, Quickness and Grace
Acuity - Comprehension, Clarity, Perceptiveness and Reasoning
Resolve - Willpower, Concentration, Determination and Focus
Charisma - Charm, Presence, Confidence and Poise
Additionally, Initiative is (Finesse + Acuity) since no skill covers it (though some may give it a small boost, and it may be affected by some features or abilities).
We also can't forget health pools!
Health: Brawn+.5xResolve+5 : (5 plus Brawn, plus half of Resolve)
Psyche: .5x(Acuity+Resolve+Charisma)+5 : (5 plus half of the sum of Acuity, Resolve, and Charisma)
And the potential for an extra push.
Potentia replaces overdrives, as far as it gives a small pool of extra dice that can be spent into any roll of the right type; Effort is used for physical tasks and powers, while Focus is used for mental tasks and powers. You may at any time spend a minor action and either 1 Health to gain 3 Effort, or 1 Psyche to gain 3 Focus. No more potentia may be spent on a single roll than 1/4 of the roll's dice without it. Any Effort beyond the lower of Finesse or Brawn is lost after a day; any Focus beyond the lower of Resolve or Charisma is lost after a day. Characters are assumed to have these amounts of potentia at the start of any hard RP if they have had a day to rest since their last instance of hard RP.
1-3: 1xp, 4-6: 2xp, 7-9: 3xp
Skills go up to 9, (and start at 0) but can't be set any higher than 5 during character creation. Each is attached to a default attribute (though situationally they may use different attributes), and they're rolled together for the skill's rolls, though some abilities or features may change how a skill behaves or what attribute it's linked to, and may boost the skill by a small amount in some or all situations.
Close Combat/Martial Arts/Bladework/Brawling: Finesse Melee combat in whatever style you want, generally applying to both unarmed and armed. Covers melee attack and parry defense rolls, and throwing weapons. May use Brawn if it makes flavor sense, Finesse is just most common. Brawn more common for heavy melee weapons.
Marksmanship/Archery/Firearms: Finesse Ranged combat, typically for most any handheld ranged weapon, but sometimes applying specifically to a particular sort. In the specific case, also would include a bit of knowledge about the category, and improved ability to clean and maintain whatever it is, possibly extending to crafting ammunition. May change to specialty system after rank 5 in the future.
Vitality/Fitness/Toughness: Brawn A defense skill used for damage reduction, tank defense rolls, and defense against some direct physical effects like poison or heightened gravity. Also general fitness, heavy lifting, and forced entry.
Reflex: Finesse A defense skill used for dodge defense rolls, avoiding most traps, and reaction speed for intercept actions.
Willpower: Resolve A defense skill used for mental resistance to intrusion, influence, etc., and reducing psyche damage.
Freedom / Movement Finesse All kinds of movement, including running, jumping, swimming, climbing, and performing gymnastic maneuvers. May include walking in heels. Sometimes called athletics, parkour, acrobatics, gymnastics.
Perception: Acuity Use of the senses to notice things, make out what that distant voice is saying, spot an unusual detail, find someone who's hiding. Also used to sense deception.
Stealth: Finesse Going unnoticed, whether by being quiet and keeping mindful of sight lines and the properties of perception, or by blending into a crowd.
Larceny: Finesse or Acuity Picking locks and pockets alike, stealing without being conspicuous. Has only actually been used twice over the entire first year of the game. (Remember, you can't break into another character's room or steal/destroy their things without the player's consent.)
Research/Academics/Knowledge: Acuity Having or being able to find information quickly about various topics.
Medicine / First Aid: Acuity Mundane healing from setting broken bones, to first aid, to applying stitches. Also involves knowledge in the subject area, including drug interactions. When fixing up injuries, this skill can heal your roll in health, but takes one turn per point of healing. Only effective on an individual once per 8 hours.
Analysis / Investigation: Acuity Deciphering puzzles or finding hidden clues or hints, putting together evidence and noticing very fine details and their significance. Also just plain analyzing things/details. The skill to take if you want to investigate mysteries.
Mechanics: Acuity Understanding, using, and repairing complex mechanical devices, with potentially a small side of engineering knowledge. The skill you want if you need to repair most things or jury-rig something.
Computers / Electronics: Acuity Understanding and using computers, programming software, working with electronic devices, and poking your way past electronic security.
Inventing / MacGyvering: Acuity A little bit of Mechanics, a little bit of Craft. Good for creating something mundane on the fly from materials at hand, or for inventing new utility objects if you have the inclination. Can replace Mechanics or Craft for most job requirements too.
Craft: Acuity This skill can usually be flavor-only, but if you want to use it a lot to make more complex things, or things to sell or use utility-wise in non-soft RP, it's good to get. Exactly what it says, crafting mundane items that aren't covered by Electronics or Mechanics.
Performance/Artistry: Charisma Stage acting, dancing, musicianship, presentation, and putting on a show. Can also soothe the mind and heal psyche in much the same way as Medicine heals health, but it takes 20 seconds (4 rounds) per point of healing, up to your roll. However, it may be used on multiple people at once, including yourself. Only effective on an individual about once a day.
Persuasion/Social: Charisma All sorts of social rolls, and a general sense of how persuasive, charismatic or appealing a character's normal interactions are - their word choice might not always be the player's, and inflection and tone play a huge part.
Occult Knowledge/Paranormal Academics: Acuity Understanding of how magic works, lore around non-human entities, and grasping very non-standard concepts. May help to understand how some powers work and their reach/limits too. Helpful in ritual design and execution.
Artifact Design/Analysis: Acuity Analyzing the function of artifacts, how they're activated, and what effects they have, as well as creating artifacts. Helpful in spell design and analysis.
Magic: Use of magic by any means. The associated attribute depends on method and occasionally specialty. The Magic skill only goes up to 3, after which point it has to branch off into several skills, covering different forms and applications. It also interacts heavily with features - both for affinities, and for individual spells. Note that this is a skill for performing specific spellwork; if you want freeform magic of a sort, like pyromancy, take it as a power instead.
Methods: Magic can be expressed and directed many ways, each with its own advantages and disadvantages. Though these methods may appear different, they all come to the same core; the methods other than 'raw formulaic' are ways of using formulae without actually having to hold it all in mind. Every character may choose one primary method; spells cast using non-primary methods are at -3.
- Raw Formulaic - Usually Acuity. Minimum skill to learn spells increased by 1, max 9. Any spell can be translated to this type. Spells with pre-defined variables may have two such variables to switch between. Primary: All rituals get +1, may design amalgamate spells without cost increase. +1 to deciphering or analyzing spells.
- Willwork - Usually Resolve. May make one alteration to a spell's parameters when casting. Altered spell effect may randomly change if 1/4 of dice show 1. May not trade in dice for hits. Primary: May make one additional alteration to spell parameters when casting at no additional penalty. First point of Focus spent is doubled.
- Runic - Usually Acuity. Spells with a duration last 1 round longer if inscribed on the target. Air-drawn spells last 1 round shorter and function at 1/3 the normal range. Must be able to draw or write to cast. Inscribed spells can lie dormant until activated with an action. Primary: Dormant inscribed spells can be activated with a minor action. Artifact creation involving inscription gets +1.
- Verbal / Somatic - Usually Finesse. May make one alteration to a spell's parameters when casting. Must be able to speak (if verbal) or move (if somatic) to cast. Primary: Minimum skill to learn spells reduced by 1. May make one additional alteration to a spell's parameters when casting by spending a minor action. If both verbal and somatic, may make the additional alteration without a minor action.
- Sympathetic - Usually Charisma. May double casting time to make many other-targeting spells ELOS or Long range with a link to the target. Requires a link to the target, which can fail if the target changes enough (a hair no longer works if the target shaves their head). Link may be traceable. Many spells may need alteration or tailoring to this form. Primary: May double casting time for 1.5x duration. May treat paintings or clear images as links at -2 to cast.
- Blood - Usually Resolve. Uses Effort instead of Focus to enhance. First point of Effort spent is negated. Second point of Effort spent is tripled. Spells cast without Effort take -3. Primary: May reduce Effort penalty to -1 by using already spilled blood, whether yours or others. After a living creature dies, the first spell cast from within Short range of it, within one round gets a free point of Effort used on it. Personal kills instead give two free points of Effort to use, that decay at one point per round.
Fields / Specialties: Though magic is a single energy, it can be shaped and converted into many forms and uses. Skill with one 'type' of magic, however, does not imply skill with another, beyond the basics. The Magic skill stops at rank 3, and further advancement requires taking a field skill that starts at 4, just as if increasing Magic further. One can take as many field skills as they like. The options follow:
- Spatial - Includes folding space to teleport people or objects, creating pocket dimensions, and disrupting movement.
- Kinetic - Includes moving physical objects within pre-defined parameters, altering the state of potential or kinetic energy, and creating kinetic barriers.
- Thermal - Includes creating and dissipating heat, and moving heat between objects.
- Druidic - Includes controlling and altering plants, communication with and compulsion of non-sapient living creatures, and shaping organic materials.
- Theurgy - Includes rejuvenation, cleansing, exorcism, and apotropaic wards.
- Infusion - Includes temporary enhancements to the body and mind, and the addition of new properties to a being or object.
- Malediction - Includes curses, hexes, and other maleficium and diablerie.
- Dissonant - Includes countering or suppressing other magics, curse breaking, and piercing magic-based defenses.
- Evocation - Includes communication with and the calling or summoning of spirits, thoughtforms, demons, and the like.
- Divination - Includes extrasensory perception, detection, and observation of past events.
- Illusion - Includes manipulation of light and sound, and tricking the senses.
- Mental - Includes judging moods and mental states, mending the psyche, and pushing compulsions.
Spells: As said, magic is used by shaping and directing it with what essentially amounts to a programming language, often represented by proxy with the various casting methods. These formulae give rise to spells, the end product of the manipulation of magic energy that has an actual effect on the world. Anyone can learn various spells if they have the understanding and memory for it, but keeping formulae in mind or associations intact can be taxing, and takes practice. From a character's stance, spells are learned with spell points, each with their own cost as well as needing some ability to develop and design them, modify one already known, or learn them from another source. Characters gain spell points equal to their Magic skill, and further equal to each of their magic field skills, though the points from field skills can only be used within that field. For example, a character with Magic 3, Thermal 2, Illusion 1 would get 6 spell points to learn with, but 2 must be used for Thermal spells, while 1 must be used for Illusion spells.
A list of example spells and common costs for spell components can be found in the example tab.
Elixir Creation / Potion Brewing Acuity Mixing ingredients while infusing them with magic to create pastes and potions with specific effects when drunk, poured, or otherwise applied. Includes understanding of both ingredient properties and symbolism for creating effects and likelihood of avoiding catastrophic mistakes when experimenting to find or create new recipes. Most brews created by this skill only stay viable for about three days. Begin already knowing number of recipes equal to skill.
Elixir creation makes use of extended tests. The difficulty line is structured as threshold/target/time. One total failure in the extended test ruins the whole batch, including any exotic ingredients. Unless the description says otherwise, most elixirs can be created as batches of 3 doses, though a half dose may still have partial effects. If an elixir has an "Exotic" section, it indicates additional effects or a modification to the effects if some particular ingredient that is generally hard to come by or expensive is included. Without an exotic ingredient, the recipe can make use of ingredients that can be found at the typical grocery store for under $10.
Regeneration - Difficulty 2/3/10 Minutes
Regenerate 1 health per 2 rounds for 6 rounds after drinking. Toxic if more than 2 taken in a day. Viable for a week instead of 3 days. Exotic: Instead regenerate 1 health per round for 5 rounds.
Stillness - Difficulty 2/3/10 Minutes
Fall into a meditative trance for 1 minute, healing 3 Psyche at the end. Hallucinogenic if more than 1 taken in a day. 24 hour coma if more than 2 taken in a day. Viable for a week instead of 3 days. Exotic: Instead heal 5 Psyche after 2 minute trance.
Adrenal Surge / Coordinated Chorus / Scholar's Aid / Resolute Resurgence / Fae Visage - Difficulty 3/5/1 Hour
Get +1 Brawn / Finesse / Acuity / Resolve / Charisma for up to 1 minute or 3 rolls that use the attribute, whichever comes first. Exotic: Instead lasts 4 rolls or 3 minutes.
Shock Therapy / Dragon's Breath / Winter's Bite - Difficulty 3/3/1 Hour
Get +5 armor against electricity / fire / cold for 5 minutes. May end the effect early to throw lightning / breathe fire / use a freezing touch once at +6. Exotic: May use active effect twice at +9 before it ends instead.
Ironskin - Difficulty 3/3/1 Hour
Get +4 physical armor for 5 minutes. Exotic: +6 armor for 10 minutes instead.
Supersensory - Difficulty 2/4/1 Hour
Get +1 Perception and +3 Initiative for 3 minutes. Exotic: +2 Perception and +5 Initiative instead.
Alraune's Fragrance - Difficulty 3/5/1 Hour
For 3 minutes, emit a sweet scent that others nearby must resist with Willpower against difficulty 2 or start to feel more attracted to you. Delivering a kiss during the duration extends it to 15 minutes, makes the Willpower difficulty 3 and changes the scent so only the kissed is affected, making them dizzy, suggestible (-2 Willpower), and totally infatuated with you. Exotic: Willpower difficulty 3 normal, 5 kissed instead.
Third Eye - Difficulty 5/3/3 Hours
For 1 minute, gain both receptive and projective telepathy at Acuity+3 and Charisma+1, respectively. At end of duration, take 2 Psyche damage. Exotic: Lasts 3 minutes, with additional +2 projective.
Otherworldly Dream - Difficulty 4/3/1 Hour
10 seconds after drinking, fall asleep for 9 hours while mentally connecting to and visiting the Dreamscape. Always requires exotic ingredient. Batch makes one dose.
Shimmering Sunset - Difficulty 3/3/1 Hour
Ointment, applied to skin. For 24 hours or until washed off, your skin is like direct, bright sunlight to vampires, and your blood can't be smelled. Batch makes one dose. Exotic: Batch makes five doses.
Dampened Dawn - Difficulty 4/3/1 Hour
Ointment, applied to skin. For 24 hours or until washed off, your skin is not bothered by ambient heat or bright light. Does not go in eyes. Batch makes one dose. Exotic: May go in eyes.
Metallurgical Miracle - Difficulty 2/2/2 Hours
Oil, applied to a metal object. Spreads to coat the metal on its own, and coats it with associative magic, making it mimic silver in appearance and those properties that matter regarding creatures weak to silver. Does not change hardness or density. Lasts 10 minutes or 5 strikes. Exotic: Lasts 15 minutes regardless of strikes, possible to use ritual to make non-appearance properties permanent.
Gift: 1-3: 2xp, 4-6: 3xp, 7-9: 4xp. Power: 1-3: 3xp, 4-6: 5xp, 7-9: 7xp
Abilities (powers and gifts collectively), like skills, go up to 9 and start at 0, and can't be set any higher than 5 during character creation. Also like skills, abilities generally link to an attribute, or sometimes a couple depending on the situation or how it's used - but never more than one for the same roll, of course. Those abilities that can't or don't make sense linking to an attribute may instead (working on it).
Powers are the high end abilities, delving deeply into their concept, broad-spectrum, or simply exceptionally strong just for being what they are. Gifts are the more minor abilities, not as broad, not as strong, but still entirely worthy in their own right - essentially a gift should be about half of a power - still better than magic or the capabilities of a single skill, but not on the same level of the heavy powers. Some exceptional abilities, like full-range telepathy, may need you to take both a power and gift to cover it adequately.
Gifts or powers without scaling benefits or rolling use might work better instead as 'features'.
Abilities should do a little more as they get better. An ability around rating 6-9 should be about as 'good' as 1.1 to 1.25 starting out ones, depending on how much they scale. It's okay to have new features that'll be added on later laid out in advance, and in fact makes things easier to balance from the beginning when it comes to skill/attribute modifications.
Note regarding usual damage amounts and how they'll be listed here:
Regarding damage, "Low" means 1/2 ability rating, rounded up, and if a power that could reasonably be used to cause direct harm, making it Low reduces the damage component to being a near-negligible factor in regard to the limit of the ability's capacity.
Regarding damage, "Medium" means 4/5 ability rating, and is considered the default for powers that can be used to cause direct harm, and an ability doing so is typically worth about 1/6 to 1/5 of the ability's capacity.
Regarding damage, "High" means equal to ability rating, and usually is worth a little less than half a power's capabilities, or roughly an entire gift.
Some powers might increase the cap for an attribute or skill, or even increase a skill directly. A single attribute's cap should never be raised by more than 3 in total, and a character's attribute caps should strongly avoid increasing by more than 4 in total. Powers should never give a permanent increase to the attribute itself, only the cap. Skills, on the other hand, may have direct boosts, though these should be handled delicately - they also should try to avoid ending up more than 3 above the normal cap, but this is a bit softer of a limit; after a certain point, a 'cut any bonuses beyond this in half' may be implemented. Cap boosts can mainly afford to be relatively cheap for what they offer, due to the fact that increasing the attribute itself is so costly besides. Similar for skill cap boosts, though direct skill increases are more serious since they essentially represent that rank of the power costing 3 less (or the last 3 ranks being worth 1 less).
Cap Boost Examples: (Don't stack them on the same power!)
- +1 attribute cap at power 3, 6, 9. (About 1/3 power)
- +1 attribute cap at power 3, 7; +1 skill cap at 5, +1 skill at 9. (About 1/3 power)
- +1 attribute cap at power 4, 9; +1 skill cap at 7. (About 1/4 power)
- +1 attribute cap at power 5. (About 1/6 power)
- +1 attribute cap at power 7; +1 skill cap at 4. (About 1/6 power)
- +1 skill cap at power 4, 7. (About 1/6 power)
Full range telepathy is an incredible power, probably one of the most versatile in function as well as one of the most feared - for good reason. This makes it the natural example of one of the very few, rare abilities that warrant splitting into a power and gift - at least it isn't all the way up to a two power split though.
Receptive Telepathy (Gift)
Sensing emotions, intentions, and mental presences, and examining thoughts. Also (often) includes communication and sense sharing.
Receptive Telepathy is the more passive side of mental interaction, allowing the telepath to get a vague, general sense of the intentions and emotions of others nearby, and sense other minds - those with greater Willpower need to be closer to sense the presence of, and other passive scans will be more vague. Active telepaths will be much easier to find, in general.
The receptive telepath may also try to peer into the minds of others to get a read on their surface thoughts or, if strong enough, to look into their knowledge or memories. Unlike passively taking in what others give off, this is more invasive and warrants a Willpower check to resist, and may be noticeable - more so the deeper one tries to go. Finally, with willing targets, the telepath may form a mental link to consciously share information through, or a sensory link so that one or both parties may use some or all of the other's senses in addition to their own. (Or both types of link at once.)
Increasing the ability's rating tends to extend the range, make it easier to process link information, allow the telepath to pierce defenses better and search deeper in another's thoughts, and get more specificity from stronger willed entities.
Projective Telepathy (Power)
Introducing thoughts to the minds of others, often as suggestions or compulsions, changing the mental states of others, and imposing the telepath's will upon the psyche.
Projective Telepathy is the more active side of mental interaction, allowing the telepath to push into the minds of others and plant thoughts and feelings, twist their will and attack the mind directly. Most commonly, this is used to push compulsions or even enthrall others, but creating mental illusions, making more broad behavioral alterations, forcing a telepathic link, and even healing the mind are all possible as well, with skill and practice.
The projective telepath may find this ability useful in combat for turning enemies against each other, making them freeze up at a critical moment, or simply shredding their psyche with pure mental anguish and confusion until they pass out or die from the trauma. Just about every use of projective telepathy calls for a Willpower check to resist, although the telepath is also able to give off a far more subtle effect of making other minds want to notice or ignore them, or see them a certain way, which calls for a scaled response based on the comparison of power and skill, and behavioral and environmental factors.
Increasing the ability's rating tends to extend the range and further develop the use of more complex methods of using it, but mostly is useful to better pierce defenses and affect stronger willed entities.
Generalized control over an element, whether as a -kinesis or a -mancy, is a fairly common type of ability, and a rather good one to make an example of, needing little adaptation to account for uniqueness of each sort. Telekinesis too, could be thought of this way, even if it's often treated differently.
Generation and complete control of electricity, including moving it externally and an immunity to harm from it due to subconscious regulation or absorption of any that comes in contact.
Electrokinesis is, as expected, the ability to control electricity in all its forms, although some forms are far, far more difficult than others to get used to or access depending on experience. Bioelectricity within another person, for example, is nigh impossible to control (or sense beyond nigh-touch range), while pulling it from a power line, battery, generator, etc. is quite easy - and redirecting or absorbing electricity attempting to affect the user is outright instinctual (although a sufficiently powerful electrokinetic might be able to overpower a lesser one and still harm them with it). This can be used in a variety of ways, limited by imagination and resourcefulness.
Most commonly, electrokinesis is useful to charge objects or, for the skilled artificer, make them self-charging, since many (though not all) EK capable individuals can also generate electricity on their own at will and may figure out how to mimic this property. It can also, of course, be used as an attack to launch or call down bolts of lightning, rip the power from electronic gear (or car batteries), or for the more mildly inclined, stun a target. Naturally, others will have the chance to try to dodge or endure such attacks, but like any extremely fast attack, the former will rely more on prediction than anything.
Increasing the ability's rating tends to improve control over electricity, whether in guiding it to a target, finding it in a device, or regulating just how much is used.
Personal enhancement abilities, boosting speed, strength, or the like, are seen with depressing regularity. While usually mild in scope, some individuals find their increases to be both constant and significant.
Superhuman Strength (Power/Gift)
Enhanced musculature beyond normal natural human capabilities, as well as a degree of enhanced durability due to muscle density and bone sturdiness to handle use of the heightened strength.
As a Gift, Superhuman Strength offers a straightforward increase of the cap on the Brawn attribute, representing capacity rather than inborn ability, but also may include the ability to temporarily enhance one's own strength. +1 to Brawn cap at ability rating 3, 6, and 9, and may take an action to add (hits) to Brawn based rolls the next round.
As a Power, Superhuman Strength can afford to offer more, most likely the same ability rating cap increase, but also the ability to split hits over several rounds with the roll for bonus (get 5 hits, spend 3 of them next round and 2 the round after perhaps) and double up to half the power rating's worth of the dice gained from spending Effort on Brawn-based rolls.
Healing, whether for others or personal, whether quick or over time, is an essential staple very commonly seen in some form or another for a variety of characters.
Healing Touch (Gift)
With a touch, bind bodily wounds or mend mental fractures.
Heals yourself or someone you touch for (hits) Health xor Psyche. (The power can do either one, but not both with the same roll.) As standard for healing abilities and magic, subsequent use on the same target without allowing for a long rest period is less effective, taking a stacking -3 per attempt. The penalty is separate for physical and mental healing.
Your body heals quickly on its own, closing wounds in minutes or seconds that would take others days to heal from, and surviving incredible harm that would leave others dead.
Regeneration lets you heal over time without having to spend actions, practically ignore disease, and suffer far more brief effects from poison. If poisoned, roll this power each round for free to shorten the remaining duration of the poison's effects by (hits) rounds - even for those normally lasting minutes or hours, this adds up dramatically. More importantly, this ability passively heals the one with it, though how can vary.
As a Power, Regeneration may heal 1 health per round, up to the ability's rating in rounds per minute, but can burn out for a few hours or days if it has to heal more than twice your health pool in a single day. You can spend one Effort to double the rate of healing (and the limit per minute) for (hits) rounds.
As a Power, Regeneration may lie in wait, activating on its own only once serious damage has been sustained, rapidly healing (hits) health over two rounds once you reach half health, and can do this up to once per minute (twice at ability rating 6), but burns out if it happens more than three times in a day (four/five times at ability rating 4/8). You can spend four points of Effort to immediately heal one health.
As a Gift, Regeneration may lie in wait, activating on its own only once serious damage has been sustained, rapidly healing (hits) health over three rounds once you reach half health, and can do this up to once per five minutes (once per two minutes at ability rating 6), but burns out if it happens more than twice a day (three/four times at ability rating 4/8). You can spend four points of Effort to immediately heal one health.
Disrupt and distort usage of other abilities, attempting to disable them or counter their effects.
As a Power, Blackout can be used either against a targeted individual, making each of their powers contest it the next time they attempt to use them during the duration; on a point blank area, shutting down the user's abilities as well as anyone close enough, though others can try to resist the effects in the same way as if they were targeted; and against an an ability actively being used, whether sustained or just about to be activated, aiming to counter that specific instance. It can also be used against active effects of powers to try and shorten their remaining duration or the level of their effect.
As a Gift, Blackout is limited to powers of a certain type or origin, such as physiological, psychic, magic, etc. Alternatively, it might only work while touching a target, or keeping total focus on them, or only as a counter. In most cases, gift or power, if an ability wins the contested roll to stay functional, it is at full power and not degraded by having to break through - however, this may be done differently with the Power version of Blackout being more limited like the Gift version is, in order to make the contested roll reduce the ability's hits on its actual usage attempt.
In contrast to nullification, the ability to enhance the abilities of others is very often useful regardless of situation, assuming one is around others with abilities. A case where one is able to enhance nearly any ability rather than just a few with similar sorts however, is even less common than its aforementioned opposite.
Holding power that can do little on its own, yet is highly adaptive to meet the needs of others and enhance their abilities, grant others a boon.
Using Bestow, an individual may attempt an Assist action on the use of nearly any ability by another. If this ability is restricted to touch, one of its hits may give the assisted individual a free hit instead of an additional die.
Ability mimicry is vanishingly uncommon, oft misunderstood, and of dubious value without the right connections. Of those extremely few who have it, most may never even experience it in action, since most of the population doesn't have an ability for them to mimic, and they themselves aren't likely to stumble upon whatever way it's activated while in the presence of one of the few with an ability.
Through some strange twist of chance, adapt a version of the abilities you witness from others for your own temporary use.
Usually activated through touch and thought, Copycat lets the user attempt to gain use of a usually-imperfect copy version of a Gift that the target has and the user knows of. The target may attempt to resist the mimicry using Willpower with whatever attribute the gift usually uses instead of Willpower's usual attribute. The copied gift functions mostly the same as the original, though often with very slight differences - sometimes cosmetic, sometimes functional, but never 'better' than the original version. Using this power also gives no insight into what the gift can do, and only a very limited idea of how to control it. Up to two gifts may be copied at a time as of rating 6, but the points in this power must be split between them; at rating 5 or below, only one gift may be copied.
If trying to craft a version of this power that can copy a power, it is suggested to track the xp spent in this power, and when copying a power, it's at the rating that half of that xp could buy - 45xp at rating 9 would allow for one power of up to rating 5 (19xp) and another power at rating 1 (3xp) or some other combination adding up to no greater than 22xp.
The ability to incorporeally inhabit the bodies of others, and possibly take control and use them as your own, is one not uncommon among spirits, but quite rare to find elsewhere. It comes in many forms, but some are more common than others.
Entering the body of another, take control of their actions and limited use of their abilities while avoiding physical harm to yourself as they take it instead.
As a Gift, Possession lets its user enter the body of another through touch, and mentally communicate with them while present - most individuals won't realize they've been entered unless they witness it happening. The host can attempt to expel the possessing entity if desired, while the user can attempt to take control of the host - both test Possession against Willpower, and if attempting to enter an individual that's warded, the user must contest against an automatic expulsion attempt immediately unless the host is willing to receive them. While possessing and controlling a host, the user has limited access to their memory and any abilities and skills they may have - full access to purely physiological abilities. Attempting to use a host's ability only uses it at 1/3 value if they don't want it used in that way.
Surprisingly often, Gift-Possession may be taken as 'voluntary hosts only' for who can be controlled (though anyone could still be inhabited). In this case, ability use is a non-issue since the host has to be okay with it and thus may as well use it themselves - the user is essentially just riding along with them and possibly making use of their own skills and abilities for the host's benefit. This restriction makes Possession more like half of a gift / a quarter of a power, and it should be improved accordingly.
As a Power, Possession allows for more comprehensive use of the host's abilities, and can suppress their ability to resist - once taken over, they may not try to fight off the user again for a few minutes or until they do something the host is vehemently against.
Since some things just can't really be considered powers, or clearly are but don't really get better than a single setting, features come in. Think of them as similar to 'intrinsic artifacts' or 'lesser lesser powers', including some passive 'powers' where rank would change nothing, like darkvision or some forms of flight. Cost variable, with the main features used listed below; new features may be added/used as required. Also covers disadvantages and weaknesses, to give additional points. (Limit 5 additional xp, exceptions may be made for single large weaknesses.)
+2 damage: -2
+3 damage: -3
How common is the material/attack, *and* how commonly is it a weakness that might be planned for?
Iron, Silver, Wood: -1
Element, Magic Weapon, Bronze, Vector: -0
Very Uncommon Attack: +1
Have regeneration 3+? (If material/element, not vector)
Yes: It stops it. -1
Have natural armor/resist 3+? (If material/element, not vector)
Yes: It bypasses it. -1
Weakness is common to species: -1
Weakness is universal to species: -2
Weakness is easy to guess based on powers/theme: -1
It's not always damaging attacks, or the damage itself to worry about.
-3 to resist/evade: -2
All Mental / All Physical: -3
Influence / Abilities / Weapons: -1
Psyche Damage / Specific Vector / Specific Influence: -0
A Fae that's weak to iron, taking +2 damage from it would have the modifiers of +2 damage, common material, common to species, for a value of -4 xp.
Muteness / Sense Loss - -1-4 - You physically either lack a sense of smell and taste (-1), are mute (-2), lack a sense of touch (-3), or are deaf or blind (-4). Partial impairment that can be easily fixed, like needing glasses or a hearing aid are worth -1.
Determination. - 3 - In Health equation, change "Brawn + .5Resolve" to "Resolve + .5Brawn."
Flamboyant Ego - 3 - Change any one attribute in the Psyche equation to Finesse.
But It Refused - 2 - Requires Determination. When taking damage that would bring you to 0 Health or lower, once per day you may reduce that damage enough to leave yourself at 1 Health, and take twice the difference as Psyche damage instead. (At 4 health taking 7 damage, instead take 3 damage and 8 Psyche damage)
Unnatural Potential - 5 - +1 to one attribute's cap. May never have more than +4 total to attribute caps. May never have more than +3 to a single attribute's cap. More expensive than taking as a power component since you have to invest more in the power.
Rational Discourse - 4 - Use Acuity instead of Charisma for the Persuade skill, if others are willing to actually listen.
Mind Over Matter - 5 - Use Resolve instead of Brawn for the Vitality skill.
Calculated - 5 - Use Acuity instead of Finesse for dodge checks and the Reflex skill.
Self-Rationalization - 5 - Use Acuity instead of Resolve for mental defense checks and the Willpower skill.
Force of Personality - 5 - Use Charisma instead of Resolve for mental defense checks and the Willpower skill.
Natural Armor - 2/5/9/14/20 - Get 1/2/3/4/5 points of standard armor. If taken with Resistant Body, the lower rank one gets -1 cost per level.
Resistant Body - 2/5/9/14/20 - Get 1/2/3/4/5 points of armor vs non-mundane attacks that normally bypass armor. If taken with Natural Armor, the lower rank one gets -1 cost per level.
Martial Expertise - 4/7 - Your attacks with light weapons do +1 damage, and your unarmed attacks and thrown weapons do +1/2 damage. Does not stack with Bestial Fighting. May not raise a weapon's base (pre-attribute) damage higher than 3.
Everyone's Shield - 3/5 - Once per turn, you may intercept without spending an action at no penalty. You may intercept without spending an action one/two extra times per turn.
Selective Reflexes - 1/2 - Your intercept attempts get +2/+3.
I Won't Let That Happen Anymore - 6 - After an ally has reached ≤2 health due to enemy action, or two allies have taken at least 2/3 of their health in damage, you get +1 to all attacks and defenses, and +5 to intercept attempts for the rest of the encounter.
Magic Affinity - 5 - Choose one field of magic. Reduce the spell point cost of that field's spells by 1/4. Skill requirements for that field's spells are 1 rank lower.
Greater Affinity - 5 - Choose one field of magic that you have an affinity for. Reduce the spell point cost of that field's spells by an additional 1/4. Skill requirements for that field's spells are 1 rank lower. Increase the spell point cost of spells for all fields with which you do not have an affinity by 1/4. May not be taken more than twice.
Deep Studies - 5+ - Gain 2 'any' spell points, or 3 spell points for a specific field. Can be taken multiple times, but cost increases by 1 each time it's taken.
Broad Studies - 4 - You may use an additional 'primary' casting method. Can be taken multiple times.
Transhuman Senses - 3 - Your vision isn't impaired by poor lighting, you can listen for and pick sounds out of the background noise and voices from a crowd, you have superior and more distinguishing senses of smell and taste than most humans, and your touch is more sensitive, possibly picking up vibrations more easily and distinguishing textures. +3 to resist sensory impairment, and ignore most ambient or environmental penalties to perception.
Eidetic Memory - 5 - If not pressed for time, never need to roll to recall something that you witnessed or retrieve information from memory. If pressed for time, +3 to remember, and memory is always accurate if recalled.
Form Shifter - 2/3/4/5 - You have one other form that your body can shapeshift into. You may choose to have some abilities or features available only in one form or another, but if so it is done for flavor; your other form provides no mechanical benefit beyond being a disguise or a different size, with the exception that if a mundane flying animal, you may take Flight that only applies to that form for half price. You may take up to three additional forms for one more point each.
Glide / Flight - 4/6 - You may perform unassisted flight at up to running speed in any direction. Skimming just above a surface at will and descending very slowly while any higher costs 4, while being able to ascend and truly fly costs 6. Any faster than normal running speed should be taken as an ability component instead.
Undead Biology - 2/3 - Effects that require living targets do not work on you. Immune to most disease and poison. Do not heal naturally or from mundane methods. Cost increased by 1 if you have a physical regeneration or healing ability.
Synthetic Body - 4/3 - You do not need to eat, drink or sleep, and you are immune to poison and disease, as well as most biological agents. You do not heal naturally, but can be 'repaired' with the right skills. Cost reduced by 1 if you need to recharge in some way for a reasonable length of time after continuous operation.
Synthetic Mind - 20 - You register mentally as more computer like than human, and probably have a non-biological brain. You are vulnerable to effects that can only target digital minds, but effectively immune to those that can only contact biologically processing minds without tapping deep into latent abilities as a sort of 'bridge'. In effect, these abilities take -6 to target you.
Transcendent Nature - 90 - Requires having earned 450xp. Requires a character-centric plot. May only be taken once. Choose one attribute. Increase the cap, hard cap, and temporary cap of that attribute by one. Increase that attribute by one.
Transcendent Skill - 18 - Requires having earned 450xp. Requires a character-centric plot. May only be taken once. Choose one skill. Increase the cap, hard cap, modifier cap, and temporary cap of that skill by one. Increase that skill by one.
Transcendent Ability - 42 - Requires having earned 450xp. Requires a character-centric plot. May only be taken once. Choose one ability. Increase the cap, hard cap, modifier cap, and temporary cap of that ability by one. Increase that ability by one.
Fae Nature - 5 - Required if character is Fae. Gain 3 'any' spell points. May use "freeform magic: illusion" power component as ~4/5 of a power instead of full. Evocation spells to open rifts to Faerie are half cost and skill requirement. Rift prediction with Occult Knowledge skill requires one fewer hits. Must take at least one Compulsion weakness or Material weakness worth at least -3 xp. Up to -5 points of mandatory weakness does not count against weakness cap.
The Immortal Dead - 5/1 - Required to be a Lich. Requires Undead Biology. If body is damaged, it will begin slowly repairing after 8 hours. If body is damaged beyond repair or abandoned intentionally, a new body will be created at the phylactery's location over the course of 24 hours. Costs 4 less with regeneration ability of at least rating 3 since it makes immortality redundant.
Phylactery - -2/-1/0/1/2 - Required to be a Lich. Your soul is housed in an external object rather than the body, but due to the direct conduit it has to the body, this provides no defensive benefit. If the object is destroyed, you die. You cannot move more than 100/500/1,000/5,000/20,000 meters away from your phylactery. Does not count against weakness cap.
Artifact Phylactery - 2 - Your phylactery was an artifact prior to becoming the vessel for your soul. You are treated as always having the artifact on your person. You may disenchant the artifact and convert the xp cost of it (if it was yours) into xp toward a related ability. This ability gets +1 to perform the artifact's original function when you have the phylactery physically with you. If you disenchant the artifact, your phylactery cannot be shielded from sensing abilities or divination magic.
Endless Mind - 11 - +1 cap for 2 magic fields. Gain 3 'any' spell points. Infusion spells used on your body or phylactery also affect the other. Reduce the spell point cost of self-only Infusion spells by 1/10. Mutually exclusive with Eternal Warrior.
Eternal Warrior - 9 - Phylactery must be a weapon, shield, or piece of armor. Phylactery can be repaired if damaged. If weapon, phylactery does +1 damage. If armor or shield, phylactery gives +2 armor. Phylactery max distance reduced by half. Phylactery 4 and 5 cost doubled. Reduces cost of Mind Over Matter by 1. Costs 2 less with Regeneration ability of at least rating 3. Mutually exclusive with Endless Mind.
Spirit Nature - 8/5 - Required if character is a spirit. Vitality skill is replaced with 'Stability' linked to Brawn, Resolve, or Charisma, depending on spirit affinity/domain. May shift to and live on spirit plane at will. Must take either Manifestation feature or a Possession gift or power. May use power component "phasing, self+equipment only, default state" as ~3/5 of a power instead of ~4/5. Costs 3 less with phasing power of at least rating 2 since power makes plane shift mostly redundant.
Spirit's Bane - -5 - Required if character is a spirit. Movement restricted by anti-spirit barriers/wards. Must choose a spirit affinity / type and take an associated weakness. -2 to rolls in places where affinity does not exist / outside of domain. Must spend 1 psyche to manifest physical body or sustain or initiate possession in such places, plus 1 per day while remaining. Cannot initiate unwilling possession in such places. Receive no natural and 1/4 psyche healing from outside sources while away from affinity. Does not count against weakness cap. Up to -3 points of affinity / type weakness do not count against weakness cap.
Manifestation - 3/4 - Allows a spirit to create a physical body for themselves, in a single form reflecting their true self image. The body is very resistant to changes unless its owner themselves makes them and truly sees themselves keeping them. Damage inflicted on the body disappears almost instantly, but instead reduces its stability. Mechanically, the outcome is the same, except that the body can't suffer from broken limbs, doesn't age, and isn't vulnerable to poison or disease - it doesn't share the associated physiology to be affected by such things. Anything from the body that is separated is no longer considered part of it and disappears quickly unless intentionally sustained. For 1 extra point, the spirit may choose a second form, and both forms may be allowed a greater degree of flexibility in physical structure and stature, though extremes may still cost more.
Angelic Contract - 0 - Establishes communicative mental link to a thoughtform patron. Gives additional affinity: humans faithful to patron. Must spend at least 5 hours per week in service of patron however they choose - usually by acting as messenger, drawing belief and attention to patron, etc. May use lesser version of one of patron's abilities (of their choosing) once per day. Can be revoked by patron at any time.
Chosen of Selene - -15 - Required if character is a therianthrope. May shift into one animal form. -1 Acuity, Resolve, and Charisma while in animal form. This penalty may bring an attribute to 0. +1 attribute caps for animal form, up to cap 9. Take +3 damage from silver weapons, and 1 unresistable damage per round while in contact with silver. Silver in wounds prevents healing. Additional -1 with Regeneration ability of at least rating 3, and silver nullifies regeneration. Additional -1 with Natural Armor 2+, and silver bypasses natural armor. Does not count against weakness cap. Up to -5 points of additional weaknesses do not count against weakness cap if they only apply while in animal form. Points gained from this and from weaknesses that only apply in animal form must be used only on things that apply only while in animal form.
Enhanced Animal - 9 - Apply 10xp to animal form. (Spend 9 'normal' xp, gain 10 'animal only' xp.)
Bestial Fighting - 3/7/13/20 - Your unarmed attacks do +1/2/3/4 damage. Intended for 'animal form only' use. Does not stack with Martial Expertise. Martial Expertise reduces cost by 3/7.
Vox Populi, Vox Dei - -7 - Required if character is a thoughtform. Must maintain true belief by both self and humans to exist; wavering faith or loss of it may temporarily disable some xp and impose penalties. More believing humans are needed with more xp. Must rest in Dreamscape for a time after exertion or extensive ability use. Base personality subject to beliefs of others; influence from an individual fades twice as quickly, and always fades within a few days, but influence from a group, or changes in group perception may be permanent. Abilities may be disabled or penalized if majority of believers are convinced you can't use them. May not gain new abilities without first convincing majority of believers that you have them. Does not count against weakness cap.
The Body Psionic - 2/3 - Required if character is a thoughtform. A thoughtform's body is made up of "dreamstuff," and resistant to change except that imposed by public perception and those brought on by their own abilities. Damage inflicted on it only if the thoughtform is believed to be able to be harmed; if not, it fades and reduces stability instead, for the same mechanical effect. The body remains at the age dictated by the most held belief, and anything separated from the body dissolves back into the Dreamscape within a few minutes. Costs 1 more if the thoughtform is believed to be immune to disease and/or poison.
Vampirism: Sanguinary - -3 - +1 Perception cap. Must take Transhuman Senses. Bonus to resist sensory impairment is lost vs overstimulation. -3 to resist non-damaging sensory-vector 'attacks', and sensory impairment via overstimulation. Sensory-vector attacks cause -1 to all actions for one round on hit. Damaging sensory-vector attacks do +2 damage. Immune to most mundane disease. Does not require food and drink. Requires blood (usually about 25-75 ml/day will do depending on activity level, plus 15 ml per missing health point). Does not count against weakness cap.
Vampirism: Psychic - 1 - Must take a power or gift that allows some form of mental contact and drain. -1 to all actions for each day of going without siphoning psychic energy from others for at least 10 minutes. Bringing a target to 0 psyche gives 1 focus.
Typical cost ~2-5xp
(Pretty much as they were before. Will work on example list and example ability list for them if it gets that far. Not overly concerned with them though, overall.)
This is a non-comprehensive list, and you are encouraged to create your own spells, using these as examples and guidelines.
Note that any sort of 'freeform magic' like cryomancy should still be a power instead.
Generic Damage and Ranges
Low = 1/2 skill/ability rating, rounded up.
Med = 4/5 skill/ability rating.
High = skill/ability rating.
Short = About 5 meters, plus 1/2 skill rating rounded up. (6-10m)
Med = About 110 meters, plus 10 per skill rating. (120-200m)
Long = About 650 meters, plus 150 per skill rating. (800-2000m)
LOS = Line Of Sight, reliant on personal viewing and allowing for mirrors, but not cameras or divination.
ELOS = Extended Line Of Sight, allowing for any effect that allows close, detailed viewing of the target area.
Spatial - Includes folding space to teleport people or objects, creating pocket dimensions, and disrupting movement.
Long Step - Skill 2 - 1 SP
Fold space around yourself mid-step to teleport an exact, pre-defined distance in the direction you wish; distance is defined when the spell is learned, but is limited to Long range.
Pocket - Skill 2 - 1 SP
Create a small pocket dimension that only you can access, to store up to skill cubic meters of volume.
Spatial Distortion - Skill 3 - 1.5 SP
Ripple space in a small focused on area within Medium range, to make another stop or trip. Resisted with Reflex. Alternatively, bend space so that a projectile goes off its path - use as ranged parry.
Translocate - Skill 4 - 3 SP
Fold space in a more fluid way to appear at a focused on location within LOS.
Long Walk - Skill 5 - 4.5 SP
Fold space fluidly so that, for this round plus a number of rounds equal to hits, you may step to any location within LOS as a minor action. A standard action lets you take two such steps.
Organized Pocket - Skill 5 - 1.5 SP
Create a small pocket dimension that lets you pull any stored object out with a thought, rather than having to manually search for it; stores up to skill cubic meters of volume.
Blink - Skill 6 - 7.5 SP
Fold space around yourself to teleport to a focused on location that is simultaneously within ELOS and 5x Long range. May bring up to one additional person per 3 skill. If readied in preparation to dodge an attack, gives +2 to the Reflex roll. May be used as Reflex intercept to pull someone with you out of the way.
Battlefield Ghost - Skill 7 - 5 SP
Fold space fluidly so that, for this round plus a number of rounds equal to hits, you may step to any location within LOS as a minor action. A standard action lets you take two such steps. You may also step once per round at no action cost. A minor action may be readied to give your next dodge +2, and step out of the way of the attack on success.
Shift Other - Skill 7 - 4 SP
Fold space around a touched other to teleport them to a focused on location within LOS. Resisted with Reflex.
Thinking With Portals - Skill 8 - 9 SP
Fold the space between a location within LOS and Short range, and a location that is within ELOS and 10x Long range, creating a portal that allows two-way movement from one spot to the other. Each location is visible from the other, as if looking through a window, and movement is continuous as though just walking through a door. Like with all Spatial spells, directional momentum is maintained. Sustain with a minor action each round.
Kinetic - Includes moving physical objects within pre-defined parameters, altering the state of potential or kinetic energy, and creating kinetic barriers.
Thermal - Includes creating and dissipating heat, and moving heat between objects.
Ignite - Skill 1 - .5 SP
Set flammable objects aflame with a concentrated burst of heat. Won't tend to work on anything that a match couldn't light up in under (skill) seconds.
Transference - Skill 1 - .5 SP
Pull limited amounts of heat out of one object or area and move it to another. This can be done as a continuous flow, or a short burst.
Warmth - Skill 3 - .5 SP
Add sustained, small amounts of heat to a target or area of up to about (skill) cubic meters. Enough to melt butter or feel like being near a space heater. Sustain with minor action every (skill) rounds.
Chill - Skill 3 - .75 SP
Drain the heat from a target or area of up to about (skill) cubic meters over time. Enough to barely freeze water in 10 seconds at high skill, a few minutes at low. Sustain with minor action every (skill) rounds.
Heat Wave - Skill 4 - 1.5 SP
Unleash intense heat at a target, enough to cause blisters at very close range or a mild first degree burn from further away. Causes Low damage at Medium range, with damage reduced by 1 at 1/3 range and 2/3 range. Resist as projectile.
Burst of Flames - Skill 4 - 2 SP
Create and launch a ball of fire up to Medium range that causes Medium damage on hit. It is utterly normal fire once created, aside from consuming magic as fuel for its brief lifespan. Projectile.
Stable Heat - Skill 5 - 2 SP
Regulate your or a target's body temperature, giving 'armor' against heat and cold, including fire, equal to half skill rounded up. Lasts (skill) minutes on others, or until the next dawn on self.
Plasma Ignition - Skill 5 - .5 SP
Focus a thin beam of intense heat through the air to turn gas into plasma in a tiny stream for Medium range. Little use beyond being an excellent conductor of electricity for the brief time before it dissipates. This spell can be cast as a minor action.
Flash Freeze - Skill 5 - 3.5 SP
Pull a large amount of heat from an individual or a Short range radius area within Medium range, instantly freezing standing and slowly running water and creating a layer of frost, as well as causing Low damage from the intense cold to organic targets if used directly on one. The heat drawn out can be poured into a Heat Wave or similar spell within the next round, increasing its damage to High. Direct; resist with Vitality.
Plasma Curtain - Skill 6 - 2.5 SP
Create a wave of intense heat in a 1/2 skill square meter plane at Short range, turning gas to plasma that lingers just long enough to block any electrical attacks that try to pass through it without a solid conductor for a round.
Druidic - Includes controlling and altering plants, communication with and compulsion of non-sapient living creatures, and shaping organic materials.
Growth - Skill 2 - 2.5 SP
Pushes magic into target plants within Short range, causing them to grow rapidly. At skill 6, may direct growth as the caster wishes rather than growing the way they naturally would. Fruit grows an matures rapidly as well, regardless of pollination. Sustain with action each round, skill determines rate of growth.
Mend - Skill 3 - 1 SP
Uses magic to repair objects made of organic materials back to their undamaged state. May require spare material. Short range.
Shape (Material) - Skill 4 - 4 SP
Different spells for Stone, Earth, and Wood. Uses magic to chip, move, bend and fuse up to 1/3 skill cubic meters of the chosen type of material into a focused on shape over time. Requires extended test with threshold 2, target 10, 1 minute per check to complete.
Compel Beast - Skill 5 - 6 SP
Pushes a compulsion to perform a very simple action or take on a particular mental and emotional state into the mind of a sentient, non-sapient living creature. LOS, Direct, resisted with Willpower. Winning by 1 hit makes things that seem natural for the creature become needs to follow, scaling up to 5 hits where even things against its nature will likely be done.
Knit Bone and Flesh - Skill 5 - 5 SP
Cleans and heals physical wounds, restoring Health equal to hits. Short range.
Purify - Skill 5 - 1 SP
Cleans food and drink of rot, fungal growth, poison and disease, making them entirely safe to eat, even in the case of foods that normally would be unsafe to eat raw. Short range.
Mutative Growth - Skill 6 - 12 SP
Uses magic to trigger mutations in plants while growing them, causing them to develop minor abnormalities, which can be greater if closely related to plants with those features. Examples can include poisonous pollen or fruit, a sense-ensnaring scent that draws in prey, vicious thorns on strong vines, or exploding seed pods. Requires extended test with threshold 1-3 and target 3-15, both depending on potency of mutation and how drastically the mutation differs from the plant's norm, with 1 round per check. Short range.
Beast Tongue - Skill 7 - 8 SP
A touched target gains the ability to communicate and understand simple ideas with most sorts of sentient, non-sapient living creatures. Maintain with a minor action every (skill) minutes.
Theurgy - Includes rejuvenation, cleansing, exorcism, and apotropaic wards.
Revitalize - Skill 1 - 1 SP
Restores 1 Effort and Focus to a touched target, and heals 1 Health or 1 Psyche that was used to gain Effort or Focus in the last hour. Does not incur standard healing penalties. Limit twice per target per day.
Protect - Skill 2 - 1.5 SP
Wards off harmful magic and possession, giving +1 to resist them while active. Touch range, lasts (hits) rounds after first becoming active; may lie dormant for (skill) hours. Roll at time of activation.
Asymbiotic Ward - Skill 3 - 2.5 SP
Specialized ward to prevent possession, giving +3 to resist it. Touch range, lasts until the next dawn if runic, (skill) hours otherwise.
Strip - Skill 3 - 3 SP
Attempts to burn away the harmful magic active on the target, contesting each active spell causing unwanted effects on the target within Medium range (primarily hexes, curses, compulsions) and removing them if this spell equals or beats the hits they had on cast.
Exorcise - Skill 4 - 2 SP
Attempts to pry a possessing entity out of their host at Short range. Resisted with possession ability. +2 if done as ritual, -2 if host is willing.
Shield - Skill 4 - 1 SP
Blocks harmful magic, giving +2 to resist it while active (+2 armor vs projectile spells). Touch range, lasts (hits) rounds.
Cleanse - Skill 5 - 6 SP
Attempts to remove negative effects of abilities and magic alike, though gets -3 against abilities and +1 against magic. Ability effects are reduced or removed depending on degree of success if this spell equals or beats the hits they've accumulated or had on cast, and reduces the remaining duration of spells by (hits) rounds even if they aren't removed.
Mend Wounds - Skill 5 - 5 SP
Cleans and heals physical wounds, restoring Health equal to hits. Short range.
Scrying Ward - Skill 5 - 3 SP
Blocks scrying abilities and spells like Farsight, Clairvoyance, Remote Viewing, etc, from seeing into an area with a radius of Short range. If anchored to an individual instead of a location, only hides them from scrying. Lasts until next dawn on area, sustain with minor action every (skill) minutes on individual. +2 to avoid being pierced by spells, -3 against abilities.
Banish - Skill 6 - 3 SP
Attempts to pry a possessing entity out of their host at Short range, or cast a summoned entity back to their point of origin. Resisted with possession ability or Willpower. +4 if done as ritual, -2 if possessed host is willing.
Zone Ward - Skill 6 - 7 SP
Gives -2 to all harmful magic cast from, through, or into an area with a radius of 2x Short range, centered at a target location within Medium range. Additionally gives entities within the area +2 to resist possession. Caster may spend two of the hits achieved during casting to negate one hit on a direct spell cast into the ward. Sustain with a minor action each round.
Infusion - Includes temporary enhancements to the body and mind, and the addition of new properties to a being or object.
Magic Weapon - Skill 1 - 2 SP
Infuses an touched object, usually a weapon, with magic, increasing its damage by 1 for (hits) rounds. May trade in one hit for -1 armor piercing, up to three times. May apply to multiple pieces of ammunition or throwing weapons.
Dilate - Skill 2 - 1 SP
Enhance the light intake of the touched target's eyes, effectively tripling perceived brightness for them. Sustain with a minor action every (skill) minutes, can be resisted with Vitality.
Enhance Senses - Skill 2 - 1.5 SP
Channel magic through a touched target's senses to make them pick up more, giving +2 to Perception for (hits) rounds. Also gives -1 to resist sense-reliant or sense-exploiting powers.
Focus Aim - Skill 2 - 1.5 SP
Focus magic through a touched target's senses and mind to altogether enhance their aim with ranged weapons by +1 for (hits) rounds. Also narrows their focus down to their target, giving -2 to Perception to notice events, but +2 to ignore distractions.
Thicken Skin - Skill 2 - 2 SP
Channel magic through a touched target's skin and organs to make them more resilient to damage, giving +2 Armor for (hits) rounds.
Thermal Sense - Skill 3 - 2 SP
Allows the touched target to see heat as if on a thermal imaging camera, or see into the infrared spectrum. Sustain with a minor action every (skill) rounds.
Sharpen Reflexes - Skill 3 - 2 SP
Channel magic through a touched target's nervous system and muscles, letting them react more quickly to immediate danger. Gives +1 to Reflex for (hits) rounds.
Bolster Will - Skill 4 - 2 SP
Wrap the mind of a touched target in a protective shell of magic that dampens compulsions and attacks that try to reach them. Gives +1 to Willpower for (hits) rounds.
Ultraviolet - Skill 4 - 2 SP
Allows the touched target to see into the ultraviolet spectrum, up to lower end x-rays. Sustain with a minor action every (skill) rounds.
Ghost Touch - Skill 5 - 2 SP
Infuse a touched object, usually a weapon, to partly de-harmonize it with the physical, giving it a chance of interacting normally with phased beings. Chance is equal to (hits+1)/6, with hits decaying by 1 each round. (Roll d6, hope for a number equal to or less than current hits+1.)
Improve Body - Skill 5 - 5 SP
Two different spells, one for Brawn, one for Finesse. Briefly floods the body with magic, letting it infuse and fuel a boost of +1 to the chosen attribute for (hits) rounds. Does not improve derived stats.
Improve Mind - Skill 7 - 5 SP
Three different spells, one for Acuity, one for Resolve, one for Charisma. Briefly floods the mind with magic or projects a stunning aura, granting a boost of +1 to the chosen attribute for (hits) rounds. Does not improve derived stats.
Malediction - Includes curses, hexes, and other maleficium and diablerie.
Weakness Hex - Skill 1 - 1.5 SP
Impairs the target's ability to keep steady, and saps their strength, giving -1 to physical attacks and melee damage for (hit difference) rounds. Direct, LOS, resisted with Vitality.
Mesmer's Hex - Skill 3 - 2 SP
Fogs the target's mind, reducing their ability to ward off influence or mental attacks, giving -1 to Willpower for (hit difference) rounds. Direct, LOS, resisted with Willpower.
Vulnerability Hex - Skill 3 - 2 SP
Impairs the target's ability to defend themselves or others, giving -1 to physical defenses (Vitality, Reflex, parry actions) and interception attempts for (hit difference) rounds. Direct, LOS, resisted with Vitality.
False Aura - Skill 4 - 2 SP
Makes the target within LOS appear to all magic-sensing spells to be a heavy user of Malediction magic, or possibly a nightmarish creature in disguise. Direct, resisted with Willpower. Lasts until the next dawn.
Transmutive Hex: Ribbon - Skill 4 - 2.5 SP
The target within LOS takes Health damage equal to half their current Psyche damage, then are healed for half of their missing Psyche. Direct, resisted with Vitality, must win by at least 1 hit to take effect. Winning by 3 hits increases the damage to current Psyche instead of half.
Transmutive Hex: Needle - Skill 4 - 2.5 SP
The target within LOS takes Psyche damage equal to half their current Health damage, then are healed for half of their missing Health. Direct, resisted with Willpower, must win by at least 1 hit to take effect. Winning by 3 hits increases the damage to current Health instead of half.
Disroientation Hex - Skill 5 - 6 SP
Makes the target within LOS dizzy and confused, taking -1 to all actions for (hit difference) rounds. Resisted with Willpower.
Karmic Curse - Skill 5 - 5 SP
Curse the target within LOS to take health damage equal to half the damage they cause of any type, after reduction. Direct, resisted with Vitality, lasts (hit difference+1) rounds.
Mindfire Curse - Skill 5 - 5 SP
Curse the target within LOS to take psyche damage equal to half the damage they cause of any type, after reduction. Direct, resisted with Willpower, lasts (hit difference+1) rounds.
Curse of Madness - Skill 6 - 4 SP
Curse the target within LOS to progressively develop extreme paranoia, see flickers and shadows of things that aren't there, and hear indistinct whispers. The seemingly distorting reality and hallucinations eventually should cause the target to lash out, take psyche damage, plot against their friends, etc. depending on their personality. Direct, resisted with Willpower upon casting, and once a day at dawn, getting +1 to resist for each additional day past the first. Lasts until resisted or broken.
Curse of Misfortune - Skill 6 - 6 SP
Curse the target within ELOS to encounter incidents of unlikely misfortune by their own action or inaction, and the slight warping magic that anchors to them. Manifests as random 'bad luck', and when rolling, if at least a third of the dice show 1, something goes wrong. Direct. Removed with Willpower extended test (2x hits, 1 action per check). Lasts until removed.
Malefic Warp - Skill 8 - 7.5 SP
Curse the target within LOS with a dire bane on their abilities and magic, causing beneficial spells and abilities used with good intent to twist against their nature and become harmful, and other spells and abilities to turn against their user or go slightly wrong. Direct. +2 against magic, -2 against abilities. Resisted each time a power or spell is used, with that power or spell; if resisted, effect is ignored for that instance. Broken when resisted thrice.
Dissonant - Includes countering or suppressing other magics, curse breaking, and piercing magic-based defenses.
Counter - Skill 1 - 2 SP
Attempt to unravel a spell as it's being cast. Requires a readied action. At skill 3, may be used with next turn's action. At skill 6, may be used with a readied minor action at -2. At skill 9, may be used as an intercept with next turn's minor action at -3. Contests spell's roll, LOS.
Disable - Skill 3 - 1.5 SP
Suppress any magic-based effects and qualities of an artifact or other object for (hits) minutes. Magic constructs and sentient artifacts may resist with Vitality or Willpower, and the duration is in rounds instead. Held objects may have their wielder roll Reflex at -2 to avoid.
Pierce - Skill 3 - 1 SP
Wrap a weapon or spell in a magic distortion made to cut through defensive magic. Gives hits as armor piercing against magic based defenses only. Turns any spell it's linked to into a projectile. Cast as a minor action. Also reduces penalty for casting into or through (but not from within) spells like Zone Ward.
Disrupt - Skill 5 - 4 SP
Attempts to tear apart all active magic on the target within Medium range, contesting each spell and removing them if this spell equals or beats the hits they had on cast. Reduces the remaining duration of spells that it fails to remove by (hits) rounds.
Redirect - Skill 6 - 4.5 SP
Warp a spell to change its target or make it simply wink out. Requires a readied action. At skill 8 may be used with next turn's action. Contests spell's roll, LOS.
Distort - Skill 8 - 7 SP
Pulse disruptive magic through a target within Short range to attempt to destabilize abilities in use. May contest abilities as they're initiated, but requires a readied action to do so. If used on a target not currently initiating ability use, attempts to reduce or remove ability effects depending on degree of success. For continuous abilities, may disable their use for up to (half hits) rounds. Unreliable. -2 to cast. Indirect.
Evocation - Includes communication with and the calling or summoning of spirits, thoughtforms, demons, and the like.
Answers - Skill 1 - .5 SP
Calls upon a non-naturally-physical entity to open communication with the caster. Can be cast with a specific, named entity as the sole recipient of the summons, an entity of a particular type, or an open call to any and all able to hear it, latching on to the first that answers. The entity is in no way compelled to honesty, however, unless other measures are taken, nor are they compelled to respond at all. Lasts up to (skill) minutes.
Welcome - Skill 3 - 3 SP
Different spells for spirits, thoughtforms, fae, etc. Calls upon a non-mortal entity and makes an area with a radius of Short range into a space where the type of entity specified is able to enter and exist without strain. (Treated as a spirit's affinity, treated like the dreamscape for thoughtforms, associates with a part of Faerie that the target can easily reach and rift from, etc.) Can be cast with a specific, named entity as the sole welcome individual, or any entity of a particular type. Lasts up to (skill) minutes.
Containment - Skill 4 - 4 SP
Different spells for spirits, thoughtforms, fae, etc. Creates a ward line in a cylinder up to Short range in height and radius that entities of the specified type can't pass through in either direction once activated. Must be set up on two parallel surfaces (like floor and ceiling) to be effective. Lasts up to (skill) minutes once active, can lie latent for up to (skill) hours.
Truth - Skill 4 - 2 SP
As Answers, but the entity is compelled to honesty if they choose to respond (opposed by Willpower per statement, but also potentially can be circumvented by technically honest misleading with Persuade). They still may choose to be silent rather than answer.
Barrier - Skill 5 - 6 SP
Different spells for spirits, thoughtforms, fae, etc. Wards a continuous surface up to about the size of a house to block entities of the specified type from passing through unless specifically invited by the caster or those they designate. Doors and windows are considered part of the warded surface when closed, but not when opened. Sustain with one hour of maintenance every three days. Half effectiveness for the first 30 seconds after dawn.
Collapse - Skill 5 - 3 SP
Close a passage into another realm or plane, including rifts to Faerie and gates to Underworld. May be contested if the passage was created and is being sustained, or is natural and being held open.
Fae Rift - Skill 5 - 4 SP
Tear open a rift to Faerie at your present location. It persists a random amount of time between 30 seconds and 5 minutes.
Summon - Skill 6 - 5 SP
Different spells for spirits, thoughtforms, fae, etc. As "Welcome," but also allows the target entity to teleport to the center of the area within the first minute after casting if they so desire.
Underworld Gate - Skill 7 - 4 SP
Create a temporary gate to Underworld within Short range. Sustain with an action every two rounds.
Divination - Includes extrasensory perception, detection, and observation of past events.
Sense Magic - Skill 1 - 1 SP
Detect active magic within Short range, and identify what field a particular instance is from with a minor action. Identify magic-based functions of artifacts with a round of observation and an Artifact Design or Occult Knowledge roll. Lasts until the next dawn, or until deactivated as a minor action. Can be cast as a minor action.
Detection Ward - Skill 3 - 2 SP
Senses and notifies the caster of active magic used in an area with a radius of Short range, and highlights focal points for scrying spells (like Remote Viewing, Clairvoyance, Farsight). Lasts until the next dawn, but can only maintain (half skill) wards of this kind at a time.
Find Magic - Skill 3 - 2.5 SP
Detect active magic within Long range, and identify what field a particular instance is from with a minor action. Within Medium range, sense how many people have used magic within the 3x (skill) minutes and what direction they're in from you. Sustain with a minor action every (skill) minutes.
Remote Viewing - Skill 3 - 5 SP
Examine a target location within Long range as if present there in real time, granting ELOS for an area of up to Short range radius. Only grants visual observation. May be focused on the location of an individual even if not previously knowing where they are, but may gets -3 and be resisted with Willpower in this case. Sustain with an action every 2 rounds and a minor action each round.
Enhance Senses - Skill 4 - 1.5 SP
Channel magic through a touched target's senses to make them pick up more, giving +2 to Perception for (hits) rounds.
Piercing Senses - Skill 4 - 3 SP
Channel magic through a touched target's senses to make them better able to pierce illusions and detect presences. Add half hits to rolls to resist or see through direct sensory illusions, and automatically checked against indirect illusions to tell what they are. Sustain with a minor action every (hits) rounds, but risk damaging senses after 3 sustains until left off for ~5 minutes; roll vitality with difficulty equal to number of sustains so far, minus two, starting with 4th sustain in a row (difficulty 2); on failure, blind and deaf for minutes equal to sustains.
Borrowed Senses - Skill 5 - 3 SP
Gain use of the senses of a willing, touched target, in addition to your own; see through their eyes, feel what they feel, etc. Sustain with a minor action each hour. Perception bonus using their senses is capped by 1.5x skill.
Danger Sense - Skill 5 - 2 SP
Enhance subconscious sensory processing in a touched target, letting them react sooner to danger and pick up on a threatening atmosphere. Add hits to next initiative roll within (hits) minutes, and +1 to Dodge and Parry rolls for the first round after said initiative roll.
Detect Paranormal - Skill 5 - 3.5 SP
Define a baseline for this spell, of a broad category like mundane humans, anomalous humans, mutant humans, spirits, thoughtforms, fae, etc. Within Short range and LOS, sense whether viewed beings are or are not the defined baseline. This does not tell what a being is, just yes or no.
Farsight - Skill 6 - 8 SP
Examine a target location within 10x Long range as if present there in real time, granting ELOS for an area of up to Medium range radius. Only grants visual observation. May be focused on the location of an individual even if not previously knowing where they are, but Short range radius and may be resisted with Willpower in this case. Sustain with an action every (hits) rounds.
Psychometry - Skill 6 - 6 SP
By touching an object, gain general knowledge of its past, including its age, who made it, and a vague idea of how it was last used (for a loose definition of 'use') and who made the most currently prominent psychic impression on it (in terms of what their magic 'feels' like). Details will always be vague at best, but are even less defined at low rolls compared to high ones.
Read Magic - Skill 6 - 4 SP
Within Short range, sense exactly which people have used magic within the last hour, and what field was most predominant. As a minor action, also sense one target within LOS for a round. As an action, attempt to examine a target in Short range's magic closer and sense what it 'feels' like in moderate detail; hits determine accuracy and level of detail. Sustain with a minor action every (skill) minutes, but strong (4 hits or more) active magic within range may disorient (-2 to all actions for a round) and cause 1 psyche damage on failed Reflex test to end the spell.
Clairvoyance - Skill 7 - 9 SP
Examine a target location within 10x Long range as if present there in real time, granting ELOS for an area of up to Medium range radius. Grants observation using all senses. May be focused on the location of an individual even if not previously knowing where they are, but may be resisted with Willpower in this case. Sustain with an action every (hits) rounds.
Retrocognition - Skill 9 - 7 SP
Ritual. By spending an hour meditating in a location, watch the past of that location, growing blurrier and more indistinct the further back you go. You can witness events with all senses, though far more dull than reality. Events up to an hour in the past can be observed as if present (and able to turn, but not otherwise move about) with senses at about half their capacity. Events up to a day in the past grow more difficult to make out until down to about a fifth of sensory ability, and only events involving heightened emotions or stress can be observed further back than that; about a year back is the absolute maximum for an undisturbed location, though this shrinks to a week for places with regular traffic or where someone lives. The ritual disturbs the magic in the area sufficiently that it cannot be performed again in that place for at least a day, and events further than 3 days back are wiped out.
Illusion - Includes manipulation of light and sound, and tricking the senses.
Projection - Skill 1 - 3 SP
Create the illusion of an image in an area up to (half skill) cubic meters, within Medium range. The projection can be a still image or an up to (half skill) second long loop, but cannot be changed once created, only dismissed. The projection can cast its own light. Sustain with an action every (hits) rounds.
Ventriloquism - Skill 1 - 1.5 SP
Project the sound of your voice from a target location within Medium range. You can speak, whisper, shout, or even subvocalize, and have your voice come out at the target location, at the volume pre-defined when the spell is learned. Sustain with a minor action every (hits) rounds.
Moment of Terror - Skill 3 - 2.5 SP
Fill the senses of a target within LOS with a volley of horrific and painful scenes, inducing Low psyche damage. Direct, resisted with Willpower.
Bend Light - Skill 3 - 1.5 SP
Warp light around yourself or a touched target, making them invisible, but also preventing light from reaching their eyes, blinding them. Lasts rounds equal to hit difference+1 on unwilling targets, (hits) minutes or until dismissed on self or willing targets. Resisted with Reflex.
Silence - Skill 3 - 2 SP
Prevent sound from being heard in an area up to (skill) cubic meters within Medium range. The sound is still made, and can be heard from outside the area, and doesn't interfere with verbal casting. Sustain with a minor action every (hits) minutes.
Privacy - Skill 4 - 2 SP
Prevent sound from passing through a plane up to 2x (skill) square meters or a sphere with a radius of (skill) meters. Sustain with a minor action every (hits) minutes. At skill 7, barrier may be one way instead of two way if desired.
False Sensation - Skill 5 - 6 SP
Create a single-sense illusion that only the target can feel, see, hear, smell, taste, etc. The sensation must be something the caster can imagine well enough to mimic, and all of its parameters are defined upon casting; the caster cannot change it without re-casting the spell entirely. Lasts up to (hits) rounds, may be ignored with Willpower.
Mask Scent - Skill 5 - 2 SP
Remove all smells in an area up to 2x (skill) cubic meters within Medium range, or prevent a target within Short range from giving off any scent for the duration. Does not change whether the scent exists, only makes it consciously undetectable - effects that normally give off a scent or affect those who smell something still work, and trails can be found once the spell wears off. Sustain with a minor action every (hits) minutes.
Speaker's Sorrow - Skill 5 - 2.5 SP
Alters the sensations associated with speech while making a small zone of silence at the target's vocal regions, preventing them from vocalizing normally and giving hit difference+1 as a penalty on attempts to use abilities or magic that require speech. Lasts (hit difference) rounds.
Mimic - Skill 6 - 5 SP
Cover a person or object within Short range with the illusion of a similarly sized person or object that travels with them and stays anchored to their movements. In the case of a person, their voice is altered as well, if the caster has heard it enough to be accurate. Sustain with a minor action every (hits) minutes. Target may try to remove from self with Willpower extended test.
Missive - Skill 7 - 4 SP
Create a visual and audio projection at the target location within ELOS, that reflects your movements (though does not necessarily look like you) and words (though does not necessarily sound like you). Sustain with an action per round.
Obfuscate - Skill 7 - 7 SP
Alter a touched person or object to be visually indistinct and difficult to grasp by the senses of others. Half of hits are added to Stealth rolls while active. Others must beat hits with Perception to notice the target through this if they don't draw attention. Sustain with an action every (hits) rounds (using new hits as difficulty and stealth boost). Ineffective against cameras and the like, but not whoever is watching the feed.
Glamour - Skill 7 - 9 SP
Cover a touched person or object with a full-sensory illusion of your choice that travels with them and stays anchored to their movements. They look, sound, smell, and feel like they are what the illusion is, though the illusion can only bend attention from itself so much in the case of touch, and too much pressure will let others feel through it. May give bonus to social rolls equal to half hits. Sustain with a minor action every (skill) minutes. Target may try to remove from self with Willpower extended test. Attempts to pierce the illusion get -2.
Mental - Includes judging moods and mental states, mending the psyche, and pushing compulsions.
Read Intent - Skill 3 - .5 SP
Boost your next roll to judge the level of intended deception in what the target within Short range says, including lies and omission, by the number of hits.
Scan Emotion - Skill 3 - 1 SP
Get a general read on the target's emotional state. Acts semi-invasively at LOS, direct, resisted with Willpower.
Shred - Skill 3 - 2.5 SP
Attacks the psyche of the target within LOS, to inflict Low damage. Direct, resisted with Willpower. Winning by at least 3 hits also gives -1 Willpower for 2 rounds.
Stop - Skill 3 - 4 SP
Pushes a compulsion to make the target freeze up at LOS. Direct, resisted with Willpower. Winning by 1 hit makes the target lose its next action (but not minor action). Winning by 2 hits makes the target take no actions for 1 round. Winning by 3 hits makes the target take no actions for 1 round, and take -1 on defenses until they next act.
Sleep - Skill 4 - 4 SP
Pushes a compulsion to sleep into the target's mind at LOS. Direct, resisted with Willpower. Winning by 1 hit induces drowsiness and -1 to all actions. Winning by 2 hits gives -3 to all actions. Winning by 3 hits puts the target to sleep. Hits are cumulative over consecutive rounds. Taking damage or having another character use an action to snap the target out of it removes all effects.
Trust - Skill 5 - 3 SP
Warps the target's mind to see you as trustworthy, to a degree determined by hits. Direct, Short range, resisted with Willpower. Lasts no longer than (skill) minutes, or until something is done to naturally break the trust.
Soothe - Skill 5 - 5 SP
Relaxes and heals the stressed mind, restoring (hits) psyche to the touched target.
Sense Emotion - Skill 6 - 2 SP
Get a general read on the target's emotional state. Non-invasive. LOS.
Honeyed Words - Skill 6 - 5 SP
Pushes a compulsion to heed your next (skill) words within the next round, and strongly consider following them. LOS, Direct, resisted with Willpower. Winning by 1 hit makes very reasonable sounding suggestions become needs, and questionable ones reasonable. Scales up to the point of 5 hits, when only things utterly against the target's nature will be disregarded, though after being given some slight consideration.
Beguile - Skill 7 - 6 SP
Pushes suggestion and emotion into the target's mind at LOS. Direct, resisted with Willpower. Winning by 1 hit makes the target fail to see you as a threat for 1 round. Winning by 2 hits makes the target pause and take no offensive actions for 1 round, and see you as mildly friendly. Winning by 3 hits makes the target see you as a friend, act as your ally, and try to protect you and attack your enemies for 1 round. Every additional 2 hits extends the duration by 1 round and reduces the target's Willpower while under the spell by 1. Hits are cumulative over consecutive rounds and while the target is enspelled.
Assist: As an action, roll your skill, add the hits to the assisted person's dice pool. Second person would add half of hits, third person would add a quarter, etc. Amount of feasible assistance circumstantial.
Impair Defense: Some skills and abilities can be used to predict a target's dodge, find their weak points, erode their will, etc. As an action, roll against the defense in question, and on success, reduce it by the hit difference plus one for one round (until the end of your next action) (but only against you and those you can communicate the information to (sometimes not even them)). Skills that can be used for this include Analysis (for dodge/weak points), Academics or Occult Knowledge (for animal/creature weak points), Persuade (for mental vs influence), Mechanics (for weak points of mechanical beings), and Computers (for mental of digital minds). Creating distractions can also be a viable strategy to use with this.
Initiative: For turn order, initiative is rolled as a dice pool, and the hits are added to initiative's value - if someone has initiative 7, they roll 7 dice, and their initiative is 7+hits.
Intercept: Roll reflex against an attack targeting an ally. Get -6 to your roll if not using an action, -3 if using next turn's minor action, +0 if using a readied minor action or your next action, +6 if using an action that was readied for this purpose. If you succeed, the attack now targets you instead; defend normally as if using the Tank or Parry option against the attack's original roll. May only intercept without spending action once per turn. Interceptor must know about the attacker and/or where the attack is coming from to intercept it.
Combat: When attacking, roll as with any skill or power against the target's defense; when defending, choose a defense, dodge, tank, or parry. Each weapon has a base damage.
- Dodge: If the target of an attack chooses dodge, they roll Reflex against the attack - if reflex beats the attack, they dodge outright, but on ties, the attacker hits for half damage. Damage is increased by the amount by which attack beats defense, and the defender then rolls Armor + 1/3 Vitality (including attribute) to try to reduce the damage.
- Tank: If the target of an attack chooses tank, they roll Armor + Vitality (including attribute) against the attack's damage; they are hit no matter what, but the attack roll only adds 1/2 of successes to damage since it's uncontested by dodge, but being taken on the strongest front available.
- Parry: Usable against melee attacks only. This option functions as Dodge, but the target rolls their melee attack skill instead of reflex.
- Defensive Caps: When dodging or parrying, damage reduction dice above 15 are reduced by half, and above 18 are ignored. When tanking, damage reduction dice above 24 are reduced by half, and above 30 are ignored.
Goals: Dedicated dodging against equal skill gives 75% chance of dodge instead of 50%, and generally assume dodge spec can handle taking about 3 hits, staying in the fight an average of 12 attacks. Dedicated tank should be viable early on and especially by mid level, and should be taking about 0-2 damage per attack, probably lasting about 15 attacks if they added a bit to Health. Both styles should be very viable, but feel totally different, and characters specialized toward one should find it usually better than the other for them. Parry is basically "budget dodge" for those who don't want to pay xp for reflex in addition to their attack skill, and gives closer to a 70% chance of success.
- Dodge: If the target of an attack chooses dodge, they roll Reflex against the attack, adding 1 extra die at (Attribute+Reflex) totals 3, 6, 10, 14, and 19 if wearing no armor or light armor, and having no more than 2 natural armor. If the dodge attempt beats the attack, the attack misses entirely; on a tie, the defender takes no damage, but is still touched for purposes of effects where that matters. If the attacker wins, damage is increased by the amount by which attack beats defense, and the defender then rolls Armor + Vitality Attribute (but not skill) to try to reduce the damage.
- Tank: If the target of an attack chooses tank, they roll Armor + Vitality Attribute (but not skill) to try to reduce the damage as normal; they are hit no matter what, and the attack roll increases the damage, but the damage is directly reduced by the Vitality skill (without attribute) - 5 skill will negate 5 hits of extra damage, though other effects of net hits are still applied.
- Parry: Usable against melee attacks only. This option functions as Dodge, but the target rolls their melee attack skill instead of reflex, and adds extra dice at 5, 10, 15.
Mental Attacks: Mental attacks are treated much like dodge - the attacker rolls against willpower, it's resisted on a defender win, has a partial effect on ties, and has increased effects usually detailed in the power description if the attacker wins by a larger margin. In the case of damaging attacks, the damage can also be reduced by another willpower roll, considering the lack of 'mental armor.'
Healing Abilities: For abilities, magic, and most artifacts that heal damage, mental or physical, the first use is at full power, while subsequent use on the same target without allowing for a long rest period (several hours to a day) is less effective, taking a stacking -3 per attempt. The penalty is separate for physical and mental healing, so one could heal someone physically 3 times and their next physical heal attempt would be at -9, but their mental heal attempt would still be at no penalty. The penalty does not apply to, nor is accrued by, use of skills like Medicine or Perform, which have their own limitations.
Grappling: When the goal is to grab and hold, rather than strike and injure, an unarmed attack is made as normal, but Dodge/Parry is the only defense option, not Tank. The attack does no damage, and needs at least one net hit to succeed; if successful, the attacker gets +1 to physical actions against the target, while the target gets -1 to all physical actions except escape attempts. If the attack had 3 net hits, the bonus and penalty is 2 instead of 1 for the first turn. While having an opponent held, the attacker may attempt to throw them, attack them normally, or squeeze them. Constriction rolls 2xBrawn against vitality, with 3 net hits giving +2 and -2 for the above again that round, while fewer hits add nothing and just maintain the grapple. Constriction damage is equal to Brawn, with Tank as the only defense option, and is not increased by the roll. A grapple can be escaped by rolling Reflex-3 or Movement+3 against 2xBrawn if constricting, melee attack skill if not, as a minor action.
Throw/Trip: Rather than strike an enemy, an attacker may wish to throw them to the ground (or into an object, or over a ledge) or try to trip them. Resolve as normal, but Tank is not an option against throws, and the attack does minimal damage unless environmental factors are at play, taken case by case. Being prone against a melee attacker puts the defender at a -2 disadvantage to dodge, parry, and make melee attacks. While standing takes no action, a readied minor action may permit an attack on a foe as they stand.
Some weapons can be fired or otherwise used in a volley or burst. When doing so, the attacker may choose a narrow burst, giving +1 damage but -2 attack, or a wide burst, giving +1 attack vs a single target or +3 attack if splitting the pool evenly between two or more targets. Burst fire typically uses 3-4 units of ammunition.
When using an automatic weapon, an attacker may target a small area to suppress. Anyone attempting to move through or leave cover in that area before the attacker's next turn (or incapacitation) must defend against the (attack-2) as normal. This use of suppression typically uses 20-30 units of ammunition. Whether using an automatic or not, an attacker may instead target a small area to suppress, firing only when targets enter that area. The attacker rolls at -2 for the first target, and an additional -1 for each thereafter, and is limited by how quickly they can ready additional ammunition with some weapons.
Precision Attacks: When attacking, one may choose to take -1 damage to penetrate armor equal to hit difference on hit, or -2 attack and to give the target -1 on physical actions for a round on hit.
Attacks on Unaware Targets: When attacking a target that is unaware of your presence, or unaware that your presence poses a threat and can't sense an attack coming, the target does not roll a defense, only damage reduction as if they'd attempted to dodge. Targets that are already in combat are considered aware even if they are not, since they're on high alert for any possible threats rather than relaxed.Standard Weapon Options
|Unarmed||1 + 1/2 Brawn||-||Optionally 1/2 Acuity instead of 1/2 Brawn with Academics 5 or Medicine 3|
|Light Melee||2 + 1/2 Brawn||-||Optionally 1/2 Acuity instead of 1/2 Brawn with Academics 3 or Medicine 2; No damage penalty on precision attacks|
|Medium Melee||3 + 1/2 Brawn||-||-1 attack per Brawn below 3; +1 Parry|
|Heavy Melee||4 + 1/2 Brawn||-1||-1 attack per Brawn below 4|
|Throwing Knife||1 + 1/2 Acuity||-||1/2 Acuity portion capped by 2/3 Finesse; may throw volley for +1 damage, -2 attack vs two targets or +2 damage, -1 attack vs one; No damage penalty on precision attacks|
|Bow||X+2||-X/4||-2 attack and -1 damage per Brawn below X; X≤5|
|Crossbow||X+1||-X/4||Can't reload with Brawn below X; X≤6; -1 attack per Brawn below 3; lever gives +2 effective Brawn for reloading; takes action to reload|
|Pistol||4||-||No damage penalty on precision attacks|
|Lt Rifle / Carbine / SMG||5||-||-1 attack per Brawn below 2; No damage penalty on precision attacks; sometimes Automatic|
|Hvy Pistol||5||-1||-1 attack per Brawn below 4|
|Med Rifle / AR||6||-1||-1 attack per Brawn below 3; sometimes Automatic|
|Hvy Rifle||7||-3||-1 attack per Brawn below 3; minor action reload|
|Shotgun||7||+5||-1 attack per Brawn below 3|
|Mild Power||1/2 Rating rnd up||-1 at 6||Probably ignores mundane armor|
|Normal Power||4/5 Rating||-1 per 3||Probably ignores mundane armor|
|Damage-Focused Power||Rating||-1 per 2||Probably ignores mundane armor|
Standard Armor Options
- You may have only one "cover" layer armor.
- You may have two "main" layer armors if it makes sense for one to be able to fit over the other, but if you do, you get -3 dodge/parry/intercept and -2 to other Finesse and Brawn based actions, and the under layer only gives 1 additional armor.
|Sports Pads / Leather Jacket / Spider Silk||2||Main||Light|
|Goalie Pads / Makeshift Armor||4||Main||-2 dodge/parry/intercept|
|Enchanted Spider Silk||2||Main||Full protection vs powers and magic, Light|
|Reinforced Jacket||3||Main||Half protection vs powers and magic, Light|
|"Arachnoweave"||3||Main||Full protection vs powers and magic, negate 1 armor penetration, Light|
|Kevlar||2||Main||+2 vs firearms, Light|
|Kevlar + Plates||4||Main||+3 vs firearms, -2 dodge/parry/intercept|
|Reinforced Enchanted Coat||5||Main||Full protection vs powers and magic, -2 dodge/parry/intercept|
|Runic Shield Bracelet||3||Cover||Full protection vs powers and magic; no protection vs physical attacks|
|School-Issue Kinetic Barrier||2||Cover||Not subject to mundane armor penetration|
|Improved Kinetic Barrier||3||Cover||Not subject to mundane armor penetration|
To add: generic amounts of ammo, generally more in-depth stuff that won't make character creation any harder but will add depth.