CUSTOM POWERS MASTER LIST
CUSTOM POWERS MASTER LIST
A list of powers compiled on the Dresden Files RPG BB. Note that these powers haven’t been vetted by the group and will likely need to be considered by the table before they are adopted.
CREATURE FEATURES
SWARM BODY [-3]
Description: Your body is made from a multitude of lesser creatures, making you more difficult to harm.
Note: This power often has a drastic effect on the range of physical consequences that its user can take, and many characters with it will be unable to use conventional weapons and armour. This is not part of the Power’s effects, and should be treated as a Compel if it ever impedes a character. This power is usually, but not always, taken with the Amorphous Form Power.
Skills Affected: Endurance, other physical skills.
Effects:
- Chipping Away. Single-target attacks don’t hurt you much, no matter how deadly they are. Whenever you would suffer physical stress from an attack that does not encompass your entire body, you take only a single point of stress.
MINDLESS [-0]
Description: You don’t have a mind. Either you mindlessly obey others or you simply execute a complex program or you operate entirely on instinct.
Musts: You must take an aspect to represent the thing that you use instead for a mind. For example, THE MERLIN’S PROPERTY or PROGRAMMED TO KILL.
Skills Affected: Mental and social skills
Note: This power requires excellent justification if taken by a character with positive refresh. Not for balance reasons, but for logical reasons. As such, this power is mostly unsuitable for player characters.
Effects:
- No Mind. As a mindless creature, you cannot be attacked mentally. Duh. You have no mental stress track and never take mental stress. You are not immune to social stress, but you cannot be persuaded or frightened or otherwise influenced mentally. So unless someone wants to ruin your reputation or credibility, there’s no point attacking you socially.
- Incapable Of Thought. Not being able to think has its downsides. You may never use the listed trappings of the following skills: Burglary (Casing, Infiltration), Contacts (All Trappings), Conviction (All Trappings), Deceit (All Trappings), Discipline (All Trappings), Empathy (All Trappings Except Social Initiative), Intimidation (Provocation, Interrogation, Social Attacks), Investigation (Examination), Lore (Common Ritual, Magical Versions Of Banned Scholarship Trappings), Performance (All Trappings), Presence (Command), Rapport (All Trappings), Resources (All Trappings), Scholarship (Research And Lab Work, Computer Use, Medical Attention), Survival (Animal Handling, Camouflage). In addition, all of your actions are limited by your brainlessness. Your knowledge rolls are simply the regurgitation of stored data, your ability to build things is simply a matter of following memorized procedures, and so on. This has no mechanical effect, though, and should be handled with Compels.
- Superior Instincts/Programming [-1]. The complexity of your program or your instincts is impressive. Select one skill trapping. Ignore the effects of Incapable Of Thought on that trapping. This trapping may be purchased multiple times.
SUPERIOR HOLD [-2?]
Description: For whatever reason, people you grab stay grabbed without any effort from you.
Skills Affected: Might
Effects:
- Superior Hold. When you hold another character in a grapple, you may take a supplemental action to apply a Superior Hold to them. If you do so, you may continue to grapple them on subsequent turns without taking an action.
- Swallow Whole. [+1] Gulp. You may only apply Superior Holds to characters smaller than you.
FEEL NO PAIN [-3]
Description: For some reason, physical injury doesn’t even bother you.
Skills Affected: Endurance, Discipline
Effects:
- Feel No Pain. You are immune to pain, and suffer no stress from attacks based on upon pain. You automatically succeed at any roll made to endure or ignore your own suffering. More importantly, your physical consequences cannot be tagged or invoked.
- No Pain, Just Gain. It takes an excessive amount of punishment to put you down for good. You may take an additional mild physical consequence.
NOT AMPHIBIOUS [+1]
Description: You are not able to breathe air.
Musts: You must have the Aquatic power in order to take this one.
Skills Affected: Endurance
Effects:
- Not Amphibious. You can’t survive outside of the water; if at any time you are not submerged you gain a “Suffocating” aspect. This aspect remains until you are once again able to breathe water. So long as you have that aspect, the enviroment makes a Fantastic (+6) physical attack against your Endurance each exchange. Once you concede or are taken out (falling unconscious), the attacks stop. However, the damage is already done; without medical attention and re-introduction into your necessary environment, you will soon die.
TITANIC SIZE [-4]
Description: You are very very very large. You are at least the size of a house, and at the very largest you stand as tall as a skyscraper.
Musts: You must have an aspect related to your size. Almost all characters with this power also have high levels of Strength and Toughness, but it’s not actually required. Same goes for Long Reach.
Note: This ability is always in effect unless you can shapeshift.
Skills Affected: Fists, Weapons, Stealth, others
Effects:
- Very Easy To Hit, Very Hard To Hurt. You’re a pretty big target, giving any attacker +2 to hit you when target size is a factor. But that increase in body mass means that you can soak up more punishment, adding four boxes to the length of your physical stress track.
- Everything Is Tiny. You cannot interact meaningfully with any object of any reasonable size. You also cannot enter buildings or other enclosed spaces, with few exceptions. The GM is free to impose arbitrarily large zone borders on you if you try to pass through openings of limited size. However, you get +4 to all attempts to lift or break stuff on top of the bonus from Strength powers. Also, you get +3 to your Athletics when trying to cover distance with your enormous stride.
- Big Is Frightening. You get +4 on any Intimidation attempt against a target likely to consider your size an advantage.
- Very Easy To Detect. Your Stealth is automatically considered to be Terrible -1 (-3) and you can never gain any shifts on a Stealth roll.
UNTHINKABLE SIZE [-6]
Description: You are incredibly, unbelievably, unrealistically large. You are at the very least larger than a skyscraper, and you could be up to city-sized.
Musts: You must have an aspect related to your size. Almost all characters with this power also have high levels of Strength and Toughness, but it’s not actually required. Same goes for Long Reach, and for Physical Immunity to human-scale weaponry.
Note: This ability is always in effect unless you can shapeshift.
Skills Affected: Fists, Weapons, Stealth, others
Effects:
- Nearly Impossible To Miss, Nearly Impossible To Hurt. You’re a pretty big target, giving any attacker +5 to hit you when target size is a factor. But that increase in body mass means that you can soak up more punishment, adding ten boxes to the length of your physical stress track.
- Everything Is Miniscule. You cannot interact meaningfully with any object of any reasonable size. You also cannot enter buildings or other enclosed spaces, with very few exceptions. The GM is free to impose arbitrarily large zone borders on you if you try to pass through openings of limited size. However, you get +8 to all attempts to lift or break stuff on top of the bonus from Strength powers. Also, you get +6 to your Athletics when trying to cover distance with your enormous stride.
- Big Is Terrifying. You get +6 on any Intimidation attempt against a target likely to consider your size an advantage.
- Impossible To Ignore. Don’t even think about Stealth. You are literally visible from miles away.
UNDYING [-0]
Description: You do not die when you are killed.
Skills Affected: Endurance
Effects:
- Deathless. Unless utterly destroyed or killed by special means, you can never suffer a fatal wound. No “death” result is ever permanent unless special means are used (as determined by your creature type).
SEMI-ANIMATE [-1]
Description: You are not fully alive. Maybe you’re undead, or maybe you’re some kind of robot. Very creepy.
Skills Affected: Endurance, Intimidation, other social skills
Effects:
- Unhealing Body. Your body is not, technically speaking, alive. This means that you do not heal naturally, though you can recover normally from physical consequences given repair work or some sort of supernatural effect. (Like a Recovery Power).
- What Is Not Alive Cannot Die. Unless utterly destroyed or killed by special means, you can never suffer a fatal wound. No “death” result is ever permanent unless special means are used (as determined by your creature type).
- Very Creepy. When dealing with people not accustomed to things like you, add one to your Intimidation skill and subtract one from your Rapport and Empathy skills. Add one to this bonus/penalty for each level of physical consequence that you are carrying. At the GM’s discretion, this bonus/penalty might be ignored in some situations where it would normally apply (like when Reading People) or applied in some situations where it would normally be ignored (like when using Leadership).
- No Metabolism. You do not need to eat or sleep or breathe. Furthermore, you do not excrete wastes and you do not age. You are immune to both poison and disease.
NO METABOLISM [-1]
Description: You have no metabolism. It’s like your body is frozen in time. Thermodynamics cries itself to sleep.
Skills Affected: Endurance
Effects:
- No Metabolism. You do not need to eat or sleep or breathe. Furthermore, you do not excrete wastes and you do not age. You are immune to both poison and disease.
AMORPHOUS FORM [-1]
Description: Your body isn’t solid the way one would expect. It’s made of either a stretchy, rubberlike substance or an out and out liquid.
Skills Affected: Might
Effects:
- No Hole Too Small. You can squeeze underneath a door if need be. You may ignore all barriers that aren’t sealed.
- Difficult To Grab. Your body isn’t easy to hold. You get +2 to all attempts to avoid or escape a grapple.
- No Internal Anatomy [-1]. You don’t have the easily damaged organs that most people rely on. You have armour 2 against all attacks that rely on precision or piercing damage.
- Living Rope [-1]. You can literally wrap your body around someone. It’s quite helpful when wrestling. You get +1 to all rolls made to grapple or escape a grapple.
DAMAGE SHIELD [-1]
Description: For whatever reason, attacking you isn’t safe. Maybe you’re covered in spikes, or maybe your body flows with 10 000 volts of electricity, or maybe it’s something else along those lines.
Effect:
- Damage Shield. Whenever a character makes an unarmed attack against you and misses, they take physical stress equal to the number of shifts by which your defence roll exceeds their attack roll. This might also trigger on some maneuvers, if the GM deems it appropriate.
- Conductive Damage Shield [-1]. This power works against all melee attacks, not just unarmed ones.
- Reflective Damage Shield [-1]. (Requires Conductive Damage Shield) This power works against all attacks, not just melee ones.
- Dangerous Damage Shield [-1].This power inflicts two additional stress whenever it triggers.
Lethal Damage Shield [-1]. (Requires Dangerous Damage Shield) This power inflicts a further two additional stress when it triggers.
- Mutual Damage Shield [-1]. (Requires Dangerous Damage Shield) This power triggers when you are hit as well as when you are missed. Treat the attacker’s threshold shifts as negative shifts for the purposes of calculating this power’s damage.
DANGEROUS AURA [-2]
Description: Standing near you is dangerous.
Effects:
- Dangerous Aura. This power makes a Fair physical attack against Endurance (or Athletics, as decided when this power is taken) at weapon 0 against each character in your zone each turn. This power can be turned off and does not affect the user.
- Extra-Dangerous Aura [-1]. This power makes Great attacks.
- Super-Dangerous Aura [-1]. (Requires Extra-Dangerous Aura) This power makes Fantastic attacks.
- Hyper-Dangerous Aura [-1]. (Requires Super-Dangerous Aura) This power attacks at weapon 2.
- Mental Aura [-1]. This power inflicts mental stress and is resisted with Discipline.
- Large Aura [-1]. This power affects everyone within one zone.
- Vast Aura [-1]. (Requires Large Aura) This power affects everyone within three zones.
LONG REACH [-1]
Description: You have very long arms or some other advantage that lets you punch someone from the other side of a room.
Skills Affected: Might, Fists, Weapons, other skills
Effects:
- Long Reach. You have a basic range of one zone. Among other benefits, this extends the distance at which you may make unarmed and melee weapon attacks, maneuvers, blocks, and grapples.
- Extended Reach [-1]. You have a basic range of three zones. Among other benefits, this extends the distance at which you may make unarmed and melee weapon attacks, maneuvers, blocks, and grapples.
- Restricted Reach [+1]. (Requires Extended Reach) Your Extended Reach power applies only to a specific type of action, like swinging swords or picking pockets.
EXTRA APPENDAGES [-2]
Description: You have some extra arms (or other limbs) which make you pretty darn good at multasking in combat.
Skills Affected: Fists, Weapons, Guns
Effects:
- Multiple Targets. You may make spray attacks with anything, within reason.
- Mix And Match. You may use multiple different weapons in a single spray attack. Use the lowest applicable skill. You may also make attack-like (offensive, not navel gazing) maneuvers as part of a spray attack.
- Flurry Of Blows [-1]. You may direct multiple attacks (or maneuvers) within a single spray at one character.
- Excellent Coordination [-1]. For each purchase of this trapping, add 1 to the accuracy of each attack or maneuver within spray attacks that you make. This cannot increase accuracy beyond the number of shifts that you had to split up between attacks in the first place. This trapping may be purchased up to twice and is mutually exclusive with Superb Coordination.
- Superb Coordination [-1]. For each purchase of this trapping, add 2 to the total pool of shifts that you may divide among attacks and maneuvers when making a spray attack. You may not apply more shifts to any one attack or maneuver than you had to split up before the bonus from this trapping. This trapping may be purchased up to twice and is mutually exclusive with Excellent Coordination.
FLOATING EYES [-3]
Description: Your eyes aren’t in your skull: instead, they fly around under your psychic control.
Note: Taking this power means that you don’t have normal eyes.
Skills Affected: Alertness, Investigation, Lore, (Discipline)
Effects:
- Faraway Eyes. Your eyes can move around independently of you, although they must stay roughly within a mile of your main body. You can see through them, making appropriate skill checks as normal. They do not have access to any of your powers (except for appropriate Supernatural Senses) but they act as though they had Wings and Diminutive Size. Their skills are equal to your skills. They cannot attack or maneuver. It requires a supplemental action to direct them. If they are damaged, you take the damage in the form of mental stress.
- Eyes Above Me. You get +2 to your Alertness skill and to the perception trapping of Lore when both of your eyes are nearby. However, you take a -2 penalty to those rolls when both of your eyes are away from you. Also, you are blind when your eyes are not present.
- Power Channel [-1]. Pick one of your other powers. Your eyes have access to that power. If that power requires you to take an action, then you must take an action in order to have your eyes use it.
NATURAL WEAPONRY [-1]
Description: Your body contains or can produce some kind of weapon or attack.
Note: You have to pick one type of weapon (eg. fire breath, metal claws, three-foot tusks) when you take this power.
Skills Affected: Fists, Weapons, Guns, Discipline
Effects:
- Natural Weaponry. Your body contains a weapon with a rating of 2. This weapon has a no range, is not capable of spray attacks, benefits from Strength powers, and is wielded with the Fists skill.
- Potent Weaponry [-1]. Your natural weapon has a rating of 4.
- Summoned Weaponry [-0]. You must take a supplemental action to create or draw your natural weapon before you can use it. In addition, you may wield your natural weapon with the Weapons skill.
- Ranged Weaponry [-1]. Your natural weapon has a range of three zones and is capable of spray attacks. It may be wielded with the Fists, Weapons, Guns, or Discipline skill. It cannot be used with the defence trapping of Weapons unless you possess the Summoned Weaponry upgrade.
- Area Weaponry [-1]. Your natural weapon may be used to make zonewide attacks.
- Selective Weaponry [-1]. (Requires Area Weaponry) You do not harm yourself when making a zonewide attack against your own zone with your natural weapon.
- Explosive Weaponry [+1]. (Requires Area Weaponry) Your natural weapon may not be used to make attacks that are not zone-wide.
- Imprecise Weaponry [+1] (Requires Selective Weaponry) You suffer a -2 penalty to the accuracy of any zonewide attack that you make with your natural weapon.
FAERIE MAGIC
FAERIE TRUTH [-0]
Description: You are more believable, but you cannot lie.
Musts: You must be a fairy, changeling, or for some other reason be unable to lie but willing to deceive.
Skills Affected: Deceit, some others.
Effects:
No Lying: Everything you say is considered to be on your power. If say any fact that is not true, or break any promise, you immediately gain an extreme consequence. However…
Aura of Honesty: You have a +1 to convincing anyone of the truth of your words, whether or not they’re familiar with fairy lore. This even works as a +1 to deceit in social situations to convince someone of the truth of what you meant but didn’t technically say. And of course a lore roll of 1 is enough to know that fairies always tell the truth even if they do so with weasel words.
GEIS [-1]
An Oath given is an Oath kept: Instead of taking a mild consequence in social combat, you may take an aspect, representing an oath sworn to that person instead. You may never have more than one of these aspects at any given time, so you would have to fulfil your oath before making a new one. The aspect is permanent, until you have fulfilled your oath or reconciled in another way.
I’ll take your word for it: If an opponent is taken out in social conflict from your attack, you can place an aspect on him that represents an oath given to you. You may invoke it to enforce that oath or make the target reconcile in some other way. You may never have more than one person bound to you like that.
BINDINGS [-1]
Description: You’re able to forge metaphysical links to things and people, increasing your magical influence.
Effects:
- Link Forged: Whenever you make a pact with an entity, an entity eats food imbued with your power, or you have sexual intercourse with an entity, you place an aspect on that target that reflects the link you share. The pact link lasts until the entity has fulfilled its end of the bargain. The others last until the link is broken, however the GM feels that would be accomplished.
- Link Exploited: As long as you have a link to the target, you are considered to be a ritual link to him, and may target him with thaumaturgy without need for any additional links. This also satisfies any requirements that the target belong to you or make a pact with you before using glamours or other fairy powers on him. However, the link goes back to you as well, and the target may use ritual magic against you, or may be used as a ritual component to send ritual magic against you. This may be worth a fate point depending on how badly you had it coming.
- Mutual Bond: [-1] Both you and the individual you create the link with need to take this power, though only one of you need purchase Bindings. The two of you are considered to have the ability to exchange compels as per the benefits of sponsored magic. This represents a bond between near equals. Sponsored magic is better for when a powerful entity gives a much less powerful one significant magical power in addition to these benefits.
GLAMOROUS [-1]
Description: Constant illusions enhance your beauty.
Effects:
- Sex Appeal: The magic you weave shifts your appearance slightly, making you appear like a person’s version of an ideal man/woman. This gives you a +2 to social skills for any situation in which physical attractiveness is a major contributing factor. Anyone trying to describe your physical appearance does so at a -1 penalty for purposes of identifying you.
- Not Even Skin Deep: Magical investigation, and especially the Sight quickly pierces this ability. Mirrors, even those found in cameras, reflect your true form.
MINOR ABILITIES
MENTAL LIBRARY [-2]
Description: Your knowledge is so extensive that you have no need for printed libraries. This power can represent a perfect memory, a computer in your head, knowledge of everything ever written down, or a number of other things.
Musts: You must have an aspect reflecting your extensive knowledge.
Skills Affected: Lore, Scholarship, possibly others
Effects:
- Mental Library. Your memories constitute a library on every subject that you are familiar with. The rating of the library on a given subject is equal to the skill that is used for knowledge of that subject. You may access this library freely, and other characters may use it by questioning you in detail.
- Inexplicable Knowledge. You are no longer bound by the normal human limits on knowledge. You may make assessments and declarations concerning things that you cannot observe directly, either looking back through your memories to examine the thing again or perceiving that thing in mysterious and incomprehensible ways. Players should work together with the GM to work out the exact limits of this power.
- Improved Mental Library [-1]. Increase the rating of each of your mental libraries by two.
- Instant Recall [-1]. All research using your mental library is two time increments faster.
DUAL NATURE [-0]
Description: You are solid to both ghosts and men, like a cat.
Musts: A character must possess the Ghost Speaker power in order to use this one. This power is not compatible with Spirit Form.
Skills Affected: Many.
Effects:
- Dual Nature. Your body is solid to both material and immaterial objects. You may interact normally with characters that have the Spirit Form power and other incorporeal things. This also allows such things to interact normally with you, so be careful around violently-inclined spirits.
TRUE SEEING [-2]
A more specialised form of The Sight allows you to pierce any Power that hides somethings True Appearance from you. Might that be a Veil, Glamour or Shapeshifting.
IMAGELESS [-1]
Description: Just like the Vampires of the olden days, you cannot be photographed. Be it film, digital, or video, you never show up as more than a blur, or a burst of video static. Butters would say it’s a very specialized form of Mana Static, which only affects visual recording devices. Kincaid would say it’s a great way to get past Security devices.
Musts: A suitably vampiric, magical or “Sneaky Supernatural” High Concept
Skills Affected: Stealth
Effects:
- Imageless provides a constant “semi-veil” of +4 to Stealth rolls against photographic attempts to detect you, and +4 to all direct attempts to defend against having your picture taken.
When unaware of or not trying to avoid surveillance, attempts to get an identifying picture of you suffer a -2 to the Performance rolls for photo or video quality.
- Reflectionless: [-1] Your reflection is similarly prevented from occurring, reducing up to 3 points of penalties on stealth rolls where reflective surfaces could reveal your position.
SUPERHUMAN ACROBATICS [-1]
Description: Gravity doesn’t seem to apply to you the way it does to normal people. You can dance on a tightrope and jump like a flea.
Skills Affected: Athletics, Stealth
Effects:
- Inhuman Balance. You can move freely and without penalty over any surface sturdier than a spiderweb. You never fall accidentally and you may add four to your Athletics skill when using it to resist an attempt to knock you down.
- Impossible Jumps. Add four to your Athletics skill when using it to jump.
Soft Landing. You are immune to falling damage.
DISPLACEMENT [-1]
Description: You are not where you appear to be. A glamor or other optical effect obscures your true location, making it difficult for opponents to properly target you.
Skills Affected: None
Effects:
- Missed Me, Missed Me. Your uncertain location makes it difficult to target you in combat. All attacks against you are subject to a strength 3 block. You may suppress or resume this effect as a free action.
- Too Fast To Hit. Moving quickly makes your displacement more effective. Add 1 to the strength of the block from Missed Me, Missed Me for each level of Speed that you possess.
- Enhanced Displacement [-1]. Add 2 to the strength of the block from Missed Me, Missed Me.
- Invisibility [-1]. You are invisible, simple as that. The block from Missed Me, Missed Me is now treated as a veil rather than as a block against attacks. It does not impede your ability to see at all.
- Blinking [-1]. Your displacement is not just an optical effect: you are actually inconsistently tangible. You may treat all physical blocks, including grapples and zone borders, as if their strength was reduced by a margin equal to the strength of the block from Missed Me, Missed Me.
MAGICAL WORKSHOP [-1]
Description: You don’t need tools to make things. Your magical powers/your communion with the small gods of the world/the toolkit implanted in your stomach/something else will suffice.
Skills Affected: Craftsmanship
Effects:
- Magical Workshop. You are always considered to have access to a workshop with a rating equal to your Craftsmanship skill.
- Magical Worksite [-2]. Your workshop expands in scale, allowing you to handle the construction of entire buildings single-handedly. You are always considered to have the assistance of a full team of workers with all appropriate tools and machinery when attempting to build or repair stuff.
CHAOTIC FATE [-0]
Description: For whatever reason, the randomness of your life is much greater than normal. Your personal bell curve is pretty flat.
Skills Affected: All
Effects:
- Chaotic Fate. All of your rolls are made with six fudge dice instead of the standard four.
- Aura Of Chaos [-1]. All rolls made in your presence are made with six fudge dice instead of the standard four.
ORDERED FATE [-0]
Description: For whatever reason, the randomness of your life is much less than normal. Your personal bell curve is pretty pointy.
Skills Affected: All
Effects:
- Ordered Fate. All of your rolls are made with two fudge dice instead of the standard four.
- Aura Of Order [-1]. All rolls made in your presence are made with two fudge dice instead of the standard four.
CONTROLLED FATE [-1]
Description: You can control probability to a limited extent, making life more or less predictable through magical power.
Skills Affected: All.
Effects:
- Fate Control. Whenever you roll, you may choose to roll any number of fudge dice between two and six.
- Aura Of Control [-1]. Whenever someone in your presence rolls, you may choose to have them roll any number of fudge dice between two and six.
PROBABILITY MANIPULATION [-3]
Description: God’s dice are loaded in your favour. Your luck is literally supernatural.
Skills Affected: All
Effects:
- Weighting The Dice. Whenever anyone in your presence rerolls dice, you may “lock down” one of those dice. Doing so ensures that the result of that die is the same on the reroll as it was on the original roll.
- Palming The Cards. Whenever you are involved in an opposed roll, you may cause your opponent to reroll by invoking an aspect.
- Fixing The Wheel. You may take a point of sponsor debt instead of spending a Fate Point when invoking an aspect in order to cause a reroll or when making a Declaration that has to do with random chance. Sponsor debt taken this way represents accumulated bad luck, karmic backlash, or the build-up of paradoxes in the structure of reality.
- Stacking The Deck [-1]. Whenever anyone in your presence rolls dice, you may cause them to reroll by invoking an aspect.
PACK INSTINCTS [-1]
Description: You are part of a pack, a group of beings that are connected on a supernatural level.
Musts: You must define who is in your pack, and they all must share this ability with the same upgrades.
Skills Affected: Alertness, Investigation, others.
Effects:
- Pack Communication. When you are near another member of your pack, the two of you may communicate in a manner that no-one outside the pack can understand. The exact mechanism that this ability works by varies from pack to pack. One pack might be telepathic, while another might speak in squeaks, while another might simply read body language very well.
- Combined Awareness. When you are near another member of your pack, add one to your Alertness skill. If any nearby member of your pack notices an ambush or something hidden, you also notice that ambush or that hidden thing.
- Locate Packmate. You have an instinctive awareness of your packmates’ locations, and you may use your Investigation skill to determine what those locations are.
- Cooperative Instincts [-1]. When making a maneuver to assist one of your packmates, add two to your roll. Furthermore, when tagging an aspect created by one of your packmates, add one to your roll.
- Protective Instincts [-1]. When you are attacked while in the same zone as one of your packmates, you may use that packmate’s defence skill instead of your own.
- Pack Communion [-1]. You may use your Pack Communication ability without regard for distance.
UNCONTROLLED POWERS [+1]
Description: You character cannot control his or her powers. Maybe they react to emotional distress, or some other subconscious cue.
Notes: This is a one time discount applying to however many powers the character cannot control. If the character has more than -4 Refresh in uncontrolled powers, this discount raises to a +2.
STONEWALK [-1]
Description: You can move through rock, stone, and most earth-based substances with ease. Either you are a strong and fast digger, or you can literally pass through stone like a ghost. You are assumed to be able to navigate as you go, but to actually be able to sense through solid substances, you need to take an appropriate Supernatural Sense.
Musts: You must have a high concept that would justify this power, such as Earth Elemental, or Subterranean Behemoth.
Skills Affected: Athletics.
Effects:
- Passwall. You can ignore stone, rock or earth-related zone borders of up to 3 shifts. You still need to make a movement or supplemental action to cross the zone.
- Death from Below! You can ambush your opponents by hiding below the ground, near the surface of a stone- or rock-based zone border, or even above a tunnel, and springing from your hiding place when they get too close. You get a free +2 to your Stealth roll once per scene to set up an Ambush (page 142). You can usually detect when your target is in position, but if they are using Stealth, you get a +2 to your Alertness roll to feel them approaching if they are in contact with the same surface that is hiding you. You may use a Fate Point to invoke this ability additional times in the same scene, but you must make a movement or supplemental action in order to get in position (per the Passwall effect) to make another Ambush. You can use this ability to Ambush your opponents several times, but if they survive this ploy long enough they may find ways to take advantage of your predictability. To use this ability, you must select zone borders which you would be able to pass using Passwall.
- Stonefeint [-1]. If you take this upgrade, you get a free +2 to one Attack roll per scene if there is significant stone or rocky terrain for you to use to your advantage, You may use a Fate Point to invoke this ability additional times in the same scene. To use this ability, you must select zone borders which you would be able to pass using Passwall.
- Greater Stonewalk [-1]. If you take this upgrade, you can ignore 6 shifts of stone, rock or earth-related zone borders.
- Epic Stonewalk [-2]. Take this upgrade instead of Greater Stonewalk. You can ignore 9 shifts of stone, rock or earth-related zone borders, and you can make an Athletics check to tunnel through any remaining shifts.
- Tunnel [+1]. Your ability to move through stone relies on burrowing, and you leave a tunnel behind you as you go. This can be an advantage for allies, but it can also lead pursuers straight to you. You also make noise as you move through the earth, which won’t necessarily negate the first use of Death from Below!, but may interfere with any subsequent uses of that ability. You also leave telltale furrows, cracks or lines as you pass. Using this ability places the scene aspect Unstable Tunnels, which can be tagged by anyone. This cannot reduce the total cost of your Stonewalk abilities below -1.
STRATEGIST OF THE GODS [-1]
Description: During battle, you connect to your allies on an almost telepathic level. Under your guidance their actions are like that of a well-oiled fighting machine, flowing from one enemy to another.
Musts: Must have a supernatural high concept related to tactics, battles, or war (i.e., “Son of Ares”).
Effect: During combat – and without their input – you may direct the actions of allies. This directed action must be described simply and within their abilities (attack that foe, grapple the large one, trip the fast enemy, etc). Your allies need not follow this action, but if they do they are given the temporary aspect of “Guided by (Player Name)”. This aspect may be tagged for free once during the combat; but subsequent uses require the use of a Fate Point. This aspect will be removed if you move out of range of the tactician (greater than 2 zones away).
SHADOW MANIPULATION [-1]
Description: You can cause your shadow, and the shadows around you, to behave in unnatural and bizarre ways. This allows you to make world-class shadow puppets, cloak yourself in darkness, and even blind people.
Skills Affected: Discipline, Stealth
Note: It’s not mandatory, but this Power is generally taken alongside Cloak Of Shadows. Characters who want to carry out physical actions with their shadow should take another Power to represent that ability, like Long Reach or Telekinesis or Channelling.
Effects:
- Shadow Manipulation. You may use your Discipline or Stealth skill to control shadows, allowing you to perform maneuvers and create blocks against perception. This effect’s range is limited only by your line of sight.
TRANSCENDENT MUSIC [-4]
You can play an instrument with a level of skill and subtlety that you can almost make rocks cry and sooth the hearts of the darkest of people.
Effects:
- Superlative Musician: +4 to normal performance rolls with your instrument of choice
- Listen to my Song: you can play an instrument so well that all in the area will stop and listen (a zone wide mental grapple at your performance skill to stop doing anything but listen to the music)
- The Soothing Song: Whilst people are listening to your music they recover from mental consequences on step quicker than usual. (Inhuman Mental Recovery)
CAPTIVATE [-2]
Description: You command attention. With a woven glamour or an irresistible song, you can make men stand and stare at you while people shoot them.
Skills Affected: Deceit, Performance
Effects:
- Captivate. When you take this power, choose either Performance or Deceit. You may use your chosen skill to perform a mental grapple against everyone present in a scene at once by tagging or invoking an appropriate scene aspect. This works the same way as a physical grapple using Might except that it inflicts mental stress instead of physical stress and places aspects on the scene instead of the grappled character.
- Selective Captivation [-1]. You may choose not to affect any number of characters when using Captivate.
AURA OF INFLUENCE [-0]
As a highly potent supernatural being, your very presence affects the area around you, altering it in subtle or overt ways that correspond with your nature.
Description:
Musts: You must have a High Concept which reflects being some sort of supernatural major player or heavyweight, such as The Summer Lady, Angel from On High, God of War.
Skills Affected: None
Effects:
- Powerful Presence. Simply by being present in a scene, you apply a sticky scene aspect which must somehow relate to the associations of your High Concept (for example, the Summer Lady might apply Heat of Passion or Rampant Plant Growth; an angel might apply Holy Light or Feeling of Divine Nearness). Applying this aspect does not grant you a free tag.
- Difficult to Suppress. You may attempt to suppress this ability when you enter a new scene by making a Discipline roll (default difficulty Superb, though areas directly hostile to or unusually resonant with your High Concept may modify this), in which case no aspect is applied.
HEALING [-2]
Description: You possess the magical ability to heal others. Perhaps you can help people recover from psychological trauma with your musical genius, or perhaps you can knit flesh and bone back together through sheer faith.
Note: This power uses one skill and applies to one stress track. Choose which skill and which stress track when you take this power. Any combination is permissible as long as the group is not offended by it.
Skills Affected: Pick one
Effects:
- Heal. You may use your chosen skill to heal consequences of your chosen stress track. In order to heal a given consequence, you must exceed its shift value on a roll of your chosen skill. Healing a consequence increases the speed of its recovery by one step, or by two steps if your roll is twice as good as it needs to be, or by three steps if by some miracle your roll is three times better than it needs to be. If an attempt is made to heal a consequence that has already been healed, the second attempt replaces the first. This power may or may not affect extreme consequences; GMs should handle such issues on a case by case basis.
- Widened Healing [-1]. You may use your chosen skill to heal consequences from another stress track of your choice. This option may be chosen multiple times.
HUNTER [-2]
Description: When you choose to hunt someone, you find them.
Musts: This target is usually used by wildfae hunters, but others may take it.
Skills Affected: Lore, athletics, weapons, guns, fists, might, survival, and anything else used to hunt.
Effects:
- The Game Is Afoot: You may spend a fate point to declare a particular individual or creature your quarry. This has similar effects to righteousness, giving you a +1 to all rolls to hunt the individual, but the effect is immediately ended if you take any compels to sidetrack you, refuse any compels to keep you on the hunt, kill or capture your quarry, or spend a fate point to choose a new quarry. With GM approval, the hunt may be for something more ethereal. Things like “I will win her heart” or “I will find my lost sword” might be acceptable, so long as the quest has themes of pursuing, finding, and conquering.
- Relentless Pursuit: Any time the quarry uses a supernatural ability to escape, you may copy its effect to pursue them. If they open a portal to the nevernever and close it behind them, you can walk into the nevernever as well. If they run away with supernatural speed, you gain a burst of speed. Powers are only mimicked when they are necessary to follow the target and only for purposes of pursuing the target. You could use inhuman speed to follow the quarry, but not to suddenly jump out of the way of a bullet. If the quarry stops running and gets in a car, they’re no longer using inhuman speed and you can no longer mimic the power. Furthermore, if someone uses an evocation to turn into mist, you can turn into mist as well. But you can’t suddenly use evocation to trap them with a wind spell. You gain temporary access to the effects not full access to the power.
INTELLECTUS OF WAR [-3]
Musts: High Aspect that Corresponds to this (Scion of a War God, Empowered by a War Spirit)
Key Skill: Fists, Weapons, Gun, Drive
Effect:
- You are a living embodiment of combat. Anything is a weapon in your hands. You could man a tank even if the last time you were on Earth was when gunpowder was considered an innovation.
You may substitute your Fists and Guns skill with Weapons. Furthermore, you can substitute Weapons for any skill roll as long as it could be considered an attack or the vehicle could be considered a weapon (so your Weapons skill could not substitute your Drive skill, unless the vehicle was a tank, a fighter jet, or you were actively trying to run someone over with it). You are considered proficient in any weapon or weaponized vehicle, and you could substitute for other crew, within reason (so you could operate a two-man fighter by yourself, but a battleship is right out). You instinctively know how to maintain weapons and weaponized vehicles, though you cannot teach anyone else how to (so if the item is beyond the capacity for one person to maintain and you’re alone or with unqualified people, you’re SOL).
You may not gain these bonuses in terms of spellcraft, except for the purposes of aiming an Enchanted Item.
PURPOSE [+1]
Musts: Requires at least 2 refresh worth of affected Powers
Effect:
- You can only use these powers when you are fulling your specified purpose (such as slaying demons etc) these powers are not available at any other time.
NEVERNEVER POWERS
SPIRIT FORM [-3]
Description: You are an incorporeal spirit form, able to pass through walls and other barriers in the mortal world. Thresholds still have an almost physical reality to you, however.
Skills Affected: Many, especially Conviction.
Note: This power may not normally be attached to Human Form, Feeding Dependency, an Item Of Power, Magical Self-Enhancement, or any other power that can “turn off” the powers it is attached to.. The Astral Projection and Manifestation upgrades, if taken, entirely remove this restriction except with regards to Human Form.
Effects:
- Insubstantial. You are invisible, inaudible, and incorporeal. This means that you can neither affect nor be affected by physical things, except as dictated under Vulnerabilities and
- Manifestation. Any magic that you cast is also incorporeal, and useless against anything physical. However, you can perceive the physical world normally, and under some circumstances it may be possible for physical characters to perceive and communicate with you. Characters with this power may affect each other freely.
- Shaped By Belief. Your very existence is defined by belief. As a result, you are not closely bound by physical reality.You do not need to eat or sleep or breathe. Furthermore, you do not excrete wastes and you do not age. You are immune to both poison and disease. You may make Maneuvers and Declarations with Conviction to define your physical form and the nature of your interactions with the world.
- Vulnerabilities. Certain physical things can harm you despite your intangibility. These things include ghost dust, fire, and sunlight. What’s more, you cannot cross thresholds at all.
Manifestation [-2]. Once per scene, you may force yourself to manifest physically. This negates this power until the scene ends, you choose to become immaterial, or you get taken out in a physical conflict. Using this trapping is an insane act for a ghost, and as such this trapping may not be possessed by sane ghosts. (Other forms of spirit might not have this limitation.)
- Poltergeist [-1]. You can exert a tiny amount of force on the material world. Normally this does nothing of importance, but when machinery is around you can often interfere with it. You may use Conviction to make maneuvers disrupting physical machinery.
- Spiritual Physics Abuse [-1]. The laws of physics only affect you if you think they should. Teleportation is possible for you. You may substitute your Conviction skill for your Might skill when exerting force, your Athletics skill when moving, or for any other physical skill as the GM feels is appropriate.
- Mind = Matter [-0]. Your body and your mind are the same thing. You have one stress track that is used for both mental and physical stress. Its length is determined by your Conviction skill. Toughness powers apply to this track, but mental stress automatically satisfies catches. Consequences taken on this track do not recover naturally unless you provide some form of special justification, generally involving the absorption of memories. More severe consequences require more elaborate justifications.
- Astral Projection [-1]. You are a physical creature, but you can leave your body when you feel inclined. You normally do not have access to this power, but you may gain access to it any time by taking a supplemental action. When you do so, your physical body is unconscious and immobile. You may return to your physical body at any time by physically entering it with a supplemental action.
- Involuntary Projection/Manifestation [+1]. (Requires Astral Projection or Manifestation) You have no control over whether or not you are corporeal at any given time. Choose a condition in collaboration with the GM. This condition determines whether or not this power is active at any given time.
- Possession [-1]. You may enter the bodies of others, combining your power with theirs. Given a willing host, you may enter that host’s body as a supplemental action. This allows you to control their body, using your own skills for all rolls. While you possess a host, you have access to all of your own powers and those of your host’s powers that your GM deems appropriate. The host’s skills may modify yours, at the GM’s discretion. Physical stress is inflicted on the host, not on you, and the host’s physical stress track is not affected. If you cast spells while in another characters body, you must pay for those spells with your own mental stress. However, your host suffers backlash for you. A character who is being possessed may not act, but they may force the possessor out of their body at any time.
REALITY WARPER [-2]
Description: You are able to shape reality to your whim, as if the entire world was simply a dream of yours.
Skills Affected: Discipline
Musts: Demesne
Effects:
- Sculpt Reality. You can always alter reality as if you were in your personal Demesne, though with slightly reduced effectiveness. This allows you to make declarations, maneuvers, and blocks related to the nature of the local reality with your Discipline skill. The duration of the changes created by this power is variable, but it’s generally at least one scene.
Offensive Sculpting. You may use the world around you as a weapon. This allows you to make Weapon 0 attacks with your Discipline skill against anything within your line of sight. You may make spray attacks with this power. You may also attack entire zones with this power, although you suffer a -2 penalty to do so.
- Improved Sculpting [-1]. Your Offensive Sculpting attacks are now treated as Weapon 2. Furthermore, you need take only a -1 penalty to attack a zone with Offensive Sculpting.
- Powerful Sculpting [-1]. Your Offensive Sculpting attacks are now treated as Weapon 4, and any scene aspect you place with Sculpt Reality is automatically made Sticky. Furthermore, you need not take any penalty to attack a zone with Offensive Sculpting.
- Counter-Conceptual Interposition [-1]. You may use your Discipline skill to defend against physical attacks.
- Reality Binding [-1]. You may use this power to grapple targets within your line of sight, using the normal grappling rules to do so. Substitute your Discipline skill for your Might skill when grappling someone this way.
- Create Hazard [-1]. When attacking a zone with this power, you may take an accuracy penalty (before rolling) in order to extend the duration of the attack. For each point of accuracy sacrificed this way, the attack is reapplied at the beginning of another exchange. You may take actions to extend this effect as though you were an evoker extending an evocation.
BOUND SPIRITUAL ENTITY [+3]
Description: You are a spiritual entity imprisoned in a physical object, you have no body, and cannot act in the physical world without a bearer.
Effect:
- Unbodied. You cannot take physical skills, you cannot move yourself, and you cannot communicate verbally and other neat things. You do not have a physical stress track, and your prison can not be destroyed by any means. Any physical stress you would take is instead converted to mental stress.
- Communicate with Bearer. You are able to telepathically speak with the bearer of the object you are tied to.
- License to Possession. You may take the possession upgrade of Domination in order to possess your bearer. For the purposes of the Possession upgrade you are considered to be constantly “insubstantial”.
- License to Item of Power. You may act as an item of power for the bearer of your prison. You are allowed a Item of Power rebate equal to the size of your prison but you must purchase the powers you are able to grant as well. Normal restrictions to the refresh rebate apply.
- Called to Bearer [-1]. You have the ability to tie yourself to the bearer of your physical prison, and you can teach them to call your prison to their hand.
POSSESS CORPSE [-2]
Description: You are a spiritual entity, and lack a body, though that does not mean that you can’t acquire one (slightly used). You have learned to possess a corpse, allowing you to make use of the former owners skills and abilities.
Musts: You must have a high concept that reflects your predilection for possessing corpses, and you must have a way to become insubstantial (and attach this power to it).
Effect:
- Inhabit Corpse. When you inhabit a corpse you gain a limited form of the Mimic Ability power (restricted to what the corpse has to offer). You have a number of form points equal to the amount of refresh you have invested in Possess Corpse and the method by which you become insubstantial in order to Inhabit the body.
- Living Dead. The bodies you inhabit are still dead. While Inhabiting a Corpse you gain access to the Living Dead power.
- Advanced Inhabitation [-Varies]. You have expanded your ability to take advantage of the corpses you inhabit. Refresh invested in this upgrade is accounted towards your total mimic points as per the Inhabit Corpse effect (see above).
SHAPESHIFTING
MULTIPLE BODIES [–7]
Description: Two heads are better than one, and many hands make light work; you can split off a single copy of yourself, which shares your memories and abilities. Depending on the upgrades taken, this power could represent the fission of an ooze demon, the splitting up of a swarm of lesser creatures, or even the magical duplicative hair of Sun Wukong.
Skills Affected: Physical skills.
Effects:
- Cloning Blues. You may produce a single, exact copy of yourself as a supplemental action. This copy is indistinguishable physically, though mystical observation shows it to be a construct of ectoplasm. The copy has the same skills, stunts and powers as you, and has your memories at the time of creation; the only mechanical difference (besides the normal vulnerabilities of ectoplasmic constructs) is that their High Concept is “Copy of a [Original High Concept]”. You have no special ability to communicate with your copy (outside of invoking their High Concept to guess what they’ll do next), and do not learn what they learn unless you recall them (requiring a free action while in physical contact), at which point they dissolve into ectoplasm and you gain all their memories since they were created. You and your copy have separate stress tracks; however, your supply of consequences remains the same, and must be split between the two of you. You do not cash out (see page 206) for consequences suffered by your copy. If your copy is killed (rather than being recalled) you may not generate a new one until the next scene (if you are killed, your copy immediately dissolves into ectoplasm). Note that despite having the same powers as you, your copy does not acquire their own item slots from spellcraft powers, and cannot create its own copies through this power.
- We Are Many [-1]. This upgrade increases the number of copies that you can have active at the same time by one. You may take this upgrade multiple times, increasing the number of potential copies by one for each purchase. Note that, should one of your copies be killed, it does not completely remove your ability to create new ones until the next scene; it simply reduces the maximum number you can create this scene by one.
- Von Neumann’s Magic [-2]. The We Are Many upgrade is a prerequisite for this one. Your copies can create copies of their own using this power. They use the creating copy’s memories, rather than your own, but are otherwise created just as described in Cloning Blues. They are still your copies, and therefore cannot exceed the number of copies you may have active at once.
Distant Recall [-1]. This upgrade allows you to recall your copy from a distance as a free action, instantly dissolving it into the ectoplasm from which it was formed. If you have a Hive Mind (below), this upgrade becomes free.
- Hive Mind [-2]. You and your copy share minds. You know everything they know, and vice-versa, allowing real-time sharing of information and memories without the need for recall. This has numerous applications, and adds two shifts to any maneuver made by you or your copy to co-ordinate an action with the other (see page 208). However, with this upgrade, you and your copy share the same mental stress track; this means that you are treated as the same target for the purposes of psychic attacks, allowing them to damage both of you at once. In addition, you and your copy both suffer from the taggable aspect produced by taking a mental consequence, regardless of which of you actually “spent” the consequence in question. Other appropriate temporary aspects might also “spill over” in this way.
- Ontological Inertia [-0]. This upgrade cannot be taken by characters with positive refresh. Upon taking this upgrade, your copies become just as “real” as you are (arguably, not very), making the question of who the original is rather moot. As a result, rather than imploding into ectoplasm upon your death, your copies will remain intact (and may produce another copy to replace you, if they have that ability). This will sometimes result in one of your copies acquiring true independence, at which point it becomes a separate character with the ability to create its own roster of copies; a number of creatures native to the Nevernever reproduce in this manner.
- Split Skills [+4]. Rather than being able to produce exact duplicates of yourself, you must split your power amongst the bodies you produce, resulting in a set of weaker copies. Whenever you produce a copy, all of its skills default to Mediocre (0). You must provide it with skills by reducing your own and adding an equivalent number of skill points to its sheet (see page 65). For example, by reducing a Superb (5) skills to Good (3), you would acquire two skill points to raise one of your copy’s skills to Fair (2). Skill points taken from one skill need not be spent on that same skill; it is acceptable to reduce your Might in order to increase your copy’s Lore. Your copy may not have any skill ratings higher than your original score in that skill. Keep a record of your character’s original skill ratings; they return to their previous level once the copy is recalled (if the copy is killed, it is treated as being recalled one scene later).
Split Power [+Varies]. This upgrade provides you with refresh equal to half the total refresh cost of your supernatural powers (excluding Multiple Bodies, but including any refresh spent on We Are Many), rounded down. Whenever you produce a copy, you must total up the cost of your supernatural powers (excluding Multiple Bodies) and divide it by two. This is the new refresh cost of the powers you and your copy may possess. You must first spend this refresh on powers that are core to your High Concept (i.e. (i.e. Living Dead for a Zombie or Lawbreaker for a Warlock), and you cannot produce a copy without such powers. Often, this will result in a simple reduction of power; splitting Supernatural Toughness into two iterations of Inhuman Toughness, or reducing Evocation and Refinement into two iterations of Channelling. You cannot provide your copy with supernatural powers you do not possess any version of. If you have any spare refresh, you may temporarily assign it to appropriate powers for you or your copy.
Keep a record of your character’s original powers; they return to normal once the copy is recall (if the copy is killed, it is treated as being recalled one scene later). If you can produce more than one copy, then you must divide the refresh cost of your supernatural powers evenly again between yourself and each copy, each time you produce one. It would probably be wise to produce a number of “templates” based on the kind of power-sets you could give different numbers of clones, to save time.
PAINFUL TRANSFORMATION [+1]
Description: Shifting forms is extremely painful.
Musts: A Shapeshifting ability.
Skills Affected: Endurance
Effects:
- Painful Transformation. Choose one form you have access to. Whenever you shift forms, unless it is into the chosen form, you immediately receive a Mild Physical Consequence related to the stress of transformation.
QUASI-MODULAR ABILITIES [-Varies]
Description: You have the ability to alternate between multiple powersets.
Musts: You must “pre-pay” a number of refresh points equal to the total value of each set of powers that this power affects, plus a surcharge of one refresh.
Skills Affected: Varies.
Effects:
- Two Powersets. Pick out two sets of powers, each with a total refresh cost one less than the cost of this power. You may use either set of powers, although it takes a full action to go from using one to using the other. The GM decides what is and what isn’t a valid choice for inclusion in the powersets provided by this power.
- Item Of Power Collection [-0] You own multiple items of power. Design a number of Items Of Power equal to your Resources skill. At any given time, you may use or loan out items with a total refresh cost up to one less than the refresh cost of this power. You do not receive the Item Of Power discount. If you have the Tracing power, then you may summon and dismiss these Items Of Power out of and into thin air. If not, you must treat them as physical objects.
SPELLCRAFT
SELF-SPONSORED MAGIC [-4]
plus or minus additional constraints
You’ve studied a branch of magic long enough to understand and use it intuitively without resorting to complex rituals. Pick a magical theme or element as per traditional Sponsored Magic, when casting a spell any Sponsor Debt you gain now act as Compels on your Aspects that you DO NOT gain Fate Points from, likewise you must still pay Fate Points to resist a Compel. A GM may allow you to Self-Compel to pay off a part of your Debt, but you would still not gain any Fate Points (Self-Compels or regular Compels that do not pay off Debt still earn Fate Points normally).
CHANTER [-1]
Description: Most spellcasters use incantations, but for you the effects of magic words are far more pronounced. This makes your spells stronger, but much slower to cast.
Musts: You need some form of spellcasting to take this power.
Skills Affected: Discipline
Effects:
- Magical Chant. When you tag an incantation-based aspect to boost a spellcasting roll, add an additional two to your roll.
- Incantation Dependency. Whenever you cast a spell without tagging or invoking an incantation-based aspect, subtract two from your spellcasting roll.
MAGICAL SELF-ENHANCEMENT [+varies]
Description: Many supernatural abilities can be mimicked through an application of spellcasting. But that requires specialization, of the sort that this power represents.
Musts: A character must possess the Evocation, Channeling, and/or Sponsored Magic powers in order to use this one. Other powers to link this power to are also required.
Skills Affected: Conviction, Discipline, Lore
Effects:
- Limited Powers. When you take this power, you must select at least one other supernatural power that you possess. Which powers may be selected with this power is a matter of the GM’s discretion. The selected powers are disabled, and the character gets a rebate equal to one-third of the powers’ total cost.
- Magical Self-Enhancement. This power allows the user to grant themselves access to the selected powers through evocation. Such evocations may be of any element that makes sense, and they may be offensive or defensive. The power required of an evocation that grants powers is equal to the total refresh cost of the granted powers plus the intended duration. The user may extend this effect using the normal rules for the extension of evocation, and they may choose to grant themselves only a few of the selected powers. This also allows them to grant lesser versions of the selected powers. For example, a character who had selected Supernatural Strength and Inhuman Speed with this power may grant themselves Inhuman Strength for 5 exchanges with a 7-shift evocation.
- Magical Enhancement [-varies]. This option removes the rebate from Magical Self-Enhancement, making the total cost of the power 0. In exchange, it gives the user the ability to cast power-granting evocations on other characters. Please note that these evocations cannot be zone-wide.
SPONSORED CHANNELING [-2]
Description: Like sponsored magic, but only for evocation effects that fit the sponsor’s theme.
Musts: Requires an Aspect relating to the Sponsoring Entity
Effects:
- It allows you to use your sponsored powers to bypass Toughness (as normal) and to go into debt by invoking an aspect without spending a Fate point. Cost one less refresh if character already has evocation. Note that (if the sponsor agrees) this can be improved to the regular form of Sponsored Magic for [-2] (or the regular cost of Sponsored Magic – whichever is less).
SPONSORED RITUAL [-2]
Musts: Requires an Aspect relating to the Sponsoring Entity
Description: Like sponsored magic, but only for thaumaturgy effects that fit the sponsor’s theme.
Effects:
- If applicable it allows you to use your sponsored powers to bypass Toughness (as normal) and to go into debt by invoking an aspect without spending a Fate point. It does not allow you to cast thaumaturgy effects at evocation speeds. Cost one less refresh if character already has thaumaturgy. Note that (if the sponsor agrees) this can be improved to the regular form of Sponsored Magic for [-2] (or the regular cost of Sponsored Magic – whichever is less).
MINOR MAGIC [-1]
Description: Magical talent is primarily gained through maternal bonds, but what about the paternal bonds? In some people whose fathers have gross magical talent, a faint spark of magic appears.
Skills Affected: Conviction, Discipline, Lore
Effects:
- Minor Rituals: You can use rituals with 5 shifts or less of effect
- Minor Evocation: You can create evocations from any element of 1 shift or less.
MINOR MAGIC [-0]
Skills Affected: Conviction, Discipline, Lore
Musts: Character must have a High Concept relating to their magical ability.
Description:
You are either a budding apprentice, a late bloomer, or otherwise have a very minor talent for magic.
Effects:
- Minor Magic. While not capable of true Evocation or Thaumaturgy, you can tag your high concept once per scene without spending a fate point, to perform very minor magical feats. You must have an aspect related to your magical talent, such as I DIDN’T KNOW I COULD DO THAT or BUDDING PYROMANCER, and may be subject to compels when your magical talent gets out of your control. With time, effort, and/or instruction, you may be able to upgrade to Channeling, Rituals, Evocation, or Thaumaturgy (spending the appropriate refresh). If so whichever full spell casting power you take replaces this power.
AQUATIC SPELLCASTING [-1]
Description: Your magic is in tune with water and is not disrupted by its flow.
Musts: You must possess some kind of spellcasting ability in order to take this power.
Skills Affected: Conviction, Discipline, Lore
Effects:
- Aquatic Spellcasting. Your magic is not impeded by water, running or otherwise.
BLOOD MAGIC [-0]
Description: Your magic comes from the energy of your body, rather than from the energy of your mind.
Musts: You must possess some kind of spellcasting ability in order to take this power.
Skills Affected: Conviction, Discipline, Lore
Effects:
- Blood Magic. If you would take a mental stress hit to power a spell or an enchanted item, you take an equal physical stress hit instead. This physical stress automatically satisfies all Catches and ignores all armour. Furthermore, it bypasses extra stress boxes from Size powers.
MAGIC MIMICRY [-1]
Description: You can copy any magic spells you see in action.
Musts: You must have thaumaturgy, evocation, sponsored magic, or some other form of magical ability. Sponsored magic grants certain bonuses as part of its cost, and that may include this power as a large part of it.
Skills Affected: Conviction, Discipline, Lore
Effects:
- Magus See, Magus Do: This acts similarly to refinement that gives you access to a new element, only instead of that element you can cast any spell you’ve seen done before, even if you only saw it once.
FOCUSED STUDY [–0]
Musts: Channeling and/or Ritual.
Description: Experienced focused practitioners learn in time how to refine and focus their abilities, gaining a deeper understanding of their one particular area of study.
Skills Affected: Discipline, Conviction, Lore.
Effects:
- Intense Focus. You have chosen to focus heavily upon one particular application of spellcraft. When you take this power you forever give up the ability to upgrade Channeling to Evocation or upgrade Ritual to Thaumaturgy.
- Focused Specialization. You may now choose to gain specialization bonuses when buying the Refinement power.
FOCUSED MASTERY [-1]
Musts: Focused Study
Description: With experience comes eventual mastery. A few focused practitioners have learned how to unlock their full potential and gain an incredible amount of mastery over their chosen area of spellcraft.
Skills Affected: Conviction, Discipline, Lore
Effects:
- Esoteric Lore. You roll Lore at +1 when dealing with magic particular to your area of focus (as determined by your element, ritual, or theme).
- Potent Specialization. You no longer need to structure your specialization bonuses for each ability according to the same “column” limits for skills (see page 65). You still cannot have any specialization bonuses higher than your Lore skill.
- ROTE RELIANCE [+1]
Musts: At least one rote spell.
Description: You aren’t very good at improving with your magic, preferring to stick to a few well rehearsed and known spells.
Skills Affected: Conviction, Discipline, Lore
Effects:
- Improvisational Block. You suck at casting any spell you haven’t worked out ahead of time. When casting non rote spells, consider your Conviction and Discipline to be 2 steps lower than the actual ratings.
- Total Reliance [+1]. You are totally reliant upon a few well rehearsed spells. The only spells you can cast are rote spells. When casting such spells you must roll to control the power as if you were casting them normally.
SIGNATURE SPELL [-1]
Musts: At least one rote spell.
Description: You are well known for one spell in particular. You might be a one trick pony, but it’s a damn good trick!
Skills Affected: Discipline, Conviction, Lore.
Description:
Choose one of your rote spells when you buy this power. This spell then becomes your signature spell and gains the benefits listed below when you cast that spell by rote. You may only have one signature spell at a time. At the game masters discretion you may be able to change your signature spell after a Significant or Major milestone.
Effects:
- Efficient Spellcraft. You’ve refined one spell so greatly that you can cast it with incredible efficiency. When determining the mental stress cost (page 250) of your signature spell, consider your Conviction to be 1 step higher than its actual rating.
- One Last Spell. You’ve learned to keep a little bit of energy in reserve for your favorite spell. You may spend a Fate Point instead of taking metal stress when casting your signature spell.
SIGNATURE SPELL [-1]
Description: You have a single spell that you can perform better than any others.
Musts: You do not need to have other magical abilities, but if you do the bonuses from this power stack with any bonuses you get from them.
Skills Affected: Conviction, Discipline, Lore
Effects:
- Favorite Spell: You gain +2 control and +1 power or +2 power and +1 control (choose which when you take the power) to a single spell. If you have no other magical abilities, then this is the only spell you can cast.
INNATE MAGIC [-3]
Description:
You have 2 spell-like abilities you can use twice per day each – or you may use one by taking a 1-point mental stress hit. You aim SLAs with Discipline or an other thematically appropriate skill. Their power is equal to your Conviction or your Lore, whichever is higher, and you can have any Evocation or Thaumaturgy effect as an SLA. However, once chosen those abilities are fixed and cannot be changed. You may lower the Power of an ability when initially chosen by a number to increase its number of uses by the same number – though it still costs 1 point of mental stress to use.
- Improved Innate Magic [-1]
You have more varied spell-like abilities available than normal. Each time you take this ability, you get four new SLAs, each one following the same rules as your original SLAs. Instead of new SLAs, you may take an existing SLA more than once, adding up the total number of uses.
- Potent Innate Magic [-1]
Your innate magic is stronger than normal. Each time you take this ability add 1 to the Power and number of uses of each SLA you have. You may take this ability a number of times equal to your Lore or Conviction.
SPELL-LIKE ABILITY [-1]
Description: You have the ability to cast one spell.
Musts: Nothing more than any other power requires.
Effect:
- Spell-Like Ability. Design a spell with complexity or power equal to the higher of your Conviction skill and your Lore skill. You may cast that spell as an evocation rote.
- Potent Spell-Like Ability [-1]. Add two to the power of one of your spell-like ability. This does not increase the difficulty to control it.
MAGICAL HEALING [-1]
Description: You are trained in the ways of healing, and can work healing more effectively than most mages.
Musts: You must have thaumaturgy, evocation, sponsored magic, or some other form of magical ability. Sponsored magic grants certain bonuses as part of its cost, and that may include this power as a large part of it.
Skills Affected: Conviction, Discipline, Lore
Variations: This spell clears physical stress but varieties could exist for mental or social stress.
Effects:
- Treatment: You may clear a stress box on you or an ally by casting a spell with at least as much power as the number of the box in question. A 4 power evocation could clear any of a character’s first 4 stress boxes. You may justify beginning recovery on a consequence with a power of spell at least equal to the consequence’s value.
- Cure: You may clear multiple stress boxes at once, and even reduce the severity of consequences by 1 step by summoning enough power. The chart below lists effects.
1 Power: Clears 1st stress box.
3 Power: Clears first 2 stress boxes.
6 Power: Clears first 3 stress boxes.
10 Power: Clears first 4 stress boxes.
12 Power: Clears all stress boxes and all minor consequences.
16 Power: Same as 12 power, plus lowers a moderate consequence to mild.
22 Power: Same as 16 power, plus lowers a severe consequence to moderate.
30 Power: Same as 22 power, plus lowers an extreme consequence to severe.
40 Power: (With GM approval) Revives a character from death assuming character’s body is still in relatively good condition. The character comes back with all consequence slots filled but a clear stress track. Additionally, he must take a [-1] Stunt Back from the Dead Which grants no bonuses. If the revived character lacks the refresh, he may trade in one of his stunts or powers to make up for it.
Note: excessive injuries raise the difficulty. Having the head cut off raises it to at least 50. Someone’s who’s burnt to ashes just isn’t coming back even with 1000 power.
Note the Second: Death is a continuum in Dresden Files, not a set point. Even after “death” a few of your cells are still alive for awhile. A revivification spell provides enough juice for them to replicate and reconstruct the body. This shouldn’t be a violation of the 5th law, though wardens may not see it that way.
Final Note: Just because the chart lists power levels for certain amounts of healing doesn’t mean you’re not abusing the rules to get those shifts of power.
NATURAL CHANNELING [Spellcraft, -1]
Musts: Channeling; taking this power prevents upgrade into Evocation
Natural Channel: Your magic is more then your soul’s expression; it soaks into your bones, flows through your blood. You may use Endurance in place of Conviction and Fists in place of Discipline for spellcasting. This physical harmony is not without danger, however; the mental stress of spellcasting becomes physical stress, bypassing any Toughness powers or similar defenses
ABILITIES
INHUMAN STOICISM [-2]
Description: Your mind is abnormally stout, withstanding far more abuse than that of the average human.
Note: This power has no effect on mental stress that is paid as a cost to use a Power or to accomplish something else. It can, and generally should, be attached to an appropriate mental Catch.
Skills Affected: Conviction, other mental skills.
Effects:
- Hard To Twist. You naturally have armour 1 against all mental stress.
- Hard To Break. You have two additional boxes of mental stress capacity.
- Universal Toughness [+1]. If you possess Inhuman or better Toughness, the cost of this Power is reduced by 1.
SUPERNATURAL STOICISM [-4]
Description: You can shrug off mental traumas that would utterly destroy a normal person.
Note: This power has no effect on mental stress that is paid as a cost to use a Power or to accomplish something else. It can, and generally should, be attached to an appropriate mental Catch.
Skills Affected: Conviction, other mental skills.
Effects:
- Harder To Twist. You naturally have armour 2 against all mental stress.
- Harder To Break. You have four additional boxes of mental stress capacity.
- Universal Toughness [+varies]. If you possess Inhuman Toughness, the cost of this Power is reduced by 1. If you possess Supernatural or Mythic Toughness, the cost of this Power is reduced by 2.
MYTHIC STOICISM [-6]
Description: The durability of your mind is preposterous.
Note: This power has no effect on mental stress that is paid as a cost to use a Power or to accomplish something else. It can, and generally should, be attached to an appropriate mental Catch.
Skills Affected: Conviction, other mental skills.
Effects:
- Nearly Impossible To Twist. You naturally have armour 3 against all mental stress.
- Nearly Impossible To Break. You have six additional boxes of mental stress capacity.
- Universal Toughness [+varies]. The cost of this Power is reduced by 1 for each level of Toughness that you have.
INHUMAN MENTAL RESILIENCE [-1]
Description: Your mental strength is beyond human limits – but only slightly. Elder wizards often have this power, which lets them outlast their younger peers in Evocation contests.
Skills Affected: Conviction.
Effects:
- Inhuman Mental Resilience. Add one box to the length of your mental stress track.
SUPERNATURAL MENTAL RESILIENCE [-2]
Description: Your mental strength is incredible. Senior Council members and other extremely strong wizards often have this power.
Skills Affected: Conviction.
Effects:
- Supernatural Mental Resilience. Add two boxes to the length of your mental stress track.
MYTHIC MENTAL RESILIENCE [-3]
Description: You have more mental strength than perhaps anything else on the planet. This power is generally possessed by the greatest wizards in history and by semi-divine beings.
Skills Affected: Conviction.
Effects:
- Mythic Mental Resilience. Add three boxes to the length of your mental stress track.
POTENT CATCH [+1]
Description: Your catch doesn’t just nullify your powers, it actively harms you.
Effect:
- Take an additional 3 damage when presented with your catch. Additionally, you may not come near or use any items associated with your catch. For example a fairy with this ability may not use an iron weapon, even if he or she is only holding it by a non-metallic handle.
TRUE FAITH
HOLY MAGIC -1
Musts: At least one aspect, preferably the High Aspect, has to explain the innate holiness of your magics. Must have Holy Touch, Righteousness, and either channeling, evocation or sponsored magic.
Effect:
- Your evocation attacks, maneuvers, blocks and defenses are treated as “Holy”, as in the Holy Touch ability.
HOLY WEAPONRY [-1]
Description: Your sacred power extends beyond your body to envelop the weapons you wield.
Musts: You must have the Holy Touch power in order to purchase this one.
Effect:
- Holy Weaponry. You may apply the effects of Holy Touch to weapons that you wield.
- MIRACLE MAN [-1]
Description: You are able to perform old school miracles, but at great cost.
Effect: - Bargain For Miracle. Negotiate with your gm for an appropriate cost in fate points for each miracle you perform. This power is potentially limitless in scope, given enough fate points.
A POX ON BOTH OF YOUR HOUSES [–1]
Description: Your faith in evil is such that even the protection of a threshold withers under your glower.
Skills Affected: Conviction.
Effects:
- A Pox on Both Your Houses. By your very presence in or outside of a place, you may attempt to decrease the strength of its threshold — assuming your abilities aren’t already dampened too low by a threshold for this power to work. If your Conviction (After any Threshold Dampening) is higher than the Natural Threshold Rating of a particular place (i.e. before any characters’ Bless This House are added in), You may make a Conviction roll, lowering the place’s Natural Threshold Rating by the number of shifts you roll above the Threshold Rating (To a minimum of 1). Multiple individuals who have this power can stack the effects, making a coven of those Faithful to Demons or the Unholy a force to be reckoned with. And woe to anyone who is so foolish as to invite one of them in.
VAMPIRISM
MAGIC EATER [-2]
Description: Anyone who makes the mistake of targeting a magic eater with magic shouldn’t be surprised when it back fires dramatically.
Effect:
- When ever targeted by magic a magic eater can spend their turn in advance to wrestle control of a spell from the caster (direct discipline contest). Succeeding this contest allows the magic eater to redirect the spell to his chosen target.
FOUNTAINHEAD OF BLOOD [–2]
Description: You’ve somehow managed to cut the metaphysical ties that exist between master and servant. You are no longer beholden to the Red King, and are a sovereign in your own right.
Musts: When you gain this power, you must change your High Concept to reflect your new status as the fountainhead of a new bloodline of red court vampires.
Skills Affected: Discipline, Social Skills.
Effects:
- Self Control. Your control over the thirst is unparalleled, you gain +1 to your Discipline when using it defensively.
- Deeper Reserves. You are the most powerful vampire in your bloodline. Add two boxes to the length of your hunger stress track.
- Liege Lord. You are the fountainhead of a new bloodline of red court vampires. Any social skills used against other vampire courts or bloodlines gain a +1 bonus. Increase this to +2 when dealing with members of your own bloodline.
- Improved Feeding [-1]. If you purchase this upgrade you gain a +2 (instead of a +1) on subsequent attacks after causing your enemy to bleed, in a grapple you do two extra stress instead of just one. You may also use the Taste of Death of effect of the Blood Drinker power twice per scene instead of only once, however you must spend a fate point to use it the second time.
MANA LOCUST (VAMPIRISM; -2)
Description: Vampires possessing this power are the bane of the White Council and any others who possess the ability to cast magic.
Musts: Must be a vampire.
Effects:
- Detect Magic. Within your zone, you may attempt to detect the presence of magic (defined as effects created by or individuals possessing Spellcasting Powers) via an Alertness or Investigation roll. Success provides awareness of the presence of magic, and identifies individuals with Spellcasting Powers if you are already aware of them.
- Magic Drain. Whenever an effect created by a Spellcasting Power originates from or targets your zone, its effectiveness is reduced by two shifts.
- Mageslayer. Add +1 to close personal combat attacks made against characters possessing Spellcasting Powers.
MANA PLAGUE (VAMPIRISM; -1)
Musts: Mana Locust
Effects:
- Magic Drought. Magic Drain reduces three shifts of power.
- The Taste of Death: Once per scene, if you inflict enough stress and consequences from feeding to kill a character with Spellcraft Powers, you may take an immediate “free” recovery period equal to an extra scene.
AREA DRINKER -4
Description:
The character leeches upon the vitality of their surroundings as a whole: people, animals, plants, and all.
Musts: Must be a vampire.
Effects:
- Each day, they roll Conviction to feed – this affects a radius in zones equal to ten times the numberical value of the numerical value of the result on the ladder (and the character must remain within this area for the whole day) – the affected area takes on an Aspect of “Depleted,” which can be compelled and invoked to cause illness and decrepitude, and against the healing of physical consequences suffered by inhabitants (inhabitant being defined as someone who last slept in the affected area). The effect is cumulative if multiple characters with this power feed.
MANIPULATE DREAM -2
This power allows the character to incite or alter a target’s dreams. In general, this is a contest of Deceit vs the victim’s Discipline – success allows the character to lay an Aspect on the dreamscape, which can be tagged or invoked to ease further manipulations, or the use of other powers such as Dream Vampirism. Aspects on dreams can be environmental (“everything grows dark”), emotional (“everything is inexplicably frightening”), or an incorporated element or monster (“beware the jabberwock”). [Mortals can take a Lucid Dreaming stunt for Discipline, which allows them to use this power on their own dreams, which counters the manipulations of others]
DREAM VAMPIRISM -1
This is carried out using the same system as Emotion Feeding, using the vampire’s Decit vs the victim’s Discipline – as the name implies, it can only be used on a target who is currently dreaming – however, any Aspects laid on a dream by the Manipulate Dream power can be tagged or invoked to benefit feeding. Some Dream vampires draw on emotional energy, while some siphon life force more directly – the only mechanical difference is that the former inflicts psychological stress and the latter physical – decide which one this character does (they can’t pick and choose).
HEAT VAMPIRE [-1]
You can and must with feeding dependency plunder the life energy of living things around you in the form of body heat. To do this you can roll discipline against an a opponents endurance to steal their body heat this ability has an effective range of a zone.
- Taste of death
Once per seen after plundering enough heat to kill an opponent you can take a free recovery period, recovering from all stress and minor consequences (or higher with recovery powers). - Plunder (Required Heat Vampire) [-1]
Your heat stealing ability now has a weapon rating of 2. This also increases the range of the ability to 2 zones. - Snap Freeze [-1] (requires Plunder)
Your heat stealing ability now has a weapon rating of 4. This also increase the effective range of the ability to 3 zones. - Field of Cold:[-2]
You can plunder the heat of everyone in a zone and gain a free tag of the ‘empowered’ aspect for every enemy you kill after the first in a scene.
HUNGER MAGIC [-1]
Description: You can channel the life force you’ve stolen to sate your hunger in order to bolster your spells.
Musts: Feeding Dependency, Some sort of Spellcasting
Skills Affected: None
Effects:
- Reach Into the Well.
You may invoke one spellcasting related aspect for the cost of two hunger stress without paying a fate point. - Deeper Reserves.
Since you’ve learned to use stolen life force for other purposes, you’ve also had to expand your capacity to store it. You gain one mild hunger consequence.
LIFE IS TASTY: -1
Musts: one of the vampiric feeding powers
This power grants you the effects of supernatural recovery when using the “taste of death”. At all other times you are considered to have your normal rate of recovery.
LIFE IS DELICIOUS: -1
Must: life is tasty
With each additional life you take per scene you can clear your physical stress strack. The standard once per scene for the full taste of death recovery still applies.
