Kaelik Sundown Summary of Changes:

0) Significant restructuring of Powers and Power chapter.
a) Devotions converted into universal powers.
b) Elders replaced with Experts, earlier access, usually less powerful.
c) Tier bonuses replaced with single bonus for learning a power of discipline.
d) Stronger codification of abilities and tagging.
e) Formatting change.
f) Extensive and minor rewrites to many powers.
g) Powers moved from Advanced to Expert, Elder to Advanced, Basic to Advanced, Advanced to Basic, and Elder to Expert, whereever I felt appropriate.

1) Two Basic Powers removed from each Monster type, 2 additional basic powers chosen for each in media res character. Monsters are default less complex and powerful. In Media Res characters more customizable.

2) Monsters are given age/sustenance classifications along with minor modifications to weakness/vulnerability. All listed in entry, and a table of all supers provided.

3) Default Attribute Range modified to 4-9, effectively adding +3 dice to everything for everyone (some exceptions) to smoothen roll results on the low end of the curve. Logic renamed Intelligence.

4) 3 skills removed. More explicit rules for perception are added in part to address the change.

5) Wounds/Damage metric changed to Wounds always equal Net Damage +1 box.

6) Character Creation attribute choosing based on grouping Strength/Intuition/Willpower and Agility/Intelligence/Charisma rather than Physical/Mental/Social.

7) Attempted explanation of and modification to Social Conflict rules.

 

8) Other Minor Modifications, including but not limited to Setting.

 

 


Between Worlds

Replace this whole section with these three subsections in the plane entries:

Between The Dark Reflection

The Shallows of the Dark Reflection are entered by walking into Mirrors. Not every Mirror can be used for this. Usually for a Mirror to function in this way, it must have a counterpart Mirror on the other side. This means that a path to the Shallow Limbo can be created by moving mirrors around in the shallows or real world, or can be disabled.

The Deeps of Limbo are reached by fire gates, which are usually temporary occurring at the time of and around a fire burning something providing security. Alternatively, some fires can be so corrupting that a gate exists for much longer.

Leaving the Deeps requires the same kind of firegate, but is of course much harder to make if you didn’t come prepared, since there aren’t a lot of safety structures present in the Deep Limbo.

Travel between the Shallows and Deeps is not generally possible, but looking into a mirror in the Shallows or Deeps will show you the other one, and allow communication by voice or visible means. You can travel to the Deep Limbo from the Shallow Limbo with a Firegate, but creating a Firegate in the Deep Limbo is near impossible, because of the lack of prerequisite conditions.

Summoning is commonly used to transport creatures, mostly from the Deep Limbo. See, the later summoning rules.

Between The Maya

Reaching the Shallow Maya is primarily done by sleeping and dreaming. The Primary method for reaching the Deep Maya is to go to sleep again while in the Shallow Maya. Both of these methods leave your body someplace, and probably vulnerable, but are easy to accomplish for most luminaries or trained extras.

Permanent portals to the Shallow Maya can exist, and permanent portals to the Deep Maya from the Shallows also exist. Usually such portals are unidirectional, so taking this method of transport usually isn’t conducive to easy or fast return. Alternative portals leaving the Deeps to the Shallows or the Shallows to the Material can be found but cannot be located near a portal down to the Maya.

Between The Gloom

The Living primarily only travel to or from the Gloom using ShadowGates, which allow travel to the Deep or Shallows, or between the two, as desired. However, such gates are very rare.

The dead are most commonly moved from the Gloom by Necromancy. Necromancy can also be used to move them to the Gloom. Dead can also travel through ShadowGates.

Of course, most people also move one time from earth to the Shallow Gloom, and one time to the Deep Gloom by “being dead.” When someone dies their spirits are naturally drawn towards the gloom and then deeper into the gloom. Wights, Specters, Poltergeists, and other spirits of the dead must make a Willpower Resist against Threshhold 5 each month to avoid drifting to the Shallow Gloom or drifting further down to the Deep Gloom. Conditional Bonuses can exist for unfinished tasks.


Character Generation

Move entire section to the end under Character Options and Motivation

 

All Attributes start at 4 instead of 1. Individual Attribute cannot be higher than 9.

Split Stats Strength/Intuition/Will, Agility/Intelligence/Charisma.

Assign attributes 5, 3, and 1 extra. For Origin Story

Assign attributes 7, 5, 3 extra for In Media Res.
The character gets 4 Basic and 2 Advanced Powers common to their type and have developed 4 Basic and 2 Advanced Powers that are theirs.

 


Skills

Delete Perception, Animal Ken, Sabotage is merged with Rigging: New Rigging entry written:


Rigging is the skill of MacGyvering and Rube Goldberging things. It is the skill of practical and impromptu engineering. Including lockpicking, plumbing, and clockwork. Rigging is used for most non-electric jury rigging as well as the creation, operation, and repair of most steam punk technologies. If you know how something works, you can usually figure out how to break it too. Rigging can be used to break things in such a way as to make them look not broken, to not break things in such a manner as they do look broken, and to make things break in such a manner as to explode. Remember that events in After Sundown have a pyrotechnics budget, so things tend to explode big.

Specializations: Fluids, Gears, Ropes and Pulleys, Explosives, Traps, Structural Weaknesses.

 

 

Specializations:

“Your players will probably want to find a way to apply their specializations to powers. Specializing in a power directly should probably be discouraged, but specializations should benefit powers when applicable. Where exactly the line between those should be is up to your group, but as a general rule, if a specialization is only likely to ever be used as part of a power expression, consider looking for a different specialization.”


Persuasive Argumentation

 

Add: Counterarguments: When someone disagrees, and has the opportunity to speak, they can make a counter argument, which functions as an argument for an alternative claim. Even if someone is being persuaded by an argument as an “audience” they might have the opportunity to argue back to convince themselves to stay the course, potentially creating a situation in which simultaneous beliefs are generated. But remember, they still have to actually make the argument in a way that fits their rhetorical style or reasoning method directed at themselves.

Wounds

 

In place of the last 2 paragraphs and the table, a wound always does as many boxes of damage equal to “Net Damage+1”.



Monsters

 

In place of the last 2 paragraphs and the table, a wound always does as many boxes of damage equal to “Net Damage+1”.


Supernaturals now have a sustenance which governs what they need to consume to keep living or unliving.

New starting supernatural powers list, reduced to fewer for all starting PC supers.

Werewolf Starting Powers

 

Sustenance: Flesh

Aging: Regular

 

- Basic Powers -

Beast Form (Basic Call of the Wild) (Wolf)

Revive the Flesh (Basic Fortitude)

Vigor (Basic Clout)

Quickness (Basic Celerity)

-Advanced Powers -

War Form (Advanced Clout)

The Beckoning (Advanced Call of the Wild) [Strength+Survival or Charisma+Empathy]

 

Nezumi Starting Powers

 

Sustenance: Food

Aging: Regular

 

- Basic Powers -

Beast Form (Basic Call of the Wild) (Rat)

Tongue of Beasts (Basic Call of the Wild)

Hide From Notice (Basic Veil) [Agility+Stealth or Intuition+Survival]

Abyss of the Body (Basic Descent of Entropy) [Strength+Survival or Charisma+Medicine]

-Advanced Powers -

Hide in Plain Sight (Advanced Veil)

The Beckoning (Advanced Call of the Wild) [Strength+Survival or Charisma+Empathy]

 

Bagheera Starting Powers

 

Sustenance: Flesh

Aging: Regular

 

- Basic Powers -

Nimble Feet (Basic Celerity)

Eyes of Night (Basic Play in Shadows) [Intuition + Empathy or Intuition + ]

Touch of Darkness (Basic Lure of Destruction)

Revive the Flesh (Basic Fortitude)

-Advanced Powers -

Cloak of Shadows (Advanced Play of Shadows) [Intuition + Empathy or Intuition + Stealth]

Alacrity (Advanced Celerity)

 

Nosferatu Starting Powers

 

Sustenance: Blood

Aging: None

 

- Basic Powers -

Indomitability (Basic Fortitude)

Revive the Flesh (Basic Fortitude)

Gift of Health (Basic Path of Blood)

Hide From Notice (Basic Veil) [Agility+Stealth or Intuition+Survival]

-Advanced Powers -

Restoration (Advanced Fortitude)

Hide in Plain Sight (Advanced Veil)

 

Strigoi Starting Powers

 

Sustenance: Blood

Aging: None

 

- Basic Powers -

Indomitability (Basic Fortitude)

Mesmerism (Basic Authority) [Logic + Persuasion or Willpower + Intimidation]

Bite of the Serpent (Basic Lure of Destruction)

Gift of Health (Basic Path of Blood)

-Advanced Powers -

Restoration (Advanced Fortitude)

Theft of Vitae (Advanced Path of Blood) [Agility+Larceny or Logic+Medicine]

 

Daeva Starting Powers

 

Sustenance: Blood

Aging: None

 

- Basic Powers -

Indomitability (Basic Fortitude)

Revive the Flesh (Basic Fortitude)

Quicken Sight (Basic Celerity)

Gift of Health (Basic Path of Blood)

-Advanced Powers -

Restoration (Advanced Fortitude)

Flight (Advanced Celerity)

 

Frankenstein Starting Powers

 

Sustenance: Food

Aging: Slowed

 

- Basic Powers -

Nimble Feet (Basic Celerity)

Supernatural Senses (Basic Discernment)

Vigor (Basic Clout)

Repel (Basic Magnetism) [Willpower + Intimidation or Strength + Tactics]

-Advanced Powers -

Devastation (Advanced Clout)

Tracking Echoes of the Muse (Advanced Discernment)

 

Golem Starting Powers

 

Sustenance: None

Aging: None

 

- Basic Powers -

Hide From Notice (Basic Veil) [Agility+Stealth or Intuition+Survival]

Mask of a Thousand Faces (Basic Veil) [Agility+Stealth or Charisma+Larceny]

Vigor (Basic Clout)

Unliving (Basic Fortitude)

-Advanced Powers -

Devastation (Advanced Clout)

Skin of Night (Advanced Fortitude)

 

Android Starting Powers

 

Sustenance: None

Aging: None

 

- Basic Powers -

Vigor (Basic Clout)

Clinging (Basic Clout)

Light of Ennui (Basic Descent of Entropy) [Charisma+Artisan or Charisma+Empathy]

Unliving (Basic Fortitude)

-Advanced Powers -

Devastation (Advanced Clout)

Contradiction (Advanced Descent of Entropy) [Charisma+Artisan or Charisma+Bureaucracy]

 

Deep One Starting Powers

 

Sustenance: Flesh

Aging: None

 

- Basic Powers -

Pain Drops (Basic Depths of Despair) [Agility + Combat or Willpower + Rigging]

Dream Vision (Basic Sands of Morpheus) [Charisma+Expression or Logic+Research]

Rising Mists (Basic Chase the Storm)

Command (Basic Authority) [Willpower+Intimidation or Logic+Persuasion]

-Advanced Powers -

Water Prison (Advanced Depths of Despair) [Agility + Combat or Willpower + Rigging]

Conditioning (Advanced Authority) [Willpower+Intimidation or Logic+Tactics]

 

Troglodyte Starting Powers

 

Sustenance: Flesh

Aging: None

 

- Basic Powers -

Supernatural Senses (Basic Discernment)

Touch of Darkness (Basic Lure of Destruction)

Clinging (Basic Clout)

Hide from Notice (Basic Veil) [Agility+Stealth or Intuition+Survival]

-Advanced Powers -

Psychometry (Advanced Discernment) [Logic+Research or Intuition+Empathy]

Burrowing (Advanced Clout)

 

Mi Go Starting Powers

 

Sustenance: Food

Aging: None

 

- Basic Powers -

Small Witness (Basic Swarm Song) [One small witness per Intuition]

Body Colony (Basic Swarm Song)

Supernatural Senses (Basic Discernment)

Abyss of the Body (Basic Descent of Entropy) [Strength+Survival or Charisma+Medicine]

-Advanced Powers -

Telepathy (Advanced Discernment) [Willpower+Intimidation or Intuition+Empathy to read minds]

Magnify the Swarm (Advanced Swarm Song) [Charisma+Tactics or Willpower+Survival]

 

Reborn Starting Powers

 

Sustenance: Food

Aging: Regular

 

- Basic Powers -

Quickness (Basic Celerity)

Supernatural Senses (Basic Discernment)

Summon Spirit (Basic Necromancy) [Logic+Medicine or Logic+Operations]

Attract (Basic Magnetism) [Willpower+Expression or Charisma+Tactics]

-Advanced Powers -

Shifting Sands (Celerity)

Psychometry (Advanced Discernment) [Logic+Research or Intuition+Empathy]

 

Fallen Starting Powers

 

Sustenance: Food

Aging: None

 

- Basic Powers -

Learn the Heart's Pain (Basic Name of the Blasphemies) [XXXXXXXXXXXX]

Repel (Basic Magnetism) [Willpower+Intimidation or Strength+Tactics]

Deny the Gauntlet (Basic Progress of Glass) [Logic+Operations or Intuition+Stealth]

Mask of a Thousand Faces (Basic Veil) [Agility+Stealth or Charisma+Larceny]

-Advanced Powers -

Dismissal (Advanced Magnetism) [Charisma+Tactics or Willpower+Intimidation]

Desire Reflection (Advanced Veil) [Charisma+Empathy or Intuition+Larceny]

 

Icarid Starting Powers

 

Sustenance: Food

Aging: Regular

 

- Basic Powers -

Hide From Notice (Basic Veil) [Agility+Stealth or Intuition+Survival]

Supernatural Senses (Basic Discernment)

Curse of Failure (Basic Depths of Despair) [Charisma+Empathy or Willpower+Rigging]

Revive the Flesh (Basic Fortitude)

-Advanced Powers -

Dark Night of the Soul (Advanced Depths of Despair) [Willpower + Intimidation or Charisma + Empathy]

Hide in Plain Sight (Advanced Veil)

 

Witches: Make your own:

 

Baali Starting Powers

 

Sustenance: Food

Aging: Slowed

 

- Basic Powers -

Aura Perception (Basic Discernment) [Intuition+Empathy or Logic+Research to determine supernatural type]

Command (Basic Authority)

Any Basic Infernal or Discernment or Authority

Any Basic Infernal or Discernment or Authority

- Advanced Powers -

Cloud Memory (Advanced Authority)

Any Advanced Infernal or Discernment or Authority

 

Dryad Starting Powers

 

Sustenance: Water

Aging: Slowed

 

- Basic Powers -

Aura Perception (Basic Discernment) [Intuition+Empathy or Logic+Research to determine supernatural type]

Bitter Fruit (Basic Coil of Thorns)

Any Basic Astral or Discernment or Veil

Any Basic Astral or Discernment or Veil

- Advanced Powers -

Telepathy (Advanced Discernment)

Any Advanced Astral or Discernment or Veil

 

Khaibit Starting Powers

 

Sustenance: Food

Aging: Slowed

 

- Basic Powers -

Aura Perception (Basic Discernment) [Intuition+Empathy or Logic+Research to determine supernatural type]

Summon Spirits (Basic Necromancy)

Any Basic Umbral or Discernment or Fortitude

Any Basic Umbral or Discernment or Fortitude

-Advanced Powers -

Reanimate (Advanced Necromancy)

Any Advanced Umbral or Discernment or Fortitude

 

 

 

Shamblers:

 

Sustenance: None

Aging: None

10/10 Power Points on creation, can gain a power point from consuming a brain. Last 10 weeks before decay begins, decay makes them smellier, but otherwise just means they break down after a year of decay. Unliving in place of Patience

 

Soulless:

 

Sustenance: Brains

Aging: Regular (treat as alive humans, but like... they will die way before then from murder or starvation)

 

Revenants:

 

Sustenance: None

Aging: None

Unliving: So they are on a clock to eat more brains.

 

Mirror Goblins:

 

Sustenance: None

Aging: None

 

Spriggans:

 

Sustenance: Water

Aging: None

 

Trolls:

Lunar? Power schedule:

Sustenance: Flesh

Aging: Slowed

 

Behemoths:

Sustenance: As normal

Aging: Slowed

 

Chimera:

Sustenance: Flesh

Aging: None

 

Kaiju:

Sustenance: Flesh, but surprisingly little given their size.
Aging: None

 

Ghosts: Unliving for all

 

Demons:

Sustenance: None

Aging: None

 

Evil Plants:

Sustenance: Water

Aging: Regular

Magic


Dowsing

Intuition + Perception Dowsing is no longer an option. Umbral Magic can be dowsed by Charisma + Empathy.

Supernaturals with no active effects or only innate effects can only be Dowsed at Adjacent Range with 4 hits this gives both directionality and presence. Each [Enchantment] effect active on them, rather than separately being Dowsed, allows them to be detected out to a longer range category.

[Spells] and power point expenditures are dowsable as described in the normal rules.


Countering

 

[Innate]s cannot be countered.

[Enchantment]s can be countered, reducing net hits or ending the effect.

[Spell]s can only be countered on casting.

For countering, only the largest roll reduces net hits, successive or simultaneous countering attempts don’t provide cumulative effects.

You can “Take 20” on a countering, getting 20 hits on your countering attempt by taking a willing or restrained target and totally covering them in the countering substance for one hour.

Authority

"Look me in the eyes and tell me that again."

Authority is the power to impress one's Will directly upon another. Authority requires eye contact to function, although only cursorily. A character who is closing their eyes or wearing mirror shades cannot be controlled with Authority (unless the user has Will to Power). A character who is actively attempting to avoid seeing a potential dominator's eyes may be able to do so, depending upon the actions in question. Activating Authority is generally an opposed test with the target defending with Willpower. When a character is compelled to do something which is against their ideology (generally including following suicidal orders), they may spend an action dithering. They at this point lose an entire round of actions as they have their internal struggle, making an additional resistance check to attempt to shake off the effects. If they again fail to resist the effects, they carry out the order even if it is something they are ideologically opposed to. Most uses of Authority require instructions to be given to the victim in a manner that they can comprehend. Usually this requires verbal orders to be given in a language they understand; but sign language, written directions, and even silent telepathic commands can suffice. Influences from a character with Basic Authority can be disrupted as if it were a Sorcery with a power source identical to the character using it. The demands of a character with Advanced Authority require killing the user or Purify the Mind to undo, and a character with Elder Authority has their powers persist even after they are dead. Anyone with a Basic Authority can detect Mesmerism, Conditioning, or Possession in others by making eye contact.

Basic Powers

Command

[Spell, Sonic, Language]

  • Dice:Willpower + Intimidation or Logic + Persuasion
  • Resistance:Mental
  • Duration:One Complex Action

Complex Action: The character gives an instantaneous verbal command, which the victim will follow to the best of their ability. The action itself must be essentially instantaneous, using up no more than a single complex action. If it is of an open ended nature such as "lie down," then the victim will spend one complex action doing it, and then they are free to do as they please and wonder why they did that.

Mesmerism

[Enchantment, Sonic, Language]

  • Dice:Willpower + Intimidation or Charisma + Persuasion
  • Effective Hits: Reduce action time (Extended Test).
  • Resistance:Mental
  • Duration:Twilight

One Minute + One Minute per Command: The character can hypnotize a victim, allowing them to give extended commands that will be obeyed. Commands must be stressed and repeated, with each major instruction taking approximately a minute to convey. During the period of hypnotism, the victim stands there like an obviously hypnotized drone, but behaves seemingly normally when they go off to carry out their instructions. Any sudden sensory stimulation (such as a nearby gunshot or someone shaking the victim) during the Mesmerism breaks the spell.

Suggestion

[Spell]

  • Dice:Willpower + Expression or Charisma + Empathy
  • Resistance:Mental
  • Duration:Instant

Simple Action: The character can offer a suggestion that the victim will then immediately themselves suggest as if it were their own idea. Whether this idea is followed up upon or discarded as "a bad idea" depends entirely upon how they feel about the idea once they've said it to themselves. The immediate victim does not remember being fed the suggestion in the first place, but the scene may look odd to onlookers.

Advanced Powers

Cloud Memory

[Spell]

  • Dice:Willpower + Expression or Logic + Artisan
  • Effective Hits:Extend Timeframe of modification from 5 minutes
  • Resistance:Mental
  • Duration:Permanent

Complex Action: Cloud Memory allows the character to erase or alter the memories of a victim. A single use of Cloud Memory can alter about 5 minutes of memory, but net hits increase the time frame. A Luminary who is presented with proof that their memories are incorrect may spend an Edge to remember. Extras just have to resolve those discrepancies somehow.

Conditioning

[Enchantment]

  • Dice:Willpower + Intimidation or Logic + Tactics
  • Effective Hits:Reduce action time (Extended Test).
  • Threshhold:4+Potency of victim.
  • Duration:Permanent

1 Day per Willpower, 1 Edge: Using extended mind controlling techniques, a victim's will is broken and they are transformed into a servant of the character's. Breaking someone's mind in this manner is an extended task that has an expected time frame of 1 day per point of the victim's Willpower, with a dicepool of Willpower + Intimidation or Logic + Tactics. Conditioning is Hard and has a threshold of 3. Conditioning supernatural creatures with higher Potencies than the conditioner is even more difficult, and the difference is added to the threshold in that case. Once a victim has been thralled, they follow all orders their new master gives them as if they had been imparted with the force of a successful Mesmerism. At the time of conditioning, the character may choose to alter the ideologies and demeanor of their victim (this is often done to make the giving of orders that would be against the original nature easier to do). Using Conditioning requires an Edge, and it fails if the process is interrupted long enough that it is not continued between when the sun rises or sets and the next time it sets or rises.

Purify The Mind

[Spell, Touch]

  • Dice:Willpower + Tactics or Logic + Empathy
  • Effective Hits:Reduce Action Timeframe
  • Duration:Permanent

10 Minutes, 2PP: The character can heal madness in others. The purification requires continuous hand-to-face contact, the expenditure of 2 power points, and has an expected timeframe of 10 minutes. The character makes a Willpower + Tactics or Logic + Empathy test with a difficulty threshold equal to the extremitude of the mental problem. A mere life damaging phobia requires professional intervention (Threshold 2), while a life destroying insanity is crazy extreme (Threshold 4). Undoing mental damage and memory edits from magical sources always has a Threshold equal to the number of hits gained to create the effect in the first place. If the character cures the affliction they know what it was and what it was about, so they can say something explanatory and insightful if they want. If the character fails, they get nothing but some nightmarish imagery and vague clues.

Will to Power

[Innate]

Always Active: The character can ignore the eye contact restriction on Authority, allowing them to use the discipline on plants and ghosts and people wearing mirror shades.

Expert Power

Possession

[Enchantment]

  • Dice:Willpower + Empathy or Logic + Persuasion
  • Resistance:Mental
  • Duration:Twilight

Complex Action, 5PP: Using Possession, the character can transfer their mind and spirit into the body of another. While the character is possessing a victim, their original body is inert and vulnerable, but they have full control of the other's body. They use the victim's Strength and Agility, but their own Social, Mental, and Special attributes as well as their own skills. They may use their own Powers in the body of another, and cannot activate any of the victim's Powers (but these disciplines do not necessarily turn off in the case of powers with ongoing effects). The character returns to their own body as soon as the sun rises or sets, the body they are in is knocked unconscious, their Possession power is suppressed by any means, or they spend a Complex Action to return to their own body. The character can only actually be in one body at a time.

Celerity

There she goes again.

Celerity is the power to move with the astonishing speed of the supernatural. Celerity must be consciously activated at a cost of three power points, and its effects last for one scene. Distinct from other Powers, the effects of Celerity are cumulative. The discipline as a whole is activated or not during a scene, and may be activated as a Reflexive Action while rolling initiative. During the initiative phase, a character with Celerity may choose to reduce the speed that they will move at to a more normal velocity. The degree of speed utilized cannot be changed again until next initiative phase. In general, a character whose Celerity more than doubles their speed in any dimension would constitute a breach of the Vow of Silence.


A Character with a Basic Celerity has a Speed Tier of at least 1 when Celerity is active. Any non supernatural, any supernatural without celerity, or any supernatural with celerity not active has a Speed Tier of 0. The world itself is treated as having a Speed Tier of 1. If a defending character has a higher Speed Tier than the attacker they can buy hits with their resistance pool at an improved rate. If their Speed Tier is one greater they can buy at 3 dice for 1 hit. If their Speed Tier is two higher they can buy hits at 2 dice for 1 hit. If their Speed Tier is 3 higher they can buy hits at 1 dice for 1 hit.

Basic Powers

Quickness

[Enchantment]

  • Duration:Scene

Part of Celerity Activation, 3pp (total for all Celerity): While Celerity is active a character with Quickness can attack one additional valid target per Speed Tier per simple action when using guns or melee weapons. Each additional target must be a different valid target. Roll the attack separately taking into account different modifiers.

Nimble Feet

[Enchantment]

  • Duration:Scene

Part of Celerity Activation, 3pp (total for all Celerity): While Celerity is active, the character is able to walk and run at stupendous speeds. The character's personal movement rate is quadrupled. If the character has Advanced Celerity, the speed increase is itself increased to six times. If the character has Elder Celerity the movement increase is eight times. In addition, the character ignores penalties for acting while moving over difficult surfaces (although they may be slowed down by them as normal).

Quicken Sight

[Enchantment]

  • Duration:Scene

Part of Celerity Activation, 3pp (total for all Celerity): While Celerity is active, the character may perceive and derive meaning from fast moving objects. They may follow a specific card in a shuffled deck, read a sign on a fast moving train, or gauge the trajectories of bullets in flight. They gain a +2 bonus to Dodge Tests, and negates any bonuses opponents would glean from multiple attacks during an Initiative Pass. If they have Advanced Celerity it increases to +4, if they have Elder Celerity, the bonus increases to 6 dice.

 

Advanced Powers

Alacrity

[Enchantment]

  • Duration:Scene

Part of Celerity Activation, 3pp (total for all Celerity): Gain an additional Speed Tier when Celerity is Active.

Shifting Sands

[Enchantment]

  • Duration:Scene

Reflexive, 1pp: While Celerity is active the character can rewind time and change their actions accordingly. The sands of time are heavy and small, and the character can only rewind a split second of time. As such, crucial events whose effects are not immediately obvious to the character have already escaped their grasp long before any calamity is apparent. As a reflexive action, the character can spend a power point to shift their position slightly (less than a meter) if they are immediately aware of some kind of danger (such as the floor giving way or being hit with a bullet) or other disaster. The character can use this to dodge a bullet or to be hit by a bullet that was intended for someone else, but the timing is so fine that they must make this choice before the soak roll is made. If they redirect an attack to themselves, they are struck with no net hits, regardless of whether they would have been easier or harder to strike than the intended target. This can also be used socially to prevent major faux pas, though it is useless if the character merely gradually got on the nerves of someone else. If the character gets no hits at all on a social test, they may spend a power point to re roll all the dice. If they get even one hit, then whatever mistakes were made are too far in the past when they become apparent and this power cannot be used.

Flight

[Enchantment]

  • Duration:Scene

Part of Celerity Activation, 3pp (total for all Celerity): The character can fly. Like they were a superhero. The character can fly for the duration of a scene. Taking off or landing in cramped areas may require an Agility + Athletics stunt. A flying character moves 3 to 5 times as fast as one walking or running along the ground, and flying is not particularly tiring unless they actually make a Draining Sprint. Flight can be dispelled as a sorcery with 3 hits. A character whose flight has been dispelled falls.

Shorten the Fuse

[Enchantment]

  • Duration:Scene

Part of Celerity Activation, 3pp (total for all Celerity): When Celerity is Active you get a +4 bonus dice to Initiative rolls per Speed Tier.

 

Expert Power

Rapid Thought

[Enchantment, Innate]

  • Duration:Scene

No Action, Duration Permanent: While Celerity is not active you maintain a Speed Tier of 1.

Part of Celerity Activation, 3pp (total for all Celerity): While Celerity is active, the character is able to consider their situation and their surroundings carefully as if they had little or no time pressures. All penalties for splitting one's attentions between two or more activities (such as wielding two pistols or picking a lock while dangling from a rope) are canceled. The character ignores all penalties for a "rushed job." And finally, the character always wins initiative against enemies, and must roll only if another character also has Rapid Thought.

 

Clout

"I have the power!"

Clout is the power to draw upon the great strength of the supernatural in order to perform feats of literal strength. Those who can draw upon their magical power to augment their physical prowess in this manner find themselves becoming stronger even without drawing directly upon their magical might. A character with Clout gains a +1 bonus to their Strength score. Clout is an odd case as regards the Vow of Silence because while it is accompanied by no flaming runes or crawling shadows, demonstrations of incredible strength strain credibility and perhaps worse they draw comments from observers.

 

Basic Powers

Vigor

[Enchantment]

  • Duration:Scene

Non Action, 1pp per Strength: The character may spend a power point as a Free Action to increase their Strength by 1 for the remainder of the scene. This may be activated more than once, and its effects stack. While using Vigor itself has no visible effects, the use of vastly increased strength may be obviously unnatural to onlookers. The maximum number of power points a character can spend in a scene on Vigor is three plus their Potency.

Clinging

[Innate]

  • Duration:Permanent

Always On: The character can hold themselves onto vertical surfaces and even ceilings for extended periods of time without special equipment or apparent effort. They can easily move up or down sheer surfaces at the rate of a steady walk, and scuttle across ceilings at the rate of a careful walk without danger or exertion. When such a character attempts to pull Wuxia or Spiderman inspired stunts involving running on walls or brachiating over a crowd they find this much easier, because they can support their weight merely by putting a hand against a wall. For practical purposes, this means that such stunts are much less extreme for them than they appear to outsiders. The thresholds are generally reduced by 2 (a crazy extreme stunt would be merely a professional stunt from their perspective).

Flesh of Marble

[Enchantment, Protean]

  • Duration:Scene

Simple Action, 2pp: The character can transform their skin into something very hard. It is not necessarily marble, or even stone: some creatures turn into metal or magically hardened wood. Some creatures get skin that is all craggy or jointed (like The Thing or Colossus from Marvel Comics), and others simply turn into what are apparently living statues. While active, the character gains 4 bonus dice when Soaking physical damage. Electricity does not harm a character having invoked Flesh of Marble, either because they are too conductive (if metallic) or too insulated (if stone).

 

Advanced Powers

Devastation

[Innate]

  • Duration:Permanent

Always On:  The character's Strength can emanate from many places at once along an object being touched, allowing them to lift very large, awkward and even fragile things without issue. It also allows them to have a blow from their hand or foot repeated many times across a wall or floor, causing it to shatter (which is where the power gets its name). This kind of contact telekinesis is best represented in super hero comics - where characters routinely lift cars by the ends without parts falling off or the ground underneath them giving way. The source of force can be directed out across a distance of 2 meters per Potency, and the character can effectively lift or smash something that they could accomplish with 5 identical friends. When used as an attack, the character can strike multiple enemies in close combat without penalty or attack a single opponent as if they outnumbered them. A character with Devastation can use any weapon they can use at all in one hand with no penalty.

War Form

[Enchantment, Protean]

  • Duration:Scene

Complex Action, 4pp: The character transforms into a monstrous beast. The specifics of the monstrous beast that they become are chosen and fixed when this discipline is gained. A character's War Form is about a 50% larger than their normal form, and it has claws, or teeth or spines or something. These constitute a 4 damage natural weapon that inflicts Lethal damage. While in War Form, the character's Strength is increased by 3 and their Agility is increased by 2. When a character goes into Frenzy they can (and often do) transform into War Form immediately. This Frenzy-induced transformation takes only a Simple Action and does not cost any power points. A Frenzy transformation discount cannot be saved for later - it must be the character's first action upon entering Frenzy to count.

Burrowing

[Spell]

  • Dice:Strength + Survival or Strength + Larceny
  • Effective Hits:Tunneling in Meters
  • Duration:

Simple Action, 1pp: The character can tunnel through earth, stone, or very earth like structures (concrete, bricks). They can travel through a meter for each hit on the test. It is up to the character whether they leave a hole behind themselves. If no hole is left behind them, the ground will simply have a slight discoloration, the actual form of the terrain will be unharmed. Such spots radiate magic of the type of the creature hidden inside them if the creature remains.

At any time a character with Burrowing who is currently “trapped” inside a structure or the earth can retrace a path they took (even one where they didn’t leave a tunnel) with no power point cost. Treat this exactly like using the Burrowing power, but with no PP cost.

Telekinesis

[Spell]

Of Action You Perform: The character can manipulate things at a distance. Things are moved with a Strength equal to the character's Willpower. Telekinesis is only slightly more accurate than a grabber hand, and does not grant the amazingly devastating effects of leverage you might expect. With intense concentration, telekinesis can be made to perform tiny acts of fine manipulation - like writing something. When used in this manner, telekinesis is tortuously slow and not very strong (Strength 1). Think of dramatic spirit writing scenes from a movie of your choice and how long it takes to write something short like "Murder."

 

Expert Powers

Giant Size

[Enchantment, Protean]

  • Duration:Scene

Complex Action, 4pp: The character can grow extremely large. They can expand to a muscular 3.5 meters in height. This is a Protean power. While in Giant Size, the character has an additional 6 points of Strength, they gain a point of armor, and the base damage of any weapon they use increases by 2 (assuming that it is allowed to grow with them). All of the things that a character wants to grow along with them grow along with them while they are being carried by them, and anything they aren't carrying or that they wish to leave normal size stays normal size.

Naturally Big

[Innate]

Always On: The Character is always very large. They have +6 Stength, +1 Armor from thick skin or hide or muscle, and weapons they commonly use have a base damage of +2 if properly sized to them.

 

Discernment

"I have the power!"

"You see what you want to see. You hear what you want to hear."

Discernment is the power to have unusual and enhanced senses. A character with Discernment can perceive what others cannot. A character with Discernment gains a +2 bonus on Mental Resistance tests and can buy additional dice any time they roll a resistance test at the cost of 2 power points per die.

Basic Powers

Supernatural Senses

[tags]

  • Dice:Stat1 + Skill1 or Stat2 + Skill2
  • Effective Hits:Value One + Value Two
  • Resistance:Stat + Edge
  • Duration:time, Scene, Twilight, or Permanent

Action Type, pp cost: Description Text.

Sensory Damper

[tags]

  • Dice:Stat1 + Skill1 or Stat2 + Skill2
  • Effective Hits:Value One + Value Two
  • Resistance:Stat + Edge
  • Duration:time, Scene, Twilight, or Permanent

Action Type, pp cost: Description Text.

Aura Perception

[tags]

  • Dice:Stat1 + Skill1 or Stat2 + Skill2
  • Effective Hits:Value One + Value Two
  • Resistance:Stat + Edge
  • Duration:time, Scene, Twilight, or Permanent

Action Type, pp cost: Description Text.

Advanced Powers

Psychometery

[tags]

  • Dice:Stat1 + Skill1 or Stat2 + Skill2
  • Effective Hits:Value One + Value Two
  • Resistance:Stat + Edge
  • Duration:time, Scene, Twilight, or Permanent

Action Type, pp cost: Description Text.

Telepathy

[tags]

  • Dice:Stat1 + Skill1 or Stat2 + Skill2
  • Effective Hits:Value One + Value Two
  • Resistance:Stat + Edge
  • Duration:time, Scene, Twilight, or Permanent

Action Type, pp cost: Description Text.

Chain of Eyes

[tags]

  • Dice:Stat1 + Skill1 or Stat2 + Skill2
  • Effective Hits:Value One + Value Two
  • Resistance:Stat + Edge
  • Duration:time, Scene, Twilight, or Permanent

Action Type, pp cost: Description Text.

Tracking Echoes of the Muse

[tags]

  • Dice:Stat1 + Skill1 or Stat2 + Skill2
  • Effective Hits:Value One + Value Two
  • Resistance:Stat + Edge
  • Duration:time, Scene, Twilight, or Permanent

Action Type, pp cost: Description Text.

Expert Power

Phantasmogoria

[tags]

  • Dice:Stat1 + Skill1 or Stat2 + Skill2
  • Effective Hits:Value One + Value Two
  • Resistance:Stat + Edge
  • Duration:time, Scene, Twilight, or Permanent

Action Type, pp cost: Description Text.

Example Power Name

[tags]

  • Dice:Stat1 + Skill1 or Stat2 + Skill2
  • Effective Hits:Value One + Value Two
  • Resistance:Stat + Edge
  • Duration:time, Scene, Twilight, or Permanent

Action Type, pp cost: Description Text.





 


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