Tag: Rules

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  • Breaking Through Things

    h6. [[Main Page |Back to Rules Reference]] h6. _(More info on 321)_ |*Terrible [-2]:*|Window glass| |*Poor [-1]:*|Thin wood| |*Fair [+2]:*|Thick wood, like an interior door| |*Good [+3]:*|Really heavy or thick wood, like an exterior door| |* …

  • Buying Things

    h6. [[Main Page |Back to Rules Reference]] h6. _(More info on page 322)_ |*Price {Amount}*|What it can buy| |*Terrible {Under $10}*|A candy bar, cigarettes, a movie ticket, a paperback novel, a cheap meal, a quick cab ride, over-the-counter drugs| …

  • Lifting Things

    h6. [[Main Page |Back to Rules Reference]] h6. _(More info on page 321)_ |*Terrible [-2]:*|A fully loaded backpack or rucksack| |*Poor [-1]:*|A child| |*Mediocre [+0]:*|A heavy chair| |*Average [+1]:*|Most adults| |*Fair [+2]:*|Most furniture, …

  • Rolling Dice

    [[Skill and Trappings List | Skill]] + [[The Ladder | Roll]] = Effort Effort – [[Difficulty Guidelines | Difficulty]] = Effect (measured in shifts) h6. [[Main Page |Back to Rules Reference]]

  • The Ladder

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

  • Time Increments

    h6. [[Main Page|Back to Rules Reference]] |Instant| |a few moments| |half a minute| |a minute| |a few minutes| |15 minutes| |half an hour| |an hour| |a few hours| |an afternoon| |a day| |a few days| |a week| |a few weeks| |a month| |a …

  • Actions

    h6. [[Main Page|Back to Rules Reference]] h2. Types of Actions Each character gets one basic action per turn. Under certain circumstances your character can take a single supplemental action and/or several free actions in addition to that main …

  • Assessment vs Declaration

    h6. [[Main Page|Back to Rules Reference]] h3. Assessments: h6. _(More on page 115 & 195)_ * Player invests a significant amount of time in study or research * Player chooses appropriate [[Skill and Trappings List | skill]] based on perception …

  • Advancing Cities

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

  • Milestones

    h6. [[Main Page|Back to Rules Reference]] h4. Minor Milestone Mostly for switch the focus of your character’s existing abilities or changing something on the character sheet. Occurs at the end of a session of play, or whenever a significant twist of …

  • Choosing Aspects

    h6. [[Main Page|Back to Rules Reference]] Aspects are: * What you ARE more than what you can do * Hooks & footholds for your character. * Your most explicit way of telling the GM "This is what I want to see in the game" * *Relationships* (_Mama’s …

  • Using Aspects

    h6. _(More info on page 98)_ *Invoke:* 1 fate point to get a +2 or reroll or to make a [[Assessment vs Declaration | declaration]] *Compel:* GM pays 1 fate point to constrain and complicate, or player pays 1 fate point to say no thanks to that. * …

  • Temporary Aspects

    h6. [[Main Page|Back to Rules Reference]] Aspects that are introduced to (or inflicted upon) a character or scene by the actions of a character in the game, but fade from that recipient over time. Most commonly results from a successful maneuver ( …

  • Attack Actions

    h6. [[Rules Reference |Back to Rules Reference]] [[Actions | Back to Basic Actions]] p. p. Attacks are: - a direct assault that causes momentary or lasting harm to an opponent in the form of stress and consequences. - always rolled as a contest …

  • Art of Spellcasting

    h6. [[Main Page|Back to Rules Reference]] Spellcraft is different from innate powers, such as speaking with the dead, precognition, empathy, etc. Think of spellcraft as a toolset, rather than as a single tool. When crafting the spell you need for the …

  • Backlash and Fallout

    h6. [[Main Page|Back to Rules Reference]] Backlash affects the wizard; fallout affects the environment or other nearby targets. You get to choose how much backlash you absorb, with the rest going to the GM as fallout. Backlash means that the spell …

  • Evocation

    h3. Evocation [-3] [[Evocation | Evocation]] is the "thug" side of [[Art of Spellcasting | spellcasting]], from some perspectives. It's all about pushing energy from one place to another, quickly--and subtlety isn't, truly, part of its vocabulary. …

  • Power-Sponsored Magic

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

  • Using Sponsored Magic

    h6. [[Main Page|Back to Rules Reference]] Sponsored magic is spellcasting that draws on power sources other than the caster himself. These power sources, called sponsors, are at least semi-aware, if not fully-aware, entities with agendas of their own, …

  • Thaumaturgy

    h4. Thaumaturgy [-3] [[Thaumaturgy | Thaumaturgy]] is a subtle art--and slow. It was created by mortal spellcasters due to their need to produce great power but to keep that power under control better than [[Evocation | Evocation]] ever could. This is …

  • Skill and Trappings List

    h6. [[Main Page |Back to Rules Reference]] |*Skill*|*Trappings*| |*[[Alertness]]*|Avoiding Surprise, Combat Initiative, Passive Awareness| |*[[Athletics]]*|Climbing, Dodging, Falling, Jumping, Sprinting, Other Physical Actions| |*[[Burglary]]*| …

  • Maneuvers

    *You can use maneuvers to* - Gain momentary, situational advantages - Change the environment - Directly, but temporarily, affect your opponent without causing stress - Change something about yourself or your current situation - Coordinate actions as …

  • Alertness

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

  • Athletics

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

  • Burglary

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

  • Contacts

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

  • Conviction

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

  • Craftsmanship

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

  • Deceit

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

  • Discipline

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

  • Driving

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

  • Empathy

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

  • Endurance

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

  • Fists

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

  • Guns

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

  • Intimidation

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

  • Investigation

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

  • Lore

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

  • Weapons

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

  • Might

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

  • Performance

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

  • Presence

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

  • Rapport

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

  • Resources

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

  • Scholarship

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

  • Stealth

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

  • Survival

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

  • Powers Index

    h6. [[Main Page |Back to Rules Reference]]

    h4. *[[Alphabetical Index of Powers | Alphabetical List of Powers]]* |[[Powers that Start with "A"|A]]|[[Powers that Start with "B"|B]]|[[Powers that Start with "C"|C]]|[[Powers that Start with …

  • Alphabetical Index of Powers

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

  • Using Evocation

    h6. [[Main Page|Back to Rules Reference]] The quick-and-dirty method of using magic. You gather your power, then shove it into a temporary construct of will to control its direction and effect. Because of its quick and dirty nature, evocation has …

  • Using Thaumaturgy

    h6. [[Main Page|Back to Rules Reference]] The safest, most reliable method of doing magic. You construct a physical ritual construct, then gradually channel energy into the construct. Because of its slow and deliberate nature, Thaumaturgy has two …

  • Addictive Saliva

    h4. Addictive Saliva [-1] Your saliva is a powerful narcotic, leaving a victim insensate in the short term. With just a little more exposure, your victim goes straight from senseless to senselessly addicted. For those poor saps, detoxing is a bitch--it …

  • Aquatic

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

  • Beast Change

    h4. Beast Change [-1] You're able to take on the form of a beast, rearranging the priorities of your skill list. *Musts:* You must define the particular kind of beast that you change into. *Skills Affected:* Many *Effects:* _Beast Form._ You …

  • Bless This House

    h3. Bless This House [-1] Your faith is proof against the invasion of the supernatural, enabling you to improve the strength of a threshold in a place where you reside. *Skills Affected:* [[Conviction]] *Effects:* _Bless This House._ By your …

  • Blood Drinker

    h3. Blood Drinker [-1] You can (and, with [[Feeding Dependency]] _must_) drink blood. Feeding on lifeblood sustains you more fully than any food might, and you're particularly good at it. Anything short of freshly spilled blood is less vital and, thus, …

  • Breath Weapon

    h4. Breath Weapon [-2] You're able to spit or otherwise throw some sort of self-generated projectile over a short distance. You'll need to lock down this breath weapon to a single type of effect--e.g. acid, fire, lightning, etc.--when you take this …

  • Cassandras Tears

    h4. Cassandra's Tears [-0] You are afflicted by the condition known as Cassandra's Tears--you have a limited ability to see the future and predict the shape of things to come. But there's a big downside: most people simply ignore or won't believe your …

  • The Catch

    h3. The Catch [+Varies] Your Toughness abilities are limited in some way. *Skills Affected:* None *Effects:* _The Catch._ You must specify something that bypasses your Toughness abilities. This will give you a discount on the total cost of any …

  • Channeling

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

  • Claws

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

  • Cloak of Shadows

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

  • Demesne

    h4. Demesne [-1] As a spirit that has been linked to the mortal world, you naturally create a space within the Nevernever tied to that place or concept. This space reflects the landscape of your "mind." *Skills Affected:* [[Discipline]] *Effects …

  • Demonic Copilot

    h4. Demonic Co-pilot [-1] Running around in a body that isn't yours is hard, so you contract out the hard work to a spirit. Usually an evil, angry one. *Musts:* You should have an aspect referencing this pact in some way. The GM is going to be …

  • Diminutive Size

    h4. Diminutive Size [-1] You're very small, or able to become very small at will if you're a shapeshifter--at the very largest, you're dwarfed by even a small human child. This ability is always in effect unless you have the ability to shapeshift. …

  • Domination

    h4. Domination [-2] This ability is most commonly seen among a segment of Black Court vampires. Given a captive victim, a skilled Black Court vampire or other creature with this ability can break down the target's will through direct psychic assault. …

  • Echoes of the Beast

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

  • Emotion Vampire

    h3. Emotional Vampire [-1] You can (and, with [[Feeding Dependency | Feeding Dependency]] _must_) "eat" strong emotions--often lustful and passionate or otherwise dark ones. Purely positive emotions, such as love, are not an option. This very much …

  • Feeding Dependency

    h3. Feeding Dependency [+1] You gain some of your supernatural abilities by feeding on [[Blood Drinker | blood]], [[Emotion Vampire | emotions]], or something else (in the case of ghouls, massive quantities of meat). If you take this ability, it " …

  • Flesh Mask

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

  • Gaseous Form

    h4. Gaseous Form [-3] Certain Black Court vampires may have the ability to turn into a cloud of gas, seeping under door cracks, traveling great distances undetected, and so on. Other creatures may do this as well. *Skills Affected:* Various * …

  • Ghost Speaker

    h4. Ghost Speaker [-1] You see dead people. All the time. Some people mistakenly refer to you as an _ectomancer_ (a kind of Focused Practitioner--see page 76), but your ability is more instinctual and you are not technically a spellcaster (although …

  • Glamours

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

  • Greater Glamours

    h4. Greater Glamours [-4] As a pure fae of considerable power, you are able to create true seemings--actual objects, or near enough as to make no difference in the moment (i.e., extoplasmic constructs). Your veils are potent and your lesser seemings …

  • Guide My Hand

    h3. Guide My Hand [-1] By giving yourself over to your faith, you may sense the purpose the higher powers have in mind for you, guiding your hands (and your feet) to take you to where you are most needed. *Skills Affected:* [[Conviction | Conviction …

  • Holy Touch

    h3. Holy Touch [-1] When acting with a pure heart and selfless purpose, your very touch is harmful to creatures vulnerable to such things. *Musts:* You must have taken [[Righteousness | Righteousness]] in order to take this ability. *Skills …

  • Hulking Size

    h4. Hulking Size [-2] You're very large, or able to become very large at will if you're a shapeshifter--at the very largest, as tall as a house. This ability is always in effect unless you can shapeshift. *Skills Affected:* [[Fists | Fists]], [[ …

  • Human Form

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

  • Human Guise

    h4. Human Guise [-0] Congratulations, you pretty much look like everyone else. The effects of this ability are so minor that they're really considered to be almost cosmetic, at least in terms of the impact on the game mechanics; hence the zero cost. …

  • Incite Emotion

    h4. Incite Emotion [-1] You are able to incite certain strong emotions in a target--usually emotions of passion or pain. Dark or morally "corrupt" emotions (lust, wrath, despair, and others) are the usual ones available. Emotions created by this …

  • Inhuman Recovery

    h3. Inhuman Recovery [-2] You have an incredible fortitude, able to exert yourself longer and heal faster than a normal human can. *Musts:* You must attach this power to a [[The Catch | Catch]]. *Skills Affected:* [[Endurance | Endurance]], other …

  • Inhuman Speed

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

  • Inhuman Strength

    h3. Inhuman Strength [-2] You are able to life more and hit harder than the average human can, due to your supernatural heritage. *Skills Affected:* [[Might]], other physical skills. *Effects:* _Improved Lifting._ Whenever lifting or breaking …

  • Inhuman Toughness

    h3. Inhuman Toughness [-2] You're unusually tough and have incredible fortitude. You're able to take more punishment than a normal human can. *Musts:* You must attach this power to a [[The Catch | Catch]]. *Skills Affected:* [[Endurance | Endurance …

  • Item of Power

    h4. Item of Power [-Varies] You have an item of great power--an artifact that goes beyond the ephemeral items created by spellcasters and alchemists. This is an artifact with an ancient story, often drawing its power from some vast supernatural entity …

  • Lawbreaker

    h3. Lawbreaker [-Varies] You've broken one of the [[Laws of Magic | Laws of Magic]]. * *First:* You've taken a life with the use of magic, turning a little bit of your soul dark. * *Second:* You've transformed someone with the use of magic, …

  • Living Dead

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

  • Mana Static

    h4. Mana Static [-1] Despite not being a mortal practitioner of magic, you have a tendency to cause technology to short out the way a wizard or other mortal spellcaster does. While we don't have documentation of this sort of ability in our casefiles …

  • Marked by Power

    h4. Marked by Power [-1] You've been marked by something powerful, in a way recognizable to those with a magical affinity. Such people and creatures will think twice about acting against you, but they'll also see you as a representative of the thing …

  • Mimic Abilities

    h4. Mimic Abilities [-Varies] You are able to mimic the abilities of another individual, at least to an extent. *Musts:* You must set aside a number of points of your refresh equal to the maximum total refresh value of any mortal stunts and …

  • Mimic Form

    h4. Mimic Form [-2] You are able to mimic the appearance of another, given the right materials to work with: ideally a piece of their flesh, some strands of hair, a patch of skin, or a vial of blood. Mortal monster hunters, take heed! *Skills …

  • Modular Abilities

    h4. Modular Abilities [-Varies] You can improve your physique, taking on a variety of abilities as you change your form. *Musts:* You must "pre pay" a number of refresh points equal to the maximum total value of the abilities you want to be able to …

  • Mythic Recovery

    h3. Mythic Recovery [-6] You heal faster than anyone should be able to. Prometheus' liver has fits of jealousy. *Musts:* This ability replaces [[Inhuman Recovery | Inhuman]] or [[Supernatural Recovery | Supernatural Recovery]]. You must attach this …

  • Mythic Speed

    h4. Mythic Speed [-6] You are a rare supernatural creature whose very essence is tied to the notion of speed. You're like the wind itself. Hell, you may _be_ the wind itself. *Musts:* This ability replaces [[Inhuman Speed | Inhuman]] or [[ …

  • Mythic Strength

    h3. Mythic Strength [-6] Your strength is a thing out of legend--legends that feature _you_. This ability is usually only available to NPCs. *Musts:* Mythic Strength replaces [[Inhuman Strength | Inhuman]] or [[Supernatural Strength | Supernatural …

  • Mythic Toughness

    h3. Mythic Toughness [-6] Issues of the flesh rarely trouble you. Your body has, to a great extent, transcended the petty concerns of mortality. *Musts:* This ability replaces [[Inhuman Toughness | Inhuman]] or [[Supernatural Toughness | …

  • Pack Instincts

    h4. Pack Instincts [-1] You are part of a pack and share a certain kind of unspoken, animal communication with one another. *Musts:* You must define who is in your pack, and they must share this ability. *Skills Affected:* [[Alertness | Alertness …

  • Psychometry

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

  • Physical Immunity

    h3. Physical Immunity [-8] You simply can't take physical damage from anything normal. *Musts:* You must attach this power to a [[The Catch | Catch]]. *Skills Affected:* [[Endurance | Endurance]], other physical skills *Effects:* _Physical …

  • Refinement

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

  • Sponsored Magic

    *Seelie (Summer) Magic* Drawing on the power of the Summer Court, you’re able to cast spells that fit its essential nature: wildness, birth, growth, renewal, fire. These magics are under the sway and watch of the Queens of Summer (Lady, Queen, and Mother …

  • Righteousness

    h3. Righteousness [-2] Your prayers have a profound effect. *Skills Affected:* [[Conviction | Conviction]], others *Effects:* _Potent Prayer._ When pursuing your calling, you may make a prayer (page 324) to guide your actions righteously--spend …

  • Ritual

    h3. Ritual [-2] "Ritual" covers the ability to do one particular application of [[Thaumaturgy | thaumaturgy]]--such as _crafting_ or _wards_--to the exclusion of any others. The application isn't always a technique so much as a subject matter: for …

  • Seelie Magic

    h4. Seelie Magic [-4] Drawing on the power of the Summer Court, you're able to cast spells that fit its essential nature: wildness, birth, growth, renewal, fire. These magics are under the sway and watch of the Queens of Summer (Lady, Queen, and Mother …

  • The Sight

    h4. The Sight [-1] Wizards and others have learned to open their third eye, perceiving the magical world in great detail. The downside here is that the often phantasmagorical images are burned into their brains--never forgotten, _always vivid_. * …

  • Soulgaze

    h4. Soulgaze [-1] Wizards (and a rare few others) have the ability to gaze upon another's soul directly--but only the first time they make more than a moment of eye contact; and only if the one they gaze upon actually has a mortal soul. When it doesn't …

  • Spider Walk

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

  • Spirit Form

    h4. Spirit Form [-3] You are an incorporeal spirit form, able to pass through walls and other barriers in the mortal world (thresholds still have an almost physical reality to you, however). *Skills Affected:* Many *Effects:* _Insubstantial._ …

  • Supernatural Sense

    h4. Supernatural Sense [-1] You have a supernatural sense of some sort, enabling you to detect something no one could normally detect (e.g. smell hope), or to perceive something normally in situations where you otherwise couldn't (see in complete …

  • Supernatural Recovery

    h3. Supernatural Recovery [-4] You can exert yourself constantly without issue and, given just a little downtime, you can recover from particularly nasty wounds. *Musts:* This ability replaces [[Inhuman Recovery | Inhuman Recovery]]. You must attach …

  • Supernatural Speed

    h4. Supernatural Speed [-4] You're able to move far faster than the eye can see--or at least so fast that what's seen is only a blur. You can cross physical distances easily and quickly; acting before ordinary mortals do is trivial. This ability …

  • Supernatural Strength

    h3. Supernatural Strength [-4] You have supernatural strength--you're able to life and break things you shouldn't be able to, and people who get in your way tend to be very, very sorry. *Musts:* Supernatural Strength replaces [[Inhuman Strength | …

  • Supernatural Toughness

    h3. Supernatural Toughness [-4] Your body can take punishments that would easily kill a normal man. *Musts:* This ability replaces [[Inhuman Toughness | Inhuman Toughness]]. You must attach this power to a [[The Catch | Catch]]. *Skills Affected:* …

  • Swift Transition

    h4. Swift Transition [-2] Most supernatural creatures may cross over into the Nevernever naturally, so long as they are in a place that particularly resonates with their nature (White Court vampires, for example, tend to disappear mysteriously in the …

  • Sword of the Cross

    h4. Sword of the Cross [-3] You possess one of the three Swords of the Cross, their hilts reportedly forged from the nails that fixed Christ to the Cross. Those bearing the Swords are called the Knights of the Cross. *Musts:* You must have a destiny …

  • Tattoos of St Giles

    h3. Tattoos of St. Giles [-2] You've enlisted or allied with the Fellowship of St. Giles (OW89) to keep your Red Court vampirism in check. They've covered you in normally invisible tattoos that carry a magic potency, enabling you to better fight off …

  • True Shapeshifting

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

  • Unseelie Magic

    h4. Unseelie Magic [-4] Drawing on the power of the Winter Court, you're able to cast spells that fit its essential nature: wildness, death, decay, slumber, ice. These magics are under the sway and watch of the Queens of Winter (Lady, Queen, and Mother …

  • Wings

    h4. Wings [-1] You have wings of some sort--gossamer as a faerie, leathery and batlike as a demon--enabling you to fly. *Musts:* Your wings are always present and visible unless you have an ability (Flesh Mask, shapeshifting powers, or the …

  • Wizards Constitution

    h4. Wizard's Constitution [-0] You are a wizard, or are like a wizard--incredibly long lived for a human, able to recover from injuries just a little better than the next guy. This ability is replaced by any Inhuman or better Recovery or Toughness …

  • Worldwalker

    h4. Worldwalker [-2] You have a natural ability to cross into and out of the Nevernever by opening a gateway. Others in close proximity to you may pass through this opening as well--and things within the Nevernever may use it to get out. You're also …

  • Stunts

    h6. [[Main Page |Back to Rules Reference]] h4. What Are Stunts? Most people have little tricks, advantages, or knacks that they pull out when they need a bit of something extra. Stunts exist to provide guaranteed situational benefits usually without …