| Power | Description
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| Agile | You are very acrobatic and agile. You can run, jump, parkour and climb really well. You don't take damage from falling. While this does not add to combat, you can add it to your dodge. You add +2 to any stat for such acrobatics. You can judge foes Action stat.
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| Alchemy | You can brew magic potions as a downtime action. Potions can't be made permanent, but a dose can be as small as a peanut.
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| Amphibious | You are at home in the water and get +2 to any physical tasks when in the water. You swim really well and enjoy unrestricted movement in water. You can breath underwater and hold your breath for a really long time.
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| Applied plotonium | You can make anything work better by adding plotonium (gives a +1 bonus). Overloading the plotonium (which destroys it) gives you a free drama point to spend on operating the device.
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| Arcane Sage | You have a very broad occult knowledge and are a veritable encyclopaedia of things arcane. You can judge a foes "horror" stat. You also have +2 to know anything about magic or the supernatural.
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| Archmage | You have mastered making magic without word or gesture. You can also extend their range, duration or area. Works with all types of magic. You add +1 to any stat when you cast magic. You can tell what type of magic a foe is capable of (ritual, spells, etc).
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| Artifice | You can make magic items as a downtime action by binding a spell into an item. Permanent items require Vis and can be used once a scene. Without Vis the item has charges based on how many downtimes actions you put into it.
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| Athlete | You get +2 to any tasks which rely on your strength, speed, toughness, etc. Does not help in combat.
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| Attractive | You are really attractive. This helps your fame. You add +2 to any stat for seduction, fast talking and similar social interactions.
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| Aura of evil | Cause holy items to burst into flame, drive off people of faith, deconsecrate holy ground and defile religious things just by walking near them.
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| Bat Wings | You have wings and can fly. They are hard to hide, but it is possible under a big coat, or some sort of backpack.
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| Beastmaster | You can communicate with animals, understand them and have limited control over them. This is not magic and they don't talk back, it is behavioural training.
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| Biome control | You can control your home biome. If you are from the desert you can control heat, scorpions, sand, etc. If you are from the arctic you can control cold, snow, ice, etc. If you are from the jungle you can control vines, mud, humidity, etc. You can also create a few kg of these materials each round. This can give you a +1 bonus when used creatively.
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| Biome Transformations | You can take the form of any small animals of your home biome. For a jungle you could become a parrot, a monkey, a snake, a swarm of butterflies, etc. In these forms you are effectively natural creatures of that type (and hence quite easy to kill).
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| Breath weapon | You can breath fire or acid or similar. It can affect one target, or a whole room, and matches your best stats vs their ability to dodge. You can only use it once per scene.
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| Calculate the odds | You can work out the odds of success, or exactly what is needed to succeed. You are also a lightning calculator and can solve maths problems nearly instantly in your head. You can look at a foe and judge one of their stats. You can only do it once per foe, but you get to chose the stat.
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| Calligraphy | You can write magic scrolls as a downtime action, which anyone can read out to cast the magic spell or ritual you placed into it. If you put Vis into the scroll it becomes a permanent Sigil, which can be read out once a scene.
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| Cantrips | You can cast minor convenience spells. These can't do damage or give bonuses, but it can clean, mend, warm, chill, illuminate, open, close, message, etc. It can start a small fire with a touch or jolt a battery. These can't heal, but they can stop further bleeding and revive someone who is unconscious.
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| Catfolk form | You can take the form of a super-sexy half-cat half-person. In this form you gain +2 Romance, but -2 Horror. You also gain "Tooth and Claw", "Regenerate", "Primal" and "Monstrous".
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| Cat form | You can take the form of a jaguar. You gain "Tooth and Claw", "Regenerate", "Primal" and "Monstrous".
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| Charm | You can use Romance vs Horror to put someone in a hypnotic trance with your charming voice. They must be calm and listening to you. They can then be given post-hypnotic suggestions, which they will try to act on once released from the trance. What they do will depend on their personality as much as the wording of the suggestion.
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| Control shadows | You can manipulate existing shadows changing their shape however you like. They have no physical effect on anything, but can be used to hide or conceal things. You can use Horror vs Action to blind someone by putting shadows over their eyes.
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| Creature of the night | You can summon and control creature of the night, such as bats, rats, etc. These are mundane animals. On their own they have stats of 1 (or less), but they don't stack unless they are helping you (+1).
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| Daywalker | You do not burn in daylight, but it does still prevent you from using any supernatural powers.
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| Deus ex machina | Your personal machine (ie tricorder, sonic screwdriver, etc) can be quickly altered to do almost whatever you need it to (open locks, erase camera footage, measure background muon levels, etc), though it can not do direct damage to a foe.
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| Distill Vis | You can using this fickle, sensitive and fragile distillery to condense and crystallise pure vis from stray magic auras in the air around us. You can create one unit of Vis per downtime action. If not harvested, the crystals can, in a few months, grow out of control and cause outbursts of wild magic.
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| Dr. Fixit | With enough parts and time, you can repair anything. You can also improve things, Such improvements require plotonium, take a downtime action and are permanent. They can grant an extra ability, but often make the item somewhat finicky and temperamental.
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| Electricity empowers | If you are electrocuted, you get a free drama point to spend on a physical action in that scene. You do not take damage from electricity. To be useful you must be jolted with enough power to stun or kill a mundane human.
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| Evil eye | You can inflict curses on people for a scene. This can be a generic "bad luck" or it can be quite creative. They are limited in power to be equivalent to a -1 on all physical actions, and they must be a single sentence. You can also lay a post-mortem death curse (a doom) on whoever kills you. These have NO power restriction, but must still be a single sentence.
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| Ex-cop | You were a cop, watchman, private eye, detective or similar. You add +2 to any stat for preventing or solving crimes. You can judge foes Crime stat.
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| Face of clay | You can change the shape and colour of your skin. This is great for disguise and stunt doubles, but it is a cosmetic change. You can't change the structure of your bones underneath, nor what your skin is made of. Impersonating others typically uses your Crime stat.
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| Familiar | An ancient ritual has shared a part of your soul with that of a small animal (<15kg). Their body and will are an extension of your body and will. You see and hear what they see and hear, you feel their pain, etc. You can cast spells through them.
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| Flying broom | You have a broom (or cauldron or similar) which can fly. You has to be big enough for you to sit on or in, and you can't fly if you lose it.
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| Fringe Chemist | You can make fringe science injectable chemicals as a downtime action by doing science. These injections can vary in effect as much as as any potion. They can be made permanent with Plotonium, but usually come with some nasty side effects.
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| Fringe medicine | Can heal or "improve" people ala Dr Moreau. These improvements require plotonium, take a downtime action and are permanent. They can grant an extra ability, but also add a flaw (often the Monstrous flaw).
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| Gadgetry | You can make fringe science items as a downtime action by doing science. Just like Q does for James Bond with his gadgets. Permanent items require Plotonium and can be used once a scene. Without Plotonium the item has charges based on how many downtimes actions you put into it.
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| Genius | You are a genius, you speak several languages, and can read a dozen more, you can speed read and have an eidetic memory. You add +2 to any stat for working stuff out or outwitting someone.
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| Glamours | You can create illusions. These can be up to the size of a person. These are not real and do not have reflections or show up on old film. They vanish if touched with silver. You can cover things with an illusion, but it must be bigger than what it covers. They look and sound real, but they don't smell or feel. They can not effect the real world in any way, and so they can not cause damage. You must be able to see the illusion to make it move, but a stationary one can remain after you leave. The artistic quality of the illusion depends entirely on the skill of the illusionist. If you are trying to make a scary illusion it goes off your Horror, if you're trying to create a cute bunny illusion it goes off your Romance, an illusion of a car crash would go off Action, while a space ship would go off Sci-fi, and illusionary disguise goes off Crime, etc.
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| Glamours | You can create illusions. These can be up to the size of a person. These are not real and do not have reflections or show up on old film. They vanish if touched with silver. You can cover things with an illusion, but it must be bigger than what it covers. They look and sound real, but they don't smell or feel. They can not effect the real world in any way, and so they can not cause damage. You must be able to see the illusion to make it move, but a stationary one can remain after you leave. The artistic quality of the illusion depends entirely on the skill of the illusionist. If you are trying to make a scary illusion it goes off your Horror, if your trying to create a cute bunny illusion it goes off your Romance, an illusion of a car crash would go off Action, while a space ship would go off Sci-fi, and illusionary disguise goes off Crime, etc.
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| Good actor | You are a good actor. You never over-act, and are always interesting and convincing on camera. This helps your fame. You add +1 to any stat when you are acting, pretending or similar.
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| Hardy | You have an extra point of Determination (+1). You are also immune to fire, lightning and cold.
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| Hollywood Veteran | You have been here for a long time (possibly under different aliases). You know the history of the studio and Hollywood itself. You have a strong fanbase, you know all the mover and shakers and the powers behind the throne. You are at the top of the list when new roles are on offer.
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| Hypno-beam | You can use Sci-fi vs Horror to put someone in a hypnotic trance via your hypno-beam. They must be calm and looking into the beam. They can then be given post-hypnotic suggestions, which they will try to act on once released from the trance. What they do will depend on their personality as much as the wording of the suggestion.
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| Immortal | You are an immortal supernatural. You do not age. You do not need to breathe and can not be killed by disease and poison. Things that would kill a normal mortal do not kill you but it still hurts, and can knock you out. Massive damage, such as beheading, exploding, stake through chest, etc does still kill you.
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| Independent shadow | Your shadow can break off and operate independently. It is a separate part of your soul. You can see what they see, and feel what they feel, etc. Shadows are perfectly soundless and totally deaf. Shadows are insubstantial and can not affect or be affected by the physical world. It can not use magic, but it can be affected by it. They must stay on a surface, and stay your shape, but can not cross any bright lit areas.
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| Invisible | You can become invisible once per scene. Covers what you are carrying when you turn invisible. The invisibility breaks if you attack someone or cast a spell. Gives you +2 to any stat where being invisible would help.
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| Invulnerable | Mundane weapons don't really hurt you. Knives and bullets do little more than slow you down and ruin your clothes. Magic and Supernatural weapons are fully effective, as are large scale weapons like rocket launchers and artillery. Any physical attack from a stat of 5 or more (supernatural level) also damages you normally.
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| Keen senses | You have heightened hearing, sight, smell, etc. You get +2 anytime these would help. You can recognise people by scent and track them.
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| Lab-work | You get +1 to spend on any task you, when in a lab. Mostly this would be spent on doing science, but it can be spent on anything you do in the lab.
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| Magic healing | You can magically heal wounds or boost people (+1 to a specific task). You can only have one "boost" spell running at a time, and they need to say in sight, but you can do other things while it is going.
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| Magic potential | You have a lot of raw magical power, but less control. You add +2 to any stat when you cast magic, but not to resist it.
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| Magic Rituals | Slow and powerful, but not very flexible. All of the rituals are ancient and many come from ancient egypt. Rituals can affect large areas and have permanent effects, but may also require magical ingredients. Most rituals can made faster or more powerful by adding multiple casters. No rituals involve modern tech. Requires chanting and gestures. Ie you may want to use a ritual to turn someone into a frog forever, but the GM says you only know the ritual to turn someone into a mouse for a month.
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| Magic Spells | Fast and flexible, but not as powerful. A spell is created on the spot by the caster, imposing their will directly onto the world. They are normally single target, short duration, limited effect magics. Extra casters do not help, but you don't need ingredients. Requires chanting and gestures. Spells can be used with modern tech. Ie you cast a spell to turn someone into a frog, but the GM says it is not powerful enough and only turns the skin green and makes them croak. Or that it works, but only "frogs" them for a few minutes.
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| Mesmerism | You can use Horror vs Horror to put someone in a hypnotic trance with your mesmerism. They must be calm and looking into your eyes. They can then be given post-hypnotic suggestions, which they will try to act on once released from the trance. What they do will depend on their personality as much as the wording of the suggestion.
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| Mist form | You can become a wisp of mist or smoke. You can't interact with the physical world at all, you can't hurt anyone nor be hurt. Magic works on you normally, but you can't use it. You can move quickly through even the smallest of gaps. You can see and hear but not speak or feel.
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| Moonwalker | You can resist the change, even under the full moon.
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| Mysterious backer | You have a surprisingly large budget for your science, but have been warned that if you ever find out who is funding you, or why, they will stop. They provide you a free lab, free materials (even illegal ones), a supercomputer, and cover all of your lab expenses (they even dispose of unwanted bodies).
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| Other ability | Something else good.
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| Other form | You can take the form of something else.
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| Performer | You are an exceptional performer in some artform other than acting, such as singing, dancing, improve comedy, etc. You add +2 to any stat for such performances. This helps your fame.
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| Plotonium Reactor | You can using this dangerous, unstable and expensive reactor you made to create exotic materials through quantum fusion collisions. The most stable is Plotonium. You can create one unit of it per downtime action. With suitable fine tuning you can create other less stable exotic materials which can have unusual properties (flubber, caverite, etc). If left unattended for more than a month or two the reactor can go critical.
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| Polarity reversal | With a few moments of tinkering you can reverse what a machine does. Reversing an electromagnet might push metal away, reversing a torch might make it project darkness, etc.
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| Power of blood | You have a free drama point in any scene when you have fed to satiation on fresh warm human blood (does at least 2 points of damage to your food source).
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| Power of love | You have a free drama point to spend on any scene when you have had someone honestly and sincerely declare their love to you. You don't have to love them, but they do have to really love you (and spend at least an action telling you so).
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| Power of the beast | You have a free drama point in any scene when you let loose your inner primal beast (acting on your rage, lust, hunger, fear, etc). You must keep acting on that emotion until the end of the scene.
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| Power of the monster | You were either born a monster or you were permanently transformed into this thing you are now through fringe science or magic. Swamp monsters and mini kaiju (about human size) are popular. This ability is for any unique powers granted by your form. Must take the monstrous flaw.
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| Power of vis | You get a free drama point to spend on casting magic any time you destroy a crystal of vis or an equivalent to boost your spell's power. It normally consumes at least 3 minor items like potions, scrolls or similar.
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| Proffession | You were a skilled professional at some job. You add +2 to any stat when using your professional skills.
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| Regeneration | You naturally recover a point of damage at the end of each scene. This does not heal damage done from magic, magic weapons or silver.
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| Resist magic | You are naturally resistant to magic. You add +2 to any stat when resisting magic.
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| Scholar | You have a very broad general knowledge and are a skilled researcher. You know about a lot about science, history, technology, etc. You can judge foes "Sci-fi" stat. You also have +2 to know anything academic.
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| Sci-fi Wifi | You are a expert hacker and can do science at range to any device you can connect to, even over wifi or bluetooth or an internet connection.
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| Socialite | Very up-to-date, with your finger on the pulse. You are a skilled networker. You know about who's who, what's hot, what's trending and what's about to go viral, etc. If you don't know where to get something, you're friendly with the one who does know. You get +1 to social tasks when making a new friend or networking. All socialites know each other.
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| Speed | You are really fast. You have lightning reflexes and can do short bursts of movement almost too fast to see. It doesn't help you think faster, so you have to plan what your going to do first. You add +2 to any stat, but you can only use it for one thing a round. So you can choose to put the bonus on attack, but then you can't also use it for defence that round.
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| Spirit animal | You can astral travel in the form of your animal spirit. Your soul leaves your body. You see hear feel as your animal spirit. Spirits are are visible but insubstantial and can not affect or be affected by the physical world. They can not pass through living things.
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| Strength | You are really strong. You do not tire from physical tasks and can perform acts of great strength. It doesn't make you tougher. You add +2 to any stat where you are using your strength. It helps with attacking in combat, but not for defence.
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| Strong Self Image | You are less affected by story blur and have no trouble divorcing your true self from your fictional roles.
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| Terrifying | You can use your Horror to create an aura of fear around you once a scene. It may be a howl or involve a change in your appearance. It effects everyone who can see or hear you. Most mortals will run in terror, but few supernaturals will be affected.
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| Thief | You are a extremely skilled thief and can sneak, picklock, pickpocket, etc. You add +2 to any stat for sneaking, stealing or similar. You can judge foes Crime stat.
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| Tooth and Claw | Your claws and teeth are larger and stronger than most, making them very useful in combat (+2 to any stats when attacking in combat). These are easily hidden and you can't be disarmed.
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| Tough | You have two extra points of Determination (+2).
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| Trained warrior | You are a trained fighter and have a variety of combat skills such as arrow catch, dual wield, blind fight, disarm, sword catch, throw weapon and trick shot. You add +1 to your Action for combat. You can judge foes "Action" stat.
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| Vampiric healing | You can heal by drinking blood. Your blood can also heal others if they drink it. You can not blood bond people this way. Worse, if the person dies while your blood is still in their system, they may become a vampire, or some sort of mindless undead monster.
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| Vampiric Transformations | You can take the form of a bat, colony of bats, swarm of insects, rats, wolf, etc. In these forms you are effectively natural creatures of that type (and hence quite easy to kill).
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| Vanish | You can vanish (in a puff of smoke) from a scene. You can not return to it. If restrained you can not use this ability, but it can be used to escape combat.
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| Winged flight | You have wings and can fly. They are hard to hide, but it is possible under a big coat, or some sort of backpack.
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| Wolf form | You can take the form of a super tough wolf. In this form you gain +2 Action and -2 Sci-fi. You also gain "Tooth and Claw", "Regenerate", "Primal" and "Monstrous".
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| Wolfman form | You can take the form of a dangerous half-wolf half-person. In this form you gain "Tooth and Claw", "Regenerate", "Primal" and "Monstrous".
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