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Supernaturalis

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79 views67 pages

Supernaturalis

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 67

Supernaturalis

Written by Zadmar.

Theme based on the mud God Wars II.

This game references the Savage Worlds game system, available from
Pinnacle Entertainment Group at www.peginc.com. Savage Worlds and all
associated logos and trademarks are copyrights of Pinnacle
Entertainment Group. Used with permission. Pinnacle makes no
representation or warranty as to the quality, viability, or suitability for
purpose of this product.

The World Serpent (in the Introduction), the weapons and shields, and
the Demon and Pyromancer archetypes were painted by Alayla.

All other artwork is by Storn Cook, licensed under the Creative Commons
Attribution-NonCommercial-ShareAlike 2.5 Generic License. Check out
his amazing work on his website at www.stornart.com

Supernaturalis © 2012 Richard Woolcock

Version 7

Licensed under the Creative Commons Attribution-NonCommercial-ShareAlike 2.5 Generic.

~2~
Table of Contents
Chapter 1: The Setting 4 Environmental Manipulation 33
Introduction 4 Extra Limb 33
Setting Rules 5 Growth 34
Healing 35
Chapter 2: Characters 7 Henchman 36
Character creation 7 Immortality 38
Altered Skills 8 Mind Control 38
New Skills 8 Mystic Communication 40
Altered Hindrances 8 Natural Armour 41
New Hindrances 9 Natural Weapon 41
Altered Edges 11 Perception Filter 46
New Edges 11 Preternatural Endowment 47
Archetypes 14 Reflective Power 49
Regeneration 50
Chapter 3: Gear 19 Resilience 51
Weapon creation 19 Sense Control 52
Shield creation 21 Shrink 54
Armour creation 22 Special Movement 54
Example weapons 23 Stretchy 55
Premade weapons 24 Supernatural Sense 56
Swiftness 56
Chapter 4: Primal Edges 25 Telekinesis 57
Alternate Form 25
Anatomical Separation 26 Chapter 5: Customisation 59
Chameleon 26 Power Suites 59
Deflection 27 Modifiers 59
Dimensional Phasing 28
Dynamic Power 29 Chapter 6: Magic 63
Empathic 31 Overview 63
Environmental Adaption 32 Powers 63

~3~
Chapter 1: The Setting
Introduction
This is a tale of the earliest days,
when creatures of myth and legend walked the earth,
when the Supernaturalis ruled as gods,
and war raged eternal...

I
n the beginning there was Nothing. Planets were formed, and life crawled from
Then Nothing was divided, and the two the primordial ooze to begin the long
Multiverses came into existence in an journey of evolution.
explosion and implosion of raw primal
energy. Each Multiverse was a mirror of the Scattered throughout the Universes were
other, one formed from positive primal fragments of primal energy, and sometimes
energy, the other from negative, and at a tiny fragment would strike a world.
their centre was born the World Serpent, Reality became distorted around things
the Nexus of reality itself. touched by this energy, and some people
developed the skills to control and
The two Multiverses spawned Universes, manipulate the residual power, which they
which spawned galaxies and solar systems. called "magic". Very rarely the energy
encountered a free-floating sentient soul,
and instead of merely touching it, it merged
with it. And so the Supernaturalis were
born. These beings didn't simply
manipulate the magic, like the puny mortal
wizards; they were one with it. A
Supernaturalis wields magic with the same
natural ease as a mortal breathes air.

Using this Setting


There is no fixed campaign world, instead
you can use Supernaturalis as a “cap
setting” for existing Savage Worlds
campaign settings to create mythological
demigods, street-level superheroes, bizarre
aliens, supernatural monsters, or even just
unusual fantasy races.

Characters created with these rules will


generally be rather powerful beings, but not
as strong as those created with Necessary
Evil or the Super Powers Companion. It
should therefore be possible to have mixed
parties of characters, although you may still
wish to give the non-Supernaturalis a few
free advances, or even start them at
Seasoned.

~4~
Setting Rules
Supernaturalis Achilles' heel
The Supernaturalis are those with the The Supernaturalis are powerful beings,
Arcane Background (Supernaturalis) edge. but many of them have a deadly flaw or
Players automatically begin with this edge weakness that can be exploited by their
for free, although they may substitute it for enemies. They may take an extra Major
a different Arcane Background if they hindrance, or two Minor hindrances, during
prefer. If they do, then the Eternal Soul, character creation.
Touched by Fate and Achilles' heel setting
rules do not apply to them. Bennies
Eternal Soul Bennies represent your ability to
manipulate fate, and can be used to make
The Supernaturalis can be killed, but they Soak and Evasion rolls, remove your
almost always come back. Make a Spirit roll Shaken status at any time, reroll a trait test
after being killed, ignoring wound modifiers. (and keep the best result), play an
On a raise, you return to life in d6 hours. additional adventure card (the first is free),
On a success it takes 20+d6 hours. On a add d6 to a trait roll you've just made, gain
failure it takes d6 days. On a critical failure access to a Combat edge until the
it takes d4 weeks. You are still beginning of your next turn (you must meet
Incapacitated when you return, unless its edge requirements), gain access to the
someone has healed your corpse in the Dynamic Power edge (with Dynamic
mean time (you don't heal naturally while Activation) until the beginning of your next
dead). Note that certain special encounters turn, or fuel specific edges (such as No
may result in permanent death or Mercy).
banishment, but these should be major
events. Although enemy Wild Cards still have 2
bennies each, the GM no longer receives 1
benny per player at the start of the session
to spend on other NPCs. Instead, the GM
can use bennies on NPCs whenever he
likes, but he must then give the player he is
working against a free benny as
compensation.

Soaking
Spend a benny and make a Vigor roll. If
all wounds are eliminated, you also remove
Shaken status.

On a failure, nothing happens. On a


success, you eliminate one wound. On a
Touched by Fate raise, you eliminate two wounds, or (if you
received more than two wounds) all but one
The Supernaturalis may ignore the rank wound. Two raises eliminate all wounds.
requirements on edges, although they must
still meet any other requirements as usual. Evasion
Furthermore, they always receive three
adventure cards per session (regardless of Spend a benny and make an Agility roll. If
rank), and may spend bennies to use all successes are eliminated, you avoid the
additional cards after the first (one benny attack entirely.
per card).

~5~
On a failure, nothing happens. On a objects). If the weapon or target is much
success, you negate one success from the harder than the other, it takes half damage
attack. On a raise, you negate two (like Soft Obstacles in the Collisions rules).
successes, or (if your attacker scored two The GM should only use this rule when
raises or more) the attack is reduced to a dramatically appropriate - for example,
normal success. Two raises negate all when using a living creature as an
successes, completely avoiding the attack. improvised weapon.

Buying new skills Rapid Attack


If you buy a new skill at d4, you may also Rapid Attack works as described in SWD,
increase one other skill that's below its except that it only allows three attacks,
linked attribute. regardless of whether you're using Fighting,
Throwing or Shooting. It can't be used with
Encumbrance weapons that require an action to
ready/reload after each attack, unless they
contain enough ammunition for three
Your Load Limit is defined in significant
attacks.
items rather than in pounds. A significant
item is one that weighs roughly 5-14
pounds, and you can carry a number of Heavy Armour
such items equal to half your Strength
without penalty. Heavy Armour no longer renders you
immune to non-Heavy Weapons. Instead, it
Particularly heavy items may count as two means that attack and damage rolls from
or more significant items; divide their non-Heavy Weapons no longer ace when
weight in pounds by 10 and round to the made against you.
nearest whole number to determine how
many items they count as. If you're Damage types
carrying a lot of small items, they may
collectively be classified as a significant For the sake of consistency, all attacks in
item, at the GM's discretion. this setting fall under one of ten damage
types:
Mental Resistance
 Beast (claws, fangs, fists, etc).
If someone rolls against your Willpower,  Earth (also stone and other solids).
you can attempt to resist by spending a  Metal (steel, iron, silver, etc).
benny and making a Spirit roll. This works  Water (all liquids, also ice).
like Soaking if they're inflicting damage, or  Wood (anything plant-based).
Evasion if they're doing something else to  Cold (including frost).
you (such as reading your mind, etc).  Ethereal (psychic, magic).
 Heat (including fire).
 Wind (all gases, also lightning).
 Senses (sonic, light, darkness, etc).

The first five represent the physical


damage types, the other five the energy
damage types.

Note that ice comes under Water as long


as it's the impact causing the damage. If
it's the actual temperature that causes the
damage, then that comes under Cold. So
Weapon Collision beating someone over the head with a lump
of ice would count as Water damage, for
When rolling for damage, the result is example, while magically coating their skin
applied to both the weapon and the target in a layer of freezing ice would count as
(before acing, in the case of inanimate Cold damage.

~6~
Chapter 2: Characters
Character creation
Concept With 1 point you can raise a skill below its
linked attribute or buy a new skill. With 2
points you can raise a skill above its linked
What sort of supernatural creature attribute, increase an attribute, or add an
are you? Are you a vampire, ghoul, lich, or edge.
some other form of undead? Perhaps you're
a werewolf, werebear, werefox, or some
other shapeshifter? Maybe you're a demon, Attributes and Skills
dragon, titan, or some other sort form of
innately supernatural being? Or you could You begin with d4 in each of your five
be a human infused with raw magical or attributes, and have 5 attribute points to
elemental power, or something else distribute among them. An average person
entirely. has d6, and attributes cannot be raised
above d12. Later on you can select Primal
What sort of powers do you possess? Edges to represent supernatural strength,
Are you a shapeshifter? A teleporter? A speed, etc, but your base attributes will
telepath? Do you possess rapid remain unchanged (they can be viewed as
regenerative abilities, or supernatural relative attributes - for example, if you
speed and strength? Can you move objects have Preternatural Strength then you are
with your mind, shoot blasts of energy at much stronger than a normal human, but
your foes, or create protective forcefields? your Strength attribute indicates how
Maybe some or all of your powers come strong you are relative to other
from magical items? supernaturally strong beings).

RACE You also have 15 points to distribute


among your skills. Raising a skill below its
linked attribute (including adding a new
There are no explicit races in this setting,
skill) costs 1 points, while raising a skill
instead you should create them yourself
above its linked attribute costs 2 points.
through hindrances and edges. For example
an undead might have Unhealing and
Terrifying Presence, a robot might have Arcane Background
Construct and Fearless, an elf might have
All Thumbs and Supernatural Sense (Low Your character automatically begins with
Light Vision), and so on. You begin with one Arcane Background (Supernaturalis) for
free edge of your choice, as if you were free, and this lets you select 3 different
human. Primal Edges (listed in chapter 4). It also
allows you to spend your advances on
Hindrances and free advances additional Primal Edges, if you wish.

You may select up to 4 points of Note: No more than half of your advances
hindrances during character creation, with earned after character creation may be
an additional 2 points from the Achilles' spent on Primal Edges.
heel setting rule if you've taken Arcane
Background (Supernaturalis), for a total of Secondary Statistics
6 points worth of hindrances. A Minor
hindrance is worth 1 point, while a Major
After choosing your hindrances, attributes,
hindrance is worth 2 points. In addition, the
skills and edges, you should calculate your
free advance you begin with gives you an
secondary statistics, as follows:
extra 2 points to spend.

~7~
Charisma begins at 0, but may be
adjusted by certain edges and hindrances.

Pace is equal to 6 plus your Size


category, and may be adjusted by certain
edges and hindrances.

Parry is half your Fighting skill plus 2.

Dodge is 4, but may be adjusted by


edges.

Toughness is half your Vigor plus 2.

Willpower is half your Spirit plus 2.

Load Limit is half your Strength.

GEAR

You should use the rules described in


chapter 3 to design your weapons and
armour. Other equipment will vary
depending on the setting.

Altered Skills
Athletics
Athletics is the physical equivalent of
Knowledge, and incorporates Climbing,
Riding and Swimming. Before beginning the
campaign, the GM should prepare a list of
New Skills
specific Athletics skills (in the same way as
you would for Knowledges). DuplicatioN

Anything not covered by a specific There are ten Duplication skills, each
Athletics skill comes under Common linked to Smarts, and they are used for
Athletics. This works exactly like Common improvised spellcasting. See the Creative
Knowledge, except that it uses either Duplication edge in chapter 4 for details.
Agility, Strength or Vigor (GM's discretion).

In most campaigns there will be Athletics Altered Hindrances


(Climbing), Athletics (Riding) and Athletics
(Swimming), but these won't always be Bad Luck (Major)
appropriate. A desert world might provide
little use for Athletics (Swimming), for Instead of reducing your available
example, but Athletics (Skiing) could prove bennies, Bad Luck works as follows:
useful on a frozen world, and a zombie
apocalypse game might even include
When spending a benny to reroll a trait
Athletics (Cycling).
check, you must keep the new result, even
if it's worse than the original. You cannot
Note that Throwing is primarily a combat reroll critical failures, although you may
skill, and therefore isn't included in spend a benny to turn them into a normal
Athletics. failure.
~8~
Small (Major) Impervious to Pain, Immortality,
Invulnerability and Inhuman Anatomy.
This hindrance represents you being small
relative to your size, but it doesn't actually Disembodied (Minor or Major)
reduce your Size to the Small category (see
the Shrink power for more details). It requires conscious effort to hold
yourself together. Whenever you sleep, fall
unconscious, or are incapacitated or killed,
New Hindrances your body crumbles to dust, disperses into
a swarm of insects, melts into a pool of
Alien Anatomy (Minor or Major) water, dissolves into a cloud of protoplasm,
or in some other way vanishes. You cannot
perform any actions until you reform,
You may appear normal on the outside
although this occurs automatically as soon
(take Ugly or Outsider if not), but your
as you regain consciousness.
internal anatomy works very differently to
that of a normal human. As a Minor
hindrance, Healing rolls made on you suffer While this does make it very difficult for
a -2 penalty. As a Major hindrance, Healing enemies to assassinate you in your sleep, it
rolls are made at -4, and your Charisma is can also be very disconcerting for anyone
reduced by -2 while you are wounded, as sharing your bed, and means you'll need to
there is something very unsettling about stabilise and recover on your own if
your injuries - for example, perhaps they incapacitated; your friends won't even be
radiate heat and emit plumes of smoke, or able to drag your body out of enemy
maybe your pitch-black blood is as thick as territory.
treacle and writhing with pale worms, etc.
If you also have the Construct hindrance, It is possible that you may reform in a
the Healing penalty instead applies to different location from where you vanished,
Repair rolls. depending on trappings and GM's
discretion. However this isn't something
you can consciously control, and it can be
Construct (Minor or Major)
annoying as well as useful - a swarm of
bugs may move away from a burning
You aren't a normal organic creature, but building, but they might also go looking for
are instead an artificially created being, food, resulting in you waking up several
constructed from raw materials and hundred metres away from the location
animated through magical energy or some from which you vanished.
other mystical or technological power.
You may also choose to release your body
As a construct, you benefit from the and vanish as a free action. You will regain
Repair skill instead of the Healing skill, and consciousness (and therefore reform) in d6
no longer make natural healing rolls. The hours, most likely at the same spot.
"Golden Hour" rule does not apply to you,
however it requires d6 hours work to repair
As a Major hindrance, you are connected
one wound (halved on a raise), with the
to an object of some sort, such as a bottle,
standard -2 penalty if there's no access to
lamp, ring, skull, sword, etc, where you
basic tools. As a Minor hindrance, the raw
automatically return to rest while
materials you need are relatively easy to
incorporeal. You must return to your object
find (scrap metal, bone, wood, etc). As a
at least once every 24 hours or suffer a
Major hindrance, you require rare, illegal or
level of Fatigue. This can lead to
expensive materials (gold, radioactive
Exhaustion, but not Incapacitation, and
materials, fresh human body parts, etc).
every four hours spent in the object
restores one level of Fatigue lost in this
Note that this hindrance does not give you way. The object is usually indestructible,
the benefits of the Construct Monstrous although very special circumstances may
Ability. If you want those bonuses, they lead to its destruction (such as being
must be added individually by taking the thrown into a specific volcano, or fulfilling
appropriate edges - i.e., Combat Reflexes, the conditions of some specific prophecy, or
Nerves of Steel, Improved Nerves of Steel, granting three wishes to whoever releases
~9~
you from the object, etc) - if this happens, Instead, immediately after transforming
the hindrance must be bought off, either by you must roll your Strength against the
sacrificing your next advance, or by taking Toughness of the strongest object
another Major hindrance. The object never restraining you. On a failure, you suffer a
vanishes with you, but you are always wound but still break free.
transported to it whenever you sleep or fall
unconscious, no matter how far away it is. No Hands (Major)
Other people can prevent you from
materialising by stoppering the bottle,
This hindrance is usually only taken for an
wearing the ring back to front, rubbing the
Alternate Form.
lamp in dirt, etc.
You don't have any prehensile limbs, and
Disturbing Diet (Minor or Major) are unable to hold tools or use weapons
(other than natural weapons). If you take
Your metabolism works differently to most the Extra Limb edge then it can only use
people, and you don't consume normal natural weapons. As this hindrance is so
food. Instead, you require something that severe, you gain an additional free advance
most people find unusual, disturbing, or to spend on your Alternate Form.
even outright disgusting. As a minor
hindrance your food source is relatively
No Speech (Major)
easy to obtain (iron, insects, bones, wood,
blood, etc). As a Major hindrance, you
consume rare, illegal or expensive materials This hindrance is usually only taken for an
Alternate Form.
(gold, radioactive materials, human flesh,
etc). You are treated as an Outsider when
dealing with those who are aware of your You are incapable of speech, although you
diet, and if it ever becomes public may still be able to growl, roar, etc.
knowledge you gain Wanted or (if that's not Communication through gestures is
appropriate) Enemy as an additional Major possible to a very limited extent, in the
hindrance. same way as an animal can make its wishes
known. You can use Mystic Communication
if you have it, but this is likely to prove
Naked (Minor or Major) disconcerting for many people and
situations.
This hindrance can only be taken for an
Alternate Form.
Unhealing (Major)
Your Alternate Form is unable to wear
clothing or armour. As a minor hindrance all You don't recover wounds from the
of your equipment vanishes when you Healing skill or power, however you still
shapechange, and reappears when you benefit from natural healing, ignoring the
change back. Any magical items, or objects modifiers for medical attention (or lack
thereof).
that restrain you (such as handcuffs) or
which are also connected to something
(such as collar chained to the wall) don't Vulnerability (Minor or Major)
vanish, and are instead treated in the same
way as the major version of this hindrance. You are particularly vulnerable to a certain
substance that isn't normally considered a
As a major hindrance any clothing or hazard, such as direct sunlight, silver, wolfs
armour worn prior to shapeshifting bane, etc. Every minute spent exposed to
entangles you like a successfully cast the substance (including the scent of the
Entangle spell (with modifiers based on the substance if appropriate) requires a Vigor
armour or clothing you're wearing), and roll, with failure giving you a Fatigue level.
you must make either a Strength roll to rip This roll is made at -2 if more than half of
out of it or an Agility roll to slip free. your skin is exposed to the substance, and
+2 if none of your skin is directly exposed.
If your new form is larger than your If the substance is introduced into your
normal one, you are not entangled. body (such as by eating wolfs bane, or
having a silver dagger stuck in your back),
~ 10 ~
you need to make the Vigor roll every unless they're ranged weapons that contain
round. If you're protected by special enough ammunition for three attacks.
clothing (such as thick clothing and a deep
hood to protect you from sunlight) you only Improved Frenzy
need to roll once per hour, but this tends to Requirements: Novice, Frenzy,
make you look very conspicuous. Fighting/Shooting/Throwing d8

You cannot be Incapacitated by Fatigue This has to be taken separately for each
gained from this vulnerability, and may version of Frenzy. As well as removing the
make a Vigor roll once per minute to MAP from Frenzy, it also reduces the MAP
recover Fatigue caused by the substance from Rapid Attack by -2.
once you're no longer exposed to it.
Luck
As a Major hindrance, a failed Vigor roll
Requirements: Novice, Competent Extra
once you're Exhausted results in an
automatic wound, and causes you to be
This edge is no longer available for Wild
Shaken if you weren't already. This wound
Cards. A Competent Extra with Luck and
cannot be soaked or be eliminated with
Great Luck may spend one additional
Resilience, it can incapacitate or even kill
advance to replace all three edges with full
you, and it must be healed normally.
Wild Card status (at the GM’s discretion).
If you have the Invulnerability edge, it
provides no protection against this Sweep
particular vulnerability. Requirements: Novice,
Fighting/Shooting/Throwing d6

Altered Edges Anyone can use Sweep, but without the


edge they suffer -2 Parry until the
beginning of their next turn.
Elan
Requirements: N/A

This edge is not allowed in this setting.


New Edges
Brawny Background Edges
Requirements: Novice, Strength d6,
Vigor d6 Arcane Background
(Supernaturalis)
Because of the changes to the way Requirements: Novice
encumbrance works, Brawny now multiplies
your Load Limit by 1½ (rounding to the This Arcane Background is required for
nearest whole number). It still applies the Primal Edges, and indicates that you are
normal Toughness bonus, but doesn't one of the Supernaturalis. You don't use
increase your Size. New Power or Power Points, instead you
directly purchase Primal Edges in the same
Frenzy way as other edges.
Requirements: Novice,
Fighting/Shooting/Throwing d6 You begin with 3 Primal Edges. Select 3
different Primal Edges, each of which must
Anyone can use Frenzy, but without the have no edge requirements of their own
edge they suffer -2 Parry until the other than this Arcane Background (i.e.,
beginning of their next turn. you must have 3 distinct powers, rather
than beefing up one power). After you've
You can use this edge for Fighting, selected your 3 Primal Edges, you may add
Throwing and Shooting, but it must be modifiers to them if you wish, in order to
taken separately for each of the three skills. expand their capabilities with additional
It can't be used with weapons that require edges, as described in chapter 5.
an action to ready/reload after each attack,
~ 11 ~
Fearless In addition, whenever you spend a benny
Requirements: Novice, Brave, Arcane to make a skill reroll (including Common
Background (Supernaturalis) Knowledge), you gain a +2 bonus to the
roll, as you draw upon the combined
You're completely fearless. You experiences of your past lives.
automatically succeed Fear rolls and are
unaffected by Intimidation. If you've maintained contact with people
from your past lives, then you gain the
benefits of the Connections edge. However
Terrifying Presence
you'll also have made enemies as well as
Requirements: Novice, Arcane
friends, which is treated as the Enemy
Background (Supernaturalis)
hindrance (although this represents
assorted enemies from your past who show
Add your Charisma to all Intimidation
up from time to time, rather than one
rolls, treating a negative Charisma as if it specific enemy).
were positive.
Finally, you may ignore the Smarts
requirement if you wish to take Jack-of-All-
Trades.

Combat Edges

Armour Proficiency
Requirements: Novice, Strength d6,
Vigor d6

You're used to the weight and feel of


armour, and therefore reduce all armour
penalties by 1 point. This edge may be
taken up to four times.

Avoidance
Requirements: Novice, Agility d8

You're difficult to hit, and add +2 to all


Evasion rolls.

Dynamic Warrior
Requirements: Novice, Fighting d8 or
Shooting d8

As described in the setting rules in chapter


Wisdom of the Ages
1, you may spend a benny at any time to
Requirements: Novice, Arcane
gain access to a combat edge until the
Background (Supernaturalis)
beginning of your next turn.
You possess the memories of many
With Dynamic Warrior, if you meet all of
lifetimes. Perhaps you're an ancient
the requirements for the combat edge then
immortal, or maybe you can recall your
you can keep it for the entire scene instead.
past lives. The memories may not even be
your own - perhaps you attract ghosts or
spirits who share their wisdom and Endurance
experience with you. This gives you a much Requirements: Novice, Vigor d8
broader background for the purposes of
Common Knowledge rolls, most of which You're difficult to hurt, and add +2 to all
will be made at +2 unless they concern Soak rolls.
very modern or highly specialised subjects.

~ 12 ~
Impervious to Pain you may do so at d4 instead of the usual
Requirements: Novice, Improved Nerves d4–2.
of Steel, Arcane Background
(Supernaturalis) Conjurer
Requirements: Novice, Smarts d6, Spirit
You're completely impervious to pain, and d6, Knowledge (Occult) d8
don't suffer any penalties for wound
modifiers. You're able to conjure simple tools and
devices out of thin air, allowing you to
Rapid Frenzy ignore any negative penalties for lacking
Requirements: Novice, Improved Frenzy, appropriate tools. In addition, with a
Fighting/Shooting/Throwing d10 successful Knowledge (Occult) roll you can
conjure a mundane item that lasts for the
This edge applies to a specific version of entire scene. This item can even be a
Improved Frenzy. You no longer suffer -2 weapon, although it isn't very sturdy, and
Parry when using Rapid Attack with the breaks if you roll a 1 on the Fighting die.
appropriate skill. You can conjure multiple items, but they all
vanish if you are Shaken. You can dismiss
conjured items as a free action, and they
Improved Rapid Frenzy will also vanish within a few seconds if they
Requirements: Novice, Rapid Frenzy,
move more than Smarts inches away from
Fighting/Shooting/Throwing d12
you.

This edge applies to a specific version of


Conjuring food and drink is also possible,
Rapid Frenzy. You no longer suffer any MAP
but more difficult, and can only be
when using Rapid Attack with the
performed once per day for each of food
appropriate skill.
and drink. Roll Knowledge (Occult), on a
success you conjure enough basic food or
Tenacity water to sustain one adult for a day. On a
Requirements: Novice, Spirit d8 raise you conjure high quality food or drink,
or enough basic food and drink for five
You're able to carry on fighting when adults.
lesser warriors would still be reeling. If you
roll a success when recovering from being
Shaken, you may perform one additional
action that round, but at a -2 penalty. Note
that you may also use this ability without
the edge, but if you do you suffer -2 Parry
until the beginning of your next turn.

Professional Edges

Competent Extra
Requirements: Novice, not a Wild Card

You roll a Wild Die as if you were a Wild


Card. This doesn't grant you any of the
other benefits of being a Wild Card.

Natural Athlete
Requirements: Novice, Agility d10,
Strength d6, Vigor d6

You have considerable natural athletic


talent. Whenever you make an unskilled roll
for a Strength-based or Agility-based skill,

~ 13 ~
Archetypes
Demon
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d12, Vigor d8
Skills: Fighting d6*, Notice d6, Intimidation d6, +9 additional skill points
Charisma: –; Pace: 8; Parry: 5*; Dodge: 4*; Toughness: 10; Willpower: 5
Hindrances: Bloodthirsty (Major), Alien Anatomy (Major), Outsider (Minor),
Ugly (Minor)
Edges: Arcane Background (Supernaturalis), Armour Proficiency, Terrifying
Presence
Equipment: Light armour fashioned from human bones
Primal Edges:
 Immortality
 Regeneration
 Special Movement (Flight) + Improved Special Movement
-Detectable: large bat-like wings
 Growth + Growth (Large)
-Permanent: You're always Large
 Natural Weapon (claws d8) + Venomous + Touch Attack
-Requires Activation: Retractable claws
-Detectable: Long black claws glistening with venom

* You suffer -2 Parry, Dodge and Fighting rolls when fighting Medium opponents.

Doppelganger
Attributes: Agility d6, Smarts d8, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6, Notice d6, Persuasion d6, Stealth d6, +7 additional skill points
Charisma: –; Pace: 6; Parry: 5; Dodge: 4; Toughness: 5; Willpower: 5
Hindrances: Ugly, Outsider, Vulnerability (Major, cold iron), Disturbing Diet (Major, human
flesh)
Edges: Arcane Background (Supernaturalis), Wisdom of the Ages (former lives you've taken)
Equipment: Clothing of previous victim
Primal Edges:
 Chameleon + Mimic + Doppelganger + Voice Control
-Slow Activation: Usually takes a few rounds to activate
-Conditional: Must have killed and absorbed the person you wish to copy
-Limitation: Your equipment doesn't change
 Empathic + Empathic Range + Telepathy
-Limitation: Only works on sentient humanoids
-Stationary: You can't move in the same turn you use this ability
 Mystic Communication (Telepathy)
 Supernatural Sense (Mystic: sentient minds)
 Natural Weapon (d6 claws/fangs, +d12 on raise, 2 AP) + Enhanced Weapon + Annihilation
(absorb)
-Requires Activation: Retractable claws and fangs
-Detectable: Vicious-looking claws and fangs

~ 14 ~
Golem
Attributes: Agility d6, Smarts d4, Spirit d6, Strength d12+2, Vigor d6
Skills: Fighting d6*, Notice d4, Intimidation d6, +10 additional skill points
Charisma: –; Pace: 8; Parry: 5*; Dodge: 4*; Toughness: 9; Willpower: 5
Hindrances: Construct (Minor, clay), Outsider, plus one Major and two Minor
Edges: Arcane Background (Supernaturalis), Berserk, Brave, Fearless
Equipment: None
Primal Edges:
 Immortality + Invulnerability
 Growth + Growth (Large)
- Permanent: You're always Large
 Natural Weapon (rock hard fists d6, 2 AP vs. rigid armour, +d8 on a raise)

* You suffer -2 Parry, Dodge and Fighting rolls when fighting Medium opponents.

Immortal
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d10, Notice d6, Intimidation d6, +6 additional skill points
Charisma: –; Pace: 6; Parry: 7; Dodge: 4; Toughness: 5; Willpower: 5
Hindrances: Code of Honor, plus one Major and two Minor
Edges: Arcane Background (Supernaturalis), Wisdom of the Ages, Dynamic Warrior
Equipment: Trench coat, katana (High Penetration): Str+d6, 2 AP
Primal Edges:
 Immortality
 Regeneration + Enhanced Regeneration
 Supernatural Sense (Mystic: other immortals)

Pyromancer
Attributes: Agility d6, Smarts d8, Spirit d6, Strength d4, Vigor d6
Skills: Fighting d6, Notice d6, Duplication (Heat) d8, Knowledge (Occult) d8,
+5 additional skill points
Charisma: –; Pace: 6; Parry: 5; Dodge: 4; Toughness: 5; Willpower: 5
Hindrances: Arrogant, plus one Major and two Minor
Edges: Arcane Background (Supernaturalis), Conjurer
Equipment: Robes, dagger: Str+d4, 1 AP
Primal Edges:
 Dynamic Power + Duplicate Power + Creative Duplication
-Conditional: You must be dry to use your pyromancy
-Detectable: Flames gather in the air as you chant the spell
 Natural Weapon (fiery blast) + Burst Attack (Cone Template) + Blasting
-Requires Activation: You have to activate your fiery attack
-Detectable: Your hands burst into flames
 Natural Weapon (fiery aura) + Ignore Self + Burst Attack + Persistent (no damage first
round) + Aura
-Requires Activation: You have to activate your fiery aura
-Unreliable: Requires a Spirit roll to activate
-Detectable: You're engulfed on an aura of roaring flames

~ 15 ~
Skin-Walker
Attributes: Agility d6, Smarts d6, Spirit d8,
Strength d6, Vigor d6
Skills: Fighting d6, Notice d6, Survival d6, +9
additional skill points
Charisma: –; Pace: 6; Parry: 5; Dodge: 4;
Toughness: 5; Willpower: 5
Hindrances: Quirk (animal-like behaviour), Habit
(eats like a beast), plus one Major and two Minor
Edges: Arcane Background (Supernaturalis),
Alertness, Beast Bond, Beast Master
Equipment: Clothing, staff: Str+d4, 2 AP vs. rigid
armour, +1 Parry
Primal Edges:
 Alternate Form + Skin-Walker
-Conditional: Must be wearing a pelt of the animal
you wish to shapechange into
-Unreliable: Requires a Spirit roll to activate
-Detectable: You have a 'tell' that carries between
forms
 Dynamic Power (Alternate Form) + Dynamic
Flexibility
-Limitation: You can only assume the form of
animals
 Mind Control + Ranged Control + Animal Control
-Feedback: If an animal is killed while you control it, make a Vigor roll or be Shaken
-Detectable: Your eyes (and those of the animal) glow while you're controlling them

Alternate Forms (Any animal)


Hindrances: Naked (Minor), No Hands, No Speech, plus up to 5 additional points worth of
hindrances.

Troll
Attributes: Agility d6, Smarts d4, Spirit d6, Strength d12, Vigor d10
Skills: Fighting d6*, Notice d6, Intimidation d6, +8 additional skill points
Charisma: –; Pace: 8; Parry: 5*; Dodge: 4*; Toughness: 11; Willpower: 5
Hindrances: Disturbing Diet: (Major, people), Clueless (Major), Outsider (Minor), Ugly (Minor)
Edges: Arcane Background (Supernaturalis), Berserk
Equipment: None
Primal Edges:
 Immortality
 Regeneration + Enhanced Regeneration + Regrowth
-Conditional: Only works when the damage wasn't caused by fire
 Growth + Growth (Large)
-Permanent: You're always Large
 Natural Weapon (claws d6, 2 AP)
 Anatomical Separation + Variable Separation
-Conditional: Body part has to literally be chopped off or ripped out

* You suffer -2 Parry, Dodge and Fighting rolls when fighting Medium opponents.

~ 16 ~
Werewolf
Attributes: Agility d6, Smarts d6, Spirit d6,
Strength d6, Vigor d6
Skills: Fighting d6, Notice d6, Survival d6, +9
additional skill points
Charisma: –; Pace: 6; Parry: 5; Dodge: 4;
Toughness: 5; Willpower: 5
Hindrances: Bloodthirsty, plus one Major and two
Minor
Edges: Arcane Background (Supernaturalis)
Equipment: Clothing, dagger: Str+d4, 1 AP
Primal Edges:
 Immortality
 Alternate Form + Skin-Walker
-Unreliable: Requires a Spirit roll to activate
-Involuntary Activation: You automatically transform
on a full moon
-Detectable: The transformation is very loud and
messy
 Regeneration + Enhanced Regeneration
 Supernatural Sense (Enhanced Smell)

Alternate Form (Large wolf)


Attributes: Agility d8, Smarts d4, Spirit d6,
Strength d12+2, Vigor d8
Skills: Fighting d8*, Intimidation d6, Notice d6
Charisma: –; Pace: 10; Parry: 6*; Dodge: 4*;
Toughness: 10; Willpower: 5
Hindrances: Bloodthirsty, Disturbing Diet (human
flesh), Naked (Major), No Hands, No Speech,
Vulnerability (Major, silver)
Edges: Arcane Background (Supernaturalis), Berserk, Fleet-Footed
Abilities: Go for the Throat, Large*, Low Light Vision, Claws and fangs (Str+d8)

* You suffer -2 Parry, Dodge and Fighting rolls when fighting Medium opponents.

Werespider
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6, Notice d6, Survival d6, +9 additional skill points
Charisma: –; Pace: 6; Parry: 5; Dodge: 4; Toughness: 5; Willpower: 5
Hindrances: Bloodthirsty, Alien Anatomy (Major), Disembodied (Minor, spiders), Disturbing
Diet (Minor, insects)
Edges: Arcane Background (Supernaturalis)
Equipment: Clothing
Primal Edges:
 Natural Weapon + Enhanced Weapon + Burst Attack + Ignore Self + Selective + Persistent*
+ Aura + Melding*
-Requires Activation: You have to activate your spider swarm form
-Involuntary Activation: You automatically transform on a full moon
-Unreliable: Requires a Spirit roll to intentionally activate
-Detectable: You loudly and messily transform into huge swarm of spiders
-Limitation: Your equipment doesn't change with you

~ 17 ~
 Supernatural Sense (Mystic, spiders) + Improved Mystic Senses
-Stationary: You can sense and accurately pinpoint all spiders within Spirit miles when not
moving
 Mind Control + Ranged Control + Animal Control + Possession
-Limitation: Only works on spiders
-Feedback: If the spider you're controlling dies, make a Vigor roll or be Shaken
-Burnout: If you roll a 1 on the Smarts die, you can't use Mind Control again for the rest of the
scene
 Mystic Communication + Long-Range Communication + Two-Way Communication + Secret
Communication + Silent Communication
-Requires Activation: You have to initiate communication
-Unreliable: Requires a Spirit roll to activate
-Concentration: Communication ends if Shaken or knocked out
-Limitation: Only allows communication with spiders
 Regeneration + Regrowth + Enhanced Regeneration
-Detectable: Thousands of spiders scuttle towards you and merge into your flesh
-Conditional: You have to be somewhere where spiders could feasibly reach you
 Special Movement (Wall-Walking)
 Henchman + Rapid Recruitment + Automatic Conversion
-Detectable: You send a spider into the candidate's ear, they scream and bleed a lot
-Feedback: If the henchman is killed, make a Vigor roll or be Shaken

* Free edge (no attack first round, always merged).

Wraith
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6,
Vigor d6
Skills: Fighting d6, Notice d6, Intimidation d6, +9 additional
skill points
Charisma: –; Pace: 6; Parry: 5; Dodge: 4; Toughness: 5;
Willpower: 5
Hindrances: Disembodied (Minor), Vulnerability (Minor, holy
items), Unhealing (Major) plus two Minor
Edges: Arcane Background (Supernaturalis), Brave, Fearless
Equipment: None
Primal Edges:
 Immortality + Invulnerability
 Dimensional Phasing (all physical damage types except salt)
+ Dimensional Merging
-Unreliable: Requires a Spirit roll to activate
-Burnout: If you roll 1 on the Spirit die, you can't intentionally
use the power for the rest of the scene
-Detectable: You look translucent and ghostly, and your voice
echoes hollowly
-Involuntary Activation: The power activates automatically at night
-Conditional: You can't activate the power while exposed to direct sunlight
 Mind Control + Sentient Control + Possession (only) + Manifestation
-Feedback: Shaken if the body you possess is killed, make a Vigor roll or suffer a wound as
well
-Limitation: Doesn't work on animals, only on sentient creatures
 Regeneration + Regrowth + Enhanced Regeneration
-Linked (Mind Control): You only regenerate while possessing someone
-Detectable: The victim looks extremely pale and sick as you feed off their life-force

~ 18 ~
Chapter 3: Gear
Weapon Creation

Rather than providing an exhaustive list of


weapon and armour types, GMs and players
are encouraged to design their own. The
recommended approach is to first describe
the weapon, then select the abilities that
best fit the description, and finally apply
any appropriate trappings.

Weapons begin with d6 damage, cost


$250, have 2 points of Weapon Abilities,
and are automatically considered significant
items for encumbrance purposes. Additional
positive abilities must be countered with an
equal value of negative ones, and the same
ability cannot be taken more than once.

Each weapon must be designated as


either lethal or nonlethal. A nonlethal
weapon suffers no penalties for inflicting
nonlethal damage, but cannot be used to
inflict lethal damage.

Missile weapons (those with the Ammo


ability) don't use Strength. Instead, they
inflict 2d6 damage.

Gunpowder weapons may not be


appropriate for all campaigns. However the
GM may choose to permit wands, magical
crossbows and other exotic ranged
weapons that work the same way, or
perhaps require the Silencer ability to be
taken at the same time as the Gun ability.

Strong Defence and Weak Defence are


added together for each hand, but you  Accuracy: The base range of the
cannot exceed +2 even if you have more weapon is tripled instead of doubled
than two hands. (ranged only).
 Multishot: Weapon gains Double Tap, or
+4 Abilities +2 attack instead if it has Spread
(gunpowder only).
 Very High Damage: +2 steps to this  Automatic: Weapon has a RoF of 3
weapon's melee damage die (e.g. d6 (gunpowder only).
becomes d10).
 Very High Powered: Increases ranged +3 Abilities
damage to 2d8 (missile only, not Spread).
 Extreme Range: This is now a ranged  Strong Offence: +1 to Fighting rolls
weapon with a base range of 6/12/24. made with this weapon.
 Ammo: This is now a missile weapon.  Strong Defence: +1 Parry while holding
Double the base range (ranged only). this weapon.

~ 19 ~
 Reach: +1" melee reach, your other  Concealable: +2 Agility to draw,
hand cannot attack in the same round you opponents suffer -2 Notice to spot the
use this weapon. weapon.
 Extreme Raise Die: +3 steps to the  Secure: +2 Strength when rolling to
extra damage die this weapon gains on a resist being disarmed.
raise.  Light: No longer counts as a significant
 Long Range: This is now a ranged item for encumbrance.
weapon with a base range of 5/10/20.  Scope: Reduce the medium and long
range penalties by 2 (gunpowder only).
+2 Abilities  Silencer: The weapon doesn't make
much noise when fired (gunpowder only).
 High Damage: +1 step to this weapon's  Cheap: Weapon costs $100 to buy, and
melee damage die (e.g. d6 becomes d8). the repair cost is halved (optional).
 Very High Raise Die: +2 steps to the
extra damage die this weapon gains on a
raise.
 Cover: Provides cover vs. ranged -4 Abilities
attacks, see the Shield creation section
below.  Very Low Powered: Decrease the
 Medium Range: This is now a ranged ranged damage to 2d4 (missile only).
weapon with a base range of 4/8/16.  Non-Melee: Treat as an improvised
 Very Tough: Weapon has Toughness 15 weapon when used in melee (ranged only,
(instead of 10). not Weak Defence).
 High Penetration: Weapon has 2 AP
(doesn't stack with other AP). -3 Abilities
 High Powered: Increases the ranged
damage to 2d6+1 (missile only, not  Weak Defence: -1 Parry while holding
Spread). this weapon (not Non-Melee).
 Double-Barrel: Weapon has a RoF of 2  Slow Reload: Requires an action to
(gunpowder only). reload after each attack (missile only).
 Entangling: Automatically entangles on  Snapfire: This weapon has the snapfire
a raise (like Grappling) instead of damage, penalty (gunpowder only).
use the raise die for opposed escape roll.
 Crude: Weapon costs $10 to buy, and
-2 Abilities
the repair cost is quartered (optional).
 Low Damage: -1 step to this weapon's
+1 Abilities
melee damage die (e.g. d6 becomes d4)
(not missile).
 Two-Handed: Weapon requires both  Carried: Must always be carried (cannot
hands to use. Add one of the Two-Handed also take Unwieldy) (not Cover or
Abilities (see below). Unwieldy).
 Elemental: Weapon has one of the  Very Fragile: Weapon has Toughness 5
Elemental Abilities (see below). (instead of 10).
 Bludgeoning: Weapon has 2 AP vs. rigid  Dangerous: Uses Innocent Bystander
armour (doesn't stack with other AP). rules in melee, always hit yourself on snake
 Penetrating: Weapon has 1 AP vs. all eyes (not ranged).
armour types (doesn't stack with other AP).  Unstable: Explodes if you roll 1 on the
 Charging: Weapon has 2 AP when Shooting die, applying the weapon's
charging on a mount (doesn't stack with damage to the wielder (gunpowder only).
other AP).  Low Powered: Decrease the ranged
 Short Range: This is now a ranged damage to 2d6-1 (missile only).
weapon with a base range of 3/6/12.  Very Limited Ammo: Roll d6 after
 Tough: Weapon has Toughness 12 shooting, if roll doesn't exceed ammo used
(instead of 10). then you need to reload (gunpowder only).
 High Raise Die: +1 step to the extra  Masterwork: Weapon costs $1000 to
damage die this weapon gains on a raise buy, and the repair cost is quadrupled
(e.g. d6 becomes d8). (optional).

~ 20 ~
-1 Abilities Elemental Abilities

 Low Raise Die: -1 step to the extra  Flaming: Provides illumination.


damage die this weapon gains on a raise Flammable targets may catch on fire.
(e.g. d6 becomes d4).  Cold: Works like the Cold/Ice Fatigue
 Unwieldy: -2 to conceal, requires an Trapping in SWD (magic only).
Agility roll to draw (not Cover or Carried).  Corrosive: Works like the Acid Corrosion
 Fragile: Weapon has Toughness 8 Trapping in SWD (magic only).
(instead of 10).  Electrifying: 2 AP vs. metal armour
 Low Penetration: Weapon has -1 AP (doesn’t stack with other AP) (magic only).
(i.e., -1 damage vs. an armoured
opponent). Shield Creation
 Heavy: Count as two significant items
for encumbrance.
 Gun: This is now a gunpowder Shields don't give armour, instead they
weapon. It's noisy, and can't be used with provide cover. If a ranged attack misses
Frenzy (missile only). you, but would have hit without the cover
 Limited Ammo: Roll 2d6 after shooting, modifier, then it strikes your shield. This is
if neither roll exceed ammo used then you treated as 4 points of armour, but also add
need to reload (gunpowder only) . the ability value of (Very) Tough/Fragile if
 Expensive: Weapon costs $500 to buy, appropriate (so a Fragile shield has armour
and the repair cost is doubled (optional). 3, a Very Tough shield has armour 6, etc).
This stacks with any other armour you
might be wearing.

If the blow strikes your shield, and the


damage roll before acing equals or exceeds
the Toughness of the shield, then the blow
Two-Handed Abilities
literally passes through the shield. If the
attack was a crushing or chopping weapon
 Polearm: The weapon gains +1" melee then the shield is destroyed in the process.
reach. Note that if your shield is a Device then the
 Damage: +2 steps to this weapon's blow must inflict enough damage to destroy
melee damage die, to a maximum of d12. it in order to pass through (and an
 Range: Ammo triples the base range of indestructible shield cannot be smashed
the weapon, instead of doubling it (missile through at all).
only).
 Power: Increase both ranged damage If the blow doesn't pass through the
dice by 1 step (e.g. 2d6 to 2d8) shield, then the shield itself is used to
(gunpowder only). determine the damage type (as the blow
 Burst: Gain Multishot, or upgrade smashes your shield into you), which can
Multishot to Three Round Burst (Automatic be useful if you've got an edge like
only). Resilience.
 Spread: Weapon inflicts 1-3dX damage
depending on range, hits innocent
When you've created a weapon with the
bystanders on 1-2 (Multishot only, not High
Cover ability, you may choose its size:
Powered or Very High Powered).

 Small shield: Provides Light Cover.

 Medium shield: Provides Light Cover, or


Medium if you're crouching or prone behind
it. Treated as Unwieldy.

 Large shield: Provides Medium Cover, or


Heavy if you're crouching or prone behind
it. Treated as Carried.

~ 21 ~
Note that you do not get any extra points point of penalty, and can be taken up to 4
for Unwieldy or Carried, those are already times.
factored in to the improved cover. If you
are crouching or prone then you receive the Armour is also treated as X significant
appropriate bonus in addition to the cover - items for encumbrance purposes when
for example crouching behind a medium carried, where X is the penalty listed above
shield gives you +1 Dodge because you're (e.g. rigid heavy armour counts as 4
crouching and a further +2 Dodge because significant items).
of the medium cover, for a total bonus of
+3 Dodge. Note that this encumbrance only applies
when the armour is carried instead of worn,
in which case there is no reduction for the
Armour Proficiency edge.

Armour Creation

Each set of armour belongs to one of


three weight categories; light, medium, or
heavy. In addition, you can choose to make
your armour rigid if you wish.

 Light armour: +2 armour (reduced to


+1 if they hit you with a raise).

 Medium armour: +4 armour (reduced


to +2 if they hit you with a raise).

 Heavy armour: +6 armour (reduced to


+3 if they hit you with a raise).

 Rigid armour: You gain Hardy (a second


Shaken result doesn't cause a wound).

However you also suffer a penalty for


each armoured location, as follows:

 Torso: -1, -2, -3, or -4 Parry.

 Head: -1, -2, -3, or -4 to notice rolls


(hearing-only if it doesn't cover the face).

 Arms: -1, -2, -3, or -4 to rolls requiring


manual dexterity (e.g. lockpicking, etc).

 Legs: -1, -2, -3, or -4 to running rolls


(never reduces the result below 0).

Light armour gives -1, medium gives -2


and heavy gives -3. Rigid armour increases
the penalty by an additional -1. The Armour
Proficiency edge allows you to ignore 1

~ 22 ~
Example Weapons
Here are a few examples of how certain weapons might be designed:

Longsword
 High Damage (+2): The longsword inflicts d8 damage.

Katana
 High Raise Die (+1): The katana inflicts +d8 damage on a raise.
 Penetrating (+1): The katana has 1 AP.

Mace
 High Damage (+2): The mace inflicts d8 damage.
 Bludgeoning (+1): The mace has 2 AP vs. rigid armour.
 Unwieldy (-1): -2 to conceal, requires an Agility roll to draw.

Knife
 Concealable (+1): +2 Agility to draw, opponents suffer -2 Notice to spot the knife.
 Short Range (+1): The knife can be thrown with a range of 3/6/12.
 Light (+1): The knife doesn’t count as a significant item for encumbrance.
 Cheap (+1): Costs $100 to buy, and the repair cost is halved.
 Low Damage (-2): The knife inflicts d4 damage.

Maul
 High Damage (+2): Increases the damage die to d8.
 Two-Handed (+1): Requires both hands. The maul now inflicts d12 damage.
 Bludgeoning (+1): The maul has 2 AP vs. rigid armour.
 Unwieldy (-1): -2 to conceal, Agility roll to draw.
 Heavy (-1): Counts as two significant items for encumbrance.

ShortBow
 Ammo (+4): The shortbow is a missile weapon that inflicts 2d6 damage.
 Medium Range (+2): The base range is 4/8/16.
 Two-Handed (+1): Requires both hands. Range increased to 12/24/48.
 Non-Melee (-4): Treated as improvised weapon in melee.
 Unwieldy (-1): -2 to conceal, requires an Agility roll to draw.

CrossBow
 Ammo (+4): The crossbow is a missile weapon that inflicts 2d6 damage.
 Long Range (+3): The base range is 5/10/20.
 High Penetration (+2): The crossbow has 2 AP.
 Two-Handed (+1): Requires both hands. Range increased to 15/30/60.
 Non-Melee (-4): Treated as improvised weapon in melee.
 Slow Reload (-3): Requires an action to reload after each attack.
 Unwieldy (-1): -2 to conceal, requires an Agility roll to draw.

~ 23 ~
Premade Melee Weapons
Type Damage Toughness Notes
Blades
Longsword d8 10
Shortsword d6 10 AP 1, Raise +d8
Dagger d4 10 Weight 0, thrown 3/6/12, easy to hide and +2 to ready, costs $100
Greatsword d10 12 AP 1, Weight 2, 2 hands
Rapier d4 10 Parry +1, AP 1
Main Gauche d4 10 Parry +1, Weight 0
Clubs
Cudgel d6 10 Costs $10
Mace d8 10 AP 2 vs rigid armour, must roll to ready
Maul d12 10 AP 2 vs rigid armour, Weight 2, must roll to ready, 2 hands
Staff d4 10 Parry +1, Reach 1, unsheathable, 2 hands, costs $10
Sap d4 10 AP -1, Raise +d10, Weight 0, nonlethal, costs $10
Flails
Flail d6 10 +1 to Fighting rolls, Raise +d10, must roll to ready, Dangerous*
Whip d4 8 Parry -1, Reach 1, other hand cannot attack, Entangling* vs d12
Polearms
Spear d6 8 Parry +1, Reach 1, unsheathable, thrown 3/6/12, 2 hands
Javelin d6 8 Reach 1, unsheathable, thrown 4/8/16, other hand cannot attack
Pike d8 8 Reach 2, unsheathable, Weight 2, 2 hands
Lance d8 8 AP 2 when charging, Reach 1, unsheathable, Weight 2, 2 hands
Halberd d8 10 AP 1, Reach 1, unsheathable, 2 hands
Shields
Buckler d4 12 Parry +1
Target d4 12 Parry +1, AP -1, Raise +d4, Light Cover
Kite d4 15 Parry +1, AP -1, Raise +d4, Weight 2, Light/Medium Cover, must roll to ready
Tower d4 15 Parry +1, AP -1, Raise +d4, Weight 2, Medium/Heavy Cover, unsheathable

Premade Ranged Weapons


Type Range Damage Toughness Notes
Thrown
Dagger 3/6/12 Str+d4 10 Weight 0, easy to hide and +2 to ready, costs $10
Spear 3/6/12 Str+d6 8 Unsheathable, 2 hands
Javelin 4/8/16 Str+d6 8 Unsheathable, other hand cannot attack
Sling
Sling 8/16/32 2d4 5 Raise +d12, easy to hide and +2 to ready, costs $10
Bows
Shortbow 12/24/48 2d6 10 Must roll to ready, 2 hands
Longbow 15/30/60 2d6 10 Unsheathable, 2 hands
Crossbow 15/30/60 2d6 10 AP 2, 1 action to reload, must roll to ready, 2 hands
Hand crossbow 10/20/40 2d4 8 AP 1, easy to hide and +2 to ready
Guns
Pistol 12/24/48 2d6 8
Rifle 24/48/96 2d6 8 Must roll to ready, Snapfire*, 2 hands, costs $500
+2 Shooting, Weight 2, Spread*, Very Limited Ammo*,
Shotgun 12/24/48 1-3d6 8
must roll to ready, 2 hands, costs $500

* See the appropriate weapon ability for details.

~ 24 ~
Chapter 4: Primal Edges
Alternate Form you wish to have a tell, take the Detectable
modifier.

Alternate Form This edge may be taken multiple times,


Requirements: Novice, Arcane with each representing a different form.
Background (Supernaturalis)
Note that you cannot use your Alternate
This edge is considered an instantiated Form's advances to purchase Primal Edges,
power. however you may purchase Primal Edges
normally and then use the Linked modifier
Choose either physical shapechange to have them only work in your Alternate
(the form starts with d4 in Strength, Vigor Form.
and Agility and has 3 points to spend, but
retains your Smarts and Spirit, along with
any skills linked to those stats, and any
edges for which you still qualify), full
shapechange (the form starts with d4 in
all stats and 5 points to spend, and has 5
free advances, but keeps nothing from the
original form other than Primal Edges), or
enhanced shapechange (the form has
exactly the same abilities as the base
character, but can apply additional
hindrances and abilities that only apply to
the new form).

This power is activated with a normal


action, and is deactivated the same way.
For obvious reasons, Alternate Form cannot
have the Permanent modifier; if you're
using Alternate Form with Reflective Attack
as a form of curse, the closest you can do Skin-Walker
to permanent would be something like Requirements: Novice, Alternate Form
Conditional (until kissed by a princess).
You may take on bestial characteristics
Hindrances are carried over to the new when you shapechange.
form, although they may be exchanged for
something more appropriate at the GM's If your Alternate Form has the No Hands
discretion. The new form may also have up hindrance, then it automatically has natural
to six points of additional hindrances (major weapons that inflict damage based on its
counts as two points) in exchange for size: Str for Small or Diminutive, Str+d4
advances (two points of hindrance per for Medium, Str+d6 for Big, and Str+d8 for
advance), which are spent in the same way Large (or higher).
as during character creation. Each modifier
added to Alternate Form grants you an If your Alternate Form has the No Speech
additional advance for the Alternate Form, hindrance, then you may spend an advance
and you may assign further advances to the to buy one (and only one per Alternate
Alternate Form instead of your normal form Form) of the following special abilities:
if you wish. Gore, Go for the Throat, Bear Hug,
Rollover, Pounce, Constrict, Poison,
Some shapechangers have a 'tell' - a Aquatic, Flight or Mount. These work
feature or mannerism that carries over to exactly like the Special Abilities granted to
all their forms, which other people can animals in SWD, except for Mount, which
detect if they make a Notice roll at -2. If means humanoids can ride you.

~ 25 ~
If your Alternate Form has the Naked Additional Separation
hindrance, then you may spend one Requirements: Novice, Anatomical
advance to be Big or Small, two advances Separation
to be Large or Diminutive, three advances
to be Massive or Tiny, or four advances to Choose an additional body part. You can
be Huge or Minuscule. These provide the detach or reattach multiple body parts as a
same modifiers as the Growth and Shrink single action. You may take this edge
edges, except that they are always active. multiple times.

Finally, you may also spend one advance


Variable Separation
to purchase either Low Light Vision or
Requirements: Novice, Anatomical
Infravision as if it were a regular edge.
Separation

This edge may only be taken once, but it


You are no longer limited to a specific
applies to all of your Alternate Forms.
body part - you can decide which part to
detach each time you use this edge. If you
Anatomical Separation also have Additional Separation, then it
determines how many body parts you can
have detached at any one time.
Anatomical Separation
Requirements: Novice, Arcane
Background (Supernaturalis) Anatomical Replacement
Requirements: Novice, Anatomical
Choose one of your body parts. As a Separation
normal action you can detach that body
part, and continue to use and control it You no longer need to reattach the same
normally as if it were still attached. You can body part that was detached. With a
later reattach the body part as another successful Spirit roll you can attach the
normal action. same type of body part from someone else.
This doesn't usually give you any special
The detached body part can only crawl, abilities, although the GM may choose to
hop or roll at half your Pace, unless you give certain benefits by offsetting them
have Special Movement, in which case it against appropriate drawbacks. Once you
can use that movement type normally. An reattach a new body part you immediately
eye can see, a nose can smell, an ear can lose control over your former body part,
hear, a hand can manipulate things, and so and it will begin to decompose.
on, but (other than movement) you must
still control them using your own actions. Chameleon
Detached body parts can be Shaken and Chameleon
Incapacitated like Extras, although they
Requirements: Novice, Arcane
share your traits and abilities (including
Background (Supernaturalis)
Toughness).
Activate as a normal action. You're able to
At the beginning of your turn, make a
distort and manipulate your physical
single Spirit roll for all Shaken body parts,
appearance so that people don't recognise
or spend a benny for them all to
you, even making yourself appear as an
automatically recover.
animal or other non-human creature if you
wish, although you don't have sufficient
If a body part is incapacitated, roll for it control to duplicate a specific person. You
on the Incapacitation table, except it always have some sort of 'tell' - a feature
cannot Bleed Out (unless it's your head or or mannerism that carries over to all your
torso) and the injury type is determined by forms, which people studying you can
the body part instead of rolling on the detect if they make a Notice roll at -2. Note
Injury Table. Death means the body part that you can also change the appearance of
can no longer be reattached. your clothing and equipment, but this has
no impact on its actual functionality.

~ 26 ~
Object Mimicry
Requirements: Novice, Mimic

You're now able to change your


appearance to look like inanimate objects,
although they must be of generally the
same size as you.

Texture Mimicry
Requirements: Novice, Object Mimicry

You're now able to give yourself the


texture of inanimate objects, so that you
feel like the object you're copying.

Mimic Voice Control


Requirements: Novice, Chameleon Requirements: Novice, Chameleon

Your control is now sufficiently advanced You are now able to extensively modify
that you can physically mimic actual people your voice, and (if you also have Mimic)
(along with their clothing and equipment), copy other people's voices with enough
although you must have physically seen accuracy to fool voice identification devices.
and touched the person you wish to mimic. This also extends to your equipment - a
chainmail shirt disguised as a cotton shirt
will no longer make a metal jangle noise as
You are not able to duplicate edges or
you move (and vice versa).
hindrances, therefore the Notice roll to see
through your disguise gets +2 for each
edge or hindrance you have that the target Deflection
doesn't (or vice versa) that changes the
physical appearance, such as Attractive,
Ugly, Brawny, One Leg, etc.
Deflection
Requirements: Novice, Arcane
Background (Supernaturalis)
Doppelganger
Requirements: Novice, Mimic This power is always active. You gain a +1
bonus to your Dodge. This edge may be
You no longer need to physically see or taken up to four times.
touch people in order to copy them
(although you still need something to copy, Note that the bonus from this edge does
even if it's just a photograph). When not stack with the Dodge and Improved
changing your appearance, you are now Dodge edges.
able to temporarily add or remove Edges
and Hindrances that affect your physical
appearance. Forcefield
Requirements: Novice, Deflection
Note that these changes are purely
cosmetic, so while you do gain +2 You may now choose to extend your
Charisma from Attractive, you don't gain Deflection to everyone within a Small Burst
+1 Toughness from Brawny or -1 Template, centred on you.
Toughness from Small. While giving
yourself One Arm or One Leg would actually This edge may be taken a second time to
give you the associated penalties (because give you access to a Medium Burst
the limb is literally not there), if you Template, and a third time to give you
normally only had one arm or leg and used access to a Large Burst Template. You can
this power to sprout a new one from the set the size of your forcefield as a free
stump, it would be too weak to use. action.

~ 27 ~
This edge is free the first time you take it You may take this edge up to nine times,
if you cannot resize it; your Deflection selecting a different damage source each
always covers the maximum template size. time, but if you select all five physical
damage types (Beast, Earth, Metal, Wood
Note that the forcefield only protects and Water) you must have one special
against attacks that pass through it, so if vulnerability (such as salt, lead, garlic, etc)
an attacker can enter the forcefield before that you cannot pass through - attacks
shooting then you will have no protection. from this damage source can also wound
you normally. The same is true if you select
If you want the forcefield to reduce the all five energy damage types (Cold,
power of attacks as well, consider linking it Ethereal, Heat, Wind and Senses).
to Resilience, Preternatural Toughness or
Natural Armour. Note that this will not duplicate other
powers. For example Dimensional Phasing
As a Limitation, you can make the (Senses) will protect you from gaze attacks,
forcefield two-way, so that it also applies to blindness and bright flashes, but if you
attacks fired out of it. want darkvision or invisibility you will need
to purchase them separately and connect
them to this power with the Linked
Dimensional Phasing modifier.

Dimensional Phasing While Dimensional Phasing is active, you


Requirements: Novice, Arcane gain no benefit from Resilience or Heavy
Background (Supernaturalis) Armour.

This power is activated with a normal This power also applies to your clothing
action. Choose one damage and equipment. For example
source; you no longer interact if you only have Beast and
with the specified damage Metal, then all of your metal
source while this power is equipment will fall to the
active - you cannot inflict floor as soon as you activate
damage of that type, nor be the power - but if you have
harmed by it, although you can both, then the metal items
still be Shaken by direct will stay with you.
attacks. You can also move
freely through material of the Two individuals using
specified damage source Dimensional Phasing will
(although any special interact with each other
movement powers must be normally.
purchased separately), but this
power cannot be deactivated Dimensional Imbalance
(either willingly or unwillingly) Requirements: Novice,
while you are inside a physical Dimensional Phasing
object.
This edge applies to one specific
The available damage sources are: Beast Dimensional Phasing, and may only be
(natural weapons like claws, fangs, fists, as taken once. You can now inflict damage of
well as venom), Cold (including frost), this type, but must give up a different
Earth (including stone and other non-living damage type that you are normally able to
solids other than metal and ice), Ethereal inflict. For example a fire elemental with
(psychic, magic), Heat (including fire), Dimensional Phasing (Heat) and
Metal (steel, iron, silver, etc), Wind (all Dimensional Imbalance might be able to
gases, also includes lightning), Water (all inflict heat damage but not cold damage.
liquids, including acids, also includes ice),
Wood (anything plant-based, including
certain poisons) and Senses (including Dimensional Merging
sonic, light, darkness). Requirements: Novice, Dimensional
Phasing

~ 28 ~
While using Dimensional Phasing, you are If a power is currently in the process of
able to merge with any physical objects for activating due to Slow Activation, then you
which you also have the appropriate cannot change.
damage type, as long as they are large
enough to contain your form. To do this, If a power is currently unusable due to
simply move into the same space as the Burnout, Draining or Recharge, then you
object and announce that you have merged cannot change.
- you are then automatically moved with
the object until you announce that you are You cannot take this edge more than once
no longer merged. for any one power.

Any successful attacks made against the Note that Dynamic Power itself can never
object you've merged with will apply the have the Permanent modifier.
damage to you as well, unless you also
have Dimensional Phasing for that
particular damage type.
Additional Mode
Requirements: Novice, Dynamic Power
It is also possible to merge with a living
creature if you have Dimensional Phasing This edge applies to one specific Dynamic
(Beast), but if the creature is unwilling then Power. You can add one additional mode to
you first need to successfully use Mind the power, with the same restrictions and
Control on them. conditions. You may take this edge multiple
times.

Dynamic Power Dynamic Linkage


Requirements:
Dynamic Power Novice, Dynamic
Requirements: Novice, Arcane Power
Background (Supernaturalis)
This edge applies to
This edge is considered an instantiated one specific Dynamic
power. Power. You may now
create new modes
Select one of your powers that explicitly for any and all
lists Arcane Background (Supernaturalis) as powers Linked to the
a requirement, and doesn't have the parent power if you
Permanent or Linked modifier, this becomes wish. These should
the parent power. You may create a new be thematically tied to the Dynamic Power.
power of the same value, which must be
thematically tied to the parent power (and Dynamic Activation
share the same damage type unless they're Requirements: Novice, Dynamic Power
both variations of the same power, for
example two Natural Weapons or two types This edge applies to one specific Dynamic
of Resilience). This represents a secondary Power for which all of the modes have the
mode or use of the parent power, and you same activation condition. If the power is
can change the mode once each round as a active when you change mode, you don't
free action (this is an action type, which need to activate it again.
means you can only change the mode on
one power each turn).
Dynamic Flexibility
Requirements: Novice, Dynamic Power
If a power requires activation, it is always
off when you change to it.
This edge applies to one specific Dynamic
Power, which must have an alternative
If a power has been activated through mode that uses the same power as the
Involuntary Activation, or has One-Way original (for example two Natural Weapons,
Activation, or for some other reason cannot or two Alternate Forms). You now have an
be freely deactivated, then you cannot unlimited number of modes for that one
change while it is active. particular power, although they must all
~ 29 ~
share the same child edges and modifiers. drop the power before attempting to
For example if you have Dynamic Flexibility duplicate a new one.
on your Natural Weapon then you can
change the weapon's abilities (and damage If the power you wish to duplicate has
type) each round as a free action, but if other powers Linked to it, you need to have
your Natural Weapon has Enhanced Dynamic Linkage as well. You will need
Weapon and Heavy Weapon then so will all Improved Duplication to copy the Linked
of your Natural Weapon modes; you can't powers, and you must be able to copy them
exchange the child edges for different ones. all - you cannot partially duplicate another
power.
It is recommended that the player
prepares their desired modes before the If you have Dynamic Activation, you will
session where necessary, to avoid slowing also copy the active state of the power you
down the game. For example a character duplicate (i.e., if you copy a power while it
with Dynamic Flexibility for Alternate Form, is active, your copy will automatically be
with the Limitation of "animals only", active).
should prepare a list of common animals in
advance. Note that you cannot actually duplicate
the Duplicate Power or Creative Duplication
Improved Dynamic Flexibility powers themselves, but you can duplicate
Requirements: Novice, Dynamic the powers they create. For example if
Flexibility someone uses Creative Duplication to give
themselves a fireball Natural Weapon, you
This edge applies to one specific Dynamic can duplicate the fireball.
Power with Dynamic Flexibility. You can
now change the child edges as well (for Note that you do not gain any benefit
example swapping Heavy Weapon for Dual from Additional Mode.
Damage on your Natural Weapon),
although the modifiers are still Improved Duplication
unchangeable. Requirements: Novice, Duplicate Power

Duplicate Power You are able to duplicate an additional


Requirements: Novice, Dynamic Power edge worth of powers. You can use this to
duplicate stronger powers or multiple
This edge applies to one specific Dynamic weaker powers, as you wish. If you
Power. That power no longer provides a duplicate over your maximum, you can
new mode for a different power, instead it choose which power/s are dropped.
allows you to duplicate powers you see
other people using. If you wish to duplicate Permanent Duplication
a power with the Permanent modifier, then Requirements: Novice, Duplicate Power
it requires you to allocate an additional
edge (see Improved Duplication).
Your duplicated powers no longer last for
a scene or a day - they now last until you
To duplicate a power, you must have seen intentionally drop them, or roll a 1 on the
it being used since your previous action, trait die when trying to duplicate a new
and make a Smarts roll with a -1 penalty power.
for each power you're already duplicating.
On a success, you duplicate the power for
the scene, while a raise allows you to
Creative Duplication
Requirements: Novice, Duplicate Power
duplicate it for the rest of the day. If you
roll a 1 on the Smarts die, all currently
duplicated powers are cancelled and you You no longer copy other people's powers,
are Shaken. you now duplicate the effects of anything
you can imagine! There are ten Duplication
You may normally only duplicate one skills, one for each of the ten damage
power at a time, and it cannot have a total types, all linked to Smarts. You begin with
value of more than one edge. You must one Duplication skill at unskilled (d4-2),
and can improve it normally, but if you wish

~ 30 ~
to unlock other Duplication skills you must Duplication (Heat) to give yourself Natural
buy Creative Flexibility. Weapon (fireball) and use the result of that
same roll to determine if the fireball hits.
Roll the skill appropriate for the affect Note that this decision must be made
you're trying to duplicate, using the lowest before making any rolls.
skill if more than one applies (but you must
have at least d4), with a -1 penalty for Magical Technique
each power you're already duplicating. On a Requirements: Novice, Creative
success, you duplicate the power for the Duplication
scene, while a raise allows you to duplicate
it for the rest of the day. If you roll a 1 on Each time you take Magical Technique,
the skill die, all currently duplicated powers select one technique from: Creo (creation
are cancelled and you are Shaken. and perfection), Intellego (understanding),
Muto (transformation), Perdo (destruction)
You cannot add the Permanent, Linked, and Rego (control and manipulation).
Limitation or Conditional modifiers to the
powers you duplicate, unless explicitly You gain a +1 bonus to all Duplication
stated in the description for that power, nor skills while using the appropriate technique,
can you add other modifiers that have and your Wild Die increases by one step (to
already been added to the Dynamic Power a maximum of d12).
itself. The powers you duplicate will be
limited based on the skill/s you use, but
This edge may be taken up to four times
this is already factored into the price of
for each of the five techniques listed above.
Creative Duplication.
The bonus doesn’t stack with any edge
except Preternatural Skill, and even then
Note that you do not gain any benefit the combined bonus cannot exceed +4.
from Additional Mode, Dynamic Linkage or
Dynamic Activation.
This edge is free the first time you take it
if you are weak in two techniques (they
Creative Flexibility always use a d4 Wild Die) or incompetent in
Requirements: Novice, Creative one technique (you cannot use it at all).
Duplication

There are ten Duplication skills, one for


Empathic
each of the ten damage types. You initially
have one Duplication skill of your choice (at Empathic
unskilled), but this edge is required to learn Requirements: Novice, Arcane
the others. Each time you take this edge, Background (Supernaturalis)
you unlock a new Duplication skill. It is
automatically improved to d4, and after As a normal action, make a Smarts roll
that can be raised normally like any other against the target's Willpower. You must be
skill. in physical contact, which requires a touch
attack if they're unwilling to let you touch
Note that there is no other way to learn them. If successful, you can sense their
Duplication skills. Not even edges like Jack- current emotional state (excited, angry,
of-All-Trades will help (except with your happy, etc), which gives you +2 to your
initial Duplication skill). next Gambling, Taunt or Persuasion roll
against them this scene. On a failure,
Spontaneous Spellcaster you're unable to use any of your Empathic
Requirements: Novice, Creative powers on that target for the rest of the
Duplication scene.

Instead of making a Duplication roll to Empathic Range


prepare a power and another roll to use it, Requirements: Novice, Empathic
you can now choose to perform both
actions simultaneously using just a single You're now able to use your Empathic
Duplication roll. For example you could roll powers on any target within 12".

~ 31 ~
Telepathy You are now able to modify other people’s
Requirements: Novice, Empathic personalities. Before you can do this, you
must first successfully change at least one
On a raise on your Empathic roll, you also of the target's memories in such a way that
pick up the target's surface thoughts, it supports the personality change - for
doubling the bonus to +4 for your next example, adding a childhood memory of a
Gambling, Taunt or Persuasion roll against terrifying incident to support Phobia or
them this scene. This can also allow you to Yellow, or a memory of a close friend to
gather useful information. support Loyal, or memories of a brutal
event to support Mean or Bloodthirsty.
Mind Reading
You then need to make a Smarts roll
Requirements: Novice, Telepathy
against the target's Willpower. This roll is
made at -2 if you've only changed one
You can now choose to delve into the
memory, +2 if you've changed three or
target's mind rather than simply skimming
more memories. If successful, you can add,
their surface thoughts. This requires a
remove, or swap one personality-based
Smarts roll against their Willpower. A
hindrance of your choice.
success allows you to gain one truthful
answer from the target, or provides a
The victim can make a Smarts roll once
general overview of their memory of a
per day to revert the change, or a Smarts
specific person or event. The target can feel
roll at -2 once per week if you got a raise
your presence in their head unless you get
on your roll. If they roll a 1 or less, the
a raise. On a failure, you're unable to use
change becomes permanent.
any of your Empathic powers on that target
for the rest of the scene.
Note that if used on a player, additional
hindrances do not give any extra points,
Memory Manipulation but permanently reducing the character
Requirements: Novice, Mind Reading
below the number of hindrances they
started play with requires either the
You can now manipulate memories by expenditure of an advance or replacement
making a Smarts roll against the target's with another hindrance of equal value
Willpower. A success allows you to erase (Phobia, Habit, Quirk and Delusional are
memories about a specific scene, while a good choices for someone who's had their
raise allows you to replace the memories memories played around with too much).
with new ones. On a failure, you're unable
to use any of your Empathic powers on that
target for the rest of the scene. Environmental Adaption

If you implant false memories that are Environmental Adaption


particularly out of character, then the first Requirements: Novice, Arcane
time the target thinks about them intently Background (Supernaturalis)
(or is questioned about them), they can
make Smarts roll to realise that their This edge is considered an instantiated
memories aren't real. On a raise, they power.
suddenly recall what really happened.
You have adapted to one specific harsh or
Note that you must be very familiar with unusual environment. You no longer need
the memories you wish to manipulate, to roll to survive exposure to background
which means either having already read hazards specific to that environment. Add
their mind, or manipulating memories +2 to any trait rolls for moving through
about an event where you were also your chosen environment. If your Pace
present. within that environment is normally a
halved trait, then use the full trait instead;
Personality Manipulation if not, then ignore penalties for Difficult
Requirements: Novice, Memory Ground.
Manipulation

~ 32 ~
If you are a native of this environment, This power allows you to control the local
take the Habit (Major) hindrance: You weather and environment within Spirit
require regular access to a certain miles. It requires a normal action and a
substance from your home environment. successful Spirit roll to force your will on
the environment, and on a failure you can't
try again for at least another hour. If
successful your changes take place in d6
minutes and remain for d6 hours, on a raise
they instead remain for a full day.

You can raise a light fog, rain, heavy


winds, a sand storm, etc, that reduces
visibility to 24", or disperse similar
conditions. You can turn the terrain into
Difficult Ground for movement, apply the -2
"Wet or slippery surface" penalty to
Climbing rolls, and the -4 "Raining" penalty
to Tracking rolls.

Rapid Manipulation
Requirements: Novice, Environmental
Manipulation

This power now uses Slow Activation to


determine when the changes take place.

Spontaneous Adaption Reduced Visibility


Requirements: Novice, Environmental Requirements: Novice, Environmental
Adaption Manipulation

You've no longer adapted to one specific You're able to make or disperse thicker
environment, instead you're able to fog, heavier rain, etc. Visibility is halved.
instantly adapt to whatever environment You may take this edge twice.
you're currently in. Whenever your
environment requires you to make a Vigor Extra Limb
roll to avoid Fatigue, a raise on the Vigor
roll indicates that your Environmental
Adaption now works for your current Extra Limb
environment type. You may also spend a Requirements: Novice, Arcane
benny at any time to adapt instantly. Background (Supernaturalis)

The adaption fades after a few hours You have an extra limb capable of
outside of the environment, or as soon as wielding weapons and performing tasks. As
you adapt to a new environment. long as you have at least two functioning
limbs, you don't suffer penalties for the One
If you want a more reliable form of Arm hindrance. You gain +2 to Climbing
adaption, use Dynamic Power with Dynamic rolls when you have at least one extra limb
Flexibility instead. free, and +2 to grapple rolls if you have
more limbs than your opponent. This limb
does not suffer the -2 offhand penalty, but
Environmental Manipulation it does still incur a MAP when performing
actions simultaneously with your other
Environmental Manipulation limbs. This edge can be taken multiple
Requirements: Novice, Arcane times, but the bonus to Climbing and
Background (Supernaturalis) grappling can never exceed +2.

~ 33 ~
Prehensile Feet separately, ignoring the MAP. Many-Fisted
Requirements: Novice, Extra Limb cannot be combined with Frenzy or Rapid
Attack.
Your limbs can be used interchangeably as
either arms or legs. If only one limb is Design note: There is no edge for using
being used as a leg, you are treated as if four weapons at once. This is intentional.
you had the One Leg hindrance. If no limbs Many-Fisted, Two-Fisted plus Frenzy, or
are being used as legs, your Pace is Rapid Attack, each allow the maximum of
reduced to 0 and you are automatically three attacks without penalty.
Prone. Similarly, you are treated as having
the One Arm hindrance if only one limb is Endless Limbs
being used as an arm, and No Hands if no Requirements: Novice, Extra Limb
limbs are being used as arms. If one limb is
injured (e.g. One Arm, One Leg, etc) then You have a vast number of limbs, and
you can't use it, but you can use one of never suffer penalties for the One Arm
your other limbs to take its place. hindrance (you must buy it off if you had it
previously). The +2 bonus to grapple
If you have prehensile feet but no applies against any opponent that doesn't
additional limbs, take Limitation (no Extra also have this edge. Note that this doesn't
Limb). affect the number of weapons you can use
effectively at the same time, so you will still
need to take Extra Limb if you wish to wield
multiple weapons in combat.

If you also have Prehensile Feet, then you


never suffer penalties for the Lame or One
Leg hindrances either (and must buy them
off as well if you had them previously).

Growth

Growth
Requirements: Novice, Arcane
Background (Supernaturalis)

This power is activated with a normal


action. Your Size is increased by 2 (which
increases your Strength by 2 steps, and
also gives you +2 Toughness). Non-thrown
projectile weapons scaled to your size also
inflict +2 damage, unless they use a Cone
or Burst template. However you also suffer
-1 attack against opponents smaller than
yourself, and they gain +1 on attacks made
against you, as well as Notice rolls versus
your Stealth. This penalty is multiplied by
the size category difference, so a Big
character would have -2 to attack a Small
opponent, who in turn would gain +2 to
their own attacks.
Many-Fisted
Requirements: Novice, Extra Limb, Two- The size categories are: Minuscule (-4),
Fisted Tiny (-3), Diminutive (-2), Small (-1),
Medium (0-1), Big (2-3), Large (4-5),
Massive (6-7) and Huge (8+). If your Size
You've learned to attack with three
reaches Large, you occupy a 2x2" square.
weapons at once. Roll each attack

~ 34 ~
If your Size reaches Huge, you occupy a Heavy Weapons. You may also make a
3x3" square. stomp attack, adding your Size to your
damage roll (but subtracting your
This edge may be taken up to 4 times: opponent's Size as well, except for
taken once, you can grow to the size of a inanimate obstacles such as buildings and
gorilla, twice you can reach the size of a vehicles).
rhino, taken three times can you reach the
size of an elephant and taken four times Healing
you become the size of a dragon.

Your equipment grows with you, so your Healing


Load Limit remains the same relative to Requirements: Novice, Arcane
your normal gear. However if you wish to Background (Supernaturalis)
pick up normal sized objects, their
encumbrance is halved (and rounded down) Requires physical contact and a Spirit roll,
for every size category you've grown. with the victim's wound modifiers applied
as a penalty. Success heals one wound, but
Note that you don't have to grow to your the effort proves exhausting - either the
full size, you may choose to only grow part character or the target suffers a Fatigue
way if you wish. level (choose each time you use the
power). The Fatigue goes away with a good
night's sleep, or can be removed earlier by
Hardy spending a benny. A raise heals one wound
Requirements: Novice, Growth (Large) without causing Fatigue.

If you are Shaken while using Growth, You can also use this power to remove a
further Shaken results have no effect. wound from a damaged (but still functional)
inanimate object, unless you take
Size Compensation Limitation (only works on living creatures),
Requirements: Novice, Growth (Large) but in this case it's always you who suffers
the Fatigue.
You ignore 1 point of penalty when
making attacks against creatures one or This power can remove wounds from an
more size categories smaller than yourself. Incapacitated target, but it won't remove
Others still get the normal bonus when their Incapacitated status.
making attacks against you.
Refresh
Improved Size Compensation Requirements: Novice, Healing
Requirements: Novice, Size
Compensation Requires physical contact and a Spirit roll,
with the victim's Fatigue level applied as a
You ignore half the penalty when making penalty. Success removes one level of
attacks against creatures one or more size Fatigue, while a raise removes all Fatigue.
categories smaller than yourself. Others This may only be attempted once per day
still get the normal bonus when making on any particular target, and does not
attacks against you. restore Fatigue caused by Super Edges
(such as Healing).
Gargantuan
Requirements: Novice, Growth (Huge) Revive
Requirements: Novice, Healing
Your Growth gives a further +1 Size
(which increases your Strength by 1 step, Requires physical contact and a Spirit roll,
and also gives you +1 Toughness). with the victim's wound modifiers applied
as a penalty. Success removes the target's
While at full size you now have Heavy Incapacitated status, but the effort proves
Armour (except against called shots at -6), exhausting - either the character or the
and your own physical attacks count as target suffers a Fatigue level. The Fatigue

~ 35 ~
goes away with a good night's sleep, or can body needs to be in reasonable condition
be removed earlier by spending a benny. A and relatively fresh.
raise removes the target's Incapacitated
status without causing Fatigue.
Henchman
You can also use this power to repair a
broken inanimate object (although any Henchman
wound levels will have to be repaired Requirements: Novice, Arcane
separately), but in this case it's always you Background (Supernaturalis)
who suffers the Fatigue.
This edge provides you with a single
Greater Healing henchman to serve your needs. The
Requirements: Novice, Revive henchman is an extra and usually has d6 in
each attribute (although you may decrease
one and increase another by one step each
Requires physical contact and a Spirit roll,
if you wish), and has three skills at d6
with the victim's wound modifiers applied
(typically Notice, Fighting and Shooting for
as a penalty. Success fully heals the target
a combat henchman, but you may choose
(and removes their Incapacitated status if
any skills you wish).
any), but the effort proves exhausting -
either the character or the target suffers a
Fatigue level. The Fatigue goes away with a If your henchman is an animal then it
good night's sleep, or can be removed gains the No Hands and No Speech
earlier by spending a benny. A raise heals hindrances, giving it an additional three
the target without causing Fatigue. advances. Its Smarts is now followed by an
(A), as it is relative to the animal world. It
gains natural weapons and can spend
You can also use this power to fully repair
advances as if it had the Skin-Walker edge
a damaged or broken inanimate object,
and Naked hindrance. Most animals have at
unless you take Limitation (only works on
least Notice and Fighting, but if you can't
living creatures), but in this case it's always
find an appropriate third skill you may
you who suffers the Fatigue.
advance an attribute instead.

Restoration Otherwise, you may give the henchman


Requirements: Novice, Greater Healing appropriate weapons, armour and
equipment, and assign it up to 2 points of
Requires physical contact and a Spirit roll. hindrances (i.e. one Major or two Minor)
On a raise, the target heals one permanent and use the points to increase an attribute,
injury. On a success, the character hasn't skill or edge, using the normal rules for
yet restored the injury, but may try again character creation. Henchmen can generally
whenever they wish. On a failure, the take Background, Professional and Combat
character is unable to restore the injury and edges, but the final decision is up to the
may never try again (although they can still GM; certain Primal Edges may also be
try to restore other injuries, and other permitted, for example, if the henchmen
healers could try and restore that particular are clones of the character.
wound). On snake eyes the result is a
failure, and the healer can't even use a If your henchman is an elemental
benny to reroll. Regardless of the result, creature, then you must spend one advance
both the character and the target suffer a on giving it Resilience (if it's a solid physical
Fatigue level (if the healer is attempting to elemental) or Dimensional Phasing and
restore themselves, they suffer two Fatigue Dimensional Imbalance with the Permanent
levels). The Fatigue goes away with a good modifier (if it's an energy elemental, or
night's sleep. composed of liquid, sand, etc), applied to
its own damage type. The elemental
Resurrection henchman inflicts its own damage type, and
Requirements: Novice, Restoration should be built as an animal if non-sentient.

Works exactly like Restoration, except it Replacing dead or injured henchmen


brings the target back from the dead. The generally requires access to replacements,

~ 36 ~
d6 hours, and a successful skill roll (usually them to make a Spirit roll to try and
Streetwise, but could also be Persuasion, recover. If killed, they must be replaced
Repair, etc, depending on trappings). On a normally before they can be summoned
raise, you can replace all of your lost again.
henchmen simultaneously.
You may also dismiss your henchmen in
Extra Henchman the same way: Make a Spirit roll, each
Requirements: Novice, Henchman success and raise dispels up to one
henchman within Smarts inches. You can
This edge gives you an extra henchman, only dismiss your own henchmen this way.
with exactly the same stats as your first
henchman.

Mental Link
Requirements: Novice, Henchman

You have a mental link with your


henchmen, allowing you to communicate
with them over any distance.

Experienced Henchmen
Requirements: Novice, Henchman

Your henchmen increase one attribute and


one skill by one die step each. You may
also take an additional 2 points of
hindrances if you wish. This edge may only
be taken once, but it applies to all of your
henchmen.

Special Henchman
Requirements: Novice, Henchman

This edge must be applied to one of your


henchmen. That henchman may have a
different allocation of attributes, skills, Rapid Recruitment
edges and hindrances to the others, as well Requirements: Novice, Henchman
as different weapons and equipment. The
Special Henchman gains the Competent You are now able to replace henchmen in
Extra edge for free, meaning he rolls a wild
the field, as long as an appropriate recruit
die (but doesn't have bennies or multiple
is available. Use the rules for Dramatic
wounds). You may take this edge multiple Tasks, except without cooperative rolls. If
times, applying it to a different henchman the target is able to resist, you must first
each time.
convince them to follow you by winning a
Social Conflict: victory by 3-4 gives you +1
Summon Henchmen to the Dramatic Task rolls, victory by 5+
Requirements: Novice, Henchman increases the bonus to +2.

Your henchmen no longer need to When rolling the Dramatic Task, a failure
physically accompany you, you can now on clubs indicates that the recruitment
summon them when needed. This requires failed, and you cannot try again on that
a Spirit roll, and you can summon up to one particular target.
henchman for each success and raise. The
henchmen appear at any unoccupied Automatic Conversion
position you choose within Smarts inches of
Requirements: Novice, Rapid
you. They are automatically Shaken when Recruitment
summoned, but act immediately, allowing
~ 37 ~
This power can be used at will. After If you have the Anemic hindrance then
incapacitating the potential candidate, they you can still contract diseases normally, but
automatically begin transforming into a you are only a carrier - you can spread
replacement henchman. Use the rules for them to others, but don't suffer any
Dramatic Tasks, except it doesn't require negative effects yourself.
any actions. A failure on clubs might result
in the henchman failing to convert, or As a Limitation, you can choose to be
perhaps they convert but aren't under your vulnerable to two hazards, or particularly
control, or are "wrong" in some way vulnerable (trait rolls to avoid Fatigue are
(perhaps with some extra hindrances). made at -2) to one hazard. For example a
Alternatively the failure could just remove vampire might still need to drink and sleep,
the accumulated successes, forcing you to while a fire elemental might still be
start again, or add a delay of several vulnerable to cold and drowning.
minutes, hours or even days. The exact
results will depend on trappings and the
Inhuman Anatomy
GM's discretion, but if they are particularly
Requirements:
risky then the -2 Dramatic Task penalty can
Novice, Invulnerability
be reduced or even removed.
You don't have any
Immortality weak spots or
vulnerable organs, and
Immortality therefore take no
Requirements: Novice, Arcane additional damage from
Background (Supernaturalis) called shots.

You don't age naturally, and cannot die or Mind Control


suffer permanent injuries from disease,
poison, or hazards that cause Fatigue. If
Mind Control
incapacitated by disease, you automatically
Requirements: Novice, Arcane
use the recovery condition as if you'd been
Background (Supernaturalis)
treated with the appropriate medicine,
although you still suffer from the disease
while you recover. If poison would kill you, As a normal action, make an opposed
it instead knocks you out for 2d6 hours. Smarts roll against one target of animal
intelligence. You must be in physical
contact with them (this usually requires a
You cannot be incapacitated by hunger or
touch attack with a MAP) and they cannot
thirst, but any other hazard that
be larger than Medium size. If successful,
incapacitates you through Fatigue results in
you can issue them simple commands
unconsciousness rather than death, and
which they must obey, although should this
temporary injuries (that go away when all
require them to do something against their
Fatigue is removed) rather than permanent
nature they may make another Smarts roll
ones. You recover from incapacitation
to try and break free. If you are Shaken,
exactly as you would recover from normal
rendered unconscious, or use this power on
Fatigue from the appropriate source.
someone else, the target is released. You
can automatically change commands or
This edge provides no additional issue new ones when in physical contact.
protection against other forms of damage.
Sentient Control
Invulnerability Requirements: Novice, Mind Control
Requirements: Novice, Immortality
You are now able to control all types of
You are immune to all forms of aging, as mind. Intelligent creatures can be issued
well as poison and disease. You don't suffer more complex commands, but other than
Fatigue from hazards, although you can still that the power works in exactly the same
suffer Fatigue normally from edges and way.
hindrances.

~ 38 ~
Ranged Control You are now able to control up to four
Requirements: Novice, Mind Control creatures of Medium size or smaller.

You no longer require physical contact to Possession


control minds or issue new commands. You Requirements: Novice, Mind Control
now only need to be within 12" of your
target to initiate control, and can change After successfully using Mind Control, you
commands over any distance (as long as can now choose to fully transfer your
you're able to communicate with the target, consciousness into the target, taking
whether by shouting, radio, or through control of their body as if it were your own.
some form of Mystic Communication). You retain your Spirit and Smarts and any
skills linked to them, but use the Agility,
Animal Control Strength and Vigor (and skills linked to
Requirements: Novice, Ranged Control those) of the form you're possessing. You
keep any non-Super edges that require
Against targets with animal intelligence, Smarts or Spirits (or skills linked to those
your range of control increases to Spirit attributes), as well as any non-physical
miles, although if they're outside of hearing hindrances. You also keep your wild die and
distance you'll need some other way to can use your own bennies, but if the body
contact them (such as Mystic belongs to an extra then it is Incapacitated
Communication). after one wound.

Large Mind Your own body falls into a coma, and must
remain within contact of the target (or
Requirements: Novice, Mind Control
within 12" if you have Ranged Control, or
Spirit miles if you have Animal Control and
You are now able to control one creature
are possessing an animal). If you move out
of up to Large size.
of range, or either body is Incapacitated,
then your mind immediately returns to your
Second Mind own body.
Requirements: Novice, Large Mind
If you are Shaken and don't remove the
You are now able to control up to two Shaken status at the beginning of your
creatures of Medium size or smaller. turn, the owner of the body gets to act
normally that turn instead. They can choose
Second Large Mind to make an opposed Smarts roll to try and
Requirements: Novice, Second Mind force you out of their mind, or they can
perform some other action if they prefer.
You are now able to control up to two
creatures of Large size or smaller. If you are forced out of the victim's mind,
then you cannot attempt to possess them
again for the rest of the scene.
Third Mind
Requirements: Novice, Second Large
Mind It is possible to jump directly from one
mind to another by possessing a second
target, but this will automatically release
You are now able to control up to three
the first victim as if they'd forced you out.
creatures of Medium size or smaller.

You are automatically Shaken when you


Huge Mind return to your body, this doesn't cause a
Requirements: Novice, Third Mind wound.

You are now able to control one creature This edge is free if you can only possess
of up to Huge size. victims, and not control them separately.

Fourth Mind Manifestation


Requirements: Novice, Huge Mind Requirements: Novice, Possession

~ 39 ~
You are able to manifest physical some sort of telepathic or direct magical
attributes of your own body. Make an communication, or it could be more indirect
opposed Smarts roll against your victim, if (such as your image appearing in a body of
successful then you gain access to one of a water and talking, or insects gathering
your traits or edges for the scene; your into shapes to spell out messages, etc).
borrowed body must meet the This edge may be taken multiple times,
requirements for edges, but if it's a Primal selecting a different form of Mystic
Edge then you also get all of its subpowers. Communication each time.
If you get a raise on the Smarts roll then
you manifest as many traits as you wish. Long-Range Communication
Requirements: Novice, Mystic
If your victims wins the Smarts roll then Communication
all manifestations are reversed, and you
cannot use this edge again for the rest of This edge applies to one specific type of
the scene. If they get a raise, then they Mystic Communication. You are able to
also force you out of their mind. project your messages over a number of
miles equal to your Spirit (and control the
Delving "volume" of your "voice" at the
Requirements: Novice, Possession destination), or even broadcast the
message from your current location to
Although you cannot actually read the everyone within Spirit miles if you prefer.
victim's mind (unless you also have Mind
Reading), you are able to draw upon their If you wish to create an astral projection
knowledge. Make an opposed Smarts roll that can look around as well as
against your victim, if successful then you communicate, consider making this edge
gain access to one of their Smarts or Spirit Linked to Supernatural Sense (ESP sight),
skills or edges for the scene; you must then add Improved ESP to your
meet the requirements for edges, and Supernatural Sense and make it Detectable
cannot gain access to Primal Edges. (a glowing astral image). You'll need to add
Alternatively you can draw enough general either Two-Way Communication or
knowledge from the victim to convince Supernatural Sense (ESP hearing) if you
other people that you are them, and gain wish to communicate through your
+2 to any related Persuasion, Stealth or projection as well.
Common Knowledge rolls. If you get a raise
on the Smarts roll then gain access to as Two-Way Communication
many Smarts and Spirit edges as you wish, Requirements: Novice, Mystic
and also get the general knowledge bonus. Communication

If your victims wins the Smarts roll then This edge applies to one specific type of
all of the delved knowledge is lost, and you Mystic Communication. You may now
cannot use this edge again for the rest of establish two-way communication with one
the scene. If they get a raise, then they or more targets, allowing recipients to
also push you out of their mind. answer your questions if they wish.
Depending on the type of Communication,
Mystic Communication this may also allow you to "talk" to (and
gather information from) plants, animals,
elemental spirits, inanimate objects, etc.
Mystic Communication
Requirements: Novice, Arcane
Background (Supernaturalis) Secret Communication
Requirements: Novice, Mystic
Communication
This edge is considered an instantiated
power.
This edge applies to one specific type of
Mystic Communication. You are now able to
You have a special means of
target your message to specific individuals -
communication, which works over the same
others may still be able to intercept or
distance (and with about the same degree
detect the communication (perhaps as a
of privacy) as your voice. This could be
~ 40 ~
faint noise, magical energy, moving insects, Natural Weapon
etc), but aren't able to understand the
actual message.
Natural Weapon
Requirements: Novice, Arcane
Silent Communication Background (Supernaturalis)
Requirements: Novice, Secret
Communication
This edge is considered an instantiated
power.
This edge applies to one specific type of
Mystic Communication with Secret
Communication. Those you don't wish to This power is always active. Create a new
receive your messages can no longer even weapon (using the weapon creation rules)
detect the presence of your communication. when you select this power. This typically
represents a powerful unarmed attack,
although it could also represent a physical
Natural Armour weapon. You can also apply spell trappings
to the weapon, balanced against other
Natural Armour abilities - for example if your fists give a
Requirements: Novice, Arcane powerful electric shock that provides +2 AP
Background (Supernaturalis) vs. metal armour, that would be treated as
a +1 weapon ability. On the other hand,
some abilities won't always make sense (for
This power is always active. You gain +2
example you can't take Heavy unless
Armour, which is halved if your opponent
you've applied the Device modifier to this
hits you with a raise. This edge may be
edge). You may take this edge multiple
taken up to 3 times. Note that this does
times to represent different weapons, but if
stack with worn armour, but only up to the
one of your natural weapons is Two-Handed
maximum of +6 armour (halved on a
you can't use it for more than one action
raise).
per round (although it can still be combined
with Frenzy or Rapid Attack).
Rigid Armour
Requirements: Novice, Natural Armour
Each Natural Weapon must be assigned
one damage type. The available damage
Your Natural Armour is now classified as types are Beast (natural weapons like
"rigid", and protects you like the Hardy claws, fangs, fists, as well as venom), Cold
ability: If you are Shaken, further Shaken (including frost), Earth (including stone and
results have no effect. other non-living solids other than metal and
ice), Ethereal (psychic, magic), Heat
(including fire), Metal (steel, iron, silver,
etc), Wind (all gases, also includes
lightning), Water (all liquids, including
acids, also includes ice), Wood (anything
plant-based, including certain poisons) and
Senses (including sonic, light, darkness).
Should you add a weapon enhancement, it
may have a different damage type if you
wish.

Natural Weapons can only have the


Secure ability if they also have the Device
modifier. Devices that aren't indestructible
can also have the Very Tough, Tough, Very
Fragile and Fragile modifiers.

Some of the weapon abilities work a little


differently for non-Device Natural Weapons,
as follows: Unwieldy and Concealable must
also have Requires Activation, Detectable

~ 41 ~
and Unreliable (it requires a single Agility This edge applies to one specific Natural
roll to activate and ready the weapon, the Weapon. The weapon now has two damage
roll is at +2 if you have Concealable). types, the most effective damage type is
Carried must also have Requires Activation, automatically used whenever you hit
Slow Activation and Detectable. Gun must someone. This edge may be taken multiple
always have Detectable, unless it also has times, adding an additional damage type
Silencer. You still get points for the each time it is selected.
negative modifiers as normal.
Psychic
Enhanced Weapon Requirements: Novice, Natural Weapon
Requirements: Novice, Natural Weapon
This edge applies to one specific Natural
This edge applies to one specific Natural Weapon. The weapon uses Spirit versus
Weapon, and can only be taken once per Willpower instead of Strength versus
weapon. You gain +3 weapon abilities to Toughness to inflict damage, and any Soak
improve the weapon. roll must also be done with Spirit.

Heavy Weapon Telekinetic


Requirements: Novice, Natural Weapon Requirements: Novice, Natural Weapon,
Telekinesis
This edge applies to one specific Natural
Weapon. The weapon is considered a Heavy This edge applies to one specific Natural
Weapon. Weapon. The weapon is now used by your
Telekinesis power.
Annihilation
Requirements: Novice, Natural Weapon Subtle
Requirements: Novice, Natural Weapon
This edge applies to one specific Natural
Weapon. If your opponent is incapacitated This edge applies to one specific Natural
by your attack, they are instantly killed and Weapon. It is no longer obvious that you
their body is completely disintegrated. are the one using the weapon, or even that
Depending on trappings they may leave a you're making an attack. Opponents suffer
pile of dust or ash, or they may vanish a -2 penalty to avoid being surprised, and
completely. even then they don't necessarily know for
sure who was attacking them unless they
This edge is free if it also destroys are facing your general direction and
everything they're wearing, carrying and success on a Notice roll opposed by your
holding. Particularly tough items (with a Stealth (apply cover as a bonus to the
Toughness that exceeds the damage you Stealth roll). Note that if you take Subtle
inflicted) may survive, but everything else and Detectable, then there is a clearly
is lost, depriving you of potential loot. visible attack, just nothing linking it to you
(for example the victim might simply
explode, or burst into flames).
Reversible
Requirements: Novice, Natural Weapon
Stream
This edge applies to one specific Natural Requirements: Novice, Natural Weapon
Weapon. All damage and/or affects
(including death) caused by this weapon This edge applies to one specific Natural
can be reversed by the character with a Weapon capable of ranged attacks. Instead
normal action and a Spirit roll. The of just damaging one target, the damage is
trappings must be something that can be now also applied to everyone between the
reasonably reversed (e.g. freezing someone character and the target, and beyond, up to
solid, and then later thawing them out the maximum range of the weapon. Make
again). an attack against TN4, and if successful
make a single damage roll. Every target in
the line receives an opposed Agility roll to
Dual Damage
avoid the damage. Any modifiers to hit the
Requirements: Novice, Natural Weapon
~ 42 ~
target are instead applies to their Agility roll choose who is affected by the weapon.
- for example, they get +2 to their Agility Generally this is used for weapons with a
roll if they are at medium range. The Cone or Burst Template, but it can also be
damage is only rolled once, and applied to useful in combination with Stream or edges
all targets. The damage is reduced by 2 like Sweep.
each time a target is hit.
Persistent
Burst Attack Requirements: Novice, Natural Weapon
Requirements: Novice, Natural Weapon
This edge applies to one specific Natural
This edge applies to one specific Natural Weapon using a Small, Medium or Large
Weapon capable of ranged attacks. This Burst Template. After placing the Burst
weapon now uses a Small Burst Template. Template, it remains there as long as you
You may take this edge a second time to stay within the maximum range and don't
increase the template to Medium, and a perform any further attacks with the
third time to increase it to Large. weapon. At the end of each of your
Opponents receive an opposed Agility roll to following turns (i.e., not the turn when the
avoid the damage. Template was placed), the Burst Template
will automatically inflict 2d4 damage to
You may use the Cone Template instead anyone it covers (treat the attack as a
of the Small Burst Template (if the weapon normal success for the purposes of weapon
is Two-Handed) or instead of the Medium enhancement effects. Anyone who moves
Burst Template (if the weapon is single into the Template also suffers the damage
handed), but this decision has to be made (but only once, after which they can
when you select this edge. continue moving through it).

Touch Attack The template has a Toughness of 10, or


Requirements: Novice, Natural Weapon 12 if you also have Enhanced Weapon, but
can only be dispersed by area effect
attacks, or by stomp attacks (which inflict
This edge applies to one specific Natural
Str+Size damage). The template is treated
Weapon capable of melee attacks that has
as an inanimate object when attacked,
a weapon enhancement. You no longer
meaning it has a Parry of 2, but attack and
require full contact to use the weapon
damage rolls against it don't ace. Heat and
enhancement, it is now sufficient to make a
cold templates are also immune to their
touch attack (a Fighting roll at +2).
own damage type, but inflict double
damage on each other.
Note that the Natural Weapon will not
inflict any damage beyond the effects
This edge is free if the weapon doesn't
described in the appropriate weapon
inflict any damage or apply any weapon
enhancement when used to make a touch
enhancement effects in the round that the
attack.
template is placed.

Ignore Self
Requirements: Novice, Natural Weapon
Animated
Requirements: Novice, Persistent
This edge applies to one specific Natural
This edge applies to one specific Natural
Weapon. The character can no longer be
Weapon with Persistent. As a normal
harmed by their own weapon. Generally
action, you may move the Burst Template a
this is used for weapons with a Cone or
number of inches equal to your Smarts. The
Burst Template, but it can also be useful in
damage is applied at the end of your turn
combination with Dangerous weapons.
as usual. You cannot use the Natural
Weapon for an attack in the same round
Selective that you move it, nor can you move more
Requirements: Novice, Ignore Self than one Animated template each round.

This edge applies to one specific Natural


Weapon with Ignore Self. The character can
~ 43 ~
Potent Fear
Requirements: Novice, Persistent Requirements: Novice, Natural Weapon

This edge applies to one specific Natural This edge applies to one specific Natural
Weapon with Persistent. The Burst Weapon, and can only be taken once per
Template now inflicts 2d6 damage instead weapon. After a successful attack, and after
of 2d4. The attack is now treated as a raise rolling damage, your opponent must make
for the purposes of weapon enhancement a Fear roll or suffer the effects of Terror
effects. (extras are typically Panicked, Wild Cards
roll on the Fright Table). If you hit them
Aura with a raise, their Fear roll is made at -2,
Requirements: Novice, Persistent and they add +2 to their roll on the Fright
Table. If the victim rolls a 1 on their Spirit
die then they add an additional +2 to their
This edge applies to one specific Natural
roll on the Fright Table.
Weapon with Persistent. The weapon now
has a range of 0 (and cannot miss), and the
Burst Template moves with you, always Each target may only be affected once per
remaining centred on you. The damage is scene by this edge, after which they
inflicted at the end of your turn as usual, become jaded.
and it will hurt you as well if you don't have
the Ignore Self modifier. This is considered a weapon
enhancement. No weapon may have more
than one weapon enhancement edge.
Melding
Requirements: Novice, Aura, Ignore Self
This edge is free if the weapon doesn't
inflict regular damage. A successful attack
You are now able to meld with your Aura
and failed Fear roll will cause the victim to
as a free action, becoming a living inferno,
be Shaken (if not already) before applying
a sentient whirlwind, a swarm of insects
the affects of this edge.
with a single hive mind, etc. You can no
longer take any actions other than free
actions and moving, and you automatically Note that if the weapon doesn't inflict
inflict damage on everyone you cover at the regular damage, there is no need for the
end of your movement (unless you also victim to make an opposed Agility roll in the
have Selective, in which case you can case of Stream or a Template.
choose who you damage). Unmelding from
your Aura is another free action, although Venomous
you can't meld and unmeld in the same Requirements: Novice, Natural Weapon
turn.
This edge applies to one specific Natural
You retain your traits, edges and Weapon, and can only be taken once per
hindrances, so far as possible. If you can weapon. After a successful attack, and after
fly, then so can the template. If you're rolling damage, your opponent must make
aquatic, then so is the template. And so on. a Vigor roll or suffer a Fatigue level. If you
You may use your own Toughness if it is hit them with a raise, their Vigor roll is
higher than that of the template, and can made at -2, and they are also paralysed if
also use bennies to soak as normal. they fail. If the victim rolls a 1 on their
Vigor die then they are instantly
If you are Incapacitated the template will Incapacitated.
be dispersed, and you will have to recover
on your own; if you successfully regain Victims automatically attempt to recover
consciousness then the template reforms. If from paralysis with a Vigor roll on their
you die as a template, you don't leave a turn. A raise allows them to recover and act
body. in the same round. A roll of 1 on the Vigor
die causes another level of Fatigue.
This edge is free if you always merge with
your Aura, and can no longer have it follow Anyone Incapacitated by the venom is
you around. knocked out for d6 hours. If the venom is

~ 44 ~
deadly (choose when you take this edge) Blinding
the Incapacitated victim is also Bleeding Requirements: Novice, Natural Weapon
Out.
This edge applies to one specific Natural
This is considered a weapon Weapon, and can only be taken once per
enhancement. No weapon may have more weapon. After a successful attack, and after
than one weapon enhancement edge. rolling damage, your opponent must a
Smarts roll to avert their gaze, or they'll be
This edge is free if the weapon doesn't partially blinded (as if they had the Bad
inflict regular damage. A successful attack Eyes hindrance). If the victim rolls a 1 on
and failed Vigor roll will cause the victim to their Smarts die, or were already partially
be Shaken (if not already) before applying blinded (or already had Bad Eyes), then
the affects of this edge. they become fully blinded (as if they had
the Blind hindrance). If you hit them with a
Note that if the weapon doesn't inflict raise, their Smarts roll is made at -2, and
regular damage, there is no need for the they are fully blinded if they fail.
victim to make an opposed Agility roll in the
case of Stream or a Template. Victims may attempt to recover with a
Smarts or Spirit roll on their turn. A raise
allows them to recover their vision and act
Suffocating in the same round. A roll of 1 on the
Requirements: Novice, Natural Weapon attribute die means they remain blind for
the rest of the scene.
This edge applies to one specific Natural
Weapon, and can only be taken once per This is considered a weapon
weapon. After a successful attack, and after enhancement. No weapon may have more
rolling damage, your opponent must make than one weapon enhancement edge.
a Vigor roll or suffer a Fatigue level. If you
hit them with a raise, their Vigor roll is This edge is free if the weapon doesn't
made at -2. If the victim fails their roll, inflict regular damage. A successful attack
they must roll again every turn until they and failed Smarts roll will cause the victim
succeed or are Incapacitated. to be Shaken (if not already) before
Incapacitation results in death from applying the affects of this edge.
suffocation in a number of rounds equal to
half the victim's Vigor die, although it is Note that if the weapon doesn't inflict
usually possible to resuscitate them within regular damage, there is no need for the
five minutes (see the rules for Drowning). victim to make an opposed Agility roll in the
case of Stream or a Template.
Victims cannot talk while suffocating, but
if they succeed their Vigor roll then they Entangling
automatically recover one Fatigue level Requirements: Novice, Natural Weapon
every five minutes.
This edge applies to one specific Natural
This is considered a weapon Weapon, and can only be taken once per
enhancement. No weapon may have more weapon. After a successful attack, and after
than one weapon enhancement edge. rolling damage, your opponent must make
an Agility roll to avoid being partially
This edge is free if the weapon doesn't entangled (-2 penalty to Pace and to skills
inflict regular damage. A successful attack linked to Strength or Agility). If the victim
and failed Vigor roll will cause the victim to rolls a 1 on their Agility die, or were already
be Shaken (if not already) before applying partially entangled, then they become fully
the affects of this edge. entangled (pace reduced to 0, -4 to all skills
linked to Strength or Agility). If you hit
Note that if the weapon doesn't inflict them with a raise, their Agility roll is made
regular damage, there is no need for the at -2, and they are fully entangled if they
victim to make an opposed Agility roll in the fail.
case of Stream or a Template.

~ 45 ~
Victims may attempt to free themselves weapon. After a successful attack, and after
with a Strength or Agility roll on their turn. rolling damage, your opponent must make
A raise allows them to escape and act in an Agility roll to avoid being surrounded by
the same round. A roll of 1 on the attribute a solid barrier. If you hit them with a raise,
die means they remain entangled for the their Agility roll is made at -2.
rest of the scene.
This is considered a weapon
This is considered a weapon enhancement. No weapon may have more
enhancement. No weapon may have more than one weapon enhancement edge.
than one weapon enhancement edge.
The barrier has a Toughness of 10, or 12
This edge is free if the weapon doesn't if you also have Enhanced Weapon, and can
inflict regular damage. A successful attack be broken normally by those inside or
and failed Agility roll will cause the victim to outside it. It covers a single 1x1" square
be Shaken (if not already) before applying unless your attack uses a template, and
the affects of this edge. remains in place until the beginning of your
next turn (unless you also have Persistent).
Note that if the weapon doesn't inflict You cannot perform more than one attack
regular damage, there is no need for the per round with this weapon.
victim to make an opposed Agility roll in the
case of Stream or a Template. This edge is free if the weapon doesn't
inflict regular damage. A successful attack
Blasting and failed Agility roll will cause the victim to
Requirements: Novice, Natural Weapon be Shaken (if not already) before applying
the affects of this edge.
This edge applies to one specific Natural
Weapon, and can only be taken once per Note that if the weapon doesn't inflict
weapon. After a successful attack, and after regular damage, there is no need for the
rolling damage, your opponent must make victim to make an opposed Agility roll in the
a Strength roll or be knocked prone. If you case of Stream or a Template.
hit them with a raise, their Strength roll is
made at -2, and if they fail they are Perception Filter
knocked prone and hurled d10" away from
the attack (or in a random direction if more
appropriate for the trappings), suffering Perception Filter
2d6 damage if they strike a hard surface. Requirements: Novice, Arcane
Background (Supernaturalis)
This is considered a weapon
enhancement. No weapon may have more This power is activated with a normal
than one weapon enhancement edge. action. You're able to direct attention away
from yourself, so that most people don't
notice your presence.
This edge is free if the weapon doesn't
inflict regular damage. A successful attack
and failed Strength roll will cause the victim Other people suffer -2 to Notice rolls when
to be Shaken (if not already) before attempting to spot you (unless you also
applying the affects of this edge. have Detectable, in which case the penalty
only applies to recognising you and
pinpointing your exact location).
Note that if the weapon doesn't inflict
regular damage, there is no need for the
victim to make an opposed Agility roll in the Improved Perception Filter
case of Stream or a Template. Requirements: Novice, Perception Filter

Barrier When your Perception Filter is active,


Requirements: Novice, Natural Weapon other people now suffer a -4 penalty to
Notice rolls when attempting to spot you
(this replaces the bonus from Perception
This edge applies to one specific Natural
Filter).
Weapon, and can only be taken once per

~ 46 ~
Adaptive Camouflage of focus, drawn or painted portraits are
Requirements: Novice, Perception Filter vague or inaccurate, documentation goes
missing or is accidently destroyed, etc.
When your Perception Filter is active, even Other people receive a -2 penalty for any
if people are able to locate you, you appear research or investigation directly related to
blurred, shadowy, blended with the you.
background, or in some other way difficult
to see. All attacks made against you suffer Improved Obscurity
a -2 penalty. Requirements: Novice, Obscurity

Additional Sense Other people now receive a -4 penalty for


Requirements: Novice, Adaptive any research or investigation directly
Camouflage related to you.

You are not only difficult to see. Select Preternatural Endowment


one additional sense such as Temperature
(conceals you from Infravision), Scent
(conceals you from Enhanced Smell), Preternatural Agility
Sound (conceals you from Enhanced Requirements: Novice, Arcane
Hearing), Taste (good for discouraging Background (Supernaturalis)
hungry vampires, in combination with
Reflective Power you could also hide the This power is always active. You gain a +1
taste of poison), Touch (conceals you from bonus to all Agility rolls except Evasion, and
tracking, rain/etc doesn't leave a visible your Wild Die increases by one step (to a
outline around you, etc), Mystic (conceals maximum of d12) when rolling Agility.
you from one type of Mystic Supernatural Furthermore, you now ignore Agility
Sense), etc. This edge may be taken requirements
multiple times, adding a different sense on edges.
each time. This edge
may be taken
up to four
Light Distortion times.
Requirements: Novice, Adaptive
Camouflage, Improved Perception Filter
If you have
Preternatural
When your Perception Filter is active, even
Agility four
if people are able to locate you, you appear
times, you are
transparent - only a vague outline is visible.
treated as if
All attacks made against you now suffer a -
you had the
4 penalty (this replaces the bonus from
Quick edge.
Adaptive Camouflage).

You may
Invisibility now use your
Requirements: Novice, Light Distortion Agility instead
of Fighting to
When your Perception Filter is active, you calculate your
are now completely invisible. All attacks Parry, if it is
made against you suffer a -6 penalty (this higher.
replaces the bonus from Light Distortion).
Preternatural Genius
Obscurity Requirements: Novice, Arcane
Requirements: Novice, Perception Filter Background (Supernaturalis)

Your Perception Filter also conceals you This power is always active. You gain a +1
indirectly, at all times, unless you bonus to Smarts rolls, and your Wild Die
intentionally suppress this ability. People increases by one step (to a maximum of
tend to forget details about you, d12) when rolling Smarts. Furthermore,
photographs are frequently blurred or out
~ 47 ~
you now ignore Smarts requirements on Die increases by one step (to a maximum
edges. This edge may be taken up to four of d12) when rolling Vigor. Furthermore,
times. you now ignore Vigor requirements on
edges. This edge may be taken up to four
If you have Preternatural Genius four times.
times, you may use your Smarts Wild Die
for any skill linked to Smarts whenever are If you have Preternatural Toughness four
using a benny to reroll it. times, you are treated as wearing Heavy
Armour for any damage opposed with your
Preternatural Will Toughness, except against called shots.
Requirements: Novice, Arcane
Background (Supernaturalis) Preternatural Skill
Requirements: Novice, Arcane
This power is always active. You gain a +1 Background (Supernaturalis)
bonus to your Willpower and to Spirit rolls
made against Willpower, and your Wild Die This edge is considered an instantiated
increases by one step (to a maximum of power.
d12) when rolling Spirit. Furthermore, you
now ignore Spirit requirements on edges. This power is always active. You gain a +1
This edge may be taken up to four times. bonus to any one skill, and your Wild Die
increases by one step (to a maximum of
If you have Preternatural Will four times, d12) when rolling that particular skill. This
you are treated as having Heavy Weapons edge may be taken up to four times for
and Heavy Armour for any attacks that use each skill.
Spirit vs. Willpower for damage.
Note that the bonuses from Preternatural
Preternatural Strength Skill do not stack with the skill bonuses
Requirements: Novice, Arcane from any other edges, except for Magical
Background (Supernaturalis) Technique, which can be stacked for a
combined bonus of up to +4. If you have
This power is always active. You gain a +1 other edges that grant skill bonuses, such
bonus to Strength and Damage rolls, and as Ace, Trademark weapon, Professional,
your Wild Die increases by one step (to a Expert, etc, then you only apply the bonus
maximum of d12) when rolling Strength. from Preternatural Skill if it is higher than
Furthermore, your attacks can now cause the total bonus granted by all other edges.
knockback, and you ignore Strength
requirements on edges and regular Similarly, the Wild Die bonus does not
weapons. This edge may be taken up to stack with the Wild Die bonuses from edges
four times. such as Master or Leader of Men. Use
whichever edge gives the highest Wild Die.
If you have Preternatural Strength four
times, your melee and thrown attacks are Preternatural Edge
automatically treated as Heavy Weapons. Requirements: Novice, Arcane
Background (Supernaturalis)
The amount of weight you can physically
lift is quadrupled each time you take this This edge is considered an instantiated
edge, although it is still awkward to carry power.
bulky items; your Load Limit increases by
+1 each time you take this edge (applied You may add a regular edge as if it were a
after Brawny, if you have it). Primal Edge, although you must still meet
the requirements. This allows you to apply
Preternatural Toughness modifiers to the edge. If the edge requires
Requirements: Novice, Arcane another edge, then it is treated as a
Background (Supernaturalis) subpower of that edge (for example if you
take Block and Improved Block, they are
This power is always active. You gain a +1 considered a single power worth two edges
bonus to your Toughness, and your Wild that share the same modifiers).

~ 48 ~
Innate Gift target, although not necessarily with the
Requirements: Preternatural Edge same action. This edge may be taken
multiple times.
This edge applies to one specific
Preternatural Edge. You may ignore any Permanent Reflection
trait requirements for the edge you wish to Requirements: Novice, Reflective Power
take. If you later meet the trait
requirements, this edge is freed up and can This edge applies to one specific Reflective
be respent. Power. The power no longer last for a scene
or a day - it now last until you intentionally
Reflective Power remove it.

Reflective Power Reflective Linkage


Requirements: Novice, Reflective Power
Requirements: Novice, Arcane
Background (Supernaturalis)
This edge applies to one specific Reflective
Power. You may now give the target any or
This edge is considered an instantiated
all powers that are Linked to the power as
power.
well.

Select one of your powers that normally


only affects you. You can now use that Reflective Trigger
power on any one willing target (or Requirements: Novice, Reflective Power
inanimate object) you touch by making a
successful Spirit roll. If the target is larger This edge applies to one specific Reflective
than you, their size difference is applied as Power. Instead of using the power on
a penalty to the roll. Only one individual someone, you can instead choose to create
(including you) can be affected by the a trigger for it, anchored to a specific object
power at any one time, so if the power also or location. For example you could "charge
has the Permanent modifier then you must up" a Special Movement (Teleport) and
also take Extra Target (so that you can then anchor it to a portal, so that everyone
keep yourself affected as well as the who steps through the portal is immediately
target). teleported to the destination. Or you might
assign Preternatural Strength to a sword,
You may remove the power as a free so that it affects the wielder.
action, otherwise it lasts for the scene, or
for the rest of the day if you got a raise on You must assign one or more targets to
the Spirit roll. the Reflective Trigger when you anchor it,
and that determines how many targets can
Note that you cannot actually give people be affected at any one time. Additional
the Duplicate Power or Creative Duplication targets will be unaffected until one of the
powers themselves, but you can give them targets is freed up.
the powers they create. However these are
all identical instances of the same power, The duration is the same as any other
and you cannot change that power again Reflective Power; a scene or a day unless
until you've removed it from everyone. The you have Permanent Reflection, and you
same goes for Dynamic Power with can remove it at will. You will need to
different modes. remove the power in order to reuse the
targets you've assigned. Similarly, if you're
You cannot take this edge more than once using this edge through Creative
for any one power. Duplication, you'll need to end it before you
can change your Creative Duplication to
something else.
Extra Target
Requirements: Novice, Reflective Power
Reflective Range
Requirements: Novice, Reflective Power
This edge applies to one specific Reflective
Power. You can now affect one additional

~ 49 ~
This edge applies to one specific Reflective  Preternatural Toughness (Fragility): -
Power. The power can now be used with a 1 Toughness, Vigor Wild Die reduced one
range of 12". step (minimum of d4).
 Preternatural Agility (Clumsiness): -1
Reflective Burst to Agility rolls, Agility Wild Die reduced one
Requirements: Novice, Extra Target step (minimum of d4).
 Preternatural Will (Apathy): -1
Willpower, Spirit Wild Die reduced one step
This edge applies to one specific Reflective
(minimum of d4).
Power. You may now choose to affect
 Preternatural Genius (Idiocy): -1 to
multiple targets (up to your maximum)
within a Small Burst Template, which is Smarts roll, Smarts Wild Die reduced one
centred on you unless you also have step (minimum of d4).
 Preternatural Skill (Incompetence): -1
Reflective Range. You may take this edge a
second time to increase the template to to the appropriate skill rolls, Wild Die
Medium, and a third time to increase it to reduced one step (minimum of d4).
Large.  Preternatural Edge (Hindrance): Gain 1
Major or 2 Minor hindrances (Blind and No
Hands count as 2 Major).
Reflective Attack  Alternate Form: Not exactly reversed,
Requirements: Novice, Reflective Power but you can transform the victim into a
helpless form.
This edge applies to one specific Reflective  Healing (Harming): Ignore wound
Power. You can now use the Reflective modifiers. You cause a wound on a success,
Power on others against their will. Your a raise also causes Fatigue.
Spirit roll is made against the target's
Willpower, and if successful they gain the
power, but you can activate and use it
Reflective Negation
Requirements: Novice, Reflective Attack
(although you need to do this using your
own actions). In the case of Special
Movement powers, you now control their This edge applies to one specific Reflective
movement. Power with Reflective Attack. You can now
remove the Reflective Power from others.
Your opponent receives a Spirit roll to resist
You need a raise to use the power in way
(made at -2 if you got a raise on your own
that automatically kills the target (such as
roll). If they fail then they lose the power
shapechanging them into a fish while on
for the normal duration (assuming they had
land, burrowing them ten feet down into
it, otherwise nothing happens).
solid rock, teleporting them into a vacuum,
etc). However a normal success is sufficient
for anything that the target could survive, Regeneration
including burying them up to their neck,
shapechanging them into a frog, even Regeneration
teleporting them over the edge of a cliff.
Requirements: Novice, Arcane
Background (Supernaturalis)
Note that certain powers can be
purchased in reverse. This is generally not
You make a natural healing roll once per
worthwhile, but it can be useful in
day instead of once every five days.
conjunction with Reflective Attack. The
powers you can buy reversed are as
If you have the Construct hindrance, your
follows:
body now has a self-repair mechanism: You
can make a Repair roll once per day with a
 Regeneration (Deterioration): Roll to
-2 or -4 penalty (for the Minor and Major
avoid taking an additional wound, rather
version of the hindrance respectively). On a
than to recover a wound.
critical failure you will need to manually
 Preternatural Strength (Weakness): -1
repair at least one wound before your self-
to Strength and damage rolls, Strength repair mechanism will work again. There is
Wild Die reduced one step (minimum of no benefit for a raise.
d4).

~ 50 ~
Regrowth from Fatigue, you can no longer use Rapid
Requirements: Novice, Regeneration Regeneration.

You no longer Bleed Out or suffer Subconscious Regeneration


permanent injuries from being Requirements: Novice, Rapid
Incapacitated. Injuries always go away Regeneration
when all wounds are healed (if they are
cured with the Healing skill, this assumes Rapid Regeneration becomes a free
scenarios such as the healer pressing the action, and may also be performed while
lost limb to the stump, if they explicitly unconscious.
don't do that then each injury requiring the
regrowth of a new limb must be
Innate Regeneration
regenerated with this power as if it were
Requirements: Novice, Regeneration
one wound).
You ignore natural healing modifiers
Note that you cannot heal permanent
except Faster Healer. Ignore wound
injuries received before you gained
penalties for natural healing and Rapid
Regrowth. If you have Regrowth and it is
Regeneration rolls.
temporarily disabled (for example through
Reflective Negation), then you can heal the
injuries normally once your power returns. If you have the Construct hindrance,
But if you gain Regrowth through Duplicate ignore wound penalties for self-repair and
Power, Creative Duplication or Reflective Rapid Regeneration rolls, and the penalty
Power, then you can only heal permanent for your self-repair mechanism is reduced
injuries received afterwards, and only if you to 0 or -2 (for the Minor and Major version
of the hindrance respectively).
don't drop Regrowth until you've finished
healing (if you do drop Regrowth, any
permanent injuries you still have become Resilience
truly permanent).
Resilience
Enhanced Regeneration Requirements: Novice, Arcane
Requirements: Novice, Regeneration Background (Supernaturalis)

You now make a natural healing once per This power is always active. Choose one
hour, ignoring critical failures as well as damage source. Whenever you receive one
raises. or more wounds from that damage source,
make a Vigor roll: each success and raise
If you have the Construct hindrance, eliminates one wound. This does not
make your Repair roll at -2 or -4 once per remove your Shaken status. You may also
hour, ignoring critical failures as well as make a normal Soak roll afterwards, if you
raises. wish.

Rapid Regeneration The available damage sources are Beast


Requirements: Novice, Enhanced (natural weapons like claws, fangs, fists, as
Regeneration well as venom), Cold (including frost),
Earth (including stone and other non-living
You may spend a benny to make a Vigor solids other than metal and ice), Ethereal
roll as a normal action. On a success you (psychic, magic), Heat (including fire),
recover one wound. On a raise you also get Metal (steel, iron, silver, etc), Wind (all
your benny back. If you regenerate your gases, also includes lightning), Water (all
last wound this way, you also remove your liquids, including acids, also includes ice),
Shaken status (if any). Wood (anything plant-based, including
certain poisons) and Senses (including
If you have no bennies you may still make sonic, light, darkness).
a Rapid Regeneration roll if you wish,
however you suffer a Fatigue level unless You may take this edge up to nine times,
you get a raise. If you are Incapacitated selecting a different damage source each

~ 51 ~
time, but if you select all five physical and you cannot make them permanent. If
damage types (Beast, Earth, Metal, Wood you take Absorption through Creative
and Water) you must have one special Duplication, the edges are also restricted
vulnerability (such as silver, cold iron, etc) based on your Duplication skill.
- attacks from this damage source still
damage you normally. The same is true if Reflection
you select all five energy damage types Requirements: Novice, Absorption
(Cold, Ethereal, Heat, Wind and Senses).
If you receive one or more wounds, and
Fortitude successfully eliminate them all with the
Requirements: Novice, Resilience Vigor roll from Resilience, then rather than
absorbing the energy you can instead
You now have Heavy Armour and Hardy choose to redirect it back at your attacker
against all damage sources for which you as a free action. Treat this as if you were
have Resilience. executing the exact same attack, but use
your own traits, with a -2 penalty to all rolls
Immunity (including damage). You cannot reflect
Requirements: Novice, Resilience more than one attack per round. This only
works against attacks that inflict damage.
Background damage (i.e., anything that
isn't an intentional attack) from any Replenishment
sources for which you have Resilience is Requirements: Novice, Absorption
now halved. This calculation is performed
after everything else. You no longer need to receive damage in
order to absorb energy from a particular
Absorption damage source, you can now do it simply
Requirements: Novice, Resilience by making contact with a sizable quantity of
whatever it is you wish to absorb (generally
about your own size or weight worth,
If you receive one or more wounds, and
although at the GM's discretion the amount
successfully eliminate them all with the
may vary for particularly common or
Vigor roll from Resilience, then you are able
uncommon substances). If you wish to
to redirect the energy in some way. Each
absorb a living target (or solid object) then
time this occurs, you gain one additional
you will first need to kill or break it. You
Primal Edge for the scene, or for the rest of
then spend a full round absorbing it, after
the day if you also spend a benny. You can
which you make a Spirit roll. A success
gain up to three edges at a time.
allows you to use one of the options from
Absorption.
You must choose these three Primal Edges
when you take Absorption. The same edge
may be selected multiple times if you wish, Sense Control
although the normal stacking restrictions
still apply. Modifiers cannot be applied to Sense Control
these edges, and you must still meet the Requirements: Novice, Arcane
requirements in order to benefit from them. Background (Supernaturalis)

If you have sufficient experience points for This power is activated with a normal
an advance, and are allowed to spend it on action. You can enhance one sense within
a Primal Edge, you may do so to make one an area the size of a Small Burst Template.
of the three edges permanent. This can be This allows you to remove a -2 penalty
done at any time while you have access to from all tasks requiring that particular
the edge. You can select a replacement the sense within the Burst Template. You may
next time you would normally have the take this edge a second time to change the
opportunity to spend experience points. penalty to -4, and a third time to change it
to -6.
If you gain Absorption temporarily (such
as with Dynamic Power), the three Primal The Burst Template must either be placed
Edges vanish when you lose Absorption, at a fixed point or on a specific target. If
~ 52 ~
you attach it to a person or object, it This edge is free if you can only suppress
automatically remains centred on them, senses, and not enhance them. However
and follows them around (make an opposed this will block you from taking the Illusion
Smarts roll if they are unwilling). Otherwise edge.
it remains in a fixed place, and you can
move it each round as another normal Illusion
action. If the Burst Template leaves contact Requirements: Novice, Sense Control
with you, it vanishes. You may only
maintain once such template at a time.
You can now create complex imaginary
images and sounds within the area of
effect.

Solid Illusion
Requirements: Novice, Illusion

Your images now seem to have substance.


Opponents must make an opposed Smarts
roll to recognise the illusion for what it is,
otherwise they interact with it as if it were
a solid object. Note that this is purely
psychological - someone cannot walk over
an illusionary bridge, and if they close their
eyes they can simply walk through the
illusion. Similarly, an illusionary weapon or
attack will always inflict nonlethal damage.

Perfect Illusion
Requirements: Novice, Solid Illusion

Your illusions now fool all the senses.

Projection
Requirements: Novice, Sense Control

Your Sense Control or Illusion may now


use the Cone Template. The tip of the cone
is placed at the fixed point or on the target,
and you must also specify the facing (for
example you might create a cone of light
with the tip on your eyes, and the facing in
the direction you're looking).

Improved Control
Requirements: Novice, Sense Control

Your Sense Control or Illusion now fills a


Medium Burst Template. Alternatively, you
may simultaneously create and control two
Obscure that each fill a Small Burst Template.
Requirements: Novice, Sense Control
Improved Range
You can now suppress senses as well as Requirements: Novice, Sense Control
enhancing them. This allows you to add a
penalty to all tasks within the Burst Your Burst Template no longer needs to
Template which require that particular be in contact with you, it only needs to
sense (to a maximum of -6). remain within 12".

~ 53 ~
Innate Control significant item, would be treated as four
Requirements: Novice, Improved Range significant items if carried by a Diminutive
character).
Once you've created the Burst
Template/s, you can move them Smarts Note that you don't have to shrink
inches each round as a free action. completely, you may choose to only shrink
part way if you wish.
Expert Control
Requirements: Novice, Improved Control Density
Requirements: Novice, Shrink
Your Sense Control or Illusion now fills a
Large Burst Template. Alternatively, you Your ignore 1 point of Toughness penalty
may simultaneously create and control two caused by Shrink. This edge may be taken
that each fill a Medium Burst Template, or multiple times.
three that each fill a Small Burst Template.
Compactness
Shrink Requirements: Novice, Shrink

Your ignore 1 point of Strength and


Shrink damage penalty caused by Shrink. This
Requirements: Novice, Arcane edge may be taken multiple times.
Background (Supernaturalis)

This power is activated with a normal Special Movement


action. Your Size is reduced by 1 (which
give you -1 to all Strength and damage Special Movement
rolls, and -1 Toughness, to a minimum of Requirements: Novice, Arcane
1). However you also gain +1 attack Background (Supernaturalis)
against opponents bigger than yourself, and
they suffer -1 on attacks made against you, This edge is considered an instantiated
as well as Notice rolls versus your Stealth. power.
This penalty is multiplied by the size
category difference, so a Tiny character
This power is always active. Choose one
would have +4 to attack a Big opponent,
new mode of movement from: Flight (Pace
who in turn would suffer -4 to their own
3), Burrowing (Pace 3), Teleport (Pace 3),
attacks.
Wall-Walking (uses your regular Pace) or
Water-Walking (uses your regular Pace).
The size categories are: Minuscule (-4),
Tiny (-3), Diminutive (-2), Small (-1),
You may take this edge multiple times,
Medium (0-1), Big (2-3), Large (4-5),
selecting a different mode of movement
Massive (6-7) and Huge (8+).
each time.

This edge may be taken up to 4 times:


If you want to be able to jump great
taken once, you can shrink to the size of a
distances, use Teleport with Limitation
medium dog, twice you become the size of
(cannot pass through solid objects). If you
a house cat, taken three times you can
only want to be able to climb walls or trees
shrink to the size of a mouse and taken
without penalty, use Wall-Walking with
four times you can become as small as an
Limitation (cannot walk on ceilings). If you
insect.
want to swing around on webbing, use
Flight with Conditional (only works when
Your equipment shrinks with you, so your there's something to swing from). If you
Load Limit remains the same relative to only want to be able to move across water
your normal gear. However if you wish to when running really fast, use Water-
pick up normal sized objects, their Walking with Conditional (only works when
encumbrance is doubled for every size running).
category you've shrunk (for example a
longsword, which normally counts as one

~ 54 ~
periods of time without stocking up on
supplies) you'll probably need to take
Environmental Adaption as well. Generally
speaking you cannot bring things through
from the other dimension unless you first
put them there (so it's not a free source of
gold, food, beer, etc).

Movement in this other dimension is


usually relative to movement in the real
world, allowing you to vanish from one
place and appear in another. If you just
want a pocket dimension that you can enter
and leave, without being able to travel
through it, take the Stationary modifier.

If you want to be able to leave your body


behind while your spirit travels the astral
plane, take Limitation (your physical body
remains behind) and Detectable (a long
silvery cord stretches back to your body).

Secure Dimension
Requirements: Novice, Dimensional
Movement

This edge applies to one specific


Dimensional Movement. The dimension is
now a secure location - other people can't
enter it unless you put them there, and if
you do put people there you can separate
them from each other if you wish; you can
control and reshape the environment at
will. Objects you place in the dimension
Improved Special Movement can't be stolen or accidently destroyed.
Requirements: Novice, Special
Movement Dimensional Window
Requirements: Novice, Dimensional
This edge applies to one specific Special Movement
Movement other than Wall-Walking and
Water-Walking. You can now use your full This edge applies to one specific
Pace with that movement type. Dimensional Movement. While in the other
dimension, you can extend your senses
Dimensional Movement through into the real world at will, allowing
Requirements: Novice, Special you to spy on people, listen in on
Movement (Burrowing) conversations, etc. Without this edge you
have only a rough feel for the geography in
Instead of burrowing into the ground, you the real world. Note that you cannot affect
actually step into another dimension. This the real world without first entering it.
works exactly like normal Burrowing except
that you can do it anywhere, as long as Stretchy
you're physically capable of moving. The
specifics of this other dimension are up to
you, it could be your own private domain, a Stretchy
hell dimension, or even another fully Requirements: Novice, Arcane
inhabited world, but if it's particularly harsh Background (Supernaturalis)
(or you wish to stay there for extended

~ 55 ~
This power is always active. You gain +1" This upgrades your Low Light vision to
reach. You are able to extend and compact Darkvision. You no longer suffer any
your entire body, squeezing through penalties for darkness.
openings and reaching around corners. You
are able to stretch to twice your normal Blindsight
length, or squash yourself down to half Requirements: Novice, Darkvision
your normal thickness.
This upgrades Darkvision to Blindsight.
This edge may be taken up to 4 times, You no longer suffer any penalties due to
each time increasing your reach by 1" and bad lighting, fog, invisibility, or any other
doubling the amount you can stretch and form of obscurement. Cover modifiers still
compress. apply normally however.

Squashy Improved Mystic Senses


Requirements: Novice, Stretchy Requirements: Novice, Supernatural
Sense (Mystic)
Your body is so squashy that you no
longer suffer regular falling damage. If you This increases the range of all of your
land on spikes or something similar, you Mystic Supernatural Senses to Spirit miles.
instead suffer half damage.
Improved ESP
Supernatural Sense Requirements: Novice, Supernatural
Sense (ESP)
Supernatural Sense
Requirements: Novice, Arcane This increases the range of all of your ESP
Background (Supernaturalis) Supernatural Senses to Spirit miles.

This edge is considered an instantiated Swiftness


power.
Swiftness
This power is always active. Choose one
Requirements: Novice, Arcane
special sense from: Low Light Vision,
Background (Supernaturalis)
Infravision, Farsight (ignore 2 points of
range penalties), Enhanced Smell (you can
This edge is considered an instantiated
pinpoint people with smell with the same
power.
range and accuracy as vision), Enhanced
Hearing (like Enhanced Smell but for
hearing), X-Ray Vision (you can see This edge applies to one of the following
through solid objects), Danger Sense (like movement types: Flight, Burrowing,
the SW edge), Postcognition (make a Teleport, Swimming or normal movement
Notice roll to sense things that have (includes Wall-Walking as well as normal
happened in the past), Precognition (use walking). Your Pace is doubled for that
the Visions rules from the HC), Mystic (you particular movement type. You may take
can make a Notice roll to sense something this edge twice for each mode of
that normal humans can't, such as life- movement.
force, undead, electricity, minds, magic,
etc, with a range of 12"), ESP (you can Rapid-Acceleration
move one of your senses to any point Requirements: Novice, Swiftness
within 12" as a normal action).
This edge applies to one specific type of
You may take this edge multiple times, Swiftness. If you spend a full minute (10
selecting a different sense each time. rounds) moving at your full Pace while
performing no other actions, your Pace is
Darkvision multiplied by 10.
Requirements: Novice, Supernatural
Sense (Low Light Vision) If you use this for Teleport, you must
instead spend at least a full minute focusing
~ 56 ~
on your destination (performing no other themselves and the target.
actions). Each additional round you spend
concentrating after that adds 10 times your As a Limitation, you can only manipulate
Pace to the total distance you can teleport. one specific damage type.
If you are interrupted before you've built up
enough distance to reach your destination,
Telekinetic Precision
then the effort is wasted.
Requirements: Novice, Telekinesis

Telekinesis You're now able to use Telekinesis with


the same precision and control you have
Telekinesis with your hands, allowing you to sculpt,
Requirements: Novice, Arcane write, pick locks, perform repairs, wield
Background (Supernaturalis) physical weapons, etc. When lifting a
weapon that you could normally draw or
ready without an Agility roll, you no longer
You are able to move things with the
need to make a Spirit roll (although it is still
power of your mind, lifting and pushing
a normal action unless you also have Quick
things with approximately the same degree
Draw). When making Repair rolls, you
of control you'd have when using the palms
ignore the -2 penalty for lacking basic tools
of your hands. You can affect anything
(your Telekinesis removes the need for
within 6", and use your Spirit rather than
physical tools).
your Strength for calculating damage, Load
Limit, etc. You can only wield Natural
Weapons, and only if they have the This edge also allows you to rapidly
Telekinetic ability, although you can throw fashion crude tools, objects and even
improvised weapons. You can move things weapons out of appropriate materials you
you lift with a Pace of 3, and split your have at hand. Creating an item requires a
attention across multiple actions by taking normal action using either Common
the appropriate MAP. Knowledge or Repair (your choice), with a
success the object lasts for the scene, with
a raise it lasts for the entire day. Creating a
Lifting something into the air is a normal
more durable and permanent item requires
action, and requires a Spirit roll vs.
as long as it would take to create the item
Willpower+Size (or 4+Size for inanimate
normally.
objects). If the thing you lift is being held in
place (for example it's holding onto
something, or being held by someone), Telekinetic Bubble
then the holder may also make an opposed Requirements: Novice, Telekinesis
Strength roll. Once you've successfully
lifted something into the air Instead of targeting an
you can use it as a weapon if individual, you may now affect
you wish (although attacking everything within a Small
with it requires a separate Burst Template. You may take
action, and anything more this edge a second time to
than throwing requires increase the template to
Telekinetic Precision). Medium (or Cone), and a third
time to increase it to
If you have Quick Draw then Large. This doesn't affect how
you can lift things into the air much total weight you can lift,
as a free action, but you only but it does make it more
receive the +2 bonus when feasible to manipulate
lifting unresisting things that multiple small objects, as well
are already worn or carried as things like fire, water,
on your person. gases, etc. Extinguishing fires
or sweeping an area clear of
Use the Weapon Collision obstacles is a Spirit roll
rule when using a living modified by the size of your
creature as a weapon. They target (and opposed by
inflict Spirit damage on both strength for things that

~ 57 ~
actively try to resist). Telekinesis by infusing it with some of your
essence, giving you a -2 penalty to all
If you have a Natural Weapon with the actions while maintaining the power. The
Telekinetic ability, it also benefits from animated object must remain within your
Telekinetic Bubble. You don't need to take range, or it will become inanimate, but it no
Burst Attack as well. longer requires any further actions to
control.
When lifting multiple things, make a single
Spirit roll and compare it with each The animated object is treated as a
individual Willpower+Size. This means you creature with Agility d6, Smarts d4(A),
may end up lifting smaller objects but not Spirit d4, Strength d6, Vigor d8. It also has
larger ones. Fighting d6 and Notice d6, +2 to recover
from being shaken, suffers no additional
damage from called shots, and is immune
Energy Control
to intimidation, fear, disease and poison.
Requirements: Novice, Telekinetic
Bubble
When the object is animated you may also
assign it one special ability, which should
Your Telekinesis works on energy. If you
be appropriate to the object and the
also have Telekinetic Precision, then you
equivalent of one advance during character
are able to create the energy, otherwise
creation. Common abilities include Sneaky
you can only manipulate what is already
(Stealth d6), Reinforced (like Armour),
there.
Hard (Str+d8 damage), Fast (Pace 8 with
d10 for running), Big (like permanent
This edge is free if your Telekinesis only Growth) and Small (like permanent Shrink).
works on energy, and not physical objects.
If you use this power on liquid (requiring
Telekinetic Bubble) or energy (requiring
Telekinetic Range Energy Control), then it instead gains the
Requirements: Novice, Telekinesis Elemental ability (like permanent
Dimensional Phasing with Dimensional
The range of your Telekinesis is doubled. Imbalance).
You may take this edge twice.
If you successfully use this power on a
Telekinetic Speed conscious living target (or their weapon or
Requirements: Novice, Telekinesis clothing), then you cannot actually control
them, but you can choose to give them a -2
The Pace of your Telekinesis is doubled. penalty to Pace and to skills linked to
You may take this edge up to 4 times. Strength or Agility (as if they were partially
entangled). A creature who is sleeping,
paralysed or unconscious is treated just like
Telekinetic Strength an inanimate object; they are still
Requirements: Novice, Telekinesis considered to be immune to poison, called
shots, etc, for the purposes of this power,
You gain a +1 bonus to Spirit and Damage as their death won't necessarily disrupt
rolls when using your Telekinesis, and your your control.
Load Limit with it is doubled. You may take
this edge up to 4 times.
Improved Animation
Requirements: Novice, Animation
Animation
Requirements: Novice, Telekinetic This allows you to animate an additional
Precision object, or add an additional ability to one of
your existing objects. There is no additional
This power is activated with a normal penalty for animating multiple objects, and
action, and requires a Spirit roll vs. you can animate multiple objects as a
Willpower+Size (or 4+Size for inanimate single action. You may take this edge
objects). You can animate and control an multiple times.
inanimate object within range of your

~ 58 ~
Chapter 5: customisation
Power Suites modifiers, which may give you additional
points to spend on one or both of them - if
that happens, then you must either add
The eleven instantiated powers (Alternate additional subpowers, or remove some
Form, Mystic Communication, negative modifiers, so that each parent
Environmental Adaption, Special Movement, power has a value of one edge.
Supernatural Sense, Swiftness,
Preternatural Skill, Preternatural Edge,
For example: You take Special Movement
Natural Weapon, Dynamic Power and
(Teleport) with a Device (belt), then take
Reflective Power) are considered to be
Swiftness (Teleport) as a child power. You
completely separate powers each time you
later increase Swiftness, bringing the total
take them. All of the other powers are
value of the power to two edges - so the
considered to be one power each, even if
powers now split. You now have Special
they can be stacked for stronger affects
Movement with Device (worth zero edges),
(e.g. Preternatural Strength, Stretchy,
and double Swiftness with Device (worth
Natural Armour, etc).
one edge) - you must now either add a new
subpower to Special Movement, or remove
This distinction is important when it comes the Device modifier.
to applying negative modifiers; no modifier
can be applied more than once to any one
power. So for example, you could take the Modifiers
Device modifier once for each Natural
Weapon, but if you had boots that granted Requires Activation
Preternatural Strength twice, you would
only apply the Device modifier once.
Placed on a power which is normally
always active and has no drawbacks. It now
Each negative modifier you apply to a requires a free action to activate this
power allows you to add an additional power. As "activation" is an action, and you
option. The extra option will usually be a can't normally repeat the same action
subpower (one that requires the original twice, you may only activate one power
power), for example if you have each round. The power is no longer your
Regeneration and add the Conditional "normal" state, and is switched off while
modifier "only works at night", you might you're sleeping or if surprised.
then add Regrowth or Enhanced
Regeneration.
Slow Activation
However it is also possible to add a
Placed on a power which requires an
different power as if it were a subpower, as
action to activate. Draw a card when you
long as the total value of the powers and
activate this power. If you draw a Joker
modifiers does not exceed one edge. When
then the power activates immediately,
you do this, the new child power
otherwise put the card to one side; this is
automatically shares the negative modifiers
the initiative of your power.
of the parent power (and those modifiers
must all be applicable to the new power).
This is called a "Power Suite", and it allows At the beginning of each turn after the
you to group together multiple weaker power was activated, if you are dealt an
powers. initiative card of the same suit as your
power's initiative card, then your power will
activate this turn (on its initiative).
Should you ever increase the value of a
Power Suite over one edge, you must
immediately break off one of the child If you have Quick or Level Headed, then
powers, turning it into a parent power. Both the power's card must match the suit of the
parent powers will have identical negative first initiative card you draw.

~ 59 ~
You may still perform other actions while blocked (e.g. a werewolf during the full
waiting for the power to activate, unless the moon who can't actually see the moon) you
power also has the Concentration modifier. may make a Spirit roll to resist for a short
If it does have Concentration, then you period of time. You cannot take the
cannot perform any actions until the turn Concentration modifier if you also have
after the power finishes activating, Involuntary Activation.
otherwise the activation will immediately
fail and must be started again. If you wish to have a power that you
cannot intentionally activate, then take
Unreliable Conditional with the same trigger. For
example you might have Involuntary
Placed on a power which requires Activation (when angry) and Conditional
activation, but succeeds automatically (only works when angry) on your big green
without a roll. It now requires a trait roll Alternate Form.
(and a normal action if it previously
required only a free action) to intentionally This can also represent poor control over
activate this power. In addition, if you also the power. In that case, you must make a
have Involuntary Activation, you suffer -2 Spirit roll to resist activation whenever you
on rolls to resist involuntarily activating the find yourself in a particularly stressful
power. situation. This shouldn't be something as
common as regular combat, and as a
general rule it shouldn't occur more than
Permanent
once or twice per session.
Placed on a power which can be switched
on and off, or used at will, and which One-Way Activation
provides disadvantages when active. This
power cannot be turned off, it is now Placed on a power which can normally be
always active. For obvious reasons this switched on and off, and which provides
cannot be added to a power to which disadvantages while on. This power
you've added an activation modifier requires special conditions before it can be
switched off again, usually involving a skill
check and around d6 hours.
Committed Activation
Placed on a power which also has the Slow Concentration
Activation modifier. You suffer a -4 penalty
to all actions performed while the power is Placed on a power which is maintained
activating, and your Pace is halved. Unlike and normally requires no concentration. If
Concentration, you cannot choose to stop the power also needs to be activated, you
the activation - once you've committed to cannot perform any other actions in the
it, you must wait until the activation is round/s spent activating this power. If you
complete. are Shaken, sleep, are knocked
unconscious, or for any other reason can no
In addition, you must also go through the longer maintain concentration, the power
exact same process when you deactivate stops working until you become Unshaken
the power. or wake up. You may also choose to stop
concentrating at any point, including
duration activation, causing the power to
You cannot also take the Concentration
stop immediately.
modifier.

You cannot also take the Committed


Involuntary Activation Activation or Involuntary Activation
modifiers.
Placed on a power which can be switched
on and off, and which provides
disadvantages while on. This power can be
Detectable
activated unwillingly by something outside
of your control, and remains active until the Placed on a power which normally has no
trigger goes away. If the trigger is partially visible effect. It is now extremely obvious

~ 60 ~
when you're activating or using the power. also be removed while you're helpless) or -
This makes you easy to notice and track 2 (if it's permanently attached to your
(similar to the Distinctive Appearance), and body). The penalty is treated as a
should also make other situations more Toughness bonus against area effect
challenging (e.g. large wings that make it attacks.
difficult to wear clothing or sit in a car,
even when they're folded up). If the device can be broken like a regular
item, then it can be damaged with a called
Note that if multiple powers are Linked shot at -6 (if it can also be removed while
together, only one of them may have the you're helpless) or -4 (if it's permanently
Detectable modifier. attached to your body). The penalty is
treated as a Toughness bonus against area
effect attacks.

A lost or destroyed Device can generally


be recovered or rebuilt in d6 hours with an
appropriate trait roll.

Burnout
Placed on a power which requires a trait
roll to use or activate. If you roll a one on
the trait die, the power burns out for the
rest of the scene. If you ever roll snake
eyes, all powers currently activated that
have this modifier are immediately burned
out for the rest of the scene (or d6 hours at
the GM's discretion). You may spend a
benny at the beginning of your turn to clear
the burnout from all of your powers.

Draining
Placed on any power which requires a trait
roll to use or activate, and doesn't normally
cause fatigue. You now receive 1 point of
fatigue after the roll, unless you get a raise
or spend a benny. The first time you take
this modifier for a power, you must choose
Device how the fatigue goes away (it will always
be the same for all of your powers that use
Placed on any power. The power comes this modifier): either after 10 minutes of
from a device that can be stolen and/or rest, or after spending d6 rounds
broken. You may also treat your own body performing a specific activity that isn't
as the device, but in that case the power always possible (drinking blood, sticking
ceases working whenever you receive a your finger into a plug socket, immersing
wound, and remains unavailable until you yourself in water, etc). If incapacitated by
have healed. Otherwise, you must select fatigue, you must make a Vigor roll to
one of three device types: remain conscious, and can no longer use
any powers with this modifier until you
have recovered at least one fatigue level.
If the device is indestructible, then it can
be disarmed or removed with a called shot
at -2. Investment

If the device is highly resilient (has 3 Placed on any power which is activated
wounds like a Wild Card), then it can be and maintained. You have to invest part of
damaged with a called shot at -4 (if it can your essence into maintaining this power,

~ 61 ~
giving you a -2 penalty to all actions until Limitation
you stop using it.
Placed on any power. It now has a hefty
Recharge usage limitation on its functionality, for
example a power that can normally be used
Placed on a power which is activated and on others as well as yourself might only
maintained. When the power is no longer work on you, or it might not affect your
active, you must wait before you can equipment (for example, Invisibility or
activate it again. The amount of time you Dimensional Phasing that doesn't work on
need to wait is equal to the amount of time clothing), or an attack might only hurt
the power was previously active, or d6 undead, or your Animation may only work
minutes, whichever is longer. on corpses, or your Growth might require
you to always grow to full size. Unlike the
Conditional modifier which restricts when
Linked
you can use a power, this modifier restricts
how or on whom you can use it.
Placed on a power which is normally
always active. Choose one or two other
You can also use this modifier to remove
powers that require activation - if you
part of a power. For example you might
choose only one, that power now requires
take Regeneration and Regrowth, with the
an action to activate if it didn't previously.
Limitation that you don't benefit from the
The power with the Linked modifier is now
Regeneration edge itself. Or you might take
only active when its linked power/s are also
Reflective Power with the Limitation that
active. You cannot also take Conditional.
you can only use it on others. Or you could
take Mind Control with Sentient Control
You may also link two powers which with the Limitation that it no longer works
require activation, as long as they both on animals.
provide different disadvantages when
active, and no more than one of them
requires a trait roll to activate. Merge the Feedback
activation conditions, taking the worst of
both. You can no longer activate the powers Placed on any power based on a physical
separately, they can now only be activated element (such as minion, a weapon, a
together. vehicle, etc). If the manifestation is
destroyed, you must make a successful
Vigor roll or be Shaken. This can cause a
Conditional
wound.
Placed on any power which doesn't have
If the power can also cause you to
the Linked modifier. This power is now only
become Shaken (such as Possession),
available under specific conditions, similar
Feedback is always applied afterwards.
to the Gimmick hindrance. For example it
might only work when you're angry, or
drink blood, or eat spinach, or at night, or Contact
while in another form, etc. As always this
must actually be a drawback; you cannot Placed on any ranged power. This power
have Darkvision "only work in the dark", or now requires physical contact, which
Environmental Adaption (Underwater) "only usually means a touch attack if the target is
work while immersed in water", or unwilling.
Invisibility "only work when someone is
looking", etc. Stationary
Note that the Conditional modifier doesn't Placed on any power that requires
change the actual functionality, only when activation. You cannot move while the
you can use it; the power either works power is active, nor activate the power and
fully, or not at all. move in the same round.

~ 62 ~
Chapter 6: Magic
Overview Anatomical Separation

You can separate and control parts of your


Arcane Background (Supernaturalis)
anatomy using the Rego technique. You
doesn't allow you to purchase normal
must have the appropriate Duplication skill
powers like other Arcane Backgrounds,
for your body type (usually Beast, unless
instead you should use Creative Duplication
you're some sort of elemental being). In
to represent freeform spellcasting, with
addition, Duplication (Senses) can be used
Primal Edges used as powers. Each power
to remove your ears, ears, nose or tongue.
uses one or more magical techniques, and
the precise affects vary depending on which
Duplication skill you're using. You may Chameleon
combine the affects of multiple Duplication
skills (assuming you have at least d4 in You can change your appearance using
each) by using the lowest of them. the Muto technique. You must have the
appropriate Duplication skill for your body
You cannot add the Permanent, Linked, type (usually Beast). The only exception is
Limitation or Conditional modifiers to the if you have Duplication (Senses), in which
powers you duplicate, nor can you add any case you can change your appearance
other modifiers that have already been freely.
added to Creative Duplication. If a Primal
Edge is sometimes free with a restriction
(such as Possession, Persistent, Melding, Deflection
Obscure, Energy Control, Forcefield, etc)
then this does not apply to Creative You can deflect incoming attacks using the
Duplication. The only exception is the Rego technique. You must have the
weapon enhancement edges (Fear, appropriate Duplication skill for the object
Venomous, Suffocating, Blinding, you're trying to deflect - for example either
Entangling, Blasting and Barrier), which can Duplication (Metal) or Duplication (Wood)
be taken for free if the attack doesn't inflict could be used to deflect an arrow with a
regular damage. steel head and a wooden shaft.

If you're more of an inventor than a Dimensional Phasing


spellcaster, take Limitation (all duplicated
edges must have the Device modifier) and
Conditional (must construct an appropriate You can dimensionally phase using the
gadget for each duplicated edge) for your Muto technique. You must have the
Creative Duplication. appropriate Duplication skill for the damage
type/s with which you wish to phase.

Powers Dynamic Power

Alternate Form You cannot use Dynamic Power with


Creative Duplication.
You can transform from one form to
another using the Muto technique. You Empathic
must have the appropriate Duplication skill
for both your original and the new form (for You can read emotions and minds using
example if you're transforming from a the Intellego technique. This uses the
human into a fire elemental, you need both Duplication (Ethereal) skill.
Beast and Heat).

~ 63 ~
Environmental Adaption other Duplication skills if you want your
equipment to grow with you. Duplication
(Beast) will cover materials like leather, but
You can adapt to different environments you may also need Duplication (Metal) and
using the Muto technique. Duplication Duplication (Wood).
(Earth) allows you to survive underground
with risk of suffocation, Duplication (Wood)
allows you to survive in places rife with Healing
plant-life (such as jungles and swamps),
Duplication (Water) allows you to survive You can heal and repair things, using the
underwater, Duplication (Heat) allows you Creo technique. You must have the
to survive extreme hot temperatures, appropriate Duplication skill, which is
Duplication (Cold) allows you to survive usually Beast for healing, but would be
extreme cold temperatures, Duplication Metal for repairing a sword, Heat for
(Wind) allows you to survive without air, healing a fire elemental, and so on.
and Duplication (Ethereal) allows you to
survive magical conditions on other planes
of existence. Henchman

You can recruit an existing NPC as a


Enviromental Manipulation henchman using the Rego technique. Either
use the appropriate Duplication skill for the
You can create environmental conditions target you wish to recruit (usually Beast),
using the Creo technique, and disperse or use Duplication (Ethereal) to represent
them with the Perdo technique. Duplication mind control or magical binding. If the
(Earth) allows you to manipulate earth or henchman is killed, it must be replaced
stone into Difficult Ground, Duplication before you can change your Creative
(Wood) allows to to create or disperse Duplication to a different power.
Difficult Ground using nearby plant-based
material, Duplication (Water) allows you to If you physically transform someone into
use the power fully with rain or ice, a henchman, then use the Muto technique.
Duplication (Heat) allows you to reduce You must have the Duplication skills for
visibility with a heat haze, Duplication both their current and desired forms.
(Cold) allows you to create Difficult Ground
using frost, and Duplication (Wind) allows
If your henchman is created or conjured
you to reduce visibility with fog or strong
out of thin air (which is always the case if
winds.
you take Summon Henchmen) then use
Creo instead of Rego. The Duplication skill
Extra Limb used determines what sort of henchman
you summon - anything other than Beast
You can create an extra limb using either will be an elemental or spirit of some sort.
the Creo or Muto technique (although you
must use Muto if you want Prehensile Feet Immortality
as well). The material type of the limb is
based on the Duplication skill you use, but
You can grant yourself immortality using
if you're using Muto you must also use the
the Creo technique. You must have the
Duplication skill appropriate to your body
Duplication skill appropriate to your body
type (usually Beast). A limb fashioned from
type (usually Beast).
energy can be used in combat, and can
only wield weapons that are also made of
that same energy type. Mind Control

Growth You can control creatures using the Rego


technique. You must have the Duplication
skill appropriate to the target's body type
You can increase your size using the Muto
(usually Beast, but constructs and
technique. You must have the appropriate
elemental beings would fall under separate
Duplication skill for your body type (usually
Duplication skills). The only exception is if
Beast), but may need to combine it with
~ 64 ~
you use Duplication (Ethereal), in which Annihilation, Fear is only available for
case you can control all minds. If you wish Ethereal and Senses, Venomous is only
to take Possession, then you must use available for Beast and Plant, Blinding is
Duplication (Ethereal). only available for Senses, Entangling is
only available for physical and Wind, and
Barrier is only available for physical.
Mystic Communication

You can communicate using the Rego Perception Filter


technique. You must have Duplication
(Ethereal) for telepathic communication, or You can conceal yourself using the Perdo
Duplication (Senses) for anything else. technique. You must have Duplication
(Senses) to use this power normally.
However you can gain some minor benefits
Natural Armour from Additional Sense: Duplication (Earth)
hides your tracks (use Water instead for
You can conjure protective armour using tracks through snow), Duplication (Wind)
the Creo technique. You must use a hides your scent, Duplication (Heat) hides
physical Duplication skill (Beast, Earth, you from infravision and Duplication
Metal, Wood or Water) to protect you (Ethereal) hides you from magical
against physical damage, or an energy detection.
Duplication skill (Heat, Cold, Wind, Ethereal
or Senses) to protect you against energy
damage. You can use one of each to protect Preternatural Endowment
yourself fully.
You can grant yourself Preternatural
Alternatively you can transform your flesh Strength, Toughness and Agility using the
using the Muto technique. You must have Muto technique. You must have the
the Duplication skill appropriate to your appropriate Duplication skill for your body
body type (usually Beast), and must type (usually Beast). Preternatural Genius
combine it with another physical and Will always use Duplication (Ethereal).
Duplication skill if you wish to have heavy
or rigid armour. Preternatural Skill uses the Intellego
technique. Skills linked to Smarts or Spirit
should use Duplication (Ethereal), while
Natural Weapon others should be specific to whatever they
affect: Duplication (Plants) to climb a tree,
You can conjure weapons out of thin air Duplication (Earth) to climb a cliff,
using the Creo technique, or manipulate Duplication (Water) for swimming,
existing matter or energy as a weapon Duplication (Metal) for fighting with a metal
using the Rego technique. You must have sword, Duplication (Beast) for riding a
the Duplication skill/s appropriate to the horse, etc.
damage type/s of the weapon.
Preternatural Edge is difficult to
Alternatively you can transform your body generalise, as it covers so many
to grant natural weapons using the Muto possibilities, but in most cases it should use
technique. You must have the Duplication the Intellego technique. Edges involving
skill for your body type (usually Beast), and damage (avoiding, inflicting, reducing, etc)
the weapon will always have the same or equipment only apply to the appropriate
damage type as your body. Note that Muto damage source (in the same way as
can only be used to create melee weapons. Deflection), while other edges generally
only function within specific environments
If the weapon has Annihilation then it (see Environmental Adaption) or specific
always uses the Perdo technique, and only types of creature. There should almost
damages material of the appropriate always be some restriction to an edge,
Duplication skill. unless it's extremely specific to one
damage source - for example Blind Fighting
Note that Psychic is only available for might work normally with Duplication
Ethereal weapons or in combination with (Senses).

~ 65 ~
Reflective Power (but not through solid objects), but you
actually grow wings, thick claws, suckers,
powerful legs, etc. You must have the
This edge works normally, but with the appropriate Duplication skill for your body
limitations laid down for whatever power type (usually Beast).
it's reflecting. For example if you use
Duplication (Metal) to cast Reflective Power
Alternatively you may use the Rego
for your Deflection, you'd only be able to
technique. Duplication (Earth) grants
grant the target Deflection against metal
Burrowing or Wall-Walking on earth/stone,
weapons.
Duplication (Wood) lets you swing through
forests (limited Flight) or using Wall-
Regeneration Walking on trees, Duplication (Water) for
Water-Walking or Wall-Walking on ice,
You can regenerate your wounds using Duplication (Wind) for Flight, Duplication
the Creo technique. You must have the (Ethereal) for Teleport, or Burrowing with
appropriate Duplication skill for your body Dimensional Movement.
type (usually Beast).
Stretchy
Resilience
You can make yourself stretchy using the
You can make yourself resilient using the Muto technique. You must have the
Rego technique. You must have the appropriate Duplication skill for your body
appropriate Duplication skill for the damage type (usually Beast).
type/s you wish to resist.
Supernatural Sense
If you also take Absorption without the
Reflection edge, use the Perdo technique You can grant yourself supernatural
instead. senses using the Intellego technique. For
sensing the presence of certain material
Sense Control types (or seeing through it like X-Ray
vision) use the appropriate Duplication skill
(e.g., Metal for detecting metals, Beast for
You can control senses using the Rego
detecting people and animals, etc) - choose
technique. This requires Duplication
how specific the sense is when you cast it.
(Senses).
In addition you can use Duplication (Heat)
or Duplication (Cold) to gain Infravision,
If you wish to use the Obscure edge, use Duplication (Ethereal) to gain ESP,
the Perdo technique instead. Duplication (Senses) to gain Low Light
Vision, Darkvision or Blindsight.
Shrink
Swiftness
You can decrease your size using the Muto
technique. You must have the appropriate You can increase your speed using the
Duplication skill for your body type (usually Rego technique. When applied to a Special
Beast), but may need to combine it with Movement, it works within the limitations of
other Duplication skills if you want your that movement type - for example using
equipment to shrink with you. Duplication Duplication (Earth) on Wall-Walking would
(Beast) will cover materials like leather, but only give you the extra Pace when climbing
you may also need Duplication (Metal) and earth or stone.
Duplication (Wood).

Telekinesis
Special Movement
You can move, lift and animate things
You can perform minor shapechanging using the Rego technique. You can only use
using the Muto technique to grant yourself this power on things of the appropriate
Flight, Burrowing, Wall-Walking or Teleport
~ 66 ~
material type – for example you would use When creating energy with Energy Control
Duplication (Wood) to animate a wooden you should use the Creo technique instead
chair, Duplication (Metal) to open a metal of Rego.
lock, Duplication (Water) to hurl snowballs,
Duplication (Beast) to slam someone into a When you use Telekinetic Bubble to
wall, Duplication (Earth) to levitate a rock extinguish flames, suck out air, etc, you
into the air and throw it at your enemies, should always use the Perdo technique
and so on. instead of Rego or Creo.

~ 67 ~

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