Supernaturalis
Supernaturalis
Written by Zadmar.
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
Version 7
~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.
~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.
~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.
~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).
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.
GEAR
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).
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
Combat Edges
Armour Proficiency
Requirements: Novice, Strength d6,
Vigor d6
Avoidance
Requirements: Novice, Agility d8
Dynamic Warrior
Requirements: Novice, Fighting d8 or
Shooting d8
~ 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.
Professional Edges
Competent Extra
Requirements: Novice, not a Wild Card
Natural Athlete
Requirements: Novice, Agility d10,
Strength d6, Vigor d6
~ 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
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)
* 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
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
~ 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
~ 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
~ 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
~ 24 ~
Chapter 4: Primal Edges
Alternate Form you wish to have a tell, take the Detectable
modifier.
~ 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.
~ 26 ~
Object Mimicry
Requirements: Novice, Mimic
Texture Mimicry
Requirements: Novice, Object Mimicry
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.
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.
~ 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
~ 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
~ 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.
Rapid Manipulation
Requirements: Novice, Environmental
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.
Growth
Growth
Requirements: Novice, Arcane
Background (Supernaturalis)
~ 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.
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.
~ 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
Experienced Henchmen
Requirements: Novice, Henchman
Special Henchman
Requirements: Novice, Henchman
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.
~ 38 ~
Ranged Control You are now able to control up to four
Requirements: Novice, Mind Control creatures of Medium size or smaller.
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 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.
~ 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.
~ 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.
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 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
~ 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
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.
~ 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 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.
~ 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
Perfect Illusion
Requirements: Novice, Solid Illusion
Projection
Requirements: Novice, Sense Control
Improved Control
Requirements: Novice, Sense Control
~ 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
~ 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).
Secure Dimension
Requirements: Novice, Dimensional
Movement
~ 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.
~ 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.
~ 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.
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
~ 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
~ 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 ~