AT A GLANCE
* For tasks, a d6 roll of 4 or more is a success.
* Bonuses and penalties come from aptitudes, gear, difficulty, and hindrances.
* Investigations allow players to ask the GM questions from a source or scene.
* Chases use dice rolls to measure changing distances between a pursuer and an evader.
* Combat and hazards cause hindrance points; at 3 or more, suffer -1 on all rolls.
* Reaching 6 hindrance points results in dire consequence.
ADVENTURE, MYSTERY, AND INTRIGUE
A role-playing game is a conversation where the Game Master (GM) describes an imagined world, players choose what their characters do, dice decide uncertain or dangerous outcomes, and the story shifts pace to focus on the moments that matter.
As a player, you make choices from your character’s point of view, often with limited information. Think about what the character knows, wants, fears, and hopes to change. “You” become the character.
SAFETY FIRST
Before and during the game, everyone agrees on what kind of story is fun, what content to avoid, and how to pause or redirect play if something becomes uncomfortable.
* Content Warnings: Before play, the GM warns players about likely intense themes, such as horror, violence, grief, betrayal, body horror, or cruelty.
* X-Card: Any player may tap or show an X-Card to pause play and remove or change uncomfortable content. It redirects the scene’s tone or topic, but does not undo dice rolls or character choices.
* Lines and Veils: A line is content that never appears in play. A veil is content that may exist in the story but happens offscreen. Players may add lines or veils before or during play.
STORIES AND CHARACTERS
Before play, the group agrees on the kind of story, the starting problem, and why the characters are involved.
A character is the person you play in the story. Each character has a few simple parts:
* Name: Who the character is.
* Good At: The aptitudes, actions, skills, and situations where the character is most likely to succeed.
* Gear: The useful items, weapons, tools, clothing, and resources the character carries.
* Special Ability: Unique rules related to a power or aptitude you can use once per scene or session.
* Role-Playing: Advice for how you can play the character, including what you want, how you act, where you shine, and what kinds of trouble suit you best.
Use these details to decide what your character tries, how they solve problems, and what makes them fun to play. The story moves forward as characters chase goals, face threats, find opportunities, make choices, and deal with the consequences.
DESCRIBING THE WORLD
Time and distance are flexible. Use exact timing and ranges when danger, combat, chases, or hard choices make them matter. Otherwise, summarize events quickly and focus on what is important.
TIME
* Turn: One character’s actions and movement during a round.
* Round: About 6 seconds, used for combat, danger, chases, and quick decisions.
* Scene: One focused event in one place or around one problem, usually lasting 1 to 10 minutes.
* Travel: Moving from one place to another over hours or days.
* Downtime: Hours, days, or weeks spent resting, preparing, healing, training, or handling life between adventures.
* Montage: A quick summary of routine actions.
* Flashback: A look at an earlier event that matters now.
* Session: One gathering of play.
* Campaign: A series of sessions with the same characters, story, or world.
DISTANCE
* Touching: Direct physical contact.
* Close: Within a step and reach, about 2 meters or 6 feet.
* Nearby: Close enough to reach quickly, about 10 meters or 30 feet.
* Short: Within throwing range.
* Far: Within missile or spell range.
* Distant: Visible, but hard to reach quickly.
TURN ORDER
At the start of a round, the GM chooses the character or enemy in the most immediate danger to act first.
After each turn, that player chooses who acts next: another character, an enemy, or a non-player character (NPC) on the GM’s side. Once everyone has acted once, the round ends and a new round begins.
TASKS AND RESULTS
If an action is possible and nothing important stands in the way, it happens.
If an action is risky, uncertain, or interesting if it fails, roll one six-sided die (1d6) and apply modifiers. Higher totals are better.
Most rolls use no more than one situation bonus, one situation penalty, one hindrance penalty, and one difficulty modifier.
* +1 total if a relevant Good At trait, useful gear, help, or advantage applies.
* -1 total if bad circumstances apply.
* -1 if one relevant hindrance affects the task.
* -2 if two or more relevant hindrances affect the task.
* -1 if the task is of hard difficulty.
* -2 if the task is of extreme difficulty.
Use the final total to decide the outcome:
* 6 or more: You get what you want, plus an extra benefit.
* 5: You get what you want.
* 4: You get most of what you want, but not all.
* 3: You get some of what you want, but only by paying a cost: extra time, lost resources, danger, or gaining 1 hindrance point.
* 2: You do not get what you want.
* 1 or less: You do not get what you want, and something gets worse.
If two characters directly oppose each other, both roll. The higher total wins.
LUCK POINTS
Some character will have a number of Luck points. Once per round, one Luck point may be expended to re-roll one d6 result or instantly remove one of your hindrance points.
FORTUNE/MISFORTUNE ROLLS
When the GM needs to choose who luck helps or hurts, each player in a scene rolls 1d6.
The highest roll brings a benefit, or the lowest roll brings a threat. Reroll ties until there is one clear result.
INVESTIGATIONS
Roll 1d6. Add +1 if a relevant “Good At” aptitude, useful gear, help, or advantage applies. You may ask the GM one question about a scene, person, place, object, or event. On a roll of a 5, ask two questions. On a 6 or more, ask three questions.
* The GM answers truthfully, but only based on what this source could reveal.
* If a question cannot be answered from a source, the GM says so and gives a related clue instead.
* Good questions often ask about facts, changes, dangers, missing things, or leads to other clues.
* Usually, each source may be questioned once per day, and each scene may be investigated once.
CHASES
A chase starts with the pursuer and evader 6 units apart. A unit might mean a few paces in a crowd, or many kilometers or miles in outer space.
Each round, both sides roll 1d6 each.
* Subtract the pursuer’s roll from the distance.
* Add the evader’s roll to the distance.
Each side adds +1 if speed, terrain, vehicle, route, trick, or preparation gives them an edge. Apply only one chase bonus per side.
At 0 distance, the pursuer catches the evader.
At 12 distance, the evader escapes.
Whenever either side rolls a 1, they suffer a complication.
CONTROLLED HELPERS
You may directly control only one helper at a time. A controlled group counts as one helper: it takes one turn, makes one roll, and performs one main task each round.
If you gain a new helper, your old helper is released, dismissed, or becomes an ordinary NPC controlled by the GM.
Ordering your helper to attack or do something risky uses your action, unless an ability says otherwise.
MORAL
When NPCs lose their leader, half their group, or their reason to fight, roll 1d6.
* Weak morale flees on 4 or less.
* Normal morale flees on 3 or less.
* Strong morale flees on 2 or less.
* Mindless or fanatical enemies may not roll morale.
Instead of fleeing, some NPCs may instead surrender, bargain, or make a fighting retreat.
HINDRANCES
When you face threats and danger, the GM may call for a specific type of hindrance roll.
Examples include:
* Injury: Suffering wounds from attacks, falls, and traps.
* Fear: Keeping your courage while facing terror.
* Fatigue: Enduring hardships on the body or mind.
Roll one six-sided die (1d6). The GM may modify this hindrance roll based on how severe the danger is.
* Protected +2: You have strong defenses, preparation, tools, care, or advantage in your favor.
* Guarded +1: Some protection, help, caution, or favorable conditions.
* Exposed +0: Normal risk; nothing strongly helps or hurts.
* Threatened -1: Clear danger, pressure, weakness, or bad conditions.
* Endangered -2: Serious danger, poor conditions, or repeated exposure.
* Overwhelmed -4: Extreme danger, no protection, or disastrous conditions.
If the final roll is 1 or less, gain 1 point. If you already have points in that hindrance, also gain 1 point when the roll is equal to or lower than your current points.
At 1 or 2 points in any type of hindrance, you are strained. The problem is present but not yet causing a penalty.
At 3 to 5 points, you are hindered as the problem is bad enough to affect checks. If you have one or more hindered conditions, suffer -1 on relevant rolls. If two or more hindered conditions apply to the same roll, suffer -2 maximum.
At 6 points, you are defeated. The problem hits you with dire consequences.
You may remove 1 hindrance point over time by resting, recovering, or dealing with the source of the problem.
The following lists detail about some types of hindrance:
INJURY
Violence leaves marks. You gain Injury points from wounds, falls, burns, crushing force, or other physical harm. A failure adds 1 to 3 Injury points.
* Strained (1 to 2 Injury): Bruising, cuts, sprains.
* Hindered (3 to 5 Injury): Pain, shock, blurred vision, blood loss.
* Defeated (6 or more Injury): Fall unconscious, cannot move, surrender, flee, or die.
Add or subtract modifiers to Injury checks:
* +2 for wearing heavy armor (plate mail, battlesuit); also reduces a failed Injury check by 1 Injury point, but also causes -1 to stealth, swimming, climbing, running, and long travel
* +2 for wearing medium armor (chainmail, tactical suit)
* +1 for wearing light armor (leather armor, ballistics vest)
Weapon severity increases the number of Injury points suffered on a failed check:
* Unarmed (punch, kick): Failed Injury roll adds 1 Injury.
* Light weapon (dagger, club): Failed Injury roll adds 1 Injury.
* Medium weapon (sword, pistol): Failed Injury roll adds 2 Injury.
* Heavy weapon (two-handed sword, rifle, shotgun): Failed Injury roll adds 3 Injury.
* Explosives (hand grenade, C-4): Failed Injury roll adds 4 Injury.
Remove 1 Injury every 8 hours of rest, bandages, medicine, surgery, healing powers, splints, or careful care.
FEAR
Terror breaks courage. Make a Fear roll when you face monsters, intimidation, supernatural horror, gruesome violence, certain death, or something you desperately want to escape. Each failed check adds 1 Fear.
* Strained (1 to 2 Fear): Uneasy, startled, nervous, hesitant, or on edge
* Hindered (3 to 5 Fear): Panicked, trembling, intimidated, overwhelmed, or losing nerve
* Defeated (6 or more Fear): Freeze, flee, surrender, hide, collapse, or act blindly to escape
Remove 1 Fear every 4 hours spent in safety, reassurance, companionship, sleep, prayer, or away from the source of terror.
FATIGUE
Exhaustion wears characters down. Make a Fatigue roll when you go without sleep, march too long, work too hard, lack food or water, suffer exposure, or push beyond your limits. Each failed check adds 1 Fatigue.
* Strained (1 to 2 Fatigue): Tired, sore, slow, hungry, thirsty, or short of breath
* Hindered (3 to 5 Fatigue): Weakness, heavy limbs, poor focus, slow reactions, or stumbling movement
* Defeated (6 or more Fatigue): Collapse, fall unconscious, become unable to continue, surrender, or suffer a serious consequence from exhaustion
Add or subtract modifiers to Fatigue checks:
* -1 for going without water for half a day in harsh conditions, or 1 day in normal
* -2 for going without water or food for two days
* -3 for going without water for three days or without food for a week
* -5 for going without water for four or more days, or each week without food; gain 2 Fatigue each fail
Remove 1 Fatigue every 4 hours spent sleeping, eating, drinking, warming up, cooling down, or resting in safety.
DISEASE
Sickness weakens the body. Make a Disease roll when a character is exposed to infection, plague, parasites, poison sickness, bad food, filthy wounds, toxic air, or unnatural illness. Each failed check adds 1 Disease.
* Strained (1 to 2 Disease): Coughing, sweating, nausea, chills, weakness, or minor aches
* Hindered (3 to 5 Disease): Fever, vomiting, dizziness, shaking, pain, confusion, or poor stamina
* Defeated (6 or more Disease): Collapse, delirium, unconsciousness, organ failure, spreading infection, or death
Remove 1 Disease each day spent resting, receiving medicine, eating safe food, drinking clean water, being treated by a healer, or recovering in a clean place.
POISON
Toxins turn the body against itself. Make a Poisoned roll when you are bitten or stung by a venomous creature, drink poison, inhale toxic gas, touch dangerous chemicals, suffer a poisoned wound, overdose on medicine, or are exposed to alchemical, magical, or alien toxins. Each failed check adds 1 Poisoned.
* Strained (1 to 2 Poisoned): Nausea, sweating, dizziness, numbness, blurred vision, or a racing heart
* Hindered (3 to 5 Poisoned): Vomiting, shaking, weakness, confusion, pain, slowed movement, or trouble breathing
* Defeated (6 or more Poisoned): Collapse, convulse, fall unconscious, become paralyzed, suffer organ failure, or die
Remove 1 or more Poisoned when receiving antidotes, medicine, healing powers, clean water, fresh air, rest, or careful treatment.
STRESS
Survival has a price. Make a Stress roll when a you face pressure, helplessness, grief, overwork, or a long period without safety. Each failed check adds 1 Stress.
* Strained (1 to 2 Stress): Shaken, tense, distracted, irritable, or worn down
* Hindered (3 to 5 Stress): Poor focus, trembling, short temper, bad judgment, or emotional exhaustion
* Defeated (6 or more Stress): Collapse, break down, give up, lash out, freeze, or make a dangerous mistake
Remove 1 Stress every 4 hours spent in safety, rest, warmth, food, companionship, comfort, or carousing.
Some hindrances specific to types of stories and characters…
MADNESS
Truth can be horrible. Make a Madness roll when you witness eldritch horrors, read forbidden lore, suffer psychic attack, see reality break, or learn something the mind was not meant to know. Each failed check adds 1 Madness.
* Strained (1 to 2 Madness): Uneasy, obsessed, distracted, sleepless, or troubled by strange thoughts
* Hindered (3 to 5 Madness): Hallucinations, paranoia, memory gaps, compulsions, or trouble telling what is real
* Defeated (6 or more Madness): Break from reality, flee screaming, become catatonic, obey a delusion, or commit a terrible act of certainty
Remove 1 Madness every 4 hours spent in safety, professional care, confession, companionship, meditation, grounding rituals, or destroying the source of forbidden knowledge.
WANTED
Trouble follows a known face. Make a Wanted roll when you break laws, leaves witnesses, fail to hide evidence, cross authorities, collect bounties, escape custody, or become known to enemies. Each failed check adds 1 Wanted.
* Strained (1 to 2 Wanted): Rumors, suspicious looks, wanted notices, questions, or minor attention
* Hindered (3 to 5 Wanted): Patrols, informants, bounty hunters, blocked travel, hostile officials, or public recognition
* Defeated (6 or more Wanted): Arrested, exposed, cornered, chased, banned, captured, or forced to flee
Remove 1 Wanted after time spent lying low, changing appearance, bribing officials, clearing your name, destroying evidence, leaving the area, or letting attention fade.
DEBT
Obligations have teeth. Make a Debt roll when you borrow money, accept costly favors, make bargains, break promises, owe criminals or nobles, use blackmail, or call in help you cannot repay. Each failed check adds 1 Debt.
* Strained (1 to 2 Debt): Awkward reminders, small demands, guilt, pressure, or strained trust
* Hindered (3 to 5 Debt): Threats, collectors, withheld aid, bad reputation, harsh terms, or dangerous obligations
* Defeated (6 or more Debt): Ruined, exposed, blackmailed, betrayed, stripped of property, or forced into service
Remove 1 Debt after acts spent paying back favors, earning coin, doing work for creditors, negotiating terms, making restitution, or settling obligations.
DISHONOR
A stained name closes doors. Make a Dishonor roll when you break an oath, betray trust, act cowardly, violate customs, insult the wrong person, lose face, or get blamed for shameful deeds. Each failed check adds 1 Dishonor.
* Strained (1 to 2 Dishonor): Gossip, cold looks, awkward silence, wounded pride, or doubts about your character
* Hindered (3 to 5 Dishonor): Lost trust, public shame, refused aid, angry kin, broken alliances, or demands for apology
* Defeated (6 or more Dishonor): Exiled, disgraced, challenged, abandoned, stripped of rank, or forced to make dangerous amends
Remove 1 Dishonor after acts of apologizing, making restitution, proving loyalty, honoring customs, winning respect, accepting punishment, or performing a worthy deed.
CORRUPTION
Dark power leaves stains. Make a Corruption roll when you use dark magic, bargain with demons, handle cursed relics, commit cruel acts for power, enter tainted places, or let unnatural forces into your body or soul. Each failed check adds 1 Corruption.
* Strained (1 to 2 Corruption): Strange dreams, cold skin, unsettling marks, cruel impulses, whispers, or minor mutations
* Hindered (3 to 5 Corruption): Warped flesh, dark cravings, sinister aura, loss of empathy, unstable powers, or supernatural attention
* Defeated (6 or more Corruption): Possessed, transformed, enslaved by darkness, turned monstrous, consumed by power, or lost to the corruption
Remove 1 Corruption after acts of purification, confession, sacred care, destroying cursed objects, resisting temptation, receiving healing, or making sincere atonement.
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POWERS
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Powers let characters perform extraordinary feats, from combat tricks and psychic talents to magic, miracles, mutations, and other supernatural forces.
POWER SCALE
* 0 Power Points: Ordinary person, no supernatural power.
* 1 Power Point: Dabbler, sensitive, gifted novice, hedge talent, minor vampire, or weak psychic.
* 2 or 3 Power Points: Apprentice, trained initiate, young witch, lesser monster, or capable psychic. Limited to using 2 power points per round.
* 4 to 6 Power Points: Adept, full spellcaster, true vampire, practiced telepath, or dangerous occultist.
* 7 to 8 Power Points: Expert, elder vampire, battle mage, strong witch, spirit-talker, or supernatural champion.
* 9 to 10 Power Points: Master, high sorcerer, ancient vampire, powerful oracle, saint, or feared monster.
* 11 or more Power Points: Archmage, demigod-touched caster, vampire lord, legendary witch, psychic master, or mythic being.
POWER POINTS
When you use a power, spend 1 or more Power points. Simple powers cost 1 Power. Stronger powers cost more.
* 1 Power: Create a minor effect: affect one nearby target, last briefly, make a small useful change such as lighting, moving, marking, chilling, warming, cleaning, cracking, or briefly altering a small object or area, attack as an unarmed strike, learn a clue, perform a trick, or gain protection as light armor for one minute.
* 2 Power: Create a strong effect: affect several nearby targets, last for several minutes, make a moderate change to appearance or physical ability, attack as a light weapon, remove 1 hindrance point, gain protection as medium armor for one minute, move in an unusual way, create an illusion over a nearby area, summon a minor helper, or briefly control a target.
* 3 Power: Create a major effect: affect a far target, last for a full scene or an hour, attack as a heavy weapon, remove 3 hindrance points divided among one or more characters, gain protection as heavy armor for one minute, make a major change such as transforming animal, plant, mineral, or energy, or attempt a dangerous supernatural feat.
You can spend Power points once per round until you run out. When you have no Power points left, you cannot use powers unless you overreach.
OVERREACHING
If you use a power without enough Power points, make a Power Strain roll.
Roll 1d6. The GM may modify the roll based on how dangerous or reckless the power is.
* Safe +2: Careful use, calm conditions, ritual tools, or plenty of time.
* Focused +1: Clear intent, good conditions, or helpful preparation.
* Unstable +0: Normal rushed power use.
* Risky -1: Stress, distraction, bad conditions, or pushing your limits.
* Dangerous -2: Strong power, poor control, hostile magic, or repeated overuse.
* Catastrophic -4: Desperate power, forbidden magic, broken ritual, or reality-bending force.
If the final roll is 1 or less, gain 1 Power Strain.
If you already have Power Strain, also gain 1 Power Strain when the roll is equal to or lower than your current Power Strain.
POWER STRAIN
Power Strain is the hindrance cost of forcing power through your body, mind, spirit, or soul.
* Strained (1 to 2 Power Strain): Headache, nosebleed, glowing eyes, shaking hands, strange whispers, or brief loss of control.
* Hindered (3 to 5 Power Strain): Pain, confusion, wild magic, unstable powers, hallucinations, weakness, or supernatural attention.
* Defeated (6 or more Power Strain): Collapse, lose control, unleash a dangerous backlash, become possessed, burn out your powers until a quest to restore them, open a rift, harm an ally, or suffer a terrible magical consequence.
RECOVERING POWER
Remove 1 Power Strain every 4 hours spent resting, grounding yourself, meditating, praying, repairing systems, receiving care, or staying away from supernatural danger.
Recover all spent Power points after a safe rest, ritual, prayer, meditation, recharge, or other recovery suited to the power source.
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POWER ITEMS AND OTHER SOURCES
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Stored Power works like extra Power Points, but only for the kind of power the source can support. Stored Power does not recover on its own unless the item says so. Using the wrong kind of stored Power may cause Power Strain.
* A minor source stores 1 Power Point.
* A strong source stores 2 to 3 Power Points.
* A major source stores 4 to 6 Power Points.
* A legendary source stores 7+ Power Points, but is rare, dangerous, guarded, cursed, or unstable.
If a stored Power source is damaged, stolen, cursed, or overused, it may leak, explode, awaken, or attract enemies.
MAGICAL ITEMS
* Wand of Ash and Moonlight: Stores 2 Power for witchcraft, curses, illusions, or spirit magic.
* Saint’s Reliquary: Stores 3 Power for healing, blessings, protection, or wards against undead.
* Ring of the Third Star: Stores 1 Power for divination, dreams, or prophecy.
* Black Iron Athame: Stores 2 Power for curses, blood magic, bindings, or banishment.
* Dragonbone Staff: Stores 4 Power for fire, fear, command, or transformation.
* Mirror of Silver Smoke: Stores 2 Power for scrying, glamour, spirits, or distant communication.
* Cloak of the Night Road: Stores 3 Power for shadow, stealth, travel, or escape.
* Crown of the Hollow King: Stores 6 Power for command, necromancy, fear, or domination, but adds Corruption when overused.
PSIONIC ITEMS
* Crystal Diadem: Stores 2 Power for telepathy, mind shields, or mental commands.
* Dream Lens: Stores 1 Power for reading emotions, visions, or dream contact.
* Neural Prayer Beads: Stores 2 Power for focus, memory, calm, or psychic defense.
* Thoughtknife: Stores 1 Power for psychic attacks or cutting through illusions.
* Mnemonic Coin: Stores 1 Power for recalling forgotten facts or reading memories.
* Brainwave Amplifier: Stores 3 Power for telepathy, clairvoyance, or psychic control, but risks Glitch, Stress, or Madness.
* Glass Skull of the Oracle: Stores 5 Power for prophecy, mind-reading, or speaking with dead minds.
CRYSTALS AND STONES
* Moonstone: Stores 1 Power for dreams, tides, illusions, or werewolf magic.
* Blood Ruby: Stores 2 Power for vampire gifts, healing through blood, hunger, or domination.
* Witch Quartz: Stores 1 Power for charms, wards, omens, or hedge magic.
* Star Sapphire: Stores 3 Power for prophecy, astral travel, or divine visions.
* Grave Opal: Stores 2 Power for ghosts, necromancy, curses, or speaking with the dead.
* Sunstone: Stores 2 Power for protection, courage, fire, or wards against undead.
* Black Diamond: Stores 4 Power for shadow, command, binding, or forbidden magic.
* Living Crystal: Stores 3 Power for psionics, mutation, healing, or strange science.
DRUGS, POTIONS, AND ELIXIRS
* Witch’s Cordial: Restores or stores 1 Power for healing, blessings, or folk magic.
* Dreamwine: Stores 1 Power for visions, prophecy, or dream travel, but may add Madness on overuse.
* Blood Elixir: Stores 2 Power for vampire gifts, healing, or physical enhancement.
* Ghost Dust: Stores 1 Power for invisibility, spirit-sight, or walking through haunted places.
* Star Lotus: Stores 3 Power for psionics, clairvoyance, or cosmic awareness.
* Berserker Root: Stores 2 Power for strength, transformation, rage, or endurance.
* Silverleaf Tea: Stores 1 Power for calm, protection, or resisting curses.
* Angel Milk: Stores 3 Power for healing, purity, blessings, or removing Corruption.
* Black Poppy Resin: Stores 2 Power for shadow, sleep, pain, or death magic, but may add Debt, Poisoned, or Corruption.
PLACES AND NODES
* Ley Line Crossing: Stores or provides 2 Power for any magic used there.
* Stone Circle: Stores 3 Power for seasonal rites, wards, summoning, or prophecy.
* Haunted Crossroads: Stores 2 Power for ghosts, bargains, curses, or travel.
* Ancient Battlefield: Stores 3 Power for rage, fear, necromancy, courage, or ancestral spirits.
* Sacred Spring: Stores 2 Power for healing, purification, blessings, or visions.
* Vampire Crypt: Stores 3 Power for blood, shadow, command, mist, or undeath.
* Meteor Crater: Stores 4 Power for psionics, mutation, alien magic, or strange science.
* Dragon’s Grave: Stores 5 Power for fire, fear, treasure curses, or ancient memory.
* Dreaming Grove: Stores 3 Power for faerie magic, illusions, healing, or transformation.
* Dead God’s Shrine: Stores 6+ Power for miracles, corruption, prophecy, or reality-breaking feats.
TIMES OF YEAR AND CELESTIAL EVENTS
* Full Moon: Stores or grants 1 Power for dreams, beasts, tides, madness, or transformation.
* New Moon: Stores 1 Power for stealth, curses, secrets, or shadow magic.
* Solstice: Stores 3 Power for sun, darkness, rebirth, prophecy, or ancient rites.
* Equinox: Stores 2 Power for balance, healing, bargains, doors, or spirit crossings.
* Eclipse: Stores 4 Power for curses, transformation, prophecy, vampires, or forbidden magic.
* Comet Night: Stores 5 Power for mutation, psionics, prophecy, or cosmic forces.
* Witching Hour: Stores 1 Power for ghosts, curses, dreams, or secret magic.
* Saint’s Day: Stores 2 Power for healing, protection, blessings, or banishing evil.
* Blood Moon: Stores 4 Power for vampires, werewolves, rage, hunger, or monstrous transformation.
LIVING SOURCES
* Familiar: Stores 1 Power for witchcraft, scouting, omens, or minor curses.
* Bound Spirit: Stores 2 Power for haunting, prophecy, possession, or spirit magic.
* Ancestor Ghost: Stores 2 Power for protection, memory, honor, or family curses.
* Willing Blood Donor: Stores 1 Power for vampire healing, hunger, or domination.
* Sacred Beast: Stores 3 Power for nature magic, transformation, courage, or protection.
* Sleeping Giant: Stores 5 Power for earth, storms, strength, or ancient memory.
* Angel, Demon, or Faerie Patron: Stores or grants 3+ Power, usually in exchange for Debt, Corruption, Dishonor, or obligation.
WEIRD SCIENCE AND PSIONIC TECHNOLOGY
* Psi-Battery: Stores 2 Power for telepathy, telekinesis, clairvoyance, or mind shields.
* Ectoplasmic Capacitor: Stores 2 Power for ghosts, barriers, possession, or spirit weapons.
* Orgone Accumulator: Stores 1 Power for healing, emotion, vitality, or strange energy.
* Reality Tuning Fork: Stores 3 Power for portals, illusions, time slips, or dimensional effects.
* Alien Power Cell: Stores 4 Power for strange science, mutation, energy attacks, or impossible devices.
* Dream Recorder: Stores 1 Power for memory, prophecy, or communicating through dreams.
* Black Box Relic: Stores 6 Power for reality-breaking effects, but every use risks Glitch, Madness, or Corruption.
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PSIONIC POWERS
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AWARENESS POWER
Spend Power to use gifts of psionic body control, survival trance, heightened endurance, pain mastery, self-healing, suspended animation, and conscious command of the nervous system.
* 1 Power: Create a minor awareness effect: affect yourself, last briefly, resist pain, poison, disease, fatigue, shock, suffocation, starvation, thirst, sleep, paralysis, radiation, aging, or harsh conditions, steady your breathing, slow your heartbeat, ignore pain for a moment, re-roll a resistance roll against a physical threat, gain a brief burst of strength for lifting, breaking, climbing, leaping, grappling, striking, or carrying, restore a small wound, remove a minor physical symptom, perform a body-control trick, or gain protection as light armor against physical harm for one minute.
* 2 Power: Create a strong awareness effect: affect yourself, last for several minutes or up to several hours, resist injury, poison, disease, fatigue, suffocation, radiation, starvation, thirst, pain, shock, paralysis, or hostile environments, enter a survival trance, function without food, water, sleep, or normal breathing for several hours, gain increased strength, stamina, balance, or endurance, heal serious strain, restore 1 Injury, Fatigue, Disease, Poisoned, or Power Strain point, slow bleeding, close wounds, purge toxins, resist physical corruption, or gain protection as medium armor against physical harm for one minute.
* 3 Power: Create a major awareness effect: affect yourself, last for a full scene, an hour, or longer with GM approval, survive without food, water, sleep, or normal breathing for days, enter suspended animation, appear dead, halt bleeding, aging, disease, poison, or physical decay, regenerate damaged tissue, recover from severe injury, resist extreme heat, cold, pressure, radiation, suffocation, disease, poison, paralysis, or hostile environments, gain great strength or endurance, remove 3 Injury, Fatigue, Disease, Poisoned, or Power Strain points from yourself, gain protection as heavy armor against physical harm for one minute, or attempt a dangerous supernatural feat of survival, regeneration, body control, suspended animation, or mastery over the nervous system.
CLAIRVOYANCE POWER
Spend Power to use gifts of second sight, distant perception, omens, visions, psychometry, precognition, and hidden truth.
* 1 Power: Create a minor clairvoyant effect: affect one nearby target, object, or place, last briefly, sense danger, notice something hidden, glimpse a nearby unseen place, read a strong impression from an object, sense who recently touched something, receive a vague omen about the immediate future, learn a clue from a vision, dream, aura, symbol, reflection, or lingering memory, perform a fortune-telling trick, or gain protection as light armor against surprise, ambush, or deception for one minute.
* 2 Power: Create a strong clairvoyant effect: affect several nearby targets, objects, or places, last for several minutes, see through walls or darkness, watch a distant nearby scene, read the emotional history of an object or room, identify a person connected to an object, ask a clear question about the recent past, sense the most likely danger in the near future, create a warning vision over a nearby area, remove 1 Fear, Stress, Madness, Glitch, or Wanted point by revealing the truth, avoiding danger, or finding the right path, summon a vision, omen, echo, or memory-image as a minor helper, or gain protection as medium armor against surprise, ambush, deception, or hidden threats for 10 minutes.
* 3 Power: Create a major clairvoyant effect: affect a far target, object, place, or event, last for a full scene or an hour, see a distant location, witness an important past event, read the deep history of an object, place, or bloodline, glimpse a possible future, ask the GM for the likely result of a major choice, reveal an invisible, disguised, forgotten, or magically hidden truth, track a target through visions or sympathetic links, remove 3 Fear, Stress, Madness, Glitch, or Wanted points divided among one or more characters by exposing the truth or preventing disaster, gain protection as heavy armor against surprise, ambush, deception, or hidden threats for one hour, or attempt a dangerous supernatural feat of prophecy, psychometry, remote viewing, omen-reading, fate, or forbidden sight.
CRYOKINESIS POWER
Spend Power to use gifts of cold, ice, frost, snow, stillness, numbness, preservation, silence, and the freezing of motion and life.
* 1 Power: Create a minor cold effect: affect one nearby target or object, last briefly, chill an object or area, freeze a small amount of liquid, create frost, mist, snow, or a cold breeze, numb pain for a moment, preserve a small object, make a surface slick, sense cold, ice, water, breath, stillness, or recent freezing, attack with frost or cold as a light weapon, learn a clue from ice, condensation, numbness, footprints in frost, or preserved traces, perform a cold trick, or gain protection as light armor against cold, fire, heat, or pain for one minute.
* 2 Power: Create a strong cold effect: affect several nearby targets or objects, last for several minutes, create a burst of ice, freeze water, slow movement, numb a target, coat an area in frost, form an ice wall, bridge, weapon, or barrier, preserve a body or object from decay, command an ice-shape, snow-form, frost spirit, or frozen object as a minor helper, attack with ice, cold, frostbite, or crushing pressure as a medium weapon, , or gain protection as medium armor against cold, fire, heat, or pain for 10 minutes.
* 3 Power: Create a major cold effect: affect a far target or large nearby area, last for a full scene or an hour, summon a blizzard, freeze a large surface, trap enemies in ice, stop bleeding or decay, place a living body in preserving stasis, create a fortress of ice, turn yourself into living frost briefly, attack with killing cold, ice spears, crushing snow, or frozen stillness as a heavy weapon, gain protection as heavy armor against cold, fire, heat, or pain for one hour, or attempt a dangerous supernatural feat of ice, snow, silence, preservation, stasis, numbness, or absolute cold.
PYROKINESIS POWER
Spend Power to use gifts of fire, heat, smoke, sparks, combustion, burning passion, explosive force, and control over flame.
* 1 Power: Create a minor fire effect: affect one nearby target or object, last briefly, light or extinguish a small flame, warm an object or area, create sparks, smoke, heat shimmer, or a brief flash, sense heat, fire, smoke, ash, or recent burning, make something flammable catch fire, attack with flame or heat as a light weapon, learn a clue from scorch marks, smoke, ash, heat patterns, or burning emotions, perform a fire trick, or gain protection as light armor against fire, cold, or smoke for one minute.
* 2 Power: Create a strong fire effect: affect several nearby targets or objects, last for several minutes, create a burst of flame, shape fire, fill a nearby area with smoke, melt or weaken material, ignite several targets, create a wall or ring of fire, attack with fire, heat, smoke, or explosive force as a medium weapon, remove 1 Injury, Fear, Fatigue, Poisoned, Disease, or Glitch point by burning away harm, cauterizing wounds, purging toxins, or restarting a system, or gain protection as medium armor against fire, cold, smoke, or explosions for 10 minutes.
* 3 Power: Create a major fire effect: affect a far target or large nearby area, last for a full scene or an hour, summon a firestorm, command an inferno, burn through strong barriers, create a blazing shield, turn yourself into living flame briefly, consume poison, disease, corruption, or hostile powers in fire, attack with overwhelming flame, plasma, smoke, or explosive heat as a heavy weapon, gain protection as heavy armor against fire, cold, smoke, or explosions for one hour, or attempt a dangerous supernatural feat of flame, heat, smoke, combustion, passion, or destruction.
TELEKINESIS POWER
Spend Power to use gifts of force, motion, pressure, lifting, throwing, shielding, crushing, and moving objects with the mind.
* 1 Power: Create a minor telekinetic effect: affect one nearby target or object, last briefly, move a small unattended object, push, pull, trip, shove, catch, open, close, lift, knock, or hold something light, deflect a small projectile, make a brief invisible hand, attack with telekinetic force as a light weapon, learn a clue by feeling weight, pressure, vibration, hidden motion, or unseen contact, perform a force trick, or gain protection as light armor against physical attacks for one minute.
* 2 Power: Create a strong telekinetic effect: affect several nearby targets or objects, last for several minutes, lift or throw a heavy object, shove several enemies, hold a door shut, pin or disarm a target, block arrows or bullets, create a force barrier over a nearby area, move yourself in a short leap or slow fall, attack with thrown objects or crushing force as a medium weapon, summon a floating weapon, shield, tool, or force-hand as a minor helper, or gain protection as medium armor against physical attacks for one minute.
* 3 Power: Create a major telekinetic effect: affect a far target or object, last for a full scene or an hour, lift something massive, hurl enemies or debris, fly, hold several targets in place, crush or tear apart a strong object, create a powerful force wall, shield a group, manipulate many objects at once, attack with overwhelming force as a heavy weapon, gain protection as heavy armor against physical attacks for one minute, or attempt a dangerous supernatural feat of force, motion, gravity, pressure, or invisible strength.
TELEPATHY POWER
Spend Power to use gifts of thought, emotion, memory, perception, and mental control.
* 1 Power: Create a minor telepathic effect: affect one nearby mind, last briefly, send a short thought, sense a strong emotion, calm or unsettle someone for a moment, hide a surface thought, notice a nearby mind, attack with psychic pain as an light weapon, learn a clue from a recent thought or emotion, perform a mental trick, or gain protection as light armor against mental influence for one minute.
* 2 Power: Create a strong telepathic effect: affect several nearby minds, last for several minutes, read surface thoughts, speak mind-to-mind with a group, cloud a memory, create a mental illusion over a nearby area, charm, frighten, confuse, or distract one target briefly, attack with psychic force as a medium weapon, remove 1 Fear, Stress, Madness, or Glitch point, summon a thought-form as a minor helper, or gain protection as medium armor against mental influence for 10 minutes.
* 3 Power: Create a major telepathic effect: affect a far mind, last for a full scene or an hour, read hidden thoughts, enter dreams or memories, control a weakened target, erase or rewrite a recent memory, create a powerful shared hallucination, link several minds together, attack with overwhelming psychic force as a heavy weapon, remove 3 Fear, Stress, Madness, or Glitch points divided among one or more characters, gain protection as heavy armor against mental influence for one hour, or attempt a dangerous supernatural feat of thought, memory, emotion, or will.
TELEPORTATION POWER
Spend Power to use gifts of instant movement, portals, vanishing, returning, spatial shortcuts, folded distance, impossible angles, and travel through hidden paths.
* 1 Power: Create a minor teleportation effect: affect yourself, one nearby target, or a small object, last briefly, blink a few steps, escape a grab, dodge through space, call a small object to your hand, send a small object nearby, swap places with a willing nearby ally, sense a nearby path, doorway, exit, or spatial distortion, attack with a sudden strike as a light weapon, learn a clue from missing space, strange angles, footprints, echoes, or where something went, perform a vanishing trick, or gain protection as light armor against traps, grabs, and close attacks for one minute.
* 2 Power: Create a strong teleportation effect: affect several nearby targets or objects, last for several minutes, teleport across a nearby area, move through a locked door, escape restraints, bypass a wall, bring allies through a short portal, scatter enemies a short distance, retrieve a hidden or unattended object, create a brief doorway between two nearby places, attack with sudden movement, spatial cuts, or impossible angles as a medium weapon, summon a doorway, echo, duplicate, or spatial guide as a minor helper, or gain protection as medium armor against traps, grabs, pursuit, and area attacks for one minute.
* 3 Power: Create a major teleportation effect: affect a far target, place, object, or group, last for a full scene or an hour, teleport to a known distant location, open a stable portal, bring a group through folded space, banish a target to a distant or dangerous place, escape almost any prison, cross impossible terrain, enter a hidden realm, return to a prepared safe place, attack with space-rending force as a heavy weapon, gain protection as heavy armor against traps, pursuit, confinement, and area attacks for one minute, or attempt a dangerous supernatural feat of distance, portals, banishment, impossible travel, hidden paths, or folded space.
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VAMPIRES
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VAMPIRE POWERS
While elder vampires may have many power points, weaker vampries must expend blood to their special abilities, causing their Hunger to quickly grow. Vampires cannot use the overreaching power rule.
* +0 Vampiric Power (always working): Never age, suffocate, or suffer from disease, grow fangs when needed to feed on the blood of the living.
* +1 Vampiric Power or Hunger point: Create a minor vampiric effect: affect one nearby target, last briefly, chill the air, dim lights, move silently, sharpen the senses, climb like a spider, command a small animal, vanish into shadow for a moment, attack with claws or fangs as a light weapon, learn a clue through scent or blood, or gain protection as light armor for one minute.
* +2 Vampiric Power or Hunger point: Create a strong vampiric effect: affect several nearby targets, last for several minutes, change your appearance or physical ability, move with unnatural speed, climb walls or ceilings, charm or terrify one target briefly, summon bats, rats, wolves, mist, or shadows as a minor helper, attack with claws, fangs, or blood magic as a medium weapon, remove 1 hindrance point by feeding or healing with blood, or gain protection as medium armor for one minute.
* +3 Vampiric Power or Hunger point: Create a major vampiric effect: affect a far target, last for a full scene or an hour, become mist, bat, wolf, shadow, or living nightmare, command several lesser creatures or one hindered mortal, trap a nearby area in darkness, terror, or unnatural silence, attack with monstrous strength or blood sorcery as a heavy weapon, remove 3 hindrance points divided among one or more vampires through blood, gain protection as heavy armor for one minute, or attempt a dangerous supernatural feat of blood, death, darkness, or domination.
HUNGER
The blood calls louder than reason. Make a Hunger roll when you go each night without blood, smell fresh wounds, use vampiric powers, heal wounds, or resist a chance to feed. Each failed check adds 1 Hunger.
* Strained (1 to 2 Hunger): Thirsty, distracted, restless, tense, tempted, or fixated on blood
* Hindered (3 to 5 Hunger): Shaking, predatory, impulsive, poor judgment, painful thirst, or difficulty resisting blood
* Defeated (6 or more Hunger): Frenzy, attack the nearest victim, lose control, reveal your nature, drain someone too far, or become helpless until you feed
Remove 1 Hunger by feeding safely. Feeding deeply, dangerously, or from a willing victim may remove more, at the GM’s discretion.
FAITH
The holy burns the damned. Make a Faith roll when you face true believers, sacred relics, blessed ground, prayers, holy symbols, divine miracles, or places protected by sincere devotion. Each failed check adds 1 Faith.
* Strained (1 to 2 Faith): Uneasy, ashamed, hesitant, repelled, or unable to meet a believer’s gaze
* Hindered (3 to 5 Faith): Burning pain, dread, recoiling from holy things, weakness, or difficulty approaching the faithful
* Defeated (6 or more Faith): Flee, collapse, be driven away, become helpless, be held at bay, or suffer burning wounds from holy power
Remove 1 Faith every 4 hours spent away from holy places, avoiding the faithful, resting in darkness, feeding, profaning sacred symbols, or retreating to familiar cursed ground.
SUNLIGHT
The sun reveals and destroys. Make a Sunlight roll when you face dawn, direct sunlight, reflected sunlight, holy radiance, daylight magic, thin shelter, broken windows, or being trapped outside too long. Each failed check adds 1 Sunlight.
* Strained (1 to 2 Sunlight): Smoking skin, stinging eyes, panic, weakness, pain, or rising dread
* Hindered (3 to 5 Sunlight): Burning flesh, blindness, slow movement, failing powers, terror, or desperate need for cover
* Defeated (6 or more Sunlight): Collapse, catch fire, become helpless, flee in terror, suffer a terrible wound, or turn to ash
Remove 1 Sunlight every 4 hours spent in darkness, underground, inside a coffin, beneath heavy cover, surrounded by grave soil, resting after feeding, or safely away from daylight.
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WEREWOLF HINDRANCES
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MOONCALL
The moon pulls at blood and bone. Make a Mooncall roll when you face the full moon, moonlight, lunar eclipses, sacred hunting nights, pack rites, old curses, dreams of running wild, or resisting transformation. Each failed check adds 1 Mooncall.
* Strained (1 to 2 Mooncall): Restless, sleepless, alert, hungry, distracted, or drawn toward the wild
* Hindered (3 to 5 Mooncall): Heightened senses, animal urges, unwanted changes, poor control, need to hunt, or difficulty speaking calmly
* Defeated (6 or more Mooncall): Transform against your will, run into the wild, answer the pack’s summons, lose human speech, hunt someone, or wake later with no memory
Remove 1 Mooncall every 4 hours spent sheltered from moonlight, grounded by trusted companions, performing calming rites, resting after a hunt, or waiting for the moon to pass.
RAGE
The beast strains against the chain. Make a Rage roll when you face anger, pain, insult, fear, bloodshed, the smell of prey, seeing an ally hurt, being trapped, or being denied what you want. Each failed check adds 1 Rage.
* Strained (1 to 2 Rage): Irritable, tense, impatient, growling, restless, or eager for violence
* Hindered (3 to 5 Rage): Furious, reckless, tunnel-visioned, hard to calm, poor judgment, or difficulty showing mercy
* Defeated (6 or more Rage): Frenzy, attack the nearest threat, harm an ally, destroy something important, flee into the wild, or lose control until restrained or exhausted
Remove 1 Rage every 4 hours spent calming down, running free, resting in safety, being comforted by the pack, meditating, hunting harmless prey, or avoiding provocation.
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ANDROID AND ROBOT HINDRANCES
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DAMAGE
Machines break before they die. Make a Damage roll when you suffer weapons fire, crashes, falls, crushing force, heat, cold, corrosion, water, bad repairs, or push hardware beyond safe limits. Each failed check adds 1 Damage.
* Strained (1 to 2 Damage): Scratched casing, dents, loose parts, minor sparks, stiff joints, or cosmetic cracks
* Hindered (3 to 5 Damage): Faulty sensors, slow movement, weak grip, bad balance, power leaks, or damaged tools
* Defeated (6 or more Damage): Shut down, lose a limb or system, become immobilized, suffer critical failure, or require major repairs before acting
Remove 1 Damage every 4 hours spent receiving repairs, replacing parts, sealing leaks, cooling systems, recharging, or running diagnostics.
GLITCH
Code fails under pressure. Make a Glitch roll when you face corrupted data, bad commands, hacking, sensor overload, emotional stress, conflicting orders, damaged memory, or impossible logic. Each failed check adds 1 Glitch.
* Strained (1 to 2 Glitch): Lag, repeated phrases, twitching, false readings, brief memory gaps, or minor command errors
* Hindered (3 to 5 Glitch): Bad judgment, frozen routines, corrupted memories, misread commands, sensory confusion, or delayed reactions
* Defeated (6 or more Glitch): Freeze, reboot, attack the wrong target, obey a harmful command, lose memory, or become unusable until repaired or reset
Remove 1 Glitch every 4 hours spent rebooting, debugging, restoring backups, clearing corrupted data, updating software, or receiving careful maintenance.
POWER LOSS
No machine runs forever. Make a Power Loss roll when you face low batteries, damaged cells, heavy exertion, built-in weapon use, extreme temperatures, electromagnetic attacks, or going too long without recharge. Each failed check adds 1 Power Loss.
* Strained (1 to 2 Power Loss): Dim sensors, slow startup, weak servos, low output, warning lights, or reduced endurance
* Hindered (3 to 5 Power Loss): Slow reactions, weak movement, failing tools, flickering systems, poor coordination, or limited functions
* Defeated (6 or more Power Loss): Shut down, enter emergency mode, lose major functions, become helpless, or choose one final action before going dark
Remove 1 Power Loss every 4 hours spent recharging, replacing batteries, conserving energy, repairing power cells, or connecting to a reliable power source.
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POWERS AS FANTASY CLASS ABILITIES
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CLERIC POWERS
Spend Power to use prayer, miracles, healing, blessings, holy wrath, protection, and power over spirits, undead, demons, or other unholy things.
1 Power: Create a minor divine effect. Affect one nearby target, last briefly, bless or steady an ally, reveal evil, poison, disease, undead, curses, lies, or hidden spiritual danger, create holy light, purify food or water, calm fear, heal a small wound, attack with sacred force as a light weapon, learn a clue through prayer, omen, scripture, conscience, or divine sense, perform a simple rite, gain protection as light armor for one minute, or turn weak undead, forcing nearby skeletons, zombies, lesser ghosts, or similar creatures to retreat, cower, or keep their distance.
2 Power: Create a strong divine effect. Affect several nearby targets, last for several minutes, bless allies with courage or protection, curse enemies with fear or weakness, heal serious harm, cure disease, cure poison, remove paralysis, silence hostile magic, reveal invisible or hidden creatures, speak with animals, the dead, or spirits, attack with holy wrath as a medium weapon, remove 1 Injury, Fear, Fatigue, Disease, Poisoned, Madness, or Corruption point through prayer, healing, purification, or absolution, gain protection as medium armor for one minute, turn dangerous undead such as ghouls, wights, shadows, and stronger spirits, or destroy weak undead with holy power.
3 Power: Create a major divine effect. Affect a far target through prayer, holy symbol, sacred ground, true name, relic, or divine vision; last for a full scene or an hour; heal grave wounds; cure a curse; neutralize poison; reveal hidden truth; protect a group from evil, fear, death, or hostile magic; call a divine sign; attack with radiant judgment as a heavy weapon; remove 3 Injury, Fear, Fatigue, Disease, Poisoned, Madness, or Corruption points divided among one or more characters; gain protection as heavy armor for one minute; turn powerful undead such as mummies, spectres, vampires, and undead champions, or destroy dangerous undead.
4 Power: Create a great divine effect. Raise the recently dead, perform a mighty healing, banish a demon, undead lord, curse, plague, or possessing spirit, consecrate or purify a large place, speak with a god, angel, saint, or cosmic power, reveal a hidden sin or supernatural truth, shield a community or company of allies, command holy judgment over a battlefield, turn legendary undead such as vampire lords, liches, death knights, and ancient horrors, or destroy powerful undead.
FIGHTER POWERS
Spend Power to use feats of arms, grit, tactics, weapon mastery, battlefield awareness, and heroic endurance.
* 1 Power: Create a minor fighting effect: affect one nearby target, last briefly, make a quick maneuver, shove or trip a foe, draw or ready a weapon instantly, move through danger, block a weak hit, attack unarmed as an light weapon, learn a clue about an enemy’s stance or weakness, perform a combat trick, or use defensive tactics to gain protection as light armor for one minute.
* 2 Power: Create a strong fighting effect: affect several nearby targets, last for several minutes, make a bold maneuver, disarm or knock back a foe, rally an ally, ignore 1 hindrance penalty for a scene, unarmed or light weapon attack as a medium weapon, remove 1 Injury, Fear, or Fatigue point from yourself, use defensive tactics to gain protection as medium armor for one minute, move through a dangerous battlefield, create an opening for an ally, command a small fighting group, or briefly control the flow of a fight.
* 3 Power: Create a major fighting effect: affect a far target with a ranged weapon or charge, last for a full scene or an hour, lesser attack as a heavy weapon, strike several enemies in reach or range, hold a doorway or chokepoint against many foes, remove 3 Injury, Fear, or Fatigue points divided among yourself and nearby allies, use defensive tactics to gain protection as heavy armor for one minute, perform an impossible stunt of strength, speed, endurance, or weapon skill, or attempt a dangerous heroic feat of battle.
MAGIC-USER POWERS
Spend Magic-User Power to cast spells of arcane force, illusion, enchantment, transformation, summoning, divination, protection, elemental power, and reality-bending wizardry.
1 Power: Create a minor arcane effect. Affect one nearby target, last briefly, create light or darkness, detect magic, read strange writing, charm or frighten a weak mind, protect yourself from harm, create a small illusion, move or alter a small object, lock or unlock a simple thing, attack with magic as an unarmed strike, learn a clue through arcane sense, symbol, omen, dream, or old lore, perform a simple spell trick, or gain protection as light armor for one minute.
2 Power: Create a strong arcane effect. Affect several nearby targets, last for several minutes, become invisible, fly or levitate, read thoughts, create a convincing illusion, dispel weak magic, open or seal a passage, breathe underwater, speak with strange beings, create a web, cloud, force, flame, lightning, cold, sleep, or confusion effect, summon or command a minor creature as a helper, attack with a spell as a light weapon, remove 1 Glitch, Madness, Fear, Fatigue, Corruption, or other hindrance point through counter-magic, transformation, illusion, or arcane cleansing, gain protection as medium armor for one minute, or briefly control the movement, senses, or magical tone of a scene.
3 Power: Create a major arcane effect. Affect a far target through sight, symbol, name, mirror, spellbook, familiar, or sympathetic link; last for a full scene or an hour; charm a monster; transform a person, beast, plant, object, or natural substance; create a wall of fire, ice, force, stone, shadow, or illusion; remove or place a curse; contact distant powers; create an illusion large enough to fool a group; attack with powerful spellcraft as a heavy weapon; remove 3 Glitch, Madness, Fear, Fatigue, Corruption, or other hindrance points divided among one or more characters; gain protection as heavy armor for one minute; or attempt a dangerous feat of wizardry involving elements, minds, movement, senses, curses, or transformation.
4 Power: Create a great arcane effect. Teleport, pass through walls, transform yourself or another creature, create or banish a powerful enchantment, summon or command a dangerous creature, animate the dead or other bodies as servants, control weather in a limited area, reshape stone, cloud minds across a large area, contact other planes, attack with devastating magic, protect a group from hostile spells, or impose a major magical change on a place, creature, object, or scene.
5 Power: Create a supreme arcane effect. Disintegrate matter, turn flesh to stone or stone to flesh, move great masses of earth or stone, create a powerful magical barrier, command many creatures, summon a mighty being, open a path across great distance or between worlds, see hidden truths across time or space, transform reality in a large area, attack with catastrophic magic, undo a powerful enchantment, or attempt a dangerous supernatural feat of high wizardry, planar power, transformation, destruction, or reality itself.
ROGUE (THIEF) POWERS
Spend Power to use stealth, trickery, dirty fighting, quick hands, sharp eyes, luck, escape, and underworld skill.
* 1 Power: Create a minor rogue effect: affect one nearby target, last briefly, hide in cover or shadow, move quietly, pick a simple lock or pocket, palm a small object, spot a trap or ambush, slip a bond or grip, distract a target, attack as an light weapon, learn a clue about danger, security, lies, or valuables, perform a clever trick, or evade to gain protection as light armor for one minute.
* 2 Power: Create a strong rogue effect: affect several nearby targets, last for several minutes, vanish from attention, open a difficult lock, disable a trap, escape restraints, move through a guarded area, create a distraction over a nearby area, attack as a medium weapon, remove 1 Injury, Fear, Wanted, Debt, or Dishonor point from yourself through escape, cover-up, bribery, quick thinking, or underworld help, evade to gain protection as medium armor for one minute, summon a minor contact, or briefly control a social or criminal situation.
* 3 Power: Create a major rogue effect: affect a far target with a ranged weapon, thrown weapon, scheme, contact, or prepared trick; last for a full scene or an hour; vanish from a scene; bypass major security; steal something almost impossible to steal; turn enemies against each other; attack as a heavy weapon through ambush, backstab, trap, or perfect shot; remove 3 Injury, Fear, Wanted, Debt, or Dishonor points divided among yourself and nearby allies; evade to gain protection as heavy armor for one minute through cover, mobility, luck, or misdirection; or attempt a dangerous legendary feat of stealth, theft, escape, deception, or luck.
ELF POWERS
Spend Elf Power to use faerie grace, keen senses, ancient magic, woodland skill, enchantment, archery, beauty, and strange immortal gifts.
* 1 Power: Create a minor elven effect: affect one nearby target, last briefly, move silently, see clearly in dim light, hear distant sounds, sense magic or hidden doors, calm an animal, pass lightly over natural ground, attack with graceful skill as an light weapon, learn a clue from nature, music, stars, or old lore, perform a beautiful or uncanny trick, or use defensive tactics to gain protection as light armor for one minute.
* 2 Power: Create a strong elven effect: affect several nearby targets, last for several minutes, vanish into woods or shadows, move with supernatural grace, charm, calm, or confuse a target briefly, create a glamour over a nearby area, speak with beasts, trees, stars, or spirits, attack with bow, blade, or faerie magic as a medium weapon, remove 1 Fear, Fatigue, Madness, Poisoned, or Corruption point through song, herbs, rest, or ancient healing, use defensive tactics to gain protection as medium armor for one minute, or summon a minor faerie, beast, or woodland helper.
* 3 Power: Create a major elven effect: affect a far target with arrow, song, spell, or sight; last for a full scene or an hour; hide a group from mortal eyes; walk an impossible path through forest, dream, shadow, or starlight; place a powerful glamour, blessing, or curse; command beasts, trees, wind, or faerie spirits; attack with legendary archery, blade-work, or elven magic as a heavy weapon; remove 3 hindrance points divided among one or more characters; use defensive tactics to gain protection as heavy armor for one minute; or attempt a dangerous supernatural feat of beauty, nature, memory, dream, stars, or faerie power.
DWARF POWERS
Spend Dwarf Power to use stonecraft, endurance, smithing, stubborn will, underground lore, runes, treasure-sense, and ancestral strength.
* 1 Power: Create a minor dwarven effect: affect one nearby target, last briefly, steady yourself against fear or force, sense stonework, find a flaw in metal or masonry, appraise treasure, mend a small tool, strike sparks or shape a small piece of stone or metal, attack with hard strength as an light weapon, learn a clue from stone, craft, tunnels, or old workmanship, perform a craft trick, or use defensive tactics to gain protection as light armor for one minute.
* 2 Power: Create a strong dwarven effect: affect several nearby targets, last for several minutes, resist poison, fear, fatigue, or forced movement, break or repair a lock, door, weapon, shield, wall, or machine, move safely through tunnels or rubble, read ancient runes, attack with axe, hammer, crossbow, rune, or forge-fire as a medium weapon, remove 1 Injury, Fear, Fatigue, Poisoned, Disease, or Corruption point through grit, craft, medicine, ale, or rune-work, use defensive tactics to gain protection as medium armor for one minute, or summon a minor ancestral, stone, or forge helper.
* 3 Power: Create a major dwarven effect: affect a far target with weapon, rune, engine, or command of stone; last for a full scene or an hour; hold a gate, bridge, tunnel, or hall against many foes; shape or break major stone or metal; awaken an ancient forge, vault, statue, or ancestral oath; command earth, fire, metal, or crafted things; attack with legendary strength, siegecraft, rune-magic, or forge-wrath as a heavy weapon; remove 3 Injury, Fear, Fatigue, Poisoned, Disease, or Corruption points divided among one or more characters; use defensive tactics to gain protection as heavy armor for one minute; or attempt a dangerous supernatural feat of stone, steel, treasure, oath, ancestry, or craft.
HALFLING POWERS
Spend Halfling Power to use luck, stealth, courage, comfort, quick hands, good sense, thrown weapons, friendship, and surprising heroism.
* 1 Power: Create a minor halfling effect: affect one nearby target, last briefly, hide behind cover, move quietly, slip through a crowd, dodge danger, find food, notice trouble, calm a frightened friend, throw a small object with perfect timing, attack with pluck as an light weapon, learn a clue from gossip, tracks, kitchens, roads, or common sense, perform a lucky trick, or evade to gain protection as light armor for one minute.
* 2 Power: Create a strong halfling effect: affect several nearby targets, last for several minutes, vanish from attention, escape a grab, trap, or bad situation, inspire courage in allies, create a distraction over a nearby area, find a safe path, friendly face, hidden meal, or useful hiding place, attack with sling, knife, thrown stone, ambush, or luck as a medium weapon, remove 1 Injury, Fear, Fatigue, Wanted, Debt, or Dishonor point through rest, food, laughter, hiding, luck, or help from ordinary folk, evade to gain protection as medium armor for one minute, or summon a minor friend, cousin, animal, or local helper.
* 3 Power: Create a major halfling effect: affect a far target with sling, thrown weapon, rumor, contact, or lucky chance; last for a full scene or an hour; vanish from a dangerous scene; lead a group through hidden paths, back roads, kitchens, burrows, crowds, or enemy camps; turn a terrible threat into a comic or fortunate opening; attack with a perfect shot, ambush, trap, or impossible luck as a heavy weapon; remove 3 Injury, Fear, Fatigue, Wanted, Debt, or Dishonor points divided among one or more characters; evade to gain protection as heavy armor for one minute through luck, cover, courage, or friendship; or attempt a dangerous heroic feat of stealth, luck, escape, comfort, loyalty, or unexpected bravery.
WITCHCRAFT POWER
Spend Witchcraft Power to use blessings, curses, charms, healing, folk magic, and wards against unnatural things.
* 1 Power: Create a minor witchcraft effect: affect one nearby target, last briefly, bless or curse a simple action, light or snuff a candle, chill the air, mark a charm, sense magic, notice a spirit or curse, spoil or sweeten food, whisper through a token, attack with a hex as an light weapon, learn a clue from omens, herbs, bones, smoke, or dreams, or gain protection as light armor against supernatural creatures for one minute.
* 2 Power: Create a strong witchcraft effect: affect several nearby targets, last for several minutes, bless allies with courage or luck, curse an enemy with weakness or misfortune, ward a nearby doorway, circle, room, or camp against supernatural creatures, command herbs, thorns, smoke, shadows, or household spirits as a minor helper, create an illusion or glamour over a nearby area, attack with a curse as a medium weapon, remove 1 Injury, Fear, Fatigue, Disease, Poisoned, or Corruption point, or gain protection as medium armor against supernatural creatures for 10 minutes.
* 3 Power: Create a major witchcraft effect: affect a far target through a name, token, footprint, hair, blood, mirror, or true connection; last for a full scene or an hour; lay a powerful blessing or curse; seal a house, grave, crossroads, or sacred circle against supernatural creatures; summon or bargain with a spirit, familiar, ancestor, or faerie; transform a person, beast, plant, or object in a witchy way; attack with a terrible curse as a heavy weapon; remove 3 hindrance points divided among one or more characters; gain protection as heavy armor for one minute or medium armor for one night against supernatural creatures, or attempt a dangerous supernatural feat of fate, blood, spirit, shadow, healing, or old magic.
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POWERS AS MODERN MAGE ABILITIES
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ARCANE WIZARD (HIGH MAGIC)
Spend Power to use ceremonial magic, occult scholarship, sacred geometry, names of power, arcane formulae, high ritual, sigils, wards, summons, and the commanding laws of reality.
* 1 Power: Create a minor hermetic effect: affect one nearby target, last briefly, trace a sigil, speak a word of power, sense magic, read an omen, light or extinguish a flame, move a small object, reveal a hidden mark, ward yourself against a weak force, attack with arcane force as an light weapon, learn a clue through calculation, symbol, name, star chart, or occult text, perform a precise magical trick, or gain protection as light armor for one minute.
* 2 Power: Create a strong hermetic effect: affect several nearby targets, last for several minutes, bind or ward a nearby area, command an elemental or minor spirit as a helper, open or seal a passage, dispel a weak enchantment, create an illusion through symbols or ritual geometry, attack with fire, lightning, force, or summoned power as a medium weapon, remove 1 Fear, Madness, Corruption, Glitch, or other hindrance point through cleansing, counter-magic, or ritual order, gain protection as medium armor for one minute, or briefly impose magical order on a chaotic scene.
* 3 Power: Create a major hermetic effect: affect a far target through a true name, diagram, written formula, ritual tool, star alignment, or sympathetic link; last for a full scene or an hour; summon, bind, banish, or command a powerful spirit, demon, angel, elemental, or concept; seal a place with high wards; transform matter through arcane law; reveal hidden truth through grand divination; attack with perfected spellcraft as a heavy weapon; remove 3 Fear, Madness, Corruption, Glitch, or other hindrance points divided among one or more characters; gain protection as heavy armor for one minute; or attempt a dangerous supernatural feat of ritual, symbols, names, elements, spirits, time, space, or reality itself.
ATOMIC MAGIC (RADCASTING)
Spend Power to use radiation, mutation, electricity, fallout omens, nuclear fear, unstable energy, paranoid visions, and the hidden fire inside matter.
* 1 Power: Create a minor atomic effect: affect one nearby target, last briefly, sense radiation, electricity, mutation, poison, machines, surveillance, hidden energy, or nearby danger, make lights flicker, spark a device, charge a battery, magnetize metal, create a Geiger-click omen, cause a harmless glow, attack with a shock, spark, or radiation sting as an light weapon, learn a clue through static, fallout patterns, warning signs, burns, mutations, power grids, or paranoid intuition, perform a strange scientific trick, or gain protection as light armor for one minute.
* 2 Power: Create a strong atomic effect: affect several nearby targets, last for several minutes, unleash an electric arc, radiation pulse, magnetic surge, blinding flash, sonic alarm, or burst of toxic light, overload or repair a machine, mutate a body in a temporary useful way, expose hidden threats, create a haze of fallout, static, or fear over a nearby area, command a drone, mutant creature, electric spirit, or irradiated shadow as a minor helper, attack with lightning, radiation, plasma, or unstable energy as a medium weapon, remove 1 Injury, Fatigue, Disease, Poisoned, Glitch, Stress, Madness, or Corruption point through decontamination, stimulation, mutation, or dangerous treatment, gain protection as medium armor for one minute, or briefly control the energy, panic, or instability of a scene.
* 3 Power: Create a major atomic effect: affect a far target through radiation, power lines, metal, machines, blood mutation, a fallout mark, a surveillance signal, or an energy trace; last for a full scene or an hour; create a dangerous mutation, shield a group from fallout, black out a building, awaken a reactor, summon a storm of electricity, irradiate or cleanse an area, expose a conspiracy or hidden contamination, attack with atomic fire, chain lightning, plasma discharge, or mutant wrath as a heavy weapon, remove 3 Injury, Fatigue, Disease, Poisoned, Glitch, Stress, Madness, or Corruption points divided among one or more characters, gain protection as heavy armor for one minute, or attempt a dangerous supernatural feat of radiation, mutation, electricity, paranoia, machines, fallout, or the secret fire of matter.
DRUM MAGIC (NGOMA)
Spend Power to use high ritual, ancestral wisdom, spirit work, sacred scholarship, healing, divination, occult philosophy, rhythm, medicine, and the deep conversation between the living world and the unseen.
* 1 Power: Create a minor ngoma effect: affect one nearby target, last briefly, sense spirits, ancestors, curses, sickness, hidden power, broken taboos, or sacred places, read an omen in rhythm, smoke, shells, marks, dreams, animals, or weather, speak a short prayer to the ancestors, calm fear or anger, bless a simple action, mark a charm, attack with spirit force as an light weapon, learn a clue through memory, lineage, scholarship, trance, or divination, perform a simple rite, or gain protection as light armor for one minute.
* 2 Power: Create a strong ngoma effect: affect several nearby targets, last for several minutes, call an ancestor, spirit, or unseen force as a minor helper, ward a room, road, shrine, household, camp, or gathering, cleanse sickness, bad luck, spiritual pollution, or hostile magic, bless allies with courage, wisdom, protection, or right timing, create a ritual illusion or spirit-sign over a nearby area, attack with ancestral wrath, sacred sound, medicine, or spirit-fire as a medium weapon, remove 1 Injury, Fear, Fatigue, Disease, Poisoned, Stress, Madness, Dishonor, or Corruption point through medicine, counsel, ritual, rhythm, or ancestral aid, gain protection as medium armor for one minute, or briefly restore order between people, spirits, and place.
* 3 Power: Create a major ngoma effect: affect a far target through a name, lineage, dream, offering, sacred object, spirit-path, oath, song, drum, mask, or true connection; last for a full scene or an hour; summon, question, bind, banish, or bargain with a powerful ancestor, spirit, ghost, guardian, or unseen force; reveal hidden truth through divination or sacred scholarship; heal a grave spiritual or physical wound; break a curse, possession, disease, or hostile working; consecrate or protect a community, shrine, grave, road, or household; attack with mighty ancestral judgment, spirit-storm, or ritual power as a heavy weapon; remove 3 Injury, Fear, Fatigue, Disease, Poisoned, Stress, Madness, Dishonor, or Corruption points divided among one or more characters; gain protection as heavy armor for one minute; or attempt a dangerous supernatural feat of ancestors, spirits, healing, wisdom, fate, community, memory, or sacred law.
IMPERIAL DRAGON SORCERY
Spend Power to use imperial sorcery, dragon wisdom, celestial law, alchemy, ancestor rites, spirit petitions, geomancy, talismans, and the authority of Heaven over the ordered universe.
* 1 Power: Create a minor imperial effect: affect one nearby target, last briefly, inscribe a talisman, sense spirits, omens, curses, chi, dragon lines, or broken oaths, command a small flame, breeze, shadow, or drop of water, bless a proper action, rebuke a minor spirit, attack with dragon breath, jade force, or talismanic power as an light weapon, learn a clue through astrology, calligraphy, incense, coins, tea, ancestor signs, or celestial records, perform a formal rite, or gain protection as light armor for one minute.
* 2 Power: Create a strong imperial effect: affect several nearby targets, last for several minutes, place a ward on a room, gate, shrine, road, or household, command a minor spirit, ancestor, elemental, or paper servant as a helper, curse a lawbreaker with misfortune, bless allies with discipline or harmony, purify poison, sickness, bad luck, or spiritual pollution, create an illusion or omen through smoke, mirrors, calligraphy, or dragon imagery, attack with alchemical fire, storm wind, jade lightning, or spirit command as a medium weapon, remove 1 Injury, Fear, Fatigue, Disease, Poisoned, Stress, Dishonor, or Corruption point through medicine, ritual, balance, or celestial judgment, gain protection as medium armor for one minute, or briefly impose order on a chaotic scene.
* 3 Power: Create a major imperial effect: affect a far target through a true name, written decree, horoscope, ancestral tablet, dragon line, imperial seal, spirit contract, or celestial petition; last for a full scene or an hour; summon, bind, banish, or command a powerful spirit, ancestor, elemental, demon, ghost, or dragon-servant; seal a place under heavenly law; transform matter through alchemy; redirect wind, rain, fire, stone, or river-flow; curse a house, bloodline, office, army, or oath; attack with dragon wrath, heavenly thunder, alchemical fire, or celestial judgment as a heavy weapon; remove 3 Injury, Fear, Fatigue, Disease, Poisoned, Stress, Dishonor, or Corruption points divided among one or more characters; gain protection as heavy armor for one minute; or attempt a dangerous supernatural feat of dragons, spirits, alchemy, fate, bureaucracy, ancestors, elements, or the Mandate of Heaven.
INFECTIOUS INSANITY (REALITY WARPING)
Spend Power to use magical delusion, impossible certainty, dream logic, warped perception, living hallucinations, chaotic miracles, and personal reality bleeding into the world.
* 1 Power: Create a minor delusional effect: affect one nearby target, last briefly, make an impossible detail seem true, change a small object’s appearance, create a strange sound, color, smell, or sensation, ignore an obvious contradiction for a moment, unsettle a mind, twist a clue into symbolic meaning, attack with dreamlike force as an light weapon, learn a clue through hallucination, omen, nonsense, pattern, or “secret truth,” perform an absurd trick, or gain protection as light armor for one minute because reality briefly refuses to hurt you.
* 2 Power: Create a strong delusional effect: affect several nearby targets, last for several minutes, make a nearby area follow dream logic, create a vivid hallucination or impossible scene, confuse enemies, hide allies behind false reality, turn fear, memory, sound, color, shadow, toys, masks, mirrors, or nonsense into a minor helper, attack with chaotic magic as a medium weapon, remove 1 Fear, Stress, Madness, Glitch, or Injury point by rewriting how it feels or what it means, gain protection as medium armor for one minute, or briefly control the mood, logic, or rules of a scene.
* 3 Power: Create a major delusional effect: affect a far target through obsession, dream, symbol, repeated phrase, personal connection, or impossible coincidence; last for a full scene or an hour; make a large area obey your private reality; turn an illusion partly real; summon something from delusion, nightmare, childhood, myth, or broken memory; trap enemies inside a repeating pattern or false world; attack with reality-warping chaos as a heavy weapon; remove 3 Fear, Stress, Madness, Glitch, or Injury points divided among one or more characters by rewriting their experience; gain protection as heavy armor for one minute; or attempt a dangerous supernatural feat of delusion, dream, paradox, madness, memory, chaos, or impossible reality.
EASTERN MYSTIC MAGIC (THE WAY OF MAGIC)
Spend Power to use inner discipline, martial perfection, breath control, meditation, focused awareness, pressure points, memory, balance, and enlightened action.
* 1 Power: Create a minor mystic effect: affect one nearby target, last briefly, move with perfect balance, calm fear or anger, sense hostile intent, read body language, strike with hands or feet as an unarmed attack, deflect a weak blow, leap, roll, fall, or land safely, learn a clue through stillness, memory, or observation, perform a disciplined trick, or gain protection as light armor for one minute.
* 2 Power: Create a strong mystic effect: affect several nearby targets, last for several minutes, move with impossible speed or grace, strike pressure points, disarm or throw a foe, silence pain, resist fear, poison, fatigue, or mental influence, attack with focused martial force as a medium weapon, remove 1 Injury, Fear, Fatigue, Stress, Madness, or Poisoned point through breath, discipline, meditation, or healing touch, gain protection as medium armor for one minute, create a moment of perfect clarity, or briefly control the flow of a fight.
* 3 Power: Create a major mystic effect: affect a far target through motion, thrown weapon, focused will, or spiritual awareness; last for a full scene or an hour; cross impossible terrain; strike many foes in a single flowing motion; break weapons, walls, spells, or illusions with perfect force; read the pattern of a battle, memory, or life; attack with enlightened martial power as a heavy weapon; remove 3 Injury, Fear, Fatigue, Stress, Madness, or Poisoned points divided among one or more characters; gain protection as heavy armor for one minute; or attempt a dangerous supernatural feat of discipline, enlightenment, memory, balance, spirit, or perfected action.
ECSTATIC MAGIC (TRANCE MAGIC)
Spend Power to use trance, sensation, passion, rhythm, altered states, heightened experience, perfect timing, and glimpses beyond ordinary time.
* 1 Power: Create a minor ecstatic effect: affect one nearby target, last briefly, sharpen or dull one sense, enter a light trance, ignore pain for a moment, calm or stir emotion, move with perfect timing, feel the emotional tone of a place, notice a meaningful pattern, attack with a burst of passion or speed as an light weapon, learn a clue through sensation, music, rhythm, pleasure, pain, or instinct, perform a daring trick, or gain protection as light armor for one minute.
* 2 Power: Create a strong ecstatic effect: affect several nearby targets, last for several minutes, enter a deep trance, heighten speed, courage, charm, or perception, stir joy, fear, desire, rage, or awe in a nearby area, blur someone’s sense of time, create a vivid hallucination or sensory illusion, attack with ecstatic force as a medium weapon, remove 1 Fear, Fatigue, Stress, Madness, Poisoned, or Injury point through breath, rhythm, release, medicine, or altered awareness, gain protection as medium armor for one minute, or briefly control the emotional rhythm of a scene.
* 3 Power: Create a major ecstatic effect: affect a far target through music, rhythm, desire, memory, dream, drug, dance, or shared experience; last for a full scene or an hour; speed up or slow down someone’s sense of time; glimpse a possible future or forgotten past; turn a crowd toward frenzy, peace, passion, or revelation; create an overwhelming sensory vision; attack with a perfect moment of violence as a heavy weapon; remove 3 Fear, Fatigue, Stress, Madness, Poisoned, or Injury points divided among one or more characters; gain protection as heavy armor for one minute through impossible timing, altered awareness, or pain denial; or attempt a dangerous supernatural feat of time, sensation, passion, trance, memory, or ecstatic revelation.
ENTROPY MAGIC (DEATHWALKING)
Spend Power to use fate, death, entropy, endings, omens, sacred judgment, reincarnation, and the cutting away of what must pass.
* 1 Power: Create a minor fate or death effect: affect one nearby target, last briefly, sense death, decay, bad luck, disease, ghosts, or a doomed path, mark a target with an omen, spoil or preserve a small object, make a fragile thing break, calm the dying, speak a prayer for the dead, attack with a touch of entropy as an light weapon, learn a clue from bones, ashes, blood, cards, dice, last words, or patterns of chance, perform a funeral rite, or gain protection as light armor for one minute.
* 2 Power: Create a strong fate or death effect: affect several nearby targets, last for several minutes, curse an enemy with misfortune, bless an ally with a lucky opening, hasten decay, still pain, silence a ghost, reveal the thread of a recent death, weaken a doomed creature, attack with entropy, shadow, or sacred killing force as a medium weapon, remove 1 Injury, Fear, Disease, Poisoned, Madness, Corruption, Wanted, Debt, or Dishonor point by ending its source or accepting its cost, gain protection as medium armor for one minute, or briefly control the luck, timing, or finality of a scene.
* 3 Power: Create a major fate or death effect: affect a far target through a name, blood, grave, weapon, true connection, omen, or act of judgment; last for a full scene or an hour; lay a powerful doom or blessing; call, banish, question, or guide the dead; sever a curse, oath, possession, disease, or unnatural life; force a hidden ending into the open; attack with sacred death, entropy, or karmic judgment as a heavy weapon; remove 3 hindrance points divided among one or more characters by sacrifice, release, judgment, or renewal; gain protection as heavy armor for one minute; or attempt a dangerous supernatural feat of death, fate, entropy, reincarnation, karma, or sacred endings.
FRINGE SCIENCES
Spend Power to use mad science, impossible invention, crackpot genius, ray guns, weird machines, etheric theory, retro-futurist devices, and brilliant experiments that should not work but do.
* 1 Power: Create a minor etheric effect: affect one nearby target, last briefly, activate a strange gadget, scan for energy, detect radiation, spirits, minds, or hidden forces, spark a machine to life, repair or sabotage a small device, create light, sound, smoke, static, magnetism, or weird fumes, attack with a zap, shock, or gadget strike as an unarmed attack, learn a clue through instruments, equations, goggles, meters, or wild theory, perform a scientific trick, or gain protection as light armor for one minute.
* 2 Power: Create a strong etheric effect: affect several nearby targets, last for several minutes, build or activate a useful device, amplify strength, speed, senses, or intellect, create a force field, gravity pulse, sonic burst, invisibility shimmer, rocket jump, or etheric illusion over a nearby area, command a drone, automaton, or strange machine as a minor helper, attack with a ray gun, tesla coil, chemical blast, or experimental weapon as a medium weapon, remove 1 Injury, Fatigue, Disease, Poisoned, Glitch, or Madness point through treatment, repair, stimulation, or experimental therapy, gain protection as medium armor for one minute, or briefly control the physics of a scene.
* 3 Power: Create a major etheric effect: affect a far target through a ray, signal, machine, formula, satellite, dimensional coil, or impossible invention; last for a full scene or an hour; create or activate a powerful device; open a portal, bend gravity, stop a machine army, awaken an artificial mind, reshape matter with exotic energy, or expose the hidden laws of reality; attack with a death ray, lightning cannon, implosion device, or unstable reactor as a heavy weapon; remove 3 Injury, Fatigue, Disease, Poisoned, Glitch, or Madness points divided among one or more characters; gain protection as heavy armor for one minute; or attempt a dangerous supernatural feat of invention, ether, energy, machines, dimensions, or impossible science.
INFERNAL MAGIC (DEMONIC PACTS)
Spend Power to use corruption, damnation, spiritual inversion, decay, nightmares, broken truths, destructive miracles, forbidden bargains, and the hunger of things that should not be.
* 1 Power: Create a minor corrupting effect: affect one nearby target, last briefly, sense weakness, fear, guilt, sickness, corruption, curses, or spiritual rot, whisper a harmful temptation, sour a mood, spoil food or drink, crack a small object, dim light, twist a minor omen, attack with shadow, pain, or spiritual venom as an light weapon, learn a clue through nightmares, scars, sins, ashes, lies, or forbidden whispers, perform a blasphemous trick, or gain protection as light armor for one minute.
* 2 Power: Create a strong corrupting effect: affect several nearby targets, last for several minutes, curse an enemy with weakness, fear, pain, bad luck, or despair, awaken cruelty or obsession, rot flesh, metal, wood, trust, or hope, create a nightmare illusion over a nearby area, summon a minor demon, parasite, shadow, or corrupted spirit as a helper, attack with hellfire, psychic poison, entropy, or black magic as a medium weapon, remove 1 Injury, Fear, Fatigue, Disease, Poisoned, Stress, Madness, Debt, or Corruption point by feeding it into someone or something else, gain protection as medium armor for one minute, or briefly control the fear, decay, or moral collapse of a scene.
* 3 Power: Create a major corrupting effect: affect a far target through a true name, wound, sin, secret, curse, nightmare, blood, broken oath, or forbidden pact; last for a full scene or an hour; lay a terrible curse; open a crack to something infernal, alien, or spiritually inverted; summon, bind, or bargain with a dangerous demon, nightmare, corrupted angel, or devouring spirit; transform a person, place, object, or idea into a twisted version of itself; attack with damnation, annihilation, nightmare, or cosmic corruption as a heavy weapon; remove 3 hindrance points divided among one or more characters by sacrifice, transfer, corruption, or destruction; gain protection as heavy armor for one minute; or attempt a dangerous supernatural feat of inversion, damnation, decay, spiritual ruin, forbidden desire, or cosmic blasphemy.
PRIMAL WITCHCRAFT (EARTH MOTHER MAGIC)
Spend Verdant Witch Power to use blood magic, life-force, nature, fertility, decay, healing, curses, pagan rites, primal instincts, and the old cycles of birth, growth, death, and renewal.
* 1 Power: Create a minor witch effect: affect one nearby target, last briefly, sense life, blood, sickness, fertility, poison, spirits of nature, or nearby living things, stir plants or roots, make a small cut bleed or close, bless or curse a simple action, mark a target with blood, ash, thorn, or herb, attack with tooth, claw, thorn, or blood-hex as an light weapon, learn a clue from blood, tracks, bones, herbs, weather, animals, or body signs, perform a rustic rite, or gain protection as light armor for one minute.
* 2 Power: Create a strong witch effect: affect several nearby targets, last for several minutes, heal flesh, stir passion or fear, curse a foe with weakness or bad luck, command vines, beasts, insects, blood, roots, smoke, or weather as a minor helper, change appearance or physical ability in a living way, create a glamour or natural illusion over a nearby area, attack with thorns, blood, beasts, rot, or primal force as a medium weapon, remove 1 Injury, Fear, Fatigue, Disease, Poisoned, Stress, or Corruption point through herbs, blood, touch, ritual, or life magic, gain protection as medium armor for one minute, or briefly control the living energy of a scene.
* 3 Power: Create a major witch effect: affect a far target through blood, hair, name, birth sign, footprint, true connection, or sacred rite; last for a full scene or an hour; transform a body, beast, plant, or natural substance; bless birth, growth, healing, desire, or survival; curse blood, flesh, luck, lineage, or harvest; awaken a grove, beast, storm, corpse, or ancestral spirit; attack with blood magic, living wrath, rot, storm, or primal curse as a heavy weapon; remove 3 Injury, Fear, Fatigue, Disease, Poisoned, Stress, or Corruption points divided among one or more characters; gain protection as heavy armor for one minute; or attempt a dangerous supernatural feat of blood, life, death, nature, fertility, sacrifice, or primal cycles.
ROGUE SORCERY (POP MAGIC)
Spend Hollow Power to use street magic, gothic style, pop occultism, alienation, irony, borrowed symbols, urban omens, ghost-light glamour, punk defiance, and magic made from whatever still feels true.
* 1 Power: Create a minor hollow effect: affect one nearby target, last briefly, read the mood of a room, sense loneliness, grief, ghosts, curses, lies, or hidden magic, dim lights, chill the air, make shadows move, mark a sign with lipstick, ink, smoke, blood, or graffiti, speak through a song lyric, mirror, cigarette, screen, or old photograph, attack with spite, glamour, or shadow as an light weapon, learn a clue through dreams, street signs, music, rumors, tarot, trash, fashion, or coincidence, perform a stylish occult trick, or gain protection as light armor for one minute.
* 2 Power: Create a strong hollow effect: affect several nearby targets, last for several minutes, vanish into a crowd or shadow, create a gothic glamour or urban illusion over a nearby area, curse someone with bad luck, heartbreak, shame, fear, or obsession, charm or unsettle a target with style and attitude, call a ghost, stray animal, scene kid, street contact, or minor spirit as a helper, attack with shadow, sound, glass, spite, or pop-occult force as a medium weapon, remove 1 Fear, Stress, Madness, Wanted, Debt, Dishonor, or Corruption point through confession, performance, escape, reinvention, or refusing to care, gain protection as medium armor for one minute, or briefly control the emotional tone of a scene.
* 3 Power: Create a major hollow effect: affect a far target through a name, rumor, song, photograph, online trace, personal object, broken promise, or shared heartbreak; last for a full scene or an hour; turn a place into a haunted stage, dream club, occult squat, cursed alley, or symbolic underworld; summon, bind, question, or banish a ghost, muse, shadow, urban spirit, or forgotten god; make an illusion painfully meaningful; curse a relationship, reputation, identity, or secret; attack with black glamour, ghost-fire, broken glass, or weaponized alienation as a heavy weapon; remove 3 Fear, Stress, Madness, Wanted, Debt, Dishonor, or Corruption points divided among one or more characters; gain protection as heavy armor for one minute; or attempt a dangerous supernatural feat of identity, grief, glamour, ghosts, irony, loneliness, rebellion, or borrowed magic.
SACRED HARMONY MAGIC (TRUE FAITH)
Spend Power to use sacred song, prayer, divine harmony, holy truth, miracles, revelation, healing, protection, and judgment.
* 1 Power: Create a minor sacred effect: affect one nearby target, last briefly, sing or speak a holy word, calm fear or doubt, reveal a trace of evil, lies, spirits, curses, or holiness, create gentle light or sacred sound, bless one action, repel a weak unholy presence, attack with sacred force as an light weapon, learn a clue through prayer, hymn, omen, or conscience, perform a simple rite, or gain protection as light armor for one minute.
* 2 Power: Create a strong sacred effect: affect several nearby targets, last for several minutes, fill an area with holy song, bless allies with courage, clarity, or protection, expose a lie, curse, hidden sin, or supernatural corruption, rebuke or drive back spirits, demons, undead, or other unholy creatures, attack with divine wrath as a medium weapon, remove 1 Injury, Fear, Fatigue, Disease, Poisoned, Stress, Madness, or Corruption point through prayer, song, laying on hands, or sacred truth, gain protection as medium armor for one minute, or briefly control the spiritual tone of a scene.
* 3 Power: Create a major sacred effect: affect a far target through prayer, song, true name, holy symbol, sacred vow, or divine vision; last for a full scene or an hour; perform a miracle of healing, revelation, protection, judgment, or purification; banish or bind demons, spirits, undead, curses, or corrupt powers; force hidden truth into the open; shield a group with divine harmony; attack with heavenly wrath as a heavy weapon; remove 3 hindrance points divided among one or more characters; gain protection as heavy armor for one minute; consecrate a place; or attempt a dangerous supernatural feat of faith, song, truth, mercy, judgment, or divine will.
SPIRIT WALKING (SHAMAN)
Spend Power to use spirit-sight, animist magic, ancestor wisdom, shamanic rites, dream journeys, bargains with spirits, and mediation between the physical world and the unseen world.
* 1 Power: Create a minor spirit effect: affect one nearby target, last briefly, sense a nearby spirit, ghost, curse, charm, or sacred place, speak a few words to a local spirit, calm an angry presence, ask an ancestor for a clue, mark a spirit sign, bless or warn a small object, attack with spirit force as an light weapon, learn a clue from dreams, omens, tracks, smoke, bones, or whispers, perform a simple rite, or gain protection as light armor against spirits for one minute.
* 2 Power: Create a strong spirit effect: affect several nearby targets, last for several minutes, see into the spirit world, speak with ghosts, ancestors, animal spirits, place spirits, or dream-beings, ward a nearby area against spirits, bargain with a minor spirit helper, guide a soul, cleanse a curse or haunting, create a spirit illusion over a nearby area, attack with ghostly claws, ancestral wrath, or spirit fire as a medium weapon, remove 1 Fear, Stress, Madness, Disease, Poisoned, or Corruption point through ritual healing, spirit medicine, or ancestral aid, or gain protection as medium armor against spirits for 10 minutes.
* 3 Power: Create a major spirit effect: affect a far target through a name, dream, spirit-path, sacred object, true connection, or otherworldly journey; last for a full scene or an hour; cross into the spirit world; call, bind, banish, or bargain with a powerful spirit; ask ancestors for hidden truth; seal a haunted place; awaken the spirit of an animal, object, weapon, home, road, river, storm, or land; attack with mighty spirit power as a heavy weapon; remove 3 Fear, Stress, Madness, Disease, Poisoned, or Corruption points divided among one or more characters; gain protection as heavy armor against spirits for one hour; or attempt a dangerous supernatural feat of spirits, dreams, ancestors, nature, death, memory, or the unseen world.
TECHNOMANCY (CYBERMAGIC)
Spend Power to use hacking, information mysticism, digital reality, cyberspace, code, networks, signals, data ghosts, probability, and the hidden systems beneath the world.
* 1 Power: Create a minor digital effect: affect one nearby target, last briefly, read a signal, sense nearby data, unlock a simple device, scramble a camera, hide a digital trace, send a silent message, find a useful pattern, glitch a small machine, attack with a data spike or electric jolt as an light weapon, learn a clue from code, metadata, networks, screens, records, or probability, perform a hacker trick, or gain protection as light armor against digital, mental, or technological threats for one minute.
* 2 Power: Create a strong digital effect: affect several nearby targets, last for several minutes, hack a secure system, spoof an identity, vanish from cameras or records, create a false image or augmented illusion over a nearby area, command a drone, bot, program, or data-spirit as a minor helper, move through digital space, predict a useful opening, attack with hostile code, electric feedback, or weaponized information as a medium weapon, remove 1 Glitch, Stress, Madness, Wanted, Debt, or Fear point through editing records, clearing data, debugging minds, or finding the right escape route, gain protection as medium armor for one minute, or briefly control the information flow of a scene.
* 3 Power: Create a major digital effect: affect a far target through a network, signal, device, identity, true name, data trail, or sympathetic connection; last for a full scene or an hour; enter cyberspace; rewrite records; expose hidden truth; trap enemies in loops, false feeds, or broken systems; bend distance through digital shortcuts; awaken or bargain with an artificial mind; attack with a system crash, black ICE, probability hack, or weaponized reality-code as a heavy weapon; remove 3 Glitch, Stress, Madness, Wanted, Debt, or Fear points divided among one or more characters; gain protection as heavy armor for one minute; or attempt a dangerous supernatural feat of code, networks, identity, probability, machines, cyberspace, or digital reality.
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EXAMPLE CHARACTERS
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ROBIN HOOD
* Good at: Archery, stealth, ambushes, charm, forest survival, inspiring outlaws.
* Gear: Longbow, quiver of arrows, short sword, green cloak, hunting horn, stolen noble coins.
* Special Ability: Once per session, declare that the rich have something worth stealing nearby. Gain a useful opening, hidden route, distracted guard, or chance to redistribute wealth.
* Role Playing: Robin Hood is best when outnumbered, underestimated, or defending the common folk. He avoids fair fights when a clever ambush, trick shot, disguise, or bold escape would work better.
SHERLOCK HOLMES
* Good at: Deduction, observation, disguise, chemistry, violin, boxing, spotting lies.
* Gear: Magnifying glass, pipe, notebook, chemical kit, walking stick, revolver.
* Special Ability: Once per session, reveal one small detail everyone else missed. The GM must answer one question about a person, object, crime scene, or hidden motive.
* Role-Playing: Holmes is powerful when given clues, time to observe, or someone to interrogate. He struggles when forced to act on emotion, trust instinct, or explain himself before he is ready.
MORGAN LE FAY
Good at: Sorcery, prophecy, enchantment, manipulation, noble politics, ancient lore.
Gear: Black cloak, silver dagger, spellbook, scrying mirror, enchanted ring, courtly robes.
Special: Once per session, reveal that she foresaw this moment. She may ask the GM what danger, betrayal, weakness, or opportunity is about to appear.
RPG Notes: Morgan le Fay is mysterious, dangerous, and rarely direct. She prefers curses, bargains, dreams, illusions, and long games over brute force. She may be ally, enemy, rival, or all three.
COUNT DRACULA
Good at: Command, seduction, intimidation, stealth, ancient knowledge, supernatural strength.
Gear: Noble clothes, signet ring, black cloak, hidden coffin, ancient keys, letters of invitation.
Special: Once per session, command the night. Wolves, bats, mist, shadows, rats, or fearful locals create an escape, distraction, clue, or terrifying advantage.
RPG Notes: Dracula is strongest in darkness, isolation, castles, ruins, and places where fear already rules. He is patient, aristocratic, predatory, and almost impossible to destroy unless his weaknesses are discovered and exploited.