Minor+Abilities

Powers that didn't really fit anywhere else.

Burn Life[-2]: You can take a single physical consequence (or all of them to turn yourself into a death curse styled walking bomb) to add twice its value in weapons rating to your attack that turn as you burn yourself out to become more powerful.

Imageless Cost: -1 Description: Just like the Vampires of the olden days, you cannot be photographed. Be it film, digital, or video, you never show up as more than a blur, or a burst of video static. Butters would say it’s a very specialized form of Mana Static, which only affects visual recording devices. Kincaid would say it’s a great way to get past Security devices. Musts: A suitably vampiric, magical or "Sneaky Supernatural" High Concept Skills Affected: Stealth Effects: Imageless provides a constant “semi-veil” of +4 to Stealth rolls against photographic attempts to detect you, and +4 to all direct attempts to defend against having your picture taken. When unaware of or not trying to avoid surveillance, attempts to get an identifying picture of you suffer a -2 to the Performance rolls for photo or video quality. Reflectionless: [-1] Your reflection is similarly prevented from occurring, reducing up to 3 points of penalties on stealth rolls where reflective surfaces could reveal your position.

Absorption [-3]: You can feed off the energy of your enemies attacks. Anytime an Enemy physically hits you in combat (he succeeds his attack roll) you gain a temporary aspect relating to being charged which can be freely tagged once.

Elemental Absorption: [-2]; You can feed off a certain element. (fire, air, earth, spirit, water) Anytime someone attacks you or you come into contact with your element you can gain a temporary aspect relating to being charged up which you can freely tag once.

**TRACING** [-2] //Projection. // With a supplemental action, you may create a melee or thown weapon out of thin air. Two-handed melee weapons created this way are capped at weapon rating 3, while thrown weapons and one-handed melee weapons are capped at weapon rating 2. Weapons created this way last until the end of the scene or until you make a new weapon. //Reinforcement. // By spending a scene and making a successful Craftsmanship roll, you may cause your projected weapon to become fully real. This means that it lasts indefinitely. //Versatile Tracing [-1]. // You may create simple objects other than melee weapons with this power. Armour, simple tools, keys, and levers are all possible. //Complex Tracing [-2]. // (Requires Versatile Tracing) You may create complex objects with this power. Firearms, explosives, chemicals, and machines are all possible, although at the GM's discretion a Craftsmanship roll may be required for certain items. Explosives, firearms, and two-handed melee weapons are now capped at weapon rating 5, while thrown weapons and one-handed melee weapons are now capped at weapon rating 4.
 * Description: ** You have the ability to project weapons from your mind into reality.
 * Skills Affected: ** Craftsmanship, Weapons, Guns
 * Effects: **

<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">**DISPLACEMENT** [-1] //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Missed Me, Missed Me. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> Your uncertain location makes it difficult to target you in combat. All attacks against you are subject to a strength 3 block. You may suppress or resume this effect as a free action. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Too Fast To Hit. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> Moving quickly makes your displacement more effective. Add 1 to the strength of the block from //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Missed Me, Missed Me //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> for each level of Speed that you possess. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Enhanced Displacement [-1]. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> Add 2 to the strength of the block from //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Missed Me, Missed Me //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Invisibility [-1]. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> You are invisible, simple as that. The block from //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Missed Me, Missed Me //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> is now treated as a veil rather than as a block against attacks. It does not impede your ability to see at all. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Blinking [-1]. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> Your displacement is not just an optical effect: you are actually inconsistently tangible. You may treat all physical blocks, including grapples and zone borders, as if their strength was reduced by a margin equal to the strength of the block from //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Missed Me, Missed Me. //
 * <span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Description: **<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> You are not where you appear to be. A glamor or other optical effect obscures your true location, making it difficult for opponents to properly target you.
 * <span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Skills Affected: **<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> None
 * <span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Effects: **

<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">No Matter The Strength [-2] The Might bonus from strength powers and the Athletics bonus from speed powers do not aid characters in escaping your grapples.

No Matter The Power [-2] (Requires No Matter The Strength) Your grapples automatically satisfy the catch for all toughness powers other than Physical Immunity.

<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">**MAGICAL WORKSHOP** [-1] //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Magical Workshop. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> You are always considered to have access to a workshop with a rating equal to your Craftsmanship skill. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Magical Worksite [-1]. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> Your workshop expands in scale, allowing you to handle the construction of entire buildings single-handedly. You are always considered to have the assistance of a full team of workers with all appropriate tools and machinery when attempting to build or repair stuff.
 * <span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Description: **<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> You don't need tools to make things. Your magical powers/your communion with the small gods of the world/the toolkit implanted in your stomach/something else will suffice.
 * <span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Skills Affected: **<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> Craftsmanship
 * <span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Effects: **

//<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Pack Communication. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> When you are near another member of your pack, the two of you may communicate in a manner that no-one outside the pack can understand. The exact mechanism that this ability works by varies from pack to pack. One pack might be telepathic, while another might speak in squeaks, while another might simply read body language very well. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Combined Awareness. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> When you are near another member of your pack, add one to your Alertness skill. If any nearby member of your pack notices an ambush or something hidden, you also notice that ambush or that hidden thing. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Locate Packmate. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> You have an instinctive awareness of your packmates' locations, and you may use your Investigation skill to determine what those locations are. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Cooperative Instincts [-1]. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> When making a maneuver to assist one of your packmates, add two to your roll. Furthermore, when tagging an aspect created by one of your packmates, add one to your roll. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Protective Instincts [-1]. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> When you are attacked while in the same zone as one of your packmates, you may use that packmate's defence skill instead of your own. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Pack Communion [-1]. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> You may use your //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Pack Communication //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> ability without regard for distance.
 * <span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">PACK INSTINCTS **<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> [-1]
 * <span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Description: **<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> You are part of a pack, a group of beings that are connected on a supernatural level.
 * <span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Musts: **<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> You must define who is in your pack, and they all must share this ability with the same upgrades.
 * <span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Skills Affected: **<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> Alertness, Investigation, others.
 * <span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Effects: **

Event Horizon Strike [-60] The Sword of Rupture swallows, compresses, and accelerates wind pressure into an artificial space-time distortion capable of pulverizing any opposition before it. The effects of this distortion are catastrophic on the environment around it crushing and warping everything in the immediate area. When the Sword of Rupture is activated it causes a 40 shift environmental hazard within a 10 zone radius of the sword. ([-40] for the environmental hazard, [-20] for the 10 zone radius) Expanding Radius [-5]: The Radius of the temporal distortion increases by 1 zone every round that it is active, if activated long enough it could easily consume a city. User Immunity [-3]: The user of this blade is immune to its effects. <span style="background-color: #ffffff; color: #444444; display: block; font-family: Arial,Verdana,sans-serif;"><span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Vibro-Sword [-1] Your sword vibrates at an incredible frequency that allows it to cut through material cleanly but makes the blade pretty unwieldy. Vibro Cut - Add +4 stress on a successful strike. Unwieldy Blade - There is a -1 penalty to accuracy when attacking with the blade.

Size Doesn't Matter...: -1 (-2)? Effect: You may wield any weapon regardless of might or endurance requirements. Tripod support weapons? No problem. Zweihanders? Child's play. Boat mounted 6 or 8 gauge shotguns for duck hunting? All are within the realm of possiblities for you. <span style="background-color: #ffffff; color: #444444; display: block; font-family: Arial,Verdana,sans-serif;"> <span style="background-color: #ffffff; color: #444444; display: block; font-family: Arial,Verdana,sans-serif;"><span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">...But It Sure Does Help: requires above power -1 Effect: Most any weapon you can manage to hold one handed you can wield in combat..also one handed. (likely quite abusable with two weapon training stunt)

Uncontrolled Power [+1] <span style="background-color: #ffffff; color: #444444; display: block; font-family: Arial,Verdana,sans-serif;"><span style="background-color: #ffffff; color: #000000; display: block; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Description: You character cannot control his or her powers. Maybe they react to emotional distress, or some other subconscious cue.Notes: This is a one time discount applying to however many powers the character cannot control. If the character has more than -4 Refresh in uncontrolled powers, this discount raises to a +2. <span style="font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px; line-height: 1.5;">Stonewalk <span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px; line-height: 1.5;"> [-1] Description: You can move through rock, stone, and most earth-based substances with ease. Either you are a strong and fast digger, or you can literally pass through stone like a ghost. You are assumed to be able to navigate as you go, but to actually be able to sense through solid substances, you need to take an appropriate Supernatural Sense. Musts: You must have a high concept that would justify this power, such as Earth Elemental, or Subterranean Behemoth. Skills Affected: Athletics. Effects: Passwall. You can ignore stone, rock or earth-related zone borders of up to 3 shifts. You still need to make a movement or supplemental action to cross the zone. <span style="background-color: #ffffff; color: #000000; display: block; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> Death from Below! You can ambush your opponents by hiding below the ground, near the surface of a stone- or rock-based zone border, or even above a tunnel, and springing from your hiding place when they get too close. You get a free +2 to your Stealth roll once per scene to set up an Ambush (page 142). You can usually detect when your target is in position, but if they are using Stealth, you get a +2 to your Alertness roll to feel them approaching if they are in contact with the same surface that is hiding you. You may use a Fate Point to invoke this ability additional times in the same scene, but you must make a movement or supplemental action in order to get in position (per the Passwall effect) to make another Ambush. You can use this ability to Ambush your opponents several times, but if they survive this ploy long enough they may find ways to take advantage of your predictability. To use this ability, you must select zone borders which you would be able to pass using Passwall. Stonefeint [-1]. If you take this upgrade, you get a free +2 to one Attack roll per scene if there is significant stone or rocky terrain for you to use to your advantage, You may use a Fate Point to invoke this ability additional times in the same scene. To use this ability, you must select zone borders which you would be able to pass using Passwall. Greater Stonewalk [-1]. If you take this upgrade, you can ignore 6 shifts of stone, rock or earth-related zone borders. Epic Stonewalk [-2]. Take this upgrade instead of Greater Stonewalk. You can ignore 9 shifts of stone, rock or earth-related zone borders, and you can make an Athletics check to tunnel through any remaining shifts. Tunnel [+1]. Your ability to move through stone relies on burrowing, and you leave a tunnel behind you as you go. This can be an advantage for allies, but it can also lead pursuers straight to you. You also make noise as you move through the earth, which won't necessarily negate the first use of Death from Below!, but may interfere with any subsequent uses of that ability. You also leave telltale furrows, cracks or lines as you pass. Using this ability places the scene aspect Unstable Tunnels, which can be tagged by anyone. This cannot reduce the total cost of your Stonewalk abilities below -1. <span style="background-color: #ffffff; color: #444444; display: block; font-family: Arial,Verdana,sans-serif;"> <span style="background-color: #ffffff; color: #000000; display: block; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> "IP?... Please" [-1] You can hack into the internet and surf with your mind from any wire connected to the grid upon touch. <span style="background-color: #ffffff; color: #444444; display: block; font-family: Arial,Verdana,sans-serif;"> <span style="background-color: #ffffff; color: #444444; display: block; font-family: Arial,Verdana,sans-serif;"><span style="background-color: #ffffff; color: #000000; display: block; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">"Noob Security Systems" (requires IP?... Please) [-1] If you access the network inside of a building using your "IP?...Please." power, you will be able to see the layout of all the security systems. For the price of a fate point, you can temporarily turn them all off as well. <span style="background-color: #ffffff; color: #444444; display: block; font-family: Arial,Verdana,sans-serif;"> <span style="background-color: #ffffff; color: #444444; display: block; font-family: Arial,Verdana,sans-serif;"> <span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> Strategist Of The Gods [-1] Description: During battle, you connect to your allies on an almost telepathic level. Under your guidance their actions are like that of a well-oiled fighting machine, flowing from one enemy to another. Musts: Must have a supernatural high concept related to tactics, battles, or war (i.e., "Son of Ares"). Effect: During combat - and without their input - you may direct the actions of allies. This directed action must be described simply and within their abilities (attack that foe, grapple the large one, trip the fast enemy, etc). Your allies need not follow this action, but if they do they are given the temporary aspect of "Guided by (Player Name)". This aspect may be tagged for free once during the combat; but subsequent uses require the use of a Fate Point. This aspect will be removed if you move out of range of the tactician (greater than 2 zones away).

Antimagic Field [Minor Power; -1] Antimagic Field: Evocation spells cast within your zone inflict one extra mental stress on the caster.

Phantom Slashes [–2] - You can choose when the damage of your attacks come into effect, this allows you to stack stress so that it all comes in to effect at the same instant or choose that it never comes into effect.

//<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Spiritual Attack. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> When you attack someone unarmed or with a personal-scale weapon, you may choose to inflict mental stress instead of physical stress. If you do so, the attack does not inflict bonus stress due to Strength Powers. You may not use this Power with attack spells or with indirect attacks like landmines.
 * SPIRITUAL ATTACK** [-2]
 * <span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Description: **<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> You have the ability to strike people's souls, hurting or killing them without leaving a mark on their bodies.
 * <span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Skills Affected: **<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> Fists, Weapons, Guns
 * <span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Effects: **

[-1] Emperor Blessed Tech - You may ritually consecrate pieces of technology, rendering them immune to hexing so long as you wield them. <span style="background-color: #ffffff; color: #444444; display: block; font-family: Arial,Verdana,sans-serif;"> <span style="background-color: #ffffff; color: #444444; display: block; font-family: Arial,Verdana,sans-serif;"><span style="background-color: #ffffff; color: #444444; display: block; font-family: Arial,Verdana,sans-serif;"><span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Transcendent Music [-4] You can play an instrument with a level of skill and subtlety that you can almost make rocks cry and sooth the hearts of the darkest of people. Superlative Musician: +4 to normal performance rolls with your instrument of choice Listen to my Song: you can play an instrument so well that all in the area will stop and listen (a zone wide mental grapple at your performance skill to stop doing anything but listen to the music) The Soothing Song: Whilst people are listening to your music they recover from mental consequences on step quicker than usual. (Inhuman Mental Recovery)

//<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Powerful Presence. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> Simply by being present in a scene, you apply a sticky Aspect to that scene. This Aspect must somehow relate to the associations of your High Concept. For example, the Summer Lady might apply HEAT OF PASSION or RAMPANT PLANT GROWTH while an angel might apply HOLY LIGHT or FEELING OF DIVINE NEARNESS. Applying this aspect does not grant you a free tag. Select the Aspect that you apply when you take this Power. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Difficult To Suppress. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> You may attempt to suppress this ability by making a Discipline roll. This requires an action if you do it in the middle of a scene. The default difficulty is Superb, but areas directly hostile to or unusually resonant with your High Concept may modify this. If you succeed, no aspect is applied. You may stop supressing this ability at any time as a free action.
 * AURA OF INFLUENCE** [-0]
 * <span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Description: **<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> Since you are a highly potent supernatural being your very presence affects the area around you, altering it in subtle or overt ways that correspond with your nature.
 * <span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Musts: **<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> You must have a High Concept which reflects being some sort of supernatural major player or heavyweight, such as THE SUMMER LADY, ANGEL FROM ON HIGH, or GOD OF WAR.
 * <span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Skills Affected: **<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> None.
 * <span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Effects: **

//<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Heal. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> You may use your chosen skill to heal consequences of your chosen stress track. In order to heal a given consequence, you must exceed its shift value on a roll of your chosen skill. Healing a consequence increases the speed of its recovery by one step, or by two steps if your roll is twice as good as it needs to be, or by three steps if by some miracle your roll is three times better than it needs to be. If an attempt is made to heal a consequence that has already been healed, the second attempt replaces the first. This power may or may not affect extreme consequences; GMs should handle such issues on a case by case basis. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Widened Healing [-1]. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> You may use your chosen skill to heal consequences from another stress track of your choice. This option may be chosen multiple times.
 * HEALING** [-2]
 * <span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Description: **<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> You possess the magical ability to heal others. Perhaps you can help people recover from psychological trauma with your musical genius, or perhaps you can knit flesh and bone back together through sheer faith.
 * <span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Note: **<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> This power uses one skill and applies to one stress track. Choose which skill and which stress track when you take this power. Any combination is permissible as long as the group is not offended by it.
 * <span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Skills Affected: **<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> Pick one.
 * <span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Effects: **

I Hunt! [-2] Description: When you choose to hunt someone, you find them. Musts: This target is usually used by wildfae hunters, but others may take it. Skills Affected: Lore, athletics, weapons, guns, fists, might, survival, and anything else used to hunt. Effects: The Game Is Afoot: You may spend a fate point to declare a particular individual or creature your quarry. This has similar effects to righteousness, giving you a +1 to all rolls to hunt the individual, but the effect is immediately ended if you take any compels to sidetrack you, refuse any compels to keep you on the hunt, kill or capture your quarry, or spend a fate point to choose a new quarry. With GM approval, the hunt may be for something more ethereal. Things like "I will win her heart" or "I will find my lost sword" might be acceptable, so long as the quest has themes of pursuing, finding, and conquering. Relentless Pursuit: Any time the quarry uses a supernatural ability to escape, you may copy its effect to pursue them. If they open a portal to the nevernever and close it behind them, you can walk into the nevernever as well. If they run away with supernatural speed, you gain a burst of speed. Powers are only mimicked when they are necessary to follow the target and only for purposes of pursuing the target. You could use inhuman speed to follow the quarry, but not to suddenly jump out of the way of a bullet. If the quarry stops running and gets in a car, they're no longer using inhuman speed and you can no longer mimic the power. Furthermore, if someone uses an evocation to turn into mist, you can turn into mist as well. But you can't suddenly use evocation to trap them with a wind spell. You gain temporary access to the effects not full access to the power.

Mime [-2] Description:When someone else is performing an action you may copy their movements to do what they do. Usually this ability involves a bit of psychic talent to predict what someone else is about to do a split second before they do it and instinctively copy it. Either that or read the impulses their brain sends to their body and map that flow onto your own body. Musts: None. Skills Affected: Awareness. Effects: Mimic: You may use the lower or either your investigation or another person's skill to copy that person's actions. When doing so you must copy their motions exactly. You may mimic certain stunts they have if copying their movements would logically give you that benefit. If someone is sniping with guns 3, and you have investigation 4, then you can roll 3 plus 4dF to shoot a similar gun. If someone is parrying an attack, you cannot use mimicry to parry an attack from a different angle. It's not just using the same skill, you have to perform their actions exactly the way they did it. If used for social skills, you must say the exact same words they used, though you need not copy tone or accent. (Example: An enemy says "If you think you can stand against me, you're going down." You shake your head and say "You're going down," copying his body language.) Mirror: You may use mimicry to parry melee attacks if you're carrying a similar weapon to your opponent, or barehanded if they are using their bare hands. You may not benefit from any counterattack stunts or stunts like Step into the Blow. However, if they hit you that means you're about to hit them with the mirrored attack and they must make a dodge roll against that free attack, rolling their athletics against your investigation. They may not parry. Mime: You can use investigation to mimic someone else's movements just for artistic purposes or to annoy them. Learn by Seeing: After observing someone perform a skill for a set amount of time you may use investigation to complement that skill on your own in similar circumstances for an amount of time 2 point up on the time increment chart.

Time Accel [-2] You have the ability to boost your relative speed to the rest of the world, this slows the world down from your perspective but each instant you spend like this is physically and mentally draining. You can spend mental up to the limit of the size of your stress track to boost your physical attack or defense rolls.

//<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Sponsored Assistance. //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> You may invoke Aspects by taking points of debt to your sponsor, as per the Sponsored Magic rules (YS288).
 * SPONSOR** [-0]
 * <span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Description: **<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> You are sponsored by a higher power.
 * <span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Skills affected: **<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> All.
 * <span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Effects: **

Intellectus Of War [-3] Musts: High Aspect that Corresponds to this (Scion of a War God, Empowered by a War Spirit) Key Skill: Fists, Weapons, Gun, Drive You are a living embodiment of combat. Anything is a weapon in your hands. You could man a tank even if the last time you were on Earth was when gunpowder was considered an innovation. You may substitute your Fists and Guns skill with Weapons. Furthermore, you can substitute Weapons for any skill roll as long as it could be considered an attack or the vehicle could be considered a weapon (so your Weapons skill could not substitute your Drive skill, unless the vehicle was a tank, a fighter jet, or you were actively trying to run someone over with it). You are considered proficient in any weapon or weaponized vehicle, and you could substitute for other crew, within reason (so you could operate a two-man fighter by yourself, but a battleship is right out). You instinctively know how to maintain weapons and weaponized vehicles, though you cannot teach anyone else how to (so if the item is beyond the capacity for one person to maintain and you're alone or with unqualified people, you're SOL). You may //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">not //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">gain these bonuses in terms of spellcraft, except for the purposes of aiming an Enchanted Item.

Supernatural Orator [-1] Your words have a weight that beggars belief you can literally change people minds with your words. Your social attacks do mental stress.

A Thousand Words In One. [-1] You can say a lot in a very little time, your can attack mental and socially during physical combat.

Words With The Weight Of Worlds [-2] Your words are unnaturally effective and any attack you make with them has a weapon rating of 4.

The first way is by taking stress from an energy-based attack, you get 10% for each 1 stress taken. The second way is through taking a basic action to charge from an large energy source (no batteries), the most common electricity, each source has a Charge rating and if you charge from it you gain 10% per point of Charge rating (Charge:4 gives 40%). You also have Armor:2 against all energy-based attacks.
 * <span class="bbc_u" style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">__Energy-Purge__ **<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">[-5]
 * <span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Charging. **<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> The maximum Charge is 300%, this can be spent on other things, but the way to recharge is by absorbing large amounts of energy be it magical, electrical, solar.
 * <span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Energy Overload. **<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> You can spend up to 60% Charge to make an energy-based attack. Roll Weapons to attack, and the Weapon rating is 1/10% ( 10% makes Weapon:1). This can also be a zonewide attack as long as you pay more then 30% Charge (Weapon:3 Zonewide), It can also be range but only as long as you pay 40% ( Weapon:4 Range, maybe Zonewide).
 * <span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Cellular Augmentation. **<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> By infusing the excess energy into your cells you can increase their growth rate, efficiency, and strength by enormus amounts. You can pay to increase any physical abilities (Strength, Speed, Toughness, Recovery) by one step for each payment, you can increase them from, Nothing to Inhuman-40%, Inhuman to Supernatural 70%, Supernatural to Mythic 120%. These abilities purchased only last for the duration of the scene unless canceled.
 * <span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Dead Battery. **<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> You need at least 40% Charge to use this ability, if you have under 40% or 0% then you cannot use any of the abilities except **<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Charging **<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">, if this is put on an Item of Power, the IOP won't function.

//<span style="color: #0f0f0f; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Unfettered Movement. //<span style="color: #0f0f0f; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> You may ignore all zone borders and all penalties or blocks that would normally impede your movement, unless those blocks are specifically designed to block teleportation. You may also move freely in three dimensions, though this Power does not prevent you from falling to the ground. //<span style="color: #0f0f0f; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Hard To Hold. //<span style="color: #0f0f0f; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> If you are being grappled you may make a Sprint action even though a grapple does not normally allow it. Compare your movement roll to the grapple strength. If it's lower your opponent can //<span style="color: #0f0f0f; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">choose //<span style="color: #0f0f0f; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> to come with you or to disrupt the teleport attempt; otherwise their grasp is broken and you may move as if there was no block or borders, as normal. You may also move supplementally out of a grapple, but only if you would be able to escape from the grapple given the worst possible Sprint roll. //<span style="color: #0f0f0f; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Carrier. //<span style="color: #0f0f0f; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> When you teleport, everything you're carrying teleports with you. This can include other willing characters. Moving unwilling characters is more difficult; you can only do so when grappling them. When you take a supplemental action to move an opponent in a grapple you may teleport with them. Furthermore, you may teleport your opponent around in damaging ways when you do so. This allows you to combine the movement and stress-infliction supplemental actions in a grapple into a single supplemental action. //<span style="color: #0f0f0f; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Rapid Teleportation [-1]. //<span style="color: #0f0f0f; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> Add four to your Athletics when using it to move with this Power. You may also move an additional zone when taking a supplemental action to move with this Power, whether normally or in a grapple. //<span style="color: #0f0f0f; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Long-Distance Teleportation [-1]. //<span style="color: #0f0f0f; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> (Requires Rapid Teleportation) You may teleport to any place in the universe given a moment to concentrate in peace. At the GM's discretion, this effect may be limited by the speed of light. //<span style="color: #0f0f0f; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Sight-Affirmed Teleportation [+1]. //<span style="color: #0f0f0f; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> Your movement is impeded by anything that blocks your vision. Apply blocks and penalties that apply to your vision to your movement, and do not ignore them with the base effect of this Power.
 * <span style="color: #0f0f0f; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">TELEPORTATION **<span style="color: #0f0f0f; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> [-2]
 * <span style="color: #0f0f0f; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Description: **<span style="color: #0f0f0f; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> You can teleport from one place to another. Very convenient.
 * <span style="color: #0f0f0f; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Skills Affected: **<span style="color: #0f0f0f; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> Athletics.
 * <span style="color: #0f0f0f; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Effects: **

<span style="background-color: #ffffff; color: #444444; display: block; font-family: Arial,Verdana,sans-serif;"><span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> [-1] **<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Banefire ** //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">"The End is its own purpose" // <span class="bbc_u" style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">__Aura of Annihilation:__ <span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> Your hands are coated in a sickly green supernatural fire. Melee physical attacks treat enemies' toughness abilities as one step lower (as if by power loss to a 2-shift threshold) and even immensely powerful creatures will feel your blows. However, those attacks will always be lethal whether you want to or not; this is reflected via appropriate consequence flavor and takeout results should be "disintegrated", "burned to nothing" or "utterly destroyed". <span class="bbc_u" style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">__Reign of Ruin:__ <span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> Your blows deal damage more due to pure destructive energy than anything else. Remove all descriptors and damage types; using a holy iron sword with this ability doesn't satisfy faerie or vampire catches - but neither will the sword prove ineffective in fighting a swarm or ooze immune to slashing weapons.

[-3] **<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">Chaos Surge ** //<span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">"The eight-pointed star is my symbol for like it, I can go to all directions at once." // <span class="bbc_u" style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">__Ignore Causality:__ <span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> You can bend or break the links of cause and effect. Spend a Fate Point and choose one of your items, skills or powers to Ignore Causality. Choose a flavor descriptor; the chosen item, skill or power mechanically works the same but for the duration of the scene it has the flavor descriptor you chose instead of its own even if it would not make sense. For example, if you are wielding a silver sword and choose "fire", your sword will appear to be a bolt of fire. Attacks with it would cause fire damage and burn the victims with fire-related consequences and takeouts, satisfy fire catches and be stopped by defenses against fire. If you use Evocation and choose "technology", your spells would appear to be technological gadgets resulting in the exact same mechanical effect but with inexplicably convenient technology such as a bolt of lightning appearing to be a tesla coil electrocuting your enemies. This would extend to your tesla coil frying magic-immune enemies or being hexed by another wizard. <span class="bbc_u" style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;">__Dangerous Business:__ <span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> Ignoring Causality is dangerous business. Roll 4df at the end of the scene. A result of -2 to +2 causes a very minor and temporary paradox on par with morerate hexing or 2 shifts of fallout. A result of +3 or +4 might draw the attention of the Gatekeeper in a way the GM decides. Similarly, a result of -3 or -4 might draw the attention of Outsiders or their allies.

Shadow Wraith [-2] Once per night, you are able to release the greater portion of your Shadow to act independently. This creates a Shadow (use the Spectre as a base template, add all of you Skills/Powers) that is completely under your command. You may actively extend your awareness through your Shadow, speak through it, etc… as per The Shadow Knows, otherwise the Shadow acts independently. The Shadow will be viable for 1-3 scenes, or until the next sunrise, subject to GM discretion, whereupon it will fade back into the lesser shadows from whence it came. All of your Shadow based powers will be at -1 until your Shadow returns to its’ proper place.

Shadow Rip [-1] Requires a reflavoured All Creatures Are Equal Before God Power that works by attacking the target's Shadow. When an opponent is Taken Out due to damage to their Shadow, you may tear that Shadow loose, freeing it from their body, and creating a Spectre-like creature (with the skills and powers of the original) under your control. Use the Spectre as a base for the Shadow, but add any Powers/Skills of the original. Note: the Shadow suffers a penalty of -1 to all skill/power rolls. The Shadow will be viable for 1-3 scenes, or until the next sunrise, subject to GM discretion, whereupon it will fade back into the shadows from whence it came. Anyone Taken Out in this matter will fall into a coma until the following sunrise, when their shadow will reform… unless you dictate a more extreme consequence.

Aura O <span style="font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px; line-height: 1.5;">f Obscurity <span style="color: #000000; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px; line-height: 1.5;"> [-0]  <span style="background-color: #ffffff; color: #444444; display: block; font-family: Arial,Verdana,sans-serif;"><span style="background-color: #ffffff; color: #000000; display: block; font-family: Verdana,Arial,Helvetica,sans-serif; font-size: 12px;"> Description: You cannot be photographed clearly- be it film, digital, or video, you are somehow always out of focus, blurred, etc… Furthermore, people who don’t know you well have a very difficult time remembering you clearly. Musts: a suitably sneaky supernatural, vampiric, or magical Aspect. Skills Affected: Alertness, Deceit, Discipline, Stealth Effects: Image Obscurity: Unlike the Vampires of old, you can be photographed… it just doesn’t work very well. Film, digital and video images of you are always just out of focus, blurred, or otherwise subtly altered in such a way as to make your image impossible to positively identify. Note that these images are otherwise unaffected. Veil of Obscurity: Rather like your image on film, people have a difficult time clearly remembering details about you. General information or memories are completely untouched. “yeah, a guy came through here a while ago…” Do you remember what he looked like? “uh… not really. Average height and build, I guess…” Did you talk to him? “Yeah, I guess so… nothing important. Asked for directions, I think.” Directions to where? “I don’t know… somewhere around here. Look, I, uh… I gotta go.” Add +2 to the difficulty of remembering any significant details regarding the character (vrs Awareness or Discipline, as appropriate). People so affected generally tend to avoid those memories entirely, as their attention just never quite gels on you or your presence, leading to an overall feeling of unease which is best just avoided. Any significant interaction, such as a conversation of over a minute or one of real importance, threats or actual violence, etc… will nullify the power completely.