Each one of these Powers is basically a template that you can use to create a wide variety of different Powers. Examples have been provided for some of them, because some people find these Powers difficult to use.



INCITE EFFECT [-1]
Description: You can do a thing. A special thing that cannot be done by most people. Maybe you can control clouds of smoke, maybe you can inflict fear by shouting. Or maybe you can summon the aid of two thousand invisible squirrels. Whatever.
Skills Affected: Any.
Effects:
Incite Effect. Pick a type of effect and a skill that's related to that type of effect. You can use that skill plus two to perform maneuvers and blocks related to that type of effect against anything you can touch. At the GM's discretion, this may also enable Declarations.
At Range [-1]. You may use Incite Effect on anything within your line of sight.
Incite Limited Effect [+1]. (Requires At Range) Do not add two to your skill when using Incite Effect. This upgrade is not compatible with Incite Physical Effect or Incite Mental Effect.
Incite Physical Effect [-1]. You may use Incite Effect to perform attacks that inflict physical stress. These attacks have a weapon rating of 2. They use the same skill as your maneuvers and blocks, but without the +2 bonus. If you have the At Range upgrade, then targets must use their Endurance to defend against these attacks. If you do not have the At Range upgrade, then targets may use whatever skill they would use against ordinary Fists attacks instead.
Incite Avoidable Physical Effect [-0]. (Requires Incite Physical Effect At Range) The targets of your Incite Physical Effect attacks defend with Athletics.
Incite Mental Effect [-1]. You may use Incite Effect to perform attacks that inflict mental stress. These attacks have a weapon rating of 2. They use the same skill as your maneuvers and blocks, but without the +2 bonus. If you have the At Range upgrade, then targets must use their Discipline to defend against these attacks. If you do not have the At Range upgrade, then targets may use whatever skill they would use against ordinary Fists attacks instead. This upgrade does not allow mind control; characters taken out with it are generally overwhelmed with emotion or driven insane.
Incite Potent Effect [-1]. (Requires Incite Physical Effect or Incite Mental Effect) Attacks that you make with Incite Effect are weapon 4.
Incite Protective Effect [-1]. You may use your the skill that you use for Incite Effect to defend against physical attacks.
Incite Restrictive Effect [-1]. (Requires Incite Physical Effect or Incite Mental Effect) You may use Incite Effect to grapple targets within the range of this Power, using the skill that you use for Incite Effect. Grappling with a physical effect inflicts physical stress, while grappling with a mental effect inflicts mental stress.
Incite Mass Effect [-1]. (Requires Incite Physical Effect or Incite Mental Effect) You may make spray attacks and zone-wide attacks with Incite Effect. If you attack your own zone, then you are affected normally by the attack. Even if you lack the At Range upgrade, targets defend against your zone attacks as though you had it. This upgrade does not affect your ability to maneuver, and no penalty is incurred when attacking a zone with it.
Incite Explosive Effect [+1]. (Requires Incite Mass Effect) You may not make non-zone-wide attacks with Incite Effect.
Incite Selective Effect [-1]. (Requires Incite Mass Effect) You do not harm yourself when attacking your own zone.
Incite Persistent Effect [-1]. (Requires Incite Mass Effect) When attacking a zone with Incite Effect, you may take an accuracy penalty (before rolling) in order to extend the duration of the attack. For each point of accuracy sacrificed this way, the attack is reapplied at the beginning of another exchange. You may take actions to extend this effect as though you were an evoker extending an evocation.
Incite Additional Effect [-1]. You may select another effect to create with this Power. You may also select another skill to use that effect with. If the other upgrades that you have are appropriate for the new effect, you may use them with it. You may also upgrade the new effect separately.

NATURAL WEAPONRY [-1]
Description: Your body contains or can produce some kind of weapon or attack.
Note: You have to define what your natural weapons are when you take this power. Some of the upgrades for this Power, like Potent, Venomous, and Area Weaponry, may be appropriate as stand-alone Powers that are attached to an Item of Power.
Skills Affected: Fists, Weapons, Guns, Discipline
Effects:
Natural Weaponry. Your body contains a weapon with a rating of 2. This weapon has a no range, is not capable of spray attacks, benefits from Strength powers, and is wielded with the Fists skill.
Potent Weaponry [-1]. Your natural weapon has a rating of 4.
Summoned Weaponry [-0]. You must take a supplemental action to create or draw your natural weapon before you can use it. In addition, you may wield your natural weapon with the Weapons skill.
Ranged Weaponry [-1]. Your natural weapon has a range of three zones and is capable of spray attacks. It may be wielded with the Fists, Weapons, Guns, or Discipline skill. It cannot be used with the defence trapping of Weapons unless you possess the Summoned Weaponry upgrade.
Area Weaponry [-1]. Your natural weapon may be used to make zonewide attacks.
Selective Weaponry [-1]. (Requires Area Weaponry) You do not harm yourself when making a zonewide attack against your own zone with your natural weapon.
Explosive Weaponry [+1]. (Requires Area Weaponry) Your natural weapon may not be used to make attacks that are not zone-wide.
Imprecise Weaponry [+1]. (Requires Selective Weaponry) You suffer a -2 penalty to the accuracy of any zonewide attack that you make with your natural weapon.
Venomous Weaponry [-2]. You may use your natural weapon to perform special maneuvers. These maneuvers may only inflict one specific Aspect; usually it's POISONED, but it can also be something like ON FIRE or ACCELERATED AGEING if that fits your character better. You may not tag that Aspect, but during your turn in each exchange after the one you performed the special maneuver in each character with that Aspect suffers a weapon 0 physical attack against Endurance with an accuracy equal to the roll you created the Aspect with. This effect ends if the Aspect is removed. You may perform these special maneuvers against every character in a zone, possibly including yourself, if you possess the Area Weaponry upgrade. Outside of a conflict, the effects of these maneuvers are adjudicated by the GM. But as a general rule, they're quickly fatal unless countered by another maneuver.

VARIABLE ABILITIES [-varies]
Description: You have some method of changing what Powers are available to you at any given time.
Note: Variable Abilities is not one Power; it's a whole collection, with each list being a different Power. If you don't trust your ability to create new Powers, stick with the lists provided here. If you do feel capable of writing new Powers, feel free to create your own lists using the ones here as a guide. Remember that if the abilities on the list are all useful in different situations it makes the list more powerful.
Skills Affected: Many.
Effects:
Option List. You have a list of Powers and upgrades and Stunts that you can give yourself with this Power. Your list may be of any length, and it may contain conditions like "Power X and Power Y must be taken together" or "Stunt X can only be taken if Power Y has been taken". Each list has a Refresh surcharge. A list's surcharge is proportional to its length, its flexibility, and the amount of variation among the Powers on it.
Form Points. Once you've paid the Refresh surcharge of your list, you may spend as many additional points of Refresh as you want. For each additional point of Refresh you spend, you get a form point.
Function Follows Form. As a full action, you may allocate your form points to abilities on your list. Each form point is worth 1 Refresh worth of abilities. You must abide by the conditions of your list, but you are under no obligation to keep all (or any) of your form points invested at any time.

Sample Lists:

1 Refresh:

Multi-Purpose Robot Minions
-Any configuration of upgrades you want for Incite Effect (Robot Command). You may also change which skill you use Incite Effect with, within reason. Not sure why you'd want to though.

Masks Of The Human And The Divine
-Incite Protective Restrictive Physical Effect (Flesh Control, with Discipline) [-4]
-Incite Mass Mental Effect At Range (Awe, with Discipline) [-4]

Shrink And Grow
-Diminutive Size [-1]
-Hulking Size [-2]
-Titanic Size [-4]
-Unthinkable Size [-6]
-Inhuman, Supernatural, or Mythic Strength (Requires Hulking or larger size)
-Inhuman, Supernatural, or Mythic Toughness (Requires Hulking or larger size)
-Long Reach (Requires Hulking or larger size)
-Inhuman Speed (Requires Diminutive Size)

Fire And Ice
-Channelling (Fire) [-2], Refinement [-1] (staff focus, +2 offensive control and power), Immunity (Fire) [-2].
-Channelling (Ice) [-2], Refinement [-1] (staff focus, +2 defensive control and power), Immunity (Cold) [-2].

Omni-Weapon
-Whatever variant of Natural Weaponry you want, with whatever upgrades you want.

2 Refresh:

Discount Omnipotence
-Any Incite Effect you want, with whatever upgrades you want.

General Shapeshifter
-Up to two levels of Strength.
-Up to two levels of Speed.
-Up to two levels of Toughness.
-Up to two levels of Recovery.
-Natural Weaponry, with or without Potent, Venomous, and Ranged upgrades.
-Diminutive, Hulking or Titanic Size.
-Spider Walk [-1].
-Wings [-1].
-Aquatic [-1].
-Extra Appendages, with or without upgrades.
-Damage Shield, with or without upgrades.
-Feel No Pain [-3].
-Amorphous Form [-1].
-Swarm Body [-3].
-Superhuman Acrobatics [-1].
-Magical Compartment [-1].
-Cloak Of Shadows [-1].
-Superior Hold [-2].
-Any Echoes Of The Beast, within reason [-1].
-Supernatural Sense, possibly with Strange Senses, from a pool of 3 possible senses.

Werebat Werebear
-Beast Change (Bear) [-1], Echoes Of The Beast (Bear) [-1], Limitation (Strength, Toughness, and Claws, only when transformed) [+1], Inhuman Strength [-2], Inhuman Toughness [-2], Claws [-1].
-Beast Change (Bat) [-1], Echoes Of The Beast (Bat) [-1], Limitation (Size, Wings, Cloak and Speed, only when transformed) [+1], Diminutive Size [-1], Inhuman Speed [-2], Wings [-1], Cloak Of Shadows [-1].

3 Refresh:

Wannabe Listens-To-Wind
-True Shapeshifting [-4], Variable Abilities (General Shapeshifter) [-6].
-Evocation [-3], Thaumaturgy [-3], The Sight [-1], Soulgaze [-0], Wizard's Constitution [-0], Refinement [-3], with fixed focus slots and specializations.

Talismans Of Shendu
-Item Limitation (all variable abilities, you need a little rooster trinket) [+1], Telekinesis [-3], Wings [-1].
-Item Limitation (all variable abilities, you need a little ox trinket) [+1], Inhuman Strength [-2], Inhuman Toughness [-2].
-Item Limitation (all variable abilities, you need a little snake trinket) [+1], Cloak Of Shadows [-1], Enhanced Invisibility [-3].
-Item Limitation (all variable abilities, you need a little sheep trinket) [+1], Projected Spirit Form [-4].
-Item Limitation (all variable abilities, you need a little rabbit trinket) [+1], Supernatural Speed [-4].
-Item Limitation (all variable abilities, you need a little dragon trinket) [+1], Potent Ranged Area Natural Weaponry [-4].
-Item Limitation (all variable abilities, you need a little rat trinket) [+1], Incite Restrictive Physical Effect At Range (Object Animation) [-4].
-Item Limitation (all variable abilities, you need a little horse trinket) [+1], Supernatural Recovery [-4].
-Item Limitation (all variable abilities, you need a little pig trinket) [+1], Supernatural Sense (Thermal Vision) [-1], Potent Ranged Natural Weaponry [-3].
-Item Limitation (all variable abilities, you need a little monkey trinket) [+1], Sponsored Magic (Transformation) [-4].
-Item Limitation (all variable abilities, you need a little dog trinket) [+1], Undying [-0], Supernatural Toughness [-4].

LIMITATION [+varies]
Description: Your abilities are limited in some way.
Note: You may take this Power multiple times. The cost of this Power will vary from game to game, and if its importance changes during play it might be necessary to change its cost or compensate with Compels.
Skills Affected: None.
Effects:
Limited Powers. Attach this Power to at least one other Power that you possess. Then select a circumstance. Whenever that circumstance applies, you lose the attached Power(s).
Rebate. This Power reduces the Refresh cost of the attached Powers. The amount the cost is reduced by depends on whether the limitation is mild, moderate, severe, or extreme.
  • A mild limitation reduces the cost of the attached Powers by one sixth. A limitation is mild if it makes it mildly inconvenient to use the attached Powers or if it is seriously problematic once every six sessions or so.
  • A moderate limitation reduces the cost of the attached Powers by one fourth. A limitation is moderate if it makes using the attached Powers require a significant action or if it is seriously problematic in roughly half of all sessions.
  • A severe limitation reduces the cost of the attached Powers by one half. A limitation is severe if it makes the attached Powers significantly less useful and reliable in almost every session.
  • An extreme limitation reduces the cost of the attached Powers by three fourths. A limitation is extreme if getting to use the attached Powers is a special occasion.
GM's Discretion. Sometimes the formulas given here will give fractional Refresh costs, and sometimes it will be difficult to classify how serious a limitation is. In such cases, all final costs are determined by the GM. If a Power has drawbacks, then it cannot be attached to Limitation unless the GM approves. In some situations it may be appropriate to have Limitation not affect a Power's cost or to have it limit a Power's positive effects without affecting its negative effects.

ITEM LIMITATION [+varies]
Description: Some of your Powers are tied up in a physical object or another thing that can be transferred from person to person.
Note: This Power usually represents a magical object that grants abilities its holder. When it does, the object in question can be indestructible or have whatever other magical effects seem appropriate as long as those effects don't make it mechanically more useful th
an a mundane item.
Skills Affected: None.
Effects:
Item Limitation. This Power has all of the effects of Limitation. In addition, when this Power causes you to lose your Powers it is possible for another character to take this Power from you. Whoever has this Power also has every Power attached to it. Define the process by which this Power can be borrowed/stolen when you define your Limitation.
Permanent Changes. Whenever a Milestone occurs, the current owner of this Power becomes the permanent owner of this Power. Revise character sheets accordingly. Bear in mind that the seriousness of a Limitation can vary from character to character.
Purpose [-0]. This Power has an Aspect attached to it.

Examples (from the Hypothetical Average Game):

Mild limitations:

-Toughness is ignored by copper weapons soaked in pig's blood
-True Faith Powers only function if you pray five times a day while facing Mecca at the appointed times
-Telekinesis and Strength Powers stop working if you are unable to move your arms

Moderate limitations:

-Toughness is ignored by magical attacks
-Strength, Speed, and Claws are only available while you are using Beast Change
-You need to cast a 5-shift evocation to activate your Natural Weaponry for the scene

Severe limitations:

-Toughness is ignored by cold iron
-Sponsored Sun Magic can only be used in sunlight
-You have to make a virgin human sacrifice in order to activate your Recovery for a session

Extreme limitations:

-Toughness applies only to magical attacks
-You can only use your magic sword against major demons and fallen angels
-It takes you three full days of meditation to use Beast Change, and you can only use your physical powers while transformed