Shadowwalkers: Secondary Sets

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Secondary Trait Sets[edit]

Secondary trait dice may be included as appropriate Secondary traits represent character abilities or assets that may or may not apply to an action. Dice from these sets can be added to the dice pool only when they specifically apply to the action at hand.

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Power Sets d8 Arrow03.png[edit]

Each character starts with a power set of the same name as their Echo Distinction. Each set includes three powers. Rank one power at d10 and two at d8 If a power would apply to a given action, add the power's die to the roll. Only one power may be added to a given roll. Low or no-stakes actions generally won't require a roll to use.


Awakened Power Set[edit]

An encounter with the priests of Set took you from the world before your time in a dark ritual of death and unmaking . . . then the ritual brought you back. You awoke from your own death forever changed, a hollowed out vessel filled with unnatural life. You have moved beyond fatigue or any need for sleep and cannot be forced into magical slumber or physically rendered unconscious, though you can be physically taken out if sufficiently broken, mauled, or sundered. The ritual that unmade and remade you renders you utterly immune to toxins and poisons.

Powers: Rank one power at d10 and two at d8

Glamour of the Undying: The ritual of unmaking left you a desicated husk, hollow and empty, but a perpetual glamour causes those around you to perceive you as a living soul, to hear your telepathic sendings as a natural voice, to feel your touch as smooth and living skin.
To a certain extent you can control what people see and hear and feel in percieving you, taking on any appearance, tone, and texture that could reasonably match your physical form.
Beyond the Wall of Sleep: You are able to enter the dreams of others and control what they see and experience there, even to the point of being able to force the waking into a dream state.
Gyre of the Sands: When the Awakened calls forth the Gyre they become a swirling whirlwind of elemental air. The gyre may be called forth as clean, clear air, as an opaque sand storm, or as a swarm of scarabs. When you would take mortal stress while in this form, you only take half, round down.


SFX: Spend a pp to perform a single power in a high stakes action without needing to roll the dice.


Limit: [Dream Stranded] Shut down any Awakened power to gain a pp. Activate an opportunity to restore the power.

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Bloodless Power Set[edit]

An encounter with vampires left you half in and half out of their world. As one of the Bloodless you are not burdened by a need to breathe, and cannot be killed by any means that rely on lack of oxygen to bring about death.

Powers: Rank one power at d10 and two at d8

Vamnpric Form: A host of physical changes come over the bodies of the Bloodless as they take on the mantle of potential immortality.
D0Ba.png Blood Soak: You have inherited the tireless stamina of the corpse and are able to absorb a certain amount of mortal damage without taking stress.
D0Ba.png Blood Strength: Your physical prowess exceeds that of mortal men.
D0Ba.png Blood Speed: You are incredibly fast, faster than most mortal eyes can track. Your reflexes are unmatched in the mortal realm.
D0Ba.png Red of Tooth and Claw: You are able to use your body as a vicious and brutal weapon.
D0Ba.png Nighteyes: You can see in all manner of dark as easily as in the day.
Vampric Mind: There is just something about the Bloodless' presence, the way they move, the intensity of their gaze, the cadence of their speech. You have inherited this ability to reach beyond the conscious mind and tap into the subconscious, influencing and even overwhelming the thoughts of the one you focus on, leading them to do your bidding.
Chains of Earth: Something of the weight of unlife causes reality to turn its gaze from the unnatural stain of the Bloodless, rejecting their very existence in the only way it can. Chains of Earth allows the Bloodless to sink into earth or stone or to rise into the heavens at will in defiance of the strictures that bind normal mortals.


SFX: Spend a pp to perform a single power in a high stakes action without needing to roll the dice.


Limit: [Conscious Activation] If taken out, asleep, or unconscious, shut down the Bloodless Power Set. Restore Bloodless Power Set when you awake.

Limit: [Hunger] Shut down any Bloodless power to gain a pp. Activate an opportunity to restore the power.

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Changeling Power Set[edit]

An encounter with a specific species of lycanthrope left you infected or cursed to share their form and appetites. In animal form, you enjoy the senses, reflexes, stamina, and movement mode of your beast as well as its attack forms. You understand your animal's "language" such as it is including posture, body language and social mannerisms.

Powers: Rank one power at d10 and two at d8

Shapeshift: Changelings have the ability to change into an animal of their lycanthropic species or a hybrid form that combines aspects of human and animal. While in either form, they enjoy that animal's natural protections, senses, reflexes, speed, and mode of movement, and even in human form they still retain something of the animal's unique senses.
Call of the Wild: The Changeling can call out to other nearby changelings (within a half mile radius). It is up to those who hear the call whether they answer or how quickly they come or if they choose to help when they arrive, but it is considered taboo among most changeling species to completely ignore such a call.
Creatures Great and Small: The Changeling can mentally summon nearby animals of any species and command them. The animals will come immediately and respond to the Changeling as to an alpha of their own bloodline. Trained and domesticated animals resist at scale if their owner/handler is at hand to counter command them.


SFX: Spend a pp to perform a single power in a high stakes action without needing to roll the dice.


Limit: [Conscious Activation] If taken out, asleep, or unconscious, shut down Changeling Power Set. Restore Changeling Power Set when you awake.

Limit: [Exhaustion] Shut down any Changeling power to gain a pp. Activate an opportunity to restore the power.

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Exiled Power Set[edit]

An encounter with a disposessed angelic being that was cast out of the Light has branded you, its damned soul seared to your flesh in a desperate attempt to survive its exile. It has claimed you as a soldier in its fight. <<Free Will?>> a cold voice whispers in your mind. <<Yeah you have that. You can cast me out any time you like. You just don't get to survive the event>> As one of the Exiled you are always aware of supernatural entities and artifacts near you (within 50') and are able to identify their type. This ability is not hindered by invisibility, intangibility, or altered form.

Powers: Rank one power at d10 and two at d8

Touch of the Fallen: By laying hands on another being, the Exiled opens a conduit from their target to the decaying remains of divinity that still dwells within them. This conduit lets them see the past few moments of time as the target experienced them. It also allows a transfer of energies. Choose between the following two options to define how this transfer manifests for you.
D0a.png Hand of Light: By physically touching a creature, the Exiled can remove a certain amount of Mortal, Psychic, or Spiritual stress (choose one). The Fallen cannot make the attempt again on the same target until that target has experienced downtime between scenes.
D0a.png Hand of Darkness: By physically touching a creature, the Exiled can inflict searing trauma (Mortcal, Psychic, or Spiritual - player's choice).
[Special] Spend a pp to reverse the manifestation of your Touch of the Fallen power for a single action.
Sword of Storms: Stolen by the angel welded to your flesh even as it was cast down, you are in possession of one of the rare blades of the Nephalim. Worked of dark metal of elements not known on earth, the Sword is a devastating weapon against all creatures that bear the echo of the supernatural. The blade can be summoned or dismissed as needed, existing ouside of space and time until it is called forth.
Summoning or dismissing the sword (from or to this netherspace) never requires a dice roll. Summoning it when it hs been lost or taken does require a roll.
Universal Mind: Connected to the unwavering consciousness that is the web that binds reality as we know it, the Exiled can read the surface thoughts and probe the emotional state of any living being or cursed artifact within 50' of them. Alternately, they can amplify or buffer or even shift by degree the emotions they detect.


SFX: Spend a pp to perform a single power in a high stakes action without needing to roll the dice.


Limit: [Conscious Activation] If taken out, asleep, or unconscious, shut down the Exiled Power Set. Restore Exiled Power Set when you awake.

Limit: [Crisis of Faith] Shut down any Exiled power to gain a pp. Activate an opportunity to restore the power.

Limit: [Gear] If your Sword is taken or lost, the Sword of Storms power is shut down until it is retrieved or replaced.

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Forgotten Power Set[edit]

An encounter with the avatar of some long forgotten demigod left you with a choice: Host its ancient spirit, or let it fade utterly from existence. For whatever reason, you chose to invite it in, but in many ways the spirit is as lost to itself as it is to time and memory, and its former power, while still puissant, is chaotic and dangerous.

Powers: Rank one power at d10 and two at d8

Avatar: You have a distinct appearance that hundreds or thousands of years ago might have been instantly recognizable, but even now resonates with people on a subconscious level. Because of this you are able to influence whether a GMC's initial reaction to you is favorable or adversarial. Select two of the following attributes to add to this power: Speed, Reflexes, Strength, Senses, Stamina, Durability. You are resistant to one kind of energy.
Demesne: You have the power to influence the intensity of the light of the sun and to summon and/or control storms.
Unrelenting Rage: Somewhere deep down the spirit within you remembers what it was, what it did, and what it had. Hands that remember being part of creation reach for destruction. Your unarmed attacks are devastating to living tissue and the very elements of the world.


SFX: Spend a pp to perform a single power in a high stakes action without needing to roll the dice.


Limit: [Conscious Activation] If taken out, asleep, or unconscious, shut down the Demesne and Unrelenting Rage powers. Restore these powers when you awake.

Limit: [Lost] Shut down any Forgotten power to gain a pp. Activate an opportunity to restore the power.

Limit: [Shield of Fate] When you would take stress, instead shut down any Forgotten power. Activate an opportunity to restore the power.

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Guardian Power Set[edit]

An encounter with the ancient and dying spirit of the City made you the heir-apparent of that supernatural office, turning you into a guardian spirit charged with watching and warding the people, creatures, and nexi of the city proper.

Powers: Rank one power at d10 and two at d8

Whispers in Stone: You know the city like you know your own flesh. You know where it is well and where ill festers. The streets and buildings and sidewalks are a constant breeze grazing your consciousness, silently imparting the things they see and feel and experience. It isn't always easy to find specific folk. People - even supernatural people - are too ephemeral for that. But finding groups, organizations, and factions, even those deliberately acting to avoid detection? These are as clear to your senses as fresh rain or a summer breeze.
Keys to the City: Open any door anywhere in the city and step through any other door anywhere else in the city.
Haven: You are able to grant Haven to one individul within your line of sight and the city will do everything supernaturally possible to protect that person. Only one such person can be affected at a time.


SFX: Spend a pp to perform a single power in a high stakes action without needing to roll the dice.


Limit: [Conscious Activation] If taken out, asleep, or unconscious, shut down the Guardian Power Set. Restore Guardian Power Set when you awake.

Limit: [Exhaustion] Shut down any Guardian power to gain a pp. Activate an opportunity to restore the power.

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Mystic Power Set[edit]

An encounter with elemental forces opened you to worlds beyond the mortal realm, enabling you to call forth powers from one realm to another. As a Mystic you are able to unerringly feel where realms overlap if you are close enough and are able to identify the realm in question at the point where two realms touch. You are also able to do small conjurings (old school cantrips) within the normal stricture of your powers without rolling, provided the effect is local, temporary, and does not directly affect an unwilling target.

Powers: Rank one power at d10 and two at d8

Elemental Master: You have mastered one of the four traditional elements: Earth, Air, Fire, or Water. The player must select one element to be his Primary element of Mastery. Any use of the other three elements is made at one die lower than this power is ranked at.
This power can be used to affect existing elements or to summon elements or elementals as well as enable the Mystic to survive contact with the element or immersion in the elemental plane in question.
Telekinesis: The Mystic is able to reach out with their mind and take hold of an object within their line of sight and lift or move it. Below are suggested reference ranges.
D0Ba.png Effect die of d4 can manipulate ~50 lbs at low velocity (moderately heavy furniture)
D0Ba.png Effect die of d6 can manipulate ~500 lbs and move said object vigorously (grand piano, several people).
D0Ba.png Effect die of d8 can manipulate ~5,000 lbs and can be moved to devastating effect (a sizeable U-Haul or a couple cars)
D0Ba.png Effect die of d10 can manipulate ~50,000 lbs with predictable potential for destruction (single family home)
D0Ba.png Effect die of d12 can manipulate ~500,000 lbs (office building or a largish cul de sac)
Walker of the Ways: The Mystic is able to open any gate between the realm they are in and a connecting realm (the gate must be there to be opened). Being able to open the gate does not guarantee survival in the realm beyond. Effect determines how long a gate stays open and how many may follow. Gates to the Astral Realm, the Neverwhen, and Faerie are usually not immediately lethal from an environmental standpoint, and Mystics are frequently equipped to survive the elemental realms.


SFX: Spend a pp to perform a single power in a high stakes action without needing to roll the dice.


Limit: [Conscious Activation] If taken out, asleep, or unconscious, shut down the Mystic Power Set. Restore Mystic Power Set when you awake.

Limit: [Hex] When you would take stress and there is sufficient technology nearby, ignore that stress in exchange for blowing out all nearby technology.

Limit: [Exhaustion] Shut down any Mystic power to gain a pp. Activate an opportunity to restore the power.

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Null Power Set[edit]

An encounter with the entropy that drags against all forces of the universe has infused the core of your being with something . . . other. You have supernatural power, but what dwells within you is the antithesis of Echo. Nulls are utterly immune to the curse, infection, or mark of all supernatural beings. What's more, supernatural beings able to sense other supernaturals can only read Nulls as regular mortals, not as the anti-echo beings they really are.

Powers: Rank one power at d10 and two at d8

Weft and Warp: Nulls are uncanny good at avoiding attacks of the Echo. If a supernatural effect can be physically avoided, however unlikely, the Null can avoid it, the unseen entropy within them warping space and time in their vicinity even if bound or unconscious. If an Echo effect does get through a Null's natural defenses step down its effect die by one regardless.
Social Chameleon: Whatever force resides within the Null is a thing of craft and wile and strives to protect the Null with whatever tools it can scavenge. Consequently, Nulls can perfectly adopt the appearance, manerisms, even vocal patterns, tone, and inflection of anyone in their line of sight, taking new forms in lieu of an action or reaction after the initial transformation provided they don't allow a form to lapse. The form lasts only a single turn after the copied being withdraws or is removed from the Null's line of sight, whereupon the Null must adopt a new form or resume their natural appearance.
Thresher: A Null's bare fists do devastating damage to supernatural creatures, the entropy within the Null shredding the weave of the other being's echo where it strikes, causing stress to accrue to the stress track of the Null player's choice (GM must disclose the current state of all the being's stress tracks at the time of the attack).


SFX: Spend a pp to perform a single power in a high stakes action without needing to roll the dice.


Limit: [Lingering Entropy] If taken out, asleep, or unconscious, the Null Power Set remains active but no longer in the Null's direct control. Thresher in particular has potential to harm any supernatural being that touches the Null. Restore control when you awake.

Limit: [Exhaustion] Shut down any Null power to gain a pp. Activate an opportunity to restore the power..

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Promethean Power Set[edit]

An encouter with unkown forces drew your departed spirit from its final path and forced it into corrupted and rune etched flesh stitched together by the hands of man. You died. You remember dying. Before that, you lived. You remember that life. Now you are alive again. But this isn't the life you knew. This isn't the body you knew. And though those you loved remain, you cannot approach them - cannot risk their fear - cannot risk drawing attention to them.

Powers: Rank one power at d10 and two at d8

Glyph Warded: Your body is etched and carved with magical sigils of warding, rendering you resistant to one energy type. Additionally, when you would take mortal stress, you can instead elect to take psychic or spiritual stress. You are supernaturally strong.
Primal Savagery: When you choose to, you can attack with ruthless abandon, throwing yourself heedlessly into the fray regardless of the consequences. When you take the time to focus on a target, they are Marked for you, unable to avoid or hide from you short of employing supernatural means that remove them from the scene entirely, (such as teleporting). Your effect die is stepped up by one versus your marked target for the duration. Only one being may be so marked at a time. Nulls cannot be marked in this fashion.
Overmind: You are able to intercept the thoughts of a single individual within 50' of you for a single turn. While you are in their mind they are unable to interact in any meaningful way with the world around them. Only one target can be focused on in this manner at a time.


SFX: Spend a pp to perform a single power in a high stakes action without needing to roll the dice.


Limit: [Conscious Activation] If taken out, asleep, or unconscious, shut down the Primal Savagery and Overmind powers. Restore these powers when you awake.

Limit: [Exhaustion] Shut down any Promethean power to gain a pp. Activate an opportunity to restore the power..

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Revenant Power Set[edit]

An encounter with literal ghosts nearly drew you entirely over to the other side, but you fought your way back. Changed. But alive. Sort of. Additionally, the dead are never invisible or intangible to you. You sense them and see them and can lay hands on them regardless of their physical state in the moment . . . or yours.

Powers: Rank one power at d10 and two at d8

Speaker for the Dead: Having fought their way back from Death's own realm, Revenants can bring the truth of the dead to the living, speaking horrible secrets from beyond the veil - secrets that sear and rot the psyche of all who hear them.
Out of Phase: Since returning from Death's demesne, the Revenant is no longer bound to physical reality in the way of mortals and can becone almost entirely incorporeal as they wish, able to slip through the smallest of openings like a mist on the wind. While in this state, the Revenant does not take physical stress from mundane sources.
Gravelight: Revenants wear a nimbus of ambient light that outlines their form at all times. The effect is entirely unnoticeable in well lit areas, but stands out in twilight and darkness. The Revenant can use their gravelight to instill fear in another being, causing them to freeze or flee. Gravelight affects Nulls normally and their powers cannot be brought to bear against it.


SFX: Spend a pp to perform a single power in a high stakes action without needing to roll the dice.


Limit: [Conscious Activation] If taken out, asleep, or unconscious, shut down the Revenant Power Set. Restore Revenant Power Set when you awake.

Limit: [Not Today] Your Willpower is legendary. When you would take stress, shut down a Revenant power to ignore that stress. Activate an opportunity to restore the power.

Limit: [Despair] Shut down any Revenant power to gain a pp. Activate an opportunity to restore the power.

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Touched Power Set [edit]

An encounter with creatures of the Fae realms marked you as one of their own. You always recognize the Fae for what they are regardless of the form they choose to appear in and know their allegiance: Seelie, Unseelie, or Wild.

Powers: Rank one power at d10 and two at d8

Masque of the Fae: The Touched can take on the appearance of any type fae they are familiar with, granting them the following benefits.
D0Ba.png Emmissary of the Sidhe: Marked by the Fae as one of their own, the Touched is able to sense and navigate the ways of Faerie and move unchallenged through it.
D0Ba.png Truthear: You can smell falshoods, whether verbal, physical, or illusory.
D0Ba.png Fightng Form: The natural defenses of your glamour become real, allowing you to attack with tooth or claw or hooves or antlers or tentacles, etc, as appropriate.
D0Ba.png There/Not-There: Your glamour makes it seem that you are several feet from where you actually are.
D0Ba.png Nimue's Cloak: You are able to cover one willing creature in a glamour. The glamour lasts as long as the creature remains within 50' of you. Only one such glamour can be maintained at a time. This application of the Masque works on Nulls.
D0a.png Note: The Touched does not physically change in size or shape even if their glamour shows a being larger or smaller than their natural form, nor do they gain amy special movement abilities of their adopted appearance.
Morrigan on Raven Wings: You can explode into a murder of crows and move anywhere within 50' of your starting point provided you can see it. Any mortal stress taken while in swarm form is halved, round down. At the end of the turn the Touched must reform.
Throw Wide the Gate: The Touched are able to sense openings into and out of Faerie and are able to force another being into the Fae realm from the mortal world or expell a being from the Fae realm to the mortal world. Player's choice whether this plays as an abrupt and possibly violent action or whether the target being simply wanders unawares from one realm into the other.


SFX: Spend a pp to perform a single power in a high stakes action without needing to roll the dice.


Limit: [Conscious Activation] If taken out, asleep, or unconscious, shut down the Touched Power Set. Restore Touched Power Set when you awake.

Limit: [Fickle Fae] Shut down any Touched power to gain a pp. Activate an opportunity to restore the power.

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Unfettered Power Set[edit]

An encounter with redacted from . . . without . . . has left you seriously disconnected from what most folk consider reality, to the point that your mind reverberates with a near constant sense of cognative dissonance. But oh the things your mind can see now that it is free of the chains that bind the rest of creation. The veil has parted and will never properly close again for you. Not now that you have seen the machine . . .

Powers: Rank one power at d10 and two at d8

Beyond the Veil: The veil has been withdrawn from the eyes of the Unfettered, allowing them to see the cogs and gears that churn behind the facade of reality, into the machinery that drives the universe. The Unfettered use their sight to gain a deeper understanding of the world, examining its underpinings and acting according to that understanding.
D0Ba.png Psychic Blast: You can temporarily open the eyes of another being to the madness that churns behind reality, forcing them to confront everything they thought they knew about their existence, causing psychic or spiritual stress (player's choice). The Exiled cannot take spiritual stress from this, given their own unique understanding of that machinery, but they can still take psychic stress from the sheer volume of the assault.
D0Ba.png Precognition: By studying the subtle workings of the unseen machine, the Unfettered can gain insight to what is coming in the next few moments, allowing them to anticipate the flow of reality around them. Focus on an individual and their relation to the Machine to make a single prediction about the immediate future as relates to them, stepping the effect die on their next action up or down (player's choice) by one.
D0Ba.png Monkey in the Wrench: The Unfettered are sometimes capable of giving the machine a nudge or gumming up the cogs, momentarily changing some small aspect of reality.
Wild Teleport: The machine is vast, possibly infinite, but it is not perfect. Something works on it to effect repairs. The Unfettered speculate, telling scary-time stories and postulating theories that could make a tinfoil hat blush, but what they have discovered is how the unseen mechanics get around the machine. Unfortunately, the Fixers are apparently gargantuan, so the Unfettered are limited in their use of the transport device, but to that extent they can use it. On this side of the veil, the Unfettered appears to teleport short distances (anywhere within their line of sight). If no other actions are taken, the Unfettered may do so up to three times in a turn (on a single roll).
Patterns of Paradox: The Unfettered have the potential to make intuitive leaps that defy reason. By studying the Machine, the Unfettered can get a glimpse of a specific aspect of the near future. By concentrating on an action they intend to execute within 30 minutes, they will see possible futures that indicate whether the chosen action will have good, ill, mixed, or neutral results.
Only one such divination can be active at a time, either by taking the questioned action or by allowimg 30 minutes to elapse without taking action.


SFX: Spend a pp to perform a single power in a high stakes action without needing to roll the dice.


Limit: [Conscious Activation] If taken out, asleep, or unconscious, shut down the Unfettered Power Set. Restore Unfettered Power Set when you awake.

Limit: [Cognative Dissonance] Shut down any Unfettered power to gain a pp. Activate an opportunity to restore the power.

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Watcher Power Set[edit]

Despite countless encounters with the supernatural, you have remained stubbornly untouched and relentlessly human. You are not immune to the supernatural. You are not protected. But you have a certain skill set, unparalelled training, and more than a little bit of luck.

Powers: Rank one power at d10 and two at d8

Expert: Choose two Roles and permanently step them each up by one. Add a new d6 Knack to each OR step up an existing Knack under that Role by one. Remember, no Knack can be stepped up higher than the Role it is attached to.
You can add this power's die to your roll when using either stepped up Role, provided you are not using another power.
Arcane Artifact: You have an arcane artifact, whether a found item somehow infused by a supernatural being or crafted by knowledgeable human hands, the artifact mimics or resists a specific supernatural effect. Player's choice on what the object is and its effect, contingent on GM approval.
Human Resources: You have useful contacts that you are able to call on at need. These contacts do not have to be defined ahead of time, but once defined (usually as needed in-game), they are set and should be written down on your character sheet. You have access to a number of unique contacts equal to your rank in this power.


SFX: Spend a pp to perform a single power in a high stakes action without needing to roll the dice.


Limit: [Conscious Activation] If taken out, asleep, or unconscious, shut down the Watcher Power Set. Restore Watcher Power Set when you awake.

Limit: [Lucky] Shut down any Watcher power to reroll the dice on your last action. Activate an opportunity to restore the power.

Limit: [Exhaustion] Shut down any Watcher power to gain a pp. Activate an opportunity to restore the power.

Limit: [Gear] If your Artifact is taken or lost, the Arcane Artifact power is shut down until it is retrieved or replaced.


Unfettered0002.png


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Knacks d6 Arrow03.png[edit]

Knacks are specific specialties under a given Role that the character is just a natural at.

Starting knacks are worth an extra D6a.png to the roll it applies to but can be stepped up during chargen as outlined below (as well as via character advancement).

D0a.png Each player gets to assign two free knacks at D6a.png to their Character's D10a.png role.

D0a.png Each player gets to assign one free knack at D6a.png to their Character's D8a.png role.

D0a.png Each player gets to assign two additional knacks at D6a.png to any role rated D6a.png or higher or step up an existing knack (or two) at a one-for-one exchange rate.

Knacks cannot be assigned to a character's D4a.png role.

No knack can be stepped up higher than the dice value of the role it is assigned to.

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SFX[edit]

SFX, or special effects, are stunts added to your various distinctions. Each character starts play with the Hinder SFX active on each of their three distinctions.

Check002.png Hinder: Sometimes your distinction works against you. Gain 1 plot point when you roll a D4a.png instead of a D8a.png to represent your distinction.
Additionally, each character gets to add two more SFX to one or two of their distinctions. Use the information on pp 62-63 of the handbook to build your SFX.

Note: While this game does use Powers, DO NOT use any of the Power SFX on pp 191-192 nor the Abilities SFX found on pp 194-213.


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