Shadowwalkers: Trait Sets, Mods, and Chargen

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Character Generation[edit]

You are welcome to use the following Template for your character sheet or replace it with your own format. Just make sure everything is clearly labeled with their appropriate die notations.


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Prime Trait Sets[edit]

Primary trait dice should be included every roll Add one die each from Attribute, Role, and Distinction sets to form the base of every dice pool.

Attributes d6 Arrow03.png[edit]

Attributes are the building blocks that make up what a character is before training, before distinctions, before powers. Attributes are your character's first prime set, and one Attribute die is added to every roll.

Each character is ranked in six Attributes


DEXTERITY | STRENGTH | PERCEPTION | REASON | AFFINITY | WILLPOWER


Rank one Attribute at d10 two at d8 and three at d6

Physical Attributes[edit]

Dexterity: Dexterity measures a character's natural agility, reflexes, and manual control. Characters who have a power that enhances dexterity may use both dice in their roll as appropriate if they are not using another power.
Strength: Strength measures a character's phscal prowess and endurance. Characters who have a power that enhances strength may use both dice in their roll as appropriate if they are not using another power.

Mental Attributes[edit]

Perception: Perception measures a character's awareness and ability to coallate and act on sensory input. Characters who have a power that enhances perception may use both dice in their roll as appropriate if they are not using another power.
Reason: Reason measures a character's ability to use knowledge and logic. Characters who have a power that enhances reason may use both dice in their roll as appropriate if they are not using another power.

Social Attributes[edit]

Affinity: Affinity measures a charaqcter's ability to empathise with others, both in reading them and connecting with what they read. Characters who have a power that enhances affinity may use both dice in their roll as appropriate if they are not using another power.
Willpower: Willpower measures a character's ability to both influence and resist the influence of others. Characters who have a power that enhances willpower may use both dice in their roll as appropriate if they are not using another power.


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Roles d6Arrow03.png[edit]

Second in the Prime Traits sets are Roles, and one Role die is added to every roll.

Characters tend to fill multiple roles in the regular course of things, but as might be expected, different characters develop more in certain roles than others.

Each character is ranked in five roles:


FIXER | INFLUENCER | PERFORMER | RESEARCHER | SCRAPPER


Rank one Role at d10 one at d8 two at d6 and one at d4

Fixer: Fixers are skilled at setting a messed up situation right. Political scandal? Didn't happen. Wrecked car? That'll buff right out. Messy murder behind the Dean's office? You would not believe what this solvent can make go gone.
Influencer: Influencers come in many forms and practice many styles, but in the end they all work towards leaning on the thoughts and perceptions of others with an eye toward achieving a desired outcome.
Performer: Performers excel at keeping the attention of those looking/listening on by being exceptionally competent in their area of expertise. Actors, dancers, musiciabs, athletes, hucksters, and confidence men are all exampoles of Performers.
Researcher: Researchers are skilled at hunting down the elusive, locating not just information, but also people, resources, and rumors as needed, dogging them relentlessly until they find what they seek.
Scrapper: Scrappers get into it. They ain't met the fight they didn't like and often act as enforcers, skirmishers, etc, for those that have need of their professional talent.

The above Roles are not the only possible roles characters might encounter in game. For example, GMCs might have Roles like Transporter, or Facilitator, or Artisan, etc.

With GM approval, players are welcome to swap in one or more Roles of their own devising with any of the above Roles for their character, but the swapped out Role(s) from the main list are considered rank d4 should they ever need to use them in play.


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Distinctions d6[edit]

Distinctions are the third set of Prime Traits and thematically define aspects of each character to paint a clear picture of them as a whole. Include one Distinction die with every roll.

Each character is ranked in three Distinctions:


ECHO | PROFESSION | WILDCARD


All Distinctions are ranked at d8

Each of your three distinctions comes with the Hinder SFX already active.

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.



Echo d6[edit]

Echo describes where your character's life intersected with the supernatural and how that changed them. Echo also determines your character's Power Set.

Awakened[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 changes, 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. The ritual that unmade and remade you renders them utterly immune to toxins and poisons.

You have access to the Awakened power set.


Bloodless[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.

You have access to the Bloodless power set.


Changeling[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.

You have access to the Changeling power set.


Erased[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 not always reliable.

You have access to the Erased power set.


Fallen[edit]

An encounter with a disposessed angelic being that was cast out of the Light has branded you, its damed 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 Fallen 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.

You have access to the Fallen power set.


Guardian[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.

You have access to the Guardian power set.


Mystic[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.

You have access to the Mystic power set.


Null[edit]

Despite countless encounters with the supernatural, you have remained stubbornly untouched and relentlessly human. You have supernatural power, but even you might not be aware of this as most of them are extremely subtle and reactive, manifesting more as luck or coincidence than a tangible effect. 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.

You have access to the Null power set.


Promethean[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.

You have access to the Promethean power set.


Revenant[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.

You have access to the Revenant power set.


Touched[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 Slaugh.

You have access to the Touched power set.


Unfettered[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 . . .

You have access to the Unfettered power set.


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Profession d6[edit]

A character's Profession is what they do outside their place in the supernatural world, though Profession and Echo are often a hand in glove prosopect, the one supporting and enhancing the other.

Examples of Profession might include (but are not limited to) cop, medical examiner, private eye, soldier, carpenter, criminal, entreprneur, author, student, slacker, playboy/playgirl/playthey, etc.


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Wildcard d6[edit]

The Wildcard distinction represents something truly unique about your character that sets them apart from their fellows and can be just about anything within reason. Wildcard Distinctions might include (but not be limited to) collector, chronic smoker, comes from money, knows a guy, mama bear, on the run, forgotten demigod, etc.

Note 1: Supernaturally flavored wildcard distinctions do not gain the character additional powers and should be broad-based in implication rather than specific. For example, Friend of the Fae is suitably broad, but Teleporting Daemon Spawn (which implies a power) might be too specific (unless you can already teleport due to powers conferred by your Echo Distinction).
Note 2: Wildcard distinctions that read like professions are fine, but should be clearly written as a hobby or passtime rather than as another full time profession.


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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.

Power Sets d6 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 the other two at d8


Awakened Power Set[edit]

Powers: Rank one power at d10 and the other 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 physical stress while in this form, you only take half, round down.

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]

Powers: Rank one power at d10 and the other 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 much in the way of physical 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 the earth or rise into the heavens at will in defiance of the strictures that bind normal mortals. This power only confers vertical movement.
In similar fashion, the Bloodless, who has no natural reflection, can use this power to fade from sight. When they do this they are effectively invisible to anyone looking at them, but their reflection becomes visible in all nearby reflective surfaces in response. Something that trained hunters might know about and use, but most mortals do not.


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]

Powers: Rank one power at d10 and the other two at d8

Shapeshift: Changelings have the ability to change into an animal of their lycanthropic species. While in that form, they enjoy that animal's natural protections, senses, reflexes, speed, and mode of movement; even in human form they still retain something of the animal's unique senses.
Call of the Wild: The Changeling can mentally summon nearby animals and command them. The animals will respond to the Changeling as to an alpha of their own bloodline.
Creatures Great and Small: While in animal form the Changeling is able to reduce or increase their size from a creature half the size of the smallest known example of the species to a towering dire-beast of the same type.


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]

Powers: Rank one power at d10 and the other two at d8

Touch of the Exiled: 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. Choose between the following two options to define how this power manifests for you.
D0a.png Hand of Light: By physically touching a creature, the Exiled can remove a certain amount of Physical, 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 (Physical, Psychic, or Spiritual - player's choice).
[Special] Spend a pp to reverse the manifestation of your Touch of the Exiled 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.
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.


Limit: [Conscious Activation] If taken out, asleep, or unconscious, shut down 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.

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Forgotten Power Set[edit]

Powers: Rank one power at d10 and the other 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 fall under this power: Speed, Reflexes, Strength, Senses, Stamina, Durability. You are resistant to one kind of energy.
Demesne: You have the power to influence the sun and storms to some degree.
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.

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]

Powers: Rank one power at d10 and the other two at d8

Whispers in Stone: You know the city like you know your own flesh. You knoow 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 folks. People are too ephemeral for that, but finding specific kinds of people. That's easy. The expert you need is never more than a whisper away.
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.


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]

Powers: Rank one power at d10 and the other 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 can reach out with their mind and take hold of an object within their line of sight and lift or move it.
D0Ba.png Effect die of d4 can manipulate ~25 lbs and only at non damaging speeds.
D0Ba.png Effect die of d6 can lift ~250 lbs and move said object vigorously (as a weapon).
D0Ba.png Effect die of d8 can lift ~500 lbs and can be moved to devastating effect.
D0Ba.png Effect die of d10 can lift ~2500 lbs with predictable potential for destruction.
D0Ba.png Effect die of d12 can lift ~5000 lbs.
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.


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

Powers: Rank one power at d10 and the other 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 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.
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. 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).


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]

Powers: Rank one power at d10 and the other two at d8

Glyph Warded: Your body is etched and carved with magical sigils of warding, rendering you immune to one energy type and resistant to another. Additionally, when you would take physical stress, you can instead elect to take psychic or spiritual stress. You are supernaturally strong.
Primal Savagery: When pushed to it you 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 unable to avoid or hide from you short of employing supernatural means such as teleporting.
Overmind: The thoughts of those within 50' of you are plain to your senses. Only one target can be focused on at a time.


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]

Powers: Rank one power at d10 and the other 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.


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]

Powers: Rank one power at d10 and the other two at d8

Masque of the Fae: The Touched can take on the appearance of any full blooded 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.
Morrigan on Raven Wings: You can explode into a murder of ravens and move anywhere within 50' of your starting point provided you can see it. Any physical 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.


Limit: [Unglamoured] Shut down the Masque of the Fae power and immediately take on fully human form and gain a pp. Activate an opportunity to restore the power.

Limit: [Fickle Fae] Change the Throw Wide the Gate power into a Gates Closed complication and gain a pp. Activate an opportunity to remove the complication and restore the power.

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Unfettered Power Set[edit]

Powers: Rank one power at d10 and the other 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 madnes 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 Fallen 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.
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.
Written on the Subway Walls: The Unfettered have the potential for prophecy. If you focus on an individual being or collective culture and their relation to the Machine it is possible to make a single prediction about the future as relates to them. If the prophecy is believed it will influence the actions of those who believe it.


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

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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.

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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Game Mods[edit]

We will be employing the following Mods in this game. Players familiar with Prime will recognize some of these as default settings for the game rather than modified settings. It is just easiest to keep everything together.

Dice: Roll your dice pool, which should always include one die from each of your three prime traits as well as any secondary trait or other asset/SFX dice that apply. Keep two dice as your Total and one as your Effect die.
Effect Dice: The total value (number of sides) of the effect die detemines the value of an effect die, not the number rolled on that die. Effect determines the strength of a complication or the amount of stress applied in a situation.
Hitches: Any dice that come up one are hitches and cannot count toward the total or the effect. If you are left without an effect die because of hitches, your effect die is d4. The GM can buy hitches to create complications or add to an appropriate stress track. If all your dice come up ones, that is a botch.
Opportunities: When the GM rolls a one the players can spend a pp to buy it to step back a complication or a stress track or step up an existing asset for the scene.
Plot Points: Each player starts with one plot point. The GM starts with a number of plot points equal to the total number of players. Plot points can be earned via Hitches, SFX and Limits. Plot points can be spent as outlined on pp 28-29 in the handbook.
Hero Dice: If a player's total is 5 or more over the opposition's total or static difficulty, they get a hero die equal to the highest die in the opposition's pool (or a d8 vs a static difficulty). If the GM rolls 5 or more over the player, they neither collect their own hero dice nor do they get to remove a hero die from the player. It costs a pp to add a hero die to a roll, but that result is added directly to the total, not just the general pool.
Assets: Assets can be bought at d6 with single pp spend and bumped to d8 if you have an SFX that allows the bump. You can also spend an action to roll to create an asset. The value of a rolled asset is determined by the effect die with a cap of d10 unless the GM rolls d12 d12 to oppose the action. If the GM sets a static difficulty instead of rolling opposition, the asset is ranked d8 regardless of the effect die.
Players can spend an additional pp to make a scene asset last an entire episode.
Action Based Resolution: Because this is a pbp game we will be using this mod instead of the default back and forth rolling mechanic. Players should not wait on any kind of initiative order to post actions. Post your action as you are able and include dice rolls if you think they might be needed. If reasonable, include whether you are willing to spend pp or HD to succeed. The GM will sort action orders and make your spends as ecconomically as possible when they update the scene.


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