Difference between revisions of "Shadowwalkers: Trait Sets, Mods, and Chargen"

From RPGnet
Jump to: navigation, search
(Revenant Power Set)
(Mystic Power Set)
Line 285: Line 285:
 
'''Powers:''' Rank one power at [[file:d10a.png|24px|d10]] and the other two at  [[file:d8a.png|24px|d8]]  
 
'''Powers:''' Rank one power at [[file:d10a.png|24px|d10]] and the other two at  [[file:d8a.png|24px|d8]]  
  
:'''Elemental Master:''' You have mastered one of the four traditional elements: '''Earth, Air, Fire,''' or '''Water'''. <u>Earth opposes Air</u> and <u>Fire opposes Water</u>. 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.
+
:'''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 master to survive immersion in the element or elemental plane in question.
 
:This power can be used to affect existing elements or to summon elements or elementals as well as enable the master to survive immersion in the element or elemental plane in question.

Revision as of 09:52, 30 September 2022

< < < Back to Main Page

Masks.png

Character Generation

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.


Wiki Edits

If you are waiting for moderation on your character wiki, go HERE to get put on the pre-approved list. They will need to know your handle here on the wiki to complete the request.


< < < Back to Main Page

Prime Trait Sets

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

Objectives d4Arrow03.png

The first Prime Trait set we will be using is Objectives, broad goals that a given action is aimed at achieving. Each character is ranked in five Objectives:


INFILTRATION | INVESTIGATION | NEGOTIATION | PROTECTION | SABOTAGE


Chosing the Infiltration Objective means a character is trying to insert themselves into a given place, headspace, situation, etc.
Chosing the Investigation Objective means a character is trying to learn something about a given situation either in the moment, via research, interrogation, etc.
Chosing the Negotiation Objective means a character is trying to get someone to alter thinking or action via intimidation, misdirection, reason, compromise, etc.
Chosing the Protection Objective means a character is trying to defend an idea, place, object, or oerson - possibly even themselves - in a given situation.
Chosing the Sabotage Objective means a character is just trying to fuck up a given situation.

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


Example
A character attends a gala for the purpose of playing a cello solo. By itself this action doesn't particularly fit any of the listed Objectives. Until we ask "why"?
If the purpose of playing is to distract folk so another character can come in and muck things up, then Sabotage is the ultimate Objective. If the purpose of playing is to get noticed by the Prince of the City in hopes of being invited into his inner circle of collected prodigies (ala the slug club at Hogwarts) then the Objective is probably Infiltration.
On the other hand, if the purpose is to let Detective Putz know you saw him in the front row with his mistress, the mayor's wife, then the Objective likely defaults to a future Negotiation of silence for favors. Or, you might just be there to determine up close how the various curtain pullies, sandbags, and props are used, where the secret hatches are, and who is doing the work as part of an open case involving a series of murders within a block of the gala venue. Then Investigation is the Objective.
Of course, if the reason you showed up to play the gala is because Blackhand Jack has your sister and has threatened to harm her if you don't, then your Objective is Protection.

< < < Back to the Top

< < < Back to Main Page

Roles d6Arrow03.png

Second in the Prime Traits sets are Roles. If Objectives define the primary goal of a character's action. Roles give scope to the means by which those goals are achieved.

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, becoming top tier skilled in one, highly skilled in two others, competent in most of the rest, and abysmally less competent at that one role that just eludes them.

Each character is ranked in five roles:


FIXER | LEADER | PERFORMER | RESEARCHER | SCRAPPER


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.
Leader: Leaders come in many forms and practice many styles, but in the end a Leader steps up, gives direction, makntains order, and control chaos. Leaders maintain awareness of the big picture with an eye toward moving the various parts to achieve 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.


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

There are endless possible Roles a player night dream up, but most of these tend to be more suited to GMC characters, such as maybe Artisan or Criminal or Facilitator. With GM approval players are welcome to make one or more of these other Roles a prime Role for their character, but they have to relegate a coresponding Role from the main list to an untrained Role, ranking it at d4


< < < Back to the Top

< < < Back to Main Page

Distinctions d6

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. All Distinctions are rated at d8

Each character is loosely defined by three Distinctions:


ECHO | PROFESSION | WILDCARD


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

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: - An encounter with the wizard 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 access to the Awakened power set.


Bloodless - An encounter with vampires left you half in and half out of their world. As one of the Bloodless you have no need of sleep and are not burdened by a need to breathe, You 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 - 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 never have to roll to return to human form.
You have access to the Changeling power set.


Erased: - 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, and life has never been the same.
You have access to the Erased power set.


Fallen - 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: - 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 - 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 - 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: - 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 - 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. The first time a Revenant encounters a particular spirit, they may ask one question of the GM about that spirit and recieve a true and unobfuscated answer.
You have access to the Revenant power set.


Touched - 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 appears in and may claim kinship once a scene if a fae being is present. Claiming kinship invokes protection for the duration of the scene.
You have access to the Touched power set.


Unfettered - 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.


< < < Back to the Top

< < < Back to Main Page


Profession d6

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.


< < < Back to the Top

< < < Back to Main Page


Wildcard d6

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.


< < < Back to the Top

< < < Back to Main Page


Secondary Trait Sets

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

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 Each character starts with the Echo SFX and selects one more SFX to activate for their powers.


Awakened Power Set

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


< < < Back to the Top

< < < Back to Main Page


Bloodless Power Set

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. They inherit the tireless stamina of the corpse and are able to absorb much in the way of physical damage without taking stress. Their physical prowess exceeds that of mortal men, and they are incredibly fast, faster than most mortal eyes can track, with reflexes that are unmatched in the mortal realm.
The Bloodless are able to use their bodies as vicious and brutal weapons.and they can see in all manner of dark as easily as men see 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.

< < < Back to the Top

< < < Back to Main Page


Changeling Power Set

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 <power set specific> power to gain a pp. Activate an opportunity to restore the power.

< < < Back to the Top

< < < Back to Main Page


Erased Power Set

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


< < < Back to the Top

< < < Back to Main Page


Fallen Power Set

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

Touch of the Fallen: By laying hands on another being, the Fallen 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 Fallen 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 Fallen can inflict searing trauma (Physical, 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.
Universal Mind: Connected to the unwavering consciousness that is the web that binds reality as we know it, the Fallen 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 Changeling Power Set. Restore Changeling Power Set when you awake.

Limit: [Sentient Blade] Shut down Sword of Storms to represent the blade dismissing itself and gain a pp. Test to restore.

< < < Back to the Top

< < < Back to Main Page


Guardian Power Set

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


< < < Back to the Top

< < < Back to Main Page


Mystic Power Set

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 master to survive immersion in the element or 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 at least three of 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.


< < < Back to the Top

< < < Back to Main Page

Null Power Set

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.
D0Ba.png That all you Got?: If an echo effect gets past your defenses make a second roll to just absorb it like it was nothing
D0Ba.png Return to Sender: When you successfully avoid an echo effect, make a second roll to turn it back on the one who sent it.
D0Ba.png Usurp: When an echo effect gets past your defenses make a second roll to Usurp that power, storing a version of it within yourself to use later. Only one usurped power may be stored at a time.

Note: Usurping a power does not let you avoid whatever consequences were associated with it.

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).

SFX: You start play with the Echo SFX active. Select one more SFX to activate.

D0a.png
D0a.png
D0Ba.png [Echo] Your supernatural reserves run deep. Spend a pp to reroll when using any Null power.

Limit: [Anti-Echo] Sometimes a Null's entropy radiates like an aura interfering with allies and foes alike. Change either the Weft and Warp or Thresher power into an Everyone Bleeds complication and gain a pp. Activate an opportunity to remove the complication and restore the power.

< < < Back to the Top

< < < Back to Main Page


Promethean Power Set

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


< < < Back to the Top

< < < Back to Main Page


Revenant Power Set

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 pjysical 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.

< < < Back to the Top

< < < Back to Main Page


Touched Power Set

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.
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 sudden swarm and reform nearby. The fae you most readily identify with will color the specifics of how this power appears, but the actual shape of things is entirely up to the player. Possible forms a swarm might take are blackbirds, dragonflies, rats, roaches, spiders, butterflies, doves, falling leaves, snow, ash, etc. The touched can move anywhere within 50' of their starting point provided they 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.

SFX: You start play with the Echo SFX active. Select one more SFX to activate.

D0a.png
D0a.png
D0Ba.png [Echo] Your supernatural reserves run deep. Spend a pp to reroll when using any Touched 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.

< < < Back to the Top

< < < Back to Main Page


Unfettered Power Set

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.

SFX: You start play with the Echo SFX active. Select one more SFX to activate.

D0a.png
D0a.png
D0Ba.png [Echo] Your supernatural reserves run deep. Spend a pp to reroll when using any Unfettered power.

Limit: [Mad World] The neverending click of the gears, of cogs engaging, of machine parts sliding into place; even the Unfettered are susceptible to the pull of madness under those conditions. Both 1 and 2 on your dice count as hitches when using an Unfettered power.

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

< < < Back to the Top

< < < Back to Main Page


Knacks d6 Arrow03.png

Knacks are specific specialties under a given Role that the Urchin 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 or advancement as outlined below.

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

Each player gets to assign one free knack at D6a.png to each of their Character's D8a.png roles.

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.

< < < Back to the Top

< < < Back to Main Page


SFX

< < < Back to the Top

< < < Back to Main Page

Game Mods

< < < Back to the Top

< < < Back to Main Page