Shadowwalkers: Trait Sets, Mods, and Chargen

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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.


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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 d6 Arrow03.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 four Objectives:


INFILTRATION | INVESTIGATION | NEGOTIATION | SABOTAGE


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

Set one Objective value at d10 one at d8 and two at d6

If none of the objectives above would apply to the action at hand and the GM determines that the stakes are such that a roll is still required, the player may roll a d6 as their objective die, indicating that completing the task is, in and of itself, the charcter's primary motivation. Sometimes stuff just needs to get done.


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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 seven roles:


CRAFTER | FIXER | RUNNER | SCRAPPER | SKULKER | TRACKER | TRICKSTER


Crafter: Crafters create things from raw materials, be it physical objects such as furniture or computer chips or dinner, or more esoteric craftsmanship, like a manager who builds a sales force from the raw potential of other people or a sergeant who whips a platoon into fighting shape.
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.
Runner: Runners move things - information, people, cargo, etc. They are the smugglers, the digital pirates, and the traffickers of the new world. Need a ward bound demon? Runner can get you a greqt price.
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.
Skulker: Skulkers excel at getting things done in such a way that no one is the wiser, whether it be physically entering a secure facility undetected, accessing systems via unknown back doors, or setting up a cache or dead drop in plain sight.
Tracker: Trackers are skilled at hunting down anyone or anything that doesn't want or isn't meant to be found, locating people, resources, and rumors as needed, dogging them relentlessly until their quarry is in hand.
Tricksters: Tricksters are experts at misdirection, be it sleight of hand or the clever turn of phrase that changes the subject or the explosion at the old factory that keeps the cops busy while someone deals with the demonic familiar masquerading as a python at the local animal shelter.

Assign one of the following dice to each Role: d10 d8 d8 d6 d6 d6 d4


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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.

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.


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.


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 ypu 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 throughout. 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.


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 beings from beyond time and space 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.
You have access to the Unfettered power set.


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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.


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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 would be great, but Teleporting Daemon Spawn (which implies a power) might be too specific (unless you can already teleport due to your power set).
Note 2: Wildcard distinctions that read like professions are fine, but should be clearly written as a hobby or pass time rather than as another full time profession.


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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.


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.
D0a.png Blood Soak: You have the tireless stamina of the corpse and are able to absorb much in the way of physical damage without taking stress.
D0a.png Blood Strength: Your physical prowess exceeds that of mortal men.
D0a.png Blood Speed: You are incredibly fast, faster than most mortal eyes can track. Your reflexes are unmatched in the mortal realm.
D0a.png Red of Tooth and Claw: You are able to use your body as a vicious and brutal weapon.
D0a.png Nighteyes: You can see in all manner of dark as easily as in the day.
These are facets of the Vampric Form power, not individual powers of their own. They share the same rank and are affected by limits to this power collectively.
Beyond the Wall of Sleep: 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 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.

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

D0a.png [Inevitable] The Bloodless are a force so foreign to the denizens of the mortal realm as to be all but unstoppable. Spend a pp to add a d6 and keep an additional effect die for each additional target past the first.
D0a.png [In the Blood] There is much the Bloodless can do with proper application of the Sanguine. Shut down your highest rated Bloodless power to step up

another Bloodless power by one. Activate an opportunity to restore the power.

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


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

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 (not human or hybrid) 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.

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

D0a.png Hybrid Form: You are able to take on a vicious bipedal form that blends the stance of a human with the dangerous bits of the animal. Step up or double Shapeshift against a single target. Remove the highest rolling die from your pool and add 3 dice together for your total.
D0a.png Split Infinity: Sometimes you can tap your Echo to be in two places at once. Instead of changing size when using Creatures Great and Small, split into two regular sized versions of your species animal for a turn and take two actions. Both 1 and 2 on your dice count as hitches.
D0Ba.png [Echo] Your supernatural reserves run deep. Spend a pp to reroll when using any Changeling power.

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.

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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.


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

D0a.png [Intensity] There is more to you than many would suspect. Step up or double your a Fallen power for one roll. If the roll fails, you gain a complication equal in size to your power die.
D0a.png
D0Ba.png [Echo] Your supernatural reserves run deep. Spend a pp to reroll when using any Fallen power.

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

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Mystic Power Set

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

Elemental Master: All Mystics are masters of three of the four traditional elements: Earth, Air, Fire, and Water. Earth opposes Air and Fire opposes Water. The player must select one element to be his Primary element of Mastery and must discard the element that opposes that one. Mystics cannot work with their opposed element, though they are fascile in manipulating the two elements adjacent to their Primary elememnt.
D0a.png Elemental Barrage: You are able to strike with your Primary element at a distance of up to 200'
D0a.png Summon Element(al): You can summon a certain volume of any of the three elements within your mastery or an elemental being of any of the three elements within your mastery
D0a.png Affect Element(al): You can affect a certain volume of any of the three elements within your mastery or attempt to control an elemental being of any of the three elements within your mastery.
D0a.png Survive Element: You can survive exposure to or immersion in any of the three elements within your mastery and traverse that element as a native of that elemental plane.
D0a.png Elemental Scrying: You may use a scrying device composed of or filled with your Primay element to search the mortal realm for specific beings. Scrying does not function on Nulls.
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.
D0a.png Effect die of d4 can manipulate ~25 lbs and only at non damaging speeds.
D0a.png Effect die of d6 can lift ~250 lbs and move said object vigorously (as a weapon).
D0a.png Effect die of d8 can lift ~500 lbs and can be moved to devastating effect.
D0a.png Effect die of d10 can lift ~2500 lbs with predictable potential for destruction.
D0a.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.


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

D0a.png [Collateral] Sometimes ya just gotta go big. Spend a pp to add a d6 and keep an additional effect die for each additional target past the first.
D0a.png [Obliterate] Sometimes ya gotta make big count. Step up or double a power die against a single target. Remove the highest rolling die from your pool and add 3 dice together for your total.
D0Ba.png [Echo] Your supernatural reserves run deep. Spend a pp to reroll when using any Mystic power.

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, shut down a Mystic power to ignore that stress in exchange for blowing out all nearby technology. Activate an opportunity to restore the power.

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

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.
D0a.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
D0a.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.
D0a.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.

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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. But secrets aren't the only thing the Revenant dragged out of the dry lands.
D0a.png Fought my way Back: Your willpower is legendary. Once per scene ignore stress regardless of the track it applies to.
D0a.png Unholy Knowledge: The dry lands were not kind, but they were informative. Once per scene introduce a fact (as a d8 scene asset) to the situation based on something you learned while traversing Death's domain.
D0a.png Ferryman: If you are near enough to perceive a spirit and know its true name you can free a lost soul from the web of the mortal realm once and for all.
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.

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

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

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

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

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.
D0a.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.
D0a.png Truthear: You can smell falshoods, whether verbal, physical, or illusory.
D0a.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.
D0a.png There/Not-There: Your glamour makes it seem that you are several feet from where you actually are.
D0a.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.

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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.
D0a.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.
D0a.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.
D0a.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.

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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.

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SFX

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Game Mods

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