Dispel (Action Powers Technique)
Heroic Action Role-Play |
Know Skill Description
I hate my interests. - Seymour in Ghost World
This is a generic skill for the character's scholastic ability and knowledge. You know who is who, who did what, and when. You know art, culture, and history as well as laws and customs - all from a theoretical point of view. You understand the human sciences and can make educated guesses even about fields you have no direct experience with, such as alien cultures. Know also covers medicine, tough it takes schticks or powers to do more than basic first aid.
Know covers non-technical subjects and sciences, see Create for the technical stuff.
Know defaults to Mind and an outcome matching this attribute on a stunt directed against Know will often result in a Setback.
Use in Action
You quickly pick up the lore of any region or juncture you pass through. You can perform research in depth, collecting information from libraries and by field study. You can hold lectures, debate with other scholars and write scientific books and penetrating news articles. Know is most often used to realize things about a person or setting, such as the weaknesses and strengths of creatures and objects. By pondering the intricacies of a problem, you can often come up with a good solution, giving a bonus to other tasks. Know is also the skill to analyze and mitigate powers, governing Dispel powers.
Knowledge
You become very knowledgeable about a wide range of subjects. Naturally, your skills and background will play a major part in deciding what you know, but even outside your field of expertise you often give loads of trivia.
Regardless of your Know skill, you can still use the knowledge elements of any other skills you have - this is not a part of the Know skill, but a replacement for it. If you have both Know and another relevant skill, you can roll for both.
Contacts
You know other scholars, some of whom are allies or enemies form old debates. They might not like you, but they do respect you, and they are all very knowledgeable. You know people who have aided your field research. This includes practical experts in your field of study as well as people who can arrange transportation, hire crews, provide security, and other essentials. You have acted as an advisor or expert to lots of people, both bigwigs and little people.
Perception
You notice things that break cultural patterns; odd art, behavior, words, attire. This applies especially to text, science, and lore. You can see what belongs and what does not. When you add schticks that lets you perform in other areas, such as medicine, you gain an experts eye in those fields as well.
Powers
Know is linked to the forms of Death and Magic.
Stunts
Analyze Weakness
Limit Break
Make a Know roll against the target's Dodge or Know. On a success you identify what type of creature this is and gain an Advantage against that opponent. If the target has any hidden strengths or weaknesses relevant to the encounter, you realize what origin/theme/form they are on and learn the details of one such power. If you score an Outcome matching the target's Reflexes, you either analyze all special weaknesses or defenses he has, specifically all their Dodge powers and schticks. If you already know all the creature's combat-relevant abilities, you may instead gain other kinds of secrets, as determined by the GM. If you have already completely analyzed the creature, you instead gain an additional Advantage.
Debate
Limit Break
A debate is a scientific or theological discussion about points of fact and theory - not a piece of oratory. It only works if both sides are willing to discuss the issue in a rational manner. But it is also very persuasive - convincing someone in a debate can often change their entire world-view, as well as that of your audience.
A debate is run in rounds of approximately 15 minutes. Generally a debate is 1-2 hours long. To successfully debate, you need to beat your opponent in an opposed Know roll. An outcome equal to your opponent's Mind counts as two successes. The side with the most successes at the end wins the debate, but with no major repercussions. If you manage to score successes equal to a listener's Mind you have convinced either him or the audience you are right. If the opponent scored less than half as many successes as you did in the debate, the result is a lasting one and the listener is permanently swayed; otherwise it is merely a temporary conviction, maybe the permanent ceding of some minor point.
If either side is "in the right" - that is has significantly more proof than the opposition - they get a bonus of +3 or even +5 on their debate rolls.
First Aid
Basic Action
You can stabilize a Mortal Wounded character you touch. This takes a Know roll against the damage value of the attack that caused the condition (not the damage inflicted), and must be done soon; in an action scene you can try this again and again, but outside of combat you only get one attempt per victim you try to help. It reduces the lasting effect of such damage, saving lives and helping future recovery. A creature that has been saved by First Aid still suffers the effect of the Damage Setback for the rest of the session. After that, the creature is generally ok unless the plot dictates otherwise. A hospital emergency ward is automatically successful at a First Aid check if the patient is brought in in time - unless there is a plot reason not to.
Know Defense
Trigger Action (Defense)
When a Know stunt is made against you, you can defend. This adds +3 to the Know skill used as the difficulty for the current shot. In a situation where shots are not counted, defending means you are not fully participating - you play defensive rather than engaging in the situation - which means you can't initiate actions or make stunts of your own. Know interactions are common in debates or conflicts of one-upmanship but otherwise rare.
Languages
Inherent
Action does not normally concern itself with things like literacy and knowledge of languages, but if it matters or a player wants to make a statement about languages, a character knows their native tongue plus one additional language for each point of Know over 8.
Lore
Basic Action
You can make a focused attempt to remember something out of your background and education, such as a particular name, date, or simple fact. The difficulty depends on the obscurity of the fact and how it relates to your background and experiences.
Roll | Knowledge |
3 | Common knowledge |
6 | Trivia |
9 | Unusual or learned subject |
12 | Specialized knowledge |
15 | Unpublished lore |
18 | Unknown lore |
A success gives you general information on the subject and answers most immediate questions. If you get an Outcome of 5, you get more detailed information and background. An Outcome of 10 gives exhaustive knowledge and a realization of what part of the lore is relevant to the situation at hand.
You get only one chance per scene at recalling something with Lore; if you do not remember it at once, you will have to use Research or wait until later. This is similar to, and in addition to, any Knowledge Element rolls your skills may entitle you to do - you can do one Lore and one Knowledge Element check for each topic, but the difficulty might well be different depending on how scholarly the information is.
Mental Push
Trigger Action (Combo)
You can use this stunt to focus in order to function at a higher Mind rating for one action. This is useful with a lot of powers whose effect derives from Mind. This works only for effects whose effectiveness is solely determined by Mind. You cannot do this for a power where the Outcome is directly added to Mind to derive an effect, such as most attacks.
An illustrative example is the Telekinesis power. The amount you lift depends on a skill roll and cannot be pushed, but the speed at which you move it is determined solely by Mind and can thus be pushed.
This is a trigger action triggered by whatever action you needed greater mental power for. Make a Know roll against your own Mind; for every 3 points you score on this roll, your effective Mind is increased by one, with a minimum of +1 for a successful roll. An Outcome of 1-5 allows +1 Mind, 6+ allows +2 Mind, 9+ allows +3, 12+ allows +4 and so on.
Refute Action
Limit Break
So, if they fire their weapons in there, won't they rupture the cooling system? - Ripley, Aliens (1986). A scientific theory can never be verified; it only stands until refuted. You can refute what another is trying to do, and why it cannot succeed as well as they think. Refute Action cannot hinder everyday actions such as walking or actions the targets have already undertaken this scene. But if the situation is new or has changed or are somehow extraordinary, Refute Action can work. Propose an action and why it would not work and make an opposed Know roll against the highest Know among the opposition. On a success, you add an additional hazard to the situation. Any creature that fails at the specified action suffers a Setback.
Research
Limit Break
You can find information in reference books; from small handbooks like a travel guide or Woodchuck guide to whole libraries. Make a Know roll to find the actual facts you seek; the difficulty is generally the same as Lore. Books and libraries are limited mainly in the number of research attempts you can make in them; a small reference work is exhausted after one attempt, the congressional library or internet is good for years of research on almost any subject.
Certain libraries are especially good in some fields, and make research in these fields easier. Big libraries give this bonus in many fields, but really esoteric information might require looking in out-of-the way repositories of knowledge. Research in such a library is Confident. This never applies to the internet.
Sage Advise
Trigger Action
You aid a friend in performing an action. It doesn't matter if you know the skill that would normally be used. You can use the bonus yourself, or give others advice (and the bonus). This works as an Assist Action, except that you always make a Confident Roll Know roll, regardless of what skill is involved. When assisting someone of the same or lower skill, you can forgo the die roll for speed.
Seal Power
Finisher
This stunt allows you to capture power-users, preventing them from using their powers. The result is that you can actually keep a powered character as a prisoner instead of having to kill them.
All Traditions have weaknesses and flaws that can be used to suppress power use. But beside those limitations severe enough to become Methods or Power Loss Limitations, all traditions also include smaller flaws, not significant enough to count as one of the above, but which can still be used to temporarily suppress power use. Exactly how this is done depends on the situation, tradition, and the gamemaster's whim.
Make an opposed Know roll against the target to see if the method you are trying works. If you succeed, the target suffers from Power Loss. This roll is modified depending on how well you know the target's powers and tradition.
Condition | Modifier |
Unknown tradition | -5 |
Strange or foreign tradition you have limited experience with | -2 |
Common tradition | +0 |
Well-known tradition | +2 |
You have successfully power-suppressed this individual before | +5 |
This kind of restraint involves an object; a seal, talisman, plug, or other inhibitor placed on the target. This seal is fairly easy to remove, which means the target must generally be restrained or kept under watch to make sure the seal is not broken.
Search
Limit Break
You search an area (crime scene, fight scene, hall, apartment), looking for hidden dangers and clues. You automatically find all things a normal perception element check can find - anyone simply using Sneak, normal concealed objects and doors, and other things that could be found with a quick scan are obvious to a Search. You can also find hidden clues, deduce what happened in the area recently, and find carefully hidden devices such as advanced traps and secret doors with a successful Know check.
Thing to notice | Difficulty |
Carefully hidden device or door. | Create skill of the builder. |
Find physical clues, hidden notes and such. | 5 |
Reconstruct events at a fight or crime scene by physical evidence. | 10 |
Recognize people you know of by physical evidence. | 15 |
Identify people you do not know by physical evidence. | 20 |
Spurious Logic
Inherent
You can create logical conundrums; tricks that can be simple for normal common sense to see through, but which are at least superficially logical and can fool logical automatons and others lacking common sense. In this way, you can bluff anyone who is immune or resistant to normal Charm, using your Know skill as tough it was Charm. You cannot bluff ordinary people this way, only those with special resistances such as Automatons or those with Logical Detachment.
Schticks
Schticks are mundane specializations.
Know Schticks
Adopted People
Inherent
You have very good relations with a people or subculture other than your own, to the point that you are considered a native, as honorable as a worthy member of this people, accepted as one of their own. You speak their language fully and fluently and have overcome any prejudice, reverse prejudice, or xenophobia. You can generally
Archeologist
Basic Action
You are an experienced archeologist, able to explore and analyze ancient sites. You have an instinctive sense for the use of each item and location, can sense which pile of earth contains a treasure and which is just rubble, and where to look for secret doors, traps, and other fantastic remains. You also have a good grasp of history and can understand where your excavations fit in the grand scheme of things. Tasks related to archeology that would be Limit Breaks for others, such as Search and Research, are Basic Actions to you.
Art Appreciation
Limit Break
You understand a person or culture trough observing its art, reading developments in its history and sociology as well as making predictions about where it is headed. You can use art as if it was a reference work with Research, making deductions about any topic by studying art related to it.
You can use art to impress and create a mood for a setting; make an opposed Know roll to set the emotion for a scene. Make a single roll and compare it against each of your guest's Know skill to see who you can affect. Interaction rolls that go along with the emotion you set become Routine against someone so influenced.
You can evaluate and give insightful and charming commentary on art of all kinds. In a setting where art is prominent (exhibition, performance and so on) you can engage another in commentary on the art and make an opposed Know check. If you succeed, your Charm checks this scene are Routine .
If you fail an art appreciation check, you cannot try again this scene.
Deduction
Limit Break
When you are speculating as to the best course of action or about the motivations of a given character, you can make an opposed Know roll against any opposing mastermind to have the GM tell straight out you whether your speculation is correct or incorrect. You must pose your question so that it can be answered very simply; yes, no, maybe, and irrelevant are typical GM responses. Deduction is not supernatural, the GM might refuse to answer if he thinks you have too little information to go on.
You can try to correlate what clues you have and test a theory of what really happened. As a player you must make a description of events as you think they are. The GM rolls your Know against the highest Know among the opposition. On a success, the GM gives a general assessment of your case, rating it as entirely false, mostly false, somewhat true, or mostly true. The GM may deem the clues you have to weak to try, weak (Stymied), strong, or complete (Confident).
Doomsayer
Basic Action
You can Refute Action as a Basic Action. Commonly linked to the Bard's Tongue Limitation.
Expert
Trigger Action (Combo)
Young man, I must mention that the coolant conductors in the thermonuclear reactor are not really suitable for climbing; their structural integrity is just 346 over 9. If you must use this delicate piece of machinery for ascension, use the illumination ducts. Those are the green cables, not the yellow ones.
Define a field of study; it must be fairly narrow. You are the very best in your field of knowledge. Butterflies and ancient languages are both good examples of narrow fields of knowledge. Within this narrow field, you are an absolute expert. You are an established master of your field, and your words should weight much more heavily in the academic world than those of anyone else, but due to academic infighting this is usually not so.
You automatically succeed at any Knowledge checks in your field of expertise. If you can convince the game master that your area of expertise is applicable to an action you or an ally is taking, (fairly spoofy reasons are acceptable), you can spend a trigger action to make the check Routine.
This schtick also lets you design new schticks and powers. In genres where a type of designs are very important, such as air fighter or mecha campaigns, this schtick lets you to create new designs and to push the envelope on technology, tough this is of course a lot of work.
Note that this schtick is not limited to the humanities, but can also apply to technological and supernatural fields. Great scientist need at least a basic understanding of the humanities (the Know skill) as well.find solutions acceptable to either your own or your adopted people. Those outside of either of your two cultures react to you based on the culture they would most favor.
Find Weakness
Basic Action
You can Analyze Weakness as a Basic Action.
Focused Mind
Inherent
When you make a Mental Push stunt, the Know roll is Confident.
Forensic Medicine
Limit Break
The not-so-glamorous skill of examining bodies (mainly of the dead) to determine their medical history. Most often used in grim settings to determinethe cause of death and to investigate murder.
If you take the time to perform an autopsy, you can automatically identify the source of death and tell a lot about the dead person's last hours - level of activity, things he ate, if any violence was made upon him, if he had sex, things like that.
Identifying strange and/or unknown things may require a Know roll, even a poor result will generally give you good clues while a good roll gives odd and disquieting insights into the patient's last hours. If some mastermind is behind the event, this is an opposed Know roll.
Investigator
Limit Break
You are a forensics expert, able to analyze clues and physical remains and create a coherent image of what happened at a scene you are investigating and clues to what kind of people were involved. As more information is added from witnesses and technical reports, you can flesh out your image of what happened. If some mastermind is behind the event, this is an opposed Know roll.
You can put all of this down into reports that other investigators can read and understand, and you can quickly skim such reports to find similar cases which can offer additional insights.
Cosmopolite
Limit Break
You are at home in all cultures, able to understand and adopt to strange manners and customs. Negate any penalties on Charm or Impress rolls related to alien cultures. You know the common languages of your world. Add your Charm to the number of Languages you can learn. You have an amazing ability to piece together bits of other languages, sign language and other means of communication. As a limit Break you can learn to communicate in any one unknown language. At first, this will be at a pidgin level, it takes you a few weeks to become fluent. If you use this ability to learn more Languages than allowed, you need to trim the list down at the end of the Story. You might have to use this schtick again (another Limit Break) to understand arcane subjects, archaic versions, or dialects of the same language.
Logical Detachment
Inherent
You are not easily swayed by emotional arguments. You can use your Know skill in place of both the Charm and Impress skills when defending against stunts; any stunt having one of these skills as a difficulty lets you use Know instead. However, you become sensitive to reasoning and logical arguments; other people can use their Know skill in lieu of the Charm and Impress skills when interacting with you. You can also end up with a knife in your guts if you don't respond appropriately to intimidation; unlike normal interaction skill your learned arguments in no way impress those who fail to sway you. Logical detachment does not work against Spurious Logic.
Loophole
Basic Action
You have a knack for finding the wrinkles and exceptions in formal sets of rules, be it a computer program, the the directive of the metropolitan police, an infernal contract, or a code of honor. Against people and organizations that have a formal code that you know of, you can cause them to hesitate with an opposed Know roll. A successful stunt reduces the opponent's shot counter by three. If the Outcome matches your opponent's Mind they suffer a Setback, often making it impossible for them to achieve their objective honorably.
Material Link
Limit Break
By investigating a place were a creature bled, slept, or performed some significant activity, you can secure a sample of their blood, hair or other tissue sufficient to give you a clue to their True Name (a DNA sample in technological settings), or at least secure an advantage against them.
Make a Know check against their Recon, on a success you gain an Advantage against them that lasts until used or to the end of the session. On an Outcome matching their Reflexes you learn their True Name.
Medic
Basic Action
You can administer medical procedures and generally function as a qualified doctor. You can save lives and help natural recovery. This can be used to do First Aid as a Routine action. You can also substitute the patient's Body with your Know skill, for as long as the patient remains still. This can soak damage and help fight infections, poison, pathogens, and other dangers. You can use this as a prophylactic, but must know what specific problem you are preventing.
Poisoneer
Basic Action/Limit Break
You know and can administer poisons. When applied to a weapon doing Cutting or Piercing damage, a poison does Infection or Neurotoxin Dual Damage.
When used in food or as a contact poison, you must first apply the poison (which might be as stunt on some other skill) and close observers get an opposed Know to discover the poison at the last minute. If the poisoning is successful, you do Infection or Neurotoxin damage equal to your Know.
You can also use this schtick as a Limit Break to design pathogens that affect specific types of creatures, such as insects, mammals, plants, or alien life forms. This requires a blood sample and a Know check against a difficulty depending on your knowledge of these creatures' biology. 12 for everyday creatures, 15 for creatures from an unfamiliar environment like deeps sea or another known planet, and even higher for entirely new forms of life. You need to use this to affect strange creatures at all, and it is also useful to create specific patogens that only affect select targets, for avoiding friendly fire and such.
Popper the Bubble
Basic Action
You can Refute Action as a Basic Action.
Power Domination
Trigger Action
You must use Power Suppression (a Know stunt) on your victim before you can use this schtick. As long as your victim remains power suppressed you can turn on and off his powers at will. This is a Trigger Action you can use anytime, and specifically when he is about to use a power. If you do not change Power Domination his powers remain as they were, either suppressed or not.
Profiling
Limit Break, One attempt per scene
A method of suspect identification which seeks to identify a person's mental, emotional, and personality characteristics. You can analyze the habits and behavioral patterns and find common traits. This lets you construct a profile from very flimsy information; you can make educated guesses about someone's personality, abilities and motivations just by analyzing clues. You do this by analyzing evidence left at a scene where the person you are seeking has been active. You do not need to know who you are looking for, looking instead for the perpetrator of a crime or the instigator of an event.
You can use this once per appearance of the person sough; this is usually one scene in the game. Make a Know roll against the target's highest skill value. On a success, you gain a limited insight about the target; the GM can hand out appropriate clues and people using your profile to investigate the case get a bonus equal to your Insight. You also get a cumulative +3 bonus on later profiling attempts. On an Outcome matching the target's Mind you get a complete profile; if the target is on file you can identify him, and you know his basic personality, skill set, and motivation.
It is possible for the target to interact with you through clues intentionally left for you to find, using normal interaction rules.
Psychology
Finisher
You work with people to modify their mental state; to either cure or create psychological disorders. This requires a cooperative or restrained patient. Such disorders are generally considered Curses, and you can work with any purely mental or behavior-related curse. You can also substitute the patients Mind attribute with your Know skill while under your direct care; this can help against mental trials and assaults.
Sense Lineage
Basic Action and Inherent
You know a lot about lineage and tradition, and you know all the great families. You can use this to roll Know against Charm to tell that persons social standing, family and lineage if it is at all noteworthy. You can only use this once per session against a particular person. A person with Blue Blood is positively radiant to you; you automatically succeed against them. In cases where others try to fool you concerning their lineage or social status, you can use your Know as both the difficulty of the stunt and as your Mind for resisting a Setback.
Speed Reader
Basic Action
You can read at incredible speeds, reading and digesting text much faster than a normal person. You can do Research as a basic action as long as you are checking one particular book.
When doing research in a library, Know rolls are Routine.
Surgeon
Limit Break
You can heal wounds and remove physiological afflictions through surgery. This is powerful in that it can actually remove a physiological Curse. Normally, this requires a complete surgical crew, specialized equipment and so on. In Action, you often have to work under much more primitive circumstances.
After successful surgery, the patient has zero Hits and will need some bed rest, but is cured of physiological ailments. The GM is the final arbiter of whether Surgery can help but is encouraged to be generous; vampirism or a transformation into a mermaid is probably curable, especially in its early stages. Being turned into stone, ghost, or parrot might not be reversible this way, depending on the technology you have access to.
The difficulty of Surgery is the damage value of the attack that caused the damage or the skill value of who or whatever caused the problem. If the surgery is performed with adequate tools and assistance, the roll is Routine, and assistants can also assist.
Torturer
Limit Break
Inflicting pain on others as punishment or to induce cooperation, most commonly to extract information. Torture can be of many kinds, but this schtick is focused on physical torture. The victim must be unable to resist and you must have means of inflicting pain. Each attempt inflicts a [[Hit (Action]|Hit]] on the target. Mage a Know check against the victim's Body + Mind. On a success, the target loses a Fortune point. On an Outcome matching the target's Mind, he loses 2 Fortune points. If the victim has no Fortune remaining, torture is successful and the target cooperates, at least until the end of the scene and potentially longer, as determined by the GM. Extracting information through torture is unreliable, as the victim is likely to say whatever he feels the torturer wants him to say, true or not. For each piece of information make a Mind check against the patient's Body or Mind, on a failure the information is corrupted by your expectations. It is possible to do torture without this schtick, use your Mind instead of Know.
Total Recall
Limit Break
You have perfect recall; years afterwards, you can call up the precise words of a conversation or recall details of a room seen only at a glance. This allows you to analyze as scene from memory as though you were actually present there now. You can retroactively notice things you didn't think of looking for when you were actually there, which in turn might give more information from Know or other skills. The game master can play up a small flashback from the time you learned the information recalled, which will often give some additional insight into your problem or your character's background.
The Limit Break refers to the act of remembering, it is not something you have to do to record the memory in the first place.
Know Powers
These are powers related to the Know skill.
Know gives a deeper understanding of powers and allows you to manipulate them. Many Know powers deal with dispeling, destroying, or changing other powers of the same form. Others protect or increase your resistance. Yet others analyze or manipulate other powers.
Know gives a deeper understanding of powers and allows you to manipulate them. Many Know powers deal with dispeling, destroying, or changing other powers of the same form. Others protect or increase your resistance. Yet others analyze or manipulate other powers.
Charm Air
Calm Air
Limit Break
Age of Effect |
Minimum Difficulty |
Three days | 12 |
One Month | 14 |
One year | 16 |
A decade | 18 |
A century | 20 |
A millennium | 22 |
Ten millennia | 24 |
You can end the effects of other powers. You can only dispel powers you know of (though a vague description, such as "whatever is making Bert turn green" is ok). You can try to dispel a single Finisher, Limit Break, or any power that has been in effect for a week or more, or you can try to dispel all powers except those mentioned above on one creature or in an area with a diameter equal to your Mind. When dispelling several powers at once, you can choose to ignore some of them as long as you know of each power you want to make an exception for.
A power that has been dispelled cannot be used again by that creature in this scene, and another creature that tries to use the same power in the same general area must match your Know with the stunt the power is used with, or it fails.
This will not negate a Curse, but will tell you how to defeat the curse if the roll is successful.
Inherent powers cannot be dispelled.
The difficulty is the skill of the most skilled creature involved in making the effect. Effects that have been around a long time are harder to dispel: see the table. Use the highest relevant difficulty.
You can dispel any power of the Air form or which otherwise affects an Air Elemental, air or a gas.
Stall Flight
Basic Action
You remove a creature's ability to fly with a Know vs. Maneuver check. The target will fall quickly but harmlessly to the ground if hit by this power, and cannot achieve flight again for the rest of the scene or until Stall Flight is dispelled.
Charm Animal
Animal Dispel
Limit Break
Age of Effect |
Minimum Difficulty |
Three days | 12 |
One Month | 14 |
One year | 16 |
A decade | 18 |
A century | 20 |
A millennium | 22 |
Ten millennia | 24 |
You can end the effects of other powers. You can only dispel powers you know of (though a vague description, such as "whatever is making Bert turn green" is ok). You can try to dispel a single Finisher, Limit Break, or any power that has been in effect for a week or more, or you can try to dispel all powers except those mentioned above on one creature or in an area with a diameter equal to your Mind. When dispelling several powers at once, you can choose to ignore some of them as long as you know of each power you want to make an exception for.
A power that has been dispelled cannot be used again by that creature in this scene, and another creature that tries to use the same power in the same general area must match your Know with the stunt the power is used with, or it fails.
This will not negate a Curse, but will tell you how to defeat the curse if the roll is successful.
Inherent powers cannot be dispelled.
The difficulty is the skill of the most skilled creature involved in making the effect. Effects that have been around a long time are harder to dispel: see the table. Use the highest relevant difficulty.
You can dispel any power of the Animal form or which otherwise affects an Animal.
Analyze Animal
Basic Action
You can analyze the abilities and attributes of any animal within reach, even if the animal is inside a cage or otherwise separated from you. You learn the exact attributes, skills and schticks of the animal and whether it has been affected by any powers recently.
Charm Chi
Analyze Chi
Basic Action
You understand powers at a distance. You learn what power it is, who used it, when, to what effect, and an approximate power level.
You can analyze the properties of any power you see or otherwise sense within Know meters. When you see someone fighting, you can use this to learn what powers they have, even ones they are not currently using, with Know roll against whatever skill governs that power.
Even powers that have ended leave a signature that can be analyzed, though the impressions fade; after the end of the scene, it is no longer possible to determine who used the power and its exact effect. The signature fades completely in a matter of days or weeks, stronger and more dramatic events leaving stronger impressions.
This is a meta-power that affects other powers. In some campaign worlds there is a strong Origin Divide among different origins. Check with your GM regarding your campaign. Origins that are opposed cannot cannot be modified by meta-powers; it is as if powers from the opposing origin was actually a schtick rather than a power.
Bond of Death
Finisher
You attune yourself to the life energy of your target. By violently breaking this bond, you can cause the target great harm. Breaking the bond is a Basic Action for you and allows a Know roll with a difficulty of his Body. Add the number of days since you established the bond to the difficulty. If this roll succeeds, the target is grievously injured, suffering a Mortal Wound.
Centering Breath
Basic Action
You heal one Hit. You can only use this power once per round.
Chi Medicine
Limit Break
You can restore 3 hits, remove one penalty, negate all active advantages, or give 3 new shots (maximum = current shot) to an adjacent ally.
Disrupt Chi
Limit Break
Age of Effect |
Minimum Difficulty |
Three days | 12 |
One Month | 14 |
One year | 16 |
A decade | 18 |
A century | 20 |
A millennium | 22 |
Ten millennia | 24 |
You can end the effects of other powers. You can only dispel powers you know of (though a vague description, such as "whatever is making Bert turn green" is ok). You can try to dispel a single Finisher, Limit Break, or any power that has been in effect for a week or more, or you can try to dispel all powers except those mentioned above on one creature or in an area with a diameter equal to your Mind. When dispelling several powers at once, you can choose to ignore some of them as long as you know of each power you want to make an exception for.
A power that has been dispelled cannot be used again by that creature in this scene, and another creature that tries to use the same power in the same general area must match your Know with the stunt the power is used with, or it fails.
This will not negate a Curse, but will tell you how to defeat the curse if the roll is successful.
Inherent powers cannot be dispelled.
The difficulty is the skill of the most skilled creature involved in making the effect. Effects that have been around a long time are harder to dispel: see the table. Use the highest relevant difficulty.
You can negate any power affecting you or an adjacent creature.
This is a meta-power that affects other powers. In some campaign worlds there is a strong Origin Divide among different origins. Check with your GM regarding your campaign. Origins that are opposed cannot cannot be modified by meta-powers; it is as if powers from the opposing origin was actually a schtick rather than a power.
Pressure Points
Trigger Action (Combo)
Use this after you have scored a Melee hit on an opponent. Make an opposed Know roll; on a success the target loses 3 shots.
Shadowfist
Finisher
The target suffers from Power Loss. This is a Curse.
This is a meta-power that affects other powers. In some campaign worlds there is a strong Origin Divide among different origins. Check with your GM regarding your campaign. Origins that are opposed cannot cannot be modified by meta-powers; it is as if powers from the opposing origin was actually a schtick rather than a power.
Charm Dark
Analyze Darkness
Basic Action
You can sense the presence of shadow or darkness at a distance. Make a skill roll and multiply the result by 10; this is the range in meters. You can concentrate upon a specific form of darkness (a shadow, a dark room) and sense only that if you like. You can use this to find dark hollow spaces such as secret rooms or containers, using Know instead of Create. You can identify magical effects based on the Darkness form or that affects a creature of darkness. You can sense darkness in a creature. You can sense if a creature is overcome by negative emotions, what emotion, and what it is directed against.
Dark Dispel
Limit Break
Age of Effect |
Minimum Difficulty |
Three days | 12 |
One Month | 14 |
One year | 16 |
A decade | 18 |
A century | 20 |
A millennium | 22 |
Ten millennia | 24 |
You can end the effects of other powers. You can only dispel powers you know of (though a vague description, such as "whatever is making Bert turn green" is ok). You can try to dispel a single Finisher, Limit Break, or any power that has been in effect for a week or more, or you can try to dispel all powers except those mentioned above on one creature or in an area with a diameter equal to your Mind. When dispelling several powers at once, you can choose to ignore some of them as long as you know of each power you want to make an exception for.
A power that has been dispelled cannot be used again by that creature in this scene, and another creature that tries to use the same power in the same general area must match your Know with the stunt the power is used with, or it fails.
This will not negate a Curse, but will tell you how to defeat the curse if the roll is successful.
Inherent powers cannot be dispelled.
The difficulty is the skill of the most skilled creature involved in making the effect. Effects that have been around a long time are harder to dispel: see the table. Use the highest relevant difficulty.
You can dispel any power of the Darkness form or which affects an area of darkness or a devil. Likewise, you can overwhelm powers of the Light form.
Purge Evidence
Basic Action
You clean an area and all objects therein, removing any lingering auras in the area, making it impossible to use it as a magical link to someone or to see if any magic has been performed there. Objects in the area are no longer considered personal belongings or body parts of anyone. Objects carried or worn by creatures in the area are not affected, nor are objects in secure containers. You can focus the effect on a specific willing or helpless creature instead of an area, affecting everything worn or carried by this creature - tough such objects will gain an new aura pretty soon. This power cannot remove any power effect that is currently operating. Ill intent is not affected; if the creature, object, or area is supposed to be dangerous, such as a poison trap, it is not rendered harmless.
Visions of Darkness
Basic Action
You create an illusion that is applicable only against scrying and detection powers. Anyone trying to detect or remotely sense the area gets results based on a very pessimistic version of reality, with dark events and disasters, unless they score an Outcome on their skill roll matching your Know. The effect lasts for a scene. Using this power continuously is rather easy. A target that fails to match your Know with their skill check for the power they are using gradually fall into your net. You gain a long-lasting Advantage against them, usable only for this power. If they fail with a margin equal to their Mind, this power grips them permanently. You are aware of when they use scrying and detection powers, and can use this power against them anytime they do so. This is a Curse.
Charm Death
Analyze Death
Basic Action
You can analyze the abilities and attributes of any Undead or corpse within arm's reach, even if the target is inside a cage or otherwise separated from you. You learn the exact attributes, skills and schticks of the target and whether it has been affected by any powers recently. If you analyze a corpse this way, you learn if it has been affected by any powers, when it died, and rough description of how it died.
Bane
Limit Break
This the curse of the Undead, like Mummy Rot or the life-draining knives of the Nâzgul.
This is a slow effect, that does not have any immediate effect during the combat but which will, in time, kill the victim. You can use Bane on any target you have damaged during the current round. The target cannot heal Hits. Each day, you are allowed a Mind roll against the target's Body, if you succeed the target takes an additional Hit. This is a Curse and can be removed as such.
Barren Seed
Finisher
You can make someone sterile, impotent, frigid, and and prevent menstruation and the production of milk or semen. The effect can last for a month or be a Curse, at your option.
This will kill a fetus, and can also be used to kill parasites, symbiotes, and other gestating creatures such as insects in the pupal stage.
Consume Corpse
Finisher
You destroy a corpse and recover 3 Hits or the results of a Damage Setback. The corpse consumed will be completely destroyed by digestion in a day or so. Until then you can use other powers that target corpses on it (not Consume Corpse), but no-one else can and a power that requires the destruction of a corpse will not work.
Consume Life
Trigger Action (Combo)
Use this when you inflict a Hit on an opponent. Make an opposed Know roll against the target to heal one Hit you have taken.
Dispel Death
Limit Break
Age of Effect |
Minimum Difficulty |
Three days | 12 |
One Month | 14 |
One year | 16 |
A decade | 18 |
A century | 20 |
A millennium | 22 |
Ten millennia | 24 |
You can end the effects of other powers. You can only dispel powers you know of (though a vague description, such as "whatever is making Bert turn green" is ok). You can try to dispel a single Finisher, Limit Break, or any power that has been in effect for a week or more, or you can try to dispel all powers except those mentioned above on one creature or in an area with a diameter equal to your Mind. When dispelling several powers at once, you can choose to ignore some of them as long as you know of each power you want to make an exception for.
A power that has been dispelled cannot be used again by that creature in this scene, and another creature that tries to use the same power in the same general area must match your Know with the stunt the power is used with, or it fails.
This will not negate a Curse, but will tell you how to defeat the curse if the roll is successful.
Inherent powers cannot be dispelled.
The difficulty is the skill of the most skilled creature involved in making the effect. Effects that have been around a long time are harder to dispel: see the table. Use the highest relevant difficulty.
You can dispel any power of the Death form or which otherwise affects an Undead, the dead, or a cadaver.
Infection Vector
Finisher
This is a way to seemingly "cure" someone of a disease, while potentially infecting many others.
You make an object or creature a vector carrying a disease, itself immune and unaffected. People, animals, objects, or communal places such as wells or larders make good targets for this power.
Anyone in contact with the vector, or consuming something that came into contact with the vector risks infection and must make a Know roll against your Know or become infected, taking one Hit of Infection damage, if the negative Outcome matches the victims Body the victim starts with three Hits of Infection damage. If the roll succeeds the target is or affected, and it the Outcome matches your Mind the source of the infection is identified. A target that takes precautions against disease is considered to be actively defending against the infection.
On a living target this is a Curse, on other kinds of targets the effect can be dispelled normally and also ends if the target is destroyed.
Lore of Blood
Basic Action
Taste a victim's blood (preserved or no more than a day old) and make an opposed Know check. If the result exceeds the target's highest skill value you gain an Advantage against the victim. On an Outcome matching the target's highest attribute score, you instead learn the target's True Name. You can only do this once per scene on a particular creature.
Lore of the Dead
Trigger Action (Combo)
You have knowledge generally only possessed by the dead. Whenever you are unsatisfied with a knowledge roll, you may roll again to represent things learnt from the long dead. The GM should slant such information based on the time it is from.
Charm Earth
Knowledge Stone
Limit Break
You imbue a stone with the ability to sense and store information. You need a man-size chunk of stone, a fist-sized rock crystal, or a tiny gem to enchant it this way. To interact with a knowledge stone requires concentration, even when just communicating. To someone passing by or ignoring it, a knowledge stone is inert. An knowledge stone can be set to twinkle or buzz to attract attention.
There are four ways to use a knowledge stone. The first is as a recording device useful as a camera or for spying. By leaving a knowledge stone in a location and instructing it to record, you can later return or retrieve the stone to watch what happened in its vicinity. Second, you can set it as a display, showing a message to anyone. The third is as an information storage device; recording and retrieving information like a a journal or library would. The fourth is as a communication device; by attuning (a separate Limit Break when holding two Knowledge Stones) it becomes possible to communicate verbally and visually.
Peace on Earth
Limit Break
Age of Effect |
Minimum Difficulty |
Three days | 12 |
One Month | 14 |
One year | 16 |
A decade | 18 |
A century | 20 |
A millennium | 22 |
Ten millennia | 24 |
You can end the effects of other powers. You can only dispel powers you know of (though a vague description, such as "whatever is making Bert turn green" is ok). You can try to dispel a single Finisher, Limit Break, or any power that has been in effect for a week or more, or you can try to dispel all powers except those mentioned above on one creature or in an area with a diameter equal to your Mind. When dispelling several powers at once, you can choose to ignore some of them as long as you know of each power you want to make an exception for.
A power that has been dispelled cannot be used again by that creature in this scene, and another creature that tries to use the same power in the same general area must match your Know with the stunt the power is used with, or it fails.
This will not negate a Curse, but will tell you how to defeat the curse if the roll is successful.
Inherent powers cannot be dispelled.
The difficulty is the skill of the most skilled creature involved in making the effect. Effects that have been around a long time are harder to dispel: see the table. Use the highest relevant difficulty.
You can dispel any power of the Earth form or which otherwise affects solid objects (not creatures) or an earth elemental creature.
Stone Stance
Limit break
Select one stance when you use this power. That stance remains active for you until the next time you use this power, with no shot cost at the start of an action scene.
This is a meta-power that affects other powers. In some campaign worlds there is a strong Origin Divide among different origins. Check with your GM regarding your campaign. Origins that are opposed cannot cannot be modified by meta-powers; it is as if powers from the opposing origin was actually a schtick rather than a power.
Visions of Stone
Limit Break
You protect a location floored or enclosed in stone with a radius up to your Know in meters. Anyone trying to detect or remotely sense the area gets only a vision of the stone in the area unless they score an Outcome on their skill roll matching your Know.
The effect is permanent.
Charm Fire
Cauterize
Basic Action
You inflict one Hit and remove the effect of a Damage Setback from a touched creature. The difficulty is the damage value of the attack that caused the setback.
Dispel Fire
Limit Break
Age of Effect |
Minimum Difficulty |
Three days | 12 |
One Month | 14 |
One year | 16 |
A decade | 18 |
A century | 20 |
A millennium | 22 |
Ten millennia | 24 |
You can end the effects of other powers. You can only dispel powers you know of (though a vague description, such as "whatever is making Bert turn green" is ok). You can try to dispel a single Finisher, Limit Break, or any power that has been in effect for a week or more, or you can try to dispel all powers except those mentioned above on one creature or in an area with a diameter equal to your Mind. When dispelling several powers at once, you can choose to ignore some of them as long as you know of each power you want to make an exception for.
A power that has been dispelled cannot be used again by that creature in this scene, and another creature that tries to use the same power in the same general area must match your Know with the stunt the power is used with, or it fails.
This will not negate a Curse, but will tell you how to defeat the curse if the roll is successful.
Inherent powers cannot be dispelled.
The difficulty is the skill of the most skilled creature involved in making the effect. Effects that have been around a long time are harder to dispel: see the table. Use the highest relevant difficulty.
You can dispel any power of the Fire form or which otherwise affects fire or fire elementals.
Sterilize
Basic Action
You singe an area, removing physical and magical taint in an area with a diameter qual to your Mind in meters. Objects in the area are made clean, safe to handle, free of odor, and will not carry poison or be infected with disease. The power also removes any lingering auras in the area, making it impossible to use it as a magical link to someone or to see if any magic has been performed there. Objects in the area are no longer considered personal belongings or body parts of anyone. Objects carried or worn by creatures in the area are not affected, nor are objects in secure containers. You can focus the effect on a specific willing or helpless creature instead of an area, affecting everything worn or carried by this creature.
This power cannot remove any power effect that is currently operating. Functionality is not affected; if the creature, object, or area is supposed to be dangerous, such as a trap, it is not rendered harmless.
Trial by Fire
Basic Action
You need a former body part or piece of excrement from the creature to be analyzed. Make an opposed Know roll. On a success, you learn of any special vulnerabilities or resistances the creature has to different forms of attack, including such things as not being able to regenerate damage of a specific type. You find one type of resistance or vulnerability, plus one more for every 2 points of Outcome. On an Outcome matching the creature's Body you learn all its vulnerabilities and resistances.
Charm Flux
Control Randomness
Trigger Action (Combo)
When you witness something with a large amount of inherent randomness, such as many Flux powers, you get to pick the result. This does not apply to the regular dice roll to determine the success of an action, only to special random results of actions like Chaos Blast. You can also control the result of other actions with entirely random random results, such as the flip of a coin. The power of a Finisher is too great for you to affect this way.
Using this power repeatedly becomes harder and harder; make a Know roll with a difficulty equal to the number of times you have tried to use this power this session. On a failure, you suffer a Setback.
Dispel Flux
Limit Break
Age of Effect |
Minimum Difficulty |
Three days | 12 |
One Month | 14 |
One year | 16 |
A decade | 18 |
A century | 20 |
A millennium | 22 |
Ten millennia | 24 |
You can end the effects of other powers. You can only dispel powers you know of (though a vague description, such as "whatever is making Bert turn green" is ok). You can try to dispel a single Finisher, Limit Break, or any power that has been in effect for a week or more, or you can try to dispel all powers except those mentioned above on one creature or in an area with a diameter equal to your Mind. When dispelling several powers at once, you can choose to ignore some of them as long as you know of each power you want to make an exception for.
A power that has been dispelled cannot be used again by that creature in this scene, and another creature that tries to use the same power in the same general area must match your Know with the stunt the power is used with, or it fails.
This will not negate a Curse, but will tell you how to defeat the curse if the roll is successful.
Inherent powers cannot be dispelled.
The difficulty is the skill of the most skilled creature involved in making the effect. Effects that have been around a long time are harder to dispel: see the table. Use the highest relevant difficulty.
You can dispel any power of the Flux form or which affects Whimsies. Likewise, you can overwhelm powers of the Order form.
Hallucinations
Stance
You fool detection powers by showing trippy visions of things that might be instead of what is. The area is a radius equal to your Know in meters around you. Anyone trying to detect or remotely sense the area gets confusing, misleading, or nonsensical results unless they score an Outcome on their skill roll matching your Know.
Jinx
Trigger Action
Whenever someone near you is making a roll to succeed at something and you are aware of the event, you can try to jinx and foil their efforts. The difficulty of their action becomes your Know +3. Range and other penalties can reduce your effective skill rating.
Sense Power
Basic Action
You can sense the presence of Powers. All powers play around with the natural state of the world, and those sensitive to flux can sense such changes. You can normally sense the presence of an active power effect without knowing what power it is, but you can choose to limit the detection to certain forms, techniques or even specific powers. Make a skill roll and multiply the result by 10; this is the range in meters. If the power detected is in range of your physical senses, you also gain a basic understanding of it and how it works.
Whimsy Evidence
Basic Action
You introduce chaos in an area with a diameter equal to your Mind in meters, making what happened there hard to tell. The power randomizes physical evidence and removes any lingering auras in the area. Any attempt to determine who did what in the area give random results. Objects in the area become the personal belongings or body parts of a random creature, as far as analysis is concerned. Objects carried or worn by creatures in the area are not affected, nor are objects in secure containers. You can focus the effect on a specific willing or helpless creature instead of an area, affecting everything worn or carried by this creature.
Charm Force
Conceal Power
Stance
You can suppress the force emanation from any powers you are using; your power-use cannot be detected. As long as you don't do anything spectacular and only affect yourself, your powers will escape detection by other powers. The effect of powers are not concealed; an obvious effect is still obvious.
Dispel Force
Limit Break
Age of Effect |
Minimum Difficulty |
Three days | 12 |
One Month | 14 |
One year | 16 |
A decade | 18 |
A century | 20 |
A millennium | 22 |
Ten millennia | 24 |
You can end the effects of other powers. You can only dispel powers you know of (though a vague description, such as "whatever is making Bert turn green" is ok). You can try to dispel a single Finisher, Limit Break, or any power that has been in effect for a week or more, or you can try to dispel all powers except those mentioned above on one creature or in an area with a diameter equal to your Mind. When dispelling several powers at once, you can choose to ignore some of them as long as you know of each power you want to make an exception for.
A power that has been dispelled cannot be used again by that creature in this scene, and another creature that tries to use the same power in the same general area must match your Know with the stunt the power is used with, or it fails.
This will not negate a Curse, but will tell you how to defeat the curse if the roll is successful.
Inherent powers cannot be dispelled.
The difficulty is the skill of the most skilled creature involved in making the effect. Effects that have been around a long time are harder to dispel: see the table. Use the highest relevant difficulty.
You can dispel any power of the Force form and any power that moves things or gives a movement ability.
Charm Gifts
Gifts Dispel
Limit Break
Age of Effect |
Minimum Difficulty |
Three days | 12 |
One Month | 14 |
One year | 16 |
A decade | 18 |
A century | 20 |
A millennium | 22 |
Ten millennia | 24 |
You can end the effects of other powers. You can only dispel powers you know of (though a vague description, such as "whatever is making Bert turn green" is ok). You can try to dispel a single Finisher, Limit Break, or any power that has been in effect for a week or more, or you can try to dispel all powers except those mentioned above on one creature or in an area with a diameter equal to your Mind. When dispelling several powers at once, you can choose to ignore some of them as long as you know of each power you want to make an exception for.
A power that has been dispelled cannot be used again by that creature in this scene, and another creature that tries to use the same power in the same general area must match your Know with the stunt the power is used with, or it fails.
This will not negate a Curse, but will tell you how to defeat the curse if the roll is successful.
Inherent powers cannot be dispelled.
The difficulty is the skill of the most skilled creature involved in making the effect. Effects that have been around a long time are harder to dispel: see the table. Use the highest relevant difficulty.
This is a meta-power that affects other powers. In some campaign worlds there is a strong Origin Divide among different origins. Check with your GM regarding your campaign. Origins that are opposed cannot cannot be modified by meta-powers; it is as if powers from the opposing origin was actually a schtick rather than a power.
Steal the Gift
Basic Action
The gifted are founts of power that can be tapped by the unscrupulous. Make an opposed Impress roll against a named Controlled Gifted creature. On a success you inflict one Hit on the Gifted creature and gain one Fortune point. If your Impress scores an outcome matching the Gifted creature's Mind you must instead gain two Fortune points and inflict a Hit and a Damage Setback on the Gifted creature. If you gain Fortune in excess of your Mind this way you must spend any excess points by the end of the scene, or they are lost.
Visions of Power
Inherent
You focus detection powers on yourself, hiding those around you. The area is a radius equal to your Know in meters around you. Anyone trying to detect or remotely sense the area only see you doing a display of power that does not give them any information of your whereabouts unless they score an Outcome on their skill roll matching your Know.
Charm Ice
Analyze Ice
Basic Action
You can analyze the properties of ice and snow. You learn the exact composition and properties of the object and whether it has been affected by any powers recently. You can analyze the properties of ice and snow. You learn the exact composition and properties of the object and whether it has been affected by any powers recently.
Dispel Ice
Limit Break
Age of Effect |
Minimum Difficulty |
Three days | 12 |
One Month | 14 |
One year | 16 |
A decade | 18 |
A century | 20 |
A millennium | 22 |
Ten millennia | 24 |
You can end the effects of other powers. You can only dispel powers you know of (though a vague description, such as "whatever is making Bert turn green" is ok). You can try to dispel a single Finisher, Limit Break, or any power that has been in effect for a week or more, or you can try to dispel all powers except those mentioned above on one creature or in an area with a diameter equal to your Mind. When dispelling several powers at once, you can choose to ignore some of them as long as you know of each power you want to make an exception for.
A power that has been dispelled cannot be used again by that creature in this scene, and another creature that tries to use the same power in the same general area must match your Know with the stunt the power is used with, or it fails.
This will not negate a Curse, but will tell you how to defeat the curse if the roll is successful.
Inherent powers cannot be dispelled.
The difficulty is the skill of the most skilled creature involved in making the effect. Effects that have been around a long time are harder to dispel: see the table. Use the highest relevant difficulty.
You can dispel any power of the Ice form or which otherwise affects ice elementals, ice, or snow.
Charm Illusion
Dispel Illusion
Limit Break
Age of Effect |
Minimum Difficulty |
Three days | 12 |
One Month | 14 |
One year | 16 |
A decade | 18 |
A century | 20 |
A millennium | 22 |
Ten millennia | 24 |
You can end the effects of other powers. You can only dispel powers you know of (though a vague description, such as "whatever is making Bert turn green" is ok). You can try to dispel a single Finisher, Limit Break, or any power that has been in effect for a week or more, or you can try to dispel all powers except those mentioned above on one creature or in an area with a diameter equal to your Mind. When dispelling several powers at once, you can choose to ignore some of them as long as you know of each power you want to make an exception for.
A power that has been dispelled cannot be used again by that creature in this scene, and another creature that tries to use the same power in the same general area must match your Know with the stunt the power is used with, or it fails.
This will not negate a Curse, but will tell you how to defeat the curse if the roll is successful.
Inherent powers cannot be dispelled.
The difficulty is the skill of the most skilled creature involved in making the effect. Effects that have been around a long time are harder to dispel: see the table. Use the highest relevant difficulty.
You can dispel any power of the Illusion form, mirages, echoes, and effects that affects specres.
False Vision
Basic Action
You create an illusion that is applicable only against scrying and detection powers. Anyone trying to detect or remotely sense the area gets results based on the scene you have created unless they score an Outcome on their skill roll matching your Know.
The effect lasts for a scene. Using this power continuously is rather easy as long as the scene remains static, but when traveling or otherwise in a rapidly changing environment it becomes much harder.
Charm Life
Cure Ailment
Limit Break
This negates any biological damage; infection, neurotoxin or poison. The difficulty of cure ailment is the damage or skill value powering the effect. Cure Ailment removes any lingering effect and prevents future damage from this ailment; it does not cure hits already taken. It also removes mundane infection, disease, and other ailments, but does not help against Limitations, curses, or disabilities. Some severe or plot-related ailments are considered curses and cannot be treated with this power, tough it does give the first step; information on what needs to be done.
Curse of the Crone
Finisher
You can change the targets age to any age you want. This is a Curse. This is always a shock to the targets social life, making them hard to recognize and testing friendships and loyalties severely. Any contacts checks the target makes are Stymied. If you make the target into a child, you can reduce the target's Body down to 3 under their racial minimum and give them the Kid limitation. If you make the target elderly, you can reduce Reflexes down to 3 points below their racial minimum, body by up to three, and give them the Elderly limitation. This age change is real, and will affect the target's remaining lifespan. Living and adjusting to their new age removes the contact check limitation after a year.
Dispel Life
Limit Break
Age of Effect |
Minimum Difficulty |
Three days | 12 |
One Month | 14 |
One year | 16 |
A decade | 18 |
A century | 20 |
A millennium | 22 |
Ten millennia | 24 |
You can end the effects of other powers. You can only dispel powers you know of (though a vague description, such as "whatever is making Bert turn green" is ok). You can try to dispel a single Finisher, Limit Break, or any power that has been in effect for a week or more, or you can try to dispel all powers except those mentioned above on one creature or in an area with a diameter equal to your Mind. When dispelling several powers at once, you can choose to ignore some of them as long as you know of each power you want to make an exception for.
A power that has been dispelled cannot be used again by that creature in this scene, and another creature that tries to use the same power in the same general area must match your Know with the stunt the power is used with, or it fails.
This will not negate a Curse, but will tell you how to defeat the curse if the roll is successful.
Inherent powers cannot be dispelled.
The difficulty is the skill of the most skilled creature involved in making the effect. Effects that have been around a long time are harder to dispel: see the table. Use the highest relevant difficulty.
You can dispel any power of the Life form or that affects a plant or a natural, living creature. This is normally any creature that is Plant, Animal, or Folk.
Eternal Life
Trigger Action (Combo)
You do not age and have lived a very long time. For each schtick you take in Eternal Life, you have lived about about fifty years more than a typical character. You have great experience and have lived through many things, so whenever you are unsatisfied with a knowledge roll, you may roll again to represent things learnt during your long life. The GM should slant such information based on the time it is from. You can make a number of rerolls equal to your number of Eternal Life schtick picks.
Eternal Life has a drawback; you are less energetic and driven, causing you to do less in downtime.
Heal Wounds
Limit Break
You heal three Hits or remove the effect of a Damage Setback from a touched living creature. The difficulty is the damage value of the attack that caused the damage or the skill value of who or whatever caused the problem.
Requite Life
Basic Action or Finisher
Make a Know check against the target's Dodge to link a living target's life force to those around him. Whenever the target harms another living creature, he risks taking damage himself. He must make an opposed Body check against the creature he just damaged, on a failure he too takes the effect of the hit he just inflicted on that creature. This is Wounding damage. A creature resistant to Wounding damage can use his soak value against such damage to make the check. This effect lasts until the end of the next round. As a Finisher it becomes a Curse.
Charm Light
Bright Dispel
Limit Break
Age of Effect |
Minimum Difficulty |
Three days | 12 |
One Month | 14 |
One year | 16 |
A decade | 18 |
A century | 20 |
A millennium | 22 |
Ten millennia | 24 |
You can end the effects of other powers. You can only dispel powers you know of (though a vague description, such as "whatever is making Bert turn green" is ok). You can try to dispel a single Finisher, Limit Break, or any power that has been in effect for a week or more, or you can try to dispel all powers except those mentioned above on one creature or in an area with a diameter equal to your Mind. When dispelling several powers at once, you can choose to ignore some of them as long as you know of each power you want to make an exception for.
A power that has been dispelled cannot be used again by that creature in this scene, and another creature that tries to use the same power in the same general area must match your Know with the stunt the power is used with, or it fails.
This will not negate a Curse, but will tell you how to defeat the curse if the roll is successful.
Inherent powers cannot be dispelled.
The difficulty is the skill of the most skilled creature involved in making the effect. Effects that have been around a long time are harder to dispel: see the table. Use the highest relevant difficulty.
You can dispel any power of the Light form or which affects an angel. Light also banishes darkness, and you can use light to dispel any power which adversely affects someone's body, spirit, mind, or mood.
Light Tolerance
Inherent
You are not harmed by excessive light or radiation. Add your Mind to soak values against Radiation damage, and you are immune to the blinding effects of glare or bright light.
Tongues
Basic Action
You can speak with any creature that can talk and wants to speak with you. You must share a medium, such as vocalization/hearing or signs/sight.
True Word
Finisher
The target cannot lie, dissemble, or use trickery. Charm attempts that are not completely honest are Stymied, and those that are based on lies or false pretenses cannot even be attempted. This is a Curse.
Charm Magic
Analyze Magic
Basic Action
You can sense the presence and effects of powers at a distance, learning the form, skill, and power origin. Make a skill roll and multiply the result by 10; this is the range in meters. Normally, you detect the closest power effect, but by concentrating on a particular type (name, form, or general description) you can eliminate all others. This means you may have to use this power many times to sort through a complex scene.
You can analyze the properties of any power within reach, even if it is inside a container or otherwise separated from you. You learn what power it is, who used it, when, to what effect, and an approximate power level. Even powers that have ended leave a signature that can be analyzed, though the impressions fade; after the end of the scene, it is no longer possible to determine who used the power and its exact effect. The signature fades completely in a matter of days or weeks, stronger and more dramatic uses leaving stronger impressions.
This is a meta-power that affects other powers. In some campaign worlds there is a strong Origin Divide among different origins. Check with your GM regarding your campaign. Origins that are opposed cannot cannot be modified by meta-powers; it is as if powers from the opposing origin was actually a schtick rather than a power.
Anti-Magic Shell
Basic Action
You create an immobile sphere with a diameter equal to your Mind that inhibits powers. This circle lasts for the rest of the scene. Anyone inside the area suffers from power failure. Even Inherent powers fail. Existing power effects in the area are suspended and have no effect while the Anti-Magic Circle is active.
This is a meta-power that affects other powers. In some campaign worlds there is a strong Origin Divide among different origins. Check with your GM regarding your campaign. Origins that are opposed cannot cannot be modified by meta-powers; it is as if powers from the opposing origin was actually a schtick rather than a power.
Dispel Magic
Limit Break
Age of Effect |
Minimum Difficulty |
Three days | 12 |
One Month | 14 |
One year | 16 |
A decade | 18 |
A century | 20 |
A millennium | 22 |
Ten millennia | 24 |
You can end the effects of other powers. You can only dispel powers you know of (though a vague description, such as "whatever is making Bert turn green" is ok). You can try to dispel a single Finisher, Limit Break, or any power that has been in effect for a week or more, or you can try to dispel all powers except those mentioned above on one creature or in an area with a diameter equal to your Mind. When dispelling several powers at once, you can choose to ignore some of them as long as you know of each power you want to make an exception for.
A power that has been dispelled cannot be used again by that creature in this scene, and another creature that tries to use the same power in the same general area must match your Know with the stunt the power is used with, or it fails.
This will not negate a Curse, but will tell you how to defeat the curse if the roll is successful.
Inherent powers cannot be dispelled.
The difficulty is the skill of the most skilled creature involved in making the effect. Effects that have been around a long time are harder to dispel: see the table. Use the highest relevant difficulty.
This is a meta-power that affects other powers. In some campaign worlds there is a strong Origin Divide among different origins. Check with your GM regarding your campaign. Origins that are opposed cannot cannot be modified by meta-powers; it is as if powers from the opposing origin was actually a schtick rather than a power.
Form Studies
Limit Break
You temporarily gain the use of one Form. Select one form when you use this power; you gain the use of this form for the rest of the scene, or until you use this power again. You gain the cantrip the form offers.
This is mainly useful in combination with other Magic powers that have variable results depending on what forms you know, but also combines well with Spell Preparation.
Spell Parry
Trigger Action (Defense)
Whenever a power is used against a nearby ally, you can attempt to counter it. The difficulty of that power becomes your Know +3. If the target or ally is at range, calculate range penalties to the nearest of the two. You cannot use Spell Parry against an attacker with Hard Cover or doing a Melee action. This is a meta-power that affects other powers. In some campaign worlds there is a strong Origin Divide among different origins. Check with your GM regarding your campaign. Origins that are opposed cannot cannot be modified by meta-powers; it is as if powers from the opposing origin was actually a schtick rather than a power.
Spellcasting Lore
Basic Action
Select another power when you use Spellcasting Lore. Once, before the end of the round, when you use the selected power, you can base any roll or stunt using that power on your Know skill instead of whatever skill the power would normally be based on. Effectively you are spending extra time in order to substitute what skill is used.
This is a meta-power that affects other powers. In some campaign worlds there is a strong Origin Divide among different origins. Check with your GM regarding your campaign. Origins that are opposed cannot cannot be modified by meta-powers; it is as if powers from the opposing origin was actually a schtick rather than a power.
True Name Finisher
Limit Break
You can use a Finisher on any creature whose True Name you know. Make an opposed Know roll. If you fail, you can still try again later.
Wizard's Stance
Trigger Action (Combo)
When you use another power that is a Basic Action, Limit Break, or Trigger Action (Defense), you can use this power to activate two stances that you know. This is an exception to the rule that trigger actions cannot trigger other trigger actions.
This is a meta-power that affects other powers. In some campaign worlds there is a strong Origin Divide among different origins. Check with your GM regarding your campaign. Origins that are opposed cannot cannot be modified by meta-powers; it is as if powers from the opposing origin was actually a schtick rather than a power.
Charm Metal
Dispel Metal
Limit Break
Age of Effect |
Minimum Difficulty |
Three days | 12 |
One Month | 14 |
One year | 16 |
A decade | 18 |
A century | 20 |
A millennium | 22 |
Ten millennia | 24 |
You can end the effects of other powers. You can only dispel powers you know of (though a vague description, such as "whatever is making Bert turn green" is ok). You can try to dispel a single Finisher, Limit Break, or any power that has been in effect for a week or more, or you can try to dispel all powers except those mentioned above on one creature or in an area with a diameter equal to your Mind. When dispelling several powers at once, you can choose to ignore some of them as long as you know of each power you want to make an exception for.
A power that has been dispelled cannot be used again by that creature in this scene, and another creature that tries to use the same power in the same general area must match your Know with the stunt the power is used with, or it fails.
This will not negate a Curse, but will tell you how to defeat the curse if the roll is successful.
Inherent powers cannot be dispelled.
The difficulty is the skill of the most skilled creature involved in making the effect. Effects that have been around a long time are harder to dispel: see the table. Use the highest relevant difficulty.
You can dispel any power of the Metal form, a metal elemental or a metal object.
Dowsing
Limit Break
Dowsing involves the use of a dowsing fork or pendulum to locate something that is sought. You must have a clear image of what you seek. It can be either a specific item that a participant in the ritual has seen, or a general substance such as water or gold, in which case it detects the largest store of such material in range that was previously unknown to you. You can choose to set a maximum range not to be exceeded in order to limit the detection to a certain area.
Rust
Basic Action
You can cause a ferrous item or creature to rust. This weakens the object or creature. Make a Know check against the Dodge or Body of the target, a creature or object. On a success, you reduce the Body of a target with a metal body by two or lower all derived values such as damage or Toughness bonus of the target's metal equipment.
Charm Mind
Aura Mask
Stance
You can mask your aura, making you uninvolved and detached from things around you. This renders you immune to all detection powers that look for intent, hostility, lies, or that glean information from surface thoughts.
Dispel Mind
Limit Break
Age of Effect |
Minimum Difficulty |
Three days | 12 |
One Month | 14 |
One year | 16 |
A decade | 18 |
A century | 20 |
A millennium | 22 |
Ten millennia | 24 |
You can end the effects of other powers. You can only dispel powers you know of (though a vague description, such as "whatever is making Bert turn green" is ok). You can try to dispel a single Finisher, Limit Break, or any power that has been in effect for a week or more, or you can try to dispel all powers except those mentioned above on one creature or in an area with a diameter equal to your Mind. When dispelling several powers at once, you can choose to ignore some of them as long as you know of each power you want to make an exception for.
A power that has been dispelled cannot be used again by that creature in this scene, and another creature that tries to use the same power in the same general area must match your Know with the stunt the power is used with, or it fails.
This will not negate a Curse, but will tell you how to defeat the curse if the roll is successful.
Inherent powers cannot be dispelled.
The difficulty is the skill of the most skilled creature involved in making the effect. Effects that have been around a long time are harder to dispel: see the table. Use the highest relevant difficulty.
You can dispel any power of the Mind form or that affects Folk.
Flower of Knowledge
Finisher
You can create a flowering of intellect where there was none before. This can give reasoning powers to an object or full sentience to a non-sentient creature. This can create any type of creature except Folk or an animal from an appropriate body. If used on a sentient, it creates a second personality, a mental disorder.
The newly created mind is shaped by you, and you can imbue it with part of your reasoning process and motivation. In general, it will start out friendly to you and sympathetic to your ideas, willing to perform whatever task you created it for. If created within another sentient being, it will be dominant for a time as the original personality is in shock, but after a day or so the two personalities will start to crash. Depending on how different they are from each other, this might be a conflict to the death over control and identity or they might merge almost seamlessly.
The tree of knowledge often bears bitter fruit. While this power can be very rewarding, it is also very dangerous. After a while, minds created this way tend to adopt some of your negative personality traits and might become your bitter enemies, especially if you have many personality flaws or treat them badly.
Mental Resistance
Stance
Use your Know in place of your your Mind to soak Psychic damage and to resist setback on powers and stunts that use your Charm or Impress as the difficulty.
Translate
Basic Action
Make an opposed Know check to learn a language of your choice the target creature near you knows for the rest of the scene. A cooperative creature can reduce the difficulty to a minimum of their Mind. You can also use this on a text, with a difficulty based on the complexity of the text for a native reader. If you fail, you cannot attempt again against that creature for the rest of the scene.
Your skill in the language becomes equivalent to that of your target, or based on your Know, whichever is less. You learn any form of the language the creature knows, such as spoken and written, but potentially also sign and other-sensory languages.
Charm Order
Analyze Order
Basic Action
You can analyze both physical and social structures. Examples of physical structures include most architecture and static construction, as well as crystalline matrices and such. Social structures include dependencies and hierarchies; you can tell who commands who and detect the members of rigid social hierarchies, such as most military and some highly organized syndicates, criminal or otherwise. You can sense what physical laws and constants are in relation to the other places you know. This is mainly useful when traveling to other planes.
Dispel Order
Limit Break
Age of Effect |
Minimum Difficulty |
Three days | 12 |
One Month | 14 |
One year | 16 |
A decade | 18 |
A century | 20 |
A millennium | 22 |
Ten millennia | 24 |
You can end the effects of other powers. You can only dispel powers you know of (though a vague description, such as "whatever is making Bert turn green" is ok). You can try to dispel a single Finisher, Limit Break, or any power that has been in effect for a week or more, or you can try to dispel all powers except those mentioned above on one creature or in an area with a diameter equal to your Mind. When dispelling several powers at once, you can choose to ignore some of them as long as you know of each power you want to make an exception for.
A power that has been dispelled cannot be used again by that creature in this scene, and another creature that tries to use the same power in the same general area must match your Know with the stunt the power is used with, or it fails.
This will not negate a Curse, but will tell you how to defeat the curse if the roll is successful.
Inherent powers cannot be dispelled.
The difficulty is the skill of the most skilled creature involved in making the effect. Effects that have been around a long time are harder to dispel: see the table. Use the highest relevant difficulty.
You can dispel any power of the Order form or which affects a virtue. You can also dispel effect that twist the natural order of physical reality, especially effects that break natural rhythm or periodic events. Likewise, you can overwhelm powers of the Flux form.
Laws of Power
Finisher
Select a Method appropriate to the target's Tradition. From now on, this method applies to all the targets use of powers. This is a Curse.
Measure Difficulty
Trigger Action
When you face a task, you can determine how difficult it is by analyzing order. Make a Know roll against the difficulty of the task analyzed. On a success you learn the difficulty and what skill and equipment/schticks/powers are relevant to the task. If several skills can be used for the task, you roll against the lowest of the difficulties involved and you learn of all possible skills. On a failure you simply learn that it is more difficult than the result of your roll.
If you have the necessary schticks/powers/equipment to perform the task, there is a +5 bonus to the Know roll. If the task requires no special schticks or powers, you always get this bonus.
Natural Order
Trigger Action
You can defend the natural order of the universe against powers. Whenever a power is used in your presence, you can oppose it, which sets a minimum difficulty for the action equal to your Know +3.
Silence
Limit Break
You invoke stillness and harmony in an area with a diameter equal to your Mind in meters. You can make this area stationary or center it on an object or creature. If the creature or wearer of the object is unwilling, you must succeed on a Know roll against it's Dodge.
Silence lasts the remainder of the scene. While in the silenced area, creatures cannot speak (which triggers many Methods and Power Loss Limitations). Sneak stunts in the area allow movement without requiring new rolls, and silenced opponent's have trouble communicating your location. Silence hinders sonic attacks in the area, allowing targets of sonic attacks that pass through the area to use your Action as their soak attribute.
Charm Plant
Analyze Plant
Basic Action
You can analyze the abilities and attributes of any plant within reach, even if it is inside a container or otherwise separated from you. You learn the exact attributes, skills and schticks of plant creatures or the traits of plants and items made from former plants. You also learn and whether it has been affected by any powers recently.
Dispel Plant
Limit Break
Age of Effect |
Minimum Difficulty |
Three days | 12 |
One Month | 14 |
One year | 16 |
A decade | 18 |
A century | 20 |
A millennium | 22 |
Ten millennia | 24 |
You can end the effects of other powers. You can only dispel powers you know of (though a vague description, such as "whatever is making Bert turn green" is ok). You can try to dispel a single Finisher, Limit Break, or any power that has been in effect for a week or more, or you can try to dispel all powers except those mentioned above on one creature or in an area with a diameter equal to your Mind. When dispelling several powers at once, you can choose to ignore some of them as long as you know of each power you want to make an exception for.
A power that has been dispelled cannot be used again by that creature in this scene, and another creature that tries to use the same power in the same general area must match your Know with the stunt the power is used with, or it fails.
This will not negate a Curse, but will tell you how to defeat the curse if the roll is successful.
Inherent powers cannot be dispelled.
The difficulty is the skill of the most skilled creature involved in making the effect. Effects that have been around a long time are harder to dispel: see the table. Use the highest relevant difficulty.
You can dispel any power of the Plant form or which otherwise affects a plant, Plant Elemental, or overgrown area.
Gaia's Gift
Limit Break
If you touch the ground when using this power, you heal three hits.
Herbalism
Limit Break
You can gather and use herbs for medicinal purposes. You are always assumed to keep an eye out for such herbs and refresh your supply; the power details how to use them. You can substitute the patient's Body with your Know skill. This can soak damage and help fight infections, poison, pathogens, and other dangers. You can use this as a prophylactic, but must know what specific problem you are preventing. The effect lasts for a scene. Herbalism also applies to poisons. When used in food or as a contact poison, you must first apply the poison (which might be as stunt on some other skill) and the target gets an opposed Know to discover the poison at the last minute. If the poisoning is successful, you do Infection or Neurotoxin damage equal to your Know.
Charm Psi
Absolute Concentration
Inherent or Limit break
You have advanced your powers of concentration to the point where you can use any one stance (schtick or power) without expending any shots to do so. Such a stance will continue to function even if you are unconscious or otherwise unable to take any actions. Changing winch stance you are using this for is a Limit Break and normally done out of action.
Analyze Psi
Basic Action
You can analyze the properties of any power within reach, even if it is inside a container or otherwise separated from you. You learn what power it is, who used it, when, to what effect, and an approximate power level. Even powers that have ended leave a signature that can be analyzed, though the impressions fade; after the end of the scene, it is no longer possible to determine who used the power and its exact effect. The signature fades completely in a matter of days or weeks, stronger and more dramatic used leaving stronger impressions.
This is a meta-power that affects other powers. In some campaign worlds there is a strong Origin Divide among different origins. Check with your GM regarding your campaign. Origins that are opposed cannot cannot be modified by meta-powers; it is as if powers from the opposing origin was actually a schtick rather than a power.
Disrupt Psi
Limit Break
Age of Effect |
Minimum Difficulty |
Three days | 12 |
One Month | 14 |
One year | 16 |
A decade | 18 |
A century | 20 |
A millennium | 22 |
Ten millennia | 24 |
You can end the effects of other powers. You can only dispel powers you know of (though a vague description, such as "whatever is making Bert turn green" is ok). You can try to dispel a single Finisher, Limit Break, or any power that has been in effect for a week or more, or you can try to dispel all powers except those mentioned above on one creature or in an area with a diameter equal to your Mind. When dispelling several powers at once, you can choose to ignore some of them as long as you know of each power you want to make an exception for.
A power that has been dispelled cannot be used again by that creature in this scene, and another creature that tries to use the same power in the same general area must match your Know with the stunt the power is used with, or it fails.
This will not negate a Curse, but will tell you how to defeat the curse if the roll is successful.
Inherent powers cannot be dispelled.
The difficulty is the skill of the most skilled creature involved in making the effect. Effects that have been around a long time are harder to dispel: see the table. Use the highest relevant difficulty.
This is a meta-power that affects other powers. In some campaign worlds there is a strong Origin Divide among different origins. Check with your GM regarding your campaign. Origins that are opposed cannot cannot be modified by meta-powers; it is as if powers from the opposing origin was actually a schtick rather than a power.
Psi Shield
Stance
You create a sphere with a diameter equal to your power skill that inhibits powers. The sphere moves with you. Using powers against anyone inside this area has a minimum difficulty equal to your Know; if the normal difficulty would be lower, increase it to that value.
This is a meta-power that affects other powers. In some campaign worlds there is a strong Origin Divide among different origins. Check with your GM regarding your campaign. Origins that are opposed cannot cannot be modified by meta-powers; it is as if powers from the opposing origin was actually a schtick rather than a power.
Psychic Burnout
Finisher
The target suffers Power Loss. This is a Curse.
This is a meta-power that affects other powers. In some campaign worlds there is a strong Origin Divide among different origins. Check with your GM regarding your campaign. Origins that are opposed cannot cannot be modified by meta-powers; it is as if powers from the opposing origin was actually a schtick rather than a power.
Charm Space
Reaching Touch
Inherent
You have learned to overcome short distances, using powers and abilities that normally require touch at a distance in meters equal to your Know. You need to see the target clearly to use this power. You cannot physically touch anything this way, and this prevents the use of Reaching Touch for Melee attacks or stunts.
Smoothen Disruption
Limit Break
Age of Effect |
Minimum Difficulty |
Three days | 12 |
One Month | 14 |
One year | 16 |
A decade | 18 |
A century | 20 |
A millennium | 22 |
Ten millennia | 24 |
You can end the effects of other powers. You can only dispel powers you know of (though a vague description, such as "whatever is making Bert turn green" is ok). You can try to dispel a single Finisher, Limit Break, or any power that has been in effect for a week or more, or you can try to dispel all powers except those mentioned above on one creature or in an area with a diameter equal to your Mind. When dispelling several powers at once, you can choose to ignore some of them as long as you know of each power you want to make an exception for.
A power that has been dispelled cannot be used again by that creature in this scene, and another creature that tries to use the same power in the same general area must match your Know with the stunt the power is used with, or it fails.
This will not negate a Curse, but will tell you how to defeat the curse if the roll is successful.
Inherent powers cannot be dispelled.
The difficulty is the skill of the most skilled creature involved in making the effect. Effects that have been around a long time are harder to dispel: see the table. Use the highest relevant difficulty.
You can dispel any power of the Space form or that involves Teleportation or affects a Sanctum or Teleport Circle and its immediate surroundings, including the circle itself if you so desire.
Teleport Magnet
Basic Action or Limit Break
You create a trap. Anyone trying to teleport in or out of a point within a radius equal to your Know roll in meters must make an opposed Skill roll. If this roll fails, the teleport ends up in a a spot you designate within the area. Several adjacent teleport magnet can send those trapped to a single point in any of the areas.
The teleport trap lasts for a scene or until disarmed. If used as a Limit Break, the duration is a year and a day. You can set a password or key that bypasses the Teleport Magnet.
Transpose Terrain
Basic Action
You can transpose the terrain of a different location far away over the area you are in now. This allows you to add terrain features (but not remove them), effectively overwriting the terrain in the current area with new, more extensive terrain. Open ground can have terrain features added, existing terrain can be smoothed over with earth but not removed. You can add brush, sharp stones, or other impediments to the area.
You can increase the Free Running and Terrain Driving difficulty of each part of the area up to your Ride skill, or reduce it by up to three by smoothing it.
You cannot modify structures in the area, only terrain. You can add obstacles on top of structures, making them difficult ground.
The difficulty of this power is the highest Free Running difficulty in the area, and each use of the power affects an area with a diameter equal to your Mind. If this roll fails, you cannot reduce the Free Running or Terrain Driving in that spot and can increase it no higher than your Mind. You cannot try again until the current effect ends.
By placing spots of transposed terrain in a hexagonal patten with Mind meters between each hexagon, you can completely cover an area with repeated uses. The effect lasts for a scene.
Charm Spiritual
Consecrate
Limit Break
You make a place sacred to your faith; the radius is equal to the result of the Know roll that created it. If cast inside a room or building of approximately the right size, Consecrate will protect the entire room or building (including exterior walls) but not extend outside. It lasts as long as you remain inside the area. If there is an alter or other stationary object dedicated to your faith in the area, you can make the object the focus of Consecrate and the effect then lasts as long as the object remains and is intact.
Consecrate makes power use harder for infidels. The minimum difficulty to use any power against someone of your faith in the area or against the place itself or an object in the area is equal to your Know unless it includes a heartfelt praise of your spiritual patron.
The area keeps out supernatural creatures; Air Elementals, Earth Elementals, Electric Elementals, Fire Elementals, Water Elementals, Plant Elementals, Ice Elementals, Demons, Devils, Angels, Virtues, Aberrations, Spectres, and Undead cannot be summoned into the area unless accompanied by a heartfelt prayer to your patron. They can enter the area by mundane means, but only if they have been invited by someone inside who has at one timed uttered a heartfelt prayer there.
Crisis of Faith
Finisher
The target suffers Power Loss. This is a Curse.
This is a meta-power that affects other powers. In some campaign worlds there is a strong Origin Divide among different origins. Check with your GM regarding your campaign. Origins that are opposed cannot cannot be modified by meta-powers; it is as if powers from the opposing origin was actually a schtick rather than a power.
Language of the Soul
Basic Action
Use this against another creature. Anything you say will appear to the target to be in that creature's native tongue. The effect lasts for a scene. It can be active on several creatures simultaneously by spending a Basic Action for each target. You can choose to talk only to the target, who will will hear you as if you were speaking even if you are not making any sound. This requires a separate basic action. You can do this even if the creature is out of hearing as long as they are within Know meters of you.
Omen
Limit Break
An omen is an event in the outer world that gives clues to the spiritual and thus the future. An omen can be observed anytime, but the information gained will relate to what is happening when the omen is observed. For example, an omen observed at a military rally will concern the future of the assembled troops, and so on. To gain information this way you make an opposed check against the targets' Recon. You gain valuable information based on the outcome of this roll; if the outcome matches the target's Mind you gain clear and important insights into the target's activities. On a failed roll, you learn obvious details and trivia; if the negative Outcome matches your Mind you learn misleading information or the target notices your spying. The GM has to decide who's Recon to use to resist this, often the main antagonist or their local lieutenant. Omen manifests this information in an obscure way, but this power is about interpreting omens, so the information you get is decently clear, but still subject to interpretation.
Prayer
Trigger Action (Combo)
Use this when you start a stance. Select a number of allies equal to your Mind, who you must see and be within Mind meters of when you activate the stance. You can do this for each Stance that you activate, with a separate Trigger Action (Combo) for each Stance. As long as you maintain a stance it also affects these allies, even if they move away from you. It only affects stances that would normally affect you only; a stance that normally boosts others or causes an effect physically separated from you is not affected by Prayer.
This is a meta-power that affects other powers. In some campaign worlds there is a strong Origin Divide among different origins. Check with your GM regarding your campaign. Origins that are opposed cannot cannot be modified by meta-powers; it is as if powers from the opposing origin was actually a schtick rather than a power.
Test of Faith
Limit Break
Age of Effect |
Minimum Difficulty |
Three days | 12 |
One Month | 14 |
One year | 16 |
A decade | 18 |
A century | 20 |
A millennium | 22 |
Ten millennia | 24 |
You can end the effects of other powers. You can only dispel powers you know of (though a vague description, such as "whatever is making Bert turn green" is ok). You can try to dispel a single Finisher, Limit Break, or any power that has been in effect for a week or more, or you can try to dispel all powers except those mentioned above on one creature or in an area with a diameter equal to your Mind. When dispelling several powers at once, you can choose to ignore some of them as long as you know of each power you want to make an exception for.
A power that has been dispelled cannot be used again by that creature in this scene, and another creature that tries to use the same power in the same general area must match your Know with the stunt the power is used with, or it fails.
This will not negate a Curse, but will tell you how to defeat the curse if the roll is successful.
Inherent powers cannot be dispelled.
The difficulty is the skill of the most skilled creature involved in making the effect. Effects that have been around a long time are harder to dispel: see the table. Use the highest relevant difficulty.
This is a meta-power that affects other powers. In some campaign worlds there is a strong Origin Divide among different origins. Check with your GM regarding your campaign. Origins that are opposed cannot cannot be modified by meta-powers; it is as if powers from the opposing origin was actually a schtick rather than a power.
Understand Miracle
Basic Action
You can analyze the properties of any power within reach, even if it is inside a container or otherwise separated from you. You learn what power it is, who used it, when, to what effect, and an approximate power level. Even powers that have ended leave a signature that can be analyzed, though the impressions fade; after the end of the scene, it is no longer possible to determine who used the power and its exact effect. The signature fades completely in a matter of days or weeks, stronger and more dramatic used leaving stronger impressions.
This is a meta-power that affects other powers. In some campaign worlds there is a strong Origin Divide among different origins. Check with your GM regarding your campaign. Origins that are opposed cannot cannot be modified by meta-powers; it is as if powers from the opposing origin was actually a schtick rather than a power.
Charm Tech
Autodoc
Inherent
You automatically stabilize after a Mortal Wound. When you loose shots, the shot loss is reduced to just one. You can use Know instead of Body to resist Biological Damage. Your autodoc can gather and upload medical data and negate the symptoms of chronic illness (mostly a role-playing effect but might help negate certain curses). But this data can be stolen, in which case the Autodoc can lower your effective Body and Mind to zero when resisting damage and effects.
Cyber Secretary
Inherent
This is an expert system that handles mundane mental chores. It records the surroundings and what you do for later playback, reminds you of appointments, keeps lists of names and addresses and similar stuff that makes you seem to be a neat, organized person. It functions as an internal radio modem and personal computer and has a mobile phone and answering service. Each round, you can activate one Stance without any shot cost.
This is a meta-power that affects other powers. In some campaign worlds there is a strong Origin Divide among different origins. Check with your GM regarding your campaign. Origins that are opposed cannot cannot be modified by meta-powers; it is as if powers from the opposing origin was actually a schtick rather than a power.
Operatives for shadow organizations are often fitted with cyber secretaries whether they want to or not. Such a secretary is often molded to a Behavior Chip or Black Box. Some even have obnoxious personalities of their own.
Electro-Magnetic Pulse
Limit Break
Age of Effect |
Minimum Difficulty |
Three days | 12 |
One Month | 14 |
One year | 16 |
A decade | 18 |
A century | 20 |
A millennium | 22 |
Ten millennia | 24 |
You can end the effects of other powers. You can only dispel powers you know of (though a vague description, such as "whatever is making Bert turn green" is ok). You can try to dispel a single Finisher, Limit Break, or any power that has been in effect for a week or more, or you can try to dispel all powers except those mentioned above on one creature or in an area with a diameter equal to your Mind. When dispelling several powers at once, you can choose to ignore some of them as long as you know of each power you want to make an exception for.
A power that has been dispelled cannot be used again by that creature in this scene, and another creature that tries to use the same power in the same general area must match your Know with the stunt the power is used with, or it fails.
This will not negate a Curse, but will tell you how to defeat the curse if the roll is successful.
Inherent powers cannot be dispelled.
The difficulty is the skill of the most skilled creature involved in making the effect. Effects that have been around a long time are harder to dispel: see the table. Use the highest relevant difficulty.
This is a meta-power that affects other powers. In some campaign worlds there is a strong Origin Divide among different origins. Check with your GM regarding your campaign. Origins that are opposed cannot cannot be modified by meta-powers; it is as if powers from the opposing origin was actually a schtick rather than a power.
Electronic Warfare
Inherent or Basic Action
The Electronic Warfare Package comes with advanced encoding/decryption systems, homers, jammers and ECM systems. It allows you to disrupt ranged communicative powers, eavesdrop on the radio communications of others, and to jam technological surveillance devices.
A character running an EW pack is immune to electronic detection or eavesdropping (even to that of another EW Pack user). Thuis effect is inherent.
A Basic Action can roughly locate radios within a few kilometers and and eavesdrop on them with an opposed Know roll. The range depends heavily on the amount of electronic clutter in the air.
This is a meta-power that affects other powers. In some campaign worlds there is a strong Origin Divide among different origins. Check with your GM regarding your campaign. Origins that are opposed cannot cannot be modified by meta-powers; it is as if powers from the opposing origin was actually a schtick rather than a power.
Mask
Inherent
Any cybernetic systems you have are electronically masked; any power or technological tool used to detect them fails. They can still be observed trough normal means.
This is a meta-power that affects other powers. In some campaign worlds there is a strong Origin Divide among different origins. Check with your GM regarding your campaign. Origins that are opposed cannot cannot be modified by meta-powers; it is as if powers from the opposing origin was actually a schtick rather than a power.
Charm Time
Dispel Time
Limit Break
You can end the effects of other powers but accelerating time around them, making them run out. You can dispel any power that has a duration; you cannot affect permanent or instantaneous effects. You can only dispel powers you know of (though a vague description, such as "whatever is making Bert turn green" is ok). You can try to dispel a single Curse, Limit Break, Finisher, or any power that has been in effect for a week or more, or you can try to dispel all powers except those mentioned above on one creature or in an area with a diameter equal to your Mind. When dispelling several powers at once, you can choose to ignore some and dispel others.
A power that has been dispelled cannot be used again by that creature in this scene, and another creature that tries to use the same power in the same general area must match your Know with the stunt the power is used with, or it fails. You can use a Defense to increase your Know when someone tries to activate a power like this.
This will not dispel a Curse, but will tell you how to defeat it if the roll is successful. Inherent powers cannot be dispelled.
The difficulty is the skill of the most skilled creature involved in making the effect. Effects that have much remaining duration are harder to dispel: see this table. Use the highest relevant difficulty.
Time | Minimum Difficulty |
One Week | 12 |
One Month | 15 |
One year | 18 |
A decade | 21 |
A century | 24 |
A millennium | 27 |
Restoration
Time | Difficulty |
One Day or less | 9 |
One Week or less | 12 |
One year or less | 15 |
A century or less | 18 |
A millennium or less | 21 |
Limit Break
You can restore a creature you touch, or part of it, to a previous condition. This is used to heal wounds or ailments.
Side effects are common, their seriousness depend on the severity of the injury. If used to restore mental health or restore whole-body conditions. The difficulty of avoiding them depends on the period of time the victim has been suffering the injury or the skill or damage or skill value of whatever caused the injury. A failed roll still restores the patient to full health, but brings an appropriate Setback or in severe cases or fumbles, a Curse. This typically involves the loss of memories first of the incident that caused the damage, on more severe failures long gaps in memory can occur, or the patient might forget a certain fact or person. Severe cases can induce total amnesia. Restoration does not help against Limitations or Curses.
Restoration can alleviate aging, but the difficulty is based on the target's chronological life span, it must be used once a year, any failure causes all removed age to return, and even with successful treatment the beneficiary is Cursed to become increasingly conservative and reactionary.
Mist of Time
Limit Break
You focus detection powers in a radius equal to your Know in meters around you. Anyone trying to detect or remotely sense the area see what occurred there in a at a point in the past you pick when using the power unless they score an Outcome on their skill roll matching your Know. The effect lasts until the end of the session.
Charm Water
Calm Seas
Limit Break
Age of Effect |
Minimum Difficulty |
Three days | 12 |
One Month | 14 |
One year | 16 |
A decade | 18 |
A century | 20 |
A millennium | 22 |
Ten millennia | 24 |
You can end the effects of other powers. You can only dispel powers you know of (though a vague description, such as "whatever is making Bert turn green" is ok). You can try to dispel a single Finisher, Limit Break, or any power that has been in effect for a week or more, or you can try to dispel all powers except those mentioned above on one creature or in an area with a diameter equal to your Mind. When dispelling several powers at once, you can choose to ignore some of them as long as you know of each power you want to make an exception for.
A power that has been dispelled cannot be used again by that creature in this scene, and another creature that tries to use the same power in the same general area must match your Know with the stunt the power is used with, or it fails.
This will not negate a Curse, but will tell you how to defeat the curse if the roll is successful.
Inherent powers cannot be dispelled.
The difficulty is the skill of the most skilled creature involved in making the effect. Effects that have been around a long time are harder to dispel: see the table. Use the highest relevant difficulty.
You can momentarily calm waves, currents, and other violent water action. The difficulty is the strength of the water in action (measured as Body. You can also dispel any power of the Water form, any power affecting a water elemental or aquatic creature, or which affects liquids.
Fluid Speech
Inherent
You understand any spoken language, including recordings.