Difference between revisions of "Powers"

From Tenebrous Isles
Jump to: navigation, search
m
m
Line 284: Line 284:
 
:*To heal 2 boxes from your Hungry condition, you must cause at least a Peril or Hurt Consequence to your victim.  
 
:*To heal 2 boxes from your Hungry condition, you must cause at least a Peril or Hurt Consequence to your victim.  
 
:*To heal 4 boxes from your Hungry Condition, you must cause at least a Doomed consequence to your victim.
 
:*To heal 4 boxes from your Hungry Condition, you must cause at least a Doomed consequence to your victim.
:*Once per scene, you may make a full recovery on your Hungry stress track by killing someone via exsanguination.
+
::*Once per scene, you may make a full recovery on your Hungry stress track by killing someone via exsanguination.
:<u>'''Emotional Vampire (1)'''</u>: Rather than gaining sustenance from blood, you feed off of emotions and can live alone without any other food source. Additionally, you MUST eat emotions to live. If you successfully create an advantage using your Deceive or Provoke skill, you must then touch someone to feed from them.  
+
:<u>'''Emotional Vampire (1)'''</u>: Rather than gaining sustenance from blood, you feed off of emotions and can live on emotions alone without any other food source. Additionally, you MUST eat emotions to live.  
:*This ability is augmented by the Incite Emotion power, making it so that you are able to feed from a distance if you've purchased the Ranged Incite power.  
+
:*If you successfully create an advantage using your Deceive or Provoke skill (Provoke for Anger or Fear, Deceive for all other Emotions), you must then touch someone to feed from them unless you have this ability augmented by other powers.  
 +
::*This ability is augmented by the Incite Emotion power, making it so that you are able to feed from a distance if you've purchased the Ranged Incite power.  
 
:*After a successful feeding, any further feeding attempts in that scene using Emotional Vampirism are made at +1.  
 
:*After a successful feeding, any further feeding attempts in that scene using Emotional Vampirism are made at +1.  
 
:*To heal 2 boxes from your Hungry condition, you must cause at least a Peril or Hurt Consequence to your victim.  
 
:*To heal 2 boxes from your Hungry condition, you must cause at least a Peril or Hurt Consequence to your victim.  
 
:*To heal 4 boxes from your Hungry Condition, you must cause at least a Doomed consequence to your victim.
 
:*To heal 4 boxes from your Hungry Condition, you must cause at least a Doomed consequence to your victim.
:*Once per scene, you may make a full recovery on your Hungry stress track by killing someone via a complete drain of their emotions.
+
::*Once per scene, you may make a full recovery on your Hungry stress track by killing someone via a complete drain of their emotions.
 
:<u>'''The Kiss (1)'''</u>: ''Requires Red Court Infectee Mantle.'' Your saliva is a powerful narcotic.  
 
:<u>'''The Kiss (1)'''</u>: ''Requires Red Court Infectee Mantle.'' Your saliva is a powerful narcotic.  
 
:*Whenever you succeed vs an opponent on a bite attack, you can declare that your opponent is dosed with your saliva, and you gain +1 to all actions in subsequent exchanges against the same target in the same scene.  
 
:*Whenever you succeed vs an opponent on a bite attack, you can declare that your opponent is dosed with your saliva, and you gain +1 to all actions in subsequent exchanges against the same target in the same scene.  

Revision as of 05:41, 10 July 2017

Powers List
Here you will find a list of the Powers used at Tenebrous Isles along with their respective price and a description of what they're used for.

Creature Features

Powers for those taking some sort of beast, or beastly, form.
Aquatic (1): You cannot drown and you ignore all water-based borders.
Beast Adept (1): You're particularly adept at using your alternate form's natural weapons or breath weapon.
  • Gain an additional +1 to your Weapons rating, bringing it to a Weapons 2.
  • This power can stack with Size Matters, which would bring your weapon rating to a +3.
Beast Caller (1): Requires Beast Whisperer. Once per session, garner the aid of an animal or group of animals of your type. Choose one of the following benefits:
  • +4 to a single action
  • A situation aspect with two free invokes
  • Automatic success on an overcome roll.
  • If circumstances are not consistent with the capabilities of the animal in question, the GM may require alteration to your declaration.
Beast Whisperer (1): You just know that kind of beast and can assess beast motives when face to face with them.
  • Automatically succeed when reading the body language/actions of your chosen beast, and communicate with them as well.
Breath Weapon (1): You're equipped with a weapon you express via mouth and can hit targets up to 1 zone away.
  • These attacks are made with a weapons rating of 1.
Diminutive Size (1): You're smaller than a human by far, likely closer to the size of a normal house cat or even smaller still.
  • Gain the aspect of 'Tiny'.
  • Because of your size gain +2 to Stealth to hide.
  • Due to being tiny yourself, gain +2 to to notice small details.
  • Your Vitality stress track is capped 2.
  • While tiny things can hurt, they just can't do the damage larger things can. Inflict a maximum of 1 stress per attack, regardless of Weapon rating.
Echoes of the Beast (1): Your beast form as managed to bleed over a bit to your native form, enhancing your senses with its abilities.
  • Name the beast you have echoes of.
  • Gain +1 to Notice rolls when using Notice in combination with up to 2 selected natural senses that make sense based on your beast form (I.E. Sight and Hearing for a bird).
  • Gain +1 to a game action based on one of your skills (I.E. Athletics Overcomes or Fight Attacks)
Forest Caller (1): Requires Forest Whisperer. Once per session, garner the aid of the plants within your zone. Choose one of the following benefits:
  • +4 to a single action
  • A situation aspect with two free invokes
  • Automatic success on an overcome roll.
  • If circumstances are not consistent with the capabilities of the plant in question, the GM may require alteration to your declaration. As a Note: No, you will not be marching the Ents into Isengard.
Forest Whisperer (1): You just know plants and can assess a plant's state of being upon inspection of it. You also have an uncanny way of talking to plants so that they can understand you.
  • Automatically succeed when checking a plant's state of being along with needs and desires, and communicate with them in a way they understand.
Hulking Size (2): You're gigantic, larger than almost any human can hope to become.
  • Gain the aspect of 'Huge'.
  • All attackers get +1 to hit you because of your mammoth size.
  • All others attempting to spot you gain +1 to Notice because of your mammoth size.
  • Gain +2 Vitality stress boxes.
  • Size really does matter when intimidating others, gain +2 Provoke when attempting to create an advantage, overcome, or attacking someone via Intimidation.
  • Mediocre Stealth, no more than 1 shift can be achieved through Stealth rolls.
Natural Weapon (1): You're an animal of some flavor and have natural weapons (I.E. Teeth, Claws, Spines)
  • Gain a weapon rating of 1 on your Fight attack rolls.
Pack Instincts (1): Being part of a pack has it's benefits.
  • This power must be purchased by all members of the Pack for it to be effective.
  • Gain +1 Notice when within same zone as pack members.
  • Communicate single words wordlessly.
  • Gain +2 to locate Pack Members with Notice.
  • All or no pack members are surprised when rolling to defend against surprise. If one of you succeeds, you all do.
Size Matters (1): Requires Hulking Size and Natural or Breath Weapon. Being just plain huge has the advantage of making your attacks all the more lethal.
  • Gain an additional +1 to your Weapons rating, bringing it up to a +2.
  • This power can stack with Beast Adept, which would bring your weapon rating to a +3.
Supernatural Sense (1): You have the sense of something strange.
  • It's not one of your natural 5 senses, but a sense of something that shouldn't be a normal thing you can 'feel' (I.E Strange Sense - Metal).
Venomous (2): Requires Natural Weapon or Breath Weapon. Your natural weapons are envenomed.
  • Once per scene, per target, when making a successful Fight attack, in addition to causing stress create an advantage and place a 'Poisoned', taggable, aspect on your opponent.
  • This aspect exists until it is overcome with a Physique roll or the expenditure of a Fate point.
Wings (1): You have wings, you can fly!
  • Use Athletics for flight and ignore any land-based borders (pay attention to the mountains though, they are tall).

Faith

The Power that comes with being a follower of the White God
Bless This House (1): It's good to have you inside.
  • While you're within the walls of a home, or any building really, the Threshold of your location is increased by +2 provided your Will rating is higher than the base threshold rating.
Divine Defender (1): Once per session you may elect to suffer the outcome of any attack inflicted on any character in your immediate presence, preventing it from befalling them.
  • This harm is taken at the same value as the original recipient and you may not roll a separate defense.
Holy Touch (1): You are quite literally the anathema to all things unholy or evil.
  • While doing battle with anything in direct opposition to the White God, you gain a weapon rating of 1 on any attack action.
  • While creating an advantage, you have a free tag on the evil entity's high concept to use in order to hold them at bay while you shine with Holy light.
Righteousness (2): God sees to it that your actions are strengthened by your will.
  • Use 1 exchange (round) to pray to Him for guidance and help on your mission.
  • Spend 1 Fate point and detail in the expenditure what your prayer is, so that its effects are noted.
  • For the rest of the scene, your Will complements any game actions made toward achieving the goal of that prayer.
  • Once per scene, if an ally is taken out or concedes while in an altercation with Evil after you've prayed, you may make a single, zone-wide attack action using your Will vs. the defender's Will. This attack gains the benefit of your Righteousness, as well as your Holy touch.
Right Place, Right Time (1): Once per session, you may announce your presence in the perfect place to help someone in need, ignoring usual limits of time, distance, or plausibility.
Sacrificial Blow (2): Mark the Doomed condition to inflict an immediate, indefensible 6-shift hit on an opponent.
  • You may use Sacrificial Blow at any time during a conflict or in conjunction with an attack, adding the six shifts to the value of the attack. Doomed must be fully recovered before you can use this again.

Items of Power

For those walking around with power, but only because they hold something that has power.
Item of Power (1+): These are pretty much entirely custom.
  • Items of power need to be discussed with Staff and planned out.
  • There is no refund for the price of the Item.
  • Items of Power can have a myriad of effects, ranging from strength to talking to animals. To be able to gain this, you need a solid story. (Why on earth do you have this item?)

Minor Abilities

For those with just a little spark...
Night Sight (1): You can see in the dark, without penalties. It's pretty freaky, but you can do it.
Ghost Speaker (1): You see dead people.
  • Unfortunately, when you can see that kind of thing, you can never really avoid seeing that kind of thing.
  • Ghosts can see you, too.
  • You're able to speak to the dead rather freely if they come up and start the conversation. If you can manage to get the attention of one, you can converse with Ghosts that don't initiate the conversation as well.
Ghost Touch (1): Requires Ghost Speaker. Not quite so ghostly to you!
  • Ignore the incorporeal nature of insubstantial creatures (I.E. Ghosts and Specters) and effect them as if they were physical.
Mana Static (1): Modern equipment hates you, but you hate it more. So much so that you can deliberately hex the modern electrical equipment around you with but a flick of your eyelids, or a finger, or whatever it is you flick to get the equipment to fry out.
Marked By Power (1): You've been chosen by your Patron for a specific reason, and you've been marked by them so that everyone knows it. (Only available to the Emissary of Power template)
  • Gain +1 to social skills with the magical community.
  • Mark of Power upon you by your patron is visible to those who can see such things (I.E. using The Third Eye or other beings that can see such things) and is incredibly hard to conceal.

NeverNever Powers

Powers that deal with how you physically effect the world
Glamours (2): You can make yourself seem like all sorts of things, even like you aren't there.
  • Veil with Casting.
  • Disguise yourself with Casting.
  • You can only use this on yourself, things that belong to you, or on those people that have made a Fae pact with you.
Swift Transition (1): While most supernatural creatures are able to cross over into the NeverNever at an area that is particularly attuned to them, those with Swift Transition have more flexibility.
  • You can cross over to the NeverNever no matter where you are, as if all areas are attuned to you.
Worldwalker (2): You're used to finding your way to and from the NeverNever.
  • Use Notice or Lore to find weak spots in the barrier between Reality and the NeverNever.
  • Make a rift once per scene to go from one to the other.
  • While in the NeverNever, gain +2 to Lore or Survival for NeverNever geography.

Physical Powers

Powers directly regarding Physical aspects of a character.
Faster, Stronger (2): You are literally just faster and stronger.
  • Add +1 to all Physical skill rolls when attacking, defending, creating an advantage, or overcoming.
  • Physical skills include: Athletics, Fight, Notice, Physique, and Stealth.
Power Through (2): Not available to purchase with Quick Recovery. You're capable of taking much more damage than some others, and because of this, you might need a while to recover.
  • Gain a new consequence slot called 'Hurt', good for 4 shifts of damage.
  • This power is not available for Shapeshifters due to the Healing Transformation power being Shapeshifter Only.
Quick Recovery (2): Not available to purchase with Power Through. Outside of combat, you may recover a Sticky consequence as if it were fleeting, but that consequence must be of a physical nature.
  • If a Shapeshifter PC already has Healing Transformation, they cannot also take Quick Recovery. Must choose one or the other.
Tougher (2): Being flat out tougher and harder to hurt is a helpful thing indeed.
  • Gain +2 boxes to your Vitality stress track.
Winged-Kin (1): You have large, <insert color here> wings concealed or revealed by a Human Guise under your control. These wings are capable of short-term flight, such that you automatically succeed if facing an overcome action that may be aerially circumvented.

Psychic Abilities

Those with the Power of Mind.
Fortune's Gift (1): You are able to toy with fate.
  • Blessing of Fortune: You can roll Will to create an advantage and place aspects on people or objects, referring to enhanced luck. The default (but modifiable) difficulty is Mediocre, which gives you a fragile aspect. Higher results create sticky aspects, lasting for a scene, and gaining 4 or more shifts of success gives you an extra free tag. Normally, these aspects last for a scene at most. If you are blessing someone or something in a certain endeavor, then the aspect is narrower, but can last longer: until the endeavor is either accomplished, abandoned, or definitively failed. You can make a blessing 'conditional', in which case the aspect will vanish if the character betrays a certain condition. (For example, a weapon might be blessed, but only if it is not turned against innocents or surrendering enemies.) A conditional blessing can last up to a week. Note that after the tags are used up, characters must use fate points to invoke this aspect.
  • Curses of Fortune: You can roll Will to create an advantage for yourself (negative for the recipient), placing aspects on people or things, referring to damaged luck. The target defends with Will. A tie results in a fragile aspect, while shifts result in a sticky aspect, and gaining 4 or more shifts of success gives you an extra free tag. Normally, a sticky aspect lasts up to a scene. A conditional curse, such as 'you will suffer hardship unless you reconcile with your long-lost son', can last longer, depending on the roll: a week for 1 shift, and each further shift is one step up on the Time table. However, note that once tags are used up, characters must use fate points to invoke this aspect - and any time the aspect is invoked to the sufferer's detriment, they claim the fate point.
Incite Emotion (1): You are able to trigger Emotions within others, usually to your own benefit in some way, and usually the negative emotions are the ones used.
  • Touch is required for this to work.
  • Use Provoke in creating an advantage to trigger Anger or Fear, Deceive for all other emotions.
  • The typical emotions triggered are: Lust, Fear, Anger, Despair.
Additional Emotion (1): Requires Incite Emotion. You've become adept at triggering another emotion within others.
  • Any upgrades purchased for Incite Emotion effect all emotions purchased.
Ranged Incite (1): Requires Incite Emotion. You no longer need to touch someone to trigger emotions within them.
  • Up to 1 zone away, you can trigger emotions in another person. (Single target only.)
Lasting Emotion (1): Requires Incite Emotion. Instead of simply creating an advantage, you can now use Provoke or Deceive to inflict mental damage upon someone via a mental attack with a bite to it.
  • Mental attacks made with a weapons rating of 1.
Potent Emotion (1): Requires Lasting Emotion. Not only can you hit someone mentally, you're particularly adept at it. Your mental 'teeth' are sharpened to the point that they bite quite deep.
  • Your mental attack weapons rating is now 3.
Psychometry (1): Use your Notice to assess the history of an object as either an overcome or creating an advantage game action.
  • The difficulty for time goes up incrementally from -1 for the last hour, to -6 for the last day.
The Third Eye (1): You're able to open your 'third eye' to view the world in all of its glorious truth. This can be quite scarring.
  • Use Lore to make sense of the world around you with an overcome action.
  • Use Will to defend against the damage looking upon the truth of things can inflict.
  • Soulgaze comes with The Third Eye, as you can see the truth of the world, and the truth within another.

Shapeshifting

Powers involved with physically changing form.
Animorphism (2): You can take the form of any natural animal once a month. (Requires Modular Abilities for alternate forms to have their own Creature Features or Physical Powers)
  • Deceive is used to take the shape of any uncoded form.
  • You gain the Natural Weapon power for free on your alternate forms.
Beast Change (1): You can take the form of one specific animal once a month.
  • Use Human Form to denote that your Human Form is decidedly different than your alternate. (Comes with Form Powers for alternate form to have Creature Features or Physical Powers)
  • You gain the Natural Weapon power for free on your alternate form.
Face In The Crowd (1): Your ability to simply blend into the background is astounding.
  • Once per scene, you may conveniently arrive at a location in a manner and time of your choosing simply by stepping out of the crowd and announcing that you'd been there the whole time.
  • Yes, you can even step forward as a previously unnamed NPC, pull off a disguise, and announce it was you all along!
Fluid Shapeshifting (3): You can take any human or animal form, including the unnatural, once a month. (Requires Modular Abilities for alternate forms to have their own Creature Features or Physical Powers)
  • Deceive is used to take the shape of any uncoded form.
  • You gain the Natural Weapon power for free on your alternate animal forms.
Gaseous Form (3): You can take the form of gas or mist. Just remember, the wind can blow you away, someone could capture you in a bottle, fans are the enemy.
  • One exchange to transform.
  • Cannot attack/defend.
  • Nothing can harm you via physical attacks (Though other clever attacks could cause you problems).
  • You fly instead of walk.
  • You are insubstantial.
  • Liquid Transformation: In lieu of transforming into your full gaseous form, you can instead transform into a liquid form. This uses the same rules as the Liquid Form (2) power. Transforming from solid to liquid, liquid to gas, gas to liquid, or gas to solid, is an additional shape change.
Healing Transformation (2): You're one of the lucky ones with a body that bounces back fast.
  • Once per scene, when you resume human form after a transformation, recover from In Peril or begin recovery of a Doomed, provided either condition reflects physical injury.
Liquid Form (2): Be like water, and you are! You can take the form of liquid.
  • It's difficult to move unless you're on an inclined surface (in which case it's nearly impossible to stop moving).
  • You are immune to physical damage save for anything that would be a problem for liquid (I.E. being frozen, boiled, steamed).
Modular Abilities (2+): Required to be taken by all shapeshifters that want powers in their alternate forms that are different than those on their native form, save for those with Beast Change.
  • All powers purchased for your alternate forms cost double. (I.E. Wings will cost 2 refresh instead of 1, Venomous costs 4 instead of 2.)
Ready Transformation (1): You are capable of shapeshifting once every 24 hours rather than once every month.
Shapeshifter's Mystique (2): You can take any human form you like, once a month. (Requires Modular Abilities for alternate forms to have their own Creature Features or Physical Powers)
  • Deceive is used to take the shape of any uncoded form.
Skill Shuffle (1+): When you change forms, your alternate form can have physical skills rated higher than that of your native form.
  • Purchased individually to apply to each coded, alternate form you want to be able to use Skill Shuffle for.
True Shapeshifting (4): You can literally become anything once a month. Person, plant, animal, inanimate object. (Requires Modular Abilities for alternate forms to have their own Creature Features or Physical Powers)
  • You can shapeshift into any form.
  • Deceive is used to take the shape of any uncoded form.
  • You gain the Natural Weapon power for free on your alternate animal forms.

Spellcraft

The powers of Magic Use
Channeling (2): You have the ability to make magical, quick effects with a single element.
  • Channeling can be used to attack, create an advantage, defend, or overcome with the Casting skill.
  • Each use of Channeling causes 1 stress to your vitality track, at minimum.
  • All attacks are made with a weapon rating of 1.
  • This Power allows you to create very specific Rotes based on one Element.
Combat Magician (2): You are well versed in using magic in battle.
  • Gain two stress boxes explicitly for the purposes of enhancing evocations, thus these stress boxes may not absorb attacks.
Magical Duelist (1): You specialize in fighting with magic.
  • Your attacks made with magic now benefit from an additional +1 to your weapons rating, bringing to Weapons 2.
Magical Battler (1): Requires Magical Duelist. You are highly specialized in fighting with magic.
  • Your attacks made with magic now benefit from an additional +1 to your weapons rating, bringing to Weapons 3.
Elements Master (1): Requires Evocation. After some time and effort you have become master of all the natural elements.
  • You are now fully capable of using all 5 elements when casting Magic.
Evocation (3): You have the ability to make magical, quick effects with 3 different elements.
  • Evocation can be used to attack, create an advantage, defend, or overcome with the Casting skill.
  • Each use of Evocation causes 1 stress to your vitality track, at minimum.
  • All attacks are made with a weapon rating of 1.
  • This power allows you to design Rotes.
In Case of Emergency, Break Self (1): When you simply must use magic, even when you can't.
  • You may mark the Doomed consequence to overcome the restrictions of being Burned Out for one scene.
Master of The Third Eye (1): You are remarkably good at seeing through your third eye.
  • Add +1 to your Will and Lore skill rolls when overcoming and defending while using The Third Eye.
Ritual (2): You are able to create Thaumaturgical magic effects using a specific type of Thaumaturgy.
  • Thaumaturgical effects are typically effects that occur over long term, though they can be used to attack, create an advantage, defend, or overcome with the Casting skill in the right situations.
Self-Immolation (2): Sometimes you just need to sacrifice yourself to make magic happen.
  • At your discretion, you may mark the In Peril consequence to use the effect for which you would normally mark Exhausted.
Snap Conjuration (2): Requires Ritual (Conjuration) or Thaumaturgy. You can call up constructs of ectoplasm. They're fast but they're also temporary.
  • Each time you summon an object it costs 1 mental stress, just like casting any other spell.
  • With a thought take one round to conjure a simple item - one with no moving parts.
  • If you create a weapon, its weapons rating will be based on your Casting weapons rating (Base of Weapons 1).
  • If you create armor, it can be used for non-moving pieces only and good for 1 free tag.
  • All conjured items are Ectoplasmic in nature and are not able to hold aspects such as 'Cold Iron' or 'Holy'.
Specialization (1): You're particularly adept at using a specific element for a specific game action. (Stacks with Rotes/Enchanted Items)
  • Gain +1 to your Casting roll for using this combination (I.E Fire Attack, Earth Defend).
  • You may purchase this power more than once.
Thaumaturgy (3): You are able to create Thaumaturgical magic effects using any type of Thaumaturgy.
  • Thaumaturgical effects are typically effects that occur over long term, though they can be used to attack, create an advantage, defend, or overcome with the Casting skill in the right situations.
  • This power allows you to create Enchanted Items.
  • Effects of Thaumaturgy include: Summoning and Binding, Conjuration, Divination, Veils, Wards, Crafting (Magical Items and Potions), Transformation and Disruption, Transportation and Worldwalking, Biomancy, Diabolism, Ectomancy, Entropomancy, Necromancy, Photomancy, Psychomancy.
Wanderer of the Ways (1): Your advanced knowledge of the NeverNever’s Ways enables rapid travel.
  • Once per scene, you may conveniently arrive at a location in a manner and time of your choosing without consideration of time or distance.

Those powers inherited from the Fae and Other Supernatural Entities.
More Runes (1+): Through study and practice, you've developed your abilities and are now proficient in the use of further runes!
  • Select an evocation element or thaumaturgy effect and a game action to add a new Rune to your list.
Runic Magic (3): Your magic is ultimately sponsored and governed by Odin. You utilize a set of powerful runes to wield ancient Norse magic. Each Rune contains a spell which (much as an Evocation Rote) combines the effect of a single game action plus one of the 5 Evocation elements or one of the Thaumaturgy effects. While Runic Magic lacks the flexibility of mortal evocation, it doesn't cause hexing to modern electronics and is therefore usable even within modern vehicles and around any modern technology.
  • You are only able to cast magic you have a Rune/Spell for.
  • Select 2 Runes for your initial Runic Magic setup.
  • To build your Rune Spells, select an evocation element or a thaumaturgy effect and then combine this with a game action.
  • This magic doesn't allow hexing nor does it interfere with technology at all.
Seelie Magic (4): Magic sponsored by the Summer Court of Faerie. Using this magic works exactly the same as using Channeling and Ritual. You simply have Summer as your Element and Thaumaturgical effect. Especially strong (+1) vs. those things of the Winter Court. You may cast spells that fit the nature of Summer: growth, abundance, vigor, fire, light. All Seelie magic has a warm ambiance, even if its connection to Summer is metaphorical. This magic is ultimately sponsored by the Summer Queens, and using it in a manner counter to their agenda may mark you as an enemy to Summer.
  • This Power allows you to create very specific Rotes based on the Summer Element.
  • This magic doesn't allowing hexing nor does interfere with technology at all.
Unseelie Magic (4): Magic sponsored by the Winter Court of Faerie. Using this magic works exactly the same as using Channeling and Ritual. You simply have Winter as your Element and Thaumaturgical effect. Especially strong (+1) vs. those things of the Outside. You may cast evocations that fit the nature of Winter: death, slumber, ice, cold, darkness. All Unseelie magic has a cold ambiance, even if its connection to Winter is metaphorical. This magic is ultimately sponsored by the Winter Queens, and using it in a manner counter to their agenda may mark you as an enemy to Winter.
  • This Power allows you to create very specific Rotes based on the Winter Element.
  • This magic doesn't allowing hexing nor does interfere with technology at all.
Wyld Magic (4): Magic sponsored by the Wyld Court of Faerie. Using this magic works exactly the same as using Channeling and Ritual. You simply have Wyld as your Element and Thaumaturgical effect. Tends to be oriented to the Hunt, and all things wild. Especially strong (+1) vs. those that have broken Fae law, including the Unseelie Accords. You may cast evocations that fit the nature of Wyldness: hunting, animalism, unfettered growth, awareness. Wyld is primal, unpredictable, and motivated to fulfill basic needs with no moral or ethical compunctions. All Wyld magic has a truly wild ambiance, even if its connection to Wyld is metaphorical. This magic is ultimately sponsored by the Erlking, and using it in a manner counter to their agenda may mark you as an enemy to the Wyld Court.
  • This Power allows you to create very specific Rotes based on the Wyld Element.
  • This magic doesn't allowing hexing nor does interfere with technology at all.

Vampirism

 Those powers inherent to the Vampiric types.
Blood Drinker (1): You gain sustenance from feeding off of blood, and can live on blood alone without any other other food source. Additionally, you MUST drink blood to live.
  • If you successfully create an advantage using your Fight skill to draw blood from an opponent, gain +1 to your attack actions against that same opponent for the rest of the scene. While holding a target in grapple, you are able to feed from them, and cause 1 extra stress on your grappled target as a free action.
  • To heal 2 boxes from your Hungry condition, you must cause at least a Peril or Hurt Consequence to your victim.
  • To heal 4 boxes from your Hungry Condition, you must cause at least a Doomed consequence to your victim.
  • Once per scene, you may make a full recovery on your Hungry stress track by killing someone via exsanguination.
Emotional Vampire (1): Rather than gaining sustenance from blood, you feed off of emotions and can live on emotions alone without any other food source. Additionally, you MUST eat emotions to live.
  • If you successfully create an advantage using your Deceive or Provoke skill (Provoke for Anger or Fear, Deceive for all other Emotions), you must then touch someone to feed from them unless you have this ability augmented by other powers.
  • This ability is augmented by the Incite Emotion power, making it so that you are able to feed from a distance if you've purchased the Ranged Incite power.
  • After a successful feeding, any further feeding attempts in that scene using Emotional Vampirism are made at +1.
  • To heal 2 boxes from your Hungry condition, you must cause at least a Peril or Hurt Consequence to your victim.
  • To heal 4 boxes from your Hungry Condition, you must cause at least a Doomed consequence to your victim.
  • Once per scene, you may make a full recovery on your Hungry stress track by killing someone via a complete drain of their emotions.
The Kiss (1): Requires Red Court Infectee Mantle. Your saliva is a powerful narcotic.
  • Whenever you succeed vs an opponent on a bite attack, you can declare that your opponent is dosed with your saliva, and you gain +1 to all actions in subsequent exchanges against the same target in the same scene.
  • The target gains the aspect of 'High from the Kiss' until the aspect is overcome via spending a turn on a dedicated Physique Overcome vs the aspect.
Tattoos of St Giles (2): Requires Red Court Infectee Mantle. Your affiliation with the Order of St Giles has been quite the boon to you.
  • You now have a warning literally tattooed into your skin that only becomes visible when you're hungry. This mechanically creates a bonus to anyone's Notice when looking at you, equal to the number of boxes filled in on your Hungry stress track.
  • When you attempt to defend using Will, and your tattoos are visible (I.E. Your Hungry condition has been marked), gain +1 to the roll. If someone you are dealing with has knowledge of the Order of St Giles, gain +1 to Provoke when using it to create an advantage, attack, or overcome vs that person.
  • Along with getting the tattoos themselves, the Order has trained you well. Gain +1 to Lore when using it to overcome and identify supernatural threats. Gain +2 to lore when using it to overcome and identify signs of the Red Court at work.
Vampiric Physique (2): When brute strength or sheer speed is requisite, call upon your vampiric nature.
  • Gain a bonus of +2 per box of Hungry checked.
Vampiric Toughness (2): Sometimes having the constitution of a Vampire comes in handy.
  • Mark one box of Hungry to soak two points of stress.
Vampiric Recovery (2): Vampires tend to have hearty bods. At least, they seem like it.
  • Outside of conflict, mark one box of Hungry to clear a sticky consequence, or two boxes to begin recovery from a lasting consequence.
  • Only consequences based on physical injury can be recovered in this way.