Supernatural Stunts

From Tenebrous Isles
Revision as of 21:30, 11 April 2017 by Loa (talk | contribs)

Jump to: navigation, search


Supernatural Stunts List

Here you will find a list of the Supernatural Stunts used at Tenebrous Isles along with a description of what they're used for.


Enchanted Items - Thaumaturgy/Ritual

 Enchanted Items are specific things (jewelry, clothing items, wands, staffs, etc.) which an evocator has taken the time to work a well known spell into. They provide no bonus to any roll, but they do allow an evocator to use a specified spell one time without taking any stress during the course of a scene.

Enchantments on items are always very narrowly-defined: a single Evocation or Thaumaturgical game action.

If you were to create an Evocation-based Enchanted item, it could allow you to make 1 Evocation attack for free in a scene. For example a fire-based attack game action vs a single target.

If you were to create a Thaumaturgy-based Enchanted item, it could allow you to make 1 Thaumaturgical action for free in a scene, quickly, without having to build up all necessary prerequisites to casting the Thaumaturgical spell. For example opening a doorway to the NeverNever or a Pocket full of Sunshine that places the aspect of 'Sunlit' onto the area.

Enchanted items are made with the following commands and cost 1 Refresh apiece.

  • +enchant/create <name>=<desc>: Creates that enchanted item. The cost of the item and the uses are both limited to 1. If you don't provide a <desc>, the item will begin blank.
  • +enchant/rename <num>=<name>: Renames that enchanted item.
  • +enchant/desc <num>=<description>: Describes that enchanted item. The preferred format is to describe the effect of the item." - e.g. "Coat of protection, Reactive armor, 2 free tags."
  • +enchant/del <num>: Deletes that item from your sheet.

Rotes - Evocation/Channeling

 Rote spells are those spells which an evocator has spent so long using, and have had so much practice with, that they settle into a kind of mental reflex which can be performed with relatively little effort to achieve maximum effect.

Rote spells are always very narrowly-defined: a single evocation application using a single element, such as a fire attack which always has the same weapon rating, or an air maneuver which always creates the exact aspect. However, within its narrow range of application, a rote spell can be very useful for a simple reason: Rotes are the only way to gain bonuses on Casting rolls.

When casting a rote spell for attack, the evocator receives the bonus conferred by the Rote to their casting roll (up to +2 for a VERY specific game action, or +1 for a general game action), plus uses any bonus from Specializations and additionally gains their Weapon rating. Keep in mind, while Rotes have no inherent limiter on their uses, they do cause 1 shift of damage to your stress track every time they're used.

Essentially, Rotes are the 'Stunts' for the Casting skill.

To create a rote spell, type +rote/add <name>=<description>. The description fills in exactly what the spell does, and how much of a bonus it confers to that rolled action. Each rote spell is assigned a number when viewed with +show, and this is the <number> used in the following commands.

  • +rote/rename <number>=<new name> renames a rote spell.
  • +rote/redesc <number>=<new description> changes the rote's description.
  • +rote/del <number> deletes a rote from your spell list.

Runes - Runic Magic

 Rune spells are those spells which a Runic Magician uses to perform actions with relatively little effort to achieve maximum effect.

Rune spells are always very narrowly-defined: a single game action application using a single idea, such as a 'Wing's Defense' or a 'Fury Attack' which always has the same weapon rating base of weapon 1. Creating an advantage can be applied as well, or an overcome action.

When casting a runic spell for attack, the magician receives the bonus conferred by the Rune to their casting roll (up to +2 for a VERY specific game action, or +1 for a general game action), plus uses any bonus from Specializations and additionally gains their Weapon rating. Keep in mind, while runes have no inherent limiter on their uses, they do cause 1 shift of damage to your stress track every time they're used.

Essentially, runes are 'Stunts' for the casting skill.

To create a rune spell, type +rote/add <name>=<description>. The description fills in exactly what the spell does, and how much of a bonus it confers to that rolled action. Each rote spell is assigned a number when viewed with +show, and this is the <number> used in the following commands.

  • +rote/rename <number>=<new name> renames a rote spell.
  • +rote/redesc <number>=<new description> changes the rote's description.
  • +rote/del <number> deletes a rote from your spell list.

Stunt Type

 Info about the stunt type and stunts available goes here

Stunt Type

 Info about the stunt type and stunts available goes here