Supernatural Stunts

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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/Fae Magic

 Enchanted Items are specific things (jewelry, clothing items, wands, staffs, etc.) which a Thaumaturgist has taken the time to work a well known spell into. They provide no bonus to any roll, but they do allow an magic user 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 Thaumaturgical game action.

If you were to create a Thaumaturgy-based Enchanted Attack item, it could allow you to make 1 Thaumaturgical 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 Overcome or Creating an Advantage 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>=<description>: Creates that enchanted item. The cost of the item and the uses are both limited to 1. If you don't provide a <description>, the item will begin blank.
  • +enchant/rename <number>=<name>: Renames that enchanted item.
  • +enchant/desc <number>=<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 <number>: Deletes that item from your sheet.

Rotes - Evocation/Channeling/Fae Magic/Runic Magic

 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.

Magic User

Stunts outside of Rotes, Enchanted Items, and Runes
  • White Council Membership: Requires Magical Practitioner Mantle. Joining the White Council gains you the title of 'Wizard'. You also gain the Indebted Condition. As a member wizard in good standing, once per month, you may contact the White Council to request assistance. The GM determines what aid, if any, is given and the cost thereof. You then mark the Indebted condition on your sheet; you must recover from the condition before again using the White Council Membership stunt. This condition refreshes after 1 month's time. This stunt is associated with the Casting skill.

Rune Spells - Runic Magic

 Runic spells are those spells which a practitioner of Runic Magic has been taught to use. The Runic Magician may have learned these from tomes, teachings, or in a booming Odin's voice from the sky, but they have developed them to the point they have them on hand and ready to go.

Rune spells are always very narrowly-defined: a single evocation or thaumaturgical effect combined with a single game action, such as a fire attack which always has the same weapon rating, or an air application to create an advantage which always creates the same aspect. You can also create something with Thaumaturgical effects such as a Ward for creating an advantage.

Within its narrow range of application, a Runic spell can be very useful for a simple reason: Runic spells cause no hexing and cannot be used to cause hexing.

When casting a runic spell for attack, the magic user receives the total shifts conferred by the casting roll, plus uses any bonus from Specializations, Rotes of the spell, and additionally gains their Weapon rating. Keep in mind, while Runic spells have no inherent limiter on their uses, they do cause 1 shift of damage to your stress track every time they're used.

To create a rote spell, type +spell/add <name>=<description>. The description fills in exactly what the spell does and what it's formed of. Each Runic spell is assigned a number when viewed with +show, and this is the <number> used in the following commands.

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

Shapeshifter

Stunts specifically for Shapeshifters
  • Shifting Adept: When you transform into your animal form, your clothes and anything else on your person likewise transform and return undamaged when you shift back. Anything stored in this way is perfectly concealed and can be affected only from within the Nevernever. This stunt is associated with the Deceive skill.
  • Scary Shifting: When choosing to shapeshift into a more formidable form than your native shape, the PC can negate the following -1 to their action in that round as long as they are commiting a provoke action. All other actions still entail a -1 penalty. This stunt is associated with the Provoke skill.

Valkyrie

Stunts specifically for Valkyries
  • Monoc Securities Files: Once per month, you may request all background information that Monoc Securities possesses on a character or faction and the GM must provide useful intelligence. The effect comprises creating an advantage with two free invokes applicable in any scene with the subject of your inquiry. This stunt places the GotMonoc Condition on your sheet, which you mark when you use the stunt. This condition refreshes after 1 month's time.This stunt is associated with the Contacts skill.

Venatori

Stunts specifically for Venatori
  • Venatori Membership: Joining the Venatori is a lifelong commitment sort of thing. You'll be asked to help out and investigate things that go bump in the night and cause even the monsters to worry. You also gain the Indebted Condition. As a member in good standing, once per month, you may contact the Venatori to request assistance. The GM determines what aid, if any, is given and the cost thereof. You then mark the Indebted condition on your sheet; you must recover from the condition before again using the Venatori Membership stunt. This condition refreshes after 1 month's time. This stunt is associated with the Contacts skill.