Ikseez

Fate Skills

Sep 12th, 2015
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  1. Now that we have figured out both Primary and
  2. Dervived Statistics, let us continue on to Qualities (also
  3. known as Perks) and Drawbacks (also known as Flaws).
  4. You may desire to buff up your Derived Statistics with
  5. certain Qualities, so read on for how to do that.
  6. If you are planning on playing a supernatural
  7. character or a mage, you will need ranks in Magic
  8. Circuit and you might also want to buy levels of Extra
  9. Energy.
  10. You might also want to buy some levels of Hard
  11. to Kill.
  12. Also, if you are playing a human character, it's
  13. rather odd for you to have Supernatural Qualities. The
  14. default species to play is human, but you could play a
  15. half-demon, a freak, a homonculous, a familiar, or a
  16. Servant if your Storyteller is cool with it. Storytellers can
  17. mess around with these as they see fit; one might decide
  18. that the Webbing Supernatural Quality could be
  19. produced from the wrists or eyes for a particular
  20. nemesis of the players. Supernatural Powers may cost
  21. Mana to use (Quality cost x 2 to turn it on, quality cost
  22. in mana per round for auto-fire seems to be a good
  23. representation).
  24. A long list is about to begin. If it's a Flaw, you
  25. can take it to add back Quality Points to your sheet (but
  26. you have to deal with it). If it's a Quality (or Perk), it
  27. costs points but gives you some kind of benefit.
  28. Albinism (2 point Physical Flaw)
  29. In Fate, it gives its possessors chalk-white skin which is
  30. easily sunburned. The pupil often looks reddish. Many
  31. albinos have poor vision, as they have no melanin or
  32. pigment in their eyes. This causes them to have
  33. difficulty filtering out light from their eyes, causing
  34. eventual retinal degeneration. For this reason, many
  35. albinos will wear thick sunglasses even on overcast days.
  36. Antisocial Personality Disorder (4 pt. Mental Flaw)
  37. People with this Flaw no longer follow societal norms -
  38. and they don't believe in guilt. Theare no lines
  39. seperating good and evil, right and wrong, and their
  40. conscience is non-functional. They are desensitized to
  41. unacceptable, reprehensible, and inappropriate acts.
  42. They are like automatons, emotionless and cruel.
  43. Morality is one light shade of grey to them, so they'll
  44. calmly lie, cheat, steal, and kill. The terms "psychopath"
  45. and "sociopath" can be used to describe a person with
  46. antisocial personality disorder.
  47. The diagnostic criteria for Antisocial Personality
  48. Disorder are
  49. † Failure to conform to social norms - repeatedly
  50. performing acts that are grounds for arrest.
  51. † Deceitfulness - repeated use of aliases and deception,
  52. conning others for profit and pleasure
  53. † failure to plan ahead and impulsivity
  54. † increased aggressive response leading to repeated
  55. physical assaults
  56. † disregard of safety for the self and others
  57. † irresponsibility in sustaining work behavior and
  58. financial obligations
  59. † total lack of remorse: the subject is indifferent to or
  60. rationalizes hurting, stealing from, or mistreating others
  61. † tendency to violate the rights of others (includes
  62. sexual, physical, property, emotional, legal rights)
  63. † intolerance of boredom; increased impulsiveness
  64. † increased sense of entitlement
  65. † Trivial, impersonal, and poorly integrated sex life
  66. This is a dark Flaw to have as it allows its
  67. possessor to engage in atrocity and murder and feel no
  68. remorse for it.
  69. Because the person is cold and distant to those
  70. they meet, they are at -2 to all social rolls. They also can
  71. never gain any successes on Empathy rolls, as they have
  72. none. Crossover Flaws include Borderline Personality
  73. Disorder, Histrionic Personality Disorder, Narcissism,
  74. Adversary, Depression, Generalized Anxiety, Addiction
  75. (alcohol or other drugs), Manic Depression, Paranoia,
  76. Reckless, and Schizophrenia.
  77. Abusive Partner (2 pt. Flaw)
  78. Your character is involved with someone who abuses
  79. them physically. Roll Constitution + Luck each day
  80. you play or suffer 1D6 x2 bashing damage (2D6 x2 if
  81. you botch). This can be combined with the Child Flaw
  82. if you want to RP a kid who is being abused by a family
  83. member.
  84. Accursed (varies)
  85. "Looking through the family tree, all members of the Tohno
  86. household have died strangely.
  87. Madness. Accidents. Murder. Disappearances. Still births.
  88. Chapter Two: "Harmony of Dissonance" /"Fukyo no Senritsu" 025
  89. Not one of them lived a long life, or even died peacefully." -
  90. Shiki Tohno, Tsukihime
  91. You have been touched by a powerful curse, one that will
  92. stay with you until your demise. The elements of the
  93. curse determine its point value. It cannot be removed by
  94. exorcism or standard magics. The curse is the result of a
  95. misdeed done in the past, and atonement is necessary in
  96. order to make progress towards removing the curse.
  97. The player may decide upon the details and history of
  98. the curse, or the Storyteller may decide to create it
  99. himself. Geasa can be simulated with this Flaw.
  100. The curse is worth anywhere between 1 and 10
  101. points. 10 points would destroy the chance for the
  102. character to live a normal life, or strike him down at any
  103. moment. Inconveniences like ever-present vermin and
  104. little accidents are worth 1 point. People always being
  105. angry and distrustful (-2 to -3 to Influence) would be
  106. worth 2 to 3 points. Perpetual poverty would be -3.
  107. The curse can also be an area effect,
  108. contaminating all who are close to the Accursed.
  109. Life-threatening curses are -5, and force the
  110. character to wake up every day knowing that something
  111. awful could happen.
  112. If the reason for the curse is not known, add 1
  113. to its final cost. If the cure involves complex or illegal
  114. activities, add 2. If it requires a long quest, add 4. Those
  115. that cannot be cured add 6 points.
  116. Acute Sense (1pt. per level Perk)
  117. +1 per level to all rolls involving selected sense. +1 to
  118. sensory Magick involving selected sense. Don't forget
  119. that this will make bright, noisy, smelly places very
  120. uncomfortable for you...
  121. Addiction (1-6)
  122. Imposes a penalty equal to the Flaw value whenever you
  123. are not able to have your substance o' choice. Habitual
  124. Drinking and Smoking is 1 point. Caffeine Addiction is
  125. 1 point. Heavy Drinking and Smoking, or Marijuana is
  126. 2 points. Heavy use of m.j. is 3 points. Alcoholism,
  127. cocaine, or barbituates are 4 points. Heroin is 5 points.
  128. Anything else (crack cocaine) is 6 points.
  129. ADD (2 pt. Flaw)
  130. You have a hard time sitting still and paying attention
  131. for more then a few minutes. Anything over 10 minutes
  132. requires a Will roll, with increasing penalties for longer
  133. periods. ADHD brings with it the need to hit people.
  134. Adversary (varies)
  135. Someone out there hates your guts. The point value
  136. you get for this Flaw depends on how powerful they are
  137. and how dedicated they are to making your life hell. A
  138. normal person is 1 point. A green beret is 3. A demon
  139. mage is five. A gang of thugs is 2 points, the police dept.
  140. of a city is four, and groups like the CIA are worth 6.
  141. Ambidextrous (1 pt. Perk)
  142. May perform tasks with either hand and suffer no dice
  143. penalty. This comes in very handy (bdum-*tish*) for
  144. John Woo action.
  145. Age (2 pts. per level)
  146. You need to be Immortal to take this advantage. For
  147. every level you have in this, add INT x 1 skill points to
  148. your character's pool. You must also take a level in
  149. Adversary or Secret, which does not add any points.
  150. Aging (5 pt. per level Flaw)
  151. You're getting old. Every 10 years over 40 represents
  152. one level of this Flaw. For every level of this flaw, reduce
  153. a Physical attribute by one. If you want it to affect your
  154. Mental attributes, just say so.
  155. Albinism (2 pt. Flaw)
  156. In Fate, it gives its possessors chalk-white skin which is
  157. easily sunburned. The pupil often looks reddish. Many
  158. albinos have poor vision, as they have no melanin or
  159. pigment in their eyes. This causes them to have
  160. difficulty filtering out light from their eyes, causing
  161. eventual retinal degeneration. For this reason, many
  162. albinos will wear thick sunglasses even on overcast days.
  163. Because of their susceptibility to sunlight, Albinos
  164. would make for terrible soldiers, but would be fine in
  165. support positions.
  166. Allergy (1 to 4 pt.)
  167. An allergy to a substance, the commonality and danger
  168. of which affects the value of the Flaw. This includes
  169. Asthma, Hay Fever, and other such Flaws.
  170. Anemia (2 or 4 pt. flaw)
  171. "Dizziness assails me. I can feel my consciousness
  172. withdrawing. This isn't a normal spell. If it's this bad, when
  173. I collapse I won't be able to get up for a while. As expected,
  174. running here at full speed, including up that hill, was too
  175. much. I'm completely out of breath."
  176. -Tohno Shiki, Tsukihime
  177. Your blood lacks a sufficient amount of hemoglobin
  178. and/or red blood cells. This causes tissue hypoxia. You
  179. often feel tired or weak, either in general or during
  180. Chapter Two: "Harmony of Dissonance" /"Fukyo no Senritsu" 026
  181. exercise, suffer from ennui and poor concentration.
  182. Sometimes you feel short of breath. At times your heart
  183. has to increase cardiac output, leading you along the
  184. path of palpitations and sweatiness.
  185. In the story of Tsukihime, Shiki suffers from this
  186. ailment but recovers in time with bed rest, or can spend
  187. a Luck Point to shift over to Nanaya Shiki, his evil side
  188. who is untroubled by the ailment. The Complimentarity
  189. he shared with SHIKI allowed SHIKI to "borrow"
  190. some of his life force, causing Shiki's anemia. Even after
  191. SHIKI was dusted, Tohno's body remained frail.
  192. If you picked this Flaw, you most likely have the
  193. pallor issue that vampires often do. This Flaw is a
  194. wonderful one for Storytellers to use against you, and
  195. your character will suffer some reductions to Move,
  196. STR, CON, and Life Points during periods when this
  197. is noticeably evident. You might even get so tired you
  198. collapse. The 2 point version reduces STR, Movement,
  199. and CON by 2 points during a spell. The 4 point
  200. version reduces STR, Movement, and CON by 4
  201. points during a spell.
  202. If either STR or CON are reduced to zero
  203. during a spell of anemia, you'll have to pass a Stun
  204. check or you'll lose consciousness.
  205. Anti-Luck (variable Flaw)
  206. You get 1 point for each level you take. Your GM gets to
  207. use these against you to either negate a point of Luck
  208. you're spending or give you a -10 to one of your rolls.
  209. Not so fun.
  210. Antisocial Impulses (1-3)
  211. Cruelty: Works exactly like the Mental Problems
  212. drawback, but you can only take two levels of Crueltythe
  213. third becomes the Anti-Social Personality Disorder
  214. Flaw.
  215. Deceit: Your character loves intrigue. You craft
  216. convoluted plans against all of the people you know,
  217. even friends and allies. You must make a Will x 2 roll to
  218. avoid deceiving someone or
  219. making a plan more complex than it needs to be.
  220. Violence: Once you start, you don't stop until it's done.
  221. You are a berserker. To keep your cool in combat, you
  222. must make a Will x 2 roll. If you fail, you're not
  223. stopping till your foe is dead, and you can't run away
  224. either. This is not the same as the Mad Enhancement
  225. Class Advantage of the Berserker Servant Class.
  226. Approachable (1 pt. Perk)
  227. There’s something very approachable and nonthreatening
  228. about you. –1 difficulty to all Empathy rolls.
  229. Attractiveness (1 per level, can be a Perk or a Flaw)
  230. Attractiveness -2: This is starting to go into inhuman
  231. territory.
  232. Attractiveness -1: Unattractive or unhealthy.
  233. Attractiveness 0: Ordinary-looking.
  234. Level 1-2: You stand out in the crowd.
  235. Level 3-4: Professional model.
  236. Level 5: Heart-stopping.
  237. Positive or Negative Attractiveness gives you a bonus to
  238. particular Social rolls. Positive Attractiveness provides a
  239. boost to Seduction and other positive Influence rolls
  240. equal to the level you have in it. Negative Attractiveness
  241. boosts Intimidation attempts.
  242. Balance of the Cat (new Quality, Supernatural, 2 points)
  243. This costs 2 Mana to activate and 1 Mana per Turn to
  244. keep it running. When it's on, the character can run
  245. across ropes or rails, stand on top of posts, effortlessly
  246. climb ropes, and instantly recover from being thrown.
  247. The character's Movement is unhindered while doing
  248. these things.
  249. Banality (Panzaism) (3 pt Flaw)
  250. Your character does not believe in the supernatural, and
  251. has the instinctive reluctance to accept the idea that
  252. monsters and magic do in fact exist. This Flaw cannot
  253. be taken by characters with Bloodlines, Servants, or
  254. other supernatural powers for obvious reasons. Once
  255. your character has seen incontrovertible proof that the
  256. supernatural does exist, you can buy off this Flaw.
  257. Until you get rid of it, have fun roleplaying this
  258. character. Mundanes with this Flaw have a great deal of
  259. trouble passing Fear Tests, because they automatically
  260. flip out (without looking totally sweet), run away, and
  261. try to rationalize and deny what they saw. People have
  262. been plagued by centuries of societal and cultural
  263. pressure to not recognize the supernatural and the
  264. inhuman. Thus if a person witnesses such a thing, he
  265. first flees, and then reinterprets what he saw to make it
  266. fit with what he knows about the world. This principle
  267. holds true for ghosts, werecreatures, the walking dead,
  268. demons, vampires, potent/obvious magic, and alien
  269. creatures.
  270. What they do when they come across something like
  271. that depends on their WILLpower. Someone with a will
  272. of one either faints dead away or flees in sheer terror.
  273. WILL 2-3 people stand and watch blankly, gibbering
  274. Chapter Two: "Harmony of Dissonance" /"Fukyo no Senritsu" 027
  275. and disbelieving.
  276. WILL 4-6 characters can walk away, pick up an item,
  277. and then leave and begin rationalizing what they saw.
  278. They cannot remain in the area for more than 4 Turns,
  279. though. And after they leave, they immediately block
  280. out what they saw and forget about it entirely.
  281. Child characters below the age of 10 cannot have this
  282. Flaw.
  283. Bloodline (supernatural, varies)
  284. There is a demon lurking in the bloodline. And that isn't
  285. just a simple metaphor. Our ancestors were a mixed breed of
  286. "something nonhuman" and human. As their descendants, we
  287. also have this element of 'something nonhuman' in our blood.
  288. In regards to that, there are those with strong and those
  289. with weak nonhuman blood. Those with weak nonhuman
  290. blood can live their lives as ordinary people, but those with
  291. strong nonhuman blood may never lead a normal life.
  292. Those with strong blood of our ancestors are born with
  293. special powers. It could be a body that is resistant to death. It
  294. could be the ability to move things without touching them. Or
  295. it could be fangs used to take bodily fluids from other people.
  296. If the blood becomes too strong, the person starts to
  297. gradually lose their sanity. The majority become ravenous
  298. demon cannibals that feed on human flesh.
  299. -Excerpted from Tohno Makihisa's personal journals
  300. Sometime in your past, your family welcomed the
  301. intrusion of something else into it. As a result, the family
  302. line is something other than human, and so are you. Not
  303. all heirs will react to the inhuman blood in the same
  304. way; some develop superhuman control over their
  305. destinies (many levels of Extra Lucky) , others lose their
  306. ability to remain humans and become killers, and some
  307. stay dormant and live normal lives. Sometimes people
  308. with the Bloodlines quality will snap and view other
  309. supernatural beings around there as a threat, as they
  310. have a tendency to rely upon their instincts more than
  311. their reason.
  312. There are times when the blood of the character
  313. waxes more powerful, and times when that power wanes.
  314. That's up to the Storyteller to decide. Worse still, if the
  315. player picks Mental Problems , Inversion Impulse ,
  316. Doomed, or Fading, the character's original soul may be
  317. completely subsumed by their heritage. This condition
  318. will be visible if the subject is viewed by Supernatural
  319. Senses, and is detectable by a genescan. As for why a
  320. family might have this Flaw, their ancestors could be
  321. cultists or people attempting to bargain with demons in
  322. exchange for something (material wealth, fame, etc.) In
  323. Tohno Makihisa came from Old Money. Really old
  324. money.
  325. Borderline Psychological Disorder (3 pt. Mental Flaw)
  326. (For a great treatment of this disorder, see the film Fatal
  327. Attraction.) Sufferers of this disorder have no consistency
  328. or framework for their actions, instead they are filled
  329. with chaos. What is black one minute is
  330. white the next. As a result, people with this Flaw
  331. vacillate wildly between judgments and evaluations -
  332. including their own self-image and perceptions of
  333. others. This can lead to suicidal and homicidal behavior.
  334. They can love a person, go to bed with them, and then
  335. stick a knife in them the next morning over breakfast.
  336. Think of them as dangerously unpredictable wildcards.
  337. Sufferers with this disorder are at -2 to all
  338. Willpower-based rolls and are at -1 to -4 to all Social
  339. rolls depending on how bad their behavior is in that
  340. situation.
  341. Born Behind the Wheel (2 point Perk)
  342. If it's got an engine and a way to steer, you can fly or
  343. drive it. You are a natural behind the wheel of any
  344. vehicle, and can eek out that extra bit of performance
  345. out of any crate which the engineer’s didn’t even know
  346. the machine had. You gain a +2 to any Drive or Pilot
  347. roll. This doesn’t help with any animal handling or
  348. riding rolls (which use Animal Ken); it only works with
  349. powered vehicles. If you want to be a drift racer, take
  350. this Perk and also take the Initial D specialization for
  351. Drive.
  352. Catlike Balance (1 pt. Merit)
  353. -2 difficulty to all balance-related rolls.
  354. Catnapper (2 pt. Merit)
  355. You need your usual amount of sleep—just not all at
  356. once.
  357. Chapter Two: "Harmony of Dissonance" /"Fukyo no Senritsu" 028
  358. Child (4 pt. Flaw)
  359. You are pre-pubescent. No Physical Primary Statistic
  360. over 4; no knowledge based skill over 6 unless you have
  361. the Old Soul Perk. ½ movement rate of adults.
  362. Chiurgery (new Quality,supernatural, 5 points)
  363. The prerequisites for this power is Medicine at 4 or
  364. better, Magic Circuit rank 2 or better, and Occultism 1
  365. or higher. The character can use accupressure and
  366. massage to concentrate the Mana in the subject's Magic
  367. Circuits, and then astrally jacks into them, causing them
  368. to send Mana throughout the targets' body -
  369. immediately healing Lethal damage (which ordinary
  370. First Aid could not treat). The character rolls WILL +
  371. Medicine. Each success restores 1D8+2 Life Points
  372. lost to a Lethal source. It is not easy to work on
  373. someone else's Magic Circuits, though - the user of this
  374. power loses 5 Mana per success he rolled. If used on an
  375. undead creature, the subject would regain 1D4 Life
  376. Points per success level.
  377. Chiurgery is taxing to use. If it is used by the same
  378. person more than once per day, that character must
  379. spend a Luck point to use it the second time. The third
  380. time sets him back two Luck Points, etc. Divine
  381. Chiurgery allows the healer to roll the three times the
  382. amount of healing dice - but the healer only keeps 1/3rd
  383. of those dice (hint: keep the highest rolling dice.)
  384. Chronic Fatigue (2 pt. Flaw)
  385. You require 10 hours of sleep every night, not the usual
  386. eight. If you are denied this amount, you will be at -1 to
  387. all skill tests. You are always very tired after strenuous
  388. activity. This Flaw cannot be combined with Tireless.
  389. Clown (1 point Flaw)
  390. You believe that humor can help to improve all
  391. situations, even during inappropriate moments.
  392. You find it hard to avoid cracking wise, even when it
  393. works against you. You are truly one with the lulz.
  394. Code of the Buddhist Monk (3 or 5 The 5 point pt.
  395. Flaw)
  396. This represents the moral code of many Buddhist
  397. monks. The character vows to abstain from violence
  398. (though he can defend himself), to remain celibate, and
  399. to not eat red meat. The five point flavor of this flaw
  400. adds a vow of poverty , a strict vegetarian diet (no
  401. animal flesh), and a restriction against violence towards
  402. animals of any sort. Historically, many monks did not
  403. take this flaw.
  404. It's not required for being part of the Buddhist clergy,
  405. but it is strongly recommended.
  406. Code of Bushido (4 point Flaw)
  407. This is the honor code of the Japanese warrior/retainer.
  408. It demands that the character die a good death with his
  409. honor intact -- one might say that being prepared for
  410. death is the ever-present theme of this philosophy. Other
  411. aspects include filial piety, rectitude, martial prowess,
  412. honor, methods of raising children, and caring for one's
  413. appearance and grooming.
  414. But above all, the code demands absolute loyalty to one's
  415. lord, even if that lord orders the samurai to kill himself
  416. or destroy everything he loves. And if his lord forbids it,
  417. a samurai cannot avenge himself against someone who
  418. has insulted or dishonored him, leaving the samurai to
  419. suffer from the insult and loss of face, silently bearing
  420. the shame until he either kills himself or his lord
  421. rescinds the order. If someone else insults the samurai's
  422. lord, the samurai must answer that insult.
  423. Code of the Chinese Knight (5 point Flaw)
  424. The character must right any wrongs he witnesses,
  425. correct social injustice, keep any oaths of loyalty he
  426. swears, and honor all deals and obligations he accepts.
  427. He must honor good people. The five point value of this
  428. includes a vow of poverty, but that can be excluded and
  429. will bring down the value to 4 points.
  430. Complementarity (2 pt. flaw)
  431. "The Nanayas are a family that produces killers. If that
  432. adopted son happens to stay alive, the link between him and
  433. SHIKI may corrupt SHIKI's mind."
  434. -Excerpt from Tohno Makihisa's personal journals.
  435. Sometime ago your character forged a link
  436. between your own consciousness and someone else's.
  437. Usually it's someone very evil. As a result, you
  438. sometimes witness their extracurricular activities.
  439. Because your character is witnessing the other party's
  440. memory, the vision is ultra-realistic, and your character
  441. may even believe they are his memories. If they make a
  442. WILL x2 (or Meditation) roll against you and score
  443. success levels, they have a general idea of where you are
  444. and may also use one Telepathy and Influence roll
  445. against you per success level . They can also use the
  446. Corrupted Visions power to give you fantastically
  447. horrible nightmares.
  448. Chapter Two: "Harmony of Dissonance" /"Fukyo no Senritsu" 029
  449. Compulsive-Aggressive (2 pt. Mental Flaw)
  450. Day-to-day exposure to horrifying scenes, blended with
  451. your innate desire to dust the perpetrators, has caused
  452. you to lose sight of your moral and social perspective on
  453. violence. Naked aggression is your primary way to
  454. interact with others socially.
  455. This Flaw forces you to react to social situations
  456. with a confrontational and violent manner. You treat
  457. Influence Skill Tests like you were rolling Influence
  458. (Intimidation). In any social Test, if you Critically
  459. Fumble you snap and attack the target, using whatever
  460. weapon you currently have available. You can avoid
  461. doing this by spending a Luck point.
  462. Combat Incompetence (1-5 level Flaw)
  463. Deducts 2 from Initiative rolls per level bought.
  464. Combat Reflexes (1-5):
  465. Adds +2 to Initiative rolls per level bought.
  466. Command Rune (FSN, Supernatural, 5 points to have
  467. the Rune, Another 2 points per additional charge left in
  468. the rune)
  469. Somewhere on your body (most likely the hand) you
  470. have an elaborate occult design. This design is visible to
  471. those with advanced supernatural senses. With it, you
  472. can order your Servant to do one thing he or she does
  473. not want to do. As an example, if Emiya wanted Saber
  474. to become his personal maid, he could sacrifice a shot
  475. from his Command Rune and zap, she'd be a moelicious
  476. maid. When a Command Rune is used, a part of it
  477. grows dark and fades. When all of it is used up, it is
  478. gone forever.
  479. In Heavens' Feel 4, Saber's previous Master used
  480. a shot from his Command Rune to force her to destroy
  481. the current incarnation of the Holy Grail; she was
  482. adamantly opposed to doing so because she wanted to
  483. use the Grail's power to rewrite her own history.
  484. The Command Rune has a number of uses
  485. before it is completely expended. If that happens, the
  486. player does not get back the points from the rune, and
  487. the Servant is a free agent who must find a new Master
  488. before they fade away entirely. Woe and grief to the one
  489. who was cruel and abusive to his Servant if it becomes
  490. free.
  491. It is possible to transfer Command Runes from
  492. person to person; one way is if the person is willing, and
  493. the other is if the rune is physically removed from the
  494. person by nonconsensual surgery. Either case would
  495. require Chiurgery or a similar astral healing art.
  496. Masters can use their Command Seal to forge a new
  497. contract with a Servant as long as they have some ranks
  498. in the Seal left and the Servant has not faded away. If a
  499. person received a Command Seal, he could form a
  500. contract with a Servant. Servants cannot break their
  501. contracts without risking non-existence as they are so
  502. heavily dependent on Mana to exist in our reality. If
  503. their Master is killed or their Master's Command Seal
  504. is completely depleted of charges, they are officially free
  505. agents. If the Servant has the Independent Action class
  506. ability, they can perform all manner of backstabbby
  507. behavior. Masters with Command Seals can also look at
  508. another Servant and gauge its power in relation to their
  509. own Servant, as seen in Fate/Zero Act 4 Part 3. The
  510. manner in which they perceive this information depends
  511. on the Master's own expectations and experiences; i.e.,
  512. a roleplaying geek might see a "character sheet" for the
  513. other Servant.
  514. Confidence (2 pt. Perk)
  515. You posess an untouchable air of superiority that makes
  516. others instinctively realise you're in charge. -2 to all your
  517. Social difficulties. +2 to the difficulty of any Social
  518. attempt to mislead or intimidate you.
  519. Con-Goer (1 pt. Perk)
  520. You are jazzing on your hobby, allowing you to push
  521. your system for extended amounts of time; however, you
  522. will crash hard if you push yourself too much. With this
  523. Perk, for one night every three hours of sleep you skip
  524. translates into 1 Level of Fatigue. You can go days
  525. without sleeping, but when you finally do put your head
  526. down on the pillow, you must roll CON x2 + 1D10.
  527. This is opposed by Fatigue x 2 +1 + 1D10. Each
  528. success level removes one Level of Fatigue. If he has
  529. remaining levels of Fatigue, he must sleep eight hours
  530. and also sleep 1 additional hour per remaining level of
  531. Fatigue.
  532. Contacts (varies)
  533. Decide upon how highly placed the person is. The more
  534. important the person is, the higher the point value. Add
  535. in how much help they'll offer: protips plus letting you
  536. sleep on the couch is 1 point; backup in a firefight is 4
  537. points.
  538. Criminal: Stoolie, bartender, made man, gang member,
  539. fence, cat burglar, industrial saboteur.
  540. Financial: broker, banker, money manager, office
  541. worker, software mogul.
  542. Government: Beat cop, detective, Federal agent,
  543. bureaucrat, academician, politician.
  544. Chapter Two: "Harmony of Dissonance" /"Fukyo no Senritsu" 030
  545. Supernatural: demon, wizard, vampire, demon club
  546. owner, oracle, demon nobility
  547. Conviction (variable Quality)
  548. With this Perk, you are better able to face the forces of
  549. evil. Each Level of this Perk (maximum 5 Levels) adds
  550. +1 to rolls for your Fear Tests. Each level costs 1
  551. Quality Point. Once per day, you can use your
  552. Conviction rating as a temporary boost to your STR for
  553. the purposes of escaping something very dangerous -- a
  554. zombie's choke hold, a tiny net, etc.
  555. Corrupted Visions (4 pt. Supernatural Quality) - This
  556. power induces hallucinations in victims.
  557. Phantasmagoria, voices from God (but not really),
  558. mocking voices, and so on are all possible. To use the
  559. power, the demon must roll PER + Influence. Each
  560. success allows him to torment his victim for one turn.
  561. The success levels also dictate the potency of the vision --
  562. one success brings whispers or glimpses of something
  563. otherworldly, five or more success bring a manifestation
  564. of a deity. The visions have no substance whatsoever. If
  565. the target believes someone is messing with his head, he
  566. can resist the effects with a WILL roll. A well-chosen
  567. illusion relevant to the target causes a penalty to this roll,
  568. and a ridiculous image (Mother Theresa turning into a
  569. bloody tentacle monster) might give the target a bonus
  570. to resist.
  571. Covetous (1-3)
  572. You know what you want. It can be greed (money),
  573. lechery (sex), ambition (power), and conspicuousness
  574. (fame and renown).
  575. 1: You won't break the rules of society or your own
  576. moral code to get what you want.
  577. 2: You must roll WILL x 2 at a -1 to -3 if the reward is
  578. great.
  579. 3: You'll stab friend and family to get what you need. -1
  580. to -5 to resist the prize.
  581. Cultural Snob (1 pt. Flaw)
  582. You despise pop culture, and don’t relate well to people
  583. that enjoy it. +2 difficulty to socialization rolls when
  584. dealing with such people.
  585. Curiosity (2 pt. Flaw)
  586. Your incredible curiosity and desire to learn new things
  587. gets you in trouble. Make a WILL check at -2 to avoid
  588. inspecting something new, interesting, mysterious, etc.
  589. Cyclic Supernatural (2 pt. Flaw) Your supernatural
  590. power waxes and wanes with the phases of the moon.
  591. Do the work and submit it to your ST. Thanks.
  592. Damn Healthy! (supernatural, not available to humans,
  593. 1 per level)
  594. +10 Life Points per level.
  595. Danger Sense (supernatural, 1 point per level)
  596. "The back of my head numbs. A horrible chill, as if my body
  597. freezes to my fingertips ... I try to catch my breath. In contrast
  598. my cold body, my throat is scorching. I put my hand in my
  599. pocket and take out my knife. I need a blade in my hand. " -
  600. Tohno Shiki, Tsukihime
  601. Some people know when things aren't right. If
  602. you have this power, your Storyteller must grant your
  603. character a simple Awareness test to notice something
  604. dangerous even if you aren't aware of it, with the levels
  605. of Danger Sense adding to the roll.
  606. Daywalker/Shisou Kyuuketsuki (Supernatural, 2 pt.
  607. Perk)
  608. Unlike most vampires, you don't burst into flames when
  609. you go outside. You are free to enjoy a better life of
  610. going to matinee showings and tanning. Unfortunately
  611. most of your vampire powers are knocked offline during
  612. that time, but your attributes remain superhuman.
  613. Deep Sleeper (1 pt Flaw)
  614. +2 difficulty to awaken during the day.
  615. Dematerialize/Materialize (20 points, Supernatural)
  616. Your character may move slightly out of phase with this
  617. reality, making him intangible. For as long as he remains
  618. intangible, he can walk through walls, bullets will
  619. harmlessly pass through him, etc. While he is
  620. intangible, he is also transparent. Norms who see him
  621. will have to make a Fear Test. While he is
  622. Dematerialized, he cannot touch or pick up anything,
  623. though objects he was carrying when he first
  624. Dematerialized are in the same condition.
  625. He cannot take anyone with him when he
  626. Dematerializes. That would imbalance play.
  627. While the character is intangible, he still
  628. partially exists in this reality. Therefore it is possible for
  629. the character to be targeted with magick, mental powers,
  630. and certain superscience effects ("who ya gonna call?")
  631. The Materialize aspect of this power allows the
  632. character to turn solid again, allowing him the ability to
  633. interact with the world in full 3D once more.
  634. Materializing a Servant requires the
  635. expenditure of Mana; determining how much it costs to
  636. Chapter Two: "Harmony of Dissonance" /"Fukyo no Senritsu" 031
  637. keep a Servant materialized per hour is largely a matter
  638. that should be left to the individual Storyteller.
  639. Denial (2 pt. Mental Flaw)
  640. This is not the same thing as Banality. Banality refers to
  641. an ongoing continuous reinterpretation of reality in
  642. order to make it conform to what is commonly
  643. considered "sane". A person with Denial has had
  644. exposure to a particular stressor, and the experience was
  645. so intense that he established mental blocks around it to
  646. protect his ego. As an example, a man who had his
  647. children bloodsucked by a vampire and then watched
  648. the children rise as The Dead might believe that his
  649. family is alive and well. Or some other child would
  650. "become" one of his own children in his mind.
  651. If a person denies the existence of a supernatural
  652. creature, they may not recognize it even if using
  653. supernatural senses or superscience. With that aside, the
  654. enemy in question removes the first two successes in any
  655. mind-reading, hypnotization, or mind control Test when
  656. it uses them against the subject, so strong is this
  657. improptu psychic shield.
  658. If confronted with irrefutable evidence of reality
  659. - the denier may roll WILL x 2, and they need at least
  660. two successes to remember the truth for 10 minutes.
  661. Past that, a person will need to spend Luck to remember
  662. the truth. If enough of these situations are overcome,
  663. XP could be spent to remove Denial.
  664. Dimensional Portal (supernatural, 2/3 per level)
  665. This is a small Reality Marble, one not significant
  666. enough to be "corrected" by the World. The player can
  667. open a hole into another dimension, where he can store
  668. his stuff and take it out as needed. Alternatively, a
  669. dimensional portal can be permanently wrapped around
  670. the inside of something, forming a "tesseract" (it's bigger
  671. on the inside than it is on the outside). If the
  672. dimensional space needs to be furnished, it must be
  673. bought as Fresh Gear. The cost for the advantage is 2
  674. points per level if it is in a fixed location and 3 if it is in a
  675. mobile location. If the player enters the dimension, he
  676. may only leave via the portal he entered from. Once the
  677. main power is set up, new gateways to the same
  678. dimension may be established for one point each.
  679. Level 1 - the space is as big inside as a suitcase
  680. Level 2 - the space is as big inside as a closet.
  681. Level 3 - The space is as large inside as a room.
  682. Level 4 - The space is as large inside as a house.
  683. Level 5 - The space is as large inside as a city block.
  684. Level 6 - The space is as large inside as a town.
  685. To carry around her weapons, Ciel transformed her
  686. costume into this, and Nero Chaos transformed his
  687. entire body into this to house all 665 of his familiars (he
  688. was #666, completing his core concept as the Beast). In
  689. Higurashi, the inside of one of the locker's was a Level
  690. 3 Dimensional Portal, enabling the penalty game group
  691. to store all their various games inside.
  692. Disgraced (1 or 2 pt. Flaw)
  693. Your character is seen as a non-entity in most social
  694. situations. For one point, everyone knows about your
  695. screw-up, and they don't like it, and they don't like you.
  696. Social rolls will be at -2. For two points, your character
  697. effectively doesn't exist for others and they will ignore
  698. him, refuse to take his money, etc.
  699. Dissociation (3 pt. Mental Flaw)
  700. Instead of feeling horror, revulsion, or anger upon
  701. viewing something terrible, you simply feel nothing.
  702. The risk of life and limb has lost all meaning for you.
  703. Physical and emotional concerns no longer affect you.
  704. Your voice sounds distant and nonchalant, no matter if
  705. you are talking about the news or tearing through your
  706. enemies.
  707. Dissociatives are so detached it's like they were
  708. playing an MMO. They don't evaluate the risks of a
  709. situation and are fearless to the point of suicidal. They'll
  710. let an enemy land a hit to ensure they'll get a killing
  711. shot, and they'll restrain a foe inside a burning building
  712. to make sure the monster dies.
  713. At the beginning of a fight, Dissociatives must
  714. roll INT (not doubled) +1D10 and accrue 3 successes
  715. to remember to take defensive actions during the
  716. combat scene. An odd benefit to this blase outlook is
  717. that penalties from pain are always reduced by one.
  718. Divinity: Epic Destiny (3 per level (max 3), FSN,
  719. Supernatural)
  720. Adds 1 re-roll of a failed dice test per gaming night for
  721. each level bought.
  722. Divinity: Epic Primary Statistic, Epic Derived Statistic,
  723. or Epic Skill (5 per level, FSN, Supernatural)
  724. With this power, you automatically gain one success per
  725. level on any Test which uses that skill or statistic. This is
  726. the realm of godhood; Iskandar (Rider from the Fourth
  727. Holy Grail War) and Hercules (Berserker in the Fifth
  728. Holy Grail War) are examples of Epic Heroes who
  729. would have this Perk. Sometimes this can do far more
  730. than just add automatic successes.
  731. Chapter Two: "Harmony of Dissonance" /"Fukyo no Senritsu" 032
  732. Doesn't Like Horror Movies (2 pt. Flaw)
  733. Your character has never read Lovecraft, Poe, Stoker,
  734. Shelley, or King. He doesn't watch Buffy/Angel, has
  735. never finished one episode of The X-Files, and thinks
  736. Twin Peaks and Silent Hill are too weird. He doesn't
  737. roleplay and has no interest in strange Japanese
  738. "cartoons".
  739. Trouble is, that lack of respect for subculture is
  740. going to sneak up and bite you on the butt. You have no
  741. idea, for example, that zombies need to be shot in the
  742. brain to be killed. You will not think of staking a
  743. vampire in the heart. You cannot act in any sort of
  744. postmodern way around horrific sights. You are lacking
  745. in the cultural knowhow that lets you do so. You are the
  746. guy in horror movies who goes off alone by himself with
  747. a flashlight: "I'd better check this out. I'll be right back!"
  748. This is a great Flaw to pair up with Banality.
  749. Dogged by Fringe Media (2 pt. Flaw)
  750. You’ve attracted the attention of an amateur reporter. He
  751. follows you, trying to dig up dirt on your past.
  752. Doomed (1-5 pt. Flaw)
  753. Your character's life expectancy just got a whole lot
  754. shorter. This could be the result of an incurable lifethreatening
  755. disease, a genetic condition, a curse, cyberrejection,
  756. or something else entirely. There is no cure for
  757. this Flaw, and it can not be bought off with points.
  758. When his time comes, there will be no way for the
  759. character to cheat the Reaper. For one point, the
  760. character can live five more years. For 2, he can live 3
  761. more years. For 3, he will die at the end of one year, 4
  762. points reduces that six months, and 5 marks it down to
  763. just one month.
  764. Double-Jointed (1 pt. Perk)
  765. +4 to dice rolls involving body flexibility.
  766. Dual Nature (4 pt. Perk)
  767. You have two purposes to living - and this allows you to
  768. choose two Natures. You regain Luck for satisfying
  769. either one of them. They must be complimentary or
  770. neutral to each other. Diametrically opposed Natures are
  771. right out. And talk to your Storyteller before you take
  772. this Perk.
  773. Ectoplasm Extrusion (6 pt. Perk)
  774. The demon creates up to four ectoplasmic tentacles that
  775. can be used independently (sorry, no extra actions
  776. without high DEX) to reach out and grab objects, hit
  777. things, or envelop targets and smother them. The reach
  778. is 15 feet. To use the power, the demon must roll CON
  779. + Occultism to create the tentacles. The tentacles' STR
  780. is equal to the demon's WILL + 3. Attacking with
  781. them is done by rolling DEX plus Brawl. He can spend
  782. XP to specialize in them if he wants. Every WILL x 2.5
  783. minutes, the demon must spend 3 points of Mana to
  784. maintain the Ectoplasm tentacles.
  785. Eidetic Memory (1 or 2 pt. Quality)
  786. You have an uncanny ability to remember visions,
  787. events, or impressions. With the one point level of this
  788. quality you can freeze an image in your mind and recall
  789. it with precision. You can do this for up to 3 images. You
  790. the player must write down the circumstances of your
  791. snapshot to help your Storyteller out. If you want to
  792. reproduce the scene for others, Intelligence + Art will
  793. let you sketch out what you saw.
  794. For two points, you can memorize entire books.
  795. You have a +1 to any rolls involving memorization. Any
  796. rolls where remembering things matter are at +1 to +3.
  797. A battle involving trivia vs. this guy is about as smart as
  798. a land war in Asia.
  799. Extra Actions (4 pts. per extra action, Supernatural)
  800. When your initiative comes around, you get one extra
  801. action. This is an extremely rare Perk.
  802. It is only meant for truly alien creatures that can warp
  803. time.
  804. Extra Energy (Supernatural, 1 per level)
  805. Adds 10 Mana per level bought.
  806. Extra Limb (1 pt. per limb)
  807. This does not give you extra attacks. Buy up your DEX
  808. if you want those. It does make it possible to have one
  809. extra arm or tentacle for carrying groceries, fumbling
  810. with keys, and so on.
  811. If you are not visibly a demon, this will draw
  812. some stares. If you're a demon and others can see that
  813. you are one, you are probably already used to stares.
  814. Chapter Two: "Harmony of Dissonance" /"Fukyo no Senritsu" 033
  815. Extra Lucky (1 pt./level Perk up to maximum, then cost
  816. varies)
  817. Your character is extra Lucky, and as such his
  818. characteristic Luck is increased by one per level taken in
  819. this Perk. He may only buy one level of luck for one
  820. Quality point up to twice his characteristic luck. Past
  821. that point, each level must be bought singly, and costs
  822. Desired Luck Level x 1.5 in unspent points. Thus for a
  823. character with a characteristic Luck of 2, buying it up to
  824. Level 4 Luck would be 2 Quality points. Increasing it
  825. to five Luck Points would cost an additional seven
  826. Quality points. Increasing that to six Luck Points would
  827. cost nine Quality Points. Seven Luck Points would set
  828. the guy back fifteen Quality Points. Players may use
  829. experience points to buy up more Luck, but cannot
  830. increase Luck more than one level per night.
  831. If the character is hospitalized, Luck points can
  832. also be spent to maximize the character's recovery time,
  833. multiplying the Life Points restored by x 1.5. Once
  834. spent, Luck Points regenerate at a pre-determined rate
  835. (see Chapter 1: The Curtain Rises/Kaimaku pages 23-24
  836. for more details on how fast Luck Regenerates and how
  837. to use Luck).
  838. Emotional Anchor (2 pt. Perk)
  839. "You are the most important thing to me. If I had lost my
  840. memories of you over these eight years,I would not be who I
  841. am. Because you were here, I was able to be myself. You are
  842. more important to me than myself, so I wanted you to like me,
  843. always."
  844. -Tohno Akiha to Shiki, Tsukihime
  845. This advantage gives the character a way to
  846. center themselves emotionally, which can be useful in
  847. staving off Impulse Inversion and other Mental
  848. Problems. If the character has it, he receives a small
  849. bonus to saves vs those Flaws and they function at one
  850. lower level. If something happens to the Emotional
  851. Anchor, then these disadvantages worsen (the character
  852. has lost a vital link to his humanity).
  853. Emotional Influence (2 + 1 point per addl. level)
  854. You can change the moods of people around you. To
  855. resist, your target must make a WILL x 2 roll. If he
  856. fails, he must make a new Willpower roll each turn after
  857. that. Failure means he has little control over that
  858. emotion. Penalties are added to the roll if the user has a
  859. statistic that might influence it (positive attractiveness
  860. for lust, negative attractiveness for hate or revulsion).
  861. Penalties to the WILL x2 roll are granted per
  862. additional level in the power.
  863. Enchanter or Superscientist (5 points per level).
  864. To purchase this power, the person must have at least an
  865. Occultism of 5 or a Science of 5.
  866. You can make magic swords, amulets, and wands with
  867. the Enchanter gift, and Superscientist lets you craft
  868. persocoms (robot girlfriends), destructo rays, freeze
  869. rays, heat rays, or spank rays.
  870. You can not pick both Enchanter and
  871. Superscientist. They're just too different in philosophies.
  872. Remember that you normally cannot make any item
  873. with a Power Level greater than twice your Magic
  874. Circuit rating, however there are individuals who can
  875. over time craft items that are more powerful than twice
  876. their Magic Circuit rank. These individuals are called
  877. Alchemists, and they work together/in competition with
  878. the official Mage's Association in the Nasuverse. To
  879. play an Alchemical Enchanter or Alchemical
  880. Superscientist, simply add 3 to the Enchanter or
  881. Superscientist Perk cost. This increases the character's
  882. maximum craft capacity to three times his Magic
  883. Circuit rank. It also multiplies the time necessary to
  884. craft the item to twice the time listed, and the character
  885. must supply one extra rare item to help the item charge
  886. the necessary Mana. Mages often look down on
  887. Alchemists, seeing them as journeymen dabblers with
  888. terrible Magic Circuits .
  889. Enhanced/Reduced Attribute (supernatural, variable)
  890. 1 point per level up to 5, then 5 points per level beyond
  891. that. Reduced attributes give you one quality point per
  892. level.
  893. Fake Past (5, New Supernatural Quality)
  894. This character is able to instantly create a new history
  895. for themselves by hypnotizing others around them.
  896. Most human beings will have no Resistance, making
  897. them viable targets for this power. Humans can resist
  898. this power with their Will + Magic Circuit + 1D10. If
  899. they fail, upon seeing the character for the first time,
  900. others "remember" him and reflect on the past they
  901. shared together. This is one way for a Magus or
  902. member of the Church to infiltrate an organization.
  903. In all likelihood, if the Fake Past power is
  904. deactivated, the others will simply forget about the
  905. character, as if they never existed in the first place.
  906. If bought as a spell, it's a Level 4 Mind-Altering Quick
  907. Cast technique (costs 12 MP, Will + Magic Circuit vs
  908. Will + Magic Circuit OR Will x 2 to save vs. it).
  909. Chapter Two: "Harmony of Dissonance" /"Fukyo no Senritsu" 034
  910. Familiar (costs 1 quality point to play)
  911. Your character was actually built by either his current
  912. master or some other magician. He is a created being
  913. made from an animal cadaver and either an animal
  914. spirit, elemental, or a human soul. The cadaver is
  915. blessed and stuffed with enchanted herbs, and then
  916. brought to life through magic.
  917. Using the ghost of a human being as a raw
  918. ingredient during the spell tends to create powerful
  919. familiars and guarantees high intelligence in the
  920. resulting creature. These beings are capable of shifting
  921. back and forth from their human to their animal form
  922. (they can turn into a living version of whatever animal
  923. cadaver was used in their creation) by expending 1
  924. Mana, which they may do as a movement action. In
  925. game terms they would have the Dual Form Flaw. Once
  926. in beast mode, they can do anything the animal can do
  927. (crows can fly, dogs can bite, rats can hide in a narrow
  928. tunnel, etc.) Ren from Kagetsu Tohya is an example of a
  929. familiar that had a human soul used in its creation. Ren
  930. was built from the body of a black cat infused with the
  931. soul of a dead girl. It may be possible to use an
  932. elemental or other nature spirit in the creation act, but
  933. the resulting familiar tends to be particularly chaotic and
  934. bizarre. Once created, Familiars have stats equal to
  935. those of the animal used in their creation, with the
  936. exception of their INT and WILL, which are equal to
  937. the Success Levels of the rite used to make them.
  938. Despite lacking human-like oral configuration, even
  939. animal familiars can communicate with their masters. If
  940. a human soul was used to create the familiar, it can take
  941. human form, for the economical cost of 1 Mana to go
  942. back and forth from animal to human.
  943. The familiar must select at least three levels of
  944. Extra Energy to buy up their Mana Pool. Every
  945. familiar has the Immortal Perk. This is offset by how
  946. familiars all have the No Natural Mana Recovery Flaw,
  947. except for especially powerful and specialized familiars.
  948. If the familiar has No Natural Mana Recovery, for
  949. every day that goes by without it absorbing Mana from
  950. another source, the familiar's Mana Pool is reduced by
  951. 2D6 Mana. Once the familiar's supply of Mana is
  952. totally exhausted, it is instantly dusted. Every familiar is
  953. aware of this and tries to actively avoid it.
  954. As they are supernatural creatures, they can buy
  955. supernatural qualities with their Quality Points.
  956. The amount of Mana a familiar needs to
  957. consume every day is equal to the sum of its statistics
  958. +5. It is possible for an independent or even controlled
  959. familiar to enter into a pact with someone to perform
  960. service in exchange for Mana. In Tsukihime,
  961. the True Ancestor Arcueid made a temporary contract
  962. with Ren, employing Ren to give Shiki incredibly
  963. realistic erotic dreams as a reward for Shiki's assistance.
  964. As Arcueid was not a real human being, Ren could not
  965. form a permanent contract with Arcueid, and after
  966. Arcueid donated Mana to her for a time, Ren had to go
  967. on her way. Much later in the events of Melty Blood,
  968. Ren cut a permanent deal with Shiki, gaining the
  969. promise of a steady Mana supply.
  970. The Storyteller is probably wincing inwardly at
  971. the thought of Player Character's whistling up many of
  972. these. The amount of Mana they must consume
  973. everyday mitigates this somewhat, but the Storyteller
  974. may decide to charge the caster XP equal to the value of
  975. the total of the familiar's Primary Statistics in order to
  976. "form the contract" with the Familiar). In order to
  977. establish contracts of their own, familiar PCs will have
  978. to take the Obligation Flaw. If the familiar PC wants to
  979. have several contracts or masters, he can take several
  980. levels of Obligation as separate, small Flaws. Familiars
  981. can make for interesting tragic heroes, and the example
  982. of Caliban from Shakespeare's The Tempest can give
  983. insights into the psyche of such beings.
  984. Familiars are often very strange looking, and
  985. must take the Odd Feature Flaw in their human forms.
  986. Their ears may look elvish, they may not have pupils but
  987. can see normally, and they may have odd hair colors that
  988. dye can't produce. Many don't understand everything
  989. about the world around them, and have the therefore
  990. have the Misfit or Outcast Flaws. If the resulting
  991. creation looks very young, it has the Child Flaw as well.
  992. Familiars can eat normal food, but gain no benefit from
  993. doing so and will have to eliminate it normally later.
  994. Depending on the type of tasks they do, they can take
  995. Job Class Packages - but they obviously cannot use
  996. certain skills if they cannot turn human. Regardless of
  997. whether it knew how to or not, a cat familiar who could
  998. not turn human could not use a computer. It lacks
  999. fingers. Similarly, a dog cannot take levels of Wild Card
  1000. (Juggle). Use common sense.
  1001. Chapter Two: "Harmony of Dissonance" /"Fukyo no Senritsu" 035
  1002. Fat or Obese (1 or 2 pt. Flaw)
  1003. At Fat, your character weighs 50 lbs. over your ideal
  1004. weight and has his Movement reduced by 25%. If you
  1005. are Obese, you weigh 100 lbs. or more over your ideal
  1006. weight, and see your movement reduced by 50%.
  1007. Flashbacks (3 pt. Mental Flaw)
  1008. During exposure to something that reminds you of your
  1009. traumatic event, you immediately flash back to your
  1010. traumatic event. During your flashback, you are not
  1011. interacting with the present in any meaningful way.
  1012. Everything is for you as it was - which means when you
  1013. come out of your flashback, you could be in a Bad
  1014. Situation. You have to roll WILL at -3 to avoid the
  1015. Flashback when it comes. The duration is subjective.
  1016. Focused Damage ( 1 per level)
  1017. Adds 2 points of damage to the rolled total for Brawl
  1018. attack. Can be taken by human characters to show
  1019. martial arts training. Humans may take up to three
  1020. levels of this. Supernatural characters may take up to six
  1021. levels.
  1022. Forgettable (2 pt. Perk)
  1023. People’s eyes tend to pass over you and ignore you.
  1024. Restricted: Your Appearance a can be no higher then 2
  1025. to take this Perk.
  1026. Frog Tongue (3 for the tongue, and then 1 point per
  1027. level of increased length) - The demon may elongate his
  1028. tongue and then make it stick to surfaces. It has a range
  1029. of two yards and can be used to grab things and cause
  1030. damage. To use it to hit targets up to two yards away, the
  1031. demon must roll DEX + Athletics. Once the target is
  1032. hit by the tongue, he can be grappled (use the grappling
  1033. rules) or pulled towards the demon. Each level of
  1034. increased length adds another 2 yards to the tongue.
  1035. Fugue (3 pt. Mental Flaw)
  1036. Characters with this flaw experience "blackouts" and loss
  1037. of memory. If subjected to a particular stressor, the
  1038. character begins a specific, rigid behavior set to remove
  1039. the stressor. This is not the same as the Multiple
  1040. Personality Flaw; the character has no alternates to
  1041. toggle control over to. Instead it is better to consider it
  1042. "autopilot". Your Storyteller must decide what kind of
  1043. circumstance triggers this, such as the death of a
  1044. helpless human, confrontation with a specific type of
  1045. monster, or confinement.
  1046. If the character is exposed to the appropriate stressor, he
  1047. must pass a Will check and accumulate at least two
  1048. successes. If the roll fails, he lapses into his fugue state
  1049. for 1D6 x10 or 1D10 x 10 minutes. While in the fugue
  1050. state, the character will do whatever he can to eliminate
  1051. the stressor. If the player isn't willing to roleplay this
  1052. Flaw, he can pass over his character sheet to the
  1053. Storyteller until the time has passed. At the end of the
  1054. fugure, the character's consciousness "reboots" with no
  1055. memory of anything that happened in the Fugue state.
  1056. Fresh Gear (2 per level)
  1057. You may begin play with an item, which may enhance
  1058. your character or serve as a useful tool or weapon. The
  1059. level of the advantage must match the desired items
  1060. Power Level. The enchanter/superscience items from
  1061. the Buffy RPG's Magic Box are a suitable start. You
  1062. cannot acquire levels of Fresh Gear by destroying
  1063. candles, so that's right out.
  1064. Level 1 offers a small advantage,
  1065. level 2 bestows a moderate advantage,
  1066. level 3 a good benefit,
  1067. level four a great benefit,
  1068. level five an extreme benefit,
  1069. and level 6 a primal advantage.
  1070. Fresh Gear beyond Level 6 offers cosmic benefits.
  1071. Funny (1 pt. Perk)
  1072. Your comic timing and sense of the absurd is second to
  1073. none. -2 difficulty to any Social roll intended to boost
  1074. morale.
  1075. Chapter Two: "Harmony of Dissonance" /"Fukyo no Senritsu" 036
  1076. Fuzion (demon advantage, 6 points)
  1077. With this power, you can form a spiritual link between
  1078. yourself and a particular target, which must be touched.
  1079. Once this is done, you inflict spiritual corruption upon
  1080. the target as long as he remains on the same planet,
  1081. represented by their developing the Complementarity
  1082. Flaw. In addition to the mental problems caused by this
  1083. connection, it also allows you to "borrow" things such as
  1084. Life Points if they fail to resist your spiritual intrusion.
  1085. Over time your target will begin to suffer from
  1086. the same Mental Problems you do, and it is even
  1087. conceivable for you to give them your Inversion Impulse.
  1088. Only one target can be affected at a time. If you
  1089. sleep, then the Life Points you stole are transferred back
  1090. to the victim.
  1091. The victim will occasionally receive visions of
  1092. the horrors you are committing as very realistic dreams.
  1093. These dreams are so realistic that the victim might even
  1094. believe he is the one responsible for the witnessed events.
  1095. Gaikokujin (2 pt. Flaw)
  1096. You are not native to this country, and has trouble with
  1097. some of the finer details. +2 difficulty to Etiquette &
  1098. Streetwise rolls.
  1099. Good Listener (1 pt. Perk)
  1100. You have a keen interest in people, and they open up to
  1101. you. –2 difficulty to Social rolls when talking to people.
  1102. Good Night Vision (2 pt. )
  1103. Your night vision is excellent. -2 difficulty to Perception
  1104. rolls at night.
  1105. Good Sense of Character (2 pt. Perk)
  1106. "To be honest, I don't like that girl one bit. It's not one
  1107. thing in particular, but something about her doesn't sit
  1108. right with me."
  1109. You have an innate instinct for reading a person. –2
  1110. difficulty to Empathy rolls based on assessing a person.
  1111. Good Taste (1 pt. Perk)
  1112. Your taste makes forging contacts with the upper class
  1113. much easier. –2 difficulty for Social rolls intended to
  1114. gain acceptance or impress in a high-society or business
  1115. situation.
  1116. Hard to Kill (1-5 for humans, 1-10 for supernaturals)
  1117. Grants + 3 Life Points and +1 to ALL Survival Tests
  1118. per level purchased. Each level of Hard to Kill costs 1
  1119. Quality Point. Cannot be recommended highly enough.
  1120. If you have any leftover points, go ahead and get some.
  1121. Hikikomori (3 pt. Mental Flaw)
  1122. Your character has stopped interacting meaningfully
  1123. with society. He may be a NEET (Not in Education,
  1124. Employment, or Training). You feel like you have no
  1125. clear mandate for your life, so you have shut out the
  1126. outside world. The light of the sun, companionship,
  1127. friendship - these are not for your character. As your
  1128. character isolates himself, his mind turns within and
  1129. erodes his ego - leaving him terrified social interaction
  1130. will result in terrible humiliation. This could lead to
  1131. years or decades of isolation. Worse still, other Mental
  1132. Flaws are sure to develop during this period of selfimposed
  1133. exile.
  1134. Hikikomori must make a WILL Test and
  1135. accrue at least two successes to go outside. They also are
  1136. at -2 to any Social Test.
  1137. Hollow Leg (1 pt. Perk)
  1138. "Shiki-san does not have the same tolerance you do, Akihasama.
  1139. Shiki-san, you should say no or you'll be in trouble.
  1140. Akiha-sama does not get drunk no matter how much she
  1141. drinks, so if you keep drinking with her until she's happy,
  1142. you'll end up drinking until dawn!"
  1143. "Wait a minute, Kohaku! You make me sound like some sort of
  1144. alcoholic!"
  1145. -Tohno Akiha and Kohaku at Tohno Shiki's welcoming
  1146. party.
  1147. Your character can drink like a fish. Any penalties for
  1148. consuming alcohol are halved.
  1149. Chapter Two: "Harmony of Dissonance" /"Fukyo no Senritsu" 037
  1150. Homonculous (5 point Quality)
  1151. In the Nasuverse, a homonculus is an artificial
  1152. being created by using sorcery to reformat sperm cells.
  1153. This being then develops into a child who can be raised
  1154. normally. Due to their incomplete genetic background,
  1155. they sometimes have Physical Flaws such as Doomed,
  1156. Odd Features, and so on. Albinism* is so common in
  1157. homonculi that it is one of the requirements for the
  1158. class. (Storyteller's note: If the Storyteller does not wish
  1159. Albinism to be a common Flaw for Homonculi, he can
  1160. simply require the player to take too Odd Features (Red
  1161. Eyes, Snow White Hair).
  1162. A genescan on a homonculus, if performed, will
  1163. reveal systemic abnormalities and gaps where magic has
  1164. formed artifical dna to complete the organism's missing
  1165. genes. In some cases their aging rate is affected by their
  1166. condition; some remain as children for decades while
  1167. others may become middle-aged in their teenage years.
  1168. Due to their unusual biology, using gene therapy on one
  1169. is highly discouraged.
  1170. Based on Illya's example, we can conclude that as
  1171. organisms which are partially formed by magic, they are
  1172. often virtuosos in the field of spellcasting. A
  1173. homonculous character has +1 to any rolls to research a
  1174. spell and +1 to the casting roll for any attempt to use a
  1175. spell resisted by a living subject.
  1176. This is due to the fact that the person who
  1177. donates the sperm for the creation of a homonculous is
  1178. usually a wizard. If a spellcasting family's blood has
  1179. thinned, and they are no longer able to produce children
  1180. with high Magic Circuit ranks, creating a Homonculus
  1181. to serve as the family's successor may be the only way to
  1182. ensure the continuation of the family's sorcerous legacy.
  1183. In Fate, all Homonculi begin with a minimum
  1184. Magic Circuit rating of 4 and two levels of Extra
  1185. Energy. Unlike other beings, Homonculi are able to
  1186. slightly improve their Magic Circuit ranks without the
  1187. risk of overloading their systems. They may buy two
  1188. new ranks in Magic Circuit without risk, after which
  1189. their soul cannot be so easily modified. After this slight
  1190. improvement, any further alteration will force them to
  1191. check for a system overload just like any other living
  1192. being. Each homonculus has also realized some control
  1193. over their own destiny, which manifests in the form of
  1194. one level in Extra Lucky. They may be skilled wizards
  1195. and rich in magic, but homonculi are not supernaturally
  1196. healthy or powerful, and as a result it is not possible for
  1197. them to buy levels in Mega-Attribute or Damn Healthy.
  1198. For Homonculi that are created by the Mages'
  1199. Association or a powerful sorcerer family, they may
  1200. begin play with levels in Enchanter or Superscientist.
  1201. Surprisingly homonculi are able to breed
  1202. normally, however their children are always albinos. If
  1203. one of their parents had a demonic Bloodline, then the
  1204. child will probably manifest it as well. Any supernatural
  1205. traits the parent homonculus had are not automatically
  1206. passed on to their children, unless both parents are
  1207. homonculi. In that unlikely case, the child is effectively
  1208. treated as a a homonculus also. If one of the parents was
  1209. a witch or wizard, it is highly probable the child will
  1210. carry on the family's sorcerous heritage.
  1211. Certain spells and rituals require materials taken
  1212. from homonculi, so homonculi PCs should lock their
  1213. doors.
  1214. Playing a homonculus costs 5 points (4 for four
  1215. levels of Magic Circuit, 2 for two levels of Extra
  1216. Energy, 1 for a level of Extra Lucky, and all of these
  1217. expensive alterations are partially offset by the two point
  1218. Albinism Flaw or two levels of Odd Features (Red
  1219. Eyes, Snow White Hair). If the player wants to explore
  1220. the tragic element of playing artificially created
  1221. characters, he can select Doomed, but that is an optional
  1222. Flaw for the Homonculous Quality and is not required.
  1223. Chapter Two: "Harmony of Dissonance" /"Fukyo no Senritsu" 038
  1224. Irisviel Von Einzbern, a
  1225. homonculus created
  1226. by the Einzbern family.
  1227. Honorable (Variable Flaw)
  1228. This value of this Flaw depends upon the number of
  1229. strictures taken by the character. Each level of the Flaw
  1230. means that the character must take 2 strictures. Thus
  1231. Honorable 3 would give the character 6 strictures.Here
  1232. are some sample strictures:Always Keeps His Word,
  1233. Accepts Any Challenge to Single Combat, Always
  1234. Protects the Weak, Never Accepts Rewards for Service,
  1235. Always Avenges Personal Insults, Never Allows Insults
  1236. to Personal Organization/Government (etc.), Does Not
  1237. Lie, Must Finish the Mission or Die Trying, Must
  1238. Fight With Honor and Will Not Attack Weaker
  1239. Opponents, Never Turns His Back on an Ally, and
  1240. Must Oppose the Aims of [the Old Ones, the Dead
  1241. Apostles, Heretics, etc.]
  1242. As an example, Saber would have Honorable at
  1243. 3. Shiki would have it at 2.
  1244. Acting against your Honorable Flaw causes you
  1245. to suffer a Skill Test penalty until you have atoned for it.
  1246. Acting against your Honorable Flaw causes you to
  1247. suffer a Skill Test penalty until you have atoned for it.
  1248. Honor Codes are another item that can be included
  1249. within the Honorable Flaw. Unlike the above strictures,
  1250. these package deals are usually worth one or more
  1251. drawback points in and of themselves. Here are some
  1252. examples: Sworn to Celibacy (1), Oath of Humility (1),
  1253. Oath of Obedience to [x](1), Oath of Poverty (2), Oath
  1254. of Silence (2), Pacifism: Can't Kill (1), Pacifism: Can't
  1255. Kill and Will Only Harm in Self-Defense (2), Pacifism:
  1256. Will Not Harm Others Under Any Circumstances (3),
  1257. Sworn to Love One Person Forever (1)
  1258. Hypnosis (5/10/20 pt. Supernatural quality)
  1259. Level 1 (Look into my Eyes): Your character can
  1260. cause someone to hesitate for a few moments (enough
  1261. for one rounds' worth of free attacks. the victim cannot
  1262. defend). The user rolls WILL x2 and the defender does
  1263. the same. If the defender loses, he fails to resist this
  1264. power.
  1265. Level 2 (What do you See): The user creates
  1266. illusions and muddles the senses. The character could
  1267. rend himself invisible or appear to be someone else. The
  1268. user rolls WILL x2 and the defender does the same. If
  1269. the defender loses, he fails to resist this power. Level 2
  1270. grants a +1 to Look into my Eyes.
  1271. Level 3 (Come to Me): The being can command
  1272. others to do particular things. The same resisted
  1273. Willpower rolls are used. If the commanded person is
  1274. ordered to do something against his moral code or will
  1275. to survive, he receives a bonus of +1 to +5 to resist.
  1276. This grants +2 to LimE and WdyS.
  1277. Hysteria (2 or 3 pt. Mental Flaw)
  1278. Hysterics are unable to control their emotions and will
  1279. suffer severe mood swings and violent fits if subjected to
  1280. stress and/or anxiety. Talk with your Storyteller and pick
  1281. a trigger for this - the presence of children, voices from
  1282. beyond, or fire.
  1283. To avoid the mood swings, your character must
  1284. make a Will check with penalties varying on the level of
  1285. the Flaw. If the stress is unusually severe or sudden, the
  1286. Storyteller will adjust the difficulty of the Will check
  1287. accordingly.
  1288. Immortal (0)
  1289. Not getting any older, here ... Unaging is the ability
  1290. granted by this power. Time won't kill your character,
  1291. but anything else still will.
  1292. Indecision (2 pt. Mental Flaw)
  1293. "Thou shalt not ... hesitate." -Moltar, Space Ghost Coast
  1294. to Coast
  1295. When it came down to it, you didn't make the
  1296. call - or the call you made was wrong. You made the
  1297. choice that got your friends killed. You missed the shot
  1298. and hit the hostage. You cut the wrong wire and the
  1299. bomb exploded. And when reminded of that bad choice,
  1300. you become paralyzed, afraid of being wrong again.
  1301. Sadly, in Fate most of the immediate choices you're
  1302. going to face are life and death.
  1303. The Storyteller decides when a character might
  1304. hesitate when confronted by an important decision that
  1305. must be made instantly. The circumstances are usually
  1306. reminiscent of past events - the monster looks like the
  1307. killer from before, or the crowded streets remind him of
  1308. being mugged, etc.
  1309. To determine whether Indecision kicks in a
  1310. scene, the Storyteller rolls the character's WILL x2. If
  1311. he fails to accrue at least two success levels, he does not
  1312. roll for Initiative and his Combat Reflexes are knocked
  1313. offline for the scene (about 10 minutes). If in combat,
  1314. he just goes on his DEX + Alertness. Until he snaps
  1315. out of it, he cannot coordinate his activities with others,
  1316. advise others on what to do, etc. as he is wracked with
  1317. conflicting ideas of how to proceed and tormented by
  1318. how his previous call went so wrong.
  1319. Spending a Luck point will allow a person to
  1320. snap out of it for a scene, and a person can spend a
  1321. Luck point to snap out of it if something happens to
  1322. rouse them out of their recollections. This Flaw does not
  1323. prevent a person from making mundane, ordinary
  1324. decisions, like Chinese or Italian, or whether to make a
  1325. sharp turn while driving (unless something happens to
  1326. Chapter Two: "Harmony of Dissonance" /"Fukyo no Senritsu" 039
  1327. remind him of what happened before.) He can also
  1328. make long range plans and carry them out as long as he
  1329. isn't reminded of what happened during the action scene.
  1330. Infectious Touch (3, Supernatural Perk) - To use this
  1331. power, the demon must first make physical contact with
  1332. his target. Then his (CON x2) + 3 + the successes of
  1333. his attack roll are matched against his opponent's CON
  1334. (doubled). If the demon wins, the target takes 5 Life
  1335. Points' worth of damage per success on the attack roll.
  1336. The Life Points lost to Infectious Touch return at the
  1337. rate of 1/2 the victim's CON per week, during which
  1338. time the patient will be feverish, nauseous, weak, and
  1339. otherwise miserable. There is a custom version of this
  1340. power that only affects vampires.
  1341. Insomnia (2 pt. Mental Flaw)
  1342. Your character has an extreme amount of difficulty
  1343. sleeping. Your character may even become so sleepdeprived
  1344. he suffers psychotic episodes. In order to sleep
  1345. in any given night, you must make a WILL x 2 roll and
  1346. accrue two successes when your head hits the pillow. If
  1347. you succeed, your character actually sleeps that evening -
  1348. at least as well as he can. If the roll fails, he can not
  1349. sleep that evening. The next day there is a -1 penalty,
  1350. and that penalty carries over to the next night's Will Test
  1351. to sleep. If that fails, the -1 penalty goes up yet another
  1352. step. Once an insomniac goes four straight days without
  1353. sleep, he becomes schizophrenic. Exhaustion-spawned
  1354. schizophrenia includes visual and auditory
  1355. hallucinations in addition to the difficulty penalty. The
  1356. penalties do not stack -4, regardless of how many
  1357. sleepless nights the character has.
  1358. A good night's sleep banishes the penalties, but
  1359. subsequent bouts can begin almost immediately. The
  1360. character can use alcohol or other drugs to treat the
  1361. condition. After a month of game time, the character can
  1362. spend an XP to remove Insomnia and replace it with a 2
  1363. pt. Addiction. Regardless of whether a character has
  1364. levels of Tireless, he must still get at least some sleep
  1365. sometime.
  1366. Internal Clock (1 pt. Perk)
  1367. You have perfect internal timing.
  1368. Internal Compass (1 pt. Perk)
  1369. You are never lost in any area you have been before.
  1370. Once you get your bearings, you will be at a slight
  1371. bonus to navigate in a new area. You may try once per
  1372. area to roll PER + Alertness. 2 successes tells you
  1373. where magnetic north is. This Perk does not work in
  1374. alien dimensions or alternate realities.
  1375. Intolerance (1-2 pt. Mental Flaw)[Class Arrogance]
  1376. Just like any other prejudice but in this case you are
  1377. bigoted about social class. If you’re rich, everything on
  1378. the frontier seems primitive and worthless. If you’re
  1379. poor, anyone with money is a probably a wastrel or a fat
  1380. cat. This drawback shows up as a negative to Social
  1381. interactions with the opposite class equal to the level of
  1382. the drawback. The bracketed Class Arrogance can be
  1383. replaced with other variables, such as a specific type of
  1384. minority, non-humans, etc. The one point version brings
  1385. a -2 to all Social rolls around the particular stressor. At 2
  1386. points, you have to make will checks to not act like
  1387. asshole around the source of your -ism.
  1388. Inversion Impulse (2 or 3 pt. Flaw)
  1389. "This feeling. It's as if my thoughts belong to an entirely
  1390. different person. I can't resist the impulse flowing out of me.
  1391. My mind is growing hazy ... My heart beats heavily, each
  1392. beat telling me to kill. To kill."
  1393. "I am terrified. When I come to, I find I cannot
  1394. remember half the day. During that time, I'm forcing my
  1395. inversion impulse on that child. If this keeps up, it's only a
  1396. matter of time before I completely lose my sanity and turn into
  1397. a beast. I don't even know how much time I have left to
  1398. remain as myself."
  1399. -Excerpt from Tohno Makihisa's personal journals
  1400. If pushed past a certain point, or if introduced
  1401. to the appropriate stimulus, your character's personality
  1402. will undergo a drastic inversion. A loyal member of a
  1403. team will suddenly only care about himself. A chivalrous
  1404. and honorable person will become a back-stabber. Some
  1405. strong point of the character's original personality may
  1406. remain, such as loyalty to a cause or cunning
  1407. intelligence, but even that will undoubtedly be used to ill
  1408. ends. When a person has inverted, they look and act ...
  1409. differently than they did before. This could be
  1410. something as dramatic as Spidey's emo getup in SpiderMan
  1411. 3 or it could just be a different physicality,
  1412. vocabulary, and so on.
  1413. Inversion Impulse can be caused by spiritual
  1414. corruption from an exterior source such as being
  1415. possessed by an evil ghost. It may also be passed along
  1416. inside a character's demonic Bloodline.
  1417. If the character has the 2 point version of this
  1418. Flaw, then he may return to his normal state after an
  1419. Inversion. During the time his personality has Inverted,
  1420. however, the pc is effectively an NPC and his actions are
  1421. governed by the Storyteller. If the person has the 2 point
  1422. Chapter Two: "Harmony of Dissonance" /"Fukyo no Senritsu" 040
  1423. version of this flaw, he may also be calmed and returned
  1424. to normal by the appropriate stimulus.
  1425. At level 3, if your character has an Inversion
  1426. Impulse, he might never return to his base state.
  1427. WILL checks to resist the urge for Inversion
  1428. Impulse are possible, but are at a multiplier equal to the
  1429. Storyteller's choosing. Conviction may add to the
  1430. character's resistance roll.
  1431. Be warned: people with Inversion Impulse are
  1432. often indiscriminately destructive to things and people
  1433. around them. If the player has the three point version of
  1434. this Flaw, he might also gradually suffer Inversion
  1435. Impulse with increasing duration until there is nothing
  1436. left of his original personality. To reflect the effects of
  1437. Inversion Impulse, the Storyteller should pick new a
  1438. new Nature and Demeanor for the PC during an
  1439. episode. Deviant, The Beast, Monster, Plotter, and
  1440. Engine are all appropriate choices. The Storyteller can
  1441. also assign Mental Flaws (Cruelty works) if he chooses.
  1442. with increasing duration until there is nothing left of his
  1443. original personality. To reflect the effects of Inversion
  1444. Impulse, the Storyteller should pick new a new Nature
  1445. and Demeanor for the PC during an episode. Deviant,
  1446. The Beast, Monster, Plotter, and Engine are all
  1447. appropriate choices. The Storyteller can also assign
  1448. Mental Flaws (Cruelty, Antisocial Personality Disorder,
  1449. etc.) if he chooses.
  1450. Test at certain points to stop working, but you must
  1451. accrue enough successes to tear yourself away from the
  1452. project. If you fail, you continue on to the next Phase of
  1453. the process. Enough Phases in sequence will kill your
  1454. character. As this goes on, your character will suffer
  1455. aches, general fatigue, cramps, and muscle pain. Once
  1456. you have gone through as many successive Phases as
  1457. you have CON, your character has a stroke or heart
  1458. attack and dies.
  1459. Limited Use (1-4)
  1460. Your power is limited in some way. If the conditions are
  1461. not so terrible (the guy has to sing or only during the
  1462. day), it's a 1 point drawback. Two or more points if it is
  1463. very limiting. Having to roll over 8 on 3D6 to activate it
  1464. is 1 point. Having to beat 13 on 3D6 to activate it is 2
  1465. points.
  1466. Light Sleeper (1 pt. Perk)
  1467. You wake quickly from nearby commotions.
  1468. Love (2 or 4 pt. Flaw)
  1469. 2: You are in love with someone. If you have to follow
  1470. your heart or your head, roll WILL x 2 at -3.
  1471. 4: Tragic love. You fall for the wrong people, or you
  1472. have epic romantic bad luck.
  1473. Icy (1 or 2 pt. Flaw)
  1474. You show no reaction to anything. Others may consider
  1475. you a cold fish. Once you take this disadvantage, the
  1476. only way to buy it off is with XP. If you take it at level 1,
  1477. you still may show some emotion sometimes (Hisui,
  1478. Agent Scully, and Egon Spengler).
  1479. Ignorant (1 pt. Flaw)
  1480. You tend to miss common cultural references that people
  1481. take for granted, so people tend to think you slow or
  1482. uneducated.
  1483. Immune to Falling / Flight (FSN, 3 or 6 points + var
  1484. Supernatural )
  1485. Your supernatural character can never fall unless he is
  1486. unconscious. If you jump off a building, you'll slowly
  1487. float down to the bottom (at the economical cost of 1
  1488. Mana). If the Servant wants it, he can buy the 6 pt.
  1489. version of this power, which will allow him to fly (3
  1490. Mana for every 12 minutes worth of flight at a
  1491. Movement of 2). The player can buy extra Move ranks
  1492. for Flight with extra quality points, at a rate of 1 point
  1493. per 2 Flight Move.
  1494. Chapter Two: "Harmony of Dissonance" /"Fukyo no Senritsu" 041
  1495. Iron Mind (3 pt. Quality)
  1496. Your character is resistant to all forms of Telepathy and
  1497. some Supernatural Senses as well as spells and powers
  1498. that seek to read or control his thoughts.
  1499. Karoushi (2 pt. Mental Flaw)
  1500. The character is a workaholic who is on his way to
  1501. working himself to death. This develops in salarymen
  1502. and other clerical staff who work in excess of 70 hours a
  1503. week. This Mental Flaw often results in the death of
  1504. the character from overstress and total physical
  1505. exhaustion. The condition occurs in Phases: the
  1506. Storyteller may allow your character a WILL
  1507. Insensitive (1 pt. Flaw)
  1508. You have problems understanding how to gauge other’s
  1509. emotional reactions, and can be rather blunt as a result.
  1510. +2 difficulty to Empathy rolls.
  1511. Mad Skillz (1 per level Perk)
  1512. "Napoleon: What are your mad skills?
  1513. You know, like nunchuck skills, bowhunting skills, computer
  1514. hacking skills... Girls only want boyfriends who have great
  1515. skills."
  1516. -Napoleon Dynamite
  1517. Your character has either received excellent training or is
  1518. a natural at certain skills. This perk adds 2 skill points
  1519. per level taken to his skill point pool at character
  1520. generation. 2 skill points earned by taking this level can
  1521. be converted into a Specialization. You can only gett one
  1522. Specialization by taking Mad Skillz, regardless of how
  1523. many levels you have in Mad Skillz.
  1524. Magic Circuit (New Supernatural Quality, 1 pt per
  1525. level)
  1526. This grants you the ability to study and cast
  1527. magic. It is common in supernatural creatures but
  1528. relatively rare in humans. The number of these are
  1529. determined at birth. Circuits are stretched throughout
  1530. the body like nerves and are broken up into core points
  1531. and bypasses that connect these points. The bypasses
  1532. that link the cores are like the synapses of the brain and
  1533. as such if cut or connected hastily, the core will not
  1534. change. Strictly speaking, this core itself is the circuit.
  1535. Also, the actual location of circuits is found in the soul
  1536. rather than in the physical body. That said, the body's
  1537. ability to actually express these is pretty important,
  1538. apparently.
  1539. Lineages do what they can to tamper with their
  1540. blood in order to birth a heir with even just one more
  1541. rank in Magic Circuit. Once opened, these spirit paths
  1542. can be turned on and off at will.
  1543. Trying to increase Magic Circuit rank (with XP
  1544. or through other means) is dangerous because the
  1545. human soul isn't meant to handle that kind of
  1546. modification. Often it is done when the subject is a baby
  1547. and therefore hasn't had time to build up spiritual
  1548. resistance, and the parents will feed the baby crushed
  1549. bone and herbs to force its Magic Circuit to strengthen.
  1550. The eccentric Waver Velvet of the Mage's Association
  1551. has had some luck using training to gradually raise a
  1552. subject's Magic Circuit rank, but his methods are slow -
  1553. assume it takes at least a year of steady effort to raise a
  1554. Magic Circuit by one rank.
  1555. If the players go with Waver Velvet's methods, assume
  1556. that it requires at least a Chapter's worth of concerted
  1557. effort and several extended rolls with a certain threshold
  1558. of successes to overcome.
  1559. If the impatient player characters want to just
  1560. forge ahead and quickly increase their Magic Circuit
  1561. rank, the subject must succeed in a WILL +
  1562. Occultism and accumulate at least three successes. If he
  1563. succeeds, he takes 1D8x2 Lethal damage and his Rank
  1564. increases one step (and his XP is increased accordingly).
  1565. If he fails, then he takes his 1D8 x his own WILL in
  1566. Lethal damage as his system accumulates a massive
  1567. store of Mana and then discharges it (Cruel Storytellers
  1568. can require the invested XP on top of this, but I
  1569. personally wouldn't. Don't tase him bro and then kick
  1570. him while he's down.) If a person died from such an
  1571. attempt, he looks like he was fried by a high amperage,
  1572. high voltage electric current. Magic Circuit rank can
  1573. only be increased one step at a time.
  1574. Having a decent Magic Circuit Rank often
  1575. causes one to manifest a majutsu kokuin, a crest
  1576. representing the person's sophistication as a magus. As
  1577. the wizard family (hopefully) intermarries with families
  1578. that have better Magic Circuit Ranks, the crest becomes
  1579. more ornate and complex. It is not visible to people with
  1580. Banality, but any Supernatural sense or magic detection
  1581. spell will reveal its presence.
  1582. Some of these act as databanks of spells - living,
  1583. portable libraries. In this case, the holder can simulate
  1584. this by spending the points on Occult Library and then
  1585. adding two points per level to have the spells located in
  1586. their crest. Information from this kind of databank can
  1587. be retrieved by the owner if he is in a state of meditation.
  1588. If the family of the mage has interbred with
  1589. other races or species, then they may not be able to
  1590. handle the strain of a crest because of their mixed genes.
  1591. Mages with that in their history should take Old
  1592. Wound as a Flaw, and their pain can be controlled with
  1593. OTC medication.
  1594. If a character without any Magic Circuit casts
  1595. magic, his own nervous system takes the place of the
  1596. normal Magic Circuit - at the expense of his brain and
  1597. nerves. Storytellers can feel free to cause the person to
  1598. lapse into a state of shock or inflict damage if someone is
  1599. foolish enough to try this. 1D6+1 Lethal damage
  1600. (unsoakable of course) X Power Level of the spell
  1601. would be about right. If he doesn't have enough Mana
  1602. to power the spell, then he fails (but still takes half
  1603. damage).
  1604. Transplanting circuits is possible, but carries the
  1605. same risk of transplanting a foreign organ. In order to
  1606. Chapter Two: "Harmony of Dissonance" /"Fukyo no Senritsu" 042
  1607. be considered a mage, a player character must have at
  1608. least a Magic Circuit rank of 2.
  1609. Each level of Magic Circuit grants +3 Mana
  1610. and +1 to the Intelligence + Occultism casting roll for
  1611. a spell. Humans need Magic Circuit Level 4,
  1612. Occultism 3, and Enchanter 1 if they want to build any
  1613. enchanted items. Every 3 ranks in Magic Circuit also
  1614. increase the MP they get back during rest periods by 1
  1615. point.
  1616. The Magic Circuit Perk also provides passive
  1617. resistance against Control spells that are designed to
  1618. affect the victim's behavior, such as sleep and restraint.
  1619. This comes from the paths of the victim's Magic
  1620. Circuit, which are designed to reject Mana that
  1621. originate from outside their own system. The level of
  1622. resistance afforded to only those specific types of spells
  1623. is equal to half the victim's Magic Circuit rank. To put
  1624. it simply, Control type spells are not very effective
  1625. against wizards and mages. This resistance does not
  1626. protect against other types of magical attack, though.
  1627. Caster could still blast a mage with lightning and have it
  1628. be fully effective. The resistance also does not protect
  1629. against abilities (such as Hypnosis [Look into My
  1630. Eyes], psionics such as Telepathy, or any Mental Flaw
  1631. the victim has. Also, if the Control magic was cast by a
  1632. person with Epic Occultism, the victim's passive
  1633. resistance doesn't apply to the Control spell.
  1634. 1 Level of Magic Circuit must be taken if the
  1635. character is to take any levels in Telekinesis and
  1636. Telepathy, and their levels cannot be higher than twice
  1637. the rank in Magic Circuit.
  1638. Several levels of Magic Circuit will be necessary
  1639. to support onboard magical powers like Mystic Eyes,
  1640. etc.
  1641. To donate Mana to your Servant (assuming you
  1642. have one), if you have one, you must have at least Magic
  1643. Circuit 3. If you do not have that, your Servant will not
  1644. be able to use your Mana to replenish its own Mana
  1645. Pool or heal its wounds.
  1646. Manic-Depression (2 pt. Mental Flaw)
  1647. Manic depressives suffer from severe mood swings,
  1648. often resulting from trauma or severe anxiety.
  1649. Characters may be upbeat and confident one moment
  1650. but then pessimistic and lethargic the next.
  1651. Characters with this Flaw are on a hair trigger,
  1652. never knowing when their next mood swing will strike.
  1653. When the character fails a Skill Test, the character must
  1654. make a Will check and accumulate 2 Successes. If the
  1655. character fails the Will check, he immediately lapses into
  1656. depression . If your character is depressed,
  1657. the ST will roll 1D6 or 1D10, and then multiply that
  1658. number by 10 - that's how many minutes your character
  1659. will be affected. During this time, your Luck is also
  1660. temporarily decreased by one. After that state passes,
  1661. you will be obsessively cheerful, energetic, and upbeat
  1662. for as long are you were depressed.
  1663. Manifest Millennium Castle (7 point Perk, only True
  1664. Ancestors with the Rank of Brunestud)
  1665. Your character can manifest the Millennium Castle - a
  1666. feat only the Brunestud can accomplish. As you might
  1667. expect, it's a big house made out of stone. When it is
  1668. summoned, it conforms to the hopes, dreams, and
  1669. expectations of its owner. If the owner is depressed, the
  1670. castle appears as a dismal chateau straight out of Fall of
  1671. the House of Usher. Someone who just read the novel
  1672. Dracula might whip up something very much like
  1673. Brahms Castle. A Disney fan might conjure up
  1674. something tacky and gauche out of the Magic Kingdom.
  1675. The castle is fully visible to other people -
  1676. including those with Banality. Obviously it is best to use
  1677. this power in an undisclosed location, otherwise they'll
  1678. start wondering why they never noticed that singular
  1679. piece of real estate before. Arcueid can use this Perk to
  1680. conjure the embark and disembark from the Millenium
  1681. Castle in various places - allowing her to easily travel
  1682. from place to place on her missions. Within its throne
  1683. room is her resting place, where she rests after her job is
  1684. complete. Lately, however, Arcueid has simply decided
  1685. that staying with Shiki is what she wants to do; perhaps
  1686. this is part of her childish and impulsive personality.
  1687. When it appears the castle is fully furnished, but
  1688. it is not staffed. The True Ancestor who called it up will
  1689. have to make some kind of arrangements for finding
  1690. help that not only will clean the castle, but will also do
  1691. windows. Summoning the Millenium Castle costs 15
  1692. Mana and it can only be done on a night when the light
  1693. of the moon is visible. If the current Lord of the
  1694. Millenium Castle is defeated, it vanishes until it can be
  1695. called again. This is a special type of Marble Phantasm
  1696. that only True Ancestors with the Rank of Brunestud
  1697. are able to perform.
  1698. Marble Phantasm (20 or 35 points)
  1699. As its Japanese name ( /Kuusou
  1700. Gugenka) suggests, this power grants the user the power
  1701. to realize a vision or phantasm. It is the power of an
  1702. elemental or True Ancestor to merge their will with
  1703. nature in order to influence probability and transform
  1704. the world around them according to their wishes. As the
  1705. user is a part of nature, he is able to alter the world, but
  1706. Chapter Two: "Harmony of Dissonance" /"Fukyo no Senritsu" 043
  1707. only may accomplish things within the scope of nature.
  1708. A transformation outside of nature, such as
  1709. transforming a human cannot be accomplished unless
  1710. done indirectly.
  1711. In the story, to take on the Big Bad, Roa,
  1712. Arcueid turned layers of the atmosphere in the school
  1713. corridor that sliced him into fine pieces the way a paring
  1714. knife would work a radish. Roa himself was not affected
  1715. directly by the Marble Phantasm, but he had no way to
  1716. avoid being chopped into pieces. The caster can target
  1717. someone with a Marble Phantasm by rolling INT +
  1718. Firearms, and the user's opportunity to dodge is at -5 if
  1719. any successes were rolled on the attack.
  1720. This can also be used to create a dwelling for
  1721. the person to reside in (although it can not be the
  1722. Millenium Castle Brunestud - only Arcueid can
  1723. manage that.) Although it would be created by magic,
  1724. this dwelling would be completely mundane and visible
  1725. to everyone, who might find it odd that suddenly a
  1726. house has appeared on the scene.
  1727. It is worth observing that a Marble Phantasm
  1728. can be used for more than simply hurting a person or
  1729. doing dramatic effects with the lighting. When
  1730. confronted with a seemingly immortal entity, Warachia
  1731. no Yoru, Arcueid learned that he would only exist as
  1732. information until the light of the Crimson Moon shone
  1733. upon his body 1000 years in the future. She then used
  1734. her Marble Phantasm to cause him to be bathed in the
  1735. light of the Crimson Moon, which returned him to a
  1736. permanent mortal body. Warachia, now mortal, was
  1737. dispatched by Shiki using his Mystic Eyes of Death
  1738. Perception ability.
  1739. The cost of a Marble Phantasm depends on
  1740. how much damage a player wants to cause with one. A
  1741. Deadly effect will cause (D8 x10)+ 8 damage and cost
  1742. 20 points. A Massive effect will cause (D8 x10) + 70
  1743. damage and cost 35 points. A Deadly one will cost 12
  1744. MP to use, but a Massive one will cost 25 MP to fire.
  1745. Anytime a Marble Phantasm is used, the user must
  1746. expend 1 Luck point. If the user wants to burn twice the
  1747. normal cost of MP and use two Luck Points, any
  1748. damage this causes will be doubled.
  1749. Master of Unlocking (1 pt. Quality)
  1750. Your character is at +2 to open mechanical locks as long
  1751. as he has the right tools. Electronic locks and Computer
  1752. password cracking rolls receive no extra bonuses from
  1753. this Perk.
  1754. Chapter Two: "Harmony of Dissonance" /"Fukyo no Senritsu" 044
  1755. Medicated (1-5 pt. Flaw)
  1756. "Hey, Akiha. I wanna go back to my room and sleep."
  1757. "No, I won't ask you any more about it, so you have to let me
  1758. treat your injuries. So come this way. I can't help but worry if
  1759. you go to sleep looking like that."
  1760. Your body requires daily medication to stay alive, from
  1761. cholesterol medication (1 pt.) to insulin or worse (5 pts).
  1762. Each level inflicts 1D6 lethal damage you take every 12
  1763. hours when you go a day without your meds.
  1764. Mechanical Genius (supernatural, 2 per level)
  1765. Your character has an innate ability to create, control,
  1766. and modify machines. You may even use the
  1767. Superscience talent to modify items as long as their
  1768. Power Level remains unchanged.
  1769. Level 1 - character repairs things at 2x normal speed, +
  1770. 1 to Technology and Repair skills
  1771. Level 2 - character repairs things at 5x normal speed, +
  1772. 1 to Technology and Repair skills
  1773. Level 3 - character repairs things at 10 x normal speed,
  1774. + 2 to Technology and Repair Skills
  1775. Level 4 - character repairs things at 20x normal speed,
  1776. +2 to Technology and Repair Skills
  1777. Level 5 - character repairs things at 50x normal speed,
  1778. +3 to Technology and Repair Skills
  1779. Level 6 - character repairs things at 100x normal speed,
  1780. +3 to Technology and Repair Skills
  1781. Media Junkie (1 pt. Perk)
  1782. You are a voracious consumer of pop culture. –2
  1783. difficulty to any Social or Research roll involving pop
  1784. culture.
  1785. Megaleap (supernatural, 4/6): Ordinarily, a person rolls
  1786. STR +1D10 or STR + Athletics for a running jump.
  1787. Each success you roll gives you 2 feet vertically or four
  1788. feet horizontally ... but Megaleap replaces the feet part
  1789. of the equation with yards. If the player wants to add on
  1790. 2 more points, multiply his roll x 1.5, and tack on one
  1791. extra foot per success level on the jump roll. Either
  1792. version of this power allows the character can also fall up
  1793. to the point value of this Perk x 15 feet without taking
  1794. damage.
  1795. Megalomania (3 pt. Mental Flaw)
  1796. Characters with this Flaw are obsessed with
  1797. accumulating wealth and power - to triumph over their
  1798. insecurities by becoming the most powerful thing in
  1799. their environment. Arrogance and extreme belief in ones
  1800. abilities are part and parcel of this Flaw, as your
  1801. character is convinced of his own inherent superiority.
  1802. If you have this Flaw, you must rise to the top of power
  1803. and influence by any means necessary. After all, there
  1804. are only two types of people: those without power, and
  1805. undeserving possessors of power who must be stripped
  1806. of it. This belief stretches to everyone, including your
  1807. immediate allies. If the character is using Luck against a
  1808. "competitor", he receives an additional +2 to the total,
  1809. because of his overwhelming sense of superiority.
  1810. Mental Problems (1-3)
  1811. Pick the level of the flaw. Mild is 1 point: your problem
  1812. is controllable and seldom troubles you. Many people
  1813. wouldn't guess you have it.
  1814. Severe (2): People suspect something is wrong with you.
  1815. Deranged (3): If you believe that you will be stopped or
  1816. caught by a major threat, you will control yourself.
  1817. Otherwise, it's time to rock.
  1818. Cowardice: Subtract this from rolls involving Fear.
  1819. You cannot take levels of Conviction if you have this
  1820. Flaw. Over time, you could buy off this Flaw and buy
  1821. levels of Conviction.
  1822. Cruelty: "The scene at the end of the alley is awful.
  1823. People have been torn apart like rag dolls. Their body
  1824. parts like strewn about the area, and the walls are slick
  1825. with blood. How dare she do those kinds of things
  1826. without me!"
  1827. At Cruelty 2, you will torture and harm only those who
  1828. have angered or attacked you. There is no level 3 for
  1829. Cruelty - at that point it becomes a new Flaw: Antisocial
  1830. Personality Disorder.
  1831. Guilt or Shame: an affective state in which one
  1832. experiences remorse and conflict at having done
  1833. something, or not having done something. It is
  1834. mediated by the conscience. Freud described it as the
  1835. conflict between the ego and superego. Guilt often leads
  1836. to depression, as the subject beleives they are
  1837. undeserving and thus they are less likely to assert their
  1838. own rights and perogatives.
  1839. As Japan is a shame-based society instead of a
  1840. guilt-based one, there is more of a sense of etiquette
  1841. instead of Western ethics. Shame differs from guilt: in
  1842. guilt, the person feels bad because of something done or
  1843. not done. Shame is felt when the person believes
  1844. something is wrong with them. In your tabletop games,
  1845. the first level of guilt can be taken for low-level cases,
  1846. which will allow the person to continue working and
  1847. living. Past level 1, they must take another Mental Flaw
  1848. such as Depression to go along with Guilt (real-life
  1849. examples include survivor's guilt).
  1850. Chapter Two: "Harmony of Dissonance" /"Fukyo no Senritsu" 045
  1851. There is also a type of advanced shame called Toxic
  1852. Shame, which must be taken at the 2nd or 3rd level.
  1853. Toxic Shame is induced within children during child
  1854. abuse. Incest or other types of child sexual abuse cause
  1855. Toxic Shame. Victims dissociate the shame until it is
  1856. possible to come with it, and Toxic Shame often creates
  1857. severe trauma. Toxic Shame often is expressed with
  1858. control, perfectionism, contempt, criticism, blame, envy,
  1859. judgment, power, numbness, and rage. It may also
  1860. require the sufferer to cover it up with
  1861. addictions, rigid roles, reenactment, and other ego
  1862. defenses. Toxic Shame is also associated with torture.
  1863. Delusions: You believe things that are not true.
  1864. Obsession: You'd do anything to attain your goal.
  1865. Paranoia: You are annoying and frightening to be
  1866. around.
  1867. Phobia: Deducts value from Fear test in situations
  1868. involving the offending thing.
  1869. Recklessness: You don't look before you leap. You are
  1870. the poster child for impulsiveness.
  1871. Zealot: You are a fanatic, and you will sacrifice
  1872. anything for your ideals. You'll defy the law if it conflicts
  1873. with your objectives.
  1874. Mouth from Beyond (4 pt Perk, supernatural) - The
  1875. demon may swallow objects as large as a medium-sized
  1876. dog or a small person (anything as wide around as the
  1877. demon's head, basically). If the target isn't dead when he
  1878. is swallowed, he'll suffocate if he can't get out. The
  1879. demon will digest the creature , and non-edible parts
  1880. (glasses, fillings, bones, shoes) will be eliminated
  1881. normally. To eat the target, the demon rolls CON +
  1882. Athletics to attack. Once inside, the target is suffocating.
  1883. If he has natural weaponry, he can cut himself free. If
  1884. the demon loses more than half his Life Points from
  1885. those attacks, the target cuts a hole in his stomach big
  1886. enough to crawl away from. This can be taken by giant
  1887. creatures such as dragons and the like, which would
  1888. allow them to swallow people whole.
  1889. Minority (1 point Flaw, or 2 points for combos)
  1890. Motion Sickness (1 pt. Flaw)
  1891. You become queasy and nauseous easily on boats, cars,
  1892. and the like. +2 difficulty to all actions when your
  1893. sickness comes into play.
  1894. Misfit (2 pt. Flaw)
  1895. "You don't understand yourself very well. You are a very kind
  1896. person, but at the same time you are very cold. You make no
  1897. distinction between people. You don't have anyone you feel that
  1898. you like the most, no matter if you hate or like them. You like
  1899. and forgive everyone. That is very cruel to those who want to
  1900. be closest to you. For you, everyone is the same. "
  1901. -Yumizuka Satsuki
  1902. You have a -2 penalty to Influence rolls and
  1903. automatically attract cruel and abusive people.
  1904. Multiple Personalities (3 pt. Mental Flaw)
  1905. With this, the character's identity fragments and he
  1906. becomes a different person - to deny his trauma, or place
  1907. the blame on "someone else". A person in a desperate
  1908. situation might become a tough survivor, or become a
  1909. murderer to deny his powerlessness. Each personality is
  1910. unaware of the others, and they appear in response to
  1911. specific situations.
  1912. The Storyteller decides how many personalities
  1913. you have, what kind of alternates you have, and the
  1914. situations that trigger their appearance. Each personality
  1915. has a connection to the trauma which originated it. If
  1916. the Storyteller wishes it, they may have slightly different
  1917. ratings in certain Skills.
  1918. Murphy's Law (2 pt. Flaw)
  1919. You have bad breaks all your life. Once per day, the ST
  1920. can subtract ten from the roll of an important roll you
  1921. make.
  1922. Mystic Eyes of Death Perception (5, supernatural )
  1923. Your character's vision incorporates a vision of the
  1924. Akashik Record of an object into its normal view. As a
  1925. result, your character can "cut along the lines" of an
  1926. objects' Karmic path, inflicting great damage to it. Even
  1927. Immortal and targets with the Unique Kill perks can be
  1928. permanently destroyed with this talent.
  1929. Damage done with this power is lethal, as the
  1930. character must use a knife or sword to cut along the
  1931. path. It requires a Called Shot at -4, but damage done is
  1932. x6.66 and compared against the targets hit points. If
  1933. they are greater than the targets' Life Points, then the
  1934. target falls apart into chunks like cut sashimi. Vampires
  1935. are instantly dusted. If the total is not greater than the
  1936. target's Life Points, then the target is not instantly killed
  1937. and only suffers x2 aggravated damage. Even if they
  1938. survive the attack, foes will instantly recognize the
  1939. severity of their situation.
  1940. Objects are not immune to this power either,
  1941. and the character can cut through things like steel doors
  1942. as if they was a sheet of paper. Locks on doors quickly
  1943. will become a non-issue. Note that this does not allow
  1944. the character to cut objects in any location.
  1945. Chapter Two: "Harmony of Dissonance" /"Fukyo no Senritsu" 046
  1946. The patterns created by the Akashik Records are
  1947. randomly distributed; the character must find a glowing
  1948. line and cut across it or stab a point to use the
  1949. power.With this power, things like zombies and ghouls
  1950. are instantly identifiable because their spiritual signature
  1951. is distinctly different from that of a living human.
  1952. If the character also has Chiurgery, he can
  1953. accomplish medical miracles - curing AIDS, cancer, etc.
  1954. by destroying the astral form of the disease by cutting
  1955. along the right Karmic path. Even magickal diseases
  1956. can be defeated thusly. The Storyteller determines how
  1957. many success levels will be necessary to accomplish the
  1958. task, and how many Phases it will take for the Extended
  1959. Test to be finished. The character must use his Mystic
  1960. Eyes during this entire time (check for damage if he is a
  1961. human being), and every success level above the
  1962. minimum required reduces the severity of the Physical
  1963. Flaw by one level. Generally speaking, curing the Flaw
  1964. requires first as many successes as the the Flaw's value
  1965. in points to "lock into" the Flaw , and then additional
  1966. successes cause it to be reduced by one level. If the Flaw
  1967. is reduced to zero or negative points in terms of value, it
  1968. is eliminated fromt he subject. If the healer fumbles, he
  1969. slips and cuts along the lines of death in the subject,
  1970. causing his weapon damage x 6.66 in Lethal damage to
  1971. the subject. If the healer expires before the operation is
  1972. complete, check how many successes he rolled. He may
  1973. have been able to at least reduce the Flaw's severity.
  1974. This Mystic Eyes of Instant Death power is
  1975. superhumanly strong, and potentially lethal to humans
  1976. who have it. It requires at least a Magic Circuit rating of
  1977. 3 to support itself. Every time the character uses the
  1978. Mystic Eyes of Death Perception, he must make a
  1979. CON roll. If he fails, he suffers between 2-4 d3 in
  1980. Lethal damage. If he fumbles, he might suffer a heart
  1981. attack, stroke, or aneurysm. He might also have to make
  1982. Fear Tests. If those go badly, he might develop Madness
  1983. Points and Inversion Impulse.
  1984. Mystic Eyes (Variable cost Supernatural Perk)
  1985. These do not merely obtain information from the
  1986. external world, but can affect it also. The color the eyes
  1987. shine when they are used determines the designation of
  1988. the eyes. Normal mystic eyes are red or green. Using
  1989. them requires the expenditure of Quality Cost -2 in
  1990. MP per use. If the ability can be used continuously on
  1991. the same subject, the user must pay that MP amount
  1992. each round it is used. Mystic eyes can be artificially
  1993. gained through chainging one's eyes in a process similiar
  1994. to lineage crests. Due to their concealability and power,
  1995. they are also symbols of a first-class magus.
  1996. Artificially-limited eyes are limited to
  1997. Charm ( - Miwaku). The user matches his
  1998. WILL + Magic Circuit against the victim's opposed
  1999. WILL x2 +(Magic Circuit x2). If the target loses, he
  2000. comes to think of the other person as a friend, confidant,
  2001. and even possible lover (if the gazer is of the appropriate
  2002. sex). If used against another mage, the other mage gets
  2003. to resist with his WILL x2 + Magic Circuit. 6 points.
  2004. Whisper [Suggestions] ( - Anji). The user
  2005. matches his WILL + Magic Circuit against the
  2006. victim's opposed WILL+ (Magic Circuitx2). If the
  2007. target loses, he will obey the next command uttered by
  2008. the magus without question. If it is not in his selfinterests
  2009. or suicidal, he gets another WILL x 2 check to
  2010. resist. 12 points.
  2011. Jougan ( ). Seeing what cannot be seen. These do
  2012. not require the expenditure of MP to use. These can be
  2013. simulated with Nanjin Adept, Telepathy, Mystic Eyes of
  2014. Instant Death, Supernatural Senses, etc.
  2015. Binding ( - Sokubaku). The user matches his
  2016. WILL + Magic Circuit against the victim's opposed
  2017. WILL x2. If the target loses, he can not move until he
  2018. beats the success levels of the Binding (trying with his
  2019. WILL x 2 once per round). 12 points.
  2020. Coercion ( - Kyousei). Works like Whisper, but
  2021. the domination is longer-lasting. The user matches his
  2022. WILL + 3 + Magic Circuit against the victim's
  2023. WILL x2. If the victim fails, he most comply. This
  2024. cycle continues until the user can beat the user with a
  2025. resisted Will x2 vs Will + Magic Circuit contest.
  2026. Dangerous commands and reprehensible ones allow the
  2027. victim to resist with a bonus (+1 to + 3). 20 points.
  2028. Illusion ( - Genkaku). The user matches his
  2029. WILL + Magic Circuit against the victim's opposed
  2030. WILL x2. If the target loses, he is plunged into an
  2031. illusory world defined by the user. The user could
  2032. render himself invisible or appear as someone or
  2033. something else to the victim. 10 points.
  2034. Flame ( - Enshou). The user rolls his WILL
  2035. Chapter Two: "Harmony of Dissonance" /"Fukyo no Senritsu" 047
  2036. is greater). Thus a WILL 4 mage with Magic Circuit
  2037. Rank 4 who rolled 4 success levels would cause sixteen
  2038. points of fire damage. 7 points.
  2039. Jinx ( - Kyouun). This curse-type power requires
  2040. the user to match his WILL + Magic Circuit against
  2041. the victim's WILL + Magic Circuit. If the user wins,
  2042. every two success levels of the attack cause the victim to
  2043. gain 1 level of Anti-Luck. This Anti-Luck is temporary,
  2044. and is gone after being expended by the Storyteller at a
  2045. time of his choosing. This can only be used on the same
  2046. target once per day. 10 points.
  2047. Contract ( - Keiyaku). These eyes allow the user
  2048. to enter into contracts with unaligned supernatural
  2049. beings. Instead of a lengthy process of signing Blood
  2050. Contracts, etc., the two can do business with a simple
  2051. handshake. The Contract Eyes also give the user + 2 to
  2052. all his rolls for negotiation with his client. 7 points.
  2053. Petrification ( - Sekika). These are only found in
  2054. beings from the age of gods and holy spirits. The user
  2055. matches his WILL + Magic Circuit against the victim,
  2056. who resists with his WILL x2 + (1/2 his Magic
  2057. Circuit). If he fails, he turns into a stone statue. If he
  2058. resists, he is at -1 to STR and DEX for one scene. This
  2059. can only be used on the same target once per day. 30
  2060. points.
  2061. Distortion/Torture ( - Waikyoku). This creates
  2062. an axis of revolution around a target. Unlike many
  2063. Mystic Eyes, using this requires the user to "aim" (Will
  2064. + Firearms) at the target. If the target fails to get out of
  2065. the way (he can Dodge, but is at -5 unless he has
  2066. supernatural senses to see the attack), he is struck by a
  2067. magical spiral and then twisted around. For each success
  2068. level of the attack, the victim takes (1 x user's WILL +
  2069. [1/2 Magic Circuit] ) in Lethal damage as his body
  2070. twists, contorts, and rotates. Limbs can be broken and
  2071. torn off, backs broken, necks snapped, etc. The victims
  2072. of this attack are often splattered across the landscape.
  2073. Once the user connects with an attack, he can keep
  2074. expending the same amount of MP each round to "play"
  2075. with his catch. This attack will also damage regular
  2076. matter. If the user spends a Luck roll to boost this power,
  2077. he can double the amount of damage he does with his
  2078. success levels. A variant of this power, Refraction, can
  2079. be used to alter the trajectory of projectile weapons. 15
  2080. points.
  2081. Nanjin Adept (4 or 8 pt. Supernatural quality)
  2082. This gift allows the owner to "see with the heart",
  2083. allowing him to avoid over-reliance on his eyes for
  2084. seeing his environment. It is impossible to blindside a
  2085. Nanjin Adept, as they have 360 degree "vision". Nanjin
  2086. Adepts are immune to the effects of invisibility and
  2087. darkness. They also gain +2 to all rolls involving
  2088. Perception. They also receive 3 levels of Combat
  2089. Reflexes (a fun +6 to Initiative rolls). Nanjin adepts
  2090. also add +2 to their Brawl and Melee skills. If
  2091. combined with the Blind Flaw, a Nanjin Adept can see a
  2092. monochromatic world (though reading and close visual
  2093. work are impossible). In a fast-paced combat, an
  2094. immobile vampire would be invisible to a blind Nanjin
  2095. Adept (no body heat, no heartbeat, no movement). The
  2096. 4 point version of this power grants 360 vision, the +2
  2097. to Perception rolls, and immunity to invisibility and
  2098. darkness, but does not give Combat Reflexes or increase
  2099. combat skills.
  2100. Narcolepsy (2 pt. Mental Flaw)
  2101. Even at very inconvenient times, you have difficulty
  2102. avoiding sleep. Every CON x2 + 6 minutes, you must
  2103. make a CON test (with mods as the Storyteller decides)
  2104. to stay awake if you are doing something that does not
  2105. require you to be attentive or active, such as guard duty,
  2106. driving for a long time, or listening to a boring lecture.
  2107. Natural Armor (supernatural, 1 pt. per level)
  2108. Your character subtracts this power's value from any
  2109. damage he takes. The damage is reduced before any
  2110. modifiers such as Lethal are taken into account.
  2111. Natural Born Killer (10 points, Supernatural)
  2112. Instead of getting your violent tendencies through a
  2113. Bloodline, your darkness is inborn. This is the
  2114. advantage built for assassins such as the Nanaya clan.
  2115. Natural Born Killers begin with 2 levels of Hard to Kill,
  2116. + 3 points to split between DEX and STR, at least 2
  2117. levels of Focused Damage, and at least 3 levels of
  2118. Combat Reflexes. During generation they must also
  2119. allocate five skill points between Melee and Dodge.
  2120. Frequently Natural Born Killers begin play with the
  2121. Impulse Inversion Flaw. NBKs also do not often get
  2122. along well with "unnatural" beings, and if the Impulse
  2123. Inversion Flaw kicks in while they are around one, they
  2124. intuitively know what they have to do.
  2125. The Supernatural Form Flaw could be picked
  2126. could be picked with this Perk; if the player does so, the
  2127. pc has another side to himself that is stronger, faster,
  2128. tougher, and far more violent.
  2129. Chapter Two: "Harmony of Dissonance" /"Fukyo no Senritsu" 048
  2130. Other optional and relevant Flaws and Perks include
  2131. Mental Problems, additional levels of Hard To Kill,
  2132. Natural Toughness, Secret, and Natural Runner.
  2133. Natural Born Leader (1 pt. Perk)
  2134. You have a knack for helping and inspiring others, and
  2135. people look to you in a crisis. You are able to motivate
  2136. those around you and encourage them to do what needs
  2137. to be done. Once per game session you can give
  2138. someone else a +10 to any one test. Best of all this can
  2139. be done after the roll has been made. This costs the
  2140. Leader a turn, and he must explain what he is doing to
  2141. help or lead the other player along.
  2142. Natural Runner (1 -3 pt. Perk)
  2143. You enjoy running, therefore you’re in good shape. Add
  2144. +1 to your Move per level bought. Before a monster
  2145. can purchase levels in Unnatural Runner, it must
  2146. purchase all three levels of this Perk.
  2147. Natural Toughness (2 point quality)
  2148. Four points of natural armor vs Bashing attacks.
  2149. Natural Weapon (1-8 point quality)
  2150. Think horns, barbs, fangs, tentacles, movable hair, or
  2151. claws. If it does Bashing instead of Lethal damage,
  2152. reduce the cost by 1 point. If it is retractable, increase
  2153. the cost by one point. If it is detachable and throwable
  2154. or launchable instead, multiply its cost by two.
  2155. They have normal thrown or pistol ranges. If
  2156. they can be used like a rifle, attack damage is halved
  2157. before being modified.
  2158. Use the appropriate maneuver. Claws would use
  2159. Brawl (Punch), Horns would use Brawl (Head Butt),
  2160. and serrated shins would be Brawl (Kick).
  2161. Small weapon: 1D4 x STR.
  2162. Medium: 1D6 x STR.
  2163. Large: 1D8 x STR.
  2164. Huge : 1D10 x STR.
  2165. Negotiator ( 1 pt. Perk)
  2166. Your character is good at helping resolve things by
  2167. sounding out situations and analyzing problems with the
  2168. cooperation of others. He can reroll an Influence test
  2169. while in a critical or diplomatic situation.
  2170. Nervous Condition (2 pt. Mental Flaw)
  2171. Your soul has been scarred by trauma. The damage
  2172. manifests as physical ailments that impact your life daily.
  2173. You suffer nervous tension and muscle tremors that
  2174. affect routine tasts. Your hands and feet tremble almost
  2175. constantly, and shake even faster when you experience
  2176. stress. All DEX-based skills are at -1 in these situations,
  2177. but in extremely stressful situations, they are at -2. You
  2178. also suffer a -1 penalty to Fear Saves.
  2179. No Natural Mana Recovery (2 or 3)
  2180. Your character will not regenerate Mana on his own. If
  2181. the character has the 2 pt. version of this Flaw, he can
  2182. recover 1D6 Mana from either the charitable donation
  2183. of Mana from a Magus (a person possessing 2 or more
  2184. points of Magic Circuit) or through killing and/or
  2185. sucking the blood/eating the soul of a sentient being.
  2186. He could also use a spell to absorb Mana from a willing
  2187. or unwilling subject.
  2188. At level 3, the character may only regenerate
  2189. Mana through contributions from a Magus. If the
  2190. character has the Honorable flaw, he will not kill others
  2191. to regain Mana and thus may be even more dependent
  2192. upon the Magus.
  2193. No Natural Healing (Supernatural, 4 Pt. Flaw)
  2194. Sadly you do not have any way to biologically recover
  2195. from damage you take. As a result, wounds you take are
  2196. there to stay unless you are undead or a robot. If you are
  2197. undead, you can use the blood you steal (in Life Points
  2198. stolen with Blood Suck) to heal your own Life Points at
  2199. a 3:1 conversion rate. You may also use Plunder if you
  2200. have it. If you are a robot, other people can use Repair
  2201. and Technology to recover 2 Life Points per Success
  2202. Level on their repair rolls (but they must have an INT
  2203. of 4). Unfortunately, examples of advanced technology
  2204. like robots require expensive parts: every 5 Life Points
  2205. restored to a robot requires an investment of 1D6 x $20 .
  2206. Non-Confrontational (1 pt. Flaw)
  2207. You have a hard time bringing up difficult subjects with
  2208. others, and avoid fights. +2 difficulty to any roll that
  2209. involves debating or arguing with someone normally
  2210. friendly with you.
  2211. Odd Feature (Variable Flaw, 1 pt. per Feature)
  2212. There's something about you that doesn't look right.
  2213. You might have elf ears, eyes that are an unusual color
  2214. (neon blue or red), eyes that don't have visible pupils,
  2215. anime hair, etc. These can be concealed with effort, but
  2216. they are inconvenient to have. They will certainly attract
  2217. the attention of onlookers. This is a Flaw, not a Perk. It
  2218. does not bestow any benefit whatsoever. If you got small
  2219. horns from this Flaw, you could not use them to do
  2220. extra damage with a Head Butt.
  2221. Chapter Two: "Harmony of Dissonance" /"Fukyo no Senritsu" 049
  2222. Obligation (variable)
  2223. First off, the nature of the relationship between the
  2224. group and the character can determine the point value of
  2225. the Flaw.
  2226. 1 point: obey the dictates of your group, don't betray the
  2227. members. You can walk anytime you want.
  2228. 2 points: you must risk yourself for the group, and must
  2229. go above the basic precepts of membership.
  2230. 3: The organization is more important than your
  2231. character. You are on call all the time. Disobedience is
  2232. severely punished by imprisonment or death.
  2233. 4: You are totally devoted to the group. You must die for
  2234. the organization if asked. Missions are extremely
  2235. hazardous. Servants begin play with this because of their
  2236. duty to fight in the Grail War , the Complementarity
  2237. they share with their Masters, and the fact that they
  2238. must obey their master no matter what if he sacrifices a
  2239. point of his Command Seal.
  2240. Obligation can also represent the amount of time
  2241. consumed by the organization:
  2242. A Nine-To-Fiver usually has Obligation 1 - it's a
  2243. regular job.
  2244. Soldiers have Obligation 2, as the job is their life and
  2245. they are on-call 24/7.
  2246. If Soldiers are deployed into a combat zone, that
  2247. Obligation rises to 3. There is no
  2248. break from the job.
  2249. A Government Agent or a Cop has Obligation 1, as
  2250. they can go home at the end of the day.
  2251. A Government Agent working as a Spy has
  2252. Obligation 2, but a NOC or Deep Cover operative
  2253. would have Obligation 3.
  2254. Students and Teachers have Obligation 1, as what they
  2255. have is just another job.
  2256. Battle Clerics would have Obligation 3, for what they do
  2257. is a Calling and a way of life, not a
  2258. mere job.
  2259. Most National Guardsmen would have Obligation 1
  2260. even though they're on-call. In theory, they only need to
  2261. respond to emergencies.
  2262. To reflect the fact that people have multiple duties,
  2263. characters can take Obligation more than once.
  2264. However, they may not have more than 4 points total in
  2265. Obligation, as they can only spend 24 hours out of a
  2266. given day. If the character has 1 points of obligation, the
  2267. job consumes 30 or so hours per week. 2 points brings
  2268. that total up to 50. If virtually all of the character's time
  2269. is being used, it's worth 3 points.
  2270. Occult Library (Varies)
  2271. This Perk allows your character to have access to a
  2272. valuable collection of books on the occult. Within them,
  2273. he can find spells and information on magic and
  2274. monsters. The level bought determines how good the
  2275. Occult Library is.
  2276. Point Value
  2277. 1: You have one book on the occult. It might have some
  2278. spells. Research rolls at the
  2279. library are at -3.
  2280. 2: Several books on various subjects. It has some spells.
  2281. It gives no bonus to research rolls.
  2282. 3: You have a good collection including some rare
  2283. tomes. +1 bonus to all research rolls.You have quite a
  2284. few spells in the books.
  2285. 5: Monster research rolls are at +2. Any number of
  2286. spells can be found there. You must have an Occultism
  2287. of at least 3 to assemble the library.
  2288. 7: Monster research rolls are at +4. Any number of
  2289. spells can be found there. You must have an Occultism
  2290. of at least 6 to assemble the library. This Occult Library
  2291. can only be found in specialized organizations. Putting
  2292. together a collection of this size grants at least Adversary
  2293. 2 to its owner, as others will come to steal it.
  2294. Obsessive/Compulsive (1/2/3 Mental Flaw)
  2295. Guilt, trauma, and inner conflict forces the character to
  2296. focus attention on repetitive behavior and actions.
  2297. Obsession relates to the desire to control the
  2298. environnment - keeping clean, keeping an area silent, or
  2299. keeping away undesirables. Compulsions are actions or a
  2300. set of actions that individuals do to soothe their anxiety:
  2301. placing everything In Order, checking their gun to
  2302. make sure it is loaded, or praying every few hours.
  2303. Chapter Two: "Harmony of Dissonance" /"Fukyo no Senritsu" 050
  2304. Characters with Obsessive/Compulsive must make Will
  2305. checks to avoid engaging in the behavior - they believe
  2306. they must act in keeping with this illness, to the
  2307. exclusion of all else. They'll even follow this flaw when it
  2308. would be suicidal to do so (such as an action scene).
  2309. Characters who fail their WILL save and want to avoid
  2310. giving in to the behavior can spend a Luck point to
  2311. refrain from it for WILL x 3 minutes (or 10 minutes,
  2312. whichever is greater). If a character is forcibly restrained
  2313. and prevented from acting out his Ob/Con, he'll attack
  2314. whoever is restraining him.
  2315. Old Injury (1 or 2 pt. Flaw)
  2316. Your body was hurt long ago, and you feel the pain. +2
  2317. difficulty to Athletics rolls. The 1 point version of this
  2318. disadvantage only gives +1 difficulty to Athletics and
  2319. flares up when the Storyteller decides it will.
  2320. Old Soul (2 pt. Perk)
  2321. Despite whatever biological age you are, you're far more
  2322. mature than others might assume. You
  2323. may add 3 more points to your Skill pool during
  2324. character generation. This is a required Perk to pick up
  2325. if you want to play the sorts of mature children you see
  2326. in anime shows. Note that there may be some raised
  2327. eyebrows if your Campus Detective busts out with some
  2328. Sherlock Holmesian analysis.
  2329. Organization (Variable Perk or Flaw)
  2330. Organizations can be formed using the following rules.
  2331. Organizations are not just mere companies, they
  2332. must have a connection to the larger game world.
  2333. Examples of Organizations are covens, demon cults,
  2334. hierarchical orders, personality cults, questors, groups
  2335. based on mutal aid, religious orders, and monsterhunting
  2336. associations. The player must always ask the
  2337. Storyteller if he can join an Organization. While the
  2338. Organization's Perks are shared by the player character
  2339. if he is a member, often Flaws connected to the
  2340. Organization (such as Adversary, Watched, etc.) stay
  2341. with the character even if he quits or is booted out.
  2342. Sometimes the Perks associated with the Organization
  2343. will even revert to their opposites on the character sheet
  2344. if the parting is not a friendly one.
  2345. If the Storyteller is willing, the player can even
  2346. take on just a few of the restrictions in order to gain
  2347. access to a limited amount of Perks. This is still rare,
  2348. and most people try to take on Flaws to prove their
  2349. loyalty. The most apparent example is the status of
  2350. "made man" in the Mafia, wherein the petitioner gains
  2351. full acceptance into the organization upon the taking of
  2352. a life.
  2353. Demon Cults: These are oriented to satisfy the needs of
  2354. a demon or group of demons. In return for sacrifices in
  2355. the form of ritual offerings, the demon or group of
  2356. demons provide Perks to their followers. These Perks
  2357. can include things like Extra Lucky, positive levels of
  2358. Resources, Immortal, and so on. Demon Cults are
  2359. almost without exception designed to promote evil.
  2360. Fortunately their scope is limited, so as long as an
  2361. outsider doesn't do anything to get on the Cult's radar or
  2362. appear to be a viable sacrifice, he's probably ok. Most
  2363. Demon Cults don't want to destroy the world. Instead
  2364. they want to get a lot of stuff and not share.
  2365. Questors: These groups have a particular goal. Often
  2366. they are composed of a wide mix of people and creatures
  2367. with a shared desire. Many Questors are willing to die
  2368. in order to achive the goal - in fact, that is usually the
  2369. primary requirement for membership.
  2370. Hierarchical Orders: Old magical groups (such as the
  2371. Masons) usually take this form. Degrees and secret
  2372. rituals are the norm. They are rigid and exclusionist,
  2373. often uninterested in outsider petitioners.
  2374. Mutual Aid: These organizations play fast and loose,
  2375. with an informal group that likes to work together. This
  2376. group is also likely to have a wide mix of participants.
  2377. Personality Cult: These are like Demon Cults, but with
  2378. a human in charge instead of a demon. Whatever
  2379. weirdness the Cult is up to depends upon its leader.
  2380. Religious Order: This could be a group of Jewish
  2381. Kabbalists, Gnostics, Catholic mages, Taoist sages, or a
  2382. Wiccan coven. Often these are self-contained groups,
  2383. but larger examples exist. Religious Orders may have
  2384. monster-hunters in their midst, and they are their own
  2385. category even though they may overlap with monsterhunting
  2386. groups.
  2387. Monster-Hunting Association: These groups are often,
  2388. but not always, without a unifying religious ideology.
  2389. Instead the group agrees to support each other in
  2390. purging evil monsters from the Earth. In Fate, the
  2391. Church takes the approach of "If you don't have to shoot
  2392. it, recruit it" for the Burial Agency, which places it in
  2393. this category. The Burial Agency comprises not only
  2394. superpowered freaks whose humanity is highly
  2395. questionable (like Ciel), but even includes certain Dead
  2396. Chapter Two: "Harmony of Dissonance" /"Fukyo no Senritsu" 051
  2397. Apostles in its monster-hunting ranks.
  2398. Determining the Point Cost for an Organization
  2399. is done by adding up the Perks it bestows access to and
  2400. then subtracting the value of the Flaws it requires its
  2401. members to shoulder. See the following page for
  2402. examples.
  2403. Organization Perks:
  2404. Levels in Occult Library [As long as the member toes
  2405. the party line, he can read the group archives],
  2406. Regular Perk or Supernatural Perk (Suggestions
  2407. include Extra Lucky, Rank, Dual Nature, Emotional
  2408. Anchor, Forgettable, Resources, Fake Past, Immortal,
  2409. etc.)
  2410. Regular Flaw or Supernatural Flaw (Suggestions
  2411. include Adversary, Watched,
  2412. Complimentarity, Negative Levels of Resources,
  2413. Inversion Impulse, etc.)
  2414. Organization-Specific Perks include:
  2415. Tutor [members get time with a teacher, who can teach
  2416. them spells or instruct them in a particular Skill](1),
  2417. Group Spellcasting (members will help each other cast
  2418. magick) (1),
  2419. Organization-Specific Flaws include:
  2420. Must Help Members in Trouble (-1), Obey the
  2421. Leader(s) (-1), Cannot Leave Without Permission (-1),
  2422. You Can't Leave the Mafia (-2), Members Must
  2423. Perform Criminal Acts (-1), Strictures (-1 per 2
  2424. requirements), Must Perform Human Sacrifices (-3),
  2425. Obligation [varies]
  2426. Paranoia (2 or 3 pt. Mental Flaw)
  2427. The player character's misery and insecurity stem from
  2428. persecution and hostility. Paranoids build extensive
  2429. persecution complexes which manifest in intricate
  2430. conspiracy theories. These theories explain who
  2431. torments them and why. Someone who is perceived to be
  2432. one of or an agent of THEM may suffer violence from
  2433. the paranoid character.
  2434. Obviously, being paranoid about vampires and
  2435. other walking dead does not mean your character has
  2436. this flaw. Only by taking that fear and "kicking it up a
  2437. notch - BAM" grants it . The new obsession will force
  2438. the character to sacrifice everything he has and everyone
  2439. he knows to fight THEM. Any cost of human lives is
  2440. worth it - the chance to strike against THEM must be
  2441. taken.
  2442. Paranoids suffer during Social rolls: their
  2443. difficulty increases by at least one. If your character
  2444. has Paranoia, he is distrustful of everyone - even his
  2445. friends. A tiny hint of suspicion provokes a Will check,
  2446. with difficulties relative to the degree of the behavior.
  2447. Post-Traumatic Stress Disorder (3 pt. Mental Flaw)
  2448. Your character has gone through a tremendous ordeal,
  2449. and sometimes flashes back to a scene in the past where
  2450. something momentous occured. It does not only exist in
  2451. soldiers - other stressors such as sexual abuse may also
  2452. create this Mental Flaw.
  2453. It is very likely to affflict characters who witness
  2454. horrible things or suffer terrible losses. It cases a person
  2455. to experience the stressor over and over again. The
  2456. flashback is triggered by a common stimulus. A veteran
  2457. might relive a firefight when the transformer for his
  2458. street explode. Someone who was tied to a chair and
  2459. tortured might flash back if he sits down in a recliner.
  2460. Singed hair would trigger a person who watched his
  2461. friend burn to death.
  2462. If a trigger appears, the sufferer must roll
  2463. WILL x 2. If he fails to accrue a success level, he recalls
  2464. the event (the player can spend Luck to avoid the
  2465. flashback). During this time, he reacts as if the event
  2466. were happening in real time. A veteran might dive for
  2467. cover. A torture victim might writhe in agony. While
  2468. living through the memory, the character cannot do
  2469. anything to invalidate it, and thus he cannot use an
  2470. object he has now he didn't have then.
  2471. A flashback lasts for either a few seconds or up
  2472. to 10 minutes, depending on how traumatic the original
  2473. event was. If one of your teammates is there, he can try
  2474. to help you snap out of it. Your character will get one
  2475. extra WILL roll to snap out of it.
  2476. Chapter Two: "Harmony of Dissonance" /"Fukyo no Senritsu" 052
  2477. Chapter Two: "Harmony of Dissonance" /"Fukyo no Senritsu" 053
  2478. Physical Disability (Flaw)
  2479. Blind (8): All vision-based skills are at -4. Perception +
  2480. Alertness + Acute Sense (Hearing) to find others by
  2481. sound.
  2482. Missing Hand (2): -3 to all rolls involving two hands to
  2483. manipulate something. Prosthetics can halve these
  2484. penalties, reducing the flaw cost to 1.
  2485. Missing Leg or Foot (3): Your movement is 1/3rd
  2486. normal. Combat is at -2. Prosthetics can halve these
  2487. penalties, reducing the flaw cost to 1.
  2488. Missing Arms (4): You have no arms. You cannot use
  2489. tools.
  2490. Missing Legs (4): Sans a wheelchair, you must crawl or
  2491. roll on the ground.
  2492. Quadriplegic (8): Your arms and legs do not work. A
  2493. motorized wheelchair can be used.
  2494. Plunder (10 pt. demon ability)
  2495. This grants the power to share and steal life energy
  2496. (Life Points) from other beings. The energy can be used
  2497. to restore the demon's own Life Points at a 2:1
  2498. conversion rate. The energy unfortunately cannot be
  2499. stored for long, and must be used as soon as it is taken.
  2500. A Plunder attack requires a successful Brawl attack, but
  2501. can be performed at a distance through tentacles and the
  2502. like. Once it hits, it steals (demon's WILL + 2) Hit
  2503. points from the target per success level on the attack
  2504. roll, and half of those are added to the demon's total.
  2505. This attack does Lethal damage.
  2506. If the demon is glutted or does not need the life, he can
  2507. also just "burn" the target with this power and allow the
  2508. stolen energy to dissipate immediately. Such attacks do
  2509. WILL + 3 damage instead.
  2510. Demons can use this ability even if they are
  2511. ''full", metaphysically stuffing themselves and
  2512. tormenting their prey. This attack will do full damage
  2513. against the undead, though their life essence is less than
  2514. palatable and cannot be used by the demon or halfdemon
  2515. to regain its lost Life Points. When this attack is
  2516. being used, the demon's nature manifests itself (hair and
  2517. eye color changing, fangs extruding, etc.) The nature of
  2518. the attack changes upon who wields it, and the special
  2519. effects involved vary as well. Akiha's hair turned red and
  2520. extended like wispy tentacles towards her opponent, who
  2521. said he lost "heat" even though he seemed to be burning
  2522. (continued on the adjacent column).
  2523. In truth the loss of heat caused instant freezing and
  2524. vaporization, making the tissues look burned. Other
  2525. characters might manifest this power in other ways. If
  2526. the character adds an extra Quality point, he can
  2527. increase the range for this power by one square. He can
  2528. keep doing so to increase the maximum range of the
  2529. attack.
  2530. If the demon PC wants to be able to grab a
  2531. target and keep Plundering it, the ability costs 15 points.
  2532. As long as the demon is touching the target, the target
  2533. can still be Plundered. The demon PC still has to roll
  2534. for an attack to yield success levels and reveal how many
  2535. Life Points are being removed from the target.
  2536. This stolen life cannot be used to heal beings
  2537. other than the Plunderer. Such manipulation of life
  2538. energy is the parlance of the Synchronizers.
  2539. Puppet (3-point Perk)
  2540. Dolls being enchanted to come alive or people turning
  2541. into inanimate anthropomorphic objects may sound like
  2542. an odd event, but it can happen. Poor cursed souls can
  2543. turn into anything from Ventriloquist Dummies to Felt
  2544. and Foam puppets. This Quality also works for people
  2545. who find their spirits trapped in small stone statues,
  2546. Chucky dolls, porcelain dolls, department store
  2547. mannequins, voodoo dolls, or carven wooden tiki .
  2548. Basically any inanimate object that has a human shape
  2549. can use this quality.
  2550. The Puppet quality is in many ways similar to
  2551. the Robot quality, as both determine their life points
  2552. normally but do not heal damage on their own like
  2553. normal creatures. Either an Art and Crafts or Repair
  2554. roll is required to mend a Puppet after it is damaged.
  2555. Each success level in an Art and Crafts or Repair +
  2556. Intelligence roll restores one Life Point per Constitution
  2557. level; each repair attempt takes one hour. When a
  2558. Puppet falls “unconscious” the puppet is inactive until it
  2559. makes its own roll to recover consciousness.Puppets can
  2560. be killed normally if they take enough damage as per
  2561. normal death checks. If the player wants to play a
  2562. Puppet that heals, he can take the Regeneration Perk.
  2563. On the brighter side Puppets take damage in a
  2564. different way then normal folks: bash damage does little
  2565. to a sock puppet, bullets and knives mean little if your
  2566. internal organs are made of foam or wood, and even
  2567. severed limbs (or Noses) can be reattached or sewn back
  2568. on. As a result Puppets have Reduced Damage (All)
  2569. Level 1 and Natural Toughness. They’re also Immortal
  2570. (0), but they're also puppets so it’s a trade off. The tastes
  2571. and personality of a Living Doll tend to influence its
  2572. behavior in this regardThe dolls tend to also wear
  2573. clothes in the same style that their designers saw fit to
  2574. equip them with. As these dolls do not sweat, nor need
  2575. to excrete (unless they have eaten something), their
  2576. clothes last for a long time. It is likely that most of them
  2577. are also immune to poisons, whether injected, inhaled,
  2578. or swallowed.
  2579. [lol sleep]
  2580. Small puppets have STR -2 because of their
  2581. small size, but can take levels of Mega Attribute
  2582. (Strength) to buy this off. Their small size also makes it
  2583. harder for them to open doors or climb into chairs on
  2584. their own. The point value of Puppet can be increased
  2585. by Unique Kill, Natural Armor, etc. Puppets that have
  2586. been around for a while have Age. Puppets also have -2
  2587. Attractiveness, but can offset that buy buying 2 levels of
  2588. Attractiveness to bring the value to zero. All Puppets are
  2589. at -1 to Willpower rolls to avoid intense emotion.
  2590. Experienced Puppets will no doubt have a suite of
  2591. supernatural powers.
  2592. Puppets can be enchanted with the Create
  2593. Living Doll spell, detailed below:
  2594. Create Living Doll
  2595. Very Lengthy Ritual (Several Hours) (-2)
  2596. Scope One Target (+1)
  2597. Duration Permanent (+3)
  2598. Difficult Use (-1)
  2599. Conjuring (Severe [Create an Artificial Spirit]) (+2)
  2600. Transforming (Strengthen Base Materials) (+3)
  2601. Create Living Doll is a Level 7 spell unless the
  2602. caster has an Art (Crafting Dolls) skill of 10 or better, in
  2603. which case the spell is only Level 4. Transforming a
  2604. normal creature into a Living Doll is possible,
  2605. but is always level 7. Oh, and
  2606. imprisoning someone within a small
  2607. doll body? Pretty evil.
  2608. The Living Doll created by the spell is freewilled,
  2609. but if the soul of an evil creature was used to
  2610. create the doll, or if an evil creature was transformed
  2611. into a doll, then the resulting doll is guaranteed to be
  2612. 100% evil. Funny, that.
  2613. Pyrokinesis (3 pt. quality)
  2614. Your character can use his psychic powers to set things
  2615. on fire. Roll Will + Pyrokinesis levels. Each success
  2616. level does his Willpower x1 in damage. Thus a person
  2617. with 7 WILL who rolls 3 successes will do 21 points of
  2618. Lethal damage.
  2619. Flammable objects only require 3 or fewer
  2620. points of burning damage to catch fire. Dry wood
  2621. requires 5 or 6 points. Clothing or wooden furniture
  2622. requires ten or more points. Synthetic furniture requires
  2623. 20 points. Used on a human, this power does damage
  2624. and sets his clothes on fire. Once it is on fire, it
  2625. continues burning unless something exhausts the flames.
  2626. Psychic Visions (1 pt. Quality or 3 pt. Flaw)
  2627. Your character can see the future in visions or dreams.
  2628. Interpreting the visions may be very difficult. The
  2629. Storyteller should cloak the dreams in allegory and
  2630. metaphor. Think Twin Peaks and you're good. If you
  2631. have no control over this, it only costs 1 point. Having
  2632. Complementarity is different; look up that power if you
  2633. have any questions.
  2634. At 3 points, you've supercharged this power,
  2635. directly linking your mind to the Akashik Records. This
  2636. is excruciating and when the visions come (which they
  2637. do with increased regularity), it causes you to collapse
  2638. for at least four rounds, during which time you cannot
  2639. do much other than writhe in agony. Humans with this
  2640. level of the power will eventually die from it.
  2641. Psychometry (4 pt. Quality)
  2642. Your character can sense energies others leave behind
  2643. when they touch an object. To "read" an object, you'll
  2644. have to roll Perception + Alertness. The result depends
  2645. on the roll and the history of the object being touched.
  2646. Successes Result
  2647. 1 Feels the strongest emotion of the holder in the
  2648. past (one day or less). Gets a quick glance of the villain
  2649. (no full-face views) and some passing detail of
  2650. him/her/it (shoes, perfume, etc.)
  2651. 2 Can read up to a week before. Visions are more
  2652. precise, and if they are frightening, require a Fear Test.
  2653. Reveals hints about the uses or powers of a supernatural
  2654. Chapter Two: "Harmony of Dissonance" /"Fukyo no Senritsu" 054
  2655. item.
  2656. 3 Can read up to a month before. Can detect
  2657. more than one wielder /owner. Events of extreme
  2658. emotional intensity will always be remembered. This
  2659. could be used to reveal a knife was used to make a
  2660. human sacrifice 20 or 3000 years ago, but not where it
  2661. was used or more than a glance at who did it.
  2662. 4 Impressions go back one year or less. Visions
  2663. are granted of every owner of it or those who came in
  2664. contact. Reveals most of the uses and powers of a
  2665. supernatural item. Reveals aspects of the user and place,
  2666. might also grant glimpses of the victim's face and an
  2667. understanding of why the ritual was carried out.
  2668. 5-9 Impressions go back up to 50 years. The visions
  2669. are very detailed. The visions can be revisited even
  2670. without the object being present. Clues from beyond
  2671. that time are also more complete.
  2672. 10 Covers up to 100 years ago. The visions are as
  2673. realistic as those scenes on the holodeck in TNG and
  2674. can be freeze-framed, zoomed, entered, and walkedaround
  2675. in. Your Storyteller may only withhold plotdestroying
  2676. info or mystically classified data.
  2677. Quick Learner (3 pt. Perk)
  2678. Your character can learn the basics of a new skill very
  2679. quickly. As a result the first level of a Skill always costs
  2680. half the normal amount of XP to purchase. After that,
  2681. additional levels are purchased at normal cost.
  2682. Rank(variable quality or flaw)
  2683. -1 Rookie Cop, Private
  2684. 0 Corporal, Beat Cop
  2685. 1 Agent, Sergeant
  2686. 2 Detective, Senior Agent, Sergeant First Class
  2687. 3 Agent in Charge, Lieutenant
  2688. 4 Bureau Chief, Captain
  2689. 5 Commissioner, Major
  2690. 6 Lt. Colonel
  2691. 7 Colonel
  2692. 8 Major General
  2693. 9 General, Shogun
  2694. When applicable, Rank can give a minus or
  2695. plus to Social rolls involving that agency. Of course
  2696. maintaining the Rank requires the Obligation Flaw.
  2697. Rat Head (Supernatural, 4 pt. Perk) -- The demon can
  2698. squeeze through holes as small as one 1/20th of his
  2699. circumference. A human-sized demon can fit through
  2700. holes smaller than a quarter. The effects of the power are
  2701. good for one slide, but the demon must roll DEX +
  2702. Athletics to fit through the hole. If he fails, he is stuck.
  2703. Reality Marble (Varies!)
  2704. Using one always requires the expenditure of a Luck
  2705. point. These innate bounded fields ( /koyuu
  2706. kekkai) are the "common sense" of reality and the spirit
  2707. world that unnatural beings such as demons possess.
  2708. This is a common ability among the Dead Apostle
  2709. Ancestors. As humans became more advanced in the
  2710. sorcerous arts, they too began able to achieve these.
  2711. This is a sub-category of the Marble Phantasm
  2712. type of sorcery, but Reality Marbles far exceed them.
  2713. Within one of these fields, it is possible to accomplish
  2714. something unnatural. It is a type of magecraft that
  2715. comes close to being a real miracle.
  2716. This type of power does not allow you to
  2717. accomplish a variety of tricks the way a Marble
  2718. Phantasm can, instead its only purpose is to express one
  2719. particular thing that defines the practicioner. It creates a
  2720. world which follows a set pattern of its own rules, which
  2721. has limitations on how it functions. Ordinarily, only
  2722. demons and spirits can make these, but it is possible for
  2723. one to be created by a powerful mage. The World will
  2724. react if a mere mortal tries to create one, and in time the
  2725. mortal-made Reality Marble will crumble beneath the
  2726. World's crushing grasp. The amount of people capable
  2727. of realizing a Reality Marble is also few indeed. Dead
  2728. Apostle Ancestors do not suffer a time limitation when
  2729. using a Reality Marble.
  2730. Unless the power is one that only directly affects
  2731. the user, once activated most Reality Marbles exist for
  2732. the user's WILL in minutes. Here are some examples
  2733. of Reality Marbles.
  2734. A Reality Marble could be used to boost one or
  2735. more statistics of the user (raises two Statistics by two
  2736. per success level, or four Attributes by one per success
  2737. level). This would be worth 15 points.
  2738. A Reality Marble could leech out all the
  2739. ambient Mana of an area, leaving mages and spirits
  2740. which depend on that Mana to use their abilities shit out
  2741. of luck. That would be worth 10 points.
  2742. A Reality Marble could be used to create a
  2743. mystical forge where any sword, even Noble Phantasms,
  2744. could be quickly replicated. These would disappear after
  2745. the Marble collapses. This would be worth 20 points.
  2746. A Reality Marble could whistle up an entire
  2747. army of soldiers ready to do what the caster wants. That
  2748. would be worth 40 points.
  2749. A Reality Marble could be used to conjure up a
  2750. horde of demonic beings which would go after
  2751. whomever the caster wants. That would be worth 40
  2752. points. Remember that while a Reality Marble can not
  2753. Chapter Two: "Harmony of Dissonance" /"Fukyo no Senritsu" 054
  2754. do anything and everything. This is a specific power, not a
  2755. magical Swiss Army Knife. The effects and title of the
  2756. Reality Marble must be defined when it is chosen.
  2757. Whenever a limited
  2758. When used by a powerful demon or Dead
  2759. Apostle Ancestor, the effects of Marble Phantasms are
  2760. more long-term. The following are some sample DAA
  2761. Reality Marbles that should not ever be selected by
  2762. players. No point value is given for them.
  2763. Nrvnqsr Chaos, the Beast of the Apocalypse,
  2764. defined his Reality Marble (Lair of the Beast King) as his
  2765. own body, where he kept all 665 of his familiars (his
  2766. main body counted as one for reckoning the number of
  2767. the Beast). His Reality Marble also allowed him to send
  2768. out his menagerie, re-summon a slain familiar, and
  2769. regenerate damage almost instantaneously, making him
  2770. impossible for any mere mortal to triumph against. The
  2771. only way to permanently kill him was to defeat his
  2772. hidden point of origin which linked the life force of his
  2773. main body and all his familiars. Lair of the Beast King is
  2774. an example of a permanent Reality Marble.
  2775. Michael Roa Valdamjong, the Serpent of
  2776. Akasha, used his Reality Marble (Overload) to amplify
  2777. the effects of all his spells with his special Square talent,
  2778. which gave them the capacity to cause EX Class damage
  2779. (220 points). It wasn't active all the time, but woe to his
  2780. opponents if he uses Overload against them.
  2781. Zepia Eltnam Oberon, the Night of Wallachia,
  2782. possessed a unique temporary Reality Marble called
  2783. Night of the Blood Liar. Casting this first required an area
  2784. to first suffer an influx of disturbing rumors (unfounded
  2785. assumptions, urban legends, fright stories, etc). Once
  2786. this condition was met, Zepia could manifest himself
  2787. and use the Night to manifest as a horrifying illusory
  2788. reality which would spread across an entire city. The
  2789. junk data of this illusory reality is of such a magnitude
  2790. that it can even suck the blood across an entire city.
  2791. While Night of the Blood Liar was in effect, victims
  2792. faced their own inner fears. While many of these were
  2793. illusions without substance (similar to how you might
  2794. "perceive" a bag of garbage as a human body out of the
  2795. corner of your eye after you watch a horror movie),
  2796. during the Night he also was able to create Tatari, fully
  2797. real copies of people with their worst traits amplified
  2798. which shared Zepia's love of violence and murder.
  2799. Examples of these Tatari included an evil Arcueid
  2800. (Warcueid) who had succumbed to her bloodlust, the
  2801. psychotic assassin side of Tohno Shiki, a merciless
  2802. "Executioner" Ciel, and the memory of Nrvnqsr Chaos.
  2803. These Tatari also had all of the Statistics, Perks, and
  2804. Flaws of their originals.
  2805. Reduced Damage [Improved Soak] (supernatural,
  2806. variable cost)
  2807. This helps to reduce the damage your character takes
  2808. from exterior forces.
  2809. It has three levels. The first level reduces incoming
  2810. damage to 1/2. The second level reduces incoming
  2811. damage to 1/5. The third and final level reduces damage
  2812. to 1/10.
  2813. At least one point of damage is always caused,
  2814. no matter what the reductions are.
  2815. The final cost of the trait depends on what is blocked:
  2816. Everything: 5, 25, or 50 points.
  2817. Specific Attacks: Examples include only magic, attacks
  2818. that do Bashing damage, etc. 3, 10, or 20 points.
  2819. Limited: This only protects against very specific attacks
  2820. such as bullets, falling damage, etc. 1, 5, or 10 points.
  2821. Regeneration (1, 3, or 6 pt. supernatural Perk)
  2822. Your character heals quickly. The amount of Life Points
  2823. you heal every interval is equal to your CON. For 1
  2824. point, you heal every hour.
  2825. For 3, you heal every minute.
  2826. For 6, you heal every round.
  2827. Regeneration does allow the regrowth of limbs.
  2828. Reinforcement (10)
  2829. This allows the caster to thoroughly analyze an
  2830. object just by touching it, gathering an understanding
  2831. of its composition and any damage to it.
  2832. He could then use the power to know what to replace or
  2833. mend if the object was broken. Each success level made
  2834. with a Reinforcement check (PER + Occultism) gives
  2835. a +2 to any Repair or Craft rolls intended to fix the
  2836. item.
  2837. He could also strengthen an item, granting it 4
  2838. extra points of armor and 4 extra Life Points per Success
  2839. Level on his INT + Occultism. A blade could be
  2840. sharpened, giving it the ability to cause extra damage
  2841. equal to the Reinforcement success levels.
  2842. Reinforcement can also be used to
  2843. temporarily strengthen a particular aspect of a living
  2844. being, such as their Movement or Senses. In this case,
  2845. half of the success levels of a Reinforcement check
  2846. become levels of Movement or quality points for Acute
  2847. Senses. Another example would be when Illya tied him
  2848. up and confined him: Shiro attempted to reinforce his
  2849. arms (boosting his STR) to escape the bonds. These
  2850. modifications last for the Reinforcer's WILL + Success
  2851. Levels in minutes. After this, the being or item reverts
  2852. to its natural state.
  2853. Tracing is the more advanced form of this
  2854. Chapter Two: "Harmony of Dissonance" /"Fukyo no Senritsu" 056
  2855. power. With it, you could reshape a wooden branch into
  2856. a sword, pick up a twig and reshape it into an arrow, or
  2857. even create something out of thin air. Tracing requires a
  2858. substantial amount of Mana and WILL to set up, and
  2859. replication is usually limited by the raw materials
  2860. available in the environment. (Mana cost depends on
  2861. what is being copied. Ordinary objects are about 8 MP
  2862. to whip up, but add +4 to that figure for each grade of
  2863. Noble Phantasm (E-Rank NPs are 12 to conjure up, DRank
  2864. are 16, etc.,) and figure 1/4th that +2 per round
  2865. to maintain their existence). This replicated object
  2866. suffers from degradation, requiring the Mana
  2867. replenishment to continue existing.
  2868. Emiya's talent with this is considerable, though.
  2869. He does not need raw materials to create an object, nor
  2870. does he need to supply Mana to maintain the object.
  2871. Shiro learned that he could replicate any object as long
  2872. as it was a sword or other bladed weapon. By simply
  2873. visualizing the weapon, Shiro can recreate it. This was
  2874. vital to his overcoming Berserker, and in order to do so,
  2875. he recreated Caliburn after seeing it in a dream.
  2876. This is a vital power which one must have to use
  2877. the Reality Marble known as Unlimited Blade Works.
  2878. UBW. Shiro's Reality Marble provides him with a
  2879. world where all the components needed to facilitate
  2880. tracing exist, allowing the recreation of any object Shiro
  2881. has ever seen. In contrast to normal tracing, he can
  2882. create objects from nothing, without having to modify
  2883. an existing element. All of his virtual objects are at one
  2884. quality rank below the original object. Thus CopyCaliburn
  2885. is one rank below Caliburn
  2886. for determining damage.
  2887. Players need Magic Circuit 5 to safely use this
  2888. spell/ability. If they don't have that, every Magic Circuit
  2889. rank below 5 causes them to take 1D6+1 Lethal (yes,
  2890. mod the damage like ordinary Lethal damage) from
  2891. overpowering their frame.
  2892. NOTE: Shiro has Tracing and Reinforcement as
  2893. abilities, not as spells.
  2894. If taken as a spell, Reinforcing an Item is a quick-cast
  2895. (+2), noticeable scope (+1), long duration [one hour
  2896. per success level] (+1), Major manipulation (+3)
  2897. spell, making it Power Level 7. If cast on an item such
  2898. as a blade, the edge could be sharpened, giving it the
  2899. ability to cause extra damage equal to the Reinforcement
  2900. success levels.
  2901. If taken as a spell, Reinforcing a person to boost
  2902. their Primary or Derived Statistics is a quick-cast (+2),
  2903. noticeable scope (+1), medium duration [one minute
  2904. per success level] (+0), major effect
  2905. [boosts one statistic or derived statistic by two per
  2906. success level] (+3), making it power level 6.
  2907. requiring Mana replenishment to continue existing.
  2908. Tracing requires a substantial amount of Mana and
  2909. WILL to set up, and replication is usually limited by
  2910. the raw materials available in the environment. (Mana
  2911. cost is equal to half the life points of the desired item to
  2912. create it, and 1/4th that +2 per round to maintain it).
  2913. Players need Magic Circuit 5 to safely use this
  2914. spell/ability. If they don't have that, every Magic Circuit
  2915. rank below 5 causes them to take 1D6+1 Lethal (yes,
  2916. mod the damage like ordinary Lethal damage) from
  2917. overpowering their frame.
  2918. If taken as a spell, Tracing is a spell that can be
  2919. cast in a couple minutes (+1), has a severe scope (+2),
  2920. lasts a medium duration (+0), and has an Awesome
  2921. scope (+5). Storytellers can feel free to require a
  2922. substantial amount of Mana and WILL to set it up, and
  2923. replication is usually limited by the raw materials
  2924. available in the environment. (Mana cost is equal to half
  2925. the life points of the desired item to create it, and 1/4th
  2926. that +2 per round to maintain it). This replicated object
  2927. suffers from degradation, requiring the Mana
  2928. replenishment to continue existing. Tracing is
  2929. considered ineffective by the Mage's Association
  2930. because of how much energy it requires.
  2931. Chapter Two: "Harmony of Dissonance" /"Fukyo no Senritsu" 057
  2932. Rejuvenation (1 point per level, Supernatural)
  2933. Rejuvenation may only be activated during an intense
  2934. period, such as during combat or immediately
  2935. afterward. Taking damage will negate the Rejuvenation
  2936. attempt, but it may be re-attempted the following round.
  2937. Rejuvenation only heals Life Points up to the characters'
  2938. normal amount. Rejuvenation cannot be used more than
  2939. once per battle. Being able to use Rejuvenation on
  2940. someone else increases the Quality cost by two points,
  2941. but that variation of the power can only be used once per
  2942. day on the same subject. If used on the undead, it causes
  2943. damage instead of healing it.
  2944. Level 1 - Heals 12 Life Points.
  2945. Level 2 - Heals 20 Life Points.
  2946. Level 3 - Heals 30 Life Points.
  2947. Level 4 - Heals 40 Life Points.
  2948. Level 5 - Heals 50 Life Points.
  2949. Level 6 - Heals 80 Life Points.
  2950. Recurring Nightmares (1 pt. Flaw)
  2951. Every night your Storyteller will have you check to see if
  2952. you suffer nightmares that night. On any night you
  2953. cannot sleep, you suffer -1 to all rolls the next day
  2954. because of exhaustion.
  2955. Resistance (1 pt. per level)
  2956. NOTE: Magical resistsance stacks with any modifiers
  2957. from the subject's Magic Circuit rank.
  2958. Magickal: Subtract your level from all spells and
  2959. psychic powers that target you.
  2960. Pain: Adds to WILL + CON rolls to stay conscious.
  2961. Reduces penalties caused by wounds.
  2962. Poison and Disease: Add your levels to any CON rolls
  2963. against poison and disease.
  2964. Powers: you resist the mystic attacks of demons. Add
  2965. your resistance level to any attempt to resist being
  2966. controlled or dominated through supernatural means,
  2967. including Bela Lugosian hypnosis.
  2968. Resources (Perk or Flaw)
  2969. Depending on the amount of money and materials
  2970. available to you, you
  2971. will get back or have to spend Quality
  2972. Points/Experience Points.
  2973. Destitute (-10): You have 1D10 dollars, the clothes
  2974. on your back, and a shopping cart. You earn 1D10
  2975. dollars a month.
  2976. Miserable (-8): You have 8D10 + 4D6 dollars. You
  2977. are homeless. You earn
  2978. 8D10 + 4D6 dollars a month.
  2979. Poor (-6) : You own $500 in property and live in lowincome
  2980. housing. You earn $500 a month, or whatever
  2981. you get from welfare.
  2982. Hurting (-4): You live in a small apartment and make
  2983. $1000 a month before taxes. You own $1,000 in property.
  2984. Below Average (-2): $5,000 in property (including a
  2985. used car), an apartment, and pre-tax income of $1,500 a
  2986. month.
  2987. Okay (0): $15,000 in personal property, and you earn
  2988. $2,500 a month before taxes.'
  2989. Middle Class (+2): $50,000 in property (a
  2990. mortgaged house, a new car), and income of $5,000 a
  2991. month before taxes.
  2992. Well-Off (+4): $300,000 in property, pre-tax
  2993. monthly income of $10,000 a month.
  2994. Wealthy (+6): $700,000 in property, pre-tax income
  2995. of $40,000 a month.
  2996. Stinkin' Rich (+8): $2,000,000 in property. $50,000
  2997. a month in income.
  2998. Ye Gads (+10): $5,000,000 in property. $200,000 a
  2999. month in income.
  3000. Additional Levels add $5,000,000 in property and
  3001. $200,000 a month in income.
  3002. Resurrection (35 points, Supernatural, +2 Quality
  3003. points for bonuses to the roll)
  3004. You can bring someone back from the dead. You must
  3005. roll INT + PER + Occultism and accumulate a
  3006. Chapter Two: "Harmony of Dissonance" /"Fukyo no Senritsu" 058
  3007. number of successes on your roll equal to the following
  3008. formula: 1 success for every day they have been dead +
  3009. 1 success for every -10 Life Points below zero. If the
  3010. character is unable to match or exceed the number of
  3011. successes, he will never again be able to raise that
  3012. person. If the character rolls a critical fumble, the end
  3013. result is an evil undead being.
  3014. This power is dangerous to use. The user must
  3015. have at least a Magic Circuit rating of 6. If the character
  3016. does not, each success on the roll removes 6 Life Points
  3017. from his body (this is Lethal damage).
  3018. Self-Mutilation (2 pt. Mental Flaw)
  3019. Your character feels he must suffer, so he inflicts it on
  3020. himself in order to keep going. Perhaps he punishes
  3021. himself for not doing enough before when it counted.
  3022. Whenever he's alone, he inflicts pain on himself. This is
  3023. usually mild, such as snapping rubber bands against his
  3024. skin or biting his nails. As things grow seriouser, he may
  3025. decide to burn himself with cigarettes, cut himself with
  3026. razors and knives, and many other things. Your
  3027. character may begin a scenario with Bashing or Lethal
  3028. damage.
  3029. If you take this Flaw, you and the Storyteller
  3030. must decide upon what events would cause extreme
  3031. mutilation. Common triggers might include innocent
  3032. people suffering, teammates being killed, etc. You can
  3033. spend Luck to avoid hurting yourself for a scene, but
  3034. the craving will return later on. Those around you are
  3035. eventually going to notice.
  3036. Schizophrenia (4 pt. Mental Flaw)
  3037. The character's unresolvable feelings and conflicting
  3038. impulses may lead him to develop Schizophrenia, which
  3039. manifests as hallucinations, violent changes in behavior,
  3040. and a withdrawal from reality. This is the classic sort of
  3041. madness, causing victims to talk to lamps or receive
  3042. murderous instructions from their dogs. A player
  3043. character who tells everything he knows to an
  3044. unbelieving authority figure may be diagnosed as
  3045. schizophrenic. Player characters may have a hard time
  3046. recognizing Schizophrenics, as they see walking evil and
  3047. recognize a reality that's very different from the
  3048. mainstream perception of it.
  3049. Roleplaying this behavior is tricky because the
  3050. player must first devise a series of behavior relevant to
  3051. the trauma which originated the condition. Bizarre
  3052. behavior, hallucinations, and disembodied voices stem
  3053. from terrible inner conflict which is impossible for the
  3054. character to resolve. First establish what the conflict is,
  3055. then rationalize what
  3056. behavior it causes.
  3057. Secret (1-3 pt. flaw)
  3058. What happens if others find out?
  3059. 1: damage to your reputation and loss of job.
  3060. 2: arrest and deportation.
  3061. 3: you'll lose life and limb.
  3062. If people find out what the Secret is, this Flaw is
  3063. replaced by a Flaw or arrangement of Flaws equal in
  3064. total point value to the secret.
  3065. Selective Amnesia (2-3 pt. Mental Flaw)
  3066. The mind of this character chose to react to trauma by
  3067. compartmentalizing it. This was done so thoroughly the
  3068. conscious mind isn't aware the event happened. This is
  3069. often done in order to protect the sanity and optomism
  3070. of hte original personality. By forgetting the pain, they
  3071. are able to go on. Such amnesiacs will not remember the
  3072. events unless forced to do so, and will gloss over the
  3073. memory gap.
  3074. He might think he went on a picnic when he
  3075. was being tortured, for example. Only direct physical
  3076. evidence or the testimony of trusted friends will force
  3077. him to acknowledge that moment, and even then he
  3078. cannot remember it fully - causing him to want to
  3079. distrust his friends and discount the evidence.
  3080. Any trauma powerful enough to create this
  3081. Flaw is significant. The side effects of the Amnesia can
  3082. be severe as the mind trips over details and reminders.
  3083. Innocuous things associated with the event,
  3084. Chapter Two: "Harmony of Dissonance" /"Fukyo no Senritsu" 059
  3085. such as the part of town where the attack occured, the
  3086. music in the club,
  3087. etc. may cause panic attacks and nausea. If exposed to
  3088. these stimuli, the Amensiac suffers a -2 penalty to all
  3089. actions. He can spend a Luck point to deactivate the
  3090. Flaw for ten minutes.
  3091. It is possible for the memories to be unlocked,
  3092. but this is not without risk and the requisite amount of
  3093. psychotherapy. If the memories suddenly re-emerge, the
  3094. character may become so upset that he commits suicide.
  3095. Servant or Epic Hero (Variable Point Quality)
  3096. Summoning a particular Servant is a very difficult task.
  3097. " Let me ask you something: do you believe you could defeat
  3098. your own Servant? They are supremely powerful. Even other
  3099. Servants have trouble defeating them, so their Masters go
  3100. without saying."
  3101. -Tohsaka Rin
  3102. Servants/Epic Heroes were originally champions
  3103. selected by the Throne of Heroes, a special location which
  3104. exists outside the circle of transmigration. In this
  3105. location the souls of heroes "reside". Within the Throne,
  3106. they have knowledge of every other Servant/Epic Hero,
  3107. thus if they are summoned to a Grail War, they'll
  3108. recognize another one as "Caster", "Archer", etc.
  3109. Though there have been other Holy Grails,
  3110. there has only been one series of Grail Wars when
  3111. Servants were summoned, and those were the Fuyuki
  3112. Grail Wars, the Heavens' Feels. Therefore there are no
  3113. other oppportunities for Servants to be summoned into
  3114. a Grail War, regardless of the setting. Servants are
  3115. transcendent beings, with statistics and capacities far
  3116. above those of mortal men. Yet they are simultaneously
  3117. crippled, for they are dependent on a mortal magus,
  3118. termed a "Master", who can supply them the Mana they
  3119. need to continue existing in our reality once they
  3120. Chapter Two: "Harmony of Dissonance" /"Fukyo no Senritsu" 060
  3121. are summoned to our plane. The Grail itself dictates the
  3122. terms; officially there are only seven Classes of Servants
  3123. that can be summoned. Please remember the gigantic
  3124. difference in scale between a mortal and a Servant when
  3125. planning out their statistics (take stats and skills at Epic
  3126. level!). Servants will have at least level five in HTK ,
  3127. and some levels of Damn Healthy. They must have a
  3128. Magic Circuit rank of at least 3. As Servants are quick
  3129. healing, they often have Regeneration and/or
  3130. Rejuvenation. Servants are like a bank account for
  3131. Mana, and while they can store infinite amounts, if their
  3132. Mana hits zero they will vanish until they can be
  3133. summoned again in the next Heaven's Feel. All Servants
  3134. take only 1/10th normal damage from unenchanted
  3135. sources and then heal that damage at CON Life Points
  3136. per round. Servants may take over 20 levels of Extra
  3137. Energy to power their Abilities and Phantasms. Many
  3138. of them seem capable to survive lots of damage, which
  3139. comes in the form of Natural Armor and Damage
  3140. Resistance. Their Class abilities will be defined in the
  3141. [x] section of the book.
  3142. Saber, the knight. They possess the Class ability Magic
  3143. Resistance. They have good strength and decent overall
  3144. stats and often use a sword. Sabers can pilot or ride
  3145. almost anything.
  3146. Berserker, the insane soldier. Has the Class quality
  3147. Mad Enhancement. Known for their superb defense, and
  3148. overwhelming strength. Berserkers will not stop
  3149. fighting, and in order to be eligible for this Class, they
  3150. must have gone mad during their lifetime at least once.
  3151. They are specialized in destruction through rage. There
  3152. are no stat requirements. Materializing Berserkers is
  3153. expensive in terms of Mana cost. Berserkers are difficult
  3154. to control and may even end up killing their
  3155. summoners.
  3156. Caster, the mage. Possesses the Class quality Territory
  3157. Creation which allows them to make a powerful magical
  3158. laboratory. They also have Fantastic Magic Circuit
  3159. ranks and are capable of powerful sorcery and true
  3160. miracles. They also have terrible physical stats.
  3161. Assassin, the hunter. While the Assassin class has
  3162. difficulty fighting the other Servant Classes, they are
  3163. specialized in eliminating the Masters who control the
  3164. other Servants. They have the class ability Presence
  3165. Concealment, and have other abilities such as stealth and
  3166. great senses. Unlike the other Classes, they are always
  3167. the same hero, Hassan-I-Sabah, although Assassin can
  3168. split into separate bodies which share a group
  3169. consciousness, though each body must talk to the others
  3170. to pool their knowledge. Each has a different Zabaniya
  3171. [Assassination] Noble Phantasm technique. Each body
  3172. of Assassin wears the same skull mask, beneath which
  3173. they have no face. The Assassin summoned in Heavens'
  3174. Feel 5 was a fluke, as he was summoned by Caster, and
  3175. he had the form of Sasaki Koujirou, a fictional rival of
  3176. Miyamato Musashi. Had the Grail not been
  3177. malfunctioning, this false Assassin would never have
  3178. appeared and a Caster Servant would not have been able
  3179. to conjure up another Servant.
  3180. Lancer, the spearman. Lancers are known for their
  3181. incredible agility and outstanding battle skill.
  3182. Archer, the ranged fighter. Archers possess the Class
  3183. ability Independent Action which allows them to act
  3184. without the assistance (or consent!) of their Master.
  3185. They specialize in ranged attacks, have supernatural
  3186. senses including clairvoyance, and while they may have
  3187. average to low stats they possess excellent skills and
  3188. powerful Noble Phantasms.
  3189. Rider: the fleet-of-foot soldier. Has incredible mobility
  3190. and speed. They need a mount of legendary quality.
  3191. Chapter Two: "Harmony of Dissonance" /"Fukyo no Senritsu" 061
  3192. Assassin's many bodies.
  3193. They have wildly varying skills. Rider is a Servant Class
  3194. whose candidate must have stats no less than standard,
  3195. excluding Will and Magic Circuit, to qualify. The
  3196. Riders of the Heavens' Feel 4 and 5 also had powerful
  3197. and unique Noble Phantasms.
  3198. Avenger: The 8th Servant Class. Not playable.
  3199. Servants often show up with Noble Phantasms.
  3200. "... Hey, Rider, Servants usually have just one Noble
  3201. Phantasm, right?"
  3202. "Generally, yes. Sometimes, there are heroic spirits who
  3203. managed to get two or three. I myself, for example, meet that
  3204. description."
  3205. That's right, the night he arrived in the present world, Rider
  3206. showed Waver a Noble Phantasm and said it wasn't his only
  3207. trump card.
  3208. "Eh, there's no sense in considering the number of Noble
  3209. Phantasms. As you must know, Noble Phantasms are the
  3210. crystallization of the historical facts and anecdotes that made
  3211. the heroic spirit famous, but that doesn't have to be a weapon;
  3212. it can be a specific ability or a unique mean of attacking." -
  3213. Nitro+ and Kinoku Nasu, Fate/Zero, Act 2 Part 4
  3214. Noble Phantasms are relics which have become the stuff
  3215. of legend over the years. They have existed for centuries
  3216. and are quite capable of standing up against magic. If a
  3217. Noble Phantasm is in the form of a weapon, it adds
  3218. extra damage to damage rolls if the person uses it as a
  3219. normal melee weapon. Noble Phantasms also tend to
  3220. damage mundane weapons and armor when they are
  3221. matched in contact with them. People who watched the
  3222. Fate Stay Night anime will remember that after parrying
  3223. Lancer's spear a few times with magically-reinforced
  3224. sheet metal, Emiya's makeshift club was torn into
  3225. glittering dust.
  3226. Weapon-type Noble Phantasms are in the form of
  3227. swords, bows, and lances. Noble Phantasms are always
  3228. able to cut ghosts as if they were materialized.
  3229. A Rank D Noble Phantasm adds (user's STR x
  3230. 0.5) to the normal amount of damage rolled and adds
  3231. +1 to the user's chance to hit with it.
  3232. A Rank C Noble Phantasm adds (user's STR x
  3233. 1) to damage rolls and adds +2 to his chance to the
  3234. user's chance to hit with it.
  3235. A Rank B Noble Phantasm adds (user's STR x
  3236. 2) to damage rolls and adds +4 to the user's chance to
  3237. hit with it.
  3238. A Rank A Noble Phantasm adds
  3239. (user's STR x 4) to damage rolls and adds +6 its user's
  3240. chance to hit with it.
  3241. A Rank EX Noble Phantasm adds (user's STR
  3242. x 6) to damage rolls and adds + 8 to the user's chance
  3243. to hit with it.
  3244. Each "+" adds another (STR x 0.5) to the
  3245. damage rolled for the weapon but does not add any
  3246. bonuses to hit with the weapon.
  3247. Noble Phantasms also take the form of Support Items
  3248. such as magical crowns, spellbooks, scepters, and rings.
  3249. If these are designed to directly augment the user, these
  3250. support items can provide bonuses to the holder's
  3251. statistics in an amount equal to the equivalent NP
  3252. weapon's bonus to hit. If it is an item designed to be
  3253. used in conjunction with a skill, it can also provide
  3254. automatic successes if used with that skill. Rank EX
  3255. items give 4 automatic successes, Rank A items give
  3256. three automatic successes, Rank B items give two
  3257. automatic successes, Rank C items give one automatic
  3258. success, and Rank D and Rank E items give no
  3259. automatic successes.
  3260. As an example, the Caster in Heavens' Feel 4 had an
  3261. Rank A+ Noble Phantasm, Prelati's Spellbook (The Text
  3262. of the Spiralled Sunken Citadel) [aka The R'lyeh Text].
  3263. Caster used this as a tool to summon beings from
  3264. another reality which did not conform to our physical
  3265. laws. Whenever he used that to bring over Those Who
  3266. Should Not Exist, he accrued three automatic successes
  3267. to his summoning and control tests before his player
  3268. even picked up a D10.
  3269. There are other kinds of Noble Phantasms which are
  3270. simply nifty things the Servant or a NP Item can do.
  3271. These are usually attacks, restorative, or defensive
  3272. projections, and they are supremely powerful. These
  3273. always cost 1 Luck point per use. Adding a + to a Rank
  3274. for an attack would make it cause or block an additional
  3275. 25 points of damage. Some examples of Noble
  3276. Phantasms last a while, so they require Mana each
  3277. round to maintain. Double the listed cost to fire a blast,
  3278. but keep the listed cost for maintaining the energy. Rank
  3279. C costs 5 Mana to maintain, Rank B costs 10, Rank A
  3280. 15, Rank E and EX cost 20.
  3281. Let's assume that a Rank C attack would do about 50
  3282. points of damage and cost 25 Mana points.
  3283. Chapter Two: "Harmony of Dissonance" /"Fukyo no Senritsu" 062
  3284. Rank B would do about 100 points of damage for 50
  3285. Mana points.
  3286. Rank A would cause or block 150 points for 100 Mana.
  3287. Rank E and EX attacks do 220 points of damage for a
  3288. whopping 110 Mana.
  3289. If the Noble Phantasm is Anti-Unit, it targets one
  3290. thing. If it is Anti-Army, its area of effect is the Servant's
  3291. WILL x10 in yards. This area is doubled per level of
  3292. Epic Will the Servant has or per plus the attack has. If
  3293. it is Anti-Planet, its area of effect is the Servant's WILL
  3294. x 20 in yards. This area is doubled per level of Epic
  3295. Will the Servant has or per plus the attack has.
  3296. Let's take a look at their stats. Unlike human beings, the
  3297. average physical statistic for a Servant is quite high.
  3298. Here's how to convert from their shorthand in the
  3299. games/books to Unisystem.
  3300. END becomes CON.
  3301. AGL becomes DEX.
  3302. LUCK becomes WILL.
  3303. INT is a matter of conjecture for the GM. Careful,
  3304. plotting characters will have at least INT 4, and may go
  3305. up to 8 in that stat.
  3306. PER is also a matter of guesswork, although some
  3307. guesswork can be done from the anime.
  3308. Appearance is again a matter of personal
  3309. opinion, though the appearance of these beings is
  3310. usually taken to extremes (awesomely beautiful or
  3311. hideously ugly).
  3312. Rank/Equivalent Unisystem Characteristic Score
  3313. E = 4
  3314. D = 6
  3315. C = 8
  3316. B = 12
  3317. A = 15
  3318. A+ = 18
  3319. A++ = 21
  3320. EX = 25
  3321. If the Servant is noted for having god-like attributes,
  3322. add another +2 to the stat and a level of Epic Attribute
  3323. to it.
  3324. To sum up, the notes on determining a Servant's
  3325. actual cost to play will appear in the Storyteller's section
  3326. later on. It will probably cost all the Quality points the
  3327. player has and then some. Certain factors, such as the
  3328. quality of the summoning and the proficiency and
  3329. personality of the mage will affect the summoning of the
  3330. Servant. A weak summoner might weaken a Servant or
  3331. just attract a weak servant. A serial killer
  3332. who performed the summoning might attract a truly
  3333. twisted soul. The act of summoning a Servant itself is
  3334. aided by the Holy Grail, meaning the traditional
  3335. summoning act for a Servant is largely bells and
  3336. whistles. What is most important in the rite is having the
  3337. proper artifact to attract the attention of the appropriate
  3338. Servant. Thus to attract Hercules as her Berserker Illya
  3339. took a piece of one of his temples from Greece and used
  3340. it to call him. If the magician has no artifact then he can
  3341. trust in fate to help him find the optimum Servant.
  3342. Any Servant can be summoned, but only the
  3343. Berserker and the Assassin Servants must intentionally
  3344. be selected by the Grail's petitioner. Trying to summon
  3345. a Servant without the assistance of the Holy Grail would
  3346. would cost hundreds of Mana points - and the mage
  3347. would have no Command Seal, so the magician would
  3348. have to form a contract with the Servant as if it were a
  3349. mere familiar. For starters, keeping the Servant as a
  3350. familiar would require keeping it supplied in Mana,
  3351. which is no easy task. One must also bear in mind that
  3352. Servants are Epic Heroes like the King of Conquerors
  3353. Iskandar or the King of Heroes Gilgamesh. Do you
  3354. really want to have a proud, ancient, and supernal being
  3355. like that around you if you are going to treat it like a
  3356. common gofer? How do you think they might feel about
  3357. being ordered around by some pimply-faced Harry
  3358. Potter wannabe? Is that a scenario that will be longlasting
  3359. and lead to happy feelings all around?
  3360. Yeah, I thought not.
  3361. Servants can be built with the amount of points
  3362. available to the character during character generation.
  3363. Players can take levels in Divinity: Epic Attribute and
  3364. Divinity: Epic Skill if they will play one. Noble
  3365. Phantasms are Level 5 or Level 6 Fresh Gear items, but
  3366. each rank adds another +2 to the quality point cost for
  3367. the item. Thus a D rank weapon or support item Noble
  3368. Phantasm is eight quality points. Noble Phantasm
  3369. attacks or defensive moves cost 4 quality points per
  3370. Rank level (thus a Rank C attack would be eight
  3371. Quality points). If the player has his heart set on playing
  3372. a Servant from the game, book, or show, and you the
  3373. Storyteller are cool with it, just charge him an even fifty
  3374. Quality points (dock his XP until he pays it off).
  3375. Chapter Two: "Harmony of Dissonance" /"Fukyo no Senritsu" 063
  3376. Severe Dysmenorrheic Psychosis (2 pt. Physical Flaw)
  3377. This disorder has been known to manifest in female
  3378. characters with a Bloodline. During their menstrual
  3379. cycle, they suffer from severe cramps and phases of
  3380. extreme depression and paranoid delusions until their
  3381. period has ended. If they fail a CON x2 Test, they
  3382. become hysterical, convinced they are going to die. They
  3383. also lose two points of Luck until their period has ended.
  3384. Shadow Snap (4 point Supernatural Perk)
  3385. If you can impale the shadow of a target with a blade (a
  3386. called shot at -3 or -4), you can pin that person in place
  3387. (his Movement would be reduced to zero). Holding a
  3388. bright light near the shadow or using a flashbulb against
  3389. it would shift the shadow's position, freeing the person.
  3390. Removing the blade would also do it. The pinned
  3391. character can still use firearm attacks or sorcery, and
  3392. could produce a light from his own person to use against
  3393. the Shadow Snap. Some Mages can manipulate their
  3394. own shadow to hold down the shadow cast by their
  3395. target; this requires them to use DEX + Occultism
  3396. against the other character's DEX + Dodge. The range
  3397. for this a shadow attack Shadow Snap is the creature's
  3398. WILL x 2 in yards.
  3399. Slow Mana Recovery (2 point Mystical Flaw)
  3400. Your character does not regenerate Mana every hour;
  3401. instead he generates 4 points per day. As a result, if your
  3402. pc's Mana reserves become critically low it is vital that
  3403. he avoid action for a few days.
  3404. Soft-Hearted (1 pt. Mental Flaw)
  3405. Your character is nice and naive, and believes that other
  3406. people are basically good. Alternately, he might be one
  3407. of the most vocal grouches but he possesses a gruff but
  3408. kind personality. Reluctantly kind actions are
  3409. appropriate for the others. Social rolls to appeal to your
  3410. good nature are at a +2 bonus.
  3411. Spider-Climb (4 pt. Perk, Supernatural)
  3412. You can run up sheer vertical surfaces at your full
  3413. Movement, or can crawl upside down on ceilings at 1/4
  3414. your Move. Combined with Megaleap and Immunity to
  3415. Falling, you've got all you need to run up the side of a
  3416. building while simulataneously engaging in a highpitched
  3417. swordfight.
  3418. Spiritual (3 pt. Perk)
  3419. Your character strongly believes in his religious doctrine.
  3420. This belief gives him comfort and strength in trying
  3421. times. When you are in a severely challenging situation,
  3422. and are tested, you may roll WILL + Conviction.
  3423. Every two successes you roll (or fraction thereof) give
  3424. you a temporary point of Luck that you must use in the
  3425. next ten minutes. After that time the temporary Luck is
  3426. gone. These point(s) must be spent in ways that support
  3427. and affirm your religious philosophy. Below are some
  3428. suggestions:
  3429. - lifting a car off of someone
  3430. - driving away a vampire from its victim
  3431. - leaping in front of someone to take a bullet for them
  3432. If you use this gift inappropriately, you run the risk of
  3433. angering The Folks Upstairs - and they'll react by
  3434. shutting down this Perk and/or permanently reducing
  3435. your Luck Pool. This Perk only works once per game
  3436. session.
  3437. Supernatural Attack
  3438. If the user wants to use this as a melee attack, the range
  3439. can be extended by one square if the player tacks on an
  3440. additional quality point (telescopic Brawl ftw). If the
  3441. attack is very strange, it may make sense to create a new
  3442. skill for using it instead of Brawl or Firearms. Ranged
  3443. attacks go as far as a pistol, increasing the range to that
  3444. of a rifle causes half damage.
  3445. Minor: (D6x5)+ 3 damage. 4 points for melee , 8
  3446. points for ranged attacks.
  3447. Major: (D6x8) + 4 damage. 7 points for melee, 12
  3448. for ranged attacks.
  3449. Deadly: (D8x10)+ 4 damage. 15 points for melee,
  3450. 20 for ranged attacks.
  3451. Massive Damage: (D8 x10) + 50 damage. 35
  3452. points for melee, 40 for ranged attacks.
  3453. If you want your Supernatural attack to
  3454. continue to do damage after it hits (acid, fire, ice, toxic
  3455. waste, etc.), it costs another 6 points and causes half the
  3456. damage listed, but it inflicts that same damage again
  3457. each round until it is removed. If this Supernatural
  3458. Attack is something that can be boosted, it costs an
  3459. additional 2 quality points to get and you have the
  3460. option of sacrificing Luck when you use the attack.
  3461. Each Luck point your burn after you fire it will cause it
  3462. to inflict an additional 25 points of damage.
  3463. Supernatural Form (1 or 2 pt. Phsycial Flaw)
  3464. Your character is not human and has a negative
  3465. Appearance score. He might even cause Fear checks
  3466. (Attractiveness -2). You can buy positive appearance to
  3467. help counteract the problem of having your supernatural
  3468. side always up front. This is the 2 point flavor of this
  3469. Flaw. If you have Dual Shape, you can toggle back and
  3470. Chapter Two: "Harmony of Dissonance" /"Fukyo no Senritsu" 064
  3471. forth between a human form and your supernatural one.
  3472. This lowers the cost to one point unless your statistics
  3473. and powers are diminished or knocked offline by
  3474. switching to human mode.
  3475. Supernatural Senses (variable supernatural quality)
  3476. By sight, smell, or sound, you are able to detect things
  3477. about the subject that other observers cannot.
  3478. Perception + Alertness rolls are required to "sense the
  3479. auras", get a "feel" about a place, etc. Sometimes the
  3480. input is overwhelming and can't be overlooked. Caren
  3481. Ortensia had this talent in Fate Hollow Ataraxia.
  3482. Basic: 1 point. You can determine a subject's basic
  3483. nature (mage, vampire, demon).
  3484. Empathy: 2 points. You can tell what someone is feeling.
  3485. With Strong feelings or a great Perception roll, you
  3486. learn exactly what the target is feeling.
  3487. Enhanced Senses : 3 points for each sense. You can track
  3488. by scent or hear whispered coversations up to 100 feet
  3489. away. You must have the Acute Sense quality to use a
  3490. sense in this way. Your Perception must also be at least 5.
  3491. It also doubles the bonuses of Acute Senses for skill
  3492. tests, but most of the time these won't be needed.
  3493. Fortune Telling: 5 points. You can see the past and future
  3494. of someone by looking at them. It can work like
  3495. Psychometry (but for the future!)
  3496. Insight: 5 points. You can see detailed info (including
  3497. Qualities and Drawbacks and their innermost emotions)
  3498. by looking at someone. You can see possessing entities
  3499. or other spiritual abnormalities. You can also use it to
  3500. lock onto the spiritual energy signature of a particular
  3501. being and track it.
  3502. The Sight: 3 points. You can see magic and traces of
  3503. supernatural power. You can tell if someone is chargin'
  3504. their lazer (getting ready to cast a spell or use a
  3505. supernatural gift). You can see if an item is magical..If
  3506. you take a minute to look at someone and make 3
  3507. successes on a Perception + Investigation test, you'll tell
  3508. if the person is a normal human or if he is a psychic,
  3509. vampire, demon, or something else. You can't see an
  3510. unmaterialized ghost, but you will see something in the
  3511. vicinity. With enough Success Levels, you can tell if
  3512. someone is possessed.
  3513. Synchronizer (2 pt. Perk)
  3514. You are able to heal and give life energy to other beings.
  3515. The easiest way for you to do this is through intimate
  3516. physical contact (fluid exchange through sex) or by
  3517. donating some blood to them. To simulate this, the
  3518. synchronizer may heal his targets injuries by sacrificing
  3519. his own life energy (Life Points), healing the other
  3520. person at a 1:1 exchange rate. This can even heal Lethal
  3521. and Aggravated damage. The synchronizer can also
  3522. help to calm down their unquiet minds, and if he gives
  3523. the person regular sessions the patient will have a bonus
  3524. to any saves vs Inversion Impulse and other mental
  3525. disorders. A patient attending regular sessions can also
  3526. use XP to buy off health and mental illness-related
  3527. Flaws. It is also possible for the Synchronizer to secretly
  3528. afflict the patient by worsening his Flaws, making their
  3529. condition worse.
  3530. Synchronization can even bring a person back
  3531. from near death or allow them a temporary respite from
  3532. terminal illnesses. It works best if the Synchronizer is of
  3533. the opposite gender to the person treated. If they are of
  3534. the same gender, than the only way for the Synchronizer
  3535. to heal the other person is through blood transfers,
  3536. which are inefficient (3:1 exchange rate). Note that not
  3537. all conditions are treatable; those with high
  3538. concentrations of demon blood and Inversion Impulse
  3539. at 3 may find that their degenerative disorder is not
  3540. arrested, only slowed down.
  3541. Suppress Imperfection (6 pt. or 12 pt. Perk, FSN)
  3542. This Perk cannot be taken by someone without the
  3543. Tracing Perk or a Science (Alchemy) equal to 7 or
  3544. better. With it, a subject can be enhanced, leading to
  3545. either the suppression of a Flaw or boosted
  3546. characteristics. The character must first determine what
  3547. he wants to suppress or enhance and then roll for the
  3548. appropriate perk or skill. The successes rolled equal the
  3549. equivalent points in Flaw or bonus value given to a
  3550. characteristic. The effects last for the caster's skill level
  3551. in days (for suppressing a Flaw) or minutes (for
  3552. boosting a characteristic). Naturally only Physical Flaws
  3553. can be suppressed - "Mein fuhrer, I can valk!", but
  3554. Mental, Financial, and Social ones cannot.
  3555. If the character took the 12 point flavor of this
  3556. perk, the Suppression lasts twice as long.
  3557. Boosting a characteristic is very dangerous, as it
  3558. amounts to overclocking the user's body. Once the
  3559. enhancement wears off, the target must roll CON x 2. If
  3560. he achieves five successes (totally sweet), he only takes 1
  3561. point of Lethal damage. If he rolls below that, remove
  3562. 1D6+2 Life Points per success below five
  3563. Chapter Two: "Harmony of Dissonance" /"Fukyo no Senritsu" 065
  3564. from the target's Life Points. This damage is Lethal. If
  3565. the target botches his CON check (snake eyes), he loses
  3566. 1D8+3 Life Points per success level below five/totally
  3567. sweet. The user is also going to be particularly woozy
  3568. and light-headed from the experience, and so is at -1 to
  3569. all skill tasks until he rests for at least 12 hours. If the
  3570. character was using the 12 point version of this power,
  3571. any damage his target sustains is halved.
  3572. Assume that it is a level 7 spell if the player
  3573. wants to have it as a spell instead of an ability.
  3574. Telekinesis (3 pt per level Supernatural Perk)
  3575. Roll Willpower and add in your Telekinesis levels. The
  3576. result is the STR of your levitation. Thus 5 success
  3577. levels grants a STR of 5. If you want to toss people
  3578. around, the damage is 1D6 x Telekinetic STR in
  3579. Bashing. The STR must be enough to lift a guy off the
  3580. floor, though. Precision work (playing a piano or
  3581. picking a lock) must be down with Perception +
  3582. Telekinesis. Attacks with weapons also use Perception +
  3583. an appropriate skill (Melee or Firearms). Remote tasks
  3584. are at a -1 penalty. Damage is as per weapon type and
  3585. the Telekinetic STR.
  3586. Telekinesis requires effort and Mana to operate.
  3587. After a number of turns equal to your character's
  3588. WILL, he must make another roll to maintain the
  3589. power at a cumulative -2 penalty. This penalty applies to
  3590. all TK rolls until the psychic gets at least 3 hours of rest.
  3591. Telepathy (5 point quality)
  3592. Your character can read and speak into the minds of
  3593. others. He can also build a virtual network with a
  3594. number of people equal to his rating in Willpower. The
  3595. duration in minutes and range in 10' increments
  3596. depends on the Success Levels of a WILL x 2 roll.
  3597. Exceptions exist for those your character knows well. In
  3598. that case, your character can communicate with them at
  3599. any distance as
  3600. long as he can see them or knows where they are.
  3601. If a telepath touches someone or looks into their
  3602. eyes, he can listen in on what they are thinking. In this
  3603. case the subject will make an opposed WILL x2 :
  3604. WILL x 2 roll. If the telepath wins, he
  3605. can spend success levels in minutes probing the mind.
  3606. Eye contact for mind probles only work if
  3607. the target is less than five feet away.
  3608. Mind Probe Chart
  3609. Success Levels/ Effect
  3610. 1 Basic emotions.
  3611. 2 Surface thoughts.
  3612. 3 A simple question can be asked, and a one
  3613. sentence answer can be granted. Each success
  3614. level grants one Q&A.
  3615. 4 Can get a clear picture of the target's personality,
  3616. sort through it for memories, or get any
  3617. information available (if requested).
  3618. Technophobe (2 pt. Flaw)
  3619. You are severely intimidated by computers &
  3620. technology. +2 difficulty to Computer, Repair, &
  3621. Technology rolls.
  3622. Teenager: (2 pt. Flaw)
  3623. Removes your ability to legally smoke, drink, or vote.
  3624. You are a ward in the care of another person. If you want
  3625. to supersize this, its value rises to 4 and you get to have
  3626. Mental Problems: (unable to control anger, severe
  3627. resentment at the world) and Covetous (Lechery) at -1
  3628. or -2.
  3629. Teleport (10 pt Supernatural, FSN, plus var)
  3630. With this, you are able to Bamf out of one location and
  3631. then reappear somewhere else instantly. The first level
  3632. gives you the ability to teleport your (WILL/2 ) in
  3633. miles. Every point spent after the first 10 adds 2 miles
  3634. to that range. Teleport requires line of sight or that the
  3635. Servant or demon know the area well. Teleporting into
  3636. solid material or reappearing underwater is impossible;
  3637. this isn't Leprechaun: The Screwing Over, so please don't
  3638. be looking for ways to pwn players because of a simple
  3639. power like this. Teleport's Mana cost is the ability total
  3640. price plus 3.
  3641. Trademark (1 pt. Mental Flaw)
  3642. You feel you must leave an identifying mark symbol or
  3643. token of yours wherever you go and when you do
  3644. something important.
  3645. Trapmaster (2 pt. Perk)
  3646. Your character is unusually skilled at setting up and
  3647. concealing traps. He receives a +2 to the roll to make a
  3648. trap and +2 on the Stealth roll to hide it.
  3649. Uncontrollable Power (5 pt. drawback)
  3650. During times of stress, your powers go wild, striking
  3651. things and people at random. If you are angry, scared, or
  3652. stressed, roll WILL x2 with a penalty of -1 to -6. If the
  3653. stress is extreme, the power is overclocked to twice
  3654. normal effect.
  3655. Unique Kill (5 pt. quality)
  3656. Unless specific preparations are made in the disposition
  3657. Chapter Two: "Harmony of Dissonance" /"Fukyo no Senritsu" 066
  3658. of your remains, you will not stay dead. This could be
  3659. your being beheaded, or your body burned to ashes. If
  3660. you aren't destroyed in just the right way, you will
  3661. eventually recover from all your injuries and rise again.
  3662. This power can only be taken if there is but one specific
  3663. way to kill the being. Vampires have lots of ways
  3664. including massive damage, so they can't take this power.
  3665. Unnatural Runner (supernatural, 1 to 3 pt. quality)
  3666. This Perk cannot be taken unless the person already has
  3667. Natural Runner at 3. Unnatural Runner stacks on top
  3668. of that, granting an additional +1 to Movement per
  3669. level. This is a handy Perk for simulating supernatural
  3670. creatures that are inhumanly fast, such as Nanaya Shiki
  3671. and the zombies in 28 Days Later.
  3672. Vulnerability (variable Flaw)
  3673. Officer Palumbo: "Bullets, my only weakness. How did you
  3674. know?" -
  3675. Harold and Kumar Go To White Castle
  3676. This is worth a number of points ranging from zero
  3677. (you take damage from something very rare) to lots of
  3678. points (if it is common and does massive damage).
  3679. Minor: 2 points. A rare object or substance does
  3680. double damage after armor, or bypasses armor and
  3681. defenses, or which can destroy you permanently if you
  3682. are reduced to zero Life Points.
  3683. Major: 3 points. Something common that will do
  3684. constant damage, or a special form of attack that does x5
  3685. damage.
  3686. Multiple Vulnerabilities: 5 points. There's a laundry
  3687. list of things that'll kill ya.
  3688. You Fail At [x] (1-2 pt. Flaw )
  3689. "For some reason, Hisui-chan is poor at cooking. But she is
  3690. really great at cleaning and arranging things." -Kohaku
  3691. For some reason, you are less than capable at a specific
  3692. task. For one point, one potential specialization field of a
  3693. skill will forever be beyond your ken. For two points, an
  3694. entire skill will always be beyond your capacity. If you
  3695. pick this Flaw, any roll you make on that specialization
  3696. (or in the case of the 2 point version, the entire skill) is
  3697. treated as a failure. On a roll of a 10, you somehow end
  3698. up with one success out of sheer dumb luck. You may
  3699. never use XP to improve that specialization (or skill in
  3700. the case of the 2 point version). You can only take the 1
  3701. point flavor of this Flaw three times for three different
  3702. skills. You probably don't want to be a character who
  3703. Fails at Life.
  3704. Watched (1-3 pt. Flaw)
  3705. An agency or organization is keeping tabs on your
  3706. character. The character could have gotten in trouble
  3707. with the law, might have a high security clearance, or
  3708. may practice sorcery. Having this Flaw means that your
  3709. character's actions are constantly under silent review.
  3710. Purchases will be recorded, books borrowed from the
  3711. library will be accounted for, and your privacy rights
  3712. will be actively curtailed. To truly do something
  3713. anonymously you must go to great lengths. It may be
  3714. harder for agencies and organizations to track entities
  3715. that can travel great distances at speed and don't use
  3716. ATMs or credit cards, but they seem surprisingly adept
  3717. at locating missing beings. The reason why the Occult
  3718. scholars out there suffer this Flaw is that the Mages'
  3719. Association wants to contain magic so that ordinary
  3720. people don't know about it. Certain intelligence agencies
  3721. may want the same thing, for various reasons. An
  3722. Occult scholar with a good Occult Library is also like a
  3723. loaded firearm; keeping tabs on people who can
  3724. summon demons and throw curses is just good policy. If
  3725. the Storyteller thinks it is a good idea, then demon PCs
  3726. can pick this up as they experience surveillance from the
  3727. agents of the Church. As long as the demon toes the
  3728. line, he probably won't be purged. Probably. Then
  3729. again, allowing heretics to exist is not a good thing ...
  3730. The bonus points granted by this Flaw depend upon
  3731. how seriously the observation of the character is:
  3732. 1 - Casual Observation. Someone on bail or
  3733. probation for misdemeanor(s), an agent with a security
  3734. clearance equal to Classified, someone with a recorded
  3735. Bloodline, or someone who has bought a few Occult
  3736. items. An Occult Library of 2 or less bestows this Flaw.
  3737. 2 - Tracked. Someone on bail or probation for nonviolent
  3738. felonies, an agent with a Secret security
  3739. clearance, a Church Battle Cleric, your average vampire
  3740. or non-vampiric bloodsucker, or an occult scholar with a
  3741. 4 or higher Occultism. An Occult Library ranging in
  3742. point value from from 3 to 4 bestows this Flaw.
  3743. 3 - Scrutinized. Someone on bail or probation for
  3744. violent felonies up to and including murder and/or
  3745. manslaughter, an agent with a Top Secret security
  3746. clearance, a Church Executor-class agent, a
  3747. Servant/True Ancestor/Dead Apostle, or an Occult
  3748. Scholar with a 6 or higher Occultism. An Occult
  3749. Library of 5 or greater bestows this Flaw.
  3750. Chapter Two: "Harmony of Dissonance" /"Fukyo no Senritsu" 067
  3751. Webbing (5 point Supernatural quality)
  3752. The character has a special gland near his abdomen,
  3753. with an orifice above the navel. The gland can create
  3754. massive amounts of webbing akin to spider silk.
  3755. Webbing is a Wild card skill. The demon can use it to
  3756. seal off openings, bind opponents, and lower itself from
  3757. high positions. The webbing has 12 points of armor and
  3758. 18 "Life Points". It is extremely strong and sticky.
  3759. Trapped victims may escape the web if they can
  3760. match their STR against the webbing's STR of 8. The
  3761. webbing is thicker than a spider's (about 1" in diameter,
  3762. but still hard to see from a distance without a PER +
  3763. Notice roll).
  3764. Chapter Two: "Harmony of Dissonance" /"Fukyo no Senritsu" 068
  3765. F
  3766. H
  3767. 069
  3768. Chapter Three:
  3769. "White Dream" /
  3770. "Shiroi Yume
  3771. "
  3772. (Character
  3773. Class/Job
  3774. Packages)
  3775. Character Class/Job
  3776. Packages
  3777. These are sample packages that characters could
  3778. take using Quality points during character generation.
  3779. These package deals represent the training he has
  3780. received by doing his profession. If the character is
  3781. playing a human being, then regardless of what
  3782. packages he takes he may not raise an attribute above 6.
  3783. These are meant to be suggestions; players are free to
  3784. suggest new ones or take a package and then adjust it to
  3785. fit his character concept. The Detective package
  3786. wouldn't need much retooling to be a Homicide
  3787. Detective. Perhaps some levels in Medicine (Autopsy)
  3788. would do it. The points listed for a profession have the
  3789. Flaw factored in. If you want to take the Package
  3790. without the Flaw, it'll end up costing your a little bit
  3791. more. Sometimes a Job Package requires you to spend
  3792. some extra quality points as part of the background.
  3793. And you can take more than one Job Package to
  3794. represent your training. For example, Tohsaka Rin has
  3795. both Student and Witch.
  3796. Artist (2 pt. Package)
  3797. Your character is talented and creative. He begins play
  3798. with +1 to any two mental Statistics and +1 to Arts
  3799. and Crafts.
  3800. Flaw: He is also at -1 to Willpower rolls to avoid losing
  3801. his temper or resisting fear.
  3802. Backpacker (5 pt. Package)
  3803. These are granola-munching outdoorsmen who are at
  3804. home right there in the woods. They've been trained in
  3805. survival and can live on very little supplies for months,
  3806. even years, at a time. Sometimes in the media they are
  3807. presented as a little eccentric and/or sybaratic, but that's
  3808. just something they have to deal with.
  3809. Backpackers begin play with +1 to STR, +1 to
  3810. WILL, and +1 to CON. They also start play with +2
  3811. to Survival, +1 to Animal Ken, and +1 to Arts and
  3812. Crafts. The player must use skill points to buy one one
  3813. level of Athletics. Frequently these types will buy levels
  3814. in Wild Card (Archery) or Firearms (Rifle).
  3815. Flaws: (2 points total, choose from the following)
  3816. Obsession, Addiction (Alcohol or Marijuana),
  3817. Honorable, Misanthropy, and negative levels of
  3818. Resources.
  3819. Blogger or Journalist (5 pt. Package)
  3820. The truth is out there, and you will either put it on your
  3821. blog or the news. You begin play with +1 to Intelligence
  3822. and +1 to Perception, +1 to Alertness or Investigation,
  3823. and +1 to one skill related to your specialty. They also
  3824. begin play with 2 points in Contacts. If the character is
  3825. playing a Blogger, he must have Computers at level 2 or
  3826. better.
  3827. Flaw: The character must make a Willpower roll to
  3828. avoid doing something dangerous in order to gain
  3829. knowledge.
  3830. Bounty Hunter (4 pt. Package)
  3831. Bounty Hunters track down those who don't want to be
  3832. found and bring them kicking and screaming back to
  3833. the welcoming arms of the Law. As such they are often
  3834. very harsh and brutal types who only pay lip service to
  3835. the laws of the
  3836. land as they kick in doors, rough up suspects, etc.
  3837. Bounty Hunters begin play with +1 to DEX,
  3838. +1 to PER, and 1 level in Drive, Sleight of Hand,
  3839. Security, and Firearms. The character must also spend
  3840. skill points to buy one level of Investigation and one
  3841. level of Influence.
  3842. Flaw: Often Bounty Hunters have at least two points
  3843. total from disadvantages such as Watched, Addiction,
  3844. Reckless, etc.
  3845. Criminal (3 pt. Package)
  3846. Your character is violent and at home in the darkness of
  3847. night. He begins play with 1 level of Combat Reflexes, 1
  3848. level of Danger Sense, +1 to Streetwise, and +1 to
  3849. Firearms or Brawl.
  3850. Flaw: The character must also roll Willx2 to avoid
  3851. being distracted by the chance to make a lot of money
  3852. very quickly. He must also take 1 level of Adversary
  3853. (Rival Criminal or The Law). Other possible
  3854. disadvantages include Compulsive Aggressive,
  3855. Addiction (Alcohol), Cruel, Covetous (Greed), and so
  3856. on.
  3857. Decker (3 pt. Package)
  3858. These computer-lovin' types believe that information
  3859. should be free, and that it needs to be liberated. They
  3860. can break through firewalls, decrypt databases, etc. to
  3861. help free information. They can also work as corporate
  3862. saboteurs, altering records and crashing systems as they
  3863. will.
  3864. Deckers begin play with +1 to INT, +1 to PER, +2 to
  3865. Computers, and +1 to Technology.
  3866. Chapter Three: "White Dream" /"Shiroi Yume" 070
  3867. Flaw: All begin play with either a 1 point Adversary
  3868. (Government) and 1 point in Honorable or 1 point in
  3869. Addiction (Caffeine being a common drug of choice).
  3870. Dilletante (4 pt. Package)
  3871. You grew up among the rich and the powerful, and you
  3872. received a proper education. You get +1 to one Mental
  3873. Attribute, +1 to one Knowledge type skill, +1 to
  3874. Etiquette, and +1 to one science type skill to represent
  3875. your education. You were also taught proper manners as
  3876. part of that education which gives you a +1 bonus to
  3877. Social rolls when dealing with high society types.
  3878. Conversely your manners and bearing give you away as
  3879. a high class, moneyed individual regardless of your
  3880. current circumstances. This can rub some people the
  3881. wrong way giving you a -1 to Social rolls when dealing
  3882. with the lower classes. You must use remaining quality
  3883. points to buy at least 3 levels of Resources.
  3884. Flaw: At least one level from one of the following
  3885. disadvantages: Fat, Addiction, Bad Temper, Covetous,
  3886. Cultural Snob, Intolerance (Class Arrogance), or
  3887. Adversary.
  3888. Driver (3 point Package)
  3889. Drivers begin play with +1 to DEX and +1 to PER.
  3890. They also begin play with 2 levels in Drive (specialized
  3891. in Heavy Traffic or Initial D). Riceboys will have levels
  3892. in Repair and a specialization in Racing Modification.
  3893. Flaw: They must also take 1 level in Intolerance (Local
  3894. Police) or Adversary (Local Police).
  3895. Government Agent (5 pt. package)
  3896. Your character begins play with law enforcement powers
  3897. and the backing of a powerful agency. You receive +1 to
  3898. two physical statistics and +1 to intelligence. You also
  3899. get +2 to Law and +1 to Investigation. He must also
  3900. use skill points to buy another level of Investigation, 1
  3901. level of Academics, and one level of Alertness. He must
  3902. also buy at least two levels in Contacts with his
  3903. remaining Quality Points.
  3904. Flaw: The character must take one level of Adversary
  3905. and either two levels of Obligation or one level of
  3906. Obligation and one level of Watched to take this
  3907. package.
  3908. Holy Man/Woman (4 pt. Package)
  3909. You may be able to call on the help of your particular
  3910. religious organization but if you are out on the frontier
  3911. that kind of help is often unavailable or slow in coming.
  3912. You gain +1 to Perception, and a total of 3 levels split
  3913. between any to any Social, Knowledge or Language
  3914. skills. Also most people will treat you with a little more
  3915. respect if you advertise the fact you’re a Holy Man.
  3916. Then again some folks might take a dislike to you for
  3917. the same reason. The character must use remaining
  3918. Quality points to buy Spiritual and at least two levels in
  3919. Occultism.
  3920. If the character wants to play a Battle Cleric,
  3921. the point cost of the package rises to 7, and the character
  3922. begins play with all of the above and +1 to Firearms,
  3923. +1 to Brawl, +1 to Melee, and +1 to Dodge. Battle
  3924. Clerics are the people who do the dirty work for their
  3925. respective organization, such as purging heretics and
  3926. hunting monsters.
  3927. Flaw: You also posses some type of Honor flaw, such as
  3928. Code of the Buddhist Monk, or the character can use
  3929. the Honorable Flaw to outline just what his limitations
  3930. are. Other Flaws can include Obligation. Remember
  3931. you don't have to take the Flaw with Holy Man or
  3932. Battle Cleric. One of FSN's clergy certainly did not.
  3933. Librarian (5 pt. Package)
  3934. The character begins play with +1 to INT, +2 to
  3935. Research, and 3 skill points to place into Academics or
  3936. Science. The character must also use skill points to
  3937. place 1 level into Arts and Crafts (Creative or Academic
  3938. Writing) and 1 level into Occultism.
  3939. Flaw: Impaired Eyesight (Glasses or Contacts).
  3940. Mercenary (4 point Package)
  3941. You were always good in a fight, you finally figured you
  3942. might as well get paid for it. You’ve done just about
  3943. anything violent for a quick pile of yen. Maybe you
  3944. picked up some sort of Code of Honor that you follow,
  3945. or you perhaps you will do just about anything provided
  3946. the money is good enough. You gain +1 to any two
  3947. Physical attributes and +1 point to Investigation and
  3948. two other Combat skills. It is suggested that the
  3949. character use remaining points to buy up his derived
  3950. statistics, but not required. Flaw: Mercenaries also have
  3951. either one level of Honorable or Covetous (Greed).
  3952. Monster Hunter (4 pt. Package)
  3953. Maybe the monsters got your favorite second cousin
  3954. Frank. Maybe you read something you shouldn't and
  3955. can't ever let it go. You begin play with +1 to three
  3956. attributes, and +1 to 2 combat-related skills, and 1 level
  3957. of Occultism.
  3958. Flaw: You must take 2 levels of Adversary. Your
  3959. character might also have Mental Flaws.
  3960. Chapter Three: "White Dream" /"Shiroi Yume" 071
  3961. Maid or Butler (3 pt. Package)
  3962. The character is skilled in the domestic arts and is in the
  3963. employ of a rich person. The character receives +1 to
  3964. any Statistic, +2 to Domestic, and +1 to Etiquette.
  3965. Flaw: He must take 1 level of Obligation to the family
  3966. he serves.
  3967. Nerd/Braniac (3 or 4 pt. Package)
  3968. Your character gets +1 to any two mental Statistics, and
  3969. +2 levels to one of the following skills: Science,
  3970. Technology, Computers, or a Knowledge skill. Braniacs
  3971. (souped-up Nerds) cost 4 pts. to play, but get an
  3972. additional level of Intelligence and another skill level in
  3973. the above categories.
  3974. Flaw: He is also -1 to all Social rolls. Braniacs must take
  3975. one level of Obsession in addition to that.
  3976. Noble (6 pt. Package)
  3977. The character gets 1 level in Academics, Melee, Animal
  3978. Ken, Bureaucracy, Etiquette, Influence, and Leadership.
  3979. The character also gets +2 to any one statistic of his
  3980. choice. The player must also spend skill points to buy
  3981. another level of Melee and one level of Dodge. If the
  3982. player wants to play a rich noble, he can use Quality
  3983. Points to buy levels of Resources.
  3984. Flaw: Nobles often begin with 2 levels of Obligation
  3985. and 1 level of Honorable.
  3986. Nine to Fiver (3 point package)
  3987. Call them desk jockeys or corporate gofers. You work in
  3988. an office with other people doing clerical work or data
  3989. entry. It's boring as all hell, but when it's not busy you
  3990. can update your blog, edit that Wikipedia article on Star
  3991. Trek, or read the news. These types begin play with +1
  3992. to one statistic (WILL helps you whether the boredom,
  3993. if you want a suggestion) and 3 skill levels to put in the
  3994. appropriate skills.
  3995. Frequently these types are the ones who have
  3996. Wild Card specialized in something bizarre, such as
  3997. Japanese Animation Lore or who have dropped
  3998. experience points into Melee or Firearms (for gun nuts
  3999. or SCA enthusiasts).
  4000. If you want to play a CEO, take this package
  4001. and then add levels in Resources, Academics,
  4002. Leadership, and Influence.
  4003. If you want to play a politician, then take levels
  4004. in Law and Bureaucracy.
  4005. Flaw: Choose something worth at least one point.
  4006. Suggestions include Addiction (Caffeine or Alcohol),
  4007. Delusion (Persecution Complex), Covetous
  4008. (Conspicuousness or Lechery),
  4009. and Intolerance (Class Arrogance).
  4010. Nomad (4 pt. Package)
  4011. Nomads travel the roads, taking what is coming to them
  4012. and intentionally not establishing a home base. They
  4013. have established a pack mentality, and travel together in
  4014. groups.
  4015. Nomads begin play with +1 to STR, +1 to
  4016. CON, 2 levels of Hard to Kill, 1 level of Brawl, and 1
  4017. level of Drive (specialized in Motorcycle).
  4018. Flaw: Nomads often have at least two points, taken from
  4019. the disadvanages Obligation (Loyalty to the Gang),
  4020. Adversary (the Law), Negative Resources, or Addiction
  4021. (Alcohol).
  4022. Occult Investigator ( 4 pt. Package)
  4023. These are the classic Lovecraftian characters. You begin
  4024. play with +1 to any two mental Statistics and 2 levels in
  4025. Occultism. You also are at +1 to all Fear Tests because
  4026. you have some inkling of what's out there.
  4027. Flaw: Occult Investigators love to learn about the
  4028. supernatural, and if they must avoid doing so in a
  4029. drastic situation, they roll at -1 to -5 depending on how
  4030. important the find is.
  4031. Occult Expert (5 pt. Package)
  4032. Though you have some training in how to hunt the
  4033. supernatural, you usually let the toughs on your team
  4034. handle that. You get +1 to any one physical attribute
  4035. and +2 to Melee. You also receive +2 to any roll for
  4036. learning about a given supernatural creature.
  4037. Flaw: If the character is in the employ of a larger
  4038. agency, the package cost is 4 but he begins play with 1
  4039. level of Obligation.
  4040. Policeman (5 pt. Package)
  4041. The character begins play with law enforcement powers.
  4042. They begin play with +1 to any physical Statstic and
  4043. +1 to Streetwise, Investigation, and Drive or Firearms.
  4044. With reasonable suspicion, they can stop a person,
  4045. search him, detain a suspect, etc. The character must
  4046. buy 1 level of Law and take the Obligation flaw to have
  4047. this Package. Detectives cost 8 points to play, and have 2
  4048. points in Contacts and 2 points of Rank. If the
  4049. character is dismissed from service, the point cost for
  4050. each package goes down by 2 points, and their law
  4051. enforcement powers are gone.
  4052. Flaw: Policemen take Obligation 1. Detectives must
  4053. take Obligation 2.
  4054. Chapter Three: "White Dream" /"Shiroi Yume" 072
  4055. Raver (2 point Package)
  4056. This sort of person is a clubbie, party-goer, or trendoid.
  4057. Small-time entertainers such as dancers or DJs will fit in
  4058. here as well. They are in tune with the pulse of the city
  4059. after dark. They begin play with 1 level of Streetwise, 1
  4060. level of Influence, and 1 level of Contacts. They must
  4061. take the Reckless Flaw at the start of play. If you want to
  4062. play someone who is in touch with the dark underbelly
  4063. of the world, take levels of Occultism and levels in
  4064. Contacts (Supernatural).
  4065. Private Eye (3 pt. Package)
  4066. This is a natural for any horror roleplaying setting. They
  4067. stick their noses where they shouldn't, and take on jobs
  4068. too unbelievable for any other legal investigator. They
  4069. begin play with 1 level of Contacts, 1 level of Streetwise,
  4070. 1 level of Investigation, and 1 level of Security. The
  4071. character must also buy at least 1 level of Brawl,
  4072. Firearms, or Melee before play begins.
  4073. Flaw: They must also take 1 level of Adversary or 1
  4074. negative level of Resources. Mental Flaws can include
  4075. Cruel.
  4076. Sawbones (4 point Package)
  4077. You are a fully trained and qualified doctor or nurse.
  4078. You have a lot of education and knowledge and given
  4079. the right equipment and medications you can perform
  4080. minor miracles with the sick and injured. You get a +1
  4081. to Intelligence and +2 to the Medicine and Science
  4082. skills.
  4083. Flaw: Doctors also must take a 1 point Honorable
  4084. Mental Flaw (Hippocratic oath to treat the ill to the
  4085. best of one's ability, See that no harm comes to a patient
  4086. under their care).
  4087. Smuggler (3 point Package)
  4088. Whether it’s guns, people, parts, or just about anything
  4089. else, you’re the person that folks come to see about
  4090. transporting anything illegal or quasi-legal through
  4091. restricted space. Not only do you know who has the
  4092. goods to sell, you also know who’s the most likely to buy
  4093. the goods you’re selling. You gain a level of Intelligence,
  4094. one level to the Streetwise and Pilot skills, and four
  4095. levels of Contacts (which may be split up into multiple
  4096. contacts).
  4097. Flaw: You have also attracted the attention of the
  4098. Authorities even if you have never been caught red
  4099. handed they’re pretty sure you’re dirty, giving you 3
  4100. levels of Adversary and/or Watched (The Law).
  4101. Soldier (3 point Package)
  4102. You are a trained soldier or crewman. You automatically
  4103. get +1 to any two Physical Attributes, and +1 to the
  4104. Firearms skill, and a soldier or sailor also gains +1 to
  4105. any specialty skill to represent their advanced training.
  4106. Flaw: Soldiers on Active duty have a 1 point Obligation
  4107. to their Chain of Command.
  4108. Ex Soldiers and Deserters have a 1 point Adversary in
  4109. the form of whoever fought on the other side during the
  4110. War. It is recommended for the character to buy up their
  4111. Derived Statistics.
  4112. Student (4 point Package)
  4113. The character spends his time at a university or studying
  4114. under the tutelage of an adept. He begins play with +1
  4115. to Intelligence and +1 to Academics. He may also place
  4116. +1 in 3 different Knowledge skills.
  4117. Flaw: The character must take 1 level from one of the
  4118. following categories: Mental Problem (Lazy), Mental
  4119. Problem (Reckless), or 1 level of Negative Resources.
  4120. Superscientist (8 point Package, 11 to play an
  4121. Alchemical Superscientist)
  4122. The character seriously researches arcanotechnology
  4123. (superscience based on occult principles) and the occult
  4124. in general. He may be seen as a quack, but loneliness is
  4125. something he is used to. He begins play with one level
  4126. of the Superscience Perk and +1 level each to
  4127. Technology, Science, and Occultism. The character
  4128. could also take the Nerd or Braniac combination to
  4129. further sharpen his mind. The character must also buy
  4130. ranks in Magic Circuit to use his talents effectively. If
  4131. you want, you can play an Alchemist , as they work
  4132. together/in competition with the official Mage's
  4133. Association in the Nasuverse. To play an Alchemical
  4134. Superscientist, simply add 3 to the Enchanter or
  4135. Superscientist Perk cost. This increases the character's
  4136. maximum craft capacity to three times his Magic
  4137. Circuit rank. It also multiplies the time necessary to
  4138. craft the item to twice the time listed, and the character
  4139. must supply one extra rare item to help the item charge
  4140. the necessary Mana. Mages often look down on
  4141. Alchemists, seeing them as journeymen dabblers with
  4142. terrible Magic Circuits.
  4143. Teacher (4 point Package)
  4144. The character begins play with +1 to any one Mental
  4145. Statisic, and 3 levels of +1 to put into Knowledge-based
  4146. skills (Languages, Academics, Science, Research,
  4147. Technology, and Bureaucracy are all natural choices).
  4148. Chapter Three: "White Dream" /"Shiroi Yume" 073
  4149. Flaw: Potential disadvantages include one level in
  4150. Cultural Snob, Addiction, Intolerance, Honorable, etc.
  4151. Witch/Warlock (5 point Package)
  4152. The character is able to study, learn, and cast spells. He
  4153. begins play with a Magic Circuit of Rank 2 and 1 level
  4154. of Occultism. He also has +1 to Intelligence and +1 to
  4155. Willpower. The character must buy 1 level of Occult
  4156. Library to justify having this skill. Note that a Magic
  4157. Circuit Rank of 2 is not enough to participate in a Grail
  4158. War. If you want to play a Magus who can, you must
  4159. have at least a Magic Circuit Rank of 3.
  4160. Flaw: If the character wants to get the package for only
  4161. 3 points, he can take the Flaw Demonic Tutor, which
  4162. means his instructor was a demon who expects to be
  4163. paid his tribute. For all intents and purposes, you are his
  4164. thrall.
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