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- Now that we have figured out both Primary and
- Dervived Statistics, let us continue on to Qualities (also
- known as Perks) and Drawbacks (also known as Flaws).
- You may desire to buff up your Derived Statistics with
- certain Qualities, so read on for how to do that.
- If you are planning on playing a supernatural
- character or a mage, you will need ranks in Magic
- Circuit and you might also want to buy levels of Extra
- Energy.
- You might also want to buy some levels of Hard
- to Kill.
- Also, if you are playing a human character, it's
- rather odd for you to have Supernatural Qualities. The
- default species to play is human, but you could play a
- half-demon, a freak, a homonculous, a familiar, or a
- Servant if your Storyteller is cool with it. Storytellers can
- mess around with these as they see fit; one might decide
- that the Webbing Supernatural Quality could be
- produced from the wrists or eyes for a particular
- nemesis of the players. Supernatural Powers may cost
- Mana to use (Quality cost x 2 to turn it on, quality cost
- in mana per round for auto-fire seems to be a good
- representation).
- A long list is about to begin. If it's a Flaw, you
- can take it to add back Quality Points to your sheet (but
- you have to deal with it). If it's a Quality (or Perk), it
- costs points but gives you some kind of benefit.
- Albinism (2 point Physical Flaw)
- In Fate, it gives its possessors chalk-white skin which is
- easily sunburned. The pupil often looks reddish. Many
- albinos have poor vision, as they have no melanin or
- pigment in their eyes. This causes them to have
- difficulty filtering out light from their eyes, causing
- eventual retinal degeneration. For this reason, many
- albinos will wear thick sunglasses even on overcast days.
- Antisocial Personality Disorder (4 pt. Mental Flaw)
- People with this Flaw no longer follow societal norms -
- and they don't believe in guilt. Theare no lines
- seperating good and evil, right and wrong, and their
- conscience is non-functional. They are desensitized to
- unacceptable, reprehensible, and inappropriate acts.
- They are like automatons, emotionless and cruel.
- Morality is one light shade of grey to them, so they'll
- calmly lie, cheat, steal, and kill. The terms "psychopath"
- and "sociopath" can be used to describe a person with
- antisocial personality disorder.
- The diagnostic criteria for Antisocial Personality
- Disorder are
- † Failure to conform to social norms - repeatedly
- performing acts that are grounds for arrest.
- † Deceitfulness - repeated use of aliases and deception,
- conning others for profit and pleasure
- † failure to plan ahead and impulsivity
- † increased aggressive response leading to repeated
- physical assaults
- † disregard of safety for the self and others
- † irresponsibility in sustaining work behavior and
- financial obligations
- † total lack of remorse: the subject is indifferent to or
- rationalizes hurting, stealing from, or mistreating others
- † tendency to violate the rights of others (includes
- sexual, physical, property, emotional, legal rights)
- † intolerance of boredom; increased impulsiveness
- † increased sense of entitlement
- † Trivial, impersonal, and poorly integrated sex life
- This is a dark Flaw to have as it allows its
- possessor to engage in atrocity and murder and feel no
- remorse for it.
- Because the person is cold and distant to those
- they meet, they are at -2 to all social rolls. They also can
- never gain any successes on Empathy rolls, as they have
- none. Crossover Flaws include Borderline Personality
- Disorder, Histrionic Personality Disorder, Narcissism,
- Adversary, Depression, Generalized Anxiety, Addiction
- (alcohol or other drugs), Manic Depression, Paranoia,
- Reckless, and Schizophrenia.
- Abusive Partner (2 pt. Flaw)
- Your character is involved with someone who abuses
- them physically. Roll Constitution + Luck each day
- you play or suffer 1D6 x2 bashing damage (2D6 x2 if
- you botch). This can be combined with the Child Flaw
- if you want to RP a kid who is being abused by a family
- member.
- Accursed (varies)
- "Looking through the family tree, all members of the Tohno
- household have died strangely.
- Madness. Accidents. Murder. Disappearances. Still births.
- Chapter Two: "Harmony of Dissonance" /"Fukyo no Senritsu" 025
- Not one of them lived a long life, or even died peacefully." -
- Shiki Tohno, Tsukihime
- You have been touched by a powerful curse, one that will
- stay with you until your demise. The elements of the
- curse determine its point value. It cannot be removed by
- exorcism or standard magics. The curse is the result of a
- misdeed done in the past, and atonement is necessary in
- order to make progress towards removing the curse.
- The player may decide upon the details and history of
- the curse, or the Storyteller may decide to create it
- himself. Geasa can be simulated with this Flaw.
- The curse is worth anywhere between 1 and 10
- points. 10 points would destroy the chance for the
- character to live a normal life, or strike him down at any
- moment. Inconveniences like ever-present vermin and
- little accidents are worth 1 point. People always being
- angry and distrustful (-2 to -3 to Influence) would be
- worth 2 to 3 points. Perpetual poverty would be -3.
- The curse can also be an area effect,
- contaminating all who are close to the Accursed.
- Life-threatening curses are -5, and force the
- character to wake up every day knowing that something
- awful could happen.
- If the reason for the curse is not known, add 1
- to its final cost. If the cure involves complex or illegal
- activities, add 2. If it requires a long quest, add 4. Those
- that cannot be cured add 6 points.
- Acute Sense (1pt. per level Perk)
- +1 per level to all rolls involving selected sense. +1 to
- sensory Magick involving selected sense. Don't forget
- that this will make bright, noisy, smelly places very
- uncomfortable for you...
- Addiction (1-6)
- Imposes a penalty equal to the Flaw value whenever you
- are not able to have your substance o' choice. Habitual
- Drinking and Smoking is 1 point. Caffeine Addiction is
- 1 point. Heavy Drinking and Smoking, or Marijuana is
- 2 points. Heavy use of m.j. is 3 points. Alcoholism,
- cocaine, or barbituates are 4 points. Heroin is 5 points.
- Anything else (crack cocaine) is 6 points.
- ADD (2 pt. Flaw)
- You have a hard time sitting still and paying attention
- for more then a few minutes. Anything over 10 minutes
- requires a Will roll, with increasing penalties for longer
- periods. ADHD brings with it the need to hit people.
- Adversary (varies)
- Someone out there hates your guts. The point value
- you get for this Flaw depends on how powerful they are
- and how dedicated they are to making your life hell. A
- normal person is 1 point. A green beret is 3. A demon
- mage is five. A gang of thugs is 2 points, the police dept.
- of a city is four, and groups like the CIA are worth 6.
- Ambidextrous (1 pt. Perk)
- May perform tasks with either hand and suffer no dice
- penalty. This comes in very handy (bdum-*tish*) for
- John Woo action.
- Age (2 pts. per level)
- You need to be Immortal to take this advantage. For
- every level you have in this, add INT x 1 skill points to
- your character's pool. You must also take a level in
- Adversary or Secret, which does not add any points.
- Aging (5 pt. per level Flaw)
- You're getting old. Every 10 years over 40 represents
- one level of this Flaw. For every level of this flaw, reduce
- a Physical attribute by one. If you want it to affect your
- Mental attributes, just say so.
- Albinism (2 pt. Flaw)
- In Fate, it gives its possessors chalk-white skin which is
- easily sunburned. The pupil often looks reddish. Many
- albinos have poor vision, as they have no melanin or
- pigment in their eyes. This causes them to have
- difficulty filtering out light from their eyes, causing
- eventual retinal degeneration. For this reason, many
- albinos will wear thick sunglasses even on overcast days.
- Because of their susceptibility to sunlight, Albinos
- would make for terrible soldiers, but would be fine in
- support positions.
- Allergy (1 to 4 pt.)
- An allergy to a substance, the commonality and danger
- of which affects the value of the Flaw. This includes
- Asthma, Hay Fever, and other such Flaws.
- Anemia (2 or 4 pt. flaw)
- "Dizziness assails me. I can feel my consciousness
- withdrawing. This isn't a normal spell. If it's this bad, when
- I collapse I won't be able to get up for a while. As expected,
- running here at full speed, including up that hill, was too
- much. I'm completely out of breath."
- -Tohno Shiki, Tsukihime
- Your blood lacks a sufficient amount of hemoglobin
- and/or red blood cells. This causes tissue hypoxia. You
- often feel tired or weak, either in general or during
- Chapter Two: "Harmony of Dissonance" /"Fukyo no Senritsu" 026
- exercise, suffer from ennui and poor concentration.
- Sometimes you feel short of breath. At times your heart
- has to increase cardiac output, leading you along the
- path of palpitations and sweatiness.
- In the story of Tsukihime, Shiki suffers from this
- ailment but recovers in time with bed rest, or can spend
- a Luck Point to shift over to Nanaya Shiki, his evil side
- who is untroubled by the ailment. The Complimentarity
- he shared with SHIKI allowed SHIKI to "borrow"
- some of his life force, causing Shiki's anemia. Even after
- SHIKI was dusted, Tohno's body remained frail.
- If you picked this Flaw, you most likely have the
- pallor issue that vampires often do. This Flaw is a
- wonderful one for Storytellers to use against you, and
- your character will suffer some reductions to Move,
- STR, CON, and Life Points during periods when this
- is noticeably evident. You might even get so tired you
- collapse. The 2 point version reduces STR, Movement,
- and CON by 2 points during a spell. The 4 point
- version reduces STR, Movement, and CON by 4
- points during a spell.
- If either STR or CON are reduced to zero
- during a spell of anemia, you'll have to pass a Stun
- check or you'll lose consciousness.
- Anti-Luck (variable Flaw)
- You get 1 point for each level you take. Your GM gets to
- use these against you to either negate a point of Luck
- you're spending or give you a -10 to one of your rolls.
- Not so fun.
- Antisocial Impulses (1-3)
- Cruelty: Works exactly like the Mental Problems
- drawback, but you can only take two levels of Crueltythe
- third becomes the Anti-Social Personality Disorder
- Flaw.
- Deceit: Your character loves intrigue. You craft
- convoluted plans against all of the people you know,
- even friends and allies. You must make a Will x 2 roll to
- avoid deceiving someone or
- making a plan more complex than it needs to be.
- Violence: Once you start, you don't stop until it's done.
- You are a berserker. To keep your cool in combat, you
- must make a Will x 2 roll. If you fail, you're not
- stopping till your foe is dead, and you can't run away
- either. This is not the same as the Mad Enhancement
- Class Advantage of the Berserker Servant Class.
- Approachable (1 pt. Perk)
- There’s something very approachable and nonthreatening
- about you. –1 difficulty to all Empathy rolls.
- Attractiveness (1 per level, can be a Perk or a Flaw)
- Attractiveness -2: This is starting to go into inhuman
- territory.
- Attractiveness -1: Unattractive or unhealthy.
- Attractiveness 0: Ordinary-looking.
- Level 1-2: You stand out in the crowd.
- Level 3-4: Professional model.
- Level 5: Heart-stopping.
- Positive or Negative Attractiveness gives you a bonus to
- particular Social rolls. Positive Attractiveness provides a
- boost to Seduction and other positive Influence rolls
- equal to the level you have in it. Negative Attractiveness
- boosts Intimidation attempts.
- Balance of the Cat (new Quality, Supernatural, 2 points)
- This costs 2 Mana to activate and 1 Mana per Turn to
- keep it running. When it's on, the character can run
- across ropes or rails, stand on top of posts, effortlessly
- climb ropes, and instantly recover from being thrown.
- The character's Movement is unhindered while doing
- these things.
- Banality (Panzaism) (3 pt Flaw)
- Your character does not believe in the supernatural, and
- has the instinctive reluctance to accept the idea that
- monsters and magic do in fact exist. This Flaw cannot
- be taken by characters with Bloodlines, Servants, or
- other supernatural powers for obvious reasons. Once
- your character has seen incontrovertible proof that the
- supernatural does exist, you can buy off this Flaw.
- Until you get rid of it, have fun roleplaying this
- character. Mundanes with this Flaw have a great deal of
- trouble passing Fear Tests, because they automatically
- flip out (without looking totally sweet), run away, and
- try to rationalize and deny what they saw. People have
- been plagued by centuries of societal and cultural
- pressure to not recognize the supernatural and the
- inhuman. Thus if a person witnesses such a thing, he
- first flees, and then reinterprets what he saw to make it
- fit with what he knows about the world. This principle
- holds true for ghosts, werecreatures, the walking dead,
- demons, vampires, potent/obvious magic, and alien
- creatures.
- What they do when they come across something like
- that depends on their WILLpower. Someone with a will
- of one either faints dead away or flees in sheer terror.
- WILL 2-3 people stand and watch blankly, gibbering
- Chapter Two: "Harmony of Dissonance" /"Fukyo no Senritsu" 027
- and disbelieving.
- WILL 4-6 characters can walk away, pick up an item,
- and then leave and begin rationalizing what they saw.
- They cannot remain in the area for more than 4 Turns,
- though. And after they leave, they immediately block
- out what they saw and forget about it entirely.
- Child characters below the age of 10 cannot have this
- Flaw.
- Bloodline (supernatural, varies)
- There is a demon lurking in the bloodline. And that isn't
- just a simple metaphor. Our ancestors were a mixed breed of
- "something nonhuman" and human. As their descendants, we
- also have this element of 'something nonhuman' in our blood.
- In regards to that, there are those with strong and those
- with weak nonhuman blood. Those with weak nonhuman
- blood can live their lives as ordinary people, but those with
- strong nonhuman blood may never lead a normal life.
- Those with strong blood of our ancestors are born with
- special powers. It could be a body that is resistant to death. It
- could be the ability to move things without touching them. Or
- it could be fangs used to take bodily fluids from other people.
- If the blood becomes too strong, the person starts to
- gradually lose their sanity. The majority become ravenous
- demon cannibals that feed on human flesh.
- -Excerpted from Tohno Makihisa's personal journals
- Sometime in your past, your family welcomed the
- intrusion of something else into it. As a result, the family
- line is something other than human, and so are you. Not
- all heirs will react to the inhuman blood in the same
- way; some develop superhuman control over their
- destinies (many levels of Extra Lucky) , others lose their
- ability to remain humans and become killers, and some
- stay dormant and live normal lives. Sometimes people
- with the Bloodlines quality will snap and view other
- supernatural beings around there as a threat, as they
- have a tendency to rely upon their instincts more than
- their reason.
- There are times when the blood of the character
- waxes more powerful, and times when that power wanes.
- That's up to the Storyteller to decide. Worse still, if the
- player picks Mental Problems , Inversion Impulse ,
- Doomed, or Fading, the character's original soul may be
- completely subsumed by their heritage. This condition
- will be visible if the subject is viewed by Supernatural
- Senses, and is detectable by a genescan. As for why a
- family might have this Flaw, their ancestors could be
- cultists or people attempting to bargain with demons in
- exchange for something (material wealth, fame, etc.) In
- Tohno Makihisa came from Old Money. Really old
- money.
- Borderline Psychological Disorder (3 pt. Mental Flaw)
- (For a great treatment of this disorder, see the film Fatal
- Attraction.) Sufferers of this disorder have no consistency
- or framework for their actions, instead they are filled
- with chaos. What is black one minute is
- white the next. As a result, people with this Flaw
- vacillate wildly between judgments and evaluations -
- including their own self-image and perceptions of
- others. This can lead to suicidal and homicidal behavior.
- They can love a person, go to bed with them, and then
- stick a knife in them the next morning over breakfast.
- Think of them as dangerously unpredictable wildcards.
- Sufferers with this disorder are at -2 to all
- Willpower-based rolls and are at -1 to -4 to all Social
- rolls depending on how bad their behavior is in that
- situation.
- Born Behind the Wheel (2 point Perk)
- If it's got an engine and a way to steer, you can fly or
- drive it. You are a natural behind the wheel of any
- vehicle, and can eek out that extra bit of performance
- out of any crate which the engineer’s didn’t even know
- the machine had. You gain a +2 to any Drive or Pilot
- roll. This doesn’t help with any animal handling or
- riding rolls (which use Animal Ken); it only works with
- powered vehicles. If you want to be a drift racer, take
- this Perk and also take the Initial D specialization for
- Drive.
- Catlike Balance (1 pt. Merit)
- -2 difficulty to all balance-related rolls.
- Catnapper (2 pt. Merit)
- You need your usual amount of sleep—just not all at
- once.
- Chapter Two: "Harmony of Dissonance" /"Fukyo no Senritsu" 028
- Child (4 pt. Flaw)
- You are pre-pubescent. No Physical Primary Statistic
- over 4; no knowledge based skill over 6 unless you have
- the Old Soul Perk. ½ movement rate of adults.
- Chiurgery (new Quality,supernatural, 5 points)
- The prerequisites for this power is Medicine at 4 or
- better, Magic Circuit rank 2 or better, and Occultism 1
- or higher. The character can use accupressure and
- massage to concentrate the Mana in the subject's Magic
- Circuits, and then astrally jacks into them, causing them
- to send Mana throughout the targets' body -
- immediately healing Lethal damage (which ordinary
- First Aid could not treat). The character rolls WILL +
- Medicine. Each success restores 1D8+2 Life Points
- lost to a Lethal source. It is not easy to work on
- someone else's Magic Circuits, though - the user of this
- power loses 5 Mana per success he rolled. If used on an
- undead creature, the subject would regain 1D4 Life
- Points per success level.
- Chiurgery is taxing to use. If it is used by the same
- person more than once per day, that character must
- spend a Luck point to use it the second time. The third
- time sets him back two Luck Points, etc. Divine
- Chiurgery allows the healer to roll the three times the
- amount of healing dice - but the healer only keeps 1/3rd
- of those dice (hint: keep the highest rolling dice.)
- Chronic Fatigue (2 pt. Flaw)
- You require 10 hours of sleep every night, not the usual
- eight. If you are denied this amount, you will be at -1 to
- all skill tests. You are always very tired after strenuous
- activity. This Flaw cannot be combined with Tireless.
- Clown (1 point Flaw)
- You believe that humor can help to improve all
- situations, even during inappropriate moments.
- You find it hard to avoid cracking wise, even when it
- works against you. You are truly one with the lulz.
- Code of the Buddhist Monk (3 or 5 The 5 point pt.
- Flaw)
- This represents the moral code of many Buddhist
- monks. The character vows to abstain from violence
- (though he can defend himself), to remain celibate, and
- to not eat red meat. The five point flavor of this flaw
- adds a vow of poverty , a strict vegetarian diet (no
- animal flesh), and a restriction against violence towards
- animals of any sort. Historically, many monks did not
- take this flaw.
- It's not required for being part of the Buddhist clergy,
- but it is strongly recommended.
- Code of Bushido (4 point Flaw)
- This is the honor code of the Japanese warrior/retainer.
- It demands that the character die a good death with his
- honor intact -- one might say that being prepared for
- death is the ever-present theme of this philosophy. Other
- aspects include filial piety, rectitude, martial prowess,
- honor, methods of raising children, and caring for one's
- appearance and grooming.
- But above all, the code demands absolute loyalty to one's
- lord, even if that lord orders the samurai to kill himself
- or destroy everything he loves. And if his lord forbids it,
- a samurai cannot avenge himself against someone who
- has insulted or dishonored him, leaving the samurai to
- suffer from the insult and loss of face, silently bearing
- the shame until he either kills himself or his lord
- rescinds the order. If someone else insults the samurai's
- lord, the samurai must answer that insult.
- Code of the Chinese Knight (5 point Flaw)
- The character must right any wrongs he witnesses,
- correct social injustice, keep any oaths of loyalty he
- swears, and honor all deals and obligations he accepts.
- He must honor good people. The five point value of this
- includes a vow of poverty, but that can be excluded and
- will bring down the value to 4 points.
- Complementarity (2 pt. flaw)
- "The Nanayas are a family that produces killers. If that
- adopted son happens to stay alive, the link between him and
- SHIKI may corrupt SHIKI's mind."
- -Excerpt from Tohno Makihisa's personal journals.
- Sometime ago your character forged a link
- between your own consciousness and someone else's.
- Usually it's someone very evil. As a result, you
- sometimes witness their extracurricular activities.
- Because your character is witnessing the other party's
- memory, the vision is ultra-realistic, and your character
- may even believe they are his memories. If they make a
- WILL x2 (or Meditation) roll against you and score
- success levels, they have a general idea of where you are
- and may also use one Telepathy and Influence roll
- against you per success level . They can also use the
- Corrupted Visions power to give you fantastically
- horrible nightmares.
- Chapter Two: "Harmony of Dissonance" /"Fukyo no Senritsu" 029
- Compulsive-Aggressive (2 pt. Mental Flaw)
- Day-to-day exposure to horrifying scenes, blended with
- your innate desire to dust the perpetrators, has caused
- you to lose sight of your moral and social perspective on
- violence. Naked aggression is your primary way to
- interact with others socially.
- This Flaw forces you to react to social situations
- with a confrontational and violent manner. You treat
- Influence Skill Tests like you were rolling Influence
- (Intimidation). In any social Test, if you Critically
- Fumble you snap and attack the target, using whatever
- weapon you currently have available. You can avoid
- doing this by spending a Luck point.
- Combat Incompetence (1-5 level Flaw)
- Deducts 2 from Initiative rolls per level bought.
- Combat Reflexes (1-5):
- Adds +2 to Initiative rolls per level bought.
- Command Rune (FSN, Supernatural, 5 points to have
- the Rune, Another 2 points per additional charge left in
- the rune)
- Somewhere on your body (most likely the hand) you
- have an elaborate occult design. This design is visible to
- those with advanced supernatural senses. With it, you
- can order your Servant to do one thing he or she does
- not want to do. As an example, if Emiya wanted Saber
- to become his personal maid, he could sacrifice a shot
- from his Command Rune and zap, she'd be a moelicious
- maid. When a Command Rune is used, a part of it
- grows dark and fades. When all of it is used up, it is
- gone forever.
- In Heavens' Feel 4, Saber's previous Master used
- a shot from his Command Rune to force her to destroy
- the current incarnation of the Holy Grail; she was
- adamantly opposed to doing so because she wanted to
- use the Grail's power to rewrite her own history.
- The Command Rune has a number of uses
- before it is completely expended. If that happens, the
- player does not get back the points from the rune, and
- the Servant is a free agent who must find a new Master
- before they fade away entirely. Woe and grief to the one
- who was cruel and abusive to his Servant if it becomes
- free.
- It is possible to transfer Command Runes from
- person to person; one way is if the person is willing, and
- the other is if the rune is physically removed from the
- person by nonconsensual surgery. Either case would
- require Chiurgery or a similar astral healing art.
- Masters can use their Command Seal to forge a new
- contract with a Servant as long as they have some ranks
- in the Seal left and the Servant has not faded away. If a
- person received a Command Seal, he could form a
- contract with a Servant. Servants cannot break their
- contracts without risking non-existence as they are so
- heavily dependent on Mana to exist in our reality. If
- their Master is killed or their Master's Command Seal
- is completely depleted of charges, they are officially free
- agents. If the Servant has the Independent Action class
- ability, they can perform all manner of backstabbby
- behavior. Masters with Command Seals can also look at
- another Servant and gauge its power in relation to their
- own Servant, as seen in Fate/Zero Act 4 Part 3. The
- manner in which they perceive this information depends
- on the Master's own expectations and experiences; i.e.,
- a roleplaying geek might see a "character sheet" for the
- other Servant.
- Confidence (2 pt. Perk)
- You posess an untouchable air of superiority that makes
- others instinctively realise you're in charge. -2 to all your
- Social difficulties. +2 to the difficulty of any Social
- attempt to mislead or intimidate you.
- Con-Goer (1 pt. Perk)
- You are jazzing on your hobby, allowing you to push
- your system for extended amounts of time; however, you
- will crash hard if you push yourself too much. With this
- Perk, for one night every three hours of sleep you skip
- translates into 1 Level of Fatigue. You can go days
- without sleeping, but when you finally do put your head
- down on the pillow, you must roll CON x2 + 1D10.
- This is opposed by Fatigue x 2 +1 + 1D10. Each
- success level removes one Level of Fatigue. If he has
- remaining levels of Fatigue, he must sleep eight hours
- and also sleep 1 additional hour per remaining level of
- Fatigue.
- Contacts (varies)
- Decide upon how highly placed the person is. The more
- important the person is, the higher the point value. Add
- in how much help they'll offer: protips plus letting you
- sleep on the couch is 1 point; backup in a firefight is 4
- points.
- Criminal: Stoolie, bartender, made man, gang member,
- fence, cat burglar, industrial saboteur.
- Financial: broker, banker, money manager, office
- worker, software mogul.
- Government: Beat cop, detective, Federal agent,
- bureaucrat, academician, politician.
- Chapter Two: "Harmony of Dissonance" /"Fukyo no Senritsu" 030
- Supernatural: demon, wizard, vampire, demon club
- owner, oracle, demon nobility
- Conviction (variable Quality)
- With this Perk, you are better able to face the forces of
- evil. Each Level of this Perk (maximum 5 Levels) adds
- +1 to rolls for your Fear Tests. Each level costs 1
- Quality Point. Once per day, you can use your
- Conviction rating as a temporary boost to your STR for
- the purposes of escaping something very dangerous -- a
- zombie's choke hold, a tiny net, etc.
- Corrupted Visions (4 pt. Supernatural Quality) - This
- power induces hallucinations in victims.
- Phantasmagoria, voices from God (but not really),
- mocking voices, and so on are all possible. To use the
- power, the demon must roll PER + Influence. Each
- success allows him to torment his victim for one turn.
- The success levels also dictate the potency of the vision --
- one success brings whispers or glimpses of something
- otherworldly, five or more success bring a manifestation
- of a deity. The visions have no substance whatsoever. If
- the target believes someone is messing with his head, he
- can resist the effects with a WILL roll. A well-chosen
- illusion relevant to the target causes a penalty to this roll,
- and a ridiculous image (Mother Theresa turning into a
- bloody tentacle monster) might give the target a bonus
- to resist.
- Covetous (1-3)
- You know what you want. It can be greed (money),
- lechery (sex), ambition (power), and conspicuousness
- (fame and renown).
- 1: You won't break the rules of society or your own
- moral code to get what you want.
- 2: You must roll WILL x 2 at a -1 to -3 if the reward is
- great.
- 3: You'll stab friend and family to get what you need. -1
- to -5 to resist the prize.
- Cultural Snob (1 pt. Flaw)
- You despise pop culture, and don’t relate well to people
- that enjoy it. +2 difficulty to socialization rolls when
- dealing with such people.
- Curiosity (2 pt. Flaw)
- Your incredible curiosity and desire to learn new things
- gets you in trouble. Make a WILL check at -2 to avoid
- inspecting something new, interesting, mysterious, etc.
- Cyclic Supernatural (2 pt. Flaw) Your supernatural
- power waxes and wanes with the phases of the moon.
- Do the work and submit it to your ST. Thanks.
- Damn Healthy! (supernatural, not available to humans,
- 1 per level)
- +10 Life Points per level.
- Danger Sense (supernatural, 1 point per level)
- "The back of my head numbs. A horrible chill, as if my body
- freezes to my fingertips ... I try to catch my breath. In contrast
- my cold body, my throat is scorching. I put my hand in my
- pocket and take out my knife. I need a blade in my hand. " -
- Tohno Shiki, Tsukihime
- Some people know when things aren't right. If
- you have this power, your Storyteller must grant your
- character a simple Awareness test to notice something
- dangerous even if you aren't aware of it, with the levels
- of Danger Sense adding to the roll.
- Daywalker/Shisou Kyuuketsuki (Supernatural, 2 pt.
- Perk)
- Unlike most vampires, you don't burst into flames when
- you go outside. You are free to enjoy a better life of
- going to matinee showings and tanning. Unfortunately
- most of your vampire powers are knocked offline during
- that time, but your attributes remain superhuman.
- Deep Sleeper (1 pt Flaw)
- +2 difficulty to awaken during the day.
- Dematerialize/Materialize (20 points, Supernatural)
- Your character may move slightly out of phase with this
- reality, making him intangible. For as long as he remains
- intangible, he can walk through walls, bullets will
- harmlessly pass through him, etc. While he is
- intangible, he is also transparent. Norms who see him
- will have to make a Fear Test. While he is
- Dematerialized, he cannot touch or pick up anything,
- though objects he was carrying when he first
- Dematerialized are in the same condition.
- He cannot take anyone with him when he
- Dematerializes. That would imbalance play.
- While the character is intangible, he still
- partially exists in this reality. Therefore it is possible for
- the character to be targeted with magick, mental powers,
- and certain superscience effects ("who ya gonna call?")
- The Materialize aspect of this power allows the
- character to turn solid again, allowing him the ability to
- interact with the world in full 3D once more.
- Materializing a Servant requires the
- expenditure of Mana; determining how much it costs to
- Chapter Two: "Harmony of Dissonance" /"Fukyo no Senritsu" 031
- keep a Servant materialized per hour is largely a matter
- that should be left to the individual Storyteller.
- Denial (2 pt. Mental Flaw)
- This is not the same thing as Banality. Banality refers to
- an ongoing continuous reinterpretation of reality in
- order to make it conform to what is commonly
- considered "sane". A person with Denial has had
- exposure to a particular stressor, and the experience was
- so intense that he established mental blocks around it to
- protect his ego. As an example, a man who had his
- children bloodsucked by a vampire and then watched
- the children rise as The Dead might believe that his
- family is alive and well. Or some other child would
- "become" one of his own children in his mind.
- If a person denies the existence of a supernatural
- creature, they may not recognize it even if using
- supernatural senses or superscience. With that aside, the
- enemy in question removes the first two successes in any
- mind-reading, hypnotization, or mind control Test when
- it uses them against the subject, so strong is this
- improptu psychic shield.
- If confronted with irrefutable evidence of reality
- - the denier may roll WILL x 2, and they need at least
- two successes to remember the truth for 10 minutes.
- Past that, a person will need to spend Luck to remember
- the truth. If enough of these situations are overcome,
- XP could be spent to remove Denial.
- Dimensional Portal (supernatural, 2/3 per level)
- This is a small Reality Marble, one not significant
- enough to be "corrected" by the World. The player can
- open a hole into another dimension, where he can store
- his stuff and take it out as needed. Alternatively, a
- dimensional portal can be permanently wrapped around
- the inside of something, forming a "tesseract" (it's bigger
- on the inside than it is on the outside). If the
- dimensional space needs to be furnished, it must be
- bought as Fresh Gear. The cost for the advantage is 2
- points per level if it is in a fixed location and 3 if it is in a
- mobile location. If the player enters the dimension, he
- may only leave via the portal he entered from. Once the
- main power is set up, new gateways to the same
- dimension may be established for one point each.
- Level 1 - the space is as big inside as a suitcase
- Level 2 - the space is as big inside as a closet.
- Level 3 - The space is as large inside as a room.
- Level 4 - The space is as large inside as a house.
- Level 5 - The space is as large inside as a city block.
- Level 6 - The space is as large inside as a town.
- To carry around her weapons, Ciel transformed her
- costume into this, and Nero Chaos transformed his
- entire body into this to house all 665 of his familiars (he
- was #666, completing his core concept as the Beast). In
- Higurashi, the inside of one of the locker's was a Level
- 3 Dimensional Portal, enabling the penalty game group
- to store all their various games inside.
- Disgraced (1 or 2 pt. Flaw)
- Your character is seen as a non-entity in most social
- situations. For one point, everyone knows about your
- screw-up, and they don't like it, and they don't like you.
- Social rolls will be at -2. For two points, your character
- effectively doesn't exist for others and they will ignore
- him, refuse to take his money, etc.
- Dissociation (3 pt. Mental Flaw)
- Instead of feeling horror, revulsion, or anger upon
- viewing something terrible, you simply feel nothing.
- The risk of life and limb has lost all meaning for you.
- Physical and emotional concerns no longer affect you.
- Your voice sounds distant and nonchalant, no matter if
- you are talking about the news or tearing through your
- enemies.
- Dissociatives are so detached it's like they were
- playing an MMO. They don't evaluate the risks of a
- situation and are fearless to the point of suicidal. They'll
- let an enemy land a hit to ensure they'll get a killing
- shot, and they'll restrain a foe inside a burning building
- to make sure the monster dies.
- At the beginning of a fight, Dissociatives must
- roll INT (not doubled) +1D10 and accrue 3 successes
- to remember to take defensive actions during the
- combat scene. An odd benefit to this blase outlook is
- that penalties from pain are always reduced by one.
- Divinity: Epic Destiny (3 per level (max 3), FSN,
- Supernatural)
- Adds 1 re-roll of a failed dice test per gaming night for
- each level bought.
- Divinity: Epic Primary Statistic, Epic Derived Statistic,
- or Epic Skill (5 per level, FSN, Supernatural)
- With this power, you automatically gain one success per
- level on any Test which uses that skill or statistic. This is
- the realm of godhood; Iskandar (Rider from the Fourth
- Holy Grail War) and Hercules (Berserker in the Fifth
- Holy Grail War) are examples of Epic Heroes who
- would have this Perk. Sometimes this can do far more
- than just add automatic successes.
- Chapter Two: "Harmony of Dissonance" /"Fukyo no Senritsu" 032
- Doesn't Like Horror Movies (2 pt. Flaw)
- Your character has never read Lovecraft, Poe, Stoker,
- Shelley, or King. He doesn't watch Buffy/Angel, has
- never finished one episode of The X-Files, and thinks
- Twin Peaks and Silent Hill are too weird. He doesn't
- roleplay and has no interest in strange Japanese
- "cartoons".
- Trouble is, that lack of respect for subculture is
- going to sneak up and bite you on the butt. You have no
- idea, for example, that zombies need to be shot in the
- brain to be killed. You will not think of staking a
- vampire in the heart. You cannot act in any sort of
- postmodern way around horrific sights. You are lacking
- in the cultural knowhow that lets you do so. You are the
- guy in horror movies who goes off alone by himself with
- a flashlight: "I'd better check this out. I'll be right back!"
- This is a great Flaw to pair up with Banality.
- Dogged by Fringe Media (2 pt. Flaw)
- You’ve attracted the attention of an amateur reporter. He
- follows you, trying to dig up dirt on your past.
- Doomed (1-5 pt. Flaw)
- Your character's life expectancy just got a whole lot
- shorter. This could be the result of an incurable lifethreatening
- disease, a genetic condition, a curse, cyberrejection,
- or something else entirely. There is no cure for
- this Flaw, and it can not be bought off with points.
- When his time comes, there will be no way for the
- character to cheat the Reaper. For one point, the
- character can live five more years. For 2, he can live 3
- more years. For 3, he will die at the end of one year, 4
- points reduces that six months, and 5 marks it down to
- just one month.
- Double-Jointed (1 pt. Perk)
- +4 to dice rolls involving body flexibility.
- Dual Nature (4 pt. Perk)
- You have two purposes to living - and this allows you to
- choose two Natures. You regain Luck for satisfying
- either one of them. They must be complimentary or
- neutral to each other. Diametrically opposed Natures are
- right out. And talk to your Storyteller before you take
- this Perk.
- Ectoplasm Extrusion (6 pt. Perk)
- The demon creates up to four ectoplasmic tentacles that
- can be used independently (sorry, no extra actions
- without high DEX) to reach out and grab objects, hit
- things, or envelop targets and smother them. The reach
- is 15 feet. To use the power, the demon must roll CON
- + Occultism to create the tentacles. The tentacles' STR
- is equal to the demon's WILL + 3. Attacking with
- them is done by rolling DEX plus Brawl. He can spend
- XP to specialize in them if he wants. Every WILL x 2.5
- minutes, the demon must spend 3 points of Mana to
- maintain the Ectoplasm tentacles.
- Eidetic Memory (1 or 2 pt. Quality)
- You have an uncanny ability to remember visions,
- events, or impressions. With the one point level of this
- quality you can freeze an image in your mind and recall
- it with precision. You can do this for up to 3 images. You
- the player must write down the circumstances of your
- snapshot to help your Storyteller out. If you want to
- reproduce the scene for others, Intelligence + Art will
- let you sketch out what you saw.
- For two points, you can memorize entire books.
- You have a +1 to any rolls involving memorization. Any
- rolls where remembering things matter are at +1 to +3.
- A battle involving trivia vs. this guy is about as smart as
- a land war in Asia.
- Extra Actions (4 pts. per extra action, Supernatural)
- When your initiative comes around, you get one extra
- action. This is an extremely rare Perk.
- It is only meant for truly alien creatures that can warp
- time.
- Extra Energy (Supernatural, 1 per level)
- Adds 10 Mana per level bought.
- Extra Limb (1 pt. per limb)
- This does not give you extra attacks. Buy up your DEX
- if you want those. It does make it possible to have one
- extra arm or tentacle for carrying groceries, fumbling
- with keys, and so on.
- If you are not visibly a demon, this will draw
- some stares. If you're a demon and others can see that
- you are one, you are probably already used to stares.
- Chapter Two: "Harmony of Dissonance" /"Fukyo no Senritsu" 033
- Extra Lucky (1 pt./level Perk up to maximum, then cost
- varies)
- Your character is extra Lucky, and as such his
- characteristic Luck is increased by one per level taken in
- this Perk. He may only buy one level of luck for one
- Quality point up to twice his characteristic luck. Past
- that point, each level must be bought singly, and costs
- Desired Luck Level x 1.5 in unspent points. Thus for a
- character with a characteristic Luck of 2, buying it up to
- Level 4 Luck would be 2 Quality points. Increasing it
- to five Luck Points would cost an additional seven
- Quality points. Increasing that to six Luck Points would
- cost nine Quality Points. Seven Luck Points would set
- the guy back fifteen Quality Points. Players may use
- experience points to buy up more Luck, but cannot
- increase Luck more than one level per night.
- If the character is hospitalized, Luck points can
- also be spent to maximize the character's recovery time,
- multiplying the Life Points restored by x 1.5. Once
- spent, Luck Points regenerate at a pre-determined rate
- (see Chapter 1: The Curtain Rises/Kaimaku pages 23-24
- for more details on how fast Luck Regenerates and how
- to use Luck).
- Emotional Anchor (2 pt. Perk)
- "You are the most important thing to me. If I had lost my
- memories of you over these eight years,I would not be who I
- am. Because you were here, I was able to be myself. You are
- more important to me than myself, so I wanted you to like me,
- always."
- -Tohno Akiha to Shiki, Tsukihime
- This advantage gives the character a way to
- center themselves emotionally, which can be useful in
- staving off Impulse Inversion and other Mental
- Problems. If the character has it, he receives a small
- bonus to saves vs those Flaws and they function at one
- lower level. If something happens to the Emotional
- Anchor, then these disadvantages worsen (the character
- has lost a vital link to his humanity).
- Emotional Influence (2 + 1 point per addl. level)
- You can change the moods of people around you. To
- resist, your target must make a WILL x 2 roll. If he
- fails, he must make a new Willpower roll each turn after
- that. Failure means he has little control over that
- emotion. Penalties are added to the roll if the user has a
- statistic that might influence it (positive attractiveness
- for lust, negative attractiveness for hate or revulsion).
- Penalties to the WILL x2 roll are granted per
- additional level in the power.
- Enchanter or Superscientist (5 points per level).
- To purchase this power, the person must have at least an
- Occultism of 5 or a Science of 5.
- You can make magic swords, amulets, and wands with
- the Enchanter gift, and Superscientist lets you craft
- persocoms (robot girlfriends), destructo rays, freeze
- rays, heat rays, or spank rays.
- You can not pick both Enchanter and
- Superscientist. They're just too different in philosophies.
- Remember that you normally cannot make any item
- with a Power Level greater than twice your Magic
- Circuit rating, however there are individuals who can
- over time craft items that are more powerful than twice
- their Magic Circuit rank. These individuals are called
- Alchemists, and they work together/in competition with
- the official Mage's Association in the Nasuverse. To
- play an Alchemical Enchanter or Alchemical
- Superscientist, simply add 3 to the Enchanter or
- Superscientist Perk cost. This increases the character's
- maximum craft capacity to three times his Magic
- Circuit rank. It also multiplies the time necessary to
- craft the item to twice the time listed, and the character
- must supply one extra rare item to help the item charge
- the necessary Mana. Mages often look down on
- Alchemists, seeing them as journeymen dabblers with
- terrible Magic Circuits .
- Enhanced/Reduced Attribute (supernatural, variable)
- 1 point per level up to 5, then 5 points per level beyond
- that. Reduced attributes give you one quality point per
- level.
- Fake Past (5, New Supernatural Quality)
- This character is able to instantly create a new history
- for themselves by hypnotizing others around them.
- Most human beings will have no Resistance, making
- them viable targets for this power. Humans can resist
- this power with their Will + Magic Circuit + 1D10. If
- they fail, upon seeing the character for the first time,
- others "remember" him and reflect on the past they
- shared together. This is one way for a Magus or
- member of the Church to infiltrate an organization.
- In all likelihood, if the Fake Past power is
- deactivated, the others will simply forget about the
- character, as if they never existed in the first place.
- If bought as a spell, it's a Level 4 Mind-Altering Quick
- Cast technique (costs 12 MP, Will + Magic Circuit vs
- Will + Magic Circuit OR Will x 2 to save vs. it).
- Chapter Two: "Harmony of Dissonance" /"Fukyo no Senritsu" 034
- Familiar (costs 1 quality point to play)
- Your character was actually built by either his current
- master or some other magician. He is a created being
- made from an animal cadaver and either an animal
- spirit, elemental, or a human soul. The cadaver is
- blessed and stuffed with enchanted herbs, and then
- brought to life through magic.
- Using the ghost of a human being as a raw
- ingredient during the spell tends to create powerful
- familiars and guarantees high intelligence in the
- resulting creature. These beings are capable of shifting
- back and forth from their human to their animal form
- (they can turn into a living version of whatever animal
- cadaver was used in their creation) by expending 1
- Mana, which they may do as a movement action. In
- game terms they would have the Dual Form Flaw. Once
- in beast mode, they can do anything the animal can do
- (crows can fly, dogs can bite, rats can hide in a narrow
- tunnel, etc.) Ren from Kagetsu Tohya is an example of a
- familiar that had a human soul used in its creation. Ren
- was built from the body of a black cat infused with the
- soul of a dead girl. It may be possible to use an
- elemental or other nature spirit in the creation act, but
- the resulting familiar tends to be particularly chaotic and
- bizarre. Once created, Familiars have stats equal to
- those of the animal used in their creation, with the
- exception of their INT and WILL, which are equal to
- the Success Levels of the rite used to make them.
- Despite lacking human-like oral configuration, even
- animal familiars can communicate with their masters. If
- a human soul was used to create the familiar, it can take
- human form, for the economical cost of 1 Mana to go
- back and forth from animal to human.
- The familiar must select at least three levels of
- Extra Energy to buy up their Mana Pool. Every
- familiar has the Immortal Perk. This is offset by how
- familiars all have the No Natural Mana Recovery Flaw,
- except for especially powerful and specialized familiars.
- If the familiar has No Natural Mana Recovery, for
- every day that goes by without it absorbing Mana from
- another source, the familiar's Mana Pool is reduced by
- 2D6 Mana. Once the familiar's supply of Mana is
- totally exhausted, it is instantly dusted. Every familiar is
- aware of this and tries to actively avoid it.
- As they are supernatural creatures, they can buy
- supernatural qualities with their Quality Points.
- The amount of Mana a familiar needs to
- consume every day is equal to the sum of its statistics
- +5. It is possible for an independent or even controlled
- familiar to enter into a pact with someone to perform
- service in exchange for Mana. In Tsukihime,
- the True Ancestor Arcueid made a temporary contract
- with Ren, employing Ren to give Shiki incredibly
- realistic erotic dreams as a reward for Shiki's assistance.
- As Arcueid was not a real human being, Ren could not
- form a permanent contract with Arcueid, and after
- Arcueid donated Mana to her for a time, Ren had to go
- on her way. Much later in the events of Melty Blood,
- Ren cut a permanent deal with Shiki, gaining the
- promise of a steady Mana supply.
- The Storyteller is probably wincing inwardly at
- the thought of Player Character's whistling up many of
- these. The amount of Mana they must consume
- everyday mitigates this somewhat, but the Storyteller
- may decide to charge the caster XP equal to the value of
- the total of the familiar's Primary Statistics in order to
- "form the contract" with the Familiar). In order to
- establish contracts of their own, familiar PCs will have
- to take the Obligation Flaw. If the familiar PC wants to
- have several contracts or masters, he can take several
- levels of Obligation as separate, small Flaws. Familiars
- can make for interesting tragic heroes, and the example
- of Caliban from Shakespeare's The Tempest can give
- insights into the psyche of such beings.
- Familiars are often very strange looking, and
- must take the Odd Feature Flaw in their human forms.
- Their ears may look elvish, they may not have pupils but
- can see normally, and they may have odd hair colors that
- dye can't produce. Many don't understand everything
- about the world around them, and have the therefore
- have the Misfit or Outcast Flaws. If the resulting
- creation looks very young, it has the Child Flaw as well.
- Familiars can eat normal food, but gain no benefit from
- doing so and will have to eliminate it normally later.
- Depending on the type of tasks they do, they can take
- Job Class Packages - but they obviously cannot use
- certain skills if they cannot turn human. Regardless of
- whether it knew how to or not, a cat familiar who could
- not turn human could not use a computer. It lacks
- fingers. Similarly, a dog cannot take levels of Wild Card
- (Juggle). Use common sense.
- Chapter Two: "Harmony of Dissonance" /"Fukyo no Senritsu" 035
- Fat or Obese (1 or 2 pt. Flaw)
- At Fat, your character weighs 50 lbs. over your ideal
- weight and has his Movement reduced by 25%. If you
- are Obese, you weigh 100 lbs. or more over your ideal
- weight, and see your movement reduced by 50%.
- Flashbacks (3 pt. Mental Flaw)
- During exposure to something that reminds you of your
- traumatic event, you immediately flash back to your
- traumatic event. During your flashback, you are not
- interacting with the present in any meaningful way.
- Everything is for you as it was - which means when you
- come out of your flashback, you could be in a Bad
- Situation. You have to roll WILL at -3 to avoid the
- Flashback when it comes. The duration is subjective.
- Focused Damage ( 1 per level)
- Adds 2 points of damage to the rolled total for Brawl
- attack. Can be taken by human characters to show
- martial arts training. Humans may take up to three
- levels of this. Supernatural characters may take up to six
- levels.
- Forgettable (2 pt. Perk)
- People’s eyes tend to pass over you and ignore you.
- Restricted: Your Appearance a can be no higher then 2
- to take this Perk.
- Frog Tongue (3 for the tongue, and then 1 point per
- level of increased length) - The demon may elongate his
- tongue and then make it stick to surfaces. It has a range
- of two yards and can be used to grab things and cause
- damage. To use it to hit targets up to two yards away, the
- demon must roll DEX + Athletics. Once the target is
- hit by the tongue, he can be grappled (use the grappling
- rules) or pulled towards the demon. Each level of
- increased length adds another 2 yards to the tongue.
- Fugue (3 pt. Mental Flaw)
- Characters with this flaw experience "blackouts" and loss
- of memory. If subjected to a particular stressor, the
- character begins a specific, rigid behavior set to remove
- the stressor. This is not the same as the Multiple
- Personality Flaw; the character has no alternates to
- toggle control over to. Instead it is better to consider it
- "autopilot". Your Storyteller must decide what kind of
- circumstance triggers this, such as the death of a
- helpless human, confrontation with a specific type of
- monster, or confinement.
- If the character is exposed to the appropriate stressor, he
- must pass a Will check and accumulate at least two
- successes. If the roll fails, he lapses into his fugue state
- for 1D6 x10 or 1D10 x 10 minutes. While in the fugue
- state, the character will do whatever he can to eliminate
- the stressor. If the player isn't willing to roleplay this
- Flaw, he can pass over his character sheet to the
- Storyteller until the time has passed. At the end of the
- fugure, the character's consciousness "reboots" with no
- memory of anything that happened in the Fugue state.
- Fresh Gear (2 per level)
- You may begin play with an item, which may enhance
- your character or serve as a useful tool or weapon. The
- level of the advantage must match the desired items
- Power Level. The enchanter/superscience items from
- the Buffy RPG's Magic Box are a suitable start. You
- cannot acquire levels of Fresh Gear by destroying
- candles, so that's right out.
- Level 1 offers a small advantage,
- level 2 bestows a moderate advantage,
- level 3 a good benefit,
- level four a great benefit,
- level five an extreme benefit,
- and level 6 a primal advantage.
- Fresh Gear beyond Level 6 offers cosmic benefits.
- Funny (1 pt. Perk)
- Your comic timing and sense of the absurd is second to
- none. -2 difficulty to any Social roll intended to boost
- morale.
- Chapter Two: "Harmony of Dissonance" /"Fukyo no Senritsu" 036
- Fuzion (demon advantage, 6 points)
- With this power, you can form a spiritual link between
- yourself and a particular target, which must be touched.
- Once this is done, you inflict spiritual corruption upon
- the target as long as he remains on the same planet,
- represented by their developing the Complementarity
- Flaw. In addition to the mental problems caused by this
- connection, it also allows you to "borrow" things such as
- Life Points if they fail to resist your spiritual intrusion.
- Over time your target will begin to suffer from
- the same Mental Problems you do, and it is even
- conceivable for you to give them your Inversion Impulse.
- Only one target can be affected at a time. If you
- sleep, then the Life Points you stole are transferred back
- to the victim.
- The victim will occasionally receive visions of
- the horrors you are committing as very realistic dreams.
- These dreams are so realistic that the victim might even
- believe he is the one responsible for the witnessed events.
- Gaikokujin (2 pt. Flaw)
- You are not native to this country, and has trouble with
- some of the finer details. +2 difficulty to Etiquette &
- Streetwise rolls.
- Good Listener (1 pt. Perk)
- You have a keen interest in people, and they open up to
- you. –2 difficulty to Social rolls when talking to people.
- Good Night Vision (2 pt. )
- Your night vision is excellent. -2 difficulty to Perception
- rolls at night.
- Good Sense of Character (2 pt. Perk)
- "To be honest, I don't like that girl one bit. It's not one
- thing in particular, but something about her doesn't sit
- right with me."
- You have an innate instinct for reading a person. –2
- difficulty to Empathy rolls based on assessing a person.
- Good Taste (1 pt. Perk)
- Your taste makes forging contacts with the upper class
- much easier. –2 difficulty for Social rolls intended to
- gain acceptance or impress in a high-society or business
- situation.
- Hard to Kill (1-5 for humans, 1-10 for supernaturals)
- Grants + 3 Life Points and +1 to ALL Survival Tests
- per level purchased. Each level of Hard to Kill costs 1
- Quality Point. Cannot be recommended highly enough.
- If you have any leftover points, go ahead and get some.
- Hikikomori (3 pt. Mental Flaw)
- Your character has stopped interacting meaningfully
- with society. He may be a NEET (Not in Education,
- Employment, or Training). You feel like you have no
- clear mandate for your life, so you have shut out the
- outside world. The light of the sun, companionship,
- friendship - these are not for your character. As your
- character isolates himself, his mind turns within and
- erodes his ego - leaving him terrified social interaction
- will result in terrible humiliation. This could lead to
- years or decades of isolation. Worse still, other Mental
- Flaws are sure to develop during this period of selfimposed
- exile.
- Hikikomori must make a WILL Test and
- accrue at least two successes to go outside. They also are
- at -2 to any Social Test.
- Hollow Leg (1 pt. Perk)
- "Shiki-san does not have the same tolerance you do, Akihasama.
- Shiki-san, you should say no or you'll be in trouble.
- Akiha-sama does not get drunk no matter how much she
- drinks, so if you keep drinking with her until she's happy,
- you'll end up drinking until dawn!"
- "Wait a minute, Kohaku! You make me sound like some sort of
- alcoholic!"
- -Tohno Akiha and Kohaku at Tohno Shiki's welcoming
- party.
- Your character can drink like a fish. Any penalties for
- consuming alcohol are halved.
- Chapter Two: "Harmony of Dissonance" /"Fukyo no Senritsu" 037
- Homonculous (5 point Quality)
- In the Nasuverse, a homonculus is an artificial
- being created by using sorcery to reformat sperm cells.
- This being then develops into a child who can be raised
- normally. Due to their incomplete genetic background,
- they sometimes have Physical Flaws such as Doomed,
- Odd Features, and so on. Albinism* is so common in
- homonculi that it is one of the requirements for the
- class. (Storyteller's note: If the Storyteller does not wish
- Albinism to be a common Flaw for Homonculi, he can
- simply require the player to take too Odd Features (Red
- Eyes, Snow White Hair).
- A genescan on a homonculus, if performed, will
- reveal systemic abnormalities and gaps where magic has
- formed artifical dna to complete the organism's missing
- genes. In some cases their aging rate is affected by their
- condition; some remain as children for decades while
- others may become middle-aged in their teenage years.
- Due to their unusual biology, using gene therapy on one
- is highly discouraged.
- Based on Illya's example, we can conclude that as
- organisms which are partially formed by magic, they are
- often virtuosos in the field of spellcasting. A
- homonculous character has +1 to any rolls to research a
- spell and +1 to the casting roll for any attempt to use a
- spell resisted by a living subject.
- This is due to the fact that the person who
- donates the sperm for the creation of a homonculous is
- usually a wizard. If a spellcasting family's blood has
- thinned, and they are no longer able to produce children
- with high Magic Circuit ranks, creating a Homonculus
- to serve as the family's successor may be the only way to
- ensure the continuation of the family's sorcerous legacy.
- In Fate, all Homonculi begin with a minimum
- Magic Circuit rating of 4 and two levels of Extra
- Energy. Unlike other beings, Homonculi are able to
- slightly improve their Magic Circuit ranks without the
- risk of overloading their systems. They may buy two
- new ranks in Magic Circuit without risk, after which
- their soul cannot be so easily modified. After this slight
- improvement, any further alteration will force them to
- check for a system overload just like any other living
- being. Each homonculus has also realized some control
- over their own destiny, which manifests in the form of
- one level in Extra Lucky. They may be skilled wizards
- and rich in magic, but homonculi are not supernaturally
- healthy or powerful, and as a result it is not possible for
- them to buy levels in Mega-Attribute or Damn Healthy.
- For Homonculi that are created by the Mages'
- Association or a powerful sorcerer family, they may
- begin play with levels in Enchanter or Superscientist.
- Surprisingly homonculi are able to breed
- normally, however their children are always albinos. If
- one of their parents had a demonic Bloodline, then the
- child will probably manifest it as well. Any supernatural
- traits the parent homonculus had are not automatically
- passed on to their children, unless both parents are
- homonculi. In that unlikely case, the child is effectively
- treated as a a homonculus also. If one of the parents was
- a witch or wizard, it is highly probable the child will
- carry on the family's sorcerous heritage.
- Certain spells and rituals require materials taken
- from homonculi, so homonculi PCs should lock their
- doors.
- Playing a homonculus costs 5 points (4 for four
- levels of Magic Circuit, 2 for two levels of Extra
- Energy, 1 for a level of Extra Lucky, and all of these
- expensive alterations are partially offset by the two point
- Albinism Flaw or two levels of Odd Features (Red
- Eyes, Snow White Hair). If the player wants to explore
- the tragic element of playing artificially created
- characters, he can select Doomed, but that is an optional
- Flaw for the Homonculous Quality and is not required.
- Chapter Two: "Harmony of Dissonance" /"Fukyo no Senritsu" 038
- Irisviel Von Einzbern, a
- homonculus created
- by the Einzbern family.
- Honorable (Variable Flaw)
- This value of this Flaw depends upon the number of
- strictures taken by the character. Each level of the Flaw
- means that the character must take 2 strictures. Thus
- Honorable 3 would give the character 6 strictures.Here
- are some sample strictures:Always Keeps His Word,
- Accepts Any Challenge to Single Combat, Always
- Protects the Weak, Never Accepts Rewards for Service,
- Always Avenges Personal Insults, Never Allows Insults
- to Personal Organization/Government (etc.), Does Not
- Lie, Must Finish the Mission or Die Trying, Must
- Fight With Honor and Will Not Attack Weaker
- Opponents, Never Turns His Back on an Ally, and
- Must Oppose the Aims of [the Old Ones, the Dead
- Apostles, Heretics, etc.]
- As an example, Saber would have Honorable at
- 3. Shiki would have it at 2.
- Acting against your Honorable Flaw causes you
- to suffer a Skill Test penalty until you have atoned for it.
- Acting against your Honorable Flaw causes you to
- suffer a Skill Test penalty until you have atoned for it.
- Honor Codes are another item that can be included
- within the Honorable Flaw. Unlike the above strictures,
- these package deals are usually worth one or more
- drawback points in and of themselves. Here are some
- examples: Sworn to Celibacy (1), Oath of Humility (1),
- Oath of Obedience to [x](1), Oath of Poverty (2), Oath
- of Silence (2), Pacifism: Can't Kill (1), Pacifism: Can't
- Kill and Will Only Harm in Self-Defense (2), Pacifism:
- Will Not Harm Others Under Any Circumstances (3),
- Sworn to Love One Person Forever (1)
- Hypnosis (5/10/20 pt. Supernatural quality)
- Level 1 (Look into my Eyes): Your character can
- cause someone to hesitate for a few moments (enough
- for one rounds' worth of free attacks. the victim cannot
- defend). The user rolls WILL x2 and the defender does
- the same. If the defender loses, he fails to resist this
- power.
- Level 2 (What do you See): The user creates
- illusions and muddles the senses. The character could
- rend himself invisible or appear to be someone else. The
- user rolls WILL x2 and the defender does the same. If
- the defender loses, he fails to resist this power. Level 2
- grants a +1 to Look into my Eyes.
- Level 3 (Come to Me): The being can command
- others to do particular things. The same resisted
- Willpower rolls are used. If the commanded person is
- ordered to do something against his moral code or will
- to survive, he receives a bonus of +1 to +5 to resist.
- This grants +2 to LimE and WdyS.
- Hysteria (2 or 3 pt. Mental Flaw)
- Hysterics are unable to control their emotions and will
- suffer severe mood swings and violent fits if subjected to
- stress and/or anxiety. Talk with your Storyteller and pick
- a trigger for this - the presence of children, voices from
- beyond, or fire.
- To avoid the mood swings, your character must
- make a Will check with penalties varying on the level of
- the Flaw. If the stress is unusually severe or sudden, the
- Storyteller will adjust the difficulty of the Will check
- accordingly.
- Immortal (0)
- Not getting any older, here ... Unaging is the ability
- granted by this power. Time won't kill your character,
- but anything else still will.
- Indecision (2 pt. Mental Flaw)
- "Thou shalt not ... hesitate." -Moltar, Space Ghost Coast
- to Coast
- When it came down to it, you didn't make the
- call - or the call you made was wrong. You made the
- choice that got your friends killed. You missed the shot
- and hit the hostage. You cut the wrong wire and the
- bomb exploded. And when reminded of that bad choice,
- you become paralyzed, afraid of being wrong again.
- Sadly, in Fate most of the immediate choices you're
- going to face are life and death.
- The Storyteller decides when a character might
- hesitate when confronted by an important decision that
- must be made instantly. The circumstances are usually
- reminiscent of past events - the monster looks like the
- killer from before, or the crowded streets remind him of
- being mugged, etc.
- To determine whether Indecision kicks in a
- scene, the Storyteller rolls the character's WILL x2. If
- he fails to accrue at least two success levels, he does not
- roll for Initiative and his Combat Reflexes are knocked
- offline for the scene (about 10 minutes). If in combat,
- he just goes on his DEX + Alertness. Until he snaps
- out of it, he cannot coordinate his activities with others,
- advise others on what to do, etc. as he is wracked with
- conflicting ideas of how to proceed and tormented by
- how his previous call went so wrong.
- Spending a Luck point will allow a person to
- snap out of it for a scene, and a person can spend a
- Luck point to snap out of it if something happens to
- rouse them out of their recollections. This Flaw does not
- prevent a person from making mundane, ordinary
- decisions, like Chinese or Italian, or whether to make a
- sharp turn while driving (unless something happens to
- Chapter Two: "Harmony of Dissonance" /"Fukyo no Senritsu" 039
- remind him of what happened before.) He can also
- make long range plans and carry them out as long as he
- isn't reminded of what happened during the action scene.
- Infectious Touch (3, Supernatural Perk) - To use this
- power, the demon must first make physical contact with
- his target. Then his (CON x2) + 3 + the successes of
- his attack roll are matched against his opponent's CON
- (doubled). If the demon wins, the target takes 5 Life
- Points' worth of damage per success on the attack roll.
- The Life Points lost to Infectious Touch return at the
- rate of 1/2 the victim's CON per week, during which
- time the patient will be feverish, nauseous, weak, and
- otherwise miserable. There is a custom version of this
- power that only affects vampires.
- Insomnia (2 pt. Mental Flaw)
- Your character has an extreme amount of difficulty
- sleeping. Your character may even become so sleepdeprived
- he suffers psychotic episodes. In order to sleep
- in any given night, you must make a WILL x 2 roll and
- accrue two successes when your head hits the pillow. If
- you succeed, your character actually sleeps that evening -
- at least as well as he can. If the roll fails, he can not
- sleep that evening. The next day there is a -1 penalty,
- and that penalty carries over to the next night's Will Test
- to sleep. If that fails, the -1 penalty goes up yet another
- step. Once an insomniac goes four straight days without
- sleep, he becomes schizophrenic. Exhaustion-spawned
- schizophrenia includes visual and auditory
- hallucinations in addition to the difficulty penalty. The
- penalties do not stack -4, regardless of how many
- sleepless nights the character has.
- A good night's sleep banishes the penalties, but
- subsequent bouts can begin almost immediately. The
- character can use alcohol or other drugs to treat the
- condition. After a month of game time, the character can
- spend an XP to remove Insomnia and replace it with a 2
- pt. Addiction. Regardless of whether a character has
- levels of Tireless, he must still get at least some sleep
- sometime.
- Internal Clock (1 pt. Perk)
- You have perfect internal timing.
- Internal Compass (1 pt. Perk)
- You are never lost in any area you have been before.
- Once you get your bearings, you will be at a slight
- bonus to navigate in a new area. You may try once per
- area to roll PER + Alertness. 2 successes tells you
- where magnetic north is. This Perk does not work in
- alien dimensions or alternate realities.
- Intolerance (1-2 pt. Mental Flaw)[Class Arrogance]
- Just like any other prejudice but in this case you are
- bigoted about social class. If you’re rich, everything on
- the frontier seems primitive and worthless. If you’re
- poor, anyone with money is a probably a wastrel or a fat
- cat. This drawback shows up as a negative to Social
- interactions with the opposite class equal to the level of
- the drawback. The bracketed Class Arrogance can be
- replaced with other variables, such as a specific type of
- minority, non-humans, etc. The one point version brings
- a -2 to all Social rolls around the particular stressor. At 2
- points, you have to make will checks to not act like
- asshole around the source of your -ism.
- Inversion Impulse (2 or 3 pt. Flaw)
- "This feeling. It's as if my thoughts belong to an entirely
- different person. I can't resist the impulse flowing out of me.
- My mind is growing hazy ... My heart beats heavily, each
- beat telling me to kill. To kill."
- "I am terrified. When I come to, I find I cannot
- remember half the day. During that time, I'm forcing my
- inversion impulse on that child. If this keeps up, it's only a
- matter of time before I completely lose my sanity and turn into
- a beast. I don't even know how much time I have left to
- remain as myself."
- -Excerpt from Tohno Makihisa's personal journals
- If pushed past a certain point, or if introduced
- to the appropriate stimulus, your character's personality
- will undergo a drastic inversion. A loyal member of a
- team will suddenly only care about himself. A chivalrous
- and honorable person will become a back-stabber. Some
- strong point of the character's original personality may
- remain, such as loyalty to a cause or cunning
- intelligence, but even that will undoubtedly be used to ill
- ends. When a person has inverted, they look and act ...
- differently than they did before. This could be
- something as dramatic as Spidey's emo getup in SpiderMan
- 3 or it could just be a different physicality,
- vocabulary, and so on.
- Inversion Impulse can be caused by spiritual
- corruption from an exterior source such as being
- possessed by an evil ghost. It may also be passed along
- inside a character's demonic Bloodline.
- If the character has the 2 point version of this
- Flaw, then he may return to his normal state after an
- Inversion. During the time his personality has Inverted,
- however, the pc is effectively an NPC and his actions are
- governed by the Storyteller. If the person has the 2 point
- Chapter Two: "Harmony of Dissonance" /"Fukyo no Senritsu" 040
- version of this flaw, he may also be calmed and returned
- to normal by the appropriate stimulus.
- At level 3, if your character has an Inversion
- Impulse, he might never return to his base state.
- WILL checks to resist the urge for Inversion
- Impulse are possible, but are at a multiplier equal to the
- Storyteller's choosing. Conviction may add to the
- character's resistance roll.
- Be warned: people with Inversion Impulse are
- often indiscriminately destructive to things and people
- around them. If the player has the three point version of
- this Flaw, he might also gradually suffer Inversion
- Impulse with increasing duration until there is nothing
- left of his original personality. To reflect the effects of
- Inversion Impulse, the Storyteller should pick new a
- new Nature and Demeanor for the PC during an
- episode. Deviant, The Beast, Monster, Plotter, and
- Engine are all appropriate choices. The Storyteller can
- also assign Mental Flaws (Cruelty works) if he chooses.
- with increasing duration until there is nothing left of his
- original personality. To reflect the effects of Inversion
- Impulse, the Storyteller should pick new a new Nature
- and Demeanor for the PC during an episode. Deviant,
- The Beast, Monster, Plotter, and Engine are all
- appropriate choices. The Storyteller can also assign
- Mental Flaws (Cruelty, Antisocial Personality Disorder,
- etc.) if he chooses.
- Test at certain points to stop working, but you must
- accrue enough successes to tear yourself away from the
- project. If you fail, you continue on to the next Phase of
- the process. Enough Phases in sequence will kill your
- character. As this goes on, your character will suffer
- aches, general fatigue, cramps, and muscle pain. Once
- you have gone through as many successive Phases as
- you have CON, your character has a stroke or heart
- attack and dies.
- Limited Use (1-4)
- Your power is limited in some way. If the conditions are
- not so terrible (the guy has to sing or only during the
- day), it's a 1 point drawback. Two or more points if it is
- very limiting. Having to roll over 8 on 3D6 to activate it
- is 1 point. Having to beat 13 on 3D6 to activate it is 2
- points.
- Light Sleeper (1 pt. Perk)
- You wake quickly from nearby commotions.
- Love (2 or 4 pt. Flaw)
- 2: You are in love with someone. If you have to follow
- your heart or your head, roll WILL x 2 at -3.
- 4: Tragic love. You fall for the wrong people, or you
- have epic romantic bad luck.
- Icy (1 or 2 pt. Flaw)
- You show no reaction to anything. Others may consider
- you a cold fish. Once you take this disadvantage, the
- only way to buy it off is with XP. If you take it at level 1,
- you still may show some emotion sometimes (Hisui,
- Agent Scully, and Egon Spengler).
- Ignorant (1 pt. Flaw)
- You tend to miss common cultural references that people
- take for granted, so people tend to think you slow or
- uneducated.
- Immune to Falling / Flight (FSN, 3 or 6 points + var
- Supernatural )
- Your supernatural character can never fall unless he is
- unconscious. If you jump off a building, you'll slowly
- float down to the bottom (at the economical cost of 1
- Mana). If the Servant wants it, he can buy the 6 pt.
- version of this power, which will allow him to fly (3
- Mana for every 12 minutes worth of flight at a
- Movement of 2). The player can buy extra Move ranks
- for Flight with extra quality points, at a rate of 1 point
- per 2 Flight Move.
- Chapter Two: "Harmony of Dissonance" /"Fukyo no Senritsu" 041
- Iron Mind (3 pt. Quality)
- Your character is resistant to all forms of Telepathy and
- some Supernatural Senses as well as spells and powers
- that seek to read or control his thoughts.
- Karoushi (2 pt. Mental Flaw)
- The character is a workaholic who is on his way to
- working himself to death. This develops in salarymen
- and other clerical staff who work in excess of 70 hours a
- week. This Mental Flaw often results in the death of
- the character from overstress and total physical
- exhaustion. The condition occurs in Phases: the
- Storyteller may allow your character a WILL
- Insensitive (1 pt. Flaw)
- You have problems understanding how to gauge other’s
- emotional reactions, and can be rather blunt as a result.
- +2 difficulty to Empathy rolls.
- Mad Skillz (1 per level Perk)
- "Napoleon: What are your mad skills?
- You know, like nunchuck skills, bowhunting skills, computer
- hacking skills... Girls only want boyfriends who have great
- skills."
- -Napoleon Dynamite
- Your character has either received excellent training or is
- a natural at certain skills. This perk adds 2 skill points
- per level taken to his skill point pool at character
- generation. 2 skill points earned by taking this level can
- be converted into a Specialization. You can only gett one
- Specialization by taking Mad Skillz, regardless of how
- many levels you have in Mad Skillz.
- Magic Circuit (New Supernatural Quality, 1 pt per
- level)
- This grants you the ability to study and cast
- magic. It is common in supernatural creatures but
- relatively rare in humans. The number of these are
- determined at birth. Circuits are stretched throughout
- the body like nerves and are broken up into core points
- and bypasses that connect these points. The bypasses
- that link the cores are like the synapses of the brain and
- as such if cut or connected hastily, the core will not
- change. Strictly speaking, this core itself is the circuit.
- Also, the actual location of circuits is found in the soul
- rather than in the physical body. That said, the body's
- ability to actually express these is pretty important,
- apparently.
- Lineages do what they can to tamper with their
- blood in order to birth a heir with even just one more
- rank in Magic Circuit. Once opened, these spirit paths
- can be turned on and off at will.
- Trying to increase Magic Circuit rank (with XP
- or through other means) is dangerous because the
- human soul isn't meant to handle that kind of
- modification. Often it is done when the subject is a baby
- and therefore hasn't had time to build up spiritual
- resistance, and the parents will feed the baby crushed
- bone and herbs to force its Magic Circuit to strengthen.
- The eccentric Waver Velvet of the Mage's Association
- has had some luck using training to gradually raise a
- subject's Magic Circuit rank, but his methods are slow -
- assume it takes at least a year of steady effort to raise a
- Magic Circuit by one rank.
- If the players go with Waver Velvet's methods, assume
- that it requires at least a Chapter's worth of concerted
- effort and several extended rolls with a certain threshold
- of successes to overcome.
- If the impatient player characters want to just
- forge ahead and quickly increase their Magic Circuit
- rank, the subject must succeed in a WILL +
- Occultism and accumulate at least three successes. If he
- succeeds, he takes 1D8x2 Lethal damage and his Rank
- increases one step (and his XP is increased accordingly).
- If he fails, then he takes his 1D8 x his own WILL in
- Lethal damage as his system accumulates a massive
- store of Mana and then discharges it (Cruel Storytellers
- can require the invested XP on top of this, but I
- personally wouldn't. Don't tase him bro and then kick
- him while he's down.) If a person died from such an
- attempt, he looks like he was fried by a high amperage,
- high voltage electric current. Magic Circuit rank can
- only be increased one step at a time.
- Having a decent Magic Circuit Rank often
- causes one to manifest a majutsu kokuin, a crest
- representing the person's sophistication as a magus. As
- the wizard family (hopefully) intermarries with families
- that have better Magic Circuit Ranks, the crest becomes
- more ornate and complex. It is not visible to people with
- Banality, but any Supernatural sense or magic detection
- spell will reveal its presence.
- Some of these act as databanks of spells - living,
- portable libraries. In this case, the holder can simulate
- this by spending the points on Occult Library and then
- adding two points per level to have the spells located in
- their crest. Information from this kind of databank can
- be retrieved by the owner if he is in a state of meditation.
- If the family of the mage has interbred with
- other races or species, then they may not be able to
- handle the strain of a crest because of their mixed genes.
- Mages with that in their history should take Old
- Wound as a Flaw, and their pain can be controlled with
- OTC medication.
- If a character without any Magic Circuit casts
- magic, his own nervous system takes the place of the
- normal Magic Circuit - at the expense of his brain and
- nerves. Storytellers can feel free to cause the person to
- lapse into a state of shock or inflict damage if someone is
- foolish enough to try this. 1D6+1 Lethal damage
- (unsoakable of course) X Power Level of the spell
- would be about right. If he doesn't have enough Mana
- to power the spell, then he fails (but still takes half
- damage).
- Transplanting circuits is possible, but carries the
- same risk of transplanting a foreign organ. In order to
- Chapter Two: "Harmony of Dissonance" /"Fukyo no Senritsu" 042
- be considered a mage, a player character must have at
- least a Magic Circuit rank of 2.
- Each level of Magic Circuit grants +3 Mana
- and +1 to the Intelligence + Occultism casting roll for
- a spell. Humans need Magic Circuit Level 4,
- Occultism 3, and Enchanter 1 if they want to build any
- enchanted items. Every 3 ranks in Magic Circuit also
- increase the MP they get back during rest periods by 1
- point.
- The Magic Circuit Perk also provides passive
- resistance against Control spells that are designed to
- affect the victim's behavior, such as sleep and restraint.
- This comes from the paths of the victim's Magic
- Circuit, which are designed to reject Mana that
- originate from outside their own system. The level of
- resistance afforded to only those specific types of spells
- is equal to half the victim's Magic Circuit rank. To put
- it simply, Control type spells are not very effective
- against wizards and mages. This resistance does not
- protect against other types of magical attack, though.
- Caster could still blast a mage with lightning and have it
- be fully effective. The resistance also does not protect
- against abilities (such as Hypnosis [Look into My
- Eyes], psionics such as Telepathy, or any Mental Flaw
- the victim has. Also, if the Control magic was cast by a
- person with Epic Occultism, the victim's passive
- resistance doesn't apply to the Control spell.
- 1 Level of Magic Circuit must be taken if the
- character is to take any levels in Telekinesis and
- Telepathy, and their levels cannot be higher than twice
- the rank in Magic Circuit.
- Several levels of Magic Circuit will be necessary
- to support onboard magical powers like Mystic Eyes,
- etc.
- To donate Mana to your Servant (assuming you
- have one), if you have one, you must have at least Magic
- Circuit 3. If you do not have that, your Servant will not
- be able to use your Mana to replenish its own Mana
- Pool or heal its wounds.
- Manic-Depression (2 pt. Mental Flaw)
- Manic depressives suffer from severe mood swings,
- often resulting from trauma or severe anxiety.
- Characters may be upbeat and confident one moment
- but then pessimistic and lethargic the next.
- Characters with this Flaw are on a hair trigger,
- never knowing when their next mood swing will strike.
- When the character fails a Skill Test, the character must
- make a Will check and accumulate 2 Successes. If the
- character fails the Will check, he immediately lapses into
- depression . If your character is depressed,
- the ST will roll 1D6 or 1D10, and then multiply that
- number by 10 - that's how many minutes your character
- will be affected. During this time, your Luck is also
- temporarily decreased by one. After that state passes,
- you will be obsessively cheerful, energetic, and upbeat
- for as long are you were depressed.
- Manifest Millennium Castle (7 point Perk, only True
- Ancestors with the Rank of Brunestud)
- Your character can manifest the Millennium Castle - a
- feat only the Brunestud can accomplish. As you might
- expect, it's a big house made out of stone. When it is
- summoned, it conforms to the hopes, dreams, and
- expectations of its owner. If the owner is depressed, the
- castle appears as a dismal chateau straight out of Fall of
- the House of Usher. Someone who just read the novel
- Dracula might whip up something very much like
- Brahms Castle. A Disney fan might conjure up
- something tacky and gauche out of the Magic Kingdom.
- The castle is fully visible to other people -
- including those with Banality. Obviously it is best to use
- this power in an undisclosed location, otherwise they'll
- start wondering why they never noticed that singular
- piece of real estate before. Arcueid can use this Perk to
- conjure the embark and disembark from the Millenium
- Castle in various places - allowing her to easily travel
- from place to place on her missions. Within its throne
- room is her resting place, where she rests after her job is
- complete. Lately, however, Arcueid has simply decided
- that staying with Shiki is what she wants to do; perhaps
- this is part of her childish and impulsive personality.
- When it appears the castle is fully furnished, but
- it is not staffed. The True Ancestor who called it up will
- have to make some kind of arrangements for finding
- help that not only will clean the castle, but will also do
- windows. Summoning the Millenium Castle costs 15
- Mana and it can only be done on a night when the light
- of the moon is visible. If the current Lord of the
- Millenium Castle is defeated, it vanishes until it can be
- called again. This is a special type of Marble Phantasm
- that only True Ancestors with the Rank of Brunestud
- are able to perform.
- Marble Phantasm (20 or 35 points)
- As its Japanese name ( /Kuusou
- Gugenka) suggests, this power grants the user the power
- to realize a vision or phantasm. It is the power of an
- elemental or True Ancestor to merge their will with
- nature in order to influence probability and transform
- the world around them according to their wishes. As the
- user is a part of nature, he is able to alter the world, but
- Chapter Two: "Harmony of Dissonance" /"Fukyo no Senritsu" 043
- only may accomplish things within the scope of nature.
- A transformation outside of nature, such as
- transforming a human cannot be accomplished unless
- done indirectly.
- In the story, to take on the Big Bad, Roa,
- Arcueid turned layers of the atmosphere in the school
- corridor that sliced him into fine pieces the way a paring
- knife would work a radish. Roa himself was not affected
- directly by the Marble Phantasm, but he had no way to
- avoid being chopped into pieces. The caster can target
- someone with a Marble Phantasm by rolling INT +
- Firearms, and the user's opportunity to dodge is at -5 if
- any successes were rolled on the attack.
- This can also be used to create a dwelling for
- the person to reside in (although it can not be the
- Millenium Castle Brunestud - only Arcueid can
- manage that.) Although it would be created by magic,
- this dwelling would be completely mundane and visible
- to everyone, who might find it odd that suddenly a
- house has appeared on the scene.
- It is worth observing that a Marble Phantasm
- can be used for more than simply hurting a person or
- doing dramatic effects with the lighting. When
- confronted with a seemingly immortal entity, Warachia
- no Yoru, Arcueid learned that he would only exist as
- information until the light of the Crimson Moon shone
- upon his body 1000 years in the future. She then used
- her Marble Phantasm to cause him to be bathed in the
- light of the Crimson Moon, which returned him to a
- permanent mortal body. Warachia, now mortal, was
- dispatched by Shiki using his Mystic Eyes of Death
- Perception ability.
- The cost of a Marble Phantasm depends on
- how much damage a player wants to cause with one. A
- Deadly effect will cause (D8 x10)+ 8 damage and cost
- 20 points. A Massive effect will cause (D8 x10) + 70
- damage and cost 35 points. A Deadly one will cost 12
- MP to use, but a Massive one will cost 25 MP to fire.
- Anytime a Marble Phantasm is used, the user must
- expend 1 Luck point. If the user wants to burn twice the
- normal cost of MP and use two Luck Points, any
- damage this causes will be doubled.
- Master of Unlocking (1 pt. Quality)
- Your character is at +2 to open mechanical locks as long
- as he has the right tools. Electronic locks and Computer
- password cracking rolls receive no extra bonuses from
- this Perk.
- Chapter Two: "Harmony of Dissonance" /"Fukyo no Senritsu" 044
- Medicated (1-5 pt. Flaw)
- "Hey, Akiha. I wanna go back to my room and sleep."
- "No, I won't ask you any more about it, so you have to let me
- treat your injuries. So come this way. I can't help but worry if
- you go to sleep looking like that."
- Your body requires daily medication to stay alive, from
- cholesterol medication (1 pt.) to insulin or worse (5 pts).
- Each level inflicts 1D6 lethal damage you take every 12
- hours when you go a day without your meds.
- Mechanical Genius (supernatural, 2 per level)
- Your character has an innate ability to create, control,
- and modify machines. You may even use the
- Superscience talent to modify items as long as their
- Power Level remains unchanged.
- Level 1 - character repairs things at 2x normal speed, +
- 1 to Technology and Repair skills
- Level 2 - character repairs things at 5x normal speed, +
- 1 to Technology and Repair skills
- Level 3 - character repairs things at 10 x normal speed,
- + 2 to Technology and Repair Skills
- Level 4 - character repairs things at 20x normal speed,
- +2 to Technology and Repair Skills
- Level 5 - character repairs things at 50x normal speed,
- +3 to Technology and Repair Skills
- Level 6 - character repairs things at 100x normal speed,
- +3 to Technology and Repair Skills
- Media Junkie (1 pt. Perk)
- You are a voracious consumer of pop culture. –2
- difficulty to any Social or Research roll involving pop
- culture.
- Megaleap (supernatural, 4/6): Ordinarily, a person rolls
- STR +1D10 or STR + Athletics for a running jump.
- Each success you roll gives you 2 feet vertically or four
- feet horizontally ... but Megaleap replaces the feet part
- of the equation with yards. If the player wants to add on
- 2 more points, multiply his roll x 1.5, and tack on one
- extra foot per success level on the jump roll. Either
- version of this power allows the character can also fall up
- to the point value of this Perk x 15 feet without taking
- damage.
- Megalomania (3 pt. Mental Flaw)
- Characters with this Flaw are obsessed with
- accumulating wealth and power - to triumph over their
- insecurities by becoming the most powerful thing in
- their environment. Arrogance and extreme belief in ones
- abilities are part and parcel of this Flaw, as your
- character is convinced of his own inherent superiority.
- If you have this Flaw, you must rise to the top of power
- and influence by any means necessary. After all, there
- are only two types of people: those without power, and
- undeserving possessors of power who must be stripped
- of it. This belief stretches to everyone, including your
- immediate allies. If the character is using Luck against a
- "competitor", he receives an additional +2 to the total,
- because of his overwhelming sense of superiority.
- Mental Problems (1-3)
- Pick the level of the flaw. Mild is 1 point: your problem
- is controllable and seldom troubles you. Many people
- wouldn't guess you have it.
- Severe (2): People suspect something is wrong with you.
- Deranged (3): If you believe that you will be stopped or
- caught by a major threat, you will control yourself.
- Otherwise, it's time to rock.
- Cowardice: Subtract this from rolls involving Fear.
- You cannot take levels of Conviction if you have this
- Flaw. Over time, you could buy off this Flaw and buy
- levels of Conviction.
- Cruelty: "The scene at the end of the alley is awful.
- People have been torn apart like rag dolls. Their body
- parts like strewn about the area, and the walls are slick
- with blood. How dare she do those kinds of things
- without me!"
- At Cruelty 2, you will torture and harm only those who
- have angered or attacked you. There is no level 3 for
- Cruelty - at that point it becomes a new Flaw: Antisocial
- Personality Disorder.
- Guilt or Shame: an affective state in which one
- experiences remorse and conflict at having done
- something, or not having done something. It is
- mediated by the conscience. Freud described it as the
- conflict between the ego and superego. Guilt often leads
- to depression, as the subject beleives they are
- undeserving and thus they are less likely to assert their
- own rights and perogatives.
- As Japan is a shame-based society instead of a
- guilt-based one, there is more of a sense of etiquette
- instead of Western ethics. Shame differs from guilt: in
- guilt, the person feels bad because of something done or
- not done. Shame is felt when the person believes
- something is wrong with them. In your tabletop games,
- the first level of guilt can be taken for low-level cases,
- which will allow the person to continue working and
- living. Past level 1, they must take another Mental Flaw
- such as Depression to go along with Guilt (real-life
- examples include survivor's guilt).
- Chapter Two: "Harmony of Dissonance" /"Fukyo no Senritsu" 045
- There is also a type of advanced shame called Toxic
- Shame, which must be taken at the 2nd or 3rd level.
- Toxic Shame is induced within children during child
- abuse. Incest or other types of child sexual abuse cause
- Toxic Shame. Victims dissociate the shame until it is
- possible to come with it, and Toxic Shame often creates
- severe trauma. Toxic Shame often is expressed with
- control, perfectionism, contempt, criticism, blame, envy,
- judgment, power, numbness, and rage. It may also
- require the sufferer to cover it up with
- addictions, rigid roles, reenactment, and other ego
- defenses. Toxic Shame is also associated with torture.
- Delusions: You believe things that are not true.
- Obsession: You'd do anything to attain your goal.
- Paranoia: You are annoying and frightening to be
- around.
- Phobia: Deducts value from Fear test in situations
- involving the offending thing.
- Recklessness: You don't look before you leap. You are
- the poster child for impulsiveness.
- Zealot: You are a fanatic, and you will sacrifice
- anything for your ideals. You'll defy the law if it conflicts
- with your objectives.
- Mouth from Beyond (4 pt Perk, supernatural) - The
- demon may swallow objects as large as a medium-sized
- dog or a small person (anything as wide around as the
- demon's head, basically). If the target isn't dead when he
- is swallowed, he'll suffocate if he can't get out. The
- demon will digest the creature , and non-edible parts
- (glasses, fillings, bones, shoes) will be eliminated
- normally. To eat the target, the demon rolls CON +
- Athletics to attack. Once inside, the target is suffocating.
- If he has natural weaponry, he can cut himself free. If
- the demon loses more than half his Life Points from
- those attacks, the target cuts a hole in his stomach big
- enough to crawl away from. This can be taken by giant
- creatures such as dragons and the like, which would
- allow them to swallow people whole.
- Minority (1 point Flaw, or 2 points for combos)
- Motion Sickness (1 pt. Flaw)
- You become queasy and nauseous easily on boats, cars,
- and the like. +2 difficulty to all actions when your
- sickness comes into play.
- Misfit (2 pt. Flaw)
- "You don't understand yourself very well. You are a very kind
- person, but at the same time you are very cold. You make no
- distinction between people. You don't have anyone you feel that
- you like the most, no matter if you hate or like them. You like
- and forgive everyone. That is very cruel to those who want to
- be closest to you. For you, everyone is the same. "
- -Yumizuka Satsuki
- You have a -2 penalty to Influence rolls and
- automatically attract cruel and abusive people.
- Multiple Personalities (3 pt. Mental Flaw)
- With this, the character's identity fragments and he
- becomes a different person - to deny his trauma, or place
- the blame on "someone else". A person in a desperate
- situation might become a tough survivor, or become a
- murderer to deny his powerlessness. Each personality is
- unaware of the others, and they appear in response to
- specific situations.
- The Storyteller decides how many personalities
- you have, what kind of alternates you have, and the
- situations that trigger their appearance. Each personality
- has a connection to the trauma which originated it. If
- the Storyteller wishes it, they may have slightly different
- ratings in certain Skills.
- Murphy's Law (2 pt. Flaw)
- You have bad breaks all your life. Once per day, the ST
- can subtract ten from the roll of an important roll you
- make.
- Mystic Eyes of Death Perception (5, supernatural )
- Your character's vision incorporates a vision of the
- Akashik Record of an object into its normal view. As a
- result, your character can "cut along the lines" of an
- objects' Karmic path, inflicting great damage to it. Even
- Immortal and targets with the Unique Kill perks can be
- permanently destroyed with this talent.
- Damage done with this power is lethal, as the
- character must use a knife or sword to cut along the
- path. It requires a Called Shot at -4, but damage done is
- x6.66 and compared against the targets hit points. If
- they are greater than the targets' Life Points, then the
- target falls apart into chunks like cut sashimi. Vampires
- are instantly dusted. If the total is not greater than the
- target's Life Points, then the target is not instantly killed
- and only suffers x2 aggravated damage. Even if they
- survive the attack, foes will instantly recognize the
- severity of their situation.
- Objects are not immune to this power either,
- and the character can cut through things like steel doors
- as if they was a sheet of paper. Locks on doors quickly
- will become a non-issue. Note that this does not allow
- the character to cut objects in any location.
- Chapter Two: "Harmony of Dissonance" /"Fukyo no Senritsu" 046
- The patterns created by the Akashik Records are
- randomly distributed; the character must find a glowing
- line and cut across it or stab a point to use the
- power.With this power, things like zombies and ghouls
- are instantly identifiable because their spiritual signature
- is distinctly different from that of a living human.
- If the character also has Chiurgery, he can
- accomplish medical miracles - curing AIDS, cancer, etc.
- by destroying the astral form of the disease by cutting
- along the right Karmic path. Even magickal diseases
- can be defeated thusly. The Storyteller determines how
- many success levels will be necessary to accomplish the
- task, and how many Phases it will take for the Extended
- Test to be finished. The character must use his Mystic
- Eyes during this entire time (check for damage if he is a
- human being), and every success level above the
- minimum required reduces the severity of the Physical
- Flaw by one level. Generally speaking, curing the Flaw
- requires first as many successes as the the Flaw's value
- in points to "lock into" the Flaw , and then additional
- successes cause it to be reduced by one level. If the Flaw
- is reduced to zero or negative points in terms of value, it
- is eliminated fromt he subject. If the healer fumbles, he
- slips and cuts along the lines of death in the subject,
- causing his weapon damage x 6.66 in Lethal damage to
- the subject. If the healer expires before the operation is
- complete, check how many successes he rolled. He may
- have been able to at least reduce the Flaw's severity.
- This Mystic Eyes of Instant Death power is
- superhumanly strong, and potentially lethal to humans
- who have it. It requires at least a Magic Circuit rating of
- 3 to support itself. Every time the character uses the
- Mystic Eyes of Death Perception, he must make a
- CON roll. If he fails, he suffers between 2-4 d3 in
- Lethal damage. If he fumbles, he might suffer a heart
- attack, stroke, or aneurysm. He might also have to make
- Fear Tests. If those go badly, he might develop Madness
- Points and Inversion Impulse.
- Mystic Eyes (Variable cost Supernatural Perk)
- These do not merely obtain information from the
- external world, but can affect it also. The color the eyes
- shine when they are used determines the designation of
- the eyes. Normal mystic eyes are red or green. Using
- them requires the expenditure of Quality Cost -2 in
- MP per use. If the ability can be used continuously on
- the same subject, the user must pay that MP amount
- each round it is used. Mystic eyes can be artificially
- gained through chainging one's eyes in a process similiar
- to lineage crests. Due to their concealability and power,
- they are also symbols of a first-class magus.
- Artificially-limited eyes are limited to
- Charm ( - Miwaku). The user matches his
- WILL + Magic Circuit against the victim's opposed
- WILL x2 +(Magic Circuit x2). If the target loses, he
- comes to think of the other person as a friend, confidant,
- and even possible lover (if the gazer is of the appropriate
- sex). If used against another mage, the other mage gets
- to resist with his WILL x2 + Magic Circuit. 6 points.
- Whisper [Suggestions] ( - Anji). The user
- matches his WILL + Magic Circuit against the
- victim's opposed WILL+ (Magic Circuitx2). If the
- target loses, he will obey the next command uttered by
- the magus without question. If it is not in his selfinterests
- or suicidal, he gets another WILL x 2 check to
- resist. 12 points.
- Jougan ( ). Seeing what cannot be seen. These do
- not require the expenditure of MP to use. These can be
- simulated with Nanjin Adept, Telepathy, Mystic Eyes of
- Instant Death, Supernatural Senses, etc.
- Binding ( - Sokubaku). The user matches his
- WILL + Magic Circuit against the victim's opposed
- WILL x2. If the target loses, he can not move until he
- beats the success levels of the Binding (trying with his
- WILL x 2 once per round). 12 points.
- Coercion ( - Kyousei). Works like Whisper, but
- the domination is longer-lasting. The user matches his
- WILL + 3 + Magic Circuit against the victim's
- WILL x2. If the victim fails, he most comply. This
- cycle continues until the user can beat the user with a
- resisted Will x2 vs Will + Magic Circuit contest.
- Dangerous commands and reprehensible ones allow the
- victim to resist with a bonus (+1 to + 3). 20 points.
- Illusion ( - Genkaku). The user matches his
- WILL + Magic Circuit against the victim's opposed
- WILL x2. If the target loses, he is plunged into an
- illusory world defined by the user. The user could
- render himself invisible or appear as someone or
- something else to the victim. 10 points.
- Flame ( - Enshou). The user rolls his WILL
- Chapter Two: "Harmony of Dissonance" /"Fukyo no Senritsu" 047
- is greater). Thus a WILL 4 mage with Magic Circuit
- Rank 4 who rolled 4 success levels would cause sixteen
- points of fire damage. 7 points.
- Jinx ( - Kyouun). This curse-type power requires
- the user to match his WILL + Magic Circuit against
- the victim's WILL + Magic Circuit. If the user wins,
- every two success levels of the attack cause the victim to
- gain 1 level of Anti-Luck. This Anti-Luck is temporary,
- and is gone after being expended by the Storyteller at a
- time of his choosing. This can only be used on the same
- target once per day. 10 points.
- Contract ( - Keiyaku). These eyes allow the user
- to enter into contracts with unaligned supernatural
- beings. Instead of a lengthy process of signing Blood
- Contracts, etc., the two can do business with a simple
- handshake. The Contract Eyes also give the user + 2 to
- all his rolls for negotiation with his client. 7 points.
- Petrification ( - Sekika). These are only found in
- beings from the age of gods and holy spirits. The user
- matches his WILL + Magic Circuit against the victim,
- who resists with his WILL x2 + (1/2 his Magic
- Circuit). If he fails, he turns into a stone statue. If he
- resists, he is at -1 to STR and DEX for one scene. This
- can only be used on the same target once per day. 30
- points.
- Distortion/Torture ( - Waikyoku). This creates
- an axis of revolution around a target. Unlike many
- Mystic Eyes, using this requires the user to "aim" (Will
- + Firearms) at the target. If the target fails to get out of
- the way (he can Dodge, but is at -5 unless he has
- supernatural senses to see the attack), he is struck by a
- magical spiral and then twisted around. For each success
- level of the attack, the victim takes (1 x user's WILL +
- [1/2 Magic Circuit] ) in Lethal damage as his body
- twists, contorts, and rotates. Limbs can be broken and
- torn off, backs broken, necks snapped, etc. The victims
- of this attack are often splattered across the landscape.
- Once the user connects with an attack, he can keep
- expending the same amount of MP each round to "play"
- with his catch. This attack will also damage regular
- matter. If the user spends a Luck roll to boost this power,
- he can double the amount of damage he does with his
- success levels. A variant of this power, Refraction, can
- be used to alter the trajectory of projectile weapons. 15
- points.
- Nanjin Adept (4 or 8 pt. Supernatural quality)
- This gift allows the owner to "see with the heart",
- allowing him to avoid over-reliance on his eyes for
- seeing his environment. It is impossible to blindside a
- Nanjin Adept, as they have 360 degree "vision". Nanjin
- Adepts are immune to the effects of invisibility and
- darkness. They also gain +2 to all rolls involving
- Perception. They also receive 3 levels of Combat
- Reflexes (a fun +6 to Initiative rolls). Nanjin adepts
- also add +2 to their Brawl and Melee skills. If
- combined with the Blind Flaw, a Nanjin Adept can see a
- monochromatic world (though reading and close visual
- work are impossible). In a fast-paced combat, an
- immobile vampire would be invisible to a blind Nanjin
- Adept (no body heat, no heartbeat, no movement). The
- 4 point version of this power grants 360 vision, the +2
- to Perception rolls, and immunity to invisibility and
- darkness, but does not give Combat Reflexes or increase
- combat skills.
- Narcolepsy (2 pt. Mental Flaw)
- Even at very inconvenient times, you have difficulty
- avoiding sleep. Every CON x2 + 6 minutes, you must
- make a CON test (with mods as the Storyteller decides)
- to stay awake if you are doing something that does not
- require you to be attentive or active, such as guard duty,
- driving for a long time, or listening to a boring lecture.
- Natural Armor (supernatural, 1 pt. per level)
- Your character subtracts this power's value from any
- damage he takes. The damage is reduced before any
- modifiers such as Lethal are taken into account.
- Natural Born Killer (10 points, Supernatural)
- Instead of getting your violent tendencies through a
- Bloodline, your darkness is inborn. This is the
- advantage built for assassins such as the Nanaya clan.
- Natural Born Killers begin with 2 levels of Hard to Kill,
- + 3 points to split between DEX and STR, at least 2
- levels of Focused Damage, and at least 3 levels of
- Combat Reflexes. During generation they must also
- allocate five skill points between Melee and Dodge.
- Frequently Natural Born Killers begin play with the
- Impulse Inversion Flaw. NBKs also do not often get
- along well with "unnatural" beings, and if the Impulse
- Inversion Flaw kicks in while they are around one, they
- intuitively know what they have to do.
- The Supernatural Form Flaw could be picked
- could be picked with this Perk; if the player does so, the
- pc has another side to himself that is stronger, faster,
- tougher, and far more violent.
- Chapter Two: "Harmony of Dissonance" /"Fukyo no Senritsu" 048
- Other optional and relevant Flaws and Perks include
- Mental Problems, additional levels of Hard To Kill,
- Natural Toughness, Secret, and Natural Runner.
- Natural Born Leader (1 pt. Perk)
- You have a knack for helping and inspiring others, and
- people look to you in a crisis. You are able to motivate
- those around you and encourage them to do what needs
- to be done. Once per game session you can give
- someone else a +10 to any one test. Best of all this can
- be done after the roll has been made. This costs the
- Leader a turn, and he must explain what he is doing to
- help or lead the other player along.
- Natural Runner (1 -3 pt. Perk)
- You enjoy running, therefore you’re in good shape. Add
- +1 to your Move per level bought. Before a monster
- can purchase levels in Unnatural Runner, it must
- purchase all three levels of this Perk.
- Natural Toughness (2 point quality)
- Four points of natural armor vs Bashing attacks.
- Natural Weapon (1-8 point quality)
- Think horns, barbs, fangs, tentacles, movable hair, or
- claws. If it does Bashing instead of Lethal damage,
- reduce the cost by 1 point. If it is retractable, increase
- the cost by one point. If it is detachable and throwable
- or launchable instead, multiply its cost by two.
- They have normal thrown or pistol ranges. If
- they can be used like a rifle, attack damage is halved
- before being modified.
- Use the appropriate maneuver. Claws would use
- Brawl (Punch), Horns would use Brawl (Head Butt),
- and serrated shins would be Brawl (Kick).
- Small weapon: 1D4 x STR.
- Medium: 1D6 x STR.
- Large: 1D8 x STR.
- Huge : 1D10 x STR.
- Negotiator ( 1 pt. Perk)
- Your character is good at helping resolve things by
- sounding out situations and analyzing problems with the
- cooperation of others. He can reroll an Influence test
- while in a critical or diplomatic situation.
- Nervous Condition (2 pt. Mental Flaw)
- Your soul has been scarred by trauma. The damage
- manifests as physical ailments that impact your life daily.
- You suffer nervous tension and muscle tremors that
- affect routine tasts. Your hands and feet tremble almost
- constantly, and shake even faster when you experience
- stress. All DEX-based skills are at -1 in these situations,
- but in extremely stressful situations, they are at -2. You
- also suffer a -1 penalty to Fear Saves.
- No Natural Mana Recovery (2 or 3)
- Your character will not regenerate Mana on his own. If
- the character has the 2 pt. version of this Flaw, he can
- recover 1D6 Mana from either the charitable donation
- of Mana from a Magus (a person possessing 2 or more
- points of Magic Circuit) or through killing and/or
- sucking the blood/eating the soul of a sentient being.
- He could also use a spell to absorb Mana from a willing
- or unwilling subject.
- At level 3, the character may only regenerate
- Mana through contributions from a Magus. If the
- character has the Honorable flaw, he will not kill others
- to regain Mana and thus may be even more dependent
- upon the Magus.
- No Natural Healing (Supernatural, 4 Pt. Flaw)
- Sadly you do not have any way to biologically recover
- from damage you take. As a result, wounds you take are
- there to stay unless you are undead or a robot. If you are
- undead, you can use the blood you steal (in Life Points
- stolen with Blood Suck) to heal your own Life Points at
- a 3:1 conversion rate. You may also use Plunder if you
- have it. If you are a robot, other people can use Repair
- and Technology to recover 2 Life Points per Success
- Level on their repair rolls (but they must have an INT
- of 4). Unfortunately, examples of advanced technology
- like robots require expensive parts: every 5 Life Points
- restored to a robot requires an investment of 1D6 x $20 .
- Non-Confrontational (1 pt. Flaw)
- You have a hard time bringing up difficult subjects with
- others, and avoid fights. +2 difficulty to any roll that
- involves debating or arguing with someone normally
- friendly with you.
- Odd Feature (Variable Flaw, 1 pt. per Feature)
- There's something about you that doesn't look right.
- You might have elf ears, eyes that are an unusual color
- (neon blue or red), eyes that don't have visible pupils,
- anime hair, etc. These can be concealed with effort, but
- they are inconvenient to have. They will certainly attract
- the attention of onlookers. This is a Flaw, not a Perk. It
- does not bestow any benefit whatsoever. If you got small
- horns from this Flaw, you could not use them to do
- extra damage with a Head Butt.
- Chapter Two: "Harmony of Dissonance" /"Fukyo no Senritsu" 049
- Obligation (variable)
- First off, the nature of the relationship between the
- group and the character can determine the point value of
- the Flaw.
- 1 point: obey the dictates of your group, don't betray the
- members. You can walk anytime you want.
- 2 points: you must risk yourself for the group, and must
- go above the basic precepts of membership.
- 3: The organization is more important than your
- character. You are on call all the time. Disobedience is
- severely punished by imprisonment or death.
- 4: You are totally devoted to the group. You must die for
- the organization if asked. Missions are extremely
- hazardous. Servants begin play with this because of their
- duty to fight in the Grail War , the Complementarity
- they share with their Masters, and the fact that they
- must obey their master no matter what if he sacrifices a
- point of his Command Seal.
- Obligation can also represent the amount of time
- consumed by the organization:
- A Nine-To-Fiver usually has Obligation 1 - it's a
- regular job.
- Soldiers have Obligation 2, as the job is their life and
- they are on-call 24/7.
- If Soldiers are deployed into a combat zone, that
- Obligation rises to 3. There is no
- break from the job.
- A Government Agent or a Cop has Obligation 1, as
- they can go home at the end of the day.
- A Government Agent working as a Spy has
- Obligation 2, but a NOC or Deep Cover operative
- would have Obligation 3.
- Students and Teachers have Obligation 1, as what they
- have is just another job.
- Battle Clerics would have Obligation 3, for what they do
- is a Calling and a way of life, not a
- mere job.
- Most National Guardsmen would have Obligation 1
- even though they're on-call. In theory, they only need to
- respond to emergencies.
- To reflect the fact that people have multiple duties,
- characters can take Obligation more than once.
- However, they may not have more than 4 points total in
- Obligation, as they can only spend 24 hours out of a
- given day. If the character has 1 points of obligation, the
- job consumes 30 or so hours per week. 2 points brings
- that total up to 50. If virtually all of the character's time
- is being used, it's worth 3 points.
- Occult Library (Varies)
- This Perk allows your character to have access to a
- valuable collection of books on the occult. Within them,
- he can find spells and information on magic and
- monsters. The level bought determines how good the
- Occult Library is.
- Point Value
- 1: You have one book on the occult. It might have some
- spells. Research rolls at the
- library are at -3.
- 2: Several books on various subjects. It has some spells.
- It gives no bonus to research rolls.
- 3: You have a good collection including some rare
- tomes. +1 bonus to all research rolls.You have quite a
- few spells in the books.
- 5: Monster research rolls are at +2. Any number of
- spells can be found there. You must have an Occultism
- of at least 3 to assemble the library.
- 7: Monster research rolls are at +4. Any number of
- spells can be found there. You must have an Occultism
- of at least 6 to assemble the library. This Occult Library
- can only be found in specialized organizations. Putting
- together a collection of this size grants at least Adversary
- 2 to its owner, as others will come to steal it.
- Obsessive/Compulsive (1/2/3 Mental Flaw)
- Guilt, trauma, and inner conflict forces the character to
- focus attention on repetitive behavior and actions.
- Obsession relates to the desire to control the
- environnment - keeping clean, keeping an area silent, or
- keeping away undesirables. Compulsions are actions or a
- set of actions that individuals do to soothe their anxiety:
- placing everything In Order, checking their gun to
- make sure it is loaded, or praying every few hours.
- Chapter Two: "Harmony of Dissonance" /"Fukyo no Senritsu" 050
- Characters with Obsessive/Compulsive must make Will
- checks to avoid engaging in the behavior - they believe
- they must act in keeping with this illness, to the
- exclusion of all else. They'll even follow this flaw when it
- would be suicidal to do so (such as an action scene).
- Characters who fail their WILL save and want to avoid
- giving in to the behavior can spend a Luck point to
- refrain from it for WILL x 3 minutes (or 10 minutes,
- whichever is greater). If a character is forcibly restrained
- and prevented from acting out his Ob/Con, he'll attack
- whoever is restraining him.
- Old Injury (1 or 2 pt. Flaw)
- Your body was hurt long ago, and you feel the pain. +2
- difficulty to Athletics rolls. The 1 point version of this
- disadvantage only gives +1 difficulty to Athletics and
- flares up when the Storyteller decides it will.
- Old Soul (2 pt. Perk)
- Despite whatever biological age you are, you're far more
- mature than others might assume. You
- may add 3 more points to your Skill pool during
- character generation. This is a required Perk to pick up
- if you want to play the sorts of mature children you see
- in anime shows. Note that there may be some raised
- eyebrows if your Campus Detective busts out with some
- Sherlock Holmesian analysis.
- Organization (Variable Perk or Flaw)
- Organizations can be formed using the following rules.
- Organizations are not just mere companies, they
- must have a connection to the larger game world.
- Examples of Organizations are covens, demon cults,
- hierarchical orders, personality cults, questors, groups
- based on mutal aid, religious orders, and monsterhunting
- associations. The player must always ask the
- Storyteller if he can join an Organization. While the
- Organization's Perks are shared by the player character
- if he is a member, often Flaws connected to the
- Organization (such as Adversary, Watched, etc.) stay
- with the character even if he quits or is booted out.
- Sometimes the Perks associated with the Organization
- will even revert to their opposites on the character sheet
- if the parting is not a friendly one.
- If the Storyteller is willing, the player can even
- take on just a few of the restrictions in order to gain
- access to a limited amount of Perks. This is still rare,
- and most people try to take on Flaws to prove their
- loyalty. The most apparent example is the status of
- "made man" in the Mafia, wherein the petitioner gains
- full acceptance into the organization upon the taking of
- a life.
- Demon Cults: These are oriented to satisfy the needs of
- a demon or group of demons. In return for sacrifices in
- the form of ritual offerings, the demon or group of
- demons provide Perks to their followers. These Perks
- can include things like Extra Lucky, positive levels of
- Resources, Immortal, and so on. Demon Cults are
- almost without exception designed to promote evil.
- Fortunately their scope is limited, so as long as an
- outsider doesn't do anything to get on the Cult's radar or
- appear to be a viable sacrifice, he's probably ok. Most
- Demon Cults don't want to destroy the world. Instead
- they want to get a lot of stuff and not share.
- Questors: These groups have a particular goal. Often
- they are composed of a wide mix of people and creatures
- with a shared desire. Many Questors are willing to die
- in order to achive the goal - in fact, that is usually the
- primary requirement for membership.
- Hierarchical Orders: Old magical groups (such as the
- Masons) usually take this form. Degrees and secret
- rituals are the norm. They are rigid and exclusionist,
- often uninterested in outsider petitioners.
- Mutual Aid: These organizations play fast and loose,
- with an informal group that likes to work together. This
- group is also likely to have a wide mix of participants.
- Personality Cult: These are like Demon Cults, but with
- a human in charge instead of a demon. Whatever
- weirdness the Cult is up to depends upon its leader.
- Religious Order: This could be a group of Jewish
- Kabbalists, Gnostics, Catholic mages, Taoist sages, or a
- Wiccan coven. Often these are self-contained groups,
- but larger examples exist. Religious Orders may have
- monster-hunters in their midst, and they are their own
- category even though they may overlap with monsterhunting
- groups.
- Monster-Hunting Association: These groups are often,
- but not always, without a unifying religious ideology.
- Instead the group agrees to support each other in
- purging evil monsters from the Earth. In Fate, the
- Church takes the approach of "If you don't have to shoot
- it, recruit it" for the Burial Agency, which places it in
- this category. The Burial Agency comprises not only
- superpowered freaks whose humanity is highly
- questionable (like Ciel), but even includes certain Dead
- Chapter Two: "Harmony of Dissonance" /"Fukyo no Senritsu" 051
- Apostles in its monster-hunting ranks.
- Determining the Point Cost for an Organization
- is done by adding up the Perks it bestows access to and
- then subtracting the value of the Flaws it requires its
- members to shoulder. See the following page for
- examples.
- Organization Perks:
- Levels in Occult Library [As long as the member toes
- the party line, he can read the group archives],
- Regular Perk or Supernatural Perk (Suggestions
- include Extra Lucky, Rank, Dual Nature, Emotional
- Anchor, Forgettable, Resources, Fake Past, Immortal,
- etc.)
- Regular Flaw or Supernatural Flaw (Suggestions
- include Adversary, Watched,
- Complimentarity, Negative Levels of Resources,
- Inversion Impulse, etc.)
- Organization-Specific Perks include:
- Tutor [members get time with a teacher, who can teach
- them spells or instruct them in a particular Skill](1),
- Group Spellcasting (members will help each other cast
- magick) (1),
- Organization-Specific Flaws include:
- Must Help Members in Trouble (-1), Obey the
- Leader(s) (-1), Cannot Leave Without Permission (-1),
- You Can't Leave the Mafia (-2), Members Must
- Perform Criminal Acts (-1), Strictures (-1 per 2
- requirements), Must Perform Human Sacrifices (-3),
- Obligation [varies]
- Paranoia (2 or 3 pt. Mental Flaw)
- The player character's misery and insecurity stem from
- persecution and hostility. Paranoids build extensive
- persecution complexes which manifest in intricate
- conspiracy theories. These theories explain who
- torments them and why. Someone who is perceived to be
- one of or an agent of THEM may suffer violence from
- the paranoid character.
- Obviously, being paranoid about vampires and
- other walking dead does not mean your character has
- this flaw. Only by taking that fear and "kicking it up a
- notch - BAM" grants it . The new obsession will force
- the character to sacrifice everything he has and everyone
- he knows to fight THEM. Any cost of human lives is
- worth it - the chance to strike against THEM must be
- taken.
- Paranoids suffer during Social rolls: their
- difficulty increases by at least one. If your character
- has Paranoia, he is distrustful of everyone - even his
- friends. A tiny hint of suspicion provokes a Will check,
- with difficulties relative to the degree of the behavior.
- Post-Traumatic Stress Disorder (3 pt. Mental Flaw)
- Your character has gone through a tremendous ordeal,
- and sometimes flashes back to a scene in the past where
- something momentous occured. It does not only exist in
- soldiers - other stressors such as sexual abuse may also
- create this Mental Flaw.
- It is very likely to affflict characters who witness
- horrible things or suffer terrible losses. It cases a person
- to experience the stressor over and over again. The
- flashback is triggered by a common stimulus. A veteran
- might relive a firefight when the transformer for his
- street explode. Someone who was tied to a chair and
- tortured might flash back if he sits down in a recliner.
- Singed hair would trigger a person who watched his
- friend burn to death.
- If a trigger appears, the sufferer must roll
- WILL x 2. If he fails to accrue a success level, he recalls
- the event (the player can spend Luck to avoid the
- flashback). During this time, he reacts as if the event
- were happening in real time. A veteran might dive for
- cover. A torture victim might writhe in agony. While
- living through the memory, the character cannot do
- anything to invalidate it, and thus he cannot use an
- object he has now he didn't have then.
- A flashback lasts for either a few seconds or up
- to 10 minutes, depending on how traumatic the original
- event was. If one of your teammates is there, he can try
- to help you snap out of it. Your character will get one
- extra WILL roll to snap out of it.
- Chapter Two: "Harmony of Dissonance" /"Fukyo no Senritsu" 052
- Chapter Two: "Harmony of Dissonance" /"Fukyo no Senritsu" 053
- Physical Disability (Flaw)
- Blind (8): All vision-based skills are at -4. Perception +
- Alertness + Acute Sense (Hearing) to find others by
- sound.
- Missing Hand (2): -3 to all rolls involving two hands to
- manipulate something. Prosthetics can halve these
- penalties, reducing the flaw cost to 1.
- Missing Leg or Foot (3): Your movement is 1/3rd
- normal. Combat is at -2. Prosthetics can halve these
- penalties, reducing the flaw cost to 1.
- Missing Arms (4): You have no arms. You cannot use
- tools.
- Missing Legs (4): Sans a wheelchair, you must crawl or
- roll on the ground.
- Quadriplegic (8): Your arms and legs do not work. A
- motorized wheelchair can be used.
- Plunder (10 pt. demon ability)
- This grants the power to share and steal life energy
- (Life Points) from other beings. The energy can be used
- to restore the demon's own Life Points at a 2:1
- conversion rate. The energy unfortunately cannot be
- stored for long, and must be used as soon as it is taken.
- A Plunder attack requires a successful Brawl attack, but
- can be performed at a distance through tentacles and the
- like. Once it hits, it steals (demon's WILL + 2) Hit
- points from the target per success level on the attack
- roll, and half of those are added to the demon's total.
- This attack does Lethal damage.
- If the demon is glutted or does not need the life, he can
- also just "burn" the target with this power and allow the
- stolen energy to dissipate immediately. Such attacks do
- WILL + 3 damage instead.
- Demons can use this ability even if they are
- ''full", metaphysically stuffing themselves and
- tormenting their prey. This attack will do full damage
- against the undead, though their life essence is less than
- palatable and cannot be used by the demon or halfdemon
- to regain its lost Life Points. When this attack is
- being used, the demon's nature manifests itself (hair and
- eye color changing, fangs extruding, etc.) The nature of
- the attack changes upon who wields it, and the special
- effects involved vary as well. Akiha's hair turned red and
- extended like wispy tentacles towards her opponent, who
- said he lost "heat" even though he seemed to be burning
- (continued on the adjacent column).
- In truth the loss of heat caused instant freezing and
- vaporization, making the tissues look burned. Other
- characters might manifest this power in other ways. If
- the character adds an extra Quality point, he can
- increase the range for this power by one square. He can
- keep doing so to increase the maximum range of the
- attack.
- If the demon PC wants to be able to grab a
- target and keep Plundering it, the ability costs 15 points.
- As long as the demon is touching the target, the target
- can still be Plundered. The demon PC still has to roll
- for an attack to yield success levels and reveal how many
- Life Points are being removed from the target.
- This stolen life cannot be used to heal beings
- other than the Plunderer. Such manipulation of life
- energy is the parlance of the Synchronizers.
- Puppet (3-point Perk)
- Dolls being enchanted to come alive or people turning
- into inanimate anthropomorphic objects may sound like
- an odd event, but it can happen. Poor cursed souls can
- turn into anything from Ventriloquist Dummies to Felt
- and Foam puppets. This Quality also works for people
- who find their spirits trapped in small stone statues,
- Chucky dolls, porcelain dolls, department store
- mannequins, voodoo dolls, or carven wooden tiki .
- Basically any inanimate object that has a human shape
- can use this quality.
- The Puppet quality is in many ways similar to
- the Robot quality, as both determine their life points
- normally but do not heal damage on their own like
- normal creatures. Either an Art and Crafts or Repair
- roll is required to mend a Puppet after it is damaged.
- Each success level in an Art and Crafts or Repair +
- Intelligence roll restores one Life Point per Constitution
- level; each repair attempt takes one hour. When a
- Puppet falls “unconscious” the puppet is inactive until it
- makes its own roll to recover consciousness.Puppets can
- be killed normally if they take enough damage as per
- normal death checks. If the player wants to play a
- Puppet that heals, he can take the Regeneration Perk.
- On the brighter side Puppets take damage in a
- different way then normal folks: bash damage does little
- to a sock puppet, bullets and knives mean little if your
- internal organs are made of foam or wood, and even
- severed limbs (or Noses) can be reattached or sewn back
- on. As a result Puppets have Reduced Damage (All)
- Level 1 and Natural Toughness. They’re also Immortal
- (0), but they're also puppets so it’s a trade off. The tastes
- and personality of a Living Doll tend to influence its
- behavior in this regardThe dolls tend to also wear
- clothes in the same style that their designers saw fit to
- equip them with. As these dolls do not sweat, nor need
- to excrete (unless they have eaten something), their
- clothes last for a long time. It is likely that most of them
- are also immune to poisons, whether injected, inhaled,
- or swallowed.
- [lol sleep]
- Small puppets have STR -2 because of their
- small size, but can take levels of Mega Attribute
- (Strength) to buy this off. Their small size also makes it
- harder for them to open doors or climb into chairs on
- their own. The point value of Puppet can be increased
- by Unique Kill, Natural Armor, etc. Puppets that have
- been around for a while have Age. Puppets also have -2
- Attractiveness, but can offset that buy buying 2 levels of
- Attractiveness to bring the value to zero. All Puppets are
- at -1 to Willpower rolls to avoid intense emotion.
- Experienced Puppets will no doubt have a suite of
- supernatural powers.
- Puppets can be enchanted with the Create
- Living Doll spell, detailed below:
- Create Living Doll
- Very Lengthy Ritual (Several Hours) (-2)
- Scope One Target (+1)
- Duration Permanent (+3)
- Difficult Use (-1)
- Conjuring (Severe [Create an Artificial Spirit]) (+2)
- Transforming (Strengthen Base Materials) (+3)
- Create Living Doll is a Level 7 spell unless the
- caster has an Art (Crafting Dolls) skill of 10 or better, in
- which case the spell is only Level 4. Transforming a
- normal creature into a Living Doll is possible,
- but is always level 7. Oh, and
- imprisoning someone within a small
- doll body? Pretty evil.
- The Living Doll created by the spell is freewilled,
- but if the soul of an evil creature was used to
- create the doll, or if an evil creature was transformed
- into a doll, then the resulting doll is guaranteed to be
- 100% evil. Funny, that.
- Pyrokinesis (3 pt. quality)
- Your character can use his psychic powers to set things
- on fire. Roll Will + Pyrokinesis levels. Each success
- level does his Willpower x1 in damage. Thus a person
- with 7 WILL who rolls 3 successes will do 21 points of
- Lethal damage.
- Flammable objects only require 3 or fewer
- points of burning damage to catch fire. Dry wood
- requires 5 or 6 points. Clothing or wooden furniture
- requires ten or more points. Synthetic furniture requires
- 20 points. Used on a human, this power does damage
- and sets his clothes on fire. Once it is on fire, it
- continues burning unless something exhausts the flames.
- Psychic Visions (1 pt. Quality or 3 pt. Flaw)
- Your character can see the future in visions or dreams.
- Interpreting the visions may be very difficult. The
- Storyteller should cloak the dreams in allegory and
- metaphor. Think Twin Peaks and you're good. If you
- have no control over this, it only costs 1 point. Having
- Complementarity is different; look up that power if you
- have any questions.
- At 3 points, you've supercharged this power,
- directly linking your mind to the Akashik Records. This
- is excruciating and when the visions come (which they
- do with increased regularity), it causes you to collapse
- for at least four rounds, during which time you cannot
- do much other than writhe in agony. Humans with this
- level of the power will eventually die from it.
- Psychometry (4 pt. Quality)
- Your character can sense energies others leave behind
- when they touch an object. To "read" an object, you'll
- have to roll Perception + Alertness. The result depends
- on the roll and the history of the object being touched.
- Successes Result
- 1 Feels the strongest emotion of the holder in the
- past (one day or less). Gets a quick glance of the villain
- (no full-face views) and some passing detail of
- him/her/it (shoes, perfume, etc.)
- 2 Can read up to a week before. Visions are more
- precise, and if they are frightening, require a Fear Test.
- Reveals hints about the uses or powers of a supernatural
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- item.
- 3 Can read up to a month before. Can detect
- more than one wielder /owner. Events of extreme
- emotional intensity will always be remembered. This
- could be used to reveal a knife was used to make a
- human sacrifice 20 or 3000 years ago, but not where it
- was used or more than a glance at who did it.
- 4 Impressions go back one year or less. Visions
- are granted of every owner of it or those who came in
- contact. Reveals most of the uses and powers of a
- supernatural item. Reveals aspects of the user and place,
- might also grant glimpses of the victim's face and an
- understanding of why the ritual was carried out.
- 5-9 Impressions go back up to 50 years. The visions
- are very detailed. The visions can be revisited even
- without the object being present. Clues from beyond
- that time are also more complete.
- 10 Covers up to 100 years ago. The visions are as
- realistic as those scenes on the holodeck in TNG and
- can be freeze-framed, zoomed, entered, and walkedaround
- in. Your Storyteller may only withhold plotdestroying
- info or mystically classified data.
- Quick Learner (3 pt. Perk)
- Your character can learn the basics of a new skill very
- quickly. As a result the first level of a Skill always costs
- half the normal amount of XP to purchase. After that,
- additional levels are purchased at normal cost.
- Rank(variable quality or flaw)
- -1 Rookie Cop, Private
- 0 Corporal, Beat Cop
- 1 Agent, Sergeant
- 2 Detective, Senior Agent, Sergeant First Class
- 3 Agent in Charge, Lieutenant
- 4 Bureau Chief, Captain
- 5 Commissioner, Major
- 6 Lt. Colonel
- 7 Colonel
- 8 Major General
- 9 General, Shogun
- When applicable, Rank can give a minus or
- plus to Social rolls involving that agency. Of course
- maintaining the Rank requires the Obligation Flaw.
- Rat Head (Supernatural, 4 pt. Perk) -- The demon can
- squeeze through holes as small as one 1/20th of his
- circumference. A human-sized demon can fit through
- holes smaller than a quarter. The effects of the power are
- good for one slide, but the demon must roll DEX +
- Athletics to fit through the hole. If he fails, he is stuck.
- Reality Marble (Varies!)
- Using one always requires the expenditure of a Luck
- point. These innate bounded fields ( /koyuu
- kekkai) are the "common sense" of reality and the spirit
- world that unnatural beings such as demons possess.
- This is a common ability among the Dead Apostle
- Ancestors. As humans became more advanced in the
- sorcerous arts, they too began able to achieve these.
- This is a sub-category of the Marble Phantasm
- type of sorcery, but Reality Marbles far exceed them.
- Within one of these fields, it is possible to accomplish
- something unnatural. It is a type of magecraft that
- comes close to being a real miracle.
- This type of power does not allow you to
- accomplish a variety of tricks the way a Marble
- Phantasm can, instead its only purpose is to express one
- particular thing that defines the practicioner. It creates a
- world which follows a set pattern of its own rules, which
- has limitations on how it functions. Ordinarily, only
- demons and spirits can make these, but it is possible for
- one to be created by a powerful mage. The World will
- react if a mere mortal tries to create one, and in time the
- mortal-made Reality Marble will crumble beneath the
- World's crushing grasp. The amount of people capable
- of realizing a Reality Marble is also few indeed. Dead
- Apostle Ancestors do not suffer a time limitation when
- using a Reality Marble.
- Unless the power is one that only directly affects
- the user, once activated most Reality Marbles exist for
- the user's WILL in minutes. Here are some examples
- of Reality Marbles.
- A Reality Marble could be used to boost one or
- more statistics of the user (raises two Statistics by two
- per success level, or four Attributes by one per success
- level). This would be worth 15 points.
- A Reality Marble could leech out all the
- ambient Mana of an area, leaving mages and spirits
- which depend on that Mana to use their abilities shit out
- of luck. That would be worth 10 points.
- A Reality Marble could be used to create a
- mystical forge where any sword, even Noble Phantasms,
- could be quickly replicated. These would disappear after
- the Marble collapses. This would be worth 20 points.
- A Reality Marble could whistle up an entire
- army of soldiers ready to do what the caster wants. That
- would be worth 40 points.
- A Reality Marble could be used to conjure up a
- horde of demonic beings which would go after
- whomever the caster wants. That would be worth 40
- points. Remember that while a Reality Marble can not
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- do anything and everything. This is a specific power, not a
- magical Swiss Army Knife. The effects and title of the
- Reality Marble must be defined when it is chosen.
- Whenever a limited
- When used by a powerful demon or Dead
- Apostle Ancestor, the effects of Marble Phantasms are
- more long-term. The following are some sample DAA
- Reality Marbles that should not ever be selected by
- players. No point value is given for them.
- Nrvnqsr Chaos, the Beast of the Apocalypse,
- defined his Reality Marble (Lair of the Beast King) as his
- own body, where he kept all 665 of his familiars (his
- main body counted as one for reckoning the number of
- the Beast). His Reality Marble also allowed him to send
- out his menagerie, re-summon a slain familiar, and
- regenerate damage almost instantaneously, making him
- impossible for any mere mortal to triumph against. The
- only way to permanently kill him was to defeat his
- hidden point of origin which linked the life force of his
- main body and all his familiars. Lair of the Beast King is
- an example of a permanent Reality Marble.
- Michael Roa Valdamjong, the Serpent of
- Akasha, used his Reality Marble (Overload) to amplify
- the effects of all his spells with his special Square talent,
- which gave them the capacity to cause EX Class damage
- (220 points). It wasn't active all the time, but woe to his
- opponents if he uses Overload against them.
- Zepia Eltnam Oberon, the Night of Wallachia,
- possessed a unique temporary Reality Marble called
- Night of the Blood Liar. Casting this first required an area
- to first suffer an influx of disturbing rumors (unfounded
- assumptions, urban legends, fright stories, etc). Once
- this condition was met, Zepia could manifest himself
- and use the Night to manifest as a horrifying illusory
- reality which would spread across an entire city. The
- junk data of this illusory reality is of such a magnitude
- that it can even suck the blood across an entire city.
- While Night of the Blood Liar was in effect, victims
- faced their own inner fears. While many of these were
- illusions without substance (similar to how you might
- "perceive" a bag of garbage as a human body out of the
- corner of your eye after you watch a horror movie),
- during the Night he also was able to create Tatari, fully
- real copies of people with their worst traits amplified
- which shared Zepia's love of violence and murder.
- Examples of these Tatari included an evil Arcueid
- (Warcueid) who had succumbed to her bloodlust, the
- psychotic assassin side of Tohno Shiki, a merciless
- "Executioner" Ciel, and the memory of Nrvnqsr Chaos.
- These Tatari also had all of the Statistics, Perks, and
- Flaws of their originals.
- Reduced Damage [Improved Soak] (supernatural,
- variable cost)
- This helps to reduce the damage your character takes
- from exterior forces.
- It has three levels. The first level reduces incoming
- damage to 1/2. The second level reduces incoming
- damage to 1/5. The third and final level reduces damage
- to 1/10.
- At least one point of damage is always caused,
- no matter what the reductions are.
- The final cost of the trait depends on what is blocked:
- Everything: 5, 25, or 50 points.
- Specific Attacks: Examples include only magic, attacks
- that do Bashing damage, etc. 3, 10, or 20 points.
- Limited: This only protects against very specific attacks
- such as bullets, falling damage, etc. 1, 5, or 10 points.
- Regeneration (1, 3, or 6 pt. supernatural Perk)
- Your character heals quickly. The amount of Life Points
- you heal every interval is equal to your CON. For 1
- point, you heal every hour.
- For 3, you heal every minute.
- For 6, you heal every round.
- Regeneration does allow the regrowth of limbs.
- Reinforcement (10)
- This allows the caster to thoroughly analyze an
- object just by touching it, gathering an understanding
- of its composition and any damage to it.
- He could then use the power to know what to replace or
- mend if the object was broken. Each success level made
- with a Reinforcement check (PER + Occultism) gives
- a +2 to any Repair or Craft rolls intended to fix the
- item.
- He could also strengthen an item, granting it 4
- extra points of armor and 4 extra Life Points per Success
- Level on his INT + Occultism. A blade could be
- sharpened, giving it the ability to cause extra damage
- equal to the Reinforcement success levels.
- Reinforcement can also be used to
- temporarily strengthen a particular aspect of a living
- being, such as their Movement or Senses. In this case,
- half of the success levels of a Reinforcement check
- become levels of Movement or quality points for Acute
- Senses. Another example would be when Illya tied him
- up and confined him: Shiro attempted to reinforce his
- arms (boosting his STR) to escape the bonds. These
- modifications last for the Reinforcer's WILL + Success
- Levels in minutes. After this, the being or item reverts
- to its natural state.
- Tracing is the more advanced form of this
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- power. With it, you could reshape a wooden branch into
- a sword, pick up a twig and reshape it into an arrow, or
- even create something out of thin air. Tracing requires a
- substantial amount of Mana and WILL to set up, and
- replication is usually limited by the raw materials
- available in the environment. (Mana cost depends on
- what is being copied. Ordinary objects are about 8 MP
- to whip up, but add +4 to that figure for each grade of
- Noble Phantasm (E-Rank NPs are 12 to conjure up, DRank
- are 16, etc.,) and figure 1/4th that +2 per round
- to maintain their existence). This replicated object
- suffers from degradation, requiring the Mana
- replenishment to continue existing.
- Emiya's talent with this is considerable, though.
- He does not need raw materials to create an object, nor
- does he need to supply Mana to maintain the object.
- Shiro learned that he could replicate any object as long
- as it was a sword or other bladed weapon. By simply
- visualizing the weapon, Shiro can recreate it. This was
- vital to his overcoming Berserker, and in order to do so,
- he recreated Caliburn after seeing it in a dream.
- This is a vital power which one must have to use
- the Reality Marble known as Unlimited Blade Works.
- UBW. Shiro's Reality Marble provides him with a
- world where all the components needed to facilitate
- tracing exist, allowing the recreation of any object Shiro
- has ever seen. In contrast to normal tracing, he can
- create objects from nothing, without having to modify
- an existing element. All of his virtual objects are at one
- quality rank below the original object. Thus CopyCaliburn
- is one rank below Caliburn
- for determining damage.
- Players need Magic Circuit 5 to safely use this
- spell/ability. If they don't have that, every Magic Circuit
- rank below 5 causes them to take 1D6+1 Lethal (yes,
- mod the damage like ordinary Lethal damage) from
- overpowering their frame.
- NOTE: Shiro has Tracing and Reinforcement as
- abilities, not as spells.
- If taken as a spell, Reinforcing an Item is a quick-cast
- (+2), noticeable scope (+1), long duration [one hour
- per success level] (+1), Major manipulation (+3)
- spell, making it Power Level 7. If cast on an item such
- as a blade, the edge could be sharpened, giving it the
- ability to cause extra damage equal to the Reinforcement
- success levels.
- If taken as a spell, Reinforcing a person to boost
- their Primary or Derived Statistics is a quick-cast (+2),
- noticeable scope (+1), medium duration [one minute
- per success level] (+0), major effect
- [boosts one statistic or derived statistic by two per
- success level] (+3), making it power level 6.
- requiring Mana replenishment to continue existing.
- Tracing requires a substantial amount of Mana and
- WILL to set up, and replication is usually limited by
- the raw materials available in the environment. (Mana
- cost is equal to half the life points of the desired item to
- create it, and 1/4th that +2 per round to maintain it).
- Players need Magic Circuit 5 to safely use this
- spell/ability. If they don't have that, every Magic Circuit
- rank below 5 causes them to take 1D6+1 Lethal (yes,
- mod the damage like ordinary Lethal damage) from
- overpowering their frame.
- If taken as a spell, Tracing is a spell that can be
- cast in a couple minutes (+1), has a severe scope (+2),
- lasts a medium duration (+0), and has an Awesome
- scope (+5). Storytellers can feel free to require a
- substantial amount of Mana and WILL to set it up, and
- replication is usually limited by the raw materials
- available in the environment. (Mana cost is equal to half
- the life points of the desired item to create it, and 1/4th
- that +2 per round to maintain it). This replicated object
- suffers from degradation, requiring the Mana
- replenishment to continue existing. Tracing is
- considered ineffective by the Mage's Association
- because of how much energy it requires.
- Chapter Two: "Harmony of Dissonance" /"Fukyo no Senritsu" 057
- Rejuvenation (1 point per level, Supernatural)
- Rejuvenation may only be activated during an intense
- period, such as during combat or immediately
- afterward. Taking damage will negate the Rejuvenation
- attempt, but it may be re-attempted the following round.
- Rejuvenation only heals Life Points up to the characters'
- normal amount. Rejuvenation cannot be used more than
- once per battle. Being able to use Rejuvenation on
- someone else increases the Quality cost by two points,
- but that variation of the power can only be used once per
- day on the same subject. If used on the undead, it causes
- damage instead of healing it.
- Level 1 - Heals 12 Life Points.
- Level 2 - Heals 20 Life Points.
- Level 3 - Heals 30 Life Points.
- Level 4 - Heals 40 Life Points.
- Level 5 - Heals 50 Life Points.
- Level 6 - Heals 80 Life Points.
- Recurring Nightmares (1 pt. Flaw)
- Every night your Storyteller will have you check to see if
- you suffer nightmares that night. On any night you
- cannot sleep, you suffer -1 to all rolls the next day
- because of exhaustion.
- Resistance (1 pt. per level)
- NOTE: Magical resistsance stacks with any modifiers
- from the subject's Magic Circuit rank.
- Magickal: Subtract your level from all spells and
- psychic powers that target you.
- Pain: Adds to WILL + CON rolls to stay conscious.
- Reduces penalties caused by wounds.
- Poison and Disease: Add your levels to any CON rolls
- against poison and disease.
- Powers: you resist the mystic attacks of demons. Add
- your resistance level to any attempt to resist being
- controlled or dominated through supernatural means,
- including Bela Lugosian hypnosis.
- Resources (Perk or Flaw)
- Depending on the amount of money and materials
- available to you, you
- will get back or have to spend Quality
- Points/Experience Points.
- Destitute (-10): You have 1D10 dollars, the clothes
- on your back, and a shopping cart. You earn 1D10
- dollars a month.
- Miserable (-8): You have 8D10 + 4D6 dollars. You
- are homeless. You earn
- 8D10 + 4D6 dollars a month.
- Poor (-6) : You own $500 in property and live in lowincome
- housing. You earn $500 a month, or whatever
- you get from welfare.
- Hurting (-4): You live in a small apartment and make
- $1000 a month before taxes. You own $1,000 in property.
- Below Average (-2): $5,000 in property (including a
- used car), an apartment, and pre-tax income of $1,500 a
- month.
- Okay (0): $15,000 in personal property, and you earn
- $2,500 a month before taxes.'
- Middle Class (+2): $50,000 in property (a
- mortgaged house, a new car), and income of $5,000 a
- month before taxes.
- Well-Off (+4): $300,000 in property, pre-tax
- monthly income of $10,000 a month.
- Wealthy (+6): $700,000 in property, pre-tax income
- of $40,000 a month.
- Stinkin' Rich (+8): $2,000,000 in property. $50,000
- a month in income.
- Ye Gads (+10): $5,000,000 in property. $200,000 a
- month in income.
- Additional Levels add $5,000,000 in property and
- $200,000 a month in income.
- Resurrection (35 points, Supernatural, +2 Quality
- points for bonuses to the roll)
- You can bring someone back from the dead. You must
- roll INT + PER + Occultism and accumulate a
- Chapter Two: "Harmony of Dissonance" /"Fukyo no Senritsu" 058
- number of successes on your roll equal to the following
- formula: 1 success for every day they have been dead +
- 1 success for every -10 Life Points below zero. If the
- character is unable to match or exceed the number of
- successes, he will never again be able to raise that
- person. If the character rolls a critical fumble, the end
- result is an evil undead being.
- This power is dangerous to use. The user must
- have at least a Magic Circuit rating of 6. If the character
- does not, each success on the roll removes 6 Life Points
- from his body (this is Lethal damage).
- Self-Mutilation (2 pt. Mental Flaw)
- Your character feels he must suffer, so he inflicts it on
- himself in order to keep going. Perhaps he punishes
- himself for not doing enough before when it counted.
- Whenever he's alone, he inflicts pain on himself. This is
- usually mild, such as snapping rubber bands against his
- skin or biting his nails. As things grow seriouser, he may
- decide to burn himself with cigarettes, cut himself with
- razors and knives, and many other things. Your
- character may begin a scenario with Bashing or Lethal
- damage.
- If you take this Flaw, you and the Storyteller
- must decide upon what events would cause extreme
- mutilation. Common triggers might include innocent
- people suffering, teammates being killed, etc. You can
- spend Luck to avoid hurting yourself for a scene, but
- the craving will return later on. Those around you are
- eventually going to notice.
- Schizophrenia (4 pt. Mental Flaw)
- The character's unresolvable feelings and conflicting
- impulses may lead him to develop Schizophrenia, which
- manifests as hallucinations, violent changes in behavior,
- and a withdrawal from reality. This is the classic sort of
- madness, causing victims to talk to lamps or receive
- murderous instructions from their dogs. A player
- character who tells everything he knows to an
- unbelieving authority figure may be diagnosed as
- schizophrenic. Player characters may have a hard time
- recognizing Schizophrenics, as they see walking evil and
- recognize a reality that's very different from the
- mainstream perception of it.
- Roleplaying this behavior is tricky because the
- player must first devise a series of behavior relevant to
- the trauma which originated the condition. Bizarre
- behavior, hallucinations, and disembodied voices stem
- from terrible inner conflict which is impossible for the
- character to resolve. First establish what the conflict is,
- then rationalize what
- behavior it causes.
- Secret (1-3 pt. flaw)
- What happens if others find out?
- 1: damage to your reputation and loss of job.
- 2: arrest and deportation.
- 3: you'll lose life and limb.
- If people find out what the Secret is, this Flaw is
- replaced by a Flaw or arrangement of Flaws equal in
- total point value to the secret.
- Selective Amnesia (2-3 pt. Mental Flaw)
- The mind of this character chose to react to trauma by
- compartmentalizing it. This was done so thoroughly the
- conscious mind isn't aware the event happened. This is
- often done in order to protect the sanity and optomism
- of hte original personality. By forgetting the pain, they
- are able to go on. Such amnesiacs will not remember the
- events unless forced to do so, and will gloss over the
- memory gap.
- He might think he went on a picnic when he
- was being tortured, for example. Only direct physical
- evidence or the testimony of trusted friends will force
- him to acknowledge that moment, and even then he
- cannot remember it fully - causing him to want to
- distrust his friends and discount the evidence.
- Any trauma powerful enough to create this
- Flaw is significant. The side effects of the Amnesia can
- be severe as the mind trips over details and reminders.
- Innocuous things associated with the event,
- Chapter Two: "Harmony of Dissonance" /"Fukyo no Senritsu" 059
- such as the part of town where the attack occured, the
- music in the club,
- etc. may cause panic attacks and nausea. If exposed to
- these stimuli, the Amensiac suffers a -2 penalty to all
- actions. He can spend a Luck point to deactivate the
- Flaw for ten minutes.
- It is possible for the memories to be unlocked,
- but this is not without risk and the requisite amount of
- psychotherapy. If the memories suddenly re-emerge, the
- character may become so upset that he commits suicide.
- Servant or Epic Hero (Variable Point Quality)
- Summoning a particular Servant is a very difficult task.
- " Let me ask you something: do you believe you could defeat
- your own Servant? They are supremely powerful. Even other
- Servants have trouble defeating them, so their Masters go
- without saying."
- -Tohsaka Rin
- Servants/Epic Heroes were originally champions
- selected by the Throne of Heroes, a special location which
- exists outside the circle of transmigration. In this
- location the souls of heroes "reside". Within the Throne,
- they have knowledge of every other Servant/Epic Hero,
- thus if they are summoned to a Grail War, they'll
- recognize another one as "Caster", "Archer", etc.
- Though there have been other Holy Grails,
- there has only been one series of Grail Wars when
- Servants were summoned, and those were the Fuyuki
- Grail Wars, the Heavens' Feels. Therefore there are no
- other oppportunities for Servants to be summoned into
- a Grail War, regardless of the setting. Servants are
- transcendent beings, with statistics and capacities far
- above those of mortal men. Yet they are simultaneously
- crippled, for they are dependent on a mortal magus,
- termed a "Master", who can supply them the Mana they
- need to continue existing in our reality once they
- Chapter Two: "Harmony of Dissonance" /"Fukyo no Senritsu" 060
- are summoned to our plane. The Grail itself dictates the
- terms; officially there are only seven Classes of Servants
- that can be summoned. Please remember the gigantic
- difference in scale between a mortal and a Servant when
- planning out their statistics (take stats and skills at Epic
- level!). Servants will have at least level five in HTK ,
- and some levels of Damn Healthy. They must have a
- Magic Circuit rank of at least 3. As Servants are quick
- healing, they often have Regeneration and/or
- Rejuvenation. Servants are like a bank account for
- Mana, and while they can store infinite amounts, if their
- Mana hits zero they will vanish until they can be
- summoned again in the next Heaven's Feel. All Servants
- take only 1/10th normal damage from unenchanted
- sources and then heal that damage at CON Life Points
- per round. Servants may take over 20 levels of Extra
- Energy to power their Abilities and Phantasms. Many
- of them seem capable to survive lots of damage, which
- comes in the form of Natural Armor and Damage
- Resistance. Their Class abilities will be defined in the
- [x] section of the book.
- Saber, the knight. They possess the Class ability Magic
- Resistance. They have good strength and decent overall
- stats and often use a sword. Sabers can pilot or ride
- almost anything.
- Berserker, the insane soldier. Has the Class quality
- Mad Enhancement. Known for their superb defense, and
- overwhelming strength. Berserkers will not stop
- fighting, and in order to be eligible for this Class, they
- must have gone mad during their lifetime at least once.
- They are specialized in destruction through rage. There
- are no stat requirements. Materializing Berserkers is
- expensive in terms of Mana cost. Berserkers are difficult
- to control and may even end up killing their
- summoners.
- Caster, the mage. Possesses the Class quality Territory
- Creation which allows them to make a powerful magical
- laboratory. They also have Fantastic Magic Circuit
- ranks and are capable of powerful sorcery and true
- miracles. They also have terrible physical stats.
- Assassin, the hunter. While the Assassin class has
- difficulty fighting the other Servant Classes, they are
- specialized in eliminating the Masters who control the
- other Servants. They have the class ability Presence
- Concealment, and have other abilities such as stealth and
- great senses. Unlike the other Classes, they are always
- the same hero, Hassan-I-Sabah, although Assassin can
- split into separate bodies which share a group
- consciousness, though each body must talk to the others
- to pool their knowledge. Each has a different Zabaniya
- [Assassination] Noble Phantasm technique. Each body
- of Assassin wears the same skull mask, beneath which
- they have no face. The Assassin summoned in Heavens'
- Feel 5 was a fluke, as he was summoned by Caster, and
- he had the form of Sasaki Koujirou, a fictional rival of
- Miyamato Musashi. Had the Grail not been
- malfunctioning, this false Assassin would never have
- appeared and a Caster Servant would not have been able
- to conjure up another Servant.
- Lancer, the spearman. Lancers are known for their
- incredible agility and outstanding battle skill.
- Archer, the ranged fighter. Archers possess the Class
- ability Independent Action which allows them to act
- without the assistance (or consent!) of their Master.
- They specialize in ranged attacks, have supernatural
- senses including clairvoyance, and while they may have
- average to low stats they possess excellent skills and
- powerful Noble Phantasms.
- Rider: the fleet-of-foot soldier. Has incredible mobility
- and speed. They need a mount of legendary quality.
- Chapter Two: "Harmony of Dissonance" /"Fukyo no Senritsu" 061
- Assassin's many bodies.
- They have wildly varying skills. Rider is a Servant Class
- whose candidate must have stats no less than standard,
- excluding Will and Magic Circuit, to qualify. The
- Riders of the Heavens' Feel 4 and 5 also had powerful
- and unique Noble Phantasms.
- Avenger: The 8th Servant Class. Not playable.
- Servants often show up with Noble Phantasms.
- "... Hey, Rider, Servants usually have just one Noble
- Phantasm, right?"
- "Generally, yes. Sometimes, there are heroic spirits who
- managed to get two or three. I myself, for example, meet that
- description."
- That's right, the night he arrived in the present world, Rider
- showed Waver a Noble Phantasm and said it wasn't his only
- trump card.
- "Eh, there's no sense in considering the number of Noble
- Phantasms. As you must know, Noble Phantasms are the
- crystallization of the historical facts and anecdotes that made
- the heroic spirit famous, but that doesn't have to be a weapon;
- it can be a specific ability or a unique mean of attacking." -
- Nitro+ and Kinoku Nasu, Fate/Zero, Act 2 Part 4
- Noble Phantasms are relics which have become the stuff
- of legend over the years. They have existed for centuries
- and are quite capable of standing up against magic. If a
- Noble Phantasm is in the form of a weapon, it adds
- extra damage to damage rolls if the person uses it as a
- normal melee weapon. Noble Phantasms also tend to
- damage mundane weapons and armor when they are
- matched in contact with them. People who watched the
- Fate Stay Night anime will remember that after parrying
- Lancer's spear a few times with magically-reinforced
- sheet metal, Emiya's makeshift club was torn into
- glittering dust.
- Weapon-type Noble Phantasms are in the form of
- swords, bows, and lances. Noble Phantasms are always
- able to cut ghosts as if they were materialized.
- A Rank D Noble Phantasm adds (user's STR x
- 0.5) to the normal amount of damage rolled and adds
- +1 to the user's chance to hit with it.
- A Rank C Noble Phantasm adds (user's STR x
- 1) to damage rolls and adds +2 to his chance to the
- user's chance to hit with it.
- A Rank B Noble Phantasm adds (user's STR x
- 2) to damage rolls and adds +4 to the user's chance to
- hit with it.
- A Rank A Noble Phantasm adds
- (user's STR x 4) to damage rolls and adds +6 its user's
- chance to hit with it.
- A Rank EX Noble Phantasm adds (user's STR
- x 6) to damage rolls and adds + 8 to the user's chance
- to hit with it.
- Each "+" adds another (STR x 0.5) to the
- damage rolled for the weapon but does not add any
- bonuses to hit with the weapon.
- Noble Phantasms also take the form of Support Items
- such as magical crowns, spellbooks, scepters, and rings.
- If these are designed to directly augment the user, these
- support items can provide bonuses to the holder's
- statistics in an amount equal to the equivalent NP
- weapon's bonus to hit. If it is an item designed to be
- used in conjunction with a skill, it can also provide
- automatic successes if used with that skill. Rank EX
- items give 4 automatic successes, Rank A items give
- three automatic successes, Rank B items give two
- automatic successes, Rank C items give one automatic
- success, and Rank D and Rank E items give no
- automatic successes.
- As an example, the Caster in Heavens' Feel 4 had an
- Rank A+ Noble Phantasm, Prelati's Spellbook (The Text
- of the Spiralled Sunken Citadel) [aka The R'lyeh Text].
- Caster used this as a tool to summon beings from
- another reality which did not conform to our physical
- laws. Whenever he used that to bring over Those Who
- Should Not Exist, he accrued three automatic successes
- to his summoning and control tests before his player
- even picked up a D10.
- There are other kinds of Noble Phantasms which are
- simply nifty things the Servant or a NP Item can do.
- These are usually attacks, restorative, or defensive
- projections, and they are supremely powerful. These
- always cost 1 Luck point per use. Adding a + to a Rank
- for an attack would make it cause or block an additional
- 25 points of damage. Some examples of Noble
- Phantasms last a while, so they require Mana each
- round to maintain. Double the listed cost to fire a blast,
- but keep the listed cost for maintaining the energy. Rank
- C costs 5 Mana to maintain, Rank B costs 10, Rank A
- 15, Rank E and EX cost 20.
- Let's assume that a Rank C attack would do about 50
- points of damage and cost 25 Mana points.
- Chapter Two: "Harmony of Dissonance" /"Fukyo no Senritsu" 062
- Rank B would do about 100 points of damage for 50
- Mana points.
- Rank A would cause or block 150 points for 100 Mana.
- Rank E and EX attacks do 220 points of damage for a
- whopping 110 Mana.
- If the Noble Phantasm is Anti-Unit, it targets one
- thing. If it is Anti-Army, its area of effect is the Servant's
- WILL x10 in yards. This area is doubled per level of
- Epic Will the Servant has or per plus the attack has. If
- it is Anti-Planet, its area of effect is the Servant's WILL
- x 20 in yards. This area is doubled per level of Epic
- Will the Servant has or per plus the attack has.
- Let's take a look at their stats. Unlike human beings, the
- average physical statistic for a Servant is quite high.
- Here's how to convert from their shorthand in the
- games/books to Unisystem.
- END becomes CON.
- AGL becomes DEX.
- LUCK becomes WILL.
- INT is a matter of conjecture for the GM. Careful,
- plotting characters will have at least INT 4, and may go
- up to 8 in that stat.
- PER is also a matter of guesswork, although some
- guesswork can be done from the anime.
- Appearance is again a matter of personal
- opinion, though the appearance of these beings is
- usually taken to extremes (awesomely beautiful or
- hideously ugly).
- Rank/Equivalent Unisystem Characteristic Score
- E = 4
- D = 6
- C = 8
- B = 12
- A = 15
- A+ = 18
- A++ = 21
- EX = 25
- If the Servant is noted for having god-like attributes,
- add another +2 to the stat and a level of Epic Attribute
- to it.
- To sum up, the notes on determining a Servant's
- actual cost to play will appear in the Storyteller's section
- later on. It will probably cost all the Quality points the
- player has and then some. Certain factors, such as the
- quality of the summoning and the proficiency and
- personality of the mage will affect the summoning of the
- Servant. A weak summoner might weaken a Servant or
- just attract a weak servant. A serial killer
- who performed the summoning might attract a truly
- twisted soul. The act of summoning a Servant itself is
- aided by the Holy Grail, meaning the traditional
- summoning act for a Servant is largely bells and
- whistles. What is most important in the rite is having the
- proper artifact to attract the attention of the appropriate
- Servant. Thus to attract Hercules as her Berserker Illya
- took a piece of one of his temples from Greece and used
- it to call him. If the magician has no artifact then he can
- trust in fate to help him find the optimum Servant.
- Any Servant can be summoned, but only the
- Berserker and the Assassin Servants must intentionally
- be selected by the Grail's petitioner. Trying to summon
- a Servant without the assistance of the Holy Grail would
- would cost hundreds of Mana points - and the mage
- would have no Command Seal, so the magician would
- have to form a contract with the Servant as if it were a
- mere familiar. For starters, keeping the Servant as a
- familiar would require keeping it supplied in Mana,
- which is no easy task. One must also bear in mind that
- Servants are Epic Heroes like the King of Conquerors
- Iskandar or the King of Heroes Gilgamesh. Do you
- really want to have a proud, ancient, and supernal being
- like that around you if you are going to treat it like a
- common gofer? How do you think they might feel about
- being ordered around by some pimply-faced Harry
- Potter wannabe? Is that a scenario that will be longlasting
- and lead to happy feelings all around?
- Yeah, I thought not.
- Servants can be built with the amount of points
- available to the character during character generation.
- Players can take levels in Divinity: Epic Attribute and
- Divinity: Epic Skill if they will play one. Noble
- Phantasms are Level 5 or Level 6 Fresh Gear items, but
- each rank adds another +2 to the quality point cost for
- the item. Thus a D rank weapon or support item Noble
- Phantasm is eight quality points. Noble Phantasm
- attacks or defensive moves cost 4 quality points per
- Rank level (thus a Rank C attack would be eight
- Quality points). If the player has his heart set on playing
- a Servant from the game, book, or show, and you the
- Storyteller are cool with it, just charge him an even fifty
- Quality points (dock his XP until he pays it off).
- Chapter Two: "Harmony of Dissonance" /"Fukyo no Senritsu" 063
- Severe Dysmenorrheic Psychosis (2 pt. Physical Flaw)
- This disorder has been known to manifest in female
- characters with a Bloodline. During their menstrual
- cycle, they suffer from severe cramps and phases of
- extreme depression and paranoid delusions until their
- period has ended. If they fail a CON x2 Test, they
- become hysterical, convinced they are going to die. They
- also lose two points of Luck until their period has ended.
- Shadow Snap (4 point Supernatural Perk)
- If you can impale the shadow of a target with a blade (a
- called shot at -3 or -4), you can pin that person in place
- (his Movement would be reduced to zero). Holding a
- bright light near the shadow or using a flashbulb against
- it would shift the shadow's position, freeing the person.
- Removing the blade would also do it. The pinned
- character can still use firearm attacks or sorcery, and
- could produce a light from his own person to use against
- the Shadow Snap. Some Mages can manipulate their
- own shadow to hold down the shadow cast by their
- target; this requires them to use DEX + Occultism
- against the other character's DEX + Dodge. The range
- for this a shadow attack Shadow Snap is the creature's
- WILL x 2 in yards.
- Slow Mana Recovery (2 point Mystical Flaw)
- Your character does not regenerate Mana every hour;
- instead he generates 4 points per day. As a result, if your
- pc's Mana reserves become critically low it is vital that
- he avoid action for a few days.
- Soft-Hearted (1 pt. Mental Flaw)
- Your character is nice and naive, and believes that other
- people are basically good. Alternately, he might be one
- of the most vocal grouches but he possesses a gruff but
- kind personality. Reluctantly kind actions are
- appropriate for the others. Social rolls to appeal to your
- good nature are at a +2 bonus.
- Spider-Climb (4 pt. Perk, Supernatural)
- You can run up sheer vertical surfaces at your full
- Movement, or can crawl upside down on ceilings at 1/4
- your Move. Combined with Megaleap and Immunity to
- Falling, you've got all you need to run up the side of a
- building while simulataneously engaging in a highpitched
- swordfight.
- Spiritual (3 pt. Perk)
- Your character strongly believes in his religious doctrine.
- This belief gives him comfort and strength in trying
- times. When you are in a severely challenging situation,
- and are tested, you may roll WILL + Conviction.
- Every two successes you roll (or fraction thereof) give
- you a temporary point of Luck that you must use in the
- next ten minutes. After that time the temporary Luck is
- gone. These point(s) must be spent in ways that support
- and affirm your religious philosophy. Below are some
- suggestions:
- - lifting a car off of someone
- - driving away a vampire from its victim
- - leaping in front of someone to take a bullet for them
- If you use this gift inappropriately, you run the risk of
- angering The Folks Upstairs - and they'll react by
- shutting down this Perk and/or permanently reducing
- your Luck Pool. This Perk only works once per game
- session.
- Supernatural Attack
- If the user wants to use this as a melee attack, the range
- can be extended by one square if the player tacks on an
- additional quality point (telescopic Brawl ftw). If the
- attack is very strange, it may make sense to create a new
- skill for using it instead of Brawl or Firearms. Ranged
- attacks go as far as a pistol, increasing the range to that
- of a rifle causes half damage.
- Minor: (D6x5)+ 3 damage. 4 points for melee , 8
- points for ranged attacks.
- Major: (D6x8) + 4 damage. 7 points for melee, 12
- for ranged attacks.
- Deadly: (D8x10)+ 4 damage. 15 points for melee,
- 20 for ranged attacks.
- Massive Damage: (D8 x10) + 50 damage. 35
- points for melee, 40 for ranged attacks.
- If you want your Supernatural attack to
- continue to do damage after it hits (acid, fire, ice, toxic
- waste, etc.), it costs another 6 points and causes half the
- damage listed, but it inflicts that same damage again
- each round until it is removed. If this Supernatural
- Attack is something that can be boosted, it costs an
- additional 2 quality points to get and you have the
- option of sacrificing Luck when you use the attack.
- Each Luck point your burn after you fire it will cause it
- to inflict an additional 25 points of damage.
- Supernatural Form (1 or 2 pt. Phsycial Flaw)
- Your character is not human and has a negative
- Appearance score. He might even cause Fear checks
- (Attractiveness -2). You can buy positive appearance to
- help counteract the problem of having your supernatural
- side always up front. This is the 2 point flavor of this
- Flaw. If you have Dual Shape, you can toggle back and
- Chapter Two: "Harmony of Dissonance" /"Fukyo no Senritsu" 064
- forth between a human form and your supernatural one.
- This lowers the cost to one point unless your statistics
- and powers are diminished or knocked offline by
- switching to human mode.
- Supernatural Senses (variable supernatural quality)
- By sight, smell, or sound, you are able to detect things
- about the subject that other observers cannot.
- Perception + Alertness rolls are required to "sense the
- auras", get a "feel" about a place, etc. Sometimes the
- input is overwhelming and can't be overlooked. Caren
- Ortensia had this talent in Fate Hollow Ataraxia.
- Basic: 1 point. You can determine a subject's basic
- nature (mage, vampire, demon).
- Empathy: 2 points. You can tell what someone is feeling.
- With Strong feelings or a great Perception roll, you
- learn exactly what the target is feeling.
- Enhanced Senses : 3 points for each sense. You can track
- by scent or hear whispered coversations up to 100 feet
- away. You must have the Acute Sense quality to use a
- sense in this way. Your Perception must also be at least 5.
- It also doubles the bonuses of Acute Senses for skill
- tests, but most of the time these won't be needed.
- Fortune Telling: 5 points. You can see the past and future
- of someone by looking at them. It can work like
- Psychometry (but for the future!)
- Insight: 5 points. You can see detailed info (including
- Qualities and Drawbacks and their innermost emotions)
- by looking at someone. You can see possessing entities
- or other spiritual abnormalities. You can also use it to
- lock onto the spiritual energy signature of a particular
- being and track it.
- The Sight: 3 points. You can see magic and traces of
- supernatural power. You can tell if someone is chargin'
- their lazer (getting ready to cast a spell or use a
- supernatural gift). You can see if an item is magical..If
- you take a minute to look at someone and make 3
- successes on a Perception + Investigation test, you'll tell
- if the person is a normal human or if he is a psychic,
- vampire, demon, or something else. You can't see an
- unmaterialized ghost, but you will see something in the
- vicinity. With enough Success Levels, you can tell if
- someone is possessed.
- Synchronizer (2 pt. Perk)
- You are able to heal and give life energy to other beings.
- The easiest way for you to do this is through intimate
- physical contact (fluid exchange through sex) or by
- donating some blood to them. To simulate this, the
- synchronizer may heal his targets injuries by sacrificing
- his own life energy (Life Points), healing the other
- person at a 1:1 exchange rate. This can even heal Lethal
- and Aggravated damage. The synchronizer can also
- help to calm down their unquiet minds, and if he gives
- the person regular sessions the patient will have a bonus
- to any saves vs Inversion Impulse and other mental
- disorders. A patient attending regular sessions can also
- use XP to buy off health and mental illness-related
- Flaws. It is also possible for the Synchronizer to secretly
- afflict the patient by worsening his Flaws, making their
- condition worse.
- Synchronization can even bring a person back
- from near death or allow them a temporary respite from
- terminal illnesses. It works best if the Synchronizer is of
- the opposite gender to the person treated. If they are of
- the same gender, than the only way for the Synchronizer
- to heal the other person is through blood transfers,
- which are inefficient (3:1 exchange rate). Note that not
- all conditions are treatable; those with high
- concentrations of demon blood and Inversion Impulse
- at 3 may find that their degenerative disorder is not
- arrested, only slowed down.
- Suppress Imperfection (6 pt. or 12 pt. Perk, FSN)
- This Perk cannot be taken by someone without the
- Tracing Perk or a Science (Alchemy) equal to 7 or
- better. With it, a subject can be enhanced, leading to
- either the suppression of a Flaw or boosted
- characteristics. The character must first determine what
- he wants to suppress or enhance and then roll for the
- appropriate perk or skill. The successes rolled equal the
- equivalent points in Flaw or bonus value given to a
- characteristic. The effects last for the caster's skill level
- in days (for suppressing a Flaw) or minutes (for
- boosting a characteristic). Naturally only Physical Flaws
- can be suppressed - "Mein fuhrer, I can valk!", but
- Mental, Financial, and Social ones cannot.
- If the character took the 12 point flavor of this
- perk, the Suppression lasts twice as long.
- Boosting a characteristic is very dangerous, as it
- amounts to overclocking the user's body. Once the
- enhancement wears off, the target must roll CON x 2. If
- he achieves five successes (totally sweet), he only takes 1
- point of Lethal damage. If he rolls below that, remove
- 1D6+2 Life Points per success below five
- Chapter Two: "Harmony of Dissonance" /"Fukyo no Senritsu" 065
- from the target's Life Points. This damage is Lethal. If
- the target botches his CON check (snake eyes), he loses
- 1D8+3 Life Points per success level below five/totally
- sweet. The user is also going to be particularly woozy
- and light-headed from the experience, and so is at -1 to
- all skill tasks until he rests for at least 12 hours. If the
- character was using the 12 point version of this power,
- any damage his target sustains is halved.
- Assume that it is a level 7 spell if the player
- wants to have it as a spell instead of an ability.
- Telekinesis (3 pt per level Supernatural Perk)
- Roll Willpower and add in your Telekinesis levels. The
- result is the STR of your levitation. Thus 5 success
- levels grants a STR of 5. If you want to toss people
- around, the damage is 1D6 x Telekinetic STR in
- Bashing. The STR must be enough to lift a guy off the
- floor, though. Precision work (playing a piano or
- picking a lock) must be down with Perception +
- Telekinesis. Attacks with weapons also use Perception +
- an appropriate skill (Melee or Firearms). Remote tasks
- are at a -1 penalty. Damage is as per weapon type and
- the Telekinetic STR.
- Telekinesis requires effort and Mana to operate.
- After a number of turns equal to your character's
- WILL, he must make another roll to maintain the
- power at a cumulative -2 penalty. This penalty applies to
- all TK rolls until the psychic gets at least 3 hours of rest.
- Telepathy (5 point quality)
- Your character can read and speak into the minds of
- others. He can also build a virtual network with a
- number of people equal to his rating in Willpower. The
- duration in minutes and range in 10' increments
- depends on the Success Levels of a WILL x 2 roll.
- Exceptions exist for those your character knows well. In
- that case, your character can communicate with them at
- any distance as
- long as he can see them or knows where they are.
- If a telepath touches someone or looks into their
- eyes, he can listen in on what they are thinking. In this
- case the subject will make an opposed WILL x2 :
- WILL x 2 roll. If the telepath wins, he
- can spend success levels in minutes probing the mind.
- Eye contact for mind probles only work if
- the target is less than five feet away.
- Mind Probe Chart
- Success Levels/ Effect
- 1 Basic emotions.
- 2 Surface thoughts.
- 3 A simple question can be asked, and a one
- sentence answer can be granted. Each success
- level grants one Q&A.
- 4 Can get a clear picture of the target's personality,
- sort through it for memories, or get any
- information available (if requested).
- Technophobe (2 pt. Flaw)
- You are severely intimidated by computers &
- technology. +2 difficulty to Computer, Repair, &
- Technology rolls.
- Teenager: (2 pt. Flaw)
- Removes your ability to legally smoke, drink, or vote.
- You are a ward in the care of another person. If you want
- to supersize this, its value rises to 4 and you get to have
- Mental Problems: (unable to control anger, severe
- resentment at the world) and Covetous (Lechery) at -1
- or -2.
- Teleport (10 pt Supernatural, FSN, plus var)
- With this, you are able to Bamf out of one location and
- then reappear somewhere else instantly. The first level
- gives you the ability to teleport your (WILL/2 ) in
- miles. Every point spent after the first 10 adds 2 miles
- to that range. Teleport requires line of sight or that the
- Servant or demon know the area well. Teleporting into
- solid material or reappearing underwater is impossible;
- this isn't Leprechaun: The Screwing Over, so please don't
- be looking for ways to pwn players because of a simple
- power like this. Teleport's Mana cost is the ability total
- price plus 3.
- Trademark (1 pt. Mental Flaw)
- You feel you must leave an identifying mark symbol or
- token of yours wherever you go and when you do
- something important.
- Trapmaster (2 pt. Perk)
- Your character is unusually skilled at setting up and
- concealing traps. He receives a +2 to the roll to make a
- trap and +2 on the Stealth roll to hide it.
- Uncontrollable Power (5 pt. drawback)
- During times of stress, your powers go wild, striking
- things and people at random. If you are angry, scared, or
- stressed, roll WILL x2 with a penalty of -1 to -6. If the
- stress is extreme, the power is overclocked to twice
- normal effect.
- Unique Kill (5 pt. quality)
- Unless specific preparations are made in the disposition
- Chapter Two: "Harmony of Dissonance" /"Fukyo no Senritsu" 066
- of your remains, you will not stay dead. This could be
- your being beheaded, or your body burned to ashes. If
- you aren't destroyed in just the right way, you will
- eventually recover from all your injuries and rise again.
- This power can only be taken if there is but one specific
- way to kill the being. Vampires have lots of ways
- including massive damage, so they can't take this power.
- Unnatural Runner (supernatural, 1 to 3 pt. quality)
- This Perk cannot be taken unless the person already has
- Natural Runner at 3. Unnatural Runner stacks on top
- of that, granting an additional +1 to Movement per
- level. This is a handy Perk for simulating supernatural
- creatures that are inhumanly fast, such as Nanaya Shiki
- and the zombies in 28 Days Later.
- Vulnerability (variable Flaw)
- Officer Palumbo: "Bullets, my only weakness. How did you
- know?" -
- Harold and Kumar Go To White Castle
- This is worth a number of points ranging from zero
- (you take damage from something very rare) to lots of
- points (if it is common and does massive damage).
- Minor: 2 points. A rare object or substance does
- double damage after armor, or bypasses armor and
- defenses, or which can destroy you permanently if you
- are reduced to zero Life Points.
- Major: 3 points. Something common that will do
- constant damage, or a special form of attack that does x5
- damage.
- Multiple Vulnerabilities: 5 points. There's a laundry
- list of things that'll kill ya.
- You Fail At [x] (1-2 pt. Flaw )
- "For some reason, Hisui-chan is poor at cooking. But she is
- really great at cleaning and arranging things." -Kohaku
- For some reason, you are less than capable at a specific
- task. For one point, one potential specialization field of a
- skill will forever be beyond your ken. For two points, an
- entire skill will always be beyond your capacity. If you
- pick this Flaw, any roll you make on that specialization
- (or in the case of the 2 point version, the entire skill) is
- treated as a failure. On a roll of a 10, you somehow end
- up with one success out of sheer dumb luck. You may
- never use XP to improve that specialization (or skill in
- the case of the 2 point version). You can only take the 1
- point flavor of this Flaw three times for three different
- skills. You probably don't want to be a character who
- Fails at Life.
- Watched (1-3 pt. Flaw)
- An agency or organization is keeping tabs on your
- character. The character could have gotten in trouble
- with the law, might have a high security clearance, or
- may practice sorcery. Having this Flaw means that your
- character's actions are constantly under silent review.
- Purchases will be recorded, books borrowed from the
- library will be accounted for, and your privacy rights
- will be actively curtailed. To truly do something
- anonymously you must go to great lengths. It may be
- harder for agencies and organizations to track entities
- that can travel great distances at speed and don't use
- ATMs or credit cards, but they seem surprisingly adept
- at locating missing beings. The reason why the Occult
- scholars out there suffer this Flaw is that the Mages'
- Association wants to contain magic so that ordinary
- people don't know about it. Certain intelligence agencies
- may want the same thing, for various reasons. An
- Occult scholar with a good Occult Library is also like a
- loaded firearm; keeping tabs on people who can
- summon demons and throw curses is just good policy. If
- the Storyteller thinks it is a good idea, then demon PCs
- can pick this up as they experience surveillance from the
- agents of the Church. As long as the demon toes the
- line, he probably won't be purged. Probably. Then
- again, allowing heretics to exist is not a good thing ...
- The bonus points granted by this Flaw depend upon
- how seriously the observation of the character is:
- 1 - Casual Observation. Someone on bail or
- probation for misdemeanor(s), an agent with a security
- clearance equal to Classified, someone with a recorded
- Bloodline, or someone who has bought a few Occult
- items. An Occult Library of 2 or less bestows this Flaw.
- 2 - Tracked. Someone on bail or probation for nonviolent
- felonies, an agent with a Secret security
- clearance, a Church Battle Cleric, your average vampire
- or non-vampiric bloodsucker, or an occult scholar with a
- 4 or higher Occultism. An Occult Library ranging in
- point value from from 3 to 4 bestows this Flaw.
- 3 - Scrutinized. Someone on bail or probation for
- violent felonies up to and including murder and/or
- manslaughter, an agent with a Top Secret security
- clearance, a Church Executor-class agent, a
- Servant/True Ancestor/Dead Apostle, or an Occult
- Scholar with a 6 or higher Occultism. An Occult
- Library of 5 or greater bestows this Flaw.
- Chapter Two: "Harmony of Dissonance" /"Fukyo no Senritsu" 067
- Webbing (5 point Supernatural quality)
- The character has a special gland near his abdomen,
- with an orifice above the navel. The gland can create
- massive amounts of webbing akin to spider silk.
- Webbing is a Wild card skill. The demon can use it to
- seal off openings, bind opponents, and lower itself from
- high positions. The webbing has 12 points of armor and
- 18 "Life Points". It is extremely strong and sticky.
- Trapped victims may escape the web if they can
- match their STR against the webbing's STR of 8. The
- webbing is thicker than a spider's (about 1" in diameter,
- but still hard to see from a distance without a PER +
- Notice roll).
- Chapter Two: "Harmony of Dissonance" /"Fukyo no Senritsu" 068
- F
- H
- 069
- Chapter Three:
- "White Dream" /
- "Shiroi Yume
- "
- (Character
- Class/Job
- Packages)
- Character Class/Job
- Packages
- These are sample packages that characters could
- take using Quality points during character generation.
- These package deals represent the training he has
- received by doing his profession. If the character is
- playing a human being, then regardless of what
- packages he takes he may not raise an attribute above 6.
- These are meant to be suggestions; players are free to
- suggest new ones or take a package and then adjust it to
- fit his character concept. The Detective package
- wouldn't need much retooling to be a Homicide
- Detective. Perhaps some levels in Medicine (Autopsy)
- would do it. The points listed for a profession have the
- Flaw factored in. If you want to take the Package
- without the Flaw, it'll end up costing your a little bit
- more. Sometimes a Job Package requires you to spend
- some extra quality points as part of the background.
- And you can take more than one Job Package to
- represent your training. For example, Tohsaka Rin has
- both Student and Witch.
- Artist (2 pt. Package)
- Your character is talented and creative. He begins play
- with +1 to any two mental Statistics and +1 to Arts
- and Crafts.
- Flaw: He is also at -1 to Willpower rolls to avoid losing
- his temper or resisting fear.
- Backpacker (5 pt. Package)
- These are granola-munching outdoorsmen who are at
- home right there in the woods. They've been trained in
- survival and can live on very little supplies for months,
- even years, at a time. Sometimes in the media they are
- presented as a little eccentric and/or sybaratic, but that's
- just something they have to deal with.
- Backpackers begin play with +1 to STR, +1 to
- WILL, and +1 to CON. They also start play with +2
- to Survival, +1 to Animal Ken, and +1 to Arts and
- Crafts. The player must use skill points to buy one one
- level of Athletics. Frequently these types will buy levels
- in Wild Card (Archery) or Firearms (Rifle).
- Flaws: (2 points total, choose from the following)
- Obsession, Addiction (Alcohol or Marijuana),
- Honorable, Misanthropy, and negative levels of
- Resources.
- Blogger or Journalist (5 pt. Package)
- The truth is out there, and you will either put it on your
- blog or the news. You begin play with +1 to Intelligence
- and +1 to Perception, +1 to Alertness or Investigation,
- and +1 to one skill related to your specialty. They also
- begin play with 2 points in Contacts. If the character is
- playing a Blogger, he must have Computers at level 2 or
- better.
- Flaw: The character must make a Willpower roll to
- avoid doing something dangerous in order to gain
- knowledge.
- Bounty Hunter (4 pt. Package)
- Bounty Hunters track down those who don't want to be
- found and bring them kicking and screaming back to
- the welcoming arms of the Law. As such they are often
- very harsh and brutal types who only pay lip service to
- the laws of the
- land as they kick in doors, rough up suspects, etc.
- Bounty Hunters begin play with +1 to DEX,
- +1 to PER, and 1 level in Drive, Sleight of Hand,
- Security, and Firearms. The character must also spend
- skill points to buy one level of Investigation and one
- level of Influence.
- Flaw: Often Bounty Hunters have at least two points
- total from disadvantages such as Watched, Addiction,
- Reckless, etc.
- Criminal (3 pt. Package)
- Your character is violent and at home in the darkness of
- night. He begins play with 1 level of Combat Reflexes, 1
- level of Danger Sense, +1 to Streetwise, and +1 to
- Firearms or Brawl.
- Flaw: The character must also roll Willx2 to avoid
- being distracted by the chance to make a lot of money
- very quickly. He must also take 1 level of Adversary
- (Rival Criminal or The Law). Other possible
- disadvantages include Compulsive Aggressive,
- Addiction (Alcohol), Cruel, Covetous (Greed), and so
- on.
- Decker (3 pt. Package)
- These computer-lovin' types believe that information
- should be free, and that it needs to be liberated. They
- can break through firewalls, decrypt databases, etc. to
- help free information. They can also work as corporate
- saboteurs, altering records and crashing systems as they
- will.
- Deckers begin play with +1 to INT, +1 to PER, +2 to
- Computers, and +1 to Technology.
- Chapter Three: "White Dream" /"Shiroi Yume" 070
- Flaw: All begin play with either a 1 point Adversary
- (Government) and 1 point in Honorable or 1 point in
- Addiction (Caffeine being a common drug of choice).
- Dilletante (4 pt. Package)
- You grew up among the rich and the powerful, and you
- received a proper education. You get +1 to one Mental
- Attribute, +1 to one Knowledge type skill, +1 to
- Etiquette, and +1 to one science type skill to represent
- your education. You were also taught proper manners as
- part of that education which gives you a +1 bonus to
- Social rolls when dealing with high society types.
- Conversely your manners and bearing give you away as
- a high class, moneyed individual regardless of your
- current circumstances. This can rub some people the
- wrong way giving you a -1 to Social rolls when dealing
- with the lower classes. You must use remaining quality
- points to buy at least 3 levels of Resources.
- Flaw: At least one level from one of the following
- disadvantages: Fat, Addiction, Bad Temper, Covetous,
- Cultural Snob, Intolerance (Class Arrogance), or
- Adversary.
- Driver (3 point Package)
- Drivers begin play with +1 to DEX and +1 to PER.
- They also begin play with 2 levels in Drive (specialized
- in Heavy Traffic or Initial D). Riceboys will have levels
- in Repair and a specialization in Racing Modification.
- Flaw: They must also take 1 level in Intolerance (Local
- Police) or Adversary (Local Police).
- Government Agent (5 pt. package)
- Your character begins play with law enforcement powers
- and the backing of a powerful agency. You receive +1 to
- two physical statistics and +1 to intelligence. You also
- get +2 to Law and +1 to Investigation. He must also
- use skill points to buy another level of Investigation, 1
- level of Academics, and one level of Alertness. He must
- also buy at least two levels in Contacts with his
- remaining Quality Points.
- Flaw: The character must take one level of Adversary
- and either two levels of Obligation or one level of
- Obligation and one level of Watched to take this
- package.
- Holy Man/Woman (4 pt. Package)
- You may be able to call on the help of your particular
- religious organization but if you are out on the frontier
- that kind of help is often unavailable or slow in coming.
- You gain +1 to Perception, and a total of 3 levels split
- between any to any Social, Knowledge or Language
- skills. Also most people will treat you with a little more
- respect if you advertise the fact you’re a Holy Man.
- Then again some folks might take a dislike to you for
- the same reason. The character must use remaining
- Quality points to buy Spiritual and at least two levels in
- Occultism.
- If the character wants to play a Battle Cleric,
- the point cost of the package rises to 7, and the character
- begins play with all of the above and +1 to Firearms,
- +1 to Brawl, +1 to Melee, and +1 to Dodge. Battle
- Clerics are the people who do the dirty work for their
- respective organization, such as purging heretics and
- hunting monsters.
- Flaw: You also posses some type of Honor flaw, such as
- Code of the Buddhist Monk, or the character can use
- the Honorable Flaw to outline just what his limitations
- are. Other Flaws can include Obligation. Remember
- you don't have to take the Flaw with Holy Man or
- Battle Cleric. One of FSN's clergy certainly did not.
- Librarian (5 pt. Package)
- The character begins play with +1 to INT, +2 to
- Research, and 3 skill points to place into Academics or
- Science. The character must also use skill points to
- place 1 level into Arts and Crafts (Creative or Academic
- Writing) and 1 level into Occultism.
- Flaw: Impaired Eyesight (Glasses or Contacts).
- Mercenary (4 point Package)
- You were always good in a fight, you finally figured you
- might as well get paid for it. You’ve done just about
- anything violent for a quick pile of yen. Maybe you
- picked up some sort of Code of Honor that you follow,
- or you perhaps you will do just about anything provided
- the money is good enough. You gain +1 to any two
- Physical attributes and +1 point to Investigation and
- two other Combat skills. It is suggested that the
- character use remaining points to buy up his derived
- statistics, but not required. Flaw: Mercenaries also have
- either one level of Honorable or Covetous (Greed).
- Monster Hunter (4 pt. Package)
- Maybe the monsters got your favorite second cousin
- Frank. Maybe you read something you shouldn't and
- can't ever let it go. You begin play with +1 to three
- attributes, and +1 to 2 combat-related skills, and 1 level
- of Occultism.
- Flaw: You must take 2 levels of Adversary. Your
- character might also have Mental Flaws.
- Chapter Three: "White Dream" /"Shiroi Yume" 071
- Maid or Butler (3 pt. Package)
- The character is skilled in the domestic arts and is in the
- employ of a rich person. The character receives +1 to
- any Statistic, +2 to Domestic, and +1 to Etiquette.
- Flaw: He must take 1 level of Obligation to the family
- he serves.
- Nerd/Braniac (3 or 4 pt. Package)
- Your character gets +1 to any two mental Statistics, and
- +2 levels to one of the following skills: Science,
- Technology, Computers, or a Knowledge skill. Braniacs
- (souped-up Nerds) cost 4 pts. to play, but get an
- additional level of Intelligence and another skill level in
- the above categories.
- Flaw: He is also -1 to all Social rolls. Braniacs must take
- one level of Obsession in addition to that.
- Noble (6 pt. Package)
- The character gets 1 level in Academics, Melee, Animal
- Ken, Bureaucracy, Etiquette, Influence, and Leadership.
- The character also gets +2 to any one statistic of his
- choice. The player must also spend skill points to buy
- another level of Melee and one level of Dodge. If the
- player wants to play a rich noble, he can use Quality
- Points to buy levels of Resources.
- Flaw: Nobles often begin with 2 levels of Obligation
- and 1 level of Honorable.
- Nine to Fiver (3 point package)
- Call them desk jockeys or corporate gofers. You work in
- an office with other people doing clerical work or data
- entry. It's boring as all hell, but when it's not busy you
- can update your blog, edit that Wikipedia article on Star
- Trek, or read the news. These types begin play with +1
- to one statistic (WILL helps you whether the boredom,
- if you want a suggestion) and 3 skill levels to put in the
- appropriate skills.
- Frequently these types are the ones who have
- Wild Card specialized in something bizarre, such as
- Japanese Animation Lore or who have dropped
- experience points into Melee or Firearms (for gun nuts
- or SCA enthusiasts).
- If you want to play a CEO, take this package
- and then add levels in Resources, Academics,
- Leadership, and Influence.
- If you want to play a politician, then take levels
- in Law and Bureaucracy.
- Flaw: Choose something worth at least one point.
- Suggestions include Addiction (Caffeine or Alcohol),
- Delusion (Persecution Complex), Covetous
- (Conspicuousness or Lechery),
- and Intolerance (Class Arrogance).
- Nomad (4 pt. Package)
- Nomads travel the roads, taking what is coming to them
- and intentionally not establishing a home base. They
- have established a pack mentality, and travel together in
- groups.
- Nomads begin play with +1 to STR, +1 to
- CON, 2 levels of Hard to Kill, 1 level of Brawl, and 1
- level of Drive (specialized in Motorcycle).
- Flaw: Nomads often have at least two points, taken from
- the disadvanages Obligation (Loyalty to the Gang),
- Adversary (the Law), Negative Resources, or Addiction
- (Alcohol).
- Occult Investigator ( 4 pt. Package)
- These are the classic Lovecraftian characters. You begin
- play with +1 to any two mental Statistics and 2 levels in
- Occultism. You also are at +1 to all Fear Tests because
- you have some inkling of what's out there.
- Flaw: Occult Investigators love to learn about the
- supernatural, and if they must avoid doing so in a
- drastic situation, they roll at -1 to -5 depending on how
- important the find is.
- Occult Expert (5 pt. Package)
- Though you have some training in how to hunt the
- supernatural, you usually let the toughs on your team
- handle that. You get +1 to any one physical attribute
- and +2 to Melee. You also receive +2 to any roll for
- learning about a given supernatural creature.
- Flaw: If the character is in the employ of a larger
- agency, the package cost is 4 but he begins play with 1
- level of Obligation.
- Policeman (5 pt. Package)
- The character begins play with law enforcement powers.
- They begin play with +1 to any physical Statstic and
- +1 to Streetwise, Investigation, and Drive or Firearms.
- With reasonable suspicion, they can stop a person,
- search him, detain a suspect, etc. The character must
- buy 1 level of Law and take the Obligation flaw to have
- this Package. Detectives cost 8 points to play, and have 2
- points in Contacts and 2 points of Rank. If the
- character is dismissed from service, the point cost for
- each package goes down by 2 points, and their law
- enforcement powers are gone.
- Flaw: Policemen take Obligation 1. Detectives must
- take Obligation 2.
- Chapter Three: "White Dream" /"Shiroi Yume" 072
- Raver (2 point Package)
- This sort of person is a clubbie, party-goer, or trendoid.
- Small-time entertainers such as dancers or DJs will fit in
- here as well. They are in tune with the pulse of the city
- after dark. They begin play with 1 level of Streetwise, 1
- level of Influence, and 1 level of Contacts. They must
- take the Reckless Flaw at the start of play. If you want to
- play someone who is in touch with the dark underbelly
- of the world, take levels of Occultism and levels in
- Contacts (Supernatural).
- Private Eye (3 pt. Package)
- This is a natural for any horror roleplaying setting. They
- stick their noses where they shouldn't, and take on jobs
- too unbelievable for any other legal investigator. They
- begin play with 1 level of Contacts, 1 level of Streetwise,
- 1 level of Investigation, and 1 level of Security. The
- character must also buy at least 1 level of Brawl,
- Firearms, or Melee before play begins.
- Flaw: They must also take 1 level of Adversary or 1
- negative level of Resources. Mental Flaws can include
- Cruel.
- Sawbones (4 point Package)
- You are a fully trained and qualified doctor or nurse.
- You have a lot of education and knowledge and given
- the right equipment and medications you can perform
- minor miracles with the sick and injured. You get a +1
- to Intelligence and +2 to the Medicine and Science
- skills.
- Flaw: Doctors also must take a 1 point Honorable
- Mental Flaw (Hippocratic oath to treat the ill to the
- best of one's ability, See that no harm comes to a patient
- under their care).
- Smuggler (3 point Package)
- Whether it’s guns, people, parts, or just about anything
- else, you’re the person that folks come to see about
- transporting anything illegal or quasi-legal through
- restricted space. Not only do you know who has the
- goods to sell, you also know who’s the most likely to buy
- the goods you’re selling. You gain a level of Intelligence,
- one level to the Streetwise and Pilot skills, and four
- levels of Contacts (which may be split up into multiple
- contacts).
- Flaw: You have also attracted the attention of the
- Authorities even if you have never been caught red
- handed they’re pretty sure you’re dirty, giving you 3
- levels of Adversary and/or Watched (The Law).
- Soldier (3 point Package)
- You are a trained soldier or crewman. You automatically
- get +1 to any two Physical Attributes, and +1 to the
- Firearms skill, and a soldier or sailor also gains +1 to
- any specialty skill to represent their advanced training.
- Flaw: Soldiers on Active duty have a 1 point Obligation
- to their Chain of Command.
- Ex Soldiers and Deserters have a 1 point Adversary in
- the form of whoever fought on the other side during the
- War. It is recommended for the character to buy up their
- Derived Statistics.
- Student (4 point Package)
- The character spends his time at a university or studying
- under the tutelage of an adept. He begins play with +1
- to Intelligence and +1 to Academics. He may also place
- +1 in 3 different Knowledge skills.
- Flaw: The character must take 1 level from one of the
- following categories: Mental Problem (Lazy), Mental
- Problem (Reckless), or 1 level of Negative Resources.
- Superscientist (8 point Package, 11 to play an
- Alchemical Superscientist)
- The character seriously researches arcanotechnology
- (superscience based on occult principles) and the occult
- in general. He may be seen as a quack, but loneliness is
- something he is used to. He begins play with one level
- of the Superscience Perk and +1 level each to
- Technology, Science, and Occultism. The character
- could also take the Nerd or Braniac combination to
- further sharpen his mind. The character must also buy
- ranks in Magic Circuit to use his talents effectively. If
- you want, you can play an Alchemist , as they work
- together/in competition with the official Mage's
- Association in the Nasuverse. To play an Alchemical
- Superscientist, simply add 3 to the Enchanter or
- Superscientist Perk cost. This increases the character's
- maximum craft capacity to three times his Magic
- Circuit rank. It also multiplies the time necessary to
- craft the item to twice the time listed, and the character
- must supply one extra rare item to help the item charge
- the necessary Mana. Mages often look down on
- Alchemists, seeing them as journeymen dabblers with
- terrible Magic Circuits.
- Teacher (4 point Package)
- The character begins play with +1 to any one Mental
- Statisic, and 3 levels of +1 to put into Knowledge-based
- skills (Languages, Academics, Science, Research,
- Technology, and Bureaucracy are all natural choices).
- Chapter Three: "White Dream" /"Shiroi Yume" 073
- Flaw: Potential disadvantages include one level in
- Cultural Snob, Addiction, Intolerance, Honorable, etc.
- Witch/Warlock (5 point Package)
- The character is able to study, learn, and cast spells. He
- begins play with a Magic Circuit of Rank 2 and 1 level
- of Occultism. He also has +1 to Intelligence and +1 to
- Willpower. The character must buy 1 level of Occult
- Library to justify having this skill. Note that a Magic
- Circuit Rank of 2 is not enough to participate in a Grail
- War. If you want to play a Magus who can, you must
- have at least a Magic Circuit Rank of 3.
- Flaw: If the character wants to get the package for only
- 3 points, he can take the Flaw Demonic Tutor, which
- means his instructor was a demon who expects to be
- paid his tribute. For all intents and purposes, you are his
- thrall.
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