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Darekun

PBTA Urban Fantasy

Jun 9th, 2020
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  1. Stats
  2. Alert
  3. Clever
  4. Headstrong
  5. Social
  6. Violent
  7.  
  8.  
  9.  
  10. Basic Moves
  11. ● Essence
  12. You can hold up to 7 Essence, and you start with 7.
  13. Each day, you regain 1 Essence. Choose your personal time of day.
  14. You can spend Essence on any roll, before you roll, for +1 per Essence. (Some rolls offer a better deal.)
  15.  
  16.  
  17.  
  18. The Cracker
  19. `
  20.  
  21. ○ `
  22. `
  23.  
  24. ○ `
  25. `
  26.  
  27. ○ `
  28. `
  29.  
  30. ○ Safe-Cracker
  31. `
  32.  
  33.  
  34.  
  35. The Fixer
  36. `
  37.  
  38. ○ `
  39. `
  40.  
  41. ○ `
  42. `
  43.  
  44. ○ `
  45. `
  46.  
  47. ○ `
  48. `
  49.  
  50.  
  51.  
  52. The Gadgeteer
  53. `
  54.  
  55. ○ `
  56. `
  57.  
  58. ○ `
  59. `
  60.  
  61. ○ `
  62. `
  63.  
  64. ○ `
  65. `
  66.  
  67.  
  68.  
  69. The Grifter
  70. `
  71. Start with 3 Moves, each from The Grifter or any pool.
  72.  
  73. ○ Charming
  74. +1 Social. You may still have the skills to grift without being liked, but a certain charm makes the job easier.
  75.  
  76. Empathy
  77. You can read people — in their expression, in their manner, in their posture, or in how they do basically any activity. Roll Social:
  78. 6-: Logic may tell you something of their emotional state, but empathy doesn't.
  79. 7: You understand the target’s current emotional state — harried, peaceful, sluggish, melancholy, etc. — in a broad and general fashion.
  80. 8: You understand the target’s current emotional state and single strongest emotion — fear, confusion, love, etc.
  81. 9: You understand the above, and the emotion’s current motivation – fear(because they think you’re about to kill them), confusion(because they just lost their job), etc.
  82. 10: You understand the target’s current emotional state, his two strongest emotions and their current motivations.
  83. 11+: You understand the preceding, as well as how the target would respond at that moment to any one action. Each additional point on the roll is an additional action you can guess their response to.
  84.  
  85. ○ Glib
  86. The character is better at deception than the player. After attempting to deceive an NPC, make a Social roll:
  87. 6-: Player, you're on your own.
  88. 7..9: The GM will point out the major flaw in the deception, and maybe some lesser flaws, and suggest how you might cover for those flaws.
  89. 10+: The character's deception is much more convincing than what the player said.
  90.  
  91. ○ Obnoxiously Distracting
  92. `
  93.  
  94. ○ Personal Org Chart
  95. You can walk into a room full of people and immediately grasp the archetypal relationships at work — who has control, who is submissive, etc. On an individual level, you can read a person's relationships and responsibilities. When an individual read is important, make a Social roll:
  96. 6-: No read this time, but you can try again.
  97. 7: You can sense a person's estimation of themself, relative to those currently around them.
  98. 8: You can also sense how those people actually regard them.
  99. 9: You can also sense the name most people they know call them, their geographic and cultural origins, and major items of interest(job, hobbies, etc).
  100. 10: You can also sense what major relationships they maintain(work, school, family, etc).
  101. 11: You can also sense how important they consider each of those relationships.
  102. 12+: It takes but a glance to see a person's background as though it were written across their face. You can also sense the degree to which each of those relationships actually does control their life.
  103.  
  104. ○ Roper
  105. `
  106.  
  107. ○ Seductive
  108. You're distractingly attractive, and you know how to use it. This is not a low-key Move.
  109. +2 Social for purposes of those who aren't categorically uninterested. -2 Social for purposes of those who are, since it makes them resent you — except you know how to use that too, so it still counts as a +2 when rolling for The Grifter Moves.
  110.  
  111.  
  112.  
  113. The Muscle
  114. `
  115.  
  116. ○ Athletic
  117. You're skilled at various athletic pursuits, like jumping and climbing and sports. Anything athletic a regular person could do with a roll, you can do without. You only need to roll in extreme cases, and you have +4 when you do(which may just cancel penalties).
  118.  
  119. ○○○○○… Deadly
  120. +1 per dot to Violent when rolling to hurt someone. When you deal Harm, deal +1 Harm per dot.
  121.  
  122. ○ Fearsome
  123. `
  124.  
  125. ○ `
  126. `
  127.  
  128. ○ `
  129. `
  130.  
  131. ○ Silent
  132. You express yourself without words. The player can name any emotion or mood — even complex ones, like "satisfied" or "wary" or "confident" — and the character expresses it silently without a chance of error. This communication is undetectable except by someone already looking at you, and can thus be useful when setting up ambushes and the like.
  133. Two characters with this Move can exchange more complex concepts this way, like "split up and flank" or "rush 'em head-on". This is effectively a silent language shared among warriors.
  134.  
  135.  
  136.  
  137. The Thief
  138. `
  139.  
  140. ○ Acrobatic
  141. `
  142.  
  143. ○ `
  144. `
  145.  
  146. ○ Pickpocket
  147. `
  148.  
  149. ○ Stealthy
  150. `
  151.  
  152.  
  153.  
  154. Skill Pool
  155. ○ Better Than Nothing
  156. When you gain a Condition, mark experience.
  157.  
  158. ○ Blank Canvas
  159. When you take an action that embodies one of your Conditions, allowing that Condition to alter your sense of self, remove it as a Condition and add +1 to your roll.
  160.  
  161. ○ Discriminatory Smell
  162. +4 to Alert rolls using your sense of smell. You can recognize people by smell, and such. Also, +4 to resist being affected by smells, since you perceive them more consciously and less viscerally.
  163.  
  164. ○ Driver
  165. `
  166.  
  167. ○○○ Hunter
  168. `
  169. Why do you hunt? Are you a predator of the supernatural, taking advantage of a resource most don't know exists? Are you taking revenge for something the supernatural did to you, or to someone or something close to you? Are you being hunted, and returning the favor?
  170. Choose Imbued Hunter, Witch, or any species pool Move. +1 per dot on any rolls against people with that Move, or +2 per dot if you target a <Blood Faction> Move.
  171.  
  172. ○○○ Imbued Hunter
  173. Prereq: Hunter
  174. You are one of the Imbued, `
  175. Who imbued you? What supernatural monster did you make a pact with, to help you hunt other supernatural monsters?
  176. Take a magics Move for each dot; it's imbued magic.
  177.  
  178. ○ Leader
  179. When you delegate a task to a member of your team, they have +1 on any rolls for it. This is morale, not micromanaging — it may be a quick pep talk, letting them understand how their task fits into the larger plan, or infectious confidence that you're giving them this task because you know they can do it.
  180.  
  181. ○ Lucky When It Counts
  182. You get double the bonus when spending Essence for a bonus on a roll.
  183.  
  184. ○ Operator
  185. You're the one who runs the team's comm gear. You can communicate with your teammates without getting distracted from what you're doing. If you don't otherwise appear in a scene, then you can also make Alert rolls to research things for teammates who do, still without getting distracted.
  186. If someone interferes with the team's comm gear, then you can make Clever rolls to counter interference. However, this requires your full attention.
  187.  
  188. ○ Recruiter
  189. You serve some master; this may be someone you already serve(for example, an angel already serves the guy upstairs or the guy downstairs), or a master you choose now. When you bring a neutral or innocent soul to your master's service, mark experience.
  190.  
  191. ○○○○○… Slayer
  192. Prereq: Imbued Hunter
  193. +1 per dot to Violent stat and its max.
  194.  
  195. ○ Sympathetic Magic
  196. Prereq: Warlock or Witch
  197. `
  198.  
  199. ○ Try Harder Next Time
  200. When you screw up, give yourself an appropriate Condition and carry 1 forward.
  201.  
  202. ○ Watchful Guardian
  203. When you defend someone without them ever knowing about it, mark experience.
  204.  
  205. ○ Warlock
  206. Your magic is "stolen". Perhaps you made a pact for it, and used your magic to renege on your end of the deal. Perhaps you tapped an illicit source. Perhaps you simply overdosed on someone else's mana potions and twisted your magic to avoid the usual side effects. Either way, you're beyond the rules now.
  207. You're immune to geasa. Someone can lay a geas on you, and they can't tell it doesn't bind you, until they see you violate it. Flagrantly, if you feel like it. They shoulda known what the taint means.
  208. You're magically marked as tainted, detectable in the gauge of magic.
  209. You have access to magics Moves as if they were a pool; such magics are tainted magic. Take one now. Ride it like you stole it.
  210.  
  211. ○○○○○… Witch
  212. You know witchcraft. Choose one:
  213. 〜 You were marked by the magic at birth, and your gift manifested unrestrained starting in childhood. For you, the difficulty of the Craft was learning to tame a wild talent that a child could barely understand. What omen attended your birth? Did people notice at the time? When did your magic first manifest? Who taught you to tame it?
  214. 〜 You're a "sorcerous witch", you learned witchcraft by studying it. Perhaps you knew a born witch, and they taught you. Perhaps you acquired a tome of moldering lore, and learned the Craft from its pages. Perhaps it's a skill passed from grandmother to granddaughter in your family. Regardless, you remember the glee when your first real spell, practiced dozens of times, produced the first glimmer of its intended effect. How did you come to study the Craft?
  215. You have access to magics Moves as if they were a pool; such magics are witchcraft magic. Take one now.
  216. Such magic is not by its nature subtle. Unless the Move is explicitly subtle, to use it you must meet your subject's gaze and chant at them in tongues. However, if you carry 1 forwards you could use on a roll against them, then you can instead sacrifice that in a secret ritual to send them the magic from afar. This sending is visible in the gauge of magic, but otherwise undetectable.
  217.  
  218. ○ Witch Sight
  219. `
  220.  
  221. ○○○○○… Witchcraftsmanship
  222. Prereq: Witch
  223. You aren't just a witch, you're an adept, having achieved the higher circles of excellence("arete") with the Craft. +2 per dot with witchcraft magic, +1 per dot with other magic.
  224. You can "witch-mark" someone. This is witchcraft magic, but you can't deliver it via sending. For each dot, you carry 1 forwards against them. However, if you already carried 1 forwards suitable for a sending on them, then that counts against new 1s you carry forwards for witch-marking them.
  225. If you witch-mark someone being born — specifically, while some part of them is out of their mother, but they still remain linked by placenta and umbilical — then you lose 1 Essence and they are born a witch.
  226.  
  227.  
  228.  
  229. Species Pool
  230. A character can only have one <Species> Move. A character can only have one <Blood Faction> Move. Other Moves here are "species modifiers", and can be combined; for example, someone born fae can become a vampire and a garou as well.
  231.  
  232. ○○○○○… Angel <Species>
  233. You're a creature straight out of abrahamic mythology, Fallen or otherwise, forged by faith. You resemble a human, save for the unmistakable aura of immanent divinity. (Well, and the addition of wings on your back.) You have a Divine Potency of 1 per dot. You can fly.
  234. With the second dot, take another Move as your angelic resonance; it can be a magics Move, but with GM approval it doesn't have to be, but it can't be a species pool Move. Your resonance is divine magic, and defines your "race" among the angels. Just for purposes of your resonance, all your stats are at plus your Divine Potency but minus your current Dissonance. The third dot(and each dot thereafter) gives you a magics Move, as divine magic, but these are not your resonance. If any divine magic can cause you Harm as a backlash, then it causes Dissonance as a backlash instead.
  235. Choose one:
  236. 〜 You can't actually lie without suffering Dissonance. You can tell half-truths, mislead, or leave false assumptions uncorrected, but a statement you know is false inflicts a point of Dissonance, even if it will suggest a truer truth than can be spoken.
  237. 〜 Only take this if your angelic resonance is attack-y and requires a roll. Any time you fail a roll for your resonance, either take a point of Dissonance, or(if it's meaningful) your resonance has hit yourself instead of your intended target. (If a margin is needed, then roll 1D6 for the margin.)
  238. 〜 You abhor violence. It is the crudest antithesis of the divine, the damper of the soul. When you let yourself fall under the spell of violent passion, lashing out madly may make you feel better but inflicts a point of Dissonance. This doesn't mean you can't advocate violence, you just don't do it yourself — except against your enemy blood faction, if any, who are fair game. When negotiations break down, you have to know when to step aside and wave in The Muscle with their sharpened blades. (`)
  239. You must also take a <Blood Faction> Move, unless the GM approves starting your own faction.
  240.  
  241. ○ Celestial Angel <Blood Faction>
  242. Prereq: Angel
  243. You are a member of the loyal Host, not Fallen. The light of Heaven heals you of the same Harm it would normally deal, allowing you to use celestial Tethers to shortcut between Heaven and Earth. Your enemy blood faction is infernal angels, the Fallen.
  244. +1 to Alert stat and its max. For your angelic resonance(if any), any stats it uses change to Alert.
  245. Being aligned with the Most Holy in this way surrenders some of your free will to it. You literally can't thoughtlessly sin, and willful sin is difficult(and dangerous). You are constantly aware if any of your actions even skirts close to sin, and the GM should keep you apprised of this sense. To perform an actual sin requires a Headstrong roll. On a 6-, you can't go through with it, although you can try again. On a 7..9, you take 1 Dissonance and can go through with it. On a 10+, roll a further 1D6; on a 4- you can go through with it at the cost of 1 Dissonance(but you have a last chance not to), on a 5+ you can go through with it without Dissonance.
  246. Choose a cardinal virtue(prudence, justice, temperance, courage) and a theological virtue(faith, hope, charity). You excel at these virtues, and can always ask the GM for guidance in better embodying them.
  247. You are here on a mission from your superiors. (You likely answer to a greater angel, on up the chain to an archangel, who answers to the Most Holy.) Choose a mission; its intent must be beyond reproach, at least to the hoary old patriarchs of abrahamic religion. If you succeed at this mission, then mark XP and receive another.
  248.  
  249. ○○○○○ Daemon <Species>
  250. You're a denizen of the Elemental Plane Of Logic — the "digital world". Choose your function and idiom; these together define your "race" among the daemons.
  251. Your function is expressed in terms of software, as if you were still just part of the digital world. You have +1 per dot to perform similar tasks personally, or +2 per dot to perform the same task personally(helping someone do art, etc).
  252. Your idiom is fanciful, often a mythological species or character, sometimes related to your function, sometimes not. Even if they're related, it may be only through an obscure Japanese pun or the like. In the material world, you appear to be your idiom, or perhaps a humanized version of it.
  253. You can see the gauge of magic, and you can see through code illusions. (You see both the illusion and the reality.) You have access to magics Moves as if they were a pool; such magics are code magic.
  254. You have +1 per dot to your max Essence. You can eat tremendous amounts; eating another daemon replenishes 1 Essence per dot they had in Daemon. You can instantly return to the Elemental Plane Of Logic, which replenishes your Essence to full, but traversing to the material plane anew takes 1D6 days.
  255.  
  256. ○ Dire Garou
  257. Prereq: Garou
  258. Your wild shape is monstrous, powerful but clearly unnatural. Your Social penalty while in wild shape worsens by 2. Take two more dots in Nature Force, but these are clearly unnatural, like bat wings on a wolf, a humanlike face on a lion, or a bear covered in venomous spines.
  259.  
  260. ○ Fae <Species>
  261. You're of the Fair Folk. The natural places of Earth are your birthright, but humans have driven your people from it by force. Taking refuge in the Otherworld, your people work their greatness there, leaving the humans to make squalor of your ruins.
  262. You are superior. This doesn't give you any advantage on dice rolls — your greatness lies in certainty, not luck — but you simply are superior to non-fae.
  263. You can see the gauge of magic, and you can see through glamour illusions. (You see both the illusion and the reality.) You have access to magics Moves as if they were a pool; such magics are glamour magic.
  264. Choose one or more:
  265. 〜 You can't actually lie. You can tell half-truths, mislead, or leave false assumptions uncorrected, but you can't make a statement you know is false.
  266. 〜 You true form is monstrous, putrescent, warty, or otherwise loathsome, but hidden by a glamour illusion.
  267. 〜 You look monstrous, putrescent, warty, or otherwise loathsome, taking a -2 on Social rolls when looks matter. (Counts as two.)
  268. 〜 Any attack with an iron, steel, or other ferrous weapon deals you 1 extra Harm.
  269. 〜 Any attack with an iron(not steel) weapon deals you 4× the Harm — and if it was harmless, then it still deals you 1 Harm.
  270. 〜 Anyone wielding your name can lay a geas on you. Keep it secret, and don't let any nickname stick too well.
  271. 〜 Your glamour magic fades away if exposed to sunlight.
  272. For every full 2 you choose, take another Move.
  273.  
  274. ○○○○○… Fey Charm
  275. +1 per dot to Social stat and its max. If you aren't fae, then justify your connection to them.
  276.  
  277. ○○○○○… Fey Cunning
  278. +1 per dot to Clever stat and its max. If you aren't fae, then justify your connection to them.
  279.  
  280. ○ Garou
  281. Like a werewolf, you shapeshift into another species, one not normally considered intelligent. You're a "[whatever] garou", based on your wild shape — like a raven garou or a wolf garou. Your existing form is your "tame shape", and this new species is your "wild shape". While your stats do change, the most important change is that of the fiction. Different actions and interactions will make sense in different shapes.
  282. Take a dot in Nature Force. While in wild shape, take -2 on Social rolls.
  283. You can usually shift between your shapes at will. It doesn't even slow you down — you can "wolf out" while attacking someone, for example. However, track the phase of the moon. During the 3 days of the new moon, you must make a Headstrong roll to shift to wild shape; during the 3 days of the full moon, you must make a Headstrong roll to shift to tame shape. On a 6-, you can't shift for the rest of the scene. On a 7..9, you can shift if you inflict 1 Harm on yourself. On a 10+, you shift fine this time.
  284. Once per day, if you shift to wild shape in moonlight, you replenish 1 Essence — or 2 Essence during the 3 days of the full moon, or none during the 3 days of the new moon.
  285. Clothes aren't subsumed when you shift. Those born garou and those who achieve garou-hood tend to be comfortable naked. Those who've had garou-hood thrust upon them tend to have more trouble. Whenever this causes you disadvantage or angst, mark experience.
  286. Weaponized aconite(wolfsbane) deals you double Harm, and even the smell of aconite stings distractingly. But at least you won't miss a tiny bit of aconite added to a meal as a poison.
  287. Any attack with a silver weapon deals you 1 extra Harm, and the touch of silver is painful. Stay away from the good silverware…
  288.  
  289. ○ Goblin Fae <Blood Faction>
  290. Prereq: Fae
  291. You are a loathed fae of the Goblin Court, and the humans are forewarned against you.
  292. Your court is something of an underdog, and should you tread in politics, your king would appreciate you treading carefully. There is neither formal truce nor formal declaration of war with either the Summer Court or Winter Court. To truce with one is to war with the other, and the Goblin Court is still smarting from the Alignment Wars, so your king would be most displeased should you drag him to war. Even if it's by precipitating a truce.
  293. +1 to Violent stat and its max.
  294.  
  295. ○ Infernal Angel <Blood Faction>
  296. Prereq: Angel
  297. You are Fallen — either one of the Host who Fell and was damned, or born to Fallen angels and damned from birth. The light of Hell heals you of the same Harm it would normally deal, allowing you to use infernal Tethers to shortcut between Hell and Earth. Your enemy blood faction is celestial angels, the Host.
  298. +1 to Headstrong stat and its max. For your angelic resonance(if any), any stats it uses change to Headstrong.
  299. `
  300. `
  301. `
  302.  
  303. ○ Lure
  304. Whenever someone makes a promise to you, they mark experience. Whenever someone breaks a promise to you, you mark experience.
  305.  
  306. ○○○○○… Moon Armor
  307. Prereq: Garou
  308. While basked in moonlight, any Harm you take(except for garou weaknesses) is reduced by 1 per dot, and you get +1 per dot on Headstrong rolls to resist magic.
  309.  
  310. ○○○○○… Moon Ferocity
  311. Prereq: Garou
  312. While basked in moonlight, any Harm you deal is increased by 1 per dot.
  313.  
  314. ○○○○○… Nature Force
  315. Prereq: Garou
  316. Your wild shape is more powerful, like a wolf or tiger, or even a bear with enough dots. For each dot, choose one:
  317. 〜 You have two more +1s in your wild shape. Choose which stat(s) get these +1s.
  318. 〜 Choose a significant species ability(like flight for a raven garou) in your wild shape.
  319.  
  320. ○ Nephilite <Blood Faction>
  321. Prereq: Angel
  322. You are of the nephilim — half-human, half-angel. It's no longer possible to make more nephilim, so you are old. +8 Divine Potency.
  323. You look inhuman, and not in a good way — ugly, misshapen, and/or bestial. You're also half again as large as a human. You're perfectly capable of relating to people, but you're a monster and you look the part. +2 Violent, -2 Social.
  324. +1 to Clever stat and its max. You've had to come up with tricks to survive… nephilim who didn't are dead by now.
  325.  
  326. ○○○○○… Processing
  327. Prereq: Daemon
  328. +1 per dot to Clever stat and its max.
  329.  
  330. ○ Seelie Fae <Blood Faction>
  331. Prereq: Fae
  332. You are a shining fae of the Summer Court, seen as benevolent by the humans. Suckers. You cloak your depredations in beauty, entice your victims close with glamour, and get them to excitedly overpromise, before you take everything (you say) they gave you, and not a glance less.
  333. Your court is at war with the Winter Court, although your personal agenda matters more to you. It's really more like they're fair game. There is no formal truce with the Goblin Court, nor any formal declaration of war, and your queen would be most displeased should you precipitate either.
  334. +1 to Social stat and its max.
  335.  
  336. ○ Unseelie Fae <Blood Faction>
  337. Prereq: Fae
  338. You are a shadowy fae of the Winter Court. The humans think they're forewarned against you, and yet they never do see you coming…
  339. Your court is at war with the Summer Court, although your personal agenda matters more to you. It's really more like they're fair game. There is no formal truce with the Goblin Court, nor any formal declaration of war, and your queen would be most displeased should you precipitate either.
  340. +1 to Clever stat and its max.
  341.  
  342. ○○○○○… Vampire
  343. You are a free-willed undead that feeds on blood. You're unaging, and may be centuries old.
  344. You can drain blood from a willing or restrained victim. A living human normally has 2 Blood Proof, and regenerates 1 with a good night's sleep; draining them to 1 will make them delirious(a Condition), draining the last will kill them(but if buried then they'll rise as a vampire in turn, gaining 1 Blood Proof in the process). However, if they have any Essence, then before you can drain their last Blood Proof, you'll steal a point of Essence as a point of Blood Proof.
  345. Divine Potency, Daemon, and Nature Force add to Blood Proof. Every 2(or fraction) Fey Charm adds 1 to Blood Proof.
  346. You can convert your own Blood Proof into Essence. You can hold up to 12 Blood Proof, you start with 3, and any of your starting Essence can be Blood Proof instead. You don't recover Blood Proof with sleep, nor do you get daily Essence recovery, and in fact you lose 1 Blood Proof each day around noon. Losing your last Blood Proof puts you into torpor, seemingly just dead, but another character can restore you to undeath with enough blood to deliver 1 Blood Proof. Being down to 1 Blood Proof makes you frenzied, not delirious.
  347. Choose a stat; +1 per dot to it and its max. Take one magics Move; it's blood magic, and if it runs on Essence, then it can run on Blood Proof just the same. This stat and Move define your "bloodline" among vampires.
  348. In addition, as blood magic, you can spend 2 Blood Proof to recover 1 Harm — except for Harm dealt in traditional vampire-slaying ways, or Harm from your weaknesses(below). However, magics are better at this.
  349. Choose two:
  350. 〜 Sunlight hurts you. Indirect sunlight is painful, causing blisters and minor burns. Direct sunlight deals you Harm via serious burns.
  351. 〜 Garlic is deadly poison to you. A normal garlicky meal deals you 1 Harm; weaponized allicin(extracted from garlic) deals you repeated Harm until you get it out of your system. Even the scent of garlic is painful.
  352. 〜 You're visibly monstrous, resembling a hairless human plague rat, not a decadent aristocrat. You take -2 on Social rolls where looks matter, and onlookers know: You are nosferatu.
  353. 〜 Choose a religion common in your youth. Trappings of that religion are anathema to you. Their touch deals you Harm.
  354. 〜 The Beast — hunger for blood — is strong with you. You must take at least 1 starting Essence as Blood Proof. Being down to 2 makes you frenzied, being down to 1 makes you also bestial. While both bestial and frenzied, you can't act normally, you must pursue blood with all the intelligence of a starving beast. Even with neither Condition, if suddenly or prominently presented with an opportunity to feed, make a Headstrong + Blood Proof roll. On a 6- you instinctively lunge, but thereafter you can stop short and act as if you'd rolled a 7. On a 7..9 you can hold back, but you're distracted, fixating on the opportunity even if you know you shouldn't. On a 10+, you remain composed. Finally, when draining blood, you must make a Headstrong roll to stop; on a 7..9 you drain "just one more" and then stop.
  355. 〜 You can't enter a home unless invited by someone living there.
  356. 〜 You're in thrall under your vampiric sire. They don't keep you busy, but they do issue occasional orders, and you're forced to obey by a compulsion in your blood.
  357. You can choose a third or more; each additional gives you another magics Move.
  358.  
  359. ○ Werecutie
  360. Prereq: Garou
  361. Your wild shape is small and adorable. In wild shape you have +4 Social(cancelling the penalty and then some) and -2 Violent.
  362.  
  363.  
  364.  
  365. Magics
  366. These Moves are overtly magical, and require something else to grant access before you can take them.
  367.  
  368. ○ Charm
  369. You can make people like you, magically. Spend 1 Essence and roll Headstrong vs their Headstrong; any (further) Essence either of you spends gives +3, not +1. If you win, then they simply feel you're their close, trusted, personal friend. (You have no control over them, but your new friend is likely to go along with your ideas.) On a tie, they have a panicked awareness of you in their mind, and can concentrate to keep you out(doing nothing else), but if they slip for a moment(or take an action) then they forget this brief awareness and fall under your sway. If they win, then they have that panicked awareness of you in their mind, but they don't need to concentrate and you don't charm them.
  370.  
  371. ○ Elsewise Power
  372. You can spend 1 Essence to use a Move you don’t have, just this once. This Move can come from anywhere.
  373.  
  374. ○ Essence Siphon
  375. You can try to steal Essence with a touch. Roll Headstrong vs their Headstrong; any Essence either of you spends gives +3, not +1. On a tie nothing happens, otherwise the winner steals up to [Margin] Essence. However, they can't steal more Essence than the other has, nor more than they can hold.
  376. This magic is subtle. People who don't know about Essence won't notice immediately, and must roll Alert to pinpoint when it happened. Even people who know about Essence must roll Alert to notice it happening, and get the same roll to pinpoint it the next time they check their Essence reserves.
  377.  
  378. ○ Fey Contract
  379. If someone breaks a promise or contract made to you, carry 1 forwards against them. Instead of using this normally(for +1 to any roll against them), you can choose one:
  380. 〜 Tempt them to do what you want. If they do it in the same scene, then they mark experience. If it’s not something they can reasonably do in that scene, then simply agreeing to do it counts — whether they follow through is up to them. Instead of experience, their player or the GM can tell you what sort of bribe, threat, or coaxing it’ll take to get them to do what you want right now.
  381. 〜 Give them a Condition. They don't have to be present — talking behind someone's back is a tried and true method for working out your resentment and bitterness.
  382. 〜 They fuck up something simple at a crucial moment, suffering 1 Harm if appropriate.
  383. 〜 When you harm them, use it to deal 1 extra Harm.
  384. 〜 +2 to your roll on an act of vengeance against them.
  385.  
  386. ○ Heal Self
  387. At a cost of 1 Essence, remove a Condition, or heal up to 2 Harm.
  388.  
  389. ○ Healing Touch
  390. Prereq: Heal Self or Health Gift
  391. As Heal Self, but usable on others with a touch, just not on yourself.
  392.  
  393. ○ Health Gift
  394. With a touch, you can transfer Conditions and Harm to yourself from willing characters. You can also take on 1 Harm and spend 1 Essence to heal someone else of up to 3 Harm.
  395.  
  396. ○○○○○… Magic Skill
  397. For each dot, take a skill pool Move, except it's magical.
  398.  
  399. ○ Metamorphosis
  400. You can spend 2 Essence to permanently swap two of your stats.
  401.  
  402. ○ Need For Need
  403. Firstly, you can look into someone's eyes and sense what they feel they need. Secondly, you can satisfy those Needs to get Hooks to lay geasa on them. Finally, you can trade geasa and Hooks among the willing.
  404. To sense needs, you must make eye contact and roll Alert. Sunglasses(on either of you) are enough to block this, and you can't do it on a recording or even one-way live video, but it works over two-way live video. On a 6-, you don't sense the Need, even if their feelings are obvious. On a 7..9, you can spend 1 Essence to spot a Need of [Roll - 6], otherwise it slips from your mental grasp like something you /almost/ remembered. On a 10+, you spot a Need of [Roll - 9], and can spend 1 Essence to increase it by 3. If you already know of a greater need, then you can switch it to that one instead, but the greater need doesn't increase the Need level.
  405. If you satisfy the need, then the Need turns into a Hook of the same level, which you have on them. Despite its abstract magical nature, you can give this Hook to a willing recipient, or receive a Hook willingly given to you. (Usually some payment changes hands as well.) People without this Move can't trade hooks to each other. Needs and Hooks are only visible in the gauge of magic, but can also be felt by those who hold them.
  406. For whoever has a Hook to "cash it in", the user must tell the hooked person what they want in return, and mentally tug on the Hook. You(who set the Hook) roll Headstrong vs the hooked person's Headstrong. You add the Hook level, and they add the level of what they're being asked to do. On a tie, they can feel what the Hook user is trying to do, but it just remains a Hook. If you win, then the Hook turns into a geas of equal level. If the hooked person wins, then the Hook vanishes and the Hook user takes [Margin] Harm as a backlash.
  407. The level of a Need, Hook, or geas is relative to how hard the task is /to the person hooked/. If you have a minor spell that will do some impossible thing they happen to really need, or if you know something they don't that makes it really easy to do, then that's still worth a lot. However, this doesn't include consequences they don't know about. Much of the skill of using this magic is in trading things you find easier for things they find easier. A level 1 favor is minor, almost trifling, and breaks none of the target’s moral codes. A level 3 favor awakens twinges of resistance, and a feeling of being used — but after all, a promise is a promise. A level 6 favor may be life-threatening, either to the victim or to someone they care about.
  408. Example: Thuriel is a fae with Need For Need as glamour magic. A mundane she's been tracking, Travis, is magically influenced to break up with his boyfriend Will. Thuriel finds out about the spell, but arrives too late — just in time to see Travis get into his car and speed away in the rain, leaving a heartbroken Will standing, soaking and crying, on the curb.
  409. Thuriel takes an umbrella with her as she leaves her car to rush to Will's side. She asks him what's wrong(as if she didn't know), and he pours his heart out to this stranger while she comforts him. They make eye contact during the conversation, and she rolls to see his Need. She only gets a 7, and spends Essence to see a level 1 Need. The GM tells Thuriel's player Will slightly Needs an umbrella. She switches it to the Need to get Travis back.
  410. Later, she tracks Travis down. She drives off the vampire who had other plans for Travis, and casts a dispel on him. He thanks her for saving him from a "mugger", and rushes to make a cell call alone in his car. As Thuriel walks back to her own car, she feels the Hook on Will form, and smiles softly to herself.
  411. Later, she's handed the hook to her gremlin friend Griznik. Griznik texts Will out of the blue to do him a minor favor — call a certain extension from the office where Will works after lunch, and say "they know" before hanging up — and Griznik tugs on the Hook. This is easy for Will, so he only gets a +1, cancelled by the Hook 1. Thuriel beats Will on the Headstrong roll, and he feels an obligation to do this favor as the Hook turns into a geas.
  412. The manager in charge of that office is Lissa, a vampire, and she has the place warded so well the two fae could never get in without getting caught by her supernatural minions. But a few hours into a tense negotiation between vampires and angels(probably Fallen), Will's call interrupts on an inside line, and the resulting paranoia shatters the fragile cease-fire. The angels wreak havoc through the office on their way out, and in the coming days Lissa diverts a lot of company funds to this supernatural conflict.
  413. She also quietly inquires with the IT department about that call, but fortunately for Will he made it from the break room before heading back to his desk. Even if he'd made the call from his desk, however, the favor would've still been level 1.
  414.  
  415. ○ `
  416. `
  417.  
  418. ○ `
  419. `
  420.  
  421. ○ `
  422. `
  423.  
  424. ○ `
  425. `
  426.  
  427. ○ `
  428. `
  429.  
  430. ○ Track/Guardian
  431. With a touch and a Social roll, you can attune yourself to track a creature or object. On a 12+, the tracking attunement has unlimited duration. On a 7..12, the tracking attunement has a duration of [roll - 6] days. While a limited attunement lasts, you can refresh it with a touch and a one-die Social roll; on 6+ the attunement becomes unlimited, on 5- the remaining duration changes to that many days.
  432. You can have a max of [6 + Social] attunements at once, but freeing up a slot is risky.
  433. You can track something you're already attuned to. Roll Alert:
  434. 6-: No read this time, but you can try again.
  435. 7: You know the direction of the attuned object.
  436. 8: You also know its general condition, including hazards which aren’t immediate or life-threatening.
  437. 9: You also know its approximate distance from you(within miles).
  438. 10: You know the attuned object’s direction, general condition and approximate distance(within yards).
  439. 11: You know all of the above, as well as whether or not it’s moving.
  440. 12: You know all of that, as well as whether it is in any danger, even in someone's most remote plans.
  441. While a tracking attunement lasts, if you harm the object of your attunement, then you take 1 Harm as a backlash — except if you're attuned to a person, the act is their desire, and they've relieved you of responsibility. A guardian attunement instead causes this backlash if the object of your attunement is destroyed or killed, regardless of who or what did so.
  442. In either case, death or destruction doesn't end your attunement, and restoring the object of your attunement to a whole state(unlikely if living) will heal all backlash from that attunement. If it's broken and the pieces separated, then you're at -5 to track it, but a successful roll tracks all the pieces.
  443. At any point, you can try to remove an attunement with a Headstrong roll, minus the number of days left on that attunement(or -7 if it's unlimited). On 10+, the attunement simply ends. On 7..9, the attunement ends but you take 1 Harm as a backlash. On 6-, a guardian attunement deals you 1 Harm as a backlash and remains, while a tracking attunement instead transforms into a guardian attunement with a duration of [7 - roll] days.
  444.  
  445. ○ Uncanny Voices
  446. You can spend 1 Essence to realize a secret about someone you’re talking to. Their player(or the GM for an NPC) will reveal one of their secret fears, secret desires, or secret strengths — they choose which.
  447.  
  448.  
  449.  
  450. Dev
  451. WOD, cyberpunk, Star Trek, Star Wars, supers, Persona
  452.  
  453. Vampire
  454. Werewolf
  455. Mage
  456. Changeling
  457.  
  458. Hunter
  459. Angel
  460.  
  461. Persona Daemon
  462.  
  463.  
  464.  
  465. Mortal Hunters
  466. Governmental
  467. • Project Twilight
  468. • Strike Force Zero
  469. • Task Force Valkyrie
  470. • Vanguard Serial Crimes Unit — Precipitated by a fae, uses sorcery(and witchcraft) to track and capture serial killers and slashers.
  471. Religious
  472. • Knights Of St. George — An english knightly order seeking to keep witches and sorcerors from attracting the attention of beings greater than humanity.
  473. • The Long Night — Another apocalyptic christian sect, hunters trying to destroy monsters to facilitate the second coming of Christ.
  474. Private
  475. • The Ashwood Abbey — Thrill seekers who want to experience everything involving the supernatural, from the most benign to the most psychotic.
  476. • Keepers Of The Source — A group that safeguards places of power and hides forbidden knowledge.
  477. • Night Watch United — Started as many separate groups of regular folks trying to protect their neighborhood from mundane oppression. But some of that was supernatural, and while some groups were shattered by supernatural attacks, the others were galvanized and banded together. Now, they're more like organized vigilantes who protect residential areas from vampires and other supernaturals.
  478. • Null Mysteriis — A group of scientists and medical personnel who have been exposed to supernatural phenomena, and seek to understand it.
  479. • The Talbot Group — American organization founded as a counseling service that aims to rehabilitate werewolves and other supernatural beings to humanity.
  480.  
  481.  
  482.  
  483. ●●○○○
  484.  
  485.  
  486.  
  487. Seraphim — Spirits of Truth
  488. Balseraphim — The Liars
  489. ✓ Cherubim/Djinn — The Hounds
  490. Ofanim — Agents of Motion
  491. Calabim — The Freaks
  492. ✓ Elohim — Objective Observers
  493. Habbalah — The Punishers
  494. Malakim — Honor-bound Warriors
  495. ✓ Lillim — The Tempters
  496. Kyriotates — Discordian Borrowers
  497. Shedim — The Corruptors
  498. ✓ Mercurians — Celestial Socialites
  499. ✓ Impudites — The Charmers
  500. The Grigori — The Watchers
  501.  
  502.  
  503.  
  504. Incoming
  505. ○ Fake
  506. +1 on any rolls you make `while lying`.
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