Professions

The Order of the Traveller

The Order of the Traveller is notorious for constant absentees and the constant need for substitute teachers. The first thing often taught is that absolutely everywhere is connected, and how to manipulate that connection. However, often students can get stuck in their own world figuratively and literally. It isn’t uncommon to be in the middle of hosting a funeral for a student, only for the student to reappear as if only a couple weeks had passed. The Order of the Traveller is also well known for its bizarre funerary practises, often not actually admitting a death unless there is certain evidence.

Skills:

  • Average (+1) Creo – Create, make, produce
  • Fair (+2) Perdo – Lose, waste, destroy, ruin, undo
  • Good (+3) Disco – Learn, discover, understand
  • Great (+4) Mutatio – Change, mutation, transformation

Stunts:

  • Traveller’s touch – for 1FP, Anyone making physical contact with you will be teleported as well.
  • Long Jaunt – You can travel to anywhere that you are familiar with. The more familiar, the easier the trip.
  • Switch – Once per session, You may swap any two items of similar mass and size.
  • Feather step – For 1 FP, you may walk on air as if it were solid ground.
  • Portal – (requires long jaunt and traveller’s touch) You may open a portal to any place that you can see for the scene.
  • Mark – You may create the aspect Marked on a location. This location is easier to create portals to, travel to with jaunt and switch items that you know are there. You may only have one location Marked at a time.
  • Recall – (requires mark) You may teleport to the Marked location at will.

Order of the Hungry Flames

The Order of the Hungry Flames teaches students that only by tapping into their passion can they bring about the energies that they have within. This means that students are encouraged to act out and be as dramatic in life as possible. Often, they tend to act first and think about it later (if at all). The chair of the Hungry Flames is Shandalar Nalar, a young man who used to be bound to a flame spirit. Currently, due to losing his connection to the flame spirit, the Order of the Hungry Flames has the strange distinction of having one of their top professors be unable to actually cast any magic. His skill at teaching and his highly advanced grimoire make sure that he keeps his position.

Skills:

  • Average (+4) Disco
  • Fair (+2) Creo
  • Good (+3) Mutatio
  • Great (+4) Perdo

Stunts:

  • Ka-Boom! Once per session, you may make an attack with Perdo on all targets in a zone. The stress may be divided as you see fit.
  • Passion beyond control! +2 to willpower when trying to resist the effects of mind control.
  • Wings of flame – for 1 FP, you can move up to 5 zones as a standard action, you gain the flying aspect.
  • Mana bomb – You fill a target with mana until they explode. One per scene, you may make an attack with Mutatio. If the target is a nameless NPC, the attack succeeds and they are defeated. Otherwise, the attack deals 2 extra stress.
  • Improved Mana bomb – (requires mana bomb) The effects of mana bomb proceed as normal but, if the target is defeated it deals 2 stress to everyone else in it’s zone.
  • Delayed Manabomb – (requires improved manabomb) For 1 FP, you may delay the effects of improved mana bomb until you desire. You place the aspect mana bomb on a target and can invoke it anytime you wish. The target may roll Notice at good(+3) or Disco at average (+1) to discover that they have the aspect. There may be only one target with manabomb at any given moment.
  • Embrace the flames – You gain one free invoke on any fire based aspect.

The Order of the Mind’s Eye

The order of the Mind’s Eye has a complicated relationship with it’s students. They are repeatedly reminded that the minds of others are to remain a closed book. The judgement of the Conclave is mentioned over and over again in order to ingrain in students the fact that there is a line that must never be crossed. This doesn’t mean that the order of the Mind’s Eye is powerless. They possess the ability to see beyond what normal eyes can see and can fool the senses of their targets. This power leads to a bit of duplicity among the students. When nothing can be trusted, why trust at all?

Skills:

  • Average (+1) Perdo
  • Fair (+2) Creo
  • Good (+3) Mutatio
  • Great (+4) Disco

Stunts:

  • Lying eyes – for 1 FP, you can vanish from all normal detection instantly Those searching for you must roll investigate (good difficulty) or use Disco (contested by caster’s Mutatio).
  • Never lost – You always know how to return home from wherever you are as long as it’s within the same plane.
  • Terrify – for 1 FP, you can create an illusion that completely terrifies all who see it (except you). They must roll willpower (good difficulty) to resist. Be warned, responses vary.
  • Spirit rider – You are able to see what your target sees as long as they are willing. This connection lasts for one scene.
  • Eye in the sky – You are able to make a disco roll against a target’s will to be able to see them.
  • Silver thread – (requires 3 other Mind’s Eye stunts) You are able to use your magic anywhere that you can see.
  • Corporeal Illusions – Your illusions are capable of interacting with the physical world in a minor way.
  • Prestidigitation – You may create any very minor illusion without having to roll.

Order of the Infinite Names

To the Order of the Infinite Names, the world is full of a strange sort of life. Students here are taught that even the lowliest blade of grass has a spirit and a name. As such, they tend to be quite mindful of the things around them because they are truly never alone. The students are also taught to negotiate with these spirits. This leads to the students being quite cutthroat in their negotiations outside of class. To the students, everything has a price.

Skills:  

  • Average (+1) Perdo – Lose, waste, destroy, ruin, undo
  • Fair (+2) Disco – Learn, discover, understand
  • Good (+3) Mutatio – Change, mutation, transformation
  • Great (+4) Creo – Create, make, produce

Stunts:

  • Summon – Each contracted summon takes one or more stunts.
  • Force of will – When making a quick deal, you can use willpower (spirit can defend) to force the spirit to agree to something that they ordinarily wouldn’t.
  • Book of names – You gain +2 to disco when attempting to learn the true name of a spirit. Any spirit that you know the true name of has the aspect Named and you get one free invoke.
  • Favored Environment – Name an environment (forest, swamp, volcano, city, etc.), You gain a +2 to negotiations with the spirits of that environment.
  • Direct Order – (requires Force of will, Book of names and Favored Environment) Once per session, you may give any spirit with the aspect Named a direct order that they must follow unless they are completely unable to.

The Witch’s Hammer

There are majors where individual classes are difficult and then there is the order of the Witch’s Hammer. This order believes that magic is a force that must be carefully controlled and they are quick to cite history to prove it. The professors of the order of the Witch’s Hammer tend to be focused and rather serious about their studies. This is because, in order to counteract magical energies, they dip into the energies of the void itself. The darkness weighs heavily upon the students and professors and sometimes, it’s hard to let it go. It isn’t unheard of for a student to become injured or even to disappear altogether. While their disappearances doesn’t compare to the order of the Traveller, it is still a concern.

Skills:

  • Average (+1) Creo – Create, make, produce
  • Fair (+2) Perdo – Lose, waste, destroy, ruin, undo
  • Good (+3) Disco – Learn, discover, understand
  • Great (+4) Mutatio – Change, mutation, transformation

Stunts:

  • Last Word – You can create the Silenced advantage on a target. The target must make a fair (+2) Willpower roll to remove the aspect and be able to use magic again.
  • Boost – for 1FP, you may add two free invokes on any aspect applied by magical means.
  • Redirect – Once per session, You may choose a different target for a spell that targeted at you.
  • Shell – (requires last word) Once per session, you may create the aspect Shell on a zone. This zone is unable to be targeted by magical means and no magic is able to leave the zone.
  • Zone of silence – (requires shell) For 1 FP, you create the aspect Zone of silence on a zone. In order to overcome this aspect, roll willpower at +3 (good). Otherwise, no magic may be cast, magical items will not function and constructs made of magic or fueled by magic take 2 stress per turn within the zone.
  • Empower – (requires boost) You can create the aspect Empowered on a zone. This aspect can be invoked only to strengthen magical abilities.
  • Greater Empowerment – (requires Empower) For 1FP, you must touch a target, that target then receives +4 to their next magical ability.

Order of the Mending Winds

Those of the order of the Mending Winds believe that all things are composed of a fundamental energy called essence. This essence both pervades and shapes the universe. Students of the order of the Mending Winds learn to manipulate that essence to mend wounds and channel the energies in the air around them. This gives them the powerful ability to heal light wounds and also to use the wind and lightning. Students tend to be pensive and thoughtful, sometimes to a fault.

Skills:

  • Average (+1) Perdo – Lose, waste, destroy, ruin, undo
  • Fair (+2) Disco – Learn, discover, understand
  • Good (+3) Creo – Create, make, produce
  • Great (+4) Mutatio – Change, mutation, transformation

Stunts:

  • Healing hands – Once per scene, you may roll Mutatio against +2 (fair) difficulty. On a success, you remove that much stress from the target that you touch.
  • Regeneration – (requires healing hands) for 1FP, you may clear your 2 highest boxes of stress.
  • Absorb Pain – (requires regeneration) You may choose a target, you take  one of that target’s consequences. The severity of the consequence is maintained.
  • Chain lightning – A bolt of lightning strikes you but disperses among everyone in the zone. You attack everyone in the same zone and divide stress among them evenly. You must be outdoors.
  • Lightning Strike – (requires chain lightning) You may direct all the stress from chain lightning at any one target at +2 stress.
  • Lightning Storm – (requires Lightning strike) For 1 FP, you apply the aspect Thunderstorm on your current zone. Everyone there automatically takes 1 stress every round except the caster. This continues for the whole scene.
  • Pacifying Winds – (requires lightning storm and regeneration) For 1 FP, you create the aspect Invulnerable on everyone in the scene. No one may gain physical stress for the rest of the scene.

The Way of the Open Palm

Brother Typhoon was the creator of the martial arts path called The way of the Open Palm. It was devised as a way to teach his students to defend the Solarian monastery against foreign invaders without acquiring weapons and making their intentions known. The techniques that Brother Typhoon invented were later perfected by Sister High-tide who would go on to spread those teachings throughout the 7 kingdoms during her “time of wandering.” Students of the Open Palm tend to be rigid and unyielding in both mind and body. This translates to a natural toughness from the intense physical training and a stubborn demeanor. According to Sister High-tide, one must “be like the mountain.” If one wishes to master the Open Palm.

Skills:

  • Average (+1) Creo – Create, make, produce
  • Fair (+2) Disco – Learn, discover, understand
  • Good (+3) Perdo – Lose, waste, destroy, ruin, undo
  • Great (+4) Mutatio – Change, mutation, transformation

Stunts:

  • Ghost fist – for 1 FP, for the rest of the scene, you may make attacks up to 3 zones away as if they were in the same zone.
  • Strength of will – You may use willpower in place of physique when making checks for brute strength.
  • Empty body – Once per session, You may ignore 2 shifts of stress.
  • Riposte – If you succeed with style on a Fight defense, you can choose to inflict a 2-shift hit rather than take a boost.
  • Turnabout – (requires riposte) When you succeed with style on a Fight defense, instead of taking a boost, you may spend a fate point to inflict physical stress equal to the shifts you got on your defense roll. You may only do this once per opponent per scene.
  • Fortified Mind – (requires Empty Body) You immediately are aware of any magical effects that target your mind.
  • Empty Mind – (requires Fortified Mind) Once per session, you may ignore the effects of any magic targeting your mind.
  • Ghost Hand – (requires ghost fist) For 1 FP, you may choose to manipulate small objects with Willpower as if you were physically holding them.

Mechanists

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See Sizing Chart

Skill:  Mechanics

Stunts:

  • Passenger Capacity – You may carry 3 people in your vehicle. This may be taken multiple times adding 3 each time. For every time this is taken after the first, increase the size aspect (big, large, huge, enormous, etc)
  • Armor Plating – Your vehicle has armor:2 and thus ignores the first 2 shifts of stress done to it. This can be taken one more time.
  • Structural Integrity – The vehicle is able to take 2 extra stress before becoming incapacitated. This may be taken multiple times.
  • Burst of speed – Your vehicle is much faster than other similar vehicles. As such, it grants a +2 to drive when attempting to evade pursuit.
  • Vehicular Acrobatics – +2 to drive when overcoming obstacles in a chase.
  • Flight – Your vehicle is capable of flight.
  • Pressurized Environment – Your vehicle is capable of going underwater and is immune to gas.
  • Crew Quarters – Your vehicle is equipped with cramped quarters for 4. The vehicle must have the large and above size aspect. This may be taken more than once. Each time this stunt is taken after the first, increase the size aspect by one.
  • Captain’s Quarters – If your vehicle has a size rating of huge or greater, you gain this stunt for free. Your vehicle is equipped with a small room dedicated to the owner or captain of this ship. It can be furnished however you like but grants no other bonuses.
  • Workshop – Your vehicle is equipped with a workshop that grants +1 to any technical skills while within it or reduces a time frame by one shift. The vehicle must have the large and above size aspect.
  • Cargo Hold – Your vehicle is equipped with a cargo hold. The vehicle must have the large and above size aspect. It is able to carry things up to two size aspects below it.
  • Projectile systems – Your vehicle is armed with a with some sort of projectile weapon. You (or others if the vehicle has passenger capacity) may make attacks using shoot.
  • Manipulator arms – Your vehicle is equipped with some manner of manipulator arm or crane capable of holding or manipulating other large objects. If attempting to attack with the manipulator arms, use fight.
  • Infrastructure – Your vehicle is one size larger due to infrastructure and redundant systems.

Balistics

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Skills: Ballistics

Stunts:

  • Elemental Ammunition – Choose an element type (fire, light, electricity, etc.) When you spend 1FP, your weapon fires this type of ammunition. This stunt can be taken multiple times for different types of ammunition.
  • Long Range Scope – Your weapon is equipped with a long range scope and has been modified to be able to fire up to 5 zones away. The weapon gains the aspect large.
  • Burst Fire – Once per session, you may choose to attack all targets in a zone. You may divide the stress among the targets as you see fit.
  • Anti-vehicular modification – (requires long range scope) You may choose to give up a boost so that your rounds do full stress to the vehicle. It’s armor doesn’t work against your weapon.
  • Quick-draw Release – (cannot have the large aspect) You receive a +2 to notice for the purposes of deciding order in combat.
  • Lasting Effect – (requires Elemental Ammunition) Instead of dealing stress, your bullet may explode, creating an aspect based on your chosen element on that zone.
  • Charged Shot – (requires Burst Fire) Once per session, you may apply the aspect Charging Shot to yourself. You may hold your action. If you do, add another invoke to Charging Shot. You may invoke this aspect as many times as you wish, up to the total amount of invokes it currently has. Once invoked, you gain the aspect Out of ammo with a difficulty of +3 (good). If you do not, all Charging Shot invokes go away.

Automata

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See Sizing Chart

Skills: Automata

Stunts:

  • Structural Fortitude – The mechanical servant is capable of taking 2 stress before being incapacitated. This may be taken two more times. Each time increases the size aspect (it starts at small, then medium, big, large, huge, etc.)
  • Manipulating arms – The machine possesses a pair of manipulating arms capable of holding, lifting and doing basic manipulation of objects similar in size. Should you wish to harm someone or something with those arms, use your character’s fight.
  • Humanoid composition – The machine is humanoid in build. Thus, it is able to use things that a human can. The machine must have the manipulating arms stunt and must be no bigger than large.
  • Independent function – The mechanical servant is capable of acting on its own once given basic instructions. It can also operate outside of hearing range of it’s master.
  • Flight – The mechanical servant is capable of flight. The servant can be no larger than big.
  • Stealth modules – The mechanical servant has Stealth of 2. The servant can be no larger than medium.
  • Projectile weapon – The mechanical servant can attack using shoot.
  • Battle module – The machine is programmed to be able to fight independently. It must have either manipulating arms or a projectile weapon. You don’t have to use your turn when controlling the automata during combat.
  • Enhanced strength – the machine can lift two shifts above its own size.
  • Infrastructure – Your automaton is one size larger due to infrastructure and redundant systems.
  • Miniaturization – Through clever engineering, your automaton is one size smaller.

Alchemy

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Skills: Chemistry

Stunts:

  • Quick mix – You may reduce the time required to create a compound by 2 shifts.
  • Extra potency – The effects of your compounds are increased by 1 shift.
  • Carrying capacity – You may prepare in advance and carry 2 completed potions for each time this stunt is taken.
  • Healing herbs – +2 to chemistry when creating a compound to remove stress or reduce a consequence.
  • Splash vial – Your compounds need not be ingested to take effect. You can splash the chemical on your target.
  • Gaseous Compounds – Your compound can be designed to become a gas cloud. For 1 FP, you can decide to have your compound target an entire zone.
  • Poison kit – +2 to chemistry when creating a compound that causes a target to take stress or consequences.
  • Identification Kit – (requires all other kits) +2 to chemistry when using a good sample to identify a target.
  • Mimic – Once per session, you may replicate any one magical effect you have observed.

Engineers

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See sizing chart

Skills: Engineering

Stunts:

  • Extra invention – You may name and have on your person another invention beyond the first. This invention gets a Function and flaw aspect. This may be taken as many times as you like.
  • Enhancement – Adds a single enhancement. This may be a +2 to some skill in a specific situation or some other minor feature.

Communication

Communication devices naturally have two parts, the receiver and the transmitter. They are automatically small.

See sizing chart

Skills: Transmission

Stunts:

  • Range – Your device can complete its function up to two zones away from its counterpart.
  • Long range – Your device can complete its function in an area nearby its counterpart. You must have the Range stunt, and increase size aspect by one.
  • Extended range – Your device can complete its function further away from its counterpart. You must have the Long range stunt, and increase size aspect by one.
  • Infinite range – Your device can complete its function an infinite distance away from its counterpart. You must have the Extended range aspect, and increase size aspect by one.
  • Transmit sense – Your device can now send one of five senses to the receiver. While using your device, you cannot use your own sense.
  • Pass through device – You can use your own senses as well now when using your device.
  • Miniaturization – Reduces the size aspect by one. If the device is small, you gain a +2 to concealing it.
  • 2-way – All parts of your device send and receive data.
  • All on the same network – You make another receiver every time you take this stunt.
  • Uninvited – +2 to transmission for listening in on another person’s transmission device.
  • Hostile takeover – You may attempt to use Transmission to take over any machine that takes commands.(Requires Uninvited.)

The Blade’s Edge

Aspects: My blade is my soul, Honor is everything

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Stunts:

  • Draw and slash – May use fight to perform one attack at +2, when it’s the first attack of the battle.
  • Riposte – If you succeed with style on a Fight defense, you can choose to inflict a 2-shift hit rather than take a boost.
  • Demoralizing Stance – You adopt a stance that shows anyone that you are more than capable at fighting. You may use fight in place of provoke for intimidation.
  • Way of Reaper – When you take a consequence, you deal 2 extra stress on your next attack.
  • Reaper’s edge – (requires way of the reaper) For 1 FP, you may place the aspect Marked for the reaper on a target with a free invoke. You may only mark one target at any given moment. Any target may only be marked once.
  • Hand of the Reaper – (requires reaper’s edge) You may invoke Marked for the reaper at no cost. Although once used this way, the Mark is lost.
  • Reaper’s carousel – (requires Hand of the reaper) If you defeat an opponent with the aspect marked for the reaper with style, you may apply that aspect to another NPC target. Players are immune.

The Shield

Aspects: I am the wall, I must protect everyone

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Stunts:

  • Still Standing – You may spend fate points to keep standing. Any time you would suffer a consequence or be taken out by physical stress, you may spend a fate point to remain standing or otherwise defer a consequence for one more exchange, or until you take stress again, whichever comes first. Once the extra time you’ve bought is up, all the effects you have deferred come to bear at once. You may keep spending fate points each time the time limit expires until you run out. (This makes it possible for you to be taken out by a character who has already conceded or been taken out in the intervening time!)
  • Driven – You can push through incredible pain in order to reach your goal. You gain an additional mild consequence slot. This slot can only be used for physical harm.
  • Determined – (requires driven) You are able to lessen the effects of physical injury thanks to your incredible stamina. Once per scene, you may spend a fate point, and uncheck any one of your physical stress boxes.
  • Incredible Strength – +2 to overcome or create advantage rolls with Physique that involve lifting great weights.
  • Unstoppable – (requires incredible strength) Once in motion, you are very difficult to stop due to your sheer muscular force. You may use Physique rather than Athletics to move between zones.
  • Unstoppable charge – (requires unstoppable) Once in motion, you are very difficult to stop due to your sheer muscular force. You may use Physique rather than Athletics to move between zones.
  • Defend the Weak – When someone is attacked physically while within your zone, you can spend a fate point to redirect that attack to yourself. You may defend against that attack at +1.

The Arrow

Aspects: Keen eye, Lone wolf

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Stunts:

  • The world is a weapon +2 to create advantage with Athletics in cluttered, tight or closed in environments.
  • Ricochet – You may invoke a relevant situation aspect to bounce a projectile off a solid surface, allowing it to come at an opponent from an unexpected direction. (This invocation does not provide its normal bonus.) If your attack is successful, the stress of the hit is increased by 2.
  • Crazy Ricochet – (requires ricochet) When you use the Ricochet stunt, you may invoke further aspects to represent further bounces, gaining a bonus for each as normal.
  • Quick on the draw – You can use Shoot instead of Notice to determine turn order in any physical conflict where shooting quickly would be useful.
  • Shot on the run – (requires quick on the draw) Once per scene, you may move one zone, attack with Shoot, and then move one additional zone, provided there are no situation aspects restricting movement.
  • Called Shot – During a Shoot attack, spend a fate point and declare a specific condition you want to inflict on a target, like Shot in the Hand. If you succeed, you place that as a situation aspect on them in addition to hitting them for stress.
  • Hail of bullets – (requires Quick on the draw) You may spend a fate point to make your next attack against all opponents in a single zone.

The Bleached Bones

Aspects: Quiet as the grave, All knowledge is lost to time

Skills:

  • Average (+1) Creo – Create, make, produce
  • Fair (+2) Disco – Learn, discover, understand
  • Good (+3) Perdo – Lose, waste, destroy, ruin, undo
  • Great (+4) Mutatio – Change, mutation, transformation

Stunts:

  • Commune with Dead – Once per session, you may disturb the dead to ask one simple question. They must answer this question truthfully.
  • Voices from the beyond – (requires Commune with Dead) For 1FP, a dead person you know the full name of may impart advice. This can vary, but must be helpful to you and reflects their personality when they were alive.
  • Raise Dead – For 1FP, you may convert a corpse into a zombie under your control. It has the zombie stat block, and will stay under your control for the scene. You may maintain control by spending another fate point.
  • Vampiric touch – Once per scene, during a grapple, you may make an attack directed at the grappled target using Mutatio. You gain half of however many shifts of stress you dealt, rounded down.
  • Undead Tutelage – (requires Voices from the beyond) An ancient necromancer is now your teacher. This tutor may impart knowledge or send you on odd jobs. Ultimately, they want to be brought back though. Often, this is at the cost of the student’s life.
  • Mastery of undeath – (Requires Raise dead, Undead Tutelage, your tutor must teach you this.) You forfeit the need to use a fate point to cast Raise Dead. Instead, you now can take 2 permanent stress for each zombie under your control up to a max of 5 zombies. When you release your control on a zombie, you can properly gain that stress back.
  • “Resurrect” – (Requires Mastery of undeath, your tutor must teach you this.) Pay 1FP, and you come back from death. However, you gain the aspect haunted and the tutor can compel that to temporarily take control. If you use “Resurrect” again before getting rid of the Haunted aspect, it gains a free invoke. If not, then it’s used like normal.

The Third Eye

Aspects: See into hearts, Hounded by the council

Skills:

  • Average (+1) Creo – Create, make, produce
  • Fair (+2) Perdo – Lose, waste, destroy, ruin, undo
  • Good (+3) Mutatio – Change, mutation, transformation
  • Great (+4) Disco – Learn, discover, understand

Stunts:

  • Perfect tongue – You can speak any language that the listener understands.
  • Message – You may send a simple message to a target that you can see telepathically.
  • Silver tongue – (requires message) For 1 FP, you may convince the target of any simple thing. They will believe this despite evidence to the contrary for the whole scene. Player characters and named NPCs may defend with Will at good (+3) difficulty.
  • Razor tongue – (requires silver tongue) For 1 FP, you receive +2 to provoke when attempting to deal mental stress.
  • Puppeteer – (requires two Third Eye stunts) The mage’s words are so sweet that their target finds it difficult to resist. Place the aspect charmed. Only one person may be charmed at a time.
  • Puppet master – (requires puppeteer) For 1 FP, the mage is able to control the body of the charmed target directly. They must roll willpower versus good (+3) to resist.
  • Magnificence – (requires four Third Eye stunts) Once per session, the caster is able to place the aspect aura of magnificence upon a target. Every other character must succeed in a willpower roll at good (+3) difficulty in order to take any action against the person with that aura.

The Clockstoppers

Aspects: Always on time, Enemy of the Council

Skills:

  • Average (+1) Disco – Learn, discover, understand
  • Fair (+2) Creo – Create, make, produce
  • Good (+3) Perdo – Lose, waste, destroy, ruin, undo
  • Great (+4) Mutatio – Change, mutation, transformation

Stunts:

  • Timesight – You can see the flow of time. Any use of temporal magic, paradox beasts and strong magical signatures are able to be seen by you at all times.
  • On top of it – You go first in any exchange, no matter what the notice is.
  • Time Stop – You may, once per session, go twice in combat.
  • Once again – (requires time stop) For 1 FP, you may have a target take their turn again.
  • Temporal Duplication – (Requires Time Stop) Once per session, you may summon a future version of yourself to act at the same time as your current self. For the current scene, there are two copies of your character and you may choose which one is currently acting.
  • Stop – (requires on top of it and timestop) You may roll Mutatio vs the target’s willpower. If you succeed, you apply the Stopped aspect. The target may not take any action until they overcome the stopped aspect at good (+3) difficulty.
  • True Stop – (Requires stop) Once per session, You may apply True stop to the whole scene. Anyone who is touched by you will have the effect removed. This lasts until the end of the scene.
  • Rewind – (requires stop) For all your current FP, you may return to the beginning of the current scene. All consequences, stress and other factors are reset for all other characters in the scene except for you. For the rest of the session, you have the aspect hunted by paradox which can be invoked to cause all manner of “strange coincidences” that attempt to harm you.