Powers

For your convenience, you can return to the Main Rules page here.

For your convenience, you can return to the Section Eleven here.
You can also get to other parts of section eleven:
I. Extras
II. Templates & Musts
IV. Morality
V. Stunts
VI. Magic
VII. Fear & Perseverance
VIII. Horror
IX. Curses

Powers

The list of powers below is NOT meant to be exhaustive. You can write up your own supernatural powers, following the rules for Extras in the Fate Core book and the guidelines given above.

If you are looking for inspiration on powers, I strongly suggest you look through the Dresden Files RPG book. It is a FANTASTIC source for powers, so much so, that I have taken the liberty of detailing some changes to powers from that book below. (Strands of Fate is also useful, although it may take more work to convert those to this “version” of Fate.)

o Emissary: -1 Refresh. Servant’s Agenda: when invoking your High Concept or Template Aspects in the course of furthering the agenda of the Power that marked you, you may lock down 1 die before rolling. Aegis of Respect: when dealing with those “in-the-know” who are capable of knowing who you are or what you represent, you have a +1 to skill rolls in social situations. You may try to hide this Aegis, using an appropriate skill. Only PCs with the Emissary template may take this power.

o Hermetic Applications: -1 Refresh. Requires Rote Magic. This power may be taken multiple times. Each time the power is taken, you may choose one of the following benefits:
 Increase the effect limit on one rote by +1, or
 Learn an additional rote spell, or
 Gain two enchanted item slots.

o Psychic: -1 Refresh. You periodically see metaphorical glimpses of the future. This power has two trappings: Peeking Past the Curtain & Sudden Revelation. Peeking Past the Curtain. You can roll Sensitive to try to peer into the future. This lets you divine an Aspect about an upcoming scene, person, or place. This counts as a discovered Aspect (it may be tagged once for free, when applicable). Using the power in this way requires a Corruption roll. Depending on the vision, a Horror roll may also be warranted. Typically, the horror difficulty decreases due to the metaphorical nature of the vision. Sudden Revelation. The GM may compel one of your Aspects to trigger this power. When doing so, he provides you with a vision that you cannot avoid seeing (unless you buy off the compel). The visions, while disturbing and painful, are usually helpful. This use of the power against you never requires a Corruption roll but always requires a Horror roll. Due to the strength of these visions, the difficulty of the Horror roll increases.

o Rote Magic: -2 Refresh. You know a number of “spells” equal to your Occult Lore skill. Thaumaturgical effects are limited to your Occult Lore+1. Evocation effects are limited to your Focus-1. If the effect is LESS THAN the limit, you take no stress when using a Rote spell. Otherwise, you take 1 stress. All rotes require two rounds to cast, although you may take an additional point of stress to decrease this to a single round with Evocation effects. You gain two enchanted item slots.

o Scion: -1 Refresh. Inherently Inhuman. Some things are learned, and some things are inherent. Choose one skill associated with your lineage, and define a condition under which you have a +1 bonus to that skill. Inhuman Features. Perhaps it is slight, perhaps overt, but in some way your features betray your heritage. When dealing with people who know what you are, you have a +1 to Persuasion (to intimidate or entice), depending on their viewpoint of your heritage. Inhuman Contacts. Choose two Contacts Trappings. You are +1 when using these with regard to your progenitor’s kin/kind. Using these abilities does not require a Corruption roll. Only PCs with the Scion template may take this power.

o Sixth Sense: -1 Refresh. You may use your Occult Lore skill in place of Investigation when dealing with the supernatural. You have a +1 when doing this. Your Alertness is +1 when dealing with the supernatural. Using this power does NOT require Corruption rolls. Unfortunately, you cannot turn this ability off. You always have a -1 penalty against Horror. This is a Psychic power.

o Shifter: -3 Refresh. Beast Senses: Whether in human form or otherwise, your senses are strongly tuned in a fashion fitting a particular type of beast (you must specify the sense when you take the ability, based on what the beast is known to have). Whenever it seems reasonable that you’d have some sort of beast-born advantage of the senses (for example, a keen sense of smell while making an Alertness or Investigation roll), you get a +1 on the roll. Beast Trappings: You are able to do one minor thing that normal people can’t do, related to the abilities of your beast-kin. This might be tracking by scent (for a wolf or other predator), finding your way around while blind or in total darkness (like a bat), or hiding in plain sight (like a chameleon). Additionally, you can choose a skill trapping that already exists and create a circumstance under which you gain a +1 on the roll that fits your beast kinship. For example, you might say that, because you’re kin to leopards, you gain a +1 to Stealth when barefoot. Beast Friend: You may achieve at least an instinctual understanding (if not actual communication) with beasts of a similar type. This can allow you to make assessment actions to suss out a particular animal’s motives. Beast Form: You take on the shape and appearance of the beast you specified at the time you took this ability. This only covers a cosmetic change of form and does not convey additional abilities (like increased weapon rating) or any supernatural Strength, Speed, or Toughness abilities—you will need to take those separately to get the appropriate benefit. Skill Shuffle: You may shuffle around your skills for a different configuration while changed (using the same number of skill points and following the same rules as during character creation), so long as any special, knowledge, or social skills are not given a higher value by the change. In other words, you can’t suddenly know more about Shakespeare just because you’re a wolf (or whatever). Physical and perception skills, however, may (and perhaps should) be increased in this way. Monstrous: you have armor 1 vs. Horror when in Beast form. Shifting is Stressful: You have an additional stress track called Frenzy. The length of the track is based on your beast form’s Will. Unlike other stress tracks, you do not earn extra consequence slots for a high Will. Toughness and size powers do not increase the size of the Frenzy track. Anytime you take stress in Beast form, you may place that stress on this track. You may not clear this track at the end of a scene; instead you may clear this track whenever you hit a milestone. Whenever you shift into Beast form, you roll Control to defend against an attack equal to your shifting powers (not counting this one). If you:
 Fail: take Frenzy stress (or consequences);
 Tie: you can succeed with a minor cost or take 1 Frenzy stress;
 Succeed: take no stress;
 Succeed with Style: clear the smallest filled bubble on your Frenzy Stress track.
 If you cannot or do not wish to take consequences, then you are “taken out” by your animal nature (which will clear your Frenzy stress track). This will mean a time span under the GM’s control giving in to your bestial nature. (For the sake ofclarity, I should add that this is bad.)
Options: You can choose to only have access to your other supernatural powers when you are in your beast form. If so, you gain +1 Refresh. If you cannot control when you change or can only change at certain times (i.e. your shifting is tied to the phase of the moon), you gain +1 Refresh. You can choose one, both, or neither of these options.

o True Believer: Bless This House: By your very presence in a place, you may increase the strength of its threshold—assuming you have anything to work with (a place without a threshold can’t get one). If your Faith is higher than the threshold rating of a particular place, the threshold gets a +2 bonus while you are there. Multiple individuals who have this power can stack the effects, making a den of the faithful potentially very safe from supernatural incursion—unless someone’s so foolish as to invite a powerful supernatural creature in. Symbol of Faith: you may use Faith instead of Resolve to repel certain creatures, i.e. those susceptible to the Power of Faith (vampires, ghosts, etc.) by spending a Fate Point. The barrier is essentially a block equal to a Faith roll, with a minimum possible roll of +0. You can maintain the block each exchange by rolling Faith equal to or greater the current strength of the block. If you fail to equal the current strength, the barrier’s strength decreases to match your new result. You must present a symbol of your faith to use this ability.

On to powers from the DFRPG. If you use that book for ideas, here is a list of powers that do not exist:
o Addictive Saliva* (This could be used for some monsters, but I see it being very rare, at best.)
o Beast Change (this power is subsumed into Shifter)
o Bless This House (this power is subsumed into True Believer)
o Cassandra’s Tears
o Echoes of the Beast (this power is subsumed into Shifter)
o Lawbreaker
o Mana Static
o Marked by Power (this power is subsumed into Emissary)
o Soulgaze
o Sword of the Cross
o Tattoos of St. Giles
o Wizard’s Constitution (You can re-create this power at the same cost for Emissaries, Scions, or Shifters.)
o Worldwalker

There are also powers which must be changed to match this setting. They are:
o Channeling: This power costs –3. You must re-write this power to conform to the magic rules below.
o Demense: As there is no Nevernever, no one is exactly sure where this landscape is created. Additionally, for an extra point this power can be used to imprison a target within your demesne. A special skill roll against a target’s Will would be required to force them into your demesne. You can also create blocks to keep them there.
o Evocation: This power costs –4. You must re-write this power to conform to the magic rules below.
o Faerie Magic: All of these powers have Emissary or Scion as a pre-requisite. Seelie & Unseelie Magic, as written, cannot be taken. However, you can re-write these following the rules under Magic. The cost is equivalent to costs for other spellcasting powers.
o Marked by Power: When trying to conceal this mark, you have a +2 bonus and do not need to concentrate. You also have +1 to a specific application of a non-attack or non-defensive skill trapping. The trapping chosen must be in line with your sponsor’s agenda.
o Psychometry: This power costs –2 instead of –1. Also, seeing things with it will probably require a Horror roll.
o Ritual: This power costs –3. You must re-write this power to conform to the magic rules below.
o The Sight: It does NOT have the Arcane Senses or Wizard’s Touch Effect. Using the Sight may cause a Horror check, depending on what you See.
o Speed powers: PCs are limited to inhuman speed. All Speed powers let you dodge firearms with the Athletics skill.
o Sponsored Magic: The power cost is unchanged, but you need to write-up the Extra using the magic rules below. The sponsors of this ability almost always come from Dark Places. You have been warned. This power requires GM permission and is limited to those PCs with the Emissary template. Kemmlerian Necromancy & Soulfire do not exist.
o Swift Transition: There are places that exist outside human ken. Some refer to them as other worlds, and some call them the Aether; others say that they are other dimensions, defined like length & width, only with criteria we do not understand. This power allows one to move to these Other Places. The only change to this power is that it takes the user to those destinations instead of the Nevernever (which doesn’t exist).
o Thaumaturgy: This power costs –5. You must re-write this power to conform to the magic rules below.
o All True Faith Powers: These powers only function if your Corruption score is 0 or less (this includes Faith powers not in the DFRPG). You cannot “lose” these powers to regain Refresh, but you can take additional Corruption to convert them to other Supernatural powers. (You cannot convert these to psychic, hermetic, or spellcasting abilities unless you also take Emissary.) You can take 1 point of Corruption to change one power, or two to change two or more powers. If you take any Toughness powers, your Catch MUST BE related to your former faith. Using True Faith powers does NOT require Corruption rolls.

You may have noticed that spellcasting powers are expensive and that True Faith powers are not quite as powerful as other supernatural abilities. Both of these are intentional. Spellcasting has the ability to be very versatile and powerful, thus the increased cost. True Faith abilities do not require Corruption checks, thus the power level.

Some additional considerations:
o The Sight: the use of the Sight from DFRPG works the same. The only wrinkle to add is that Evil has a chance to hide or deceive the viewer. An individual may attempt to deceive or hide their true nature from the Sight by rolling an appropriate skill. The GM should make rolls for both parties in secret. Of course, the Sight is much less damaging when it has not revealed the truth.
o Powers which refer to thresholds: a threshold only exists against creatures vulnerable to a Threshold (like vampires and some ghosts). Unless you are dealing with such a creature, then the Threshold confers no benefit. However, when dealing with these sorts of creatures, a threshold works much like DFRPG describes it. The only other change is that the strength of the threshold is usually related to the type of creature trying to cross it.

Additional Powers may be found below.
Gypsy Magic
Nature Magic
Occult Magic

Powers

Qabals of the New Dark Age mrroderick mrroderick