Dresden Files Accelerated: Alternate Mantles

The following is a selection of Mantles I developed for my long running Emerald City DFA campaign. Any feedback would be welcome.

DRUID (Supernatural Scale)
A Druid’s primary magic stems from her magical Druidic training, which has certain advantages, limitations, and restrictions. The bulk of a Druid’s powers are not stored in her physical body, but granted to her by the Earth itself. She draws power from the Earth through her tattoos when she is physically in contact with the ground. While this gives her access to near-limitless supply for power, it puts her at a major disadvantage when in areas that are paved over or she is otherwise off the ground. Druids are also able to communicate with various Earth Elementals as well as Gaia herself. Druids operate at the Supernatural scale although some may achieve Otherworldly scale as they gain experience.

UNIQUE CONDITIONS
Separated From the Earth (special): [ ]
A Druid can draw on a nearly infinite amount of magical power from the Earth itself through her tattoos, but only as long as she’s in physical contact with it. Artificial materials such as cement or steel do not count as the Earth. Mark this condition when unable to touch the Earth directly, including while at sea or flying. When not touching the Earth directly with her tattoos a Druid is forced to rely on their own limited reserves of energy. Each use of a power or ability costs a point of Stress. If no stress is available a condition could be used in their place. Recovery of this stress and conditions will occur normally.

Touched by Iron: [ ]
Iron is the antithesis of all druidic and fae magic. When this condition is marked a Druid will be unable to cast any bindings or use any powers such as enhanced strength, speed or healing until the iron is removed from her person.

Animal Forms (lasting): [ ] hoofed animal [ ] winged animal [ ] predator animal [ ] water animal/fish
When in touch with the Earth, Druids can take the shape of 4 animal forms chosen for them by Gaia; a hoofed animal, a winged animal, a predator and a water animal or fish. If not touching the Earth then shape shifting will cost a point of stress.

While transformed, the following apply:

Take the Form of “Animal” Aspect in addition to your other aspects.
Swap the ratings of two of your abilities for each form, to be selected when the forms are chosen.
Gain all the inherent abilities of the animal you change into, which may confer automatic success on certain rolls. However, you also gains all their inherent limitations, such as not being able to speak and lacking opposable thumbs.
Benefit from scale (page 182) when using an animal form to exceed human capabilities. For example: keen predatory senses, inordinate strength & speed, overly large form that provides access to something inaccessible to normal mortals. Any opposition faced, however, will have a level of scale against the Druid whenever she is at a significant disadvantage compared to human beings. You and the GM should collectively
name a few examples as guidelines of when you would benefit from scale and when you deal with scale in opposition for each form.
Recovery of this condition begins when you retake human form while touching the Earth; full recovery requires concrete efforts to recharge from the experience, such as enjoying a hearty meal or uninterrupted rest. The GM may allow this recovery to occur between any two scenes involving a sufficient time jump.

Indebted (sticky): [ ] [ ] [ ] [ ] [ ]
This condition has five boxes. Mark one or more boxes when you have accrued a debt to a powerful group, person, or entity. The number of boxes you mark depends on the magnitude of the favor done for you; the GM has final say. Recover boxes of Indebted by doing favors for the lender in return, on their terms. Typically, a fairly safe but challenging task recovers one box, a dangerous task recovers two boxes, and a task that puts you in mortal danger or could otherwise permanently impact you recovers all boxes.

CORE STUNTS
Bindings:
A Druid’s magical abilities are best described as variations on “Binding” and “Unbinding” of organic matter, including both living cells (such as those of a human body) and natural substances such as natural fiber clothing, roots, dirt, wood, and stone. This process can create or break mental or physical connections between these things, as well as alter them at the cellular (or even molecular) level to change them.

This allows a Druid to accomplish such feats as:

forming a telepathic bond with another creature
bind her sight to the magical spectrum to see magic and the true nature of sentients
changing the properties of herbs or chemicals to achieve specific effects
camouflage a person or object so they are nearly undetectable by normal vision
cause physical objects to attract each other or even fuse
break the bonds within substances so they fall apart
breaking up poison or toxins in her blood to render them harmless
altering her own body in a variety of ways including healing wounds, and enhancing her eyesight, strength, and speed. This provides a druid scale when utilizing those abilities
A Druid also has the ability to travel between realms by binding and unbinding herself from trees on one plane to trees that have been bound on the plane she wishes to travel to
Note that the above list is not exhaustive.

Druidic magic cannot directly harm a living being, or the spell will kill the druid on the spot. However, the rules of druid magic do not prohibit indirect harm. So, while a Druid cannot just stop an enemy’s heart with magic, she can increase her own strength to cut an enemy’s head off with a sword or use a compound bow with a draw-weight far beyond human capability. A similar loop-hole is that she can bind human cells so long as he is not causing harm, such giving someone a wedgy by binding their underwear to their back, or causing one person to slap another by temporarily binding one’s hand to the other’s face. For Druids “living being” does not including vampires or other undead, which means that druids can unbind vampires’ bodies on sight, causing them melt into it a puddle of gore.

In game terms, you may perform Create Advantage, Defense or Overcome actions with spectacular magical effects related to bindings. Your actions may have scale (page 182) at the GM’s discretion. However, a Druid cannot directly use bindings in an Attack action on any living being although, vampires and other undead can be attacked. Normally, Bindings take time and concentration to cast, usually a full exchange at least to speak the words of the binding and access Gaia’s energies. If not in touch with the Earth a binding will cost a point of stress or a condition to cast and additional stress to maintain (the exception is shape-shifting) each exchange.

Elemental Communion:
Mark Indebted to call upon the local Elemental for favors. One box grants automatic success to a task (provided it is without risk) without having to roll or play out a scene. Two boxes pays for one cost for a ritual spell (page 172) or provides Elemental NPCs or a magical resource to assist with a dangerous task. If at least three boxes are unmarked, mark the entire track for a powerful Local Elemental to intervene on your behalf and resolve a situation utterly unresolvable under your own power. This action requires formally petitioning the elemental and convincing them that the intervention is in their best interest.

ADDITIONAL STUNTS
Bear Charm (sticky): [ ] [ ] [ ] [ ] [ ]
This is a charm that is usually worn as a necklace. It acts as general magic storage, for whenever a Druid needs magic, but is not directly connected to the earth. Mark a box for every binding, form or enhancement cast. Recover the energy when communing with Gaia. Recover one box at the conclusion of any scene in which you touch the earth. Recover two boxes at the start of a new session. Spend a scene in meditation with Gaia, without interruption, to regain all boxes of Bear Charm.

Faster, Stronger, Tougher:
Add +1 to any physical action if in touch with the Earth. The GM may elect to add scale (page 182). Mark a box of Stress or mark a Condition to add +1 to an action if out of touch with the Earth.

Superior Recovery:
Once per session, you may treat a sticky condition reflecting physical injury as if it were fleeting.

Cloak of Shadows (Camouflage & Night Charm):
You can see perfectly in the dark and are immune to any potential effect of normal or magical darkness. Additionally, once per session, you may declare that you automatically succeed at hiding from any non-magical attempt to spot you, provided you have a nearby shadow to hide in.

Loremaster:
As a scholar of arcane lore and magical theory, once per session you may declare that you are able to read obscure text in a mysterious language or determine the specific nature of a ritual upon seeing the precise location where it was cast.

Ritual Specialist:
Druids cannot use Evocations but they can learn Thaumaturgy. Gain +1 to the preparation of one broad category of magic (summoning, curses, divining, and so on). You may take this stunt multiple times for different categories but may not take any category more than once.

Pathfinder:
You can open portals between trees in the mortal world and other worlds. Once per session, you may declare your convenient arrival in a scene via a tree.

Undead Bane
You have mastered the unbinding of undead including Red and Black Court Vampires. You gain Legendary Scale (see page 187) over any vampire targeted by the unbinding attack. If the target is taken out they turn to bloody goo. Sometimes explosively.

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Bast (Supernatural Scale)
The Bast are an ancient species of intelligent felines, a mating of elemental spirits and the bodies of normal cats. Bast are bound in the shape of a cat, generally an unusually large feline, and can only communicate through telepathic means. The Bast can also assume a human form for short periods of time.

UNIQUE CONDITIONS:
Feline Form (Lasting): [ ]
Bast are the size of a large domestic house cat with all of the attributes that carries. They gain improved senses that provide +2 to attempts to detect other creatures. They are much smaller than the average human, and automatically gain scale (page 182) on actions in which that size is advantageous. Opponents will, however, gain scale in situations in which they may use your size against you.

While in feline form Bast are unable to use technology or do simple things like open some doors or drive a car. Being a cat does have the advantage of being underestimated by most humans who will treat Bast as a simple animal. However, cats must be careful because while they are predators, they are not at the top of the food chain. Large dogs, birds of prey and even other cats can be a direct threat to them.

Their Human Form gains none of these advantages but does gain the ability to manipulate objects and interact with society as a human. However, Bast are not adept with human technology and tools and rarely have any skill with them.

The Third Eye (sticky) [ ]
Mark this condition when utilizing your magical Sight to view the mystical, true world overlaid on the material world. While the condition is marked checked, your memory is eidetic and the following are true:

You view everything as a metaphorical expression of its true nature.
The Sight ignores supernatural disguises or glamours and grants no guidance in interpretation of what is seen.
You may attempt interpretation by making an overcome roll with Focus against Fair (+2) opposition or your target’s most appropriate approach, whichever is higher. If you use an approach other than Focus, increase opposition by 2. If you fail, mark a condition from the confusing, horrific barrage of images searing into your mind or you are taken out (page 189) of the scene. On a tie, choose between three options: marking a condition, being taken out but receiving the clarity sought, or remaining confounded but avoiding harm. A success provides elucidation, which the GM may elect to make an advantage with a free invoke. Succeeding with style grants an extra invoke. Pg 139

CORE STUNTS:
Mental Speech:
All the Bast can communicate telepathically. This power allows the Bast to “speak” with thoughts and to “hear” any response within a few hundred feet. This power does not allow the Bast to read minds.

Reincarnation:
All Bast can survive the death of their bodies. If their feline body is killed, their Essence is freed and can survive in incorporeal form for a while. Although The Bast’s spirit homes in on the nearest female cat about to give birth, and reincarnates in the new body. The Chronicler may rule that reincarnation takes place too far away for the Bast character to rejoin the group for any given adventure.

Furthermore, while in kitten form, a Bast has no memories of her previous existence, and does not become self-aware until she is two months old. Since many kittens die before that time, a Bast may spend years jumping from body to body until one of her reincarnations finally matures. After that, she remembers everything she has experienced.

Superior Speed:
Gain +2 to use Haste to defend or create an advantage.

Additional Stunts:
Elemental Magic:
Choose 1 Element and 1 Approach. Perform magic with that element as per Evocation (pg 140). Mark In Peril and Doomed in place of Exhausted and Burnt Out and use the Stress track as per normal for a spellcaster.

Evocation Specialist:
You have employed an evocation so well that its execution is practically reflexive. Select one element, one approach, and one action (for example, a Force wind attack) and add +2 whenever attempting that precise combination. The stunt may be taken multiple times but not for the same combination.

Cloak of Shadows:
You can see perfectly in the dark and are immune to any potential effect of normal or magical darkness. Additionally, once per session, you may declare that you automatically succeed at hiding from any non-magical attempt to spot you, provided you have a nearby shadow to hide in.

Ghostbane (requires Cloak of Shadows):
You ignore the incorporeality of insubstantial creatures (e.g., ghosts, specters) and affect them as though they were physical.

Loremaster:
As a scholar of arcane lore and magical theory, once per session you may declare that you are able to read obscure text in a mysterious language or determine the specific nature of a ritual upon seeing the precise location where it was cast.

Arcane Investigator:
With GM permission, gain +2 to a simple overcome roll when casting a thaumaturgic spell specifically for the discovery of information.

Wanderer of the Ways:
Your advanced knowledge of the Nevernever’s Ways enables rapid travel. Once per session, you may conveniently arrive in a scene in a manner and time of your choosing without consideration of time or distance.

Ritual Specialist:
Gain +1 to the preparation of one broad category of magic (summoning, curses, necromancy, and so on). You may take this stunt multiple times for different categories but may not take any category more than once.

Natural Weapon:
Your physiology includes claws, spikes, razor-sharp teeth, or another feature for attacking or defending. Unarmed attacks are worth +1 shift on a successful hit and may have scale (page 182) at GM discretion.

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Tao-Chi: Mystic Martial Arts (Supernatural Scale)
The legends of Asia tell of men and women who could perform wondrous feats through the application of their inner strength, their Chi. These Powers have now become a common staple of movies and television. These abilities are as real as the power of magic and of the mind. Adepts of Tao-Chi, the Way of the Soul, can use their Essence and channel it through their bodies to transcend the physical limits of Mundane humankind.

UNIQUE CONDITIONS:
Chi Mastery: [ ] [ ] [ ] [ ] [ ]
Chi Mastery is both a power and a way of looking at the world. Characters with Chi Mastery have developed a special rapport with the world, one that transcends physical and spiritual limits. Mark a box when using certain stunts provided by this mantle. Recover one box at the conclusion of any scene in which you do not mark a box. Recover two boxes at the start of a new session. Spend a scene in meditation, without interruption, to regain all boxes of Chi Mastery.

Hurt (sticky): [ 4 ]
Mark this condition to absorb four shifts of physical harm. Recovery requires at least one scene of downtime at full rest, obtaining medical attention, binding wounds, Chi Healing et cetera.

CORE STUNTS:
Chi Harmony:
Even without using their special Tao-Chi Powers, a Chi Master is very difficult to surprise, dominate or intimidate, due to her inner balance and harmony with reality. In the course of a game, Chi Mastery can be used to perceive the presence of Supernatural beings, and to forewarn the character about likely attacks and ambushes. Mark a box of Chi Mastery to gain one of the following:

Gain a +2 with Focus to resist social or even supernatural forms of mental domination or coercion for a scene.
Gain a bonus of +2 to detect the supernatural nature of a subject for an exchange. This will not tell them what kind of supernatural the subject is. Only that they are touched by forces outside the normal course of nature.
Gain a bonus of +2 for a scene to detect ambushes or any intention to harm the character.

ADDITIONAL STUNTS:
Chi Armor:
Mark one box of Chi Mastery to absorb two shifts from a physical attack.

Chi Healing:
By altering the flow of Essence through the body, the character can speed up healing and recovery abilities. Outside of conflict, mark one box of Chi Mastery to clear a sticky condition, or two boxes to begin recovery from a lasting condition. These conditions must represent physical injury. Diseases can also be cured with this ability but require a great deal more effort and a full ritual. A relatively mild condition may require 2 boxes of Chi Mastery to be marked while terminal cancer may require 5 boxes.

Chi Strike:
Chi Masters can disrupt a person’s natural flow of Essence by striking specific pressure points. Chi Strike combines the “mundane” application of pressure point attacks with Essence manipulation. Spend a point of Chi Mastery to gain a +2 to a Create Advantage (usually related to paralyzing limbs) or Attack roll using Focus or Intellect.

Focus Chi:
Chi practitioners can channel their Power through their bodies and greatly increase their physical strength, speed and vitality. These masters can lift great weights and inflict and endure devastating blows. When strength, endurance or sheer speed is requisite, call upon your chi to gain a bonus of +2 per box of Chi Mastery marked.

Living Weapon:
Unarmed attacks are worth +1 shift on a successful hit and may have scale (page 182) at GM discretion.

Speed of the Tiger:
Gain +2 to use Haste to defend or create an advantage.

Cloak of Shadows:
You can see perfectly in the dark and are immune to any potential effect of normal or magical darkness. Additionally, once per session, you may declare that you automatically succeed at hiding from any non-magical attempt to spot you, provided you have a nearby shadow to hide in.

Ghostbane (requires Cloak of Shadows):
You ignore the incorporeality of insubstantial creatures (e.g., ghosts, specters) and affect them as though they were physical.

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Ferals (Supernatural Scale)
Ferals are humans whose souls have become enmeshed with — some might say infected by — a predatory spirit. They are aberrations, hybrid creatures of spirit and flesh with characteristics of both. They are the lycanthropes and werewolves of legend, the manbeasts that hunt at night or are driven to madness by the full moon. Ferals are more than mindless predators, however. Their dual nature gives some of them powers over both animals and spirits. Despite this, being a Feral is a terrible burden. Often, the victim is unable to repress her urges and emotions; a Feral is likely to reply to a slight insult with a murderous rampage. To be a Feral is to fear oneself — or to let go and become a true monster, viewing the world as a place to satisfy one’s instincts, with a complete disregard for the consequences.

Ferals have the ability to assume a bestial shape, half-animal and half-human. This shape can change instantly, becoming more or less human depending on the needs or mood of the lycanthrope. Characters facing a Feral should be struck by the fluid, dreamlike “morphing” of the creature. The most common types of Ferals include bears, coyotes, hyenas, jaguars, lions, tigers and wolves.

A typical werewolf, for example, may shift from second to second between the form of a fully animalistic wolf to that of a vaguely wolf-like human. The Feral unconsciously assume whatever shape she needs instantly. For running, she drops on all fours and turns into a regular animal; for combat, she assumes a humanoid shape and strikes with clawed limbs, or even uses a hand weapon if one is available. All clothing is destroyed in the transformation.

There are three types of Feral: Accursed, Reconciled and Born. Accursed Ferals have been “infected” with the curse of lycanthropy; they have little or no control over their curse, and usually lead short, unhappy lives before their rage consumes them. Reconciled Ferals have, through some means, gained a measure of control over their dual nature; they are more likely to survive for a few or even several years. Born Ferals are the descendants of other Ferals, whose curse is passed down through the generations. This type has a better chance of not being destroyed by the curse, as their heritage may give them some ways to control the change. No Feral is likely to lead a normal life, however.

Create your character according to a Pure Mortal mantle of your choosing and then add the conditions and stunts below, which operate at Supernatural scale (page 182).

UNIQUE CONDITIONS:
Feral Transformation (Lasting): [ ]
If enough ambient Essence is available, the Feral transformation may be triggered involuntarily. The most dangerous times for a Feral are midnights during a full moon, the Solstices and Equinoxes, and the evenings of the four major Days of Power (Imbolc (February 2nd), Beltane
(April 30th), Lughnasadh (August 1st) and Samhain (October 31st – Halloween)). During those times, the Feral transforms into lycanthropic form unless she can make a Focus Overcome roll at +4.

Essence released by strong emotions can also cause the transformation. This Essence can come from the Feral herself, or anybody within the same Zone from the creature. Fear, anger, lust or pain causes the release of Essence. If that release is combined with a time or place of power, that might be enough to trigger the transformation, Forcing the Feral to make an Overcome roll at +4 to stay in control, per the GM.

While this condition is marked, you gain access to the benefits of this Mantle’s Core stunts and the following applies:

Take the Mind of a Wolf aspect in addition to your other aspects
You gain a new Approach – Bestial Rage at Great (+4) – which can be used in any action where you let the spirit that posses you take control. However, the GM will color your actions as particularly destructive and in some cases this might result in an compel.
You gain the benefit of Scale in regards to your inordinate strength, speed and keen predatory instincts, however you suffer from Scale in regards to self-control and discipline.
This condition recovers at the morning after the last night of the full moon.

Silver Burned (sticky): [ ]
If you suffer a condition inflicted by an silver weapon, mark this condition as well. You must recover this condition before healing from any other physical injury. Begin recovery by recuperating in the Nevernever or receiving medical care from a character versed in supernatural healing. If you seek medical attention outside the Nevernever, the healer must overcome a Great (+4) to succeed at the recovery action.

Vulnerable to Spirit Magic : [ x ]
Because of their dual nature Ferals are especially vulnerable to spirit magics. This condition is always checked. Whenever facing an opponent using Spirit Magic they gain an extra level of scale against the Feral.

CORE STUNTS:
Regeneration:
Ferals are extremely hard to kill even in their human form. Treat any conditions representing a physical injury as one step lower (sticky becomes fleeting, lasting becomes sticky only if your lower consequence slot is open).

Supernatural Senses:
Ferals can see spirits, including ghosts, nature spirits, and Elementals. They can also see through the Seemings and Glamours of the Sidhe, and can “smell” the presence of large amounts of Essence in people and places, which enables them to uncover probable Gifted characters. This ability works even while in human form; when the character senses something strange, her nostrils flare up and she involuntarily makes sniffing noises. Ferals gain a +2 to detect the true nature of supernaturals and the gifted and to see through faerie Glamours.

Feral Curse:
When a Feral attacks people, their curse may be spread. Merely being bitten by a lycanthrope is insufficient, myths and legends notwithstanding. The injuries must be life-threatening — enough to send the victim to the Threshold, a realm between life and death. At that point, the animal spirits that hover around Ferals like a metaphysical entourage may take the chance to invade the victim’s soul, and “infect” her with the curse. In game terms anyone taken out by a Feral can be cursed as per the GM.

ADDITIONAL STUNTS:
Cloak of Shadows:
You can see perfectly in the dark and are immune to any potential effect of normal or magical darkness. Additionally, once per session, you may declare that you automatically succeed at hiding from any non-magical attempt to spot you, provided you have a nearby shadow to hide in.

Ghostbane (requires Cloak of Shadows):
You ignore the incorporeality of insubstantial creatures (e.g., ghosts, specters) and affect them as though they were physical.

Superior Speed:
Gain +2 to use Haste to defend or create an advantage.

Natural Weapon:
Your physiology includes claws, spikes, razor-sharp teeth, or another feature for attacking or defending. Unarmed attacks are worth +1 shift on a successful hit and may have scale (page 182) at GM discretion.

Unusual Size:
Either much larger or much smaller than the average human, you automatically gain scale (page 182) on actions in which your size is advantageous. Opponents will, however, gain scale in situations in which they may use your size against you.

Pack Instinct:
Define who is considered a part of your ‘pack’. You are inherently capable of sensing the general location and presence of your packmembers as well as having a form of psychic bond with them. Through this bond you may communicate simple, single-word concepts (run, attack, guard, distract, et cetera) that casual observation will not detect. Roll Guile to avoid detection from focused attention.

Reconciled Feral:
Some among the afflicted manage to gain some control over the transformation. This is often a case of the human victim’s will proving stronger than the animal spirit’s, although metaphysical help can be a big factor. The Reconciled are still dual-natured beings, and many find it difficult to resist the animalistic urges of their bestial side, but, unlike their Accursed brethren, they often can transform back and forth willingly, and can control their animal shape. Although the struggle with their inner beast is a constant element of their lives, Reconciled Ferals are more likely to avoid a violent end. Reconciled Ferals gain a +2 to resist losing control, or spontaneously transforming.

Strength of the Beast (Requires Reconciled Feral):
Some Ferals have such a strong connection to their animal soul that they can enjoy some of their strengths even while in human form. Ferals with this Stunt can use Scale for feats of strength, speed and their senses in their human form.

Pathfinder:
You can open portals between the mortal world and the wild (unaffiliated) regions of the Nevernever. Once per session, you may declare your convenient arrival in a scene via a portal.

Summon Animal Spirits:
By calling upon her totemic animal, the Feral can summon a number of “spirit fragments” to materialize and do her bidding. The Feral must be in her bestial form to summon her brethren. Once per session you can declare momentary aid from your affiliated brand of beast and choose one of the following benefits: +4 to any one action, a situation aspect with two free invokes, or automatic success on an overcome roll.

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KERUBIM (Supernatural Scale)
After the fall of man and accession of Lucifer many Seraphim lost all interest in their mission to protect humanity. Many seraph also proved to be susceptible to human vices, sometimes fathering Nephilim children. This left the leadership of the Celestial Choir in a quandary. During this period something odd occurred. The souls of dead humans were arriving in the Elyssian Fields. Something that should not have been possible. They were men and women with diverse backgrounds, some saintly, some on the road to redemption. They could learn Angelic Theophanies, had only a single, human-like form and a few other minor Seraph powers. It was decided to send them to Earth to watch over and help humanity. They could walk among humans and not be distracted by worldly pursuits unlike their Seraphim cousins. The Seraphim held their once mortal brethren in thinly disguised contempt; that Kerubim had a much higher success rate than their more powerful but less subtle brethren did not help matters.

Similar to their divine cousins some of the Damned get a chance to avoid the torments of the Pit, if they go to Earth and corrupt others to take their place. Many of them become as black-hearted as the worse Infernal Seraphim, and serve their demon masters loyally. Others find their crimes too much to bear, and end up rejecting their evil ways. They are commonly called Qliphonim.

Common Kerubim operate at Supernatural scale but some have honed their power over many centuries and attained Otherwordly scale.

UNIQUE CONDITIONS
Celestial Fire (sticky): [ ] [ ] [ ] [ ] [ ]
All Kerubim wield the Celestial Flames. Mark a box when using certain stunts provided by this mantle. Mark 3 boxes to have a friendly NPC connected to the Celestial Choir appear and offer aid or information. Once per scenario, you may mark all 5 boxes to operate at Otherwordly Scale for a scene. Recover one box at the conclusion of any scene in which you do not mark a box. Recover two boxes at the start of a new session.

Incarnation (sticky): [ x ]
This condition is always marked. Kerubim once were human, and when on Earth they assume the form they had while alive. They appear in the prime of life (about 25-30 years of age), regardless of when the Kerubim’s human existence ended. Interestingly enough, former associates of the Kerubim cannot recognize him, although they sense some familiarity with the angel. Kerubim need not eat, drink, sleep, or breathe to survive. They are immune to narcotic and irritant poisons, but not to corrosive ones. Disease does not affect them, either, unless they are supernatural in origin.If they are “killed,” their souls are catapulted back to Ellysium or Gehenna, from which they can build a new body (a process which takes several weeks, however).

Taint Vulnerability: [ ]
If you mark In Peril or Doomed to absorb shifts from an Outsiders attack, your attacker can also declare that the attack Taints you, forcing a mark on this condition as well. While Tainted by an Outsider, you are prohibited from accessing the mantle’s stunts or conditions. Recovery requires the taints removal by overcoming passive opposition (Great (+4) at minimum) or active opposition, such as during combat. This recovery does not affect any other conditions sustained during the attack.

CORE STUNTS
Resistance to Celestial Fire:
Kerubim are somewhat resistant to Celestial (or Infernal) Fire. This may be a result of their partially-retained humanity, and might be related to the Nephilim’s invulnerability to such attacks. This inborn ability makes many Seraphim uncomfortable. They are not pleased that their most powerful weapon is not very effective against their junior partners.

Kerubim gain a +2 to Defend against attacks or to Overcome contests with Celestial Fire and Theophanies. This resistance also makes them immune to the increase in Scale from a Seraphim’s Celestial Sword due to Divine or Infernal allegiance.

Superior Recovery:
Once per session, you may treat a sticky condition reflecting physical injury as if it were fleeting.

Supernatural Senses:
Kerubim can see into the souls of people. Their senses can detect the flow of Essence, which they see as auras around people and objects. With but a glance, Kerubim can tell the emotional state of a person, and get a clear picture of that person’s personality, character, and flaws. Kerubim also have very sharp physical senses, able to see in very low light.

A Kerubim can use Focus in a contested roll against the Target’s highest approach (use Scale at the GM’s prerogative). If he is successful he may determine the High Concept of the Target as well as if they are a supernatural being. Succeeding with style gains the Kerubim more information as the GM dictates and will allow them to understand the target on a fundamental level.

ADDITIONAL STUNTS
Superior Speed:
Gain +2 to use Haste to defend or create an advantage.

Right Place, Right Time:
Once per session, you may announce your presence in the perfect place to help someone in need, ignoring usual limits of time, distance, or plausibility. The GM may take advantage of this stunt from time to time to coincidentally put you in the path of someone in need—this does not count against your per-session use.

Celestial Theophany:
Kerubim can learn the Theophany Skill and gain certain of those powers. Some of them are the same as the powers acquired by the Seraphim, while others are unique to their kind. By the same token, the Kerubim cannot learn some of the less subtle Theophanies, like Destroyer or Binder.

BATTLER: Battlers can enter a Warrior Trance, a state in which their physical strength, reflexes, and combat skills are greatly enhanced. When brute strength or sheer speed is requisite, call upon your divine nature to gain a bonus of +2 per box of Celestial Fire marked. Furthermore, any physical actions taken may (per the GM) include scale (page 182) regardless of whether Celestial Fire is used.
CONCEALER: Concealers can hide their presence from humans, becoming invisible and undetectable by most means. This invisibility can be selective. The lesser angel can choose to be seen by one or more members of a group, while concealing his existence from the rest. The Theophany allows the character to walk through crowds without bumping into people, by psychically prompting them to get out of his way without knowing why. Mark a box of Celestial Fire to remain selectively unseen and unheard by any mortal or group of mortals. Any supernatural being has a chance to see through the Concealment by making an overcome roll using Focus versus the Concealer’s Guile. Each box of Celestial Fire marked adds +2 to the Kerubim’s roll. A wizard’s Third Eye and a Kerubim’s Supernatural Senses can see through Concealment without rolling.
ERASER: Seraphim laws mandate minimal contact with humans. As a result, most Seraphim groups that visit Earth have an Eraser with them. Erasers can wipe out or (more commonly) muddle the memories of human witnesses, and leave behind equivocal evidence of the angels’ actions. For example planting the idea that the reason a Seraph got up after being shot was because they were wearing a bullet proof vest. Mark one box of Celesital Fire to muddle the memories of a single mortal. A small group of mortals (four to ten or so) costs 3 boxes. Changing the memories of a large crowd would cost 5 boxes. Completely changing a target’s memories instead of just modifying them cost 1 additional box. Mortals have no defense against this effect but supernaturals may pit their Focus against a Seraph’s Guile to overcome it. Each box of Celestial Fire marked adds +1 to the Seraph’s roll.
FINDER: A Finder can track any target they have seen or touched in the past. They can also track targets if they touch an object or person (someone close to them) which gives them a psychic impression of the target. Mark one box of Celestial Fire and make an Intellect Overcome roll determined by the GM based on how good of an impression is available. If successful they instantly get a rough idea of the direction and distance to their target and to know if they are on this plane or not. They can track their quarry across worlds following their scent even into the Nevernever if they can access it. When mystical abilities are used to resist the Finder a contested roll is used pitting the Seraph’s Intellect against the resistor’s Approach. Each box of Celestial Fire marked adds +1 to the Seraph’s roll.
HEALER: Healers can heal wounds very rapidly. For a box of Celestial Fire they can replenish a character’s stress (including their own) in an Exchange with an Focus Overcome Roll of +2. For 3 boxes of Celestial Fire a Healer can spend a Scene to remove In Peril or Doomed Conditions with a Focus roll equal to the shifts of the Condition (4 or 6). For 5 boxes of Celestial Fire a Healer can Cure a patient by making a Focus Overcome Roll of +8 (or more at GM’s prerogative). This takes a scene at minimum and, much like ritual magic might require the Healer to Create Advantages in order to succeed. The Cure can regrow lost limbs, make old, crippling injuries disappear, remove scars and tattoos, reverse balding, even eliminate cancer or persistent viral agents like AIDS.
TRAVELER: All Seraph can materialize on Earth and back to Elysium. Travelers can open portals between the mortal world and the wild (unaffiliated) regions of the Nevernever and teleport anywhere on Earth they are familiar with. For one box of Celestial Fire you may declare your convenient arrival in a scene via a portal. The portal will last for as long as you concentrate (taking your action for an exchange) allowing others to follow you. For 3 boxes you may open a portal to the Nevernever and maintain it in the same way. For 5 points you may travel from anywhere in the Nevernever to any other place you are familiar with.

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NEPHILIM (Supernatural Scale)
The Nephilim are born from the union of human and Seraphim parents. They were among the heroes and giants of legend. Nearly immortal and very powerful, they were deemed Abominations by the Heavenly Host, and hunted down and murdered by the thousands. Because of their inherent immunity to mystic forces the Seraphim were forced to use crude weapons of iron and bronze to fight and kill them.

You were born with exceptional abilities but also have a mortal life. Create your character according to a Pure Mortal mantle of your choosing and then add the conditions and stunts below.

UNIQUE CONDITIONS
Mystic Invulnerability: [ x ]
This condition is always marked. The souls of the Nephilim act as a repelling force against all forms of mystical attack. Magical Evocations, rituals, psychic powers, and even Celestial Fire cannot affect the Nephilim; such attacks simply fail. Celestial Shields provide no protection from a Nephilim’s unarmed attacks. Neither illusions, spells of mind control, and the life-draining abilities of supernatural beings work against the Nephilim. One side effect to this is that beneficial supernatural powers cannot work on the Nephilim, either. Healing magical powers, for example, do not affect them. Another is that they cannot perform Magic, not even Thaumaturgy.

Hurt (sticky): [ 4 ]
Mark this condition to absorb four shifts of physical harm. Recovery requires at least one scene of downtime at full rest, obtaining medical attention, binding wounds, et cetera.

CORE STUNTS
Supernatural Senses
The Nephilim can see the flows of mystic energies, although they cannot manipulate them. These senses allow them to detect the presence of spirits and soul projecting astral travelers, as well as detect the use of magic. If the character Overcomes a target’s abilities (usually Focus vs Guile test) , he can uncover supernatural beings posing as humans. Their unique powers also render Nephilim immune to all forms of illusion and magical or psychic concealment.

ADDITIONAL STUNTS
Superior Recovery:
Once per session, you may treat a sticky condition reflecting physical injury as if it were fleeting.

Superior Speed:
Gain +2 to use Haste to defend or create an advantage.

Superior Strength:
Once per scene, gain +2 to use Force to Attack or Overcome an obstacle that raw strength would effect. The GM may determine that your actions gain scale with or without invoking the bonus.

Loremaster:
As a scholar of arcane lore and magical theory, once per session you may declare that you are able to read obscure text in a mysterious language or determine the specific nature of a ritual upon seeing the precise location where it was cast.

Injured (lasting): [ 6 ]
Mark this condition to absorb six shifts of physical harm. When Injured, as with the Doomed condition, death is a distinct possibility. Another character capable of seeing to your injury must overcome an obstacle at Great (+4) or higher, in quiet and ideal conditions, to help you begin recovery. You recover fully at the end of the next session after beginning recovery.

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SERAPHIM (Otherwordly Scale)
Many of the stories about angels and demons have a basis in truth. They are beings of great power, and in ages past they sometimes swept down from the skies or clawed their way out of Hell and destroyed armies or decimated entire kingdoms to punish evildoers—or, some of the more cynic would say, to make sure humans stayed in their place. They have human shapes, usually shining with a bright inner light. Some of them sport wings on their backs, the more so after that shape captured human imagination and became an attractive “badge of office.” They can be helpful guides or terrible avengers. The Fallen manifest as demons with all that entails; bat wings, horns, claws and so forth.

Common Seraphim operate at Otherworldly scale but Archangels can reach Legendary power. Some Archangels, like Michael, Gabriel and Lucifer operate on Godlike Scale.

UNIQUE CONDITIONS
Celestial Fire (sticky): [ ] [ ] [ ] [ ] [ ]
All Seraphim in Divine form wield the Celestial Flames. Mark a box when using certain stunts provided by this mantle. Mark 3 boxes to have a friendly NPC connected to the Celestial Choir appear and offer aid or information. Once per scenario, you may mark all 5 boxes to operate at Legendary Scale for a scene. Recover one box at the conclusion of any scene in which you do not mark a box. Recover two boxes at the start of a new session.

Immortal (sticky): [ ]
Mark this box to absorb any amount of physical damage. A seraph’s body may be destroyred, but unless utterly annihilated, it will manifest back in Elysium. Recovery occurs automatically after a short amount of time undisturbed. This time may vary at GM discretion; If a seraph is shot to death he may need only a few minutes to recover, while if he was torn to pieces may need the remainder of the scene.

Divine/Infernal Incarnation (lasting): [ ]
Mark this condition to transform from your profane, mortal form into your Angelic/Demonic, Divine/Infernal Incarnation. Seraphim need not eat, drink, sleep, or breathe to survive. They are immune to narcotic and irritant poisons, but not corrosive ones. Disease does not affect them, either, unless they are supernatural in origin.

The Divine/Infernal Incarnation can often terrify or awe most beings. When a Seraphim in its Divine/Infernal Incarnation attempts to Create an Advantage to intimidate, awe or create feelings of religious rapture they gain a +2 to their roll.

Taint Vulnerability: [ ]
If you mark In Peril or Doomed to absorb shifts from an Outsiders attack, your attacker can also declare that the attack Taints you, forcing a mark on this condition as well. While Tainted by an Outsider, you are prohibited from accessing the mantle’s stunts or conditions. Recovery requires the taints removal by overcoming passive opposition (Great (+4) at minimum) or active opposition, such as during combat. This recovery does not affect any other conditions sustained during the attack.

CORE STUNTS
Wings:
You can fly, rendering inconsequential certain movement-related obstacles. Gain +2 to rolls in any situation in which wings are advantageous. The Seraphim’s wings only manifest in its Divine/Infernal Incarnation.

Celestial Physique:
When brute strength or sheer speed is requisite, call upon your divine nature to gain a bonus of +2 per box of Celestial Fire marked. Furthermore, any physical actions taken may (per the GM) include scale (page 182) regardless of whether Celestial Fire is used.

Celestial Sword:
A seraph may manifest a Celestial Weapon, usually a sword but sometimes it is a spear or a whip, to smite their enemies. Attacks are worth +1 shift on a successful hit and may have scale. Against their opposite number Seraphim increase Scale by one level. So a Divine Seraph gains scale on an Infernal one and an Infernal Seraph gains scale against his Angelic counterpart.

Celestial Shield:
Mark one box of Celestial Fire to absorb two shifts from a physical attack. This manifests as a glowing aura, shield or suit of armor as the Seraph desires.

ADDITIONAL STUNTS
Superior Speed:
Gain +2 to use Haste to defend or create an advantage.

Superior Recovery:
Once per session, you may treat a sticky condition reflecting physical injury as if it were fleeting.

Celestial Theophany:
Theophanies are special abilities that Seraphim use to carry out their missions on Earth or in the Nevernever. Each time this stunt select one of the Theophanies below. Each Theophany can only be selected one time.

BINDER: Binders have the ability to capture both mundane and supernatural targets (physical or ethereal), and bind them with chains of Celestial Fire. Use Focus against the target’s defense (often Force, Focus or Haste) to place a Bound By Celestial Fire aspect on them. Scale does apply to the roll and the Seraph can only Bind one target at a time. Until the bonds are broken the target can take no other action, including using supernatural abilities until they overcome the Aspect. For each box of Celestial Fire marked off increase the difficulty of the Overcome roll by +1 for an exchange. Binders can also manifest thorns on their chains. Mark a box of Celestial Fire to make a Focus attack on the target with a bonus of +2.
DESTROYER: The most feared among the Seraphim are the Destroyers. Theirs is the power to eliminate things—or beings—considered a threat to humankind or even to Reality itself. This power has two effects, standard destruction and the Oblivion. Destroyers may make attacks on any target they perceive with Celestial Fire that manifests as blue white bolts of lightning using Force or Flair (choose one when this Theophany is taken). Oblivion can only be used on a target that is Taken Out. For five boxes of Celestial Flame it eliminates the target, leaving no physical traces, as well as removing the memories of the target from most Mundanes! Supernaturally gifted humans and other beings may remember, but even then the memories feel strangely hollow and meaningless, almost like remembering a character from an old, half-forgotten movie. Gifted or Supernatural characters must make an Overcome Roll against the Seraph’s Force/Flair plus scale to remember the target.
ERASER: Seraphim laws mandate minimal contact with humans. As a result, most Seraphim groups that visit Earth have an Eraser with them. Erasers can wipe out or (more commonly) muddle the memories of human witnesses, and leave behind equivocal evidence of the angels’ actions. For example planting the idea that the reason a Seraph got up after being shot was because they were wearing a bullet proof vest. Mark one box of Celesital Fire to muddle the memories of a single mortal. A small group of mortals (four to ten or so) costs 3 boxes. Changing the memories of a large crowd would cost 5 boxes. Completely changing a target’s memories instead of just modifying them cost 1 additional box. Mortals have no defense against this effect but supernaturals may pit their Focus against a Seraph’s Guile to overcome it. Each box of Celestial Fire marked adds +1 to the Seraph’s roll.
FINDER: A Finder can track any target they have seen or touched in the past. They can also track targets if they touch an object or person (someone close to them) which gives them a psychic impression of the target. Mark one box of Celestial Fire and make an Intellect Overcome roll determined by the GM based on how good of an impression is available. If successful they instantly get a rough idea of the direction and distance to their target and to know if they are on this plane or not. They can track their quarry across worlds following their scent even into the Nevernever if they can access it. When mystical abilities are used to resist the Finder a contested roll is used pitting the Seraph’s Intellect against the resistor’s Approach. Each box of Celestial Fire marked adds +1 to the Seraph’s roll.
HEALER: Healers can heal wounds very rapidly. For a box of Celestial Fire they can replenish a character’s stress (including their own) in an Exchange with an Focus Overcome Roll of +2. For 3 boxes of Celestial Fire a Healer can spend a Scene to remove In Peril or Doomed Conditions with a Focus roll equal to the shifts of the Condition (4 or 6). For 5 boxes of Celestial Fire a Healer can Cure a patient by making a Focus Overcome Roll of +8 (or more at GM’s prerogative). This takes a scene at minimum and, much like ritual magic might require the Healer to Create Advantages in order to succeed. The Cure can regrow lost limbs, make old, crippling injuries disappear, remove scars and tattoos, reverse balding, even eliminate cancer or persistent viral agents like AIDS.
TRAVELER: All Seraph can materialize on Earth and back to Elysium. Travelers can open portals between the mortal world and the wild (unaffiliated) regions of the Nevernever and teleport anywhere on Earth they are familiar with. For one box of Celestial Fire you may declare your convenient arrival in a scene via a portal. The portal will last for as long as you concentrate (taking your action for an exchange) allowing others to follow you. For 3 boxes you may open a portal to the Nevernever and maintain it in the same way. For 5 points you may travel from anywhere in the Nevernever to any other place you are familiar with.

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SERAPHIM EXILE (Supernatural Scale)
Exiles are Seraphim who have broken the bond with their heavenly or hellish Realm. By doing so, they forsake most of their powers and become Earth-bound creatures. The reasons to become an Exile are varied. In many cases, they do so to escape punishment after committing some crime, or failing in some important undertaking. Other motives include a desire to experience the pleasures of Earth, a loathing of the restrictive environments of their home realms, or simply a profound disenchantment with their current existence. Becoming an Exile is the only way an angel can flee his superiors, since otherwise he can be easily found and brought back to Elysium or Gehenna. Exiles are regarded with hatred (or, at best, contempt) by their former colleagues. For the most part, they are considered traitors to the cause, and rarely trusted.

UNIQUE CONDITIONS
Profane Incarnation: [ ] [ ] [ ] [ ] [ ]
Exiles no longer are able to shift into their Divine form and only have their base human shape which is stronger and tougher than baseline humans but are still very human-like. Check a box of this condition to power an Exile’s stunts. Recover one box at the conclusion of any scene in which you do not mark a box. Recover two boxes at the start of a new session.

Immortal (sticky): [ ]
Mark this box to absorb any amount of physical damage. An Exile may be killed, but unless utterly annihilated, its body will continue moving. Recovery occurs automatically after a short amount of time undisturbed. This time may vary at GM discretion; If an Exile is shot to death he may need only a few minutes to recover, while if he was torn to pieces may need the remainder of the scene.

Taint Vulnerability: [ ]
If you mark In Peril or Doomed to absorb shifts from an Outsiders attack, your attacker can also declare that the attack Taints you, forcing a mark on this condition as well. While Tainted by an Outsider, you are prohibited from accessing the mantle’s stunts or conditions. Recovery requires the taints removal by overcoming passive opposition (Great (+4) at minimum) or active opposition, such as during combat. This recovery does not affect any other conditions sustained during the attack.

CORE STUNTS
Exile Immunities
Exiles enjoy a limited version of a Seraph’s immunities. They need not eat, drink, sleep, or breathe as often as a normal human to survive. They are resistant to narcotic and irritant poisons, but not corrosive ones. Disease does not affect them, either, unless they are supernatural in origin. Mark a box of Profane Incarnation to be immune to one of those environmental conditions for a scene.

Superior Recovery:
Once per session, you may treat a sticky condition reflecting physical injury as if it were fleeting.

Unseen
You never appear as anything other than a potent souled Mundane to any form of supernatural detection. Further, you cannot be scryed or sensed at a distance with any form of power, no matter what its source. Divinations will not reveal your presence, either in the future or the past, you are effectively invisible to powers that might locate you, including Divine Theophanies, even if you wished it otherwise. Anything carried on your person is protected in this manner as well, making it impossible to find you with anything other than mundane investigation and senses. A Soul Gaze has no effect on Exiles.

ADDITIONAL STUNTS
Superior Speed:
Gain +2 to use Haste to defend or create an advantage.

Superior Physique:
When brute strength or sheer speed is requisite, call upon your divine nature to gain a bonus of +1 per box of Profane Incarnation marked. Furthermore, any physical actions taken may (per the GM) include scale (page 182) regardless of whether Profane Incarnation is used.

Loremaster:
As a scholar of arcane lore and magical theory, once per session you may declare that you are able to read obscure text in a mysterious language or determine the specific nature of a ritual upon seeing the precise location where it was cast.

Ritual Specialist:
Exiles cannot use Evocations but they can learn Thaumaturgy. Gain +1 to the preparation of one broad category of magic (summoning, curses, necromancy, and so on). You may take this stunt multiple times for different categories but may not take any category more than once.

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Relentless Dead (Supernatural Scale)
The Relentless Dead were once human beings, until they fell prey to tragedy, madness, or both. Most Relentless Dead were murdered in some gruesome or shocking manner, often after witnessing the deaths of loved ones. Many were abused for years before their deaths. Others are psychotic killers who continue to follow their insane urges even after being executed for their crimes. The Relentless Dead are powerful but tragic. Their existence is consumed by their obsessions, and they cannot survive the completion of their quest. Although they are almost impossible to stop, let alone destroy, by conventional means, Gifted enemies can sever their link to their bodies and send their souls spiraling into the Death Realms.

UNIQUE CONDITIONS:
Wrath: [ ] [ ] [ ] [ ] [ ]
Mark one of the condition’s five boxes to access your mantle’s power, as detailed in your stunts. Recover fully at the conclusion of any scene in which you did not use the mantle’s stunts. The mantle’s power is also obtainable as a unique approach, Wrath, with a bonus equal to the number of unmarked boxes usable toward any action. The Wrath approach, however, has a catch: the GM will modify your description of your action according to the character of the mantle. Wrath is wild, uncontrollable rage, and motivated to destroy all that stands in its way with no moral or ethical compunctions. If the change is sufficiently complicating, the GM may treat the action as a compel and award you a fate point.

Immortal (sticky): [ ]
Mark this box to absorb any amount of physical damage. Relentless Dead may be killed, their bodies completely destroyed, but unless their spirit or soul is also destroyed, his body will arise again. Recovery occurs automatically after a short amount of time undisturbed. This time may vary at GM discretion; If the Relentless Dead is shot to death he may need only a few minutes to recover, while if he was torn to pieces may need the remainder of the scene.

Soul Trapped: [ ]
Through magical ritual the Relentless Dead’s soul is captured. While Soul Trapped, you are prohibited from accessing the mantle’s stunts or conditions. Recovery requires the rituals removal by overcoming passive opposition (Great (+4) at minimum) or active opposition, such as during combat. This recovery does not affect any other conditions sustained during the attack.

Consumed by Anger: [x]
Relentless Dead are consumed by anger, be it righteous indignation, cold, calculating fury, or rabid, mindless rage. Many are Unborn in a fit of convulsive fury, go on a mindless rampage, and are destroyed or fulfill their self-appointed mission in a matter of days or hours. Others are more calculating and patient, and have remained on this world for several lifetimes, pursuing their goals with great determination. This condition is always marked. If the Relentless Dead strays from his righteous anger for any reason then this condition is unchecked. When not Consumed by Anger the character loses access to the mantle’s stunts unless and until they recommit to their path. In some cases the GM may require an Overcome roll depending on how far the character strayed from their goals or how much their Rage has cooled.

Core Stunts:
Relentless Physique:
When brute strength or resilience is required, call upon your power to gain a bonus of +2 per box of Wrath marked. Furthermore, any physical action related to strength or resilience may(per the GM) include scale regardless of whether Calm is used. The Restless Dead also does not age, breath, or require food.

Relentless Toughness:
Mark one box of Calm to absorb two shifts from a physical attack.

Relentless Recovery:
Outside of conflict, mark one box of Wrath to clear a sticky condition, or two boxes to begin recovery from a lasting condition. These conditions must represent a physical injury or mystic effect.

Additional Stunts:
Nemesis:
Relentless Dead with this ability are not hindered by distance or physical barriers in their effort to reach their targets. Their victims may run, but they cannot hide. No matter how far they travel, or how well they defend themselves, the Undead will find them. Nemesis transports the Relentless Dead to the vicinity of her victim. This Power works like teleportation, crossing distance and barriers without hindrance, but it has a number of limitations. First of all, the target of the Power must be an enemy the Undead knows personally and someone the Relentless Dead has a good, driving reason to find. Secondly, the Power does not work if the Relentless Dead can be seen by any creature or being. The Relentless Dead must always disappear and reappear unseen and unnoticed. Typically, the Undead appears in a closet, a dark street alley, or some place where nobody can see her. If the target is in a crowded area, the Relentless Dead appears in the nearest unwatched place. This may be less than helpful if the target is in the middle of a crowded concert, for example. To the Relentless Dead, the Power does not feel like teleportation but more akin to a dream-like run at incredible speeds through city streets, forests, or on the surface of the ocean (once the Nemesis is activated, the Relentless Dead becomes invisible and intangible).

Mark a box of Wrath to declare your convenient arrival in a scene with an enemy via this power from anywhere to anywhere in the world. The GM may require a Guile roll to locate a place with no one watching with a difficulty based on the amount of people in the vicinity. A Focus contest might also be required if the site has Wards protecting it.

Cloak of Shadows:
You can see perfectly in the dark and are immune to any potential effect of normal or magical darkness. Additionally, once per session, you may declare that you automatically succeed at hiding from any non-magical attempt to spot you, provided you have a nearby shadow to hide in.

Ghostbane:
(requires Cloak of Shadows): You ignore the incorporeality of insubstantial creatures (e.g., ghosts, specters) and affect them as though they were physical.

Minor Stigmata:
By default, Relentless Dead bear the mark of their demise. These signs of death and decay make it impossible to appear as a normal human. Those with this stunt can pass as a normal human. They may have open but bloodless wounds that can be concealed under clothing, pale, gaunt features, and a vaguely “corpse-like” appearance. They may use Guile in a contest against others to pass as humans with a +2 to their roll.

Major Stigmata:
The character is clearly not alive. She may resemble a rotten corpse, bear horrendous wounds, or look like a burn victim. The Relentless Dead cannot pass for a normal human under most circumstances, and she must hide from the sight of people or she will be discovered. They gain a +2 to Create Advantage rolls to intimidate or scare others.

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SCION (Supernatural Scale)
One of your parents was a lesser god, or,perhaps, you are the grandchild of a greater god or maybe you just haven’t fully developed your potential as the child of divinity. You were born with exceptional abilities but also have a mortal life. Create your character according to a Pure Mortal mantle of your choosing and then add the conditions and stunts below.

Your actions have Supernatural Scale when doing something that relates to their parent deity’s primal powers and when doing something in their name or with their blessing. The GM would determine what actions would fall under this mantle but in general they should not be simple mundane tasks that are purely a mortal concern (baking a cake, getting out of a parking ticket) but could include dangerous tasks (running across a busy freeway dodging oncoming cars) and doing something that exalts their parent’s divinity (sculpting a statue of their deity).

UNIQUE CONDITIONS:
Divine Power (sticky): [ ][ ][ ][ ][ ]
You have the power of the Gods running through your veins. Mark a box when using certain stunts provided by this mantle. Mark 3 boxes to have a friendly NPC connected to your God appear and offer aid or information. Once per scenario, you may mark all 5 boxes to operate at Otherworldly Scale for a scene. Recover one box at the conclusion of any scene in which you do not mark a box. Recover two boxes at the start of a new session.

Divine Responsibility (sticky): [ ]
Mark this condition when you act against your God’s wishes or best interests. You may not any boxes of Divine Power (but retain your Scale) until you recover from this Condition. Recover from this condition by spending a scene communing with your divine relation.

Unwanted Attention (sticky): [ ]
Mark this condition when you are seen in public performing feats well beyond human norms or otherwise causing mass chaos. As long as this Condition is marked, you are at risk of being recognized and hunted. You gain an aspect related the chaos you caused and the GM gets one free invoke. Recover this condition after spending a scene dealing with your “Unwanted Attention”, be it a physical conflict or a social encounter.

CORE STUNTS:
Add one stunt of your choice from the list below to the list of core stunts for your mortal mantle.

ADDITIONAL STUNTS
You may choose from the list for your mortal mantle and the list below for additional stunts.

SCION STUNTS:
Faster, Stronger, Tougher:
Mark a box of Divine Power to add +1 to any physical action. The GM may elect to add scale (page 182).

Inhuman Toughness:
Mark a box of Divine Power to soak two shifts of Physical Stress.

Inhuman Recovery:
Outside of a conflict, mark a box of Divine Power to treat a sticky condition relating to physical injury as if it were fleeting.

Legendary Beauty:
Gain +1 to all Flair or Guile rolls where your extraordinary beauty would prove helpful. You may mark a box of Divine Power to increase the bonus to +2.

Item of Power:
You have a magical item blessed by your divine parent. One of your Aspects should reflect this. Choose 1 action type. Gain +1 to your roll and lower opposition Scale to yours when using the Item for that action. You may take this stunt multiple times to choose different actions, but may only ever have one Item.

Elemental Magic:
Choose 1 Element and 1 Approach. Mark a box of Divine Power to perform magic with that element as per Evocation (pg 140). Mark In Peril and Doomed in place of Exhausted and Burnt Out.

Evocation Specialist:
(requires Elemental Magic) You have employed an evocation so well that its execution is practically reflexive. Select one element, one approach, and one action (for example, a Force wind attack) and add +2 whenever attempting that precise combination. The stunt may be taken multiple times but not for the same combination.

Echoes of the Beast:
You share an affinity with a particular genus of mortal beast. Gain improved senses that provide +2 to attempts to detect other creatures. Some manifestation of your animal nature (e.g., canine teeth, a furry tail, hirsute body) may be visible on your physiology. Once per session you can declare momentary aid from your affiliated brand of beast and choose one of the following benefits: +4 to any one action, a situation aspect with two free invokes, or automatic success on an overcome roll.

Cloak of Shadows:
You can see perfectly in the dark and are immune to any potential effect of normal or magical darkness. Additionally, once per session, you may declare that you automatically succeed at hiding from any non-magical attempt to spot you, provided you have a nearby shadow to hide in.

Beast Form:
Once per session, you may mark a box of Divine Power and transform into the form of the animal which is most closely associated with you Divinity. You gain the Aspect “[Creature] Form” and may switch the value of any two Approaches. You lose access to stunts that are not about physical prowess. You may gain new Scale on actions that benefit from your new form. You are limited in movement and communication by your animal’s form (fish cannot operate on land, bears cannot go into small spaces, etc). Switching from Human to Beast or back takes one action.

Natural Weapons:
(Requires Beast Form) Your physiology includes claws, spikes, razor-sharp teeth, or another feature for attacking or defending. Unarmed attacks are worth +1 shift on a successful hit and may have scale (page 182) at GM discretion.

Emotional Projection:
Choose 1 Approach and 1 Emotion. Mark a box of Divine Power to use the Create an Advantage or Overcome actions to conjure strong feelings of that emotion in any person you have line of sight to. You gain a +1 to the roll. You may take this stunt multiple times choosing different Approach/Emotion combinations.

Emotional Onslaught:
(requires Emotional Projection) You may use Emotional Projection to make Attacks against a target in your line of sight.

Domination:
(requires Emotional Onslaught) Any enemies Taken Out via attacks from Emotional Onslaught may, at your discretion, spend the rest of the scene performing actions for you.

Glamour:
You may cast minor veils and seemings. With a moment of concentration, you may draw a veil over something roughly person-sized, hiding it from sight and other means of detection. Or you may cause a person or object to appear differently than it normally does. An observer may attempt to discern the illusion, but to do so, they must have some legitimate suspicion that they might be seeing a glamour. Use Intellect to resist any disbelief attempt.

The Slayer (Supernatural Scale)

“Into every generation, there is a chosen one. One girl in all the world. She alone will wield the strength and skill to stand against the vampires, the demons, and the forces of darkness; To stop the spread of their evil and the swell of their numbers. She is the Slayer.”
―The prophecy of the Slayer

Slayers are young human females chosen by fate and bestowed with mystical powers that originated from an ancient demon.

While known primarily as the “Vampire Slayer,” the Slayer also acted as a hunter of evil mystical forces in general (demons, bad witches, etc.). Slayers were legendary figures throughout history and the world. Additionally, Slayers were viewed and feared as something of a “Boogeyman” figure among demons.

Slayers start out at the Supernatural scale but, if they survive long enough, have been known to attain Otherwordly scale.

UNIQUE CONDITIONS:
Slayer: [ ] [ ] [ ] [ ] [ ]
Mark one of the condition’s five boxes to access your mantle’s power, as detailed in your stunts. Recover fully at the conclusion of any scene in which you did not use the mantle’s stunts.

Favor of the Watcher’s Council: [ x ]
You associate with the Watcher’s Council who have vast records of mystical knowledge and lore on supernatural and magical creatures. Once per session when you consult your duly appointed Watcher, you may succeed automatically at an overcome roll to find information about your quarry. If this information can be expressed as an advantage, you get an aspect with two free invokes as well. If you lose the Council’s Favor you will no longer have access to this benefit until their Favor is regained.

CORE STUNTS:
Slayer Physique:
When brute strength or sheer speed is requisite, call upon your nature to gain a bonus of +2 per box of Slayer marked. Furthermore, any physical actions taken may (per the GM) include scale (page 182) regardless of whether Slayer is used.

Slayer Recovery:
Outside of a conflict, mark a box of Slayer to treat a sticky condition relating to physical injury as if it were fleeting.

Vampire Slayer:
Any successful advantage you create against an Vampire gains an extra free invoke.

Prophetic Dreams:
All Slayers through the ages shares a psychic link, manifested in dreams. A Slayer would frequently dream of herself as a Slayer in another time and place, even before being called, which would hint if they were Potential Slayers. They could also experience prophetic dreams related to upcoming crises.

ADDITIONAL STUNTS:
Slayer Toughness:
Mark one box of Slayer to absorb two shifts from a physical attack

Slayer Speed:
Gain +2 to use Haste to defend or create an advantage.

Deep Research:
As long as you have the Favor of the Watcher’s Council and your Watcher has a scene to research your foe deeply you may declare that you have a level of scale (page 182) against a supernatural opponent during the scene but must choose only one type of action to which your scale applies: attack, create an advantage, or defend. This only applies once per session. Under certain circumstances the GM may require an overcome roll or a side quest to achieve the knowledge depending on the foe.

Mentally Fortified:
Long evenings battling grotesque horrors have steadied your mind. You may mark a box of Slayer to absorb 2 shifts of harm from attacks that represent attempts to cause fear or mental distress.

The Prey Game:
You have learned that a great way to get an advantage against a monster is to pretend at vulnerability. You gain +2 when you create an advantage to lure your quarry into a false sense of security.

I have one! This is for someone who wanted to player local celebrity musician.

You’re a talented and accomplished artist whose medium is music and song. You’re able to make a living performing and may even be a local or regional celebrity. Half of people want to know you, the other half want to BE you.

Unique Conditions
It’s a Gig Economy (special)[X]: This condition is always marked. You’re a known professional entertainer and can get into virtually any place where people gather without a roll. If you’re caught somewhere you aren’t normally authorized to be you can use the guise of being a performer to explain your presence and convince people to let you remain (or at least leave unharmed). A potential downside is that people tend to recognize you, even if they can’t remember why.

Fame is a Fickle Food (sticky)[ ]: Mark this box when you’ve fallen out of favor with your adoring audience for some reason (the GM will let you know). Perhaps you’ve made a faux pas, you’ve publicly embarrassed yourself, been outed as a fraud or sell out, etc. While this condition is marked you can’t benefit from It’s a Gig Economy and may have issue using the stunts associated with this mantle (GM discretion).

CORE STUNTS
Captivating Presence: You command the attention of others and can set the mood of an entire room if you want. Take +2 whenever you use Flair to create advantage by making yourself the center of attention, either through performance or by causing a scene.

Gossip Girl: You gather useful bits of information from gossip and rumors. Once per session you can ask the GM what you’ve heard about a topic and get a reliable answer.

Haunting Performance: You can tailor your performance to affect an individual or specific group of individuals, and given enough time, you can move them in unexpected ways. Upon performing your set, you gain +2 to initiate recovery actions of any psychological or emotional conditions that have been inflicted upon them. You can only attempt to treat a specific audience in this way once per session.

OTHER STUNTS

The Public Eye: Take an extra invoke when creating an advantage that exploits your public persona.

Open Book: When speaking with someone else, you can learn one of their aspects, without rolling, by revealing to them one of your own.

Starstruck: Spend a Fate point to gain the complete trust and willing service of one nameless NPC who has heard you sing.

Exit, Stage Left: Once per session, you can disappear immediately from a location from which you could physically leave, if no one is watching you at the moment.

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