Minor Abilities
No Matter The Strength [-2]
The Might bonus from strength powers and the Athletics bonus from speed powers do not aid characters in escaping your grapples.
No Matter The Power [-2] (Requires No Matter The Strength)
Your grapples automatically satisfy the catch for all toughness powers other than Physical Immunity.
Conceptual Killer:
[-2] Description: You can kill anything no matter what it is even if it does not have a body
For a fate point you can attack anything with weapons, this can be a song, a disease, a concept or even a memory. The more entrenched a concept the harder it is to kill.
Vacuum Air Blade [-1]
Your speed with the blade is so fast you can create a current of wind to hit your enemy in the distance
Description: When wielding a sword you now have a range of up to three zones
Infinity Chain - [- 2]?
Description:You carry a weapon with a range only limited by your perception
Your attacks have a range of your alertness (someone with good alertness has an effective range of three zones)
Manifest Bloodlust [-0]: +1 to attacks on an opponent you have already hit, free recovery after a kill one time a scene, feeding Dependency: so a Discipline Hunger track etc
Perfected Killing Intent (require manifest bloodlust) [-1] you can boost your swordsmanship by surrendering to your killing intent.
Re-skinned Holy Guardian except instead of using mental stress you use your hunger stress track all other rules apply.
Scarlet Sword Form [-2] - You burn your life force to push your body to its true potential, this causes a real change in a person anatomy as their muscles bulge and blood fills their eyes turning them scarlet.
You must take a minor consequence or higher (if the slot is filled) to activate the warp spasm in which your Weapons Roll is increased by 2 and gives you access to the powers below.
Crimson Blade (requires Scarlet Sword Form) [-3]: You project life energy into your sword this manifests as a red energy surrounding the blade allowing the blade to parry anything and increasing its weapons rating by your conviction.
Scarlet Wave [-1] Requires Crimson Blade, you can attack everyone in an area with your sword by reducing its weapon rating by 2. This manifests as a line of red energy forming out of the end of your blade.
Curved Cut [-1] Requires Crimson Blade: You can curve your attack so that they do not come from where they appear to come from this allows you to make ambush an opponent with your weapons attack for a fate point.
Minor Magic [-1]
Magical talent is primarily gained through maternal bonds, but what about the paternal bonds? In some people whose fathers have gross magical talent, a faint spark of magic appears.
Minor Rituals: You can use rituals with 5 shifts or less of effect
Minor Evocation: You can create evocations from any element of 1 shift or less
The Mist Control[-2]
You can control and create mist
Obscure: With a moment of concentration, you may draw or create a large amount of mist into an area obsuring the vision of everyone but you. This counts as a zone wide block at discipline +2 against perception which is not necessarily pierced when discovered. The block last until it's summoner banishes it or it is dispersed (by magic or a very big fan etc).
Decieve [-1]: Perception is warped in the mist friends can see enemies where friends should be and many an army have torn itself a part under its thick blanket, you can make manouvres at discipline +2 on anyone in your mist.
Nightmare (requires Decieve) [-2]: Those in your mist may see monsters and horrors floating in the mist that may scar them for life, you can make mental attacks on anyone in the mist at discipline +2.
No way out [-1]: Once you have entered the mist it is nearly impossible to leave, attempts to leave the mist are blocked at discipline +2 this is part of the main block on perception.
Deep Mists [-1]: Your mist can cover up too three zones
Spiritual Disruption [-2] Your attacks satisfy the catch of Ghost, also If you succeed in hitting a spirit as well as dealing normal stress you also inflict the aspect 'extreme pain'.
Reality Warper [-2]
You are able to shape reality to your whim, as if the entire world was simply a dream of yours.
Skills Affected: Discipline
Musts: Demesne
Effects:
Sculpt Reality. You can always alter reality as if you were in your personal Demesne, though with slightly reduced effectiveness. This allows you to make declarations and maneuvers related to the nature of the local reality with your Discipline skill. The duration of the changes created by this power is variable, but it's generally at least one scene.
Offensive Sculpting. You may use the world around you as a weapon. This allows you to make Weapon: 0 attacks with your Discipline skill against anything within your line of sight. You may make spray attacks with this power. You may also attack entire zones with this power, although you suffer a -2 penalty to do so.
Improved Sculpting [-1]. Your Offensive Sculpting attacks are now treated as Weapon: 2.
Powerful Sculpting [-1]. Your Offensive Sculpting attacks are now treated as Weapon: 4, and any scene aspect you place with Sculpt Reality is automatically made Sticky.
Counter-Conceptual Interposition [-1]. You may use your Discipline skill to defend against physical attacks.
MAGICAL WORKSHOP [-1]
Description: You don't need tools to make things. Your magical powers/your communion with the small gods of the world/the toolkit implanted in your stomach/something else will suffice.
Skills Affected: Craftsmanship
Effects:
Magical Workshop. You are always considered to have access to a workshop with a rating equal to your Craftsmanship skill.
Magical Worksite [-2]. Your workshop expands in scale, allowing you to handle the construction of entire buildings single-handedly. You are always considered to have the assistance of a full team of workers with all appropriate tools and machinery when attempting to build or repair stuff.
[-3] There Is No Salvation
There are many powers in the world that make it their business to level the playing field and give inferior creatures a "fair" chance by rewarding their inferiority.
Sometimes though, rejoice, despair, Fate does not care. This is where you come in; removing all external crutches you put all creatures in their rightful place in the world.
Effect: Pay a Fate point. For the duration of the scene, only your actual catch can negate your toughness and recovery powers.
FLOATING EYES [-3]
Description: Your eyes aren't in your skull: instead, they fly around under your psychic control.
Note: Taking this power means that you don't have normal eyes.
Skills Affected: Alertness, Investigation, Lore, (Discipline)
Effects:
Faraway Eyes. Your eyes can move around independently of you, although they must stay roughly within a mile of your main body. You can see through them, making appropriate skill checks as normal. They do not have access to any of your powers (except for appropriate Supernatural Senses) but they act as though they had Wings and Diminutive Size. Their skills are equal to your skills. They cannot attack or maneuver. It requires a supplemental action to direct them. If they are damaged, you take the damage in the form of mental stress.
Eyes Above Me. You get +2 to your Alertness skill and to the perception trapping of Lore when both of your eyes are nearby. However, you take a -2 penalty to those rolls when both of your eyes are away from you. Also, you are blind when your eyes are not present.
Power Channel [-1]. Pick one of your other powers. Your eyes have access to that power. If that power requires you to take an action, then you must take an action in order to have your eyes use it.
Size Doesn't Matter...: -1 (-2)?
Effect: You may wield any weapon regardless of might or endurance requirements. Tripod support weapons? No problem. Zweihanders? Child's play. Boat mounted 6 or 8 gauge shotguns for duck hunting? All are within the realm of possiblities for you.
...But It Sure Does Help: requires above power -1
Effect: Most any weapon you can manage to hold one handed you can wield in combat..also one handed. (likely quite abusable with two weapon training stunt)
-2 Elemental Weapon
Musts: An Aspect Related To The Power
Skill(s): Weapons
The user is able to summon a two-handed weapon made of an element of his choosing. A claymore of fire, a greataxe of ice, a hammer of rock, and a spear of lightning are all possible.
Effects
Large Weapon: Your Elemental Weapon is a large weapon, rated at Weapon 3.
Always at Hand: Your Elemental Weapon requires no sheath. It can be summoned to your hand for a Supplemental Action, and dispelled as a free action.
Attuned: Your Elemental Weapon is attuned to you. If it leaves your hand, whether dropped, thrown, or disarmed, it will vanish. A Supplemental Action may summon it to your hand again.
Made of the Elements: Your Elemental Weapon may fulfill Catches if thematically appropriate.
-1 Elemental Mastery
You may now summon two different weapons of differing elements, if you so choose.
-1 Elemental Control
When using your elemental weapon, gain a +1 to all rolls using it.
-1 Elemental Armor
You can extend your weapon's element into an armor that coats your entire body. It is automatically Armor: 1 versus most physical harm, and +2 versus the same element.
Gambler [-1]
Description: You have the ability to manipulate probability in a limited way. But it's far from risk free; in fact, the risk is the reason that it works.
Effect: At any time you may pay any number of fate points to make a bet with the GM. If the GM rejects the bet, you get your fate point(s) back. If he accepts and you win, you get back twice the number of fate points that you paid. Some GMs may allow odds other than double or nothing, but they are in no way obliged to.
Uncontrolled Power [+1]
Description: You character cannot control his or her powers. Maybe they react to emotional distress, or some other subconscious cue.
Notes: This is a one time discount applying to however many powers the character cannot control. If the character has more than -4 Refresh in uncontrolled powers, this discount raises to a +2.
[-0] Lesser Immortality: You do not need to eat or drink and do not excrete wastes. If you possess ‘Hunger Dependency’ you must still satisfy it as normal.
[-3] Immortality: As lesser Immortality in addition you cease to age and remain permanently at the age of acquiring this ability (EX: A man in his mid-twenties will always look like he‘s in his mid-twenties even two thousand years later), and cannot be aged magically. You are also immune to all poisons and diseases, both magical and mundane, and do not need to breath.
Undying [-0]
Deathless. Unless utterly destroyed or killed by special means, you will eventually recover from any fatal wound. No "death" result is ever permanent unless special means are used (as determined by your creature type).
Estranged. Most people around you feel uncomfortable, as if they can tell that you are different from others. Take a -1 Penalty on all Rapport and Deceit based maneuvers or attacks you make.
Impossible Jumps [-1]
Description: Gravity doesn't seem to apply to you the way it does to normal people. You can jump like a video game character when you want to.
Skills Affected: Athletics
Effects:
Superhuman Leap. You get +4 to all athletics rolls made to jump.
Limited Antigravity. You are completely immune to falling damage. You never need a running start to jump properly.
Double Jump [-2]. You can jump off of empty air. When rolling for jump distance, you may roll twice and add the results. When jumping during a conflict, you can remain in midair for a full exchange. Furthermore, you can dodge normally in midair.
Goomba Stomp [-1]. You can hurt someone pretty badly by jumping on them. You can use your athletics skill to attack in melee. If combined with double jump, you may skip an action in order to remain in midair for an exchange and reroll the attack.
Hyperspace Arsenal [-2]
Description: You seem to be able to fit an entire warehouse in your pockets. No-one’s really sure where stuff goes when you’re not using it.
Skills Affected: Might
Effects:
Hammerspace. You can carry a full load (as determined by your might) without hindrance in an extradimensional compartment. The compartment exists outside time, so everything in it stays exactly as it was when it was put in.
Improved Hammerspace [-2]. You can carry much more than a full load in your extradimensional compartment. Add 8 to your might to determine the capacity of your compartment.
Secure Hammerspace [-1]. Nobody but you can access your extradimensional compartment. Metal in it doesn’t trigger metal detectors and so on. If you are unconscious or dead, the compartment cannot be opened at all.
Stonewalk [-1]
Description: You can move through rock, stone, and most earth-based substances with ease. Either you are a strong and fast digger, or you can literally pass through stone like a ghost. You are assumed to be able to navigate as you go, but to actually be able to sense through solid substances, you need to take an appropriate Supernatural Sense.
Musts: You must have a high concept that would justify this power, such as Earth Elemental, or Subterranean Behemoth.
Skills Affected: Athletics.
Effects:
Passwall. You can ignore stone, rock or earth-related zone borders of up to 3 shifts. You still need to make a movement or supplemental action to cross the zone.
Death from Below! You can ambush your opponents by hiding below the ground, near the surface of a stone- or rock-based zone border, or even above a tunnel, and springing from your hiding place when they get too close. You get a free +2 to your Stealth roll once per scene to set up an Ambush (page 142). You can usually detect when your target is in position, but if they are using Stealth, you get a +2 to your Alertness roll to feel them approaching if they are in contact with the same surface that is hiding you. You may use a Fate Point to invoke this ability additional times in the same scene, but you must make a movement or supplemental action in order to get in position (per the Passwall effect) to make another Ambush. You can use this ability to Ambush your opponents several times, but if they survive this ploy long enough they may find ways to take advantage of your predictability. To use this ability, you must select zone borders which you would be able to pass using Passwall.
Stonefeint [-1]. If you take this upgrade, you get a free +2 to one Attack roll per scene if there is significant stone or rocky terrain for you to use to your advantage, You may use a Fate Point to invoke this ability additional times in the same scene. To use this ability, you must select zone borders which you would be able to pass using Passwall.
Greater Stonewalk [-1]. If you take this upgrade, you can ignore 6 shifts of stone, rock or earth-related zone borders.
Epic Stonewalk [-2]. Take this upgrade instead of Greater Stonewalk. You can ignore 9 shifts of stone, rock or earth-related zone borders, and you can make an Athletics check to tunnel through any remaining shifts.
Tunnel [+1]. Your ability to move through stone relies on burrowing, and you leave a tunnel behind you as you go. This can be an advantage for allies, but it can also lead pursuers straight to you. You also make noise as you move through the earth, which won't necessarily negate the first use of Death from Below!, but may interfere with any subsequent uses of that ability. You also leave telltale furrows, cracks or lines as you pass. Using this ability places the scene aspect Unstable Tunnels, which can be tagged by anyone. This cannot reduce the total cost of your Stonewalk abilities below -1.