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Possible Reboot


Incubus

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Damnit Occam, why you so tempt me.

Thinking of starting this up again, doing a reboot, new characters, new system, same setting.

If people are interested, post here to let me know, because if they're not I won't bother :3
 

Caulder

Is completely fucking irrelevant. And he's a bitch
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Re: Possible Reboot

I was the one who got your mind whirring. So why would I NOT be interested?

AND DON'T DAMN ME! I HATE WHEN DEMONS DAMN ME!
 

GargantuaBlarg

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Re: Possible Reboot

Still wanna play Keti. :^ Not really interested in another character.
 
OP
Incubus

Incubus

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Re: Possible Reboot

Let me elaborate: I'm using a different system, so the actual mechanics behind the characters will be different. Characters are also likely to have different starting scenarios and possibly even different geographic locations.

If you want to remake your old character, or closest to, under the new rules, you're welcome to, but it won't continue from where they last were.
 

GargantuaBlarg

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Re: Possible Reboot

Oh. Well, new systems are fun.

Still tentatively interested.
 

plmnko

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Re: Possible Reboot

Nice, im still interested
 

Chibichibi

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Re: Possible Reboot

Very interested. Would like to have my old character under new circumstances
 
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Incubus

Incubus

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Character Information

Race: Elf
Elements: Earth, Fire, Air, Water, Light
The race most numerous on Vira in this age, due to their ability to adapt to their environment, elves are a plentiful people with a diverse range of culture and even physical appearance depending on where one hails from. One of the few things universal amongst them is that they all practice a martial discipline, seeking to hone their bodies and minds through mastery of combat form. The exact form varies not only from city to city, but from elf to elf, each choosing a style that suits themselves. Once a week, they will spend an entire day doing nothing but training first their body, then their mind, in rituals and rigorous training; a habit that many other races take amusement from.
This individuality in their philosophical practice leads to Elves developing such a wide array of elemental affinities. While most other creatures are limited to a few elements they are naturally drawn to, Elves are able to manifest a wide variety not limited by genetics or culture thanks to their open beliefs about spirituality and perhaps a certain level of natural magical talent able to be channelled through their philosophy. There are even rumours of elves who were able to manifest dark power, but it is not considered safe to dwell on such thoughts; their very beliefs run contrary to the darkness and strive towards inner peace and harmony; every so often a prodigy will achieve this kind of enlightenment before their element manifests properly and thus manifest into an elf of light.

Physically, Elves are entirely humanoid, although their eyes and hair will vary in colour depending on their elemental affinity. This means that until they have properly manifested their element, usually around the time they hit puberty or slightly afterwards, their eyes and hair change, in some particularly sensitive cases as often as their mood. They are one of the taller races on Vira, but even with their martial training, their builds are on the slender side. Elves are naturally very flexible and their ears are moderately sized with a point at the tip. Their exact dress sense various from city to city, but elves typically favour clothing that gives them a fair amount of freedom to move around.

Character Options:

Elf
Powers: None
Fate Points: 6+2 (If you take any "Powers" (not stunts) you lose the bonus +2 fate points)

Elven Adept
Powers: Channelling (-2) or Ritual (-2)
Fate Points: 4

Elven Mage
Powers: Arcane Sight (-1), Channelling (-2), Ritual (-2)
Fate Points: 1

Race: Faerie
Elements: Most commonly Air, but also Earth, Fire, and Water
Spread throughout Vira in small communities are the Fae, a small but mischievous race of magical tricksters. Rather than build towns or cities, they live close to nature in 'circles', making their homes in sites close to the element they represent. They tend to lead a happy, carefree existence, although one should not mistake their childlike size or mentality for ignorance or stupidity; they can be deceptivly intelligent. In truth, they are easy to underestimate but can easily be just as dangerous as other races when they or their territory is threatened. While tricksters, their jokes and pranks are usually harmless, only do the most malicious of faeries turn to cruel and painful jokes and tricks and these tend to find themselves outcast from their circle before long.

Physically, they resemble small, winged elves, reaching heights of between three and four feet and while some tales may state they appear like children this is false, their bodies simply resemble small adults. Their features vary depending on their circle, with faeries of a circle retaining the same element and general appearance as each other, but both skin tone, hair and eye colour and wing colour and shape do vary dramatically across Vira. They tend to dress in colours that match their appearance and like the elves they resemble, favour clothing that grants them a good deal of freedom to move. They also tend towards a preference for shorts, skirts and sleeveless tunics, preferring to leave much of their arms and legs bare.

Spiritually, they are born into the elemental affinity. The circle they grow up in will be devoted to a single element, usually in a location that resonates with it strongly. They do not question this, it is simply how things are, much like birds are born with wings, and fish are born to swim. They strive to protect and uphold their element and the traits that represent it, although rarely at the expense of a different element. They do show a preference for avoiding conflict, some even come across as very shy, but at the same time they will stand up for their beliefs and defend themselves or those they are fond of. There are rumours of an occasional faerie being born of an element not of their circle and having to leave to find a circle that suits their affinity, but even amongst the fae themselves it is not known how true these stories are.

Character Options:

Faerie
Powers: Small (-1), Wings (-1)
Fate Points: 4

Faerie Trickster
Powers: Small (-1), Wings (-1), Glamours (-2)
Fate Points: 2

Race: Siren
Elements: Air, Water
Brought to you by Sinfulwolf
The stories of Sirens are those of malice filled creatures who lure travellers and sailors to their death on rocky shores and vicious storms. The truth is that Sirens are actually quite innocent and friendly, but unfortunately horribly naive, often forgetting that some of the other races cannot breathe beneath the waves or that ships cannot traverse the rocky shoals in which the Sirens make their homes.

Their voices are amongst the most beautiful ever heard, and every single member of the race savours the fine art of singing, and carries an instrument with them at all times. Mostly it is a flute carved from driftwood, but if they can find the cords they construct beautiful harps to take with them to play their music. Their songs are what attract others to them, the notes nearly irresistible, and unfortunately their deaths most often await, an occurrence which pains the Siren greatly, though often quickly forgetting it may have been their own fault.

Physically, the Sirens mostly appear as beautiful humanoids, with long flowing hair of greatly varied colours and slightly pointed ears. Most interesting may be the bird like feathered wings that arch from their back, able to carry them in flight for short distances, or longer if they catch a strong air current. The tales of their fish tails are mistakes made by survivors of their song, for when nestled on the rocks by their nests, they often keep a seal skin draped across their legs which from a distance gives the appearance of a tail. The Sirens are born within these seal skins, and can actually slide inside and remove them with each, allowing them to take on the appearance of said animal, through with two raised rows of feathers running down their backs. Whilst in said skins, the Sirens are able to swim within the strong currents of the deep ocean with ease.

Spiritually, Sirens worship the caress of air and flow of water, the two elements that make up their homes, but also their methods of travel. Their love of the two is what leads them to nest on the ocean shoals and coastlines, and sometimes even small rocky islands far from the mainland. They have not been known to resort to physical violence, indeed not even to eat, feasting instead of plant life they find. It is only because of the distrust other races have for them that Sirens stay away from most centres of civilisation, a fact that saddens them for nothing makes them happier than another who can enjoy the sound of their music.

Character Options:

Siren
Powers: Wings (-1), Shapechanger: Seal [grants: Aquatic(-1)]
Fate Points: 4

Siren Spellweaver
Powers: Wings (-1), Shapechanger: Seal [grants: Aquatic(-1)], Ritual or Channelling (-2)
Fate Points: 2

Race: Undine
Elements: Water
The guardians of the waterways, undine are no-nonsense creatures who take their role in Vira very seriously. They are naturally solitary creatures, having limited contact with other sentient life forms throughout their long lives. While the fae may dedicate themselves to water in an area, it is ultimately the undine who ensures that the water that flows is clean and pure. Indeed, undine have little patience for the antics of faeries and the two groups will soon learn to avoid one another in an area even as they strive towards the same purpose.

Physically, undine appear as a translucent creature, usually blue, although in murky or swampy areas their colouring varies to reflect the local waters. They have a defined humanoid shape despite their fluid-like appearance, including translucent 'hair', usually kept long and flowing. In their youth, they remain fairly mutable, able to subtly alter their shape to suit their image of self but as they grow older it becomes more defined and harder for them to change. Due to their solitary nature, it is difficult to say at exactly what ages these things begin to develop, it may even vary from individual to individual. Taste in clothing, or indeed if they wear any at all also varies on an individual basis, it is rarely necessary for them as they are not as affected by the cold as other creatures due to their distinctly different biology.

The undine take their spiritual obligation to water to the greatest extreme and are fiercely protective of their territory. Despite this, eventually one may decide to seek companionship and leave their waterways in search of another of their kind. This typically only occurs after a long period of tranquillity, where the undine can be sure that their chosen waterways will not come under threat due to its absence. They do seem to be more inclined to do this if there is also a fae circle in the area, as they know the faeries will look after things in their absence.

Character options:

Undine
Powers: Aquatic (-1), Sponsored Magic: Nature (-4)
Fate Points: 1

Race: Dryad
Elements: Earth
Deep within the forests of Vira, in their enchanted glades, the Dryads keep watch and tend to the trees, serving as cultivators of their forest. Much like their aquatic counter-part, the Dryads feel oath-bound to their charge and reluctant to leave, but unlike the aloof undine, dryads are often lonely creatures because of it, desiring company and companionship whenever possible. Due to this, they are at their happiest when there is a local fae circle as it gives them someone to interact with on a regular basis, although they will still show great interest in visitors as long as they mean the forest no harm.

Made to camouflage, Dryads typically have a dark skin that matches their local trees; although in areas where different coloured trees, such as ash, their skin will likewise match. Their eyes are usually a deep shade of green, further emphasising their deep connection with the forest and in place of hair in a traditional sense some light foliage grows from the top of their heads, mostly comprised of leaves. They actually seem to gain some essential sustenance from photosynthesis, making it important that they do not spend prolonged time away from natural sunlight although this is only a part of their diet; they also feed upon various fruits and plant-life. Some dryads wear clothing to mimic travellers and blend in better with surrounding lands and their tastes will typically match those influences, while others forsake it completely; at times there is also a middle ground where they'll fashion their own clothing out of vines and leaves to mimic the styles of popular clothing.

As one would expect, they are spiritually devoted to the forest and thought it may pain them to do so, at times they may weed out one plant or tree in order to make many more thrive. They are fairly practically minded and acknowledge that sacrifices must be made for the sake of others, although where ever possible they will take the burden of sacrifice unto themselves rather than forcing it on another. They are also known for having a stubborn streak in them, once they have made up their mind about something it is nigh on impossible to convince them otherwise, must to the frustration of others.

Character options:

Dryad
Powers; Sponsored Magic: Nature (-4)
Fate Points: 2
Race: Nymph
Elements: Earth, Water
While the Undine guard the waterways and the Dryads guard the forests, the friendly Nymphs serve as protectors of life itself and do their best to see it flourish under their care. Typically wanderers, they journey Vira spreading love and joy wherever they tread, leaving a trail of fertility in their wake. Due to this, it is easy to dismiss them as frail creatures, but like all life on Vira this is far from the case although few will ever witness the terror of an enraged Nymph; only the most cold hearted or cruel individual would be able to drive them so far.

There are a number of different varieties of Nymph, each well suited to their natural climate but one thing remains true throughout all of them; all nymph are exceptionally beautiful and likewise spend as little time clothed as possible; the very notion of covering up their beauty doesn't sit right with them. It's not entirely known how those of the colder climates manage to maintain such warm body heat even in the midst of a terrible snowstorm, but they do seem to suffer when brought to warmer climates suggesting a product of their specific heritage. Still, there is no real physical conformity amongst the race, they are incredibly individualistic in appearance.

Spiritually, they are a creature of love first and foremost; caring for the weak and downtrodden but also forgiving of anyone who would ask it of them. They are tender and loving creatures who are indeed very open with sharing this love, and many a ribald rhyme has been written about them, but few capture their true essence. Carnal acts are merely one way of them expression their love, they are the innocent maiden, the wise old woman, the kindly mother, and they are the protective father, the supportive older brother, the faithful companion. But when one refuses their love, and attempts to destroy those the Nymph loves, they are quick to turn violent to protect others; their fanatical rage and desire to protect their loved ones a truly terrifying sight.

Character Options:

Nymph
Powers: Incite Emotion: Joy (-1), Sponsored Magic: Life (-4)
Fate Points: 1
 
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Incubus

Incubus

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Re: List of Races

Race: Harpy
Elements: Air, Fire
Living the the high reaches of Vira, the Harpies look over all with a hunter's eye from their lofty perch. Born predators, harpies are both swift and fierce and are a very real danger to any unfortunate enough to be called their enemy. The stick together in small packs, or perhaps flocks and tend to function best as a group rather than individually. Fiercely territorial, they do not look kindly upon anyone who trends onto their lands uninvited, although despite all this they are certainly capable of being friendly as well. Their hospitality towards those who are invited into their lands is almost legendary as their sense of honour demands that these guess be protected and offered every possible hospitality, regardless of their actions. Only if said guests become overtly antagonistic towards the harpies are they permitted to act against them.

In appearance, they are a half-humanoid, half-bird people, having wings in place of hands and taloned feet rather than fleshy ones. While their backs contain feathers that usually trail off into plumage around the hips, the majority of their torso is still humanoid and fleshy, with few feathers towards the front of their bodies until below the hips where their legs change. They retain a humanoid mouth rather than a beak although their eyes are golden and more closely resemble a bird of prey than a humanoid creatures. Likewise, they have a crest of feathers rather than hair atop their heads. The most clothing that would be found on a harpy is some kind of loose skirt around the waist, anything more would inhibit their movement too much to allow for flight or proper legwork; indeed due to their lack of arms, a harpies legs become their primary appendage and they are incredibly dexterous with them. They even have their own versions of bows, crossbows and firearms, able to be operated with their feet while in flight, as impossible as it sounds.

Spiritually, as mentioned the Harpies are fierce, territorial and honour bound in their hospitality, all strongly resonating with the essence of fire and many choose this path, highlighting these elements of them further. Others put their faith more in the air that keeps them aloft, coming across as more capricious than their other kin and are more inclined to wander rather than take roost in a territory, solitary if necessary. Either way, they retain their predatory mindset and are fierce and quick to anger, although are not without their sense of honour.

Character Options:

Harpy
Powers: Wings (-1), Claws (-1)
Fate Points: 4

Harpy Caster
Powers: Wings (-1), Claws (-1), Channelling or Ritual (-2)
Fate Points: 2

Race: Nekomata
Elements: Fire
The proud and noble Nekomata rule the more arid areas of Vira, forming highly feudalised socieities with rigid hierarchy. Of all the people's of Vira, they are the most organised and industrialised and their cities rival those of the Lamia for centres of knowledge and learning. They are all too aware that they were the main force behind halting the last wave of darkness to cast itself across Vira and have become overproud in this fact, often much to the annoyance of those who have dealings with them. However, their militia remain highly drilled and trained and ready to protect their lands from any enemy, making them a force to be reckoned with nonetheless.

Physically, they are a humanoid creature with feline traits, most noticeably their ears, pointed teeth and tails; each nekomata has a pair of them, long and flexible as one would expect from a feline. They also tend to be agile, powerful and highly flexible, with lean but athletic builds. Height-wise, they typically stand a little over five feet, although they rarely stand up to their full height, prefering to hunch over slightly. They are, however, bipedal and while their hands and feet often have short claws upon them, they retain the manual dexterity of a humanoid hand. The colouring of their features varies between the different clans, with their eyes, skintone and hair matching the breed of feline their ears and tail resemble; pale skin with yellow eyes and dark hair matching black ears and tails, a tanned skin and red hair matching an orange and black, tiger-like tail and ears, etc.

Spiritually, discipline and status are both very important to the Nekomata. As a species they are highly ambitious, but work within their social structure in attempts to climb the ranks and bring glory to their specific clan. They value glory first and foremost over all else and strive to attain it, sometimes at the expense of things such as common sense. It is not that they lack this, it is simply that earning glory for them and their clan values more importantly than personal safety. The more reckless of them will fail to consider the personal safety of those around them either, but the majority of them will not put others in danger for their own sake. They are all devout followers of tradition and despite their technological advances, they consider it very important to retain the customs of old.

Note: Nekomata of the status of a knight are called Subashi. Nekomata of the status of a lord are called Emir.

Character Options:

Nekomata
Powers: Claws (-1)
Fate Points: 5

Nekomata Arcanist
Powers: Claws (-1), Channelling or Ritual (-2)
Fate Points: 3

Race: Lamia
Elements: Fire, Dark
Towards the south-east corner of Vira, at the foot of Aelwall mountain range lies the cities of the Lamia, the most technologically advanced race on Vira. The ever-scholarly snakefolk devote their very lives to research and advancement of technology and their cities are a marvel of modern, steam powered technologies that are yet to pick up across the majority of Vira. The forerunners in most sciences, Lamia cities bustle with travellers from all walks of life who have come to learn or seek aid from these modern marvels and as a result the Lamia are a wealthy people.

The half-humanoid, half snake creatures lack legs, being snakelike from the waist down, but the majority of their upper body remains humanoid. That said, they typically have the forked tongue of the serpent and some may also have the hood of a cobra rather than hair in the usual sense, although others retain a more humanoid style of hair. They can grow up to around ten feet in length and can move surprisingly quickly at times, although only for very short distances; their tail makes them unable to keep up with bipedal creatures at a sustained pace.

For the Lamia, knowledge is power. They prize is above all else and devote their lives to furthering studies in whichever field interests them most. Many of them eschew other aspects of their lives, such as maintaining contact with others, in order to single-mindedly pursue their studies. Those who do not research, archive; the libraries and museums in their cities are easily the largest on Vira as they horde all they can. But all this research and development can also have a darker side, as some turn aside morality and ethics for the sake of results. It was this ruthless streak of knowledge at any cost which enticed so many of them to serve the Accursed last time the shadow fell and despite efforts to wipe it out, the temptation remains in many of them, to a lesser or greater extent.

Character Options:

Lamia
Powers: Addictive Saliva (-1)
Fate Points: 5

Lamia Scholar
Powers: Addictive Saliva (-1), Channelling or Ritual (-2)
Fate Points: 3

Race: Oracle
Elements: Light
Outside of their mountain home, not much is known about the Oracles. They are a source of great wisdom, this much is agreed upon, but they seldom leave their sacred mountaintop and likewise discourage visitors. They will turn away all visitors whose lives are not in peril by the cruel snowy weather that seems to afflict their mountain all year round and thus they do take in are fed, tended for and nursed back to health, then sent on their way all without having seen anything beyond the entrance of the Oracles' sanctuary and the room they stayed in.

Occasionally, one of the Oracles will leave the mountain to deliver a warning or some other piece of crucial wisdom exactly when it is needed most. And due to both this and their normally secretive nature, the other races have developed a habit of paying attention to the Oracles when they do intervene in the affairs of Vira.

While there are many stories about their appearance, all wild and extravagant, outside of themselves no one is entirely sure, for they are always seen in heavy, white robes, decorated with gold runes. Some even go so far as to suggest that there actually isn't anything under the robes and the narrow eye-slit where golden eyes can be seen peeking out is merely to aid them in blending in with the "lesser" races.

In truth, the Oracles are Nephalim, born of both angel and elf and charged with watching over Vira in case the Shadow should rise once more. They live apart from the world for a number of reasons, both in order to maintain their close bond with the light as well as protection against the Shadow, for they would be a priority target for the forces of the Accursed Ones. The awe this act inspired was an unintended side-effect, but one they quickly learned to take advantage of to suit their goals.

Physically, they are not far different from the elves they descend from, although due to their single-minded devotion to the one cause they lack the diverse nature of their kin. Their skin is almost always pure white and their hair and eyes likewise will range from silver to gold in colour. Their big difference, and their proof of their celestial ancestry, is that a certain celestial aspect will manifest in each of them, ranging from pure white wings to golden blood and other, more exotic traits such as a faint shimmering aura of light about them, or even having a burning sword instead of a forearm(such Oracles are not permitted to interact with outsiders at all). Amongst themselves, they are a friendly people who pursue scholarly interests, studying all they can about a wide variety of subjects; their academic interests vary as much as their kin's martial ones. In truth, many of them feel somewhat guilty about how coldly they act towards outsiders, but accept the necessity of it and the judgements of those of ages past.

Character Options:

Oracle Novice
Powers: Channelling or Ritual (-2), Guide My Hand (-1), Righteousness (-2)
Fate Points: 1

Race: Vampyre
Elements: Dark
On the far edge of Vira, there is a dark city almost perpetually cloaked in darkness brought on by thick, heavy clouds overhead; Dracholt. Many fearful things are uttered about this place, for the very lands themselves have been scarred by darkness. Between the lack of sunlight and tainted soil, crops that grow there are weak, unhealthy and few in number. It is in this forsaken place that the Vampyre dwell, nocturnal creatures of darkness. Many stories are told of them throughout Vira, although it is often difficult to separate truth from myth or propaganda. One that that is certainly true, however, is they do indeed drink the blood of other creatures as sustenance, an act that will forever villianise them in the eyes of most of Vira.

The Vampyre are creatures of passion, in all its many forms. Almost slaves to their feelings and emotions, they will follow through with all they have in all things; a racial habit that makes them both frightening warriors and fierce lovers. Stories of them exploding in sunlight are largely exaggerated, they are nocturnal creatures who prefer to act during the night but apart from some mild discomfort of being awake during hours they would normally sleep through they are not adversely affected. Likewise, they are not the risen corpses of elves who have strayed from their path of light, nor can one became a Vampyre by committing foul deeds or associating with them.

Indeed, the Vampyre do bear a strong physical resemblance to elves, they are both tall and thin races, although the Vampyres ears do tend to be longer and more pointed. They are also less physically varied than the diverse elves, as one might expect, although the absence of sunlight in their lives often leads to incredibly pale skin. Their hair colour also tends to match this paleness, although dark hair is hardly uncommon either. Their eyes are all an unsettling shade of red, furthering the natural distrust of their kind amongst greater Vira. They most often sustain themselves through livestock blood, the only readily available source, although those with close ties to other races will do their best to achieve a higher quality of meal; blood of a sentient creature is tastier, more nourishing and so much more enjoyable to acquire.

The Vampyres are descended from agents of darkness who served the Accursed Ones in the past and many fear will do so once again should they arise. Due to this, they find a certain amount of kinship with the Lamia, some of which also served the darkness in ages past. Most Vampyres found outside of their home city will be in Lamia lands; the only others who find a measure of acceptance in Vira are those who become centrepieces for high-class brothels, the safest way for them to indulge in their passions abroad and often a rewarding way as well. Of course, not all of them are above living as a criminal in an unfriendly town, attacking those who wander the streets at night for food, but likewise not all of them are immediately willing to stoop this low.

Character Options:

Vampyre
Powers: Fangs (-1), Cloak of Shadows (-1), Blood Drinker (0), Inhuman Strength or Speed (-2)
Fate Points: 2

Vampyre Mage
Powers: Fangs (-1), Cloak of Shadows (-1), Blood Drinker (0), Channelling or Ritual (-2)
Fate Points: 2
 
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Incubus

Incubus

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Re: Character Information

The following is a list of powers as available to various races. For the most part, one is limited to their race's natural powers, however spellcasters can spend additional fate points to gain more spellcasting powers, as long as their fate points remain 1 or higher. Likewise, the faith powers are available to any character who's concept represents a strong faith or belief, again, as long as fate points remain 1 or above.

Racial Powers
Addictive Saliva [–1]
Description: Your saliva is a powerful narcotic, leaving a victim insensate in the short term.
With just a little more exposure, your victim goes straight from senseless to senselessly addicted. For those poor saps, detoxing is a bitch—it’s easier, and more pleasant, just to play along with whatever you demand of them.
Skills Affected: Fists, Deceit.
Effects:
Narcotic Saliva. You may use your narcotic saliva in a number of ways. The most common way in a fight is to spit it at your target or get close enough to lick him. This is handled with the Fists skill in either case and may only be done to someone in the same zone as you—preferably in very close physical proximity— and it is rolled as a maneuver (page 207). If successful, you place a temporary aspect on the target representing the momentary effects of your venom. Alternatively, you may make a Fists attack—setting aside any damage bonus you might have—to inflict mental stress instead of physical stress. Any consequences resulting from such an attack represent the more lasting effects of the venom—if you score a moderate consequence or worse, or if you take your target out, you’ve really gotten your hooks into him (see below).

Typically, however, this saliva is administered out of combat—usually with an act of intimacy (kissing) or unintentional ingestion (spiking the punch). Roll Deceit with a +2 bonus against the victim’s Discipline.
This is considered a “consequential contest” (see page 193); if you win, you inflict a relevant consequence (usually Addicted) on the victim, severity determined by the contest. Addicts are in pretty bad shape when dealing with you—you don’t even need to spend fate points to take advantage of this. You get to tag (see page 106) their addiction aspect every time you enter a new scene with your new victim/pal, making it very easy to gain—and keep—the upper hand.

Aquatic [–1]
Description: You’re an underwater creature, with the benefits that come from that.
Skills Affected: Athletics.
Effects:
Can’t Drown. You never take stress or consequences from drowning (this is not the same as an immunity to choking or other means of suffocation).
Easy Swimming. You may ignore all waterbased borders while swimming, making your underwater “sprints” all the more effective.

Claws/Fangs [–1]
Description: You have claws, fangs, or other natural weapons that let you add damage when attacking with your “bare” hands. Note: Unless you have the ability to conceal your nature or change your shape (whether through Flesh Mask, shapeshifting powers, or the application of a Glamour), your claws are always visible.
Skills Affected: Fists.
Effects:
Natural Weapons. You have claws (or something similar) that do +1 physical stress on a successful hit. This bonus stacks with any other powers or stunts that boost the damage of a Fists attack.

Small [–1]
Description: You’re very small.
Skills Affected: Alertness, Endurance,
Investigation, Might, Stealth, combat skills.
Effects:
Hard to Detect. You gain +4 to Stealth attempts to remain hidden.
Small is Big. Being small, you’re much better at picking up on very small details, gaining a +2 to any perception (Alertness, Investigation) rolls needed to spot them.
Wee. While small, your Endurance skill is taken to be no greater than Mediocre for the purpose of determining your health stress capacity. Your ability to manipulate objects and other uses of the Might skill are considered relative to creatures of your small size, rather than human sized. (Since most difficulties are determined for humans, this will usually impose a penalty between –2 and –4, or in some cases, forbid the use of Might at all.) When your size is a factor in combat, you can only inflict 1 physical stress per attack (but this could be improved by damage bonuses from weapons and the like). Your
ability to cross distances (using Athletics) is unaffected, but you gain a +1 to Athletics for dodging.

Wings [–1]
Description: You have wings of some sort— gossamer as a faerie, leathery and batlike as a demon—enabling you to fly. Musts:
Your wings are always present and visible unless you have an ability (sugh as the application of a Glamour) allowing you to hide them. You should define the appearance of the wings when you take this ability.
Skills Affected: Athletics.
Effects:
Flight. You can fly, eliminating or reducing certain kinds of borders (page 212) and enabling travel upwards into zones (page 197) that can’t normally be reached. Winged flight is governed by the Athletics skill, just as running is.

Glamours [–2]
Description: You are able to create the basic glamours of the fae—minor veils and “seemings” that make something look like what it isn’t.
Skills Affected: Discipline, Deceit.
Effects:
Minor Veils. With a moment of concentration, you may draw a veil over something (not particularly large—maybe the size of a small, tight group of people), hiding it from sight and other means of detection. Use your Discipline or Deceit to oppose efforts to discover the veil. If the veil is discovered, it isn’t necessary pierced—but the discoverer can tell that it’s there and that it’s wrong.
Seemings. You are able to cause someone or something to appear to be other than what it is—usually this is personal, but it may be used on other objects and people if they belong to you or have entered a pact with you. You may use your Discipline or Deceit skill to oppose any efforts to discover that the seeming is something other than real.

Cloak of Shadows [–1]
Description: You and the shadows are as one. You’re able to melt into the shadows with ease; the cover of night offers easy concealment.
Skills Affected: Stealth, perception skills.
Effects:
See in the Dark. Perception skill rolls are not penalized by darkness.
Melt into the Shadows. You’re more effective than most at hiding in a reasonably sized area of darkness or shadow. Under the cover of darkness, you get a +2 bonus to your Stealth rolls.

Incite Emotion [–1]
Description: You are able to incite certain strong emotions in a target—usually emotions of passion or pain. Dark or morally “corrupt” emotions (lust, wrath, despair, and others) are
the usual ones available. Emotions created by this ability are real, but not True, so True Love, Courage, Hope, and so forth are off the table.
Options: This ability costs 1 refresh to start and requires you to pick a single emotion you can incite, be it rage, lust, fear, protectiveness,
or the like. More potent versions (see below) may be purchased by increasing the refresh cost. The emotion this ability incites may be changed
under special circumstances, as part of character development.
Skills Affected: Deceit, Intimidation.

Effects:
Emotion-Touch. If you can touch someone, you can make him feel something. You’re able to do maneuvers at +2 to your roll (using Intimidation for anger or fear and Deceit for
every other emotion) that force an emotion on a target (as a temporary aspect), so long as you’re in the same zone as he is and you can physically touch him. The victim defends
with his Discipline. You may be able to prevent the victim from taking other actions as well if you do this as a block (page 210) instead of as a maneuver.

Beast Change [–1]
Description: You’re able to take on the form of a beast, rearranging the priorities of your skill list.
Musts: You must define the particular kind of beast that you change into.
Skills Affected: Many.
Effects:
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 Claws (page 162) 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, page 65), so long as any 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.

Blood Drinker [–1]
Description: You can (and, with Feeding Dependency on page 190, must) drink blood. Feeding on lifeblood sustains you more fully than any other food might, and you’re particularly
good at it. Anything short of freshly-spilled blood is less vital and, thus, less fulfilling; a fresh kill is like a three-course meal, while a bag from the blood bank is like an hors d’oeuvre—small and tasty, but ultimately leaving you hungry for the main course. You have no need to eat regular food (though you might still enjoy it).
Skills Affected: Fists, others.
Effects:
Drink Blood. Any time you draw blood in close personal combat—with your claws or your teeth—you can ingest some of it to gain sustenance. Roll Fists or another appropriate skill (Weapons, etc.) to make your victim bleed. Once you’ve done this successfully, gain a +1 to your attack on subsequent exchanges against the same target. In a grapple, you may inflict an extra point of stress on a target as a
supplemental action.
The Taste of Death. Once per scene, if you inflict enough stress and consequences to kill a victim from feeding, you may take an immediate “free” recovery period equal to an extra scene. This will clear your stress track and mild physical consequences (page 220), and possibly larger consequences if you have an ability that lets you heal quickly (page 184).
Blood Frenzy. When in the presence of fresh blood, you feel a nearly uncontrollable urge to attack. The GM is within her rights to call for Discipline rolls to resist the urge. In some cases, the urge may take the form of a compel against your high concept.

Feeding Dependency [+1]
Description: You gain some of your supernatural abilities by feeding on blood (page 188),emotions (page 189), or something else (in the case of ghouls, massive quantities of meat). If
you take this ability, it “attaches” to most if not all of your supernatural powers except for those from this category (at least 2 points’ worth).
Skills Affected: Discipline.
Effects:
Hunger Is Stressful. You have an additional stress track called hunger. The length of the track works like those of other stress tracks from Endurance, Conviction, etc., only using Discipline as the base skill. Unlike other stress tracks, you may not clear this out at the end of a scene (see below).
Limited Reserves. At the end of a scene whenever you have heavily exerted your affected powers, you must check to see if you experience feeding failure. This manifests as an attack with a strength equal to the total refresh cost of the abilities you used; you roll Discipline to defend. For example, if you used Inhuman Strength and Inhuman Toughness in the scene, that’s a total of 4 refresh, so you’d
be rolling your Discipline to meet or beat a target of 4. If you succeed, you may clear out your hunger stress track. If you fail, you take hunger stress as though you’d suffered an attack. If you have physical or mental consequence slots open, you may use them to buy off the stress as per the normal rules (page 203). If you cannot or do not wish to spare consequences, then you must
lose access to a number of your powers, up to a refresh cost equal to the amount of stress taken. These options can be combined however you choose. If you have no powers left to lose and are
taken out by a feeding failure, you are actually taken out (resulting in complete incapacitation, extreme emaciation, and other nasty fates).

Highly stressful or emotional situations can still trigger your need to feed, even if you’ve already lost some or all of your abilities. In such situations (often as the result of a compel), the strength of the attack is equal to half of the refresh value of your affected abilities, rounded up.
Failure Recovery. You can recover your lost abilities at the rate of up to one point per scene so long as you opt out of the scene, essentially because you are spending it feeding. You can regain all of your lost abilities in one scene if you feed so forcefully as to kill a victim outright. In either case, your hunger stress clears out completely, and any consequences that resulted from feeding failure vanish regardless of the usual recovery time.

Inhuman Strength [–2]
Description: You are able to lift more and hit harder than the average human can, due to your supernatural heritage.
Skills Affected: Might, other physical skills.
Effects:
Improved Lifting. Whenever lifting or breaking inanimate things, you gain a +3 to your Might score.
Bruising Strength. Roll Might at +1 whenever using that skill in conjunction with grappling (page 211). This also allows you to inflict a 2-stress hit on an opponent as a supplemental action during a grapple.
Superior Strength. Whenever using your Might to modify (page 214) another skill, it always provides a +1 regardless of the actual comparison of your Might score to the skill in question.
Hammer Blows. With attacks that depend on muscular force (Fists, thrown Weapons, etc.), you are at +2 to damage, increasing the stress dealt by two on a successful hit.

Inhuman Speed [–2]
Description: You are very fast, just past the edge of human capability.
Skills Affected: Athletics, Alertness, and some other physical skills.
Effects:
Improved Initiative. Your Alertness is at +4 for the purpose of determining initiative.
Athletic Ability. All your Athletics checks are made at +1, including dodging. When sprinting (see page 212), this bonus is increased to +2.
Casual Movement. Whenever moving as part of another physical activity, you may move one zone without taking the –1 penalty for a supplemental action (page 213).
Almost Too Fast To See. Difficulty factors due to moving are reduced by two when rolling Stealth.

Spellcasting Powers
Arcane Sight [–1]
Description: Wizards and others have learned to open their third eye, perceiving the magical world in great detail. The downside here is that the often phantasmagorical images are burned
into their brains—never forgotten, always vivid.
Musts: You must have a high concept that shows either that you are a spellcaster or that you have received training of some kind to open
your third eye.
Skills Affected: Lore, Discipline.
Effects:
Arcane Senses. Even with your third eye closed you have heightened arcane senses. You may use Lore as if it were an arcane Investigation skill as well as an arcane Alertness skill. You also gain +1 to Lore when using it in this fashion.
Wizard’s Touch. As another aspect of your arcane senses, when you touch another being who has some magic potential, the GM may ask you to roll Lore to catch just a hint of a “spark”—indicating their nature as something other than mundanely mortal. Even on a failed roll, you might experience some sort of sense that something is “off,” without being able to pin it down.
Opening the Third Eye. You may use the Sight to fully open your third eye, with all of the risks and rewards that come with it. See page 223 for details on how the Sight works.

Channeling [–2]
Description: “Channeling” is one of the many general names given to a lesser form of Evocation that is only able to use one particular element.
But more often such abilities are referred to by names such as pyromancy (fire evocation) and kinetomancy (kinetic force evocation).
Musts: You must define the element which your spellcasting is restricted to when you take this ability.
Skills Affected: Discipline, Conviction.
Effects:
Channeling. You are able to use Evocation as described on page 249, but your use is restricted to one particular element, which you must define when you take this ability.
Item Slots. Channeling comes with two free Focus Item Slots (page 278). You can design the items that fit into these slots now, or later on during play. A single Focus Item Slot may be traded in for two Enchanted Item Slots (page 279). You may gain more Item Slots as one of the options on the Refinement ability (page 182)—but you may only buy Refinement for that purpose. All items created for those slots must be in keeping with the elemental theme you’ve chosen for your power.

Ritual [–2]
Description: “Ritual” covers the ability to do one particular application of thaumaturgy—such as crafting or wards—to the exclusion of any others. The application isn’t always a technique
so much as a subject matter: for example, some ectomancers have this ability, giving them a wide range of thaumaturgic abilities, but restricted only to spirits and ghosts.
Musts: You must define which single application of Thaumaturgy your spellcasting is limited to at the time you take this ability.
Skills Affected: Discipline, Conviction, Lore.
Effects:
Ritual. You are able to use Thaumaturgy as described on page 261, but your use is restricted to one particular application or thematic subject matter. You must define this limit when you take the ability. For an idea of the options, see page 272.
Item Slots. Ritual comes with two free Focus Item Slots (page 278). You can design the items that fit into these slots now, or later on during play. A single Focus Item Slot may be traded in for two Enchanted Item Slots (page 279). You may gain more Item Slots as one of the options on the Refinement ability (page 182)—but you may only buy Refinement for that purpose. All items
created for those slots must be in keeping with the single application you’ve chosen for your power.

Sponsored Magic [-Varies]
Description: Some varieties of magic draw on power sources external to the practitioner. Invariably, these sources of power have some kind of agenda of their own. See Spellcasting, page 287, for details about the various kinds of Sponsored Magic. (Basically though, Sponsored Magic will usually give you access to both Evocation and Thaumaturgy for the specific Sponsor, as listed on the character options. An Undine, for example, would have a wide array of water base evocations but would also be able to wield other elements as long as the spells remained in line with the Nature theme, while their thaumaturgy available would have a lot to do with nature, protection and purification. This means that they'll be a lot more versatile as spellcasters and able to do a wider range of things, for the price of having their sponsor being able to beat their ass down if they abuse it or go against their agenda. A nymph killing someone with magic, for example, would cause some problems for them...)

Faith Powers
Guide My Hand [–1]
Description: By giving yourself over to your faith, you may sense the purpose the higher powers have in mind for you, guiding your hands (and your feet) to take you to where you are most needed.
Skills Affected: Conviction, others.
Effects:
Faith Manages. Given the time to pray for guidance and provided that your goals are pure and your actions are selfless, you may spend a fate point to use your Conviction skill instead of any other skill for one roll. This effect cannot be used for any attacks or maneuvers, but it can be used to bypass other kinds of obstacles.
Spiritual Guidance. You have a semi-conscious awareness of where you are needed most. Usually, this simply means you are guided to the right place at the right time. If the GM agrees that such a circumstance is in effect, you need not spend a fate point to stage a fortuitous arrival (page 20). Sometimes this might work in reverse, allowing an ally to show up where you already are.

Righteousness [–2]
Description: Your prayers have a profound effect.
Skills Affected: Conviction, others.
Effects:
Potent Prayer. When pursuing your calling, you may make a prayer (page 324) to guide your actions righteously—spend a fate point to invoke your high concept and define a Divinely-inspired purpose you’re aiming at. While in effect, use your Conviction to complement (page 214) any action that directly addresses your purpose. If you either achieve your purpose, take any compels that would threaten to derail you from your pursuits, or refuse any compels that are meant to keep you true to your purpose, the effect immediately ends.
Desperate Hour. In times of most desperate need, you may call out a prayer for aid from the Divine. Any time you are hit by an attack that requires you to take a severe or extreme consequence to avoid being taken out, you may make such a prayer. You may also call upon this prayer in any scene where a friend, ally, or innocent victim is taken out, forced to concede, or otherwise suffer a lasting, terrible
fate (like being crippled, kidnapped, etc.). Roll your Conviction as an attack against every non-allied, supernatural creature in the same zone as you, which can be resisted by their Discipline. This attack does holy, physical damage that cannot be offset by any supernatural abilities (it automatically satisfies the Catch on any Toughness powers). You can only make one such prayer per scene.
 
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Incubus

Incubus

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OOC Thread

Where you can herp your derp.
 
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Incubus

Incubus

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Re: Character Information

The Sight/Third Eye/Arcane Sight, as per powers.

Anyone who has spellcasting of a sort is able to buy this for one fate point, as per the description above, if they don't already have it.
The Sight
For a wizard (or other practitioner), the third eye isn’t merely a metaphysical concept. It’s a very real thing, a part of his ability to look at the world and see what’s really there, gliding beneath
the surface. In our world, perceived by our mundane senses, the supernatural can hide in plain sight, a shadow rippling beneath the ocean of reality—unseen, perhaps felt, but rarely fully
revealed. With training, people can open their third eye—using what is called the Sight—and dip below to see full force what is really there, no matter what it is.
There’s just one problem: the human mind isn’t all that good at handling what it sees when the third eye is open. What exactly does it see? Simply, the world—but at a level most of us are insulated from. When someone looks at the magical world with the Sight, the trickle of information the mind normally takes in via the other five senses suddenly becomes a great crashing wave drowning the third eye. The metaphorical and phantasmagorical become visual. Emotions and relationships shine like webs. Energy pulses. Dreams and nightmares boil into the air. The past, present, and future have a little hoedown
right in front of you. It’s hard to make any sense of it.

And these images get burned into the memory of the beholder—never forgotten, always vivid. This can be a problem (i.e., consequences; see “Defending Against the Sight” page 224). Worse, it can be pretty hard to shut your third eye once you’ve opened it—imagine trying to close a door against an invading tidal wave, and you’ll have some understanding of why this is the case. So why use the Sight at all? Well, some things simply cannot be perceived without it. Horrors that walk the mundane world with little more than a chill down someone’s spine may be seen clearly (though that’s always unpleasant). Other times, it’s the shortest path between mystery and truth—with a price, certainly, but if the stakes are high, it may be the only way to get a handle on what’s really going on. The effects of spells laid
upon a victim can be seen as well as visions of the past and the future, the true nature of things, lingering psychic stains, troubled shades… Assuming, of course, that you can figure out how to make sense of what you’re seeing and avoid going mad in the process.

How It Works
When you open your third eye, you perceive everything about the world visually. Everything, all at once. This may give you strange and twisted versions of future possibilities, hint at past evils, reveal the presence of magical and psychic wounds, all sorts of ongoing glories and horrors, beneficent and malevolent spells and enchantments, and so on. However, the price for this arcane knowledge comes from exposing your mind to the Sight’s awesome force. The game procedure to open your third eye is as follows:
1. Take an action to open the Sight and get the description of what you’re Seeing.
2. Make an assessment action to try to learn about what you’re Seeing.
3. Defend against the mental strain of using the Sight.
4. Close the Sight (if you can) before you suffer too much of that strain.

Opening the Sight
Opening the third eye to use the Sight takes a full action, after which you may behold the target of your arcane curiosity. Once you begin using the Sight, you get at least some metaphorical expression of the truth of what you’re beholding. Someone who committed a murder might be Seen to have blood on his hands, ever-flowing, and staining his clothes—however, the blood might be
symbolic of a different kind of guilt or regret. Or it could be the result of a spell convincing him that he has done something undefined but horrible—maybe he’s broken the Fourth Law (page 240) and done it “for his own good…” So while the things seen might be true, what truth they represent can be interpreted (or misinterpreted) in a variety of ways. Perception does not equal comprehension.

Understanding What You See
In game terms, using the Sight most closely resembles a mystical assessment action (page 115)—you’re looking to discover something important about the target, which could manifest as an aspect or simply as a detail. After describing the metaphorical truth, the GM determines the intensity of what you behold. The intensity is a difficulty described using an adjective from the ladder (page 16).

Most Sights significant enough to mention should be in the neighborhood of a Good intensity— by default, most things you focus on using the Sight are vibrantly beautiful or retchingly hideous in some way. This intensity can be mitigated or increased based on the scope of your inquiry, using the guidelines for setting difficulties in Running the Game (page 310). You can make things a step or two easier by keeping your eyes focused intently on something small, effectively avoiding a look at the wider picture of your location—but that also means the information you get will be more limited. You could
also widen the focus, taking in something bigger than you originally intended for more information— but expect the intensity to go up a step or two in response to that.

Once the intensity is determined, you make a Lore roll against the intensity to make sense of what you’re Seeing—basically, to see if you succeed at the assessment. The more shifts you get, the more the GM can explain the metaphorical reality revealed through the Sight, providing additional aspects and/or details as per the normal guidelines for assessment (page 115). Any aspects you get will probably have a broad scope and require interpretation, rather than providing concrete specifics (for example, you’d see Hidden Guilt instead of Betrayed a Lover). If the Lore roll fails, you still get the
general feel of the metaphor, but that’s it—no help in interpreting it or mechanical benefit from discovered aspects.

Defending Against the Sight
After resolving your attempt to understand what you’re seeing, you must also resolve how well your mind is handling the strain. Having the Sight open starts a mental conflict (page 217) against the vision, which lasts as long as you have the Sight open or until you are taken out. Each exchange you have the Sight open, the GM makes a mental attack roll (page 200) against you, using the intensity of what you’re Seeing as if it were a skill. You defend with Discipline (page 127). As with any conflict, you may suffer consequences (page 203) or be taken out (where “taken out” may mean total collapse, insanity,
heart attack…take your pick, as appropriate to the vision. See page 203).

Closing the Sight
After your first defense that succeeds, you may choose whether you want to close your third eye or keep it open to learn more (thus prolonging your contact—and conflict—with the vision). If
you decide to keep it open, then you may make another Lore roll to understand the vision and you must continue for another exchange against it. Should your defense not succeed, however,
your third eye will not close and you must continue for another exchange. Beholding something more intense than you bargained for may lock you into a deadly psychic struggle for the sanctity of your own mind with no easy escape!

Other Actions While Using the Sight
While the Sight is active, you may take actions other than perception, but these actions will all face a block (page 210) with strength equal to the intensity—unless they “cooperate” with the
Sight in some way. For example, you might try to remove a nasty spell effect from a target with the Sight active, in which case the Sight acts kind of like a surgeon’s camera, allowing you to
focus on what you need to work on (the spell) without facing the block. For unrelated actions, such as shooting a gun, driving a car, or drawing a picture, the Sight is more of a distraction than
a helpful tool. In either case, when you take an action that is not just perception, you skip the Lore roll to understand what you’re Seeing—you’re too busy with whatever you’re doing to perceive anything
more than a simple description.

The Sight Sucks!
So, you may be reading through this and wondering why anyone in his right mind would use the Sight, given its ability to shatter your mind into a thousand pieces if you look at the wrong thing for longer than a second. Setting aside questions of sanity, there’s still plenty of reason to use the Sight. Foremost is the idea that the Sight lets you see something it would be impossible to see otherwise. That’s a big deal. Sure, you might end up finding some of the same information out via other means, over a longer period of time, but as with all elements of magic, it’s less about doing something you just plain couldn’t do under any circumstances eventually, and much more about getting at what you need to know right now. It’s a short-cut. And like many a short-cut, sometimes it takes you through a bad part of
town.
 
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LWinter1

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Re: Possible Reboot

Definitely interested as well, though I didn't participate in the first one.
 
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Incubus

Incubus

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Re: Character Information

Skills List
Below are a list of skills and their general uses. This is a general idea of what skills can be used for, but is not the absolute definite. By purchasing Stunts (covered later), one can enable different uses for skills they have, as well as improving their skills towards specific uses.

At creation, a character may spend 20 points on skills. You buy skills at a rate of 1 for 1, however, you cannot have more skills at a level than those at the level below it. Basically, you can spend 4 points to get Alertness +4, however you must have another skill at +3, another one again at +2 and yet a different one at +1 in order to do so. You can only have 3 skills at +2 if you have at least three different skills at +1. If you're still not grasping it, try to visualise it like a tower. In order to build up to level 2, you need enough of a foundation at level 1, etc.

One last thing, at character creation, you cannot have a skill higher than 4 (Great).


Alertness - Avoiding Ambush, Combat Initiative, Passive Awareness

Athletics - Climbing, Dodging, Safe Falling, Jumping, Sprinting, Other Physical Actions

Burglary - Casing, Infiltration, Lockpicking

Contacts - Gathering Info, Getting the tip off, Knowing People, Rumours

Conviction - Acts of Faith, Mental Fortitude*(Health levels vs mental attacks), Spellcasting Power

Craftsmanship - Breaking, Building, Fixing

Deceit - Lying, Disguise, Distraction and Misdirection, Social Combat skill

Discipline - Concentration, Emotional Control, Mental Defence, Spellcasting control

Driving - Moar like Seamanship etc.

Empathy - Reading People, Aiding recovery in social/mental damage, Social Defence, Social Initiative

Endurance - Long Term Action, Physical Fortitude* (Health levels vs physical attacks)

Fists - Brawling, Close Combat Defence(Can rolls fists to defend against fists, not usually against weapons or guns)

Archery - Bows, Crossbows, Aiming, Firearms (with appropriate Stunt), Bow Knowledge

Intimidation - The Brush Off, Interrogation, Provocation/Taunt, Social Attacks, Threats

Investigation - Eavesdropping, Examination, Surveillance

Lore(Occult Knowledge) - Arcane Research, Common Ritual, Mystic Perception

Might - Breaking Things, Exerting Force, Lifting Things, Wrestling

Performance - Art Appreciation, Composition, Creative Communication, Playing to an Audience

Presence - Charisma, Command, Reputation, Social Fortitude*(Health levels vs Social Attacks)

Rapport - Chit-chat, Closing Down, First Impressions, Opening Up, Social Defence

Resources - Buying things, Equipment, Life style, Money Talks, Workspaces(Library/Lab/Workshop)

Scholarship - Answers, Declaring Minor Details, Exposition and Knowledge Dumping, Languages, Medical Attention, Research and Lab work

Stealth - Ambush, Hiding, Shadowing, Skulking

Survival - Animal Handling, Camouflage, Riding, Scavenging, Tracking

Weapons - Thrown Weapons, Melee Combat, Melee Defence, Weapons Knowledge

*skills that grant extra stress boxes/health levels do so at a rate of 1 per 2 levels. So ranks 1+2 give an extra box, ranks 3+4 give 2 extra boxes. Rank 5 doesn't give any more boxes, instead you gian extra mild consequences.
 
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Incubus

Incubus

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Re: Character Information

Stunts
Characters can spend Fate Points at creation to purchase Stunts (As well as during the game, spending Fate Point Level). Stunts are used to specialise in skills or otherwise become better at specific aspects of the skill, allow new uses of the skill or be able to use one skill for a use normally found within another.

All of this applies the laws of common sense. There is no official list of stunts, merely examples of its use, so negotiation with your GM is recommended. Listed below are a few examples of stunts.

Alertness - On My Toes: Gain +2 to Alertness when using it to determine initiative.

Athletics - Acrobat: Gain +1 on Athletics when using it to survive a fall. Also, gain +1 to attempts to dodge ranged attacks (throwing and guns), so long as you describe it colourfully.

Burglary - Cat-Burglar: You’re a thief with catlike tread; you may use Burglary instead of Stealth for Hiding or Skulking

Burglary - Hairpin Maestro: Poor tools are no trouble when picking locks. Any increase to difficulty due to poor tools (such as having only a hairpin and a business card) is reduced by up to two.

Fists - Footwork: You’re fast on your feet and have been in enough fistfights to know how to make yourself a hard target. You may use Fists to dodge attacks instead of Athletics, in all the circumstances where Athletics might apply

Fists - Martial Artist: As a result of advanced training, you are able to recognize many styles of martial arts, using Fists as a knowledge and perception skill focused on unarmed fighting. This enables you to make assessments and declarations related to fighting styles and fighting culture
using your Fists skill. This stunt may be used as a prerequisite for other Fists stunts.

Fists - Armed Arts: Requires Martial Artist. You are practiced with a small number of weapons as part of your martial arts training. Pick two weapons which logically fit in with your training (nightstick and knife with cop training, for example). You may use the Fists skill instead of Weapons when wielding these implements.

Archery - Firearms Training. You are trained in the use of firearms, allowing you to use them without penalty. Furthermore, you can reload most firearms as a supplemental action. In addition, you have a basic knowledge of how they work, and can use your archery skill to make minor repairs and the like, as well as to make declarations about them.

And you get the idea. If you're thinking of picking up a stunt, get to talking with the GM, mention what skill you want a stunt for, hear the examples for it, think about what you want to do in order to build your character.
 
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Tassadar

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Re: Possible Reboot

I'm interested. It might take me a little while to figure out a character concept that I like, but count me in.
 
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Incubus

Incubus

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Re: Character Information

Aspects, Fate Points and You
Probably the most important part of your character, Aspects are short descriptions or phrases that make up in a fundamental sense who your character is. The reason they're so important is because they govern and enhance the use of fate points for your character.

Fate Points as you've seen them thus far during character creation are your refresh level, meaning every time the party hits a refresh point, your fate points are restored to this number (if you have above, you keep them). Actual ingame fate points are spent to increase your chance of success, alter events in some way, or make "declarations" about the situation.

One can always spend a Fate Point to gain a +1 to a dice roll/skill to improve an effort, however if a character has an appropriate aspect when trying to improve their roll or effort, they have the option of either rerolling all their dice, or gaining a +2 bonus. For example, if a character has an aspect "Quiet as a Mouse" while sneaking, they could spend a fate point for the increased bonus, whereas if they were trying to run away from someone who can clearly already see them, it wouldn't be able to grant any bonus.

You can also invoke an aspect on another character/NPC, or on the environment itself ; however for this you typically need to have an idea what you're trying to invoke. In social situations, characters may try to learn what aspects an NPC may have, or you can simply gamble it on a guess, perhaps the enemy goons don't seem too intelligent, so you invoke their "Not too Bright" aspect. If the GM has the enemies with an aspect similar to that, the character can gain the +2 or reroll bonus on roll against them that takes advantage of their lack of wits by spending a fate point. Or, in the case of the environment, if the character is creeping through a dark warehouse, they may be able to invoke the warehouse's "Dimly Lit" to gain a bonus to stealth rolls.

On the flipside, the GM can also use your aspects against you. Once again, we look at "Quiet as a Mouse"; say the character in question is trying to call out a warning to an ally, but it's on a somewhat crowded street and they're a little away. Rather than the ally player making an alertness roll to see if they can hear, the GM may declare that the player shouting is "Quiet as a Mouse" and hand them a fate point, automatically causing the shout to fail. If they really really need the warning to go through, instead of receiving a fate point, they may spend one of their own to allow the action to pass as normal.

So as we can see, Aspects are powerful parts of the character and are fundamental for the spending and earning of fate points. Players who avoid taking aspects that could be used against them will likely find themselves short of fate points to spend, so be sure to strike for a balance; ideally aspects can be used for both advantages and disadvantages depending on the situation.

Each character has 7 Aspects, 5 normal ones plus 2 special aspects. The special aspects are a character's High Concept and Trouble. A High Concept is basically your character concept as an Aspect. If you wanted to play a Nekomata Mage, it might be "Spell-Slinging Nekomata", but that doesn't give you much to play with as an Aspect, so maybe one should think a little more about their character. Perhaps they're a prodigy at magic amoungst their people, so the High Concept could be "Pride of the Nekomata Mages".

The second special aspect is the character's Trouble. This is something that complicates things and is often related to their High Concept, it's certainly as much a core component. A character can never truly escape their trouble, if they do, they must choose a new trouble. In the above example, perhaps the Nekomata in question's family despise or mistrust mages due to a long and ugly history with them. And said family are an important noble family in the Nekomata Empire (lets not let the character get off too easily, mages tend to be hungry for Fate Points). In this case, the trouble could be "Family hates Mages", but that's a little boringly worded. Perhaps "Black Sheep of the Family" or even better "Black Cat of the Family" instead.

After those two, it's simply a matter of choosing 5 other Aspects, reflecting core pillars of who a character is, how they act etc. A particularly shy Dryad might have a "Shy and Withdrawn" aspect, a Harpy might have the aspect "Naked and Proud" representing a preference for a lack of clothing, while fine amongst her own people such could cause problems in more "civilised" lands. Perhaps a character has "Acute Curiosity" which may allow them to pick up on things they might not have noticed at times, but also get them into trouble as they linger behind to check something out or poke their nose into the wrong thing. The great warrior Belgas might have "Belgas has never fallen in battle!" which could apply to reputation rolls, endurance checks to keep going as they psyche themselves up, but if they're trying to keep a low profile, perhaps someone recognises them... the possibilities are endless.

A final note about Fate Points, there's one use of them which hasn't been mentioned as it's not specifically related to aspects, which is declarations. A declaration is one of the more interesting uses of a fate points, as what a player is essentially doing is making up a fact and spending a fate point to make it so.

Perhaps the party needs to quickly get to an alchemist's store to retrieve a crucial ingredient for something and time is of the essence. One of the characters local to the city may declare "I know of a store, it's not far from here" and spend a fate point, and lo and behold, McGee's Friendly Local Alchemist has always existed on that street corner there, honest. Exactly what you can get away with by making a declaration depends on the situation and is up to the GM's judgement; in many situations a character may need to have a justification for being able to make a declaration, such as appropriate level in a skill ("Ah, he's using a Sigmund Bore Rifle. A potent firearm, but if you can get the powder store wet, it won't be able to fire and it's a real pain in the ass to dry it out any time soon" - Archery skill with a Stunt in Firearms use). Or having a related aspect, such as "Friends in Low Places", you may be able to declare you know where a nearby fence or smuggler is so that the group can pay him a visit as you attempt to track down an important stolen item.

However, not always do they need something to allow it. Perhaps you're being chased through an alley, and you think to yourself "He's fast, but he doesn't seem too nimble; if I could get onto the rooftops I bet I could lose him." And then you declare "Luckily for me, there's a ladder up onto the roof just ahead." As long as the GM didn't have something specific in mind, he may allow said ladder to exist, although there's no guarantee that said pursuer is indeed bad at jumping across the rooftops. (After all, sprinting and jumping uses the same skill, so either the player must have a stunt for rooftop freerunning or they think the enemy has an aspect which will penalise their ability to follow)
 
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Incubus

Incubus

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Re: OOC Thread

Everything needed for character creation should be in the character info thread now. I'll make a thread for character sheets which highlights the step by step process soonish, but start thinking about character concepts if you haven't already.

EDIT: Derp. Magic. I still need to explain magic. Derp.
 
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Incubus

Incubus

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Re: Character Information

Conflict System

The combat/conflict system is beautiful in its simplicity. Firstly, all conflicts follow the same system; both physical and social battles are fought using the same rules and types of actions, the only thing that changes are the actually skills used.

First, the GM frames the scene, describes those involved in the conflict, as well as the environment. Crude maps will be drawn! People will be placed upon them! Then, initiative is rolled! Once the turn order is established, rounds go through until the conflict is over. On one's turn, there are 5 basic actions which can be taken; attack, manoeuvre, block, sprint and full defence. Each character gets one basic action per turn, but may also be able to take a supplemental and/or free action in addition.

Attack - Perhaps the most obvious and the one that will end fights, attacking to deal damage to opponents. You may attack any opponent in the same square as you with a melee attack, opponents up to 1 square away with a thrown attack or up to 2 squares away with a true ranged attack. You roll your appropriate skill to make your attack, while your defender makes a roll to defend; the skill you use to attack may alter what the defender is able to use. If the attacker wins the roll, every point he beats the defender by turns into damage and he also gets to add weapon damage to this. If they tie, the weapon damage may still see the defender hurt, as long as their armour isn't equal to it. If the defender wins, the attack fails to connect, regardless of any weapon damage bonus.

When an attack hits, the defender takes stress. Each character has a number of stress boxes, each labelled with a number beneath. If an attack connects for an amount of damage, you mark off the box with that number (and only that number. 3 damage marks off box #3, not boxes #1-3 as it would in many other games). It an attack hits a box and finds that box already filled, it "rolls up" and fills the next one higher instead. (so a 2 damage hit when the #2 box is already full goes instead to #3) If there are no empty boxes to the right (in other words, the attack shifts to the right and is outside of their stress track) the character is either taken out or needs to absorb consequences in order to take the hit.

Each stress track defaults at 2 boxes, but certain skills can increase them; Endurance for physical, Conviction for mental and Presence for social.

As mentioned, if your stress taken has nowhere to go, you are taken out, meaning you have lost the conflict. This does not mean you are dead, the fate of your character depends on one's enemy as the situation. It would be fairly strange for a character to fall over dead during a social conflict in most circumstances (although it's in theory possible, if it was something such as a trial where a guilty verdict is death). Typically, being taken out will be a setback for the characters but only in the most extreme circumstances will it resolve in character death; I will endeavour to let you know when a conflict is deadly at the beginning of it so you can take steps. Either way, win or lose, when a conflict is over, all stress gained during it is removed.

After all, we've already mentioned Consequences a few times. As above, stress is removed at the end of a conflict, consequences are a different matter. Characters can take on a consequence in order to reduce income stress, but the effects of one last much longer; it's trading off the ability to keep going now for a longer term injury/problem. A consequence will cancel out incoming stress from an attack, converting it into the consequence instead but be warned; it cannot retroactively convert stress over, only the stress you're receiving from this attack can be cancelled out. The exact nature of the consequence is up to the player to suggest, if the GM considers it appropriate for the level, it will be allowed and apply. There are four levels of consequences with increasing severity and recovery time, as well as increasing ability to negate damage. One last note is a character cannot begin the time to remove the consequence until something to trigger recovery has occurred; in the case of physical that's usually an appropriate level of physical attention and/or healing magic, whereas mental or social may involve a kind word or shoulder to cry on.

Mild Consequence cancels out 2 incoming stress and the effects last one scene after recovery begins. Things that make people say "Walk it off", such as a bruised hand, nasty shiner, winded, flustered, disgraced.

Moderate Consequence cancels out 4 incoming stress, and the effects last until the end of the next "session" after recovery starts; the exact timing on this varies due to the GM, but will likely be around 3-5 scenes. They're the sort of things that make people say "You should really get that looked at/get some rest", such as Bad First Degree Burn, Twisted Ankle, Exhausted, Drunk.

Severe Consequence cancels out 6 stress, but the effects last for the next story arc (possibly less if the arc proves to be a long one, GM;s decision). These are things that make people go "Man, you should really get some serious help", such as a broken limb, bad second degree burn, crippling shame, trauma inducing phobia.

Characters can take one consequence of each severity (although certain skills at high levels or certain stunts will allow you more), once the consequence slot is used it cannot be used again until the previous consequence has been recovered from. Multiple consequences can be absorbed at a time to stack their damage reduction, such as combining a mild and moderate consequence on the one attack to negate 6 incoming damage. If consequences remove the stress from the attack to 0, the attack is negated, but any additional damage beyond what's absorbed will still need to be marked in one's stress track. So, if your character gets hit for 5 stress and you decide to take a moderate consequence, you’re left with a 1 stress hit. Keep in mind that the normal rules for taking stress apply for this—empty boxes get filled in, filled boxes “roll up” to the right. That means that, even if you take a consequence, the leftover stress might take you out anyway…be careful about this!

As for what consequences actually do, they function as temporary aspects on your character, functioning exactly as an aspect would. That said, there are likely few situations where you can use an aspect gained from a consequence to gain a bonus (although you're welcome to try, a physical wound may open doors socially etc.) and many more where it can be used against you. On the plus side, you still do get fate points from this if it's used against you.

Now, you may be thinking to yourself, "But you said there were 4 levels of severity, I only see three". The last one is called Extreme Consequences and it is a last resort. It's set apart because it's almost more of a plot device than a normal consequence and doesn't follow the normal rules for recovery; you can only have one extreme consequence at once and it'll only clear at the end of a major story arc. When you use this, it cancels out 8 stress from an attack; in exchange, it permanently changes you, choose one of your aspects and remove it, instead replacing it with the consequences of this attack. This fundamentally changes who your character is. Because of this, you should reserve it for the greatest of sacrifices or the most heinous of traumas—for those times when you absolutely must push to the bitter end and have no other choice. You may not change your high concept, not your trouble, and no amount of healing, supernatural or mundane will speed up recovery. Furthermore, your new aspect is treated as one of your permanent aspects, when the recovery time ends, your extreme consequences slot opens up to be used again, nothing else happens, your aspect doesn't go back. Once recovery has occurred, you may be able to alter the aspect during a milestone but you'd have to be able to justify the renaming as something that reflects the experience, you can't just say "Well, time's up, I want my old one back."

Concessions
Sometimes, pursuing a goal in a conflict comes at too high a price. Heaven knows what might happen to your character if he gets taken out and has a bunch of consequences to deal with later. Losing can be a very daunting thing—possibly more than you want to deal with at the moment. If loss seems to be inevitable, you can offer a concession instead of continuing the conflict. A concession is basically a special form of being taken out—you lose the conflict, but you get to decide your character’s fate on your own terms instead of your opponent’s. That way, your character doesn’t have to take any consequences you’re not willing to take and can avoid fates that might arise from being taken out by the opponent, such as getting captured, killed, humiliated, etc.

A concession has to pass muster with the group before it is accepted—the conditions of the loss still have to represent a clear and decisive disadvantage for your character. If the group (note that your opponent is part of the group for this!) feels like your character is getting off easy, you’ll need to rework the concession until it’s acceptable. Here are some guidelines for determining what constitutes a “clear and decisive disadvantage.” These may also be used to represent defeat conditions if the character is taken out:
The character has at least one moderate or worse consequence as a result of the conflict.
The outcome creates significant difficulty for the character in the future. The character might offer a concession to avoid getting maimed, but maybe that means an artifact he was protecting gets stolen, or something along those lines.
The outcome creates a situation that restricts the character’s behavior in some significant way, like owing a large debt to someone. This may require adding an additional, long-term, temporary aspect to the character, separate from his consequence track, so that the defeat can be enforced via compels.
Finally, a character cannot be saved from a roll that takes him out by offering a concession. You have to offer the concession before the roll that takes out your character. Otherwise, it’s cheating the opponent out of victory.

Cashing Out: The Bright Side of Defeat
Losing a conflict, either by concession or by being taken out, grants the player one fate point per consequence taken in the conflict. This is called cashing out of the conflict. You can think of this
as a compel of each aspect taken in the conflict, because the assumption is that those consequences directly contributed to the character’s defeat.

Hooboy... alright, back on track

Manoeuvre - A catch all term for a very flexible option, manoeuvres cause an effect rather than dealing damage in order to make further actions easier. A manoeuvre either creates a temporary aspect on a character/the environment or removes a temporary aspect in the same manner. What you can do with one is very flexible, anything from an arrow to the knee in order to reduce an opponent's agility to tripping or disarming them, to extinguishing the light sources in a building to make the battlefield darken, aiming at someone, kicking over a table for cover, all of these are examples of manoeuvres. As with attacks, you roll an appropriate skill vs an opponent's appropriate defence skill, or vs a flat difficulty when interacting with the environment.

Once a manoeuvre has been successfully completed, a temporary aspect is placed on the target. On subsequent turns, you may "tag" this aspect, allowing you to gain a bonus as if you'd spent a fate point. Exact success on a manoeuvre (as in, you matched the difficulty/opposed roll exactly) creates a temporary one-shot aspect, as soon as its tagged it disappears. If you exceed the difficulty, the manoeuvre lasts until the conflict ends, or it's removed via another manoeuvre. In this case, however, subsequent taggings of the aspect created beyond the first will require use of fate points; only the first one is free.

Another interesting idea for a manoeuvre is teamwork; you can use a manoeuvre to assist another character in their action, giving them a temporary aspect "assistance from x". Multiple people can set this up, until the person receiving all the assistance gets their turn, at which point they can tag all of the manoeuvres to make one hell of a roll. Enough people coordinating can often lead to herculean success— many hands, after all, make light work.

Block - Another catch, this time preventing certain actions. Any time you're actively working to prevent something, be it protecting someone or something in a direct sense, to raining covering fire down at an open doorway to keep anyone from accessing it. The character initiating a block rolls the appropriate skill to determine the block strength; until their next turn, anyone who tries to do something covered by the block must make a roll to bypass this block strength. In the case of a block defending another person, the attacker rolls the one roll against the block and the defender's own dodge skill; the higher of the two applies to limit the attack. Generally, there are two sorts of blocks, ones that affect multiple enemies but only restrict a single though, or ones that affect a single enemy but restrict most things. The aforementioned covering fire on a doorway would prevent any enemy from accessing it, but said enemies are free to take other actions without having to come against the block. Alternatively, one might draw sword and ready shield, and stand stalwartly before a dangerous foe; the foe can neither flee nor strike at another without first escaping the block, but other enemies are not affected by this.

Grapples are also a kind of block, but also require you to tag an appropriate aspect in order to commence; this can be a temporary aspect caused by a consequence or manoeuvre or it could even be a core aspect of the enemy the player has assessed. The grapple rules work basically the same as a normal block, except that the player in control of the grapple can make attacks against their foe whilst blocking them, albeit at a slight penalty due to doing so as a supplemental action (resolved at -1). All in all, it's a potent way to wear down a foe and keep them out of the fight at the same time, as long as you're able to keep a hold of them.

Sprint - Lastly, characters can use a Sprint to move a zone on the battle map. It's hard to visualise, but keep in mind what I said earlier about the effective range of weapons, zones tend to be quite large and most battlefields won't present a huge number of them; this isn't a 5ft square grid. Now, most movement rolls will be pretty easy, because there's nothing stopping it; such rolls are difficulty 0, so unless you roll a negative result, you'll always be able to move one zone. Each point you exceed the difficulty in your roll to sprint (which is typically athletics, but could be other skills as justified), you may move one additional zone. Sometimes, however, it's not so simple to move from one area to the next; when difficult terrain or fences block your path. This complication is called a border and the GM gives it a difficulty rating. Typically, rough terrain is Average (+1), fencers and other such barriers are Fair (+2) and extreamly high walls, barbed wire and other fortifications are Good (+3) borders. If there's a border, you must meet or exceed its value to be able to move through there, with any amount you exceed it by turning into additional movement available.

In situations where there's no border, you can also just move as a supplemental action, meaning you make the movement and resolve your main action at a -1 penalty. Within the same zone, movement isn't an issue, you're assumed to always be able to reach everyone/everywhere within it.

Free and Supplemental Actions - I've mentioned them a bit here and there, but there are some actions that don't count as your main action for the turn. Free actions are just that, free, they tend to be situational but don't cost you anything and there's no limit. Defence rolls are a free action, as are some perception rolls to notice things changing etc. Fairly easy stuff. Supplementals are a little more than they, and as a result they impose a -1 penalty on your main action. The most common ones of these are mentioned above, as grapples and shifting 1 zone as a supplmental.

Overflow - Sometimes, you get lucky and succeed so well at something, you end up with extra shifts you don't get to spend on anything; you succeed far more than anticipated and simply don't need those extra shifts to complete the action. (Note: A shift is generated for every point you beat the difficulty or opponent's roll by). When this happens, the extra shifts are called overflow and you're allowed to spend them to take an additional, after-the-roll action if you so choose. The action is resolved at the value of the overflow, so two shifts of overflow is resolved as a fair (+2) action. The main restriction is that this action cannot be an offensive action and must be consistent with the sort of activity that generated the overflow; movement is fine, and so is any other action that the GM allows as supplemental. Specifically, this is a good way to fit non-conflict actions into the middle of a conflict scene. Overflow can only legitimately happen by chance—most often by a really good roll of the dice. So if you know you need 2 shifts to accomplish something, invoking additional aspects to get 6 shifts so you can have overflow doesn’t cut it. Also, no matter how many shifts you have of overflow, you can only take one additional action, and you have to commit all your shifts to that action.
 
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