Custom Powers: Chocolate Rain Humans

A post-apocalypse dystopia setting using the Dresden Files RPG system. Something very bad happened to the world we knew, and now the survivors are trying to deal with what is left. The game focuses on consequences and hard choices in a tough-but-fair open world that can be pillaged, explored, and hopefully rebuilt.
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Chrono
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Joined: Sun May 31, 2015 5:24 am
Name: Joshua
Location: Springdale

Custom Powers: Chocolate Rain Humans

Postby Chrono » Thu Jun 25, 2015 3:01 pm

SPELLCRAFT


Conceptual Thaumaturgy [-2]
As a massively skilled practitioner of the arts you can cast Thaumaturgical spells up to your starting complexity without the props by working through the magic in your head. As the spell is taking place in your head you can only take backlash instead of fallout when casting. This allows on the fly casting of low level Thaumaturgical spells at some risk to the caster.

Horrific Imagery [-2] Your Illusions are so vile they can cause serious mental harm to those who view them.
You can use your illusion creating powers (evocation, glamours etc) to cause mental stress instead of its usual function. (this would allow mental attack spells with spirit illusions and allow those with the glamours ability to roll there seemings roll as a mental attack.)

CHANTER [-1]
Description: Most spellcasters use incantations, but for you the effects of magic words are far more pronounced. This makes your spells stronger, but much slower to cast.
Musts: You need some form of spellcasting to take this power.
Skills Affected: Discipline
Effects:
Magical Chant. When you tag an incantation-based aspect to boost a spellcasting roll, add an additional two to your roll.
Incantation Dependency. Whenever you cast a spell without tagging or invoking an incantation-based aspect, subtract two from your spellcasting roll.

MAGICAL SELF-ENHANCEMENT [+varies]
Description: Many supernatural abilities can be mimicked through an application of spellcasting. But that requires specialization, of the sort that this power represents.
Musts: A character must possess the Evocation, Channeling, and/or Sponsored Magic powers in order to use this one. Other powers to link this power to are also required.
Skills Affected: Conviction, Discipline, Lore
Effects:
Limited Powers. When you take this power, you must select at least one other supernatural power that you possess. Which powers may be selected with this power is a matter of the GM's discretion. The selected powers are disabled, and the character gets a rebate equal to one-third of the powers' total cost.
Magical Self-Enhancement. This power allows the user to grant themselves access to the selected powers through evocation. Such evocations may be of any element that makes sense, and they may be offensive or defensive. The power required of an evocation that grants powers is equal to the total refresh cost of the granted powers plus the intended duration. The user may extend this effect using the normal rules for the extension of evocation, and they may choose to grant themselves only a few of the selected powers. This also allows them to grant lesser versions of the selected powers. For example, a character who had selected Supernatural Strength and Inhuman Speed with this power may grant themselves Inhuman Strength for 5 exchanges with a 7-shift evocation.
Magical Enhancement [-varies]. This option removes the rebate from Magical Self-Enhancement, making the total cost of the power 0. In exchange, it gives the user the ability to cast power-granting evocations on other characters. Please note that these evocations cannot be zone-wide.

MARTIAL MOJO [+1]
Description: Your powers only function at very short range.
Musts: A Spellcasting ability whose range is normally sensory.
Skills Affected: Varies
Effects:
Martial Mojo. Your Spellcasting ability only functions within your zone. As a small respite, you are immune to your own zone-wide spells as long as they do not cause any fallout.

ALTERNATE MAGICAL PARADIGM [-1]
Description: Your magic is different from everyone else's. Where most practitioners cast spells with mental strength and magical knowledge, you use other methods.
Musts: You must possess at least one spellcasting power in order to take this one.
Skills Affected: Any three.
Effects:
Alternate Magical Paradigm. Pick three skills. For the purposes of any spellcasting powers you possess, use the first in place of your Conviction, the second in place of your Discipline, and the third in place of your Lore.

SELF-SPONSORED MAGIC [-Varies]
Description: Either you've studied a branch of magic long enough to understand and use it intuitively, or you're a being of such singular power that a unique form of magic emanates from you.
Skills Affected: Conviction, Discipline, Lore, others.
Effects:
Self-Sponsored Magic. This Power is in all ways identical to Sponsored Magic, except that it lacks an external sponsor. The Compels resulting from the debt taken to fuel this power are therefore obviously not connected to any external agenda; instead, they are linked to your Aspects like normal Compels.

SPONSORED CHANNELLING [-2]
Description: You can use a few scraps of a sponsor's magical power.
Musts: You must select a type of Sponsored Magic when you take this Power.
Note: If you have the Evocation Power, then reduce the cost of this Power by 1 and ignore the item slots that it normally provides.
Skills Affected: Conviction, Discipline, Lore
Effects:
Sponsored Channelling. You may cast evocations as though you possessed the selected Sponsored Magic. This does not allow you to use Thaumaturgy with the speed and methods of Evocation, and any special extra benefits provided by the selected Sponsored Magic are not available to you. But you may take Sponsor Debt normally.
Item Slots. Sponsored Channelling comes with two free Focus Item slots.

SPONSORED RITUAL [-2]
Description: You can use a few scraps of a sponsor's magical power.
Musts: You must select a type of Sponsored Magic when you take this Power.
Note: If you have the Thaumaturgy Power, then reduce the cost of this Power by 1 and ignore the item slots that it normally provides.
Skills Affected: Conviction, Discipline, Lore
Effects:
Sponsored Ritual. You may cast rituals as though you possessed the selected Sponsored Magic. This does not allow you to use Thaumaturgy with the speed and methods of Evocation, and any special extra benefits provided by the selected Sponsored Magic are not available to you. But you may take Sponsor Debt normally.
Item Slots. Sponsored Ritual comes with two free Focus Item slots.

Minor Magic [-1]
Magical talent is primarily gained through maternal bonds, but what about the paternal bonds? In some people whose fathers have gross magical talent, a faint spark of magic appears.
Minor Rituals: You can use rituals with 5 shifts or less of effect
Minor Evocation: You can create evocations from any element of 1 shift or less.

Minor Magic [-0]: You are either a budding apprentice, a late bloomer, or otherwise have a very minor talent for magic. While not capable of true Evocation or Thaumaturgy, you can tag your high concept once per scene without spending a fate point, to perform very minor magical feats. You must have an aspect related to your magical talent, such as I DIDN'T KNOW I COULD DO THAT or BUDDING PYROMANCER, and may be subject to compels when your magical talent gets out of your control. With time, effort, and/or instruction, you may be able to upgrade to Channeling, Rituals, Evocation, or Thaumaturgy (spending the appropriate refresh). If so whichever full spell casting power you take replaces this power.

AQUATIC SPELLCASTING [-1]
Description: Your magic is in tune with water and is not disrupted by its flow.
Musts: You must possess some kind of spellcasting ability in order to take this power.
Skills Affected: Conviction, Discipline, Lore
Effects:
Aquatic Spellcasting. Your magic is not impeded by water, running or otherwise.

BLOOD MAGIC [-0]
Description: Your magic comes from the energy of your body, rather than from the energy of your mind.
Musts: You must possess some kind of spellcasting ability in order to take this power.
Skills Affected: Conviction, Discipline, Lore
Effects:
Blood Magic. If you would take a mental stress hit to power a spell or an enchanted item, you take an equal physical stress hit instead. This physical stress automatically satisfies all Catches and ignores all armour. Furthermore, it bypasses extra stress boxes from Size powers.

Magic Mimicry [-1]
Description: You can copy any magic spells you see in action.
Musts: You must have thaumaturgy, evocation, sponsored magic, or some other form of magical ability. Sponsored magic grants certain bonuses as part of its cost, and that may include this power as a large part of it.
Skills Affected: Conviction, Discipline, Lore
Effects:
Magus See, Magus Do: This acts similarly to refinement that gives you access to a new element, only instead of that element you can cast any spell you've seen done before, even if you only saw it once.

Focused Study [–0]
Musts: Channeling and/or Ritual.
Description: Experienced focused practitioners learn in time how to refine and focus their abilities, gaining a deeper understanding of their one particular area of study.
Skills Affected: Discipline, Conviction, Lore.
Effects:
Intense Focus. You have chosen to focus heavily upon one particular application of spellcraft. When you take this power you forever give up the ability to upgrade Channeling to Evocation or upgrade Ritual to Thaumaturgy.
Focused Specialization. You may now choose to gain specialization bonuses when buying the Refinement power.

Focused Mastery [-1]
Musts: Focused Study
Description: With experience comes eventual mastery. A few focused practitioners have learned how to unlock their full potential and gain an incredible amount of mastery over their chosen area of spellcraft.
Skills Affected: Conviction, Discipline, Lore
Effects:
Esoteric Lore. You roll Lore at +1 when dealing with magic particular to your area of focus (as determined by your element, ritual, or theme).
Potent Specialization. You no longer need to structure your specialization bonuses for each ability according to the same “column” limits for skills (see page 65). You still cannot have any specialization bonuses higher than your Lore skill.

Rote Reliance [+1]
Musts: At least one rote spell.
Description: You aren't very good at improving with your magic, preferring to stick to a few well rehearsed and known spells.
Skills Affected: Conviction, Discipline, Lore
Effects:
Improvisational Block. You suck at casting any spell you haven't worked out ahead of time. When casting non rote spells, consider your Conviction and Discipline to be 2 steps lower than the actual ratings.
Total Reliance [+1]. You are totally reliant upon a few well rehearsed spells. The only spells you can cast are rote spells. When casting such spells you must roll to control the power as if you were casting them normally.

Signature Spell [-1]
Musts: At least one rote spell.
Description: You are well known for one spell in particular. You might be a one trick pony, but it's a damn good trick!
Skills Affected: Discipline, Conviction, Lore.
Effects:
Choose one of your rote spells when you buy this power. This spell then becomes your signature spell and gains the benefits listed below when you cast that spell by rote. You may only have one signature spell at a time. At the game masters discretion you may be able to change your signature spell after a Significant or Major milestone.
Efficient Spellcraft. You've refined one spell so greatly that you can cast it with incredible efficiency. When determining the mental stress cost (page 250) of your signature spell, consider your Conviction to be 1 step higher than its actual rating.
One Last Spell. You've learned to keep a little bit of energy in reserve for your favorite spell. You may spend a Fate Point instead of taking metal stress when casting your signature spell.

Signature Spell [-1]
Description: You have a single spell that you can perform better than any others.
Musts: You do not need to have other magical abilities, but if you do the bonuses from this power stack with any bonuses you get from them.
Skills Affected: Conviction, Discipline, Lore
Effects:
Favorite Spell: You gain +2 control and +1 power or +2 power and +1 control (choose which when you take the power) to a single spell. If you have no other magical abilities, then this is the only spell you can cast.

[-3] Spell-like Abilities
You have 2 spell-like abilities you can use twice per day each - or you may use one by taking a 1-point mental stress hit. You aim SLAs with Discipline or an other thematically appropriate skill. Their power is equal to your Conviction or your Lore, whichever is higher, and you can have any Evocation or Thaumaturgy effect as an SLA. However, once chosen those abilities are fixed and cannot be changed. You may lower the Power of an ability when initially chosen by a number to increase its number of uses by the same number - though it still costs 1 point of mental stress to use.
[-1] Improved Innate Magic
You have more varied spell-like abilities available than normal. Each time you take this ability, you get four new SLAs, each one following the same rules as your original SLAs. Instead of new SLAs, you may take an existing SLA more than once, adding up the total number of uses.
[-1] Potent Innate Magic
Your innate magic is stronger than normal. Each time you take this ability add 1 to the Power and number of uses of each SLA you have. You may take this ability a number of times equal to your Lore or Conviction.

Spell-Like Ability [-1]
Description: You have the ability to cast one spell.
Musts: Nothing more than any other power requires.
Effect:
Spell-Like Ability. Design a spell with complexity or power equal to the higher of your Conviction skill and your Lore skill. You may cast that spell as an evocation rote.
Potent Spell-Like Ability [-1]. Add two to the power of one of your spell-like ability. This does not increase the difficulty to control it.

Healing Light [-2]
Description: By channeling your supernatural energy into somebody else you allow them to begin the healing process, and may even help them recover to perfect health.
Skills Affected: Conviction, Scholarship
Effects:
Starting Recovery. You may use this power to make scholarship declarations to justify the start of natural recovery from physical consequences, just as if they'd gone to a doctor or the hospital.
Healing Pool. You have a pool of healing power equal to your conviction.
Healing Surge. You may spend a fate point to allow somebody to recover from all of their physical consequences up to severe as if they where a mild. Subtract the value of the highest consequence so affected from your healing pool.
Healing Backlash. At the end of the scene you must roll against a hunger attack with a value equal to the number of negative points in your healing pool. If you have used other powers attached to your feeding dependency during the course of the scene, this (positive) value is added to the overall strength of the hunger attack you would suffer from use of your powers instead.

Magical Healing [-1]
Description: You are trained in the ways of healing, and can work healing more effectively than most mages.
Musts: You must have thaumaturgy, evocation, sponsored magic, or some other form of magical ability. Sponsored magic grants certain bonuses as part of its cost, and that may include this power as a large part of it.
Skills Affected: Conviction, Discipline, Lore
Variations: This spell clears physical stress but varieties could exist for mental or social stress.
Effects:
Treatment: You may clear a stress box on you or an ally by casting a spell with at least as much power as the number of the box in question. A 4 power evocation could clear any of a character's first 4 stress boxes. You may justify beginning recovery on a consequence with a power of spell at least equal to the consequence's value.
Cure: You may clear multiple stress boxes at once, and even reduce the severity of consequences by 1 step by summoning enough power. The chart below lists effects.
1 Power: Clears 1st stress box.
3 Power: Clears first 2 stress boxes.
6 Power: Clears first 3 stress boxes.
10 Power: Clears first 4 stress boxes.
12 Power: Clears all stress boxes and all minor consequences.
16 Power: Same as 12 power, plus lowers a moderate consequence to mild.
22 Power: Same as 16 power, plus lowers a severe consequence to moderate.
30 Power: Same as 22 power, plus lowers an extreme consequence to severe.
40 Power: (With GM approval) Revives a character from death assuming character's body is still in relatively good condition. The character comes back with all consequence slots filled but a clear stress track. Additionally, he must take a [-1] Stunt Back from the Dead Which grants no bonuses. If the revived character lacks the refresh, he may trade in one of his stunts or powers to make up for it. Note: excessive injuries raise the difficulty. Having the head cut off raises it to at least 50. Someone's who's burnt to ashes just isn't coming back even with 1000 power.
Note the Second: Death is a continuum in Dresden Files, not a set point. Even after "death" a few of your cells are still alive for awhile. A revivification spell provides enough juice for them to replicate and reconstruct the body. This shouldn't be a violation of the 5th law, though wardens may not see it that way.
Final Note: Just because the chart lists power levels for certain amounts of healing doesn't mean you're not abusing the rules to get those shifts of power.

Natural Channel [Spellcraft, -1]
Musts: Channeling; taking this power prevents upgrade into Evocation
Natural Channel: Your magic is more then your soul's expression; it soaks into your bones, flows through your blood. You may use Endurance in place of Conviction and Fists in place of Discipline for spellcasting. This physical harmony is not without danger, however; the mental stress of spellcasting becomes physical stress, bypassing any Toughness powers or similar defenses

Awakened Magic [-6]
Spheres:
Basically, Awakened Magic works as Evocation and Thaumaturgy with the following differences:
Instead of the five Elements of standard Dresden Files Evocation, Mages have the Nine Spheres and get Power and Control Specializations to them as normal as if they were Elements. They recieve access to five Spheres with purchase of Awakened Magic, but still only one free Specialty
Thaumaturgy is re-divided into the same nine Sphere categories, and the character likewise recieves access to only five of them...the same five as they have access to with Evocation. They also recieve one Thaumaturgy Specialty as normal.
Item Slots are gained as normal (meaning Awakened Mages start with 4), and may be used likewise, but Foci must be specified as either Thaumaturgy or Evocation (sibnce the Category names are now the same).
Specialties are still entirely separate between the two categories (a +1 Evocation Forces Control will not apply to Forces Thaumaturgy).
Awakened Refinements:
Refinement is purchased differently for Awakened Magic. One level of Refinement will grant any of the following:
Access to one additional Sphere for both Evocation and Thaumaturgy.
Two Specialties to divide amongst Evocation and Thaumaturgy.
Two Additional Item Slots for whatever use you like.
One each Specialty and Item Slot.
Awakened Paradox:
Instead of Backlash or Fallout, Awakened casters take Paradox when they fail Control rolls. This can take the form of either Backlash or Fallout (or something else entirely), but is treated like Backlash for purposes of whether the spell works. The bad side is that the player in no way controls what the Paradox does, that's entirely up to the GM.
The GM has three options of how to use Paradox:
1. As Backlash.
2. As Fallout.
3. As a magical effect of his choice with a shift value equal to what the Control roll was failed by. This should be appropriate for the spell in question, but may always include Summoning (and not Binding) inimical "Paradox" spirits.
Incidental Differences:
The Laws of Magic do not apply to Awakened Magic, but neither do awakened Mages recieve the ability to bestow a Death Curse or ever gain Lawbreaker (even if they wanted to). They do not Hex technology by default, and must use an appropriate Sphere effect to do so on purpose, and suffer an appropriate Paradox effect to do so accidentally.
Other Powers:
Aside from Refinement Awakened Mages may purchase any Powers they desire that their Spheres can justify. Most will have Feeding Dependency (Magical Energy) and some may have Human Form. Life Mages often gain physical enhancements, Mind or Spirit Mages often gain the Sight, etc.

Channeling of the True Source [-5]
A channeler of the Wheel of Time series has access to what is effectively Sponsored Magic equivalent to Soulfire. Channeling the True Source enables all Thaumaturgy effects as Evocation, but the channeler must be taught the general effect (i.e. creating fire, controlling wind, physical blocks, healing and opening gateways are basic effects) or discover it through experimentation. Via experimentation, a channeler can discover new effects on his own-roll discipline vs conviction per attempt; a failed roll means he draws as much power as he can and not a small, controlled amount. Then roll again to control the power. If the control roll fails, all of the power goes to backlash. Typically untaught channelers have 75% chance to kill themselves before they learn enough. Experimenting with individual weaves (spells) causes fallout instead and on a failed control roll, only the excessive power becomes fallout.
Male Channelers get +1 to Power for all types of magic. Female Channelers get +1 Control to all types of magic.
A Channeler can use "sponsor debt" to overchannel, casting small spells for free or bigger spells than he normally can. Those future unavoidable compels can be used in subsequent encounters to reduce either Power or Control for spellcasting (spread evenly). They are persistent; unless paid off by a Fate Point when the channeler is not actively using magic, they can be compelled repeatedly. A channeler can typically accumulate up to the average of his power and control in Debt before being cut off from the source. If the channeler is willing to sacrifice his ability, he can accumulate up to twice that in one encounter but then takes the "Severed from the Source" extreme consequence.
Channeling the True Source uses Refinements normally for the standard elements of Fire, Air, Water, Earth and Spirit.
Channeling does use focus items and enchanted items. However, an Angreal costs 4 focus item slots per +1 bonus but its bonus applies to all spellcasting rolls. Sa'angreal offer a bonus of +4 or higher but require "Item of Power". For example, Callandor offers a +10 bonus for -18 refresh as an Item of Power.
An average channeler is submerged, typically leaving 5 refresh open to pay off overchanneling Debt when he or she rests. They have Wizard's Constitution and live a bit longer than DF wizards (600+ years)

DnD Wizardry [-5 to -17]
A DnD wizard gets a lot of power but far less flexibility than a DF wizard. At its most base, the DnD wizard gets to cast both evocation and thaumaturgy spells at the speed of evocation. He casts spells with a Power equal or less to his Lore -2 but he must memorize those spells in advance; he gets 5 slots per session to fill with spells. He makes the control roll (using discipline) to store the energy in his mind and, as if doing a ritual, he can memorise more slowly, spreading the energy so there is no chance of backlash or fallout. When releasing the spell, he only needs to make a discipline roll to target it. He gets specialisation and item slots as if he had evocation and thaumaturgy, boosting Power or Control on the following types of magic; Evocation, Enchantment, Illusion, Transmutation, Divination, Abjuration, Necromancy and Conjuration.
The base ability costs [-5] refresh. For an additional -1 refresh the wizard puts into DnD wizardry, he gets 5 more slots, memorizing spells of Power equal to his Lore -1. For the next point of refresh he gets 5 more slots equal to his Lore. And so on until he takes the full -17 refresh, memorizing spells up to Lore +10.
A DnD Wizard will also take Refinements for foci and enchanted items (representing DnD magic items) and Specialisations (representing metamagic and other magic-boosting feats). An average lvl 10 wizard is refresh 9 for his magic only, another 9 or more for refinements. An epic wizard could easily be -40 refresh; -17 for his spells, -17 for refinements, -3 for stunts and another -3 to take true Thaumaturgy to represent Epic Magic.

Wand Magic [-2 to -5]
A wizard of the HP universe -or other similar wand based caster- replaces Evocation with Wand Magic. They still get Thaumaturgy but not The Sight, Soulgaze or Wizard's Constitution. At its most basic, this form of magic requires a Wand [+2] and is treated as ranged mental maneuer or block at Conviction +2 to hit [-2]. They don't need to make a control roll. A budding caster usually has only a couple effects he can do [-1]. For someone studying magic enough to learn multiple spells the ability is treated as modular instead as they can spend a few moments (an exchange) to remember a new spell [another -1]. Once a wizard has grown strong enough to cause harm with his magic, it can also be used as Weapon 2 [-1]. An average wizard would use it as weapon 4 [-1] and would only need a supplemental action to use a new spell [-1].
Master Wizards can take Refinements for Wand Magic, upping their skill with one of the following spell types; elemental, enchantment, illusion, transfiguration, transportation, protection, curses, healing, divination, dark magic. Rules for bonus pyramid still apply. The bonus can be added effect's power, the wizard's attack roll, or split between the two. Thaumaturgy bonuses are as per normal. Wand Magic does not use or benefit from Foci.
SHAPESHIFTING


[Family] Shifter [-4]
Description: Your shapeshifting abilities are limited to one family of creatures. For example you might only be able to shapeshift into any type of canine/feline/avian creature.
Musts: You must choose a type of creature that you can shapeshift into.
Skills Affected: Varies
Effects
Limited Multiform. You may take on nearly any form so long as it falls within the family of creatures you've chosen.
Limited Skill Shuffle. At the end of the day most cats or most dogs have the same types of skills, just in varying degrees, a tiger might have a higher might rating than a tabby cat. You may build only one alternate skill configuration, but may choose three skills which may be adjusted from form to form within that configuration.
Function Follows These Forms. You have two form points which you may use to gain temporary access to powers that make sense given your chosen family of creatures.
Extra Form Points [-]. You may purchase an extra form points at a one for one ration to refresh spent.
A Family Understanding [+1]. Your understanding of your chosen family of creatures is expansive. You may purchase the pact instincts power for free.

MULTIPLE BODIES [–7]
Description: Two heads are better than one, and many hands make light work; you can split off a single copy of yourself, which shares your memories and abilities. Depending on the upgrades taken, this power could represent the fission of an ooze demon, the splitting up of a swarm of lesser creatures, or even the magical duplicative hair of Sun Wukong.
Skills Affected: Physical skills.
Effects:
Cloning Blues. You may produce a single, exact copy of yourself as a supplemental action. This copy is indistinguishable physically, though mystical observation shows it to be a construct of ectoplasm. The copy has the same skills, stunts and powers as you, and has your memories at the time of creation; the only mechanical difference (besides the normal vulnerabilities of ectoplasmic constructs) is that their High Concept is “Copy of a [Original High Concept]”. You have no special ability to communicate with your copy (outside of invoking their High Concept to guess what they’ll do next), and do not learn what they learn unless you recall them (requiring a free action while in physical contact), at which point they dissolve into ectoplasm and you gain all their memories since they were created. You and your copy have separate stress tracks; however, your supply of consequences remains the same, and must be split between the two of you. You do not cash out (see page 206) for consequences suffered by your copy. If your copy is killed (rather than being recalled) you may not generate a new one until the next scene (if you are killed, your copy immediately dissolves into ectoplasm). Note that despite having the same powers as you, your copy does not acquire their own item slots from spellcraft powers, and cannot create its own copies through this power.
We Are Many [-1]. This upgrade increases the number of copies that you can have active at the same time by one. You may take this upgrade multiple times, increasing the number of potential copies by one for each purchase. Note that, should one of your copies be killed, it does not completely remove your ability to create new ones until the next scene; it simply reduces the maximum number you can create this scene by one.
Von Neumann’s Magic [-2]. The We Are Many upgrade is a prerequisite for this one. Your copies can create copies of their own using this power. They use the creating copy’s memories, rather than your own, but are otherwise created just as described in Cloning Blues. They are still your copies, and therefore cannot exceed the number of copies you may have active at once.
Distant Recall [-1]. This upgrade allows you to recall your copy from a distance as a free action, instantly dissolving it into the ectoplasm from which it was formed. If you have a Hive Mind (below), this upgrade becomes free.
Hive Mind [-2]. You and your copy share minds. You know everything they know, and vice-versa, allowing real-time sharing of information and memories without the need for recall. This has numerous applications, and adds two shifts to any maneuver made by you or your copy to co-ordinate an action with the other (see page 208). However, with this upgrade, you and your copy share the same mental stress track; this means that you are treated as the same target for the purposes of psychic attacks, allowing them to damage both of you at once. In addition, you and your copy both suffer from the taggable aspect produced by taking a mental consequence, regardless of which of you actually “spent” the consequence in question. Other appropriate temporary aspects might also "spill over" in this way.
Ontological Inertia [-0]. This upgrade cannot be taken by characters with positive refresh. Upon taking this upgrade, your copies become just as “real” as you are (arguably, not very), making the question of who the original is rather moot. As a result, rather than imploding into ectoplasm upon your death, your copies will remain intact (and may produce another copy to replace you, if they have that ability). This will sometimes result in one of your copies acquiring true independence, at which point it becomes a separate character with the ability to create its own roster of copies; a number of creatures native to the Nevernever reproduce in this manner.
Split Skills [+4]. Rather than being able to produce exact duplicates of yourself, you must split your power amongst the bodies you produce, resulting in a set of weaker copies. Whenever you produce a copy, all of its skills default to Mediocre (+0). You must provide it with skills by reducing your own and adding an equivalent number of skill points to its sheet (see page 65). For example, by reducing a Superb (+5) skills to Good (+3), you would acquire two skill points to raise one of your copy’s skills to Fair (+2). Skill points taken from one skill need not be spent on that same skill; it is acceptable to reduce your Might in order to increase your copy’s Lore. Your copy may not have any skill ratings higher than your original score in that skill. Keep a record of your character’s original skill ratings; they return to their previous level once the copy is recalled (if the copy is killed, it is treated as being recalled one scene later).
Split Power [+Varies]. This upgrade provides you with refresh equal to half the total refresh cost of your supernatural powers (excluding Multiple Bodies, but including any refresh spent on We Are Many), rounded down. Whenever you produce a copy, you must total up the cost of your supernatural powers (excluding Multiple Bodies) and divide it by two. This is the new refresh cost of the powers you and your copy may possess. You must first spend this refresh on powers that are core to your High Concept (i.e. (i.e. Living Dead for a Zombie or Lawbreaker for a Warlock), and you cannot produce a copy without such powers. Often, this will result in a simple reduction of power; splitting Supernatural Toughness into two iterations of Inhuman Toughness, or reducing Evocation and Refinement into two iterations of Channelling. You cannot provide your copy with supernatural powers you do not possess any version of. If you have any spare refresh, you may temporarily assign it to appropriate powers for you or your copy.
Keep a record of your character’s original powers; they return to normal once the copy is recall (if the copy is killed, it is treated as being recalled one scene later). If you can produce more than one copy, then you must divide the refresh cost of your supernatural powers evenly again between yourself and each copy, each time you produce one. It would probably be wise to produce a number of "templates" based on the kind of power-sets you could give different numbers of clones, to save time.

Phouka Beast Change: Your beast form is mutable. While you may only change into one animal, you can change into variations of the same one. You can change coloration and alter size and weight by up to 50% (smaller or larger ~ lighter or heavier). This grants a +3 to any roll used to dupe people into thinking you aren't the same animal they saw before.

Gift of the Spriggan: -3: You have the ability to drastically alter your size. This power allows a character to shift to a smaller form identical to diminuitive size or a larger form; identical to hulking size.
-1: The change is done as a supplemental action, still only once per round.

PAINFUL TRANSFORMATION [+1]
Description: Shifting forms is extremely painful.
Musts: A Shapeshifting ability.
Skills Affected: Endurance
Effects:
Painful Transformation. Choose one form you have access to. Whenever you shift forms, unless it is into the chosen form, you immediately receive a Mild Physical Consequence related to the stress of transformation.

QUASI-MODULAR ABILITIES [-Varies]
Description: You have the ability to alternate between multiple powersets.
Musts: You must "pre-pay" a number of refresh points equal to the total value of each set of powers that this power affects, plus a surcharge of one refresh.
Skills Affected: Varies.
Effects:
Two Powersets. Pick out two sets of powers, each with a total refresh cost one less than the cost of this power. You may use either set of powers, although it takes a full action to go from using one to using the other. The GM decides what is and what isn't a valid choice for inclusion in the powersets provided by this power.
Item Of Power Collection [-0] You own multiple items of power. Design a number of Items Of Power equal to your Resources skill. At any given time, you may use or loan out items with a total refresh cost up to one less than the refresh cost of this power. You do not receive the Item Of Power discount. If you have the Tracing power, then you may summon and dismiss these Items Of Power out of and into thin air. If not, you must treat them as physical objects.

FLESH FORGERY [-1]
Description: The shape(s) that you assume can include equipment.
Musts: You must have the Beast Change power or the True Shapeshifting power in order to take this one.
Skills Affected: Weapons, Craftsmanship
Effects:
Flesh Forgery. Your alternate form(s) include items that are not connected to your main body. You may create a simple item whenever you shapeshift into a an alternate form. These items disappear when you shapeshift back. If you have Beast Change, then you must select the item when you take this power. If you have True Shapeshifting, then you may create whatever you wish. However, anything more complex than a knife or a pair of pants may call for a Craftsmanship roll. Armour, thrown weapons, and one handed melee weapons created with this power are limited to rating 2, while two handed melee weapons are limited to rating 3.
Arsenal Of Flesh [-1]. You are no longer limited to creating a single item. You may a number of items, although large quantities may require a Craftsmanship roll.

Quick Shifting [-1]. You can modify your form pool as a supplemental action instead of a full action (see Supplemental Actions, p 213). Musts: Modular Abilities.

Symbiosis of Spirit -0 (requires Demonic Co-pilot)
Description: You and the demon possessing you are no longer two separate individuals but are instead a symbiosis of man and demon neither truly one thing nor the other, this requires a apropriate High Concept. You no longer have to take mental stress when acting according to your co-piolot's agenda as it is now your agenda, but any action that actively goes against your co-pilots agenda also threatens your gestalt, when doing so, you must roll Discipline against the result as if you were defending against an attack. Failure to succeed in this roll means you take mental stress and any consequences are chosen by the GM showing the friction between you and your co-pilot.

[-1] Transformation Sequence - Your transforming between forms takes an entire action but whilst transforming you have Temporary immunity from all harm, this immunity can only be used once a scene. (As everyone knows you cannot interrupt a transformation sequence).

TRUE FAITH


Skepticism beyond Reason [-1]
Description: People believe in many things. You believe they're idiots. Religion is hogwash. Monsters are just silly legends. Magic doesn't exist. You have faith in science and reason and nothing will sway you from it.
Musts: This power does not count as a supernatural ability, but every other supernatural power you take increases the cost of this power by 1. After all, it's hard to cast a fireball one round and then say you don't believe in magic the next. Your must have a high concept referencing your complete disbelief in the supernatural.
Effects:
There Must Be a Rational Explanation: Your disbelief in the Supernatural is solid. You always have a +2 bonus to resist belief in the supernatural, and those trying to convince you get no benefit from declarations that are based on the truth of their claims or the strength of their conviction. You may defend against all such attacks with either conviction or scholarship. Treat any attempt to convince you of the supernatural, or any use of a supernatural power in your presence as a social attack.
True Nonbeliever: Your belief in science is absolute. Petty things like "witness accounts," "evidence," or "personal experience" won't shake your faith. You believe science holds the potential to solve all mankind's problems, if only it weren't held up by those superstitious flat-earthers. Symbols of science count as symbols of your faith, and satisfy appropriate catches on monsters. Your house and any place of science are treated as holy ground when you are present, and you raise their thresholds by 2.
I Don't Believe in Fairies: Your presence satisfies the catch on all faekind. Additionally, you deal damage against tulpas and any other constructs whose existence is based solely on belief in them.
This Can't Be Happening: [-1] Your utter disbelief in the supernatural gives you +2 to avoid the effects of any supernatural influence on you. However, you automatically oppose any helpful supernatural effects at +2 as well. By default you resist with the higher of conviction or scholarship.

Void of Faith (-4)
Believing against Belief is a funny and frightening thing.
Must: Must have a High Concept that rejects the faith entirely, and can never have or take any True Faith or Spellcraft Powers.
“I Care Not for Your Superstitious Beliefs!”: You ignore the effects of Bless This House has on Thresholds.
“I Reject Your Faith!”: You gain Physical Immunity to all Holy/Unholy damage that ignores the general rule of “Faith Trumps All”.

Dedicated to the cause [-1].
Description: You effectively count as being in ‘true love’, or whatever the actual catch effect is , when facing a White court vampire, as your dedication to your 'mission' and what is stands for prevents you from being swayed by their powers.
Effects: Immunity form White Court powers. They probably don't like you very much either!

Home is Where You Make It [-1] This character carries his threshold with him, he may, with or without any special objects, setup a threshold with a value of two given adequate time to prepare (5-15 minutes). If the threshold is being setup in the open, then the size is up to the GM. It can be used to strengthen the existing threshold of a building by one. This power stacks with "Bless this House".

Faith Healing [-2]
Musts: You must have taken the Guide My Hand and Righteousness powers in order to take this ability.
You may use your Conviction skill to declare justification for your own or another character’s recovery from moderate or severe consequences of any type, even without access to proper facilities, given time to pray and (for another character) lay hands upon the character in question. In addition, you may spend a Fate Point to allow another character to heal from a Consequence as though it were one level lower in severity. So, the subject would recover from moderate consequences as though they were mild, etc. Consequences reduced below mild are always removed by the beginning of a subsequent scene.

DIVINE PROTECTION [-1]
Description: God, or some similar force, protects you and yours.
Skills Affected: None.
Effects:
Bless This House. Whenever you are inside a threshold, add 2 to the strength of that threshold.
Armour Of Faith. You may take an action in a conflict or a few seconds outside of one to call upon the protective power of god. This lets you give armour 3 against all physical stress to any number of characters for the rest of the scene, at the cost of 1 Fate Point per character.

HOLY TOUCH [-1]
Description: You radiate holiness.
Musts: You must have the Righteousness Power in order to take this one.
Skills Affected: Conviction, attack skills.
Effects:
Holy Touch. Your presence is like holy water, which can hurt or drive away many monsters. This allows you to use your Conviction skill for maneuvers and Declarations based around the use of holy power, and may expand the range of Compels that you can inflict. All of your attacks satisfy Catches that have to do with Holy Stuff, and any attack you make against a character that is vulnerable to holy power inflicts two additional stress. As a general rule, vulnerability to holy power involves having a relevant Catch or High Concept.

Miracle Man [-1]
Description: You are able to perform old school miracles, but at great cost.
Effect:
Bargain For Miracle. Negotiate with your gm for an appropriate cost in fate points for each miracle you perform. This power is potentially limitless in scope, given enough fate points.

A Pox on Both Your Houses [–1]
Description: Your faith in evil is such that even the protection of a threshold withers under your glower.
Skills Affected: Conviction.
Effects:
A Pox on Both Your Houses. By your very presence in or outside of a place, you may attempt to decrease the strength of its threshold — assuming your abilities aren’t already dampened too low by a threshold for this power to work. If your Conviction (After any Threshold Dampening) is higher than the Natural Threshold Rating of a particular place (i.e. before any characters’ Bless This House are added in), You may make a Conviction roll, lowering the place’s Natural Threshold Rating by the number of shifts you roll above the Threshold Rating (To a minimum of 1). Multiple individuals who have this power can stack the effects, making a coven of those Faithful to Demons or the Unholy a force to be reckoned with. And woe to anyone who is so foolish as to invite one of them in.

[-2] Aegis Daemon Shield - Your very presence, backed by the force of your rock solid Faith, is anathema to Supernatural beings of malicious or ill intent. Effects; The Emperor Protects. You may spend a Fate Point to create a shield of True Faith around yourself and your zone. This shield functions as a zone border with a value equal to the user's Conviction against all supernatural creatures that oppose the user, reduces the power and control of evocations that target characters inside of it by the user's Conviction, and reduces all stress inflicted by the natural attacks of supernatural creatures that oppose the user to characters inside of it by the user's Conviction. This effect only lasts one exchange, but it can be extended indefinitely at the cost of a supplemental action each exchange.

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