Post by mortambo on Jun 19, 2016 7:35:46 GMT -6
Magical Stunts
These are, of course, examples and you may build or come up with your own stunts for approval.
Warding:
These stunts do not require a sacrifice.
Invisibility: You whisper your True Name backward to create an inverted ward around you, making you Invisible until the end of the scene. Roll Warding against passive opposition from the environment: it might be Superb (+5) if you’re a dark grey cat trying to hide in a bright white corridor, but Average(+1) if you’re in a dark alleyway. If you’re a Warden, you can make multiple targets invisible by hiding everyone in a zone (+2 opposition) or by splitting your shifts among the targets chosen. Success with style grants an extra free invoke as normal.
Shadow Armor (Exclusive): You gather the surrounding shadows to armor your body, turning your fur black and your eyes into empty holes touched with faint glimmers of starlight. Gain Armor equal to your Warding for the rest of the scene and fill your lowest mental consequence. You can only use this power after nightfall or in dark places. This power can reduce the physical stress transferred to you from an active ward or by Absorb, but doesn’t protect against attacks based on fire or light. While in this unnatural form, you can use Fight to attack spirits and vice versa.
Absorb (Exclusive): You whisper your and an ally’s True Names to a pebble, linking you until the next sunrise or sunset. While you touch the pebble, any stress your ally would take is halved (rounded down), and the remainder you take as your choice of mental or physical stress. You can drop the pebble at any time, except when dice are being rolled against your ally. Anyone else who touches the pebble while this stunt is active shares a Strong Link with you and your ally (see Seeking in the book). You can only protect one ally with this stunt at a time.
Cat Walk (Exclusive): By whispering your True Name to the air, you create wards set against yourself that are shaped in cunning ways. You can manifest temporary bridges, gantries, or ramps of pure force that let you climb to otherwise inaccessible places. You can use this power to overcome relevant obstacles or to create advantages related to being in a weird or unexpected position. The First Rule of the Parliament of Cats means this power mustn’t be used in sight of humans; it has led to some embarrassing incidents for cats seen atop trees with no way down.
Naming:
Harm: You’re proficient enough with Naming to directly harm an enemy within one zone of you. Speaking your foe’s True Name to a small animal in your paws, you wound the animal to inflict identical but larger injuries on your target. This is a Naming attack, defended with Will or Naming. Scale does not apply to this stunt (see book). The small animal won’t die unless you inflict a consequence on your target, and you may limit attacks made with this power to one shift of stress. You can be disarmed if a compel or an advantage created makes you accidentally kill the animal or let it escape.
Animate (Exclusive): By sacrificing a small animal and whispering your True Name to an inanimate object—including corpses—you imbue it with life until the next sunrise or sunset. The opposition depends on the size of the object, starting at Average (+1) for insect-sized objects and increasing by two per rung on the scale ladder (see book). Animated objects can only move as their construction allows: a rope can slither, an action figure can walk around, but an inflexible statue can only judder on its base. Things you animate will follow simple instructions, but won’t fight. You can also assume direct control of the object, letting you perform any actions you wish. An animated object has one Good (+3) skill and one Poor (–1) skill. Animated objects can see and hear, even if they don’t have eyes or ears. The animating magic is quite fragile; it can be destroyed by attacking the animating energy directly from the astral plane or by attacking the physical object. Animated objects have one stress box. If you succeeded with style while animating the object, it gains a mild consequence. You can only animate one object at a time, unless you have the Multitasking stunt.
Control (Exclusive): This terrifying power lets you enter a mental conflict with an opponent up to one zone away whose True Name you know. In this conflict, you roll Naming opposed by your opponent’s Will. Consequences inflicted during this conflict can be compelled to represent brief moments of control. If you take out your victim, you gain complete control over him until the next sunrise or sunset. When you aren’t in direct control, the victim behaves like a shambling zombie that follows simple instructions but won’t fight or act independently. You can only control one victim at a time, unless you have the Multitasking stunt.
Multitasking (Exclusive): This stunt lets you control up to two beings and two animated objects at the same time.
Shaping:
A Knack for Change: You’re more experienced at changing your physical form. Each time you purchase this stunt, you can maintain another simultaneous Shaping aspect.
Change Size (Exclusive): You can use Shaping to radically change your size for the rest of the scene, letting you move along the scale ladder. The opposition increases by two per rung along the scale ladder you want to transform.
Disguise (Exclusive): This stunt lets you change your physical appearance to exactly match that of any other cat, including coat pattern, scars, and deformities. To adopt a disguise, create an advantage using Shaping with passive opposition based on how well you know the other cat. (see book)
If you know the target’s True Name, then you automatically succeed with style. If you succeed at a cost, the details of the disguise are somehow imperfect—modify the disguise aspect to reflect this—but the disguise is otherwise perfect.To fool anyone who knows the target, you’ll still need to roll Deceive. You can also use this power to create a disguise based on an imaginary cat. Inthis case, the opposition is based on how much the disguise looks different from you, starting at Average (+1) and increasing by one per difference in appearance.
Shadow Form (Exclusive): Whispering your name to the darkness, you transform yourself into a shadow, gaining Shadow Form for the rest of the scene. To attempt to transform, use Shaping with Fair (+2) opposition. If you fail the roll, you still become a shadow, but the transformation warps your mind; you gain a negative aspect—like Cruel Streak—for the rest of the scene. In this form you can see in total darkness, you’re completely invulnerable to physical sources of harm, and you can attack spirits (with Fight). Because you exist in two dimensions, you can slip through the narrowest crack and travel almost anywhere. However, you can’t travel outside of shadows or darkness, can’t attack or interact with anything physical, and can be hurt by spirits and light. Though you’re a shadow in a shadow, you aren’t invisible; you’re darker than your surroundings, and your eyes still shine with reflected light. You may, however, invoke Shadow Form to aid your Stealth rolls.
Seeking:
Dreamwalking: You attune yourself to a sleeping being by inhaling some of his breath, letting you visit his dream when you fall asleep yourself. In the dream you can speak with the dreamer, even if he’s human, and you can use your magic to shape his dreams. You can use this power to transform a nightmare into a pleasant dream, but you can also nefariously implant a belief or instruction into the dreamer’s subconscious. Some cats use this power just to speak and bond with their human companions and to enjoy the wondrous dreamscapes of their imagination.
Fighting a nightmare to calm the sleeper is mentally taxing. Resolve it as a mental conflict of Seeking, opposed by the nightmare’s intensity. A mild anxiety dream has Average (+1) intensity and no stress boxes, while a guilt-stricken nightmare of terror and loss has Superb (+5) intensity, three stress boxes, and three consequences. Losing this conflict can leave you feeling very drained when you wake; you may even suffer from a new phobia or other psychological problem. If you defeat the nightmare, you can apply a positive aspect to the dreamer or completely cure a mental consequence related to the root of the bad dream. You can converse with the dreamer with complete fluency. You can also use your access to the dreamer’s subconscious mind to begin a mental conflict. If you take him out in this conflict, you can dictate a belief that afflicts him until he’s convinced otherwise or you can implant a single instruction he must carry out during the next day. This is not something that should be trifled with, however— many a cat has been rendered permanently catatonic after a dream conflict gone wrong.
Because dreams are so malleable, everyone experiencing it can declare story details without spending fate points. You can shape the dream to create advantages by using Seeking, opposed by the dreamer’s Will. For example, you might create the aspect Nightmarish Chase to soften up the target for a Provoke attack. Be wary of lucid dreamers, however, who can turn the tables by creating their own advantages.
If you know True Name of a participant in the dream, create a situation aspect related to the participant’s name. You can invoke this aspect on any roll made against her, even if she isn’t the dreamer.
Multiple Dreamwalkers can visit the same dream, which may explain that time you woke under a pile of cats after a night of vivid dreams. Dreamwalkers can bring other cats with them, but strictly as invisible observers who can’t interact with the dreamer or the dream. GMs, if any players aren’t involved in the dream scene as Dreamwalkers or observers, ask if they want to play figments of the dreamer’s imagination.
Prognostication (Exclusive): You can delve into your own dreams and return with knowledge of what is yet to be. Once per session, after you’ve slept, make a Seeking roll against Average (+1) opposition. If you fail, you get a single-word aspect hinting at a future event. If you succeed, you get a single-word aspect hinting at a future event and a timeframe of several days in which it will happen. You can spend shifts, one at a time, to reduce the timeframe by one increment (Fate Core System, page 197) or to add a word to the prophetic aspect, not counting linking words. If you still have at least three shifts once you stop refining the prophecy, you succeed with style as normal.
GMs, if you wish to give players more control over the process, let them choose the prophecy type before rolling.
You can’t seek a second prophecy until the first has come to pass or been averted.
Astral Projection (Exclusive): While your body sleeps, you can send your soul traveling and take an Astral Form. In this form, no ordinary door or wall can stop you, you can see in complete darkness, and you can fly at great speeds. However, you can’t pass through natural rock, earth, or living things. The astral realm is home to many anchor-less spirits that will take exception to you entering their domain, but just as many are useful sources of information. If you’re within a few yards of a cat or another psychically aware being, it can see your ghostly presence with Notice, opposed by your Stealth. You can invoke Astral Form to help you on this roll. Your spiritual form can be harmed by spirits, creatures in both the astral and physical realms, and other astral travelers.
Conflicts in the astral realm look like ordinary battles, but one’s fighting ability is irrelevant compared to sheer force of personality. Astral conflicts are resolved by rolling Provoke opposed by Will, and all stress suffered is mental.
While you travel in the astral realm, your physical body is completely vulnerable, but you will sense any physical interference and can return to your body on your turn in the next exchange.
Psychometry (Exclusive): All events of emotional significance leave a psychic residue on the place and objects involved. By whispering your True Name to the place or object, you create a temporary resonance between your spirit and the subject of the event. Through this connection, you experience fragmentary memories of an emotional event in the subject’s history. Use this ability with caution—some events can take a toll on the mind.
An object or place can hold only one psychic impression; it takes an equally significant event to overwrite the existing one. A knife used to murder will carry that residue until it’s used to kill again.
To read the subject, use Seeking opposed by the time passed since the event, starting at Fair (+2) for a month or less and increasing by one per rung on the time ladder. If the object is imprinted with a particularly intense residue—for example, feelings of terror or homicidal rage—then it has an aspect like Murder Weapon. GMs, when a player begins to use this power on such an object, tell them that they sense a strong emotion but don’t reveal the aspect. This allows them to invoke the aspect for a fate point to gain an advantage on their Psychometry roll. If they wish to investigate the object in advance, they can create an advantage.
On a success, you see a fractured vision of the event from the perspective ofthe object or place. If you succeed with style, you can also ask one question, which will be answered clearly. If you succeed at a cost, then you still receive the vision, but you also take a mental consequence from the psychic feedback.
Viewing an event with very strong emotions inflicts a Great (+4) mental attack against you, which you can defend against with your Will.
These are, of course, examples and you may build or come up with your own stunts for approval.
Warding:
These stunts do not require a sacrifice.
Invisibility: You whisper your True Name backward to create an inverted ward around you, making you Invisible until the end of the scene. Roll Warding against passive opposition from the environment: it might be Superb (+5) if you’re a dark grey cat trying to hide in a bright white corridor, but Average(+1) if you’re in a dark alleyway. If you’re a Warden, you can make multiple targets invisible by hiding everyone in a zone (+2 opposition) or by splitting your shifts among the targets chosen. Success with style grants an extra free invoke as normal.
Shadow Armor (Exclusive): You gather the surrounding shadows to armor your body, turning your fur black and your eyes into empty holes touched with faint glimmers of starlight. Gain Armor equal to your Warding for the rest of the scene and fill your lowest mental consequence. You can only use this power after nightfall or in dark places. This power can reduce the physical stress transferred to you from an active ward or by Absorb, but doesn’t protect against attacks based on fire or light. While in this unnatural form, you can use Fight to attack spirits and vice versa.
Absorb (Exclusive): You whisper your and an ally’s True Names to a pebble, linking you until the next sunrise or sunset. While you touch the pebble, any stress your ally would take is halved (rounded down), and the remainder you take as your choice of mental or physical stress. You can drop the pebble at any time, except when dice are being rolled against your ally. Anyone else who touches the pebble while this stunt is active shares a Strong Link with you and your ally (see Seeking in the book). You can only protect one ally with this stunt at a time.
Cat Walk (Exclusive): By whispering your True Name to the air, you create wards set against yourself that are shaped in cunning ways. You can manifest temporary bridges, gantries, or ramps of pure force that let you climb to otherwise inaccessible places. You can use this power to overcome relevant obstacles or to create advantages related to being in a weird or unexpected position. The First Rule of the Parliament of Cats means this power mustn’t be used in sight of humans; it has led to some embarrassing incidents for cats seen atop trees with no way down.
Naming:
Harm: You’re proficient enough with Naming to directly harm an enemy within one zone of you. Speaking your foe’s True Name to a small animal in your paws, you wound the animal to inflict identical but larger injuries on your target. This is a Naming attack, defended with Will or Naming. Scale does not apply to this stunt (see book). The small animal won’t die unless you inflict a consequence on your target, and you may limit attacks made with this power to one shift of stress. You can be disarmed if a compel or an advantage created makes you accidentally kill the animal or let it escape.
Animate (Exclusive): By sacrificing a small animal and whispering your True Name to an inanimate object—including corpses—you imbue it with life until the next sunrise or sunset. The opposition depends on the size of the object, starting at Average (+1) for insect-sized objects and increasing by two per rung on the scale ladder (see book). Animated objects can only move as their construction allows: a rope can slither, an action figure can walk around, but an inflexible statue can only judder on its base. Things you animate will follow simple instructions, but won’t fight. You can also assume direct control of the object, letting you perform any actions you wish. An animated object has one Good (+3) skill and one Poor (–1) skill. Animated objects can see and hear, even if they don’t have eyes or ears. The animating magic is quite fragile; it can be destroyed by attacking the animating energy directly from the astral plane or by attacking the physical object. Animated objects have one stress box. If you succeeded with style while animating the object, it gains a mild consequence. You can only animate one object at a time, unless you have the Multitasking stunt.
Control (Exclusive): This terrifying power lets you enter a mental conflict with an opponent up to one zone away whose True Name you know. In this conflict, you roll Naming opposed by your opponent’s Will. Consequences inflicted during this conflict can be compelled to represent brief moments of control. If you take out your victim, you gain complete control over him until the next sunrise or sunset. When you aren’t in direct control, the victim behaves like a shambling zombie that follows simple instructions but won’t fight or act independently. You can only control one victim at a time, unless you have the Multitasking stunt.
Multitasking (Exclusive): This stunt lets you control up to two beings and two animated objects at the same time.
Shaping:
A Knack for Change: You’re more experienced at changing your physical form. Each time you purchase this stunt, you can maintain another simultaneous Shaping aspect.
Change Size (Exclusive): You can use Shaping to radically change your size for the rest of the scene, letting you move along the scale ladder. The opposition increases by two per rung along the scale ladder you want to transform.
Disguise (Exclusive): This stunt lets you change your physical appearance to exactly match that of any other cat, including coat pattern, scars, and deformities. To adopt a disguise, create an advantage using Shaping with passive opposition based on how well you know the other cat. (see book)
If you know the target’s True Name, then you automatically succeed with style. If you succeed at a cost, the details of the disguise are somehow imperfect—modify the disguise aspect to reflect this—but the disguise is otherwise perfect.To fool anyone who knows the target, you’ll still need to roll Deceive. You can also use this power to create a disguise based on an imaginary cat. Inthis case, the opposition is based on how much the disguise looks different from you, starting at Average (+1) and increasing by one per difference in appearance.
Shadow Form (Exclusive): Whispering your name to the darkness, you transform yourself into a shadow, gaining Shadow Form for the rest of the scene. To attempt to transform, use Shaping with Fair (+2) opposition. If you fail the roll, you still become a shadow, but the transformation warps your mind; you gain a negative aspect—like Cruel Streak—for the rest of the scene. In this form you can see in total darkness, you’re completely invulnerable to physical sources of harm, and you can attack spirits (with Fight). Because you exist in two dimensions, you can slip through the narrowest crack and travel almost anywhere. However, you can’t travel outside of shadows or darkness, can’t attack or interact with anything physical, and can be hurt by spirits and light. Though you’re a shadow in a shadow, you aren’t invisible; you’re darker than your surroundings, and your eyes still shine with reflected light. You may, however, invoke Shadow Form to aid your Stealth rolls.
Seeking:
Dreamwalking: You attune yourself to a sleeping being by inhaling some of his breath, letting you visit his dream when you fall asleep yourself. In the dream you can speak with the dreamer, even if he’s human, and you can use your magic to shape his dreams. You can use this power to transform a nightmare into a pleasant dream, but you can also nefariously implant a belief or instruction into the dreamer’s subconscious. Some cats use this power just to speak and bond with their human companions and to enjoy the wondrous dreamscapes of their imagination.
Fighting a nightmare to calm the sleeper is mentally taxing. Resolve it as a mental conflict of Seeking, opposed by the nightmare’s intensity. A mild anxiety dream has Average (+1) intensity and no stress boxes, while a guilt-stricken nightmare of terror and loss has Superb (+5) intensity, three stress boxes, and three consequences. Losing this conflict can leave you feeling very drained when you wake; you may even suffer from a new phobia or other psychological problem. If you defeat the nightmare, you can apply a positive aspect to the dreamer or completely cure a mental consequence related to the root of the bad dream. You can converse with the dreamer with complete fluency. You can also use your access to the dreamer’s subconscious mind to begin a mental conflict. If you take him out in this conflict, you can dictate a belief that afflicts him until he’s convinced otherwise or you can implant a single instruction he must carry out during the next day. This is not something that should be trifled with, however— many a cat has been rendered permanently catatonic after a dream conflict gone wrong.
Because dreams are so malleable, everyone experiencing it can declare story details without spending fate points. You can shape the dream to create advantages by using Seeking, opposed by the dreamer’s Will. For example, you might create the aspect Nightmarish Chase to soften up the target for a Provoke attack. Be wary of lucid dreamers, however, who can turn the tables by creating their own advantages.
If you know True Name of a participant in the dream, create a situation aspect related to the participant’s name. You can invoke this aspect on any roll made against her, even if she isn’t the dreamer.
Multiple Dreamwalkers can visit the same dream, which may explain that time you woke under a pile of cats after a night of vivid dreams. Dreamwalkers can bring other cats with them, but strictly as invisible observers who can’t interact with the dreamer or the dream. GMs, if any players aren’t involved in the dream scene as Dreamwalkers or observers, ask if they want to play figments of the dreamer’s imagination.
Prognostication (Exclusive): You can delve into your own dreams and return with knowledge of what is yet to be. Once per session, after you’ve slept, make a Seeking roll against Average (+1) opposition. If you fail, you get a single-word aspect hinting at a future event. If you succeed, you get a single-word aspect hinting at a future event and a timeframe of several days in which it will happen. You can spend shifts, one at a time, to reduce the timeframe by one increment (Fate Core System, page 197) or to add a word to the prophetic aspect, not counting linking words. If you still have at least three shifts once you stop refining the prophecy, you succeed with style as normal.
GMs, if you wish to give players more control over the process, let them choose the prophecy type before rolling.
You can’t seek a second prophecy until the first has come to pass or been averted.
Astral Projection (Exclusive): While your body sleeps, you can send your soul traveling and take an Astral Form. In this form, no ordinary door or wall can stop you, you can see in complete darkness, and you can fly at great speeds. However, you can’t pass through natural rock, earth, or living things. The astral realm is home to many anchor-less spirits that will take exception to you entering their domain, but just as many are useful sources of information. If you’re within a few yards of a cat or another psychically aware being, it can see your ghostly presence with Notice, opposed by your Stealth. You can invoke Astral Form to help you on this roll. Your spiritual form can be harmed by spirits, creatures in both the astral and physical realms, and other astral travelers.
Conflicts in the astral realm look like ordinary battles, but one’s fighting ability is irrelevant compared to sheer force of personality. Astral conflicts are resolved by rolling Provoke opposed by Will, and all stress suffered is mental.
While you travel in the astral realm, your physical body is completely vulnerable, but you will sense any physical interference and can return to your body on your turn in the next exchange.
Psychometry (Exclusive): All events of emotional significance leave a psychic residue on the place and objects involved. By whispering your True Name to the place or object, you create a temporary resonance between your spirit and the subject of the event. Through this connection, you experience fragmentary memories of an emotional event in the subject’s history. Use this ability with caution—some events can take a toll on the mind.
An object or place can hold only one psychic impression; it takes an equally significant event to overwrite the existing one. A knife used to murder will carry that residue until it’s used to kill again.
To read the subject, use Seeking opposed by the time passed since the event, starting at Fair (+2) for a month or less and increasing by one per rung on the time ladder. If the object is imprinted with a particularly intense residue—for example, feelings of terror or homicidal rage—then it has an aspect like Murder Weapon. GMs, when a player begins to use this power on such an object, tell them that they sense a strong emotion but don’t reveal the aspect. This allows them to invoke the aspect for a fate point to gain an advantage on their Psychometry roll. If they wish to investigate the object in advance, they can create an advantage.
On a success, you see a fractured vision of the event from the perspective ofthe object or place. If you succeed with style, you can also ask one question, which will be answered clearly. If you succeed at a cost, then you still receive the vision, but you also take a mental consequence from the psychic feedback.
Viewing an event with very strong emotions inflicts a Great (+4) mental attack against you, which you can defend against with your Will.