Sparks

## Advantages (1 Point)

**Aquatic Speech**

Requirement(s): Fimafeng

ou may communicate with any creature of the water as if you spoke the same language.

**Booming Evocation**

Requirement(s): Caster Status 0

Summoning rituals or spells Boost for you on 4s instead of 5s.

**Conceptualiser**

Requirement(s): Witch Caster Status 3 and Meditation 7

You only need to spend 10 minutes visualising food or drink and it is as if you had consumed that item. This means you no longer have to eat or drink.

**Hand of the World**

Requirement(s): Ghost

You can touch things in the Land of Flesh but only as if you had STR 1.

**Husjerovika’s Brood**

Requirement(s): Caliban

You are of the bloodline of a husjerovika and can breathe water as well as air and are capable of withstanding the depths of the ocean’s floor. Your eyes become bloated and yellow and your skin takes on the rubbery texture of a husjerovika. You gain a Species-Granted level of the Ugly Imperfection.

**Spirit Fly**

Requirement(s): Deal with the Devil, Meditation 4

You can summon a level 1 infernal light spirit which takes the shape of a fly. By allowing it to feed on you for 1 round (causing you 2 damage) you bind yourself to the creature. This bond allows you to use it as an extension of yourself and you may send it any distance to collect a soul or deliver a message for you. It only speaks Ahuramazdian.

**Swine-some**

Requirement(s): Plague-bearer and Meditation 4

You are of the blood of a morbus. This allows you to see through the eyes of any swine you have previously bitten. To do this is a Normal Action. By biting a pig, you can cause it to become infected with a Disease that will be passed on to those that eat it.

**Ylve**

Requirement(s): Alfar or Oni

By pulling figments of imagination from The Dreamlands, you are able to create translucent illusions. These are the most minor of illusions and anyone observing them can tell they are not real. Still, the ability to create ghostly sounds and flickering images can prove useful in a variety of ways. You can use this power a number of times per day equal to your Love + any Forte in (Impersonal). Each use of it is a Normal Action.

**Beast of Disease**

Requirement(s): Urge Appetite

During the Long Night, you can inflict lycanthropy not only in your nahual form but also in your wolf form.

**Careful Feeder**

Requirement(s): To Drink with Teeth

You are able to gain the maximum amount of blood you can take from a target without killing them.

**Dhampyr Eyes**

Requirement(s): Vampyr Scion

You may activate this power as an Accelerated Action, by doing so you gain the ability to see any vampyr within your line of sight for the rest of the scene. This includes those hidden or invisible.

**Eyes of the Night**

Requirement(s): Vampyr

You gain the ability to see as well in total darkness as you do in light. When in total darkness you see in black and white.

**Faster Form**

Requirement(s): Urge Appetite and Meditation 1

You may now assume any werewolf form as a Normal Action.

**Horns**

Requirement(s): Arawn

The arawn grows horns, the description of which can be whatever the player likes. The arawn will require a great deal of granite to eat in the chain (11 days) leading up to this transformation. This Advantage gives the player a Gore attack which deals 2/1/5.

**More Forms**

Requirement(s): Grey and Status 1

The grey gains one additional form. This Advantage can be taken as many times as the character chooses.

**Secrets of the Mind**

Requirement(s): Preta

You are able to experience the dreams of those you drain. This gives you insight into the subject’s mind. This grants you a bonus to your Diplomacy, Guile, and Intimidate Rolls equal to your Status against the subject.

**Thicker Hide**

Requirement(s): Urge Appetite

You gain a +1 bonus to your Species-Granted Hide Rating in your nahual form.

**Vitality Gauge**

Requirement(s): Vampyr

You instinctively know when your subject is getting close to expiring. This allows you to prevent yourself from accidentally killing your subject. All older vampyrs have learned dead bodies can attract unwanted attention.

**Family Heirloom**

You have a valuable item from your family, such as a bejewelled ring, pendant, or the like. The actual details are determined by the GM.

**Homestead**

You own a family home. This may mean that you to have to pay taxes.

**Restful Sleeper**

Requirement(s): Taken at character creation or access to at least one Astral sphere arcana

You only require 50% as much sleep as other members of your species. You must be of a species that sleeps in order to purchase this advantage.

**Virtuoso**

Requirement(s): 10 Ranks in any general skill, and Specialism in its skill set

You gain a +0.5 bonus to your skill set specialism modifier in this single skill.

**Vision in Gold**

Requirement(s): From a race that takes penalties in light.

You have become acclimated to the Sun and no longer suffer the usual effects for your race on account of either exposure or other methods. While bright light might still bother you slightly, you take no penalty from it.

**Voice of Praise**

Requirement(s): Sing 1, The ability to cast rituals.

You raise your voice in praise to your deity, delivering their rituals in song. You substitute your skill with Sing for your Ritualism when casting rituals.

**Wealth**

Requirement(s): Taken at Character Creation.

Your starting Opulence is 1 greater than normal. You can take this advantage 4 times. However, it can only be taken during character creation. The exact nature of this wealth could be whatever makes sense for the story to be told. Some examples include businesses, land, livestock, precious metals, trade goods or an aristocratic background. The higher your starting opulence is, the greater your access to equipment will be.

## Advantages (2 Points)

 **Aegir Speed**

 Requirement(s): Aegir or Fimafeng

 You double your Grades of Athletics when calculating Swimming Speed.

**Alviss**

Requirement(s): ENL 10 and Goliath

So great is your wisdom, you are able to speak with the soil. Though the spirit of the soil does not interpret information in the same way as would a sapient species, it has a wealth of information to offer.

**Armoured Magus**

Requirement(s): Magus Caster Status 0

When wearing armour you no longer take the standard Skill Penalty listed with that suit of armour when casting magic. You still retain all other Skill Penalties when wearing armour.

**Banshee**

Requirement(s): Ghost and Sing 5

You are able to produce a wail which causes everyone that can hear you to roll Meditation (Fear) against your Sing (A Capella). Any subject that rolls lower than you takes a -1 to all rolls until you stop singing. For every Boost on this roll you gain, the subject takes another -1 penalty to their rolls. Remember Boosts will be calculated separately against each subject. It is, of course, possible to Boost on one subject and not another. Like most rolls, this Boosts on 5. Additionally, you are able to see death around subjects, meaning that you know when someone is likely to die. It is of course possible for events to change this.

**Bjarg**

Requirement(s): ENL 10 and Rephaite

So great is your wisdom, you are able to speak with stone. Though the spirit of the stone does not interpret information in the same way as sapient species, it has a wealth of information to offer.

**Control Blaze**

Requirement(s): Eldjotnar

You are able to pull your flame back inside yourself. This allows you to avoid burning the world around you. It takes an Accelerated Action to activate this power.

**Discern Piety**

Requirement(s): Anakite, Caliban, or Demon

You can determine the Piety of a subject as an Accelerated Action.

**Edimmu**

Requirement(s): Ghost and Intimidate 3

You are able to inspire any living sapient creature within 10 feet of you towards violence. To do this, the subject (or subjects) must roll Meditation (Body Control) against your Intimidate. If you win this roll, the subject (or subjects) becomes filled with violent rage and a desire to commit criminal acts. The subject takes a -4 to ENL for the rest of the scene.

**Greater Hand of the World**

Requirement(s): Hand of the World

You can effect things across the wall of death at your normal STR.

**Hyrr**

Requirement(s): PRE 10 and Agni

So great is your force of personality, you are able to speak with fire. Though the spirit of the flame does not interpret information in the same way as would a sapient species, it has a wealth of information to offer.

**Keto**

Requirement(s): ENL 10 and Fimafeng

So great is your wisdom, you are able to speak with water. Though the spirit of the water does not interpret information in the same way as would a sapient species, it has a wealth of information to offer.

**Moon-calf**

Requirement(s): Caliban and Status 2

The blood of demons runs thick through your veins. So obvious is your heritage that other demons consider you one of them. Though you gain a Species-Granted level of the Ugly Imperfection, you are no longer considered a lesser being in the eyes of demons. This means they are likely to show you the same respect they would others of their own kind. While this can be dangerous, it also is likely to grant you access to many ancient secrets. Those that pray to dark divinities or practice demonolatry regard you as an elevated individual. This means they see you as being better than them and through fear may serve you. If you show weakness in their eyes, they are quick to turn on you and turn you into a powerful blood sacrifice. It is not uncommon for individuals with this Advantage to become champions of darkness or even rulers of twisted kingdoms or degenerate tribes. You are able to survive in The Outer Darkness. It should be noted that this Advantage does not confer an ability to travel into this dark dimension.

**Multi-Pathed**

Requirement(s): One Esoteric Path of the Magi

Buying this Advantage automatically gives you an additional point of Malfeasance. The paths of the magi were set up by the trolls to be followed exclusively. Still, in modern times some non-sacred magi have found ways to pursue more than one path. You still must buy each path separately as attempting to learn them is a major expenditure of time.

**Patagium**

Requirement(s): Grendel or Hollow Troll

You have flaps of skin that you can extend from under your arms. If you have Athletics 3 or greater, they allow you to glide. Though this is not true flight and you can only move slowly in a downward direction. It does prevent you from falling. You glide at ½ your Flying Speed.

**Poisonous**

Requirement(s): Species-Granted Poison or Poison Maker 3

This power takes a Normal Action. You can use this power a number of times per day equal to your Piety. Poisoning attempts Boost on 1 less than they otherwise would. The Poison can be created by you but does not need to be.

**Righteous Vision**

Requirement(s): Anakite

You can activate this power as an Accelerated Action. Once activated your eyes begin to glow and if you hear a lie it is accompanied by the sound of buzzing. When this power is active and you witness someone lying, it appears as if a swarm of minuscule flies are coming out of his or her mouth. Because of this, it is impossible to lie to you when this power is being used. When used, this power also grants you a +2 bonus against Fakes.

**Thunder Boom**

Requirement(s): Thunderbolt and Antero or Thrivaldi

You can throw Thunderbolts as an Accelerated Action, Move Action, or Normal Action. This means that if you wish, you are able to throw up to three thunderbolts per round by expending all of your actions.

 **Dire Wolf**

 Requirement(s): Greater Wolf and Status 2

 In wolf form your Stat bonuses and Hide Rating are now +4 instead of +3. You gain an additional +1 to your Running Speed.

 **Dream Weaver**

 Requirement(s): Sprite

 You may make a Diplomacy Roll against your subject’s Meditation (Astral) Resistance. If you win, they will fall asleep or enter a trance for a number of rounds equal to the number you defeat their roll by. They will awaken if they are damaged or shaken.

 **Eldritch Anticipation**

 Requirement(s): Vampyr

 You gain a bonus to your Reaction Roll equal to your Status.

**Espial**

Requirement(s): Any Contaminated

You automatically become aware of the presence of any Contaminated around you. You do not know where they are, just that they are near, but if you can see them you will know them as Contaminated. It should be noted that you are not able to determine which sort of Cursed they are through the use of this power.

**Form Mouth**

Requirement(s): Uitsojh and Speak Language 1

This allows the creature to speak any language they know.

**Greater Wolf**

Requirement(s): Urge Appetite

In wolf form your Stat bonuses and Hide Rating are now +3 instead of +2. Additionally, you gain a bonus to Perception Rolls in wolf form equal to your Status.

**Hard Beak**

Requirement(s): Chthon

Your beak is harder than normal, allowing your Bite attack to deal one extra Armor Surpass.

**Malignant Infection**

Requirement(s): Urge Appetite

You transmit lycanthropy more easily than others of your kind. You gain a bonus to your Hunter Roll on attempts to infect a subject with lycanthropy equal to your Status. Additionally, you gain a bonus of +5 to this roll when attempting to infect viagysh.

**Quicker Drain**

Requirement(s): Vampyr

You are able to drain an additional number of Stat points per attack against your subject equal to your Status. Pretas and veykuvadrykurs cannot take this Advantage.

**Raving Heart**

Requirement(s): Urge Appetite

This Advantage can only be used in your nahual form and must be activated when you shift. By spending one point from your Urge Appetite you gain a bonus to DEX equal to your bonus in Hate (Philosophies) Forte. This ability lasts until the end of the scene at which time you revert to your natural form.

**Skin of the Wolf**

Requirement(s): Thicker Hide

You gain an additional +1 bonus to your Species-Granted Hide Rating in your nahual form. This stacks with Thicker Hide.

**Speed of the Wolf**

Requirement(s): Urge Appetite

By spending one point from your Urge Appetite you gain a bonus when in nahual form to your Running Speed equal to your Status.

**Spirit Vision**

Requirement(s): Cyclops

Rare cyclopes are so deeply touched by magic that they are able to see spirits as if they were part of the material world. This is a constant ability that the cyclops can turn on or off as an Accelerated Action. All cyclopes that poses this ability have bright-green eyes.

**Spitting Snake**

Requirement(s): Typhon

You are now able to spit your venom up to 15 feet. You make a Brawl (Breath Weapon) Attack with the standard ranged weapon rules. If your attack hits the subject, they must make a Conditioning (Poison) Resistance Roll against your Waterman (Fishing), or Outdoorsman (Hunter). If they fail their roll, they will be blinded for the rest of the scene. If you gain three Boosts on this roll, the subject will be blinded permanently.

**Sudden Shapeshift**

Requirement(s): Faster Form, Meditation 3 and Meditation (Body Control)

You may now assume any werewolf form as a Move Action.

Three Tails Requirement(s): Kitsune, Two Tails and taken at character creation.

You were born with three tails. Not only can you see and hear spirits and ghosts but you can speak with and touch them. This also allows you to attack them if you wish with your hands or anything you hold.

**Two Tails**

Requirement(s): Kitsune and can only be taken at character creation.

You were born with two tails and as a result can see and hear spirits and ghosts the same as you can see physical creatures.

**Underneath the Moon**

Requirement(s): Urge Appetite

When you can see the moons in the sky, you gain a +1 bonus to all rolls regardless of form.

**Vicious Attack**

Requirement(s): Arawn and Intimidate 1

The arawn’s Strikes become far more powerful. This gives them a +1 bonus to the damage from their Strikes attacks. This Advantage can be taken twice. The bonus from this Advantage gives a penalty of the same amount to all weapon use rolls and to all rolls to write or draw.

**Attractive**

You are a good-looking member of your race and as such, you gain a bonus of +1 to all Awe and Seduction rolls when dealing with anyone that would find you desirable. Those with this talent will often find themselves presented with additional opportunities.  Regardless of gender, Attractive people are generally preferred by most individuals. You can select this talent 3 times. A member of a race with 3 levels of this talent is considered to be one of the best-looking specimens of their people. This talent also brings with it the drawback of unwanted attention. Also note that some races automatically have 1 or more levels of Attractive. This talent can be bought more than once. Each time it is bought you gain an additional level. Having 3 levels of this talent over any race-granted levels of Attractive intrinsically has places you at the top of physical attractiveness for your race.

**Icon**

Requirement(s): Famous

Your fame is now equal to 2 times your PRE Rating and your Level/10.

**Light Sleeper**

Requirement(s): Perception 1

You are a light sleeper, which makes you hard to sneak up on, even while asleep. You receive only a -2, instead of a -10 penalty to all Hearing rolls while asleep. This talent has the intrinsic drawback of requiring 20% more sleep time a night. Otherwise, the character will receive -2 on any recovering rolls.

**Sleep of Death**

Requirement(s): 3 ranks spent within both the Meditation and Occult skill sets

Spending 10 minutes in meditation allows you to enter a deep trance which makes your body appear dead. Anyone casually examining you will conclude you are dead; however, you are fully aware of your surroundings. Subjects closely examining you may make a Barber (Long-term Care) roll against your Meditation (Astral). If you win this roll, the subject will believe you are dead. Any form of casting capable of revealing your Life Force will indicate you are alive but dying.

**Walk Amongst Zombies**

Zombies will consider you to be one of them and will not attack you, regardless of whether you are attacking them or not.

## Advantages (3 Points)

**Addler**

Requirement(s): Alfar or Oni and Status 2

You have the power to muddle the thoughts of those you choose. This makes them slow, clumsy, and confused. You roll a contested Astral Roll against your subject. If you win they receive a penalty equal to your Status to all actions on their next turn. You can use this power a number of times per day equal to your Hate + any Forte in (People).

**Agni**

Requirement(s): STR 10, VIG 9, and PRE 9. Must be taken at Character Creation.

The blood of an eldjotnar runs through your veins. Two feet taller than most of your kind, you have dusky to ebony skin, coal-black eyes, and flame-red hair.    You have a +1 bonus to Artist Rolls and Fire Tolerance 2 + your Status. You greatly fear bodies of water and have a -4 Fear Resistance Roll any time water is used as a threat. You are unable to swim regardless of your Grades in Athletics.

**Alfar**

Requirement(s): STR 9 and PRE 9 and Attractive Must be taken at Character Creation.

Blue-skinned with long, pointy ears and refined features, about a foot taller than most of your species, you are the scion of an oni and distinctly fey. Purple, red, icy-blue, silver, black, and orange are the most common eye colors. Though your appearance is greatly influenced by your oni parentage, you also possess some of the traits of your other heritage. This heritage must be fey. It is not known whether oni cannot or simply do not reproduce with members of non-fey species. Still, it is known that no alfar has been born to parents that are not of the fey order. Meehanghes, freyaens, and nymphs are the most common species to produce alfars.     You are Invulnerable to any effect that would cause you to sleep. You never sleep, and if an ability forces you to sleep, you will be pulled bodily into The Dreamlands instead. Though you must rest as do other people, you do not need to sleep and must only meditate for 30 minutes a day. You gain a +1 bonus to Artist Rolls and you gain the Species-Granted Forte: Diplomacy (Fey).

**Alpdruck**

Requirement(s): Addler or Ylve

You can now use the powers of the Addler or Ylve Advantages as Accelerated Actions or Move Actions. Still, you must have those Advantages to use their powers. This Advantage merely quickens your time. Multiple uses of Addler on the same subject do not stack.

**Alptraum**

Requirement(s): Alfar and Status 1

You are able to enter the dream of any sleeping individual and through it The Dreamlands themselves. You must defeat the subject on a contested Astral Roll. When you enter the dreamer, your presence causes them nightmares. It typically takes you at least 15 minutes to exit their mind into The Dreamlands. This power takes a Normal Action. You can use this power a number of times per day equal to your Piety.

**Anakite**

Requirement(s): Meditation (Fear) and Scion of Light

You are the scion of descendent angels (angels from Hell). You gain claws, fangs, and horns, each capable of inflicting terrible wounds. When Brawling, your Attacks deal 1 additional point of damage. If your Brawl Attack deals damage to a subject, they additionally take 1 point of VIG damage. This VIG damage returns at a rate of 1 per day. You gain a +1 bonus to Lying and Intimidate Rolls. It is clear to anyone looking upon you that you are not a normal member of your species.

**Animal Call**

Requirement(s): Goliath and Handle Animal 6

You may call any form of land animal. This means a member of that species will arrive as quickly as possible, if possible. This does not teleport the animal, so it must come at its normal speed.

**Antero**

Requirement(s): STR 10, VIG 9, and PRE 9.

Must be taken at Character Creation. Broad shoulders, bright-green eyes, hair like fog, and a deep, rumbling laugh mark you as the scion of a thrivaldi. As a Normal Action, you are capable of exhaling a cloud of fog. For the rest of the scene you may float upon this cloud. It allows you to levitate a number of feet off the ground equal to your PRE Rating. You may use this power a number of times per game session equal to your Love. You have Electricity Tolerance 1 and gain a +1 bonus to Sing Rolls. You cannot pick up Silver and being around it makes you ill.

**Aquatic Call**

Requirement(s): Fimafeng and Handle Animal 6

You may call any form of aquatic animal and it will come to you. This may take some time, depending on how far away it is.

**Astral Telemetry**

Requirement(s): Oni You are able to teleport to any place within The Dreamlands as a Move Action. There is no limit to the number of times you can use this power. Additionally, you can transmit your location to any other oni in the Astral as an Accelerated Action.

**Beguile**

Requirement(s): Ability to cast Sovereignty School magics of Level 3 or higher.

You gain the ability to paralyse anyone you make eye contact with. The subject must roll Meditation (Mind Control) against your Diplomacy. If you win this roll the subject is paralysed as long as you retain eye contact with them. Thus they may take no action. This requires the use of your Accelerated Action every round.

**Blade of Ice**

Requirement(s): Gangleri

You are capable of making an axe or sword from spiritual ice. Any weapon made from this power deals one extra point of Cold damage. Otherwise, it functions like a normal weapon of its type. Additionally, you can make other items of a similar size from ice. This ice, like real ice, will melt. You can use this power a number of times per day equal to either your Hate or Love.

**Breath of Storm**

Requirement(s): Brawl 8 and Antero or Thrivaldi

As an Accelerated Action, you may make a Brawl (Breath Weapon) Attack against the subject’s Acrobatics (Balance). If you win the roll the subject is knocked to the ground. Additionally, this attack fills the area with fog and makes it difficult to see.

**Burning Acrimony**

Requirement(s): Eldjotnar or Agni

You have a Breath Weapon that deals an amount of Fire damage equal to your PRE Rating. It automatically overcomes all Armour and Boosts on 6. This ability can only be used every other round, regardless of the amount of Advantages that modify it.

**Burning Wrath**

Requirement(s): Eldjotnar or Agni, Burning Acrimony, and Passion Forte Hate (Wrath)

You add a bonus equal to your Wrath score to your Burning Acrimony damage.

**Caliban**

Requirement(s): Conditioning (Life Force) and taken at Character Creation.

Betrayed by the abnormalities of your physical form, you are the scion of a demon. It is impossible for you to pass as a normal member of your species. The exact nature of these deformities are yours to decide though they may include sucking mouths, proboscises, claws, tails, spines, horns, cilia, capsule growths, or any other horrendous details you would like. When Brawling, your Attacks deal 1 additional point of damage. If your Brawl Attack deals damage to a subject, they additionally take 1 point of VIG damage. This VIG damage returns at a rate of 1 per day.   You gain Species-Granted Fortes Conditioning (Disease) and Stealth (Hiding) and a Species-Granted level of the Ugly Imperfection. You also gain a +1 to Intimidate Rolls. Additionally, you are Hypersensitive to Gold.

**Call of the Frozen World**

Requirement(s): Gangleri

You may call any animal of Nifland and may communicate with these animals as if you spoke the same language.

**Call of the Kingdom of Sky**

Requirement(s): Antero

You may call any animal of the air and may communicate with these animals as if you spoke the same language.

**Calvaluna**

Requirement(s): Caliban and PRE 10

You are able to change your body to the colour of shadow as a Normal Action. You gain a bonus to your Hiding Rolls equal to your PRE Rating. Additionally, you can cause lights the size of bonfires or smaller to emit only half as much light. You also gain a +1 bonus to Life Force Resistance Rolls. This bonus does not stack with rituals form the Darkness Precept.

**Cambion**

Requirement(s): A level of the Attractive Advantage that is not Species-Granted and Scion of Light.

You are the scion of a fallen angel (a succubus). Your eyes become deep-pink orbs and you grow a tail, horns, teeth, and claws. These Brawl Attacks deal 1 point more damage than Brawl Attacks of your species normally would (the norm for Brawl Attacks is 2/0/7). Additionally, you have a Species-Granted level of the Attractive Advantage.   You gain a +1 bonus to Seduction and Species-Granted Intimidate (Freyaen) Forte. It is clear to anyone looking upon you that you are not a normal member of your species and freyaens know what you are.

**Child of The Void**

Requirement(s): Perception (Sight) taken at Character Creation.

The blood of a lacuna runs through your ancestry. Your body is covered in eyes, making you look abnormal to others of your kind. This gives you the Ugly Imperfection. You gain a +1 bonus to Life Force and Poison Resistance Rolls. Additionally, you gain a Species-Granted Forte Perception (Sight).

**Eater of Darkness**

Requirement(s): Caliban, Hate 7, and Hate (Things) Forte.

Your blood is that of a demon’s and, as such, you know them as you know yourself. You gain a bonus to damage on all Attacks against demons equal to your Status. This Advantage is common amongst those descended from rakshasas, though it does appear in other lines.

**Electricity Tolerance**

Requirement(s): A spirit of or a scion of a spirit descended from Igvale

You ignore an amount of damage equal to 2 + your Status every time you are dealt Electricity damage. Tolerances stack with all other tolerances of the same type.

**Enhanced Drain**

Requirement(s): Ghost and Conditioning 3

You may add your VIG Rating to your Drain Attack.

**Entropymancer**

Requirement(s): Luck of the Draw

As an Accelerated Action, you may spend 1 point from your Luck Pool to give a subject a penalty, equal to your PRE Rating, to all their rolls until the end of your next turn. Also you gain 1 additional point to your Luck Pool.

**Eyes of the Oubliette**

Requirement(s): Anakite

You are able to transform your eyes into black pits of darkness as a Normal Action. This lasts as long as you desire. The target of your gaze, which requires a Normal Action, must make a Love (Compassion) Roll against your Guile + bonuses to Lying. If you win, hopelessness sets in on them and they are unable to take any action other than movements for a number of rounds equal to your PRE Rating, plus any Boosts you gained. This action has a Boost of 6. Additionally, the subject’s Speed is halved while this effect is in place.

**Fimafeng**

Requirement(s): STR 11 and VIG 9 and must be taken at Character Creation.

At least two feet taller than most members of your species, the blood of an aegir flows in your veins. Slight webbing between your hands and feet, as well as faint sea-green coloration and blue or green eyes, belie your aegir heritage.  You gain a +1 bonus to your Swimming Speed, Skill Familiarity: Swimming, a Cold Tolerance of 1, and a Bone Tolerance of 2. Additionally, you are capable of breathing both air and water.

**Fire Storm**

Requirement(s): Flaming Ire and Brawl 8 and Eldjotnar or Agni

You may now use Burning Acrimony as an Accelerated Action.

**Fire Tolerance**

Requirement(s): A spirit of or a scion of a spirit descended from Ahuramazda or Morghul. You ignore an amount of damage equal to 2 + your Status every time you are dealt Fire damage. Tolerances stack with all other tolerances of the same type.

**Flaming Ire**

Requirement(s): Burning Acrimony and Brawl 3 and Eldjotnar or Agni

You may now use Burning Acrimony as a Move Action.

**Gangleri**

Requirement(s): STR 11 and VIG 9

Bluish, icy veins run through your skin and noble antlers crown your head. Two feet taller than others of your species, you are the scion of a hrimthur. You have Cold Tolerance of 2 + 1 per Status. You have a Gore Attack which deals 3/0/6. You gain a +1 bonus to Smell Rolls. You hate fire and are not capable of starting a fire. Additionally, you gain a -1 to Fire Resistance Rolls (including Intimidate Rolls employing fire).

**Garuda**

Requirement(s): Conditioning (Heat) and taken at Character Creation.

The blood of a phoenix runs through your veins. You gain a +1 bonus to Dancing and Disease Resistance Rolls. Additionally, you have a Species-Granted level of the Attractive Advantage.  You have a trait or traits of your choice which indicate to anyone that you are not fully a member of your flesh-bound species. This could be a light sheen of feathers on a part of your body, glowing orange eyes, feathery hair, or anything else you or the FT decides. Regardless of your Grades in Athletics you can never make Swimming Rolls and you will never enter open water as it fills you with fear. You are still capable of bathing in shallow water. Most Garuda are from the Desert of Ash.

**Goliath**

Requirement(s): STR 11 and VIG 9. Must be taken at Character Creation.

So alien is your appearance from others of your species that few believe you are one of them. A large, yellow eye dominates your face and a single, ivory horn juts from your brow. The blood of a balor flows through your veins. You have a Gore Attack which deals 3/0/6 as well as Acid and Wood Tolerance 2 + Status. You have the Animal Speech ability of the balors. Your starting DEX score cannot be over 10. You are Hypersensitive to Obsidian. You have a -4 penalty to Sight based Perception Rolls and to Attacks with all ranged weapons. Additionally, you have a Species-Granted level of the Ugly Imperfection.

**Grendel**

Requirement(s): VIG 10 and INT 11. Must be taken at Character Creation.

You are descended from one of the four species of trolls. This means you have features that betray this heritage.  You gain Skill Familiarity: Disease and Poison and a +1 bonus to Disease and Poison Resistance Rolls. Additionally, when not in The Quick, you regenerate all damage you have taken at the conclusion of the scene. This means that, while you do not regenerate on a round-by-round basis (meaning not in combat), your body will completely heal all minor injuries between scenes when you are able to rest for a few minutes. Major injuries (meaning being in The Quick) must be healed normally. Anyone with the Occult Forte (Trolls) can immediately recognise you for what you are. This grants you a +2 bonus on Diplomacy Rolls against huldre. However, those that loath trolls will view you as a troll and seek your destruction. Not only does this mean followers of the Enforcers, but also those interested in using your flesh, blood, or soul for their own experimentation. Remember that many magi are far from faithful.

**Haunt**

Requirement(s): Ghost and Intimidate 5

You are able to produce haunting effects such as bleeding walls, chains rattling, and opening and shutting all the doors and windows in a dwelling.

**Imprint Upon Plant**

Requirement(s): Grendel or Oak Troll

You are able to pull images from any plant you touch, as if you were looking from the plant outwards. These images are of what happened in the previous 24 hours around the plant. It is easy for you to pass through this time and pull out images that produce interest. Additionally, you can imprint yourself upon a plant for 24 hours. Anything that the plant could “see” during this time, you can also see when you choose to direct your vision into the plant. This will even work with a plant that has been cut, such as a flower.

**Jack Frost**

Requirement(s): Hrimthurs or Gangleri and Nifland Breath

You can add the bonus provided by your Passion Forte: Hate (Wrath) to your damage from Nifland Breath. For example, if you have a Hate 7, then the bonus granted from your Wrath Forte will be +2 to the damage of this Breath Weapon Attack.

**Knight of Dreams**

Requirement(s): Oni or Alfar

You add your Status to Astral Rolls. You are now considered to be minor royalty within The Dreamlands.

**Knight of 1,000 Flames**

Requirement(s): Righteousness and Eldjotnar or Agni

Once per game session, as an Accelerated Action, you may make an Attack which adds your Hate score + your PRE Rating to your Attack Roll. Also, if you have the Hate (People) Forte, you may add this bonus to your damage as well.

**Loved by the Sun**

Requirement(s): Scion of Light Bloodline or unicorn

As a descendant of an angel, or a unicorn, you have gained the ability to heal yourself. As a Normal Action, you can heal yourself for an amount of damage equal to your PRE Rating a number of times per day equal to your Love (Philosophical) score. This Advantage is affected by the Heal Self Advantage. You are not able to use this Advantage when you are in The Quick. Your skin takes on a golden colour.

**Materialise Wood**

Requirement(s): Goliath

You are able to produce a wooden item the size of a chair or large club. The weapon de-materialises once the scene has ended. Any wooden weapon made with this power gain an extra point of Armour Surpass.

**Million Eyes**

Requirement(s): Anakite

As an action, which takes up to 10 rounds, you can shift your sight from your own eyes to that of any fly within a mile, allowing you to see whatever they see. With a Handle Animal Roll of 12 you can command the fly to move wherever you would like.

**Muscle Memory of the Flesh**

Requirement(s): Incarnation (The Body of Flesh)

You gain the Benefits and Weaknesses of one species. To take this Advantage, you must have been made from the flesh of that species. This Advantage can be taken three times. You must have been constructed from multiple species to take this Advantage more than once.

**Nephilim**

Requirement(s): Conditioning (Disease) and Scion of Light

You are the scion of celestial angels. Your eyes become golden or green orbs. You can use the ritual Glare of the Sun a number of times per day equal to your PRE Rating. Additionally, you have a Species-Granted level of the Attractive Advantage. You gain a +1 bonus to Diplomacy and Disease Rolls. It is clear to anyone looking upon you that you are not a normal member of your species.

**Plague-bearer**

Requirement(s): Caliban

The viral nature of your heritage has come full bloom within you. The diseased taint of your blood has infested your soul to such a degree that you are now living disease. As such, you are Invulnerable to Disease. Though disease has no negative effects on you, its presence upon you is readily noticed. This makes clean folk shun you. However, you may move freely through leper communities and other such holes of disease. Your body becomes even more hideous and demonic, granting you a Species-Granted level of the Ugly Imperfection.  You must determine the nature of your Disease with the FT. The Disease can be airborne, blood-borne, or transmitted in any other way that is appropriate to the Saga. The numbers of Diseases within K’Vega-Thale are nearly beyond counting and you may be infected with any of them or the type you have may be unique to you. You are a plague-bearer and are now considered a demon.

**Possession**

Requirement(s): Ghost and Status 4

Like spirits level 3 and above, you are able to possess the living. When you attempt to enter the subject, they roll Meditation (Body Control) against your Intimidate. If you win this roll, you will be in control of their actions. This roll must be re-rolled every round. If you win three in a row, you will be in control of this body permanently or until you decide to leave. You can only attempt to possess any subject once per day. The subject gains a +1 bonus to their Resistance Roll for each time you have failed to possess them (this bonus is permanent).

**Punisher of the Malfeasant**

Requirement(s): Magus Caster Status 1 or Troll

You can detect the amount of Malfeasance in a subject as a Normal Action. This can be used a number of times per day equal to your Piety, which must be in N’Thraxu or one, or more, of the trolls.  Also, as an Accelerated Action, you can make an Attack which gains a bonus to its Attack Roll equal to the subject’s Malfeasance. This can be used a number of times per day equal to your Hate (Philosophies).

**Rephaite**

Requirement(s): STR 11 and VIG 10. Must be taken at Character Creation.

Stone-grey skin and eyes like emeralds mark you as a scion of a vipunen. You stand at least 1 foot taller than most of your species.  You have Iron and Silver Tolerance 2 + Status. You have a +1 to all rolls involving Iron and Silver. You can see ghosts. You must switch your sight into the realm of the dead which takes a Normal Action to see them. Your starting DEX score cannot be over 11.

**Scion of Light**

Requirement(s): Meditation (Mind Control) and taken at Character Creation.

A nimbus of light (of a color of your choice) surrounds your head at all times granting more illumination than a torch. This halo increases your Defense by +2 against baobhan siths, Contaminated, demons, and meehan-ghes. You can suppress this light for the scene by taking 2 HG damage, but you will also lose your Defense bonus by doing so. You take a -5 to Hiding Rolls as long as you have this nimbus in effect. Additionally, you have a Species-Granted level of the Attractive Advantage. Your Brawl Attacks are considered Gold.

**Sign of the Morning Star**

Requirement(s): Cambion

As an Accelerated Action, you can perform the Sign of the Morning Star. You can use this power as many times as you would like. If you deal damage in the same round to a freyaen as you use this power, they will take 1 point of Ataraxia damage.

**Slay the Soft Soul**

Requirement(s): Rephaite or Vipunen and Status 4

You are able to end the lives of those weaker than you by yanking their ghost from their flesh. By using a Normal Action, you are able to kill a number of Extras (whose Status must be lower than yours) per round equal to your PRE Rating.

**Spectral Flight**

Requirement(s): Athletics 3 and Ghost

You are able to Fly.

**Spirit Hide**

Requirement(s): A spirit or a Scion Bloodline.

You have a Hide Rating of +1. You can take this Advantage three times.

**Stone Ripper**

Requirement(s): Grendel

Being descended from the under trolls, you can rip through stone at a Speed equal to your STR Rating.

**Thunderbolt**

Requirement(s): Weaver 8 and Antero or Thrivaldi.

You are capable of creating a quiver which can be used to catch living lightning during a storm. Once this lightning is caught, you are able to produce and hurl it as an Attack Action. These bolts function as Spears and deal 1/-/1 Electricity damage (they will deal 1 extra point of damage to anyone wearing metal armor). You can hurl as many of these bolts as you like. This quiver must be refilled with more lightning at least once a cycle or it will cease to function. It should be noted that lightning will gravitate towards this quiver. Anyone that does not have Invulnerability to Electricity will be damaged should they touch this lightning.

**Accelerated Social Supremacy**

Requirement(s): Nymph Status 3 and Social Supremacy

You now gain the ability to attempt to Awe, Cower, or Fake a subject as an Accelerated Action.

**Alternate Form**

Requirement(s): Arawn

They can assume the form of one other basic creature. This will be a form unique to them, not the form of another person and once chosen it cannot be changed. Most chose ferrums or ogres. When they revert to their true form it looks as if they have pulled a skin suit off and watching the experience can be horrific to onlookers. The skin begins to rot as soon as it is pulled off and dissolves within an hour.

**Animal Ability**

Requirement(s): INT 3 or less.

Your INT is treated as if it were one point higher but only for purposes of determining the number of skills you receive. Any creature with INT 3 or less can take this Advantage twice.

**Aurad Scion**

Requirement(s): Scion of Beauty and Perception (Hearing)

You gain +2 to your Running Speed and Skill Familiarity: Reflexes. Additionally, you qualify as a nymph and an aurad, which allows you to select their Advantages. You also gain Hypersensitivity to T’Hoolian Blood Iron.

**Blood Red Desire**

Requirement(s): Urge Appetite

When in nahual form, you may spend one point from your Urge Appetite to grant you a bonus to Intimidate Rolls for the remainder of the scene equal to your Status.

**Boread Scion**

Requirement(s): Scion of Beauty and Perception (Hearing)

You gain Cold Tolerance equal to 2 + your Status. Additionally, you qualify as a nymph and a boread, which allows you to select their Advantages. You also become Hypersensitive to T’Hoolian Blood Iron.

**Command Wolves**

Requirement(s): Vampyr and Handle Animal 3

You are able call wolves to you. There must be wolves within five miles of you to use this power. A number of wolves no greater than you PRE Rating will respond to this summons, moving to you as fast as possible; however, the FT must determine how far away they are. While you cannot understand them, you are able to communicate basic commands to them and they will obey. This power assures that the lairs of many vampyrs are well-guarded during the day.

**The Core of Annihilation**

Requirement(s): Nocnitsa and Warlock Caster Status 7

This Advantage grants you an additional spell, one that may only be cast after you successfully imprison the soul of your subject within an anima crystal. Once this has been done, you trace the strange mathematical symbols of The Outer Darkness in the air, opening a hole in reality through which primal, entropic energy slithers. Once this energy is inside the subject’s body, they will be transformed into a nocwight. These powerful Contaminated obey your orders as dutiful grandchildren would their beloved grandmother. They are otherwise completely in control of their own actions. You may have a number of noc-wights equal to your PRE Rating serving you at any one time. You may release them as you wish. If you are slain, all nocwights become free of your control.

**Fortitude of the Twisted Soul**

Requirement(s): Urge Appetite

This Advantage can only be used in your nahual form and must be activated when you shift. When you spend a point from your Urge Appetite you gain a bonus to VIG equal to the number of points you spend plus your Hate (Places) Forte. The more points you spend when activating this power, the more physically impressive you appear. This ability lasts until the end of the scene at which time you revert to your natural form.

**Frightful**

Requirement(s): Vampyr and Intimidate 3

As an Accelerated Action, you gain a bonus to Intimidate equal to your Status by demonstrating your vampyric condition. The use of this power leaves all witnesses fully convinced you are a monster of darkness. And they would be right.

**Greater Hide Rating**

Requirement(s): Species-Granted Hide Rating of at least +1

Your Hide is thicker and stronger than most of your species. This grants you a +1 bonus to your Hide Rating.

**Haliad Scion**

Requirement(s): Scion of Beauty and Perception (Hearing)

You gain Fire Tolerance equal to 2 + your Status. Additionally, you qualify as a nymph and a haliad, which allows you to select their Advantages. You also become Hypersensitive to T’Hoolian Blood Iron. Scions of gorgons can also take this Advantage.

**Invulnerability to Poison**

Requirement(s): Unicorn

Poison can no longer affect a unicorn in any way.

**Otherworldly Strike**

Requirement(s): Arawn and Piety 3 (Zhaust)

Through the favor of Zhaust, the arawn’s natural weapons can now Strike ghosts. This power is activated as an Accelerated Action and lasts for a scene. When active, it appears as if there are hazy shadows around any natural weapon the gargoyle has.

**Remove Hatred**

Requirement(s): Scion of Light Bloodline or Unicorn

As an Accelerated Action, you can remove an amount of Hate from one subject equal to your Love. The Hate is removed for the duration of the scene. This ability only works once per day.

**Resistance to Glare of the Sun**

Requirement(s): Being any of the types of creatures affected by this ritual.

You add your Status to all rolls to resist this or similar rituals. You may buy this ritual twice. The second purchase of it doubles your Status for the Resistance Roll. Children of Loptif possessing this advantage do not gain its benefit against clerics of Luk-Coo.

**Scion of Beauty**

Requirement(s): Attractive 1 and Sing (A Cappella)

Forte You are from the line of one of the races of nymphs but not a nymph yourself. You live twice as long as a normal member of your species. Additionally, you gain a level of the Attractive Advantage. This level counts as Species-Granted which means it does not count against the amount allowed by the Attractive Advantage. The level of the Attractive Advantage needed for you to select this Advantage cannot be Species-Granted. Scions of gorgons can also take this Advantage, though their requirement is Handle Animal (Snakes) instead of Sing (A Cappella).

**Skin of Stone**

Requirement(s): Arawn

They gain a +1 bonus to their Hide Rating. This can be taken twice.

**Social Supremacy**

Requirement(s): Nymph

You may now attempt to Awe, Cower, or Fake a subject as a Move Action or a Normal Action. Without this Advantage, you can only attempt to Awe, Cower, or Fake a subject as a Normal Action.

**Telepathy**

Requirement(s): Grey and Status 2

The grey has the ability to read the minds of others and can speak to them in their mind if they understand the same language. The grey rolls Guile against the subject’s Meditation (Mind Control). If the subject successfully resists, the grey cannot attempt this ability against them for the rest of the scene.

**To Drink With Teeth**

Requirement(s): Dhampyr’s eyes and Greater Stats.

You gain the ability to grow retractable fangs and to gain nourishment from the blood of others. Every round you feed drains one point of VIG from the subject. You gain one HG for every point of VIG you drain from the subject. The subject dies if you reduce their VIG to 0. An Extra dies if you reduce their VIG to 3. You can never gain more HG from this than your max HG score. The blood of other vampyrs is especially potent, allowing you to gain five HG for every one VIG you drain from them. You lose one point from your HG every dawn.  Your blood has become highly potent, gaining a slight narcotic quality. Anyone who drinks it gains one HG, one VIG point if their VIG score is less the maximum, and an extra point of STR until the dawn. Your blood is now also highly addictive. This will likely attract unwanted attention from those seeking your blood for potions or use it for other occult practices. Your blood is also far stronger, allowing any vampyr who feeds from you to gain double the normal amount of HG.

**Torches of Madness**

Requirement(s): Lampad and Witch Caster Status 3

You are capable of making torches, with an Outdoorsman (Torch Maker) Roll of 18, that cause madness to those that look into them for too long. The subject must roll Meditation (Mind Control) against your Occult (Occult Markings). Every Boost you gain on your Torch Maker Roll grants you a plus one bonus to this roll. Lampades have Invulnerability to this power.

**Unbreakable Skin**

Requirement(s): Skin of the Wolf

You gain a bonus to your Species-Granted Hide Rating in your nahual form equal to your Status. This stacks with Skin of the Wolf and Thicker Hide.

**Unicorn’s Purity**

Requirement(s): Unicorn

The unicorn gains a bonus to Conditioning and Meditation Residence Rolls equal to their Status.

**Vicious Hate**

Requirement(s): Urge Appetite

So thoroughly are you poisoned by Hate that even your physical form has been transformed. As nahual your claws and fangs are sharper, capable of inflicting even greater damage. You add your Wrath Forte bonus to your Armor Surpass on Brawl attacks involving your claws or fangs.

**Wall Crawling**

Requirement(s): Athletics 3 and Turso-thalatte or Vampyr

You are able to climb any surface regardless of how sheer it is. You never need to make Climbing Rolls.

**Wall Walking**

Requirement(s): To Drink with Teeth

By spending an Accelerated Action, you no longer need to make Athletics Rolls to Climb. You can now climb any surface, regardless of how sheer, at the same speed you walk. Additionally, you are now considered Contaminated.

**Weapon from Flesh**

Requirement(s): Grey A grey can manifest their form into any weapon that they are able to meet the requirements for. They gain two points plus their Status; these points allow them to create weapons. Weapons start with 0/0/7 and for each point the grey has, they may lower their weapon Boost by one, to as low as 4. Alternatively, they may raise either their damage or Armour Surpass by one for each point they invest into it. The weapon may appear to be any type and to be made out of anything as long as they are able to put enough points into it. In their natural form, they can produce any sort of weapon form they can imagine. Creating this weapon is a Move Action or Normal Action.

**Famous**

While everyone is known to someone, you are known by many. It is up to you to work the details out with your game master as to why you are famous and where your fame is known. The measure of your fame is equal to your PRE Rating and your Status/10. With enough fame, you may inspire awe in those who encounter you. 5: You are well-known in an organization or neighborhood. 10: Your name is known to most within the city you live. 15: Your name is known to most of your species and most within your country 20: The bards of your home land will sing of your great deeds long after you are gone. 25: You are one of the best-known members of your species. 30: Your name is legend and will be known for cycles beyond counting.

**Forester**

Requirement(s): 3 ranks in the Outdoorsman skill set

So great is your connection to the woods that you are able to use the Stealth skills in woodlands, even when others are aware of your presence. You are now able to follow tracks quicker, since you are able to move at your normal speed while tracking. In wooded areas, your movement will not be hampered by natural obstacles or overgrown areas.

**Poisoner**

You are allowed to buy ranks of Poison Maker.

**Scion of Greatness**

You are the child of someone of great importance. This advantage costs between 1-3 points depending on how great the position of your parent is. The details of this relationship are between you and the game master. This could include you being the child of a king, head of a guild, religious order, etc. The strength of your parents or their position determines how many points this talent will cost. You gain a great amount of benefits from this talent and you gain a bonus to your fame score equal to the points spent.

**Terrain Adept**

Requirement(s): One of the following: Outdoorsman 3, Spelunker 3, Waterman 3

You are so familiar with the type of terrain in question that you gain a +1 bonus to hit, Defense, Perception and Stealth checks in one of the following types of terrain: deserts, caverns, forests, hills, mountains, oceans, plains, or wetlands. The skill you need for this advantage is tied to the terrain type.

## Advantages (4 Points)

**Arms of The Void**

Requirement(s): Neutrality of The Void

You can use telekinesis as a Move Action or Normal Action. This power allows you to lift up to 10 pounds from as far away as 500 feet. You must be able to see the object you wish to move. Additionally, you gain Tolerance to Electricity 1.

**Dreamgenerate**

Requirement(s): Oni or Alfar

Every round you are in The Dreamlands you regain 1 HG. You do not otherwise naturally heal.

**Fylgja**

Requirement(s): Oni or Alfar

You can change into an owl.

**Giant Blood**

Requirement(s): Scion of a Giant and VIG 11

You gain a +2 bonus to your Hide Rating.

**Invulnerability to Disease**

Requirement(s): Nephilim

You are Invulnerable to Disease.

**Invulnerability to Electricity**

Requirement(s): Electricity Tolerance and Status 3

You are Invulnerable to Electricity.

**Invulnerability to Fire**

Requirement(s): Fire Tolerance and Status 3

You are Invulnerable to Fire. Prolonged contact with large amounts of water damages you.

**Invulnerability to Gold**

Requirement(s): Scion of Light and Status 2

You are Invulnerable to Gold. Despite having this power, you are not immune to the Brawl damage of other angels or the scions of angels.

**Invulnerability to Iron**

Requirement(s): Rephaite and Status 3

You are Invulnerable to Iron.

**Invulnerability to Silver**

Requirement(s): Rephaite and Status 3

You are Invulnerable to Silver.

**Neutrality of The Void**

Requirement(s): Child of The Void and Status 3

As a Move Action, you can become invisible.

**Nifland Breath**

Requirement(s): Hrimthurs or Gangleri and Brawl 8

You have a Breath Weapon which deals 1/-/2. This damage is Cold. If you score 3 Boosts the subject is frozen until your next turn and unable to take actions. For every Boost you score beyond 3, the subject is frozen for an additional round.

**Pass Through Stone**

Requirement(s): Vipunen

You are able to walk directly through stone as if it were air.

**Qarinah**

Requirement(s): Cambion

As a Normal Action, you are able to roll Insight (Emotions) against the subject’s Meditation (Mind Control). You can only make this against a subject once per scene. If you win this roll, you are able to assume your subject’s ideal sexual desire. The subject will be unable to resist your sexual advances as long as you remain in this form.

**Source Connection**

Requirement(s): Martial Artist

You are beginning to learn the esoteric mysteries of The Source. This grants you a greater understanding of what space truly is.  When not wearing armour, you gain a bonus to your Defense equal to your ENL Rating + 1/2 your Status (rounded down).

**Source Understanding**

Requirement(s): Source Connection and Meditation 8

Through deep contemplation, careful study, and strenuous training of your body, you have unlocked the secrets of The Source. During Meditation you can see and feel the over-soul of the universe which some call The Void. This grants you insight into what reality is and how to connect with it on a deeper level. Both emptiness and fullness are known to you. You also understand the connection between spirit and flesh, both your own and how you connect to everything else. This Advantage grants you the following abilities: a +1 bonus on Resistance Rolls against Rituals from the Dream Precept, your Brawl Attacks Boost on 1 lower than they otherwise would, and you gain an additional Accelerated Action (when not wearing armor).

**Thunderstruck**

Requirement(s): Thrivaldi or Antero and Invulnerability to Electricity

Anytime Electricity would deal damage to you, it instead heals you that amount. You no longer heal naturally. If you were not previously Hypersensitive to Silver, you are now.

**Captivate**

Requirement(s): Vampyr and Guile 3

With the use of a Normal Action you can influence the Actions of any subject that meets your gaze. Each use of this power only affects one subject. To use this power you must roll your Guile against the subject’s Meditation (Mind Control). If you win, they will follow your instructions for the rest of the scene. You may hold sway over a number of individuals equal to your PRE Rating in any scene through use of this power.

**Extra Attack**

Requirement(s): Urge Appetite

By spending points from your Urge Appetite you may gain extra actions. For one point you gain an extra Accelerated Action, for two you gain an extra Move Action, and for three you gain an extra Normal Action. Additional actions must be paid for every round you wish to use them. It does not require an action to active this power.

**Harpy Scion**

Requirement(s): Conditioning (Disease)

You have stunted wings which allow you to glide and add a +2 to Jump Rolls. You have a +1 Hide Rating and claws which deal 2/0/6. Also you have Skill Familiarity: Fear and Hearing. Additionally, you take a Species-Granted level of Ugly, and a -1 to all rolls which require the use of your hands, a -1 to your Running Speed, and a -2 on Guile Rolls when you attempt to lie.

**Invisibility**

Requirement(s): Kitsune and Status 3

You are able to become invisible or visible as a Normal Action.

**Partial Transformation**

Requirement(s): Urge Appetite, Meditation 7 and Meditation (Body Control) Forte

This ability may be used at night and during the times of twilight. You may grow long claws and/ or fangs which grant you an additional point of damage on Brawl attacks in your natural form. This damage does not stack with damage in your alternate forms. Additionally, your eyes and ears may take a wolfish form, allowing you to access your additional Perception bonuses granted by either other form. This requires no expenditure of from your Urge Appetite.

**Silvered**

Requirement(s): Arawn

The arawn’s claws, fangs, eyes, and wings become silver. All of the gargoyle’s natural weapons become silver and gain +1 to their Armor Surpass. Silvered gargoyles received a +4 bonus to PRE based rolls against chthons who believe they are blessed by T’Hool. However, as their bodies are now silver, they attract the unwanted attention of those who would wish to kill them for the value of their body. A silvered gargoyle’s body contains 30 gold worth of silver or 100 if they have wings. Before this change the arawn must eat a great amount of silver for about 15 days.

**Stunning Good Looks**

Requirement(s): Nymph

As an Accelerated Action the nymph may attempt to paralyze a subject. You roll your Awe against the subject’s Meditation (Mind Control). If you win, instead of gaining the standard bonus from Awe you paralyze the subject. This paralysis lasts for one round plus one round per Boost. You can use this ability a number of times per day equal to your PRE Rating.

**Telepathy**

Requirement(s): Unicorn

You are able to speak to any other creature directly mind to mind without need of words. However, you must be able to speak a common language.

## Advantages (5 Points)

**Angel’s Wings**

Requirement(s): Anakite, Cambion, or Nephilim

You undergo a metamorphosis which causes nephilims to grow brilliantly-glowing, feathery, golden wings; cambions to grow black, leathery, bat wings; or anakites to grow red or black feathery wing or fly-like wings. You double your Athletics when calculating your Flying Speed.

**Deal with the Devil**

Requirement(s): Anakite, Academics 3, and Guile 6

You have the silver tongue of your spirit ancestor and have gained the power to make soul pacts. Only a fool would sell their soul. Fortunately, the world is full of fools. Upon successfully fulfilling your end of the bargain, you own their soul, but you must wait until they are dead to collect it. Within the infernal hierarchy it is considered very poor form to allow the negotiating party to add any clause to the contract that completely prevents you from directly and/or indirectly speeding their demise along. Upon their death you will immediately realise their soul has left their body and is ready for harvesting. Time is relevant as there are many predators waiting on unclaimed souls. Anyone who signs a soul pact immediately loses their entire Piety score and may never gain another point in this Passion again.  This Advantage also allows you to see and touch ghosts. As a Normal Action, you may reform a ghost you have used a successful Brawl Attack against into any form you like. This power may only be used against ghosts that have signed a soul pact with you. After this is done, the ghost is helpless against you. Once you claim the soul you may transport it in many ways. It is common to reduce the souls into small diamond-shaped objects, referred to as “Hell’s coins.” These coins are invisible to most, but anyone with Ghost Sight will notice it, as will spirits.

**Devour Soul**

Requirement(s): Discern Piety and Demon

You may attempt to devour the soul of a subject as an action which requires a full round. You roll either your Minstrel or Sing against the subject’s Piety. If you win this roll, the subject’s body is hollowed out. At this point the hollowed out body is ready for possession. If the body is not possessed within 5 minutes, it dies. The subject’s Piety must be lower than your Status for you to be able to use this power on them.

**Dream Hammer**

Requirement(s): Oni and Status 4

As an Accelerated Action, you can pull forth the stuff of dreams to form a weapon. This weapon can take any form you like. If the weapon is one handed it deals 5/-/5 and if it is two-handed it deals 8/-/5. The weapon functions like its material counterpart for the use of Advantages and Skills. You can make a different weapon each time you use this power, if you wish.

**Feathery Flame**

Requirement(s): Fire Tolerance

As an Accelerated Action, you can coat your body in burning, feather-like fire. This allows you to add 1 point of Fire damage per Status to your Brawl Attack. Additionally, you sprout wings which allow you to Fly. You add your Status to your Flying Speed. You can end this effect as an Accelerated Action. Your personal items are not protected from the fire that coats your body.

**Magic Item**

Requirement(s): Taken at Catalyst Creation

This Advantage cost between 1-5 points. You gain one or more magic items. None of these should be particularly powerful. The more points you spend the more powerful the magic item can be. Alternatively, you may select several extremely minor magic items. It should be noted that there are many more magic items than those presented in this work. You should consult with your FT to determine the value of this Advantage and what the FT will allow. Also, you and your FT should be encouraged to create any magic item you feel works for the Saga. The key is to make sure it adds to and does not detract from the Saga. Remember owning a magic item can have the drawback of unwanted attention. Especially should you meet a priest of Helena.

**Reborn in Fire**

Requirement(s): Invulnerability to Fire and Status 7

The first time you die, you burst into flame. This flame deals 10 damage to anyone within 10 feet of you, unless they roll at least 20 on an Acrobatics (Reflexes) Roll. From these ashes a worm is born. In four days’ time the worm, which is nearly indestructible, will become a child of your species and gender. In 40 more days, the child will become a fully grown young adult who looks strikingly similar to you. This individual has all your abilities and memories. This new character is given over to the player. This power only works one time ever, and once it is gained you can never benefit from the Resurrection Ritual. If you also have From the Ashes you can use that power normally, meaning you could be resurrected twice.

**The Acheri Sickness**

Requirement(s): Acheri

You carry a terrible Disease. Anyone that makes direct physical contact with you (getting your bodily fluids on them or making direct contact with you, including any Brawl Attacks which deal damage) risks being infected by the demon your body hosts. The subject must roll their Conditioning (Disease) against your Hate (People) + VIG Rating. If you win, they will be infected and lose half their VIG at a rate of one point per round, starting just before their next action. They must make another opposed roll each day or lose another point of VIG. If they reach 0 VIG, they will die. They will begin to recover if you do not win the opposed roll at any point. A recovering character regains one VIG point per day.

**Beautiful Flame**

Requirement(s): Haliad and Diplomacy 7

As a Move Action you may engulf your body in flame. Anyone standing adjacent to you must make a Conditioning (Heat) Roll verse your Awe Roll. If you win the roll, for every point you roll higher than the subject, the target suffers one point of Fire damage. You may turn this power off as a Move Action. This power lasts until you actively turn it off. The flame that engulfs your body may assume any form you like, even that of clothing.

**Blunt Tolerance: 2 + Status**

Requirement(s): Vampyr

You ignore an amount of damage equal to 2 plus your Status every time you are dealt Blunt damage. This Tolerance is applied to damage that passes your Armour Rating. This Advantage does not work on weapons of Gold.

**Command the Weak Mind**

Requirement(s): To Drink with Teeth.

This is a three or five point Advantage. You gain the power to control others minds. For three points you can control only the minds of members of your species, for five you can control the minds of all Basic species. To attempt to control a subject’s mind, roll Guile against their Meditation (Mind Control). If you win, they will do as you say for the rest of the scene. Additionally, you are now considered Contaminated.

**Drowned by a Thousand Voices**

Requirement(s): Turso-thalatte, Status 4, Insight 6 and Meditation 6

The subject must roll Meditation (Mind Control) against your Insight (Emotions). If you win the roll the subject becomes confused for one round plus one round per Boost. If you roll five Boosts or more on this roll the subject is driven permanently insane. The nature of this insanity can be decided by the FT (or, at the FT’s option, by the player). Confusion is a state that should be roleplayed at the player’s discretion. It should be noted that selling while confused contributes to your role-playing XP.

**Edged Tolerance: 2 + Status**

Requirement(s): Vampyr

You ignore an amount of damage equal to 2 plus your Status every time you are dealt Edged damage. This Tolerance is applied to damage that passes your Armour Rating. This Advantage does not work on weapons of Gold or meehan-ghe, vampyr, or werewolf Bite attacks.

**Elegant Avoidance**

Requirement(s): Nymph and Acrobatics (Reflexes) Forte

When you are not wearing armour you gain a bonus to your Defense equal to 50%, round down, of your Acrobatics Grades.

**Flight**

Requirement(s): Arawn and Skin of Stone

The arawn gains large stone wings. They fly at the same rate they run but can only keep aloft about an hour at a time before needing rest.

**Imitation Hide**

Requirement(s): Grey

A grey can make its Hide as strong as armour gaining a Hide Bonus equal to their Status. This ability can be used to its full potency in their natural form. In other forms, the grey is limited to being able to produce a Hide Rating of no greater than the Hide Rating of the creature they are imitating or the armour they appear to be wearing. This armour has no skill penalty associated with it. A wise grey may voluntarily take such a penalty as to avoid discovery from movements that seem unnatural. This Advantage itself is actually a virus which changes the grey’s skin into a warty, leathery hide over the period of a chain. Other greys find individuals with this Advantage less attractive. It inflicts a level of Ugly on them.

**Kiss of Death**

Requirement(s): Typhon

Your venom is more deadly than others of your species. This allows you to deal VIG damage instead of DEX damage.

**Lord of the Flies**

Requirement(s): Tuil and Status 2

You are able to call all flies within a radius of one mile plus one mile per PRE Rating. Additionally, you can quickly sort through them by rolling Academics (Mathematics). This allows you to find the fly which possesses the information you are looking for or at least the closest ones to it.

**Mental Feedback**

Requirement(s): Turso-thalatte, Status 3, Insight 4 and Meditation 4

Whenever a subject uses an effect on you that causes you to make a Meditation (Mind Control) Roll they become confused for the rest of the scene. This is because the condition of your mind is so alien that to interface with it in any way is mentally damaging to the subject. Turso-thalattes have Invulnerability to this effect.

**Metamorphosis**

Requirement(s): Sprite and Status 3

You spin a silken cocoon around yourself; after eight to eleven days you emerge with a silvery sheen to your skin and butterfly wings on your back. The wings can be of any design and color the player wants. There is no modification to your Flying Speed. You cannot wear armor other than Quilted or Leather Jerkins while flying.

**Nocnitsa Scion**

Requirement(s): Conditioning (Disease)

You have a +2 Hide Rating and claws which deal which deal 3/1/6. Also you have Skill Familiarity: Hearing and Life Force. Additionally, you take three Species-Granted levels of Ugly. You cannot pick up Gold and take an extra point of damage from any attack from Gold.

**Pass Unseen**

Requirement(s): Vampyr and Stealth 6

You are able to become invisible. This power can only be activated once per scene. It is terminated as soon as a subject becomes aware of your presence. This means if you attack a subject, sneeze, or otherwise alert someone that you are near, you become visible. This power does not work on animals or children.

**Resistance to Light**

Requirement(s): Vampyrs, Conditioning 7 and Conditioning (Life Force)

You are extraordinarily resistant to light. This is represented by you being allowed a Conditioning (Life Force) Roll every round you are exposed to direct sunlight. This roll allows you to potentially take less damage from the poisonous rays of the sun. A roll of a 15 will reduce the amount of damage you take by one with every Boost reducing the damage by an additional one. This roll must be made every round you are exposed to sunlight.

**Running on Air**

Requirement(s): Aurad and Athletics (Flying) Forte

You are able to levitate, essentially running on air. Your Flying Speed is calculated the same as your Running Speed.

**Slaughtering Beauty**

Requirement(s): Nyxad

This power can only be used on subjects that find you sexually attractive. The subject must roll Conditioning (Life Force) against your Seduction Roll. If you win this roll the subject becomes so aroused they suffer a heart attack. This means for every point your roll exceeds theirs, they take one point of damage. Additionally, the subject becomes obsessed with you for the rest of their lives. You must be within 60 feet to use this power upon a subject. Meehan-ghes have Invulnerability to this power.

**The Swiftness of Blood**

Requirement(s): To Drink with Teeth

You gain the power Quickling which is described in the vampyr section. Additionally, you are now considered Contaminated.

**Transmogrify Man to Wolf**

Requirement(s): Nyxad and Status 3

The subject must roll Meditation (Body Control) against your Hate (People). If you win this roll, the subject will be mystically transmogrified into a wolf, permanently. This ability can only be used on males. Using this power is a Normal Action.

**Vampyr Scion**

Requirement(s): Conditioning (Disease and Poison)

Though alive, the spirit of the vampyr runs through your veins. This causes some scholars to refer to you as a dhampyr. You gain a +1 Hide Rating and Cold Tolerance equal to 2 plus your Status. Additionally, you suffer Hypersensitivity to Gold.

**Y’tuloa Caste**

Requirement(s): Iktomi and can only be purchased during character creation.

They gain the benefit of the Poison bite as described in the Mogh Caste Advantage. Their bonus to PRE based rolls against iktomi subjects increases to +5. By right of their birth, they are able to call for the life of any lower caste member of their species. They also gain the ability to secrete silk from four spinnerets located in their abdomen. They can use this silk to create webs or wrap their prey in. Anyone with a STR of 12 of higher can rip the silk apart; however, this takes four rounds. They can also attempt to escape with an oppose Sleight of Hand (Escape Artist) Roll against the iktomi’s Weaver (Rope Making). The subject must win the roll to break free.

**Ambidexterity**

You gain the ability to use either hand equally well. This means you no longer suffer the -4 offhand penalty on attacks, art creation rolls or any other roll that requires the use of a dominant hand. You may also use a weapon in both hands, allowing you to make an extra attack. This extra attack is only on your Normal Action. Your ambidexterity does not apply if you have an ability that allows you to make attacks on Move or Accelerated Actions . If you attempt to make attacks with one weapons in each hand without this feat, you roll 1d10 for each attack instead of 2d10 and your off hand takes a -4 penalty + both hands take the below-mentioned penalty for the type of weapon being used.

Axes: -2 penalty on the first weapon: -4 on the 2nd weapon. Hand axes take no penalty to the first weapon and a -1 penalty to the 2nd.

Brawling: No Penalty

Chains/ Whips: -2 penalty on the first weapon, -4 on the 2nd weapon. Whips only receive a -2 penalty when being used as a 2nd weapon Crushing -2 penalty on the first weapon, -4 penalty on 2nd weapon.

Light Blades -1 penalty on first weapon -2 penalty on 2nd weapons. Daggers take no penalty

Spears: -2 penalty on the first weapon -4 penalty on 2nd weapon.

Swords: -2 penalty on the first weapon -4 penalty on 2nd weapon.

**Greater Stats**

You gain an extra stat point. You can take this talent as many times as you like.

**Seventh Son of a Seventh Son**

Requirement(s): This talent may only be taken at Catalyst creation

You are the seventh son of a seventh son. This means both you and your father were from unbroken lines, meaning no female children were born between the males, and were each the seventh born. You are known to the divine and have a great destiny which you gain an occasional glimpse of. This often manifests as hearing music, seeing a face, hearing whispers, getting strange feelings, seeing patterns in seemingly random events such as the movement of a crowd or the words spoken by those moving through it. The details are left up to the game master, but they should manifest themselves in a cryptic fashion. The nature of the character’s destiny should have some aspect of darkness to it, as 7 and 7 are the numbers of the timeless Void. Oblivion’s followers will likely figure into that destiny by either attempting to sway the character to the paths of darkness, opposing their virtuous choices or aiding the character should their path be one of great evil. This talent is great for dynamic stories of tragedy, redemption, salvation or doom. By reducing yourself to Bloodied HG, or if you are at Bloodied HG or lower by taking 1 point of damage, you can remove Disease from one subject. This talent also grants you a secret special ability which is created by the game master and will only be revealed to you through game play. It is not recommended to allow multiple characters to select this talent.

## **6 Points**

**Mist**

Requirement(s): Vampyr

You are able to become mist. In this state, you are treated as an incorporeal demon. This means normal attacks have no effect on you. Additionally, you are able to fly and slide through the smallest of passageways. When you turn into mist, anything you were carrying or wearing is left upon the ground and you will be nude when you manifest yourself again. Pretas turn into smoke instead of mist.

**Shadow of the Wolf**

Requirement(s): Urge Appetite and Meditation 10

To activate this power you need to find a sleeping creature with at least a 5 INT and spend a point from your Urge Appetite pool. Once this has been done, you will be able to project your physical body into the Nightmare Lands (the lower Dreamlands) by breathing into the subject’s mouth. Extras receive no Resistance to this power. Stars must roll a contested Meditation (Astral) against you. You must win this roll to enter their dreams. If you succeed, they will be forced into a coma filled with unfathomable nightmares until you depart the Dreamlands. All you need to depart the Dreamlands is to encounter the mind of anyone within the Nightmare Lands. When returning to the physical world like this, you appear beside the person you select for your return, which means you could end up anywhere in K’Vega-Thale. However, there are clues which can help you in determining where a dreamer is. It should be noted that many species of fey do not sleep and are thus not subject to this power.

**Unity of Forms**

Requirement(s): Urge Appetite, Meditation 9 and Meditation (Body Control) Forte

You no longer need to spend Urge Appetite points to shapeshift.

**Unconquerable**

Requirement(s): Urge Appetite and Conditioning 9

You regenerate one HG per round from all damaged not caused by Acid, Fire, Gold, or Steel.

**Insatiable Appetite**

Requirement(s): You must have eaten of the food that screams.

Your essence has become so dark that is spills out of the contents of your soul, poisoning your mind. This allows your Urge Appetite to increase by a number of points equal to your Status.

## **7 Points**

**Audience**

Requirement(s): Vampyr, Captivate and Diplomacy 10

You may force anyone that you have ever used the Captivate power upon to come to you. If they attempt to resist your call, they must roll Meditation (Mind Control) against your Diplomacy.

**Reflexive Mist**

Requirement(s): Vampyr, Status 5 and Mist

If you are reduced to The Quick by any means other than daylight, you will automatically turn into mist.

## **10 Points**

**Quickling Master**

Requirement(s): Vampyr and Status 5

Instead of needing to spend an Accelerated Action every round to maintain the Quickling power, you only need to spend an Accelerated Action once to maintain this power for the whole scene. While you lose one HG when you activate this power, you need only pay this cost once per scene.

## **Challenger Perks**

### **2 Points**

**Relentless**

Requirement(s): The Challenger as your primary soul colour

Entering a ruthlessly focused state allows you to disregard wound penalties to rolls from the Bloodied and Beaten conditions. The penalty to rolls for being Bloodied is -1 instead of -2, and the penalty for being Beaten is -2 instead of -4.

### **6 Points**

**Barrage**

Requirement(s): A skill rank in any weapon.

Normally you gain a +1 to hit against a subject for each attack that has previously been rolled against them this round. This talent raises that bonus to +2.

**Dispatch Extras**

Requirement(s): 1 rank in any weapon.

If you have made a normal attack against an Extra which resulted in that Extra’s defeat, you may make an additional Normal Action attack against another Extra. You may buy this talent twice; each time allows you to make an additional attack against an Extra.

**Force of Personality**

You can substitute your PRE Rating instead of the DIS Rating to all rolls against Mind Control.

**Toughness**

This talent may be taken 4 times. Each time you take this talent you gain 1 extra point for your HG per your current Level/10 rounded down. Every character gains 1 point for their HG for every 10 Levels.

**Untouchable**

Requirement(s): Evasion 1

You gain a +2 to your Defence score against the attacks of Extras.

### **10 Points**

**Impervious**

Requirement(s): Relentless, Combat Status 6, PRE 11

This talent is intended to allow the character to turn the tables and make a comeback in a dramatic fashion. It is encouraged to develop a signature style in which your character activates this talent. Impervious is automatically triggered when you enter the Bloodied condition and only works after you have entered it. This talent lasts a number of rounds equal to your PRE Rating. All attacks against you are at a +4 bonus to hit, but you subtract your Level/10 + VIG Rating from all damage.

## **Ruler Perks**

### **4 Points**

**Fight On**

Requirement(s): Sanctity or Corruption 1 or greater, Battle Wrath

Being reduced to below 0 HG will not incapacitate you when you are in a rage. Only death will remove you from the fight. While this talent allows you to continue to fight, you still incur negative penalties from the Bloody (-2) and Beaten (-4) conditions. In addition, when you fall below 1 HG you take a -6 penalty to rolls.

**Better with Me than Against Me**

Requirement(s): Intimidation 3, Sanctity or Corruption 1 or greater

You gain the ability to embolden all allies who are aware of your presence. You can only attempt this after combat has begun and only once per scene. You require an 18 on your Intimidate roll to activate this ability. Attempting to use this power is an Accelerated Action, and an affected ally receives a bonus equal to your Sanctity or Corruption against Mind Control and Fear. This effect ends immediately if you lose consciousness.

### **5 Points**

**Battle Wrath**

Requirement(s): The Ruler as your primary soul colour

You unleash powerful rage upon the world as an Accelerated Action. This grants you a bonus to your STR as well as Mind Control and Fear Resistance equal to your Level/10 (Min 1) while taking a -1 to your Defense. A rage lasts for the duration of the scene. Once you come out of it, you are exhausted and collapse to the ground. You may enter a rage a number of times per day equal to your VIG Rating (min. 1).

### **6 Points**

**Accelerated Cower**

Requirement(s): Faster Cower, Intimidate 8

You now gain the ability to attempt to Cower a subject as an Accelerated Action.

**Apex Predator**

Requirement(s): Intimidate 10

When others look upon you, they know you are at the top of the food chain. After you have successfully used Cower on a subject, you may make another Intimidate attempt on the same subject. If you succeed on that attempt, the subject will be paralysed for the remainder of the scene. You must be within 30 feet of the subject to use this ability.

**Faster Cower**

Requirement(s): Intimidate 3

You may now attempt to Cower a subject into submission as a Move Action or a Normal Action. Without this talent, you can only attempt to Cower a subject as a Normal Action.

**Feel the Fear**

Requirement(s): Intimidate 7, Diplomacy Specialism

As an Accelerated Action you can roll Insight (Interrogation) against your subject’s Meditation (Mind Control). If you win this roll, you add your ranks in Interrogation skill to your Intimidation rolls against the subject for the rest of the scene.

**Mighty Swing**

When you hold a two-handed weapon in both hands, you multiply your damage total by 2 (usually, this multiplier is x1.5). The bonus from this perk is only to damage, not to hit and gives a minimum bonus to damage of +1. You may not add this bonus to any weapon you have a penalty to hit with before your attribute is added to the roll.

**Undeniable Terror**

Requirement(s): Feel the Fear

Once per game session you may re-roll any one Intimidate roll. After you have rolled, you will be allowed to take either of the two rolls.

### **10 Points**

**Defy Death**

Requirement(s): Sanctity or Corruption 3 or greater, Fight On.

So strong is the emotion within you that you are able to stay in a fight even after you are dead. You fight on until you reach negative HG equal to x2 your total VIG score. At this point you have been cut into many pieces.

## **Advocate Perks**

### **2 Points**

**Abnegation**

Requirement(s): The Advocate as your primary soul colour

By undertaking a certain austerity on the day of your deity, you gain a bonus to any skill associated with your deity for the entire day.

**Code of Honour**

Requirement(s): The Advocate as your primary soul colour

Whenever an action directly conflicts with your Code of Honour, you are granted a +1 bonus to your roll to resist this influence. You must clearly define your personal ideals.

**Triumph Through Conviction**

You may roll your Sanctity or Corruption instead of Meditation to resist: Mind Control, Fear

### **4 Points**

**Anti-theist**

Requirement(s): Sanctity or Corruption 1 or greater

You bear a tremendous animosity towards either the gods or demons, and can now substitute your Sanctity or Corruption for all Resistance Rolls against blasphemous or sacred magic, respectively.

**Holy Might**

Requirement(s): Resist Fear skill ranks, Sanctity or Corruption 1 or greater

You may add your PRE Rating to attack once per day as an Accelerated Action. If you have Invulnerability to Fear, you are not required to have ranks in that related skill.

### **6 Points**

**God Call**

Requirement(s): Alignment matching your deity's

Once per game session, you may use an Accelerated Action to call upon the power of your divinity. You add a bonus equal to your Level/10 + PRE Rating or DIS Rating (whichever is higher) to your next roll. It is important that you do not use this power in a way which would displease your deity or else you run a great risk of disgrace.

**Righteousness**

Requirement(s): Holy Might, Piety 3

You may add your PRE Rating to attack rolls a number of times per day equal to your Piety score. This power is used as an Accelerated Action.

## **Servant Perks**

### **2 Points**

**Channel Emotions**

Requirement(s): Sanctity or Corruption 1 or greater

You add your Sanctity or Corruption as a bonus to all Long-term Care and Torturer rolls, respectively.

### **6 Points**

**Near-Death Experience**

Requirement(s): Life or Light Sphere arcana

You may use your healing rituals on a subject for a number of rounds after they have died equal to your DIS Rating. Without the power of this ritual, you will be able to aid anyone the moment they die. Anyone who is revived more than 5 rounds after they have died loses a permanent point of VIG.

### **10 Points**

**Faith in Life**

Requirement(s): Piety 1

You may substitute your Piety roll for your Resistance to: Fear, Rituals, Magic and Mind Control effects.

## **Suitor Perks**

### **2 Points**

**Defender of the Innocent**

Requirement(s): The Suitor as your primary soul colour

You will never allow someone you deeply care for to be hurt. Whenever you witness a dear one being victimised in any way you gain a bonus to hit and Intimidate against the transgressor equal to your Level/10 (min. 1). This bonus is permanent.

### **6 Points**

**Hope**

Requirement(s): The Suitor as your primary soul colour

You are able to remove Fear from any subject as a Normal Action.

**Hopeful**

Requirement(s): The Suitor as your primary soul colour

You add a bonus equal to your Level/10 to any 1 type of Resistance Roll chosen when you select this talent. You can select this talent as many times as you like; however, you must select a different Resistance Roll each time.

**Love Shall Overcome**

You add your Level /10 to any Resistance Rolls against Fear if it causes you to directly jeopardise the object of your love.

**True Love**

Requirement(s): The Suitor as your primary Soul Colour

You experience the rare grace of True Love. This power allows you to do amazing things when the object of your affection is in peril. The limits of this power are at the game master’s discretion, but should be dictated by cinematic flair. The game master should not allow this advantage to be constantly used.

### **10 Points**

**Undeniable**

Requirement(s): Love 7, True Love

Same as Defy Death, but uses Love instead.

## **Charmer Perks**

### **6 Points**

**Accelerated Awe**

Requirement(s): Faster Awe, Diplomacy 8

You now gain the ability to attempt to Awe a subject as an Accelerated Action.

**Faster Awe**

Requirement(s): Diplomacy 3

You may now attempt to Awe a subject as a Move Action or a Normal Action. Without this talent, you can only attempt to Awe a subject as a Normal Action.

**Grandeur**

Requirement(s): Diplomacy 10 and one of the following: Ability to cast at least one Level 4 spell granted by the Sovereignty School or by the goddess Xarfinsel

You draw the attention of all around you, awing them with your force of personality. Anyone that encounters you is likely to believe that you are divine. The natural reaction of all around you is to please you in any way they can think of. Those wishing to act or speak against you must make a Meditation (Mind Control) roll against your Diplomacy. They can only go through with their actions if they defeat you. Otherwise, they will feel great shame and confusion over not wishing to please you. While those around you will not allow you to kill them, they will willingly endure great indignities at your hands, feeling that these actions are clearly a just punishment for displeasing you.

## **Romantic Perks**

### **6 Points**

**Passionate**

Requirement(s): You can only take this talent at character creation

You gain 2 additional passion points. Your passion points are still capped at 5 in any category during character creation.

## **Outsider Perks**

### **4 Points**

**Essence of the Ancestor**

Requirement(s): The Outsider as your primary soul colour

Ghosts may appear to you through possession of other mortal vessels, the spirits speaking through these mortals to communicate with you. In the case of orcs, the ghosts that appear are likely to be your own ancestors or the echo of a ghost long since reincarnated. In the case of shaman, the spirit is more likely a saint of your deity. It is also possible for a soul that was not completely cleansed to retain a small portion of a former psyche which manifests through the individual to communicate with the character. The individual who is the vehicle of the communication will typically be left highly confused or possibly terrified. The nature of the information they provide and when they appear is fully up to the game master. This talent merely means your character is a magnet for such phenomena.

### **6 Points**

**Déjà Vu**

Over the course of the story, you will experience flashbacks which reveal information about certain places, events, pieces of information, etc. These flashbacks, which should at least occasionally be played as cut scenes, always leave you with the feeling of having done this or been there before. The reason for this is that the will of your  character's soul is either extremely strong or the inferi did a poor job done washing away your past psyches. This talent should give you a number of benefits. Depending on the situation, you may gain a bonus to Skill Rolls, Reaction, Defense, attack or anything else the game master determines a flashback may aid you with.

**Ghost Eyes**

Requirement(s): 3 ranks in the Meditation skill set

Spending 1 round and making a Meditation roll with a difficulty of 15 will allow you to see any ghosts in the area. You are also able to communicate with them normally.

## **Arcanist Perks**

**Accelerated Caster**

Requirement(s): Caster Status 3

When you take this park you are able to cast spells 3 Levels lower than your Caster Status as Accelerated Actions.

## **Sentinel Perks**

### **2 Points**

**Street Smart**

The character may substitute Streetwise for Insight on rolls to detect Fakes.

### **5 Points**

**Anti-authoritarian**

Requirement(s): The Sentinel as your primary soul colour

You add your bonus from the Philosophies Forte to your damage against authority figures. You also add this bonus to any Intimidate rolls made against authority figures. You likewise take an equal penalty to any Diplomacy rolls made against such subjects. The FT decides which individuals meet the criteria for this advantage.

### **6 Points**

**Accelerated Fake**

Requirement(s): Faster Fake, Guile 8

You now gain the ability to attempt to Fake a subject as an Accelerated Action.

**Detect Fakes**

Requirement(s): 1 rank in Insight (Fakes)

You add your INT Rating to your rolls to detect Fakes.

**Faster Fake**

Requirement(s): Guile 3

You may now attempt to Fake a subject as a Move Action or a Normal Action. Without this talent, you can only attempt to Fake a subject as a Normal Action.

## **Epicure Perks**

### **6 Points**

**Jack of All Trades**

You have a limited understanding of or natural affinity for any task. This allows you to roll all skills, including weapon skills, at 0 instead of -4 if you have 0 skill Grades in them.

## **Adventurer Perks**

### **2 Points**

**Escapology**

Requirement(s): Escape Artist 4, Sleight of Hand skill set Specialism

Your escape artist rolls now explode on 9 and 10.

**Luck of the Draw**

You re-roll the first 1 you roll each game session. It does not matter what sort of roll this 1 occurs on. You gain 1 point to your Luck Pool.

### **4 Points**

**Good Fortune**

You gain a +5 bonus to any roll as an Accelerated Action once per game session. Additionally, all 9s rolled on this roll explode. This power must be used before the roll is made. You gain 1 point to your Luck Pool.

**Rake Hell**

Requirement(s): Luck of the Draw

By spending an Accelerated Action you can spend as many luck points as you would like. You gain a bonus of +1 to all Guile rolls you make for the rest of the scene for each luck point you spend. You gain 1 point to your Luck Pool.

### **6 Points**

**Cinematic Flair**

Requirement(s): PRE 11

Those that possess this talent are capable of dramatic feats of near impossibility. When attempting such an act, it is incumbent upon you to describe it in vivid detail. If you are able to impress the game master enough with your action and description they may reward you, at their discretion, with a bonus equal to your PRE Rating to the action you are attempting. Game masters should not be too generous with this talent. Since it is the game master’s decision whether to apply it or not, it should be impossible for players to abuse it. Those with this talent should be thought of as the quintessential action hero, capable of surviving impossible dives, dramatic explosions and death defying acrobatics.

**Stay Lucky**

You are allowed to re-roll 1 roll per game session. If the 2nd roll is lower than the first, you may opt to keep the original roll. You gain 1 point to your Luck Pool.

**Kismet**

Requirement(s): Stay Lucky

You can spend one point of Luck by using an Accelerated Action, allowing you to reroll one die. If the 2nd roll is lower than the first, you may opt to keep the original roll. You gain 1 point to your Luck Pool.

**Second Chance**

Requirement(s): Luck of the Draw

You can spend as many luck points as you would like. You are able to reduce 1 point of damage for each luck point spent. You gain 1 point to your Luck Pool.

**Serendipity**

Requirement(s): Luck of the Draw

You can spend as many luck points as you please by spending an Accelerated Action. You gain a bonus of +1 to your Defence for each luck point you spend until your next turn. You gain 1 point to your Luck Pool.