Skills
Alertness - Surprise Initiative Perception (passive)
Athletics - Dodging Running PHYSICAL DEFENCE
Burglary - Lock picking bonus to Stealth/ Deceit
Contacts - Gather Info
Conviction - MENTAL FORTITUDE
Craftsmanship- Breaking & Building Items
Deceit - Disguise SOCIAL ATTACK
Discipline - Concentration MENTAL DEFENCE
Driving - Street Knowledge
Empathy - SOCIAL DEF
Endurance - PHYSICAL FORT
Fists - PHYSICAL ATT & DEF
Guns - PHYSICAL ATT & DEF
Intimidation - Interrogation SOCIAL ATT
Investigation - Perception (active) Surveillance
Lore - Perception (mystic) Arcane & Ritual Knowledge
Might - Strength PHYSICAL ATT (wrestling)
Performance - Art Oratory Tagging Emotions
Presence - Charisma Reputation SOCIAL FORT
Rapport - Friendliness Emoting SOCIAL DEF
Resources - Money Power
Scholarship - Knowledge Medical/ Comp Tagging Knowledge
Stealth - Ambushing Hiding Shadowing
Survival - Tracking Riding Animal Handling
Weapons - Weapon Knowledge PHYSICAL ATT & DEF
Templates & Archetypes
Pure Mortal - A person ‘in the know’ about the supernatural world. Investigator, Spec. Ops, Triad, Cop
True Believer - Priest
Champion of God - Knight Templar
Emissary of Power -
Knight of Fae Court - Human Knight of Fae, Sidhe Lord, Centaur
Changeling - Nymph, Kelpie, Nixie, Dryad, Snow Fairie, Brownie
Lycanthrope
Were-Form
Minor Talent
Focused Practioner
Sorcerer
Wizard
Vampire Infected
White Court Vamp
White Court Virgin
OTHER – Scion, Mythological Being, Wendigo
Skill Rolls
Non-Combat
1. Roll against a Target Number (TN), extra successes are called Shifts. Shifts allow you to:
Improve Subtlety of Action
Improve Quality of Action
Decrease time taken to perform
Increase Duration
2. Assessment. Try to make an assessment of someone/thing. Allows you to work out the Aspects of an individual/ place. Roll vs. a TN or Contested.
3. Declaration. Allows a player to create an Aspect, by rolling vs. a TN. (i.e. a PC may declare ‘this room is cluttered’)
4. Contests.
Opposed Roll
Extended;
• Cat & Mouse. Both players roll x number of times highest total wins.
• Race. First player to x number of shifts.
Combat
1. Create a Scene
a. Aspects. These are the Aspects that are relevant to the area of combat. Players may invoke them for their Action.
b. Zones. Large areas where the combat takes place. May move freely within a zone.
2. Establish Groups
a. What are the goals of each group?
3. Initiative
a. Alertness Order, unless
b. Ambushed/ surprised or other
4. Actions. In initiative order players do 1 of the following;
a. Full Defence. Get a +2 to all defence rolls.
b. Sprint.
c. Attack
d. Manoeuvres
e. Blocking. This is a preventative action, to stop a future opponent action.
f. Evocation Magic (see elsewhere)
Fate Point System
PC’s have Aspects, these are charcter traits (ie. Adv/disadv). The GM can invoke these to make you do something, the reward is you get a fate point (i.e. PC is Curious so GM asks you to investigate something). But if you do not want to do something then you give the GM a fate point.
Fate points can allow you either a re-roll or +2 to a skill roll, if you can relate these to your Aspects.
Thus it is best to make your Aspects pithy and widely applicable. Thus ‘Curiousity killed the Cat’ is a better Aspect, especially for a were-lion or cat-burglar as it uses both ‘curious’ & ‘target for trouble’.
You can of course point out to the GM “I am investigating because I have the ‘Curious’ Aspect, could I have a Fate point?”
You can use someone else Aspects as well by giving a Fate point to them, then they have to act in accordance with the Aspect. This is called Tagging.
Tagging is useful in combats, especially social ones.