Update 26/10/25

Spell added to old lists:
Least Healing (2) - healing spells
Adloquium - Protection and Warning

Additionally, did a general review of the healing spells, adjusting costs due to mistakes in previous math.

New Advantages:
these have been added to the previous advantages post. They replaced Luck, Chaotic Influence and Consistency Points.

Protagonist's Luck (0+15/level)

Once per scene you may spent a Fatigue Point to accomplish the following feats:

  • Lucky Break: Reroll any dice roll related to you 3 times and choose the result you want.
  • Roll Bonus: Before you roll, you may add +2 per point (up to +10) to the roll.
  • Celerity: Get an additional attack on your next maneuver or an additional unpenalized defense.
  • Player Guidance: Add a plausible element to the scene or game world. He may only do so immediately after making a success roll and obtaining a success or a critical success, or in a situation that didn’t call for a roll in the first place.
  • Flesh Wounds: Take just 1hp of damage regardless of the actual damage roll. This is applied after every other effect like crippling, knockback, etc.

However, your luck brings you into trouble just as often! The GM gets to use the effects of Player Guidance, Celerity, or Flesh Wounds for any NPC.
Further levels of this advantage give allow you to use it one more time per encounter per level. It doesn't affect the GM usage.

You must rest for at least 10 minutes in order to regain all uses of this ability.

Impulse Point [5], Aspected: Cannot Buy Success/Failure (-20%); Narrative (-10%); Cost Fatigue (-10%). [3]

Recharge once per encounter/hour [20]; Source Modifier: Narrative (-10%); Requires 10 minutes of rest to work (-30%). [12]

+

Villain Point [5], Aspected: Cannot Interfere with rolls (-40%). [-3]

Recharge once per encounter/hour [20]; Source Modifier: Narrative (-10%); Requires 10 minutes of rest to work (-30%). [-12]

 

Narrative Power Source: Blocked by cursed/blessed* areas (-5%); Blocked by opposing supernatural powers (-5%); = (-10%).

If you're in a blessed area, the GM can't use their Villain Point, if you're in a cursed area, the player can't use his character's Impulse Point.

Extra Levels add more points and increased recharge.

 

Ki Points [6+2/level]

You have trained hard to achieve a state of pure zen-like calmness at all times, allowing you to always perform at an optimal, consistent rate, regardless of the situation. Once per encounter, whenever you fail a roll, you may spend a Ki Point to replace the result with 12 (3+4+5).

To recharge your Kit Points you must spend 10 minutes resting in a relatively silent environment, and make an IQ or Meditation roll. Success recharges one point.

Impulse Point [5], Aspected: Only to get a 12 on a roll (-40%); Ki (-15%); Nuisance Effect: Cannot use out of combat (-5%). [2]

Recharge once per encounter/hour [20]; Source Modifier: Ki (-15%); Requires 10 minutes of rest to work (-30%), Aspected: Only counts Combat Encounters (-20%); Nuisance Effect: Must be in a silent environment (-5%); Requires IQ Roll [-10%].

-15-30-20-5-10=-80

20*0.2=4


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