Universal Disciplines

"This is what we are, and this is what you are."

There are many things that magic can do in horror, and one of the most salient things for After Sundown is that it allows supernatural creatures to do amazing things. Universal powers are those that owe no special allegiance to any world or cult.

A character who has the requisite tarot card can simply acquire a Universal spell without any access to special training or magical research books (See the Character Advancement section in the Character Options and Motivation chapter for the full rules).

Authority

"Look me in the eyes and tell me that again."

Authority is the power to impress one's Will directly upon another. Authority requires eye contact to function, although only cursorily. A character who is closing their eyes or wearing mirror shades cannot be controlled with Authority (unless the caster knows Will to Power). Activating Authority is generally an opposed test with the target defending with Willpower. A character who is actively attempting to avoid seeing a potential dominator's eyes may be able to do so, depending upon the actions in question.

When a character is compelled to do something which is against their ideology (generally including following suicidal orders), they may spend a turn dithering. They at this point lose an entire round of actions as they have their internal struggle, making an additional resistance check to attempt to shake off the effects. If they again fail to resist the effects, they carry out the order even if it is something they are ideologically opposed to. Most uses of Authority require instructions to be given to the victim in a manner that they can comprehend. Usually this requires verbal orders to be given in a language they understand; but sign language, written directions, and even telepathic commands can suffice.

Command

[Basic, Language Based]

  • Dice: Willpower + Intimidation or Logic + Persuasion
  • Resistance: Willpower + Edge
  • Duration: 1 round

Complex Action: You give a brief verbal command, which the target then follows to the best of their ability during their next turn. After that they are free to do as they please. The target of a successful casting of Command does not remember that the user gave them the command, but any other witnesses do.

Mesmerism

[Basic, Language Based]

  • Dice: Willpower + Intimidation or Logic + Persuasion
  • Resistance: Willpower + Edge
  • Duration: Twilight

Extended Action (Base time 1 minute): The character can hypnotize a victim, allowing them to give extended commands that will be obeyed. Commands must be stressed and repeated. During the period of hypnotism, the victim stands there like an obviously hypnotized drone, but behaves seemingly normally when they go off to carry out their instructions. Any sudden sensory stimulation (such as a nearby gunshot or someone shaking the victim) during the Mesmerism breaks the spell. You can deliver a series of major instructions, one after another. Multiply the result time of the extended test by the number of instructions you are issuing. The maximum number of instructions per casting is equal to your net hits.

Suggestion

[Basic, Language Based]

  • Dice: Logic + Tactics or Willpower + Expression
  • Resistance: Willpower + Edge
  • Duration: 1 round

Simple Action: The character can offer a suggestion that the victim will then immediately themselves suggest as if it were their own idea. Whether this idea is followed up upon or discarded as "a bad idea" depends entirely upon how they feel about the idea once they've said it to themselves. If your spell is successful the immediate victim does not remember being fed the suggestion in the first place, but the scene may look odd to onlookers. If your spell is fully resisted the target will remember your attempt, however.

Cloud Memory

[Advanced]

  • Dice: Willpower + Expression or Logic + Artisan
  • Resistance: Willpower + Edge
  • Duration: Permanent

Complex Action: Cloud Memory allows the character to erase or alter the memories of a victim. A single use of Cloud Memory can alter about 5 minutes of memory, but net hits increase the time frame. A Luminary who is presented with proof that their memories are incorrect may spend an Edge to break the spell. Extras just have to resolve those discrepancies somehow.

Conditioning

[Advanced, Language Based]

  • Dice: Willpower + Intimidation or Logic + Tactics
  • Resistance: Willpower + Edge
  • Duration: Permanent

Extended Action (Base time 1 day per target Willpower): Using extended mind controlling techniques, a victim's will is broken and they are transformed into a servant of the character's. Conditioning is Hard and has a threshold of 3 in addition to being resisted by the target. Conditioning supernatural creatures with higher Potencies than the coditioner is even more difficult, and the difference is added to the threshold in that case.

Once a victim has been thralled, they follow all orders their new master gives them as if they had been imparted with the force of a successful Mesmerism. At the time of conditioning, the character may choose to alter the ideologies and demeanor of their victim (this is often done to make the giving of orders that would be against the original nature easier to do). Using Conditioning requires an Edge, and it fails if the process is interrupted for more than 24 hours.

Purify the Mind

[Advanced]

  • Dice: Willpower + Tactics or Logic + Empathy

Extended Action (Base time 10 Minutes), 2pp: You can heal madness in others. The purification requires continuous hand-to-face contact. The threshold of the casting depends on the severity of the problem that you'tr trying to remove. A mere life damaging phobia requires professional intervention (Threshold 2), while a life destroying insanity is crazy extreme (Threshold 4). Undoing mental damage and memory edits from magical sources always has a Threshold equal to the number of hits of the effect. If you cure an affliction you learn what it was and what it was about, so you can say something explanatory and insightful if you want. If you fail, you get nothing but some nightmarish imagery and vague clues. You can't use this power on yourself.

Shorten the Fuse

[Advanced]

  • Dice: Willpower + Survival or Willpower + Intimidation
  • Resistance: Willpower + Intimidate

Complex Action: You can weaken the resolve and composure of the subject, sending them into a frenzy of destructiveness or a panic as the case may be. The target loses their cool completely and enters a Fear or Rage frenzy (whichever is most appropriate to the circumstances). The net hits are the strength of the Frenzy.

Will To Power

[Advanced]

  • Effective Hits: Willpower + Potency
  • Duration: Permanent

Complex Action: While this enchantment is active, you can use Authority powers without making eye contact with your target. They must still be able to directly hear your voice (that is, without going through some electronic medium), or be connected to you telepathically. Bypassing the eye contact limit is not entirely without cost: using Authority through Will To Power gives the target +2 dice on their Resistance Test.

Celerity

"Gotta. Go. Fast."

Celerity is is the discipline of connecting yourself to the universal speed force, and then going fast. This discipline introduces a special stat called Speed Tier. Normal things move at speed 1, but with this discipline in effect you can go faster. When you take a physical action against a target with a lower speed tier than your own you can buy hits at a rate of 3 dice per point of speed you have over them. So if you're speed 2 and the target is speed 1, you can buy hits 3 for 1 against them. If you're speed 3 and they're speed 1 you can buy hits 3 for 2 against them. Spare dice can be rolled as normal. You can also use this when taking unopposed actions, treating the world itself as a speed 1 entity. If you act against someone with a higher Speed Tier than your own there's no special modifier.

In general, a character who more than doubles their speed in any way with this discipline is considered to be performing a Masquerade violation.

Quickness

[Basic]

  • Effective Hits: Agility + Potency
  • Duration: Scene

Free Action, 1pp: You gain +1 Speed Tier.

Nimble Feet

[Basic]

  • Effective Hits: Agility + Potency
  • Duration: Scene

Free Action, 1pp: You can move up to five times the normal distance for the movement category you use on your turn. You can also ignore any penalties for acting while moving over difficult surfaces (though they still might slow you as normal).

Alacrity

[Advanced]

  • Effective Hits: Agility + Potency
  • Duration: Scene

Free Action, 1pp: You gain +1 Speed Tier.

Quicken Sight

[Advanced]

  • Effective Hits: Agility + Potency
  • Duration: Scene

Free Action, 1pp: You can perceive and derive meaning from even the fastest moving objects. You can follow a specific card in a shuffled deck, read a sign on a fast moving train, or gauge the trajectories of bullets in flight. You get +4 bonus to Dodge Tests, negates any bonuses opponents would glean from multiple attacks during an Initiative Pass, and count as +1 Speed Tier when targeted by others.

Shifting Sands

[Advanced]

Free Action, 1pp: You can rewind time and change your actions accordingly. The sands of time are both heavy and small, and you can only rewind a split second of time. As such, crucial events whose effects are not immediately obvious to you have already escaped your grasp long before any calamity is apparent. You can shift your position slightly (less than a meter) if you are immediately aware of some kind of danger (such as the floor giving way or being hit with a bullet) or other disaster. You can use this to dodge a bullet or to be hit by a bullet that was intended for someone else, but the timing is so fine that you must make this choice before the soak roll is made. If you redirect an attack to yourself you are struck with no net hits, regardless of whether you would have been easier or harder to strike than the intended target. This can also be used socially to prevent a major faux pas, though it is useless if you merely gradually got on the nerves of someone else. If you get no hits at all on a Social test, you can use this power to reroll all the dice. If you got even one hit, then whatever mistakes were made are too far in the past when they become apparent and this power cannot be used.

Clout

"I have the power!"

Clout is the power to draw upon the great strength of the supernatural in order to perform feats of literal strength. Clout is an odd case as regards the Vow of Silence because while it is accompanied by no flaming runes or crawling shadows, demonstrations of incredible strength strain credibility and perhaps worse they draw comments from observers.

Clinging

[Basic]

  • Effective Hits: Strength + Potency
  • Duration: Permanent

Complex Action: You can hold yourself onto vertical surfaces and even ceilings for extended periods of time without special equipment or apparent effort. They can easily move up or down sheer surfaces at the rate of a steady walk, and scuttle across ceilings at the rate of a careful walk without danger or exertion. When such a character attempts to pull Wuxia or Spiderman inspired stunts involving running on walls or brachiating over a crowd they find this much easier, because they can support their weight merely by putting a hand against a wall. For practical purposes, this means that such stunts are much less extreme for them than they appear to outsiders. The thresholds are generally reduced by 2 (a crazy extreme stunt would be merely a professional stunt from their perspective).

Vigor

[Basic]

  • Effective Hits: Strength + Potency
  • Duration: Scene

Free Action, 1pp: By spending a power point you can increase your Strength by 1. You can stack this effect up to a maximum bonus of your Potency + 3.

Primal Strength

[Basic]

Passive: You are so infused with the power of Clout that you have +1 Strength at all times.

Devastation

[Advanced]

  • Effective Hits: Strength + Potency
  • Duration: Permanent

Complex Action: Your strength can emanate from many places at once along an object being touched, allowing you to lift very large, awkward and even fragile things without issue. It also allows you to have a blow from their hand or foot repeated many times across a wall or floor, causing it to shatter (which is where the power gets its name). This kind of contact telekinesis is best represented in superhero comics, where characters routinely lift cars by the ends without parts falling off or the ground underneath them giving way. The source of force can be directed out across a distance of 2 meters per Potency, and you can effectively lift or smash something as if you had five identical friends. When used as an attack, you and your five "friends" can attack several opponents at once or focus attacks on particular individuals (using the normal Multiple Attackers rule). Either way you roll just once and then apply the effects against each target. A character with Devastation can use any weapon they can use at all in one hand with no penalty.

Giant Size

[Advanced, Protean]

  • Effective Hits: Strength + Potency
  • Duration: Scene

Complex Action, 4pp: You can grow to a muscular 3.5 meters in height. All of the things that a character wants to grow along with them grow along with them while they are being carried by them, and anything they aren't carrying or that they wish to leave normal size stays normal size. While in Giant Size, you have +6 Strength, +1 Armor, and the base damage of your melee weapons increases by 2 (assuming you have it grow with you).

Some creatures have Giant Size as a Passive effect instead. In this case, objects do not resize for them when they pick them up or put them down.

War Form

[Advanced, Protean]

Complex Action, 4pp: You can transform into a monstrous beast. The specifics of the monstrous beast that you become are chosen and fixed when this spell is learned. A character's War Form is about a 50% larger than their normal form, and it has claws, or teeth or spines or something that count as a Lethal damage 4 natural weapon. With War From your Strength is +3 and your Agility is +2.

When a character goes into Frenzy they can (and often do) transform into War Form immediately as a Simple Action and without needing Power Points. A Frenzy transformation discount cannot be saved for later - it must be the character's first action upon entering Frenzy to count.

Burrowing

[Advanced]

  • Dice: Strength + Survival or Strength + Larceny
  • Duration: Permanent

Free Action, 1pp: You can tunnel into earth or stone. You can go up to a number of meters equal to your hits. You can leave a tunnel behind you at your option, or just a mild discoloration where you entered the ground/wall. If you don't leave a tunnel behind you don't need to breathe while burrowed, and you can emerge again as a free action without needing another power point.

Flight

[Advanced]

  • Effective Hits: Strength + Potency
  • Duration: Scene

Free Action, 1pp: You can fly, like a superhero. You can fly for the duration of a scene so long as you maintain a speed of at least an Ordinary Walk (18m/round). If the character wishes to be able to move any slower, or to hover, without falling out of the sky, you have to spend another power point. Taking off or landing in cramped areas may require an Agility + Athletics stunt. You moves 4 times as fast as normal when flying, and it is not particularly tiring unless you actually make a Draining Sprint. When this spell ends you fall at full speed if you're not already on the ground.

Discernment

"You see what you want to see. You hear what you want to hear."

Discernment is the discipline of having unusual and/or enhanced senses.

Supernatural Senses

[Basic]

  • Effective Hits: Intuition + Potency
  • Duration: Permanent

Free Action: You can enhance your perceptions well beyond human norms. Vision can become telescopic or even function in total darkness, hearing can become acute enough to hear heart beats, smell can become powerful enough to track at a brisk walk, and so on. Among other things, this gives you +3 on all Perception tests. Bringing one's senses into the realm of magical badassery also makes one vulnerable to intense sensory input, so your threshold to resist overstimulation is increased by 2. You can cast this spell again to deactivate it if you need to.

Aura Perception

[Basic]

  • Effective Hits: Intuition + Potency
  • Duration: Permanent

Simple Action: You can bleed your perceptions into other worlds and see magical forces and beings in other worlds. You can perceive creatures up to one world away from you (the shallows of a world while you're in the mortal world, or the depths or the mortal world while you're in the shallows, or the shallows while you're in the depths). A character with active Aura Perception can also see clear halos around active enchantments, supernatural creatures, magic items, and Luminaries (this property is why Luminaries are called that). A character can attempt to identify the type of a supernatural creature, magic item, or sorcery with an Intuition + Empathy or Logic + Research test, with a threshold of 5 minus the Potency of the target (or the creator of the target). You can cast this spell again to disable it or to change what other world you're seeing into.

Sensory Damper

[Basic]

  • Effective Hits: Intuition + Potency
  • Duration: Permanent

Complex Action: You are protected from harmful stimuli such as glare, pepper spray, and loud noises. You can dial down unwanted sensations to the point of unobtrusiveness. This lets you ignore both sudden stimulations (such as bright flashes) as well as continual low-level sensations (such as ignoring all conversations within a room to focus on the one of interest). You can stay conscious regardless of wounds taken, but this does not reduce your wound penalty.

Psychometry

[Advanced]

  • Dice: Logic + Research or Intuition + Empathy

Extended Action (1 minute base time), 1pp: You can view past events by touching and concentrating upon items or people that were involved in those events. The event in question must be described, although that description may well be entirely conversational such as "What happened here?" when at a brutal crime scene. The events must have taken place within the last month. Seeing farther back into time can be done by increasing the base amount of time by one step and increasing the cost by 1 power point for each time increment the viewing window is increased.

Telepathy

[Advanced]

  • Effective Hits: Intuition + Potency
  • Duration: Permanent

Complex Action: You can communicate mentally with people within line of sight. Voluntary telepathic messages can also be sent and received between people the character knows the name of and who they have touched (regardless of line of sight) so long as they are within 1 kilometer per point of the caster's Potency.

The contents of an unwilling mind can be read, but only with physical contact and difficulty. Mind reading is a Resisted Extended Action. Mind reading uses either Willpower + Intimidation or Intuition + Empathy versus Willpower + Edge. If the target also knows Telepathy and takes effort to obscure details and engages in counter thought, they can use Willpower + Intimidation or Intuition + a relevant Background for resistance. Telepathy is covert except to someone receiving a telepathic communication.

Hits Needed:

Net Hits Thought is...
1 On the surface
2 Important
3 Unimportant to the target
5 Something the target does not know they know.

Time Taken:

Base Time Thought is...
1 minute A simple fact.
5 minutes A mental image.
20 minutes A short narrative.
1 hour An involved explanation.
5 hours The whole story.
1 day Their life story.

Chain of Eyes

[Advanced]

  • Dice: Intuition + Operations or Intuition + Tactics
  • Duration: 10 minutes (net hits increases)

Simple Action, 1pp: You can choose two or more creatures you can perceive and allow one or more of the chosen creatures to perceive what one or more other chosen creatures can perceive. You can cast this again to add a creature you can perceive to the chain. However many creatures are in the chain, you can decide which creatures in the chain can voyeuristically leech off the senses of which other creatures in the chain. You can change that list as a Free Action on your turn. Creatures unused to receiving sense data directly into their mind by magic power may become confused.

Phantasmagoria

[Advanced]

  • Dice: Intuition + Artisan or Charisma + Expression
  • Duration: Scene

Complex Action, 2pp: You can make a magical illusion that fools both recording devices and creatures. You can control the vetical, the horizontal, and the audio within 3 meters per point of Potency from the center of the effect. The effect can be relocated to any place within line of sight of you as a Simple Action. The illusion can react to events around it, and its general realism is determined by your hits on the test. Observers generally roll Intuition + Empathy or Intuition + Perception to spot that it's a fake. By spending an additional power point you can extend the illusion's duration until Twilight. Binding an illusion in this way makes it unable to move its origin.

Telekinesis

[Advanced]

  • Effective Hits: Willpower + Potency
  • Duration: Permanent

You can manipulate things at a distance. Things are moved with a Strength equal to your Willpower. Telekinesis is only slightly more accurate than a grabber hand, and does not grant the amazingly devastating effects of leverage you might expect. With intense concentration, telekinesis can be made to perform tiny acts of fine manipulation - like writing something. When used in this manner, telekinesis is tortuously slow and not very strong (Strength 1). Think of dramatic spirit writing scenes from a movie of your choice and how long it takes to write something short like "Murder".

Tracking Echoes of the Muse

[Advanced]

Free Action, 1pp: Whenever you are exposed to sensory stimuli, you can use this spell to know where it came from. So, if they hear a phrase, even over a telephone or from a recording, they can know where in the world it was spoken. By seeing a picture, they can know where it was painted. And so on.

Fortitude

"Endure. In enduring, grow strong."

Fortitude is the ability to resist destruction. Some powers of Fortitude are continuously in operation, while others must be activated with power points. What makes Fortitude special is that it does not require an active choice to activate. A character may activate their Fortitude powers while unconscious, or in some cases even while dead.

Patience of the Mountains

[Basic]

Passive: You endure as the mountains do, night after night. You don't need to eat, drink, or breathe. Never aging or decaying, you can hold any position no matter how awkward without cramping or moving. You are immune to poison. You also get +2 on all Soak tests.

Revive the Flesh

[Basic]

Free Action, variable pp: You can channel your magic into healing your wounds. 1 box of Lethal damage or 2 boxes of Normal damage can be healed in a single round for 1 pp. 1 box of Aggravated damage heals in an hour and takes 2pp. Even though this spell is a Free Action, you must wait until the damage is healed before you can use it again.

Indomitability

[Advanced]

Passive: Wounds do not hamper you. You suffer no wound penalties, do not go unconscious from injury before you die, and you are not affected by the Incapicated status at all. If you have a Terminal wound you'll still bleed out, and you can still be killed outright by Death Threshold overflow, but you'll be conscious and able to act while that's all happening. You are also capable of straining yourself severely without noticeable effect, so you can carry home anything you can lift.

Restoration

[Advanced]

  • Effective Hits: Edge + Potency

Four Hours, variable pp: Death is no longer an insurmountable obstacle. While you are dead, you can spend 2 power points plus an additional power point per point of Potency to clear your 10th box on your wound track and bring yourself back to life.

Restoration cannot be used if your body has been impaled with something that inflicts aggravated damage or if there is total separation of your head and heart. If you stay dead for a whole month you lose any remaining power points and cease to gain power according to your normal power schedule. At that point someone else will have to invest the required power points into your body for you to be restored.

Adaptive Resilience

[Advanced]

  • Effective Hits: Edge + Potency
  • Duration: Permanent

Free Action, 3pp: Activate this power when you make a Soak Test and you gain 3 bonus hits on all future soak tests against that type of thing. It continues to protect against that kind of threat until you activate this power against a new kind of threat.

Empty Body

[Advanced]

Passive: As much of a curse as a power, you become intangible (but not invisible). Things pass through you unless they are made out of a substance that bypasses your resistances, they are created by magic, or your powers are being nullified generally. For example, a Bagheera with Empty Body could lift a silver fork or be shot by a silver bullet, or burned by Walk of Flame, but could not open a wooden cabinet. Characters with Empty Body are always solid in the world associated with their power source. While the character is insubstantial they can walk on any surface or no surface at all. Moving up or down vertically can be done, but is more work than walking along the floor or hovering at one level - it's kind of like climbing steep stairs. Empty Body can be learned a second time, allowing the character to turn it on and off by spending five minutes and three power points.

Flesh of Marble

[Advanced, Protean]

  • Effective Hits: Strength + Potency
  • Duration: Scene

Simple Action, 2pp: You can transform your skin into something very hard. It is not necessarily marble, or even stone: some creatures turn into metal or magically hardened wood. Some creatures get skin that is all craggy or jointed (like The Thing or Colossus), and others simply turn into what are apparently living statues. While active, you gain 4 bonus dice when Soaking physical damage and your Strength increases by 2. Electricity does not harm you, either because you are too conductive (if metallic) or too insulated (if stone). You can end this power early with another Simple Action.

Magnetism

"Alright everyone! Let's hear it... for me!"

Magnetism is the power to affect others with the otherworldly charisma of the supernatural, to attract, repel, or bend.

Attract

[Basic]

  • Dice: Willpower + Expression or Charisma + Tactics
  • Duration: 10 minutes

Complex Action: You can "turn on the charm" and grab someone's undivided attention. The number of hits when casting determines how many people's attention you grab. Attract does not guarantee that someone will agree with you, nor does it guarantee that they will sleep with you, but it does guarantee that the target will not ignore you or discount the importance of what you say. Attracted onlookers do not actively resist the next Adjacent attack if it comes from anyone else.

Repel

[Basic]

  • Dice: Willpower + Intimidation or Strength + Tactics
  • Resistance: Willpower + Edge or Strength + Edge
  • Duration: 1 round per net hit

Simple Action: You can become extremely frightening and intimidating, inspiring fear and shame in onlookers. The target runs away or cowers in terror for at least a number of rounds equal to the net hits. Thereafter, they are shaken up for the remainder of the scene and suffers a -2 penalty on all actions.

Dismissal

[Advanced]

  • Dice: Charisma + Tactics or Willpower + Intimidation

Simple Action, 3pp: You wrap yourself in the air of unapproachability, making aggression against you, or even refusal of your demands, almost unthinkable. Anyone who wishes to summon the nerve to act against you must roll Willpower + Intimidation or Willpower + Survival and get a number of hits equal to the spell's hits. Otherwise they lose their turn dithering. Your orders are also extremely likely to be obeyed (especially if they involve moving away from the issuer), and the spell's hits are added as a bonus dicepool on any Intimidation or Tactics tests to command or demand.

Betrayal of the Tongue

[Advanced]

  • Dice: Logic + Research or Charisma + Operations
  • Resistance: Intuition + Edge
  • Duration: 1 Hour (net hits increases)

Complex Action, 1pp: The affected target cannot speak lies. They do not have to speak at all, but if they do, the complete truth as they understand it will pour forth from them on any subject they attempt to hold discourse upon.

Summons

[Advanced]

  • Dice: Charisma + Bureaucracy or Charisma + Empathy
  • Resistance: Logic + Edge
  • Duration: Twilight

Complex Action, variable pp: You can send a brief telepathic message (25 words or less) to someone whose name you know so long as that person is in the same world as you and no more than 10 kilometers away per point of Potency. The target can also send back a reply. This does not require a roll or allow a resistance test. You can also spend 2 pp and roll a casting test to attempt to demand the presence of the target. If successful, the target becomes aware of where the character basically is, and must attempt to figure out how to get there themselves.

Cleanse the Body

[Advanced]

Complex Action, variable pp: You can spend power points to heal others. 1 power point heals two Normal or one Lethal damage in a round. 2 power points heals an aggravated wound in 10 minutes. The power works out to Short Range (20m) and it is very eerie to see. Once the healing is finished you can cast this spell on them again.

Veil

"...Now you don't."

Veil is the ability to draw upon one's magical nature to hide things from view. Veil does not affect cameras or other objective traces of a creature's passing, merely prevents observers (even indirect observers) from noticing what is there. Normally, Veil can only take effect while the target is not being observed. If observation is continuous, the observers will not see any change. Onlookers do not normally have any say in what they see as presented to them by Veil any more than they have any choice to not see things that are actually there. Characters who have Discernment powers active or who carefully search the area that the character is in have a chance to perceive through it by making an Intuition + Perception test against the number of hits made to activate the power. Anything a character covered by Veil carries is likewise covered by Veil and anything that the character stops carrying will cease being covered by Veil. An onlooker who notices an object pass into or out of Veil pierces the Veil altogether. Veil is inherently multisensory, onlookers are just as fooled if they close their eyes and listen or try to smell the character as they are relying entirely on their eyes.

Hide From Notice

[Basic]

  • Dice: Agility + Stealth or Intuition + Survival
  • Duration: Permanent

Simple Action: While active, you are not noticed so long as you don't do anything incredibly obvious to give yourself away.

Mask of a Thousand Faces

[Basic]

  • Dice: Agility + Stealth or Charisma + Larceny
  • Duration: Permanent

Simple Action: Those who meet you will treat you as if you were a different person. You may choose the appearance (including clothing and carried items) freely, but taking any action that would be impossible for the facade allows onlookers to see through the illusion. For example, if you use the Mask to appear as a person who has no gun and then you fire your gun, people would see them as they really are.

Lost and Found

[Advanced]

  • Dice: Agility + Stealth or Intuition + Larceny
  • Duration: Base time 1 hour, increase with hits.

Free Action, 1pp: A carried object can continue being covered by veil after it leaves physical contact with you. You can see through your own veil and find it again.

Hide in Plain Sight

[Advanced]

Free Action, 1pp: By adding a power point to the cost of any other Veil power you can activate it while being observed. All onlookers are entitled to an immediate check as if they had been carefully searching the area, but if they fail to notice the discrepancy, their mind will fill in vague details that excuse the character's sudden disappearance.

Blind the Senses

[Advanced]

  • Dice: Intuition + Stealth or Logic + Larceny
  • Resistance: Intuition + Edge
    • Duration: 5 minutes (net hits increases)

Simple Action: You remove a sense from the target. This is covert, and it is not immediately apparent to anyone else that anything has happened.

Desire Reflection

[Advanced]

  • Dice: Charisma + Empathy or Intuition + Larceny
  • Duration: Scene

Complex Action, 1pp: You can appear as whoever or whatever someone else would respond most favorably to. The normal limits of Veil apply, so if you don't have Hide in Plain Sight you must active this while unobserved and then you appear according to whoever spots you first. If you do have Hide in Plain Sight you can pick anyone in your presence. This power can potentially provoke a Loneliness or Greed Frenzy.

Facade of Nonchalance

[Advanced]

  • Dice: Charisma + Larceny or Intuition + Survival
  • Resistance: Intuition
  • Duration: Scene

Free Action, 1pp: When activated, the facade prevents any extras in the area from noticing that events going on around them are in any way out of the ordinary. Taking actual damage will snap a victim out of their complacency. The Facade has to be used before the shit hits the fan, because it won't cause people who have already freaked out to calm down.

The Familiar Stranger

[Advanced]

  • Effective Hits: Intuition + Potency
  • Duration: Scene

Complex Action: You appear to each onlooker as if you were someone they expected to encounter, someone who "belongs" in the scene. This need not, and often will not, be the same person for each onlooker. This power is subject to the normal limits of Veil, save that you need not be at all familiar with any of the visages you assume.

Holistic Ventriloquism

[Advanced]

  • Effective Hits: Intuition + Potency
  • Duration: Scene

Complex Action: You can have the sounds and images generated by your presence shift in apparent origin by up to 2 meters. In many cases, the character can become completely invisible and avoid detection by cameras altogether by shifting their image into a wall or the ground.

results matching ""

    No results matching ""