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Ability

Difficulty 0: Fail do it in the first place.


When the GM explicitly asks for a level 1-6 Ability Greater Function (diff 6) is generally about
Action, whether for something the GM assumes having the time and mood to get things done just
they want to do or for something the player just right. Because the focus is still just fairly basic
casually described doing, the player can opt to tasks, this is generally gilding the lily: unless one
fail instead. Their character doesn’t manage to do is expecting foreign dignitaries, one doesn’t need
whatever it is, or at least not well... but, as to set the table “just right” and fold the napkins
discussed earlier, they recover a point of Wear, into roses. Even when we’re talking about
down to a minimum of their “starting Wear.” investigating a legitimate threat at the local
Greater Fail (diff 4) allows a Strategist to declare library, is it really worth building your own little
something basically impossible for them. The catalog for possibly relevant articles or giving a
player may also invoke this on their Strategist’s full slideshow presentation on whatever you’ve
behalf. This isn’t really advantageous—the found?
character doesn’t recover a point of Wear, and
may even gain some—but it does have the Difficulty 3: Focus
advantage of being able to actively oppose Focus allows the Strategist to be present. To not
attempts to “make the Strategist feel better,” just kind of... get distracted, drift off mentally, and
“snap them out of it,” “prove that they can do it,” fail to pay attention.
and the like. subject to a GM veto for use in Greater Focus (diff 7) is a power of intense
cases where the failures begin to blur together attention. This can have magical effects, as
described on pg. XX. Greater Focus may also
Difficulty 1: Well-Met grant sharp insights or allow the character to
Given adequate support systems, sleep, maintain focus in extremely distracting and
etcetera, the Strategist can more or less stay on confusing situations.
top of the very basics of life and appear more or
less together. For instance, Well Met allows a Difficulty 4: Expertise
Strategist with a good life situation to declare that Expertise lets the Strategist apply functionality,
they’re personally presentable or that their home focus, and professional expertise to a task that
is clean. Strategists tend to look stylish and suits them—one that they’re relatively
intense but they also tend to look like they’ve comfortable doing. This action is specifically
been run over by a truck while having four limited to the professional expertise that the
hangovers and a migraine; it’s the latter that this character actually has: the player may reference
action helps keep under control. fractional expertise picked up over time, or ask
Greater Well-Met (diff 5) lets the Strategist stay the GM/group to OK their Strategist knowing
on top of this stuff even when they don’t really more about something than previously revealed,
have the resources to do so. It’s what they need but basically, it’s for doing things that they
to stay hydrated while being hunted; to maintain actually know how to do, and not things that they
perfect hair despite sleeping on the streets. don’t. It’s for writers writing, bakers baking,
singers singing, and fighters fighting,
Difficulty 2: Function and not, e.g., for any other way around.
Function lets the Strategist pull themselves Greater Expertise (diff 8) lets the Strategist
together and get some basic task done properly. produce stunning but ultimately conventional
The exact line between “basic” tasks and the work, in the fields of work that suit them, with the
professional/adult tasks below is for the GM to kinds of skills they know. For athletes, for
determine; roughly speaking, though, this is a instance, this is enough to win a bronze or silver
fundamentally everyday task that doesn’t require medal at the Olympics, but not enough to shatter
specialized expertise. A Function task is typically a world record, and probably not even quite
at least somewhat consequential, but the GM enough for a gold. For scientists, it’s enough to
may occasionally demand Function from a release an impressive paper but not enough to
character in order to complete some random reshape the modern understanding of the world.
small thing without screwing it up or just failing to
Difficulty 5: Steel standard deviations above where they usually
Steel lets the Strategist nerve themselves to hang out... but everything’s aligned, everything’s
perform and engage with inherently unpleasant smooth, it all fits together, it works.
tasks or tasks which they’re just not very well- Greater Flow (diff 11) gives rise to legendary
suited for. It’s also what lets them persevere past professional achievements at or past the peak of
unpleasant conditions to complete what’s been done before. It’s also useful for
pleasant/rewarding tasks. unlocking the sealed and hidden resources of the
Greater Steel (diff 9) allows the Strategist to Strategist’s mind and body, from sharpened
break past their limitations. It’s what’s necessary senses to hysterical strength to completely
for stunning work that fits the Strategist’s skill set shutting out the sense of pain. If it’s the kind of
but is way out of their comfort zone, as well as for thing that a person like the Strategist can
pushing on despite injury and doing just a bit possibly achieve, a level 11 Ability action can
more than they can possibly do. achieve it.

Difficulty 6: Organization Difficulty 8: Study Up


Organization lets the Strategist bring Given a few days of background practice or a few
mindfulness, diligence, and organization to the scenes of intense study, Study Up lets a
table. It’s usually the highest level the Strategist Strategist pick up the basics of a new non-
will ever need to tackle the responsibilities of magical professional skill or a special trick for a
adult, independent, and professional life. skill that they already have. They can learn to
Ultimately, which tasks actually need drive, learn to read Sumerian, or learn how to
Organization is somewhat subjective, principally quickly do cube roots in their head. An acquired
decided in play by the GM picking certain tasks to technique like this is “stored” in a quest slot (pg.
ask for a level 6 action for and by the player XX)—as long as they keep it around, they can’t
picking certain tasks for which to volunteer one. also use that slot for a quest, and conversely, if
Greater Organization (diff 10) is used to weather they actually have five quests running, they don’t
major life transitions; for leadership; and for the have the brain space available to learn
kind of awe-inspiring competence that has all the something new.
details handled. These ideas tend to blur together Greater Study Up (diff 12) works in much the
at the edges, but when tackling more than one at same way, but they can also learn magical skills
once, or tackling them while also doing or memorize relatively specific level 8-11 Ability
something amazing (see Greater effects as repeatable “tricks.” Once memorized,
Expertise/Steel), it tends to devour more time. the new tricks fall under the Strategist’s baseline
professional expertise—they can, e.g., maintain
Difficulty 7: Flow peak professional performance, or trigger
Flow lets the Strategist reach a flow state—to be hysterical strength on command. Actually using
at, or slightly beyond, their personal best. At this the new skill or effect is generally an Ability 4
level, they’re still them, so the peak of what they action, but can range from 1 -6 as best fits.
can accomplish, in the big picture, is only a few
Eide
Difficulty 0: The Agony Rite Strategist automatically recovers.
The Agony Rite invokes itself as an involuntary The Greater Cliffhanger Rite (diff 8) works the
reflex. It protects the Strategist against “attacks” same way, but doesn’t require that the scene end
that would erase their infection. It can also —the Strategist can shake off the effect as soon
restore this curse if it is lost or impose a new as it’s not being sustained. It then turns the effect
understanding of it upon the world. around in some way, if the player and GM can
Greater Agony (diff 4) is a miracle that invokes agree on how, inflicting poetic justice on the
some new manifestation of this curse. attacker.

Difficulty 1: Intensity Difficulty 5: Talent


Intensity makes it easy and comfortable to go Talent doesn’t need an action. It can be used
along with the Strategist. Standing up to them whenever something tests the Strategist’s
becomes an Ability 3 task. If the Strategist qualifications in their Technique. It makes sure
actively invokes a title/authority, it’s Ability 5. they pass—and by whatever standard is relevant,
The Greater Intensity Rite (diff 5) makes the which often means “brilliance.” They also do
Strategist seem so valuable to the target, so better on each test than the one before. Mundane
important and necessary, that it manifests as a sabotage can screw this up by making it not
Geas. The Geas lasts until the end of the next really a test, but at a minimum difficulty of 7.
story. If the target is utterly defeated while the Greater Talent (diff 9) is too much. Base-level
Geas yet remains, the Strategist gains 20 points Talent can already pass any test. Kicking it up a
of a Cost. notch cracks the world. Facing such a hard test
that the character’s Eide breaks, or when
Difficulty 2: Stunt showing too much talent to fit in a mortal frame,
Stunt lets the Strategist perform a cinematic or the character’s self-presentation cracks, they turn
low-fantasy action that fits their Technique. This into a giant symbolic monster, and they rampage.
action is functionally a mundane action with the The monster, and the details of the rampage, are
same action level as the miracle, and a default 3 not always the same. The whole thing is Unreal
Edge. at the GM’s option: sometimes the rampage
Greater Stunts (diff 6) are in the same rough happens, sometimes it’s retroactively allegorical
cinematic/low-fantasy oeuvre, but represent the or approximate. It depends how well it fits the
bigger moments therefrom. story of the game.

Difficulty 3: Costumery Difficulty 6: Strategy


Costumery is used while unobserved. It lets the Strategy is a planning miracle (pg. XX). It makes
Strategist instantly assume their traditional reactive plans that fit the Strategist’s Technique.
costume, along with its weapons, goods, and “Reactive” here means that the Strategist must
tools, or return to what they had been wearing be responding to someone else shaking up the
previously. status quo or grabbing an opportunity that just
Greater Costumery (diff 7) is an Unreal power appeared—this power can’t just change long-
that calls up special effects associated with the standing situations in an arbitrary way.
Strategist’s traditional costume and identity. It Greater Strategy (level 10), on the other hand,
can’t summon or banish physical things in places can. The character can form one proactive
being intently observed. objective in response to their most recent Serious
or Transformative Wound. They can then form a
Difficulty 4: The Cliffhanger Rite plan to achieve that. It may take multiple 0-3
The Cliffhanger Rite is a feint of some sort chapter steps to achieve, but the solution lasts
involving feigned defeat. Something supernatural longer than for most plans as well.
and unwanted happens to the Strategist, but they
don’t “take damage”; instead, they use this Rite.
Then, after the scene has ended and the
supernatural effect is not being sustained, the
Difficulty 7: The Casting Rite externalizing (“casting”) bits of the self.
The Casting Rite is a time-consuming Rite for
forging a minion out of the Strategist’s Eide. The Difficulty 8: Misdirection
minion is not terribly impressive but can Misdirection is a power to hide something. It is
manipulate emotions to a certain extent, have a discriminating: the Strategist can choose who it is
decent Ability or a few minor powers, spend its hidden from. It’s bleak: the heroic heart in a
tiny 2-point Cost pool on stuff, and vampirically mortal can possibly beat it, but not hardly as an
push that Cost pool onto someone else. everyday thing. And, finally, it is extraordinary: it
Maintaining control over the minion requires a can do some truly incredible tricks.
quest slot. Greater Misdirection (level 12) is even more
The Greater Casting Rite (level 11) is a very extraordinary. It allows the Strategist to declare
time-consuming effect for warping the whole something that the world will now perceive. Any
world around the Strategist into a twisted space contrary evidence, while this miracle is sustained,
that fits their Eide. The logic behind the upgrade will be made Unreal.
is that both forms of casting are about
Flore
Difficulty 0: Connection time, the Strategist can train someone in a
Connection lets a Strategist understand their relatively narrow mundane or magical skill—even
Treasures’ hearts. They can “hear” or “feel” when one they don’t have; even someone who isn’t a
a Treasure needs them, no matter how far away. Treasure—granting every action the trainee takes
Greater Connection (diff 4) gives additional with it the benefits of (lesser) Guidance. This
context on that warning. Alternatively, it allows the second version of the effect is stored in a quest
Strategist to understand the needs and moods of slot.
nearby Treasures that would otherwise be hard to
read. (Like bees, rocks, or invisible aliens.) Difficulty 4: Glorification
Glorification awakens a unique special power in
Difficulty 1: The Projection Rite a Treasure. This manifests as a Technique. It
In the Projection Rite, the Strategist slips into a normally lasts while sustained, but the Strategist
sleep or trance state. Their spirit goes to visit a can create a lingering effect with Time-
Treasure in the same Region. They perceive Consuming preparation.
through its senses and can communicate Greater Glorification (diff 8) awakens an
mentally with it. Alternately, they can touch its extraordinary special power. If the Treasure’s
mind on a deep level. This gives the same level power is not normally extraordinary, it awakens
of understanding as Greater Connection does, an extraordinary version of it, which can be kind
lets the Strategist share their mental abilities and of rough on the Treasure itself. Again, the
Costs, may grant inanimate Treasures a small bit Strategist can create a lingering effect with Time-
of added mobility, and lets the Strategist take Consuming preparation. Alternately, with Very
damage to defend the Treasure. The Treasure’s Time-Consuming preparation, they can grant a
memory will be muddled to the extent that it Technique that lasts indefinitely, which is stored in
actually uses the Strategist’s abilities. one of the Strategist’s quest slots.
The Greater Projection Rite (diff 5) has
unlimited range and can potentially visit up to the Difficulty 5: Ignition
Strategist’s Ability in Treasures at once. Ignition grants a Treasure’s action, or someone’s
action using a Treasure, 3 Edge. It also allows
Difficulty 2: Administration the action to contend with miracles if that makes
Administration lets the Strategist’s spirit visit a sense: for instance, a Treasure mirror might
Treasure while awake. However, they can’t touch reflect a miraculous attack. Or, a Treasure-bird
the Treasure’s mind on a deep level—all they can might dodge a curse.
do is communicate with the Treasure and borrow Greater Ignition (level 9) goes beyond Edge: it
its senses. makes the action unopposable by mundane
Greater Administration (level 6) has unlimited actions. In addition, when using the power
range and can potentially visit up to the granted by (Greater) Glorification, it can raise
Strategist’s Ability in Treasures at once. the target’s effective Ability to 9. Greater Ignition
includes Ignition by default and (Greater)
Difficulty 3: Guidance Glorification as an option.
Guidance grants a Treasure, or someone using
the Treasure, comfort in some task. It grants
either the Strategist’s professional competence,
or ordinary professional competence, whichever
is better. It grants a +1 Ability bonus, to a
maximum of the Strategist’s own Ability, and 2
Edge. If the Strategist invests some time, the
effect can linger.
Greater Guidance (diff 7) works similarly, but
also increases the target’s effective Ability to 7. It
can grant inanimate targets limited mobility, as
per Projection. Alternatively, with a great deal of
Difficulty 6: Trust acquainted with. This action is functionally a
Trust allows a Treasure to reach the Strategist mundane action with the same action level as the
quickly and “in time” from anywhere in the miracle, and a default 3 Edge. The Strategist can
Region. This does not use an action. The spend 1 -4 Cost to somewhat speed or improve
Treasure also gets the benefits of Ignition and, the results.
optionally, Glorification. The Greater Design Rite (level 11) is a very
Greater Trust (level 10) allows the Treasure to time-consuming power that creates, customizes,
reach the Strategist quickly from anywhere. The or repairs a fortress-scale artifact. These artifacts
Treasure also gets the benefits of Greater usually invoke new metaphysical laws or Region
Ignition and, optionally, (Greater) Glorification. Properties.
It may, as a further option, replace the Technique
received from (Greater) Glorification—for the Level 8: Divine Plan
purposes of this action—with a secondary Divine Plan is a planning miracle that destines a
Technique it gets from thematically merging with Treasure to do something. It may take a long time
the Strategist’s powers, spirit, or flesh. When if the Treasure is not suited to the task. For this
using granted powers through Greater Trust, it reason the plan is stored in a quest slot. The
can raise its effective Ability to 10. Treasure gets the benefits of Ignition on relevant
actions and possibly the benefits of Greater
Difficulty 7: Design Glorification for the duration.
The Design Rite lets the Strategist perform a Greater Divine Plan (level 12) is a very time-
cinematic or low-fantasy action to create an consuming power that uses a Treasure to do
artifact or device—or repair, retrofit, customize, something by turning them into a kind of cauldron
tune, or integrate minor improvements into an of destiny and pulling forth a wish from their
existing artifact or device—using any form of power.
magic or mundane craft they are reasonably well
Lore
Difficulty 0: Investigation Strategist’s, and one that’s either pretty “ordinary”
Investigation gives the Strategist a sentence or or has already shown up in play.
two of basic information about an Arcanum. Greater Hunt (diff 7) lets a Strategist catch rare
Technically they have to research it, but that can Arcana and powerful Arcana. Powerful Arcana
be as easy as “I try to remember” or “I flip can take a long time to catch. If the GM permits,
through my grimoire ...” Greater Hunt may also catch a weak, common
Greater Investigation (diff 4) can also get: Arcanum instantly or near-instantly.
• a sentence or two of general information about
an Arcanum, plus a bit of secret or expert Difficulty 4: Navigation
knowledge, Navigation is a Time-Consuming miracle to work
• a sentence or two of basic information about around some navigational obstacle. It can find a
anything, way across roughly a quarter mile of physical or
• a bit of “why” and “how” about anything, or an analogous spiritual distance.
• a “clue.” Greater Navigation (level 8) is an Extraordinary
and Very Time-Consuming miracle that makes an
Difficulty 1: Vision accessible path between any two points and then
Vision lets the Strategist directly perceive things. holds it open for at least as long as the miracle is
They ignore darkness and muting/silencing; sustained. In its epic form, it can even grant
attempts to obstruct their senses become less access to impossible places like “a year ago” and
effective; and, most importantly, they can “my imaginary friend’s house.”
perceive Ninuan.
Greater Vision (diff 5) is either “automatic Vision” Difficulty 5: Percipience
that doesn’t use an action and lasts the rest of Percipience is a planning miracle. It lets the
the scene, or “sharpened Vision”—a mundane Strategist train themselves to perceive or interact
sensory action at roughly the Greater Flow level with some subtle, elusive, or intangible thing.
of effectiveness, with level equal to the miracle Once they’ve managed it, they can do that as a
level and a default 3 Edge, augmented by bonus Technique for as long as they stick to the
miraculous Vision. plan, and then maybe a few chapters more.
Greater Percipience (diff 9) is an extraordinary
Difficulty 2: Spherecraft planning miracle that lets the Strategist train
Spherecraft lets the Strategist perform a themselves in impressive versions of the above
cinematic or low-fantasy action to make proper talents, or, conversely, attune a small/medium
use of the Strategist’s Arcana, defend against organization or a portion of a Region to some
them, bring them into Creation, banish them from hidden or subtle thing. The second version lasts a
Creation, survive in regions tied to the Strategist’s few chapters unless they invoke the epic form of
Sphere, or be mobile in regions tied to their this power, in which case it might last indefinitely
Sphere. This action is functionally a mundane but suffer a balancing drawback.
action with the same action level as the miracle,
and a default 3 Edge.
Greater Spherecraft (diff 6) offers two
alternatives:
• it can be Spherecraft for other people’s Arcana,
specifically, for defending against them, inviting
them into Creation, or banishing them from it; or
• it can be a somewhat improved (greater stunt-
level) Spherecraft.

Difficulty 3: Hunt
Hunt is a planning miracle that lets a Strategist
catch and bind an Arcanum. Specifically, an
Arcanum with power closer to a mortal’s than a
Difficulty 6: Infusion hard to get the most out of it unless the character
Infusion uses an Arcanum to grant someone a is in tune with their Sphere—e.g., has high
temporary Bond, transforming them as Fugue, lets the wish do what it wants, and/or
appropriate to manifest the Bond’s truth. It’s a specifies things that are mostly aligned with the
quick process if the Strategist has done this Sphere’s natural inclinations.
particular infusion before but Time-Consuming if
they’re innovating a new Bond. The effects last 0- Level 8: Invocation
2 stories or until the Strategist applies a new Invocation is a Time-Consuming action to stretch
infusion to that target, cancels the infusion with a the possible uses of one of the Strategist’s
specific mundane procedure, or something Arcana. Both the stretching and the final use
breaks the effect. brush the top end of the cinematic/low-fantasy
Greater Infusion allows extraordinary spectrum, and the final action is stored in a quest
transformations and Bonds with extraordinary slot for immediate, later, or repeated use. Like
Techniques. It lasts until the Strategist applies a Traduction, when used, Invocation is
new infusion, cancels it with a specific mundane functionally a mundane action with the same
procedure, or something breaks the effect. level as the miracle and a default 3 Edge.
Greater Invocation (level 12) is a planning
Level 7: Inchoation miracle to chain, bind, banish, or attack someone
Inchoation creates energies from the character’s from afar. The plan can include using weird ritual
Sphere. This can manifest Unreal Sphere powers that only exist within the aegis of these
phenomena instantly, birth simple Arcana and particular plans. If the target is a viable Arcanum
paraphernalia as a Time-Consuming effect, or for the target’s deck, the miracle’s effects are
enkindle meaningful influences and artifacts as a faster—maybe even instant, not even really
Very Time-Consuming effect. requiring an actual stated plan, if the target would
Greater Inchoation is a wish. It creates and be vulnerable to Hunt.
shapes powerful energies of the character’s
Sphere. It can be used to do a lot of stuff, but it’s
Wyrd
Difficulty 0: The Wailing Rite The Greater Revenant Rite (diff 6) lowers
The Wailing Rite activates “infection state.” The effective Infection by a point for a scene,
character becomes a doomed living weapon: anywhere, anywhen. Or, it mitigates a problem
• each point spent on the Four Costs counts as like the infection for a scene, in the Strategist or
two. someone else. When spending an XP Action in
• oaths sworn in Creation become invalid. the sanctuary (etc.), it can even erase such a
• their starting Costs are fixed where they are. problem for good!
• Destruction and Unfettering become stronger.
• ... but they no longer recover Cost at the Difficulty 3: Contagion
beginning of every chapter and every story. Contagion inflicts curses or blights based on the
Infection state can only be deactivated during character’s infection. The effect is Unreal, and
certain major story events. It sometimes activates lasts for at most two dawns or twilights after the
on its own unless the Strategist takes damage to miracle ends.
fight it. Greater Contagion (diff 7) inflicts stronger
The Greater Wailing Rite (diff 4) is a desperate curses or blights in the form of Geasa that last for
flight from the world: 0-2 stories. The normal target is a person;
• It increases a level 0-5 Infection by +1. affecting other things takes more time, potentially
• If not already active, it attempts to activate the even a lot of time (if affecting, e.g., the State of
Wailing Rite. New York.)
• It grants access to 15 points of the omni-
applicable Cost, Desperation, lasting the scene. Difficulty 4: Destruction
• It grants a +2 Ability bonus to “destruction” and Destruction unleashes a personalized power of
“fleeing the world to the comfort of the void,” un-creation. It normally has a fairly narrow
including to intermediate steps, selection of applicable targets. When the Wailing
•... but lowers Ability to 0 for everything else, and Rite is in effect, though, it can target anything.
doesn’t let the Strategist spend Desperation as This is a Bleak power; hard work and love form
Wear. Wards against it, and mortals can sometimes
This Rite lasts until the character reaches the exceed themselves to resist it. Its effects on λ-
void. It auto-activates at Infection 6. beings are Unreal.
Greater Destruction (diff 8) unleashes a related
Difficulty 1: Elysium but substantively stronger personalized power of
Elysium transports the character to their un-creation; all other details are the same.
sanctuary from appropriate symbolic entrances
anywhere. For instance, they might walk around Difficulty 5: Shattering
any bookshelf to get there. The Shattering Rite can only be used when the
The Greater Elysium Rite (diff 5) makes this Strategist takes 5+ points of damage. It
more feasible, ensuring that they, e.g., can find a unleashes a (specific) Unreal disaster. It only
bookshelf. If there’s any chance that they can find needs an action if the disaster is something the
an entrance to their sanctuary or construe character retains meaningful control over;
something as one, they succeed; if not, they may otherwise, it doesn’t.
be able to reverse this unfortunate state of affairs Greater Shattering (diff 9) is used when the
by taking damage. Note that as a Rite, it can character just can’t take it any more. They turn
pierce through Wards that might otherwise seal into a giant symbolic monster, and they rampage.
them from their goal. The monster, and the details of the rampage, are
not always the same. This power is Unreal at the
Difficulty 2: The Revenant Rite GM’s option—sometimes the rampage happens,
The Revenant Rite is performed when spending sometimes it’s retroactively allegorical or
an XP Action in the sanctuary, skipping an XP approximate, depending on how well it fits the
Action to be in the sanctuary, or spending a lot of story of the game.
time recuperating in the void. It lowers Infection
by a point and recovers 3 points in Costs.
Difficulty 6: Unfettering decent Ability or a few minor powers, spend its
Unfettering dodges miracles, magic, and tiny 2-point Cost pool on stuff, and vampirically
metaphysical/spiritual effects that assume that push that Cost pool onto someone else.
their targets are real by pointing out that the Maintaining control over the minion requires a
Strategist is in fact a λ-being and not a part of the quest slot.
world around them whatsoever. Which miracles The Greater Casting Rite (diff 11) is a very time-
make this assumption? That’s up to the person consuming effect that warps the whole world
invoking the miracle, whether they have reason around the Strategist into a twisted space that fits
to suspect Excrucian presence, and whether they their heart. The logic behind the upgrade is that
worry about it—but assuming that targets are both forms of casting are about externalizing
real, in reality, is the default. When the Wailing (“casting”) bits of the self.
Rite is in effect, Unfettering can be invoked
without an action, and lasts the scene. Difficulty 8: Masking
The Greater Unfettering Rite (diff 10) is a Time- The Masking Rite is a time-consuming Rite for
Consuming power that breaks the grip of altering the character’s personality or identity.
metaphysical, spiritual, or psychological effects or The character changes themselves—often to
fundamental, or widespread local conditions on create a new worldly personality and identity that
the target. This includes physical conditions and “seems to check out” under mundane
λ-aware conditions and effects. If the effect is investigation, but sometimes just to mess around
ongoing, like, say, the widespread condition of in their head. The effect is generally recorded as
“gravity,” the effect lasts while sustained plus a a Geas and stored in a quest slot.
few chapters. Otherwise, or if the Strategist pays Greater Masking (diff 12) is a stronger version.
for the epic form, it can be effectively permanent. It’s implemented as a wish. It’s explicitly allowed
Like Greater Contagion, Greater Unfettering to be extraordinary. But most importantly, it allows
normally targets a person, but can be applied to the character to impose a destiny or goal upon
other or larger things with a greater time the identity they create or the alteration they
investment. make; the wish will inexorably move events
towards that destiny or goal. The Strategist is
Difficulty 7: The Casting Rite unable to use the Masking Rite to undermine
The Casting Rite is a time-consuming Rite for this self-alteration until that destiny is realized ...
forging a minion out of the Strategist’s heart. The or until they use this power again to change their
minion is not terribly impressive but can mind and their goals.
manipulate emotions to a certain extent, have a

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