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Murgatroyd

Distinctions

d8
or
d4 (+1 PP)
Secretive Loner Wizard
Workmanlike not Wondrous
Secrets of Life And Death

Tier

Competent
d6

Plot Points

1

Aptitudes

Violence
d4
Finesse
d4
Smarts
d6
Psyche
d6
Awareness
d6

Vocations

Scholar
d6
Wizard
d8
 
 
 
Murgatroyd

Stress

Body

Ego

Assets

Credentials: d8

FBI Consultant credentials

Wealthy: d8

Old family money

Sanctum: d8

Heavily warded mansion

Ability Sets

Mystic

Warding: d6
Fortitude: d6
Stamina: d6
Willpower: d6

Limit: Marked By The Elder Gods: You have been marked by a cthonic cosmic entity which is detectable by those with special senses and draws unwanted attention from cthonic minions and cultists. Gain one (1) Plot Point when this becomes a Complication for you.

Limit: Supernatural Aura: You have a supernatural aura that is detectable by those with special senses. Gain one (1) Plot Point when this becomes a Complication for you.

Hermetic

Spells: d8
Teleport: d8

SFX: Hermetic Ritual: If you have the time and materials to prepare and execute an elaborate hermetic ritual you may step up one of this Ability Set's traits for one action.

Limit: Destabilizing: To use one of this Ability Set's traits or SFX on an action or reaction you must either spend one (1) Plot Point, or take a die from the doom pool and include it in your dice pool. If you take a die from the doom pool, after the action or reaction is resolved step up that die and return it to the doom pool.

Limit: Lexical: Requires time and materials (spellbook, scrolls, etc) to change what other trait this Ability Set's Spells trait is currently being used to emulate.

Limit: Restrainable: You cannot use traits or SFX from this Ability Set if you are physically restrained and / or lack access to necessary materials. Gain one (1) Plot Point when this becomes a Complication for you.

Limit: Gate: You may only Teleport using uni-directional Gates which take time to open; however other people and things can travel through your Teleport Gates while they are open. It takes an action for you to close one of your Gates, or you can allow them to close on their own after a few minutes.

Limit: Loci: You may only Teleport to locations where a strong personal anchor exists; this usually takes the form of a hermetically prepared 'Teleport Circle' but under duress you may attempt to Teleport to an ally's current location if you have an item that is strongly connected to them.

Limit: Supernatural Aura: You have a supernatural aura that is detectable by those with special senses. Gain one (1) Plot Point when this becomes a Complication for you.

Amulet of Clear Seeing

Senses: d10

Limit: Conscious Activation: Shut down this Ability Set if stressed out, asleep, or unconscious. Recover this Ability Set when stress is recovered or you awake. If Ego Trauma is taken, shut down this Ability Set until trauma is recovered.

Limit: Gear: This Ability Set's traits are shut down if one or more items of gear are unavailable or rendered inoperable; gain one (1) Plot Point when this becomes a Complication for you. You may recover traits shut down in this way when it is appropriate to the narrative; this may require you to activate an opportunity or take an action against the doom pool at the GM's discretion.

Limit: Supernatural Aura: This object has a supernatural aura that is detectable by those with special senses. Gain one (1) Plot Point when this becomes a Complication for you.

Bracers of Warding

Durability: d6

SFX: Bolstering: When you are able to include your Warding or Fortitude traits in a dice pool you may also include this Ability Set's Durability trait in that dice pool, and vice versa.

SFX: Protective Circle: You may take an action and either spend one (1) Plot Point or suffer d4 Ego Stress to allow allies sharing your zone to use your Warding, Fortitude, or Durability traits as if they had the trait themselves. This effect lasts until you next use your Spells trait or move out of your current zone.

Limit: Gear: This Ability Set's traits are shut down if one or more items of gear are unavailable or rendered inoperable; gain one (1) Plot Point when this becomes a Complication for you. You may recover traits shut down in this way when it is appropriate to the narrative; this may require you to activate an opportunity or take an action against the doom pool at the GM's discretion.

Limit: Supernatural Aura: This object has a supernatural aura that is detectable by those with special senses. Gain one (1) Plot Point when this becomes a Complication for you.

Ring of the Stone

Ranged: d6
Counterspell: d6
Armor: d6

SFX: Punishing: When using this Ability Set's Ranged trait to make an attack against a target that is sensitive or vulnerable to something specific, you may choose to tune the Ring to take advantage of it. If you do step up or double Ranged before adding it to your dice pool; a narrative explanation of how the tuned attack looks is appropriate. If your attack is successful any relevant limits or restrictions of the target apply. For instance, versus a target that cannot regenerate damage caused by fire, tuning the Ring to project a flaming bolt would prevent the target from regenerating any damage caused by the attack.

Limit: Destabilizing: To use one of this Ability Set's traits or SFX on an action or reaction you must either spend one (1) Plot Point, or take a die from the doom pool and include it in your dice pool. If you take a die from the doom pool, after the action or reaction is resolved step up that die and return it to the doom pool.

Limit: Exclusive Traits: The traits of this Ability Set are exclusive to one another, only one can be active at a time. You must decide which is currently active each time you have a panel; the other traits are shut down.

Limit: Gear: This Ability Set's traits are shut down if one or more items of gear are unavailable or rendered inoperable; gain one (1) Plot Point when this becomes a Complication for you. You may recover traits shut down in this way when it is appropriate to the narrative; this may require you to activate an opportunity or take an action against the doom pool at the GM's discretion.

Limit: Supernatural Aura: This object has a supernatural aura that is detectable by those with special senses. Gain one (1) Plot Point when this becomes a Complication for you.

Vocations

Standard Exploits

  • Exploit: Augment Dice Pool Result: for a dice pool result that inludes your Vocation trait die, you may either keep an extra die for your total or step up the effect die.
  • Exploit: Create a Asset: a Asset is a temporary d6 trait that represents a professional contact, a piece of equipment, or some kind of useful knowledge related to your Vocation. Unless removed, the Asset lasts until the end of the next scene, which means you can use it more than once. Write down [Name of the Asset]: d6; you may add it as an additional die whenever the Asset is relevant to an action or reaction. How long it may take to create a particular Asset, and whether it can be done as part of an Action Scene or must be done in a Transition Scene is left to common sense and GM's discretion.
  • Exploit: Affect Complications: if there is a Complication that your Vocation pertains to, you can step it down or remove it from play by describing how your expertise allows you to overcome the Complication. If the Complication is a d6 or less eliminate it, if it is d8 or higher step it down. Alternately, if you can justify how your Vocation applies, you may create a d6 Complication and put it into play, or step up an existing Complication.

Scholar [  ]

The Scholar Vocation allows the following special Exploits:

  • Exploit: Recall useful information regarding an academic subject you might reasonably have learned a little something about in the past (GM's discretion applies).
  • Exploit: You may reroll a dice pool that includes your Smarts; the second result must be kept.
  • Exploit: During a Transition Scene you can create a knowledge related d8 Asset if you are able to cram information on that subject.

Wizard [  ][  ]

The Wizard Vocation allows the following special Exploits:

  • Exploit: Immediately recognize and recall highly detailed esoteric lore regarding a subject with magical or legendary significance (GM's discretion applies).
  • Exploit: If anyone else casts a spell in your vicinity you may attempt to counter it as a reaction even if it does not target you; your dice pool consists of Tier, Smarts, a Distinction if relevant, the caster's Ego Stress if any, and a d10.
  • Exploit: When casting a spell outside of combat using an Ability trait, if you can take your time you may treat your Ability trait as being 1 step higher for one action allowing you to justify an action that is normally beyond your capability.
  • Signature Exploit: For one (1) Scene you may ignore the effects of an ability that would diminish your longevity or lifespan.

Milestones

The Ring

It took you decades to figure out the puzzle box your father left you, which also propelled you through most of the necessary effort to progress from journeyman to master (as your father no doubt intended). Once you opened the box, you found inside a mysterious magical ring. It has some obvious (and potent) powers, but you sense that it contains further mysteries for you to discover.

Goal
Reward

The first time in a session when you use the Ring instead of your other abilities.

+1 Plot Point

When you learn the true nature of the Ring.

gain two (2) Advances, then retire this Milestone Set and choose another one

When you learn the true nature of the Ring.

gain two (2) Advances, then retire this Milestone Set and choose another one

Sheltered and Self Oriented

You have lived a long but very sheltered existence and struggle in social situations. You are also unusually danger averse. But you are making an effort to overcome this.

Goal
Reward

The first time in a session when your limited social skills become a Complication for you.

+1 Plot Point

The first time in a session you are exposed to danger and react by running away, hiding behind others, or losing your cool in a humorous way.

+1 Plot Point

When you do something unselfish at risk or cost to yourself on behalf of someone else.

gain one (1) Advance