Abyssal Bloodline (-5)
This
bloodline
requires
Flashy
+1
and
Focused
+1
or better to use.
Natural Weapons: Because I have natural weapons and am skilled in their use, I may use Focused instead of Combative when my natural weapons are relevant. In situations where it matters I can choose to be treated as attacking barehanded or attacking with a weapon, whichever benefits me more in the situation. Finally, though I can be inconvenienced and my natural weapons can be fouled or restrained, being disarmed is generally off the table for me.
Demonic Durability: Because my demonic nature makes me much more durable than normal, I reduce by two (2) all stress inflicted on me by physical attacks. However this does not work against magic, cold iron, or weapons blessed by a benign deity.
Fiendish Teleportation: Because I inherited the ability to teleport (though not effortlessly), once per session as an action I can remove myself from the scene by teleporting myself elsewhere. My range is limited to somewhere within approximately fifty (50) miles of my current location.
Mantle Of Abyssal Power (-2): Because I am invested with Abyssal power that cloaks and protects me, I gain +1 when Sneaky to create advantage or overcome to avoid notice, and I may use Focused to defend against magic.
Accursed Bloodline (-5)
This
bloodline
requires
Primal
+1
or better to use.
This
bloodline
requires
Arcane
+1
or better to use.
Hedge Arcanist: Because I practice a more ancient form of Arcane magic that remains connected to the natural world, while Arcane I can cast spells that replicate effects that are usually the province of Primal. Further, I may also add Primal as a bonus to my roll when I do so.
Evil Eye: Because I can hex others with the power of the Evil Eye, I gain +2 while Arcanely creating advantage to attach the spell Aspect The Eye Is Upon You to a person or creature in my zone that I can see.
This spell Aspect lasts until it has no more invokes remaining or it is overcome. Anyone in the scene may invoke this Aspect to penalize or interfere with the target's actions.
Forbidding Presence: Because I present a very intimidating and stern visage while emanating a frightenting aura, I gain +1 when being Flashy and attempting to frighten or demoralize.
Forced Dementia: Because I have the ability to afflict the minds of others with mental confusion and temporary insanity, I gain +1 while Arcane to create advantage on a foe within my zone to place the situational Aspect Demented Confusion upon them. The recipient may be compelled by the GM or other players to do bizarre and illogical (but not suicidal) things. The Aspect lasts for a scene but can be overcome via appropriate magic as a Superb (+5) difficulty challenge. The recipient themselves can also overcome the Aspect while Carefully Focused as a Fantastic (+6) difficulty challenge. This is a mind-affecting ability.
Damage Reduction: Because I am more durable than normal, I reduce by one (1) all stress inflicted on me by physical and magical attacks.
Aquatic Bloodline (-5)
This
bloodline
requires
Primal
+1
or better to use.
Water Breather: Because I am able to breath underwater and I am comfortable when in aquatic environments, I am able to breath underwater indefinitely even if unconscious and I gain +1 to create advantage and overcome while in the water.
Fast Swimmer: Because I am a fast swimmer, I may move an extra zone for free when swimming and this does not prevent me from attacking. Alternately, if I do nothing but move while swimming I may use this ability to move two (2) extra zones.
Darkvision: Because I have Darkvision I can see perfectly in total darkness.
Damage Reduction: Because I am more durable than normal, I reduce by one (1) all stress inflicted on me by physical and magical attacks.
Control Aquatic Creatures: Because I can control aquatic creatures, I can justify using Primal to have social encounters with aquatic creatures as if I share a language with them, and under most circumstances they are generally friendly to me. I also gain +1 to create advantages related to gaining aid or cooperation from aquatic creatures.
Boreal Bloodline (-5)
This
bloodline
requires
Primal
+1
or better to use.
This
bloodline
requires
Arcane
+1
or better to use.
Hedge Arcanist: Because I practice a more ancient form of Arcane magic that remains connected to the natural world, while Arcane I can cast spells that replicate effects that are usually the province of Primal. Further, I may also add Primal as a bonus to my roll when I do so.
Enervating Cold: Because I am able to drain the life energy from others with intense cold, if I inflict a Consequence on a target with cold or ice based magics I afflict them with enervation and ennui. Consequences such as Easily Fatigued, Frostbitten, Debilitating Shivers, and Cold Stiffened Limbs cause those afflicted to struggle to take even basic physical and mental actions, struggle against cold-numbness, and so forth.
Freezing Bolt: Because I can offensively focus blistering coldness, I gain +1 to attack while Flashily Arcane by projecting a ray of freezing cold air and ice shards at an opponent within two (2) zones of me. If I get a boost, it is automatically upgraded to the Aspect Numbed By Cold with two (2) invokes on it. This aspect can be overcome as a Great (+4) challenge.
Icy Shield: Because I am able to create a shield of hardened ice to protect myself, I gain +2 to defend against physical and elemental attacks while Quick if I am aware of the attack and able to move. This ability does not work in hot and dry environments.
Immune To Cold: Because I am immune to cold, I am unaffected by any malign effect that relies on cold.
Celestial Bloodline (-5)
This
bloodline
requires
Flashy
+1
and
Divine
+1
or better to use.
Rally Leader: Because I am able to inspire my allies to regroup and rally, once per scene I can give a motivating monologue or shout out words of courage and valor to allow all allies within one (1) zone of me to clear one of their stress boxes or a Mild consequence.
Celestial Ray: Because I have learned to channel my celestial lineage into an attack, I gain +1 to attack while Flashy by projecting a brightly glowing arc of energy at an opponent within two (2) zones of me. I may also add my Divine Archetype (if any) as a bonus to my roll.
Celestial Bane: Because of my celestial nature, I inflict two (2) extra shifts of damage when I physically attack devout followers of malign deities.
Mantle Of Celestial Power (-2): Because I am invested with celestial power that empowers and protects me, I gain +1 while Flashy to defend against attacks, and I may cast pure revealing light in all directions from my person to brightly illuminate my zone.
Destined Bloodline (-5)
This
bloodline
requires
Sneaky
+1
and
Focused
+1
or better to use.
Better Lucky Than Good: Because I am unusually lucky, whenever I make a 4dF resolution roll and the result is 0 0 0 0 (all blanks) I treat the outcome as if I had rolled + + + + (all pluses).
Secret Signs: Because I have an unusual mystical talent I sometimes see signs, portents, and sigils that provide me with information about the present or near future that I could not possibly know otherwise. I gain +2 while I am Focused and create advantage when I attempt to discover or notice some detail, fact, Aspect, or truth about the scene, or a person or group in it, even if it would not normally be possible for me to know or detect this information with merely mundane senses.
Close Call: Because I excel at getting out of really bad situations, I can spend a fate point to concede after I already rolled to defend (normally a concession must be made instead of rolling to defend).
Sublime Expertise (-2): Because I am extremely skilled and rarely blunder, whenever I make a 4dF roll I treat any result of less than 0 as -1.
Draconic Bloodline (-5)
This
bloodline
requires
Forceful
+1
and
Focused
+1
or better to use.
Natural Weapons: Because I have natural weapons and am skilled in their use, I may use Focused instead of Combative when my natural weapons are relevant. In situations where it matters I can choose to be treated as attacking barehanded or attacking with a weapon, whichever benefits me more in the situation. Finally, though I can be inconvenienced and my natural weapons can be fouled or restrained, being disarmed is generally off the table for me.
Supernatural Durability: Because I am descended from one or more supernatural ancestors I am more durable than normal. I reduce by one (1) all non-magical stress inflicted on me.
Spell-like Abilities: Because my lineage grants me innate magical capabilities, I may use my Focused Archetype instead of the Arcane Archetype to activate a small set of specific magical abilities and to intuitively understand magical phenomenon related to my particular lineage. GM's discretion applies.
Breath Weapon (-2): Because I am able to expel a specific kind of breath attack from my mouth, once per scene I may make a special attack affecting all targets (animate and inanimate) in my zone without having to split my shifts between them. In addition to inflicting stress, I can also re-use the results of my attack roll to attempt to overcome or alter a single situtational aspect present in the affected zone if I can narratively justify it; for instance I could overcome an obstruction by destroying it. This attack is non-discriminatory and often causes collateral damage at the GM's discretion, such as modifying ambient descriptors within the affected zone to reflect a damaged or ruined state; for instance a Fancy Hotel Room descriptor aspect might be altered to instead be Scorched Hotel Room.
Eldritch Bloodline (-5)
This
bloodline
requires
Arcane
+4
or better to use.
Arcane Senses: Because I have developed my arcane senses to impressive heights, I may use Arcane instead of Focused to notice or perceive things and I can sense things that require mystical awareness to detect.
This
stunt
requires
Arcane
+1
or better to use.
Arcane Aegis: Because I have mastered protecting myself with magic, I may use Arcane to defend against physical attacks without needing to first create an advantage to invoke.
Arcane Bolts: Because I have mastered the art of Arcane Bolts, I gain +2 when I am Flashily Arcane and attack with ranged magic.
Levitation: Because I have mastered the art of mystic levitation, while I am Flashily Arcane I may attempt to overcome a Superb (+5) difficulty to create the situational Aspect Levitating on myself. While this Aspect is in play I may levitate; while levitating I am unaffected by obstacles that I can levitate over, and I can hover out of easy reach of the ground thus frustrating melee attackers. This Aspect can be overcome by appropriate magic, with a Legendary (+8) difficulty. I cannot invoke the Aspect for any additional benefit.
Spell Turning: Because I am able to reflect magic to protect myself, once per scene if I am the target of an Arcane spell and I am aware of it I may overcome the same difficulty required to cast the spell while Cleverly Arcane; however I suffer a -2 penalty to my roll. If I am successful the spell has no effect on me and I turn the spell back upon its caster, against whom the spell has its full normal effect.
Elemental Air Bloodline (-5)
This
bloodline
requires
Flashy
+1
and
Primal
+1
or better to use.
This
bloodline
requires
Arcane
+1
or better to use.
Aeromancer: Because I have mastered the ancient magics of the Element of Air, I may combine my Arcane and Primal Archetypes when I am casting spells or defending against spells related to air, wind, lighting, weather, and so forth.
This
stunt
requires
Primal
+1
or better to use.
Air Walk: Because of my elemental affinity, I may walk upon the air as if I weighed no more than a feather. I am never harmed or unduly inconvenienced by falling, even if I am unconscious. However this effect is temporarily cancelled if I am encumbered or anchored by more than half my own body weight.
Shocking Touch: Because I am able to generate a magical paralyzing shock, I may use Arcane instead of Focused when fighting barehanded or grappling. This is an electric attack and I cannot use this Stunt against opponents who are immune to electricity.
Lightning Arc: Because of my elemental affinity I am able to project an arc of electricity that jumps from target to target, when I am Flashily Primal and attack I may spend a Fate point to affect all enemy targets in my zone without having to split my shifts between them.
Immune To Electricity: Because I am immune to electricity, I am unaffected by any malign effect that relies on electricity.
Elemental Earth Bloodline (-5)
This
bloodline
requires
Flashy
+1
and
Primal
+1
or better to use.
This
bloodline
requires
Arcane
+1
or better to use.
Geomancer: Because I have mastered the ancient magics of the Element of Earth, I may combine my Arcane and Primal Archetypes when I am casting spells or defending against spells related to earth, rock, seismic vibrations, and so forth.
This
stunt
requires
Primal
+1
or better to use.
Stoney Skin: Because of my elemental affinity I am able to protect myself with a stoney skin that shields me from damage, I reduce by one (1) all stress inflicted on me by physical and magical attacks.
Hammer Of Stone (-3): Because of my elemental affinity I can conjure a fearsome stone hammer at will; I gain +1 to attack and defend and can use Primal in place of Combatives while wielding it. If I get a boost while attacking or defending with it, I may upgrade the boost to apply the Aspect Stunned! with two (2) invokes on it to the opponent I am engaged with.
Elemental Fire Bloodline (-5)
This
bloodline
requires
Flashy
+1
and
Primal
+1
or better to use.
This
bloodline
requires
Arcane
+1
or better to use.
Pyromancer: Because I have mastered the ancient magics of the Element of Fire, I may combine my Arcane and Primal Archetypes when I am casting spells or defending against spells related to fire, heat, combustion, and so forth.
This
stunt
requires
Primal
+1
or better to use.
Immune To Fire: Because I am immune to fire, I am unaffected by any malign effect that relies on fire.
Blade Of Fire (-3): Because of my elemental affinity I can conjure a flaming magical sword at will; I gain +1 to attack and defend and can use Primal in place of Combatives while wielding it. If I get a boost while attacking or defending with it, I may upgrade the boost to apply the Aspect On Fire! with two (2) invokes on it to the opponent I am engaged with.
Elemental Water Bloodline (-5)
This
bloodline
requires
Flashy
+1
and
Primal
+1
or better to use.
This
bloodline
requires
Arcane
+1
or better to use.
Hydromancer: Because I have mastered the ancient magics of the Element of Water, I may combine my Arcane and Primal Archetypes when I am casting spells or defending against spells related to water, precipitation, steam, mist, liquids, and so forth.
This
stunt
requires
Primal
+1
or better to use.
Control Water: Because I am skilled at controlling and manipulating water with my magics, I gain +1 while I am Cleverly Arcane and attack, defend, create advantage, or overcome when I can make a reasonable volume of water relevant to the narrative.
Water Breather: Because I am able to breath underwater and I am comfortable when in aquatic environments, I am able to breath underwater indefinitely even if unconscious and I gain +1 to create advantage and overcome while in the water.
Fast Swimmer: Because I am a fast swimmer, I may move an extra zone for free when swimming and this does not prevent me from attacking. Alternately, if I do nothing but move while swimming I may use this ability to move two (2) extra zones.
Fluid Resistance: Because I excel at avoiding harm and rolling with whatever comes my way, I can use more than one stress box to absorb stress from an attack (normally, only one stress box may be used to offset stress from a single attack).
Fey Bloodline (-5)
This
bloodline
requires
Sneaky
+1
and
Primal
+1
or better to use.
This
bloodline
requires
Arcane
+1
or better to use.
Hedge Arcanist: Because I practice a more ancient form of Arcane magic that remains connected to the natural world, while Arcane I can cast spells that replicate effects that are usually the province of Primal. Further, I may also add Primal as a bonus to my roll when I do so.
Pass Without Trace: Because of my mastery of the natural world, I gain +1 when I am Sneakily Primal while in the wildlands, I am unobstructed by undergrowth, and if I take a full move I may move three zones instead of two. Finally, tracking me in wildland areas is very difficult; those attempting it must overcome a difficulty equal to my ((Sneaky + Primal) * 2).
Willful Invisibility: Because I can turn invisibile at will, if I do not attack or create advantage in an exchange I may place the situational Aspect 'Invisible' on myself as a free action that takes no time before or after my normal action. If I attack or create advantage while invisible, this Aspect is immediately removed and I become visibile for at least one (1) exchange before I am able to use this ability to become invisible again. My innate invisibility can be temporarily neutralized by those with unusual senses or magic or special items creating an applicable advantage; the difficulty to do so is Superb (+5). It can also be overcome and thus removed by some abilities that explicitly counter invisibility or dispel magic; the difficulty to do so is Fantastic (+6).
Wild Shape (-2)
Because I have the ability to change into the form of any normal animal of my choice,
I may spend a Fate point to temporarily assume an animal form. My trappings magically
change with me and are unavailable until I return to my normal form.
When I change forms I move all of my Approach bonuses to a disposition relevant
to the animal form I am assuming, and I move all of my Archetype bonuses to Focused
(leaving all of my other Archetypes at +0). This lasts for an entire scene unless
I choose to return to normal, which ends the effect. Additionally, I may spend another
Fate point to assume a different animal's form, and I do not have to first change
back to normal.
When I change forms I gain an additional Aspect named for the animal form I have
assumed which I can invoke when my current animal form is relevant, and which can
be compelled whenever my animal form or lack of humanoid anatomy might inconvenience
me.
If the animal form I change into has natural weapons I may use Focused in place
of Combatives while in a physical conflict.
If the animal form I change into has an unusual form of movement, such as the flight
of a bird, the running of a wolf, or the swimming of a shark then I gain that mode
of movement while I am in that form as well, at the GM's discretion.
If the animal form I change into has an unusual or extra keen sense, such as the
low light vision of a cat, the olfactory senses of a canine, or the echolocation
of a bat then I gain that sense while I am in that form as well, at the GM's discretion.
Imperious Bloodline (-5)
This
bloodline
requires
Flashy
+1
and
Focused
+1
or better to use.
Inspiring Leadership: Because I inspire my allies and followers, any allies who join me in battle gain +1 on all actions they take within a conflict while being Combative. Allies must be within three (3) zones and within line of sight of me to benefit from my leadership. This ability applies for the duration of the conflict even if I am taken out, as my allies are moved to protect or avenge me.
Commanding Voice: Because I am able to speak in a commanding voice that compels obedience in those of lesser willpower; I may use Focused for social interactions if I can talk, and I am resisted by Focused when I do so. This is a mind-affecting effect.
Will To Power: Because my will to push forward to victory is absolute, once per session I may gain +4 when attempting to overcome any one (1) situational Aspect in my zone or an adjacent zone.
Reflect Magic (-2): Because I am able to reflect magic to protect myself, once per exchange if I am the target of a spell and I am aware of it I may overcome the same difficulty required to cast the spell while Quickly Focused; however I suffer a -2 penalty to my roll. If I am successful the spell has no effect on me and I turn the spell back upon its caster, against whom the spell has its full normal effect.
Infernal Bloodline (-5)
This
bloodline
requires
Clever
+1
and
Focused
+1
or better to use.
Diabolic Agony: Because I have learned to project intense pain into the minds of others, I gain +1 to attack while Cleverly Focused by intensely concentrating upon an opponent in my zone or an adjacent zone. If I get a boost it is automatically upgraded to the situational Aspect Debilitating Pain with two (2) invokes. This Aspect can be removed as a Great (+4) challenge. This is a mind-affecting effect.
Diabolic Durability: Because my infernal nature makes me much more durable than normal, I reduce by two (2) all stress inflicted on me by physical attacks. However this does not work against magic, cold iron, or weapons blessed by a benign deity.
Diabolic Teleportation: Because I inherited the ability to teleport (though not effortlessly), once per session as an action I can remove myself from the scene by teleporting myself elsewhere. My range is limited to somewhere within approximately fifty (50) miles of my current location.
Mantle Of Infernal Power (-2): Because I am invested with infernal power that empowers and protects me, I may choose to gain +2 when Clever to create advantage and overcome in social encounters when I can bring my sharp wits to bear; I am resisted by Arcane, Divine, or Focused when I do so (target's choice) and this is a form of mind-affecting magic. Additionally, I gain +1 to defend while Arcane.
Verdant Bloodline (-5)
This
bloodline
requires
Primal
+1
or better to use.
This
bloodline
requires
Arcane
+1
or better to use.
Hedge Arcanist: Because I practice a more ancient form of Arcane magic that remains connected to the natural world, while Arcane I can cast spells that replicate effects that are usually the province of Primal. Further, I may also add Primal as a bonus to my roll when I do so.
Plant Traits: Because of my verdant nature, I am immune to mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms), paralysis, poison, polymorph, sleep, and stun. However I take +1 shift of stress from attacks that rely on cold, fire, acid, or are described as being especially effective vs plant life.
Pass Without Trace: Because of my mastery of the natural world, I gain +1 when I am Sneakily Primal while in the wildlands, I am unobstructed by undergrowth, and if I take a full move I may move three zones instead of two. Finally, tracking me in wildland areas is very difficult; those attempting it must overcome a difficulty equal to my ((Sneaky + Primal) * 2).
Barkskin Knack: Because I have a minor magical knack, I can create advantage while Carefully Primal vs an Average (+1) difficulty to apply the Aspect Barkskin to myself. While this Aspect is active I gain +2 when defending against physical or damaging magical attacks. This Aspect may also be invoked to offer additional protection when defending from physical or magical harm. This Aspect can be overcome and removed as a Superb (+5) difficulty by those with Primal +3 or higher.
Entangling Undergrowth: Because I am a master of natural magics, when I am in a rural area with vegetation, while I am Carefully Primal I may attempt to overcome a Great (+4) difficulty to cause the undergrowth in my zone or an adjacent zone to animate and wrap itself around and entangle all targets. See the Entangling Undergrowth profile for details. I am immune to this effect.
Animated Undergrowth, Creeping Vines
Good At: Entangling (+5)
Limitation: An immobile construct anchored to its zone.
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