Supernatural Qualities



This represents the classic wuxia stunt of seeing the world without need of eyes. With this Quality a character can sense his surroundings, making it impossible to blindside him. Your character is immune to the effects of darkness or invisibility and gains a +2 to all Perception rolls (this is cumulative with any Acute Senses bonuses). The Fast Reaction Time Quality is an added bonus (with no extra charge). Finally, the character's supernatural abilities grant him +2 to close combat attacks and defenses. These benefits are only applicable against living or moving foes.

When combined with the Physical Disability (Blindness) Drawback, a character can 'see' a monochromatic world around him with enough concentration (reading and close visual work is not possible). In a fast-paced combat situation, a nearby assailant who has no body temperature and does not breathe or move is invisible to a blind character.



Your character can affect those around him emotionally. The feelings can vary from attraction to anger to depression. How the target reacts is your Director's call. For example, if the emotion is anger and the target fairly assertive, violence is likely. Conversely, if the target is retiring, anger could manifest as passive aggressiveness. To avoid the power's influence, the target must make a Willpower (doubled) roll. If affected, he may make a new Willpower roll each Turn after that. Failure means the target has little control over the emotion at issue.

For certain emotions (say lust), your character's Attractiveness levels also modify the target's Willpower roll (such modifiers are paid for separately and do not affect the cost of this Quality). The modification is the converse-negative Attractiveness grants bonuses to the target's roll; positive Attractiveness imposes penalties. The basic Emotional Influence ability costs two points. Penalties may be added to the target's roll for an additional point per level. So, Emotional Influence with a -3 penalty runs five points.



The being can tell what someone is feeling. People are generally pretty poor at hiding their anger, grief, or smug confidence. Most of the time, the empath can only read the strongest emotions a target is feeling. With particularly strong feelings or a very good Perception roll, the being learns about exactly how the target feels.



Some demons and undead have the power to control the minds of others. Against single opponents or those without much in the way of will, this ability can be devastating. It comes in three levels, at an increasingly higher point cost.

Gaze Into My Eyes: At this level, your character can cause someone to hesitate for a few moments-plenty of time to launch an attack with impunity. The hypnotist makes a Willpower (doubled) roll (or uses his Brains Score in the case of Supporting Cast); the victim does the same. Unless the victim beats or ties the result, he is helpless for a Turn and has zero defense rolls against any attack. This ability costs five points.

What Do You See?: Your character can create illusions and muddle the victim's senses. This uses the same Resisted Willpower roll as Hypnosis (Gaze Into My Eyes), but if the character wins, the victim finds the illusion compelling. The character can render himself invisible or appear to be someone else. A character with What Do You See? gets a +1 bonus to use the Gaze Into My Eyes power. Ten points purchases this ability.

Come to Me: At this level, the supernatural being can dominate the victim, forcing him to obey almost any command. Every time your character tries to command the victim, use the same Resisted Willpower rolls as above. If the victim loses, he must comply. Some commands may go so totally against the victim's self-preservation instinct or moral code that he gains bonuses (+1 to +5) to resist (at your Director's discretion). Directing someone to jump off a skyscraper is morally questionable and could invalidate any control your character has over him.

Your character gains a +1 bonus to attempts to use What Do You See?, and +2 to use Gaze Into My Eyes. This ability costs a whopping twenty points.



The supernatural can see detailed truths about a person (including Qualities and Drawbacks) by reading his aura-his nature, feelings, desires, fears, even possessing entities or other abnormalities. It can also be used to track, particularly by attuning oneself to the aura of certain beasts- this may require one or more Perception and Notice rolls. Any use requires at least a Turn or three of concentration.



Your character is immune to all forms of Telepathy and some Supernatural Senses; Director's call on that), as well as all spells or powers that seek to read or control his thoughts or emotions. He can still be struck by magic or slammed by Telekinesis, but no one can get into his head. It's not all good though. Those with this Quality tend to be somewhat closed off and distant, and often also possess the Outcast Drawback.



Your character possesses a preternatural sensitivity to objects and the energies others leave when they touch them. He can gain information about items and places uses this ability. Characters with psychometry often get impressions from simply bumping against a wall or touching the steering wheel of a car-many beings with this power wear gloves most of the time. To use this ability actively, your character must touch the object and roll Perception and Notice. The exact result depends both upon the roll and upon the history of the object being touched. Consult the Psychometry Chart below but know that your Director might modify the 'read' depending on the needs of the storyline.

Psychometry Chart

Success Level Result
1 Feel the strongest emotions associated with the object in the recent past (one day or less), and gain some sensory glimpse of the person feeling that emotion. This is not a full-face portrait though, but it could be a flash of someone's shoes, the smell of their perfume, the sound of music playing in the background at the time, or some other (more or less) useful clue. This level reveals items that are supernatural in nature.
2 Impressions go back further in time (a week or less) and get more precise for more recent (one day or less) events. If the visions are frightening, time for a Fear Test. This level reveals a few vague hints about the potential uses or powers of any supernatural item.
3 Impressions go back one month or less. Can now detect more than one wielder/owner within that time frame if they left a good psychic 'imprint' (i.e., felt strong emotions while in contact with the item). Clues are even more plentiful, but they are rarely complete. Events of extreme emotional or magical power can be glimpsed, no matter how long ago they were. This level reveals if an old knife was used to perform a human sacrifice 300 years ago, but would likely not show anything more than a shadowy glimpse of who performed the deed or where it was performed.
4 Impressions go back one year or less. Visions are granted about every owner/wielder of the object or those in contact with it (in the case of a murder weapon, that would include both the killer and the victim if the weapon was a knife or something that had to touch the victim). This level reveals most of the powers and uses of an enchanted item. This level also reveals a bit more information about powerful events that happened many years or centuries before. It would show that a knife was used by a tall vampire to perform a human sacrifice in the ruins of a large church, and might even show a partial glimpse of the victim's face or a general sense of why the sacrifice was being performed.
5-9 Impressions go back between ten to fifty years. The visions are stronger and incredibly detailed. They are also imprinted more firmly in the psychic's mind, and may be revisited at a later time even if the object is not available. Clues from beyond that time are also more complete. These kinds of Success Levels are the most subject to Director whim.
10+ This brings up any scene concerning the item or place in the last century, or at any time if it involved significant supernatural events. These visions may be entered, walked around in, slowed, frozen, or otherwise experienced in full sensory mode as if part of the holodeck. Your Director should withhold only specifically warded or totally plot-destroying information.



Shapeshifters have the ability to transform into a variety of different animals. Use the guidelines below to determine stat adjustments for whatever animal you may transform into. NOTE: Due to the fluid nature of shapeshifting there is no +command for it.

Small Animals: In such a form, the Character’s Life Points and Strength (for damage and lifting purposes) are halved (still far better than a normal animal). Rats and other vermin can crawl through holes and small openings, however, and have a natural Stealth skill of 5 (or add 3 to the Character’s Stealth skill, whichever is better). Birds and bats can fly; both small forms are very useful for moving around unobserved.

Large Animals: A large animal includes wolves, dogs and any other animal with a mass roughly that of a human. In this form, the Character’s Strength and Life Points are unaffected, but she is not able to use most tools or vehicles. On the other hand, her Speed(assuming the animal is a quadruped) is increased by +10, and she can make biting attacks, inflicting 3 x Strength points of slashing damage.

Very Large Animals: Very large animals include horses, tigers and any animal that masses more than a human. The Character gains +10 extra Life Points, +2 to Strength, +10 to Speed, and bite or clawing attacks inflicting 3 x Strength points of slashing damage, or, in the case of a horse, a kicking or stomping attack of 3 x Strength points of blunt damage.



Some people have the spark of magic. They can use the dark arts more easily than normal students of the occult. Your character’s Sorcery level is added to spellcasting rolls up to level five (after that, additional levels only help with repeat casting penalties). It is also used for other witchcraft powers, like telekinesis and sensing the presence of magic. Characters with Sorcery can cast some spells faster than normal, allowing them to actually use magic in the middle of a fight — your basic witch-fu. Don’t get cocky though; Sorcery is no magic bullet against the unpredictability and dangers of magic use. Reach for the spells too often and something potentially very nasty is going to come your way. You’ve been warned. Magic and the role this Quality plays in it are described in Sorcery.



Your character can see (and talk to) dead people. While not everyone leaves a ghost, many people who have been murdered, especially those killed by magic or monsters, do. While only a few ghosts can actually appear to ordinary mortals, this character can see all of the faint and intangible restless spirits that lurk on the edges of the mortal world, hoping that someone like her will see them and heed their pleas for justice and vengeance.

Unfortunately, your character has no choice about hearing these pleas. If they are talking, she can hear them. They can also hear her, so if your character yells at them to shut up and leave her alone, the more timid ones may do just that. On the other hand, all the living people nearby hear her shouting at the air like a lunatic—not the best way to make friends or get a date. The worst part of this ability is that ghosts can tell that your character can hear them and often follow her around. Learning some simple wards like the Circle of Binding might be useful, but then you have to figure out how to get the spirit to enter the circle.



This is your basic ability to move objects with the power of your mind. To use this power, your character rolls and adds his Willpower and Telekinesis levels. The Success Levels equal the 'strength' of the levitation effect. So if the roll resulted in five Success Levels, your telekinetic could move an object with a Strength 5.

When tossing people around using telekinesis, the damage done is two times the Success Levels in Bash type. The telekinetic Strength (the Success Levels in the roll) must be sufficient to lift the person off the floor, though. Precise tasks (guiding a key into a keyhole, manipulating a keyboard) require a Perception and Telekinesis roll (with appropriate Success Levels as your Director demands). Attacks use Dexterity or Perception (player's choice) and an appropriate skill (staking a vamp would use Getting Medieval, firing a gun Gun Fu). All remote tasks suffer a -1 penalty because the telekinetic manipulates the object at a distance. Damage is set by the weapon and uses the telekinetic Strength level rolled. Tossing small objects requires only a Willpower and Telekinesis roll, and must overcome the target's defense roll. The damage value of such an attack is two times the Success Levels rolled.

Telekinesis requires some effort to maintain. After a number of Turns equal to your character's Willpower, he has to make another Willpower and Telekinesis roll to maintain the power, at a cumulative -2 penalty. So, a psychic with a Willpower 4 would suffer a -2 penalty on the fifth Turn and a -6 penalty on the thirteenth Turn that he maintained an effect or used successive effects. This penalty applies to all telekinesis rolls until the psychic gets at least three hours of rest between uses.

Let's Revisit: If a character with a Willpower 4 was swinging a large axe with her Telekinesis (beats chopping wood by hand) and rolled a 16 (four Success Levels), she would have an effective Strength 4 for the next four Turns. On the fifth Turn, she would reroll Willpower and Telekinesis and subtract two; this could change her psychic Strength value.



Your character can speak into the minds of others. While doing this, he can also hear any thoughts directed at him in response. A telepath can mentally communicate simultaneously with a number of people equal to his Willpower. The duration in minutes and range in ten -foot increments depends on the Success Levels of a Willpower (doubled) roll. An exception may exist for those the telepath knows very well (as long as your Director buys into that). In that case, your character can communicate with such targets at any distance, as long as he can see them or knows where they are.

If the telepath touches someone or looks into his eyes, he can listen in on what the being is thinking. In this case, the subject resists the telepath's Willpower (doubled) roll with one of his own. If successful, your character's Success Levels dictate the time (in minutes) that may be spent probing and the depth of the 'read' (consult Mind Probe Chart). Using eye contact for mind probe telepathy only works if the target is less than five feet away. Sorry, no long distance or binocular-aided mind probing permissible.

Successive attempts to communicate telepathically or read someone's mind before resting at least three hours suffer a cumulative -2 penalty. So, for the second attempt, the roll suffers a -2 penalty; on the fifth attempt, an -8 penalty.

Mind Probe Chart

Success Level Result
1 Can sense only basic emotions.
2 Can sense surface thoughts (whatever the subject is thinking at the moment).
3 Can delve deeper into the mind of the subject. A simple question can be 'asked' and a one sentence or less answer is revealed. Each additional Success Level grants one more question and answer.
4+ Can get a clear picture of the subject's personality, find memories, and get any information available (provided the telepath specifically asks for it).



Vampires are undead immortals, originally humans that have been converted by a maker. One of their primary characteristics is the need to drink blood in order to survive.

+2 STR
+3 DEX
+2 CON

  • +2(+4 involving blood) Hearing, Sight & Smell
  • +2 Levels of Hard to Kill
  • Regeneration 1 LP/Con/Hour
  • 1/5th damage from bullets
  • +30 to Speed

Vampires are vulnerable to sunlight, stakes through the heart (unhealable damage to the heart), and silver (which can also bind them, reducing all physical stats to zero).
Vampires may not enter homes uninvited. If uninvited while in a home, they are compelled to leave under their own power, as quickly as possible. If this compelling is resisted, a supernatural force manifests and enforces the dis-invitation.



Werethings have the ability to transform into a single type of animal; in the common case of were-wolves, a large wolf. While in that form they have the following benefits and drawbacks.

+1 STR
+1 DEX
+1 CON
+1 PER

  • +10 Speed
  • +3 Levels of Hard to Kill
  • Natural Weapons(3 x Str Damage)


  • Werewolves are affected by the phases of the moon emotionally and tend to fall into a sort of pack hierarchy.
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