Tag: Rules

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  • Skills

    h5. Skills List |[[Alertness]]|[[Athletics]]|[[Burglary]]| |[[Contacts]]|[[Conviction]]|[[Craftsmanship]]| |[[Deceit]]|[[Discipline]]|[[Driving]]| |[[Empathy]]|[[Endurance]]|[[Fists]]| |[[Guns]]|[[Intimidation]]|[[Investigation]]| |[[Lore]]|[[ …

  • Alertness

    h2. Description A measure of your passive awareness. A perception skill to notice things that you are not looking for. h2. Trappings *Passive Awareness* Use Alertness to notice things that you do not expect, are not observing closely, and/or …

  • Athletics

    h2. Description A measure of your general dexterous physical capability. h2. Trappings *Climbing* Use Athletics to climb. The GM sets a difficulty for a given obstacle. (see page 318.) At the GM’s option, you may use shifts to speed the …

  • Burglary

    h2. Description A measure of your knowledge of (and ability to deal with) various security systems (safes, alarms, & locks). h2. Trappings *Casing* Use Burglary as a very specialized perception skill, specifically to declare/assess the …

  • Contacts

    h2. Description A measure of your network of friends and associates. h2. Special Notes The Contacts skill doesn’t work in a vacuum—you need to be able to get out and talk to people for it to be useful; when that isn’t possible, neither is the …

  • Conviction

    h2. Trappings A measure of your strength of belief. h2. Special Notes Conviction determines your mental stress track and is one of the three cornerstone skills for effective spellcasting, along with Discipline and Lore. h2. Trappings * …

  • Craftsmanship

    h2. Description A measure of your practical know-how when it comes to using tools effectively and understanding of how physical/mechanical stuff works. h2. Trappings *Breaking* Use Craftsmanship to destroy, dismantle or otherwise take physical …

  • Deceit

    h2. Description A measure of your ability to lie convincingly. h2. Trappings *Cat and Mouse* Use Deceit to draw others into your webs of deception. Use your Deceit as a social attack, representing particularly convincing lies you are …

  • Discipline

    h2. Description A measure of your ability to protect yourself from psychological trauma, stay focused on your goals and actions despite distractions, and control your emotions. h2. Special Notes Discipline determines a character’s hunger stress …

  • Driving

    h2. Description A measure of your ability to operate a motor vehicle and/or otherwise make their way about urban environments. h2. Special Notes If your character doesn’t take the Driving skill, that doesn’t necessarily mean that he doesn’t …

  • Empathy

    h2. Description A measure of your ability to understand what other people are thinking and feeling. h2. Trappings *Reading People* Use Empathy to figure out what makes another character tick. After at least ten minutes of intense, personal …

  • Endurance

    h2. Description A measure of your body’s resistance to shock, effort, disease, and poison and ability to keep performing physical activity despite fatigue or injury. h2. Special Notes Endurance determines a character’s physical stress track ( …

  • Fists

    h2. Description A measure of your ability to hold your own in a fistfight. h2. Special Notes Generally, Fists uses your bare hands (with a few exceptions). Bare hands have the advantage that they’re always with you, but the disadvantage that …

  • Guns

    h2. Description A measure of your competency with firearms. h2. Special Notes With a gun, you can shoot up to two zones (page 197) away—possibly three or more, if it’s a rifle (borders, page 212, may or may not count, depending on their nature …

  • Intimidation

    h2. Description A measure of your ability to produce a sudden, strong, negative emotion in a target. h2. Special Notes At its core, Intimidation is about putting the fear of you into someone else. There are more graceful social skills for …

  • Investigation

    h2. Description A measure of your ability to actively track or hunt for things and, hopefully, find them. h2. Special Notes Investigation is mindful, deliberate perception, in contrast to the passive perception of Alertness. An equivalent …

  • Lore

    h2. Description A measure of your occult knowledge. h2. Special Notes Lore is one of the three cornerstone skills for effective spellcasting, along with Conviction and Discipline. h2. Trappings *Arcane Research* Use Lore to research …

  • Might

    h2. Description A measure of your pure physical power either through raw strength or simply the knowledge of how best to use the strength you have. h2. Trappings *Breaking Things* Use Might to apply brute force to demolish and destroy things. …

  • Performance

    h2. Description A measure of your overall artistic ability, including both knowledge of composition of a plethora of creative works (painting, dance, music, writing, and some elements of acting) as well as the performance or production of the …

  • Presence

    h2. Description A measure of your leadership, reputation, charisma and social toughness—whether or not you’ll flinch and lose face in front of others, and how your image stands up to scrutiny and/or attack. h2. Special Notes Presence determines …

  • Rapport

    h2. Description A measure of your ability to talk with people in a friendly fashion, make a good impression, and perhaps convince them to see your side of things. h2. Special Notes Any time you want to communicate without an implicit threat …

  • Resources

    h2. Description A measure of your available wealth. h2. Special Notes It’s important to note that Resources represents your personal resources, including your regular forms of income, whether your job is “steady” or not. You may have access to …

  • Scholarship

    h2. Description A measure of your general mortal knowledge. h2. Special Notes Scholarship operates as a catch-all skill for most kinds of regular, everyday, “book” knowledge with a few practical applications out in the field as well. h2. …

  • Stealth

    h2. Description A measure of your ability to remain completely unseen and unheard. h2. Trappings *Ambush* Use Stealth to can set up an ambush. Given time to prepare, you might create aspects on the scene to aid the ambush via other skills. …

  • Survival

    h2. Description A measure of your prowess as an outdoors-men, covering hunting, trapping, tracking, fire building, and a lot of other wilderness skills. h2. Special Notes While the Dresdenverse is centered squarely on the urban landscape, …

  • Weapons

    h2. Description A measure of your proficiency with swords, knives, axes, clubs, whips, etc. h2. Special Notes The exact weapon is more a choice of style than anything else, as this covers everything from fencing to a brawl using broken bottles …

  • Stunts

    h2. What Are Stunts? Most people have little tricks, advantages, or knacks that they pull out when they need a bit of something extra. Stunts exist to provide guaranteed situational benefits usually without recurring cost. These benefits might be the …

  • Powers

    h3. Powers By Categories [[Creature Powers]] [[Fae Powers]] [[Items of Power]] [[Minor Abilities]] [[Nevernever Powers]] [[Physical-Based Powers]] [[Psychic Abilities]] [[Shapeshifting Powers]] [[Spellcraft Abilities]] [[True Faith Powers]] …

  • alphabetical-index-of-powers

    A [[Addictive Saliva]] [-1] [[Aquatic]] [-1] B [[Beast Change]] [-1] [[Bless This House]] [-1] [[Blood Drinker]] [-1] [[Breath Weapon]] [-2] C [[Cassandras Tears]] [-0] [[Catch, The]] [Varies] [[Channeling]] [-2] [[Claws]] [-1] [[Cloak of …

  • Creature Powers

    [[Addictive Saliva]] [[Aquatic]] [[Breath Weapon]] [[Claws]] [[Diminutive Size]] [[Echoes of the Beast]] [[Hulking Size]] [[Living Dead]] [[Pack Instincts]] [[Spider Walk]] [[Supernatural Sense]] [[Wings]] "Back to Powers Index":/wikis/powers

  • Fae Powers

    [[Glamours]] [[Greater Glamours]] [[Seelie Magic]] [[Unseelie Magic]] "Back to Powers Index":/wikis/powers

  • Items of Power

    "Item of Power Creation Rule":/wikis/item-of-power "Item of Power: Sword of the Cross":/wikis/sword-of-the-cross "Back to Powers Index":/wikis/powers

  • Minor Abilities

    [[Cloak of Shadows]] [[Ghost Speaker]] [[Mana Static]] [[Marked by Power]] [[Wizards Constitution]] "Back to Powers Index":/wikis/powers

  • Physical-Based Powers

    [[Catch, The]] [[Diminutive Size]] [[Hulking Size]] [[Inhuman Recovery]] [[Inhuman Speed]] [[Inhuman Strength]] [[Inhuman Toughness]] [[Mythic Recovery]] [[Mythic Speed]] [[Mythic Strength]] [[Mythic Toughness]] [[Physical Immunity]] [[ …

  • Psychic Abilities

    [[Cassandras Tears]] [[Domination]] [[Incite Emotion]] [[Psychometry]] [[The Sight]] [[Soulgaze]] "Back to Powers Index":/wikis/powers

  • Shapeshifting Powers

    [[Beast Change]] [[Demonic Copilot]] [[Flesh Mask]] [[Gaseous Form]] [[Human Form]] [[Human Guise]] [[Mimic Abilities]] [[Mimic Form]] [[Modular Abilities]] [[True Shapeshifting]] "Back to Powers Index":/wikis/powers

  • Spellcraft Abilities

    [[Channeling]] [[Domination]] [[Evocation]] [[Glamours]] [[Lawbreaker]] [[Mana Static]] [[Psychometry]] [[Refinement]] [[Ritual]] [[Seelie Magic]] [[Sight, The]] [[Soulgaze]] [[Sponsored Magic]] [[Thaumaturgy]] [[Unseelie Magic]] [[ …

  • True Faith Powers

    [[Bless This House]] [[Guide My Hand]] [[Holy Touch]] [[Righteousness]] [[Sword of the Cross]] "Back to Powers Index":/wikis/powers

  • Vampirism Powers

    [[Addictive Saliva]] [[Blood Drinker]] [[Domination]] [[Emotion Vampire]] [[Feeding Dependency]] [[Flesh Mask]] [[Gaseous Form]] [[Incite Emotion]] [[Living Dead]] "Tattoo of St. Giles":/wikis/Tattoo-of-St-Giles "Back to Powers Index":/ …

  • Tattoo-of-St-Giles

    h2. Tattoos of St. Giles [-2] You’ve enlisted or allied with the Fellowship of St. Giles (OW89) to keep your Red Court vampirism in check. They’ve covered you in normally invisible tattoos that carry a magic potency, enabling you to better fight off …

  • Addictive Saliva

    h2. Addictive Saliva [-1] Your saliva is a powerful narcotic, leaving a victim insensate in the short term. With just a little more exposure, your victim goes straight from senseless to senselessly addicted. For those poor saps, detoxing is a bitch— …

  • Aquatic

    h2. Aquatic [-1] You’re an underwater creature, with the benefits that come from that. *Skills Affected*: [[Athletics]] *Effects*: _Can’t Drown._ You never take stress or consequences from drowning (this is not the same as an immunity to …

  • Breath Weapon

    h2. Breath Weapon [-2] You’re able to spit or otherwise throw some sort of self-generated projectile over a short distance. You’ll need to lock down this breath weapon to a single type of effect—e.g. acid, fire, lightning, etc.—when you take this …

  • Claws

    h2. Claws [-1] You have claws, fangs, or other natural weapons that let you add damage when attacking with your “bare” hands. Unless you have the ability to conceal your nature or change your shape (whether through [[Flesh Mask]], [[Shapeshifting …

  • Diminutive Size

    h2. Diminutive Size [-1] You’re very small, or able to become very small at will if you’re a shapeshifter—at the very largest, you’re dwarfed by even a small human child. This ability is always in effect unless you have the ability to shapeshift. …

  • Echoes of the Beast

    h2. Echoes of the Beast [-1] Some part of you is a beast, an animal—often due to [[Shapeshifting Powers]] or something similar. This brings along the benefits of the animal’s senses. *Musts*: Define the type of beast you share a kinship with at …

  • Hulking Size

    h2. Hulking Size [-2] You’re very large, or able to become very large at will if you’re a "shapeshifter":/wikis/Shapeshifting-Powers —at the very largest, as tall as a house. This ability is always in effect unless you can ["shapeshift":/wikis/ …

  • Living Dead

    h2. Living Dead [-1] You’re dead, but you keep walking around. It’s kind of gross. *Musts*: You’re got to be dead. *Effects*: _Corpse Body._ Your body is a corpse. This means that you cannot recover from consequences with time, because your …

  • Pack Instincts

    h2. Pack Instincts [-1] You are part of a pack and share a certain kind of unspoken, animal communication with one another. *Musts*: You must define who is in your pack, and they must share this ability. *Skills Affected*: [[Alertness]], [[ …

  • Spider Walk

    h2. Spider Walk [-1] You can climb on things the way a spider would. *Skills Affected*: [[Athletics]] *Effects*: _Like a Spider._ While climbing, you may treat any surface, no matter the angle, as no more difficult than climbing up a vertical …

  • Supernatural Sense

    h2. Supernatural Sense [-1] You have a supernatural sense of some sort, enabling you to detect something no one could normally detect (e.g. smell hope), or to perceive something normally in situations where you otherwise couldn’t (see in complete …

  • Wings

    h2. Wings [-1] You have wings of some sort—gossamer as a faerie, leathery and batlike as a demon—enabling you to fly. *Musts*: Your wings are always present and visible unless you have an ability ([[Flesh Mask]], [[Shapeshifting Powers]], or the …

  • Glamours

    h2. Glamours [-2] You are able to create the basic glamours of the fae—minor veils and “seemings” that make something look like what it isn’t. *Skills Affected*: [[Discipline]], [[Deceit]] *Effects*: _Minor Veils._ With a moment of …

  • Greater Glamours

    h2. Greater Glamours [-4] As a pure fae of considerable power, you are able to create true seemings—actual objects, or near enough as to make no difference in the moment (i.e., extoplasmic constructs). Your veils are potent and your lesser seemings …

  • Seelie Magic

    h2. Seelie Magic [-4] Drawing on the power of the Summer Court, you’re able to cast spells that fit its essential nature: wildness, birth, growth, renewal, fire. These magics are under the sway and watch of the Queens of Summer (Lady, Queen, and …

  • Item of Power

    h2. Item of Power [-Varies] You have an item of great power—an artifact that goes beyond the ephemeral items created by spellcasters and alchemists. This is an artifact with an ancient story, often drawing its power from some vast supernatural entity …

  • Sword of the Cross

    h2. Sword of the Cross [-3] You possess one of the three Swords of the Cross, their hilts reportedly forged from the nails that fixed Christ to the Cross. Those bearing the Swords are called the Knights of the Cross. *Musts*: You must have a …

  • Cloak of Shadows

    h2. Cloak of Shadows [-1] You and the shadows are as one. You’re able to melt into the shadows with ease; the cover of night offers easy concealment. *Skills Affected*: [[Stealth]], perception skills *Effects*: _See in the Dark._ Perception …

  • Ghost Speaker

    h2. Ghost Speaker [-1] You see dead people. All the time. Some people mistakenly refer to you as an ectomancer (a kind of Focused Practitioner—see page 76), but your ability is more instinctual and you are not technically a spellcaster (although this …

  • Mana Static

    h2. Mana Static [-1] Despite not being a mortal practitioner of magic, you have a tendency to cause technology to short out the way a wizard or other mortal spellcaster does. While we don’t have documentation of this sort of ability in our …

  • Marked by Power

    h2. Marked by Power [-1] You’ve been marked by something powerful, in a way recognizable to those with a magical affinity. Such people and creatures will think twice about acting against you, but they’ll also see you as a representative of the thing …

  • Wizards Constitution

    h2. Wizard’s Constitution [-0] You are a wizard, or are like a wizard—incredibly long lived for a human, able to recover from injuries just a little better than the next guy. This ability is replaced by any Inhuman or better Recovery or Toughness …

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