====== Extras ======
Extras are items which can be purchased with XP, but can not be taken at the start of a character (except by humans). Some of the extras fall outside of standard magics and augmentations. And some extras will only be available to certain groups, races, or subraces. Some extras, indeed, may be free after certain conditions are met. Extras are outside the XP cap for casted magics, mutations, and augmentations.
Name: Soldering Kit
Type: Augmentation
Groups: Robots and Cyborgs
Description: This consists of an insulated grip, a high-resistance metal shaft, tips of interchangeable size and shaping, and wiring to the chassis to heat the metal with electricity. The little cousin of the welder/blowtorch, soldering irons can be used on sheet metal, electronics, circuitboards, etc., and are invaluable in the construction or repair of delicate machinery. They are particularly useful for mending wiring and circuitry.
XP Cost: 1
Name: Doppelganger
Type: Mutation
Groups: Mutants
Description: You can create a duplicate under your control that lasts for a small time before it degrades into dust. Any damage caused to the doppelganger causes it to shatter immediately and turn to dust. It is about strong enough to lift small items (10lbs or less), but not engage in combat. It can additionally deliver messages or report to you about what it has seen or heard, however it must do so directly. If it is destroyed before it can report back, you do not receive the knowledge.
XP Cost: 4
Name: Overclock
Type: Augmentation
Groups: Robots and Cyborgs
Description: Taking this allows the character to boost, at will, ONE physical tech ability of their choosing. The Magical Shielding lasts longer, or can take more punishment. The vacuum attachment can pull on objects from across the room, and larger ones to boot. The strength enhancement allows a robot to manhandle a fire truck with ease to rescue someone in need. However, when a robot activates this ability it is pushing itself to the absolute limit of its function, and the stress on the machinery will cause it to take slight damage constantly until either the robot shuts down the ability or breaks down. Where it breaks down usually involves the part that's being enhanced, plus anything else that may work in tandem with it to make it more effective, such as the power core.
XP Cost: 4
Name: X-ray Vision
Type: Adjunct Power
Groups: Anyone. Anyone can develop this. Even a human, though technically, developing it makes them a mutant. You could also have a non-cyborg x-ray vision implant -- likely offered to people in the medical industry.
Description: The ability to see through solid objects, buildings and/or people. You can select one object or person at a time to look through. Used on a person, you may be able to see what items they have on them, hidden weapons or any current or previous injuries if it is obvious enough, such as broken bones, metal pins, etc. You cannot move when using this ability, for it takes great concentration. You can see up to 20 ft this way.
XP Cost: 4
Name: Echolocation
Type: Adjunct Power
Groups: All. Additionally, blind characters may take this for free as a special request upon initial application if they do not take an initial weapon.
Description: Allows the user to produce an ultrasonic sound that bounces off objects and allows you to sense all physical matter around you. You can not typically see through matter. This works for up to 20ft, after which it becomes sharply less accurate.
XP Cost: 2
Name: Accelerated Healing (Minor Regeneration)
Type: Adjunct Power
Groups: All
Description: You just heal really fast, about twice as fast as normal. Even humans can take this -- sometimes there are just those "fast healers". If a supernatural with already accelerated healing takes this, it doubles their supernatural healing factor.
XP Cost: 4
Name: Increased Intelligence
Type: Adjunct Power
Groups: All
Description: You are a genius, with an IQ in the top .1%. You may have been smart before, but now you're so smart, it's on another level. You can figure a lot of things out EVEN if you don't have the skill in your repetoire, as long as those things are academic, rather than physical in nature.
XP Cost: 8
Name: The Relic of Succor
Type: Extra - Talisman
Groups: Human only.
Description: Powered by True Faith, this type of relic, when owned by a human, can make them immune to attacks by Sympathetic Magic. The human must have deep belief in a deity of some sort.
XP Cost: 4
Name: Speak with Animals
Type: Adjunct Power
Groups: All Non-human
Description: You have the ability to understand and communicate with animals of both natural and magical types. This power is communication only and bestows no other benefits.
XP Cost: 2
Name: Iron Will
Type: Adjunct Power
Groups: Human only
Description: Whether it is grown from the struggles of living in a fallen world or they are simply born with the strength, certain humans have a sprit so strong they cannot be as easily swayed by the likes of charms or other racial powers to manipulation others. (Note: Does not give resistances to magical spells that can manipulate the mind.)
XP Cost: 4
Name: Movement-Vibration Detection
Type: Adjunct Power
Groups: Underkin
Description: Thousands of years of living in near, if not complete, darkness has enabled some Kin to develop the sensitive ability to detect vibrations from movement through hard surfaces (floor / hard ground, walls). This ability can reveal to the Kin the weight of the detected being, where the being is, if the being is moving and in what direction. It does *not* reveal to the Kin the race or gender of the being, weaponry the being might be carrying, or if the being is wielding magic. This ability only works if the other being is moving. It does *not* work on soft terrain; it requires maintained physical contact with a hard surface. It only works within 15-20 feet.
XP Cost: 4
Name: Venomous Bite
Type: Adjunct Ability
Groups: All except robot and human.
Description: You have the ability to inject some sort of toxin or drug with your bite. (Though you don't HAVE to inject it with each bite.) You must fully describe the type of toxin or drug upon taking this power, including effects, onset duration, effect duration, and weaknesses. This is an innate abiity which requires no casting.
XP Cost: 2-4, Depending on effect.
Name: Flight
Type: Adjunct Power or Device
Groups: All (Humans may have flight if they acquire a device such as a rocket booster pack.)
Description: You have the ability to fly. This requires something which allows you to fly, either wings, or a technological device. If you have wings fleshcrafted, the fleshcrafting includes the ability to manifest or withdraw those wings, though it takes an extra posting turn to do so, and it is extraordinarily painful in either direction.
XP Cost: 6
Name: Coven Magic
Type: Adjunct Power
Groups: Mages
Description: The terrifying power of the mages comes from their cohesiveness as a group. This is augmented by Coven Magic. By linking hands and forming a circle, Mages may share a single power amongst the group, at the highest level any group member has. No other magics may be cast during this time. This magic is great for things like, creating complex illusions, complicated curses, moving large objects via kinetic magic, or warding. Ritual magic is also often used. However, it is limited in the fact that the mages hands must remain linked in a circuit and must all concentrate on the spell. Once a single break in the circuit happens, the magic ends, even if it is typically magic cast for an entire scene. Everyone in the circle must be a mage, but only the ones trying to replicate the power need Coven Magic.
XP Cost: 4
Name: The Hunters Tome
Type: Item - Book
Groups: Humans
Description: The legends of the supernatural world and its people have been carved into Human history with blood and steel. Stories of Shifters and Vampires and other people of the dark have sparked Hunters to appear to track and destroy these creatures, whether in the name of vengeance, God or to protect the defenceless. The Hunters Tome is the amalgamation of the knowledge humanity has found of these races, the words etched into the coarse pages speak of the perceptive of ancient Hunters and the knowledge they have found. Whether you have stumbled upon the book, stole it, inherited or even created it yourself, you now hold the knowledge of the major supernatural races of the world (minor races excluded). By reading this book you will learn about a race and the strength and weakness they have. Along with this you can use this tome to learn of the myths and legends that are tied to these races, including famous members and the social structures they might hold. Occasionally, however, the data in the book is wrong, or based on legends or superstitions.
XP Cost: 4
Name: Nanite Appearance Conversion Software (NACS)
Type: Software
Groups: Robots
Description: Nanites can now rebuild the appearance of the robot, changing characteristics such as hair, head additions, skin color, eye appearance. They can look like a completely different robot, but their general mass must stay the same (no major increase or decrease in size). These changes are aesthetic only, and do not confer any additional abilities or powers.
XP Cost: 2
Name: Body Collector
Suggested by: Kairixian Moonshadow
Groups: Wraiths - Ghede Legion
Description: Unlike most Ghede you do not keep a single body, rather you have discovered how to keep a small collection of up to three corpses which are protected from normal decay while not in use. (The one you are wearing decays three times as fast, assuming the rot for the other two, which do not decay.) You can swap bodies by touching one and focusing for a post round. You can only keep three corpses this way at any one time; if you try to take a fourth one of the first three will be lost, instantly rotting away to dust. You cannot switch bodies in combat nor during an rp scene in which your active body is damaged and/or destroyed. Note of course you need somewhere to safely store your collection and body hopping in front of humans is illegal as use of any other supernatural skill is.
XP Cost: 4
Name: Lunar Attunement
Type: Adjunct Power
Groups: Shifters
The shifter is now able to remain unshifted during EITHER the Full Moon OR the New Moon. (They must pick one and stick with it.) Additionally, during that moon, their magic is 50% more potent than usual.
XP Cost: 1
Name: Warform Awareness
Type: Adjunct Power
Groups: Shifters
Description: You retain a human level of awareness and morality whilst in warform. You are able to use willpower to remain calm and not give in to constant, overwhelming rage. You understand who your friends are, who your enemies are, and when it would be a bad idea to attack or a good idea to retreat.
XP Cost: 2
Name: Additional Shift Form
Type: Adjunct Power
Groups: Shifters
Description: You are attuned to a second animal beyond your first, and can gain an additional animal you can shift into. You do not gain a warform for this animal.
XP Cost: 4
Name: Infected Bite
Type: Adjunct Power
Groups: Shifters
Description: The shifter's bite is now a cause of infection, and will resist normal healing. It will need to be treated over the course of three days either with antibiotics (herbal or pharmaceutical) or magical healing before the infection is gone. Once the infection is gone, it may be healed as normal. This bite must be performed whilst NOT in human form.
XP Cost: 4
Name: The Evil Eye
Type: Adjunct Magic
Groups: Shifters
Description: You are able to cast 'the evil eye' on someone. This curse will follow a person for the next three days, making them constantly feel as if they are being watched by nefarious beings in the shadows. They will see omens and portents of their doom everywhere. They will occasionally hear whispers around them of people plotting against them. You may only curse one person with the Evil Eye at a time, and must wait for it to wear off that person before cursing the next.
XP Cost: 4
Name: Shifting Aura
Type: Adjunct Power
Groups: All
Description: Your aura is just...all wrong. This means that when people scry you, they get the wrong results. A human might be read as a vampire, and a fae might be read as a demon. Other aspects might come up incorrect as well. It's up to you to decide how your aura reads to the other person. This can also happen to humans, sometimes because they are insane, but other times as a completely natural phenomenon.
XP Cost: 2
Name: Medium
Type: Adjunct Power
Groups: All (Humans and Robots who have this have usually been cursed.)
Description: You are able to see or hear into the Pale Realm despite not being a Wraith. It is possible that this simply developed, but for many people, it is the result of a curse, leaving them tormented by voices or visions of ghosts.
XP Cost: 2 to hear into the Pale Realm, 2 to see into the Pale Realm, 4 for both.
Name: Toxic Gas
Type: Adjunct Mutation
Groups: Mutant
Description: You can really let one rip. By expelling gas in some way, such as belching or flatulence, you can befoul the air in a 15ft radius. This gas is so toxic that it will cause most breathing creatures to experience effects not unlike tear gas, burning eyes and lungs, coughing, and moderate nausea. Quite effective when you want to slip away. Unfortunately, while "deadly", it's never silent. They'll probably know who did it.
XP Cost: 4
Name: Memory Unveiling
Type: Adjunct Mutation
Groups: Mutant
Description: You can show others your memories, anything recent to your childhood, as long as you were there. By putting memories into others heads, this allows them to see things at a different angle, by putting them into the memory. Of course, they can't do anything but watch. Both parties have to be willing to show the memory as well as to see it. One can't force a memory in. It often causes great headaches, for both, no matter how great the person who is showing it is and can create emotional pain to the one showing the memory.
XP Cost: 4
Name: Liquid Metal
Type: Adjunct Augmentation
Groups: Cyborg
Description: You have a cannister (about soda-can sized) of Vecratek's mysterious liquid metal in one of your forearms. This metal can be ejected, and using a certain type of electromagnetic field, you can cause it to become solid and take any shape. Need a key? Now you have a key. Need a knife? Now you have a knife. The object created can have no moving parts and must remain connected to your hand in order to maintain the electromagnetic field. If the field is interrupted, or the object is dropped, it becomes liquid again. However, there's a magnet which will always call it back to your forearm, but it can take up to five minutes to re-collect the spillage. It takes a full round to form the item, and it may be used on the second round.
XP Cost: 4
Name: Reverse Healing
Type: Adjunct Power
Groups: Only those who cast Healing Magic
Description: Your familiarity with Healing magic or mastery of the "Minor Healing" mutation now allows you to do exactly the opposite. By laying on hands, you can un-heal, breaking down parts of the body. To create a flesh wound takes two posting rounds, to do intense organ damage, four posting rounds. The downside to this power that it interrupts the flow of energy within you and you will not be able to use your healing powers normally again for a full day.
XP Cost: 8
Name: Nightvision
Type: Adjunct Power
Groups: All (Except Underkin, who have this as a racial power.)
Description: Your ability to see in the dark is simply incredible. You are not hindered by lack of light.
XP Cost: 1
Name: Oberon's Curse
Type: Adjunct Power
Groups: Fae, Underkin, Shifters, Sylvani
Description: Although it originated with King Oberon, Oberon's Curse is now a level three Ritual spell placed upon a person whose race doesn't wish for them to join them in the Bright Lands upon death. This curse is considered heinous beyond belief, a way to exile someone even after death. You have been marked with Oberon's Curse, and upon your death, you will be cast into the Pale Lands rather than the Bright Lands. On the upside, however, it does give you the chance to become a Wraith.
XP Cost: 2
Name: Magic Affinity
Type: Adjunct Power
Groups: All
Description: You have an affinity towards a certain type of magic, making it easier for you to cast. You can either take less time casting, knocking down level 2 magics to only three posts needed per spell, or level 3 magics to only five posts needed per spell, or you can maintain any level spell longer than usual, or with less exhaustion to yourself. You must specify which magic you have an affinity to when you take this extra.
XP Cost: 4
Name: Squishy Things
Type: Adjunct Power
Groups: Mutant
Description: You can largely liquify yourself, becoming squishy. This allows a mutant to be able to squish themselves through very tight gaps. The smaller the gap, the longer it is going to take the mutant to squish completely through it. Squishing under a door, for instance, may take an entire hour, but squishing through an air vent could take only a matter of minutes. You are somewhat vulnerable to attack while squishing, as you can not concentrate on anything besides squishing.
XP Cost: 4
Name: Ruthless Fucking Killing Machine
Type: Adjunct Power
Groups: Cyborg
Description: This power flips on when a cyborg is faced with a combat situation. It is basically an implant in the brain which interferes with or nullifies any mundane or magical attempts to sway the cyborg from becoming violent or initiating combat, or attempts to get them to stop combat. They can stop themselves, of course, if they feel like they no longer wish to fight, but outside entities can not stop them using magic or persuasion.
XP Cost: 4
Name: Hyperdrive
Type: Adjunct Power
Groups: Cyborgs and Robots
Description: Hyperdrive is a speed enhancement triggered from a node in the eye. It allows Cyborgs and Robots to see super-fast movement, such as that of a Shade Vampire, or a bullet, and attempt to dodge accordingly. They may roll a die to see if they are able to dodge, with 0-10 being a fail, and 11-20 being success. Unfortunately, Hyperdrive only allows for dodging, not counterattacking. You may only dodge during your hyperdrive post, and nothing more. Additionally, Hyperdrive may only be attempted thrice per day due to the intense burst of power it must consume, whether it succeeds or fails.
XP Cost: 4
Name: Power Thief
Type: AdjunctMutation
Groups: Mutants
Description: Upon making skin contact with a person, the mutant is able to borrow one of their powers for up to a day. Mutations, Human Abilities, as well as level one and two magics can be stolen with this power. Augmentations, Robot abilities, and Subrace abilities can not be stolen with this power. The original caster retains the ability to use their power, but the power thief can now ALSO use that power. The power thief must know, or at least have a good reason to suspect, that a person has the power in question. This is considered a Rare Mutation.
XP Cost: 8
Name: Winsel's Amazing Luggage
Type: Magical Accessory
Groups: Any
Description: This large carpetbag has the ability to shrink any object placed within it down to 1/10th normal scale; it has the secondary property of stretching to allow large objects to pass into it, though if they will not fit within its normal capacity once reduced the bag will tear and be ruined. The weight of objects within it scales accordingly, the excess mass shunting to a tangential void between dimensions. Attempting to place a bag in a bag results in both bags catastrophically failing, their contents violently strewn about. Objects revert to normal exactly fifteen seconds after being removed from the bag.
Rumored to have been developed by the esteemed Archmagus Winsel shortly after the dawn of the 20th century, before Portalcraft was illegal, these bags come in all manner of shapes, colors and sizes to suit anyone's tastes. They are most commonly used by busy magi to easily carry otherwise unwieldy spell paraphernalia; they are said to also be very popular with CPN couriers as well. This item counts towards your total magical items. Living beings should never, ever, be put in the bag.
XP Cost: 4
Name: Luminous Gaze
Type: Adjunct Power
Groups: Magic-casting races
Description: A higher-level, more refined version of the latent mage ability to perceive the casting of magic. You are able to see the weaving of magic when someone casts a spell. Ongoing spell effects are also visible to you as a luminous aura around a person or object. If you have at least Journeyman Occult, you can tell what spell is being cast or is on an object, and the rank of the casting. Against Illusion 1, an unranked roll must beat 8 to see an aura of illusion magic Against illusion 2, it must beat 13, and against illusion 3 it must beat 18. Luminous gaze can also detect the presence of possession and magical illness with an unranked roll over 12, though it can not diagnose more than that they are happening.
XP Cost: 8, except for mages, who may purchase it for 4xp.
Name: Golden Halo
Type: Adjunct Power
Groups: Elohim
Description: You were lucky enough to be awarded with a Halo before the severing for your service to God. This object, circular in nature, may take many shapes and forms. One would put it on like a hat, and it seems to just float, above your head, following your movements, glowing with radiant light. Powered by Pneuma, it confers upon you a magical shield equal to a level 1 warding spell for up to an hour. It is activated by a word of power spoken by the wearer.
XP Cost: 4xp
Name: Corrupted Halo
Type: Adjunct Power
Groups: Nephilim
Description: While in the past, you were awarded a Halo from on High. Upon your fall from grace, Your halo too, changed with you. This object, circular in nature, may take many shapes and forms. One would put it on like a hat, and it seems to just float, above your head, following your movements. Powered by Pneuma, it confers upon you a magical shield equal to a level 1 warding spell for up to an hour. It is activated by a word of power spoken by the wearer.
XP Cost: 4xp
Name: The Sylvan Curse
Type: Adjunct Power
Groups: Syvani
Description: You can curse a person to be insatiably lusty for up to an hour, or to have absolutely no libido at all for up to a week. The later will not be able to become sexually aroused. The former -- you have no control over who they will lust for. This curse may only be used on each person once per month. It requires you to touch the person in question.
XP Cost: 2xp
Name: Ectoplasmic Manipulation
Type: Adjunct Power
Groups: Wraiths
Description: You have unlocked the secrets of applying your powers of ectoforging to your own form while manifest, allowing you to change your shape within the confines of normal glamour/disguise abilities. Note: This does not confer extraordinary physical or magical properties, just an appearance change.
XP Cost: 4xp
Name: Dodge (Not to be confused with Doge).
Type: Extra, Advanced Skill (Counts as a skill for the purposes of XP spending)
Groups: All
Description: This is the ability to dodge blows and projectiles that can be seen with the average human eye. You can not dodge bullets. Thrown weapons and Archery skills are at a +1 against this skill. This skill will often require a roll against an opponent.
XP Cost: (Costs as much as Advanced Skills.)
Name: Perception
Type: Extra, Advanced Skill (Counts as a skill for the purposes of XP spending)
Groups: All
Description: This is the ability to perceive small details. It can be used in determining mundane, non-magical differences to a person, or to assist in investigation or searching. The counter skills to Perception are usually Stealth or Subterfuge.
XP Cost: (Costs as much as Advanced Skills.)
Name: Photographic Reflexes
Type: Adjunct Rare Mutation
Groups: Mutants
Description: Grants the mutant the ability to read the movements of others and copy them exactly. Effectively allowing them to learn what took others a lifetime of training in mere moments. By studying the movements of another character performing a physical skill for 3 posts the mutant may use that character's skill bonus for rolls on that skill for three days. Physical Skills being obviously skills that rely primarily on physical actions, such as hand-to-hand, acrobatics, or climbing. You can only photograph three skills at a time, and must save your RP from your 'photography' RP.
XP Cost: 8xp
Name: Eclipse
Type: Adjunct Power
Groups: Shifters
Description: Named after a lunar eclipse, and the power to block the sun, the Shifter's hide is now immune to fire when in warform, and animal form. The tradeoff is that they have an increased vulnerability to cold and ice, and could easily get frostbite or hypothermia. This does not confer immunity to Draikana firebreath, the Sekhmeti power, or the light effects of Shade magic.
XP Cost: 4xp
Name: Dream Feeding
Type: Adjunct Power
Groups: Vampires -- Must have Dream Magic Level 2
Description: Since ancient times, tales were told of demonic spirits and the undead who visited people in their dreams, feeding on their life energy, leaving them weak and lethargic in the morning, with only the fading memories of a dream to mark their presence. Those with this Extra are some of those rare few able to do that. If you have this, you can enter someone's dreams, and feed on them, as though drinking their blood in the waking world. You can not perform ghoulings while in a dream as that requires a ritual that the dream can not support the energy of. But you are able to feed, and leave them with only the memories of a nightmare or pleasant dream, as you choose, and no evidence of your actual feeding.
XP Cost: 4xp
Name: Aura of Peace
Type: Adjunct Power
Groups: Sylvani
Description: Diplomacy is a well honed and trained art-form for all races, but the Sylvani have perfected it. Sylvani with this trait give off a sense of peace and serenity, causing those around them to feel calmer and more serene in their proximity. Those with weaker wills may even be manipulated with this power, and may find themselves agreeing with the Sylvani or seeing their side in an argument if they can word it well. This power fails when used on beings truly enraged, like a Warform Shifter or a frenzied Vampire, and does nothing to Wraiths. Any physically aggressive action by the Sylvani cancels this power.
XP Cost: 4xp
Name: Call the Multitude
Type: Adjunct Power
Groups: Shifters with the ability to speak to animals, be it through Naturalism or the "Speak with Animals" skill.
Description: You have discovered a new howl, one which calls to you a multitude of small animals in your vicinity. The howl predisposes them to follow a simple, five-word or less command from you. (For instance: "Attack that guy!" or "Search for blood." The animals can not do things an animal would not know to do, like, "Find Esmerelda", if it doesn't know Esmerelda or "Send an email to Dave", because that is far beyond the animal's skill set.) It takes at least a full round after the howl for animals to begin showing up /if/ it is logical for them to be in the area you are. Shifters which are mammalian call small carnivorous mammals, such as rats and bats (which are, yes, mammals). Shifters which are avian can call birds and bats. Shifters which are insectoid may call other carnivorous insects.
XP Cost: 4xp
Name: Pixie Form
Type: Adjunct Power
Groups: Fae
Description: The fae can now become approximately 1/5th their normal size (approximately 12-16 inches). Unlike imps with Minimate, they become 1/5th as strong, as well. It takes two full rounds to become Pixie Form, during which you may use no other abilities or magics. Your magic casting power does not change in Pixie Form, it is still full strength. You must take flight separately if you wish to fly.
XP Cost: 8xp
Name: Soul Reunification
Type: Adjunct Power
Groups: Vampires
Description: You have found a way to reunite with your soul. Sure, it will kill you, again, but you'll end up in the Pale Realm, rather than simply disappearing from existence. Vampires who take this power die once it is achieved, and become Wraiths.
XP Cost: 8xp
Name: Spooky Noises
Type: Adjunct Power
Groups: Wraiths
Description: This is a very limited and specific illusion which does not require illusion magic. It can cause a single target to hear some spooky noises. A thunk. A 'wooooOOooooOoo'. Footsteps in the attic. The wraith usually doesn't know what kind of spooky noises the person will experience, but it's a good way to distract someone, or simply...be kinda spooky.
XP Cost: 1xp
Name: Ultimate Regeneration
Type: Adjunct Rare Mutation -- Must have Advanced Regeneration
Groups: Mutants
Description: You can not be killed. Throw you in a fire. Set a nuke on you. Shoot you in the head. You will eventually regenerate. Sounds great, except that this also means...you can't die. You can be tortured for an infinite amount of time without expiring. Note that the amount of time needed to recover is proportionate to the level of damage you sustain; days or weeks is not unheard of. Temporary amnesia is not uncommon.
XP Cost: 8xp
Name: Bullet Backstop
Type: Adjunct Ability
Groups: All
Description: You've trained as a bodyguard, or just have uncanny reflexes for getting in the way of someone else getting hit. If you have this extra, you can choose to use your action in a scene to get in the way of an attack that would have normally hit someone near you. Near is defined as being able to physically reach them in just a few steps. For someone like a Shade, this might be a greater distance of course. If you choose to use this power, you will take any hit that would have landed on the person you protect, with no chance to dodge it. You can only do this once per scene, however.
XP Cost: 2xp
Name: Ammo Factory
Type: Adjunct Augmentation - Pre-requisite, Nanite Hive
Groups: Cyborgs
Description: You have an augment to your nanite hive that allows it to slowly replenish ammunition for you. It can do any normal handgun or standard rifle ammo, but nothing exotic. You are limited to it making a single bullet a day, and must supply the nanite hive raw materials to convert. Nor can it make 'bane' ammo (silver or cold iron). Only standard ammo types.
XP Cost: 6xp
Name: Gill Implant System
Type: Adjunct Augmentation
Groups: Cyborgs
Description: You have gills. You can breathe underwater without a problem. As well, the modification makes you a bit more agile underwater, giving you Apprentice level swimming
XP Cost: 3xp
Name: Inkybrush
Type: Item
Groups: Anyone
Description: This is a paintbrush of the type typically used for calligraphy. Licking the end once will cause it to begin to produce ink for several minutes. The inkybrush never runs out of ink.
XP Cost: 2xp.
Name: Mist Form
Type: Adjunct Power
Groups: Vampire, Shifter
Description: Mist form is one of the most disturbing and most powerful magics that can be known. With it, a person can literally turn into mist. You are invulnerable to most attacks in this form. And, in fact, vampires are immune to fire, and shifters immune to silver in this form. It takes three posts to turn into mist, or turn back from mist, during which you are still vulnerable to attack. You may move at a jogging pace whilst in mist form. You can not use mist form to spy, as you have neither eyes, nor ears, in this form. Physical attacks will do nothing to a creature in mist form. An alternate to this power is Shadow Form, which works in exactly the same way....except you are, instead, a shadow.
XP Cost: 16xp.
Name: Combat Casting
Type: Adjunct Power
Pre-requisite: Magic Affinity
Groups: Magic Casters
Description: Your affinity towards a certain type of magic (the one selected when you purchased the Magic Affinity Extra) has grown. When in a stressful situation such as combat, you rely heavily upon the magical energy you use to fuel your spells to cast more quickly than normal, knocking down the number of posts needed per spell by one, regardless of level. This stacks with the benefits conveyed by the Magic Affinity Extra but it also takes a toll. Once the scene ends, your ability to cast magic is severely hampered by your depleted store of magical energy. Until you can recover the energy expended, roughly 24 hours, ALL magic you cast requires an additional two posts. Combat Casting Affinity cannot be taken for Ritual Magic.
XP Cost: 4xp.
Name: Defense Affinity
Type: Adjunct Power
Groups: Anyone
Description: You have a natural defense against a certain type of magic. When that type of magic is used against you, you may utilize an unranked roll. If your roll is above 5, the magic is half as powerful when used against you. If your roll is above 15, it does not work at all. You may not choose a magic that is a racial weakness. (For instance, an Elohim could not take Defense Affinity for Infernal Magic.) Defense Affinity works only against magic cast on you as a person, not on area effects (such as wards or weather magic over an area).
XP Cost: 4xp.
Name: Made With Love
Type: Adjunct Power
Groups: Anyone
Description: Your non-magical creations are made with love. People can feel, taste, and otherwise be affected by how much love you put into what you do. This only works with a single non-magical craft-oriented skill that is Master level or better and it must be specified which craft you have this for when it is taken (i.e. You can have Made With Love for GM in Cooking, specifying that it is for cooking when you buy the Extra). Upon creating an item with your skill roll the appropriate skill level (Master or Grandmaster) to apply the following 'Love' to whatever you have created. Below 10 - Anyone who uses (eats your food, gazes at your painting, sits in your handcrafted chair, etc.) this object will feel mildly euphoric and loved for an hour. 11-15 - Anyone who uses this item will feel moderately euphoric and loved for two hours. 16-20 - Anyone who uses this item will feel majorly euphoric and loved for 3 hours. Above 20 - Anyone who uses this item will feel like they are on top of the world, nothing can go wrong, love is in the air, and everything is perfect! for a full 24 hours (barring other magics or physical pain). Made With Love can only be used once every three days on a single type of creation. (One painting, one cake, one symphony, etc.)
XP Cost: 4xp.
Name: Unlearn Power
Type: Wipe
Groups: Anyone
Description: Something has happened which has caused you to forget a magic, lose a mutation, break an augmentation, etc. It gets redacted from your sheet. (This can be taken if, say, you have the maximum number of magics, and want to get rid of one and take a different one. You spend 2xp, then the price of the new magic. You do not get your points refunded from the previous magic.)
XP Cost: 2xp.
Name: Mutation / Augmentation / Ability Affinity
Suggested by: None
Type: Adjunct Power
Groups: Mutants, Cyborgs, Robots, Humans
Description: One of your powers has been developed to the extent that it can be activated, is stronger, or is sustained more easily. This may mean one less activation post, that the effect is larger, or it can be held for a longer time. (But not all three. Choose one per use.) This affinity may be used multiple times per scene, but only once per scene can it be used to lower the number of activation posts.
XP Cost: 4xp.
Name: Notice Me, Senpai
Type: Adjunct Power
Groups: Humans
Description: When activated, this causes the target to stop what they are doing and briefly just....notice you. Their total attention is on you for AT LEAST ten seconds. This can be used to get an enemy to change targets (though they can, after a few seconds, return to the same target if you don't keep their attention). Or it can be used to get the target simply to focus on you despite things happening around them.
Name: Mage Familiar
Type: NPC Pet
Groups: Mage
Description: Mage Familiars, once heavily employed by the Covens, have long since fallen into disuse due to the fact that, when discovered, they can easily "out" a mage. However, in these post D-13 times, familiars are becoming common again. A familiar is a small, domesticated animal that is typically found in the city. At this time, allowed familiars are: housecats, rats, mice, turtles, ferrets, frogs, snakes, lizards, common birds, owls, or dogs. You may request something not on this list, but it may cost additional XP or come with caveats. The mage can shift their consciousness into the familiar, and control the animal from a distance, seeing out of its eyes, and hearing out of its ears. They can speak in whatever languages the mage knows. However, while this consciousness transfer is taking place, the mage's real body is limp, inert, and vulnerable. The mage must touch the animal to transfer consciousness, but may withdraw their consciousness at any time. A mage may only have one familiar at a time. They have a "bond" to the animal as well, knowing both the relative level of health, distance, and emotional state of the animal at all times. Mages can not cast magic whilst in their familiars but CAN use their subrace power, except for the Justice. Whatever level of Schildar is active on the Justice mage will be active on the Familiar upon consciousness transfer. Mages are especially vulnerable to casted magics cast both on the familiar and the mage during consciousness transfer.
XP Cost: 8xp
Name: Combat Medic
Type: Adjunct Power
Groups: Those with Healing Magic
Description: Your laser focus during combat allows you to rush-cast your healing magics. You can instant-cast level one and two healing magic up to three times during a combat scene. However, this will leave you drained of magic completely for one day for each insta-cast after the combat is done.
XP Cost: 4xp.
Name: Learned Gladeshielding
Type: Adjunct Casted Power
Groups: Sylvani Only
Description: You have trained under a Faun and have managed to learn the first level of Gladshielding as described in the Faun subrace powers. Although you will never be as innately expert at it as a Faun, you can focus on casting your shield and holding it in order to provide some protection against a particular magic or magics. Although this extra is a casted power, it is not considered a "magic" so much as a "protective power", and therefore it does not count towards your total magics. (It also does not count as a magic for the fauns, either.)
XP Cost: 6 (Second level available for 10xp. Third level not available to non-fauns.)