Spirits take to symbols to give themselves power and meaning. These symbols can be physical things, like a person, a city, a geographic feature, an object, or a natural disaster. The symbols can also be ideas, such as a business, a battle, a bloodline, or even things like mathematics or music.
Regardless of the symbol a spirit cleaves to, they become tied to it, and its health becomes its health. If a city is plagued by crime and violence, the spirit will grow sick. If a bloodline is wiped out, the spirit will fade unless a long-lost blood relative can be found to take up the lineage. And so spirits tend to protect that which they are bound to.
Shifters, as guardians of the spirit world, can form pacts and agreements with spirits. In return for the shifter protecting the spirit's interests, advancing the spirit's cause, or performing some service for the spirit, the spirit will agree to become totem for the shifter, imbuing the shifter with a fragment of their symbol's power, which the shifter can draw upon thereafter.
Totems are developed by communing with spirits. While ideally, these communions involve spiritual journeys, sacrifices, and tasks done for the spirit, a shifter on the go might not have time to develop an appropriate relationship with a spirit. Instead, many a shifter relies on a single powerful spirit they have sworn service to--such as Luna the Wolf Mother, Mother Earth or Father Time--to intervene on their behalf.
Though shifters often speak of "learning" totems, that's not quite accurate. Totems aren't some knowledge that is unlocked. Nor are they a blessing that can be retracted. Instead, totems are spiritual infusions, as the spirit metaphysically carves some of their symbols into the shifter's spiritual flesh. Often, this leaves the shifter marked with brands, scars, or tattoo-like markings upon their flesh and hide, regardless of their form. Once learned, a totem becomes an intrinsic part of the shifter.
Indeed, the only way for a spirit to end the abuse of power they granted to a shifter is with that shifter's death. A shifter seeking out the blessing of a spirit might find themselves hunting down the last shifter who made such a request.
It is up to the shifter's player and the GM to determine how they want to handle the process of learning totems and whether this is a storytelling thread they would like woven into their game.
A facet is an element of a totem tied to three primal natures of the Shifter: Blood, Bone, and Harmony.
Facets of Blood are wild, primal and instinctual, enhancing a Shifter's bestial nature as a hunter and guardian.
Facets of Bone are intellectual and academic, enhancing the Shifter's human nature as a problem-solver and tool-user.
Facets of Harmony are tied into the Shifter's supernatural nature, and are focused on balance and enhancing a shifter and their allies.
A new totem costs 5 experiences to learn, as you must form a new pact with a spirit. When you learn a new totem, you learn all the minor facets of that totem.
Learning a major facet costs 3 experience to learn, and the Shifter must have at least Advanced proficency is the related skill.
Learning an elder facet costs 3 experience to learn, and the Shifter must have both Master proficency in the related skill, and already know the major facet tied to that skill (so, for example, to learn Sooth the Mind, the Elder Facet of Harmony tied to the Earth Mother, the Shifter must have both 8 ranks in Harmony and already know Grandmother's Touch, the Major Facet of Harmony)
Gaia, Pachamama, Mother Nature, Jord. Nearly every culture has a female embodiment of nature and the Earth, a great goddess from whence all life springs. Even the Atlanteans told legends of Makaia, the Serpent that Binds the Earth. The Earth Mother is the single-most powerful spirit, one of the five Pillars of Creation, and so is a common patron of shifters. The Earth Mother seeks balance and between the human and natural worlds, as well as between the magical and mundane worlds. She was one of the early supporters of the Veil Treaty, and even today, she sends some of her loyal spirits on quests to protect the divide between the worlds of mankind and magic.
Markings: Vines, flowers, waves, circles
Example Quests: Defend a certain natural feature from exploitation, deliver medicine or food to a remote community, protect a rare species from extinction, prevent a Veil breach, or provide support to the Blackcloaks.
The Earth Mother isn't just the primordial incarnation of the bountiful Earth. She is also the Pillar of Hope, standing against Fate in defiance and proclaiming "Not Today."
Effect: If you are at negative wounds, you can spend 1 point of Anima as a reaction. Make a Blood check against a DC equal to 15+your negative wounds. If you succeed, you ignore the Dying condition and can act normally until the end of your next turn. You may continue to make a check to Defy Death each round so long as you spend your Reaction and 1 Anima.
You can channel the Earth Mother's vital energies through your hands or claws, mending the wounds of any other living creature. This healing energy can only heal a living creature and has no effect on the undead, constructs, outsiders, supernatural creatures, nor the werewolf themselves.
Effect: Spend 1 Anima as a single Action to heal a touched target for 1d8 + your Spirit Modifier Vitality Points. This healing increases by an additional 1d8 at each new Proficiency Tier in Harmony (Trained = 2d8, Advanced = 3d8, Expert = 4d8, Master = 5d8, Legendary = 6d8).
Note: This only heals mundane, living creatures. It has no effect on supernaturals, undead, constructs, or yourself.
Animals often see things that humans would overlook. Learning to speak with them gives the shifter access to knowledge and secrets known only to the beasts of the wilds.
Effect: Spend 1 anima and 1 action to commune with the spirits of the beasts around you, provoking attacks of opportunity. For the remainder of the Scene, you can use Presence checks on animals as if they were sapient beings. This grants you no control over animals, as they are under no obligation to listen to you or to provide you with factual information. This just provides you with the foundations for communication.
You gain a +2 Circumstance bonus on these checks if talking to an animal of your specific Tribe (e.g., wolves for Werewolves), but suffer a -4 penalty if dealing with your natural prey. (Insects and fish are too alien for this Facet).
With enough persuasion, the Earth Mother's mercy can be expanded to the disparate children of her siblings.
Effect: Your Mother's Touch can now affect living supernatural creatures as well as yourself. It still cannot affect undead or constructs.
You channel the Earth Mother's vitality into the soil beneath you, causing the plant life around you to grow at an astounding rate.
Effect: Spend 1 Anima as a 3-Action activity. Thick roots and vines burst from the ground in a Close-Range burst around you. This area becomes Difficult Terrain and provides Light Cover. Additionally, make a Blood spell attack check against the Dodge Defence of all enemies in the burst. On a hit, they are Immobilized for 1 round (or until they Escape). The plants recede into the earth at the end of the Scene.
You listen to the heartbeat of the land, and can clearly pick up arrhythmia caused by supernatural taint and corruption.
Effect: Spend 2 anima and take 10 minutes to make a Gnosis check (typical DC 15). If you succeed, you gain an indication of supernatural presence within 10 Range (approx. 300 feet), as well as the general origin of the presence, but not the specific subtype, (for example, both fey and horrors would only register as supernal, demons and angels would both be astral, and mages and mediums would both be humans.)
You have learnt not just to heal the obvious physical wounds that plague a soul, but to mend horrific mental and spiritual injuries.
Effect: Spend 1 anima over 3 actions. You embrace an ally, and flood them with positive energy. You heal Vitality Points as if using Mother's Touch, AND you choose one of the following additional effects:
Heal 1 Wound
Restore 1d4 Anima or Terror
Remove 1 Application of a debilitating that is affecting your target. This can even effect something like a mage's Tapped Out (allowing them to channel an additional spell before becoming Tapped Out again.) You cannot remove conditions without a duration (such as Dying or a horror's Satiety conditions).
A target affected by Ease the Mind becomes immune to this facet until they take a long rest. You cannot use this facet on yourself.
You can draw forth pure sustenance and curative herbs from the earth, no matter how toxic or barren the environment.
Effect: Spend 2 Anima and spend 1 Minute foraging. You uncover enough mystical sustenance to feed your entire packeven in the most hostile of environments. Consuming this bounty immediately removes the Fatigued, Sickened, or Drained conditions and grants all consumers a +2 Supernatural Bonus to Endurance Defences against Poisons and Diseases for the next 24 hours.
The Earth Mother seeks what is best for her children—but those who violently defy the natural order must be put down.
Effect: Spend 1 Anima as a single Action. For the rest of the Scene, your natural attacks deal an additional 1d6 damage and ignore the physical Resistances of Outsiders and Undead. Additionally, you may choose to have all your natural attacks deal Non-Lethal damage without suffering the usual -4 penalty, allowing you to safely subdue misguided foes.
Cronos. Saturn. Ouroboros. Zeitgeist. Father Time is the spirit of the orderly transition of time, the sidereal cycle of seasons and the stars. The loyal husband of Mother Earth, bound to her in an eternal dance of the ages. Shifters who form a pact with Father Time are historians and truth-seekers who want to delve into the mists of the past for knowledge lost in the modern era.
Markings: Spirals, clocks, hourglasses, stars
Example Quests: Recover a relic from a ruin, uncover a conspiracy, resolve a temporal paradox, prevent meddling in the time-stream.
You accelerate the flow of time within an object, exaggerating its natural flaws.
Benefit: You can spend 1 Anima as a single action to make a Shadow Check against a DC equal to the Hardness of an object. The object must have a Bulk equal to or less than your ranks in Shadow.
After you use Erode, the object becomes immune to additional uses of Erode for the next 24 hours, as time becomes somewhat sticky around it. Certain objects, particularly artifacts and items warded against the ravages of time, are always immune to Erode.
You have learnt to skip through time, letting the tides of fate pull and push you to the right moment.
Effect: When you roll for initiative, you may choose one of three options:
Roll Initiative normally
Take 10 on Initiative, treating your role as if you rolled a 10
Spend 1 Anima to become Unstuck in Time. Make a DC 11 Flat Check. If you succeed, your Initiative roll is treated as if you rolled a 19; if you fail, your Initiative roll is treated as if you rolled a 2.
You are perfectly oriented in the flow of time and space. You instinctively know which way is North, and you can sort through the mists of time to recapture a singular memory in perfect clarity.
Effect: You always instinctively know which way is north. You can spend 1 Anima and 1 Action to use Bone to make a Recall Knowledge check instead of an Intellect or Cunning. This allows you to recall incredibly obscure historical or tactical facts as if you had experienced them yourself.
You unleash a terrifying roar that disrupts the flow of time around your prey, catching them in temporal doldrums.
Benefit: Spend 2 Anima as a single action to make a Blood check against the Willpower defence of one target within Close range.
After you use the Curse of Chronos on a creature, the creature becomes immune to additional applications of the curse for the next 24 hours, as time becomes somewhat sticky around it.
You can hear echoes of events long past, sensing the reverberations that pass down into the present. By handling an object or placing your hand on a structure or tree, you can sense echoes in the target's spiritual aura.
Effect: Spend 1 Anima and 1 action to make a Blood Check. The DC of this check is usually 15, but it may be modified by the GM, based on your familiarity with the territory you're in, the objects whose history you're examining, and the overall importance of the historical events to the timestream.
If you succeed, you receive a vision of the most significant thing to happen to the object or in the area around a building or tree. Death is usually the most significant spiritual event, though other events of emotional or supernatural import may also register, such as an act of extreme violence or the casting of a powerful spell.
Echoes rarely last more than a few years, depending on the power of the emotion or magic that created the echo.
This facet can only be used once on a particular object or location; once you've analyzed the echoes once, listening to them again won't bring additional clarity.
You have learnt to hop back in your personal timeline to try again.
Effect: After failing a skill check, you can spend 1 Anima as a reaction to hop back and try the check again, taking your knowledge of your previous failure with you. You can reroll the check, adding a +2 supernatural bonus as you apply the knowledge from your previous attempt. You must use the new result, even if it's worse than your first roll.
You rip time directly from your enemies, stealing moments from their life and adding those seconds to your own timeline.
Effect: Spend 1 Anima as a single Action to empower your next unarmed melee attack. If you hit with your next attack, you deal an additional 2d6 Void damage as the target's flesh momentarily withers. Additionally, you steal their momentum, gaining the Quickened condition (1 extra action) for your next turn.
You catch a glimpse of history laid out before you like a tapestry and capture scraps of insight.
Effect: Spend 2 Anima as an action that takes 1 minute to complete, and make a Bone check. The DC of this check is usually 15, but it may be modified by the GM, based on your familiarity with the territory you're in, the subjects whose history you're examining, and the overall importance of upcoming events to the timestream.
If you succeed, you gain insight from the tapestry of fate, and you learn about a single event, threat, or important circumstance within 10 kilometres of you. The information gained relates to your near future, though anything beyond the next 24 hours is vague and undefined.
Topics you can choose to examine (along with potential answers) include:
Threats (the police chief is planning a rad on your safehouse, the old factory is unstable and will soon collapse, a new vampire prince is making a move on your city)
The supernatural (something is preying on human residents in the area, the borders between the mortal world and the spirit world are growing thin, a powerful ritual was conducted here years ago)
Conflict (A riot is brewing, there is a pattern to the murders you are investigating, the big corporation is under financial attack)
Weather (A storm is coming, the blazing heat will last for a week or more, the fog is not of natural origin)
If you choose a topic which has no immediate bearing on you, you receive no answers, but you may choose to scry another topic instead.
With a critical success, you can examine two topics instead.
You cast your spiritual sight into the future and catch a glimpse of impending successes and failures.
Effect: Spend 1 Anima and 1 action to focus the timelines around you, collapsing the quantum foam in favourable patterns. You and up to three allies within Close range gain Fortune on one attack roll, saving throw, or skill check you each make before the end of your next turn.
Once Upon A Time, Mother Goose, Scheherazade, The Queen of Thorns and Hearts, the Wyld. The Fountain is the first of the first of the fae, elder sister of Mother Earth, and the wellspring from whence all of Faerie springs. While the Fountain is most concerned with the courtly politics and fairy tales of the Storybook Realm, she is still a fae, and willing to make pacts and deals with those shifters willing to speak her titles in wooded glades and leave for her offerings of milk, blood and stories.
Markings: Celtic knot patterns, vines of roses and thorns, flowing water
Example Quests: Recover something of importance to uphold a fey bargain (an item, a memory, a child), defend a gate to Faerie, serve in the wyld hunt for the period of one night, or offer three favours to fae noble.
You pull a handful of mist and moonlight from the Fountain to weave minor illusions around yourself.
Effect: Spend 1 Anima as a single Action. You cast an effect identical to the Illusory Disguise or Veil spells from the mage's Sphere of Illusions. If a creature interacts with the illusion, use your Harmony Proficiency Bonus to calculate your Spell DC to resist their Seek attempts.
The Fountain teaches her chosen how to see the truth behind the story. You have a permanent, passive awareness of fey trickery and mortal disguises.
Effect: You gain a +2 Supernatural Bonus to all Awareness and Investigate checks to see through magical illusions, disguises, and Fey Glamours. Additionally, you can inherently sense if a creature has broken a formal promise or contract within the last 24 hours just by looking at them.
The beauty of the Wyld is protected by razor-sharp thorns. When a creature strikes you, you can punish them with a feral, phantom briar that wraps around their limbs.
Effect: Spend 1 Anima as a single Action. For 1 Minute, thick, preternatural briars weave through your fur and skin. Any creature that Grapples you or hits you with a melee unarmed attack immediately takes 1d6 Piercing damage. Furthermore, your own natural unarmed attacks deal an additional 1d4 Persistent Bleed damage on a hit.
The Fey cannot lie, but they are masters of the loophole. You can forge a supernaturally binding contract with a willing (or coerced) creature.
Effect: Spend 1 Anima and take 1 Minute to strike a verbal or written deal with a sapient creature. The terms must be clear to both parties. If the target breaks the letter of the agreement, the Fountain's wrath falls upon them: they immediately take 4d6 Psychic damage and gain the Doomed 1 condition (cannot be removed until they make amends or take a Long Rest). You automatically know the exact moment the pact is broken.
Fey logic dictates that those who break the rules must pay a terrible, bloody price. You become the executioner of that law.
Effect: Spend 2 Anima as a single Action and mark one target in your line of sight. For the remainder of the Scene, your natural attacks deal an additional 1d6 Arcane damage against this target. Furthermore, your attacks against the marked target completely ignore the Concealed and Hidden conditions, and you automatically pierce any Illusions they use to disguise themselves.
You call upon the classic fairy tale curse, blowing a kiss of enchanted dust that forces the waking world into a deep, unnatural sleep.
Effect: Spend 2 Anima and 2 Actions. Make a Harmony check against the Resolve Defense of a single target in Close Range.
Critical Success: The target falls Unconscious for 1 Hour.Success: The target falls Unconscious for 1 Minute.Failure: The target gains 2 applications of Fatigued and is Staggered for 1 round.Critical Failure: The target is unaffected.(Note: As per the Unconscious condition, taking damage or someone using an Interact action to shake them will wake them up).
You step into the great narrative of the unconscious mind, navigating the dreamscape of a sleeping target to extract secrets or plant seeds of thought.
Effect: Spend 2 Anima and take 10 Minutes. You enter a trance and project your spirit into the dreams of a sleeping creature within 10 Kilometers (you must have met them or possess a personal item of theirs). You can sift through their dreams to uncover one massive secret, or you can plant a subtle suggestion (Make a Bone check against their Resolve Defense). On a success, they wake up with a subconscious compulsion to carry out your suggestion, provided it does not put them in immediate physical danger.
The Fountain knows that every story is just a first draft. When tragedy strikes, you can literally rewrite the ending.
Effect: Spend 2 Anima as a Reaction when an ally within Close Range is reduced to 0 Wound Points (or fails a stabilization check that would kill them). As an added cost to this, your targeted ally must also spend 1 hero point. You declare, "And they lived happily ever after," or something to that effect, pulling them through the Storybook Realm. The ally immediately vanishes and teleports to a safe, unoccupied space within Close Range, restoring them to 1 Wound Point and 10 Vitality Points.
An ally affected by Rewrite the Tale becomes immune to this Facet for the rest of the Chapter.
Snicker-snack! Your claws sever more than just flesh; they sever the magic that binds reality together.
Effect: Spend 2 Anima and 2 Actions to empower your next melee unarmed attack with the power of fairy tale blades. Your natural weapons ignore all Physical Resistances. If you hit, you deal an additional 2d8 Arcane damage. Furthermore, you automatically attempt a Counteract check against the highest-level beneficial spell or magical buff currently affecting the target, using your Blood Proficiency Bonus for the check.
The Tempests, the Four Winds, the Eight Generals, the Thunder and the Lightning. The Great Wheel are the spirits of the ever-changing sky and the turning wheel of the seasons. They represent adaptability, renewal, the destructive power of monsoons, the oppressive heat of summer, and the quiet death of a cold winter night. Shifters who bind themselves to The Tempest are highly mobile, adaptable, and capable of shifting the battlefield to their advantage.
Markings: Lightning bolts, clouds, frost-patterns, sunbursts.
Example Quests: Survive a catastrophic natural disaster without modern technology, stop a corporation from polluting the atmosphere, track a target through an impossible storm, ritually welcome the equinox.
You channel the biting cold of a deep blizzard and the crackle of a spring thunderstorm, wreathing your claws and fangs in swirling frost or sparking lightning.
Benefit: Spend 1 Anima as a single Action. For the rest of the Scene, your natural unarmed attacks deal an additional 1d6 Electricity or Cold damage (your choice when activating the Facet).
You commune with the Great Wheel and listen to the lesser weather spirits swirling around you, granting you insight into imminent weather events.
Benefit: Spend 1 Anima and take 1 minute to make a DC 15 Bone check (the DC may be modified by environmental conditions, such as supernatural influence or your unfamiliarity with the region). On a success, you can perfectly predict the weather in your region for the next week. On a successful check, you may spend 1 Anima to empower yourself and your allies with a preternatural weather sense, allowing you to completely ignore all environmental penalties (such as difficult terrain from mud/snow, or visibility penalties from rain/fog) for the remainder of the scene.
You call upon the spirits of the storm to cover your pack's trail.
Benefit: Spend 1 Anima and 2 actions, which provokes an attack of opportunity. You summon a swirling vortex of fog, rain, or snow in a Close-range burst centred on you. It lasts for 1 Minute. All enemies inside the burst treat you and your designated allies as having the Concealed condition. You can Dismiss the storm as a Free Action.
The Great Wheel teaches that a shifter must adapt to survive. When the elements turn against you, you ground them harmlessly.
Effect: You gain a permanent passive connection to the elements. You become immune to extreme environmental heat and cold. Additionally, you gain Resistance to Cold and Electricity damage equal to your Bone Proficiency Bonus.
You summon localized, high-pressure tailwinds that propel your pack forward while violently deflecting incoming projectiles.
Effect: Spend 1 Anima as a single Action. For the next 1 Minute, you and all allies within Close Range gain a +1 Range Status Bonus to your Move speed. Additionally, all ranged physical attacks (ballistic, thrown, arrows) made against your pack suffer a -2 Supernatural Penalty to their attack rolls due to the fierce, swirling winds.
You move with the speed of a striking thunderbolt, ending your movement with a devastating shockwave.
Effect: Spend 1 Anima and 2 Actions. You move up to your Speed and make a melee unarmed attack. This movement ignores difficult terrain and does not provoke Reactions. If your attack hits, the target takes an additional 2d6 Sonic damage and must make an Endurance Defense check against your Blood check. On a failure, they are deafened for 1 round and knocked Prone.
You call down the ultimate destructive power of a supercell.
Effect: Spend 2 Anima and 3 Actions. A localized hurricane drops directly on top of a target within 4 Range. Make a Blood check against the Endurance Defence of all creatures in a Close-Range burst around the target.
Critical Success: The target takes 4d6 Cold and 4d6 Electricity damage, is knocked Prone, and is Stunned 2.Success: The target takes full damage and is knocked Prone.Failure: The target takes half damage.You assert dominance over the local climate, violently shifting the season to suit your hunt.
Effect: Spend 2 Anima and take 10 Minutes to perform a ritual howling at the sky. Make a Bone check (DC 25). On a success, you drastically alter the weather within a 5-kilometre radius for the next 24 hours. You can summon a blinding blizzard in the middle of July, a sweltering heatwave in December, clear a hurricane to reveal a sunny sky, or call down a torrential flood. If you bring about an extreme temperature event, mundane humans and unprepared enemies suffer the effects of Extreme Heat/Cold, automatically gaining the Fatigued condition if they spend more than an hour exposed to it. Your pack is immune to this effect of Turn the Wheel.
You slip the bonds of gravity, rising into the air upon a pillar of howling wind.
Effect: Spend 2 Anima and 2 Actions. For 1 Minute, you and up to three allies within Close Range gain a Fly Speed equal to your land Speed. You are held aloft by churning vortexes of wind.
Mother Wolf. Artemis. Yin. Chang'e. The Huntress. Luna is the spirit of the Moon, the guardian of the night, and the ur-huntress. She is the sister of Mother Earth, as mercurial and wild as Gaia is staid and resolute. Shifters who form a pact with Luna are hunters and warriors who seek to further embrace their wild natures. Werewolves have a particular tie to Luna.
Markings: Crescent moons, wolf paws or claws, arrows
Example Quests: Defeat an enemy of Shifterkind, hunt down a particularly fearsome monster, protect a wild space from those who would exploit it, just go on an adventure and see the world.
Luna's silver light cuts through the distractions that can cloud a hunter's mind. By focusing on Luna's cold clarity, the shifter can burn away the fog of war and keep their mind in the game.
Benefit: You gain a permanent passive connection to the Huntress. Whenever you are asked to roll for Initiative, you may add your Blood Proficiency Bonus to your Initiative check.
Luna teaches that a lone wolf may starve, but the pack survives. You can supernaturally mark a target, illuminating their weak points to your allies with a faint, silvery glow.
Effect: Spend 1 Anima and 1 Action and designate one creature within 4 Range. For the remainder of the Scene, that creature is illuminated by a faint moonlight that negates the Concealed condition. Furthermore, whenever one of your allies attacks the marked creature, they gain a +1 Supernatural Bonus to their attack roll.
A shifter is not simply a person who can transform into an animal; they are a person with the soul of a beast. Wild Tongue allows a shifter to draw on their bestial soul, putting them in touch with their more primal side, and allowing them to communicate with the animal kin of their bestial half.
While this Facet offers no control over mundane animals, it allows the shifter to communicate with them, regardless of the form the shifter is in.
Benefit: You can always communicate with animals who share a species with your wild form (wolves for Werewolves, rats for Nezumi, jaguars for Nagual, etc.), regardless of the form you are currently in. In addition, you add your Intellect modifier as a Supernatural Bonus to all Presence checks made involving such animals.
Sharks have an uncanny ability to follow a trail of blood through water. A shifter with this facet can replicate that feat, detecting even the slightest tinge of blood on the wind through the complex scents of the modern city.
Effect: Spend 1 Anima and 3 Actions. Your scent expands to a range of one kilometre for the remainder of the Scene, but only for the purposes of detecting recently spilled blood. You can discern blood spilled within the past hour per your rank in Bone. You can pick out unique scents, tracking a bleeding individual perfectly without needing to roll Survival. You immediately know if the blood is mundane (human/animal) or supernatural (vitae, ichor, glamour), though deeper analysis requires an Occult Lore check.
You unleash a terrifying, echoing howl bathed in the cold light of the moon, shattering illusions and striking fear into the hearts of your prey.
Effect: Spend 2 Anima and 2 Actions. You release a blast of silvery light in a Close-Range Burst. This light immediately attempts to Counteract any Nightmares, Artes, Glamours, or spells from the Darkness or Illusion spheres in the area (Make a Harmony check against the caster's Spell DC). Additionally, make a Harmony check against the Resolve Defence of all enemies in the area.
Critical Success: The target is Frightened 3 and Fleeing for 1 round.Success: The target is Frightened 2.Failure: The target is Frightened 1.Critical Failure: The target is unaffected.The scent of fear drives the pack forward. When you close in on your prey, you and your allies move with supernatural speed and ferocity.
Effect: Spend 1 Anima as a single Action. For the next 1 Minute, you and all allies within Close Range of you gain a +1 Range Supernatural Bonus to your Move speed, and deal an additional +1d6 damage on all melee and unarmed attacks against targets that have the Fleeing, Frightened, or Bleeding conditions.
You bathe yourself in the raw essence of the moon, becoming an ethereal, silver-clad incarnation of the Ur-Huntress.
Effect: Spend 2 Anima and 2 Actions. For the next 1 Minute, you undergo a localized transformation. You glow with dim light in a Close-Range radius. You gain the Concealed condition against all attacks, your natural weapons deal an additional 2d6 Radiant damage, and you can see Invisible creatures and objects as if you had cast See Invisibility.
You channel the dark of the moon into your natural weapons. Your strikes sever the soul as easily as the flesh.
Effect: Spend 1 Anima and 1 Action to empower your next melee unarmed attack. Your attack gains the Silver and Magical traits, and completely ignoring Physical Resistances. If you hit, you deal an additional 3d6 Void damage. If this attack reduces a creature to 0 Wound Points, the Anima you spent to cast this facet is immediately refunded.
Luna's hunters cannot be shaken. Even if prey attempts to flee across the boundaries of space and dimensions, you can track their scent through the ether.
Effect: You gain the permanent ability to track teleportation. If a creature you are tracking uses a Space sphere spell, an artifact, or a supernatural ability to teleport, you can automatically sense the direction and exact distance of their destination. If they shift into Shadow, Faerie or the Spirit World, you can spend 3 Anima and 3 Actions to physically tear a temporary rift in the Veil and follow them, arriving in the exact spot they emerged.
The Muses are the collective spirits of art and literature. They embody song, dance, poetry, storytelling, acting, comedy, architecture, sculpture, and more. The Muses have lit the fire of inspiration in the hearts of artists and creatives down through the millennia, from local songsmiths to legendary playwrights. Though usually associated with historians and creatives, occasionally the Muses will agree to grant their powers to warrior-poets and those who seek to record history from the front lines.
Markings: Writing or musical notation, ink-like splotches, masks
Example Quests: Provide protection or counselling to an artist, retrieve a particular artifact from a secured location so it may be shared with the world, defend a place of natural beauty and inspiration, record a momentous event and turn it into a song, painting or story that will passed through generations.
You have a preternatural gift for knowing exactly what to say to manipulate or inspire.
Benefit: You gain a permanent passive bonus, adding your Spirit modifier to all Leadership checks. Additionally, you may spend 1 Anima and 3 Actions (⬤ ⬤ ⬤) to analyze a target; if you do, you gain Fortune on all Presence-based checks to influence that target's attitude for the rest of the Scene.
You draw temporary knowledge from the spirit world, giving you basic proficiency where you otherwise have none. This spark of brilliance is fleeting and affords you no long-term knowledge.
Benefit: Spend 1 Anima as a Reaction just before making a roll with a skill in which you have 0 ranks. You gain a +2 Supernatural Bonus to that roll. This bonus increases by +1 for every Proficiency Tier you possess in Bone (Trained = +3, Advanced = +4, Expert = +5, Master = +6, Legendary = +7).
Inspiration can drive others to incredible heights. For an artist, this can lead to wondrous works of art. For a warrior, the results are far more brutal. You unleash a deafening war howl to light the spark of war in the hearts of your allies.
Benefit: Spend 1 anima as a single action to unleash a mighty howl or roar. You and all allies within 1 range treat their weapons as 1 step larger for the purposes of calculating damage. This is a supernatural bonus. This bonus lasts for a number of rounds equal to your ranks in Blood.
Humanity has hundreds of languages. And each of those languages has a chorus of spirits that incarnate dialects, accents, stories, folktales, and grammatical rules. You call on those spirits, allowing you to gain a rudimentary understanding of spoken tongues, allowing you to communicate with any human you are speaking with, whether it is face-to-face or through an electronic medium.
Benefit: By spending 1 Anima as a Reaction when someone speaks, you instantly gain Advanced (+4) proficiency in the language being spoken for the rest of the Scene, allowing you to converse fluently. This only works on living human languages, not dead ones from previous ages (such as Atlantean or Shambhallan) nor supernatural ones (like Draconic, Enochian, or Shadowtongue).
By infusing a roar or howl with stories of past glories, you give your allies hope even in the darkest of hours. You channel the power of the muses to stir hearts and drive your packmates to greatness.
Benefit: Spend 1 Anima as a single Action. Your allies within Close Range each immediately recover 1d4 + your Spirit Modifier Anima (up to their maximum). You are unaffected by this rallying cry. Once an ally receives this benefit, they become immune to Rallying Cry until they next take a Long Rest.
Tales of the past, myths, folktales, and legends all have important lessons embedded within them, lessons that can be applicable to many tasks, even in in the modern day. It doesn't matter if the story is factually true, so long as it's symbolic meaning is true enough for others to draw inspiration from.
Benefit: Spend 1 Anima and take 1 Minute to tell a tale pertinent to the current challenge facing your allies. One ally who listens gains a +2 Supernatural Bonus to all rolls made with a skill of your choice for the remainder of the Scene. This bonus increases to +3 if you are Master in Harmony, and +4 if you are Legendary. An ally can only benefit from this Facet once per Long Rest.
Once an ally receives this facet, they become immune to This Story is True until they next take a long rest.
A good storyteller should be able to weave both dreams and nightmares, and make them manifest. By tapping into this gift, you share your nightmares with a foe.
Benefit: To use this Facet, a shifter must have some connection to their target, such as being able to see them, knowing their true name, or be in possession of an item that recently belonged to them.
You can weave horrible stories to frighten your foes and curse them with nightmares. Spend 2 anima and take 1 minute to weave a horrible story in your own mind, and then whisper it to the winds to hunt down your target. The shifter makes a Blood check against their target's Resolve Defence.
A soul-singer is able to weave a beautiful song, drawing power from the essence of music itself to wash away trauma and nightmares and heal a wounded soul.
Benefit: By spending 2 Anima and 30 minutes, you can infuse your a song with potent supernatural magics to heal a single target. The target is granted an immediate flat check to end all ongoing conditions affecting them (including curses, diseases, and poisons), with a +4 Supernatural Bonus to the rolls. The target must remain in Close Range and be able to hear your song to benefit from this; though the target need not understand the song or even be conscious to gain the benefit.
After a target is affected by this Facet, they become immune to its effects for the next day.
Since time immemorial, a storyteller regailing others with their tales has been granted certain indulgances. In olden days, a wandering bard was rewarded with cold pint and a place to rest their head. In more modern days, performers recieve monitary compensation. This gift allows you to weave a supernatural request into your performance, and compel others to agree.
Benefit: When you are making an Entertainment check with a duration of at least 1 Minute, you can spend 2 anima to weave a supernaturally enhanced request into the story. Compare the result of your Entertainment check with your audience's Composure defence.
Critical Success: As Success, but the target gains a +2 Supernatural Bonus to all checks made to fulfill your assigned task.
Success: You implant a single suggestion into one listener. It must not put them in direct harm and must be completable within the Scene. The target attempts to complete it as best as possible, unaware of the manipulation.
Failure: The target ignores the suggestion.
Critical Failure: The target realizes they are being magically manipulated and becomes Hostile.
The Father of Fear, the End of Every Story, Entropy. The Earth Mother's younger brother is probably best known for being the ancestor of horrors and the source of their terrific powers. However, the Ur-Nightmare is not adverse to accepting shifters into his service, especially those shifters who revel in the monster part of the legends.
Markings: Horrible scars, eyes, chains, darkest blacks
Example Quests: Teach an upstart mortal a lesson, haunt a town and teach them to fear the night, lend aid to a horror, destroy a demonic cult and scatter their ashes to the winds.
Though most shifters can assume forms with superior senses to humans, becoming a wolf, fox or bear in an urban centre or other human-dominated setting is often less advantageous.
Benefit: You gain a permanent passive connection to the shadows. You gain Darkvision out to 2 Range in all your forms, allowing you to see in total, pitch-black darkness as if it were brightly lit.
A careful shifter knows discretion can be the better part of valour. With this facet, a shifter becomes incredibly unremarkable, shrouded in shadows and easy to ignore.
Benefit: Spend 1 Anima and 1 Action to wrap ambient darkness around you like a cloak. For the remainder of the Scene, you gain a +2 Supernatural Bonus to Stealth checks. This bonus only applies if you are standing in Dim illumination or total darkness. This bonus increases to +3 if you are Advanced in Harmony, +4 if Expert, +5 if Master, and +6 if Legendary.
You summon the darkness of the eclipse, casting an area into shadows.
Benefit: Spend 1 anima as a single action to reduce the ambient illumination by 1 step within a Close-Range burst around you until the end of the Scene. This metaphysical darkness also clouds other senses, inflicting a -2 supernatural penalty on the Awareness defence of all enemies in the area.
The darkness hides many things. Countless monsters lurk in the shadows of modern society, and humans subconsciously know the darkness conceals many dangers. This facet enhances the primal human fear of the dark and sets them on edge. While this doesn't result in visible changes, people subconsciously know things are wrong. The shifter brings to mind the gleaming eyes just beyond the firelight and the chill howl in the dark of night.
Benefit: Spend 1 anima as a single action to release a wave of psychic terror. Make a Blood check against the Resolve Defense of all enemies in a Close-Range burst.
In the depths of Shadow, distance is relative. You attune yourself to a nearby shadow, allowing you to hear and smell as if you were lurking within its depths. This Facet is especially useful in urban settings, where at night most souls are surrounded by the shadows of buildings and streetlights.
Benefit: Spend 1 anima as a single action to attune yourself to an area of Dim light within 1 Range. You can treat that shadow as a point of origin when calculating the range of your Hearing and Scent senses, as if you were standing in the shadow yourself. You can maintain this facet until the end of your next round; once per round, you may extend its duration by 1 additional round by taking a Concentration action.
The darkness cloaks many dangers. Threats can lunge from the shadows at any time, from any angle. Horrors, those incarnations of mortal fears, have long leant on this ability, flicking through the dark to appear behind their prey. Though this flickering is slower than a shifter's feral forms, slipping through shadows allows the shifter to move without being seen, strike from odd angles, and reach places their prey thinks are safe.
Benefit: If you are standing in a location of dim illumination or lower, you can spend 1 Anima as a signle action to flicker to another patch of dim illumination within Close range. This Movement is instantaneous, as you vanish into the shadows at your starting location and appear at your destination. This movement only provokes an attack of opportunity at your destination, and only if your target is aware of you.
You can only Shadow Step to a location you within range that you can see and that you would be normally able to reach by walking within Close range. For example, you can Shadow Step to the back seat of a car pursuing you within Close Range, as, in theory, you could walk that distance. But you cannot Shadow Step across a chasm unless the distance to the bottom, across, and back up is less than Close Range. You can spend 1 additional Anima to increase the range of this teleportation by 1 Range band per Anima spent.
With this gift, a shifter becomes the pinnacle of the ambush predator. Your claws cleave light itself, leaving wispy trails of darkness behind them, and the shadows swirl around you, pulling you into the dark. You can strike from hiding without betraying your position.
Benefit: When you attack while Hidden or Unnoticed by the Target, you may spend 1 anima to make a Blood check against the target's Resolve Defence.
You fully embrace the Ur-Nightmare, temporarily overwriting your physical form with pure, shifting entropy.
Effect: Spend 2 Anima and 2 Actions. For 1 Minute, you are partially drawn into the Netherworld. You gain Resistance 10 to all Physical damage (except Silver and Orichalcum), and any creature that starts its turn in Melee with you takes 2d6 Void damage. While in this state, your Aura of Dread and Shroud the Moon facets cost 0 Anima to activate.
You feed on the terror you inflict, drawing vitality directly from the racing hearts of your prey.
Effect: When you deal damage to a creature currently suffering from the Frightened condition, you can spend 1 Anima as a Reaction to deal an additional 1d6 Void damage. You instantly rip the fear from their mind, reducing their Frightened condition to 0, and you heal 1d8 Vitality Points for every application of Frightened you consumed.
Aries. The Morrigan. Ogun. Guan Ye. Lancelot. Caesar. The Warlord. The Red Star is the spirit of conflict, tactics, and survival of the fittest. They were born from the ruins of the Iron Age, when humanity forged new weapons, new technologies, and new strategies for war and conquest. The Red Star is about standing your ground in open, brutal combat and refusing to yield. They are the patron of any Shifter who views themselves as a weapon protecting their territory.
Markings: Scars that never fade, chain-like brandings, blood-red geometric lines.
Example Quests: Defend a territory against a vastly superior force, train a mortal to protect themselves, destroy a paramilitary group exploiting a wild space, defeat a rival champion in single combat.
Your indignity at being struck by another is only further inflamed by your pact with the Lord in Iron.
Benefit: When you take physical damage, spend 1 Anima as a reaction. You channel the pain into pure aggression, adding your Blood Proficiency Bonus + your Brawn Modifier as extra damage to your next successful attack against the creature that struck you
The battle isn't over so long as you still have life left in you. You call upon spirits of battle to force your body to keep fighting long past the point of giving in.
Benefit: When you would be subjected to the Staggered or Slowed conditions, spend 1 Anima. You completely ignore the action-loss of those conditions for 1 round, allowing you to retaliate with your full 3 Actions before your body realizes what's hit it.
The Lord in Iron is part of every fighting style ever invented, from the most refined martial arts to bare-knuckle street brawling. By tapping into the history of conflict, you can read into your opponent's style, and discern proper countermeasures
Benefit: Spend 1 Anima as a single Action and make a Bone check against a target's Composure Defence. On a success, you spot a tactical weakness. You and your allies gain a +2 Circumstance Bonus to attack rolls against that target until the start of your next turn.
You manifest a towering, translucent shield of red spiritual energy, forming an unbreakable defensive line.
Effect: Spend 1 Anima as a single Action. A wall of hard-light energy forms directly in front of you. You and all allies situated Behind you gain Heavy Cover (+4 Circumstance Bonus to Armor and Dodge Defenses). The Aegis moves with you and lasts for 1 Minute, or until it is either dismissed as a free action or you are knocked Prone or rendered Unconscious.
You call upon the blood spilled on ancient battlefields, summoning ethereal spears, swords, and axes to erupt from the ground around you.
Effect: Spend 2 Anima and 2 Actions. A terrifying array of glowing, spectral weaponry thrusts outward in a Close-Range burst. Make a Blood spell attack check against the Dodge Defense of all enemies in the area.
Critical Success: The target takes 4d6 Force damage and is Bleeding 2.Success: The target takes 2d6 Force damage.Failure: The target takes half damage.For the next 1 Minute, the area within Close Range of where you cast this facet is treated as Hazardous Terrain (1d6 Arcane damage per move action) for your enemies, as the ghostly blades remain lodged in the earth.
You are the shield wall. When your pack is threatened, you instantly reposition to take the brunt of the assault.
Effect: Spend 1 Anima as a Reaction when an ally in Melee range of you is targeted by an attack. You instantly swap places with them. You become the target of the attack, comparing the enemy's roll to your own Defence. Furthermore, gain a +2 Status Bonus to your Armour Defence against that specific attack.
You unleash the brutal dominance of the Red Star. Red-hot, ethereal chains burst from your flesh, hooking into your prey and dragging them into the slaughter.
Effect: Spend 2 Anima and 2 Actions. Target up to 3 enemies within 2 Range. Make a Blood spell attack check against their Dodge Defenses. On a success, they take 3d6 Piercing damage, are immediately yanked into Melee range with you, and gain the Restrained condition. They cannot move away from you until they successfully Escape the spiritual chains against your Spell DC.
You plant your feet and declare a zone of absolute control. Where you stand, your pack does not break.
Effect: Spend 2 Anima and 2 Actions to slam your fist (or weapon) into the ground. You create a Close-Range aura around yourself that lasts for 1 Minute. All allies within this aura are completely immune to the Frightened, Fleeing, and Controlled conditions. Any enemy that attempts to take a Move action to leave the aura must make an Athletics check against your Harmony Spell DC; on a failure, their movement is halted, and their action is wasted.
When the pack is broken and bleeding out, you invoke the Warlord's absolute refusal to die. You anchor your allies' souls to their bodies through sheer supernatural gravity.
Effect: Spend 2 Anima as a single Action. For 1 Minute, you project a Close-Range aura of defiant war-spirits. As long as you remain standing and have at least 1 Wound Point, no ally within your aura can be reduced below 1 Wound Point. Any damage that would drop an ally to 0 Wounds is instead absorbed by the aura. If the aura absorbs damage exceeding your maximum Vitality, or if you drop to 0 Wounds, the aura shatters, ending the spell early, but your allies remain alive.
Lord of Walls and Moats. The Metropol. The Sprawl. Urbis is the over-spirit of cities and the master of the urban jungle. He is found in the patterns of transit maps, the rituals of commuters, and the legends of city rivalries. His veins are throughfares, his eyes the shining windows of downtown skyscrapers. All other city-spirits pay him heed, and Urbis' power spreads into urban centres throughout the globe, making him a potent totem for shifters who find themselves hunting the urban wilds.
Markings: Geometric patterns that resemble a street map, claws or fangs replaced by concrete or iron
Example Quests: Protect a certain city from supernatural threats, end the career of a corrupt politician harming the city's heart, protect the homeless population, or sabotage a destructive corporate development.
With a gesture, you can disable a single specific technological device, such as a cell phone, computer, or engine, by sending the machine-spirit within to sleep.
Benefit: Spend 1 anima as 1 action to target a single mechanical or electronic device within Close range that you can see. For a device to be targeted, it must be manufactured through industrial processes, and be smaller than the shifter's current Size when they use this Facet. A gun is valid, a car is too large to be affected, but a motorbike might not be if you are in War Form. The DC for an unattended object is 15; an object held in another creature's possession uses that creature's Willpower Defence if it is higher. You must have Line of Sight to the object; you cannot deactivate a pacemaker in a target's chest, or an engine inside a car, for example.
Urbis bends the alleys and rooftops to catch you. This Facet allows shifters to easily scale concrete canyons and navigate the tangled paths of back alleys and side streets that make up the urban landscape.
Benefit: When you make an Acrobatics or Athletics check to navigate an urban environment (climbing a building, jumping a gap between rooftops, balancing on a fire escape), you may spend 1 Anima as a Reaction to add a +2 Supernatural Bonus to the roll. This bonus increases by +1 for every Proficiency Tier you possess in Harmony (Advanced = +3, Expert = +4, Master = +5, Legendary = +6).
The spirits of tools recognize humans as their masters, and shifters are part-human. By manifesting this Facet, a shifter gains resistance to modern weapons.
Benefit: Spend 1 anima as 1 action. You gain a Resistance to Physical Damage (ballistic, bludgeoning, slashing and piercing) equal to 2 + your Blood Proficiency Bonus for 1 Minute. This Resistance applies only to damage inflicted by complex/modern weapons (firearms, chainsaws, explosives). It does not apply to natural weapons, supernatural attacks, archaic weapons (such as swords and bows), or silver.
Humans rely on artificial light for innumerable tasks. Take away their mastery over illumination, and humanity is cast back centuries, and buildings become dark mazes. Through this Facet, you extinguish all electrical lights in an area.
Benefit: Spend 1 Anima as a single action to target a single building of Size 40 or smaller within 10 Range. You can also target a portion of a larger building, such as 2 floors of an office building or half of a grocery store. Make a DC 20 Harmony check. If you succeed, all artificial light in the area is extinguished, including electric lamps, battery-powered flashlights, streetlights, or the flashlight function of a smartphone. This Facet doesn't just turn off the lights; it prevents all artificial light in the area from working. Even emergency lights fail to function. This effect lasts one scene or until Dismissed.
Supernatural illumination is unaffected by this Facet.
You tap into the city's nervous system, communing with the spirits of CCTV cameras, traffic lights, and ATMs to track your prey.
Benefit: Spend 1 Anima and 1 Minute pressing your hand to a piece of city infrastructure (a streetlamp, a subway rail, a fuse box). Make a Bone check. The DC varies by how well the target is hiding (Base DC 15, or the target's Stealth DC). On a success, you learn the exact current location of any one specific target within the city limits, provided they have passed by an electronic or electrical device within the last hour.
You become an engine of urban demolition. Concrete shatters and steel buckles beneath your claws.
Benefit: Spend 1 Anima and 1 action to channel the spirits of urban transformation into your claws and fangs. For the rest of the Scene, your natural attacks ignore up to 10 points of Hardness when striking objects, barriers, or vehicles. Furthermore, if you hit an enemy wielding a manufactured weapon, you can deal your attack's damage directly to their weapon instead of their Vitality, potentially granting it the Broken condition instantly.
You merge your bestial form with the raw materials of the city. Concrete, asphalt, and rebar fuse with your flesh to create an unstoppable urban juggernaut.
Benefit: Spend 2 Anima as 2 Actions. For 1 Minute, you gain Temporary Vitality Points equal to 3 × your Blood Proficiency Bonus. Your natural attacks gain the Reach trait (as rebar and concrete extend your strikes) and deal an additional 2d6 Bludgeoning damage. Additionally, whenever you move, you may treat nonmagical physical barriers (such as fences, brick walls, and doors) as difficult terrain, allowing you to pass through them.
The subway tunnels, sewer mains, and maintenance shafts are the arteries of the city. You know how to step into one and emerge from another miles away.
Benefit: Spend 2 Anima and take 1 Minute to step into any doorway, alleyway, or maintenance hatch that is entirely unobserved by mundane humans. You and your pack instantly emerge from a similar threshold anywhere else within the same city limits. You must leave from the same type of threshold that you crossed (a garage door connects to a garage door), and you cannot use this facet to violate the rules of a threshold and enter a private home, vault, or warded sanctuary uninvited.
You reach out to the spirits of the city and break the lines of escape for your prey, preventing them from leaving the city limits. Buses never arrive. Traffic is jammed solid. Subway trains do not stop at any platform where the target waits. Rubble and trash snare the prey's feet, if a crowd doesn't block their way first.
Benefit: Spend 2 Anima and take 1 Minute to curse a specific target you know is currently within the same city limits as you, and who you know roughly where they are. Make a Harmony check against the target's Willpower Defence. On a success, the city turns against them for the next 24 hours. Buses never arrive, traffic is jammed solid, subway trains bypass their platforms, and their personal vehicles break down. The target cannot leave the city limits using conventional transportation, and they treat all urban terrain as Difficult Terrain during chases or combat, as trash, crowds, and rubble inexplicably block their path. If they attempt to drive a vehicle, they suffer a -4 Supernatural Penalty to all Drive checks. On a Critical Success, their vehicles simply refuse to start.