Flairs
Attack Flairs
DREAD GAZE
DREAD GAZE
Cost: None
Duration: Varies
Subject: One character
Range: Short
Action: Simple
Cooldown: Immediate.When the Antagonist makes eye contact with another character (which, if used in combat, requires a roll — successes must exceed the target’s Defense), she may functionally incapacitate that character. The actual effect may vary; the target may be paralyzed, terrified, helplessly enamored, etc. In any case, she is unable to break away from the Antagonist’s stare. However, the Antagonist cannot take mixed actions while using this Flair, and cannot Move without using a basic action — otherwise, she loses eye contact, and her target is freed. If the target is Blind, Dread Gaze is ineffective.
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SEEING RED
SEEING RED
Cost: None
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Duration: (filled Health boxes) turns
Subject: Self
Range: Self
Action: Reflexive
Cooldown: The Antagonist takes damage
The Antagonist may enter a frenzied state, during which they feel no pain and are largely incapable of doing anything but attacking the nearest target. This adds a general +1 Enhancement to Close Combat rolls, which rises to +2 if the Antagonist has only a single Health box remaining.
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CURSE
CURSE
Cost: None
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Duration: One Scene, unless broken
Subject: One character
Range: Medium
Action: Simple
Cooldown: End of Scene; or the curse is broken
The Antagonist is able to place curses on other characters. The effects of the curse may vary, and the Storyguide is encouraged to be highly descriptive. Non-trivial characters may resist Curse with a Clash of Wills. Purifying or healing magic is able to break curses. Possible curse effects might include:• Pain: Inflicting an Injury Complication directly; the player chooses which Injury Complication is marked, and breaking the curse removes the complication. This cannot Take Out a character.• Prohibition: Increase the Difficulty of a specific Stunt by 2._
• Sap Strength: +1 Difficulty to all Might and Dexterity actions.
• Persistent Injury: Inflict an Injury Condition which cannot be healed through normal means. The Condition resolves when the curse is broken.
• Clumsy: +2 Complication to Move and Dexterity actions, failure to buy off results in the character falling prone.
DETONATION
DETONATION
Cost: None
Duration: Instant
Subject: All opponents within medium range of the target
Range: Varies
Action: Simple
Prerequisites: Rival or higher Archetype
Cooldown: End of Scene; or the Antagonist has only one Health box remaining.The Antagonist is capable of making an attack that deals damage to all targets within close, near, and medium Range of the epicenter. The attack may be Ranged or Close Combat — choose one when selecting this Flair. If Close Combat is chosen, the Antagonist is immune to their own attack. This attack cannot be combined with any effect that grants the Shockwave tag.
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SHADOW STEP
SHADOW STEP
Type: Movement
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Cost: None
Duration: Instant
Subject: Self
Range: N/A
Action: Simple
Cooldown: One Scene
The Creature is able to reestablish stealth during combat, allowing her to make a surprise attack on her next turn. She must still succeed at a stealth roll in order to do so — this Flair simply makes it possible.
PENETRATOR
PENETRATOR
Cost: None or 1 Tension
Duration: Instant
Subject: One target
Range: Long
Action: Simple
Cooldown: The Antagonist takes damage.The Antagonist makes an attack: This attack negates Armor and Defense bonuses from Cover, as it pierces everything in its path. For 1 Tension, this attack can strike a second character, if that character is reasonably in the line of fire behind the first.
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PETRIFYING GAZE
PETRIFYING GAZE
Cost: None
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Duration: Indefinite
Subject: One character
Range: Short
Action: Simple
Prerequisites: Rival or higher Archetype
Cooldown: End of Scene or the Antagonist successfully petrifies a target.
The Antagonist’s gaze does more than merely shock or stun — it can kill. To use this Flair, the Antagonist must make eye contact with the target, which may necessitate a roll if the target is aware of the Antagonist’s power. Once eye contact is made, the target cannot break it — only the Antagonist may choose to do so. The Antagonist cannot take Mixed actions while using this Flair and cannot Move without using a Basic Action — otherwise, she loses eye contact, and her target is freed. If the Antagonist takes damage while using Petrifying Gaze, she must succeed on a Desperation Pool roll against Difficulty 3 to retain eye contact. For every turn of eye contact, inflict 1 Injury Condition to the target. If the target is Taken Out in this manner, she is turned to stone (or a similarly solid material). Trivial characters are instantly petrified. This is usually fatal, but beings with a Legend score have a talent for bending rules — the remedy for petrification is left to Storyguide discretion, but players should always have the option. Player characters Taken Out by Petrifying Gaze revert to flesh and blood at the end of the scene, but retain their injuries — being turned to stone hurts, and the pebbles and flakes of rock take forever to pull out of the skin.
PLAGUE TOUCH
PLAGUE TOUCH
Cost: None
Duration: Indefinite
Subject: One character
Range: Touch
Action: Reflexive
Cooldown: End of Scene or the Antagonist takes damage.Most common in Antagonists who are either spirits of ill health or servants of plague and sickness gods, this Flair allows the Antagonist to inflict a disease via simple touch, chosen by the Storyguide when this Flair is assigned. Use the normal rules for disease once the sickness has been delivered.
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THEFT OF PUISSANCE
THEFT OF PUISSANCE
Cost: None or 1 Tension
Duration: One scene or indefinite
Subject: One target
Range: Touch
Action: Simple
Cooldown: End of scene or end of session
The Antagonist can tap into an Heir’s native power, stealing part of Dragon Magic from their blood to empower the Antagonist. Against an unaware or surprised target outside of combat, an Antagonist can use this power if they simply make skin to skin contact. In combat or against a target on-guard against them, they require the Heir’s actual blood, usually from having inflicted an Injured or Maimed condition on the Heir, and then succeeded at a Close Combat action against them for making contact.When the Antagonist activates Theft of Puissance, they pick one of their targets Knacks or Spells. For the rest of the scene, the target loses access to the Knack or Spell and the Antagonist gains access to it, and does not pay any costs associated with it the first time they activate it. For the cost of 1 Tension, the Antagonist instead gains access to the Knack or Spell indefinitely. The affected Heir still regains access to their powers at the end of the scene, but all their actions that would use the Knack or Spell gains a +1 Complication: Power’s Echo: The Antagonist knows the character’s location and their use of the affected power.
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Defense Flairs
GET OUT OF JAIL FREE
GET OUT OF JAIL FREE
Cost: 1 Tension
Cooldown: One ArcAs long as the Villain dies offscreen or in questionable circumstances, she can later reveal herself to have miraculously survived.
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SELFLESS SHIELD
SELFLESS SHIELD
Cost: None
Duration: One round
Subject: All allies within close range
Range: Self
Action: Simple
Cooldown: The Antagonist personally lands a blow against a player character.The Antagonist takes a full defense action. If any allied Antagonists within close range take damage from attacks during the Antagonist’s turn, that damage is removed. The defending Antagonist takes a single level of damage for every ally so defended.
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MASS CONCEALMENT
MASS CONCEALMENT
Cost: None
Duration: (Player Legend) + 3 rounds
Subject: Self and allies
Range: Medium
Action: Reflexive
Cooldown: The Antagonist exposes or otherwise calls attention to herself unnecessarily — lowering her Defense by 1 for a round.The Antagonist creates a massive shroud, the nature of which may vary — a thick fog will do as well as supernatural darkness, for example. This shroud extends to medium range from the Antagonist, and within its bounds all characters gain +2 Defense for the purposes of resisting Ranged Attacks. Additionally, all rolls for stealth within the shroud receive a +2 Enhancement.
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MIRROR, MIRROR
MIRROR, MIRROR
Cost: None
Duration: Instant
Subject: An attacking character
Range: Varies
Action: Reflexive
Cooldown: The Antagonist evades an attack normally.When the Antagonist uses this Flair, the attack is resolved as usual, using the Antagonist’s Defense and Armor ratings, but the effects are inflicted upon the attacker rather than the Antagonist.
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SECOND WIND
SECOND WIND
Cost: 1 Tension
Duration: Instant
Subject: Self
Range: Self
Action: Reflexive
Cooldown: One Scene
Prerequisite: Rival or higher ArchetypeThe Antagonist has hidden reserves of energy she can call on at a moment’s notice, refreshing her and giving her the will to continue even against staggering odds. If all of the Antagonist’s Health boxes are filled save the rightmost one, the Storyguide may spend 1 Tension to clear her entire Health track. When she does so, the Antagonist receives a Enhancement 2 to be assigned at the Storyguide’s discretion, which persists until the end of the scene or until the Antagonist is defeated. If the Antagonist is a Titanspawn Archetype, this Flair’s effect costs 2 Tension.
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SUCK IT UP
SUCK IT UP
Cost: None
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Duration: 3 rounds
Subject: Self
Range: Self
Action: Reflexive
Cooldown: End of Scene; or the Antagonist has a single Health box remaining — when this is marked, she gains the effects of the Flair for 3 turns, then is Taken Out.
This Flair may be activated when the Antagonist takes damage. The Antagonist gains an Enhancement equal to the number of Health boxes currently marked (to a maximum of +3), and clears the Health box affected by the attack that triggered Suck It Up.
TRIPWIRE
TRIPWIRE
Cost: None or 1 Tension
Duration: Indefinite
Subject: One element of the scene
Range: Close
Action: Simple
Cooldown: 3 turnsThe Antagonist may suspend an attack; roll her attack pool and note successes, but don’t apply it to any character. Instead, designate a certain element of the scene, such as a specific car, a doorway, or a ladder — should another character interact with that element, the attack is applied to her immediately, using her Defense and Armor if applicable. For 1 Tension, the attack will continue to persist until triggered a second time. Multiple traps cannot be stacked on a single element. Players may detect a trap with a reflexive Cunning + Subterfuge roll, difficulty of the Antagonist’s successes on the Tripwire roll. If Tripwire is used to prepare an ambush, it can only be used a single time, effectively creating a sneak attack unless noticed by the player characters. When combat begins, Tripwire immediately refreshes.
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UNDER PRESSURE
UNDER PRESSURE
Cost: None
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Duration: One round
Subject: Self
Range: Self
Action: Reflexive
Cooldown: The Antagonist is not attacked at all for one round.
The Antagonist may use this Flair if she attacked by two or more characters in a single round, even if those attacks deal no damage. She receives +2 Defense against the second attack, and against all other attacks that round. In the next round, the Antagonist receives a +3 Enhancement to her Primary combat pool.
SIDESTEP
SIDESTEP
Cost: 1 Tension
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Duration: Instant
Subject: Self
Range: Self
Action: Simple
Cooldown: End of Scene
Activate this Flair after the Antagonist suffers damage. The Antagonist takes a step sideways and immediately exits the Field and scene. The Antagonist is no longer in the scene. Characters attempting to follow or track the Antagonist must succeed on a Clash of Wills. The Antagonist may re-enter the scene later unless there is some limitation on the Field which prevents entry.
BEYOND DESCRIPTION
BEYOND DESCRIPTION
Cost: 1 Tension per character effected
Duration: 1 scene
Subject: One Character
Range: Upon seeing it
Action: Simple
Cooldown: End of the Scene
The antagonist is so frightening it shakes the viewer to the core. Their mind is unable to accept this thing exists. Its very presence breaks reality, causing mundane characters to flee, pass out, or temporarily act irrationally out of fear.The Mythos creature imparts 1 Terror Condition. Additionally, Scions’ Legend scores are considered one point lower until the end of the scene.
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Utility Flairs
MAKING SPACE
MAKING SPACE
Cost: None
Duration: Instant
Subject: One target
Range: Short
Action: Simple
Cooldown: The Antagonist closes to close range with an opponent; or 3 turnsThe Antagonist knocks the target back two range bands.
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LONG ARM
LONG ARM
Cost: None
Duration: Instant
Subject: One target
Range: Medium
Action: Simple
Cooldown: Two turnsThe Antagonist moves a player character at short or further range to close range. This can be a magical or mundane effect.
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HERE I COME
HERE I COME
Cost: None
Duration: Instant
Subject: Self
Range: Long
Action: Reflexive
Cooldown: The Antagonist retreats to long range from the original target; or 3 turnshe Antagonist moves instantly to close range with a player character within the Antagonist’s line of sight. This can either be a magical effect, a mechanical contrivance of some kind, or simply a burst of speed on the Antagonist’s part.
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ILLUSIONS
ILLUSIONS
Cost: None; or 1 Tension
Duration: One scene
Subject: One illusion
Range: Medium
Action: Simple
Cooldown: End of scene; or the illusion is successfully dispelledThe Antagonist can create vivid, lifelike illusions that, to onlookers, seem quite real. Attempting to pierce an illusion requires an Integrity + Cunning roll, opposed by the Antagonist’s Illusion pool (or her Desperation Pool, if she does not have Illusion listed as Primary or Secondary). If the illusion created is of an additional Antagonist, roll the Initiative of the Antagonist using Illusions and add an SGC slot to the Initiative roster, creating an appropriate Antagonist to fill it — doing so costs 1 Tension. This Antagonist deals Illusory damage, which lasts either until the end of the scene or until the illusion that created it is dispelled, forcibly or otherwise. This damage can Take Out characters, though they will cease to be Taken Out if the illusion is dispelled early. Dispelling an illusion is always an Occult roll, but the Attribute required will vary depending on the method used.
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IMMOBILIZE
IMMOBILIZE
Cost: None
Duration: 3 turns; or the target escapes
Subject: One target
Range: Medium
Action: Simple
Cooldown: The target is no longer immobilized.The Antagonist is able to immobilize a character without grappling. (This is a physical immobilization, rather than the immobilization of DREAD GAZE, above.) Any character so Immobilized must succeed on a Athletics + Might roll to make use of any action requiring movement, with a difficulty equal to the Antagonist’s successes.
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POSSESSION
POSSESSION
Cost: None
Duration: One scene
Subject: One target
Range: Short
Action: Simple
Cooldown: End of scene; or the Antagonist is exorcised.The Antagonist is capable of taking over another person’s mind, effectively wearing their body like a glove. If the Antagonist’s body vanishes or they must physically enter the target to use this power, they must be exorcised by an appropriate ritual. If the Antagonist’s body remains, add a temporary Vulnerability (True Body), representing its defenselessness as the Antagonist controls another. Non-trivial characters may make a Clash of Wills against the Antagonist.
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SHAPESHIFTER
SHAPESHIFTER
Cost: None
Duration: Indefinite
Subject: Self
R0ange: Self
Action: Simple
Cooldown: The Antagonist returns to her true form.The character is able to transform into the shape of a certain animal, chosen by the Storyguide when this Flair is assigned. The transformation is perfect and undetectable through any means save magic. The Antagonist’s pools do not change when this Flair is used. However, if her form has a certain method of travel, such as flying or swimming while breathing underwater, she may use those. Additionally, she has access to whatever natural weapons her new form may have, including teeth, claws, and even venom. Animals larger than humans add a single Health box; smaller animals subtract one.
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SORCERY FLAIR
SORCERY FLAIR
Cost: 1 Tension
Duration: Varies
Subject: Varies
Range: Varies
Action: Varies
Cooldown: One scene
Prerequisite: Villain or higher ArchetypeChoose a Purview (see Scion: Hero). The Antagonist may channel that Purview to create marvels, at a cost of 1 Tension
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THOUSAND FACES
THOUSAND FACES
Cost: None; or 1 Tension
Duration: Variable; see description
Subject: Self
Range: Self
Action: Simple
Cooldown: Variable; see descriptionThe Antagonist is able to imitate another being’s face. Choose the means and requirements by which they do so when this Flair is assigned, which may be as simple as being able to see the target and as demanding as needing to consume the target’s heart or liver first. The transformation may last for only a scene or it may be a permanent theft of form. For all intents and purposes, the Antagonist becomes the character she is copying. While she retains her own dice pools, Qualities, and Flairs, she cannot be identified as an impostor through ordinary means. An Empathy roll, contested by the Antagonist with an appropriate Pool, is required for close acquaintances to realize something is wrong, but anything deeper will require Occult knowledge. If Thousand Faces is used to target a player character, it costs 1 Tension.
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KNOCKOUT
KNOCKOUT
Cost: None
Duration: Varies
Subject: One character
Range: Varies; maximum of medium
Action: Simple
Cooldown: A roused target makes an attack on the Antagonist.The Antagonist makes an attack — if successful, the attack deals no damage, but the target is Taken Out immediately, knocked unconscious. However, any other character may bring the target back into the fight, with a Basic or Mixed action to rouse her taken at close range. If no such action is taken, the target awakens at the end of the scene.
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WEATHER TYRANT
WEATHER TYRANT
Cost: 1 Tension
Duration: One Scene
Subject: Area
Range: Long
Action: Simple
Cooldown: One Session
Prerequisites: Nemesis ArchetypeThe Antagonist can alter the weather, generating dangerous conditions. While in many cases this effect is narrative in scope, in combat it often results in Field Conditions, or may inflict Conditions on player characters per the Storyguide’s discretion.
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WORLD SHAKING
WORLD SHAKING
Cost: 1 Tension
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Duration: Indefinite
Subject: Terrain
Range: Medium
Action: Simple
Cooldown: End of Scene
The Antagonist is able to disrupt the ground, transforming it into Difficult Terrain out to medium range. She may center the disturbance anywhere within her line of sight. This is not a subtle Flair: Using it significantly damages the ground and any nearby structures.
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SUFFOCATE
SUFFOCATE
Cost: None
Duration: Instant
Subject: One character
Range: Close
Action: Simple
Cooldown: End of grapple, or end of scene
While grappling someone with a lower Size Scale, the attacker gains access to the following Stunt:Link to original
- Suffocate (Success equal to opponent’s Stamina): You smother your opponent, preventing their ability to breathe. Attempts to take any action in the subsequent round has a +3 Complication with a consequence of 1 Injury Condition if not bought off.
Support Flairs
I HAVE FRIENDS
I HAVE FRIENDS
Cost: None
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Duration: Instant
Subject: Summoned Mooks
Range: Self
Action: Reflexive
Cooldown: 5 rounds; or the summoned Mooks are all defeated.
Prerequisites: Villain or higher Archetype
The Antagonist summons a number of Mook Archetype Antagonists equal to the number of player characters to aid them in combat.
INSPIRATION
INSPIRATION
Cost: None
Duration: One scene
Subject: All allies
Range: Medium
Action: Reflexive
Cooldown: End of sceneThe Antagonist’s presence lends strength to her allies. When invoked, all allied characters within near range temporarily remove one Injury Complication, or if they do not currently have one, gain a blanket +1 Enhancement to all actions. The Injury Complications return and the Enhancement fades when the Flair ends, when allies subject to it move out of range of the Antagonist, or when the Antagonist with this Flair is Taken Out. As Antagonists do not use Injury Complications, Antagonists affected by this Flair gain +1 Health, or +1 Enhancement if undamaged.
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ON YOUR FEET
ON YOUR FEET
Cost: None
Duration: Instant
Subject: Allies previously Taken Out
Range: Short
Action: Simple
Cooldown: Antagonist numbers are reduced to half or less of what they were when this Flair was used previously.The Antagonist clears the rightmost Health Box of an ally within close range. This can bring characters back into a fight they were Taken Out of.
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SHARE AND SHARE ALIKE
SHARE AND SHARE ALIKE
Cost: None
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Duration: One scene
Subject: All Allied Antagonists
Range: Short
Action: Reflexive
Cooldown: End of scene
Prerequisites: Professional or higher Archetype
The Antagonist shares one of her Qualities (chosen when this Flair is assigned) with other Antagonists within near range for the duration of the scene. If she is Taken Out, the effects of this Flair fade.
EYE OF THE SWARM
EYE OF THE SWARM
Cost: None
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Duration: One Scene
Subject: Summoned swarms
Range: Self
Action: Simple
Cooldown: All summoned swarms are Taken Out.
This Flair generates a number of swarms of small creatures (insects, rodents, etc.) equal to the Antagonist’s successes on an appropriate roll — charm or leadership, occult knowledge and summoning, and the like. These swarms function as Foes with the Swarm Quality.
MOLON LABE
MOLON LABE
Cost: None or 1 Tension
Duration: Varies
Subject: All allied characters
Range: Medium
Action: Reflexive
Cooldown: End of SceneThe Antagonist gives a defiant sign or speech, which need not be complex — a few words will do. All allied characters receive +1 Health, +2 Defense, and a +2 Enhancement to their Primary combat pool. The nor- mal duration for this Flair is a single round — however, for every character Taken Out while under its effects, the duration is extended for another round. When the effect lapses, all benefits, including extra Health, fade. When marked Health boxes fade, do not shift the damage to other Health boxes. For 1 Tension, extend the effects of this Flair for an additional round.
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TOUCH OF ASCLEPIUS
TOUCH OF ASCLEPIUS
Cost: None; 1 Tension; or 2 Tension
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Duration: Instant
Subject: One ally
Range: Touch
Action: Simple
Cooldown: The Antagonist takes damage.
The Antagonist clears half the Health track of another Antagonist (round down). For 1 Tension, she may clear the entire Stress track. Not only can this bring Antagonists back into a fight they were Taken Out of, it can even resurrect explicitly dead Antagonists — gaping wounds knit, severed limbs (or heads!) reattach themselves. Resurrecting a Titanspawn-level Antagonist always costs 2 Tension, and only restores half of its Health track.
HUMAN GUISE
HUMAN GUISE
Cost: 1 Tension
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Duration: One scene
Subject: One target
Range: Close
Action: Simple
Cooldown: One scene
The Antagonist changes their target’s appearance to that of a normal mundane human. All supernatural traits disappear to the naked eye, and effects such as Scent the Divine fail to work without a Clash of Wills. The Antagonist may target herself with this Flair.
HEALING WAVE
HEALING WAVE
Cost: None; 1 Tension; or 2 Tension
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Duration: Instant
Subject: One ally
Range: Touch
Action: Simple
Cooldown: The Antagonist takes damage
The Antagonist clears half (round down) the Health track of another Antagonist. For 1 Tension, she may clear the entire Stress track. Not only can this bring Antagonists back into a fight they were Taken Out of, it can even resurrect explicitly dead Antagonists — gapping wounds knit, severed limbs (or heads) reattach themselves. Resurrecting a Wyrm Slayer-level Antagonist always costs 2 Tension, and only restores half of its Health track.
Social Flairs
HYPNOTIC CHARM
HYPNOTIC CHARM
Cost: None
Duration: Five minutes
Subject: One character
Range: Short
Action: Simple
Cooldown: One scene; or the target successfully resists the Antagonist’s influenceThe Antagonist’s charms become preternaturally potent for a brief instant — long enough to convince another character of just about anything. The effective Scale of whatever she is asking for is considered to be two lower than it actually is. The other character will realize relatively quickly that they’ve been had, but it’s more than long enough for the Antagonist to make her getaway.
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LIKE A SIEVE
LIKE A SIEVE
Cost: None
Duration: One interrogation
Subject: Interrogating character or characters
Range: Short
Action: Simple
Cooldown: One scene; or players intentionally reveal information to the Antagonist
Prerequisite: Villain or higher ArchetypeThe interrogation is a familiar scene — one person trying to get information out of the other. Sometimes, however, the subject of the interrogation is the one in control, leading the questioner on to reveal more than they meant to. Antagonists with this Flair, when interrogated or otherwise directly investigated, learn more from the player characters than they do from the Antagonist. The Storyguide may ask a single question on the Antagonists’ behalf, and the players must answer truthfully — whatever their answer is becomes known to the Antagonist.
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RED HERRING
RED HERRING
Cost: 1 Tension
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Duration: One investigation
Subject: Investigating characters
Range: Self
Action: Reflexive
Cooldown: One story
Prerequisites: Villain or higher Archetype
The Antagonist may activate Red Herring in response to an Investigation into her. Every interval of the investigation after Red Herring is invoked suffers a cumulative +1 Complication —eventually rendering the roll all but impossible, as leads dry up and evidence leads nowhere. When players realize they’ve followed the wrong chain of evidence, the investigating character may make an Intellect roll using a suitable Skill to learn where the investigation went off the rails. In doing so, she learns something valuable about her opposition, and Red Herring’s effects are removed.
HAIL ERIS!
HAIL ERIS!
Cost: None; or 1 Tension
Duration: One Scene
Subject: One social milieu
Range: Medium
Action: Simple
Cooldown: End of Scene; or if a player character rejects the Antagonist’s influenceThe Antagonist is able to reverse normal reactions to social influence and events. A tearjerker movie might cause uproarious laughter, or a heartfelt statement of support might be interpreted as a threat of murder. When determining Attitudes, reverse whatever relationship or belief that Attitude reflects. Player characters may be affected by this Flair at the cost of 1 Tension. However, they still receive the chance to clear their clouded thoughts with a Cunning + Subterfuge roll. Attitudes regarding Fatebound Storyguide characters cannot be reversed with this Flair.
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MASTERMIND
MASTERMIND
Cost: 1 Tension
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Duration: Instant
Subject: One investigation
Range: Indefinite
Action: Simple
Cooldown: End of Session; or the player characters confront the Antagonist directly
Prerequisite: Nemesis or higher Archetype
The Antagonist has shielded themselves from scrutiny, be it through cutouts, agents, or magical means. Investigations looking into her find themselves going subtly awry — they’ll find someone involved, who appears to be directing affairs, certainly, but it will never be the Mastermind herself. For 1 Tension, the Antagonist may alter the clues in a single Investigation, so that they appear to implicate someone working for her rather than the Antagonist herself.
MIND CONTROL
MIND CONTROL
Cost: 1 Tension
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Duration: Condition
Subject: One target
Range: Medium
Action: Simple
Cooldown: End of Session
The Antagonist takes over the mind of a single individual to do her bidding, imparting the Controlled Condition. Non-trivial characters provoke a Clash of Wills. While affected by the Controlled Condition, the character suffers +2 Difficulty to take actions not specified by the Antagonist. The Condition ends when the character performs an action the Antagonist specifies, or the Antagonist is Taken Out, dies, or otherwise chooses to end their control.
Note: When using this Flair on player characters, negotiate with the player on the kinds of actions the Antagonist wants them to take to ensure they are comfortable with the action.
Demigod Flairs
CAUSE AND EFFECT
CAUSE AND EFFECT
Cost: Variable
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Duration: One Scene
Action: Reflexive
Clash: Variable vs. Desperation
Cooldown: The scene ends; or the effect is triggered.
The Antagonist sets a specific taboo and the consequences to apply when the taboo is violated. She need not share the details of the taboo, but may halve the amount of Tension needed to invoke the taboo (round up, minimum one) if she does so. She never has to share the consequences, but if the taboo is violated, even accidentally, the details will rapidly become apparent.
The taboo and complication take the form of a Boolean if/then statement. For example, “If you cross this line, then you’ll burst into flame.” Consequences are paid for in advance with Tension; if the effect is not triggered, the spent Tension returns to the Tension Pool at the end of the scene. Injury Conditions cost 1 Tension for the first, 2 for the second, etc.
The dice pool for Clashing against Cause and Effect is variable; the Storyguide will choose an appropriate Attribute to combine with Legend.
DEATH CURSE
DEATH CURSE
Cost: Variable
Duration: Variable
Action: Reflexive
Clash: Resolve + Legend vs. Primary
The Antagonist uses the disturbance their death causes in Fate to lay a powerful death curse, taking the form of a Persistent Complication hanging over the target. When laying the curse, the Storyguide names a situation (i.e., “taking up swords against blood relations”) and may spend Tension up to the Antagonist’s Desperation Pool on her behalf. For each Tension spent, the Complication will occur once, at a point of the Storyguide’s choosing, and at a strength equal to the amount of Tension spent. For example, if the Storyguide spent three Tension, the target would suffer Complication 3 three times in the future, in a situation resonant with the situation named at the time of the Antagonist’s death. Player characters will likely attempt to avoid such circumstances; naturally, Fate (and the Storyguide) conspire to steer the character toward such circumstances.This Flair may only be used if the Antagonist is really, truly dead and has no intention of staging a grand comeback. If, for some reason, the Antagonist is restored to life, the curse is immediately lifted.
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DIVINE COMMAND
DIVINE COMMAND
Cost: None
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Duration: One Scene
Action: Simple
Clash: Presence + Legend vs. Desperation
Cooldown: The scene ends; or targets released from Divine Command’s effects attack the Antagonist
The Antagonist is charged by divine authority, and can command mortals and creatures of a similar tier. Divine Command can target individuals or groups. Targets are compelled to carry out the commands of the Antagonist unless the effect is successfully Clashed, which can take place at any time Divine Command is active. This requires an impassioned plea, forceful declaration, or similar action on the part of a Demigod.
DREAD GAZE
DREAD GAZE
Cost: None
Duration: Varies
Subject: One character
Range: Short
Action: Simple
Cooldown: Immediate.When the Antagonist makes eye contact with another character (which, if used in combat, requires a roll — successes must exceed the target’s Defense), she may functionally incapacitate that character. The actual effect may vary; the target may be paralyzed, terrified, helplessly enamored, etc. In any case, she is unable to break away from the Antagonist’s stare. However, the Antagonist cannot take mixed actions while using this Flair, and cannot Move without using a basic action — otherwise, she loses eye contact, and her target is freed. If the target is Blind, Dread Gaze is ineffective.
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HALL OF MIRRORS
HALL OF MIRRORS
Cost: 1 Tension
Duration: One Scene
Action: Simple
Cooldown: The scene ends; or a number of rounds equal to the Antagonist’s Desperation Pool pass after all clones have been destroyed.The Antagonist is able to duplicate herself, spreading herself out across a number of clones equal to her Desperation Pool. All these clones are material and share the same Traits as the original, save for Health — the clones have only a single Health box.
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INVOCATION
INVOCATION
Cost: 3 Tension (1 Tension for Avatars)
Duration: One turn
Action: Simple
Clash: Presence + Legend vs. DesperationThe Antagonist calls upon a divine link to a God, effectively incarnating them in the scene for an instant and allowing their influence to be felt. The effects are always powerful and numinous beyond even the marvels of Heroes or Demigods, and may have wide-reaching effects that linger beyond the presence of the deity in question. In combat, this can be used as an attack against all foes on the field — roll the Antagonist’s
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Primary Pool once, and apply it to all allied characters. Trivial characters exposed to an Invocation are likely to be Fatebound to the invoked God, but this is left to Storyguide discretion — generally speaking, don’t poach a player’s Fatebound companions.
KEY TO THE BIFROST
KEY TO THE BIFROST
Cost: 1 Tension
Duration: Instant
Action: Simple
Cooldown: The scene ends; or the Antagonist suffers more than one Health damage in a single attack.The Antagonist is able to travel instantaneously between the World and a given Terra Incognita. She can return just as easily, and can thus effectively use it as a teleport. If the Antagonist uses Key to the Bifröst, she vanishes for the duration of the next turn. On her initiative the following round (during which time she is crossing the intervening space in Terra Incognita), she returns to the World. Crossing longer distances require more time spent in Terra Incognita.
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PLAYER OF GAMES
PLAYER OF GAMES
Cost: Variable
Duration: Variable
Action: Simple
Cooldown: The scene ends; or the Antagonist is victorious in the game.
This Flair allows the Antagonist to temporarily Fatebind others into a contest, which may be as simple as a riddle or as complex as a lengthy game of strategy and subtlety — all that matters is that the game has a win condition that is possible for both parties to achieve. Within the context of the game, there is nothing to prevent cheating, and most antagonists with this Flair are experts at stacking the deck (literally and metaphorically) against their opponents. The Antagonist always outlines the conditions of the game, but she may be as evasive as she likes when describing the consequences (including the fact that the game will be bound by Fate).Games may be played out as a simple or complex action, depending on the depth of the game in question. In either case, the Storyguide will choose the appropriate dice pool for the player character (which may vary between intervals, if the action is complex), while the Antagonist rolls her Primary Pool. Antagonists with this Flair always choose a game they’re highly skilled at. Additional rolls may be required if, for example, the player wishes to cheat (assume that if the Antagonist is cheating it’s factored into their Primary Pool), or to otherwise establish some sort of advantage within the game. Such external advantages grant Enhancement. In simple contests, the objective is simply to roll the most successes. In complex contests, the Storyguide will choose an appropriate number of Milestones for both the player character and the Antagonist to pass, and characters may spend successes to cancel out the successes of their opponents.
The consequences of the game may vary, but Antagonists will usually choose a single consequence to be visited upon the loser (such as the Sphinx’s riddle, for example). This consequences must be paid for in advance by the Storyguide in Tension, wagered on the outcome, at a discounted rate of two-for-one (rounding up, minimum one). Injury Conditions wagered on the game cost 1 Tension for the first, 2 for the second, etc.
If the Antagonist wins the contest, the terms she outlined happen immediately, targeting whoever lost the game.
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SANCTIFICATION
SANCTIFICATION
Cost: 2 Tension
Duration: One Scene
Action: Simple
Clash: Intellect + Legend vs. Desperation
Cooldown: The scene ends; or after a successfulClash of Wills by another character.
The Antagonist sanctifies the terrain, charging it with mystical energy through their Dominion. Choose a Purview over which the Antagonist has Dominion when creating the Antagonist. For the remainder of the scene, any expression of divine magic in tune with the Sanctified Purview (fire attacks in an area under Fire Sanctification, for example) gain +2 Enhancement. Furthermore, opposing elements (for instance, water in the aforementioned example) suffer +3 Complication.Storyguides may spend additional Tension to apply specific Dominion Stunts on a one-for-one basis, subject to the normal limitations of Dominion Stunts. These stunts are available both to Antagonists and player characters.
While Sanctification is most obvious when applied to basic elemental Purviews such as Fire, Water, etc., there’s no reason it couldn’t be applied to any Purview, given sufficient imagination. Artistry (Music) Sanctification, for example, could drag the field of battle into a musical number, and anyone not in-step with the music would suffer the Complication.
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SHADOW-STRIKE
SHADOW-STRIKE
Cost: 1 Tension
Duration: Instan
Action: Instant
Cooldown: The scene ends; or the Antagonist deals Health damage to a target normally.The Antagonist can attack others through their shadows, wounds appearing seemingly from nowhere. If the Antagonist uses Shadow-Strike to grapple, Shadow-Strike lasts the duration of the grapple.
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TRANSFORMATION FLAIR
TRANSFORMATION FLAIR
Cost: 3 Tension
Duration: Instant
Action: Simple
Clash: Stamina + Legend vs. Desperation
Cooldown: The scene ends; or a number of turns equal to Desperation after the Transformed Antagonist is defeated.The Antagonist transforms a being of lesser Tier, granting them an Archetype Promotion in the process (the cost of which is paid for with this Flair). The transformed being is under the Antagonist’s control, and the transformation is generally irreversible (for exceptions, see below). In addition to the Archetype Promotion, assign relevant Qualities or Flairs to the transformed Antagonist as appropriate.
Generally speaking, player character allies should not be targeted, with the following exceptions: If the target is a Fatebound CANARY, and if the target’s transformation would help catalyze a Divine Deed. If a potential target qualifies for both, definitely use them. Reversing the transformation, if the players decide to do so, should be difficult, but not impossible; this can make an excellent seed for an appropriate Divine Deed.
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