Flairs

Alter Environment

Type: Complication (Any Attack)
The adversary suddenly warps the Area’s environmental conditions. Apply one of the following area effects to the entire area: Aflame, Darkness, Demolished, Extreme Temperature, Extreme Weather, Flooding, Overgrowth, Quaking, Sinking, or Underwater.

Further activations of this Dread Power can create cumulative conditions, but opposing circumstances may counter each other. A tunnel suddenly exposed to flooding may see that water flow rapidly freeze if the temperature then drops by 50 degrees.

Attitude Adjustment

Type: Complication (Influence)
The adversary can supernaturally coerce a shift in a Storyguide character’s attitude toward the protagonist. With a simple, nerve-touching phrase, the adversary shifts an attitude from positive to negative or vice versa, with the attitude resetting when the scene ends (unless the Accursed does something to justify the new attitude toward them).

Banishment

Type: Complication (Any Action)
The adversary can compel a character of a specified Lineage to move away from them. An adversary may possess this Dread Power multiple times for different Lineages. Frights can force a character to move one range band, Terrors can force a character to move up to two range bands, and Nightmares and Shattered Spaces can force a character to move up to three range bands away. The retreating character has control over their direction and can return once they’ve traveled the required distance.
Bend Minds

Bend Minds

Type: Complication (Any Influence)
The adversary invades their victim’s thoughts, forcing them to do its bidding. The adversary implants a single suggestion in the target’s mind. If the latter accepts the influence, they must act upon the order during their next turn or at their earliest convenience when outside of combat. Orders such as “attack your friend” and “jump off the bridge” are valid options, but protagonists gain a +3 Enhancement on their Integrity action against directly suicidal orders. A player can choose to ignore the influence completely, which grants the influencing adversary +2 Enhancement on its next action against them.

For Nightmares and Shattered Spaces, this Dread Power forces a villainous Aspiration on a target which, if accepted, grants experience as usual when accomplished. Shattered spaces can reach targets within medium range of their location.

BEYOND DESCRIPTION

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.

Binding Fetish

Type: Complication (Any Influence)
The adversary can lock a target in short range to a fetish within the same range. The target is bound to remain within short range of the fetish.

Bound characters cannot directly harm their adversary, but they can still communicate, attack others in range, or use Accursed abilities. If the character is inside an object, they can still think and use abilities not dependent on physicality or verbal communication.

The binding ends when the adversary wills it, if the adversary is reduced to 1 injury (or lower), if a different Dread Power or effect compels the target to move away from the object (such as the Banishment Dread Power), or if the fetish is destroyed.

BREATH WEAPON

cost: 1 Momentum
Duration: Action
Subject: All Creatures
Range: Short
Action: Simple
Cooldown: End of Scene
Choose 1 type of damage such as Fire, Ice, Poison. The Creature’s Breath blasts a field of opponents with fire. All creatures (including allies) immediately take a condition that corresponds this ability, such as, Burning Condition, Fast Acting Toxin Condition, or Chilled Condition

CALL FOR BACKUP

Action: Reflexive
This antagonist has outside support that can rush to help. Attacks against this target have a Complication of 1, which if not bought off, result in help arriving in some form.

Cannibalize

Type: Simple Action
The adversary can absorb and project an Accursed’s power back at them. If it successfully inflicts 1 damage in close combat, the adversary gains access to one (Storyguide’s choice) of the character’s spells and denies the character access to their spell until it’s used, the adversary is dead, or the scene ends. If this spell has a dice pool requirement for use, the adversary uses their primary pool to activate it. The adversary never has to hold or bleed curse dice to activate spells. The absorbed spell can be used once within the scene and must be absorbed again for a subsequent use. For each new use of this Dread Power, the adversary can steal a different spell.

CAUSE AND EFFECT

Cost: Variable
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.

Consume

Type: Reflexive Action
The adversary consumes its victims to sustain its own life. On a successful close combat attack, it can regain 1 injury by eating a generous handful of their enemy. Adversaries express this Dread Power in different ways, such as devouring blood, brains, and souls.

If using this Dread Power would bring the adversary’s injuries above its maximum, the creature gains a +1 Enhancement on all actions for the remainder of the scene, with successive instances raising it up to +3.

For Terrors and higher, Consume applies to all the adversary’s ranged attacks as well. For Nightmares, when the adversary uses Consume on a target for the first time in a scene, it gains +1 Power Advantage.

CURSE

Cost: None
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.

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.

Defensive Rebuke

Type: Complication (Any Attack)
Whether peaceful, pitiful, awe-inspiring, or intimidating, the adversary’s mere looks discourage people from hurting them. The attacking character refuses to attack the adversary again this scene unless they can buy off a Complication (Frights: Minor, Terrors: Moderate, Nightmares: Major) or unless it attacks them first. If a character successfully buys off the Complication from this Dread Power, it cannot be used against them again this scene.

Desperate Surge

Type: Complication (Any Influence)
This adversary changes their weakness into a strength when the Accursed attempts to humiliate or manipulate them. The adversary can now, on one subsequent action, use their primary pool in place of their desperation pool to accomplish any action.

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.

Devastating Blow

Required Injuries: Half
Type: Complication (Melee)
The adversary hits a character so hard that she immediately gains the Taken Out status effect. As examples of this power, a giant bat may swoop down and kidnap a character, while a Sorcerer might magically pull a house down on top of another.
This Taken Out status effect can be resolved by another character assisting the target (such as rescuing a kidnapped character or pulling them from the rubble).

Devour

Type: Complication (Melee)
The adversary swallows their prey whole. While inside the adversary, the target can only make an Athletics action against difficulty 1 for Frights, 2 for Terrors, and 3 for Nightmares and Shattered Spaces to escape. Failure to escape inflicts 1 damage on the swallowed character. Each injury the antagonist suffers in the same turn lowers the difficulty to escape by 1, to a min-
imum of 1. Most adversaries can devour only creatures of smaller size, but exceptions exist.

Discorporate

Injuries: 1
Type: Complication (Any Attack)
The adversary breaks down into myriad hard-to-notice components and tries to escape. Ghosts might turn into motes of ephemeral energy, while other creatures could turn into a shadowy vermin swarm and scatter away. The adversary is under the effects of the Incorporeal quality for purposes of seeing, pursuing, and damaging it. If any component flees, the adversary returns to life at any point after the current scene, at the Storyguide’s discretion.

DIVINE COMMAND

Cost: None
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

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.

Dreadful Gaze

Type: Complication (Influence)
The adversary’s stare freezes their victim in place. The actual cause and effect may vary, applying either the Awed or Immobilized status effect: a gorgon may petrify its victims, while those captivated by an incubus are overwhelmed with lust. In any case, the target can’t break from the creature’s stare.

If the adversary takes a mixed action, moves further than short range, takes any damage, or otherwise loses eye contact, its target is freed. The target must be able to see the adversary, otherwise the power has no effect.

For Terrors, Nightmares, and Shattered Spaces, the adversary can inflict any one of the Awed, Exhausted, Immobilized, or Stunned status effects on its target when activating this power.

Elemental Teleportation

Type: Move Action
When picking this power, select a natural element the adversary relates to, like fire or ice. The adversary may teleport from an instance of this element in close range to one within long range of it. If that element is covering the area, such as a frosty cave or a lightning storm, the adversary can move instantly to whatever range band they wish.

Elusive Shape

Type: Complication (Any Attack)
The adversary transforms into liquid or gas, allowing it to escape dangers. For the purposes of attacks and movement, the adversary counts as having the Incorporeal quality. It can return to its original shape with a simple action. When picking this power, select a source of damage, such as an element or tag. Attacks from this source can deal damage to the adversary, and once it has suffered enough damage to exceed its Defense, it becomes solid once again.

Entangle

Type: Simple Action
Through silky webs, lashing roots, shadowy tendrils, or other means, the adversary can IMMOBILIZE their opponents. The adversary applies the Overgrowth area effect centered on itself out to medium range.

Exorcism

Prerequisite: Fright or higher
Type: Complication (Any Action)
The adversary can force a possessing target within short range to abandon its current host form. When the adversary is a Fright or Terror, the exorcism affects the target on their next turn. When the adversary is a Nightmare or Shattered Space, the exorcism can instead be immediate. The target cannot return to that body in the same scene and is expelled to close range from its prior host. Excised entities gain the Dazed status effect on the round they leave their host body.

Explosive Demise

Injuries: 1
Type: Complication (Any Attack) or Simple Action
Even when defeated, the adversary has one last surprise for their enemies. The adversary immediately explodes, dealing 1 damage to all characters within close range and benefiting from the Piercing tag. An adversary may use this Dread Power as a simple action before reaching 1 injury to immediately explode, dropping to 0 in the process.

EYE OF THE SWARM

Cost: None
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.

Fuel for the Fire

Prerequisite: Fright, Terror, Nightmare
Type: Complication (Melee)
If the adversary makes a successful hit, they can use this Dread Power to replace any damage from this attack with the following effect: the adversary steals a snatch of hair, a fingernail, or sliver of skin. With this component gains +3 Enhancement on their next action opposing the targeted character. For Frights, Fuel for the Fire lasts for the scene’s duration, or until the Enhancement is used. For Terrors and Nightmares, the effects last for the story’s duration, or until the Enhancement is used. This Dread Power can only target a character once, after which the Enhancement must be used before the Dread Power can target them again. A character cannot simultaneously be subject to the same adversary’s use of The Devil’s Mark Dread Power and the Fuel for the Fire Dread Power.

GET OUT OF JAIL FREE

Cost: 1 Tension
Cooldown: One Arc

As long as the Villain dies offscreen or in questionable circumstances, she can later reveal herself to have miraculously survived.

Giant Rage

Duration: Instant
Subject: Self
Range: Close
Action: Simple
Cooldown: 3 turns

The Antagonist circles their massive weapon around their head, doing damage to all enemies surrounding them. They gain Power Scale +1, and their weapon gains the tags Slashing and Knockdown

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 influence

The 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.

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.

HEALING WAVE

Cost: None; 1 Tension; or 2 Tension
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.

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 turns

he 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.

HUMAN GUISE

Cost: 1 Tension
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.

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 influence

The 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.

Hypnotize

Type: Complication (Any Action)
The adversary’s presence charms and beguiles those who interact with it. The character immediately suffers from one of the following status effects, chosen at the time of the hypnotism: Ennui, Frayed Temper, Guilt-Ridden, or Sleeping Pills.

I HAVE FRIENDS

Cost: None
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.

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 dispelled

The 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.

Illusions 1

Type: Complication (Any Attack)
The adversary creates vivid, almost tangible illusions that grant the adversary +1 Durability Advantage against attacks. They may be magical or technological in nature: phantasmal simulacra and credible virtual-reality environments are each possible. Piercing an illusion requires an Empathy or Esoterica action against the adversary’s Integrity. In a battleground, each illusion summoned has the traits of their summoner with half their injuries rounded up. They can physically attack protagonists.

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.

Infective Eruption

Injuries: 1
Type: Complication (Any Attack)
The adversary tears itself apart and exposes those nearby to a virulent strain of its infection. Some creatures’ bodies rupture into a mass of grubs, while others unleash a nauseating rain of blood and corrupted flesh. The adversary dies, but every character up to short range suffers +2 difficulty resisting infection (see the Spread Infection quality, p. XX) and, if they fail, immediately begin their Infection at level 2.

This power can be activated with the Discorporate Dread Power, in which case the adversary avoids death should any of its components survive.

INSPIRATION

Cost: None
Duration: One scene
Subject: All allies
Range: Medium
Action: Reflexive
Cooldown: End of scene

The 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.

Invert Gravity

Prerequisite: Terror or higher
Type: Simple Action
The adversary can alter the gravity in the Area. Terrors afflict every target in the Area with the Slowed status effect. Nightmares and Shattered Spaces may do the same, or afflict the Area with the Demolished area effect, with each target taking 1 damage per round until the area effect is bought off.

INVOCATION

Cost: 3 Tension (1 Tension for Avatars)
Duration: One turn
Action: Simple
Clash: Presence + Legend vs. Desperation

The 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
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

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.

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.

Leap

Type: Complication (Any Action)
The adversary moves two range bands in a single bound, be it an impressive jump, an eldritch blink, or any other means of sudden movement. If this happens following a ranged attack, the adversary may use Leap to close the distance with their attacker.

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 Archetype

The 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.

LONG ARM

Cost: None
Duration: Instant
Subject: One target
Range: Medium
Action: Simple
Cooldown: Two turns

The Antagonist moves a player character at short or further range to close range. This can be a magical or mundane effect.

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 turns

The Antagonist knocks the target back two range bands.

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.

MASTERMIND

Cost: 1 Tension
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.

Materialize

Prerequisite: Incorporeal
Type: Simple Action
For the remainder of the scene, the adversary phases into material form, becoming able to physically affect other beings without the use of Dread Powers, but likewise losing its immunity to mundane damage.

Merge

Type: Simple Action
The adversary longs to become part of a bigger self. It can fuse with another consenting creature. This action cannot be mixed with any other. While the exact nature of the resultant entity varies, the monster thus created is a whole new creature a template higher than its strongest component (up to Nightmare), with full injuries and all the qualities and Dread Powers of its parts.

MIND CONTROL

Cost: 1 Tension
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.

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.

MOLON LABE

Cost: None or 1 Tension
Duration: Varies
Subject: All allied characters
Range: Medium
Action: Reflexive
Cooldown: End of Scene

The 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.

Obsessive Urge

Prerequisite: Fright or higher
Type: Complication (Any Action)
The adversary has a way of getting inside the head of its target and compelling them to repeat the same action over and over, whether that action be firing bullets into the same body, reloading the same website for an update that never comes, or uttering the same sentence. The target suffers the Immobilized and Confused status effects simultaneously, with the distinction that they can move and act — but only within the adversary’s prescribed pattern. For all other purposes they’re immobile and addled. The character is compelled to repeat the same action in each subsequent turn until they overcome both status effects.

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.

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.

Pervasive Poison

Duration: One Scene
Subject: One Zone
Range: Medium
Action: Simple
Cooldown: Turn
The you fill the zone with Poison Gas. Everyone in the Zone you are in immediately suffers from the Fast Acting Toxin Condition. Simultaneously, the Zone gains the Suffocating (Moderate) Area effect.

PETRIFYING GAZE

Cost: None
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

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.

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.

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.

Possession 1

Type: Complication (Melee)
The adversary takes over the attacker’s mind and wears their body. The adversary chooses the attacker’s next action and uses the higher dice pool between the host’s and its own for actions. The character can refuse this possession as with any other influence action, granting the adversary +2 Enhancement on their next action against the character. (Other SGCs can be permanently possessed at Storyguide discretion, however.)
Terror adversaries choose the character’s next two actions. Nightmares choose the character’s next three actions.

Potion Junkie

Type: Simple Action
When this adversary appears in a scene, they always have one (Shivers), two (Frights), three (Terrors), or four (Nightmares) potions prepared, the consumption of which takes a reflexive action and allows them to emulate an Accursed spell. This potion may be drinkable, inhalable, injectable, or edible, depending on its form.

If the emulated spell has a dice pool requirement for use, the adversary uses their primary pool to activate it. The adversary never has to bleed or hold curse dice to activate the potion. The emulated spell can be used once per potion, though different potions on the same adversary may contain different spells.

Pull

Type: Complication (Any Action)
With a fiery whip, grabbing tendril, gravitational clutch, or any other method, the adversary drags its victim right into their grasp. The attacker is moved two range bands closer to the adversary.

Puppeteer

Type: Simple Action
The adversary crawls inside an inanimate item or corpse, commanding it from within like a puppet. For all purposes, the adversary appears to be truly whatever skin it has chosen. Attempts to discern its true nature are at +1 difficulty. The adversary must have the Incorporeal quality to use this Dread Power on targets smaller than it.

Qualities

Attentive

Clingy
While in medium range of this adversary, Accursed must bleed 1 additional curse die when bleeding curse dice to activate any ability.
The adversary radiates with a hazardous aura, such as fire or extreme cold. Inanimate objects suffer the aura’s effects as appropriate, but characters within close range incur a Minor Complication on all their actions. Failure to buy off the Complication results in 1 damage or a fitting status effect.

For Terrors and Shattered Spaces, the Complication becomes Moderate. For Nightmares, the Complication becomes Major, and the aura affects everything within short range.

Energy Vacuum
The adversary gains 1 Speed Advantage when engaged in a chase.

Exposing

Feral
Frightening Presence
Fury

Hopeless Scenario

Immunity
The adversary loses injuries only when hurt by the source picked for its Vulnerability quality, which should be specific but open enough for all players’ characters to exploit. Fire or poisons are common, valid options.
Anyone within medium range of the adversary gains the Confused status effect. While within medium range, this status effect resolves only if the character follows one of the adversary’s commands (subtle or direct). If the character moves further than medium range away from the adversary, they retain the status effect but may resolve it normally. A player can always choose to refuse influence (p. XX) to take a hard bargain to resolve the status effect, rather than following the command.

Life Drain 1
Malleable

Natural Weapon

The antagonist is a natural predator and has some form of natural weapon it can always use even when unarmed. These weapons can never be disarmed. Each time this quality is chosen, pick a tag to apply to the weapons from the following:
Brutal, Deadly, Piercing, Poisonous, Reach, Returning, Stunning, Transcendent, Wounding, or Wrecking.

Noxious Blood

Reanimation

Prerequisite: Vulnerability
The adversary regains 1 injury at the start of each round, up to its maximum. The adversary still dies if reduced to 0 injuries unless otherwise specified. When picking this quality, choose a single source for a Vulnerability where Regeneration does not apply.

Nightmares regain 2 injuries each round. At Storyguide’s discretion, Terror, Shattered Space, and Nightmare adversaries regain injuries even when reduced to 0, unless they’ve taken damage in accordance with their weakness since their last turn.

Split
Spread Infection
Unusual Anatomy

Choose a sensation, behavior, substance, or source of damage. When the adversary takes any physical action in the presence of their vulnerability, they suffer a Moderate Complication that if not bought off causes them to flee or sets their Defense to 0. The adversary suffers 1 additional damage from all attacks or hazards related to this vulnerability, and cannot regenerate in its presence.

Read Minds

Type: Complication (Influence)
The character reveals too much of their inner mind when interacting with the adversary. The adversary learns an important piece of information about the character, such as a short-term Aspiration, her worst fear, the name of her patron, or the name of a loved one

RED HERRING

Cost: 1 Tension
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.

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.

SECOND WIND

Cost: 1 Tension
Duration: Instant
Subject: Self
Range: Self
Action: Reflexive
Cooldown: One Scene
Prerequisite: Rival or higher Archetype

The 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.

SEEING RED

Cost: None
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.

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.

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.

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.
Type: Simple Action
The adversary changes their body to resemble another creature or individual. The transformation results are perfect and undetectable, although characters who have reason to doubt can expose the truth with an Empathy action against the adversary’s Integrity. While the adversary maintains their dice pools, qualities, and Dread Powers when transformed, the Storyguide can grant it additional qualities to reflect its new shape.

Adversaries with this Dread Power can only transform into creatures of equal or smaller size. Returning to the adversary’s original shape is a reflexive action and does not take up a Dread Power use. While Shapeshift allows one to turn both into animals and people, some adversaries are limited to a category.

SHARE AND SHARE ALIKE

Cost: None
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.

Shared Ability

Type: Simple Action
The adversary can extend one of their qualities to a willing compatriot (or more rarely, a neutral or antagonistic party). When Shivers share a quality, they sacrifice their own access to it for the remainder of the scene. Frights and above retain access to their qualities.

SIDESTEP

Cost: 1 Tension
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.

SORCERY FLAIR

Cost: 1 Tension
Duration: Varies
Subject: Varies
Range: Varies
Action: Varies
Cooldown: One scene
Prerequisite: Villain or higher Archetype

Choose a Purview (see Scion: Hero). The Antagonist may channel that Purview to create marvels, at a cost of 1 Tension

Spawn

Type: Complication (Any Action)
The adversary summons a number of Shivers equal to the player characters involved in the scene. The Shivers’ qualities are left to Storyguide’s discretion. Shivers may be summoned magically or physically to the scene, depending on the nature of the adversary and their Spawn. For example, a host of parasites spews grubs within close range of itself, while an alarmed safe draws guards from an outpost at long range from its location.

Spirit Away

Injuries: Half
Type: Complication (Grapple)
The adversary locks its unfortunate victims into its grasp and drags them to another realm. This power opens a portal to any location, regardless of distance. The portal remains open for the rest of the scene. Creatures often have a specific place or single general location assigned to this power, like their lair or a certain battleground. Both the adversary and the target are no longer in the Area of the initial attack and are considered Taken Out until followed or upon their return.

SPRAY N’ PRAY

Cost: None
Duration: Instant
Subject: One target; all targets within close range of that target
Range: Medium
Action: Simple
Cooldown: One round
The Antagonist makes a single attack roll, subtracting three dice. If successful, the attack is applied not only to the intended target, but to any other potential targets within close range of the intended target. The attack exhausts the weapon’s magazine, if it has one.

SUCK IT UP

Cost: None
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.

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:

  • 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.

Sundering Impulse

Type: Complication (Any Attack)
The adversary releases a disruptive manifestation of power that breaks their opponents’ equipment, like a destructive burst of freezing cold, an EMP, or a vicious curse. Choose one item that breaks. It must be repaired with an Artistry, Science, or Technology action before it can be used again.

Telekinesis

Type: Simple Action
The adversary can lift and move objects with the power of their mind. When picking this Dread Power, select a maximum range between close and medium. The creature can physiclly manipulate targets within that range, with the possibility to use mental dice pools instead of physical ones to exert their will.

At the Storyguide’s discretion, the adversary can use Telekinesis to roll a ranged attack action. If the attack connects, the adversary inflicts no injuries and can only purchase the Establish Grapple Trick with their hits, but the grapple continues until the creature has control.

Terrible Howl

Type: Complication (Influence)
The adversary’s voice leaves the target shaken. As with Dreadful Gaze, the origin and effect may vary, applying the Terrified status effect. Unlike Dreadful Gaze, the target isn’t locked in place but instead compelled to flee.
For Terrors, Nightmares, and Shattered Spaces, the adversary can inflict either the Dazed or Terrified status effects on its target when activating this power.

The Devil’s Mark

Type: Complication (Melee)
If the adversary makes a successful hit, they can use this Dread Power to replace any damage from this attack with The Devil’s Mark. This Dread Power grants all adversaries +1 Enhancement when tracking and attacking the target. For Frights, The Devil’s Mark lasts for the scene’s duration, or until the Enhancement is used. For Terrors and Nightmares, the effects last the story’s duration, or until the Enhancement is used. This Dread Power can be used up to three times on the same target, the Enhancement stacking to a maximum of +3. Adversaries can always sense that an individual with The Devil’s Mark is nearby, even if they’re not actively seeking one of the Accursed. A character cannot simultaneously be subject to the same adversary’s use of The Devil’s Mark Dread Power and the Fuel for the Fire Dread Power.

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.

THEY’RE HERE

Cost: 1 Tension
Duration: Instant
Subject: One target
Range: World
Action: None
Cooldown: End of Session, or the Heir uses a Transformation knack
The Antagonist shows up at the worst possible time for their target. Based on their nature, they may simply walk up out of the darkness, slither out of some occult pathway, or simply smash through the nearest wall. If the Antagonist intends to attack, they gain +2 Enhancement for their initiative roll.

THOUSAND FACES

Cost: None; or 1 Tension
Duration: Variable; see description
Subject: Self
Range: Self
Action: Simple
Cooldown: Variable; see description

The 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.

Time Reversal

Type: Complication (Any Action)
The adversary has limited control over the flow of time and is able to rewind time to the start of the present round. Every character affected has a subconscious inkling of what has occurred, but only the adversary who used the Dread Power is fully aware of its activation. The adversary resets their physical position and that of all other characters present to where they were at the round’s start.
Every character who acted previously can choose new actions, as they are not bound to the actions of a single timeline. This Dread Power can only be used by an adversary once per round.

TOUCH OF ASCLEPIUS

Cost: None; 1 Tension; or 2 Tension
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.

Trample

Type: Simple Action
The adversary charges at its opponents violently. As part of a rush movement, the creature may purchase the Shockwave Trick for 1 hit. Unlike a normal rush, Trample can be used even if the adversary starts at short or close range.

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.

TRIPWIRE

Cost: None or 1 Tension
Duration: Indefinite
Subject: One element of the scene
Range: Close
Action: Simple
Cooldown: 3 turns

The 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.

UNDER PRESSURE

Cost: None
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.

Unholy Onslaught

Type: Complication (Any Attack)
The adversary unleashes a burst of energy channeled from a battleground and through their body. The elemental storm typically manifests as a distorted reflection of a Sorcerer or Outcast’s magical powers, such as tendrils of twisting darkness or scourging light no mundane mortal could withstand. This power takes the shape of a ranged attack action with two tags chosen from the Brutal, Painful, Stunning, and Wounding tags.

WEATHER TYRANT

Cost: 1 Tension
Duration: One Scene
Subject: Area
Range: Long
Action: Simple
Cooldown: One Session
Prerequisites: Nemesis Archetype

The 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.

WORLD SHAKING

Cost: 1 Tension
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.