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Fate-Bind (• to •••••)

Subtle

Directed, Discrete, Toggled

The Broken entwines a target’s fate with his own or binds her to a promise.

At Magnitude •, choose one:

•            Blood Braid: If the target inflicts damage on the Deviant during the current scene through her actions (including ordering or asking someone else to harm him), she suffers a like amount of damage, to a maximum of half Scar Power (rounded up) per scene. This ignores armor.

•            Pact Bond: Once per chapter, the Remade may witness a promise made by a target — whether made to him or to someone else in the scene. If they break it before the end of the chapter, he is immediately aware of that fact, as well as the general circumstances of the violation (accidental, under duress, deliberate, etc.). The Broken may spend a point of Willpower to extend this Variation’s effects for one, some, or all targets bound by their promise to the Deviant until the end of the next chapter, potentially extending its duration from chapter to chapter.

At Magnitude ••, choose one:

•            Balanced: The Deviant benefits from both Magnitude • effects.

•            Life Braid: The Deviant must have chosen Blood Braid as his Magnitude • effect. As Blood Braid, but the Remade can extend his protection to encompass additional characters he can perceive within 40 yards/meters equal to Variation Magnitude + Scar Power. Additionally, the maximum total damage per scene is instead equal to Variation Magnitude + Scar Power.

•            Perjury: The Deviant must have chosen Pact Bond as his Magnitude • effect. As Pact Bond, but at the time the target breaks the promise the Broken may select a Persistent Scar with a Magnitude no greater than half Scar Power (rounded up). This must be a Scar whose effects are valid for the target; Addictive Variation doesn’t make sense for a Baseline, for example. The target suffers that Scar until the Variation’s duration ends.

At Magnitude •••, choose one:

•            Scales: The Deviant benefits from both Life Braid and Perjury.

•            Contempt: The Deviant must have chosen Perjury as his Magnitude •• effect. As Perjury, but the maximum Magnitude of the Persistent Scar is instead equal to Scar Power, and the Persistent Scar lasts until the end of the story or until the Remade forgives the oathbreaker. This forgiveness can be real or grudging, spoken aloud or silent, but it can’t be coerced through threats or supernatural influence.

•            Fate Braid: The Deviant must have chosen Life Braid as his Magnitude •• effect. As Life Braid, but the target suffers punishment for any injury to the Broken or those under his protection, even due to actions not under her control. In addition, the protection lasts until the end of the chapter and has no damage limit.

At Magnitude ••••, the Broken benefits from Fate Braid, Contempt, and all their prerequisites.

Deviations

Aura (+1 Magnitude): Any braiding or promise-binding effect of this Variation may affect all valid targets within short range. For those based on Pact Bond, Perjury, or Contempt, only those who assent to a promise are bound by it.

The Cephalist sets a telepathic trap for the target that unleashes terrible agony if they violate the deal. The number of times others have broken their promises to him has made the Psychic distrustful of others (Paranoia; Persistent).

The Coactive’s demonic heritage enforces promises as long as she gets them signed in blood (Preparation [Catalyst]; Controlled; Manipulation; Deviations: Twined Scar [Vampiric {Perilous Variation}]).

The Mutant entwines his flesh with his target’s, and thereafter their life-forces are likewise intertwined. This mingling of essences produces an unmistakable and pleasurable rush for the Grotesque (Addictive Variation; Persistent; Deviations: Intimate).

Internet Acuity (• to •••••)

Subtle

Perpetual, Tiered

The Broken has a supernatural aptitude for finding and manipulating information on the internet.

At Magnitude •, she can access the internet wherever a wi-fi, cellular, or satellite internet connection is available. This doesn’t require a password, but it doesn’t grant her access to anything on the internet that she couldn’t access via an ordinary wi-fi connection. She could access a public site, for example, or one for which she has a username, password, or other credentials. Additionally, she adds half Scar Power (rounded up) to Computer rolls that rely upon or benefit from the internet.

At Magnitude ••, as Magnitude •, and choose one:

•            Front Site: Once per chapter, the Deviant can instantly and retroactively create a convincing-looking website to legitimize a confidence scam or infiltration operation. This grants an equipment bonus equal to half Scar Power (rounded up) to appropriate Social checks made by the Remade and her accomplices. The Deviant may instead create a web of false internet gossip to lead the conspiracy astray, imposing a penalty to its next conspiracy action equal to her Scar Power.

•            Quick Search: With a few keystrokes the Broken can call up information about a topic that would take others hours of research to gather. Once per chapter, when researching a topic via the internet as an extended action, the Deviant may reduce the interval of the first few rolls to a single turn. This affects a number of rolls on an extended action no greater than Scar Power.

At Magnitude •••, as Magnitude ••, and choose one:

•            Balanced: The Remade benefits from both Magnitude •• effects.

•            Blackmail: The Broken must have chosen Quick Search as her Magnitude •• effect. If researching a person with Quick Search, the Deviant may choose to impose the Leveraged Condition, which she may transform into the Notoriety Condition by releasing the embarrassing details she has uncovered (or manufactured). Once per chapter, her use of Quick Search may instead automatically reveal a secret about the subject of her research or grant her the Informed Condition regarding it.

•            Top Result: The Broken must have chosen Front Site as her Magnitude •• effect. Not only does a convincing site appear when the Deviant uses Front Site, but if a named target (be it an individual or an organization such as a conspiracy) requires a product or service promised by the site that it cannot readily source from its existing resources, they will reach out to the Remade to engage her team’s services within 24 hours. If used to penalize a conspiracy action, the penalty is instead equal to Variation Magnitude + Scar Power.

At Magnitude ••••, the Broken enjoys the benefits of all three Magnitude ••• effects.

At Magnitude •••••, as Magnitude ••••, and the Deviant may activate this Variation to learn when and how the conspiracy spent its actions during the previous chapter. If the target of a conspiracy action is one known to the Remade, she learns the specific goals of these actions; otherwise, she uncovers only what they did, not why. If the action was spent furthering a Project known to the Broken, she learns which one, how much progress the conspiracy made, and how much more Effort it must spend to complete the Project; otherwise, she only discovers vague hints of the nature of the Project along with how much Effort has been expended on it thus far. The Deviant may call upon this effect once per story without negative consequences, but each additional use inflicts a medium Instability.

The internet has become a sort of artificial collective consciousness, and the Cephalist can direct it as confidently as other telepaths manipulate an individual’s perceptions or emotions, but continual exposure to its most toxic elements has left her emotionally deadened (Frozen Heart; Persistent).

The Coactive has an affinity with a peculiar subset of spirits of information, but this association curses him to be a magnet for bullies (Undesirable; Persistent).

The Invasive has a hardwired connection to the internet and is continually browsing hundreds of sites simultaneously in search of useful information. She can’t always tell the difference between her physical environment and the one in her heads-up display, however (Hallucinations; Persistent).

Matter Control (• to •••••)

Overt

Directed, Tiered, Toggled

The Broken wields influence over inanimate matter, targeting objects with a Size no greater than her Variation Magnitude times Scar Power.

At Magnitude •, the transformed can analyze a target, learning one trait per turn of examination, such as its Durability, equipment bonus, Structure, armor rating, or damage rating. She may also learn information that isn’t reflected in game traits, such as its temperature, chemical composition, basic operation (“which one is the on button,” but not “what’s the password”), or how well it conducts heat or electricity. This grants 8-again on rolls involving the target during the scene and can be used to discover an appropriate Clue once per chapter (but only once per target).

At Magnitude ••, as Magnitude •, and the Deviant can adjust some characteristics of the target, such as its color, scent, flavor, or opacity. These alterations can increase or decrease the equipment bonus, armor, or damage rating of an object by no more than half Scar Power (rounded up).

At Magnitude •••, as Magnitude ••, and choose one:

•            Shape: The Remade can change the shape of an object with Durability no greater than half Scar Power (rounded up). Against inanimate objects, this can repair or inflict an amount of Structure damage per turn equal to Scar Power, ignoring Durability. Against Automata (Clades Companion, p. 10), it is a ranged weapon that ignores Durability and has a damage rating equal to Scar Power; if repairing an Automaton, it functions as the Healer 3 Variation (Deviant, p. 121) and carries the same restrictions. These changes persist even after the Variation’s other effects end.

•            Transmute: The Broken can change the target’s chemical and physical properties, but not its shape. This can accomplish a number of possible effects equal to half Scar Power (rounded up). It can increase or decrease Availability or Durability by half Scar Power (rounded up). It can alter the target’s dimensions or weight, increasing or decreasing actual or effective Size by half Scar Power (rounded up), to a minimum of 0. It can also increase or decrease the degree to which the target conducts heat or electricity, increase or decrease its corrosive qualities, or make it more or less inflammable. Duplicate transmutations do not stack; only the most potent one applies. If the Deviant reduces an object’s Availability from 5 to 3, for example, she can’t again apply this effect to reduce it from 3 to 1. All changes last until the end of the scene, at which point the transmuted object regains its original properties.

At Magnitude ••••, choose one:

•            Balanced: The Deviant enjoys both Magnitude ••• effects.

•            Command: The Remade must have chosen Shape as her Magnitude ••• effect. As Shape, but she can instead affect targets with a Durability no greater than Scar Power. She may also shape the matter around a living target to impose an appropriate moderate Personal Tilt (such as Arm Wrack or Blinded) or highly localized moderate Environmental Tilt. She may instead insulate a target from a matter-based Environmental Tilt, reducing an Extreme Environment by 1, negating a moderate Tilt, or downgrading a severe Tilt to moderate (where applicable). All such Tilts must be ones that can be caused or countered by the movement of matter in the target’s environment, and the Storyteller is the final arbiter of this power’s limits. These effects last until the end of the scene.

•            Transform: The Remade must have chosen Transmute as her Magnitude ••• effect. As Transmute, but the maximum number of alterations is instead equal to Scar Power and they can stack. In addition, objects reduced to a negative Size or Durability disintegrate and do not regain their former qualities when the Variation’s effects end.

At Magnitude •••••, the Broken enjoys all Magnitude •••• effects.

The Cephalist reshapes the inanimate matter around them with their raw, undeniable will, but exerting this level of control requires intense focus (Concentration; Controlled; Wits).

The Invasive wields a Clarke tech device that allows him to manipulate matter, but its internal power supply is limited (Depletion; Controlled; Wits).

The Mutant’s song reshapes the world, but it’s the only way she can express herself verbally (Silence; Persistent).

Occult Singularity (• to •••••)

Subtle

Perpetual, Tiered

The Remade is like a black hole for arcane energies, drawing them into herself.

At Magnitude •, when a Deviant uses a ranged Lash or Directed effect against a character within 40 yards/meters (including the rival Deviant himself), the Broken may reflexively redirect it to affect herself instead — whether that effect is beneficial or baleful. The Remade must be a valid target for the intended effect, and the rival Deviant makes a Clash of Wills normally. If the power would affect multiple discrete targets, the Deviant chooses which one’s effect is redirected. The Remade may contest or resist the effect of the redirected power normally; if it affects her, it has its normal duration.

At Magnitude ••, as Magnitude •, and choose one:

•            Curvature: Instead of directing the effect to herself, the Deviant can choose to have it target another valid character within 40 yards/meters (potentially including the originator). The new target contests or resists the redirected effect normally.

•            Event Horizon: If the Broken successfully redirects a power, she may choose for its originator to lose the ability to use it again until the end of the scene.

•            Vacuum: The Remade increases her effective Resistance trait against a power she redirects to herself by half her Scar Power (rounded up). Additionally, the Deviant can make herself the sole target of a supernatural power that affects an area or multiple targets, shielding everyone else within 10 yards/meters from its effects.

•            Weird: Once per scene, the Broken may affect an occult ability of another type of supernatural being. The power must work similarly to a Directed effect in that it must have the potential to target someone other than the being wielding it (not inherent personal abilities such as transforming into a bat, revealing sharpened claws, or supernatural regeneration), and the Deviant must be a valid target for it. Event Horizon only deprives the target of the specific supernatural effect when paired with Weird (such as a single spell or the equivalent of a Tiered Variation), not all powers of an entire category of occult abilities.

At Magnitude •••, the Remade benefits from two Magnitude •• effects.

At Magnitude ••••, the Broken benefits from three Magnitude •• effects.

At Magnitude •••••, the Deviant benefits from all four Magnitude •• effects.

The Cephalist clouds the mind of her target so that he directs his power in a way he didn’t intend. People inherently sense her deceptiveness, however, and are unlikely to trust her (Lying Eyes; Persistent).

The Coactive grasps and redirects the flow of an enemy Deviant’s occult energy, but this causes burns on random parts of his body (Perilous Variation; Controlled; Dexterity).

The Mutant’s body did not get its fill of the occult energy that triggered his Divergence, so it evolved to make itself irresistible to hostile Variations, drawing them into its arcane gravity well like a black hole. Unfortunately, his body also seems to think that pain is a form of pleasure (Masochism; Persistent).

Opener of Ways (• to •••••)

Overt

Directed, Tiered, Toggled

The Deviant wields power over doors and other portals.

For the purpose of this Variation, a door is any opening that can be opened and closed, through which the Remade’s entire body can pass. It can therefore include anything from an airplane hangar door to a panel covering the entrance to an access tunnel.

At Magnitude •, the Broken may open or close a target door as long as nothing prevents it from being opened or closed (including a mundane lock). She can also sense all doors within 10 yards/meters, which is not a Directed effect.

At Magnitude ••, as Magnitude •, and the Deviant may lock or unlock a target door, whether the lock is mechanical or electronic.

At Magnitude •••, as Magnitude ••, and choose one:

•            Erase: The Broken may erase an existing door, causing a continuation of the wall, floor, or ceiling to replace it. The door reappears at the end of the scene.

•            Force: The Remade may create a door where there wasn’t one before, provided the solid surface on which the door appears is no more than one yard/meter thick. This door vanishes at the end of the scene.

At Magnitude ••••, the Deviant benefits from both Magnitude ••• effects.

Deviation

•            Occult (+1 Magnitude): The Variation also works on magical doors, including portals that lead to alien otherworlds or distant places. A supernatural door opened or closed by this Variation remains so until the end of the scene unless the Deviant is defeated in a Clash of Wills. A supernatural door is considered locked if it will only open to someone who holds a special key or meets specific criteria, while one that can be opened by a password or physical manipulation of the existing space is considered unlocked. If erased, a magical door remains closed until at least the end of the chapter (and likely stays closed longer or permanently). The Broken has no control over the destination of a forced supernatural door; it leads wherever the Storyteller needs it to lead. Forcing a supernatural door more often than once per story inflicts a point of medium Instability each time after the first the Deviant does so.

Living things find their way into all sorts of places they shouldn’t be able to get, but none can exceed the Chimeric’s ability to do so when he also has Out of Phase active, although he never remembers quite how he got in (Tabula Rasa; Controlled; Wits; Deviations: Dependent Variation [Out of Phase]).

The Coactive’s spirit companion opens many doors to her, but it demands regular ritual sacrifices to coax it into continuing to do so (Maintenance; Persistent).

The Mutant’s biology interacts strangely with what Baselines describe as “doors”. They shut others out, but they somehow never bar his passage. He is, however, bound to respond to some passphrases in ways that rarely do him any favors (Subliminal Conditioning; Persistent).

Plant Control (• to •••••)

Subtle

Directed, Tiered, Toggled

The Deviant possesses supernatural influence over living plants. She is limited to species whose Size does not exceed her Magnitude + Scar Power. All effects of this Variation end if the plant is out of range of Directed effects.

At Magnitude •, choose one:

•            Animation: As a Directed effect, the Remade can animate plants, even rendering them ambulatory with a Speed equal to Size. The Broken can have plants initiate a grapple or lash out as an attack using a Scar Finesse roll vs. the target’s Defense. The plant uses the lower of Scar Power + Magnitude or Size to resolve grapple contests, and the damage of its attacks is 1 less than the lower of half Scar Power or half its Size (rounded up). Plants of Size 3 or greater can function as a one-dot Retainer with simple fetch-and-carry tasks as their area of specialization.

•            Identification: The Broken has an encyclopedic knowledge of plants and can identify them after brief examination. In addition, once per chapter the Deviant can define the presence of a plant that reveals something important or is otherwise usable in the current scene. Coupled with Animation, the attacks of plants she animates are built like a Magnitude 1 Lash (Deviant, p. 122), although any effect must be appropriate to its species.

•            Mutation: The Remade can transform plants, causing them to grow to gigantic sizes or changing their species entirely. The Size limit is instead Scar Power times Magnitude, if this is higher than Scar Power + Magnitude. Coupled with Identification, she can also grant a plant a seemingly impossible quality — the equivalent of a Magnitude 1 Universal Variation that is neither Lash nor a Directed Variation. Such transformations are permanent.

•            Pharmacognosy: The Broken can synthesize a wide variety of drugs, poisons, and antidotes and keeps a stock of herbal medicines close at hand — sometimes hidden on her person. Once per scene, the Deviant may introduce a plant-based toxin that imposes the Drugged, Poisoned, or Sick Tilt when consumed as though a Secretion of the Sacred Flesh Variation (Deviant, p. 151); alternatively, she may produce an antidote to any poison. Coupled with Animation, plants she animates can also generate and deploy these substances; if she has both Animation and Identification, she can build their attacks as an appropriate Magnitude 2 Lash. Paired with Identification she can, as an extended action (Scar Finesse roll; 4 successes with a one-day interval), produce a drug that emulates the effects of Anomalous Biology 1, Rapid Healing 1, or a Magnitude 1 Universal Variation when it is consumed (injected, smoked, ingested, etc.), although this must be a Variation that a mundane drug could conceivably reproduce (unless the Deviant also has Mutation, in which case there is no such limit). The effect lasts until the end of the scene unless it emulates Rapid Healing or the Ageless, Hungerless, or Tireless effect of Anomalous Biology, in which case it lasts until the end of the chapter (or end of the story, for Ageless). The substances the Remade produces lose their potency if not used by the end of the chapter.

•            Propagation: As a Directed effect, the Broken can cause a plant to age and/or reproduce much more quickly, such that it brings forth fruit out-of-season, spreads like wildfire, or heals/suffers a point of bashing/lethal damage or Structure per turn (including regrowing severed pieces). The Deviant may wield this as an Aura, affecting one, some, or all species of plants within range. Coupled with other effects, it multiplies the number of animated servants, doses, fruits, or available examples of a species by Scar Power + 1.

At Magnitude ••, choose two of the effects above.

At Magnitude •••, choose three effects.

At Magnitude ••••, choose four of the effects.

At Magnitude •••••, the Remade wields all five effects.

The Cephalist can perceive and manipulate the primitive minds of plants, but connecting with them in this way leaves their senses confused (Glitch; Persistent).

The Chimeric exudes parasitic fungi that hijack the natural processes of vegetation and bind them to her will, but she is highly susceptible to herbicides (Bane; Persistent).

The Mutant’s exposure to an exotic plant radically altered his DNA, but coming too close to that species makes him violently ill (Genetic Disorder; Persistent; Deviation: Blight).

[table]

Size      Plant

0           Dandelion

1           Small houseplant

2           Small tree sapling, typical houseplant

3           Small low bush, nursery tree, large houseplant

4           Small hedge bush, low medium bush, young tree

5           Typical bush, small child-climbable tree

6           Tall or broad bush, young tree

7           Large bush or hedge, medium-small tree

8           Typical city walk tree

10         Typical city park tree, small forest tree

15         Large city park tree, typical forest tree

20         Mature forest tree

25         Tall forest tree

30         Mature Sequoia

[end table]

Refuge (• to •••••)

Overt

Tiered, Toggled

The Deviant has access to a personal extradimensional space.

At Magnitude •, the Remade can open a gateway within arm’s reach that is a number of yards/meters across no greater than Variation Magnitude. It leads into an empty space with a diameter based on Scar Power — one yard/meter at Scar Power 1, three at 2, 10 at 3, 30 at 4, and 100 yards/meters at Scar Power 5. This space remains at room temperature, and living things inside will not suffocate, although they can starve or die of dehydration. The gateway is immobile and remains open until the end of the scene or until the Broken dismisses it as an action. The extradimensional space persists even when this Variation isn’t active. Living things within the space may exit it through any open gateway. If all gateways have closed and they wish to leave, they immediately appear in the nearest unoccupied space to where the gateway was. The extradimensional space is bound to the Remade, and any gateway he opens always opens into the same empty space, permitting access to objects he stowed there previously.

At Magnitude ••, as Magnitude •, and choose one:

•            Corridor: While this Variation is active, the Deviant may open an additional gateway that leads into the extradimensional space. The maximum number of active gateways cannot exceed Scar Power + 1. Creatures leaving the space do so through any open gateway; if all gateways are closed, they appear in the nearest unoccupied space to the gateway they last entered.

•            Sanctuary: The empty space includes modest furnishings such as lighting, chairs, and beds, which appear and disappear at the Broken’s whim; none can leave the space, however. Additionally, the Remade is inherently aware of everything within it, even when this Variation is not active.

At Magnitude •••, the Deviant enjoys both Magnitude •• effects.

At Magnitude ••••, as Magnitude •••, and choose one:

•            Hive: The Remade may choose for the gateways he opens to remain open until the end of the chapter. He may spend a point of Willpower to extend the duration of one, some, or all open gateways until the end of the next chapter, potentially extending its duration from chapter to chapter. Additionally, once per chapter, while he is inside his extradimensional space, he can reopen a gateway to any place that was once connected to it unless someone has taken physical or occult measures to prevent it from being opened again — such as placing an object in the way or using an extended Intelligence + Occult action (one hour interval; requires Scar Power x 3 successes) to ritually purify the space.

•            Palace: The furnishings, décor, and layout are limited only by the Deviant’s imagination, although he cannot use these to imprison or harm visitors, and this doesn’t produce food, drink, or other equipment (although he is welcome to bring them into his extradimensional space to store them). In addition, the Deviant may attach a gateway to a flat surface so that it moves with the surface and can even be folded or rolled up (although this prevents the gateway from being used until it is unfolded or unrolled again).

At Magnitude •••••, the Broken enjoys both Magnitude •••• effects.

The Coactive tears holes in the space between dimensions, but this destabilizes him — how much varies depending on the current dimensional “weather” (Cyclical Scar [Unstable Variation; Controlled; Dexterity]; Persistent).

The Invasive exploits the principles that make quantum tunneling a (remote) possibility but does so in a way that temporarily prevents matter from interacting with other matter, essentially translating it into ephemera with no occult origin. The biomechanical arm that contains the device she uses is especially fragile, however (Weak Point; Persistent).

The Mutant’s dreams have become an otherworld unto themselves, one that she can access and use as a storage space or safe refuge. However, the nightmarish horrors that lurk on its outskirts whisper constant temptations to shed blood in their name (Murderous Urge; Persistent).

Shadow Command (• to •••••)

Overt

Directed, Tiered, Toggled

The Deviant wields power over shadows.

At Magnitude •, the Remade can mold, shape, or intensify the shadows around the target — changing their shape at her direction. This grants the target a bonus to Intimidation and Stealth checks equal to half Scar Power (rounded up).

At Magnitude ••, as Magnitude •, and the Broken can shape shadows into simple tools, weapons, and other objects with a maximum Size equal to Variation Magnitude + Scar Power and a Durability equal to half Scar Power (rounded up). These objects cannot have moving parts and are treated as opaque for the purpose of calculating their resistance to damage when used as cover. They have nearly no weight and cause no harm if dropped on someone.

At Magnitude •••, as Magnitude ••, and once per chapter the Deviant may conjure a semi-substantial construct of perfect darkness as a Directed effect. The shadow obeys the Remade’s unspoken intentions. It has Health equal to twice the Remade’s Scar Power and dissipates when its last Health box is filled in with damage, irrespective of the type. Regardless of the Variation’s Magnitude, the Broken may only control one such shadow at a time, even if the Variation’s per-chapter limit is reset by an Adaptation. In action scenes, the shadow acts immediately after the Deviant and has Defense equal to Scar Power. The shadow can perform simple Physical actions but only has two dice to roll for them. Choose one purview when the Remade develops this Variation:

•            Assailant: The shadow is capable of violence. Its unarmed attacks gain a damage rating of 1L, and it uses Variation Magnitude + Scar Power as its dice pool for these (including grapples). It can hurt, kill, or merely restrain a target, as the Deviant prefers.

•            Protector: The shadow can interpose itself between a target and a source of harm as a reflexive action once per turn. Each time it does so it reduces the damage to the target by the Remade’s Scar Power and suffers half as much damage (rounded up), instead. It is also exceptionally difficult to destroy, healing one damage per turn unless its last Health box was filled with damage.

•            Simulacrum: The shadow can use the teamwork action (Deviant, p. 207) on Physical actions or Intimidation rolls the target makes, but it must be a secondary actor. It uses Variation Magnitude + Scar Power as its dice pool for this, obeying the Remade’s unspoken intention as to whom it aids. In addition, the Broken may choose for it to take the appearance of any person he can see within 40 yards/meters, and it can speak any words that person speaks in its presence in perfect imitation of her.

At Magnitude ••••, as Magnitude •••, but choose two Magnitude ••• purviews.

At Magnitude •••••, as Magnitude •••, but the Deviant’s shadow construct has all three Magnitude ••• purviews.

For the Cephalist, shadows are at once a darkened area caused by the obstruction of light, and the human subconscious given form. Although they command the shadows of other people and objects, they cannot control the habits of their own shadow (Evil Twin; Persistent).

The Coactive taps into the power of a dimension where shadows have physical form, and matter is insubstantial. While drawing upon its energy, the Infused feels pain more keenly (Persistent Drawback [Fragility]; Controlled; Dexterity).

Shadows are drawn to the Mutant like friendly dogs to a child offering food. The profusion of flickering darkness around him makes the Grotesque disturbing to be around, and people avoid him whenever possible (Nameless; Persistent; Deviations: Relentless Variation, Unruly Variation).

Traumavore (• to •••••)

Subtle

Perpetual, Reflexive, Tiered

The Deviant is in tune with the trauma suffered by Baselines.

At Magnitude •, the Remade can sense the echoes of recent trauma. She is immediately aware whenever a Baseline she can perceive within 40 yards/meters suffers a breaking point, as well as the result of any breaking point roll (Deviant, p. 187). Moreover, she can sense whether anyone she can perceive is currently suffering a Condition caused by a breaking point and what, in a general sense (trauma, unnatural, or violation), caused the breaking point (p. XX).

At Magnitude ••, as Magnitude •, and the Broken feeds on the trauma of Baselines. However, she cannot benefit from the trauma of any given person more than once per chapter (which cannot be overcome by Adaptations). Choose one:

•            Enthusiasm: Once per scene, when a Baseline suffers a breaking point, the Deviant regains a point of Willpower. Once per chapter, when a Baseline suffers a failure or dramatic failure on a breaking point roll, the Remade may regain all spent Willpower.

•            Equilibrium: Once per scene, when a Baseline suffers a breaking point, the Broken heals a minor Instability. Once per chapter, when a Baseline suffers a failure or dramatic failure on a breaking point roll, the Deviant may instead heal a medium Instability.

•            Vitality: Once per scene, when a Baseline suffers a breaking point, the Remade heals a point of lethal or bashing damage. Once per chapter, when a Baseline suffers a failure or dramatic failure on a breaking point roll, the Broken may instead heal a point of aggravated damage.

At Magnitude •••, as Magnitude ••, and choose one:

•            Empathize: As a Directed effect that must target a Baseline who is currently suffering a Condition due to a breaking point, the Deviant learns more about the circumstances that imposed the Condition — or the circumstances surrounding a previous breaking point, if she witnessed the breaking point that triggered the current Condition — observing the experience from the victim’s senses but with their emotional response dulled to a purely informational input, such that it is not distorted by normal psychological blocks nor by occult effects that cause a victim to forget or misremember scenes involving supernatural powers. If the Remade witnessed the event that caused the target’s current Condition, she may exercise more control over which past trauma she witnesses — either by specifying something she suspects the victim suffered (“the first time he saw a Deviant use their powers,” for example, or “when he murdered his father”) or a broader question (such as “an encounter with the supernatural” or “an interrogation”). The chosen event must have been one that constituted a breaking point for the target; otherwise, the scene the Broken witnesses is random. This effect fails against non-Baselines.

•            Hold Together: The Deviant’s presence makes trauma easier to endure. Whenever a Baseline suffers a breaking point, the Remade may choose to improve the results of the breaking point roll by one step — a dramatic failure becomes a failure, a failure becomes a success, and a success becomes an exceptional success. Regardless of the original or modified result, the Baseline does not earn a Beat from it.

•            Tear Apart: The Broken’s presence amplifies trauma. Whenever a Baseline suffers a breaking point, the Deviant may choose to worsen the results of the breaking point roll by one step — an exceptional success becomes a success, a success becomes a failure, and a failure becomes a dramatic failure. Regardless of the original or modified result, the Baseline does not earn a Beat from it.

At Magnitude ••••, as Magnitude •••, but choose two Magnitude ••• effects, instead. In addition, the Remade gains a second method of feeding from the Magnitude •• options (Enthusiasm, Equilibrium, or Vitality), although the per-scene/per-chapter limits to the benefits of feeding apply to the entire Variation, not just to the individual benefits (i.e., a Broken with Enthusiasm and Vitality can regain a point of Willpower or heal a point of lethal damage once per scene, never both in the same scene).

At Magnitude •••••, as Magnitude ••••, but the Deviant enjoys all three Magnitude ••• effects and all three Magnitude •• methods of feeding. Finally, this Variation can affect non-Baselines who are capable of suffering occult trauma in some form. For Remade, it reveals when a Deviant has Faltered or suffered Instability, as well as ameliorating or worsening the results of Faltering rolls. Non-Baselines must have suffered this occult trauma in the current scene (having a related Condition isn’t enough), and this is always a Directed effect when used against them.

The Cephalist bends his telepathic abilities to helping others face and overcome their trauma, but sometimes his empathic powers manifest of their own accord (Power Build-Up; Involuntary; Resolve).

Like many predators, the Chimeric can sense her prey’s fear, but she struggles to control her violent impulses (Murderous Urge; Persistent).

The Mutant is a specialized predator that feeds on trauma, which they find both necessary and intoxicating (Addictive Variation; Persistent; Deviations: Twined Scars [Dependency]).

Vocalization (• to •••••)

Subtle

Directed, Tiered, Toggled

The Remade’s voice has the power to charm, command, or destroy.

Although Directed, this Variation does not suffer range penalties.

At Magnitude •, the Broken can perfectly imitate another human’s voice and most other sounds of similar volume. Moreover, the Deviant may make these sounds seem to come from another place or person. She enjoys a bonus equal to half Scar Power when using this effect to enhance relevant actions, such as certain Stealth or Subterfuge rolls.

At Magnitude ••, choose one:

•            Croon: The Remade’s voice has a soporific effect on the target, whether she sings, speaks, or murmurs softly beneath the threshold of ordinary hearing. The first minute (turn, in action scenes) of exposure imposes the Fatigued Condition (Deviant, p. 322), with each additional minute/turn counting as remaining awake for six hours for the purpose of determining the worsening of that Condition. This artificial fatigue normally fades when the Variation’s effects end. However, victims put to sleep by it remain unconscious until they are woken up (whether by a loud noise, injury, or vigorous shaking) or until they achieve five successes on a reflexive extended Stamina + Resolve action with a one-hour interval.

•            Shriek: The Broken’s voice can shatter glass or deafen a target. Glass and crystals in an area Scar Power yards/meters across shatter, and a victim who does not successfully contest the Deviant’s Scar Finesse roll suffers the severe Deafened Tilt (Deviant, p. 315) as from a loud noise.

At Magnitude •••, as Magnitude •• and choose one:

•            Balanced: The Remade enjoys the benefits of both Magnitude •• effects.

•            Command: The Broken must have chosen Shriek as her Magnitude •• effect. Once per scene, the Deviant may issue a brief, one-sentence command. This must compel a voluntary physical action the victim is capable of obeying, nor can it be an obviously suicidal command. A target who fails to contest the Remade’s Scar Finesse roll is compelled to obey the command for a number of minutes equal to Scar Power (turns, in action scenes).

•            Lure: The Broken must have chosen Croon as her Magnitude •• effect. Once per chapter, the Deviant may give her voice an irresistible and hypnotic quality. A target who fails to contest the Deviant’s Scar Finesse roll is compelled to approach her in a nonthreatening way and to remain near her for a number of minutes (turns, in action scenes) equal to Scar Power. The victim cannot attack the Remade or her allies nor take any other directly harmful actions against them while under this Variation’s effects unless one of them harms him first.

At Magnitude ••••, the Broken enjoys the benefits of all Magnitude ••• effects.

Deviations

•            Aura (+1 Magnitude): The Variation can affect everyone and everything within long range but affects all potential targets equally.

The Cephalist exerts influence over sound, but she is so certain of her power to influence others that she often fails to read the room (Overconfident; Persistent).

The Chimeric has the voice of an angel — namely, his father’s. However, he also inherited his limitless capacity for unquestioning obedience (Obligation; Involuntary; Composure).

The Invasive has subdermal speakers hidden below her jaw, but they overheat if left active too long (Cooldown; Controlled; Dexterity).

Cephalist Variations

Clairvoyance (• to •••••)

Subtle

Directed, Tiered, Toggled

The Broken is a supernatural bloodhound capable of recognizing a target’s occult scent.

At Magnitude •, the Deviant can mark a target. This mark lasts until the end of the chapter, although the Remade may spend a point of Willpower to extend this effect for one, some, or all marked targets until the beginning of the next chapter (potentially allowing her to recognize a target’s scent for several consecutive chapters). The Broken recognizes when one of her marked targets comes within range, although supernatural concealment provokes a Clash of Wills. If she has multiple targets marked, she knows which one is in range.

At Magnitude ••, as Magnitude •, and choose one:

•            Divination: The Remade can extend her senses through a class of objects chosen at the time she develops this Variation — such as mirrors, artistic depictions of eyes, pools of water, or open flames — to perceive a target she has marked. As long as her target is within range of one of these objects, she can spy upon him and anything nearby that she could normally perceive as though her senses (including those enhanced by Variations such as Specialized Sense) were tied to the object (so covering a mirror she was using to scry upon him would block her sight, for example). This Directed effect calculates range from the object, not the Deviant.

•            Sympathy: Once per chapter, the Remade can instead mark a target by directing this Variation at one of the following, chosen when she develops this Variation — a recent (Scar Power months old or newer) photograph or video of the target, an object or place of great personal significance to the target, a person with a strong personal connection to the target (whether friendly or antagonistic), or a physical remnant of the target (such as blood, hair, or a fingernail clipping). This Directed effect has unlimited range and doesn’t require the Broken be able to perceive the target.

•            Tracking: The Deviant either knows the distance to each target, knows the straight-line direction in which the target lies, or can retrace the path the target took and when — chosen when she develops this Variation. This Directed effect has unlimited range and doesn’t require the Broken be able to perceive the target.

At Magnitude •••, as Magnitude ••, and choose one:

•            Balanced: The Broken enjoys all three Magnitude •• effects.

•            Faultless: The Deviant must have chosen Tracking as her Magnitude •• effect. The Remade gleans all three pieces of information — distance, direction, and the ability to retrace the target’s steps.

•            Scrying: The Broken must have chosen Divination as her Magnitude •• effect. The Deviant can extend her senses to observe her target without the class of objects restriction, although the target’s environment can impede her senses, such as if it is dark or noisy. This Directed effect has unlimited range and doesn’t require the Broken be able to perceive the target.

•            Seer: The Remade must have chosen Sympathy as her Magnitude •• effect. The Broken may mark a target by directing this Variation through any of the available options (photograph, significant object/place, strongly connected person, or physical remnant).

At Magnitude ••••, as Magnitude •••, but the Deviant also gains access to two Magnitude ••• effects and their Magnitude •• prerequisites.

At Magnitude •••••, as Magnitude ••••, but the Remade instead gains access to all Magnitude ••• effects and their prerequisites.

By exploiting the principles of sympathy, the Cephalist can spy upon her enemies from afar, but it causes curses to befall those closest to her (Scapegoat [Misfortune, Paranoia, Sensory Deprivation]; Controlled; Manipulation).

With the merest whiff of his quarry, the Chimeric can track it to the ends of the Earth, but this can be foiled by strong scents that lie in the trail he follows, such as rotting fish or heavy perfume (Power Failure; Controlled; Wits).

Through their web hacking mastery, the Invasive can surveil their target as long as he is standing within view of a camera. They are too taken with their own cleverness, however, and tend to taunt their victims even when doing so is dangerous (Hubris; Persistent).

Emotion Amplification (• to •••••)

Subtle

Directed, Tiered, Toggled

The Deviant supercharges her victim’s emotional state.

At Magnitude •, the Remade can sense the target’s strongest emotions in the moment and choose one to amplify. The Storyteller reveals a number of dominant emotions equal to half Scar Power (rounded up). Social actions that exploit one of these emotions, or to convince the target to talk about or act on them, enjoy a bonus equal to half Scar Power (rounded up).

At Magnitude ••, as Magnitude •, but the Broken can amplify the target’s emotional state until it becomes overwhelming. The target suffers the Distracted Condition until the end of the scene. In action scenes, this is the Insensate Tilt, which can be resolved normally. The Deviant may instead change the object of the target’s emotion, such as making him angry at or afraid of someone else in the scene. Once per chapter, the Deviant may bring forth an emotional state in a target that was not dominant, as long as the target is capable of the emotion in question.

At Magnitude •••, as Magnitude ••, but the Deviant can now provoke the victim to act on the amplified emotion. The exact effect depends on the emotion involved but typically resembles a Magnitude 2 Persistent Mental or Social Scar such as Murderous Urge (Deviant, p. 166), Overconfident (p. XX), or Phobia (Deviant, p. 167). The victim’s Scar Resistance rolls are based on the Attribute used to contest this Variation’s effects. It might instead impose an appropriate Condition such as Emptiness (p. XX), Inspired (Deviant, p. 323), or Shaken (Deviant, p. 323). Other Scars/Conditions are possible at the Storyteller’s discretion. If unresolved at the end of the scene, any Condition expires without granting a Beat.

At Magnitude ••••, as Magnitude •••, but the heightened emotion can resemble the Magnitude 3 version of an appropriate Persistent Scar. If imposing a Condition, it lasts until it is resolved or until the end of the current chapter.

Deviations

•            Aura (+1 Magnitude): The Variation heightens the chosen emotion in all viable targets within short range. Moreover, as long as at least one potential victim in the area is experiencing the emotion the Broken wishes to heighten, all of them are affected by it.

The Cephalist escalates the emotional responses of others, but it relies upon his own pain and suffering (Masochism; Persistent).

The Chimeric’s soulful eyes and missing legs make any who look upon her more aware of their own feelings, but those who cannot see her plight are immune (Missing Limb; Persistent; Deviations: Caveat, Relentless Variation),

The Invasive dispenses tiny canisters of fast-acting drugs that alter the brain chemistry of those nearby, but manufacturing these internally enervates him (Perilous Variation; Controlled; Dexterity).

Chimeric Variations

Beast Mastery (• to •••••)

Subtle

Tiered, Toggled

Choose a number of non-sapient animal categories equal to Scar Power — such as rodents, canines, felines, birds, or insects — when developing this Variation. The Deviant exerts influence over these animals as long as their Size does not exceed her Variation Magnitude plus Scar Power. This Variation has no effect on sapient animals, although Manticores are within its power. The Remade can influence swarms of Size 1 or 0 animals, treating a swarm with a diameter in yards/meters no greater than her Magnitude plus Scar Power as a single target.

At Magnitude •, the Remade enjoys a bonus equal to Magnitude to Animal Ken rolls related to interactions with relevant species of animals. In addition, the Broken can understand animals of the relevant species as surely as though they had a language in common with her, although their understanding of the world around them is limited.

At Magnitude ••, as Magnitude • and choose one:

•            Command: As a Directed effect, the Broken establishes control over the target. The Deviant can issue commands to one, some, or all targets under his command as a reflexive action, which the creatures will obey even to their deaths.

•            Possess: As a Directed effect, the Deviant rides the senses of her victim, leaving her own body comatose until the scene ends or until she ends this Variation as an instant action. The Variation’s effects do not end if the victim moves out of range. If the victim dies, the Variation ends immediately, and the Deviant suffers a minor Instability. If the Remade also has Command, she may seize full control over the animal’s body.

•            Summon: Once per chapter, as an action, the Deviant may define the presence or prompt arrival of an appropriate animal in the current scene provided there is a chance that one could be nearby. This creature behaves as normal for its species. If the Remade also has Command, summoned animals arrive under her control. If the Deviant also has Possess, the animals bring news and gossip, which they share with her when they arrive.

At Magnitude •••, choose two Magnitude •• effects. In addition, one of these effects is enhanced as follows:

•            Command: This can count as an Aura that affects all viable targets within short range.

•            Possess: The Deviant may jump to another viable target as a Directed effect calculating its range from the current target.

•            Summon: The maximum Size of animals the Broken can influence (or radius in yards/meters if a swarm) is equal to Magnitude times Scar Power (instead of Magnitude plus Scar Power).

At Magnitude ••••, the Deviant enjoys the benefits of all three Magnitude •• effects, including their Magnitude ••• enhancements.

Deviations

•            Variety (+1 Magnitude): The Deviant’s influence extends to non-sapient animals of any species.

The Cephalist has discovered that when it comes down to it, the minds of animals are not so different from those of humans. He must simply exert his will to master their primal impulses (Tribulation; Controlled; Wits).

The Chimeric stands with a foot in each of the animal and human worlds and has a kinship with the beasts of the field and birds of the air. The procedure that gave her these gifts inflicted permanent brain damage, however (Suppression [Intelligence]; Persistent).

The Coactive perceives and communicates with the spirits of individual animals, which guide their behaviors at his direction. He is bound to feed any animal that is hungry, however, no matter the risks (Subliminal Conditioning; Persistent).

Body Modification (•• to •••••)

Overt

Discrete, Toggled

The Broken can temporarily mimic the physical traits of other animals — whether it’s elongated teeth or claws, stronger arms or legs, or special senses.

At Magnitude ••, the Deviant may make cosmetic changes to hair and skin — altering her pigmentation or causing her hair to grow more quickly or slowly, which may grant an equipment bonus to certain Social actions at the Storyteller’s discretion but can’t be used to copy a specific person’s appearance. In addition, once per scene she may gain a single enhancement from the following list, which lasts until the end of the scene and does not stack with the benefits of similar Variations such as Carapace, Hypercompetence, or Specialized Sense. All these enhancements are available each scene, but the Broken can only have one of them active at a time:

•            Gain a point of general armor.

•            Gain a Specialty of the Remade’s choice in a Physical Skill.

•            Gain one dot in a Physical Merit that isn’t Deviant-Only, or add one dot to such a Merit.

•            Reduce the penalties due to a Tilt or other adverse physical or environmental circumstance by 2, to a minimum penalty of 0.

•            The Broken’s unarmed attacks inflict lethal damage instead of bashing damage.

At Magnitude •••, as Magnitude ••, but she can emulate a Magnitude • Variation instead of choosing an enhancement from the list above. This must mimic the capabilities of natural animals and so excludes Variations such as Out of Phase, Pyrokinesis, and Translocation. The Storyteller is the final arbiter of which Variations are permissible as enhancements.

At Magnitude ••••, as Magnitude •••, but the enhancement provided by this Variation can instead mimic a Magnitude •• Variation (subject to the same limitations as above).

Deviations

•            Suite (+1 Magnitude): The Deviant can provide herself with additional bodily enhancements no greater than Scar Power, although each one after the first requires a separate action to manifest.

Cursed with multiple strains of lycanthropy, the Chimeric frequently goes on nocturnal killing sprees she can’t remember. During the day, however, she can draw upon the curse to partially transform herself into an animal (Alternate Persona; Persistent).

The Invasive’s body was their Progenitor’s living notebook of ways to copy the wonders of animal anatomy through technological means — a repeat test subject with no coherent design. It has made them a patchwork of odd cybernetics that resemble flesh more than they do machines (Conspicuous Appearance; Persistent).

The Mutant can mimic the adaptations of any animal he has ever personally killed and eaten, drawing upon his flesh’s knowledge of its DNA to use as a blueprint. This transformation is physically painful (Perilous Variation; Controlled; Dexterity; Deviations: Caveat).

Coactive Variations

Emulate (• to •••••)

Subtle

Directed, Tiered, Toggled

The Deviant can temporarily mimic a Variation she witnesses another Deviant use.

The Remade enjoys a bonus equal to Magnitude on rolls to correctly identify a Variation or Scar (Deviant, p. 238). She can only direct the other effects of this Variation at Deviants whose Variation and/or Scar she has successfully identified.

At Magnitude •, once per chapter, the Broken may target another Deviant’s Variation or Scar whose Magnitude is no greater than Emulate’s Magnitude. If targeting a Variation, she gains the Variation and its entangled Scar (plus any Deviations) until the end of the scene. If targeting a Scar, she gains the Scar (plus Deviations) and all its entangled Variations. The Remade may only benefit from one stolen Variation (or Scar and its entangled Variations) at a time.

At Magnitude ••, as Magnitude •, and choose one:

•            Chameleon: The Remade may instead activate this Variation once per scene.

•            Iterative: When targeting a single Variation, she instead gains a Scar-free version of the Variation.

•            Long-Lasting: The Deviant instead gains the Variations/Scar until the end of the current chapter. The Deviant may spend a point of Willpower to extend this effect until the end of the next chapter, potentially extending its duration from chapter to chapter.

•            Occult: The Broken can also identify (and emulate) the occult abilities of other types of supernatural beings as though they were Variations. The Storyteller determines the effective Magnitude of another being’s abilities. In general, use the Magnitude of the Variation that most closely matches the power to determine this, and use the mechanics of that Variation to resolve the effects. Where this is not possible, innate qualities are usually Magnitude 1 or 2. Narrowly defined abilities with five tiers of power usually have matching Magnitude. Unrated powers that grant a superhuman capability are usually either Magnitude 2-3 (for narrow ones of modest potency) or Magnitude 4-5 (for broad or eye-poppingly powerful ones). Each comes with a Scar appropriate to the being’s nature or weaknesses.

At Magnitude •••, as Magnitude ••, but the Deviant benefits from two Magnitude •• effects.

At Magnitude ••••, as Magnitude ••, but the Remade benefits from three Magnitude •• effects.

At Magnitude •••••, as Magnitude ••, but the Broken benefits from all four Magnitude •• effects.

The Chimeric excels at mimicry and can mimic the powers of anyone whose face she currently wears. People inherently mistrust her, though (Lying Eyes; Persistent; Deviations: Dependent Variation [Face Thief], Caveat).

To the Coactive, all occult essences are the same, and he can don and discard them like clothing. This has made him many enemies, however, and with many Baselines in league with the supernatural, he can’t rely on aid from anyone (Undesirable; Persistent).

The Mutant can emulate any Variation that has targeted her in the current scene (Involuntary Stimulus; Involuntary; Stamina).

Soul Seer (• to •••••)

Subtle

Directed, Tiered, Toggled

The Deviant enjoys a special awareness of the Remade condition.

At Magnitude •, the Broken can identify whether a target’s soul is damaged or absent. This allows him to recognize fellow Deviants, as well as those with the Soulless Condition (p. XX). It also allows him to detect whether the target has a soul that is remarkable in some other way — such as one elevated by its awareness of the world’s magic or one twisted by malevolent faerie powers.

At Magnitude ••, as Magnitude •, but the Remade can glean additional details about his target, learning the name and details of one Variation or Scar (the player’s choice). He can also glean more information about other kinds of unusual souls, revealing supernatural capabilities and vulnerabilities as though they were Variations and Scars; however, any understanding of these traits beyond the most general requires a successful Intelligence + Occult roll.

At Magnitude •••, as Magnitude ••, plus choose one:

•            Drink: Once per chapter, the Deviant may drain a point of Willpower from a Baseline to replenish one of his own — provided the victim does not have the Soulless Condition (p. XX) and has Willpower points available to drain. This causes the target to suffer an immediate breaking point unless she is willing and has suffered this effect before.

•            Soothe: The Remade suppresses one of the target’s Scars with a Magnitude no greater than Scar Power until the end of the scene. This also neutralizes the entangled Variations. The Remade imposing this may choose a known Scar (or stipulate that it affects whichever Scar is entangled with a Variation known to her); otherwise, it affects a Scar at random. The Broken cannot target himself with this effect.

At Magnitude ••••, as Magnitude •••, plus choose one:

•            Balanced: The Remade benefits from both Magnitude ••• effects.

•            Devour: The Deviant must have chosen Drink as his Magnitude ••• effect. When a target loses Integrity due to the Drink effect, the Remade may choose to impose the Soulless Condition as he permanently captures, devours, annihilates, banishes, or otherwise places the soul in a location or state beyond retrieval (determine the specifics when the Broken develops this Variation). The Broken may safely regain all Willpower this way once per story; each additional use of this inflicts a medium Instability on the Deviant.

•            Purify: The Deviant must have chosen Soothe as his Magnitude ••• effect. Once per chapter, when he successfully suppresses another Remade’s Scar with Soothe, the Broken may suppress additional Scars equal to Scar Power.

At Magnitude •••••, as Magnitude ••••, but the Deviant enjoys all Magnitude •••• effects.

The Cephalist’s attempt to achieve immortality left them with the ability to devour souls, but their survival now hinges on their regular consumption of this most terrible of delicacies (Dependency; Persistent).

The Coactive wields energy that neutralizes the Divergence in others — at least temporarily — but doing so for more than a few seconds at a time requires intense focus (Concentration; Controlled; Wits).

The Invasive’s eye was torn out and forcibly replaced with a crystal globe that can perceive the souls of those around her, but it can’t see anything else, leaving her blind in that eye (Sensory Deprivation; Persistent).

Invasive Variations

Matter Emulation (•• to •••••)

Overt

Discrete, Toggled

The Deviant’s body temporarily takes on some of the qualities of nonliving matter — such as steel, stone, rubber, or water.

Choose one such substance when the Remade develops this Variation. This Variation may be purchased any number of times, and each time it allows the Broken to transform into a different substance.

At Magnitude ••, the Deviant gains a single minor property of the substance, which emulates a Magnitude • Universal Variation of her choice (the secondary Variation). The Remade benefits from the secondary Variation until the end of the scene or until she selects a new secondary Variation as an action. All secondary Variations must be consistent with the material of which the Broken’s body is comprised. A body of steel might grant the benefits of Carapace, for example, but it couldn’t grant Boneless.

At Magnitude •••, as Magnitude ••, but the Remade may choose either two Universal Variations of Magnitude • or one Universal Variation of Magnitude ••.

At Magnitude ••••, as Magnitude •••, but the Deviant instead chooses three Universal Variations of Magnitude •, two Variations of Magnitude •• or less, or one Variation of Magnitude •••.

Deviations

•            Universal (+1 Magnitude): The Deviant can transform into any substance, instead of being limited to one. However, the Remade may only activate this Variation once per chapter and cannot change to a new substance during the same scene. If she turns her body into water, for example, she can’t then turn herself into stone — except by first deactivating and (with an appropriate Adaptation) reactivating it.

The Coactive brings himself into harmony with parallel worlds where the composition of his flesh is very different than in his home dimension, but sometimes it manifests unexpectedly (Power Build-Up; Involuntary; Stamina).

The Invasive rearranges her composition on a subatomic level, changing it through fission and fusion as necessary to become the material she wishes to be. This is by no means a swift process (Preparation; Controlled; Wits).

The Mutant can alter the composition of their skin, but their face remains soft flesh, and their garments do not transform with the rest of them (Weak Point; Persistent; Deviation: Naked Variation).

Mechanical Transformation (• to •••••)

Overt

Tiered, Toggled

The Deviant can transform into an inanimate solid object.

At Magnitude •, once per chapter, the Remade can transform into any inanimate solid object with an Availability and Durability no greater than half his Scar Power (rounded up). The object’s Size cannot exceed the Broken’s Scar Power times Variation Magnitude, nor can it be smaller than a coin. Regardless of the object’s apparent lack of sense organs or speech faculties, the Broken remains fully aware of his surroundings using his own senses and may communicate verbally. However, he is otherwise limited by the form he takes. Someone else will need to operate him, most machines need a power source, he can’t walk, etc. He also cannot target Directed Variations in this form or benefit from Variations that grant additional forms of locomotion (such as Aquatic, Flight, or Translocation). When the transformation ends, any Structure damage the object has taken is applied to the Deviant as bashing damage. If the object would be destroyed, the Deviant reverts to his original form and suffers a medium Instability (in addition to bashing damage based on Structure damage he suffered).

At Magnitude ••, as Magnitude •, and choose one:

•            Chameleon: The Remade may instead activate this Variation once per scene.

•            Humanized: Regardless of the object’s apparent lack of ambulatory limbs, the Remade may still move at the better of his Speed or the object’s — including such Variations as Aquatic or Flight. He may also target Directed Variations while in this form.

•            Luxury: The maximum Availability is instead the greater of Scar Power or Variation Magnitude.

•            Self-Operating: When in the form of an object, the Deviant does not require fuel and can also operate himself — laptops can connect to the local wi-fi, cars can drive themselves, etc.

At Magnitude •••, as Magnitude ••, but the Remade benefits from two Magnitude •• effects.

At Magnitude ••••, as Magnitude ••, but the Remade benefits from three Magnitude •• effects.

At Magnitude •••••, as Magnitude ••, but the Remade benefits from all four Magnitude •• effects.

With an act of will, the Cephalist can change himself into a copy of an inanimate object he can see when he activates this Variation (Tribulation; Controlled; Wits; Deviation: Caveat).

The Chimeric was hybridized with animals from otherworlds whose laws of biology include organic metals and polymers, but she cannot heal if she strays too far from the portal to that otherworld (Sluggish Metabolism; Persistent; Deviation: Tethered).

The Invasive is a humanoid colony of nanites that can rearrange themselves into any number of shapes, but he is highly susceptible to electrocution and EMPs (Bane; Persistent).

Mutant Variations

Cursed Flesh (• to •••••)

Subtle

Discrete, Toggled

The Broken can impose an unwelcome burden on others.

This Variation allows the Deviant to impart a single Persistent Scar (including Deviations) chosen at the time she develops this Variation (the secondary Scar). If the target couldn’t reasonably be affected by the secondary Scar (such as a Baseline saddled with Addictive Variation), this Variation has no effect. The specifics of the Scar must be determined when the Broken develops this Variation — not merely a Bane but the exact Bane it will impart, for example. A secondary Scar cannot be one that itself imposes a secondary Scar (Deviant, p. 111). This is otherwise built like Sacred Flesh (Deviant, p. 151), complete with options for Boons, Secretions, Tokens, and Fragments (although it does not impart Variations). The target of a Boon contests this Variation as with any other Directed effect. Someone exposed to a Secretion, Token, or Fragment instead makes a reflexive Resistance + Supernatural Tolerance roll resisted by the Deviant’s Scar Power; if successful, she doesn’t suffer the Scar. The Remade may purchase this Variation multiple times, and each time allows the Broken to impose a different Scar.

At Magnitude •, choose a Magnitude •• Scar.

At Magnitude ••, choose a Magnitude ••• Scar.

At Magnitude •••, choose a Magnitude •••• Scar.

At Magnitude ••••, choose a Magnitude ••••• Scar. Ordinarily, a Scar never counts as greater than Magnitude 5, no matter how many Deviations and Standard Deviations are applied to it (p. XX). Scars imposed by this Variation are an explicit exception to this. This Variation therefore couldn’t impose Bane 4 with the Common, Draining, and Paralyzing Deviations, for example, as this would result in a Scar of Magnitude 7 for the purpose of this Variation.

Deviations

•             Aura (+1 Magnitude): Must be a Boon. The Scar affects all viable targets within short range, whether friend or foe.

•            Parasite (+0 Magnitude): The secondary Scar is Controlled or Involuntary, instead, but it can only affect other Remade, adding an additional drawback to all the Variations entangled to one of the victim’s Scars. The Remade imposing this curse may choose a known Scar (or stipulate that it affects whichever Scar is entangled with a Variation known to her); otherwise, it affects a Scar at random. This cannot affect Persistent Perpetual Variations.

•            Infection (+1 Magnitude): As Parasite, but the Scar may target supernatural beings other than Deviants, punishing them whenever they use an occult ability that requires an action and/or roll to activate. This affects a single supernatural ability — either a known capability or one chosen at random.

•            Infestation (+1 Magnitude): As Parasite, but the Scar instead imposes a new burden on all the target’s Variations, regardless of the Scars entangled with them. If paired with Infection and used against a supernatural being who isn’t a Remade, it affects all supernatural abilities that require an action and/or a roll to activate.

•            Long-Lasting (+1 Magnitude): The target instead suffers the Scar until the end of the current chapter (instead of scene, as Sacred Flesh). If this Scar is applied as a Boon, the Deviant may spend a point of Willpower to extend its effects until the end of the next chapter, potentially extending its duration from chapter to chapter.

•            Randomized (+0 Magnitude): Choose additional secondary Scars equal to Scar Power. Each time the Broken activates the Variation, it imposes one of these Scars chosen at random.

•            Versatile (+1 Magnitude): As Randomized and exclusive with it, but the Deviant decides which Scar to impose each time she activates this Variation.

The Chimeric’s bite carries a curse that will bring out a bestial side not long after (a Boon with Alternate Persona with the Bestial Deviation), but she hates using it and can only deploy it when she has Inhuman Digestion active (Shame; Persistent; Deviations: Dependent Variation, Intimate).

The Invasive synthesizes a toxin in an artificial gland in their right shoulder that, if it enters a Deviant’s bloodstream, causes her to destabilize if she uses her powers (a Secretion with the Parasite Deviation that imposes Unstable Variation), but the gland’s waste products thin their blood (Hemophilia; Persistent).

The Mutant’s hair, when braided into a bracelet, circlet, or necklace, immobilizes the arms and legs of anyone bound with them — a Fragment that imposes the Missing Limb Scar. However, the process of growing and crafting such accessories requires substantial time and effort (Preparation; Controlled; Dexterity).

Gestalt (• to •••••)

Overt

Tiered, Toggled

The Broken can merge with a willing target, becoming one person.

At Magnitude •, the Deviant (along with any carried or worn equipment) can step into a willing target, merging his body with theirs until the end of the scene. This gestalt has a body side and mind side. The gestalt takes the appearance of one of the two, chosen by the Remade, and this also determines its Physical Attributes and Skills, its Physical Scars and Variations, and its Health (body side). The Broken likewise decides which person controls the gestalt, and this is used to derive Mental and Social Attributes, Skills, Scars, and Variations (mind side). The gestalt ends if the body side would lose consciousness due to injury, but both the Deviant and the target halve any damage suffered while merged (rounding fractional damage up). When the gestalt ends, Tilts and Conditions that affect the body “follow” the participant who served as the body, while those that affect the mind “follow” the one who held the reins of the gestalt when the Variation ended. Participants in a gestalt can only spend Willpower when they control the mind side of the gestalt. Every participant in a gestalt shares the same awareness and memory of events that take place while the Variation is active, which can lead to breaking points for Baselines who are exposed to violence or occult horrors while piggybacking in this way.

At Magnitude ••, as Magnitude •, and choose one:

•            Cohort: The gestalt can step into other willing targets and add them to the gestalt as an action. The gestalt can encompass a number of participants (including the Remade) no greater than Variation Magnitude + Scar Power, although the gestalt only uses one as the body and one as the mind at a time. If the gestalt suffers damage, each member suffers half the damage the collective endured (with fractional damage rounded up); it isn’t divided three or more ways.

•            Synergy: As an action, the mind side may relinquish control to the other participant in the gestalt (or any other participant, if the Broken later gains Cohort). This does not change the gestalt’s place in the Initiative order in action scenes. The Deviant may spend a point of Willpower to take back control of the mind side as a reflexive action even if he doesn’t currently control the mind side.

•            Waveform: As an action, the mind side may change the body so that the gestalt’s body takes the appearance (and Physical traits) of the other participant (or any other participant, if the Broken later gains Cohort). This does not change the gestalt’s place in the Initiative order in action scenes.

At Magnitude •••, as Magnitude ••, but choose two Magnitude •• effects.

At Magnitude ••••, as Magnitude ••, but the Deviant enjoys the benefits of all three Magnitude •• effects.

Deviations

•            Advanced (+1 Magnitude): The Deviant may spend a point of Willpower to extend the duration of the gestalt until the end of the next chapter, potentially extending the duration from chapter to chapter this way. However, any component member of the gestalt may choose to leave it at the end of any scene without ending the Variation’s effects for other participants. If the Remade has Cohort, the maximum number of participants is instead equal to Variation Magnitude times Scar Power. If the Broken has Synergy, each non-Baseline member of the gestalt rolls and tracks their own Initiative and may spend a point of Willpower as a reflexive action on their Initiative to take an action with the current body; this can allow the collective to take multiple actions in a single turn but only one action per non-Baseline participant. If the Deviant has Waveform, swapping bodies is a reflexive action that can be taken once per turn, but this inflicts a point of lethal damage to the body side (which can’t be avoided with armor, Variations, or Adaptations).

The Chimeric’s jaws unhinge, and he swallows his target whole, but instead of consuming them, he merges with them to become a single organism, which can twist and unfold to reveal the component parts like a reversible shirt. This merging takes time, however (Preparation; Controlled; Dexterity).

The Coactive becomes ephemera and rides the target. However, she is vulnerable to several superstitious remedies to ward off or exorcise ghosts (Bane; Persistent).

The Mutant exists in a quantum state, and he can bring others into harmony with it. However, he is especially susceptible to injury (Fragility; Persistent).

Comments

K. Malulani Castro

Is it assumed that internet acuity gives access to the internet at all times?

Eric Zawadzki

I've added the question to my notes. The text doesn't say either way, and my assumption was that you'd still need a device to access the web. However, Preparation (Catalyst) and Power Failure are right there, and continual access seems like a nice boost to the Mag 1 effect. Like, most of us have access to the internet pretty much everywhere we go, although a Renegade could get a lot of mileage out of internet access with trackable phone to worry about.

K. Malulani Castro

Gonna Homebrew a branch for Fate-Bind that is positive (i.e., if you get willpower so do I). Might come up with some Deviations to change the direction of the binding (i.e., one-way, two-way).